
GM Pudding |

After your last mission you've all had some downtime at the Grand Lodge in Absalom. Perhaps he caught you asleep in the library, or perhaps you failed to turn up to a briefing. However it happened, it's come to Ambrus Valsin's attention that you don't have enough to do, and yesterday a letter was delivered to you from Venture-Captain Valsin, assigning you to a training mission.
The note is in the slides, but I reproduce it here for convenience:
Idle Pathfinders are Pathfinders needing work. Having a bit of downtime is no excuse to sit around and let our skills lapse! So I have come up with a training exercise for you and a few others waiting around the Grand Lodge for a job. I trust you are familiar with the Red Redoubt? If not, for shame! It’s an important part of Absalom’s history. You might want to spend a few minutes researching it before heading out. While it is technically a “cleared” ruin, it’s a perfect location to test your skills.
Another team has spent the last few days practicing their own dungeoneering skills by establishing an obstacle course in the Redoubt’s upper levels. Now it’s up to you to go and see how well they’ve done. The course follows a specific path—if you come across a symbol of three red dots inside a triangle, that means “do not enter.” Don’t go wandering—I do not want to send a third team to find you if you get lost. Otherwise, your response to the challenge is up to you. Bring your own gear, make your own plans, solve the puzzles, and bypass the traps. You’ll know when you reach the finish line. I’d wish you good luck, but skilled Pathfinders don’t need luck.I trust you’ll impress us,
Venture-Captain Ambrus Valsin
You spent the rest of the day preparing, then set out early to the location mentioned; the "Red Redoubt". Feel free to make any purchases you think are necessary, and prepare spells etc. as appropriate. You've just arrived after a few hours travelling through the rough terrain northwest of Absalom on the Isle of Kortos, during which time you'll have become acquainted with each other.
Feel free to introduce yourselves. You might have done some research about the place yesterday, either by asking around or by simply already knowing things. If anyone has done their confirmation then perhaps Janira will help you study
If your result was a 20+
If your result was a 20+
If your result was a 25+
The noonday sun shines brightly in a cloudless sky, but the rugged landscape diffuses the light as if through a stained glass window composed entirely of crimson panes. Deep red metal walls, broken but mostly untouched by rust even after a millenium, form an obstacle course through the landscape. Clearly, when the Red Redoubt of Karamoss was named, it was not done ironically.
The marked path through the siege castle's ruins leads to a large central chamber open to the sky above. Aside from the metallic flooring, walls, and rubble, nothing remains of the so-called "machine mage" Karamoss or his lost armies. Refuse, old campire rings, and other signs of life attest to the place being a haven for scavengers and vagabonds.
The chamber is filled with a large, circular shaft in the metal floor, with smoothly rolled edges that demonstrate superbly uniform craftsmanship. A rope ladder descends into the pit, anchored by pitons hammered into the floor panels. The level your on has diffuse lighting reflecting from the sun outside, but down the pit it is dark. Brakkik and Duskin can see that it goes down about 30 feet and that the ladder runs all the way down.
Going down shouldn't be a problem for anybody I don't think, I'll let you introduce yourselves and see what you know before telling you what's down there later

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knowledge (arcana): 1d20 + 6 ⇒ (9) + 6 = 15
Fentar scowls at the note as he packs his bags, This is a deeply unfair assessment. I had been up all night chasing fey around a library for Kreighton Shaine. Then I spent the morning training with a fellow companion who I had promised to help. A little snooze in the refectory after 32 hours without sleep is entirely reasonable!
He checks in his pack that the sunrods, anti-toxin, chalk and ioun torch that he bought are all in good order. Then he sharpens the edges of his new chakrams, axe and greatsword with a whetstone.
As he trudges toward the Red Redoubt with his companions, the nagaji looks about, "I know nothing if this Karamoss."

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Knowledge (arcana) vs DC 20: 1d20 + 10 ⇒ (11) + 10 = 21
”Fasshinating!” A ratfolk wearing patched robes picks something from between his teeth, his words sounding obscured by something else in his mouth. The wind blows at a tuft of scorched hair plastered against his head, but it stubbornly refuses to lie naturally. ”They shay he wash half-man and half-masshine. Imagine rah shtuff he musht have left behind here!”

