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The Pathfinder Society has secured the tools and uncovered the secret to shattering the Untouchable Opal and liberating the demigod within. All the Pathfinders lack is an impossibly hot flame—one that can match the searing hatred of Ymeri herself. The Society's best bet is Kandirion's Pyre, a supernatural forge situated where the elemental planes of earth and fire relentlessly batter each other. Freeing a demigod could send ripples through the multiverse and attract the attention of powerful creatures. Only the greatest agents stand a chance of breaking the Opal and surviving.

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A short while later burly half-orc steps into the room. He gives a brief greeting, Hello, before pulling an incredibly long blade out of a scabbard that shouldn't be able to hold it. After being checked for wear and tear it is replaced in the blink of an eye with an equally large hammer. After repeating the process a couple more times the half-orc sits and begins to polish the black head of the final hammer.
Thrag "debuffs" his opponents by using his adamantine lucerne hammer to destroy weapons and armor. Greater Sunder and the Smashing enchantment ensure the opponents feel the blows.
He usually walks around unarmed, using Quick Draw to pull the right weapon from a Scabbard of Many Blades when joining combat.

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Inside the Opaline Vault you all gather to meet with each other and learn of your mission. Each of you were hand-picked by the Decemvirate for this trial, what will perhaps be one of your greatest adventures yet. To be chosen by the Ten for a mission is an honor that is assigned only to the boldest and the bravest that have proven their metal time and time again.
The Opaline Vault is a city that resides in the Peerless Empire, the capital of the Shaitan Genies on the Plane of Earth. It is within this city that you all gather and meet in the outpost of Lodehollow.
Some of you maintain a poised and calm demeanor, while others may be excited or anxious for perhaps one of the most daring journeys you will ever embark upon. You have managed to learn more about your team as you began your journey, with understanding of each others backgrounds and histories.
One main theme seems to reside with your party; to overcome prejudice and help expand on freedom. Perhaps this is what ultimately led to the Decemvirate choosing you all. Perhaps some of you only led that impression on while looking to advance your own agenda, be it finding that ultimate challenge or bountiful treasure...

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A striking, beautiful female half-orc indolently strolls up with a decided limp that somehow seems elegant. She uses a longspear with a large banner sporting the glyph of the Open Road as a walking stick. She's quietly singing a ballad to herself about a doomed Opparan couple. Upon seeing the rest of the party, she smiles, and it radiates a warmth that reaches all the way down to your toes.
"I am Baron--ess Akyr Silvertusk, and I am delighted to make your acquaintance. I carry a song in my heart and a dance in my soles. I look forward to inspiring you all to greater endeavors." She bows with a flourish, then adds, "Oh, if I happen to mention the song A Lucky Spar in Magnimar--you know the one that starts with
'A lad went up to Magnimar, with heart both true and bold'
know that I'm using that song as a distraction to mask the casting of a spell--most likely some form of enchantment or other to sway a potential foe...or ally for that matter."
Akyr is a flagbearer bard, with usual buffs, etc. She is fond of enchantment spells. Also has a dip into dual-cursed Oracle of Lore for the Misfortune Revelation (and sidestep secret, and lore keeper revelations), so once per day she can grant you a re-roll on a d20 as an immediate action, if you're within 30' of her. Oh, and she has discordant voice, to add sonic damage with her inspire courage.

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A dark-haired elf seems to float into the room, his movements so quick and silent that you almost don't notice him at first. His skin is a far darker shade than your typical elf from the area of Kyonin, and from his garb, and faint accent, you place him as one of the more reclusive desert elves of Osirion.
He wears light, breezy clothes, more appropriate to the heat and sun of his homeland, all in light greys and whites... as if he himself were partially made of mist. Over his shoulder, he sports an elaborate longbow, always close to hand.
There is a certain graceful elegance to him, as he nods at those present, and introduces himself. "Teriq Ashfall. Chosen of the Dawnflower. I thought perhaps my adventuring days were over, but they asked me to return to the fold for some important endeavor... as I'm sure they have you."
Archery-focused flame oracle. Not the best chassis for a ranged build, but works well enough =)
Tongues curse... so communication options become more limited in stressful situations.

