
![]() |

"I believe this tp be an act of supplication to an evil creature. I will not perform such an act." he says. With that statement, Gresh moves past the mural and approaches the first of the closed doors.

GM Woran |

The map is not the most clear, you first encounter the statue that is on the ramp. The doors start after that, so I'll give you the statue first.
The middle loop illustrates the passage through the hoodoo maze. The pilgrim encounters increasingly large fire creatures, but in each case she prostrates herself to them and is allowed to pass.
At the center of the hall, an obsidian statue of a towering bull-headed man looms over mosaics of pilgrims kneeling before it.

![]() |

"Wull, s'pose dey wan' us t' kneel 'fer dis stahchoo. Huh! No' in Sarenrae's name I won''!"
Fuath proceeds past the statue along with (assumptively) Gresh.
Are my Mirror Images still up? or has it been over 4 minutes?

![]() |

Z'hor'll shrugs, and follows behind Gresh. token not moved A big grin forms on his face, as he contemplates a practical joke that could play on the big paladin, but quickly disappears when he remembers what has happened here, and who they are avenging.

![]() |

Gresh agrees with Fuath and moves past the statue.

GM Woran |

Both map and descriptions are unclear which happens first, so I'll continue with the last description and then we'll tackle the door, as both doors and the last part are all at the top
The outermost loop shows the final judgment of the pilgrim. The golden idol looms over the entire Temple, reflected in every torch, lava pool, and smoke plume. The pilgrim immolates herself by placing her hand in
a bonfire of blue flame. A much smaller brazier of blue flame stands on an ornate sconce in the passage.

![]() |

Gresh and Z'hor'll move past the brazier and statue. Z'hor'll says "Watch out!" as he looks at the door.
perception: 1d20 + 6 ⇒ (1) + 6 = 7
Z'hor'll will cast open/close on the door in front of Gresh. If nothing happens there, he will do the same on the door to the NW.

GM Woran |

z'hor'll uses magic to open the door.
Each of these chambers constitutes the central hall of a tower with several more rooms, both above and below the entry points, along with bed chambers, guardrooms, a kitchen and dining hall, latrines, and storage closets. All are long abandoned, with the floors covered in a thick layer of desert sand, the simple furniture broken, food long since
desiccated or rotten, and no signs of life.
On to the next?

![]() |

After check out all for of the tower doors, we will go up the spiral staircase.
Speaking for the group for expediency!

![]() |

^^^ what the watery one said.

![]() |

Agreed
Gresh is confused as to which staircase to take. There seems to be multiple within view.

![]() |

Didn't notice the one on the tower -- moving our tokens

![]() |

Z'hor'll will take a quick look through the room, checking for lost change and the like. If nothing is there, he'll head to the hallway stairs and start climbing up.

![]() |

Gresh will push his way ahead of Z'hor'll and climb the stairs with Peacekeeper at the ready.

![]() |

Fuath keep up.

GM Woran |

The staircase opens onto a grand hall of polished obsidian and red marble. The walls are decorated with reliefs of a gleaming brass city, a massive sandstorm scouring a desert, and a horde of fire elementals descending on a city full of terrified humans. Rivers of slowly bubbling lava crisscross the floor, all streaming out of an elaborate altar at the far side of the room.
Atop the altar sits a squat golden idol, 3 feet tall, of a bull-headed man, its arms raised and its hands holding a large thorned sword and a huge battleaxe. The idol’s eyes glow a deep crimson. Lava flows impossibly fast out of the bull-headed idol’s open mouth and down its torso, fanning out from there into rivers on the floor.
Behind the altar, an obsidian relief of geometric forms stretches from floor to ceiling. Smoky forms flit across the relief ’s surface, their fiery eyes staring out at the room.
In front of the altar is a woman. She wears dark robes embroidered with a fiery pattern. In front of her write three creatures who look like melted blobs of flesh.
"You shall be the next sacrifice!"
init Fuath: 1d20 + 4 ⇒ (11) + 4 = 15
init Gresh: 1d20 ⇒ 6
init Z'hor'll: 1d20 + 3 ⇒ (8) + 3 = 11
init Hafsi: 1d20 + 3 ⇒ (16) + 3 = 19
init lemures: 1d20 ⇒ 7
Cultist lady: "May your souls find peace with Moloch!"
A fireball flies into the room...
damage: 6d6 ⇒ (1, 2, 2, 4, 5, 1) = 15
reflex save Z'hor'll: 1d20 + 7 ⇒ (20) + 7 = 27
reflex save Gresh: 1d20 + 5 ⇒ (6) + 5 = 11
reflex save Fuath: 1d20 + 4 ⇒ (13) + 4 = 17
Initiative
Round 1
Cultist lady
Fuath 7 damage
Z'hor'll 7 damage
Blobs
Gresh 15 damage
Fuath and Z'hor'll can act!
Its know: planes to identify the blobs.
The squares with lava channels act as difficult terrain when moving trough. You can end your movement in one, but it will be painfull.

