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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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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."
There are a variety of tasks that you can engage in. You can do as many as you like. You can attempt the checks individually or use the aid another action, provided that all the PCs are using the same skill.
Relevant Skills: Acrobatics (apply any Acrobatics modifiers for jumping) or Climb
Relevant Skills: Knowledge (arcana or religion), Spellcraft, or Use Magic Device
Relevant Skills: Diplomacy, Intimidate, or combat maneuver check
Relevant Skills: Acrobatics, Perception, or Stealth
Relevant Skills: Perception or Survival (apply any Survival modifiers to track)
Relevant Skills: Craft (any relevant craft skill), Disable Device, Knowledge (engineering), Profession (teamster), or combat maneuver check.
Relevant Skills: Diplomacy (gather information) or Knowledge (local)

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A messy patchwork of an oread nods in greeting to the group near him. His skin is made of many different types of rock, from a few patches of smooth crystal to rough granite and shale. It looks like his kind's equivalent of heavy scarring. Almost every part of him is roughly-hewn and uneven. Instead of speaking, he holds up a chalkboard for all to see. He seems to carry a lot of these in his pack.
"Greetings. I am called Zero, and I will assist you however possible. Admittedly, most of my talent lies in combat, but that has proven to be inevitable. I must also apologize for my manner of speech, it may prove a complication. Feel free to ask questions, clarification may be useful."
He waits for others to reply and introduce themselves before responding again, but grunts in distaste during the briefing. Without a premade message, he takes a minute to scribble one down on a blank board. "Demons. A bitter foe, which I will give my all to stop. Disorderly beasts."
Do we all have to attempt the same task at the same time? Zero would prefer Evacuation Notice, Catching a Spy, or Reconnaissance.

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A timid ratfolk in a thick cloak with jangling gadgets sits quietly and takes notes furiously. She reeks of oil and rather potent alcohol, however she seems completely sober. "Uh oh anothew siege! And bwoken defenses! I can fix things. I'm Chou. I'mma go fix some things... I wiw meet back up wiff you aw soon!"
Disable Device Take 10: 10 + 14 + 1d6 ⇒ 10 + 14 + (4) = 28
Running off Chou ponders to herself. Isn't zero a number?

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In walks a striking female elf. Not so much as she is more handsome than beautiful, more so that her attire is not what one considers normal. While she is wearing a breastplate, it seems to have been made from some gargantuan monster's shoulder blade, and has carvings of lizardfolk, gripplis, and an overgrown temple. On her back she carries a elven curved blade. Additionally sitting on her shoulder is a little pinkish monkey(?) wearing what appears to be wooden armor and carrying a small spear. As the monkey raises its spear in recognition of the group, you can see it has membranous wings.
"Looks like we are not all here yet....and it sounds like we already are going to go out and fix a wagon once we all show up...fine. My name is E-lsaurra Nilvrullvel, but you can call me El. The little scamp on my shoulder is called Stinker," hearing his name Stinker raises his spear again and gabbles and hoots a little. "Don't let the little fella fool you, he is a good scout and a great set of extra eyes. He even protects me, especially if I tell him he will get some fruit later." Hearing that, Stinker nods happily.
"Looks like the Society is once again showing that it is well and truly diversified. Right after I dealt with a problem in Sargava, they let a grippli friend in on a probational membership. Nice to see all the new faces."
Stinker's armor and weapon is for show, it has no mechanical (AC or weapon attack) ability...he just likes wearing it.
Knowledge (Engineering) to assist the repairs: 1d20 + 8 ⇒ (5) + 8 = 13

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Walking towards the group is a female kitsune though at first glance she appears human. She is dressed neatly in studded leather and carries a fan in her hand. She has a wolfish like grin. She has a short bow on her back and carries very little on her.
"Hello." She replies in a thick accent "It looks like things are not going well here in Absalom. My name is Kosaki nice to meet you all. I'm afraid I don't know anything about fixing as you say stuff..?"
She then turns towards the outer areas of Absalom."I can help people. I can go send out evacuation notices. I'm good at getting others to listen."
Once the group is ready she goes to the outlying neighborhoods. She knocks on doors and explains this is a mandatory evacuation. She tells them that staying will put them in harms way and that we need resources elsewhere.
diplomacy: 1d20 + 13 ⇒ (18) + 13 = 31

