
GM Pudding |

Etna notes that her hand is quite a bit smaller than the impression, and goes to look for something that might match. Pertheus suggests the skeletons, and indeed they were each wearing metal gauntlets. Etna grabs one One was left in this room so is still accessible, but I assumed you brought the others with you too from outside.
She brings it to the panel and it fits perfectly. As soon as it's in place the keypad lights up, and Pertheus is able to type the sequence in. As he presses the last digit, the door whooshes closed, and there is a lurch and a quiet rumbling as the circular chamber begins to rise, but it jolts to a halt after a dozen seconds or so. A flashing red light appears next to the door-opening panel, accompanied by a faint buzzing sound.
A voice speaks in the room, first in Goblin and then again in Common.
"Negligible atmosphere detected. Do you wish to proceed? Push open button twice for yes."
The controls here allow you to lower the lift back down if you want instead of opening the door. In that way you could facilitate bringing only a subset of you if you wanted. You will all (just about) fit in the lift though if you'd all like to go
What would you like to do?

GM Pudding |

Yes from within the lift you can open the doors, and move between levels. The doors on the top floor have the warning about atmosphere and require double pressing to open them

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"Well we all should explore and make sure the higher area is safe. It might be best if the two of you stay below and let us come grab you when we know nothing is at the top. It's your decision though."
Etna will address the two bandits, giving them the choice on if they wanted to explore with them.

GM Pudding |

Noted that you're ready to go Pertheus, but I'll hold off on resolving that for a second to resolve the question of who will be accompanying you
Etna Diplomacy: 1d20 + 7 ⇒ (15) + 7 = 22
Meleren and Shechera are touched at Etna's thoughtfulness. Meleren speaks up.
"That is very kind of you to offer to protect us like that. Negligible atmosphere means there's no air to breathe; You could suffocate. I've always been able to hold my breathe for a long time, why don't I go up on my own and investigate. I'll come right back. If I don't, well then we've only lost one person rather than 6"
What do you say to his suggestion?

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"Absolutely not. I would not want you to put yourself in danger on our account. I will happily take the lead and search."

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”You could go together,” Brakkik suggests cheekily.

GM Pudding |

Eager to avoid a situation where anyone has to go into an airless room, you conduct another search. Carefully going over every inch metal reveals no more doors, and thorough investigation of switches and levers of the panels in the centre can elicit nothing more than repeated complaints that the "deployment carousel is halted between positions" and that "manual realignment systems: offline; holographic controls: online". "Holographic interface apparatus last logged in monitor room to access atmospheric controls for atmospheric nullification".
The repeated warning messages printed across the dials as a response to every interaction, and the constant blaring of warning alarms gets annoying very quickly. The air even starts to feel a little thin.
You've explored everywhere, it's really just a question of if anyone would like to wait while others go up in the lift into the vacuum. Meleren wants to join you, but Shechera is happy to stay below. If anyone else would like wait then you can do so, for now I'll assume you all want to go up, and we can retcon as necessary
Resolving to work together to minimize the time you need to be without air, you all squeeze into the lift and go up, holding your breaths as Pertheus jabs the button twice to open the door. The familiar rush of wind accompanies the door opening, but this time it only lasts for a fraction of a second and you find yourselves unable to breathe! The sudden rush of wind and the shock to your systems of the extreme low pressure is painful.
Nonlethal damage: 1d6 ⇒ 2
A series of glassy panels form a semicircular array along the southern walls of this circular room. Some of the panels are lit but blank, while others flicker with a jarring, black- and-white dotted pattern. Many are cracked or simply dark, but a few occasionally flicker with images of robots in alcoves, and once even a moving image of Shechera looking nervous in the octagonal room.
A throne-like chair sits before a mechanical table in the center of the room. A skeleton slumps in the chair, one bony hand grasping a large lever. Its other hand, wearing a strange, silvery glove, rests upon a glowing plate.
There are no enemies, but we need to track rounds for your suffocation so I'll put the round tracker up. You can last a number of rounds equal to twice your CON, but taking a standard or full-round action reduces your count by 1
--- Round 1 ---
Brakkik (24/24 rounds remaining)
Kseniya (28/28 rounds remaining)
Fentar (28/28 rounds remaining)
Duskin (24/24 rounds remaining)
Etna (26/26 rounds remaining)
Pertheus (20/20 rounds remaining)
Meleren (22/22 rounds remaining)
Everyone is up!

