Rocky the Oread 
                
                
                
                
                  
                
                
              
              
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Rocky looks... unpleasant. He could be described as a medium sized pile of feces shaped into a lumpy humanoid form then shined to a bright greenish brown sheen.
He wears no armor but has a multitude of weapons.
              
                
                
                   
                
                
                   Arcanadin 
                
                
                
                
                  
                
                
              
              
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Arcanadin cuts an imposing figure, plate mail gleaming with a golden helmet shaped like a roaring dragon. A well used rapier hangs at his side. A shield bearing the symbol of Sarenrae strapped to his back. He mutters to himself while making gestures that look like he has a habit of watching sorcerers calling upon their inherent magic.
              
                
                
                   
                
                
                   Teddy Locara 
                
                
                
                
                  
                
                
              
              
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Teddy is tall, dressed in a thick black bodysuit with a heavy scarf masking most of her lower face, leaving just piercing gray eyes. Her hair, a silvery blue color, is pulled into a tight, high ponytail. She carries a sword at her hip and another strapped to her back, and a belt pouch hangs at her hip.
              
                
                
                   
                
                
                   MoSw Marcos Farabellus 
                
                
                
                
                  
                
                
              
              
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“Pathfinders, our beloved Absalom faces the threat of invasion and needs our help. Just as Absalom has been our Society’s home for centuries, so does it fall to us to aid in its defense. Find the group to which you’ve been assigned, lend a hand as the city prepares for the siege, and be ready for more instructions.”
| GM Z..D.. | 
Hundreds of Pathfinders stand waiting at the Grand Lodge for news of the coming battle, and a murmur of anticipation has risen from the nervous crowd. Master of Swords Marcos Farabellus takes the lectern, raises his hand for attention, and speaks: “Pathfinders, thank you for answering my call. It has been two days since we received news of an army of demonic abominations building a siege castle in the Cairnlands north of Absalom. Today, the Grand Council of Absalom announced they have invoked an old wartime law, according to which a Siege Lord must be appointed to oversee the city’s defense. They’ve made an excellent choice: Wynsal Starborn, District Seat on the Grand Council and retired Captain of the First Guard.
“He has already organized scouting forays and evacuations of the outer towns in preparation for a siege. The Pathfinder Society has pledged to help the Siege Lord with the preparations. All of you have been assigned to teams, and if you have already found the other members of your team, you should get started. Go now, but be ready to return here when you hear the signal horn.”
We are in muster and preparation mode right now. Feel free to introduce yourselves. So we are clear, we are defending against a siege. You may make any last minute purchase, once we are underway, no other purchases may be made. You will also be allowed certain task which may aid in the battles to come
the task are outlined below. You may each attempt a single task, you can aid another or go in alone. Dependent upon your success is the reward or information you will get.
You here rumors around that there is a spy, and he was last seen on the walls near the watch tower. Need an Acrobatics (modifiers for jumping) or Climb
Spellcasters are attempting to strengthen the defensive wards around Absalom and requesting more help Knowledge (arcana or religion), Spellcraft, or Use Magic Device
You can assist the town guard with the evacuation process, either by silver tongue or force. Diplomacy, Intimidate, or combat maneuver check
A group of scouts are about to head out to the Cairnlands to perform some recon. Acrobatics, Perception, or Stealth
Some strange occurrences have been going on in parts of Absalom, help the authorities to track down leads. Perception or Survival (apply any Survival modifiers to track)
Urgent repairs are needed to a wagon caravan that was carrying alchemical gear, they are looking for anyone with skills that could help may the repair in a timely manner. Craft (any relevant craft skill), Disable Device, Knowledge (engineering), Profession (teamster), or combat maneuver check
You over hear gossip from the crowd about the coming siege. Diplomacy (gather information) or Knowledge (local)
              
                
                
                   
                
                
                   Rocky the Oread 
                
                
                
                
                  
                
                
              
              
