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Kujo attempts to remove any power cells that need removing.
STR check: 1d20 + 5 ⇒ (8) + 5 = 13
STR check: 1d20 + 5 ⇒ (7) + 5 = 12

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Contessa nods approvingly as the slayer goes to work on the cells. She sees Vrald is distracted and decides to hop to it herself. She calls out, "Vrald, I got the wires!"
Dex: 1d20 + 3 ⇒ (13) + 3 = 16
Dex: 1d20 + 3 ⇒ (19) + 3 = 22

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Vrald tries to help out where he can, preferenably on portal five so we can try and finish that.
Either dex, +2 or STR +4 are his best bets, I'll just do the d20 roll and let the GM work out where he can be most helpful. First port of call would be the wires and dex, as he seemed to have natural aptitude
aid: 1d20 + 2 ⇒ (15) + 2 = 17
I think you said just one check, but not sure if that was one check, or one set. On the off chance he gets to make a second
aid: 1d20 + 2 ⇒ (12) + 2 = 14

GM Rutseg |

Khamûl quickly inspects Tig-0 body, finding the pieces necessary to set the dampeners of portal 5.
Not observing any further healing, Kujo turns off the silvery bracers.
Turk*, Kujo, Contessa and Vrald start working in other parts without much results, perhaps too much concerned by the incident with Tig-0.
Portals status:
Portal 1: wires unplugged, cells removed, dampeners set, runes joined
Portal 3: wires unplugged, cells removed, dampeners set, runes joined
Portal 4: wires unplugged, cells removed, dampeners set, runes joined
Portal 5: cells removed
Portal 6:
Approximately three minutes after the failsafe was removed, you overhear a terrible buzz coming from the vent over your head.
Accompanied by two fire mephit lieutenants, a salamander arrives through a large ventilation duct in the center of the ceiling using a jetpack to land safely in the middle. Things happens too surprisingly and fast for you to react. As he lands, he uses a remote control and a buzzing is heard all over the portals, lights turning on in the top of some of them.
The salamander suddenly realizes of you meddling with the portals. "What are you doing with my precious portals?" but he does not wait for answers, he just attacks once.
DC 10+distracted+distance= 16
Contessa: 1d20 + 9 ⇒ (1) + 9 = 10
Khamûl: 1d20 - 1 ⇒ (7) - 1 = 6
Kujo: 1d20 + 8 ⇒ (16) + 8 = 24
Simon: 1d20 + 14 ⇒ (2) + 14 = 16
Turk*: 1d20 + 9 ⇒ (15) + 9 = 24
Vrald: 1d20 + 1 ⇒ (19) + 1 = 20
Contessa: 1d20 + 8 ⇒ (18) + 8 = 26
Khamûl: 1d20 + 1 ⇒ (20) + 1 = 21
Kujo: 1d20 + 2 ⇒ (5) + 2 = 7
Simon: 1d20 + 10 ⇒ (8) + 10 = 18
Turk*: 1d20 + 3 ⇒ (5) + 3 = 8
Vrald: 1d20 + 2 ⇒ (20) + 2 = 22
Foes: 1d20 + 3 ⇒ (12) + 3 = 15
The mephits make a gesture and their eyes shine. All of a sudden Vrald's and Kujo's armor start to become warm.
Will DC 14 against heat metal
Salamanders are inhabitants of the fire plane. They are immune to fire and vulnerable to cold. They also have high resistance against non-magical weapons.
Mephits have a breath attack and fast healing. The fire ones have resistance to non-magical weapons and spell-likes related to fire. They are immune to fire and vulnerable to cold. Their low saving is Fort.
Kujo: 54/65 hp
Surprise round: Vrald, Simon, Foes, Turk*, Kujo
Round 1: Contessa, Vrald, Khamûl, Simon, Foes, Turk*, Kujo
Those acting in the surprise round, remember, only 1 standard action.
The salamander activates the control in the surprise round while the mpehits use a spell-like.

