Bull Market |
◆◆) Stride x2
◆) Strike
Rolling Crush (B) w/ Anthem (+1/+1) w/ Overdrive (+2) vs Final Hag: 1d20 + 9 + 1 ⇒ (18) + 9 + 1 = 282d8 + 3 + 1 + 2 ⇒ (5, 3) + 3 + 1 + 2 = 14
While Serj reaches again for his shield, Bull Market goes flying tread first to bust over the final hag!
Peter Plus-Haut |
Hmm ... I think a post of mine got eaten. Thanks, GM, I hadn't realized that Lingering ran out. I think I did TK and shield, and the TK roll was very low, maybe even a nat 1.
◆◆ Telekinetic Projectile: 1d20 + 10 ⇒ (1) + 10 = 11
Bludgeoning: 3d6 ⇒ (6, 2, 1) = 9
Apparently the dice gods have not forgotten it.
◆ Shield
GM Erich |
Eltis heals Serj again but Alya and Rilkin make the point moot as the hag goes down with a desperate flash of the fighter's blade.
Alya needle darts vs pink: 1d20 + 7 + 1 ⇒ (19) + 7 + 1 = 273d4 + 1 ⇒ (2, 2, 4) + 1 = 9
Combat Over!
Pink woman -88 damage <dead>
Eltis
Peter
Alya
Rilkin -21 damage (7 damage to shield) <diseased, enfeebled 2>
Serj -25 damage <enfeebled 2, wounded 2>
Bull Market -7 damage
Hero point for Rilkin's bad luck dice
--------------------------
There is a day or so left in real time until the next part starts, go ahead and take some time and heal up... also, some of you may want to unlock the spoiler below...
While the group heals up, some of you grow curious about the rift still pulsating in front of you.
Professor Serj Harlequinn |
Bruised and bloodied, Serj goes Science First on his creation, neglecting his own wounds...
~) Repair
10 minutes to Repair (Crafting, Expert) vs Level Four (DC 19): 1d20 + 11 ⇒ (17) + 11 = 28 @ +10 HP
Bull Market @ 46/46 after 10 minutes
Eltis |
Eltis will start doing a little work on everyone.
medicine, treat wounds om Serj: 1d20 + 8 ⇒ (10) + 8 = 18
healing: 2d8 ⇒ (2, 8) = 10
medicine, treat wounds om Rilkin: 1d20 + 8 ⇒ (11) + 8 = 19
healing: 2d8 ⇒ (7, 5) = 12
And.. no one else seems to be hurt.
He will then offer a lesser healing potion to both and then will see how everything stands.
Rilkin Hollowpot |
Rilkin gratefully receives Eltis' healing, and feels much better afterwards. He then takes out his new tools, and with his tongue sticking out as he concentrates, tries to bang the dents out of his magical shileld.
Crafting DC 19: 1d20 + 7 ⇒ (9) + 7 = 16
After a while (and Serj has finished seeing to Bull Market), he approaches him with his shield.
"Professor Serj, would you mind having a look at my shield? It's new and I haven't got the hang of it yet"
If there's time would you mind trying to repair it? It's a minor sturdy shield so I think the DC is 19, and you're much better at Crafting than Rilkin. He's also not trained in Arcana or Occultism
Professor Serj Harlequinn |
”Elementary”
~) Repair
10 minutes to Repair (Crafting, Expert) vs Level Four (DC 19): 1d20 + 11 ⇒ (17) + 11 = 28 @ +10 HP
Welding the hairline cracks back together, Serj hands the fighter his shield, and asks ”That’s stronger than steel. Easy enough for me to work with, but what is its constitution? It didn’t smell alchemical…” he asks with honest intent.
GM Erich |
One last Alya Arcana check: 1d20 + 7 ⇒ (13) + 7 = 20
So that will unlock the choices in the spoiler if anyone wants to attempt one of those
Professor Serj Harlequinn |
.
Peter Plus-Haut |
Occultism: 1d20 + 6 ⇒ (16) + 6 = 22
Peter twists it shut with occult magic.
GM Erich |
Peter notices the last remnants of the battle against the hags in hazy, episodic review within the edges of the spiraling vortex. The bard forces raw magical energy to test its edges, and the portal twists and turns before blinking out with a blinding flash - overwhelming not just in its intensity, but also with the information it contains. When your eyes adjust back, Lady Alya De-Quinn is gone.
bigrin42 |
**HOUSE GM ANNOUNCEMENT**
Venture-Captain Armeline Jirneau gathers the Pathfinders in the remains of a shattered chamber, beneath a starry night sky. “Congratulations on making it this far! You’ve all earned a break. Let’s set up camp. We’ll pick up the focus’s trail tomorrow.”
