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Garduk knows the mask are more ceremonial than magical. While Kulga is amused, Brayne shifts into intimidate mode.
Why sure if you want to go on back, don't let us stop you in fact, if you wouldn't mind terribly well just be on our way.
They will leave if you although it.

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Kulga gives Brayne a respectful nod.
Lets go chat with Zamir then.

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Brayne is pleased that things settled so easily and allows the men through. "Very well then."
He follows behind the group again.

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"One moment," Garduk says before the men rush out. He points to the shackled workers. "Keys?"

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Zamir has the keys, he doesn't trust us with them.
The shackled people look expectantly at you as you make the inquiry.

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Garduk sighs and waves them out the door, then looks around the workshop for a hammer.
"I don't suppose any of you have anything we could use to break these chains?" He eyes Kulga's axe, but remembers her reaction the last time he suggested she use it for something outside of combat and doesn't mention it.

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"I suppose when we deal with Zamir we can free these find folk after" Brayne suggests to calm a concerned Garduk.
perception, for the next room: 1d20 + 1 ⇒ (4) + 1 = 5

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Bokkah nods in agreement. "Zamir is their biggest concern right now, even more than the shackles. Let's go get him!"

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I did bring a hammer. If we're forced to kill Zamir and the keys aren't available we can free them then.

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The shackled people look slightly disappointed.
Zamir denies us our spellbooks and forces us to disassemble magical devices. We stay chained up here almost 24 hours a day. Free us please. One says in a meek and pitiful voice. Another adds, They will if they can.
Looking into the next room you see, a large hall which is relatively clean and empty. A few racks on the walls contain wooden training weapons, and targets and straw dummies stand here and there. A strange wooden statue stands in front of a large alcove in the south wall. It has three tiger faces on its head, each facing a different direction, and six arms. The statue’s hands hold a variety of weapons; quarterstaff, sai, nunchaku, siangham, and kama. In the back of the alcove is a large wooden door.

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Brayne looks disconcerted as he enters into the room and gazes his eyes upon which he doesn't understand. "Garduk, did you come across this strange being in any of your studies?" What about you elfred? No?
He takes precaution as they approach the statue and the door. "Ladies first?"
Detect magic on statue and at the door. But of course, will do it behind the safety of the ladies, and not be first to venture into the unknown!

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Garduk is irritated that they cannot release the prisoners immediately, especially when he realizes that they are fellow wizards, but he understands the problem.
"I'm sorry. We cannot risk the noise that hammering off your chains would make before we confront Zamir. We will be back, with either the keys or the hammer. Is there anything useful you can tell us before we meet your captor?"
Once they move into the next room, Garduk uses another charge from his wand of Shield, and tries to identify the statue.
Not sure which is the appropriate knowledge check - using arcana here, planes would be the same, subtract 1 from the result if it should be history.
Knowledge (arcana): 1d20 + 9 ⇒ (17) + 9 = 26

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One of the wizards replies, We understand, um, Zamir is that way pointing into the room beyond, but not really offering much more than that, blank stares cover their face as they search for useful information.
Brayne does not detect magic, but Garduk recognizes what the statue is.
It's an animated object. A construct, that is created using a spell to animate objects, usually be someone who has some knowledge about creating constructs. This one seems to be kind of small, and looks perhaps like a training tool. Animated objects are extremely durable (Defensive Abilities hardness 8; Immune construct traits), and can give a decent wallop (slam attack) .

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"It's some kind of construct, like a golem, maybe for training considering everything else in here. It could still be a problem if it triggers when we try to go past it or if Zamir sets it off in a fight. Hard to break them, and they hit pretty hard too."
He sticks his head back into the room with the chained wizards.
"Do any of you know the command word for the golem thing that's in here? Or how to get past it without setting it off?"

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Um, we hear the guards and the monks using it. I think it just triggers when they get close, cause I hear them say "step up". And then it must stop when they step away, cause they say "step back". I dunno really. One of the chained wizards replies.

