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Nature: 1d20 + 10 ⇒ (9) + 10 = 19
Nature: 1d20 + 10 ⇒ (6) + 10 = 16
So much flora and fauna around here... it's so mysterious to her.

GM Zoomba |

Othello bot (Athletics): 1d20 + 8 ⇒ (3) + 8 = 11
Othello bot (Athletics): 1d20 + 8 ⇒ (10) + 8 = 18
Working together, all of you manage to scare off nearby wildlife and get some basic barricades set up to block off the room.
"Good work Pathfinders" V-C Jirneau says. [b]"I think tha'ts as good as its going to be. Now get ready: something tells me it might get tricky shortly.
2/3 of those aiding tasks successful. Not bad at all! (the pod repair, less so).
We will be heading into the next, and final, part soon, but there is a chance to spend 10 minutes to refocus/Medicine, etc

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Lay on hands and refocus to heal 12.
heal level 1: 1d8 + 8 ⇒ (8) + 8 = 16
Lynn and Ezra slowly recover from the cold. "Im from the Mwangi. Im not used to freezing temperatures. Thank heavens we ended up somewhere warm," she says while blowing on her hands.

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**HOUSE GM ANNOUNCEMENT**
The Eternity Arch pulses with energy as Heraxia and the Pathfinders congregate near it. Venture-Captain Armeline Jirneau calls for silence. “You’ve done well, Pathfinders, but our mission isn’t over yet. We have to send Heraxia home if we want to go home.”
“That’s right,” Heraxia cuts in. “I have a few more tweaks to make to the stasis pod. Then I need to attune to the Eternity Arch—it should only take a few minutes. Then I can climb in the stasis pod and ride the Eternity Arch home.”
“This is where it gets tricky,” Armeline continues. “Once Heraxia is sealed within the stasis pod, we’ll have moments to get back into the Maze of the Open Road. As soon as she leaves this time, the Eternity Arch’s connection to her will be severed and the Maze will realign—that means this path to the Maze will no longer exist. Anyone who doesn’t make it through will be stranded here, on this distant planet. It should go without saying that the chances of rescue are slim. I want all of our support staff to retreat to the Maze immediately. Bring what supplies you can. In the meantime—”
Armeline’s words are cut short by an eerie howl that issues from the Eternity Arch. Heraxia races back to her stasis pod. “The hounds are coming! We’re out of time!”
Armeline’s face hardens as she draws an alchemical bomb. “Steel yourselves, Pathfinders! We must protect Heraxia!”
Table GMs, please begin Part 4.

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Miladistra decides to heal herself.
Treat Wounds: 1d20 + 8 ⇒ (18) + 8 = 26
Critical: 4d8 ⇒ (3, 4, 1, 1) = 9 Wow, that was bad
"That was way too cold..." She pets Deroff just as the Venture Captain calls for attention. "Never a dull moment!"

GM Zoomba |

“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!”
Some Pathfinders are fighting off dangerous beings surging through the time rifts! Others are trying to rescue some agents at risk of falling through a crack. Which problem do you want to confront?

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They are falling into those portals! We have to help them! A death in combat is honorable... a death by getting sucked through a weird portal... they don't deserve that. Amiri says, the last part more quite and solemnly.
My vote is to help the falling pathfinders

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"Let's prevent our fellows from falling through that 'time' crack."
Othello gets rope, grappling hook, and pitons out of his pack, preparing them for the task ahead.

