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Society: 1d20 + 13 ⇒ (12) + 13 = 25
Natesh nodes to Lazarus as he says, "I do recall Doctor. We might be able to find out much more by speaking with them. My magic should be able to help with that."
As they call out Natesh carefully and slowly draws out a spell of comprehension. "If anyone would like to take the lead here, I will happily allow it, otherwise I'm actually no slouch at working through problems. Although this would be a new experience for me."
I'll be casting a 3rd level comprehend language which will let someone understand and speak a language. I can cast this on anyone so if anyone wants it, I will cast it on them (My Diplomacy is +11 +12). Otherwise I will cast it on myself. If the target doesn't matter I'll cast it on myself.

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"Four arms! Could they wield two bows at the same time, that would be an impressive feat?"
Lizzo isn't the best 'negotiator', and tends to lead with his martial prowess. Something he apparently has in common with these new creatures, but he can attempt a +11 society check if needed.
If not, he's got a new quiver of arrows..

GM Bret |

I always allow someone to act as translator for the face person without penalty. You can cast it on yourself and translate for someone else.
Was sort of looking forward to people trying to mime a message, but guess your group will be using Magic.
“…you? What are you doing in these cursed ruins? You shouldn’t be here!”
“Are you the one’s responsible for the strange visions?”
You think some of the conversation was cut off because the spell wasn’t in effect yet.

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Thank you, Natesh will cast it on himself. I will apologize for cutting of that bit of fun.
Natesh waves his hands frantically to dissuade the shobhads. Natesh holds his book as some sign of intent as he explains to them in the alien language, pointing to the rest of the party as he tries mollify immediate worries as he stammers out to the four armed humanoids.
Taking a moment aside to speaking to the party Natesh says, "They question what we are doing in these ruins. They called them cursed, with which I'm inclined to agree, and that we shouldn't be here, another matter I have difficulty creating a zealous defense."
"They have had strange visions of some sort and are asking if we are responsible for them. I've mentioned what brought us to these ruins and the damage we have found here. I'll admit though with how little we know I might not be convincing."
Buying for an extra moment of time poses a question to the party and repeats it for the Shobhads, "do you know what this place is?"

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Gib is happy to ask questions and negotiate with the Shobhads through Natesh
" Cursed? How neat. Our tribe set us to investigate too, well the pathfinders isn't really a tribe more of a loose association of independent adventures with a wide range of spectrum response to danger." Gib gives a big smile.
" this place is disrupting the pathfinder's maze road and while investigating we have encountered some creatures not in their proper place or time if you know what I mean. Anyway, we are trying to fix things ... and if you know anything that might help us fix it that would be a great help?"
diplomacy: 1d20 + 12 ⇒ (20) + 12 = 32

GM Bret |

The shobhad are amused by the excitable gnome. It is quite the juxtaposition between Gib talking and Natesh trying to keep up with the translation.
The leader introduces herself.
“I am Zaggarn, a representative of the shobhad-neh clans from Akiton's southern Winterlands.” She asks for each of your names and then introduces her two companions.
The hunters tell stories of this ancient ruin, where a horrible god from another world (or perhaps dimension) gave their ancestors visions of a strange arch. They used the arch, along with others who had the same visions, to peer through time and live other lives, but the arch only sent minds through time, and the bodies the travelers left behind were empty husks that soon died.
Eventually, their overuse of the Eternity Arch attracted monsters and planar hazards like time rifts. Most of those who survived the calamity fled, but their ancestors shut down the Eternity Arch, sealed the ruins, and remained in the area as the site's guardians, ensuring no others would meddle with the arch.
Now, anomalies like those of the past have returned, and Zaggarn took a group of skilled survivalists out here to investigate.
They then inquire again about what you are doing here.
Gib with Natesh as translator does convince them that it isn’t your fault.
Success.

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Natesh does his best to translate between Gib, Zaggarn, and any other questions or comments those present have.
Processing the words passing from side to side, Natesh tells Zaggarn, "I'm Natesh, a scholar within the Pathfinder Society from Golarion. As Gib mentioned, we came here through a place our organization has used to travel our world. The passage only leads here now as some beacon has taken control. We are tasked to seek the beacon and disable it."
"I believe and hope our goals are in line with one another as our problems are one in the same."

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While Natash struggles to translate Gib's words to Zaggarn, Astrid hooks her shield onto her belt and digs deeply into her bag of holding. After rooting around for a bit she pulls out a waterskin and three mugs. She gestures towards the other two shobhads. Without bothering to wait for any translation she speaks. "We might as well get some drinking done while the eggheads waste time gossiping."
She pours a generous portion of ale into each mug and hands two to the humanoids. "Ha! Only one pair of arms per person gets any I'm afraid. It's just as well too. I only had the time to fill one waterskin back at the lodge." She taps her mug against the others and drinks mightily gesturing for her new drinking buddies to join her.

