
GM Rednal |
GM'ing him...
Your powerful blow ripped through the fire elemental, dispelling it and sending its essence back to wherever it originated. Meanwhile, Orithos was stabbing out at his own foe...
Rapier: 1d20 + 6 ⇒ (12) + 6 = 18 for Damage: 1d6 + 3 ⇒ (4) + 3 = 7
...and managed to tear away part of its essence with his rapier, though the beast clearly still had some fight left in it, and it slammed out at its foe in a brutal shove.
Slam: 1d20 + 7 ⇒ (16) + 7 = 23 for Damage: 1d6 + 1 ⇒ (2) + 1 = 3 + Burn: 1d6 - 5 ⇒ (6) - 5 = 1 Reflex: 1d20 + 6 ⇒ (12) + 6 = 18 Total: 4 damage. Not set on fire by the Burn effect.
The creature's flames were so hot that even Orithos' resistance didn't seem to be enough to thwart them, but the blow wasn't nearly as dangerous as it could have been, either. Still, a bit of help probably wouldn't hurt...

Hadran, The Fallen |

Attack: 1d20 + 8 ⇒ (9) + 8 = 17
Damage: 2d6 + 10 ⇒ (2, 4) + 10 = 16Arcane Strike
Hadran destroys the living flame in front of him. He recovers from the mighty swing and slashes out at the one still fighting Orithos.

Hadran, The Fallen |

side note. looking back we didn't receive any xp at the church when the Trogg escaped and Orithos divined up. If this was intentional then disregard :)
Well that was unexpected I thought this place had been searched some already. We must assume there could be new inhabitants waiting for us in there.
Hadran will take a quick look around before heading up to the temple.
Perception: 1d20 + 8 ⇒ (11) + 8 = 19

GM Rednal |
Entirely intentional. ^^ Regaining the parts of your soul isn't an XP Reward thing, it's a Mythic Tier Reward thing, and driving off that trog won't get you the XP for beating him. Call it... incentive to win. XD
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.
Meanwhile, not far from the brass doors, Hadran was able to find two mummified and perfectly preserved corpses, and between them they were holding four oils of bless weapon and four +1 holy arrows.

Hadran, The Fallen |

Sorry was a bit busy catching back up at work with the Holidays coming to an end. Will be back on normal posting now.
Great arrows with no bow and oils of bless weapon. You should hold on to those Orithos. I seem to have no trouble damaging demons. Now lets check this place out.
Hadran will approach the door being at the ready. He will take a few minutes at the door inspecting it for any traps.
Taking 20 for a 28, but I can't find magical ones :)

GM Rednal |
There don't seem to be any traps on the door, but it's clear that the doors are pretty darn heavy. They'll take a major feat of strength to open, and chances are they'll make a fair bit of noise in the process. The doors are also decorated in Ignan script - prayers to Moloch, it seems, and foul to read even when not in an unholy tongue. One more thing is of note - the doors are warm to the touch, and more so than would be expected in this place. It may not be very comfortable inside...

Hadran, The Fallen |

Sorry wife had ankle surgery yesterday, been preoccupied getting everything ready
Hadran runs his hands along the great doors feeling the heat coming off them. Probably going to be a bit warm in there. Here we go. He leans in and concentrates as his leg muscles bulge under the great mass as the doors slowly push open.
Taking 20 to eventually get a 26 to push them open. Hope that enough.

GM Rednal |
Yup, that's enough - and I hope your wife recovers well! Don't hesitate to take some time off from this game if you need to. ^^
After much effort, the doors finally creak open, grating painfully against their hinges. The entry hall is clearly meant to impress visitors. Manyrows 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 to the minaret above. A large bonfire burns in the middle of the staircase, casting light throughout the room. The walls are covered with what look like written prayers carved in gold filigree (one way or another, gods are good at noting when something is meant as a prayer, and you're no exception there), 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. You can see a line of footprints in the sand, heading up the stairs in the center of the chamber.

Hadran, The Fallen |

Thanks, she is resting comfortably. Are the footprints only heading up? None coming back.
Strange these only go up. Could be a trap up there. Well lets look around a bit before going up those.
Hadran will enter and drink in the room. Looking for anything out of place or any other ways out.
Perception: 1d20 + 8 ⇒ (11) + 8 = 19

Hadran, The Fallen |

Looks like there is something or someone up there.
Hadran draws his blade and starts cautiously up the stairs.

