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one more Strike: 1d20 + 10 ⇒ (18) + 10 = 28
slashing: 2d8 + 6 + 1 ⇒ (6, 7) + 6 + 1 = 20

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Talos heals himself while Jaqard tries to land a blow on the vessel. It's been a rough start for the Pathfinders.
And it gets worse.
The purple energy that suffuses the vessel begins to vibrate, agitating before bursting out in a wave that washes over Talos, Jaqard, and Alaric.
Etheric Discharge, DC 26 basic Fort (Negative energy): 11d6 ⇒ (5, 4, 6, 3, 6, 6, 6, 1, 6, 4, 6) = 53
The vessel readjusts its external plating to continue shielding itself from blows.
Of course heap of clockwork bits and bobs is unperturbed. So it continues to attack.
These are against Talos unless Talos is down. In which case they are against Jaqard.
Concealed Flat Check, DC 5: 1d20 ⇒ 19
Infested Touch: 1d20 + 18 ⇒ (16) + 18 = 34
Damage (Negative): 2d12 + 6 ⇒ (12, 8) + 6 = 26
Then a fragment of the purplish energy attaches itself, weighing them down somehow. You are Encumbered now
ROUND 2
Talos - Heal (-52hp) + Fort save
Vessel - Etheric Discharge (-40hp)
Heap - Infesting Touch
Jaqard - Go + Fort save
Sun Fire - Go + Fort save
Alaric - Go + Fort save

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DC 26 Fort: 1d20 + 15 ⇒ (14) + 15 = 29 26 negative dmg
rest of turn pending.

Dr Talos |

Fort (E): 1d20 + 18 ⇒ (14) + 18 = 32
Talos's shoulders slump. He casts SHield, drawing upon the power of his Ioun stone.
He leaves the shortsword on the ground, wary of drawing an AOO as he stabs the Vessel again…
+1 Striking Silver Rapier, Stance: 1d20 + 20 + 1 ⇒ (12) + 20 + 1 = 33
P: 2d6 + 7 + 2 ⇒ (5, 6) + 7 + 2 = 20
Sneak: 2d6 ⇒ (5, 6) = 11
Deadly: 1d8 ⇒ 2
… and again…
+1 Striking Silver Rapier, Stance: 1d20 + 20 - 5 + 1 ⇒ (7) + 20 - 5 + 1 = 23
P: 2d6 + 7 + 2 ⇒ (3, 4) + 7 + 2 = 16
Deadly: 1d8 ⇒ 7
He prepares to trip the Vessel if it is struck by an adjacent ally:

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Fort: 1d20 + 13 ⇒ (20) + 13 = 33
With so many resistances built up the negative energy doesn't hurt Alaric in the slightest as he raises his shield and sends a Searing Light into the heap of scrap.
Searing Light: 1d20 + 16 ⇒ (5) + 16 = 21
Damage (Fire): 5d6 ⇒ (4, 5, 3, 4, 4) = 20 +3d4 persistent Fire from Incendiary Aura.
Alaric raises his hand and rocks a small explosion on the creature
Infernal Detonation Damage (Fire): 1d6 + 8 ⇒ (3) + 8 = 11 DC 26 Basic Reflex
◆ Shield
◆◆ Searing light
HP 84/88
AC 27 (29 w/ shield raised)
Resistance: Mental, Slashing 4, Acid, Fire, Harm 5, Own and Allies Alchemical Splash damage 3
Spells (1) 2/3 (2) 3/3 (3) 2/3 (4) 2/3
Focus Points 2/3
Infernal Detonations 0/1
Hero Point 0/3

