
GM Zoomba |

Deception: 1d20 + 12 ⇒ (6) + 12 = 18
Your foe tries to fake out Ezra, to minimal effect. Her punch seems to do the trick just fine though, landing a solid blow on the bird.
Attack: 1d20 + 16 ⇒ (15) + 16 = 31 for Bludgeoning: 1d10 + 7 ⇒ (1) + 7 = 8
Ezra needs a DC 23 Fort save
Also, I am assuming Othello is using his Champion's Reaction?
As the injured champion glows and the bird-thing's bruises seem slightly minimized, she snarls as she moves again out of a flank.
Oh, I see. Trying to 'turnabout's fair play' me? I though you holy types were all about turning the other cheek?
Feint, Strike, Stride
Initiative
Amiri 40/50, enfeebled 1
Woman 71 damage, enfeebled 2
Lynn 43/58, Ezra needs Fort save
Othello 40/60, enfeebled 2
Miladistra, enfeebled 1; Deroff enfeebled 2

Ezra the Amnesiac |
fort: 1d20 + 9 ⇒ (4) + 9 = 13 Enfeebled 2?
Act together Boost Eidolon Attack
attack 1 Peck: 1d20 + 11 ⇒ (19) + 11 = 30
claw: 1d20 + 11 - 4 ⇒ (11) + 11 - 4 = 18
claw: 1d20 + 12 - 8 ⇒ (6) + 12 - 8 = 10
Hahaha!!! Enfeebled only counts for strength based attacks not dexterity.
crit damage: 2d6 + 4 + 1 + 1 - 2 ⇒ (3, 3) + 4 + 1 + 1 - 2 = 10
additional: 1d8 ⇒ 6
The nosoi just quietly stares at the women and furiously then to proceeds to land a vicious peck on the women.

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Seeing all the damage this woman has done and Amiri's inability to be helpful is starting to weigh on her but she continues on as she moves around her and tries another two slices.
◆stride ◆strike ◆strike
attack (with enfeebled): 1d20 + 10 - 1 ⇒ (11) + 10 - 1 = 20
magic slashing damage (with enfeebled): 1d12 + 10 - 1 ⇒ (6) + 10 - 1 = 15
attack (with enfeebled): 1d20 + 10 - 1 - 5 ⇒ (1) + 10 - 1 - 5 = 5
magic slashing damage (with enfeebled): 1d12 + 10 - 1 ⇒ (9) + 10 - 1 = 18
I didn't include flanking as a bonus so when looking at her AC, remember she is Flat footed.

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Enfeebled only weakens Strength based attacks. I never knew. Deroff uses Finesse on his bites, so his attack rolls are unaffected.
Deroff wastes no time chasing after this woman, and tries to clamp down with renewed vigor.
Bite + Magic Fang: 1d20 + 10 + 1 ⇒ (7) + 10 + 1 = 18
Piercing Magic Fang damage, Enfeebled 2: 3d8 + 3 - 2 ⇒ (7, 1, 8) + 3 - 2 = 17
But his bite is way off.
◆ Stride
◆ Strike
"It's okay! I know you're doing your best." Miladistra runs up behind Deroff.
◆ Command an Animal
◆ Stride
◆ Interact to Draw Crossbow

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Othello moves up and attacks twice.
Attack 1: 1d20 + 10 - 2 ⇒ (18) + 10 - 2 = 26
Damage: 2d20 + 2 - 2 ⇒ (5, 7) + 2 - 2 = 12
Additional crit damage: 2d10 + 2 - 2 ⇒ (3, 7) + 2 - 2 = 10
Attack 2: 1d20 + 10 - 2 - 5 ⇒ (1) + 10 - 2 - 5 = 4

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**HOUSE GM ANNOUNCEMENT**
“Abnormal presences have been detected! The focus is close! Rendezvous at the glacial cave, Pathfinders!”
Table GMs, this is your 1-day warning.

GM Zoomba |

Swing after swing seems to be just barely dodged, but two of your flurry hit their marks. With a final cry to woman falls to the ground...
...and then spasms. Her skins ripples and changes. On the snow at your feet no longer lies a young human, but the corpse of a thin green-skinned woman with knots of moldering dark hair spilling down over a sickly frame.
Throughout all this, the purple rift in time and space still glows in the air. The deep voice calls out again. "Felise? Are you there? I'm lost. Still lost. I'm trying to find you, but it's hard. And I think I'm being chased. If you can hear me, know I'm coming! I' never going to stop."
Meanwhile, you could swear the rift is looking larger than it did a minute ago...
This crack appears quite ominous and dangerous. If you want to try and close it, you could try to do so with an Arcana, Nature, Occultism, Religion, or Thievery check

