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"Did you get any further? Are there more robots, er, metal constructs?" Van asks the bandits, sounding a bit more pleased at the possibility than he intends.

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"Where is the robot that attacked you? And where is the amulet and key you got from the chest's room?" Vailis gives incredulous looks at the bandits.

GM Striker |

"We stopped here. The robot was in the room just away back. We haven't dared push any deeper into this hell house."
Meleren wears the tin amulet that was the “prize” for completing the Pathfinder Society challenge in area A5. He hands it over to the PCs if forced, or if he is made friendly toward the party. Currently Indifferent

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"It is ok Meleren we can help you out of here, but these traps were set here for us to pass a test. Thus we have to push deeper. We will need the amulet-" Vailis points towards Meleren's neck "-and any other key to fulfil our test. Please hand us them and we will help you."
Diplomacy: 1d20 + 4 ⇒ (12) + 4 = 16
Meanwhile Eidi inspects more carefully the inactive robots room while the others talk.
Perception: 1d20 + 5 ⇒ (20) + 5 = 25

GM Striker |

After you explain he willingly hands over the tin amulet. "If that machine is just a test for you I would hate to see what other danger you normally face...
Moving to the next chamber.
The monotony of red steel ends in this octagonal chamber. Red metal looms in the background, but is accented by gleaming chrome panels and tables set against every wall. A round table stands upon a plinth in the center of the room. Bronze and brass levers and dials occupy all these surfaces,
along with flat bits of glass, some lit, some dark. Beyond the central table, a wide red metal pillar with a door in its southern face stretches from floor to ceiling. More doors open off the south, east, and west walls.

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Vailis goes in the room and starts analyzing the table as Eidi registers the room.
Perception: 1d20 + 5 ⇒ (16) + 5 = 21
"What kind of machine is this? Light crystals?" Vailis casts detect magic checking the room. He takes the opportunity to analyze the amulet.
K. arcana: 1d20 + 5 ⇒ (14) + 5 = 19

GM Striker |

They'll follow for now unless you ask them to do otherwise.
The table is a truncated cone, 4 feet high, topped with a flat, dark glass plate. Its controls include a long, wide brass panel set with dozens of small wheels with letters upon their rims—these “read-outs” for the controls currently spell nothing but gibberish. In addition, a glowing
crystal next to a lever blinks with amber light.
To your surprise you detect no sources of magic and the amulet is mundane as well.

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"Wow, this amazing." Van says with wonderment at what he assumes is some kind of control room. Wasting very little time, he begins looking around and tinkering with whatever he can get his hands on.
Perception: 1d20 ⇒ 4
Knowledge (Engineering): 1d20 + 8 ⇒ (17) + 8 = 25

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Vailis just observes attentively how the others manipulate the controls. "Whom could have created such a thing? I have never heard about anything like this."
Meanwhile Eidi checks the other three rooms for traps and sounds.
Perception east: 1d20 + 5 ⇒ (20) + 5 = 25
Perception south: 1d20 + 5 ⇒ (15) + 5 = 20
Perception west: 1d20 + 5 ⇒ (9) + 5 = 14

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Vailis tries to understand what all this is about.
Linguistics: 1d20 + 5 ⇒ (11) + 5 = 16

GM Striker |

Sorry got wrapped up in work till now
WARNING!
DEPLOYMENT CAROUSEL HALTED BETWEEN POSITIONS
CAROUSEL MUST BE REALIGNED TO ACCESS EXITS FROM SECURITY SUB-LEVEL
MANUAL REALIGNMENT SYSTEMS: OFFLINE
HOLOGRAPHIC CONTROLS: FUNCTIONAL
HOLOGRAPHIC INTERFACE APPARATUS NOT DETECTED IN VICINITY
HOLOGRAPHIC INTERFACE APPARATUS LAST LOGGED IN MONITOR ROOM TO ACCESS ATMOSPHERE CONTROLS FOR ATMOSPHERE NULLIFICATION

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Van pinches himself a few times to make sure he's not dreaming, "This place. I mean. Wow. Simply. Wow."
Once he's sure this is real life, reads the message a few times to make sure he grasps it, "Ok, so it looks like we need a holographic interface apparatus. I think that's like a key to this thing. We better start checking the rooms unless you see something in here which will do the trick."

GM Striker |

As Eidi checks the room for traps he finds the charred husks of four skeletal remains near a dark charred mark on the floor and wall. Possibly from an ancient explosion?
The “pillar” beyond the central control panel is a hydraulic lift shaft that provides access to area above. Although the door opens normally, the lift inside doesn't move. The interior wall of the lift has a keypad, numbered 0 through 9, next to a panel with an imprint of a five fingered hand with fingers splayed.

