GM Dennis
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**HOUSE GM ANNOUNCEMENT**
With a flash of light, the time rift vanishes, revealing a snowy expanse. Armeline orders, “You’ve done it! We’ve sealed the time rift. Close in on the focus!”
Table GMs, please begin Event #2
| Our Mysterious Benefactor |
Along with your fellow Pathfinder you are able to seal the rift!
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?”
Pic on Slide 17!
Elsha Ustosh
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Elsha looks curiously at the dragonfolk, and begins to speak. His voice cracks a lot and lacks confidence.
Um, we-we-we're a group of Pathfinders come to investigate strange phenomena. I'm Elsha, and alchemist. Who are you watching over in that glass box?
| Our Mysterious Benefactor |
"Well, I'm planning on using it. I think I can use it to return to the future, to my time. I think... I think I'm from there?" She looks confused.
Scratch Steeltoe
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The dragon's name resonates for a few minutes between Scratch's ears "Seems like we heard that name before.. back at the bone pits and the suits of armor? Echoin' in on the wind?" He pulls his fingers through his ratty beard in thought.
"Name's Scratch, Scratch Steeltoe. And we're from that future.. at least I think? We're here to fix this place, its gone all wonky."
Professor Whitegourd
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"Professor Whitegourd of the Magaambya. While we have nearly infinite questions for you, it sounds like we should get you back sooner rather than later. How can we help?" asks Professor Whitegourd.
Franzine Morgenstern
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"And I am Franzine. Franzine Morgenstern, Shield Maiden of Iomedae."
She says as she cautiously steps forward. She nods in agreement with Whitegourd.
"We'd be happy to help you get back home. How did you get here in the first place?"
Nal Bagura
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"I'm Nal Bagura. Ditto what they said." Sheathing her sword, Nal arcs around to the opposite side of the box to examine it. This can get her back to the future? Uh... This is so above my pay grade.
Perception +8
Elsha Ustosh
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Can Elsha use something like Arcana (+9) to get an idea of how the box works?
| Our Mysterious Benefactor |
What Heraxia remembers:
Heraxia comes from what she thinks is distant future. She was born on Triaxus (another planet) and bonded with an adventurous ryphorian named Felise.
The duo went on many adventures, though Heraxia can’t recall specifics. She does recall Felise was easily bored and insisted each adventure was bigger, bolder, and more dangerous than the last. They explored other worlds, planes, and eventually other times.
Their travels through temporal byways attracted the attention of dangerous beasts, particularly strange bug-eyed hounds that hunted them. The pair fled but were separated. Felise was shunted back to their home time, while Heraxia was stranded in the distant past.
Heraxia and Felise retained the ability to communicate empathically, but it happens rarely and for short periods.
In the years since their separation, they’ve employed numerous artifacts, magical rituals, and experimental technology to try to bring Heraxia back to the future, all in vain.
Fortuitously, they’ve both recently come across a magical artifact known as the Eternity Arch in their respective timelines and believe it could at last provide an answer to their long isolation. Though the arch was originally intended for psychic transference across time, Heraxia has found a damaged stasis pod transplanted here from another time. Once repaired, it should serve as the perfect vessel for Heraxia to travel through the Eternity Arch to her home time.
Both Felise and Heraxia have been independently experimenting and modifying the Eternity Arch to accommodate Heraxia’s journey. This is why the arch is resonating with Heraxia (and why the Maze of the Open Road is malfunctioning)
Heraxia suspects once she’s returned to her time, the Eternity Arch should return to dormancy, and the Pathfinder’s Maze of the Open Road will revert to its typical function.
Heraxia can’t remember anything about the future beyond what she’s explained above. The transition through time (as well as an event
known as the Gap) has muddled her memories of the future.
"There might be something you can do..."
At this point, you can choose from several aid missions. They are:
1. Repairs - Crafting or Lore, AND Arcana, Medicine or Thievery
2. Transport - Acrobatics or Athletics, AND Crafting, Survival or Lore
3. Defense - Nature, Stealth or Survival AND Athletics or Crafting
First two to agree choose.
Franzine Morgenstern
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"Temporal what-ways? What the heck is psychic transference?"
Franzine just smiles and nods as Heraxia continues...
"Uh-huh. Yeah, uh-huh."
Franzine scratches her head in confusion, a lot of this information way beyond her knowledge.
"Uhh. Wow. That was a lot of info. You explored other worlds, planes, and even other times? Incredible."
Franzine votes for Transport.
