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In the previous room, Dennis faintly heard the grownups saying things like "stay together" and "stop", "don't", "come back" as he gleefully headed through the fog.
Perception, DC 24: 1d20 + 13 ⇒ (2) + 13 = 15
In the small room, he looks around -- clearly disappointed that there's nothing here. He waits for the adults to follow. They always do. "Okay, someone else can choose the next wall." He quickly adds, "But hurry, cuz I'm getting bored."

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Perception: 1d20 + 10 ⇒ (14) + 10 = 24
Clover points at the northwest wall. "I can't trek what, but there's some muffled noise coming from there."
She draws her warhammer before plunging into the fog again.
Fort: 1d20 + 11 ⇒ (6) + 11 = 17

GM Ilmakis |

When Princess Clover enters the new room, she sees Uby, bounds to a pedestal at the lab’s center by three straps!
The sound came from her, crying for help!
PATHFINDERS, HELP ME! THEY DOING THINGS TO ME! HEEEELP!!!

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Dennis needs little more encouragement than Princess Clover running in ahead of him! "Wait for me....." His voice trails off as he urgently rushes in to follow the poppet!
Fortitude DC 21: 1d20 + 12 ⇒ (8) + 12 = 20

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"Right.. away," says Clover, shaking her head to clear the fog from the... fog.
She doesn't rush to help immediately though, scanning the scene for those responsible first. Doesn't help anyone to ignore the danger.

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I am back from vacation and slowly updating the games.
Charlies and Estes silently follows the group until they are transported somewhere cloudy.
Charlies: DC 21 Fortitude: 1d20 + 11 ⇒ (11) + 11 = 22 Success
Estes: DC 21 Fortitude: 1d20 + 13 ⇒ (11) + 13 = 24 Success
Charlies somewhat struggles to pass through the cloud to enter another area. Estes feels the same. Both of them are battle-ready when they hear muffled noise or something. They both follow Princess Clover and hears the muffled noise into now a clear voice.
"We are here to help!" he responds to the plea and commands Estes to advance to the pedestal and unbind the straps.

GM Ilmakis |

QUICK! QUICK! THEY WILL COME! shrieks the poor strapped Uby.
1d20 ⇒ 5
1d20 ⇒ 12
Except for the poor Uby and you, there is no one in this large room.
Clearly, the place looks like a research facility and the place where Uby is trapped, looks like an operating table.
Charlies' angel moves next to Uby without difficulty.

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Question 1) Is Uby another sprite like Paxle? (don't see a pic)
Question 2) Is the operating table on the top of the stairs in the room that Dennis is currently in? I guess Charlies and Estes are there too...
Disoriented from the fog, Dennis is slow to respond. But not wanting to miss any of the action, he rushes to join Estes at the operating table. The lad reassures the captive, excitedly. "Don't worry, Miss! We're Pathfinders! We're here to rescue you." He helps Estes with the straps.
Thievery: 1d20 + 8 ⇒ (12) + 8 = 20
Or ... if Crafting is more appropriate to understand the straps, please add +1 to the above roll.

GM Ilmakis |

1d20 ⇒ 12
Yes, it's another sprite like Paxle and yes, the operating table is on the top of the stairs
Dennis realizes that removing the straps are quite easy. no roll necessary, only takes two interacts actions.

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Fort: 1d20 + 11 ⇒ (19) + 11 = 30
Fort: 1d20 + 11 ⇒ (19) + 11 = 30
Radim covers Dennis with the look of an adult who protects a child. Well, that is, he tries very hard to show with his concentrated look who is in charge here. What gives him confidence is how easily he walks through the smoke. Heredity, apparently.

Estes, Charlies' Angel |

Once the straps are removed, Estes quietly lends a hand to Uby to get down from the platform.

GM Ilmakis |

1d20 ⇒ 5
1d20 ⇒ 15
Fortitude: 1d20 ⇒ 13
@Jackson Yes it's a statue of a human creature in scholarly attire
As Estes starts removing the straps, Uby answers Jaxon.
Some strange red skin human with glowing orange eyes!
Before Estes could remove the third strap somehthing gest out of the smoke!
The creature looks like a scholarly human, but with deep-crimson skin and orange eyes.
What are these noises? he grumbles while entering in the room.
Seeing the Pathfinder freeing Uby he asks, madness in his voice What's going on here?! What are you doing in my laboratory and to my subject? INTRUDERS!