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The Master of Spells, Sorrina Westyr, welcomes you all. "The Opaline Vault, capital of the shaitan genies' Peerless Empire. It is here you can make final purchases before we begin our trek to the Lodehollow Fortress to finalize our strategy for the mission. Please be advised; gravity may be a factor that many of you are not going to be used to. Lodehollow alone is twice as strong as that of Golarions!"
1st Official Post will happen later today when Gameday Starts.

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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 chanceto do it before the other elemental lords take notice. Do you have any questions?”
You have acquired the relics! Has your character ever come across them before, or has a boon associated with the artifact's elemental theme?
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.
Slide 3
The interior of this crystalline decanter churns gently with fresh water. The Breath of Lysianassa is a minor artifact.
Slide 4
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.
Slide 5

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The Galtan man brushes back his graying hair from his brow,
"I have only heard rumors of these great artifacts."
No connections on this character!

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"This won't be my first trip to the elemental planes. Obviously that is why you've called me, for my vast array of knowledge."
Favian has 4 Air Affinity boons

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No connections here... had outleveled all of those before they were ever released =)
"If the other elemental lords banished him... why exactly are we trying to set him free?" Teriq asks, a concerned frown creasing his elegant features. "From what I hear, they are, one and all, a rather unpleasant lot."

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"There were benevolent elemental lords who were overthrown and imprisoned by tyrant lords."

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Sorrina’s eyes sparkle as she says, “If we free Ranginori, we’ll change the fate of the planes themselves. He is indeed our ally, as we have SPOILERS FOR 8-00 IF YOU HAVEN'T PLAYED IT”

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Akyr has no elemental affinities, nor familiarity with these artifacts.
Also, FYI to other players, with his high UMD, Akyr can cast pretty much any high level scroll, so if anyone wants to make any purchases...Freedom of movement and flying (air walk) are ways to deal with high gravity (and lesser restoration if you end up fatigued), even Raise Dead and Restoration would be on the table, etc.
Akyr will spend some of his prestige to acquire a scroll with 5 castings of Lesser Restoration.

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With preparations finalized, Sorrina leads you to Lodehollow's great plaza to meet with a Garundi woman dressed in robes. "Farhaana Zadeh, a conjurer of Thuvia's Emir Guldis, is going to teleport you all to the right trail to Kandirion's Pyre. From there, you best have your wit and talents about you." Sorrina then hands you a sack she has been carrying on her person.
Items Aqcuired: 6 Potions of Endure Elements and 6 Potions of Resist Energy (Fire)
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.

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Knowledge (planes): 1d20 + 4 ⇒ (15) + 4 = 19
Teriq is far from an expert, but knows enough to realize that where they go, even his fire affinity will not help. He accepts the offered potions with a polite nod.
"This Ayrzul... and Ymeri." He asks. "What elements do they they typically hold sway over?"
As he asks, he spends some time sorting items into, and out of, a small pouch at his waist (almost all of which are too large to be in there), as well as carefully sorting the arrows in his quiver.

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Kn. Planes: 1d20 + 20 ⇒ (15) + 20 = 35
"I recently learned magic that can provide better protection than the potions could, but once we get near Kandirion's Pyre we're going to have to watch out for trueflame. It's hot enough to burn creatures made of fire and destroyed the entire city of Kandirion."
Favian will share the contents of the spoilers and the traits of elemental creatures.
Being immune to crits and precision damage hurts Favian a bit, but thankfully elementals are not immune to nonlethal damage. That means frostbite is still a viable spell, even more so against fire elementals as it is nonlethal cold damage.

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Favian also knows the planar traits on his knowledge of the planes.
Slide 6
@Teriq Ashfall:"Ayrzul is the current lord of earth of the tyrant's alliance. Ymeri is the lord of fire."
Sorrina gives you one last offer. "Are you prepared for this? Is there anything else you will need to get?"