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Jaqard continues to focus on the vessel.
Flurry of Blows (1) boot to the head: 1d20 + 18 + 1 ⇒ (14) + 18 + 1 = 33
Flurry of Blows (2) boot to the head: 1d20 + 14 + 1 ⇒ (20) + 14 + 1 = 35
slashing (1): 2d8 + 6 + 1 ⇒ (6, 8) + 6 + 1 = 21 plus force: 2d6 ⇒ (1, 3) = 4
slashing (2): 2d8 + 6 + 1 ⇒ (2, 5) + 6 + 1 = 14 plus force: 2d6 ⇒ (1, 6) = 7
magic, ghost touch, treat as cold iron or silver if applicable
If either hits, enemy needs to make a DC 26 Fort save or be stunned 1 (3 on crit fail). Incapacitation effect.
If both hit, combine damage before applying any resistances.
one more for Jenny the vessel: 1d20 + 10 + 1 ⇒ (12) + 10 + 1 = 23
slashing: 2d8 + 6 + 1 ⇒ (3, 4) + 6 + 1 = 14
and the wimp also the vessel: 1d20 + 10 + 1 ⇒ (13) + 10 + 1 = 24
slashing: 2d8 + 6 + 1 ⇒ (1, 1) + 6 + 1 = 9
just for good measure: 1d20 + 10 + 1 ⇒ (2) + 10 + 1 = 13
slashing: 2d8 + 6 + 1 ⇒ (1, 7) + 6 + 1 = 15
If perchance the vessel falls, move remaining attacks to the heap instead (perhaps with the flat-footed condition applied).
Ki strike ◈, Strike (haste action), Strike x2.

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Jaqard delivers a round kick that strikes the 'head' of the vessel, the move staggering it such that it does not sense the spinning back kick that rocks it! The vessel gets wise the the threat though, and manages to block and dodge the rest of the attacks. It also avoids the good doctor's trip attempt.
Perhaps it's the flurry of blows, or the wily nature of the foe, but the beam of searing light that flies from Alaric is well wide of the target.
Talos, for his part, manages to stick his rapier in the vessel once, wrenching it so that bits of wire are severed.
ROUND 2
Talos - Heal (-106hp)
Vessel - Etheric Discharge (-124hp)
Heap - Infesting Touch
Jaqard - CRIT (-26hp)
Sun Fire - Go + Fort save
Alaric - Miss
ROUND 3
Talos - Hit (-106hp)

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fort: 1d20 + 13 ⇒ (13) + 13 = 26
Sun Fire Boom Boom winces at the discharge and decides to put the Heap into time out.
Resilient Sphere
Ref DC 26
Dun Fire Boom Boom also skitters forward into the doorway.
No courage this round.

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Reflex save, DC 26: 1d20 + 15 ⇒ (19) + 15 = 34
The clockwork heap gets caught in the force sphere!
Meanwhile, the clockwork vessel continues to try and cut down Dr. Talos.
Flat check: 1d20 ⇒ 4 MISS
Flat check: 1d20 ⇒ 6
Halberd vs Talos: 1d20 + 23 - 5 ⇒ (12) + 23 - 5 = 30
Damage (S + Negative): 2d10 + 9 + 1d10 ⇒ (9, 8) + 9 + (7) = 33
It connects, cutting down the android.
Alaric attempts to intercede.
Reflex save, DC 26: 1d20 + 19 ⇒ (4) + 19 = 23
Flames scorch and melt metal, but still it persists.
The vessel then turns its attention to Jaqard, pivoting and moving its plating to protect itself against the monk.
Then the clockwork heap attempts to break through the resilient sphere, releasing a cloud of loosely connected debris that slashes at the barrier.
Scrap Tempest: 3d8 ⇒ (3, 6, 8) = 17
It then scrapes at the barrier with purpleish tendrils.
Infested Touch: 1d20 + 18 ⇒ (18) + 18 = 36
Damage (Negative): 2d12 + 6 ⇒ (12, 4) + 6 = 22
The touch is ineffective though, leaving it trapped for the time being.
ROUND 3
Talos - Hit (Dying 1)
Vessel - Kill Talos (-135hp)
Heap - I want to break free
Jaqard - Go (-26hp)
Sun Fire - Go
Alaric - Go
ROUND 3
Talos - Go (Dying 1)

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Having dealt with the heap for now Sun Fire Boom Boom uses his last 4th level spell to soothe Talos's wounds.
soothe: 4d10 + 16 ⇒ (9, 7, 3, 5) + 16 = 40
Sun Fire Boom Boom follows up with an inspiring song.
lingering performance: 1d20 + 20 ⇒ (9) + 20 = 29
3 rounds of +1 inspire courage.

