Xotani

House GM Tyranius's page

538 posts. Alias of Tyranius.


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Is this from you trying to report in Bret? If so send me a screenshot of the info and I can try reporting it in. Also send me a screenshot of the error and I can send it over to Eric to look into why it is happening.


That concludes the Special. Thank you so much to everyone for making this so successful!


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.


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.


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.


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.


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.


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.


2 More successes to go! Otherwise I will post the Conclusion this evening after Dinner.


Checkpoint #3 is now complete. If your table is still on Checkpoint 1-3 then please finish that encounter out and report it in normally. Those successes will be readjusted as necessary to Checkpoint 4.

Next post from me with be the Conclusion.


With a shriek, the last dinosaur collapses to the floor. The reprieve is short-lived, as another rift opens near the chamber’s sharply angled walls. Crawling through the rift are bizarrely‑proportioned, emaciated quadrupeds, their sharp teeth dripping with dark saliva. “Almost there!” Felise shouts. “Just hold them off!”

Table GMs, Checkpoint 3 is complete, and the Temporal Fluctuation condition is in effect.


With a shriek, the last dinosaur collapses to the floor. The reprieve is short-lived, as another rift opens near the chamber’s sharply angled walls. Crawling through the rift are bizarrely‑proportioned, emaciated quadrupeds, their sharp teeth dripping with dark saliva. “Almost there!” Felise shouts. “Just hold them off!”

Table GMs, Checkpoint 3 is complete, and the Temporal Fluctuation condition is in effect.


With a shriek, the last dinosaur collapses to the floor. The reprieve is short-lived, as another rift opens near the chamber’s sharply angled walls. Crawling through the rift are bizarrely‑proportioned, emaciated quadrupeds, their sharp teeth dripping with dark saliva. “Almost there!” Felise shouts. “Just hold them off!”

Table GMs, Checkpoint 3 is complete, and the Temporal Fluctuation condition is in effect.


With a shriek, the last dinosaur collapses to the floor. The reprieve is short-lived, as another rift opens near the chamber’s sharply angled walls. Crawling through the rift are bizarrely‑proportioned, emaciated quadrupeds, their sharp teeth dripping with dark saliva. “Almost there!” Felise shouts. “Just hold them off!”

Table GMs, Checkpoint 3 is complete, and the Temporal Fluctuation condition is in effect.


With a shriek, the last dinosaur collapses to the floor. The reprieve is short-lived, as another rift opens near the chamber’s sharply angled walls. Crawling through the rift are bizarrely‑proportioned, emaciated quadrupeds, their sharp teeth dripping with dark saliva. “Almost there!” Felise shouts. “Just hold them off!”

Table GMs, Checkpoint 3 is complete, and the Temporal Fluctuation condition is in effect.


With a shriek, the last dinosaur collapses to the floor. The reprieve is short-lived, as another rift opens near the chamber’s sharply angled walls. Crawling through the rift are bizarrely‑proportioned, emaciated quadrupeds, their sharp teeth dripping with dark saliva. “Almost there!” Felise shouts. “Just hold them off!”

Table GMs, Checkpoint 3 is complete, and the Temporal Fluctuation condition is in effect.


Yup, report it in. We can update later if anything changes on your end.


The denizens of the Dimension of Time fade away as they are slain, only for another rift to open nearby. Numerous dinosaurs charge through the rift, advanced cybernetic augmentations visible on their bodies.

Table GMs, Checkpoint 2 is complete.


The denizens of the Dimension of Time fade away as they are slain, only for another rift to open nearby. Numerous dinosaurs charge through the rift, advanced cybernetic augmentations visible on their bodies.

Table GMs, Checkpoint 2 is complete.


Checkpoint #2 is now complete. If your table is still on Checkpoint 1 or 2 then please finish that encounter out and report it in normally. Those successes will be readjusted as necessary.


The denizens of the Dimension of Time fade away as they are slain, only for another rift to open nearby. Numerous dinosaurs charge through the rift, advanced cybernetic augmentations visible on their bodies.

Table GMs, Checkpoint 2 is complete.


The denizens of the Dimension of Time fade away as they are slain, only for another rift to open nearby. Numerous dinosaurs charge through the rift, advanced cybernetic augmentations visible on their bodies.

Table GMs, Checkpoint 2 is complete.