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Meanwhile Vailis examines the skeletons.
Perception take 20: 20 + 0 = 20
And states, "Seems we will have to move on and find the... holosomething you said? ...the weird stuff. We can go east for example."

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Van checks out the keypad with the same intense interest he's shown to all the advanced technology so far, "You know, I bet I could try to get this thing moving, but why tempt fate when we got two other doors to check?"

GM Striker |

As Vailis examines the remains he sees some of them move.
Eidi: 1d20 + 1 ⇒ (3) + 1 = 4
Elrum: 1d20 + 4 ⇒ (4) + 4 = 8
Espada: 1d20 + 2 ⇒ (16) + 2 = 18
Ginessa: 1d20 + 2 ⇒ (9) + 2 = 11
Marin: 1d20 + 5 ⇒ (13) + 5 = 18
Vailis: 1d20 + 3 ⇒ (14) + 3 = 17
Van: 1d20 + 2 ⇒ (4) + 2 = 6
Plasma Skeleton (red): 1d20 + 7 ⇒ (9) + 7 = 16
Plasma Skeleton (blue): 1d20 + 7 ⇒ (13) + 7 = 20
Plasma Skeleton (green): 1d20 + 7 ⇒ (20) + 7 = 27

GM Striker |

The skeletons clamber to their feet and swarm the nearest person!
Plasma Skeleton (green): ion gauntlet: 1d20 + 2 ⇒ (11) + 2 = 13 Damage: 1d4 + 2 ⇒ (1) + 2 = 3 Plus Fire and Electricity: 1d6 ⇒ 1
Plasma Skeleton (blue): ion gauntlet: 1d20 + 2 ⇒ (19) + 2 = 21 Damage: 1d4 + 2 ⇒ (1) + 2 = 3 Plus Fire and Electricity: 1d6 ⇒ 5
The first misses Vailis but the other connects burning him with plasma!
Espada, Marin, Vailis
Valis on the start of your turn you take Plasma: 1d6 ⇒ 51d6 ⇒ 2 damage from each of their auras.
Plasma Skeleton (red):
Eidi, Elrum, Ginessa, Van

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What is plasma damage? Never heard about anything like that in the rules. What's the aura's length? What roll to identify this creature ocurrence? If length is more than 5' I would instead retreat and heal.
As the skeletons stand up Vailis holds against the strong hits trying to bring him down. Suddenly incredible pain feels his body in a way not possible to describe.
Vailis steps back and casts grease on the floor just below the skeletons. Ref CD 16 or fall prone. See map for exact location.
The half-elf curses all the gods as he draws his cure light wounds wand. "Creation of the demon! You are going to suffer back the pain!"

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"Yikes, Vailis, what did you do?!" Van inquires with alarm, as he shoots the furthest one with his Wand of Magic Missile and hussles away.
Magic Missile on red skeleton (48 charges remaining): 1d4 + 1 ⇒ (1) + 1 = 2

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Round 1
"Vailis! Are you okay!?"
Marin moves behind Vailis and casts Cure Light Wounds to heal her injured comrade.
Cure Light Wounds (Vailis): 1d8 + 1 ⇒ (7) + 1 = 8

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As the half-elf feels the wounds being healed he exclaims in relieve "So many thanks Marin! Couldn't do it without you! Let's finish those skeletons now!"

GM Striker |

Plasma Skeleton (green): Missed
Plasma Skeleton (blue): Hit Vailis -8hp
Espada: MIA
Marin: CLW on Vailis +8hp
Vailis: -7hp from auras Steps back and casts grease. Green and blue are prone.
Plasma Skeleton (red): The skeleton climbs to its feet then moves forward into the grease. Where it slips and slides but manages to keep its feet.DC 10 Acrobatics: 1d20 + 3 ⇒ (5) + 3 = 8 Reflex: 1d20 + 3 ⇒ (12) + 3 = 15
Ginessa:
Elrum:
Van: MM on Red: -2hp
Eidi

Eidi |

Don't know if there is some other bonus that helps him, but the CD is 16, 10+ 4 Cha + 1 level + 1 spell focus.
How do you play the grease?, do you also consider him flatfooted?
It really turned quite good! :-D
Eidi steps forward and tries to help by hitting with his claws at the laying skeleton.
Claw power attack at green: 1d20 + 5 + 4 ⇒ (13) + 5 + 4 = 22
Slashing/Bludgeoning damage: 1d6 + 6 ⇒ (4) + 6 = 10
Claw power attack at green: 1d20 + 5 + 4 ⇒ (13) + 5 + 4 = 22 Slashing/Bludgeoning damage: 1d6 + 6 ⇒ (1) + 6 = 7
Can't move from this device. Eidi would step NW

