Mandoo
|
[Despite my valiant efforts at boosting morale, the rift still hasn't been sealed]
{Given your most recent attempt, perhaps it might be best if you did nothing this time}
[Surely you jest! If it wasn't for my encouragement we'd all be dead by now]
{Not me}
[Yes, well, be that as it may, I still can't just sit here doing nothing]
{Break a leg}
Mandoo returns to his morale boosting. "Is that really the best you can do my fellows? Time to put your backs into it. This rift won't seal itself you know."
Mandoo Diplomacy: 1d20 + 8 ⇒ (4) + 8 = 12
{Aroden himself could not have done better... but that's only because he's dead}
[Oh, ha ha. Most amusing. When did you become such a comedian?]
{When I took up with you}
Mandoo braces himself for the expected shot of cold...
Cold Damage: 1d8 ⇒ 3
Mandoo Basic Reflex Save vs DC 15: 1d20 + 5 ⇒ (7) + 5 = 12
...and takes the full brunt of it.
Another 3 hp of damage
Bina Sevencloaks
|
Bina does her best to sort of mimic what Isaku was doing.
Performance: 1d20 + 7 ⇒ (14) + 7 = 21
Cold Dmg: 1d8 ⇒ 1
Ref DC 15: 1d20 + 9 ⇒ (20) + 9 = 29
Shockingly, she doesn't even feel the cold. Having grown up next to a jungle, she would have thought it would be more... well, chilly. Must be my thick head, she thinks jovially as she continues mimicking Iskaku's gestures and incantations -- with surprising success.
EDIT: Forgot I can go twice!
Also, as the extra item, Bina just took another lesser healing potion. That's two now (unless I drank one and forgot about it, which is 100% possible).
After that, Bina moves back to trying to find new spots to pull shut through more physical means. She supposes she could keep aping Isaku, but she doubts her luck will keep up.
Thievery: 1d20 + 7 ⇒ (1) + 7 = 8
Cold Dmg: 1d8 ⇒ 4
Ref DC 15: 1d20 + 9 ⇒ (17) + 9 = 26
Her fingers fumble at the edges of a tear, and she very nearly gets blasted in the face with the strange energies spilling out of the temporal rifts, but she manages to fall flat on her belly as the gouts rip over her head. "Shoulda kept miming Isaku," she grumbles irritably as she stands up and dusts herself off.
Really hope that doesn't set us back. :S
Ace Malaluna
|
Ace goes from team to team once more, bolstering their morale.
"Come on everyone ! Just one more time, we're nearly there ! You're doing an awesome job !"
Diplomacy: 1d20 + 5 ⇒ (18) + 5 = 23
GM Dennis
|
**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
| cmlobue |
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?”
After you introduce yourselves, Heraxia explains what she can about her situation.
She comes from what she thinks is distant future. She was born on Triaxus 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.
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 else about the future.
Heraxia asks for the Pathfinders aid in several tasks as she works to return home. Venture-Captain Armeline Jirneau encourages the Pathfinders to assist, as returning Heraxia to her proper time should sever her connection to the Eternity Arch.
There are three tasks you can attempt to help Heraxia - you can repair the stasis pod, transport the stasis pod to the vault near the Eternity
Arch, or keep watch for danger. For each task, each character will attempt up to two checks, and you will all work on the same task simultaneously. If you complete one, you can move on to the others.
Mandoo
|
[Did anything this Heraxia, um... person just say make any sense to you?]
{I believe she has become separated from her companion and wishes to rejoin her}
[Sounds so simple when you put it that way]
{Her attempts at reunification have destabilized the maze}
[So the sooner we get them back together, the better. No?]
{Yes}
Mandoo pipes up. "I'm not sure exactly how Tina and I can help, but we'll do our best to get Heraxia and Felise back together again. Where do we start?"
How about we do them in the order presented? Seems the most logical.
Kornel Pastovic
|
(Hrmph. Someone at Paizo clearly believes in "tell, don't show"...)
(Agreed on doing the 3 tasks in the order presented; it sounds silly to first transport a broken thingamajig and then fix it.)
Kornel smiles at the dragon. "We, ah, have seen pictures and visions of you in this maze. You are famous in this place. Ah hah."
