GM Frost's S03-99 Fate in the Future [3-4] (PbP Outpost VII) (Inactive)

Game Master Frozen Frost

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Challenge Points: 30 (High Tier, Level 3-4)
Start Date: 4 March 2024
End Date: 13 May 2024


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Venture-Captain, Online PBP

**HOUSE GM ANNOUNCEMENT**

The Pathfinders have uncovered lore in the library!

Table GMs, the LORE DISCOVERED condition on page 9 is in effect.


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LORE DISCOVERED condition in effect: The Pathfinders are bolstered by their knowledge. At the beginning of the next combat encounter, the PCs automatically succeed on a check to Recall Knowledge about each visible creature in that encounter.

Envoy's Alliance

Female Goblin (Charhide) Barbarian(Cook)/3 Hero Pts 0, HPs 43/48(53), AC 20, F +9, R +7, W +8, Perc +8 , Athletics, Medicine(E) +8, Acrobatics, Diplomacy, +7, Survival +6, Craft, Lore: Cooking, Gladiatorial +5, Speed 25, Focus Pts 1/1, Exploration Mode: Investigate

Nikebei is dazed and confused by the injuries she sustained as she lies on the floor, with Edda tying off a bandage, stemming the flow of blood and feeling the poultice, reinvigorating her. She takes a potion from her herb rack and drinks it. Lesser healing potion 2d8 + 5 ⇒ (4, 2) + 5 = 11. She picks up a pot to defend herself from the statue.
◆ - Get Potion
◆ - Drink Potion - now 19HPs
◆ - Raise shield

Vigilant Seal

AC 17; Fort +8; Ref +7; Will +12 HP 16/42 ↺preference 1 Schol recollect What is that 2 Recognise spell What's the magic 3 Bloodvendetta What the hell gm frosts fate inthe future slides

apologies my page was showing no updates Should have realised hat was unlikely for a special

Fioriel electric arcs statues 1 & 2

elec arc dc 19 reflex: 3d4 ⇒ (1, 1, 2) = 4

shoots an arrow at 2: 1d20 + 8 ⇒ (9) + 8 = 17
piercing damage: 1d6 ⇒ 3


Venture-Captain, Online PBP

**HOUSE GM ANNOUNCEMENT**

The stranded Pathfinder has been saved!

Table GMs, the PATHFINDER FOUND condition on page 9 is in effect.


Venture-Captain, Online PBP

**HOUSE GM ANNOUNCEMENT**

With the lower levels of the ruins secure, Venture-Captain Armeline Jirneau calls the Pathfinders together once again. “Excellent work, Pathfinders! The area’s secure and the path to the upper levels is now clear. What’s more, we have news.” she says, gesturing at the glowing arch. “We’ve discovered that this potent artifact is called the Eternity Arch. It’s resonating with some sort of magical focus nearby, and this resonance is what’s causing the Maze of the Open Road to malfunction. Using this connection, we determined that the focus is somewhere above us, higher in the ruins. We must find the focus and sever its connection to the arch.”

“It’s cold in the upper levels. We’re distributing warm clothing now. Remember, we don’t know what the focus is, so leave no stone unturned. Be safe and stay in touch. Let’s move, Pathfinders!”

Table GMs, please begin Part 2.


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Apologies for the delayed posting for today. Internet is down at work and at home, my brother is using my laptop whole day and night for his online review. Just got chance at this moment to updated. And I also forgot to adjust Nikebei's HP after being treated.

PATHFINDER FOUND condition in effect: A rescued Pathfinder warns the party about animals from the Maze of the Open Road that chased them here. At the start of the next encounter, the PCs each gain a +2 circumstance bonus when rolling initiative.

Nikebei drinks potion to heal herself. Fioriel cast electricity at 1 and 2.
1: Dc 19 basic Reflex save: 1d20 + 5 ⇒ (9) + 5 = 14 Fail, 4 E damage
2: Dc 19 basic Reflex save: 1d20 + 5 ⇒ (6) + 5 = 11 Fail, 4 E damage

"They are here!" shouts somebody and more Pathfinders arrive and helps them eliminate the current threat they are facing. They are led back to the meeting point for the announcement of securing the low levels of the ruins.

After the annoucement, Eando Kline, leader of the Vigilant Seal faction, paces towards them with worry. “We dispatched scouts to the east, but we haven’t heard from them yet. Go check it out. See if they need help!”

Party Health:
Althelsted (27/40 HP) [1☘️]
Black Molly (11/41 HP) [0☘️]
Cap'n Silverbeard (11/41 HP)
Life Sprouts Anew and so Hope Remains (23/58 HP) [2☘️]
Nikebei (19/48 HP) [1☘️] | Wounded 1
Fioriel (36/42 HP) [2☘️]
Edda Vira (29/35 HP) [0☘️]
Rapscallion (9/15 HP)

You are given time to heal yourselves before we can proceed to the next part.

After they patch themselves, the Pathfinders head to the east and arrive to an area with chambers that seems to be part of the residential wing of the ruins, functioning as communal living spaces. The walls on the east side of this area are partially collapsed, revealing ice tunnels that wind off into the distance. These ice tunnels are difficult terrain and uneven ground (DC 17 Acrobatics check to Balance)

You are currently at SLIDE 21. Which way would you like to go, northward or eastward? Either way, you see from afar what looks like a pile of bodies.

Radiant Oath

HP 45/58 | AC 21 | Fort +10, Ref +10, Will +10 (+2 DC vs Trip and Shove attempts) | Perc +10 (Break initiative ties), Low-Light Vision | Ranger 4 | Hero Points: 1/3 | Active Conditions: None |

Hope being the spry little guy that he is attempts to lead the group to the east.

Acrobatics: 1d20 + 8 ⇒ (10) + 8 = 18

I assume that means we mark back up to full HP? Or is it a specific amount of time I should roll Medicine for?

Envoy's Alliance

Female Goblin (Charhide) Barbarian(Cook)/3 Hero Pts 0, HPs 43/48(53), AC 20, F +9, R +7, W +8, Perc +8 , Athletics, Medicine(E) +8, Acrobatics, Diplomacy, +7, Survival +6, Craft, Lore: Cooking, Gladiatorial +5, Speed 25, Focus Pts 1/1, Exploration Mode: Investigate

Nikebei seeks medical treatment from the medics at the pathfinder meeting, hoping to patch her up a lot.

GM Frost:

Not sure how we're handling these rest points if there are experienced medics or somewhere to buy potions. So posting before I've got healing rolled, but will have healing from some-one and would buy replacement potion if poss.

Nikebei attempts to pick her way through the ice tunnels, slowly putting one foot in front of the other, carefully. Her pots sway, unusually the moment actually steadies her foot fall.

Acrobatics 1d20 + 7 ⇒ (4) + 7 = 11 - has Steady Balance feat, but keeping the amazing run of dice rolls going......

Steady Balance:

You can keep your balance easily, even in adverse conditions. Whenever you roll a success using the Balance action, you get a critical success instead. You’re not off-guard while attempting to Balance on narrow surfaces and uneven ground. Thanks to your incredible balance, you can attempt an Acrobatics check instead of a Reflex save to Grab an Edge.

Vigilant Seal

AC 17; Fort +8; Ref +7; Will +12 HP 16/42 ↺preference 1 Schol recollect What is that 2 Recognise spell What's the magic 3 Bloodvendetta What the hell gm frosts fate inthe future slides

Fioriel picks her way to the east

acrobatics: 1d20 + 7 ⇒ (11) + 7 = 18

Horizon Hunters

Level 5 summoner | AC 22/23 | HP: 68 | Fort 11, Ref 11, Will 10 | Spell DC 21 | Per 10 | Speed 25’

Molly and Silverbeard tread carefully, heading eastward.

