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I'll take a look around the armory, seeing if there are any weapons I had taken part in their recovery, (RP only), and just to see their final fate.
Afterwards, "We need to keep moving. While I'd like to take the time to look about and explore, we do have a much more pressing task at hand."

Dungeon Master S |

Actually... NONE of these weapons bear anything familiar. Surely after such a career, you'd know at LEAST one. The others come in and look to. Between the lot of you not a single weapon looks familiar... odd.
Up these stairs?

Dungeon Master S |

The stairs head up to a new hallway. This hall displays architectural artifacts recovered from the ruined islands of lost Azlant, far to the west. Renderings of strange designs hang as backdrops behind scale models of various structures. Excerpts from Pathfinder journals document the post-Starfall migration and cultural progression of the survivors of Azlant’s destruction.
Each of you looks about when a pair of figures spring to life. The vaguely humanoid shapes made of metal lurch to life with the grinding whir and frantic ticking of hundreds of gears.
Baddies: 1d20 + 1 ⇒ (2) + 1 = 3
Darius: 1d20 + 8 ⇒ (9) + 8 = 17
Ignatius: 1d20 + 2 ⇒ (11) + 2 = 13
Osric: 1d20 + 7 ⇒ (7) + 7 = 14
Roos: 1d20 + 13 ⇒ (16) + 13 = 29
Roakar: 1d20 + 3 ⇒ (4) + 3 = 7
Clockwork golem. Normal golem immunities (Adamantine should do the trick.) If it grabs you it'll chew you up with it's gears. They explode on death.

Dungeon Master S |

Lol, this should be short...
Round 1:
Roos: Go
Darius: Go
Osric: Go
Ignatious: Go
Roakar: Go
Golems: TBD

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I'd like to go back after this and look at something in the armory.
Actually, on second thought, we are in a hurry, so that can wait.
Know Arcana: 1d20 + 7 ⇒ (9) + 7 = 16
Also, if I can, I'd like to fly 5ft up, allowing a clear line beneath me for the others to travel through if needed. If not, no worries.
Might as well give it a try, "We are Pathfinders, and we are authorized to be here. Stand down."

Dungeon Master S |

All of those work. I didn't mean to rush you out of the armory. So feel free.

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Sorry, I edited that last post and you may not have seen. On second thought, we need to find Shemis and the murder squad asap.

Dungeon Master S |

They don't seem to respond to your command. (Gotcha on the edit.)

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Take 10 gets a 32 Arcana..
"Clockwork golems. Normal golem immunities, but Adamantine should chop em up nicely.. If it grabs you it'll chew you up with it's gears. They explode on death."
Darius buffs his weapon as a swift, +5 now so will oversome DR, 5' step and hack away.. Spell Combat/Spellstrike as well.. The spell will fizzle but he still gets the extra attack..
Attack SS: 1d20 + 18 ⇒ (19) + 18 = 37 vs FF..
Attack 1: 1d20 + 18 ⇒ (7) + 18 = 25
Attack 2: 1d20 + 13 ⇒ (7) + 13 = 20
Confirm SS: 1d20 + 28 ⇒ (9) + 28 = 37
Dam SS: 1d6 + 18 ⇒ (4) + 18 = 22
Dam 1: 1d6 + 18 ⇒ (1) + 18 = 19
Dam 2: 1d6 + 18 ⇒ (1) + 18 = 19
Dam Crit: 1d6 + 18 ⇒ (3) + 18 = 21

Dungeon Master S |

Darius opens with a brutal display of prowess a pair of hits (one of the deep) cause all manner of gears and springs to come loose.
Round 1:
Roos: Go
Darius: Attack
Osric: Go
Ignatious: Go
Roakar: Go
Golems: TBD
Black: 62
Red: 0

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Roos follows Darius' lead and moves to attack the Golem singing as he goes...
"Riding, and riding,
we search across the land
The snow, and wind,
has frozen hearts of man
But we ride
We ride"
Ad Rapier: 1d20 + 20 + 2 ⇒ (15) + 20 + 2 = 37...DMG: 1d6 + 23 + 2 ⇒ (3) + 23 + 2 = 28

