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Grand Lodge it is!
Ambrus Valsin briefs you. “We have received some troubling news from the Puddles. The Muckruckers—a volunteer force of guards watching over the district—have reported that Fort Tempest has suddenly fallen silent, and a strange black flag is flying over the fort. Despite the Muckruckers’ concerns and observations, nobody has stepped up to investigate what’s happened. I suspect that while most of Absalom has been watching the Cairnlands to the north, an enemy force has silently taken over the secondary fort that oversees the Puddles district. Whatever has happened in the fort, the First Guard can’t spare forces to look into it.
“Your job is to lead the Muckruckers into the fort, find out what’s happened, and provide aid as necessary. They look up to you as heroes; don’t let them down.”
Any questions for Ambrus?

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Between Jyrrar and Wymarc, the fiendish ram falls with a bleat of evil!
"Bah!" says Igor dismissively. He puts his crossbow away.
Grand Lodge it is!
Ambrus Valsin briefs you. “We have received some troubling news from the Puddles. The Muckruckers—a volunteer force of guards watching over the district—have reported that Fort Tempest has suddenly fallen silent, and a strange black flag is flying over the fort. Despite the Muckruckers’ concerns and observations, nobody has stepped up to investigate what’s happened. I suspect that while most of Absalom has been watching the Cairnlands to the north, an enemy force has silently taken over the secondary fort that oversees the Puddles district. Whatever has happened in the fort, the First Guard can’t spare forces to look into it.
“Your job is to lead the Muckruckers into the fort, find out what’s happened, and provide aid as necessary. They look up to you as heroes; don’t let them down.”
Any questions for Ambrus?
"How do you take your tea, thir?"

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"Not now." Valsin says, brushing off the offer.
If you have questions, put them at the top of your next post.
You find the Muckrakers waiting as requested. "We're yer men, Pathfinders. Lead on!" They show you the way toward the Fort, which looks perfectly normal at a distance, save for a tattered black flag waving over the Fort. However, as you start to approach, a hail of arrows and bolts fly to meet you!
SKILL CHALLENGE TIME! Each phase, which we will take 2 at a time, has two options to pass it. You must work as a team, with each of you rolling. I'll take the highest roll and anything over a 10 adds as if you'd aided another. You will either make an ability check or roll a skill check, though if you have an ability or spell that will aid/work instead, use that. I'd adjudicate any vagueness. Good luck!
1. SURPRISE VOLLEY: Suddenly, dozens of hidden enemies within the fort open fire on your group! You may use Quick Reflexes and make a Reflex Save or use your Survival Instincts and roll Initiative!
2. RUN FOR COVER! As arrows rain upon you and the Muckruckers, you must lead your allies away from the killing field. You may Predict the Attacks by making a Sense Motive check or Zigzag by making an Acrobatics check!

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Surprise Volley:
Jyrrar instinctively twists and turns his body to each side, leading his team using the same techniques.
Reflex Save: 1d20 + 5 ⇒ (5) + 5 = 10
Run for Cover:
Jyrrar uses his natural acrobatic skills to dodge and weave the hail of arrows.
Acrobatics: 1d20 + 3 ⇒ (14) + 3 = 17

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Wymarc reacts quickly to the surprise volley, deftly attempting to avoid the kill zone...
Reflexes: 1d20 + 8 ⇒ (15) + 8 = 23
...and then ducks, weaves, and dodges the hail of arrows as best he can...
Acrobatics: 1d10 + 10 ⇒ (9) + 10 = 19

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Surprise Volley
Nyshka tries to dodge, duck, dip, dive, and dodge out of the way.
Reflex: 1d20 + 5 ⇒ (2) + 5 = 7
If we get "hit" can she trigger her mirror image trick in response like if she had individually been hit? That could maybe do something like give a 50% chance to dodge it or add another +2 if we need it, which it seems we may not.
Run for Cover
Nyshka attempts to tumble through the rain of arrow from cover to cover.
Acrobatics: 1d20 + 3 ⇒ (13) + 3 = 16

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Once they have made it to the Muckrakers, the White Ape draws out a vial obtained from the Lodge's alchemical supplies and downs it. Potion of Protection from Arrows: DR 10/magic vs. ranged weapons for 5 hours.
Once the defenders begin to rain arrows down upon them, the Ape snarls and bats the first few aside. "Follow me," he says, "I will protect you."
He spends his efforts trying to protect the Muckrakers rather than protecting himself.
Surprise Volley
Reflex: 1d20 + 3 ⇒ (15) + 3 = 18
Run for Cover
Acrobatics: 1d20 + 5 ⇒ (6) + 5 = 11

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With your aid, the Muckrakers jig and jog and follow your lead!
3. SAFE ROUTE: You must pick a route that doesn’t leave you exposed to focused fire. You can slip through As A Shadow with a Stealth check or find the Optimal Route with a Perception check!
4. COORDINATED MOVEMENT: Running from cover to cover, you must coordinate the Muckruckers so they don’t just rush to their death. You can coordinate them to move On My Mark with a Diplomacy check or Go Go Go! with an Intimidate check!

