
Panja |

Panja bounds forward, snarling as he tries to bring down the fiendish creature.
bite, power attack, bless: 1d20 + 3 - 1 + 1 ⇒ (11) + 3 - 1 + 1 = 14
damage, power attack: 1d6 + 1 + 2 ⇒ (3) + 1 + 2 = 6

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Panja's powerful bite tears into the remaining ram, leaving it bloodied but still standing.

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Well, s%$+, I made a post but it didn't seem to get through. Not sure why. I would have done a power attack but it seems to have felled the creature without it. Did we get another aid token? I thought you used it on the attack you rolled for me.
Ivan tries to slice the ram with his sickle and follow up with a powerful slam from his hammer. Using two-weapon fighting and power attack.If the Aid token is still available, using that too.
attack using sickle: 1d20 + 6 - 2 - 1 ⇒ (17) + 6 - 2 - 1 = 20
hammer: 1d20 + 6 - 2 - 1 ⇒ (14) + 6 - 2 - 1 = 17
damage: 1d6 + 4 + 2 ⇒ (1) + 4 + 2 = 71d8 + 2 + 1 ⇒ (8) + 2 + 1 = 11
allied offensive: 1d8 ⇒ 1

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Telos gets an adrenaline rush from the success of his teammates as they easily bring the first ram down. He rushes forward to see if he can get another strike in before it's all over...
20', move action
Cast magic missile on ram
Magic missile force damage: 1d4 + 1 ⇒ (4) + 1 = 5
Unless Ivan finished it, in which case I'll keep the spell.

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If the ram still stands, Vulf pulls out his sling and casts magic stone on a rock.
If the ram is down, Vulf rushes forward and tries to push open the door.

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The Rams are undefeated no more as your group bludgeons them into complete submission Save the spell Telos
Vulf rushes forward and opens the door and finds the temple full of confused Sarenites.
You are able to safely shepherd them back to the surface and find Scion Ladyerashir of House Shamyyid who quickly thanks you for all you have done She recalls what happened and opines that “Someone must have tampered with the magical foci we used, causing the spell to fail. When we completed the ritual, a gateway formed that drew us into that Abyssal realm. As the portal closed behind us, I could see a woman’s silhouette as she tossed something through the portal and grimly intoned, ‘My sister’s memory earns you mercy.’ It was this,” she reports, holding up a silver holy symbol of Sarenrae, stamped with the word ‘Oppara,’ and notched as if by a blade.
“This style only saw use in Taldor by hidden congregations, including one that reactionary Opparan officials tried to stamp out about six years ago. Was there not a prominent leader in the Society who lost a sister in that incident? A pasha who went rogue? This alone may not be evidence of her involvement, but whoever sent us to the Abyss seemed to want us trapped, not killed.”
That's a success - where to now? Options remaining are: Grand Lodge, Scarab Sages, Sovereign Court. Exchange looks like it was just pushed over the edge, so....

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It appears to me that our skill set seems best suited for eiher Scarab Sages and Grand Lodge. From divine mystery to ancient mystery?
"If old threats are arising against this long-standing city, then the scholars of antiquity known as the Scarab Sages may be able to provide us with the best hope of a defense!" Vulf declares.

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"Ze Scarab Sages are seekers of knowledge at heart. Perhaps while we help zem we will learn more of zis foe we confront."

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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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Makes sense. Telos opines. We'll probably have more rounds to make after, but I agree that keepers of knowledge would be highly valuable in this defense of the city. Scarab sages it is.

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Exchange Benefit: 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.
You make your way over to where the Sages are set up in the Precipice District.
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.”
As you make your way to the location described, 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.
As you make your way into the plaza the key begins to vibrate and the fist itself is inscribed in several languages
Again, roll once per line and separately for each item. You may choose to forego a roll to aid where appropriate
Figuring out how to activate Gulgamodh is going to require....
Knowledge of Gulgamodh (Knowledge: History or Local)
Ability to realign the arcane sigils on the key and the fist (Knowledge Arcana or Spellcraft or Use Magic Device)
Find hidden buttons and mechanisms that can free Gulgamodh (Appraise, Craft [sculptures or stonemasonry], Perception, or Sleight of Hand)
Remove Bits of Masonry (Disable Device, Knowledge [engineering], or combat maneuver check).
Alternatively you may try to WILL Gulgamodh into activating with your social skills (though this will require roleplaying)