Dungeon Master S |

Roos's rapier has no problems finding an opening in the golem's defenses. The machine is really messed up, and barely holding together.
Round 1:
Roos: ATK
Darius: Attack
Osric: Go
Ignatious: Go
Roakar: Go
Golems: TBD
Black: 90
Red: 0

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"Dumb machines don't know what's good for 'em!
Roakar adds to the mayhem.
Activate rage, Haste, come and get me, and raging brutality. Attacking black first.
Atk 1 - R,PA,RA,H,IC: 1d20 + 28 ⇒ (4) + 28 = 32
Dmg 1 - R,PA,RB,IC: 1d12 + 2d6 + 42 ⇒ (8) + (2, 5) + 42 = 57
Atk 2 - R,PA,RA,H,IC: 1d20 + 23 ⇒ (13) + 23 = 36
Dmg 2 - R,PA,RB,IC: 1d12 + 2d6 + 42 ⇒ (9) + (3, 2) + 42 = 56
Atk 3 - R,PA,RA,H,IC: 1d20 + 18 ⇒ (6) + 18 = 24
Dmg 3 - R,PA,RB,IC: 1d12 + 2d6 + 42 ⇒ (1) + (6, 5) + 42 = 54
Atk H - R,PA,RA,H,IC: 1d20 + 28 ⇒ (10) + 28 = 38
Dmg H - R,PA,RB,IC: 1d12 + 2d6 + 42 ⇒ (4) + (6, 5) + 42 = 57
If/when black goes down, Roakar takes a 5ft step to under Ignatious and finishes his full attack on red.

Dungeon Master S |

Roakar goes absolutely nuts. The first golem shatters after one hit, and the second follows after three rapid shots. The area rains shrapnel!
Roos, Darius, and Roakar must save (REF DC 18 for half):
DMG: 12d6 ⇒ (5, 1, 4, 6, 5, 2, 4, 5, 5, 6, 2, 2) = 47
Osric, Ignatious, and Roakar (again) must (REF DC 18 for half):
DMG: 12d6 ⇒ (6, 3, 2, 1, 1, 6, 1, 2, 6, 2, 2, 2) = 34.
Out of combat!

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Is the explosion a supernatural or spell like effect? I am betting its EX and thus my saves will suck.
Reflex 1: 1d20 + 9 ⇒ (6) + 9 = 15
Reflex 2: 1d20 + 9 ⇒ (8) + 9 = 17
"Ouch..."

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I think my singing helps with the saving throws as well so you should +2 to your saves

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Inspire does not add to saves for reflex..
Darius attempts to avoid the grenade blasts..
Reflex: 1d20 + 15 ⇒ (6) + 15 = 21 -23
His little sidekick does the same..
Shirley Reflex: 1d20 + 9 ⇒ (2) + 9 = 11 imp evasion, -23
Darius takes a licking and so does Shirley..
"Good lord man we're not the enemy!!"
Does DR reduce that damage btw?

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yes, EX. It's slashing and piercing damage for the sake of DR.
-Posted with Wayfinder

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Roakar takes 69 damage from the explosions.
Roakar ends his rage and pulls out his wand of CLW.
UMD: 1d20 + 17 ⇒ (19) + 17 = 36 CLW: 1d8 + 1 ⇒ (4) + 1 = 5
UMD: 1d20 + 17 ⇒ (14) + 17 = 31 CLW: 1d8 + 1 ⇒ (7) + 1 = 8
UMD: 1d20 + 17 ⇒ (17) + 17 = 34 CLW: 1d8 + 1 ⇒ (1) + 1 = 2
UMD: 1d20 + 17 ⇒ (8) + 17 = 25 CLW: 1d8 + 1 ⇒ (3) + 1 = 4
UMD: 1d20 + 17 ⇒ (4) + 17 = 21 CLW: 1d8 + 1 ⇒ (7) + 1 = 8
UMD: 1d20 + 17 ⇒ (20) + 17 = 37 CLW: 1d8 + 1 ⇒ (5) + 1 = 6
UMD: 1d20 + 17 ⇒ (3) + 17 = 20 CLW: 1d8 + 1 ⇒ (6) + 1 = 7
UMD: 1d20 + 17 ⇒ (19) + 17 = 36 CLW: 1d8 + 1 ⇒ (4) + 1 = 5
UMD: 1d20 + 17 ⇒ (17) + 17 = 34 CLW: 1d8 + 1 ⇒ (6) + 1 = 7
UMD: 1d20 + 17 ⇒ (18) + 17 = 35 CLW: 1d8 + 1 ⇒ (1) + 1 = 2
UMD: 1d20 + 17 ⇒ (16) + 17 = 33 CLW: 1d8 + 1 ⇒ (6) + 1 = 7
UMD: 1d20 + 17 ⇒ (5) + 17 = 22 CLW: 1d8 + 1 ⇒ (8) + 1 = 9
UMD: 1d20 + 17 ⇒ (5) + 17 = 22 CLW: 1d8 + 1 ⇒ (3) + 1 = 4
UMD: 1d20 + 17 ⇒ (8) + 17 = 25 CLW: 1d8 + 1 ⇒ (6) + 1 = 7
Roakar spends 14 charges to heal up to full health. If someone decides to use some healing I will add charges back to the wand retroactively.

