
| EbonFist | 
 
	
 
                
                
              
            
            Please Dot and Delete. Feel free to introduce your characters. We will kick off on March 6th.

|  Threzlomn Cinderfall | 
 
	
 
                
                
              
            
            In a corner of the room where everyone is gathered the air starts to shift and shimmer for a moment and then with a small pop and a wave of air an older dwarf appears where there was nothing before. He seems dressed for conflict carrying what looks like the most recent model of plasma bolter but somehow carrying the patina of centuries. He is dressed in clothing that seems to shift slightly in the light, as if absorbing the light, and what looks like a set of second skin armor, but made of parchment with constantly shifting lines of incomprehensible text.
The bald man scans the room through his tiny glasses, frowns, and then sighs. "Angradd's Anvil, I missed again.!" He peers off into the middle distance for a moment, fingers twitching slightly, eyes scanning as he seems to stare at... something. "6th day of Pharast, 322 AG... Getting closer, but still significantly off target.... And Torag's dusty anvil knows where I am for that matter... At least no one has started shooting yet, that's an improvement over last time!"
He pauses his monologue for a second to finally take in the room around him and spotting the Starfinder Insignia reaches into his pack and pulls out a a small pin with the same mark. "Well, Yes, Right. Threzlomn Cinderfall, Head Librarian of the Sealed Library Ark of the Committee of the Eternal Quest for the Sky... or at least will be in another 200 years or so. Long story short, had a bit of a problem happen with trying to recreate an experiment in a book we had and, well, I'm not in the right time. However, I see you are a group of Starfinders. If it's not too much of an imposition, would it be a problem if I join your mission? It takes a few days for me to build the energy to jump again and I could always use more first hand accounts of the Starfinders."

| House GM Tyranius | 
 
	
 
                
                
              
            
            The sun shines brightly over the ice fields of Akiton, the snow sparkling in the light. On the outskirts of a complex of ruined buildings ahead are numerous portable shelters emblazoned with the Starfinder Society’s symbol. Starfinders hurry in and out, ferrying supplies and calling instructions to one another.
A loud chime sounds from the largest shelter, positioned at the center of a cluster of others, and First Seeker Ehu Hadif emerges. As he holds up his hand for attention, the hubbub around dies down, and everyone pauses their activities to look at him.
“Good morning, Starfinders, and thank you all for joining me on this expedition. It’s my hope that today, we will not only investigate this site, but uncover the truth behind the rumors of hauntings here. We have some final preparations to make before we begin our mission, and I ask that no one advance into the ruins until I give the all-clear. Never fear, you’ll get your chance to explore—but first we need to ensure we’re ready. If you’d all please check in at your assigned location, we can direct you to tasks where we still need assistance.”

|  George 09-23 | 
 
	
 
                
                
              
            
            George 09-23 looks excited to explore the site. As a student of alien cultures and all the sciences he is very curious to discover what ancient secrets their find might hold. He glances at the dwarf wondering if he is exaggerating about his travels through time.
"You say that you are not from this time period?"

|  Twila-5 | 
 
	
 
                
                
              
            
            Twila-5 barely notes First Seeker Ehu Hadif's little speech, as she is instead staring and processing the odd dwarf's appearance (both meanings of the word that apply). The shifty nature of his clothing and armor are a far cry from her more typical duds: simple; utilitarian; in deep, matte blues and violets. She is an android with the left side of her head clean-shaven; the right side sports naturally wavy, ombre hair with red-violet roots that fade to deep indigo tips just past the shoulder. Her warm light brown skin is covered with indigo and violet tattoos in delicate scrollwork and flowers that highlight her pale violet glowing circuits, even on her face.
Once the official talking is over, Twila-5 extends her hand for a firm handshake. "Fine by me. I'm Twila-5. Good to meet you, Threzlomn Cinderfall. So, you, uhhh... You're from the future?" She *had* considered treating him with suspicion, but that's something Twila-4 would have done--to the extreme. Let the others be suspicious. I'm going to learn all I can from this one. It's an opportunity, not a threat! (Unless that changes.)

| EbonFist | 
 
	
 
                
                
              
            