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Jaqard continues to assault the machine, this time without spending any ki.
Flurry of Blows (1) boot to the head: 1d20 + 18 + 1 ⇒ (20) + 18 + 1 = 39
Flurry of Blows (2) boot to the head: 1d20 + 14 + 1 ⇒ (15) + 14 + 1 = 30
slashing (1): 2d8 + 6 + 1 ⇒ (5, 1) + 6 + 1 = 13
slashing (2): 2d8 + 6 + 1 ⇒ (2, 4) + 6 + 1 = 13
magic, ghost touch, treat as cold iron or silver if applicable
If either hits, enemy needs to make a DC 26 Fort save or be stunned 1 (3 on crit fail). Incapacitation effect.
If both hit, combine damage before applying any resistances.
one more for Jenny: 1d20 + 10 + 1 ⇒ (18) + 10 + 1 = 29
slashing: 2d8 + 6 + 1 ⇒ (7, 4) + 6 + 1 = 18
and the wimp: 1d20 + 10 + 1 ⇒ (20) + 10 + 1 = 31
slashing: 2d8 + 6 + 1 ⇒ (2, 7) + 6 + 1 = 16
once more with feeling: 1d20 + 10 + 1 ⇒ (7) + 10 + 1 = 18 feeling like I'm gonna miss, I suppose
slashing: 2d8 + 6 + 1 ⇒ (7, 2) + 6 + 1 = 16
Flurry of Blows ◈, Strike (haste action), Strike x2.

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Alaric continues to send out bright bursts of fire from the end of his staff, though this time at the Vessel. "We'll melt it into slag."
Searing Light vs Vessel: 1d20 + 16 ⇒ (16) + 16 = 32
Damage (Fire): 5d6 ⇒ (2, 4, 6, 5, 5) = 22 +3d4 persistent Fire from Incendiary Aura.
◆ Shield
◆◆ Searing light
HP 84/88
AC 27 (29 w/ shield raised)
Resistance: Mental, Slashing 4, Acid, Fire, Harm 5, Own and Allies Alchemical Splash damage 3
Spells (1) 2/3 (2) 3/3 (3) 2/3 (4) 2/3
Focus Points 2/3
Infernal Detonations 0/1
Hero Point 0/3

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Jaqard delivers a potent strike that shatters the clockwork vessel!
ROUND 3
Talos - Hit (Dying 1)
Vessel - Kill Talos (-135hp)
Heap - I want to break free
Jaqard - Kill + 2 Actions left(-26hp)
Sun Fire - Heal and Inspire
Alaric - Go (Or target Resilient Sphere)
ROUND 4
Talos - Go (-88hp)

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Giving a few moments of respite Alaric turns and tends to Talos wounds. "Heal up then we will deal with this pile of scrap."
Signature Spell Heal (Talos): 4d8 + 32 ⇒ (3, 1, 8, 4) + 32 = 48
◆ Shield
◆◆ Heal
HP 84/88
AC 27 (29 w/ shield raised)
Resistance: Mental, Slashing 4, Acid, Fire, Harm 5, Own and Allies Alchemical Splash damage 3
Spells (1) 2/3 (2) 3/3 (3) 2/3 (4) 1/3
Focus Points 2/3
Infernal Detonations 0/1
Hero Point 0/3

Dr Talos |


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Jaqard will spend an action to Ready ◈ a Strike ◈ (using whichever roll above the GM deems appropriate), triggered by the heap breaking free of the sphere.

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Another explosion of debris flies out from the heap, striking the remnants of the resilient sphere.
Scrap Tempest: 3d8 ⇒ (1, 3, 5) = 9
And when that fails to pierce the sphere, some of the purple energy infusing the heap picks up a piece of scrap and hurls it in frustration
Wrathful Toss: 1d20 + 16 ⇒ (14) + 16 = 30
Damage (B): 3d8 ⇒ (2, 3, 3) = 8
It fails to break the barrier!
Talos gets back up, picking up his weapons. Clearly he's gearing for the fight to continue.
ROUND 4
Talos - Stand (-88hp)
Heap - I STILL want to break free
Jaqard - Go (-26hp)
Sun Fire - Go
Alaric - Go

Dr Talos |

Talos enters his stance and then readies an action should it break free…
Dread Marshal Stance, DC 27: 1d20 + 21 ⇒ (9) + 21 = 30 => Stance is a 10' aura.
+1 Striking Silver Rapier, Stance: 1d20 + 20 ⇒ (7) + 20 = 27
P: 2d6 + 7 + 2 ⇒ (6, 6) + 7 + 2 = 21
Sneak: 2d6 ⇒ (1, 5) = 6
Deadly: 1d8 ⇒ 5