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I think I'll take Akyr's offer and pick up some restorative items.
4 Prestige for a scroll of Lesser Restoration x5 and a potion of Remove Blindness/Deafness. Also 600 gold for 2 potions of Lesser Restoration.
Thrag has no experience with any of the artifacts.

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"I am as ready as I will be, I think."

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"I should be ready in a few moments."
Before they leave Favian will cast an extended mage armor (24 hours) extended greater magic weapon on his sword (24 hours) and ablative barrier (12 hours, 50 damage).

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"I was going to suggest we consider chipping in to get a scroll of Life Bubble, but perhaps our Oracle friend is able to cast the spell? It might be a good idea to cast it before we're transported."
2 hours/level, 1 casting can be shared
Just before they teleport, Akyr leads the party in a marching song.
Triple Time masterpiece: everyone gains +10' enhancement to land movement for 1 hour.
Then he fires up some buffs on himself. Once those are done, he unfurls his carpet of flying, steps aboard, then firmly grasps in both hands his longspear with a banner sporting the Glyph of the Open Road. "Ready."
Casts: See Invisibility, Freedom of Movement, Heroism, Lucky Number and Mirror image, uses wand for Heightened Awareness, Longstrider, Mage Armor.
Lucky Number: 1d20 ⇒ 8
# of images: 1d4 + 4 ⇒ (1) + 4 = 5

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"How close do you believe teleportation magic will bring us to the target?"
Based on the answer, I'll decide which buffs I'm going to do.

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"The closest we could manage to make it is a six mile hike to the Pyre. Assuming you don't take long, it should be at most a three hour hike."

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"That is understandable."
Julian will cast false life and endure elements on himself.
false life: 1d10 + 10 ⇒ (4) + 10 = 14

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After confirming all preparations are complete, Sorrina nods to the mage Farhanna Zadeh. Farhanna begins to cast the spell, and Sorrina says "Best of luck, Pathfinders! Much rests on your success!"
The world begins to fade from view...
********************************************
... And then you gaze upon a new sight. So close to Kandirion’s Pyre, the Plane of Earth is a hellish, blasted landscape of twisted igneous rock and jutting spines of volcanic glass hundreds of feet tall that angle away from the incandescent glow of the horizon like glittering quills.
A ceiling of stone disappears into an inky darkness overhead, and distant formations of rock a mile across rise up in looming columns. The horizon in the direction of Lodehollow entirely dark, and in the direction of Kandirion’s Pyre there is a flickering, eternal dawn of firelight that casts exaggerated shadows across the blasted realm. A highway of fire-blackened stone snakes toward that horizon, leading the way to Kandirion’s Pyre.
The path to the Pyre is clear to you and looks as an obvious choice to follow for reaching it. How do you wish to approach, Pathfinders?

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Teriq will indeed cast a Life Bubble shared among all 6 PC's. (note: this also gives the same benefits as Endure Elements... so you can hold off on drinking the potions for four and a half hours or so. =))
As soon as they reach the plane, Teriq looks around cautiously to make sure they are momentarily clear, then concentrates. Small tendrils of flame start to form around his torso, and start to spread outwards across his entire body. A moment later he seems to go up in a fiery inferno. When it clears a little, you still see him there, but now he seems to consist entirely of flame!
Will be spending the time as a Teriq-shaped fire elemental. Stat line adjusted to account for this.
The polymorphic pouch keeps his equipment from getting absorbed when he shifts.

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Favian has a familiar. Is it possible to target Desmond as well with the Life Bubble?

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The party begins the march to Kandirion's Pyre. A flickering tongue of fire at least a thousand feet high dances on the horizon. Resembling a thin cyclone of white-hot flames, this persistent fire marks the location of Kandirion’s Pyre. The land between here and the flame is even more jagged and broken than before. The ground smolders with heat, and smoke issues from glowing-hot fissures in the earth. A crumbling stone building—little more than partly intact, fire-blackened walls—perches atop a nearby cliff.*
*Cut off by map. Slide 7.

