| Sedoriku's 二番目 Pregen |
Seelah spends the night under the stars staring at them for a long moment before shrugging at the fact she can't really tell the difference, and instead picking up a book called 'Murder on the Alkenstar Express'.
======
The next morning, her book safely tucked into her bag, Seelah looks at the rift and how dexterously Farfd is handling it and instead moved to sheer the group on instead.
Diplomacy: 1d20 + 11 ⇒ (17) + 11 = 28
Maldlethu Tamerun
|
Maldlethu faces the rift with his arms spread wide, half-tarnished half-polished holy symbol hanging prominently around his neck. "Nethys! Show these people the power of your magic! Andhelpusclosetheserifts..."
Religion: 1d20 + 13 ⇒ (1) + 13 = 14
It's very obvious that his heart isn't really in the act of destroying these rifts. (Lol)
| GM Doug H |
4 succeses
The rift wavers, but remains open and strong You are less than halfway there. Maldlethu's addendum on his invocation makes the rift even stronger (crit fail, so removes one success.[/ooc]
More jibberish pours out.
…Heraxia? Heraxia?
This time, the rift lashes out against attempts to close it! After you attempt to seal the rift, make a DC 20 fort save vs 3d8 cold damage.
✶✶✶
Sealing the time Rift: Bold is Up!
Each of you can attempt an initial DC 20 skill check (or sell me on an appropriate lore):
• Arcana to wield magical forces.
• Diplomacy to encourage fellow Pathfinders.
• Nature to control primal magic.
• Occultism to understand the the Dimension of Time.
• Performance to fake it till you make it.
• Religion check to call upon the blessing of a deity.
• Survival to find supplemental spell components.
• Thievery check to detect weakness in time rift.
Siddhartha the Wanderer
|
Siddhartha continues to search for the odd spell components needed
Survival : 1d20 + 9 ⇒ (20) + 9 = 29
Good time to get lucky, I think.
Did somebody over there need some mistletoe?
| GM Doug H |
Crit! But the group needs 12 successes. You must also make the save against the cold damage every time; you can roll the cold damage yourself.
Siddhartha the Wanderer
|
Sorry, didn't read closely enough to see the Fort save
Fortitude save versus DC20: 1d20 + 11 ⇒ (14) + 11 = 25
Cold Damage: 3d8 ⇒ (4, 2, 7) = 13
Looks like I saved for half, so 6 points of Cold Damage
Careful, the Rifts emit Cold when disturbed!
Fafrd the Grey Mouse
|
fort DC20: 1d20 + 11 ⇒ (4) + 11 = 153d8 ⇒ (6, 4, 4) = 14
"Well, that reminds me of a winter's breeze from back home!" Fafrd chuckles, as the rift lashes out. He goes right back to his investigations.
Thievery(E): 1d20 + 14 ⇒ (5) + 14 = 19 +1 if I can use my infiltrator's picks.
If that is a fail, I will sacrifice a hero point
Thievery(E): 1d20 + 14 ⇒ (15) + 14 = 29
Maldlethu Tamerun
|
Fortitude vs DC 20: 1d20 + 10 ⇒ (10) + 10 = 20
Cold damage: 3d8 ⇒ (7, 7, 8) = 22
Maldlethu shakes the frost off his arms and continues praying - this time with a bit more urgency.
Religion: 1d20 + 13 ⇒ (7) + 13 = 20
Character Turn Emulation Drone
|
Seelah attampts to seal the rift!
Fort: 1d20 + 12 ⇒ (15) + 12 = 27
Cold: 3d6 ⇒ (3, 4, 5) = 12
Diplomaby: 1d20 + 12 ⇒ (20) + 12 = 32
It closes!
Let's more on to another part of the rift to seal it up (we can do the event again). You can heal up with a little downtime between events. After the website downtime yesterday the house might need the effort to catch up and get on schedule.
| GM Doug H |
You move to another part of the rift after healing up. Like before, the first round of checks won't require any saves vs cold. The second will.
More voices pour out of the rift… likely, from another Pathfinder party:
MISTER KLINE, SIR! SO GOOD TO SEE YOU AGAIN, SIR! OF COURSE I WILL BE GLAD TO HELP OUT IN ANY WAY I CAN! PLEASE AUTOGRAPH MY WAYFINDER FOR ME, AND IGNORE THE IMAGE OF YOU KEPT SAFELY INSIDE, SIR!