Before the Pathfinders scatter, Urwal interjects. “Look at the stars. Take it in. You’ll never see a sky like this again. The stars tell us we’re on Akiton, fourth planet from the sun.” He points at a blue dot in the distance. “That’s Golarion. Savor the sky. It’s breathtaking.”
-----
After a night’s rest, Venture-Captain Jirneau gathers the Pathfinders together once more, just as Ashasar and a team of scouts stride into camp. “We’ve found the focus. It’s beyond a time rift far stronger than any we’ve yet encountered.”
“You heard him!” Armeline shouts. “We’ve got some reality to repair. Let’s move.”
Table GMs, please begin Event #1
GM Erich |
All of you can take an overnight rest. Pathfinder Society medics heal everyone completely and remove any lingering conditions (such as poisons or diseases).
------------------------------------------
Dozens of jagged tears in reality cut through the terrain, forming a glowing purple barrier that blocks further passage. Howls, snarls, and voices displaced through time issue from the rifts and movement is visible within. Ashasar and Venture‑Captain Armeline Jirneau spread the Pathfinders out, then reach out with hands, magic, and mind. “Now! Seal the rift!”
You must work together to seal your assigned time rift. Each of you can attempt one DC 18 skill check. The options are as follows.
• You can attempt an Arcana check to wield magical forces
• You can attempt a Diplomacy check to encourage fellow Pathfinders to greater heights
• You can attempt a Nature check to control primal magic
• You can attempt an Occultism check to understand the nature of the time rift and the Dimension of Time
• You can attempt a Performance check to emulate other skilled Pathfinders
• You can attempt a Religion check to call upon the blessing of a deity
• You can attempt a Survival check to find supplemental components to help close the rift
• You can attempt a Thievery check to detect weakness in the time rift’s defenses
• You can attempt an applicable Lore check to assist as well.
Professor Serj Harlequinn |
Serj runs around thinking he can just boss people around as if they were his subordinates.
But the joyful presence of Bull Market - who actually offers to help by giving a boost to a shorter pathfinder, holding a tool while someone works, or even producing his own when needed - all while chirping in binary - renders the unintentional routine akin to "good cog, bad cog" - perhaps inspiring those with magical skills the ability to perform beyond their ordinary capability. Eventually, Serj recognizes what is going on.
"Watch as your Zone of Proximal Development expands through our partnership!" he expounds, meanwhile tandem-searching for prospective "partners" to ply his future financial schemes...
Diplomacy (Expert, Glasses) vs DC 18: 1d20 + 10 ⇒ (7) + 10 = 17
Eltis |
"Well, that looks horrifying... ahem. Oh Great and Powerful and Wise Apsu, lend this humble one some of your infinite power to seal these rifts! What? To much? Apologies, great one. Thank you, great one.."
religion: 1d20 + 8 ⇒ (17) + 8 = 25
Peter Plus-Haut |
Performance: 1d20 + 13 ⇒ (11) + 13 = 24
♫ Anywhere you go, I'll follow you clowns
Anyplace, but those I know by heart
Anywhere you go, I'll follow you clowns
I'll follow you down, but not that far ♫
GM Erich |
Round 2 - The Rift Strikes Back
The pulsating coil of the rift in front of you shrinks in diameter a great deal but is not entirely quieted. More effort is needed. The air grows chill and it becomes painful to remain near it.
You can each roll another check as before to close it. This time you will also need a DC 18 basic Fort Save against 2d8 cold damage if you try.
Eltis |
"Ah, getting feisty, are we? Well then.."
religion DC 18: 1d20 + 8 ⇒ (2) + 8 = 10
fort: 1d20 + 7 ⇒ (7) + 7 = 14
Cold resist 2
Hmm... feels like this one might be important and I have 2 hero points left, will use one here.
religion DC 18: 1d20 + 8 ⇒ (16) + 8 = 24
Professor Serj Harlequinn |
Diplomacy (Expert, Glasses) vs DC 18: 1d20 + 10 ⇒ (18) + 10 = 28
There is a saying in high-pressure sales: After the third “no”, only then might the persistent snatch victory from defeat. Serj recalls that the principal applies too to high-risk investments; he persists!
