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Ref+haste DC 20 (ring of evasion): 1d20 + 15 + 1 ⇒ (19) + 15 + 1 = 35
With a stylish spin Pandora rolls out of the cold effect area staying unharmed by the quick outburst of spells.
As an immediate reaction Pandora raises her voice commanding "Jump jump and fly Tortuga!" casting gallant inspiration on the dwarf monk.
Extra competence bonus to Tortuga's acrobatics: 2d4 ⇒ (1, 4) = 5
When her time to act arrives Pandora drops concentration in the door illusion, the thing totally disappearing from sight, and she immediately starts singing an inspiring song.
Move action, +2 competence to hit and weapon damage, +2 morale vs charm and compulsion
She then steps back and casts a spell causing her body to duplicate in multiple copies of herself.
Mirror image: 1d4 + 3 ⇒ (4) + 3 = 7
HP 86/86
Images: 7

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With Pandora's inspiration, Tortuga is able to recover just as he was about to slip and delivers a series of jumping kicks to the flying metal thing.
Thanks, Pandora!
Attacks Will stop if it drops
damage: 2d8 + 5 + 2 ⇒ (2, 6) + 5 + 2 = 15 adamantine, bludgeoning, cold iron, lawful, silver, magic
vicious energy: 2d6 ⇒ (6, 2) = 8
damage to self: 1d6 ⇒ 5
damage: 2d8 + 5 + 2 ⇒ (4, 7) + 5 + 2 = 18 adamantine, bludgeoning, cold iron, lawful, silver, magic
vicious energy: 2d6 ⇒ (6, 5) = 11
damage to self: 1d6 ⇒ 3
damage: 2d8 + 5 + 2 ⇒ (4, 7) + 5 + 2 = 18 adamantine, bludgeoning, cold iron, lawful, silver, magic
vicious energy: 2d6 ⇒ (5, 3) = 8
damage to self: 1d6 ⇒ 5
damage: 2d8 + 5 + 2 ⇒ (2, 2) + 5 + 2 = 11 adamantine, bludgeoning, cold iron, lawful, silver, magic
vicious energy: 2d6 ⇒ (6, 4) = 10
damage to self: 1d6 ⇒ 6
damage: 2d8 + 5 + 2 ⇒ (6, 7) + 5 + 2 = 20 adamantine, bludgeoning, cold iron, lawful, silver, magic
vicious energy: 2d6 ⇒ (1, 2) = 3
damage to self: 1d6 ⇒ 3
damage: 2d8 + 5 + 2 ⇒ (4, 5) + 5 + 2 = 16 adamantine, bludgeoning, cold iron, lawful, silver, magic
vicious energy: 2d6 ⇒ (3, 3) = 6
damage to self: 1d6 ⇒ 5
damage: 2d8 + 5 + 2 ⇒ (7, 7) + 5 + 2 = 21 adamantine, bludgeoning, cold iron, lawful, silver, magic

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Reflex,Haste DC 20: 1d20 + 14 + 1 ⇒ (7) + 14 + 1 = 22

GM Aarvid |

Naur deduces the door is false and lobs a frostball out into the street.
S: 1d20 + 5 ⇒ (15) + 5 = 20
T1: 1d20 + 1 ⇒ (16) + 1 = 17
T2: 1d20 + 1 ⇒ (18) + 1 = 19
AHHHHHHHHHGGGGG!
All three of the people in the street appear to take the full brunt of the damage and fall to the street. The two humans are not moving at all.
Tortuga and Pandora both evade the freezing breath. The monk tries a leaping kick but slips, only to be rescued by the quick thinking bard.
While two of the kicks miss, two others are enough to break its eye and smash the robot orb's metal shell. Wires and gears fly as the monk completes his leaping arc.
Powerinnnggggg downnnnnnn.....
=== Round 2 (continued) ====
33-Naur ,27-Tortuga
23-S (uncon)
22-Kai, 21-Roc , 20+Imbroglio <==== Go
20-N
10-Pandora

