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"That was over sooner than I anticipated. Good." Sirettis gently lays the Symbol of Healing down on the floor. "Do you require healing, Stali? I believe I have a wand at the ready."
She looks at the lamp. "This lamp must be important." She scans it for magical properties.
Spellcraft, Investigative Mind: 1d20 + 17 ⇒ (4) + 17 = 21
Spellcraft, Investigative Mind: 1d20 + 17 ⇒ (5) + 17 = 22
"The inscription mentions a key, and mentions twisting. Note the hexagonal base of the lamp." She pauses. "I believe we should insert the lamp into the hexagonal lock we found and then twist it- perhaps it will reveal our next step."

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Stali says “I have a wand of my own, but would appreciate if you could operate it for me,”
He gets out a wand with the iconography of Alseta on it.
Assuming she operates it.
CLW: 8 + 1 = 9

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Mr Peppers looks over Sirettis's shoulder as she investigates the lamp Quickly now, she's hogging the thing!
"You're assessment is likely accurate, but let me confirm it after I get a good look please." His eyes glow blue and gaze around the room before taking his turn on the lamp.
Did I end up firing off that magic missile or no?

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"Nice one, 'Sugi," Gallix shouts as the samurai's blade returns the coin-golem to an inanimate pile of gold and jewels. Not missing a beat, Gallix grabs up a small sampling of the treasure "for research purposes," as he tells the team while shoveling as much as he can comfortably carry into his pockets.

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"I'm sure you can carry more than that Gallix. You've got an entire backpack to fill yet." He says without looking his way, hearing the coins clink. A smile and a nod shows his approval.

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Stali shakes his head at Gallix’s antics. “The city has been deserted for how long? If there are any valuables here” he says, prodding at one of the more obvious fake gems with his boot “it would take a while to find it.”
“Let’s concentrate on finding that Undine, worry about loot after.”
With that, Stali turns and leaves the treasure room.

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Uesugi nods and continues to follow the others looking at the heap of treasure scattered about this room. "Many must have died by the fists of this creature. We are fortunate to have destroyed so quickly."

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"You'd be surprised Stali." Adds in tall, dark and in need of cash. "This work is expensive. Arcane research is expensive. Scrolls are expensive." He nods towards Sirettis who just used a significant one to heal the group.
"It doesn't hurt to take a few moments to check things over for usefulness, in both the short and long term. Besides, we've used resources like this before to help buy our way out of situations." He recalls days gone by.

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Just as Sirettis is about to try the lamp as a key, Master of Scrolls Kreighton Shaine appears from a portal. "No, no, stay away from that!"
He rushes over and nabs the lamp from Sirettis' hands. "Our latest report indicates nothing safe lies beyond that door, and we should really be second guessing our adventure here. It's far too dangerous. Moreover, you, specifically, Red Arm of Absalom, have been requested back in Absalom immediately. There have been rumors of a coming invasion, and a group of your skill and prowess must certainly assist us. We can leave this desert tomb for another day, yes?"
After placing the lamp back on its dais, Shaine returns from the golem room. "What sort of vault contains only cheap jewelry and fake gold?" He shrugs, and pops up another portal, hands out return tickets back to Absalom, and waits for you to enter.

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Mr Peppers immediately stands and nods "Most certainly Master Shaine. What's another month or more in the sands of time for a place such as this?" Or in a lifespan such as mine?
Mr Peppers waits for the others to travel through the portals, in case someone has problems that he can help solve. While waiting he does a thorough cleaning of his garments magically, checking on his appearance with his trusty small mirror. Can't look like a hobo when we arrive now can I...

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"As you wish, Master Shaine." Sirettis hands the master the lamp. "I hope Zahra is well, but I understand." Sirettis enters the portal.

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“Invasion?” Stali squawks in surprise.
Wasting no more time, he moves through the portal.

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"Fake gold?!" Gallix is completely crestfallen at the news that his retirement fund wasn't all it was cracked up to be...

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"It would explain why all of the gold was left behind." Sirettis responds to Gallix.

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Wasn't he dead in our timeline?
"An invasion? That sounds like a challenge indeed."

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No no, you're thinking of Aram Zey.

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"Sir Uesugi, I apologize for withholding the magical symbol in the shape of the Red Arm." Sirettis motions to the length of cloth she unfurled when the treasure construct attacked. "I was out of options, and Mister Stali had experienced quite a bruise."
"I was quite motivated by the banner you painted. What better way to leave our mark than a glowing rune in the shape of our Red Arm?"

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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.”

