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Kyra and BK both make progress in attempting to close the rift but Sajan, and Mao do not.
Jerikyo attempts to replicate BK's performance...
Performance DC 15: 1d20 + 7 ⇒ (14) + 7 = 21
... and succeeds!!
Rift Points so far: 4
Need: 10
I didn't realize we were going to have 2 pregens. But now since we're 5... Still, you're doing well! :)
Round 2
Those with ** may act
**BK
**Jerikyo
**Mao
**Kyra
**Sajan
Those who choose to make a check suffer 1d8 cold damage (DC 15 Basic Fort Save)

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damage: 1d8 ⇒ 6 Unless that is something you want to roll
DC 15 fort: 1d20 + 6 ⇒ (12) + 6 = 18, so 3 points of damage.
Again he follows along and supports the others with his performances.
perform: 1d20 + 8 ⇒ (8) + 8 = 16

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I thought you were at 2.
What do you mean?
BK - 3 RP (Crit Success, Success)Jerikyo - 1 RP
Kyra - 1 RP
Need 5 more

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*Sajan* wrote:I thought you were at 2.What do you mean?
I think he thought we were at two successes, but I'm guessing we are at 4 because of 1 crit and 3 normal successes if we include the success you rolled for Jerikyo that might have been missed by him.

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If we roll again, will the DM roll the damage or do we?
In the game I'm playing, the GM rolled the damage. In this case, I'll use the result from BK (text doesn't say who rolls). IDK if you want to trust my dice! :)
ROUND 2
Those with ** may act
Those who choose to roll suffer 6 cold damage (DC 15 Basic Fortitude)
BK
**Jerikyo
**Sajan
**Mao
**Kyra
RP: 5/10

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Sajan and Kyra make progress towards closing the rift.
ROUND 2
Those who choose to make a check take 6 cold damage (DC 15 Basic Fort)
Those with ** may act
BK
** Jerikyo
** Mao
Kyra
Sajan
ROUND 3
Those who choose to make a check take Cold Damage; DC 15 Basic Fort: 1d8 ⇒ 8
Those with ** may act
** BK
** Jerikyo
** Mao
** Kyra
** Sajan
RP: 7/10

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If it ain't broke, don't fix it. Besides, BK thinks he is growing on the folks he is constantly following after and mimicking.
perform: 1d20 + 8 ⇒ (20) + 8 = 28
And it seems he is getting better at it as he goes along.

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Jerikyo Rd 2 Fort: 1d20 + 4 ⇒ (14) + 4 = 18 (3 pts of Cold)
BK Rd 3 Fort: 1d20 + 6 ⇒ (13) + 6 = 19 (4 pts of cold)
As the rift closes, you could swear that you hear the faint sound of a standing ovation.
We have the option of going through the event again though I don't know if we'll have time to finish it the second time around. So I'll let you decide.
BK (-7)
Mao
Jerikyo (-3)
Sajan (-6)
Kyra (-6)

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As the time rift shatters, reality rights itself, revealing the focus—a fully dressed, towering draconic being bent over a metal and glass sarcophagus. The dragon turns, brandishing a strange tool. "Get back, you blasted dogs! Wait... You’re not the hounds." The dragon taps her snout, thinking hard, then shakes her head. "You seem familiar. But if we’ve met, I can’t recall. The longer I’m away from home, the more jumbled my memories become. I can barely remember my name! It’s Heraxia, by the way. Who are you?"
Heraxia should be familiar to you, as you’ve had the opportunity to see and hear her multiple times through time rifts and other visions during the course of this event. After brief introductions, Heraxia shares what she remembers about herself and her dilemma:
• Heraxia comes from what she thinks is distant future. She was born on Triaxus (another planet) and bonded with an adventurous ryphorian named Felise.
• The duo went on many adventures, thought Heraxia can’t recall specifics. She does recall Felise was easily bored and insisted each adventure was bigger, bolder, and more dangerous than the last. They explored other worlds, planes, and eventually other times.
• Their travels through temporal byways attracted the attention of dangerous beasts, particularly strange bug-eyed hounds that hunted them. The pair fled but were separated. Felise was shunted back to their home time, while Heraxia was stranded in the distant past.
• Heraxia and Felise retained the ability to communicate empathically, but it happens rarely and for short periods.
• In the years since their separation, they’ve employed numerous artifacts, magical rituals, and experimental technology to try to bring Heraxia back to the future, all in vain.
• Fortuitously, they’ve both recently come across a magical artifact known as the Eternity Arch in their respective timelines and believe it could at last provide an answer to their long isolation. Though the arch was originally intended for psychic transference across time, Heraxia has found a damaged stasis pod transplanted here from another time. Once repaired, it should serve as the perfect vessel for Heraxia to travel through the Eternity Arch to her home time. Both Felise and Heraxia have been independently experimenting and modifying the Eternity Arch to accommodate Heraxia’s journey. This is why the arch is resonating with Heraxia (and why the Maze of the Open Road is malfunctioning)
• Heraxia suspects once she’s returned to her time, the Eternity Arch should return to dormancy, and the Pathfinder’s Maze of the Open Road will revert to its typical function.
• Heraxia can’t remember anything about the future beyond what she’s explained above. The transition through time (as well as an event known as the Gap) has muddled her memories of the future.
Heraxia asks for your aid in several tasks as she works to return home. Venture-Captain Armeline Jirneau encourages you to assist, as returning Heraxia to her proper time should sever her connection to the Eternity Arch.
2nd Wall of text incoming!

