BTG 2026: Assault on Absalom, Core tier 1-2

Game Master roll4initiative

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Assault on Absalom Slides

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This is a PFS Core campaign game. Please be sure you are playing a Core PC in this game.


Assault on Absalom Slides

Reports of a demonic army mobilizing in the Cairnlands reached Absalom several days ago, and the city has been preparing for a siege ever since. Wynsal Starborn — District Seat of the Grand Council and retired Captain of Absalom's First Guard — has been appointed Siege Lord, tasked with overseeing the city's defenses. The Pathfinder Society is lending its support to the First Guard by gathering intelligence, reinforcing siege defenses, and helping civilians retreat behind the city walls.

You move briskly through the grounds of the Grand Lodge, where Venture-Captains are mustering Pathfinders into small teams. Your group of six is among them — one of many now being called upon to aid in the city's defense.

Feel free to introduce yourselves to each other and engage in some roleplaying. We start on Tuesday, May 26th.

Liberty's Edge

Female;
skills:
Acro+4/Perception+2/Survival +5
Human | lvl 1 Fighter CORE 114768-61 [AC:17 (18 w/shield) FF:15,T:13] [HP:12/12] [Fort: +4, Ref: +3, Will: +1]

A fit blonde female ulfen wearing a chain shirt and armed with bow and arrows, dagger, longsword and throwing axes stands around looking at all the movement. Older pathfinders can tell she is fairly new to this profession. She notices the others standing around her and just nods saying in a thick northern accent "I am Skajja."

The Exchange

TN Gnome Bard 1 | Mods: None | Init: +1 | HP 12 (-0) | AC/Tch/FF 15/12/14 (+4 v Giants) | CMD 9 | F/R/W +3/+3/+5 (+2 v Illusions, Charms & Compulsions) | Speed 20ft | IC: 7/7, 2 Star Folio ReRoll 1/1 | Bard Spells 1st: 2/2 | Perc: +3 (LL), SM: +3

Standing before you is a young adult gnome. She isn’t very noticeable, at least as far as gnomes go. No flashy hair or extreme colors. Just pale skin (not bleached) and dirty blonde hair. I don’t mean the color, her hair is ratty and streaked with dirt. She doesn’t seem to care.

She wears patched old clothes and gear. Obviously picked up at a secondhand store or out of the garbage. You recognize the shortbow to be a hunting version (though quite high quality looking) and her dagger is more of a skinning knife. She doesn’t stink, so a bath must have been recent and her clothes must be clean at least.

She is staring daggers at a nearby picnic table, "Why didn't they just leave the tree? It provides shade, you can sit in the branches and some of them even make fruit. Stupid."

Turning to Skajja she gives a head nod, "Fern. Don't mind the tired eyes, I was up late last night. We had an... opportunity." A yawn breaks her words, "Anyway, what's this about an invasion?"


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.


Assault on Absalom Slides

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.”

While we wait for the other players to check in and introduce themselves, there are some tasks you can do by making skill checks before the official start of the game.

USEFUL GOSSIP:
You can ask around about recent events.

DC 12 Diplomacy (gather information) or Knowledge (local):
People have been complaining that the local bread and water taste funny today.

DC 15:
Sailors have been talking about a strange fog rising in the Flotsam Graveyard and at sea beyond the bay. Some even say they’ve seen the outlines of masts within the fog.

DC 18:
These rumors about possible enemies keep you on your toes. Once during the adventure, each PC can reroll one initiative check. The PC must take the second roll, even if it is worse.

------------

URGENT REPAIRS:
Your group helps repair a wagon that tipped over while carrying alchemical goods and other important supplies.

DC 12 Craft (any relevant craft skill), Disable Device, Knowledge (engineering), Profession (teamster), or CMB check:
Thankful for the PCs’ help, the wagon’s owner provides a potion of cure serious wounds for each PC.

DC 15:
The owner procures a 2nd-level potion of the PC’s choice for each of the characters, in addition to the potions of cure serious wounds. The potion cannot have an expensive material component.

DC 18:
In place of the above reward’s 2nd-level potion, a PC can choose to receive a 3rd-level potion that has no expensive material components.

-----------

RECONNAISSANCE:
Your group partakes in a quick scouting mission to spy on the army gathering in the Cairnlands.

DC 12 Acrobatics, Perception, or Stealth:
The PCs find that the army consists of various kinds of creatures stitched together from demonic flesh: constructs, oozes, and undead.

DC 15:
The PCs notice that the army’s field commanders are all minotaurs and that there are true demons among the army’s ranks.

DC 18:
Each PC gains a single piece of +1 bane ammunition (such as an arrow, bolt, shuriken, or sling bullet). The bane weapon special ability is keyed to a creature type (and subtype, if applicable) of the PC’s choice.

