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Finding herself in the company of an actual Azlanti, Amestra can't resist the urge to learn more from him. She's practically bouncing on her toes, and they might never get another chance, after all.
"General Lac Suhn, your forces were attacking the serpentfolk? Er, sorry, that's what we call the Sessegishoss. We're umm, how to explain, we're archeologists from the future, and we'd love to have the chance to learn more about you and and what's happening here. Please?" she asks as politely as she can
Diplomacy, Insp: 1d20 + 23 + 1d6 ⇒ (10) + 23 + (6) = 39
Nice, recovers panache on that Inspiration roll! Yep, for real. Investigator archetype feature.
When she gets the chance after the interview, she'll assist Helgar with examining the serpentfolk ritual and faith.
Tap to Aid Helgar's superior Knowledge of Religion.

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I figured I'd throw an aid roll out while I was online, but we should absolutely go with the highest bonus! I didn't know what that would end up being or if we could aid with different skills.

Grandmaster TOZ |

The Azlanti seems a bit taken aback, but nods. "A bold claim, regardless of lie or truth. It would explain your unfamiliarness to my eyes, at very least. The serpents are not Sessegishoss, rather that is the name of this city we are beneath." He looks around at the fell temple with a rueful expression.
"Have you water? Being a sacrificial candidate has left me parched. I would share my ittho bread with you all had my mother's care package not been long used up. It does not taste the same as grandmother's of course, not without the blossoms from the Western Colonies." He catches himself and waves a hand. "Bah. Nostalgia getting the better of me."
Continuing in Elven.

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As time permits and not to interrupt their guest Helgar casts Heightened Awareness from a scroll (UMD - auto success). He then works with Amy discretely shifting the topic to Planar studies.
(Take 10 on K-Planes is now 33. With Amy's auto-aid of K-Planes it is 35. Helgar's K-Planes is actually better than his K-Religion)
@Daisley - Good point about aiding with different skills as sometimes that is allowed. :)

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Amestra hands the General her waterskin, "Take as much as you want, sir."
She whips out her notebook and adds notes as she can. Sessegishoss = Absalom, General Lac Suhn of Azlant, Western Colonies = Arcadia? she notes.
She continues the conversation in Elven, asking the General about the Western Colonies, the serpentfolk, their city and their religion, the invasion, and anything else she can think of. She carefully avoids asking anything about their tactics, force size, or composition. As much as she'd love to, she doesn't want the General to think she's a spy for the snakes. It's the most the party has seen her talk this whole time, but she's really just being her normal detective/investigator self.

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Amestra continues to converse with the General, furiously scribbling notes all the while. {SNAP} goes her pencil tip, and she quickly digs out the spare. First rule of the Constabulary, always have a spare!
General, could you describe the 'little-folk' nanny? I'm curious as to what we'd call her, and where they live in the Colonies."
"What is it that you are celebrating at Peacock's Dust? And how do you celebrate it? What are the other major holidays, sir?"
She continues building other questions based on his answers. As they talk, she also digs out some rations and offers it to him along with the rest of the waterskn. "I know it's not much, but we're only supposed to be here in this era for another few hours," she offers by way of the strangest apology and explanation ever.
Diplomacy, Insp: 1d20 + 23 + 1d6 ⇒ (5) + 23 + (4) = 32
Well, if you want "clever wordplay" she does indeed have that exact Trait :)
Aid's please, anyone?

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"Please, we are so anxious to learn more from someone as knowledgeable as yourself."
Auto-aid

Grandmaster TOZ |

"Ah. Well, it would be far too time-consuming to describe the ceremonies and preparations. Would that you had more time or that I did not need to return to my troops." He frowns, but the dourness does not last as the corners of his mouth quirk upwards. "Vanaschen would be of two minds at me sharing word of the colonies. My wife, that is. She's of the Eastern Colonies, as crazy as it may sound for me to have married a Kellid. Still, I do miss her so on these campaigns. It has been so long."

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Ah, okay. Didn't realize that lim-fac.
Amestra tries to get the General to describe the Geography of the Western Colonies and Azlant. After all, she explains, they have no contact with either in her time.
Kn Geo, Insp: 1d20 + 9 + 1d6 ⇒ (12) + 9 + (5) = 26

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Okay, team, I'm out. Sorry to have wasted everyone's time with duplicate and incorrect skill checks. Amestra has done what she can of the 3 allowable skills. Her Bluff is +5 and her Intimidate is +1. Someone else needs to take over the interrogation conversation.