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"Got it. Thanks."
Garduk relays what he was told to the others, whispering to avoid setting off the construct by accident.
"We're going to have to go right past it to get to the door. If it attacks when you get close to it, try giving it the 'step back' command. If that doesn't work, hit it really hard. It's built to take a beating."

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"Right.. Let's walk as far as possible around it. Can it be controlled by my dark magic?" Brayne asks Garduk.
[ooc]I.e. can it be affected by mind affecting powers?[/I]

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"Not unless someone has gone to a lot of trouble to make it conscious - there's no mind in there to intimidate or control. And they're often immune to other kinds of magic, too."
Garduk considers the training construct for a moment.
Those are a lot of weapons.
"Did we ever tell you about the first mission we had together, in the Mwangi jungle? I was able to take control of 15-foot tall metal construct to fight off a giant four-armed gorilla monster! I tell you, Brayne, the people who made that thing knew how to work with magic..."

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Now that would be helpful. Slaves, any 15' metal constructs in need of a driver? Kulga jokes as she sizes up the practice dummy.
I think you're right, Garduk. And Brayne. We shouldn't fight this thing if we can avoid it. No one ever won glory in the practice yard.
Acrobatics: 1d20 + 3 ⇒ (1) + 3 = 4 Haha, okay...
Kulga prepares to carefully move past the dummy, but after a brief sneer at its weapons, decides instead to skip the carefully part.

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As Kulga moves within 10 feet of the statue, it animates and moves into a combat-ready stance. As she tries to move passed it attacks. One of it's arms swings wildly but misses the dwarf.
AOO: 1d20 + 4 ⇒ (9) + 4 = 13
damage: 1d4 ⇒ 4
Initiative
Bokkah: 1d20 + 6 ⇒ (8) + 6 = 14
Brayne: 1d20 - 2 ⇒ (20) - 2 = 18
Garduk: 1d20 + 2 ⇒ (13) + 2 = 15
Kulga: 1d20 + 2 ⇒ (17) + 2 = 19
Animated Object: 1d20 ⇒ 2
Round 1
map
Kulga
Brayne
Garduk
Bokkah
Animated Object
Pathfinders are up

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Brayne acknowledges Garduk's knowledge of the construct creature. In response to the giant fight, Brayne is astonished "No... that can't be true! I'd have to see it for myself, there's no way any sorcery could amount to that..." but falls short as the construct comes to life.
He loses his mind and just charges himself trying to bite it.
charge,bite,PA: 1d20 + 5 + 2 - 1 ⇒ (19) + 5 + 2 - 1 = 251d4 + 5 + 3 ⇒ (2) + 5 + 3 = 10
"Side effects of dark magic..."

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"No, Brayne, wait! You'll break your teeth!"

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With a sigh, Garduk steps forward and bows to the construct.
"Step back."

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"I'm not sure my claws will be able to pierce it. I have flasks of acid I can try throwing at it."
Garduk who were you telling to step back? Us or it?

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"I'm not sure my claws will be able to pierce it. I have flasks of acid I can try throwing at it."
Garduk who were you telling to step back? Us or it?
The construct. I think what the wizard prisoners heard - Step Up and Step Back - might be the commands. If it's for training, there has to be an "off" command.

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Brayne rushes in and bites the object, sure enough it's hard as rock or harder, but he does do some damage. Garduk provides a command but the construct stays very much engaged in the battle. Perhaps "Step Back" is not so much an off command, than something one says to another when they are getting pummeled.
Round 1
map
Kulga
Brayne
Garduk
Bokkah
Animated Object 2 dmg
Kulga and Bokkah may still act.

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Acrobatics: 1d20 + 3 ⇒ (14) + 3 = 17
Kulga beats her shield one of her foe's weapon arms as she ducks past it, planning to slam her axe into one of its joins.
Waraxe: 1d20 + 7 - 1 + 2 ⇒ (1) + 7 - 1 + 2 = 9

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Does it look as though the construct can move out of its square, or is it stuck in place? Thinking about luring it away from the door if it can move on its own.