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Once they arrive, Favian taps each party member with his newly acquired wand.
Bestow Planar Infusion I: On the plane of earth it will give you +2 to climb and +2 to save vs earth and acid effects for 1 hour. I will repeat this every hour for up to 7 hours.
Once they are about an hour away from their destination, Favian will use the last of the rod's power to cast a communal resist energy (fire) on himself and Desmond, lasting 2 hours and granting fire resistance 30.
As a size tiny protector familiar, Desmond sits on my shoulder most of the time. He will aid my AC against the first 3 attacks each round. He has hp equal to mine (rather than half of mine) and we can split the damage each of us takes to the other.

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If anyone is traveling on foot, Akyr will maintain Triple Time. Cost is only 1 round of performance per hour, and you gain +10' enhancement to land movement. Also, given that we are coming in about 3 hours away, he'll hold off on his buffs for now, other than Lucky Number. Flying on Carpet about 5' above the ground, spear in hand.

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Teriq is on foot... he's moving at a 50 with the Triple Time! =)
"There are few enough structures in this place that even the remnants of one, such as that, are sure to attract something... even if only as a waypoint." Teriq says, his voice crackling like fire.
He scans the top of the cliff with a wary eye, bow in hand.
Perception: 1d20 + 18 ⇒ (9) + 18 = 27

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While Life Bubble is up, no need for Endure Elements. But feel free to use up your potions. Akyr has an Endure Elements wand with 38 charges left as backup, and will use whenever needed.
Since the party seems keen on inspecting the ruins, Akyr will cast heightened awareness and see invisibility on himself and fly about 30' above & 30' away from the Ruins and take a look.
Perception: 1d20 + 22 ⇒ (8) + 22 = 30

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Apologies for delay in post; was running 2E Fall of Plaguestone yesterday at the shop.
You all search around, but some of you hear it before it will be seen. The sound of marching approaches. A lot of marching, and what sounds like a military chant.
"Steady as stone!"
"Rock the earth!"
"Raise the mountains!"
"Crush the air!"
Then you see it approaching the cliff side; two units of elemental soldiers! They notice you as well, and begin descending down the cliff to face you in combat! As they approach, you also notice that the ground seems to be chasms that would lead down to lava should you fall in! Best be careful, Pathfinders!
EDIT/ERRATA Two additional troops of fiery based elemental soldiers follow up from behind the earth ones!
Initiative Favian Aldori: 1d20 + 14 ⇒ (12) + 14 = 26
Initiative Thrag: 1d20 + 4 ⇒ (20) + 4 = 24
Initiative Hania: 1d20 + 4 ⇒ (19) + 4 = 23
Initiative Teriq Ashfall: 1d20 + 9 ⇒ (15) + 9 = 24
Initiative Akyr Silvertusk: 1d20 + 18 ⇒ (3) + 18 = 21
Initiative C. Julian Duphin: 1d20 + 2 ⇒ (5) + 2 = 7
Initiative Blue Squadron: 1d20 + 3 ⇒ (18) + 3 = 21
Initiative Red Squadon: 1d20 + 3 ⇒ (17) + 3 = 20

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Round 1: FIGHT!
Light Condition: Normal
Active Buffs: None
Active Penalties: Squares with Lava are a chasm! Falling in will require a DC20 Climb or risk being submerged in lava!
Favian Aldori(-0,Fine)
Teriq Ashfall(-0,Fine)
Thrag(-0,Fine)
Hania(-0,Fine)
Akyr Silvertusk(-0,Fine)
Blue Squadrons(-0,Fine)
Red Squadons(-0,Fine)
C. Julian Duphin(-0,Fine)
Avalanche Legion Troops
N Medium Outsider (Earth, Elemental, Extraplanar, Troop)
These soldiers are absolutely loyal to Ayrzul, and will fight to the death.
1 Question @26, 2 Questions @31
EDIT/ERRATA Two additional troops of fiery based elemental soldiers follow up from behind the earth ones!