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Rocky will spend 2 PP to pick up another wand of Mage Armor.
"We will do what we can to defend the city. I will investigate this rumored spy."
Rocky will check out the walls near the watchtower.
acrobatics (jump): 1d20 + 31 ⇒ (16) + 31 = 47
              
                
                
                   
                
                
                   Arcanadin 
                
                
                
                
                  
                
                
              
              
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Arcanadin feels most confident in his ability to charm the masses. He will move among the crowds to learn more about the upcoming siege.
Diplomacy(Gather Information): 1d20 + 19 ⇒ (5) + 19 = 24
| GM Z..D.. | 
Rocky moves along the walls and ends up catching the spy, he jumps to try to escape but misses his footing and plummets to the ground. You locate him on the street. While investigating you find a symbol resembling a bull’s head branded on his skin. He opens his eyes and grins, blood filling the corners of his mouth, “You’re no match for the demon-flesh army my liege commands!”. And then silence.
Once during the adventure, when the group encounters one or more construct opponents, the group can activate this reward to grant the PCs a +4 bonus on their initiative checks for that encounter.
**********************************
Arcanadian is only able to discern that the crowd is complaining about the food and water that has been supplied tasting funny. No reward yet.
              
                
                
                   
                
                
                   Professsor 
                
                
                
                
                  
                
                
              
              
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Moving along on a flying carpet that has taken the shape of a chair is propped a very old human. He seems to be constructed purely of wrinkles and thick bifocals push down on his fragile nose. As he floats, he is snoring. On the rest of his carpet are an assortment of vials and tinctures.
At the end of the yelling he jumps awake, "Whaaaat!? Who took me out of my lab!?"
He find himself floating over to where the defensive wards are being strengthened.
Knowledge(arcana): 1d20 + 19 ⇒ (14) + 19 = 33
"No, no, no! You have to waggle your fingers like this! Like this I say!"
              
                
                
                   
                
                
                   Ameko ibn Jad 
                
                
                
                
                  
                
                
              
              
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Ameko is a tall, powerfully built quadiran woman in mithril armour burnished to a painfully bright polish. She rides out on her faithful mount, Binky, an enormous axebeak dressed in elaborate Katapeshi parade armour.
As they set out she weaves a simple spell around them to help with the preparations.
Casting extended heroism, spell shared with Binky
She joins the local guard to help evacuate the citizenry.
Diplomacy, Heroism: 1d20 + 24 + 2 ⇒ (14) + 24 + 2 = 40
It is one check per person total or one check per situation per person?
| GM Z..D.. | 
Rereading the paragraph again, it looks like everybody can attempt each task. But can not attempt more then one skill per task.
              
                
                
                   
                
                
                   Ameko ibn Jad 
                
                
                
                
                  
                
                
              
              
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OK, in which case...
Ameko and Binky pursue the spy with Binky leaping from roof to roof after the miscreants.
Acrobatics, heroism, bonus to jump: 1d20 + 11 + 2 + 8 ⇒ (2) + 11 + 2 + 8 = 23
After comleting the chase they head out with the scouts to scout out the area. 
Perception, heroism: 1d20 + 21 + 2 ⇒ (6) + 21 + 2 = 29
Returning to town Ameko helps investigate the strange occurences.
Perception, heroism: 1d20 + 21 + 2 ⇒ (18) + 21 + 2 = 41
Following which she spends some time gossipping with the locals.
Diplomacy, heroism: 1d20 + 24 + 2 ⇒ (4) + 24 + 2 = 30
              
                
                
                   
                
                
                   Rocky the Oread 
                
                
                
                
                  
                
                
              
              
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Rocky gets around fast and tries to help where he can.
Spellcasters: "I have some training with magic devices."
umd: 1d20 + 13 ⇒ (14) + 13 = 27
He helps the town guard by grabbing anyone who would cause a panic until they calm down.
CMB check: 1d20 + 15 ⇒ (9) + 15 = 24 +4 if I can use Grapple bonus
Scouting as he travels around.
perception: 1d20 + 22 ⇒ (12) + 22 = 34
Tracking
perception: 1d20 + 22 ⇒ (8) + 22 = 30
After they refuse his offer to just drag the wagon he tries to help them repair it.
disable device: 1d20 + 18 ⇒ (6) + 18 = 24
Rocky hears various gossip but it confuses him so he ignores it.
              
