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Knowledge (planes): 1d20 + 2 ⇒ (9) + 2 = 11
Mohok can't quite sort out what these fiery-headed guys are, but he knows they attacked him! He strides across the room, muttering, "Hmph, I use Sound Judgment for robots, and these aren't robots - but it'll have to do." He reaches the creature whose flames seem to have a blue tinge to them and strikes powerfully with his blade!
Move action to get close to blue, attack with Power Attack. If the thing is an evil outsider, Favored Enemy gives +2 to attack and damage.
Adamantine Falchion, PA: 1d20 + 16 ⇒ (18) + 16 = 34 crit threat
Adamantine damage, PA, Lead Blades: 2d6 + 9 + 9 ⇒ (4, 3) + 9 + 9 = 25
Crit confirm: 1d20 + 16 ⇒ (11) + 16 = 27
Crit damage: 2d6 + 9 + 9 ⇒ (5, 4) + 9 + 9 = 27

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Before anyone else runs off, Balooo will cast haste on everyone except for Mohok and starts to inspire rage!
If you accept the rage, you get +4 Str/+8 Con/+4 Will and -1 AC. You also get access to Savage Dirty Trick. However you cannot cast spells or do anything that requires concentration.

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Balooo does go before Mohok in initiative, so would have cast haste before Mohok moved to attack, and it wouldn't really have changed the outcome of Mohok's actions this round. Mohok would have accepted the raging song as well, but that may be a bit too much retcon (though he would have done 4 extra hp of damage if it applied).

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This is not the first time Rakenlattle's blood has pulsed with rage and he let it drive him forward, rushing the enemies in a desire to test the abilities of his body. Still, he is a officer of the law at heart. He cried out with a combination of battle-fury and glee, "On behalf of the city of Absalom I demand your surrender for the development of machines of war!"
The gunslinger didn't wait for an answer as he threw a dagger past Mohok, not intending a lethal blow, but also not holding himself back by dulling his attack.
Accept rage, move up drawing dagger along the way, throw dagger with deadly aim at blue.
Thrown Dagger: 1d20 + 11 - 2 + 1 + 1 ⇒ (11) + 11 - 2 + 1 + 1 = 22
Damage: 1d3 + 5 + 2 + 1 ⇒ (2) + 5 + 2 + 1 = 10

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Knowledge (planes): 1d20 + 8 ⇒ (19) + 8 = 27
Knowledge (engineering): 1d20 + 13 ⇒ (13) + 13 = 26
"Hey, these annoying little fire guys can resist most types of magic. It's conjuration you want to use on them." Van advises before his eyes get big at the sight of the rotating sword, "Oh my freaking heck, that's a chainsaw! I only ever read about them!"
Shaking off his excitement, he moves into the room and casts Snowball, tossing the projectile at the closest Azer.
If Haste wasn't in effect, will move to the same position with Dimensional Slide.
Snowball RTA + Haste: 1d20 + 7 + 1 ⇒ (6) + 7 + 1 = 14
Damage on the slim chance that hit: 5d6 ⇒ (4, 5, 1, 3, 1) = 14
If it did hit, the target needs to make a DC 15 Fort save or it's staggered for 1 round. Snowball has no SR.

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Passing on the raging song this round.
The hastening spell propels Desmond into the room, where he menaces the Azer furthest away.
Double move. Curse my slow move speed!

