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How long since the first fight? If less than 7 mins Lead Blades is still active, changing the damage dice for the bardiche to 2d8.
Still active.

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The red construct advances, moving into position to stop your advance (double move), triggering readied actions and provoking AoOs from both Lissa and Tooth. Tooth is unable to connect, but Lissa successfully strikes on both attacks, doing serious damage (though not quite as much as she might expect). The blue construct follows, moving up next to its companion to block your advance into the room (and triggering another round of AoOs). Again, Tooth is unable to connect, but Lissa lands another slightly reduced blow.
Initiative:
Whole party may act.

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Moving from accuracy to celerity, Lissa releases the first whip she can, only to form a second, and focuses a flurry of water onto the constructs.
Full attack - Water whip on Red. If it drops, redirect to blue.
Switching BoF to extra attack
Water Whip(Bless): 1d20 + 14 + 1 ⇒ (1) + 14 + 1 = 16 for: 4d6 + 8 ⇒ (4, 5, 1, 6) + 8 = 24 damage
Water Whip(Second strike)(Bless): 1d20 + 9 + 1 ⇒ (16) + 9 + 1 = 26 for: 4d6 + 8 ⇒ (4, 2, 4, 5) + 8 = 23 damage
Water Whip(BoF strike)(Bless): 1d20 + 14 + 1 ⇒ (18) + 14 + 1 = 33 for: 4d6 + 8 ⇒ (3, 1, 1, 2) + 8 = 15 damage

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Lissa lands two of three blows, but still the red construct stands.

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Wearing the blows hammer against metal, Watts accepts the divine blessing and races around the hallways to enter into melee, moving to make decisive strike the already weakened construct.
Blessing for +30 speed, study red, attack red and inflict studied strike if it hit.
attack, +1 agile sword cane, heroism+study+flank: 1d20 + 11 + 4 + 2 + 2 ⇒ (11) + 11 + 4 + 2 + 2 = 30
damage, magic piercing: 1d6 + 5 + 4 ⇒ (1) + 5 + 4 = 10
studied strike: 3d6 ⇒ (1, 2, 2) = 5

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Watts lands another blow on red, but still it stands, stalwart against intruders. Like Lissa's, Watts' blow does not seem to go entirely through.

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Andrietta draws upon the fervor provided by Aspu's holy blessings to really lay on the speed.
"Getting into position, get ready, kids. Hang in there!"
Provided the blue arrows indicated are a legal move, double move to provide flanking support on the blue construct, may trigger AoO entering last square? If that's legit, please move token and delete blue arrows, thank you!

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Looks legit to me. These are medium creatures and do not have reach, so no AoO.
Kaa, Kel, Tooth, and Claw may act.

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Kaa slashes at blue while trying to not hit his allies in the process.
Cover, Flank, Power Attack, Bless: 1d20 + 8 ⇒ (1) + 8 = 9
1d8 + 10 ⇒ (3) + 10 = 13
Cover, Flank, Power Attack, Bless: 1d20 + 8 ⇒ (11) + 8 = 19
1d8 + 10 ⇒ (2) + 10 = 12

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Kel hisses slightly, seeing the close quarters combat going on so close to the priceless exhibits. Hoping to aid his companions in putting these malfunctioning constructs to rest more quickly, he calls upon Apsu's grace to cast one of the two Barbed Chains spells he prepared, causing three spiked platinum chains to burst out of the ground underneath the constructs as if breaking through from the realm of Heaven itself! Both of them lash out at the legs of the constructs before they fade into silvery motes of light - almost as if they were never here at all.
(These chains can attack or make trip attempts using my BAB + Wis + Bless + Blessing of Fervor)
Chain 1 Trip vs Red: 1d20 + 6 + 5 + 1 + 2 ⇒ (1) + 6 + 5 + 1 + 2 = 15
Chain 1 Trip vs Blue: 1d20 + 6 + 5 + 1 + 2 ⇒ (11) + 6 + 5 + 1 + 2 = 25
Chain 1 Trip vs Red: 1d20 + 6 + 5 + 1 + 2 ⇒ (4) + 6 + 5 + 1 + 2 = 18
On the off chance that the constructs are legal targets of emotion, fear, and mind-affecting effects - each one of those CMB checks that succeeded requires the target to make a DC 16 Will save or be Shaken for 1d4 ⇒ 2 rounds.
Blessing of Fervor: 7 Rounds Remaining
(Kel: +2 Dodge Bonus to AC & Reflex Saves)