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Fentar approaches the panel. When he sees the labels on the lever, he shrugs, places his hand over the bony fingers, and pushes the air-pump lever from disabled to active? to the other way.
If he feels it settle into place part way, then he will wait to see what happens before pushing the lever completely the other way.

GM Pudding |

Fentar pushes the lever, and it snaps all the way to the other side, next to the label "enabled". Immediately the perfect eerie silence you'd been experiencing since entering the room ends and the breath of air reaches you from pipes in the ceiling and you can hear the sound of whirring of pumps.
Before you've had a chance to gasp a breath though, you have to contend with something else coming out of the pipes. Two creatures formed of wisps of air themselves bounce out of the pipes and appear angry to have been disturbed!
Brakkik: 1d20 + 5 ⇒ (19) + 5 = 24
Etna Luul: 1d20 + 4 ⇒ (11) + 4 = 15
Pertheus: 1d20 + 10 ⇒ (15) + 10 = 25
Duskin: 1d20 + 3 ⇒ (13) + 3 = 16
Kseniya: 1d20 + 2 ⇒ (5) + 2 = 7
Fentar: 1d20 + 1 ⇒ (8) + 1 = 9
Meleren: 1d20 + 2 ⇒ (9) + 2 = 11
Black: 1d20 + 7 ⇒ (19) + 7 = 26
Blue: 1d20 + 7 ⇒ (13) + 7 = 20
Slam: 1d20 + 6 ⇒ (17) + 6 = 23
Bludgeoning: 1d4 + 1 ⇒ (1) + 1 = 2
One of the air creatures quickly shoots straight for Brakkik, slamming into him before immediately retreating toward the wall.
This is an air elemental, in particular a small one. As an elemental it is immune to flanking and critical hits.
--- Round 1---
Blue
Pertheus (2 NL)
Brakkik (-2, 2 NL)
Black
Duskin (2 NL)
Etna (2 NL)
Meleren (2 NL)
Fentar (2 NL)
Kseniya (2 NL)
Pertheus and Brakkik are up!

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”Ooo, very nishe Venta- ouch!” The ratfolk’s congratulations are interrupted by an overly aggressive breeze hitting him in the back of the head - though his persistent cowlick continues to refuse to lay flat. He turns around, spotting the strange thing in the air. ”Oh good - theshe onesh aren’t on vire!” he exclaims happily, tossing a small glass flask at it and plugging his ears.
Bomb, PBS: 1d20 + 7 + 1 ⇒ (16) + 7 + 1 = 24
Fire damage, PBS: 2d6 + 4 + 1 ⇒ (1, 2) + 4 + 1 = 8

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Forewarned: 1d20 ⇒ 7
Knowledge Planes or Arcana: 1d20 + 11 ⇒ (4) + 11 = 15
Pertheus moves forward and takes aim at one of the creatures to the left of him and casts scorching ray:
Touch Attack: 1d20 + 5 ⇒ (17) + 5 = 22
Fire Damage: 4d6 ⇒ (3, 3, 6, 4) = 16

GM Pudding |

I'm rolling knowledge checks for you as your turn comes up; Pertheus yours was in a spoiler in the initiative post. I also confused the colours of the two creatures, sorry about that, I've swapped them on the map, I don't think it affects anything
Brakkik and Pertheus react quickly, each targeting a different creature with fire. Brakkik's bomb explodes with a loud bang as it touches the wispy creature that attacked him, and the searing-hot burning substance is taken up in the creature's swirling currents as it screams with pain.
Pertheus moves into the room and targets the other creature with a jet of focussed flame. This burns it much as Brakkik's bomb did; the jet of fire being taken up into its swirling vortex. The heat is too much for it and in less than a second it explodes in a ball of fire and smoke that disperses into nothingness.
Black is down!
Heavy Crossbow: 1d20 + 4 ⇒ (4) + 4 = 8
Meleren moves in and takes aim with his crossbow. He pauses for a second to line up the shot and fires, but the firey swirling wisps are too agile and he misses.
That is a very weird creature, air shouldn't move like that!
That is an air elemental. As a creature made purely of air, it is immune to flanking and critical hits
--- Round 1---
Blue (-8)
Pertheus (2 NL)
Brakkik (-2, 2 NL)
Black (-16)
Duskin (2 NL)
Etna (2 NL)
Meleren (2 NL)
Fentar (2 NL)
Kseniya (2 NL)
Duskin, Etna, Fentar, Kseniya are up!