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The final Azer holds for an opportune moment and then pummels Balooo as he enters the room!
Stunning Fist: 1d20 + 9 ⇒ (4) + 9 = 13 Miss
The Azer that is engaged with Desmond in combat rolls to his left and then unleashes a powerful strike to the gut.
Acrobatics: 1d20 + 12 ⇒ (7) + 12 = 19
Power Attack Stunning Fist: 1d20 + 9 - 2 ⇒ (20) + 9 - 2 = 27
Confirm?: 1d20 + 9 - 2 ⇒ (11) + 9 - 2 = 18
Bludgeoning Damage: 1d6 + 5 + 6 ⇒ (6) + 5 + 6 = 17
Fire Damage: 1d6 ⇒ 5
His fancy footwork isn't quick enough to slip around Desmond unscathed, but he manages to land his punch. The floor at the base of the pit rises, revealing a large quivering mass of... hot jelly? Desmond, you can take an AoO on Yellow Azer. Go ahead and add it to your turn's actions.
Round 2 (Bold may post):
Yellow Azer (Punch!)
Brother Desmond (May take an AoO on Yellow)
Van Potter
Baloo
Ooze
Red Azer
Rakenlattle
Mohok
Torag

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AoO, haste: 1d20 + 15 + 1 ⇒ (2) + 15 + 1 = 18
Damage (slashing, magic, adamantine): 2d6 + 8 ⇒ (2, 3) + 8 = 13
The fiery punch from the azer dosen't faze Desmond, in fact some of the damage from the punch disappears as the fire triggers something about his very being.
Fire resistance 5 deals with the fire damage, but I also gain fast healing 2 for one round, due the the "Fire in the Blood" alternate racial trait.
Desmond steps to the side, unsure of what the newcomer is, and attacks the azer.
Attack, haste, PA: 1d20 + 15 + 1 - 2 ⇒ (9) + 15 + 1 - 2 = 23
Damage, PA (slashing, magic, adamantine): 2d6 + 8 + 6 ⇒ (2, 6) + 8 + 6 = 22
Attack, haste, PA: 1d20 + 15 + 1 - 2 ⇒ (16) + 15 + 1 - 2 = 30
Damage, PA (slashing, magic, adamantine): 2d6 + 8 + 6 ⇒ (5, 4) + 8 + 6 = 23
Attack, haste, PA: 1d20 + 10 + 1 - 2 ⇒ (10) + 10 + 1 - 2 = 19
Damage, PA (slashing, magic, adamantine): 2d6 + 8 + 6 ⇒ (1, 3) + 8 + 6 = 18

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The Azer breaths a sigh of relief as his Desmond's response to his failed footwork glances off of his thick hide. That relief is short lived as 2 out of the next 3 slashes rend him, leaving him in particularly bad shape...
Round 2 (Bold may post):
Yellow Azer (Punch!, -45)
Brother Desmond (Slash!)
Van Potter
Baloo
Ooze
Red Azer
Rakenlattle
Mohok
Torag

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For anyone who passed the Knowledge (Dungeonering) check above, here are factoids about the creature. Read 1 plus 1 for every 5 you beat the DC by.

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Balooo will duke it out with the red Azer, rage fueling his speedy attacks
Haste, Rage, Power Attack, Flurry: 1d20 + 18 - 2 - 2 ⇒ (18) + 18 - 2 - 2 = 32
1d6 + 10 + 4 + 2 ⇒ (5) + 10 + 4 + 2 = 21
Haste, Rage, Power Attack, Flurry: 1d20 + 18 - 2 - 2 ⇒ (5) + 18 - 2 - 2 = 19
1d6 + 10 + 4 + 2 ⇒ (6) + 10 + 4 + 2 = 22
Haste, Rage, Power Attack, Flurry: 1d20 + 18 - 2 - 2 ⇒ (10) + 18 - 2 - 2 = 24
1d6 + 10 + 4 + 2 ⇒ (4) + 10 + 4 + 2 = 20
Haste, Rage, Power Attack, Flurry: 1d20 + 13 - 2 - 2 ⇒ (16) + 13 - 2 - 2 = 25
1d6 + 10 + 4 + 2 ⇒ (4) + 10 + 4 + 2 = 20

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Balooo's first punch strikes hard, his second falls short of the mark. The Azer mistakenly thinks that is the end of the barrage and prepares his counterassault when 2 more quick strikes knock him clean out.
The ooze begins to slowly move out of the pit as the lift slowly begins to descend again.
Round 2 (Bold may post):
Yellow Azer (Punch!, -45)
Brother Desmond (Slash!)
Van Potter
Baloo (Shoryuken!)
Ooze (Double move)
Rakenlattle
Mohok
Torag