            CLEAR THE WAY
Relevant Skills: Athletics, Physical Science, or Piloting
TASK DETAILS
Radaszam, leader of the Acquisitives, seeks volunteers to clear away rubble and debris blocking access to portions of the site. 
“Be careful when you’re moving things around,” Radaszam says gruffly. “Don’t want to destroy anything valuable in the process. That goes double for those of you using vehicles—choose your targets carefully.”
COORDINATE COMMUNICATIONS
Relevant Skills: Computers, Engineering, or Profession 
(maintenance worker)
TASK DETAILS
Celita, leader of the Dataphiles, looks up from her datapad and nods to the PCs as they approach. 
“Good morning,” she says. “We’ve identified some weaknesses in our mobile communication infrastructure, given the remoteness and temperature of our location. Your help in patching these vulnerabilities will ensure all agents can stay in contact during the mission.”
EXPLORE AND REPORT!
Relevant Skills: Perception, Stealth, or Survival
TASK DETAILS
Fitch, leader of the Wayfinders, asks you to aid in a preliminary survey mapping the site. 
“The more research we do now,” she says with a wide grin, “the more we’ll be able to orient ourselves once we go down into the depths. Oh—if you’d all pose there for a second?”
She holds up her datapad to show you her camera app. “I promised the kiddos I’d send them pictures!”
INTERVIEW LOCALS
Relevant Skills: Culture, Diplomacy, or Sense Motive
TASK DETAILS
You find Ixthia, leader of the Exo-Guardians, issuing orders to some Starfinder teams. 
“Hello!” Ixthia nods to you as you approach. “Looking for a way to help? There are a few settlements to the south that might know more about these ruins. Most of the locals don’t venture up this way... but the rumors come from somewhere.”
RALLY THE RANKS
Relevant Skills: Diplomacy, Intimidate, or Mysticism
TASK DETAILS
As you approach, Venture-Captain Arvin is giving a pep talk to a cluster of nervous-looking Starfinders. 
“Ah!” he says, as he spots you. “Perhaps hearing from your peers would be helpful.”
He steps aside, gesturing for you to follow, and murmurs, “It’s their first mission, and they’re a bit skittish. I have some things I need to attend to, so would you mind giving them some advice?”
SUPPLY LINES
Relevant Skills: Life Science, Medicine, or Profession (cook or herbalist)
TASK DETAILS
Venture-Captain Naiaj, looking harried, is coordinating with workers outside the supply tents. 
“If you’re here to assist,” she tells you, [b]“You can help organize these supply lines. We don’t know what we’ll find down there, so we want all our teams well-equipped with rations and medicinal supplies. Can’t have anyone getting trapped without adequate equipment."

|  Threzlomn Cinderfall | 
 
	
 
                
                
              
            
            "You say that you are not from this time period?"
"Precisely."
Twila-5 extends her hand for a firm handshake. "Fine by me. I'm Twila-5. Good to meet you, Threzlomn Cinderfall. So, you, uhhh... You're from the future?" She *had* considered treating him with suspicion, but that's something Twila-4 would have done--to the extreme.
Threzlomn takes the hand and gives it a solid shake. "Right, Threzlomn Cinderfall. It's a pleasure, Twilia-5. To be pedantic, I am presently here from the past in relations to the current time, but ultimately I am from A future. Not necessarily 'THE' future you will possibly experience."
Threzlomn listens to the explanation of what is happening and perks up. "Oh, I had heard about this mission, but never could get a clear retelling of what happened. This would make a good thing to chronicle and bring home."
CLEAR THE WAY
The dwarf then moves over to Radaszam and gives an Obsidian Spider Salute before remembering when and where he is and swiftly changing to a starfinder salute instead. "Threzlomn, sir, yup still haven't made it home."
He then takes over one of the vehicles and tries to move the equipment as best he can. Piloting: 1d20 + 8 ⇒ (5) + 8 = 13
COORDINATE COMMUNICATIONS
Threzlomn takes a look at the computers and gear and frowns. "I don't know anything about 4th century communications tech. I'd be no help here." 
EXPLORE AND REPORT!
The dwarf proves to be pretty agile and silent in his not quite this century gear. He ducks out of the picture commenting, "I really should not leave behind any records of my passing. Good potential to wreck the timeline and affect things more than my actions here alone would."
Stealth: 1d20 + 8 ⇒ (12) + 8 = 20
INTERVIEW LOCALS
Threzlomn spends a long amount of time with the locals trying to get not just relevant information, but record any stories or history they would be willing to share.
Culture, Ship Dwarf: 1d20 + 9 ⇒ (15) + 9 = 24
RALLY THE RANKS
Diplomacy, tradition mender: 1d20 + 6 ⇒ (20) + 6 = 26 
Threzlomn recognizes most of the newbies and gives them as much of a hint into their futures as is safe to, but ultimately ensuring them all that their personal timelines won't end here. 
SUPPLY LINES 
Threzlomn doesn't have much experience with the supplies of this time, and volunteers to help move things only, but spends more time taking pictures and asking questions then actually helping. Untrained in all 3 skills.

|  Arthur Pardus | 
 
	
 
                
                
              
            