GM Zoomba |

The six of you turn towards the massive rift in the floor.
Jagged and vaguely oval-shaped, the crack in reality is forty-feet long and twenty-feet wide at its center. Six Pathfinders cling to the tiled floor along the rift's edges, grasping to hold on the prevent falling down into the roiling purple energy void below. A seventh agent dangles below them partially in the rift itself - she is clinging onto a rope attached to a grappling hook, though the hook's edges only barely snagged onto a gap in a stone tile nearby. Blue Finally, and eighth colleague Orange is fifteen feet in the air atop a stone pillar - but the pillar's base has disappeared into the rift below!
As the temporal energy swirls around, you each feel oddly invigorated by the power churning in the chamber. You are all Quickened 1 for this whole encounter. Less invigorated is the rope-dangling Pathfinder, as her hook slips off the tile before catching momentarily another gap closer to the rift's edge!
So, we're going to do this in rounds, though the exact order you go in doesn't matter. Feels free to approach this problem as you like and different ideas or tactics are encouraged. If one of your plans involves a skill check, please roll it.
Note that the squares directly adjacent to the purple time rift are difficult terrain and Uneven Ground, and if you go within 10 feet of the rift I'll need a DC 18 Fort save or else you are Slowed 1 for as long as you remain in that area (though again, you are all Quickened 1 for now.)

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◆ Stride
◆ get rope out of backpack
◆ tie rope to pillar
◆ Throw rope to Yellow person on pillar in the middle of the rift
"Tie this onto you. We'll pull you out."

GM Zoomba |

Lynn moves up and gets a good grip on the rope. The Pathfinder is not longer falling further into the void, but still needs a good yank to be pulled back enough to get to safety. Another check would do it, but she's not getting worse for now
Othello meanwhile uses his head. The piller-trapped Pathfinder catches the rope and ties it around him nervously. All right. Just let me know 'when' Rope secured around him and prepped for a pull/assist.
Amiri and Miladistra, still up for the first round

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"Moldy Onions, we gotta move quick!" Miladistra ponders for a moment. "Nicki the >Nixie< owes me."
Seaweed and swamp gas permeate briefly as a small, blue-skinned fey appears near Othello. "Nicki, help Othello pull 'em up."
Nicki shrugs, takes hold of the rope and tries to pull yellow to safety.
Athletics: 1d20 + 6 ⇒ (14) + 6 = 20
Deroff moves toward Lynn, sensing she needs assistance and the Missus is safe back here.
◆◆◆ Cast Summon fey
- Summoned Nicki the >Nixie<
- ◆ Nicki Strides
- ◆ Nicki makes an Athletics check
- ◆ Deroff as a >Mature Beastmaster Companion<, Strides independently

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Seeing Othello and Miladistra get to work on saving the person on the pillar but the one that Lynn was helping still need assistance, Amiri moves into place next to her companion. Once there she gives the rope another big pull to help!
athletics check: 1d20 + 9 ⇒ (7) + 9 = 16
But teamwork pulling has never been her strong suit and keeps bumping into Lynn making it difficult to make more progress.
◆ stride ◆stride ◆athletics check

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I keep forgetting I am quickened. Miladistra would pull out a rope for her bonus action.

GM Zoomba |

Let no one ever say size is all that matters: the buff Amiri races over but for now both she and the equally large Lynn aren’t quite able to get the dangling agent up and away. But the tiny Nixie surges with unexpected strength, and with them and Othello anchoring the gnome Pathfinder is able to swing from the pillar and land safely on solid floor!
ROUND 2!!
All Quickened 1
1 Pathfinder saved, one on rope held by Lynn and Amiri
If you approach the rift, make a DC 18 Fort save or be Slowed 1

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◆ Untie saved pathfinder
◆ Tie a loop into end of rope
◆ Throw to next pathfinder.

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Amiri tries to pull again on the Pathfinder that Lynn tried to help.
athletics: 1d20 + 9 ⇒ (14) + 9 = 23
With the success at helping them, Amiri pulls out her rope and tries to help one of them that is in less danger. Once secured, she tries to pull them up as well.
athletics: 1d20 + 9 ⇒ (2) + 9 = 11
◆Athletics check ◆manipulate action to draw rope ◆ throw rope (roll required?) ◆ Athletics check

