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Made it to Italy in one piece. The internet connection I have is pretty crappy, but other than that I'm back in business.
[Here she comes. Are you ready?]
{I was born ready}
[Careful of those claws]
{I am not concerned. She is the one that should be concerned}
Mandoo casts a spell ("ଟିନାକୁ ସୁରକ୍ଷା ଦିଅ") as Libitina strides over to and swings her scythe a couple of times at the strange woman.
Action 1 (◆): Act Together
- Mandoo Action 1 (◆): Cast a Spell: Protect Companion vs Libitina - she's now at AC 19
- Libitina Action 1 (◆): Stride (25 feet)
Libitina Action 2 (◆): Strike (+1 Ghost Touch Vanth Scythe with Boost Eidolon and Spirit Touch) vs Green
Libitina Scythe: 1d20 + 8 + 1 ⇒ (20) + 8 + 1 = 29
Libitina Scythe Damage: 1d8 + 4 + 2 ⇒ (5) + 4 + 2 = 11 slashing damage
Libitina Scythe Spirit Touch Damage: 1 = 1 positive damage
Libitina Action 3 (◆): Strike (+1 Ghost Touch Vanth Scythe with Boost Eidolon and Spirit Touch) with MAP1 vs Green
Libitina Scythe: 1d20 + 8 + 1 - 5 ⇒ (17) + 8 + 1 - 5 = 21
Libitina Scythe Damage: 1d8 + 4 + 2 ⇒ (8) + 4 + 2 = 14 slashing damage
Libitina Scythe Spirit Touch Damage: 1 = 1 positive damage
Life Block (↺) Trigger The spell's target would take damage; Effect Reduce the triggering damage by 10, but you lose 5 Hit Points. Even if this reduces the damage to 0, the target still takes any effects that would come with the damage, such as the poison on a viper's fangs Strike
Mandoo will use the reaction on the first attack that deals more than 5 hit points of damage.

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Seeing his companions hack away at the woman, Ace wonders if she's going to get out of this in one piece.
"Ok...Hum... So much for knocking her unconscious everyone !"
Just in case you don't know, as written doing a non-lethal attack applies a -2 penalty to attack rolls unless the weapon has the non-lethal trait, but maybe our GM would be willing to bypass that rule ? Some do...I'll apply it for the moment...
Ace aims at a non vital part of the woman's body and shoots, reloads, and shoots again.
◆Strike
Non-lethal Strike: 1d20 + 7 ⇒ (18) + 7 = 25
Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Critical Damage: 3d10 + 2 ⇒ (3, 4, 8) + 2 = 17
◆ Reload
◆Strike
Non-lethal Strike with MAP: 1d20 + 2 ⇒ (7) + 2 = 9
Damage: 1d6 + 1 ⇒ (4) + 1 = 5

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The dice in Italy seem to be nice.
Isaku shoots the creature, and Bina stabs it. The distraction from these two is enough for Libitina to sneak up behind it and hit it in the kidneys (or kidney-analogues) with her scythe. The enemy falls to the ground, motionless.
The humanoid had nothing more than cold-weather clothing, leather armor and a common staff.
You can now approach the purple rift and examine it.
Once that has been figured out, you can attempt a DC 17 Arcana, Nature, Occultism, Religion, or Thievery check.

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Ace aims at a non vital part of the woman's body and shoots, reloads, and shoots again.
Libitina did 87% of her maximum HP alone in that round. If she was not pulling her punches, the creature is extremely dead.

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Bina shrugs at Ace and wipes the blood off her blade before sheathing it. "People try to kill me, I try to kill them back." She keeps a respectful distance from the rift, letting the brainier members of the group inspect it first.
I have a +7 in Thievery, so I'm happy to try and make the check once somebody has done the initial Arcana/Occultism.