"So," his unblinking eyes move to the glass sarcophagus, "that is a, how did you say, a stasis pod? Sounds interesting, ah hah. Do you mind telling us how it works? A person just lies there?"
| cmlobue |
Heraxia gestures at the metal and glass sarcophagus. “This is a stasis pod—a box that keeps whoever’s inside alive despite the passage of time. It’s pretty damaged, and I could use a hand repairing it"
Each character can attempt two skill checks to help repair the stasis pod. The most appropriate options are Crafting checks or applicable Lore checks to repair the mechanism directly and harder Arcana, Medicine, or Thievery checks to decipher its mechanisms. You can also use other skills if you can justify their use.
Dancing Sunbeam
|
Dancing Sunbeam scratches her head as she takes in the stasis pod. Not being a crafter the magus decides to try deciphering the magical energies that cling to the pod instead.
Arcana: 1d20 + 7 ⇒ (7) + 7 = 14
Arcana: 1d20 + 7 ⇒ (6) + 7 = 13
Bina Sevencloaks
|
Bina, having no real flair for technology beyond pointy objects that get stuck into other people and occasionally uppity goats, offers to retrieve tools and hold things in place while others screw or tighten things.
Soooo Crafting, I guess. Literally nothing useful here, just straight d20 rolls all around :O
Crafting: 1d20 ⇒ 17
Crafting: 1d20 ⇒ 7
One maybe, one bleh.
Kornel Pastovic
|
It is evident that Kornel knows very little of mechanical apparatuses, but this strange life-preserving capsule intrigues him nonetheless.
Medicine: 1d20 + 6 ⇒ (12) + 6 = 18
Medicine: 1d20 + 6 ⇒ (13) + 6 = 19
As he examines the sarcophagus, he mumbles to himself, taking mental notes of how it can—or could—sustain a living being in a stasis.
Isaku Beru
|
Isaku lends a hand with repairing the statis pod.
Crafting: 1d20 + 8 ⇒ (20) + 8 = 28
Crafting: 1d20 + 8 ⇒ (1) + 8 = 9
I hope one doesn't cancel out the other!
Mandoo
|
[Hmm... a box that keeps you alive despite the passage of time. I wonder what the Gray Lady would say about that]
{Death comes to all. The pod does not change that. It only moves the point of death in time. If that is what is what is fated for a soul, then our mistress is fine with it}
[Okay. If you say so. Still smells a little fishy to me]
{If the pod were to stop the soul of the dead from reaching the Boneyard for judgement, then THAT would be a problem}
Satisfied, Mandoo rolls up his shirt sleeves and rubs his hands together. "Very well. Let's get to work." Using the tools from his healing kit and his highly trained surgeon's hands, he pokes around in the innards of the pod control system looking for anything that looks like an injury...
Mandoo Medicine: 1d20 + 9 ⇒ (19) + 9 = 28
Mandoo Medicine: 1d20 + 9 ⇒ (9) + 9 = 18
...and fixes it.
Mandoo is so focused on his work that he does not notice the silent Libitina approach and look over his shoulder.
{I think you missed one there}
[By all that is holy! You nearly scared me to death!]
{Sorry my love. I did not notice how engrossed you were in your work}
[And, no, I don't believe I missed anything]
{Are you sure?}
Libitina brings her long skeletal fingers forward and uses them to reach way to the back of the box where...
Libitina Medicine: 1d20 + 7 ⇒ (18) + 7 = 25
Libitina Medicine: 1d20 + 7 ⇒ (8) + 7 = 15
...she carefully pushes in a loose connector.
{There. Better?}
[Hmph! Maybe]
{I have a good instructor}
[Thank you dear. I wish all my students were as attentive as you]
| cmlobue |
Mandoo and Libitina are still one character for these purposes, and since the completion condition is based on the number of PCs, I'd probably just have to increase the number of successes required anyway.
With Heraxia's assistance, the statis pod is fixed and begins to glow softly.
Heraxia 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. The oval-shaped chamber at the back of the area should work. Lift on three!"
Each character can attempt two skill checks to help transport the stasis pod to the ovoid chamber near the Eternity Arch. The most appropriate options Acrobatics or Athletics checks to safely relocate the pod and harder Crafting, Survival, or applicable Lore checks to create improvised devices to assist with transport. You can also come up with other strategies.
Isaku Beru
|
Isaku attempts to move the stasis pod into position.
Acrobatics: 1d20 + 8 ⇒ (15) + 8 = 23
Acrobatics: 1d20 + 8 ⇒ (1) + 8 = 9
sheesh.. 2 in a row?!
Kornel Pastovic
|
As a person who prefers to avoid physical labor, Kornel ponders how the group can minimize the travel to their destination.
