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Van takes a potion and immediately starts searching for a maker's mark, then opens it to take a quick sniff before stoppering it. "In Ustalav they season these vith garlic. I vas vondering if they add salt here."
"Let's rest a night at the minimum, longer if necessary."
Van would like to further ask about Voidstone, and use his Lore Master ability to recall all he knows of his race or abilities from Grave's first hand accounts and the wounds of the dead at the caravan. Even see him of Grave blesses exploring the camp. That is a 31 knowledge local or planes.
"Is Pamari around, I'd rather first impressions vith her be over a bottle of vine than over a battlefield with Voidstone present."
If possible Van will take ten to improve Pamari's attitude.

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Madam Grave Treader, I realize that this isn't Absalom but do you by chance have a scroll of lesser restoration that I could purchase? It could take me a while to recover from the planar energies on my own.

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Van Vische knows what there is to know about Voidstone, and even urges a little more information out of Grave Treader. He learns that Jathune Voidstone indeed carries a large flaming sword, that he's an oread, and that he's often seen dumping mutagenic liquids down his throat in an effort to improve his strength. Despite being powerful, he is quite slow on his feet.
"Pamari isn't here, and given her relationship with Jathune Voidstone, she can only be at his camp. Up there," she moves her hand to indicate a bluff high above the camp you stand in right now. A long staircase winding around a pillar of stone extends some 80 feet above the cavern ground.
At Rostam's request, Grave Treader snickers. "Unfortunately, I don't carry such items. This isn't a shop, you know," she quips.
What's a little con damage anyway... :) You'll be fine.

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Sirettis takes some time to learn what the camp looks like. In particular its members. She fixates on one female trader who looks reasonably similar to her. She makes a mental note and prepares to assume her form when the time is needed.
I gotta use my Disguise Hex at some point. If anyone else who is good at bluffing wants to use the Hat of Disguise, maybe we can ambush Jathune and pull a Slumber + CDG combo.

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I'll move us to the Temple given it's the next logical step in the journey and Voidstone isn't going anywhere.
After resting as much as you can, Grave Treader leads you down a series of complex, twisting earthen paths, ensuring she avoids those where the Plane of Fire most exerts its influence. Before long, you come to an enormous cliff with no visible way through. Grave Treader walks up to the wall, feels around the side of the stone, and casually blows the dust off the exact spot where a keyhole had been concealed. She takes a key from her pocket and unlocks the secret door. "A little help here, please?" She says with a glance at Uesugi and Gallix.
The six-inch thick stone door opens up to a large chamber. Intricate bronze-and-silver etchings of three-armed and three-legged creatures glimmer on the dark stone walls as faint light shines down from crystals in the ceiling. A line of alternating gold and silver triangular floor plates leads to a wide staircase opposite the temple’s main entrance. In the left end of the room, a large clockwork contraption looms over a dark pit, while at the right end, strange machinery and parts lie strewn across tables.
Etchings in precious metals decorate the temple’s dark stone walls. These etchings depict servants, worshipers, and a god. The servants, depicted in bronze, are the most numerous. The silver worshipers are placed above the servants, but subservient to a golden figure on the ceiling. Both the bronze servants and silver worshipers have squat bodies, three hands, and three legs. The creatures look awfully similar to Ohm and the other xorn back at the pillaged caravan.
Map's on Slide 3. There's no door to the next room, just a set of wide stairs leading further in to the next chamber.

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Van stretches, cracks his fingers and smiles as he gets to work inspecting everything.
Van casts investigative mind, heroism, and heightened awareness. Checks in pairs, in sequence.
knowledge(arcane): 1d20 + 12 + 2 + 2 ⇒ (18) + 12 + 2 + 2 = 34
knowledge(arcane): 1d20 + 12 + 2 + 2 ⇒ (14) + 12 + 2 + 2 = 30
knowledge(religion): 1d20 + 11 + 2 + 2 ⇒ (11) + 11 + 2 + 2 = 26
knowledge(religion): 1d20 + 11 + 2 + 2 ⇒ (18) + 11 + 2 + 2 = 33
knowledge(engineering): 1d20 + 12 + 2 + 2 ⇒ (9) + 12 + 2 + 2 = 25
knowledge(engineering): 1d20 + 12 + 2 + 2 ⇒ (16) + 12 + 2 + 2 = 32
Van mutters out-loud as he inspects and records key findings, sharing the info with the group.
Heading to the workshop table, Van is overwhelmed by curiosity, and looks to see if it is possible to assemble the construct pieces. Pausing he looks back the the group; "Oh, umm, do ve vant to explore the rest of the complex first?"