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A white skinned, white haired wayang strolls up. There is a thin sheet of mist which follows her with every step. As she bows slightly, he long blue tongue hanging out of her mouth, dangling as she speaks. "Greetings. I am here on the personal request of the Paracountess, I hope we do not let her down. I feel a dark presence looming over the city. A cold wind blows, however, so I think the tides of battle are on our side. Let's see what we can do here today."
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Catching a Spy
"You won't get away from me, Spy.", she focuses and uses her slumber hex DC 18, is he is in range. Otherwise, she springs up to try and catch the culprit.
Acrobatics: 1d20 + 6 ⇒ (7) + 6 = 13
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Defensive Wards
"I'm sure I can help with a couple of these...", she begins to explain to the consulting mages on which spells and techniques to use to better defend the city.
Kn. Arcana: 1d20 + 15 ⇒ (3) + 15 = 18
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Evacuation Notice
"You should all leave this part of Absalom and relocate yourselves to the safety zones. Please, get inside, it's getting a little CHILLY out here, don't you think?", she focuses and emits a chilly frost which mixes with the cool air and creates an unnatural cold.
Intimidate: 1d20 + 15 ⇒ (13) + 15 = 28
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Reconnaissance
"I cannot help much here, but I can help!", she helps to look around.
Perception Aid: 1d20 + 7 ⇒ (16) + 7 = 23 -- aid to primary
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Strange Things
"Aghhh, more looking? Alright, I guess I can point out this thing...", she helps to look around.
Perception Aid: 1d20 + 7 ⇒ (8) + 7 = 15 -- aid to primary
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Urgent Repairs
"Oh, you better be careful there. Alchemical goods can be very reactive. Here let me help.", Shawa begins to patch some of the vials and things.
Cr. Alchemy: 1d20 + 10 ⇒ (17) + 10 = 27
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Strange Things
"Excuse me sir or ma'am. Do you know anything about what is happening...?", she asks around for information.
Kn. Local: 1d20 + 12 ⇒ (6) + 12 = 18
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I hope that format was alright. I can roleplay this out more, but i'm honestly not sure how you wnat us to do this part of the scenario.

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Chou pulls out her notebook, withdraws a vial of ink and a quill from her cheek pouch, and begins writing furiously, muttering as she writes.
Cue montage music
Pathfinder Society Field Journal Entry #10
Assignment: Wartime Siege Defense
Assignee: Marcos Farabellus
Subjects: Chou Wei, 0, L, Kosaki
Expedition Specialist: Wynsal Starborn
Requirements:
1 - The subjects shall detain spies identified as supporting the impeding siege.
~~~Scene cuts to Chou-Wei... spy hunter~~~
"Spies? In Absawaom? That seems pwetty nowmaw... But I think I can catch one..."
She takes off with Zero, simply giving a nod to indicate she knows what needs to be done.
Acrobatics: 1d20 + 12 ⇒ (14) + 12 = 26
~~~Scene cuts back to Chou filling out her journal~~~
2 - The subjects shall erect defensive wards to protect against the impending siege.
~~~Scene cuts to Chou-Wei... Dabbler in the Mystic Arts~~~
"Why magicaw wawds? A big wobot would wowk nicewy... but if you insist..."
Use Magic Device: 1d20 + 14 ⇒ (15) + 14 = 29
~~~Scene cuts back to Chou filling out her journal~~~
3 - The subjects shall inform residents to evacuate residences in favor of better fortified areas.
~~~Scene cuts to Chou-Wei... City Watch~~~
Chou simply follows Kosaki around and tugs on people's clothes to get their attention before giving them the sad eyes.
Diplomacy (Aid Another): 1d20 - 2 ⇒ (9) - 2 = 7
~~~Scene cuts back to Chou filling out her journal~~~
4 - The subjects shall reconnoiter the amassing army.
~~~Scene cuts to the Cairnlands. No sign of Chou~~~
***Crickets***
Stealth: 1d20 + 16 ⇒ (9) + 16 = 25
~~~Scene cuts back to Chou filling out her journal~~~
5 - The subjects shall investigate 'strange' occurrences about the soon-to-be besieged city.
~~~Scene cuts to Chou-Wei... Paranormal Investigator~~~
Chou follows El around, pointing out a few things she may have missed.
Perception (Aid Another): 1d20 + 10 ⇒ (19) + 10 = 29
~~~Scene cuts back to Chou filling out her journal~~~
6 - The subjects shall repair transports damaged during delivery of goods.
She thinks to herself. "Done!" See roll above
7 - The subjects shall gather information from local sources.
~~~Scene cuts to Chou-Wei, Talk of the Town~~~
"Hey Geowge! John? Oh sowwy... John! See anything weiwd wecentwy?"
Knowledge (Local): 1d20 + 8 ⇒ (18) + 8 = 26
~~~Scene cuts back to Chou filling out her journal~~~
8 - The subjects shall defend Absalom against the impending siege.
She smiles and gives a nod as she wipes off her quill. "Pewfect."

