
GM Aarvid |

The robot swoops down to get through the 10' tall doors, which nobody saw but the door opened to its command. Also the large robot seems to have no difficulty moving through the narrow doors, which seems unusual.

GM Aarvid |

Clandelve and Burngar pull out flasks of flying juice and gulp it down.
Wizzy creates a bunch of shimmering duplicates of himself and Garret moves up and bestows a bit of luck on his ally.
Fandral and Blanchbeak...continue to delay? Or taking any action before it goes?
The robot engages in computations...

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Fandral reloads his pistol Swift action and gives chase to the robot.
"Some one circle around the other side." He shouts to the others.
Fandral gets him in his line of sight and fires.
resolving vs normal AC outside of 20 feet. adding inspire courage not haste
pistol roll #1: 1d20 + 18 ⇒ (16) + 18 = 34add 2 vs construct
pistol roll #2: 1d20 + 18 ⇒ (15) + 18 = 33
damage: 1d8 + 4 ⇒ (7) + 4 = 11
extra damage if construct: 2d6 + 2 ⇒ (4, 3) + 2 = 9

GM Aarvid |

Fandral steps up after reloading his pistol (how many of the special construct rounds does he have? Those are nice, but sound expensive.)
The shot blasts into the robots lower force-field despite the cover from the door. The protective glow dims noticeably.
INTRUDER ALERT. EXTERMINATE ALL INTRUDERS.
Fandral sees the robot turn and another door opens and the robot flies off.
A moment later, the dwarves see the large robot emerge on the other side and another tube rotates into position with a click.
TARGETS ACQUIRED. FIRE.
A rocket impacts under the dwarves, with the 30' blast hitting both of them, Wizzie and Garret (Fandral and Blanchbeak are saved by hull walls).
Rocket fire: 6d6 ⇒ (6, 6, 6, 2, 2, 1) = 23 and bludgeon: 6d6 ⇒ (6, 5, 4, 3, 1, 4) = 23 reflex DC18
for half
Saves needed by 4, and Blanchbeak can come out of delay whenever
=== Round 2 ====
9 - Clandelve(fly), Garret, Burngar(fly),
=== Round 3 ====
20+ Blanchbeak(delay), Wizzie(images,sing), Fandral
10 - Phalanx

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Reflex Save: 1d20 + 2 ⇒ (19) + 2 = 21
Burngar's flight seems to act as some kind of buffer as he resists nearly all of the damage thrown at him. It's a miracle!
So that appears to be 11 fire and 9 bludgeoning (-3 for DR)
63 points of protection against fire - 11 damage = 52 points of protection against fire remaining.
Free action: Rage
Burngar looks up at the flying robot and howls in rage, "HA! MY BEARD MAY BE SINGED, BUT IT'S HAMMER TIME! THURSTON, YOU FEELING HAMMERY!? HA!"
Flying down the same line as the rocket that flew at him, Burngar charges at the flying rocket platform, yelling all the way, "HA! GET HIM MY FRIENDS!
Full-Round Action: Charge (Power Attack, Furious Focus, Charge Haste) Adamantine, 10' Reach)
Thurston, PA, RA: 1d20 + 14 - 2 + 2 + 2 + 1 ⇒ (7) + 14 - 2 + 2 + 2 + 1 = 24 Damage(Adamantine): 2d6 + 12 + 6 ⇒ (1, 4) + 12 + 6 = 23

GM Aarvid |

The robot did not calculate a flying dwarf into its permutations of events.
It lashes out at the dwarf as he closes within 20'
AOO Tendril on Burngar force lash: 1d20 + 22 ⇒ (3) + 22 = 25 for force: 1d10 ⇒ 8
The tendril whips out and slaps the flying dwarf with force.
Undeterred, the raging dwarf's mighty swing misses the construct by the narrowest of margins.
Not sure why you have a -2 in your attack...if PA then should be canceled by FF, no? Or do you show both? What about bard song?

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Burngar yells, "HA! I FORGOT BARD SONG!"
I usually do all my plusses and minuses for my sake. So -2 for Power Attack, +2 for Furious Focus, +2 For Charge...etc.
I did not add in the +3/+3 for Bard Song (which I think means I may have hit. See, listing out all my plusses and minuses is handy!

