
GM Zed |

Moving things along
The day passes without further event; making your way to the guild in the dim evening light, you notice that the streets seem less busy than usual...
Arriving at the Brass Guild at the appointed time, you find that a small crowd has gathered in the street around the premises. Placards decrying the use of the Brass Guardians and promoting a vision of 'Alkenstar Law upheld by REAL people' are held aloft by people within the crowd and, every so often, one of the citizens shouts something derogatory about the clockwork machines, the Brass Guild and Eliza Baratella. There is a significant presence of Shieldmarshals surveying the scene and the protest remains peaceful. Upon seeing your arrival, a guild member (a midde aged man dressed in mechanics overalls) ushers you into the building, "Eliza said that you would be coming…please….follow me…."
The man leads you through a number of dimly lit storerooms until you arrive at a heavy iron door, he knocks at the door and, from within, a female voice invites you in….
Accompanied into the room, you find yourself in a large workshop; around the walls of the room are positioned several large items of machinery (lifting equipment and various items relating to the maintenance of clockwork devices) but the main feature of the room are the four oversized workbenches…each of which holds a large quantity of wrecked clockwork machinery…destroyed Brass Guardians. Eliza Baratella, who has swapped her ministerial garb for more practical mechanics clothing, is stood next to one of the tables and beckons you over.

GM Zed |

"Thankyou once again for your actions earlier today and for coming here this evening. I apologies for my evasiveness earlier but what I have to say is gravely concerning and cannot be made public." Looking at you to confirm that you understand the confidential nature of this discussion she continues, "The Brass Guardians have been a cornerstone of law and order here in Alkenstar for many years…these, and what they represent, are what distinguish us from the savages that roam the wastes beyond these city walls…yet, it would appear that someone wishes to change the balance of things here…" Pointing into the innards of the Brass Guardian, "Our clockwork machines leave the guild in perfect working order, they are maintained impeccably and, simply, do not fail….but look here…." Eliza picks out two or three areas within the machine that, even to the untrained eye, seem unusual…whereas the majority of the machine is comprised of pristine brass, copper and steel, the areas identified appear to be corroded…and then, in front of your eyes, the corroded metal liquifies and disappears into the wreckage…
Turning back to you…Sabotage…no two ways about it…Whoever’s behind this is powerful, most likely someone in the government who sees me or my creations as a threat. But I can’t go around flinging accusations of sabotage and treason without evidence, nor do I know if I can trust the authorities here to investigate. You, on the other hand, are neutral parties."
"I’ve got a good sense of where you can start looking. When the first Brass Guardians started raging in the streets, we looked closely at their serial numbers to determine where they’d come from. In every case, the clockworks had originally been positioned in the city’s western quarters, closest to the Karggat Hills. I sent Arvanor, my assistant, to follow a series of tracks left by a guardian leaving the city’s western gates. Those tracks led north and west into the Karggat Hills, and into a mine some fifty miles away. Arvanor reported back that he was headed into the mines to investigate further, and no one has heard from him since. That was two months ago. And since then, the Brass Guardians’ attacks have only increased in frequency and intensity."
“I have secured transportation for you on the guild’s private airship, under the pretense that you are trapsmiths we’ve hired to help protect our facilities in Martel. You won’t go to Martel, however; instead, the pilot has been instructed to take you directly to the Karggat Mine. Please find out who’s behind this sabotage of the Brass Guardians and bring me evidence to put an end to the plot. The guild and I have significant resources with which to reward you, and time is of the essence.”

Twylla |

"Before we go, please address my questions from earlier. Chances are, we'll have to fight more Brass Guardians, given the number of attacks that you've had. How are they against mind-affecting attacks? Do they have excellent reflexes?"
Basically asking about their immunities, saves, weaknesses, strengths

Black Bragi |

Black Bragi lights a cigar and chews thoughtfully on the end while the Minister answers Twylla's question. "I have a few questions too. Do any of your alchemists have any idea what that corroded material is? If not, do you have any samples we could have tested?"
He scowls, "More importantly, why the devil are the Guardians leaving the city? Isn't that against their orders? What could lure them?"

