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Walking into the cool of the building steps a tall man with rugged features, as he enters and leaves his long wooden staff by the entrance. His features suggest that his blood is not pure human, but is tainted with the bestial orc. The man touches his forehead gently, welcoming the assembled, "I, Drakmak, am humbled to meet such worthy Pathfinders and be able to add my small gifts and talents to aid your work. It is an honour to called to once more be called to participate in another mission, thanks to the hours of instruction and study we have all gone through I am assured we will succeed." He wanders over to the foods on the table, taking a fig and date to eat. His hands move gracefully and with no small amount of delicacy. His fingers have many rings on his fingers, though none look worth more than the metal and stone they are made with.
"It is an opportunity to celebrate and honour the Society and not just with the skill I bring with my hands to make rings for the market." He jiggles his fingers, showing off the rings that sparkle on his fingers. "In my training, I studied and read the art of magic, which is new to me, but I have command of some magics, that I keep in a tome." He bows to the gathering Pathfinders.
He wears no armour under his long dark coat, just a pair of breeches and a white shirt, new and pressed. On a chain around his neck, a homemade pendant with the symbol of Abadar in its centre, resting gently on his chest. His shoes are made of black leather, well made and sturdy. He smiles, "My friends, when our destinies have combined to give us success in our endeavors, I may make a small token of our work together, should you wish to buy a piece of my fine jewelry?" Once more he bows his head and touches his forehead, as his face returns to look at you all with a welcoming smile.
A golden bird, with black markings sits on his shoulder, pecking at his ear, or was it really whispering the man. "Yes my beauty, go take some bread." Turning to the assembled Pathfinders he says "Rakvern, is my friend."

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Drakmak's formal entrance meets a grungy red kobold in a tattered black cowl, presently gnawing on an assortment of counterfeit coins to check for ones made of metal. He stops and listens to the half-orc's introduction, then grunts "Scuttlesnarp" through cheeks stuffed with scraps of metal.

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A man scowls into his drink, wishing it was the brew from back home. He sighs through his nose, finishes the drink, and sets it down gently. He's dressed in simple clothes of browns and greens save for the well polished breastplate he wears. A necklace with a small wooden longbow hangs from his neck.
Looking up he nods and smiles to the group, raising a hand in greetings. "Hello. I am Adoril, a champion of Erastil." He folds his arms in front of him and leans in a bit, "I can make friends with people fairly easily, and I can scare the bad ones quite well too." Adoril leans back and hooks his thumbs inside his breastplate, lightly drumming his fingers "In a fight, I'll put the enemy on their backs with my guisarme and try to control as much space as possible. But let us hope it doesn't come to that. I look forward to working with you all."
Adoril looks at Rakvern and holds a finger out to it. "Aren't you a handsome thing! What sort of bird is this?"

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Despite the darkened and poor clothing worn by the two others, the half-orc smiles, "Greetings indeed, Mr Scuttlesnarp and Adoril, Champion of Erastil." As he says this the bird flies back, bread and nuts in it's beak. Carefully the bird places the food by Drakmak, before it seems to whisper into the wizard's ear. Drakmak nods, "My friend Adoril" Drakmak continues in his soft and welcoming almost apologetic voice, "Racvern tells me he is not some circus bird, destined to jump from hand to hand." As Racvern's head turns to looks at Adoril, "But he is of the family of Golden Orioles, beauteous and intelligent. He will allow you to approach and stroke his head." Racvern, watches and waits, taking a small peck at the food in front of him.
Drakmak though, is carefully watching Scuttlesnarp, as he does something with the coins. "May I?" he asks as he extends a hand towards the kobold. "I might be able to add value to such trinkets, for a very small fee of course? To make rings to sell, such that we can both share in a profit."

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A spear leaning against the wall attracts the eye to a goblin on the floor. He's wearing rough leathers, and smells somewhat of smoke.
Finally looking up from a handful of folded papers he mutters, "Sid" in a scratchy voice
Realizing he's made almost no noise, he rolls to his feet, shoves the papers in his bag, and tries again. "Sid Backburn. Tracker and tender of the elements."
With that he tilts his head, and gives a quick bob, clearly aimed at Racvern.

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A halfing bustles in just behind Drakmak. She's wearing blue robes with wolves running along the hemline and a glass pendant bearing a songbird with a multicolored tail. "Oh, hello! It looks like I am one of the last to arrive! It is nice to meet you all!"
She smiles around at everyone and, like the others, her eyes alight on the oriole. "Oh, he IS beautiful, isn't he?! What's this you say about jewelry?!" As she speaks, the halfling moves over to the table of food and peruses the offerings, selecting a berry tart and munching on it. Suddenly remembering something, she adds, "I'm Kya, by the way! I'll be keeping you all healed up!" She nods vigorously for emphasis.

