
GM Harker |

Halkale, that beetle was killed by Ophelia last turn, feel free to post a different action.
T'kk'tck centers himself and quickly downs one beetle with a chop to the brain stem, then takes out another with a kick through its side! The first attack destroys green, so I just applied the second attack to yellow. Both are down.
Quiella's sword misses its mark, but Valik removes another threat as his sansetsukon smashes a third beetle into pulp. Blue also down.
Although it wasn't exactly clear at the beginning of the fight, it appears that each beetle possesses glowing glands on the side of their exoskeletons that provide dim illumination, apparently even after death.
Mel, Halkale, Ophelia.

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Mel swings at the red beetle.
light mace: 1d20 + 4 ⇒ (12) + 4 = 16
dmg: 1d6 ⇒ 5
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Halkale drops his greatsword and grabs his longbow, firing an arrow at the beetle on Mel. White?
Attack, PBS: 1d20 + 7 + 1 ⇒ (15) + 7 + 1 = 23 Damage, if hits, PBS: 1d8 + 2 + 1 ⇒ (6) + 2 + 1 = 9

GM Harker |

Melufiuos smacks the red beetle south of him hard with his mace, but the vermin remains up despite taking the severe injury.
Halkale shoots past the Magus/Rogue to direct an arrow straight into other white beetle's head, killing it instantly.
Only red left, and it's almost dead.
Can Ophelia's Morningstar finish it off?

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Let's find out!
Ophelia clumsily makes her way around Mel and Halkale, before taking a swing at the last beetle standing.
Attack: 1d20 + 4 ⇒ (7) + 4 = 11
Damage: 1d8 + 2 ⇒ (6) + 2 = 8
Moving straight through their spaces. I'll take the AoO. But oof, I don't think 11 will cut it...

GM Harker |

Ophelia moves towards the last beetle, opening herself up to an attack that misses. The large bug is ready for her strike, however, and steps away from the blow. It then tries to bite her again, but the results are the same as its incisors just grind themselves on Ophelia's armor.
AoO: 1d20 + 3 ⇒ (7) + 3 = 10
1 Q 2 V 3 M 4 O: 1d4 ⇒ 4
Bite on Ophelia: 1d20 + 3 ⇒ (2) + 3 = 5
Everyone is up, only the red beetle left.

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Quiella stomps into the sand and swings, but the sand slides under her feet and her swing goes wide again.
Hrmph. She blows some stray hairs out of her face. Not used to this extra weight yet, I guess. She mubmles.
CI Greatsword, attack, flanking: 1d20 + 5 + 2 ⇒ (3) + 5 + 2 = 10

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ac 23: 1d20 + 4 ⇒ (4) + 4 = 81d10 + 1 ⇒ (1) + 1 = 2
Valik, tries to squash the bug in front of him, but his strike is timed late and the bug dodges the blow.

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T'kk'tck moves behind the red beetle and attempts to split it's skull.
unarmed strike: 1d20 + 3 + 2 ⇒ (14) + 3 + 2 = 191d6 + 3 ⇒ (4) + 3 = 7
He drives his claws home with a savage disciplined strike.

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Survival: 1d20 + 8 + 2 ⇒ (6) + 8 + 2 = 16
Survival: 1d20 + 8 + 2 ⇒ (20) + 8 + 2 = 30
Perception: 1d20 + 8 + 2 ⇒ (9) + 8 + 2 = 19

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Not the most knowledgeable one when it comes to tracking or wilderness survival, he lets the more experienced handle the task. Valik, does however look over the room for anything of interest or note.
per: 1d20 + 10 ⇒ (5) + 10 = 15

GM Harker |

Now well acquainted with underground caves and passages, Halkale uses his ranger training to ascertain that the northwest passage has seen a lot of traffic lately. Furthermore, he discovers tracks consistent with a minotaur and others that suggest that the minotaur was attacked by a dozen or so smaller creatures and dragged to the northeast.
Both Halkale and Valik also discover a series of beetle nests full of odds and ends that obviously hail from the surface. Most of it is rubbish, but among the beetle eggs they discover a scroll of Lesser Restoration, 3 potions that all look the same, and a cloak that radiates magic.
They are all potions of Cure Moderate Wounds.
It's a Cloak of Resistance +1

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"Frien-...Companio-...people who I travel with. If you would be kindness, do any of you... That is can any of you use this? On me in particular. Because it hurts."
T'kk'tck holds out a wand of cure light wounds.
4/8 hps currently