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"Make your notes Van, but assmebling the pieces together should be done at a later time."

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"This is quite the decoration they've got here.
Seems extra limbs are a trend, among those folk."

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How much time did we get to rest? I'm down 2 Con.
"Perhaps they are automations designed in the mold of the Xorns we met."

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Gallix will gladly accept one of the potions!
Also, Gallix has a good deal of skill with bluffing, though he's not trained to use disguises. Who would want to cover up this beautiful face? I can hang back though, if Van really wants to get in there.
After their long march through the perilous Crystal Maw Pass, Gallix settles in to sleep early, finding himself a comfy corner of Grave Treader's tent to bed down in. The next morning, Gallix gets up and spends some time doing morning stretches before joining the march to the temple.
Inside, he stays close by Sirettis, watching her back in case any unexpected threats show up.
Perception: 1d20 + 4 ⇒ (4) + 4 = 8

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A full night's rest wouldn't be unreasonable. 8 hours?
You move ahead to the next chamber. The line of gold and silver floor plates continues across this chamber to where a pair of raised stone platforms flanks an enormous metal gate. The gate is adorned with an etching of gold and silver gears around a large bronze gear. A small silver panel is built into the wall to the left of the door. Staircases lead up to the raised platforms, but one of these staircases has collapsed, leaving rubble strewn about on the floor below. A silvery glint rises from the top of the one platform, while a golden shine emanates from the other.
"There," Grave Treader points to the gate. "That's the gate. The puzzle." She looks up at the massive markings.
On the door are a set of complex markings consisting of gears and keyholes. See Slide 4.
The gate is 45-feet tall. There are two 20-foot-high platforms containing the gold and silver dials.
If you look at the map on Slide 3, you can reach the silver dial by going up the stairs. To reach the platform with the gold dial, you require a DC 20 Climb check, Acrobatics to leap across, or a more creative solution to close the gap.
This is a fun little puzzle. Pay attention to the room description above, and tell me what you'd like to try or do.

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Uesugi follows the stairs looking about. "Where to now?"
Perception: 1d20 + 1 ⇒ (14) + 1 = 15

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Van continues his inspection; With first the door and the panel, the small silver panel, does it open? And then the silver dial. Can the dial rotate, does it have any identifying markers?
"Think these tiles on the floor are part of the lock?"

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"That would make sense. Spirit can you fly to the platform with the gold dial? What do you either of you see on the panel?"

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"Yes, I will take a look." Sirettis's hair flaps like wings as she climbs onto the platform with the gold dial. When she lands, she carefully examines it to see if it can be pushed, or rotated.
Perception: 1d20 + 8 ⇒ (12) + 8 = 20
Isa's Perception: 1d20 + 10 ⇒ (5) + 10 = 15

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The small silver panel opens easily to reveal another set of gears. The mechanism inside looks complex, but Grave Treader steps forward. "I'd managed to glean a little details about how these gears work from my research."
You can combine Grave Treader's tips on the panel mechanism with your own DC 19 Kn (Engineering) or DC 24 Disable Device check to activate the mechanism.
Van approaches the silver dial, but finds that it's broken. It can be repaired with DC 18 Kn (Engineering) or forced with DC 15 Strength.
Sirettis flies up to the golden dial, and finds that it can be rotated clockwise and counterclockwise.
Correction to the slides: Seems the writers included both a black and white version of the diagram, and a color for those with color printers. Since that doesn't matter here, I have replaced the b&w diagram with a color diagram indicating the bronze gear at the top and the silver/gold gears to the sides.