GM Aarvid |

Yep, appreciated. If it had not been so close, I would not have asked
By the bardic inspiration, the barbarian dwarf slams hard into the robot and the glowing force field almost completely fades.

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Fandral keeps up the chase and loads another round.
This is one is going to be a tricky shot.
Fandral levels his pistol, with the narrowest part of the robot just visible, he fires off another shot.
approximately 45 feet away, according to my math.
pistol vs normal AC: 1d20 + 18 - 4 ⇒ (2) + 18 - 4 = 16 +2 vs construct
damage: 1d8 + 4 ⇒ (1) + 4 = 5
extra vs construct: 2d6 + 2 ⇒ (3, 2) + 2 = 7

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Reflex: 1d20 + 13 ⇒ (18) + 13 = 31 half, take 23..
Wizzy continues his song and steps to gain line of sight on the robot.. He then casts glitterdust on it's head, hoping to blind it.. He places the spell as to not interfer with Burngar..

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reflex: 1d20 + 5 ⇒ (11) + 5 = 16
estabilization: 1d20 + 2 - 4 ⇒ (3) + 2 - 4 = 1
Garret faces the full strengh of the blow. His unconscious body is pushed back few feet before it falls to the ground, bleeding profusely.

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Clandelve, having already taken an explosion full-on, is more prepared this time, and he avoids much of the damage.
Seeing he cannot reach it immediately, he shouts"Spread out, will ye!? Ah'll circle around behind it!"
The dwarf flies around to the west, hoping to cut off its escape.
reflex save: 1d20 + 7 ⇒ (14) + 7 = 21
I couldnt' reach it this time, so I'll double move around the other way.

GM Aarvid |

The effects of the rocket blast are varied. Garret takes the brunt of the force and flame, collapsing in a heap to the floor.
Wizzie and Clandelve are able to avoid much of the blast and move.
Wizzie's spell hits high on the robot.
WILL: 1d20 + 10 + 3 ⇒ (6) + 10 + 3 = 19 the robot is outlined in a glittering spray of dust. DC vs spell vs blindness?
Fandral fires another shot but the bullet misses the mark, ricocheting into the cave beyond.
Will need to resolve vs blindness before it goes...

GM Aarvid |

I will assume it saved and continue....
The flying robot sparkles with the glowing dust but otherwise does not look deterred.
INTRUDER TARGETED. ELIMINATE INTRUDER.
It flies 5' closer to Burngar and lashes with the glowing tendrils while also trying to grab the barbarian.
RESTRAIN TARGET.
Claw force lash: 1d20 + 22 ⇒ (6) + 22 = 28 for force: 1d6 + 8 ⇒ (5) + 8 = 13
Claw force lash: 1d20 + 22 ⇒ (9) + 22 = 31 for force: 1d6 + 8 ⇒ (3) + 8 = 11
Tendril force lash: 1d20 + 22 ⇒ (17) + 22 = 39 for force: 1d10 ⇒ 1
Tendril force lash: 1d20 + 22 ⇒ (18) + 22 = 40 for force: 1d10 ⇒ 1
Laser Eye laser ray: 1d20 + 16 ⇒ (3) + 16 = 19 for fire: 2d10 ⇒ (9, 10) = 19
Claw GRAB: 1d20 + 28 ⇒ (16) + 28 = 44 vs CMD
Claw GRAB: 1d20 + 28 ⇒ (8) + 28 = 36 vs CMD
The robot grabs onto the flying barbarian with a vice-like mechanical claw.
=== Round 3 ====
9 - Clandelve(fly), Garret(uncon, prone, bleeding), Burngar(fly, grappled),
=== Round 4 ====
20+ Blanchbeak, Wizzie(images,sing), Fandral
10 - Phalanx
Party goes...