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Adoril drops his hand. "Ah. It even speaks it seems. I've heard of such entities back home. The people who work with them where I'm from are...less than empathetic to my people." A small shudder runs up Adoril's back, "I'm sorry if I offended you, Racvern."
Looking at the others, Adoril smiles and says "I think we have a great crew. Always glad to see a steward of nature around." He gives a small bow to Sid. Turning to Kya, "And is that the symbol of Shelyn I see there?"

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"Greetings Sid Blackburn and Kya Songbird." replies the half-orc as Racvern bobs back at the goblin, before speaking quietly in Drakmak's ear again. The tall half-orc, smiles at the halfling, "Keep me alive, and I'm sure I can make a trinket for you." he laughs and takes out some tooling. "See these, a small copper mallet, mandrels, pliers and these others, it's just the materials and the gems I need? Anything I can make which will please you and your deity, I can surely try."

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A tall and slender man arrives late, holding a three-foot long well-polished wooden walking cane for aesthetic. To add to his flamboyance, he wears a caramel-brown homburg hat that is coupled with a free-flowing coffee-brown dueling cape, in addition to his light-brown padded armor and chocolate-brown long pants accented with dark-brown well-polished leather shoes. His all-shade-of-brown outfit is accessorized with manacles, adventure bag with things of many sorts, and different kits for repairing, disabling and climbing.
He stops and adjusts his spectacles to get a better view of his surroundings. He is one of the adventurers that will fulfill a missiom of some sort.
He straightway goes to the others with his wooden tapping on the ground in rhythm with his brisk walking. He stops in front of them.
”Aheemmm,” he clears his throat for attention and introduces himself to them without their permission, ”Lady and gentlemen, I am Nanoc Evitceted.” He gives them a graceful bow. ”I overheard your conversation and I believe we are on the same page. So what do we have here so far?” he asks them.

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Drakmak though, is carefully watching Scuttlesnarp, as he does something with the coins. "May I?" he asks as he extends a hand towards the kobold. "I might be able to add value to such trinkets, for a very small fee of course? To make rings to sell, such that we can both share in a profit."
Scuttlesnarp hisses and recoils. "Fees for fake coins?! Drakmak horns in on Scuttlesnarp's racket! Wizard can go find his own coins for ring-making, Scuttlesnarp keeps his profit for his self."

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Kya smiles appreciatively at Adoril. "Yes it is! I am her humble servant." She touches her pendant reflexively before turning to Drakmak. She practically sparkles with happiness when he refers to her as "songbird".
"Look at all those tools! I am sure anything you make would please Shelyn. What a generous gift that would be!"
Her attention is drawn away by the newcomer. "I don't think we have any information yet, do we?" She looks around at the others.

PFS 2 GM ZD |

Pathfinders hustle about the grounds of Woodsedge Lodge, checking in, mustering in units, unloading and delivering supplies, cooking, and socializing. The atmosphere is tense but excited. The Maze of the Open Road is a place of legend that few Pathfinders have had the honor of traversing. Once dangerous, the Maze was recently repaired by Eliza Petulengro of the Decemvirate, and news that the Maze is once again malfunctioning has led to intense speculation among the gathering Pathfinders. Cutting through chaos and gossip alike, Venture-Captain Armeline Jirneau takes the lead, ensuring everyone gathers in their assigned units and tends to their duties.
PREPARATIONS
Each PC can attempt each of the following skill checks. You may also aid other PC's, but if you do, you can not attempt the check you are aiding for.
ESCORT
Verdant Wheel faction leader Urwal walks amid the gathered Pathfinders. He checks each person’s face before shaking his head and moving on to the next. “There are Pathfinders unaccounted for. Although the upcoming mission will be dangerous, Galt is not a land it would do to get lost in. Find our wayward companions and bring them here so no one gets left behind.”
Revelent Skills: Nature, Perception, or Survival
LAST MEAL
Horizon Hunters faction leader Calisro Benarry clutches at her stomach as it grumbles loudly. “Just in time! I’m starving! Go lend the Lodge’s serving staff a hand so everyone can have a proper meal before this mission gets underway. We can’t set out on an empty stomach!”
Relevant Skills Cooking Lore, Society, Survival
MAGICAL INVESTIGATIONS
Ashasar stands outside a magnificent hedge maze, examining it with interest. “This is the fabled Maze of the Open Road. Our divinations indicate the maze’s misalignment is due to an outside source beyond the maze and not a problem with the maze itself. Still, I prefer to conduct a second assessment to ensure nothing’s changed. I’d like you to assist by gathering magical readings—just don’t enter the maze!”
Relevant Skills Arcana, Nature, Occultism, Religion
MUSTERING
Venture-Captain Armeline Jirneau proffers a long
list of names. “I’ve organized all the Pathfinders into teams of between four and six agents. Take this list and help everyone gather in their assigned units.”
Relevant Skills Diplomacy, Perception, Society
REASSURANCE
Head Initiate Janira Gavix smiles and waves at the sight of the PCs, then hurries over to say hello. “Do you have a second to lend me a hand? I brought along a few dozen newly graduated Pathfinders, but they’re worried about the upcoming mission. I know they’re ready for this, but the scale of it all is setting them on edge. Could you talk to the rookies? Some conversation and encouragement will help settle their nerves.”
Relevant Skills Deception, Diplomacy, Performance
SUPPLIES
Vigilant Seal faction leader Eando Kline sifts through crates and wagons, divvying gear up into piles. “Help me sort this equipment according to the supply list, then deliver it to the assembling teams. We need to ensure everyone is well equipped for the upcoming mission.”
Relevant Skills Athletics, Society, Survival

