More than a millennium has passed since the "machine mage" Karamoss's failed siege of Absalom, and for years the Pathfinder Society has used upper reaches of his subterranean siege tower as a training ground for initiates. During a routine drill, the once-dormant dungeon springs to life, and it will take all the PCs' resourcefulness and skill to make it out alive.
Written by Sean McGowen
This game went smoothly. The DR 5 of the robots I didn't take into account, which would have made them a little bit harder to this. Also screwed up a surprise round that I had setup.