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Knowledge (dungeoneering): 1d20 + 8 ⇒ (15) + 8 = 23
Read Defenses and Special Qualities
"Yo, that ooze is made out of magma. If you hit it with cold energy or a slashing weapon it can split into other oozes. It burns any weapon that hits it, which could possibly destroy your weapons. Van reports to the others, before casting a Lightning Bolt at the ooze and stepping back 5 feet to the northwest.
Assuming the gray slabs don't block line of sight. If that's the case, I'll let you know where I'd like to re-position.
Lightning Bolt Damage: 6d6 ⇒ (2, 5, 3, 5, 6, 4) = 25

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"I needed a reason to get a new set of daggers anyway!" He gives a battle cry as he draws a pair of daggers from his belt an launches them one after another straight into the ooze.
He doesn't wait to see the results of the attack before he pulls his musket in a well practiced motion following from the attacks with the blades and fires as soon as he lines up the shot with the ooze.
Set in front of Van, quick draw daggers, throw at ooze to deal piercing damage, and one shot with the musket. If line of sight doesn't work out, I'll move an attack instead.
Dagger, Rage, Haste, Deadly Aim, Long Range: 1d20 + 11 + 1 - 6 ⇒ (13) + 11 + 1 - 6 = 19
Damage: 1d3 + 5 + 2 ⇒ (3) + 5 + 2 = 10
Dagger, Rage, Haste, Deadly Aim, Long Range: 1d20 + 11 + 1 - 6 ⇒ (10) + 11 + 1 - 6 = 16
Damage: 1d3 + 5 + 2 ⇒ (1) + 5 + 2 = 8
Musket, Haste, Deadly Aim, Touch AC: 1d20 + 12 + 1 - 5 ⇒ (13) + 12 + 1 - 5 = 21
Damage: 1d10 + 12 ⇒ (3) + 12 = 15

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Mohok puzzles over the nature of the magma, thinking he'll try out his new ice grenade on it, until Van says cold will actually produce more oozes. With a shrug, he draws and drinks a potion, readying himself for the fight with the steaming pile of molten earth.
Move action to draw potion of resist energy, standard to drink it.

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Know Dungeoneering: 1d20 + 9 ⇒ (12) + 9 = 21
Torrag moves to the doorway and casts Create Pit under the magma ooze (Blue Square).
Pit is 30' deep. Reflex DC 18 to avoid.
Fall Damage: 3d6 ⇒ (6, 2, 4) = 12

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Reflex from Lightning: 1d20 - 2 ⇒ (16) - 2 = 14
Pile just adds a bit of cover around the edges... which is more or less irrelevant with an AC 4 ooze.
Damage to Dagger 1: 4d6 ⇒ (3, 5, 2, 3) = 13
Damage to Dagger 2: 4d6 ⇒ (4, 5, 5, 1) = 15
Reflex from Pit: 1d20 - 2 ⇒ (1) - 2 = -1
The Ooze is now in a pit, has 15 HP left, and has no way to get up and out for the duration of the spell. This makes shooting fish in a barrel seem like hard work... At this point I'll call that the end of combat. If anyone wants to claim the kill they can make an attack, but otherwise...
In the room, you find a few more interesting devices. First, you find a small mass of rare metals and skymetals melted into ingots, worth a significant amount of money (to be found on your chronicle sheets later). The next interesting item of note is a document that appears to be a bounty issued for someone named Jethzerai by the City of Brass. Finally, there are 2 strange technological items in addition to the Chainsaw that the Azer leader was carrying.
Either spend one more charge from the Technomancy wand give me a Knowledge (Engineering) check from someone with techologist. I'll post the items soon.