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Telos first picks at the masonry to no avail, so attempts to fiddle with the key and sigils as some sort of contraption... we'll find this weapon in no time...
use magic device, realign the arcane sigils on the key and the fist: 1d20 + 9 ⇒ (14) + 9 = 23
perception, find hidden buttons and mechanisms that can free Gulgamodh: 1d20 + 3 ⇒ (11) + 3 = 14
combat maneuver, remove bits of masonry: 1d20 - 1 ⇒ (9) - 1 = 8

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Perception and CMB are the only things that Ivan can do: 1d20 + 5 ⇒ (1) + 5 = 61d20 + 5 ⇒ (6) + 5 = 11
Ivan seems at a loss, and mostly stands around with his hands on his weapons trying to keep an eye out for trouble. He tries to help moving the rocks, but doesn't end up being very helpful.

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Examining the giant fist, Vulf pulls a stick of salted meat from his pack and begins to eat. In between bites, he continues to look at the statue.
"Ibe fwhink ah mobice eh pwadern!" he declares with his mouth full.
Asking, for Torag's guidance before each task, he gets to work.
Casting guidance prior to each task.
Rushing toward the fist, he tries to realign the arcane sigils on the key and the fist.
Spellcraft: 1d20 + 4 + 1 ⇒ (13) + 4 + 1 = 18
Next, he points to where he believes hidden buttons and mechanisms may exist.
Craft (sculptures): 1d20 + 4 + 1 ⇒ (18) + 4 + 1 = 23
Then he tries to remove some of the masonry to free them.
CMB: 1d20 + 2 + 1 ⇒ (3) + 2 + 1 = 6

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Xusius reads the inscriptions on the statue and says, "Eet says, 'Here lies Gulgamodh, aegis of Absalom. When ze city needs Gulgamodh, open ze locks and call eet forth with true and honest eentent,' in both Draconic and Celestial, so eet probably says ze same zing in ze Ancient Orisani. Let's see, what do we know about zis?"
"Myself, I am not zat familiar with Absalom so I will trust in what each of you know about zis place."
Ability to realign the arcane sigils on the key and the fist Spellcraft: 1d20 + 8 ⇒ (7) + 8 = 15
Can we aid using a different skill than the one another character used? If so, I will use Perception to aid Vulf.
Perception: 1d20 + 7 ⇒ (11) + 7 = 18
Finally, Xusius will make an attempt to aid the others remove the debris.
CMB: 1d20 - 1 ⇒ (16) - 1 = 15

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Jangalee spends time slowly examining the statue, bit by bit, using his limited knowledge of magic to look for clues to the weapon's activation.
spellcraft: 1d20 + 3 ⇒ (12) + 3 = 15
perception: 1d20 + 6 ⇒ (17) + 6 = 23
Suspecting that there may be secrets within the fountain itself, he tries to chip it away, but lacking the right tools he doesn't make much progress.
CMB: 1d20 + 4 ⇒ (8) + 4 = 12

Panja |

Panja sniffs curiously at some bits of removed masonry. Not satisfied by the lack of delicious aroma, he takes a chunk into his mouth, just to be sure that it's not food, only to immediately spit it out again when admonished by an exasperated Jangalee. Properly scolded, Panja pads over to a patch of shade and lies down, his chin on his paws in the universal posture of a sulking pet.

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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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You all work together rapidly and soon the machine begins to move the hand flailing wildly, Gulgamodh preparing to activate....
When around the corner a trio rounds the corner Ok that's far enough. You've done the dirty work. Drop the key, and walk away with your lives!
Assuming you say no....
Telos: 1d20 + 5 ⇒ (7) + 5 = 12
Vulf: 1d20 + 3 ⇒ (20) + 3 = 23
Jangalee: 1d20 + 2 ⇒ (1) + 2 = 3
Panja: 1d20 + 3 ⇒ (2) + 3 = 5
Tolinath: 1d20 + 2 ⇒ (9) + 2 = 11
Red Ivan: 1d20 + 2 ⇒ (1) + 2 = 3
Xusius: 1d20 + 9 ⇒ (18) + 9 = 27
Red Brigand: 1d20 + 1 ⇒ (16) + 1 = 17
Green Brigand: 1d20 + 1 ⇒ (17) + 1 = 18
Blue Brigand: 1d20 + 4 ⇒ (15) + 4 = 19
R1
Xusius
Vulf
---
Red Brigand
Blue Brigand
Green Brigand
---
Telos
Tolinath
Panja
Jangalee
Red Ivan