The denizens of the Dimension of Time fade away as they are slain, only for another rift to open nearby. Numerous dinosaurs charge through the rift, advanced cybernetic augmentations visible on their bodies.

Table GMs, Checkpoint 2 is complete.


The denizens of the Dimension of Time fade away as they are slain, only for another rift to open nearby. Numerous dinosaurs charge through the rift, advanced cybernetic augmentations visible on their bodies.

Table GMs, Checkpoint 2 is complete.


Checkpoint 1 is now complete. If your table is still on Checkpoint 1 then please finish that encounter out and report it in normally. Those successes will be readjusted as necessary.


As the last of the arthropods fall, the time rift displaying a vast desert closes. To its right, another rift opens, containing only a swirling void, releasing new creatures into the chamber. The mist in the middle of the archway clears for a moment, revealing the outline of a dragonkin which is quickly replaced by a lanky, crystalline humanoid reaching through the arch, its not-yet-fully-manifested hand clawing in Felise’s direction. “We need to hurry!” she calls, between incantations. “That’s a time dimensional, and it doesn’t look pleased!”

Table GMs, Checkpoint 1 is complete, and the Borrowed Time condition is in effect.


As the last of the arthropods fall, the time rift displaying a vast desert closes. To its right, another rift opens, containing only a swirling void, releasing new creatures into the chamber. The mist in the middle of the archway clears for a moment, revealing the outline of a dragonkin which is quickly replaced by a lanky, crystalline humanoid reaching through the arch, its not-yet-fully-manifested hand clawing in Felise’s direction. “We need to hurry!” she calls, between incantations. “That’s a time dimensional, and it doesn’t look pleased!”

Table GMs, Checkpoint 1 is complete, and the Borrowed Time condition is in effect.


As the last of the arthropods fall, the time rift displaying a vast desert closes. To its right, another rift opens, containing only a swirling void, releasing new creatures into the chamber. The mist in the middle of the archway clears for a moment, revealing the outline of a dragonkin which is quickly replaced by a lanky, crystalline humanoid reaching through the arch, its not-yet-fully-manifested hand clawing in Felise’s direction. “We need to hurry!” she calls, between incantations. “That’s a time dimensional, and it doesn’t look pleased!”

Table GMs, Checkpoint 1 is complete, and the Borrowed Time condition is in effect.


As the last of the arthropods fall, the time rift displaying a vast desert closes. To its right, another rift opens, containing only a swirling void, releasing new creatures into the chamber. The mist in the middle of the archway clears for a moment, revealing the outline of a dragonkin which is quickly replaced by a lanky, crystalline humanoid reaching through the arch, its not-yet-fully-manifested hand clawing in Felise’s direction. “We need to hurry!” she calls, between incantations. “That’s a time dimensional, and it doesn’t look pleased!”

Table GMs, Checkpoint 1 is complete, and the Borrowed Time condition is in effect.


As the last of the arthropods fall, the time rift displaying a vast desert closes. To its right, another rift opens, containing only a swirling void, releasing new creatures into the chamber. The mist in the middle of the archway clears for a moment, revealing the outline of a dragonkin which is quickly replaced by a lanky, crystalline humanoid reaching through the arch, its not-yet-fully-manifested hand clawing in Felise’s direction. “We need to hurry!” she calls, between incantations. “That’s a time dimensional, and it doesn’t look pleased!”

Table GMs, Checkpoint 1 is complete, and the Borrowed Time condition is in effect.


As the last of the arthropods fall, the time rift displaying a vast desert closes. To its right, another rift opens, containing only a swirling void, releasing new creatures into the chamber. The mist in the middle of the archway clears for a moment, revealing the outline of a dragonkin which is quickly replaced by a lanky, crystalline humanoid reaching through the arch, its not-yet-fully-manifested hand clawing in Felise’s direction. “We need to hurry!” she calls, between incantations. “That’s a time dimensional, and it doesn’t look pleased!”

Table GMs, Checkpoint 1 is complete, and the Borrowed Time condition is in effect.


Updated


GM's please end Part 2 missions immediately and move into Part 3 Wave Missions. (Don't forget your 8-hours of rest) The conclusion will post on the 15th.


