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

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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Radiant Oath

HP 47/58 | 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 slowly but surely trudges his way through the snow. "We're here to protect this land from errant time rifts!" He says, trying to yell over the snowy way and pointing at the rift the two are working at.


Mentorship and PC Level Bumps | Pathfinder Provisions | Downtime | Area Templates | ◆◇↺

GM Screen:
Society: 1d20 + 7 ⇒ (10) + 7 = 17
Society: 1d20 + 7 ⇒ (15) + 7 = 22

The others follow Fioriel, making their way toward the rift.

"Errant? No there is nothing wrong with this. You are here to stop us!" the blue yells back. Althelsted recognizes the Red as a green hag, while the blue as changeling exile. Green hags hate beauty and purity, so they use disguises and treachery to lure and murder innocents, corrupt the pure of heart, and shatter the minds and morals of their victims. Green hags create imaginative schemes to utterly ruin anyone who crosses them, as well as good or righteous folk whose very existence insults the hag’s twisted sensibilities. The complicated scandals perpetuated by green hags involve impersonation, mistaken identity, the seduction and betrayal of loved ones, or all these things in combination. Their melee attacks can enfeeble her victims. On the other hand, changeling exile is the child of a night hag or dreamthief hag.

"You are not going to stop us!" the Red tells them and motions to attack!

Rolling initiative:
Black Molly's Initiative using Repeat a Spell: 1d20 + 6 ⇒ (17) + 6 = 23
Nikebei's Initiative using Investigate: 1d20 + 6 ⇒ (17) + 6 = 23
Althelsted's Initiative using Detect Magic: 1d20 + 9 ⇒ (15) + 9 = 24
Life Sprouts Anew and so Hope Remains's Initiative using Search: 1d20 + 10 ⇒ (15) + 10 = 25 (pilgrim's token, win ties)
Edda Vira's Initiative using Search: 1d20 + 9 ⇒ (20) + 9 = 29
Fioriel's Initiative using Avoid Notice: 1d20 + 7 ⇒ (20) + 7 = 27
Red: 1d20 + 12 ⇒ (20) + 12 = 32
Blue: 1d20 + 11 ⇒ (1) + 11 = 12

Red suddenly disappears!

⬤ ENCOUNTER WITH RIFT WATCHERS! 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.
TERRAIN FEATURES: The snow is difficult terrain, and the ice is difficult terrain and uneven ground (DC 18 Acrobatics check to Balance) You are off-guard on uneven ground. Each time you are hit by an attack or fail a save on uneven ground, you must succeed at a Reflex save (with the same DC as the Acrobatics check to Balance) or fall prone.
MAP LINK: ENCOUNTER MAP
OTHER NOTES: ☘️ - Hero Points. OG - Off-Guard

CHARACTER IN ➤ BOLD TYPEFACE CAN ACT!
Red Old Person (- HP) | Invisible (Undetected)
➤ Edda Vira (AC 18) (35/35 HP) | [1☘️]
⠀⠀➤ Rapscallion (AC 18) (0/15 HP)
➤ Fioriel (AC 17) (42/42 HP) | [3☘️]
➤ Life Sprouts Anew and so Hope Remains (AC 21) (58/58 HP) | [3☘️]
➤ Althelsted (AC 18) (40/40 HP) | [2☘️]
➤ Nikebei (AC 20, +2 w Steel Shield) (41/48 HP) | [1☘️]
➤ Black Molly (AC 18, +1 w Shield spell) (41/41 HP) | [1☘️]
⠀⠀➤ Cap'n Silverbeard (AC 19) (0/41 HP)
Blue Woman (- HP)

EFFECTS & CONDITIONS REFERENCE

Invisible <rule> :
A creature with the invisible condition (by way of an invisibility spell, for example) is automatically undetected to any creatures relying on sight as their only precise sense. Precise senses other than sight ignore the invisible condition. You can Seek (page 417) to attempt to figure out an invisible creature's location, making it only hidden from you. This lasts until the invisible creature successfully uses Sneak to become undetected again. If you're already observing a creature when it becomes invisible, it starts out hidden, since you know where it was, though it can then Sneak to become undetected.

Other effects might partially foil invisibility. For instance, if you were tracking an invisible creature's footprints through the snow, the footprints would make it hidden. Throwing a net over an invisible creature would make it observed but concealed for as long as the net is on it.


Invisible <condition> :
You can't be seen. You're undetected to everyone. Creatures can Seek to detect you; if a creature succeeds at its Perception check against your Stealth DC, you become hidden to that creature until you Sneak to become undetected again. If you become invisible while someone can already see you, you start out hidden to them (instead of undetected) until you successfully Sneak. You can't become observed while invisible except via special abilities or magic.

Undetected <condition> :
When you are undetected by a creature, that creature can't see you at all, has no idea what space you occupy, and can't target you, though you still can be affected by abilities that target an area. When you're undetected by a creature, that creature is off-guard to you.

A creature you're undetected by can guess which square you're in to try targeting you. It must pick a square and attempt an attack. This works like targeting a hidden creature (requiring a DC 11 flat check, as described under Detecting Creatures), but the flat check and attack roll are rolled in secret by the GM, who doesn't reveal whether the attack missed due to failing the flat check, failing the attack roll, or choosing the wrong square. They can Seek to try to find you.

Vigilant Seal

AC 17; Fort +8; Ref +7; Will +12 HP 31/42 ↺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

Thats not nice

<><><>Casts Magic missile at the blue womanforce damage: 3d4 + 3 ⇒ (4, 3, 1) + 3 = 11

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 moves on forward avoiding the ice and keeping to the snow, but stops as she sniffs the air and listens to hear any sounds from the woman that disappeared, Whilst also carefully looking at the snow for any imprints that come from nowhere.

◆◆ - Stride x2 through the snow
◆ - Seek - Perception 1d20 + 6 ⇒ (3) + 6 = 9

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 moves on forward avoiding the ice and keeping to the snow, but stops as she sniffs the air and listens to hear any sounds from the woman that disappeared, carefully looking at the snow for any imprints that come from nowhere.

◆◆ - Stride x2 through the snow
◆ - Seek - Perception 1d20 + 6 ⇒ (9) + 6 = 15

Horizon Hunters

Level 3 summoner | AC 18/19 | HP: 41 | Fort 8, Ref 8, Will 7 | Spell DC 19 | Per 7 | Speed 25’ | * LEVEL BUMP *

Molly and Silverbeard continue their arduous trek across the snow.

Stride x3

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

"A green hag!" Athelsted shouts as the creature disappears. "Such oppose the very pillars of Shelyn, hating both beauty and purity. Beware their treachery and their efforts to enfeeble those they touch!

"The other is a changeling! An offspring of the hag, perhaps?" The cleric speculates.

He stomps further in the snow, hoping to catch some sign of the invisible creature.
◆Identify creature
◆◆Stride x2

Grand Archive

HP 35/35 | 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 starts trudging through the snow, grumbling all the while about how nothing good ever comes from hags or changelings. They try to keep their red eye closed while catching up toward the party
Stride x3

Radiant Oath

HP 47/58 | 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 begins to study the one perceivable changeling and then begins the slow painful trek across the snowy wasteland.

Hunt Prey at Changeling, then Stride x2.

Apologies for the late posting I was stuck doing my grad research all day up until the end of class today.


Mentorship and PC Level Bumps | Pathfinder Provisions | Downtime | Area Templates | ◆◇↺

Fioriel focuses on attacking the Blue one. 11 force damage "Ouch!" the Blue woman complains.

I will roll the secret check for now.

GM Screen:
Perception to Seek: 1d20 + 8 - 2 ⇒ (19) + 8 - 2 = 25 vs Stealth DC 21 Success

Nikebei:
The Red Old Person is eight squares south then two squares east from your location. It becomes Hidden to you while Undetected to others. You can spend an action next round to Point Out the enemy to make it Hidden to everyone that can see your action.

Black Molly continues to move.

Althelsted recalls Blue Woman is a changeling exile, the child of a night hag or dreamthief hag. She has strong Will especially against sleep and dream. Althelsted follows the others.

Edda moves through the snow, and also Hope after he assigns Blue as her prey.

Blue Woman slowly moves through the snow and draws her staff.