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[I must say, Tina, you are proving rather more effective with that blade of yours than I expected]
{I am beginning to surprise even myself}
[Are you sure no one at the Boneyard is looking out for you?]
{Almost certain. This may be part of an elaborate prank by one of the ushers. Most likely Ceyannan}
[Something to do with that thing you'd rather not talk about?]
{Correct}
Mandoo sees that some of his colleagues were injured in the recent contretemps with the woman and her raptors. "Isaku! Ace! Let me have a look at your wounds." He pulls out his balms and bandages and gets to work.
Mandoo Activity: Treat Wounds (Medic Dedication) on Isaku Beru vs DC 15
Medicine (Treat Wounds) vs DC 15: 1d20 + 9 ⇒ (10) + 9 = 19
Treat Wounds Healing: 2d8 ⇒ (1, 4) = 5 hit points healed
Mandoo Activity: Treat Wounds (Medic Dedication) on Ace Malaluna vs DC 15
Medicine (Treat Wounds) vs DC 15: 1d20 + 9 ⇒ (15) + 9 = 24
Treat Wounds Healing: 2d8 ⇒ (1, 5) = 6 hit points healed
"Looks like you're all fixed up Ace." He turns to Isaku. "You still seem to be bleeding a little there Isaku. Let me work on you a little more."
If there is time, then Mandoo will wait the 40 minutes and treat Isaku Beru again. If there isn't, then he will do Battle Medicine instead.
Mandoo Activity: Treat Wounds / Battle Medicine (Medic Dedication) on Isaku Beru vs DC 15
Medicine (Treat Wounds/Battle Medicine) vs DC 15: 1d20 + 9 ⇒ (15) + 9 = 24
Treat Wounds/Battle Medicine Healing: 2d8 ⇒ (7, 4) = 11 hit points healed
"That's much better."
I believe that's all the healing taken care of. Let me know if I missed anyone.
I have Religion +7 for the second roll if Bina's Thievery roll falls through.

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The dice in Italy seem to be nice.
Probably from all the good(?) quality espresso... or maybe just the sheer volume of strong coffee :)

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Society: 1d20 + 8 ⇒ (2) + 8 = 10
Isaku has a look and has no idea what he's looking at.
Arcana, DC 15: 1d20 + 8 ⇒ (17) + 8 = 25
Isaku has a look at the rift. He determines that it is a minor time rift caused by someone meddling with the Dimension of Time. Left unchecked, it will grow, causing more serious time anomalies.
Arcana, DC 17: 1d20 + 8 ⇒ (19) + 8 = 27
He manages to close the rift.

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Ace holds his last shot, seeing the woman fall to the ground. He sighs...and stays silent. He just sits down on the grounf from sheer exhaustion afterwards and it is not long before Mandoo comes to his side to see to his wounds. He's still a bit injured afterwards but doesn't ask for more.
This is when he chooses to go to Bina. "You know, I've applied this rule many times in my life and I think it has saved me from hard time, so I won't judge anyone on the subject. I just thought she might have some valuable information..."
He turns to the corpse, looking it over. Society: 1d20 ⇒ 16
"Can't quite make out what kind of ancestry she was though... Strange omens again..."
He then turns to Kornel and makes sure no one else hears him. "However... What you tried to pull off there... Without warning... You have to explain. For a brief moment I thought I had in front of me one of those ghouls we fought earlier. I still feel the shivers inside me."
Ace feels a weight lift off his shoulders when he sees the portal close after Isaku fiddles with it for a while.

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...it is not long before Mandoo comes to his side to see to his wounds. He's still a bit injured afterwards but doesn't ask for more.
Sorry, I was reading off the last initiative list that showed Ace down only 6 HP. I take it this was incorrect.
Mandoo notices Ace limping away. He must have missed a wound. "Hold up there Ace; looks like I missed a spot."
Same as before. Treat Wounds if he has the time, otherwise Battle Medicine.
Mandoo Activity: Treat Wounds / Battle Medicine (Medic Dedication) on Ace Malaluna vs DC 15
Medicine (Treat Wounds/Battle Medicine) vs DC 15: 1d20 + 9 ⇒ (12) + 9 = 21
Treat Wounds/Battle Medicine Healing: 2d8 ⇒ (3, 8) = 11 hit points healed
"How does that feel like now. All good?."