GM Ilmakis |

Init Dennis: 1d20 + 13 ⇒ (17) + 13 = 30
Init Charlies: 1d20 + 11 ⇒ (10) + 11 = 21
Init Princess: 1d20 + 10 ⇒ (6) + 10 = 16
Init Zhamie: 1d20 + 13 ⇒ (13) + 13 = 26
Init Radim: 1d20 + 11 ⇒ (7) + 11 = 18
Init Jaxon: 1d20 + 11 ⇒ (16) + 11 = 27
Init Scholar: 1d20 + 10 ⇒ (17) + 10 = 27
Dennis is the first to react to this new threat!
ROUND 1
Dennis
Enemies
Jaxon
Zhamie
Charlies
Princess
Radim

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When the intruder interrupts the important rescue mission, Dennis gets mad. He turns to the intruder and admonishes him. "You're not nice. At all! You're hurting my new friend." He rushes down the stairs, quick-draws his halberd and stabs twice.
+1 Striking Halberd: 1d20 + 17 ⇒ (14) + 17 = 31
Piercing Damage: 2d10 + 4 ⇒ (1, 3) + 4 = 8
If crit, move target 5' west, into the fog.
+1 Striking Halberd + MAP: 1d20 + 17 - 5 ⇒ (3) + 17 - 5 = 15
Piercing Damage: 2d10 + 4 ⇒ (8, 5) + 4 = 17
◆ Stride, ◆ Quickdraw (from Duelist dedication), ◆ Strike

GM Ilmakis |

Dennis quickly reacts and hits the scientist but is not able to send him back into the fog. Hit no Crit
Unfortunately, Dennis' backswing is not able to connect miss
The mad scientist takes a step back Step
Then draws and throws a flask of acid towards Charlies
Bomb: 1d20 + 16 + 1 - 1 ⇒ (4) + 16 + 1 - 1 = 20
The bomb miss but Charlies, Princess and Zhamie takes damages 2 Acid Splash Damages
He draws another bottle, this time of fire, and throws it at Dennis.
Bomb: 1d20 + 16 + 1 - 5 ⇒ (4) + 16 + 1 - 5 = 16
But in his madness he miss again! 2 fire splash damages for Dennis
ROUND 1 (bold can act)
Dennis (-2)
Enemies (-8)
Jaxon
Zhamie (-2)
Charlies (-2)
Princess (-2)
Radim
ROUND 2 (bold can act)
Dennis (-2)

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"Intruders maybe, but you don't get to just strap people to tables without expecting consequences!" says Clover hotly.
She marches across the laboratory and brings her hammer down.
* Stride
* Stride
* Strike +1 Striking Warhammer: 1d20 + 14 ⇒ (4) + 14 = 18 for bludgeoning damage: 2d8 + 7 ⇒ (6, 2) + 7 = 15

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Jaxon rushes the mad scientist, grabbing hold of him with his meaty arms. "Yeah, try that now, huh?" He then knees the man in the groin.
Athletics vs Fort Save: 1d20 + 13 ⇒ (19) + 13 = 32
Attack vs OG: 1d20 + 14 - 4 ⇒ (11) + 14 - 4 = 21
Damage: 2d6 + 4 + 2d6 ⇒ (4, 2) + 4 + (1, 4) = 15
◆ Move
◆ Grapple
◆ Strike

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Both Charlies and Estes move into their position, Estes down from the pedestal and next to the red-faced man, while Charlies into a spot with a better view of the enemy.
Charlies boosts him while Estes, Charlies' angel, attacks the red-faced man with a holy punch!
Fist Attack: 1d20 + 14 ⇒ (8) + 14 = 22 vs Blue
Damage, w Boost Eidolon: 2d8 + 4 + 4 ⇒ (8, 2) + 4 + 4 = 18 B damage plus 1 spirit damage(?) vs evil creatures or creature with weakness to spirit damage
Charlies then magically covers Estes with his aura for protection.
◆ Tandem Movement (◆ Stride of Charlies; ◆ Stride of Estes)
◇ Extend Boost, DC 20 Religion check: 1d20 + 11 ⇒ (16) + 11 = 27 Success, 3 rd of Boost Eidolon
◆ Act Together (◆ Boost Eidolon of Charlies for Estes; ◆ Strike of Estes)
◆ Protect Companion (3rd Rank) of Charlies for Estes (+1 to to AC)
↺ Life Block from Protect Companion (3rd Rank), if triggered by damage more than 20

