"Thank you, I feel much better," the paladin says as their healing spells bring him up to 16 HP.
The paladin hears the noises from the pipe and feels the heat coming off them.
"Do you think this is one of the traps they mentioned?"
The paladin quickly looks for some way of stopping whatever is happening, since he knows people travel this tunnel.
Knowledge(engineering) to see if there is some way to release the heat and pressure harmlessly, such as a hidden valve 1d20 + 6 ⇒ (4) + 6 = 10
"I doubt we have much of a choice in the matter; the question really is, will we get to somewhere safe when we make a run for it?"
He then starts to hustle forward.
You run down the corridor. Around you the pipes groan and thin trails of steam hiss from the valves. Ahead, the corridor ends with an archway leading into some chamber too large for your lights to illuminate.
The slower members of the party only just make it clear, but make it clear they do. You burst out onto a wide bridge riveted together with huge steel plates. Your footsteps clang on the surface before being drowned out by a deafening surge of steam. The corridor behind you is totally obscured. The vapours rise up into the black.
You all barely have time to take this in before a pair of figures run at you from opposite sides of the bridge. You take them to be plate armoured soldiers but their proportions are all wrong, their arms and legs too thin in places and too thick in others. Amber light shines from their faceplates and a tangle of pipework juts from their backs.
Your haste to get out of the tunnel makes you totally unprepered for the attack. The automata will act in the surprise round. Gregory moves faster than the rest of you and actually move past the automata before they can attack.
Salvin: 1d20 + 2 ⇒ (14) + 2 = 16
Vhailor: 1d20 + 1 ⇒ (15) + 1 = 16
Odol: 1d20 ⇒ 14
Gregory: 1d20 + 5 ⇒ (20) + 5 = 25
Damrang: 1d20 ⇒ 8
Automaton 1: 1d20 ⇒ 6
Automaton 2: 1d20 ⇒ 4
Automaton 1 (upper one)
Automaton 2 (lower one)
The first automaton slams a one-handed hammer at Salvin:
Charging Attack: 1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 9
And the second pummels at Damrang
Charging Attack: 1d20 + 5 + 2 ⇒ (9) + 5 + 2 = 16
Though they are caught off-guard, the two front-line warriors are protected by their armour. Pistons hiss as the automata strike - their blows are strong, but not superhuman.
Sorry for the wait. I've had a hell of a weekend - though probably not as good a one as Balodek/Damrang. Congratulations man.
11/18 hp, AC 13/9/12, CMD 16
Based on previous experience in combat... ;-)
Gregory wheels around, and hefting his Earthbreaker high, charges the automata assailing Salvin.
Earthbreaker: 1d20 + 5 + 2 ⇒ (4) + 5 + 2 = 11, for 2d6 + 6 ⇒ (3, 2) + 6 = 11.
Round 1 AC 17, HP 16/17, CMD 16, Saves Fort +7, Ref +2, Will +5
Salvin takes a 5-foot step to set up a flank with Gregory and tries to cleave through the automaton's hard outer shell to the vital inner workings.
Power attack 1d20 + 6 + 2 ⇒ (13) + 6 + 2 = 21 Damage 2d6 + 9 ⇒ (5, 4) + 9 = 18
Salvin yells out across the bridge to anyone who might be watching: "If there's someone watching this, we mean you no harm! We helped some of your people not too long ago. Just call of these machines, and we can talk"
Diplomacy if needed 1d20 + 7 ⇒ (14) + 7 = 21
Gregory's attack clangs off a heavy steel sholder-plate and Damrangs, through it finds a chink in the machine's armour, does nothing to the sturdy pipework within.
Salvin, on the other hand, cuts deeply into his target's waist and is rewarded with a burst of steam that dies down into a significant leak. The automata's torso begins to lull to one side. Odol does not strike with the paladin's brute strength but cannily waits for a hinge to expose a knee joint before plunging his axe into it. You all hear the grind of scraping metal begin to issue from the machine.