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Deroff howls, pleased over his efforts... well, she's dead and that's the important part. He walks over to Miladistra and whines.
"I have a scroll of restoration I carry around for these situations." She looks at her teammates. "But it looks like everyone else needs it, too."
She walks up to the rift. "Besides, I need to look at this." She hears the voices roaring from within. "It's like a river, about to overflow from its gully." She puts her hands on the edges of the rift and begins massaging it. "But... I can move it around. I think. Force it to travel downstream, so to speak. Eh, it's kind of instinct at this point."
Nature: 1d20 + 9 ⇒ (12) + 9 = 21

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occultism Ezra: 1d20 + 8 ⇒ (12) + 8 = 20
"Don't worry I apparently brought two of these things. It should bring everyone back to normal. Who wants to be healed?"
Ezra hops up to the party and plainly says,"Its a time rift. Its not growing currently but if we aren't careful it could grow to a dangerous size."
So Othello Amiri and ??? Also Ill lay on hands and refocus. So by my math Im at 50 HP

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Amiri takes a deep breath and drops her giant sword to the ground as her rage dies out and the weakness sets in. Well she was exhausting to fight. After hearing about the rift, she adds So its some weird time hole, got it. Anything we can do about it?

GM Zoomba |

Miladistra approaches the time rift and sees if she can in fact do something about it.
The elf can sense the pain and damage the rift is causing to the world and space around it. Focusing, she carefully pushes back the temporal waters, making their energies ebb and shrink into a smaller center. As the rift tightens, Miladistra for a second sees an image in the concentrated energy. There's a dragon! A copper-scaled dragon dressed in strange tight clothes and standing upright on its rear legs. A metal axe crackles with sparks on the ground by it while the dragon tinkers with some sort of machine. As if sensing you, the dragon's head turns and looks at you as well. It's mouth opens as you hear the voice one more
"You'r not Felise? Who are you? Can you -"
And then with a *snap* the time rift shuts, sealed. Miladistra finds herself staring at a rocky cavern wall.

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**HOUSE GM ANNOUNCEMENT**
“We’ve sealed the time rift! Excellent work, Pathfinders!”
Table GMs, the Time Rift Sealed condition is now in effect.

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**HOUSE GM ANNOUNCEMENT**
Venture-Captain Armeline Jirneau gathers the Pathfinders in the remains of a shattered chamber, beneath a starry night sky. “Congratulations on making it this far! You’ve all earned a break. Let’s set up camp. We’ll pick up the focus’s trail tomorrow.”
Before the Pathfinders scatter, Urwal interjects. “Look at the stars. Take it in. You’ll never see a sky like this again. The stars tell us we’re on Akiton, fourth planet from the sun.” He points at a blue dot in the distance. “That’s Golarion. Savor the sky. It’s breathtaking.”
-----
After a night’s rest, Venture-Captain Jirneau gathers the Pathfinders together once more, just as Ashasar and a team of scouts stride into camp. “We’ve found the focus. It’s beyond a time rift far stronger than any we’ve yet encountered.”
“You heard him!” Armeline shouts. “We’ve got some reality to repair. Let’s move.”
Table GMs, please begin Event #1

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**HOUSE GM ANNOUNCEMENT**
“Pathfinders, we’ve discovered a lost cache. Supplies incoming!”
Came in just under the wire :) Table GMs, the Supplies Discovered condition is now in effect.

GM Zoomba |

Rested and recovered That Enfeebling would last a day, but your long rest has you fresh and fit! you follow VC Armeline and the other Pathfinder teams out of the camp and along the trail.
Ahead you immediately see what the scouts were talking about. Dozens of jagged tears in reality cut through the terrain before you, forming a nigh-impenetrable glowing purple barrier the blocks further passage. Through the multiple rifts composing this larger ‘wall’ you hear the sounds of howls, snarls, and voices displaced through time all issuing out in a jumble. Vague movement is visible within the purple gashes.
Ashasar and Armeline Jirneau direct each of the Pathfinder units to spread out along the barrier. The Janni turns towards you four. "Whoa! See, these time rifts are growing more and more unstable. It feels as though I've been trying to talk to you for hours, but my words couldn't get through. But we're here now! Reach out carefully, with your hands, magic and minds. We’re going to need to work together to seal this rift!”
There are a lot of those time rifts you’ve seen before here, and their proximity seems to have each reinforcing the others. But together, you all might be able to seal them to reach the focus of these strange anomalies.
Each of you can attempt a check to try and mend the rifts. You could try to use:
Arcana or Nature, to wield magical forces against them
Occultism to try and understand the nature of the time rifts and their connection to the Dimension of Time
Religion to call for divine blessings toward your efforts
Thievery to find a weakness in the rifts’ manifestation
Survival to find nearby components to supplement colleague’s magic
Or Diplomacy or Performance to encourage other Pathfinders to greater heights
(and if you have a weird Lore that might apply here, pitch it)