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Daisley puts on a serious expression.
"As you said, we don't have a lot of time. What can you tell us about this place and what's happening here now?"
Intimidate: 1d20 + 6 ⇒ (2) + 6 = 8
Welp. Not much help there.

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I am a bit unclear on the mechanics here. Can all characters try to use their social skills individually or is it a roll and aid situation?
My character has good social skills especially Diplomacy and Bluff.
Also does he only speak Elven? I am asking if we can use our social skills without speaking Elven?

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Helgar sees if he can communicate with the Azlanti in Celestial, Tien, Infernal or Draconic with a simple greeting in each language.
"Hello."
I am assuming that we need a shared language to attempt social checks.

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Helgar smiles knowingly at the man's comments. He continues in Draconic.
"Indeed yes. These days I have been spending far too much time studying the spells that my enemies have been throwing at me then their words. We can learn so much from each other."
@Grandmaster TOZ - Is my character only able to make Bluff and Intimidate checks to learn more as Amy has successfully used Diplomacy?

Grandmaster TOZ |

"My wife would agree to that. She attempts to tie my chiton like an imperator, not a general." He gestures to the braiding of his clothing over his armor. "It goes over, around, and then under. I ask if she wants me flogged in the street for the trouble, she only says she would see me sit on the senate. Not a...subtle lady, you see."
You will not learn anything new on a Diplomacy check.

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Helgar rubs his beard thoughtfully.
"Yes. How to deal with your wife's ambitions tactfully. That is difficult for any man. I will ask for a little divine inspiration myself to aid with this so do not be alarmed."
(Cast Fallback Strategy)
Bluff: 1d20 + 15 ⇒ (19) + 15 = 34
"Yes, yes. Please tell us more about yourself. That will help. Context is everything.
Fallback Strategy is not expended. That is a good roll!

Grandmaster TOZ |

"I never get to see her or the children anymore, so there is only so much she can scheme for. Marrying into a colonial family helped avert war, but the years away are a heavy burden for any couple." He sighs heavily. "Imperator Emalliandra was right about the political dissent in the colonies, drunkard she may be. Twice the insight her father ever had."

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Helgar nods at the general.
"I am sure that you are right about that."
(Assuming that there is more to know about this topic then Helgar will change his approach)
"Be careful about your wife's meddling. You do not want your troops to lose confident in their general. You should fix your chiton."
Intimidate: 1d20 + 8 ⇒ (6) + 8 = 14
Fallback Strategy reroll, Intimidate: 1d20 + 8 ⇒ (20) + 8 = 28

Grandmaster TOZ |

The general laughs quietly, breaking into an easy grin. "No no, I have it right. She has me checking it twice every time I put it on now." He shakes his head. "You're not wrong about confidence among the troops. I think the imperators are more likely to cause that. Imperator Illsmus is a headstrong fool, and his notions about raising mankind to godhood will end in embarrassment at best.”

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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.

Grandmaster TOZ |

Any equipment you are using from the serpentfolk has disappeared with the collapse of the time bubble. The Aid Token benefits are now back to normal (the Slave Revolt condition is no longer in effect).
One of the beneficial side effects of the time shift is that some of the PCs’ expended powers and class abilities are once again available as though they had not been expended for the day. Each PC can choose two of the following benefits, and the same benefit can be selected twice to double its effects.
• Recover one or more spells or spell slots whose total levels are equal to your character level.
• Regain one daily use of a class feature. If you would normally be able to use the feature five or more times in one day, instead regain two uses.
• Heal 1d2 points of damage to all ability scores.
• Heal 1d8 hit points. Add your character level to the number of hit points recovered.
Please arrange yourselves in the red box on the latest map.

Grandmaster TOZ |

DC15+

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Kn History: 1d20 + 9 + 1d6 ⇒ (18) + 9 + (2) = 29
"As much as I'm excited to actually get to witness Earthfall firsthand, I really really wish it wasn't from ground zero."
Amestra squints at the falling Starstone, "Looks like we've got 2 hours until impact. Tops."
Kn Engineering, Insp: 1d20 + 9 + 1d6 ⇒ (15) + 9 + (5) = 29
Peering around at the buildings and the garb of the locals, she comments, "Azlanti style. Right here where Absalom will stand one day. I guess the General won, but we kind of already knew that."
First benefit: regain 1 Inspiration. Second Benefit: Regain 2 Panache (since she "would normally be able to use the feature five or more times in one day."

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Daisley frowns. "This is bad."

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I have been too stingy and have no daily resources to recover!