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"Keep helpin' Othello, Nicki! You got this!" Miladistra calls out to Nicki, who grins and keeps pulling.
Athletics: 1d20 + 6 ⇒ (5) + 6 = 11
Athletics: 1d20 + 6 ⇒ (15) + 6 = 21
Miladistra calls out "Deroff, get to the end of the pit. I'll meet you there." Deroff moves past Amiri and Lynn, stopping at the edge.
Fort Save: 1d20 + 11 ⇒ (5) + 11 = 16
Deroff moves up and feels the pull of the pit. He looks to Miladistra as she approaches. Miladistra stops short. "Danger? Got it. Well, bite onto this rope." She puts the rope in his mouth and calls to the person in front of Deroff.
"Deroff can haul yer up, just grab the rope, alright?"
◆ Miladistra sustains Summon Fey
- ◆◆ Summoned Fey, Nicki the Nixie, uses Athletics twice
◆ Miladistra Commands an Animal
- ◆ Deroff Strides but is Slowed 1 due to the Failed Save
◆ Miladistra Strides
◆ Quickened Miladistra Interacts to apply the rope to Deroff

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fort: 1d20 + 8 ⇒ (10) + 8 = 18
Move
Yank up Pathfinder
athletics: 1d20 + 9 ⇒ (14) + 9 = 23
Move
fort: 1d20 + 8 ⇒ (8) + 8 = 16?
athletics: 1d20 + 9 ⇒ (16) + 9 = 25
Lynn getting in a grove runs up to a Pathfinder dangling off the edge yanks them up easily, runs over another, and yanks another one up.
"Im getting into a grove now. We'll rescue these people in no time."

GM Zoomba |

throw rope (roll required?)
I'd say no, not for the ones dangling on the edge.
Othello and Nikci prove to be quite the combo as they drag another Pathfinder to safety. The dwarf is quite thankful and joins the gnome in safety.
Amiri gives one more good yank and gets the dangling agent to safety! She then casts the rope towards a new struggling PAthfinder, but can't quite haul that fish in yet.
Lynn rushes forwards, resisting the rift's slowing energy for now Just the one save and getting to colleagues out enough they can scramble out.
Milaidstra and Deroff prepare to use the wolf's size and strength, even as the doggie feels somewhat sluggish.
ROUND 3!!
All Quickened 1
4 Pathfinders saved, one has rope w/ Amiri at other end
If you approach the rift, make a DC 18 Fort save or be Slowed 1 (like Deroff right now :(

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fort: 1d20 + 10 ⇒ (16) + 10 = 26
Move
athletics: 1d20 + 9 ⇒ (10) + 9 = 19
If a sucess move to next closest pathfinder
If not a success just remain and try again
athletics: 1d20 + 9 ⇒ (10) + 9 = 19
If that wasn't a success try again
athletics: 1d20 + 9 ⇒ (4) + 9 = 13
Lynn just continues running around the rift trying to yank the pathfinders out of the rift.

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◆ Untie saved pathfinder
◆ Tie a loop into end of rope
◆ Throw to next pathfinder.
rinse, lather, repeat

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Nicki is having a lot of fun pulling on a rope. Miladistra gets Nicki's attention. "Just focus on pulling 'em out, okay? No time for pranks."
Atheltics: 1d20 + 6 ⇒ (16) + 6 = 22
Another Pathfinder yanked, Nicki unties the rope for them so Othello can speed things up.
"Okay Deroff, pull!" She looks at her wolf and Deroff fights against the Pathfinder's weight as well as the pit itself.
Athletics: 1d20 + 11 ⇒ (12) + 11 = 23
"Good job, boy." She unties the rope from the Pathfinder and moves over to the other side of the pit. "Alright, come over here, Deroff. Er, when you're ready."
◆ Miladistra Sustains Summon Fey
- ◆ Summoned Fey makes Atheltics check
- ◆ Summoned Fey unties Pathfinder
◆ Miladistra Commands an Animal
- ◆ Deroff makes Athletics check (still Slowed 1)
◆ Miladistra unties Pathfinder
◆ Miladistra Strides