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Perception, aid Halkale: 1d20 ⇒ 2
Perception, aid Halkale: 1d20 ⇒ 12
Survival, aid Halkale: 1d20 - 2 ⇒ (18) - 2 = 16
Quiella tries to help Halkale, her wrinkled forehead indicating curiosity in his tasks and how he goes about them.
--
At T'kk'tck's request, she moves to him and takes the wand, tapping him with it. There you go Mr. Clockerspiel. All better, right?
T'kk'tck's CLW Wand: 1d8 + 1 ⇒ (3) + 1 = 4
I doubt bumping his second roll to a 32 means much, but his survival went up to 21 with my successful aid on that

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Mel, too, holds out his wand of cure light wounds and asks for a cure. However, instead of an elf or a bird, he looks more like a cocker spaniel.
He then eagerly joins in the inspection of the magic items.
potions: 1d20 + 10 ⇒ (2) + 10 = 12
cloak: 1d20 + 10 ⇒ (13) + 10 = 23
He mostly ignores the potions and spends his time on the cloak. Finally he announces, "Ahh... resistance! This cloak is enchanted to protect the wearer from certain dangers" (Cloak of resistance +1) As he stares at the cloak, a sudden memory strikes him unpleasantly, causing him to blush. "So, who wants to wear it? Anyone?" he adds, hastily, holding it out toward anyone nearby.

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Mel tosses the cloak to the bird dude, "wear it well, my friend."
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Quiella takes Mel's proferred wand and taps him with it.
Mel's CLW Wand: 1d8 + 1 ⇒ (3) + 1 = 4
Does anyone else desire aid?

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Assume Halkale will help with any and all wand usages. I find it easier to keep track of charges if I roll my own. Perhaps that works for you folks too? Just roll the charges and RP Halkale helping?

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kk by me
-Posted with Wayfinder

GM Harker |

Even with Quiella's extra assistance, the group finds nothing else of note in the room unless one of you happens to be interested in some aspect of the fungal gardens.
With the group healed up, and T'kk'tck now wearing the cloak of resistance, the party follows the tracks Halkale found into the next area.
The natural caverns suddenly give way to worked stone and metal fixtures. Dangling glass balls flicker and cast a weak, greenish glow across the chamber. Ahead, a series of green-tiled, wide, terraced stairs slope up to an imposing bronze door, partly torn from its hinges. The stairs bear hundreds of symbols that seem to warp and flicker.
The reek of decay, along with a pungent, acidic smell fills the chamber. Heaps of bones and garbage are scattered about the room. On both sides of the bronze doors, numerous small idols sit in niches and nooks. Their clumsy design clearly contrasts the delicate swoops and strokes of the walls and door.
You immediately notice two large beetles sifting through the garbage heaps, more interested in scraps at the moment than your presence.
The map is updated, still the same link.
On the ceiling above the west garbage heap, and on the wall above the west alcove, you see two humanoid figures, pale and ugly, watching the group as it approaches.
Stealth Near: 1d20 + 12 ⇒ (15) + 12 = 27
Stealth Far: 1d20 + 12 ⇒ (15) + 12 = 27
Halkale's Perception: 1d20 + 10 ⇒ (11) + 10 = 21
Melufiuos' Perception: 1d20 + 7 ⇒ (10) + 7 = 17
Moadis' Perception: 1d20 + 4 ⇒ (4) + 4 = 8
Ophelia's Perception: 1d20 + 9 ⇒ (8) + 9 = 17
Quiella's Perception: 1d20 ⇒ 20
T'kk'tck's Perception: 1d20 + 9 ⇒ (6) + 9 = 15
Valik's Perception: 1d20 + 10 ⇒ (18) + 10 = 28

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Can I determine if they are living or dead or some strange creature. Appropriate K check?
K arcana, dungeon, nature, planes: 1d20 + 7 ⇒ (15) + 7 = 22
Valik, walks along with the group, he is making a mental note of where they have been so as not to get lost. He looks at the beetles, sifting through the garbage, when something catches his eye above the western beetle.
Guys, someone is expecting us, above the western garbage heap, be prepared. I have a bad feeling about this.
Valik, grabs a shuriken from his pouch, expecting them to be hostile.
Show yourselves, I can see you trying to hide up there!

