Citadel of Flame
Fern begins to cast detect magic and as she does a visage of a skeleton arises from the skeleton armed with a scimitar begins to move and make guttural incomprehensible noises that sound angry. Rolls1:
Galandir WIL+3: 1d20 + 12 ⇒ (15) + 12 = 27 Fern WIL: 1d20 + 5 + 2 ⇒ (7) + 5 + 2 = 14 Dwalin WIL: 1d20 + 1 ⇒ (7) + 1 = 8 Lilac WIL: 1d20 + 6 ⇒ (17) + 6 = 23 Cat WIL: 1d20 + 1 ⇒ (9) + 1 = 10 Galandir, and Lilac try to tell the others that the skeletal image is an illusion but Dwalin is adamant it is real and begins bashing it and the bench to pieces while Fern and the cat also look on in support. Rolls2:
Galandir Perception+1 for traps: 1d20 + 12 ⇒ (3) + 12 = 15 Fern Perception: 1d20 + 3 ⇒ (13) + 3 = 16 Dwalin Perception: 1d20 + 6 ⇒ (16) + 6 = 22 Lilac Perception: 1d20 + 9 ⇒ (19) + 9 = 28 Cat Perception: 1d20 + 1 ⇒ (7) + 1 = 8 Gm Roll: 1d20 + 9 ⇒ (7) + 9 = 16 After Dwalins minor rage subsides everyone but the cat hears someone moving and saying hushed tones that Lilac and Fern believe are somatic spell sounds coming from behind the wall opposite of the bench.
Citadel of Flame
Galandir finds no traps on these doors and opens the door to allow the party the chance to see into the room. As soon as he makes a move to step inside the doors close on him. Rolls:
Galandir SM: 1d20 + 5 ⇒ (2) + 5 = 7 Fern SM: 1d20 + 3 ⇒ (1) + 3 = 4 Dwalin SM: 1d20 + 1 ⇒ (9) + 1 = 10 Lilac SM: 1d20 + 3 ⇒ (5) + 3 = 8 Cat SM: 1d20 + 1 ⇒ (20) + 1 = 21 GM Roll: 1d20 + 9 ⇒ (3) + 9 = 12 A curtain starts to flutter inside the main room as if the wind moved it even though there is a lack of a breeze and everyone in the party watches it.... save for the cat who ignores it and its ears perk up towards the other side of the door that just closed. Galandir opens the door again and the party enters that room. 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. Dwalin, Lilac and Galandir concur that these are all newly crafted items. 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. As the party gets closer to the skeleton.... it moans... Rolls:
Galandir SM: 1d20 + 5 ⇒ (7) + 5 = 12 Fern SM: 1d20 + 3 ⇒ (4) + 3 = 7 Dwalin SM: 1d20 + 1 ⇒ (13) + 1 = 14 Lilac SM: 1d20 + 3 ⇒ (8) + 3 = 11 Cat SM: 1d20 + 1 ⇒ (20) + 1 = 21 GM Roll: 1d20 + 9 ⇒ (13) + 9 = 22 Everyone, except the cat once again, jumps back when the skeleton appears to moan but the cat has its ears trained to the second set of doors in the room.
Citadel of Flame
The party spends time getting all the information they currently can from the top room and then head back downstairs to the main room. They have two doors to choose from or they can decide to cut their losses and leave...
Citadel of Flame
The druid casts Endure Elements on the dwarf, the gnome, the elf and on herself and the cat companion. The intense heat feels uncomfortable but not dangerous afterwards. The party enters the room and inspects. Fern does recognize, with eventual assists from the others, several key landmarks in the Qadiran desert mural, several of which are obscured by sandstorms. Continued searching reveals Arcane sigils that decorate the ceiling and blood stains on the floor. Brazia creates water as a test and the spilled liquid boils on the floor in a small gout of flame. Fern and Brazia put their heads together and deduce that the room is the center of a ceremony requiring a blood sacrifice. As the group is upstairs searching they hear noises downstairs... similar to the noises that brought them up the stairs to begin with... Fern Spellcraft t: 1d20 + 3 ⇒ (19) + 3 = 22 The bard deduces that someone is casting Ghost Sound downstairs and may have cast Open upon the door as Galandir was disabling it earlier to trigger the trap.
