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GM Mike...R's page
1,266 posts. Alias of Mike...R.
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Having checked it looks like the decision is that once there are enough minotaur commander successes any additional minotaur successes will count as undead ship successes, so that makes getting another ship success a bit less important. That said, once there are enough of both types of successes, any remaining successes will count towards the target for the next set of encounters, so starting another encounter would still have some benefit.
One other consequence of this is that it does open up the option of taking on the next tier minotaur commander rather than the next tier undead captain. Although it's worth noting that the next tier minotaur commander is higher CR than the next tier undead (going after the minotaur would also require the party to get past another patrol, either via stealth checks or combat).
Based on the above would the party be interested in taking on the undead captain or the minotaur commander from the next tier up? Obviously both would be more challenging encounters than the previous fights, so pausing and waiting for the other tables to get the remaining successes is also a valid option (especially as most of the other tables are still working on encounters which are for the same tier as them).
The swim/ride checks were to cross the harbour to get to the fleet, so you won't need to do those again, just the attack on the ship. You'd still need to climb on board the ship, but the DC to climb a rope up the side is DC 0.
Not yet, but there are enough tables currently working on those missions that there will be enough successes once they get them complete. With the ship mission, if all the tables currently working on it are successful the house will still be one table short in terms of successes (although I'm just confirming if any excess land successes would count towards sea successes).
Having eliminated Commodore Maurus Korgen the party have the opportunity to storm another ship. Like with the minotaur commanders the captain of the next ship will be the captain from the next tier up (i.e. a CR 11 creature), although the rest of his crew will be similar level to the crew on this ship. I'm just confirming if there would be any advantage to us doing this, as between the tables there are not currently enough ship successes yet, but I'm not sure if successes elsewhere may make up for that. If there was an advantage to us doing an attack on another ship would the party be interested in doing that?
green will save vs channel DC20: 1d20 + 9 ⇒ (16) + 9 = 25
The remaining undead creature manages to stave off the worst of the positive energy, but is then finished of by Verdeino's punch.
The final foe dealt with a new threat becomes apparent, as with the death of it's captain the fell magic which had been keeping the ship afloat begins to fail. From the deck below the Pathfinders hear the sound of water poring into through multiple gaps in the hull and the ship begins to noticeably list. Luckily the party are able to get out safely, and away from the ship, before the sea finally reclaims her and she disappears below the waves once more.
Initiative wrote: -- END OF COMBAT --
Aaftaab (5 con damage, flying)
Furry (4 con damage, flying)
Rogarch
Verdeino
Laplace
Prilla
Sabz
RawkNRole
(Bold may act)
Thinking about it, would any minotaur successes after the Broken Horns condition is reached count as Undead successes? The scenario says "Once
a condition is announced, any additional successes reported that would contribute to that event instead count as successes for whatever the next objective is.". But it's not totally clear if by "next objective" that would be the next objective which hasn't been completed (i.e. the undead) or if its the next objective in the sequence (i.e. the Construct successes, as it looks like moving to the construct fight only requires that the House have achieved the Minotaur success condition rather than both the Minotaur and Undead ones).
I'll ask and see what everyone thinks. As its the 7-8 table its a bit more of a jump up to the next tier commander due to the next tier starting at level 10 rather than level 9.
Would I be right in thinking that it's not worth me offering my table the opportunity to take on another mission, now that they have taken out the undead commander, as the other tables are close enough that we should have enough successes before they are likely to complete the new mission?
Aaftaab's blade cuts into the foul creature stripping away some of its incorporeal essence.
Initiative wrote: -- ROUND 4 --
Undead Sailor (white) -37 (destroyed)
Undead Sailor (brown) -37 (destroyed)
Undead Captain (pink) -92 (destroyed)
Aaftaab (5 con damage, flying)
Furry (4 con damage, DC 16 fort save to avoid nausea, flying)
Rogarch
Verdeino
Festering Spirit (green) -45
Laplace
Prilla
Sabz
RawkNRole
(Bold may act)

Furry's first shot destroys the remaining undead sailor, while his next three are enough to take down the captain. As the undead officer collapses to the floor Furry becomes aware of a presence behind him as the Festering Spirit drifts up through the floor and towards him before lashing out...
green incorporeal touch vs Furry: 1d20 + 11 ⇒ (17) + 11 = 28
constitution damage: 1d4 ⇒ 4
...tearing away at his vitality and covering him in slime.