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Kulga avoids the construct, but misses on her axe attack. The object shifts around and Garduk thinks it's likely it can move.
Bokkah's up

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Ah yes, forgot that was back up.
Kulga's axe caroms off the curved chassis of the practice dummy, but as the axe twists in her hands, the spike at the back ends up wedged against the creatures 'chest'.
So with an ugly grin, Kulga shoves it home.
Waraxe Reroll: 1d20 + 7 - 1 + 2 ⇒ (11) + 7 - 1 + 2 = 19
Slashing: 1d10 + 3 + 2 + 1 + 1d6 ⇒ (10) + 3 + 2 + 1 + (6) = 22

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"Kulga and Brayne, can you inch back and draw the thing away from the doorway?"
Just a couple of five-foot steps on your turns ought to do it, assuming Kulga didn't take it down with her maxed out axe damage!

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Just as it seemed her attack was off the mark, it instead leaves a deep gash in the construct, which sputters, but still swings it's weapons.
Not dead yet, but that was a heck of a blow! Bokkah is up.

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Bokkah whistles as Kulga chops into the crazy killing machine. She charges forward, hoping to finish it off!
acrobatics to avoid AoO: 1d20 - 1 ⇒ (10) - 1 = 9
claw: 1d20 + 5 ⇒ (20) + 5 = 25
damage: 1d6 + 3 ⇒ (1) + 3 = 4
confirm crit?: 1d20 + 5 ⇒ (12) + 5 = 17
extra damage: 1d6 + 3 ⇒ (2) + 3 = 5

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Bokkah comes in and rakes the construct very hard, in what would for sure be a critical hit on any living thing. But the hard blow only leaves a small scrap on the training object.
The training construct swings its weapons at Bokkah, the last one to hit it, now badly damage it misses its attack.
Slam: 1d20 + 4 ⇒ (8) + 4 = 12
damage: 1d4 ⇒ 4
Round 2
map
Kulga
Brayne
Garduk
Bokkah
Animated Object 17 dmg
Pathfinders are up

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Oh yeah it must be immune to crits. Oh well.
Bokkah knows she will have to hit her absolute hardest to be able to wound the contruct. She puts everything she has into her claws.
claw: 1d20 + 5 ⇒ (12) + 5 = 17
damage: 1d6 + 3 ⇒ (6) + 3 = 9
claw: 1d20 + 5 ⇒ (13) + 5 = 18
damage: 1d6 + 3 ⇒ (3) + 3 = 6
Yay! I think one got through there! :D

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Seeing the resilience of the construct, Kulga continues to focus on her axework.
Waraxe: 1d20 + 7 - 1 + 2 + 1 ⇒ (14) + 7 - 1 + 2 + 1 = 23
Slashing: 1d10 + 3 + 2 + 1 + 1d6 ⇒ (8) + 3 + 2 + 1 + (2) = 16
Pah! At least we'll be warmed up for the bandit king!

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Bokkah's claws hit the object again only doing minor damage, then Kulga's axe slices through and it stops moving and slumps over.
Combat over
What's next gang

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Barely breaking a sweat, Brayne smiles and dusts himself off. "Totally meant to do that..." He then looks over to the door, and over the ladies and does a bow of chivalry pointing Kulga and Bokkah to the door. "Ladies first."

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Garduk uses another charge from his wand of shield, and checks to make sure his crossbow is loaded.
"I think by now, we are probably expected. Maybe we should just knock?"

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Of course, manners are important.