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Scuttlesnarp sets to work making the venture-captains' preparations. "Problems with magic maze, eh? Seems like big trouble for big brains. Little help from little kobolds, yes yes?" He palms a few negligible supplies for himself as he works.
Perception (Escort): 1d20 + 6 ⇒ (16) + 6 = 22
Society (Last Meal): 1d20 + 3 ⇒ (19) + 3 = 22
Nature (Magical Investigations): 1d20 + 4 ⇒ (6) + 4 = 10
Perception (Mustering): 1d20 + 6 ⇒ (12) + 6 = 18
Deception (Reassurance): 1d20 + 5 ⇒ (11) + 5 = 16
Athletics (Supplies): 1d20 + 3 ⇒ (11) + 3 = 14

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Nanoc seems to ignore the question of Kya when the Faction Leaders welcome them and give them tasks.
"Oh! Here they are." he says unwittingly and goes towards the Faction Leaders discussing their tasks to be done. He listens intently to every task, taking notes mentally of what to do. After every task they are given, he immediately goes to do what has to be done.
Nanoc looks for their missing companions. He calls the names of those unaccounted for and sees if somebody looks back.
ESCORT: Perception: 1d20 + 6 ⇒ (15) + 6 = 21
Nanoc lends a hand in cooking their meals with the Lodge’s serving staff. He listens carefully on how things are to be done in the kitchen, so that they will all have hearty delicious meals.
LAST MEAL: Society: 1d20 + 7 ⇒ (18) + 7 = 25
He also assists in magical readings in which he shares what he knows related to arcane knowledge.
MAGICAL INVESTIGATIONS: Arcana: 1d20 + 7 ⇒ (18) + 7 = 25
He takes one of the lists, and looks for everyone on the lists, gathering them together and telling them they are assigned as one unit.
MUSTERING: Society: 1d20 + 7 ⇒ (4) + 7 = 11
Not really his edge but Nanoc tries to give the newly-graduated Pathfinders advices and words of encouragement so they can go through the mission ahead of them successfully.
REASSURANCE: Diplomacy: 1d20 ⇒ 3
He also helps sorting things needed for the mission according to what is on the list,
SUPPLIES: Society: 1d20 + 7 ⇒ (20) + 7 = 27

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"An honest days' work is good for body and soul." Adoril jumps up and gets working.
Nature (Escort): 1d20 + 4 ⇒ (1) + 4 = 5
"I am not the best cook, but I can chop vegetables or cut meat. Or I can taste test!"
Aid the next person at Last Meal: 1d20 ⇒ 17
Religion (Magical Investigations: 1d20 + 4 ⇒ (19) + 4 = 23
Diplomacy (Mustering): 1d20 + 6 ⇒ (1) + 6 = 7
Diplomacy (Reassurance): 1d20 + 6 ⇒ (14) + 6 = 20
Athletics (Supplies): 1d20 + 7 ⇒ (4) + 7 = 11
Adoril claps Scuttlesnarp on the shoulder "A little help goes a long way. There's few things more noble than easing the burden of others. I am very curious about what could be wrong with the maze though. Hopefully it won't be too much trouble to fix."

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Escort
Drakmak looks around for his companions that might have mislaid their steps.
Perception 1d20 + 4 ⇒ (14) + 4 = 18
Last Meal
Drakmak gets into the mess hall, where his nostrils are assailed by the fabulous scent of spices, some from his home town of Quadira. "Hmmm, wonderful, perhaps I can help...."
Society 1d20 + 7 ⇒ (15) + 7 = 22
Magical Investigations
Drakmak stands outside the maze, reading magical sigils and trying to make some sense of them.
Arcana 1d20 + 7 ⇒ (2) + 7 = 9
Mustering
Drakmak tries to convince his companions to gather together to form a team.
Society 1d20 + 7 ⇒ (18) + 7 = 25
Reassurance
Drakmak tells the new recruits of the time he and a team of pathfinders entered the Blackwood Swamp that surrounds the Taldan port of Cassomir on all landward sides. It is a murky, rotting, brackish marshland of tangled trees, dense overgrowth, quicksand, menacing hydras, marauding humanoids, and other monsters. The group returned to Cassomir and defeated a evil conspiracy.
Diplomacy 1d20 + 5 ⇒ (19) + 5 = 24
Supplies
Drakmak does his best to help Eando Kline, putting documents in the correct order.
Society 1d20 + 7 ⇒ (8) + 7 = 15