Due to being exposed to the slime Furry will need to make a DC 16 fortitude save. If he succeeds he is staggered for 1 round and if he fails he is nauseated for 1d4 rounds.
Seeing the incorporeal creature reappear Prilla takes a step away from the foe and throws her starknife at it (as her readied action was triggered), but the weapon misses.
Initiative wrote: -- ROUND 4 --
Undead Sailor (white) -37 (destroyed)
Undead Sailor (brown) -37 (destroyed)
Undead Captain (pink) -92 (destroyed)
Aaftaab (5 con damage, flying)
Furry (4 con damage, DC 16 fort save to avoid nausea, flying)
Rogarch
Verdeino
Festering Spirit (green) -40
Laplace
Prilla
Sabz
RawkNRole
(Bold may act)
Rogarch's strike against the undead sailor and her first strike against the captain both hit, while her final blow goes wide.
Initiative wrote: -- ROUND 4 --
Undead Sailor (white) -15
Undead Sailor (brown) -37 (destroyed)
Undead Captain (pink) -23
Aaftaab (5 con damage, flying)
Furry (flying)
Rogarch
Verdeino
Festering Spirit (green) -40
Laplace
Prilla (held attack vs green)
Sabz
RawkNRole
(Bold may act)
Verdeino's first two attacks are enough to destroy the undead sailor.
Initiative wrote: -- ROUND 4 --
Undead Sailor (white)
Undead Sailor (brown) -37 (destroyed)
Undead Captain (pink)
Aaftaab (5 con damage, flying)
Furry (flying)
Rogarch (potential AoO vs white)
Verdeino
Festering Spirit (green) -40
Laplace
Prilla (held attack vs green)
Sabz
RawkNRole
(Bold may act)

As there are currently no targets I'll assume Prilla's attack is a held action in the event that the festering spirit reappears.
As the Pathfinders prepare for the potential return of the festering spirit, the sound of footsteps can be heard from the deck above.
"Drive those scurvy bilge rats from my ship." rasps a hollow voice, as down the steps from the main deck come three more foes. The first two are similar to the creatures who attacked Rogarch earlier, while the third is a skeletal monstrosity in an archaic captains uniform whose rotting intestines wind through its body and then loll from its jaws like a clawed tongue (again knowledge [religion] to identify it).
The first of the newcomers (white) closes with Furry (potentially provoking from Rogarch) and lashes out at the skinwalker...
white scimitar vs Furry: 1d20 + 7 ⇒ (2) + 7 = 9
...but misses. The second creature (brown) attacks Rogarch...
brown scimitar vs Rogarch: 1d20 + 7 ⇒ (18) + 7 = 25
image hit (1 hits Rogarch): 1d5 ⇒ 4
...destroying one of the bloodrager's mirror images. Finally the foe wearing captains uniform (pink) also attacks Rogarch with its clawed tongue...
pink tongue vs Rogarch: 1d20 + 10 ⇒ (1) + 10 = 11
...but fails to make contact.
As it's getting quite crowded on the ship, I should also mention that the rotten ballistae can be moved through, but count as difficult terrain.
Initiative wrote: -- ROUND 4 --
Undead Sailor (white)
Undead Sailor (brown)
Undead Captain (pink)
Aaftaab (5 con damage, flying)
Furry (flying)
Rogarch (potential AoO vs white)
Verdeino
Festering Spirit (green) -40
Laplace
Prilla (held attack vs green)
Sabz
RawkNRole
(Bold may act)
@Prilla - The festering spirit stepped through the floor on its turn so it is no longer visible for you to attack (there are currently no foes visible).

Botting Furry's attacks for this round as it's been over 24 hours.
Furry unleashes another flurry of arrows at the remaining undead...
Flurry Attack 1: 1d20 + 18 ⇒ (14) + 18 = 32
Damage: 1d8 + 10 ⇒ (4) + 10 = 14
Flurry Attack 2: 1d20 + 18 ⇒ (4) + 18 = 22
Damage: 1d8 + 10 ⇒ (5) + 10 = 15
Flurry Attack 3: 1d20 + 13 ⇒ (14) + 13 = 27
Damage: 1d8 + 10 ⇒ (4) + 10 = 14
Flurry Attack 4: 1d20 + 13 ⇒ (19) + 13 = 32
Damage: 1d8 + 10 ⇒ (2) + 10 = 12
...Damaging the foe but not enough to finish it. The creature then lashes out at Aaftaab once more...
green incorporeal touch vs Aaftaab: 1d20 + 11 ⇒ (8) + 11 = 19
constitution damage: 1d4 ⇒ 2
....Again drawing away a portion of the grippli's vigour, before stepping backwards into the floor and disappearing from view.
