
Terquem |
Day 3, just after midnight, North of Fort Horizon, in a location identified on the map as "Torinbul's Flat” 1/3 (current Turn/Turn of the clock)
Round 1
Jeannine – 15
Portia – 14
Valind – 14
Edren – 14
Machines – 13
Sithundan – 11
Nashantur – 6
Gruingar– 3
The small machines are moving toward you with a slow steady determination.
Jeannine wakes the other, Lars, Bill and Karl, and tells them to arm themselves as best they can, and that they should stay back, but not get too far away from the fire, while she rummages through her pack and readies a small cross bow. She takes a handful of bolts and stuffs them into her belt.
Sithundan moves forward until he is parallel to Edren, and then with a few strange words calls forth a weapon that grows out of a small object in his hand.
The machines will advance 20 feet to the east, I will try to update the map tonight with all moves made for round 1
Machines have AC 15 (+2 N, +1 size, =2 Dex), Melee +3, damage d4+1, DR 3 -, Vulnerable to Electrical Attacks: Machine Head can cast Flare, once per round, Fortitude save negates, DC 10

Derrick Tramsen |

Derrick rushes forward to the human-headed creature, his naginata swinging in an arc and launching forward as he nears it. Charge to -C11
Attack: 1d20 + 5 + 2 ⇒ (16) + 5 + 2 = 23
Damage: 1d8 + 9 ⇒ (3) + 9 = 12
AC is 9 in the following round. Ouch.

Portia Morgan |

Portia will make a quick whistle, to call Issabelle back to her. She then grabs her sling, loads a bullet, all the while her hands shake since she hasn't experienced fighting mechanical creatures before and fires a bolt at a bug.
Target bug in -A, 13 (six from top)
sling: 1d20 + 2 ⇒ (9) + 2 = 11
dam: 1d4 + 2 ⇒ (4) + 2 = 6

Terquem |
Day 3, just after midnight, North of Fort Horizon, in a location identified on the map as "Torinbul's Flat” 1/3 (current Turn/Turn of the clock)
Round 1
Derrick – 18
Jeannine – 15
Portia – 14
Valind – 14
Edren – 14
Machines – 13
Sithundan – 11
Nashantur – 6
Gruingar– 3
Initiative count 18 to 14
Derrick charges and meets the “head Machine” as it advances. His weapon clangs loudly against the metal body of the creature and slides downward along the smooth surface and then the force and momentum of the blade catches one of the pistons operating its legs and breaks it open. The tube erupts with a gout of thin warm oil spraying out onto the ground and onto Derrick’s face.
Portia tries to sight the approaching menace but he bullet flies wide to the side.
Yes Issabelle can go on her own Initiative count, which is now
Valind and Edren are up, and then the monsters advance. Two of them will attack Derric, while the Head monster attacks Derrick with a beam of blue light that emits from its eyes.
Monster at –D,11, Green01
Melee Attack: 1d20 + 3 ⇒ (1) + 3 = 4
Damage if >9: 1d4 + 1 ⇒ (3) + 1 = 4
Monster at –B,12, Lime01
Melee Attack: 1d20 + 3 ⇒ (16) + 3 = 19
Damage if >9: 1d4 + 1 ⇒ (3) + 1 = 4
The articulated arm of the machine darts forward and stabs Derrick in the leg. The end of the arm is small, but pointed and sharp and it draws blood.
A Beam of blue light envelopes Derrick and assaults his senses
This is as the spell Flare, and Derrick must make a Fort Save, DC 10
Machines have AC 15 (+2 N, +1 size, =2 Dex), Melee +3, damage d4+1, DR 3 -, Vulnerable to Electrical Attacks: Machine Head can cast Flare, once per round, Fortitude save negates, DC 10
Head Machine – hp 12/damage taken 9

Derrick Tramsen |

Fortitude: 1d20 + 4 ⇒ (14) + 4 = 18
Gritting his teeth against the pain of the spike in his leg, Derrick also fights his way against the light assault. So, that's how it's going to be...
The young samurai tosses his naginata to the ground, gripping his katana and focusing on the strange machine with the head. "Taste my steel!" he cries as he draws the sword with blinding speed, gripping it in both hands.
That's a free action to drop the naginata, a swift action to activate my Challenge, and then the full-round iaijutsu attempt. This gives me DR 1/- against the head machine, but leaves my AC at 9 against every other enemy.
Attack: 1d20 + 5 ⇒ (5) + 5 = 10
Damage: 1d8 + 9 + 1 + 1d6 ⇒ (7) + 9 + 1 + (1) = 18
This drops my AC further, putting me at 7 versus the head machine and 5 versus the others. And if that didn't hit, I might be in a lot of trouble.