How dat be, dere onluh wun planut. Is whare I lives. Crazeh guy.
W-h-a-t a-r-e t-h-e-s-e?
We fight for truth! And justice! And Tacos!
The big deer doesn't like me. Why doesn't it like me?
BOO!
✶✶✶
Sealing the time Rift
Each of you can attempt an initial DC 20 skill check (or sell me on an appropriate lore):
• Arcana to wield magical forces.
• Diplomacy to encourage fellow Pathfinders.
• Nature to control primal magic.
• Occultism to understand the the Dimension of Time.
• Performance to fake it till you make it.
• Religion check to call upon the blessing of a deity.
• Survival to find supplemental spell components.
• Thievery check to detect weakness in time rift.
──────────
BOLD IS UP!:
──────────
➤ Ezren (53/53 HP)
➤ Fafrd (74/74 HP)
➤ Feiya (53/53 HP)
➤ Maldlethu (51/51 HP)
➤ Seelah (78/78 HP)
➤ Siddhartha (68/68 HP)
Siddhartha the Wanderer
|
Assuming we go back to the first attempt, before the Fort saves are required. Also assuming it was at least six minute, so his Aeon Stone could completely heal him.
With all this Magic in the air, it must be hard to keep enough spell components around.
Survival to look for Spell Components: 1d20 + 9 ⇒ (13) + 9 = 22
Maldlethu Tamerun
|
Religion: 1d20 + 13 ⇒ (6) + 13 = 19
“Yes, yes, that’s quite right!”
Fafrd the Grey Mouse
|
Again, Fafrd pulls out his tools to try and figure out this new rift.
Thievery: 1d20 + 15 ⇒ (17) + 15 = 32
He finds something with a big grin on his face, "Oh, yeah."
| GM Doug H |
5/12 Successes!
The rift is about halfway closed… and begins to lash out! As before, fort save DC 20 vs 3d6 cold; you can roll it yourself.
✶✶✶
Sealing the time Rift
Each of you can attempt an initial DC 20 skill check (or sell me on an appropriate lore):
• Arcana to wield magical forces.
• Diplomacy to encourage fellow Pathfinders.
• Nature to control primal magic.
• Occultism to understand the the Dimension of Time.
• Performance to fake it till you make it.
• Religion check to call upon the blessing of a deity.
• Survival to find supplemental spell components.
• Thievery check to detect weakness in time rift.
──────────
BOLD IS UP!:
──────────
➤ Ezren (53/53 HP)
➤ Fafrd (74/74 HP)
➤ Feiya (53/53 HP)
➤ Maldlethu (51/51 HP)
➤ Seelah (78/78 HP)
➤ Siddhartha (68/68 HP)
Maldlethu Tamerun
|
Cold damage: 3d6 ⇒ (6, 6, 2) = 14
Fortitude vs DC 20: 1d20 + 10 ⇒ (20) + 10 = 30
The cold doesn't seem to bother Maldlethu as he holds his holy symbol aloft. "Nethys!" he prays, voice almost a screech, "Burn away our doubts and grant us the power of your magic to realize not only our dreams, but yours!"
Religion: 1d20 + 13 ⇒ (7) + 13 = 20
| PF2 Pregen |
Fortitude Save DC20: 1d20 + 10 ⇒ (15) + 10 = 25
Cold Damage: 3d6 ⇒ (5, 3, 6) = 14
Ocultism: 1d20 + 14 ⇒ (20) + 14 = 34
"Ouch that stings a bit."
I am feeling better, will try to post on my own, thanks for botting me
Siddhartha the Wanderer
|
Fortitude Save DC20: 1d20 + 11 ⇒ (5) + 11 = 16
Cold Damage: 3d6 ⇒ (1, 5, 5) = 11
Survival searching for components DC 20: 1d20 + 9 ⇒ (19) + 9 = 28
Actually, that stings a lot!
| GM Doug H |
Crit, success, crit, success = 11 successes!
One more to bring it home — Seelah and faired are up!
