
Dungeon Master S |

Good thing, the morlock doesn't really look all that confidently at Alan.
Galdur and Omrax seem to allay the morlock's fears. Bogipfen does more translating and it seems that the other morlock is convinced that he now needs to go and help summon a new golem to help you!
Karn, "Please Pathfinders, free the Hellknights, build what rapport you can. See if they'll help you."

![]() |

Galdur tries not to seem too eager. "I have often wondered about your people's closeness to the golems. Can you tell me any more on that?" Any other preparations we might make? How might we avoid frightening your people before getting attacked by them?"

Dungeon Master S |

"Morlocks have been golem friends for a long time. Long time. We spread word for you. We bring help because you bring help to us."
Indeed even as Galdur talks to the morlock "ambassadors" Omrax continues with Karn. KArn opens the grate to the hole, using Wreck to help her. A short trip down is immediately met with cries from more than a dozen people. They scream for help and freedom. After a moment one voice rises above the others silencing them. It's a booming baritone, and once whose timber alone commands respect. It's a voice you recognize.
The last time you heard that voice it was shouting at you to halt before you escaped down an elevator....
"I beseech the good sense of whomever is above. Let us out of this damned prison."

![]() |

Diplomacy: 1d20 + 16 ⇒ (8) + 16 = 24
Omrax will call down...
"By the good and honor of the Inheritor, we shall help you.
We will hold you to your honor to assist us in ending this menace.

Dungeon Master S |

"Let me see my benefactors. At this time I seek only the safety of my men. I will not commit to help without all of the information needed to make this decision."
PRIMO AMBUSTA comes forth, bearing the symbol of Asmodeus proudly.
"What is your purpose? What brought you to this place initially? While I appreciate your decorum, I will not agree to help without careful consideration."
(Anyone want to aid?)

Dungeon Master S |

For successfully managing to secure the greatest possible help from the Shoanti... XP: 3,000 bonus to each PC

![]() |

Wreck watches the exchange, knowing full well from previous missions and adventures, unless people need to be frightened, he best not speak. IT was not his strong point, and was told this numerous times. He was glad, cause his new friends seemed to have handled the situation very well. Wreck was happy. And it showed as he grinned from ear to ear. Friends were good. Wreck was glad he was helping them

![]() |

For successfully managing to secure the greatest possible help from the Shoanti... XP: 3,000 bonus to each PC
guess we can retire now :)
"An entire army of magical creatures brought us here. These people are threatened by a demon. One who is raising an army under your very feet. Is that not counter to Chelaxian concerns enough to sway you?"
Diplomacy: 1d20 + 9 ⇒ (18) + 9 = 27

Dungeon Master S |

Oops, posted to the wrong PbP. I was wondering why the players weren't posting all manner of W00t! stuff.
The Hellknight looks at you. He gazes with intense concentration, as if he is reading each of your hearts. The lack of chaos seems to suit him.
"Very well, give us time and we will assist. It's not far from here, say about two hours march."
Let me know when you're ready.

![]() |

Omrax is ready. Not eager to work with an Asmodean, but will rescue them to advance the greater law and order.
"Tarry not long. Time has not been on our side of late."
Was anyone of our team injured and needing healing before we arrive?

Dungeon Master S |

As you prepare your attack the hellknights and morlocks give a bit more detail.
Ambusta: "You'll need to do a solid job of attacking. The defenses in the chamber below will be formidable. I recommend that you hit hard, leading with everything you've got. You've got your work cut out for you with such a demon in charge."
Bogipfen: "You need to be sneaky. Very sneaky. Come with me, we have back door!"

![]() |

Wreck looks at the 'Basta person
"Wreck good at hitting hard. Wreck understand well."
He nods in agreement
-Posted with Wayfinder

![]() |

Omrax will nod at them.
"Back door will be good. Sneaky, I am not. Sir Wreck is correct. We will hit them hard."
As they get close, Omrax will cast prot v evil on himself, and then pearl of power it back.
"Let us proceed."

![]() |

The dwarf thanks the tall Morlock for showing them the backdoor. Shuler grumbles something earthy and Galdur responds in common, "it might be too tight if I do, but perhaps one of us others? What do you think Omrax, Wreck, Alan, would you like to be size of Shuler?" He follows Omrax lead and casts protection spell on himself.
Enlarge person anyone? Has the 10 minute fly on Omrax expired?