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Sid gets to work quickly. He can be roughly tracked by his grumbling, but he's surprisingly organized.
"Oi, you, outta the thornbush. This way!"
Nature(Escort): 1d20 + 7 ⇒ (7) + 7 = 14
Survival(Last Meal): 1d20 + 7 ⇒ (8) + 7 = 15
Nature(Magical Investigations): 1d20 + 7 ⇒ (10) + 7 = 17
Perception(Mustering): 1d20 + 7 ⇒ (20) + 7 = 27
Diplomacy(Aid Reassurance): 1d20 + 5 ⇒ (18) + 5 = 23
"Gotcher stuff here."
Survival(Supplies): 1d20 + 7 ⇒ (2) + 7 = 9

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Escort
Lost already? That can't be a good sign! Kya hurries off to look for the missing Pathfinders. However, there is a large group already heading in that direction and, with her short legs, she realizes that they'll probably find anyone before she does. Oh, well! There is plenty more to do!"
Nature: 1d20 + 7 ⇒ (1) + 7 = 8
Last meal
Kya moves among the group, sampling dishes before serving them and commenting on how wonderful the food is.
Society: 1d20 + 4 ⇒ (17) + 4 = 21
Magical investigations
Wishing she could go inside, Kya joins the others in studying the maze, looking for some kind of peculiarity. She has trouble concentrating, and frequently turns away from her task, wondering if the missing Pathfinders have been found safe yet.
Religion: 1d20 + 7 ⇒ (6) + 7 = 13
Mustering
Organization is not Kya's strong point, but she helps where she can. Her friendly and welcoming nature smoothers over a few debates about who should be where.
Diplomacy (aid): 1d20 + 5 ⇒ (16) + 5 = 21
Reassurance
Kya smiles warmly at the new recruits. "Hello, everyone! Welcome! I hope you are prepared for the adventure of a lifetime! Those of us that you see here have at least a few adventures under our belts, and we've not only survived, but returned for more! Never forget - you matter. The work you'll be doing here matters. We will support you! Sure, there will be hard times, but you'll make great friends and know that you're making a difference. Look around you - all of the the great warriors, healers, and casters that you see here once started off new just like you."
Diplomacy: 1d20 + 5 ⇒ (17) + 5 = 22
Supplies
With everything else going on, its hard to feel too interested in organizing supplies, but Kya knows they must be well-equipped, so she helps when asked.
Society (aid): 1d20 + 4 ⇒ (1) + 4 = 5

PFS 2 GM ZD |

ESCORT
Scuttlesnarp, Nanoc, and Drakmak manage to lead the wayward agents home. As a reward, Urwal provides each PC with a lesser healing potion.
LAST MEAL
VC Benarry is excited to see everyone chipping in with the meal. She is impressed with Nanoc's sophisticated palate and making field food look appetizing.
Reward: The nourishing meal fortifies the PCs for their mission. Each PC gains a +1 circumstance bonus on their next Fortitude saving throw.
MAGICAL INVESTIGATIONS
Sid, Adoril, and Nanoc look into some of the magic powering the maze. Ashasar is greatly satisfied, but worried, with the reports.
Reward: Ashasar rewards each PC with their choice of two items; an owlbear claw, a potency crystal, a scroll of burning hands, or a scroll of true strike.
MUSTERING
Kya, Sid, Drakmak, and Scuttlesnarp call out the never-ending list of names to corral everyone in the right teams.
[ooc]Reward: Meeting their fellow Pathfinders instills in the PCs a lingering sense of responsibility for their fellow agents. Each PC gains a +2 circumstance bonus on their next Will saving throw.
REASSURANCE
Scuttlesnarp, Adoril, Drakmak, Sid and Kia, move among the other junior agents and offer them words of encouragement or false hope, depending on how you look at it.
Once during the adventure, each PC can receive a +2 circumstance bonus to one skill check or attack roll, representing a rookie Pathfinder succeeding at a check to Aid them. The PC must decide to use this benefit before rolling.
SUPPLIES
Nanoc and Drakmak are able to assist in properly inventorying and the handing out of items.
Rewards: Each PC receives their choice of two; a lesser antidote or lesser antiplague as part of their assigned equipment
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Please choose your items from above and your school items if you need two. Make sure to announce them in the Discussions tabs. These are temporary items that go back to The Society at the end of the scenario.