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I think you forgot to note Khamul's dampeners on portal #5, if it matters.
Knowledge (planes): 1d20 + 8 ⇒ (18) + 8 = 26
Knowledge (planes): 1d20 + 8 ⇒ (3) + 8 = 11
"Use magical weapons against the salamander if you have it, and cold magic will work much better than fire."
Khamul casts a spell and keeps his hand inside his cloak for the moment, to hide the fact that it has gone icy cold.
Casting frigid touch and holding the charge in a ready if one of the baddies gets close enough to touch:
melee touch: 1d20 + 6 ⇒ (20) + 6 = 26
cold damage: 4d6 ⇒ (1, 4, 6, 1) = 12
Plus staggered for 1 round (no save)
SR if necessary: 1d20 + 5 + 2 + 2 ⇒ (5) + 5 + 2 + 2 = 14
Edit: Confirm?
melee touch: 1d20 + 6 ⇒ (15) + 6 = 21
cold damage: 4d6 ⇒ (3, 6, 6, 5) = 20
And if that confirms, the target is staggered for 1 minute instead of 1 round.

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If possible, before combat (sorry for posting late, RL stuff).
Simon attempts to decipher the Runes on Portal 5 and 6.
Spellcraft: 1d20 + 10 ⇒ (17) + 10 = 27
Spellcraft: 1d20 + 10 ⇒ (4) + 10 = 14
Ok, during Combat now. :)
Feeling that the time for Diplomacy has passed, Simon attempts to disable his foes.
Simon cannot both move and cast, as this is a surprise round. So he will use his one action to cast Confusion, catching as many enemies as he can without hitting allies (15ft Radius). Should be able to hit all of them, but he will prioritize the Salamander.
Confusion Effects: 170' Range; 15' Radius Burst; 7 Round Duration; SR: Yes; DC 18 Will Save vs Confusion (Only One Initial Save)
This spell causes confusion in the targets, making them unable to determine their actions. Roll on the following table at the start of each subject's turn each round to see what it does in that round.
01-25 Acts normally
26-50 Does nothing but babble incoherently
51-75 Deals 1d8 points of damage + Str modifier to self with item in hand
76-100 Attacks nearest creature (for this purpose, a familiar counts as part of the subject's self)
A confused character who can't carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused character. Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a confused character will not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).
"Isolate any enemy that is not affected by my spell! Leave Confused enemies to their own devices until they become a threat!"

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surprise
As the Mephins and salamander arrive, Vrald looks up. His frustration with the wires was well timed and he instantly moves towards them.
Round 1
As he moves, he feels his armor start to heat...
will dc14: 1d20 + 2 ⇒ (2) + 2 = 4
"Is it just me, or is it getting hot in here?" he asks as he charges forward!
charge, power attack: 1d20 + 13 + 2 - 2 ⇒ (3) + 13 + 2 - 2 = 16
damage, magic, adamantite: 1d8 + 8 + 4 ⇒ (2) + 8 + 4 = 14
Well, that wasn't exactly stellar rolling.

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Contessa heeds Khamûl's advice and switches out the blade she used to strike down Tiggo with her +1 rapier instead and springs towards the Salamander. She activates her force shield and a blue shimmer materializes in front of her. As she thrusts her rapier forward towards the salamander she comments, "We're fixing them of course, we're part of the maintenance crew. Weren't you informed?"
+1 Rapier Attack: 1d20 + 13 ⇒ (14) + 13 = 27
Damage, Precise Strike + Precision: 1d6 + 8 + 6 + 6 ⇒ (6) + 8 + 6 + 6 = 26 Expending 1 Panache to double precision damage.