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Kseniya rushes over to the remaining air elemental and brings a powerful hammerblow down on it.
Unarmed Strike: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 1d6 + 3 ⇒ (2) + 3 = 5

GM Pudding |

Kensiya strikes the elemental accurately, and feels its hard centre start to give way. It looks stunned by the blow, and Fentar finishes it off with another devastating swing. The alchemical fire from Brakkik that was burning it splashes to the floor as Fentars strike cleaves it in two, and the remains of it disperse into eddies in the air.
--- Final Report ---
Blue (-31)
Pertheus (2 NL)
Brakkik (-2, 2 NL)
Black (-16)
Duskin (2 NL)
Etna (2 NL)
Meleren (2 NL)
Fentar (2 NL)
Kseniya (2 NL)
Meleren looks up in wonder at the sudden display of magical and physical might.
"Wow! I'm glad I didn't come up here on my own now" He looks at Kseniya and nods as he says "Thank you."
He looks thoughtful before he continues.
"There is something so familiar about this place. I didn't want Shechera to hear this, but now you've shown yourselves to be trustworthy I think I should tell you. I think the slaughter might have been my fault. I have no memory of my childhood. My first memory is of being sold on the slave block a few years ago. I was brought to the Isle of Kortos, and I think forces beyond my comprehension were behind it. I escaped slavers and joined the Blood-Red Raiders, but ever since I entered this place I have felt the strangest pull. I think I triggered the re-awakening of this place and its metal monsters somehow. If we don't make it out of here, I- I'm sorry."
Looking around the room the only thing of note is worn by the skeleton; a silvery wire-mesh glove, woven from thousands and thousands of tiny strands of gleaming silvery metal. As you move to take it off its hand to examine it, the ghostly image that is hovering above the plate on the desk blinks out.
Once you have it you can see that it is clearly technological, and it doesn't have any magical auras. Beyond that it is impossible to discern without more experience with technology. The cool fresh air now flowing in from the pipes makes it clear just how stuffy it had become downstairs.
What would you like to do?

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Knowledge Arcana: 1d20 + 11 ⇒ (7) + 11 = 18
Pertheus whispers to his companions when no one else can here. . . "I wonder if he's an android, what with the tattoo and the lack of memories, a kind of artificially created humanoid from Numeria."

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Fentar takes a deep draught of fresh air before looking over to Meleren, ”Perhaps the society can help you with your memories as well? There are all kinds of experts at the Grand Lodge. And perhaps you can help is to learn more about these devices?”

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"Oh, like vhen thoshe children giggle and tug on my tail?" Brakkik asks curiously as he pokes himself with his wand. "Is that vhat kind ov pull you're talking about? Anyvay, ve should head back downshtairsh. Shechera vill be vorried about ush."
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
Yay - that should clear up both the lethal and non-lethal damage in one swoop!

GM Pudding |

"Something like that Brakkik yes. And now I'm here, it's like echoes from a dream I can't quite recall."
To Fentar he replies earnestly "I believe I would like that. I think I could convince Shechera to join me and sever ties with the raiders to try to become members of your society. Unless you feel the need to take us into custody that is."
At Brakkik's suggestion you return down to the lower level, where Shechera was doing her best not to panic. She throws her arms around Meleren when you return, while he is subdued but pleased to be back as well. As soon as you get within a few feet of the central table, several of the metal dials flip round so that instead of saying "Holographic interface not detected in vicinity" they make a "tak-tak-tak-tak-tak-tak" noise as they rotate around to show "Holographic interface present and connected"
At the same time the silvery glove you collected from upstairs seems almost to vibrate when its in the vicinity of the central table.
Do you want to rest for an hour to recover your nonlethal damage from the shock of depressurisation, or heal that some other way (or ignore it) and try interacting with the hologram immediately?