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"We have our work cut out for us, it seems. If this is to help the effort, I'm ready."
Acrobatics (Aid Chou): 1d20 + 11 ⇒ (6) + 11 = 17
Knowledge (religion): 1d20 + 4 ⇒ (20) + 4 = 24
CMB (grapple): 1d20 + 11 ⇒ (15) + 11 = 26
Stealth (aid Chou): 1d20 + 8 ⇒ (12) + 8 = 20
Perception: 1d20 + 11 ⇒ (18) + 11 = 29
CMB: 1d20 + 9 ⇒ (18) + 9 = 27

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El does her best to help aid Chou with catching the spy.
1d1d20 + 2 ⇒ (13) + 2 = 15
Having been a soldier in the World Wound many years ago, El recounts her knowledge to help bolster the knowledge that Zero imparts to help people setting wards.
Knowledge (religion) (aiding Zero): 1d20 + 8 ⇒ (16) + 8 = 24
El helps direct people to the correct areas for evacuation, aiding Koski.
Diplomacy (to aid): 1d20 + 3 ⇒ (20) + 3 = 23
El has Stinker helping her while they attempt to scout out the advancing army.
Perception: 1d20 + 11 ⇒ (10) + 11 = 21
Muttering to herself, "Demons, why does it have to be demons....haven't I already served once dealing with this," she never the less keeps an eye and ear out for anything that might be strange about.
Perception: 1d20 + 11 ⇒ (11) + 11 = 22
Already assisted in aiding in repairs, see above post
El will go to some of her useful merchant (both reputable and shady) and ask if they know anything of interest.
Knowledge (local): 1d20 + 8 ⇒ (19) + 8 = 27

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acrobatics: 1d20 + 6 ⇒ (10) + 6 = 16
umd: 1d20 + 9 ⇒ (2) + 9 = 11
cue mission impossible music as kosaki takes to hiding stealthily to spy on the army.
stealth: 1d20 + 7 ⇒ (16) + 7 = 23
aid zero to perception: 1d20 ⇒ 17
aid another craft: 1d20 + 1 ⇒ (20) + 1 = 21
diplomacy: 1d20 + 13 ⇒ (6) + 13 = 19
Already did the skill check for Evacuation Notice. See previous post.

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***OVERSEER ANNOUNCEMENT***
Heavy clouds are gathering above Absalom, and the city is tense with anticipation of the coming battle. Suddenly, bright light patterns flash from atop Skyreach. A few minutes later, the sound of an explosion rumbles through the city as an old wooden granary erupts in flames. A little farther away, a stone bridge collapses, dropping a group of soldiers to their deaths. Soon the air is alive with frightened screams, the sound of hurried footsteps, and moments later, the booming blare of a brass horn that rises above the din of a city in chaos. A messenger runs past, shouting: “The horn! We should gather at the Grand Lodge! Let’s go!”
GMs, you have one day to complete the mustering and preparation section. I will signal the beginning of part 2 tomorrow (October 2nd).