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GM, would the Communal Resist Fire spell still be active? I think not with all the time working on the portals.
Knowledge Planes(salamander): 1d20 + 10 ⇒ (6) + 10 = 16
Knowledge Planes(mephits): 1d20 + 10 ⇒ (4) + 10 = 14
Surprise Round
Turk, understanding the threat tries to activate the timeworn gravity clip to increase the damage to his greatsword before 5' stepping. He calls out Those little ones are Mephits. They have a breath attack and fast healing. You need magical weapons to get maximum effect from your attacks. They are immune to fire and vulnerable to cold. Their low saving is Fort.
Activate: 1d100 ⇒ 52

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Posting here for when you return: just waiting to know who got zapped by Simon, so Kujo knows who to approach and try and flank as the foes act after Simon, but before Kujo.

GM Rutseg |

Right Khamûl, fixed in the map, and also Simon advances with the runes
Simon quickly identifies the runes and joins the required ones to progress in portal 5 deactivation just before the appearance of the salamander.
The human mesmerist produces three nutshells and points into the space between the enemies before his companions engage them and pronounces some words causing a wave of confusion in the area and consuming the nutshells.
Salamander Will DC 18: 1d20 + 10 ⇒ (19) + 10 = 29
Yellow Will DC 18: 1d20 + 3 ⇒ (20) + 3 = 23
Red Will DC 18: 1d20 + 3 ⇒ (8) + 3 = 11
The mephit in red flames start looking around confused by the powerful energies in his mind.
Surprise round action: 1d100 ⇒ 80
Confused, instead of heating Kujo's armor, the mephit closes to the salamander and attacks.
claws: 1d20 + 5 ⇒ (4) + 5 = 9
S/P/Magical damage: 1d3 + 1 ⇒ (3) + 1 = 4
But clumsily fails even despite the salamander's surprise.
Vrald darts over the mephit in yellow flames, but he is too uncomfortable on his heating suit that fails the attack.
Contessa follows on in an attempt to fix the creatures, effectively piercing through the salamander's thick skin. It screams in pain as the blood spills all over the floor.
The spell was 10 min. and that was just before the Azers. Just too long away sorry Turk*
Turk* activates the gravity clip attached to his blade. A buzzing sound tells him it works and moving the weapon to side and side let's him check the extra power delivered with each slash.
The salamander shouts "Do you think you can defeat Jethzerai when I am so close to return?"
He activates the airborne jetpack at his back and retreats from Contessa and the confused mephit, flying into the ceiling of the room, 15 feet over the floor and close to the first portal.
Confusion: 1d100 ⇒ 63
The confused mephit attacks himself with his claws in a clear disdain of his own safety.
damage: 1d8 + 1 ⇒ (3) + 1 = 4
The last mephit attacks Vrald with both claws then starts flying all over the floor.
Claw: 1d20 + 5 ⇒ (14) + 5 = 19
S/P/Magical damage: 1d3 + 1 ⇒ (3) + 1 = 4
Claw: 1d20 + 5 ⇒ (5) + 5 = 10
S/P/Magical damage: 1d3 + 1 ⇒ (2) + 1 = 3
But the claws are easily deflected by the man's armor which starts to really burn.
Fire damage: 1d4 ⇒ 2
1d100 ⇒ 59
The eastern portal starts pouring lava into the floor. The lava quickly flows to the metallic artifact at the southern wall.
Salamander: 26 damage, 15 ft. fly
Yellow: 5 ft. fly
Red: Confused r7
Kujo: 54/65 hp
Turk*: Gravity clip 9 charges left
Vrald: 62/64 hp, heat metal r7
Round 1: Contessa, Vrald, Khamûl, Simon, Foes, Turk*, Kujo
Round 2: Contessa, Vrald, Khamûl, Simon, Foes, Turk*, Kujo
Everybody can post!

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Contessa grits her teeth as the salamander flies away. "Coward! I think Jethzerai is a coward who can't even fight a female without bouncing away in fear."
Looking back to her party she looks to the flying creature and shouts, "Can one of you do something about that?"

