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"Do you think 'Clanky' is following us? It sounds as if he isn't, and you would think we would hear him coming. I think we could check out this next room before we dealt with him." Kohinoor moves up to her position in the group, ready to cast a quick blessing.
If we go through the door, I'll cast Resistance on the first person to go through, unless you'd prefer we take 24 seconds to buff everyone.

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So, you're all going through the door to the right? Map updated!
Room A11: This curving hall has been badly damaged, but there are intact doors to the north, east, and south, as well as a large double- door leading west to the core of the tower. The southeast corner of the room has collapsed in a mound of green glass rubble, but a tunnel runs through the debris, shored up with rough timbers.
The tunnel leads to a little-used path on the southeast side of the tower. From the outside, this entrance is covered by a screen of canvas and wood painted to blend into the rubble.

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"I agree, Kohinoor. I don't like leaving enemies behind us. Not to mention the entrance up there looks like a trap, or something designed to hide something else. Let us postpone unraveling that mystery until after we have disassembled a construct into non-functioning pieces," says Cëanel, patting his small batrachian friend as he speaks.

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Sorry for the weekend silence ... it was kind of a crappy weekend.
Desh lopes into the room, then pauses to consider the three doors. He first goes to the northern double doors, pressing his ears to it.
Perception: 1d20 + 6 ⇒ (11) + 6 = 17; +1 vs. traps.
Then he does the same to the eastern and southerns doors, in turn.
Perception, eastern door: 1d20 + 6 ⇒ (20) + 6 = 26; +1 vs. traps.
Perception, southern door: 1d20 + 6 ⇒ (14) + 6 = 20; +1 vs. traps.

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Desh quietly closes the northern double-doors then takes a moment to rig it locked.
Disable Device: 1d20 + 10 ⇒ (14) + 10 = 24
Then he stalks to the eastern door, checking his team's readiness before quietly easing it opening in an attempt to surprise whoever's inside (hopefully the gobbo and Clanky).
Perception = 26; Using the previous post's perception roll (for traps/locks on the door, as well as noises from inside the room)
Stealth: 1d20 + 7 ⇒ (20) + 7 = 27

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Initiatives:
Cëanel: 1d20 + 5 ⇒ (11) + 5 = 16
Desh: 1d20 + 3 ⇒ (9) + 3 = 12
Flyndal: 1d20 + 5 ⇒ (1) + 5 = 6
Kohinoor: 1d20 + 3 ⇒ (13) + 3 = 16
Enemy: 1d20 + 4 ⇒ (7) + 4 = 11
This goblin is unusual. They've been waiting for you ever since the combat in the room to the north. No surprise round, but Cëanel, Kohinoor, and Desh are up first.
I recognize that Desh was being stealthy. But there are only two doors here. When you didn't come through one, the goblin was wise enough to keep an eye out on the other door.

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Cëanel casts Grease on the square where Clanky resides, plus the three squares north, east, and northeast of the construct. Clanky is the red square, right?
Kn Arcana: 1d20 + 8 ⇒ (16) + 8 = 24
"I can't see a thing, Desh, but I think Lyffan helped me triangulate my spell," says the elf hastily. "Mm...'triangulate' means...oh, never mind, let's just kill them."

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Clanky Reflex: 1d20 ⇒ 15
Yep. Clanky's the red square.
I presume the DC of your grease is 16?
10 + spell level + int mod + spell focus conjuration == 10+1+4+1 == 16
If so, Clanky fall down go BOOM!
Cëanel knows that this thing has DR 2/ Adamantine. It is immune to most spells. It has a special ability called "Electric Explosion." Once Clanky is reduced to half its hit points or fewer, it crackles and fizzles for 1 round (while continuing to fight) before exploding. Each non-construct creature within 10 feet takes 1d10 points of electricity damage.
Kohinoor and Desh are up!

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Adn Clanky fall down go BOOM get SHANKED! (hopefully)
’On it!” Desh growls as he steps forward and drives his longspear downward into what looks like its neck.
5’ step forward, longspear attack on Clanky (including Sneak Attack as it hasn’t acted yet).
Longspear: 1d20 + 3 ⇒ (20) + 3 = 23 <— CRIT?
damage: 1d8 + 4 + 1d6 ⇒ (8) + 4 + (4) = 16
Crit confirm: 1d20 + 3 ⇒ (7) + 3 = 10
add’l damage: 1d8 + 4 ⇒ (5) + 4 = 9

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Desh hits, and he crits! Clanky effectively takes 23 HP of damage. And he's prone. The goblin looks sad. Aww.
Kohinoor is up! (Since he said to bot him...) But he delays to provide healing, if needed.
Clanky tries to get up. Provoking.
Desh? Would you like to take an attack of opportunity? (Please also make a Reflex save.)

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So sorry, I'll post DCs--yes, it's 16.
"It resists attacks save for those of adamantine--I doubt we have any of that. It will explode and produce electricity when damaged to less than half of its doughtiness--er, its functionality--when it's half dead. Watch for sparks; if that you see them, retreat with alacrity. That is, run."

