[BTG] Redelia's Assault on Absalom

Game Master Redelia

Chronicle Sheets


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Venture Lieutenant, Play by Post (online)

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Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire

Master of Swords Marcos Farabellus stands on a low platform in front of the assembly. “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.”

Table GMs, you may begin mustering.

The Exchange

Female Human 11

Hi Im Skater
im going to be playing 1 of my princesses
Rapunzel (full - White hair Witch level 10)
Human, Neutral Good. normal vision.
Chelaxian, and worship Falayna

Backstory she was trap in a tower for like longest of time n only a few years back she manage to escape. meet a guy thief call flynn who help free her, go introduce to PFS by her other disney princess friends n she has been leveling up. only got to do a few adventure w her bf flynn so excited to see where this goes.
My rapunzel version is inspired by the movie - Tangled

she has no social skills cos she was trap in her tower for years
general average knowledge, good in arcana n planes n religion , spell craft.

barely do any dmg. mostly she love to grapple enemies w her hair. (15ft reach)

The Exchange

Female Human 11

Where do we add our token image ?

The Exchange

Female Human 11

pardon if im a bit slow. as this is only my 2nd PBP game

The Concordance

Female Dromaar Paladin (Redeemer, Warrior of Holy Light) 10 | HP 94/94 | AC 23 T 12 FF 22 | CMB +16 CMD 27 | F +13 R +8 W +10 (immune disease, fear) | Init +2 | Per -1 (darkvision 60 ft.) SM +3 | Dailies: Tactician 1/1 Merciful Smite 2/4 Lay on Hands 7/8 Divine Bond 9/10 | Active Conditions: Smite, Enlarge, Holy Weapon

A half-orc, tall even for her race, with bones woven into her full plate stands facing the Master of Swords. She holds what appears to be a gleaming claw hammer that seems almost comical in her hand. She has a jovial smile on her face that does not match her intimidating appearance as she looks at the goods, but her razor-sharp teeth could probably turn that smile menacing in a moment.

"I am Elbesamiya dy Bulaka," she says as other Pathfinders approach the platform, "though I prefer just 'Elby' unless we are trying to impress some nobles. I'm who the Society sends when they want something big brought back alive, though I feel like today it will be more important that all of you survive. This thing gets a whole lot bigger," she adds, holding up the hammer, "but I find it's easier to travel with it like this."


Venture Lieutenant, Play by Post (online)

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.”

Any of you who have not already done so, please introduce your character.

You may participate in the following preparation tasks, using the skills listed:

CATCHING A SPY
The PCs chase a spy across the rooftops of Absalom, hoping to gain some useful information about the coming attack.
Relevant Skills: Acrobatics (modifiers forjumping) or Climb

DEFENSIVE WARDS
The PCs help spellcasters set up defensive wards.
Relevant Skills: Knowledge (arcana or religion), Spellcraft, or Use Magic Device

EVACUATION NOTICE
The PCs must persuade stubborn people to abandon their homes and retreat behind the city walls. This involves traveling into the neighborhoods of Copperwood, Dawnfoot, Shoreline, and Westerhold outside of Absalom.
Relevant Skills: Diplomacy, Intimidate, or combat maneuver check

RECONNAISSANCE
The PCs perform a short scouting mission to spy on the army mustering in the Cairnlands.
Relevant Skills: Acrobatics, Perception, or Stealth

STRANGE THINGS
The PCs investigate strange occurrences that have been reported all over Absalom.
Relevant Skills: Perception or Survival (Survival modifiers to track)

URGENT REPAIRS
The PCs help repair a wagon that tipped over while carrying alchemical goods and other important supplies.
Relevant Skills: Craft (any relevant craft skill), Disable Device, Knowledge (engineering), Profession (teamster), or combat maneuver check

USEFUL GOSSIP
The PCs gather information on recent events.
Relevant Skills: Diplomacy (gather information) or
Knowledge (local)

The Exchange

Dwarf, HP88/88 - AC 24, T 14, FF 21/ F +10, R +9, W +8 CMD 23, CMB +9/ Per +21(Dk Vis), Init +6, Move 30ft

"Agh the noise!" The dwarf wakes with a start as Marcus talks with a booming voice. The smell of cheap booze and tobacco surrounds him like a cloud. His greasy, dark hair turns into a greasy salt-and-pepper beard; both are filled with cheap steel trinkets. His full sleeve tattoos seem to start at his fingers and end at his neck - a combination of arcane scripting and geometric patterns. All of this serves only to draw attention to his face, which is as rough as a five-mile patch of bad road.

After a moment of confusion and the sudden horrifying realisation he needs to actually do something and get to work, an equally dirty, disreputable-looking, and clearly hungover mongoose emerges from behind the Dwarfs' pack where it was previously sleeping off a big night on the town.

He tightens his chainmail, picks up his axe and gear, and the mongoose clamours onto his shoulder.

"Are you lot my adventuring party?" he looks about with a surprisingly charming (albeit broken) smile.

