
DM Carbide |

Barvald squeezes into the narrow tunnel revealed by the open trap door. The passage leads only fifteen or so feet north before it ends; another trap door is in the ceiling above the terminus.

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"Uh-oh, remember that last trap door in the ceiling?" Senja asks the gang. "More fun with morlocks, I'm guessing."
Carbide - this new stretch of tunnel hasn't made it onto the map, right? Just want to be sure we're not back at the previous tunnel with trap door in the ceiling, but from the description, I don't think we are.

DM Carbide |

The red dotted lines show the tunnel.

DM Carbide |

It is a bit of a squeeze for a bar, yep. Not impossible, though.

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With that in mind Barsvald will file in behind Eva and Torq.
Also, Asvald will be filing a complaint with the ADA or whichever equivalent defends the rights of bars and bar-like persons.

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"Bah, you guys are being too careful now. Let me back in front." Kali says with impatience as she moves to the trap door and checks it for traps. If she finds none, she opens it. If she does find one, she'll get everyone to back up to effectively use Ranged Legerdemain to disarm and/or set off it off.
Perception: 1d20 + 9 ⇒ (8) + 9 = 17
Disable Device if needed: 1d20 + 17 - 5 ⇒ (1) + 17 - 5 = 13

DM Carbide |

UDA? Ursoids with Disabilities Act?
Kali makes her way up to the trap door and examines it, finding no traps. (Good thing, with that disarm check.)

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With that in mind Barsvald will file in behind Eva and Torq.
Also, Asvald will be filing a complaint with the ADA or whichever equivalent defends the rights of bars and bar-like persons.
Unfortunately for you, I don't think the nations of Golarion recognize the right to bear arms.

DM Carbide |

Kali, it is (to your lack of surprise, I'm sure) extremely dark in the room above.

DM Carbide |

There's nothing obvious in the part of the room that you can see. You'll have to climb up out of the tunnel to see the rest of the room.

DM Carbide |

Back to something approaching normality, here--I hope everyone had a pleasant set of holidays.
Before we get rolling, here, please make sure that your headers are up to date. I think some or all of the spells from the fight with the Mistress have expired.
The keen-eyed half-orc emerges from the tunnel and quickly scans the chamber. The room retains its original shape, though the walls are covered with crude pictographic graffiti depicting humanoids committing obscene and violent acts. Piles of rubble form several makeshift bunkers—a defensive barricade facing a single door set into north wall. However, Torque detects three morlocks concealed on the far side of the barricade in time to not be surprised when they charge him!
Round 1 (ongoing):
Initiative order
Morlocks-acted
Senja
Eva
Torque
Asvald
Kali
Before the priest can react, the foes are on him! One, larger and more muscular than the other two, howls a savage war cry and slavers as it hammers Torque with a mighty two-handed club blow for 24 HP. The other two swarm him; one glances off his armor, but the other hits for 9 HP.
Party up! My recollection is that Torque is in the room, Kali is directly below, followed by Eva and Bar-vald, and Senja is somewhere behind them.
Asvald Initiative: 1d20 + 1 ⇒ (10) + 1 = 11
Eva Initiative: 1d20 + 1 ⇒ (15) + 1 = 16
Kali Initiative: 1d20 + 6 ⇒ (1) + 6 = 7
Senja Initiative: 1d20 + 8 ⇒ (8) + 8 = 16
Torque Initiative: 1d20 + 1 ⇒ (11) + 1 = 12
AT Initiative: 1d20 + 10 ⇒ (19) + 10 = 29
Morlock Initiative: 1d20 + 8 ⇒ (17) + 8 = 25
Raging PA attack: 1d20 + 13 ⇒ (16) + 13 = 29
Flanking club: 1d20 + 5 + 2 ⇒ (3) + 5 + 2 = 10
Flanking club: 1d20 + 5 + 2 ⇒ (16) + 5 + 2 = 23
PA damage: 1d10 + 10 + 9 ⇒ (5) + 10 + 9 = 24
Flanking club damage: 1d6 + 2 + 1d6 ⇒ (6) + 2 + (1) = 9

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Unable to see anything through the trap door other than Torque's feet, Senja opts to help the Lawbringer with whatever is attacking him. He conjures up a shadowy helping hand and sends it up through the trap door.
Fortune Hex on Torque.