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Safe Route
Nyshka helps the group stay hidden with careful sneaking.
Stealth: 1d20 + 7 ⇒ (11) + 7 = 18
Coordinated Movement
She also tries to inspire and lead the Muckruckers to keep calm, be patient and time their movements carefully.
Diplomacy: 1d20 + 7 ⇒ (16) + 7 = 23

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The White Ape looks for a path through which the Muckrakers can slip toward the fort unseen.
Safe Route
Stealth: 1d20 + 5 ⇒ (9) + 5 = 14
Once they reach a gap too wide to dash across without the enemy realizing it, he tries to motivate them to move at greater speeds. "Go! Go now! Run like a pack of hell apes are on your heels! Run or I will break your spines!"
Intimidate: 1d20 + 14 ⇒ (10) + 14 = 24

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Safe Route:
Jyrrar follows Nyshka's lead here stealthily moving along behind the others.
Stealth: 1d20 + 7 ⇒ (5) + 7 = 12
Coordinated Movement:
Jyrrar tries to help inspire the Muckruckers, but his efforts to understand them are more difficult than he anticipated.
Diplomacy: 1d20 - 1 ⇒ (12) - 1 = 11

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You jink, jive, jolt and juke to avoid the arrow assault!
5. OBSTACLES: Broken wagons and other barriers block your way to the fort. You can Break Through with a combat maneuver check or Dismantle the barriers with a Disable Device check!
6. OVER THE WALL: The gates are closed, so climbing the wall is the only option! You can use the Cracks in the Wall to Climb or you can Use Rope with a Ranged Attack roll!

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Obstacles
"Mragh!" the White Ape tries to bull rush through the blockade.
CMB: 1d20 + 6 ⇒ (19) + 6 = 25
Over the Wall
"Follow me!" he begins to hoist himself up the wall, using any imperfection as a handhold.
Climb: 1d20 + 8 ⇒ (19) + 8 = 27

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Nice job, y'all! 6 for 6!
With a mighty roar the White Ape breaks through the barricades and up the Fort's mighty walls! The Muckrakers follow, sustaining nothing more than some bruises and cuts for their troubles! Once upon the walls, they split off to hold off any attacks on your flanks but you can see four Black Echelon agents waiting in the courtyard! You've heard tell of these, specially created undead who usually defend Absalom from all comers, but these have obviously been taken over and are being commanded by whoever stole their secret codes!
Wymarc Initiative: 1d20 + 7 ⇒ (4) + 7 = 11
Jyrrar Initiative: 1d20 + 3 ⇒ (20) + 3 = 23
Sidi Yawgu Initiative: 1d20 + 1 ⇒ (2) + 1 = 3
Nyshka Initiative: 1d20 + 3 ⇒ (9) + 3 = 12
Igor Initiative: 1d20 + 2 ⇒ (11) + 2 = 13
Jynath Initiative: 1d20 + 9 ⇒ (10) + 9 = 19
Foes Init: 1d20 + 5 ⇒ (18) + 5 = 23
Round 1:
Jyrrar
FOES!
Jynath, Igor, Nyshka, Wymarc, Sidi
Back on Slide 7! Jyrrar is up first!

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Wymarc tries to find a safe path by the fire...
Stealth: 1d20 + 10 ⇒ (4) + 10 = 14
...and then attempt to encourage the Muckrakers to methodically advance...
Diplomacy: 1d20 - 2 ⇒ (19) - 2 = 17
Oops, posted same time as the GM, disregard...

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"It would be helpful to know what weaknesses these undead have, so as to overcome them quickly!" Jyrrar calls out as he moves up to engage the creatures.
Double Move, 40'.

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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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Speaking of faction conditions: I would like to activate the Dark Archive condition now. Maybe they'll take themselves out.

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CONDITIONS: Exchange: At the beginning of one encounter, the PCs can activate this benefit to treat theenhancement bonuses of all their weapons as 2 higher for the duration of the encounter. Treat the effective enhancement bonus of mundane weapons as +0.
Dark Archives: 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 White Ape has activated the Dark Archives condition!
Jyrrar high tails it toward the Black Echelon agents, who suddenly become confused as some unheard signal disrupts them!
Red Confusion: 1d100 ⇒ 20
Yellow Confusion: 1d100 ⇒ 51
Pink Confusion: 1d100 ⇒ 96
Blue Confusion: 1d100 ⇒ 26
The red Echelon agent is the only one that seems unaffected. The Yellow one attacks itself, dealing 1d8 + 1 ⇒ (3) + 1 = 4 damage to itself. Pink moves toward Blue and attacks, while Blue seems to babble uncontrollably. Pink vs Blue: 1d20 + 2 ⇒ (14) + 2 = 16 for 1d6 + 1 ⇒ (1) + 1 = 2 damage!
Red draws a dart and flings it at Jyrrar, covering it in strange goo as it flings it. Darts vs Jyrrar: 1d20 + 2 - 1 ⇒ (3) + 2 - 1 = 4
The weirdest part is that all this action takes place in dead silence, as no sound seems to be coming from the agents!
Jynath, Igor, Nyshka, Wymarc, Sidi are up!