The Eternity Arch begins to glow as Felise completes her final attunements, the carvings across its surface shifting and twisting around each other. Turning to the Starfinders, Felise nods in satisfaction. “That should do it,” she says. “Thank you all for your assistance. The ritual is taxing, and we’ve all had a long day, so I suggest we get some rest and make preparations before I fully activate it.”

You are allowed an 8-hour rest.

Morning dawns bright in the Winterlands, and as the Starfinders gather in the inner sanctum, Felise stands in front of the Eternity Arch, excitement and trepidation warring on her face. “This is it,” she says. “Whatever happens, I want to thank you for your help. I can’t tell you how much this means to me. This will probably cause some temporary time rifts, so be ready.” She takes a deep breath to compose herself, then steps up to the ritual circle drawn in front of the arch.

As she begins to chant, the light flickering over the arch shifts from golden to black, and back again, the symbols on the archway writhing about of their own accord. Brief rips appear throughout the chamber, displaying scenes of innumerable time periods for only seconds before vanishing. One rip, however, is growing. An arid wasteland of rolling sand dunes stretches within the rift. Suddenly, a host of many-legged arthropods scuttle through, headed straight for the Arch.

The arrow of time moves forward, and in this ruin, it can travel at unimaginable speeds.

The Arrow of Time condition is in effect.


The Eternity Arch begins to glow as Felise completes her final attunements, the carvings across its surface shifting and twisting around each other. Turning to the Starfinders, Felise nods in satisfaction. “That should do it,” she says. “Thank you all for your assistance. The ritual is taxing, and we’ve all had a long day, so I suggest we get some rest and make preparations before I fully activate it.”

You are allowed an 8-hour rest.

Morning dawns bright in the Winterlands, and as the Starfinders gather in the inner sanctum, Felise stands in front of the Eternity Arch, excitement and trepidation warring on her face. “This is it,” she says. “Whatever happens, I want to thank you for your help. I can’t tell you how much this means to me. This will probably cause some temporary time rifts, so be ready.” She takes a deep breath to compose herself, then steps up to the ritual circle drawn in front of the arch.

As she begins to chant, the light flickering over the arch shifts from golden to black, and back again, the symbols on the archway writhing about of their own accord. Brief rips appear throughout the chamber, displaying scenes of innumerable time periods for only seconds before vanishing. One rip, however, is growing. An arid wasteland of rolling sand dunes stretches within the rift. Suddenly, a host of many-legged arthropods scuttle through, headed straight for the Arch.

The arrow of time moves forward, and in this ruin, it can travel at unimaginable speeds.

The Arrow of Time condition is in effect.


The Eternity Arch begins to glow as Felise completes her final attunements, the carvings across its surface shifting and twisting around each other. Turning to the Starfinders, Felise nods in satisfaction. “That should do it,” she says. “Thank you all for your assistance. The ritual is taxing, and we’ve all had a long day, so I suggest we get some rest and make preparations before I fully activate it.”

You are allowed an 8-hour rest.

Morning dawns bright in the Winterlands, and as the Starfinders gather in the inner sanctum, Felise stands in front of the Eternity Arch, excitement and trepidation warring on her face. “This is it,” she says. “Whatever happens, I want to thank you for your help. I can’t tell you how much this means to me. This will probably cause some temporary time rifts, so be ready.” She takes a deep breath to compose herself, then steps up to the ritual circle drawn in front of the arch.

As she begins to chant, the light flickering over the arch shifts from golden to black, and back again, the symbols on the archway writhing about of their own accord. Brief rips appear throughout the chamber, displaying scenes of innumerable time periods for only seconds before vanishing. One rip, however, is growing. An arid wasteland of rolling sand dunes stretches within the rift. Suddenly, a host of many-legged arthropods scuttle through, headed straight for the Arch.

The arrow of time moves forward, and in this ruin, it can travel at unimaginable speeds.

The Arrow of Time condition is in effect.


The Eternity Arch begins to glow as Felise completes her final attunements, the carvings across its surface shifting and twisting around each other. Turning to the Starfinders, Felise nods in satisfaction. “That should do it,” she says. “Thank you all for your assistance. The ritual is taxing, and we’ve all had a long day, so I suggest we get some rest and make preparations before I fully activate it.”

You are allowed an 8-hour rest.