![]() |

enlarge woth a potion of bull str? Oh yes! =^^=
"Wreck okay with it! Wreck have potion to make him strong. So a large strong Wreck will hit hard!"
-Posted with Wayfinder

![]() |

Galdur pulls out a metal rod then scrapes some earth from the ground. He rubs it against an emerald and adds some magic to make it mud. He applies the mud to Wreck's bicep making the arm bulge even more. The dwarf continues adding earth letting it meld with the half-orc's flesh until his size doubles.
meta magic extend rod

![]() |

that would help... thanks. Will update everything tomorrow. New stats etc ;) look forward to cut into the big baddie
-Posted with Wayfinder

![]() |

"Depending on how far apart* the two trails take us, Schuler'De & I can coordinate the attacks."
*a hundred feet is the maximum and still be able to hit hard. Galdur will use the back door, Schuler the front. I am OK with everyone using the back door if we think the other splits the party too much.

Dungeon Master S |

While there are plenty of grumbles about how working with morlocks is demeaning, it appears that you've managed to cobble together a motley crew of allies.
Bogipfen will attack from surprise from the East.
Paralictor Ambusta and the Hellknights will assault directly from the Southwest.
Agajprak and the golem are . . . unknown.
In this instance I am 100% okay with splitting the party.
The Paralictor looks at the Pathfinders and asks simply, "Who is with us, and who attacks with them?"
Pick your approach and I'll have everything ready to go today.

Dungeon Master S |

Net result of Pathfinder preparation:
Bogipfen:
- Each player gets one free flanking attack as morlocks swarm around.
- REDACTED and accounted for.
Ambusta:
- Has 2 CCW and one Dismissal
Agajprak:
- The morlock will keep a reserve CCW for each hero.
- REDACTED and will manifest shortly.

![]() |

Omrax considers the two choices...if the group will split and go with either of the two and not on thier own. Omrax would rather go with the lawful Hellknights he can communicate with and not the chaotic morlocks.
"I shall work with the paralictor and his band. What of the three of you?. "
will we be more than 100' apart for Galdur and his eidolon to communicate? .
He will pause in silent prayer right before the battle...
• I will not be taken prisoner by my free will. I will not
surrender those under my command.
• I will never abandon a companion, though I will honor
sacrifice freely given.
• I will guard the honor of my fellows, both in thought
and deed, and I will have faith in them..

![]() |

Wreck will switch his golembane gem for his amulaet of NA+1. Also, new stats, AC26 (28vs evil),cold iron damage is 3d6+26. If we want to have a lot of damage. Im thinking a flank attack will work in our favour

Dungeon Master S |

It's more than 100' between.
Just need Alan to chime in, and Wreck to pick an entrance.

Dungeon Master S |

Enemy: 1d20 + 1 ⇒ (5) + 1 = 6
Alan Baird a'Lorien: 1d20 + 4 ⇒ (3) + 4 = 7
Galdur XXI: 1d20 - 1 ⇒ (4) - 1 = 3
Omrax the Bold: 1d20 + 3 ⇒ (17) + 3 = 20
Wreck: 1d20 + 3 ⇒ (3) + 3 = 6
You and your new allies make your way as two teams down in the direction of the plaza. Karn is worried the whole way down. This place is likely a death trap and she's expecting a war. The assault team is moving with a host of morlocks. Many of whom WILL die.
The assault team brings with them one of the fabled golems. It's not the type you truly need to study, but it's certainly a boon. It's certainly a LOUD boon.
A sprawling plaza opens from a fissure providing a glimpse into Rachikan’s past. Bright tiles decorate the plaza depicting a series of five mosaics honoring a proud and stern Jistkan woman. Ornate marble columns, a pristine fountain, and travertine stairs lead towards an impressive stronghold mounted atop an immense, crouching quadruped.
The plaza is loaded with all manner of demons! The morlocks leap forward with reckless rage. A grand melee breaks out between the sides. Paralictor Ambusta opens with a truly powerful spell. WILL: 1d20 + 10 ⇒ (15) + 10 = 25, but he curses in frustration as the demon resists whatever it is.
Some stand out from the crowd, clearly beyond the ability of the morlocks. The two kalavakus demons, and a quartet morlock bodyguards. One of the demons commands a pair of stone golems to attack the morlock golem. They don't seem to see the eastern party as you join the fray.
Alan gets a surprise action. Then it's initiative.

Dungeon Master S |

Initiative Repost:
Surprise Round:
Alan
Galdur/Shulur
Round 1:
Omrax
Alan
Wreck
Enemy
Galdur/Shulur

![]() |

So I am clear, I see 4 morlocks, 2 golems and 2 demons. I am not sure if the morlocks and golems shown are on our side or on the demon's side? I do not see the hellknights...are they in another part of the map?

