
Pirate GM |

Prefect continues its assault on the dwarf.
electrowhip: 1d20 + 12 ⇒ (17) + 12 = 29
electric damage: 1d10 + 6 ⇒ (7) + 6 = 13
Knocking the dwarf to the floor with a vicious whip! His head hits the ground with a crack and blood seeps out around him.
Looks like 29 crits for 26 damage
Stepping away from Zandu it tries to drop him with a whip attack as well.
electrowhip: 1d20 + 12 - 5 ⇒ (14) + 12 - 5 = 21
electric damage: 1d10 + 6 - 5 ⇒ (10) + 6 - 5 = 11
Also hitting Zandu! although not enough to drop him.
Its whip continues to spin dangerously.
Preserver also moves back to try and finish off the threat at their flank.
whip vs Zandu: 1d20 + 12 ⇒ (2) + 12 = 14
electrobogaloo vs Zandu: 1d20 + 12 - 5 ⇒ (12) + 12 - 5 = 19
But Zandu gets a reprieve from the assault as the whip goes over his head.
electro whip: 1d20 + 12 ⇒ (11) + 12 = 23
electric damage: 1d10 + 6 ⇒ (3) + 6 = 9
electro whip: 1d20 + 12 ⇒ (15) + 12 = 27
electric damage: 1d10 + 6 ⇒ (8) + 6 = 14
Aeon Balls (1/3)
Zandu (12/38)
Hampton (51/56)
Tarbh (0/58) Prone, Dying 2
Prefect(W)-40
Dr. Lazarus (0/38) Wounded 1, Prone, Unconscious
Preserver(U) (-19)
Cariad (42/44) (Reflex DC 21)
Cariad is up!
Both AoOs currently active

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Cariad Steps twice, and then lashes out at Blue with both blades.
Longsword: 1d20 + 10 ⇒ (3) + 10 = 13
ouch!: 1d8 + 4 ⇒ (3) + 4 = 7
Main-Gauche: 1d20 + 10 - 4 ⇒ (19) + 10 - 4 = 25
ouch!: 1d4 + 4 ⇒ (2) + 4 = 6
precision on first hit: 1d8 ⇒ 8

Pirate GM |

Cariad dodges the about half of the electrified stones coming her way.
She then steps in under the spinning whip and manages a precise stab against Preserver.
1d3 ⇒ 2
Hampton is the lucky recipient of the remaining tracking laser.
electricity/piercing damage: 2d8 ⇒ (8, 6) = 14
basic reflex dc 21
Aeon Balls (1/3)
Zandu (12/38)
Hampton (51/56) (Reflex 21)
Tarbh (0/58) Prone, Dying 2
Prefect(W)-40
Dr. Lazarus (0/38) Wounded 1, Prone, Unconscious
Preserver(U) (-33)
Cariad (38/44)
Zando and Hampton are up!
Both AoOs still active.

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Action 1: Step
Action 2-3: Ready (Strike)
Zandu steps in close once more, and calls to Hampton, "Quickly, let's double team it!"
Will Strike when Hampton steps into flanking position
Damage (S): 1d6 + 4 + 1d6 ⇒ (1) + 4 + (3) = 8

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Not sure where Zandu was (pretty sure he was already next to Lazarus), but rather than Ready'ing to get into flanking, any chance you can Battle Med Lazarus instead? You'd still get an attack in, but we'd also potentially have another party member back in the fray. Sadly, he's been out this entire battle.
Otherwise ... go team.

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I would, but I can't afford to eat an AoO :(
This is definitely one of those 'I wish we had a Cleric' moments

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Yeah, those AoOs are killer.
Hampton nods to Zandu, declaring White as his hunted prey and stepping opposite the Rogue. Without enough time to draw his second shortsword, he stabs with what he has.
+1 shortsword vs. flat-footed AC: 1d20 + 11 ⇒ (18) + 11 = 29
piercing: 1d6 + 2 ⇒ (3) + 2 = 5
Hunt prey, Step, Strike.

Pirate GM |

As hampton steps up Zandu finishes off Prefect before Hampton can strike.
Leaving Hampton the opportunity to hunt the remaining construct.
Preserver moves back once again, spinning its whip in Zandu's direction.
whip: 1d20 + 12 ⇒ (8) + 12 = 20
electric damage: 1d10 + 6 ⇒ (3) + 6 = 9
whip: 1d20 + 12 - 5 ⇒ (1) + 12 - 5 = 8
Only connecting once, leaving Zandu on his feet. but continuing its whip.
whip: 1d20 + 12 ⇒ (15) + 12 = 27
electric damage: 1d10 + 6 ⇒ (9) + 6 = 15
Aeon Balls (1/3)
Zandu (3/38)
Hampton (51/56) (Reflex 21)
Tarbh (0/58) Prone, Dying 2
Dr. Lazarus (0/38) Wounded 1, Prone, Unconscious
Preserver(U) (-33)
Cariad (38/44)
Tarbh has a dying check and Cariad is up!