Molly: 1d20 + 3 ⇒ (20) + 3 = 23
Silverbeard: 1d20 + 2 ⇒ (15) + 2 = 17


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Have one hero point each!

Life Sprouts Anew-Hope Remains wrote:
I assume that means we mark back up to full HP? Or is it a specific amount of time I should roll Medicine for?

There is enough time to heal everyone back to full HP and can be handwaved.

Some of the Pathfinders have no trouble treading the slippery and icy ground while others are having a hard time to get their balance as all of them heads to the east.

At the far end in front of them along their way, they witness something gruesome: a pile of dead bodies. Whoever did that must have something to do on them when suddenly...

Rolling initiatives:
Black Molly's Initiative using Repeat a Spell: 1d20 + 6 + 2 ⇒ (14) + 6 + 2 = 22
Nikebei's Initiative using Investigate: 1d20 + 6 + 2 ⇒ (8) + 6 + 2 = 16
Althelsted's Initiative using Detect Magic: 1d20 + 9 + 2 ⇒ (11) + 9 + 2 = 22
Life Sprouts Anew and so Hope Remains's Initiative using Search: 1d20 + 10 + 2 ⇒ (18) + 10 + 2 = 30 (pilgrim's token, win ties)
Edda Vira's Initiative using Search: 1d20 + 9 + 2 ⇒ (14) + 9 + 2 = 25
Fioriel's Initiative using Avoid Notice: 1d20 + 7 + 2 ⇒ (6) + 7 + 2 = 15
Red: 1d20 + 8 ⇒ (20) + 8 = 28
Blue: 1d20 + 8 ⇒ (19) + 8 = 27
White: 1d20 + 8 ⇒ (2) + 8 = 10
Black: 1d20 + 8 ⇒ (6) + 8 = 14
Yellow: 1d20 + 7 ⇒ (6) + 7 = 13

Their arrival certainly disturbs the creatures nearby that are eating two of the Pathfinder scouts, both of whom are clearly dead. Hope is very quick to notice them, maybe because they... smell.

⬤ LIVING QUARTERS ENCOUNTER! Round 1 ⬤
PARTY CONDITIONS: CONSTRUCT DESTROYED: Learning from their experience fighting constructs, the Pathfinders bypass the defenses of other creatures. At the start of the next encounter where enemy creatures have Hardness or resistances, the creatures lose those defenses for 1 round.
LORE DISCOVERED: The Pathfinders are bolstered by their knowledge. At the beginning of the next combat encounter, the PCs automatically succeed on a check to Recall Knowledge about each visible creature in that encounter.
PATHFINDER DISCOVERED: A rescued Pathfinder warns the party about animals from the Maze of the Open Road that chased them here. At the start of the next encounter, the PCs each gain a +2 circumstance bonus when rolling initiative.

TERRAIN FEATURES: The ice tunnels (the area you entered) are difficult terrain and uneven ground (DC 17 Acrobatics check to Balance or fall Prone)
MAP LINK: ENCOUNTER MAP
OTHER NOTES: ☘️ - Hero Points. OG - Off-Guard

CHARACTER IN ➤ BOLD TYPEFACE CAN ACT!
➤ Life Sprouts Anew and so Hope Remains (AC 21) (58/58 HP) | [3☘️]
Red (- HP) | Stench (aura) [see below]
Blue (- HP) | Stench (aura) [see below]
Edda Vira (AC 18) (35/35 HP) | [1☘️]
⠀⠀Rapscallion (AC 18) (15/15 HP)
Althelsted (AC 18) (40/40 HP) | [2☘️]
Black Molly (AC 18, +1 w Shield spell) (41/41 HP) | [1☘️]
⠀⠀Cap'n Silverbeard (AC 19) (41/41 HP)
Nikebei (AC 20, +2 w Steel Shield) (48/48 HP) | [2☘️]
Fioriel (AC 17) (42/42 HP) | [3☘️]
Black (- HP) | Stench (aura) [see below]
Yellow (- HP)
White (- HP) | Stench (aura) [see below]

EFFECTS & CONDITIONS REFERENCE

Stench (aura, olfactory, 10 ft) :
A creature entering the aura or starting its turn in the aura must succeed at a DC 16 Fortitude save or become sickened 1 (plus slowed 1 as long as itʼs sickened on a critical failure). While within the aura, the creature takes a –2 circumstance penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute.

Radiant Oath

HP 45/58 | AC 21 | Fort +10, Ref +10, Will +10 (+2 DC vs Trip and Shove attempts) | Perc +10 (Break initiative ties), Low-Light Vision | Ranger 4 | Hero Points: 1/3 | Active Conditions: None |

Hope nearly stumbles at the stench alone but to save those bodies and get them recovered there really is no other option than to approach, now.

He attempts to move towards the black ghoul.
Acrobatics, balance: 1d20 + 8 ⇒ (13) + 8 = 21

And he keeps his footing, but as for the stench.
Fortitude: 1d20 + 10 ⇒ (15) + 10 = 25

Both his footing and his lunch stay where they need to, miraculously. So, he follows up and hunts the creature before him and swings twice.

Longsword, TT: 1d20 + 11 ⇒ (11) + 11 = 22
Slashing: 2d8 + 4 ⇒ (8, 4) + 4 = 16

Light hammer, TT: 1d20 + 11 - 2 ⇒ (15) + 11 - 2 = 24
Bludgeoning: 2d6 + 4 ⇒ (3, 2) + 4 = 9

Disrupt Prey if Black moves or manipulates:

Longsword, TT: 1d20 + 11 ⇒ (19) + 11 = 30
Slashing: 2d8 + 4 ⇒ (6, 4) + 4 = 14


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Hope manages to resist the rotten smell and balance himself across the slippery floor. He then slashes and bonks at the nearest enemy he is hunting. 25 total damage

Red approaches Hope...
DC 17 Acrobatics to Balance: 1d20 + 10 ⇒ (15) + 10 = 25 Success

and bites the leshy!
Jaws Attack: 1d20 + 11 ⇒ (4) + 11 = 15 vs Hope AC 21

Fortunately, it misses. Blue joins them...
DC 17 Acrobatics to Balance: 1d20 + 10 ⇒ (5) + 10 = 15 Failure, Blue fall Prone

It stands up.

⬤ LIVING QUARTERS ENCOUNTER! Round 1 ⬤
PARTY CONDITIONS: CONSTRUCT DESTROYED: Learning from their experience fighting constructs, the Pathfinders bypass the defenses of other creatures. At the start of the next encounter where enemy creatures have Hardness or resistances, the creatures lose those defenses for 1 round.
LORE DISCOVERED: The Pathfinders are bolstered by their knowledge. At the beginning of the next combat encounter, the PCs automatically succeed on a check to Recall Knowledge about each visible creature in that encounter.
PATHFINDER DISCOVERED: A rescued Pathfinder warns the party about animals from the Maze of the Open Road that chased them here. At the start of the next encounter, the PCs each gain a +2 circumstance bonus when rolling initiative.