Suddenly, a wall of thorny brambles rises from the snowy ground that separates Nikebei and Hope from the rest of the group!

⬤ ENCOUNTER WITH RIFT WATCHERS! 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.
TERRAIN FEATURES: The snow is difficult terrain, and the ice is difficult terrain and uneven ground (DC 18 Acrobatics check to Balance) You are off-guard on uneven ground. Each time you are hit by an attack or fail a save on uneven ground, you must succeed at a Reflex save (with the same DC as the Acrobatics check to Balance) or fall prone.
MAP LINK: ENCOUNTER MAP
OTHER NOTES: ☘️ - Hero Points. OG - Off-Guard

CHARACTER IN ➤ BOLD TYPEFACE CAN ACT!
Red Old Person (- HP) | Invisible (Undetected)
➤ Edda Vira (AC 18) (35/35 HP) | [1☘️]
⠀⠀➤ Rapscallion (AC 18) (0/15 HP)
➤ Fioriel (AC 17) (42/42 HP) | [3☘️]
➤ Life Sprouts Anew and so Hope Remains (AC 21) (58/58 HP) | [3☘️]
➤ Althelsted (AC 18) (40/40 HP) | [2☘️]
➤ Nikebei (AC 20, +2 w Steel Shield) (41/48 HP) | [1☘️]
➤ Black Molly (AC 18, +1 w Shield spell) (41/41 HP) | [1☘️]
⠀⠀➤ Cap'n Silverbeard (AC 19) (0/41 HP)
Blue Woman (-11 HP) | Prey of Hope

EFFECTS & CONDITIONS REFERENCE

Invisible <rule> :
A creature with the invisible condition (by way of an invisibility spell, for example) is automatically undetected to any creatures relying on sight as their only precise sense. Precise senses other than sight ignore the invisible condition. You can Seek (page 417) to attempt to figure out an invisible creature's location, making it only hidden from you. This lasts until the invisible creature successfully uses Sneak to become undetected again. If you're already observing a creature when it becomes invisible, it starts out hidden, since you know where it was, though it can then Sneak to become undetected.

Other effects might partially foil invisibility. For instance, if you were tracking an invisible creature's footprints through the snow, the footprints would make it hidden. Throwing a net over an invisible creature would make it observed but concealed for as long as the net is on it.


Invisible <condition> :
You can't be seen. You're undetected to everyone. Creatures can Seek to detect you; if a creature succeeds at its Perception check against your Stealth DC, you become hidden to that creature until you Sneak to become undetected again. If you become invisible while someone can already see you, you start out hidden to them (instead of undetected) until you successfully Sneak. You can't become observed while invisible except via special abilities or magic.

Undetected <condition> :
When you are undetected by a creature, that creature can't see you at all, has no idea what space you occupy, and can't target you, though you still can be affected by abilities that target an area. When you're undetected by a creature, that creature is off-guard to you.

A creature you're undetected by can guess which square you're in to try targeting you. It must pick a square and attempt an attack. This works like targeting a hidden creature (requiring a DC 11 flat check, as described under Detecting Creatures), but the flat check and attack roll are rolled in secret by the GM, who doesn't reveal whether the attack missed due to failing the flat check, failing the attack roll, or choosing the wrong square. They can Seek to try to find you.


◆ Seek <action> :
You scan an area for signs of creatures or objects, possibly including secret doors or hazards. Choose an area to scan. The GM determines the area you can scan with one Seek action—almost always 30 feet or less in any dimension. The GM might impose a penalty if you search far away from you or adjust the number of actions it takes to Seek a particularly cluttered area.

The GM attempts a single secret Perception check for you and compares the result to the Stealth DCs of any undetected or hidden creatures in the area, or the DC to detect each object in the area (as determined by the GM or by someone Concealing the Object). A creature you detect might remain hidden, rather than becoming observed, if you're using an imprecise sense or if an effect (such as invisibility) prevents the subject from being observed.

Critical Success Any undetected or hidden creature you critically succeeded against becomes observed by you. You learn the location of objects in the area you critically succeeded against.
Success Any undetected creature you succeeded against becomes hidden from you instead of undetected, and any hidden creature you succeeded against becomes observed by you. You learn the location of any object or get a clue to its whereabouts, as determined by the GM.


Hidden <condition> :
While you're hidden from a creature, that creature knows the space you're in but can't tell precisely where you are. You typically become hidden by using Stealth to Hide. When Seeking a creature using only imprecise senses, it remains hidden, rather than observed. A creature you're hidden from is off-guard to you, and it must succeed at a DC 11 flat check when targeting you with an attack, spell, or other effect or it fails to affect you. Area effects aren't subject to this flat check.

A creature might be able to use the Seek action to try to observe you.


Hidden <rule> :
A creature that's hidden is only barely perceptible. You know what space it occupies, but little else. Perhaps the creature just moved behind cover and successfully used the Hide action. Your target might be behind a waterfall, where you can see some movement but can't determine an exact location. Maybe you've been blinded or the creature is invisible, but you used the Seek basic action to determine its general location based on hearing alone. Regardless of the specifics, you're off-guard to a hidden creature.

When targeting a hidden creature, before you roll to determine your effect, you must attempt a DC 11 flat check. If you fail, you don't affect the creature, though the actions you used are still expended—as well as any spell slots, costs, and other resources. You remain off-guard to the creature, whether you successfully target it or not.


◆ Point Out <action> :
You indicate a creature that you can see to one or more allies, gesturing in a direction and describing the distance verbally. That creature is hidden to your allies, rather than undetected. This works only for allies who can see you and are in a position where they could potentially detect the target. If your allies can't hear or understand you, they must succeed at a Perception check against the creature's Stealth DC or they misunderstand and believe the target is in a different location.

Horizon Hunters

Level 3 summoner | AC 18/19 | HP: 41 | Fort 8, Ref 8, Will 7 | Spell DC 19 | Per 7 | Speed 25’ | * LEVEL BUMP *

Molly and Silverbeard start at the wall’s appearance. ”Avast!”, he shouts. ”A blockade!”

They make their way toward the edge of the wall. The grizzled captain turns the corner, and looks for their missing foe.

BM: Stride
CS: Stride x2, Seek for the hag, +8 Perception

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 moves toward the changeling, stepping out on the ice.
◆ Stride
Acrobatics to Balance: 1d20 + 2 ⇒ (1) + 2 = 3
He stands up and thinks better of it.
◆ Stand
He tries to spot the hag.
◆ Seek; +9 Perception to Seek; 15 foot burst on self?

Grand Archive

HP 35/35 | 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 keeps trudging through the snow, making their way around the hedge.
Stridex3


Mentorship and PC Level Bumps | Pathfinder Provisions | Downtime | Area Templates | ◆◇↺

GM Screen:
Perception to Seek: 1d20 + 8 ⇒ (20) + 8 = 28
Perception to Seek: 1d20 + 9 ⇒ (5) + 9 = 14

Cap'n Silverbeard:
Red Old Person becomes Hidden to you while Undetected to others, three squares south then one square east from Blue Woman's position. You can spend an action next round to Point Out the enemy to make it Hidden to everyone that can see your action.

Althelsted:
Red Old Person remains Undetected to you.

Black Molly and Cap'n Silverbeard, Althelsted, and Edda keep moving on the snowy terrain.

