GM Tyranius
|
"And does he have anything to do with the lot of you punching the life out of a poor innocent messenger?"
The guards scoff and takes a step forward getting close to the man. ”Pretty serious accusation. You got any proof to back that up?” The guards share a knowing glance.
Tak and Nail
|
"Well those are fresh wounds on your hands. I have sketches of your boot prints from the scene. I'm betting that mud matches too. The impressions suggest a weight of 200lb. I bet you come in what 203-204?. I have more but why should I over play my hand. Would you like to come quietly?"
GM Tyranius
|
The guard steps back a moment as Tak pushes back. They begin to look quite nervous. "So you are accusing us because we are big and have fresh wounds on our knuckles from training?" They all laugh nervously. "You are going to have to have more than that."
Tak and Nail
|
"It will all be presented to you at the city gurads and then again at trial. But, I hear there are judges that like it want the accused cooperate. I also have the sworn testimony of a expert tracker that places you leaving the scene at the time of the crime. That last one was a fun freebie for your records."
GM Tyranius
|
At the last mention of an eye witness they grow increasingly nervous. "Look maybe we can avoid legal repercussions." The guard smiles hopefully. He goes on further to explain exactly what happened. "The Siege Lord’s mandate didn’t sit well with several members of the Coin Council, most notably Lord Nevvem of House Wachail. Believing the Siege Lord’s mandate an unacceptable seizure of property, Lord Nevvem dispatched us to intercept the official messengers and ensure the order never arrived. We only meant to give the messenger a beatdown and steal the proclamation, but it all went wrong, terribly wrong. The job got botched and we accidentally killed the messenger."
The thugs split open to the sides to allow you to pass freely.
Does a character wish to heroically stand before the Slave Pits, read out the proclamation, and free some slaves for character development? We have a small amount of time.
You have received a success with Liberty's Edge.
Kivuli Greyfeather
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Maybe we can all stand behind him and hum dramatically!
Buuuum buuum, bum bum bum bum bum, buuuuuummmm!
GM Tyranius
|
Tak stands on his soapbox, eagerly looking upon the crowd of slaves. Some stoop in their cages as this is no new occurrence while other look upon what could be their future half-orc master.
Clearing his throat Tak poses himself to look heroic and deliver one of the most heartfelt speeches of freedom as he frees dozens of slaves with his word alone...
Instead his voice falls flat and melodramatic. His nerves got the best of him. Due to his orcish blood he wasn't made for rousing heartfelt speeches after all. One slave even falls forward into the bars of his cage as he stays asleep.
It takes a few moments as the slaves were unsure what exactly he said at first. Another yells. "SPEAK UP!". Though by the end as Kivuli, Theo and the rest begin cutting their chains they quickly understand and a resounding cheer erupts through the Pits!
You are able to spend sever moments reveling in the cheers of the freed slaves.
I believe the next part is set to begin on Monday or Tuesday. Did you all wish to move onto the final Scarab Sages?
Bambang Kuwatputra
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Yeah, let's try to finish that.
GM Tyranius
|
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 you 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 you a key and a yellowing map with a location called the Titan’s Fountain marked on it. According to the sages’ old texts, Gulgamodh is buried beneath the fountain, and the key should help the bearers access the weapon.
*****
Amenopheus’s directions are clear and lead you to the run-down, partly collapsed fountain plaza. 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.
Gulgamodh once quietly stood over the district, but centuries ago, an earthquake destabilized its foundation and caused the entire statue to descend into an expanding sinkhole that the neighborhood later filled as part of an urban beautification initiative. Only the automaton’s right arm remained aboveground, and because Gulgamodh had been deactivated, it has remained trapped there since. Two hundred years ago, an architect who didn’t understand the arm’s significance constructed a fountain that integrated the arm into its design, and the locals started calling it the Titan’s Fountain.
When you approach the plaza, the key starts vibrating gently, and glowing script in Celestial, Draconic, and Osiriani appears along the fountain’s surface:
“Here lies Gulgamodh, aegis of Absalom. When the city needs Gulgamodh, open the locks and call it forth with true and honest intent.”
