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This be where ya ghost dot in, if'n ya already done everything else in discussion and signed up on the spreadsheet.

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Hamshanks ignored all pretense of pleasantries as he pounded into the meeting room in the Grand Lodge in Absalom. “Never time to do it right, is there? Gorum see us through this, then.” He grunted loudly and leveled his glare at the entire room. “Ever been to Qadira? Religion is almost a fad down there, with new cults springing up like weeds and getting crushed just as quickly. It has been that way for centuries.”
“But some make a mark—on Qadira or in the Chronicles. Three centuries ago, the archdevil Moloch, preaching surrender to the desert heat, suddenly became the rage. Qadirans walked into the desert just to die just as if the heat was their paradise. The most devout sought out the hidden Citadel of Flame, where a fearsome bull-headed idol of Moloch judged them and sent the worthy to Malebolge, the sixth layer of Hell. No surprise that Sarenrae’s priests launched a mighty crusade to demolish the citadel. After two weeks, a great sandstorm swallowed the expedition—and, it seemed, the citadel and its idol. Nothing more was heard from either.”
“Until ten days ago, that is. Sandstorms regularly scour the Qadiran highlands, and this time they emptied an entire valley of dunes. Poking out of that valley, visible only to those soaring above—such as a flying Pathfinder wizard—was the lofty spire of a fortress: the Citadel of Flame, presumably.”
“Hopefully we are the first to learn about its reappearance and we need to act fast. The Decemvirate doesn’t expect any trouble, so they’re sending you. But I do expect trouble—who knows what’s infesting that citadel? Get in there fast and find that idol—it could be the key to the entire cult. It’s likely statue-sized, maybe as big as me, and should have a bull’s head on it. And for Gorum’s sake be careful.”
Now, after a swift voyage to Sedeq and a tiring trek through the endless Qadiran dunes, the sun beats down on a maze of red slickstone, with delicate arches and towering columns called hoodoos dotting the landscape. Somewhere within this expanse lies the Citadel of Flame and within, the idol of Moloch.
This pretty much tosses you right out of the gates into the mission. However, you have time to make purchases as you leave Absalom or travel to the temple. There are no additional facts to gain from knowledge checks or diplomacy at this time.
Make introductions and purchases and then I’ll put the first map up and post the description. Adventure awaits!

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"Greetings everyone, I am Theolish" said the Vetala-Born Dhampir.
"I am always searching for hidden knowledge for the Society and ready to undertake this task. Oh, if something was to happen to me, please only use this wand and not this one." he said, displaying a silver colored wand with a black tip and then a plain willow wand.
At the mention of where the group was going, he pondered a bit. "Sounds like we need to be prepared for dealing with the hot weather and associated conditions."

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At hearing the mission, Yulau walked to the place to acquire provisions. She counted out 8 gold pieces as she purchased a hot weather outfit, including a turban to shield her from the hellish heat.
She was a slightly peculiar with jet black hair, no armor, and just a dagger at her side. She didn’t speak much on the trip, keeping to herself for the most part.
She did point out an ebony wand that she carried. ”If the heat is too much, I can use this wand to help us deal with it. It helps us to Endure Elements.”

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A dark little kobold bows to the group. She starts to open her mouth, and then realizes that if she started to speak, she would have way too much trouble stopping. Instead, she merely introduces herself as "Midnight."

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I have heard from Shadow Dragon (aka Kageryu), who is reconsidering which PC to bring. Once their player makes that call and posts, we will get cracking hard. But I'll go ahead and put up the map, area description and allow any buffing you all plan to do as you get started. And also maybe state any exploration plans. If none are stated, the GM reserves the right to default to the dwarven door game*.
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The path descends through a maze of cliffs, opening into a slot canyon of smooth red stone surrounded by towering hoodoos. At the far side, two hoodoos carved into enormous bull-headed men leer down on the canyon, while those nearby look like stylized flames. To either side, the canyon walls rise steeply in a series of rough ledges to the clifftops above. Brass doors on a massive wall of baked gray mud can be seen through an arch at the far side of the canyon.
The valley floor is smooth stone. The squares marked as sleep slopes (triangles) are rough and easy to climb (DC 0, but climbing is required). Any ledge or area with stone in it (more than 50%) is also considered difficult terrain.
What is a hoodoo in this context?
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*The dwarven door game simply has the party open any door it can see as fast as possible. If there are multiple doors, they are often all opened at the same time. :D