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The Pathfinders return to report to Bennary that they found and closed a temporal rift.
Ashasar gestures down a red stone hallway. “I’m detecting planar anomalies ahead. It might be the focus. Investigate please. I’ve a number of other anomalies to assess.”
Following Ashasar’s directions, the party feels time stretch and slow as they head down the hallway. Soon, moving feels like attempting to push through molasses or tar. They hear the baying of hounds, then voices shouting. “They’re coming, run!” and later, “No! Hold onto me! Don’t let... No!”
”Kornel Perception”: 1d20 + 6 ⇒ (13) + 6 = 19
”Isaku Beru Perception”: 1d20 + 7 ⇒ (4) + 7 = 11
”Mandoo Perception”: 1d20 + 7 ⇒ (13) + 7 = 20
”Libitina Perception”: 1d20 + 5 ⇒ (18) + 5 = 23
”Ace Malaluna Perception”: 1d20 + 7 ⇒ (7) + 7 = 14
”Bina Sevencloaks Perception”: 1d20 + 7 ⇒ (10) + 7 = 17
As the air begins to feel like sludge, Mandoo and Libitina both notice microrifts along the hallway. A Pathfinder could use a trained Thievery check or a counteract check with dispel magic to disrupt them before they become harmful.

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[What a strange sensation this is]
{Indeed. It appears that something is affecting the flow of time in the hallway}
[How disconcerting. Oh! Do you see them? They're like small cracks in, in... uh, I'm not sure how to describe it]
{Yes. They should be closed before they become harmful}
[I have no idea where to begin]
{That Isaku fellow seems capable. Ask him}
Mandoo and Libitina stop in the hallway next to the micro fractures in space. Mandoo points to them. "We've noticed these temporal microrifts along the hallway. Libitina really thinks we should seal them up before they cause any more trouble. Does anyone know how to do that? What about you Isaku? Maybe you can put your investigatorial mind to work on the problem."

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Isaku designates the current hallway as an active investigation. Pursue a Lead
Thievery: 1d20 + 6 ⇒ (20) + 6 = 26
Do I get a +1 here? Not that it matters... :)

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Isaku has no trouble clearing the tiny rifts from the hallway, and the air becomes noticeably more comfortable.
When the PCs pass through the hall, they enter a stone chamber with tall red pillars, some of which have collapsed. Multiple paths lead out of this room, and a massive purple gash covers the distant wall.
Isaku has time to pursue a lead on the room or the rift, but not the thing about to happen.
As you emerge from the hall into this chamber, an insectile humanoid dressed in strange clothes leaps through the time rift. Some sort of ray strikes the stranger in the back, killing him. A moment later, strange metal creatures pour out of the time rift and attack the party. They call out, “Intruder alert! Depart at once or be destroyed!”
”Kornel Initiative”: 1d20 + 6 ⇒ (12) + 6 = 18
”Isaku Beru Initiative”: 1d20 + 7 ⇒ (1) + 7 = 8
”Mandoo Initiative”: 1d20 + 9 ⇒ (5) + 9 = 14
”Ace Malaluna Initiative”: 1d20 + 9 ⇒ (17) + 9 = 26
”Bina Sevencloaks Initiative”: 1d20 + 7 ⇒ (19) + 7 = 26
”Red Initiative”: 1d20 + 7 ⇒ (15) + 7 = 22
”Blue Initiative”: 1d20 + 7 ⇒ (11) + 7 = 18
”Green Initiative”: 1d20 + 7 ⇒ (12) + 7 = 19
”Yellow Initiative”: 1d20 + 7 ⇒ (14) + 7 = 21
Round 1 - bolded may go
All creatures are slowed 1.
Ace Malaluna
Bina Sevencloaks
Dancing Sunbeam
Red 1 (flat-footed 1 round)
Yellow 2 (flat-footed 1 round)
Green 3 (flat-footed 1 round)
Blue 4 (flat-footed 1 round)
Kornel
Mandoo/Libitina
Isaku Beru
Crafting to Recall Knowledge.

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Isaku will Pursue a Lead on the room.