As before the attack also exposes Aaftaab to the creature's slime, so he will need to make another DC 16 fortitude save. If he succeeds he is staggered for 1 round and if he fails he is nauseated for 1d4 rounds. Verdeino will also need to make a fortitude save (DC 14) due to moving into range of the creatures stench.
Initiative wrote: -- ROUND 3 --
????
Aaftaab (5 con damage, DC 16 fort save to avoid nausea, flying)
Furry (flying)
Rogarch
Verdeino (DC 14 fort save or sickened)
Festering Spirit (green) -40
Laplace
Prilla
Sabz
RawkNRole
(Bold may act)
green will save vs channel DC20: 1d20 + 9 ⇒ (11) + 9 = 20
The incorporeal foe manages to avoid the worst of Laplace's blast of positive energy. Aaftaab then lands his strike, but the creature's incorporeal nature thwarts his ability to do more significant damage (unfortunately incorporeal prevents the precision damage and then halves the remaining damage).
Initiative wrote: -- ROUND 3 --
Aaftaab (3 con damage, flying)
Furry
Rogarch
Verdeino
incorporeal undead (green) -13
Laplace
Prilla
Sabz
RawkNRole
(Bold may act)
Laplace recognises the newcomer as a Festering Spirit (CE incorporeal undead). He knows that it has no immunities other than those possessed by all undead. He also knows that creatures killed by its touch attack will rise as new Festering Spirits a number of days later; that they have the ability to trample foes; and that the slime caused by their putrid flesh will at best stagger those it touches, and at worst can nauseate them (on a failed fortitude save). Anyone who it moves through, or who it lands an attack on, or who attacks it with natural weapons or unarmed strikes will be affected by its slime.
The tier 7-8 table have completed the minotaur mission and have started on the undead mission (I suspect they will be on to the boss fight by tomorrow).

Verdeino's first two attacks are enough to render the prone foe inert. Moments later the Pathfinders find their nostrils assailed by an appalling stench as from the far end of the deck a new foe appears. This one looks like an incorporeal corpse in an advance state of decay, its putrefying flesh barely clinging to its body (again knowledge [religion] to identify). It floats through the wall and towards Aaftaab and Laplace, before lashing out at the grippli...
green incorporeal touch vs Aaftaab: 1d20 + 11 ⇒ (7) + 11 = 18
constitution damage: 1d4 ⇒ 3
...stripping away some of his vitality and leaving a coating of putrid slime where it hit.
Aaftaab also staggered for 1 round and needs to make a DC 16 fortitude save (if he fails the save he can open the spoiler below).
Additionally everyone within 30 feet of green (i.e. everyone except Verdeino) needs to make another fortitude check (DC 14) or they are sickened by the creature's stench (its a poison based effect for anyone who gets bonuses vs poison).
Initiative wrote: -- ROUND 3 --
Aaftaab (3 con damage, DC 16 fort save before acting, DC 14 fort save or sickened, flying)
Furry (DC 14 fort save or sickened, flying)
Rogarch (DC 14 fort save or sickened)
dead sailor (yellow) -34 (destroyed)
dead sailor (grey) -34 (destroyed)
Verdeino
incorporeal undead (green)
-- ROUND 2 --
Laplace (DC 14 fort save or sickened)
Prilla (DC 14 fort save or sickened)
Sabz (DC 14 fort save or sickened)
RawkNRole (DC 14 fort save or sickened)
(Bold may act)

As it's been a few days since Rogarch posted botting Rogarch again.
Rogarch steps forward draws her lucerne hammer and gets ready to attack any foe that comes within range.
As she does this the door just in front of her opens and through it shambles the corpse of a long dead mariner. Barnacles cling to the cadaver's rotting equipment and its eyes burn with a malevolent red light (it would be a knowledge [religion] check to identify the creature).
As soon as this happens Furry looses the arrow he had nocked...
