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#6-00 ACTUAL MAP

GM Rolls:
Religion: 1d20 + 5 ⇒ (4) + 5 = 9
Religion: 1d20 + 6 ⇒ (8) + 6 = 14

Both Coracle and Keriassa have no idea about what the creature is, except the ghost of a goblin pathfinder!

Undead, or haunt, they don't know, but it's clearly undead in some way...

Chirrit is unable to concentrate enough to talk to the goblin Unfortunately, yes, diplomacy will have the concentrate trait in this case.

Fascinated condition You're compelled to focus your attention on something, distracting you from whatever else is going on around you. You take a –2 status penalty to Perception and skill checks, and you can't use concentrate actions unless they (or their intended consequences) are related to the subject of your fascination, as determined by the GM. For instance, you might be able to Seek and Recall Knowledge about the subject, but you likely couldn't cast a spell targeting a different creature. This condition ends if a creature uses hostile actions against you or any of your allies.


#6-00 ACTUAL MAP

Forewarned The Pathfinders have learned undead crew guard the chest. Each PC gains a +2 circumstance bonus to their initiative roll in Encounter D.

GM Dice:
perc Jig: 1d20 + 5 ⇒ (6) + 5 = 11
perc Schek Nek: 1d20 + 7 ⇒ (4) + 7 = 11
perc Gnimish: 1d20 + 7 ⇒ (8) + 7 = 15
perc Keriassa: 1d20 + 8 ⇒ (12) + 8 = 20
perc Chirrit: 1d20 + 8 ⇒ (14) + 8 = 22
perc Coracle: 1d20 + 5 ⇒ (12) + 5 = 17

Stealth X: 1d20 + 10 ⇒ (20) + 10 = 30

As the Pathfinders start getting on the wreck or out of their boat, the ghost of a goblin pirate appears in what's left of the crow's nest!

1-J 2-SN 3-G 4-K 5-Ch 6-Co: 1d6 ⇒ 5
Long Gun vs AC: 1d20 + 12 ⇒ (13) + 12 = 25
Damages, force: 1d10 + 6 ⇒ (3) + 6 = 9

You hear a "boom" and Chirrit is hit by a ghostly bullet!

In a ghostly voice the goblin says Captain, look! A huge whale! It’s coming toward us—fast!

Everyone in the haunt’s area must attempt a DC 20 Will save. On a success, the creature is unaffected; on a critical success, it also gains a +2 circumstance bonus on its next save vs. Lookout’s Warning.
failure The creature is fascinated for 1 round, looking for the whale;
critical failure it’s fascinated for 1 minute, and the condition doesn’t end if Singe makes a Strike on an ally or uses Lookout’s Warning.

Round 1 (bold can act)
Singe
Chirrit -9HP
Keriassa
Coracle
Gnomish
Jig
Schek Nek


#6-00 ACTUAL MAP

Yes, put the boat (the brown square on the map) where you want to be


#6-00 ACTUAL MAP

All right, Pathfinders, Calisro says. I’m sure everyone is eager to get onto the sea floor, but part of the ship is still on the surface. It looks like it was washed onto a small island that’s been mostly submerged by the storm surge, and who knows what information it’s holding onto. Take a jolly boat and see what you can find.

You quickly make it to the wreckage in the jolly boat, which is 20 feet long and 20 feet wide. You can drop an anchor to keep the craft in place while you explore.

Long strands of seaweed cling to the rocks here, undulating rhythmically with the waves. Shattered debris from the ship is visible just above the pounding surf, and the vessel’s name is barely legible in faded green paint on the broken stern: Whippoorwill. The mainmast appears to have partly sunk through the deck, but still reaches about 30 feet up before ending in a crow’s nest. The tattered remains of a green flag with an early version of the Glyph of the Open Road fly from the mast.

the PCs can decide where to leave their jolly boat to begin their exploration. The rocks rise 5 feet above the surface of the water; they’re uneven ground and require an Average Acrobatics check to Balance on them. Most of the wreckage of the Whippoorwill here is just one foot above the surface of the water, which is only 10 feet deep in the area. The forecastle in the front of the ship and quarterdeck at the rear of the ship rise an additional 10 feet. The crow’s nest is 30 feet above the broken main deck—reaching it requires a DC 15 Athletics checks to Climb or DC 20 Acrobatics checks to Maneuver in Flight. Should the PCs want, one can row the jolly boat. The pilot must have their hands free to row and can move the small craft up to 20 feet per action. Because of the wind and rain, PCs using Perception for their initiative take a –2 circumstance penalty to their roll.