GM Zed |

Responding to Twylla's second attempt to glean information about the Brass Guardians, "The construction of our Brass Guardians are closely held secrets and, if I didn't think that you were our best chance at this time, I wouldn't be telling you this….our Guardians are equipped with Adamantine armour, but then you probably already knew that….furthermore, they are completely immune to attacks that would otherwise affect a living being….disease, poison, sleep, mind-affecting magic, paralysis…they are automotons, single minded in their purpose, and they will keep coming at you.", continuing, "As to weaknesses…not many I'm afraid…they should all have a keyword that, when spoken, will render them passive, but….this method of control has not worked on those Guardians who have been interfered with"
Turning to Black Bragi, "We do know what this is sir, and it further proves that the source of the problem is to be found in the Karggat hills. What you saw there, and what we have seen in all of the sabotaged Guardians, is Eidite. We banned this substance in Alkenstar many years ago…it caused outbreaks of disease, mutations and early deaths to the miners of the Karggat Hills…and ultimately, the closure of the Karggat Mine.".
Addressing the second question, "I simply cannot answer as to why or how the Brass Guardians are leaving the confines of the city…it is inexplicable…attempts to trace the movements of the Guardians fail once they move into the Mana Wastes…it is a mystery that I hope you will be able to solve."

Finnian Surotova |

Finnian smiles at the response and pats his sword.
"Well, the armor is no problem for me, but do they have any forms of attack other than melee? I don't want to be surprised. Also, do they always explode like that when they are detroyed?"
Significant resources for reward, I like the sound of that. I'm in no matter what the answer.

Black Bragi |

After waiting for the Minister to answer Finnian, Bragi continues, "Are the Karggat Hills and Mine filled with this material then? Is there anything we need to do to protect ourselves if we encounter it?"

GM Zed |

Answering Finnian, "There are several variants of the Brass Guardian however the ones which routinely patrol Alkenstar, and the only ones to have been hijacked so far, are of the design that you fought today...and yes, with the amount of stored energy in their clockwork, a detonation is almost inevitable...."
Turning back to Bragi again, "As long as you are not exposed to refined Eidite, there is no hazard...the miners who perished in the Karggat Mines were all exposed to large quantities of material over many months...having said that, you will want to ensure that anything mechanical...such as your gun...is kept well clear of the stuff, contamination is likely to result in either malfunction or 'unfortunate' side effects."

GM Zed |

"If you have any further questions I will be happy to answer to the best of my knowledge, otherwise I shall wish you safe travels and anticipate success in your endeavours. If you do elect to travel by airship, please be prompt…and, if anyone should ask, you are headed for Martel on Brass Guild business"
"Oh…and I'm sure I don't need to remind you but there will be precious little food or provisions in the mines…ensure you are adequately stocked up…also, the incidence of mana wastes fever is on the rise out there, if you possibly can, try to avoid any contact with creatures showing signs of contagion…"
If you have any further questions or requests, you can ask them of Minister Baratella... Alternatively, you have until tomorrow morning to stock up on provisions, investigate or otherwise rest, socialise, etc

Black Bragi |

No more questions for Black Bragi. He'll plan to stock up on water and rations. Let's say 10 days worth.

Scaramanga Root |

Scaramanga finds and shakes down the merchant he was questioning earlier, taking the books he had for sale. Turning to the others he says quite regally.
"I don't know who you gents or ladies are, but I'd chance it you have some skill considering how you took that big nasty down. If you are in need of lodge for the night I open my father's estate to you."
Buys the Mysteries of Shadow spellbook without the ritual for 11,820gp. I'll update the page.

Black Bragi |

"Appreciate the offer, but I've got my own place here in town. Think I'll meet you all back here in the morning for that lift on the airship."

