
GM_Colin |

After spending the entire year (of Season 5) gathering supplies and allies, the time has finally come for the Pathfinder Society to march toward the lost dwarven Sky Citadel of Jormurdun, across the demonic wasteland known as the Worldwound. Terrible timing, some might say, as the Fifth Mendevian Crusade began not long ago and demons are already pouring into the Worldwound. Unfortunately, time is not on our side——the Society’s enemies are also searching for Jormurdun and had a head start.
The good news is that an elite Pathfinder hit squad has been dispatched to deal with those enemies. The bad news is that you have been selected——drafted, voluntold, or otherwise——to join the Army of the Open Road, which must fight its way through the demon-infested wasteland to reach the Sky Citadel. A beachhead base has already been established in the Realm of the Mammoth Lords, and you have been transported there via the Hao Jin Tapestry, along with many other Pathfinders. and the logistics team supporting you all.

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A leshy warrior in full plate armor equipped with large sword and wooden shield is impatiently waiting for briefing to begin. "We are going to battle demons, hated enemy of my homeland Kyonin. I've been waiting for this quite some time! Thornrose is my name."

GM_Colin |

A blast of cold wind—the biting chill of the Realm of the Mammoth Lords—rushes into the tent, ruffling scattered papers but not Marcos Farabellus. The Pathfinder Society’s Master of Swords stares intently at a map of the western Worldwound, eyeing wooden playing pieces placed at strategic locations. “Quite a party we’ve started up here. Did you know they’re calling all this ruckus the Army of the Open Road?” Farabellus asks, never raising his eyes from the map laid out before him. “Well, now it looks like this army is finally ready to move on Jormurdun, the lost Sky Citadel of the dwarves.”
“In case you hadn’t heard, I’ve been appointed warmaster of this growing army of ours. The Decemvirate has politely asked me to knock on Jormurdun’s door and see who answers. The problem is, the walk there is going to take weeks and we know there’re some unwelcome residents already in the region.”
Farabellus points to a group of crimson-stained wooden tokens at the north-western edge of the Worldwound that stand opposed to the tokens of the Society’s forces. “It looks like the Society’s latest adversaries, that deceitful cur Tancred Desimire and the two-faced former Venture-Captain Thurl, have assembled an expedition of their own—and positioned it right in our path.”
Slamming his fist down in a sudden movement that cracks the table, Farabellus sends wooden pieces flying about the tent’s interior. “I’m done with these two meddlers. The demonologist and the traitor are to be brought to justice. But first, we must reach Jormurdun before they do. To that end, I need your assistance in rallying our armies and getting us to the entrance of the Sky Citadel. All our senior agents are out in the field tracking Tancred and Thurl, so I’m promoting you to act as field commanders for the battles ahead. Our allies are waiting to meet with us. Any questions?”

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An Ulfen man looks to the others, then to Farabellus, and raises his hand. "Pardon me, sir. My name is Snorri Thordenskjold. I have run a fair few missions, but I am not familiar with this area, or the foes you mentioned. How would you recommend we outfit ourselves for this mission?"
My in-character way of asking if we have any idea what type of enemies we will face and what type of weapons we should have. Snorri has two special swords- one silver and one cold iron- but I don't want to end up in a fight where I can't do damage. Also, I think I've run one scenario that mentioned Thurl, but I don't know anything about the other characters or places he mentioned, beyond context clues. Any clarifications would be appreciated.

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Gaston of Gault reporting, though I am sure you all have heard of me. Autographs available after the mission briefing.
I will update profile and stuff when I get my laptop tonight, setting up new guy for pbp on phone is a pain.
Gaston is mainly built as a rapid grappler grab and tie up. He also can swing a sword if needed.

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A dwarf enters, holding an axe but without any armor. Instead, from inside his robe, a weasel's head appears and sniffs around, before jumping out, hoping to snatch some food
Miss Lybna, this is NO WAY to behave. You should be ashamed of yourself. You had some delicious snacks right before we entered that room.
For fleeting instant, it seems the animal smiles, then it comes back onto the dwarf's shoulders and cuddles.
My apologies, my familiar is, well, too much familiar sometimes. My name is Eredur Smagg, the Younger. I hope I can help you in this serious matters concerning my people.