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**HOUSE GM ANNOUNCEMENT**
A hush falls over the gathered Pathfinders as Venture-Captain Armeline Jirneau ascends a podium erected outside the entrance to the Maze of the Open Road. “Welcome to Woodsedge, Pathfinders! Thank you for coming. As many of you know, the Maze of the Open Road is an interdimensional pathway built long ago by Forest King Narven Feathereyes as a gift for the Society. Time was not kind to the maze, but thanks to the efforts of Eliza Petulengro and other Pathfinders, it was repaired.
“Recently, the maze’s paths realigned and now all point to a single location. Our investigations indicate this isn’t a problem with the Maze of the Open Road but an outside source—a beacon—that’s attracting the paths. The maze is of critical importance to many missions and must remain available. Our mission is to fix this strange anomaly.
“We traverse the Maze of the Open Road to an unknown destination. Although this is an exciting opportunity to explore new horizons, our mission is not exploration. Our mission is to find the beacon and sever its connection to the Maze of the Open Road. Prepare yourselves! We leave shortly.”
After a few minutes to allow for any last-second preparations, Venture-Captain Jirneau leads the assembled Pathfinders into the Maze of the Open Road. ”Stay close, we won’t be here long.”
Armeline guides the Pathfinders through the maze with confidence, while Eando Kline, faction leader of the Vigilant Seal, takes the rear, ensuring no Pathfinders get left behind. Armeline hesitates only a moment before plunging through a shimmering portal, out of the Maze and into the unknown.
Following her lead, the Pathfinders arrive in a large stone chamber with red stone walls and polished tan floor tiles, lit by a luminous arch rising from a central raised platform. The chamber has three side chambers and one exit. “Fan out, Pathfinders!” Venture-Captain Armeline orders. “Secure the area.”
Table GMs, please begin Part 1

PFS 2 GM ZD |

You emerge into the empty ruins and quickly investigate the entry room with its three side chambers.
The first side chamber contains a fountain that splashes water into a large stone washing basin. The running water makes a soothing, burbling sound that is quite relaxing. The water is clean, clear, and tastes metallic.
Kya Mossfoot's Religion (T): 1d20 + 7 ⇒ (14) + 7 = 21
Adoril's Religion (T): 1d20 + 4 ⇒ (10) + 4 = 14
Drakmak's Religion (U): 1d20 + 0 ⇒ (1) + 0 = 1
Nanoc Evitceted's Religion (T): 1d20 + 4 ⇒ (19) + 4 = 23
Kya and Nanoc recognize this as an ablution chamber, used to ritually wash before entering a sacred space.
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In the second side chamber, three rows of wooden hooks protrude from the stone walls in a line around the perimeter of this side chamber, one row at three feet above the ground, one at five, and one at nine. A smooth and well-worn black wood bench is in the chamber's center. It’s old, but sturdy and comfortable.
Kya Mossfoot's Society (T): 1d20 + 4 ⇒ (16) + 4 = 20
Scuttlesnarp's Society (T): 1d20 + 3 ⇒ (12) + 3 = 15
Drakmak's Society (T): 1d20 + 7 ⇒ (17) + 7 = 24
Nanoc Evitceted's Society (T): 1d20 + 7 ⇒ (13) + 7 = 20
Kya, Drakmak, and Nanoc realize that this is a dressing chamber, which would have held clothes for creatures varying from Small to Large in size.
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The arch in the center of the room soars up fifteen feet wide and twenty-five feet tall. It’s constructed of a luminous crystal that sheds bright light.
Drakmak's Arcana (T): 1d20 + 7 ⇒ (19) + 7 = 26
Drakmak, who is always on the lookout for magical sources, notices the aura from the arch. He realizes the arch is a powerful artifact with a connection to another plane.
Ashasar, the Suli Druid, makes his way to the arch, impressed with Drakmak's findings, offers to take over the investigation of it.
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The final side chamber behind the arch is ovoid-shaped. The entrance to this ovoid chamber is only partially blocked by a circular stone door, which slides in and out of the wall. The red stone chamber is completely curved, with no angles or hard edges anywhere.
The chamber is empty, but as Adoril, Sid, and Scuttlesnarp enter this chamber, they see a large grey and blue container in the center, similar to a sarcophagus, constructed from metal and glass. Kya, Drakmak, and Nanco just see an empty chamber.
What do you all do at this point with the sarcophagus

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Adoril walks up to the container, slowly inspecting the exterior for any signs of religious symbolism or iconography. Religion, if anything seems relevant: 1d20 + 4 ⇒ (8) + 4 = 12
He'll attempt to look in if the glass is sufficiently transparent and report what he sees or if he cannot perceive anything. "Sid, Scuttlesnarp, what do you think this could be? And why can only we see it?"
Adoril will wait for his allies to make any investigations or communicate any theories they may have. "Perhaps we should look inside?" Adoril will prepare to open it if everyone agrees and they are ready.