            A human man pants a bit as he arrives. He obviously ran to get here. "Whew! The traffic is killer." he says as he wipes some sweat off. "I heard something about a time traveler? Any advice on which companies to acquire? Oh! Where are my manners. Arthur Pardus, at your service" Arthur introduces himself.
Clear the Way
Arthur carefully maneuvers the truck to avoid bumping into anyone.
Piloting: 1d20 + 8 ⇒ (5) + 8 = 13
--------------------------------------------------------
Coordinate Communications
Arthur nods as he accepts the pad from Celita before starting to look through it before hooking it up to his personal comms.
Computers: 1d20 + 7 ⇒ (10) + 7 = 17
--------------------------------------------------------
Explore and Report
Making sure he isn't noticed Arthur scouts the area and brings back some map data for the society.
Stealth: 1d20 + 10 ⇒ (5) + 10 = 15
--------------------------------------------------------
Interview locals
With a sigh Arthur heads towards the villages to find the truth to the rumors.
Diplomacy: 1d20 + 6 ⇒ (12) + 6 = 18
--------------------------------------------------------
Rally the ranks
"No need to be so nervous! You are not alone. If you need help, the society has your back."
Diplomacy: 1d20 + 6 ⇒ (16) + 6 = 22
--------------------------------------------------------
Supply Lines
Knowing nothing about the medicine Arthur nonetheless tries to help sort the supplies.
Medicine: 1d20 ⇒ 20

| Keskodai 20220306 | 
 
	
 
                
                
              
            
            Keskodai, a shirren priest just arrive on time for the announcement of their mission. He begins helping with the necessary preparations, though not sure what to do actually.
Clear the Way
He helps in removing some rubble and debris as much as he can despite his physique.
Piloting: 1d20 + 2 ⇒ (17) + 2 = 19
Coordinate Communications
He also begins helping to patch things up on the mobile communication infastructure, making sure all things will go well.
Computers: 1d20 + 2 ⇒ (8) + 2 = 10
Explore and Report!
He also begins to do some mapping, not missing any detail as much as possible.
Perception: 1d20 + 8 ⇒ (7) + 8 = 15
Interview Locals
He helps to know more about the ruins by asking the locals nearby, chatting to them and all to get many information as much as possible.
Diplomacy: 1d20 + 5 ⇒ (7) + 5 = 12
Rally the Ranks
Keskodai prepares himself to give a speech on other Starfinders, telling them that being anxious for the mission is normal, but they need to be brave as well.
Mysticism: 1d20 + 9 ⇒ (4) + 9 = 13
Supply Lines
He finally ends helping with checking the supplies if they will have enough for everybody.
Life Science: 1d20 + 5 ⇒ (3) + 5 = 8

|  George 09-23 | 
 
	
 
                
                
              
            
            George 09-23 puts his considerable talents to good use.
CLEAR THE WAY
George 09-23 attempts to use his knowledge of geology and mathematics to determine how and where to remove the rubble and where extra supports must be added to protect valuable items on the site.
Physical Science: 1d20 + 10 ⇒ (3) + 10 = 13
COORDINATE COMMUNICATIONS
The android begins to code. He attempts to fortify the wireless network.
Computers: 1d20 + 10 ⇒ (12) + 10 = 22
EXPLORE AND REPORT!
George 09-23 looks over the pictures carefully to see if perhaps some details were overlooked.
Perception: 1d20 + 6 ⇒ (7) + 6 = 13
INTERVIEW LOCALS
George taps into the net and does some research into the rumours of the locals living in this area.
Culture: 1d20 + 10 ⇒ (4) + 10 = 14
RALLY THE RANKS
George tries to help calm these people with a meditative chant.
Mysticism: 1d20 + 6 ⇒ (10) + 6 = 16
SUPPLY LINES
George tries to better organise the supply of goods.
Life Science: 1d20 + 10 ⇒ (17) + 10 = 27

|  Twila-5 | 
 
	
 
                
                
              
            
            Twila-5 falls into step beside another android as she heads off to help with preparations, but it takes her a few moments before realizing that he's George 09-23. The recognition jolts her to stillness. What are the odds? ... Woodenly, she forces herself to catch up to him. "Uh, George 09-23? I'm Twila-5. Twila-4 was my...predecessor. I...understand that she shared her last mission with you. Perhaps when this is over, we could consider getting a drink and catching up?"
CLEAR THE WAY
I've always wanted to drive one of these things! Twila-5 hops into the seat of a small excavator and sets to work with all the dedication and joy of a child in a sandbox.
Piloting: 1d20 + 9 ⇒ (8) + 9 = 17
COORDINATE COMMUNICATIONS
"I'll check for loose connections." Digging out her engineering kit, she pops an access panel to inspect the wiring.
Engineering: 1d20 + 7 ⇒ (9) + 7 = 16
EXPLORE AND REPORT!
Twila-5 sticks to the shadows, preferring the darkness to wandering around out in the open. In that, she's much like Twila-4. In other ways, not so much.
Stealth: 1d20 + 11 ⇒ (14) + 11 = 25
INTERVIEW LOCALS
Talking to people? Ha! But didn't I read something about this area... She searches her memories for mentions of relevant rumors.
Culture: 1d20 + 6 ⇒ (11) + 6 = 17
RALLY THE RANKS
"You don't want me doing motivational speeches." Twila-5 intones in her flat voice.
SUPPLY LINES
Wordlessly, Twila-5 begins to assemble first aid kits from the bins of bulk medical items.
Medicine: 1d20 + 7 ⇒ (12) + 7 = 19