Flurry Attack 1: 1d20 + 18 ⇒ (11) + 18 = 29
Damage: 1d8 + 10 ⇒ (8) + 10 = 18
...which smashes into the undead monster's chest rocking it back on its feet. Then Rogarch unleashes the strike that she had readied...
PA/Furious Focus - Lucerne Hammer: 1d20 + 12 ⇒ (19) + 12 = 31
Damage: 1d12 + 12 ⇒ (4) + 12 = 16
...felling the assailant seconds after it had entered the room. But there is not much time to celebrate as a second such creature moves through the door. This time Rogarch goes for a trip...
PA Lucerne Hammer trip: 1d20 + 10 ⇒ (20) + 10 = 30
...knocking the foe to the floor before it can reach her.
Initiative wrote: -- ROUND 3 --
Aaftaab (flying)
Furry (flying)
Rogarch
dead sailor (yellow) -34 (destroyed)
dead sailor (grey) (prone)
-- ROUND 2 --
Verdeino
????
Laplace
Prilla
Sabz
RawkNRole
(Bold may act)
Botting Rogarch and Furry as they have not posted in a few days. I'll choose Furry as being the one who used the fly potion so Rogarch will be climbing.
Rogarch climbs up the rope...
accelerated climb DC 0: 1d20 + 7 - 5 ⇒ (5) + 7 - 5 = 7
...and heads into the ship. She is followed by RawkNRole...
accelerated climb DC 0: 1d20 + 7 - 5 ⇒ (18) + 7 - 5 = 20
Meanwhile Furry flies in through the port and readies an attack in the event that he spots a potential foe.
Initiative wrote: -- ROUND 2 --
Rogarch
Aaftaab (flying)
????
Verdeino
Laplace
Prilla
Furry (flying)
Sabz
RawkNRole
(Bold may act)

Assuming everyone else is good with attacking via the ballista ports I'll move us on to that.
Edit: I just spotted that Prilla posted while I was pulling this post together. It's probably easier if we stick with attacking the ballista ports now I've kicked things off with that. Flying over the main deck Prilla sees that it appears to be unoccupied.
The stench of salt and decay becomes almost overpowering as the Pathfinders approach the Oppara and those members of the party who are flying attach their knotted ropes to the ships open ballista ports. Glancing inside there is no sign of movement...
I've added everyone's tokens to the map. Those who were flying are currently 15 feet up next to the ballista ports, having just attached the ropes, everyone else is 15 feet below the ports at sea level. As the party are now assaulting the ship I'll put us into initiative, although currently there is no sign of the crew or any other obvious threat. The party will have had time to buff before starting the assault. Climbing the ropes will use the standard climbing rules, so (unless you have a climb speed) you can use a move action to make a climb check (DC 0) and if successful can climb up to a quarter of your movement speed (or up to half your movement speed if you take a -5 on the climb check to use accelerated climbing). Prilla and Aaftaab are both currently flying, as is either Furry and/or Rogarch depending on which of them used the potion to fly here.
Initiative wrote: -- ROUND 1 --
Rogarch
Aaftaab
Verdeino
Laplace
Prilla
Furry
Sabz
RawkNRole
(Bold may act)

To keep things moving, as it's been over 24 hours, I'm going to assume that either Rogarch or Furry will use a potion of fly in order to travel to the ship, which would get the party the final success needed to avoid the sea creatures (I'm happy for the party to decide whose potion is used and let me know, alternatively I'll roll randomly).
As the decaying bulk of the Oppara comes into view the Pathfinders see that its main deck appears to be ominously empty, as if the ship were steering itself. Based on what the party can see from a distance their are two potential options for getting on board the ship. The first would be via the main deck, which is 25 feet above the water. While the second route would be via the ballista ports on the side of the ship which are 15 feet from the waterline.
How do the party want to approach and board the ship? Anyone approaching on the water would need to climb up to either the ballista ports or main deck. The hippocampi which the party were offered each had a grappling hook and rope in the saddlebacks, so those would be available. Getting a grappling hook secured on the ship would require a ranged attack vs AC 5 and if the rope was knotted it would be a DC 0 climb check to climb it. As the main deck and the ballista ports are on different decks it would make sense for the party to all target one of these routes in, to avoid splitting the party over multiple decks. From a buffs point of view its been 30 minutes since the encounter with the minotaur commander.
