Ameko ibn Jad 
                
                
                
                
                  
                
                
              
              
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I am happy with that
Professor, your skin appears to have taken on a disticntly unpleasant green colour, would you like me to try and reverse the effects of the poison?
              
                
                
                   
                
                
                   Arcanadin 
                
                
                
                
                  
                
                
              
              
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"If you should require assistance, Ameko, The Dawnflower's mercies may be able to cleanse him."
              
                
                
                   
                
                
                   Ameko ibn Jad 
                
                
                
                
                  
                
                
              
              
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Well, I was just planning on using a couple of scrolls, mostly its just to cover up the smell...
              
                
                
                   
                
                
                   Arcanadin 
                
                
                
                
                  
                
                
              
              
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"Save your scrolls. I am able to commune with my goddess daily. Professor, may The Dawnflower's light purge you."
Lay on Hands: 5d6 ⇒ (6, 3, 4, 5, 2) = 20
Lay on Hands, Diseased: 1d20 + 10 ⇒ (6) + 10 = 16
Lay on Hands, Diseased, reroll: 1d20 + 10 + 2 ⇒ (20) + 10 + 2 = 32
              
                
                
                   
                
                
                   Ameko ibn Jad 
                
                
                
                
                  
                
                
              
              
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I dont think the professor is diseased, he has just taken a bunch of charisma damage from the poison
              
                
                
                   
                
                
                   Arcanadin 
                
                
                
                
                  
                
                
              
              
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Ah, You're right. I saw his missed a few and missed where he made it.
| GM Z..D.. | 
Correct, it is ability damage from poison.
The Arpodors
A finely dressed taldan man with an exaggerated accent speaks to the pathfinders, while twirling his mustache. "Ah, What do we have here?" His eyes scans the area behind the agents, never actually looking at them. "Hurry up and come in."
Once inside the lavish home he sits you all down, "So what is your business here, shouldn't you be out there fighting the undead scourge instead of harassing the nobles." He laughs nervously.
Need a bluff, diplomacy and intimidate. Must succeed two of the three to recruit this family.
              
                
                
                   
                
                
                   Rocky the Oread 
                
                
                
                
                  
                
                
              
              
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Rocky will take Arcanadin up on her healing offer. Though he still plans to pick up a new wand on his own when he gets the chance.
Still waiting on Z.D.'s thoughts on average vs many rolls.
sense motive: 1d20 + 9 ⇒ (15) + 9 = 24
"We've actually been saving nobles who were being attacked by those undead scourge."
attempt to aid diplomacy: 1d20 - 2 ⇒ (7) - 2 = 5
              
                
                
                   
                
                
                   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.
              
                
                
                   
                
                
                   Ameko ibn Jad 
                
                
                
                
                  
                
                
              
              
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Ameko bristles slightly at the mans attitude. We have already fought the Black Echelon Elites on more than one occasion. We are here to encourage those who posses the resources to protect this city to make use of them. If the monsters outside our city find a way in they will not discriminate, all are at risk. It is time to honour your ancestors, take up your blade and fight for your home!
Diplomacy: 1d20 + 26 ⇒ (17) + 26 = 43
Of course you could remain cowering behind your walls but such action is likely to be remembered in the aftermath of this conflict.
Ameko automatically assists on an intimidate check
| GM Z..D.. | 
Well, Ameko blows that check out of the water. So one success, and who ever chooses to intimidate has a +2. Or a bluff.
"Indeed" He twirls his mustache once more, "But we have not dirtied our hands in a long time."
              
                
                
                   
                
                
                   Arcanadin 
                
                
                
                
                  
                
                
              
              
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If he is still poisoned there would be a roll for that as well. All the mercies apply with the Lay on Hands.
I can try Intimidate or Bluff, but they are just backed by my Cha.
              