GM Zed |

Ushering you from the rear of the building (avoiding confrontation with protesters and keeping your profile low), Eliza once more wishes you luck in your investigations.
Your evening passes without further event and the following morning, well rested, you make your way across the City to Pilot's Square. The gently lit streets of Alkenstar are all but empty at this early hour…the only sound being your footsteps against cobbles and the ever present low rumbling of the factories that power the city. Pilot's Square is a relatively large plaza sheltered from the wind between two hills….tethered with rope, scores of airships are arrayed here in rows through the square; their hulking mass appearing overly bulbous and clumsy when viewed up close (in comparison with the graceful image of the airship in flight).
Walking along the row of airships you soon arrive at, what is clearly, your transport. Two aircrew, both in the uniform of the Aeromantic Fleet (who hold a near monopoly on air travel to and from Alkenstar), are busily preparing the vessel for launch…hoses connect the airship to various machines and you can clearly hear the sound of gas whistling into the craft. Upon seeing you, the more senior looking crew member introduces himself, "Good Morning and Well Met…welcome aboard the Silver Nightjar…I'm Captain Sillane and…", pointing at the younger crew member, "that is Stefan".
Gesturing for you to board the vessel; the passenger compartment consists of an enclosed section of fuselage that is secured below the inflated balloon of the airship, Captain Sillane continues, "Please make yourself comfortable, we will depart shortly".

Finnian Surotova |

Finnian glances uneasily at the conraption that is supposedly going to fly.
What's wrong with horses?He thinks to himself.
Comfortable? He must be joking.

GM Zed |

As the first rays of the dawn pierce through the smog of Alkenstar, the Silver Nightjar slips its moorings and gracefully glides into the morning sky. The ground below you slips from view as the airship slides into the dense smog that hovers above the city; sounds are strangely subdued within the dense cloud until, several minutes into your flight, the airship tears through the top layer of smog and you are rewarded with an astounding view. In all directions the plains and rivers of the Mana Wastes sprawl for miles…to the east, you can see the rising sun behind distant mountain ranges and, to the west, you can see small dots of twinkling lights, small villages or camps scratching out an existence in the Wastes.
The airship continues its' quiet ascent for around five minutes until it levels off, floating peacefully some thousand feet above Alkenstar.
"So...I don't need or want to know what business you and the Brass Guild have at the Kargatt Mine…your employer paid handsomely for your passage and our silence and that is what she will get…with this following wind, I expect we shall arrive at the Kargatt Hills in about four hours…you may as well relax and enjoy the ride"
Turning to the west, the airship gradually accelerates and Alkenstar slowly slips from your view.

Scaramanga Root |

"Not from Alkenstar are ya?" Scaramanga asks Twylla, looking over the edge. "Most like to use magic and horses to move around outside of the wastes. Here we make do with what the gods have given us."
He fingers his mask calmly as it lays lazily strapped to his neck. "Have we been introduced? I am Scaramanga. You looked good back there against the guardian. Both of you." his eyes shift toward Finnian as he speaks, his face friendly.

Finnian Surotova |

Finnian responds to Twylla, "No, I don't. I don't much care for magic either, but this contraption doesn't even have that going for it. At least I don't have to worry about falling." He taps a ring on his finger with a smile.
To Scaramanga he says, "Thank you, I was rather unpleasantly surprised by the explosion, but in a straight up fight, I am not too worried." He caresses the worn bindings on the hilt of his sword.
"Against a single opponent, Riverine and I have much experience."

GM Zed |

The flight away from the City is uneventful; the farther you travel from the protective oasis of Alkenstar, the more barren and empty the terrain becomes. Soon enough the plains give way to rolling hills and then to the peaks of the Karrgat Hills. Taking a deep breath, Captain Sillane announces, "This is where we deviate from our flight plan"; the airship carves a gentle arc in the sky and takes a more northerly direction, undulating and turning to give wide berth to the jagged peaks and summits.
Moving into the hills, the ride becomes noticably more turbulent with winds whipping into the flanks of the vessel and, on more than one occasion, abrupt losses of altitude. "Damn, I hate these hills", Captain Sillane turns back to you from his position at the front of the compartment, "You would be wise to strap yourselves in…this could get quite bumpy"

