
Pirate GM |

With Sabi and Valya in front, blade and club in hand the door is opened...
A small pool of water in a basin of gold tile lies in the center of this chamber, and the walls are decorated with tiled patterns, once colorful but now cracked and faded. Four staggered columns support the vaulted ceiling.
Near the entrance is a large brass-plated statue. It appears to have the body of a man but the head of a bull. To nobody's surprise, especially having heard it before opening the door, it attacks with its greataxe and horns!
Sabi Init: 1d20 + 3 ⇒ (11) + 3 = 14
Tico Init: 1d20 + 1 ⇒ (14) + 1 = 15
Valya Init: 1d20 + 2 ⇒ (16) + 2 = 18
Nar Init: 1d20 + 10 ⇒ (2) + 10 = 12
Initiative
Valya
Tico
Sabi
Nar
Statue
Everybody is up!

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Nar fires off two shots at the monstrosity in front of them, hoping that he can help take it down quickly.
Attack 1: 1d20 + 9 ⇒ (12) + 9 = 21DMG: 1d8 + 6 ⇒ (3) + 6 = 9
Attack 2: 1d20 + 9 ⇒ (2) + 9 = 11DMG: 1d8 + 6 ⇒ (5) + 6 = 11
Well this looks dangerous.

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Sabi is eager to try his newly practiced ability. He quickly drops his club—as much in fear as out of the necessity to have both hands free to gather elemental energy. Cold whirls around him in a riot of light and noise, snowflakes swirling around him and his shield of ice glows a deep blue with the energy.
Water leaks from his pores as he releases the energy in an explosive, entangling blast.
ranged touch: 1d20 + 9 ⇒ (18) + 9 = 27
cold dmg: 3d6 + 5 ⇒ (5, 6, 6) + 5 = 22 Yee-hah!
Empowered, so +50% (= 33 dmg). Does Empower affect the bonus 1 damage for Point Blank Shot (included in +5 above and in +50% calculation)?
Also, gathered power to pay the additional burn cost for entangling infusion. Ref DC 17 or be entangled for 1 minute.
Reflex negates; DC 17
Your kinetic blast surrounds your foes in elemental matter. Whenever a blast with this infusion deals damage to a foe, that foe becomes entangled for 1 minute. The foe can remove this condition as a standard action with a successful Escape Artist or Strength check (with the same DC as for saves against your kinetic blast) or by dealing an amount of damage to the entangling matter equal to double your kineticist level (10). If the foe was already entangled by this infusion and fails its save against a second instance of this infusion, the increased amount of elemental matter fuses to the ground, causing the foe to be rooted in place as though anchored to an immobile object.
Entangled: An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a concentration check (DC 15 + spell level) or lose the spell.
Entangle and empower cost 1 burn each; Infusion Specialization reduces cost by one, Gather Power reduces cost by one more, for net burn cost of zero.
Sabi then moves a hesitant step back from the monstrosity to judge his handiwork.

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Valya snarls in response to the statue's challenge, stepping forward and bringing her sword to bear in a two-handed grip.
2h b sword: 1d20 + 8 + 1 ⇒ (9) + 8 + 1 = 18
slashing: 1d10 + 4 ⇒ (6) + 4 = 10
AC 21

Pirate GM |

Reflex: 1d20 + 4 ⇒ (9) + 4 = 13
I believe empower also applies to static bonuses, including point blank shot. See FAQ
The statue acts with alarming speed dodging one of Nar's arrow, but taking the other one between metal plates.
Blood begins to ooze out of the wound. It bleeds!
It then takes an icy blast to the face and slows down as frost coats several of its plates.
Valya cuts into it as well, and it's ferocity seems to turn quickly into terror.
Initiative
Tico
Statue 50/Entangle
Valya
Sabi
Nar
Tico is up!
As a note, Tico's high perception check made this combat significantly easier. It's normally a DC 17 perception to tell the monster is moving and not inanimate, modified by +10 for the thickness of the door is DC 27 to avoid being surprised by the beast.

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Sorry for the delay, my friends.
Knowledge (arcana): 1d20 + 5 ⇒ (6) + 5 = 11 - "you know nothing, Tico Snow".
Tico steps forward and sends a fire bolt against the creature.
Ranged touch atk: 1d20 + 1 ⇒ (1) + 1 = 21d6 + 3 ⇒ (2) + 3 = 5 second "1" in an attack check in less than a 30 minutes. Nice.
"Goddess! What is this creature?", Tico exclaims, looking a little startled.
EDIT: @everybody remember that Bless is up! :)

Pirate GM |

Tico is unsure of the creature, and unsure of his ability to hit it.
It turns tail and withdrawds from the fight running for the back door of the room, where a good deal of noise is coming from. Clattering, the clang of metal on metal, scraping, rustling and occasional whirring.
Initiative:
Y'all!