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At best the short halfling will ask around the lodge before making the trip out. She has zero confidence in doing any sort of research on the place.
She lazes atop her wolf Blue as she looks down the large hole. "Half metal? I imagine the soft bits had quite the rash rubbing up against the metal ones. Who would want that?"
"By the By, anyone strong enough to help me lower his lug to the bottom with some rope? She asks, patting her mount Blue.

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Generally, a wolf stands from 2-1/2 to 3 feet tall at the shoulder and weighs between 45 and 150 pounds...
Fentar shrugs, taking a look over the wolf, "Will it behave?"
He steps up to the wolf, with Enta still riding it, and lifts both off the ground with a heave, "Yeurgh."
After putting them down again, he steps back and tilts his head to one side. Fentar's tongue flickers out for a moment, "I have a rope. We can tie it to the saddle. Fine."

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"He is one big fluff ball. Feel free to bench press us if you need the exercise.'
She will get off him and help tie the rope around him as they prepare to head down.

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"Greetings! I am called Pertheus. I hope that I can be of use to the Society on this mission. I am a Chronomancer. Pleased and charmed to meet your acquaintances all."
Knowledge Arcana: 1d20 + 10 ⇒ (10) + 10 = 20
I'll get my profile completed here shortly; sorry this is a GM baby and I'm running late on getting everyone updated for this gameday

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Fentar nods in response but does not look away from the hole, Greetings, Pertheus. I am Fentar." He pauses he a second, blinks slowly and then turns his head to regard Pertheus with a narrow, reptilian gaze, "What is a chronomancer?"

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Kseniya has indeed done her confirmation!
Knowledge (arcana): 1d20 + 5 ⇒ (15) + 5 = 20
She’s a large woman—almost 6 feet—built out of wiry muscle that her winter clothing obscures. Her Jadwiga and gold dragon heritage have combined to give her hair a color between platinum and gold and eyes to match. Her skin has a glow like torchlight shining through ice, scars likes cracks. She keeps her hair in long ringlet curls that she meticulously tends to and ties back with a bow. She wears a deep blue and white hardy dress.
She also takes a turn picking up the wolf and rider with nearly the same ease as Fentar. However, while he does a much more practical lift, she does so with a pose and a flourish. "Not bad at all. I have rope myself, should we require it."
She turns to the rest of the group and curtsies. "My name is Kseniyatalya Tatyanovna Hildenlieder Morgannan, but you may call me Kseniya for brevity. You may know me better by the name I perform under, Golden Girl." Her voice is proud with playful notes.
Just FYI: Kseniya has my Eyes of the Ten boon, hence her higher stats

GM Pudding |

Fentar's sunrod hits the floor at the bottom of the shaft with the sound of a pebble striking a large shield. A metallic clang, and the lingering tone of vibrating metal afterwards. Now lit up, you can all see down the shaft and find more of the rust coloured red metal that you've been seeing.
You make your way down the ladder after making sure that its safe. Kseniya and Fentar have no trouble lowering Mr. Blue on a rope, and one by one you gather at the bottom. The shaft opens into the centre of a red steel chamber. The floor beneath the shaft is canted at a slight angle; it seems to have originally been a circular platform that fit flush with the rest of the room but at some point unevenly sank a foot or so. The floors around the room's perimeter are solid and even, with a textured surface to give better footing on the smooth metal. The walls are riveted metal plates, fallen or torn off in places to reveal solid rock behind. Recessed slabs of metal with adjacent panels, presumably exits, are centred on each wall. The norther panel glows dimly, illuminating scorch marks and glistening red stains around it. The other four exits are marked with a symbol of a triangle with three dots inside.
The only light here is that coming from Fentar's sunrod, and except for the shaft the ceilings are 10 feet high.
At this point it may be expedient to talk about marching order. I've added a slide so you can arrange yourselves as you see fit, then I can assume you'll proceed like that. In addition if you'd like to set up any door opening routines (such as checking for traps) please post them and I'll assume you follow them going forward
What would you like to do?

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Etna will look about before addressing everyone. "Who here is best at finding traps? It may be best to keep them near the front for now."