Citadel of Flame
Galandir knows he disabled the trap and just as he puts his tools away the door suddenly flies open which would have triggered the trap had he not neutralized it. Perception:
Galandir Perception+1 for traps: 1d20 + 12 ⇒ (8) + 12 = 20 Fern Perception: 1d20 + 3 ⇒ (4) + 3 = 7 Dwalin Perception: 1d20 + 6 ⇒ (12) + 6 = 18 Lilac Perception: 1d20 + 9 ⇒ (12) + 9 = 21 Cat Perception: 1d20 + 1 ⇒ (16) + 1 = 17 Everyone save for Fern, hears a ruffled voice coming from down the stairs which sounds different than the noises that drew them up the stairs. The room itself is bare of any furniture and is hotter than the rest of the citadel so far. It would be severe heat if you were to enter the room and stay in it. Only murals of a desert landscape decorate the walls which if someone has the Geography or you spend 10 minute of looking at it in the severe heat will tell you it is of the Qadiran desert. apologies. i was unable to get on paizo yesterday after work.
Citadel of Flame
As the rest of the team catches up to Galandir the druid notices the change in temperature as the entire building is hot, the air, the sand, the stone. Although she does not know why other than the desert climate outside was not as intense. Lilac Nature: 1d20 + 4 ⇒ (1) + 4 = 5 FORT:
Galandir FORT vs DC15: 1d20 + 4 ⇒ (16) + 4 = 20 Fern FORT vs DC15: 1d20 + 3 ⇒ (13) + 3 = 16 Dwalin FORT vs DC15: 1d20 + 5 ⇒ (16) + 5 = 21 Lilac FORT vs DC15: 1d20 + 4 ⇒ (6) + 4 = 10 Companion FORT vs DC15: 1d20 + 4 ⇒ (20) + 4 = 24 And lilac feels a tad under the weather...
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.
Citadel of Flame
Galandir tries to muscle his way to open the door and fails the first time... and then the second as he grunts with effort. But then he braces his feet in a better position and manages to pry it open with enough force that the heavy door opens up enough for the party to enter the citadel. Galandir STR: 1d20 + 3 ⇒ (4) + 3 = 7
The entry way is huge and has many decorations. There are rows of stout pillars that have been carved to resemble writhing flames. The center of the room is a spiral staircase leading up. There is gold writing all along the walls, along with stylized efreeti faces spaced every 5 feet. Massive obsidian benches line the walls, and a thick layer of sand covers the floor. Even with the sand, the room is very impressive. Galandir does notice some footprints leading up the spiral staircase and his elven ears do detect faint noises up wherever the staircases go.
Citadel of Flame
Galandir walks through the archway towards the citadel. He inspects the massive double doors knowing it will take some effort to open them. STR check He does not believe there to be traps on the doors. There is more odd script similar to the one previously found but this script is etched on the doors in a more artistic manner. Since no one in the party can read the script you can take rubbings of it and have someone at a lodge decipher it if need be. The only tracks seen outside the citadel are common animal tracks which seem to be native to the environment.
Citadel of Flame
Galandar senses the door is not trapped and not locked but it is old and stuck. After a bit of effort he opens the door and slightly past the door arch, everyone sees the actual citadel. 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. maps updated; new map is #2
Citadel of Flame
just giving you all the perception checks on take 10's since no buffs are up and running After the combat is over the group searches the area like good pathfinders do and discover some useful information. The arch at the east end of the canyon has a multitude of faint runes carved on its front. Dwalin inspects the stone and believes that several of these glyphs were carved recently.
Ignan or a DC 25 Linguistics check:
you can tell that most of the glyphs (including the recent ones) are prayers to Moloch begging for the grace of immolation. Everyone notices that a few of the more ancient glyphs are written in Kelish and have been partially rubbed out recently. Kelish:
You believe these glyphs may record the prayers of Sarenrae’s crusaders as they were buried alive by a massive sandstorm summoned by the cultists. Most of the corpses of the Sarenite dervishes long ago disintegrated in the ever-churning sand dunes that until recently filled this entire valley. Galandir points to a small outcrop near the brass gate with his keen elvish senses. The group discover two mummified and perfectly preserved corpses. Between the two corpses, the group finds four oils of bless weapon, and four +1 holy arrows after Fern spends some time studying them knowing that Dwalin is of no help in this task. I will give you time to react and plan before you decide to approach the brass door
Citadel of Flame
The dwarf manages to extinguish the remaining elemental and the current threat is over. I will put a more detailed post up after work.