GM Rednal |
A set of graceful spiral stairs, constructed of black marble veined with scarlet, wind upward. The bonfire in the entry hall sends waves of intense heat flowing upwards, along with thick black smoke. Directly above the flame, at the level of the chamber’s ceiling, is a wide capstone concealing the interior of the hall’s large minaret. The stairs wrap around the capstone and end in a small landing adjacent to an egg-shaped enclosure suspended inside the minaret. The chamber’s exterior walls are wreathed in smoke flowing in wide ribbons toward the minaret’s peak. A squat stone door leads inside.

Hadran, The Fallen |

What is this an oven? Crazy fire priest probably go in there and sweat and pray or something. I guess I will check it out since I heard something.
Do I think I can open the door unharmed? If not I will head back down, but if it's not too hot to grab I will open the door.

GM Rednal |
The door doesn't seem too hot to grab, although it's clear that the building was designed to channel heat to this room. However, being too hot to open would be counterproductive - and you are able to reach out and touch it. As you do so, however, a gout of flames shoots out from the door!
Fire Damage: 2d4 ⇒ (3, 4) = 7 Reflex DC 11 Halves: 1d20 + 14 ⇒ (15) + 14 = 29 Total: 3 fire damage.
Fortunately, it wasn't a very strong trap, and your reflexes were more than enough to thwart the worst of it. As the flames die down, the door opens, revealing the even hotter chamber within - this is part the point of being uncomfortable and straight to being severe heat. The interior is recognizable as a kind of heat sauna, dark and bare of most furnishings. The walls are decorated with two murals - one of the Qadiran desert, and another showing a series of battles. You may be able to glean more information by studying the murals closely, though it's probably best to avoid staying in the chamber for too long...

Hadran, The Fallen |

great about what I was expecting. I guess I should take a closer look for a moment. Better not stay in there too long. I should heal some of this fire damage first.
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
4/5 1st level Oracle Spells remain.
Edit:
Hadran speaks and arcane word and looks into the flames to see if the source is magical.
Use detect magic on the fire. If it's not magical, do I think it is religous? I wan't to use creat water even though it will take a bit to put it out if it's not magical and wouldn't be considered desecration of a temple. Let me know

Hadran, The Fallen |

Hadran moves inside to examine the murals.
I can't refuse the quest for knowledge, it is one of my words and principles after all. What over me my love as I explore your abandoned temple.

Hadran, The Fallen |

Hadran studies the mural as he wipes some sweat away from his bow.
interesting!!!
K. Arcana: 1d20 + 7 ⇒ (2) + 7 = 9
K. Geography: 1d20 + 7 ⇒ (6) + 7 = 13
Linguistics: 1d20 + 10 ⇒ (9) + 10 = 19
Wow some god of knowledge with these crapy rolls :)

GM Rednal |
You're having a very tough time pulling any information out of the room - it seems to have been hidden just a bit too well for that, possibly as a result of traditions that came about after you lost your power. (If you want, you can use your Mythic Surge on the Linguistics check to change the result - that one, at least, would become a success.)

Hadran, The Fallen |

Na, I hate to after the fact knowing it will work. Can I try and recall the infor and check again maybe after leveling, or would I be able to tell someone what I saw enough for them to make a check?
Nothing. Hmm. I will try and commit what I can to memory. I guess I can use this here and down stairs so lets see if there is anything hiding here.
Hadran whispers a few arcane words as his eyes glaze over with magic. He then scans the room in search of hidden doors. If none found he will maintain the spell as he heads back down and scans the bottom floor.

GM Rednal |
You can't try again on knowledge checks you've already made, unless you've had the chance to actually study on the subject (talk to an expert, go to a library, etc.). Mythic Surge is all about turning failures into successes.
There are no hidden doors or significant items of magic to be found within the upper chamber. Perhaps more interestingly, the footprints you observed earlier are gone from the dust of the chamber - with nothing of apparent value up top, it seems the only way forward is through the large doors in the rear of the room, either on the north or south side.

Hadran, The Fallen |

If your cool with it I will surge the linguistics, Just didn't want to be meta gamey. I will just mark off a surge as you said it would pass so I assume the +1 to make it 20 is what was needed.
As his eyes glaze over with magic he finds no hidden door, but his enery strength flashes some power as well as the words on the mural begin to make sense.

GM Rednal |
The Surge is a rare power that turns a defeat into a victory - within certain limits, of course. It would be markedly less useful if you didn't know when it might actually make a difference. And yes, the DC here was 20.
As you walk down the steps, the murals start to make sense to you - information is hidden in many different ways, and in this particular case, further thought has helped you decode the glyphs in the room... they're a set of instructions for using the chamber above and a blood sacrifice in order to generate sandstorms. However, it seems that magic only functions within the chamber when it's put into use, which may explain why you hadn't detected anything magical there while looking around.