![]() |

Apologies, I came down with something on Friday and wasn't feeling well.
Edren will make a run action to position himself near Derrick. He will move down-left of Derrick. When he reaches Derrick, he manuevers his polearm deftly, striking at the lime-green machine's legs, attempting to knock it the ground.
CMB Trip: 1d20 + 6 ⇒ (13) + 6 = 19
"Derrick, we need to move as a team, there are too many for us to handle alone like this."

Terquem |
Day 3, just after midnight, North of Fort Horizon, in a location identified on the map as "Torinbul's Flat” 1/3 (current Turn/Turn of the clock)
Round 1
Derrick – 18
Jeannine – 15
Portia – 14
Valind – 14
Edren – 14
Machines – 13
Sithundan – 11
Nashantur – 6
Gruingar– 3
Initiative count 18 to 3
Valind sprints forward at the oncoming machines and meets one before he is ready to fight.
Valind’s double move puts him within reach of a machine on its move, so there will be a melee attack on Valand, who is in square B,8; from the machine in B,9
Melee Attack: 1d20 + 3 ⇒ (20) + 3 = 23*
Damage if >?: 1d4 + 1 ⇒ (3) + 1 = 4
The arm on the mnachine strikes forward with a metallic whine, and digs deep into Valind's shoulder
Edren runs forward as well, trying to reach Edren
Edren’s double move will take him to –B,11; but he cannot attack in round 1
Sithundan, Nashantur, and Gruingar take actions now. Gruingar can you make an attack roll for your Ray? Remember you are shooting into Melee
When Sithundan, Nashantur, and Gruingar have acted it will be the end of Round 1
*Confirm Crit: 1d20 + 3 ⇒ (8) + 3 = 11
Extra Damage: 1d4 + 1 ⇒ (1) + 1 = 2
Machines have AC 15 (+2 N, +1 size, =2 Dex), Melee +3, damage d4+1, DR 3 -, Vulnerable to Electrical Attacks: Machine Head can cast Flare, once per round, Fortitude save negates, DC 10
Head Machine – hp 12/damage taken 9

Valind |

Longspear is a reach weapon... assuming they don't have reach attack: 1d20 + 0 ⇒ (15) + 0 = 15damage: 1d6 - 1 ⇒ (5) - 1 = 4
Valind backs up quickly, spear in hand
5ft step back, standard action to create acid trap using blast rune in front of himself

Terquem |
Sithundan - I was going to give you the first move, and Furious Growth, before round 1, only I forgot to move your token, duh, so in round 1, you can move/attack if you want to. Valind - lets take a minute to back up, as we are still getting used to each other here and this is our first combat. If you move forward in round 1, less than a double move, the monster will not reach you, but then you will not reach it either. We can adjust your double move in round one so that you stop just out of reach of the monsters, but you will not be able to attack in round 1, and then cancel the attacks made against you in round 1. So can we back you up one square, call that good for round 1? In Round 2, you can attack and then try and move 20 feet away from the advancing monsters, in order to stay out of their reach when their turn to move comes. Any questions?

![]() |

Now is when I admit that I'm not entirely familiar with Pathfinder and say that I did not realize it was considered a full action! I will go ahead and take a double move to B10, one left of where you have Edren now. Thanks for the clarification!

Terquem |
As I understand it, A Run is a full round action that lets you move 4 times your speed. Now in this situation you would not need to run to reach Derrick, but you would need to take two move actions (which for the issue of making an attack means the same thing - you cannot attack in round 1, only if you move twice instead of running you would not suffer a penalty to your AC this round, but again, since I did not attack you in round one it is a moot point.

![]() |

Round 2 | Standard Action, Melee attack against Metal Bug, B12 | Guidance, 54 seconds remaining | Remain at B10
Edren plants his left foot forward of his right and rotates his body, bringing his mighty guisarme to bear from over his right shoulder...
Attack Roll: 1d20 + 4 ⇒ (1) + 4 = 5
Whoo! These little bugs are cursed! I suppose now is a good time to ask another question; do you do anything for critical fumbles?