"I have heard of some strange things we might want to investigate"

Strange Things
Perception 1d20 + 21 ⇒ (18) + 21 = 39

The Concordance

Female Dromaar Paladin (Redeemer, Warrior of Holy Light) 10 | HP 94/94 | AC 23 T 12 FF 22 | CMB +16 CMD 27 | F +13 R +8 W +10 (immune disease, fear) | Init +2 | Per -1 (darkvision 60 ft.) SM +3 | Dailies: Tactician 1/1 Merciful Smite 2/4 Lay on Hands 7/8 Divine Bond 9/10 | Active Conditions: Smite, Enlarge, Holy Weapon

Not sure if Aid Another is available/useful here, but Elby is bereft of skills so will be trying that unless indicated.

Elby lifts her allies to help them reach the spy more quickly.
Climb: 1d20 + 2 ⇒ (13) + 2 = 15 (Aid)

She double-checks the defensive wards for errors.
Knowledge (Religion): 1d20 + 2 ⇒ (1) + 2 = 3 (Aid)

She lifts up armfuls of villagers and moves them to safer locations.
Combat Maneuver Bonus: 1d20 + 16 ⇒ (7) + 16 = 23 (not Aid)

She points out to the others what she knows about the army in the distance.
Perception: 1d20 - 1 ⇒ (2) - 1 = 1 (Aid)

She listens to her allies about the weird happenings and gives her input.
Survival: 1d20 - 1 ⇒ (20) - 1 = 19 (Aid)

She rebuilds the heaviest of the devices.
Combat Maneuver Bonus: 1d20 + 16 ⇒ (5) + 16 = 21 (not Aid)

She keeps an ear to the ground.
Diplomacy: 1d20 + 10 ⇒ (9) + 10 = 19 (not Aid)

The Exchange

Dwarf, HP88/88 - AC 24, T 14, FF 21/ F +10, R +9, W +8 CMD 23, CMB +9/ Per +21(Dk Vis), Init +6, Move 30ft

Thats a good question - how many can we try?


Venture Lieutenant, Play by Post (online)

You can try as many as you want. It might not be in character to try one or two, which would be OK.

The Exchange

Init +10 (+12 with bb) | Perc +21+2 | Speed 30/60' | boots 10/6| bane 5/2| ki pool 6/3| smite 1/0 Male Tiefling Tiefling 11 | HP 80/80| AC 43/39T / 21/29 FF but uncanny so no | Fort +20+2, Reflex +24+2 +1evasion, Will +11 | +2CMD 47+ |

A very handsome tiefling wearing stylish clothing, no armor, and fists encased in cestus.

Greetings, I am Flynn. I am a bit of a scoundrel. I joined the Pathfinders to experience the world with my love Rapunzel, however, they seem to keep us apart most of the time in separate parts of the world.

I am decent on finding traps, excellent at disabling them. I am also not too bad at talking with people, a pretty good dancer if I say so myself.

I can get out of tight situations- literally- and can brow beat the most stoic individuals into doing what I want, at least for a short time. As a child I was a bit of a thug, so much that I can make people run if I hit them the right way.

The Exchange

Init +10 (+12 with bb) | Perc +21+2 | Speed 30/60' | boots 10/6| bane 5/2| ki pool 6/3| smite 1/0 Male Tiefling Tiefling 11 | HP 80/80| AC 43/39T / 21/29 FF but uncanny so no | Fort +20+2, Reflex +24+2 +1evasion, Will +11 | +2CMD 47+ |

CATCHING A SPY
acrobatics: 1d20 + 16 + 4 ⇒ (16) + 16 + 4 = 36

DEFENSIVE WARDS
umd: 1d20 + 19 ⇒ (14) + 19 = 33

EVACUATION NOTICE
intim: 1d20 + 26 ⇒ (4) + 26 = 30

RECONNAISSANCE
Perception: 1d20 + 19 ⇒ (20) + 19 = 39+2 trap

STRANGE THINGS
Perception: 1d20 + 19 ⇒ (20) + 19 = 39+2 trap

URGENT REPAIRS
disable: 1d20 + 29 ⇒ (11) + 29 = 40+2 if trap related

USEFUL GOSSIP
diplo: 1d20 + 11 ⇒ (3) + 11 = 14

Sovereign Court

Male Human ( Tadlan ) HP : 91/91 Buffs : Ant Haul Investigative Mind, Heroism, Freedom of movement AC : 21 (24 with shield )/ Touch :15 / Flat: 18 Fort: 15 Ref: 18 Will : 13 Bomb : 18/18 Alchemist

the people crowding the place, what a wonderful sight, the man dressed in leathers, a coat and a leatherd mask with metallic frames, with the rough shape of a goblin enters the room

Ah i see it never gets old, Absalom is such a wonderful market to ripe earnings and above that knowledge, about the world and its people

You may call me Bitting Goblin, or Duende Muerde, whichever is easier for you, I am a knowef of things and a preacher, i am the leader of a group of pathfinders that have worked hard to get a name for ourselves. sadly it appears they are on their own endeavours for today

But lets not this be a cause of dismay, i am a force to be reckoned on my own, or i'll keep my weight well balanced as the situation demands

A pleasure to make you all an acquaintance

_ _ _ _
Catch a spy
He moves thru the roofs and uses the knowdlge he has on the city to try to make it for the running man. Had to catch more than one cat during my younger days you know?