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Othello contemplates redemption through Abadar.
Religion: 1d20 + 6 ⇒ (11) + 6 = 17

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Nature: 1d20 + 5 ⇒ (14) + 5 = 19
Amiri walks up to one of these rifts. More magic weird stuff going on here. Typical. Well, I have gotten lucky before. Amiri says to no-one in particular but attempts to use what she knows about the frozen fey to help her with closing a rift.

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"Alright, ya'll." Miladistra grabs a rookie Pathfinder. "I see you have a flute. Help me encourage people to close this rift." She pulls her own piccolo and begins playing.
Using the +2 Aid bonus we got from preparation.
Performance: 1d20 + 10 + 2 ⇒ (20) + 10 + 2 = 32
If anyone is using Performance as their skill, I can cast >Nymph's Token< to give a +1 bonus for 1 minute.
Even Deroff joins in, howling softly in tune with one of his favorite themes.

GM Zoomba |

Abadar remains mostly silent on the topic of temporal chaos.
Amiri has a bit more success: the First World occasionally plays fast and loose with chronology and the barbarian has heard a few stories that seem to actually contain actionable tricks in practice. Ezra too is able to bring strange magical know-how to bear on the problem.
Meanwhile Miladistra gives a deeply stirring performance. Her music echoes around the tunnel, and agents all around push forward against the rift barrier with renewed fervor!
The time rift in front of you does start to shrink. But the color is also changing - from a purple to more of a pale blue. At the edges of the rift, tendrils of energy start to emerge and whip around nearby.
You’ve made some good progress, but the rift is t quite closed yet! You can make another round of checks, but now with each attempt you will also need to make a DC 18 Basic Fort save as the cold energy of the void lashes back at you.

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"Thank ya kindly. I'll take over from here." Miladistra shoos the rookie Pathfinders back as she continues her piccolo.
Performance: 1d20 + 10 ⇒ (16) + 10 = 26
She continues to play, even as the tendrils lash at her.
Fort Save: 1d20 + 5 + 2 ⇒ (9) + 5 + 2 = 16
If anyone is using Performance as their skill, I can cast >Nymph's Token< to give a +1 bonus for 1 minute.

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Fort Save Dc18: 1d20 + 9 ⇒ (1) + 9 = 10
I am not a good Amiri! Ice should be her thing but I am rolling roughly on everything cold related! haha
Amiri is shocked to see her lack of magical abilities seem to be helping. Surprised, she keeps going.
Nature: 1d20 + 5 ⇒ (8) + 5 = 13
At least it isn't a crit fail. Not sure if that would be a set back or not and would rather not find out.

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"Abadar! Help us!"
Religion: 1d20 + 6 ⇒ (9) + 6 = 15
Fortitude: 1d20 + 10 ⇒ (5) + 10 = 15

GM Zoomba |

Othello: 2d8 ⇒ (6, 3) = 9
M: 2d8 ⇒ (3, 2) = 5
e: 2d8 ⇒ (8, 1) = 9
A: 2d8 ⇒ (1, 7) = 8 x2
As the rift roils, it seems to be getting harder to shut (at least based on your efforts this round). Only Miladistra’s inspiration seem effective for the moment (and even that not at much as before) as the rift shrinks slightly but still bars your path
Another round of attempts
Othello 9 damage
Miladistra 5 damage
Ezra/Lynn 4 damage
Amiri 16 damage

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Othello's hands glow for a moment, as he touches Amiri's shoulder. Lay on Hands for 12 hp

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Miladistra scoffs at the tentacles. "Hmpf. One day an alchemist came to town and poured some of his reagents right down the river while I was washin' clothes. My hands almost froze off."
Performance: 1d20 + 10 ⇒ (16) + 10 = 26
Fort Save: 1d20 + 5 ⇒ (15) + 5 = 20
"These tentacles aren't even close to hurting me!"