⬤ ENCOUNTER WITH RIFT WATCHERS! 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.
TERRAIN FEATURES: The snow is difficult terrain, and the ice is difficult terrain and uneven ground (DC 18 Acrobatics check to Balance) You are off-guard on uneven ground. Each time you are hit by an attack or fail a save on uneven ground, you must succeed at a Reflex save (with the same DC as the Acrobatics check to Balance) or fall prone.
MAP LINK: ENCOUNTER MAP
OTHER NOTES: ☘️ - Hero Points. OG - Off-Guard

CHARACTER IN ➤ BOLD TYPEFACE CAN ACT!
Red Old Person (- HP) | Invisible (Undetected)
Edda Vira (AC 18) (35/35 HP) | [1☘️]
⠀⠀Rapscallion (AC 18) (15/15 HP)
➤ Fioriel (AC 17) (42/42 HP) | [3☘️]
➤ Life Sprouts Anew and so Hope Remains (AC 21) (58/58 HP) | [3☘️]
Althelsted (AC 18) (40/40 HP) | [2☘️]
➤ Nikebei (AC 20, +2 w Steel Shield) (41/48 HP) | [1☘️]
Black Molly (AC 18, +1 w Shield spell) (41/41 HP) | [1☘️]
⠀⠀Cap'n Silverbeard (AC 19) (41/41 HP)
Blue Woman (-11 HP) | Prey of Hope

EFFECTS & CONDITIONS REFERENCE

Invisible <rule> :
A creature with the invisible condition (by way of an invisibility spell, for example) is automatically undetected to any creatures relying on sight as their only precise sense. Precise senses other than sight ignore the invisible condition. You can Seek (page 417) to attempt to figure out an invisible creature's location, making it only hidden from you. This lasts until the invisible creature successfully uses Sneak to become undetected again. If you're already observing a creature when it becomes invisible, it starts out hidden, since you know where it was, though it can then Sneak to become undetected.

Other effects might partially foil invisibility. For instance, if you were tracking an invisible creature's footprints through the snow, the footprints would make it hidden. Throwing a net over an invisible creature would make it observed but concealed for as long as the net is on it.


Invisible <condition> :
You can't be seen. You're undetected to everyone. Creatures can Seek to detect you; if a creature succeeds at its Perception check against your Stealth DC, you become hidden to that creature until you Sneak to become undetected again. If you become invisible while someone can already see you, you start out hidden to them (instead of undetected) until you successfully Sneak. You can't become observed while invisible except via special abilities or magic.

Undetected <condition> :
When you are undetected by a creature, that creature can't see you at all, has no idea what space you occupy, and can't target you, though you still can be affected by abilities that target an area. When you're undetected by a creature, that creature is off-guard to you.

A creature you're undetected by can guess which square you're in to try targeting you. It must pick a square and attempt an attack. This works like targeting a hidden creature (requiring a DC 11 flat check, as described under Detecting Creatures), but the flat check and attack roll are rolled in secret by the GM, who doesn't reveal whether the attack missed due to failing the flat check, failing the attack roll, or choosing the wrong square. They can Seek to try to find you.


◆ Seek <action> :
You scan an area for signs of creatures or objects, possibly including secret doors or hazards. Choose an area to scan. The GM determines the area you can scan with one Seek action—almost always 30 feet or less in any dimension. The GM might impose a penalty if you search far away from you or adjust the number of actions it takes to Seek a particularly cluttered area.

The GM attempts a single secret Perception check for you and compares the result to the Stealth DCs of any undetected or hidden creatures in the area, or the DC to detect each object in the area (as determined by the GM or by someone Concealing the Object). A creature you detect might remain hidden, rather than becoming observed, if you're using an imprecise sense or if an effect (such as invisibility) prevents the subject from being observed.

Critical Success Any undetected or hidden creature you critically succeeded against becomes observed by you. You learn the location of objects in the area you critically succeeded against.
Success Any undetected creature you succeeded against becomes hidden from you instead of undetected, and any hidden creature you succeeded against becomes observed by you. You learn the location of any object or get a clue to its whereabouts, as determined by the GM.


Hidden <condition> :
While you're hidden from a creature, that creature knows the space you're in but can't tell precisely where you are. You typically become hidden by using Stealth to Hide. When Seeking a creature using only imprecise senses, it remains hidden, rather than observed. A creature you're hidden from is off-guard to you, and it must succeed at a DC 11 flat check when targeting you with an attack, spell, or other effect or it fails to affect you. Area effects aren't subject to this flat check.

A creature might be able to use the Seek action to try to observe you.


Hidden <rule> :
A creature that's hidden is only barely perceptible. You know what space it occupies, but little else. Perhaps the creature just moved behind cover and successfully used the Hide action. Your target might be behind a waterfall, where you can see some movement but can't determine an exact location. Maybe you've been blinded or the creature is invisible, but you used the Seek basic action to determine its general location based on hearing alone. Regardless of the specifics, you're off-guard to a hidden creature.

When targeting a hidden creature, before you roll to determine your effect, you must attempt a DC 11 flat check. If you fail, you don't affect the creature, though the actions you used are still expended—as well as any spell slots, costs, and other resources. You remain off-guard to the creature, whether you successfully target it or not.


◆ Point Out <action> :
You indicate a creature that you can see to one or more allies, gesturing in a direction and describing the distance verbally. That creature is hidden to your allies, rather than undetected. This works only for allies who can see you and are in a position where they could potentially detect the target. If your allies can't hear or understand you, they must succeed at a Perception check against the creature's Stealth DC or they misunderstand and believe the target is in a different location.

Radiant Oath

HP 47/58 | 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, startled by the brambles sees little choice other than to continue forward and take care of the one side of the threat he can see and access now.

He trudges through the ice up to the changeling and attacks her three times.
Longsword, TT: 1d20 + 11 ⇒ (15) + 11 = 26
Slashing: 2d8 + 4 ⇒ (4, 4) + 4 = 12

Light Hammer, TT: 1d20 + 11 - 2 ⇒ (7) + 11 - 2 = 16
Bludgeoning: 2d6 + 4 ⇒ (5, 3) + 4 = 12

Light Hammer: 1d20 + 11 - 4 ⇒ (19) + 11 - 4 = 26
Bludgeoning: 2d6 + 4 ⇒ (3, 6) + 4 = 13

Disrupt Prey on Changeling if she moves or manipulates:

Longsword, TT: 1d20 + 11 ⇒ (20) + 11 = 31
Slashing: 2d8 + 4 ⇒ (3, 7) + 4 = 14


Mentorship and PC Level Bumps | Pathfinder Provisions | Downtime | Area Templates | ◆◇↺

Hope hacks his prey with his sword and hammer! 12 S + 13 B damage The changeling is bloodied but still standing.

Fioriel and Nikebei are up!

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 points out the location of the green hag to her companions. "See where those dips and holes in the snow are over there, that's the mean greeny, my granny told me to be careful of." She points to a spot just south and east of the changeling.Please read my spoiler previously.
She carefully trudges around to the back of the changeling, ready to defend herself, but keeping a watchful eye on the position she last saw the hag.

◆ - Point out the position of the Green Hag
◆◆ - Stride x2 without passing through an AoO position for the changeling.

Vigilant Seal

AC 17; Fort +8; Ref +7; Will +12 HP 31/42 ↺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 Strides southwrds then shoots a ray of frost at blue

frost ray attack at blue: 1d20 + 9 ⇒ (1) + 9 = 10
frost damage: 2d4 + 3 ⇒ (2, 1) + 3 = 6

The core cold cantrip is frostbite but does different things on crit than ray of frost so adding the int modifier as per the ray of frost description


Mentorship and PC Level Bumps | Pathfinder Provisions | Downtime | Area Templates | ◆◇↺

Nikebei points out for others that can see her where the Green Hag is. She then makes her way toward the enemy. Fioriel also moves and blasts Blue Woman with ice but misses to hit.

Blue Woman imbues her staff with primal energy but as she does so, Hope takes advantage of this to strike her! Blue Woman to the ground lifeless. Blue Woman is eliminated.