In order to free Gulgamodh, you must succeed at several of the checks below.
GM Tyranius
|
You can do multiple just must succeed at several of them as a group.
Theo Rosevale
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Theo frowns at the fountain, not at all sure what's underneath it will be any better than what's outside the walls, given the other 'options' the jeweled sages had suggested.
"We sure we even what this thing out in the street?" He says. He tries to think if he's ever heard anything resembling the name before, or anything about the fountain, offering what insights he can.
Knowledge (local) aid another: 1d20 + 3 ⇒ (8) + 3 = 11 (+2 more if Gulgamodh is human!)
Even though his knowledge of Gulgamodh might be lacking, he is a dwarf, and well knowledgable of stonework. He takes some time to examine the fountain's construction, trying to find anything unusual in the working of it.
Perception vs stone: 1d20 + 12 + 2 ⇒ (14) + 12 + 2 = 28
Noticing a few newer sections, he tries to put Fairbeaks' strength to use, and get the axebeak to help out with some muscle...
push animal companion vs DC 25: 1d20 + 13 ⇒ (2) + 13 = 15
But the bird ignores him, more interested in drinking from the fountain in question than tearing parts of it off.
With a grumpy growl, Theo points out the places to the others, then attempts to move the more obvious pieces himself.
Theo CMB: 1d20 + 11 ⇒ (11) + 11 = 22
Bambang Kuwatputra
|
Bambang first lays his hand on the automaton's arm, willing its residing spirits to speak to him.
Use Object Reading: "If the item has any historical significance, the occultist learns one piece of information about its past (as determined by the GM)." Not sure that that would help.
He then turns to study the construction carefully, first trying to recall from his many years of travel and studies what he can remember.
knowledge(history): 1d20 + 8 ⇒ (15) + 8 = 23
He then turn to the glowing runes, trying to realign them in a way that might reanimate the structure.
UMD: 1d20 + 18 ⇒ (3) + 18 = 21
While doing so, he carefully examines every part for possibility of finding hidden switches or devices that need to be activated.
perception: 1d20 + 14 ⇒ (6) + 14 = 20
As he is doing this, Bambang constantly mutters under his breath, willing his words through his arms into the spirit that he believes still reside within. "Oh great noble warrior. Blame not the unwise who have left you forgotten, nay dishonored, here for countless years. Instead, rise upon your calling, that purpose for you were put together. The enemies of the city once again crowd outside its walls, ready to dash themselves upon us like the waves against the shore. Arise fair warrior and join us in this upcoming battle. Arise!"
diplomacy, persuade: 1d20 + 15 ⇒ (6) + 15 = 21
Glaring occasionally at the extraneous structures, a righteous rage fills him and Bambang starts tearing out fountain to try to reveal the status in all its glory.
CMB: 1d20 + 12 ⇒ (6) + 12 = 18
Ah, terrible rolls
Kivuli Greyfeather
|
Kivuli attempts to recall any stories that shed light to what Gulgamodh was.
Know, local: 1d20 + 9 + 1d6 ⇒ (9) + 9 + (1) = 19
The rogue tries to realign the glowing sigils and schematics.
UMD: 1d20 + 14 ⇒ (9) + 14 = 23
The wayang searches for hidden buttons and mechanisms that can free entombed guardian.
Perception: 1d20 + 16 ⇒ (17) + 16 = 33
In Osirian and Draconic, the rogue tries to call forth the guardian. "Mighty titan, it is time for you to rise once again and defend this realm. Your slumber is over. Absalom needs your protection! Stand once more for the good of the citizens who find shelter and succor in you shadow." I try to play Kivuli as someone who speaks multiple languages, with Common far and away his worst.
Linguistics: 1d20 + 12 + 1d6 ⇒ (10) + 12 + (3) = 25
Nimble fingers seek to remove old parts of the fountain that aren’t part of the ancient guardian.
