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Gresh moves into the room looking for any signs of immediate danger.
perception: 1d20 - 1 ⇒ (8) - 1 = 7
Seeing no danger, Gresh looks around for any sort of exit that might lead deeper into the citadel.
"Z'hor'll, what do you make of that grotesque throne?"
Gresh turns toward Fuath, "Those tapestries are of your brothers and sisters fighting soldiers of flame. Do you recall anything about that battle that might be of use to us?"

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Hehe. I have some knowledge in history... :)
Gresh will try to recall some details of the battle depicted in the tapestries.
kn:history: 1d20 + 5 ⇒ (15) + 5 = 20
Gresh admires the beautiful tapestries. The details of the battle are depicted in fascinating detail. He recalls something...from his earlier years while under the tutelage of his brothers in arms... a lecture concerning battle tactics, perhaps...the battle scenes jog a memory...

GM Woran |

The tapestry has the battle in exquisite detail, and the dry heat of the citadel has preserved it well. But the more Gresh studies the tapestry, the more he is convinced this isnt depicting anything that actually happened, but is an amalgam of battles that happened in the past. Someones whist-full fantasy interpretation of a mighty battle.

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history : 1d20 + 7 ⇒ (13) + 7 = 20
Z’hor’ll listens to Gresh explain everything that he would have, and giggles slightly to himself. ”Seems like these folks want a war, or something. And one against fire?”
Z’hor’ll moves in, and checks out the throne. (token not moved, as I am on my iPad)
1d1d20 + 7 ⇒ (6) + 7 = 13

GM Woran |

Kyra joins the group, studying the tapestry with interest.
Z'hor'll, taking a look behind the throne, sees a faint light behind it. Looks like he found a badly hidden secret door.
stealth: 1d20 + 2 ⇒ (18) + 2 = 20
perception gresh: 1d20 - 1 ⇒ (18) - 1 = 17
perception Z'hor'll: 1d20 + 6 ⇒ (12) + 6 = 18
perception Kyra: 1d20 + 4 ⇒ (5) + 4 = 9
While everyone is busy either with the tapestry, or the secret door's mechanism, there is suddenly a sound. Quickly spinning around, everyone catches a spray of color in the face!
will save Gresh: 1d20 + 9 ⇒ (15) + 9 = 24
will save Z'hor'll: 1d20 + 4 ⇒ (5) + 4 = 9
will save Kyra: 1d20 + 9 ⇒ (14) + 9 = 23
Z'hor'll isnt feeling so good...
color spray: 1d4 ⇒ 2
Blinded and stunned for 2 rounds, then stunned for 1 round.
init Fuath: 1d20 + 4 ⇒ (14) + 4 = 18
init Gresh: 1d20 ⇒ 1
init Z'hor'll: 1d20 + 3 ⇒ (17) + 3 = 20
init kyra: 1d20 ⇒ 1
init Gali: 1d20 + 2 ⇒ (5) + 2 = 7
roll off Gresh: 1d20 ⇒ 18
roll off Kyra: 1d20 ⇒ 4
Initiative
Round 1
Z'hor'll
Fuath
Strange Dude
Gresh
Kyra
Z'hor'll is a bit out of it. Fuath is up!

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Z'hor'll just stands there. For once not talking.
GM, can we get into a faster delay or bot cycle? 24 hours, and the player gets delayed or botted. I am sorry this puts a burden on you, but it has been hard to follow the game. Thank you!

GM Woran |

Yeah, fair. You need a bit of speed for a game to flow
Botting Fuath: Not sure what just happened, having been observing the previous room, Fuath steps inside to see a weird man threatening his party members.
Fuath shoots a ray of heavenly fire at the man.
to hit heavenly fire: 1d20 + 4 ⇒ (7) + 4 = 11
But it misses.
Strange dude: With a manic look in his eyes the guy cackles while stepping back, then casts a spell. A ball of fire erupts in the room!
damage: 6d6 ⇒ (6, 3, 3, 2, 5, 2) = 21
reflex save Z'hor'll: 1d20 + 3 - 5 ⇒ (18) + 3 - 5 = 16 due to stunned
reflex save Gresh: 1d20 + 5 ⇒ (19) + 5 = 24
reflex save Fuath: 1d20 + 4 ⇒ (10) + 4 = 14
reflex save Kyra: 1d20 + 3 ⇒ (6) + 3 = 9
Initiative
Round 1
Z'hor'll 21 damage
Fuath 21 damage
Strange Dude
Gresh 12 damage
Kyra21 damage
Gresh is up!
Unless otherwise suggested, Kyra will channel