|  Threzlomn Cinderfall | 
 
	
 
                
                
              
            
            A human man pants a bit as he arrives. He obviously ran to get here. "Whew! The traffic is killer." he says as he wipes some sweat off. "I heard something about a time traveler? Any advice on which companies to acquire? Oh! Where are my manners. Arthur Pardus, at your service" Arthur introduces himself.
Threzlomn shakes his head at offering advice about what companies to buy. "I don't know too much about companies in these times, but even if I did, I couldn't tell you for timeline violating reasons. Anyways it's never fun to know how the story ends... But I can advise you against buy stocks in 332 AG."

| EbonFist | 
| 2 people marked this as a favorite. | 
 
	
 
                
                
              
            
            CLEAR THE WAY
Threzlomn and Arthur perform acceptably while piloting the construction vehicles clearing the way, but Twila-5 does better and Keskokai works perfectly while George 09-23 takes a different path and does a decent job.
Appreciative of the PCs’ assistance, Radaszam gives you tips on using leverage against an enemy
Results: Highest Success. Reward - Once during the adventure, when rolling a combat maneuver check, a Strength based skill check, or a Strength-based attack roll, each PC can choose to roll the check twice and take the higher result.
COORDINATE COMMUNICATIONS
Threzlomn is unfamiliar with current communications equipment.  Arthur has a fair amount of success with the computers running the network while George 09-23 has a great success.  Twila-5 takes a more physical approach and has some success.  Keskodai tries but does not help.
While working on the communications equipment, you gain valuable experience tinkering with machinery.
Results: Highest Success. Reward - Once during the adventure, each PC gains a +2 bonus to an Engineering check, a Sleight of Hand check, or a Reflex save against an analog trap or hazard.
EXPLORE AND REPORT!
Threzlomn and Twila-5 are so sneaky no one sees them coming or going.  Arthur is a little less successful.  Keskodai carefully examines everything with some success and notices a bit more than George 09-23.
You gain some insight into the site’s layout and recognize some patterns in its construction.
Results: Highest Success. Reward - Once during the adventure, each PC can roll twice and take the better result on a Survival or Perception check
INTERVIEW LOCALS
Threzlomn demonstrates his knowledge of current culture which is even more thorough than George 09-23's and Twila-5's. Arthur proves his gift for gab while Keskodai is not nearly as convincing.
You hear rumors from the locals about the dangers of the ruins.
Results: Highest Success.  Reward - You hear several tales of people going into the ruins and not returning or of people returning after months or even years had passed thinking they’d only been gone a few moments. Ghosts and spirits in peculiar clothing are also said to inhabit the ruins.
Some of the locals take an interest in the PCs’ investigations and gift them each a purple nanite hypopen that must be used during this adventure. A PC can use purple nanite hypopen as a standard action on themselves or a willing or unconscious living creature to grant the benefits of remove condition.
RALLY THE RANKS
Threzlomn and Arthur's reassurance gives the newbies some obvious (perhaps too much) confidence.  Keskodai and George 09-23's knowledge of the mystic helps, as well.  Twila-5 bows out of the attempt.
You inspire your fellow Starfinders, and the experience buoys your own sprits.
Results: Highest Success. Reward - Once during the adventure, each PC can roll twice and take the higher on a Charisma-based skill check.
SUPPLY LINES
Threzlomn has no skill to help straighten the supply lines.  Arthur lucks into great success with the medical supplies.  Twila-5's knowldges and luck give her the same success.  Though better trained, Keskodai has more difficulty but George 09-23 uses his knowledge of what living creatures need to great success.
The supply teams are grateful for your assistance and grant you each a vial of magically-infused broth that heals the body and steels the mind.
Results: Highest Success. Reward - Once during the adventure, a PC can consume this broth to gain the effects of a mk 2 serum of healing and a +1 bonus to Will saves for a number of minutes equal to their character level. The PC can dismiss the bonus to Will saves while it’s in effect as a reaction to reroll a failed Will save, after which the bonus immediately ends.