                
                
                   
                
                
                   Arcanadin 
                
                
                
                
                  
                
                
              
              
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Uncertain about how effective he will be Arcanadin tries to climb the walls and reach the spy.
Climb: 1d20 ⇒ 1
He will stop by the wards to see if his experience with drawing magical power from items might assist.
UMD: 1d20 + 13 ⇒ (8) + 13 = 21
Despite his inability to learn more from the crowd, Arcanadin will try to direct them to evacuate. 
Diplomacy: 1d20 + 19 ⇒ (20) + 19 = 39
He will take a short trek with a scouting party.
Perception: 1d20 + 10 ⇒ (5) + 10 = 15
Before trying to gather some clues for the town guard.
Perception: 1d20 + 10 ⇒ (1) + 10 = 11
On his way back, upon spotting the broken down wagon. When he realizes he lacks the alchemical knowledge to help he offers to at least help shift the cart.
CMB: 1d20 + 16 ⇒ (16) + 16 = 32
| GM Z..D.. | 
The Professor and Arcanadian help establish potent abjurations that protect them in addition to protecting the city.
once during the adventure, you can force an opponent to reroll an attack.
The group comes together and aides the evacuation of the city.Once the people reach the safety of the walls, they regret their initial stubbornness and become thankful.
Once during the adventure, any one PC can reroll any d20
The scouting reports all come back the same. The army consists of various kinds of creatures stitched together from demonic flesh: constructs, oozes, and undead. The field commanders are all minotaurs and that there are true demons among the army’s ranks.
Each PC gains a single piece of +1 bane ammunition (such as an arrow, bolt, shuriken, or sling bullet). The bane weapon special ability is keyed to a creature type (and subtype, if applicable) of the PC’s choice.
The PCs find a skeletal footprint and a part of a broken sickle. Following skeletal footprints, the PCs notice that the supports of a bridge have been sabotaged.
Once during the adventure, when the group encounters one or more undead opponents, the group can activate this reward to grant the PCs a +4 bonus on their initiative checks for that encounter.
Thankful for the PCs’ help, the wagon’s owner provides a potion of cure serious wounds for each PC. The owner is also able to procure a 2nd or 3rd level potion for each of you.
Ameko has heard sailors have been talking about a strange fog rising in the Flotsam Graveyard and at sea beyond the bay. Some even say they’ve seen the outlines of masts within the fog.
You have gotten all the awards except for the gossip rumors.
              
                
                
                   
                
                
                   Arcanadin 
                
                
                
                
                  
                
                
              
              
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Arcanadin will thank the appropriate parties as he selects a +1 ooze bane sling bullet and a potion of spider climb along with the potion of cure serious.
              
                
                
                   
                
                
                   Rocky the Oread 
                
                
                
                
                  
                
                
              
              
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Rocky will take a potion of Fly. And if anyone in the party uses a bow Rocky will take a Bane arrow of their choice and loan it to them.
              
                
                
                   
                
                
                   Teddy Locara 
                
                
                
                
                  
                
                
              
              
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Teddy will grab an oil of daylight and a +1 undead bane shuriken.
Satisfied with the results of her scouting, Teddy listens in to the local gossip, asking pertinent questions to ferret out useful information.
Diplomacy: 1d20 + 19 ⇒ (7) + 19 = 26
              
                
                
                   
                
                
                   Arcanadin 
                
                
                
                
                  
                
                
              
              