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Before
Knowledge (Arcana): 1d20 + 2 ⇒ (13) + 2 = 15
Knowledge (Engineering): 1d20 + 2 ⇒ (5) + 2 = 7
Knowledge (History): 1d20 + 2 ⇒ (5) + 2 = 7
Greetings... I'm Duskin. - the voice sounds low and shy. In the back of the group, an out worldly dark skinned "shadow gnome"-like creature speaks. He carries a visible Pathfinder pin, as well as his own wayfinder - Duskin Veilsong. Nice to meet you all...
Think He-man's Orko.
He's all covered in long sleeves, clearly trying to hide his heritage the best he can. Yet, despite the shy voice and polite gestures, he sounds a lot more creepy and sinister than he'd like to.
After
Unfortunately, I can't search well for traps. If we find any, however, I might have... Nontraditional ways of dealing with them. - he answers Etna.
Hey guys! Glad we're kicking it off today :) My times vary but I'll do my best to keep a good pace here. Duskin is a wayang shadow puppeteer bard - a sort of summoner of shadow-like creatures, which are weaker than the average summons. He's probably moving more across the center of the party where he will feel more "protected", but can help with the "face" job when needed. Unfortunately, no inspire courage here.

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I'm a diviner Wizard so middle or back is preferred.
"Ah, well you see Fentar, I am Wizard who specializes in the flow of time and altering its course. I am still very new in my studies, but I can speed things and rewind time. . . well, sometimes."
Chronomancer It's actually a really cool Archetype that I am super excited to try out

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Kseniya raises an elegant hand to call for attention. ”Allow me to take the lead. I may be a mage, but I likely am the best defended amongst us.”
19 AC with mage armor, which she will use a charge of now, and 23 if she casts shield
[ooc]However, she is dreadfully unaware of her surroundings, so don’t expect her to find traps in any other way than with her face[/ooc

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Brakkik claps his hands with delight. "Oh, I do love a good trap! Shometimesh I even ecshplode them from a shafe dishtansh to shee how they do it!"
Darkvision and Trapfinding should give him a better shot at spotting something dangerous. He's fine to take point or go right behind Kseniya if she feels very strongly about going first. To speed things up, standard operating procedure would be to Take 10 for a result of 20 on Perception checks to look for traps. Are we feeling so suspicious that he should check every square before someone enters it, or just doorways and hallways?

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I have moved Brakkik to the front on the slides. I guess that Etna should be pretty agile and pacey to get to the front. Enta has the highest AC, plus parry and a good reflex save, so could go higher up. I think it looks pretty solid right now. Let's go adventure!
Fentar allows his ioun torch to orbit around his head and tucks his sunrod into his belt, "I guess we're going north then." He nods to Brakkik, "Perhaps you should examine that door?"
The nagaji draws his greatsword from his back.
If anyone else wants to carry the sunrod, feel free. Fentar has his ioun torch and a supply of sunrods.

GM Pudding |

Brakkik steps up to examine the northern door, and quickly discovers that the red liquid is dye, not blood. It seems some sort of trap was triggered and spattered dye all over. The door itself is confusing as it doesn't appear to have a handle, but Brakkik finds that by simply touching the illuminated panel the door swooshes open almost instantly, revealing a dark metal corridor beyond, spatterings of dye on the floor.
Doors of this type are a swift action to open
Having few other options, the group sets out down this coridoor, walking two abreast as it is 10 feet wise. Fentar's ioun torch and the sunrod light the way well, for otherwise it would be perfectly dark.
After about 5 minutes of walking, with Brakkik looking out for traps, you come to an intersection. The corridor continues north and branches also to the west and east, but the eastern branch is blocked with a stout metal grating marked with three crimson circles within a triangle. A large white "X" is scrawled in chalk on the floor in the centre of the intersection.
Perhaps alerted by the X, Brakkik notices a tripwire running across the tunnel just before the X. Tracing it to the wall he finds more dye pouches, but these ones set up to crush the occupants of the tunnel between wicker walls and pour dye on them. He suspects that any damage inflicted would be non-lethal, and inflict more embarrassment than injury.
Spots of dye fleck the floor leading north.
Now that you've found the trap you can simply step over the tripwire if you want, or you could attempt to disable it. What would you like to do?