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Dennis gives the others a chance to attack. Then he gets bored. "You're a bad man. You're a very bad man." The youngster steps forward and considers feinting before stabbing. But when Jaxon grabs the enemy, Dennis gleefully shouts, "Thanks Jaxon!" and stabs twice!
+1 Striking Halberd: 1d20 + 17 ⇒ (4) + 17 = 21 (vs off-guard from grabbed?)
Piercing Damage: 2d10 + 4 ⇒ (4, 5) + 4 = 13
+1 Striking Halberd +MAP: 1d20 + 17 - 5 ⇒ (4) + 17 - 5 = 16 (vs off-guard from grabbed?)
Piercing Damage: 2d10 + 4 ⇒ (6, 6) + 4 = 16
◆ Step, ◆◆ Strike x2
+1 Striking Halberd: 1d20 + 17 ⇒ (15) + 17 = 32
Piercing Damage: 2d10 + 4 ⇒ (7, 5) + 4 = 16

GM Ilmakis |

Princess Clover runs towards the enemy but miss with her attack!
Jaxon using the distraction provided by Princess' missed attack moves and grapple the mad scientist then punches him in the groin!
Charlies and his angel follows, hitting the man.
Dennis attacks again, hitting with his first strike and missing with his second.
ROUND 1 (bold can act)
Dennis (-2)
Enemies (-55& Grapple)
Jaxon
Zhamie (-2)
Charlies (-2)
Princess (-2)
Radim
ROUND 2 (bold can act)
Dennis (-2)

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Zhamie moves up and attempts to get an angle on #1 and find out who or what he is.
Devise: 1d20 ⇒ 18
Hits AC 32
RK
Fairly sure of her target she lets him have it.
Concussive Damage: 2d8 ⇒ (3, 6) = 9 with Strategic Strike: 2d6 ⇒ (1, 4) = 5 Critical Hit: Double Damage, 1d6 Persistent Bleed
◆ Stride
◆ Devise
◇ RK (Known Weakness)
◆ BANG!
"Radim! Bonk 'im!
Shared Strategem. #1 is OG to Radim

GM Ilmakis |

BOTTING RADIM
Radim makes the scientist his prey and throws his hammer at him.
+1 Striking Returning Light Hammer: 1d20 + 14 ⇒ (18) + 14 = 32
Damages, B: 2d6 + 4 ⇒ (5, 2) + 4 = 11
+1 Striking Returning Light Hammer: 1d20 + 14 - 3 ⇒ (20) + 14 - 3 = 31
Damages, B: 2d6 + 4 ⇒ (4, 4) + 4 = 12
Both attacks hit the head of his target! Double Crit!

GM Ilmakis |

The poor scientist falls lifeless in Jaxon's arms and silence came back in the strange room until Uby says Let's Get OUT OF HERE!!!
What do you do?

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GM, can you always roll attack dice for Radim? I really like to see how you do it. Much better than I do .) Thnkx for botting again.
I suggest we explore this place to the end, since we have such a chance. We are researchers after all. And I propose to tie up this madman and take him with us. If the team supports him, and only in this case, Radim will try to pass through the wall of smoke to the north.

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Dennis wouldn't think of it, but does anyone wanna search the scientist's body?
As soon as the enemy falls, Dennis runs back to his new friend. "Are you okay? We killed the bad man. You're safe now." He undoes any remaining straps that are binding the sprite and suggests, "Come with us. We'll find a way out."
When Dennis sees Radim motioning to the northern fog wall, Dennis calls out, "Me first! Me first!" He runs in that direction, hoping to lead the way.

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Jaxon holds the slumped body of the scientist for a moment before tossing him down and then riffling through his clothing for anything of note. "Ok, let's get the spite out of here before anyone else sees us."

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"Time travel!" says Clover, "We don't know when we are. And I was clearly wrong about it being just a vision. Let's try not to mess with it. Don't take him with us. We don't want to change anything here any more than we already have."
Breaking time would be bad.

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Why do we need to get out of here now?" Charlies asks Uby, though he feels there must be urgency from Uby's plea.
Perception +11 to Sense Motive of Uby

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Zhamie looks him over and attempts to treat his wounds in case he's injured.
Battle Medicine, Healer's Gloves: 1d20 + 14 ⇒ (15) + 14 = 29
Healing: 4d8 ⇒ (6, 3, 5, 7) = 21
GM, can you roll Zhamie's attack dice as well? :)

