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Believable charade after having gone through a meat grinder and then greased-dropped unto the floor below? His heart finally went... thought the construct. :P Also, people yell loudly before they die sometimes! :P

GM Cwethan |

Ugh... this is embarrassing. As I was going back over the scenario wondering what sadist put two of these golems into this fight,
I discovered that the sadist was me.
I'd apparently made a typo when updating my prep sheet from subtier 7-8 (who do fight two mechanical monstrosities at this point).
Normally if I find a slight error I'll do what I can to quietly paper it over, but with as brutal a turn one as these things had, that's clearly not an option.
Odds kills off Red: 1d2 ⇒ 1
Okay, so I'm going to move forward like this: Chaine and Fade heal 50 (and don't get the negative level), I keep Fade's turn, but spot him the extra move to make it apply to the other golem, I go back to the heal version of Skipper's turn, and I give Chaine and Adsal the chance to do otherwise with their turns.
Aside from that, I give you all this shamefaced apology.
Mea culpa.
Active Effects: Harrow Insight
Bold may Go!
Clockwork Guardian -37
Adsal & Bralani?
Skipper
Fade -6 (6 ticks left on Infernal Healing), Shield, Mirror Images (5)
Yami - summoning
Brass Mantis
Chaine Has his lance, isn't prone, is dismounted, probably isn't feigning death with an uncertain degree of success.

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WOW. That was a cool confession GM.
Adsal will keep his pool and instead use his Reveal weakness again to lower the AC and Saves of the enemy!

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Skipper has a brief flash of something terrible happening, and blinks it away as the journey resumes a much less dire situation.
Got it! Will mark off heal. And no worries Chaine, that's what support clerics are here to do. ;)

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"Let me lead..." the paladin's normally quick movements fail as he sees his colleagues enter an extremely chaotic battle. "Let me defend... avenge... aid you," he finishes lamely. Mantis Moves forward to dismantle the clockwork creature. Kn (arcana): 1d20 + 8 ⇒ (8) + 8 = 16
My movement may provoke. Using furious focus and flanking. schnickt: 1d20 + 17 + 2 ⇒ (14) + 17 + 2 = 33, dmg: 1d8 + 8 + 6 ⇒ (8) + 8 + 6 = 22, holy?: 2d6 ⇒ (2, 1) = 3

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Just as a friendly reminder, Mantis, your +3 and +1 AC bonuses from me are likely still active (the shield of faith will last 33 minutes, the harrow's all day).

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Chaine does the exact same thing as listed in previous post: For the King (everyone at +3atk/+3dmg for 1 round), Tactician/Shake it Off (everyone gets +1 untyped bonus to saves per ally adjacent to him; max +4), and draws a kukri - only difference is that I'm no longer prone, and less philosophical! oh, and drop the lance in square behind him as free action! :P

GM Cwethan |

AoO: 1d20 + 25 ⇒ (4) + 25 = 29
Bludgeoning Moosh: 2d10 + 10 ⇒ (4, 1) + 10 = 15
Grab: 1d20 + 31 ⇒ (4) + 31 = 35
Grinding Gears: 2d10 + 15 ⇒ (9, 10) + 15 = 34
It then drops the grapple
Brass Mantis's strike hits home, though the teeth of his sabre have trouble gaining purchase in the construct's tough construction, but it is not without cost as the golem extracts a fearsome toll from him on the way in!
Clearly sensing what could have been, the murderous golem turns its attentions once more to Chaine, crushing and tearing at the cavalier until with a strange sense of deja vu, he collapses in a heap.
Slam: 1d20 + 25 ⇒ (17) + 25 = 42
Bludgeoning Moosh: 2d10 + 10 ⇒ (7, 1) + 10 = 18
Grab: 1d20 + 31 ⇒ (8) + 31 = 39
Grinding Gears: 2d10 + 15 ⇒ (10, 2) + 15 = 27
Slam: 1d20 + 25 ⇒ (4) + 25 = 29
Bludgeoning Moosh: 2d10 + 10 ⇒ (8, 8) + 10 = 26
Grab: 1d20 + 31 ⇒ (5) + 31 = 36
Grinding Gears: 2d10 + 15 ⇒ (9, 5) + 15 = 29
Dropping grapples after each strike
Aaaand the Breath of Life is still a good idea...
Active Effects: Harrow Insight, For the King! (+3/+3), Shake it Off (Bonuses to saves)
Bold may Go!
Clockwork Guardian -49, -4 AC, -4 Saves
Adsal
Skipper
Fade -5 (5 ticks left on Infernal Healing), Shield, Mirror Images (5)
Yami & Lanterns
Brass Mantis -49, Shield of Faith
Chaine -100, dead