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As Astrid breaks out the aleskin and hostilities relax, Lizzo take the opportunity to introduce himself before the bottle of brandy arrives.
"I am Lizzo, mercenary for hire, and here to investigate the strange occurrences you speak of. Akiton you say, I am from the Soddenlands of the Mawangi Expanse in Golarian."
"Have you ever met anyone from Jasoom? I recently met a band of warriors from that planet as well. It appears I'm becoming quite the world traveler."

GM Bret |

Zaggarn talks about the lore her people know about the area. She becomes convinced that your group is here to fix things rather than the cause of the problem.
Her two companions have no problem understanding Astrid and Lizzo. They check that Zaggarn is busy with her discussions, then join in the drinking. One of them pulls out some weeds and starts chewing on them between sips of ale. He offers you some of the leaves as well.

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Astrid takes the proffered leaves. "Not normally the sort of thing I would partake in but I'd hate to be rude." She shrugs, pops the leaves into her mouth and begins chewing.

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When Zaggarn begins telling tales of lore about her people, Dr. Lazarus pulls out his writing pad and takes notes. As a forensics professor at the University, he takes pride in his knowledge of all cultures and societies.
Accepting the leaves, Lazarus is keen to participate in the local custom. He asks Natesh to translate, "You have my thanks." He chews on it, muttering something about, Hmm...tastes like chicken. Anyone else?" He grins and continues snacking on the herbs.
When Astrid offers her ale, the refined Doctor retrieves his flask of brandy along with several cups. "For those with a more refined palate, this is the finest brandy in all of Osirion." He looks around for any takers.

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Without the lingering threat of combat over his head, Natesh is able to relax somewhat as he passes along the stream of conversation. Despite his comfort compared to battle, Natesh is a bit overwhelmed by passing on the conversation between the groups. He nods in thanks to Astrid as she shares a moment that doesn't require as much translation.
Natesh does pause a moment after Lizzo already having met others from another world. "I thought much of my own minor travels through the planar boundaries, but I'm more impressed by your own experience."
Between other questions, Natesh does ask Zaggarn about magical traditions among her people. "I'm curious if there are other things that we share between our worlds, aside an enjoyment of alcohol."

GM Bret |

Between other questions, Natesh does ask Zaggarn about magical traditions among her people. "I'm curious if there are other things that we share between our worlds, aside an enjoyment of alcohol."
She says there is a shaman and their apprentice in the clan. It isn’t clear to you if this represents a witch, cleric, or something else. It is so hard to tell when the person you are talking to doesn’t know the difference!

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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.

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Natesh doesn't press harder on the understanding of magic but he does seem relieved at having something to grasp mentally that doesn't involve picturing incomprehensible distances or alterations in the flow of time. More relaxed Natesh does try some of the leaves by themselves. "We are grateful for you gifts, I only wish I could explore with you more outside the rips within reality. I joined the Society to explore out father and meet others. This is a bit more beyond what I was imagining though."

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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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**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.

GM Bret |

The supply caravan has reached the cave where your group is talking with the shobhad. A couple of Pathfinder agents with the proper magic to translate come up and join Natesh in the translation efforts.
Several other groups of Pathfinders start to congregate in the caves and the leaders start putting out calls for the other groups to rendezvous here.
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.
Predators Destroyed: The party becomes accustomed to fighting on ice. During the next encounter, they ignore difficult terrain and uneven ground.

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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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**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.

GM Bret |

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.
Overseer has ruled that you can extend the Supplies Found bonus to one consumable used at any point in Part 2.

GM Bret |

All PCs can take an overnight rest. Pathfinder Society medics heal everyone completely and remove any lingering conditions such as poisons or diseases. While the PCs rest, other agents keep watch in shifts. At dawn, while the Pathfinders eat breakfast, scouts are sent out to find the focus.
You may also purchase common equipment from the Pathfinder Core Rulebook of up to their level from the caravan.

GM Bret |

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!”
Each of you may attempt one DC 22 skill check as follows:
* An Arcana check to wield magical forces
* A Diplomacy check to encourage fellow Pathfinders to greater heights
* A Nature check to control primal magic
* An Occultism check to understand the nature of the time rift and the Dimension of Time
* A Performance check to emulate other skilled Pathfinders
* A Religion check to call upon the blessing of a deity
* A Survival check to find supplemental components to help close the rift
* A Thievery check to detect weakness in the time rift's defenses
* An applicable lore to assist as well, the form this assistance takes depends on the specific Lore skill.
In a spoiler please include a second round of actions. You can either run to a safe distance or try to continue closing the rift. If you continue attempting to close the rift, please include a basic fortitude check along with your skill check.