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Earlier:
Society: 1d20 + 4 ⇒ (4) + 4 = 8
Pfffft. Nope. It remains a mystery!
To Ace, she frowns. "I mean, she didn't look like she knew exactly what the rift was either. But..." She shrugs, feeling a little stupid. "Yeah. I guess. Too late now." She walks away, to the front of the group, as nonchalantly as possible, but a seed of doubt gnaws at the back of her conscience. Try as she might to push it away, she fears it isn't going anywhere anytime soon.
----
Back in the present:
Bina rushes into action against the weird metal creatures. "Golems? I've never seen anything like this!" She darts past the metal monstrosities, toward the back of the room, feet sliding and two-stepping as she goes, focusing on the one in the back, but she doesn't feel like she's nailing it. Once she gets there, however, she drops into splits, helicopter-kicking back up to her feet while flipping her blade in the air and catching it in a graceful spin. The skill of it leaves her with a wide grin on her face.
Nailed it.
♦ Stride 20ft.
♦ Fascinating Performance vs Blue 4 Will DC: 1d20 + 8 ⇒ (3) + 8 = 11
♦ Fascinating Performance vs Blue 4 Will DC: 1d20 + 8 ⇒ (16) + 8 = 24
Honestly I'm still laughing at the idea of dance moves making you better at stabbing people but if the shoe fits! Today's sick moves are to the tune of "Tightrope" by Janelle Monae.

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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.

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"What are these creatures?" Dancing Sunbeam asks the others as she closes in and attacks Yellow. The magus' weapon almost sings as it moves through the air.
Attack: 1d20 + 8 ⇒ (10) + 8 = 18
Damage: 1d6 ⇒ 5
Attack: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 1d6 ⇒ 6

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Weapon out, Ace steps forward and immediately shoots at Yellow, hoping to surprise it. He then takes cover behind the pillar, reloading at the same time.
◆ Step (meaning Ace should still be hidden)
◆Strike/One shot, One Kill
Strike vs FF yellow: 1d20 + 9 ⇒ (7) + 9 = 16
Concussive Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Precision Damage: 1d6 ⇒ 1
◆ Take Cover + Reload
Hit the Dirt! Reaction
Trigger A creature you can see attempts a ranged Strike against you.
Effect You fling yourself out of harm's way. You Leap (10 ft for Ace). Your movement gives you a +2 circumstance bonus to AC against the triggering attack. Regardless of whether or not the triggering attack hits, you land prone after completing your Leap.
If a creature shoots at Ace he will leap 5 feet back in the corridor

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Slowed 1 means you only get two actions per turn.
Time Rift Sealed: The party is filled with residual temporal energy from the time rift. During the next encounter, they are quickened 1.
These bonuses were obviously designed to be earned in order, by all the tables at once. Ignore difficult terrain in the snow, be quickened to cancel slowed...
Ace fires a shot, hitting Yellow.
Bina moves in and tries to discover if metal golems like dance.
Dancing Sunbeam hacks away at some of Yellow's plating.
Yellow's fist glows with electricity, then it punches Dancing Sunbeam.
Fist: 1d20 + 9 ⇒ (16) + 9 = 25
Bludgeioning Damage: 1d6 + 3 ⇒ (1) + 3 = 4
Electricity Damage: 1d4 ⇒ 2
The other three fire rays from glowing wands at the front line.
Laser vs. Libitina: 1d20 + 9 ⇒ (7) + 9 = 16
Fire Damage: 1d6 + 1d4 ⇒ (1) + (4) = 5
Laser vs. Isaku: 1d20 + 9 ⇒ (9) + 9 = 18
Fire Damage: 1d6 + 1d4 ⇒ (4) + (2) = 6
Laser vs. Kornel: 1d20 + 9 ⇒ (3) + 9 = 12
Fire Damage: 1d6 + 1d4 ⇒ (2) + (2) = 4
Round 1-2 - bolded may go
All creatures are slowed 1.
Ace Malaluna
Bina Sevencloaks
Dancing Sunbeam
Red 1 (flat-footed 1 round)
Yellow 2 (-10 HP, flat-footed 1 round)
Green 3 (flat-footed 1 round)
Blue 4 (flat-footed 1 round)
Kornel
Mandoo/Libitina
Isaku Beru (-6 HP)
Crafting to Recall Knowledge.