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You've hit the hard DC on all the checks, so I'll summarize the results and you can roleplay and make decisions among yourselves until part 1 starts tomorrow.
CATCHING A SPY
Average: On his last breath, the spy says: “You’re no match for the demon-flesh army my liege commands!”
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.
DEFENSIVE WARDS
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
Average: When using the reward above, the PC can instead reroll any one skill check.
Hard: When using the reward above, the PC can instead reroll any one d20 roll.
RECONNAISSANCE
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
Average: Following skeletal footprints, the PCs notice that the supports of a bridge have been sabotaged.
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.
URGENT REPAIRS
Average: The owner procures a 2nd-level potion of the PC’s for each of the characters, in addition to the potions of cure serious wounds. The potion cannot have an expensive material component.
Hard: In place of the above reward’s 2nd-level potion, a PC can choose to receive a 3rd-level potion that has no expensive material components.
USEFUL GOSSIP
Average: 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.
Hard: These rumors about possible enemies keep the PCs 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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Chou wipes the sweat from her forehead. "Whew! Job wew done!"
She unfolds a small cloth, then takes a myriad of vials out from her cheek pouches. She opens a flap on the side of her pack and ponders for a bit. She carefully selects a small variety of capsules and sticks them back into her mouth, clearly labeled Sacred Breath, Forceful Exhalation, Alchemist's fire (much to the chagrin of onlookers), and her new healing potion.
Finally she takes a swig of some rather potent looking alcohol, swishes it around in her mouth, then spits it back out. "Aw cwean!"
She looks over at Shawa and opens her mouth a few times to speak before reconsidering. Finally she manages to decide what she wants to say. "Mistew Wayang? You nevew towd me youw name... and I need it fow my jouwnaw. I guess a wetter ow numbew is fine too..."

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***OVERSEER ANNOUNCEMENT***
Several agents assist in marshaling Pathfinders as Marcos Farabellus unfurls several maps of Absalom’s districts. Once a crowd has gathered, he straightens to address the gathered Society. “Pathfinders, Absalom is under attack. We have received many reports of undead saboteurs attacking armories, granaries, water supplies, and guard outposts—targeted strikes to undermine our city’s infrastructure. Absalom is losing key resources, and enough people are panicking that it’s difficult to organize an effective defense.”
Zarta Dralneen, head of the Dark Archive faction, steps forward and interjects. “I have learned someone—someone who knows our home well—has stolen the Black Echelon codebook from our archives. A force of Taldan agents attacked Absalom long ago while following those encoded orders, and with the right combination of illuminated signals, one could draw these oathsworn operatives from beyond the grave to continue their attack.”
Farabellus narrows his eyes. “That explains the acts of sabotage. Absalom’s First Guard is struggling to restore order, and they need our help. Pathfinders, stand by for instructions!”
Ollysta Zadrian of the Silver Crusade raises her sword high, announcing, “We should not wait—Absalom needs us now!” Clasping the paladin’s upraised hand with her own, Lady Gloriana Morilla adds, “Each of us has accumulated considerable influence and resources in recent years, and this is the prime opportunity for each of us to lend Absalom our strength in its our of need. We may call ourselves factions, but today we can act as one!”
Nodding with approval, Marcos Farabellus calls out to the assembled Pathfinders. “It’s decided. Pathfinders, we’re deferring to the specialized expertise of these seven organizations to rally Absalom. Seek out the leaders for instructions, and make the city proud.”
Table GMs, Part 2 has begun.

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Muttering very quietly to her group....'Anybody else have that feeling that the other shoe hasn't dropped yet?"
Stinker nods his head vigorously.

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It has been decided. The factions of the Pathfinder Society will coordinate the Society’s efforts to help Absalom survive from the attack. Each faction has identified a task ideally suited to its strengths and its agents’ skills, so choose your missions wisely. Most of you are best equipped to serve the needs of your own factions, but there are considerable opportunities to help Absalom by assisting other factions directly. Now is not a good time to be selfish—you’re all in this together!
The list of missions is the top slide of the presentation. Try to come to some consensus quickly. There is time to do multiple missions, but probably not enough time to do all of them. There does not have to be a faction member present in the party to do a mission.

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"Personally, the Death Dealer's Gambit sounds Intriguing." Pun intended
"Though I am certain that others might want to help Zarta, and I do not have any problems with that, as long as we attempt the Death Dealer's Gambit afterwards."