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Burngar laughs as the whips barely hurt him, and the fire ray deflects off his protection, "HA! LOOKS LIKE YOU PICKED ON THE WRONG DWARF!"
52 points of protection against fire - 19 damage = 33 points of protection against fire remaining.
From the grapple Burngar starts hammering his spike filled arm against the robot. "HA! BET! HA! YOU! HA! DIDN'T! HA! EXPECT! HA! THIS! HA!"
Full Attack: Fire-Forged Armor Spikes (Power Attack, Reckless Abandon, Bard Inspiration, Grappled, FIRE!)
Armor Spikes on Fire!, PA, RA, IC, Gr: 1d20 + 15 - 2 + 2 + 3 - 2 ⇒ (10) + 15 - 2 + 2 + 3 - 2 = 26 Damage: 1d6 + 8 + 4 + 3 ⇒ (2) + 8 + 4 + 3 = 17 Fire: 1d6 ⇒ 3
Armor Spikes on Fire!, PA, RA, IC, Gr, 2nd: 1d20 + 10 - 2 + 2 + 3 - 2 ⇒ (19) + 10 - 2 + 2 + 3 - 2 = 30 Damage: 1d6 + 8 + 4 + 3 ⇒ (5) + 8 + 4 + 3 = 20 Fire: 1d6 ⇒ 4
Burngar shouts loudly, "HA! GOT HIM RIGHT WHERE I WANT HIM!"

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Seeing that the robot is preoccupied Fandral moves in with his pistol to get a clearer shot.
Fandral grabs another bullet from his pouch...
hmm only two left, better make them count
With that though he loads one into the chamber. Levels it and fires.
pistol+inspire-melee+bane vs touch. Hopefully the melee is cancelled out by its grapple penalty.
pistol vs touch: 1d20 + 16 ⇒ (5) + 16 = 21
damage: 1d8 + 4 + 2d6 ⇒ (3) + 4 + (3, 1) = 11

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Sorry, DC 17 is correct..
Wizzy will cast Saving Finale on Garret as an immediate action to give a reroll on that reflex save. Also +1 to the save via Haste
His bardic inspiration persist via Lingering Performance as well.. Gonna wait to see results of Garret's reflex before acting..

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Wizzy! Thank you for remind me about haste!
Burngar, tired from his previous two hits, thrusts his spike ridden pelvis into the robot. "HA! AT LEAST YOU COULD HAVE BOUGHT ME DINNER FIRST!"
Armor Spikes on Fire!, PA, RA, Haste, IC, Gr: 1d20 + 15 - 2 + 2 + 1 + 3 - 2 ⇒ (14) + 15 - 2 + 2 + 1 + 3 - 2 = 31 Damage: 1d6 + 8 + 4 + 3 ⇒ (4) + 8 + 4 + 3 = 19 Fire: 1d6 ⇒ 3

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Finally able to catch the obnoxious construct, Clandelve lays into it with his adamantine hammer, all the while grumbling about how dwarves should keep their feet on the ground.
+2 Warhammer (adamantine) (power attack): 1d20 + 15 ⇒ (13) + 15 = 281d8 + 14 ⇒ (4) + 14 = 18 Using Step Up if target moves

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Reflex reroll, now with haste: 1d20 + 5 + 1 ⇒ (16) + 5 + 1 = 22
Moments before being blasted by the explosion, and even if he was imaging how bat it will be, he hears some inspiring notes from Wizzy. Unvoluntarily Garret turns toward the sound, putting his shield in the perfect place to cover the most part of his body, even if he never realized that was exactly what he need to do.
Wow! Thanks Wizzy. That was impresionant.
I think that means I could had act in the previous round. And Blanchbeak and the robot meybe should had acted diferently
I'll patch myself a little more before joining you he shouts. That's it, if you left it alive
converting bull's streength in cure moderate wounds: 2d8 + 7 ⇒ (7, 1) + 7 = 15

GM Aarvid |

Blanchbeak has not yet posted for this round, so he could change his action.
I do not know if anything else would have changed much. Maybe lobbed another rocket or something :-P

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With Garret making the save Wizzy will reactivate his song as a move action and attempt to blind the creature again..
Casting Glitterdust high again, DC 17..