I've added the map of the ship to page 6 of the slides. The deck with the ballista ports is the 2nd deck from the left (the one with the cannons - which in this case are the rotten remains of the ballistae). The main deck is the 3rd deck from the left.
Verdeino, Aaftaab, Prilla and Bruce have all so far been successful so the party just need one more success (or use of a fly potion or other means of flight) to evade the creatures in the harbour, and get to the ship without incident.
I guess the intention with those potions is for them to be used if the party get into combat rather than to allow the party to swim the whole way. So they wouldn't help with the checks to try to evade the sea creatures, but would help if you have to fight them.
Just as a reminder Aaftaab, Lapalce, Furry, Rogarch all have potions for fly which they took from the wagon driver near the start of the scenario. So the Pathfinder have the option of using those should they wish to have some members of the party fly to the ship as those potions would last for 5 minutes.
I've now sorted out the chronicle sheets for the game which can be found here. Let me know if you spot any issues with them.

As the Pathfinders get ready to head out across the harbor they realise that it is not just the ships of the Silent Tide which they will need to deal with. In addition to the ships it appears that the curse has also stirred up the local aquatic wildlife, causing it to swarm into the harbor and become more aggressive.
Like with the patrols in the Cairnlands it is possible for the party to evade these creatures if they are quick and skilled enough. In order to avoid the creatures everyone will need to either make a ride skill check (if they decide to ride a hippocampus) or a swim check (with a +2 bonus for every 10 feet by which their swim speed exceeds 30 feet). Flying would automatically allow a character to succeed in avoiding the creatures, however due to the time required to reach the ship they will need to be able to fly for at least 5 minutes. It's also worth noting that the ride skill check above has a lower DC than the swim skill check. As before so long as more than half of the party are successful, the whole party can avoid an encounter with the sea creatures.

The Pathfinders head back to the city and make their way to Docks district.
“They’re coming! The armada of the dead is coming!” shouts a terrified member of the Harbor Guard while running past. Down in the Flotsam Graveyard, dozens of ships with tattered black sails are winding among and crashing through the hazardous wrecks that dot the bay, rapidly approaching the harbor. As the skeletal ships advance, more sunken ships start rising of their own accord through the foaming waves, joining the undead invasion.
As the party reached the assigned mustering point a soldier clad in mithral armor, wearing a blue cloak, and carrying a barbed spear nods a greeting. She has a worried look on her face. “I’m captain Sevana Kinhan of the Wave Riders, and I’m glad to see you have come to help us — we’ve taken heavy casualties, our allies from Escadar haven’t arrived, and the undead armada doesn’t seem deterred by the Flotsam Graveyard’s wreckage."
“In order to stop their advance, we must destroy their five command ships. Your superior at the Pathfinder Society has informed me that your skills would be well suited for attacking the Oppara commanded by Commodore Maurus Korgen. We have more hippocampi than there are able-bodied Wave Riders left to command them, so you can borrow our steeds if that helps you reach and board their tattered ships.”
The party can chose how they each want to get to their assigned command ship. The Wave Riders can provide hippocampi to ride (I've added a picture of a Wave Rider on a hippocampus to page 5 of the slides), or they can swim, or they can use other abilities, equipment or magic they have access to. In addition to the offer of hippocampi, Captain Kinhan also gives the Pathfinders two potions of touch of the sea and a potion of water breathing to share between them.

Prilla confirms what Laplace knew about the minotaur graveknight. She also knows that the other two creatures are minotaur rangers (CE monstrous humanoids). She knows that they can see in the dark (darkvision 60ft); Have similar natural cunning to the graveknight; Have good reflexes (highest save is reflex, fortitude and will are equal lowest); and they are not immune to anything (no immunities).
Rogarch's blow against one of the remaining foes finds it's target and badly wounds the minotaur. Aaftaab and Sabz are then able to finish the creature off with their attacks.
Botting Furry as its been over 24 hours.
Furry unleashes a flurry of arrows an the last enemy...
