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Reflex save: 1d20 + 3 ⇒ (20) + 3 = 23
That's 5 damage I think so I'm still up I then, I'll also be using Desperate Prayer as a free action like I've been forgetting to. It gives back a FP
"Erastil preserve me!"
Adoril's prayer fills him with energy which he uses to heal his wounds.
◆Lay on Hands self for +6 hp
◆Interact with Guisarme
◆Strike changeling: 1d20 + 7 ⇒ (15) + 7 = 22
Damage: 1d10 + 4 ⇒ (9) + 4 = 13

PFS 2 GM ZD |

fort: 1d20 ⇒ 19
The female dodges most of the tendrils.
She is unable to dodge the blade of Adoril. She goes down.
Out of Combat
Examining the rift.
The voice emanates from a glowing purple crack in the ice walls. The rift grows slowly, the energy becoming more violent as time goes by.
To close the rift it will take an Arcana, Nature, Occultism, or Religion

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Arcana 1d20 + 7 ⇒ (3) + 7 = 10
Drakmak congratulates Adoril and Scuttlesnarp on their fighting ability, being able to take their adversaries down, as he asks if they have been able to search the woman for any useful trinkets.
He studies the rift, but just shrugs and says "This magic is something I've not seen before, very complex pattern. I just don't understand it."
He staggers as his bruised and battered body moves across the snow, "If any can treat my wounds. I would be grateful."

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Kya rushes over to Drakmak. "Yes, yes. Sit down! Don't worry about that thing right now." She hand waves dismissively in the general direction of the rift.
Nature (treat wounds): 1d20 + 7 + 2 ⇒ (3) + 7 + 2 = 12 (+2 skill bonus from mustering in the beginning)
After a few minutes, Kya shakes her head and frowns. "This burn is bad. I am not sure I have the skill to treat it. I am sorry. I could call upon Shelyn's aid, but I need to be careful that I don't ask too much of her."

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Nanoc excitedly goes toward the glowing purple crack.
"I think I know that, I think I know that! Wait for me!" he says as he runs toward it.
Arcana: 1d20 + 7 ⇒ (6) + 7 = 13
"That is a... hmmm. It seems familiar but why I do not know." he disappointingly says.

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Kya looks up in alarm as Nanoc sprints toward the rift. "Wait! What are you doing?! She relaxed somewhat as he slows down and shows no inclination to enter the crack.
She then turns to her own injuries and tends to those as best she can, noting that she seems to have less severe burns than Drakmak.
Treat Wounds (Kya): 1d20 + 7 ⇒ (10) + 7 = 17
2d8 ⇒ (2, 3) = 5

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Scuttlesnarp looks at the rift for a second. ”…nope. Scuttlesnarp not knowing strange magics. Other Pathfinders must close magic door, Scuttlesnarp watch for more cranky ladies.”

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Drakmak turns to Kya, "Thanks for trying, I'll just have to be careful until I patch up." he smiles at Kya, though the pain of the burns is all to clear. "You are right to save your god's power, until it's needed in the heat of troubles. This place sure is strange, I just wish I could understand what's going on...." his voice trails ..
His shoulders slump as he wonders how best to help his fellow Pathfinders.
When you roll a 20 on a save or roll to hit, you get get one better than the result, so a success becomes a critical success, a failure becomes a success etc.. So you would take no damage from the
Likewise with a roll of 1, you get one worse than the result, so a failure becomes a critical failure, a success becomes a failure etc.
As an aside, Drakmak has 1 or 2 castings of Magic Weapon, if in future battles it might be useful, just let me know.

PFS 2 GM ZD |

Moving on to the next encounter. Heal up and post when ready
1d3 ⇒ 1
Eando Kline, leader of the Vigilant Seal faction, paces with worry. “We dispatched scouts to the east, but we haven’t heard from them yet. Go check it out. See if they need help!”
As you turn the corner it opens up into a large circular room. You see a trio of undead snacking on bodies of Pathfinder Agents.
Kya Mossfoot, Search: 1d20 + 7 ⇒ (7) + 7 = 14
Adoril, Search: 1d20 + 6 ⇒ (9) + 6 = 15
Sid Backburn, Search: 1d20 + 7 ⇒ (3) + 7 = 10
Scuttlesnarp, Avoid Notice: 1d20 + 7 ⇒ (14) + 7 = 21
Drakmak, Detect Magic: 1d20 + 4 ⇒ (11) + 4 = 15
Nanoc Evitceted, Investigate: 1d20 + 6 ⇒ (5) + 6 = 11
3d20 ⇒ (20, 19, 15) = 54
The bad guys are up first, so I'll assume everyone is up to full health
Each of the undead approach the party.
Everyone may act.