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Van makes quick work of fixing the silver dial before returning to the panel.
knowledge(engineering), dial: 1d20 + 12 + 2 + 2 ⇒ (17) + 12 + 2 + 2 = 33
knowledge(engineering), dial: 1d20 + 12 + 2 + 2 ⇒ (12) + 12 + 2 + 2 = 28
"There was a fascinating doctor at the University of Lepidstadt, he vent on and on about v'at he called the scientific method and empirical results. The his abstract being; if in doubt, pull the lever and see v'at happens!"
With that Van attempts to activate the panel mechanism.
knowledge(engineering), panel: 1d20 + 12 + 2 + 2 ⇒ (17) + 12 + 2 + 2 = 33
knowledge(engineering), panel: 1d20 + 12 + 2 + 2 ⇒ (9) + 12 + 2 + 2 = 25

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"Oh, the golden dial is intact- should I rotate it?" Sirettis ponders. "What happens if the dials point at each other?" She rotates the dial to point north.

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When Van Vische activates the panel mechanism, a bright light shines from the top of the image of the bronze gear on the door.
As Sirettis rotates the golden dial from the east clockwise to the north, she hears the faint sound of a gears rotating within the door. The light that Van activated follows a counterclockwise pattern within the bronze gear at the same speed at which she turns.
When she lets it go, it slowly rotates back to its original position, and the sound stops.

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"Perhaps both gears must be turned at the same time, in opposite directions? I will rotate clockwise. Can someone rotate counterclockwise?" Sirettis gets ready to turn the golden dial again in a full rotation.

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When Van turns the silver dial clockwise and Sirettis does the opposite with the gold dial, the light stays put. Both dials reset to their original positions once released.
Any other ideas? Surely an investigative mind like Van's has some insight into what else to try...

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Van look back across the room from the elevated platform; "Sirettis, lets follow the pattern of the the triangle tiles on the floor. Gold to the right, silver to the left, silver to the right, gold to the right, ah excuse me Darth and Gallix, silver to the left, gold to the left, gold to the right, silver to the right.... Lets see v'at that does."

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"Alright, that sounds like a good idea." Sirettis follows Van's idea.

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Ding ding ding.
Van Vische and Sirettis double team the dials, and the light moves back and forth clockwise and counterclockwise with each twist. After the final turn of the silver dial, the mechanism emits a loud CLICK, and the room shakes as the heavy gate lowers into the floor.
Grave Treader gasps in wonderment. "You've done it! We're in!" Unable to contain her excitement, she runs into the inner sanctum. Wide stairs lead up to the sanctum, where a forty-foot-tall statue depicting a woman with three hands, three legs, and a three-eyed mask of bronze towers overhead. Before the statue is a clockwork altar, and five circular bronze floor plates are arrayed in a curve around the staircase. Narrow strips of bronze connect the plates, altar, and statue. Mechanical clicking and whirring sounds echo from the chamber’s walls.
Grace Treader rushes to the altar and looks on. "The Clockwork Cipher.. It's here!" She looks upon the cipher, a bronze winding key with spinning gears and wheels within its structure. Mysterious runes run across the handle that ends in a gear.

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Sirettis hops down, letting the wind break her fall (Flight Hex = unlimited Feather Fall) and watches Grave Treader run around like a child playing with her new toy. "Congratulations on your discovery. The Pathfinder Society is always ready to help those in need."
"May we analyze the cipher? We would like to report our findings and return anything else of value."

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Uesugi enters the room with caution. He watches as the oread rushes into the room without any heed for patience. "Grave Treader. WAIT."

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D. was reminded of an old puzzle clock his parents once purchased and resold.
Intricate mechanics, all shapes and sizes....

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Van comes down the steps, initially cautious but emboldened by the lack of death and maiming Grave Treader is experiencing.
"Hmmm, a strong pattern a threes followed by five bronze plates. And these runes, v'at are they? Did your research reveal the purpose of this artifact."
Van starts retrieving his journal and follows the group once they give the all clear.