GM Zoomba |

Amiri botNature: 1d20 + 5 ⇒ (11) + 5 = 16
Amiri Fort: 1d20 + 9 ⇒ (3) + 9 = 12
A: 2d8 ⇒ (1, 6) = 7
E: 2d8 ⇒ (8, 6) = 14
M: 2d8 ⇒ (4, 4) = 8
O: 2d8 ⇒ (5, 3) = 8
The rift is almost mended (at least the one before you), but the tear in reality seems to be fighting hard to remain open. Past the shrunken gap in time and space you catch stray glimpses of a figure looming over something...
You can do it! Let's try one more go-round!
Othello 9 damage
Miladistra 9 damage
Ezra/Lynn 18 damage
Amiri 11 damage

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Performance: 1d20 + 10 ⇒ (6) + 10 = 16
Fort Save: 1d20 + 5 ⇒ (16) + 5 = 21
Miladistra's concentration finally breaks and she shivers. "Come on, ya'll! We're right there!"

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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

GM Zoomba |

M: 2d8 ⇒ (4, 5) = 9
E/L: 2d8 ⇒ (4, 6) = 10
Othello 9 damage
Miladistra 13 damage
Ezra/Lynn 28 damage
Amiri 11 damage
As the time rift shatters, reality rights itself, revealing the focus of all of this now right before you — 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!" Her voice is the same deep tone you've heard many times over the last two days. "I'm not...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, 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?”

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Miladistra shudders as the ice wraps around her. No time to relax, as a giant dragon appears her... on hind legs. Her ears twitch to confirm the answers to her unspoken questions.
"You! You have the sarcophagus, I knew it!" She points to her allies, then back to the sarcophagus. "You all see it, right? She's been callin' out for Felise."
Her sanity confirmed, Miladistra finally gets a bit more polite. "Sorry about that. I'm Miladistra. We're from the Pathfinder Society."

GM Zoomba |

"Felise! You know her?!?!?" The dragon's eyes widen and she drops her tools and takes several steps forwards. Then she stops, shaking her head as she clutches it in a taloned hand. "Not, you couldn't. Or could you. This isn't the right now. It's then I think. It's been so long, things get fuzzy..."
Heraxia takes a deep breath. "Felise and I, we were explorers. Partners. From another world, Triaxus. She was a rhyphorian but she was wonderful. Exciting, confident, but easily bored. So we made sure that each adventure was bigger, bolder, and more dangerous than the last. The two of us adventured through worlds, through, planes, even through other times!"
"But things started to go wrong. Felise and I started to be hunted, chased by dangerous beasts. Especially the hounds: strange, bug-eyed, relentless. We were trying to flee from them but something went wrong. Felise and I were split apart - she got shunted back to our home where and when but I...I got sent here. So far away from my home in your future that I'm not even sure how far. Long. It's complicated to explain."
Heraxia turns back to the sarcophagus and kneels down to adjust it further as the dragon keeps speaking. "She's still out there. In the future. Our connection's still there, empathic but that's something. It's less precise now though: we can't control when we'll get a quick window to communicate or when it's stop again. But I know she's been trying as much as me to get me home. It's been years, and we've tried everything: artifacts, rituals, experimental tech. Nothing's worked so far, but..."
She trails off thinking, then looks to Miladistra. "You recognize this? How: a stasis pod like this shouldn't even be invented yet.But, does that mean you're from the future? Or, no, maybe it means it will work?" She looks to each of you. "You path-people, where did you see this before? Was it near the Eternity Arch? Sorry: a big crystal arch in a large red room?"

GM Zoomba |

"Then there may be a chance. If" Heraxia looks plaintively at you all "if you could help me?"
The dragon 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. Th Eternity Arch was originally intended for to transer psychic projections across time, but Felise and I think it might be able to be adjusted to send a physical piece through it too. She has been experiementing and modiying the Arch in the future to you at least and this pod should allow me to survive the joruney back home through the arch!"
She frowns "Assuming its ready. This thing’s pretty damaged, and I could use a hand repairing it.”
A Crafting check would be the best way to assist her fixing the pod, but perhaps Arcana, Medicine, or Thievery skills could help you deciver the tech's advanced mechanisms. (or if another idea - skill, spell, etc - feel free to try)

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Othello examines the pod also.
Medicine: 1d20 + 8 ⇒ (6) + 8 = 14
But, cannot seem to understand it at all.

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"Well, anything is worth a shot, to help you meet your friend."
Miladistra takes a look at the sarcoph- stasis pod.
Medicine: 1d20 + 8 ⇒ (8) + 8 = 16
What an odd device...

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I am not trained in anything useful here and wouldn't want to break anything. Will pass on these checks. I will make a better RP post tomorrow.