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Don't mind if I do...
AoO, Longspear: 1d20 + 3 ⇒ (20) + 3 = 23 <—CRIT? AGAIN?!
damage: 1d8 + 4 ⇒ (3) + 4 = 7
crit confirm: 1d20 + 3 ⇒ (16) + 3 = 19
add'l damage: 1d8 + 4 ⇒ (1) + 4 = 5
"My longpsear's workin' just fi—" *BOOM*
Reflex: 1d20 + 5 ⇒ (6) + 5 = 11
AW, MAN, MY POSSIBLE CRIT STOLE A GOOD REFLEX SAVE ROLL! SUCK!

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Kay intended to put the Grease spell in the areas north and east of the construct, thus giving Desh a clear square. (I just moved it--feel free to move it back.---GM's ruling, as Kay is casting somewhat blind…)

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Desh is using a longspear, so he's not in the grease, regardless. :-)
Actually, the 11 saves!! I guess Desh took out Clanky too quick. ;-P
The goblin moves up next to Clanky's fallen form. "Clanky! Noooo!"
Desh, Kay, and Flyn make Will saves. The goblin just channeled negative energy. Channel: 1d6 ⇒ 5 DC 9 to take only 2 HP of damage.

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Will Save: 1d20 + 2 ⇒ (3) + 2 = 5
6 points of damage altogeter.
Desh roars to the thrill of his quick kill. And when the wave of foul magic washes over him, he turns his murderous stare at the evil little goblin caster.

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Flyn rushes in to swing futilely at the piss-stained goblin.
Will Save: 1d20 + 3 ⇒ (5) + 3 = 8 Gah. -5
Mwk Cold Iron Greatsword, Attack: 1d20 + 5 ⇒ (10) + 5 = 15
Damage: 1d10 + 3 ⇒ (5) + 3 = 8

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"Well, then," says Kay, surveying the wreckage gingerly. "No explosion. And is that a priest of some kind? In any case, we have those stairs beyond the doors to explore. I feel somewhat better about this place."
Folks, we never explored that horribly windy passage to the blocked off area, did we? Do we care? In the northeast quadrant of the map.

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"Well, then," says Kay, surveying the wreckage gingerly. "No explosion. And is that a priest of some kind? In any case, we have those stairs beyond the doors to explore. I feel somewhat better about this place."
Folks, we never explored that horribly windy passage to the blocked off area, did we? Do we care? In the northeast quadrant of the map.
The goblins use that if the successfully split the party with the falling rocks trap. Nothing to see there.

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For completeness, you open the door to A12. A plush, human-sized bed stands in this chamber, along with a table holding a bone scroll tube and jars filled with eyeballs, claws, and teeth. Various automaton parts lie scattered around.
The scroll tube on the table contains a sheet of parchment on which is drawn a complicated magical sigil in iridescent green ink. Knowledge (arcana) or Linguistics to know more.
The stairs in A13 connect to Area A15.

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I assume the map reveal means checking the other rooms reveals nothing of significant interest/value?

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Flyndal checks out the remaining rooms, looking for something that might turn a decent profit.
Perception: 1d20 + 8 ⇒ (2) + 8 = 10

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Cëanel looks at the scroll, being careful not to touch the sigil or read it out loud.
Kn Arcana or Linguistics: 1d20 + 8 ⇒ (12) + 8 = 20
"Green…what a surprising color in this environs…" he says drily. "These golem makers are terribly messy."

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You're just showing us that A15 is available, correct? or have we actually explored it? I was under the imperession we still had "the boss" to encounter, and that he (she?) was upstairs.
Desh works quietly to help the team find any useful artifacts or interesting lootable items, all the while working to make sure he understands where they will be able to find this 'Grulk' ... who so richly deserves to have a longspear shoved up his gut.

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Yep. All that remains is A15. The stairs going up to that room go around twice on the way. So it's a long, twisty, difficult climb. (The stairs count as difficult terrain, no 5-foot-steps.)
The stairs lead to a door with a small slit in it. Whoever is in front will see the slit while 10-ish feet away. I presume Desh will take the lead? Looking for traps?

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Yes. And yes.
After taking a few moments to beg some more healing help from Kohinoor, as well as helping the team reclaim whatever items or artifacts they think the Society will want in its possession, Desh grips his trusty longspear and stalks up the stairs towards Grulk.
Wand of CLW, 1 charge: 1d8 + 1 ⇒ (8) + 1 = 9
Heading up the stairs quietly, using the inner wall to get as much cover to sneak up there as possible, keeping his eyes and ears peeled for threats/traps.
Perception: 1d20 + 6 ⇒ (5) + 6 = 11; +1 vs traps
Stealth: 1d20 + 7 ⇒ (17) + 7 = 24

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Even so, I'm not sure of a better way to proceed. I mean, if we had a way of coaxing him to us, that'd be great, but Desh aint the brightest candle in the bunch, so he's unlikely to come up with anything more brilliant than his current "sneak up the stairs" plan.
When Desh gets to the door (assuming he does so without setting off a trap or ambush .. which I'm guessing isn't all that likely), he quickly checks the door for traps and presses his ear against it, trying to hear what's going on inside.