GM_Colin |

An Ulfen man looks to the others, then to Farabellus, and raises his hand. "Pardon me, sir. My name is Snorri Thordenskjold. I have run a fair few missions, but I am not familiar with this area, or the foes you mentioned. How would you recommend we outfit ourselves for this mission?"
"I see that you've neglected your planar knowledge elective classes, but have you stepped outside your bedroom at all throughout the past year?" Marcos Farabellus shakes his head. "Planar rifts opened four times before in the land of Sarkoris—what we now call the Worldwound—and there were four crusades against them. We have been in the Fifth Crusade for months now, ever since the Wardstones failed and demons began pouring in."
"Demons are generally susceptible to cold iron weapons and/or good-aligned attacks. They are immune to electricity and poison. The more powerful they are, the stronger their magical abilities become, and many of them can use Greater Teleport."

GM_Colin |

Anyway, some of you might already have information on the Army of the Open Road, either from studies abroad, or talks with soldiers stationed at the encampment......
The Society has put together a massive host to march on the lost dwarven Sky Citadel of Jormurdun. Earning the nickname “the Army of the Open Road,” this force is composed of Society agents and allies from across the Inner Sea.
Standing beside the Society are the crusaders of Mendev, consisting of mounted cavalry and trained battle priests. The dwarves of the Five Kingdoms Mountains have committed their siege weapons and hearty infantry after long negotiations with the Society. Both of these forces stand as the most loyal and largest non-Society factions in the Army of the Open Road.
Marcos Farabellus was appointed warmaster of the army by unanimous decision. His role is to lead the greater efforts of the army in reaching Jormurdun, but he remains far from the frontline fighting to ensure his safety and direct the efforts of top agents in tracking Thurl and Tancred Desimire. Because of this, Farabellus has been searching for prestigious agents to act in his stead as the army meets the demonic forces of the Worldwound.
Soldiers from the frontlines report that Tancred Desimire and former venture-captain Thurl have committed a force of fanatical cultists and demons to oppose the Army of the Open Road. Scouts have returned with descriptions of demonic horrors stitched together by Thurl, ready to be unleashed as the Society closes on Jormurdun.
......while Farabellus continues his lecture: "We’ll be going over all the details in the war council, but we’ve assembled quite a host and need reliable Society agents overseeing each unit. Your duty will be to work together with a team of units and crush any opposition Tancred and Thurl put in our way. Over the past year, we’ve been gathering resources and setting up supply chains to bring us here. Now we’ve acquired assistance from the crusaders of Mendev and the dwarves of the Five Kingdom Mountains. Other smaller—but no less important—groups have joined us, and we’ll be meeting them at the war council."

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Know Local: 1d20 + 7 ⇒ (16) + 7 = 23
I know that the crusaders of Mendev and the dwarves of the Five Kingdomw Mountains are our staunchest allies; that should cover our needs in cavalry and heavy infantry, with some priests and siege weapons too. Our other allies I don't know, but everything can help.

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Diplomacy: 1d20 - 2 ⇒ (7) - 2 = 5
Thornrose nods politely while listening Farabellus, but doesn't learn anything new "Good thing I don't use electricity or poison."
Purchase 2 flasks of holy water

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diplomacy: 1d20 + 4 ⇒ (20) + 4 = 24
He looks over to Gaston. Why would I want your autograph?
He also takes notes so he can outfit himself properly such as getting cold iron equivalents of his preferred weapons and enhancing his armour etc. Healing potions might not be a bad idea either.

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A charismatic man wearing an agile breastplate steps from the back of the room where he had been quietly listening. His hair and beard are golden. He wears a cold iron great sword and carries a cold iron lucerne hammer. Anyone looking closely at him will see that his skin is made of of tiny golden scales and his golden eyes are cat-like. A holy symbol of Irori adorns his neck.
I know of demons like few others. he says quietly. And I live to fight them. Abyssal Bloodline
Diplomacy, Gather Info: 1d20 + 3 ⇒ (15) + 3 = 18

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Why would you want my autograph? To cherish of course, it has great value. Have you not heard of me?
<He calls over his page boy totally no in game function other than introductions>
Clearing his throat the page announces:
"From the mist-shrouded highlands of ancient Gault, where legend and strength are forged in equal measure, emerges a titan of the ring whose name echoes through the halls of valor and glory...
He is the pride of the old clans, the bane of braggarts, and the breaker of chains. With a jaw carved from granite and a heart tempered by fire, he’s wrestled beasts in the wild and kings in the arena. A warrior of unmatched grit, honor, and raw power — feared by foes, revered by allies...
He is Gaston of Gault — The Highland Hammer!... And Patti.
Also awarded the NO- BELLE prize!

