Nanoc Evitceted |
Nanoc tries to attune himself with the Eternity Arch.
Fortitude Save vs DC 16: 1d20 + 4 - 1 ⇒ (3) + 4 - 1 = 6 (Critical Failure, from Clumsy 1 to Clumsy 3)
He tries again.
Fortitude Save vs DC 16: 1d20 + 4 - 1 ⇒ (9) + 4 - 1 = 12 (Failure)
He tries again, but he is more anxious now of what will happen if he is not able to attune himself with the arc. Will he be left behind? Will he be stuck in the timeless time? Will he be gone in a wink of an eye? He never knows.
Fortitude Save vs DC 16: 1d20 + 4 - 1 ⇒ (4) + 4 - 1 = 7
Maybe he is thinking too much. Maybe something bothers him? He is not sure.
”Why I can't attune myself? Is this normal? I am worried I would be magically brought or something in a different time. Help.” he says worriedly but still maintains his physical contact with the arch.
Adoril the Younger |
A quick prayer to Erastil while Adoril attempts to manipulate the arch.
Religion with penalty: 1d20 + 4 - 1 ⇒ (11) + 4 - 1 = 14
PFS 2 GM ZD |
Drakmak manages to manipulate the energies surrounding the arches. Sid, Adroil, and Scuttlesnarp struggle, but manage to stay attuned. Nanoc still cannot attune himself to the arch.
1/12 success.
Everyone may act for round 3.
Kya Mossfoot |
I am back from my trip. Do you want me to roll for the rounds that I missed?
Kya takes a deep breath and tentatively places her hand on the arch. She makes a conscious effort to tune out everything else around her and only focus on the arch. Energy surges into her and she has to fight her instinct to pull away from this strange and powerful artifact.
Will save: 1d20 + 9 ⇒ (13) + 9 = 22
Mental damage: 2d4 ⇒ (4, 1) = 5 Half damage = 3 (I think?)
Fortitude save: 1d20 + 4 ⇒ (14) + 4 = 18
I don't think I can attempt to manipulate it until next round, unless we want to make this her first round action, giving her two more turns.
GM Dennis |
**HOUSE GM ANNOUNCEMENT**
“Done!” Heraxia shouts. “Get out of here before—” Heraxia’s words are cut off as she disappears completely, shuddering back into existence a few moments later with a tear-streaked face. Looking confused, she shakes her head, then eyes the vault door with determination. “Seal me inside the vault, then go!”
As the surviving Pathfinders flee through into the Maze of the Open Road, Venture-Captain Armeline and Eando Kline hurry to the vault door, dragging it shut and sealing Heraxia inside the ovoid chamber.
Pathfinders gather inside the Maze of the Open Road, bloodied but alive. As time passes, nervousness flutters through the crowd. Suddenly, Armeline and Eando tumble into the Maze, panting from exertion. “It’s done,” Eando grunts.
“Wait,” Armeline interjects. “We need to give her time to leave...” After a few minutes, Armeline steps through the portal that led to Akiton. She returns moments later, smiling. “It worked! The Maze of the Open Road is repaired. We did it!”
A cheer goes up among the Pathfinders.
“It’s time to go home.”
---------
The surviving Pathfinders travel through the Maze of the Open Road, back to Woodsedge Lodge. As medics tend the wounded and fresh food circulates among the returning heroes, Venture-Captain Armeline Jirneau takes the podium. “Congratulations, Pathfinders! Each and every one of you has performed exceptionally, showing bravery in the face of danger and teamwork throughout uncertain, desperate, and—let’s face it—downright strange events. You should be proud of yourselves.
“On behalf of myself, Heraxia, and the Pathfinder Society, thank you for your efforts. I can’t tell you what will happen with Heraxia and Felise, but your deeds here today will echo into an unknowably distant future. And as for the present, well, I’m sure everyone back at the Grand Lodge will be eager to hear the tales of what you have accomplished here today.”
That concludes the adventure! Thanks for playing, everyone, and especially all the Table GMs whose hard work made this event possible.