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Seeing the devastation to both the beautiful tapestries and his allies, Gresh moves toward the Strange Dude, pulls Peacekeeper while moving and then attacks.
greataxe vs strange dude, pa: 1d20 + 8 - 2 ⇒ (14) + 8 - 2 = 20
adamantine/slashing, pa: 1d12 + 5 + 6 ⇒ (6) + 5 + 6 = 17
Gresh swings Peacekeeper yelling, "By the light of Iomedae, you will not prevail this day!" (In celestial)
The Black Crescent bites deeply into the Strange Dude...

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Z'hor'll still stands there. Burning...

GM Woran |

Gresh: slashes deep into the strange dude's shoulder, and blood spurts everywhere. But whomever it is, is not down yet...
Kyra: Calls upon to power of the dawnflower to heal everyone.
Z'hor'll: Can do nothing (yet) while his party members get attacked.
Initiative
Round 2
Z'hor'll 13 damage
Fuath 13 damage
Strange Dude
Gresh 4 damage
Kyra 13 damage
Fuath is up!
I have to work tomorrow, so if Fuath doesnt post before tomorrow evening (my time), I'll bot him again

GM Woran |

Botting Fuath again. Adjusted Z'hor'lls health and I got his reflex save wrong. Also, I see I forgot to mention that the whip token on the map is a free floating whip.
Fuath, botted: His previous spell ineffective, Fuath goes forward and draws his axe.
axe: 1d20 + 3 ⇒ (11) + 3 = 14
Strange Dude: "Moloch's flame will consume you!"
concentration check DC21: 1d20 + 6 + 4 ⇒ (14) + 6 + 4 = 24
fireball damage: 6d6 ⇒ (3, 6, 5, 2, 2, 1) = 19
reflex save Z'hor'll: 1d20 + 6 ⇒ (19) + 6 = 25
reflex save Gresh: 1d20 + 5 ⇒ (4) + 5 = 9
reflex save Fuath: 1d20 + 4 ⇒ (16) + 4 = 20
reflex save Kyra: 1d20 + 3 ⇒ (6) + 3 = 9
The whip makes a move against Gresh.
feather token: whip: 1d20 + 10 ⇒ (3) + 10 = 13
Round 2
Z'hor'll 21 damage
Fuath 22 damage
Strange Dude 17 damage
Gresh 23 damage
Kyra 32 damage
Gresh is up!
Unless otherwise asked, Kyra will channel

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Gresh cringes in pain from the fireball. Gresh calls on the light of Iomedae to heal him.
lay on hands: 2d6 ⇒ (2, 4) = 6 (Swift action)
Do you allow fey foundling to trigger on loh healing? If so, +2 healing
Gresh swings Peacekeeper at the Strange Dude...
greataxe vs strange dude, pa: 1d20 + 8 - 2 ⇒ (1) + 8 - 2 = 7
slashing/adamantine, pa: 1d12 + 5 + 6 ⇒ (3) + 5 + 6 = 14

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Just as a point of clarification then, how do you rule on healing received from channel energy? Does that trigger fey foundling as well? Fey Foundling says +2/die from magical healing. The channel energy ability says 'positive' energy that can heal living creatures. If channel energy triggers as well, then that would an additional +4 healing from Kyra's channel.
I also mistyped the number of extra heal points from the loh. It would be +4 (+2/die). Thanks.

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Just as a point of clarification then, how do you rule on healing received from channel energy? Does that trigger fey foundling as well? Fey Foundling says +2/die from magical healing. The channel energy ability says 'positive' energy that can heal living creatures. If channel energy triggers as well, then that would an additional +4 healing from Kyra's channel.
I also mistyped the number of extra heal points from the loh. It would be +4 (+2/die). Thanks.
It has always been my understanding that it triggers on ANY healing.

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I only ask for clarification because I have had it ruled differently at tables...