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Claw acting before Tooth in round order.
Is claw affected by Blessing of Fervour? Kel vs SR12: 1d20 + 8 ⇒ (12) + 8 = 20
Is claw affected by Bless? Kaa vs SR12: 1d20 + 1 ⇒ (3) + 1 = 4
Claw selects +2 to AC, reflex and to hit.
claw1 vs red, lunge bof, flank: 1d20 + 9 + 4 + 2 + 2 ⇒ (18) + 9 + 4 + 2 + 2 = 35damage: 1d6 + 5 ⇒ (3) + 5 = 8
edit: only one attack, otherwise Tooth can't manoeuvre. Claw was not in range for two claw attacks.
grab vs red, bof, flank, lunge: 1d20 + 15 + 2 + 2 + 4 ⇒ (6) + 15 + 2 + 2 + 4 = 29
Going to assume that grab did not stick. If it did, red clockwork is pulled next to Claw and Tooth manoeuvres to flank with Claw.

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Tooth selects the extra attack, steps back and employs his bardiche.
bardiche vs red, ant focus, flank, bless: 1d20 + 9 + 1 + 2 + 1 ⇒ (3) + 9 + 1 + 2 + 1 = 16damage, lead blades: 2d8 + 7 ⇒ (6, 7) + 7 = 20 adamantine, magic
bardiche 2 vs red, ant focus, flank, bless: 1d20 + 9 + 1 + 2 + 1 ⇒ (6) + 9 + 1 + 2 + 1 = 19damage, lead blades: 2d8 + 7 ⇒ (8, 7) + 7 = 22 adamantine, magic
If Red is dropped by first attack, switch to Blue for second attack and lose the +2 for flank against it.
"CAW!!!"
Swift action to change Claw's vermin focus to Ant.

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Kaa swings twice but does not connect. Kel causes chains to spring from the ground, but their attempts to trip the construct likewise fail. Tooth is unable to connect with his adamantine weapon, while Claw connects and does a small amount of damage, but is unable to grab. Identifying Lissa as the biggest threat thus far, both constructs focus on her:
Red vs. Lissa:
Shield bash: 1d20 + 19 ⇒ (9) + 19 = 28
damage: 1d6 + 9 ⇒ (5) + 9 = 14
Shield bash: 1d20 + 14 ⇒ (3) + 14 = 17
damage: 1d6 + 9 ⇒ (4) + 9 = 13
slam: 1d20 + 14 ⇒ (8) + 14 = 22
damage: 1d4 + 4 ⇒ (2) + 4 = 6
Blue vs. Lissa:
Shield bash: 1d20 + 19 ⇒ (12) + 19 = 31
damage: 1d6 + 9 ⇒ (4) + 9 = 13
Shield bash: 1d20 + 14 ⇒ (10) + 14 = 24
damage: 1d6 + 9 ⇒ (2) + 9 = 11
slam: 1d20 + 14 ⇒ (8) + 14 = 22
damage: 1d4 + 4 ⇒ (2) + 4 = 6
-----
Initiative:
Whole party may act.

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In response to a clicking, clucking command from Tooth, Claw attempts to hamper the construct.
claw1 vs red, lunge, bof, flank, ant focus: 1d20 + 9 + 4 + 2 + 2 + 1 ⇒ (1) + 9 + 4 + 2 + 2 + 1 = 19 damage: 1d6 + 5 ⇒ (3) + 5 = 8 Tangling attack - enemy if Entangled for 1 round on a hit.
forgo grab attempt.
Can I get a new dicebot please?