GM Ilmakis |

Sorry guys, my little one is sick and my nights are ... well not restful at all.
Week days are better because I'm at work and I don't need to check my kids... Will resume the game.
Charlies sense that Uby is quite affected by what she has suffered in the hands of the scientist and wants only one thing, going back!
Meanwhile, the pathfinders continues to explore the place, going through the smoke walls and exploring the place, discovering room full of books, strange instruments and laboratories, all written in unknown languages but as they're going through the walls, you all senses that it's becoming harder and harder to get through.
sorry, nothing much is described on this map.
Uby continues to cry to go back in their time...
Finally the pathfinders decide to follow Uby's warning and follow her back to the glowing sigil where they came from, having difficulties to pass the smoke wall but once they touch the sigil, they're back in front of the orrery and Paxle is quite happy to see you all waking up!
I was so afraid that you will never wake up! Welcome back!
The two nykteras hug themselves happy to see each other back.

bigrin42 |

**HOUSE GM ANNOUNCEMENT**
With the lower levels of the ruins secure, Venture-Captain Armeline Jirneau calls the Pathfinders together once again. “Excellent work, Pathfinders! The area’s secure and the path to the upper levels is now clear. What’s more, we have news.” she says, gesturing at the glowing arch. “We’ve discovered that this potent artifact is called the Eternity Arch. It’s resonating with some sort of magical focus nearby, and this resonance is what’s causing the Maze of the Open Road to malfunction. Using this connection, we determined that the focus is somewhere above us, higher in the ruins. We must find the focus and sever its connection to the arch.”
“It’s cold in the upper levels. We’re distributing warm clothing now. Remember, we don’t know what the focus is, so leave no stone unturned. Be safe and stay in touch. Let’s move, Pathfinders!”
Table GMs, please begin Part 2.

GM Ilmakis |

You have time to rest to refocus and tend injuries
You also each gain one Hero Point.
Thanks to the collective Pathfinders' experience facing constructs in the lower ruins, some good advice is being passed around for overcoming resistances. The []Constructs Defeated[/i] condition means the next time you encounter enemies with resistance or hardness, that resistance will be ignored for the first round of combat.
Lost Pathfinders who have been rescued have alerted the teams about some of the creatures they've encountered here and where they like to hide.
The Pathfinder Found condition grants you all a bonus to your next Initiative checks.
The knowledge being shared around, from the information the party found in the library and similar experiences of the other Pathfinders, will give everyone an edge.
At the start of your next combat encounter, you'll gain information about each creature as if someone succeeded on a Recall Knowledge check.
You will again have some time to rest, Refocus, and Repair between encounters in this section.
You can now explore the upper level of the complex.
You can do these mission in any order: Living Quarter, Vermin ,Future Foes and Shobad Investigators

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Dennis is happy he helped bring Uby home safe. And that she is reunited with Paxle. He likes making new friends. "Glad you're okay. We have to leave now. More Pathfinder business."
When the group is deciding what to do next, Dennis helpfully suggests, "Let's fight something!" Remembering his Pathfinder training, he quickly corrects himself, "I mean, let's make the area safe for others ... by fighting something."
Future Foes or Shobad Investigators sound interesting ... especially if we're gonna get a free Recall Knowledge for the encounter.
I'll vote for one of those.

GM Ilmakis |

Lets go for Future Foes and we will continue on Shobad Investigators
Ashasar gestures down a red stone hallway. I’m detecting planar anomalies ahead. It might be the focus. Investigate please. I’ve a number of other anomalies to assess.
Following Ashasar’s directions, you feel time stretch and slow as you head down the hallway. Soon, moving feels like attempting to push through molasses or tar.
After some time, you hear the baying of hounds, then voices shouting. They’re coming! They're coming! RUN! and later, NO! Hold onto me! Don’t let... NOOOO!
Princess Clover Perception: 1d20 + 10 ⇒ (4) + 10 = 14
Zhamie Perception: 1d20 + 13 ⇒ (14) + 13 = 27
Radim Perception: 1d20 + 11 ⇒ (5) + 11 = 16
Zhamie calls for danger as you're ready to enters the hall! Time distorts along this hallway, making the air feel like sludge. Don't go further, it's a hazard!
You realize that if you continue further, time could weight on you in an unpleasant way.
You can bypass the hazard with a Thievery DC 23 (trained) to disrupt the temporal distortions, or dispel magic (3rd level; counteract DC 21) to disperse the temporal energy.
Time weighs upon the creature, dealing bludgeoning damage (DC 22 basic Fortitude save): 4d8 + 14 ⇒ (6, 3, 4, 3) + 14 = 30. On a critical failure, the creature is slowed 1 for 3 rounds.