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Assuming the bar is 5' high it is a DC 20 to leap atop it to get to the Dragonbreath mage behind the bar. Current acrobatics with haste is + 31
Again using the bar as ladt minute cover, Kai shakes his head at such wanton destruction wreathed here by the League, though he expected little else. Deciding that the mage needed to be not allowed to attack again the Magus quickly chants, running his fingers across the blade of the Maiden's Kiss to bring it alive with crackling electricity. Kai then deftly leaps atop the bar and then doves past the enemy mage to block his exit.
Standard to cast Shocking grasp on my sword using Spellstrike, move action to go just above the mage, but can't move right now.
Attack, Keen, Haste, Shock, inspire: 1d20 + 16 + 1 + 2 ⇒ (11) + 16 + 1 + 2 = 30 +3 to hit if he is wearing metal or wielding a metal weapon
For Adamantine, C.I, Silver, Magic weapon damage: 1d6 + 8 + 2 ⇒ (4) + 8 + 2 = 14 and electric damage: 11d6 ⇒ (4, 2, 4, 3, 6, 5, 3, 4, 2, 1, 6) = 40

GM Aarvid |

Kai jumps over the bar in a graceful leap. However as he does so, he provokes an attack from the other man's whip.
Not so fast! I see you practice the same arts...
AOO tech whip touch: 1d20 + 14 ⇒ (8) + 14 = 22 for dmg: 2d6 ⇒ (4, 3) = 7
This looks like it may just hit/trip - so please confirm touch AC, Kai
trip: 1d20 + 14 ⇒ (11) + 14 = 25 vs CMD

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Feeling a little bloodied, Vinnie pulls back 30 feet west. He sees the whip-Kai battle and groans. Calling out to the whip-master he says "Hey, whip-lash, you look bored!" Casting Oppressive Boredom, while staring at the man, Will Save DC 22 with a -2 penalty.

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Roc moves 20 feet and slashes at the man with the whip.
Melee Attack: +1 Holy Adamantine Longsword: 1d20 + 19 ⇒ (6) + 19 = 25
Damage: magic, good, adamantine, slashing: 1d8 + 9 ⇒ (5) + 9 = 14 If Evil add: 2d6 ⇒ (6, 2) = 8

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With haste active, Touch is 18 and CMD is 24 so i'm hit. Assuming he can attack and Trip in the same action..

GM Aarvid |

miss: 1d100 ⇒ 23 miss 1-20
Kai is slashed by the techno-whip before he lands a devastating slash on the blurred leader.
Roc rushes up and slashes the man, provoking another lashing with the whip.
You want some of this too? Come to Neddrick!
AOO Techno-whip touch: 1d20 + 14 ⇒ (17) + 14 = 31 for whip: 2d6 ⇒ (1, 4) = 5
will: 1d20 + 10 ⇒ (8) + 10 = 18
miss: 1d100 ⇒ 47 miss 1-20
But Roc lands the harder blow. The man's confidence seems to waiver a bit. As he ponders the situation, with Vinnie's convincing, he suddenly transforms from active combatant to a bored spectator.
Why am I even here? What an utter waste of my talents!
He lowers his humming whip for a moment, his eyes staring into the distance.
=== Round 3 ====
Party goes...

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Staring into the distance aye?
free action drop current rod.
move action pull selective rod.
5ft step
standard action cast Burst of Radiance effecting whip guy and selecting out Kai and Roc.
DC 23 Ref save or be blind for blind duration: 1d4 ⇒ 4 rounds.
dazzled for that long if he makes the save.
If he happens to be evil he takes light damage: 5d4 + 9 ⇒ (2, 4, 1, 3, 2) + 9 = 21
No save for the dmg.

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Pandora keeps her song going but dashes forward up to the badly injured Roc while drawing her bow. She places her soft hand over the fighter's back and says just few magical words casting a healing spell on him.
CMW: 2d8 + 9 ⇒ (5, 2) + 9 = 16
Buffs on (inspire courage and haste):
+3 to hit, +2 damage, +1 AC, +1 Ref, +2 vs charm, +2 vs fear, +30 movement
With a twist in her song, Pandora further inspires his ally to finish his action.
Gallant inspiration extra bonus: 2d4 ⇒ (3, 3) = 6

GM Aarvid |

Pandora heals the injured dwarf with a touch while singing to the party.
Naur drops some stuff and calls down a burst upon the bored leader.
1d20 + 9 ⇒ (7) + 9 = 16
He gasps Ouch! Now what? Hey Siliana, who turned out the lights? Siliana? Anyone?
Ok, you got me. I surrender!!!
The rest of you can beat him to a pulp,
or we drop out of rounds. He cannot fight before you can take him down.