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Still holding his freezing cold hand in his robes, Khamul approaches the nearest mephit and pulls out his icicled hand dramatically as he reaches for the fire beast's arm. "Leave this place! You will destroy the whole island with your nonsense!"
melee touch: 1d20 + 6 ⇒ (17) + 6 = 23
cold damage: 4d6 ⇒ (4, 3, 6, 2) = 15
Plus staggered for 1 round (no save)
SR if necessary: 1d20 + 5 + 2 + 2 ⇒ (11) + 5 + 2 + 2 = 20

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Turk charges the mephit that attacked Vrald.
+1 Greatsword with Lead Blades, Arcane Strike, and Power attack: 1d20 + 10 + 2 + 2 - 2 ⇒ (14) + 10 + 2 + 2 - 2 = 263d6 + 7 + 2 + 6 ⇒ (1, 2, 6) + 7 + 2 + 6 = 24
I have a bow and spells that can hurt him a little but no way to get up there with him. Turk explains as he attacks the elemental creature.

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Surprise round action
Ignoring the confused mephit, Kujo draws his magically enchanted greatsword and whirls around the mephit in yellow flames.
First Round Action
Kujo rages as he 5' steps behind the mephit roaring as he attempts to intimidate and flanks with Vrald and strikes.
Intimidate: 1d20 + 10 ⇒ (7) + 10 = 17
Rounds: 1d4 ⇒ 1
+1 Greatsword (rage, flank): 1d20 + 14 + 2 ⇒ (20) + 14 + 2 = 36
Damage: 2d6 + 11 ⇒ (1, 2) + 11 = 14
+1 Greatsword (Confirmation): 1d20 + 14 + 2 ⇒ (16) + 14 + 2 = 32
Damage: 2d6 + 11 ⇒ (2, 4) + 11 = 17

GM Rutseg |

When Khamûl delivers his spell, an icy halo covers the confused mephit dealing increased damage and automatically stopping the flames in the creature. On its death, instead of returning to his home plane, it falls to the floor of the chamber immobile.
With the first mephit down, it is easy for Turk* and Kujo to bring down the last mephit with a couple of well placed strikes. Turk's blade specially cuts through with ease thanks to the extra inertia provided by the gravity clip, while Kujo ascertains to land his sword on the head of the creature.
Salamander: 26 damage, 15 ft. fly
Kujo: 54/65 hp
Turk*: Gravity clip 8 charges left
Vrald: 62/64 hp, heat metal r7
Round 2: Contessa, Vrald, Khamûl, Simon (x2), Foes, Turk*, Kujo

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I have a bow and spells that can hurt him a little but no way to get up there with him. Turk explains as he attacks the elemental creature.
"My friend, I have a potion of flying that I will give you. It would be better in you than in me."
I'll have to pull it out next round and maybe you can grab it from me and chug it. If I hadn't used my arcane bond spell on that gust of wind already I would just cast it but I don't mind using up my potion.

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Vrald moves as quickly as his hot armour allows to get near to the Salamander.
"Coward!" he cries, threatening the creature but unable to reach it.
At least I'm guessing he can't reach it. Is any part of it within his reach?

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Simon dashes forward to reach Vrald. Noticing that his companion cannot reach the flying Salamander, he retrieves a Potion of Fly for his friend. Acting quickly, he simultaneously uses his Hypnotic Stare on the Salamander and psychically targets it with a spell.
First Round Action: Simon takes a Double Move Action towards Vrald.
Second Round Action: Simon retrieves a Potion of Fly (Only a Move Equivalent Action from Haversack). He Stares at the Salamander as a Swift Action, then vertically projects a Cone of Fear to catch it without catching allies as a Standard Action (Simon can cast with both hands occupied as a Psychic Caster).
Caster Level Check vs. Spell Resistance (If Salamander Has Spell Resistance; Ignore If Not): 1d20 + 7 ⇒ (1) + 7 = 8
Hypnotic Stare Effects: -2 to Will Saves, -2 to Attack Rolls, enables Painful Stare 1/Round, can affect enemies immune to Mind-Affecting effects (Psychic Inception).
Painful Stare Effects: +3 additional precision damage the first time the enemy takes damage in a round (totaled from triggering attack before applying DR). Additional damage increased by +2d6 if increasing the Mesmerist's own damage.
Fear Effects: 30' Cone-Shaped Burst; SR: Yes; DC 18 Will Save vs. Panicked Condition; Shaken Condition even on a Successful Save.
Panicked Condition: A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can't take any other actions. In addition, the creature takes a –2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature cowers and does not attack, typically using the total defense action in combat. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.
Shaken Condition: A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened or panicked.