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Isaku games the outcome in his head.
Devise Strategem vs Yellow: 1d20 + 8 ⇒ (20) + 8 = 28
He raises Piercing Wind to his shoulder and fires.
Piercing + Precision: 2d6 ⇒ (3, 6) = 9 Doubled to 18
◆ Devise
◇ Recall Knowledge (Crafting +8)
◆ Fire

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Isaku takes Yellow's head off, but despite seEing some sort of metal strings sparking inside, is no closer to figuring out what it is.

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[These are rather strange metal creatures]
{They appear to be constructs of some sort. I do not feel any souls within}
[Well, whatever they are they seem intent on doing us harm]
{Yes. Let's see if I can disuade them}
Mandoo casts a spell ("ବ୍ଲେଡ୍ ତୀକ୍ଷ୍ଣ କର") as Libitina moves to the nearest creature and slices it with her scythe.
Action 1 (◆): Act Together
- Mandoo Action (◇): Cast a Spell: Extend Boost
- Mandoo Action 1 (◆): Cast a Spell: Boost Eidolon vs Libitina
- Libitina Action 1 (◆): Stride (25 feet)
Religion (Extend Boost) vs DC 16?: 1d20 + 7 ⇒ (1) + 7 = 8
Uh, oh. That could have gone better. The boost only lasts this round, but at least I don't loose my focus point.
Libitina Action 2 (◆): Strike (+1 Ghost Touch Vanth Scythe with Boost Eidolon and Spirit Touch) vs Red 1
Libitina Scythe: 1d20 + 8 + 1 ⇒ (18) + 8 + 1 = 27
Libitina Scythe Damage: 1d8 + 4 + 2 ⇒ (8) + 4 + 2 = 14 slashing damage
Libitina Scythe Spirit Touch Damage: 1 = 1 positive damage
Phew! Libitina hasn't lost her touch... yet.

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Magical electricity begins to crackle in Kornel's fingertips. Common sense would indicate that his preferred cantrip would be effective against metallic foes.
Electricity damage: 1d4 + 4 ⇒ (1) + 4 = 5
(Basic Ref save, DC 18.)
"My friends, do you, ah, feel a bit sluggish as well?"
◆◆ Cast a Spell: Electric Arc, targeting #1 red and #4 blue.

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Libitina neatly bisects Green. Critical hit. Looks like the frienly dice showed up today.
Kornel hits the remaining two with electricity.
Relfex, Red: 1d20 + 8 ⇒ (19) + 8 = 27
Relfex, Blue: 1d20 + 8 ⇒ (1) + 8 = 9
Blue explodes in a shower of sparks. Red mostly gets out of the way, but seems especially damaged by the attack regardless.
Ace Malaluna, Bina Sevencloaks and Dancing Sunbeam are up!
With just one left, I will post the after-combat tasks, so hopefully they can be done in time. 9 1/2 hours to go.

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DC 15 Arcana: 1d20 + 8 ⇒ (4) + 8 = 12
Not this time...

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[By the Gray Lady, Tina. You're beginning to worry me]
{Yes. It is a rather unusual string of good fortune}
[Whatever it is, keep it up]
{All things come to an end... eventually}
Seeing the last standing robot eyeing Tina as his next target, Mandoo yells out, "I strongly suggest fleeing unless you want to end up like your colleagues. My companion here is in uncommonly good form today and I doubt you'll survive long if you remain." Libitina decides to skip the formalities and swings her scythe down on the creature twice.
Action 1 (◆): Act Together
- Mandoo Action 1 (◆): Demoralize with Intimidating Glare vs Red 1
Intimidation (Demoralize): 1d20 + 8 ⇒ (20) + 8 = 28 vs Red 1 Will DC
- Libitina Action 1 (◆): Strike (+1 Ghost Touch Vanth Scythe with Spirit Touch) vs (possibly) frightened 1/2 Red 1
Libitina Scythe: 1d20 + 8 + 1 ⇒ (15) + 8 + 1 = 24 vs (possibly) frightened 1/2
Libitina Scythe Damage: 1d8 + 4 ⇒ (1) + 4 = 5 slashing damage
Libitina Scythe Spirit Touch Damage: 1 = 1 positive damage
Libitina Action 2 (◆): Strike (+1 Ghost Touch Vanth Scythe with Spirit Touch) vs Red 1
Libitina Scythe: 1d20 + 8 + 1 - 5 ⇒ (10) + 8 + 1 - 5 = 14 vs (possibly) frightened 1/2
Libitina Scythe Damage: 1d8 + 4 ⇒ (6) + 4 = 10 slashing damage
Libitina Scythe Spirit Touch Damage: 1 = 1 positive damage
[But apparently not yet]
{Apparently}
Looks like we may finish on time after all. Assuming someone can identify the rift (Mandoo/Libitina having no Arcana or Occultism to speak of) here is a Religion roll to seal it up.
Mandoo Religion vs DC 17: 1d20 + 7 ⇒ (20) + 7 = 27
Unbelievable!