Morning dawns bright in the Winterlands, and as the Starfinders gather in the inner sanctum, Felise stands in front of the Eternity Arch, excitement and trepidation warring on her face. “This is it,” she says. “Whatever happens, I want to thank you for your help. I can’t tell you how much this means to me. This will probably cause some temporary time rifts, so be ready.” She takes a deep breath to compose herself, then steps up to the ritual circle drawn in front of the arch.

As she begins to chant, the light flickering over the arch shifts from golden to black, and back again, the symbols on the archway writhing about of their own accord. Brief rips appear throughout the chamber, displaying scenes of innumerable time periods for only seconds before vanishing. One rip, however, is growing. An arid wasteland of rolling sand dunes stretches within the rift. Suddenly, a host of many-legged arthropods scuttle through, headed straight for the Arch.

The arrow of time moves forward, and in this ruin, it can travel at unimaginable speeds.

The Arrow of Time condition is in effect.


The Eternity Arch begins to glow as Felise completes her final attunements, the carvings across its surface shifting and twisting around each other. Turning to the Starfinders, Felise nods in satisfaction. “That should do it,” she says. “Thank you all for your assistance. The ritual is taxing, and we’ve all had a long day, so I suggest we get some rest and make preparations before I fully activate it.”

You are allowed an 8-hour rest.

Morning dawns bright in the Winterlands, and as the Starfinders gather in the inner sanctum, Felise stands in front of the Eternity Arch, excitement and trepidation warring on her face. “This is it,” she says. “Whatever happens, I want to thank you for your help. I can’t tell you how much this means to me. This will probably cause some temporary time rifts, so be ready.” She takes a deep breath to compose herself, then steps up to the ritual circle drawn in front of the arch.

As she begins to chant, the light flickering over the arch shifts from golden to black, and back again, the symbols on the archway writhing about of their own accord. Brief rips appear throughout the chamber, displaying scenes of innumerable time periods for only seconds before vanishing. One rip, however, is growing. An arid wasteland of rolling sand dunes stretches within the rift. Suddenly, a host of many-legged arthropods scuttle through, headed straight for the Arch.

The arrow of time moves forward, and in this ruin, it can travel at unimaginable speeds.

The Arrow of Time condition is in effect.


The Eternity Arch begins to glow as Felise completes her final attunements, the carvings across its surface shifting and twisting around each other. Turning to the Starfinders, Felise nods in satisfaction. “That should do it,” she says. “Thank you all for your assistance. The ritual is taxing, and we’ve all had a long day, so I suggest we get some rest and make preparations before I fully activate it.”

You are allowed an 8-hour rest.

Morning dawns bright in the Winterlands, and as the Starfinders gather in the inner sanctum, Felise stands in front of the Eternity Arch, excitement and trepidation warring on her face. “This is it,” she says. “Whatever happens, I want to thank you for your help. I can’t tell you how much this means to me. This will probably cause some temporary time rifts, so be ready.” She takes a deep breath to compose herself, then steps up to the ritual circle drawn in front of the arch.

As she begins to chant, the light flickering over the arch shifts from golden to black, and back again, the symbols on the archway writhing about of their own accord. Brief rips appear throughout the chamber, displaying scenes of innumerable time periods for only seconds before vanishing. One rip, however, is growing. An arid wasteland of rolling sand dunes stretches within the rift. Suddenly, a host of many-legged arthropods scuttle through, headed straight for the Arch.

The arrow of time moves forward, and in this ruin, it can travel at unimaginable speeds.

The Arrow of Time condition is in effect.


Cipher is now closed and the Sanctum is now open! The Sanctum will also be open for 2 days closing on 04 April or when 6 successes are accrued.


With a hum, the glyphs in the door flash blue as they realign, a wave of energy shimmering over them. The door swings open, revealing a massive chamber containing a tall archway made of red stone.

Table GMs, the Unlocked condition is now in effect.


With a hum, the glyphs in the door flash blue as they realign, a wave of energy shimmering over them. The door swings open, revealing a massive chamber containing a tall archway made of red stone.

Table GMs, the Unlocked condition is now in effect.


With a hum, the glyphs in the door flash blue as they realign, a wave of energy shimmering over them. The door swings open, revealing a massive chamber containing a tall archway made of red stone.

Table GMs, the Unlocked condition is now in effect.