The Exchange

Male Oread Monk 4 (HP 27/27) (AC 21/17/14) (CMD 25) (Fort +5, Ref +6, Will +7) (Init +8) (Perception +10)

Something akin to a mobile boulder, clad in a simple robe, and wearing a jade mask bearing the snarling image of a tiger, bows, covering one fist with his other hand as he does so.

"Greetings. My name is Xuan. Don't let my body fool you - I am confident when it comes to even minute control of my form. I will do my best to ensure we all live through the siege."

To prove his point, stoic as the stone itself, Xuan attempts to help with the cart...

Disable Device: 1d20 + 12 ⇒ (11) + 12 = 23.

...and gratefully accepts the proffered potions.

"Normally, assistance is its own reward, but in troubled times like this, we must all work together. Thank-you."

Everyone gets a Potion of CSW, and a potion of a 2nd or 3rd level spell.

He then goes off on a scouting mission...

Stealth: 1d20 + 7 ⇒ (13) + 7 = 20.

...returning later, covered in twigs, moss, and dirt.

"The army consists of various kinds of creatures stitched together from demonic flesh: constructs, oozes, and undead. However, the army’s field commanders are all minotaurs and that there are true demons among the army’s ranks. I have also managed to track down some special supplies."

As per the spoiler, Each PC gains a single piece of +1 bane ammunition (such as an arrow, bolt, shuriken, or sling bullet). The bane weapon special ability is keyed to a creature type (and subtype, if applicable) of the PC’s choice.

Me and my strapping -3 to Diplomacy are not even going to try touching the third mission :-P

The Exchange

M Half-Elf CORE Ftr1/Rog3 | HP 33/33 | AC 19 (T13, FF 16, CMD 19) | F +5 R +6 W +5 | Mv 30' | Per +13 (+14 vs traps), low-light vision | Init +3

Galandir is a generally quiet half-elf who strongly favors his elven heritage in his features. He carries a short sword and heavy shield, and wears a chain shirt.
"I am Galandir. Good to see you again, Fern. Welcome, Xuan and Skajja."

He begins by asking around about recent events.
Diplomacy: 1d20 + 3 ⇒ (20) + 3 = 23
Not the greatest at such investigations, he is fortunate enough to come up with some information.
He shares his findings.
"Something is up.
People have been complaining that the local bread and water taste funny today.
A strange fog rising in the Flotsam Graveyard and at sea beyond the bay. Maybe even ships in the fog.
I don't know what it is, but we should be on our toes."

Everybody gets 1 reroll on Initiative.

Galandir will take a Potion of Fly and a +1 evil outsider-bane arrow.

The Concordance

R4I's 09-00 Assault on Absalom - Subtier 1-2 CORE Female N Half-Elf Ranger 1 | HP 11/11 | AC 18 T 12 FF 16 | CMB +4, CMD 16 | F: +3, R: +4, W: +2 (+2 vs ench., +2 trait vs charm and compulsion) | Init +4 | Perc +8 (low-light vision) | SM: +2 | Speed 20ft

A red-haired half-elf wearing a shiny new breastplate power walks past the group. On her body you can see an assortment of weapons: a light crossbow with bolts, a scimitar, a kukri, a dagger, a sap, a morningstar and a spiked gauntlet. After ten seconds she stops and musters the groups of pathfinders around her, then turns around and checks your group.
Ah. Looks like I already passed the meeting point.
She quickly walks back to you and extends a hand to everyone.
"Hi. I'm Cordula."

The Concordance

R4I's 09-00 Assault on Absalom - Subtier 1-2 CORE Female N Half-Elf Ranger 1 | HP 11/11 | AC 18 T 12 FF 16 | CMB +4, CMD 16 | F: +3, R: +4, W: +2 (+2 vs ench., +2 trait vs charm and compulsion) | Init +4 | Perc +8 (low-light vision) | SM: +2 | Speed 20ft

Diplomacy: 1d20 - 1 ⇒ (8) - 1 = 7 :-/
CMB: 1d20 + 4 ⇒ (1) + 4 = 5 :-(
Perception: 1d20 + 8 ⇒ (1) + 8 = 9 :-(

Cordula tries to assist with the preparations. However, with her overly enthusiastic but clumsy approach she is not really much help...

Wow... o_O Well, better get the bad rolls out of the way early, right? I'm glad to see some good rolls from the others!

Items obtained/chosen: Potion of CSW, Potion of Fly, +1 construct bane crossbow bolt (1)

The Concordance

R4I's 09-00 Assault on Absalom - Subtier 1-2 CORE Female N Half-Elf Ranger 1 | HP 11/11 | AC 18 T 12 FF 16 | CMB +4, CMD 16 | F: +3, R: +4, W: +2 (+2 vs ench., +2 trait vs charm and compulsion) | Init +4 | Perc +8 (low-light vision) | SM: +2 | Speed 20ft

Cordula returns from the tasks and missions, hanging her head in shame.
I was more in the way then helping! And I didn't gather any new information on my own, either!
Luckily, there were (and still are) more experienced Pathfinders in her team.
"Thanks for your help with these tasks, fellow Pathfinders. My efforts were completely fruitless. I hope I can make myself more useful on the battlefield!"
She then looks at the potions and projectiles offered and reluctantly chooses the three that might benefit her the most.
"These items will certainly be useful. Thank you again!"

