R. Sweet
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The Sapphire Sage carries a weathered scroll marked with silvery ink.
As you know, rebuilding our ancient order has been the main priority of the Scarab Sages, but we also take a keen interest in wondrous technology from the past and how those discoveries could benefit the present. This isn’t the first time Absalom’s fallen under attack, and there are untold defenses secreted away beneath centuries of new construction. Tahonikepsu and I have recovered several promising leads that—
Tahonikepsu interrupts without looking up.
Amenopheus! This scroll speaks of a ritual that turns Absalom’s walls into living fire and its streets into carnivorous sand! Such potential! What a sight to behold!
Wide-eyed with shock, Amenopheus warily turns to look back at his colleague.
To say nothing of that being more dangerous to our citizens than to the invaders, the city patched up that glaring problem several years ago after the Decklands almost leaked it to our enemies.
Tahonikepsu visibly deflates before she grabs another scroll and voraciously continues her research.
As I was saying, we have identified a more promising and ancient defense described by—and perhaps built by—the wizard Beldrin centuries ago. This so-called Gulgamodh is a weapon that lies buried beneath a fountain in the Precipice Quarter. I ask that you identify it, locate it, and activate it for use in the battle to come.
Amenopheus gives you a key and a yellowing map with a location called the Titan’s Fountain marked on it. According to the sages’ old texts, Gulgamodh is buried beneath the fountain, and the key should help the bearers access the weapon.
R. Sweet
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Amenopheus’s directions are clear and lead the you to the run-down, partly collapsed fountain plaza.
A curious ten-foot-tall fountain stands at the center of a plaza in the Precipice Quarter. Shaped like a giant fist and built from steel that hasn’t become tarnished despite its apparent age, it looks almost as though some titan of old had punched its fist through the ground.
Alaric Ysande
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GM - how much time passes between encounters (or is there a default amount of time that each encounter takes)?
Alaric laughs at the halfling's statements. "If it comes to digging, I am sure I can get Shredder to do a good amount of it. He's as good at that as he is at shredding zombies."
| AC Shredder |
The deinonychus perks up when he hears his name, and starts tap-tap-tapping with his talon. When no further command is given, he bounces over to Lasair and starts sniffing around his backpack...
Alaric Ysande
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"Let's just move forward and take a look. Maybe this fist is part of the weapon Gulgamodh is supposed to be?" Alaric asks, as he moves forward. "Shredder! Heel!!"
Thran
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Thran looks around
"..seems familiar.."
after casting detect magic
Perception: 1d20 + 3 ⇒ (14) + 3 = 17
as he carefully makes his way forward behind the front line
"If there is some sort of powerful magic scroll buried underneath that fountain you'd expect that some Society agent would have found it by now wouldn't you? Even without having the key... I mean ..this city is riddled with us kind of explorer types who do this thing on an almost daily basis"
Alaric Ysande
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Alaric knows Ancient and modern Osiriani. If no one else had grabbed it, he would have.
Tere di Montefeltro
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Tere knows none of those languages, and would not have taken it. Also, my post earlier was eaten when the boards went down.
Tere slowly advances behind Alaric and Shredder scanning the area for anything unusual. "There must be a door around here somewhere."
Perception check: 1d20 + 10 ⇒ (14) + 10 = 24
Alaric Ysande
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”Hey!” reacts Alaric, ”what is going on?”
He pulls out the buzzing key from his pocket, and looks to the fountain. ”This key unlocks Golgamodh.... which the writing on the fountain claims is there.”
He moves forward with Shredder heeling to see if there are any locks that fit the key.
token not moved, as I am on a mobile. Please move me to the fountain, with Shredder next to me
Urias Leogil
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The half orc sniffles as he moves himself closer to Alaric.
"I'll back up as well."
Moving forward he places himself just behind the man and his pet.
GM Dennis
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***OVERSEER ANNOUNCEMENT***
The Exchange has secured and distributed a fresh supply of weapons and armor, including
highly valuable gear for the Pathfinders’ use.
Table GMs, the Exchange faction’s special condition on page 10 is in effect.
R. Sweet
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Announced Conditions
The Exchange
A cache of pristine and deadly armaments has become available. At the beginning of one encounter, the you can activate this benefit to treat the enhancement bonuses of all of your weapons as 2 higher for the duration of the encounter. Treat the effective enhancement bonus of mundane weapons as +0.
Because I forgot to post it earlier
Dark Archive
Pathfinder agents begin broadcasting illuminated signals that confuse the Black Echelon agents. Once during the adventure, the you can activate this benefit grant all undead creatures present the confused condition for 1 round. If an undead creature confused in this way attacks a PC, it takes a penalty on its attack rolls equal to half the group’s APL. -2 for this group.
R. Sweet
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Tere di Montefeltro
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Knowledge (Local) check: 1d20 + 6 ⇒ (9) + 6 = 15
UMD check: 1d20 + 6 ⇒ (17) + 6 = 23
Perception check: 1d20 + 10 ⇒ (18) + 10 = 28
Thran
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I think you inverted the spoiler on the improvise a phrase one..but I peeked anyway, so;
"Come out come out where ever you are Gulgamodh"
Perform Oratory: 1d20 + 9 ⇒ (17) + 9 = 26
Not sure if we need to do all of them or we each pick one or of something triggers something else..so sticking with doing one for now
Alaric Ysande
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Alaric continues looking for a way to free Gulgamodh.
perception: 1d20 + 9 ⇒ (9) + 9 = 18
R. Sweet
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actually, I did that on purpose.