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Tall, dark and itching for action (and funds) heeds the call and reports to the cozy complex of the Restful Pathfinders Lodge. A newly emblazoned Red Arm painted on the door. "Rouse yourselves from your food and drink induced slumbers friends, the call has been issued. We are needed." He heads inside to find How Many?: 1d5 ⇒ 5 all of the other members of the team already there.
"Maybe I am the one who's late.. has anyone seen Stali?"

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That went pretty well.
Having finished his debriefing with Amara Li on the situation in Nibung, Stali is able to return to Absalom. Good thing that they are willing to teleport me around like this. If left to mundane travel means, there is no way I could get back in time.
Coming through the portal, Stali is relieved to find out the expected invasion still hasn’t manifested. He quickly checks in with The Exchange, then hits the markets.
He quickly finds the two talisman that he wants and hands over a sizable chunk of his earnings in order to purchase them.
He spends a little extra time in the market catching up on events before returning to the Grand Lodge.

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Uesugi looks at Mr.Peppers wondering why he is late. At the elf's question the samurai shakes his head adding, "He will be here soon."
Following that Uesugi returns to waiting for the command to be given.

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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.”
______
You must assist Absalom in preparation for the invasion! I will give you two 'tasks' to help with at a time.
Nearby, you notice a damaged wagon that's tipped over. An angry halfling struggles to repair it. "All of my stuff is ruined! UGH!!" The ground is littered in supplies and alchemical goods.
You can help him out with Craft (any relevant craft skill), Disable Device, Knowledge (engineering), Profession (teamster), or combat maneuver check
_____
A group of robed spellcasters stands outside the foreign quarter conjuring defensive wards. Mr. Peppers thinks he could do a vastly better job. Perhaps you might help them reinforce?
You can help them out with Knowledge (arcana or religion), Spellcraft, or Use Magic Device

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Stali looks over the broken wagon. “Doesn’t look that bad. Start gathering your supplies and I will fix the wagon.”
He quickly gets out some tools and makes the required adjustments.
Disable Device: 10 + 24 = 34
——
If wanted, I could attempt to aid on UMD. The others I have no chance at.

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Sirettis prepares to help with the defensive wards. "Inherently, wards are designed to filter unwanted entities. This requires focusing on detection before you work on rejection. You must also allow wanted entities to pass through without resistance."
Spellcraft: 1d20 + 17 ⇒ (12) + 17 = 29

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D. walks over to Stali, using his kinetic haul power to reposition the wagon upright.

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D uses his mind to lift the heavy supply wagon up and back onto its wheels, while Stali gets to work hammering in new sheets of wood and tinkering with the hinges keeping the doors held on.
Once done, the halfling shoots he and D a thumbs up. "You have my thanks, Pathfinders! But don't just take my word for it, take some of... these!"
He opens up a hidden panel in the bottom of the wagon and starts doling out potions...
Everyone gets a free cure serious wounds potion, and everyone also gets a free 3rd-level potion of choice as long as it does not have an expensive material component.
_____
Sirettis doesn't wait for Mr. Peppers. She ventures over to the grizzled spellcasters and augments their conjuration with her knowledge. The streets are filled with a series of magical auras in the shape of the Glyph of the Open Road, sure to slow your enemies advance.
- You can now force an opponent to reroll an attack once during the adventure
I'm going to add these to the header of the Campaign because I always end up forgetting about them, and then I'll give you two more tasks.

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On your way north towards the Ivy District, you notice a strange man up on the rooftops. The hooded man hops from roof to roof as he maps out the setup of Absalom's buildings. The urban spy looks like he's trying to gain valuable information to help out on whoever might be soon invading! Stop him!
Looking for Acrobatics (modifiers for jumping permitted) and Climb here
_____
Strange occurrences have been reported all over Absalom, and you might think about having a look around town. Any clues about what might be coming to invade will surely help the Pathfinder Society's preparations. A human barkeep directs you to a bridge, claiming she's sure she'd seen something there...
Perception or Survival (apply any Survival modifiers to track)

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Stali takes off after the spy on the roofs! He runs full speed along the ledges without fear, leaping from roof to roof.
Acrobatics: 1d20 + 16 ⇒ (20) + 16 = 36
Ledge Walker (Ex) No Acrobatics penalty at full speed on narrow, uneven, or slippery surfaces & not flat footed.
——
When asked about it, Stali is willing to help look for tracks in the area of the bridge.
Survival, Lens of Detection bonus to Tracking: 1d20 + 14 + 5 ⇒ (7) + 14 + 5 = 26

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Gallix tries to keep up with the nimble Stali as he clambers up the rooftops and chases after the enemy scout.
Climb: 1d20 + 8 ⇒ (9) + 8 = 17
------------
Gallix has to tear himself away from the friendly barkeep as she mentions seeing something odd at a nearby bridge. "Alright alright, I'll come along too."
Perception: 1d20 + 4 ⇒ (15) + 4 = 19