| House GM Tyranius | 
 
	
 
                
                
              
            
            “Attention, Starfinders!” First Seeker Ehu calls from in front of his shelter. The remaining hubbub quiets, and the Starfinders gather in lines for the briefing. “Our preparations are complete, so we can begin our exploration momentarily. Our first step is investigating the aboveground portions of the ruins and those accessible just below the surface.” He nods to Fitch, who’s tapping on the edge of her datapad. “Fitch, the surveys?”
Fitch quickly tucks her datapad away and hops into position next to him. “Right! Our preliminary surveys indicate there are five main sites that might provide access to the lower levels. To better organize the expedition, we ask that each team choose a site to investigate. Once you decide, the leader in charge of that site can provide you the details we know... though in most cases, that isn’t much. After you’ve secured a site and verified whether it leads further down, report back here and we’ll determine our next moves.”
Fitch steps aside, and Ehu takes her place, glancing over the assembled crowd.
“Some of you have been with us for years,” he says, “while others are new recruits. Whatever your level of experience, I have every confidence that your skills will be invaluable to our efforts here. Exploration and discovering forgotten secrets are what we Starfinders do best, after all. I expect all of you to work hard to achieve our goal, take care of each other, and report anything you find. Now, without further ado, let’s begin!”
Table GMs, Part 1 has begun.
★ ---- ★ ---- ★ ---- ★
The efforts of Pathfinder Society agents in the distant past were successful!
To represent their triumphs and heroism, you will receive additional beneficial conditions during this adventure.
In tinkering with time, Pathfinder agents have spun off a temporal anomaly that may help you in dangerous situations.
The Advantageous Anomaly condition is in effect.
Pathfinders were careful to rescue their agents from peril whenever they could.
The Survivors condition is in effect.

| EbonFist | 
 
	
 
                
                
              
            
            Fitch motions for her team to follow her into a tent with the Wayfinders’ symbol painted onto its sides. As the Starfinders assemble, she takes a few paces around the room, brow furrowing thoughtfully.
“All right,”[b] she says once everyone is settled. [b]“I’ve got something interesting for you, though whether it’ll be useful is up to you to figure out. Our surveys found an odd set of stone pillars at the northeastern end of the ruins. They seem to be arranged on a set of grooves in the ground, suggesting that maybe they can be moved along them, all surrounding a disc in the ground at the center. Our analysis indicates there’s a hollow space under the floor.”
She grins. “Now, I don’t know about you, but to me that sounds 
like a puzzle we can unlock to get into the ruins. Go see about finagling the pillars around—but be careful. We don’t know what might happen if you get it wrong, after all. Could be that the mechanism doesn’t even work anymore, but it’s worth a shot!”
Locals living in the settlements nearby believe the pillars are arrayed in a particular pattern, and legend says they’re haunted by the 'singing spirits' of the people who built them for mystical rituals millennia ago. Spooky, right?"
"If you need any supplies stop off and buy them from the commissary on the way."
When you get to the location you find standing tall atop a glacial formation are twelve stone pillars arrayed on a series of concentric circles as well as a thirteenth pillar that sits on an oval stretching from northwest to southeast. The lines radiate outward from a central metal disc, gleaming gold in the sun. Carved designs on the pillars’ sides might have once been brightly painted, but their colorful hues have long since faded to more muted shades. Whenever the wind blows across the icy terrain, the pillars each hum discordantly as the 
chill air whistles through them.
Some checks:
A Mysticism Check will reveal what the faded symbols mean.
The central disc has an inscription  It's in an unknown language but anyone who knows Akitonian or Aklo can make a Culture check to decipher it. 
Slide 11 has a diagram of the pillars and grooves.

|  Twila-5 | 
 
	
 
                
                
              
            
            No Akitonian or Aklo here.
Pausing where she can see as much of this ruin as possible, Twila-5 gives a low whistle. "Now that's something." Continuing with the group, she halts beside a set of faded symbols. She's been picking at studying this sort of thing in her spare time...
Mysticism: 1d20 + 3 ⇒ (20) + 3 = 23

|  George 09-23 | 
 
	
 
                
                
              
            
            George attempts to help Twila-5 decipher the meaning of the faded symbols.
Aid to Mysticism, DC 10: 1d20 + 6 ⇒ (17) + 6 = 23
Once they settle on their meaning he moves over to try and decipher the inscription on the central disc.
"Interesting. This language is related to Aklo. Let me try and see if I can figure out what it says."
Culture: 1d20 + 10 ⇒ (10) + 10 = 20

| EbonFist | 
 
	
 