Acrobatics: 1d20 + 18 ⇒ (2) + 18 = 20

Defensive wards

Yes, i always liked the shape of that rune. looks like a dancing woman when you look at it from this angle right? Guess the Thassiloniants thought the same
K.Arcana: 1d20 + 19 ⇒ (9) + 19 = 28

Evacuation note:
Listen good people, I am here with your best interests in mind, do you think that the council cares? No, they might look at you as part of the city, for convenience alone, you have to see for yourself. I mean if you don't want to leave, you'll end up crying for not listening. So please move out and evacuate

Diplomacy to persuade - w/Student of philosophy trait: 1d20 + 21 ⇒ (5) + 21 = 26

RECONNAISSANCE
AGain jumping thrun b uildings remeind him of old times catching black cats and followong that spiderly quarry

Acrobatics: 1d20 + 18 ⇒ (13) + 18 = 31

Strange things
While cdoing the other tasks he makes sure to see the places indicated for the reports

Perception: 1d20 + 14 ⇒ (7) + 14 = 21

Urgent repairs

Alchemical goods just laying down down there for any people without morals to take? That cannot stand, Duende Muerde will help with that and maybe get a reagent needed or ten.

Disable device: 1d20 + 20 ⇒ (20) + 20 = 40

Useful Gossip

Well, yes, its awful what is happeing in the puddles, i've heard that now they are eating yellow cats, the poor souls , yes yes

K.Local: 1d20 + 19 ⇒ (9) + 19 = 28

The Exchange

Dwarf, HP88/88 - AC 24, T 14, FF 21/ F +10, R +9, W +8 CMD 23, CMB +9/ Per +21(Dk Vis), Init +6, Move 30ft

The pair realise there is a lot more work to be done, and after a short conversation, they get after the rest of the chores.

Philthy has Feral Speech to talk to Bully, as well as the usual Familiar empathy. Bully is trained in the skills as well (being a familiar)

CATCHING A SPY
Bully - Aid Another (autopass)
Philthy - Acrobatics 1d20 + 15 + 2 ⇒ (18) + 15 + 2 = 35

DEFENSIVE WARDS
Bully - Aid Another 1d20 + 3 ⇒ (7) + 3 = 10
Philthy - Spellcraft 1d20 + 12 + 2 ⇒ (16) + 12 + 2 = 30

EVACUATION NOTICE
Philthy - Diplomacy 1d20 + 10 ⇒ (14) + 10 = 24

RECONNAISSANCE
Bully - Aid Another - Autopass
Philthy - Perception 1d20 + 21 + 2 ⇒ (20) + 21 + 2 = 43

URGENT REPAIRS
Bully - Disable Device - Autopass
Philthy - Disable Device 1d20 + 19 + 2 ⇒ (8) + 19 + 2 = 29

USEFUL GOSSIP
Bully - Know (local) - 1d20 ⇒ 13
Philthy - Know (local) - 1d20 + 11 + 2 ⇒ (15) + 11 + 2 = 28

The Exchange

Female Human 11

Rapunzel very shyly raise her hand, im not very good int phyiscal skills but i can try.
a 20ish female human walks over to the party. she has very very long hair. mechanical the class is white hair witch.
but for flavour i like to have her accurate to the character from Tangled
she has golden-blonde magical hair a pink n puple dress.
she is pretty but she doesnt know it. n Flynn never really hold her that she is.
but she n flynn have been adventure together for awhile.
she is still not sure if they are officially in a relationship.
She has a little crab familiar (give her grapple bonus) call Pascal, as she loves painting, thats her dayjob
She is Neutral Good

Outfit
Chelaxian style dress,
a distinct two-piece illusion bodice and skirt in shades of purple and pink,
with design elements that similar to classic german fairtale

The Bodice: A lavender corset-style top featuring a square neckline,
intricate gold embroidery, and a lace-up front with a pink ribbon.
The laces on the front are designed to be easily tied by Rapunzel herself,
symbolizing her independent time in the tower.

The Sleeves: Puffed, striped sleeves that alternate between lavender and pink, ending in pale pink lower sleeves with white lace trim at the wrists.

The Skirt: A voluminous, ankle-length purple A-line skirt, often layered over a white petticoat and decorated with floral and swirl patterns

Items
Ring of protection, Amulet of natural armour
Headband of Mental Prowess +2 (Int, Cha)
Lepidstadt Investigator's Hat
Eyes of the Eagle
Gauntlets of the Skilled Maneuver
Shirt of Immolation
Belt of Physical Perfection +2
Cloak of Resistance +3
Boots of the Cat
Masterwork Frying Pan - hook on her belt
Sleeves of Many Garments
Alabaster Trapping

Worships Falayna would have to spend 1hr to do her obedience thing every morning for her grapple bonus.
she is pretty shy but excited to explore the world as she have been lock up in a tower for many years.