(I presume that Architecture Lore is an applicable Lore here.)
Architecture Lore: 1d20 + 4 ⇒ (8) + 4 = 12
Architecture Lore: 1d20 + 4 ⇒ (3) + 4 = 7
...It's pointless. This is a massive maze, after all.
Mandoo
|
[Looks like I fixed the pod. The rest is up to you]
{What a surprise. I always seem to be the one doing the heavy lifting in our relationship}
Libitina dismisses her scythe, walks over to the repaired pod and...
Libitina Athletics: 1d20 + 8 ⇒ (9) + 8 = 17
Libitina Athletics: 1d20 + 8 ⇒ (20) + 8 = 28
...lifts one end of it with apparent ease.
GM Dennis
|
**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.
| cmlobue |
Sorry. Got locked out, and I thought it was the site. It was actually my cache and cookies.
Dancing Sunbeam, Acrobatics: 1d20 + 7 ⇒ (8) + 7 = 15
Dancing Sunbeam, Acrobatics: 1d20 + 7 ⇒ (15) + 7 = 22
Ace Malaluna, Dexterity: 1d20 + 4 ⇒ (9) + 4 = 13
Ace Malaluna, Dexterity: 1d20 + 4 ⇒ (6) + 4 = 10
The Pathfinders move the pod into the room where some of them saw the time-displaced image of it earlier.
Venture-Captain Armeline Jirneau 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 character can attempt two skill checks to secure the perimeter. The most appropriate options are Nature, Stealth, or Survival, or applicable Lore checks to assess nearby threats and harder Athletics or Crafting checks to create protective barricades. You can also come up with other strategies.
Isaku Beru
|
Isaku rises to the challenge and tries building some protective barricades.
Crafting: 1d20 + 8 ⇒ (20) + 8 = 28
Crafting: 1d20 + 8 ⇒ (7) + 8 = 15
That should work...
Kornel Pastovic
|
Kornel paces the surrounding areas, inspecting the walls, doorways, and corridors with an discerning eye, trying to form some sort of mental blueprint of the place, thus detecting any vulnerabilities in the perimeter's defenses.
(Gonna use ol' reliable again.)
Architecture Lore: 1d20 + 4 ⇒ (13) + 4 = 17
Architecture Lore: 1d20 + 4 ⇒ (18) + 4 = 22
Bina Sevencloaks
|
It's definitely the site, everyone I've talked to had the same problem, and it's not the first time. Not sure why it happens, but it only seems to happen on the Paizo site.
Bina scouts ahead to make sure the area's clear of danger, moving as quietly as possible.
Scouting Lore: 1d20 + 4 ⇒ (8) + 4 = 12
Stealth: 1d20 + 6 ⇒ (16) + 6 = 22
Mandoo
|
Sorry. Got locked out, and I thought it was the site. It was actually my cache and cookies.
Same here. Every so often Paizo does something to the site that forces you to log back in, but it doesn't work until you kill off the Paizo cookies in your browser. Nearly drove me crazy the first time it happened. These days, the first thing I do is clear out the Paizo cookies and that usually does the trick.
[This place looks familiar]
{It is where we first arrived and saw the illusion of the pod}
[So it is. No need to ask where to put down the pod then]
[Sounds like Captain Jirneau is expecting trouble at any moment]
{I'll help secure the perimeter}
No sooner does Libitina put down her end of the pod than her scythe manifests out of thin air. She goes and helps those building protective barricades...
Libitina Athletics: 1d20 + 8 ⇒ (2) + 8 = 10
Libitina Athletics: 1d20 + 8 ⇒ (18) + 8 = 26
...with mixed results.
Ace Malaluna
|
Back online ! \o/
Ace goes around the perimeter, using his skill in Survival and Stealth to find defensive spots where stealthy pathfinders can wait in ambush in case of an attack.
Survival: 1d20 + 5 ⇒ (6) + 5 = 11
Stealth: 1d20 + 7 ⇒ (6) + 7 = 13
| cmlobue |
The area around the pod is secure. Nothing left to do but rest until the Society bigwigs tell you what to do next.
Success on all three aid missions!
GM Dennis
|
**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.
| cmlobue |
Slide 19 - feel free to position yourselves anywhere.
“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!”
Do you fight the reflections or help the Pathfinders?
Dancing Sunbeam
|
Before she notices it herself Dancing Sunbeam is already by one of the Pathfinder offering her aid.
