
GM Frost |

This time, they manage to crack the journal.
They learn that the last few entries in Arjol’s journal were made after the Tide became stuck in the time-loop. Though they represent years of Arjol’s thoughts, the entries are truncated, as the occultist must re-write his notes each cycle (all previously written words disappear when the Tide returns to the beginning of timeloop). Nonetheless, the entries represent Arjol’s cumulative knowledge about the time-loop, as well as a ritual he believed could break the cycle. So that this knowledge wouldn’t fall into the hands of the crew, Arjol wrote the notes in his personal cipher, one that will take the characters some time to untangle.
After the PCs successfully decipher the journal, hounds appear from nowhere!
Shalosar 's Initiative using Scout: 1d20 + 7 ⇒ (7) + 7 = 14
Razzm Tazzm's Initiative using Search: 1d20 + 20 ⇒ (5) + 20 = 25
Malark Evenwood's Initiative using Search: 1d20 + 8 ⇒ (20) + 8 = 28
Thevenin Serkat's Initiative using Scout: 1d20 + 9 ⇒ (18) + 9 = 27
Zornesk's Initiative using Search: 1d20 + 4 ⇒ (6) + 4 = 10
Red: 1d20 + 11 + 2 ⇒ (18) + 11 + 2 = 31
Blue: 1d20 + 11 + 2 ⇒ (18) + 11 + 2 = 31
Yellow: 1d20 + 11 + 2 ⇒ (2) + 11 + 2 = 15
The Red Hound moves, but stays close the side of something acutely angular like crates. It then bites Razzm.
Jaws Attack: 1d20 + 11 ⇒ (18) + 11 = 29
Damage: 2d6 + 2 ⇒ (1, 6) + 2 = 9 P damage
Jaws Attack, MAP: 1d20 + 11 - 5 ⇒ (9) + 11 - 5 = 15
It tears some flesh once.
Blue Hound teleports next to Thevenin, but still adjacent to a crate that gives angle, but can't use again for 1d4 ⇒ 2 rounds[/dice]. It also bites the leshy.
Jaws Attack: 1d20 + 11 ⇒ (10) + 11 = 21
Damage: 2d6 + 2 ⇒ (6, 6) + 2 = 14 P damage
Jaws Attack, MAP: 1d20 + 11 - 5 ⇒ (10) + 11 - 5 = 16
The Hound also connects to Thevenin once. Their presence give Pathfinders a churning a turning of their stomach. Anyone still within 30 ft from the hound at the end of their turn needs to roll DC 19 Fort save vs Churning Gaze

GM Frost |

⬤ HOWLS ECHOING THROUGH TIME! Round 1 ⬤
Map Link: ENCOUNTER MAP
Note(s): DC 19 Fortitude save vs Churning Gaze if still within the aura at the end of your turn, unless you are already immune.
CHARACTER IN ➤ BOLD TYPEFACE CAN ACT! STRIKETHROUGH NAMES ARE ELIMINATED.
Red Hound (HP -) | Churning Gaze (30 ft) |
Blue Hound (HP -) | Churning Gaze (30 ft) |
➤ Malark Evenwood (AC 18) (HP 26/26) |
➤ Thevenin Serkat (AC 20) (HP 38/52) | Small
➤ Razzm Tazzm (AC 22) (HP 47/56) |
➤ Ebiten PFS (AC 19) (HP 28/28) |
Yellow Hound (HP -) | Churning Gaze (30 ft) |
Shalosar (AC 18) (HP 30/30) |
Zornesk (AC 20) (HP 27/27) | Small
EFFECTS & CONDITIONS REFERENCE

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Fortitude: 1d20 + 8 ⇒ (9) + 8 = 17
"Aaah! I knew that reading was going to make me sick!"
Thevenin shields themself, and then zaps Red and Blue.
Electricity: 3d4 ⇒ (2, 4, 1) = 7
DC 20 DC 19 basic Reflex save (Sickened 1).

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If I am reading it correctly, you don't get sickened until you end your turn in the aura... GM, is that correct?
Ebiten casts a quick cantrip, shifts into his Arcane Cascade stance, then with a burst of speed and a few quick strides scrambles up on to the crates, flanking the creature on Thevenin! Hopefully, they can't take Reactive Strikes!
Fort save: 1d20 + 7 ⇒ (18) + 7 = 25 Nice!
↺ shield block If hit, Ebiten will absorb reduce the damage by 5 pts, and his shield will shatter. He will be unable to use the cantrip again for 10 minutes.