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Replying to Hamshanks a ruggedly equipped Kelesh man says, "Why yes I do happen to know a thing or two about Qadira since it's my homeland. Yes religions come and go much like the sand dunes you speak of. It's also wise to assume that the Society isn't the only, or perhaps even the first, to realize the Citadel has been uncovered."
While on their journey he introduces himself to the other Pathfinders, "Greetings all I am Jehan ibn al Mehdi. As you may have guessed by my gear I wade into battle to strike down foes and protect my teammates. I am pleased to travel with you!"
Do have any PCs with Disable Device? Or a good Perception score to check the door for traps?

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Looks like Midnight has a +8 Perception score.
Yulau smiles at the others in introduction.
As the group stared at the up and down climb ahead of them, the mage asks of the group, ”Anyone an experienced climber? Last thing I want to see is one of us tumbling down those slopes! I have some magic for myself to help, but it doesn’t effect others.”

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"I'm experienced at climbing but I might need to remove my armor to do so. Of course that's when I'd expect to be attacked!"

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The path in front and through the following archway doesn’t require climbing. But searching the area’s edges would. Though it is a very easy climb. Midnight gonna scout ahead and/or lead? Looks like Jehan and Midnight have the best AC, though not the most HP. If those are factors.

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"I also have some magic, but it would be more useful if it was a wall that needed to be climbed." Theolish said.
No on Disable Device and only +1 on perception. At least 1 rank in all knowledge skills so he is a walking encyclopedia.

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The path in front and through the following archway doesn’t require climbing. But searching the area’s edges would. Though it is a very easy climb. Midnight gonna scout ahead and/or lead? Looks like Jehan and Midnight have the best AC, though not the most HP. If those are factors.
Midnight leading is what I'd suggest but I'll let Midnight decide if they're comfortable up front. I'm going to roll a Perception check just to see if there's anyone/anything hiding out nearby.
Jehan scans the area for any potential foes:
Perception: 1d20 + 4 ⇒ (4) + 4 = 8

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As the group begin to make their entry into the Valley, Yulau pulls yet another wand from her belt, activating it, and a bright blue light shimmers over her ever so shortly before dissipating. She tucks the wand back into its position.
Used one charge of Mage Armor wand.

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As the group begin to make their entry into the Valley, Yulau pulls yet another wand from her belt, activating it, and a bright blue light shimmers over her ever so shortly before dissipating. She tucks the wand back into its position.
Used one charge of Mage Armor wand.
If Jehan needs to remove his armor to climb he'd like to have a charge or two from that wand as well.

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Marching order figured out. Any other buffs or prep? It is currently bright light conditions.
As you move in, everyone give me a perception and survival check please. Other than Jehan of course, who just needs to make the survival check.

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Jehan, eagle-eyed as ever, also checks the environment:
Survival - HAH!: 1d20 + 0 ⇒ (3) + 0 = 3
Ah consistency on the rolls so far! If Jehan could receive a use of Mage Armor in case he needs to remove his armor for climbing purposes he isn't completely vulnerable, I would appreciate it.

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Yulau wrote:As the group begin to make their entry into the Valley, Yulau pulls yet another wand from her belt, activating it, and a bright blue light shimmers over her ever so shortly before dissipating. She tucks the wand back into its position.
Used one charge of Mage Armor wand.
If Jehan needs to remove his armor to climb he'd like to have a charge or two from that wand as well.
Thats fine.

