
GM Redelia |

A radiant orb of tourmaline sheds a pale green light tinged with pink down onto the reflective surface of an octagonal hematite table. The Master of Spells Sorrina Westyr stands nearby, taut with frenetic energy. Her Shoanti companion Grave Treader seems less fitful, yet nevertheless carries a touch of anxious anticipation in her stiff expression.
Sorrina Westyr taps the table once before speaking. “We stand on the precipice of the greatest change the multiverse has witnessed in our lifetime or many of those that came before. Thanks to the tireless efforts of the Pathfinder Society, we have recovered the prison of Ranginori, one of the long-lost elemental lords. We are now poised to liberate him after his untold millennia of imprisonment. The combined might of the other elemental lords banished Ranginori, and it’s by the combined might of their elemental energies that he could be freed.”
She motions to Grave Treader, who places a magnificent war pick and a crystalline decanter on the table. “These are the artifacts Fossilblight and The Breath of Lysianassa, powerful conduits of earthen and aquatic energies, respectively. We have communed with Ranginori directly to secure his mastery of winds, so all that remains is a source of unfathomably hot flame.” Sorrina touches the top of the table, causing a series of tiny hexagonal columns—like pillars of basalt—to ripple outward across the table’s surface from her hand. In their wake remains a three-dimensional representation of the Plane of Earth sculpted into the table’s dark, glossy surface. Among mountains, immense stalagmites, and columns of natural igneous rock that must rise up to some unseen cavernous ceiling is a jagged rift where roiling lava flows.
Grave Treader gestures to the rift. “The Society has identified a source of power we can use to free Ranginori, the Lord of Thunder. A scouting party blazed a path to a ruin called Kandirion’s Pyre, an ancient forge on the border of the Planes of Earth and Fire. We believe the Pyre’s forge can channel trueflame, a fire so hot that with the help of Fossilblight and The Breath of Lysianassa it could shatter the Untouchable Opal. The Society is providing you with all of these tools for the journey ahead.”
Sorrina touches the map again, and it changes to create a detailed overhead view of a crumbling ruin set on a jagged cliff surrounded by ancient stone outbuildings. “The elemental lords Ayrzul and Ymeri have a combined force of elementals that numbers in the hundreds, and these groups patrol the region around Kandirion’s Pyre. Divinations confirmed that Ymeri believes that we are close to accomplishing our goal and that we may be seeking to use trueflame to that end. However, she has spread her forces among many sites near the Plane of Earth alongside Ayrzul’s legions, so she may not be totally convinced this is our plan. We will get you as close to the Pyre as we can with magic, and it will be up to you to circumvent or eliminate their forces to access the forge. We believe this central ziggurat is the front entrance to the Pyre, accessible by a fire-shrouded teleportation circle. Ymeri’s forces erected this fiery ward to discourage trespassers. If there’s another way in, we have yet to find it.
“Take this next day to plan and make preparations. This is our best chance to free Ranginori, and we’ve only one chance to do it before the other elemental lords take notice. Do you have any questions?”

![]() |

A tall, thin man with pale blue skin sits at the table, swathed in a long robe of deep purple. He is casually tearing apart the carcass of a chicken and popping gobbets of greasy meat into his mouth.
Good question lass he says to Aquana. And these artifacts, what can you tell us about them? How will they help?

![]() |

A tiefling fellow comes dancing into the room. He seems momentarily preoccupied with remembering the steps - "...and a one, two, three, one, two, three..." before he glances around at the briefing chamber. "Greetings, greetings. I am Tsrvk, at your service. A mission is it? Travel to another plane to free a God. Well why not? What could possibly go wrong?" He bows to the assemblage.
Since I've played and run this before I would prefer anyone who hasn't (if we have anyone in that situation?) to choose what sorts of purchases or spells prepared we might want to bring along.