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4 points of the dmg from Red's Jaws strike are absorbed by Razzm's temp hp from Cat Nap
Delay until after Malark if Malark is going to cast Courageous Anthem
Razzm draws his weapon and bashes at Red.
Interact to draw
Double Slice
+1 striking zhuazhi bang: 1d20 + 13 ⇒ (6) + 13 = 19 +1 if CA is in effect
P dmg: 2d6 + 4 ⇒ (2, 1) + 4 = 7 +1 if CA is in effect
+1 striking shield boss, not agile: 1d20 + 13 - 2 ⇒ (16) + 13 - 2 = 27 +1 if CA is in effect
B dmg: 2d6 + 4 ⇒ (5, 2) + 4 = 11 +1 if CA is in effect
If weapon was already drawn then third action is to raise shield (raising AC to 24)
Fort vs Churning Gaze: 1d20 + 10 ⇒ (8) + 10 = 18
Razzm is sickened

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Malark brings out his flute and starts to play a rallying anthem to bolster his allies. He then tries to recall information about how to best handle the hounds.
Lingering Performance: 1d20 + 8 ⇒ (2) + 8 = 10 Failure. Courageous anthem will last one round.
Recall Knowledge Nature +5. If successful, Malark would like to know lowest save DC if that's allowed. If not, possible weaknesses.
Fort Save vs Churning Gaze: 1d20 + 5 ⇒ (9) + 5 = 14
◆Interact (Draw Instrument), ◇Lingering Performance, ◆Courageous Anthem, ◆Recall Knowledge. Courageous Anthem: 1 rd.

GM Frost |

Ebiten is correct. You only roll the Fortitude save vs Churning Gaze if you end your turn within the aura.
Red: DC 20 basic Reflex save: 1d20 + 11 ⇒ (6) + 11 = 17 (Fail, 7 E damage)
Blue: DC 20 basic Reflex save: 1d20 + 11 ⇒ (10) + 11 = 21 (Success, 3 E damage)
Thevenin raises shield before zapping targets, hitting both with variable damage. The leshy feels their inside is churning.
Ebiten raises shield, enters into a stance and moves like a ninja to flank an enemy with Thevenin. He isn't affected by the gaze, for now.
I forgot about your Cat Nap. I adjusted it now.
Malark plays some music but for a short effect.
Malark isn't familiar about what they are fighting now, he might recall that this might be the bad dogs mentioned by some sailors, and the reason by Arjol that he rounded the corners of his cabin.
Razzm attacks Red after drawing weapon, poking and bonking the enemy, met with some resistance. 8 P - Resistance 3, 12 B - Resistance 3 The Red Hound is still standing but bloodied, while Razzm is gets sick by the otherworldy sight with the Hound.
Yellow Hound teleports and can't do so for 1d4 ⇒ 4 rounds. The enemy then bites Malark.
Jaw Attack: 1d20 + 11 ⇒ (12) + 11 = 23
Damage: 2d6 + 2 ⇒ (1, 1) + 2 = 4 P damage
Jaw Attack: 1d20 + 11 - 5 ⇒ (9) + 11 - 5 = 15
⬤ HOWLS ECHOING THROUGH TIME! Round 1 ⬤
Party Condition(s): COURAGEOUS ANTHEM (1 rd): +1 status bonus to attack rolls, damage rolls, and saves against fear effects
Map Link: ENCOUNTER MAP
Note(s): DC 19 Fortitude save vs Churning Gaze if still within the aura at the end of your turn, unless you are already immune.
CHARACTER IN ➤ BOLD TYPEFACE CAN ACT! STRIKETHROUGH NAMES ARE ELIMINATED.
Red Hound (HP -21) | Churning Gaze (30 ft) |
Blue Hound (HP -3) | Churning Gaze (30 ft) | Entry CD: 2 rd
Malark Evenwood (AC 18) (HP 22/26) |
Thevenin Serkat (AC 20) (HP 38/52) | Sickened 1 | Small
Razzm Tazzm (AC 22) (HP 51/56) | Sickened 1 |
Ebiten PFS (AC 19+1 w shield cantrip) (HP 28/28) |
Yellow Hound (HP -) | Churning Gaze (30 ft) | Entry CD: 4 rd
➤ Shalosar (AC 18) (HP 30/30) |
➤ Zornesk (AC 20) (HP 27/27) | Small
EFFECTS & CONDITIONS REFERENCE

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Shalosar grimaces as the spiked chains erupt from his wrists again.
”I’ve seen worse than you!”, he sneers, as he lashes at the back of the thing attacking Malark.
Channel Elements, Elemental Blast [1-action] (Weapon Infusion: agile) vs Yellow, Elemental Blast [2-action] vs Yellow
Attack (flanking): 1d20 + 8 + 1 ⇒ (10) + 8 + 1 = 19
Damage: 1d8 + 1 + 1 ⇒ (5) + 1 + 1 = 7S
Attack (flanking): 1d8 + 4 + 1 ⇒ (2) + 4 + 1 = 7
Damage: 1d8 + 4 + 1 + 1 ⇒ (4) + 4 + 1 + 1 = 10S
Fort save: 1d20 + 9 ⇒ (8) + 9 = 17

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If it isn't dead, maybe you could use the last action for aid? If you did, would you have to say who is to benefit, or just the next that attacks the target? Thev moves first, and if you succeed, it could remove his Sickened penalty... ^_^