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After being out passed in everything she will suggest everyone catch their breath for an hour before doing anything else. [b]"I don't think there is any time crunch for us so we may as well rest our lungs before risking activating anything else."[b}

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Brakkik ropes Shechera into helping him experiment with the glove while the others rest, trying to get a sense of what the glove might do without actually doing anything. Though the temptation is very strong. Very, very strong.

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Duskin shakes his head in agreement to rest a bit. He sits in a shy position, trying to stick behind his companions for moments. He coughs and pushes himself to breath slowly to recover as he rests to recover.

GM Pudding |

You settle down for a little rest. There are four beds in the alcove where you first met Meleren and Shechera which you can lie on, otherwise sitting on the hard metal floor of the octagonal chamber can be made easier with the many supplies on Duskin's mule.
Brakkik and Shechera do a little experimentation with the glove, and find that if brought close enough to the central table, it tugs slighty against the direction of its movement, as if it wanted to stay in the same place. Not with anything like the force of an immovable rod, but just enough to notice.
After about an hour everyone is starting to feel better. The pain in your chests from holding your breath, and that in your eyes, subsides so you feel normal again.
Everyone recovers their level in nonlethal damage, which brings everyone back to full
Once everyone is ready, Brakkik takes the glove and the hopes of your escape, into his hands. When he brings it into the floating transparent image, he finds that he can interact with the image. When he grabs the carousel ring and tries to move it, you are all immediately drowned out by the loud sound of scraping metal, grinding gears, and blaring warning lights.
The lettered rings on the table shift rapidly as Brakkik experiments, but he is able to discern that the ring can't go back for some reason, some kind of malfunction. He is able to continue it in the same direction that it had already turned though, and those of you watching the exit see the wall turn, and a room slide into place. It looks more circular than the oval chamber you were in before, but you can see it is ringed by robots again. As the only way out though, you have no choice but to brave it. Shechera takes some convincing, but the gestures you have made so far have convinced her that you are trustworthy, and she overcomes her fear. Meleren looks ready to fight alongside you.
If you'd like to make any preparations before you venture forth, you have time to do so and can record them in your next post. Similarly if you'd like to adopt a different formation, that's fine with me, just swap yourselves around before taking your first turn
Brakkik: 1d20 + 9 ⇒ (6) + 9 = 15+1 vs. traps
Etna: 1d20 + 6 ⇒ (4) + 6 = 10
Pertheus: 1d20 + 7 ⇒ (18) + 7 = 25
Duskin: 1d20 + 5 ⇒ (19) + 5 = 24
Kseniya: 1d20 + 0 ⇒ (17) + 0 = 17
Fentar: 1d20 + 7 ⇒ (2) + 7 = 9
Meleren: 1d20 + 7 ⇒ (7) + 7 = 14
Shechera: 1d20 + 5 ⇒ (9) + 5 = 14
As you step forward, you see that most of the robots are ruined as before, but Pertheus and Duskin can see that one of them, the one in the farthest alcove that looks to have a different, more intimidating design, is still functional. It lurches to life as soon as you stop moving to discuss it, its evil metal face seeming to broadcast malign intent.
Brakkik: 1d20 + 5 ⇒ (16) + 5 = 21
Etna Luul: 1d20 + 4 ⇒ (9) + 4 = 13
Pertheus: 1d20 + 10 ⇒ (5) + 10 = 15
Duskin: 1d20 + 3 ⇒ (3) + 3 = 6
Kseniya: 1d20 + 2 ⇒ (3) + 2 = 5
Fentar: 1d20 + 1 ⇒ (1) + 1 = 2
Meleren: 1d20 + 7 ⇒ (5) + 7 = 12
Shechera: 1d20 + 5 ⇒ (18) + 5 = 23
Black: 1d20 + 4 ⇒ (18) + 4 = 22
Shechera immediately begins cowering, and its quick movements catch the rest of you off guard. It lurches toward you, ominous fire glinting in its eyes in a most peculiar manner. It stares with particular intent at Kseniya.
The robot is gazing at everyone within 30 feet. Everybody within 30 feet of the robot (everyone except for Pertheus and Duskin due to the angle of the stairs) can choose how they want to handle that at the start of your turn:
1 - Meet the gaze and make a will save
2 - Avert their eyes. You gain a 50% chance to avoid the save, but the robot gains concealment (20% miss chance) against you
3 - Close your eyes. You don't need to make a save, but are blinded. DC 10 acrobatics to move more than half-speed, no DEX to AC, and everything has total concealment from you
If you need to make a save, then roll a will-save against a mind-affecting effect and then check the spoiler after deciding if you want to use any abilities on it
Kseniya must make 2 saves, once for the active stare it used on her, then again at the start of her turn.
Meleren will: 1d20 + 4 + 4 ⇒ (5) + 4 + 4 = 13
Meleren bravely meets the gaze of the robot, and slowly grinds to a halt as he was about to draw something from a pocket. He stands perfectly still, staring into its eyes.
Meleren is fascinated. Remember that you can shake an ally out of fascination with a standard action
Arranged Exit: Round 1
Shechera Total defence
Strange Robot
Meleren fascinated
Brakkik gaze pending
Pertheus
Etna gaze pending
Duskin
Kseniya Two gazes pending
Fentar gaze pending
Everyone is up!

