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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.
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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To the walls! shouts Chandu, no great fan of swimming.

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Bonaventure quickly agrees with Chandu.
"Yes, we must make sure they do not fall!"

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Grog grabs his axe and follows Chandu.
"This is better than saving some pissy nobles from drowning! Give me some undead to slash!"
Grog votes to attack the undead

GM Blake |

Take another 30 minutes off any of your buffs for the time to reach the front.
Hearing the call for action, you hurry the rescue. Jinsa explodes one of the Black Echelon zombies while Fluffy mauls the other. The water elementals rescue the remaining noble. Then the companions make haste to the ramparts, leaving the nobles sopping wet and slightly confused.
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.
Despite the defenders' best efforts, thousands of flesh-stitched beasts make it over the walls.
In your immediate proximity, a man fashioned from the parts of rotting corpses and two massive piles of congealed blood and body parts make it over the walls.
Knowledge (dungeoneering) DC 18 for the oozes
Knowledge (arcane) DC 19 for the golem
Bonaventure: 1d20 + 2 ⇒ (3) + 2 = 5
Chandu: 1d20 + 5 ⇒ (13) + 5 = 18
Grog: 1d20 + 0 ⇒ (1) + 0 = 1
Radagast: 1d20 + 3 ⇒ (15) + 3 = 18
Thranalas: 1d20 + 3 ⇒ (12) + 3 = 15
Yen Jinsa Taishin: 1d20 + 6 ⇒ (13) + 6 = 19
Golem: 1d20 + 1 ⇒ (12) + 1 = 13
Red Ooze: 1d20 - 3 ⇒ (12) - 3 = 9
Blue Ooze: 1d20 - 3 ⇒ (15) - 3 = 12
Combat! Round 1. Bold may act.
Jinsa
Chandu
Radagast
Thranalas
Golem
Blue Ooze
Red Ooze
Bonaventure
Grog Solid Cleric Initiative

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Was there time to cast buffs as we arrived at the walls? If so Chandu would cast extended Heroism

GM Blake |

Not as you arrive at the walls, the breach is occurs as you arrive. But given the length of the spell, you could have cast it on the way. Shave 1d3 ⇒ 2 x 10 minutes off of the duration to have it in effect at the start of the battle.

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Knowledge (dungeoneering): 1d20 + 11 ⇒ (13) + 11 = 24 Special defenses?
Knowledge (arcane): 1d20 + 11 ⇒ (7) + 11 = 18
Thran takes stock of the situation, and opts to keep his full power in check for a bit to see how this plays out. He hurls a single, rather meek bolt at the ooze by the golem Force DMG: 1d4 + 2 ⇒ (1) + 2 = 3

GM Blake |

Thranalas quickly tests the enemy's defenses with a force missile. It disrupts some of the ooze's mass.
Combat! Round 1. Bold may act.
Jinsa
Chandu
Radagast
Thranalas: force missile
Golem
Blue Ooze
Red Ooze (-3 hp)
Bonaventure
Grog

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OK, given the duration I would have popped an extended heroism using my metamagic rod
Dungeoneering, heroism: 1d20 + 7 + 2 ⇒ (20) + 7 + 2 = 29
Arcana, heroism: 1d20 + 11 + 2 ⇒ (3) + 11 + 2 = 16
DR, special attacks, senses
Chandu bursts into a rousing song of encouragement, strength and vitality before moving forward and setting the tip of her spear glowing.
Move action to inspire, move action to move forward, swift for arcane strike
OA1, power attack, inspire, heroism: 1d20 + 11 - 2 + 2 + 2 ⇒ (10) + 11 - 2 + 2 + 2 = 23
Damage, power attack, inspire, arcane strike: 1d8 + 8 + 6 + 2 + 2 ⇒ (5) + 8 + 6 + 2 + 2 = 23
OA2, power attack, inspire, heroism: 1d20 + 11 - 2 + 2 + 2 ⇒ (12) + 11 - 2 + 2 + 2 = 25
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 ⇒ (3) + 11 - 2 + 2 + 2 = 16
Damage, power attack, inspire, arcane strike: 1d8 + 8 + 6 + 2 + 2 ⇒ (2) + 8 + 6 + 2 + 2 = 20
OA4, power attack, inspire, heroism: 1d20 + 11 - 2 + 2 + 2 ⇒ (11) + 11 - 2 + 2 + 2 = 24
Damage, power attack, inspire, arcane strike: 1d8 + 8 + 6 + 2 + 2 ⇒ (4) + 8 + 6 + 2 + 2 = 22

