
![]() |

“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.”

GM Blake |

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.”
Mustering Activities
- Catch a Spy: Acrobatics (jumping) or Climb
- Defensive Wards: Knowledge (arcana, religion), Spellcraft, Use Magic Device
- Evacuation Notice: Diplomacy, Intimidate, CMB
- Reconnaissance: Acrobatics, Perception, Stealth
- Strange Things: Perception, Survival (tracking)
- Urgent Repairs: Craft (wagoner, alchemy), Disable Device, Knowledge (engineering), Profession (teamster or the like), CMB
- Useful Gossip: Diplomacy (gather information), Knowledge (local)
You may attempt the task or aid another on the task using the listed skills, but no one PC can participate in any task more than once.

![]() |

Lets get my buffs out of the way early. Will cast extended mage armor via rod. Last for 10 hours. And extended false life, temp hp: 1d10 + 5 ⇒ (7) + 5 = 12 and that will also last for 10 hours or until expended.
Jinsa goes to support the mages and cast some abjuration spells to bolster the wards.
knowledge arcana: 1d20 + 10 ⇒ (5) + 10 = 15

GM Blake |

The mages are thankful for the assistance. They guide Jinsa to locations within the walls where he is to place the wards.
Defensive Wards: No reward earned yet.

![]() |

Reconnaissance: Assist (Acrobatics +2, Perception +0, or Stealth +2): 1d20 ⇒ 5 failed assist
Strange Things: Assist (Perception +0, Survival +0): 1d20 ⇒ 14 successful assist
Urgent Repairs: Assist (Craft +2 or CMB +4): 1d20 ⇒ 16 successful assist
Evacuation Notice: Take 10 Diplomacy: 10 + 18 = 28
Useful Gossip: Take 10 Diplomacy: 10 + 18 = 28

![]() |

Chandu is a tall, powerfully build Mwangi half elf wearing a simple chain shirt and carrying a black metal longspear. With the call to arms she sets out to help where she can, casting a quick spell on herself.
Casting extended heroism using her rod
She visits the mages first to help set up defensive wards, activating a variety of magic items so they can focus their time elsewhere.
UMD, Heroism: 1d20 + 19 + 2 ⇒ (10) + 19 + 2 = 31
Heading out of town she engages in some reconnaisence.
Perception, Heroism: 1d20 + 18 + 2 ⇒ (13) + 18 + 2 = 33
Before delivering evacuation notices on her way back.
Diplomacy, Heroism: 1d20 + 22 ⇒ (3) + 22 = 25
Learning of strange things afoot in town she goes looking into the incidents
Perception, Heroism: 1d20 + 18 + 2 ⇒ (14) + 18 + 2 = 34
Engaging in a bit of gossip on the way
Diplomacy, Heroism: 1d20 + 22 ⇒ (13) + 22 = 35
Before stopping off to help with the repairs
Using Lore Master to take 20 on the Engoneering check for 29
Lastly, hearing about the spy she leaps into action to try and help her allies catch them
Automatically aid, her climb is +10 with heroism active

GM Blake |

Bonadventure is directed to his own section of the city to bolster the magical defenses. When he returns to the group, he brings with him the knowledge of how to create a weak and temporary personal warding for his companions.
The stubborn citizens appear legitimately contrite once they reach the shelters and apologize to Bonadventure and Chandu.
Those scouting the enemy army note that it consists of creatures stitched together from demonic flesh (constructs), oozes, and undead.
Chandu notices a skeletal foot print and part of a broken sickle. She follows the tracks to a bridge, where someone has sabotaged the supports. She informs the appropriate authority.
The rumors around town include: the bread and water tastes funny lately, mists are rising in the Flotsam Graveyard and beyond the bay, masts have been seen moving within the mists.
Mustering Tasks
Catch a Spy: Acrobatics (jumping) or Climb -- (+4 pending aid another)
Defensive Wards: Maximum Reward
Evacuation Notice: Maximum Reward
Reconnaissance: Maximum Reward
Strange Things: Maximum Reward
Urgent Repairs: Maximum Reward
Useful Gossip: Maximum Reward

![]() |

Sorry I'm late! I did play this at Gen Con when it was new, but it shouldn't affect my play. A quiet elf, dressed in flowing red robes wanders into the area. He walks with a staff, though he seems quite young. He takes his time examining the decor, mumbling to himself at some minute detail. Once he sees others he raises an eyebrow, "Apologies. I should have introduced myself. My name is Thranalas, though you can call me Thran if elven is too meandering for your embouchure."
Thran, somewhat disdainful of physical work heads out after the spy.
Acrobatics: 1d20 + 3 ⇒ (13) + 3 = 16

![]() |

Oh, I have played and run this in standard as well. Oh, and Blake there is no 'd' in Bonaventure. :)
Bonaventure is a handsome yet somehow strangely off-putting Ulfen man. He is dressed in an explorer's outfit and has several wands about his person.
He steeples his hands in front of his face. His voice is very soft and he speaks with a definite accent.
"My name is Bonaventure! These are certainly strange tidings you bring, Chandu."