I let you tell me how you decide to explore the area HERE.


#6-00 ACTUAL MAP

To move us along I will roll for Schek Nek
Schek Nek Sailing Lore: 1d20 + 7 ⇒ (8) + 7 = 15

The Patfhinders are able to persuade enough Venture-Captain Kimma to tell her story.

Before I died, I placed the Forked Key in a watertight chest to keep it safe. Please, it could be dangerous! Find it, finish bringing it back to Absalom! after a pause, she continues As for the Whippoorwill, my ship came under attack from a whale, too big and vicious for us to fight off. Our gunner, Singe, remained above to give us more time. I and my first mate, Averill Quint, went below to use potions of shared memories to make our final reports and then secure everything in the chest. I remember water rushing in, and then awakening like this. I don’t know what happened to anyone else...

Success! Which mission next?


#6-00 ACTUAL MAP

The group is able to convince Kimma that they are indeed real Pathfinder!

That's good to know! I'm reassured, but I can't give you all my secrets. I gave my word to not says anything expect another Venture-Captain and you are not one of them!

Now, you need to convince Venture-Captain Atyi to persuade her to give you her secrets.
You can explain just how much time has passed since her death and how much larger the Pathfinder Society is now and attempt a check with a skill that can be used to Recall Knowledge against an Average DC. Kimma’s not as interested in an emotional appeal, such as could be made with a Deception, Diplomacy, or Intimidation check, which are made against a Hard DC. Similarly, Kimma had complete confidence in her crew’s abilities, so shows of prowess with Acrobatics or Athletics are made against a Hard DC. Repeating a skill check you've already tried increases the DC of this check.


#6-00 ACTUAL MAP

Back to life! Sorry guys, kids, work and life was overwhelming and I wasn't able to do anything except work, sleep and take care of my kids...

Won't happen again.

Many many thanks to Hmm to have taken the matter in hands and replace me for the time being.


#6-00 ACTUAL MAP

Jig, Coracle and Schek are able to remind the elemental the role played by the Society in freeing Ranginori!

Success!

Wshallo thanks you Thou hast earned a reward for thy help in freeing my
most windy master, mortals! Take it, be grateful!

Wshallo gives them two bottles and a staff made of dense wood topped with an obsidian sphere. The bottles are white spun clouds. The staff is
an lesser atmospheric staff.

After you explain to him what your mission is as Pathfinders, he takes a time to think before saying. Ah, yes, I have lain mine many eyes on this wreck. But when I drew close, a foul ghost shot at us, and we departed as quickly as we blew in! So be careful about them.
Best wishes of success.

After that they vanishes.

Which misison next?


#6-00 ACTUAL MAP

Schek, Gnimish and Jig are able to convince Wshallo that they are not Pirates!

Now maybe the best time to remind him that the Pathfinder Society has helped freeing Ranginori from his imprisonmentin the Untouchable Opal! In Pathfinder Society Scenario #8-25: Unleashing the Untouchable.

you can attempt a Pathfinder Society or Ranginori Lore check, a Religion check, or a Nature check to Recall Knowledge to remind Wshallo of the Society’s role

ROUND 2 (bold may act)
Jig
Coracle
Schek
Keriassa
Gnimish
Chirrit


#6-00 ACTUAL MAP

The Snapdragon suddenly lurches as a violent crosswind hits it broadside. Eando grimaces as he tries to see through the raging storm. Pathfinders, he calls out, gesturing up to the rigging. It looks like there’s some sort of elemental up there. Go see what it wants, and if you can get it to go bother some other ship!

As you approach, the gigantic elementals speaks.

Ahoy, pirates! I hope thou hast made thy tithes to Besmara, because thou art about to meet thy foul mistress! a booming voice calls out. Whirling winds form multiple humanoids, which cluster together as electricity crackles between them. Thou canst tell her that Wshallo—herald of Ranginori, the Zephyrous Prince—didst send thou there as punishment for thy foul behavior, the stormy figures call out in unison. Declare unto the Pirate Queen that her perfidious pirates shalt no longer be allowed to roam the Eye of Abendego, for the Duke of Thunder claims this territory!

Over 2 rounds you need to convince the elemental that you are not pirates! You can use deception, diplomacy or intimidation.