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Roc attacks the man with the whip.
Melee Attack: +1 Holy Adamantine Longsword: 1d20 + 19 ⇒ (6) + 19 = 25
Damage: magic, good, adamantine, slashing: 1d8 + 9 ⇒ (2) + 9 = 11
Additional damage if Evil: 2d6 ⇒ (6, 1) = 7
Melee Attack: +1 Holy Adamantine Longsword: 1d20 + 19 ⇒ (19) + 19 = 38
Damage: magic, good, adamantine, slashing: 1d8 + 9 ⇒ (2) + 9 = 11
Additional damage if Evil: 2d6 ⇒ (5, 1) = 6
Critical confirmation roll: 1d20 + 19 ⇒ (12) + 19 = 31
Critical damage: 1d8 + 9 ⇒ (6) + 9 = 15
Melee Attack: +1 Holy Adamantine Longsword: 1d20 + 14 ⇒ (11) + 14 = 25
Damage: magic, good, adamantine, slashing: 1d8 + 9 ⇒ (6) + 9 = 15
Additional damage if Evil: 2d6 ⇒ (1, 6) = 7

GM Aarvid |

Roc ignores the blind man's surrender and easily beats him to death.
Roc, not sure if this is intentional or just cross posts passed
*** End Combat ***
Ingret returns to the charred remains of her bar once the fighting stops.
Aye, that was Neddrick Istavarti. He was one of the League's top operatives. Thank you for your assistance. Although, I am not sure what I will do with this place now. Not sure patrons will come back to me tavern. she sighs with a grumble.
I fear this won't be the last we hear from the Technic League and suggest you all high-tail it out of the city as soon as possible. The League will be searching for you now. And what you carry.
Examining outside, you find an unconscious half-orc female dressed in black robes. There are also two human males, both dead lying in the street.

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"Quickly get all those inside. We must earn some time while we plan for our escape and people laying in the street does not help us at all" says the woman while helping moving people.
She also profits to peek if they have anything of use, casting a detect magic to help on the task.
"Thanks for the book Ingret. You can come with us if you fear reprisal. Otherwise I suggest you look for some friends help and hide for some weeks while things calm down" she looks then at the others "Let's check what the book says and move on to our new destination"
Pandora will offer herself to heal others a bit more.
CLW: 1d8 + 5 ⇒ (5) + 5 = 10
CLW: 1d8 + 5 ⇒ (6) + 5 = 11
CLW: 1d8 + 5 ⇒ (8) + 5 = 13
+34 hp to Roc, for a total of +50 counting last round spell
Whom else is injured? I might help

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GM : I missed the surrender in crossing posts. Roc would have accepted the mans surrender. However I am willing to let things stand as is.
Roc will assist with searching the fallen combatants and also casts detect magic after sheathing his sword.
"I missed his surrender but that does make one less person to cause problems for us."
"Thanks for the patch job Pan."

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Kai flips himself up and looks to his flesh for a stinging burn mark with a sigh putting out the odd flames n his clothing. Sheathing his blade, he helps his companions out in the search, not before casting a Hex upon himself and flicking his wrist, causing a wand of blackened demon bone to fall into his open hand. With a tap, his wounds begin to close.
Detect Magic and activate Infernal healing. If we stay longer than a minute I will do it again, but I don't want to assume we wil be here for several minutes.
Healing Hex: 2d8 + 10 ⇒ (3, 3) + 10 = 16
"Ingret, are you and the boy injured? I can heal wounds if you need them. Also my friends, if you wish to interrogate anyone but need them breathing I can help there too. That was quite the experience! The man's whip seemed to bypass my armour!"
Currently on 58/80, but will use more infernal healing if there is time. Also, everyone has a Healing Hex I can use on them, 2d8 + 10 once per 24 hours Costs no resources so might as well use it
spellcraft if needed: 1d20 + 16 ⇒ (7) + 16 = 23

GM Aarvid |

@Roc, I figured you may have crossed posts, so I am fine to retcon. Cutting down a blind, helpless surrendered man with a holy sword may have left some burn marks on your hands.
Ingret replies to Pandora, then Kai.
Agreed. I will seek asylum with my friend Brissa Klygvauther at the Cathedral of the Lawgiver. I should be safe there, even from the League.
We are both uninjured, but appreciate the help.
As you search the bodies and pull everyone into the bar to avoid night patrols, you find the orc woman still unconscious (and the blinded leader if Roc has mercy on him) but the other two men are dead.
These two dead men have the marks of body servants—slaves in all but name. Undoubtedly some of the same the alchemist Vel mentioned to watch for in his note to you earlier.
Neither of you were able to see them during combat due to lack of LoS due to walls (and the illusionary door, although that was not really a factor in this case). Both took massive non-lethal damage...enough to kill them outright.
You are able to quickly search them while applying whatever healing. What are you doing with the two unconscious officers and two dead thralls?