TERRAIN FEATURES: The ice tunnels (the area you entered) are difficult terrain and uneven ground (DC 17 Acrobatics check to Balance or fall Prone)
MAP LINK: ENCOUNTER MAP
OTHER NOTES: ☘️ - Hero Points. OG - Off-Guard

CHARACTER IN ➤ BOLD TYPEFACE CAN ACT!
Life Sprouts Anew and so Hope Remains (AC 21) (58/58 HP) | Immune to Stench | [3☘️]
Red (- HP) | Stench (aura) [see below]
Blue (- HP) | Stench (aura) [see below]
➤ Edda Vira (AC 18) (35/35 HP) | [1☘️]
⠀⠀➤ Rapscallion (AC 18) (0/15 HP)
➤ Althelsted (AC 18) (40/40 HP) | [2☘️]
➤ Black Molly (AC 18, +1 w Shield spell) (41/41 HP) | [1☘️]
⠀⠀➤ Cap'n Silverbeard (AC 19) (0/41 HP)
➤ Nikebei (AC 20, +2 w Steel Shield) (48/48 HP) | [2☘️]
➤ Fioriel (AC 17) (42/42 HP) | [3☘️]
Black (-25 HP) | Stench (aura) [see below]; Hunted prey of Hope
Yellow (- HP)
White (- HP) | Stench (aura) [see below]

EFFECTS & CONDITIONS REFERENCE

Stench (aura, olfactory, 10 ft) :
A creature entering the aura or starting its turn in the aura must succeed at a DC 16 Fortitude save or become sickened 1 (plus slowed 1 as long as itʼs sickened on a critical failure). While within the aura, the creature takes a –2 circumstance penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute.

Vigilant Seal

AC 17; Fort +8; Ref +7; Will +12 HP 16/42 ↺preference 1 Schol recollect What is that 2 Recognise spell What's the magic 3 Bloodvendetta What the hell gm frosts fate inthe future slides

Fioriel recalls knowledge on blue Thats a ghast it can paralyse with its attacks

then gives blue and red a shock

casts electric arc reflex dc 19 electric damage: 3d4 ⇒ (4, 2, 1) = 7

Radiant Oath

Skills:
Architecture Lore +7, Crafting +7, Diplomacy +9, Medicine +9, Nature +9, Performance +11 (+12 when making a performance of type Singing.), Religion +9, Society +7, Theater Lore +7
Male Human NG Cleric of Shelyn 4 (he/him) | HP:34/40| AC:18 | DC: 19 | F:+8 R:+8 W:+11 | Init:+8 (Religion to Detect Magic) | Per: +9 | Hero: 1

Athelsted tries to move forward.
Stride
Acrobatics : 1d20 ⇒ 8

Stride
Acrobatics : 1d20 ⇒ 9

Radiant Oath

Skills:
Architecture Lore +7, Crafting +7, Diplomacy +9, Medicine +9, Nature +9, Performance +11 (+12 when making a performance of type Singing.), Religion +9, Society +7, Theater Lore +7
Male Human NG Cleric of Shelyn 4 (he/him) | HP:34/40| AC:18 | DC: 19 | F:+8 R:+8 W:+11 | Init:+8 (Religion to Detect Magic) | Per: +9 | Hero: 1

Athelsted tries to move forward.
Stride
Acrobatics : 1d20 + 2 ⇒ (3) + 2 = 5
Falling down, he stands up and tries again.
Stand; Stride
Acrobatics : 1d20 + 2 ⇒ (16) + 2 = 18

Horizon Hunters

Level 5 summoner | AC 22/23 | HP: 68 | Fort 11, Ref 11, Will 10 | Spell DC 21 | Per 10 | Speed 25’

Molly reaches for the dagger at her belt, but pulls out a ghostly version of it instead. She throws it at the creature north of them.

Meanwhile, Silverbeard fixes his eye on Hope’s opponent. ”It’s cold as hell in here, which is where you’re headed!”, he snaps.

BM: Cast spiritual armament at Yellow, shield
CS: Demoralize Black

Attack: 1d20 + 10 ⇒ (1) + 10 = 11
Damage: 2d8 + 1 ⇒ (6, 4) + 1 = 11P/Sp

Intimidation: 1d20 + 8 ⇒ (2) + 8 = 10

HP that attack

Attack: 1d20 + 10 ⇒ (8) + 10 = 18

Grand Archive

HP 22/35 | AC 18 | DC 19 | Fort +6, Ref +9, Will +9 | Perc +9, Low-Light Vision | Investigator 3 | Hero Points: 1/3 | Active Conditions: None |

Edda takes a good hard look at The Blue Ghoul, thinking about whether they look hurtable or not.
♦ Devise a Stratagem
DaS: 1d20 + 10 ⇒ (15) + 10 = 25

Realizing that the angle of attack isn't the best, Edda starts slip-sliding forward.
♦Balance
Acrobatics: 1d20 + 7 ⇒ (10) + 7 = 17

Finally, Edda lets loose their Shortbow at the Blue Ghoul.

♦Strike using DaS roll
Shortbow: 2d6 ⇒ (3, 2) = 5


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Fioriel easily recalls Blue to be a ghast, smelly rotten creatures feeding on dead bodies to regain health. Their deadly bite or claws indeed can cause paralysis and even ghast fever that, if not treated, can even turn the victim a ghast as well.

Blue: DC 19 Reflex save: 1d20 + 10 ⇒ (15) + 10 = 25 Success, 3 E damage
Red: DC 19 Reflex save: 1d20 + 10 ⇒ (5) + 10 = 15 Fail, 7 E damage

Fioriel electrifies them, both Blue and Red.

It looks like Althelsted posted twice. I will use the second one. The cleric is having a hard time to balance himself while pacing on the slippery icy tunnel's floor.

Black Molly throws a spiritual dagger that pierces her target Yellow's rotten skin. 11 P damage Demoralizing Black, Cap'n Silverbeard's words do not share the same coldness with the place they are in. Fail to Demoralize Black.

Edda carefully positions themself into a better spot and shoots Blue. 5 P damage

⬤ LIVING QUARTERS ENCOUNTER! Round 1 ⬤
PARTY CONDITIONS: CONSTRUCT DESTROYED: Learning from their experience fighting constructs, the Pathfinders bypass the defenses of other creatures. At the start of the next encounter where enemy creatures have Hardness or resistances, the creatures lose those defenses for 1 round.
LORE DISCOVERED: The Pathfinders are bolstered by their knowledge. At the beginning of the next combat encounter, the PCs automatically succeed on a check to Recall Knowledge about each visible creature in that encounter.
PATHFINDER DISCOVERED: A rescued Pathfinder warns the party about animals from the Maze of the Open Road that chased them here. At the start of the next encounter, the PCs each gain a +2 circumstance bonus when rolling initiative.

TERRAIN FEATURES: The ice tunnels (the area you entered) are difficult terrain and uneven ground (DC 17 Acrobatics check to Balance or fall Prone)
MAP LINK: ENCOUNTER MAP
OTHER NOTES: ☘️ - Hero Points. OG - Off-Guard

CHARACTER IN ➤ BOLD TYPEFACE CAN ACT!
Life Sprouts Anew and so Hope Remains (AC 21) (58/58 HP) | Immune to Stench | [3☘️]
Red (-7 HP) | Stench (aura) [see below]
Blue (-8 HP) | Stench (aura) [see below]
Edda Vira (AC 18) (35/35 HP) | [1☘️]
⠀⠀Rapscallion (AC 18) (15/15 HP)
Althelsted (AC 18) (40/40 HP) | [2☘️]
Black Molly (AC 18, +1 w Shield spell) (41/41 HP) | [1☘️]
⠀⠀Cap'n Silverbeard (AC 19) (41/41 HP)
➤ Nikebei (AC 20, +2 w Steel Shield) (48/48 HP) | [2☘️]
Fioriel (AC 17) (42/42 HP) | [3☘️]
Black (-25 HP) | Stench (aura) [see below]; Hunted prey of Hope
Yellow (-11 HP)
White (- HP) | Stench (aura) [see below]

EFFECTS & CONDITIONS REFERENCE

Stench (aura, olfactory, 10 ft) :
A creature entering the aura or starting its turn in the aura must succeed at a DC 16 Fortitude save or become sickened 1 (plus slowed 1 as long as itʼs sickened on a critical failure). While within the aura, the creature takes a –2 circumstance penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute.