PFS 2 GM ZD |

Sid and Adoril approach the sarcophagus, but can not see into it.

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Drakmak shrugs his shoulders as his companions talk of a sarcophagus, unseen by the half-orc. "Perhaps we should wash before we enter any of these places." He undresses and bathes in the cleansing waters, before returning to the final chamber, which he supposes to be a holy place.

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Scuttlesnarp imbibes his eagle-eye elixir and scurries over to the sarcophagus and gives it a once over for traps or doodads.
Perception (elixir; add +1 vs secret doors and traps): 1d20 + 6 + 1 ⇒ (12) + 6 + 1 = 19

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"We have what would be an ablution chamber here," Nanoc murmurs to himself while he points to the said chamber, "you know where you wash your feet to keep the place from being dirty; a hmmm..." he thinks hard as he now turns toward the next chamber."A dressing chamber perhaps? Given the wooden hooks where any one can hang apparels apparently." he adds.
He continues to walk and look, and behold an arch so high and wide catches his attention. It sheds bright light that makes him wonder. "What object would this be? Strange, but curious!" he says under his breath. He gets past to it and looks inside the red stone chamber just to be disappointed and find nothing.
"Meh. Empty. Nothing to note interesting. Void. There is nothing there. Not worth our time to search at it, don't you think?" he says to others with a sigh of disappointment. But Nanoc does not understand what Adoril is saying, also seeing him and Sid walking around and looking at a certain point in the space of the chamber, as if there is something there.
He raises an eyebrow with curiousity. "There is nothing in this chamber, you see," he says to Adoril. "What do you mean by 'Why can we only see it?' Who's we?" and asks him after. He is now more curious about the chamber than the arch behind them.

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"This sarcophagus looking thing. You truly can't see it Nanoc?" Adoril's arms are pointing in front of him. He's becoming more confused. "Does magic obscure it from your view? Sid, Scuttlesnarp, and I see a metal and glass sarcophagus or coffin. It's here plain as day!" Adoril walks in close to it and attempts to rap his knuckles on the metal and glass parts of the sarcophagus.
He's still willing to peak inside if anyone else would like to along with him.

PFS 2 GM ZD |

As Scuttlesnarp investigates the Sarcophagus, the box flickers and his mind is filled with a jumble of words “for,” “me,” “no,” “run,” and “wait”
It then disappears.
Drakmak's Arcana (T): 1d20 + 7 ⇒ (14) + 7 = 21
Drakmak believes the box was a temporal malfunction—the box exists in another time and shouldn’t have been visible at all.
The chamber’s massive exit door is made of pitch‑black stone. On the other side of the door (the side that faces the next room), there are six faintly glowing glyphs.
Alright, moving on to the next part. There are 5 potential areas you can go to. There are no hints provided in the scenario for what these are, so I am just going to roll randomly
randomness: 1d5 ⇒ 5
At the far end of this triangular chamber is a stairwell that rises into darkness, flanked by a pair of dull copper statues. A deep feminine voice calls out from up the stairs, “Felise? Is that you?” From the east wall, a glowing purple crack emanates an eerie baying.
As the party approaches the chamber’s center, the two statues begin to move, positioning themselves to attack the new intruders. The purple crack’s glow intensifies as the statues begin their advance, and the party feels time dilate, first slowing drastically, then speeding up. In a few moments, they witness all times at once, overlapping within this chamber. The statues crumble to dust, reform, then crumble again while countless souls move back and forth through the room.
The afterimages of all the people to have ever passed through this chamber overlap, creating the strange forms of fleshwarped creatures. As the fleshwarp entities form, time regulates. The statues remain broken in metal chunks.
These fleswarp entities attack.
Kya Mossfoot, Search: 1d20 + 7 ⇒ (19) + 7 = 26
Adoril, Search: 1d20 + 6 ⇒ (4) + 6 = 10
Sid Backburn, Search: 1d20 + 7 ⇒ (14) + 7 = 21
Scuttlesnarp, Search: 1d20 + 6 ⇒ (15) + 6 = 21
Drakmak, Detect Magic: 1d20 + 4 ⇒ (17) + 4 = 21
Nanoc Evitceted, Investigate: 1d20 ⇒ 17
1d20 + 4 ⇒ (15) + 4 = 191d20 + 4 ⇒ (11) + 4 = 151d20 + 4 ⇒ (6) + 4 = 10
Are on map 14 for this one
Dim Light
Round 1-Bold May Act
Kya
Sid
Scuttlesnarp
Drakmak
1
Nanoc
Adoril
2
3

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Kya covers her face with her hands, feeling overwhelmed and disoriented by the rapidly changing scene in front of her. When she finally drops her hands again, she sees the fleshwarps advancing toward them, looking very unfriendly. She takes a deep breath and murmurs quietly to herself. "Goddess protect us."
She casts a spell and both Scuttlesnarp and the fleshwarp directly in front of them briefly glow blue. Immediately afterward, she calls a shield and a translucent shimmering silver shield appears in front of her. It's quite beautiful.
Forbidding ward on Scuttlesnarp and Enemy 1 and shield.

