GM Super Zero |
The next one also burrows into the ground, but it pops up again next to Manny, bursting out of the snow. It bites him, and he feels icy cold flow into him from its fangs.
* Burrow, * Burrow, * Strike Jaws: 1d20 + 15 ⇒ (15) + 15 = 30 for piercing: 1d10 + 5 ⇒ (2) + 5 = 7 and cold damage: 1d8 ⇒ 8
One with a reddish tinge to its eyes dives into the snow and bursts out again much closer.
* Burrow, * Burrow, * Burrow, though this one ends its movement on the surface.
Itka, Manny, Kamil, and Cassandra's turns.
Initiative:
Yellow Bergworm 3 (Underground)
Gruntarr (92/92)
Blue Bergworm 1
Red Bergworm 2
Itka (71/71)
Manny (81/96)
Kamil (64/64)
Cassandra (78/78)
Itka Biklest |
"Hmp! If you have a Fly scroll, use it!" Itka suggests, taking her own advice and floats upward. (Using PFS provision: 4th rank scroll of Fly. How high is the ceiling? Itka wants to be at least 5 feet from all surfaces, if possible.)
◆◆ Cast a spell from scroll, ◆ Stride (Fly)
Cassandra Thaumaturge |
As the one bites Manny Cassandra reacts with a shout of No! Bad ice worm thingy!
Retributive Strike: My ally gain Resist 9 All against the triggering attack.
Strike 1: 1d20 + 16 ⇒ (19) + 16 = 35
Damage, Str, IE, WS: 2d6 + 4 + 4 + 2 ⇒ (4, 6) + 4 + 4 + 2 = 20
A critical hit forces a DC21 Fortitude save or the target is knocked prone
Cassandra Thaumaturge |
Attack and damage rolls may benefit from Courageous Anthem if Manny does it. I havent included it.
Cassandra scans the ground and then looks down at the wand of tailwind at her belt. Bugger, forgot to use the damn thing
She focuses her attention on the closest worm that just bit Manny.
Exploit Vulnerability
Esoteric Lore: 1d20 + 17 ⇒ (6) + 17 = 23
If a success it also counts as a RK check
Success You recall an important fact about the creature, learning its highest weakness (or one of its highest weaknesses, if it has multiple with the same value) but not its other weaknesses, resistances, or immunities. You can exploit either the creature's mortal weakness or personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren't already.
Failure Failing to recall a salient weakness about the creature, you instead attempt to exploit a more personal vulnerability. You can exploit only the creature's personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren't already.
Critical Failure You couldn't remember the right object to use and become distracted while you rummage through your esoterica. You become flat-footed until the beginning of your next turn.
She then strikes at the thing twice, hoping her allies dont get in the way too much.
Strike 1: 1d20 + 16 ⇒ (12) + 16 = 28
Damage, Str, IE, WS: 2d6 + 4 + 4 + 2 ⇒ (4, 4) + 4 + 4 + 2 = 18
Strike 2: 1d20 + 16 - 5 ⇒ (17) + 16 - 5 = 28
Damage, Str, IE, WS: 2d6 + 4 + 4 + 2 ⇒ (1, 3) + 4 + 4 + 2 = 14
Mortal Weakness adds the Weakness value to each damage roll. Personal Antithesis adds +5 damage to each damage roll.
A critical hit forces a DC21 Fortitude save or the target is knocked prone
Retributive Strike: My ally gain Resist 9 All against the triggering attack.
Implement Interruption: Only works against my Exploited target, triggers on concentrate, manipulate or move actions.
In general Cassandra will prioritise using Retributive Strike rather than Implement Interruption.
Strike 1: 1d20 + 16 ⇒ (14) + 16 = 30
Damage, Str, IE, WS: 2d6 + 4 + 4 + 2 ⇒ (1, 1) + 4 + 4 + 2 = 12
Mortal Weakness adds the Weakness value to each damage roll. Personal Antithesis adds +5 damage to each damage roll.
A critical hit forces a DC21 Fortitude save or the target is knocked prone
Emmanuel Holysmith |
"Anyone read the book Street Sharks?" Manny watches the creatures crawl through the snow. "Ah man, they weren't as good as the Teenage Magical Ninja Turtles but they'd tear up the road."