CATCHING A SPY
Acrobatics +3 Arco: 1d20 + 3 ⇒ (8) + 3 = 11

DEFENSIVE WARDS
Knowledge Arcana +21 Arcana: 1d20 + 21 ⇒ (8) + 21 = 29

EVACUATION NOTICE
Combat maneuver check +21 Grapple Grapple: 1d20 + 21 ⇒ (16) + 21 = 37
- as she reposition ppl

RECONNAISSANCE
Perception +20 Percept: 1d20 + 20 ⇒ (3) + 20 = 23

STRANGE THINGS
Perception +20 Percept: 1d20 + 20 ⇒ (16) + 20 = 36

URGENT REPAIRS
Craft Painting +16, Painting: 1d20 + 16 ⇒ (2) + 16 = 18
if needed she can CMB Grapple +21 to help move items n goods but
she dont really get to use her artistic skill set so she much rather do some painting for sign board n labelling
or deco up the wagon to make it pretty w her paint n brush set

USEFUL GOSSIP
Knowledge local +12 Local: 1d20 + 12 ⇒ (12) + 12 = 24

Silver Crusade

Male-ish Leshy Elysiokineticist 10 | HP 113/153 (40 dmg is burn) | AC 26 T 14 FF 23 (+4 to all if vs. evil, -5 AC if gather power used this round) | CMB +4 CMD 17 | F +16 R +10 W +9 (+4 on all saves vs. evil) (+1 on saves vs. disease, poison, paralysis, magical sleep) | Init +9 | Per +18 (low-light vision, darkvision 60 ft.) SM +5 | Dailies: Burn 3/12 | Active Conditions: none

A sprawling collection of vines and wooden plates with a floral sombrero and a friendly leshy face walks(?) over to the rest of the party, supported by his... I guess those are feet. Ish. Lower appendages. Whatever.

He raises one of his... arms? Hands?... call it one of his upper appendanges in greeting. "Buenos Ding-Dong Dilly Días, Señor! Viva La Rocíagota!" He smiles widely, until it becomes awkward, as he really doesn't have much else to say, and isn't quite sure what you might say back. But eventually realizing that his intentions may not be entirely clear, he whisks off his... hat? It seems to be attached to him be more vines, but sure, we'll call it a hat. Looking at his... skin? Leaves? Exterior surface? We'll go with that. Looking at his exterior surface, you see 5 little bright red berries on the surface of his... scalp? He nods, as if inviting each of you to pick one to take with you. Either this creature is friendly, or he's got some very weird proclivities. Judging by the shining wayfinder around his neck, he's probably friendly, but maybe... I dunno, as the kids say, por que no los dos? :)

He's got a medical bag on him, and looking more closely at him you see that his actual body appears to be made of vine-like fibers and leaves, while he has plates of darkwood seemingly grafted to him, like a set of armor and a little shield on one of his upper appendages (the shield has a little device carved into it suggesting this creature is a Knight of the Order of the Argent Scale... how he took the oath without having a larger vocabulary is anyone's guess. It also looks like little motes of light and forest energy swirl around him at odd intervals, and you think occasionally you hear little tinkling bells or very high-pitched giggling, though apparently not from him.

Silver Crusade

Male-ish Leshy Elysiokineticist 10 | HP 113/153 (40 dmg is burn) | AC 26 T 14 FF 23 (+4 to all if vs. evil, -5 AC if gather power used this round) | CMB +4 CMD 17 | F +16 R +10 W +9 (+4 on all saves vs. evil) (+1 on saves vs. disease, poison, paralysis, magical sleep) | Init +9 | Per +18 (low-light vision, darkvision 60 ft.) SM +5 | Dailies: Burn 3/12 | Active Conditions: none

Haven't done a play-by-post before, so until I can figure out the how to, here's all the info that should appear directly below his name:

Male-ish Leshy Elysiokineticist 10 | HP 123/153 (30 damage is burn) | AC 26 T 14 FF 23 (+4 to all ACs if attacked by an evil creature, -5 to main AC if he's used gather power this round) | CMB +4 CMD 17 | F +16 R +10 W +9 (+1 on saves vs. disease, poison, paralysis, magical sleep; +4 to all saves if source is an evil creature/effect) | Init +9 | Per +18 (low-light vision, darkvision 60 ft.) SM +5 | Dailies: Burn 3/12 | Active Conditions: none

Silver Crusade

Male-ish Leshy Elysiokineticist 10 | HP 113/153 (40 dmg is burn) | AC 26 T 14 FF 23 (+4 to all if vs. evil, -5 AC if gather power used this round) | CMB +4 CMD 17 | F +16 R +10 W +9 (+4 on all saves vs. evil) (+1 on saves vs. disease, poison, paralysis, magical sleep) | Init +9 | Per +18 (low-light vision, darkvision 60 ft.) SM +5 | Dailies: Burn 3/12 | Active Conditions: none

Rociagota will always try to be helpful, unless he literally can't, or unless someone firmly tells him not to.