Fafrd the Grey Mouse
|
The Ulfen tries again, and is again hit with the chilling blast. Again, he is so focused that he gets blasted with cold.
fort DC20: 1d20 + 11 ⇒ (3) + 11 = 14
cold: 3d8 ⇒ (6, 3, 3) = 12
thievery: 1d20 + 15 ⇒ (1) + 15 = 16
I offer this hero point!
thievery: 1d20 + 15 ⇒ (3) + 15 = 18
How much time has passed? Fafrd also has a pearly white spindle aeon stone
| GM Doug H |
Seelah is up!
WIll bot when I get home in the afternoon if needed.
GM Dennis
|
**HOUSE GM ANNOUNCEMENT**
With a flash of light, the time rift vanishes, revealing a snowy expanse. Armeline orders, “You’ve done it! We’ve sealed the time rift. Close in on the focus!”
Table GMs, please begin Event #2
| GM Doug H |
As the time rift shatters, reality rights itself, revealing the focus — a fully dressed, towering draconic being bent over a metal and glass sarcophagus EXACTLY like the one some of you saw down below — screathes and all. The dragon turns, brandishing a strange tool. Art on slide 1.
Get back, you blasted dogs! She has a deep feminine voice. You've heard it before.
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. The name Heraxia should sound familiar to you.
Who are you?
Fafrd the Grey Mouse
|
"Name's Fafrd, sometimes known as the 'Grey Mouse'." replies the tall Ulfen. "I am here on behalf of the Pathfinder Society.
"This here is Ezren, wizard of the Society. Next here is Feiya, a witch from northern lands other than my own, also an arcanist of some power. Next we have Seelah, holy warrior of the Inheritor. Then we have Siddhartha, a valiant martial artist. And finally, Maldlethu, priest of Nethys.
"What about you, Heraxia? What is your story? How did you get here? In this time, in this place?"
| GM Doug H |
It's a pleasure to meet you, Fafrd.
I come from somewhen else. I think it's a distant future. But I'm not sure. It's hard to remember things.
I was born on Triaxus, and bonded with an ryphorian named Felise. Felise and I went on many adventures… but it's hard to remember exactly what we did now. Like I said, I can't remember things clearly anymore.
I do remember that Felise was easily bored, always seeking the bigger, bolder, and more dangerous adventures. Together we explored other worlds, planes, and even times.
Traveling through time is dangerous. There are strange monsters living outside time. These bug-eyed hounds who love there started hunting us. One day, long ago — or will it happen in the future? — they almost caught us. We fled… and got separated in the temporal byways. Felise was shunted back — forward? sideways? — to our home time, while I was stranded here in this time, which I think is the distant past.
Luckily, Felise and I retained the ability to communicate empathically, but it happens rarely and for only short periods.
We've been separated fdor years. We've used artifacts, magical rituals, and experimental technology to try to bring me Heraxia back to my own time — all in vain!
In our respective timelines, we've come across a magical artifact known as the Eternity Arch. It could at last get me home. The arch was originally intended for psychic transference across time, but I has found a damaged stasis pod transplanted here from another time. She taps the sarcophagus with her strange tool. If I can repair it, it should serve as the perfect vessel for to travel through the Eternity Arch nack home.
Felise and I have been experimenting and modifying the Eternity Arch, in our own separate timelines. But now the arch is resonating with me, and it is messing with nearby artifacts too.
I'm the focus of all these problems. The Eternity Arch should return to dormancy once I'm home.
Ezren, Feiya, and Maldlethu know that Heiraxia's presence is why the maze of the open road in malfunctioning. The Maze of the Open Road will revert to its typical function if you can send her back.
| GM Doug H |
Yes! You can help. Thank you!
Heraxia will explain three ways to help. You can help repair the stasis pod (Arcana, Medicine, or Thievery checks to decipher its mechanisms), transport it back to the ovoid chamber next tot he eternity arch (Acrobatics, Athletics, DC 22 Crafting, or Survival), or guard her as it's moved by other Pathfinders (Nature, Stealth, or Survival, Athletics or Crafting).
Other Pathfinders are arriving to help too; this will be a major group effort!