The reliable sidekick of GM Frost! | GM Frost's Recruitment Board | ◆◇↺

Botting Nikebei...

Nikebei runs to follow Hope...
DC 17 Acrobatics to Balance: 1d20 + 7 ⇒ (2) + 7 = 9 Fail, falls Prone

but falls to the ground instead. Either the floor is too slippery or Nikebei is rushing. The goblin stands and tries again.
DC 17 Acrobatics to Balance: 1d20 + 7 ⇒ (17) + 7 = 24 Success

He enters the smelly space.
DC 16 Fortitude save vs Stench: 1d20 + 9 ⇒ (1) + 9 = 10 Crit Fail
Hero Point! DC 16 Fortitude save vs Stench: 1d20 + 9 ⇒ (13) + 9 = 22 Success, immune to Stench

The stench is too much for the barbarian, or it is just her imagination.


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Black consumes more flesh to regain some health but Hope takes this chance to cut the creature into half! Black is eliminated!

Yellow makes its move...
DC 17 Acrobatics to Balance: 1d20 + 9 ⇒ (4) + 9 = 13 Fail, falls Prone

... but falls to the ground. Yellow stands up and tries again.
DC 17 Acrobatics to Balance: 1d20 + 9 ⇒ (10) + 9 = 19

It succeeds this time and manages to advance next to Althelsted.

White enters the slippery and icy area.
DC 17 Acrobatics to Balance: 1d20 + 9 ⇒ (3) + 9 = 12 Fail, falls Prone

and falls to the ground as well. It stands and tries to get close to the closest Pathfinder.
DC 17 Acrobatics to Balance: 1d20 + 9 ⇒ (9) + 9 = 18

⬤ LIVING QUARTERS ENCOUNTER! Round 2 ⬤
PARTY CONDITIONS: CONSTRUCT DESTROYED: Learning from their experience fighting constructs, the Pathfinders bypass the defenses of other creatures. At the start of the next encounter where enemy creatures have Hardness or resistances, the creatures lose those defenses for 1 round.
LORE DISCOVERED: The Pathfinders are bolstered by their knowledge. At the beginning of the next combat encounter, the PCs automatically succeed on a check to Recall Knowledge about each visible creature in that encounter.
PATHFINDER DISCOVERED: A rescued Pathfinder warns the party about animals from the Maze of the Open Road that chased them here. At the start of the next encounter, the PCs each gain a +2 circumstance bonus when rolling initiative.

TERRAIN FEATURES: The ice tunnels (the area you entered) are difficult terrain and uneven ground (DC 17 Acrobatics check to Balance or fall Prone)
MAP LINK: ENCOUNTER MAP
OTHER NOTES: ☘️ - Hero Points. OG - Off-Guard

CHARACTER IN ➤ BOLD TYPEFACE CAN ACT!
➤ Life Sprouts Anew and so Hope Remains (AC 21) (58/58 HP) | Immune to Stench | [3☘️]
Red (-7 HP) | Stench (aura) [see below]
Blue (-8 HP) | Stench (aura) [see below]
Edda Vira (AC 18) (35/35 HP) | [1☘️]
⠀⠀Rapscallion (AC 18) (15/15 HP)
Althelsted (AC 18) (40/40 HP) | [2☘️]
Black Molly (AC 18, +1 w Shield spell) (41/41 HP) | [1☘️]
⠀⠀Cap'n Silverbeard (AC 19) (41/41 HP)
Nikebei (AC 20, +2 w Steel Shield) (48/48 HP) | Immune to Stench | [1☘️]
Fioriel (AC 17) (42/42 HP) | [3☘️]
Black (-53 HP) |
Yellow (-11 HP)
White (- HP) | Stench (aura) [see below]

EFFECTS & CONDITIONS REFERENCE

Stench (aura, olfactory, 10 ft) :
A creature entering the aura or starting its turn in the aura must succeed at a DC 16 Fortitude save or become sickened 1 (plus slowed 1 as long as itʼs sickened on a critical failure). While within the aura, the creature takes a –2 circumstance penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute.

Radiant Oath

HP 45/58 | AC 21 | Fort +10, Ref +10, Will +10 (+2 DC vs Trip and Shove attempts) | Perc +10 (Break initiative ties), Low-Light Vision | Ranger 4 | Hero Points: 1/3 | Active Conditions: None |

Hope changes his target to the Blue ghoul, thankfully he doesn't need to move any further on this slippery ground at the moment.

Then he just tries to rip into the creature hardest to get to.

Longsword, TT: 1d20 + 11 ⇒ (10) + 11 = 21 vs Blue
Slashing: 2d8 + 4 ⇒ (1, 6) + 4 = 11

Light Hammer,TT: 1d20 + 11 - 2 ⇒ (1) + 11 - 2 = 10 vs Blue
Bludgeoning: 2d6 + 4 ⇒ (3, 4) + 4 = 11

Light Hammer Attack #3: 1d20 + 11 - 4 ⇒ (11) + 11 - 4 = 18 vs Blue
Bludgeoning: 2d6 + 4 ⇒ (1, 4) + 4 = 9

Disrupt Prey if Blue moves or manipulates:

Longsword, TT: 1d20 + 11 ⇒ (15) + 11 = 26
Slashing: 2d8 + 4 ⇒ (1, 4) + 4 = 9


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Hope takes Blue as his prey and attacks it. He hits at first, but misses with his light hammer first, but not the second. 11 B + 9 S damage

Red attacks with its dirty rotten claws!
Claw Attack: 1d20 + 11 ⇒ (9) + 11 = 20 vs Hope AC 21
Claw Attack, Agile, MAP1: 1d20 + 11 - 4 ⇒ (2) + 11 - 4 = 9 vs Hope AC 21
Claw Attack, Agile, MAP2: 1d20 + 11 - 8 ⇒ (12) + 11 - 8 = 15 vs Hope AC 21

Lucky leshy! He may be crowded with these filthy creatures but none seems to connect their jaws or claws into him.

Blue bends down to consume some flesh but Hope slashes it to its demise! Blue is eliminated!

⬤ LIVING QUARTERS ENCOUNTER! Round 2 ⬤
PARTY CONDITIONS: CONSTRUCT DESTROYED: Learning from their experience fighting constructs, the Pathfinders bypass the defenses of other creatures. At the start of the next encounter where enemy creatures have Hardness or resistances, the creatures lose those defenses for 1 round.
LORE DISCOVERED: The Pathfinders are bolstered by their knowledge. At the beginning of the next combat encounter, the PCs automatically succeed on a check to Recall Knowledge about each visible creature in that encounter.
PATHFINDER DISCOVERED: A rescued Pathfinder warns the party about animals from the Maze of the Open Road that chased them here. At the start of the next encounter, the PCs each gain a +2 circumstance bonus when rolling initiative.

