
Sendi |

”I would hold a spear then, and do so with my utmost thanks.” Sendi said, bowing to the salamander formally. As if at a ball, she stepped forward, looked the salamander in the eye and offered a hand without hesitation.
Diplomacy: 1d20 + 10 ⇒ (15) + 10 = 25

GM Wolf |

As they help Sendi across with the larger salamander 'dancing' with Sendi, the other salamanders are ready to assist. They easily get across quickly though Sendi begins to overheat and begins to take damage slowly.
nonlethal fire damage: 1d6 ⇒ 6
Then another dose of nonlethal fire damage: 1d6 ⇒ 1
Sendi likely moves away from the lava to the wall farthest from it. The female salamander slithers over to the statue. Pressing down on the last spines which move, then a secret door nearby opens. She states, "The guardian will likely attack once you enter. It is up to you to wait or try your luck on your own."
Then she moves back with the other salamanders to assist the next of you in line to cross the lava.
Sendi if you wait, then you would take another d6 of fire damage at your present location for each person.
So you get to decide when you go face the guardian and also how much heat damage you are going to take.

GM Wolf |

Sendi looks for a place far enough from the lava to not take any more damage and the open secret door looks like the only viable option. You are sure if the Salamander's words are true, that you will be attacked if you go there.
Anyone have spells to protect from energy? Like protection from or resist energy?
Next person to post is the next one over. Throrgar will go next if needed. Taking his time with assistance.
Aukan, will be going last as he was taking up the back originally.

Balan Dhebar |

I got nothin' for the fire damage
Balan will step up after Sendi to be ferried across the fire. Once across, he will either follow her through the door, or suggest they go through and make room for the others to follow them. Either way, as he passes through the door, he will clutch a silver fist and say, "Master of Masters, open my eyes."
Casting Detect Evil

Sendi |

2 rounds to cross? She’ll die by the time the party is across
LoH: 1d6 ⇒ 4
Given how long it took to cross, Sendi bowed politely to her hosts and walked into the room with the guardian. It was either a certain death by fire, or possible death by unknown guardian. At least with the latter she had a fighting chance.

GM Wolf |


Sendi |

Seeing the smoke rise from the ground, she reasoned that either the statue would come to life or some creature would form from said smoke. Either way she was to be ready. She rolled her shoulders, cracked her neck, and took up a defensive stance. If anything came for her, she would be ready.
Total defense

GM Wolf |

Round 1
You take a full defense and you see the smoke take on a form. Dull, red eyes, grasping claws, and leathery wings give a demonic aspect to this creature’s smoky form.
Init=Sendi: 1d20 + 3 ⇒ (2) + 3 = 5
Init=smoke: 1d20 + 5 ⇒ (20) + 5 = 25
Round 2
I am working on this post, it should be edited soon! XD
The smokey demonic from floats towards you with grasping claws. Some of the smoke tries to push itself into your mouth...
So you know how it will affect ypur character:
It can enter a target’s square as a standard action that does not provoke attacks of opportunity. The target must make a DC 17 Fortitude save or inhale part of the creature. Smoke inside the victim solidifies into a claw and attacks the target from within, dealing 3d4 points of damage per round as a swift action. If the target moves, the belker may automatically move with the target (this movement does not count toward the belker’s movement and does not provoke attacks of opportunity against the belker). Each round, the target can attempt another DC 17 Fortitude to cough out the belker’s smoke, which ends the smoke claws attack and forces the belker into an adjacent square. Creatures that do not need to breathe are immune to this attack. The save DC is Constitution-based.
Since Balan is next to be ferried safely over the lava, which takes two rounds... Who is next?

Sendi |

Fort: 1d20 + 10 ⇒ (5) + 10 = 15
Damage: 3d4 ⇒ (2, 4, 4) = 10
LoH: 1d6 ⇒ 5 5 wounds no nonlethal left
Smite Hit: 1d20 + 8 + 4 ⇒ (20) + 8 + 4 = 32
Ignore DR Damage: 1d6 + 10 + 4 ⇒ (6) + 10 + 4 = 20
Confirm: 1d20 + 12 ⇒ (12) + 12 = 24
Crit: 1d6 + 14 ⇒ (5) + 14 = 19
Smite Hit: 1d20 + 8 + 4 ⇒ (12) + 8 + 4 = 24
Ignore DR Damage: 1d6 + 8 + 4 ⇒ (2) + 8 + 4 = 14
Total Damage if 24 hits: 20 + 19 + 14 = 53
”Smoke demon! It’s-“ Sendi yelled out, stopping as she inhaled some of it. Coughing and sputtering she launched herself at it, swinging fist and kicking with foot with everything she had. Without thinking, she channeled what divine power she had, causing each hit to glow with holy light.
Edited for second save and thank you: 1d20 + 10 ⇒ (7) + 10 = 17

GM Wolf |

You slammed your hands into smoke, no contact whatsoever. [/ooc]We will let you keep those rolls for your next attack, which would make it reel but it would keep attacking.