Red Old Person aka Green Hag greets Nikebei with her claws and finally reveals herself. "You take this!"
claw attack: 1d20 + 16 ⇒ (5) + 16 = 21 vs Nikebei AC 20
Damage: 1d10 + 7 ⇒ (5) + 7 = 12 slashing damage plus DC 22 Fortitude save vs enfeebling humors (see below)

Red Old Person laughs heartily when her claws scrapes the barbarian's skin. "Another one for you! Nyahahaha!"
claw attack, agile, MAP: 1d20 + 16 - 4 ⇒ (13) + 16 - 4 = 25 vs Nikebei AC 20
Damage: 1d10 + 7 ⇒ (1) + 7 = 8 slashing damage plus DC 22 Fortitude save vs enfeebling humors (see below)

⬤ ENCOUNTER WITH RIFT WATCHERS! 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.
TERRAIN FEATURES: The snow is difficult terrain, and the ice is difficult terrain and uneven ground (DC 18 Acrobatics check to Balance) You are off-guard on uneven ground. Each time you are hit by an attack or fail a save on uneven ground, you must succeed at a Reflex save (with the same DC as the Acrobatics check to Balance) or fall prone.
MAP LINK: ENCOUNTER MAP
OTHER NOTES: ☘️ - Hero Points. OG - Off-Guard

BEFORE YOUR TURN
❗ Nikebei: Two DC 22 Fortitude saves vs Enfeebling Humors (see below) ❗

CHARACTER IN ➤ BOLD TYPEFACE CAN ACT!
Red Old Person (- HP) | Observed by PCs with line of sight
➤ Edda Vira (AC 18) (35/35 HP) | [1☘️]
⠀⠀➤ Rapscallion (AC 18) (0/15 HP)
➤ Fioriel (AC 17) (42/42 HP) | [3☘️]
➤ Life Sprouts Anew and so Hope Remains (AC 21) (58/58 HP) | [3☘️]
➤ Althelsted (AC 18) (40/40 HP) | [2☘️]
➤ Nikebei (AC 20, +2 w Steel Shield) (21/48 HP) | [1☘️]
➤ Black Molly (AC 18, +1 w Shield spell) (41/41 HP) | [1☘️]
⠀⠀➤ Cap'n Silverbeard (AC 19) (0/41 HP)
Blue Woman (-64 HP) |

EFFECTS & CONDITIONS REFERENCE

Invisible <rule> :
A creature with the invisible condition (by way of an invisibility spell, for example) is automatically undetected to any creatures relying on sight as their only precise sense. Precise senses other than sight ignore the invisible condition. You can Seek (page 417) to attempt to figure out an invisible creature's location, making it only hidden from you. This lasts until the invisible creature successfully uses Sneak to become undetected again. If you're already observing a creature when it becomes invisible, it starts out hidden, since you know where it was, though it can then Sneak to become undetected.

Other effects might partially foil invisibility. For instance, if you were tracking an invisible creature's footprints through the snow, the footprints would make it hidden. Throwing a net over an invisible creature would make it observed but concealed for as long as the net is on it.


Invisible <condition> :
You can't be seen. You're undetected to everyone. Creatures can Seek to detect you; if a creature succeeds at its Perception check against your Stealth DC, you become hidden to that creature until you Sneak to become undetected again. If you become invisible while someone can already see you, you start out hidden to them (instead of undetected) until you successfully Sneak. You can't become observed while invisible except via special abilities or magic.

Undetected <condition> :
When you are undetected by a creature, that creature can't see you at all, has no idea what space you occupy, and can't target you, though you still can be affected by abilities that target an area. When you're undetected by a creature, that creature is off-guard to you.

A creature you're undetected by can guess which square you're in to try targeting you. It must pick a square and attempt an attack. This works like targeting a hidden creature (requiring a DC 11 flat check, as described under Detecting Creatures), but the flat check and attack roll are rolled in secret by the GM, who doesn't reveal whether the attack missed due to failing the flat check, failing the attack roll, or choosing the wrong square. They can Seek to try to find you.


◆ Seek <action> :
You scan an area for signs of creatures or objects, possibly including secret doors or hazards. Choose an area to scan. The GM determines the area you can scan with one Seek action—almost always 30 feet or less in any dimension. The GM might impose a penalty if you search far away from you or adjust the number of actions it takes to Seek a particularly cluttered area.

The GM attempts a single secret Perception check for you and compares the result to the Stealth DCs of any undetected or hidden creatures in the area, or the DC to detect each object in the area (as determined by the GM or by someone Concealing the Object). A creature you detect might remain hidden, rather than becoming observed, if you're using an imprecise sense or if an effect (such as invisibility) prevents the subject from being observed.

Critical Success Any undetected or hidden creature you critically succeeded against becomes observed by you. You learn the location of objects in the area you critically succeeded against.
Success Any undetected creature you succeeded against becomes hidden from you instead of undetected, and any hidden creature you succeeded against becomes observed by you. You learn the location of any object or get a clue to its whereabouts, as determined by the GM.


Hidden <condition> :
While you're hidden from a creature, that creature knows the space you're in but can't tell precisely where you are. You typically become hidden by using Stealth to Hide. When Seeking a creature using only imprecise senses, it remains hidden, rather than observed. A creature you're hidden from is off-guard to you, and it must succeed at a DC 11 flat check when targeting you with an attack, spell, or other effect or it fails to affect you. Area effects aren't subject to this flat check.

A creature might be able to use the Seek action to try to observe you.


Hidden <rule> :
A creature that's hidden is only barely perceptible. You know what space it occupies, but little else. Perhaps the creature just moved behind cover and successfully used the Hide action. Your target might be behind a waterfall, where you can see some movement but can't determine an exact location. Maybe you've been blinded or the creature is invisible, but you used the Seek basic action to determine its general location based on hearing alone. Regardless of the specifics, you're off-guard to a hidden creature.

When targeting a hidden creature, before you roll to determine your effect, you must attempt a DC 11 flat check. If you fail, you don't affect the creature, though the actions you used are still expended—as well as any spell slots, costs, and other resources. You remain off-guard to the creature, whether you successfully target it or not.


◆ Point Out <action> :
You indicate a creature that you can see to one or more allies, gesturing in a direction and describing the distance verbally. That creature is hidden to your allies, rather than undetected. This works only for allies who can see you and are in a position where they could potentially detect the target. If your allies can't hear or understand you, they must succeed at a Perception check against the creature's Stealth DC or they misunderstand and believe the target is in a different location.

Enfeebling Humors (necromancy, occult) :
A creature damaged by a hag’s claw must succeed at a DC 22 Fortitude save or be enfeebled 1 for 1 day. On a critical failure, or if it gets hit again and fails its save a second time, it’s enfeebled 2 for 1 day.

Vigilant Seal

AC 17; Fort +8; Ref +7; Will +12 HP 31/42 ↺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

Muttering a quick prayer to Nethys Fioriel lets loose a glittery arrow at old red before attempting to traverse the ice

◆Cast guidance on herself
short bow at red: 1d20 + 9 ⇒ (13) + 9 = 22
arrow damage: 1d6 ⇒ 1
acrobatics: 1d20 + 7 ⇒ (16) + 7 = 23

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

Busy will complete tomorrow with actions
Fort Save 1 1d20 + 9 ⇒ (12) + 9 = 21
Fort Save 1 1d20 + 9 ⇒ (15) + 9 = 24

Vigilant Seal

AC 17; Fort +8; Ref +7; Will +12 HP 31/42 ↺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

Hmm thought I had added this to explan what the glittery arrow was

beacon arrow does this

Also willI need to make another acrobatics check to move off the ice next turn

Horizon Hunters

Level 3 summoner | AC 18/19 | HP: 41 | Fort 8, Ref 8, Will 7 | Spell DC 19 | Per 7 | Speed 25’ | * LEVEL BUMP *

The pirate cavalry closes further. ”Hold fast!”, Silverbeard shouts.

Stride x2 each

Grand Archive

HP 35/35 | 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 continues hiking through the snow.
♦Stride
Finally, ahead they spot Nikebei fighting the hag, but the distance is still so far, so they consider their options, against the Hag.
♦Devise a Stratagem, triggering Known Weakness
Recall Knowledge: 1d20 + 11 ⇒ (7) + 11 = 18
DaS: 1d20 + 10 ⇒ (14) + 10 = 24
♦Finally, she lets loose the arrow, hoping that it finds purchase.
Shortbow: 2d6 ⇒ (6, 5) = 11
Deadly, if Crit: 1d10 ⇒ 4

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

Am I correct that the Wall of Thorns provides cover, but does NOT block line of sight?

If Athelsted has line of sight on the hag:
The cleric calls upon the artistry of the goddess to paint the hag's form.
♦♦ Cast faerie fire

♦ Stride

If Athelsted does NOT have line of sight on the hag:
The cleric moves closer.
♦ Stride

He then retrieves his crossbow and loads it.


Mentorship and PC Level Bumps | Pathfinder Provisions | Downtime | Area Templates | ◆◇↺

Fioriel hits the hag for 1 P damage by sticking an arrow to her and has no trouble walking on ice.

Fioriel Fairweather wrote:
Also will I need to make another acrobatics check to move off the ice next turn

Since you are still on ice, I will say yes.