GM Aarvid |

Clandelve flies up to the hovering robot to give it a good wack.
STOP INTRUDER NUMBER TWO.
Undaunted, the dwarf smashes his hammer hard into the machine, knocking down more of its flickering force field.
Garret and Blanchbeak work on patching up the cleric's burns.
Burngar slams his flaming armored spikes into the robot holding him. The first two hit, but do considerably less damage than he would have expected. However, they eliminate the force field and the last one crushes and pierces metal and circuits.
Wizzie tries again to blind the robot.
WARNING. OPTICAL OVERLOAD. TAKING DEFENSIVE COUNTERMEASURES.
will: 1d20 + 10 + 3 ⇒ (9) + 10 + 3 = 22 but the robot was anticipating the repeat and shuts its central red eye just in time. It is now even more sparkly.
Finally, Fandral advances and fires into the melee with his pistol.
The bullet punctures additional circuitry.

GM Aarvid |

The robot shifts slightly northeast and releases its grip on
Burngar.
ACTIVATE PORTAL and a door opens to the central room. Another rocket rotates into place and fires into the central room.
Provokes from Burngar if he threatens with spikes, also Clandelve can step up and AOO as well.
TARGET AQUIRED. FIRE.
fire: 6d6 ⇒ (5, 1, 4, 6, 2, 6) = 24 and bludgeon: 6d6 ⇒ (1, 4, 1, 3, 4, 1) = 14 Reflex DC18 for half on Fandral and Burngar.
=== Round 4 ====
9 - Clandelve(fly), Garret(), Burngar(fly),
=== Round 5 ====
20+ Blanchbeak, Wizzie(images,sing), Fandral
10 - Phalanx
Party goes...Clandelve and Burngar, makes sure to make fly checks FIRST before any attack(s) if attempting to hover, move less than 30' this round etc.

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reflex: 1d20 + 15 ⇒ (8) + 15 = 23 Saved
Fandral loads his remaining round into the chamber.swift
Fandral skirts the edge of the cave once more and attempts to dodge the robots tendral.move
acrobatics to skirt the edge: 1d20 + 20 ⇒ (13) + 20 = 33
acrobatics vs CMD to avoid AOO at full speed, spending point of panache to add a d6 to acrobatics roll: 1d20 + 20 + 1d6 ⇒ (6) + 20 + (2) = 28
When he settles, he levels his pistol and fires.Provoking another AOO, if he has combat reflexes
pistol vs touch: 1d20 + 20 ⇒ (14) + 20 = 34
damage: 1d8 + 6 + 2d6 ⇒ (3) + 6 + (6, 2) = 17
I hope you guys finish him off prior to my turn, or provoke him before my turn comes up.

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Clandelve tries to follow the flying creature, but being so unaccustomed to flying, the dwarf gets his wish of having his feet back on the ground, as well as the rest of his body as he plummets to the ground with a resounding crash.
fly check: 1d20 + 3 ⇒ (1) + 3 = 4
fall dmg: 2d6 ⇒ (1, 3) = 4

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Actions Before Burngar's Turn
Burngar swings at the robot as it releases him and shifts.
Attack of Opportunity with Armor Spikes
Armor Spikes on Fire!, PA, RA, Haste, IC: 1d20 + 15 - 2 + 2 + 1 + 3 ⇒ (17) + 15 - 2 + 2 + 1 + 3 = 36 Damage: 1d6 + 8 + 4 + 3 ⇒ (5) + 8 + 4 + 3 = 20 Fire: 1d6 ⇒ 2
Reflex Save: 1d20 + 2 ⇒ (10) + 2 = 12
Burngar takes his lumps this time as his fire shield dissipates.
Sorry, I didn't have more time this morning - I'll get to the rest of my turn as soon as I can.
Clandelve, depending on what kind of maneuver you were attempting while flying (if you're even any qualified maneuver at all, which likely you're not), you won't necessarily crash.

GM Aarvid |

The barbarian's armor spikes hit the robot, causing a deep gouge in the armor plating just as it releases the rocket into the circular room.
I believe (but could be wrong) Clandelve moved less than 45' with his last fly movement (90' fly speed), so that would require a DC10 at the end of his turn. Burngar probably moved close to 45' in his first charge, so it did not require one.
Burngar did not need a check last round since he was grabbed and held by the robot. Let me know if you think I am missing something.