GM_Colin |

Farabellus brings you to a much larger tent amidst the Society’s encampment. Within stand rows of benches and a massive wooden table adorned with token-strewn maps like those in Farabellus’s tent. Dozens of people already mill about, moving to sit as Farabellus enters. The Master of Swords pays little heed to the other attendants as he gestures for you to take a seat at one of the front-row benches.
Once you seat yourselves, Farabellus addresses the occupants. “Friends and allies, I thank you all for coming to this most important of war councils. Our forces stand ready to march out from the Realm of the Mammoth Lords and into the treacherous terrain of the Worldwound, in search of Jormurdun. Know that this journey will not be easy, as dangerous enemies rest in our path.”
Warmaster Farabellus moves so all in attendance can see the map in the center of the chamber. Pointing at a group of tokens inscribed with demonic runes situated due east of the Society’s encampment, he continues. “Our first mission is to move out from this encampment and secure the region south of the Wolfcrags, where we know Jormurdun to be located. To ensure we are not flanked, we’ll need to destroy any enemy formations within the region around Silvershore, an abandoned town that the fiends are using as a base of operations.”
Knocking over demon-marked tokens with a wave of his arm, Farabellus haphazardly shoves the various tokens of the Society’s army into the region previously indicated. “With this region obtained, we’ll be well positioned to engage whatever Tancred and Thurl have waiting for us in the Wolfcrags. We’ll use the region around Silvershore as a forward command post and move north towards Jormurdun.”
“To ensure our success, I’m appointing my best agents as field commanders for the engagements to come. They’ll be leading our specialist units in crushing enemy resistance. They’ve not yet had a chance to select what units they’ll be leading directly, but I leave the decision in their hands. Please assist them by answering any questions you have about your formations and capabilities.”
With a nod, Farabellus looks over the assembled room. “This is it, everyone. This is the day we find Jormurdun and make Tancred and Thurl pay for their many treacheries.”
With his speech complete, Farabellus walks over to you and instructs you to meet with the various unit leaders in the room and decide on which formations you want to lead into battle.

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Venture-Captain Colin Rosenthal flies down from the sky and briefs you with the upcoming engagement:
"Field commanders, listen up. The goal is to destroy all enemy armies in the field, so that they can pose no threat to our march toward Jormurdun."
"The lakeside settlement of Silvershore was once a thriving fishing town. It had the lucrative privilege of supplying a massive, floating pleasure palace known as the House of Reflections that drifted near the middle of the lake. Many now believe that the House of Reflections has become haunted and extremely dangerous. Scouts report that Silvershore itself is fortified and currently serves as an outpost for demons."
"By capturing Silvershore, the Society will not only eliminate an enemy stronghold but also secure a defensible forward camp. This camp can serve as the launching point for their march on Jormurdun through the mountain passes of the Wolfcrags to the north. The area teems with cultists and murderers loyal to Tancred Desimire."

GM_Colin |

Please review the various handsout in the Discussion thread, the Campaign Info tab, and Google Slides. Time for you to select your army of choice and lead them into battle!
Knight Thornrose unlocked Jistkan Stone Golems, and Riftwardens
Tarragon The Golden unlocked Elven Uprooters, Jistkan Stone Golems, and Mammoth Riders
Vesuvius Ignus unlocked Elven Uprooters, Jistkan Stone Golems, and Riftwardens

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Tarragon is the only player with access to the Mammoth Riders so he is going to take them for the first battle.
The golden man moves to stand before the Mammoth Riders. I would be honored to lead such a force as stands before me. Together we will crush the demons holding this town. He raises his hammer and leads these men in a battle shout.

GM_Colin |

The mammoth riders roars with their super-elephants. "THE MAMMOTH LORDS WILL RIDE WITH TARRAGON!"
Gaston also unlocked Elven Uprooters, Jistkan Stone Golems, and Mammoth Riders
But Tarragon called first dibs on mammoth, alas. Should have check the thread more often.
What does everyone else wants to bring?

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Leshy fighter observes the Jistkan Stone golems with admiration. "These golems will mow down demons like moths. I would like to direct them."

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Eredur looks around for dwarves
I'm no fighter but I can help with my spells, so tell me where I can be most useful.