TERRAIN FEATURES: The ice tunnels (the area you entered) are difficult terrain and uneven ground (DC 17 Acrobatics check to Balance or fall Prone)
MAP LINK: ENCOUNTER MAP
OTHER NOTES: ☘️ - Hero Points. OG - Off-Guard

CHARACTER IN ➤ BOLD TYPEFACE CAN ACT!
Life Sprouts Anew and so Hope Remains (AC 21) (58/58 HP) | Immune to Stench | [3☘️]
Red (-7 HP) | Stench (aura) [see below]
Blue (-37 HP) |
➤ Edda Vira (AC 18) (35/35 HP) | [1☘️]
⠀⠀➤ Rapscallion (AC 18) (0/15 HP)
➤ Althelsted (AC 18) (40/40 HP) | [2☘️]
➤ Black Molly (AC 18, +1 w Shield spell) (41/41 HP) | [1☘️]
⠀⠀➤ Cap'n Silverbeard (AC 19) (0/41 HP)
➤ Nikebei (AC 20, +2 w Steel Shield) (48/48 HP) | Immune to Stench | [1☘️]
➤ Fioriel (AC 17) (42/42 HP) | [3☘️]
Black (-53 HP) |
Yellow (-11 HP)
White (- HP) | Stench (aura) [see below]

EFFECTS & CONDITIONS REFERENCE

Stench (aura, olfactory, 10 ft) :
A creature entering the aura or starting its turn in the aura must succeed at a DC 16 Fortitude save or become sickened 1 (plus slowed 1 as long as itʼs sickened on a critical failure). While within the aura, the creature takes a –2 circumstance penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute.

Vigilant Seal

AC 17; Fort +8; Ref +7; Will +12 HP 16/42 ↺preference 1 Schol recollect What is that 2 Recognise spell What's the magic 3 Bloodvendetta What the hell gm frosts fate inthe future slides

Fioriel continues to zap red and white with electricity

electric arc dc19 basic reflex: 3d4 ⇒ (2, 1, 1) = 4

Beore letting an arrow loose at yellow arrow: 1d20 + 8 ⇒ (12) + 8 = 20
piercing: 1d6 ⇒ 3
deadly if crit: 1d10 ⇒ 1

Horizon Hunters

Level 5 summoner | AC 22/23 | HP: 68 | Fort 11, Ref 11, Will 10 | Spell DC 21 | Per 10 | Speed 25’

Molly sends the phantom dagger flying at the same creature again, while Silverbeard menaces a different opponent.

”I’ll drag ye to yer grave myself!”, he proclaims.

Then he tries to move north…

BM: Sustain spiritual armament vs Yellow
CS: Demoralize Red

Does Step require an Acrobatics check, or just Stride?

Attack: 1d20 + 10 ⇒ (2) + 10 = 12
Damage: 2d8 + 1 ⇒ (6, 3) + 1 = 10

Intimidation: 1d20 + 8 ⇒ (13) + 8 = 21

Grand Archive

HP 22/35 | AC 18 | DC 19 | Fort +6, Ref +9, Will +9 | Perc +9, Low-Light Vision | Investigator 3 | Hero Points: 1/3 | Active Conditions: None |

Edda, seeing Fiorel's novel idea of just attacking enemies rather than thinking about how to best do so, realizes that the situation is not improving, so taking the time to plan might not be warranted here.

First she lets loose an arrow targeting Red
Strike: 1d20 + 8 ⇒ (6) + 8 = 14
Bow Damage: 1d6 ⇒ 4

They then cast Electric Arc targeting Red and White
DC 19 Reflex
Electric Arc: 3d4 ⇒ (3, 1, 3) = 7


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Red: DC 19 basic Reflex save: 1d20 + 10 ⇒ (3) + 10 = 13 Fail, 4 E damage
White: DC 19 basic Reflex save: 1d20 + 10 ⇒ (17) + 10 = 27 Success, 2 E damage

Red and White gets slight seizures to that current while Yellow takes an arrow stick into its arm. 3 P damage

Black Molly attacks with her spiritual weapon but misses to hit. Cap'n Silverbeard frightens Red. Frightened 1

Black Molly wrote:

Does Step require an Acrobatics check, or just Stride?

You can't Step on a Difficult Terrain. Is it correct that you have two actions left? I assume your first action is Act Together.

Red: DC 19 basic Reflex save: 1d20 + 10 ⇒ (4) + 10 = 14 Fail, 7 E damage
White: DC 19 basic Reflex save: 1d20 + 10 ⇒ (1) + 10 = 11 Crit Fail, 14 E damage

Edda joins Fioriel in sending arrows and electricity to the enemies but they miss Red to hit while both are electrocuted with the spell.

⬤ LIVING QUARTERS ENCOUNTER! Round 2 ⬤
PARTY CONDITIONS: CONSTRUCT DESTROYED: Learning from their experience fighting constructs, the Pathfinders bypass the defenses of other creatures. At the start of the next encounter where enemy creatures have Hardness or resistances, the creatures lose those defenses for 1 round.
LORE DISCOVERED: The Pathfinders are bolstered by their knowledge. At the beginning of the next combat encounter, the PCs automatically succeed on a check to Recall Knowledge about each visible creature in that encounter.
PATHFINDER DISCOVERED: A rescued Pathfinder warns the party about animals from the Maze of the Open Road that chased them here. At the start of the next encounter, the PCs each gain a +2 circumstance bonus when rolling initiative.

TERRAIN FEATURES: The ice tunnels (the area you entered) are difficult terrain and uneven ground (DC 17 Acrobatics check to Balance or fall Prone)
MAP LINK: ENCOUNTER MAP
OTHER NOTES: ☘️ - Hero Points. OG - Off-Guard

CHARACTER IN ➤ BOLD TYPEFACE CAN ACT!
Life Sprouts Anew and so Hope Remains (AC 21) (58/58 HP) | Immune to Stench | [3☘️]
Red (-18 HP) | Stench (aura) [see below]; Frightened 1
Blue (-37 HP) |
Edda Vira (AC 18) (35/35 HP) | [1☘️]
⠀⠀Rapscallion (AC 18) (15/15 HP)
➤ Althelsted (AC 18) (40/40 HP) | [2☘️]
➤ Black Molly (AC 18, +1 w Shield spell) (41/41 HP) | two actions(?) left | [1☘️]
⠀⠀➤ Cap'n Silverbeard (AC 19) (0/41 HP)
➤ Nikebei (AC 20, +2 w Steel Shield) (48/48 HP) | Immune to Stench | [1☘️]
Fioriel (AC 17) (42/42 HP) | [3☘️]
Black (-53 HP) |
Yellow (-14 HP)
White (-16 HP) | Stench (aura) [see below]

EFFECTS & CONDITIONS REFERENCE

Stench (aura, olfactory, 10 ft) :
A creature entering the aura or starting its turn in the aura must succeed at a DC 16 Fortitude save or become sickened 1 (plus slowed 1 as long as itʼs sickened on a critical failure). While within the aura, the creature takes a –2 circumstance penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute.

Radiant Oath

Skills:
Architecture Lore +7, Crafting +7, Diplomacy +9, Medicine +9, Nature +9, Performance +11 (+12 when making a performance of type Singing.), Religion +9, Society +7, Theater Lore +7
Male Human NG Cleric of Shelyn 4 (he/him) | HP:34/40| AC:18 | DC: 19 | F:+8 R:+8 W:+11 | Init:+8 (Religion to Detect Magic) | Per: +9 | Hero: 1

Athelsted calls upon The Eternal Maiden to allow him to be a conduit of her divine splendor bathing all in a positive and holy light.
◆◆◆ Cast Heal; 30 ft. burst (DC 19 basic Fortitude save)
Damage to Undead: 2d8 ⇒ (5, 5) = 10

Envoy's Alliance

Female Goblin (Charhide) Barbarian(Cook)/3 Hero Pts 0, HPs 43/48(53), AC 20, F +9, R +7, W +8, Perc +8 , Athletics, Medicine(E) +8, Acrobatics, Diplomacy, +7, Survival +6, Craft, Lore: Cooking, Gladiatorial +5, Speed 25, Focus Pts 1/1, Exploration Mode: Investigate

Nikebei continues to get into an advantageous position, dancing around the enemy, before wildly swinging at the undead, before raising her shield.