GM Frost |

Shalosar cuts his target once but is met with some resistance. Maybe because the enemy is not its real self but rather a projection? 7 S damage - resistance 3 SHalosar feels a weird sensation inside him. Sickened 1
Zornesk moves and attacks, hitting with a slice 5 S - resistance 3
Zornesk: Fort save: 1d20 + 6 ⇒ (13) + 6 = 19 vs Churning Gaze DC 19
One action matters. You have a wooden shield, you can draw it and raise it later for circumstance bonus to AC. I assume you do that for now.
He is resisting what he is feeling inside for now.
An additional hound appears, a black one.
Black Hound: 1d20 + 11 + 2 ⇒ (20) + 11 + 2 = 33
Black Hound teleports (CD: 1d4 ⇒ 1) next to Shalosar, but being next to nothing angular, it is kinda vulnerable, for now. Nonetheless, it attacks Shalosar.
Jaws Attack, Sickened 1: 1d20 + 11 - 1 ⇒ (1) + 11 - 1 = 11
Jaws Attack, Sickened 1: 1d20 + 11 - 5 - 1 ⇒ (12) + 11 - 5 - 1 = 17 vs Shalosar AC 18- Sickened 1
Damage: 2d6 + 2 ⇒ (1, 3) + 2 = 6 P damage
Red uses claws at Razzm!
Claws Attack: 1d20 + 11 ⇒ (5) + 11 = 16
Claws Attack, Agile, MAP: 1d20 + 11 - 4 ⇒ (14) + 11 - 4 = 21 vs Razzm AC 22-1 Sickened 1
Damage: 1d10 + 2 ⇒ (8) + 2 = 10 S damage
Claws Attack, Agile, MAP: 1d20 + 11 - 8 ⇒ (8) + 11 - 8 = 11
Blue Hound attacks Zornesk with claws too.
Claws Attack: 1d20 + 11 ⇒ (18) + 11 = 29
Damage: 1d10 + 2 ⇒ (9) + 2 = 11 S damage
Claws Attack, Agile, MAP: 1d20 + 11 - 4 ⇒ (16) + 11 - 4 = 23
Damage: 1d10 + 2 ⇒ (8) + 2 = 10
Claws Attack, Agile, MAP: 1d20 + 11 - 8 ⇒ (4) + 11 - 8 = 7

GM Frost |

⬤ HOWLS ECHOING THROUGH TIME! Round 2 ⬤
Map Link: ENCOUNTER MAP
Note(s): DC 19 Fortitude save vs Churning Gaze if still within the aura at the end of your turn, unless you are already immune.
CHARACTER IN ➤ BOLD TYPEFACE CAN ACT! STRIKETHROUGH NAMES ARE ELIMINATED.
Black Hound (HP -) | Churning Gaze (30 ft); Sickened 1; Resistance suppressed | Entry CD: 1 rd
Red Hound (HP -21) | Churning Gaze (30 ft) |
Blue Hound (HP -5) | Churning Gaze (30 ft) | Entry CD: 1 rd
➤ Malark Evenwood (AC 18) (HP 22/26) |
➤ Thevenin Serkat (AC 20) (HP 38/52) | Sickened 1 | Small
➤ Razzm Tazzm (AC 22) (HP 41/56) | Sickened 1 |
➤ Ebiten PFS (AC 19) (HP 28/28) |
Yellow Hound (HP -4) | Churning Gaze (30 ft) | Entry CD: 4 rd
Shalosar (AC 18) (HP 24/30) | Sickened 1 |
Zornesk (AC 20) (HP 6/27) | Small
EFFECTS & CONDITIONS REFERENCE

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Malark tries to lengthen his courageous anthem again and heals Zornesk.
Lingering Performance: 1d20 + 8 - 1 ⇒ (18) + 8 - 1 = 25 Success: Courageous Anthem lasts 3 rds.
Soothe Healing: 1d10 + 4 ⇒ (5) + 4 = 9 Zornesk also gets a +2 status bonus to saves vs mental effects.
Fort Save vs Churning Gaze: 1d20 + 5 - 1 ⇒ (8) + 5 - 1 = 12 Malark is still sickened 1
◇Lingering Performance, ◆Courageous Anthem, ◆◆Soothe

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Razzm swings at Red.
◆◆ Double Slice
+1 Striking Zhuazhi Bang, CA, sickened: 1d20 + 13 + 1 - 1 ⇒ (12) + 13 + 1 - 1 = 25
P dmg, CA: 2d6 + 5 ⇒ (6, 2) + 5 = 13
+1 Striking Shield Boss, CA, sickened, not agile: 1d20 + 13 + 1 - 1 - 2 ⇒ (3) + 13 + 1 - 1 - 2 = 14
B dmg, CA: 2d6 + 5 ⇒ (1, 4) + 5 = 10
Then he raises his shield.
◆ Raise Shield
Fort, sickened: 1d20 + 10 - 1 ⇒ (3) + 10 - 1 = 12

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Does sickened affect Saves too? If so that is nasty, stacking on itself... >.<
Ebiten clicks the rings on his forefinger and thumb together with a click and flame erupts around his fist, Burning Knuckle!
◆◆ Spellstrike (Unarmed + Ignition), ◆ shield
Unarmed (E), Flank, Courageous Anthem: 1d20 + 8 + 1 ⇒ (14) + 8 + 1 = 23
Bludgeoning Damage, Arcane Cascade (Laughing Shadow), Courageous Anthem: 1d6 + 2 + 3 + 1 ⇒ (1) + 2 + 3 + 1 = 7 Bludgeoning Ignition: 2d6 ⇒ (6, 4) = 10 Fire 16 damage total. Separated in case of Resistances.
After landing the hit, the young magus manifests his shield of force once again! AC 20
↺ shield block If hit, Ebiten will absorb reduce the damage by 5 pts, and his shield will shatter. He will be unable to use the cantrip again for 10 minutes.
EDIT: Fort Save: 1d20 + 8 ⇒ (20) + 8 = 28

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Fortitude: 1d20 + 8 ⇒ (6) + 8 = 14 vs DC 19
Thevenin doesn't feel so good. Sickened 1
"TOO MANY DEAD TREES, NOT ENOUGH LIVE ONES!" Thevenin screams. He activates an aura of wood, and casts Protector Tree on the square behind him.
Tree takes next 20 hp of damage aimed at Zornesk, Thevenin, or Malark.