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There are three tasks to be accomplished in any order - repair the stasis pod, transport the stasis pod to the vault near the Eternity Arch, or keep watch for danger.
Heraxia gestures at the metal and glass sarcophagus. "This is a stasis pod—a box that keeps whoever’s inside alive despite the passage of time. It’s pretty damaged, and I could use a hand repairing it."
[ooc]Each PC can attempt two skill checks to help repair the stasis pod.
DC 15 Crafting/Lore (make it fit) to repair the mechanism directly
DC 17 Arcana/Medicine/Thievery to decipher its mechanisms
Heraxia points at the metal and glass sarcophagus. "We need to move this stasis pod to a location near the Eternity Arch. Somewhere close but isolated. The oval-shaped chamber at the back of the area should work. Lift on three! "
Each PC can attempt two skill checks to help transport the stasis pod to the ovoid chamber near the Eternity Arch.
DC 15 Acrobatics/Athletics to safely relocate the pod
DC 17 Crafting/Survivval/Lore (make it fit) to create improvised devices to assist with transport
Venture-Captain Armeline Jirneau gestures at the surrounding landscape. "This is a dangerous place, Pathfinders. Secure the perimeter. Let’s keep trouble away as long as we can."
Each PC can attempt two skill checks to secure the perimeter.
DC 15 Nature/Stealth/Survival/Lore (make it fit) to assess nearby threats
DC 17 Athletics/Crafting to create protective barricades
Which one do you want to start with? In all tasks, you need 5+ successes (number of PCs). Each skill check generates Repair/Transport/Defense Points (depending on the tasks). As always, CS/S/F/CF = +2/+1/0/-1

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Retcon -- the house GM has allowed a single 10-minute rest. You may each do 1 10-minute activity. Hopefully you can treat wounds...

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Mao attempts to treat the wounds of BK.
Treat Wounds: 1d20 + 5 ⇒ (17) + 5 = 22
Healing: 2d8 ⇒ (6, 3) = 9
Later on...
Mao joins the other Pathfinders in transporting the Stasis Pod.
Acrobatics: 1d20 + 5 ⇒ (1) + 5 = 6
Acrobatics: 1d20 + 5 ⇒ (14) + 5 = 19

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Can I make the same roll twice or have to try each of the two per section?
Doesn't say anything about the rolls having to be different. So I'll allow the same skill. You can use other skills if you can make it fit.
Mao - do you want to hero point that Crit Fail? :)

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BK decides to aid in repairing the pod, but finds it boring.
DC 17 thievery: 1d20 + 7 ⇒ (6) + 7 = 13
so he moves on to the more active task of defending!
DC 15 stealth: 1d20 + 7 ⇒ (6) + 7 = 13
But arrives too late.

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Oh yes. But could someone direct me as to where we can see our current Hero Points? I know I already used one in this scenario.
Hero Point Reroll: 1d20 + 5 ⇒ (9) + 5 = 14 Darn. Whelp. Better than a crit fail, I guess.

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Oh yes. But could someone direct me as to where we can see our current Hero Points? I know I already used one in this scenario.
[dice=Hero Point Reroll]1d20+5 Darn. Whelp. Better than a crit fail, I guess.
Top of the page :)

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One task at a time please. You need to decide what to do first. Appears 1 vote to move, one vote to defend. Since your rolls are less than stellar, I'm fine with letting you redo them... :)

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One task at a time please. You need to decide what to do first. Appears 1 vote to move, one vote to defend. Since your rolls are less than stellar, I'm fine with letting you redo them... :)
Does that mean we all need to do the same task? And, if so, is it one roll for the whole party with one rolling and the others aiding? Defending is my vote.