![]() |

The tattooed half-orc studies the map on the tabletop with interest. While not of a particularly imposing stature, there is a definite aura of menace in the way he carries himself. An aura which had been quickly dismissed when, upon entering the room he had broken into a smile and offered
a callused hand in greeting to everyone present.
"I would also be curious to know about the environmental conditions we are likely to face on our journey to the Pyre and once we get there?" he asks in a low voice with a slight Varisian accent. "Having visited other planes in the past I know these sort of things can sometimes be an interesting challenge. I'd also be interested to know if there is any more you can tell us about these forces you mention that are likely to be arrayed against us?"

GM Redelia |

“Our scouts indicate that gravity is more akin to that on Golarion rather than what it is here. However, it is also considerably hotter there and will pose a significant hazard with prolonged exposure. Unfortunately, we have no idea exactly what the conditions in the immediate area of the Pyre and within are like.”
Grave Treader responds, “As best we can tell, Ayrzul does not consider the Pyre a priority and believes we will act elsewhere to liberate Ranginori. Ymeri is not so convinced, and has committed a significant number of fire elementals to the region and demanded Ayrzul do the same with his forces. Beyond those creatures, we’re not sure.”
"Ranginori is one of the four missing good elemental lords. Releasing him can only be a good thing in the big picture."
Player Handout #1: Fossilblight
The haft of this weapon is forged from adamantine, and it bears a diamond head. This enchanted heavy pick’s wicked point can puncture even the sturdiest materials with ease. Fossilblight is a minor artifact.
This +3 keen adamantine heavy pick emits dim light from its diamond head. Once per day, as a swift action, the wielder can cause Fossilblight to ignore the hardness or DR of a single object or creature (including DR/mythic) within 60 feet for the next 10 minutes. This weapon is capable of making critical hits against elementals, despite that creature type’s normal immunity to such attacks. Whenever the bearer a critical hit, as an immediate action she can voluntarily let go of Fossilblight and have the weapon pin the target against any adjacent solid object. The weapon’s CMD for the purpose of escaping this effect is equal to half the damage dealt with the critical hit. A creature pinned in this way takes 2d6+6 points of damage at the end of its turn for the first 3 rounds in which it remains pinned.
For each Earth Affinity boon Fossilblight’s wielder has, increase the artifact’s effective enhancement bonus by 1 (maximum +5).
Fossilblight shatters into irrecoverable fragments when used to break open a great creation built by earth and fire working in perfect conjunction.
Player Handout #2: The Breath of Lysianassa
The interior of this crystalline decanter churns gently with fresh water. The Breath of Lysianassa is a minor artifact. This decanter can pour limitless quantities of water, much like a decanter of endless water except that its geyser function deals 5d4 points of damage per round (10d4 to a creature with the fire subtype). A creature that touches The Breath of Lysianassa gains the benefits of water breathing for 8 hours. Its bearer also gains fire resistance 30. While holding the decanter in one hand, the wielder can command the decanter to exude a refreshing mist in a 30-foot-radius cloud centered on the wielder that moves wherever the wielder does. Creatures in the area gain fire resistance 10, which increases to fire resistance 30 against the fire-dominant planar trait. Creatures with the aquatic or water subtype in the area gain fast healing 5. This mist does not obscure sight, and it lasts until dismissed by the wielder or until the decanter is no longer held.
For each Water Affinity boon the decanter’s wielder has, he can use the artifact to cast quench (CL 18th) once per day.
The Breath of Lysianassa can be destroyed if its wielder first uses it to drown a desert settlement of at least 500 intelligent creatures and all its inhabitants, after which the decanter must be thrown into the River Styx and left there for a year.

GM Redelia |

Player Handout #3: The Untouchable Opal
This finely cut opal is about the size of a human fist. Bands of air whip around the gem at all times, creating a painful susurrus. The Untouchable Opal is a major artifact. Three times per day as a full-round action, the bearer of the Untouchable Opal can call upon its power to create a violent thunderstorm, creating a 60-foot-radius column of swirling air that increases the area’s wind strength by two steps (maximum severe winds) and allowing the bearer to direct bolts of lightning as call lightning storm. These bolts deal 5d10 electricity damage each, as though they were created outdoors in a stormy area.
Once per day as a standard action, the Untouchable Opal can also summon an elder air elemental with maximum hit points. This creature serves the bearer until slain; only one such elemental can be summoned at a time.
For each Air Affinity boon the gem’s wielder has, she can use the artifact to cast chain lightning (CL 20th, DC 24) once per day.