![]() |

Climb(Aid - from Fluffy): 1d20 + 2 ⇒ (14) + 2 = 16.
Climb (including Aids): 1d20 + 4 + 6 ⇒ (20) + 4 + 6 = 30.
Relishing the chance for a little physical exercise, Radgast and Fluffy attempt to chase down the spy!
When he returns to the rest of the party, he smiles.
"Hello! My name is Radagast, and this," he says, patting a human-sized creature that is a strange amalgam of bear and owl, "is Fluffy! I am pleased to report that I have managed to get the incidence of him biting strangers who surprise him accidentally down to less than 15%..."

GM Blake |

Grog and Radagast's 'Fluffy' corner the man on the roof top. He turns to face them, but his foot slips on a loose shingle, and he topples to the street below. Radagast comes upon the dying man who hisses with his last breath, "You're no use for the demon-flesh armor my liege commands!"
Upon his body, Radagast finds a bull's head brand.
OK. You managed to get maximum rewards for each task.

![]() |

"Oh go on and die already" Jinsa half shouts walking past the spy.
He straitens his robes and clasps his hands behind his back. "Very good show to all those involved." The dragon blooded sorcerer looks around at those gathered. "Well met, I am Yen Jinsa Taishin. But, Just call me Jinsa."

![]() |

***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).

![]() |

Chandu jogs up to the rest of the group. Well, that was invigorating, lets hope we seem some action in this battle.

![]() |

"So, tell me Chandu, was you mother or father an elf?"

![]() |

My mother was an elf, my father I have never met. Mother would never discuss him.

![]() |

He takes out a journal and starts taking notes.
"Und do you know how long was your gestation?"

![]() |

***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.

GM Blake |

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!
Each group can attempt the following seven missions in any order. Players can choose a faction’s mission even if the table doesn’t have a member of that faction present. The Type column provides a note about the mission’s content, hinting at what skills and abilities are useful. Every mission has also tasks for combat-oriented characters.
▫ Dark Archive | The Black Cipher | Puzzle
▫ Exchange | The Death Dealers’ Gambit | Intrigue
▫ Grand Lodge | Trouble at Fort Tempest | Scouting and Speed
▫ Liberty’s Edge | Chains of Injustice | Investigation
▫ Scarab Sages | The Rise of Gulgamodh | Ancient Mystery
▫ Silver Crusade | Absence of Faith | Divine Mystery
▫ Sovereign Court | A Noble Cause | Persuasion

![]() |

Scarab Sages

![]() |

In order to maximize success, I'll agree to any suggestion the instant it's made. And since Scarab Sages was suggested, let's do it.
Thran tightens his pouches and pockets, "Indeed, ancient mystery seems to be our forte."

![]() |

"Mystery?!? I'd like something to swing at. Anyone want these arrows? I was hoping to free some slaves but mystery it is!"
rise of Gulgamodh?

![]() |

Don't wait for my approval, I'm happy to go along with the group once two people agree on our course. Scarab Sages it is. Once we get close to our destination I'll use my wand of mage armor.

GM Blake |

You find Amenopheus and Tahonikepsu in the Starhall, busily pouring over brittle scrolls spread across several tables.
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.”
"Take this key," Amenopheus says, holding out a golden key and a map yellowed by age, "And follow this map to the Titan's Fountain. The key should help you to activate the weapon once you have found it."
_________________________
The map leads you to a partially ruined square in the Precipice Quarter.
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 approach the fountain, the key that Amenopheus gave you begins to vibrate. Glowing runes appear along the fountain's surface.
The following tasks must be attempted (in any order) and can only be attempted once (Aid Another is allowed, but it must be with the same skill that you are aiding).
Recall what Gulgamodh is: Knowledge (history or local)
Realign the Glowing Sigils: Knowledge (arcana), Spellcraft, Use Magic Device
Find the Hidden Mechanism: Appraise, Craft (sculpture, stone masonry), Perception, Sleight of Hand
Encourage Gulgomath to Rise: Bluff, Diplomacy, Intimidate, Linguistics, or Perform (oratory or sing)
Remove Extraneous Portions of the Fountain: Disable Device, Knowledge (engineering), or combat maneuver check