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Welcome fellow pathfinders. It has been some time since I ventured into the field. I have been working with Venture Captain Vincent Von Maur to train some new agents. But how could I refuse to stand in defense of our very home. I hope that my time away from active duty has not decayed my skills too far.
I have spent much of my career learning small tricks from arcane casters we have met to bolster my efforts to bend the magic we wield into new techniques. If anyone has trouble with seeing in dark places inform me and I can grant you sight. Vision Mastery allows me to cast Darkvision as a SLA. The duration is 11 hrs. So if you might need it we can apply it early.
I also spent some time with Cayden's folk learning some interesting combat techniques before our mission that found the Duke of Thunder's prison. These have helped immensely as I stand on the front lines.
I haven't played this character since GenCon 2016. He has a few of the Item Mastery feats and a number of Chronicle books that give him arcane spell like abilities. With the dip in Swashbuckler he is prepared to parry and riposte each round. Venture Captain Vincent von Maur is our venture captain's -1, a paladin/hellknight/holy vindicator with an extreme defense array and pompous attitude.
              
                
                
                   
                
                
                   GM Dennis 
                
                
                
                
                  
                
                
              
              
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***OVERSEER ANNOUNCEMENT***
Heavy clouds are gathering above Absalom, and the city is tense with anticipation of the coming battle. Suddenly, bright light patterns flash from atop Skyreach. A few minutes later, the sound of an explosion rumbles through the city as an old wooden granary erupts in flames. A little farther away, a stone bridge collapses, dropping a group of soldiers to their deaths. Soon the air is alive with frightened screams, the sound of hurried footsteps, and moments later, the booming blare of a brass horn that rises above the din of a city in chaos. A messenger runs past, shouting: “The horn! We should gather at the Grand Lodge! Let’s go!”
GMs, you have one day to complete the mustering and preparation section. I will signal the beginning of part 2 tomorrow (October 2nd).
              
                
                
                   
                
                
                   Qalim Al Shama 
                
                
                
                
                  
                
                
              
              
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Arriving late, a fin tall man of Keleshite heritage arrives. He has short red hair, black eyes blinking under the sun despite being clearly from the hot desert of Qadira. His skin is covered with numerous tattoos of strange arabesques and chromatic dragons. He wores heavy robe of red silk with golden patterns of flying dragons, expensive jewellery - most of them representing dragon's head or flying dragons - and a golden symbol representing a falling burning scale. 
His condescending smile is surrounded by a palpable aura of imminent danger.
The only weapon he seems carrying is a short staff - like a light mass - carved to look like a red dragon climbing around the handle.
Be the blessing of Dragons upon you ! I'm Trade Prince Qalim Al Shama, Master of Fire and Ashes.
My character is a powerful sorcerer/mage that can burn things to ashes with one fireball.
              
                
                
                   
                
                
                   GM Dennis 
                
                
                
                
                  
                
                
              
              