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D. watches the spy skip on the rooftops, and Stali taking chase.
He watches for the spy to make another jump, timing for a shot to trip the man/woman in speed, perhaps causing them to fall off the roof?
Kinetic blast, overflow active, burn bonus: 1d20 + 11 + 1 + 3 ⇒ (11) + 11 + 1 + 3 = 26 Dmg, overflow active, burn bonus: 5d6 + 5 + 4 + 1 + 6 ⇒ (1, 2, 4, 4, 2) + 5 + 4 + 1 + 6 = 29
Trip on hit, overflow active: 1d20 + 10 + 1 ⇒ (10) + 10 + 1 = 21

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Gallix and Stali take to the roof of the nearest building, where the spy quickly notices their presence. He turns and begins to sprint across buildings, but Stali's both fast and smart, and finds a shortcut that bottlenecks the spy's path through the Ivy District, and cuts him off. D takes a more direct approach, lifting the spy up and into the air and dropping him flat on the ground to his death.
"You’re no match for the demon-flesh army my liege commands!" The spy grunts with his last breath. You find a symbol resembling a bull’s head branded on his skin.
With this knowledge, 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.
____
Near the bridge, Stali and Gallix note a skeletal footprint and a part of a broken sickle. When you follow the footprints, you notice that the supports of a bridge have been sabotaged. But at least you have an idea of what danger might be heading into town, now...
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.

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Skeletal footprints and symbols of bull's heads? What could it all mean? Perhaps a short scouting mission out to the Cairnlands will garner you additional insight into what might be coming... But you'll have to be stealthy!
Recon mission will work with Acrobatics, Perception, or Stealth
___
Those of you who prefer to stay in town may gather information on the event...
"Ugh, what is this crap! This bread tastes like parchment! Wish I was in Saringallow right now, there's a pro baker there!" A commoner tells you as she spits out her meal.
People have been complaining that the local bread and water taste funny today.
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.
These rumors about possible enemies you on their toes... Once during the adventure, each PC can reroll one initiative check. The PC must take the second roll, even if it is worse.

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Gallix makes his way carefully out into the cairnlands alongside Stali, to get the lay of the land on the approaching enemy. As the pair make their way by some hidden paths out of the city walls, Gallix helps hoist Stali over a ledge.
Acrobatics (aid Stali), armor penalty: 1d20 + 8 - 1 ⇒ (3) + 8 - 1 = 10

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On his way out of town, he alerts one of the guards to the sabotaged bridge and asks that word be passed to Wynsal Starborn so that it can be taken into account while they are planning the defense.
Stali picks his way around the rough rocks of the Cairnlands, using them for cover. With Gallix’s help, he is able to get to an excellent lookout where he can peer down over much of the area.
Acrobatics, Aid from Gallix: 10 + 16 + 2 = 28

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Mr Peppers takes a few minutes to have a seat and a chilled glass of wine and catch up on some reading Advanced Experimental Arcane Theories: Elves Only Edition. Before he knows it he looks up from his tome and the room is empty and a note left: Umm... Call to Arms... Left you alone... bye.
He smiles and nods "Glad to see my DO NOT DISTURB arcane sigil was finally honored..." He packs his book and skips out to find the others.
Its on!
Like a bloodhound smelling his prey, Mr Peppers is instantly drawn to the sound of arcane magic and discussion, seeking out Sirettis and the other 'wizards' planning the arcane defenses. While he agrees with Sirettis's assessments and sound spellcrafting, he adds in his own personal tidbits after easily dispelling some of the wards.
K Arcana: 1d20 + 17 ⇒ (3) + 17 = 20
He keeps his message simple, knowing these individuals aren't likely to be as seasoned, nor as astute as he. "You're doing it wrong. Let me. Stand over there. No... further... ok there, yes behind those trees. Plug your ears and hum something while I work. No peeking." He wonders why they seem to be ignoring him...
After a long, heated 'discussion' with the others he heads off back into town, knowing clearly that the city will need him more than ever if THESE mages are laying the protections of the city.
K Local: 1d20 + 10 ⇒ (8) + 10 = 18
He sees an interesting sight as he strolls back to the Lodge, his arcane work done for the moment.
"Terrible bread you say? Here try this.. I get a care package from Saringallow teleported in daily.. still warm even. I can't say I've even tried the bread here in months. Stick to this, wine and cheese, and a bit of fruit and you'll be fine." He tosses them a roll and continues on his way, ignoring all other sights and sounds for the time being.

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Sirettis spends her time learning about the general atmosphere in Absalom. Everyone is so... agitated recently.
Diplomacy: 1d20 + 12 ⇒ (8) + 12 = 20
"Bread and water seems to taste odd today." She ponders.