ROUND 1 (bold may act)
Jig
Coracle
Schek
Keriassa
Gnimish
Chirrit


#6-00 ACTUAL MAP

Which mission next?


#6-00 ACTUAL MAP

Which mission next?


#6-00 ACTUAL MAP

Working together, Schek and Keriassa are able to secure a second tether to get Mogwenni's cargo raft!

Good Job! It's a success!

Mogwenni tells you to keep the contents of the case as a reward for saving her. Several (labeled) bottles survived the crate’s voyage, including two elixirs of life ( lesser), two lesser antidotes, and two lesser sea touch elixirs.

Fair Winds and Following Seas: The ship has avoided the worst of the hurricane’s wrath, making life easier for all aboard. All PCs gain a +1 circumstance bonus to all skill checks in their next Sailing Mission.


#6-00 ACTUAL MAP

Chirit and Gnimish works together to attach a Tether to secure Mogwenni's cargo's raft.

But the raft still need more tether to secure it!

ROUND 2 (bold may act)
Jig
Coracle
Schek
Keriassa

Gnimish
Chirrit


#6-00 ACTUAL MAP

Keriassa and Schek both are able to craft a tehter that Gnim and Coracle are able to secure on Mogwenni's makeshift raft.

Now that she's secure, you can try to get back her cargo's raft bu doing the same!

ROUND 2 (bold may act)
Jig
Chirrit
Coracle
Schek
Gnimish
Keriassa


#6-00 ACTUAL MAP

ROUND 1 (bold may act)
Jig
Chirrit
Coracle
Schek
Gnimish
Keriassa


#6-00 ACTUAL MAP

Sailor overboard! rings out a cry from the lookout, pointing from his perch in the crow’s nest. The alarm provokes an immediate reaction as Calisro orders the helmsman to swing the ship in that direction, where a sodden figure clings to a piece of floating wreckage. Looking around, the venture- captain calls out. Pathfinders, we’ll get as close as we can, but we only have one chance in this storm! Save that sailor! If you have to, make some tethers and fish that flotsam out of the water!

You see Mogwenni lying on a crate of supplies, slipping in and out of consciousness. You must act quickly if you want to rescue her as she passes within 30 feet of the Snapdragon!

Each PC can take one main action (such as casting a spell, Aiding another PC, or using the Craft a Tether or Snag the Wreckage actions, which follow), while freely moving on the deck, drawing, or passing equipment, etc. PCs should go in order but can determine the order in each round.

CRAFT A TETHER [one-action]
You use rope and other items to create a tether. Doing so requires an Easy Crafting, Survival, or Thievery check. Critical Success The well-made tether grants a +1 circumstance bonus to rolls to Snag the Wreckage.
Success: The PC successfully makes a tether.
Critical Failure The PC tangles the lines. The next attempt to Craft a Tether takes a –2 item penalty.

SNAG THE WRECKAGE [one-action]
Once the PCs have a tether, they must attach it to the wreckage with an attack roll against an Average DC. Treat the tether as a simple thrown weapon, but allow PCs to be creative; for instance, allowing a spell attack roll if they have telekinetic projectile or an impulse attack roll with an air blast or Weapon Infusion.
Success The PC successfully attaches the tether.
Failure The PC fails but can use the tether in another attempt. Critical Failure The PC loses the tether in the ocean.


#6-00 ACTUAL MAP

GM Rolls:
JChCSG: 5d20 ⇒ (18, 20, 17, 12, 16) = 83

Between you, you remember that The hurricane is known to house sea monsters, air elementals, and aquatic undead. There’s also been a recent surge in demonic forces around the Eye of Abendego. How deep these forces go, where they’re coming from, and why they’re gathering are unknown.
The Eye of Abendego is a massive hurricane that formed off the western coast of Garund following Aroden’s death. It destroyed the nations of Lirgen and Yamasa, forming the Sodden Lands. Despite the fact it can easily smash a ship to pieces, Shackles pirates use it to ambush passing merchants or flee pursuers.


#6-00 ACTUAL MAP

Added a handout to the Slides, though the same information is below.

There seem to be a few different potential tasks that could use Pathfinders' attention. What would this team like to address first?

  • Sailing Mission 1: All Hands on Deck (Skill Challenge)
  • Sailing Mission 2: Loose Lips Sink Ships (Puzzle)
  • Sailing Mission 3: Headwinds and Windfalls (Social Skills)
  • Sailing Mission 4: Win Some and Flotsam (Skill Challenge)
  • Sailing Mission 5: Red Sky in the Morning (Hazard)

    As there are still a few days of sailing left, the team should have plenty of time to rest between tasks.