Edda does not recall any info about the hag (Failure to Recsll Knowledge) but connects an arrow to the same enemy. 11 P damage

Althelsted Everwell wrote:

Am I correct that the Wall of Thorns provides cover, but does NOT block line of sight?

Re-reading the text, you are correct. It only mentions providing cover.

Althelsted makes everyone in the area of his spell visible, in case the hag tries to be invisible before he keeps moving.

Nikebei is affected by the first attack, making her Enfeebled 1.

⬤ ENCOUNTER WITH RIFT WATCHERS! 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.
TERRAIN FEATURES: The snow is difficult terrain, and the ice is difficult terrain and uneven ground (DC 18 Acrobatics check to Balance) You are off-guard on uneven ground. Each time you are hit by an attack or fail a save on uneven ground, you must succeed at a Reflex save (with the same DC as the Acrobatics check to Balance) or fall prone.
MAP LINK: ENCOUNTER MAP
OTHER NOTES: ☘️ - Hero Points. OG - Off-Guard

CHARACTER IN ➤ BOLD TYPEFACE CAN ACT!
Red Old Person (-12 HP) | Beacon Shot embedded
Edda Vira (AC 18) (35/35 HP) | [1☘️]
⠀⠀Rapscallion (AC 18) (15/15 HP)
Fioriel (AC 17) (42/42 HP) | [3☘️]
➤ Life Sprouts Anew and so Hope Remains (AC 21) (58/58 HP) | [3☘️]
Althelsted (AC 18) (40/40 HP) | [2☘️]
➤ Nikebei (AC 20, +2 w Steel Shield) (21/48 HP) | Enfeebled 1 | [1☘️]
Black Molly (AC 18, +1 w Shield spell) (41/41 HP) | [1☘️]
⠀⠀Cap'n Silverbeard (AC 19) (41/41 HP)
Blue Woman (-64 HP) |

EFFECTS & CONDITIONS REFERENCE

Invisible <rule> :
A creature with the invisible condition (by way of an invisibility spell, for example) is automatically undetected to any creatures relying on sight as their only precise sense. Precise senses other than sight ignore the invisible condition. You can Seek (page 417) to attempt to figure out an invisible creature's location, making it only hidden from you. This lasts until the invisible creature successfully uses Sneak to become undetected again. If you're already observing a creature when it becomes invisible, it starts out hidden, since you know where it was, though it can then Sneak to become undetected.

Other effects might partially foil invisibility. For instance, if you were tracking an invisible creature's footprints through the snow, the footprints would make it hidden. Throwing a net over an invisible creature would make it observed but concealed for as long as the net is on it.


Invisible <condition> :
You can't be seen. You're undetected to everyone. Creatures can Seek to detect you; if a creature succeeds at its Perception check against your Stealth DC, you become hidden to that creature until you Sneak to become undetected again. If you become invisible while someone can already see you, you start out hidden to them (instead of undetected) until you successfully Sneak. You can't become observed while invisible except via special abilities or magic.

Undetected <condition> :
When you are undetected by a creature, that creature can't see you at all, has no idea what space you occupy, and can't target you, though you still can be affected by abilities that target an area. When you're undetected by a creature, that creature is off-guard to you.

A creature you're undetected by can guess which square you're in to try targeting you. It must pick a square and attempt an attack. This works like targeting a hidden creature (requiring a DC 11 flat check, as described under Detecting Creatures), but the flat check and attack roll are rolled in secret by the GM, who doesn't reveal whether the attack missed due to failing the flat check, failing the attack roll, or choosing the wrong square. They can Seek to try to find you.


◆ Seek <action> :
You scan an area for signs of creatures or objects, possibly including secret doors or hazards. Choose an area to scan. The GM determines the area you can scan with one Seek action—almost always 30 feet or less in any dimension. The GM might impose a penalty if you search far away from you or adjust the number of actions it takes to Seek a particularly cluttered area.

The GM attempts a single secret Perception check for you and compares the result to the Stealth DCs of any undetected or hidden creatures in the area, or the DC to detect each object in the area (as determined by the GM or by someone Concealing the Object). A creature you detect might remain hidden, rather than becoming observed, if you're using an imprecise sense or if an effect (such as invisibility) prevents the subject from being observed.

Critical Success Any undetected or hidden creature you critically succeeded against becomes observed by you. You learn the location of objects in the area you critically succeeded against.
Success Any undetected creature you succeeded against becomes hidden from you instead of undetected, and any hidden creature you succeeded against becomes observed by you. You learn the location of any object or get a clue to its whereabouts, as determined by the GM.


Hidden <condition> :
While you're hidden from a creature, that creature knows the space you're in but can't tell precisely where you are. You typically become hidden by using Stealth to Hide. When Seeking a creature using only imprecise senses, it remains hidden, rather than observed. A creature you're hidden from is off-guard to you, and it must succeed at a DC 11 flat check when targeting you with an attack, spell, or other effect or it fails to affect you. Area effects aren't subject to this flat check.

A creature might be able to use the Seek action to try to observe you.


Hidden <rule> :
A creature that's hidden is only barely perceptible. You know what space it occupies, but little else. Perhaps the creature just moved behind cover and successfully used the Hide action. Your target might be behind a waterfall, where you can see some movement but can't determine an exact location. Maybe you've been blinded or the creature is invisible, but you used the Seek basic action to determine its general location based on hearing alone. Regardless of the specifics, you're off-guard to a hidden creature.

When targeting a hidden creature, before you roll to determine your effect, you must attempt a DC 11 flat check. If you fail, you don't affect the creature, though the actions you used are still expended—as well as any spell slots, costs, and other resources. You remain off-guard to the creature, whether you successfully target it or not.


◆ Point Out <action> :
You indicate a creature that you can see to one or more allies, gesturing in a direction and describing the distance verbally. That creature is hidden to your allies, rather than undetected. This works only for allies who can see you and are in a position where they could potentially detect the target. If your allies can't hear or understand you, they must succeed at a Perception check against the creature's Stealth DC or they misunderstand and believe the target is in a different location.

Enfeebling Humors (necromancy, occult) :
A creature damaged by a hag’s claw must succeed at a DC 22 Fortitude save or be enfeebled 1 for 1 day. On a critical failure, or if it gets hit again and fails its save a second time, it’s enfeebled 2 for 1 day.

Radiant Oath

HP 47/58 | 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 ever so slowly runs to the far side of the spooky Red lady but it eats up all of his time so he can only manage a single attack at her in the area of the faerie fire.

Longsword: 1d20 + 11 ⇒ (17) + 11 = 28 vs Off-guard
Slashing: 2d8 + 4 ⇒ (6, 7) + 4 = 17


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

Botting Nikebei...

Nikebei trips the hag.
Athletics to trip, Enfeebled 1 - 1d20 + 8 - 1 ⇒ (19) + 8 - 1 = 26

She then hacks her with khopesh!
Khopesh to hit, Enfeebled 1 - 1d20 + 8 - 1 ⇒ (14) + 8 - 1 = 21 | damage 1d8 + 3 - 1 ⇒ (3) + 3 - 1 = 5 S

And again!
Khopesh to hit, Enfeebled 1, MAP - 1d20 + 8 - 1 - 5 ⇒ (14) + 8 - 1 - 5 = 16 | damage 1d8 + 3 - 1 ⇒ (2) + 3 - 1 = 4 S


Mentorship and PC Level Bumps | Pathfinder Provisions | Downtime | Area Templates | ◆◇↺

Hope slashes the hag with a long sword 17 S damage while Nikebei trips the same and hacks with a khopesh the first time but not the second. 5 S damage

The hag stands up (triggers reactive strike) and breathes out a bad breath of greenish vapor at Hope! DC 22 Fortitude save vs Enfeebling Humors

Cant use the ability again for 1d4 ⇒ 3 rounds.