Balan Dhebar |

Perception: 1d20 + 10 ⇒ (2) + 10 = 12
Not catching Sendi's words and seeing her in obvious difficulty, Balan will move up to the half-orc and ask "What happened?"

GM Wolf |

Fort DC 17: 1d20 + 10 ⇒ (1) + 10 = 11
Fort DC 17: 1d20 + 10 ⇒ (7) + 10 = 17
Round 2
damage to Sendi: 3d4 ⇒ (2, 3, 1) = 6
Balan you can see she is struggling to breathe then likely doubles over in pain.
Round 3
Sendi is able to cough up the smoke and it coalenses into a form with dull, red eyes, grasping claws, and leathery wings. Which gives it a demonic aspect to this creature’s smoky form. Though it went before she could cough it out: damage to Sendi: 3d4 ⇒ (4, 1, 4) = 9
What do you do? As only you two are involved that is why I am spoiling it. So when the next person arrives they have no previous knowledge and you can inform them fluidly.

Balan Dhebar |

Sounds great!
Seeing the creature come out of his friend, Balan exclaims "Demon!", and immediately attacks it.
Flurry of Blows 1: 1d20 + 8 ⇒ (11) + 8 = 19
Dmg 1: 1d6 + 4 ⇒ (2) + 4 = 6
Flurry of Blows 2: 1d20 + 8 ⇒ (12) + 8 = 20
Dmg 2: 1d6 + 4 ⇒ (6) + 4 = 10

GM Wolf |

Round 2
I was wrong, Sendi you did hit it but it is immune to crits in its smoke form. As it goes first and does not provoke in doing the action of invading your lungs, you wouldnt be able to swing at it yet.
Round 3
The smoke creature hurts Sendi again before she expells it. Then she unleashes a smiting strike making it reel back. Balan swings and hits the creature but you can't tell how much damage you did to it. Balan you know there is evil present in your cone.
Round 4
The smoke creature again tries to invade but it turns to Balan this time. Fort DC 17! Then post your actions for this round.
Throrgar would go next getting to the others in Round 5.

GM Wolf |

With the salamander's assistance Victrix gets over to the group in Round 8.
fort save DC 17: 1d20 + 6 ⇒ (11) + 6 = 17
Balan resists the smoke keeping it out of his mouth with forceful blows! XD
fort save DC 17: 1d20 + 6 ⇒ (13) + 6 = 19
Round 5
Throrgar enters into the path and stands waiting seeing that Balan and Sendi are dealing with something. Balan is able to resist it again!
Round 6
The smoke tries to overtake Throrgar, though with Sendi's smite evil, she might kill it...

Sendi |

Smite Hit: 1d20 + 12 ⇒ (4) + 12 = 16
Ignore DR Damage: 1d6 + 14 ⇒ (4) + 14 = 18
Smite Hit: 1d20 + 12 ⇒ (20) + 12 = 32
Ignore DR Damage: 1d6 + 12 ⇒ (5) + 12 = 17
Sendi waited for the demon to come out once more, and when it did she was ready. With divine powered fists she landed another solid blow upon it!

Balan Dhebar |

Balan yells at the smoke demon, "The pure are not overcome!" and swings at it once more.
Flurry of Blows 1: 1d20 + 8 ⇒ (4) + 8 = 12
Dmg 1: 1d6 + 4 ⇒ (6) + 4 = 10
Flurry of Blows 2: 1d20 + 8 ⇒ (20) + 8 = 28
Crit Confirm: 1d20 + 8 ⇒ (5) + 8 = 13
Dmg 2: 1d6 + 4 ⇒ (4) + 4 = 8
Crit Dmg: 1d6 + 4 ⇒ (3) + 4 = 7

GM Wolf |

As the two of you pummel the smoke, you notice that it fully evaporates. No more abnormal smoke resides in the tunnel entrance. There is plenty of darkness beyond Sendi.