The Exchange

TN Gnome Bard 1 | Mods: None | Init: +1 | HP 12 (-0) | AC/Tch/FF 15/12/14 (+4 v Giants) | CMD 9 | F/R/W +3/+3/+5 (+2 v Illusions, Charms & Compulsions) | Speed 20ft | IC: 7/7, 2 Star Folio ReRoll 1/1 | Bard Spells 1st: 2/2 | Perc: +3 (LL), SM: +3

Diplomacy: 1d20 + 3 ⇒ (1) + 3 = 4

The bard follows Galandir around but her feeble tired attempts to help fall on deaf tall ears.

Knowledge: Engineering t: 1d20 ⇒ 14

But at least provides one useful suggestion regarding the wagon, ”Lift and… pivot! There ya go.” Being helpful seems to invigorate her. Or it’s the second coffee.

Stealth: 1d20 + 7 ⇒ (5) + 7 = 12

Unfortunately while scouting she keeps kicking rocks around, though her small stature at least means they don’t clatter very far.

Potion CSW, Oil of Daylight if Oils are allowed. If not then Tongues. Undead Bane Arrow.

Liberty's Edge

Female;
skills:
Acro+4/Perception+2/Survival +5
Human | lvl 1 Fighter CORE 114768-61 [AC:17 (18 w/shield) FF:15,T:13] [HP:12/12] [Fort: +4, Ref: +3, Will: +1]

"This is all so new to me. Let me see where I can help out" Skajja says.

CMB: 1d20 + 4 ⇒ (8) + 4 = 12

Skajja helps repair the wagon... but just barely...

Stealth: 1d20 + 0 ⇒ (1) + 0 = 1

but drops her shield while trying to do recon and fails miserably.


Assault on Absalom Slides

Wow! Good to get a lot of bad rolls out of the way before the official start of the game!

I've listed your rewards under the Campaign Info tab to keep track.

Succeeding at their previous tasks, the Pathfinders find that they have more tasks to do before the siege.

CATCHING A SPY:
You chase a spy across the rooftops of Absalom, hoping to gain some useful information about the coming attack.

DC 12 Acrobatics (apply any Acrobatics modifiers for
jumping) or Climb:
The spy falls to his death, but you find a symbol resembling a bull’s head branded on his skin.

DC 15:
On his last breath, the spy says: “You’re no match for the demon-flesh army my liege commands!”

DC 18:
Once during the adventure, when the group encounters one or more construct opponents, the group can activate this reward to grant the PCs a +4 bonus on their initiative checks for that encounter.

----------

DEFENSIVE WARDS:
Your group helps spellcasters set up defensive wards.

DC 12 Knowledge (arcana or religion), Spellcraft, or Use
Magic Device:
You help establish potent abjurations that protect them in addition to protecting the city. Once during the adventure, when an opponent’s attack roll to confirm a critical hit succeeds by 4 or less, the group can activate this reward to negate the confirmation of the critical hit.

DC 15:
When using the reward above, the group can instead turn any confirmed critical hit into a normal hit.

DC 18:
In place of the reward above, the group can force an opponent to reroll an attack once during the adventure.

-----------

EVACUATION NOTICE:
Your group 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.

DC 12 Diplomacy, Intimidate, or CMB check:
Once the people reach the safety of the walls, they regret their initial stubbornness and become thankful. The PCs can draw upon this goodwill once during the adventure: one PC can reroll a failed Bluff, Diplomacy, or Intimidate check and use the
new result.

DC 15:
When using the reward above, the PC can instead reroll any one skill check.

DC 18:
When using the reward above, the PC can instead reroll any one d20 roll.

The Exchange

TN Gnome Bard 1 | Mods: None | Init: +1 | HP 12 (-0) | AC/Tch/FF 15/12/14 (+4 v Giants) | CMD 9 | F/R/W +3/+3/+5 (+2 v Illusions, Charms & Compulsions) | Speed 20ft | IC: 7/7, 2 Star Folio ReRoll 1/1 | Bard Spells 1st: 2/2 | Perc: +3 (LL), SM: +3

Fern sighs as the parkouring spy flips and jumps away before slowly climbing down, ”I’ll try to cut him off wherever he is heading.”

Climb: 1d20 + 3 ⇒ (4) + 3 = 7

———

She tries to help after commenting, ”Magic is in our blood. I usually just have to look at an aura and it makes sense…”

Spellcraft t: 1d20 + 3 ⇒ (6) + 3 = 9

”…and that doesn’t make ANY sense.”

———

A shrill voice calls out from the streets, ”Get your asses out of this area or so help me I will send you to the gods myself!”