Automata 1: 36/36
Automata 2: 20/36
As he enters both their reaches, the machines turn their attacks on Odol according to some unscruitable logic.
Automaton 1 Attack: 1d20 + 5 ⇒ (6) + 5 = 11
Automaton 2 Attack: 1d20 + 5 ⇒ (19) + 5 = 24
He ducks one strike but the other catches him in the gut
Automaton 2 Damage: 1d8 + 3 ⇒ (1) + 3 = 4
The black-hatched areas are a unfathomable drop. The grey hatched areas are supports 20' lower than the platform you're currently standing on. Also, just to confirm, the automata are constructs and primarily made of metal.
Turn 2 has begun
11/18 hp, AC 13/9/12, CMD 16
Although it pains him to do so, Gregory takes another swing at the automaton in front of him.
Earthbreaker: 1d20 + 5 + 2 ⇒ (13) + 5 + 2 = 20, for 2d6 + 6 ⇒ (3, 2) + 6 = 11 Bludgeoning damage.
Perhaps we will be able to repair them, afterward...?
Eyes glowing with excitement, Vhailor focuses his gaze on his right hand uttering "Bivrip!" before stepping forward and attempting discharge...
Melee touch: 1d20 ⇒ 18 for 2d6 + 1 ⇒ (5, 2) + 1 = 8
I'm pretty sure I can cast - 5 ft step to D3 - then deliver shocking grasp to avoid an AoO
In a flurry of steel and eldritch lightning the whole party piles onto the now-bleagered machines. Pipes buckle, steam bursts and armour plates are ripped away. Vhailor, your spell seems to course through the insides of the machine causing it to convulse and the glow in it's visor to flicker.
Despite the onslaught neither of the machines fall. The one trapped between Salvin and Gregory has nearly been pounded to scrap - it's legs look ready to buckle.
Automaton 1: 24/36
Automaton 2: 5/36
One automaton steps forwards and continues it's assault on Odol:
Automaton 1 attack: 1d20 + 5 ⇒ (13) + 5 = 18
Automaton 1 damage: 1d8 + 3 ⇒ (8) + 3 = 11
With a dull crack Odol is knocked unconsious by a hard blow to the head. Meanwhile, the second (near-wrecked) automaton ducks sideways with a burst of speed and swipes it's hammer at Gregory:
Automaton 2 attack: 1d20 + 5 ⇒ (16) + 5 = 21
Automaton 2 attack: 1d8 + 3 ⇒ (1) + 3 = 4
Gregory, you feel your arm go briefly numb under the impact but it doesn't feel more than bruised.
Calling upon the reserves of arcane power stored within his staff, Vhailor calls out "Bivrip!" once more and seeks to deliver a second jolting dosage to the machine...
Cast defensively: 1d20 + 2 + 3 + 4 ⇒ (8) + 2 + 3 + 4 = 17 Success.
Melee touch: 1d20 ⇒ 8 for 2d6 + 1 ⇒ (3, 6) + 1 = 10 Likely miss, though I'll keep the shocking grasp charged for discharge next round
7/18 hp, AC 15/11/14, CMD 16.
Shedding a worried glance in Odol's direction,
Heal: 1d20 + 2 ⇒ (7) + 2 = 9, to determine if he is still breathing.
Gregory steels himself, and takes another swing at the heavily damaged automoton!
Earthbreaker: 1d20 + 5 + 2 ⇒ (14) + 5 + 2 = 21, for 2d6 + 6 ⇒ (6, 5) + 6 = 17 Bludgeoning damage.
Round 3 AC 17, HP 16/17, CMD 16, Saves Fort +7, Ref +2, Will +5
With those numbers, I'm assuming Gregory deals with the construct in front of Salvin. If I'm wrong, please assume this attack roll is to finish that beastie off.
Salvin looks down at his fallen comrade and grips his weapon tighter. He walks forward at an angle to reach F5 without provoking an attack of opportunity. Then he tries to chop the machine in half with his sword.