Valind |

Valind - lets take a minute to back up, as we are still getting used to each other here and this is our first combat. If you move forward in round 1, less than a double move, the monster will not reach you, but then you will not reach it either. We can adjust your double move in round one so that you stop just out of reach of the monsters, but you will not be able to attack in round 1, and then cancel the attacks made against you in round 1. So can we back you up one square, call that good for round 1? In Round 2, you can attack and then try and move 20 feet away from the advancing monsters, in order to stay out of their reach when their turn to move comes. Any questions?
I thought we had
Round 1, move action to don coat | standard action to ready longspearRound 2, move action to advance | standard action to advance
>Bug attacks in Round 2. Longspear has reach so when the bug closes to 5ft range it goes through the 10ft range square and cops an attack.
Round 3, 5ft step backwards | drop rune
>If the bug now advances again it will set off the rune and provoke. If it goes around the rune (which it probably won't see) then it will provoke when it reaches melee range.
I'm okay with that - I know Valind got hit, but this is the strategy he's got versus unliving, unintelligent creatures like these seem.

![]() |

Round 1
Sithundan will change the bug in front of him, it's off the screen so I'm not sure what color it is but it should be in row G.
Attack roll: 1d20 + 4 ⇒ (8) + 4 = 12
I think the bugs might be the only ones who could actually hit these bugs.
Round 2
Attacks the bug in front of him again.
Attack roll: 1d20 + 4 ⇒ (5) + 4 = 9

Terquem |
Day 3, just after midnight, North of Fort Horizon, in a location identified on the map as "Torinbul's Flat” 1/3 (current Turn/Turn of the clock)
Round 2
Derrick – 18
Jeannine – 15
Portia – 14
Valind – 14
Edren – 14
Machines – 13
Sithundan – 11
Nashantur – 6
Gruingar– 3
we won’t do critical fumbles, okay
Okay, Valind – I see what I was missing now, your first attack is an Attack of Opportunity, got it.
Round 2
Jeannine finds herself confronted by two machines. Drawing her simple knife she takes a defensive stance trying to size up the machines and find a weak spot
Fighting Defensively
Melee Attack Defensive Fighting: 1d20 - 2 ⇒ (6) - 2 = 4
The machines continue to advance, and you can now see more of the machines coming from the north and south.
A bug advances to directly in front of Valand and the sandy dirt erupts coating the machine in acid. The acid gets into the body of the machine and Valind sees bright yellow sparks erupt from spaces concealed by the shadows of the night revealing that the shells of the machines are not solid all around. With a shudder the acid coated machine collapses to the ground and stops moving.
Machine Teal01 moves to A,8 and is attacked by the rune. Machine Yellow01 advances to B,7 and attacks Valind.
Acid Damage: 1d6 ⇒ 6
Melee Attack on Valind: 1d20 + 3 ⇒ (19) + 3 = 22
Damage: 1d4 + 1 ⇒ (2) + 1 = 3
Derrick tries a different strategy, but fails to hit the machine. The head-machine unleashes another blast of energy toward him, while another machine attacks him with the sharp steel claw. The third machine ignores Derrick and advances toward Edren attacking him
Derrick must make another Fortitude Save, DC 10
Melee attack Derrick: 1d20 + 3 ⇒ (9) + 3 = 12
Damage: 1d4 + 1 ⇒ (4) + 1 = 5
Melee Attack on Edren: 1d20 + 3 ⇒ (6) + 3 = 9
But Edren avoids the thrusting arm.
Edren I am thinking your AC for this battle is 12, is that correct?
Two machines attack Jeannine
Melee Attack on J, from Pink01: 1d20 + 3 ⇒ (5) + 3 = 8
Melee Attack on J, from Green01: 1d20 + 3 ⇒ (7) + 3 = 10
But she avoids the mechanical arms dodging from one side to the next.
Sithundan attacks the machine in front of him, but the shadowy starlight distorts the machine’s outline and he misses. Two machines attack him in return
Melee attack on S, from Red01: 1d20 + 3 ⇒ (13) + 3 = 16
Melee Attack on S, fromPurple01: 1d20 + 3 ⇒ (5) + 3 = 8
Sithundan avoids the attack of one monster, but cannot avoid the second, and the blade like hand slices his stony flesh
Damage: 1d4 + 1 ⇒ (4) + 1 = 5
meanwhile Karl and the two halfling climbers realize the dangerous situation Jeannine has gotten herself into and rush to help her, but Bill is cut off by one of the machines. Wielding only a small climbing tool, Bill attacks the machine as it attacks him
Bill's Attack: 1d20 + 1 ⇒ (20) + 1 = 21
The small pickaxe like tool slips inside an opening on the shell
Crit?: 1d20 + 3 ⇒ (15) + 3 = 18
and strikes something vital
Damage: 2d3 + 2 - 3 ⇒ (3, 1) + 2 - 3 = 3
The machine shudders, throws out a few sparks, but does not go down
Melee Attack on B, from Blue01: 1d20 + 3 ⇒ (19) + 3 = 22
The small hand strikes Bill's chest
Damage: 1d4 + 1 ⇒ (4) + 1 = 5
and Bill goes down on one knee
A huge post! but I think I caught everything up. We need a round 2 action from Gruingar, and Portia, then its the top of Round 3! okay?
Machines have AC 15 (+2 N, +1 size, =2 Dex), Melee +3, damage d4+1, DR 3 -, Vulnerable to Electrical Attacks: Machine Head can cast Flare, once per round, Fortitude save negates, DC 10
Head Machine – hp 12/damage taken 9
Machine Grey01 is destroyed
Machine Blue01 - has taken 3 points of damage
Bill - has taken 5 points of damage, he has 9 points remaining