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Not sure what provides/cover or not, but assuming I'm looking at it right
Nar will move into the room to try and get a straight shot at the running bull thing.
Attack: 1d20 + 11 ⇒ (12) + 11 = 23DMG: 1d8 + 5 ⇒ (5) + 5 = 10

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"Blood? From a statue?" - Tico looks VERY surprised.

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As soon as the surprise turns into curiosity, Tico will inspect the body of the creature and the door to which it headed.
Perception + Blessing of the Faithful (body): 1d20 + 13 ⇒ (20) + 13 = 33
Perception + Blessing of the Faithful (door): 1d20 + 13 ⇒ (11) + 13 = 24

Pirate GM |

You're not quite sure what the creature is but it definitely has fleshy bits underneath those metal plates.
It seemed to smart to be a flesh golem, but which came first the minotaur or the statue, you're not sure.
Sounds like a forge behind the door, you're not entirely sure though.

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"Blood? From a statue?" - Tico looks VERY surprised.
"I am as surprised as you are, my Golarian friend. Perhaps our eyes deceive us, or the spirits that imbued life into this metal monstrosity weep at the desecration."
"Or maybe there's just someone inside."

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Very strange indeed, I'm normally not one to shoot things in the back, but it seemed too dangerous to chance it coming back at us later.
Nar will inspect the bull and perform some last rites over it despite the danger it once posed as he feels bad for not letting it leave.
Then will inspect the door and make himself ready to move further into the new area.
Perception: 1d20 + 6 ⇒ (19) + 6 = 25

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"It seems have no traps at the door. Valya, can you open it for us, please?", the cleric gently asks the tiefling.

Pirate GM |

Piles of scrap metal and broken machinery lie around this room, organized into tidy rows. Most are disassembled limbs or torsos from human-shaped machines. There’s a panel with a red-handled lever on the room’s east wall.
A pair of four-armed uman-sized clockwork creatures work on repairing machenery.
They stop when you enter the room and shout "Intruders!"
as they attack/
These are clockwork servents N Medium construct (clockwork). They are really good at repairing constructs but aren't especially dangerous on their own.
Blue Clock: 1d20 + 6 ⇒ (9) + 6 = 15
Sabi: 1d20 + 3 ⇒ (11) + 3 = 14
Tico: 1d20 + 1 ⇒ (11) + 1 = 12
Nar: 1d20 + 10 ⇒ (9) + 10 = 19
Valya: 1d20 + 2 ⇒ (11) + 2 = 13
1d20 + 4 ⇒ (15) + 4 = 19
The red clockwork creature acts first, a shoulder mounted launcher releases its ammunition with a bang and plume of smoke as a net shoots out and engulfs Sabi, entangling him.
Initiative
Nar
Blue Clock
Sabi Entanged
Valya
Tico
Red Clock
Nar is up!

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Nar will move into the room where he can get a look at these automatons and fire off a couple of arrows.
Attack 1: 1d20 + 9 ⇒ (4) + 9 = 13DMG: 1d8 + 6 ⇒ (7) + 6 = 13
Attack 2: 1d20 + 9 ⇒ (13) + 9 = 22DMG: 1d8 + 6 ⇒ (2) + 6 = 8
Any ideas guys?

Pirate GM |

Remember only 1 attack when moving.
Nar moves in and misses with an arrow.
The blue clockwork creature skitters over a pile of junk, careful not to knock anything else. It's head tracks Nar and it's shoulder mounted launcher fires a net at him.
There is some sort of malfunction though and the net drops harmlessly at the creatures feet.
Initiative
Sabi Entanged
Valya
Tico
Red Clock
Nar
Blue Clock
Sabi, Valya and Tico are up!

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Any ideas guys?
"Yes, I have..."
He answered quietly, while steps inside the room and after saying a few words, a cone of searing flame shoots from his fingertips, catching his enemies in fire!
Tico casts intensified burning hands (Ref DC 17 for halves the dmg).
Buuuurn!: 7d4 ⇒ (3, 4, 4, 2, 3, 4, 2) = 22
"Hah, they are just a pair of four-armed human-sized clockwork creatures", he thought.
Knowledge (arcana) DC 17: 1d20 + 5 ⇒ (1) + 5 = 6
Okay, I give up to make knowledges checks, at least at this level.

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Sabi sighs slightly as the net wraps around him. This is what I get for trying to be heroic.
Let's see ... I can try to burst my bonds (wouldn't that be impressive?!) or wriggle out like some slippery eel .. But maybe there is a more practical solution ...
Not feeling as if he's in immediate danger, Sabi draws a dagger and begins to cut his way out.
dagger: 1d4 ⇒ 1
This will take forever!