Flurry Attack 1: 1d20 + 18 ⇒ (11) + 18 = 29
Damage: 1d8 + 10 ⇒ (5) + 10 = 15
Flurry Attack 2: 1d20 + 18 ⇒ (9) + 18 = 27
Damage: 1d8 + 10 ⇒ (6) + 10 = 16
Flurry Attack 3: 1d20 + 13 ⇒ (15) + 13 = 28
Damage: 1d8 + 10 ⇒ (6) + 10 = 16
Flurry Attack 4: 1d20 + 13 ⇒ (12) + 13 = 25
Damage: 1d8 + 10 ⇒ (6) + 10 = 16
...knocking the bodyguard unconscious and allowing the party to dispatch him.
Searching the bodies the Pathfinders are able to recover a number of items (see the spoiler).
Initiative wrote: -- END OF COMBAT --
Aaftaab
Rogarch
Sabz
Laplace (invisible)
Verdeino
RawkNRole
Furry
Prilla
Commander (black) -62 (destroyed)
Bodyguard (white) -63 (unconscious)
Bodyguard (yellow) -79 (dead)
Destroying the armour is not needed to complete the mission, so you could just take it back with you and take it to the temple of Pharasma to be dealt with.
Linka Wind wrote: Linka's day job check would be 7 lower with Arcana, +15 instead of +22 In that case its probably best to stick with the craft (alchemy) rather than use knowledge (arcana) as you can still use the normal skills for the day job roll, knowledge (arcana) is just an additional option you have available. Have you made the roll for the day job check?
Looking back through the discussion thread it looks like Strafe, Sirlicks and Seltyel have all made day job rolls at the start of the game. Sadaf, Linka and Mantis am I right in thinking you've not made day job rolls yet? If not let me know if you have any downtime activity like a day job you want to do. Also as noted in the gameplay thread, for this scenario only, it is possible to use knowledge (arcana) for your day job roll if you want.
Once everyone has done their day job checks, or let me know if they are doing something else with their downtime, I'll get the chronicle sheets generated.
Once the party complete this encounter there are two options for what they do next. The first option is to stay in the Carnlands and hunt down another one of the minotaur commanders. The commander in question will be the commander used for the tier 10-11 table so will be a significantly more challenging combat (CR 13). The other option is to head back to the city to take on the Silent Tide at the harbor (this will be the standard tier 7-8 encounters).
Let me know which option you want to go with, if there's not a majority for either option by the time the current combat ends I'll go ahead with the Silent Tide encounters at the harbor.
Laplace realises that the commander is a minotaur graveknight (CE undead). He knows that such creatures are resistant to non-mangical weapons (DR 10/magic) and are also resistant to spells (SR 19). They are resilient against the effects of channeling (channel resistance +4), are naturally cunning (immune to maze spells, can't get lost and can't be caught flat footed), and after being destroyed they will regenerate over several days unless their armour is destroyed.
Verdeino then pounces on the graveknight and destroys it with her first four blows. Her final blow is then directed at the bodyguard stood next to him (yellow), which also finds its mark.
Initiative wrote: -- ROUND 1 --
Aaftaab (invisible)
Rogarch (invisible)
Sabz
Laplace (invisible)
Verdeino
RawkNRole
Furry
Prilla
Commander (black) -62 (destroyed)
Bodyguard (white) -21
Bodyguard (yellow)
(Bold may act)

No worries.
That concludes the scenario - Thanks everyone for playing.
I'll post a link for the chronicle sheets at some point in the next day or so. Everyone earned full gold and prestige points for the scenario, along with all of the chronicle sheet boons that they were eligible for.
To meet the primary success condition the party needed to secure all three beacons - Which they did.
To meet the secondary success condition the party needed to do two of the following: Successfully disarm the beacon in the first encounter without damaging it; Learn all four answers from Nggilth-Tsa in the second encounter; Return Imrizade to positive hit point before the end of the final encounter. - The party managed to do all three of these.
Finally to get the Dark Archive boon on the chronicle sheet Strafe needed two of the following to have been successful: The party successfully disarmed the beacon in the first encounter without damaging it and Strafe then successfully conducted the follow-up research; The party got at least three answers from Nggilth-Tsa in the second encounter; The party captured at least one of the attackers in the final encounter alive so that they can be questioned later. - All three of these were successful.

Imrizade is incredibly grateful to the Pathfinders for recuing her and provides the party with some curious items she found on one of her recent adventures by way of thanks.
Shortly after this the sound of running footsteps can be heard from the hallway outside and into the room rushes Nigel Aldain accompanied by a team of Pathfinder medics who address any remaining injuries. Having recovered from the fight the party are able to return to the Grand Lodge bring with them both the recovered beacons and the surviving creatures from the confrontation in the museum.