⬤ ENCOUNTER WITH RIFT WATCHERS! Round 4 ⬤
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.
TERRAIN FEATURES: The snow is difficult terrain, and the ice is difficult terrain and uneven ground (DC 18 Acrobatics check to Balance) You are off-guard on uneven ground. Each time you are hit by an attack or fail a save on uneven ground, you must succeed at a Reflex save (with the same DC as the Acrobatics check to Balance) or fall prone.
MAP LINK: ENCOUNTER MAP
OTHER NOTES: ☘️ - Hero Points. OG - Off-Guard

BEFORE YOUR TURN
❗ Life Sprouts Anew and so Hope Remains: DC 22 Fortitude save vs Enfeebling Humors ❗

CHARACTER IN ➤ BOLD TYPEFACE CAN ACT!
Red Old Person (-34 HP) | Beacon Shot embedded
➤ Edda Vira (AC 18) (35/35 HP) | [1☘️]
⠀⠀➤ Rapscallion (AC 18) (0/15 HP)
➤ Fioriel (AC 17) (42/42 HP) | [3☘️]
➤ Life Sprouts Anew and so Hope Remains (AC 21) (58/58 HP) | [3☘️]
➤ Althelsted (AC 18) (40/40 HP) | [2☘️]
➤ Nikebei (AC 20, +2 w Steel Shield) (21/48 HP) | Enfeebled 1 | [1☘️]
➤ Black Molly (AC 18, +1 w Shield spell) (41/41 HP) | [1☘️]
⠀⠀➤ Cap'n Silverbeard (AC 19) (0/41 HP)
Blue Woman (-64 HP) |

EFFECTS & CONDITIONS REFERENCE

Invisible <rule> :
A creature with the invisible condition (by way of an invisibility spell, for example) is automatically undetected to any creatures relying on sight as their only precise sense. Precise senses other than sight ignore the invisible condition. You can Seek (page 417) to attempt to figure out an invisible creature's location, making it only hidden from you. This lasts until the invisible creature successfully uses Sneak to become undetected again. If you're already observing a creature when it becomes invisible, it starts out hidden, since you know where it was, though it can then Sneak to become undetected.

Other effects might partially foil invisibility. For instance, if you were tracking an invisible creature's footprints through the snow, the footprints would make it hidden. Throwing a net over an invisible creature would make it observed but concealed for as long as the net is on it.


Invisible <condition> :
You can't be seen. You're undetected to everyone. Creatures can Seek to detect you; if a creature succeeds at its Perception check against your Stealth DC, you become hidden to that creature until you Sneak to become undetected again. If you become invisible while someone can already see you, you start out hidden to them (instead of undetected) until you successfully Sneak. You can't become observed while invisible except via special abilities or magic.

Undetected <condition> :
When you are undetected by a creature, that creature can't see you at all, has no idea what space you occupy, and can't target you, though you still can be affected by abilities that target an area. When you're undetected by a creature, that creature is off-guard to you.

A creature you're undetected by can guess which square you're in to try targeting you. It must pick a square and attempt an attack. This works like targeting a hidden creature (requiring a DC 11 flat check, as described under Detecting Creatures), but the flat check and attack roll are rolled in secret by the GM, who doesn't reveal whether the attack missed due to failing the flat check, failing the attack roll, or choosing the wrong square. They can Seek to try to find you.


◆ Seek <action> :
You scan an area for signs of creatures or objects, possibly including secret doors or hazards. Choose an area to scan. The GM determines the area you can scan with one Seek action—almost always 30 feet or less in any dimension. The GM might impose a penalty if you search far away from you or adjust the number of actions it takes to Seek a particularly cluttered area.

The GM attempts a single secret Perception check for you and compares the result to the Stealth DCs of any undetected or hidden creatures in the area, or the DC to detect each object in the area (as determined by the GM or by someone Concealing the Object). A creature you detect might remain hidden, rather than becoming observed, if you're using an imprecise sense or if an effect (such as invisibility) prevents the subject from being observed.

Critical Success Any undetected or hidden creature you critically succeeded against becomes observed by you. You learn the location of objects in the area you critically succeeded against.
Success Any undetected creature you succeeded against becomes hidden from you instead of undetected, and any hidden creature you succeeded against becomes observed by you. You learn the location of any object or get a clue to its whereabouts, as determined by the GM.


Hidden <condition> :
While you're hidden from a creature, that creature knows the space you're in but can't tell precisely where you are. You typically become hidden by using Stealth to Hide. When Seeking a creature using only imprecise senses, it remains hidden, rather than observed. A creature you're hidden from is off-guard to you, and it must succeed at a DC 11 flat check when targeting you with an attack, spell, or other effect or it fails to affect you. Area effects aren't subject to this flat check.

A creature might be able to use the Seek action to try to observe you.


Hidden <rule> :
A creature that's hidden is only barely perceptible. You know what space it occupies, but little else. Perhaps the creature just moved behind cover and successfully used the Hide action. Your target might be behind a waterfall, where you can see some movement but can't determine an exact location. Maybe you've been blinded or the creature is invisible, but you used the Seek basic action to determine its general location based on hearing alone. Regardless of the specifics, you're off-guard to a hidden creature.

When targeting a hidden creature, before you roll to determine your effect, you must attempt a DC 11 flat check. If you fail, you don't affect the creature, though the actions you used are still expended—as well as any spell slots, costs, and other resources. You remain off-guard to the creature, whether you successfully target it or not.


◆ Point Out <action> :
You indicate a creature that you can see to one or more allies, gesturing in a direction and describing the distance verbally. That creature is hidden to your allies, rather than undetected. This works only for allies who can see you and are in a position where they could potentially detect the target. If your allies can't hear or understand you, they must succeed at a Perception check against the creature's Stealth DC or they misunderstand and believe the target is in a different location.

Enfeebling Humors (necromancy, occult), ◆◆ Exhale Miasma (necromancy, occult) :
A creature damaged by a hag’s claw must succeed at a DC 22 Fortitude save or be enfeebled 1 for 1 day. On a critical failure, or if it gets hit again and fails its save a second time, it’s enfeebled 2 for 1 day.

Grand Archive

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

♦♦ Stride x2 onto the ice
Balance: 1d20 + 7 ⇒ (10) + 7 = 17

♦Strike with ShortbowShortbow: 1d20 + 8 ⇒ (10) + 8 = 18
Shortbow: 1d6 ⇒ 3
crit: 1d10 ⇒ 5

Vigilant Seal

AC 17; Fort +8; Ref +7; Will +12 HP 31/42 ↺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
◆Stride
acrobatics: 1d20 + 7 ⇒ (5) + 7 = 12
Correction◆Slip
◆Crawl
◆stand

What a turn!

Radiant Oath

HP 47/58 | 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 finally gets a chance to study the woman before swinging at her this time around and stares her down with his strange garlic head eyes.

Then he swings twice at her with greater fearsomeness.
Longsword, TT: 1d20 + 11 ⇒ (18) + 11 = 29 vs OG
Slashing: 2d8 + 4 ⇒ (8, 4) + 4 = 16

Light Hammer, TT: 1d20 + 11 - 2 ⇒ (11) + 11 - 2 = 20 vs OG
Bludgeoning: 2d6 + 4 ⇒ (6, 3) + 4 = 13

If the woman is still alive he swings one more time for the knees, seeing nowhere else he wants to move to in this snow at the moment.

Light Hammer Attack #3: 1d20 + 11 - 4 ⇒ (20) + 11 - 4 = 27 vs OG
Bludgeoning: 2d6 + 4 ⇒ (2, 6) + 4 = 12


Mentorship and PC Level Bumps | Pathfinder Provisions | Downtime | Area Templates | ◆◇↺

Edda carefully traverses the ice but misses their mark.

Fioriel crawls after falling on the ice and reaches the snowy part. Hope continues to hack the hag but misses to bonk! 16 S damage He aims for the knee and it cracks, the hag trembles! 24 B damage

Forgotten...
Hope: Fortitude save: 1d20 + 10 ⇒ (2) + 10 = 12 vs DC22 Enfeebling Humors. Crit Fail. Would you like to Hero Point this? I will retcon the damage to the hag if needed.