Dungeon Master S |

There's the double door to the south, and an opening to a room to the north.

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Roos spends some time to heal himself using his heal stick...
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
equals the damage taken. Roos will then tap Roaker with the big lugs heal stick just to help the guy out with his UMD checks.
After all that Roos says "The double doors?"

Dungeon Master S |

Darius: 1d20 + 14 ⇒ (9) + 14 = 23
Shirley: 1d20 + 18 ⇒ (14) + 18 = 32 Darkvision, Low-Light
Ignatius: 1d20 + 10 ⇒ (9) + 10 = 19 Darkvision
Osric: 1d20 + 17 ⇒ (10) + 17 = 27
Roos: 1d20 + 14 ⇒ (4) + 14 = 18
Roakar: 1d20 + 17 ⇒ (18) + 17 = 35
The double doors give no hint as to what's beyond.

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Darius uses 2 charges of infernal healing as they move on.. Shirley heals herself with the wand..
UMD: 4d20 ⇒ (18, 20, 18, 2) = 58
Heals: 4d8 + 4 ⇒ (1, 4, 5, 4) + 4 = 18

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Refl: 1d20 + 7 ⇒ (1) + 7 = 8
If you guys want, I could just channel to heal us all. It would save a lot of charges all around, and be a lot faster, too.
Channel Heal x2: 14d6 ⇒ (3, 4, 2, 6, 2, 3, 2, 3, 2, 6, 2, 2, 4, 1) = 42

Dungeon Master S |

I hate to say it Ignatious, but you need to make a save for a magic item (unless you want to use a reroll, I don't think anyone has used on in part IV.)

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Isn't that just for Fire? But I'll go ahead and use the reroll. No worries.
Reflex Reroll: 1d20 + 11 ⇒ (4) + 11 = 15 <Well, at least it's not a Nat 1>

Dungeon Master S |

Good question. Let me look...

Dungeon Master S |

Unless the descriptive text for the spell specifies otherwise, all items carried or worn by a creature are assumed to survive a magical attack. If a creature rolls a natural 1 on its saving throw against the effect, however, an exposed item is harmed (if the attack can harm objects). Refer to Table: Items Affected by Magical Attacks. Determine which four objects carried or worn by the creature are most likely to be affected and roll randomly among them. The randomly determined item must make a saving throw against the attack form and take whatever damage the attack dealt.
If the selected item is not carried or worn and is not magical, it does not get a saving throw. It simply is dealt the appropriate damage.
Good use of the reroll.

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If the selected item is not carried or worn and is not magical, it does not get a saving throw. It simply is dealt the appropriate damage.
Looks like it's just "magical attacks". Well within reason to say that this could count, though. As far as the reroll, it's fine. It's not unreasonable that I would have used my reroll there anyway.

Dungeon Master S |

Good point. I go with not magic, and no save needed. Which brings us to the more pressing matter...
Where to Pathfinders? Roos mentioned the doors.

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I'll go try the double doors nearest me, while calling out "Shemis, we are here to help you. Don't attack us.", on the off chance they are near.