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"Oy."
Concentration check to defensively use dimensional hop: 1d20 + 18 + 4 ⇒ (14) + 18 + 4 = 36
Skipper sighs, grabs hold of Chaine's lifeless body, and disappears from sight with him... into the safety of the jakes.
"CLEAR!" can be heard inside the bathroom as Skipper puts both hands on Chaine's chest and drags him back from Pharasma...
BOL: 5d8 + 11 ⇒ (7, 1, 6, 4, 4) + 11 = 33
"Someone call me if someone else falls!"

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Did fade get any knowledge of immune to magic/DR with a 36 on his knowledge?

GM Cwethan |

Yeah, it was in the information listed in the first spoiler - sorry if it was unclear!
Quote doesn't work well with spoilered info, so... "This is a Clockwork Golem, apparently some sort of advanced prototype from the Golemworks of Magnimar. Aside from being a ferocious personal combatant, it is immune to nearly all magic that would directly affect it. Rusting Grasp is particularly effective, but Grease will cause it to speed up!"

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***OVERSEER ANNOUNCEMENT***
A high-pitched buzz pervades the museum, rising in frequency to the point of being inaudible. A moment later, a rolling boom echoes through the museum like thunder, and the glowing wards around the museum begin to fade.
@Table GMs: The “Failing Wards” condition on page 9 is now in effect.

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Yami finishes casting his spell, and three orbs of light appear above him.
If I believe correctly, since Yami moved last turn and then did a full-round cast; he loses this turn's move action but still gets a standard. If this is incorrect, please disregard the spell he is about to cast.
He makes another gesture, and all of the orbs begin to move quicker as he empowers them with haste. They orient at the clockwork creature with disapproving crystalline jangling noises, and they simultaneously fire a barrage of light beams at it.
Lasers are extraordinary attack, any hits bypass any damage reduction, all touch attacks:
#1 Attack: 1d20 + 3 - 4 + 1 ⇒ (13) + 3 - 4 + 1 = 13, #1 Damage: 1d6 ⇒ 1, #1 Attack: 1d20 + 3 - 4 + 1 ⇒ (12) + 3 - 4 + 1 = 12, #1 Damage: 1d6 ⇒ 1
#1 Haste Attack: 1d20 + 3 - 4 + 1 ⇒ (6) + 3 - 4 + 1 = 6, #1 Damage: 1d6 ⇒ 5
#2 Attack: 1d20 + 3 - 4 + 1 ⇒ (20) + 3 - 4 + 1 = 20, #2 Damage: 1d6 ⇒ 2, #2 Attack: 1d20 + 3 - 4 + 1 ⇒ (7) + 3 - 4 + 1 = 7, #2 Damage: 1d6 ⇒ 6
#2 Haste Attack: 1d20 + 3 - 4 + 1 ⇒ (4) + 3 - 4 + 1 = 4, #2 Damage: 1d6 ⇒ 1
#3 Attack: 1d20 + 3 - 4 + 1 ⇒ (13) + 3 - 4 + 1 = 13, #3 Damage: 1d6 ⇒ 2, #3 Attack: 1d20 + 3 - 4 + 1 ⇒ (11) + 3 - 4 + 1 = 11, #3 Damage: 1d6 ⇒ 3
#3 Haste Attack: 1d20 + 3 - 4 + 1 ⇒ (19) + 3 - 4 + 1 = 19, #3 Damage: 1d6 ⇒ 2
#2 Critical Confirm: 1d20 + 3 - 4 + 1 ⇒ (13) + 3 - 4 + 1 = 13, #2 Critical Damage: 1d6 ⇒ 4

GM Cwethan |

Are you catching anyone else in that haste?
As the glowing wards begin to fade, the destructive automaton seems to lose a step, though it still seems quite ferocious enough!
The hail of light beams, chip away at the golem, though the shot is difficult enough in the middle of the fray, that fewer connect than Yami might have hoped. Luckily, Adsal has exposed what weaknesses it does have!
As the beams melt away at some of the components, an unpleasant though strikes Yami. With as carefully machined as this creature is, force powerful enough to destroy it is likely to disrupt the careful balance of its components.
When it's destroyed it'll explode! 10' burst, and it'll be Ugly
Active Effects: Harrow Insight, For the King! (+3/+3), Shake it Off (Bonuses to saves)
Bold may Go!
Clockwork Guardian -62, -4 AC, -4 Saves, -1 AC, -1 to d20s
Adsal
Skipper
Fade -5 (5 ticks left on Infernal Healing), Shield, Mirror Images (5)
Yami & Lanterns - Haste
Brass Mantis -49, Shield of Faith
Chaine -72, 1 negative level, stable

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Are you catching anyone else in that haste?
Ah, my apologies. I thought the party was already hasted. Yami would endeavor to include as many melee party members in that as well. He will include Fade, Mantis, and Adsal since he is able to see them.

