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Taking a 5ft step back from the big creature, Bernard gives it a wicked glance. swift action Demoralize
Still has the stare in place, -3 Will, SR, and to it's DC's. +2 Will if normally immune
Demoralize on green: 1d20 + 33 ⇒ (12) + 33 = 45
He then tries blasting it with a wave of colors.
Spell Penetration: 1d20 + 11 ⇒ (3) + 11 = 14
12 or 13 HD: The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round.
14 or more HD: The creature is stunned for 1 round.
Sightless creatures are not affected by color spray.
believe you said SR21 on the identify. even with the penalty, looks like my spell will fail. dang...

GM Z..D.. |

Zaarah charges across the field towards green. It swipes as she approaches. Another image pops and Zaarah lands a hit.
AOO: 1d20 ⇒ 141d8 ⇒ 5
mirror image, 1 is zaarah: 1d3 ⇒ 2
Rose and Kindle get into position.
The guardian will swing at Rose as it approaches. The dagger cuts through the phantom. 13 damage. It does count as magic
AOO: 1d20 ⇒ 141d8 ⇒ 1
Bernard stares down the golem and then sprays him with color. Only leaving him shaken, not stunned.
The red tinged guardian swings its dagger at Gilgrim. It manages to connect only once. He can feel evil seeping in through the wound. 15 physical damage and 4 evildamage
red vs gilgrim: 1d20 ⇒ 61d8 ⇒ 61d6 ⇒ 3
rev vs gilgrim; hasted: 1d20 ⇒ 161d8 ⇒ 31d6 ⇒ 4
red vs gilgrim; iterative: 1d20 ⇒ 71d8 ⇒ 41d6 ⇒ 5
Round 2
Bold May Act
Bernard: 18 damage
Zaarah: 3 images remain
Kindle
Rose: 13 damage
Red: 24 damage; Hasted
Kitajo
Gilgrim: 33 damage
Trokkus
Green: 13 damage; Mental Blocked; Skaken 6 rounds

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Punching solid rock hurts like Hell, but Trokkus doesn't give up easily.
Attack # 1 (w/ flanking): 1d20 + 15 ⇒ (13) + 15 = 28
Damage # 1: 1d4 + 12 ⇒ (2) + 12 = 14
Attack # 2 (w/ flanking): 1d20 + 10 ⇒ (1) + 10 = 11
Damage # 2: 1d4 + 12 ⇒ (4) + 12 = 16

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Though the pain is still evident in his eyes, Gilgrim grins through the attack, "Ya wanna play tag, huh! Yer it!"
Free Action: Maintain Defensive Stance.
Full-Attack Action: Hammer Attack
1st Adamantine Warhammer Attack w/ Power Attack: 1d20 + 17 ⇒ (10) + 17 = 27
Adamanine Warhammer Damage: 2d6 + 17 ⇒ (4, 3) + 17 = 24
2nd Adamantine Warhammer Attack w/ Power Attack: 1d20 + 17 ⇒ (6) + 17 = 23
Adamanine Warhammer Damage: 2d6 + 17 ⇒ (6, 6) + 17 = 29
Bone fists: +1 to Natural AC and +2 to damage with Natural Weapons.
Current Stats (after stance): AC 31 / Tch 16 / FF 26; CMD: 34; HP 80/117; 4/9 rounds left for the day.

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@Trokkus, if i activate my shadow splinter trick, would you be willing to potentially take some of Gilgrims damage? if i activate it, it'll remove 11 damage from Grilgrim, and send it your way. pass a DC22 Will save and it would negate the damage. would that be ok with you?

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Kitajo unleashes a flurry onto Red. As he punches his fists ooze a liquid.
Swift action to burn a ki and attacks do acid damage also. And I have switched style strike to shattering punch for first attack. It bypasses all DR
Flurry Unarmed Strike 1, Flank: 1d20 + 17 + 2 ⇒ (8) + 17 + 2 = 27 Damage, Spurs: 2d6 + 7 + 2 ⇒ (3, 2) + 7 + 2 = 14 Acid damage: 1d6 ⇒ 1
Flurry Unarmed Strike 2, Flank: 1d20 + 17 + 2 ⇒ (1) + 17 + 2 = 20 Damage, Spurs: 2d6 + 7 + 2 ⇒ (6, 6) + 7 + 2 = 21 Jabbing Style Damage: 1d6 ⇒ 2 Acid damage: 1d6 ⇒ 5
Flurry Unarmed Strike 3, Flank: 1d20 + 12 + 2 ⇒ (10) + 12 + 2 = 24 Damage, Spurs: 2d6 + 7 + 2 ⇒ (4, 2) + 7 + 2 = 15 Jabbing Style Damage: 1d6 ⇒ 3Acid Damage: 1d6 ⇒ 4