Pirate GM |

Blue: 1d20 + 4 ⇒ (15) + 4 = 19
Tico's fire catches the red one full on, while clipping the blue one. Neither seems particularly resistant to the flames.
Sabi slowly works on the net. Functions like a normal net, 5hp or escape artist 20 or strength 25
Initiative
Valya
Red Clock 22
Nar
Blue Clock 11
Sabi Entanged
Tico
Valya is up!

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Oops, just copied and pasted wrong attack.

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Eyes flashing with hatred, Valya steps towards the red automaton and drops her sword, ready to rend it limb from limb with her claws and fangs.
Bite PA: 1d20 + 8 + 2 - 2 ⇒ (13) + 8 + 2 - 2 = 21
p/s/b: 1d6 + 3 + 2 + 4 ⇒ (2) + 3 + 2 + 4 = 11
Claw PA: 1d20 + 8 + 2 - 2 ⇒ (15) + 8 + 2 - 2 = 23
s/b: 1d4 + 3 + 2 + 4 ⇒ (1) + 3 + 2 + 4 = 10
Claw PA: 1d20 + 8 + 2 + 2 ⇒ (17) + 8 + 2 + 2 = 29
s/b: 1d4 + 3 + 2 + 4 ⇒ (4) + 3 + 2 + 4 = 13

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Nar will full attack the blue clockwork, hoping to put it down before it does the same to him or his companions.
Attack 1: 1d20 + 10 ⇒ (19) + 10 = 29DMG: 1d8 + 6 ⇒ (6) + 6 = 12
Attack 2: 1d20 + 10 ⇒ (6) + 10 = 16DMG: 1d8 + 6 ⇒ (7) + 6 = 13

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Sabi grunts and continues cutting at the net trapping him.
dagger: 1d4 ⇒ 1 Hah!
dagger: 1d4 ⇒ 2 Okay, this isn't funny any more!
dagger: 1d4 ⇒ 2 About *&%$ time!
"Well, that was annoying."
Once free of the net, Sabi takes a look around.
Perception: 1d20 + 6 ⇒ (13) + 6 = 19
Just noticed that my Perception was listed at 7, when I think it should have only been 6. Corrected on my sheet/profile.

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Tico will inspect what kind of machenery they were repairing, even with Detect Magic.
Perception: 1d20 + 11 ⇒ (18) + 11 = 29

Pirate GM |

No magic currently flowing from what they are repairing but they clearly appear to have been working on broken emerald automations. Ones that appear to have been disabled in combat in the relatively recent past.
The wreckage is of little use to you but there is a door on the north wall, and the red panel with lever on the east wall.
It is currently in the down position.

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Valya glares at the mechanical parts scattered around the room.
I don't care much for these things, someone decide which way to go, pull the lever if you like, I'l lead but I don't want to touch any of this
She shivers with revulsion at the slender iron arm on the floor.

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"I'm not having a good feeling about this level...", Tico thought out loud.
"The north door?", he asks the others, just before check it for traps.
Perception: 1d20 + 11 ⇒ (3) + 11 = 14 why Go? why?
"Nothing. We can keep moving", the cleric says convinced about the door.

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"Time to pull the lever?", Tico asks his comrades.

Pirate GM |

Being currently in the down position, the red lever is quite resistant to being pulled further.
It is however easy enough to push into a neutral and then raised position.
Upon doing so there is more grinding as the passage to the north rotates to be facing west instead of east.
It opens up into a small antichamber with double doors to the west made of bronze plates. They are inscribed with runic lettering and the images of strange, partially formed creatures with blank faces and featureless bodies.
The passage also curves around into another bronze walled section that dead ends.

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Sabi tries to make out what the runic lettering might mean.
Linguistics: 1d20 + 5 ⇒ (2) + 5 = 7
He knows a handful of languages, if any are helpful...
Sabi nods at the doors. "Once more through the breach?" If there are no objections (and no sign of traps), he pushes them open.
Perception: 1d20 + 6 ⇒ (5) + 6 = 11

Pirate GM |

It is not in a language that Sabi can read.
If anybody can read Aklo...
Nothing to be heard from behind the door other than the incessant ticking and grinding that permeates this whole level.
Opening the door increases the volume quite a bit though as this chamber seems to be the origin of the ticking sounds heard elsewhere.
A heavy brass housing in the middle of the room covers a clockwork arrangement of gears and cogs, that clank loudly as they slowly move.
Revolving camshafts and rocker mechanisms extend from the housing to various points in the ceiling, driving unseen mechanisms. The room also seems to serve as a workshop. Nine alcoves contain unfinished automatons in various stages of assembly. A panel with a red lever and a black lever is set in a curved wall at the west end of the room, and a door leads north.
Across the room is a tall and gaunt man, with gold plating joined to his inhuman colored flesh.
He greets you "I have visitors it seems! Yes I do not recall inviting you. Explain yourselves!"