With a hum, the glyphs in the door flash blue as they realign, a wave of energy shimmering over them. The door swings open, revealing a massive chamber containing a tall archway made of red stone.

Table GMs, the Unlocked condition is now in effect.


With a hum, the glyphs in the door flash blue as they realign, a wave of energy shimmering over them. The door swings open, revealing a massive chamber containing a tall archway made of red stone.

Table GMs, the Unlocked condition is now in effect.


With a hum, the glyphs in the door flash blue as they realign, a wave of energy shimmering over them. The door swings open, revealing a massive chamber containing a tall archway made of red stone.

Table GMs, the Unlocked condition is now in effect.


Oh no! Haha


Halls of Eternity Delve Mission #2 has now closed.

All of Part 1 Missions should not be closed. Please end you current missions immediately and move onto Part 2.

The Cipher will remain until 5 successes or 2 days have elapsed. (Cipher will close on the 02 April)


The comm units of the Starfinders present chime in unison, and a hologram of Ehu appears as his message plays. “Good work, Starfinders! Reports indicate you’ve almost reached the site’s inner sanctum. All strange temporal fluctuations we’ve recorded center around this point. All teams, please rendezvous at these coordinates so we can try to find a way in.”

An unusual crate of equipment has appeared in the Sanctum.

The Supply Cache condition is in effect.

Table GMs, Part Two has begun.


The comm units of the Starfinders present chime in unison, and a hologram of Ehu appears as his message plays. “Good work, Starfinders! Reports indicate you’ve almost reached the site’s inner sanctum. All strange temporal fluctuations we’ve recorded center around this point. All teams, please rendezvous at these coordinates so we can try to find a way in.”

An unusual crate of equipment has appeared in the Sanctum.

The Supply Cache condition is in effect.

Table GMs, Part Two has begun.

Full Name

Mourntel

Race

Half-Elf

Classes/Levels

4th Level Shaman | HP 26/26 | AC 13(15) | T 12 | FF 13 | CMD 16 | Fort +5 | Ref +3 | Will +9 | Init +2 | Perc +12/+14

Gender

Male

Size

Medium

Age

23

Special Abilities

Orisons, Familiar

Alignment

Chaotic Good

Deity

None

Location

Pariah Mountains

Languages

Common, Elven, Halfling, Orc

Occupation

Fletcher

Homepage URL

Character Sheet

Strength 12
Dexterity 14
Constitution 14
Intelligence 14
Wisdom 16
Charisma 10

About Mourntel

Mourntel
Male Half-Elf Shaman 4
CG Medium Humanoid
Init +2; Senses Low-light Vision; Perception +12(+14)
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Defense
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AC 15, touch 13, flat-footed 12 (+2 Dex, +2 Shield, +1 Dodge)
hp 26 (1d6+2)
Fort +5, Ref +3, Will +9
Defensive Abilities Elven Immunities, Dual Minded
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Offense
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Speed 30 ft.
Melee
Quarterstaff +3 (1d6+1/x2)
Dagger +3 (1d4+1/19-20/x2)
Shortspear +3 (1d6+1/x2)
Ranged
Boomerang +4 (1d6+1/x2)
Dagger +4 (1d4+1/19-20/x2)
Shortbow +4 (1d6/x3)
Special Attacks
Adept Spells Prepared (CL 4):
0 (At Will) – Acid Splash, Create Water, Detect Magic, Ghost Sound, Light, Spark
1st (3/day) – Burning Hands, Cure Light Wounds, Endure Elements
2nd (1/day) - Scorching Ray
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Statistics
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Str 12, Dex 14, Con 14, Int 14, Wis 16, Cha 10
Base Atk +2; CMB +3; CMD 16
Feats Skill Focus – Survival, Exotic Weapon Proficiency – Boomerang, Shield Proficiency, Dodge, Brew Potion
Skills Climb +3; Craft – Fletcher +7; Heal +10; Knowledge: Arcana +7; Knowledge: Geography +6; Knowledge: Nature +6; Perception +12; Ride +4; Spellcraft +7; Survival +12(+17); Swim +3
Languages Common, Elven, Halfling, Orc
SQ Orisons, Familiar
Other Gear Quarterstaff, Shortspear, Boomerang, Dagger, Shortbow w/ 20 arrows, Heavy Wooden Shield, Wicker Backpack (Bedroll(Furs), Healer's Kit, Hemp Rope (25 ft.), Flint & Iron Ore, Watergourd, Potion of Cure Light Wounds (2), Potion of Shield of Faith +2(2), Oil of Protection From Evil, Oil of Endure Elements)
3gp 9sp 8cp
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Traits
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Sacred Touch: You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. Benefit: As a standard action, you may automatically stabilize a dying creature merely by touching it.