◆ - Stride 1d20 + 7 ⇒ (19) + 7 = 26
◆ - Strike with Khopesh (S) 1d20 + 8 ⇒ (7) + 8 = 15 damage 1d8 + 3 ⇒ (6) + 3 = 9
◆ - Raise Shield

Horizon Hunters

Level 5 summoner | AC 22/23 | HP: 68 | Fort 11, Ref 11, Will 10 | Spell DC 21 | Per 10 | Speed 25’
GM Frost wrote:


Black Molly attacks with her spiritual weapon but misses to hit. Cap'n Silverbeard frightens Red. Frightened 1

Black Molly wrote:

Does Step require an Acrobatics check, or just Stride?

You can't Step on a Difficult Terrain. Is it correct that you have two actions left? I assume your first action is Act Together.

Correct, thank you

Molly then casts a spell on Silverbeard.

Cast forbidding ward on CS vs Yellow


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Black Molly then casts a ward for her eidolon.

Althelsted heals his allies and harms the enemies at the same time.
Red: DC 19 basic Fortitude save: 1d20 + 6 ⇒ (3) + 6 = 9 Crit Fail, 20 vitality damage.
White: DC 19 basic Fortitude save: 1d20 + 6 ⇒ (19) + 6 = 25 Success, 5 vitality damage
Yellow: DC 19 basic Fortitude save: 1d20 + 4 ⇒ (19) + 4 = 23 Success, 5 vitality damage

Red falls to the ground, overwhelmed by the vitality energy. Red is eliminated. The others stand their ground. Nikebei flanks White but misses to hit. She then raises shield.

White randomly attacks between those that flanks it, 1 Nikebei, 2 Hope: 3d2 ⇒ (1, 1, 2) = 4

Claws Attack: 1d20 + 11 ⇒ (19) + 11 = 30 vs Nikebei w shield raised AC 20+1 (almost crit, thanks to the raised shield)
Damage: 1d4 + 5 ⇒ (2) + 5 = 7 slashing damage plus paralysis (see below)

Claws Attack, Agile, MAP1: 1d20 + 11 - 4 ⇒ (9) + 11 - 4 = 16 vs Nikebei w shield raised AC 20+1
Claws Attack, Agile, MAP2: 1d20 + 11 - 8 ⇒ (14) + 11 - 8 = 17 vs Hope AC 21

Yellow continues to advance...
DC 17 Acrobatics to Balance: 1d20 + 7 ⇒ (13) + 7 = 20

... next to Althelsted and bites him!
Jaws Attack: 1d20 + 9 ⇒ (5) + 9 = 14 vs Althelsted AC 18
Jaws Attack, MAP: 1d20 + 9 - 5 ⇒ (9) + 9 - 5 = 13 vs Althelsted AC 18

Both catches air.

⬤ LIVING QUARTERS ENCOUNTER! Round 3 ⬤
PARTY CONDITIONS: CONSTRUCT DESTROYED: Learning from their experience fighting constructs, the Pathfinders bypass the defenses of other creatures. At the start of the next encounter where enemy creatures have Hardness or resistances, the creatures lose those defenses for 1 round.
LORE DISCOVERED: The Pathfinders are bolstered by their knowledge. At the beginning of the next combat encounter, the PCs automatically succeed on a check to Recall Knowledge about each visible creature in that encounter.
PATHFINDER DISCOVERED: A rescued Pathfinder warns the party about animals from the Maze of the Open Road that chased them here. At the start of the next encounter, the PCs each gain a +2 circumstance bonus when rolling initiative.

TERRAIN FEATURES: The ice tunnels (the area you entered) are difficult terrain and uneven ground (DC 17 Acrobatics check to Balance or fall Prone)
MAP LINK: ENCOUNTER MAP
OTHER NOTES: ☘️ - Hero Points. OG - Off-Guard

BEFORE YOUR TURN
❗ Nikebei: DC 16 Fortitude save or be paralyzed ❗

CHARACTER IN ➤ BOLD TYPEFACE CAN ACT!
➤ Life Sprouts Anew and so Hope Remains (AC 21) (58/58 HP) | Immune to Stench | [3☘️]
Red (-38 HP) |
Blue (-37 HP) |
➤ Edda Vira (AC 18) (35/35 HP) | [1☘️]
⠀⠀➤ Rapscallion (AC 18) (0/15 HP)
➤ Althelsted (AC 18) (40/40 HP) | [2☘️]
➤ Black Molly (AC 18, +1 w Shield spell) (41/41 HP) | [1☘️]
⠀⠀➤ Cap'n Silverbeard (AC 19) (0/41 HP)
➤ Nikebei (AC 20, +2 w Steel Shield) (41/48 HP) | Immune to Stench | [1☘️]
➤ Fioriel (AC 17) (42/42 HP) | [3☘️]
Black (-53 HP) |
Yellow (-19 HP)
White (-21 HP) | Stench (aura) [see below]

EFFECTS & CONDITIONS REFERENCE

Stench (aura, olfactory, 10 ft) :
A creature entering the aura or starting its turn in the aura must succeed at a DC 16 Fortitude save or become sickened 1 (plus slowed 1 as long as itʼs sickened on a critical failure). While within the aura, the creature takes a –2 circumstance penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute.

Paralysis (incapacitation, occult, necromancy) :
Any living creature hit by a ghast’s attack must succeed at a DC 16 Fortitude save or become paralyzed. It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save.

Paralyzed :
You're frozen in place. You have the off-guard condition and can't act except to Recall Knowledge and use actions that require only your mind (as determined by the GM). Your senses still function, but only in the areas you can perceive without moving, so you can't Seek.

Horizon Hunters

Level 5 summoner | AC 22/23 | HP: 68 | Fort 11, Ref 11, Will 10 | Spell DC 21 | Per 10 | Speed 25’

Silverbeard tries to close with Althelsted’s attacker.

Acrobatics: 1d20 + 2 ⇒ (1) + 2 = 3

…and hits the deck instead. He picks himself up, grumbling.

Meanwhile, the spectral dagger swoops toward Molly’s foe once more.

Attack: 1d20 + 10 ⇒ (19) + 10 = 29
Damage: 2d8 + 1 ⇒ (7, 2) + 1 = 10S/Sp

CS: Stride, Stand
BM: Sustain forbidding ward, spiritual armament

Grand Archive

HP 22/35 | AC 18 | DC 19 | Fort +6, Ref +9, Will +9 | Perc +9, Low-Light Vision | Investigator 3 | Hero Points: 1/3 | Active Conditions: None |

Edda curses, fearing that the Yellow Ghoul might be stronger than the others, they switch their target to White
♦Strike with Shortbow
Strike: 1d20 + 8 ⇒ (8) + 8 = 16
Shortbow: 1d6 ⇒ 3

Left with few options, they unleash another electric arc on Yellow and White.