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While the others work out the puzzle, Gallix is furiously writing in his journal. "Man, D! Peppers is gonna be mad he missed this place! Cup too! I'm trying to take some good notes to take back to them."
When the door finally opens and Grave Treader rushes in, Gallix is quick on her heels. "Hold up there, GT! Man, I thought you were an experienced Pathfinder. Don't you know you never rush headlong at the long-sought artifact? Geez!" Gallix takes some time to peer around the room, trying to figure out if there are any traps nearby.
Perception: 1d20 + 4 ⇒ (7) + 4 = 11

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Rostam follows on the heels of GT but stops 5 ft into the door. Looking around and trying to see if there was any danger that would attack the party.
perception: 1d20 + 11 ⇒ (13) + 11 = 24

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Man, D! Peppers is gonna be mad he missed this place! Cup too! I'm trying to take some good notes to take back to them
"That is possible. Along with the notes, you should thoroughly describe it in words, when you see them next time. A different expression might be on his face then, like surprise or sadness of missing this."

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Despite the warnings from Gallix and Uesugi, Grave Treader has her long-sought relic in sight, and she cannot hold back. As soon as she touches the altar, a jolt of electricity spreads from the altar through the bronze strips into the circular plates. The electricity causes no more harm than dragging your feet over a fluffy carpet would, but then, the room begins to shake. The four plates rise up out of the ground to about ten feet. On top of them stand four clockwork guardians.
"Pathfinders, buy me some time! I've researched enough to know I should be able to control the constructs with the cipher, but I need to extract it from the altar first!" She leans over and begins to tinker with its bindings.
Two of the guardians blue and red whirr to life while the other two sit in place, inactive.
During this combat, up to two of you can assist her each round by attempting a DC 19 Kn (Engineering) or DC 25 Disable Device check to hasten the process of removing the artifact. You must be next to the altar.
D.ARth: 1d20 + 10 ⇒ (19) + 10 = 29
Rostam: 1d20 + 6 ⇒ (19) + 6 = 25
Gallix: 1d20 + 2 ⇒ (17) + 2 = 19
Van: 1d20 + 8 ⇒ (2) + 8 = 10
Sirettis: 1d20 + 3 ⇒ (1) + 3 = 4
Uesugi: 1d20 + 3 ⇒ (1) + 3 = 4
Blue: 1d20 + 6 ⇒ (8) + 6 = 14
Red: 1d20 + 6 ⇒ (10) + 6 = 16
Inner Sanctum
-- Bold is up --
D.Arth, Rostam, Gallix
Guardians Red and Blue
Van, Sirettis, Uesugi
Kn (arcana) DC 16 for monster lore. You can ask an additional question for every 5 over the DC.

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Dismissing heightened awareness as a free action for a +4 bonus to the initiative roll. This happens before rolling, I havent looked at the numbers yet. :(
And that puts me right between the Guardians...

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Party Members, let's concentrate on one to bring it down quickly! I'll follow your lead
Alright Kadris, let's show them how it's done in Mendev
Swift Action: Spring loaded wrist sheath to grab my wand of shield.
Standard Action: Cast shield on myself. New AC is 24.
Stay where I am, until I know which one the blue or red we are concentrating on.

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I'm heading to the work Christmas party, so I'm going to hide my actions in this spoiler so you are not waiting on me.
knowledge(arcane), heroism: 1d20 + 12 + 2 ⇒ (5) + 12 + 2 = 19
knowledge(arcane), heroism, investigative mind: 1d20 + 12 + 2 ⇒ (16) + 12 + 2 = 30
Move action begin bardic performance by orating useful information about the Guardians.
If you are willing, volunteer a few things Van knows about these Guardians instead of waiting on questions. Van wants to know what bad stuff they will do to his allies.
Standard action to caste Haste, excluding himself to get all the melee.
Behind you the Glyph of the Open Road is flying from Van's spear, you know you are backed by the entire might and weight of the Society; +1 to hit, +1 damage, morale bonus if you are within 30ft and can see the flag.
Van orates some combat advice, it would be irritating if it wasn't so damn useful; +2 to hit, +2 damage, competence bonus.
You are hasted by arcane magic; +1 to hit, +1 dodge bonus to AC and Reflex, +30 ft movement, +1 attack.