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occultism: 1d20 + 13 ⇒ (16) + 13 = 29
The shield maiden carefully examines the time rift.
"You know, people assume time is a strict progression of cause to effect, but actually, from a non-linear, non-subjective viewpoint, it's more like a...big ball of...wibbly wobbly...timey wimey stuff."
She frowns. "That's what I heard anyway."

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For Supplies Discovered I assume that it doesn't just mean the consumables we have been granted as boons. I'll take another scroll of dimension door in case it is useful.
Following the encounter with the shobhad spends part of the evening consulting various texts. While little he finds refers to the specific situation, he seems more settled the following day as he refocuses his mind on the task.
Natesh takes a deep breath staring down the jagged rips in reality. "That is what I have heard as well Astrid. We might be either confirming that here right now."
Focusing his energy Natesh joins in the ritual to control the magical forces.
Arcana: 1d20 + 18 ⇒ (3) + 18 = 21
I'll spend a Hero Point on this, I'll admit I recalled the that we have a Reassurance bonus I think we can use after I rolled.
Feeling overwhelmed Natesh digs in his heels and redoubles him efforts, channeling more power despite his instincts telling him to run.
Arcana - Hero Point: 1d20 + 18 ⇒ (8) + 18 = 26
"It may not be a strict progression, but I don't like the idea of what this getting out of hand might lead to, or may have come from?"
Natesh is tempted to flee, but holds himself among the other Pathfinders in attempting to seal the rift.
Fortitude: 1d20 + 12 ⇒ (11) + 12 = 23
Arcana - Using Reassurance: 1d20 + 18 + 1 ⇒ (20) + 18 + 1 = 39
If a different skill is preferred, Natesh has Occultism at +13 to better understand the rift or Library Lore +17 to help search through research notes to provide aid.

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After a restful night, Dr. Lazarus wakes refreshed. He continues to maintain the two leads from the previous day -- one of which is the time rift.
As he enjoys his breakfast rations, he says to the junior pathfinder handling the serving, "Please send my compliments to the chef, dear boy." When the group is called to action, Lazarus draws upon his vast knowledge of the arcane to help seal the rift.
Arcana + Pursue a Lead: 1d20 + 15 + 1 ⇒ (13) + 15 + 1 = 29
When Astrid mentions the "timey wimey stuff", the investigator raises an eyebrow, "Is that the technical term, madam? In any case, I generally concur: the arcane rarely presents itself in a linear fashion." He chuckles at Astrid's explanation and shares general knowledge of time rifts to aid the next ally attempting to seal it.
Clue-In: Trigger action provides a +1 circumstance bonus to the first ally who claims it to investigate his time rift lead.
Detective's Readiness: Gain your +1 Pursue a Lead bonus on saving throws involving your lead.
Fortitude + Detective's Readiness: 1d20 + 12 + 1 ⇒ (9) + 12 + 1 = 22
Academia Lore + Pursue a Lead: 1d20 + 13 + 1 ⇒ (20) + 13 + 1 = 34

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"Well maybe I didn't explain very well but that doesn't matter. What matters is that we get this rift closed."
Astrid concentrates and gestures in an attempt to close the rift.
Arcana: 1d20 + 12 ⇒ (13) + 12 = 25

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Having slept soundly and eaten a filling breakfast of flapjacks, Gib checks through the caravan’s supply cart, playing with the Spyglass by looking through the wrong end before moving on to some High-Fashion clothing, ” Do you have this in small and neon yellow? No …” The Gnome concentrates for a moment and his glamoured armor changes to match what he wanted. Not finding anything else interesting, hears the call to repair reality.
Rushing up to his team as they set out to fix the time rift, his ears perk up and turn green as Astrid speaks about ‘Wibbly wobbly… timey winey stuff.’ ” Hah, exactly! There is some contention as to the order of the words depending on if you are traveling backward in time or forward as the speaker or listener. As long as we do exactly what we are about to do we will be just fine. … maybe?”
Scratching his head in indecision as to what to do, Gib spots Dr. Lazarus doing Arcana stuff, so he tries to imitate the actions adding his own flair for dramatic poses and diction as he emulates the performance.
performance: 1d20 + 14 ⇒ (6) + 14 = 20
Not sure if it's helping Gib continues to mimic what the others are doing, but with more style and flamboyance.
performance: 1d20 + 14 ⇒ (16) + 14 = 30