GM Rutseg |

Vrald double moves just below the salamander shouting insults in an attempt to unfocus the creature.
Simon produces a potion of fly while he moves just next to Vrald and offers it to him. The mesmerist fixes then his gaze at the salamander and produces a shout of fear that engulfs the flying creature.
Yes Contessa, but you will be able to attack with only one hand and lose Dexterity to AC. The DC to climb would be 10 and consume 20' for each 5' climbed. You need to climb 10' to reach it right now on his 15' flight.
Will-stare DC 18: 1d20 + 10 - 2 ⇒ (17) + 10 - 2 = 25
The salamander seems to resist Simon's wave of fear and points towards him and says an arcane word that pierces with strength on the mesmerist ears.
Sonic damage+intense spells: 1d6 + 1 ⇒ (3) + 1 = 4
Fort DC 15 half damage and avoids getting dazed 1 round
The salamander then flies back to the southern area of the room.
Vralds armor start searing burning his skin.
Fire damage r3: 2d4 ⇒ (4, 4) = 8
1d100 ⇒ 83
More lava flows into the southern wall machine from the easternmost portal.
Salamander: 26 damage, 15 ft. fly, hypnotic stare, painful stare
Kujo: 54/65 hp
Turk*: Gravity clip 8 charges left
Vrald: 56/64 hp, heat metal r7
Simon: 72/66 hp
Round 3: Foes, Turk*, Kujo, Contessa, Vrald, Khamûl, Simon
Everybody can act!

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Kujo would like to target the creature's jetpack with a chakram. Is this something you'll entertain as a GM?
Kujo will take his after Turk and accept Turk's rage song if offered.
Kujo rushes at the salamander, leaping into the air as he swings.
Jump 5' (DC20): 1d20 + 9 ⇒ (17) + 9 = 26
Kujo is trying to jump as high as he can to reach the target
+1 Greatsword (rage): 1d20 + 14 ⇒ (10) + 14 = 24
Damage: 2d6 + 11 ⇒ (2, 3) + 11 = 16
with 5' reach and getting 5' off the ground, hopefully this puts me within reach.

GM Rutseg |

Kujo@ I will allow it under the sunder rules, which requires a melee attack.
The creature is flying 15' over the floor which means you need a 10' jump DC 40. I will let you rethink that action.
Khamûl draws and offers a fly potion to Turk* while this one casts a spell that produces a thunder just over Jethzerai.
Fort DC 16: 1d20 + 10 ⇒ (16) + 10 = 26
The burst does not seem to affect in any special way the salamander other than perhaps damaging his hearing senses.
Salamander: 32 damage, 15 ft. fly, hypnotic stare, painful stare
Kujo: 54/65 hp
Turk*: Gravity clip 8 charges left
Vrald: 56/64 hp, heat metal r7
Simon: 72/66 hp
Round 3: Foes, Turk*, Kujo, Contessa, Vrald, Khamûl, Simon

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Yes, I think you're right, I'd need to be standing at 10' to reach to 15. So Kujo would then take out his Chakram and throw it at the jet pack. If that's not allowed, Kujo will drop out of rage and climb up the ladder.
Chakram attack on jetpack: 1d20 + 7 ⇒ (9) + 7 = 16
Damage (rage): 1d8 + 7 ⇒ (4) + 7 = 11

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Khamûl draws and offers a fly potion to Turk* while this one casts a spell that produces a thunder just over Jethzerai.
[dice=Fort DC 16]1d20+10
The burst does not seem to affect in any special way the salamander other than perhaps damaging his hearing senses.
the 6 damage should go through regardless of the save, right? You message above seems to suggest otherwise.