![]() |

"For the glory of Iomedae!" yells Gresh, as the flames of the fireball burn deeply.
Gresh follows the warcry with a softly spoken prayer, "May the healing light of Iomedae fill me with strength and purpose to defeat the foes before us." . Gresh glows with a soft golden light, soothing his burned flesh.
swift action lay on hands; 2d6+4
LoH: 2d6 + 4 ⇒ (5, 3) + 4 = 12
The paladin of Iomedae moves towards one of the blobs and strikes at the creature.
kn:planes: 1d20 + 5 ⇒ (8) + 5 = 13
greataxe vs green blob, pa: 1d20 + 8 - 2 ⇒ (20) + 8 - 2 = 26
adamantine/slashing, pa: 1d12 + 5 + 6 ⇒ (6) + 5 + 6 = 17
Looks like a crit chance: greataxe x3
confirm crit, pa: 1d20 + 8 - 2 ⇒ (9) + 8 - 2 = 15
crit dmg: 1d12 + 5 + 6 + 1d12 + 5 + 6 ⇒ (1) + 5 + 6 + (1) + 5 + 6 = 24
Total dmg then 37, assuming crit confirms

![]() |

Sorry, I probably should have waited to post until the blobs move. I'll try to hit the green blob, assuming it is within reach. If I need to move, I'll do so.

![]() |

kn:planes on blobs: 1d20 + 7 ⇒ (11) + 7 = 18
"Oh, you are all so nicely bunched up, aren't you?" says the watersinger. He takes in a big breath of air, as he moves to the corner of the room, clears his throat, and hawks out a huge churning loogie fun-ball! Casts aqueous orb
NL damage, Reflex DC16 to avoid: 2d6 ⇒ (2, 4) = 6
If fail above, reflex DC16 to not be engulfed

![]() |

"Fuath!" yells Z'hor'll. "Why don't you do what you can to make sure she never gets another spell off, again! Counter-caster fire!!! Assuming this spin-cycle doesn't catch her!"

![]() |

"I dun' ta'e or'ers from ye, fishy!.... bu' da's a goo' idea."
Fuath will move to a corner of the room while drawing his battleaxe. He then readies his free hand towards the cultist lady, with an intense, aiming focus (to the point that his tongue has absent-mindedly exited his mouth).
Fuath readies to cast Magic Missle if the cultist lady casts a spell, he will cast defensively if threatened at that time.
Magic Missle: 2d4 + 2 ⇒ (1, 3) + 2 = 6
Concentration Check to Cast Defensively + Combat Casting: 1d20 + 10 + 4 ⇒ (5) + 10 + 4 = 19 vs. DC 17