Portia Morgan |

Portia watches on as the mechanical bugs attack her new comrades and traveling companions. She looks at Valind, and sees him get slashed in the moonlight. She ponders for a moment, and decides that firing another sling may be a bad thing, so joins the fray in melee.
free action: drop sling | move action: move to "B,6" drawing longsword as I go | standard action: attack yellow bug
longsword: 1d20 + 3 ⇒ (5) + 3 = 8
dam: 1d8 + 2 ⇒ (1) + 2 = 3

Gruingar de'Morcaine |

[Round 2}
Gruingar calls to his friend, Nashantur get in there and help the little buggers.
Gruingar is looking harrassed and nervous even though he is not actually being assaulted at this time.
Can't let the folks that hired us get grelched! Better help them since the others aren't doing too bad.
Throws an acid splash at the green machine 8,-F (-4 to hit in melee).
Bolestivé kyselina!
acid splash: 1d2 + 2 - 4 ⇒ (2) + 2 - 4 = 0
He then steps back toward Portia 3,-A.

Nashantur |

{Round 2}
Although she doesn't like an open fight, she obeys her master. With a hiss, Nashantur rushes into the fray...
Nashantur charges to 8,-E and attempts to bite the machine (+2 to hit and -2 AC).
bite attack: 1d20 + 1 + 2 ⇒ (18) + 1 + 2 = 21 if hits, bite damage: 1d4 - 1 ⇒ (1) - 1 = 0 Sigh, minimum damage is always 1.

![]() |

Yes, Edren's current AC is 12.
Round 2 | Attack of Opportunity, Melee attack against Metal Bug, -B12 | Remain at B10
As the machine advances toward him, Edren lashes out with his guisarme.
Attack Roll: 1d20 + 4 ⇒ (16) + 4 = 20
Damage Roll: 2d4 + 4 ⇒ (2, 2) + 4 = 8
AoO for the reach weapon as it closes with Edren.

Portia Morgan |

Round 3...
Portia, will stay where she is to both provide moral and battle support to Valind and the others.
move: stay put at "B,6", standard: attack yellow bug with longsword
sword: 1d20 + 3 ⇒ (7) + 3 = 10
dam: 1d8 + 2 ⇒ (8) + 2 = 10