Disable Device: 1d20 + 23 ⇒ (7) + 23 = 30
GM Tyranius
|
Gulgamodh shifts slowly at first as the massive arm begins to claw and tear at the ground, tearing away stone and dirt as it starts tearing itself free from the ground.
As Gulgamodh activates, a trio of Grandmaster Torch’s mercenaries approach. One yells out. "Surrender your pet golem." They don't seem willing to take no for an answer.
Anduris: 1d20 + 6 ⇒ (14) + 6 = 20
Theo: 1d20 + 2 ⇒ (13) + 2 = 15
Tak and Nail: 1d20 + 6 ⇒ (8) + 6 = 14
Crios: 1d20 + 7 ⇒ (2) + 7 = 9
Bambang: 1d20 + 2 ⇒ (12) + 2 = 14
Kivuli: 1d20 + 5 ⇒ (12) + 5 = 17
Security Manager: 1d20 + 0 ⇒ (14) + 0 = 14
Storm Sorcerer: 1d20 + 6 ⇒ (3) + 6 = 9
Round 1
Anduris (52/52)
Kivuli (41/42; +1 Temp hp)
Theo (74/74)(Fairbeak 46/48)
Tak and Nail (61/61)
Bambang (83/83)
-------------------------------------
Security Managers
-------------------------------------
Crios
-------------------------------------
Storm Sorc
Hazard
-------------------------------------
Tak and Nail
|
Spoiler:(Knowledge History or Local)- You can attempt to remember stories that shed light to what Gulgamodh was. (Knowledge [arcana], Spellcraft, or Use Magic Device)- You can realign the glowing sigils and schematics.
(Appraise, Craft [sculptures or stonemasonry], Perception, or Sleight of Hand) You can find hidden buttons and mechanisms that can free Gulgamodh.
(Bluff, Diplomacy, Intimidate, Linguistics, or Perform [oratory or sing] You can improvise a phrase that encourages Gulgamodh to activate —be sure to roleplay this encouragement)
(Disable Device, Knowledge [engineering], or combat maneuver check) Or you can remove parts of the fountain that aren’t part of the original construction.
Local: 1d20 + 14 ⇒ (15) + 14 = 29 Some other aeon at some other time witness acts by Gulgamodh shedding light on to who he was.
Spellcraft : 1d20 + 14 ⇒ (9) + 14 = 23 Tak begins repairing some runes that have worn.
Perception : 10 + 24 = 34 Tak searches for the botton.
Nail Helps look: 1d20 + 7 ⇒ (3) + 7 = 10
Diplomacy: 1d20 + 18 ⇒ (13) + 18 = 31
Tak sees smart people calling out demanding help, people trying the magical command words, or rationalizing. He tries something different.
Tak places his head against the giant guardian and whisper quietly,
Your city is dying. A city I love. Do you remember your purpose? We are all putting our lives on the line to protect it. Please join us.
Engineering: 1d20 + 14 ⇒ (4) + 14 = 18 Nail guides the group to restore Gulgamodh by showing the team images of it in its prime.
Kivuli Greyfeather
|
"This am too important for you am to interfering with!" The wayang races forward and stabs the green armored thug in the midsection.
Estoc vs GREEN {PA/FF?}: 1d20 + 10 ⇒ (15) + 10 = 251d6 + 14 + 3d6 ⇒ (3) + 14 + (2, 5, 5) = 29
If he is not flat footed, then damage is reduced by 12 points.
Theo Rosevale
|
can we assume, if they are Torch's lackeys... that they're half-orcs? =)
"What the...?" Theo mutters, as the new group shows up, apparently looking to take the construct for their own purposes.
"These idiots not learned to look around them?" He growls. "Someone should have killed that bastard Torch when they had the chance."
He follows Kivuli's lead, moving over to back up the wayang, bringing his tetsubo around in the all too familiar mighty sweep.
Move, then great cleave, starting on red, cleaving to green.