GM Frost |

Yes, Sickened condition affects saves too.
Malark inspires allies with lingering effect and heals Zornesk. He also feels sickened by the presence of otherworldly hounds.
Razzm cuts off Red's head from its body, causing to dissolve out of existence. Red out He continues to raise shield and remains sickened.
A strike with flames burns Blue Hound from Ebiten. 7 fire + 10 B - resistance 3 He also raises shield and the twisting sensation inside him is gone. Immune to Churning Gaze
Thevenin plants a tree that will protect allies. They also remains to feel that dread feeling inside.
Yellow Hound, being surrounded casts slow at Malark (might trigger Reactive Strike) . DC 22 Fort vs Slow The hound also bites.
Jaws Attack: 1d20 + 11 ⇒ (15) + 11 = 26
Damage: 2d6 + 2 ⇒ (5, 2) + 2 = 9 P damage
But thanks to the tree, it imposes its branch instead to take the attack. Crit, 18 P damage
⬤ HOWLS ECHOING THROUGH TIME! Round 2 ⬤
Party Condition(s): COURAGEOUS ANTHEM (Rd 2-4): +1 status bonus to attack rolls, damage rolls, and saves against fear effects
Map Link: ENCOUNTER MAP
Note(s): DC 19 Fortitude save vs Churning Gaze if still within the aura at the end of your turn, unless you are already immune.
🚩 BEFORE YOUR TURN 🚩
❗ Malark Evenwood: DC 22 Fortitude save vs Slow ❗
CHARACTER IN ➤ BOLD TYPEFACE CAN ACT! STRIKETHROUGH NAMES ARE ELIMINATED.
Black Hound (HP -) | Churning Gaze (30 ft); Sickened 1; Resistance suppressed | Entry CD: 1 rd
Red Hound (HP -34) |
Blue Hound (HP -19) | Churning Gaze (30 ft) | Entry CD: 1 rd
Malark Evenwood (AC 18) (HP 22/26) | Sickened 1 |
Thevenin Serkat (AC 20) (HP 38/52) | Sickened 1 | Small; Protector Tree (AC 10, HP 2/20)
Razzm Tazzm (AC 22+2 w Shield when Raised) (HP 41/56) | Sickened 1 |
Ebiten PFS (AC 19+1 w shield cantrip) (HP 28/28) | Immune to Churning Gaze
Yellow Hound (HP -4) | Churning Gaze (30 ft) | Entry CD: 4 rd
➤ Shalosar (AC 18) (HP 24/30) | Sickened 1 |
➤ Zornesk (AC 20) (HP 15/27) | Small | +2 status bonus to saves vs mental effects
EFFECTS & CONDITIONS REFERENCE

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Tougher than they look, Shalosar muses. Let’s try this
He steps away from the melee, and unleashes another scream of agony.
Stride, Cast haunting hymn, 15’ cone
Fort save DC 15: 1d8 ⇒ 2 Sonic

GM Frost |

Does it look like they were resistant to the fire or the bludgeoning?
Resistant to bludgeoning damage

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And having the magic tag doesn't overcome, correct? Just making sure because have Arcane Fist and potency rune via hand wraps. Just wanted to be sure. Does it seem like they are kind of out of phase, or supernaturally tough?

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I don't think the tree should be crit; the trigger is if an "ally is hit by a Strike", so the tree's AC only comes into play if the creature targets the tree directly.

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Zornesk attacks blue.
attack: 1d20 + 6 ⇒ (7) + 6 = 13
damage: 1d8 + 3 ⇒ (2) + 3 = 5
attack: 1d20 + 1 ⇒ (17) + 1 = 18
damage: 1d8 + 3 ⇒ (7) + 3 = 10
attack: 1d20 - 4 ⇒ (19) - 4 = 15
damage: 1d8 + 3 ⇒ (8) + 3 = 11
attack x3

GM Frost |

Shalosar moves into position and screams just close enough to the hounds but not affecting allies!
Black: DC 15 Fort save, Sickened 1: 1d20 + 7 - 1 ⇒ (14) + 7 - 1 = 20 vs Haunting Hymn (Success, 1 sonic damage)
Yellow: DC 15 Fort save: 1d20 + 7 ⇒ (11) + 7 = 18 vs Haunting Hymn (Success, 1 sonic damage)
Blue: DC 15 Fort save: 1d20 + 7 ⇒ (10) + 7 = 17 vs Haunting Hymn (Success, 1 sonic damage)
And having the magic tag doesn't overcome, correct? Just making sure because have Arcane Fist and potency rune via hand wraps. Just wanted to be sure. Does it seem like they are kind of out of phase, or supernaturally tough?
It has resistance to physical damage, whether magical or not. They are not real, they are described as "temporal echoes of the hounds", so they are like ghost or something out-of-phase, yes.
I don't think the tree should be crit; the trigger is if an "ally is hit by a Strike", so the tree's AC only comes into play if the creature targets the tree directly.
This makes sense. Been applying crits on trees from my other game with Protector Tree, but your explanation makes more sense. Thanks! Will take back the extra damage.
Zornesk fails to connect on all his strikes, unfortunately.