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Midnight will lead, as long as it's not by much. i.e. at least someone stay only a square or so behind
Jehan will do so. If it makes Midnight feel better Jehan can switch from his MW falchion to his lucerne hammer for 10' reach.

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Perception: 1d20 + 1 ⇒ (1) + 1 = 2
Survival: 1d20 - 1 ⇒ (7) - 1 = 6
The bright sun made it hard for Theolish to see with all the glare from the surface. Following along with the others, he had his crossbow loaded and ready for any threats.

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The group wisely chooses to stick close together, putting the most perceptive out front.
Just waiting on buffs and rolls from Midnight.

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Midnight smears around her eyes with a dark, smell grease that she explains will help protect her delicate vision from the bright light.
perception: 1d20 + 8 ⇒ (17) + 8 = 25
survival, untrained: 1d20 + 1 ⇒ (20) + 1 = 21

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Midnight indeed saves the day! Maybe. She at least sees stuff no one else does.
Firstly, she notices scorched trails crisscrossing the area in front of the group. Next she notices a small flickering of flame from behind two hoodoos at the north and south of the valley. It appears to be coming from two creatures, poised to attack!
If Trained, you may roll Knowledge “Planes” to ID the creatures. With a success on your roll I will ID the creature. This ID will include basic type/subtype and one tidbit of knowledge. I will dole out the tidbits starting with signature special abilities and then working to more mechanical things like DR and other resistances. Multiple rolls from multiple players, assuming they both beat the DC, will grant additional information and not duplicate tidbits.
The enemies lost their surprise round by being noticed, but will definitely attack. I will start initiative with my next post, unless you all just wish to flee.

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FYI, I now have the slides linked in my header.
Midnight recognizes these to be small fire elementals. She recalls that they have a special ability to cause anything they hit with an attack to catch on fire (reflex save negates).
Teloish also figures out what they are from the description given, and adds that they are immune to fire but vulnerable to cold.
Not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack.
Elementals do not breathe, eat, or sleep.
And that's all there is to be found out about fire elementals.
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Initiative
Jehan: 1d20 + 2 ⇒ (18) + 2 = 20
Yulau: 1d20 + 5 ⇒ (12) + 5 = 17
Midnight: 1d20 + 6 ⇒ (4) + 6 = 10
Theolish: 1d20 + 8 ⇒ (15) + 8 = 23
Red: 1d20 + 5 ⇒ (12) + 5 = 17
Yellow: 1d20 + 5 ⇒ (12) + 5 = 17
Round 1: Anybody see Disney's Elemental? These foes are probably like that universe's version of a serial killer.
Theolish
Jehan
Yulau
Red Fire Elemental
Yellow Fire Elemental
Midnight
Bold are up!
Map Notes: Triangles are ledges that need climbed (DC 0). Rubble is difficult terrain. "H" squares are impassable hoodoo rock formations or carved statues.

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Jehan moves in front of Midnight to protect her and prepares to strike a fire elemental!
Move action to move, Standard to attack. Using Power Attack combined with Furious Focus cancels out the penalty to hit:
MW Falchion, Whetstone: 1d20 + 6 ⇒ (6) + 6 = 122d4 + 9 + 1 ⇒ (2, 3) + 9 + 1 = 15

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Yulau waits for the others to take defensible positions, not wanting to run forward of the group and expose herself. Assuming that happens, she will move and fire a magic missile at the southernmost elemental.
Magic missile damage 2d4 + 2 ⇒ (3, 3) + 2 = 8
If the others move ahead, she will follow and cast. If not, she will delay.