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Scuttlesnarp scurries under the approaching monster, stabbing with his rapier as a distraction for an underhanded dagger attack.
◆ Tumble Through (25 feet total), ◆◆ Twin Feint vs #1
Acrobatics vs Reflex DC: 1d20 + 7 ⇒ (16) + 7 = 23 Assuming that's a success.
Strike #1 (rapier): 1d20 + 7 ⇒ (7) + 7 = 14
Damage (piercing): 1d6 + 4 ⇒ (4) + 4 = 8
Strike #2 (dagger, agile, flat-footed): 1d20 + 7 - 4 ⇒ (20) + 7 - 4 = 23
Damage (slashing, sneak): 1d4 + 4 + 1d6 ⇒ (3) + 4 + (3) = 10

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"Yuck!" Nanoc almost vomits when he sees the undead feasting on the dead bodies. He examines the one (#3) directly he faces.
◆ Devise a Stratagem
Devise a Stratagem vs #3: 1d20 ⇒ 11
"You better watch out, and better not cry, you ugly!"
◆ Strategic Strike with Shortbow
Shortbow Attack vs #3 AC ???: 11 + 7 = 18
Shortbow Damage: 1d6 ⇒ 5 piercing damage plus 1d6 ⇒ 6 precision damage
He send another to it and exclaims, "And this one is for our Pathfinder friend you are feasting!"
◆ Strike with Shortbow
Shortbow Attack vs #3 AC ???, MAP: 1d20 + 1 ⇒ (10) + 1 = 11
Shortbow Damage: 1d6 ⇒ 3 piercing damage

PFS 2 GM ZD |

Scuttlesnarp moves in and does a sliding twin take down, eviscerating the first undead.
Nanoc's first shot hits, dealing additional damage.
Kya, Drakmak, Sid, and Adoril may act
#3: 8/20

PFS 2 GM ZD |

Whoops failed to mention we are on slide # 15 for this encounter.

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Adoril lets out a battle cry and rushes forward.
◆Stride
◆Trip #2, vs Reflex DC: 1d20 + 7 ⇒ (20) + 7 = 27 Trip critical success damage: 1d6 ⇒ 2
◆Strike #2, MAP: 1d20 + 2 ⇒ (8) + 2 = 10
Damage: 1d10 + 4 ⇒ (10) + 4 = 14
"Hit this one while it's down!"

PFS 2 GM ZD |

Sid's flame hits #3, ending its rein of terror, before it begins.
Adoril moves in and trips the undead, hard. He attempts to drive his weapon down, but finds the hard floor.
Kya and Drakmak may act
#2: 18/20

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Drakmak follows Sid's lead and steps forward and sends a flame at sends flame at the last ghastly undead creature.
◆ - Stride
◆◆ - Cast Produce Flame 1d20 + 7 ⇒ (12) + 7 = 19 for 1d4 + 3 ⇒ (1) + 3 = 4 damage

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**HOUSE GM ANNOUNCEMENT**
”Great job, Pathfinders! We’ve cleared the dangerous predators out of the ruins!”
Table GMs, the Predators Destroyed condition on page 17 is now in effect.

PFS 2 GM ZD |

Drakmak sends a flame of his own and hits the undead.
no one is injured, so will delay Kya
The undead stands and attempts to attack Adoril.
jaws: 1d20 + 9 ⇒ (4) + 9 = 131d6 + 1 ⇒ (6) + 1 = 7 Miss
claw: 1d20 + 9 - 4 ⇒ (17) + 9 - 4 = 221d4 + 1 ⇒ (3) + 1 = 4 Hit
DC 15 Fort Save or you are paralyzed. You can attempt a new save at the end of each of your turns. The DC drops by one each turn to end
Everyone may act
#2: 4/20