GM Z..D.. |

Trokkus lands a solid blow.
Gilgrim lands two hits shattering more of the construct.
Kitajo moves up and finishes off the creature with a flurry.
green mental block, low bad: 1d100 ⇒ 1
Green, seeing only Zaarah in front of him, it attacks. It makes two broad swipes at Zaarah, pushing her blade aside and making contact on the first. The second goes overhead. 14 damage
green vs Zaarah: 1d20 ⇒ 151d8 ⇒ 2
mirror image, 1 is Zaarah: 1d2 ⇒ 1
green vs Zaarah: 1d20 ⇒ 21d8 ⇒ 5
Round 3
Bold May Act
Bernard: 18 damage
Zaarah: 14 damage; 1 image remain
Kindle
Rose: 13 damage
Kitajo
Gilgrim: 33 damage
Trokkus:
Green: 11 damage; Mental Blocked; Shaken 5 rounds

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@Bernard: Sure, I'm up for that.
Will save: 1d20 + 12 ⇒ (15) + 12 = 27

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Kitajo moves into a flank with Zaarah ducking and dodging as he goes Acrobatics to avoid AoO
Acrobatics: 1d20 + 15 ⇒ (8) + 15 = 23
He then punches with his acid fist.
Unarmed Strike, Flank: 1d20 + 17 + 2 ⇒ (17) + 17 + 2 = 36Damage, Spurs: 2d6 + 7 + 2 ⇒ (5, 6) + 7 + 2 = 20 Acid damage: 1d6 ⇒ 3

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Zaarah starts her spell combat and full attacks the large being!
“Kill him!! Ha ha ha!“ she says with a hideous laughter.
During spell combat she casts a brand (0-lvl) spell.
Concentration DC 15 : 1d20 + 9 + 6 + 2 ⇒ (17) + 9 + 6 + 2 = 34
She spellstrikes with her Scimitiar.
Spellstrike to deliver touch spell with Keen Scimitar Black Blade +5 attack roll, spell combat -2: 1d20 + 20 - 2 ⇒ (18) + 20 - 2 = 36
Scimitar Black Blade +5, Dex mod +7, Damage roll : 1d6 + 12 ⇒ (4) + 12 = 16
Spellstrike crit confirm : 1d20 + 20 - 2 ⇒ (11) + 20 - 2 = 29
Scimitar Black Blade +5, Dex mod +7, Damage roll : 1d6 + 12 ⇒ (2) + 12 = 14
*
She continues to attack!
Primary Keen Scimitar Black Blade +5 attack roll, spell combat -2: 1d20 + 20 - 2 ⇒ (20) + 20 - 2 = 38
Scimitar Black Blade +5, Dex mod +7, Damage roll : 1d6 + 12 ⇒ (4) + 12 = 16
Crit confirm primary: 1d20 + 20 - 2 ⇒ (6) + 20 - 2 = 24
Crit damage: 1d6 + 12 ⇒ (6) + 12 = 18
-
Secondary Keen Scimitar Black Blade +5 attack roll, spell combat -2: 1d20 + 20 - 2 - 5 ⇒ (8) + 20 - 2 - 5 = 21
Scimitar Black Blade +5, Dex mod +7, Damage roll : 1d6 + 12 ⇒ (6) + 12 = 18
Crit confirm Secondary : 1d20 + 20 - 2 - 5 ⇒ (19) + 20 - 2 - 5 = 32
Crit damage: 1d6 + 12 ⇒ (3) + 12 = 15