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Horse Full Attack, For the King
Hoof: 1d20 + 11 + 3 ⇒ (19) + 11 + 3 = 33 for dmg: 1d6 + 6 + 3 ⇒ (5) + 6 + 3 = 14
Hoof: 1d20 + 11 + 3 ⇒ (20) + 11 + 3 = 34 for dmg: 1d6 + 6 + 3 ⇒ (6) + 6 + 3 = 15
Bite: 1d20 + 11 + 3 ⇒ (5) + 11 + 3 = 19 for dmg: 1d4 + 6 + 3 ⇒ (3) + 6 + 3 = 12
=============
CONFIRM CRIT ON HOOF, USING ALLIED OFFENSIVE: 1d20 + 11 + 3 ⇒ (20) + 11 + 3 = 34 for dmg: 1d6 + 6 + 3 + 4d8 ⇒ (6) + 6 + 3 + (5, 3, 4, 3) = 30
Total 45 dmg on Hoof #2! :) Good horsie!!! :)
Clockwork Guardian also considered flanked by all who attack it for 1 round.

GM Cwethan |

Go get 'em Silvermane!
The orphaned horses mighty hooves clang against the thick plating of the golem, sending it staggering back, gears whirring violently!
Active Effects: Harrow Insight, For the King! (+3/+3), Shake it Off (Bonuses to saves)
Bold may Go!
Clockwork Guardian -101, -4 AC, -4 Saves, -1 AC, -1 to d20s, flanked
Adsal, Haste
Skipper
Fade -5 (5 ticks left on Infernal Healing), Shield, Mirror Images (5), Haste
Yami & Lanterns - Haste
Brass Mantis -49, Shield of Faith, Haste
Chaine -72, 1 negative level, stable

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EDIT never mind, found it. 'For the king' is to attacks and damage correct? I added it both if not and it needs to be subtracted.
Admiring the whirling metal and grinding gears Mantis adds his own spinning steel and blurred mithril to the dance. "With you behind me!" His shout is only partly directed towards the party. It is also a call to the Waybringer; a call of thanks for the divine support always at his back.
lay on hands: 2d6 ⇒ (5, 2) = 7 free action (3/7 used), power attacking
snickt: 1d20 + 15 + 3 - 3 + 2 + 1 ⇒ (11) + 15 + 3 - 3 + 2 + 1 = 29, dmg: 1d8 + 8 + 3 + 6 ⇒ (6) + 8 + 3 + 6 = 23 and
snackt: 1d20 + 15 + 3 - 3 + 2 + 1 ⇒ (13) + 15 + 3 - 3 + 2 + 1 = 31, dmg: 1d8 + 8 + 3 + 6 ⇒ (5) + 8 + 3 + 6 = 22 and
snickt: 1d20 + 10 + 3 - 3 + 2 + 1 ⇒ (2) + 10 + 3 - 3 + 2 + 1 = 15, dmg: 1d8 + 8 + 3 + 6 ⇒ (1) + 8 + 3 + 6 = 18 and
snackt: 1d20 + 10 + 3 - 3 + 2 + 1 ⇒ (9) + 10 + 3 - 3 + 2 + 1 = 22, dmg: 1d8 + 8 + 3 + 6 ⇒ (1) + 8 + 3 + 6 = 18 and
hasted snickt: 1d20 + 15 + 3 - 3 + 2 + 1 ⇒ (14) + 15 + 3 - 3 + 2 + 1 = 32, dmg: 1d8 + 8 + 3 + 6 ⇒ (4) + 8 + 3 + 6 = 21
Is it too meta-gamey not to roll for the swords' holy damage?
"...five six, seven, eight, clang clang, three, four, Bong, bing step, step, shift, clang clang..."

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Yes, both atks and dmg.