One of them emerges to gnaw on Manny's arm, only for Cassandra to ward it off. "Flying? Yeah, OK I can do that. Shylye, help?"
A pair of magical feathered wings briefly sprout from Manny's back, before fading away. "Sweet. Bye bye land shark!"
Manny zips 10 feet up. "I have a few more scrolls of Fly. Anyone else grounded?"
◆◆ Cast >Fly< on Manny
◆ Stride 10 feet above the ground (Climbing up is difficult terrain)
GM Super Zero |
Fort: 1d20 + 15 ⇒ (8) + 15 = 23
It's a very large cavern, so pretty high ceiling.
Cassandra strikes the worm again and again, pulverizing it. And also somehow burning it?
Champion's Reaction is a crit. Exploit is a success, though not against the Recall DC (sorry, basically everything in this adventure gets rarity adjustments because of the time/space travel theme--everything is strange!). She learns that it has weakness fire 8. Her first attack hits and bloodies it, and the second defeats it.
The underground worm takes no notice, popping up next to Gruntarr and gnashing its teeth towards him.
◆ Burrow, ◆ Strike Jaws: 1d20 + 15 ⇒ (5) + 15 = 20, ◆ Strike Jaws (MAP): 1d20 + 15 - 5 ⇒ (1) + 15 - 5 = 11.
Gruntarr's turn.
Initiative:
Yellow Bergworm 3 (Underground)
Gruntarr (92/92)
Red Bergworm 2
Itka (71/71, flying)
Manny (96/96, flying)
Kamil (64/64, flying)
Cassandra (78/78)
Gruntarr |
+1 Striking Ghost touch Cold Iron Bastard Sword + ignition: 1d20 + 15 ⇒ (12) + 15 = 27
damage: 2d12 + 4 + 2 ⇒ (10, 3) + 4 + 2 = 19
fire damage: 5d6 ⇒ (5, 1, 2, 6, 5) = 19 fire damage
◆◆ Attack + spellstrike
◆ Refresh spellstrike
GM Super Zero |
The creature squeals as Gruntarr hits it. It especially seems to dislike the heat from the fire. Though as his arm passes its fur, he becomes more aware of the jagged icicles hidden there, which threaten to cut him.
A hit, which bloodies it. It's weak to fire. But also, a creature that hits a bergworm tyrant with an unarmed Strike or a non-reach melee Strike takes piercing damage: 2d6 ⇒ (3, 6) = 9 (DC 19 basic Reflex save). On a critical failure, the creature also takes 1d6 persistent cold damage.
With most of the team up in the air, there are only a few targets for the worms to pursue. So the reddish one also lunges at Gruntarr. It bites him and tries to hold him, but doesn't manage to keep its grip.
◆ Stride, ◆ Strike Jaws: 1d20 + 15 ⇒ (14) + 15 = 29 for piercing: 1d10 + 5 ⇒ (9) + 5 = 14 and cold damage: 1d8 ⇒ 6, ◆ Grab Athletics: 1d20 + 13 ⇒ (2) + 13 = 15
Itka, Manny, Kamil, and Cassandra's turns.
Initiative:
Yellow Bergworm 3 (-46, bloodied)
Gruntarr (72/92, DC 19 Ref vs 9 piercing)
Red Bergworm 2
Itka (71/71, flying)
Manny (96/96, flying)
Kamil (64/64, flying)
Cassandra (78/78)
Itka Biklest |
It's a very large cavern, so pretty high ceiling.
In that case, Itka wouldn't have made it to within 5' of the ceiling, as I initially marked on the map. She would've stopped at 15' above the floor, so I corrected the notation on the map.
"Hmp." Itka casts Guidance on Gruntarr (sadly, it won't help with the current Reflex save), then conjures icy black tentacles to grab and toss an icicle at the bloodied creature.
Telekinetic Projectile vs. Yellow: 1d20 + 15 ⇒ (2) + 15 = 17
Piercing damage: 5d6 ⇒ (6, 2, 2, 6, 3) = 19
◆ Cast a spell, ◆◆ Cast a spell
Cassandra Thaumaturge |
Cassandra would retributive strike the attack on Gruntarr. I think she has her reaction available. Both are within 15' and red is within my melee reach. My roll in the spoiler was a 30 for 12 damage plus weakness.
