| GM Phil |
As the party continues north, the metal corridor remains as before. The red tracks appear and disappear as the amount of debris varies. After about five minutes an archway looms before you.
The southern entrance of this chamber might once have housed a sliding door, but it’s now just an empty archway. Three small chests sit before a small wooden table in the center of the room. All three chests are open; one contains seashells, the second holds bricks, and the third contains shards of flint. Some of these items are scattered haphazardly on the floor around the chests. A brass merchant’s scale stands on the table. One of the scale’s arms supports a conch shell and the other is empty, though the scale is perfectly balanced. A harlequin’s mask hangs on the north wall. An intact door exits to the west. A lock has been bolted over the opening panel next to the door, but the lock hangs open.
Kynn Alatar
|
Kynn looks around intently, talking mostly under his breath, trying to make sense of the odd collection of objects and materials.
Riddle… no. More like a puzzle. The riddle is, what is the puzzle?
Perception: 1d20 + 8 ⇒ (12) + 8 = 20
Braugher the Bold Strider
|
Hmm... riddles ain't my forte. Let's just put stuff on there until something happens. Braugher shrugs and picks up a brick, weighing it in his hand.
Braugher the Bold Strider
|
Braugher shrugs, tosses the brick onto the scale and then opens the door.
Kalista Jordani
|
Kalista looks into the chests. "Key and blade. I wonder if they're here somewhere." She bends down and rummages through the chest containing the shells.
| GM Phil |
Braugher easily opens the door, a dark corridor stretches before him.
After travelling down the monotous corridor for about five minutes you notice a shadow near the floor at a corner.
This L-shaped corridor makes a right angle from the east to north. Just around the bend a dead half-orc sprawls on the ground. Above the corpse, a wooden sledgehammer dangles
from a rope beneath an open ceiling panel. Though the head of the mallet is padded, the trap was apparently still lethal to the unfortunate half-orc. A few feet up the corridor another chalk “X” is scratched on the floor.
Map to be added later today, though you will probably not find it necessary.
Uncle Tetchy
|
Does this guy even belong in the Society? Who gets caught in his own trap. What a meathead.
Tetchy prefers iron over irony. He does have a look to see whether the half-orc is carrying a way finder, and whether the adventurer can be identified in some way. His family would like to know.
| GM Phil |
As Tetchy examines the body, he notices that the half-orc has also sustained deep gashes to his torso in addition to the obvious head injury. He also notes a lime-green dye covering the corpse's face.
There is no indication of his affiliation with the Pathfinder Society, however he was in possession of a number of items including: masterwork studded leather, two daggers, quarterstaff, sap, two sets of manacles and an adamantine dagger.
Emmett Lathrop
|
Survival: 1d20 + 6 ⇒ (19) + 6 = 25
"Well, not sure what happened here, but this guy was probably with the party ahead of us, and I think he came running back here and forgot about the trap. Let's see where they went."
Emmett continues north.
Kalista Jordani
|
Kalista grabs the adamantine dagger and the manacles. "I actually know how to use this blade... in theory, anyway."
She then follows Emmett to almost certain oblivion.
Braugher the Bold Strider
|
Aye, let's forge ahead! Braugher continues to explore, careful of traps.
Uncle Tetchy
|
Well, he may have been stupid enough to run into this trap, but someone stabbed him as well. So either there's something else out there, or the group failed the 'cooperate' part.
Tetchy starts moving as soon as he sees someone else move out.
Emmett Lathrop
|
Emmett checks the door and area first, to see if there are any traps, and then places his hand on the door (assuming there are none).
Perception: 1d20 + 6 ⇒ (2) + 6 = 8
| GM Phil |
Emmett activates the door's control panel and the door quietly whooshes open.
The dungeon’s red hue is dramatically accented here with a fresh coating of blood. Three corpses lie scattered around the room, all hacked apart with great force. The arterial spray from the last moments of their lives spatters the walls and ceiling and pools on the floor. A dim crimson glow spills from a wide archway to the north, casting a garish light upon the faces of the dead. An open chest sits against the eastern wall, with broken links of chain scattered on the floor around it.
A metal creature stands in the middle of the room. It is obvious that it has sustained a fair amount of damage though a light crossbow mounted on it's shoulder orients on the door as it opens!
Initiative!
Istralanix, Kalista, Emmett, Kynn,
Metal Man,
Baugher, Tetchy
Init, Braugher: 1d20 + 2 ⇒ (7) + 2 = 9
Init, Istralanix: 1d20 + 3 ⇒ (16) + 3 = 19
Init, Kalista: 1d20 + 5 ⇒ (10) + 5 = 15
Init, Emmet: 1d20 + 6 ⇒ (8) + 6 = 14
Init, Kynn: 1d20 + 3 ⇒ (10) + 3 = 13
Init, Metal Man: 1d20 ⇒ 10
Kynn Alatar
|
I dare say we shan't find any more traps marked for us!