GM Woran |

The least of devilkind, lemures roil forth from the ranks of souls damned to Hell, shapeless masses of quivering flesh. What spark of instinct or memory lingers on within a lemure's semi-consciousness regularly shapes its features to mimic those of its tormentors or the tortured souls around it. Grotesque and useless, a lemure's features speak nothing of what it once was. Many exhibit multiple terrible visages or are nothing more than churning pillars of cancerous flesh. Only their knobby, flailing limbs work as they should, and those they merely use to destroy any non-infernal life that draws too near. Moving lemures typically congeal in forms over 4 feet tall and weigh upward of 200 pounds, though when at rest these disgusting fiends often appear to be little more than lumps of melted flesh and malformed features.
Lemures are known for their damage reduction against good or silver, ther immunity to fire, mind-affecting effects and poison; and their resistance to acid and cold
reflex save cultist lady: 1d20 + 6 ⇒ (4) + 6 = 10
reflex blob blue: 1d20 + 3 ⇒ (14) + 3 = 17
reflex blob red: 1d20 + 3 ⇒ (1) + 3 = 4
reflex save cultist lady vs engulf: 1d20 + 6 ⇒ (4) + 6 = 10
reflex blob red engulf: 1d20 + 3 ⇒ (16) + 3 = 19
Oh boy! That will be one clean cultist lady!
Fuath: Throws another orb. The culitst lady gets sucked in!
Fuath: Readies in case the cultist lady gets out of the orb.
Blobs: Amble forward, seeking targets.
claw attack blue: 1d20 + 2 ⇒ (19) + 2 = 21
damage: 1d4 ⇒ 4
claw attack red: 1d20 + 2 ⇒ (2) + 2 = 4
claw attack green: 1d20 + 2 ⇒ (2) + 2 = 4
Gresh: Makes mincemeat out of his blob. Since they mindlessly ambled forward, it was easiest for you to smack red
End of round effect: 1d3 ⇒ 2
One of the vents in the floor nr 2 opens, spraying piping hot steam in the area around it, missing Z'hor'll by a hair's breath.
Cultist lady: orb damage: 2d6 ⇒ (3, 5) = 8
reflex save cultist lady: 1d20 + 6 - 2 ⇒ (14) + 6 - 2 = 18
Reading no language in the spells text, I am assuming that after the reflex save I get at least a standard action
After being battered by the Orb, she manages to pull herself out of the churning water. random direction start counting at the top: 1d12 ⇒ 10
Spluttering, she starts to cast a spell which triggers Fuath's ready action
concentration check: 1d20 + 10 ⇒ (14) + 10 = 24
Injured while casting = 10 + damage dealt + spell level = 10 + 6 + 3 = 19 so she would make it
fireball damage: 6d6 ⇒ (1, 5, 1, 2, 1, 2) = 12
reflex save Z'hor'll: 1d20 + 7 ⇒ (8) + 7 = 15
reflex save Gresh: 1d20 + 5 ⇒ (2) + 5 = 7
reflex save Fuath: 1d20 + 4 ⇒ (5) + 4 = 9
Round 2
Fuath 19 damage
Cultist lady 14 damage
Z'hor'll 23 damage
Blobs
Gresh 15 damage
Z'hor'll is up

![]() |
1 person marked this as a favorite. |

"The lemures are immune to fire and resistant to acid and cold. My mental spells won't work on them eithr!" yells Z'hor'll over the noise of the steam vent. He then concentrates to move the fun-ball again.
NL damage if fail DC16 save: 2d6 ⇒ (2, 6) = 8
(same deal. "Round" lady is if she fails her 2nd reflex)
He then starts inspiring courage, by telling an inspiring story about Sarenrae!
IC: +1/+1

GM Woran |

reflex save cultist lady: 1d20 + 6 ⇒ (1) + 6 = 7
reflex save cultist lady: 1d20 + 6 ⇒ (1) + 6 = 7
Oh boy! There she does again!
reflex save blue: 1d20 + 3 ⇒ (20) + 3 = 23
Blue makes it so he doesnt need a second save
Z'hor'll: Shifts the Orb, sucking up the cultist lady again!
Blobs: Not bothered by the steam or lava, the blobs stay on target.
claw attack blue: 1d20 + 2 ⇒ (18) + 2 = 20
damage: 1d4 ⇒ 4
claw attack blue: 1d20 + 2 ⇒ (11) + 2 = 13
claw attack green: 1d20 + 2 ⇒ (14) + 2 = 16
claw attack green: 1d20 + 2 ⇒ (2) + 2 = 4
Round 2
Fuath 19 damage
Cultist lady 22 damage
Z'hor'll 27 damage
Blobs
Gresh 15 damage
Gresh is up!

![]() |

When Fuath's turn is up (looks like after Gresh to me):
"I dun' like dis'n in mah face, bu' dose fireballs be hur'in'!"
Fuath takes up a defensive posture, and tries to slyly cast Magic Missle at the cultist lady.
Cast Defensively, Combat Casting: 1d20 + 10 + 4 ⇒ (15) + 10 + 4 = 29 vs. DC 17 or spell fizzles.
Magic Missle Damage: 2d4 + 2 ⇒ (2, 4) + 2 = 8

![]() |

Z’hor’ll wavers, about ready to collapse

![]() |

Yeah, saw that. But can only heal at 1d4+2 at a distance, or move, then next round full cast Infernal Healing. Figure it's better for you and I to take out the Lady, and Gresh to drop the blobs (if not help with Lady first) or heal if he wants.