GM_Colin |

Gaston finds the elves sharpening their swords and sorting out their cold iron arrows. "Demon-infested lands? Feels just like home," Their leader smirks.
Eredur looks around for dwarves
I'm no fighter but I can help with my spells, so tell me where I can be most useful.
There are two type of dwarf army available from the Five Kings Mountain's support: Siege Master with dwarven engineers and ballista; and Pike Infantry with dwarven phalanx formation. Stat block in Discussion thread, which one would you want to lead?"

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Eredur will join the engineers to help with siege weapons

GM_Colin |

Eredur is greeted by nonstop sounds of dwarven machinery and hammering. "Aye aye, brother. The demon scums will soon have a taste of the superior dwarven engineering. This ballista can send a bolt up their ass at Mach 3." Eredur, you can pick a army boon from the list available for your dwarf siege masters. If you don't know what to pick, Defensive Tactics for DV(a.k.a army's AC) +2 can never go wrong.
We now have a combined force elven uprooter, stone golem, mammoth rider, and dwarven siege engines for the upcoming engagement. Vesuvius and Snorri still need to select their army.

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Snorri looks at each army, hesitating over each one, then finally chooses the Mendevian Warpriests.

GM_Colin |

Sorry for the delay, car accident and all...
The Army of the Open Road is geared up and ready.
PATHFINDER, ROLL OUT!
Victory Conditions: To win the engagement, the Pathfinders must capture Silvershore and prevent enemy armies from recapturing it before the end of the following day. If the Pathfinders destroy or rout all enemy armies, they automatically win the engagement.
Init Thornrose Golem: 1d10 + 1 - 2 ⇒ (8) + 1 - 2 = 7
Init Snorri Warpriest: 1d10 + 1 + 0 ⇒ (2) + 1 + 0 = 3
Init Vesuvius Riftwarden: 1d10 + 2 + 3 ⇒ (2) + 2 + 3 = 7
Init Tarragon Mammoth: 1d10 + 3 + 3 ⇒ (1) + 3 + 3 = 7
Init Eredur SiegeMaster: 1d10 + 1 - 1 ⇒ (8) + 1 - 1 = 8
Init Gaston Elves: 1d10 + 2 - 2 ⇒ (10) + 2 - 2 = 10
Cultist 1: 1d20 + 2 + 1 ⇒ (16) + 2 + 1 = 19
Cultist 2: 1d20 + 2 + 1 ⇒ (12) + 2 + 1 = 15
Cultist 3: 1d20 + 2 + 1 ⇒ (17) + 2 + 1 = 20
Cultist 4: 1d20 + 2 + 1 ⇒ (7) + 2 + 1 = 10
Cultist 5: 1d20 + 2 + 1 ⇒ (14) + 2 + 1 = 17
Cultist 6: 1d20 + 2 + 1 ⇒ (18) + 2 + 1 = 21
Cultist 7: 1d20 + 2 + 1 ⇒ (10) + 2 + 1 = 13
Cultist 8: 1d20 + 2 + 1 ⇒ (10) + 2 + 1 = 13
Cultist 9: 1d20 + 2 + 1 ⇒ (15) + 2 + 1 = 18
Cultist 10: 1d20 + 2 + 1 ⇒ (16) + 2 + 1 = 19
Tiefling Garrison: 1d20 + 2 + 1 ⇒ (20) + 2 + 1 = 23
Battlefield Report: -The hexs containing the House of Reflection (outline by red) are particularly dangerous, The site is occupied by powerful incorporeal undead. Any army that travel through those hex takes d6+1 damage. Exploring or cleansing the ruins is beyond the scope of this adventure expedition.
-The enemy has fortified Silvershore (outline by purple), which greatly increase its defense value. Siege weapon can wear down their fortification.
The cultist armies march forward, cluste up and established a line of defense near our base camp.
Initiative, day 1
Movement Phase
==========
Tiefling Garrison
Cultist 6
Cultist 3
Cultist 1
Cultist 10
Cultist 9
Cultist 5
Cultist 2
Cultist 7
Cultist 8
Cultist 4
-----
Gaston Elves
Tarragon Mammoth
Vesuvius Riftwarden
Thornrose Golem
Snorri Warpriest
==========
Bold can move

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Where do we start on the map?