![]() |

OK. I just wanted to be sure about this Elemental Lord. I presumed that, if the Pathfinder Society, presumably the Decemverate thinks it's a good idea then it probably is. But you know what they say about assume - an ass out of me and you.
I guess I've got very cautious over my career.
And if no one else wants to carry the Decanter, then I will
k planes: 1d20 + 23 ⇒ (12) + 23 = 35
k arcana: 1d20 + 23 ⇒ (2) + 23 = 25

![]() |

K Arcana: 1d20 + 20 ⇒ (12) + 20 = 32
K Planes: 1d20 + 12 ⇒ (15) + 12 = 27

![]() |

Thargash rubs his chin in thought "Do you have a rough idea about how close to the Pyre you would be able to get us and how long it would likely take for us to travel from there to the Pyre itself?" the half-orc asks. "I know there are certain spells which can help protect from the hostile environments found on other planes of existence, although I'm not sure if any of us have access to such magics?" he adds with an enquiring look towards the rest of the assembled Pathfinder.

![]() |

Garam sorts through the three very interesting objects. Well, arent these some pretty little baubles. Aquana, you might be better with the pearl? It could give you a bit of extra magical oomph. The decanter is useful too, for the resistance. I dont really mind, I have plenty of magical options of my own at hand. Given the number of fire elementals then more fire resistance might be useful. I dont suppose anyone has one of those handy communal resists or maybe even a mass planar adaptation? I could prepare some planar infusions, would give some extra defence against fire effects.
As he examines the artefacts and considers what he know Garam mutters a simple charm to improve his thought process (Investigative Mind).
Arcana: 2d20 ⇒ (15, 2) = 17 +31 for 46
Planes: 2d20 ⇒ (11, 16) = 27 +31 for 47

![]() |

"Mass planar adaptation would be ideal if we had it, I've seen it used to good effect on previous planar excursions. As we have a day to prepare we can also take advantage of spells cast today which last overnight, especially if we leave early in the morning. I should be able to help out most of use with life bubbles and delay poisons extended with my meta magic rods if we did that. I can also provide us with hunters blessings now that we know where we are going and some details of potential foes."

GM Redelia |

The border of the Planes of Earth and Fire containing Kandirion’s Pyre is highly volatile. Magma plateaus of the Plane of Fire clash against impossible cliffs of the Plane of Earth, and occasionally this friction unleashes massive flares of fire so hot it incinerates even fire elementals.
Trueflame is a powerful, raw elemental fire born from the heart of the Plane of Fire. It penetrates even immunity to fire damage and is the primal flame from which some fire elementals are born. Religious and secular scholars debate whether this is a “fire of creation” that could have forged the very planes themselves.
Kandirion disappeared roughly 900 years ago when a particularly powerful flare of trueflame demolished the surface of Kandirion’s Pyre and consumed its inhabitants. However, historical records contain little information regarding Kandirion, leaving details other than their name a mystery. Kandirion was fond of incorporating fractal geometry into their magic.
(Aquana and Garam did so well on this check that they get a special bonus on an important skill check later to recalibrate something. I'm telling you this much so you can remind me later if needed)

![]() |

A shabbily-dressed kellid, smelling faintly of fresh, loamy earth, enters the chamber. He has no visible weapons, but wears a poorly-tanned hide jerkin made from some unknown beast.
"Gurkagh say, Gurkagh here for Pathfinders!"
He beams broadly at the group.
Sorry for the delay everyone. GM, I did get this PC leveled up (to 13), and I'll try to update the tagline soon.