GM Zoomba |

Lynn yanks and moves and Deroff pulls, while Fey-thello continues to be this year's 'it couple' as several more Pathfinder agents are freed from a...well you're not fully sure exactly what falling through a time rift would do to someone, but it would definitely be a bad fate.
And as those Pathfinders catch their bearings, they move to help too. Togehter, the now 10 of you and that's just the humanoids! are able to pull the last two agents to safety!
(Another) successful rescue mission!
While the other Pathfinders scramble for cover and gear, you see the dragon Heraxia finish her prearations over by the statis pod and run acriss the chamber to the Eternity Arch.
Just then the yawning purple crack in the floor 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. “Come on: let’s show them what Pathfinders are made of!”
“The rifts are pulling us into the past,” Jirneau counters as the V-C eyes the artifact in the room's center. “We need to force the Eternity Arch to seal these rifts, or we’ll be stranded here!”
Once again there are several problems happening all at once. A massive insect is running rampant about the chamber, while it seems like the Eternity Arch might need to be manipulate to shut down some of these wild time rifts.
Which would you like to try and address: the Monster or the Arch?

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I am not sure what use I am at setting up magic arches... but I know I can kill giant bugs!
I vote combat on this one. Don't think my skills will be too helpful.

GM Zoomba |

S: 1d20 + 7 ⇒ (11) + 7 = 18
M Percp: 1d20 + 9 + 1 ⇒ (4) + 9 + 1 = 14
A Percep: 1d20 + 7 + 2 ⇒ (19) + 7 + 2 = 28
Lynn Pecep: 1d20 + 8 + 1 ⇒ (1) + 8 + 1 = 10
Othello Peception: 1d20 + 6 + 1 ⇒ (1) + 6 + 1 = 8
While the rescued Pathfinders run for cover, the agent who had been dangling into the rift itself quick rushes up to Lynn. Hey, thanks for saving me good luck gotta go! She continues fleeing, but not before pressing a token with the Open Road's symbol into the half-orc's hand. Across the room, the pillar-stranded agent does the same to Othello Ditto
Othello and Lynn, you each get another Hero Point
As you ready for battle you see a huge arachnid gets its own footing upon being disgorged from a time rift. The creature's shaggy chair and massive size appears wild, a relic and offshoot of an earlier time. A smaller insect detaches itself from the larger one's back and clmabors to the ground beside it as Amiri is the first to react...
Initative
Amiri 39/50 HP
Spider
Spider
Miladistra 22/26 HP
Lynn 50/58 HP
Othello 51/60 HP

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Would you look at the size of that thing! Amiri shouts as she moves in at the huge spider. She focuses her anger into her desire for a fight and tries to slice the thing with her huge sword.
◆stride ◆enter rage ◆strike
attack at big spider: 1d20 + 10 ⇒ (14) + 10 = 24
damage (magical slashing): 1d12 + 10 ⇒ (6) + 10 = 16

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Miladistra thanks Nicki profusely, and says no one is going skinny dipping inside the "pool of mystery." Nicki huffs and leaves in a puff of swamp vapor.
"Cheese and Crackers! Those spiders aren't friendly." Miladistra watches Amiri just rush in. "They might be poisonous, honey!"

GM Zoomba |

Amiri races forwards and bashes two of the massive spider's legs!
The smaller bug rears back and shoots out a web at the barbarian.
Web attack: 1d20 + 7 ⇒ (19) + 7 = 26
The webs wrap around her and stick her to the floor! Amiri is Immobilized: stuck on that square until she Escapes (DC 17). It then skitters forwards and bites at the ensnared kellid.
Bote: 1d20 + 9 - 5 ⇒ (5) + 9 - 5 = 9 for Piercing: 1d6 + 2 ⇒ (1) + 2 = 3
The larger spider, squealing by its injuries, limps away from the big lady with the big sword two instead bite down on less dangerous looking prey: 1d2 ⇒ 1 Lynn
Bite: 1d20 + 15 ⇒ (20) + 15 = 35 for Piercing: 2d8 + 8 ⇒ (2, 6) + 8 = 16
The fangs sink deep into the orc as she feels her veins pulse with dangerous venom. Lynn, you need to make a DC 22 Fort save or be Poisoned. It tries to chomp down again, but Lynn's slumping from the first injury causes its aim to miss.
Bite: 1d20 + 15 - 5 ⇒ (2) + 15 - 5 = 12
Initiative
Amiri 39/50 HP
smaller Spider
bigger Spider 16
Miladistra 22/26 HP
Lynn 18/58 HP, need Lynn Fort
Othello 51/60 HP