GM Frost |

Zornesk: DC 19 Fort save: 1d20 + 6 ⇒ (17) + 6 = 23 vs Churning Gaze Success
Black lashes at Razzm!
claw attack, sickened 1: 1d20 + 11 - 1 ⇒ (15) + 11 - 1 = 25
Damage: 1d10 + 2 ⇒ (2) + 2 = 4 slashing
claw attack, agile, sickened 1: 1d20 + 11 - 1 - 4 ⇒ (14) + 11 - 1 - 4 = 20
claw attack, sickened 1, agile: 1d20 + 11 - 1 - 8 ⇒ (1) + 11 - 1 - 8 = 3
Only the first strike hits.
Blue Hound retaliates at Ebiten.
claw attack: 1d20 + 11 ⇒ (16) + 11 = 27
Damage: 1d10 + 2 ⇒ (6) + 2 = 8 slashing
claw attack: 1d20 + 11 - 4 ⇒ (5) + 11 - 4 = 12
claw attack: 1d20 + 11 - 8 ⇒ (10) + 11 - 8 = 13
The same goes against Ebiten.
⬤ HOWLS ECHOING THROUGH TIME! Round 3 ⬤
Party Condition(s): COURAGEOUS ANTHEM (Rd 2-4): +1 status bonus to attack rolls, damage rolls, and saves against fear effects
Map Link: ENCOUNTER MAP
Note(s): DC 19 Fortitude save vs Churning Gaze if still within the aura at the end of your turn, unless you are already immune.
BEFORE YOUR TURN
❗ Malark Evenwood: DC 22 Fortitude save vs Slow ❗
CHARACTER IN ➤ BOLD TYPEFACE CAN ACT! STRIKETHROUGH NAMES ARE ELIMINATED.
Black Hound (HP -1) | Churning Gaze (30 ft); Sickened 1; Resistance suppressed |
Red Hound (HP -34) |
Blue Hound (HP -20) | Churning Gaze (30 ft) |
➤ Malark Evenwood (AC 18) (HP 22/26) | Sickened 1 |
➤ Thevenin Serkat (AC 20) (HP 38/52) | Sickened 1 | Small; Protector Tree (AC 10, HP 11/20)
➤ Razzm Tazzm (AC 22) (HP 37/56) | Sickened 1 |
➤ Ebiten PFS (AC 19) (HP 20/28) | Immune to Churning Gaze
Yellow Hound (HP -5) | Churning Gaze (30 ft) | Entry CD: 4 rd
Shalosar (AC 18) (HP 24/30) | Sickened 1 |
Zornesk (AC 20) (HP 15/27) | Small | +2 status bonus to saves vs mental effects
EFFECTS & CONDITIONS REFERENCE

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Got it! Thanks! And, I think I will hold off on Shield Blocking in favor of the +1 AC...
Ebiten curses, What are these blasted things? They are like living dreams!
◆ Recall Knowledge (Arcana +5?), ◆ Strike, ◆ Recharge Spellstrike
Unarmed, Flanked: 1d20 + 8 ⇒ (6) + 8 = 14
Damage: 1d6 + 2 ⇒ (5) + 2 = 7 Bludgeoning +3 Fire

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"Bzzap! Bzza-arrrfpt!"
Retch: 1d20 + 8 ⇒ (11) + 8 = 19 vs DC 19
What does a leshy throw up when they Retch?
Thevenin casts Electric Arc against the two most damaged hounds (Blue and Yellow, unless Blue went down).
Electricity: 3d4 ⇒ (4, 3, 2) = 9
DC 20 basic Reflex save

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When Black's claw hits Razzm, the cat warrior instinctively blocks the blow with his shield.
↺ Shield Block, applying hardness 5, so the 4 dmg are negated and there is no dmg to either the Shield or Razzm.
Razzm continues to bash at Black.
◆◆ Double Slice
+1 striking zhuangzhi bang, CA, sickened: 1d20 + 13 + 1 - 1 ⇒ (7) + 13 + 1 - 1 = 20
P dmg, CA: 2d6 + 5 ⇒ (6, 5) + 5 = 16
+1 striking shield boss, CA, sickened, not agile: 1d20 + 13 + 1 - 1 - 2 ⇒ (8) + 13 + 1 - 1 - 2 = 19
B dmg, CA: 2d6 + 5 ⇒ (4, 2) + 5 = 11
◆ Raise Shield
Fort vs Churning Gaze, sickened: 1d20 + 10 - 1 ⇒ (9) + 10 - 1 = 18