    Anyone else who wants to see if they can Recall any relevant Knowledge can post their Nature or Society bonus, or an easier check if they have a relevant Lore skill (such as Sailing Lore or Shackles Lore) to remember pertinent details about the Eye of Abendego.


  • #6-00 ACTUAL MAP

    The briny smell of the ocean fills the air, mingling with the scents of tar, fish, and unwashed bodies. The docks teem with stevedores, sailors, pirates, and Pathfinders making their way toward a massive galleon that dwarfs the other vessels in the harbor. A carved dragon head juts defiantly from the front of the ship, and several smaller jolly boats hang from its side. A flag bearing the Glyph of the Open Road flaps in the wind, and a name painted in bold letters on the ship’s stern proclaims it the Snapdragon.

    You are in Quent, the second-largest settlement in the Shackles, which is ruled by Tessa Fairwind, the pirate nation’s Hurricane Queen herself.

    Feel free to finish your presentation, everyone starts with 1 Hero Point and I let you decide which ones of you get the bonus HP from other players :)
    Let's have FUN together!


    #6-00 ACTUAL MAP

    Please fill out RPG Chronicles and enter your information on the Slides (both will be linked above) prior to the start of Gameday on September 8th.

    Any GM Glyphs to share, or anything else I should know about your character before we begin?

    Feel free to start introducing your characters in the Gameplay thread.


    #6-00 ACTUAL MAP

    Please Dot.


    #6-00 ACTUAL MAP

    Merci à vous / Thanks for playing with me!

    I will deactivate the game by tomorrow let me know if you need something (by PM or here)


    #6-00 ACTUAL MAP

    Your chronicles are available HERE

    Let me know if something is missing!


    #6-00 ACTUAL MAP

    Ok, that's a wrap! Sorry for the last fight we could have done it before the end...
    I hope you still enjoyed the game, you can do your Earn Income Roll in discussion, i will add them to your chronicle.
    Thanks for playing with me!


    #6-00 ACTUAL MAP

    sorry for the delay guys! Between taking care of my children and working I need to have the weekend to cool off...

    Princess recognize these creatures are dinosaur, ancient animal, without particular defense or weaknesses.
    She strikes her target and hits it, leaving a big bruise on it.

    Charlies' angel also strikes the creature .

    Then Dennis who was delaying moves and give the killing blow.

    The last one standing moves and strikes Charlies.

    GM Rolls:

    Skull: 1d20 + 11 ⇒ (10) + 11 = 21
    Skull: 1d20 + 11 - 5 ⇒ (20) + 11 - 5 = 26
    Damages, B: 1d10 + 6 ⇒ (4) + 6 = 10

    After a first failed attempt, the second one, hit right in Charlie's head! Crit!

    ROUND 3 (bold may act)
    Radim
    Stegosaurus DEAD
    Charlies/Estes -39
    Princess Clover -30
    Zhamie
    Dennis
    -35
    Jaxon -24
    #P1
    #P2 DEAD


    #6-00 ACTUAL MAP

    Dennis delay to see if Jaxon is able to finish off the huge dinosaur.

    Jaxon's first attempt not even touch the creature, the second one, the creature tries to use its dorsal protection to avoid the blow but being off-guard put it in a bad position and jaxon's fist hit right in an unprotected area!
    The mighty creature falls, dead...

    ==== I let you reconsider your action if needed ====


    #6-00 ACTUAL MAP

    Yep, no worries. I know that PbP is more complicated to coordinate than f2f.

    I will update the game to let you do that.


    #6-00 ACTUAL MAP

    @Radim on the Stegosaurus

    Radim throws again his hammer on the giant dinosaur, but only his first attack hits it!

    Wounded, the Stegosaurus throws his tail at the creature that hurt it the most, Dennsi! hit! then, its tail continues on Princess Clover hit, then Zhamie who take the full force of the attack! Crit!