![]() |

Yeah, saw that. But can only heal at 1d4+2 at a distance, or move, then next round full cast Infernal Healing. Figure it's better for you and I to take out the Lady, and Gresh to drop the blobs (if not help with Lady first) or heal if he wants.
No, wasn't meant as a cut against you... just lettin' you all know!

![]() |

No worries. Wasn't taking it that way. But there's only three of us, probably good to get a clear tactical plan in place. OOC.

![]() |

There are multiple blue circles, indicating the fun ball on the map. Not sure where the fun ball is atm.

![]() |

The other figure next the altar, is that another bad guy or something else? I thought there were 3 blobs + 1 cultist lady. Now I see 2 blobs, what looks to be the cultist lady, plus another figure back next to the altar. Not the one with a blood spat on it.

![]() |

Assuming I can move towards the blue lemure and not be in the fun orb....
"You shall not harm my ally, devil spawn!" roars Gresh as he steps towards the Lemure and swings Peacekeeper.
greataxe vs blue lemure, ic, pa: 1d20 + 8 + 1 - 2 ⇒ (16) + 8 + 1 - 2 = 23
adamantine/slashing, ic, pa: 1d12 + 5 + 1 + 6 ⇒ (9) + 5 + 1 + 6 = 21
The greataxe, Peacekeeper, bites deeply into the sickly flesh of the Lemure.
Gresh intones a soft prayer to Iomedae filling him with her healing power.
swift LoH
LoH: 2d6 + 4 ⇒ (4, 5) + 4 = 13

![]() |

The other figure next the altar, is that another bad guy or something else? I thought there were 3 blobs + 1 cultist lady. Now I see 2 blobs, what looks to be the cultist lady, plus another figure back next to the altar. Not the one with a blood spat on it.
That was the lady’s original position. I left her there in case the orb didn’t grab her, and the line was the path of the orb. Removed now.

GM Woran |

Ah, mystery solved. The squiggely blue line is the heated steam. The neat one is the fun ball
Gresh: fearlessly walks into the heated steam. damage: 1d8 ⇒ 6
Then proceeds to make more Lemure-kebab.
End of round effect: The pipes in the floor gurgle and clank... 1d3 ⇒ 3 and the super heated steam stops next to Z'hor'll and starts spraying out next to Fuath.
Cultist lady: orb damage: 2d6 ⇒ (4, 5) = 9
reflex save cultist lady: 1d20 + 6 - 2 ⇒ (4) + 6 - 2 = 8
And she stays in for another spin cycle!
Fuath: Readies
Round 3
Fuath 19 damage
Cultist lady 31 damage
Z'hor'll 27 damage
Blobs
Gresh 8 damage
Z'hor'll is up!

![]() |

About ready to drop, Z’hor’ll does the expedient thing, and attempts to heal himself. As no combatants are near him, he just casts, which allows him to continue his performance for free.
Cure light (cast): 1d8 + 4 ⇒ (2) + 4 = 6
Feeling a little better, he quips, ”Blobby-baddies ain’t no thin’. Set your axe into that queen!”

GM Woran |

![]() |

Heeding the suggestion of Z'hor'll, Gresh takes a step towards the Cultist whirling around in the ball of water.
"You shall not harm anyone else this day!" growls Gresh as he calls upon the holy might of Iomedae and strikes with Peacekeeper.
swift action to smite evil (se) : +3 to hit, +4 to damage, +3 deflection bonus to AC
greataxe vs cultist, ic, se, pa: 1d20 + 8 + 1 + 3 - 2 ⇒ (6) + 8 + 1 + 3 - 2 = 16
adamantine/slashing, ic, se, pa: 1d12 + 5 + 1 + 4 + 6 ⇒ (1) + 5 + 1 + 4 + 6 = 17
Additional +4 dmg if Cultist is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature

![]() |

Just to clarify my dmg taken and healed this combat. It looks like I took 2 fireballs, one for 15 and one for 12 for a total of 27 dmg. I have used two LoH. One for 12 and the other for 13, totaling 25 dmg healed. For the combat I should be at 2 dmg taken. Did I miss some dmg from one of the blob attacks? Thanks.

