
GM Hawthwile |

Then it is decided.
Heraxia nods gratefully and gestures at the metal and glass sarcophagus. "So, like I said, this is a stasis pod - um, a box that keeps whoever's inside it alive despite the passage of time. It's pretty damaged, and I could use a hand repairing it."
Each PC can pick two (2) checks from the following (two of the same check is acceptable):
- Crafting to repair
- Lore that would be applicable to directly repairing the pod
- *Arcana to decipher mechanisms
- *Medicine to decipher mechanisms
- *Thievery to decipher mechanisms
* = more difficult check
What do you do?

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Lakitai inspects the stasis pod, but doesn't feel absolutely confident to use it to repair it.
Arcana: 1d20 + 5 ⇒ (13) + 5 = 18
Crafting: 1d20 + 5 ⇒ (14) + 5 = 19

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"Bugtussle's assessment of his usefulness on this task seems to be pretty much on the mark," the leshy remarks after a long pause, staring hard at the stasis pod. "But Bugtussle will try his best anyway! Never give up! Never surrender!"
The leshy tries to recall the few bits of medical information rattling around in his brain...
Medicine #1 (Untrained): 1d20 + 1 ⇒ (9) + 1 = 10
Medicine #2 (Untrained): 1d20 + 1 ⇒ (19) + 1 = 20
...and has some wildly varying results.

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Are we assuming everyone has been healed?
Zekki is thoroughly excited to get her hands on this fascinating artifact and tries to be everywhere at once.
Crafting: 1d20 + 7 ⇒ (15) + 7 = 22
Crafting: 1d20 + 7 ⇒ (8) + 7 = 15

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Khaul nods to the group. "Ahh, I see the wisdom. Be no point in defendin if the portal nar be fixed.,"
He directs a glare at the arch and then takes out his hammer.
"Sometimes things just need a little <tap> in the right place.."
assurance in crafting for T10: 10 + 4 = 14
If that works, then I'll do it again, if not... then Khaul tries to get a bit more creative. And risky
crafting: 1d20 + 4 ⇒ (15) + 4 = 19

GM Hawthwile |

Heraxia surveys the freshly-patched pod with satisfaction. "Yes, I think that'll work just fine!"
Success!
Venture-Captain Armeline catches the group's attention, then gestures at the surrounding landscape. "This is a dangerous place, Pathfinders. Secure the perimeter. Let's keep trouble away as long as we can."
Each PC can pick two (2) checks from the following (two of the same check is acceptable):
- Nature to assess nearby threats
- Stealth to assess nearby threats
- Survival to assess nearby threats
- Lore that would be applicable to assessing nearby threats
- *Athletics to erect protective barricades
- *Crafting to erect protective barricades
* = more difficult check
What do you do?

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"On it! The enemy will never spot Bugtussle as he skulks about!"
The leshy moves off, attempting to blend into the shadows and otherwise stay out of sight as he watches for any signs of trouble...
Stealth #1: 1d20 + 6 ⇒ (11) + 6 = 17
Stealth #2: 1d20 + 6 ⇒ (8) + 6 = 14

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Zekki pulls on her studies of battles past to come up with ideas for defending the area.
Warfare Lore: 1d20 + 7 ⇒ (11) + 7 = 18
Warfare Lore: 1d20 + 7 ⇒ (15) + 7 = 22

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Bastian assists Zekki with thoughts of past battle. Warfare Lore: 1d20 + 5 ⇒ (3) + 5 = 8
Then he tries to do some Stealth: 1d20 + 4 ⇒ (3) + 4 = 7 to hide and assess threats.
I have angered the dice gods.

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"Zounds! How did you get stuck in a time loop?" Bugtussle asks as he stands and readies himself to get moving once more.
"I had just 'resigned' from the Runelord's army when Earthfall happened and she used potent magics to remove us from the proper timestream. We lived the same week again and again for millenia. I am lucky, though. I survived Earthfall and I got out."