                
                
                   
                
                
                   Qalim Al Shama 
                
                
                
                
                  
                
                
              
              
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sorry for my silence today, I got married!
Show your strength! Not your cowardice! Noble need to lead by example. So get your weapon, lead your men to the city defense! Don’t hide behind your walls like some rats.
Intimidate: 1d20 + 26 + 2 ⇒ (6) + 26 + 2 = 34
| GM Z..D.. | 
No the poison was 1 / round for 4 rounds and 1 save. He got the save on round 3.
I am on a work computer at the moment, will have a game update in about an hour. With Qalim's encouragement, we got the second success for the family.
| GM Z..D.. | 
Indeed He drops his hands down to his side and looks ashamed, "Very well. You have our support"
Soverign Court Success
| GM Z..D.. | 
Amenopheus and Tahonikepsu, leaders of the Scarab Sages faction, busily review brittle scrolls in the Pathfinder Society’s Starhall as they search for forgotten weapons of war that might be turned to Absalom’s defense. Amenopheus steps away to meet with the PCs as they approach.
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 the PCs a key and a yellowing map with a location called the Titan’s Fountain marked on it.
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.
When the PCs approach the plaza, the key starts vibrating gently, and glowing script.
In order to free Gulgamodh, the PCs must succeed at three of the following five checks, which they can attempt in any order. 
-The PCs an attempt to remember stories that shed light to what Gulgamodh was (Knowledge [history or local])
-realign the glowing sigils and schematics (Knowledge [arcana], Spellcraft, or Use Magic Device)
-find hidden buttons and mechanisms that can free Gulgamodh (Appraise, Craft [sculptures or stonemasonry], Perception, or Sleight of Hand)
-improvise a phrase that encourages Gulgamodh to activate (Bluff, Diplomacy, Intimidate, Linguistics, or Perform [oratory or sing]
-remove parts of the fountain that aren’t part of the original construction (Disable Device, Knowledge [engineering], or combat maneuver check)
              
                
                
                   
                
                
                   Arcanadin 
                
                
                
                
                  
                
                
              
              
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Arcanadin recognizes the Celestial writing and translates it for those in the party who don't know the languages.
"Gulgamodh, arise. The enemies of Absalom are at our gates. The time to defend our home has arrived. Awaken, your people are in need!"
Diplomacy: 1d20 + 19 ⇒ (6) + 19 = 25
"These symbols don't look right. What if we...
UMD: 1d20 + 13 ⇒ (3) + 13 = 16
Arcanadin tries to keeps an eye out as he moves around the symbols.
Perception: 1d20 + 10 ⇒ (6) + 10 = 16
              
                
                
                   
                
                
                   Rocky the Oread 
                
                
                
                
                  
                
                
              
              
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Rocky will look for hidden buttons.
Perception: 1d20 + 22 ⇒ (18) + 22 = 40
Rocky will also try to realign the glowing sigils and schematics
use magic device: 1d20 + 13 ⇒ (1) + 13 = 14
and remove parts of the fountain that aren’t part of the original construction
disable device: 1d20 + 18 ⇒ (2) + 18 = 20
So 9 charges off of Arcanadin's wand of CLW?
              
                
                
                   
                
                
                   Qalim Al Shama 
                
                
                
                
                  
                
                
              
              
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Qalim tries to remember who was Gulgamoth
Know. (local): 1d20 + 20 ⇒ (12) + 20 = 32
Then with his knowledge of the arcane realign the wards.
Know. (Local): 1d20 + 20 ⇒ (1) + 20 = 21
Then help removing the parts that wasn’t originally part of the fountain.
Know. (Engineering): 1d20 + 12 ⇒ (4) + 12 = 16
              
                
                
                   
                
                
                   GM Dennis 
                
                
                
                
                  
                
                
              
              
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***OVERSEER ANNOUNCEMENT***
Led from Misery Row by agents of Liberty’s Edge, most of Absalom’s slaves have cast off their chains to contribute to Absalom’s defense.
Table GMs, the Liberty’s Edge faction’s special condition on page 10 is in effect.
----------
The gathering clouds momentarily part as a beam of sunlight shines upon the Ascendant Court, heralding the return of Sarenrae’s holy warriors and the arrival of a small host of celestial guardians. These reinforcements rally alongside the paladin Ollysta Zadrian before dispersing to aid Absalom.
Table GMs, the Silver Crusade faction’s special condition on page 10 is in effect.
-----------
Warriors wearing the colors of a dozen or more noble houses course through Absalom’s streets, lending their strength directly to the First Guard. Numerous well-known aristocrats—previously thought to have fled before someone convinced them otherwise—appear at major sites and intersections to help coordinate the war effort and rally the citizens.
Table GMs, the Sovereign Court faction’s special condition on page 10 is in effect.
              