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Wait, are the guardians ten feet off the ground, or did I misread that? I'll post my actions assuming they're at ground level on the upper floor.
Gallix charges in, heading straight for the guardian with the blinking red light on its head. "C'mon Rostam! No time like the present to lay out a smack-down!"
Charge! -2 AC this round.
Adamantine Cestus, charge: 1d20 + 13 + 2 ⇒ (16) + 13 + 2 = 31 Damage: 1d6 + 6 ⇒ (3) + 6 = 9

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"Destruction time.."
D. steps 5ft to next to Rostam, and summons the powers of the aether, empowering his composite blast against blue.
Eat 1 burn.
Composite empowered, PBS, overflow: 1d20 + 11 + 1 ⇒ (11) + 11 + 1 = 23 Dmg, PBS, overflow: 8d6 + 8 + 4 + 1 + 1 ⇒ (5, 2, 5, 2, 6, 6, 3, 6) + 8 + 4 + 1 + 1 = 49
+50% for 73 dmg.

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Van recalls a dusty tome he'd read wherein an adventurer wrote about his encounters with xorn clockwork constructs. They posses two special abilities.
A xorn clockwork guardian’s integrated hammers are primary natural attacks that deal bludgeoning damage and can’t be disarmed.
As a move action, a xorn clockwork guardian can jump up to 30 feet into the air. The guardian can convert up to 20 feet of the height into horizontal movement in 5-foot increments. A xorn clockwork guardian takes damage from falls as if they were 30 feet shorter than they actually are, preventing it from taking damage until it falls 40 or more feet.
Gallix, the platforms actually rose from floor level to about 10 feet above it. I'll let you keep that roll but it'll have to be a ranged attack, or you could attempt to climb up.
D.Arth is strictly business when it comes to combat, and at the first sight of danger, he fires an incredible burst of energy at one of the creatures, causing it to explode into a pile of gears and metal. Grave Treader quickly glances back in awe of the blast, then continues working on the cipher.
Inner Sanctum
-- Bold is up --
D.Arth, Rostam, Gallix
Guardian Red
Van, Sirettis, Uesugi

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"Their legs, they are much like the giant fleas of Kortos. Vatch out for their jumps!" Van yells from the back of the room!" Dropping his journal on the ground, slow to join the fray.
Behind you the Glyph of the Open Road is flying from Van's spear, you know you are backed by the entire might and weight of the Society; +1 to hit, +1 damage, morale bonus if you are within 30ft and can see the flag.

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Don't have much going for ranged combat, so climbing it is.
Gallix rushes toward the platform and tries to climb up to reach his enemy.
Climb: 1d20 + 8 ⇒ (10) + 8 = 18

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Gallix manages to scale the platform and finds himself standing before the clockwork enemy. Its robotic arms whirr back behind its head into attack position, and then a pneumatic release triggers them to extend swiftly in an attempt to pummel Gallix three times.
Integrated hammer: 1d20 + 17 ⇒ (19) + 17 = 361d6 + 9 ⇒ (3) + 9 = 12
Integrated hammer: 1d20 + 17 ⇒ (14) + 17 = 311d6 + 9 ⇒ (4) + 9 = 13
Integrated hammer: 1d20 + 17 ⇒ (18) + 17 = 351d6 + 9 ⇒ (4) + 9 = 13
Inner Sanctum
-- Bold is up --
D.Arth, Rostam, Gallix (-38)
Guardian Red
Van, Sirettis, Uesugi

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I'm heading to the work Christmas party, so I'm going to hide my actions in this spoiler so you are not waiting on me.
** spoiler omitted **
Re-posting for readability.
Five foot step closer, move action begin bardic performance, standard action to caste Haste, excluding himself to get all the melee.knowledge(arcane), heroism: 1d20 + 12 + 2 ⇒ (5) + 12 + 2 = 19
knowledge(arcane), heroism, investigative mind: 1d20 + 12 + 2 ⇒ (16) + 12 + 2 = 30
"Vow! I had no idea they could hit like that. The applications of these construct in mining vould be revolutionary!" Van is briefly in awe of the engineering before remembering the plight of the team: "Go for the hydraulic lines!.. That's the bronze tubes!"
Behind you the Glyph of the Open Road is flying from Van's spear, you know you are backed by the entire might and weight of the Society; +1 to hit, +1 damage, morale bonus if you are within 30ft and can see the flag.
Van orates some combat advice, it would be irritating if it wasn't so damn useful; +2 to hit, +2 damage, competence bonus.
You are hasted by arcane magic; +1 to hit, +1 dodge bonus to AC and Reflex, +30 ft movement, +1 attack.