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Khaul sets to work on the barricades to begin with.
assurance T10: 10 + 4 = 14
If that seems successful, he continues for a second 'round', otherwise..
He turns his mind to nearby threats,looking around for tracks that might give away things nearby...
survival: 1d20 + 6 ⇒ (3) + 6 = 9 Lets hope the crafting was okay

GM Hawthwile |

Verture-Captain Armeline frowns as she watches the group. "Why... don't you see if Heraxia needs some more help?" she suggests.
Just shy of a success unfortunately.
The dragon is happy to see the group again. "Oh, hello again! You're just in time!" She 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." She taps her snout thoughtfully. "The oval-shaped chamber at the back of the area should work. Ready? Lift on three!"
Each PC can pick two (2) checks from the following (two of the same check is acceptable):
- Acrobatics to move the pod
- Athletics to move the pod
- *Crafting to create an improvised tool
- *Survival to create an improvised tool
- *Lore that would be applicable to creating improvised tools
What do you do?

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Lakitai surveys the area to create an improvised tool.
Survival: 1d20 + 8 ⇒ (8) + 8 = 16
Afterwards, she goes working on moving the stasis pod, but felt her effort is less successful.
" This is harder than I thought."
Acrobatics: 1d20 + 6 ⇒ (7) + 6 = 13

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Zekki looks at the giant pod, at her hands, at the pod again, then sighs. She searches out some random pieces of metal and twine, kitbashing them into something that might help move it where Heraxia wants it.
Crafting: 1d20 + 7 ⇒ (20) + 7 = 27
Crafting: 1d20 + 7 ⇒ (17) + 7 = 24
Who knew you could build a forklift out of 2 slabs of wood and some rope?

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"Oh! Bugtussle is good at moving and lifting and doing it with grace," the leshy remarks as he bounces from foot to foot. "Here, Bugtussle will stand on the pod and roll it like a log!"
Acrobatics #1: 1d20 + 6 ⇒ (2) + 6 = 8
"Ow! Um...Bugtussle meant to do that. As practice. Now to do the thing for real!"
Acrobatics #2: 1d20 + 6 ⇒ (19) + 6 = 25
"Haha! Now we're in business!"

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**HOUSE GM ANNOUNCEMENT**
”That’s it, Pathfinders! The focus is almost in position!”
Table GMs, this is your 1-day (more like 20-hour, at this point) warning.

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Khaul huffs, and he puffs and he puts his shoulder to the archway....
athletics: 1d20 + 8 ⇒ (12) + 8 = 20
athletics: 1d20 + 8 ⇒ (20) + 8 = 28
"That thing is heavier than it looks... and it looks heavy."

GM Hawthwile |

Working together, the Pathfinders make it look easy to get the sarcophagus over to the arch. Heraxia grins joyfully. "Wonderful! Let me make a few last-minute adjustments..."
Success! Go ahead and take a moment to breathe and/or roleplay before we kick off the next section tomorrow.

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Zekki stretches and wiggles her fingers, trying to get feeling back into them. "Well, this has been a fascinating experience so far. I hope we can all get back home again once it's all done."

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Khaul flexes his shoulders a little. "Ughh. I'm glad we don't have to do that every day."
He offers a grin at Zekki "Laddie..Home is where fer family be.. It took me a long time to be realisin that meself."

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"So, whilst we have a little time, could you tell us about your homeworld and your life, please? We'd be happy to speak what we know of Golarion." Bastian politely asks their draconic friend.

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**HOUSE GM ANNOUNCEMENT**
The Eternity Arch pulses with energy as Heraxia and the Pathfinders congregate near it. Venture-Captain Armeline Jirneau calls for silence. “You’ve done well, Pathfinders, but our mission isn’t over yet. We have to send Heraxia home if we want to go home.”
“That’s right,” Heraxia cuts in. “I have a few more tweaks to make to the stasis pod. Then I need to attune to the Eternity Arch—it should only take a few minutes. Then I can climb in the stasis pod and ride the Eternity Arch home.”
“This is where it gets tricky,” Armeline continues. “Once Heraxia is sealed within the stasis pod, we’ll have moments to get back into the Maze of the Open Road. As soon as she leaves this time, the Eternity Arch’s connection to her will be severed and the Maze will realign—that means this path to the Maze will no longer exist. Anyone who doesn’t make it through will be stranded here, on this distant planet. It should go without saying that the chances of rescue are slim. I want all of our support staff to retreat to the Maze immediately. Bring what supplies you can. In the meantime—”
Armeline’s words are cut short by an eerie howl that issues from the Eternity Arch. Heraxia races back to her stasis pod. “The hounds are coming! We’re out of time!”
Armeline’s face hardens as she draws an alchemical bomb. “Steel yourselves, Pathfinders! We must protect Heraxia!”
Table GMs, please begin Part 4.