Terquem |
Day 3, just after midnight, North of Fort Horizon, in a location identified on the map as "Torinbul's Flat” 1/3 (current Turn/Turn of the clock)
Jeannine – 15
Portia – 14
Valind – 14
Edren – 14
Machines – 13
Sithundan – 11
Nashantur – 6
Gruingar– 3
Round 2…
Portia runs forward to try and help Valind, while Gruingar directs his companion to attack and hurls a missile of acid…
Round 3
Valind – I think the machine only moved 5 feet, and therefore does not trigger an AOO, but correct me if I am wrong
Derrick – I'm waiting on a fortitude save from you, and then your round 3 action. In round three you get blasted with another red light, so that is yet another fortitude save
Jeannine finds herself confronted by two menacing machines but before she is overcome with fear, Nashantur appears at her side seeming to materialize out of the night time shadows. The serpent strikes out at one of the machines but finds the metal of the carapace impossible to damage with teeth alone.
Nashantur conveys this sense of impenetrability to Gruingar, who begins to suspect that these creatures are resistant to conventional blows
Karl moves closer, and kicks at one of the machines in order to distract it and hopefully allow the others to find a weak spot in their attacks.
Melee, Kick against AC 10: 1d20 + 3 ⇒ (15) + 3 = 18
Desperate to make a difference now, Jeannine puts all she’s got into her lunge at the machine that is kicked by Karl
Attack on Pink01: 1d20 + 4 ⇒ (13) + 4 = 17
Damage: 1d3 + 1 ⇒ (3) + 1 = 4
The knife slips passed the creature’s defenses and the tip of the blade fits into a slot on the carapace. There is a loud “pop” sound, and the machine shudders.
Bill fights back against the machine that attacked him
Bill attacks Blue01: 1d20 + 3 ⇒ (14) + 3 = 17
Damage: 1d3 + 1 - 3 ⇒ (2) + 1 - 3 = 0
but his pick bounces off the metal carapace
Lars runs to stand on the other side of the machine attacking bill and attacks it as well
Lars attacks Blue01: 1d20 + 5 ⇒ (1) + 5 = 6
But he is not able to hit the metal bug as it dances around trying to attack Bill
Portia spars with the machine attacking Valind, but is unable to land an effective blow as the articulated arm moves in and out, blocking her attacks.
Edren – like Valind, I think the monster only moved 5 feet so this does not provoke an AOO, but correct me if I am wrong. You could always take a 5 foot step and still use the attack roll you posted, so I am applying it anyway
Edren brings down the heavy heady weapon in his hands and feels the weapons make a dent in the carapace, but most some of the force of the blow is absorbed by the strange steel the creature is made out of
Sithundan leans one way and then another, and the machine in front of him follows his movements, but how it does this is unclear. However, the motion is enough to throw the machine’s defenses off for just a moment and Sithundan brings down the heavy sword with all his strength.
Even though Situndan can feel the machine absorb some of the impact, the blow is crushingly strong and it drives the machine into the ground where it remains motionless.
The machines fight back
Derrick is blasted with a third pulse of red energy, but the other machine moves away from him and Toward Gruingar Orange)1 moves from –D,11 to –C,8 | This provokes AOO from Derrick and Edren, if the machine survives it will roll an attack against Gruingar
Against Portia
Melee Attack, Yellow01 against Portia: 1d20 + 3 ⇒ (19) + 3 = 22
Damage if >17: 1d4 + 1 ⇒ (3) + 1 = 4
Against Sithundan
Melee Attack, Purple01 against Sithundan: 1d20 + 3 ⇒ (5) + 3 = 8
Damage if >14: 1d4 + 1 ⇒ (2) + 1 = 3
Against Edren Lime01 will advance 5 feet, if Edren moved 5 feet away in order to attack
Melee Attack, Lime01 against Edren: 1d20 + 3 ⇒ (16) + 3 = 19
Damage if >12: 1d4 + 1 ⇒ (2) + 1 = 3
Against Bill
Melee Attack, Blue01 against Bill: 1d20 + 3 ⇒ (8) + 3 = 11
Damage if >13: 1d4 + 1 ⇒ (3) + 1 = 4
Against Jeannine
Melee Attack, Pink01 against Jeannine: 1d20 + 3 ⇒ (6) + 3 = 9
Damage if >14: 1d4 + 1 ⇒ (3) + 1 = 4
Against Nashantur
Melee Attack, Green01 against Nashantur: 1d20 + 3 ⇒ (18) + 3 = 21
Damage if >17: 1d4 + 1 ⇒ (1) + 1 = 2
Machines have AC 15 (+2 N, +1 size, =2 Dex), Melee +3, damage d4+1, DR 3 -, Vulnerable to Electrical Attacks: Machine Head can cast Flare, once per round, Fortitude save negates, DC 10
Machines have 6 hp
Head Machine – hp 12/damage taken 9
Machine Grey01 is destroyed
Machine Blue01 - has taken 3 points of damage
Machine Pink01 – has taken 1 point of damage
Machine Lime01 – has taken 5 points of damage
Machine Red01 – is destroyed
Bill - has taken 5 points of damage, he has 9 points remaining
Portia – takes 4 points of damage
Edren – Takes 3 points of damage
Nashantur – Takes 2 points of damage