![]() |

Bonaventure translates the glowing runes for anybody who can't read them.
He steeples his fingers. "Interesting... These runes are in Draconic und Celestial. Though I can't make out the third language."
Realign the Glowing Sigils: Use Magic Device: 1d20 + 17 ⇒ (19) + 17 = 36
Find the Hidden Mechanism: Aid Another: 1d20 ⇒ 20 Appraise/Craft +1, Perception +0
Encourage Gulgamodh to Rise: Take 10 Diplomacy: 10 + 18 = 28
Remove Extraneous Portions of the Fountain: Aid Another: 1d20 + 2 ⇒ (3) + 2 = 5 combat maneuver check
"Gulgamodh, it is time toRISE UND DESTROY THE ENEMIES OF ABSALOM!"

![]() |

Posting all the skills right now. I'm not looking to be pushy or vainglorious. By all means, displace Thran if need be:
The erudite elven wizard approaches the fountain, thinking back to what he knows, though he looks towards Chandu
Recall what Gulgamodh is: Knowledge (Local): 1d20 + 11 ⇒ (16) + 11 = 27
He then tries to do what he can to work the sigils as this is his forte.
Realign the Glowing Sigils: Spellcraft: 1d20 + 16 ⇒ (19) + 16 = 35
Find the Hidden Mechanism: Looking to defer to someone like Chandu again, Thran simply offers his help. Perception (Aid): 1d20 + 11 ⇒ (2) + 11 = 13
Being a master of linguistics, Thran offers up his skill
Encourage Gulgomath to Rise: Linguistics: 1d20 + 14 ⇒ (15) + 14 = 29
Remove Extraneous Portions of the Fountain: Thran knows he's likely not the best here, though he'll offer up his knowledge of Engineering if no one else jumps on the problem. Knowledge (Engineering): 1d20 + 11 ⇒ (6) + 11 = 17

GM Blake |

I assume that Bonaventure activates his mage armor wand upon arrival at the fountain.
The runes change shape and hue as Bonaventure and Thranalas manipulate the surface of the fountain. There is a palpable 'thunk' and then a thrum of power as they finish.
Bonaventure calls out to the buried weapon, and the ground rumbles in response.
The elven wizard recalls stories of a mighty titan that defended Absalom from sieges in the ancient past.
The two of them move stones and masonry to indeterminate effect all the while keeping an eye out for any sort of mechanism or further runes to be manipulated.
Recall what Gulgamodh is: COMPLETE
Realign the Glowing Sigils: COMPLETE
Find the Hidden Mechanism: Incomplete (+4 Perception in Aid Another)
Encourage Gulgomath to Rise: COMPLETE
Remove Extraneous Portions of the Fountain: Incomplete

![]() |

As they arrive at the giant statue Chandu will drink down her potion of heroism and examine the masonry.
Perception, heroism, aid: 1d20 + 18 + 2 + 4 ⇒ (3) + 18 + 2 + 4 = 27
She then sets to removing extraneous portions to free the strange device.
Disable device, heroism: 1d20 + 14 + 2 ⇒ (10) + 14 + 2 = 26
Just a note, in the event of combat Chandu is using a reach weapon and does have combat reflexes. I have the opportunity stat lines in her profile, I am happy for you to roll for anything that provokes before she acts. She generally will always power attack. After the initial round I normally add potential OA's into a spoiler at the end of my actions. I am happy to do things a different way if you prefer.

GM Blake |

Bonaventure!: 1d20 + 2 ⇒ (11) + 2 = 13
Chandu: 1d20 + 5 ⇒ (3) + 5 = 8
Grog: 1d20 + 0 ⇒ (4) + 0 = 4
Radagast: 1d20 + 3 ⇒ (15) + 3 = 18
Thranalas: 1d20 + 3 ⇒ (2) + 3 = 5
Yen Jinsa Taishin: 1d20 + 6 ⇒ (11) + 6 = 17
Red: 1d20 + 4 ⇒ (1) + 4 = 5
Blue: 1d20 + 4 ⇒ (3) + 4 = 7
Yellow: 1d20 + 6 ⇒ (15) + 6 = 21
Chandu guides the rest of you in removing key pieces of rubble. As you work, the ground begins to shake and the iron fist opens. The titan's hand begins to bend and rotate at the wrist as it seeks purchase to pull itself free. The movement makes no accommodation for the relatively small beings near the fountain, forcing you to duck to avoid being knocked over when the hand swings your way.
Three mercenaries emerge from the alley as Gulgamodh begins to activate.
"Toss us the key and get out of here!" the red-belted mercenary shouts.
If you do not toss him the key immediately:
The yellow-belted mercenary takes a scroll from his belt and quickly reads the incantation.
Combat! Round 1. Bold may act.
Yellow: Used Scroll
Radagast:
Fluffy:
Jinsa:
Bonaventure:
Chandu:
Blue:
Thranalas:
Red:
Grog:

![]() |

I dont think so shouts Chandu. Who they hell do you work for?
Spellcraft, heroism: 1d20 + 4 + 2 ⇒ (13) + 4 + 2 = 19
Watch out, he's going to take to the air!
Chandu moves down to protect her allies, Take heart friends, we wont be beaten by a bunch of thugs. As she does so the tip of her spear bursts into light.
Move action to move down, drawing weapon as part of it. Move action to inspire courage for +2/2, swift action to activate arcane strike. Opportunity attacks in the spoiler in case they come up.
OA1, power attack, inspire, heroism: 1d20 + 11 - 2 + 2 + 2 ⇒ (20) + 11 - 2 + 2 + 2 = 33
Damage, power attack, inspire, arcane strike: 1d8 + 8 + 6 + 2 + 2 ⇒ (1) + 8 + 6 + 2 + 2 = 19
Confirm, power attack, inspire, heroism: 1d20 + 11 - 2 + 2 + 2 ⇒ (17) + 11 - 2 + 2 + 2 = 30
Damage, power attack, inspire, arcane strike: 2d8 + 16 + 12 + 4 + 4 ⇒ (6, 7) + 16 + 12 + 4 + 4 = 49
OA2, power attack, inspire, heroism: 1d20 + 11 - 2 + 2 + 2 ⇒ (2) + 11 - 2 + 2 + 2 = 15
Damage, power attack, inspire, arcane strike: 1d8 + 8 + 6 + 2 + 2 ⇒ (5) + 8 + 6 + 2 + 2 = 23
OA3, power attack, inspire, heroism: 1d20 + 11 - 2 + 2 + 2 ⇒ (1) + 11 - 2 + 2 + 2 = 14
Damage, power attack, inspire, arcane strike: 1d8 + 8 + 6 + 2 + 2 ⇒ (4) + 8 + 6 + 2 + 2 = 22
OA4, power attack, inspire, heroism: 1d20 + 11 - 2 + 2 + 2 ⇒ (17) + 11 - 2 + 2 + 2 = 30
Damage, power attack, inspire, arcane strike: 1d8 + 8 + 6 + 2 + 2 ⇒ (1) + 8 + 6 + 2 + 2 = 19

![]() |

"How do you know about the key?"
Bonaventure carefully takes a step back and to the left, then begins chanting.

![]() |

Jinsa casts a spell and gathers electricity in his hands.He then moves forward growing his claws. He takes a swipe at red.
claw attack: 1d20 + 6 ⇒ (5) + 6 = 11
claw damage: 1d6 + 4 ⇒ (2) + 4 = 6
shocking grasp damage: 5d6 + 5 ⇒ (2, 6, 2, 3, 5) + 5 = 23

![]() |

Unfortunately, that is with the +2. He is a sorcerer, pretending to be a front liner right now.

![]() |

Fluffy, with a hoot of rage, moves forward, and tries to bite Blue.
Bite: 1d20 + 10 + 2 ⇒ (12) + 10 + 2 = 24, for 1d6 + 6 + 2 ⇒ (1) + 6 + 2 = 9 damage.
Meanwhile, Radagast moves forward, drawing his scythe as he does so, and takes a swing at Red.
MW Cold Iron Scythe: 1d20 + 7 + 2 ⇒ (20) + 7 + 2 = 29, for 2d4 + 12 + 2 ⇒ (1, 3) + 12 + 2 = 18 damage.
Crit Confirmation: 1d20 + 7 + 2 ⇒ (18) + 7 + 2 = 27, for 6d4 + 36 + 6 ⇒ (4, 4, 2, 1, 4, 3) + 36 + 6 = 60 *ADDITIONAL* damage.