Not trusting her feet on the slippery snow and ice Casandra lashes out wildly at the two worms!
Start with yellow, switch to red if it goes down. I have not included the effect of Courageous Anthem which Manny may start.
Strike 1: 1d20 + 16 ⇒ (17) + 16 = 33
Damage, Str, IE, WS: 2d6 + 4 + 4 + 2 ⇒ (2, 2) + 4 + 4 + 2 = 14
Strike 2: 1d20 + 16 - 5 ⇒ (18) + 16 - 5 = 29
Damage, Str, IE, WS: 2d6 + 4 + 4 + 2 ⇒ (4, 1) + 4 + 4 + 2 = 15
Strike 3: 1d20 + 16 - 10 ⇒ (5) + 16 - 10 = 11
Damage, Str, IE, WS: 2d6 + 4 + 4 + 2 ⇒ (4, 6) + 4 + 4 + 2 = 20
Mortal Weakness adds the Weakness value to each damage roll. Personal Antithesis adds +5 damage to each damage roll.
A critical hit forces a DC21 Fortitude save or the target is knocked prone
Retributive Strike: My ally gain Resist 9 All against the triggering attack.
Implement Interruption: Only works against my Exploited target, triggers on concentrate, manipulate or move actions.
In general Cassandra will prioritise using Retributive Strike rather than Implement Interruption.
Strike 1: 1d20 + 16 ⇒ (7) + 16 = 23
Damage, Str, IE, WS: 2d6 + 4 + 4 + 2 ⇒ (2, 4) + 4 + 4 + 2 = 16
Mortal Weakness adds the Weakness value to each damage roll. Personal Antithesis adds +5 damage to each damage roll.
A critical hit forces a DC21 Fortitude save or the target is knocked prone
GM Super Zero |
The icicle buries itself in the snow.
17 is a failure.
Cassandra shields Gruntarr from most of the effects of the bite. With three quick hits, she splatters the massive worm.
Whops, sorry. 30 is a hit, and that prevents most of the damage. 33 is a crit, which bloodies it. Fortitude: 1d20 + 15 ⇒ (9) + 15 = 24 Not prone. 29 is a hit, which kills it.
Since your third attack is against a different target, it gets +1 from Sweep. That makes it 12, which is a failure. (Which I think is enough information right there to determine their AC).
Manny and Kamil's turns.
Initiative:
Yellow Bergworm 3 (-46, bloodied)
Gruntarr (83/92)
Itka (71/71, flying)
Manny (96/96, flying)
Kamil (64/64, flying)
Cassandra (78/78)
Emmanuel Holysmith |
"Huh, there's one remaining, I think..." Manny bolsters everyone's confidence before lashing out with his long whip.
Silver Whip, Courageous Anthem: 1d20 + 14 + 1 ⇒ (10) + 14 + 1 = 25
Nonlethal Slashing, Courageous Anthem: 2d4 + 3 + 1 ⇒ (1, 2) + 3 + 1 = 7
◆ Hover and remain 10 feet above the ground
◆ >Courageous Anthem<
◆ Strike Yellow from 10 feet away
◇ If it hits, >Martial Performance< extends my >Courageous Anthem< for another round.
↺ Manny will use >Reflexive Courage< if the worm provokes.
Silver Whip, Courageous Anthem: 1d20 + 14 + 1 ⇒ (6) + 14 + 1 = 21
Nonlethal Slashing, Courageous Anthem: 2d4 + 3 + 1 ⇒ (4, 2) + 3 + 1 = 10
GM Super Zero |
Manny hits, but it makes its save for half.
Badly injured now, the creature doesn't relent but continues gnashing at Gruntarr.
Its teeth close on him, but Cassandra protects him from harm--and flattens the bergworm for good measure.
◆ Strike Jaws: 1d20 + 15 ⇒ (16) + 15 = 31 for piercing: 1d10 + 5 ⇒ (3) + 5 = 8 and cold damage: 1d8 ⇒ 4, ◆ Grab Athletics: 1d20 + 15 ⇒ (4) + 15 = 19--oh, never gets to this because Cassandra's reaction takes it out.