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Hoo boy, Zero is going to be less than useful in some of these.
"The Paracountess is working alongside the others. I hope no one thought victory was impossible," Zero's board displays. It would appear wry if it could. "I would motion to investigate Fort Tempest first. The Guard could use all available help."
"However, there are plenty of other Pathfinders; everything crucial will be done. I'll defer what to the majority of us rules in any case."

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"Bu- bu- bu-..." Chou spits her pile of alchemical items and potions out for a moment before squealing. "I FOUND THAT STUPID CODEBOOK! YOU LOST IT? PEOPLE DIED FOR IT! I EVEN HAD TO DO A FAVOR FOR GRANDMASTER TORCH TO GET OUR HANDS ON IT!!!"
Her eye twitches as she slowly returns the items to her cheeks.
"Gotta get that book back... ow I'm gonna have to wedo my jouwnaw! But I'm a wittew bit mad wight now... so wets stawt with the Gambit... then go get the book back aftew I cawm down."
Chou REALLY wants to do the Codebook since she played in the scenario that featured it the first time, however I'd be happy to do Death Dealer's gambit first. Consider that a vote for Death Dealer's gambit and a vote for Codebook. Also, she (and I the player) love puzzles.

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Stares at Chou in a confused manner. "this codebook must be very important?" she asks.
She turns to the group and speaks softly.
"We all have very different talents and skills. I'm more of the pervasive variety but I can lend my knowledge towards the gambit."
I'll vote for death dealers gambit and then a noble cause.

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OK Death Dealer's Gambit it is.
Trade Prince Aaqir al’Hakam, leader of the Exchange faction, is reviewing a missive as the PCs arrive. Reading over his shoulder is the Varisian entrepreneur and second-in-command Guaril Karela. The former looks up to address the PCs.
“I’m sure you’ve heard about the recent acts of sabotage. Among the undead saboteurs’ first targets was one of the First Guards’ main armories, and without proper equipment, Absalom’s defenders are at a disadvantage. I’ve identified the best source of replacements for the Siege Lord: the city’s arms dealers, who have proven quite unhelpful. According to our informants, many weapon merchants are meeting in secret, planning to hide their wares so that they can sell them at usurious prices. The Siege Lord has deputized us to free up those weapons for use, and I want you to see that it happens. I’ll let you decide whether you want to negotiate with them or cow them into following the Siege Lord’s orders and accepting his compensation.”
Guaril Karela chimes in. “We have a document here that proves you have the Siege Lord’s backing. What my colleague has not mentioned is that this parchment also authorizes you to kick in the door and seize the wares if necessary—a practice that is more becoming of common thieves, which,” he clears his throat suggestively, “is a practice of which no court would ever find us guilty. Thankfully we have the city’s blessing. In the interest of maintaining our neighbors’ ongoing goodwill, though, avoid destroying the merchandise or harming witnesses.”
Aaqir al’Hakam shoots Guaril Karela a concerned look, to which the Varisian amends, “Or bystanders,” before mischievously curling his moustache around one finger.
Guaril Karela provides the PCs both the aforementioned document and directions to the clandestine meeting of merchants in the Docks district. The document is a written purchase order by which the city of Absalom would pay a fair price for a large number of weapons, failing which the Siege Lord authorizes seizure of enough goods for the city’s defense.
There are three major ways to secure the weapons: negotiation, threats, and kicking in the door.

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Chou, again furiously taking notes as Guaril gives his briefing, looks over at Kosaki. "I think this is pwobabwy youw speciawty..."
She scratches her chin before adding, "I can unwock the doow though if they don't want to... I think it would be best if I keep out of sight unwell things go bad. Having wots of awmed sowdiews at youw doow makes peopowe newvous..."
Chou will use stealth and keep close but out of sight to avoid the appearance of us being the brute squad. At least until they refuse. Then she'll be the brute squad.

