Elsha Ustosh
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Elsha moves to the nearest column and extracts his fifty-foot length of rope. He ties it around so that most of it can be dropped into the rift as a climbing aid.
I don't know how much of that I can do in one "round" but there isn't really a roll for Elsha to make...?
Nal Bagura
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I suggest that the giant fly should get the person dangling 15' in the air from the pillar. Also, I took advantage of the free 15' of movement before the start of Nal's turn.
Hearing the cries for help, Nal dashes around Elsha and skids to a halt at the edge of the rift. Nearly falling in herself, her arms windmill and she manages to flip her body like a squirrel to maintain control. Once steady on her feet, she ties a bowline with the rope Elsha had secured to the column and tossed toward the rift. Once the yellow-clad Pathfinder has hooked their legs into the loop of the rope, she heaves them up with all her might.
DC 18 Fort Save: 1d20 + 7 ⇒ (8) + 7 = 15
DC 17 Acrobatics to Balance: 1d20 + 9 ⇒ (1) + 9 = 10
DC 17 Hero Point Reroll: 1d20 + 9 ⇒ (15) + 9 = 24
Athletics: 1d20 + 5 ⇒ (16) + 5 = 21
"Hang on! You're next!" She grunts to the dark blue clothed Pathfinder dangling nearby.
Regarding disentangling the rope from Yellow: Is it plausible to say they will do that on "their" turn, so that it is free to use again on Nal's next turn?
◆ Stride, ◆ Interact, ◆ Rescue
| Our Mysterious Benefactor |
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ROUND 1:
Scratch
Franzine
Elsha
Azu
Whitegourd
Nal
Scratch fights his way to the edge and hauls Pink out of the pit!
Franzine sets her legs and hauls not one, not two, but THREE pathfinders from the pit!
Elsha moves closer and gets ready with a rope to catch anyone in need!
Azu?
Whitegourd summons a giant fly, who swoops in snag a slightly disgused but grateful grey Pathfinder from the column!
Nal uses Elsha's secured rope to help haul Yellow out!
SAVED: Pink, Light Blue, Black, Purple, Yellow, Grey
Only Green and Blue remain! Azu is up!
Azu Azan
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Azu decides to use his mobility to help the pathfinder on the far side. As he gets close he tries to resist the rifts effects.
Fort: 1d20 + 9 ⇒ (15) + 9 = 24
Moving up to the edge, Azu balances, and reaches down to pull out the pathfinder (green),
Acrobatics: 1d20 + 8 ⇒ (11) + 8 = 19
| Our Mysterious Benefactor |
Azu hauls Green up with a superheroic effort!
SAVED: Pink, Light Blue, Black, Purple, Yellow, Grey, Green Only Blue remains in peril!
ROUND 2:
HEROES MAY ACT!
Azu Azan
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Azu tries to continue to resist the effects of the rift
Fort: 1d20 + 9 ⇒ (18) + 9 = 27
Moving to the last pathfinder, Azu once again steadies himself, before reaching to initiate a rescue.
Acro: 1d20 + 8 ⇒ (15) + 8 = 23
Scratch Steeltoe
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Scratch helps pull the exhausted Pathfinders from near the edges of the rift "Back away from that thing else its gonna suck us back in time! Ain't no one wantin' to go back to the 80s n them silly hair styles."
Scratch starts circling the rift widely, working his way towards Azu and the last stranded NPC.
| Our Mysterious Benefactor |
Azu hauls to the rift's edge and is able to drag the final dangling Agent from the rift. A copper coin falls from the Pathfinder's pocket and Azu has a front row seat as it plummets into the rift and is shredded through all time. He shudders to think what that would have done to a person!
SUCCESS!
“The rifts are pulling us into the past,” Jirneau counters. “We need to force the Eternity Arch to seal these rifts, or we’llbe stranded here!”
To seal the rifts, the PCs must connect with the Eternity Arch, attune to it, and then manipulate the arch into sealing the rifts.
Step one: Connect! To connect with the Eternity Arch, a creature must Interact to touch it. As you do, you take 4d4 ⇒ (3, 3, 1, 2) = 9 mental damage, DC 18 basic Will Save!
Step two: Attune! To attune, you must make a DC 19 Fortitude save as a single action while connected! On a success, it attunes to the Eternity Arch. On a failure, it becomes clumsy 1 (or increases its clumsy value by 1, to a maximum of 3) as the Eternity Arch temporarily ages it. Once a creature is attuned to the Eternity Arch, it can attempt to manipulate it.
Step three: Manipulate! To seal the rifts, the PCs must gain a total number of Manipulation Points equal to twice the number of PCs. A character attuned to the arch can attempt a DC 18 Arcana, Nature, Occultism, Religion, or Thievery check by spending 2 actions with the concentrate and manipulate traits.
Let's take this by Rounds. We'll keep the Rift initative order!
ROUND 1:
Scratch
Franzine
Elsha
Azu
Whitegourd
Nal
[ooc]Heroes are up for Round 1! Assume you begin standing adjacent to the Arch!
Scratch Steeltoe
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Scratch, I saw that 80's slight. Don't make me summon a flock of seagulls...
Hey I grew up in the 80s and 90s so I have the right for a peaceful anti hairband protest!
"I knew it! We're all gonna be stuck wearin' them skin tight pants n fluffin' our beards out like crazed monsters!" With that fear firmly planted in his soul, Scratch reaches out into the arc, trying to bend it to his will.
If this don't work we're gonna need all the explosives we can get...