Citadel of Flame
apparently my post from yesterday did not save. Dwalin attacks and misses wildly almost hitting his companion elf by mistake while Fern shows the dwarf how it is done by striking with her arrow dealing damage before the wooden shaft burns up in the flame body. The orange foe is less flame-ful but still in the fight... Orange Slam Attack vs Galandir: 1d20 + 4 ⇒ (10) + 4 = 14...DMG: 1d4 ⇒ 4
TURN ORDER 2
the party can act
Citadel of Flame
Galandir's sword strike aims true and takes the Yellow Elemental out...
TURN ORDER 1
TURN ORDER 2
Citadel of Flame
The companion bites at the yellow elemental but it is still standing. TURN ORDER 1
TURN ORDER 2
Citadel of Flame
As soon as Galandir moves to the center of the valley floor the fire creatures react and move towards him over the uneven terrain to attack... delayed action and they double move but do not attack TURN ORDER 1
the others can act
Citadel of Flame
Fern takes a peek and tells the others what she remembers from her studies and camp fire stories regarding fire elementals. The Yellow flamed fire elemental also takes notice of the group but does not move towards them, much like the orange flamed elemental... TURN ORDER 1
the rest of the party is up
Citadel of Flame
As the party enters the valley area they notice the valley floor is stone, and the first level of walls are steep, but rough (DC 0 Climb). The ledges are covered in stone and rubble, and count as difficult terrain. Galandir spots faint scorch marks crisscrossing the valley floor and he has an uneasy feeling to what is ahead...and notices two flame beings on either end of the valley... Initiative:
Galandir Initiative: 1d20 + 3 ⇒ (13) + 3 = 16 Fern Initiative: 1d20 + 1 ⇒ (18) + 1 = 19 Dwalin Initiative: 1d20 + 2 ⇒ (8) + 2 = 10 Lilac Initiative: 1d20 + 3 ⇒ (13) + 3 = 16 Cat Initiative: 1d20 + 5 ⇒ (8) + 5 = 13 Orange: 1d20 + 5 ⇒ (20) + 5 = 25 Yellow: 1d20 + 5 ⇒ (12) + 5 = 17 Galandir's perception was enough to notice the scorch marks and the eventual threat so no enemy surprise round. Know Planes 15+:
these are Small Fire Elementals; elemental traits, vulnerable to cold, do additional burn damage on successful melee attacks unless put out or REF save. TURN ORDER 1
Fern is up
Citadel of Flame
Galandir and Fern argue with Dwalin over the best route to take and finally convince the dour dwarf to heed their warnings. After a day of walking the group finds traveling merchants and nomads who, when asked, know nothing of the Citadel and advise the pathfinders to stay away from it. As the group gets closer to their objective Fern leads the group through a maze of cliffs. The group comes to an opening into a canyon of smooth red stones, surrounded by towering hoodoos. At the far side, 2 hoodoos are carved into huge bull-headed men. They leer down onto the canyon, while the smaller ones resemble stylized flames. To either side, the canyon walls rise 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 end of the far side of the canyon. I have placed you along the path on slide 3. If you want to change your marching order go ahead. Is the animal companion going with the druid?
Citadel of Flame
The group takes a rough hewn map scratched by Hamshanks with some directions and he departs. As the group is out making final purchases and preparations for the journey all attempts to gather information in Absalom about the Citadel of Flame are for naught as they learn nothing. All the have to work with is the information Hamshanks offered in the mission briefing. -------------------------------------------------------------------------
The map begins at Sedeq, and it is leading northwest. A Survival check is needed to follow the crude map and negotiate through the desert to the marked location while conserving supplies.
Citadel of Flame
Hamshanks eyes the group for a few moments, then continues. "As I was saying- religion is like a fad down there. Been that way for centuries.
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 ending 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. You will be traveling through Sedeq, in Qadira. Should you require any supplies, you can purchase them here or in Sedeq, although I'd be wary of buying anything in that slavepen. And for Gorum's sake, be careful! Don't go getting killed before you finish the mission and write the report. Get what you need and be ready to go in the morrow."
Citadel of Flame
An older human male ignores all pretenses of pleasantries as he pounds into the meeting room in the Grand Lodge in Absalom. “Never a good time to do it right, is there? Gorum see us through this, then.” The surly man, with an ax strapped to his back, walks in to the common room in the Pathfinder lodge where you are located. He eyes all of you and strides over spitting on the ground as he does. " For those that don't know who I am, I'm Dennel Hamshanks, Venture-Captain of this lodge. I can only assume you are the ones sent to help with this mission?" Without waiting for an answer, he continues "Any of you 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. Anyways tell me who you are and what you can do..." He pauses for a second to give the assembled time to answer.