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@GM as a free action after Gilgrim took Damage last round, I would have actives Shadow Splinter, redirecting 11 points of damage towards Trokkus, who passed the Will save to negate. :)
Moving over to stand by Gilgrim, ”Keep up the good work my dwarven friend.”
Standard action to reimplant Shadow Splinter in Gilgrim

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Sounds good to me! Handy little ability. :)
Gilgrim takes a moment to Renew himself through sheer force of will before releasing the trance he was in, finding himself suddenly getting really tired. Nodding in thanks to Bernard, he makes his way over to the last creature, to help, a little slower than usual.
Standard Action: Renewed Defense: 1d8 + 2 ⇒ (8) + 2 = 10
Move Action: Move 20'
Bone fists: +1 to Natural AC and +2 to damage with Natural Weapons.
Current Stats: (Fatigued) AC 29 / Tch 14 / FF 26; CMD: 34; HP 81/97; 4/9 rounds left for the day.

Rosella Illicia |

Rose takes the strike of the attack from earlier with a gasp, but when the monstrosity is struck down she begins moving to the last one.
Double move.

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Kindle casts the spell Cure Light Wounds, then takes a careful route behind the fighting to get near Gilgrim. "Alright, lets get you feeling a bit better."
Cure Light Wounds @ Gilgrim: 1d8 + 5 ⇒ (1) + 5 = 6 :(

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Every little bit helps.

GM Z..D.. |

Kitajo attempts to avoid the guardian as he moves in. The guardian has other plans and slices the monk open across the abdomen. 32 damage
AOO vs Kitajo: 1d20 ⇒ 191d8 ⇒ 5
AOO Crit?: 1d20 ⇒ 121d8 ⇒ 3
Kitajo, wounded, makes it to the backside of the construct and delivers a strike and connects.
Zaarah lashes it out with three strikes. Finishing this guardian as well.
Out of Combat
Once the PCs defeat the idols, they may study the remains to make useful notes on serpentfolk artifice. Each group can attempt a single skill check using one of the following skills: Appraise, Craft (sculptures or stonemasonry), Disable Device, Knowledge (arcana or engineering), Perception, Profession (architect, engineer, or miner), Spellcraft, or Use Magic Device.
Take the time to heal up and then decide where to go. We could move into the Temple or bypass it and head straight to the Ophidian Rectory

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With the threat out of the way, Gilgrim takes some time to examine the artifacts with a critical dwarven eye.
Perception: 1d20 + 9 ⇒ (9) + 9 = 18 (+2 for Stonecunning, if it applies)
Once he's done that, he'll ask someone to give him a touch-up with his wand.
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
Finally ready to go, he turns to the team, "Seems like some o' th' others have gone on ahead. Shall we catch up?"
Voting for Ophidian Rectory.

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Kitajo hold up a wand and asks someone to use it on him.
CLW wand: 1d8 + 1 ⇒ (2) + 1 = 3
CLW wand: 1d8 + 1 ⇒ (6) + 1 = 7

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"Well done, well done everyone. Gilgrim, Kitajo, I can assist with that if you'd like."
will tap myself with my own wand a few times if we have a few moments, then will try to check things out. to be clear, is it one check for each PC or just the overall group gets one check? if just one check, I will defer to whoever wants to go.
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
back to full, 3 charges.
Use Magic Device to investigate(if possible): 1d20 + 22 ⇒ (4) + 22 = 26

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“These things were tough!!“ she says with a wicked grinand starts the research.
kn arcana : 1d20 + 19 ⇒ (6) + 19 = 25
She then gives the wand to Bernard so he can heal her.
clw : 2d8 + 2 + 1d8 + 1 ⇒ (1, 8) + 2 + (4) + 1 = 16

GM Z..D.. |

You all successfully study the remains.
Some heavy presence within this massive, domed chamber claws at the chest and weighs the air itself down. Strange glows emanate from the cardinal points of this massive, circular chamber. In the center of the room, an elevated, spiraling staircase entwines a column of stone, atop which sits an altar.
The temple’s high priest, the ancient and twisted serpentfolk cleric Xassvissec, utters prayers over the chained form of the Azlanti general Krahnaliara Lac Suhn while preparing the sacrifice. Various serpentfolk and reptilian abominations touched by Ydersius’s divine nature stand by to witness the rite.
More serpentfolk, same things as before, immune to mind-affecting and have SR. The large creature will take a knowledge planes.
Pathinders go

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"This is not good," Gilgrim states obviously. He takes a brief moment to tighten the strap of his shield, then grips his hammer. "Let me know if I'm needin' ta smash anything, but I'm outta me depths here."

