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***OVERSEER ANNOUNCEMENT***
The Dark Archive has recovered the missing codebook, allowing Zarta Dralneen and her agents to create contradictory signals that confuse the Black Echelon undead.
Table GMs, the Dark Archive mission has been completed, and that faction’s special condition on page 10 is in effect. No new groups may start the Dark Archive mission; those groups already in progress may complete the mission and report the success towards one of the other missions.

GM Z..D.. |

The PCs can find Lady Gloriana Morilla, leader of the Sovereign Court faction, reading through a growing pile of reports. Every minute or two, a courier delivers another sealed letter, or a charmed animal scrambles in through one of the doors or windows with a rolled up missive from elsewhere in the city.
“The city is in dire straits, Pathfinders. The Siege Lord Wynsal Starborn is a strong leader, but he’s had difficulty gathering the High Council—and in turn getting other nobles to focus. The recent acts of sabotage have caused many noble families to seal off their estates or begin evacuating the city in private ships. Not only is this cowardly exodus clogging the harbor and sowing confusion, but it is also disrupting other defenses because the nobles had earlier promised their household guards’ service in defending the city. Acting under authority granted by the Siege Lord, help me find them and remind them of their responsibilities as members of the nobility. History need not remember them and their descendants as the ones who failed Absalom.”
You know that three of the families, The Arpadors, The Caperinas and The Al-Hadirs. While the fourth, The Tullians, are attempting to evacuate the city on their private ship.
You can attempt to learn more about the first three families.
Based on the information you got, who are you going to attempt to influence. You can also go to catch The Tullians before they attempt

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Nobility, Arpadors: 1d20 + 16 ⇒ (20) + 16 = 36
Nobility, Caperinas: 1d20 + 16 ⇒ (4) + 16 = 20
Nobility, Al-Hadirs: 1d20 + 16 ⇒ (6) + 16 = 22
Ameko seems distressed at the idea of the nobility failing at their most fundamental task, protecting their people.
We will deal with this at once. I suggest we start with the Al-Hadirs and remind them of their history.

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Feel free to open the spoilers
Qalim knowledge of Absalom's nobility is almost unmatched after sharing what he knows about all three families he supports Ameko's suggestion.
I agree, lets starts with the Al-Hadirs, but I think stopping the Tullians to flee must be our next priority.

GM Z..D.. |

The al-Hadirs wear loose-fitting silk garments, and both the men and women of the family wear their hair long. Naadhira al-Hadir, the head of the family, speaks slowly and deliberately.
"Now is not a good time for discussions." He says straitening his clothes, "As you can probably tell, the city is under siege."
You have three chances to persuade the family. Using Bluff, Diplomacy and Intimidate each once. Unless you find out something else you can use.

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We are intensely aware of the siege. That is why we have come to the house founded by great heroes and mighty warriors. We thought such a family would be able to provide our city with substantial aid in the upcoming battle. Surely you are as brave as your forebears. Will you aid your home?
Diplomacy: 1d20 + 19 ⇒ (8) + 19 = 27

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Ameko looks the man up and down, Indeed, as my colleague says, you must uphold your family's honour, you would not wish to shame your ancestors.
Making my own diplo check, if we cannot then will simply aid Arcanadin. Is anyone any good at bluff or intimidtae?
Diplomacy: 1d20 + 26 ⇒ (8) + 26 = 34

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How can an Al-Hadir not show his courage like your ancestor did against Taldor!
Don't you know that's Taldor's ancient undead warriors the unfamous "black echelon" are part of the attack!
You are cowards, unworthy of your ancestors if you don't take your weapon and your men and fight back!
Intimidate: 1d20 + 26 ⇒ (9) + 26 = 35

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sense motive: 1d20 + 9 ⇒ (19) + 9 = 28
Rocky Whispers Or uses Message? to his companions.
"Naadhira doesn't seem impressed with threats. Try something else."

GM Z..D.. |

Well even though you posted both a second diplomacy and the intimidate, you still succeded due to the results
"Very well" Naadhira nods, "You shall have our aide in the upcoming battles."
One family has been recruited. Next up, heading down to the docks
The PC's arrive at the docks and hear screaming from the area of the piers. Ameko turns the corner and sees three nobles thrashing around in the water.
Rocky: 1d20 + 2 ⇒ (12) + 2 = 14
professor: 1d20 + 2 ⇒ (17) + 2 = 19
Qalim: 1d20 ⇒ 12
Arcanadin: 1d20 + 6 ⇒ (14) + 6 = 20
Teddy: 1d20 + 9 ⇒ (9) + 9 = 18
Ameko: 1d20 + 10 ⇒ (9) + 10 = 19
GM: 4d20 ⇒ (8, 15, 2, 2) = 27
Pathfinders are up. We are in rounds of initiative.
The objective should be clear. Save the nobles. If you wish to swim in and grab them, that would be a drag them to safety. Or use of other tactics.