Basic Fortitude (DC 18) vs Cold: 1d20 + 9 ⇒ (13) + 9 = 222d8 ⇒ (6, 3) = 9 @ 4 damage
Rilkin Hollowpot |
Thievery: 1d20 + 9 ⇒ (5) + 9 = 14
I'll also use the hero point here, let's give it everything we can!
Thievery: 1d20 + 9 ⇒ (14) + 9 = 23
Yes! I was really worried that was going to be a 1
Fort: 1d20 + 9 ⇒ (10) + 9 = 19
Cold: 2d8 ⇒ (8, 4) = 12
6 cold
"Whatever we're doing, it's working! K-Keep it up!"
Peter Plus-Haut |
Performance: 1d20 + 13 ⇒ (2) + 13 = 15 vs DC 18
♫ Let's goooooo .... ♫
Ugh.
Performance, Hero Point Reroll: 1d20 + 13 ⇒ (17) + 13 = 30 vs DC 18
Fortitude: 1d20 + 7 ⇒ (11) + 7 = 18 vs DC 18
Cold: 2d8 ⇒ (6, 6) = 12
GM Erich |
1 person marked this as a favorite. |
The rift sputters and does its best to freeze you out, but in the end it shrivels to a withered circle and dies out.
You can, if you wish move over to another nearby rift that seems to be opening and fight to close it as well. Same checks as before, only this round there will not be any cold damage.
Peter Plus-Haut |
Peter's up for it, if others are. After all, art imitates life, and if nobody else participates, he has nobody to emulate.
Performance: 1d20 + 13 ⇒ (1) + 13 = 14 vs DC 18
Nobody to emulate!
Professor Serj Harlequinn |
Diplomacy (Expert, Glasses) vs DC 18: 1d20 + 10 ⇒ (14) + 10 = 24
Serj finds a new marketplace to hawk his schemes…
Rilkin Hollowpot |
Thievery vs. DC 18: 1d20 + 9 ⇒ (11) + 9 = 20
Waving his sword around like a conductor's baton, Rilkin's really getting into the swing of this, despite Peter's uncharacteristically noisesome tune.
GM Erich |
As the time rift shatters in front of you, 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?”
Professor Serj Harlequinn |
Aside: "Herexia - that sounds like a good LLC name..."
Serj strides right up to the dragon "My colleagues and I have come to invest our time on behalf of the malfunction of a Beacon which has inextricably led us to you" he smiles here, always enjoying the long route by way of introduction before deigning himself to actually answer questions "I am Councilman Professor Serj Harlequinn of Harlequinn Enterprises appearing before coterminously as an Agent of the Pathfinder Society" puffing his chest to inflate his importance before "And these are my colleagues" the disproportion in time allotted to introductions something our shrewd hero intended out of pure ego - he continues undaunted "I am confident that we can come to an arrangement that my employer and you may find to be compromising to both of you" he snorts at his own pun here "For you see, we are no mere misers here to request the liquidation of your business affairs - No! - we seek only to put an end to the disturbances that reverberate across time and space and interfere with our transportation initiatives back home"
"What say you: Will you be satisfied to negotiate?" he winks at her as he makes his request!
Diplomacy (Expert, Glasses) vs DC ??: 1d20 + 10 ⇒ (11) + 10 = 21
Peter Plus-Haut |
♫ My name is Peter
I'm carryin' the wheel
Thanks for being a greeter
But this is how we feel ♫
♫ Come sit next to me
Pour yourself some tea
Just like grandma made
When we couldn't sleep ♫
♫ Things were better then
Once, maybe soon again
We've all left the den
Let me tell you 'bout it ... ♫
Peter will ask about the tool she's holding, and also what "hounds" she's referring to.
Diplomacy: 1d20 + 10 ⇒ (6) + 10 = 16
GM Erich |
New picture of Heraxia on the slides
Heraxia eyes the gnome as if she has seen his archetype span the eons. When he finishes she nods half-heartedly. "I am glad you are on my side, perhaps we can come to some sort of agreement."
Turning to the others, she is more forlorn. "I do not know exactly what I have been through. I think I come from your future, your distant future, in fact. I know I was born on Triaxius but that is not where I am now. I remember being linked to an adventurous ryphorian named Felise. We had adventures, but they blur in my memory. Felise was easily bored and insisted each adventure was bigger, bolder, and more dangerous than the last. Somehow, we even traveled the eddys of time itself, and that must be how I find myself here."