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***OVERSEER ANNOUNCEMENT***
Several agents assist in marshaling Pathfinders as Marcos Farabellus unfurls several maps of Absalom’s districts. Once a crowd has gathered, he straightens to address the gathered Society. “Pathfinders, Absalom is under attack. We have received many reports of undead saboteurs attacking armories, granaries, water supplies, and guard outposts—targeted strikes to undermine our city’s infrastructure. Absalom is losing key resources, and enough people are panicking that it’s difficult to organize an effective defense.”
Zarta Dralneen, head of the Dark Archive faction, steps forward and interjects. “I have learned someone—someone who knows our home well—has stolen the Black Echelon codebook from our archives. A force of Taldan agents attacked Absalom long ago while following those encoded orders, and with the right combination of illuminated signals, one could draw these oathsworn operatives from beyond the grave to continue their attack.”
Farabellus narrows his eyes. “That explains the acts of sabotage. Absalom’s First Guard is struggling to restore order, and they need our help. Pathfinders, stand by for instructions!”
Ollysta Zadrian of the Silver Crusade raises her sword high, announcing, “We should not wait—Absalom needs us now!” Clasping the paladin’s upraised hand with her own, Lady Gloriana Morilla adds, “Each of us has accumulated considerable influence and resources in recent years, and this is the prime opportunity for each of us to lend Absalom our strength in its our of need. We may call ourselves factions, but today we can act as one!”
Nodding with approval, Marcos Farabellus calls out to the assembled Pathfinders. “It’s decided. Pathfinders, we’re deferring to the specialized expertise of these seven organizations to rally Absalom. Seek out the leaders for instructions, and make the city proud.”
Table GMs, Part 2 has begun.
| GM Z..D.. | 
It has been decided. The factions of the Pathfinder Society will coordinate the Society’s efforts to help Absalom survive from the attack. Each faction has identified a task ideally suited to its strengths and its agents’ skills, so choose your missions wisely. Most of you are best equipped to serve the needs of your own factions, but there are considerable opportunities to help Absalom by assisting other factions directly. Now is not a good time to be selfish—you’re all in this together!
There are seven missions that you could choose from, one directly tied to each faction. Please see hand out #1 on the slides. There is also a hint to what type of scenario it is. Now it is unlikely that you will be able to complete all 7 missions, so play to your strengths and help save absalom.
Since this is timed event and PBP, i usually go by once two people agree on a way, we go from there.
              
                
                
                   
                
                
                   Rocky the Oread 
                
                
                
                
                  
                
                
              
              
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Rocky nods to the trade prince.
Rocky's time as a a scribe may come in handy with the cipher, Though I suspect Linguistics is what we need. DA is fine with me.
"Beyond the Grave sounds like undead. I am not concerned."
              
                
                
                   
                
                
                   Qalim Al Shama 
                
                
                
                
                  
                
                
              
              
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Lets go for DA, I propose next to be The Exchange
Lets find out what the Black Cipher is! I'm quite intrigued to say the least.
Before going, Qalim casts Greater False Life on himself.
Temporary HP: 2d10 + 8 ⇒ (3, 7) + 8 = 18 8 hour duration
| GM Z..D.. | 
An overburdened table creaks in protest under the weight of ledgers and indices as Zarta Dralneen examines the records. “Hopefully you’ve already heard about the missing Black Echelon codebook, Pathfinders. It’s a centuries-old volume that details scores of colored light patterns, each of which directed Taldan saboteurs to destroy a particular facility or perform some other action. Somebody—somebody who knew their way around the Grand Lodge and its vaults—stole the codebook and has used it to bring the oathbound Taldan spies back from the grave.
“Fortunately, the codebook that was stolen from the Grand Lodge is not the only copy; it was an approved copy of the original, which in turn is kept in a restricted wing of the Forae Logos library. With he original codebook, we might be able to disrupt their operation by sending contradictory signals of our own. The Forae Logos is a close ally of the Dark Archive, and you have Second Archivist Sandaril’s blessing to retrieve the codebook from the library.”
As soon as the PCs are ready, they can travel to the Forae Logos library in the Wise Quarter district.
As the PCs approach the entrance to the library, they can hear a racket coming from inside. As they enter the building, they notice signs of disarray and violence: books strewn about on the floor, blood spatters on the walls, and a smell of smoke in the air. Second Archivist Sandaril is nowhere to be seen.
You see four undead creatures chasing around a group of librarians, some carrying other seriously injured or unconscious comrades.
Rocky: 1d20 + 2 ⇒ (12) + 2 = 14
professor: 1d20 + 2 ⇒ (15) + 2 = 17
Qalim: 1d20 ⇒ 12
Arcanadin: 1d20 + 6 ⇒ (13) + 6 = 19
Teddy: 1d20 + 9 ⇒ (7) + 9 = 16
Ameko: 1d20 + 10 ⇒ (8) + 10 = 18
undead: 4d20 ⇒ (17, 10, 9, 5) = 41
The first undead comes up and strikes at the librarian, injuring another.
Bold May Act-Round 1
Aracnadin
Ameko
Professor
Teddy
Rocky
Red
Yellow
Librarians
Qalim
Blue
Round 2
Black
| GM Z..D.. | 
Knowledge Religion 
              