GM Hawthwile |

"Incoming!" Urwal shouts as purple glowing cracks in reality spread like spider webs across the chamber. Reality shifts and flickers wildly, leaving behind blurred afterimages of people from other times and places. The unstable reflections screech in confusion and surge forward, arms raised to attack.
Meanwhile, one of the cracks widens and tears open a massive time rift in the floor. Pathfinders leap out of the way, grasping at stone to avoid tumbling through time. "Help them!" Janira shouts. "Hurry!"
What should we do? Vote for either:
- Battle the Echoes
- Save the Pathfinders

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Khaul makes a move towards the echos.. standing between them and the scattering pathfinders...
Vote for battle!

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For one long moment, Bugtussle hesitates; he's not a leshy inclined to leave allies to fend for themselves...but then he nods and moves to stand with Khaul.
"Can't rescue others if we're under attack! Bugtussle will fight the echoes so others can help our allies!"
______________
Let's kick some butt!

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There are some echoes to redeem.
Bastian stands the other side of Bugtussle.
"We will hold the line! Save the Pathfinders!" he shouts to Janira.

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Zekki pulls out rope, then hesitates as her companions step towards the danger. She tosses the rope over her shoulder, then pulls out her crossbow, ready to do her part in the defense.

GM Hawthwile |

Then it is decided.
The Pathfinders charge into battle, freeing up other colleagues to help their fellow agents in peril!
Bugtussle: 1d20 + 4 ⇒ (14) + 4 = 18
Khaul: 1d20 + 6 ⇒ (10) + 6 = 16
Lakitai: 1d20 + 8 ⇒ (18) + 8 = 26
Trisha: 1d20 + 7 ⇒ (19) + 7 = 26
Zekki: 1d20 + 7 ⇒ (1) + 7 = 8
Echoes: 1d20 + 4 ⇒ (9) + 4 = 13
Having already experienced these rifts in time before, the Pathfinders find themselves moving more quickly than they are used to!
@Everyone - you are Quickened 1! There are no restrictions on what you can use this extra Action for (unlike a haste spell), so make the most of it!
TOO MANY EXCLAMATION MARKS!!
Round 1! Bold may act!
Lakitai (Quickened 1)
Trisha (Quickened 1)
Bugtussle (Quickened 1)
Khaul (Quickened 1)
Bastian (Quickened 1)
Echo 1
Echo 2
Echo 3
Zekki (Quickened 1)
Area Effects:
- All Pathfinders are Quickened 1
What do you do?

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Feeling fast, Bastian ◆ casts Shield, ◆ Strides to the closest echo,
◆ Trips the Echo then ◆ slams his War Flail into it!
Athletics, to trip, inc +1 from item: 1d20 + 8 ⇒ (1) + 8 = 9
War Flail +1 MAP: 1d20 + 3 ⇒ (13) + 3 = 161d10 + 3 ⇒ (8) + 3 = 11
If I have a hero point, I will use it.

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Khaul hesitates for a moment, unwilling to leave the rest of the group unprotected. But speed burns within him and he quickly crosses the floor to bring Torag's justice to the ghost on his left.
attack: 1d20 + 8 ⇒ (20) + 8 = 28
Crit!: 1d8 + 4 ⇒ (1) + 4 = 5 Bah... still 10. Keep forgetting which set of rules to use for crits in different systems.
◆ Raise shield
◆ Stride
◆ Stride
◆ Strike!