Citadel of Flame
Please post the following and also post in Gameplay when you can. 1. Player/Forum Name:
Citadel of Flame
i am interested in a spot. not sure what to bring or what will be available when this starts.
Citadel of Flame
greetings all. i have a lvl 17 bard/buckler, a lvl 15 warpriest, and a lvl 15 melee tank. which do you need?
Citadel of Flame
when you get to Level 4 and need fresh legs on the team PM me cause I need to get lvls 4-6.
Citadel of Flame
I'll wait until the others have decided on what to bring and what level so i can round out anything that is missing. Many thanks for the selection.
Citadel of Flame
if no one wants to sneak around and investigate... or take a bath like Ser Dante, then we will continue
Citadel of Flame
Once you return and explain your exploits in her office Mayor Sandra Trinelli sits, her long fingers folded together in thought. Her face is solemn as she surveys you all. She tosses a bag of coin on the table gold from your chronicle sheets “Thank you for your quick attention to my request, and for the good hunting of goblinoids... I do owe you that” she says eyeing Wolfgang. “I have done some research and reflecting after our last talk, especially after cleaning up the mess at the house and the warehouse that you left. I have found out the history of this town, I’m afraid, is written in blood. More than a century ago, the family that founded Saringallow committed heinous crimes against the hard-working folks who toiled on their behalf. When all was said and done, these nobles—the Sarinis—kidnapped and murdered many local children. They were hanged for their crimes, but the bodies of the youths were never found, and our families still suffer those tragic memories today. After all of these years, they’ve never had closure, and our town has never been the same. However, not long ago, while I was searching the town archives, I discovered a few old letters that seem to indicate that these evil nobles kept records of their victims and diabolical rituals. Finding these documents would go a long way toward healing the deep wounds the Sarinis inflicted on our poor people. Unfortunately, the evidence is presumably stored in the Sarinis old, walled estate, which is located some distance from Saringallow proper. Around here, superstitions regarding the Sarini family still run deep, and the good men and women of our town watch— bless their hearts—are reluctant to help. There’s no proof, however, that any of the rumors about the Sarini Estate are real, so I’d like to hire you help me solve this matter. Please, if you will, bring me any records of these terrible crimes that exist. Once you do, I believe our town will finally begin to heal. I trust that you are capable, and I hope that a reward of 100 gp will be enough to persuade you to help.” level up and post in character once you are ready
Citadel of Flame
As the group talk to Nixa they learn she cannot relate any significant details about her abductor, other than that the abductor seemed to know others who were also being held prisoner with the cousins. Nixa does remember that during her captivity, she overheard the bugbear jabbering on about something named Wormgnash, and that Mezodarath often mentioned that name in connection with the old Sarini Estate. The bugbear seemed to be either praying to this Wormgnash or beseeching its favor, leading her to theorize that a potentially serious danger might now lurk in or near the estate. Nixa tells the group that the bugbear interrogated her daily, demanding for her to tell him all about Saringallow’s defenses and how best to attack the city. She resisted as much as she could taking numerous blows but did not divulge any information. "The Sarini Estate should be the next place to look. Help me back to town and speak with the Mayor, she may have more information for you on the estate." Nixa tells the group. the second part is over. Part three will start up after I do the chronicles and you all prep yourselves. Please post in discussion dayjobs, normal/slow, PFS info etc.
Citadel of Flame
As the group discuss their plan of action in hushed voices their food is read in the dining area. They sit down and eat striking up neutral conversation with the sisters. The group learns the Grymbles maintain that they are not religious folk but simply serve without bias all who come their way. As they say, “Hospitality is our creed, though we honor the Living God as our overlord”.The group also learns the inn has been in the family for 3 centuries, long before the rise of the Living God. One of the sisters sends the stable boy to town with a list of supplies to get. When asked about the boy they sisters say Rosh is their “dear, simple nephew, not good with reading and writing but a strong worker” though he was foisted on them only a year ago by a traveling bard who had grown weary of him. Most patrons are merchants and farmers travelling through. The sisters say "Dwarves stop in from time to time, but none have been here recently." After dinner and drinks the sisters see the group to their rooms and then retire for the night. you can retro-ask questions before bed time if you like
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