                
                
                   
                
                
                   Rocky the Oread 
                
                
                
                
                  
                
                
              
              
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Not expecting a fight at the library Rocky didn't cast any short duration buffs.
"We have to keep them away from the civilians."
kn religion?: 1d20 + 4 ⇒ (10) + 4 = 14 Defenses?
As a swift action Rocky will enter Dragon Style. He will then move up to black and punch him.
Unarmed strike vs flatfooted: 1d20 + 16 ⇒ (8) + 16 = 24
blugoning/magic/cold iron/silver/holy: 1d10 + 12 ⇒ (2) + 12 = 14
acid dmg: 1d6 ⇒ 6
holy dmg?: 2d6 ⇒ (1, 6) = 7
"Pay attention to me."
              
                
                
                   
                
                
                   Arcanadin 
                
                
                
                
                  
                
                
              
              
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Exchange next is fine. After that I think Sovereign Court. We seem to have a strong Diplomacy corp.
Arcanadin will stride up next to Rocky, drawing his rapier and decrying the undead as he approaches. "Foul abominations, we shall sever your ties to this world." Only 20 ft speed so it's a double move to get up there.
| GM Z..D.. | 
black: 78hp
librarians: 1 attack
Rocky moves up and punches one, it looks like it did full damage. Rocky did notice when he got next to the undead, everything became muted and felt like he was moving slower than what he was thinking.
Bold May Act-Round 1 
Ameko 
Professor 
Teddy
Red 
Yellow 
Librarians 
Qalim 
Blue
Round 2 
Black
Aracnadin 
Rocky
              
                
                
                   
                
                
                   Arcanadin 
                
                
                
                
                  
                
                
              
              
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If attacked Arcanadin will attempt to parry and riposte.
              
                
                
                   
                
                
                   Ameko ibn Jad 
                
                
                
                
                  
                
                
              
              
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Ameko will have cast some long duration buff spells en route. She would spell share an extended air walk, barkskin and heroism with Binky. Each lasts 120 minutes for both of them using three annointing oils. With air walk active we tend to ride along just above the rest of the group to allow a charge where needed.
Religion, heroism: 1d20 + 12 + 2 ⇒ (4) + 12 + 2 = 18
| Binky the Axebeak | 
With a click of her spurs Ameko and Binkky race through the air at the nearest undead. Binky's enormous head lashes out, huge beak snapping closed at the creature.
Bite, charge, heroism, height: 1d20 + 12 + 2 + 2 + 1 ⇒ (18) + 12 + 2 + 2 + 1 = 35
Damage: 1d8 + 10 ⇒ (1) + 10 = 11
Free trip if he hits, heroism, charge, height: 1d20 + 13 + 2 + 2 + 1 ⇒ (14) + 13 + 2 + 2 + 1 = 32
Binky has combat reflexes and can take up to five OA's per round, I will put them in a spoiler but feel free to roll them yourself if you need to for any reason.
Bite, heroism, height: 1d20 + 12 + 2 + 1 ⇒ (13) + 12 + 2 + 1 = 28
Damage: 1d8 + 10 ⇒ (2) + 10 = 12
Bite, heroism, height: 1d20 + 12 + 2 + 1 ⇒ (7) + 12 + 2 + 1 = 22
Damage: 1d8 + 10 ⇒ (2) + 10 = 12
Bite, heroism, height: 1d20 + 12 + 2 + 1 ⇒ (11) + 12 + 2 + 1 = 26
Damage: 1d8 + 10 ⇒ (5) + 10 = 15
Bite, heroism, height: 1d20 + 12 + 2 + 1 ⇒ (14) + 12 + 2 + 1 = 29
Damage: 1d8 + 10 ⇒ (5) + 10 = 15
Bite, heroism, height: 1d20 + 12 + 2 + 1 ⇒ (16) + 12 + 2 + 1 = 31
Damage: 1d8 + 10 ⇒ (3) + 10 = 13
Binky's AC is two lower this round due to having charged
              