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knowledge arcana: 1d20 + 10 ⇒ (8) + 10 = 18
Not knowing what the golem was, Jinsa avoids it, and heads to the other ooze. He pulls his wand from his belt and fire a bolt of force at it.
magic missile vs blue: 1d4 + 1 ⇒ (2) + 1 = 3

GM Blake |

Slam: 1d20 + 7 ⇒ (16) + 7 = 23
B: 1d8 + 3 ⇒ (8) + 3 = 11
Jinsa's force bolt splatters bits from the other hungry flesh.
The golem makes its way down the steps and to the nearest enemy. Chandu stabs her spear into the rotting golem, the tip of the spear passing through the friable flesh. The golem drives the spear deeper as it advances and strikes the bard with a putrid, bloated fist.
The two oozes make their way toward the fresh meat. They leave a visible slime trail in their wake. Chandu rips out her spear and strikes the slime as it approaches. Her spear sinks deeply, but even as she begins to withdraw the weapon, the ooze seems to be growing a host of tumors where she struck it.
Active Effects: Inspire Courage +2
Pending Saving Throws
Chandu: Fortitude vs. Poison
Chandu: Fortitude vs. Disease
Combat! Round 1. Bold may act.
Jinsa: wand
Chandu (-11 hp): inspire courage
Thranalas: force missile
Golem (-18 hp)
Blue Ooze (-3 hp)
Red Ooze (-21 hp; +1)
Radagast
Bonaventure
Grog

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Grog charges forward and swings. His axe slams into the side of the creature breaking some of what used to be bones.
on yellow, don't know if he has reach, power attack, bard song, charge on attack, +1 greataxe, assuming that confirms.
"Come on big flesh boy don't you know it's not nice to hit a lady. Taste this!"
don't know if my axe hurts those jellies
attack: 1d20 + 14 ⇒ (20) + 14 = 34
damage: 1d12 + 16 ⇒ (8) + 16 = 24
crit confirm
confirm: 1d20 + 14 ⇒ (17) + 14 = 31
damage: 2d12 + 32 ⇒ (1, 3) + 32 = 36

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I dont know what the Golems DR is but Chandu's spear is adamantine in case it makes a difference.
Fort versus poison, heroism: 1d20 + 8 + 2 ⇒ (11) + 8 + 2 = 21
Fort versus disease, heroism: 1d20 + 8 + 2 ⇒ (14) + 8 + 2 = 24

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Bonaventure begins casting summon monster II.

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Radagast and Fluffy hustle forward, and start swinging.
Claw: 1d20 + 10 + 2 ⇒ (19) + 10 + 2 = 31, for 1d4 + 6 + 2 ⇒ (1) + 6 + 2 = 9 damage.
MW Cold Iron Scythe: 1d20 + 7 + 2 ⇒ (13) + 7 + 2 = 22, for 2d4 + 12 + 2 ⇒ (4, 2) + 12 + 2 = 20 damage.

GM Blake |

Fortitude Grog: 1d20 + 9 ⇒ (6) + 9 = 15
Grog powers through the terrible stench around the golem and chops it in half with a single blow.
Fluffy tears into the putrid jelly and dozens of pulsating tumors begin to grow where his claws pass. The same happens as Radagast's scythe sweeps through the ooze. The three crops of tumors begin to pulse in ominous unison.
Combat! Round 2. Bold may act.
Active Effects: Inspire Courage +2
Chandu: Both of those saves were successes. Not that it matters now, but adamantine did not help with the DR.
Jinsa
Chandu (-11 hp)
Thranalas
Blue Ooze (-3 hp)
Red Ooze (-40 hp; +3)
Radagast: hit, hit
Bonaventure: begins summon monster
Grog: FATALITY

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Chandu steps back and strikes out at the ooze with all of her strength. Take heart friends, we shall prevail!
Maintaining inspire and arcane strike
Spear, power attack, inspire, heroism: 1d20 + 11 - 2 + 2 + 2 ⇒ (13) + 11 - 2 + 2 + 2 = 26
Damage, power attack, inspire, arcane strike: 1d8 + 8 + 6 + 2 + 2 ⇒ (3) + 8 + 6 + 2 + 2 = 21
I havent bothered with OAs as none seem likely this round