Shortly after returning to the Grand Lodge Zarta Dralneen calls the Pathfinders to her office and thanks them for their quick, decisive, and effective action. The aftermath of recent events point to several possible leads - Imrizade, the beacons, the mysterious copper gate, the Dark Tapestry, and apparently the planet Aucturn - but the Society has no idea how they all connect, so Zarta has moved researching the topics to the top of the Dark Archive’s priority list. She invites anyone interested to assist with her studies between assignments, given their firsthand experience with the devices in question.
For this adventure only you can use Knowledge (arcana) to perform your Day Job check, as Zarta compensates you for your help researching the mysterious powers at work. As it looks like day jobs have already been rolled, let me know if you would want to use knowledge (arcana) instead and you can keep your existing day job roll but swap the bonus applied to be your knowledge (arcana) skill bonus instead of the skill you originally used.
With their foe now defeated Seltyel and Linka are able to get a better look at him. He is clearly human in origin, but some strange power has twisted his body and likely his mind. Of more immediate concern to the Pathfinders is the mans natural healing which continues to gradually repair his body. However they are able to sufficiently restrain him such that when he wakes up he no longer represents a threat.
Initiative wrote: -- END OF COMBAT --
Prettyfly -19
Sirlicks -11
Mutant Grioth (purple) -45 (unconscious, stable)
Danduun
Sadaf
Mantis
Imrizade Blakros +7
Mutant Grioth (cyan) -49 (unconscious, dying)
Linka -30 (-5 nonlethal)
Seltyel
Mutant Man (white) -80
Strafe
The party would have had time to put up buffs before they approached the ruins so putting up those buffs is fine.
@Laplace - Were those knowledge checks for the spoiler in the post above or to identify the creatures?
Within the ruins, a towering humanoid creature with a bull’s head is observing the battle and issuing commands to demon flesh creatures. Tiny homunculi race off to deliver orders across the battlefield’s churned soil. A blood-red symbol depicting a bull’s head adorns the bull-headed creature’s armor. I've moved the party on the map to where the command post is located. A knowledge (religion) check would be required to gain further information about the commander, while a knowledge (nature) check would be required to gain further information about the bodyguards.
Initiative wrote: -- ROUND 1 --
Aaftaab
Rogarch
Sabz
Laplace
Verdeino
RawkNRole
Furry
Prilla
Commander (black)
Bodyguard (white)
Bodyguard (yellow)
(Bold may act)
As use of invisibility counts as an automatic success on the stealth check for a character, and as the party only need the majority of party members to succeed at the stealth check, it uses 4 casting from Verdeino's scroll to allow the party to successfully evade the patrols (as I assume RawkNRole would be using earthglide so would also essentially count as being invisible). Due to invisibility being on the inquisitor list Aaftaab would be able to complete spells on the scroll. Verdeino can choose which party members had invisibility cast on them and those characters can start the upcoming combat invisible.
Using the invisibility provided by Verdeino's scroll the party are able to evade the stitched together creatures patrolling the ruins and reach the command post itself unopposed.
I'll roll initiative and get the combat kicked off in the next post.

Acting on the Siege Lord's request the party head out into the Cairnlands beyond the gate. Slipping past the enemy lines they finally manage to locate what they believe to be the command post of Warchief Mithrakk...
A black-and-red banner with a bull’s head on it flies above the shattered remains of an ancient siege castle. A group of groaning, hunched creatures stitched together from strange flesh patrols the ruins.
I've added a map of the ruins that you are approaching to page 6 of the slides. Please feel free to move your tokens to anywhere within the area denoted by the yellow square. The party are approaching the from the north (the right of the map) having circled behind the ruin. They would have time to buff before approaching this place if they wanted to (it's been half an hour since the start of the previous encounter).
Although there are guards patrolling the ruins, it looks like it may be possible to evade them and eliminate the commander without drawing unnecessary attention from the rest of the camp. However, to do this the party will need to be careful. So with that in mind everyone will need to make a stealth check (use of spells or abilities which may assist with this, such as invisibility are allowed. It should also be noted that this is a group effort so an individual failing the check doesn't necessary mean that the party fail to evade the guards).