                
                
                   
                
                
                   Ameko ibn Jad 
                
                
                
                
                  
                
                
              
              
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Following which Ameko strikes with her lance at the now hopefully prone target.
Lance, charge, heroism, mounted, pa: 1d20 + 18 + 2 + 2 + 1 - 3 ⇒ (1) + 18 + 2 + 2 + 1 - 3 = 21
Damage, charge, pa: 2d8 + 24 + 18 ⇒ (1, 1) + 24 + 18 = 44
But instead she manages to gouge a chunk out of the expensive marble floor.
Ameko doesnt have combat reflexes but she does use a reach weapon so I will generally roll an opportunity attack on the off chance it comes up
Lance, heroism, mounted, pa: 1d20 + 18 + 2 + 1 - 3 ⇒ (11) + 18 + 2 + 1 - 3 = 29
Damage, charge, pa: 1d8 + 12 + 9 ⇒ (8) + 12 + 9 = 29
As she charged her AC is 2 lower than on her profile this turn
| GM Z..D.. | 
black: 67 hp
librarians: 1 attack
Binky and Ameko charge in. Binky jaws clamp shut around the undead. The force of it knocks him down.
Arcanadin moves into position.
Bold May Act-Round 1  
Professor-delayed 
Teddy
Red 
Yellow 
Librarians 
Qalim 
Blue
Round 2 
Black-prone 
Arcanadin 
Rocky
Ameko
| GM Z..D.. | 
black: 67 hp
librarians: 6 attack
It's been 12 hours. Teddy will be on delay for now
Red and yellow move in and attack the librarians.
The librarians leave towards the door. The surrounding undead take swipes against them, thinning the numbers of the group.
Bold May Act-Round 1 
Professor-delayed 
Teddy-delayed  
Qalim 
Blue
Round 2 
Black-prone 
Arcanadin 
Rocky 
Ameko
Red 
Yellow 
Librarians
              
                
                
                   
                
                
                   Qalim Al Shama 
                
                
                
                
                  
                
                
              
              
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Know. (religion): 1d20 + 16 ⇒ (15) + 16 = 31 Energy resistance, Immunity
These are black echelon elite! Undead rising from the grave to continue their mission. I understand now why the codebook was stolen.
Qalim moves while drawing his dragon's staff to be closer to the undead then casts burninc arc on them. Yellow -> Black -> Red
May fire burns you to ashes! May the Dragon ROAR!
Fire Damages vs Yellow Ref DC21 for half: 10d6 + 20 ⇒ (4, 4, 5, 5, 1, 3, 4, 6, 4, 6) + 20 = 62 
Fire Damages vs Black Ref DC19 for half: 5d6 + 10 + 4 ⇒ (1, 6, 5, 2, 4) + 10 + 4 = 32
Fire Damages vs Red Ref DC17 for half: 2d6 + 4 ⇒ (5, 6) + 4 = 15
              
                
                
                   
                
                
                   Ameko ibn Jad 
                
                
                
                
                  
                
                
              
              
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The secondary DC for burning arc is just 2 lower, not 2 lower per target so it should be DC19 for black and red
              
                
                
                   
                
                
                   Teddy Locara 
                
                
                
                
                  
                
                
              
              