GM Blake |

Chandu spears through the ooze, stimulating another crop of tumors, but the ooze just jiggle, deflate, and stop moving except for a faintly noticeable pulsation of the tumors.
Combat! Round 2. Bold may act.
Active Effects: Inspire Courage +2
Jinsa
Chandu (-11 hp)
Thranalas
Blue Ooze (-0 hp) corrected
Red Ooze (-53 hp; +4)
Radagast: hit, hit
Bonaventure: begins summon monster
Grog: FATALITY

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Jinsa moves to the other side of the building and cast another shocking grasp. He holds the charge until the ooze comes around the corner.
Readied until the ooze comes around the corner.
attack vs touch: 1d20 + 6 ⇒ (2) + 6 = 85d6 + 5 ⇒ (4, 3, 2, 1, 2) + 5 = 17

GM Blake |

Jinsa slams his electrified hand into the bloody ooze as it flows around the corner, creating a plume of foul-smelling smoke. Thranalas fires another force missile into its mass. None of these attacks create any tumor growth.
Combat! Round 2. Bold may act.
Active Effects: Inspire Courage +2
Jinsa: Hit (SG)
Chandu (-11 hp): Hit
Thranalas: Force Missile
Blue Ooze (-15 hp) corrected
Red Ooze (-48 hp; +4)
Radagast
Bonaventure
Grog

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Bonaventure summons a small earth elemental, then draws a wand of bless and activates it.

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Grog steps back grabs an alchemist fire and lobs it at the ooze. red
touch attack bless and minus for combat: 1d20 + 2 ⇒ (13) + 2 = 15
damage: 1d6 ⇒ 6
"Damm jelly"

Summoned Monster! |
The earth elemental slams into the blue hungry flesh.
6 rounds remaining
Augmented Small Earth Elemental—HP: 17/17 | AC: 17 (10 Tch, 17 FF) | CMB: +6, CMD: 15 | F: +6, R: –1, W: +3; | DR 3/evil
slam (bless, earth mastery, inspire courage, Power Attack): 1d20 + 7 + 1 + 1 + 2 - 1 ⇒ (19) + 7 + 1 + 1 + 2 - 1 = 29
bludgeoning (earth mastery, inspire courage, Power Attack): 1d6 + 7 + 1 + 2 + 3 ⇒ (5) + 7 + 1 + 2 + 3 = 18 damage

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Noting that slashing and piercing weapons cause tumorous growth, Radagast opts instead to try for bludgeoning - drawing a club, and taking a swing at the downed ooze.
Club: 1d20 + 6 + 2 ⇒ (1) + 6 + 2 = 9, for 1d6 + 12 + 2 ⇒ (5) + 12 + 2 = 19 damage.

GM Blake |

The summoned earth elemental pounds its fist-like appendage into the putrid mess that is the hungry flesh, scattering bits here and there.
Grog inexplicably tosses a flask of alchemist's fire on the inanimate pile of ooze while Radagast hammers away at the unmoving mass.
Combat! Round 3. Bold may act.
Active Effects: Inspire Courage +2
Active Effects: Bless
Jinsa
Chandu (-11 hp)
Thranalas
Blue Ooze (-33 hp)
Radagast
Bonaventure
Grog

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Almost out of spells, need to conserve some magic. Is there a magic recharging station somewhere.Forgot how tough these long hauls were on spell casters
Jinsa takes a step back, levels his wand and releases another bolt of force.
wand of MM: 1d4 + 1 ⇒ (4) + 1 = 5 force damage

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That's why I've been stingy Jinsa!
Thran curses and stays with what works, hurling a simple bolt of force
DMG: 1d4 + 2 ⇒ (3) + 2 = 5

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Seeing Radagast switch to a bludgeoning weapon Chandu follows suit. She drops her spear behind her and draws out a heavy looking blackened silver mace. Take heart friends, we shall overcome these monstrosities she shouts as she steps up, seizes the mace in both hands and strikes. As she does so it bursts into a soft blue light.
Free to drop weapon, move to draw a new one, free to maintain performance, swift for arcane strike, 5' step and then attack
Mace, heroism, inspire, pa: 1d20 + 10 + 2 + 2 - 2 ⇒ (14) + 10 + 2 + 2 - 2 = 26
Damage, inspire, pa, as: 1d8 + 7 + 2 + 6 + 2 ⇒ (3) + 7 + 2 + 6 + 2 = 20