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Trokkus starts moving toward the big beast while trying to get a sense what it is.
Knowledge (planes): 1d20 + 13 ⇒ (4) + 13 = 17 extra +1 to that result if it's a demon.

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"Got me stumped." Kindle shrugs, having not a clue what the creature could be. "Stick with him." He calls to Rose, suggesting she follow up behind Trokkus.
Refreshing Mage Armor on Kitajo and Rose after previous combat.

Rosella Illicia |

Knowledge Planes: 1d20 + 6 ⇒ (19) + 6 = 25
She follows closely behind Trokkus.

GM Z..D.. |

Trokkus does not recall what it is.
Rose recalls that it is an evil COUATL. An evil outsider (native). Only thing special about these things are that it casts spells like a sorcerer, but can cast some cleric spells, and its bite comes with some poison.

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Looking to the others in the group. "I know this is the past... but should be maybe do something about this?
Staring hard at the High Priest. swift action, using the bold stare as usual. -3Will saves, -3SR and -3spell DCs. +2 will if normally immune.
Calling out to the Priest. "Hey, maybe don't do that?"
Would try to cast Suggestion if that's an option. "Danger approaches, run as far away as you can!" DC21 Will save negates.
Spell Penetration: 1d20 + 11 ⇒ (19) + 11 = 30

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Zaarah would have used her pearl of power regain the shocking grasp she cast.
Zaarah 5 ft steps and slumber hexes the COUATL. She then retrieves an antipoison.
Will save DC 20 or asleep 9 rounds.
Swift action: Spend one point of Arcane Pool to turn her Black Blade Scimitar +3 into a keen +5 weapon for 10 rounds.

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**HOUSE GM ANNOUNCEMENT**
A crack of thunder and the tang of ozone cut through the complex. The figures before you, and indeed the walls, the floor, even the air itself seem to crumble and fall away like glittering sands through an hourglass. Unfamiliar figures—their heavy, hooded robes embroidered with the symbol of a winged eye—stand about the field, their hands crackling with lightning. Dozens of Pathfinder spellcasters lie dead at their feet.
A gargantuan image of a woman appears and shimmers like a desert mirage. She has a regal bearing, but her features are lined as if by years of endless duty. “Arrogant Pathfinders! Your ridiculous Society spends fortunes and lives to reassemble a treasure that turns time itself like the pages of a book—a key that could undo all the misery and suffering our world now knows—and you use it for this? Poking at snakes and playing at heroism? Golarion knew a true hero once! Our Lord Aroden—who raised the Starstone from the sea and imprisoned the undead tyrant Tar-Baphon—could already walk the world again were it not for your petty games and delays. Every death in your hours of playtime now hangs as a weight around your collective necks, you spoiled children.
“I am Lady Arodeth, and on behalf of the Harbingers of Fate and the God of Mankind himself, I have seized your Sky Key. Its defenders threw their lives away trying to stop compassion and destiny from returning to this world. I advise you not to throw your own lives away attempting to do the same.
“Behold the return of the Last Azlanti! Behold Aroden!”
The robed Heralds begin casting, and arcs of lightning leap to the rods made of skymetal. A deep thrum from somewhere below reverberates with chest-tightening force, then the earth begins to heave and quake. Emerald green miasma lashes out, snaking back along the arcs of arcane lightning and infecting hooded casters throughout the crowd. Your body—or perhaps the whole world—crumbles to dust and you hear a distant scream of “She’s overloaded it!”
And just as swiftly, the world is whole again, but in place of a flower-speckled field stands the sprawling marketplace of a small city. Ivory-white buildings and columns feature reliefs and endless statuary all depicting physically perfect human specimens in poses of glory over serpentfolk. A chiton-clad crowd of gawkers stares, both at you and at the roiling dome of green light that encompasses nearly a square mile of territory, beyond which this strange city stretches on.
Robed Heralds panic as they sprint beyond the edges of the glistening dome, only to collapse just beyond its border. There they scream and writhe, their bones cracking as flesh and sinew age to dust in mere moments. Meanwhile, those unfortunates consumed by the green miasma scream and stagger, their features warping and bloating as if the power seeking refuge within them were too big for mere flesh to contain.
And high overhead, a looming stone glows with a light visible even in the growing light of dawn.
GMs, please adjudicate the time-bubble collapsing and begin part 3.