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It appears we need to be careful with looking at these... Things, guys! - the Wayang yells the obvious.
As Duskin shakes his hands in a dance-like movement, a shadow dog appears by Meleren. The shadow animal proceeds to gently bite his behind and shake him to break him out of his state.
Another shadow puppet, which just uses his action to break Meleren out of fascinate. The "bite" thing is just for flavor, the dog doesn't do any harm. Duskin for now will be averting his gaze, even though he's not in line of sight with any enemy.

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Sorry- I'm confused which slide we are on?
Before leaving, Pertheus decides to cast Shield (from memorized spells, lasts 3 minutes).
While there. . .
Forewarned: 1d20 ⇒ 15
Using Forewarned die for Will Save for 19 total.
Pertheus frowns, then decides he best attack as well as he can, casting scorching ray.
Ranged Touch: 1d20 + 5 ⇒ (3) + 5 = 8
Fire Damage: 4d6 ⇒ (1, 1, 5, 2) = 9
Using my GM Stars/book reroll on the attack roll
Ranged Touch reroll, 3 Gm Stars: 1d20 + 5 + 3 ⇒ (10) + 5 + 3 = 18
Once he's hit, Pertheus advances 30 ft.

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Brakkik would have drunk his extract of shield and offered Kseniya his extract of long arm.
Will: 1d20 + 3 ⇒ (13) + 3 = 16
”Fashinating!” Brakkik sighs happily before plucking a small bottle from his cheek pouch. He uncorks it, pours a bit of another bottle into it, re-corks the first, and throws it at the strange metal-man.
Bomb, PBS: 1d20 + 7 + 1 ⇒ (15) + 7 + 1 = 23
Fire damage, PBS: 2d6 + 4 + 1 ⇒ (5, 1) + 4 + 1 = 11 (6 fire splash damage, Reflex 15 to halve)
Miss: 1d8 ⇒ 6

GM Pudding |

Oops, I forgot to publish the slide, sorry!. It should be there now. Pertheus you will need to move first as you started 35 feet away and I think your scorching ray range is 30. The stairs are difficult terrain (i.e it costs you 25 feet of movement to get into Kseniya's square)
Duskin's shadow puppet pokes Meleren out of his stupor, while Pertheus and Brakkik choose to open with another barrage of fire. The robot is coated with some kind of chemical, perhaps to aid with its mind-altering powers, and it ignites easily and burns hot. The fire does even more damage than it would to a flesh and blood creature!
Arranged Exit: Round 1
Shechera Total defence
Strange Robot -29
Meleren
Brakkik shield
Pertheus
Etna gaze pending
Duskin
Kseniya Two gazes pending, long arm
Fentar gaze pending

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Fentar is bored by a whole hours rest and paces anxiously before the exit appears. When a foe approaches he decides to burn up that energy!
bloodrage
will: 1d20 + 5 ⇒ (13) + 5 = 18Fentar gets a further +2 against mind-affecting and poison.