GM Wolf |

The lava lightens the first 10 feet of the tunnel but beyond is totally dark. You find yourself in a 5 foot wide tunnel and the walls are covered in dusty old cobwebs.
Once you can see... As you move past the secret door, you find yourself in a 5 foot wide tunnel that after 15 feet opens up into a much wider room that is 15 feet wide and 30 feet long. The walls are covered in dusty old cobwebs. The far side of the room is dominated by a strange stone statue of a man with a feline head and eagle talons for hands.
Through the centuries, though, the majority of the cult’s crude riches have rotted away. Now each of the 8 alcoves holds only old and mildewed burial lines over piles of decay and bone fragments, though a few scattered treasures remain.
A number of simple treasures are obvious scattered about the room and fallen from rotten hangers: two ornate masks made out of skulls and ram horns (worth 40 gp each), 4 rusty masterwork scimitars (that can be restored with a DC 10 Craft [weaponsmithing] check), a pair of wax covered stone candelabras studded with bloodstones (worth 60 gp each), and a spiked light wooden shield with the image of a striking snake painted on its surface.
A number of simple treasures are obvious scattered about the room and fallen from rotten hangers: two ornate masks made out of skulls and ram horns (worth 40 gp each), 4 rusty masterwork scimitars (that can be restored with a DC 10 Craft [weaponsmithing] check), a pair of wax
covered stone candelabras studded with bloodstones (worth 60 gp each), and a +1 spiked light wooden shield with the image of a striking snake
painted on its surface.
[spoiler=Perception DC 18] Checking the alcoves reveals two black beads of force, a necklace of strung together pieces of jet (worth 240 gp), and a petrified monkey’s hand that functions as a wand of 'hand of the mage'

Sendi |

”Its all clear, the guardian bars our way no more!” Sendi called out, aware that others might not be able to see as well as she. Then, to Balan she gave a small bow and said ”I am glad that I was finally able to put your lessons into practice. It was a joy to fight together.”

GM Wolf |

Thratnias points out, "Look to the beaten bronze disk. Once part of a shield, the disk was gifted to me by emissaries of the Carrion King. It presents a brief invitation to hear an offer by the Carrion King at his stronghold, the House of the Beast, as well as a crude map. I have no intention of allying with the gnoll leader and so discarded the scrap of metal here."

Victrix |
Once Victrix join Balan and Sendi, she seems confused. "Wait ... What exactly happened here? Did I miss anything?"
When Thratnias mentions the Carrion King and his domain, Victrix perks up. "Can you tell us anything about this Carrion King and the House of the Beast? Suppose we were to pay the place a visit... Anything of note?"
Perception: 1d20 + 8 ⇒ (1) + 8 = 9
Intelligence: 1d20 + 2 ⇒ (17) + 2 = 19

Balan Dhebar |

Perception: 1d20 + 10 ⇒ (16) + 10 = 26
Balan returns Sendi's bow and her compliment. "It was a great joy. To see another reach the top of a mountain is almost like reaching the top yourself. May we have the chance to triumph over greater challenges soon." The monk then takes a moment to look around the chamber, finding a secret passageway behind a statue. Pulling a few baubles from their alcoves, he puts the beads, necklace and paw into the pouch on his belt.

GM Wolf |

Thratnias says to Victrix as if it explains everything, "I don't want anything to do with filthy gnolls."
Remember the trip over the lava would 'hurt' each of you, 2d6 heat nonlethal damage. Throrgar might be a bit more singed as he nearly fell into the lava.
Feel free to continue to interact with the Salamander and describe how you leave.

Sendi |

A lifetime of training had prepared Sendi for remaining calm and diplomatic, even in such a circumstance. To their salamander hosts she gave a polite curtsy, and thanked them for allowing passage through their territory. With the formalities done, she calmly walked away.

Victrix |
2d6 ⇒ (1, 5) = 6
"Ah - Fair enough. Have a good day!", Victrix tries to remain neutral with her tone as she leaves for the exit, and she waves goodbye.
Once outside, she moves to Balan and Sendi. "What happened? You fought something, haven't you? And without me. I feel left out.", she fakes a pout, but smiles soon afterwards.
"What was it? Tell me ... EVERYTHING!", she conjures up a floating book, a floating inkpot, and a cut feather seemingly ready to write. They seem a bit odd and crude to look at.
Fake items made up with prestidigitation. Just for show.

Aukan the Goliath |

He would pick up the piece of metal with the instructions written on it if no one else has done so. "Can anyone read this? I can't make heads or tails of it."
Int check: 1d20 + 1 ⇒ (1) + 1 = 2
He seems far more interested in the conjured items but listens to the story too. Following the group he looks around at the shrines and for any loot left behind. Seeing that there is nothing left of worth he just follows.
Perception: 1d20 - 1 ⇒ (6) - 1 = 5

Victrix |
Victrix leave the book hovering in the air, and turns to Aukan. "Ummm... that's pretty much a map. We go towards that rock", she points into the distance, "then turn west and so on. I mean I am not ABSOLUTELY certain, but it seems like that is the case."
Rolls are above, in a previous post. I just wasn't sure who has the item.