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Scuttlesnarp flicks rotting guts off his dagger, then scampers around the far side of the next undead and tries to repeat his deadly success.
◆ Stride, ◆◆ Twin Feint vs #3
Strike #1 (rapier): 1d20 + 7 ⇒ (14) + 7 = 21
Damage (piercing): 1d6 + 4 ⇒ (5) + 4 = 9
Strike #2 (dagger, agile, flat-footed): 1d20 + 7 - 4 ⇒ (10) + 7 - 4 = 13
Damage (slashing, sneak): 1d4 + 4 + 1d6 ⇒ (3) + 4 + (2) = 9

PFS 2 GM ZD |

Scuttlesnarp moves in and finishes off the prone undead.
When the PCs defeat the ghouls, they can inspect the bodies in the tunnels. One of the Pathfinders is still barely alive, and the PCs can bring him back to the Pathfinders’ camp to begin recovering from his ordeal.
Will give you all 20 minutes in game time to heal up. Adoril's paralysis will resolve itself within that time.

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It hasn't been an hour yet, has it? She can try a treat wounds on Scuttlesnarp, if he wants one.
Treat wounds Scuttlesnarp: 1d20 + 7 ⇒ (3) + 7 = 10
Kya shakes her head in frustration. "I am sorry. Doing this in the field is harder than I thought...Let me see to you, Sir Adoril. Perhaps I will have some luck with your injuries."
Treat wounds Adoril: 1d20 + 7 ⇒ (10) + 7 = 17
2d8 ⇒ (6, 8) = 14
She fusses over Adoril for several minutes before rocking back on her heels and admiring her work. "I do think that's better! How do you feel?" She looks up at him expectantly.

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"Bah! Scuttlesnarp doesn't need namby pamby halffoot medicines. Scuttlesnarp is too quick for lazy monsters. Fire cannot hurt Scuttlesnarp's dragon skin!"
Scuttlesnarp helps to drag the injured Pathfinder back to base, muttering vengefully about how Adoril got himself paralyzed on purpose to avoid doing any heavy lifting.
Despite his antagonistic RP, Scuttlesnarp is happy to accept any attempted healing. Fine with waiting, I think I still have at least a half hour left on the elixir.

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Adoril tries to walk off the lingering effects of the paralysis.
"I'm doing much better thank you. Fingers and toes still have a tingling sensation though."

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”Whew! That was quick.” Nanoc says as he moves toward the feasted bodies of Pathfinders to look for clues related to their mission.
Perception +6
”I hope the one rescued could recall and share what happened back there. Unfortunate for the others, may their soul rest in peace.”

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Drakmak takes take keepsakes from the fallen Pathfinders, in the hope they can identify them and send their trinkets back to their nearest and dearest.

PFS 2 GM ZD |

Predators Destroyed: The party becomes accustomed to fighting on ice. During the next encounter, they ignore difficult terrain and uneven ground.
@Kya, depends on who it was you treated wounds for and how many encounters ago it was. Each encounter, except for the most recent one, had 10 minute downtime in between.
Which happens to be our next encounter.
Frost-tinged stone gives way to slick ice tunnels and snow-filled passages as the Pathfinders forge forward. Nearby, Venture-Captain Armeline Jirneau holds up a hand for silence. A few moments later she whispers, “I heard something. Footsteps and muffled voices. Be careful.”
As you make your way through the tunnels, you come across an open chamber with a natural platform. On top of it are two figures that are akin to ratfolk and a strange creature with the body of a snow leopard, face of a bear and antlers.
The notice you approach. They seem unfriendly to you at the moment.
For this encounter, combat can be avoided if you build a rapport with them. To effectively communicate, each PC can attempt a single Deception, Diplomacy, Performance, or Society check. The goal here is to get enough rapport points equal to half the number of PCs

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Scuttlesnarp clangs his weapons together and bares his teeth. "Scurry off, strange critters! Scuttlesnarp and Pathfinders mean no harm, but have spilled blood when attacked by nasty undead and fire bubbles. Seems best if everyone keeps to their own businesses, yes yes?"
Diplomacy: 1d20 + 5 ⇒ (7) + 5 = 12

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Adoril stands with one hand gripping his guisarme and one held out in greetings.
"Hello over there. We are Pathfinders on a mission. We need to get by this area in order to continue. We're have no quarrel with you and desire no violence. May we please pass in peace?"
Adoril gives a slight bow.
If I can cash in that +2 from the preparatory missions, I'd like to do it here.
Diplomacy: 1d20 + 6 ⇒ (6) + 6 = 12

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Society: 1d20 + 7 ⇒ (4) + 7 = 11
"We're not going to hurt you. I recognize that you are a ratfolk. And you, strange creature with the body of a snow leopard, face of a bear and antlers, I know you can do better than fighting us." Nanoc says as he tries to make things calm and all.