With the creatures defeated, the Pathfinders can investigate this new rift at their leisure.
Someone can try to close it (Arcana, Nature, Occultism, Religion, or Thievery), though connecting with the rift and failing to close it might cause some backlash (failure deals mental damage).
Status:
Gruntarr (83/92)
Itka (71/71, flying)
Manny (96/96, flying)
Kamil (64/64, flying)
Cassandra (78/78)
Cassandra Thaumaturge |
Cassandra spends her time getting Gruntarr back to full health while those better at such things deal with the rift.
Itka Biklest |
"Hmp." Itka nods in grim satisfaction as the team dispatches the worms, then turns her attention to the rift.
Occultism DC 20: 1d20 + 15 ⇒ (9) + 15 = 24
"Hmp. It's a minor time rift associated with the Dimension of Time. We need to close it or it'll keep growing." She begins making some calculations, muttering under her breath. "Hmp...Need the angle of the star shift..."
If that's a failure, I'll use a Hero Point:
GM Super Zero |
Itka HP Reroll: 1d20 + 15 ⇒ (14) + 15 = 29
At first it looks like she's about to lose control--almost as though her assumptions about the stars are off somehow--but then she manages to seal the rift.
For the moment, all is calm.
I'll report a Time success, and then... that's it! We wouldn't really have time for another anyway, but we finished them all. Next is the House GM's announcement for Part 3.
Cassandra Thaumaturge |
When we move into the next section Cassandra remembers to try and activate her wand of longstrider.
Nature, DC20: 1d20 + 11 ⇒ (16) + 11 = 27
It is level 2 so lasts 8 hours
Emmanuel Holysmith |
"So, how are you doing Itka? Where's your pet rat?"
"Cassandra, thanks for saving me from some gnarly damage out there. Can you fill that chalice with ale?"
"Kamil, how did you pull out the katana so quickly? You're fast as lightning, I guess..."
"Gruntarr, nice glaive. My cousin Eric is more of a lance user but also like incorporating magic into his attacks. And also jumping a lot."
Manny makes chitchat on their way back.
bigrin42 |
**HOUSE GM ANNOUNCEMENT**
Venture-Captain Armeline Jirneau gathers the Pathfinders in the remains of a shattered chamber, beneath a starry night sky. “Congratulations on making it this far! You’ve all earned a break. Let’s set up camp. We’ll pick up the focus’s trail tomorrow.”
Before the Pathfinders scatter, Urwal interjects. “Look at the stars. Take it in. You’ll never see a sky like this again. The stars tell us we’re on Akiton, fourth planet from the sun.” He points at a blue dot in the distance. “That’s Golarion. Savor the sky. It’s breathtaking.”
-----
After a night’s rest, Venture-Captain Jirneau gathers the Pathfinders together once more, just as Ashasar and a team of scouts stride into camp. “We’ve found the focus. It’s beyond a time rift far stronger than any we’ve yet encountered.”
“You heard him!” Armeline shouts. “We’ve got some reality to repair. Let’s move.”
Table GMs, please begin Event #1
Cassandra Thaumaturge |
Cassandra grins at Manny, oh, it's always filled with beer!
That night she spends a long time just staring up at the sky, examining the stars from another planet. She isn't ever likely to get the chance again!
In the morning she remembers to activate her damn wand!
Nature, DC20: 1d20 + 11 ⇒ (18) + 11 = 29
Emmanuel Holysmith |
"Nice!" Manny takes a swig as soon as he gets the chance. "Man, that's good stuff. I feel better already."
Manny leans back under the stars. Urwal's words and the strangers he met do make a bit more sense now. Just a bit. His dreams involve an angel explaining to him about the sky, and the stuff beyond the sky, and where the elves came from, and some stars are just superheated gas giants. Pfft, if it's all gas, why doesn't it spread into the atmosphere? After multiple facepalms his guardian angel just drops the issue and Manny wakes up from his dream, nice and refreshed.
"Alright folks. Don't forget your preparations!" He readies his whip, transforms his outfit into a simple Red Shirt with a brooch ("I heard Red Shirts have the best luck in outer space!") and heads off.
Itka Biklest |
Yesterday:
"So, how are you doing Itka? Where's your pet rat?"