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Cariad Steps twice, and lashes out with both blades once more.
Longsword: 1d20 + 10 ⇒ (6) + 10 = 16
ouch!: 1d8 + 4 ⇒ (8) + 4 = 12
Main-Gauche: 1d20 + 10 - 4 ⇒ (4) + 10 - 4 = 10
ouch!: 1d4 + 4 ⇒ (4) + 4 = 8
Precision on first hit: 1d8 ⇒ 1

Pirate GM |

reflex save from Hampton from last round: 1d20 + 12 ⇒ (12) + 12 = 24
Success, takes 7 dammage
Tarbh dying DC12: 1d20 ⇒ 14
Tarbh gets a little better.
Cariad can't connect!
1d3 ⇒ 1
Zandu gets the shards!
electric piercing damage: 2d8 ⇒ (1, 2) = 3
Basic Reflex 21 from Zandu!
Initiative:
Aeon Balls (1/3)
Zandu (3/38) (Reflex 21)
Hampton (44/56)
Tarbh (0/58) Prone, Dying 1
Dr. Lazarus (0/38) Wounded 1, Prone, Unconscious
Preserver(U) (-33)
Cariad (38/44)
Need to resolve Zandu's reflex save, after that Zandu and Hampton can act!
AoO is still up

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Reflex save: 1d20 + 11 ⇒ (5) + 11 = 16
Ok, hero point time
Reflex save: 1d20 + 11 ⇒ (8) + 11 = 19
Caught unaware, the shard pierces his chest. With a cry of pain Zandu collapses.
Flat check: 1d20 ⇒ 16

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With the last construct already marked as prey, Hampton considers his options. He grimly steps to the Doctor, draws a potion, and pours it down Lazarus' throat.
healing: 1d8 ⇒ 7
Interact to draw, Stride, Interact to feed potion.

Pirate GM |

Hampton gets smacked with the whip as he gets out and feeds the potion to the doctor.
AC 27 for 15 damage
Initiative:
Aeon Balls (1/3)
Hampton (29/56)
Tarbh (0/58) Prone, Dying 1
Dr. Lazarus (7/38) Wounded 1, Prone, (Dropped held items)
Preserver(U) (-33)
Cariad (38/44)
Zandu (0/38) (Dying 1)
Dr. Lazarus is up! (And new dying check for Tarbh)

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Thanks Hampton!
Dr. Lazarus' eyes pop open when Hampton feeds him the potion. Quickly calculating the best odds of survival, the Doctor tends to the wounded.
While prone, he does some in-battle healing to Zandu who's fallen beside him.
Battle Medicine-Zandu: 2d8 + 4 ⇒ (8, 1) + 4 = 13
Assurance => 18, Forensics Investigator +4
Then, in an effort to return the favor to Hampton, he reaches out and does the same for the ranger.
Battle Medicine-Hampton: 2d8 + 4 ⇒ (3, 1) + 4 = 8
Assurance => 18, Forensics Investigator +4
Seeing his curve blade on the ground, he plays out some scenarios in his head. Ignoring the blade, Lazarus draws Grabthar's hammer, his +1 returning light hammer strapped at his waist.
Actions: Battle Med, Battle Med, Interact (draw weapon)

Pirate GM |

Tarbh bleeds while the Doctor is finally able to put his skills to use, healing not only 1 but 2 of his comapnions.
Stepping over Tarbh and moving between the newly conscious Pathfinders and the wall Preserver circles back into the chamber before the fight leaves the range of the Aeon Swarm.
There it looks down at Dr Lazarus and attempts to return him to napppyville before the Doctor undoes all his hard work.
whip vs Dr. FF: 1d20 + 12 ⇒ (8) + 12 = 20
electric damage: 1d10 + 6 ⇒ (3) + 6 = 9
Drops Dr. Thurston Lazarus, III back to dying 2.
Succeeding at it's first mission this turn it continues its pattern of attacking those whom are flatfooted when possible and follows up by attacking the other prone Pathfinder.
whip vs Zandu FF: 1d20 + 12 - 5 ⇒ (5) + 12 - 5 = 12
electric damage: 1d10 + 6 ⇒ (6) + 6 = 12
Fortunately for the party, doesn't connect.
That whip does continue to spin dangerously.
whip: 1d20 + 12 ⇒ (2) + 12 = 14
electric damage: 1d10 + 6 ⇒ (4) + 6 = 10
Initiative:
Aeon Balls (1/3)
Hampton (37/56)
Tarbh (0/58) Prone, Dying 2
Dr. Lazarus (0/38) Wounded 1, Dying2, Prone
Preserver(U) (-33)
Cariad (38/44)
Zandu (13/38) (Wounded 1, Prone) (Dropped held items)
Cariad, and Zandu are up!
AoO is up as well.

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Cariad grits her teeth and repeats her same technique, hoping to hit this time.
Step, Step, Twin Takedown
Longsword: 1d20 + 10 ⇒ (14) + 10 = 24
ouch!: 1d8 + 4 ⇒ (2) + 4 = 6
Main-Gauche: 1d20 + 10 - 4 ⇒ (17) + 10 - 4 = 23
ouch!: 1d4 + 4 ⇒ (1) + 4 = 5
PRecision damage on first hit: 1d8 ⇒ 3

Pirate GM |

Cariad moves in carefully under the spinning whip and connects with both hits!, barely taking it down, but taking it down none the less!
OUT OF COMBAT
With only 1 stone remaining in the Aeon Swarm and no more deadly electro whips swinging around it's fairly trivial to either disable it before it kills anybody or retreat out of its range and come back at full strength.
A thorough search eventually reveals a secret door leading to a chamber full of clockwork tools, shattered aeon stones and rotting piles of in what was once a crowded workspace.
Large metal panels removed from the facility’s walls lie in the center of the room; etched into these panels are meticulous blueprints for a wayfinder identical to the one Muesello lent you. The Society could likely use these to craft more of these clockwork wayfinders.
A signature on each panel reads “Preserver.”
While it's hard to sort out what all the Azlanti writing means you do gleam some information regarding MueselloWayfinder.
"The wayfinder is synced with a global tracking spellform. It confirms 337 active tracking units."
Having exhausted your opportunities down here you're able to return to the Kingfisher. Muesello, thrilled by the discoveries, and the fact that none of you were killed, promises each of you the first opportunity to make use of one of these new generations of wayfinders.
End of Scenario. Congratulations, big thanks to all of you for being good sports about how that last combat went. Glad to see you pull it out in the end.