GM Blake |

I choose to believe that Radagast's opening swing went out to all the Pathfinders who died in Severing Ties.
Bonaventure begins to summon an ally. Chandu inspires her companions and charges her spear with arcane power. Jinsa reveals his draconic power as he moves towards the red-belted mercenary. Claws emerging with crackling energy, he swipes, but the mercenary side steps the blow...
...and steps right into the path of Radagast's scythe. He looks rather shocked for the half of a moment before he falls to the ground irrevocably dead.
The owlbear, Fluffy, bounds towards the blue-belted mercenary and takes a bite out of his arm.
Combat! Round 1. Bold may act.
Yellow: Used Scroll
Radagast: FATALITY!
Fluffy: Hit
Jinsa: Miss (holding charge)
Bonaventure: Summoning
Chandu: Inspire Courage/Move
Blue: (-9 hp)
Thranalas:
Red: Decapitated
Grog:

GM Blake |

Blue v. Radagast, FE, arrow, Cover: 1d20 + 9 + 2 + 1 - 2 ⇒ (8) + 9 + 2 + 1 - 2 = 18
P, FE + Fire: 1d8 + 2 + 2 + 1d6 ⇒ (2) + 2 + 2 + (6) = 12
Blue was so shocked that he forgot to attack.
The blue-belted mercenary steps away from the owlbear and launches an arrow at Radagast. The arrow bursts into flame as it streaks toward the half-elf. He manages to just make it past the ferocious owlbear and pierces Radagast's shoulder with the burning arrow.
Radagast takes 12 damage: 6 P 6 Fire

![]() |

Chandu sighs a little, I see we have decided on a tactic of charge heedlessly at the enemy rather than let them come to us...

GM Blake |

Thranalas Danger <=50: 1d100 ⇒ 96
Electricity: 5d4 ⇒ (2, 4, 4, 4, 2) = 16
The titanic steel hand continues to flail. Fortunately for Thranalas, it is grabbing at the opposite side of the fountain.
The yellow-belted mercenary takes his chances and leaps past Grog and into the air. He soars up and over the Pathfinder's heads and then releases a wave of electrical energy over those below him with a short incantation.
"The elf just had a lucky shot!" the blue-belted mercenary counters.
Combat! Round 2. Bold may act.
Inspire Courage is Up
Grog has an AOO against Yellow as he departs.
Reflex save vs. Electricity: Radagast, Jinsa, Chandu.
Yellow: Move/Burning Hands (electricity)
Radagast:
Fluffy:
Jinsa: (holding shocking grasp charge)
Bonaventure: (completes summoning)
Chandu:
Blue: (-9 hp)
Thranalas:
Grog:

![]() |

"Your funeral."
With a hoot of rage, Fluffy adjusts forward, and unleashes a flurry of blows upon Blue...
Bite: 1d20 + 10 + 2 ⇒ (14) + 10 + 2 = 26, for 1d6 + 6 + 2 ⇒ (4) + 6 + 2 = 12 damage.
Claw: 1d20 + 10 + 2 ⇒ (6) + 10 + 2 = 18, for 1d4 + 6 + 2 ⇒ (4) + 6 + 2 = 12 damage.
Claw: 1d20 + 10 + 2 ⇒ (10) + 10 + 2 = 22, for 1d4 + 6 + 2 ⇒ (4) + 6 + 2 = 12 damage.
...whilst Radagast shrugs, and charges forward, swinging his deadly scythe!
MW Cold Iron Scythe: 1d20 + 7 + 2 + 2 ⇒ (20) + 7 + 2 + 2 = 31, for 2d4 + 12 + 2 ⇒ (3, 2) + 12 + 2 = 19 damage.
Crit Confirmation: 1d20 + 7 + 2 + 2 ⇒ (17) + 7 + 2 + 2 = 28, for 6d4 + 36 + 6 ⇒ (3, 2, 3, 1, 1, 4) + 36 + 6 = 56 *ADDITIONAL* damage.
Wow. Maybe I should look into making this a vorpal weapon...

GM Blake |

Do not forget your Reflex save, Radagast.
EDIT: Also, Blue is definitely dead.

![]() |

reflex: 1d20 + 3 ⇒ (14) + 3 = 17 I also have resist electricity 5
Jina will reach up and touch yellow.
attack vs touch: 1d20 + 6 ⇒ (10) + 6 = 16+3 if he is has any metal
electricity: 5d6 + 5 ⇒ (1, 4, 1, 5, 5) + 5 = 21

GM Blake |

It occurs to me that my height indicator may not show up readily on mobile devices. Yellow is 15 ft above your level. Jinsa may re-do his action.