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Stinker flies over to Guaril to hoot attempt to land on his shoulder...maybe he has those interesting date like fruits like last time....
Smiling at Stinker, E-lsaurru looks towards Prince Aaqir al'Hakam.
"Dear Trade Prince, while I am a 'merchant' from Sargava, I have to say that Guaril was the one who brought me into the Society, and I have...leanings toward the more direct approach. I can attempt to settle ruffled feathers, but the need of the arms in defense of this city is more important than the feelings of people who feel that trying to make more coin on the stife and terror of others. With Kosaki's help I hope we can at least do this semi-diplomatically....though the other way," looking sideways toward Guaril, "can often be more...interesting."

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"Ok."
Chou, yet again, adds a couple more entries to her journal.
9 - The subjects shall acquire armaments from local arms dealers.
10 - The subjects shall not harm witnesses nor bystanders
"Pewfect. Time to go?"
She gives a sloppy salute to Guaril and Prince Aaqir, then prepares to make tracks.
Ready to go (talk to / steal from / beat up) some arms dealers!
For what it's worth, Chou has absolutely no issues with deceit or theft as far as this is concerned, however efficiency is just about always her top concern and is always thrilled to let someone with diplomatic skill take point.

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After listening to the briefing Kosaki replies to all, "Of course. I am willing to try and negotiate and talk with them first. Of course having the city's blessings and some tough looking pathfinders will go a long way."
Kosaki bows towards Guaril and Prince Aaqir as she heads towards the location in the docks district as soon as the party is ready.
"I seem to have a penchant for dealing with merchants and thieves at docks." She says along the way. She then tucks back her ears into her garments and pulls out a mirror for a quick moment, she checks her garb and ruffles it up a bit.

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"You all seem to have potential negotiations handled. If we are to sneak in, I can help. Otherwise, I'll stay away from talking-" As the others reach these words, Zero can't help but grin a little, "-unless a fight breaks out. Then, I will become very involved."
That Karela man should be taught a thing or two about following rules more often than when they suit him, the oread catches himself thinking. But he is trying to help us, for now.

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Chou gives Kosaki a smile and a thumbs up as she wordlessly slips out of sight, hoping not to give the guards more reasons to draw blades.
Diplomacy (Aid Kosaki) by shutting up: 1d20 - 2 ⇒ (3) - 2 = 1

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Kosaki steps forward gracefully to the guards. She puts on an air of importance and says, "Hello good sirs. My team and I here are looking for some assistance in acquiring some goods. We hear you have excellent and fine items perhaps up for sale. We have the Siege Lord’s backing and have chosen you for your known reputation in quality."
She gives them a quiet and knowing smile.
diplomacy: 1d20 + 13 ⇒ (3) + 13 = 16

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El nods at what Kosaki said, and then holds out her writ as a merchant, "Additionally, I am a merchant, and I am looking for items to purchase for myself and my allies. I am also positive that a few items I might have would be of interest to your employers."
Profession (merchant): 1d20 + 9 ⇒ (7) + 9 = 16

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One guard nods to the other and is met with a smirk. The first enters the house of meeting. There he converses with one of the merchants therein and emerges a minute later.
"This way..."
You enter the house and there are several men and women of wealth and prestige seated around a table, each with their bodyguard.
"Well, well, the mighty lord of the siege sends his dogs to do his business. Are we so lowly that he sends a bunch of thugs into our den?" He turns to Kosaki. "Now lass, tell me, what kind of dogs has he sent to us?"
The bodyguard uncharacteristically speaks up.
"Looks like a lap dog to m..."
The guard is cut off by a swift slap from the merchant.
"Silence cur! How many times do I have to tell you we treat our guests with a modicum of respect. So shut your mouth and make sure none of them try to gut me!"
The negotiation process involves reasoning with the arms dealers you can continue to make your argument (by aiding the already made Diplomacy check).
You can remind them of Absalom’s proud history (Knowledge [history] or Perform [oratory])
You can assess the fairness of the Siege Lord’s reimburse for leasing the weapons (Appraise, Craft [weapons], or Profession [merchant]).
You can give an honest tactical evaluation of the military situation (Knowledge [local] or Profession [soldier])
You can patiently answer the merchants’ questions (Will save).