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I forgot to add the DC of Van's Lightning Bolt, my apologies.
Van uses another charge from his wand of Technomancy to identify the other two technological items. "This is overwhelmingly cool." He chatters to himself.
47 charges left on Technomancy wand. +23 on checks before rolling.

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"This clip enhances a weapon's damage by making it heavier when it hits. The other thing you can use to recharge technological objects, but it sucks all heat from the air around it." Van explains to the others.

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Desmond stands uncomfortably close to the remaining Azer, and puts on his trained smile.
"So, can you tell us what in the name of Abadar is going on down here? And who is 'Jethzerai'?"
Diplomacy: 1d20 + 16 ⇒ (6) + 16 = 22
Using my wand of CLW after combat:
1d8 + 1 ⇒ (5) + 1 = 6
1d8 + 1 ⇒ (4) + 1 = 5
1d8 + 1 ⇒ (3) + 1 = 4

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Mohok joins Desmond in asking questions of the remaining azer, adding in his deep, rumbling voice, "You want to be spared, you'll answer some questions. What are you doing here? We heard you arguing about something, what was it?"
Diplomacy, Aid Desmond: 1d20 - 2 ⇒ (5) - 2 = 3 Helpful, no?

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Rakenlattle shakes off the rage with a smile, but he focuses on the matter as the moment passes. He goes to the pair of Azer to do what he can to stabilize the those still alive.
Heal: 1d20 + 10 ⇒ (14) + 10 = 24
He then turns to join Brother Desmond in his efforts. "I think it is best you answer him. We can see this person has a bounty on his head," he states nodding in the direction of the documentation. "While I won't judge just on another city's say so, but it isn't nothin'."
Diplomacy, Aid Desmond: 1d20 + 10 ⇒ (17) + 10 = 27

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Both of the Azers (Azer? What is the plural of Azer?) are still alive and are easily stabilized, however one of them certainly was at the brink...
Translated from Ignan by Desmond: "We're here with Jethzerai... he's a wanted criminal in the City of Brass. Fled here a long time ago through Karamoss's gate, and he's looking to return. Jethzerai is attempting to re-open the gate to the Plane of Fire, and has promised to bring us through as well in exchange for our help. Not that we are naive enough to trust hem though... We've been trying to monitor his progress on our own, and have held onto his bounty. We intend to turn him in as soon as we get back home. The gate opens near a volcano on the Plane of Fire and it seems like it was used to power some of the equipment here."
Notes about the equipment: The chainsaw has 9 charge left. Once started (standard action), as long as it isn't dropped and is carefully set down when not in use, it will remain activated and consume 1 charge per hour. It is an exotic weapon so anyone using it would suffer a -2 nonproficiency penalty for using it. It deals 3d6 damage and has an 18-20/x2 crit range.
The gravity clip is fully charged (10 charges) and consumes 1 charge per strike of the weapon it is equipped to, and acts as (but does not stack with) Lead Blades until it is out of charges.

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"You know, now that I think about it. I wonder if this battery is part of the power core. If it's incredibly hot, that'll just give it more juice to power up." Van muses as the others converse with the Azers.
Knowledge (planes): 1d20 + 8 ⇒ (6) + 8 = 14

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"An open portal leading to an active volcano sounds dangerous. We should stop this Jethzerai. Where is he currently?"

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Planes: 1d20 + 3 ⇒ (20) + 3 = 23
"If the gate links to a volcano, an eruption close to the gateway could tear the barrier between the planes, creating a permanent rift to the Plane of Fire, or even turn the Red Redoubt into an interplanar supervolcano - right on Absalom's doorstep. We can't let that happen."

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Know Planes: 1d20 + 10 ⇒ (19) + 10 = 29
Torrag takes a sideways glance at the Ulfen, a bit impressed he knew so much about the Plane of Fire, and nods. "Openning that portal would be a bad idea for everyone, not just us here in the Redoubt."