Melee vs red: 1d20 + 13 + 2 ⇒ (16) + 13 + 2 = 31, for 1d10 + 13 + 2 ⇒ (8) + 13 + 2 = 23 damage.
cleave to green: 1d20 + 13 + 2 ⇒ (7) + 13 + 2 = 22, fir 1d10 + 13 + 2 ⇒ (7) + 13 + 2 = 22 damage.
He barks a quick command, and Fairbeaks looks up from the fountain, and charges across the square after him, snapping his beak at the man on the left.
Fairbeaks vs green: 1d20 + 7 + 2 ⇒ (1) + 7 + 2 = 10, for 2d6 + 14 + 2 ⇒ (1, 2) + 14 + 2 = 19 damage.
Anduris Kreel
|
Sorry RL keeping me very busy this weekend
1) Know Hist: 1d20 + 9 ⇒ (9) + 9 = 18
2) UMD: 1d20 + 16 ⇒ (20) + 16 = 36
3) Perception: 1d20 + 15 ⇒ (1) + 15 = 16
4) Linguistics: 1d20 + 10 ⇒ (18) + 10 = 28
5) Dis Device: 1d20 + 14 ⇒ (15) + 14 = 29
Bambang Kuwatputra
|
What humanoid subtype are they?
"Foul scavengers!" Bambang calls upon the spirit in his sword to strengthen its still as he moves to the fore.
If they are all of same subtype, he'll activate legacy weapon (bane + keen) vs whatever subtype they are. If they are different, he'll cast lead blades.
GM Tyranius
|
All three are normal humans.
Kivuli rushes in and stabs the green-eyed thug through the ribs. He gasps for air as one of his lungs begins to collapse. Theo moves in beside the wayang and sweeps his axe at their legs.
Bambang activates his blade, closing off the gap as Fairbeak snaps at the very wounded green-eyed man, unable to find an opening through the tightly packed alleyway.
Round 1
Anduris (52/52)
Kivuli (41/42; +1 Temp hp)
Theo (74/74)(Fairbeak 46/48)
Tak and Nail (61/61)
Bambang (83/83)
-------------------------------------
Security Managers (Green -51)(Red -23)
-------------------------------------
Crios
-------------------------------------
Storm Sorc
Hazard
-------------------------------------
GM Tyranius
|
Keep in mind that sleep is a full round cast so it won’t go off until the beginning of your next turn.
GM Dennis
|
***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
|
***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.
Anduris Kreel
|
Melee attack with cover: 1d20 + 7 - 4 ⇒ (18) + 7 - 4 = 211d12 + 10 ⇒ (4) + 10 = 14
"Incoming over yer shoulder there boys!" against green
GM Tyranius
|
A few extra guards come in through the alleyway and assist with dealing with Torch's lackeys. As combat resolves, 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.
Do you wish to confront Thurl’s army, which is attacking Absalom from the north, or the Silent Tide, which is advancing through the Flotsam Graveyard?
Bambang Kuwatputra
|
"Let the soldiers deal with the mundane. We'll take care of the undeads."
GM Tyranius
|
FYI the army outside the gates isn't mundane it is that Demon-Flesh army you scouted. :). Either way once we have 2 confirmation I will move forward.
Kivuli Greyfeather
|
I would have picked the army to the North, but I get the need to keep things rolling. TO THE SEAS!
Bambang Kuwatputra
|
Oh, can I change my vote then? Didn't think of the boat. Plate mail and boats don't mix! :P
GM Tyranius
|
Sounds like with the changes that you are taking on the Army to the north.
With the sounds of war rapidly approaching you rush off to the Petals district.
In the distance, a brass horn sounds a warning signal. A moment later, a Captain of the First Guard shouts for her force to ready for impact—a command that guards relay up and down the wall. A dark swarm of thousands of strangely misshapen creatures charges, throwing themselves against the stone walls and clambering over each other to reach the top. Despite many volleys of arrows raining down and boiling oil poured on them, the stubborn fiend-flesh creatures press on. In multiple places along the ramparts, soldiers of the First Guard have to draw their swords and engage the creatures in melee. Here and there, groups of nightmarish creatures spill through the line of defense.