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Society 1d20 + 7 ⇒ (12) + 7 = 19
"Apologies for intruding on your realm, but we seem to be a bit lost. I'm sorry if by doing that we have caused you offence, but rest assured if you are interested, I am willing to make you fine jewellery, if that would impress your companions."

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**HOUSE GM ANNOUNCEMENT**
”Thanks to your hard work, we’ve secured an alliance with the locals!”
Table GMs, the Local Alliance condition is in effect.

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Diplomacy: 1d20 + 5 ⇒ (5) + 5 = 10
"We don't want to hurt you. And, you, Snow Leopard Bear Elk are beautiful! Yes, perhaps you could tell us about your world here?"
She spreads her hand in front of her, but perhaps a little less confidently than last time, given that their efforts at diplomacy had no effect.

PFS 2 GM ZD |

Local Alliance: New allies share their knowledge of the region with the Pathfinders, allowing the Pathfinders to get the jump on their enemies. At the beginning of the next encounter, all enemies are flat-footed to the Pathfinders for 1 round.
Just succeeded.
At this point we are going to wait. The next part starts on the 10th
If the PCs establish peaceful communication with Cog and Fipp, they introduce themselves and share their history. The come from Akiton’s northern Winterlands and have traveled halfway around the planet to get here. In her dreams, Fipp sees visions of a strange arch pulsing with power within these ancient ruins. Fipp doesn’t know anything about the ruins, but she knows the Eternity Arch is an incredibly powerful object, capable of at least sending minds through the vast gulf of time, although their bodies are left behind as empty husks that soon die. She’s terrified of the Eternity Arch and wants her visions to stop so she can go home.

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**HOUSE GM ANNOUNCEMENT**
“Abnormal presences have been detected! The focus is close! Rendezvous at the glacial cave, Pathfinders!”
Table GMs, this is your 1-day warning.

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**HOUSE GM ANNOUNCEMENT**
“We’ve sealed the time rift! Excellent work, Pathfinders!”
Table GMs, the Time Rift Sealed condition is now in effect.

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Kya shudders. "That sounds terrible. Do you know where this arch is? That must be what is creating the disturbance." She chews on her bottom lip fretfully.
What have I gotten myself into? I just thought I'd be healing people in fights with monsters. This Eternity Arch sounds way scarier than a monster! Out loud, she murmurs, "Qi Zhong protect us." and runs her fingers over the bracelet on her wrist.

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**HOUSE GM ANNOUNCEMENT**
Venture-Captain Armeline Jirneau gathers the Pathfinders in the remains of a shattered chamber, beneath a starry night sky. “Congratulations on making it this far! You’ve all earned a break. Let’s set up camp. We’ll pick up the focus’s trail tomorrow.”
Before the Pathfinders scatter, Urwal interjects. “Look at the stars. Take it in. You’ll never see a sky like this again. The stars tell us we’re on Akiton, fourth planet from the sun.” He points at a blue dot in the distance. “That’s Golarion. Savor the sky. It’s breathtaking.”
-----
After a night’s rest, Venture-Captain Jirneau gathers the Pathfinders together once more, just as Ashasar and a team of scouts stride into camp. “We’ve found the focus. It’s beyond a time rift far stronger than any we’ve yet encountered.”
“You heard him!” Armeline shouts. “We’ve got some reality to repair. Let’s move.”
Table GMs, please begin Event #1

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**HOUSE GM ANNOUNCEMENT**
“Pathfinders, we’ve discovered a lost cache. Supplies incoming!”
Came in just under the wire :) Table GMs, the Supplies Discovered condition is now in effect.