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Rejuvenated, and full feeling in his feet again, Lizzo fills his belly with everything in sight. Food may be scarce if he gets stuck in a time rift .
”Timmy wimmy, wibbly, wobbly.. Arcane and occult talk still sounds like gibberish to me.
Not understanding what the rest of the group is talking about, he wanders off and tries to probe the rift for weaknesses. He takes one his new arrows and pokes the rift, probing for any soft points.
Thievery: 1d20 + 13 ⇒ (2) + 13 = 15
Feeling the arrow being sucked into the time rift he manages to let go just in time.
Hero Point time
Too close for comfort, he pokes a little less hard.
Thievery: 1d20 + 13 ⇒ (13) + 13 = 26
Always one to gamble, he presses his luck for a third try.
Fortitude: 1d20 + 12 ⇒ (11) + 12 = 23
Thievery: 1d20 + 13 ⇒ (7) + 13 = 20

GM Bret |
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Supplies Discovered most certainly includes the scroll of dimension door. Any consumable used.
Astrid sizes up the rift and shares what she knows. The technical details may cause some people to go “Who?”
Natesh tries something only to realize he has the wrong color of chalk. A passing agent quickly gives him the much needed green chalk.
Dr. Lazarus provides his own knowledge of time rifts.
Although Gib tries to imitate Dr. Lazarus’s actions, he is just a little bit off. Even with the advice, he can’t quite do it.
Lizzo pokes at the rift, pulling back a little when he discovers the surface doesn’t react like he expected.
1st Round, 4 successes.
Although they have made good progress, the rift is still open. It begins to lash out at anyone nearby.
It looks to me like Natesh updated the slide for the hero point used, Lizzo did not. I have updated Lizzo based on that. Please correct me if I have that wrong.

GM Bret |

Rift Cold damage: 4d8 ⇒ (4, 7, 4, 4) = 19
Natesh continues trying to close the rift and makes good progress. It is a little cold, but he avoids the worst of it.
Dr. Lazarus also makes excellent progress while avoiding the worst of the blasts of cold coming from the rift.
Astrid manages to continue coming up with useful information but gets hit directly by the cold.
Gib gets in the zone and this time is able to copy what Dr, Lazarus is doing. Unfortunately he takes the full blast of the cold from the rift.
Botting Gib’s Fort save: 1d20 + 11 ⇒ (8) + 11 = 19
Lizzo continues to poke at the rift, but this time it doesn’t help. At least he was able to avoid the worst of the cold from the rift.
With your combined efforts, you manage to close the rift!
Status:
Natesh 9 damage
Dr. Lazarus 9 damage
Astrid 19 damage
Gib 19 damage
Lizzo 9 damage
I’m pretty sure that between Dr. Lazarus and Gib you can quickly get healed up from this.

GM Bret |

As the time rift shatters, reality rights itself, revealing the focus—a fully dressed, towering draconic being bent over a metal and glass sarcophagus.
The dragon turns, brandishing a strange tool. “Get back, you blasted dogs! 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. ”
“Who are you?”
There is an image of Heraxia that I have now added to the slide deck.

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Dr. Lazarus likes how Gib attempts to mimic his actions. "Keep practicing my boy! Yes, yes, that's it!" When the rift closes, he helps Gib patch everyone up.
While tending to Astrid, the Doctor points out, "Madam, good thinking continuing to block all the incoming damage with your body. A solid strategy that seems to work for you." When he's done, he packs up his tools.
Just then, the draconic humanoid appears.
Society + Lead, DC 25: 1d20 + 13 + 1 ⇒ (19) + 13 + 1 = 33
He recognizes her species immediately and puts his hands up in a non-threatening position. In Draconic, he says, "Greetings. We're Pathfinders. Here to investigate. We mean you no harm." Switching to Common, "I'm Dr. Lazarus, a renowned forensics professor. Perhaps you've heard ... well, no, probably not." He pauses and continues, "So you're Heraxia. We heard voices from the rift calling your name. If I'm not mistaken ... which I rarely am ... you are a Dragonkin. Your ancestors are from ... Triaxus." He considers and adds, "You're far from home. Or we are. Perhaps we can help each other. What brings you here?" He lowers his hands and waits patiently.

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Natesh body shivers as he fights off the frigid cold. "Are you alright Astrid, Gib? That blast of cold looks like it would have frozen me solid."
Society: 1d20 + 13 ⇒ (17) + 13 = 30
Listening to Lazarus, Natesh nodes in agreement and puts his weapon away as Lazarus speaks to Heraxia. "I think we are both far from home, but I do think we can help if we understood the problem." Natesh doesn't state his worry for the underlying stitching of reality coming a part, but his glances toward where the rifts use to be makes it clear that it is close in his mind.