Hadran, The Fallen |

an interesting room indeed. Could be usefull for defense. A blood sacrifice to power it seems a bit much. I wonder if that is an addition installed by Moloch?
Hadran moves down the stairs with some purpose and gives the lower level a once over with his magical site, looking for any hidden doors. After the inspection he will make his way to the double doors on the left side, assuming he findes no hidden doors. As he reaches the double doors he will again push them open to head deeper into the temple.

GM Rednal |
Map updated.
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.
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 skeleton starts to move as you approach, but even as it rises, you're able to notice something off about it, and another moment of discernment makes it clear - the movement is an illusion from a low-level spell, though it's not clear what actually triggered it.

Hadran, The Fallen |

As the bones begin to move Hadran tightens his grip around his sword, but as quickly as it started to move Hadran was able to see through the magic.
An illusion? Why? Could it be a sign, if so of what. I better check this room out.
Hadran will take some time searching through the weapons of this armory. Looking for any of quality.
Cast and scan the area with detect magic. Looking for masterwork quality as well.
Perception: 1d20 + 8 ⇒ (5) + 8 = 13
Look out I'm going to be crit city in combat with all these crappy rolls :)

GM Rednal |
Oh, you're not the one I worry about when it comes to crits... XD
There doesn't seem to be anything magical within the room, nor any equipment of note. The most you can tell is that it seems to be an armory of some kind, though the fact that so many weapons are in their proper places suggests it's not currently in use.

Hadran, The Fallen |

Nothing of worth here, seems long abandoned and not in use. I guess deeper into the temple we go.
Hadran will advance deeper into the temple.
Can't see the map from work. I assume there are more doors. If there are multiple we will start with the left most one from entering this room.

Hadran, The Fallen |

Hadran advances deeper into the temple and check the opening to the right.
I wonder what dangers still remain in this desolate place

GM Rednal |
Updated map.
Against the east wall of this room sits an ornate brass throne, sculpted to resemble an enormous hand of flame. Wood painted to resemble tendrils of smoke rising from behind the throne merge into a detailed mural of Moloch’s idol on the wall.
Beautiful tapestries line the other walls, depicting a grand battle between soldiers of flame and the dervishes of Sarenrae. From the south, however, the route you didn't take, you can hear the sounds of many soldiers coming towards the room. Their words are audible through the door, and you can hear them discussing the readiness of a horde of fire creatures in someplace called "Inferno's Heart".

Hadran, The Fallen |

All my Knowledge skills are at a +7 so I'm going to make just a +7 roll on "Inferno's Heart"
Hadran freezes at the sound of legions. His grip tightens again and for a moment the spirit of battle swells up in him. [i]No this can't be legions here waiting to strike, surely this would have been found out. This must be another illusion, but why a trap perhaps, maybe this minion of Moloch is watching me now and toying with me. I must keep my wits. It is from the room oposite this other illusion so that must be. I should scan the throne and this room before checking it out.[/b]
Hadran again speaks the arcane words as his eyes flash with magic. He scans over the room checking the throne and looking for things or clues.
Knowledge check: 1d20 + 7 ⇒ (14) + 7 = 21
Perception w/Detect Magic: 1d20 + 8 ⇒ (9) + 8 = 17

GM Rednal |
Inferno's Heart isn't something you're familiar with - it could be an obscure name for something, or perhaps even a part of this long-lost facility. Before you can complete your search of the room - though there are definitely a few things of note - one of the doors slams open and another figure appears, raising one hand. "Begone from this place!" he bellowed.
Initiative (Enemy): 1d20 + 2 ⇒ (7) + 2 = 9
Initiative (Hadran): 1d20 + 8 ⇒ (3) + 8 = 11
Your reactions were far from perfect - delayed by your efforts at searching, perhaps - but they were still better than what the intruder managed. He may not have been used to combat... though he'd clearly taken precautions, as a visible glow of magical power surrounded his body.

Hadran, The Fallen |

He is prepared for combat and wishes me out of a temple over ran by symbols of Moloch. I shall use caution.
Caught off guard staring at the throne as the man enters Hadran is slowed but still his battle sense kept him at the ready.
Surely friend we can explore this place together, or you could tell me of it's secrets.
Hadran speaks the words entwined with arcane words Cast Charm Person DC 17

Hadran, The Fallen |

I am not from this land friend, just a traveler seeking shelter from the harshness of the desert. Tell me of this Moloch I am not that knowledgeable of the gods. What does he preach? Are you a worshiper? My celestial blood means nothing friend please tell me of this place. What were the voices I heard coming from the room you came out of? Are there great treasures here?
Hadran is pleased to see his magic worked on the week willed, he seems to have many questions but wishes to give his new friend a chance to speak.