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Torque moves further into the room, Provoking AOOs and then heals himself before attacking red
Swift - Lay on Hands
Lay on Hands: 2d6 ⇒ (3, 2) = 5
Power Attack: 1d20 + 14 - 2 ⇒ (2) + 14 - 2 = 14
Power Attack: 1d20 + 14 - 2 ⇒ (12) + 14 - 2 = 24
1d12 + 11 + 6 ⇒ (6) + 11 + 6 = 23

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Barsvald squeezes his furry bulk into the cavern and swipes at the swarming morlocks with an enormous paw.
Claw (bar, heroism, favored enemy): 1d20 + 14 + 1 + 2 + 2 ⇒ (5) + 14 + 1 + 2 + 2 = 24
Damage (bar, favored enemy, arcane strike): 1d6 + 7 + 2 + 2 + 2 ⇒ (4) + 7 + 2 + 2 + 2 = 17
Grab: 1d20 + 14 + 4 + 3 + 2 + 2 ⇒ (18) + 14 + 4 + 3 + 2 + 2 = 43

DM Carbide |

Round 1 (ongoing):
Initiative order
Morlocks-acted
Senja-acted
Eva
Torque-acted
Asvald-acted
Kali
As Torque moves to a better position and attacks the more muscular morlock, his distraction leaves him open to two more hits for another 29 HP, total. With Senja's magical aid he hits the main attacker solidly, though, and then Asvald emerges from the tunnel and kills one of the two lesser morlocks.
Eva and Kali can act!
Swarming club AoO: 1d20 + 5 + 2 ⇒ (16) + 5 + 2 = 23
Swarming club AoO: 1d20 + 5 + 2 ⇒ (7) + 5 + 2 = 14
Club PA damage: 1d10 + 19 ⇒ (4) + 19 = 23
Swarming club damage: 1d6 + 2 + 1d6 ⇒ (2) + 2 + (2) = 6
Morlock chief: AC 21 T 14 FF 15 -23 HP

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Kali moves into the room and casts Magic Missile at the toughest looking Morlock.
MM Damage: 4d4 + 4 ⇒ (1, 1, 4, 3) + 4 = 13

DM Carbide |

Round 2 (ongoing):
Initiative order
Morlocks-acted
Senja
Eva
Torque
Asvald
Kali
Once again, the party lucks out massively.
The remaining lesser morlock crowds in with the big one and they lay into Torque with clubs...all to no avail.
Party up!
Iterative raging club PA to Torque, incl. swarming flank: 1d20 + 8 + 2 ⇒ (9) + 8 + 2 = 19
Regular club to Torque, incl. swarming flank: 1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 9
Morlock chief: AC 21 T 14 FF 15 -36 HP

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Laughing darkly, Senja lays a hand on the unsightly shirt he always wears as he moves closer to the trapdoor. Once he's almost directly below the morlocks, he points a long, slender finger at the pair of foes and says, in the quietest of voices, "zap."
Use Cackling Hag's Blouse to cackle as a swift action, move action to get closer, cast lightning bolt upwards, to only target the morlocks - and perhaps whatever the ceiling is made of.
Electricity damage: 8d6 ⇒ (5, 1, 1, 3, 6, 3, 5, 1) = 25 DC 19 Reflex save for half damage.

DM Carbide |

Round 2 (ongoing):
Initiative order
Morlocks-acted
Senja-acted
Eva
Torque-acted
Asvald
Kali
Both of the morlocks duck and avoid the worst of the electrical attack.
Eva, Asvald, Kali!
Morlock Reflex save: 1d20 + 9 ⇒ (19) + 9 = 28
Morlock chief: AC 21 T 14 FF 15 -48 HP
Morlock: AC 15 T 14 FF 11 -12 HP

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Kali casts Scorching Ray and sends two fiery bolts at the largest morlock. Afterwards she gulps and moves 5 feet into a flank with Asvaldbear.
Scorching Ray 1 RTA - Melee: 1d20 + 4 ⇒ (9) + 4 = 13
Damage: 4d6 + 4 ⇒ (5, 2, 5, 6) + 4 = 22
Scorching Ray 2 RTA - Melee: 1d20 + 4 ⇒ (13) + 4 = 17
Damage: 4d6 + 4 ⇒ (4, 2, 1, 5) + 4 = 16

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Barsvald tears at the remaining morlocks with tooth and fang powered by ursine might.
Claw (bar, heroism, favored enemy): 1d20 + 14 + 1 + 2 + 2 ⇒ (3) + 14 + 1 + 2 + 2 = 22
Damage (bar, favored enemy, arcane strike): 1d6 + 7 + 2 + 2 + 2 ⇒ (1) + 7 + 2 + 2 + 2 = 14
Grab: 1d20 + 14 + 4 + 3 + 2 + 2 ⇒ (11) + 14 + 4 + 3 + 2 + 2 = 36
Claw: 1d20 + 14 + 1 + 2 + 2 ⇒ (5) + 14 + 1 + 2 + 2 = 24
Damage: 1d6 + 7 + 2 + 2 + 2 ⇒ (4) + 7 + 2 + 2 + 2 = 17
Grab: 1d20 + 14 + 4 + 3 + 2 + 2 ⇒ (14) + 14 + 4 + 3 + 2 + 2 = 39
Bite: 1d20 + 14 + 1 + 2 + 2 ⇒ (12) + 14 + 1 + 2 + 2 = 31
Damage: 1d6 + 7 + 2 + 2 + 2 ⇒ (6) + 7 + 2 + 2 + 2 = 19