GM Hawthwile |

Lakitai isn't sure what these things are - but whatever they are, they're not natural!
Bastian Athletics Reroll: 1d20 + 8 ⇒ (5) + 8 = 13 (Feel free to roll your own rerolls if you know you want to use them!)
Bastian attempts to sweep the creature's legs out from under it, but it dodges away so he instead swings for its chest and is rewarded with a dry cracking sound. From the other side of the chamber, Khaul likewise lands a mighty blow!
Temporal Echoes
Round 1! Bold may act!
Lakitai (Quickened 1 - 3 actions remaining)
Trisha (Quickened 1)
Bugtussle (Quickened 1)
Khaul (Quickened 1)
Bastian (Quickened 1)
Echo 1 (-11)
Echo 2
Echo 3 (-10)
Zekki (Quickened 1)
Area Effects:
- All Pathfinders are Quickened 1
What do you do?

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Lakitai Keywhis sends an electric arc on 1. She steps to be closer to the pod, but keep a distance of her allies if those unnatural creatures have a surprise in theirs members.
>> Electric Arc
Reflex DC 18: 1d4 + 4 ⇒ (4) + 4 = 8
> Step

GM Hawthwile |

Echo 1 Reflex vs DC 18: 1d20 + 8 ⇒ (4) + 8 = 12
The echo shudders and twitches before blinking out of existence as suddenly as it had blinked in. Trisha's bolts clatter to the ground on the far side of the room.
Botting Bugtussle
Bugtussle heads for the far echo, little feet slapping against the stone floor before he leaps and punches with incredible speed!
Bugtussle Flurry of Blows vs #2: 1d20 + 6 ⇒ (5) + 6 = 11
Bludgeoning damage: 1d6 + 3 ⇒ (5) + 3 = 8
Bugtussle Flurry of Blows vs #2: 1d20 + 6 - 4 ⇒ (18) + 6 - 4 = 20
Bludgeoning damage: 1d6 + 3 ⇒ (3) + 3 = 6
Mission complete, the leshy retreats back towards his companions.
The echoes shudder, their forms distorting and wavering as if the creatures were passing through different timelines. The furthest one follows after Bugtussle and strikes back!
Echo #2 Fist vs Bugtussle AC 18: 1d20 + 6 ⇒ (15) + 6 = 21
Bludgeoning damage: 1d4 + 3 ⇒ (3) + 3 = 6
The other echo throws its head(s?) back and screams. Time and space ripple and bend around it, threatening to give Khaul a headache.
Mental damage: 1d10 ⇒ 9
Khaul Will: 1d20 + 8 ⇒ (11) + 8 = 19
The dwarf endures, but still feels his head throb a bit.
Temporal Echoes
Round 2! Bold may act!
Zekki (Quickened 1)
Lakitai (Quickened 1)
Trisha (Quickened 1)
Bugtussle (-6, Quickened 1)
Khaul (-4, Quickened 1)
Bastian (Quickened 1)
Echo 1 (-19)
Echo 2 (-6, Concealed (DC 5))
Echo 3 (-10, Concealed (DC 5))
Area Effects:
- All Pathfinders are Quickened 1
What do you do?

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Zekki shakes her head as she tries to remember if she's ever seen these types of creatures before.
Arcana: 1d20 + 7 ⇒ (12) + 7 = 19?
She glares at Echo 2...
Devise a Strategem: 1d20 ⇒ 13
And shoots...
xbow: 13 + 7 = 20 for damage: 1d8 + 1d6 ⇒ (8) + (6) = 14 (WOOT!)
then reloads her crossbow.
◆ Recall Knowledge
◆ Devise a Strategem
◆ Shoot
◆ Reload