GM Harker |

Using his knowledge of the natural world, Valik identifies the creatures as morlocks. Originally humans who degenerated from years of living underground, these creatures are blinded by sunlight, are excellent climbers and jumpers, and can swarm with one another to make sneak attacks.
They both emit bestial snarls as Valik addresses them, quickly bounding across the ceiling to land in the same area next to T'kk'tck, although one of them black seems to have misjudged the jump and slightly injured himself. Working together, both morlocks hit the flat-footed tengu monk with their clubs and knock him unconscious. Sorry, T'kk'tck, you took 13 damage in total from the morlock's clubs.
To clarify things, both morlocks are sharing the same square as per their swarm ability.
Player Initiative
Halkale's Initiative: 1d20 + 5 ⇒ (5) + 5 = 10
Melufiuos' Initiative: 1d20 + 5 ⇒ (4) + 5 = 9
Moadis' Initiative: 1d20 + 3 ⇒ (15) + 3 = 18
Ophelia's Initiative: 1d20 + 4 ⇒ (18) + 4 = 22
Quiella's Initiative: 1d20 + 1 ⇒ (13) + 1 = 14
T'kk'tck's Initiative: 1d20 + 3 ⇒ (18) + 3 = 21
Valik's Intiative: 1d20 + 5 ⇒ (10) + 5 = 15
Morlock Init: 1d20 + 8 ⇒ (15) + 8 = 23
Beetle Init: 1d20 + 2 ⇒ (17) + 2 = 19
White Acrobatics: 1d20 + 13 ⇒ (17) + 13 = 30
Black Acrobatics: 1d20 + 13 ⇒ (1) + 13 = 14
1d6 ⇒ 1
White Club: 1d20 + 5 ⇒ (8) + 5 = 13
Black Club: 1d20 + 5 ⇒ (13) + 5 = 18
White Damage: 2d6 + 2 ⇒ (1, 1) + 2 = 4
Black Damage: 2d6 + 2 ⇒ (2, 5) + 2 = 9
Initiative (Round 1)
2 Morlocks
Ophelia <= Up
T'kk'tck [13 Dmg, Dying]
2 Beetles
Moadis
Valik
Quiella
Halkale
Melufiuos
Ophelia is up!

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"Nu în acest an, nu încă," Ophelia murmurs, seeing T'kk'tck drop. She clutches her holy symbol, allowing the familiar waves of lavendar light to spill from her sternum, bathing the cavern in an eerie glow.
Channel positive energy: 2d6 ⇒ (3, 1) = 4
Ugh. Not great, but T'kk should be stable now, at least.

GM Harker |

Ophelia bathes the ambushed tengu with positive energy, and his breathing becomes more regular again.
With the sudden flurry of action and the scent of blood in the air, the beetles turn their attention to the fracas and swiftly move to intercept the party.
Initiative (Round 1)
2 Morlocks
Ophelia
T'kk'tck [9 Dmg, Stable]
2 Beetles
Moadis <= Up
Valik <= Up
Quiella <= Up
Halkale <= Up
Melufiuos <= Up
Moadis, Valik, Quiella, Halkale, and Melufious are all up!

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Quiella makes her way around the beetle in front of Halkale, drawing her Greatsword and shouting as she moves. Is Mr. Clock okay? Is he gonna' make it? Get those things away from him! Once in place, she swings at the red beetle with her sword.
CI Greatsword, attack, flanking: 1d20 + 5 + 2 ⇒ (14) + 5 + 2 = 21
CI Greatsword, damage: 1d10 + 3 ⇒ (1) + 3 = 4
What a junk damage roll.

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Valik, watches as his friends use teamwork to try and eliminate the many threats before them. He looks at the potential avenues to aid in the fight. Everyone is jammed up, which is a good thing. The morlocks swarm ability is bad enough, without giving them an actual upper hand.
Valik, strikes out at the beetle not decapitated by Moadis' swing.
red beetle, ac 23: 1d20 + 4 ⇒ (10) + 4 = 141d10 + 1 ⇒ (7) + 1 = 8

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"Dude!" shouts the surprised magus. He hits himself with his wand of shield and then launches himself forward to stand in the tengu's square, feet straddling the body and crouched in a threatening posture.
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GM Harker |

Swinging his hammer past Valik's shoulder, Moadis squashes one of the beetles blue with a powerful swing, killing it.
The remaining beetle tries in vain to nosh on Quiella as she moves to flank, but only gets sliced for its trouble.
Valik's attempt to finish off the last beetle fails as the creature pivots away from his weapon at the last moment.
After giving himself magical shielding, Melufiuos moves over T'kk'tck in an effort to prevent the monk's untimely death, while the tengu himself is apparently having strange fever dreams.
Red AoO: 1d20 + 3 ⇒ (5) + 3 = 8
Halkale!