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GM Tiger wrote:One task at a time please. You need to decide what to do first. Appears 1 vote to move, one vote to defend. Since your rolls are less than stellar, I'm fine with letting you redo them... :)Does that mean we all need to do the same task? And, if so, is it one roll for the whole party with one rolling and the others aiding? Defending is my vote.
Yes. which is why I asked which one you want to start with. You can't generate 5 successes by yourself even with 2 Crit successes! :)
Repair - Kyra/Sajan
Move - Mao
Defend - BK
Jerikyo needs to break the tie!

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Whatever we do, make a decision fast. These specials will leave you in mid-decision and move on to the next scene if you are not quick about it. I'm OK with anything as long as we roll before the weekend is over.

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DC 15 Acrobatics to safely relocate the pod: 1d20 + 6 ⇒ (9) + 6 = 15
DC 15 Acrobatics to safely relocate the pod: 1d20 + 6 ⇒ (12) + 6 = 18

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Sajan, Mao, BK and Jerikyo manage to move the pod.
Which one next Pathfinders? Defend or Repair?

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Voting for repair
After helping to transport the pod, Mao aids in repairing it.
Medicine: 1d20 + 5 ⇒ (6) + 5 = 11
Medicine: 1d20 + 5 ⇒ (1) + 5 = 6 Argh! Hero point reroll...
Medicine: 1d20 + 5 ⇒ (4) + 5 = 9

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Digging out his thieves tools, he makes good use of them
DC 17 thievery to repair: 1d20 + 7 ⇒ (7) + 7 = 14
DC 17 thievery to repair: 1d20 + 7 ⇒ (14) + 7 = 21

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We're likely 1/3 with this one. Sorry all. Had to rush my dad to the ER yesterday morning (like 1 am) so I spent most of yesterday asleep... I'm catching up with my games....

bigrin42 |

**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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"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!"
You can either:
Battle the Temporal Echoes
OR
Decide to save Pathfinders from falling into the time rift

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BK votes for being the hero by rescuing folks.

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Rescue it is!
The time rift is 40 feet long and 20 feet wide at its center (Yellow outline), then narrows at its edges to 5 feet wide. Eight Pathfinders are in danger of falling into the time rift. Six cling to the tiled floor at the edge of the rift, with their bodies dangling into it. One climbed partway up a pillar whose base has disappeared into the rift; they are 15 feet in the air. The final Pathfinder holds onto a rope tied to a grappling hook, which they tossed into the chamber at the last moment to save themself. The grappling hook is gripping the gap in a stone tile and is clearly not well secured.
"SAVE US!! PLEASE!!"
BK, Scout: 1d20 + 7 ⇒ (20) + 7 = 27
Jerikyo, Defend: 1d20 + 7 ⇒ (15) + 7 = 22
Mao, Search: 1d20 + 7 ⇒ (6) + 7 = 13
Kyra, Init: 1d20 + 7 ⇒ (20) + 7 = 27
Sajan, Init: 1d20 + 5 ⇒ (9) + 5 = 14
The PCs have numerous options to save their fellow Pathfinders. Do anything you want, as long as it fits. (I'm an easy sell). Most attempts should require at least one Interact action and a skill check to complete. Examples include anchoring the grappling hook, grabbing hold of a Pathfinder, pulling a Pathfinder back onto solid ground, Leaping to a pillar, Climbing up a pillar, or tying a rope around a Pathfinder. Things will change round by round. Need 4+ successes
------------------
COMBAT TRACKER
Round: 1
Posted: 2346h 23 April 2024 (Manila Time, UTC +8)
Tactical Map
Active Conditions:
* Anyone 10' from the time rift is Slowed 1; DC 15 Fort to counteract
* All Squares adjacent to the time rift is difficult terrain and uneven (DC 14 Acrobatics to balance)
* DC for all skill checks is 15
Round Situation:
The grappling hook slips off the tile, dropping that Pathfinder 5 feet further into the time rift. The grappling hook snags another tile 5 feet closer to the edge of the time rift. Its hold is precarious, and it’s likely to slip again in moments.
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Those with ** may go
**BK
**Kyra
**Jerikyo
**Sajan
**Mao