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Bokkah renews her shield of faith spell using fervor. "We should use the element of surprise as much as possible." When everyone is ready, she quickly invokes her double blessing and moves in, ready to scratch the bandit's eyes out!
single mirror image for 2 rounds
claw: 1d20 + 5 ⇒ (9) + 5 = 14 +2 charge if applicable
damage: 1d6 + 3 ⇒ (4) + 3 = 7

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Bokkah leads the way through the door to a room that is nicely decorated and comfortably furnished, unlike the rest of the complex. Cushioned chairs create a comfortable sitting area, and a large tapestry depicting a battle of dozens of dervishes in a bright yellow sandy desert adds color to the room. The air is scented with cinnamon and trophy heads and animal skins decorate the floor and remaining walls.
A tall Vudran man stands at the back of the room, near the tapestry, with "fake" Scepter of the Arclords pointed at you, and a muscular tiger by his side.
Why have you come... He manages to get out as Bokkah charges in to attack.
Bokkah: 1d20 + 6 ⇒ (13) + 6 = 19
Brayne: 1d20 - 2 ⇒ (10) - 2 = 8
Garduk: 1d20 + 2 ⇒ (1) + 2 = 3
Kulga: 1d20 + 2 ⇒ (7) + 2 = 9
Zamir: 1d20 ⇒ 11
Tiger: 1d20 + 8 ⇒ (14) + 8 = 22
Ready full round
bite: 1d20 + 6 ⇒ (14) + 6 = 20
damage: 1d6 + 2 ⇒ (2) + 2 = 4
claw 1: 1d20 + 6 ⇒ (6) + 6 = 12
damage: 1d4 + 2 ⇒ (3) + 2 = 5
claw 2: 1d20 + 6 ⇒ (2) + 6 = 8
damage: 1d4 + 2 ⇒ (1) + 2 = 3
1 hits, 2 hits mirror image: 1d2 ⇒ 2
The tiger reacts to the assault on his master as Bokkah arrives. The bite looks on target but only dissipates the illusionary double. Bewildered the tiger's claws miss. But Bokkah's attack on Zamir does not, drawing blood on the obviously surprise bandit lord.
Zamir spins the "fake" scepter in his hands fumbling to activate it, which of course doesn't work. Damn! He then takes a step to his right and commands his tiger. Jumira KILL them!
Round 1
map
Tiger
Bokkah
Zamir 7 dmg
Kulga
Brayne
Garduk
Kulga, Brayne, and Garduk are up
I normally would allow the rest to talk Bokkah out of it, but I feel like it was totally in character for a CN character to charge into the battle.
@Garduk -- fyi you definately could have kited that training dummy away from the door and then actually "stepped back" from it and it would deactivate (once no one was within 5'0, you were on the right track.

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I knew it had to be something like that.
"What? Bokkah, wait!..."
Garduk takes a five-foot step forward and sees that Bokkah is in tight quarters with Zamir and his pet. The arcanist does not see a way to cast Color Spray or Grease without affecting the tengu, and he worries about summoning a creature he may not be able to call off if Zamir surrenders. Instead, Garduk retrieves his box of combat scrolls from his pack and shouts,
"Zamir! We are Pathfinders, and we are here to make you an offer! You would be wise to listen to it, and consider it carefully!"
Diplomacy (of a sort): 1d20 + 2 ⇒ (9) + 2 = 11
Anyone want to try to aid? Or Brayne, take a shot yourself - you've got a much better Diplomacy modifier.

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I'm not sure if we mechanically can. Diplomacy is a 1 minute action, once we're in combat, there's no turning back! But it's up to GM how he rules it.
Brayne follows Garduk's lead, "Zamir! We have come to bargain. We don't want to fight, at least some of us don't but we will if we have to!
Dipomacy: 1d20 + 10 ⇒ (17) + 10 = 27
In the event we can't diplomatically talk it through, Brayne will cast command on Zamir to come towards him. DC15 Will

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Intimidatomacy?

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But, but axing the training dummy :p
Kulga sizes up her foe, but doesn't yet strike as she walks into the room. Study
We're here to end your partnership with the Consortium, Zamir. We would rather give you a new beginning as an ally to the Society, but we're happy to do otherwise too.
Using Diplomacy to improve someone's attitude is a minute, making a request can be much quicker.