Intimidate: 1d20 + 3 ⇒ (15) + 3 = 18

The Concordance

R4I's 09-00 Assault on Absalom - Subtier 1-2 CORE Female N Half-Elf Ranger 1 | HP 11/11 | AC 18 T 12 FF 16 | CMB +4, CMD 16 | F: +3, R: +4, W: +2 (+2 vs ench., +2 trait vs charm and compulsion) | Init +4 | Perc +8 (low-light vision) | SM: +2 | Speed 20ft

Climb - ACP: 1d20 + 7 - 4 ⇒ (14) + 7 - 4 = 17 :-)
CMB: 1d20 + 4 ⇒ (14) + 4 = 18 :-D

That's better, dice bot. That's better.

@GM Roll4initiative: Can we aid each other? Cordula just needs one aid to climbing to fully succeed at the first task!

Cordula tries to assist with the spy catching and with the evacuation of stubborn citizens. She has no clue how to help with the set up of defensive wards. This time, she is way more successful.

"The spy did fall to his death. With his last breath he said that we're no match for the demon-flesh army his liege commands. Also, a symbol resembling a bull’s head was branded on his skin."

"You know, once the people reached the safety of the walls, they regretted their initial stubbornness regarding the evacuation and become thankful."

Rewards for the party: One PC can reroll any one d20 roll and use the new result.

Liberty's Edge

Female;
skills:
Acro+4/Perception+2/Survival +5
Human | lvl 1 Fighter CORE 114768-61 [AC:17 (18 w/shield) FF:15,T:13] [HP:12/12] [Fort: +4, Ref: +3, Will: +1]

Skajja tries to run along the roof tops...

Acrobatics: 1d20 + 4 ⇒ (18) + 4 = 22

CMB: 1d20 + 4 ⇒ (1) + 4 = 5

and she seems fleet of foot catching the spy but not in the evacuation...

The Exchange

M Half-Elf CORE Ftr1/Rog3 | HP 33/33 | AC 19 (T13, FF 16, CMD 19) | F +5 R +6 W +5 | Mv 30' | Per +13 (+14 vs traps), low-light vision | Init +3

Galandir helps in chasing the spy.
Acrobatics: 1d20 + 10 ⇒ (15) + 10 = 25
He is nimble, even in his armor and shield.

He also tries to wrestle some reluctant citizens out of their homes and into evacuation wagons for transport.
"It's for your own good, quit being so difficult..."
CMB: 1d20 + 6 ⇒ (19) + 6 = 25
He's quite good at that, too, as he is pretty strong for an elven thief.

But he's garbage at magic. No head for it, and no training.

Multiple successes might not help, but the Defensive Wards checks are trained only and Galandir lacks those skills.


Assault on Absalom Slides

Yes, you can aid each other as long as you're using the same skill.

Annnd, correct. multiple successes do not count.

Silver Crusade

HP 10/10 | Male Human (Ulfen) Cleric 1 | AC 18, T 12, FF 16 | Fort +3, Ref +2, Will +4 | CMD 15 | Init +2, Perception +2, Sense Motive +2 | Combat Reflexes + Reach

Apologies, very busy/bad weekend for me. Will get caught up early tomorrow.

A sturdy looking fellow with long dark hair drifts along in the energetic wake of the others. Based on the shadowy circles beneath his eyes, the ornamental tankard that hangs at his belt and the light scent of ale that surrounds him like an aura, you suspect a long night of libation is the cause for his sedate steps.

Diplomacy: 1d20 + 6 ⇒ (6) + 6 = 12
"Here now, think of the story you'll tell over a mug or three at the alehouse tonight. I bet they'll buy you a round to keep you talking. Won't that be fun? There we are now, heads low and follow me to safety."


Assault on Absalom Slides

The chase is desperate and breathless — through winding alleys and across rain-slicked rooftops near the market square, the group pursues their quarry with everything they have. In the end, the spy's luck runs out before theirs does. He falls, and does not rise again. Yet the chase was not without reward; the dead man's secrets did not die entirely with him, and the group walks away with hard-won intelligence that may yet prove its worth.

------------

Stubbornness, it turns out, is no match for conviction. The group faces down frightened, defiant citizens —people who would sooner die in their own homes than abandon them— and finds the words to move them anyway. One by one, the holdouts relent, filing at last through the city gates to safety. Once behind the walls, the fear in their eyes gives way to something else: the quiet, grateful recognition that they are still alive to argue about it.

Great job, everyone! Now that all of the players are here at the Core table, mustering at our table is finished. (The mustering part is only supposed to take 15 minutes in real time while people make their way to their tables and it gives the players already seated something to do while they wait.) You were able to get five out of the six tasks, which is really good.

Regarding the reward for the free potion/oil, each PC may choose one 2nd level potion of their choice _or_ one PC chosen among you may choose a 3rd level potion without expensive material components.

Feel free to continue roleplaying and chatting amongst yourselves until we wait for the next post from the Overseer GM to officially start the game.