GM Bret |

It seems the first sealing had a few cracks in it. The rift is back and every bit as nasty as before. Guess it takes a more durable ritual to really seal it away.
Each of you may attempt one DC 22 skill check as follows:
* An Arcana check to wield magical forces
* A Diplomacy check to encourage fellow Pathfinders to greater heights
* A Nature check to control primal magic
* An Occultism check to understand the nature of the time rift and the Dimension of Time
* A Performance check to emulate other skilled Pathfinders
* A Religion check to call upon the blessing of a deity
* A Survival check to find supplemental components to help close the rift
* A Thievery check to detect weakness in the time rift's defenses
* An applicable lore to assist as well, the form this assistance takes depends on the specific Lore skill.
With each round, I will also need a Basic Fortitude save vs. the cold damage.
We might as well do two rounds of skill checks at a time again.
Each round you can decide to move back to a safe distance. That would allow you to safely heal if needed.

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GM: For a following round, would I be able to use Diviner's sight and still be able to continue the ritual? If not, could I use it while retreating to safety?
Natesh stumbles a bit as he tries to keep balance, "time is shifting underneath me. I saw the ritual begin to work, or had it already worked? It feels like when I was just starting to practice my magical thesis."
Natesh takes the chalk in hand and draws new arcane warding lines to force back the formed rift.
Fortitude: 1d20 + 12 ⇒ (18) + 12 = 30
Arcana: 1d20 + 18 ⇒ (8) + 18 = 26
Arcana: 1d20 + 18 ⇒ (12) + 18 = 30
Natesh is determined not to fall back, but he leaves himself utterly open to the elements as he scribes magical seals within the air.

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Lizzo thanks the Doctor and Gib for their plentiful healing again. He's starting to collect a nice array of bandages. There's one with a unicorn on a rainbow, and one with exploding pink hearts and yellow stars, and one with.... oh my, they're starting to add up.
Continuing with his cautious probing of the rift via arrow head, he manages to keep in view the hilarious pantomime. He's pretty sure Gib is adding a few of his own eccentricities to the impression, but it seems to be doing the job.
Fortitude: 1d20 + 12 ⇒ (8) + 12 = 20
Thievery DC22: 1d20 + 13 ⇒ (6) + 13 = 19
Lizzo chuckles again at the ongoing antics, and is distracted enough to just miss the opening in the rift's defenses.
Snapping his attention back into focus on the task at hand, Lizzo's goggles help pick up a shimmering point in the rift that could be exploited.
Fortitude: 1d20 + 12 ⇒ (16) + 12 = 28
Thievery DC22: 1d20 + 13 ⇒ (14) + 13 = 27

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I presume it's okay to continue to use our same preferred tactics to close the rift? Also, not sure if you're allowed to tell us, but do we feel that Lore checks would have an easier DC (as they typically do)?
Dr. Lazarus studies the persistent rift in time from an arcane perspective.
Fortitude + Detective's Readiness: 1d20 + 12 + 1 ⇒ (2) + 12 + 1 = 15
Detective's Readiness: Gain your +1 Pursue a Lead bonus on saving throws involving your lead.
Arcana + Lead: 1d20 + 15 + 1 ⇒ (5) + 15 + 1 = 21
The Doctor continues to draw upon his many years of research to help understand the issues in closing such rifts.
Fortitude + Detective's Readiness: 1d20 + 12 + 1 ⇒ (6) + 12 + 1 = 19
Academia Lore + Lead: 1d20 + 13 + 1 ⇒ (16) + 13 + 1 = 30
Well, those are some sad Fort Saves. Lucky he knows a good doctor...

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"Hmm...That didn't quite work. Well we are dealing with time travel, perhaps we just need to try to close it retroactively. In other words don't try to close the rift that we see now, we should try to close the rift of a few minutes ago.
fortitude: 1d20 + 15 ⇒ (14) + 15 = 29
occultism: 1d20 + 13 ⇒ (12) + 13 = 25
fortitude: 1d20 + 15 ⇒ (7) + 15 = 22
The shield maiden concentrates mightily on closing the rift of five minutes ago.
arcana: 1d20 + 12 ⇒ (6) + 12 = 18
Hero point reroll
arcana: 1d20 + 12 ⇒ (7) + 12 = 19
Fwi Astrid had frost resistance 1, electrical resistance 1 and negative energy resistance 1