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The cleric steps forward, towards the newcomers to discourage their coming closer.
"Our work here is on behalf of all of Absalom! Bt Torag, you will come no closer or else we will be forced to respond with force!"

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"I grow weary of ze incessant prattling of zou treacherous short lived people. Zou are in ze service of ze dark ones and zou shall pay for zat weeth zour lives."
Xusius casts a Sleep spell upon the group of brigands. The spell is targeted to envelop all three with its effect. The DC is 15.

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Sleep has a 1-round casting time, so you'll have to set your target at the beginning of your next turn.

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I always forget that! We didn't have that issue in 1979!

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The brigands seem slightly confused by the use of Iobarian to sass them but draw weapons and approach anyway!
The first approaches with his longsword and walks right up to Red Ivan The Grandmaster Sends his regards!
longsword Red: 1d20 + 3 ⇒ (20) + 3 = 231d8 + 1 ⇒ (3) + 1 = 4
longsword Red Crit Confirm: 1d20 + 3 ⇒ (10) + 3 = 131d8 + 1 ⇒ (5) + 1 = 6
Red Ivan just narrowly avoids having a longsword run through his gut, but takes a heavy amount of damage.
Their leader, a bit craftier than the others takes an opportunity trying to maneuver around Ivan while he can't react, risking that he is not a reactive person.
Greataxe Blue: 1d20 + 5 + 2 ⇒ (15) + 5 + 2 = 221d12 + 4 + 1d6 ⇒ (6) + 4 + (5) = 15
The greataxe comes across Red Ivan's chest and soon the kellid revolutionary is living up to his name and spurting red all over!
yes...YES! Give us the Key!
Blue comes up Red Ivan's rapidly bleeding body on the other side, opening himself up to Vulf's acid splash but ducks it and tries to slam Vulf with his sword
longsword green: 1d20 + 3 ⇒ (9) + 3 = 121d8 + 1 ⇒ (8) + 1 = 9
Vulf manages to parry the blow, his work now cut out for him.
R1
Xusius
Vulf
---
Red Brigand
Blue Brigand
Green Brigand
---
Telos
Tolinath
Panja
Jangalee
Red Ivan -21 hp, bleeding out
R2
Xusius
Vulf
---
Red Brigand
Blue Brigand
Green Brigand
---
Telos
Tolinath
Panja
Jangalee
Red Ivan -21 hp, bleeding out
BUFFS AND CONDITIONS:
ONE TIME BUFFS AVAILABLE:
Dark Archive (1 time all undead gain confused cond 1 rd)
Exchange At the beginning of one encounter, treat all weapons as +2 higher than they are.
Grand Lodge At the beginning of one encounter, gain 6 temp hp
1 time use: Demons Present? Add 4 to initiative rolls
1 time use: Undead Present? Add 4 to initiative rolls
1 time use: Force enemy to reroll an attack roll
1 time use: One PC can Reroll any D20 rol

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When Telos finds a brigand suddenly in his face, he instinctively steps back and unleashes an elemental ray at him!
Unwanted personal space intrusion, buddy!
elemental ray attack vs. blue touch AC, in melee: 1d20 + 6 - 4 ⇒ (11) + 6 - 4 = 13
electricity damage: 1d6 + 1 ⇒ (3) + 1 = 4

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"Panja, attack!" Jangalee directs Panja to attack the nearest creature while he steps closer to Ivan, draws a wand, and taps the bleeding revolutionary.
cure light wounds: 1d8 + 1 ⇒ (6) + 1 = 7

Panja |

"Reow!" Panja gladly lunges at the nearest foe (red).
bite, power attack: 1d20 + 3 - 1 ⇒ (15) + 3 - 1 = 17
damage, power attack: 1d6 + 1 + 2 ⇒ (2) + 1 + 2 = 5
claw, power attack: 1d20 + 3 - 1 ⇒ (1) + 3 - 1 = 3
damage, power attack: 1d4 + 1 + 2 ⇒ (2) + 1 + 2 = 5
claw, power attack: 1d20 + 3 - 1 ⇒ (7) + 3 - 1 = 9
damage, power attack: 1d4 + 1 + 2 ⇒ (2) + 1 + 2 = 5

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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.

