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Karu looks kindly at Kynrac and bows his head. "Thank you for your aid! We shall share a kale smoothie once we are back to the Lodge!" he says proudly before moving to inspect the door opened by Faldoc.
Karu stands in the entrance and gazes into the darkness, scowling at what he sees.
"There is something... trapped in some sort of column that seems to be causing the darkness." Karu tells Faldoc as he shudders from the unnatural chill. "It does not seem that Adril is in this room, however." he adds.
"Let's move on. I care not to deal with the trappings of the Decimvirate without extensive knowledge." Karu reasons as he looks around.
The purplish room to the west looks to be a good starting point and he moves into the long room and up to the door, pulling it open to check the contents. Provided moving into 7 doesn't cause some sort of event.

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5 This room is entirely lightless. Those with darkvision can see, at the center, a massive, metal-framed cylinder filled with strange black liquid. A plaque upon its base reads “The Orvian.” The strange liquid within the cylinder seems to devour any light and gives off an eerie chill.
I have darkvision
Well what do we have here
Arcana: 1d20 + 25 ⇒ (8) + 25 = 33...+2 if I need spellcraft
Looks to be a cylinder filled with a strange black liquid, It's called The orvian, anyone heard of it?
I would suggest we move along
Mark will send an eyeball around the perimeter, having it return when it can go no further

DM Feral |

Karu opens the door to reveal a small display room lined with iron stands displaying massive scrimshaw tusks from great woolly mastodons, each engraved with thousands of tiny pictographs. Canvases displayed about the room depict artistic renderings of the pictographs along with their conceptual meanings. These translations tell the histories of various tribes living in the Realm of the Mammoth Lords.
Markavious's magical eyes zip along the long hallway. Which Atum already scouted. Were you sending them inside a room somehow?
After a bit of study, Markavious believes the substance is 'black blood' as mysterious fluid found in the Darklands. Ingesting it gives the drinker enhanced power over necromancy but has dangerous side effects.

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That doesn't sound evil. No, not at all. Faldoc doesn't like the 'black blood' idea at all.
Perhaps we should check out that door that was mentioned earlier?
Meaning the door in Room 5. Of course I'll wait until we are gathered in the same place.

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Karu returns to inform the group about the room filled with tusks. "Quite... odd." he adds.
Now that the northeast section of the floor has been checked, Karu feels comfortable pressing onward. "Be ready for anything." he tells everyone as he pulls open the door behind the black blood column.

DM Feral |

#11 After a short hallway, the room opens into small gallery that displays an impressive collection of Tian art. Upon shelves lining the room rest dozens of handblown glass baubles, each hiding a tiny etching of a bucolic scene within. Above the baubles, stylized brush and ink paintings hang upon the walls, depicting carp and dragons amid rolling waves and wind-whipped mountains. Wooden stands about the room display a menagerie of small ivory carvings, including a pair of foo dogs, several unusual dragons, a bear, a fisherman, a cluster of rats, and an osprey. The eyes of the osprey seem to follow the party as they pass through the gallery.
An arch to the north opens to a curved passage. To the east, a small antechamber houses a curved staircase rises up into darkness.

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Shall we press on? Might as well inspect the entire floor before taking stairs.

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"One second... that bird is looking at us." Karu remarks quietly as Faldoc insists on moving onward.
Noticing the osprey's eyes following him, Karu boldly moves to inspect the ivory carving. He hefts the bird into his hands if he is able and casts Detect Magic on it, as well as the other statues, trying to see if these items are magical in nature and possibly dangerous.

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Karu tries to activate the statue to determine its purpose. "Perhaps this thing can help us take down Adril if it has combat power. Maybe it will summon a set of ospreys? Or perhaps it will just summon Osprey. That'd be entertaining." he remarks.

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"Oh... Well that was disappointing." remarks Karu, envisioning a large bird of prey perched on his shoulder for the final confrontation with Adril. As the bird takes its leave of the Decimvirate's sanctum, he waves at it. "Good luck on doing whatever it is you are doing, bird!"
Smiling, he turns to Faldoc. "Alright, let's press on with your idea Faldoc!" he says in encouragement to the archer. He exeunts the room to the south and head to the east, finding a door. "Steel yourselves, men!" he says confidently as he opens the door, shield at the ready.