"Hmp. I'm as good as I'll ever be." She doesn't elaborate, but she does take her white rat, Akti, from her pocket to show Manny.
And back to today:
"Hmp. I heard the opposite." Itka grumbles. She'd spent most of the night doing star calculations from the vantage point of Akiton, an opportunity she wasn't about to waste, and would prefer to sleep for another hour or so. She stuffs Akti into her pocket, along with a breakfast sausage, and gets to work on her preparations. Just before heading out, she casts Mage Mystic Armor on herself.
1st: Bane, Fear,
2nd: Blistering Invective, Dispel Magic, Vomit Swarm
3rd: Biting Words, Moth's Supper, Slow
4th: Comprehend Languages, Phantasmal Killer
GM Super Zero |
Dozens of jagged tears in reality cut through the terrain, forming a glowing purple barrier that blocks further passage. Howls, snarls, and voices displaced through time issue from the rifts, and movement is visible within. Ashasar and Venture-Captain Armeline Jirneau spread the Pathfinders out, then reach out with hands, magic, and mind. “Now! Seal the rift!”
The Pathfinders must work together to seal their assigned time rift. Each PC can attempt one DC 22 skill check. The options are as follows:
• The PCs can attempt an Arcana check to wield magical forces.
• The PCs can attempt a Diplomacy check to encourage fellow Pathfinders to greater heights.
• The PCs can attempt a Nature check to control primal magic.
• The PCs can attempt an Occultism check to understand the nature of the time rift and the Dimension of Time.
• The PCs can attempt a Performance check to emulate other skilled Pathfinders.
• The PCs can attempt a Religion check to call upon the blessing of a deity.
• The PCs can attempt a Survival check to find supplemental components to help close the rift.
• The PCs can attempt a Thievery check to detect weakness in the time rift’s defenses.
• The PCs can attempt an applicable Lore check to assist as well; the form this assistance takes depends upon the specific Lore skill
You can each attempt one check.
Cassandra Thaumaturge |
Cassandra steps forward, Hold the line everyone, the Society has dealt with stranger and more dangerous stuff than this. Make sure to keep step with your fellows, work together and we will get through this. Remember, Explore, Report, Cooperate!
Diplomacy: 1d20 + 16 ⇒ (12) + 16 = 28
Emmanuel Holysmith |
"Alright everyone, we got this!" Manny cheers the Pathfinders on. He pulls out his lute. "Hey, I could use some backup here." One of the novice Pathfinders quickly forms a troupe and Manny begins an impromptu concert.
- Once during the adventure, each PC can receive a +2 circumstance bonus to one skill check or attack roll, representing a rookie Pathfinder succeeding at a check to Aid them. The PC must decide to use this benefit before rolling.
Performance: 1d20 + 16 + 2 ⇒ (15) + 16 + 2 = 33
"Purple not your color? Don't worry about it, it's just Red and Blue teaming up! We're Pathfinders, we're experts at that!" Manny takes the time to nudge magical fonts, imitate spellcasting gestures, and encourage teammates to get in the groove and follow along.
Itka Biklest |
"Hmp." This mission has been chock full of educational opportunities, and Itka is loving it. She reaches her hands into the time rift to better understand its mutable properties, trusting her teammates to pull her out if necessary.
Occultism DC 22: 1d20 + 15 ⇒ (1) + 15 = 16
Final Hero Point reroll: 1d20 + 15 ⇒ (2) + 15 = 17
Well, folks, it was meant to be.
GM Super Zero |
Itka doesn't learn anything immediately actionable, but does manage to avoid any problems.
Cassandra has more of an effect. Emmanuel and Kamil pay attention to what others do, learning from them, imitating them, and embellishing on what seems to be working. It's very effective.
One success, two critical successes, and one failure. That's 5 Rift Points.
Gruntarr's turn.
While the Pathfinders are working to close the rift--and it seems to be working--it's also getting more agitated and a cold wind blows from there. Continuing to work will require standing up to that bitter cold.
The rift is closing, but not closed (regardless of Gruntarr's check, though it's likely to change the degree). The Pathfinders can continue attempting checks, but should make a Fortitude at the same time if they try.
Emmanuel Holysmith |
Manny remembers some of his preparations and continues to talk.