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Whoops, sorry!
Eva swings her sword around in a wild, deadly dance. Attacking the regular ones first, then the chief if all the regular ones are dead.
Flurry: 1d20 + 12 ⇒ (19) + 12 = 31
Confirm: 1d20 + 12 + 2 ⇒ (19) + 12 + 2 = 33
Damage: 2d8 + 10 ⇒ (1, 7) + 10 = 18
Flurry: 1d20 + 12 ⇒ (19) + 12 = 31
Confirm: 1d20 + 12 + 2 ⇒ (5) + 12 + 2 = 19
Damage: 2d8 + 10 ⇒ (2, 5) + 10 = 17
Flurry: 1d20 + 7 ⇒ (18) + 7 = 25
Damage: 1d8 + 5 ⇒ (3) + 5 = 8
Flurry: 1d20 + 7 ⇒ (15) + 7 = 22
Damage: 1d8 + 5 ⇒ (6) + 5 = 11

DM Carbide |

Between the three of you, the remaining two morlocks fall.
Out of combat!
The morlock leader's greatclub and bracers are magical.

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Senja scrambles through the trap door to join his friends, then waves a hand around to search for anything magically interesting.
Spellcraft on bracers: 1d20 + 12 ⇒ (19) + 12 = 31
Spellcraft on greatclub: 1d20 + 12 ⇒ (3) + 12 = 15

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Kali assists Senja in identifying the magical objects.
Spellcraft assist on bracers: 1d20 + 7 ⇒ (1) + 7 = 8
Spellcraft assist on greatclub: 1d20 + 7 ⇒ (20) + 7 = 27

DM Carbide |

The club is +1, and the bracers are armor +2.

DM Carbide |

Where to? There's a door to the north and a passage to the south.

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Barsvald lumbers toward the northern door and opens it awkwardly with his huge paws.

DM Carbide |

The door opens to reveal a rubble-choked passageway, ending at a door in the north wall. The piles of rubble on either side of the room are around four feet high. It is, unsurprisingly, dark in the room.

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"This looks perfectly safe," Senja remarks, his tone consisting almost purely of sarcasm, with a tinge of weariness. "I am really getting tired of these morlocks, and that looks like the sort of place they love."
He waits for the others to lead the way.

DM Carbide |

The party prepares to enter the room.
Who's going in? "Morlocks..very dangerous. You go first."

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Kali moves in behind Torque, ready to assist with lockpicking/trap disabling if necessary.

DM Carbide |

Torque is about to learn a valuable lesson.
Axe held high, the priest enters the room, his attention focused on the door ahead of him. However, the click as his foot falls on the floor just inside the doorway reminds him that perhaps he should have looked for traps a little closer. The floor gives way, revealing a pit. DC 20 Reflex save or fall into the pit, taking 1 point of falling damage and 6 points of piercing damage from the skewers in the bottom. If you fall in, we'll go onto melee time.
Attack: 1d20 + 15 ⇒ (15) + 15 = 30
Attack: 1d20 + 15 ⇒ (3) + 15 = 18
Falling damage: 1d6 ⇒ 1
Skewer damage: 1d4 + 2 ⇒ (4) + 2 = 6

DM Carbide |

Round 1 (ongoing):
Initiative order
Foes-acted
Eva
Kali
Senja
Asvald
Torque
As Torque plummets to the bottom of the pit, two morlocks leap from concealment behind the piles of rubble! One pours the contents of a flask onto its hand and the room is plunged into darkness. Torque can see the second crawl down the wall of the pit like some huge spider. It strikes at him with its club, but misses.
Party up! Keep in mind that this is a darkness spell effect, so L0 light spells and mundane lights cannot penetrate it.
Eva Initiative: 1d20 + 1 ⇒ (16) + 1 = 17
Kali Initiative: 1d20 + 6 ⇒ (10) + 6 = 16
Senja Initiative: 1d20 + 8 ⇒ (4) + 8 = 12
Torque Initiative: 1d20 + 1 ⇒ (10) + 1 = 11
Morlock Initiative: 1d20 + 10 ⇒ (17) + 10 = 27
Club attack on Torque: 1d20 + 12 ⇒ (2) + 12 = 14

DM Carbide |

Correct. There's a bar in your way, but if you can get him to hold still you can see one of the morlocks. The other one is in the pit, and below your line of sight.