Answering the bard, she grows wide-eyed. "Our travels through the temporal byways attracted strange bug-eyed hounds that hunted us. That is where we were separated for good. I believe Felise was shunted back to our home time but I remain here in the past. Sometimes I get thoughts from her, but it is always fleeting and far too rare. But the last message spoke of an arch in the future, the same one, I believe, that I have found here in this time."
Holding the tool aloft, she laughs. "Oh this, it is just one of the many magical relics we have tried to use to help get me back to my time. To no avail yet."
She look off into the distance. "If you truly wish to help me, I have found a stasis pod. If it can be repaired, I believe I can use it to harness the power of the Eternity Arch to travel back to my home time."
Venture-Captain Armeline Jirneau has joined you during this explanation and her voice suddenly surrounds you. "As Pathfinders we are quite accustomed to cooperation, and I believe returning you, Heraxia, to your proper time may even sever your connection to the Eternity Arch and free it from the malfunctions that it has caused in our time."
There are several ways to aid Heraxia. You can:
repair the stasis pod
transport the stasis pod to the vault near the Eternity Arch
or keep watch for danger.
Which Aid mission would you like to attempt first?
Professor Serj Harlequinn |
"Bring me to this device, but first..." depressing a button from his gauntlet-mounted control module, Bull Market snaps into forced movement, manually overriding his nascient AI "...Please sign below - a customary commision whose fine print barely worth a read protects the Integrity of the Transaction!" the robot prints 3d6 ⇒ (1, 5, 6) = 12 pages at the bottom of which, below "Harlequinn Enterprises LLC" lies a big X and a "____________________" to sign under.
Our shrewd hero grins, a glint of greed in his eye!
I vote "Repair the Stasis Pod" iff it involves the Crafting skill!
GM Erich |
“Wonderful!” Heraxia signs the requisite form and 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.”
Each of you can attempt two skill checks to help repair the stasis pod. The most appropriate options are DC 18 Crafting checks or applicable Lore checks to repair the mechanism directly and DC 20 Arcana, Medicine, or Thievery checks to decipher its mechanisms.
Peter Plus-Haut |
Medicine: 1d20 + 8 ⇒ (12) + 8 = 20 vs DC 20
Medicine: 1d20 + 8 ⇒ (19) + 8 = 27 vs DC 20
Professor Serj Harlequinn |
Serj raises an eyebrow as he approaches ”How difficult can it be? Core principles all share certain axioms…”
Crafting (Expert) w/ Reverse Engineer: 1d20 + 11 ⇒ (12) + 11 = 23
Crafting (Expert) w/ Reverse Engineer: 1d20 + 11 ⇒ (13) + 11 = 24
”Replicating the effect of Cryogenic Hypostasis by extrapolating the Zeroth Law of Thermodynamics into Temporal Sequency Simulations - it’s a cute trick, but easy to overtune, even epistemically…” grabbing an ohmmeter and soldering iron from his robotic toolkit, our innovative hero rescrambles the central circuit board, causing the entire housing to shutter a couple times before stabilizing once more!
GM Erich |
Rilkin Thievery: 1d20 + 9 ⇒ (4) + 9 = 13
Rilkin Thievery: 1d20 + 9 ⇒ (2) + 9 = 11
The group easily repairs the pod and your new companion smiles. Then 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.”
Venture-Captain Armeline Jirneau steps in and gestures at the surrounding landscape. “This is a dangerous place, Pathfinders. Perhaps you would rather help us secure the perimeter. I'll leave it up to you.”
Pathfinders, would you rather transport the stasis pod to the vault near the Eternity Arch or keep watch for danger?
Professor Serj Harlequinn |
Athletics (Trained) w/ Hefty Hauler: 1d20 + 9 ⇒ (3) + 9 = 12
Athletics (Trained) w/ Hefty Hauler: 1d20 + 9 ⇒ (20) + 9 = 29
Accustomed to shouldering around fried robot parts made of chunks of welded allows, Serj demonstrates surprising strength for his stature heaving the heavy pod up and bearing it across the gap to where it would be deposited.
”Management of this load is underway - let yourself not be miserly with your exertion!” he scolds, rushing ahead with obsessive-compulsive mania!