CATCHING A SPY
Gives chase with his short "legs" across the rooftops.
Acrobatics 1D20+7

DEFENSIVE WARDS
Magic is mostly intuitive anyway...
Use Magic Device 1D20+10

EVACUATION NOTICE
Gently tries to push people to go, while smiling and repeating "Viva, Señor, Viva!" in as friendly a manner as he can muster.
CMB 1D20+4

RECONNAISSANCE
Keeps a look out, occasionally plucking his eyes out of his head, holding them aloft and then rotating the appendage to get a 360-degree periscope effect.
Perception 1D20+18

STRANGE THINGS
Keeps a weather "eye out," once again plucking his eye out of his head to occasionally peer around corners and the like.
Perception 1D20+18

URGENT REPAIRS
Tries to use all his strength (virtually none) to lift the wagon. He's seen others do this, surely it will work for him?
CMB 1D20+4

USEFUL GOSSIP
Does his best to make friends. He's very cute, just an exceptionally poor conversationalist.
Diplomacy 1D20-2

The Exchange

Female Human 11

Rapunzel walks over to vine leshy n ask in a soft voice "are you friends w Groot"

Silver Crusade

Male-ish Leshy Elysiokineticist 10 | HP 113/153 (40 dmg is burn) | AC 26 T 14 FF 23 (+4 to all if vs. evil, -5 AC if gather power used this round) | CMB +4 CMD 17 | F +16 R +10 W +9 (+4 on all saves vs. evil) (+1 on saves vs. disease, poison, paralysis, magical sleep) | Init +9 | Per +18 (low-light vision, darkvision 60 ft.) SM +5 | Dailies: Burn 3/12 | Active Conditions: none

Attempting to actually roll Rociagota's checks:

CATCHING A SPY
Gives chase with his short "legs" across the rooftops.
Acrobatics: 1d20 + 7 ⇒ (16) + 7 = 23

DEFENSIVE WARDS
Magic is mostly intuitive anyway...
Use Magic Device: 1d20 + 10 ⇒ (16) + 10 = 26

EVACUATION NOTICE
Gently tries to push people to go, while smiling and repeating "Viva, Señor, Viva!" in as friendly a manner as he can muster.
CMB: 1d20 + 4 ⇒ (16) + 4 = 20

RECONNAISSANCE
Keeps a look out, occasionally plucking his eyes out of his head, holding them aloft and then rotating the appendage to get a 360-degree periscope effect.
Perception: 1d20 + 18 ⇒ (15) + 18 = 33

STRANGE THINGS
Keeps a weather "eye out," once again plucking his eye out of his head to occasionally peer around corners and the like.
Perception: 1d20 + 18 ⇒ (12) + 18 = 30

URGENT REPAIRS
Tries to use all his strength (virtually none) to lift the wagon. He's seen others do this, surely it will work for him?
CMB: 1d20 + 4 ⇒ (3) + 4 = 7

USEFUL GOSSIP
Does his best to make friends. He's very cute, just an exceptionally poor conversationalist.
Diplomacy: 1d20 - 2 ⇒ (5) - 2 = 3

Silver Crusade

Male-ish Leshy Elysiokineticist 10 | HP 113/153 (40 dmg is burn) | AC 26 T 14 FF 23 (+4 to all if vs. evil, -5 AC if gather power used this round) | CMB +4 CMD 17 | F +16 R +10 W +9 (+4 on all saves vs. evil) (+1 on saves vs. disease, poison, paralysis, magical sleep) | Init +9 | Per +18 (low-light vision, darkvision 60 ft.) SM +5 | Dailies: Burn 3/12 | Active Conditions: none
Rapunzel - Skater wrote:
Rapunzel walks over to vine leshy n ask in a soft voice "are you friends w Groot"

Rociogota doffs his “hat” to the Princess in greeting. “Buenos Ding Dong Dilly Dias, Senor!” You suspect his grasp of gender among mammals is somewhat tenuous.

At the mention of “Groot” he seems to brighten slightly, but is silent for a moment, as if grappling with how best to explain what he means to a non-leshy. He gesticulates a circle between himself and the princess, between the pair of them and the rest of the party, between all of them and the surrounding buildings, lawn, trees, sky, clouds and sun. Ever bigger circles. “Viva, viva! Dilly Dilly! Dilly Viva Rociogota! Dilly Viva Senor! Viva Viva! Dilly Dilly!” He looks at her hopefully, as if thinking he’s been perfectly clear, and hoping she understands (and feels the same way). Some mammals don’t.

The Concordance

Female Dromaar Paladin (Redeemer, Warrior of Holy Light) 10 | HP 94/94 | AC 23 T 12 FF 22 | CMB +16 CMD 27 | F +13 R +8 W +10 (immune disease, fear) | Init +2 | Per -1 (darkvision 60 ft.) SM +3 | Dailies: Tactician 1/1 Merciful Smite 2/4 Lay on Hands 7/8 Divine Bond 9/10 | Active Conditions: Smite, Enlarge, Holy Weapon

Elby is somehow soothed by the fact that she will be adventuring with someone with less grasp of language than her.