♦♦ Cast Electric Arc
DC 19 Reflex
Electric Arc: 3d4 ⇒ (3, 1, 3) = 7


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Cap'n Silverbeard falls to the slippery ground but rises up while Black Molly continues to send ward to him and cuts Yellow in half. Yellow is eliminated.

Dc 19 basic Reflex: 1d20 + 10 ⇒ (5) + 10 = 15 Success, 7 E damage
Edda flies their arrow to White but misses. They manages to electrify White, anyway.

⬤ LIVING QUARTERS ENCOUNTER! Round 3 ⬤
PARTY CONDITIONS: CONSTRUCT DESTROYED: Learning from their experience fighting constructs, the Pathfinders bypass the defenses of other creatures. At the start of the next encounter where enemy creatures have Hardness or resistances, the creatures lose those defenses for 1 round.
LORE DISCOVERED: The Pathfinders are bolstered by their knowledge. At the beginning of the next combat encounter, the PCs automatically succeed on a check to Recall Knowledge about each visible creature in that encounter.
PATHFINDER DISCOVERED: A rescued Pathfinder warns the party about animals from the Maze of the Open Road that chased them here. At the start of the next encounter, the PCs each gain a +2 circumstance bonus when rolling initiative.

TERRAIN FEATURES: The ice tunnels (the area you entered) are difficult terrain and uneven ground (DC 17 Acrobatics check to Balance or fall Prone)
MAP LINK: ENCOUNTER MAP
OTHER NOTES: ☘️ - Hero Points. OG - Off-Guard

BEFORE YOUR TURN
❗ Nikebei: DC 16 Fortitude save or be paralyzed ❗

CHARACTER IN ➤ BOLD TYPEFACE CAN ACT!
➤ Life Sprouts Anew and so Hope Remains (AC 21) (58/58 HP) | Immune to Stench | [3☘️]
Red (-38 HP) |
Blue (-37 HP) |
Edda Vira (AC 18) (35/35 HP) | [1☘️]
⠀⠀Rapscallion (AC 18) (15/15 HP)
➤ Althelsted (AC 18) (40/40 HP) | [2☘️]
Black Molly (AC 18, +1 w Shield spell) (41/41 HP) | [1☘️]
⠀⠀Cap'n Silverbeard (AC 19) (41/41 HP)
➤ Nikebei (AC 20, +2 w Steel Shield) (41/48 HP) | Immune to Stench | [1☘️]
➤ Fioriel (AC 17) (42/42 HP) | [3☘️]
Black (-53 HP) |
Yellow (-39 HP) |
White (-28 HP) | Stench (aura) [see below]

EFFECTS & CONDITIONS REFERENCE

Stench (aura, olfactory, 10 ft) :
A creature entering the aura or starting its turn in the aura must succeed at a DC 16 Fortitude save or become sickened 1 (plus slowed 1 as long as itʼs sickened on a critical failure). While within the aura, the creature takes a –2 circumstance penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute.

Paralysis (incapacitation, occult, necromancy) :
Any living creature hit by a ghast’s attack must succeed at a DC 16 Fortitude save or become paralyzed. It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save.

Paralyzed :
You're frozen in place. You have the off-guard condition and can't act except to Recall Knowledge and use actions that require only your mind (as determined by the GM). Your senses still function, but only in the areas you can perceive without moving, so you can't Seek.

Radiant Oath

HP 45/58 | AC 21 | Fort +10, Ref +10, Will +10 (+2 DC vs Trip and Shove attempts) | Perc +10 (Break initiative ties), Low-Light Vision | Ranger 4 | Hero Points: 1/3 | Active Conditions: None |

With one target left, Hope focuses on them and trying to eliminate this last stinky undead.

Longsword, TT: 1d20 + 11 ⇒ (10) + 11 = 21 vs off-guard
Slashing Damage: 2d8 + 4 ⇒ (1, 8) + 4 = 13

Returning Light Hammer, TT: 1d20 + 11 - 2 ⇒ (9) + 11 - 2 = 18 vs off-guard
Bludgeoning Damage: 2d6 + 4 ⇒ (4, 1) + 4 = 9

Returning Light Hammer, TT: 1d20 + 11 - 4 ⇒ (7) + 11 - 4 = 14 vs off-guard
Bludgeoning Damage: 2d6 + 4 ⇒ (1, 3) + 4 = 8

Hunt White, Twin Takedown and since I don't have a better third action another Strike.


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With just 2 HP left, Hope brings the undead to its end. White is eliminated

Nikebei: DC 16 Fortitude: 1d20 + 9 ⇒ (8) + 9 = 17

Nikebei is able to resist paralysis from the attack to her.

COMBAT OVER! WELL DONE!

Party Health:
Life Sprouts Anew and so Hope Remains (58/58 HP) [3☘️]
Edda Vira (35/35 HP) [1☘️]
Rapscallion (15/15 HP)
Althelsted (40/40 HP) [2☘️]
Black Molly (41/41 HP) [1☘️]
Cap'n Silverbeard (41/41 HP)
Nikebei (41/48 HP) [1☘️]
Fioriel (42/42 HP) [3☘️]

You have 10 minutes to do healing, among others, before we proceed to next area.

With the threats eliminared, they can inspect the bodies in the tunnels. One of the Pathfinders is still barely alive, and they can bring him back to the Pathfinders’ camp to begin recovering from his ordeal. Some of the people here are not from Golarion rather than the Pathfinder Society’s expedition, including a large four-armed humanoid and a pair of crimson-skinned humans dressed in warm furs.

Predator success!

Radiant Oath

Skills:
Architecture Lore +7, Crafting +7, Diplomacy +9, Medicine +9, Nature +9, Performance +11 (+12 when making a performance of type Singing.), Religion +9, Society +7, Theater Lore +7
Male Human NG Cleric of Shelyn 4 (he/him) | HP:34/40| AC:18 | DC: 19 | F:+8 R:+8 W:+11 | Init:+8 (Religion to Detect Magic) | Per: +9 | Hero: 1

Athelsted offers the healing provided by Shelyn to those who wish it.

[ooc]I can provide a heal spell to those who need it. If so, go ahead and roll the dice and I will mark off the spell.

Envoy's Alliance

Female Goblin (Charhide) Barbarian(Cook)/3 Hero Pts 0, HPs 43/48(53), AC 20, F +9, R +7, W +8, Perc +8 , Athletics, Medicine(E) +8, Acrobatics, Diplomacy, +7, Survival +6, Craft, Lore: Cooking, Gladiatorial +5, Speed 25, Focus Pts 1/1, Exploration Mode: Investigate

Nikebei declines the offer of healing, despite having some minor wounds, "Althelsted, don't worry about me, I'm sure if we have time, a little treatment is all I need, the claws only caused a nasty scratch. A bandage and poultice should do." Her arm bears a heavy red welt, covered in congealing blood. It probably looks nastier than it is. "Nothing that will stop me cooking up a nice rat tail stew when we get time." she laughs.


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We can retcon activities for the ten minutes. For now, I will move us to the next part.

Once they bring back the barely alive Pathfinder to the camp, they return and finds Calisro Benarry pace in a chilly tunnel, laughing with a few fellow Pathfinders as they pass around a flask and take a short break. She shakes her head. “Teach me to travel with these layabouts, eh? You’ll want to go on ahead, but be sure to save me the exciting path!” she tells them.

After a few twists and turns, the stone corridor transitions into a massive, red stone cave. The ceiling collapsed long ago, revealing the starry night sky and letting snow and wind into the ruins. A glowing purple rift noted on Slide 22 at the far end of the chamber widens by the moment.