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Khaul has mental resistance/1 from a boon. Didn't think it would actually ever come in handy.
Facing the echo in front of him, Khaul continues to keep his shield up.
"Just because you can scream, don't mean yer cannie bite as well." he reasons.
Quickly he applies the potency crystal to his hammer. Then be brings his hammer into position and swings
strike: 1d20 + 8 + 1 ⇒ (15) + 8 + 1 = 24
B damage: 2d8 + 4 ⇒ (8, 2) + 4 = 14
On the backswing he twists and tries for a second hit.
strike,MAP: 1d20 + 8 + 1 - 5 ⇒ (16) + 8 + 1 - 5 = 20
B damage: 2d8 + 4 ⇒ (7, 2) + 4 = 13
If it is still up, I'm quaking, and will swing a third time. If not, Khaul heads toward the last remaining Echo. Not doing map move as too much unknown..
strike,MAP: 1d20 + 8 + 1 - 5 - 5 ⇒ (17) + 8 + 1 - 5 - 5 = 16
B damage: 2d8 + 4 ⇒ (4, 2) + 4 = 10
Free Action : apply crystal.
◆ raise shield
◆ strike
◆ strike
◆ strike

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Bastian dashes to Echo#2, bringing his flail around in a huge swipe to smash the thing.
◆ Stride
◆ Strike War Flail +1: 1d20 + 8 ⇒ (2) + 8 = 101d10 + 3 ⇒ (6) + 3 = 9
Aiming to high, he tries to correct his aim...
◆ Strike War Flail +1: 1d20 + 3 ⇒ (10) + 3 = 131d10 + 3 ⇒ (9) + 3 = 12
◆ Shield

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Suddenly remembering the potency crystal he affixed to one of his spiny hands back at the beginning of this whole venture, Bugtussle steps around to flank Echo #2 with Bastian and then activates it as he unleashes a flurry of blows!
Flurry of Blows vs. #2 (Fist; Flanking, Potency Crystal): 1d20 + 6 + 1 ⇒ (7) + 6 + 1 = 14
Damage (Bludgeoning): 2d6 + 2 ⇒ (6, 3) + 2 = 11
Flurry of Blows vs. #2 (Fist; Flanking, Potency Crystal): 1d20 + 2 + 1 ⇒ (19) + 2 + 1 = 22
Damage (Bludgeoning): 2d6 + 2 ⇒ (1, 5) + 2 = 8
Strike vs. #2 (Fist; Flanking, Potency Crystal): 1d20 - 2 + 1 ⇒ (4) - 2 + 1 = 3
Damage (Bludgeoning): 2d6 + 2 ⇒ (2, 6) + 2 = 10
He then takes a step back from the Echo, almost daring it to come after him.
______________
Step, FoB, Strike, Step; if Bugtussle manages to kill Echo #2 then he'll instead Stride closer to Echo #3.

GM Hawthwile |

Zekki's arrow pierces the chest of the echo, and it screams once more as it fades from existence. The last creature crumples beneath Khaul's warhammer and seems to fall through the floor. Slowly the feeling of rushing fades, and time returns (somewhat) to normal.
Out of combat! Damage report:
Bugtussle (-6)
Khaul (-3)
There is time to Refocus, Treat Wounds, or the like once before we move to the next mission - go ahead and include any such actions in your next post. Also, since Zekki took down the echo before Bugtussle could act again @Bugtussle still has his potency crystal available.
The purple crack in the floor widens and then explodes into dozens of smaller rifts - each one showing a vision of some distant view. From stone walls of unknown architecture to verdant jungles, each vision is entirely different. The ground in the chamber shakes and heaves as a massive bug skitters into existence from the rifts.
"Hah! Now there's a challenge!" Calisro Benarry boasts. "Let's show them what Pathfinders are made of!"
"The rifts are pulling us into the past," Jirneau counters. "We need to force the Eternity Arch to seal these rifts, or we'll be stranded here!"
What should we do? Vote for either:
- Battle the creatures! (Combat)
- Manipulate the Eternity Arch! (Skill)

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"Bugtussle fears no bugs!" the leshy proclaims to everyone within earshot. "But...Bugtussle doesn't want to miss the forest for the trees, either. We will be fighting for all eternity if the rifts stay open; we should help close them!"
______________
Bugtussle will vote for taking the Skill route this time, but is, of course, always happy to do fisticuffs if that's how the voting goes~

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Happy to alternate into a skill challenge as well.
As the ghosts fade, Khaul carefully approaches Bugtussle.
"The lord of the forge knows warriors need to stay in as good a condition as their equipment." he says.
Lay on hands on Bugtussle to fully heal them, and then refocus