Power attack greatsword while flanking 1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 23
Damage 2d6 + 9 ⇒ (6, 5) + 9 = 20
Armour crumples as Gregory's earthbreaker slams into the chest of the already damaged automaton. There's a muffled explosion and the thing is wreathed in steam. It collapses, it's limbs flexing randomly for a few seconds before abruptly coming to a halt.
Vhailor can't find an opening to grasp the other machine a second time. Likewise, Damrang's axe glances off it's armour plating. Then Salvin steps forward and delivers a huge backhand swing at it's waist. The heavy blade cuts almost a foot into it and boiling water splashes onto the surface of the bridge. Nothing load-bearing is broken, however, and somehow the thing remains standing.
It turns on Vhailor, and with a clatter of heavy clockwork it goes to barrel into him. As it drops it's guard the gnome gets a second chance to deliver his spell:
Attack of Oppertunity on behalf of Vhailor: 1d20 ⇒ 19
Shocking Grasp Damage: 2d6 ⇒ (3, 4) = 7
Automaton Bull Rush attempt: 1d20 + 5 ⇒ (20) + 5 = 25
The automaton writhes in what looks disturbingly like pain as electricity burst from Vhailor. The machine still keeps going, however, and as it slams into Vhailor he is knocked flying straight off the bridge!
DC 15 Acrobatics check for Vhailor: 1d20 + 1 ⇒ (13) + 1 = 14
Falling damage for Vhailor: 2d6 ⇒ (4, 2) = 6
Without hesitation the construct follows him off, it's analytical mind calculating the fall to be a lesser threat than Salvin's blade. In doing so, however, it opens itself up to attacks from Salvin and Damrang:
Damrang attack: 1d20 + 6 ⇒ (20) + 6 = 26
Salvin attack: 1d20 + 8 ⇒ (10) + 8 = 18
Salvin Damage: 2d6 + 9 ⇒ (2, 5) + 9 = 16
Damrang Damage: 1d10 + 4 ⇒ (2) + 4 = 6
Damrang crit confirmation: 1d20 + 6 ⇒ (5) + 6 = 11
Despite an accurate blow to the small of the back Damrang's attack clangs off the machine's structure. Salvin's...doesn't. The blade finds the machine's kneck and it's head goes spinning off into the black. It's body stumbles off the bridge after Vhailor, landing in a broken heap of scrap dangerously close to the prone gnome.
Combat is over
Landing with a solid thump upon his back, Vhailor is stunned for a few moments before the stars fade from his vision. Sitting up with a newly inspired headache, Vhailor turns his attention straight to the automaton - wondering how it works...
Knowledge (Engineering): 1d20 + 10 ⇒ (18) + 10 = 28
Such a fine machine, a pity that it is broken now...
The paladin rushes over to Odol to see if he is still breathing. Once he sees the dwarf is, he'll call out:
"He's still alive!"
I have no potions on me or spells, so trying untrained Heal check to stabilize him 1d20 + 0 ⇒ (6) + 0 = 6
The paladin seems to fumble around the dwarf's armor, not really knowing how to help.
"Someone help me here, I don't know what to do!"
Those of you still on the bridge, the initiative chain will still be in effect until Odol is stabalized. I won't map it - you can all reach him with a move action if you want to
Down on the support, Vhailor takes a closer look at the automaton. Those on the bridge who take the time to can study the one still up there too (You might want to help out Odol first, however). The constructs are moved by mechanical devices that, individually, would be mechanical marvels fit for travelling shows or professor's studys. To see them put together to create a replica of a man is nothing short of astounding. Three different brightly coloured fluids leak out of the machine - red, yellow and blue.
It is guided, though, by magic - magic that is presumably contained in the coloured liquids.
Knowledge (Arcana): 1d20 + 8 ⇒ (9) + 8 = 17
Vhailor continues to poke and prod at the automaton, seemingly forgotten about his compatriots above now that he has a new toy to play with.