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Full attack from Tooth.
bardiche vs red, ant focus, flank, bless: 1d20 + 9 + 1 + 2 + 1 ⇒ (8) + 9 + 1 + 2 + 1 = 21damage, lead blades: 2d8 + 7 ⇒ (8, 1) + 7 = 16 adamantine, magic
bardiche vs red, ant focus, flank, bless: 1d20 + 9 + 1 + 2 + 1 ⇒ (13) + 9 + 1 + 2 + 1 = 26damage, lead blades: 2d8 + 7 ⇒ (1, 4) + 7 = 12 adamantine, magic
Tooth desperately slashes with his polearm, trying to hack them to pieces.
"Me not like! Me not like! All these things not bleed, blood god not like!"

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Claw slashes at the construct, unable to connect this time. The clockwork creature dodges Tooth's first attack as well, but is unable to avoid the second which cuts right through its defenses, destroying it! Red is down.

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Kaa moves to a better position and slashes at blue. [oocTaking +2 At/AC from BoF[/ooc]
Bless, Power Attack, BoF: 1d20 + 12 ⇒ (12) + 12 = 24
1d8 + 10 ⇒ (8) + 10 = 18

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Unless there is a serious objection, I want to pop the Aid Token for Timely inspiration
Bewteen some rather agile dodging, and the ice shards floating around her deflecting some of the force, Lissa makes an impressive attempt at avoiding the attacks coming toward her. However, one blow does eventually connect, and the blow knocks her back a step. "Not bad," She says as she shakes the dizziness out of her head, "But let's see if you can keep going toe to toe with us." And with that, another mass of water is called up, and the Varisian waterweaver goes on the offensive once more.
Full attack vs. Blue
Extra attack from BoF
Water Whip(Bless): 1d20 + 14 + 1 ⇒ (5) + 14 + 1 = 20 for: 4d6 + 8 ⇒ (2, 4, 4, 3) + 8 = 21 damage
Water Whip(Second strike)(Bless): 1d20 + 9 + 1 ⇒ (15) + 9 + 1 = 25 for: 4d6 + 8 ⇒ (4, 5, 5, 3) + 8 = 25 damage
Water Whip(BoF strike)(Bless): 1d20 + 14 + 1 ⇒ (11) + 14 + 1 = 26 for: 4d6 + 8 ⇒ (4, 5, 3, 6) + 8 = 26 damage

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Were ^those attacks including the Timely Inspiration?

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No, they were not. I assumed that it would be easy to just add 2 to all the dice rolls if noone objects.

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Kaa moves in and lands a solid blow, damaging the construct. This provides an opening for Lissa, who returns the guardians full attack. Lissa was unsure about her first attack until a wandering Pathfinder bard swooped by and shouted some words of encouragement, boosting Lissa's resolve and causing her to confidently connect on all three swings! The combined, boosted damage is enough to take down the mechanical guardian! Out of combat, Aid Token used. Your first attack would not have landed, were it not for the Aid Token, and the damage from two hits would not have taken it down.

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You have a few rounds to heal as you head out toward the garden and the only remaining accessible threat.

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As the first clockwork creation falls Watts turns toward the second. He measures the timing and motions of the construct's pivots and swings. Matching the tempo of the battle he prepares for series of quick strikes as it collapses to the ground.
He pauses as he reevaluates the situation.
"It seems it could not, in fact, continue to go toe to toe with us."

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"Water always find a way."
Tooth nods in agreement with Watts, and looks approvingly at Lissa.
If Lead Blades would expire before we reach the next area, then refresh it.

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Lissa laughs at Watts' comment, with further giggles coming from Tooth's comment. "Indeed!" she grins as she releases the last of the water in hand, before fishing a wand from her belt pouch. Offering it to whomever can use it, she asks,"Can someone use this on me? My head's still ringing a little from being clocked by that machine."
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
That will cover my damage. I'll mark it on my wand.

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If Lead Blades would expire before we reach the next area, then refresh it.
I'll say 1-2 minute travel time between areas, and you've done less than 10 total rounds of combat, so it's still going.