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Sense Motive: 1d20 ⇒ 8
Chou completely ignores the sensitivity of the situation and scurries under Zero's legs, scampering in to inspect the merchandise.
What? I get a use for Appraise?! Whoooo!
"Minow damage on the shiewds... Some fwaying of the... hmmmph"
She unfolds her kerchief and ejects her collection from her mouth in order to be heard more clearly.
"Fraying of the leather wraps on the hilts of the blades... but overall decent workmanship. Not the highest of quality materials, but reasonable. I do believe the Siege Lord's reimbursement guidelines should be reasonable for these."
Appraise + Free Inspiration: 1d20 + 8 + 1d6 ⇒ (9) + 8 + (6) = 23
She nods, content with her assessment, and then stuffs her face with her collection of things that should not be kept in your mouth.

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Sense motive (mine): 1d20 + 4 ⇒ (12) + 4 = 16
Sense motive (Stinker): 1d20 + 2 ⇒ (12) + 2 = 14
Attempts to assist on the Diplomacy
"Thank you good sir. I will ignore your perceived lack of manners on calling us all dogs and thugs, as I am certain you must have misspoken. As your hireling probably told you, were are here to acquire goods."
diplomacy to assist: 1d20 + 3 ⇒ (20) + 3 = 23
"We wish to negotiate on getting the weapons needed to protect our city...and ALL of our lives, as none of us can profit if we die, as you can't take your gold with you when you go to heaven or hell. So, shall we talk about this?"
Profession (Merchant): 1d20 + 9 ⇒ (12) + 9 = 21

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She looks at the merchant. She chooses to ignore the comment and hold her head up high. Look, I'll cut to the chase so I don't waste your time. We are looking for weapons for the defense of Absalom. I understand the benefits in waiting for a higher price. However, if you help us, word of mouth will spread and people will want *Your* quality weapons for a long time. There is no point hoping for a one time deal when you can be looked at as heroes for helping Absalom. I'm sure we can help you market your wares or get in touch with those who can. She then shows him proof that she has the siege lords backing.
diplomacy: 1d20 + 13 ⇒ (15) + 13 = 28

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"It looks like they sent some people who know what they are talking about for once. Let me see those papers..."
He looks over the papers and passes them around the table. The other merchants nod.
"Ladies and gentlemen it looks like we can come to a mutually beneficial arrangement."
Once the deal has been agreed to and you secure an advance shipment, you return to the Grand Lodge to decide on your next assignment.
Looks like we had votes for Black Cipher and Noble Cause. Any other votes or seconds on those two?

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Chou finishes taking inventory in her notebook, then smiles. "They seemed nice! So... about that codebook... I weawy don't wanna be ovewwun by those... weiwd... undead again. And I don't know how to pway piano..."

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"Chou, while I have no idea what this codebook is about, you seem to know more about it. If you think it is that important, lets go for that."
Stinker nods at El's comment, and then flies over to sit on Chou's shoulder....looking at interest at her face/mouth.

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Zarta Dralneen, leader of the Dark Archive faction, meets with the PCs on the ground floor of Skyreach in the Grand Lodge. An overburdened table creaks in protest under the weight of ledgers and indices as Zarta Dralneen examines the records.
“Hopefully you’ve already heard about the missing Black Echelon codebook, Pathfinders. It’s a centuries-old volume that details scores of colored light patterns, each of which directed Taldan saboteurs to destroy a particular facility or perform some other action. Somebody—somebody who knew their way around the Grand Lodge and its vaults—stole the codebook and has used it to bring the oathbound Taldan spies back from the grave.”
“Fortunately, the codebook that was stolen from the Grand Lodge is not the only copy; it was an approved copy of the original, which in turn is kept in a restricted wing of the Forae Logos library. With the original codebook, we might be able to disrupt their operation by sending contradictory signals of our own. The Forae Logos is a close ally of the Dark Archive, and you have Second Archivist Sandaril’s blessing to retrieve the codebook from the library.”
As soon as you are ready, you travel to the Forae Logos library in the Wise Quarter district. As you approach the entrance to the library, they can hear a racket coming from inside. As you enter the building, they notice signs of disarray and violence: books strewn about on the floor, blood spatters on the walls, and a smell of smoke in the air. Second Archivist Sandaril is nowhere to be seen.
Chou: 1d20 + 4 ⇒ (10) + 4 = 14
Elsaurru: 1d20 + 7 ⇒ (7) + 7 = 14
Zero: 1d20 + 2 ⇒ (10) + 2 = 12
Shawa: 1d20 + 6 ⇒ (17) + 6 = 23
Kosaki: 1d20 + 3 ⇒ (1) + 3 = 4
B1: 1d20 + 6 ⇒ (4) + 6 = 10
B2: 1d20 + 6 ⇒ (18) + 6 = 24
B3: 1d20 + 6 ⇒ (7) + 6 = 13
B4: 1d20 + 6 ⇒ (9) + 6 = 15
Entering the library you see several Black Echelon operatives, undead creatures assaulting the librarians. The frightened lady is the group of librarians.
One of the undead slashes at a libararian, gravely wounding him.
B2
Shawa
B4
Elsaurru
Chou
B3
Zero
B1
Librarians (1 hit)
Kosaki