                
                
              
            
            The two androids quickly set to work, George 09-23 giving Twila a little advice before studying the disk in the middle.
There are 13 pillars, one corresponding to each planet in the Pact Worlds solar system as it was millennia ago: Aballon, Castrovel, Golarion, Akiton, Verces, Damiar, Iovo, Eox, Triaxus, Liavara, Bretheda, Apostae, and Aucturn.
The worn symbols correspond with the old astrological signs for each planet.
George 09-23 realizes the message on the golden disk says "“Draw the line toward the Stranger to sing forth the way.”
Time for more checks. Culture or Physical Science to remember the order of the planets (in the past) and Culture or Mysticism to figure out who this 'Stranger' mentioned is.

| Keskodai 20220306 | 
 
	
 
                
                
              
            
            Keskodai begin to work on the mystery of this ”Stranger”. ”Who coukd that be? Or maybe what?”
Mysticism: 1d20 + 9 ⇒ (10) + 9 = 19

| EbonFist | 
 
	
 
                
                
              
            
            Keskodai remembers that "The Stranger" is another name for Aucturn.
Culture or Physical Science to remember the order of the planets (in the past)

|  George 09-23 | 
 
	
 
                
                
              
            
            George 09-23 tries to remember the order of the planets in the distant past.
Physical Science: 1d20 + 10 ⇒ (6) + 10 = 16

|  Threzlomn Cinderfall | 
 
	
 
                
                
              
            
            At the mention that the pillars need to be set to a position in the past, Threzlomn takes a moment to stare off into the distance hands moving as is adjusting and chanigng a viewport on a starship, hands twisting knobs made of air, pushing non-existant buttons, and sliding slides that don't seem to exist.
Culture, Ship dwarf: 1d20 + 9 ⇒ (17) + 9 = 26
After a second he gives an exclaim, "Ah, found it! In 01 AG the order was... And if you are going pre-gap (as late as I can get) it was..."

|  Arthur Pardus | 
 
	
 
                
                
              
            
            Not skilled in the mystic arts Arthur decides to let the others do their thing. Taking a closer look at the pillar the operative wondered out loud. "This looks like a system map. I wonder which system this is for."

| EbonFist | 
 
	
 
                
                
              
            
            George 09-23 can't quite remember the order of the planets from that time.  But Threzlomn rattles them off almost as though he was there - Aballon, 
Castrovel, Golarion, Akiton, Verces, Damiar, Iovo, Eox, Triaxus, Liavara, Bretheda, Apostae, and Aucturn
I'll let you guys tell me what you think the answer to the puzzle, given the clues but the party needs a total of 4 successful Athletics or Engineering checks to move the pillars. You can also aid using Athletics, Engineering, or Physical Science and your aid skill does not have to match the skill being aided. You can also make a Profession (music) or Perception check as you're moving the pillars.

|  Twila-5 | 
 
	
 
                
                
              
            
            "Looks like we line them up, in Threzlomn's order, with Aucturn at the end. Right? So, with the racetrack-shaped orbit's orientation, it could be..." Twila-5 spends a few moments moving pieces around in her head. "The northernmost intersection should be Aucturn's placement, right? It looks like Eox's track is narrower than the rest, so it can't be rearranged like the others can. Am I getting this right?"
See the green ellipse for where Twila-5 proposes lining up the planets in order.
If everyone agrees to give it a whirl, she takes a closer look at the mechanism for moving the markers so she can do so more efficiently.
Engineering: 1d20 + 7 ⇒ (11) + 7 = 18

| EbonFist | 
 
	
 
                
                
              
            
            Twila-5 begins moving the pillars. As soon as each gets into the Northeast quadrant, they begin to glow and float off the ground.
There's only one hiccup in her plan...the Aucturn pillar is locked in place and cannot be moved.
One success down, 3 to go.

|  George 09-23 | 
 
	
 
                
                
              
            
            George 09-23 attempts to help out.
Engineering: 1d20 + 10 ⇒ (3) + 10 = 13
He also looks around to observe any unusual activity being generated by the pillars
Perception: 1d20 + 6 ⇒ (8) + 6 = 14
The lack of Take 10 in this system really does not work for me. My typical d20 roll is in the 1-5 range. :)

|  Threzlomn Cinderfall | 
 
	
 
                
                
              
            
            Threzlomn gives a frown at the mechanics of the devices. "Physics and engineering of physical things was also my least favorite subject to study but maybe if we move these here they can slide into place?"
Engineering untrained: 1d20 + 3 ⇒ (18) + 3 = 21

| EbonFist | 
 
	
 
                
                
              
            