Survivalist: You gain a +5 trait bonus on all Survival skill checks made to get along in the wild, travel in severe weather, keep from getting lost, or predict the weather.
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Special Abilities
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Adept Spell List:
0 Level: Acid Splash, Create Water, Detect Magic, Detect Poison, Ghost Sound, Guidance, Light, Mending, Message, Purify Food and Drink, Read Magic, Resistance, Stabilize, Touch of Fatigue, Spark.
1st Level: Bless, Burning Hands, Cause Fear, Command, Comprehend Languages, Cure Light Wounds, Detect Chaos, Detect Evil, Detect Good, Detect Law, Endure Elements, Goodberry, Obscuring Mist, Protection From Chaos, Protection From Evil, Protection From Good, Protection From Law, Shield of Faith, Sleep, Snowball, Speak With Animals, Vanish.
2nd Level: Aid, Animal Trance, Augury, Bear's Endurance, Bull's Strength, Cat's Grace, Cure Moderate Wounds, Darkness, Delay Poison, Gentle Repose, Invisibility, Mirror Image, Resist Energy, Remove Paralysis, Lesser Restoration, Scorching Ray, See Invisibility, Speak With Plants, Spider Climb, Web.
3rd Level: Animate Dead, Bestow Curse, Contagion, Continual Flame, Cure Serious Wounds, Daylight, Deeper Darkness, Dispel Magic, Lightning Bolt, Neutralize Poison, Plant Growth, Remove Blindness/Deafness, Remove Curse, Remove Disease, Searing Light, Stone Shape, Tongues, Water Breathing.
4th Level: Air Walk, Cone of Cold, Commune With Nature, Cure Critical Wounds, Mass Cure Light Wounds, Divination, Greater Invisibility, Minor Creation, Polymorph, Restoration, Scrying, Sending, Stoneskin, Wall of Fire, Wall of Ice, Wall of Thorns.
5th Level: Baleful Polymorph, Break Enchantment, Breath of Life, Chain Lightning, Cleanse, Commune, Find the Path, Heal, Major Creation, Raise Dead, Stone Tell, Tree Stride, True Seeing, Wall of Stone.

Cinderfoot:
Mongoose
N Tiny Animal
Init +2; Senses: Low-light vision, Scent, Perception +1
DEFENSE
AC 17, Touch 14, Flat-footed 15 (+2 Dex, +3 natural, +2 size)
HP 8
Fort +2, Ref +4, Will +4
OFFENSE
Speed 20 ft., Climb 20 ft.
Melee
Bite +4 (1d3–4 plus attach)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 3, Dex 15, Con 10, Int 6, Wis 12, Cha 5
Base Atk +1; CMB +1; CMD 6 (10 vs. trip)
Feats Weapon Finesse
Skills: Acrobatics +10, Climb +10, Escape Artist +3, Stealth +14; Racial Modifiers +4 Stealth, +8 Acrobatics
SPECIAL ABILITIES
Attach (Ex): When a weasel hits with a bite attack, it automatically grapples its foe, inflicting automatic bite damage each round.
Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Empathetic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Standard Racial Traits (Half-Elf):

Ability Score Racial Traits: Half-elf characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Size: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
Type: Half-elves are Humanoid creatures with both the human and the elf subtypes.
Base Speed :Half-elves have a base speed of 30 feet.
Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Defense Racial Traits
Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Feat and Skill Racial Traits
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Ancestral Arms: Some half-elves receive training in an unusual weapon. Half-elves with this racial trait receive Exotic Weapon Proficiency or Martial Weapon Proficiency with one weapon as a bonus feat at 1st level.
Dual Minded: The mixed ancestry of some half-elves makes them resistant to mental attacks. Half-elves with this racial trait gain a +2 bonus on all Will saving throws.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.

Senses Racial Traits
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.

Other Racial Traits:
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.


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Background:

Description: