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Sorry, stora-game-madness-delay
Lone swings his greatsword at the remaining elemental, but the heat distracts Lone and the swing misses. The fire elemental slams at 1d4 ⇒ 1 Awen, but misses too.
Slam: 1d20 + 4 ⇒ (7) + 4 = 11
Slam: 1d20 + 4 ⇒ (6) + 4 = 10
Round 2
Winella
Awen
Lone
Elemental red misfortune 0r
Arthrax
Gregory

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I have 2 potions of CLW to offer, but if anyone has a wand or is a cleric, I would rather we go that route.. Sorry, the party that Awen normally plays with has several casters that take care of the healing. I did not come prepared in that respect.
Once everyone is patched up, Awen moves to the East wall and examines it, looking for a way through.
Perception: 1d20 + 11 ⇒ (13) + 11 = 24

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Fire Damage: 1d4 ⇒ 3 It's 1d4 only
Awen examines the wall. Inside the wall is a arch, behind that he sees a big brass double-door. The arch at the east end of the canyon itself has a multitude of faint runes carved on its front. A few of the more ancient glyphs are written in Kelish and have been partially rubbed out recently.

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Arthrax looks down at his burns with dismay, only to feel the cleansing warmth of divine healing wash over him. He watches, fascinated, as the angry red color subsides to the healthy pink of new skin. He nods his thanks, shouldering his axe and proceeding forward.
As the group approaches the doors, Arthrax relaxes near them, getting ready to wait while the resident party know-it-alls tried to decipher the symbols.

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Shrugging at the unknown glyphs and runes, Awen looks at the group. "If anyone knows what these mean, take a look, otherwise, we should be in a battle formation before we open them and find out there are enemies on the other side."

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Hearing a quorum calling for battle formation, Arthrax takes his place at the front, axe and shield in front of him. "Here goes nothing..." He reaches forward, pushing or pulling the door open with his shield hand.

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Not sure if I gave a proper description of the area. In the east wall of the canyon is an arch, you can pass below the arch to get to the other side. I marked the arch on the map with a red border. At this arch you find the runes and glyphs. Behind the arch, on the other side of the canyon wall, is a building with the double doors. Sorry for the misunderstanding
Beyond the arch, the red stone hoodoos open up to a massive citadel. The stronghold appears to have two parts: the nearest is a squat, square fortress covered in decaying plaster and topped by an enormous minaret from which a thin plume of smoke escapes. The plaster walls are richly decorated with intricate geometric carvings of dancing flames, and smaller minarets rise from the corners. At the east end of that building, the valley floor drops suddenly and a windowless second structure perches on a plateau beyond, rising gracefully from the void in a tangle of minarets and spires. Even though centuries of sand have scoured away most of the gold leaf that once decorated the structure, the sunlight reflecting off the deep red stone of the citadel makes the entire structure glow like a massive bonfire. A delicate, red, enclosed bridge links the first fortress with the second one beyond. A pair of massive brass doors covered in a flowing decorative script blocks access to the near fortress.
In a small outcrop near the brass gate lie two mummified and perfectly preserved corpses. Between the two corpses, you find four oils, and four arrows.

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Awen gazes over the splendor of the citadels
Perception: 1d20 + 11 ⇒ (8) + 11 = 19
"Look there!" He points out to the group. "I wonder who they were and how they got here.. Lets be careful here."
Heal: 1d20 + 7 ⇒ (17) + 7 = 24
To make sure they really are dead and not undead or anything feisty
Spellcraft: 1d20 + 5 ⇒ (16) + 5 = 21
To Identify the potions and see if the arrows have any special properties

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Awen confirms that the dead bodies are dead and stay dead. They will not rise in the near future. He also identies the oils as oils of bless weapons and the arrows are +1 holy arrows.

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"These oils are to bless our weapons. We can each take one, and if no one objects, I could use the arrows. Is anyone else here an archer? we could split them too."

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Arthrax takes a vial of oil, stowing it in case it is needed later. "You would do better with the arrows than I would, anyway."
Once everyone gets ready, he approaches the doors and opens them, perhaps seeking more encouragement and praise from the witch for his bravery.

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Knowledge (religion): 1d20 + 4 ⇒ (8) + 4 = 12 Noo!? I got dice which Awen had :(
Lone's eyes looks at corpses, but he stops it when awen said about a treasure.
"oh, it's generous! we should thanks to someone who puts there."
After he says it cheerfully, gets one oil and sees into door opened by arthrax.

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Strength: 1d20 + 2 ⇒ (18) + 2 = 20
Having handed out the oil to everyone, and taking the arrows for himself, If anyone would like some, Awen will share.. just let me know Awen tries his hand at opening the door. After straining for a minute, he barely manages to open the door.