GM Striker |

Sorry misread DC thought it was 15. Red is prone then too
Eidi smashes apart the skeleton and it explodes!
DC 11 Refelxt for half on Eidi
Electricity and fire: 1d6 ⇒ 5
Round 1 Summery
Plasma Skeleton (green):Misses Prone
Plasma Skeleton (blue): Hit Vailis -8hp Prone
Espada: MIA
Marin: CLW on Vailis +8hp
Vailis: -7hp from auras Steps back and casts grease.
Plasma Skeleton (red): Moves and falls prone. Prone
Ginessa: MIA
Elrum: Misses
Van: MM on Red: -2hp
Eidi: Killes Green

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I am starting to understand why Summoner is considered that powerful class.
Ref: 1d20 + 1 ⇒ (10) + 1 = 11 Evasion for no damage
Eidi jumps to one side avoiding the explosion as he tears to pieces the plasma bones.
"Take care Eidi!" shouts Vailis as he suffers the intense electrical heat from the skeleton's plasma.
Plasma aura damage: 2d6 ⇒ (6, 1) = 7
The half-elf retreats drawing his enlarge person wand and pointing it towards Elrum. As my understanding of grease and acrobatics checks, the skelys are flat-footed and no AoO araises. If you consider they are not flatfooted I will just 5-step behind the dwarf instead.
"Caution! Those things explode and damage those nearby!" he makes a movement with the wand and Elrum starts to enlarge. Will take full effect on the next round
"With the enlargement you can attack the creatures from far Elrum! They will not damage you that way!"

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Espada you forgot the +2 flanking with Elrum. Does not change a lot, but if the skeleton is flat-footed from the acrobatics check over the grease you will end up close to hit it

GM Striker |

Round 2
Plasma Skeleton (blue): Stands up and tries to move forward. Acro DC 10: 1d20 + 3 ⇒ (16) + 3 = 19 It moves easily over the slippery surface.
Espada: Misses
Marin: ???
Vailis: My reading is that success means no penalties while failure means your flat-footed. 5-foot steps behind the dwarf.
Plasma Skeleton (red): Stands up Provokes AoO: 1d20 + 4 ⇒ (20) + 4 = 24 Damage: 2d8 + 6 ⇒ (3, 4) + 6 = 13 and is smashed apart by Elrum. It explodes. Plasma: 1d6 ⇒ 1 DC 11 Reflex for half Elrum
Only blue is left now.
Ginessa:
Elrum:
Van:
Eidi:

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Van shoots the remaining plasma skeleton with his Wand of Magic Missiles.
MM Damage (47 charges left): 1d4 + 1 ⇒ (2) + 1 = 3

Eidi |

Eidi slashes at the remaining skeleton fiercely with his claws.
Claw: 1d20 + 6 ⇒ (7) + 6 = 13
Slashing/Bludgeoning damage: 1d6 + 4 ⇒ (3) + 4 = 7
Claw: 1d20 + 6 ⇒ (19) + 6 = 25
Slashing/Bludgeoning damage: 1d6 + 4 ⇒ (3) + 4 = 7
He then retreats with a step.
Ref save explosion: 1d20 + 1 ⇒ (9) + 1 = 10

GM Striker |

The skeleton is destroyed in another explosion. Plasma damage DC 11: 1d6 ⇒ 6
Wither the destruction of the skeletons the room grows quiet. From the door way the others give a audible gasp at the power and skill you displayed.
Treasure
Ion Gauntlet (DC 18): This flexible, metallic gauntlet is used to activate or deactivate items that function on ion-bonding technology, similar to a zipstick (Technology Guide 53), or open certain locks within the Red Redoubt.
The gauntlet delivers a small jolt of electricity, enough to cause 1 point of nonlethal damage with a successful touch attack. An ion gauntlet can be used 10 times before losing power. In combat, an ion gauntlet functions as a spiked gauntlet, whether or not is fully charged.
There are three Ion Gauntlets

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Vailis casts detect magic and examines the ion gauntlets.
K. arcana: 1d20 + 5 ⇒ (19) + 5 = 24
The half-elf explains what the ion gauntlet is "This seems to be an object to unlock some of the closed doors, and in general use the technology here."
He then tries to use the ion gauntlet in the elevator.