PFS 2 GM ZD |

Time Rift Sealed: The party is filled with residual temporal energy from the time rift. During the next encounter, they are quickened 1.
Supplies Discovered: Couriers dispatch the useful equipment discovered in the ruins to the Pathfinders. Each PC can select one consumable they’ve used this mission; they gain one additional consumable of the same kind and level.
Everyone is restored back to full hit points and regain all daily features as usual when getting a nights rest.
Dozens of jagged tears in reality cut through the terrain, forming a glowing purple barrier that blocks further passage. Howls, snarls, and voices displaced through time issue from the rifts, and movement is visible within. Ashasar and Venture‑Captain Armeline Jirneau spread the Pathfinders out, then reach out with hands, magic, and mind. “Now! Seal the rift!”
The Pathfinders must work together to seal their assigned time rift. Each PC can attempt skill check.
•The PCs can attempt an Arcana check to wield magical forces.
• The PCs can attempt a Diplomacy check to encourage fellow Pathfinders to greater heights.
• The PCs can attempt a Nature check to control primal magic.
• The PCs can attempt an Occultism check to understand the nature of the time rift and the Dimension of Time.
• The PCs can attempt a Performance check to emulate other skilled Pathfinders.
• The PCs can attempt a Religion check to call upon the blessing of a deity.
• The PCs can attempt a Survival check to find supplemental components to help close the rift.
• The PCs can attempt a Thievery check to detect weakness in the time rift’s defenses.
• The PCs can attempt an applicable Lore check to assist as well; the form this assistance takes depends upon the specific Lore skill.
There is actually a good chance you will not be able to seal it in one round. So in the interest of saving time, if you would like to try second skill check you may. But, you will also need to make a fortitude check as the rift begins to lash out at you with cold energy.
Example
arcana-first check: 1d20 + 10 ⇒ (13) + 10 = 23
arcana-second check: 1d20 + 10 ⇒ (14) + 10 = 24
fort save: 1d20 + 5 ⇒ (11) + 5 = 16

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Sid screams back at the angry rifts, wrapping himself in the energy of the land.
Nature-First: 1d20 + 7 ⇒ (12) + 7 = 19
Nature-Second: 1d20 + 7 ⇒ (16) + 7 = 23
Fort Save: 1d20 + 4 ⇒ (11) + 4 = 15

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Nanoc tries to understand the nature of the time rift and thinks what he know about the Dimension of Time.
"This is amazing! One of a kind. How I wish I could travel through one of these. Well, with the functional one, of course. I don't rip my body and soul apart as I wander to the depths of time." he chatters to one of the Pathfinders beside him.
First check: Occultism check: 1d20 + 7 ⇒ (12) + 7 = 19
Second check: Occultism check: 1d20 + 7 ⇒ (6) + 7 = 13
Fortitude Save: 1d20 + 4 ⇒ (1) + 4 = 5

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"Come on everyone! Concentrate! Give it your all, we can do this!" Adoril shouts words of encouragement to the party before praying for help.
Diplomacy first: 1d20 + 6 ⇒ (18) + 6 = 24
Religion second: 1d20 + 4 ⇒ (8) + 4 = 12
Fort save: 1d20 + 6 ⇒ (17) + 6 = 23

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"Swirling magics, a vortex of time and space, there is always a weakness with." the artisan says as he studies the Rift.
arcana-first check: 1d20 + 7 ⇒ (6) + 7 = 13
arcana-second check: 1d20 + 7 ⇒ (17) + 7 = 24
fort save: 1d20 + 5 ⇒ (16) + 5 = 21

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Scuttlesnarp restores his lesser eagle-eye elixir.
Scuttlesnarp sets to work chipping away at the technomagical rift.
Thievery first): 1d20 + 7 ⇒ (15) + 7 = 22
Diplomacy second: 1d20 + 5 ⇒ (17) + 5 = 22
Fortitude save (scenario reward): 1d20 + 5 + 1 ⇒ (1) + 5 + 1 = 7 Oof, wishing I had a hero point for that.

PFS 2 GM ZD |

So far we have 7 rift points. We need 12 to close the rift.
For those who attempted a second time, the rift lashes out at you dealing 1d8 ⇒ 6 cold damage. DC 15 Basic fortitude save
Each of you can attempt the 3rd check if you wish.

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Occultism Check: 1d20 + 7 ⇒ (18) + 7 = 25