            Threzlomn manages to get a few more of the pillars into the northwest quadrant where they begin to glow and float.
Unfortunately for George 09-23, his engineering skills fail him at just the wrong moment and he overbalances the pillar. It rocks back and forth for a second then topples on him!
Bludgeoning against George 09-23, DC 11 Refl for half: 2d6 ⇒ (4, 1) = 5
Fortunately, the pillar seems undamaged.

|  George 09-23 | 
 
	
 
                
                
              
            
            George tries to move out of the way.
Reflex: 1d20 + 2 ⇒ (10) + 2 = 12

|  Arthur Pardus | 
 
	
 
                
                
              
            
            Arthur attempts to move the pillars into position.
Engineering: 1d20 + 7 ⇒ (6) + 7 = 13
Reflex: 1d20 + 5 ⇒ (7) + 5 = 12

| Keskodai 20220306 | 
 
	
 
                
                
              
            
            Keskodai is not sure on what to do so he just tries to follow how the others do it. He also ponders Twila-5's idea.
Engineering, Untrained: 1d20 + 1 ⇒ (13) + 1 = 14 I am not sure if I added the right modifier, which is +1 INT.
Reflex: 1d20 + 1 ⇒ (15) + 1 = 16

|  George 09-23 | 
| 1 person marked this as a favorite. | 
 
	
 
                
                
              
            
            @Keskodai - I don't think that you can use Engineering untrained which in your case is a good thing. It will prevent the pillar from falling on your head. :)

| EbonFist | 
 
	
 
                
                
              
            
            I'm going to count Keskodai's attempt as an aid.
With Keskodai helping out, Arthur narrowly avoids having his pillar topple over on him even as George 09-23 dives away from his falling pillar. It clips his shoulder but it could have been much worse.
3 Successes. 1 more needed.

|  Twila-5 | 
 
	
 
                
                
              
            
            Can we try more than once?

| EbonFist | 
 
	
 
                
                
              
            
            Can we try more than once?
Indeed. I think you will have to, actually.

|  Threzlomn Cinderfall | 
 
	
 
                
                
              
            
            Oop, Threzlomn can't be doing anything but aid then, as he is also untrained in Engineering. Precog needs Int for spells but has so few Int class skills.

|  George 09-23 | 
 
	
 
                
                
              
            
            George rubs his shoulder.
"That was not fun. Alright I will try again but everyone please give me a hand with this last pillar."
The android waits until the others are ready to assist him before he gets underway.
Engineering: 1d20 + 10 ⇒ (15) + 10 = 25

| EbonFist | 
 
	
 
                
                
              
            
            Oop, Threzlomn can't be doing anything but aid then, as he is also untrained in Engineering. Precog needs Int for spells but has so few Int class skills.
I should have been paying attention to that. So, we'll count Threzlomn's first roll as an aid to George 09-23 which puts him just at what he needed to succeed. Which will replace the success Threzlomn got and keep the pillar from falling and we're at the same place we were except George 09-23 is uninjured.
Shoulder injury? What shoulder injury? George uses his perfectly uninjured shoulder and engineering skills to move the last pillar into the Northeast quadrant. All 12 (Aucturn remains anchored) float and glow.
A Profession (music) or Mysticism check will bring us on home.

|  Twila-5 | 
 
	
 
                
                
              
            
            Now that everything is up and glowing, Twila-5 senses that there's something more to figure out about this ruin. But what is it? She's not confident in her ability to figure it out for herself, but she may be able to tease out some part of it to help the group.
Mysticism: Aid: 1d20 + 3 ⇒ (14) + 3 = 17

|  George 09-23 | 
 
	
 
                
                
              
            
            George looks to the Keskodai to lead the way here. He does attempt to help out.
Mysticism, Aid DC 10: 1d20 + 6 ⇒ (17) + 6 = 23

| Keskodai 20220306 | 
 
	
 
                
                
              
            
            Keskodai tries to figure out hoe to deal with these floating and glowing pillars.
”Let me try this one,”
Mysticism: 1d20 + 9 ⇒ (6) + 9 = 15
”Hmmmm...”

| EbonFist | 
 
	
 
                
                
              
            