GM Blake |

Slam vs. Jinsa: 1d20 + 5 ⇒ (19) + 5 = 24
B: 1d6 + 4 ⇒ (2) + 4 = 6
Dead is a relative term for regenerating things. That fire turned out to be important for killing it.
Thranalas and Jinsa continue to chip away at their ooze with bolts of force. Chandu joins Radagast at pounding the pile of congealed blood, bits of body parts, and tumorous growths until it is scattered in so many different directions that it probably will not be returning.
The slime ignores the animate earth and follows the scent of blood. A foul smell pseudopod slaps the sorcerer across the face.
Combat! Round 3/4. Bold may act.
Jinsa: Need a Fortitude save vs. disease.
Active Effects: Inspire Courage +2
Active Effects: Bless
Blue Ooze (-38 hp)
Radagast
Bonaventure
Grog
---4---
Jinsa (-6 hp)
Chandu (-11 hp)
Thranalas

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Chandu sprints across the courtyard to support their sorcerer. I'm coming Jinsa, dont get yourself killed!
Double move, maintain performance, activate arcane strike

Summoned Monster! |
The earth elemental slams into the blue hungry flesh.
5 rounds remaining
Augmented Small Earth Elemental—HP: 17/17 | AC: 17 (10 Tch, 17 FF) | CMB: +6, CMD: 15 | F: +6, R: –1, W: +3; | DR 3/evil
slam (bless, earth mastery, inspire courage, Power Attack): 1d20 + 7 + 1 + 1 + 2 - 1 ⇒ (2) + 7 + 1 + 1 + 2 - 1 = 12
bludgeoning (earth mastery, inspire courage, Power Attack): 1d6 + 7 + 1 + 2 + 3 ⇒ (2) + 7 + 1 + 2 + 3 = 15 damage

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fort: 1d20 + 4 ⇒ (12) + 4 = 16
Jinsa moves back again and fires another bolt at it.
Wand of MM: 1d4 + 1 ⇒ (1) + 1 = 2

GM Blake |

The earth elemental's slam splatters a good bit of the gory ooze, and it stops moving. A few moments later, it begins to move again. Jinsa strikes it with a force missile. Then Grog shoots it, which causes it to generate a crop of tumors.
Someone spend an alchemist's fire and we'll continue...
Once the invaders in your area have been dealt with, the city commander motions for you to approach.
The Siege Lord removes his steel helmet for a moment, shaking out his braided hair beaded with the teal and gold colors of Absalom’s flag. With a respectful nod and congratulatory salute, he introduces himself.
“I am Wynsal Starborn, once captain of the First Guard and now the Siege Lord ensuring Absalom’s safety. You fought bravely, and thanks to your help, we’ve got the situation under control here.
“I am less confident about affairs beyond our gates, though we could seize control of the tides of war with a targeted strike by capable operatives like you. As you probably noticed, those fiendish abominations are quite tough, but they’re not very organized. In fact, I saw two groups of them fighting each other until one of the minotaur commanders sorted them out. We might be able to use their lack of discipline against them!
“I’ve heard the Pathfinder Society has already done a great deal for the city today. While I’m reticent to ask more, I cannot afford to surrender your expertise. I ask that you sneak past enemy lines, seek out Captain Nakarr, and kill that horned beast. The First Guard will be ready to exploit the opening.”
You slip past the enemy lines and seek out the captain.
Deduct 5 minutes from your durations.
A black-and-red banner with a bull’s head on it flies above the shattered remains of an ancient siege castle. A group of groaning, hunched creatures stitched together from strange flesh patrol the ruins.
You can engage the sentry or try to sneak past. To sneak past, you only need 4 successful Stealth checks (including Fluffy), so don't feel like you're doomed if one of you has an awful Stealth modifier.

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Chandu can spend an alchemist fire.
Knowledge, heroism: 1d20 + 7 + 2 ⇒ (8) + 7 + 2 = 17
Yes, we can take on this minotaur
Stealth, heroism: 1d20 + 6 + 2 ⇒ (10) + 6 + 2 = 18

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Knowledge(Nature): 1d20 + 11 ⇒ (1) + 11 = 12.
Radagast hasn't heard about the Minotaur.
Seeing the abominations, Radagast tries to coax Fluffy into moving quietly...
Stealth(Radagast): 1d20 - 2 ⇒ (10) - 2 = 8.
Stealth(Fluffy): 1d20 - 1 ⇒ (20) - 1 = 19.
...and although Fluffy does remarkably well, Radagast accidentally kicks some pebbles.