"Alright folks. Just a little more. You got this. Keep goin'."
Diplomacy: 1d20 + 16 ⇒ (17) + 16 = 33
- Each PC gains a +1 circumstance bonus on their next Fortitude saving throw.
Fortitude Save: 1d20 + 14 + 1 ⇒ (8) + 14 + 1 = 23
But man, is it cold!
GM Super Zero |
cold damage: 4d8 ⇒ (7, 1, 3, 3) = 14
That's a successful basic save, so Manny takes half.
Manny continues directing others in working as a team.
Critical success gives you another 2 Rift Points.
• The PCs can attempt a Diplomacy check to encourage fellow Pathfinders to greater heights.
• The PCs can attempt a Nature check to control primal magic.
• The PCs can attempt an Occultism check to understand the nature of the time rift and the Dimension of Time.
• The PCs can attempt a Performance check to emulate other skilled Pathfinders.
• The PCs can attempt a Religion check to call upon the blessing of a deity.
• The PCs can attempt a Survival check to find supplemental components to help close the rift.
• The PCs can attempt a Thievery check to detect weakness in the time rift’s defenses.
• The PCs can attempt an applicable Lore check to assist as well; the form this assistance takes depends upon the specific Lore skill
7 Rift Points
Gruntarr (May attempt one safe check. May attempt a second check, but must make a Fortitude save)
Itka (May attempt a second check, but must make a Fortitude save)
Cassandra (May attempt a second check, but must make a Fortitude save)
Kamil (May attempt a second check, but must make a Fortitude save)
Emmanuel (89/96)
Cassandra Thaumaturge |
Fortitude: 1d20 + 13 ⇒ (11) + 13 = 24
Keep at it Pathfinders, the rifts are closing!
Diplomacy: 1d20 + 16 ⇒ (14) + 16 = 30
Itka Biklest |
Fortitude: 1d20 + 14 ⇒ (13) + 14 = 27
With Baba Yaga's powerful influence, Itka is able to withstand the frigid blasts of the winds of time long enough to put her earlier experimentation to good use. Hmp. Every failure allows us to triangulate closer to success.
Occultism: 1d20 + 15 ⇒ (17) + 15 = 32
GM Super Zero |
Cassandra takes half of cold damage: 4d8 ⇒ (3, 2, 7, 6) = 18.
Itka takes half of cold damage: 4d8 ⇒ (1, 7, 7, 4) = 19.
As the Pathfinders seal the rift, they see glimpses of things that have happened (a large bear sleeping in a hallway, a glass statue advancing down the stairs) and other things that have not (a glimpse of a dragon with yellow scales). But close it they do, and the blast of cold stops abruptly.
But there are still other rifts, or it may be more accurate to say other parts of one large rift. Some of the other Pathfinders could probably use a hand...
You've sealed one rift, and I've reported one Rift Success. Optionally, you can work on another. If you'd like to, it works exactly the same: the first round is safe and everyone can make a check, but anyone who keeps trying after that risks taking cold damage.
Rifts sealed: 1
Current Rift Points: 0
Gruntarr
Itka (62/71)
Cassandra (69/78)
Kamil
Emmanuel (89/96)
• The PCs can attempt a Diplomacy check to encourage fellow Pathfinders to greater heights.
• The PCs can attempt a Nature check to control primal magic.
• The PCs can attempt an Occultism check to understand the nature of the time rift and the Dimension of Time.
• The PCs can attempt a Performance check to emulate other skilled Pathfinders.
• The PCs can attempt a Religion check to call upon the blessing of a deity.
• The PCs can attempt a Survival check to find supplemental components to help close the rift.
• The PCs can attempt a Thievery check to detect weakness in the time rift’s defenses.
• The PCs can attempt an applicable Lore check to assist as well; the form this assistance takes depends upon the specific Lore skill
Emmanuel Holysmith |
"Alright, let's see who else we can help out. These healing potions will take care of the cold." Manny brushes off some more icicles and gets back to work.
Diplomacy: 1d20 + 16 ⇒ (1) + 16 = 17
Diplomacy: 1d20 + 16 ⇒ (2) + 16 = 18
Fort Save: 1d20 + 14 ⇒ (17) + 14 = 31
But man, it's REALLY cold out here!