GM Cwethan |

Adsal's bralani does its best to heal up Brass Mantis before the brave warrior puts paid to the golem, which after a moment - explodes!
A sudden storm of razor sharp gears and other debris carves into Silvermane, Mantis and Fade!
Slashing: 12d6 ⇒ (1, 4, 4, 6, 4, 3, 6, 3, 1, 5, 4, 3) = 44 Reflex DC 18 for 1/2
Adsal, Haste
Skipper
Fade -5 (5 ticks left on Infernal Healing), Shield, Mirror Images (5), Haste
Yami & Lanterns - Haste
Brass Mantis -23, Shield of Faith, Haste
Chaine -72, 1 negative level, stable
Okay guys, you did it! Where to next?
(Feel free to heal up first!)

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Reflex (Haste): 1d20 + 10 + 1 ⇒ (7) + 10 + 1 = 18
"I think we should be in full fighting form next time." Fade begins healing himself with his wand. 2 more charges, and will take a little over 2 minutes.
Fade will also spend a point of Arcane Pool along with Improved Spell Recall to get his Haste spell back.

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Yami will instruct the lantern archons to provide aid to his allies before they disappear. The archons provide a +1 morale bonus to attacks and saves versus fear, as well as the temporary hitpoints, for 3 minutes. They make chiding crystalline jangling noises (Celestial: "You need to take better care of yourself, mortal!") at Chaine before disappearing.
Fade Temp HP: 1d8 + 3 ⇒ (1) + 3 = 4
Yami Temp HP: 1d8 + 3 ⇒ (8) + 3 = 11
Mantis Temp HP: 1d8 + 3 ⇒ (2) + 3 = 5
Asdal Temp HP: 1d8 + 3 ⇒ (8) + 3 = 11
Skipper Temp HP: 1d8 + 3 ⇒ (3) + 3 = 6
Chaine Temp HP: 1d8 + 3 ⇒ (7) + 3 = 10
Silvermane Temp HP: 1d8 + 3 ⇒ (7) + 3 = 10
"While the archon's magic is still active, perhaps we should check out the exhibit with the statues nearby. It did appear, though, that some of the wards have failed. Perhaps Nigel's office can be accessed?"

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Silvermane Reflex, Haste: 1d20 + 9 + 1 ⇒ (12) + 9 + 1 = 22
wand: 1d8 + 1 ⇒ (4) + 1 = 5
wand: 1d8 + 1 ⇒ (4) + 1 = 5
wand: 1d8 + 1 ⇒ (1) + 1 = 2
wand: 1d8 + 1 ⇒ (2) + 1 = 3
wand: 1d8 + 1 ⇒ (4) + 1 = 5
wand: 1d8 + 1 ⇒ (1) + 1 = 2

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wand: 1d8 + 1 ⇒ (8) + 1 = 9
wand: 1d8 + 1 ⇒ (4) + 1 = 5
wand: 1d8 + 1 ⇒ (4) + 1 = 5
wand: 1d8 + 1 ⇒ (6) + 1 = 7
wand: 1d8 + 1 ⇒ (1) + 1 = 2
wand: 1d8 + 1 ⇒ (4) + 1 = 5
wand: 1d8 + 1 ⇒ (1) + 1 = 2
wand: 1d8 + 1 ⇒ (3) + 1 = 4
wand: 1d8 + 1 ⇒ (4) + 1 = 5
wand: 1d8 + 1 ⇒ (4) + 1 = 5
wand: 1d8 + 1 ⇒ (7) + 1 = 8
wand: 1d8 + 1 ⇒ (7) + 1 = 8
wand: 1d8 + 1 ⇒ (1) + 1 = 2
wand: 1d8 + 1 ⇒ (1) + 1 = 2
wand: 1d8 + 1 ⇒ (5) + 1 = 6

GM Cwethan |

Despite the lessening of Nigel's malfunctioning wards, when you approach the stairs to the third floor, you see a team of Aram Zey's finest hard at work on trying make the stairs passable.
"We'll have this open soon, I'm sure. Nothing to worry about."
A sudden cry and a coughing roar echo from the stairs below.
"Errm... Nothing to worry about here, at least."
Downstairs long shadows cast by ruined displays and broken furniture litter the floor. A horribly familiar humanoid-shaped figure made of shattered clockwork lies slumped over a bench surrounded by a nasty looking blast-scar. Above, an elaborately painted sign reads “Crusader’s Chronicles.”
As they notice your attention, one of them speaks in a low purr, "You shine more brightly than most. Perhaps you can explain this chaos in our domain?"
The other adds, "I'm sure we can think of something to do with you anyways if you can't."