![]() |

the steam vent, which is the squiggly blob.

![]() |

I read all the posts at least three times and just couldn’t see it....

![]() |

I read all the posts at least three times and just couldn’t see it....
Sheesh! How much you drinking in Seattle?

GM Woran |

Gresh: Takes a mighty swing, but the movement of the orb is just too erratic and he misses.
End of round effect 1d3 ⇒ 2
Cultist lady: orb damage: 2d6 ⇒ (4, 3) = 7
reflex save cultist lady: 1d20 + 6 - 2 ⇒ (13) + 6 - 2 = 17
random ejection point: 1d8 ⇒ 4
Left with not much room, the cultist lady grabs her holy symbol instead.
*splutter**cough*"Crumble before the might of moloch!
negative channeling: 4d6 ⇒ (4, 2, 1, 3) = 10
will save Z'hor'll: 1d20 + 5 ⇒ (18) + 5 = 23
will save Gresh: 1d20 + 9 ⇒ (17) + 9 = 26
will save Fuath: 1d20 + 9 ⇒ (1) + 9 = 10
Its been a while since I did anything with channeling. Fuath's ready wouldnt affect it right?
Round 4
Fuath 33 damage
Cultist lady 38 damage
Z'hor'll 32 damage
Blobs
Gresh 13 damage
Fuath could stop readying and take action.
Z'hor'll will need a stabilize check.

![]() |

Well, my first readied would put me just before the cultist in initiative. My last readied action didn't go off, so I would have had another turn before she channeled... Which would be:
Cast Defensively, Combat Casting: 1d20 + 10 + 4 ⇒ (17) + 10 + 4 = 31 vs. DC 17
Magic Missle Damage: 2d4 + 2 ⇒ (2, 2) + 2 = 6

![]() |

Z'hor'll should have 1hp left, assuming a 23 saves. He healed himself last round.
Channel is SU, so no concentration check needed. Could still trigger
a readied action.
Question - did she move to get to where she is? Otherwise, how is she 10' from the aqueous orb? From what I can tell, shouldn't she have fallen in the lava?
Assuming a 23 did save...
Z'hor'll concentrates on the roiling ball of water, moving it over the lady, and then to the blob.
Ref DC16 or: 2d6 ⇒ (3, 3) = 6 And of course, Ref 16 to avoid being engulfed
Z'hor'll wonders if he will survive this ungodly hot, arid place.
CMB to trip vs CMD: 1d20 + 8 ⇒ (5) + 8 = 13 Really RNG? Really?
he heals himself again.
1d8 + 4 ⇒ (6) + 4 = 10

GM Woran |

Yeah, I counted half damage for you, but forgot to process your healing. Also forgot to process her lava damage. My apologies
reflex save cultist lady: 1d20 + 6 ⇒ (12) + 6 = 18
FuathSmashes two magic missles into the cultist lady.
Z'hor'll: Moves the orb, but this time she manages to avoid it. His second water sprout is also avoided.
reflex save bob the blob: 1d20 + 3 ⇒ (4) + 3 = 7
reflex save bob the blob: 1d20 + 3 ⇒ (2) + 3 = 5
Blob: Gets sucked into the orb.
reflex save bob the blob: 1d20 + 3 - 2 ⇒ (11) + 3 - 2 = 12
And stays sucked in.
Round 4
Fuath 33 damage
Cultist lady 50 damage
Z'hor'll 26 damage
Blobs
Gresh 13 damage
Gresh is up!

![]() |

Gresh draws once again upon the healing power of Iomedae and is filled with her holy light.
swift action, LoH; 2d6+4
LoH: 2d6 + 4 ⇒ (4, 1) + 4 = 9
Gresh moves across the lava and into the steam before taking another swing at the Cultist with Peacekeeper.
greataxe vs cultist, ic, se, pa: 1d20 + 8 + 1 + 3 - 2 ⇒ (11) + 8 + 1 + 3 - 2 = 21
adamantine/slashing, ic, se, pa: 1d12 + 5 + 1 + 4 + 6 ⇒ (11) + 5 + 1 + 4 + 6 = 27