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Sid starts looking nauseous at the swarm of people.
"This is awful"
Once things stabilize slightly, he steps forward and casts flames forth. "Fix time with fire?"
Burning Hands on all three, DC17 2d6+1 damage

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His mind confused as he looks around blinking at the time as it passes, wondering at the statues as they approach before they collapse. What does it mean, time in this place is meeting here and getting confused! And so am I!!! He pulls himself together as three creatures start to move towards them, "Let me think...." Recall Knowledge Then with any knowledge gleaned he casts a spell to hopefully injure 1 or 2 or the aggressors.
◆ - Recall Knowledge
◆◆ - Drakmak casts electric arc (1&2), electricity damage 1d4 + 3 ⇒ (1) + 3 = 4 - Basic Reflex Save DC=17
◆◆ - , Drakmak casts produce flame at 1, 1d20 + 7 ⇒ (13) + 7 = 20 fire damage 1d4 + 3 ⇒ (4) + 3 = 7

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Scuttlesnarp hugs the wall and darts into the corner for protection, drawing crooked rusty weapons as he goes.
◆ Interact (draw rapier), ◆ Interact (draw dagger), ◆ Stride
@GM: Now that hostiles have appeared, Scuttlesnarp is changing his default exploration activity to Avoid Notice rather than Search.

PFS 2 GM ZD |

Sid moves in and unleashes an inferno.
1: 1d20 ⇒ 20 Critical Success
2: 1d20 ⇒ 13 Success
3: 1d20 ⇒ 14 Success
damage: 2d6 + 1 ⇒ (5, 3) + 1 = 9
Drakmak's Occultism (T): 1d20 + 7 ⇒ (4) + 7 = 11
Drakmak is not able to recall anything about these strange creatures. It was an occultism check though
reflex 1: 1d20 ⇒ 15 Success
reflex 2: 1d20 ⇒ 4 Fail
He manages to zap both targets.
Scuttlesnarp gets into position.
Dim Light
Round 1-Bold May Act
Kya
Sid
Scuttlesnarp
Drakmak
1
Nanoc
Adoril
2
3
1: 18/20
2: 12/20
3: 16/20

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Nanoc is mesmerized with the scenery they are into. Time flies slow, then it becomes fast. He seems that they are shown with the history of the place, overlapping with the present and the future.
"Ah! An interwoven fabric of space and time! The past, present and future are indeed one!" he exclaims. And he comes back to his senses after all that happened, wondering if what he saw were real. Three creatures materializes in front of them in the dim light of the chamber. He sees them to be hostile and therefore Nanoc assesses Creature 2 for weaknesses. He hits it with an arrow using his shortbow.
Flat check: 1d20 ⇒ 11
Devise a Stratagem: 1d20 ⇒ 16
Shortbow Attack, Strategic Strike: 16 + 7 = 23
Shortbow Damage, Strategic Strike: 1d6 ⇒ 5 piercing damage plus 1d6 ⇒ 6 precision damage
(Double piercing damage if crit plus precision damage, plus Deadly Damage: 1d10 ⇒ 7 piercing damage)
◆ Devise a Stratagem
◆ Interact to get shortbow
◆ Strike

PFS 2 GM ZD |

Nanoc drills an arrow into one of the creatures. It takes it and remains upright.
Dim Light
Round 1-Bold May Act
Kya
Sid
Scuttlesnarp
Drakmak
1
Nanoc
Adoril
2
3
1: 18/20
2: 1/20
3: 16/20

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Overwhelmed, Adoril pinches his eyes shut for a moment. Hearing the sounds of battle he opens them again and rushes forward to meet the threat. "Erastil guide my hand!"
◆ Interact (draw guisarme)
◆ Stride
◆ Strike at Creature 2: 1d20 + 7 ⇒ (10) + 7 = 17
Guisarme damage: 1d10 + 4 ⇒ (10) + 4 = 14

