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Survival check (add 1 if tracking): 1d20 + 6 ⇒ (8) + 6 = 14
All of us can fight, so put the ranged folks in the middle? Leonides has a pretty decent Perception check; who else is less likely to be surprised?

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Alden will take point.
Alden will also make a survival check Survival: 1d20 + 5 ⇒ (15) + 5 = 20 to see if He can spot the scorch marks.
He'll ready his shield and flail as he walks.
Perception Take 10 for total 12 if needed

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Sorry, for some reason, it wasn't showing that there were additional posts in gameplay!
Survival: 1d20 + 8 ⇒ (6) + 8 = 14
"Tangaroa will provide the waters of life for us. I am sorry to have been silent for so long. I have been... distracted."
EDIT: Haku can be 2nd or 3rd. He doesn't want to be in the way of the heavy hitters, but is not afraid to wade into combat. But as this looks foreboding, he draws his club.

DM Rah |

The scorch marks look familiar to Alden, but he can't quite identify them. However, as the group enters the canyon before the arch leading to the citadel the source of the marks reveal themselves as two small moving pillars of flame with vague humanoid shapes. One emerges from behind a hoodoo to the north and another to the south.
Alden Knowledge Planes: 1d20 + 5 ⇒ (2) + 5 = 7
PERCEPTION
Alden: 1d20 ⇒ 18
Haku: 1d20 + 3 ⇒ (18) + 3 = 21
Leonides: 1d20 + 6 ⇒ (18) + 6 = 24
Pascal: 1d20 + 6 ⇒ (3) + 6 = 9
Sark: 1d20 + 4 ⇒ (4) + 4 = 8
Ugly: 1d20 + 3 ⇒ (19) + 3 = 22
INITIATIVE
Alden: 1d20 ⇒ 18
Haku: 1d20 + 1 ⇒ (7) + 1 = 8
Leonides: 1d20 + 2 ⇒ (19) + 2 = 21
Pascal: 1d20 + 2 ⇒ (10) + 2 = 12
Sark: 1d20 + 5 ⇒ (5) + 5 = 10
Ugly: 1d20 + 5 ⇒ (6) + 5 = 11
Enemy: 1d20 + 5 ⇒ (14) + 5 = 19
INITIATIVE - Surprise Round (Move OR Standard action. Pascal and Sark are surprised - no actions this round)
Leonides: 21 <=Up
Elemental: 19
Alden: 18
Ugly: 11
Haku: 8

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The marching order seems a little shuffled, I think Pascal was scouting, I'll move Ugly backwards.
Ugly had been taking careful steps behind others; watching, following. The crunch of gravel and sand comforted his sense of purpose, moving towards that elusive goal. When the path spits them out to the sight of flaming figures, Ugly is momentarily distracted by distant memory. "Sentinels", he manages to say.

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On his turn, Haku will move so that he is not threatened, if possible. He pours some water from his gourd canteen into his hand, then moving his hand in an arc, pouring out the water, chanting loudly! As the water pours to the ground, two gallons of water pours down on one of the fire creatures! Cast create water! Hopefully, it does some damage... :p

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Sark is glad he changed into his hot weather outfit as the sun beats down on them. He puts his extra waterskins on the mount so not to weight him down, though keeps one on him incase something happens to it. As we reach the valley, Sark move a bit north and forward about 20 feet watching for anything dangerous. Seeing the marks on the floor has him following them with his eyes until he sees the human flamemen, calling out to the group in case they did not see them, his first action is to draw his bow(move) and release an arrow at the flamemen closest to him.
1d20 + 3 ⇒ (12) + 3 = 151d6 ⇒ 4

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Alden simply hefts his shield and adopts a defensive maneuver.
Alden uses total Defence

DM Rah |

As Leonides prepares a spell the elementals converge on the party.
Someone move the elementals please. One moves to the spot just above Haku. The other moves to the space just below Sark. Alden you can change your action if you like.
Haku creates a small deluge of water, but it turns to steam without affecting the elemental. It does however flare in apparent anger.
INITIATIVE - Surprise Round
Leonides: 21 (casts spell)
Elemental: 19
Alden: 18 (full defense?)
Ugly: 11 <=Up
Haku: 8 (create water)

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sark init?

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Alden Steps carefully in a space to support Haku.

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"Hey Haku I guess I can share the heat with you then. I'll appreciate any pointers."
As he steps up, flails twirling.

DM Rah |

Ugly's whip sends the elemental sprawling like a crumbling bonfire, though his whip comes back scorched and smoking.
Burn: 1d4 ⇒ 4
Initiative Round 1 - Leonides is up. After he goes the elementals will act, then we will move into alternating turns since all the PCs will be acting before they act again.

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Leonides advances on Haku's other side and brings his flail crashing down on the elemental.
Flail to elemental, incl. divine favor: 1d20 + 5 + 1 ⇒ (19) + 5 + 1 = 25
Flail damage, incl. divine favor: 1d8 + 3 + 1 ⇒ (1) + 3 + 1 = 5

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Club 2-h: 1d20 + 3 ⇒ (18) + 3 = 21 Damage: 1d6 + 3 ⇒ (3) + 3 = 6
"Pointers? It seems that bashing this thing works," Haku laughs, then frowns a bit at his scorched club.

