NotEspi's Assault on Absalom (#9-00) [Gameday VII] (Inactive)

Game Master NotEspi

Absalom has stood strong against attackers for nearly 5,000 years, and the land around it remains littered with the siege castles of failed invaders. However, centuries have passed since Absalom last repelled a siege in earnest, and a new warlord has gathered a supernatural army and ghastly allies that will test the city walls.

Mission list

Maps and Handouts

Boons from prep. phase:

Defensive Wards - Party beat the hard DC

Easy: The PCs help establish potent abjurations that protect them in addition to protecting the city. Once during the adventure, when an opponent’s attack roll to confirm a critical hit succeeds by 4 or less, the group can activate this reward to negate the confirmation of the critical hit.

Average: When using the reward above, the group can instead turn any confirmed critical hit into a normal hit.

Hard: In place of the reward above, the group can force an opponent to reroll an attack once during the adventure.

Evacuation Notice - Party beat the easy DC.

Easy: Once the people reach the safety of the walls, they regret their initial stubbornness and become thankful. The PCs can draw upon this goodwill once during the adventure: one PC can reroll a failed Bluff, Diplomacy, or Intimidate check and use the new result.

Used: A Noble Cause

Reconnaissance - Party beat the hard DC

Easy: The PCs find that the army consists of various kinds of creatures stitched together from demonic flesh: constructs, oozes, and undead.

Average: The PCs notice both that the army’s field commanders are all minotaurs and that there are true demons among the army’s ranks.

Hard: 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.

Strange Things - party beat the hard DC.

Hard: 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.

Catching a Spy - party beat the hard DC.

Hard: 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.

House Objective Boons:
Dark Archive: Pathfinder agents begin broadcasting illuminated signals that confuse the Black Echelon agents. Once during the adventure, the PCs 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.

The Exchange: A cache of pristine and deadly armaments becomes available. At the beginning of one encounter, the PCs can activate this benefit to treat the enhancement bonuses of all their weapons as 2 higher for the duration of the encounter. Treat the effective enhancement bonus of mundane weapons as +0.

Grand Lodge: Absalom’s flag rises over Fort Tempest and emboldens the city’s defenders. At the beginning of one encounter, the PCs can activate this benefit to gain a number of temporary hit points equal to three times their APL (minimum 6 temporary hit points); these last until the end of the encounter.

Liberty’s Edge: Freed slaves cast off their chains to join Absalom’s defense. At the beginning of one encounter, the PCs can activate this benefit to increase their land speed by 10 feet for the duration of the encounter.

Scarab Sages: The powerful construct Gulgamodh awakens and seeks out invaders to strike down with its arcane cannon. The group gains one free use of the Aid Token’s Allied Offensive benefit (multiply the additional damage dealt by 150%) that the PCs can activate at their discretion.

Silver Crusade: The faithful of Sarenrae return to Absalom in force to heal embattled defenders’ wounds. The group gains one free use of the Aid Token’s Burst of Healing benefit that the PCs can activate at their discretion.

Sovereign Court: Members of Absalom’s nobility rally the defenders and direct their household guards to shore up key areas. The group gains one free use of the Aid Token’s Timely Inspiration benefit that the PCs can activate at their discretion.

Perception:
[dice=Vari]d20+5[/dice]
[dice=Perrine]d20+4[/dice]
[dice=Zailus]d20+3[/dice]
[dice=Yagi]d20+9[/dice]

Initiative:
[dice=Vari]d20+5[/dice]
[dice=Perrine]d20+3[/dice]
[dice=Zailus]d20+3[/dice]
[dice=Yagi]d20+3[/dice]


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Grand Lodge

Pastel Order: Thread / Maps

We did it!

Sheets are HERE!

Quote:
https://drive.google.com/drive/folders/1jiDiqI9hr1kHix7VCiXcIu2XboZIJ hsy?usp=sharing

I'll keep the thread active, so no worries.

Right. Well, this took a while... AGAIN. What a wild ride. I can honestly say I am not proud of my performance on these forums in the last two months. I'll finish the games I am running and will take a break (with the exception of one table). I apologise that you caught me in a combination of real life bumps and burnout moods.

Good luck with the characters in the future!

If there is a problem with the sheets, let me know. I'll fix it as soon as possible. Ping this thread to let me know, however. Private messages are kind of hidden with the new site design, and I might miss it. As an alternative, use the google hangout I set up. Link is in the handouts document.