                
                
                   
                
                
                   Professsor 
                
                
                
                
                  
                
                
              
              
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"Yes, yes..that sounds like Gilgamodh..Let me see about these sigils..."
Arcana: 1d20 + 19 ⇒ (9) + 19 = 28
"And this statue...I believe, in those days, they would speak.. " 
Linguistics: 1d20 + 21 ⇒ (7) + 21 = 28
"You  there! Muscles! Take those pieces off! That's not part of the original!"
Engineering: 1d20 + 16 ⇒ (2) + 16 = 18
              
                
                
                   
                
                
                   Ameko ibn Jad 
                
                
                
                
                  
                
                
              
              
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Seeing that the group seems to have the arcane knowledge element covered Ameko sets to trying to free the giant creature from its strange attachment.
CMB: 1d20 + 17 ⇒ (18) + 17 = 35
If she can use her lance to lever stuff out of the way add an extra +2
While directing Binky to help her.
Binky has the work trick and a +13 CMB so cannot fail to aid
After which she calls out, Hey Gilgamodh, time to wake up!
Diplomacy: 1d20 + 26 ⇒ (7) + 26 = 33
              
                
                
                   
                
                
                   Qalim Al Shama 
                
                
                
                
                  
                
                
              
              
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Qalim tries to encourage Gulgamesh to wake up.
Mighty Gulgamod, wake up from your slumber! Absalom is under attack, it's time to lay waste upon the ennemies of Absalom.
Linguistic: 1d20 + 20 ⇒ (16) + 20 = 36
| GM Z..D.. | 
The whole grounds begin to shake as the construct begins to rip itself from the ground.
As this happens, a voice from behind yells out, "Thanks for digging the beast out for us. Now hand us the key"
New map is up
              
                
                
                   
                
                
                   Arcanadin 
                
                
                
                
                  
                
                
              
              
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Surprised, Arcanadin draws his rapier as he turns. "Who are you to demand such a thing?"
              
                
                
                   
                
                
                   Ameko ibn Jad 
                
                
                
                
                  
                
                
              
              
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Ameko turns and pulls on Binky's reins, and the two of them rise into the air. I think not, who are you?
Moving to 10' up
              
                
                
                   
                
                
                   Arcanadin 
                
                
                
                
                  
                
                
              
              
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Sorry, yes. Just let me know how many charges it was.
              
                
                
                   
                
                
                   Teddy Locara 
                
                
                
                
                  
                
                
              
              
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Teddy turns on her heel, facing the robed character, and puts a hand on the hilt of her sword. "I'll put this delicately. Turn around and walk away, and everyone walks away from here with their lives and limbs intact."
| GM Z..D.. | 
"We are not negotiating this." He says in a matter of fact tone.
Rocky: 1d20 + 2 ⇒ (16) + 2 = 18
professor: 1d20 + 2 ⇒ (16) + 2 = 18
Qalim: 1d20 ⇒ 17
Arcanadin: 1d20 + 6 ⇒ (7) + 6 = 13
Teddy: 1d20 + 9 ⇒ (14) + 9 = 23
Ameko: 1d20 + 10 ⇒ (16) + 10 = 26
musket: 1d20 + 4 ⇒ (19) + 4 = 23
fence: 1d20 + 6 ⇒ (17) + 6 = 23
sorcerer: 1d20 + 6 ⇒ (7) + 6 = 13
Combat round 1-bold may act
Ameko
Teddy
Fencer
Muskets
Professor
Rockey
Qalim
Arcanadin
Sorcerers
              
                
                
                   
                
                
                   Ameko ibn Jad 
                
                
                
                
                  
                
                
              
              
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With a wave of one hand Ameko casts a spell, a soft glow envelops her and Binky before the two of them charge the enemy!
Death to the enemy!
Casting quickened divine favour, spell sharing it with Binky
| Binky the Axebeak | 
Binky leaps forward, pounding on solid air and screeching like a hellion!
Bite, charge, height, divine favour, heroism: 1d20 + 12 + 2 + 1 + 4 + 2 ⇒ (3) + 12 + 2 + 1 + 4 + 2 = 24
Damage, df: 1d8 + 10 + 4 ⇒ (6) + 10 + 4 = 20
Trip, charge, height, df, heroism: 1d20 + 14 + 2 + 1 + 4 + 2 ⇒ (17) + 14 + 2 + 1 + 4 + 2 = 40
              