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Probably are... but if I can cut them up before they posion me, then it doesn't matter, right! Amiri says as a ball of webs slams into her and the small spider moves in. Well you weren't the one I was trying to take down, but I will happily do it! She swings down at the small spider. Then again! And a final time.
◆strike ◆strike ◆strike
attack at small: 1d20 + 10 ⇒ (8) + 10 = 18
damage (magical slashing): 1d12 + 10 ⇒ (3) + 10 = 13
attack at small: 1d20 + 10 - 5 ⇒ (6) + 10 - 5 = 11
damage (magical slashing): 1d12 + 10 ⇒ (6) + 10 = 16
attack at small: 1d20 + 10 - 10 ⇒ (7) + 10 - 10 = 7
damage (magical slashing): 1d12 + 10 ⇒ (11) + 10 = 21

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Othello strides forward twice, and attacks the large spider once.
Attack: 1d20 + 10 ⇒ (16) + 10 = 26
Damage: 2d20 + 2 ⇒ (14, 19) + 2 = 35
Additional damage if critical: 2d20 + 2 ⇒ (3, 8) + 2 = 13
If critical, Othello also moves the large spider five feet NW, so that our team doesn't have to waste a stride action to attack it.

GM Zoomba |

Looks like you accidentally rolled d 20s instead of d 10s on your damage Othello
2d10 ⇒ (3, 10) = 13
Amirir only lands one strike on the small-er: its still terrifyingly large spider, but that blow leaves it terribly bleeding. Othello meanwhile strides forwards to reinforce Lynn and lands a solid strike of his own Not a crit though
Initiative
Amiri 39/50 HP
smaller Spider, 13 damage
bigger Spider 31 damage
Miladistra 22/26 HP
Lynn 18/58 HP, need Lynn Fort
Othello 51/60 HP

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FORT: 1d20 + 10 ⇒ (4) + 10 = 14
Hero point
fort: 1d20 + 10 ⇒ (14) + 10 = 24
Lay on hands
Heal 12
Act together two action
Ezra moves right 25 ft (Don't have the chance to yet)
Cast my second 2nd level heal
heal: 2d8 + 16 ⇒ (1, 7) + 16 = 24
"Ouch that hurt."

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"That spider's bigger than the bedbug that scared Ma! She ran it out of the house on horseback!" She casts >Magic Fang< on Deroff.
Deroff runs over to bite the big spider.
Jaws: 1d20 + 10 + 1 ⇒ (13) + 10 + 1 = 24
Damage: 3d8 + 3 + 1 ⇒ (6, 1, 1) + 3 + 1 = 12
◆◆ Miladistra casts Magic Fang on Deroff
◆ Miladistra Commands an Animal
◆ Deroff Strides
◆ Deroff Strikes