Balan Dhebar |

Balan stands a little shocked by Victrix's sudden barrage of questions. Even after knowing the strange northerner for a year now, her ways were strange to him. Her quick turn to Aukan to explain that they actually had directions to the gnoll stronghold was good news however, so when she turned back for information, he was more ready and more willing to answer her. "We did fight a monster, some demon of smoke that nearly overcame Sendi and tried to suffocate me as well."

Sendi |

"As it turns out, it is quite hard to punch a monster that hides in your lungs." Sendi added. "I was fortunate that Balan arrived when he did. As to the map, it is good that it was acquired. Vixtrix, if you can guide us with it, then let us be on our way."

GM Wolf |

The group then continues on following the directions of Victrix. She also relays its going to be a two day trek.
The tunnels that you have to follow are luckily dry and bare. No signs of life. Your nights are easily dealt with as you haven't seen or heard anything.
On the third day of the trip you see a large rock with runes upon it. The instructions were to stay right after this rock. Soon you should be out of the oppressive darkness.

Victrix |
Victrix's eyes go wide. A smoke demon?
I will write a song about you that will celebrate your victory. Just wait a day or two. We will all sing it by the fire, as the smoke twists and turns." She cracks a smile. "It - will - be - AWESOME!
She starts quietly pondering on the topic, but frequently stops to give directions to the party after consulting the metallic plate.

Balan Dhebar |

Balan smiles as the bard gets excited about her songwriting. Knowing her and her ways well enough not to dissuade her, the monk simply says "I'll look forward to hearing it."
After seeing the large, rune-covered rock and confirming that they are almost out of the tunnels, Balan utters a brief prayer of gratitude. "I look forward to seeing the light of the sun again, Master. May I be more patient in the future."

Aukan the Goliath |

"I sure hope it is all gone and not in you." He says looking a bit concerned, though with your blank or receptive looks he would nod. Seeing that it is obviously gone.
On the trail he hums to himself along with the mechanical bird that chirps on his shoulder. Trying to lighten his mood at least, though there are much better singers in the group and if they choose to take the lead he listens and enjoys their performances.

GM Wolf |

Passing the boulder and heading to the right you find a staircase. Though after 70 feet up you see that there has been a cave in...
The corridor slopes slightly upward, leading to a collapsed staircase buried beneath tons of rock and rubble.
Clearing this collapsed staircase takes several hours of work (or magic, or a creature with a burrow speed).
Assuming you spend a few more hours moving the rubble, you expose the rest of the stairs up leading to a 10 foot wide corridor. After 20 feet the corridor splits, so you can go East or West. See Map Here or above.

Balan Dhebar |

Balan encourages working as quietly as possible in removing the rubble. Once it is clear, he will lead the way up, moving as quietly as he can manage.
Stealth: 1d20 + 2 ⇒ (6) + 2 = 8

Sendi |

"Let us go east?" Sendi offered. "Both ways seem as good as the other. And, uh...left? I'd like to make sure that there isn't anything that will come from behind us as we go, if you all don't mind."

Aukan the Goliath |

Aukan helps as much as he can, he even strains himself on some of the larger boulders and needs to sit for a while.
Once both tunnels are fully cleared he follows Balan and Sendi with his greatsword drawn. At Sendi's suggestion he offers, "Shall I stand watch here then?"