Liberty's Edge

Female;
skills:
Acro+4/Perception+2/Survival +5
Human | lvl 1 Fighter CORE 114768-61 [AC:17 (18 w/shield) FF:15,T:13] [HP:12/12] [Fort: +4, Ref: +3, Will: +1]

"Well met Zachorius. Tis good to see another Ulfen in the group. I wonder what the next surprise bring us...?" Skajja says grasping for air as the chase ends.

I am ok with each picking our own. Also the website being down is a pain.

Silver Crusade

HP 10/10 | Male Human (Ulfen) Cleric 1 | AC 18, T 12, FF 16 | Fort +3, Ref +2, Will +4 | CMD 15 | Init +2, Perception +2, Sense Motive +2 | Combat Reflexes + Reach

Zachorius brightens as he greets his comrade in Skald, "Heil, Skajja! Well and merry met indeed." He holds up a finger, prompting her to wait a moment as he snaps a tankard free from his belt and pours from a small ale barrel he pulls from his pack. "Fortification, perhaps? A toast to fair Absalom, long may she stand." He says, offering Skajja the drink.

Feel free to decline, he will just drink it himself. XD

Silver Crusade

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HP 10/10 | Male Human (Ulfen) Cleric 1 | AC 18, T 12, FF 16 | Fort +3, Ref +2, Will +4 | CMD 15 | Init +2, Perception +2, Sense Motive +2 | Combat Reflexes + Reach

"Say, I will check if they need help with the wards." Zac says as he does just that.

Knowledge(religion): 1d20 + 3 ⇒ (20) + 3 = 23
"Not that I am an expert or anything, but I think this rune here is reversed. Let us fix that, shall we?" He says affably as he helps shore up the wards.

Liberty's Edge

Female;
skills:
Acro+4/Perception+2/Survival +5
Human | lvl 1 Fighter CORE 114768-61 [AC:17 (18 w/shield) FF:15,T:13] [HP:12/12] [Fort: +4, Ref: +3, Will: +1]

Skajja accepts the drink and yells out "SKOL! To the Gods!" before downing it.

Skajja also adds "I know nothing of wards" and watches the others work.

The Exchange

Male Oread Monk 4 (HP 27/27) (AC 21/17/14) (CMD 25) (Fort +5, Ref +6, Will +7) (Init +8) (Perception +10)

Xuan inclines his head gratefully to Zachorius.

"Glad I am that we have one skilled in the mystical arts with us today!"

The Concordance

R4I's 09-00 Assault on Absalom - Subtier 1-2 CORE Female N Half-Elf Ranger 1 | HP 11/11 | AC 18 T 12 FF 16 | CMB +4, CMD 16 | F: +3, R: +4, W: +2 (+2 vs ench., +2 trait vs charm and compulsion) | Init +4 | Perc +8 (low-light vision) | SM: +2 | Speed 20ft

"Well met, Zachorius!"
Cordula extends a hand towards the cleric.She then turns to Skajja and answers: "I know nothing of wards, either. Maybe I should visit the libraries again when this mission is over..."

The Exchange

TN Gnome Bard 1 | Mods: None | Init: +1 | HP 12 (-0) | AC/Tch/FF 15/12/14 (+4 v Giants) | CMD 9 | F/R/W +3/+3/+5 (+2 v Illusions, Charms & Compulsions) | Speed 20ft | IC: 7/7, 2 Star Folio ReRoll 1/1 | Bard Spells 1st: 2/2 | Perc: +3 (LL), SM: +3

Fern picks at a dirty fingernail, ”Libraries? They don’t like me. Plus plenty of other ways to learn.”


Assault on Absalom Slides

Zachorius moves with purpose, and the others fall into step behind him. Under his direction while working with the mages of the Grand Lodge, the Pathfinders fan out across the city's most vulnerable points — archways, gate foundations, crumbling sections of wall — weaving protective wards into the very bones of Absalom. Runes flare to life and settle into a quiet, watchful glow, sealing what had been gaps in the city's defenses against whatever darkness is marching across the Cairnlands. When the last ward locks into place, Zachorius surveys the work with a critical eye — and finds nothing wanting.

Absalom stands a little stronger than it did this morning.

Major success with Defensive Wards! The group can force an opponent to reroll an attack once during the adventure. All of your rewards are noted in the Campaign Info section.


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.


Assault on Absalom Slides

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!

Alright Pathfinders. You each have seven faction missions available to you, each taking place in a different part of Absalom. Take a look at Handout #1 on Slide 6. That will help you choose your missions and I'll keep track of them as you go.

You're unlikely to have time to complete all seven, so think about where you want to start. Your own faction missions are a natural place to begin, or you can choose based on what your characters are best at. You don't need a faction member at the table to attempt that faction's mission. They're all open to you.

You can tackle the missions in any order you like. For spell tracking purposes, assume each mission takes roughly 30 minutes to complete.