    GM Rolls:

    tail: 1d20 + 18 ⇒ (16) + 18 = 34
    Damages, P: 2d8 + 9 ⇒ (6, 8) + 9 = 23
    tail: 1d20 + 18 - 5 + 1 ⇒ (12) + 18 - 5 + 1 = 26
    Damages, P: 2d8 + 9 ⇒ (1, 8) + 9 = 18
    tail: 1d20 + 18 - 10 + 1 ⇒ (20) + 18 - 10 + 1 = 29
    Damages, P: 2d8 + 9 ⇒ (5, 6) + 9 = 20

    ROUND 2 (bold may act)
    Radim
    Stegosaurus -92
    Charlies/Estes -19
    Princess Clover -30
    Zhamie -88 -> Dying 2
    Dennis -35
    Jaxon -24
    #P1
    #P2 -9


    #6-00 ACTUAL MAP

    No I haven't.

    I will send a PM if they doesn't post tonight (european time) and bot them to get things running.


    #6-00 ACTUAL MAP

    Charlies Reflex DC25: 1d20 + 10 ⇒ (12) + 10 = 22
    Estes Reflex DC25: 1d20 + 10 ⇒ (20) + 10 = 30

    Despite Estes quickness, Charlies is unable to avoid the stomping stegosaurus as his comrades! But the angel avanges his master by striking twice.

    Jaxon even tries to stop by himself, standing still as the creature stomps him! He fails to be a legend and is unable to make the creature fall.

    Dennis reacts quickly as the creature tramples him and lefts a big wound on its flank but fails to follow the mementum and is unable to hit the creature.

    Princess doesn't remember much against the creature and fails to hit it.

    GM Rolls:

    Clobbering Charge P1: 1d20 + 11 ⇒ (16) + 11 = 27
    Damages, B: 1d10 + 6 ⇒ (1) + 6 = 7
    ↺ Sudden Shove (Athletic): 1d20 + 11 - 5 ⇒ (7) + 11 - 5 = 13
    Skull P1: 1d20 + 11 - 10 ⇒ (4) + 11 - 10 = 5
    =======
    1 Estes, 2 Zhamie, 3 Princess: 1d3 ⇒ 2
    Clobbering Charge P2: 1d20 + 11 ⇒ (19) + 11 = 30
    Damages, B: 1d10 + 6 ⇒ (7) + 6 = 13
    Skull P2: 1d20 + 11 - 5 ⇒ (19) + 11 - 5 = 25
    Damages, B: 1d10 + 6 ⇒ (4) + 6 = 10

    The two smaller creatures charge the Pahtfinders! The first one hits Charlies but fails to pushes him with his head while the other charges Zhamie, with a strike right on the head! Crit! followed by another lucky strike on the shoulder hit.

    ROUND 2 (bold may act)
    Radim
    Stegosaurus -86
    Charlies/Estes -19
    Princess Clover -12
    Zhamie -48
    Dennis -12
    Jaxon -24
    P1
    P2 -9


    #6-00 ACTUAL MAP

    GM Rolls:
    RK Zhamie: 1d20 + 11 ⇒ (16) + 11 = 27
    Reflex: 1d20 + 11 ⇒ (9) + 11 = 20

    Zhamie recognizes the giant creature as a Stegosaurus, a dinosaur that can trample creatures up to large and can deflect melee attack with its dorsal spines As a reaction it gains +2AC

    Finding no weakness in the creautre's defense she shoots at the "smaller" ones and hit, wounding it.

    ROUND 1 (bold may act)
    Radim
    Stegosaurus -25
    Charlies
    Princess Clover

    Zhamie -12
    Dennis
    Jaxon

    P1
    P2 -9


    #6-00 ACTUAL MAP

    The giant dinosaure charges through the pathfinders, stomping them!

    Trample Basic Reflexe Save DC25 for all: 2d6 + 9 ⇒ (2, 1) + 9 = 12

    Dennis can make an AoO against the creature

    ROUND 1 (bold may act)
    Radim
    Stegosaurus -25
    Charlies
    Princess Clover
    Zhamie
    Dennis
    Jaxon

    Ennemies


    #6-00 ACTUAL MAP

    === BOTTIM RADIM ===

    Radim happy to see a worthy opponent hunt the huge dinosaur and throws his hammer at it!

    Flurry: +1 Striking Returning Light Hammer: 1d20 + 14 ⇒ (12) + 14 = 26
    Damages, B: 2d6 + 3 ⇒ (4, 6) + 3 = 13
    Flurry: +1 Striking Returning Light Hammer: 1d20 + 12 ⇒ (15) + 12 = 27
    Damages, B: 2d6 + 3 ⇒ (3, 6) + 3 = 12

    Both hit!