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"I have no skill in traps myself, for sure- perhaps bypassing is the best idea here?"
Perhteus will use his own Wand of Mage Armor on himself, and at this point just before passing the trap will cast Heightened Awareness from a spell slot (lasts 30 minutes +2 Perception and Knowledge)

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"Besht not do have do remember thish later and get hit vith a shurprishe ve already know about, yesh?" Brakkik crouches down and begins gently pluck at the tripwire. "Jusht hold on one shecond and I'll shee vhat I can do."
If we want to streamline things, Brakkik can Take 10 on Disable Device checks for a result of 22 vs traps and attempt to clear out anything we find.

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Survival (untrained): 1d20 - 2 ⇒ (9) - 2 = 7
Kseniya sighs as she adjusts her gloves. ”I do hope this entire delve isn’t just a bunch of traps. They are ever so dull.”

GM Pudding |

Take 10 on the survival is fine
Brakkik easily disarms the trap, manipulating the dye bags and the wicker walls to remove the tension on the tripwire.
Do you follow the dye drops north, or take the passage to the west? The eastern passage is fairly effectively blocked off

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”Vell, thish ish rather odd,” Brakkik says slowly as he looks down the passage at the drops. ”It’sh not a very good shurprishe if you leave marksh everyvhere you put a trap. Sho vere they jusht carelesh vith rah shetup, or did shomething trigger rah trap already?”

GM Pudding |

The dye is red, the same colour as was spattered near the first door, and it's been steady spatterings since then all the way down until this trap. Apologies for the lack of clarity, I think perhaps I've found my comfortable limit of concurrent PbP games! So your choice is north to continue following the droplets, or west where there are no droplets. One vote for west so far

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Pertheus closes his eyes for a second and thinks, then replies, "We will need to explore every passage before we leave, if at all possible, so I see no reason one way or the other is preferable to begin. I'll defer to those in front's judgement and stay always prepared to act.
Reminder if it comes up, Pertheus always acts in a surprise round

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GM: Can I buy back my mule? I forgot to buy it between the end of the last adventure and this one.
Duskin shakes his head in agreement with the others.
Yes, any direction is good as the other one. Let's go against the sun. - he said, pointing to west with a single skinny finger appearing from inside the long sleeves.

GM Pudding |

@Duskin having picked up a mule is no problem
You set off down the western passage, moving as a group and keeping a careful eye out for more traps. You see no sign of any, or indeed any sign of recent activity at all. After about 10 or so minutes the passage takes a turn to the right. Soon after that the passage you're following branches, with one passage continuing north and one going east. You notice the dye spots again leading from this eastern passage and heading north.
Sorry if this is confusing! I've drawn a crude schematic on the slides
Just ahead up the northern passage you spot the body of a half-orc sprawled 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.
Brakkik carefully examines the area and does find any more traps, beyond the one that was sprung. A closer look at the half-orc's body shows that he is covered in deep gashes caused by some sort of slashing implement, and the mallet wound might just have finished him off. He is also covered in dye matching the droplets.
Going through his things you find that he is wearing masterwork studded leather armour, has three daggers and a sap sheathed at his belt, and a pair of manacles in a belt pouch. Lying next to him is a quarterstaff. Closer inspection reveals that one of the daggers is made of of some sort of skymetal; possibly adamatine.
Do you want to go north (in the direction the tracks lead), or eastt? East will presumably take you back where you came from eventually, for the tracks come from that direction, but who knows what you might find on the way!

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Etna will rush forward to examine the body but sighs when it becomes obvious it's too late. She will look for anything to help identify the man. "This doesn't make any sense. I thought all of these were supposed to be nonlethal traps. Those look like serious injuries on him. I think we should head forward in case someone else may be hurt. We can come around back if their are any other survivors that way."

GM Pudding |

The half-orc is not carrying anything that would identify him. He does have a tattoo on his neck though.
If your result was a 25
That's one vote for north, if we get to two I'll move you on

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Fentar narrows his eyes, "This guy might even have set the trap. We've got six sets of droplets going away to the north and only one, this guy, returning."
He sniffs the air, "I heard about the same thing happening in Nirmathas, small town, Kassen I think. Someone set up a fun assault course in an old tomb, then the dead started to interfere." He looks about suspiciously, "Maybe some of Karamoss' old magics were triggered by someone trying to hide a jar of paint or something?"
"Let's go where he ran from. Find the problem and solve it."