Elsha Ustosh
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If the two checks can come from different party members, I agree with transport. Elsha has Crafting +11
T-temporal byways. That is most fascinating. Did you ever meet other time travelers like you? I th-think we've learned enough in this short time that we might be able to repair the arch and get you home. I wonder if we could send you off with something from our time to help you remember...
Professor Whitegourd
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Professor Whitegourd nods at their ally's choices and gets to work helping.
survival: 1d20 + 10 ⇒ (17) + 10 = 27
Scratch Steeltoe
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Transport works for me as well. One check or two checks each?
"Quite the travelers. Not sure I'd wanna do much plane jumping, or hopping? Not sure what the kids are calling it these days." Scratch thinks for a second before changing focus to the task at hand.
"We've been known to move sensitive stuff from A to B, maybe we can do the same here and get you a free ride back home."
Nal Bagura
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"Agreed." Help her to fix the arch? Sounds almost too good to be true. It's probably more complicated than it seems.
Nal's best bet is Acrobatics +9.
Franzine Morgenstern
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In regards to the choices, what is it we're supposed to be doing? What are we transporting? Which lore subjects can we use?
Athletics: 1d20 + 10 ⇒ (11) + 10 = 21
Lore (Warfare or Demon): 1d20 + 6 ⇒ (1) + 6 = 7
Hero Point.
Lore (Warfare or Demon): 1d20 + 6 ⇒ (15) + 6 = 21
GM Dennis
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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.
Elsha Ustosh
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Crafting (expert): 1d20 + 11 ⇒ (15) + 11 = 26
Acrobatics (untrained): 1d20 + 3 ⇒ (12) + 3 = 15
Scratch Steeltoe
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Knowing time is likely short Scratch gets to work.
Acrobatics: 1d20 + 10 ⇒ (9) + 10 = 19
Survival: 1d20 + 8 ⇒ (1) + 8 = 9
Hero PointSurvival: 1d20 + 8 ⇒ (18) + 8 = 26
| Our Mysterious Benefactor |
You manage to haul the unwieldy pod to a safer location!
Success! We will wait for the House GM to announce the next stage! Unless you want to try for another success? You have:
1. Repairs - Crafting or Lore, AND Arcana, Medicine or Thievery
2. Transport - Acrobatics or Athletics, AND Crafting, Survival or Lore
3. Defense - Nature, Stealth or Survival AND Athletics or Crafting
Choose one and roll me hearties! No sense waiting for consensus!
Scratch Steeltoe
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"Time to set this thing up for better defense people. Get in position and lay those traps!" Scratch finds a good spot to hide and rigs up an explosive booby trap, just in case.
Stealth Expert: 1d20 + 12 ⇒ (2) + 12 = 14
Athletics Trained: 1d20 + 8 ⇒ (7) + 8 = 15
Nal Bagura
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Sorry I didn't post rolls for the last one. Paizo had its weird hiccup thing and I had to clear my cookies to get it working again.
Nal is impressed by the alacrity with which her team sets up the transport. So impressed, in fact, that all she does is stand back and marvel. Now that Scratch is getting started on defense, however, she rouses herself to help.
Stealth: 1d20 + 9 ⇒ (16) + 9 = 25
Crafting: 1d20 + 5 ⇒ (4) + 5 = 9
Professor Whitegourd
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Professor Whitegourd helps set up the defenses.
survival: 1d20 + 10 ⇒ (20) + 10 = 30
nature: 1d20 + 12 ⇒ (5) + 12 = 17
GM Dennis
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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.
Elsha Ustosh
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W-we're on a roll! Let's see what else we can get done!
Stealth: 1d20 + 8 ⇒ (5) + 8 = 13
Crafting: 1d20 + 11 ⇒ (4) + 11 = 15
| Our Mysterious Benefactor |
“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, tearing 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!”
You have a choice: fight the invaders or save Pathfinders. First two to agree choose the path.
Scratch Steeltoe
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Scratch likely would excel more at the fighting invaders, but I'm sure could contribute well to saving Pathfinders too. My vote is fight.
"Was wonderin' when them hounds were gonna show up, too bad fer them I'm outta jerky but got plenty of ammo!"
Nal Bagura
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Nal draws her shortsword and arcs around to get into a good position to fight off the hounds.
Nal votes to fight.
Franzine Morgenstern
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Franzine raises her sword and smacks it against the front of her shield, eager to fight the hounds.
"We fight to save our fellow Pathfinders!!!"