DM Feral |

There's a noticeable change in the air as Karu opens the door. This is the displaced ambassador's chamber Eliza mentioned.
The room is well-furnished, with sofas and plush chairs lining the walls. A shelf holds ledgers with an array of names and dates, presumably signed by visitors. Some of the names have numbers referencing journals or notes supposedly filed elsewhere within the chamber. One half of a small, rough-cut geode rests on a brass stand. To the west, a small antechamber houses a curved staircase rises up into darkness.

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Karu, looking for the device to contact the Society, spies the geode. "Anyone have thoughts on how to use a rock to contact the Society?" he asks as he picks it up and looks it over with Detect Magic.
I hope this is it and not something else in this room... he thinks to himself, imagining the embarrassment. Surreptitiously, he looks around the room to see if there is anything else of note.
Perception if needed: 1d20 + 6 ⇒ (4) + 6 = 10

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"Oh... Well that was disappointing."
Mark watches the bird fly away noting the direction it flew
Not necessarily my bold striding friend... as he begins searching the room for a method to operate the geode
K:Arcana: 1d20 + 25 ⇒ (9) + 25 = 34
Spellcraft: 1d20 + 23 ⇒ (14) + 23 = 37

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After much study, I believe one must touch the geode and concentrate on an individual and speaking your message. I will attempt this first and contact the most fearsome individual I know...Sheila Heidmarch
Markavious will touch the stone and concentrate and relay the situation to the VC.

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Faldoc looks on as Markavious does his thing, then turns to the Bold Strider. If we've covered everything on this floor I think its time we search the next one.
Faldoc will tap himself with his wand of Gravity Bow again.

DM Feral |

The party ascends the stairs into a hall that 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.
The pair of large clockwork creatures standing guard here immediately move to attack the party!
Atum: 1d20 + 3 ⇒ (1) + 3 = 4
Faldoc: 1d20 + 10 ⇒ (9) + 10 = 19
Karu: 1d20 ⇒ 14
Kyrac: 1d20 + 5 ⇒ (5) + 5 = 101d20 + 5 ⇒ (16) + 5 = 211d20 + 5 ⇒ (16) + 5 = 21
Markavious: 1d20 + 16 ⇒ (3) + 16 = 19
Clockwerks: 1d20 + 1 ⇒ (15) + 1 = 16
Faldoc, Kynrac, and Markavious are up.

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Arcana, Dungeoneering, Engineering: 1d20 + 25 ⇒ (14) + 25 = 39...I don't know which one is relevant
1. The order of their saves in order from highest to lowest. (e.g. Fort - Will - Ref)
2. Elemental resistances and immunities
3. Special attacks
4. Special defenses
5. Do they have combat reflexes or any other ability that will let them make attacks of opportunity.
Mark casts Haste on the group remaining invisible

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If someone could fend of the one coming from the right I would be more useful here. Faldoc, not seeing an open shot to what is coming around the corner, takes aim at the one in the room!
Bow: 1d20 + 21 ⇒ (12) + 21 = 33 for Arrow: 2d6 + 13 ⇒ (1, 6) + 13 = 20 and Manyshot: 2d6 + 13 ⇒ (2, 6) + 13 = 21
Bow: 1d20 + 21 ⇒ (13) + 21 = 34 for Arrow: 2d6 + 13 ⇒ (3, 3) + 13 = 19
Bow: 1d20 + 21 ⇒ (18) + 21 = 39 for Arrow: 2d6 + 13 ⇒ (6, 4) + 13 = 23
Bow: 1d20 + 16 ⇒ (8) + 16 = 24 for Arrow: 2d6 + 13 ⇒ (4, 5) + 13 = 22
Bow: 1d20 + 11 ⇒ (5) + 11 = 16 for Arrow: 2d6 + 13 ⇒ (4, 2) + 13 = 19
Arrows are adamantine, if it matters.

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Kynrac calls once more a blessing of fervor to Irori upon his companions.
Blessing of Fervor: Don't forget to pick one of the following bonuses each turn!
- Increase its speed by 30 feet.
- Stand up as a swift action without provoking an attack of opportunity.
- Make one extra attack as part of a full attack action, using its highest base attack bonus.
- Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
- Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.
It doesn't stack with haste! Pick a different or better bonus than those provided with haste.
Picking +2 AC/etc.