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OK. Then my damage taken total is probably off a bit. Before the first fireball, I was at 45/47. I took 12 damage and then Kyra healed for 2d6 (8 rolled), which for me would have been 12 (+2/die). So I would have been back to 45/47 health.
The whip missed me. The next fireball was 19 dmg, which I failed the save. So I would have been at 26/47 health. I then performed a LoH for 2d6 (6 rolled). I received an additional +4 (+2/die) for a total of 10 healing. I would have been at 36/47 health.
Kyra then performed a channel energy for 2d6 (11 rolled). I received an additional +4 (+2/die), for a total of 15 health. I should now be 47/47.
Does this look correct? I apologize for the confusion.

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"Ye' really nee' t' stop i' wi' da' fire stuff! Da's Sarenrae's domain!" Fuath says angrily as he swings his battle axe at the individual!
Attack: 1d20 + 3 ⇒ (4) + 3 = 7
Damage, Adamantine: 1d8 ⇒ 4
'Maybe I should learn to use a scimitar at some point...'

GM Woran |

I think that is correct Gresh. And dont worry about the confusion. Its hard when some people rule things different ways
Fuath: Takes another swing at the strange dude, but again misses.
Strange Dude: Eyes wide and wild, "Moloch shall cleanse you with his fire!"
concentration check DC21: 1d20 + 6 + 4 ⇒ (16) + 6 + 4 = 26
fireball damage: 6d6 ⇒ (1, 4, 4, 5, 2, 5) = 21
reflex save Z'hor'll: 1d20 + 6 ⇒ (18) + 6 = 24
reflex save Gresh: 1d20 + 5 ⇒ (5) + 5 = 10
reflex save Fuath: 1d20 + 4 ⇒ (11) + 4 = 15
reflex save Kyra: 1d20 + 3 ⇒ (12) + 3 = 15
The whip makes a move against Gresh again.
feather token: whip: 1d20 + 10 ⇒ (18) + 10 = 28
damage: 1d6 + 1 ⇒ (6) + 1 = 7
grapple check: 1d20 + 15 ⇒ (7) + 15 = 22
Round 3
Z'hor'll 20 damage
Fuath 32 damage
Strange Dude 17 damage
Gresh 21 damage
Kyra 42 damage
Kyra is uncoucious! Gresh is up but grappled by the whip!

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When Fuath gets to go (since work may minimize my computer time the next few days...)(just place the turn in wherever):
Fuath notices Kyra go down after that last fireball and takes a 5-foot step Diagonally to the south-west.
"Neh! Fire sh'n' be used agains' Sarenrae's fai'ful! I' shoul' be used t' heal 'em!"
teine nèamhaidh!
Ranged Touch at Kyra: 1d20 + 4 ⇒ (13) + 4 = 17
Healing: 1d4 + 2 ⇒ (2) + 2 = 4
A ray of white flame shoots from Fuath's hand and starts to knit some of Kyra's wounds.
"Now if someone could ge' her t' res' of t' way up... T' res' of us could use some help..." Fuath adds meekly, while his burns blister and bleed profusely...
ALSO: all of Fuath's Reflex saves should be at +6, as he gets an additional +2 against Spells due to being a Dwarf (has been noted in statblock and tag-line, but can see how it gets forgotten/overlooked (because even I had forgotten))

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Gresh cringes yet again at the pain from another fire spell. He glances back and see his comrade Kyra fall to the ground in the aftermath of the fire spell. The situation look dire.
Gresh calls upon the divine light of Iomedae to heal him once again as a swift action.
LoH, fey foundling: 2d6 + 4 ⇒ (2, 2) + 4 = 8
Gresh will ignore the grappling whip, drop Peacekeeper, draw his cold iron longsword and attack the Strange Dude
longsword vs strange dude, grappled: 1d20 + 7 - 2 ⇒ (12) + 7 - 2 = 17
cold iron/slashing: 1d8 + 3 ⇒ (6) + 3 = 9

GM Woran |

Gresh: Doesnt let himself be bogged down by the whip and slashes another deep gash in the Strange dude. The strange dude is bleedingn profusely, wobbeling on his legs, but doesnt go down.
Kyra stable?: 1d20 + 1 ⇒ (14) + 1 = 15
Kyra keeps bleeding
Fuath: Gives Kyra a bit of healing. Her bleeding stops, but she is still unconcious.
I have adjusted Fuath's damage, as the +2 would have made a difference last save, so he'd only get half damage.
Round 4
Z'hor'll 20 damage
Fuath 22 damage
Strange Dude 17 damage
Gresh 13 damage
Kyra 39 damage
Z'hor'll is up!