GM Wolf |

Moving to the East and staying to the left leads to a tunnel that is 5 feet wide at the most... following the tunnel after 60 feet or so you see the rough-hewn passage widens, emptying into a larger excavation site in which the upper corner of another, older structure protrudes from the surrounding earth about a yard above the floor. A sizable hole has been cracked out of its ceiling, from which protrudes a ladder of lashed sticks.
This chamber reeks of wild beasts. About the room, wooden stakes pounded into the mud-brick walls secure several dangling ropes with leather collars. A mosaic of a huge, snarling, insect-like beast with bulging eyes and yellow mandibles covers the floor. Its many arms clutch falchions, gemstones, and screaming women.
K Religion to recognize the image of Rovagug, although the depiction of him wielding falchions is unusual
You hear an immense roar and howling to the northwest. You see two gnolls and six humanoids within the room. They see you too! Roll for Initative.
Carrion Guards: Gnolls 19 hp
Slaves hp 11
Slaves (5)
CR 1
5
Male human warrior 2
LN Medium humanoid
Init +0; Senses Listen +1, Spot +1
DEFENSE
AC 10, touch 10, flat-footed 10
hp 11 each (2d8+2)
Fort +4, Ref +0, Will –1
OFFENSE
Spd 30 ft.
Melee club +3 (1d6+1)
TACTICS
Before Combat The slaves try to remain concealed and split as
soon as they sense trouble coming.
During Combat The slaves fight defensively, seeking the
opportunity to escape and usher a warning to their brethren below; though not if doing so would jeopardize the secrecy of their lair.
Morale These ex-slaves value freedom above all else; if given the opportunity to take it, they do so. If badly injured, they flee, unless it means leaving one of their own behind to be enslaved. Tough as nails, they remain determined never to be broken
or captured again, and when escape isn’t an option, they always fight to the death. If subdued or captured, they become belligerent, even suicidal, and if possible fling themselves off the ruins to their deaths, along with their captors.
STATISTICS
Str12,Dex11,Con13,Int10,Wis9,Cha8
Base Atk +2; Grp +3
Feats Alertness, Endurance
Skills Climb +6, Handle Animal +4, Jump +6, Listen +1, Spot +1 Languages Common, Osiriani
Gear club
Carrion Guards (2)
Male gnoll ranger 1
CE Medium humanoid
Init +2; Senses darkvision 60 ft.; Listen +4, Spot +4 DEFENSE
AC 16, touch 12, flat-footed 14
(+3 armor, +2 Dex, +1 natural) hp 19 each (3d8+6)
Fort +7, Ref +4, Will +1 OFFENSE
CR 2
stingchuck +4 (1d4 plus nausea)
Special Attacks favored enemy (humans +2)
TACTICS
During Combat A Carrion Guard always opens combat by hurling
his stingchuck if he can, then follows up with shots from his longbow, moving between shots as necessary to maintain ranged advantage. When mounted on a hyaenodon, a Carrion Guard usually takes 1 or 2 rounds to attack at range before riding into melee to continue the fight with scimitar and to allow his mount a chance to bite at foes.
Morale Carrion Guards are fiercely loyal to their king and fight to the death.
STATISTICS
Str18,Dex15,Con15,Int8,Wis12,Cha6
Base Atk +2; Grp +6
Feats Mounted Combat, Track, Weapon Focus (longbow)
Skills Listen +4, Ride +4, Spot +4, Survival +3
Languages Gnoll
SQ wild empathy –1
Combat Gear potion of cure light wounds; Other Gear +1 studded
leather armor, masterwork scimitar, masterwork composite longbow (+4 Str) with 20 arrows (poisoned with Huge scorpion venom; DC 18 Fort Save, 1d6/1d6 Con damage), stingchuck

Balan Dhebar |

Balan stands watch with Aukan, keeping both eyes on the right passage.
If any gnolls come in sight, Balan is going to charge and attack.

Victrix |
"Alright. See you in a moment.", the Opparan moves into the darkness with her floating balls of light behind her, just enough to illuminate the way. She tries to move quietly, while looking out for dangers.
Stealth: 1d20 + 6 ⇒ (18) + 6 = 24
Perception: 1d20 + 8 ⇒ (8) + 8 = 16
"Stay close, Throrgar. Unless - you want to go first, since you see in the dark?"
She dismisses the thought. "Nah. Just keep your eyes peeled."
The floating balls of light move slowly forward, and the duo moves just ahead.
I would go some 200 ft, probably not more, if the corridor keeps going.

GM Wolf |

Victrix and Throrgar:
You see into the next room. H9
This chamber reeks of wild beasts. About the room, wooden stakes pounded into the mud-brick walls secure several dangling ropes with leather collars. A mosaic of a huge, snarling, insect-like beast with bulging eyes and yellow mandibles covers the floor. Its many arms clutch falchions, gemstones, and screaming women.
The group hears an immense roar and howling to the northwest.
1d20 + 4 ⇒ (11) + 4 = 15 Aukan
1d20 + 2 ⇒ (7) + 2 = 9 Balan
1d20 + 3 ⇒ (19) + 3 = 22 Sendi
1d20 + 3 ⇒ (16) + 3 = 19 Auso
1d20 + 4 ⇒ (6) + 4 = 10 Victrix
1d20 + 3 ⇒ (11) + 3 = 14 Throrgar
1d20 ⇒ 10 gnolls
1d20 ⇒ 20 slaves
Throrgar's stealth: 1d20 + 12 ⇒ (15) + 12 = 27
guards perception: 2d20 ⇒ (17, 17) = 34
slaves perception: 6d20 ⇒ (20, 8, 20, 20, 10, 7) = 85