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Kn. Planes: 1d20 + 20 ⇒ (14) + 20 = 34
1. Immunities
2. Resistances
Everyone remember your +2 to Climb checks.

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Favian confirms it; two battalions of troops approach you now!
Resistances: DR 10/-, Troop Traits.
Immunities: Elemental Traits.
Not subject to flanking, but subject to critical and sneak attacks if the component creature is subject to such attacks. In this case, sadly not.
Reducing a troop to 0 HP forces it to break up, and effectively destroys the troop. Until that point, the troop does not degrade its ability to attack or resist attacks.
Additional Troop Immunities: Bull Rush*, Dirty Trick*, Disarm*, Drag*, Grapple*, Reposition*, Trip*, Single Target spells or effects that target a specific number of creatures.
Takes 150% damage Times and a half from AoE spells.
Troop Attacks: Troops do not make standard melee attacks, but instead deal automatic damage to any creature within reach or whose space is occupied at the end of the troop move.
Unless stated otherwise, a troop’s attacks are nonmagical. Damage reduction sufficient to reduce a troop attack’s damage to 0 or other special abilities can give a creature immunity (or at least resistance) to the troop’s attacks. Some troops also have other special attacks in addition to normal damage or deal more damage than their Hit Dice would normally suggest. Troops threaten all creatures within their reach or within their area, and resolve attacks of opportunity by dealing automatic troop damage to any foe in reach who provokes such an attack of opportunity. Troops are still limited to making one such attack per round unless the text states otherwise.
Because of the chaos of combat, spellcasting or concentrating on spells within the area of a troop or within its reach requires a successful caster level check (DC = 20 + spell level). Using skills that involve patience and concentration requires a successful DC 20 Will save.
*Not immune to AoE that has these effects.

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Thrag steps to the front, a hammer appearing in his hand in the blink of an eye. Feet set he waits to swing a heavy blow at the first patrol to reach him.
Ready Action, Attack, Improved Vital Strike, Power Attack: 1d20 + 27 - 4 ⇒ (9) + 27 - 4 = 32
Damage, +1 Adamantine, Bludgeoning, Power Attack, Vital Strike, Devastating Strike: 3d6 + 17 + 12 + 6d6 + 6 ⇒ (1, 6, 5) + 17 + 12 + (1, 3, 1, 4, 1, 5) + 6 = 62

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Hmm... fire elementals are not my strong suit...
What size are the individual elementals?
The fiery form of Teriq says something, his voice crackling and popping like coals on a fire.
As he speaks, large fiery wings suddenly sprout from his back, and he takes to the air, trying to get above the incoming hoards.
swift action: Wings of Fire (60' fly speed) Will go 30' up and to the left
He throws his arms back, and his fiery form seems to glow even brighter for a moment, until a ball of flame bursts from him, and flies across the field to explode among all of the earth elemental troops.
Single move, then standard to cast Fireball, hitting both earth troops. Doing 10d6 ⇒ (3, 6, 3, 1, 3, 5, 4, 2, 3, 5) = 35*1.5 = 52 fire damage. (DC 17 reflex for half)

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"Well Desmond, that seems like a lot of them. Probably more than you can hold off. So just hang on and we'll take them from the air."
Favian weaves a spell and begins to fly into the air.
Casting fly and then flying 30 feet straight up.

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Akyr will cast haste on as many as possible Teriq too far away.
Then he shouts words of encouragement Swift Action: Inspire Courage +3
Then he flies 40 into the air and holds firmly onto his longspear. anyone within 30' will also benefit from Banner of Ancient Kings
BUFFS:
Haste (on everyone but Teriq
+3 competence on attacks and weapon damage.
+3 Morale on saves v Charm and Fear
+2 morale on attacks and weapon damage if you are within 30' of Akyr, who's 40' up in the air.