Persephone Briarus |
Phoebe moves up behind the pillar, hoping to catch Blue off-guard.
Bluff to Trick: 1d20 + 19 - 20 ⇒ (19) + 19 - 20 = 18 CR 18
Called Thunderstrike Sonic Pistol: 1d20 + 12 ⇒ (7) + 12 = 19
Trick Damage: 4d8 + 1 ⇒ (7, 6, 5, 7) + 1 = 26
Sonic: 1d8 + 4 + 1 ⇒ (8) + 4 + 1 = 13
If all successful, Debilitating Trick to make it flat-footed until the beginning of my next turn.
GM Bret |
Persephone manages to trick and hit Blue.
Roundi 12:
Bold may act
Mysticism to identify the Hounds of Tindalos
Persephone 12 damage
Patrick 0 stamina 42/44 hp Blue FF
Dr. Dov Blue FF
Red Hound 11 damage
Blue Hound 56 damage
Green Hound
Alistair 27 damage Blue Ff
Mel 16 damage Blue FF
Teddington 28 damage Blue FF
Patrick Messier |
mysticism: 1d20 + 15 ⇒ (16) + 15 = 31
Patrick fires off an Arching Surge at Blue before retreating back to the Eternity Arch.
electricity: 10d6 ⇒ (1, 5, 5, 1, 4, 2, 6, 4, 6, 5) = 39 ref DC 20 for half.
clc v SR: 1d20 + 8 + 2 + 2 ⇒ (18) + 8 + 2 + 2 = 30 (if needed)
GM Bret |
Patrick knows that these are called Hounds of Tindalos and that they have a gaze attack that shreds a person. Mental attacks against them are a bad idea.
Hounds of Tindalos
NE Medium outsider (evil, extraplanar)
Ripping Gaze (Su) The gaze's damage is magical. A creature that succeeds at its save is immune to that hound's gaze for 24 hours.
Otherworldly Mind (Ex) Any creature that uses a mind-affecting effect on a hound or communicates with it telepathically must attempt a DC 17 Will saving throw. A creature that fails takes 4d10 damage and becomes confused for 2d4 rounds. This is a mind-affecting effect.
Blue Reflex: 1d20 + 10 ⇒ (15) + 10 = 25
The blue hound successfully avoids the worst of the electrical discharge.
Round 12:
Bold may act
Mysticism to identify the Hounds of Tindalos
Persephone 12 damage
Patrick 0 stamina 42/44 hp Blue FF
Dr. Dov Blue FF
Red Hound 11 damage
Blue Hound 75 damage
Green Hound
Alistair 27 damage Blue Ff
Mel 16 damage Blue FF
Teddington 28 damage Blue FF
Dr. Dov Delano |
Dov moves up closer behind Phoebe and, unsure if these creatures have any resistances, will try and identify them.
Biohacker custom microlab: 21 + 20 = 41
GM Bret |
Dr. Doc knows that they are immune to mind-affecting effects and poison. They are also resistant to physical damage unless the weapon is magical. They fly via magic and have some other magical powers related to time manipulation. They also have a special sense that allows them to track beings that mess with time and space.
Hounds of Tindalos
NE Medium outsider (evil, extraplanar)
Speed 40 ft., fly 40 ft. (flight, average)
Defensive Abilities otherworldly mind; DR 10/magic; Immunities mind-affecting effects, poison
Spell-Like Abilities
Constant—flight (3rd level; 40-ft. speed; self only)
Discern Prey (Su) Hounds of Tindalos can sense their prey, which is any creature that violates the laws of time and space, including trying to use magic to enter the Drift. A hound senses such creatures as if it had blindsense with a range of 120 feet, and the hound always knows the direction toward its prey. This directional sense works at any distance and across planar boundaries. If the prey is protected from divination, the hound must attempt a check, rolling 1d20 + the hound's CR against a DC that equals 11 + the caster level or CR of the creator of the antidivination effect. On a success, the hound ignores the effect. If the check fails, the hound can't try again and can't sense the prey while the effect lasts.
Red Hound stares at Teddington and then moves up next to him.
Ripping Gaze, slashing damage: 4d6 ⇒ (6, 6, 6, 4) = 22 Fort DC 17
Blue Hound flies towards Felise. Didn’t she mention having problems with these hounds before? Going to be really difficult for her to get the Eternity Arch attuned if she is attacked.