Brow furrowed, hmmm, so obviously not entirely mechanical - there is some magic at play still. Reaching out a hand, he tastes each of the three liquids in turn, seeing if he can identify them...or at least ken their function within the machine...
Craft (Alchemy): 1d20 + 10 ⇒ (3) + 10 = 13
Damrang tends to Odol's wounds, taking pressure off his cracked and shattered ribs and coaxing the blood out of his lungs. He won't die - in the immidiate future at least. You can now act freely out of initiative order.
Vhailor, the liquids are surprisingly palletable. The blue one tastes of strong mint and cleanses what remains of your headache. The yellow one is sickly sweet, and the red one is so spices it makes you want to cry out in pain. They all have the same aftertaste - that of crude oil.
Unfortunately, none of this tells you anything about their function. Perhaps if you could sample them and examine them in a proper alchemist's lab it would be a different story.
Knowledge (Engineering): 1d20 + 7 ⇒ (15) + 7 = 22.
Knowledge (Arcana): 1d20 + 7 ⇒ (4) + 7 = 11.
"Hmmm... It would appear that no Skytech is involved in the construction of these Automota; however, they are probably guided by magic..."
When his attention is drawn to Odol, Gregory raises a hand.
"I will see if I can wake him up..."
CLW: 1d8 + 2 ⇒ (6) + 2 = 8.
Which is just enough to wake him up :-)
If we are going to progress any further, we should use the potions to heal-up the front-liners.
The paladin starts to rummage through the potions, handing some to Odol so he can heal up.
"It's good to see you awake again, friend."
Once Odol is up on his feet, Salvin will take a look at the machines. He can't seem to make hide nor hair of the mechanisms.
Knowledge(engineering) 1d20 + 6 ⇒ (1) + 6 = 7
Knowledge(arcana) 1d20 + 1 ⇒ (4) + 1 = 5
Salvin is fine; he's just down 1 HP
"Urk...cough...cough...sigh" Odol stirs, the grinding pain of bones and flesh pulling back together serving better than smelling salts. [b]"Whoa, that really hurt. Looks like you guys finished them. Thanks. Where are we?"
Odol looks around at the automatons and surroundings.
Perception 1d20 - 1 ⇒ (7) - 1 = 6
Odol wobbles to his feet. "I guess I'm still a little woozy. Everything is sort of blurry and there is this horrible ringing in my ears. Do you all still have any of those potions or did you need them to get me back on my feet? I could use a spell on myself, but I'm starting to run low."
Looking up from his work on the fallen automaton, Vhailor casts his eyes around the area below the bridge...
Perception: 1d20 + 3 ⇒ (14) + 3 = 17
Just after general details - would probably be good to make camp as I think most of us (spellcasters especially) are running on fumes right now.
Would we be able to make a little foxhole under the bridge?
Now you have the chnace to look at the bridge properly, it's construction is remarkable. It's built from iron rather than stone, long bars of metal criss-crossed into a lattice that looks disconcertingly flimsy but is in fact cunningly designed to transfer weight onto the heavy support columns that are rammed into the sides of the crevice (one of which Vhailor is standing on). Most notably, given that it leads to a ten foot wide secret passage it's absurdly over-engineered. You could march an army across this thing.
Another key point you missed due to robots attempting to brain you is that at the far end of the bridge is an iron door that looks built to withstand a siege. A pair of arrow slits are cut into the rock above it, but at present they're dark. The only place on the bridge that's out of their line of sight is the tops of the supports. There's nowhere under the bridge fit to sleep, though you could clamber amongst the bars to hide.
Perception: 1d20 + 9 ⇒ (5) + 9 = 14.
Grimacing slightly from a couple of cracked ribs, Gregory moves over to the edge of the bridge.
"Certainly, Vhailor. Just give me a moment..."
He then digs around in his pack, and tosses down the end of a length of rope for Vhailor to hold onto as he is pulled up.