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As the fiery spirit rises, Leonides tries to catch it on his backswing.
AoO to elemental, incl. divine favor and prone target bonus: 1d20 + 5 + 1 + 4 ⇒ (9) + 5 + 1 + 4 = 19
Damage, if that hits (incl. divine favor): 1d8 + 3 + 1 ⇒ (3) + 3 + 1 = 7

DM Rah |

Haku and Leonides beat the elemental into unmoving cinders.
The second elemental slams a flaming appendage at Sark, burning his arm and setting his clothes on fire. 1 slam damage, 4 fire damage
Slam on Sark vs Flat-footed: 1d20 + 4 ⇒ (9) + 4 = 13
Damage + Fire: 1d4 + 1d4 ⇒ (1) + (4) = 5
Sark Reflex save vs Burn: 1d20 + 5 ⇒ (1) + 5 = 6
Burn (Ex) (DC 11 Reflex Save) A creature with the burn special attack deals fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability must also succeed on a Reflex save or catch fire, taking the listed damage for an additional 1d4 rounds at the start of its turn. A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by the burning creature and must make a Reflex save to avoid catching on fire.
Ok, we're just going back and forth now, so all PCs can act again.

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"Get back!" The inquisitor spins and leaps to the rogue's side, bringing his still-smoldering flail crashing through the second elemental.
Flail attack, incl. divine favor: 1d20 + 5 + 1 ⇒ (15) + 5 + 1 = 21
Flail damage, incl. divine favor: 1d8 + 3 + 1 ⇒ (3) + 3 + 1 = 7

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Sark lets out scream as he goes up like a flaming torch, he runs around screaming trying to get fire to go out, dropping to ground and rolling when away from the elemental.
Withdraw from combat using 2nd move to drop and roll
ref save: 1d20 + 9 ⇒ (5) + 9 = 14

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Alden looks bemused at the whole situation and then wades in with a strike.
Alden Attacks with Flail!!!: 1d20 + 5 ⇒ (2) + 5 = 71d8 + 4 ⇒ (5) + 4 = 9
Alden Misses as his attention is still captured by the ongoing action around him.
His drill master would have had him cleaning weapons for the night for this inattention.

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As the fire fire is put out, Sark has no hair on his face, his eyebrows are gone and even some of his hair is burnt in patches. He stops screaming as well and picks himself off the ground ready to finish this living flame if still alive on his turn.

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Stunned by the appearance of the flaming beasts, Pascal belated throws both her chakrams at the remaining creature.
Rapid Shot1 + Point Blank - into Melee: 1d20 + 5 ⇒ (9) + 5 = 14
Damage1: 1d6 + 2 ⇒ (6) + 2 = 8
Rapid Shot2 + Point Blank - into Melee: 1d20 + 5 ⇒ (6) + 5 = 11
Damage2: 1d6 + 2 ⇒ (1) + 2 = 3

DM Rah |

Pascal's arrow flies straight through the last elemental sending a burst of flame through the air, almost like the spray of blood. With a whoosh it collapses into smoldering cinders.
COMBAT OVER
As the elementals slowly burn out you get a better look around the valley. The bull-headed statues leer down while the flame-carved hoodoos rise gracefully far above the canyon floor. The arch at the east end of the canyon has a multitude of faint runes carved on its front.

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Sark sits down and tries to check which parts of him are burned the worst. "Uhhh thanks for putting me out, not going to be going near any fire for a while i think.... I know its just the start of this adventure, but i am feeling quite hurt, i think i will stick to the back for a while until i can get my breath back." When he touches red patches of his arm his face squints in pain.

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Haku moves over to Sark, checking his wounds, "The waters of life heal you. Ho'omaikai kahiki hou!"
Spontaneous cast (bless) for cure light: 1d8 + 1 ⇒ (8) + 1 = 9
"Anyone else hurt?"

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"Not I; thanks to Pascal's chakram and some fine whip work, the creatures were never able to attack me. Haku, I have a curing wand, so you can save your spells for other things."
The inquisitor looks around the canyon, walking over to take a look at the arch while his spell is still running.

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Sark's wounds disappear, his burned hair grows a bit, and his red patches on his skin turn a pale pink. "Gee thanks again, didnt think we should be using our healing resources up so fast, i will try to be more careful." Sark says a bit meekly.

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Alden bows his head in shame. His first fight and he proves ineffective. His dream to be part of the hellknights just proved harder.
He silently resolves to try harder next time.
He steps up and again resumes point waiting for the rest.

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Sark watches Ugly walk through the pass, if nothing happens to him, he follows as the group reaches the doors, he will check them for any traps then stand back to let someone else opening them.
1d20 + 6 ⇒ (6) + 6 = 12

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Alden Pushes the doors open.
If there's further checks to be made....I'll make them.

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Pascal nods to the gunslinger, "Thanks big man, they've served me well on more than one occasion.
Inspecting the chakrams, Pascal makes sure both are still in good condition and then moves forward with the others.

DM Rah |

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.
The brass doors are propped against the entryway. Sark detects no traps upon the doors and Alden gives them a shove, but quickly realizes that some brute strength will be required to get them open.
DC 20 Strength check to open the doors.
As the others examine the doors you spot two mummified and perfectly preserved corpses in a small outcrop near the brass doors.
PERCEPTION
Alden: 1d20 ⇒ 11
Haku: 1d20 + 3 ⇒ (11) + 3 = 14
Leonides: 1d20 + 6 ⇒ (6) + 6 = 12
Pascal: 1d20 + 6 ⇒ (18) + 6 = 24
Sark: 1d20 + 4 ⇒ (1) + 4 = 5
Ugly: 1d20 + 3 ⇒ (13) + 3 = 16