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Vrald drinks the potion and then flies after the Salamander.
"Come back and fight like a man. Ouch!" he shouts, feeling very, very uncomfortable in his rapidly heating armour.

GM Rutseg |

Kujo@ as stated before, you can only sunder with melee attacks.
Turk*@ yep, I meant that by damaging his senses, take note the damage is accounted in the status
As Vrald flies over next to the salamander, he attacks with his tail.
Tail AoO because of 10' reach: 1d20 + 8 ⇒ (1) + 8 = 9
But he is so surprised by the human's flight he reacts too slow and almost hits himself!
Salamander: 32 damage, 15 ft. fly, hypnotic stare, painful stare
Kujo: 54/65 hp
Turk*: Gravity clip 8 charges left
Vrald: 56/64 hp, heat metal r7
Simon: 72/66 hp
Round 3: Foes, Turk*, Kujo, Contessa, Vrald, Khamûl, Simon

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As stated, Kujo drops Rage, sheaths his +1 greatsword, and climbs up ladder to the platform.

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Ok, then I'm accelerated climbing to get there within range in a single round.
Frustrated by the retreat Contessa shouts, "You're not getting away that easily!" She starts to climb the portal as fast as she can, using her expert climbing skill to propel her within reach of the salamander. When she gets just below him she lashes out with her rapier at him.
Accelerated Climb + Derring-Do bonus to climb: 1d20 + 10 - 5 + 1d6 ⇒ (2) + 10 - 5 + (4) = 11
+1 Rapier Attack: 1d20 + 13 ⇒ (15) + 13 = 28
Confirm: 1d20 + 13 ⇒ (2) + 13 = 15
Damage + Precise Strike: 1d6 + 8 + 6 ⇒ (3) + 8 + 6 = 17
Expended 1 panache for derring-do, Currently 2/4

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Simon cries out as he is hit by the Salamander's spell. He attempts to focus on the battle, and push through the sonic attack.
Fortitude Save: 1d20 + 9 ⇒ (4) + 9 = 13
It is too much for him, however. He can only manage to cover his ears as his senses are overloaded.

GM Rutseg |

Kujo climbs to the dais through the stairs next to the control panel.
Contessa, observing the salamander has moved away from the portals, moves to the southern machine trying to avoid the lava that is flowing towards it.
Meanwhile Simon seems too stunned by the piercing sound to react.
The salamander uses his jet to try hover separating himself from Vrald.
Fly (hover) DC 15: 1d20 + 12 ⇒ (4) + 12 = 16
Despite some jet problems, he succeeds to hold on place separating from the armored human just 5'.
From there she says an arcane word and a missile of pure force flies from his right hand striking just on the chest of Vrald!
Force damage+intense spells: 1d4 + 1 + 1 ⇒ (4) + 1 + 1 = 6
Vralds armor keeps searing burning his skin.
Fire damage r4: 2d4 ⇒ (2, 3) = 5
1d100 ⇒ 51
The flow of lava keeps moving towards the southern wall from the easternmost portal.
Then, Contessa valiantly jumps over the mirror machine on the southern wall, and demonstrating an exceptional skill for climbing reaches with ease the top part and surprises the salamander with a precise strike in his lungs while she clings to one of the mirrors edge. The damage seems increased with extra pain from Simon's stare!
Salamander: 52 damage, 15 ft. fly, hypnotic stare, painful stare
Kujo: 54/65 hp
Turk*: Gravity clip 8 charges left
Vrald: 45/64 hp, heat metal r7
Simon: 72/66 hp
Round 4: Foes, Turk*, Kujo, Contessa, Vrald, Khamûl, Simon
Because Contessa was not in situation that climbing will help, I double moved her to the southern wall, and used round 3 actions as round 4 ones.