⬤ ENCOUNTER WITH RIFT WATCHERS! Round 4 ⬤
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.
TERRAIN FEATURES: The snow is difficult terrain, and the ice is difficult terrain and uneven ground (DC 18 Acrobatics check to Balance) You are off-guard on uneven ground. Each time you are hit by an attack or fail a save on uneven ground, you must succeed at a Reflex save (with the same DC as the Acrobatics check to Balance) or fall prone.
MAP LINK: ENCOUNTER MAP
OTHER NOTES: ☘️ - Hero Points. OG - Off-Guard

BEFORE YOUR TURN
❗ Life Sprouts Anew and so Hope Remains: DC 22 Fortitude save vs Enfeebling Humors ❗

CHARACTER IN ➤ BOLD TYPEFACE CAN ACT!
Red Old Person (-74 HP) | Beacon Shot embedded
Edda Vira (AC 18) (35/35 HP) | [1☘️]
⠀⠀Rapscallion (AC 18) (15/15 HP)
Fioriel (AC 17) (42/42 HP) | [3☘️]
Life Sprouts Anew and so Hope Remains (AC 21) (58/58 HP) | [3☘️]
➤ Althelsted (AC 18) (40/40 HP) | [2☘️]
➤ Nikebei (AC 20, +2 w Steel Shield) (21/48 HP) | Enfeebled 1 | [1☘️]
➤ Black Molly (AC 18, +1 w Shield spell) (41/41 HP) | [1☘️]
⠀⠀➤ Cap'n Silverbeard (AC 19) (0/41 HP)
Blue Woman (-64 HP) |

EFFECTS & CONDITIONS REFERENCE

Enfeebling Humors (necromancy, occult), ◆◆ Exhale Miasma (necromancy, occult) :
A creature damaged by a hag’s claw must succeed at a DC 22 Fortitude save or be enfeebled 1 for 1 day. On a critical failure, or if it gets hit again and fails its save a second time, it’s enfeebled 2 for 1 day.

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 can contain herself no longer, "I don't like the way you see to dislike my little friend." Smoke seems to come from under her hat and you hear, "Well Grandpa, if you could just guide my hand, I'm sure it will help slice a little deeper." Then with the kitchen knife held in her hand she swipes at the hag, hoping to catch her off guard. Then she raise her frying pan to defend herself against the nasty foe.

◆ - Rage
◆ - Strike Khopesh (enfeebled 1) vs OG 1d20 + 8 - 1 ⇒ (17) + 8 - 1 = 24 damage 1d8 + 3 + 3 - 1 ⇒ (1) + 3 + 3 - 1 = 6 (rage, enfeebled 1, void)
◆ - Raise shield

Rage (Spirit Instinct):

You tap into your inner fury and begin raging. You gain a number of temporary Hit Points equal to your level plus your Constitution modifier. This frenzy lasts for 1 minute, until there are no enemies you can perceive, or until you fall unconscious, whichever comes first. You can't voluntarily stop raging. While you are raging:
You deal 2 additional damage with melee Strikes. This additional damage is halved if your weapon or unarmed attack is agile.
You take a –1 penalty to AC.
You can't use actions with the concentrate trait unless they also have the rage trait. You can Seek while raging.
After you stop raging, you lose any remaining temporary Hit Points from Rage, and you can't Rage again for 1 minute.

Horizon Hunters

Level 3 summoner | AC 18/19 | HP: 41 | Fort 8, Ref 8, Will 7 | Spell DC 19 | Per 7 | Speed 25’ | * LEVEL BUMP *

Molly gets almost within casting range, while Silverbeard closes the gap with the hag.

”Now you’ll bleed, ye scurvy wretch!”, he shouts, as he brings his cutlass to bear.

BM: Stride
CS: Stride x2, Strike

Attack: 1d20 + 10 ⇒ (6) + 10 = 16
Damage: 1d8 + 5 ⇒ (7) + 5 = 12S

Radiant Oath

HP 47/58 | 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 |

Yes I will hero point it since I have 3 anyway let me do that right now. Thank you!

Fortitude, Hero Point: 1d20 + 10 ⇒ (4) + 10 = 14 Well... at least it's not a crit fail...

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 get a better bead on the hag.
Stride x2 in difficult terrain
Acrobatics to cross ice: 1d20 + 2 ⇒ (11) + 2 = 13


Mentorship and PC Level Bumps | Pathfinder Provisions | Downtime | Area Templates | ◆◇↺

Nikebei calls the spirit of her ancestor grandpa to guide her into the fight. Her knife strikes true even in her weakened condition before raising her pan. 6 S damage

Black Molly keeps her distance shorter while Cap'n Silverbeard joins the other to surround the hag but awkwardly cuts nothing. Althelsted is making a slow albeit moving progress towards the other side of the ice.

With three of them surrounding her, she has no choice but to give them a barrage of claw attacks! 1 Cap'n Silverbeard, 2 Nikebei, 3 Hope: 3d3 ⇒ (1, 1, 1) = 3 (all to Cap'n Silverbeard)
Claw Attack: 1d20 + 16 ⇒ (12) + 16 = 28 vs Cap'n Silverbeard AC 19
Damage: 1d10 + 7 ⇒ (2) + 7 = 9 slashing damage plus Enfeebling Humors (DC 22 Fortitude save)

Claw Attack, Agile, MAP1: 1d20 + 16 - 4 ⇒ (17) + 16 - 4 = 29 vs Cap'n Silverbeard AC 19 crit
Damage: 1d10 + 7 ⇒ (1) + 7 = 8 slashing damage x2 plus Enfeebling Humors (DC 22 Fortitude save)

Claw Attack, Agile, MAP2: 1d20 + 16 - 8 ⇒ (15) + 16 - 8 = 23 vs Cap'n Silverbeard AC 19
Damage: 1d10 + 7 ⇒ (7) + 7 = 14 slashing damage plus Enfeebling Humors (DC 22 Fortitude save)

⬤ ENCOUNTER WITH RIFT WATCHERS! Round 5 ⬤
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.
TERRAIN FEATURES: The snow is difficult terrain, and the ice is difficult terrain and uneven ground (DC 18 Acrobatics check to Balance) You are off-guard on uneven ground. Each time you are hit by an attack or fail a save on uneven ground, you must succeed at a Reflex save (with the same DC as the Acrobatics check to Balance) or fall prone.
MAP LINK: ENCOUNTER MAP
OTHER NOTES: ☘️ - Hero Points. OG - Off-Guard

BEFORE YOUR TURN
❗ Cap'n Silverbeard : Three DC 22 Fortitude saves vs Enfeebling Humors ❗

CHARACTER IN ➤ BOLD TYPEFACE CAN ACT!
Red Old Person (-80 HP) | Beacon Shot embedded
➤ Edda Vira (AC 18) (35/35 HP) | [1☘️]
⠀⠀➤ Rapscallion (AC 18) (0/15 HP)
➤ Fioriel (AC 17) (42/42 HP) | [3☘️]
➤ Life Sprouts Anew and so Hope Remains (AC 21) (58/58 HP) | Enfeebled 1 | [2☘️]
➤ Althelsted (AC 18) (40/40 HP) | [2☘️]
➤ Nikebei (AC 20, +2 w Steel Shield) (21/48 HP, 5 temp HP) | Enfeebled 1; Raging (-1 to AC) | [1☘️]
➤ Black Molly (AC 18, +1 w Shield spell) (2/41 HP) | [1☘️]
⠀⠀➤ Cap'n Silverbeard (AC 19) (0/41 HP)
Blue Woman (-64 HP) |

EFFECTS & CONDITIONS REFERENCE

Enfeebling Humors (necromancy, occult), ◆◆ Exhale Miasma (necromancy, occult) :
A creature damaged by a hag’s claw must succeed at a DC 22 Fortitude save or be enfeebled 1 for 1 day. On a critical failure, or if it gets hit again and fails its save a second time, it’s enfeebled 2 for 1 day.


Venture-Captain, Online PBP

**HOUSE GM ANNOUNCEMENT**

”Great job, Pathfinders! We’ve cleared the dangerous predators out of the ruins!”

Table GMs, the PREDATORS DESTROYED condition on page 17 is now in effect.

Horizon Hunters

Level 3 summoner | AC 18/19 | HP: 41 | Fort 8, Ref 8, Will 7 | Spell DC 19 | Per 7 | Speed 25’ | * LEVEL BUMP *

”Arrrr!”, Silverbeard cries, as he’s torn apart by the hag.