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Arcanadin calls to mind his knowledge of the distant world of Apostae. The distant planet's energy fills him with a lightness of being and he takes flight swooping down to begin ferrying nobles from the water to the dock.
Chronicle boon to cast Fly, standard action. Fly down to the nobles, move action.

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Ameko calls down the Blessings of the Gods on the party and then spurs Binky into action.
Casting Bessing of Fervour on everyone.
Binky leaps forward, racing around the buildings and out over the water to the drowning nobles.
Binky takes the extra speed and heads over, we are both affected by air walk so dont need to swim. With Blessing Binky has a speed of 80 and can reach a noble in a single move action.
With a flick of the reins and a short whistle Ameko directs Binky to recover one of the nobles.
Binky has the Fetch trick as well as Perform either of which should be enough to get her to lift a noble up as a move action? If you need a push Handle Animal then I still have the move action to do so.
Handle Animal push if required: 1d20 + 17 ⇒ (13) + 17 = 30

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Rocky eyes the roof for a moment but a quick series of buffs gives him an easier solution.
"Right."
Choosing increased speed from the Blessing of Fervor spell Rocky keeps things simple and flies up and over the building and grabs one of the struggling idio... I mean nobles.
"Did someone steal your boat?"

GM Z..D.. |

under water: 1d3 ⇒ 1
red vs professor: 1d20 + 14 ⇒ (11) + 14 = 251d4 + 4 ⇒ (3) + 4 = 7
yellow vs binky: 1d20 + 14 ⇒ (6) + 14 = 201d4 + 4 ⇒ (2) + 4 = 6
blue vs qalim: 1d20 + 14 ⇒ (8) + 14 = 221d4 + 4 ⇒ (1) + 4 = 5
green vs qalim: 1d20 + 14 ⇒ (4) + 14 = 181d4 + 4 ⇒ (3) + 4 = 7
The noble that Rocky grabs hold of quickly shouts, "Undead"
And as if on cue, four more of the Echelon Elites that you encountered earlier emerge from the buildings.
All four of which chuck a dart at each of the their targets.
Professor take 7 points of damage and needs a DC 20 fort save vs poison or take 1d2 ⇒ 2 charisma damage and are sickened
Qalim gets hit with two darts. One does 5 points of damage and the other does 7. Need a DC 20 fort save vs poison or take 1d2 ⇒ 2 charisma damage and are sickened. Then a second DC 20 fort save vs poison to avoid them from stacking.
Rocky is "grappling" one noble and can pull him to safety using the drag option
Binky has a second noble grabbed in its beak
the third noble is still treading water but is looking tired
Pathfinders are up.
Professor, if you fail the initial save vs poison you will need to make save on your turn at DC 20 or take another 1d2 ⇒ 1 charisma damage and are then dazed.
Qalim, the same goes for you. Your save will be either DC 20 or 22 if depending if they stack. 1d2 ⇒ 2 charisma damage if failed.

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Fort DC20: 1d20 + 7 ⇒ (5) + 7 = 12
Fort DC20: 1d20 + 7 ⇒ (5) + 7 = 12
Sensing the poison into his vains, Qalim knows that he has little time to spare. He draws his rod and uses it as his cast his favored spell!
Let the Dragon's Roar!
(Empower) Fireball DC22 for half: 10d6 + 20 ⇒ (1, 6, 2, 6, 1, 2, 6, 6, 3, 3) + 20 = 56 x1.5+4=88 fire damages
88 damages vs blue & green
He then moves back.
Fort DC22: 1d20 + 7 - 2 ⇒ (15) + 7 - 2 = 20

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Ameko raises a hand and unleashes a torrent of sunlight against two of the elites and then directs Binky to continue saving the nobles.
Casting burst of radiance at green and blue. It deals 5d4 ⇒ (4, 4, 2, 1, 1) = 12 damage automatically and forces a DC17 reflex save or be blinded for 1d4 ⇒ 3 rounds. If they save they are instead dazzled.
Binky drops the noble he is carrying onto the dock and then strides over the last one, picking him up gently in his beak.