Isaku Beru
|
Isaku positions himself so that he has a clear field of fire. He reloads Piercing Wind and proceeds to secure the weapon with his other arm.
2-hand grip, starting combat with Fatal Aim
Bina Sevencloaks
|
Bina leaps into the fray to dance death around the attacking figures.
Bina helps by stabbing. XD
Mandoo
|
[We better go help those poor souls or they'll fall into the rift and who knows what'll happen to them then]
{They'll end up at the Boneyard... eventually}
[Are you sure about that?]
{...Not certain; no}
[Okay then, best get on it]
Mandoo and Libitina rush forward to help the Pathfinders avoid an uncertain fate.
As per the description of the arch in the center of the room (namely, soars up fifteen feet wide and twenty-five feet tall), and the fact that the grid can be seen through it, can we assume that it is not all an obstacle and that we can move through it to some extent?
| cmlobue |
That's three votes for help and two for fight. Since we don't have a lot of time, I'm calling that enough to do the help mission. Kornel will get the tie-breaking vote for the next choice.
The time rift is 40 feet long and 20 feet wide at its center, then narrows at its edges to 5 feet wide. Eight Pathfinders are in danger of falling into the time rift. Six cling to the tiled floor at the edge of the rift, with their bodies dangling into it. One climbed partway up a pillar whose base has disappeared into the rift; they are 15 feet in the air. The final Pathfinder holds onto a rope tied to a grappling hook, which they tossed into the chamber at the last moment to save themself. The grappling hook is gripping the gap in a stone tile and is clearly not well secured.
Each creature within 10 feet of the time rift is slowed 1 for as long as they remain in the area, unless they succeed at a DC 15 Fortitude save. Most of your skill checks will have this DC as well.
The grappling hook slips off the tile, dropping that Pathfinder 5 feet further into the time rift. The grappling hook snags another tile 5 feet closer to the edge of the time rift. Its hold is precarious, and it’s likely to slip again in moments.
For this mission, you take your actions in rounds. Move and take whatever actions you think will help the Pathfinders. There are no suggestions given. Remember the possible slowed condition.
Round 1 - 8 Pathfinders in danger!
Dancing Sunbeam
|
Dancing Sunbeam heads towards the pillar south of the rift. I can anchor myself to the pillar with my rope. Hopefully that will stop me from falling into the rift.
Only moved twice. I am not slowed I will use my third action to move to the pillar.
Mandoo
|
Mandoo and Libitina rush towards the unfortunate Pathfinder dangling from the barely holding grappling hook.
Action 1 (◆): Act Together
- Mandoo Action 1 (◆): Stride (25 feet)
- Libitina Action 1 (◆): Stride (25 feet)
[Go ahead and help the poor fellow, dear. I'll catch up when I can]
{Very well}
Libitina Action 2 (◆): Stride (25 feet)
Libitina feels the now familiar drag of time as she approaches the rift. She pushes herself forward...
Libitina Fortitude vs DC 15: 1d20 + 9 ⇒ (19) + 9 = 28
...and successfully overcomes the drag to reach the grappling hook. Reaching out a hand, she grabs onto it to stop it from slipping further...
Not sure which action to use here. It is an Athletics roll and a grappling hook is involved, so we'll use Grapple
Libitina Action 3 (◆): Grapple
Libitina Athletics (Grapple) vs DC 15: 1d20 + 8 ⇒ (3) + 8 = 11
...but has trouble getting a good grip on the thing with her phalanges.
Ah shoot! I'll use my Hero Point to try and save the poor guy.
She redoubles her efforts, dismissing her scythe, she brings both hands to bear on the grappling hook...
Libitina Athletics (Grapple) vs DC 15: 1d20 + 8 ⇒ (7) + 8 = 15
...and barely manages to hang onto it, hopefully giving the dangling Pathfinder a chance to pull himself up.
Bina Sevencloaks
|
Bina rushes up to the southernmost Pathfinder, as fast as her little legs will carry her...
Fort DC 15: 1d20 + 5 ⇒ (16) + 5 = 21
... and almost stumbles against the waves of immutable time trying to drag her down, but manages to stave it off and push forward.
Stride x3.
| cmlobue |
Bina and Dancing Sunbeam get into position, while Libitina drags one Pathfinder out by the grappling hook.
Isaku, Kornel and Ace are up! 7 Pathfinders in danger!
Kornel Pastovic
|
Even the ever-phlegmatic Kornel sprints into action.