Kynn yells out as he motions a throw.
Ranged Touch: 1d20 + 3 ⇒ (13) + 3 = 16
Elemental Ray, Electricity: 1d6 + 1 ⇒ (1) + 1 = 2
Well isn't that a bugger, it seems there are two of them! he hollers as he clears the entryway, spotting the second creature.
| GM Phil |
Kynn's bolt of electricity jumps at the metal creature and strikes true. It sparkles and sizzles through the thing until it reaches the ground, taking a longer time to dissipate than Kynn is used to. A thin trail of smoke drifts up from the mechanical being as many of its gears jerk and whirl.
Initiative!
Istralanix, Kalista, Emmett, Kynn,
Metal Man,
Baugher, Tetchy
Metal Man: 3 damage
Kalista Jordani
|
Kalista moves in as well and focuses her fire on the one Kynn hit using a trusty missile of force which always strikes true.
Force Missile: 1d4 + 1 ⇒ (2) + 1 = 3 force damage
| GM Phil |
Kalista's missile strikes true, but the energy of her magic splashes against the construction like waves against a cliff. In the wake of the attack no new damage can be seen.
Objects are not damaged by the spell.
Initiative!
Istralanix, Kalista, Emmett, Kynn,
Metal Man,
Baugher, Tetchy
Metal Man: 3 damage
Emmett Lathrop
|
Emmett strides in and blasts the creatures with his blunderbuss.
Attack: 1d20 + 6 ⇒ (9) + 6 = 15 vs Touch AC
Damage: 1d8 + 1 ⇒ (1) + 1 = 2
Well, that was less than impressive...
| GM Phil |
Emmett metal tube disgorges smoke, fire, sound, and a projectile; while his aim is also good the round disentegrates on the body of the metal automoton leaving only a scratch to prove he actually hit his target.
Initiative
Istralanix, Kalista, Emmett, Kynn,
Metal Man,
Baugher, Tetchy
Metal Man: 3 damage
| GM Phil |
The second creature spotted by both Kynn and Kalista does not respond to their presence. Additionally, they note that it is slumped against the wall in a seated position.
| GM Phil |
Even with his focused perception, Istralanix's shot deflects off the target and clatters to the floor in the far corner of the room.
The metal man remains stationary and everyone in the room notes that most of the gears int he lower half of the body and the legs are coated with a tacky substance that has begun to flack and chip away. The crossbow on the shoulder however is not impeded and takes aim upon Istralanix, the closest target.
The bolt never even comes close to the tiefling as he ducks clear of the attacks. As soon as the bolt clears the weapon, gears begin to whir and click drawing back the crossbow's string and placing a new bolt in position.
Missed shot: 1d100 ⇒ 7
Metal Man Xbow: 1d20 + 3 ⇒ (6) + 3 = 9
Xbow damage: 1d8 ⇒ 1
Initiative
Istralanix, Kalista, Emmett, Kynn,
Metal Man,
Baugher, Tetchy
Metal Man: 3 damage
Uncle Tetchy
|
Think it can shoot at us with that pansy weapon? Bows are for the weak, and crossbows are for the weak with no muscles
>Thwack<
As the first bolt slams past Istralanix, Tetchy's mood come to a boil. He runs up to the soldier, and swings his sword with all his might.
Attack, Controlled Rage (STR), PA: 1d20 + 5 + 2 - 1 ⇒ (10) + 5 + 2 - 1 = 162d6 + 6 + 2 + 2 ⇒ (4, 2) + 6 + 2 + 2 = 16
Rage 1/6
Kalista Jordani
|
Changing tactics, Kalista wheels her hands around forming a sphere of cold which she points at the metal man what just attacked.
Ray of Frost: 1d20 + 3 ⇒ (7) + 3 = 10 vs Touch AC
1d3 + 1 ⇒ (1) + 1 = 2 cold damage
Kynn Alatar
|
The joints everyone, the joints usually are weak on theses sorts of things. Kynn states in a loud voice. Electrical spells if you have them Kalista, they seem to be quite effective.
I want two try a called shot on a joint, either an arm (shoulder), or something that would impede the use of the crossbow.
Ranged Touch: 1d20 + 3 - 5 ⇒ (14) + 3 - 5 = 12 I think that most likely, as a 'tricky' shot, yes?
Elemental Ray, Electrical: 1d6 + 1 ⇒ (2) + 1 = 3
| GM Phil |
Other: Unless prompted in a scenario or granted by a Chronicle, the rules for duels, performance combat, and siege engines, and all variant rules in Chapter 5 are not used in Pathfinder Society Organized Play.
I apologize, for leading you to the joints. I was trying to give you a reason why this type of construct would be susceptible to critical hits; i.e. it has a very discernible anatomy.