PFS 2 GM ZD |

Adoril strike down the first of the abominations.
3 unleashes a horrible wail targeting Adoril.
wail: 1d20 + 7 ⇒ (9) + 7 = 161d4 ⇒ 1
It misses and approaches the paladin and lashes out with mangled claws.
claws + MAP: 1d20 + 7 - 4 ⇒ (1) + 7 - 4 = 41d6 + 3 ⇒ (4) + 3 = 7
The paladin fends that one off as well.
Dim Light
Round 1-Bold May Act
Kya
Sid
Scuttlesnarp
Drakmak
1
Nanoc
Adoril
3

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Drakmak his brow furrowed exclaims, "Careful, these creatures are rare or at least I don't know much about them. But it looks as though your prowess in combat is powerful, carry on the good work my friends." the orc then sends another batch of electricity at the things, before creating a magical shield around himself.
◆◆ - Drakmak casts electric arc (1&3), electricity damage 1d4 + 3 ⇒ (1) + 3 = 4 - Basic Reflex Save DC=17
◆ - Drakmak casts shield

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Scuttlesnarp darts past the nearest creature and lashes out with his weapons as Adoril draws its attention.
◆ Stride, ◆ Strike (#1), ◆ Strike (#1)
Rapier #1 (flank): 1d20 + 7 + 2 ⇒ (19) + 7 + 2 = 28
Damage (P; sneak attack): 1d6 + 4 + 1d6 ⇒ (5) + 4 + (1) = 10
Dagger #2 (flank, agile): 1d20 + 7 + 2 - 4 ⇒ (16) + 7 + 2 - 4 = 21
Damage (S; sneak attack): 1d4 + 4 + 1d6 ⇒ (2) + 4 + (1) = 7

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Kya stays against the wall where she is protected. Seeing that the others seem to avoiding the creatures' attacks, she switches tactics and casts Guidance three times - on Adoril, Sid, and Scuttlesnarp.
◆ for each casting.

PFS 2 GM ZD |

1: 1d20 ⇒ 7 Fail
3: 1d20 ⇒ 14 Success
Drakmak zaps two.
Sid's flame misses.
Scuttlesnarp takes out the first in one hit. He then strides into a flanking position. Changed your third action to another stride
Dim Light
Round 2-Bold May Act
Kya
Sid
Scuttlesnarp
Drakmak
Nanoc
Adoril
3
3: 14/20

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Flat check: 1d20 ⇒ 15
He looks to the last creature standing and beholds at its features for weaknesses despite the dim light of the chamber they are into.
Devise a Stratagem: 1d20 ⇒ 10
He aims for what he seems the head of the fleshwarped creature. He strikes with his shortbow twice.
Shortbow Attack, Strategic Strike: 10 + 7 = 17
Shortbow Damage, Strategic Strike: 1d6 ⇒ 1 piercing damage plus 1d6 ⇒ 6 precision damage
Shortbow Attack, MAP: 1d20 + 1 ⇒ (17) + 1 = 18
Shortbow Damage: 1d6 ⇒ 3 piercing damage
◆ Devise a Stratagem
◆ Strike
◆ Strike

PFS 2 GM ZD |

Nanoc manages to take down the final creature.
Out of Combat
As the final creature falls the rift shuts and leaves the room in darkness.
As you examine the crumbled statues you identify the substance as orichalcum, an incredibly rare sky metal that has time-related magical properties.

PFS 2 GM ZD |

I do not think we took any damage, so takes some time to refocus if need be
next encounter: 1d4 ⇒ 3
The archways leading into the next chamber have been barricaded with mounds of junk, rock, and other debris. Voices mutter on the other side.
Kya Mossfoot's Perception (T): 1d20 + 7 ⇒ (18) + 7 = 25
Adoril's Perception (T): 1d20 + 6 ⇒ (17) + 6 = 23
Sid Backburn's Perception (T): 1d20 + 7 ⇒ (12) + 7 = 19
As the PC's enter this room and move towards the northern door, North is up, Kya and Adoril notice a trap designed to launch junk at them. As you draw near, the voices stop.

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Adoril puts a finger up to his lips in a shushing motion and cautiously moves just in front of the trap, guisarme still drawn. He points down at the trap while looking back at the rest of the party. Adoril assumes a battle ready stance.

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No need to refocus for Scuttlesnarp, but he’s happy to look around while others get their bearings.
Crafting: 1d20 + 3 ⇒ (5) + 3 = 8
Scuttlesnarp quickly translates the Draconic mutterings, keeping his voice low. ”Strangers say monster dog chased them here and out of maze. Might be Pathfinder maze, yes yes?”
When Adoril points out the trap, Scuttlesnarp whips out his thief’s tools and sets to work disarming it.
Thievery: 1d20 + 7 ⇒ (16) + 7 = 23
Stealth: 1d20 + 7 ⇒ (10) + 7 = 17

PFS 2 GM ZD |

Scuttlesnarp successfully disarms the trap.
From the other side of the door, something shouts at the PC's in draconic.