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I was attempting a Hover maneuver so I could attack the stationary target, no? Regardless of the DC, I rolled a 1 and am confident I failed. I haven't flown before, so maybe I messed up by rolling a fall, but it seemed to me that's what happened after reading the rules.

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Taking how to fly over to the discussion thread.
Burngar attempts to back off five-feet while hovering in mid-air.
Fly!: 1d20 + 0 ⇒ (20) + 0 = 20 (DC 15 to hover)
Succeeding brilliantly despite his amazingly poor reflexes, he laughs at the construct, spittle flying from his mouth in all directions and getting caught in his beard and chest hair, "HA! HAMMERIN' TIME!"
Full Attack: Thurston the adamantine Dwarven Longhammer (Rage, Power Attack, Reckless Abandon, Haste, Inspire Courage)
Thurston, PA, RA, Haste, IC: 1d20 + 14 - 2 + 2 + 1 + 3 ⇒ (12) + 14 - 2 + 2 + 1 + 3 = 30 Damage(Adamantine): 2d6 + 12 + 6 + 3 ⇒ (4, 4) + 12 + 6 + 3 = 29
Thurston, PA, RA, Haste, IC, 2nd: 1d20 + 9 - 2 + 2 + 1 + 3 ⇒ (3) + 9 - 2 + 2 + 1 + 3 = 16 Damage(Adamantine): 2d6 + 12 + 6 + 3 ⇒ (4, 5) + 12 + 6 + 3 = 30
Thurston, PA, RA, Haste, IC - Haste Attack: 1d20 + 14 - 2 + 2 + 1 + 3 ⇒ (9) + 14 - 2 + 2 + 1 + 3 = 27 Damage(Adamantine): 2d6 + 12 + 6 + 3 ⇒ (2, 6) + 12 + 6 + 3 = 29

GM Aarvid |

Clandelve attemps to hover but fails. As he flies past the robot, a tendril whips out at him.
AOO Tendril force lash: 1d20 + 22 ⇒ (14) + 22 = 36 for force: 1d10 ⇒ 4
I am going to assume Garret's action will not alter the course of events much with the robot...and proceed to resolve Burngar's actions.
Burngar miraculously remains hovering after the robot releases him. He wastes no time smashing the machine repeatedly, landing two of the three blows. More wires and smoke spew forth from the machine.
CRITICAL SYSTEMS DAMAGED. STOP INTRUDERS.
Fandral moves and aims his pistol, drawing another of the force tendrils to lash in his direction.
AOO Tendril force lash: 1d20 + 22 ⇒ (18) + 22 = 40 for force: 1d10 ⇒ 2
The bullet strikes the machine in the exposed chest cavity and it sputters.
SYSTEM BREACH. SHUTTING DOWN. EVAD.... the machine crashes to the ground and breaks into many large chunks of technology.
*** End combat ***

GM Aarvid |

After the explosion takes down the other robot, Clandelve and Fandral look down on the first boss robot's hull.
Without the robot’s systems to draw on the component’s energy and regulate its functions, a glow from within begins sparking as it melts away the wiring that kept it anchored.
Even to the untrained eye, it is clear that this piece, an incomplete, semi spherical lattice of thin metal, is different from the rest of the myrmidon.
***
To the north, the rounded room Blanchbeak had entered previously, is partially filled in by soil.
Wizzie spots a threefoot-diameter sphere on a tripod base—once a multidirectional viewing screen, much like a crystal ball—sits near the room’s original center. The device no longer works properly, and only occasional images of traumatic scenes flash across its surface as it tries to replay the final hours of the starship that crashed in Numeria.
In the northwest, Blanchbeak and Garret spot tracks and a tunnel heading westward.
Actions?

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Burngar reaches into the charred wreckage and pulls out the piece of metal that is different than the rest. He holds it up triumphantly, "Ha! That'll teach him to spit fire at a Rockhard!"
He carries the piece over to Wizzie and looks at the crystal ball. What edo you think that is? He gazes into the ball.