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Thank you Masao, as he said. I'm Nar Ibn Saif, this is Valya and Tico, it seems we may have stumbled into your demesne and for that we offer our apologies. You see we have a bit of a desire to explore these ruins and have so far seen many a wondrous thing, but have yet to sate our curiosity. For example, your atomata are wonderful, perhaps you would care to share your vision?
Diplomacy: 1d20 + 8 ⇒ (7) + 8 = 15

Pirate GM |

Klarkosh responds "“My affairs are none of your business...
But, if you must know, I am in the process of devising the perfect mechanical servant. Absolutely loyal, absolutely fearless, every bit as capable as a living human with none of the fears or vices or ambitions a fallible human might harbor. While I have not yet achieved perfection, I would be willing to part with a rather potent one for the right price."

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Valya grits her teeth, her mind almost cannot fathom that someone would trade their flesh for... metal and clockwork...
She shudders in revulsion.
We wish to pass through this domain to the lower levels. Where are the stairs down?
She knows she is being impolite, but it's the nicest she can muster even with all her concentration.

Pirate GM |

Klarkosh ponders for a moment
"I could show you the way down, know that the Spire is mine though, and all you recover from the vermin below is my property. I understand though that your service would not be without toil however and I would be willing to grant you the boon of 50% of any treasure recovered."

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Before enter in the Klarkosh's den...
Tico uses his scroll of comprehend languages to translate the the runic lettering.
“Glory to the makers, the shapers, the fashioners of servants. In this crucible let artifice and theurgy be joined in noble purpose for the dominion of derrokind!”
He makes a brief pause, then asks to the others: "does somebody knows what it could mean?"
After enter in the Klarkosh's den...
Knowledge (arcana) DC 15: 1d20 + 5 ⇒ (2) + 5 = 7 - Why am I insisting?
Tico remembers Tarrin's offer, and her proposal for gold and information, as well as Zarta's suggestion that Klarkosh could be a generous ally. The wizard's arrogance makes the cleric's decision very easy.
"I am Tico Marvillos. Can we enter the room, Mr. Klarkosh? We would like to speak about the Splinters, specially their Guildmaster Tarrin", he says as he walks through the chamber.
Diplomacy + Touch of Glory + Enhanced Diplomacy: 1d20 + 10 + 5 + 2 ⇒ (14) + 10 + 5 + 2 = 31

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"It is odd to me that none of the sentient creatures we have encountered thus far in our explorations have spoken of your 'ownership'. Pardon my bluntness, but I expect you have evidence to document such an important claim, as unfortunately, the government of the surrounding area has no record of such a claim, nor even of any inhabitant whatsoever."

Pirate GM |

Backed Tico up slightly, but him stepping forward helps make a great segue...
Sabi: 1d20 + 3 ⇒ (17) + 3 = 20
Tico: 1d20 + 1 ⇒ (13) + 1 = 14
Valya: 1d20 + 2 ⇒ (12) + 2 = 14
Nar: 1d20 + 10 ⇒ (12) + 10 = 22
Klarkosh smiles at Ticos silvery words and motions for him to step forward. As Tico steps forward a clockwork pillar rises out of the floor a trio of blades spinning around it. Teal square on map. Note that the pillar is draw on the map, although it rose out of the ground when Tico stepped forward and was not visible prior.
Damage: 1d8 + 1 ⇒ (1) + 1 = 2
The blade barely nicks Tico 2 damage but it continues to spin.
Klarkosh grins "I'll show you why I'm the master of the spire. When your pain outgrows your insolence you're ready to surrender we can discuss those terms instead."
Initiative
Nar
Sabi
Valya
Tico
Klarkosh
Everybody is up!
Klarkosh currently has partial cover from his console.

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"You invite him in, and then have your dark machines attack? Such cowardice and treachery are unbecoming of anyone who calls himself 'master of the spire'."
Sabi gathers power quickly around him. The surrounding room heats up slightly as cold energy is sucked to him in a cacophony of sound and snowflakes. Elemental energy is suddenly release in a blast of cold at the cackling figure.
ranged touch: 1d20 + 8 ⇒ (7) + 8 = 15
Gather Power before blast. No PBS, but form infusion for extended range; entangling substance infusion. No empower this time so as to avoid burn (trading range for empower).
If hit, DC 17 Reflex or entangled for 1 minute. Reminder that 'entangled' interferes with spell casting.
cold damage: 3d6 + 4 ⇒ (2, 1, 4) + 4 = 11

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I'm not sure what all can be attacked actually. Is the pillar of blades the whole teal square or just the pillar in front of Tico. And can it be attacked or just basically a trap to negotiate?