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D disappears into the shadows as he does so well, while Stali and Gallix find a unique vantage point between some boulders from which to get a proper view of the Cairnlands. They notice forces being organized of truly demonic abominations: the army consists of various kinds of creatures stitched together from demonic flesh, including constructs, oozes, and undead.
To the edges of the forces lining up into squads, you notice the field commanders all appear to be minotaurs, but there are true demons among the
army’s ranks.
While under invisible cover, D finds a hidden stash of ammunition underneath the same boulder Gallix and Stali are hiding behind!
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.
___
No one's made the Hard DC for that Diplo check, although, the rest of the party that went out to the Cairnlands may also make those rolls after returning (so now). Also, where's my favorite samurai?! :)

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When he gets back and hears about the bread and water, Stali asks “Did you get any samples? I hope no one is tampering with the food supply!”
He goes around, trying to follow up on some of Sirettis’s leads. Unfortunately, he can’t find anyone who knows something about it.
Diplomacy, Aid: 1d20 + 5 ⇒ (1) + 5 = 6

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"Samples? Of poor bread? No." Mr Peppers goes back to nibbling his own fresh bread rations and washing it down with a bit of light wine. "I'm no chemist. But you raise a valid point. We should mention this to the man in charge.. and maybe investigate the grain supply." He sighs and gets up, putting his book away once more and heading back out into the streets.

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Gallix makes his way around town as well, checking wherever he can into the rumors about poor tasting bread and water. Wheat and water are two major ingredients in beer too, after all, and he wants to make sure he'll have a good supply to celebrate with after the siege is done.
Diplomacy: 1d20 + 8 ⇒ (4) + 8 = 12

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apologies was taking care of daughter today no time for posting
While the others head off to Cairnlands Uesugi takes to the streets seeing what is and is not being said.
diplomacy: 1d20 + 11 ⇒ (13) + 11 = 24

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Your attempts to gather information are met with lukewarm responses, but you did hear about the water and food tasting odd today. Perhaps something to remember later on.
As you're taking stock of other groups of Pathfinders rushing about Absalom reinforcing walls, repairing broken equipment, and taking inventory of weapons and ammunition, a city guard approaches in a panic.
"You there! You look like a likeable bunch. Well, except for maybe the pale robed guy. Can you help us out? There are dozens of citizens too stubborn to abandon their homes and retreat into city walls. Travel to one of the outer neighborhoods - any of Copperwood, Dawnfoot, Shoreline, and Westerhold, and urge people out of their homes, before it's too late!"
The guard rushes off. And the floating exclamation mark above his head fades.
Making your way over to Dawnfoot, a family of elves work tirelessly to board up their windows. The oldest of the bunch, easily 700 years old, balks loudly at the idea of leaving. "I've been here for centuries, and now you're telling me I have to move?! Nonsense! No undead are going to force me out of my home!"
This is the last task to prep for. Diplomacy, Intimidate, or CMB all work.

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Aid Another, Diplomacy: 1d20 + 5 ⇒ (9) + 5 = 14
“Really? I would have expected you to take the long view. This trouble is unlikely to last long, so why not just get out of the way and let it pass?”

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Mr Pepper's eyes flash blue as he survey's the scene, curious if there is any obvious magic use or users about, before he speaks with the elder Elf.
Diplomacy: 1d20 + 10 ⇒ (19) + 10 = 29

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Sirettis looks around. "Your home is beautiful, but material goods are temporary. Your family is worth more than wood and brick. Please come with us to the shelter."
Auto Aid Mr. Peppers. She will speak in Elven.

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In Elvish
"Oh, will they?" The elven miser replies. "Well, I normally wouldn't take your word for it, but you're one of us, so I guess we can move to somewhere more reinforced. Come on, children. This fine wizard here will take care of our home."
The elven family of six shuffle out towards the inner city walls. The kids climb up the battlements, and though their parents scold them for their tomfoolery, they looked relieved. "Our apologies for our initial stubbornness. These walls will keep our kids safe!"
You can draw upon this goodwill once during the adventure: one PC only can reroll any single d20 roll.
Preps complete! And now we wait for the Overseer. Nice progress here!

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Once he's back in the city he visits his favorite Arcane Magic Shoppe to buy a scroll. "Yes, one scroll of command undead please. I expect it to be very useful if we get swamped by undead in the siege. Make sure the penmanship is impeccable as I'll be putting it into my spellbook." He forks over the 190g for the scroll as well as the overpriced inks for the copying process.
Later that evening he spends 2 hours on the tedious, yet oddly arousing process of arcane writing. Once I have the cash for that beautiful spellbook in the window I can stop buying those stupid inks! Oh the day... He shudders with magical anticipation.