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As the noise subsides, Simon groggily returns to the battle. He moves closer to the Salamander; using his magic to Command its action.
Simon will move up 30' and attempt to cast the spell Command on the Salamander (DC 16 Will Save). The specific command will be Approach. If successful, the Salamander must take the following action on its next turn:
Approach: On its turn, the subject moves toward you as quickly and directly as possible for 1 round. The creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.

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Kujo moves to the wall of the platform and lines up a straight shot at the salamander.
Next round Kujo may attempt to leap and attack the creature provided it is within jumping distance.

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Vrald shoots forward five feet and then unloads on the Salamander.
"Stop burning me!"
attack: 1d20 + 13 ⇒ (9) + 13 = 22 add +2 if Contessa provides flanking
attack: 1d20 + 8 ⇒ (11) + 8 = 19 add +2 if Contessa provides flanking
damage, magic, adamantite: 1d8 + 8 ⇒ (8) + 8 = 16
itterative damage, magic, adamantite: 1d8 + 8 ⇒ (6) + 8 = 14
I need some good rolls to hit I think...
And potential AOO from Simon's spell
attack: 1d20 + 13 ⇒ (20) + 13 = 33 add +2 if Contessa provides flanking
damage, magic, adamantite: 1d8 + 8 ⇒ (2) + 8 = 10
crit ?: 1d20 + 13 ⇒ (14) + 13 = 27 add +2 if Contessa provides flanking
bonus damage?, magic, adamantite: 1d8 + 8 ⇒ (4) + 8 = 12

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You did not respond about the damage from Turk's Soundburst. The spell did 60 damage that independent of the save. It did not look like you applied that damage. Can you let me know?
Turk will drink the potion now in his hand and use his move action to fly to the Salamander.

GM Rutseg |

Turk*@ find response here (second line)
Will DC 16-stare: 1d20 + 10 - 2 ⇒ (2) + 10 - 2 = 10
It seems impossible for Jethzerai to resist Simon's command as the salamander looks at the mesmerist from the ceiling of the room.
Kujo sets himself at the wall, readied to perform a jump on the run over the salamander if he tries to move closer.
Vrald closes by the creature flying thanks to the potion provided by Simon and slashes once and again, helped at the same time by Contessa flanking from the top of the mirror machine.
The collaborative tactic seems to work and the sword cuts with ease on the chest then on the right arm.
Observing the command and the AoO crit I will proceed jumping the others turn
Compelled to approach the man in the most direct way, Jethzerai flies down towards Simon. Yet the collaborative work between Simon, Vrald and Contessa is well repaid as the fighters take profit of the opportunity offered by the mesmerist, signing Jethzerai's doom by cutting half the head of the fiery creature!
The jetpack loses control and crashes against the floor with the inert body of the salamander. Smoke spirals raise all over the spills of the mechanic engines although some of the parts might be still obtained and resold.
Vrald armor starts cooling down but still burns his skin.
Fire damage: 1d4 ⇒ 3
1d100 ⇒ 88
The lava keeps flowing to the southern machine.
Salamander: 109 damage, hypnotic stare, painful stare
Kujo: 54/65 hp
Turk*: Gravity clip 8 charges left
Vrald: 42/64 hp, heat metal r7
Simon: 72/66 hp
Combat is over!
spear
timeworn zero pistol,
spellbook (level 2 evoker spells),
timeworn inertial dampening belt,
timeworn veemod goggles (0 charges; worth 10 gp) with non functional green veemod (worth 100 gp)