GM Zed |

As the winds increase, the airship drops in altitude to try to avoid the worst of it. Tentatively rounding a lightning scarred outcrop, you are confronted with a sight not experienced within the safe confines of Alkenstar…a boiling cloud of dust, vegatation and detritus spilling over the peaks of the hills and bearing down upon you…arcs of multicoloured light fizz, scratch and explode within the cloud. "By the gods!!!!! That's a full blown Mana Storm….I'm sorry, I can't take you any further…..", turning and shouting over the rising wind, "Stefan….bring her down….QUICKLY!!!!!".
Captain Sillane grapples and wrenches the controls of the Silver Nightjar bringing the vessel down as quickly as possible….as quickly as he can without crashing. Even so the ground approaches a little too fast; holding on as best as possible you avoid being flung around within the compartment as the airship bounces violently along the rock field that you are 'landing' in. There is a furious scraping of rock on metal accompanied by the clockwork mechanisms pinging and clattering in complaint before the vessel creaks to a shuddering halt and everything briefly falls silent. .
"Is Everyone Okay?!?!?!!?", the Captain calls out….seeing you relatively unscathed, "We need to be airborne pronto!!!!! The mine is about half a mile north from here although you probably want to shelter until that storm passes…there's a rocky outcrop aft from the Nightjar….go there!!!!!". Behind you, Stefan has already restarted the clockwork and is readying the airship for launch. Outside the vessel, the storm cloud is moving swiftly down the slopes to your position.

Finnian Surotova |

"You don't have to tell me twice!" Finnian shouts as he vaults over the side with his gear and scrambles for shelter, but he also keeps an eye out for the others to make sure they don't need help.

Black Bragi |

Black Bragi holds tight as the captain brings the ship down. He echoes Finnian's thought shouting, "Me neither...let's hurry and go to ground." The dwarf hustles quickly for the recommended shelter while keeping an half an eye on the approaching storm to judge its speed.
Perception 1d20 + 21 ⇒ (14) + 21 = 35

GM Zed |

The wind screams and rages as you run to the rocky outcrop behind the airship...it is no more than twenty metres behind the vessel but the dust clouds make it difficult to see much farther. Safely nestled within the rock formation you can hear, but not see, the Silver Nightjar take to the air again....the clockwork mechanisms reaching a crescendo and then gradually moving out of earshot.
Black Bragi - The Mana Storm is moving very swiftly, almost supernaturally fast...although whether it is wind that is moving it, or whether the storm provides it's own motive force is probably not relevant right now!!!
The Mana Storm bears down upon your position...strange fizzes, crackles, bangs and pops emanate from the boiling cloud...balls of multicoloured lightning play around the periphery of the storm...sweet smells appear from nowhere.....the hairs on the back of your neck lift as the air becomes electric....and then the storm becomes your entire world as it sweeps over you.....
....Voices start calling out from somewhere within the cloud of dust....
Could I get a Will save from each of you?

Black Bragi |

"Too fast for us to seek the cave. We need to shelter at that outcropping. Its our only chance!" The dwarf makes a quick dive for the cover promised by the rock formation sprawling on the hard ground with his rifle digging into his back.
Will save 1d20 + 9 ⇒ (17) + 9 = 26
+2 versus poison, spells, and spell-like abilities

GM Zed |

The storm fills the sky, flinging rocks through the air as if it was mere dust…safely nested in the outcrop, you are sheltered from the worst of the destructive fury of the cloud…dust fills the air, making it difficult to breath…

Scaramanga Root |

Scaramanga's face takes on an incredulous look, "You would wait until we are in the middle of nowhere to apprehend me? By yourself no less sir!" he draws his gun and points it at the investigator, circling his would be jailer.

GM Zed |

Finnian and Scaramanga walk from the comparable shelter of the rocky outcrop and, both uttering something that is difficult to hear above the wind, step out into the storm....moments later, weapons are drawn....

Black Bragi |

"Whoa! Stop! You don't want to go back out there!" Black Bragi makes a grab for Scaramanga, attempting to keep him from going out into the storm.
Grapple 1d20 + 12 ⇒ (3) + 12 = 15

Scaramanga Root |

Scaramanga breaks free of Bragi's grapple, spinning and turning his gun on the dwarf. He then quickly points it again at the investigator, the back at Bragi. "I'll not rot in some Chelish tower!" he screams, still switching between the two. "Let me have my peace. I'm retired damn it!"