                
                
                   
                
                
                   Ameko ibn Jad 
                
                
                
                
                  
                
                
              
              
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Following which Ameko drives her lance into the hopefully prone enemy.
Lance, charge, mounted, df, pa, heroism: 1d20 + 18 + 2 + 1 + 4 - 3 + 2 ⇒ (10) + 18 + 2 + 1 + 4 - 3 + 2 = 34
Damage, df, pa: 2d8 + 24 + 8 + 18 ⇒ (5, 7) + 24 + 8 + 18 = 62
| Binky the Axebeak | 
OA's in case anyone provokes from Binky
Bite, heroism, height, df, pa: 1d20 + 12 + 2 + 1 + 4 - 2 ⇒ (16) + 12 + 2 + 1 + 4 - 2 = 33
Damage, df, pa: 1d8 + 10 + 6 + 4 ⇒ (5) + 10 + 6 + 4 = 25
Bite, heroism, height, df, pa: 1d20 + 12 + 2 + 1 + 4 - 2 ⇒ (10) + 12 + 2 + 1 + 4 - 2 = 27
Damage, df, pa: 1d8 + 10 + 6 + 4 ⇒ (8) + 10 + 6 + 4 = 28
Bite, heroism, height, df, pa: 1d20 + 12 + 2 + 1 + 4 - 2 ⇒ (12) + 12 + 2 + 1 + 4 - 2 = 29
Damage, df, pa: 1d8 + 10 + 6 + 4 ⇒ (4) + 10 + 6 + 4 = 24
Bite, heroism, height, df, pa: 1d20 + 12 + 2 + 1 + 4 - 2 ⇒ (11) + 12 + 2 + 1 + 4 - 2 = 28
Damage, df, pa: 1d8 + 10 + 6 + 4 ⇒ (7) + 10 + 6 + 4 = 27
Bite, heroism, height, df, pa: 1d20 + 12 + 2 + 1 + 4 - 2 ⇒ (13) + 12 + 2 + 1 + 4 - 2 = 30
Damage, df, pa: 1d8 + 10 + 6 + 4 ⇒ (4) + 10 + 6 + 4 = 24
Binkys AC is two lower due to having charged this turn
              
                
                
                   
                
                
                   Ameko ibn Jad 
                
                
                
                
                  
                
                
              
              
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Ameko is also ready to stab anyone who provokes from her, but only the once
Lance, mounted, heroism, df, pa: 1d20 + 18 + 1 + 2 + 4 - 3 ⇒ (19) + 18 + 1 + 2 + 4 - 3 = 41
Damage, pa, df: 1d8 + 10 + 9 + 4 ⇒ (1) + 10 + 9 + 4 = 24
Ameko's AC is also 2 lower this round due to charge
              
                
                
                   
                
                
                   Teddy Locara 
                
                
                
                
                  
                
                
              
              
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Without a word, Teddy assumes her stance darts into the nearest alleyway with enemies, sliding around Bunny and casually running up the side of a building over the armored room. She good from wall to wall, landing horizontally over the robed individual and striking with her katana.
Spring Heeled Style, Spring Attack on blue.
Attack: 1d20 + 17 + 2 ⇒ (8) + 17 + 2 = 27 vs. flatfooted
Damage: 1d8 + 5d6 + 8 + 2 ⇒ (2) + (6, 5, 1, 6, 6) + 8 + 2 = 36
| GM Z..D.. | 
fencer attack: 1d20 + 19 ⇒ (11) + 19 = 301d6 + 8 ⇒ (5) + 8 = 13
musket attack: 1d20 + 11 ⇒ (9) + 11 = 201d12 + 5 ⇒ (5) + 5 = 10
Binky charges ahead and knocks down the target. Ameko thrust her lance into him and ends his life in one thrust.
Teddy moves in and strikes blue, leaving a sick looking wound. He drops to his knees.
Red moves in and slashes at Arcanadin. If you want to parry, your target is 30. If not you take 13 damaage
The other musket wielder moves forward and tries to blow Ameko away. But the shot goes wide.
Round 1-Bold May act
Professor 
Rockey 
Qalim 
Arcanadin
Sorcerers
Round 2
Ameko 
Teddy 
Fencer 
Muskets
              