Three of you are Exchange faction. I doubt any of the other tables have that many Exchange faction members at each table. Shall we start with that?

Liberty's Edge

Female;
skills:
Acro+4/Perception+2/Survival +5
Human | lvl 1 Fighter CORE 114768-61 [AC:17 (18 w/shield) FF:15,T:13] [HP:12/12] [Fort: +4, Ref: +3, Will: +1]

"At least we are not starting with the Dark Archives interest first. It might be some devil summoning job." Skajja quips as she readies her weapons.

The Exchange

TN Gnome Bard 1 | Mods: None | Init: +1 | HP 12 (-0) | AC/Tch/FF 15/12/14 (+4 v Giants) | CMD 9 | F/R/W +3/+3/+5 (+2 v Illusions, Charms & Compulsions) | Speed 20ft | IC: 7/7, 2 Star Folio ReRoll 1/1 | Bard Spells 1st: 2/2 | Perc: +3 (LL), SM: +3

”Last mission I was on we found some lady trying to open a portal to hell. We killed her pretty quick and shut it. I don’t know if anyone was part of this dark archive thing. Maybe we just go work for Mr. Karela? He got me involved with the society and seems like an upstanding guy.”

The exchange mission sounds like a good starting point.

The Exchange

Male Oread Monk 4 (HP 27/27) (AC 21/17/14) (CMD 25) (Fort +5, Ref +6, Will +7) (Init +8) (Perception +10)

Works for me! Exchange away!

"Karela's tasks can be a little... grey... from what I understand."

The Exchange

M Half-Elf CORE Ftr1/Rog3 | HP 33/33 | AC 19 (T13, FF 16, CMD 19) | F +5 R +6 W +5 | Mv 30' | Per +13 (+14 vs traps), low-light vision | Init +3

"I'd be happy to do any of them. We are defending Absalom against an army of undead and possibly demons.
Now is not the time for quibbling over the finer points of morality.
I trust that all of the faction leaders are on the side of Absalom."

Sure, we can start with Exchange.

The Concordance

R4I's 09-00 Assault on Absalom - Subtier 1-2 CORE Female N Half-Elf Ranger 1 | HP 11/11 | AC 18 T 12 FF 16 | CMB +4, CMD 16 | F: +3, R: +4, W: +2 (+2 vs ench., +2 trait vs charm and compulsion) | Init +4 | Perc +8 (low-light vision) | SM: +2 | Speed 20ft

"I agree with Galandir. Any of them will do."

Exchange it is!

The Exchange

TN Gnome Bard 1 | Mods: None | Init: +1 | HP 12 (-0) | AC/Tch/FF 15/12/14 (+4 v Giants) | CMD 9 | F/R/W +3/+3/+5 (+2 v Illusions, Charms & Compulsions) | Speed 20ft | IC: 7/7, 2 Star Folio ReRoll 1/1 | Bard Spells 1st: 2/2 | Perc: +3 (LL), SM: +3

”Some of us have to live in the gray, you know. There isn’t a spot reserved at the ‘good’ table for everyone. But whatever mission is fine, I am happy cooperating with you all. Seems like the society is a useful organization to be part of.”

Silver Crusade

HP 10/10 | Male Human (Ulfen) Cleric 1 | AC 18, T 12, FF 16 | Fort +3, Ref +2, Will +4 | CMD 15 | Init +2, Perception +2, Sense Motive +2 | Combat Reflexes + Reach

Zachorius grins at Skajja's quip but merely nods and falls in line when a consensus is reached. "As you say. Swift feet and decisive action is needed this day. Let us go!"


Assault on Absalom Slides

DEATH DEALERS’ GAMBIT (THE EXCHANGE)

Trade Prince Aaqir al'Hakam stands at the center of the room, eyes fixed on a missive in his hands. Behind him, Guaril Karela reads over his shoulder, the Varisian entrepreneur's expression unreadable. As you enter, al'Hakam looks up and turns his attention to you.

“I’m sure you’ve heard about the recent acts of sabotage. Among the undead saboteurs’ first targets was one of the First Guards’ main armories, and without proper equipment, Absalom’s defenders are at a disadvantage. I’ve identified the best source of replacements for the Siege Lord: the city’s arms dealers, who have proven quite unhelpful. According to our informants, many weapon merchants are meeting in secret, planning to hide their wares so that they can sell them at usurious prices. The Siege Lord has deputized us to free up those weapons for use, and I want you to see that it happens. I’ll let you decide whether you want to negotiate with them or cow them into following the Siege Lord’s orders and accepting his compensation.”

Guaril Karela chimes in. “We have a document here that proves you have the Siege Lord’s backing. What my colleague has not mentioned is that this parchment also authorizes you to kick in the door and seize the wares if necessary—a practice that is more becoming of common thieves, which,” he clears his throat suggestively, “is a practice of which no court would ever find us guilty. Thankfully we have the city’s blessing. In the interest of maintaining our neighbors’ ongoing goodwill, though, avoid destroying the merchandise or harming witnesses.”