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Fine with me on the potion. Things like that might seem costly at this level but it's usually one of the first things I purchase before upgrading gear because consumables like that can turn a nasty encounter around (same goes for oil of bless weapon, oil of daylight, oil of magic weapon, etc.)
Khamul carefully stashes his potion away and looks about. "Is everyone well? Quick! Whatever that salamander was trying to do with this flowing lava, I think we need to stop it before it causes this place to explode."
He rushes back to the final portal and tries to put the last dampener in place.
I'll roll a few in case he doesn't get it on the first try.
Knowledge (engineering): 1d20 + 8 ⇒ (9) + 8 = 17
Knowledge (engineering): 1d20 + 8 ⇒ (20) + 8 = 28
Knowledge (engineering): 1d20 + 8 ⇒ (4) + 8 = 12

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Simon follows after Khamul, running as fast as he can. He hurriedly tugs on the exposed wires, hoping to shut down the portals.
Dexterity Check: 1d20 + 3 ⇒ (16) + 3 = 19
Dexterity Check: 1d20 + 3 ⇒ (3) + 3 = 6

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Just as Kujo's fatigue comes to an end, so does the battle. As the group seems to focus back on the devices, that familiar dull stare returns to Kujo's face.
For speed, please feel free to tell Kujo what to do and roll for him.

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Turk, seeing the creature down, hands the potion back and starts working on the controls again. We need to stop this lava if we can. He will use his bardic power to take 20 on a knowledge check once a day here.
Knowledge Planes: 20 + 12 = 32

GM Rutseg |

While Khamûl is still looking for some dampener Simon approaches the fifth portal and attempts to unplug wires, but at the first moment he touches it, it is scorching hot and burns his hands. The sixth portal seems in even worser conditions.
Fire damage: 2d6 ⇒ (5, 5) = 10
1d100 ⇒ 50
All the rest of you take note and look at each other with the pressure to find a different way to deactivate the portals now that they have been activated by Jethzerai, making impossible to restart the safety mechanisms. Meanwhile, the lava keeps flowing from the sixth portal to the southern machine.

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Kujo approaches the southern machine, adamantine blade drawn and looks at the others as if waiting for someone to tell him to smash it.

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Sorry that I seem to be confused all the time. Did Turk spend his action as stated above, or did he decide it would no longer work? If so is there some knowledge check to make to know how to shut down the portals now?

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Vrald lands, trying to avoid the larva.
"My thanks for the potion.. Can anyone help me with this armour, I'm slowly roasting alive..." says the knight with perhaps the vaguest hint of worry to his voice.
He approaches the console as well to see if he can work out how to shut off the portal.
know(engineering) aid: 1d20 + 4 ⇒ (14) + 4 = 18

GM Rutseg |

Vrald approaches the console and studies it not knowing how to stop the portals. He determines though that he can extract the console’s backup memory drive. That should come with a lot of information on the portal technology in the room, a larger schematic of the Forge level, and detailed records of power usage in the Red Redoubt during the fatal days leading up to Karamoss’s attempted destruction of the portals and perhaps even some hints on many of the Machine Mage’s secret methods for creating robots.
You can remove the memory drive next round but analyzing the info inside will take weeks of work
Round 6
Vrald: Moves to the control console and studies it
Turk*:
Kujo:
Khamûl:
Simon:
Contessa:

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Seeing Turk burned by the active portal, Khamul decides not to risk replacing the dampener while the lava is still flowing. "Did you find anything?" he calls out to Vrald as he rushes across the room to the console where the knight is working. After hearing what Vrald has discovered, Khamul adds any insight he might have.
Knowledge (engineering): 1d20 + 8 ⇒ (17) + 8 = 25
I GM'd this quite a while ago so I honestly don't remember the details. I'm going to make a guess but if my knowledge check tells me otherwise, ignore this.
"That's the memory? So if we take the memory out, will it stop? If this machine works like a living being, I imagine it would. Maybe we should remove it for, if all else fails, we might at least have some record of what has gone on here. But let's hope we can shut this thing down."