GM Zoomba |

It did indeed hurt, though Lynn digging deep resists its toxins. Meanwhile Ezra approaches the fray and Deroff manages to get a solid chomp on the bug.
In response, the massive spider bites right back at the wolf, connecting twice and bloodying his fur before skittering slightly back.
Bite: 1d20 + 15 ⇒ (9) + 15 = 24 for Piercing: 2d8 + 8 ⇒ (3, 5) + 8 = 16
Bite: 1d20 + 15 - 5 ⇒ (13) + 15 - 5 = 23 for Piercing: 2d8 + 8 ⇒ (4, 1) + 8 = 13
By Amiri, the smaller bug snaps twice to try and fail and sink its fangs into the stuck barbarian as it skitters away from the approaching Othello.
Bite: 1d20 + 9 ⇒ (4) + 9 = 13 for Piercing: 1d6 + 2 ⇒ (2) + 2 = 4
Bite: 1d20 + 9 - 5 ⇒ (9) + 9 - 5 = 13 for Piercing: 1d6 + 2 ⇒ (6) + 2 = 8
Initiative
Amiri 39/50 HP
smaller Spider, 13 damage
bigger Spider 43 damage
Miladistra 22/26 HP, Deroff 29 damage, needs 2 Fort saves
Lynn 54/58 HP
Othello 51/60 HP

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Act Together
Move right Ezra and Boost Eidolon
attack: 1d20 + 11 ⇒ (20) + 11 = 31
damage: 2d6 + 4 + 1 + 1 ⇒ (6, 5) + 4 + 1 + 1 = 17 includes 1 negative deadly: 1d8 ⇒ 3
claw: 1d20 + 11 - 4 ⇒ (2) + 11 - 4 = 9
Ezra panics at the large spider injuring her friend and proceeds to peck at one of the spider's eyes.

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Othello takes a five foot step (setting up a flank with the wolf, and attacks twice. Against the large spider, if it still is alive at my turn, otherwise against the smaller spider
Attack 1: 1d20 + 10 ⇒ (4) + 10 = 14
Attack 2: 1d20 + 10 - 5 ⇒ (2) + 10 - 5 = 7

Deroff |

Deroff howls as the bites sink in.
Fort Save 1: 1d20 + 11 ⇒ (11) + 11 = 22
Fort Save 2: 1d20 + 11 ⇒ (17) + 11 = 28
Deroff holds steady, growls and charges ahead.
Jaws: 1d20 + 10 + 1 ⇒ (2) + 10 + 1 = 13
Damage: 3d8 + 3 + 1 ⇒ (1, 2, 7) + 3 + 1 = 14
But the pain is too much.
◆ Stride
◆ Strike

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Miladistra cringes as Deroff takes two bites for his friends. "Keep it up, buddy! I gotcha."
Her apple-soaked hands rub across Deroff's fur, closing some of the wound.
Heal: 1d8 + 8 ⇒ (5) + 8 = 13
◆◆ Cast Heal on Deroff

GM Zoomba |

Deroff manages to resist the posions as Ezra's peck leaves the spider reeling...but still alive!
Initiative
Amiri 39/50 HP, immobilized
smaller Spider, 13 damage
bigger Spider 63 damage
Miladistra 22/26 HP, Deroff 16 damage, needs 2 Fort saves
Lynn 54/58 HP
Othello 51/60 HP

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Amiri grits her teeth as she is still struggling to finish off the weaker of the two spiders and tries to cut it open again!
attack at smaller spider: 1d20 + 10 ⇒ (17) + 10 = 27
damage (magical slashing): 1d12 + 10 ⇒ (12) + 10 = 22
Given the description on my last hit, I think that probably kills it? If not Amiri would keep swing till it is dead so feel free to bot those rolls.
Amiri then gets frustrated she is still tied up so begins to try to burst out!
Escape (Athletics dc17): 1d20 + 9 - 5 ⇒ (17) + 9 - 5 = 21
And against all odds, she manages to free herself from the webs and moves into melee with the bigger spider.
◆ strike ◆ escape ◆ stride