Will Save DC18: 1d20 + 10 ⇒ (13) + 10 = 23
Heritage: Death Warden Dwarf
Source Core Rulebook pg. 35 2.0
Your ancestors have been tomb guardians for generations, and the power they cultivated to ward off necromancy has passed on to you. If you roll a success on a saving throw against a necromancy effect, you get a critical success instead.
Fort Save DC19: 1d20 + 10 ⇒ (14) + 10 = 24
Religion DC18: 1d20 + 8 ⇒ (9) + 8 = 17
Oh come on Torag, think of the beards!
Franzine Morgenstern
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Franzine darts 88 miles per hour to the arch. She grabs hold and 1.21 gigawatts of power flow through her and makes her long blond hair stand on end. Her eyes rolling back into her head, she sputters and convulses from the ginormous amounts of energy flowing through her body.
Will: 1d20 + 9 ⇒ (17) + 9 = 26
Sounds erupt from her mouth as she tries to keep her hold on the Arch.
"Bbbbtthhh.... Gggrrrbbbtthhh... Pthhhrrrr... Bbtthhhhhh..."
Azu Azan
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Azu attempts to touch the Arch
Will Save: 1d20 + 10 ⇒ (4) + 10 = 14
Azu cringes and clutches his head as his temples throb. Azu continues on, trying to attune.
Fort: 1d20 + 9 ⇒ (10) + 9 = 19
Azu then begins to try and manipulate the arch
Nature: 1d20 + 8 ⇒ (14) + 8 = 22
Nal Bagura
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Basic Will save DC 18: 1d20 + 8 ⇒ (7) + 8 = 15
"Augh!" A flash of memory passes through Nal's mind of another time her mind got hurt doing stuff. Pushing through the pain, she forces her will into the Eternity Arch.
Fortitude Save DC 19: 1d20 + 7 ⇒ (17) + 7 = 24
Finally, it "clicks" into place, and she can feel what needs to be done to close the arch. It's like a complex trap, but I can tweak this part here...
Thievery DC 18: 1d20 + 11 ⇒ (14) + 11 = 25
Franzine Morgenstern
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Whoops! I didn't know we had to attempt all 3 steps in one round.
Hair standing on end and convulsing madly from the intense gigawatts of power, Franzine attempts to attune while holding on tight.
Fortitude: 1d20 + 10 ⇒ (11) + 10 = 21
She then tries to concentrate and prays to bring Iomedae's power down as a divine conduit to seal the rift.
Religion: 1d20 + 7 ⇒ (20) + 7 = 27
Professor Whitegourd
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Rather than tend to the arch, The Professor tends to their allies channeling the healing power of their wand, trying to keep them all in fighting shape.
3 action heal: 1d8 ⇒ 3
Elsha Ustosh
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Watching his teammates touch the arch and recoil in pain, Elsha is hesitant.
Finally, after they've all gone he works up the courage to approach it...
◆ Interact: touch Infinity Arch
Will, DC18: 1d20 + 6 ⇒ (2) + 6 = 8
He does not resist, and the pain racks his head violently. Still, he holds on to attune...
◆ Attune
Fortitude, DC19: 1d20 + 8 ⇒ (7) + 8 = 15 ⇒ Clumsy 1
◆ Attune
Fortitude, DC19: 1d20 + 8 ⇒ (10) + 8 = 18 ⇒ Clumsy 2
It only gets worse as, through the attempts of his will and persistent rejection by the arch, his arms and legs start to feel like jelly.
| Our Mysterious Benefactor |
ROUND 1:
Scratch
Franzine
Elsha
Azu
Whitegourd
Nal
Scratch, it does not say it's a Necromancy effect, so no.
Scratch, FRanzine, Elsha, Azu and Nal connect! 1 action!
Scratch, Franzine, Azu and Nal attune! 1 action!
Elsha spends his last 2 actions trying to attune!
Scratch tries to manipulate, but fails, spending 2 actions. Franzine spends 2 actions and succeeds fabulously! Azu spends 2 actions and succeeds! Whitegourd tries to keep their friends alive! Nal spends 2 actions and succeeds!
Round 2: 1d4 ⇒ 2 Suddenly the ground heaves and bucks beneath your feet! The ground shakes violently. Each creature is knocked prone unless it succeeds at a DC 18 Reflex save. On a critical failure, a creature is knocked prone and releases the Eternity Arch if it’s in contact with it.
Scratch, Franzine, Azu and Nal have spent 1 of their actions this round on the previous manipulation attempt. If you're still connected to the Arch, you can spend the remaining 2 actions on another Manipulate attempt. The Arch is responding but it needs more! Elsha and Whitegourd have all 3 actions to use.
Scratch Steeltoe
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Reflex DC18: 1d20 + 10 ⇒ (17) + 10 = 27
Scratch rides out the quake like he done it before "Reminds me of that time I rode that feral pig back to town, straight to the BBQ!"
Nature DC18: 1d20 + 8 ⇒ (1) + 8 = 9
Hero Point Nature DC18: 1d20 + 8 ⇒ (5) + 8 = 13
Scratch switches gears, seeing if the Nature spirits will be more helpful... he gets a sharp rebuke of NO! "We ate the pig, it was the star of the show..."
Franzine Morgenstern
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Franzine tries to keep from falling as she's shaken and jostled by the earthquake.
Reflex: 1d20 + 6 ⇒ (1) + 6 = 7
She's bucked violently from the Arch and lands on her rear end.
| Our Mysterious Benefactor |
Please note I will be at a convention this weekend so my posting may be sporadic. I will definitely try to post while there, though, as we are VERY close to the end!
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.