As the Pathfinders dispatch the remaining blob the clatter of horseshoes on cobbles reaches their ears. Looking in the direction of the noise, the party see several mounted warriors moving towards the gate, led by a figure in the distinctive armour of Siege Lord Wynsal Starborn. After helping dispatch a few remaining foes this group approaches the party and their leader motions for the Pathfinders to speak with him....
The Siege Lord removes his steel helmet for a moment, shaking out his braided hair beaded with the teal and gold colors of Absalom’s flag. With a respectful nod and congratulatory salute, he introduces himself (I've added a picture of him to page 5 of the slides).
“I am Wynsal Starborn, once captain of the First Guard and now the Siege Lord ensuring Absalom’s safety. You fought bravely, and thanks to your help, we’ve got the situation under control here."
“I am less confident about affairs beyond our gates, though we could seize control of the tides of war with a targeted strike by capable operatives like you. As you probably noticed, those fiendish abominations are quite tough, but they’re not very organized. In fact, I saw two groups of them fighting each other until one of the minotaur commanders sorted them out. We might be able to use their lack of discipline against them!"
“I’ve heard the Pathfinder Society has already done a great deal for the city today. While I’m reticent to ask more, I cannot afford to surrender your expertise. I ask that you sneak past enemy lines, seek out Warchief Mithrakk, and kill that horned beast. The First Guard will be ready to exploit the opening.”
Assuming someone in the party has a way to do fire or acid damage I'll move us on to the end of this encounter to help keep things moving, but let me know which option the party are using to do that damage.
Initiative wrote: -- END OF COMBAT --
Furry
Aaftaab
Verdeino
Rogarch
Sabz
Prilla
RawkNRole
Laplace
(Bold may act)
Laplaces’ spell does not seem to affect the creature or impact its ability to regenerate.
It’s worth noting that while spark can cause fine material to catch fire, it doesn’t do any fire damage itself.
The flask hits the blob spraying it with acid. As the corrosive substance burns into its flesh the creature’s ability to regenerate seems to shut down and it finally appears to be dead.
That just leaves the bigger of the two blobs for the party to deal with.
Initiative wrote: -- ROUND 4 --
Furry
Aaftaab
Verdeino
Rogarch
Sabz
Prilla
RawkNRole
Laplace
Blob (pink) -92 (dead)
Blob (black) -80 (unconscious, regenerating, giant 1)
(Bold may act)
Unfortunately Mantis wouldn’t be able to get to white in order to grapple him due to the pile of crates and the large stone walkway in the way. Luckily however that probably doesn’t matter because…
The two blows from Seltyel carve into the mutant’s flesh. As the second one lands he cries out and then collapses to the floor unconscious.
@Linka - As the foe would have been unconscious before you threw the bomb, would you still want to throw it? Or would you want to hold off on doing that so the party have the option to keep him alive (e.g. for questioning).
The icy projectile strikes the creature and it slumps to the ground, unmoving aside from its wounds which continue to stich back together.
Both fleshy blobs are now incapacitated, but are clearly regenerating. How to the party propose to deal with the regeneration?
Initiative wrote: -- ROUND 4 --
Furry
Aaftaab
Verdeino
Rogarch
Sabz
Prilla
RawkNRole
Laplace
Blob (pink) -52 (+ more damage if Furry kept shooting, unconscious, dazzled 2 rnds)
Blob (black) -80 (unconscious, giant 1)
(Bold may act)
Just realised I'd missed out the enemy's fast healing.
As party watch their foe's wounds continue to heal (Sirlicks knows this is due to fast healing rather than regeneration from his earlier knowledge check).
Initiative wrote: -- ROUND 6 --
Prettyfly -19
Sirlicks -19
Mutant Grioth (purple) -45 (unconscious, stable)
Danduun (unadulterated loathing of white)
Sadaf
Mantis
Imrizade Blakros +7
Mutant Grioth (cyan) -49 (unconscious, dying)
Linka -30 (-5 nonlethal)
Seltyel (DC 19 will save required prior to acting - see here)
Mutant Man (white) -45
Strafe
(Bold may act)
As this combat is nearly over I'll plan on moving the party on to the next encounter in this chain once it's finished. In theory it's possible for the party to switch over to the undead armada chain between encounters, but I assume everyone is ok to stick with the current encounter chain (especially as it will make a lot more narrative sense to stick with one chain)?
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