"Stay, my friends! This is no time to die. Ah hah."
Fort: 1d20 + 6 ⇒ (7) + 6 = 13
The time-warping magic slows him down, and so Kornel is back to his usual leisurely pace.
◆ Stride, ◆ Stride, ◆ Stride.
| cmlobue |
Kornel also moves toward the rift.
The grappling hook snags on the very edge of the time rift. Its hold is precarious, and it’s likely to slips again in moments. Which would be more of a problem if you hadn't already rescued that Pathfinder.
Round 2 - 7 Pathfinders in danger, 1 saved
Everyone may go, Isaku and Ace twice
Mandoo
|
[That was a close one there, dearest]
{Yes. Grabbing things with skeletal hands is not easy}
[All's well that ends well, I say. Shall we try for another?]
{I suspect that by 'we' you are referring to me}
[Don't be like that, Tina. There is no 'me' and 'you' anymore; there is only 'us']
{If you say so}
I will assume that the successful Fortitude check is required on every turn to get all 3 actions rather than just the 2. If both Libitina and Mandoo were in the rift's area of slowing, then I'd have to roll Fortitude twice and take the worst result, so Mandoo will stay away from the edge for the time being.
Libitina continues to fight the rift's slowing effects as she moves along its edge to the next pair of Pathfinders; Mandoo follows along at a distance.
Libitina Fortitude vs DC 15: 1d20 + 9 ⇒ (10) + 9 = 19
Action 1 (◆): Act Together
- Mandoo Action 1 (◆): Stride (25 feet)
- Libitina Action 1 (◆): Stride (25 feet)
[Being near the rift is a real drag, no?]
{Now who's being the funny one?}
Reaching the next two Pathfinders in danger, Libitina grabs one and tries to pull them away from the edge...
Libitina Action 2 (◆): Grapple
Libitina Athletics (Grapple) vs DC 15: 1d20 + 8 ⇒ (19) + 8 = 27
...her bony hands apparently having no difficulty finding purchase on their clothing. Having saved one, she reaches out and tries to snag the other one...
Libitina Action 3 (◆): Grapple
Libitina Athletics (Grapple) vs DC 15: 1d20 + 8 ⇒ (1) + 8 = 9
...but with substantially less success.
{Dang it!}
[No one's perfect, my love. Not even you. Shake it off and try again]
Isaku Beru
|
Round 1
Isaku strides twice, then feels himself getting sluggish.
Fort Save: 1d20 + 7 ⇒ (20) + 7 = 27
Shaking off the effects, he releases Piercing Wind (i.e. he's no longer in Fatal Aim).
Round 2
Fort Save 2: 1d20 + 7 ⇒ (6) + 7 = 13
The sluggishness takes hold and Isaku feels as if he's moving in jelly. He still manages to cross over to the other side of the rift and tries to grab one of the Pathfinders (the one to the north)
Athletics to Grapple: 1d20 + 5 ⇒ (17) + 5 = 22
Rd 1: ◆◆ Stride ◆ Interact to release the second hand Piercing Wind
Rd 2: ◆ Stride ◆ Grapple
Bina Sevencloaks
|
If I recall Isaku, taking one hand off a two-handed weapon is a free action. Putting the hand back on requires an interact action.
Also, is this a saving throw we need to make each round, or is it one-and-done? I'll re-roll the save just in case.
Fort DC 15: 1d20 + 5 ⇒ (12) + 5 = 17
"Grab my hand!" Bina cries, grasping at the clinging Pathfinder and pulling with all her might. Once she's relatively sure the poor soul is secure on solid ground, she hustles around the rift, pushing against the waves of distorted time to try and reach another precarious Pathfinder.
Pulling up the Pathfinder adjacent on her left.
♦ Athletics: 1d20 + 5 ⇒ (17) + 5 = 22
♦ Stride 25 ft.
♦ Stride 15 ft.
| cmlobue |
Scenario says "as long as you remain in the area", so I imagine you only need to remake the save if you go further than 10 feet away, then approach again.
Libitina drags another Pathfinder to safety, though her attempt to quickly grab hold of another only manages to knock some loose stone into the rift.. Crits have no effect either way in this mission.
Isaku runs to the edge of the distortion and rescues one of the agents.
Bina pulls another Pathfinder out of danger.
The success condition for this mission is rescue four Pathfinders, which you have accomplished. No more would die until at least round six, so you should have no issues getting them all, but feel free to post more daring saves while discussing what to do next.
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!”