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"Well, where do we find this Jethzerai," Mohok asks the azer, "since my friends all seem to think his plan is a bad one?"
I'm not especially interested in any of this gear. The chainsaw sounds fun, but I don't like the penalty to attack.

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"I'm okay with it too," Mohok weighs in. "I say we head through those doors ahead and go find Jethzerai, seems he's the guy causing all the trouble."

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"I have no authority over you although I'm certain the Society will have some questions for you about all of this."
"Does anyone know a way to get to this plane of fire without blowing us all to Tian Xia? Either to get these folks back where they belong or turn Jethzerai to the authorities there?"

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The Azer perks up a bit at Rakenlattle's mention of getting them home. "No idea what the box- er- battery I guess as you put it does. That much is news to us even. Just seemed valuable... does your society have ways to help us return to our homes?"
Tig-0 on the other hand seems a bit... impatient. "Current task priority secondary to current designation. Continue to Forge Core. Confirm current designation?"
Feel free to continue talking to the Azers. I'll put the next room description here so you can walk forward once you're content with her answers. Both maps have has the fog removed for the following areas as well. I also added a full image of Tig-0 rather than the torso picture.
Beyond the door is a 120-foot-long skymetal bridge which slopes gently downward. It has been haphazardly repaired and seems to creak under your weight but is nevertheless sturdy. Dozens of similar bridges are visible above and below, stretching from the edge of what must be the Forge core. Many of the bridges far above have the telltale flames of fire elementals moving back and forth along them. The bridge ends at a door which leads into an octagonal chamber, seemingly situated as an entry chamber into the core.

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"Right, gang," Mohok says, just a bit puzzled by how best to communicate with Tig-0, "you all ready to, uh, confirm the current designation? I'm good to go, unless you've got more questions for these little troublemakers."

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Van nods in response to the Azer's translated response, but leaves the answer to the question about the outsiders returning to their homes to someone else.
"Yeah, let's go check out this power core!" He says with a little too much excitement.

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Rakenlattle uncomfortably shifts in the suit, pondering a far off realm he might have found a better home. He offers for translation, "It is is beyond a gnome like me what the Society might be able or willing to do for yall. I'm not gonna make promises for others that I can't handle myself. Still, if the Society can't help you, they should be able to point you to someone else. Need to go now though. Stopping holes in planes and all. We will be back in a bit if you want us to lead you back."
He pauses a moment and adds, "Or we will be all dead."
"Even then, I'm sure as the dawn that the Society would be the best for you to go to now."
Diplomacy: 1d20 + 10 ⇒ (7) + 10 = 17

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The Azer shrugs. "We'll stay out of your way for now. We appreciate the offer, and if you stop Jethzerai then perhaps we'll speak with your... Society. Although... at the end of the bridge in the entryway to the core you might want to be careful. Nasty trap there... not sure how painful it will be to you, but to us Azer it is quite harsh."

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"I am thankful for letting us know," Rakenlattle responds as he gives a small bow of the head. "No matter what happens though, I wish you enlightenment on your own path."

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Torrag starts to follow the party out the door, then as an afterthought turns back to the azers, "Thanks for the warning. Who placed the trap? Would the construct know of the trap?"

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The Azer shrugs. "Wasn't here when this place was built, and never met that construct in my life."
Since Rakenlattle cannot possibly fail to find the trap at this point, I'll move forward.
The octoganal chamber appears to acts as a buffer between the forge core and the rest of the redoubt. Within it, a large series of what Van recognizes as fire extinguishers are rigged up throughout the room. It appears that if anything much larger than a rat wanders into this room, they'll all hose down the room.

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Craft (alchemist) untrained with Technologist: 1d20 + 4 ⇒ (7) + 4 = 11
"This room is rigged to put out fires. Although if anything moves through here the chemicals that smother the flames will all be released." Van informs the others.
Is this the trap? Van will attempt to disable it if so.
Disable Device + Brown E-pick: 1d20 + 14 ⇒ (1) + 14 = 15
I hope this wasn't the trap.