GM Rednal |
"Moloch is the General of Hell." the man said, drawing himself up and soon beginning to elaborate on the important details - Moloch's rank in the hierarchy of Hell, his tendency to help those who sacrificed to him, and the purifying way flames were used to cleanse the unworthy... and the paradise offered to true believers of the flame. The voices were just a simple illusion spell, and he's unaware of any treasure, only being told to guard this area for the sake of those who wanted to experience the flames and receive their reward from Moloch.

Hadran, The Fallen |

So those who are worthy come here to pray to him then? I see, are there others here now? Can you show me?
Hadran walks up to the man and puts an arm around his shoulder like embracing an old friend.

GM Rednal |
"No, not that I know of." the man answered, a bit of fire flickering around his hair. "I'm taking care of the place, but it's not like this is an active monastery or anything. And the rest of the place is only for those who have formally joined the cult - those are the rules everyone has to follow, or Moloch will never let us into paradise."

Hadran, The Fallen |

So what does one have to do to join? I would love to see the rest of this place.

GM Rednal |
"Burn an offering to Moloch, something the General of Hell will appreciate, and swear yourself to his service. When witnessed by one of his servants - clerics or soldiers, doesn't really matter which - you'll be accepted into his service and bound to his faith." the man explained, clearly pleased to have the opportunity to share this information with you. "He trains his armies to be the most disciplined and deadly force in all the realms, and all who can contribute to the legions are welcomed with open arms and rewards befitting their talents."

Hadran, The Fallen |

I see, well if I were to see the rest of this place I may consider it. Surely you can bend the rules for an old friend and show me.
Looked at Charm, can make him do things he wouldn't normally do with opposed Charisma check :)
Charisma check: 1d20 + 6 ⇒ (15) + 6 = 21

GM Rednal |
Charisma: 1d20 + 3 ⇒ (4) + 3 = 7
Your smooth words seem to have no trouble convincing the man. Eventually, he nods and gestures to the back of the room. "Well, for someone who wants to follow Moloch, I guess it's all right." he said, bending down near the back wall and taking out a key. A moment later, you heard a clicking sound.
The secret door revealed by your charmed ally opens onto a covered bridge forty feet across. The entire structure appears to be carved from a single red stone, but the centuries-long burial in sand has levied its toll. Long cracks line the walls and ceiling, and twenty feet along the bridge a seven-foot gash splits the floor in two, through which the dark orange stone of the valley below is visible. Spaced every ten feet on the walls are a series of massive carved heads: a pair of screaming fire elementals, a pair of humans clad in armor, and a pair of bull-headed men, each flanked by massive torches. The arch’s far end is carved into the shape of a massive leering face, with golden double doors in place of its mouth.
Map updated.

Hadran, The Fallen |

Truely and interesting place here friend. So do we jump the split or is there another way? Do you know what lies deeper, I'm so curious. Can you please show me the way?
not sure if this needs another check or is part of the first, but just in case will give one.
Charisma check: 1d20 + 6 ⇒ (11) + 6 = 17

GM Rednal |
Now that he's agreed to reveal it, you don't need to make a check there. ^^
"Oh, just jump." the Sorcerer said cheerfully. "I think they leave it that way as a reminder that of our ability to fall from paradise if we aren't careful with what we do. Beyond the bridge is the forge and the main temple to Moloch - this building is mostly just a welcoming facility."

Hadran, The Fallen |

A forge huh? Is it in use? I mean are you preparing and making thins for new initiates? I would like to see it will you come with me friend?
After which Hadran take a run and makes the jump
Acrobatics(jump): 1d20 + 4 ⇒ (15) + 4 = 19 DC 7
Since Orithos is gone is it cool if I reclaim the gear, he was carying the scroll and had some MW stuff I will most likely sail to upgrade some of my stuff when back in town. Thanks.

GM Rednal |
Yeah, it's fine to acquire his gear. ^^
"Sorry, I have to keep watch here." the Sorcerer said, shaking his head. "Give my greetings to the others, though, all right?" He waved as you jumped, and you easily crossed the chasm to land on the other side, close to the second set of doors. Now if only it was easier to determine what was beyond them... but the only way to find that out was by going through them.

Hadran, The Fallen |

Well he is still charmed. Thats somthing. I can deal with him after. Guess lets see who is realy running this place. I should summon up some power.
Cast divine favor
Hadran speaks some divine words as good fortuen washes over him. He then pushes the doors open.
DF: 9/10 Rounds remain.