The raise arm starts flailing, the fountain begins to crumble....
Thank you. We'll take over from here. Just toss the key and nobody gets hurt.
Behind you are two humans and two orcs. The humans (red and blue) seem to be wearing leather armours, and carrying spears. The orcs (pink and teal), however, have muskets and hide armour.
Alaric Ysande
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Alaric looks at the two, and grins. "No, I think you four should just walk away. I haven't fed Shredder here in a while, and he's getting a bit packish."
shredder aid: 1d20 + 2 ⇒ (2) + 2 = 4
intimidate: 1d20 - 1 ⇒ (11) - 1 = 10
So, that was impressive
Alaric Ysande
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Alaric looks to the people in surprise. "Now that is the funniest thing that I have heard all week! Shredder, you hungry?"
Tere di Montefeltro
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Tere wordlessly takes a step forward, blade held back and to one side. His eyes don't leave the quartet facing the party.
Alaric Ysande
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Alaric and Shredder move forward, as Alaric contemplates his next move.
R. Sweet
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Looks like it's initiative time.
Lasair Init: 1d20 + 6 ⇒ (14) + 6 = 20
Tere Init: 1d20 + 4 ⇒ (17) + 4 = 21
Thran Init: 1d20 + 2 ⇒ (10) + 2 = 12
Urias Init: 1d20 + 1 ⇒ (7) + 1 = 8
Zartina Init: 1d20 + 1 ⇒ (12) + 1 = 13
Humans: 1d20 + 0 ⇒ (11) + 0 = 11
Orcs: 1d20 + 1 ⇒ (7) + 1 = 8
Tere
Lasair
Zartina
Thran
Humans
Urias
Orcs
Alaric Ysande
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Missed me in there!
Alaric (and Shredder) Init: 1d20 + 1 ⇒ (10) + 1 = 11
Tere di Montefeltro
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Round 1:
Tere takes another quick step forward and cuts at the one in red, but his blade likely turns on its armor.
Curve blade to Red: 1d20 + 8 ⇒ (4) + 8 = 12
Damage, if applicable, incl. sneak attack: 1d10 + 3 + 2d6 ⇒ (4) + 3 + (6, 4) = 17
Alaric Ysande
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Alaric chuckles, and changes his mind on casting a spell. ”Shredder, go for it. Attack!”
He then moves forward,drawing his scimitar, and slashes at teal.
magic scimitar, pa: 1d20 + 8 - 1 ⇒ (8) + 8 - 1 = 15 magic slashing, pa: 1d6 + 5 + 2 ⇒ (2) + 5 + 2 = 9
| AC Shredder |
Shredder leaps at the chance to attack, running past the still surprised Tere!
talon vs pink: 1d20 + 9 ⇒ (12) + 9 = 21 slashing: 1d6 + 1 ⇒ (1) + 1 = 2
teal gets an AOO if he has combat reflexes
LucianC
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Zartina steps forward, then address the teal man.
"Run, while you can. Already the ghoul blood within me rises, driving me to consume your flesh while you yet live. I beg you, flee before I lose all control!"
Intimidate to Demoralize: 1d20 + 13 ⇒ (12) + 13 = 25
Demoralize Opponent
You can use this skill to cause an opponent to become shaken for a number of rounds. This shaken condition doesn’t stack with other shaken conditions to make an affected creature frightened. The DC of this check is equal to 10 + the target’s Hit Dice + the target’s Wisdom modifier.
Success: If you are successful, the target is shaken for one round. This duration increases by 1 round for every 5 by which you beat the DC. You can only threaten an opponent this way if it is within 30 feet and can clearly see and hear you. Using demoralize on the same creature only extends the duration; it does not create a stronger fear condition.
Fail: The opponent is not shaken.
Action Demoralizing an opponent is a standard action.
GM Dennis
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***OVERSEER ANNOUNCEMENT***
The combined strength of the Muckruckers and the Grand Lodge have broken through the Black Echelon’s defenses and retaken Fort Tempest. Absalom’s flag flies over the fortress once more, encouraging the city’s defenders.
Table GMs, the Grand Lodge mission has been completed, and that faction’s special condition on page 10 is in effect. No new groups may start the Grand Lodge mission; those groups already in progress may complete the mission and report the success towards one of the other missions.
Thran
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Thran starts to inspire everyone to hit just a little bit harder while waving his falchion around to emphasize his words
"Beat, beat those interlopers back into suuuuubmisssiiiiooonnn!
Starting inspire courage while drawing my falchion
Lasair McMaraugh
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"Why don't you pick on someone your own size?", the halfling says as sparks appear in his hands. The flames grow bigger as he waits for his allies to move out of the way so he can engulf his enemies in his spell.
Preparing an action to take a 5 ft. step and cast Burning Hands when Alaric moves out of the way.
Burning Hands (Reflex DC 16): 3d4 + 3 ⇒ (2, 2, 3) + 3 = 10
Urias Leogil
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Cough cough hack hack Cough Cough ahchooooo