She roars.
We're not a bunch of milquetoast bards! Let's fight!
| Our Mysterious Benefactor |
Battle it is! SLIDE 16!
Perception
Scratch: 1d20 + 10 ⇒ (5) + 10 = 15
Prof. Whitegourd: 1d20 + 12 ⇒ (2) + 12 = 14
Franzine: 1d20 + 7 ⇒ (17) + 7 = 24
Elsha: 1d20 + 6 ⇒ (14) + 6 = 20
Azu: 1d20 + 10 ⇒ (5) + 10 = 15
Nal: 1d20 + 8 ⇒ (20) + 8 = 28
Echoes: 1d20 + 8 ⇒ (18) + 8 = 26
Round 1:
Nal
Echoes
Franzine, Elsha, Scratch, Azu, Professor
Two of the strange temporal echoing creatures lurch towards you! They look like corpses, but flicker with images of living aliens as they move towards you!
Nal is up first!
Nal Bagura
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Well, that's disturbing. Silent as a shadow, Nal glides forward to attack the red-clothed temporal alien-corpse-hound.
Shortsword (S): 1d20 + 9 ⇒ (1) + 9 = 101d6 + 4 ⇒ (3) + 4 = 7
Hero Point Reroll: 1d20 + 9 ⇒ (8) + 9 = 171d6 + 4 ⇒ (1) + 4 = 5
Shortsword (S), MAP: 1d20 + 5 ⇒ (19) + 5 = 241d6 + 4 ⇒ (5) + 4 = 9
◆ Stride, ◆ Strike, ◆ Strike
| Our Mysterious Benefactor |
Nal's strikes land on the strange dead thing!
The Red echo tries to pummel Nal!
Fist vs Nal: 1d20 + 9 ⇒ (10) + 9 = 19 for 1d10 + 4 ⇒ (4) + 4 = 8 bludgeoning!
It then throws its head back and lets out an unearthly howl! Nal Will Save: 1d20 + 8 ⇒ (8) + 8 = 16 Nal takes half of 3d6 ⇒ (2, 5, 5) = 12 mental damage!
Blue echo lurches forward, stepping past Azu and provoking an Attack of Opportunity. It too throws its head back and howls!
Scratch Will: 1d20 + 10 ⇒ (7) + 10 = 17
Azu Will: 1d20 + 10 ⇒ (7) + 10 = 17
Whitegourd Will: 1d20 + 12 ⇒ (9) + 12 = 21
Elsha WIll: 1d20 + 6 ⇒ (16) + 6 = 22
Raptor Will: 1d20 + 7 ⇒ (2) + 7 = 9
Mental Damage: 3d6 ⇒ (1, 6, 6) = 13: Everyone save the raptor takes half damage; the raptor takes full damage!
Franzine, Elsha, Scratch, Azu, Professor are up!
Scratch Steeltoe
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"Sonova biscuit!" Curses Scratch, his old ears throbbing in pain. "Best we spread out a bit, I got your back Nal, just keep clear of my shootin' lane!"
Scratch heads for a pillar to set up shop, leaning his rifled barrel against the post he touches off the gunpowder, sending a ball of steel at the red echo, then taking cover as he reloads.
+1 Striking Arquebus: Concussive, Fatal d12, Kickback: 1d20 + 13 ⇒ (2) + 13 = 15 Damage (P/B): 2d8 + 2 ⇒ (1, 7) + 2 = 10
What kinda shot was that man? Piss poor!
Stride, Strike, Covered Reload. AC23.
Professor Whitegourd
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Professor Whitegourd protects themselves with a magical shield as they slowly build up an overload of positive energy which they release on the adject undead echo thingy.
positive damage: 2d6 + 4 ⇒ (6, 5) + 4 = 15
Basic fort DC 20 basic save. If the creature critically fails the save, it is also enfeebled 1 for 1 round.
Shield (AC 19 will block), Disrupt Undead
Nal Bagura
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To clarify: Does Nal take damage from Blue too, or just from Red?
Franzine Morgenstern
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Franzine darts forward to get beside the grotesque abomination and in a flank with Azu. Sliding into position, she swings her sword wide and slashes into the creature's side.
"Hiiii-yahh!!!"
+1 striking longsword: 1d20 + 11 ⇒ (19) + 11 = 30
slashing: 2d8 + 4 ⇒ (3, 1) + 4 = 8
She then swings her sword up high and brings it down in a swift chop.
"Die, foul beast!!!"