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We have two elixirs of hiding that we could use to bolster whoever is weakest on Stealth.
Stealth: 1d20 + 2 ⇒ (20) + 2 = 22

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stealth: 1d20 + 2 ⇒ (20) + 2 = 22
Jinsa manages to sneak around really well for once.
He will also drink his potion of cure serious wounds.
CSW: 3d8 + 5 ⇒ (1, 4, 7) + 5 = 17
And re up with an extended false life.
1d10 + 5 ⇒ (6) + 5 = 11

GM Blake |

Bonaventure: 1d20 + 2 ⇒ (8) + 2 = 10
Chandu: 1d20 + 5 ⇒ (4) + 5 = 9
Grog: 1d20 + 0 ⇒ (19) + 0 = 19
Radagast: 1d20 + 3 ⇒ (5) + 3 = 8
Thranalas: 1d20 + 3 ⇒ (7) + 3 = 10
Yen Jinsa Taishin: 1d20 + 6 ⇒ (15) + 6 = 21
Captain: 1d20 + 2 ⇒ (19) + 2 = 21
Minotaur Red: 1d20 + 0 ⇒ (6) + 0 = 6
Minotaur Blue: 1d20 + 0 ⇒ (9) + 0 = 9
The companions easily outmaneuver the golem and sneak toward the command post.
Within the ruins, a towering humanoid creature with a bull’s head is observing the battle and issuing commands to demonflesh creatures. Tiny homunculi race off to deliver orders across the battlefield’s churned soil. A blood-red symbol depicting a bull’s head adorns the bull-headed creature’s armor.
Jinsa reacts just before the half-fiend captain notices you.
Combat! Round 1. Bold may act.
Jinsa
Captain Nakarr
Grog
Thranalas
Bonaventure
Chandu
Blue
Radagast
Red

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knowledge planes via JFC: 1d20 + 7 ⇒ (13) + 7 = 20
A worshiper of Baphomet. This is not good. I think
Jinsa moves behind cover and draws his wand. He levels it and launches a bolt of force at red.
Magic missile: 1d4 + 1 ⇒ (1) + 1 = 2

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Knowledge: 1d20 + 11 ⇒ (14) + 11 = 25 "Baphomet!"

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Knowledge, heroism: 1d20 + 7 + 2 ⇒ (14) + 7 + 2 = 23
Here is an OA in the event the minotaur provokes
OA, heroism, power attack: 1d20 + 11 + 2 - 2 ⇒ (18) + 11 + 2 - 2 = 29
Damage, pa: 1d8 + 8 + 6 ⇒ (6) + 8 + 6 = 20

GM Blake |

Wand Caster Level Check: 1d20 + 1 ⇒ (18) + 1 = 19
Unholy Blight: 3d8 ⇒ (6, 8, 6) = 20
Sickened: 1d4 ⇒ 3
Jinsa's force missile streaks unerringly over the ruined walls to strike the captain in his armored chest.
The hell-born minotaur captain unfurls bat-like wings and takes to the night sky. He gestures with his over-sized glaive toward you and calls out in Giantish. Suddenly a painfully oppressive wave of evil and unholy thoughts assault your minds.
Everyone:
20 damage and sickened (-2 attack, weapon damage, ability checks, skill checks, and saves) for 3 rounds
Will save (spell/spell-like) vs. DC 16 for half damage and no sicked condition.
Non-Good alignment: Reduce damage by half and not sickened regardless of saving throw.
Combat! Round 1. Bold may act.
Jinsa: Magic Missile
Captain Nakarr (-2 hp):
Grog
Thranalas
Bonaventure
Chandu(-11 hp)
Blue
Radagast
Red

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Will: 1d20 + 5 ⇒ (4) + 5 = 9 While not the true type of target for the spell, it nevertheless hurts.
The elven wizard turns the corner and opens with a Scorching Ray on the closes minotaur (red.)
Touch: 1d20 + 5 ⇒ (18) + 5 = 23 for DMG: 4d6 ⇒ (4, 3, 6, 5) = 18