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I am going to assume that none of it is made out of leather so Lore: Tanning won't help. Will you allow for something like Athletics so Amiri lifts half the statis chamber up so the others could work on a part underneath? I would totally understand if the answer is no. Just spit balling as Amiri isn't particularly useful here and I am not sure if a crit fail would set us backwards and I don't want to risk it by making an untrained check.
Amiri is shocked to see this strange dragon show up. I have seen a dragon before but never that looks so... human like?. But then the dragon person begins talking her time travel stuff and Amiri quickly gets lost but knows that the group wants to help this person... but she is unsure what she can do to be useful here.
If we are waiting on me for skill checks, I pass unless the athletics check works, in which case you can roll it for me at a +9

GM Zoomba |

Ezra thinks they’ve got a bit of a handle on the strange device, but it’s futuristic elements baffle Miladistra and Othello.
Heraxia sees your confusion. ”Yes, I know this must be a bit overwhelming. Maybe one more look - perhaps you’ll get the hang of it.”
You all can attempt one more check if you’d like.
Seeing Amiri know her own strengths and it’s a fair thought: crit fails could end up making things worse the dragon adds. ”Not a tinkerer? Not a problem: once we’ve patched this as best we can I’ll need to move the stasis pod to a location near the Eternity Arxh. Somewhere close by, but isolated. You mentioned an oval-chamber in the back of the area? That could work! Could you help me lift on three?”
Amiri - and all of you - can also attempt up to two checks each to try and transport the stasis pod through the ruins to the Arch chamber. Acrobatics and Athletics to physically move it is the easiest method, but Crafting or Survival to devise tools/methods to more easily move the thing could also work

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Medicine: 1d20 + 8 ⇒ (12) + 8 = 20 "Oh! I think I get some of it. This is like a healing chamber of sorts- keeps the body in stasis, right?"
She looks to the pod. "No way can I move that. But I could help with..."
Survival: 1d20 + 8 ⇒ (13) + 8 = 21
Survival: 1d20 + 8 ⇒ (18) + 8 = 26
She looks for some wooden poles, some rope, and fashions makeshift wheels under the sarcophagus. "This should make it easier to push around."

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acrobatics: 1d20 + 9 ⇒ (4) + 9 = 13
Amiri is a little too excited to be asked to help and tries to lift the heavy equipment by herself and definitely not where there are easy handholds and fails to make it move.
acrobatics: 1d20 + 9 ⇒ (9) + 9 = 18
She takes a deep breath and tries to find better place to lift from.

Ezra the Amnesiac |
medicine: 1d20 + 7 ⇒ (7) + 7 = 14
athletics lynn: 1d20 + 9 ⇒ (1) + 9 = 10
athletics lynn: 1d20 + 9 ⇒ (15) + 9 = 24
Ezra looks at the giant metal contraption and says,"I thought I knew what I was doing but I was wrong."
Lynn hesitates to lift up the sarcophagus but is able to help on her second chance.

GM Zoomba |

"Exactly!" Heraxia says to Miladistra as the elf makes some progress with the device. "The Eternity Arch isn't designed to transport matter - sorry, physical stuff - through the timestream, so this stasis pod will help protect my body from chronal ravage! At least, if Felise is able to finish the modifications on her end...no, I'm sure she will!"
The dragon looks at the pod. "Hmm, it's not quite as fixed as I'd hoped. But I'm not sure we have more time. Let's get this to the chamber - I'll see if I can make some final touches there." Heraxia herself is quite strong, but the assists from Lynn and Amiri And some helpful pivoting directions from Miladistra through the ruin's tighter corners are what makes the trip with the heavy sarcophagus back to the Arch chamber go swiftly.
Once you all carefully set down the pod in the oval room. Heraxia looks over it again and seems to be making complex adjustments to a variety of dials and lights. Meanwhile, Venture=Captain Armeline Jirneau calls you over. "I think she may be almost ready. Pathfinders. And if the modifications this Heraxia and her partner have been making to this arch are what's been causing the Maze of the Open Road to malfunction, making sure her plan is successful could get us all home safe. But this is a dangerous place. Secure the perimeter. Let’s keep trouble away as long as we can.”
Each of you can attempt two more skill checks, this time to secure the perimeter. Obvious choices could be to asses the area and nearby threats with Nature, Stealth, or Survival, or set up barricades with Athletics or Crafting. If you have alternate ideas as to how to get ready to defend, feel free to try those instead.

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athletics: 1d20 + 9 ⇒ (4) + 9 = 13
Amiri begins trying build a barricade to help protect her friends as they help fix the chamber but keeps trying to lift things she can't move.
athletics: 1d20 + 9 ⇒ (14) + 9 = 23
But finally she makes good progress at securing the area!

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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.