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Garret moves toward Burngar and Wizzie.
Well done guys, that was near, at least for me! And thanks Blanchbeak for healing me.
How bad injured are the rest of you? It looks is time to picke the wands, I'll prefer to conserve my last channel. But befor, lets check the piece Burngar has havin said this, Garret casts Detect magic on it.
K. arcana: 1d20 + 5 ⇒ (3) + 5 = 8
AS expected, that thing is so extrange I know nothing about it

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Wizzy takes a look at the technology in an attmept to see what it is.. He pulls out the Silver Thread, which he forgot he had till now, and consults it..
Take 10 for a 26 Know Engin
Attempting to fill in portions of the map, and or figure out what the rooms do..

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Clandelve looks grumpy after his flying and seems glad to have his feet back on the ground. He hands his wand to Garret and says "Ye mind?"
Once healed, he joins Blanchbeak in investigating the tunnel to the northwest.
Follow the tracks?
CLW: 6d8 + 6 ⇒ (2, 5, 1, 5, 1, 1) + 6 = 21

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CLW: 6d8 + 6 ⇒ (5, 1, 7, 8, 1, 8) + 6 = 36
"Well hopefully we do not come across anything else metal. I am out of my metal melting bullets." With that, he loads a normal bullet into his pistol and shoves it in his waste band.
He catches up to the others, "Did everyone make it?"

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"Made it over here!"
Cure Lt Wand: 4d8 + 4 ⇒ (7, 5, 6, 3) + 4 = 25
Wizzy uses a bp to re-up triple time on everyone for an hour.. +10' movement speed

GM Aarvid |

Burngar picks up the strange chunk of metal from the broken remains of the robot.
The lattice appears to be the more technological kind rather than arcane. Likely what you sought from the dwarf.
However, Wizzie detects no magic on it, but rather picks up on a Few auras from the area to the north. Checking it out, he finds a burnt and crushed long-dead rat man wearing a set of magical boots, vest and wand in its belt.
Boots of Speed
Vest of Escape
Greater Invis - 5 charges
Over to the east, Clandelve finds a small fortune in skymetal and other rare materials, possibly worth 5,000 gp.
You also find a timeworn gun of some of the strange technology.
Garret and Blanchbeak see the tunnel has track whichs appears to match more the dead ratman's kin.
Checking the other areas, you find no other signs of robots or treasure. The place appears to now be vacant.

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SC Boots: 1d20 + 16 ⇒ (7) + 16 = 23
Vest: 1d20 + 16 ⇒ (15) + 16 = 31
Wand: 1d20 + 16 ⇒ (5) + 16 = 21
"Got a vest of escape and a wand of greater invis with 5 charges.. I have no idea what the boots are.."

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Burngar holds the piece in his hands, "Ha! Maybe this is what we need to be bringing back to the 'ol Lodge! What do you say, blow this robot stand?"

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"Sounds good to me brother dwarf..."Fandral slaps the dwarf on the back."The sooner we get out of here the better."

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Once the group has fully explored the place, Clandelve agrees it is best to leave.
He doesn't appear unhappy to leave this place at all.

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"Let's just be sure we missed nothing.. I'd hate to have to make this trip again."
Wizzy does a through search of the entire complex before leaving..
Not taking 20 or nothing, just 10 for a 27 search as he goes around the complex..

GM Aarvid |

You find nothing else inside. Assuming you take all of it back out...you can ID it or sell it.
Outside again, there is some strange glowing power source near where you arrived. It looks large enough to power some devices found in the ruined craft. This transparent canister draws its power from the radioactive emanations common at some Numerian sites.
Wizzie suspects carrying it could make your party ill.
****
Heading back to your ship, you were able to recover what you suspect is Toggrim’s Sky Key component and smuggle it out of Numeria.
Back at your port of origin, Venture-Captain Smine welcomes you.
Ah, how was your return trip? I am excited to examine any pieces of the Sky Key you found. Congratulations on a job well done!
He shakes each of your hands with a broad smile.
You know, by recovering another piece of the Sky Key, the Society is one step closer to reassembling the lost Numerian relic and unlocking the secrets it holds.