![]() |

"It is nice to meet you Gurkagh." smiles Thargash, offering a hand in greeting.
Just to check, did the Master of Spells or Grave Treader know the answer to Thargash's question about how long it would likely take to travel from the location where the party will be sent to the Pyre itself?

![]() |

Pearl? What pearl? If you mean a Pearl of Power, I've got the first level version, just none of the others - yet. As for Mass Planar Adaptation, no I don't have it and I can't afford it.
Garam points to the large pearl sitting on the table that the group is being sent to break open. That one, it lets you conjure violent thunderstorms, summon a powerful elemental and possibly cast chain lightning...
As Gurkagh arrives Garam nods in welcome, Good to meet you. It seems out little group has an awful lot of magical firepower. I dont suppose you could provide us with some mass planar adaptation could you?
Looks like it is on the Shaman list if you want to prepare it.
Given what we have been told I will make a few changes to the spells I will be bringing. I do tend to focus on cold magic for offence so hopefully lots of our enemies will be vulnerable to it.
I will update my spell list by the end of tomorrow.

![]() |

Prepared spell list and buffs updated. I have two uses of my lesser extend rod available if anyone would like to use them.
Greater false life: 2d10 + 14 ⇒ (9, 6) + 14 = 29

![]() |

Tsrvk offers to contribute towards the cost of any group scrolls the group settles on.

![]() |

We should probably decide who is taking each of the artifacts. If Aquana takes the Breath I can take the Pearl unless someone else wants it. You may want to check if any of your chronicles have any Air, Earth or Water affinity boons. I dont have any. Can anyone make use of the Pick? Someone should carry it even if they arent using it.

![]() |

Thargash can use martial weapons so would be able to use the pick, although it would very much be a backup weapon, especially as he doesn't have any of the elemental affinity boons. So its only worth giving it to him if no one else wants to use it.

![]() |

Gurkagh's brow furrows in response to Garam's question to him. "Gurkagh not know! But tree spirits help Gurkagh . . ."
Gurkagh pretty much prepares plant and spirit-themed spells, with a couple of exceptions.
@GM: I do have the Water Affinity boon from # 8-19 on Gurkagh if it's relevant.

![]() |

@GM: Did Sorrina or Grave Treader know the answer to Thargash's question here about how long it would likely take the party to get from the starting location to the Pyre?
For mass planar adaptation, its on both the wizard and cleric lists, although for wizards its a 7th level spell verses a 6th level spell on the cleric list. So it looks like there would be a option for Helgar to prepare it if he wanted to.
"If I can borrow a couple of charges from someone else's meta-magic rod before we sleep tonight, and if we don't have better uses for such things, I should be able to give everyone immunity to poison for well over a day and I'll also give us all life bubbles which will last just as long. I'll also store a spell in my quarterstaff which will allow me to summon a friendly zuishin kami using it, which can help us with additional healing if needed, although most likely only outside of combat. Depending on timescales I can additionally give us the hunters blessing to help with both the plane of earth and plane of fire, along with outsiders of those types. That will only last about fourteen hours, so if I cast it before sleeping today we would need to aim to leave as soon as we had finished preparing our spells in the morning as it wouldn't last all day."
Before the party sleep this evening Thargash will be planning to cast the following spells on himself and the party: 5 x luck number (on 4 members of the party); extended deadeye's lore (on himself); 6 x extended delay poison (on party); extended greater longstrider (on himself); 6 x life bubble (on party); 2 x hunters blessing (planes of fire and earh, outsiders (fire and earth), on party); spellstaff (summon nature's ally VII, on his quarterstaff).

![]() |

Garam will buy a level 6 scroll of mass planar adaptation. Its caster level 11 so can affect everyone and will last 11 hours so should be enough if we use it before teleporting hopefully. Its 1650gp which I can afford.