GM_Colin |

For ranged do I have to be adjacent or can be back one square?
Range is an extra combat phase once you initiate combat with an enemy army WHEN YOU ARE IN THE SAME HEX on the map.
Basically for pure melee army, you go MOVEMENT->TACTICS->MELEE.
For those with ranged weapon, you do MOVEMENT->TACTICS->RANGE->MELEE.
Each movement phase represent one day worth of army movement. I wasn't aware of any range attack presented here that can attack something 24~36 miles away without penalty, if possible at all.

GM_Colin |

Do I stack my token on the same hex?
Yes. You and your enemy also have to be within the same hex to fight each other.
If multiple enemy armies are in the same hex as you, when you attack (in ranged or melee phase), you have to pick one target to attack. Multiple armies can attacks a single army, and this applies for you and the enemies.

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Snorri will send his army against 2-3.

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The siege engineers will attack, from afar, cultists 1-9

GM_Colin |

The siege engineers will attack, from afar, cultists 1-9
You need to be within the same hex to engage the enemy. You can't attack enemies in adjacent hex.
Initiative, day 1
Movement Phase
==========
Tiefling Garrison
Cultist 6
Cultist 3
Cultist 1
Cultist 10
Cultist 9
Cultist 5
Cultist 2
Cultist 7
Cultist 8
Cultist 4
-----
Gaston Elves
Tarragon Mammoth
Vesuvius Riftwarden
Thornrose Golem
Snorri Warpriest
==========
Bold can move

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Tarragon leads his mammoth riders into the hex with 1-9, expecting them to be softened up by the siege engineers.

GM_Colin |

The riftwarden and the elven uprooter rush to fight two cultists armies, while the mammoth marches north and engages the other group of cultists. The slower armies, that's the golem, warpriest, and siege engines, slowly push forward.
Day 1
Tactics Phase
==========
Gaston Elves
Vesuvius Riftwarden
Versus
Cultist 5
Cultist 4
-----
Tarragon Mammoth
Versus
Cultist 1
Cultist 9
==========
Commanders, please select your tactics
The available Tactics can be found on your army stat block on slide 2. Details about what each tactics do can be found on slide 4 (handout 2 Tactics). Choose ONE tactics for your army to use.
Since this is our very first turn, I will copy paste the list of tactics available for your armies here for you.
Vesuvius Riftwarden Tactics: spellbreaker(DV+4 vs spellcaster), standard, withdraw
Gaston Elves Tactics: expert flankers(OM+2, DV-2), false retreat, sniper support(+2 dmg in melee), standard, withdraw
Tarragon Mammoth Tactics: cavalry experts(OM+2 vs unmounted army), relentless brutality(OM+4, DV-4), standard, withdraw

GM_Colin |

I had Vesuvius' Riftwarden on standard tactics as it make no difference in this case
Day 1
Ranged Phase
==========
Gaston Elves
Versus
Cultist 5
Cultist 4
==========
Bold can shoot!
Now for ranged phase, the only army with ranged weapon that're fighting now is the Elven Uprooter, so they get to shoot at enemies in this phase. Please select ONE enemy army as target and roll your army's offense check (d20+ army's OM). The elf's OM is currently +8+2=+10, before the combat style I mentioned below.
Now is also the time for Gaston to decide for his Elven Uprooter's Combat Style of choice. Essentially they get to have either +1 on melee or +1 on ranged attack throughout the whole engagement. Once the decision is made it can't be changed for this engagement.

GM_Colin |

+1 ranged
Next time please do not forget picking a enemy army as target for your attack, otherwise it will be seem as forfeiting the attack.
The opening volley fails to do any harm to the well-armored cultist army.
1d20 ⇒ 10
1d20 ⇒ 19
1d20 ⇒ 9
1d20 ⇒ 6
Day 1
Melee Phase 1
==========
Gaston Elves
Vesuvius Riftwarden
Versus
Cultist 5
Cultist 4
-----
Tarragon Mammoth
Versus
Cultist 1
Cultist 9
==========
Bold can attack!
First, you must choose an strategy from the strategy track which will further modify your army's stat:
Defensive: DV +4, OM -4
Cautious: DV +2, OM -2
Stnadard: DV +0, OM +0
Aggressive: DV -2, OM +2
Reckless: DV -4, OM +4
Then, each commander please select ONE enemy army as target to commerce your attack by rolling d20+your army's OM. All attack on both sides are happening simultaneously. Please let me know if there's any special ability of your army that you're activating.