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Helgar frowns as his conversation with the General is cut short with the shift in time. He grimaces at the mention of the greatness of Aroden. True gods are eternal and do not die.
He nods and grins at Amy.
(Helgar's Take 10 on History and Religion confirms what she is saying)
"Yes. Amy you are correct. Easy observations but I suspect that our academic credentials will be really tested before all of this is over."
(Helgar will use the Time Shift to regain 22 spell levels. This is nice.)
@Grandmaster TOZ - Are our current buffs still up? How much time from our characters perspective have passed since our last fight?

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Regain 1 spell. Not missing anything else.
And if we need to be fully inside the box, someone will need to make room for a large tree.
"I agree, this is not a scene from the past I wish to be present for. Let us see if we can find a way back to our own time."

Grandmaster TOZ |

All around the Pathfinders, native Azlanti stare in confusion and surprise. Murmurs pass through the crowd surrounding the new arrivals, growing hostile as the conversations go on. Shouts begin to ring out, individuals running down streets with purpose, angry faces turning towards the party.
The populace has not turned violent yet, but you sense things are escalating. A Diplomacy or Intimidate check might be able to halt the crowd.

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No Azlanti, no charisma skills... into helper mode.
Elf Aid, Diplomacy or Intimidate: 1d20 + 1 ⇒ (6) + 1 = 7
Tree Aid, Intimidate: 1d20 + 2 ⇒ (5) + 2 = 7
Or at least "don't make things worse mode".

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Helgar suggests hiding the party for now.
If the party is alright with it. I suggest using Master's Illusion (equivalent to Veil spell) to blend in with the locals long enough to get out of sight. I do not think that Intimidate is really the way to go now as we might need information from these people latter. If we can spare 15 minutes my character can fill his open 5th level slot with Tongues. It might be handy going forward.

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"Helgar, could you summon something with truespeech? Let it act as an interpreter for you or one of us to talk through. I'm not sure what the limits on your summoning are, but a Legion Archon or some kind of angel or azata might work also," Amestra suggests.

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Daisley will use her free one hour of comprehend languages from having a relevant chronicle sheet so she can at least understand what they're saying.

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Helgar half-grins as he is tempted to agree with Amy's suggestion.
"They are not going to appreciate any of the creatures that I could summon that can communicate with them."
Devils have Telepathy. However summoning one now is likely to make matters much worse.
Helgar prepares to conceal the party as regular Azlantians so they can escape the crowd unless there is any objection.

Grandmaster TOZ |

Daisley hears calls for guards and yells for the intruders to leave the city. As Helgar summons his veil, one points and calls out, "They attempt to infiltrate us! Stop them before they get away!"
Amestra init: 1d20 + 9 ⇒ (13) + 9 = 22
Helgar init, HA: 1d20 + 11 ⇒ (2) + 11 = 13
G’look init: 1d20 + 11 ⇒ (19) + 11 = 30
Imago init: 1d20 + 3 ⇒ (8) + 3 = 11
Brethí init: 1d20 + 5 ⇒ (7) + 5 = 12
Daisley init: 1d20 + 9 ⇒ (5) + 9 = 14
Garmit init: 1d20 + 8 ⇒ (17) + 8 = 25
Red init: 1d20 ⇒ 8
Yellow init: 1d20 ⇒ 8
Green init: 1d20 ⇒ 8
Blue init: 1d20 ⇒ 7
Black init: 1d20 + 3 ⇒ (16) + 3 = 19
26 G'look
25 Garmit
22 Amestra
19 Black
17 Helgar
14 Daisley
12 Brethi
11 Imago
8 Red
8 Yellow
8 Green
7 Blue
Bolded are up!

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"The illusion is frightening them more: let's see if we can get them to understand we mean no harm."

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Doubt that I can help convince them. Time for Plan B. What they can't see can't hurt them. Or can it?
G'look downs his extract of invisibility and tries to move away from the fray.

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Not wanting to hurt these people if he doesn’t have to, Garmit prepares to defend himself while trying to persuade them that he means no harm.
Total Defense
”Please, there’s no need to fight. Back off and no-one will get hurt!”
Diplomacy: 1d20 + 9 ⇒ (3) + 9 = 12

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"Please, we mean no harm," Amestra says while holding up her hands. "But we will defend ourselves"
Diplo, Insp, Social Panache: 1d20 + 23 + 1d6 + 1d6 ⇒ (7) + 23 + (1) + (3) = 34
She repeats herself in nearly every language she knows, just to be safe.
Elven, Varisian, Tien, Hallit, Iritaki, and Gnome.
She also tries to get a sense of who they're up against.
Kn Local, Insp: 1d20 + 13 + 1d6 ⇒ (3) + 13 + (6) = 22