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Arthrax and Awen open the doors. The interior is in surprisingly good shape, given its age, and most of the decorations are intact. The entry hall is clearly meant to impress visitors. Many rows of stout pillars, carved to resemble writhing flames, surround the center of the room where a spiral staircase, devoid of rails or walls, leads up. A large bonfire burns in the middle of the staircase, casting normal illumination throughout the room. The walls are covered with written prayers carved in gold filigree as well as stylized efreeti faces spaced every 5 feet. Massive obsidian benches line the walls, and a thick layer of desert sand covers the floor and stairs, especially near the entryway.
Inside the citadel it's incredibly hot.

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Easily bearing the heat given his demonic heritage, Awen moves slowly into the room, on guard for any threat and searching the room for anything dangerous or curious
Perception: 1d20 + 11 ⇒ (1) + 11 = 12
Not sure if I get to add my bonuses to the perception roll to locate any possible traps...

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Closing his eyes against the heat that wafts out of the doors, Arthrax steels himself, knowing that his heavy armor will have him sweating profusely within minutes of entering. He steps inside, looking around for possible dangers while looking for their prize.
Perception: 1d20 + 1 ⇒ (15) + 1 = 16

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Perception: 1d20 + 5 ⇒ (18) + 5 = 23
Winella is staying close behind the oh so strong and brave Arthrax
"It is quite warm in here! What does everyone see? Whew it is really warm in here!
Winella begins to fan herself with her hand and flapping her blouse to create some air movement around herself
"Hopefully we find this idol quickly and can get out of here!"

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Arthrax's eyes drift over to the witch as she fans her shirt...his gaze drifting down...then he shakes his head. Focus! He proceeds forward, looking for their prize, or a portal or some other passage that might take them there.
Do we have a map?

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Noting the stairs, Arthrax moves to the northern set of double doors. "Should we clear out this level first? I heard that was a good strategy...that way you don't leave enemies at your back." He shrugs, as if he isn't really concerned one way or the other.
I'm game for the stairs, if the majority wants to go that way.

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"I would much rather know that I don't have any enemies behind me.. I vote for staying on the first floor" Awen says.
new room, new perception! Yay!
Perception: 1d20 + 11 ⇒ (15) + 11 = 26
-Posted with Wayfinder

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Nodding in agreement.
"Leaving enemies behind does sound like a poor idea indeed."
Peering into the newest room and imploring her companions.
Perception: 1d20 + 1 ⇒ (6) + 1 = 7
"This room appears completely safe, what is everyone waiting on?"

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Arthrax opens the double-doors to the northern room. The walls of this room are lined with weapons: crossed halberds, spears, and longswords, all decorated with flame motifs. Two shields with portraits of Moloch towering over the Citadel of Flame sit near the ceiling.
Awen reveals that these are all newly crafted items.
A plain obsidian bench sits on the floor, with a skeleton splayed across it. The skeleton’s armor is bedecked in stylized flames, and its scimitar’s hilt is shaped like an idol of Moloch. The room is lit by two torches.
The viewport to the Secret Spine is cleverly hidden as part of an empty weapon rack, but Awen is able to discover it after looking around.
After a moment the skeleton on the bench rises and attacks.
Ini Skelly: 1d20 + 6 ⇒ (4) + 6 = 10
Ini Arthrax: 1d20 + 1 ⇒ (7) + 1 = 8
Ini Awen: 1d20 + 3 ⇒ (18) + 3 = 21
Ini Gregory: 1d20 + 3 ⇒ (17) + 3 = 20
Ini Lone: 1d20 + 0 ⇒ (15) + 0 = 15
Ini Winella: 1d20 + 8 ⇒ (16) + 8 = 24
Round 1
Winella
Awen
Gregory
Lone
Skelly
Arthrax

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I dont know why I was all the way back by the wall, but I would have been up near the doors before they were opened.
Awen steps into the room, his sword flashing in anticipation. Undead are his favorite enemy.. the one most foul and unnatural thing in the world. He is glad to be rid of this thing.
Attack: 1d20 + 7 ⇒ (2) + 7 = 9
and catches his foot on some loose bricks as his sword comes no where near the skeleton

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I don't know either, but I did not move anybody.
Winella looks at the skeleton in a very mean way. Awen, swings his sword against the bone-man.
Winella and Awen, please do a will save I will tell you later why and why the skeleton is not going to make one ;)
Round 1
Winella
Awen
Gregory
Lone
Skelly
Arthrax

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After that last dice roll, I am almost scared to! I am only going to roll my base, but if there are any modifiers that might apply, please look them over in my profile.
Will Save: 1d20 + 3 ⇒ (11) + 3 = 14