GM Zoomba |

It does indeed
Amiri slays her eight-legged nemesis and breaks out of its webbing. Striding up to the massive threat, that spider lashes out at the enemies surrounding it!
Bite v Ezra: 1d20 + 15 ⇒ (12) + 15 = 27 for Piercing: 2d8 + 8 ⇒ (8, 8) + 8 = 24
Bite v Deroff: 1d20 + 15 - 5 ⇒ (5) + 15 - 5 = 15 for Piercing: 2d8 + 8 ⇒ (1, 6) + 8 = 15
Bite v Amiri: 1d20 + 15 - 10 ⇒ (17) + 15 - 10 = 22 for Piercing: 2d8 + 8 ⇒ (5, 5) + 8 = 18
Ezra and Amiri need Fort saves, please
Initiative
Amiri 26/50 HP, need Fort save
bigger Spider 63 damage
Miladistra 22/26 HP, Deroff 16 damage
Lynn 30/58 HP, Ezra needs Fort save
Othello 51/60 HP
Othello: Assuming you would like to use your Reaction on one of those hits? Ezra or Amiri (note Ezra would have been the first bit)

Ezra the Amnesiac |
fort: 1d20 + 9 ⇒ (19) + 9 = 28
Act together
Boost eidolon and attack
peck: 1d20 + 11 ⇒ (6) + 11 = 17
claw: 1d20 + 11 - 4 ⇒ (10) + 11 - 4 = 17
claw: 1d20 + 11 - 8 ⇒ (7) + 11 - 8 = 10
Ezra flustered at the bite flails wildly at the spider for no effect.

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"Alright, Deroff, keep it up!" She draws a bolt of lightning to point at the spider.
Electric Arc: 2d4 + 4 ⇒ (1, 1) + 4 = 6 Reflex Save DC 20
Deroff, meanwhile keeps up the pressure.
Jaws: 1d20 + 10 + 1 ⇒ (14) + 10 + 1 = 25
Damage: 3d8 + 3 + 1 ⇒ (2, 2, 2) + 3 + 1 = 10
Jaws: 1d20 + 10 + 1 - 5 ⇒ (6) + 10 + 1 - 5 = 12
Damage: 3d8 + 3 + 1 ⇒ (3, 2, 1) + 3 + 1 = 10

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fort save: 1d20 + 9 ⇒ (1) + 9 = 10
Hero point
fort save: 1d20 + 9 ⇒ (14) + 9 = 23
Amiri smiles with spider guts on her as she tries to finish off this bigger one.
◆ strike ◆ strike ◆ strike
attack at big one: 1d20 + 10 ⇒ (4) + 10 = 14
damage (magical slashing): 1d12 + 10 ⇒ (7) + 10 = 17
attack at big one: 1d20 + 10 - 5 ⇒ (1) + 10 - 5 = 6
damage (magical slashing): 1d12 + 10 ⇒ (10) + 10 = 20
attack at big one: 1d20 + 10 - 10 ⇒ (16) + 10 - 10 = 16
damage (magical slashing): 1d12 + 10 ⇒ (10) + 10 = 20

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Make the spider feel bad about hurting Ezra. 6 less damage to Ezra and all subsequent attacks Enfeebled 2.

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Stride so that I'm within 15 feet of the most allies.
Attack 1: 1d20 + 10 ⇒ (9) + 10 = 19
Damage: 2d10 + 2 ⇒ (9, 7) + 2 = 18
Attack 2: 1d20 + 10 ⇒ (2) + 10 = 12
Damage: 2d10 + 2 ⇒ (4, 9) + 2 = 15

GM Zoomba |

Ref: 1d20 + 13 ⇒ (4) + 13 = 17
While Othello softens the blow to Ezra, Miladistra lightning-and-fang combo finally drops the prehistroic pest!
COMBAT OVER
Amiri 26/50 HP
Miladistra 22/26 HP, Deroff 16 damage
Lynn 36/58 HP
Othello 51/60 HP
You looks around and see other Pathfinders holding their own and finishing off other time-displaced threats, while others are quelling the worst of the Eternity Arch's pulses. Heraxia is at the arch and seems to have finished her final adjustments as you see the dragon rush back to the stasis pod.
There is a momentary lull in the chaos. If you'd like to take a 10-munte rest to Treat Wounds, Refocus, Reapir, etc, you can do so.