DM Feral |

1d2 ⇒ 1
Slam: 1d20 + 23 ⇒ (14) + 23 = 37
Damage: 2d10 + 8 ⇒ (3, 2) + 8 = 13
Slam: 1d20 + 23 ⇒ (5) + 23 = 28
Damage: 2d10 + 8 ⇒ (6, 4) + 8 = 18
Grab: 1d20 + 29 ⇒ (8) + 29 = 37
Grind Damage: 2d10 + 12 ⇒ (5, 8) + 12 = 25
The further construct steps forward and slams into Atum. It grabs hold of the Monolith and pulls him into the grinding gears within its torso.
The other construct squeezes into the room and then unfolds itself into a wall of crushing gears.
Slashing Damage vs Kynrac, Faldoc, and Markavious: 15d6 ⇒ (5, 2, 6, 5, 4, 3, 1, 2, 6, 2, 4, 1, 6, 4, 6) = 57
Kynrac, Faldoc, and Markavious can make a DC 18 reflex save. If you succeed you can take half damage and stay in your square or take none and get shunted out of the wall.
The party is up.

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Reflex: 1d20 + 18 ⇒ (17) + 18 = 35
I have evasion so can I stay in my square and take no damage? Also, what does it mean that I get "shunted out of the wall"? Do I end up somewhere other that my square?

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Oh, what square can I end up in? I might prefer that.
EDIT : Actually, never mind. If Mark can back up a square Faldoc will take a 5' step into his old square (with Feather Step I should be able to do so even if the stairs are difficult terrain). I'll then continue to fire at the non-wall golem. Taking the +2 from BoF.
Bow: 1d20 + 23 ⇒ (13) + 23 = 36 for Arrow: 2d6 + 13 ⇒ (3, 2) + 13 = 18 and Manyshot: 2d6 + 13 ⇒ (3, 3) + 13 = 19
Bow: 1d20 + 23 ⇒ (19) + 23 = 42 for Arrow: 2d6 + 13 ⇒ (6, 1) + 13 = 20
Bow: 1d20 + 23 ⇒ (5) + 23 = 28 for Arrow: 2d6 + 13 ⇒ (6, 3) + 13 = 22
Bow: 1d20 + 18 ⇒ (20) + 18 = 38 for Arrow: 2d6 + 13 ⇒ (4, 6) + 13 = 23
Bow: 1d20 + 13 ⇒ (16) + 13 = 29 for Arrow: 2d6 + 13 ⇒ (2, 5) + 13 = 20
Confirm #2?: 1d20 + 23 ⇒ (4) + 23 = 27 for Arrow: 2d6 + 13 ⇒ (2, 1) + 13 = 16
Confirm #4?: 1d20 + 18 ⇒ (13) + 18 = 31 for Arrow: 2d6 + 13 ⇒ (6, 4) + 13 = 23
And I'll ask because you never know... did the golem that did the wall thing provoke to my Improved Snap Shot? He's right next to me.

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Reflex: 1d20 + 12 ⇒ (6) + 12 = 18
If I remain in my square can the gears reach me?
If not I will see if Atum escapes if he can't I will cast Liberating Command on Atum
If it can reach me then back I go and will cast Liberating Command on Atum if he cannot free himself.
If Atum escapes Mark will hold or back away depending on if he can get hit or not
Yeah Options

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Ref: 1d20 + 13 ⇒ (18) + 13 = 31
I'll pick up the "no damage" option, please. Waiting to see where I end up before acting.

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Yes, I am: 2d6 + 13 ⇒ (3, 3) + 13 = 19
And again: 2d6 + 13 ⇒ (4, 1) + 13 = 18
Thanks, I had to take my son to an appointment and didn't check in my rush out the door.

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26 damage and 30 points gone from stoneskin. 94/120 hp and 100 points of stoneskin remaining.
CMB: 1d20 + 14 ⇒ (11) + 14 = 25
Atum tries to break free....
That's not bad but not sure it will be good enough against a construct like this. If not:
liberating command: 1d20 + 3 + 20 ⇒ (10) + 3 + 20 = 33

DM Feral |

I'll pick up the "no damage" option, please. Waiting to see where I end up before acting.
You could have popped out in any adjacent square of your choosing but it doesn't matter because...
Kynrac's adamantine-tipped arrows finish off the first construct and then make quick work of the unfolded one. When they're destroyed the clockworks explode sending dangerous shrapnel across the room.
Slashing Damage vs Atum and Karu (reflex 18 for half): 12d6 ⇒ (6, 3, 6, 2, 1, 6, 4, 4, 2, 1, 3, 4) = 42
Slashing Damage vs Everyone but Atum (reflex 18 for half): 12d6 ⇒ (6, 5, 4, 4, 5, 4, 5, 4, 1, 5, 6, 1) = 50
Encounter over.