+1 striking longsword & MAP: 1d20 + 11 - 5 ⇒ (14) + 11 - 5 = 20
slashing: 2d8 + 4 ⇒ (8, 8) + 4 = 20
Will use Glimpse of Redemption (↺) if any of my allies get hit.
Or, Reactive Shield (↺) if Franzine gets hit.
(Shield: AC 24; Hardness 10; hp 96/bt 48).
Your foe hesitates under the weight of sin as visions of redemption play in their mind’s eye. The foe must choose one of the following options:
•The ally is unharmed by the triggering damage.
•The ally gains resistance to all damage against the triggering damage equal to 2 + your level. After the damaging effect is applied, the enemy becomes enfeebled 2 until the end of its next turn.
◆ stride
◆ strike
◆ strike
Elsha Ustosh
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W-wow Franzine, that energy!
Elsha is impressed, but on the other hand he doesn't like close combat. He steps away before rushing further away to help Nal with her creature. He stops in the middle of open spaces and throws a concoction at it.
◆ Step NE
◆ Stride 25'
◆ Strike RED
Using research field (bomber) ability contain splash damage to primary target.
moderate alchemical bomb attack RED, poison damage, poison splash damage: 1d20 + 9 ⇒ (2) + 9 = 112d6 ⇒ (1, 3) = 42 = 2
2d4 persistent poison damage
Azu Azan
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Azu can hardly believe his good fortune when he sees Franzine set up a flanking maneuver. Designating their shared foe as his prey, Azu goes to work
I'm adding a flanking bonus to my attack, but let me know if you want me to take it out moving forward
Twin Takedown 1 (+1 striking longsword: 1d20 + 10 + 2 ⇒ (19) + 10 + 2 = 31 Damage wGW: 2d8 + 7 ⇒ (2, 3) + 7 = 12
Twin Takedown 2 (+1 striking light mace: 1d20 + 8 + 2 ⇒ (17) + 8 + 2 = 27 Damage: 2d6 + 3 ⇒ (5, 6) + 3 = 14
Strike 3(+1 striking light mace: 1d20 + 6 + 2 ⇒ (6) + 6 + 2 = 14 Damage: 2d6 + 3 ⇒ (2, 3) + 3 = 8
| Our Mysterious Benefactor |
Round 1:
Nal
Echoes
Franzine, Elsha, Scratch, Azu, Professor
Franzine's sword chops the blue echo to small pieces!
Elsha misses the echo and the poison splash seems to have no effect on the corpse!
Scratch's shot is loud, but misses wide!
Azu moves up the red echo and manages to destroy it with his first swing!
COMBAT OVER! SUCCESS!
The purple crack widens and then explodes into dozens of smaller rifts. Each rift reveals 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.
“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!”
CHOOSE: fight the beasties or manipulate the Eternity Arch to attempt to close the rifts! First two to agree make the choice!
Franzine Morgenstern
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Franzine nods in thanks to Elsha, then winks with a small grin as she gets into position to flank the creature with azu. She swiftly cuts the abomination down.
"Well, that was easy! Great work, everyone!"
Franz deftly spins her sword in victory and moves toward the big insect.
"Leave the arcane knowledge to fix that Arch to the big-brained bards and wizards! Let's take this thing down, guys!!!"
She calls out to her teammates, eager for another battle.
Professor Whitegourd
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Professor Whitegourd draws their wand and prepare for combat with staff in one hand and wand of heal in the other.
| Our Mysterious Benefactor |
You choose... violence. So be it.
An enormous spider the size of a hut crawls from one of the rifts, spots you and surges forward, mandibles snapping!
Perception
Scratch: 1d20 + 10 ⇒ (6) + 10 = 16
Prof. Whitegourd: 1d20 + 12 ⇒ (17) + 12 = 29
Franzine: 1d20 + 7 ⇒ (3) + 7 = 10
Elsha: 1d20 + 6 ⇒ (2) + 6 = 8
Azu: 1d20 + 10 ⇒ (19) + 10 = 29
Nal: 1d20 + 8 ⇒ (9) + 8 = 17
Big Freakin' Spider: 1d20 + 13 ⇒ (20) + 13 = 33
ROUND 1:
SPIDER
Whitegourd, Azu, Nal, Scratch, Franzine, Elsha!
Will post actions shortly must run to meeting.
Franzine Morgenstern
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"...the big-brained bards and wizards!"
"No offense, of course, Professor."
She gives her leshy friend a wink and a smile.