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“Young lady! Miss! Yoooohooo! In the name of Zarta Dralneen, would you please do me a favour and close your eyes for a second!” The little wayang manages to spit out as she skips across 20ft closer and weaves a magic spell.
Kn Religion: 1d20 + 11 ⇒ (8) + 11 = 19 — on the undead
//ooc- can someone please move me 20ft closer downwards. Shawa will cast glitterdust DC 18, on the crowd hitting all of them, including the librarian.

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Shawa knows they are Black Echelon operatives. They are Taldan spies brought back from beyond the grave by an ancient pact as part of the advance forces of the undead invasion known as the Silent Tide.
You also know one additional piece of information.
Will 1: 1d20 + 4 ⇒ (4) + 4 = 8
Will 2: 1d20 + 4 ⇒ (15) + 4 = 19
Will 3: 1d20 + 4 ⇒ (15) + 4 = 19
Will 4: 1d20 + 4 ⇒ (3) + 4 = 7
Miss: 1d100 ⇒ 9
Will 4: 1d20 + 4 ⇒ (7) + 4 = 11
One of the operatives swings blindly.
Elsaurru moves to engage one of the undead.
PA Elven Curve blade: 1d20 + 8 ⇒ (20) + 8 = 28
Damage (slashing): 1d10 + 8 ⇒ (8) + 8 = 16
Confirm: 1d20 + 8 ⇒ (14) + 8 = 22
Damage (slashing): 1d10 + 8 ⇒ (4) + 8 = 12
She cuts clean through it's spine and it collapses to the ground.
B2
Shawa
B4 (Blind 5)
Elsaurru
Chou
B3
Zero
Librarians (1 hit)
Kosaki

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Chou double moved.
One of the operatives seems to move as if in slow-motion towards Elsaurru, It swings its sickle.
sickle: 1d20 + 7 ⇒ (4) + 7 = 11 Miss
B2
Shawa
B4 (Blind 5)
Elsaurru
Chou
B3
Zero
Librarians (1 hit)
Kosaki
The librarians slowly step away.

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Description of Hangouts announced action...
Religion: 1d20 + 8 ⇒ (3) + 8 = 11
Chou rushes up to form a strong fore-guard, blade held arm up wrist down, ready to parry any attacks from above. She keeps a keen eye on the soldier in front of her Swift action: quick study on 3 as she tries to recall all of the notes that she most deliberately did not give to Zarta.
Parry, Size penalty: 1d20 + 10 - 2 ⇒ (2) + 10 - 2 = 10 +2 if its from #3
Riposte: 1d20 + 10 ⇒ (8) + 10 = 18 +2 if its from #3
Damage: 1d4 + 5 ⇒ (4) + 5 = 9 +2 if its from #3
She looks over at Elsaurru and recounts everything she remembers... quite obviously drawing a blank.

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Not certain that anybody has even gotten what the undead are, let alone anything about them.
Religion check to figure out what I know of these creatures: 1d20 + 8 ⇒ (14) + 8 = 22
Also, love the fact that my one attack was so awesome...thanks GM :-)

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Ready for a fight, Zero thunders into the room. He notices the silence emanating from their foes and smiles. If it didn't hinder my allies, I would do well with something like this. The bane of mages everywhere, the oread thinks.
Double move.