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Fort Save: 1d20 + 5 - 1 ⇒ (10) + 5 - 1 = 14
Malark feels his arms getting heavy. He draws his rapier and tries to stab the enemy in front of him.
Rapier: 1d20 + 7 + 1 - 1 ⇒ (16) + 7 + 1 - 1 = 23
Piercing: 1d6 + 1 + 1 ⇒ (5) + 1 + 1 = 7
Fort Save vs Churning Gaze: 1d20 + 5 - 1 ⇒ (2) + 5 - 1 = 6
◆Interact, ◆Strike. Sickened 2, Slowed 1 for 1 min

GM Frost |

Ebiten recalls that the hounds they are dealing with are hound echoes, and they are resistant to mental 3, poison 3, physical 3. They get sick when they are not adjacent to a structural angle of 90° (or more acute), and its resistance to physical damage is suppressed and it becomes sickened 1.
He recharges but misses to hit.
Thevenin retches to feel better and zaps the hounds.
Blue: DC 20 basic Reflex save: 1d20 + 11 ⇒ (15) + 11 = 26 vs EA Success, 4 E damage
Yellow: DC 20 basic Reflex save: 1d20 + 11 ⇒ (13) + 11 = 24 vs EA Success, 4 E damage
Blue dissipates into nothing, while Yellow manages to evade some current. Blue out
Razzm raises shield that it protects him without incurring damage to his shield. He retaliates, met with some resistance, enough to take down the enemy. Black out He continues to be sick inside.
Malark feels he is dragged in time, but manages to wound Yellow. 7 P - 3 resistance He feels worse than ever.
⬤ HOWLS ECHOING THROUGH TIME! Round 3 and 4 ⬤
Party Condition(s): COURAGEOUS ANTHEM (Rd 2-4): +1 status bonus to attack rolls, damage rolls, and saves against fear effects
Map Link: ENCOUNTER MAP
Note(s): DC 19 Fortitude save vs Churning Gaze if still within the aura at the end of your turn, unless you are already immune.
CHARACTER IN ➤ BOLD TYPEFACE CAN ACT! STRIKETHROUGH NAMES ARE ELIMINATED.
Black Hound (HP -28) |
Red Hound (HP -34) |
Blue Hound (HP -24) |
➤ Malark Evenwood (AC 18) (HP 22/26) | Sickened 2; Slowed 1 |
➤ Thevenin Serkat (AC 20) (HP 38/52) | Small; Protector Tree (AC 10, HP 11/20)
➤ Razzm Tazzm (AC 22) (HP 41/56) | Sickened 1 |
➤ Ebiten PFS (AC 19) (HP 20/28) | Immune to Churning Gaze
Yellow Hound (HP -13) | Churning Gaze (30 ft) | Entry CD: 4 rd
➤ Shalosar (AC 18) (HP 24/30) | Sickened 1 |
➤ Zornesk (AC 20) (HP 15/27) | Small | +2 status bonus to saves vs mental effects
EFFECTS & CONDITIONS REFERENCE

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Shalosar steps up to the hound he attacked before, but the disorientation throws him off.
Stride, Elemental Blast vs Yellow (two-action, flanking)
Attack: 1d20 + 7 ⇒ (3) + 7 = 10
Damage: 1d8 + 5 ⇒ (1) + 5 = 6S

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Malark tries to control his sickened condition and takes another stab at the yellow creature.
Retch: 1d20 + 5 - 2 ⇒ (6) + 5 - 2 = 9
Rapier: 1d20 + 7 - 2 ⇒ (8) + 7 - 2 = 13
Piercing: 1d6 + 1 + 1 ⇒ (1) + 1 + 1 = 3
◆Retch, ◆Strike

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Thevenin circles around. "Hey, Zornesky! Tree wuvs you!" Protector tree has 11 hp left, so feel free to slide over and take Thevenin's old spot, which now has flanking, too.
Fortitude: 1d20 + 8 ⇒ (8) + 8 = 16 vs DC 19
Sickened 1.
Thevenin shields themself and pukes.
Fortitude, Sickened 1: 1d20 + 8 - 1 ⇒ (8) + 8 - 1 = 15 vs DC 19

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Ebiten calls out, I think these are Echo Hounds! They are resilient against mind magic, toxins, and physical damage! There was also something about angles, but I don't quite understand it!
Looking sheepish, the young magus skims across the deck, hopping up the stacked crates with ease and flips bringing his heel down on the creature, flames wreathing his leg!
◆ Stride, ◆◆ Spellstrike (ignition)
Spellstrike (Unarmed), courageous anthem: 1d20 + 8 + 1 ⇒ (17) + 8 + 1 = 26
Damage: 1d6 + 2 + 1 ⇒ (5) + 2 + 1 = 8 Bludgeoning, ignition, Arcane Cascade: 2d6 + 1 ⇒ (1, 4) + 1 = 6 fire.