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Halkale takes a five foot step backward and fires an arrow at the beetle red
Attack, PBS: 1d20 + 7 + 1 ⇒ (8) + 7 + 1 = 16 Damage, if hits, PBS: 1d8 + 2 + 1 ⇒ (4) + 2 + 1 = 7

GM Harker |

Halkale takes out the last beetle with a well-aimed arrow.
Both morlocks focus their club and bite attacks on Melufiuos, but thanks to his magical shielding, none of the attacks are able to hit.
White Club: 1d20 + 5 ⇒ (13) + 5 = 18
White Bite: 1d20 ⇒ 11
Black Club: 1d20 + 5 ⇒ (11) + 5 = 16
Black Bite: 1d20 ⇒ 7
Initiative (Round 2)
2 Morlocks
Ophelia <= Up
T'kk'tck [9 Dmg, Stable]
Moadis <= Up
Valik <= Up
Quiella <= Up
Halkale <= Up
Melufiuos <= Up
Everyone is up!

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Quiella steps back to stay out of the Morlocks' reach, then steps forward behind them and chops at one of them.
CI Greatsword, attack, flanking: 1d20 + 5 + 2 ⇒ (16) + 5 + 2 = 23
CI Greatsword, damage: 1d10 + 3 ⇒ (2) + 3 = 5

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Valik, once gain strikes out at the more injured enemy, hoping to land a solid blow.
ac 23: 1d20 + 4 ⇒ (19) + 4 = 231d10 + 1 ⇒ (3) + 1 = 4
crit?: 1d20 + 4 ⇒ (11) + 4 = 151d10 + 1 ⇒ (2) + 1 = 3

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"Back off, foul creatures!" growls the elf while jabbing at the most injured one with his rapier.
rapier + flanking: 1d20 + 6 ⇒ (9) + 6 = 15
DMG: 1d6 + 1 ⇒ (3) + 1 = 4
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T'kk'tck's elbows lay on the hard rocky ground in a pool of blood and think happy thoughts about gardens and that time when. That was a good time.
I'm in no rush but am posting to show I'm following the action and still checkin in etc.

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Having no desire to move forward (deciding her companions have the morlock under control), Ophelia knees and places a hand on T'kk'tck's forehead, gripping her wand in the other.
CLW: 1d8 + 1 ⇒ (7) + 1 = 8

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Halkale moves foward to get a more open shot at the morloc, he fires an arrow.
Attack, PBS: 1d20 + 7 + 1 ⇒ (2) + 7 + 1 = 10 Damage, if hits, PBS: 1d8 + 2 + 1 ⇒ (5) + 2 + 1 = 8

GM Harker |

Ophelia heals T'kk'tck, and the tengu monk returns to consciousness.
Halkale's arrow misses the nimble morlock.
Looking less sure of itself, the creature prepares to jump, but not before landing a solid blow against the side of Melufiuos' head! Not taking the time to survey his work, the creature launches himself vertically up the nearby wall 5' from the floor. Melufiuos, you take a critical hit for 14 damage in total.
The morlock has the ability to attack and jump without provoking, so no attacks of opportunity from his movement. He's only 5 feet up on the wall at the moment, so he can still be attacked from the ground.
Club: 1d20 + 5 ⇒ (20) + 5 = 25
Confirm Crit: 1d20 + 5 ⇒ (18) + 5 = 23
Damage+Crit: 2d6 + 4 ⇒ (6, 4) + 4 = 14
Jump: 1d20 + 13 ⇒ (6) + 13 = 19
Initiative (Round 3)
Morlock
Ophelia <= Up
T'kk'tck [1 Dmg]
Moadis <= Up
Valik <= Up
Quiella <= Up
Halkale <= Up
Melufiuos [14 Dmg]<= Up
Everyone up!

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Okay, this bugger is really getting annoying
Valik, moves over and takes a swing at the creature.
AC 23: 1d20 + 4 ⇒ (4) + 4 = 81d10 + 1 ⇒ (8) + 1 = 9