Gruntarr |
ocultism check: 1d20 + 16 ⇒ (12) + 16 = 28
ocultism check: 1d20 + 16 ⇒ (9) + 16 = 25
Fort: 1d20 + 14 ⇒ (1) + 14 = 15
Fort reroll: 1d20 + 14 ⇒ (14) + 14 = 28
Cassandra Thaumaturge |
Cassandra continues to urge on her allies!
Diplomacy: 1d20 + 16 ⇒ (15) + 16 = 31
Fortitude: 1d20 + 13 ⇒ (7) + 13 = 20
Diplomacy: 1d20 + 16 ⇒ (2) + 16 = 18
How long does each check take? If there is time Cassandra will drain her Chalice to recover between checks.
Kamil Durus |
Kamil decides to help his comrades in arms and start working on another time rift with his team.
Performance: 1d20 + 15 ⇒ (7) + 15 = 22
==========
He continues to encourage his comrades.
Performance: 1d20 + 15 ⇒ (12) + 15 = 27
Fortitude Save vs Cold: 1d20 + 12 ⇒ (15) + 12 = 27
Itka Biklest |
Itka should be at 52/71 after receiving 19 points of cold damage.
After getting blasted with such cold that her eyelashes are frosted, Itka pulls out an old relic: her wand of Soothe.
Soothe, 2nd level: 2d10 + 8 ⇒ (2, 5) + 8 = 15
"Hmp. Good enough." She's at 67/71 now.
She limps over to the next section of the rift and attempts to close it as well.
Occultism: 1d20 + 15 ⇒ (12) + 15 = 27
GM Super Zero |
Itka succeeded at her Fort save, so only took half damage (9).
Checks take a few minutes, so you can squeeze in another action there if you want to.
Most of the Pathfinders are able to start working on sealing the rift, and it does start to seem a little thinner. It's not going as spectacularly as their first attempt, but it is working.
Manny critically fails, but you have no points to lose! Everyone else succeeds. 4 Rift Points.
Round Two, basic Fort DC 22 vs cold damage: 4d8 ⇒ (4, 6, 4, 7) = 21 for anyone who attempts.
Progress continues, steady but slower than before as the bitter cold starts to take a toll on the Pathfinders' stamina.
Manny fails, but succeeds at the save for half damage. Gruntarr succeeds at both. Cassandra fails at both, and takes the full damage. Kamil succeeds at both.
[ooc]Almost everyone made a second attempt already, but Itka still may. Even a critical success won't fully close it, though, so if anyone else would like to make a third attempt...
Rifts sealed: 1
Current Rift Points: 6
Gruntarr (82/92)
Itka (62/71)
Cassandra (48/78)
Kamil (53/64)
Emmanuel (79/96)
Itka Biklest |
Itka succeeded at her Fort save, so only took half damage (9).
Ah. Silly me. Also, in her last post, Itka used a wand to cure herself. That should bring her back up to full.
Hmp. Slower going this time. It's almost like the rift is learning as we go.
Fortitude DC 22 vs. 21 cold damage: 1d20 + 14 ⇒ (18) + 14 = 32
Crit success for no damage
Occultism: 1d20 + 15 ⇒ (10) + 15 = 25
GM Super Zero |
Itka continues working to close the portal. This time the cold doesn't bother her.
Gruntarr's heroic effort all but closes it, but the cold gets to him much more.
Anyone can attempt a check, but must make a DC 22 basic Fort save against 17 cold damage.
Rifts sealed: 1
Current Rift Points: 9
Gruntarr (65/92)
Itka (71/71)
Cassandra (48/78)
Kamil (53/64)
Emmanuel (79/96)
Cassandra Thaumaturge |
Cassandra will drain her Chalice before having another go.
Fortitude: 1d20 + 13 ⇒ (16) + 13 = 29
Diplomacy: 1d20 + 16 ⇒ (17) + 16 = 33
Keep going Pathfinders, you have this!
Emmanuel Holysmith |
Fortitude: 1d20 + 14 ⇒ (14) + 14 = 28
Performance: 1d20 + 16 ⇒ (12) + 16 = 28
Manny chills a bit more as he manages not to make a fool of himself.