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Initiative:
Andrietta: 1d20 + 3 ⇒ (19) + 3 = 22
Kaa: 1d20 + 10 ⇒ (6) + 10 = 16
Tooth: 1d20 + 3 ⇒ (18) + 3 = 21
Claw: 1d20 + 2 ⇒ (3) + 2 = 5
Lissa: 1d20 + 7 ⇒ (3) + 7 = 10
Kel: 1d20 + 2 ⇒ (5) + 2 = 7
Watts: 1d20 + 4 ⇒ (7) + 4 = 11
Red: 1d20 + 7 ⇒ (9) + 7 = 16
Blue: 1d20 + 7 ⇒ (7) + 7 = 14
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. As you approach, the glyphs peel themselves off the wall and begin swarming around the garden, flying around in seemingly random patterns! You think you might be able to disable them, if you could get adjacent, using Disable Device,
Knowledge (arcana), Linguistics, Spellcraft or Use Magic Device, though you think it would likely take multiple successes to do so. Other magical means may exist as well, and you think dealing enough damage would temporarily disable them (they are diminutive creatures, so immune to weapon damage and single-target attack spells).
Hedges are difficult terrain, but are not tall enough to block line of sight.
-----------
Initiative:
Andrietta, Tooth, and Kaa may act.

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Do they count as swarms? If so, kinetic blasts still do full damage.

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They are definitely swarms, and so are subject to your blasts.

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Kel would definitely heal Lissa after the prior battle either with her wand or his own magic, depending on what she needed.
(Am I correct in that Lissa was the only one injured after that last fight, minus the lingering minor damage to Tooth from the first fight of the evening?)

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Sounds like Lissa has her own wand, but needed someone to activate it. I believe she already marked off charges, assuming one of you would help her.
Kaa moves adjacent to the red swarm and begins to disable it, shutting down about 10% of the glyphs.
Andrietta and Tooth may act.

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"Shiny! So shiny! But, me not understand."
Tooth casts Read Magic in an attempt to understand the swirling runes. If they make any sense, he relates what he learns.
got no useful skills here, could maybe throw alchemist's fire, or more likely will cast a Resist Energy or two when we know what the swarms do.

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They say Guarderator Model 3 Self-Regenerating Nonlethal Guard Runes - Product of the Arcanimirium. You get the feeling that they could be temporarily disabled through the normal modes of fighting swarms, but to be permanently disabled will require more Disable Device, Knowledge (arcana), Linguistics, Spellcraft or Use Magic Device checks.
Tooth has a move action left and Andrietta may act.

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Tooth decides to climb up into Claw's saddle, in case he needs to reach an ally.

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"Hmmm. I have a sneaking sense... what are those... that's Tien... That's Thassilonian..... Why would someone put those all together? Moving up, cover me."
Double Move

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Perception:
Andrietta: 1d20 + 10 ⇒ (3) + 10 = 13
Kaa: 1d20 + 0 ⇒ (2) + 0 = 2
Tooth: 1d20 + 15 ⇒ (8) + 15 = 23
Claw: 1d20 + 5 ⇒ (19) + 5 = 24
Lissa: 1d20 + 12 ⇒ (19) + 12 = 31
Kel: 1d20 + 7 ⇒ (3) + 7 = 10
Watts: 1d20 + 16 + 1d8 ⇒ (19) + 16 + (4) = 39
The swarms move forward, enveloping the two interlopers!
Kaa damage (nonlethal): 2d6 ⇒ (3, 4) = 7 DC 14 Fort save or be nauseated.
Andrietta damage (nonlethal): 2d6 ⇒ (5, 4) = 9 DC 14 Fort save or be nauseated.
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Initiative:
Whole Party may act.

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Fortitude: 1d20 + 12 ⇒ (11) + 12 = 23
The grandmother fluffs out her visible feathers a bit and sets her stance a bit more firmly as she attempts to unravel the pile about her with dogged determination.
Linguistics: 1d20 + 10 + 3 ⇒ (17) + 10 + 3 = 30
"That's not a conjugant in Tien. This is. And this one over here isn't even a written language... it sounds like Senzar..."