Grand Lodge

Male Tian-Xian Tengu Hunter/3 (HP 23/23 | AC:17 T:13 FF:14 | CMB:+4 CMD:17 | F:+4 R:+6 W:+3 | Init:+3 | Perc:+9 Low-light vision | Speed:30 | Conc:+5) Sansetsukon +4 (1d10+3/19-20x2) | AF 1/1 Spells 1:4/4
Skills:
Acro +3 Appr +1 Blff -1 Clmb +6 Dipl -1 Disg -1 EA +3 Fly +3 HA +3 Heal +6 Int +3 Know (Dung) +5 (Geog) +5 (Local) +2 (Nature) +5 (Relig) +2 Perc +10 Prof (Trapper) +3 Ride +8 SM +7 SC +5 Stlth +10 Surv +9 Track +10 Swim +6
Yiel-Dan San:
Male Quetzalcoatlus Animal Companion/1 (HP 13/13 | AC:20 T:16 FF:14 | CMB:+3 CMD:19 | F:+3 R:+8 W:+3 | Init:+5 Perc:+3, Scent 30ft | Speed:30, fly 50 (clumsy) | Acro +9 Fly +2 Stlth +9| Bite +8 (1d8+1/20x2)) AF:Bull

Thanks, GM. You got the filenames between mine and Zailus mixed up, but it's just a filename and easily corrected.

Thanks for running!

Grand Lodge

Pastel Order: Thread / Maps

Fixed it.

The Concordance

LG Mostly Human Ifrit Fighter/Swashbuckler 1/1 | HP: 18/18 | AC: 18 (T 14, FF 14) | CMB: +3, CMD: 17 | F: +3, R: +6, W: -2 (-1) | Init: +4 | Perc: +2 (+3), SM: -2 (-1) | Speed 30ft (20 w/ pack) | Panache 2/3 | Spell like ability 1/1 | Active conditions: 2 Wis damage

Got the file! Thank you.

Thanks for running this! It was fun.

The Concordance

1 person marked this as a favorite.
Female N Wayang Rogue/Mesmerist 2 | HP: 17/17 | AC: 18 (15 Tch, 14 Fl) | CMB: -1, CMD: 13 (9 Fl) | F: +3, R: +9, W: +2 | Init: +5 | Perc: +6 (+2 to avoid surprise), SM +0 | Speed 20ft | Active conditions: none

My chronicle sheet has 2 XP; is that correct?

Grand Lodge

Pastel Order: Thread / Maps

I swear this game is cursed.

No, it is not correct. Thanks for pointing it out. I'll have it fixed within 12 hrs.

The Concordance

LG Mostly Human Ifrit Fighter/Swashbuckler 1/1 | HP: 18/18 | AC: 18 (T 14, FF 14) | CMB: +3, CMD: 17 | F: +3, R: +6, W: -2 (-1) | Init: +4 | Perc: +2 (+3), SM: -2 (-1) | Speed 30ft (20 w/ pack) | Panache 2/3 | Spell like ability 1/1 | Active conditions: 2 Wis damage

Aha... I really didn't look closely at that part, I just assumed it was right. Mine says that as well. Sorry for the extra work.

Grand Lodge

Pastel Order: Thread / Maps

Yeah I skimmed over all of then yesterday and it's wrong on all sheets. Should be one. There's nothing to apologise for. That's my bad. Running some errands at the moment but I'll send revised sheets afterwards.

Grand Lodge

Pastel Order: Thread / Maps

Right. Sheets are fixed.

The Concordance

LG Mostly Human Ifrit Fighter/Swashbuckler 1/1 | HP: 18/18 | AC: 18 (T 14, FF 14) | CMB: +3, CMD: 17 | F: +3, R: +6, W: -2 (-1) | Init: +4 | Perc: +2 (+3), SM: -2 (-1) | Speed 30ft (20 w/ pack) | Panache 2/3 | Spell like ability 1/1 | Active conditions: 2 Wis damage

It looks perfect, the numbers are right on everything, or at least as far as I can tell.

Grand Lodge

Pastel Order: Thread / Maps

Alright, folks! All should be fine here. I will close this thread tomorrow so that it doesn't clog up the campaign pages of everyone involved.

Thanks for your time, and good luck!

Grand Lodge

Male Tian-Xian Tengu Hunter/3 (HP 23/23 | AC:17 T:13 FF:14 | CMB:+4 CMD:17 | F:+4 R:+6 W:+3 | Init:+3 | Perc:+9 Low-light vision | Speed:30 | Conc:+5) Sansetsukon +4 (1d10+3/19-20x2) | AF 1/1 Spells 1:4/4
Skills:
Acro +3 Appr +1 Blff -1 Clmb +6 Dipl -1 Disg -1 EA +3 Fly +3 HA +3 Heal +6 Int +3 Know (Dung) +5 (Geog) +5 (Local) +2 (Nature) +5 (Relig) +2 Perc +10 Prof (Trapper) +3 Ride +8 SM +7 SC +5 Stlth +10 Surv +9 Track +10 Swim +6
Yiel-Dan San:
Male Quetzalcoatlus Animal Companion/1 (HP 13/13 | AC:20 T:16 FF:14 | CMB:+3 CMD:19 | F:+3 R:+8 W:+3 | Init:+5 Perc:+3, Scent 30ft | Speed:30, fly 50 (clumsy) | Acro +9 Fly +2 Stlth +9| Bite +8 (1d8+1/20x2)) AF:Bull

Thanks, GM!

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