Aaqir al’Hakam shoots Guaril Karela a concerned look, to which the Varisian amends, “Or bystanders,” before mischievously curling his moustache around one finger.

Guaril Karela hands you a folded document and leans in to give you directions to a clandestine meeting of merchants currently underway in the Docks district.

The document is an official purchase order, bearing the Siege Lord's authority. It offers a fair price for a large quantity of weapons needed for the city's defense — and makes clear that if the sellers refuse, Absalom is authorized to seize what it needs by force.

The meeting is being held in a lavishly decorated house near the docks. Inside, a heated argument is already in progress — merchants squabbling over a scheme to hide their stock and drive up prices while the city prepares for siege.

How you handle this is up to you. There are three paths forward:

• Negotiation — Make them see reason, or at least make them a better offer than greed.
• Threats — Remind them what that document means, and what comes next if they refuse.
• Kick in the door — Bypass the argument entirely and take what the city needs by force.

The first two options have several different skill checks that can be attempted. Not just Diplomacy or Intimidate. The last option is just straight up combat.

Which one will it be, Pathfinders?

The Exchange

M Half-Elf CORE Ftr1/Rog3 | HP 33/33 | AC 19 (T13, FF 16, CMD 19) | F +5 R +6 W +5 | Mv 30' | Per +13 (+14 vs traps), low-light vision | Init +3

"I have a little bit of skill at mercantile matters."
Galandir has +4 Appraise, which might be useful for establishing a fair price for the goods, and +3 Diplomacy.

"I am not particularly skilled at intimidation, nor trickery, although I bet if any of you are good at that we can somehow trick them into agreeing."
-1 Intimidate, -1 Bluff.

Sense Motive is +5 which could possibly help with either of the first two.

"I do have a sap should it come to combat."
My first preference is negotiation, second is threats, last is combat. If anybody else has great skills here we can go with a different plan.

Silver Crusade

HP 10/10 | Male Human (Ulfen) Cleric 1 | AC 18, T 12, FF 16 | Fort +3, Ref +2, Will +4 | CMD 15 | Init +2, Perception +2, Sense Motive +2 | Combat Reflexes + Reach

Zac seems somewhat appalled by the whole situation. "They would deny arms to their own defenders? For the sake of price gouging? One may not spend coin from the bellies of an undead horde... Surely they have not thought this through. We will just explain, yes?"

Same preference order. Diplomacy is Zac's best skill at +6, +2's for untrained Bluff, Intimidate, and Sense Motive. Could Knowledge(Local) offer some help with how to negotiate with these specific merchants?

Edit: Working tonight so adding this now so as not to delay the group:

When they arrive, Zachorius prays for guidance over all the party and greets the merchants with a smile and freely offers libation and the blessings of the Lucky Drunk. "Tell me, what are your plans for after the siege breaks? You must be quite confident of our victory this day to sit here on a cache of weaponry while the First Guards stand unarmed. Perhaps you have some ambition that the Society can further?
Aid Sense Motive(untrained), guidance: 1d20 + 2 + 1 ⇒ (9) + 2 + 1 = 12
Provided we sense or are informed of something we can provide, he will include that in the following negotiation.

"While we appreciate your faith in Absalom's guardians. We must appeal to your good sense. There are undead and demons out there, my friends. Help us to help you. We will stand between you and them but your defenders need these arms to hold the evil outside the gates."
Diplomacy, guidance: 1d20 + 6 + 1 ⇒ (20) + 6 + 1 = 27

The Exchange

TN Gnome Bard 1 | Mods: None | Init: +1 | HP 12 (-0) | AC/Tch/FF 15/12/14 (+4 v Giants) | CMD 9 | F/R/W +3/+3/+5 (+2 v Illusions, Charms & Compulsions) | Speed 20ft | IC: 7/7, 2 Star Folio ReRoll 1/1 | Bard Spells 1st: 2/2 | Perc: +3 (LL), SM: +3

Negotiation seems like a smart path to start with, I’ll third that route. I’ll hold off on rolls until I know what skills are up.

The Exchange

Male Oread Monk 4 (HP 27/27) (AC 21/17/14) (CMD 25) (Fort +5, Ref +6, Will +7) (Init +8) (Perception +10)

Xuan, with the patience of stone, looms in the background, ready for if/when diplomacy breaks down.

The Concordance

R4I's 09-00 Assault on Absalom - Subtier 1-2 CORE Female N Half-Elf Ranger 1 | HP 11/11 | AC 18 T 12 FF 16 | CMB +4, CMD 16 | F: +3, R: +4, W: +2 (+2 vs ench., +2 trait vs charm and compulsion) | Init +4 | Perc +8 (low-light vision) | SM: +2 | Speed 20ft

Cordula stands next to Xuan Wu. (for the same reason)

Same preference order as the others.