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You're right, I was looking at the wrong damage column from the potential crit
Reroll: 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27
Ooof, your luck man.
Reroll Crit confirmation: 1d20 + 5 + 2 ⇒ (1) + 5 + 2 = 82d12 + 8 ⇒ (10, 2) + 8 = 20
Well...at least your situation didn't get worse
Telos' bolt made contact causing the brigand to yelp and scream.
Meanwhile Panja rolls into combat and begins toying with another of the brigands.
R1
Xusius
Vulf
---
Red Brigand -5 hp
Blue Brigand -4 hp
Green Brigand
---
Telos
Tolinath
Panja
Jangalee
Red Ivan -12 hp, staggered
R2
Xusius
Vulf
---
Red Brigand -5 hp
Blue Brigand -4 hp
Green Brigand
---
Telos
Tolinath
Panja
Jangalee
Red Ivan -12 hp, staggered
BUFFS AND CONDITIONS:
ONE TIME BUFFS AVAILABLE:
Dark Archive (1 time all undead gain confused cond 1 rd)
Exchange At the beginning of one encounter, treat all weapons as +2 higher than they are.
Grand Lodge: At the beginning of one encounter, gain 6 temp hp
Silver Crusade: (will fill in later)
Liberty's Edge: (will fill in later)
Sovreign Court: (will fill in later)
1 time use: Demons Present? Add 4 to initiative rolls
1 time use: Undead Present? Add 4 to initiative rolls
1 time use: One PC can Reroll any D20 rol

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Xusius casts Sleep and targets it so it catches the red and green bad guys.

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Vulf steps back and draws his warhammer.

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Botting Tolinat
The dwarven warrior moves into a flank a delivers a swing with his oversized weapon.
Large Cold Iron Dwarven waraxe: 1d20 + 4 + 2 ⇒ (11) + 4 + 2 = 172d8 + 4 ⇒ (2, 7) + 4 = 13
The Axe connects with a VICIOUS swing, leveling the other axe user
Will Save Green: 1d20 + 1 ⇒ (12) + 1 = 13
Will Save Red: 1d20 + 1 ⇒ (11) + 1 = 12
Both fail their saves and become unconscious, making the flailing of Gulgamodh's arm irrelevent!

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Thank you for the bot GM Eddv
Tolinath standing victorious, gore covered, atop his latest defeated enemy. "Where to next?"

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The house has actually cleared all objectives so Yeah get healed up and wait for the overseer
A 60-foot-tall construct crawls out from the ground, destroying a few nearby buildings in the process. It looks almost like a. gigantic suit of plate armor, and its left arm terminates in a cannon-like weapon. In a metallic voice, it declares “Gulgamodh stands ready,” but thereafter only stands, stares at the world, and reacts to no commands.

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"I am fresh out of ideas on how to deal with zis thing."

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Vulf mimics the guardian's pose and announces, "Vulf stands ready!"
"After a quick bite," he adds reaching for the remainder of the food he had been chewing on earlier.

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Well, this looks handy. But how does it... work?
Use Magic Device, control Gulgamodh?: 1d20 + 9 ⇒ (19) + 9 = 28

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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.

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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.

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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.

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"By Torag, I've well dealt with demons in the past and I doubt that siegecraft is all that different from dealing with stone." Vulf declares. "But then, we of Ulfen-blood are well-known for our prowess on the seas. I am prepared to go where most needed!"
When I played this in standard, we stuck to land so I am leaning towards the sea. However, Vulf is generally unseaworthy and I have had enough other first level characters nearly drown, so I'd be just fine with land instead.