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Reflex: 1d20 + 12 + 1 ⇒ (18) + 12 + 1 = 31
"Gather around friends." Mantis draws on the strength of Apsu to close the wounds of his allies. channel: 2d6 ⇒ (1, 3) = 4 to everyone who needs it.
He pulls out a wand similar to Fade's and applies it to himself.
110-49+7-22+4 (in one minute I will be up to half 60/110hp) it will take me 5 more minutes to be full hp. 5/7 LoH, -6 wand charges
impossible Perc check: 1d20 + 5 ⇒ (13) + 5 = 18

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Perception: 1d20 + 17 ⇒ (5) + 17 = 22
110-49+7-22+4 (in one minute I will be up to half 60/110hp) it will take me 5 more minutes to be full hp. 5/7 LoH, -6 wand charges
The wayang gives a wry smirk. "You would not like any 'healing' that I can provide, trust me. If we need to wait, that is fine; given what we have encountered so far, having you in working order is a priority." While waiting, he gives the area a sweep with detect magic, just in case.
Temp HP wears off after the 3rd minute of healing

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Adsal casts heroism on hismelf after the fight and moves down with the others.
PErc: 1d20 + 22 ⇒ (12) + 22 = 34
Bowing suddenly to the shadows he replys in cestial.
"We are here to investigate this situation. I hope you do not mind that we try to solve this ourselves."

GM Cwethan |

What Adsal saw:
Hidden in the shadows you spy a pair of gorgeous lions. Their coats shining vividly, the majestic cats look exotic and otherworldly. They gaze at you with piercing yellow eyes and stand calmly, as though fearless.
As they notice your attention, one of them speaks in a low purr, "You shine more brightly than most. Perhaps you can explain this chaos in our domain?"
The other adds, "I'm sure we can think of something to do with you anyways if you can't."
The pair both seem confused by Adsal's greeting...
They are not known to speak Celestial

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Cavalier: yells loudlycat's coats shine vividly.Cavalier: pretends to be dead anywaysCats pretend to hide in shadows anyways.
GM:ME: dies laughing
Fixed that for you! :) KN (arcana): 1d20 + 8 ⇒ (2) + 8 = 10

GM Cwethan |

Fair enough
One of them growls a brief aside in another tongue before the other replies in Common.
"Now, now. Give them a chance to explain. They might be interesting in all sorts of ways."

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Sense Motive: 1d20 + 2 + 1 ⇒ (12) + 2 + 1 = 15 +4 if they are assassins ;)

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Fair enough
One of them growls a brief aside in another tongue before the other replies in Common.
** spoiler omitted **
"Now, now. Give them a chance to explain. They might be interesting in all sorts of ways."** spoiler omitted **
Knowledge Arcana: 1d20 + 20 ⇒ (16) + 20 = 36
Sense Motive: 1d20 + 0 ⇒ (11) + 0 = 11
"These are dweomercats, they can react to spell casting; be careful with your spells," Yami murmurs to his group. He nudges the more diplomatic members to perhaps speak with the creatures.

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Sorry not to get in on the healing when several people needed it! I would happily have thrown one of Skippers's channels. If anyone wishes to retcon-save some of their wand charges or if anyone is still hurt, here's a channel:
Sinashakti says you should travel healthily: 6d6 ⇒ (3, 1, 3, 5, 3, 6) = 21
"Chaine, are you alright?" Skipper says as they all reconvene. "You look slightly peaked. It's taxing on the soul to come that close to dying, but you should feel better by tomorrow. If you need me to do something about that now, I can..."
Chaine, I do have several scrolls of restoration, so I'd be happy to clear your temporary negative level. Specials are deadly enough there's no reason for you to be weakened if we can help it.
***
Perception: 1d20 + 20 ⇒ (4) + 20 = 24
Skipper blinks at the sight of the majestic lions when the reveal themselves. "Oh my."
Kn Arcana: 1d20 + 5 ⇒ (18) + 5 = 23
Sense motive: 1d20 + 14 ⇒ (9) + 14 = 23
Skipper nods quickly at Yami's words and executes a bow to the impressive beasts. "I do beg your pardon, glorious creatures! We're not here to cause chaos, but to try and fix it. May I ask, though, by 'your domain' do you mean the Museum itself? Did Mr. Aldain hire you as guardians?"
Skipper politely waits for a response before continuing. "He came to us for help as well, you see. Apparently there's a problem and the various wards are misfiring. It looks like people are breaking in, and we're trying to stop them. If I understand the situation right, we have a common cause."
Diplomacy: 1d20 + 11 ⇒ (14) + 11 = 25
(I'm happy to aid if someone else is a more silver-tongued speaker than myself, but wanted to get the post up anyway.)