    ◆ Hunt Prey + Monster Hunter
    ◆ Strike
    ◆ Strike


    #6-00 ACTUAL MAP

    1 Battle 2 Manipulating: 1d2 ⇒ 1

    The Pathfinders decide to get ready for battle!

    A group of territorial dinosaurs emerge from the rifts and advance on you! You start fend off some of the dinosaurs, while other Pathfinders battle other attackers all around them.

    GM Rolls:

    Dennis Init: 1d20 + 13 ⇒ (7) + 13 = 20
    Charlies Init: 1d20 + 11 ⇒ (13) + 11 = 24
    Princess Clover Init: 1d20 + 10 ⇒ (14) + 10 = 24
    Zhamie Init: 1d20 + 13 ⇒ (10) + 13 = 23
    Radim Init: 1d20 + 11 ⇒ (20) + 11 = 31
    Jaxon Init: 1d20 + 11 ⇒ (6) + 11 = 17
    Stegosaurus: 1d20 + 15 ⇒ (11) + 15 = 26
    PACHYCEPHALOSAURUS: 1d20 + 10 ⇒ (1) + 10 = 11

    One giant creature and two "smaller" turn to you! You need to fight them off!

    ROUND 1 (bold may act)
    Radim
    Ennemies
    Charlies
    Princess Clover
    Zhamie
    Dennis
    Jaxon
    Ennemies


    #6-00 ACTUAL MAP

    @Dennis unfortunately not. I've checked before posting ;)

    The last creature quickly falls under the blades of the Pathfinder.

    Success!
    You can take time to Treat Wounds, Refocus, or Repair equipment.

    After a short break, the purple crack widens and then explodes into dozens of smaller rifts!
    Each rift reveals a vision of some distant view. From stone walls of unknown architecture to verdant jungles, each vision is entirely different. The ground in the chamber shakes and heaves as a massive dinosaur stomps into view, emerging from one of the rifts.
    Now there’s a challenge! Calisro Benarry boasts. Let’s show them what Pathfinders are made of!

    The rifts are pulling us into the past, Jirneau counters. We need to force the Eternity Arch to seal these rifts, or we’ll be stranded here.

    You can battle the creatures or decide to manipulate the Eternity Arch


    #6-00 ACTUAL MAP

    In a flurry of attacks, two of the creatures falls under the weapon of the pathfinders #2 & #3

    Princess Clover realizes that theses temporal creatures have no particular weaknesses.

    GM Rolls:

    Temporal Shudder: 3d6 ⇒ (1, 2, 3) = 6

    The last creature, distorts time again Concealed and in the same time, screams, causing time to shudder and bend around it!

    Basic Will DC18 (occult, transmutation) for Dennis & Estes:

    You take 6 mental damages and are slowed 1 if you fail for 1 round

    ROUND 2 (bold can act)
    Charlies
    Jaxon
    #1 -40 - Concealed
    #2 DESTROYED
    #3 DESTROYED
    Dennis Will DC18
    Zhamie
    Radim
    Princess Clover

    ROUND 3 (bold can act)
    Charlies -3 Will DC18 for Estes
    Jaxon


    #6-00 ACTUAL MAP

    Jaxon fails to demoralize his target and a giant estes completely misses the temporal echoes, certainly not used to his new height!

    The creatures shift rapidly between multiple timelines, becoming
    concealed then move to gang up on the giant angel.

    GM ROlls:

    Fist #1: 1d20 + 12 ⇒ (11) + 12 = 23
    Damages, B: 2d8 + 5 ⇒ (5, 1) + 5 = 11
    Fist #2: 1d20 + 12 ⇒ (8) + 12 = 20
    Fist #2: 1d20 + 12 - 5 ⇒ (3) + 12 - 5 = 10
    Fist #3: 1d20 + 12 ⇒ (16) + 12 = 28
    Damages, B: 2d8 + 5 ⇒ (3, 8) + 5 = 16

    Estes is hit twice, assuming AC23 is a hit and takes 11 and 16 points of B damages

    ROUND 1 (bold can act)
    Charlies
    Jaxon
    #1 Concealed
    #2 Concealed
    #3 Concealed
    Dennis
    Zhamie
    Radim
    Princess Clover

    ROUND 2 (bold can act)
    Charlies -27
    Jaxon


    #6-00 ACTUAL MAP

    A host of constantly shifting entities makes its way towards the Eternity Arch from throughout the chamber. These incomprehensible creatures are the
    temporal echoes from the past and future that converge to stop Heraxia’s tinkering with time. They advance, attacking the assembled Pathfinders!