GM Z..D.. |

green: 1d20 + 8 ⇒ (12) + 8 = 20
blue: 1d20 + 8 ⇒ (17) + 8 = 25
green: 1d20 + 8 ⇒ (1) + 8 = 9
blue: 1d20 + 8 ⇒ (5) + 8 = 13
Green: 5hp blinded for 3 rounds
Blue: 49hp blinded for 3 rounds
Qalim detonates a massive fire ball over the undead. Blue avoids some of the damage.
So the cure was one save, so Qalim is no longer poisoned.
Ameko burst of light blinds both green and blue.
Rocky, Arcanadin, Professor and Teddy are up

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Sorry, forgot to move my token when I got home last night.
Arcanadin will move up to blue and lash out with his rapier.
Rapier: 1d20 + 18 ⇒ (10) + 18 = 28
Damage: 1d6 + 6 ⇒ (2) + 6 = 8
"Qalim, to me. I can cleanse your wounds."
If blue is dead from the fireball Arcanadin will ready an attack against green, as well as, parrying the first attack green makes. If green is also dead he will instead ready a Lay on Hands(Diseased, Poisoned, Cursed) for Qalim. Vs Poison: 1d20 + 10 ⇒ (4) + 10 = 14

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Rocky will choose the defensive version of Blessing of Fervor then drag the noble onto the dock.
He will then enter Dragon style and move to protect the professor.
Rocky is now on the ground.

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Teddy shifts her stance, then dashes forth, blade flying as she moves. In a flash, she's on the opposite side of Arcanindin, striking at his dueling opponent from behind, before continuing her run up the side of the building.
Swift action Spring Heeled Style, full round action spring attack against blue. Provoking an AoO from green after the attack, which I will parry but not riposte then finishing my run 15' up the side of the building, courtesy of Slippers of Spider Climbing.
Bonuses: +2 attack and damage Spring Heeled Style, +2 attack flanking.
Attack: 1d20 + 17 + 2 + 2 ⇒ (7) + 17 + 2 + 2 = 28
Damage: 1d8 + 5d6 + 8 ⇒ (3) + (5, 4, 4, 2, 3) + 8 = 29

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Fort: 1d20 + 8 ⇒ (10) + 8 = 18
Fort: 1d20 + 8 - 2 ⇒ (5) + 8 - 2 = 11
Professor starts awake, "Whhaaat!? Carpet, where did you take me?! Why are there people swimming? And why are those undead throwing things at me?"
The carpet then continues carrying Professor over the water.

GM Z..D.. |

Green: 5 hp blinded for 2 rounds
Blue: 17 hp blinded for 2 rounds
red vs rocky: 1d20 + 16 ⇒ (11) + 16 = 271d6 + 4 ⇒ (5) + 4 = 9
red vs rocky: 1d20 + 11 ⇒ (4) + 11 = 151d6 + 4 ⇒ (2) + 4 = 6
yellow vs rocky: 1d20 + 16 + 2 ⇒ (19) + 16 + 2 = 371d6 + 4 + 4d6 ⇒ (6) + 4 + (5, 4, 6, 1) = 26
yellow confirm crit: 1d20 + 16 + 2 ⇒ (7) + 16 + 2 = 251d6 + 4 ⇒ (5) + 4 = 9
Professor poisoned round 2 of 4
Arcanadin strikes blue with her rapier as teddy comes up and delivers a lethal blow as well.
Teddy, no parry needed, as they are both blind.
Professor continues to fly over the water.
Rocky pulls the one noble to safety.
Blue swipes at the square where teddy had attacked him, but hits nothing but air, since the sylph is no longer there.
Green on the other hand stumbles forward to where Qalim was and swings at air. Green provokes from Arcanadin from movement
Red five foot steps up to rocky's side and attacks. Rocky take 9 points of damage from Red
yellow moves into flank with red and strikes. The second undead seemed to have found a weak spot on Rocky, hittig a vital area. Yellow confirms a crit and with sneak attack for 35 damage
Pathfinders are up.
Professor needs to make a DC 20 fort vs posion or take 1d2 ⇒ 2 charisma damage and dazed for another round.

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AoO: 1d20 + 18 ⇒ (4) + 18 = 22
Damage: 1d6 + 6 ⇒ (6) + 6 = 12

Binky the Axebeak |

Binky gently drops the sodden noble onto the dock and then the pair of them charge at the nearest undead flanking Rocky.
Bite, charge, height, heroism: 1d20 + 12 + 2 + 1 + 2 ⇒ (17) + 12 + 2 + 1 + 2 = 34
Damage: 1d8 + 10 ⇒ (8) + 10 = 18
Trip, charge, height, heroism: 1d20 + 13 + 2 + 1 + 2 ⇒ (12) + 13 + 2 + 1 + 2 = 30

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Ameko levels her lance at the hopefully now prone undead monstrosity.
Lance, charge, heroism, mount, power attack: 1d20 + 18 + 2 + 2 + 1 - 3 ⇒ (16) + 18 + 2 + 2 + 1 - 3 = 36
Damage, charge, power attack: 2d8 + 24 + 18 ⇒ (4, 2) + 24 + 18 = 48