GM Z..D.. |

Though the citizens of Azlant are more accustomed to everyday magic than even the cosmopolitan residents of Absalom, these humans of the past have never laid eyes upon dwarves, gnomes, or half-orcs. The sudden appearance of a massive crowd in their midst, combined with the long-standing war and chaos in the sky, proves too much. The crowd of onlookers grows angry, then defensive, yelling threats in Azlanti to order these strangers out of their city and summon the guards.
The PCs can attempt to calm the crowd (requiring Diplomacy check) or cow them (requiring an Intimidate check). Failing this check results in several citizens and guards resorting to force to drive off the PCs.

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Zaarah smiles.
“Wow! You guys are super ancient but super cool!! I want to take care of your babies!!!“
She then bows.
“We are Pathfinders and totally harmless!! Totally!! Really!! Believe me!! Totally!!!“ she says while smiling charmingly.
diplomacy : 1d20 + 19 ⇒ (18) + 19 = 37

GM Z..D.. |

Zaarah manages to calm the ancient people in her own way.
Combat avoided
A familiar figure limps out from between two buildings. The weight of years seems to hang over Kreighton Shaine, the Pathfinder Society’s illustrious Master of Scrolls, his face more deeply lined than it was this morning.
“My apologies for not reaching you more quickly, but I have been quite distracted,” he pants. To the left and right across the ancient marketplace, other versions of Kreighton Shaine are speaking to other, equally bewildered Pathfinders. “It seems redundant to say so at this point, but the Harbingers of Fate have seized control of the Sky Key, and we all appear to be trapped in what the Isle of Kortos used to be eons ago. The same sort of temporal bubble that brought the serpentfolk city of Sessegishoss to us now keeps our forces pinned down here.
“We are attempting to uncover the Sky Key Vault now. While the vault itself seems to be here in this time period, our entrance to it wasn’t projected back, and we’ve lost our bearings relative to its location in this new landscape. What’s more, I worry simply reclaiming the Sky Key will not be enough to allow our escape—that green surge we all witnessed seems to have invested many of the Harbingers with enough of the Sky Key’s energy to maintain our chronological exile.”
Shaine looks worriedly up at the sky. “We will need to work together to uncover the vault and cut the tethers that anchor this time period to the Harbingers’ spellcasters. We must do both so we can use the Sky Key to escape.”[b] A crack of thunder sounds overhead as the dome of green light twists and arcs down to the surface with a thunderous crash, and strange, hairy beasts stride where it struck. [b]“And we would be wise to move quickly."
Shaine quickly hands each PC a potion of cure serious wounds. "Any Questions?"

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Zaarah looks at Shane with a bewildered look on her face.
"Why don't we just threaten to kill this Harbinger lady that held this speech and force her stand down! She surely knows how we can get back to our time?"

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"Come on, lass," Gilgrim responds before the Master of Scrolls has a chance. "Even I know that's not likely ta work. As far as she's concerned, she's got us over a barrel."
He turns back to Kreighton Shaine, "Can ya give us some suggestions on where ta start? I'm a pretty straight forward dwarf, and all this finger waggin' doesn't make much sense ta me."

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Been preoccupied with a weekend at the cabin fishing.
"Excellent work being friendly Zaarah!"
After hearing the briefing of what is going on, Kindle finds himself lost and not understanding the situation. "Uhhhh... Alright." He leans over to Rose. "What is going on again?"

Rosella Illicia |

"Harbingers are a threat to us, and if we do nothing we will remain trapped here forever, unless we take the sky key." She calmly informs her partner. "I think Zaarah is right, that we should deal with the Harbingers first."

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Trokkus cracks his knuckles and grunts. "Time travel gives me a headache. There's a thing or twenty I'd change about my own past, if I could. But let's do what's needed to set things right. Redemption's a long road, and I've barely started."