The Exchange

Female Human 11

Rapunzel only speak these languages Abyssal, Aquan, Celestial, Common, Draconic, Dwarven, Elven, Infernal

Ain you a little cutie

so she might try a sense motive to figure out
Sense Mo: 1d20 + 2 ⇒ (9) + 2 = 11

she smiles and nods (not fully understanding but trying her base to convey
the message. Safe space, we are friends (pointing between Flynn n Rapunzel)


Venture Lieutenant, Play by Post (online)

The team is incredibly successful at the preparation tasks (max success for everything except Useful Gossip; if anyone has not yet rolled for that task, you are welcome to try)

I'm about to post a document up by the maps with the result of your checks to avoid a wall of text here in the game. Please tell me in the discussion thread what rewards you are picking.


Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire

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! Everyone, gather at the Grand Lodge! Let’s go!”

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 assembled 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 must not wait—Absalom needs us now!”

Clasping the paladin’s other hand with her own and raising it, Lady Gloriana Morilla adds, “Each of us has accumulated considerable influence and resources in recent years, and now is the time for us to lend Absalom our strength in its hour of need. We may call ourselves factions, but today we 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.


Venture Lieutenant, Play by Post (online)

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!

Please see the second slide in the maps deck, which contains information on the possible missions. We will start a mission as soon as there are three voices agreeing on a mission.

The Exchange

Female Human 11

do we pick faction mission ?

Rapunzel dont know much about other factions but she know exchange n exchange is all about profit n business.
so i guess good to have our business sorted before moving on to help others.

Rapunzel picks exchanged mission, Shy girl tone, i dont know if im doing this right

The Exchange

Init +10 (+12 with bb) | Perc +21+2 | Speed 30/60' | boots 10/6| bane 5/2| ki pool 6/3| smite 1/0 Male Tiefling Tiefling 11 | HP 80/80| AC 43/39T / 21/29 FF but uncanny so no | Fort +20+2, Reflex +24+2 +1evasion, Will +11 | +2CMD 47+ |

Exchange, grande lodge and dark archive are my preferences in that order

The Concordance

Female Dromaar Paladin (Redeemer, Warrior of Holy Light) 10 | HP 94/94 | AC 23 T 12 FF 22 | CMB +16 CMD 27 | F +13 R +8 W +10 (immune disease, fear) | Init +2 | Per -1 (darkvision 60 ft.) SM +3 | Dailies: Tactician 1/1 Merciful Smite 2/4 Lay on Hands 7/8 Divine Bond 9/10 | Active Conditions: Smite, Enlarge, Holy Weapon

Elby's faction is not assisting and she doesn't have much in the way of skills, so she just goes with the flow.

Silver Crusade

Male-ish Leshy Elysiokineticist 10 | HP 113/153 (40 dmg is burn) | AC 26 T 14 FF 23 (+4 to all if vs. evil, -5 AC if gather power used this round) | CMB +4 CMD 17 | F +16 R +10 W +9 (+4 on all saves vs. evil) (+1 on saves vs. disease, poison, paralysis, magical sleep) | Init +9 | Per +18 (low-light vision, darkvision 60 ft.) SM +5 | Dailies: Burn 3/12 | Active Conditions: none

Rociogota prides himself on his study of humanoid emotions. He doesn’t understand everything being said in the briefing, but after nearly 7,000 years, he’s learned that when a humanoid speaks to you in a hurried tone with a grave look on their face, and keeps layering additional statements on top of the previous ones, the expected reaction from the listener is to make your jaw drop further and further open in response to each fresh statement. By the time the briefing wraps up, his bottom jaw is literally on the floor, and is starting to ache.

As everyone huddles up and prepares to move out after some tense discussions, he picks his jaw up, and does his best to channel Delmar in O Brother Where Art Thou. All of which is an overly complicated and esoteric way of saying he doesn’t have a strong opinion on which mission we try first - he’s “with you fellers.” ;)

Sovereign Court

Male Human ( Tadlan ) HP : 91/91 Buffs : Ant Haul Investigative Mind, Heroism, Freedom of movement AC : 21 (24 with shield )/ Touch :15 / Flat: 18 Fort: 15 Ref: 18 Will : 13 Bomb : 18/18 Alchemist

Glancing at the meeting, listening to the words, there was something a miss there, such sudden coordination seemed like a second nature to the faction leaders now, and getting to act together was a good thing, to keep order and the status quo, he guessed, they may cash some favors in the future of course, Now to repeat a Taldan attempt would be a curious gambit to take, specially one that failed.

We shall see this done then

I am good with Intrigue ( Exchange ) and of cours would like to see A noble caseu ( Soverign court ) the sages sfeels appealing too . those ar e my votes

The Exchange

Dwarf, HP88/88 - AC 24, T 14, FF 21/ F +10, R +9, W +8 CMD 23, CMB +9/ Per +21(Dk Vis), Init +6, Move 30ft

Philthy runs his tattooed fingers through his bushy beard as though gently massaging it back to life, listening in with the intensity of a man trying to stave off last nights excesses as he studies the top of his strong black coffee with bloodshot eyes.