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With her previous target still standing and unattended, Teddy drops from her position into the space behind blue, landing directly behind it and striking again. She then darts towards the rest of the fray, blade at the ready.
Full round action spring attack, +2 attack and damage from Spring Heeled Style, +2 attack from flanking.
Attack: 1d20 + 17 + 2 + 2 ⇒ (7) + 17 + 2 + 2 = 28
Damage: 1d8 + 5d6 + 8 + 2 ⇒ (7) + (1, 2, 4, 5, 3) + 8 + 2 = 32

GM Z..D.. |

Yellow= 44 hp and prone.
Okay, a lot of retcon to do this round. Arcanadin AOO takes out green in its blinded delierium. Moving Qalim's magic missile to blue, which takes its out.Teddy, you can redo your action since your target dropped prior to your post.
Binky drops the noble on the pier and then charges ahead to assist rocky. The undead is knocked prone from the force, just in time to take a lance to the midsection.
Rocky and Teddy may act

GM Z..D.. |

Yellow= 12 hp and prone.
Teddy moves in and attacks the prone undead.
Rocky may act

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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.

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I'm assuming Teddy is the blue ninja token and have moved it into the mentioned flank.
"We seem to be doing well."
Rocky will choose the extra attack option for Blessing of Fervor and hope to finish off the yellow undead before switching to red.
Adding the +2 for flank, Not counting prone condition, subtract 2 from the flank for any attacks on red.
unarmed strike #1: 1d20 + 16 + 2 ⇒ (9) + 16 + 2 = 27
blugoning/cold iron/silver/magic/holy: 1d10 + 12 ⇒ (6) + 12 = 18
acid: 1d6 ⇒ 2
holy dmg?: 2d6 ⇒ (4, 6) = 10
unarmed strike #2: 1d20 + 16 + 2 ⇒ (19) + 16 + 2 = 37
blugoning/cold iron/silver/magic/holy: 1d10 + 9 ⇒ (10) + 9 = 19
acid: 1d6 ⇒ 4
holy dmg?: 2d6 ⇒ (3, 4) = 7
unarmed strike Fervor: 1d20 + 16 + 2 ⇒ (14) + 16 + 2 = 32
blugoning/cold iron/silver/magic/holy: 1d10 + 9 ⇒ (1) + 9 = 10
acid: 1d6 ⇒ 3
holy dmg?: 2d6 ⇒ (4, 3) = 7
unarmed strike #3: 1d20 + 11 + 2 ⇒ (16) + 11 + 2 = 29
blugoning/cold iron/silver/magic/holy: 1d10 + 9 ⇒ (3) + 9 = 12
acid: 1d6 ⇒ 2
holy dmg?: 2d6 ⇒ (1, 3) = 4
If either are standing Rocky will spend a ki point to attack again.
unarmed strike ki: 1d20 + 16 + 2 ⇒ (4) + 16 + 2 = 22
blugoning/cold iron/silver/magic/holy: 1d10 + 9 ⇒ (3) + 9 = 12
acid: 1d6 ⇒ 2
holy dmg?: 2d6 ⇒ (4, 3) = 7
unarmed strike #2 crit?: 1d20 + 16 + 2 ⇒ (9) + 16 + 2 = 27
blugoning/cold iron/silver/magic/holy extra dmg: 1d10 + 9 ⇒ (4) + 9 = 13

GM Z..D.. |

Rocky takes his vengeance on the undead on the ground, crushing its head. The other does not stand a chance against the monk and is destroyed by its blows.
End of Combat
Professor, still needs to give me two more fort saves vs the poison for it to run its course. Both at DC 20. If you make the first do not worry about the second
failed save #1: 1d2 ⇒ 1 charisma damage
failed save #2: 1d2 ⇒ 1 charisma damage
Once the undead are dealt with, the family is grateful and are willing to assist the society in the defense of absolom.
Due to saving all three of the nobles, it counts as a success for recruiting the family. Which family do you wish to go see next?

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"I feel like rubble. Can someone use this cure wand on me?"
Rocky searches the undead without much hope of them having anything useful.
perception: 1d20 + 22 ⇒ (2) + 22 = 24
Since we are in a major city can Rocky spend 2 PP to get another wand of CLW? Also are you find with taking the average roll out of combat?

GM Z..D.. |

I am fine with the spending prestige to get a wand if needed. Or I can see if I can grab us an aide token to get a healing out of it. I am not familiar with the average roll thing.
Rocky looks over the undead and find a masterwork sickle each and a total of 6 darts.

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The average roll on 2d8 +2 is 11 so instead of spamming a bunch of healing rolls just spend 2 charges to gain 11 as many times as needed. So 8 charges to heal 44 then a 9th to heal 5. And buying the wand for the PP is fine.

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I can take care of those wounds, Rocky. The same for anyone else who is injured.
Arcanadin has a full CLW wand and this is his last adventure before 12. He will use it at any opportunity until it runs dry.

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We should still have The Arpadors & The Caperinas to visit for the Sovereign Court.