    GM Rolls:

    Dennis Init: 1d20 + 14 ⇒ (8) + 14 = 22
    Charlies Init: 1d20 + 12 ⇒ (20) + 12 = 32
    Princess Init: 1d20 + 11 ⇒ (2) + 11 = 13
    Zhamie Init: 1d20 + 14 ⇒ (7) + 14 = 21
    Radim Init: 1d20 + 12 ⇒ (6) + 12 = 18
    Jaxon Init: 1d20 + 12 ⇒ (20) + 12 = 32

    Enemies Init: 1d20 + 11 ⇒ (14) + 11 = 25

    MAP
    ROUND 1 (bold can act)
    Charlies
    Jaxon

    Enemies
    Dennis
    Zhamie
    Radim
    Princess Clover


    #6-00 ACTUAL MAP

    While Heraxia prepares her stasis pod, attunes to the Eternity Arch, and seals herself inside, strange creatures emerge to attack!

    Incoming! Urwal shouts as purple glowing cracks in reality spread like spider webs across the chamber. Reality shifts and flickers wildly, leaving behind blurred afterimages of people from other times and places. The unstable reflections screech in confusion and surge forward, arms raised to attack.

    Meanwhile, one of the cracks widens, tearing open a massive time rift in the floor. Pathfinders leap out of the way, grasping at stone to avoid tumbling through time. Help them! Janira shouts. Hurry!

    Do you want to battle the temporal echoes or save the Pathfinders falling into the time rift?


    #6-00 ACTUAL MAP

    Between Dennis' eagerness and Jaxon's efficiency, the team of pathfinder is able to move the stasis pod without incident despite Estes and Princess Clover lack of support!

    Success! Congrats :)


    #6-00 ACTUAL MAP

    Thanks to the help of Radim, the group is just able to repair the stasis pod!

    Seeing that the group have finish their repairs, Heraxia points at the metal and glass sarcophagus and says We need to move this stasis pod to a location near the Eternity Arch. Somewhere close but isolated. The oval-shaped chamber at the back of the area should work. Lift on three!

    Each PC can attempt two skill checks to help transport the stasis pod to the ovoid chamber near the Eternity Arch. The most appropriate options are DC 20 Acrobatics or Athletics checks to safely relocate the pod and DC 22 Crafting, Survival, or applicable Lore checks to create improvised devices to assist with transport.
    Or you can propose a clever solution!


    #6-00 ACTUAL MAP

    ==== BOTTIM RADIM ====

    Radim tries to help the mechanism with his basic knowledge of magic.

    Arcana DC22: 1d20 + 8 ⇒ (19) + 8 = 27
    Arcana DC22: 1d20 + 8 ⇒ (7) + 8 = 15


    #6-00 ACTUAL MAP

    The Pathfinders seems to have secured the perimeter and Heraxia gestures at a metal and glass sarcophagus. This is a stasis pod—a box that keeps whoever’s inside alive despite the passage of time. It’s pretty damaged, and I could use a hand repairing it. she says.

    Each one of you can attempt two skill checks to help repair the stasis pod. The most appropriate options are DC20 Crafting checks or applicable Lore checks to repair the mechanism directly and DC 22 Arcana, Medicine, or Thievery checks to decipher its mechanisms. Or you can propose other strategies


    #6-00 ACTUAL MAP

    Venture-Captain Armeline Jirneau gestures at the surrounding landscape. This is a dangerous place, Pathfinders. Secure the perimeter. Let’s keep trouble away as long as we can.

    Each one of you can attempt two skill checks to secure the perimeter. The most appropriate options are DC 20 Nature, Stealth, or Survival, or applicable Lore checks to assess nearby threats and DC 22 Athletics or Crafting checks to create protective barricades. Or other strategies you can propose me!


    #6-00 ACTUAL MAP

    Lets hand wave the healing part to jump into the next chapter :)

    As the time rift shatters, reality rights itself, revealing the focus—a fully dressed, towering draconic being bent over a metal and glass sarcophagus. The dragon turns, brandishing a strange tool. Get back, you blasted dogs! Wait... You’re not the hounds! The dragon taps her snout, thinking hard, then shakes her head. You seem familiar. But if we’ve met, I can’t recall. The longer I’m away from home, the more jumbled my memories become. I can barely remember my name! It’s Heraxia, by the way. Who are you?