GM Aarvid |

According to the Jor Family Journal (see slide#2), the ruin where the Sky Key component lies is a short journey from Chesed—no more than a few days’ travel on foot.
Detecting magic indicates a number of items on the leaders.
Leader: potions of cure moderate wounds (2), scroll of levitate, scrolls of lightning bolt (2); Other Gear +2 studded leather, timeworn monowhipTG, mwk light crossbow with 10 bolts, amulet of natural armor +1, cloak of resistance +1, ring of protection +1,
Orcish Sorceress: potion of cure serious wounds, wand of acid arrow; Other Gear masterwork greataxe, amulet of natural armor +1, cloak of resistance +1, headband of alluring charisma +2, ring of protection +1, signet ring, diamond dust (worth 500 gp),

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The two dead out in the street had the markings of slaves. They likely served no purpose other than to serve as shields for their masters. As they died fulfilling their duty, even if it was a duty they had no choice in, they should be honored accordingly. I'd like to secure them on my ship so that they can be buried with the honors they deserve, something they won't get in this nation.
Tortuga is at 105/114 hit points, down 9 hp from self-inflicted injuries. I'll mark off a charge from my wand of infernal healing assuming Kai is willing to use it on me. I'm also assuming someone will be willing to recharge my ring with the other scroll of heart of the metal I purchased.

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I say we leave them. They are not important to our mission, the journal is.

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"I am more then happy to be an enemy of the League. But I wasn't suggesting we kill them. We do need a way to keep them from interfering with our activities."

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Roc will assist with tying up those League members who survived the fight. Once that is complete he will then use his wand of Cure Light Wounds to finish healing himself up.
Wand of Cure Light Wounds: 1d8 + 1 ⇒ (4) + 1 = 5
Wand of Cure Light Wounds: 1d8 + 1 ⇒ (8) + 1 = 9
Wand of Cure Light Wounds: 1d8 + 1 ⇒ (3) + 1 = 4
Wand of Cure Light Wounds: 1d8 + 1 ⇒ (6) + 1 = 7
Wand of Cure Light Wounds: 1d8 + 1 ⇒ (4) + 1 = 5

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I don't think they'll be waking up any time soon and we need to get going before anyone else shows up.

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"Imbroglio, you can drink the potions now, I can finish healing you afterwards" Pandora approaches the equipment and picks up any scroll or wand not wanted by anyone else. She also picks up the whip, assuming no one else can use it and one of the two natural armor amulets if no melee can make use of it.
"All good, let's pick the slaves bodies to Tortuga's ship and move on." he looks to Tortuga "Can your ship provide us a quick escape of the city? It may likely drop us in an advanced position to travel to the ruins"

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Vinnie nods. CMW potions: 4d8 + 6 ⇒ (1, 7, 2, 2) + 6 = 18
HP 39/71
"I can still use a top off..."
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
"Alright, much better, thanks!"

GM Aarvid |

The shallow ravine known locally as the Silver Trough lies three days southwest of Chessed, according to the instructions laid out in Ingret’s journal.
It is evening now, and you figure you had best be gone soon, as the explosions have started to draw a crowd outside.

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"I do believe it is time we left this rotten city as fast as fast can be. Tortuga, let's set sail for a port somewhere close to our destination."