GM Zed |

The storm rages over your heads for what seems like hours but is in fact a matter of mere minutes, a cacophony of noise, colours and odours, before moving off across the rock field…almost instantly, the winds that accompanied the storm calm to a stiff breeze…a strange winter chill in the warm summer morning. In the aftermath of the storm, the strangest thing happens, wildflowers spring up…soft pastel colours in the grey / brown desert…and a floral smell fills the air.
You have only seconds to enjoy the sight though as a terrible thundering from within the ground starts to approach your position. Some hundred feet away from you the ground appears to rupture and you can see the darkened hide of a huge creature racing towards you; moving semi-submerged within the ground, the most striking feature of the creature is what appears to be a heavily armoured dorsal fin. A ghastly shrieking comes from the creature and, moments later, a second beast emerges….racing towards you, parallel with the first.
Finnian and Scaramanga You are confused for the first two rounds of this encounter (an after effect of the Mana Storm). You will need to roll d% on your turn and then take the corresponding action from the 'confused' table in the Paizo PRD.
Initiative Check for Party and Enemy
Bragi: 1d20 + 12 ⇒ (14) + 12 = 26
Finnian: 1d20 + 8 ⇒ (2) + 8 = 10
Twylla: 1d20 + 2 ⇒ (16) + 2 = 18
Scaramanga: 1d20 + 9 ⇒ (18) + 9 = 27
Enemy 1d20 + 8 ⇒ (17) + 8 = 25
Initiative Order
Scaramanga, Black Bragi
then Enemy
Twylla then Finnian
Encounter Map to follow very shortly

Black Bragi |

Bragi gives up on his attempt to corral Scaramanga and drawing B!tchin' Betty moves forward, drawing a bead on the enormous creatures closing in. A thunderous report erupts from Betty as he fires a shot off.
Gunslinger initiative to draw as part of initiative.
Move to F16.
Attack (2nd range increment, vs #1) 1d20 + 17 - 2 ⇒ (13) + 17 - 2 = 28
Damage 1d12 + 16 ⇒ (3) + 16 = 19
If any of them move within 15 feet of Bragi:
AoO #1 1d20 + 18 ⇒ (20) + 18 = 38
Confirm 1d20 + 19 ⇒ (12) + 19 = 31
Damage 4d12 + 68 ⇒ (9, 11, 12, 12) + 68 = 112
AoO #2 1d20 + 15 ⇒ (1) + 15 = 16
Misfire

Scaramanga Root |

Scaramanga snaps out of his delusions for a quick moment, seeing the two fins rushing toward them. "Oh my..." he manages to let out. In a moment of clarity he says a quick enchantment, snaps his fingers toward the two and a small spark races from his fingers, gaining speed and size until it ends in a fiery explosion between the two.
Scaramanga casts fireball on F3, 20ft radius should hit both creatures.
Spell Resistance(if needed): 1d20 + 11 + 2 ⇒ (9) + 11 + 2 = 22
Fireball Damage 1: 10d6 ⇒ (6, 1, 4, 4, 4, 6, 6, 5, 5, 5) = 46
Fireball Damage 2: 10d6 ⇒ (5, 2, 4, 4, 5, 6, 4, 3, 4, 6) = 43

GM Zed |

Drawing a bead on the ungainly creatures, Bragi's weapon roars with thunder and a gout of ichor sprays from the flank of one of the beasts.
Black Bragi's first attack hits Creature 1 (Flat Footed AC of 24) for 14 damage after DR
Moments later an inferno erupts between the creatures....the smell of burnt flesh, hanging in the air, is vile....
DC20 Reflex Save, Creature 1: 1d20 + 10 ⇒ (20) + 10 = 30, saved for half damage: 23HP
DC20 Reflex Save, Creature 2: 1d20 + 10 ⇒ (5) + 10 = 15, failed
Letting out thunderous hoots and shrieks, the creatures bound towards the advancing Bragi...the ground shakes beneath the charging beasts and, when it is almost upon the gun wielding dwarf, the first of the creatures leaps into the air...it hangs there for a moment, and with a second thunderous retort, Bragi's weapon rips a fatal hole in it's exposed chest...it crashes to the floor, stone dead, ten feet short of Bragi.
The second creature, running alongside it's companion, launches itself into the air...
Acrobatics Check, DC20: 1d20 + 15 ⇒ (17) + 15 = 32, passes check
...and landing five feet from Bragi (F12 to H15), flails at him in a whirlwind of claws...
Claw Attack at Bragi: 1d20 + 17 ⇒ (18) + 17 = 35, hitting for 2d6 + 9 ⇒ (6, 6) + 9 = 21 damage
Claw Attack at Bragi: 1d20 + 17 ⇒ (2) + 17 = 19, missing
Claw Attack at Bragi: 1d20 + 17 ⇒ (3) + 17 = 20, missing
Claw Attack at Bragi: 1d20 + 17 ⇒ (2) + 17 = 19, missing
Twylla and Finnian to take their turn then back to the top of initiative...note that Finnian is confused this round...and, assuming that the creature is still alive next round, Scaramanga and Finnian will be confused next round as well...