    I let you present yourself to her.

    After you present yourself to her, Heraxia shares what she remembers about herself and her dilemma.
    • Heraxia comes from what she thinks is distant future. She was born on Triaxus (another planet) and bonded with an adventurous ryphorian named Felise.
    • The duo went on many adventures, though Heraxia can’t recall pecifics. She does recall Felise was easily bored and insisted each adventure was bigger, bolder, and more dangerous than the last. They explored other worlds, planes, and eventually other times.
    • Their travels through temporal byways attracted the attention of dangerous beasts, particularly strange bug-eyed hounds that hunted them. The pair fled but were separated. Felise was shunted back to their home time, while Heraxia was stranded in the distant past.
    • Heraxia and Felise retained the ability to communicate empathically, but it happens rarely and for short periods.
    • In the years since their separation, they’ve employed numerous artifacts, magical rituals, and experimental technology to try to bring Heraxia back to the future, all in vain.
    • Fortuitously, they’ve both recently come across a magical artifact known as the Eternity Arch in their respective timelines and believe it could at last provide an answer to their long isolation. Though the arch was originally intended for psychic transference across time, Heraxia has found a damaged stasis pod transplanted here from another time. Once repaired, it should serve as the perfect vessel for Heraxia to travel through the Eternity Arch to her home time. Both Felise and Heraxia have been independently experimenting and modifying the Eternity Arch to accommodate Heraxia’s journey. This is why the arch is resonating with Heraxia (and why the Maze of the Open Road is malfunctioning)
    • Heraxia suspects once she’s returned to her time, the Eternity Arch should return to dormancy, and the Pathfinder’s Maze of the Open Road will revert to its typical function.
    • Heraxia can’t remember anything about the future beyond what she’s explained above. The transition through time (as well as something she calls "the Gap") has muddled her memories of the future.

    After the sharing what she knows Heraxia says As I'm working to return home, I would like your help in different task that will help me return in my time..
    Venture-Captain Armeline Jirneau encourages you to assist her, as returning Heraxia to her proper time should sever her connection to the Eternity Arch.

    Heraxia explain that you can repair the stasis pod, transport the stasis pod to the vault near the Eternity Arch, or keep watch for danger.

    Which Aid Mission first? Repairs, Transport, or Defense?


    #6-00 ACTUAL MAP

    @Zhamie duly noted :)

    Despite Jaxon's best effort to find the weakest point, the team is unable to close the rift in one try.

    ROUND "5" (bold can act)
    Cold Damages, DC20 basic Fortitude Save: 3d8 ⇒ (8, 1, 2) = 11
    Radim -7
    Jaxon -15,
    Dennis -7
    Princess Clover -6
    Charlies -7
    Zhamie


    #6-00 ACTUAL MAP

    Despite the cold, Zhamie is able to close the Rift!

    We are in exploration mode, Zhamie, you can decide to do a medicine check (to treat wounds instead of rolling for closing the Rift) you can use Battle Medicine if you want with the action closing the Rift. I let you decide.

    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.
    I keep your previous rolls if you want to continue!
    Rifts sealed: 1

    ROUND "4" (bold can act)
    No Cold Damages
    Radim -7
    Jaxon -15, Rolled 31
    Dennis -7, Rolled 29
    Princess Clover -6
    Charlies -7
    Zhamie -5


    #6-00 ACTUAL MAP

    As the time rift lashes at you, you maintain a good rhythm in closing it. Unfortunately, your work is not enough to close it definitely.

    ROUND "3" (bold can act)
    Cold Damages, DC20 basic Fortitude Save: 3d8 ⇒ (3, 1, 1) = 5
    Radim -7
    Jaxon -15
    Dennis -7
    Princess Clover -6
    Charlies -7
    Zhamie


    #6-00 ACTUAL MAP

    You find a good rhythm to close the rift but has you seem to be halfway done, the rift begins to lash out at you!

    The PCs can all continue to attempt checks to seal the rift. Each time beyond the first that a PC attempts a check to seal the rift, they take 3d8 cold damage (DC 20 basic Fortitude save).

    ROUND "2" (bold can act)
    Cold Damages, DC20 basic Fortitude Save: 3d8 ⇒ (7, 1, 7) = 15
    Radim
    Jaxon
    Dennis
    Princess Clover
    Charlies
    Zhamie

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