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"Skipper, I'll be more than fine, thanks to you! the experience was disturbing, but your speed of reaction has made all this feel like a distant dream already."
------------------------
"NOBLE BATTLECATS! I knew we'd meet again! now, will this time be the one that grants me the privilege to see you in battle, fighting side by side, steel and claw, together?! come now! say yes!"
Diplomacy: 1d20 + 16 ⇒ (14) + 16 = 30

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Cavalier:
yells loudlycat's coats shine vividlyNOBLE BATTLECATS!
GM:ME:Yami: dies laughing
I almost literally snorted with laughter in public while reading that. In game, not even Yami can hide the facepalm his is currently performing.

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Diplomacy aid?: 1d20 + 11 ⇒ (20) + 11 = 31
Interesting? Not compared to the likes of you, but I have been quite pleased with the philosophy's of my respective partners. It is rare that I see so many of our group grasping the importance of the worlds beyond our own. That is not to say, they aren't concerned with this one. Did you see them take down that rather impressive arcane monstrosity of Nigel's? As my friend Skipper explained, we are here to restore order to his malfunctioning systems."
I missed that I am on of Yami's 'more diplomatic characters' & I also missed that the Bralani did some healing. Oh well, might have saved me 3 wand charges at most. :)

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Adsal replies in

GM Cwethan |

One of the cats lets out a tremendous yawn, displaying a fearsome set of chompers.
But nonetheless, your moving pleas, and Chaine's evocative nickname, seem to reach them. "I suppose the Nigel would take it amiss if we eviscerated guests..."
"Well, if we aren't doing anything with their viscera, we should probably do the other thing."
"Yes, lets help them."
Any questions for the Dweomerlions? They've been here since the place started going nutso (this time)

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I'll refund 2 of my wand charges with the channel.
"So, what exactly is happening? Did you see anyone strange in here, besides us?"

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Mantis is more curious about their role here. He thanks them for granting us passage then asks,"You called this your domain. Where are the boundries of your domain and what is your duty here?"

GM Cwethan |

"The new invaders. They brought more with them more than they knew. But the Nigel should be happy that his exhibit is authentic."
"Yes, authentic. Else the spirits of those artifacts wouldn't have been disturbed so, wouldn't have roused the unthinking defenses against them..."
The first one levels its gaze at Mantis in answer to his question "Its boundaries are where I say they are. But we are here to assist the Nigel. There are many thieves who visit this place." It pauses significantly as it eyes any visible wayfinders, And golems and constructs are not suitable tools for discerning treachery."
A sudden crack of thunder echoes from outside followed by a series of loud cries. "More of the runes have triggered..." the cat looks somewhat nervous, "They are supposed to be nonlethal, but they are powerful nonetheless."
The Magical Wards await! I'll post them up later tonight, but feel free to ask any further questions before then.

GM Cwethan |

Downstairs thousands of glowing glyphs form a protective shell around the outside of the museum, casting a sparkling aura of light that bounces off the fountain’s waters.
The glyphs flicker unevenly, but still fiercely, and as you watch a swarm of the runes peel off from the rest, drawing closer and closer to you!
Any of you that are adjacent to the swarm of runes can attempt to shut them down with Disable Device, Knowledge (arcana), Linguistics, Spellcraft, or Use Magic Device. Spells like dispel magic or erase could also help.
Chaine: 1d20 + 2 ⇒ (5) + 2 = 7
Fade: 1d20 + 5 ⇒ (19) + 5 = 24
Skipper: 1d20 + 3 ⇒ (9) + 3 = 12
Brass Mantis: 1d20 + 2 ⇒ (13) + 2 = 15
Yami: 1d20 + 2 ⇒ (4) + 2 = 6
Swarm: 1d20 + 8 ⇒ (11) + 8 = 19
Active Effects: Harrow Insight
Fade
Swirling Runes
Brass Mantis
Skipper
Adsal Heroism
Chaine 1 negative level
Yami

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Working as a team with his familiar Adsal observes the situation.
knowarcane: 1d20 + 23 + 2 ⇒ (10) + 23 + 2 = 35
perce: 1d20 + 22 + 2 ⇒ (5) + 22 + 2 = 29