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Razzm moves atop one of the chests to be able to swing at the foul hound.
GM, if that's not possible then Razzm can also Quick Jump to get into position.
◆ Stride OR Quick Jump
Athletics to Jump if needed: 1d20 + 11 ⇒ (12) + 11 = 23
◆◆ Double Slice
+1 Striking Zhuazhi Bang, sickened, CA: 1d20 + 13 ⇒ (3) + 13 = 16
P dmg, CA: 2d6 + 5 ⇒ (6, 4) + 5 = 15
+1 Striking Shield Boss, sickened, CA, not agile: 1d20 + 13 - 2 ⇒ (12) + 13 - 2 = 23
B dmg, CA: 2d6 + 5 ⇒ (5, 3) + 5 = 13
Fort vs Sickened, already sickened 1: 1d20 + 9 ⇒ (4) + 9 = 13

GM Frost |

Ebiten Zornesk and Razzm finishes off the last hound, dissipating into nothing.
Combat Over! Well Done!
Thevenin Serkat (38/52 HP)
Razzm Tazzm (41/56 HP)
Ebiten PFS (20/28 HP)
Shalosar (24/30 HP)
Zornesk (15/27 HP)
The sailors rush toward the scene to find that the battle is over. One of the sailors check Arjol's cabin just find the man dead. "Well, good thing you get rid of him... for now."
"Have you find something?"

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Shal, Thev, were you able to make heads or tails of that journal? I just got bits and pieces... Ebiten says as he applies a salve to his wound...
Nature: 1d20 + 5 ⇒ (10) + 5 = 15
Healing: 2d8 ⇒ (1, 4) = 5
hp total: 25/28
EDIT: Anyone else need tending to?

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Thevenin has Assurance (Medicine), so it's just a question of how long we want to spend healing. In descending order of hit points to full:
Razzm Tazzm (41/56 HP [-15])
Thevenin Serkat (38/52 HP [-14])
Zornesk (15/27 HP [-12])
Shalosar (24/30 HP [-6])
Malark Evenwood (22/26 HP [-4])
Ebiten PFS (25/28 HP [-3])
Razzm: 2d8 ⇒ (3, 2) = 5
Thevenin: 2d8 ⇒ (1, 7) = 8
Zornesk: 2d8 ⇒ (4, 8) = 12
Shalosar: 2d8 ⇒ (4, 1) = 5
Malark: 2d8 ⇒ (6, 5) = 11
Razzm Tazzm (46/56 HP [-10])
Thevenin Serkat (46/52 HP [-6])
Zornesk (27/27 HP [-0])
Shalosar (29/30 HP [-1])
Malark Evenwood (26/26 HP [-0])
Ebiten PFS (25/28 HP [-3])
Razzm: 2d8 ⇒ (8, 6) = 14
Thevenin: 2d8 ⇒ (7, 8) = 15
Ebiten: 2d8 ⇒ (3, 6) = 9
Shalosar: 2d8 ⇒ (6, 4) = 10
All full.

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While the group works on healing up after the battle, Razzm stretches out and takes a quick nap.

GM Frost |

The Pathfinders discover that Arjol’s journal contains a ritual he believed could free Yesterday’s Tide from the time-loop. To enact the ritual, the sailors must replicate their exact routines as they were the day the time-loop started. Because the Pathfinders aren’t the ones stuck in time, they can’t participate in the ritual directly—the crew must perform the ritual themselves.
But the crew has been through over 200 cycles by this point, and no one truly believes that Arjol’s ritual can do what the Pathfinders claim. All are worried what will happen when—not if— the time-loop restarts.
The party must convince the crew members that the ritual is their only chance of returning to their former lives. Each PC can attempt the following skill checks to rally the crew:
> DC 18 Diplomacy check to Make an Impression or Performance check to Perform can inspire the crew to attempt the ritual or lift their spirits while they work.
> DC 16 Intimidation check to Coerce or Sailing Lore check to Recall Knowledge can shout orders and rouse the more shiftless crew members into action.
> DC 20 Occultism or DC 23 Arcana, Nature, or Religion check to Recall knowledge can explain to the crew how the magic of the ritual works.
> DC 18 Acrobatics, Athletics, Crafting, or Sailing Lore check can help set the ship in order by rigging sails, hauling supplies, making repairs, or scrubbing the decks.
Each PC has two rounds to inspire the crew. Everyone gains a +2 circumstance bonus to all skill checks made to rally the crew from gaining their trust during the earlier part of the scenario. Because the ritual takes several hours to complete, there isn’t time to rally the crew further. We can hold off the healing for now and perform them while the sailors are doing the rituals, if you succeed in convincing them to do it.
Everyone is up!

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Razzm isn't much good at talking to people or knowing stuff but he can jump around the sails like a cat.
Athletics DC 18: 1d20 + 11 ⇒ (20) + 11 = 31 +2 circumstance bonus
And he does.
Not wanting to mess with success, Razzm continues the same activities for a second round. There's a lot of work to get a ship ship shape!
Athletics DC 18: 1d20 + 11 ⇒ (5) + 11 = 16 +2 circumstance bonus
If it's not allowed to use the same skill a second time, he could do Acrobatics which would be +7 instead of +11. Otherwise he doesn't have any of the other skills (except Crafting +4).

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Diplomacy (E), circumstance, #1: 1d20 + 13 + 2 ⇒ (14) + 13 + 2 = 29 vs DC 18
Diplomacy (E), circumstance, #2: 1d20 + 13 + 2 ⇒ (4) + 13 + 2 = 19 vs DC 18
Intimidation (T), circumstance, #2: 1d20+10+2 vs DC 16 if the same skill is not allowed.
"Let's go, guys! You know what to do! Ahahahaha!"