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Shouldn't Strange Dude by at 26 damage?
With Kyra stable, Z'hor'll decides that he has to harm the strange dude, before he harms us again. Unfortunately, sonic scream is too slow, since he couldn't be damaging immediately.
So, he decides to start up the old "spin cycle"! He casts aqueous orb centering it against the wall so that he can hopefully avoid Gresh.
"Where I come from, we know that water puts out fires!"
non-lethal damage if fails DC16 Reflex: 2d6 ⇒ (2, 2) = 4
If fails, 2nd DC16 or be engulfed in the ball of water

GM Woran |

My attention span is shot. Updated Fuaths health, forgot to update the strange dude, sorry, he should indeed be at 26
reflex save: 1d20 + 4 ⇒ (6) + 4 = 10
reflex save: 1d20 + 4 ⇒ (19) + 4 = 23
Z'hor'll: Able to act again, Z'hor'll casts an aqueous orb, smacking it into the strange dude! Sadly, it only damages him.
Strange dude: "Ahahaha! You shall not quench the fires of Gali! Most holy servant of Moloch!"
Five foot step away from the orb
concentration check DC21: 1d20 + 6 + 4 ⇒ (17) + 6 + 4 = 27
fireball damage: 6d6 ⇒ (2, 3, 6, 4, 3, 5) = 23
reflex save Z'hor'll: 1d20 + 6 ⇒ (9) + 6 = 15
reflex save Fuath: 1d20 + 4 + 2 ⇒ (19) + 4 + 2 = 25
reflex save Kyra: 1d20 + 3 ⇒ (6) + 3 = 9
Gali cackles maniacally as Kyra burns up in a blaze of fire.
The whip doesnt survive another fireball, and burns up.
Z'hor'll 43 damage
Fuath 33 damage
Strange Dude (Gali) 30 damage
Gresh 24 damage
Kyra 62 damage
Gresh is up!

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reflex reroll: 1d20 + 6 + 5 ⇒ (18) + 6 + 5 = 29
fail and I am dead.
and that is utterly ridiculous. 6th level sorc with 4+ fireballs?
Gresh may use my coin if needed

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"Wull! You're a righ' bampot! 's wha' you are! Jus' die!"
Fuath takes another step, and makes a quick motion and incantatiom, and two blobs of force speed from his hand to the strange individual.
Magic Missle: 2d4 + 2 ⇒ (3, 3) + 2 = 8

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I am not sure if I took damage from that fireball.
Gresh calls upon the divine light of Iomedae to heal him once again as a swift action.
LoH, fey foundling: 2d6 + 4 ⇒ (2, 1) + 4 = 7
Gresh will swing his long sword at the Strange Dude, while praying to Iomedae for a true strike against his foe.
longsword vs strange dude, pa: 1d20 + 7 - 2 ⇒ (3) + 7 - 2 = 8
cold iron/slashing, pa: 1d8 + 3 + 4 ⇒ (7) + 3 + 4 = 14
i will use the coin reroll for +5
longsword vs strange dude, pa, coin: 1d20 + 7 - 2 + 5 ⇒ (17) + 7 - 2 + 5 = 27

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Gresh was out of the AOE of the fireball... he had to be, or the bad guy would have gotten himself in it

GM Woran |

Yes, Gresh was out of the fireball
Gresh, with the blessing of Iomedae and of jack strikes true. The longsword manages to slice between to ribs. Gurgeling blood, the strange dude falls over. He twitches once, twice, then doesnt move anymore.
We are out of initiative. You can use Kyra's gear if you want. Also, I have the biggest recruiting event for PFS this weekend, so I might not be any state to post in in the evening