![]() |

If it looks like it's going to take 6 hours or less to get to the Pyre from the party's starting location and if we are heading off first thing in the morning, then Thargash's plan before leaving will be: Wildshape into a rock troll (dropping his large arrows before doing so); Take a blood-boiling pill; Cast extended resinous skin, extended protection from energy (acid) and extended barkskin on himself; He can also give all 4 humans in the party darkvision using the spell like ability from pact master.

GM Redelia |

You are correct that it is a matter of a few hours to get there; it's three hours if everyone has a speed of at least 30 ft.
Things are complicated enough here that before we actually get into the dungeon crawl, I'll set up a google doc to list who has the artifacts you were given and what long term buffs everyone has up.
edit: please put any long term buffs as well as who is carrying the items you were given as well as any affinity boons in the google doc linked at the top by the maps.

![]() |

"How quick is everyone able to move over long distances?" the half-orc enquires. "I'm wondering if some of us are faster than others if there is anything we need to do to help everyone keep moving at good pace? Also are there any spells we need to coordinate between casters to make sure we have enough coverage, spells like haste and similar?"
From a movement point of view Thargash has a movement speed of 40 ft with his long term buffs up.

![]() |

Garam slowly levitates from his seat before settling back down. I move pretty quickly and dont care about the terrain he says with a grin. I'm pretty nimble in the air too.
Garam has a 40' fly speed with Overland Flight and a +25 fly skill if it ever comes up. I have added my buffs to the google doc.

![]() |

Gurkagh appears to ponder Thargash's seemingly complicated question before answering, "Gurkagh say Gurkagh always gets to place when Gurkagh arrives."
I've got a 20' move speed (due to encumbrance). You can imagine that Gurkagh ambles along, often stopping to examine interesting leaves, shiny rocks, and that sort of thing.

![]() |

Thargash considers his colleagues comments "Sorrina, you mentioned that you would get us as close to the Pyre as you can with magic, is that using teleportation? If that is the case, is there a reason why we wouldn't be able to get any closer? I'm just thinking in terms of Aquana's suggestion and if there could be any issues that would prevent us from using teleportation to shorten the journey? I must admit teleportation is not one of my areas of expertise."
"If it would help speed our journey to the Pyre, I'm sure I could carry someone on my back. Once I turn into a troll I should have no trouble carrying a normal sized person. Another option I may be able to help with would be to summon a mount made of magical flames which don't harm the rider and which would allow them to fly for many hours. That would require some of my magic to do, so I'd need to know before I prepare my spells if that was an option we wanted to make use of."
"In terms of hastes, do you think you'll have enough to cover the full trip by yourself, or would it be useful to have some similar options elsewhere in the party?" he askes Aquana, before adding "Not that any of my spells can really help much in that regard."

![]() |

"Ah, I meant enough to cover potential combats we might run into on the mission, rather than enough to cover the full duration of our journey. As you say it wouldn't long enough have much impact on our overall journey time, and is best saved for combat." the half-orc clarifies regarding his question.

![]() |

Garam looks over at all the kit Gurkagh is carrying. If your stuff is slowing you down then maybe make use of an Ant Haul, its a simple enough little charm. I can provide it if you prefer not to. It seems like being able to travel quickly is fairly important so maybe a Longstrider as well. I think you can access both and they last a long time. If you just want to save on some weight then you can store any stuff you dont need immediate access to in my Handy Haversack if you want.

![]() |

Tsrvk finally speaks up after being uncharacteristically quiet for some time. "Ah, it is a joy to travel to dangerous lands with comrades who are well prepared. Many thanks for the assistance. I will also help in a few minor ways that I know."
Lucky Number: 1d20 ⇒ 8
He uses the Ameliorating and Major Ameliorating hexes on everyone in the party before they depart. These will give everyone +4 circumstance bonuses on any effect that would cause blinded, cursed, shaken, or sickened. Duration is 24 hours.
On himself he casts: Bestow Planar Infusion I (cast once they enter the Plane of Earth) (14 hours). Ablative Barrier (14 hours). Defending Bone (14 hours). Greater Magic Weapon (14 hours). Overland Flight (14 hours). He also studies his Book of Puzzles and puts some Clear Ear in his ears. And he polishes his Singing Steel armor.
He also asks Thargash, Aquana, Garam or Helgar if one of them would be willing to cast Ant Haul on him; he offers a page of spell knowledge in case none of them already know it.
He also asks Gurkagh or Helgar if either is able to cast Magic Vestment on him. No worries if you don't have the spell slots for it - it's a level 3 spell and would give me a net +2 to AC
If no one else wants to carry it he offers to take the Breath of Lysianassa (however, he has none of the elemental affinity boons). Never mind, it looks like Gurkagh has this covered.