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" Well now, no use trying to knock these elementals out by putting them to sleep.Theolich said as he made his want into the areas. With Jehan heading to deal with the one to the south, he sent a bolt at the other one.
The bolt quickly crossed the distance, glancing off the elemental
Crossbow: 1d20 + 4 ⇒ (19) + 4 = 231d8 ⇒ 2

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Jehan moves in, setting up to defend the group and strike a blow against the first foe in range. The Dhampir strides past him and fires off a quick shot, which softly strikes the elemental to the north.
Yulau readies to blast anything she can see with magic, the most powerful of attacks!
The northern elemental skids on down the hill and rushes up to menace the negative energy bound pathfinder.
The southern one, glides up to attack Jehan! Jehan swings and...
...misses. Then Yulau's spell slams into it, almost fizzling it away. But the foe has enough power left to slam at the bloodrager.
Yellow vs. Jehan: 1d20 + 4 ⇒ (16) + 4 = 20 for B: 1d4 ⇒ 4
Cracking him hard across the chin, risking his flowing locks catching on fire!
Jehan make a DC 11 Reflex Save. A failure leaves you to take 1d4 burning damage on your turn for 1d4 ⇒ 2 rounds.
Round 1: Anybody see Disney's Elemental? These foes are probably like that universe's version of a serial killer.
Theolish
Jehan (-4 HP, maybe burning)
Yulau
Red Fire Elemental (-2 HP)
Yellow Fire Elemental (-8 HP)
Midnight
Bold are up! Midnight may go, then I will circle around to the top for round 2.
Map Notes: Triangles are ledges that need climbed (DC 0). Rubble is difficult terrain. "H" squares are impassable hoodoo rock formations or carved statues.

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@GM: Jehan should only take 3 points of damage thanks to his 'Flame-Touched' trait: "You share an affinity with elemental fire. You gain DR 1/— against creatures and attacks with the fire type."
Reflex: 1d20 + 2 ⇒ (13) + 2 = 15

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Noted, and it may even get updated on the next tracker. :D
Midnight is up, get em!

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Noted, and it may even get updated on the next tracker. :D
Midnight is up, get em!
And you won't hear me singing Bruce Springsteen's 'I'm on Fire' yet! :P

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Midnight shares a wonderful cute tale about a friendly dragon. Everyone feels their hearts are fuller. Fuller of energy to murdurlate these elementals!
Round 2: Dragons are cool!
Buffs: Inspire Courage
Theolish
Jehan (-3 HP)
Yulau
Red Fire Elemental (-2 HP)
Yellow Fire Elemental (-8 HP)
Midnight
Bold are up!
Map Notes: Triangles are ledges that need climbed (DC 0). Rubble is difficult terrain. "H" squares are impassable hoodoo rock formations or carved statues.

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Bolstered by Midnight's inspiration Jehan attempts to return the fire elemental's greeting and strike it!
MW Falchion, PA, FF, Inspire Courage: 1d20 + 6 + 1 ⇒ (1) + 6 + 1 = 82d4 + 9 + 1 ⇒ (4, 4) + 9 + 1 = 18
But is so distracted by tales of cute dragons his swing misses wildly!
Yikes those are some rolls.

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Jehan misses badly. I mean, really badly. It’s almost like this is the second time ever swinging a weapon. Crazy.
Yupau shows that magic is indeed most definitely the best thing ever, obliterating the yellow tinged fire elemental and sending it back home.
Round 2: Dragons are cool!
Buffs: Inspire Courage
Jehan (-3 HP)
Yulau
Theolish
Red Fire Elemental (-2 HP)
Yellow Fire Elemental (Gone)
Midnight
Bold are up!
Map Notes: Triangles are ledges that need climbed (DC 0). Rubble is difficult terrain. "H" squares are impassable hoodoo rock formations or carved statues.