Finnian Surotova |

that was close...
Finnian, seemingly completely unaware of whats happening around him, smacks himself with his sword.
1d8 + 2 ⇒ (2) + 2 = 4
AC-29
hp-77/81
status-confused

GM Zed |

All - note that this specific area is infused with Primal Magic, there is a chance that arcane attacks may have strange effects, (this won't be the case throughout your entire exploration in the Karggat Hills)

Scaramanga Root |

Sanity Check: 1d100 ⇒ 11 Lucky me!!!
Scaramanga will try to tumble to the opposite side of the monster and blast him one good time from flank.
Acrobatics: 1d20 + 20 ⇒ (11) + 20 = 31
Burning Hands through revolver: 1d20 + 13 ⇒ (11) + 13 = 24
Burning Hands Damage: 5d4 + 6d6 ⇒ (1, 3, 2, 2, 4) + (6, 2, 4, 3, 5, 3) = 35
DC 19 (18 base, + 1 from revolver) to halve the 10 damage from the 5d4. So the final result will be either 30 or 35.
If he can't flank burn an impromptu sneak attack

Twylla |

Twylla drops a loathsome veil between the party and the creatures.
DC 25 Will Save. Not sure about the HD of the creatures, but they are treated as 10 HD less than they actually are.

Black Bragi |

Bragi quickly works to clear his weapon and after reloading, fires a shot into the creature.
Attack 1d20 + 18 ⇒ (14) + 18 = 32
Damage 1d12 + 17 ⇒ (8) + 17 = 25

GM Zed |

Will Save against Loathsome Veil: 1d20 + 11 ⇒ (17) + 11 = 28, saved
Scaramanga - I don't think you can quite get into a flanking position so just burn one of your impromptu sneak attacks.
Reflex Save against Burning Hands: 1d20 + 10 ⇒ (11) + 10 = 21, saved to reduce damage to 30
As the creature flails wildly at Bragi, Scaramanga slyly moves to it's flank and, raising his revolver, spreads a gout of flame towards it... Simultaneously, Bragi clears his weapon and fires a round into it's torso...
Standing back from the Melee, Twylla utters arcane words...a musical voice lilting over the musket fire and the roaring of the wounded beast...but there is little effect.
...and further back still, Finnian argues with himself....
Close to death, the creature claws and bites at Bragi and at Scaramanga
Melee Attacks at Black Bragi (1) and Scaramanga (2)
Bite Attack at: 1d2 ⇒ 1, Black Bragi: 1d20 + 16 ⇒ (16) + 16 = 32, hitting for: 2d8 + 13 ⇒ (1, 7) + 13 = 21
Claw Attack at: 1d2 ⇒ 2, Scaramanga: 1d20 + 15 ⇒ (11) + 15 = 26, hitting for: 2d6 + 9 ⇒ (2, 3) + 9 = 14
Claw Attack at: 1d2 ⇒ 2, Scaramanga: 1d20 + 15 ⇒ (17) + 15 = 32, hitting for: 2d6 + 9 ⇒ (2, 1) + 9 = 12
Slam Attack at: 1d2 ⇒ 1, Black Bragi: 1d20 + 15 ⇒ (4) + 15 = 19, missing
Everyone can take their turn now - Finnian is, sadly, still confused...