The horde of demon-flesh creatures assembled is not the largest force ever to attack Absalom, but it’s among the more intimidating ones. His army has built an imposing siege castle in the Cairnlands outside Absalom, from which his commanders are coordinating the siege.
The first wave of the demonic army crashes against the northeastern walls Absalom, which protect the upscale Petal District. Thousands of creatures stitched together from strange fiendish flesh swarm the area, and despite the First Guard’s stalwart defense, small groups of the creatures stubbornly manage to slip onto the wall. It’s up to you to deal with them.
A pair of creatures tear into a squad of First Guard directly in front of you. The first pair are a tower of blood in humanoid form that sloshes within the clotted surface that holds it in a stable form. The second pair are a quivering pile of tumorous flesh, this creature leaves a trail of slime as it hungrily searches for sustenance. If not dealt with quickly the First Guard will quickly get killed.
Anduris: 1d20 + 6 ⇒ (15) + 6 = 21
Theo: 1d20 + 2 ⇒ (12) + 2 = 14
Tak and Nail: 1d20 + 6 ⇒ (5) + 6 = 11
Crios: 1d20 + 7 ⇒ (20) + 7 = 27
Bambang: 1d20 + 2 ⇒ (6) + 2 = 8
Kivuli: 1d20 + 5 ⇒ (20) + 5 = 25
Monster F: 1d20 - 3 ⇒ (5) - 3 = 2
Monster G: 1d20 + 4 ⇒ (4) + 4 = 8
Bambang I am assuming you are burning another charge of heightened awareness from your wand as you would have had time to do so. Correct me if I am wrong and I will adjust the init.
keep in mind that there are enemies to the north and south on the map.
Round 1
Crios
Kivuli (41/42; +1 Temp hp)
Anduris (52/52)
Theo (74/74)(Fairbeak 46/48)
Bambang (83/83)
Tak and Nail (61/61)
----------------------------
Monster G (Arcana)
Monster F (Dungeoneering)
----------------------------
Kivuli Greyfeather
|
Know, Arcana: 1d20 + 9 + 1d6 ⇒ (19) + 9 + (2) = 30
Know, Dungeoneering: 1d20 + 9 + 1d6 ⇒ (14) + 9 + (1) = 24
Know, Religion: 1d20 + 9 + 1d6 ⇒ (8) + 9 + (6) = 23
As the rogue waits for the team to act, Kivuli takes a moment to recall what he knows as well as study the monster with the green-tinged skin to the south.
Just seeing if there are any group buffs. I will move toward GREEN after any team spells are cast. Studied Target on GREEN
Anduris Kreel
|
know arcana: 1d20 + 9 + 2 ⇒ (8) + 9 + 2 = 19
dungeoneering: 1d20 + 6 + 2 ⇒ (3) + 6 + 2 = 11
know religion: 1d20 + 11 + 2 ⇒ (9) + 11 + 2 = 22
"Let me know if yeh be need'en any help I can be given ya before ya go run'en off." +2 with heightened awareness
Bambang Kuwatputra
|
Yes, he would have. And would we also have time to buff ourselves first before combat? From the descriptions, look like we have but I want to be sure.
knowledge(arcana): 1d20 + 13 + 2 ⇒ (7) + 13 + 2 = 22
knowledge(dungeoneering): 1d20 + 13 + 2 ⇒ (12) + 13 + 2 = 27
GM Tyranius
|
The group recognizes these two creatures. The first is a blood golem. It’s body is congealed to harden making it resistant to all forms of weaponry unless it bludgeons. While immune to magic it is quite vulnerable to bleeding. If one were to grab ahold of you it would drain the victims blood supply to heal itself.
The second creature is a Hungry Flesh. Much like a troll they are able to regenerate unless acid or fire is used. If one were to come within striking distance it can cause the victim to grow tumors at a rapid pace breaking down its body into another Hungry Flesh. They also grow at a rapid rate of wounded by piercing or slashing weapons. They also leave behind a Slippery trail of slime in their path. Acts as grease.