You are in Slide 22. The snow is difficult terrain, and the ice is difficult terrain and uneven ground (DC 18 Acrobatics check to Balance).

When the party enters the chamber, they hear a deep feminine voice calling for aid, saying, “Felise! Where are you? I don’t know where I am! I don’t even know when I am... Felise! Can you hear me?”

Two humanoids, one with deep crimson skin, one yellow eye, and one red eye examine a time rift, attempting to widen it and harness its powers. It looks like they hasn't noticed you.

DC 15 Arcana or Occultism check to Identify Magic:
You determine it is a minor time rift caused by someone meddling with the Dimension of Time. Left unchecked, it will grow, causing more serious time anomalies. A character next to the rift and succeeds on a DC 20 Arcana, Nature, Occultism, Religion, or Thievery check coaxes the rift to close.

What are you going to do?

Horizon Hunters

Level 5 summoner | AC 22/23 | HP: 68 | Fort 11, Ref 11, Will 10 | Spell DC 21 | Per 10 | Speed 25’

Molly peers at the figures by the rift.

Occultism: 1d20 + 7 ⇒ (16) + 7 = 23

”It’s a time rift, and a wee one at that”, she says. ”We’ll have to nip it in the bud afore it gets too big”

Grand Archive

HP 22/35 | AC 18 | DC 19 | Fort +6, Ref +9, Will +9 | Perc +9, Low-Light Vision | Investigator 3 | Hero Points: 1/3 | Active Conditions: None |

"Well no sense in letting these things get out of hand. Hopefully the locals are pleasant this time."

Edda approaches the two individuals.
"Good...day? Yes Good day, we are here to assist in the goings on of whatever is...going on here. Anyways, if you'll just allow me a moment here..."

Edda attempts to attune themselves with the mystical energies of the portal, hoping that no daggers find themselves in Edda's back while working, and tries to close the portal.

Occultism: 1d20 + 9 ⇒ (10) + 9 = 19
"That...sure is a stubborn portal"

Envoy's Alliance

Female Goblin (Charhide) Barbarian(Cook)/3 Hero Pts 0, HPs 43/48(53), AC 20, F +9, R +7, W +8, Perc +8 , Athletics, Medicine(E) +8, Acrobatics, Diplomacy, +7, Survival +6, Craft, Lore: Cooking, Gladiatorial +5, Speed 25, Focus Pts 1/1, Exploration Mode: Investigate

"That's a fine idea Molly, but how? Perhaps I should ask my ancients, but they probably won't like being disturbed." the cook says, he face perplexed by the request and the idea of a time shift. A time shift would make cooking to strict recipes really difficult, if you don't know how long to cook things for!

Radiant Oath

HP 45/58 | AC 21 | Fort +10, Ref +10, Will +10 (+2 DC vs Trip and Shove attempts) | Perc +10 (Break initiative ties), Low-Light Vision | Ranger 4 | Hero Points: 1/3 | Active Conditions: None |

Hope follows Edda up to the two individuals. "We probably shouldn't be leaving something like this out here. Sounds a bit dangerous."

Radiant Oath

Skills:
Architecture Lore +7, Crafting +7, Diplomacy +9, Medicine +9, Nature +9, Performance +11 (+12 when making a performance of type Singing.), Religion +9, Society +7, Theater Lore +7
Male Human NG Cleric of Shelyn 4 (he/him) | HP:34/40| AC:18 | DC: 19 | F:+8 R:+8 W:+11 | Init:+8 (Religion to Detect Magic) | Per: +9 | Hero: 1
Black Molly wrote:
”It’s a time rift, and a wee one at that”, she says. ”We’ll have to nip it in the bud afore it gets too big”

"A time rift?" Athelsted repeats with concern.

Life Sprouts Anew-Hope Remains wrote:
Hope follows Edda up to the two individuals. "We probably shouldn't be leaving something like this out here. Sounds a bit dangerous."

"Agreed! Let me see what I can do to help seal it--or at least warn those nearest to it!" The youthful Pathfinder begins moving through the snow.

Acrobatics to Balance: 1d20 + 2 ⇒ (7) + 2 = 9

He does not make it very far without slipping. He tries again.
Acrobatics to Balance: 1d20 + 2 ⇒ (14) + 2 = 16

"Too icey to approach, I fear. Shall we call out and warn those next to the rift?" he inquires of his allies.

Vigilant Seal

AC 17; Fort +8; Ref +7; Will +12 HP 16/42 ↺preference 1 Schol recollect What is that 2 Recognise spell What's the magic 3 Bloodvendetta What the hell gm frosts fate inthe future slides

Yes a time rift this could be a little tricky. I think they are making it worse

Fioriel strides forward

Assurance from arcana tells me what I ned to know including having to roll to get it under control

acrobatics: 1d20 + 7 ⇒ (18) + 7 = 25

is the white snow and the blue ice? And is my 30 feet move spped going to get the elf in trouble?


GM Screen | AoN PF2e GM Screen | Mentorship and PC Level Bumps | Pathfinder Provisions | Downtime | Area of Effects Templates | ◆◇↺
Fioriel Fairweather wrote:

is the white snow and the blue ice? And is my 30 feet move spped going to get the elf in trouble?

Correct, white area is snow while blue area is ice that are both difficult terrain, and ice being uneven ground. Only on ice area you will need to roll Acrobatics to Balance, just to clarify.

Their presence seems to have gone unnoticed so far. They can faintly hear the humanoids mumbling something to the time rift, causing it to widen slightly with each passing second. But as Fioriel draws near, the humanoids turn around and notice her approach.

"Who are you? What are you doing here?" the red one exclaims, her voice somewhat raspy.

Envoy's Alliance

Female Goblin (Charhide) Barbarian(Cook)/3 Hero Pts 0, HPs 43/48(53), AC 20, F +9, R +7, W +8, Perc +8 , Athletics, Medicine(E) +8, Acrobatics, Diplomacy, +7, Survival +6, Craft, Lore: Cooking, Gladiatorial +5, Speed 25, Focus Pts 1/1, Exploration Mode: Investigate

Scooping her way through the snow, her frying pan clearing a path in front of her Nikebei spends all her time moving across towards the broken egg timer. "Come on then, let's tidy up this kitchen, mend that egg timer!" she shouts as she goes.

Horizon Hunters

Level 5 summoner | AC 22/23 | HP: 68 | Fort 11, Ref 11, Will 10 | Spell DC 21 | Per 10 | Speed 25’

Molly and Silverbeard follow the others, trudging through the snow.

Radiant Oath

Skills:
Architecture Lore +7, Crafting +7, Diplomacy +9, Medicine +9, Nature +9, Performance +11 (+12 when making a performance of type Singing.), Religion +9, Society +7, Theater Lore +7
Male Human NG Cleric of Shelyn 4 (he/him) | HP:34/40| AC:18 | DC: 19 | F:+8 R:+8 W:+11 | Init:+8 (Religion to Detect Magic) | Per: +9 | Hero: 1

Athelsted heads toward the portal, wrestling with the snow.

Double Stride

He tries to identify those near the portal, hoping to speak with them once he believes he is within earshot.
Will spend his last action this round attempting to identify red and his first action next round attempting to identify blue. Presumably, each is a secret check. His skills for IDing are Crafting +7, Nature +9, Religion +9, Society +7

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bigrin42


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Male Human NG Cleric of Shelyn 4 (he/him) | HP:34/40| AC:18 | DC: 19 | F:+8 R:+8 W:+11 | Init:+8 (Religion to Detect Magic) | Per: +9 | Hero: 1
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