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"Alrighty. Find the vault, cut the tethers. Easy enough."
Bernard cracks his knuckles and limbers up for whatever lies ahead.

GM Z..D.. |

How to we find the Sky Key Vault? “Divine providence? I’m not sure, as it’s made of steel and sky metals, but also buried approximately 30 feet beneath the earth, which shields it from most of our available divinations. I remain open to suggestions.”
At Zaarah "To get to her, you must first go through the other anchors."
2 for taking on the harbingers. Any objections?

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Gilgrim just shrugs, beats his hammer against his shield, causing it to ring out for a bring moment. "If that's what we're doin', then jus' point the way. Me hammer'll lead."

GM Z..D.. |

Harbinger's it is then.
Luckily these anchors/harbingers are easy to find. They glow the same green radiance as the force shield covering the town.
The PCs can also attempt to calm a spellcaster, convincing him to release the temporal energy willingly. Doing so requires one or more successful skill checks specified in the Anchor’s encounter entry. By using emotion-manipulating magic (such as delusional pride or calm emotions), a PC can gain a +5 circumstance bonus on checks made to influence an Anchor—so long as the magic is appropriate to the skill check (for instance, cause fear would assist Intimidate checks, but not Diplomacy or Bluff checks).
The PC's come across a female figure, radiating a green light, surrounded by citizens of Lacsuhnollo. A bit weary, she looks over at the PC's and begins shouting, "These people showing up is a sign of the end times and brings star fall even close. We must band together and send them out."

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Sense Motive: 1d20 + 1 ⇒ (7) + 1 = 8 Nope! Worth a shot.
Gilgrim approaches the green glowing lady with the others just behind him."Can't say as I be knowin' what yer talkin' 'bout, lass, but we're just here to set the world aright again. Starfall happens, sure as I'm a dwarf. Has nothin' ta do with us bein' here. My people be known this as much as any. How about ye stand down, afore someone get's hurt that don't need to."
Diplomacy: 1d20 - 1 ⇒ (15) - 1 = 14 Not bad, but probably not enough.

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kn history : 1d20 + 11 ⇒ (9) + 11 = 20
Zaarah steps in tries to calm the spellcasters.
diplomacy : 1d20 + 19 ⇒ (11) + 19 = 30
“Please calm down ... I understand that you are afraid! But you need to focus now!!“
sense motive : 1d20 + 6 ⇒ (20) + 6 = 26
She turns to the lady that appeared.
“Listen madam, I can tell that you are panicked and not acting as yourself. But you have to support us!!“
Zaarah casts shocking grasp and holds the charge.

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Sense Motive: 1d20 + 3 ⇒ (11) + 3 = 14
following Zaarah's lead, Bernard will Aid on diplomacy. automatic success. diplo is +29 (or +31 vs nobles of taldor)
"Yes yes. Calm down everyone."

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Zarah already got sense motive, but unfortunately neither Kindle nor Rose can do much for History
Rose will aid Zaarah's diplomacy, giving it another +3.

Rosella Illicia |

"Please proceed in an orderly fashion."
Aid Diplomacy: 1d20 + 15 ⇒ (10) + 15 = 25 +3 to Zaarah.
No option on the main skills.

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**HOUSE GM ANNOUNCEMENT**
Pathfinders have found and uncovered the Sky Key Vault. It is there that the Sky Key—the Society’s ticket home—awaits. However, the dome of green energy remains strong, suggesting that too many Harbinger spellcasters are still anchoring the Society in this time period.
GMs, Area G is now open. However, more Anchor successes are still needed!

GM Z..D.. |

Zaarah is able to calm the anchor down a bit.
That is one success, need one more to sway her. Bluff, Diplomacy, Intimidate, Knowledge (history).

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Can Zaarah roll again? If yes:
kn history : 1d20 + 11 ⇒ (15) + 11 = 26
“Listen lady! Will history will show that you need to make a difference hear! Please calm down! Trust us. We know the future a bit!“

GM Z..D.. |

Of course and with that you get the second influence to pass her.
"I agree and will trust you." Alrule nods.
She concentrates and a moment later, she discharges the green energy around her. This leaves her weakened, but, unharmed.
Victory point acheived.
Another anchor or head to the vault?