"To the Exchange, Trade Prince Aaqir al'Hakam is dependable, as is his totally legitimate and honest business partner, Guaril Karela. Whilst business is business, sometimes business is influence, and influence is power"

"After that it sounds like Duende has an interest in contact with the Sovereign Court, Lady Gloriana Morilla has her network of nobles and associates who also seek to weild their particular positive influences"

"Then perhaps the Grand Lodge, it would make sense to see to the needs of the broader Society and the headquarters"

From above posts, that seems like we hit the main factions we represent - Exchange and Soco, and pick up the Grand lodge. Unless people have strng feelings that I have missed I think we are go :)


Venture Lieutenant, Play by Post (online)

Trade Prince Aaqir al’Hakam, leader of the Exchange faction, is reviewing a missive as you arrive. Reading over his shoulder is the Varisian entrepreneur and second-incommand Guaril Karela. The former
looks up to address you once you’ve arrived.

“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,”[/b] 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 you 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. The meeting is taking place in a rather lavishly decorated house full of people engaged in a heated argument about the plan to hide the weapons and drive up the prices.

You may choose to negotiate, threaten, or kick in the door and use force. Which do you choose?

The Exchange

Dwarf, HP88/88 - AC 24, T 14, FF 21/ F +10, R +9, W +8 CMD 23, CMB +9/ Per +21(Dk Vis), Init +6, Move 30ft

At the mention of simply kicking in the door and getting straight to business, Philthy looks at Flynn with half a grin, but then across to the paladin Elbasimaya and stops grinning - "Reckon we probably need to do the proper negotiation path"

Let's try to negotiate, we have some good face skills, and we have a paladin to be cognisant of, plenty of time for things to turn 'dynamic' if negotiations fail and we have to assert more directly

The Exchange

Init +10 (+12 with bb) | Perc +21+2 | Speed 30/60' | boots 10/6| bane 5/2| ki pool 6/3| smite 1/0 Male Tiefling Tiefling 11 | HP 80/80| AC 43/39T / 21/29 FF but uncanny so no | Fort +20+2, Reflex +24+2 +1evasion, Will +11 | +2CMD 47+ |

Flynn laughs at "Dynamic negotiations" " I agree that talking first might be the best way to get things done in a timely manner. No sense weakening the city and inspiring animosity from the merchants. "

The Exchange

Dwarf, HP88/88 - AC 24, T 14, FF 21/ F +10, R +9, W +8 CMD 23, CMB +9/ Per +21(Dk Vis), Init +6, Move 30ft

"Seems that business is best served by having a living customer base to purchase your wares, and a building standing to sell them from. Reckon this is a game of interests, I understand wanting to make a coin - on one hand I'm a Trade Prince of the Exchange myself, a fine appreciator of Trade Prince Aaqir al'Hakam and I love nothing more than my wares of gems and jewelery, and the odd bit of brewing for profit - but on the other hand I am also understand the other half of the business, as per Guaril Kareelas influences...and his completely legitimate enterprises" the tone of the last part sounding less than completely legitimate.

The rough-looking mongoose peers out from the dwarfs beard, as though challenging anyone to make assertions about legitimacy.

The Exchange

Female Human 11

so many words n name fly across the discussion in such a fast pace which kind of overwhelm Rapunzel thoughts.
She pauses to think to herself
"Whether you want to negotiate with them or cow?"

Althrough Rapunzel speak several langauges, she not very good at any social skill. "n i definitely dont speak Cow or any other farm animals languages, but i can help buff party " *ignore if dad jokes is not your thing


when the talking part of the area/skill check is needed
Rapunzel can give heroism to our main diplo - Party face +2 morale.
then try to aid w her or diplo roll n guidance

n if we really fail on talking the soft way let Rapunzel know
n she can take over his mind. Dom person.

The Exchange

Dwarf, HP88/88 - AC 24, T 14, FF 21/ F +10, R +9, W +8 CMD 23, CMB +9/ Per +21(Dk Vis), Init +6, Move 30ft

"I do, in fact, speak cow - if needed. Though in this case I think Duende has the most...magnetism in a conversation, so if they stuck to the obvious negotiating path, and we all supported them with a chorus of approval, we might avoid any unpleasantries"

Hopefully we can pile on the aid another and just get a big suceess, as Duende has a pretty strong Diplomacy modifier

The Concordance

Female Dromaar Paladin (Redeemer, Warrior of Holy Light) 10 | HP 94/94 | AC 23 T 12 FF 22 | CMB +16 CMD 27 | F +13 R +8 W +10 (immune disease, fear) | Init +2 | Per -1 (darkvision 60 ft.) SM +3 | Dailies: Tactician 1/1 Merciful Smite 2/4 Lay on Hands 7/8 Divine Bond 9/10 | Active Conditions: Smite, Enlarge, Holy Weapon

"I can stand there and smile for you while you work."

Elby can auto-Aid any Diplomacy checks.

The Exchange

Init +10 (+12 with bb) | Perc +21+2 | Speed 30/60' | boots 10/6| bane 5/2| ki pool 6/3| smite 1/0 Male Tiefling Tiefling 11 | HP 80/80| AC 43/39T / 21/29 FF but uncanny so no | Fort +20+2, Reflex +24+2 +1evasion, Will +11 | +2CMD 47+ |

Flynn will also assist on diplo automatically, doing what he can to add to the conversation.