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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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Ace uses the pillar's cover to Hide, then Sneaks past Mandoo and shoots at the remaining creature.
◆ Hide secret check (+7 modifier)
◆ Sneak 10ft eastwards secret check (+7 modifier)
◆Strike Vs possibly FF Red
Strike: 1d20 + 9 ⇒ (14) + 9 = 23
Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Critical Damage: 3d10 + 2 ⇒ (9, 10, 1) + 2 = 22
Ace started this turn on Mandoo's right because he moved on the first turn but I wasn't able to update the slide. Same thing this time sorry.

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Her target dead, Bina slogs forward toward the remaining enemy. It's like trying to run through a pool of molasses...
♦ Stride 20ft.
♦ +1 Short Sword vs Red 1: 1d20 + 8 ⇒ (11) + 8 = 19 P Dmg: 1d6 + 1 ⇒ (3) + 1 = 4

cmlobue |

Botting Dancing Sunbeam
Dancing Sunbeam casts a spell at the final creature.
Acid Splash: 1d20 + 6 ⇒ (8) + 6 = 14
Acid Damage: 1d6 ⇒ 1 plus 1 splash
It just misses.
Bina and Ace chip away at the creature, but it gets off one energized punch at the obviously dangerous Libitina.
Fist: 1d20 + 9 ⇒ (7) + 9 = 16
Bludgeioning Damage: 1d6 + 3 ⇒ (3) + 3 = 6
Electricity Damage: 1d4 ⇒ 1
Well, near Libitina , at least. After that, the eidolon cuts it down.
You just need a DC 15 Arcana or Occultism check to let Mandoo know what is going on here to finish the mission.

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1d20 ⇒ 9
1d20 ⇒ 6
1d20 ⇒ 5
1d20 ⇒ 11
Anyone want to throw a hero point at Arcana or Occultism in the next 10 minutes (or any time before the break is called)? It won't affect the House's success.

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Arcana (identify): 1d20 ⇒ 20
Thievery: 1d20 + 7 ⇒ (10) + 7 = 17
Shockingly, Bina kinda sorta remembers what the others did with the previous rift and sets about closing this one.

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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.

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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.
Then
As the time rift closes, four crates of equipment and basic supplies are displaced in time, coming to land in the chamber. The gear inside is clearly futuristic, though the time it comes from is a mystery. The crates are labelled “Property of the Starfinder Society” and they disappear soon after, along with their strange equipment.
Now
Everyone is fully healed and recovers all daily uses of abilities.
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!”
You can each make one skill check to attempt to seal the rift. Your options are:
• You can attempt an Arcana check to wield magical forces.
• You can attempt a Diplomacy check to encourage fellow Pathfinders to greater heights.
• You can attempt a Nature check to control primal magic.
• You can attempt an Occultism check to understand the nature of the time rift and the Dimension of Time.
• You can attempt a Performance check to emulate other skilled Pathfinders.
• You can attempt a Religion check to call upon the blessing of a deity.
• You can attempt a Survival check to find supplemental components to help close the rift.
• You can attempt a Thievery check to detect weakness in the time rift’s defenses.
• You can attempt an applicable Lore check to assist as well; the form this assistance takes depends upon the specific Lore skill
Mandoo and Libitina only get to make one check total.
After each character has attempted one check, things happen.
Everyone is up!