Dungeon Master S |

Darius: 1d20 + 14 ⇒ (1) + 14 = 15
Shirley: 1d20 + 18 ⇒ (9) + 18 = 27 Darkvision, Low-Light
Ignatius: 1d20 + 10 ⇒ (18) + 10 = 28 Darkvision
Osric: 1d20 + 17 ⇒ (4) + 17 = 21
Roos: 1d20 + 14 ⇒ (15) + 14 = 29
Roakar: 1d20 + 17 ⇒ (6) + 17 = 23
Ignatious (and confirmed by Roos) find themselves in a hallway that shows signs of battle. The irregularly shaped room has gouges in the floor and walls, and even ceiling. There is even some blood splatter on the walls. The eastern doors are covered with metal plates engraved with strange glyphs. An engraving above the entrance reads “The Numerian.”
Looking to the left, the scene intensifies. The walls within are scarred and gouged. Gears, scrap metal, and other remnants of mechanical contraptions lie recklessly strewn about. Many of the scattered metal parts possess slightly anthropomorphic features. A fair amount of blood is splattered about the walls, floors, and ceiling. On the far side of the room, a metal-reinforced door hangs loosely, bashed open and dangling from a single hinge. That's the sarcophagus looking thing on the map.

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"Hmmm evidence of battle... a broken door...I suspect we may find something else we may not like and very soon. Be wary... Roak you go first." Roos says as he advances in the hallway.

Dungeon Master S |

Upon testing the door is either locked or jammed...

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Are there any <intact> bodies?
Do we want to see about trying to open it, or try the other door?
Option 1, I'll see if my Adamantine scimitar has too much trouble making a new door.
Option 2, I'll try the other where I'm at on the map.

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Roakar steps up to the door, takes a gander at the construction and possible traps, and then sets his weight into the door with a loud grunt.
Perception: 1d20 + 17 ⇒ (3) + 17 = 20
1 round of rage and activate strength surge
Strength check: 1d20 + 22 ⇒ (9) + 22 = 31

Dungeon Master S |

Roakar doesn't see anything trapped on the door, but he only BARELY manages to break it down. The scene beyond isn't pretty.
Dozens of artistically displayed chunks of twisted, unidentifiable metal, embossed with alien symbols, decorate this chamber. Maps placed near individual chunks denote the locations and specific years in which the items were discovered. The north wall has two alcoves. On the floor in front of the eastern arch lies a metal door, apparently blown off its hinges. Numerous spatters of blood crisscross the floor.
Darius: 1d20 + 14 ⇒ (7) + 14 = 21
Shirley: 1d20 + 18 ⇒ (4) + 18 = 22 Darkvision, Low-Light
Ignatius: 1d20 + 10 ⇒ (5) + 10 = 15 Darkvision
Osric: 1d20 + 17 ⇒ (10) + 17 = 27
Roos: 1d20 + 14 ⇒ (13) + 14 = 27
Roakar: 1d20 + 17 ⇒ (4) + 17 = 21
Roos and Osric both eye a trio of figures trying to hide behind scraps of metal. They give a shout alerting everyone to their hiding positions and the trio attacks!

Dungeon Master S |

One is a pasty looking elf covered in plant matter. One is a beuatiful elven woman in expensive looking robes and the third is a human woman in chain wielding a short sword and a dagger.
"WE WON'T GO BACK! DIE PATHFINDERS!"
Ferocleus: 1d20 + 0 ⇒ (1) + 0 = 1
Pycerat: 1d20 + 8 ⇒ (5) + 8 = 13
Valicia: 1d20 + 3 ⇒ (2) + 3 = 5
Darius: 1d20 + 8 ⇒ (19) + 8 = 27
Ignatius: 1d20 + 2 ⇒ (17) + 2 = 19
Osric: 1d20 + 7 ⇒ (9) + 7 = 16
Roos: 1d20 + 13 ⇒ (15) + 13 = 28
Roakar: 1d20 + 3 ⇒ (18) + 3 = 21

Dungeon Master S |

Seriously?! Initiative alone is making this a cakewalk.

Dungeon Master S |

Round 1:
Roos: Go
Darius: Go
Roakar: Go
Ignatious: Go
Baddies: TBD
And I was going to go all fancy with individual enemy initiative.

Dungeon Master S |

Fire drill will post map soon.

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"Go back? We are not here to force you to do anything, friends. Lower your weapons and let us talk about this. There is no need for further bloodshed."

Dungeon Master S |

"PATHFINDER LIARS! Adril says we're free! COME AND DIE! BE THE FIRST OF OUR REVENGE!"