Derrick Tramsen |

Sorry, I thought I'd posted.
Fortitude Save (Round 2): 1d20 + 4 ⇒ (8) + 4 = 12
Again resisting the machine's light, Derrick swings at it a second time, remembering his training.
Attack: 1d20 + 5 ⇒ (20) + 5 = 25
Crit Confirm: 1d20 + 5 ⇒ (7) + 5 = 12
Damage: 1d8 + 9 + 1 ⇒ (8) + 9 + 1 = 18
Crit Damage: 1d8 + 9 ⇒ (7) + 9 = 16
After the vicious strike, Derrick holds ground, and tries to resist again as the machine flashes light at him.
Fortitude Save (Round 3): 1d20 + 4 ⇒ (19) + 4 = 23
Again fighting through the attack, Derrick sees another machine moving and swings out at it. Taking penalty for Power Attack this time.
Attack: 1d20 + 5 - 1 ⇒ (7) + 5 - 1 = 11
Damage: 1d8 + 9 ⇒ (4) + 9 = 13

Terquem |
Day 3, just after midnight, North of Fort Horizon, in a location identified on the map as "Torinbul's Flat” 1/3 (current Turn/Turn of the clock)
Round 3
Derrick finally finds his rhythm and shakes of the night’s stiffness. His sword is silent as it moves through the air and in an instant the head of the machine is cut off completely.
Suddenly, as when a pebble is thrown into a pond where ducks are settled and the action at once launches the birds all into the sky, the destruction of the head machine has an unusual effect. The rest of the machines shake, once, then twice, and begin to behave erratically.

![]() |

When Edren's guisarme glances off of the creature, he yells, "These creatures, they resist my strikes!"
Round 3 | AoO - orange bug
Edren winces as the machine connects with his side. Before he can disengage the enemy in front of him, he sees another of the creatures move past his left. He swings his weapon out wide in an attempt to stop it.
Attack Roll: 1d20 + 4 ⇒ (4) + 4 = 8
Damage Roll: 2d4 + 4 ⇒ (2, 1) + 4 = 7
Round 3 | Move - 5ft step (-b9) | Attack (-b11)
However, the enemy in front of him is distracting him and Edren's attack goes wide. He steps away from the enemy in front of him, pulling his weapon back in for another strike.
Attack Roll: 1d20 + 4 ⇒ (16) + 4 = 20
Damage Roll: 2d4 + 4 ⇒ (3, 2) + 4 = 9

Portia Morgan |

Portia lets out a yelp as the claw rips her flesh. She stands her ground and whistles for Issabelle to attack the same foe she is in hopes to bring it down.
round 3 | move: stay put | standard: attack yellow bug
attack: 1d20 + 3 ⇒ (12) + 3 = 15
dam: 1d8 + 2 ⇒ (5) + 2 = 7

![]() |

Preemptively setting up my attack for the next round of fighting.
round 4
Sithundan will turn and attack the bot that attacked him, purple01.
Broadsword attack 2 handed: 1d20 + 4 ⇒ (3) + 4 = 7
Swing and a miss.