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I would have acted earlier, but what I did with my turn depended entirely on whether black was still alive or not, and then I was in a live session and then immediately sleeping after that.
With a quick flurry of hand motions, Teddy seems to disappear in a gust of wind. Invisibly, she moves into position, sword in hand.
| GM Z..D.. | 
Yellow: 74 hp
red: 98 hp
librarians: 6 attacks
yellow reflex: 1d20 + 8 ⇒ (19) + 8 = 27
black reflex: 1d20 + 8 ⇒ (7) + 8 = 15
red reflex: 1d20 + 8 ⇒ (18) + 8 = 26
black attack vs rocky: 1d20 + 16 - 4 ⇒ (14) + 16 - 4 = 261d6 + 4 ⇒ (1) + 4 = 5
black attack vs rocky: 1d20 + 11 - 4 ⇒ (15) + 11 - 4 = 221d6 + 4 ⇒ (6) + 4 = 10
Qalim's magic wreaks havoc against the undead. Severely scorching the already damaged black one. The other two seem to avoid most of the damage.
Teddy moves in unseen.
Blue moves in on the group of librarians.
While black lashes out at the legs of Rocky, slashing one of them open. Rocky takes 5 points of damage from a wicked sickle.
Round 2  
Arcanadin 
Rocky 
Ameko
Professor-Delayed 
Red 
Yellow 
Librarians
Teddy 
Qalim 
Blue
Round 3
Black
| GM Z..D.. | 
Qalim reveals that it has no energy resistance but does know piercing weapons do not do much damage. DR/5 bludgeoning or slashing. He also know that they are immune to cold and have undead traits duh
| Binky the Axebeak | 
With an angry SQUAAAAWK! Binky barrels towards the undead monstrosity.
Charging at red, this provokes from black for both Binky and Ameko although obviously it needs combat reflexes to get both of us. In the future I will be staying 10' up to avoid that, space allowing.
Bite, charge, heroism, height: 1d20 + 12 + 2 + 2 + 1 ⇒ (8) + 12 + 2 + 2 + 1 = 25
Damage: 1d8 + 10 ⇒ (4) + 10 = 14
Trip, charge, heroism height: 1d20 + 13 + 2 + 2 + 1 ⇒ (3) + 13 + 2 + 2 + 1 = 21
Bite, heroism, height: 1d20 + 12 + 2 + 1 ⇒ (13) + 12 + 2 + 1 = 28
Damage: 1d8 + 10 ⇒ (5) + 10 = 15
Bite, heroism, height: 1d20 + 12 + 2 + 1 ⇒ (17) + 12 + 2 + 1 = 32
Damage: 1d8 + 10 ⇒ (4) + 10 = 14
Bite, heroism, height: 1d20 + 12 + 2 + 1 ⇒ (10) + 12 + 2 + 1 = 25
Damage: 1d8 + 10 ⇒ (2) + 10 = 12
Bite, heroism, height: 1d20 + 12 + 2 + 1 ⇒ (20) + 12 + 2 + 1 = 35
Damage: 1d8 + 10 ⇒ (2) + 10 = 12
Bite, heroism, height: 1d20 + 12 + 2 + 1 ⇒ (6) + 12 + 2 + 1 = 21
Damage: 1d8 + 10 ⇒ (6) + 10 = 16
              
                
                
                   
                
                
                   Ameko ibn Jad 
                
                
                
                
                  
                
                
              
              
             | 
            
While Ameko levels her lance at the enemy.
Lance, charge, heroism, mounted, pa: 1d20 + 18 + 2 + 2 + 1 - 3 ⇒ (12) + 18 + 2 + 2 + 1 - 3 = 32
Damage, pa: 2d8 + 24 + 18 ⇒ (5, 4) + 24 + 18 = 51
Lance, heroism, mounted, pa: 1d20 + 18 + 2 + 1 - 3 ⇒ (2) + 18 + 2 + 1 - 3 = 20
Damage, pa: 1d8 + 12 + 9 ⇒ (2) + 12 + 9 = 23
| GM Z..D.. | 
black: 35 hp
Yellow: 74 hp
red: 38 hp
librarians: 6 attacks
Binky and Ameko charge over the crowd and charges at red. Binky's beak snap shut and he/she ends up with a mouth full of undead. But, the bird doesn't get enough leverage to topple him.
Ameko lance strikes true and does massive damage to the undead.
Reminder we do have the aide token. Rules are for it on slide 3