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”What’re you standing around for!?”, Shalosar snaps. ”You’ve got nothing to lose, so move your a$$e$!”
Intimidation: 1d20 + 5 + 2 ⇒ (4) + 5 + 2 = 11
Intimidation: 1d20 + 5 + 2 ⇒ (8) + 5 + 2 = 15
He’ll help to get the ship ready, if need be.
Acrobatics: 1d20 + 6 + 2 ⇒ (8) + 6 + 2 = 16

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Malark rallies the crew members to participate in the ritual with one of his speeches.
Performance DC 18: 1d20 + 8 + 2 ⇒ (11) + 8 + 2 = 21
For those who still need convincing, he approaches them and talks some sense into them.
Diplomacy DC 18: 1d20 + 8 + 2 ⇒ (8) + 8 + 2 = 18

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Ebiten springs into action and sets to get the rigging set and hauling supplies out, We can do this! You can have hope again!
Acrobatics, rnd 1: 1d20 + 7 + 2 ⇒ (7) + 7 + 2 = 16
Hero Point: 1d20 + 7 + 2 ⇒ (16) + 7 + 2 = 25
Athletics, rnd 2: 1d20 + 6 + 2 ⇒ (2) + 6 + 2 = 10
Hero Point 2: 1d20 + 6 + 2 ⇒ (4) + 6 + 2 = 12 Dang.

GM Frost |

As for the healing, I posted that it says hours for the ritual to complete, but reading further the text of the scenario, it goes for rounds instead. However, it looks like the PCs are not restricted in time, so I will allow the healing, making everyone healed. And I don't remember giving hero point, so a hero point for everyone!
Razzm easily gets the ship ready for the ritual. 2+1 Rally Points
Thevenin convinces them to do the ritual to get out of the time loop. 2+1 Rally Points
Shalosar looks funny to them when he tries to coerce them to do the ritual. 0+0 Rally Point
Malark makes things have sense about getting out of the time loop for those who want to do something different. 1+1 Rally Points
Ebiten goes with Razzm to keep the area of the ritual ready. 1+0 Rally Point
Zornesk is somewhat clumsy when he also joins the others to clear the ship's 0+0 Rally Points
Total: 9 Rally Points
Inspired by their words, the sailors agree to perform the ritual.
Once the ritual begins, combat also ensues. Enemies will appear to disrupt the ritual. However, you can accelerate it with the special activity called Accelerate the Ritual:
◆◆◆ Accelerate the Ritual (concentrate, linguistic) As a three-action activity, you attempt to inspire the crew or ward off the time-loop’s magic, giving the sailors time to complete the ritual. Attempt a DC 18 Diplomacy check to Make an Impression; or a DC 18 Occultism, DC 20 Arcana, DC 20 Nature, or DC 20 Religioncheck to Recall Knowledge). Critical Success As success, but subtract 2 rounds. Success Subtract 1 round from the total number of rounds required to complete the ritual (to a minimum of 4 rounds). Critical Failure Increase the time needed to complete the ritual by 1 round.
Stand by for my next post...

GM Frost |

Unfortunately, the stress created by the two competing temporal forces resonates with the hundreds of occult rituals Arjol performed aboard the ship, creating temporal copies of the otherworldly entities he had previously summoned. When the ritual begins, hostilities appear!
Shalosar 's Initiative using Scout: 1d20 + 7 ⇒ (7) + 7 = 14
Razzm Tazzm's Initiative using Search: 1d20 + 10 ⇒ (18) + 10 = 28
Malark Evenwood's Initiative using Search: 1d20 + 8 ⇒ (12) + 8 = 20
Thevenin Serkat's Initiative using Scout: 1d20 + 9 ⇒ (15) + 9 = 24
Zornesk's Initiative using Search: 1d20 + 4 ⇒ (5) + 4 = 9
Black Ooze: 1d20 + 4 ⇒ (17) + 4 = 21
White Ooze: 1d20 + 6 ⇒ (7) + 6 = 13
⬤ THE ECHOES RETURN! Round 1 ⬤
Map Link: ENCOUNTER MAP
Note(s):
CHARACTER IN ➤ BOLD TYPEFACE CAN ACT! STRIKETHROUGH NAMES ARE ELIMINATED.
RITUAL | 4 rounds to complete |
➤ Razzm Tazzm (AC 22) (HP 56/56) | 1☘️ |
➤ Thevenin Serkat (AC 20) (HP 52/52) | 1☘️ | Small
Black Ooze (HP -) |
Malark Evenwood (AC 18) (HP 26/26) | 1☘️ |
Shalosar (AC 18) (HP 30/30) | 1☘️ |
Elite White Ooze (HP -) |
Zornesk (AC 20) (HP 27/27) | 1☘️ | Small
Ebiten PFS (AC 19) (HP 28/28) | 1☘️ |
EFFECTS & CONDITIONS REFERENCE

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◆◆◆ Accelerate the Ritual (Diplomacy): 1d20 + 13 ⇒ (8) + 13 = 21 vs DC 18
"Go go go!"