GM Ilmakis |

Once you pass through the hall, you enter a stone chamber with tall red pillars, some of which have collapsed. Multiple paths lead out of this room, and a massive purple gash covers the distant wall. It's clear to you that this is a time rift and the source of the anomaly Ashasar detected.
An insectile humanoid dressed in strange clothes leaps through the time rift. Laser beams strike the stranger in the back, killing him in front of your eyes!
As you approach, strange robots from a different time pour out of the time rift! As they see you, in a strange mechanical voice they call out Intruder alert! Depart at once or be destroyed
Dennis Init: 1d20 + 13 ⇒ (12) + 13 = 25
Charlies Init: 1d20 + 11 ⇒ (15) + 11 = 26
Princess Clover Init: 1d20 + 10 ⇒ (2) + 10 = 12
Zhamie Init: 1d20 + 13 ⇒ (13) + 13 = 26
Radim Init: 1d20 + 11 ⇒ (20) + 11 = 31
Jaxon Init: 1d20 + 11 ⇒ (8) + 11 = 19
Enemies: 1d20 + 12 ⇒ (4) + 12 = 16
ROUND 1 (bold may act)
During this encounter, all creatures are slowed 1 until this time rift is closed.
Radim
Zhamie
Charlies
Dennis
Jaxon
Ennemies
Princess

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Assuming Jaxon disabled the hazard .... (or do we each need to disable to pass through?)
After the rogue disables the time distortion hazard, Dennis runs past, calling behind him, "Thanks Jaxon. That was awesome!"
In the large room, Dennis stares in disbelief at the strange metal people. "Who are you? And why did you kill that nice fly-man?" When they go on about intruders, Dennis shakes his head defiantly before childishly mocking them in a robot voice, "No! You depart at once or be destroyed."
The lad moves up the nearest one, feints to the left, and quick-draws his halberd, striking twice from the right.
Deception to Feint, vs 1: 1d20 + 14 ⇒ (7) + 14 = 21 (vs Perception DC)
+1 Striking Halberd, vs 1: 1d20 + 17 ⇒ (4) + 17 = 21 (vs offguard due to feint?)
...if failure, Hero Point...
+1 Striking Halberd, vs 1: 1d20 + 17 ⇒ (17) + 17 = 34 (vs offguard due to feint?)
Piercing Damage: 2d10 + 4 ⇒ (8, 1) + 4 = 13
+1 Striking Halberd +MAP, vs 1: 1d20 + 17 - 5 ⇒ (12) + 17 - 5 = 24
Piercing Damage: 2d10 + 4 ⇒ (7, 5) + 4 = 16
◆ Stride, ◆ Quick-draw/Strike, ◆Strike

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"Sacre bleu! Vat are zose?!" Zhamie pulls her jezail from her back and shoots #1.
"Duh-nee! Stay back!" she calls as the teenager charges forward.
+1 Striking Jezail, 60' range, Reload 1: 1d20 + 12 ⇒ (10) + 12 = 22 for Concussive Damage: 2d6 ⇒ (6, 5) = 11 Critical Hit: Double Damage
◆ Interact to draw
◆ BANG!

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Charlies gives Estes a boost while the angel moves to the target. Charlies then protects his angel with his aura.
◇ Extend Boost, DC 20 Religion check: 1d20 + 11 ⇒ (2) + 11 = 13 Failure, 1 rd of Boost Eidolon
◆ Act Together (◆ Boost Eidolon of Charlies for Estes; ◆ Stride of Estes)
◆ Protect Companion (3rd Rank) of Charlies for Estes (+1 to to AC)
↺ Life Block from Protect Companion (3rd Rank), if triggered by damage more than 20
If no more Slowed 1...
Estes attacks Enemy #1 with a punch.
Fist Attack: 1d20 + 14 ⇒ (9) + 14 = 23 vs Blue
Damage w Boost Eidolon: 2d8 + 4 + 4 ⇒ (3, 2) + 4 + 4 = 13 B damage plus 1 spirit damage(?) vs evil creatures or creature with weakness to spirit damage
◆ Strike of Estes

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If the rift is closed then Zhamie just reloads

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Since Jaxon used Stealth for initiative, they're off-giard to him.
The big man come barreling in from the side where he was trying not to be seen.
Attack vs OG: 1d20 + 14 ⇒ (16) + 14 = 30
Damage: 2d6 + 4 + 2d6 ⇒ (4, 3) + 4 + (6, 2) = 19
◆ Move
◆ Strike

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"Tres bien!" Zhamie cheers, as Jaxon clobbers one of the .. things...