                
                
                   
                
                
                   Ameko ibn Jad 
                
                
                
                
                  
                
                
              
              
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A 20 totally hits Ameko's touch AC assuming she is in touch range which looks likely. Did the blue sorcerer move? I thought he was behind the musketeer I charged?
| GM Z..D.. | 
A 20 totally hits Ameko's touch AC assuming she is in touch range which looks likely. Did the blue sorcerer move? I thought he was behind the musketeer I charged?
oh, must have looked at the wrong number. And Teddy one shot the sorcerer.
              
                
                
                   
                
                
                   Rocky the Oread 
                
                
                
                
                  
                
                
              
              
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Rocky frowns at the needless bloodshed.
As a swift action he enters Dragon Style. As a full attack action he does a flying kick on the gunner as a prelude to raining blows on him.
The following dmg is all non lethal except the acid.
unarmed Strike #1: 1d20 + 16 ⇒ (10) + 16 = 26
blugoning/magic/cold iron/silver/non lethal: 1d10 + 12 ⇒ (10) + 12 = 22
acid: 1d6 ⇒ 2
holy?: 2d6 ⇒ (5, 6) = 11
unarmed Strike #2: 1d20 + 16 ⇒ (5) + 16 = 21
blugoning/magic/cold iron/silver/non lethal: 1d10 + 9 ⇒ (8) + 9 = 17
acid: 1d6 ⇒ 3
holy?: 2d6 ⇒ (4, 4) = 8
unarmed Strike #3: 1d20 + 11 ⇒ (1) + 11 = 12
blugoning/magic/cold iron/silver/non lethal: 1d10 + 9 ⇒ (2) + 9 = 11
acid: 1d6 ⇒ 1
holy?: 2d6 ⇒ (4, 6) = 10
| GM Z..D.. | 
green: 8hp
Rocky rushes the marauder, getting into his face.
Round 1-Bold May act 
Professor  
Qalim 
Arcanadin 
Sorcerers
Round 2 
Ameko 
Teddy 
Fencer 
Muskets
Rocky
              
                
                
                   
                
                
                   GM Dennis 
                
                
                
                
                  
                
                
              
              
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***OVERSEER ANNOUNCEMENT***
A cacophonous cloud of debris and dust rises from the Precipice Quarter following the Scarab Sages’ activation ritual. An immense suit of animated plate armor rises from the wreckage, towers over the surrounding buildings, and declares in a metallic voice, “Gulgamodh stands ready.”
Table GMs, the Scarab Sages special condition on page 10 is in effect.
              
                
                
                   
                
                
                   GM Dennis 
                
                
                
                
                  
                
                
              
              
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***OVERSEER ANNOUNCEMENT***
Having dealt with the chaos that ensued from the Black Echelon’s attack, the Pathfinders return to the Grand Lodge. You can boost any Aid Token in your possession once, and this is an excellent opportunity to pass it to another group.
-----End Part 2-----
The sound of brass signal horns echoes across Absalom, warning the city that the enemy onslaught has begun. Sergeants of the First Guard shout warnings to attend the walls, when suddenly a second warning sounds. A messenger brings news of a second attack: “An enemy fleet is approaching from the south!” A strange mist is rising in the Flotsam Graveyard, and dozens of ships with tattered sails approach Absalom’s harbor with long-dead marines on board.
Back at the Grand Lodge, Master of Swords Marcos Farabellus addresses the Pathfinders: “You and the factions you represent have greatly helped our city; however, the worst is still to come, and Absalom needs our help! We must fight the enemy on land and at sea. Those of you who choose to bolster Absalom’s defenses against the demon-flesh army attacking from the Cairnlands to the north, report to Captain of the First Guard, Rothos of House Vastille. Those of you who choose to fight the undead armada, report to Captain Sevana Kinhan of the Wave Riders.”
Table GMs, Part 3 has begun.
| GM Z..D.. | 
The enemy retreat from the pathfinders, seeing the machine being fully awaken already and in the societies possession.
Where do you all want to defend. The North or the South.