![]() |

Gurkagh listens to Garam and scratches his head, looking mildly confused. After a bit, he shrugs and unrolls the mangy hide of undeterminable origin that was rolled into a tight bundle to carry his gear. The kellid starts hurling stuff over his shoulder and in random directions--an iron pot, a thick coil of rope, a fishing net, and more. He grins broadly. "Now Gurkagh go fast, not slow!"
Still, he seems to amble on at exactly the same pace as before.
I've removed those items from his inventory to get him into light encumbrance, but his hide armor still gives him a speed of 20' :) I vote we just get on with things unless overland speed is crucial.

![]() |

Aquana will cast it, assuming Tsrvk provides a scroll.
Ant Haul will only last 2 hours from a scroll and he really needs it up and going for the entire adventure. If no one can cast it from their spell slots then he'll buy a wand and renew it every two hours. He does have a page of spell knowledge with it available for use.

![]() |

Here, let me see to that says Garam.
He can cast it on you the day before, it will last well over a day at 2 hours per caster level. A page of spell knowledge is no use to me sadly.

![]() |

One thing where overland speed could be important is in terms of buff durations. I know a decent number of the buff's I plan to put up will have durations in the 4.5-5 hour range. If we are looking at a roughly 3 hour journey with a 30 foot movement speed, then I think that would make it a roughly 4.5 hour journey at 20 foot movement speed. So we could end up getting to our destination not long before those buffs all run out. So from a personal point of view, if we were able to move a little faster it would certainly be of benefit to me. If it helped at all Thargash would be happy to carry someone on his back, there is also the option of him memorising flame steed as one of his 4th level spells to provide a flying mount with a 100 foot movement speed as another potential option if that helps.

![]() |

When the group is ready to set off, Gurkagh takes a small alabaster figurine of a horse on the ground. The figurine must have been damaged in the past, and was probably once a pegasus, but the wings have been broken off and are now only stubs.
"Gurkagh say, hey Whitey the No-Horn Unicorn, come give Gurkagh a ride!" Suddenly the figurine transforms into a full size frisky horse of flesh and blood! Gurkagh hops onto its back, heedless of the lack of stirrups or a saddle, and sets off at a brisk pace.
Using my broken figurine of wondrous power to animate a horse with a base movement speed of 60 (probably reduced to 45 or 50 given Gurkagh's weight and his gear) for up to 12 hours.

![]() |

Tsrvk thanks Garam for lightening his load.
He is flying (staying 5' above the ground unless otherwise noted) at a speed of 40'.
Tsrvk is ready to go. If Gurkagh or Helgar is willing to cast Magic Vestment on him the night before he'll use a rod of Extend spell to give it a total duration of 26 hours which should be sufficient even including the night's rest before we depart.

![]() |

"Oh, nice horse!" says Thargash, upon the appearance of the horse. He creates some water in a suitable receptacle for the horse to drink.
Thargash is ready to go.
If there is a spare Extend rod use available anywhere Thargash could also put extended barkskin on Tsrvk for some additional protection (he could use normal barkskin but as its shorter duration that would probably be best saved until we get closer to the Pyre).
Thargash lucky number: 1d20 ⇒ 13
4 other members of the party also had lucky number cast on them, so remember to roll that for yourselves (I'll assume the first 4 to roll were the 4 it was cast on).