Assault on Absalom Slides

ARMS DEALERS’ MEETING (THE EXCHANGE)

You slip inside and find a room full of nervous, arguing merchants — bolts of tension running high as coin purses. At the head of the table, the ringleader silences the room as you enter, eyes narrowing. "You have something to say? Then say it. You have our attention — for now."

~The Negotiation~

You'll need to succeed at 3 out of 5 skill checks to convince the merchants to comply. One check per PC. Others can attempt the same skill more than once, but each repeated attempt takes a cumulative –4 penalty. Like diplomacy, which Zachorius already did.

Diplomacy — Reason with the merchants directly.
Knowledge (History) or Perform (Oratory) — Remind them of Absalom's proud legacy and what's at stake.
Appraise, Craft (Weapons), or Profession (Merchant) — Assess whether the Siege Lord's offer is fair compensation.
Knowledge (Local) or Profession (Soldier) — Give an honest tactical picture of how bad things are about to get.
Will Save — Hold your composure and answer the merchants' difficult questions patiently.

Please roleplay your approach rather than just rolling dice. Describe what your character says or does.

Liberty's Edge

Female;
skills:
Acro+4/Perception+2/Survival +5
Human | lvl 1 Fighter CORE 114768-61 [AC:17 (18 w/shield) FF:15,T:13] [HP:12/12] [Fort: +4, Ref: +3, Will: +1]

"I do not possess the gift of gab nor do I have the honey tongue of a diplomat. I do have axe and shield for when negotiations break down but shall wait to see if the silver voice among us can fair better than a fist to the face."


Assault on Absalom Slides

ARMS DEALERS’ MEETING (THE EXCHANGE)

The ringleader watches Zachorius with the careful eyes of a man who has survived a lifetime of bad deals and worse partners. He lets the silence stretch just long enough to remind everyone in the room who holds the cards — then accepts the offered cup with a slow, deliberate nod.

"The Lucky Drunk, is it," he says, more to himself than anyone else. He takes a long drink, sets the cup down, and leans back in his chair. "I'll admit, priest — you're not what I expected them to send."

He rises slowly, cup in hand, and begins to pace the length of the table — eyes moving deliberately from face to face among the other Pathfinders.

"Your friend makes a compelling case. Demons. Undead. The gates. Yes, yes." He waves a hand, not dismissively, but thoughtfully. "But I've heard pretty words before, and I've watched pretty words get people killed."

He stops and turns to face the group squarely.

"So I'll ask the rest of you, since your priest here has said his piece. Convince me. Any of you." His gaze settles on the nearest Pathfinder, cool and appraising. "Why should I trust that Absalom is worth the cost of my stock? Give me something I can believe."

Current successes:
Zachorius (Other diplomacy checks at -4 cumulative)

The Exchange

TN Gnome Bard 1 | Mods: None | Init: +1 | HP 12 (-0) | AC/Tch/FF 15/12/14 (+4 v Giants) | CMD 9 | F/R/W +3/+3/+5 (+2 v Illusions, Charms & Compulsions) | Speed 20ft | IC: 7/7, 2 Star Folio ReRoll 1/1 | Bard Spells 1st: 2/2 | Perc: +3 (LL), SM: +3

The gnome steps up and begins speaking, ”Absalom is home to all sorts of peoples. Those at the top and those at the bottom like me. I expect you all are somewhere in the middle. But the point of this city isn’t that we all coexist or live together or face the challenge together. It’s that this city gives an opportunity to anyone willing to take it. And you have a chance right now to put your mark on the city, nay, the whole region. You miss this chance… there may not be another like it.”

Perform: Oratory: 1d20 + 3 ⇒ (15) + 3 = 18

If that didn’t fit that check, she can pretty much roll any of the other checks, just at lesser mods.


Assault on Absalom Slides

The ringleader had been watching the gnome with the particular wariness of a man who has been fooled before by someone he underestimated. Small. Scruffy. Half asleep, by the look of her.

But when she speaks, the room goes quiet.

He doesn't answer right away. Instead he turns the cup slowly in his hands, staring into it like the dregs might tell him something useful. Around the table, a few of the other merchants exchange glances — the kind that mean she has a point and we all know it.

"Put our mark on the city," he repeats quietly, tasting the words.

He looks up at Fern with something new behind his eyes. Not warmth exactly — but recognition. The look of one opportunist sizing up another.

"You know what I like about you?" he says, almost to himself. "You didn't come in here and tell me it was my duty. You didn't wave that document in my face and talk about honor." A short, genuine laugh escapes him. "You talked about opportunity. In my language."

He sets the cup down and straightens, scanning the rest of his associates with a calculating eye.

"Keep talking, Pathfinders. I'm not sold yet," a faint smile crosses his face "but I'm listening a lot harder than I was."

Current successes (any other skill checks of the ones already made are at a -4 cumulative penalty):
Zachorius: Diplomacy
Fern: Perform (oratory)

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