Green Hound flies at Persephone and bites into her hard!
bite: 1d20 + 16 ⇒ (20) + 16 = 36
Piercing damage: 1d8 + 9 ⇒ (6) + 9 = 15
Round 12:
Bold may act
Mysticism to identify the Hounds of Tindalos
Red Hound 11 damage
Blue Hound 75 damage
Green Hound
Alistair 27 damage Blue Ff
Mel 16 damage Blue FF
Teddington 28 damage Blue FF DC 17 Fort vs 22 slashing damage
Round 13:
Persephone 42 damage
Patrick 0 stamina 42/44 hp Blue FF
Dr. Dov Blue FF
GM Bret |
Oops, just realized that I’m doing Gaze wrong. Will fix it going forward.
Was wondering why these were so much weaker than in Pathfinder…
Anyone within 30’ of a Hound must make the DC 17 Fort save or take 4d6 Slashing
Fortunately, once you save you become immune to it.
Alistair Calipse |
Alistair flies to the middle of the room to get a better view of blue. Unfortunately, Blue gets a good view of him, as well.
Fortitude: 1d20 + 6 ⇒ (11) + 6 = 17
He then tries to hold Blue in place with powerful gravity.
Gravity Hold Blue must make a DC 19 Fortitude save or be immobilized
GM Bret |
Blue Fortitude: 1d20 + 6 ⇒ (17) + 6 = 23
It seems gravity is one of those things that Blue doesn’t obey.
Round 12:
Bold may act
Mysticism to identify the Hounds of Tindalos
Red Hound 11 damage
Blue Hound 75 damage
Green Hound
Alistair 27 damage immune to gaze
Mel 16 damage Blue FF
Teddington 28 damage Blue FF DC 17 Fort vs 22 slashing damage
Round 13:
Persephone 42 damage
Patrick 0 stamina 42/44 hp Blue FF
Dr. Dov Blue FF
Patrick Messier |
Patrick moves back and takes a shot at Blue
gun v eac: 1d20 + 8 ⇒ (6) + 8 = 14 force: 1d6 + 4 ⇒ (1) + 4 = 5
Presumably that is yet another miss. Patrick just sighs. He should be used to this by now.
GM Bret |
@Patrick, did you start your turn within 30’ of one? If so, need a Fort save
Patrick misses with his pistol.
Round 12:
Bold may act
Mysticism to identify the Hounds of Tindalos
Previous identifies by Patrick and Dr. Dov
If you start your turn within 30’ of a hound, you must make a DC 17 Fort save or take 4d6 S. Once you make the save against any of the hounds, you are immune to this from all the hounds for the rest of the combat.
Defenses against gaze attacks
Red Hound 11 damage
Blue Hound 75 damage
Green Hound
Alistair 27 damage immune to gaze
Mel 16 damage Blue FF
Teddington 28 damage Blue FF DC 17 Fort vs 22 slashing damage
Round 13:
Persephone 42 damage
Patrick 0 stamina 42/44 hp
Dr. Dov Blue FF
Dr. Dov Delano |
Fort: 1d20 + 5 ⇒ (9) + 5 = 14
Slashing: 4d6 ⇒ (1, 5, 5, 6) = 17
Dov winces as he gets torn up a bit by the Green hound's gaze. Seeing the blue hound threaten the portal and their new ally, he rushes back in that direction...
Fort: 1d20 + 5 ⇒ (16) + 5 = 21
...and feels he can shake this effect off, now.
He targets the flat-footed Blue hound with a double-tap and special biohack he hasn't used on this trip before...
Anchoring Liquidator Caustoject: 1d20 + 12 + 1 ⇒ (7) + 12 + 1 = 20 vs. EAC
Acid Damage: 1d4 + 7 ⇒ (2) + 7 = 9
Anesthesiology Inhibitor Biohack: Deal 7 *extra* Nonlethal Damage and gives the target the Fatigued condition (DC 19 Fortitude Save for half NL damage and no fatigue). If target is already fatigued, it is Exhausted instead. This is a poison effect.
GM Bret |
Patrick is immun to the hounds gaze.
Dr. Doc knows that they are immune to mind-affecting effects and poison.
Having read the biohack here, I don’t think it does anything against these creatures because of their immunity.
Dr. Dov hits the creature and the acid burns it. The inhibitor has no effect, causing the doctor to have a “Doh!” moment.
The Blue Hound is hanging on to existence by a single paw. The NL would have taken it out on a failed save.
Round 12:
Bold may act
Mysticism to identify the Hounds of Tindalos
Previous identifies by Patrick and Dr. Dov
If you start your turn within 30’ of a hound, you must make a DC 17 Fort save or take 4d6 S. Once you make the save against any of the hounds, you are immune to this from all the hounds for the rest of the combat.