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Kseniya follows after and replaces her glove and rubs her hands together. "Oh, I do hope there is something challenging to do battle with! That would be quite exciting. A shame about the poor man, though. We shall have to bring him with us on the way out."

GM Pudding |

You hurry forward down the passage to the source of whatever befell this poor half-orc. Barely a minute passes before you come to another of those doors with a glowing panel. Brakkik checks it over and deciding that its safe, then taps it to open it up.
Beyond the door is a grisly scene. The red hue of the dungeon's metal walls is dramatically accented 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.
Its the creature in the centre of the room that draws your eye though. Approximately the size and shape of a man, but made of metal. Its face has been made into the mask of an evil grin, and horns decorate its head in a vaguely devil-like manner. Its right arm ends in a jagged sword, and mounted on its shoulder is some sort of crossbow. Worse still, it moves as you enter, its shoulder crossbow loading automatically and turning in your direction!
Brakkik: 1d20 + 5 ⇒ (9) + 5 = 14
Etna Luul: 1d20 + 4 ⇒ (4) + 4 = 8
Pertheus: 1d20 + 10 ⇒ (14) + 10 = 24
Duskin: 1d20 + 3 ⇒ (8) + 3 = 11
Kseniya: 1d20 + 2 ⇒ (14) + 2 = 16
Fentar: 1d20 + 1 ⇒ (13) + 1 = 14
Metal Man: 1d20 ⇒ 16
The metallic monstrosity appears to be glued to the floor by the remnants of a tanglefoot bag, but is in the process of "zzzt zzzt" trying to pull itself free.
Which is to say, it is currently unable to move, but may escape soon. Unless anyone has the technologist feat which I didn't see on any character sheets, it is impossible to identify this creature
--- Round 1---
Pertheus
Kseniya
Metal Man
Brakkik
Fentar
Duskin
Etna
Pertheus and Kseniya are up!

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Kseniya flicks her hair back and smiles. "Oho, what's this? Already held down in one place for us and everything. Allow me to ensure it stays there."
She strides into the room, her ringlets flowing behind her, and suddenly snaps the metal creature into a headlock. She looks to her pathfinder allies. "Your turn."
Grapple: 1d20 + 6 ⇒ (18) + 6 = 24

GM Pudding |

When Kseniya steps within 20 feet of the archway, two small darts shoot out of small holes above it, trailing wires back to the archway above. The wires crackle with electricity.
dart: 1d20 + 6 ⇒ (16) + 6 = 22
electricity: 1d3 + 1 ⇒ (2) + 1 = 3
dart: 1d20 + 6 ⇒ (12) + 6 = 18
One of them pierces the spectral force of her mage armour and delivers an elctrical charge.
3 electricy damage to Kseniya
Kseniya Fort: 1d20 + 4 ⇒ (16) + 4 = 20
Although painful, Kseniya shrugs off the electricity and manages to keep control of her limbs. The wires begin slowly reeling the darts back in.
Kseniya for the next round a wire is attached to you, but it is being pulled in. By your next turn it will be gone, but you could take the opportunity to cut it now while its exposed. As this happened before you got to the robot you could have chosen to do that instead, or ignore it and continue with the grapple. Either is fine

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I don't have anything to cut it without taking an action to draw a weapon, so I'll just grapple

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No, you can’t send my mule - I put it there so the GM knows in case there’s some sort of AoE damage or effect, but pretend it has no actions. It just follows me out of combat with my gear.

GM Pudding |

Yes anyone may attack the wires after they've shot, currently they're both on Kseniya
Kseniya grabs the metal monstrosity before it has a chance to react, but its deadly sword is now dangerously close to her...
--- Round 1---
Pertheus
<darts>
Kseniya
Metal Man
Brakkik
Fentar
Duskin
Etna
Pertheus is up!

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Pertheus moves forward, drawing his long bow as he goes, and taking a shot.
Long Bow: 1d20 + 5 - 4 ⇒ (4) + 5 - 4 = 5
Sorry for the delay, I got overtaken by events trying to finish a huge deadline project for today.
'Strange to find a creature so far outside my knowledge!'