Sovereign Court

Male Human ( Tadlan ) HP : 91/91 Buffs : Ant Haul Investigative Mind, Heroism, Freedom of movement AC : 21 (24 with shield )/ Touch :15 / Flat: 18 Fort: 15 Ref: 18 Will : 13 Bomb : 18/18 Alchemist

For Stabian's undewear's sake

The adult man in goblin outfit seems amused by the interacion

Well. well. mot a merchant but one is usuful in the wys of talking here, words are precious little intresting thingsm the tone one uses can make even a war declaration sound like a letter of love, lets see their inclinations, of course if they are doing this in a shady way, we should be ready to make clear that it would be... against their best interest to deny us the goods, I do espect to find them reasonable as we meet them or more when reasonable once they show the yellow of their bellies .. He laughs under the mask .

Lets do the negotiation first . he has bonus to persualde and to lie , but not on the other uses of diplo in the case that comes into play


Venture Lieutenant, Play by Post (online)

Having decided to negotiate, you walk into the meeting. The merchants are surprised to see you, but willing to talk.

You as a team need to succeed at several of the following checks. A retry is allowed, but takes a penalty.

The negotiation process involves:
- reasoning with the arms dealers (Diplomacy)
- reminding them of Absalom’s proud history (Knowledge [history]
or Perform [oratory])
- assessing the fairness of the Siege Lord’s reimburse for leasing the weapons (Appraise, Craft[weapons], or Profession [merchant])
-giving an honest tactical evaluation of the military situation (Knowledge [local] or Profession [soldier])
-patiently answer the merchants’ questions (Will save).

Because this is a MTS, please roll if you think you're good at something, rather than waiting and comparing bonuses with everyone.

The Exchange

Init +10 (+12 with bb) | Perc +21+2 | Speed 30/60' | boots 10/6| bane 5/2| ki pool 6/3| smite 1/0 Male Tiefling Tiefling 11 | HP 80/80| AC 43/39T / 21/29 FF but uncanny so no | Fort +20+2, Reflex +24+2 +1evasion, Will +11 | +2CMD 47+ |

Flynn tries to be patient and answer questions.

Will: 1d20 + 11 ⇒ (15) + 11 = 26


Venture Lieutenant, Play by Post (online)

Flynn succeeds.

remaining checks:
- reasoning with the arms dealers (Diplomacy)
- reminding them of Absalom’s proud history (Knowledge [history]
or Perform [oratory])
- assessing the fairness of the Siege Lord’s reimburse for leasing the weapons (Appraise, Craft[weapons], or Profession [merchant])
-giving an honest tactical evaluation of the military situation (Knowledge [local] or Profession [soldier])

successes so far: 1

The Exchange

Dwarf, HP88/88 - AC 24, T 14, FF 21/ F +10, R +9, W +8 CMD 23, CMB +9/ Per +21(Dk Vis), Init +6, Move 30ft

Knowledge (history) +10

Philthy gives a pretty pedestrian but salient reminder of how the local environment works, the lay of the land, and the people who live there - and the potted history of how it all came together - and why it's a good idea to cooperate.

Take 10 for a 20

The Exchange

Female Human 11

Rapunzel has read about absalom History previous in her library.
she will attempt History n Local

no buff roll
history: 1d20 + 14 ⇒ (9) + 14 = 23
Local: 1d20 + 14 ⇒ (15) + 14 = 29

If buffing is possible
1) Guidance +1
2) heigthen +2
totall buff add addition +3

The Concordance

Female Dromaar Paladin (Redeemer, Warrior of Holy Light) 10 | HP 94/94 | AC 23 T 12 FF 22 | CMB +16 CMD 27 | F +13 R +8 W +10 (immune disease, fear) | Init +2 | Per -1 (darkvision 60 ft.) SM +3 | Dailies: Tactician 1/1 Merciful Smite 2/4 Lay on Hands 7/8 Divine Bond 9/10 | Active Conditions: Smite, Enlarge, Holy Weapon

Nothing but the Aid to Diplomacy here.


Venture Lieutenant, Play by Post (online)

The merchants seem completely unimpressed by Philthy's explanation of history.

Rapunzel's attempt at history does not go any better.

She does give an solid explanation of the military situation.

remaining checks:
- reasoning with the arms dealers (Diplomacy)
- reminding them of Absalom’s proud history (Knowledge [history]
or Perform [oratory]) {2 failures, so -8 penalty to any more attempts}
- assessing the fairness of the Siege Lord’s reimburse for leasing the weapons (Appraise, Craft[weapons], or Profession [merchant])

successes so far: 2

More successes are still needed.

The Exchange

Female Human 11

Rapunzel. Lets do Heroism on myself (+2 all skills)

Rapunzel will try to aid w diplo.

Diplo: 1d20 + 5 ⇒ (13) + 5 = 18
Aidded on diplo

Craft painting only
so i will try rolling craft untrain, first i will use my Crafter's Fortune wand for a +5 for my next craft check

Craft untrained: 1d20 + 9 + 5 ⇒ (9) + 9 + 5 = 23

should i try history 1 more time ?
tap heighten ward +2

History: 1d20 + 18 ⇒ (8) + 18 = 26

(rapunzel to self, aaaa smelly cheese and biscuits)

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