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Theolish suddenly feels lighter than air. Almost as though he can hop and float! He tries it, it works!!!
The flame elemental isn't impressed though, swinging a burning appendage at him as he floats away.
Slam AoO: 1d20 + 4 ⇒ (13) + 4 = 17 for Bludg: 1d4 ⇒ 4
Theolish make a DC 11 Reflex Save. A failure leaves you to take 1d4 burning damage on your turn for 1d4 ⇒ 4 rounds.
The enemy then glides menacingly over towards Jehan and swings away again.
Slam AoO: 1d20 + 4 ⇒ (18) + 4 = 22 for Bludg: 1d4 ⇒ 2
Jehan make a DC 11 Reflex Save. A failure leaves you to take 1d4 burning damage on your turn for 1d4 ⇒ 4 rounds.
Shoulda sunk that 300g into bad GM dice instead!
Rounds 2 & 3: This elemental is ON FIRE!
Buffs: Inspire Courage
Round 3
Jehan (-4 HP, Reflex)
Yulau
Theolish (-4 HP, Reflex, 20ft up)
Red Fire Elemental (-2 HP)
Round 2
Midnight
Bold are up!
Map Notes: Triangles are ledges that need climbed (DC 0). Rubble is difficult terrain. "H" squares are impassable hoodoo rock formations or carved statues.

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Reflex: 1d20 + 2 ⇒ (1) + 2 = 3
To match the 20 I rolled elsewhere...yikes.
Now on fire Jehan loses his cool in more ways than one and enters a bloodrage!
MW Falchion, PA, FF, Inspire Courage, Bloodrage: 1d20 + 6 + 1 + 2 ⇒ (6) + 6 + 1 + 2 = 152d4 + 9 + 1 + 3 ⇒ (4, 3) + 9 + 1 + 3 = 20

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Jehan Fire Damage 1 of 2: 1d4 ⇒ 1
The incredibly powerful, maybe one could even say… overpowerful*, swing comes down hard at the elemental.
Who at the last moment juuust slightly shifts to the side, watching the blade miss by centimeters. Droplets of what look like fire sweat drip from its brow, falling to the ground sizzling.
*:P
Rounds 2 & 3: This elemental is ON FIRE!
Buffs: Inspire Courage
Round 3
Jehan (-5 HP, On FIAH 1 more rd)
Yulau
Theolish (-4 HP, 20ft up)
Red Fire Elemental (-2 HP)
Round 2
Midnight
Bold are up!
Map Notes: Triangles are ledges that need climbed (DC 0). Rubble is difficult terrain. "H" squares are impassable hoodoo rock formations or carved statues.

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Out of danger for the moment, Theolish reloaded the crossbow and took aim at the blob of fire below him. The bolt decided that it had better things to do as it fell to the ground.
Crossbow: 1d20 + 4 - 1 - 4 ⇒ (1) + 4 - 1 - 4 = 0

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Yulau hated to use so much magic, but she hates her team being set on fire even more. She throws a magic missile at the remaining elemental.
Damage 2d4 + 2 ⇒ (2, 2) + 2 = 6

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I moved Yulau to where she can see the target.
The spell slams into the living flame, but doesn't quite extinguish it.
Theolish fumbles with his arrow as he goes to load it and it falls to the ground. He has a very brief hope that it will hit the elemental, but it just glances off and does no damage.
Bot as requested
Midnight keeps up the inspirational stories, this time talking about a brave dragon who rescued a princess from an evil knight.
She ends her story with a big 'boogity boogity BOO' at the elemental.
Keep Inspire Courage up, Round 2. Intimidate to Demoralize w/ no size penalty. Intimidate: 1d20 + 8 ⇒ (19) + 8 = 27
The elemental is very shaken!
But it still tries to smack Jehan again.
Slam - shaken: 1d20 + 4 - 2 ⇒ (7) + 4 - 2 = 9
Poorly.
Jehan, you can take your entire turn to try to put out the fire, if you want. Just roll another reflex save. +4 bonus to it if you drop and roll on the ground.
Round 4: This elemental is ON FIRE!
Buffs: Inspire Courage
Jehan (-5 HP, On FIAH 1 more rd)
Yulau
Theolish (-4 HP, 20ft up)
Midnight
Red Fire Elemental (-8 HP, Shaken 3 rds)
Bold are up! FINISH IT!!!
Map Notes: Triangles are ledges that need climbed (DC 0). Rubble is difficult terrain. "H" squares are impassable hoodoo rock formations or carved statues.