Once more Istralanix's arrow is unable to find its mark, shattering on the steel walls, and Kalista's choice of energy is no more effective than before. Though specifically seeking to hit weakened area of the creature, Kynn is still able to harm the thing as his electricity courses through it.
Charging to the front line, Tetchy is suddenly the target of a devious trap! A small projectile is suddenly launched from the archway behind the creature. The small dart lodges itself in Tetchy's exposed skin and a tiny thread attached to the back of it immediately courses with electricity!
Tetchy: 3 damage and roll a fortitude save
Istralanix's arrow: 1d100 ⇒ 77
Dart trap: 1d20 + 6 ⇒ (17) + 6 = 23
Dart damage: 1d3 ⇒ 2
Initiative
Istralanix, Kalista, Emmett, Kynn,
Metal Man,
Baugher, Tetchy
Metal Man: 7 damage
Braugher the Bold Strider
|
Braugher pulls out a javelin and chucks it at the construct, trying to gauge its strength.
Javelin: 1d20 ⇒ 8
Instead, he only sees his own weaknesses.
Emmett Lathrop
|
While disappointed in the damage his flash-bang was able to produce, Emmett finds himself fascinated by the construct in front of him, and desperately wants to take it apart and see how it works.
Meanwhile, he pulls a hammer off his belt and throws it at the construct, not really sure what else to do.
Attack: 1d20 + 6 ⇒ (20) + 6 = 26
Crit Confirm: 1d20 + 6 ⇒ (6) + 6 = 12
Damage: 1d4 + 2 ⇒ (4) + 2 = 6
| GM Phil |
Emmett's hammer clangs against the metal monster loudly, though as it falls away it is obvious that only minimal damage was accomplished.
The material pinning the creature to the floor continues to flake away, but contiues to hold him steady. The loaded crossbow tracks Tetchy's movements and fires on the staggered barbarian, catching him in the side. The crossbow immediately reloads.
Tetchy takes 3 damage from the crossbow.
xbow damage: 1d8 ⇒ 3
Initiative: Party is up
Braugher the Bold Strider
|
Does it not have a melee weapon? The corpses were hacked apart, but it appears to just have a mounted crossbow, right?
Braugher, seeing the metallic construct only using ranged weapons, puts himself between the construct and his teammates.
Readied Action: Claw Attack if it gets into range.
Claw: 1d20 + 4 ⇒ (18) + 4 = 22
Damage: 1d4 + 4 ⇒ (2) + 4 = 6
Kynn Alatar
|
Additional Resources PDF wrote:Other: Unless prompted in a scenario or granted by a Chronicle, the rules for duels, performance combat, and siege engines, and all variant rules in Chapter 5 are not used in Pathfinder Society Organized Play.I apologize, for leading you to the joints. I was trying to give you a reason why this type of construct would be susceptible to critical hits; i.e. it has a very discernible anatomy.
No worries mate, simple mistake.
Kynn holds true with a proven tactic, throwing more electricity at the Metal Man.
Ranged Touch: 1d20 + 4 ⇒ (20) + 4 = 24
Ranged Touch, Critical Confirm: 1d20 + 4 ⇒ (1) + 4 = 5 I think that this one still applies, I don't think it is a 'variant rule', yes?
Damage, Electrical: 1d6 + 1 ⇒ (6) + 1 = 7
Now that is more like it!
Can anyone tell me, is there a way to multiply the dice roll in this setup? I was not able to figure it out.
| GM Phil |
As Braugher eyes the metal creature he notes that the thing does in fact have melee weapons available. A long sword hangs within easy reach of its one arm. The other arm, which would have wielded the short sword hanging off the other side of the thing, is attached only by a couple wires and appears useless.
He also notices that so much of the material gumming up the lower gears and legs of the creatures has flaked off that the machine is beginning to regain its locomotion.
The wire attached to the dart that impacted Tetchy's begins to quickly withdraw into the arch, in effect resetting. The group can see what appear to be three other markings on the arch that could also be darts
| GM Phil |
Kynn's lightning touch reaches out and crackles violently across the metal man's body; the amount of damage is substantial, thanks to the creature's weakness. Light smoke seems to drift from every major joint of the creature and more than a couple gears blacken and begin to catch when they try to rotate. The metal hand which looks to have wicked blades for fingers reaches for the long sword, and the hips begin to twist slowly as the creature orients on the party.
Initiative
Istralanix, Kalista, Emmett, Kynn,
Metal Man,
Baugher, Tetchy
Metal Man: 17 damage
Following you just fine. I do not know of a way to multiple the dice rolls, though I may try a couple out. You were correct in attempting to confirm the critical. Good damage though.
Kalista Jordani
|
Frustrated that her magic is having no effect on this thing, she tries fire. "The only electric thing I can do requires me to be next to it. I don't want to do that!"
Burning Hands: 2d4 + 1 ⇒ (4, 1) + 1 = 6
DC 15 Reflex for half, though I'm sure he resists fire...