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Igor puts down his buttered popcorn and says "....... ... ... .... ..?"
Then he heads for the stairs at a lope pulling out a big spiked bludgeon as he goes.
Double move down the difficult stairs.

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Scraps retrieves his tanglefoot bag, and flies ahead!
How high are the walls and the nearby buildings. If possible Scraps just flies straight across at whatever altitude the walls are.

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Nyshka draws her light crossbow (+2!) and fires at one of the agents.
She fires at yellow (does elevation get around any cover from Jyrrar?)
xbow attack: 1d20 + 3 + 2 ⇒ (13) + 3 + 2 = 18
piercing damage: 1d8 + 2 ⇒ (6) + 2 = 8

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Oh, don't use the Exchange yet. Save that for the big fight.
The White Ape pulls out a sling and loads his blessed stone.

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Was the overseer announcement above activating it or providing it so we could activate it later? The only reason i added the bonus on my attack was I thought it was saying it was in effect.

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Nyshka hits the yellow agent, dropping it! Igor and Scraps advance while the White Ape loads his sling!
The condition must be declared as being used before it goes into effect. So the Dark Archive condition is now used up, but the Dark Archive condition remains to be used.
Wymarc and Jynath!

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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.

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Wymarc's arrow finds purchase!
Round 2:
Jyrrar
FOES!
Jynath, Igor, Nyshka, Wymarc, Sidi
Jyrrar, then foes!

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Jyrrar steps forward and jabs at the undead hard with a pair of fists!
FOB vs. Red: 1d20 + 0 ⇒ (19) + 0 = 19; Bludgeoning damage: 1d6 + 2 ⇒ (3) + 2 = 5
FOB vs. Red: 1d20 + 0 ⇒ (12) + 0 = 12; Bludgeoning damage: 1d6 + 2 ⇒ (4) + 2 = 6

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Jyrrar steps forward and pummels the red Agent to the ground! Pink and Blue snap out of their confused state and move northward. As they stop, Pink throws a dart at Jyrrar! Dart vs Jyrrar: 1d20 + 2 ⇒ (10) + 2 = 12 It misses! Blue begins to make some strange gestures and a mist flows from him!
Anyone firing into the blue circle of mist takes a 20% miss chance. Adjacent enemies ignore this miss chance.
Jynath, Igor, Nyshka, Wymarc, Sidi are up!

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The White Ape snaps in the sling in a sharp arc and releases the undead bane sling stone at the nearest skeletal warrior in the mists.
Miss 20%: 1d100 ⇒ 20
Recovery 51+: 1d100 ⇒ 7
...and it is lost forever.
So disappointing!
He then climbs down the wall.
Climb: 1d20 + 8 ⇒ (6) + 8 = 14 Maybe?

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Nyshka 5 foot steps, reloads, and takes a shot through the fog at pink.
concealment <= 20: 1d200 ⇒ 6
xbow attack: 1d20 + 3 ⇒ (7) + 3 = 10
piercing damage: 1d8 ⇒ 2
And misses in all sorts of ways haha

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The White Ape and Nyshka fire, but the fog ruins their aim!
Jynath, Igor and Wymarc are up!

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Wymarc moves 15' NW and fires at pink...
Longbow: 1d20 + 6 + 1 ⇒ (13) + 6 + 1 = 20
Concealment - Miss < 20: 1d100 ⇒ 75
Damage: 1d7 + 1 ⇒ (7) + 1 = 8

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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.
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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.
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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.

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The White Ape snaps in the sling in a sharp arc and releases the undead bane sling stone at the nearest skeletal warrior in the mists.
...and it is lost forever.
So disappointing!
He then climbs down the wall. Maybe?
"That'th the Mathter, Alwayth diving into danger."
He moves onward and drags a big wobbly tanglefoot bag out of his pack.

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Pink staggers as the arrow hits, but doesn't go down!
Round 4:
Jyrrar
FOES!
Jynath, Igor, Nyshka, Wymarc, Sidi
Jyrrar and Jynath are up!

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Jyrrar advances into the mist and pummels the undead foe!
Unarmed Strike vs. Pink: 1d20 + 2 ⇒ (18) + 2 = 20; Bludgeoning damage: 1d6 + 2 ⇒ (1) + 2 = 3

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Pink reels as Jyrrar hits it! Jinath helps!
Blue steps up to stand beside Pink, and both attack Jyrrar!
Blue vs Jyrrar: 1d20 + 2 ⇒ (10) + 2 = 12 for 1d6 + 1 ⇒ (3) + 1 = 4 slashing damage!
Pink vs Jyrrar: 1d20 + 2 ⇒ (19) + 2 = 21 for 1d6 + 1 ⇒ (6) + 1 = 7 slashing damage!
Jynath, Igor, Nyshka, Wymarc, Sidi are up!