Fort save: 1d20 + 11 ⇒ (15) + 11 = 26
Fort save: 1d20 + 11 ⇒ (15) + 11 = 26
Fort save: 1d20 + 11 ⇒ (14) + 11 = 25

”Stand down, Cap’n!”, says Molly. ”I’ve got her in my sights!”

As the spectre withdraws from the melee, a sickly green aura surrounds a chunk of ice, and flies at their foe.

BM: Stride, Cast telekinetic projectile
CS: Step

Attack: 1d20 + 10 ⇒ (2) + 10 = 12
Damage: 3d6 + 1 ⇒ (4, 5, 5) + 1 = 15B

Grand Archive

HP 35/35 | 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, feels their temper start to get the better of them having slipped on the smallest patch of ice imaginable.
Taking a breath, Edda focuses on the enemy
Devise a Stratagem
DaS: 1d20 + 10 ⇒ (20) + 10 = 30

Seeing into the future, Edda knows that something good is about to finally happen, so while still sitting on the ground, their tail cold and wet, Edda lets loose another arrow.
♦ Strike with Shortbow using DaS
Shortbow: 2d6 ⇒ (1, 1) = 2
Deadly: 1d10 ⇒ 2

Uncertain if I can crawl on difficult terrain

If Edda can crawl:
Edda Crawls forward, shakily slipping on the ice like a baby gazelle

If Edda can't crawl:
Edda Stands

Vigilant Seal

AC 17; Fort +8; Ref +7; Will +12 HP 31/42 ↺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 strides to get a clear view of the hag then lets loose an electric arc dc19 reflex elec damage: 3d4 ⇒ (4, 2, 1) = 7

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

"Grandpa, let's cut and slice the carrots...." and nikebei continues to attack.

◆ - Strike 1 Khopesh (enfeebled 1) vs OG 1d20 + 8 - 1 ⇒ (13) + 8 - 1 = 20 damage 1d8 + 3 + 3 - 1 ⇒ (2) + 3 + 3 - 1 = 7 (rage, enfeebled 1, void)
◆ - Strike 2 Khopesh (enfeebled 1) vs OG 1d20 + 8 - 1 - 5 ⇒ (9) + 8 - 1 - 5 = 11 damage 1d8 + 3 + 3 - 1 ⇒ (8) + 3 + 3 - 1 = 13 (rage, enfeebled 1, void)
◆ - Raise Shield

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

Realizing that he is unlikely to make it across the ice, Athelsted turns and heads for what he hopes is the edge of the wall.

Stride x3 in difficult terrain


Mentorship and PC Level Bumps | Pathfinder Provisions | Downtime | Area Templates | ◆◇↺

PREDATORS DESTROYED condition in effect: The party becomes accustomed to fighting on ice. During the next encounter, they ignore difficult terrain and uneven ground.

Black Molly finds the humors of the hag not that funny at all. Her chunk of ice flies overhead the hag while Cap'n Silverbeard slowly retreats.

Edda flies an arrow that hits the hag. 2*2+2 P damage They then crawls their way to the others.

Red Old Person: DC 19 basic Reflex save: 1d20 + 14 ⇒ (1) + 14 = 15 Crit Fail, 14 E damage

Fioriel positions into a better spot and sends electricity squarely to the hag's chest that fries her brain and froth her mouth! Red Old Person eliminated!

ENCOUNTER OVER! WELL DONE!

Party Health:
Edda Vira (35/35 HP) [1☘️]
Rapscallion (15/15 HP)
Fioriel (42/42 HP) [3☘️]
Life Sprouts Anew and so Hope Remains (58/58 HP) [2☘️] | Enfeebled 1
Althelsted (40/40 HP) [2☘️]
Nikebei (21/48 HP) [1☘️] | Enfeebled 1; Raging (-1 to AC)
Black Molly (2/41 HP) [1☘️]
Cap'n Silverbeard (2/41 HP)

The snowy place is now only howling with cold wind except for the voice that emanates from a glowing purple crack in the ice walls. Being able determine previously that it is a minor time rift caused by someone
meddling with the Dimension of Time, anyone who succeeds on a DC 20 Arcana, Nature, Occultism, Religion, or Thievery check coaxes the rift to close. Left unchecked, it will grow, causing more serious time anomalies.

If you attempt to close the rift:
On each failed attempt, the
character takes 2d6 mental damage. Anyone can try again to close it.

You have ten minutes before the next mission.

Grand Archive

HP 35/35 | 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 will stand, quickly pat themselves down hoping that no one saw them scooting on the ground like a fool and approach the rift.

Attuning to the mystical energies of the rift, Edda does their best to close the portal.

Occultism: 1d20 + 9 ⇒ (15) + 9 = 24


Mentorship and PC Level Bumps | Pathfinder Provisions | Downtime | Area Templates | ◆◇↺

Edda goes to fix the rift after straightening themself up from the snowy ground.

TIME SUCCESS!

Radiant Oath

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HP 47/58 | 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 will attempt to help patch up Black Molly in the 10 minutes. "I'm not the smartest around but I've been learning from my fellow knights how to keep a body mostly intact!"

Medicine, Treat Wounds Black Molly: 1d20 + 8 ⇒ (13) + 8 = 21
Healing: 2d8 ⇒ (2, 5) = 7

That's all I personally got but hopefully it helps.


Mentorship and PC Level Bumps | Pathfinder Provisions | Downtime | Area Templates | ◆◇↺

I will retcon healing with potions, but for now, I will post the next part.

Party Health:
Edda Vira (35/35 HP) [1☘️]
Rapscallion (15/15 HP)
Fioriel (42/42 HP) [3☘️]
Life Sprouts Anew and so Hope Remains (58/58 HP) [2☘️] | Enfeebled 1
Althelsted (40/40 HP) [2☘️]
Nikebei (21/48 HP) [1☘️] | Enfeebled 1
Black Molly (9/41 HP) [1☘️]
Cap'n Silverbeard (9/41 HP)

The group presses on. Frost-tinged stone gives way to slick ice tunnels and snow-filled passages as the Pathfinders forge forward. Nearby, Venture-Captain Armeline Jirneau holds up a hand for silence. A few moments later she whispers, “I heard something. Footsteps and muffled voices. Be careful.”

You are in SLIDE 24. The snow‑covered ground is difficult terrain. The ice sheets are difficult terrain and uneven ground (DC 15 Acrobatics check to Balance). A raised ledge on the west of the main chamber is 10 feet higher than the surrounding area.

They arrive at a certain place with icy tunnels again and they see two ratfolks and an animal. The animal has a body similar to that of a snow leopard, a bearlike snout, four eyes, and a pair of antlers.Their arrival is easily noticed that makes them wary of their presence. The ratfolks looks like they are not from this timeline.

One ratfolk speaks that sounds skittish but unfamiliar to the Pathfinders.

Akitonian:
"Who are you?! Don't get close! You cruel spellcasters compelled us to be here!"

At this point, they are not hostile... yet. It looks like no one understand Akitonian. How will your group can convince them to stand down? Each of you can attempt to communicate despite the language barrier with a successful DC 19 Deception, Diplomacy, Performance, or Society check and earn Rapport Points or Insult Points.
Critical Success The PCs gain 2 Rapport Points.
Success The PCs gain 1 Rapport Point.
Failure The PCs gain 1 Insult Point.
Critical Failure The PCs gain 2 Insult Points

Earn three Rapport Points or more and that will make them calm down.

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 limps around for a few minutes, bruised and battered. "If anyone can spare time to treat these wounds, it would be really helpful."

If nobody Treats Nikebei's woulds, she'll have a go herself:

Treat Wounds 1d20 + 4 ⇒ (8) + 4 = 12 - HPs 2d8 ⇒ (6, 7) = 13

Nikebei knows that the best thing to start a conversation in this cold place, is a nice pot of tea. She holds up her weapon and carefully places it on the ground. She calls out in Common "See I put my knife down, now I'm going to make a nice pot of tea. It is a really lovely drink that will warm the cockles of your heart. Keep out the cold!"

She delves into her bag and get out some cooking gear, water eaxh time showing it to the other creatures, the strange ratfolks and well...whatever it is.

"If you give me enough time, I can even make a nice hot meal, if you're hungry at all?"

Diplomacy 1d20 + 7 ⇒ (18) + 7 = 25

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