GM Aarvid |

Assuming you leave the League officers tied up, Ingret can get you a rowboat to get back across to your ship across the bay. You seem to have escaped any immediate pursuit in the dark of night by sailing down the coast.
***
Once you anchor the ship and disembark, you set out on foot.
The shallow ravine known locally as the Silver Trough lies three days southwest of Chessed, and by following the instructions laid out in Ingret’s journal, you reach the landmark with no difficulty.
The walls of the ravine are flecked with slivers of silvery metal—all that remains of a starship piece that fragmented and melted during the crash, showering the area in molten shrapnel.
The journal’s map points to a crash site surrounded by gnarled trees only a mile from the ravine’s entrance, and there is a break in the trees to the south.
Like a rotting gourd, a rounded metal ruin lies atop a low rise. In numerous places its surface is punctured—sometimes buckled inward as though something had struck it from the outside, and other times flared out as though something within had violently escaped. A ring of gnarled trees grows around the site, as if it were an oasis in the deserted wasteland of Sovereign’s Reach.
New day, new map

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"This does not look like the ancestral dwarven ruins I would have expected..." comments Pandora before casting with her extended rod heroism on herself looking for some extra valor.
She follows the party in a cautious approach to the metal ruin.
Perception+HR: 1d20 + 11 + 2 ⇒ (11) + 11 + 2 = 24
Stealth+HR: 1d20 + 9 + 2 ⇒ (6) + 9 + 2 = 17

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"This should be interesting. I've Never visited one of the sky metal sites before."
Defending Bone on myself. Mage Armor on Tortuga.

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Tortuga used his ki to toughen his skin as before and then took a look around the structure.
Perception: 1d20 + 18 ⇒ (15) + 18 = 33

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Roc moves with the party to explore the site.
"We best keep a wary eye out. Gods only know what surprises might await us in this place."
Roc keeps a wary eye on his surrounding as he moves. Perception: 1d20 + 17 ⇒ (11) + 17 = 28

GM Aarvid |

The two dwarves take point in advancing on a very odd looking building or craft.
Tortuga senses something within the broken, curved walls ahead. Some sort of security devices recessed within the curved metal wall and ceiling ahead (as indicated in two spots).

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Hmmph. Looks like something within those wall panels is going to do something to us in order to defend the area from our intrusion.
Does that book we got say anything about them?

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"Give me a few minutes to check."
I can take 10 for a kn Engineering check of 25. GM Aarvid has to make the roll though. This takes 10 minutes so if we do this often it will eat into our buffs.

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With a quick prayer over the two fallen slaves, Kai helps Tortuga smuggle them out of the city so that at least their burial could be seen to. WHilst searching the bodies, Kai takes the whip from the Technic league Magus and some of the diamond dust for his own.
"A shame for any lives lost but especially those who had little choice in their lives' paths. Naur You should be more careful when you indiscriminately annihilate a city street."
The next day, clad back in his guise as a heavily tanned Kellid tribal warrior with dark tattoos. Using some of the pilfered diamond dust, he casts a spell turning his rock briefly to stone, before his illusion covers it up.
"Last time I saw things like those, they could be fooled by invisibility. With the little crystal's help I should be able to disable them."
Cast StoneSkin and Heroism for 100mins. I can also use Invisibility (10 minutes) + Disable device with Technologist on the Security Cameras if that is what they are.
Disable device: 1d20 + 15 + 2 ⇒ (19) + 15 + 2 = 36
Disable device: 1d20 + 15 + 2 ⇒ (8) + 15 + 2 = 25

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"If I had been indiscriminate there would no longer have been a street. Or a bar. Their death is unfortunate but I took what steps I could to minimize casualties. On both sides since doing nothing would most likely have resulted in her casting more Fireballs indoors."
Kai if you have the Technologist feat you should update your profile to reflect that.

GM Aarvid |

1d20 ⇒ 4
The walls of the ravine are flecked with slivers of silvery metal—all that remains of a starship piece that fragmented and melted during the crash, showering the area in molten shrapnel. You deduce the metal’s origins is comprised almost entirely of glaucite, an alloy of iron and adamantine used to build much of the strange ship.
How long does the tablet provide technologist per use/per day?
Kai casts a few spells while Naur studies. The magus then goes to the locations indicated by Tortuga and is able to disable the recessed turrets, first the one easily and then barely the other before they take any noticable action.

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"Whats done is done. No sense in rehashing at the moment."

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"The metal in the walls is Glaucite. The same material the ship is made of."
Ah the feat is from an item. Handy. After the disabling is done but before we go inside Nuar will target himself with his wand of Heightened Awareness. Basically +4 to the initiative roll if it is within the next 10 minutes.

GM Aarvid |

The devices seem to stop functioning for awhile after Kai tampers with them a bit.
Where to? Let me know direction or actions or update map and I will reveal LoS etc

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Nodding, Tortuga follows, still keeping alert for more danger.
Perception: 1d20 + 18 ⇒ (8) + 18 = 26