Terquem |
Day 3, just after midnight, North of Fort Horizon, in a location identified on the map as "Torinbul's Flat” 1/3 (current Turn/Turn of the clock)
Round 3
Jeannine – 15
Portia – 14
Valind – 14
Edren – 14
Machines – 13
Sithundan – 11
Nashantur – 6
Gruingar– 3
Derrick watches as the “Head Machine” staggers around for a moment and then seems to freeze in place
As the other machines begin to behave erratically, Bill and Lars attack the one between them
Melee Attack Bill vs Blue01: 1d20 + 5 ⇒ (1) + 5 = 6
Damage if >15: 1d3 + 1 ⇒ (3) + 1 = 4
Melee Attak Lars vs Blue01: 1d20 + 5 ⇒ (4) + 5 = 9
Damage if >15: 1d3 + 1 ⇒ (3) + 1 = 4
But neither of the two expert climbers can hurt the machine
Karl continues to kick at the machine in front of him as Jeannine looks for a place to strike
Karl Assist Another vs AC10: 1d20 + 3 ⇒ (9) + 3 = 12
Jeannine sees an opening and lunges
Melee Attack on Pink01: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 1d4 + 1 - 3 ⇒ (2) + 1 - 3 = 0
Her knife finds a dark spot that she thinks is a hole, but the knife abruptly stops doing no damage.
Portia and Valind double team the machine between them. Valind backs up and thrust with the spear, but he is weak and the spear simply bounces off of a leg, but Portia is learning fast and seeing what the others are having success with she swings downward, focusing on the top and flattest part of the machine. Her sword lands hard and makes a deep dent in the machine, but it keeps on attacking her. Issabelle flies in silently and rakes her claws across the metallic surface to no affect.
I’d like to remind players with characters that have “minions” of one kind or another, if you think the companion will not be able to do much damage, your companion can always assist in combat and only needs to hit AC 10 to grant an ally a +2 on their to hit roll
Edren moves left then right, his pole weapon flashes in the moonlight, glances off the hard shell of one of the creatures, and then he raises it high and smashes down, crushing the thing into the sand.
Orange01 is destroyed
The Machines Attack, and in the distance more appear, but they are no longer moving toward the camp and seem to be stumbling around randomly
Yellow01 attacks Portia
melee Attack, Portia: 1d20 + 2 ⇒ (5) + 2 = 7
Damage if >17: 1d4 + 1 ⇒ (4) + 1 = 5
Blue01 attacks Bill
melee attack, Bill AC 13: 1d20 + 2 ⇒ (14) + 2 = 16
Damage: 1d4 + 1 ⇒ (4) + 1 = 5
Pink01 attacks Karl
melee attack, Karl AC 10: 1d20 + 2 ⇒ (16) + 2 = 18
Damage: 1d4 + 1 ⇒ (4) + 1 = 5
Green01 attacks Jeannine
melee attack, Jeannine AC 14: 1d20 + 2 ⇒ (18) + 2 = 20
Damage: 1d4 + 1 ⇒ (4) + 1 = 5
Purple01 attacks Sithundan
melee attack, Sithundan AC 14: 1d20 + 2 ⇒ (12) + 2 = 14
Damage: 1d4 + 1 ⇒ (2) + 1 = 3
Nashantur moves to defend Gruingar who aims another missile of acid toward the machine attacking him, but the two are suddenly startled as the machine is destroyed by Edren
And finally Sithundann spars with the remaining machine that is attacking him, but fails to damage the thing.
Derrick - there is a spoiler that lists everyone's initiative order, and you can always look at it, I'd prefer you do not look at the DM Notes, but if you do, meh, please try not to metagame the information you learn there.
Top of round 4
Machines have 6 hp
Head Machine – hp 12/damage taken 9
Machine Yellow01 – takes 4 points of damage
Machine Grey01 is destroyed
Machine Blue01 - has taken 3 points of damage
Machine Pink01 – has taken 1 point of damage
Machine Lime01 – has taken 5 points of damage
Machine Red01 – is destroyed
Machine Orange01 – is destroyed
Jeannine - takes 5 points of damage, she has 13 points remaining
Karl - takes 5 points of damage, he has 13 points remaining
Bill - has taken 10 points of damage, he has 4 points remaining
Portia – takes 4 points of damage
Edren – takes 3 points of damage
Nashantur – takes 2 points of damage
Sithundan - takes 3 points of damage

Portia Morgan |

Portia, will make a quick whistle to tell Issabelle to assist her in taking on the foe ahead of her, after seeing her scratch in futility. Portia will than wait for her aid against the metal beast.
longsword: 1d20 + 3 ⇒ (5) + 3 = 8 +2 if aid another works
dam: 1d8 + 2 ⇒ (4) + 2 = 6

Valind |

Round 4 | Move around to B9 (B9) | attack aid other: 1d20 + 0 ⇒ (12) + 0 = 12
should grant Portia +2 aid and +2 flanking
Taking his life in his hand Valind dodges round the battlefield, moves opposite Portia and attempts to distract the creature.