The group must choose one: Repair, Move, or Defend. We'll then have another round of group skill checks for the whole group.
| PF2 Pregen |
"Eternity Arch? Where people do get those crazy names? Why does not call it a time-traveling portal?" asks no one in particular as she begins to look for her crafting tool kit
"So how does the future look like for Absalom?"
Siddhartha the Wanderer
|
I have skills that can support any of the activities we need to perform, so I don't have a preference which we choose.
| GM Doug H |
| 1 person marked this as a favorite. |
"So how does the future look like for Absalom?"
It's fuzzy… I remember hearing about an Absalom-something in the future. So it's likely just fine and hasn’t mysteriously vanished or anything like that.
Fafrd the Grey Mouse
|
"I believe we can and should help." says Fafrd, wiping some dust out of his eyes. "Let's try and do as much as we can!"
| GM Doug H |
Heraxia gestures at the metal and glass sarcophagus. You have never seen something like this, right? 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.”
DC 20 crafting or appropriate lore, or DC 22 Arcana, Medicine, or Thievery
This is a group challenge. You need 6 successes. A crit gets you 2, a crit fail removes 1.
Siddhartha the Wanderer
|
| 1 person marked this as a favorite. |
Feiya, I am sure Absalom is fine. After all, the Starstone is there, so what could possibly happen to it?
This Stasis pod? is a very strange device, but I will do what I can to help.
Medicine check to help repair the Stasis Pod: 1d20 + 11 ⇒ (19) + 11 = 30
It looks like he catches on quickly.
Hmm, this is not as difficult as I thought.
Maldlethu Tamerun
|
“Of course such a device would be magical in nature!” Maldlethu declares as he prepares to divine the nature of such magic on the pod.
Arcana vs DC 22: 1d20 + 11 ⇒ (5) + 11 = 16
“…or at least it should be…”
Fafrd the Grey Mouse
|
Though Fafrd hasn't got a clue at what he is looking at, he doesn't let that stop him. He gets out his tools and starts messing with things, hoping to not break anything along the way.
Thievery(E): 1d20 + 14 ⇒ (16) + 14 = 30 +1 if his infiltrators tool work
| GM Doug H |
Sorry, you each get 2 checks. Go ahead and roll a second one if you haven’t yet. If you still need to post, roll two.
Fafrd the Grey Mouse
|
Fafrd, having made progress, goes ahead and tries again!
Thievery(E): 1d20 + 14 ⇒ (19) + 14 = 33 +1 if his infiltrators tool work
Siddhartha the Wanderer
|
Siddhartha tries to apply his medical knowledge again
Medicine: 1d20 + 11 ⇒ (17) + 11 = 28
Maldlethu, there is much mundane Medicine here, so maybe this is less magic than you think?
Maldlethu Tamerun
|
Arcana vs DC 22: 1d20 + 11 ⇒ (14) + 11 = 25
“Ah! But what if we added some magic!”
| Sedoriku's 二番目 Pregen |
Seelah stares at the pod for a few moments and then tries to start connecting together the cords of different colors that seem to have been cut recently.
Thievery, DC 22: 1d20 + 10 ⇒ (11) + 10 = 21
Thievery, DC 22: 1d20 + 10 ⇒ (10) + 10 = 20
"Huh, I swear that this cord and this cord should be connected, but then I can't get them to stay together... Wait is this some kind of soft metal? How does one tie two kinds of metal together? Would a basic knot work? Wait the metal has to stay connected? How do you do that? ARGH!"
| PF2 Pregen |
| 1 person marked this as a favorite. |
Crafting, DC20: 1d20 + 11 ⇒ (10) + 11 = 21
Crafting, DC20: 1d20 + 11 ⇒ (5) + 11 = 16
Feyia takes out her tools and walks towards the odd device
"That's good, Some time ago I met some lunatic-prophet who was telling odd stories about Absalom disappearing, new gods showing up, old one disappearing, his name was Zo! I think..."
| GM Doug H |
Nicely done! On to the next…
You add some magic, talk about the future, and finally repair the stasis pod.
Heraxia points at the metal and glass sarcophagus. “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!
DC 20 Acrobatics or Athletics checks to safely relocate the pod or DC 22 Crafting, Survival, or applicable Lore to create improvised devices to assist with transport.
As before go ahead and make 2 checks at the same time.