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Bina tries to locate areas where the rifts are thinnest, hoping those spots will be decent starting points to begin sealing.
Thievery: 1d20 + 7 ⇒ (13) + 7 = 20

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Isaku tries to understand the time rift.
Occultism: 1d20 + 8 ⇒ (7) + 8 = 15
I hope that's enough...

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Dancing Sunbeam tilts her head trying to make sense of the arcane energies in the rift.
Arcana: 1d20 + 7 ⇒ (13) + 7 = 20

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Agent Pastovic offers moral support,
Diplomacy: 1d20 + 8 ⇒ (10) + 8 = 18
which some agents might appreciate, while others might find it distractingly unnerving.

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[Looks like you'll be sitting this one out Tina]
{I can use the rest}
Mandoo calls out to his fellow Pathfinders hoping to bolster their spirits on to greater heights. "Yes, yes my friends! I believe in you! You've got this! This rift has no chance against your combined efforts. Make sure to seal it up completely or these horrors will break through."
Mandoo Diplomacy: 1d20 + 8 ⇒ (11) + 8 = 19
{Not bad, but not exactly your best}
[These are trying circumstances, my love]

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6 successes.
The rift begins to close, but suddenly begins lashing out at you.
You can now make additional attempts to close the rift. The checks are the same, and there are no restrictions about which you can use. However, for each additional attempt, the character takes 1d8 cold damage (with a basic DC 15 Reflex save).

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Ace continues to bolster his comrades "Come on ! Don't give up ! For the Society and Golarion !"
Diplomacy: 1d20 + 5 ⇒ (13) + 5 = 18
cold damage: 1d8 ⇒ 6
Reflex save: 1d20 + 9 ⇒ (18) + 9 = 27
He swiftly avoids all energy bursts coming from the rifts.

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Kornel laughs his hollow laughter against the adversity. "Ah hah. A little cold every now and then doesn't hurt, eh?"
Diplomacy: 1d20 + 8 ⇒ (13) + 8 = 21
Cold damage: 1d8 ⇒ 8
Ref: 1d20 + 5 ⇒ (15) + 5 = 20
His old, patchwork leather coat seems to be wind resistant at least.

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Occultism: 1d20 + 8 ⇒ (11) + 8 = 19
Cold Damage: 1d8 ⇒ 3
Isaku shrugs off the cold damage.
"Reminds me of playing in the snow."

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[Seems my bolstering did the trick]
{You were clearly indispensable to the effort}
[That wasn't irony by any chance; was it, dear?]
{I don't know the meaning of the word}
[Why am I not convinced?]
When the rift fights back and threatens to reopen.
{More of your bolstering is apparently required}
[Indeed! Is it just me, or did the temperature drop precipitously just now]
{It is not just you}
Libitina pulls her shredded coat tighter around her while Mandoo continues to exhort the Pathfinders to continue their hard work. "Come on now. no slouching around. Close up that rift before it kills us all."
Mandoo Diplomacy: 1d20 + 8 ⇒ (2) + 8 = 10
{That seemed more castigation than exhortation}
[If they'd done it right the first time, I wouldn't ha...]
{Watch out!}
The rift fires off a bolt of cold at Mandoo...
Cold Damage: 1d8 ⇒ 4
Mandoo Basic Reflex Save vs DC 15: 1d20 + 5 ⇒ (13) + 5 = 18
...but Libitina manages to bump him slightly to one side and he avoids the worst of it.
[Brrr. Now that was cold!]
{Yes}
only 2 hp of damage

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Alarmed at the sudden activity from the rift Dancing Sunbeam starts concentrating in an attempt to help shape the rift into closing.
Arcana: 1d20 + 7 ⇒ (16) + 7 = 23
Cold damage: 1d8 ⇒ 6
"Argg!" the magus shouts as she starts feeling the cold creep up along her hands.

cmlobue |

10 successes
The rift is almost sealed, but the cold continues to assault the party.
Everyone is up (Bina twice if she wants to)