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Jaqard will Ready ◈ a Flurry of Blows ◈, triggered by the heap breaking free of the sphere.
Flurry of Blows (1) boot to the head: 1d20 + 18 + 1 ⇒ (17) + 18 + 1 = 36
Flurry of Blows (2) boot to the head: 1d20 + 14 + 1 ⇒ (11) + 14 + 1 = 26
slashing (1): 2d8 + 6 + 1 ⇒ (2, 2) + 6 + 1 = 11
slashing (2): 2d8 + 6 + 1 ⇒ (8, 1) + 6 + 1 = 16
magic, ghost touch, treat as cold iron or silver if applicable.
If either hits, enemy needs to make a DC 26 Fort save or be stunned 1 (3 on crit fail). Incapacitation effect.
If both hit, combine damage before applying any resistances.

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Sun Fire Boom Boom heals Talos just in case things go wrong when the creature finally escapes.
soothe(3): 3d10 + 12 ⇒ (4, 10, 3) + 12 = 29
Sun Fire Boom Boom works on their next limerick.
+1 Inspire Courage lingers!!

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Alaric keeps his shield up as he heals Jaqard. "That shoud be good. Let's burn this thing to the ground."
Signature Spell Heal (Jaqard): 2d8 + 16 ⇒ (3, 1) + 16 = 20
◆ Raise Shield
◆◆ Heal
HP 84/88
AC 27 (29 w/ shield raised)
Resistance: Mental, Slashing 4, Acid, Fire, Harm 5, Own and Allies Alchemical Splash damage 3
Spells (1) 2/3 (2) 2/3 (3) 2/3 (4) 1/3
Focus Points 2/3
Infernal Detonations 0/1
Hero Point 0/3

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The heap continues to try and break free...
Scrap Tempest: 3d8 ⇒ (8, 6, 8) = 22
... and does so with a burst of flying scrap.
The Pathfinders respond immediately, with Jaqard landing a flurry of blows and Talos lands a blow of his own. Though he notes that the clockwork heap is unfazed by the aura of fear. Regardless, the foe seems resistant to their martial endeavours. Resistance 5, plus immune to mental effects
It reaches out to touch Jaqard with its flowing purple energy.
Infested Touch: 1d20 + 18 ⇒ (3) + 18 = 21
Damage (Negative): 2d12 + 6 ⇒ (5, 1) + 6 = 12
ROUND 5
Talos - Ready (-39hp)
Heap - Free! (-49hp)
Jaqard - Go (-26hp)
Sun Fire - Go
Alaric - Go
ROUND 6
Talos - Go (-39hp)

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Alaric reaches up and slams his staff down hard onto the heap. Flames burst and spark across the metal like metal striking an anvil.
Produce Flame, Inspire: 1d20 + 16 + 1 ⇒ (15) + 16 + 1 = 32
Damage: 4d4 + 4 + 1 ⇒ (2, 4, 1, 3) + 4 + 1 = 15 + 3d4 Persistent Fire from Aura (4d4 if a crit from Produce Flame)
◆ Raise Shield
◆◆ Produce Flame
HP 84/88
AC 27 (29 w/ shield raised)
Resistance: Mental, Slashing 4, Acid, Fire, Harm 5, Own and Allies Alchemical Splash damage 3
Spells (1) 2/3 (2) 2/3 (3) 2/3 (4) 1/3
Focus Points 2/3
Infernal Detonations 0/1
Hero Point 0/3

Dr Talos |

Talos picks up the shortsword. Adding Sneak in case anyone can flank.
+1 Striking Silver Rapier, Stance: 1d20 + 20 ⇒ (14) + 20 = 34
P: 2d6 + 7 + 2 ⇒ (6, 3) + 7 + 2 = 18
Sneak: 2d6 ⇒ (2, 6) = 8
Deadly: 1d8 ⇒ 3
+1 Striking Cold Iron Shortsword, Agile: 1d20 + 20 - 4 ⇒ (10) + 20 - 4 = 26
P: 2d6 + 7 + 2 ⇒ (6, 3) + 7 + 2 = 18
Sneak: 2d6 ⇒ (4, 4) = 8