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"Caution! The runes are carrying with them magical traps. I can't tell what effect they may have, but despite them likely being nonlethal, there is much unpleasant magic that does not threaten death."
Even warning against them, Watts can't avoid the lure of the magical runes and approaches the moving shames with wonder and curiousity.
"It is possible the runes themselves may spell out the function of the traps. They are moving so quickly, but I think I grasp the their construction! Senzar. I do concur, I'm not intimately familiar with the language, but some of the runes to call to what I've seen during my studies! So much Draconic as well, but the words do not function perfectly in the statements they are used... What is the primary language the design base their design? Maybe if I just make this adjustment..."
Linguistics: 1d20 + 26 + 2 + 1d8 ⇒ (17) + 26 + 2 + (4) = 49
Is there a way to disable these magic traps independently of the swarms?

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Is there a way to disable these magic traps independently of the swarms?
I'm afraid not. Also, you need to be adjacent to attempt to disarm one. Please move yourself and tell me which one I should apply that massive Linguistics roll to.

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I'm afraid not. Also, you need to be adjacent to attempt to disarm one. Please move yourself and tell me which one I should apply that massive Linguistics roll to.
Apologies, I got distracted and forgot to move myself through the hedge after I measured it out. I'm attempting to stop the Red rune swarm. And no issue with the inability to disable the trap. Excuses to use my unreasonable Linguistics bonus.

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If possible, noticing Watts's curiosity, Kel would touch the Tengu's shoulder with a grin and activate his Dimensional Hop ability, teleporting both of them adjacent to the rune swarm of Watts's choice instantaneously while allowing the Tengu as much time as possible to deal with them! (using 20ft for Kel and 20ft for Watts)
I'm totally okay if the answer to this is no, GM, due to when I made this post. If that is the case, Kel will instead just use a wand of Bless on the party this round.

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I'm gonna say no, partly because it wouldn't do you any good. Making the check to disable is a standard action, so getting Watts there w/o a move wouldn't allow him to be any more effective.

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Andrietta, Watts, and Kaa tinker with the swirling runes, Kaa trying to hit the moving off switch while Watts and Andrietta work to read the incredibly dense and currently moving instruction manual. Just then, a chunk of clockwork guardian is launched out a second-story window, crashing to the ground a little ways away. Another Pathfinder sticks their head out, watches for a moment to make sure it doesn't get up, then withdraws their head and returns to their fight. Andrietta and Watts manage to keep their concentration, but the distraction is just enough to foil Kaa's attempt. Kaa just missed, while Watt's and Andrietta each did well enough to disable two layers of runes.
Lissa, Tooth, and Claw may act.

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I'm gonna say no, partly because it wouldn't do you any good. Making the check to disable is a standard action, so getting Watts there w/o a move wouldn't allow him to be any more effective.
Apologies - I misread and thought that Watts was unable to work on disabling at all this turn because he had to move.
Wand of Bless vs Claw's SR: 1d20 + 1 ⇒ (7) + 1 = 8

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"Me got idea! Everyone read one of the Guardererators, me use powerful tengu magic, make elemental whirlwinds blow other one away!"
Tooth begins casting Summon Nature's Ally III with the intention of summoning one or more air elementals. 1 round cast time, so no other actions.

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Claw readies an action to move away from any swarm that attempts to move over him and Tooth.

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Lissa dives forward to try to help Andrietta. "These things are crazy...Let's see what this'll do..., she mutters as she tries to figure out the off switch.
Move
Standard action - UMD vs. Blue
Use magic Device: 1d20 + 11 ⇒ (14) + 11 = 25

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Lissa makes more progress disabling blue. Each swarm looks to be about 30% disabled at this point. Suddenly, the ground beneath each begins to crackle and shimmer before bolts of lightning spring out from each patch, impacting Andrietta and Kaa first, then arcing to Lissa and Watts, respectively.
nonlethal electricity damage, Andrietta and Lissa: 8d6 ⇒ (1, 4, 5, 5, 3, 2, 2, 4) = 26
Andrietta DC 19 Reflex for half. Lissa, DC 17 Reflex for half.
nonlethal electricity damage, Kaa and Watts: 8d6 ⇒ (2, 6, 1, 1, 5, 3, 4, 5) = 27
Kaa DC 19 Reflex for half. Watts, DC 17 Reflex for half.
Red recharge: 1d6 ⇒ 4
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Initiative:
Whole Party may act.