Battle the creatures or manipulate the Eternity Arch? Kornel gets the tiebreak since I did not wait for his vote last time. You still have a reward granting you quickened 1 for a combat.
Dancing Sunbeam
|
Fort: 1d20 + 7 ⇒ (8) + 7 = 15
Dancing Sunbeam moves to assist Kornel. She ties some of her rope to the agent's hand. Once the rope is tied properly she pulls the agent up.
Fight
Isaku Beru
|
Isaku grabs the remaining pathfinder and tries to haul him to safety. (the one on his east)
Athletics to Grapple: 1d20 + 5 ⇒ (9) + 5 = 14
Isaku almost had him but the Pathfinder's grip failed at the last instance. He tries again.
Athletics to Grapple: 1d20 + 5 ⇒ (17) + 5 = 22
Fort Save: 1d20 + 7 ⇒ (1) + 7 = 8
Isaku still feels like he's swimming in jelly...
Squash bug!
Mandoo
|
Libitina reaches out once again and tries to pull the Pathfinder to safety...
Libitina Action 1 (◆): Grapple
Libitina Athletics (Grapple) vs DC 15: 1d20 + 8 ⇒ (17) + 8 = 25
...and this time has no trouble getting a grip and hauling them away from the rift.
[See? My faith in you is boundless]
{My work is still not done. Onto the next}
Action 2 (◆): Act Together
- Mandoo Action 2 (◆): Stride (25 feet)
- Libitina Action 2 (◆): Stride (25 feet)
Libitina moves around the edge of the rift and Mandoo decides that trying to skirt the slow zone around the rift would put him farther away from his beloved than he felt was comfortable. He takes a breath and pushes into the time distortion...
Mandoo Fortitude vs DC 15: 1d20 + 7 ⇒ (8) + 7 = 15
...barely managing to keep moving through what feels like a river of honey. Meanwhile, Libitina reaches down once again and tries to save another soul for Pharasma...
Libitina Action 3 (◆): Grapple
Libitina Athletics (Grapple) vs DC 15: 1d20 + 8 ⇒ (19) + 8 = 27
...and grasping them by the wrist, pulls them away.
[One more soul saved for Pharasma. That's almost all of them. Once Kornel gets his man free of the rift we'll be done here]
{I will watch his progress with particular interest}
Bina Sevencloaks
|
I also vote for fight! I wanna kick some bug butt. Plus I don't want to waste the Quickened buff!
Bina loops a rope around the nearby Pathfinder's wrist and yells, "Hold on tight!" before running to the nearby column, looping around it once, and using it as a fulcrum to help her small frame pull up the dangling figure.
Once the Pathfinders are all safe, she hears the call of the Venture Captains and draws her blade. "Can we fight the bug? Pretty please? All this hard work is making me cranky." Far from looking 'cranky,' however, the swashbuckler has a gleam in her eye and a small smirk on her mouth that just screams 'trouble.'
| cmlobue |
Then bugs you shall have!
A group of territorial insects emerge from the rifts and advance on the defending Pathfinders. Those you rescued immediately do battle with some that emerged near the Eternity Arch, while you are left with a group whose rifts were closer to the chamber entrance - including one very large specimen.
”Kornel Initiative”: 1d20 + 6 ⇒ (6) + 6 = 12
”Isaku Beru Initiative”: 1d20 + 7 ⇒ (19) + 7 = 26
”Mandoo Initiative”: 1d20 + 9 ⇒ (20) + 9 = 29
”Ace Malaluna Initiative”: 1d20 + 9 ⇒ (9) + 9 = 18
”Bina Sevencloaks Initiative”: 1d20 + 7 ⇒ (4) + 7 = 11
”Purple Initiative”: 1d20 + 9 ⇒ (19) + 9 = 28
”Red Initiative”: 1d20 + 6 ⇒ (18) + 6 = 24
”Green Initiative”: 1d20 + 6 ⇒ (20) + 6 = 26
”Blue Initiative”: 1d20 + 6 ⇒ (15) + 6 = 21
”Yellow Initiative”: 1d20 + 6 ⇒ (12) + 6 = 18
Round 1 - bolded may go
All Pathfinders are quickened 1 during this battle.
Mandoo/Libitina
Purple
Green
Isaku Beru
Red
Blue
Yellow
Ace Malaluna
Kornel
Bina Sevencloaks
Dancing Sunbeam
Nature to Recall Knowledge. There are two types of creatures that require separate checks.