            Keskodai doesn't actually need the help to get everything figured out though the help changes it from being close to being easy.
The pillars resonate with a deep, reassuring tone as the wind blows through them, the note rising and falling with wind speed and direction.
Once the pillars are correctly arranged, the central metal disc slides open, revealing a spiral staircase leading down. A ghostly hologram of a four-armed figure with gray skin, pointed ears, and three eyes appears above the stairs and speaks in an unfamiliar language.
The orientation the pillars ended up in is on Slide 13.
Back at the camp, Radaszam leads his team into a tent emblazoned with the
symbol of the Acquisitives. “I hope you’re ready for this,” he says, halting in front of a map of the ruins. “We’re not sure what we’re in for, so it might get rough out there.” He taps on the western side of the map. “Our survey drones captured footage of what was once a large building, though only one room seems to be intact. I think it’s worth looking into.” A sleek white drone hovers lazily nearby, and Radaszam gives its chassis an absentminded pat. 
He projects a hologram at the center of the tent depicting an open ice field, on the far side of which are the remains of a building. “Step carefully over there. Our early survey of the ice fields suggests they might be unstable. If you can make it across, investigate the intact room I showed you and see if it holds anything of interest."
You have a chance to buy anything you need before setting out.
The sunlight shimmers across the icy ground, nearly blinding in its radiance. A watery crevasse crosses the middle of the field where the ice has worn thin. Sharp wind whistles across the ice, with only a few broken portions of stone walls dotting the fields to serve as windbreaks. On the other side of the crevasse stands the remains of a once-large building, its only intact room silhouetted against the sky.
You start in the red box. Please mark your paths on the map with arrows because...reasons.
Also across the crevasse are a pair of icy winged creatures.
Initiative, Threzlomn: 1d20 + 4 ⇒ (17) + 4 = 21
Initiative, Arthur: 1d20 + 8 ⇒ (15) + 8 = 23
Initiative, George 09-23: 1d20 + 6 ⇒ (13) + 6 = 19
Initiative, Keskodai: 1d20 + 1 ⇒ (1) + 1 = 2
Baddies: 1d20 + 2 ⇒ (5) + 2 = 7
Round 1, the Bold May act
Arthur
Threzlomn
Twila
George
Baddies
Keskodai

|  Twila-5 | 
 
	
 
                
                
              
            
            Culture DC 15: 1d20 + 6 ⇒ (11) + 6 = 17
"Strange. That holograph doesn't match any currently known species."
Ice fields:
"I have 50' of titanium alloy cable line; we could tie ourselves together to cross the ice. That may be a disadvantage if those flying beasts cause trouble, though."
Twila-5 will hold her actions until the party has made a decision about tying ourselves together.

|  George 09-23 | 
 
	
 
                
                
              
            
            I will pass on being chained together for now but after the combat it is an excellent idea. :)
George 09-23 chins on the seals of his graphite carbon armour as soon as they approach this frigid area. While an android and able to survive the rigours of space he enjoys a comfortable temperature of 74.2 degree F.
When the Technomancer sees this ice dragon like creatures he attempts to identify them but it is fairly clear that their demeanour is hostile. The young space wizard mind blasts purple and kicks up his jump jet to fly to a safer location.
Life Science: 1d20 + 10 ⇒ (13) + 10 = 23
If it is Mysticism the result would be 19 total
Mind Thrust vs Purple Will DC 12 for half damage: 2d10 ⇒ (5, 10) = 15

|  Threzlomn Cinderfall | 
 
	
 
                
                
              
            
            Ahhh So sorry had a busy and tiring weekend! Feel free to bot me next time if I don't post in 24 hours!
Threzlomn pulls out their rifle, raise it and take aim at the closer of the two ice drakes.
Plasma Bolter vs EAC: 1d20 + 4 ⇒ (13) + 4 = 17
Fire and Electricity Damage: 1d10 ⇒ 5

| EbonFist | 
 
	
 
                
                
              
            
            George has a think about the beasts then has a think AT one of the beasts. It's quite effective and makes the creature rethink it's lunch options. It rapidly flies away.
Will Save: 1d20 + 1 ⇒ (5) + 1 = 6
Threzlomn shoots at the other one, getting a solid hit.
Twila-5 waits to hear responses to her good idea.
Botting Arthur
Trick attack (Stealth): 1d20 + 11 ⇒ (12) + 11 = 23
Attack attack: 1d20 + 3 ⇒ (10) + 3 = 13
Damage: 1d6 + 1d4 ⇒ (2) + (3) = 5
He also gets in a solid hit, getting into the creature's blind spot for a moment.
In return, it pounces on him,
Talons: 1d20 + 7 ⇒ (18) + 7 = 25
Slashing: 1d6 + 2 ⇒ (1) + 2 = 3
Round 1/2, the Bold May act
Arthur -3 and DC10 Fort Save or blinded for 1 round
Threzlomn
George
Baddies Purple Fled, Red -10
Twila
Keskodai

|  Twila-5 | 
 
	
 
                
                
              
            
            "Right. Safety first." Drawing her azimuth laser pistol, Twila-5 steps back and takes aim at the remaining flier.
Azimuth laser pistol (F): 1d20 + 5 ⇒ (10) + 5 = 151d4 ⇒ 2
 
	
 
     
    