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Ref: 1d20 + 11 ⇒ (12) + 11 = 23
21 damage: 83/120 hp and 90 points of stoneskin
Atum drops out of the dysfunctional construct's grip and then stands upright again. "Kynrac, would you mind?"
Unless Kynrac is going to do a mass heal or something:
clw: 6d8 + 6 ⇒ (6, 6, 4, 6, 8, 4) + 6 = 40
"Good job, but we still need to hurry." Atum leads the way through the gear room once everyone has been healed.

DM Feral |

The granite walls of this narrow chamber are mounted with metal plates supporting huge iron gears, all turning slowly, churning an array of chains, belts, cogs, and other devices. The west section of the chamber opens into a wider, clover-shaped chamber to the south, its walls armored in bronze and copper plates. Copper nozzles protrude from between the plates, dripping black grease. The grease stains the floor beneath in pools of scintillating rainbow.
There doesn't look to be anything of interest or value here.

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Reflex: 1d20 + 18 ⇒ (18) + 18 = 36
Faldoc collects his arrows while the group heals up. Looking at the next area Faldoc comments, I'm not sure I want to have anything to do with that room. Perhaps we should move on.
If nobody has anything they wish to examine in room 15, Faldoc will suggest room 16, then the double doors in that room.

DM Feral |

#16 is just an empty hallway.
After people have time to heal up:
Moving on, Karu/Atum open the double doors.
#17 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.
Markavious (and Kynrac if he's still got Time Sight running) see three invisible figures waiting in ambush: a greasy half-elf dressed in furs, a stunningly attractive elven woman gripping a short sword, and a brawny Taldan woman armed with a bow. Even with his see invisibility spell, their forms are blurred and difficult to focus on.
Atum: 1d20 + 3 ⇒ (16) + 3 = 19
Faldoc: 1d20 + 10 ⇒ (5) + 10 = 15
Karu: 1d20 ⇒ 8
Kyrac: 1d20 + 5 ⇒ (11) + 5 = 161d20 + 5 ⇒ (8) + 5 = 131d20 + 5 ⇒ (15) + 5 = 20
Markavious: 1d20 + 16 ⇒ (7) + 16 = 23
Ferocleus: 1d20 ⇒ 20
Pycerat: 1d20 + 8 ⇒ (8) + 8 = 16
Valicia: 1d20 + 3 ⇒ (20) + 3 = 23
Surprise Round: Markavious is up. Kynrac, do you have Time Sight running still?

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I was going to tap myself with my GB wand again before opening the doors, let me know if that will be allowed. Is the target of my Hunter's Eye here? (That is if its been under 13 minutes since I cast it).

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When we first arrived in the basin room and was attacked by the blurry things, one ended up as a half-orc, the other unknown escaped.

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Wow. Lots of action.
Reflex: +16 mod with BoF+Evasion: 2d20 ⇒ (12, 9) = 21
Karu easily avoids the clockwork explosions as they harmlessly clatter about. "Are you all ok? " he asks as they are beset by more trouble father into the sanctum.
-Posted with Wayfinder

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Ref: 1d20 + 13 ⇒ (4) + 13 = 17
10 prevented by stoneskin (110 left), 40 damage taken.
Kynrac first conjures healing energies to heal all his companions.
CLW Mass: 1d8 + 13 ⇒ (3) + 13 = 16
The he finishes the job with his wands.
1 charge of infernal healing, then CLW wand.
CLW: 3d8 + 3 ⇒ (2, 4, 7) + 3 = 16
Regarding Time Sight, I wouldn't have spent more than 1 minute at the time unless we were looking for something specific, so no, it isn't up. By the way, I can always act in the surprise round thanks to my Temporal Celerity revelation. May I act now?

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Markavious hits the room with Dispel Magic: Greater going for the 20' area dispel hopefully getting all three and excluding us of course if not get at least the two closest to our group
Dispel: 1d20 + 13 ⇒ (20) + 13 = 33...oh yeah

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Kynrac calls upon his extraordinary talents of sight to gaze upon their enemies.
Using Time Sight.
Seeing their enemies, he does his best to warn his companions of the three enemies hiding from them.
"One enemy around the left corner, another along the right wall, and a last one at the back, to the right!" he calls out, pointing the latter with his charred finger. Then the oracle takes off, rising above his companions to be out of reach.
How high is the ceiling?