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Assuming that Gresh channels us back to health...
"Fuath, Gresh, I think we need to consider resting before we move on. Let's see where this pile of ambergris came from, and then hide out overnight in one of these rooms." says Z'hor'll, his confidence shaken by his near death experience, and the death of Kyra.
Combat Gear potion of eagle’s splendor, potion of protection from evil, scroll of comprehend languages, scroll of lesser restoration, wand of cure light wounds (50 charges);
Other Gear +1 breastplate, +1 scimitar, sling with 10 bullets, cloak of resistance +1, backpack, silver holy symbol, waterskin, 32 gp

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Gresh looks up from the corpse, his long sword dripping with blood and says, ”That guy was on fire....”
Seeing the sorry state of the group Gresh will channel 9 times. Assuming we have 9 rounds before any additional combats.
channel: 9d6 ⇒ (5, 6, 1, 5, 2, 4, 4, 4, 1) = 32
Gresh is dismayed that the channels do not appear to help Krya. He walks over to her corpse and kneels. ”May the light of Sarenrae guide you to her.”
With steely eyes Gresh stands, walks over to Peacekeeper, picks it up and declares, ”Any worshippers of this Moloch will pay for her death, tenfold.”
Looking towards Z’hor’ll, ”Finding a safe resting location for the night would seem prudent.”
We can use the Kyras CLW wand to top us off for healing

GM Woran |

The fireballs burned away much of the furniture in the room, including the tapestries. Behind one, you see the outline of a hidden door, now outlined in sooth.
Looking inside you see a small dark room with several spyholes. From it, you can easily monitor the other rooms in this part of the citadel. The floor of the room is richly decorated, with a maze-like geometric pattern of scarlet flames. Inside there are a two spent scrolls.
Gear found on the strange dude: masterwork dagger, cloak of resistance +1, hand of the mage, ring of protection +1, holy symbol (Moloch), key, pouch with 200 gp

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Z'hor'll leads the way into the once hidden room. He looks around, to see if there are any tapestries that they could hang up to once again conceal the door. He will also try and use the key to lock the concealed door, if there is a keyhole.
which door did the strange dude come out of?
I'd like to use a cloak of resistance, since we have two. If possible, I'd like to use the ring of protection as well. I cannot use the +1 scimitar effectively, I assume only Gresh can?
Saddened by the loss of Kyra, he asks the team, "So, how are we going to handle this? We need to do more damage, faster, if we are to survive. I know that I am not good at doing damage, but I can help make you all better. I can start off combats with aqueous orb, and only then start to inspire, or I can do it the other way. It sort of seems that starting to inspire you two is my better first option, but what is your opinion?"

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When in the secret room, Z'hor'll will look around a bit, and peek through the peepholes. "Got a great idea! Let's wedge the door with some of the weapons from the weapons room."

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Z'hor'll checks out the weapons that they have recovered, and looks through the spyhole to see what is in the room we haven't been in.
Note that he has darkvision
perception: 1d20 + 7 ⇒ (10) + 7 = 17

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"That sounds like a plan. We'll be safe enough in this room."
I believe we just want to spend the night here so we can regain our resources; spells, etc.
I'd use the ring of prot +1 since I'll be on the front line, but it doesn't matter much to me.

GM Woran |

Peeping trough the spyhole, Z'hor'll sees a room formerly full of finery, but now has been completely ransacked. Scarlet drapes lie in tatters on the floor, obsidian pedestals are smashed, and shards of red and black clay cover the floor. The southeast corner is the only exception—a large table sits there undisturbed.
On it, the cultists have reconstructed an idol of Moloch: a large, armored flame creature with the head of a bull.

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I am fine with Gresh having the ring
For once, Z'hor'll is quiet during the long period of rest.

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I think we will stay the night. We will enter the room to the south, perform a good search of that room, then go to secret door behind the throne room, open the secret door and continue deeper into the citadel.

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After Z'hor'll describes the southern room and looking for himself, Gresh asks, "So, is that hideous idol in the room what we are looking for?" pointing towards the room to the south. "I believe the Venture Captain said we needed a bullheaded idol..."

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"I think you are right!" says Z'hor'll. "So, we should be able to just haul that back home, and be good. Now, the trick. How do we get it back?"
GM, Can we assume time passes?

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Yeah, we should explore the southern room throughly, lock ourselves in the secret room and then rest. Does that sound good?

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Perfect!