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Fentar steps around the side of the room and swings his greatsword at the metal monstrosity.
raging power attack: 1d20 + 9 ⇒ (20) + 9 = 29
damage: 2d6 + 12 ⇒ (1, 4) + 12 = 17
crit confirm: 1d20 + 9 ⇒ (5) + 9 = 14
extra damage: 2d6 + 12 ⇒ (3, 1) + 12 = 16

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Will Save: 1d20 + 2 ⇒ (11) + 2 = 13
Kseniya is fascinated by the metal creature and is unable to do much but stare.

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miss chance: 1d100 ⇒ 91
Etna will attempt to avert her eyes but still catches the creature's gaze
will: 1d20 + 2 ⇒ (11) + 2 = 13
Yet she finds herself transfixed by the creature, standing still caught in its gaze.

GM Pudding |

Kseniya and Etna stare transfixed at the swirling eyes of the robot, but Fentar shakes it off and smashes it with a tremendous blow that nearly rips it in two. Shechera closes her eyes and cowers.
Not a confirmed crit, but still a lot of damage!
The huge rent in the metal that Fentar caused looks like it should have been enough to destroy it, but it still manages to move its lurching body and slam him in return with its heavy metal hands.
Slam 1: 1d20 + 8 ⇒ (11) + 8 = 19
Slam 1 bludgeoning: 1d8 + 3 ⇒ (8) + 3 = 11
Slam 2: 1d20 + 8 ⇒ (7) + 8 = 15
Slam 2 bludgeoning: 1d8 + 3 ⇒ (7) + 3 = 10
11 damage to Fentar. This is enough to break the fascination effect on everyone, but you still need to handle the gaze at the start of your turns
Fentar will, rage, mind-affecting: 1d20 + 3 + 2 + 2 ⇒ (9) + 3 + 2 + 2 = 16
One of its strike manages to hit Fentar, and as it does it seems to accentuate his senses. His heart races, and the presence of this thing suddendly seems terrifying. He manages to hold himself together enough to maintain control, but he is still somewhat shaken by the experience.
Success on the save, but shaken regardless
Meleren Will: 1d20 + 4 + 4 ⇒ (8) + 4 + 4 = 16
Meleren steps forward and prepares to shake any of the Pathfinders who fall to the robots gaze.
He's readied an action to shake Brakkik, Etna or Kseniya if they should fail their save against the fascination, so the first one of you who did could take their turn normally
Arranged Exit: Round 2
Shechera Total defence
Strange Robot -46
Meleren Readied
Brakkik gaze pending, shield
Pertheus gaze pending
Etna gaze pending
Duskin
Kseniya gaze pending, long arm
Fentar shaken, gaze pending
Everyone is up!

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Kseniya closes her eyes, pulls her smoked goggles off her belt, and slides them on.
This will take her whole round, but she'll have her goggles on at least!

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I was rather hoping that the gaze would have an arc and I would be able to get behind it. Never mind...
will: 1d20 + 5 ⇒ (6) + 5 = 11+2 if mind-affecting or poison
I'm going to use my t-shirt re-roll.
will: 1d20 + 5 ⇒ (12) + 5 = 17+2 if mind-affecting or poison

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"Iv you can take a shtep back, that'll get you out ov rah blasht zone!" Brakkik calls to Fentar.
If Fentar can take a 5-ft step away from the construct, Brakkik can use his bomb. Otherwise, either Fentar will have to acquiesce to splash damage due to Society's rules on damaging other players or Brakkik is limited to his sling.

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Duskin moves his hands, and a shadow celestial pony appears by the construct, flanking it with Fentar. The wayang keeps the movements, manipulating the shadows with expertise.
The pony proceeds to smite the enemy and tries to trip it.
CMB (Trip): 1d20 + 2 + 2 ⇒ (20) + 2 + 2 = 24
This attack provokes, if the enemy wants to go for it. I don't care if the pony ends in the splash area of any bombs, explode it away.

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Gaze: 1d100 ⇒ 99
will: 1d20 + 2 ⇒ (19) + 2 = 21
Etna will declare this monster the target of her challenge as she breaks free of the fascination and runs at it.
attack: 1d20 + 7 ⇒ (5) + 7 = 12
damage: 1d4 + 1 ⇒ (1) + 1 = 2