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Jaqard doesn't hesitate to press the group's tactical advantage, moving to flank the heap with Talos.
Flurry of Blows (1) boot to the head: 1d20 + 18 + 1 ⇒ (1) + 18 + 1 = 20
Flurry of Blows (2) boot to the head: 1d20 + 14 + 1 ⇒ (14) + 14 + 1 = 29
slashing (1): 2d8 + 6 + 1 ⇒ (6, 5) + 6 + 1 = 18
slashing (2): 2d8 + 6 + 1 ⇒ (3, 8) + 6 + 1 = 18
magic, ghost touch, treat as cold iron or silver if applicable
If either hits, enemy needs to make a DC 26 Fort save or be stunned 1 (3 on crit fail). Incapacitation effect.
If both hit, combine damage before applying any resistances.
one more for Jenny: 1d20 + 10 + 1 ⇒ (6) + 10 + 1 = 17
slashing: 2d8 + 6 + 1 ⇒ (1, 2) + 6 + 1 = 10
and the wimp: 1d20 + 10 + 1 ⇒ (5) + 10 + 1 = 16
slashing: 2d8 + 6 + 1 ⇒ (6, 5) + 6 + 1 = 18
Step, Flurry of Blows ◈, Strike (haste action), Strike.

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Through the combined assault of the Pathfinders the clockwork heap is also destroyed!
Among the many scattered parts, the Pathfinders find a damaged galvasphere. While the galvasphere has no inherent power, Alaric and SUn Fire Boom Boom are fairly certain it can still be of use. Alas, there is nothing else of worth, so the Pathfinders continue their explorations.
Moving to where the water trickled in the Pathfinders see that the worked stone gives away to a more rugged and natural cavern overflowing with water from an underground stream. A fine metal mesh containing a slowly dissipating energy orb about 5 feet across is suspended in the center of the enclosure.
Inside the mesh is a glowing orb, one that you realize must be Lumna.
The electrified mesh serves two purposes: it protects the anyone from the alien’s otherwise overwhelming telepathy, and it keeps Lumna’s essence somewhat stable.
"You have found me. This is good news. I have been curious about this place, your world. But would rather have arrived in gentler circumstances," the glowing orb dims slighty, then continues. "The unpredictable nature of my planar jump wounded me, but the kindness from Doctor Treju was unexpected. I wish I had not hurt them, and promise to you that it was not on purpose. It seems that my natural form is not compatible with your minds, and so I find myself within this enclosure."
Alaric and Sun Fire both realize that the essense gatherer they just retrieved could be used to extract Lumna from their cage and allow them to leave the manor.

Dr Talos |

Where will you go when you leave?
Talos will free Lumna if it's deemed safe to do so.

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Taking the essense gatherer, Talos moves towards Lumna to collect their energy-based body within. The rogue has no difficulty avoiding the electrical energy that bound the alien (crit success) and moments later steps away from the danger.
"It is done. Thank you. I will be forever in your debt," Lumna says, their voice filling the air around the essense gatherer. "I would like to travel with you, at least for a time. If you'll allow it?"

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With Lumna saved and the mystery behind the crystal key solved, the Pathfinders make ready for their return to the Lodestar Inn. After discussing with Revecka and Lumna, the group agrees to allow the two to leave with them, but not before Revecka makes a 'call' to Narcela through the device in the basement.
Once more seated at a table with Evni Zongnoss, the group recount all that they learned. Kamenya is pleased that Revecka came back with you all, expressing their thanks for helping the Ardis scholar. Ziri listens to all that you learned, but does not seem overly impressed by your findings. That said, the half-orc does bring you all a round of drinks and raises a glass to commend them on their work.
When the last of you finishes your report, Lumna speaks up. It's like a dam that has finally broken, as the alien barrages Evni, Ziri, and Kamenya with questions. "What is a Pathfinder? How many people are you? Is everyone helpful like Alaric, Jaqard, Sun Fire Boom Boom, and Doctor Talos? What planets have you traveled to? Where..."
After the questions abate, which takes a while, Evni speaks with Revecka. "The Pathfinder Society will provide the alchemical reagents needed to keep your heart beating, and the Society has numerous researchers who
would be interested in collaborating with you. You have my word: we will help."
"Thank you," Revecka says. "I'll take what help I can get. Hopefully I can get in contact again with Narcela too. I understand that Aslynn is a concern for you. She's a concern for Narcela and I too now."
And so ends Scenario 4-06: Signal from the Electric Laboratory. Thanks for playing!