Defenses against gaze attacks
Red Hound 11 damage
Blue Hound 84 damage
Green Hound
Alistair 27 damage immune to gaze
Mel 16 damage Blue FF
Teddington 28 damage Blue FF DC 17 Fort vs 22 slashing damage
Round 13:
Persephone 42 damage
Patrick 0 stamina 42/44 hp immune gaze
Dr. Dov 17 damage immune gaze
Dr. Dov Delano |
Yep, totally blanked on my end. Div d'ohs, indeed!
Corporal Melisende |
By the way just to get this out there in the two rounds we had between the previous fight and this one I definitely went ahead and reloaded the battery on this artillery laser since that was basically my last shot with it.
Fort vs Green: 1d20 + 7 ⇒ (5) + 7 = 12
Mel makes a grunt as the wave of cuts hits her through the Hound of Tindalos' eyes. However she tries to keep her focus and moves around Persephone, hoping to aid her in removing the threat in front of her. "Hold on there, we'll get rid of this thing before it can do too much damage!
Holy Corona Artillery Laser vs Green EAC: 1d20 + 16 ⇒ (12) + 16 = 28
Fire Damage: 2d8 + 8 + 1 ⇒ (7, 4) + 8 + 1 = 20
GM Bret |
Yes, you had two rounds to do anything like quaffing potions, reloading, etc.
Mel’s Slashing damage from Gaze: 4d6 ⇒ (4, 1, 4, 4) = 13
Mel hits Green with her laser.
Round 12:
Bold may act
Mysticism to identify the Hounds of Tindalos
Previous identifies by Patrick and Dr. Dov
If you start your turn within 30’ of a hound, you must make a DC 17 Fort save or take 4d6 S. Once you make the save against any of the hounds, you are immune to this from all the hounds for the rest of the combat.
Defenses against gaze attacks
Red Hound 11 damage
Blue Hound 84 damage
Green Hound 20 damage
Alistair 27 damage immune to gaze
Mel 29 damage
Teddington 28 damage Blue FF DC 17 Fort vs 22 slashing damage
Round 13:
Persephone 42 damage
Patrick 0 stamina 42/44 hp immune gaze
Dr. Dov 17 damage immune gaze
House GM Tyranius |
The mist within the Eternity Arch clears, as the time dimensional is shunted away and replaced by the transparent figure of a dragonkin clad in an explorer’s outfit. “I’ve attuned it!” Felise cries, her face lighting up. “The Arch is stabilized!” As the dragonkin figure within the Eternity Arch grows more substantial, Felise reaches toward her, tears streaming down her face. “Heraxia! Is it really you?” She cries.
“Felise!” The dragonkin reaches out, but as their hands near one another, Heraxia’s flickers, fading into insubstantial mist once more. “So, you’ve been investigating the Arch too?” Heraxia looks over the Starfinders assembled around the room, blinking back tears. “I see you’ve been getting some assistance as well. The Pathfinders have been helping me try to return home from here, but...”
Felise examines the archway for a moment and frowns, quickly sobering. “It’s not strong enough, is it? It’s completely attuned to your time, but you’re still wavering.”
“I can’t step through,” Heraxia says. “This time keeps pulling at me, holding me here. But I think I have a solution. The Pathfinders will put me into stasis by sealing me in a chamber within the ruins. Look for the secret door at the back of this room, behind the Eternity Arch.” Her voice grows fainter as she speaks. “I’ll...be waiting...for you...”
As Heraxia disappears, the Arch’s glow fades, the symbols carved on it freezing in place. Felise turns back to the Starfinders, drawing herself up to her full height. She takes a deep breath, then says, “Well, let’s go have a look.” After a careful inspection of the chamber’s back wall, she presses a panel, and the wall swivels open to reveal an ovular vault built of smooth red stone devoid of any edges or angles. A sealed metal and glass sarcophagus stands at its center.
Felise hurries over and, examining the pod’s controls, then quickly adjusts a few dials. The pod slides open with a hiss, revealing Heraxia’s sleeping form. As Felise reaches for her hand, the dragonkin’s eyes open. “At last,” Heraxia murmurs, taking Felise’s hand.
“At last,” Felise echoes, beaming. Through her tears of joy, she glances back at the Starfinders. “We are together again. We can’t thank you enough for your help. If you ever need anything at all, please don’t hesitate to call on us.”
That concludes the adventure! Thanks for playing, everyone, and especially all the Table GMs whose hard work made this event possible.