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"Gallix, if you want to get hammered, wait until we are at a tavern."
From our angle, i can hit the construct, right?
If so...
Empowered composite blast, glyph boost, inspire, haste, cover: 1d20 + 10 + 1 + 2 + 1 - 4 ⇒ (13) + 10 + 1 + 2 + 1 - 4 = 23 Dmg, glyph, inspire: 8d6 + 8 + 4 + 1 + 1 + 2 ⇒ (5, 6, 3, 2, 4, 4, 5, 5) + 8 + 4 + 1 + 1 + 2 = 50
+50% for 75 dmg.

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Seeing very little options Uesugi shuffles forward grabbing his yumi with one hand and then with the other hand launches three arrows in the span of a short breath at the mechanical automaton battling the barbarian.
long bow (comp+2)- into melee + haste + banner + ic: 1d20 + 10 - 4 + 4 ⇒ (15) + 10 - 4 + 4 = 25
damage + ic/banner: 1d8 + 2 + 3 ⇒ (5) + 2 + 3 = 10
long bow (comp+2)- into melee + haste + banner + ic: 1d20 + 4 - 4 + 4 ⇒ (19) + 4 - 4 + 4 = 23
damage + ic/banner: 1d8 + 2 + 3 ⇒ (3) + 2 + 3 = 8
long bow (comp+2)- into melee + haste + banner + ic: 1d20 + 10 - 4 + 4 ⇒ (13) + 10 - 4 + 4 = 23
damage + ic/banner: 1d8 + 2 + 3 ⇒ (8) + 2 + 3 = 13

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Sirettis continues to fly.
Fly: 1d20 + 6 ⇒ (3) + 6 = 9
Realizing she is having trouble maintaining stability in this earthy environment, she lands next to Rostram.
Upon seeing the machines, she tries to recall any facts she learned about it. Perhaps she remembers one of Miss Poshkettle's or Mister Pepper's ramblings?
Knowledge(Arcana): 1d20 + 10 ⇒ (6) + 10 = 16
She mumbles arcane words and lifts her hands from the floor to above her head. A vicious gust of wind erupts underneath the automata clobbering Gallix.
Sirettis casts Air Geyser. If it fails a DC 18 Reflex Save, it takes 2d6 ⇒ (4, 4) = 8 bludgeoning damage and is launched 35 feet upwards before falling again. It will take falling damage if it hits a ceiling and as it falls down.
SR Check: 1d20 + 7 + 2 ⇒ (10) + 7 + 2 = 19

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”Well that was stupid,” Gallix grunts. He swiftly returns the constructs attacks with one of his own, followed by a quick grab for the bronze tubes Van had pointed out.
Flurry Adamantine Cestus, IC, Haste: 1d20 + 13 - 2 + 2 + 1 ⇒ (1) + 13 - 2 + 2 + 1 = 15 Damage, IC: 1d6 + 5 + 2 ⇒ (5) + 5 + 2 = 12
Flurry Adamantine Cestus, IC, Haste: 1d20 + 13 - 2 + 2 + 1 ⇒ (14) + 13 - 2 + 2 + 1 = 28 Damage, IC: 1d6 + 5 + 2 ⇒ (6) + 5 + 2 = 13
Adamantine Cestus, IC, Haste: 1d20 + 8 + 2 + 1 ⇒ (18) + 8 + 2 + 1 = 29 Damage, IC: 1d6 + 5 + 2 ⇒ (6) + 5 + 2 = 13
Haste attack Dirty Trick, IC, Haste: 1d20 + 14 + 2 + 1 ⇒ (3) + 14 + 2 + 1 = 20