![]() |

creatures not pertinent to the fight have not been added to the map. you are correct in your assessment of the baddies, and the chutney from your side versus the chutney from their side provide background
-Posted with Wayfinder

![]() |

Galdur is listed in the surprise round. If you need an action he will cast spiked pit (DC 15) on the eastern golem. Shuler will charge that same golem if it is still around. I want Alan to go first so as not to block or drop him.

Dungeon Master S |

Anyone who took the East side gets the surprise action. Go ahead and make Shulur's attack, it won't block Alan.
REF: 1d20 + 3 ⇒ (14) + 3 = 17 The golem pulls his massive leg away from the pit!
Alan to cap off the surprise round.

![]() |

Moving to golem
next round full attack. flurry, defensive
did I read correctly that we get flanking?
1d20 + 14 + 2 - 1 - 2 ⇒ (16) + 14 + 2 - 1 - 2 = 293d6 + 8 ⇒ (1, 1, 4) + 8 = 14
1d20 + 14 + 2 - 1 - 2 ⇒ (17) + 14 + 2 - 1 - 2 = 303d6 + 8 ⇒ (3, 4, 2) + 8 = 17
1d20 + 9 + 2 - 1 - 2 ⇒ (15) + 9 + 2 - 1 - 2 = 233d6 + 8 ⇒ (2, 3, 4) + 8 = 17

Dungeon Master S |

All hells have broken loose in the cavern! The battle for Rachikan is on. Omrax is first!

Schuler'De |

Galdur spells causes the earth fall away under the nearest golem (DC 15 reflex). Even as the earthen outsider rushes into the room and slams a mighty fist into it.
power attack charging slam: 1d20 + 15 + 2 - 2 ⇒ (3) + 15 + 2 - 2 = 18, KRUNCH: 2d8 + 12 + 6 ⇒ (5, 2) + 12 + 6 = 25 plus push: 1d20 + 16 + 2 - 2 ⇒ (18) + 16 + 2 - 2 = 34

![]() |

Omrax, seeing golems in the room, will draw his adamantine greatsword rather than his longsword as he moves 40' straight north.
As he moves, he calls a smite on the western demon.
By the Inheritor, I will smite thee vile beast!
Done - double move, swift smite...AC28 vs demon, AC23 otherwise

Dungeon Master S |

Shulur'De charges forth, but the golem is not so easily struck. Similarly it avoids the pit. (REF was rolled above.) Alan unleashes thunderous strikes against the construct. Two of them connect, but the golem's impressive construction resist the telling damage of the blows. Unless you can pass Adamantine DR and I'm forgetting.
Round 1 Update:
Omrax: Invokes his holy smite!
Alan: Two hits!
Wreck: Current
Enemy: On deck
Galdur/Shulur: TBD
Golem Red: 11 (More pending confirmation from Alan.)
Golem Blue: 0
Demon Red: 0
Demon Blue: 0
Morlock Red: 0
Morlock Blue: 0
Morlock Green: 0
Morlock Yellow: 0

Dungeon Master S |

Botting Wreck: Charge! Wreck's magically enhanced size and strength barrel in towards the closest morlock (who happens to be the beefiest morlock that any of you have ever seen.)
ATK (Vital): 1d20 + 18 + 1 ⇒ (12) + 18 + 1 = 31 DMG: 3d12 + 69 ⇒ (12, 12, 7) + 69 = 100 And with a swing worthy of legend, Wreck drops - just barely - the morlock in his path.
Forgive my lack of prose on this one, lots of moving parts and the post would be quite littered.
Red Golem: Breathes a cloud of gas that engulfs Alan and Shulur. Will save DC 17 or be Slowed for 7 rounds. Slam attacks on Alan.
1: 1d20 + 22 ⇒ (8) + 22 = 30 MISS
2: 1d20 + 22 ⇒ (16) + 22 = 38 DMG: 2d10 + 9 ⇒ (2, 1) + 9 = 12
Blue Golem: Moves, then breathes a cloud of gas that engulfs Wreck. Will save DC 17 or be Slowed for 7 rounds. Slam attack on Wreck.
1: 1d20 + 22 ⇒ (17) + 22 = 39 DMG: 2d10 + 9 ⇒ (7, 4) + 9 = 20
Red Kalavacus demon: Moves and castes Haste
Blue Kalavacus demon: Moves and castes Greater Command on Alan. Will DC 18 or HALT in place.
Red Morlock: Rages and swarms towards Wreck. AoO: 1d20 + 18 + 1 ⇒ (2) + 18 + 1 = 21 DMG: 1d12 + 23 + 1 ⇒ (2) + 23 + 1 = 26.
Club: 1d20 + 13 + 1 ⇒ (10) + 13 + 1 = 24 MISS
Blue Morlock: Rages and swarms towards Wreck.
Club: 1d20 + 13 + 1 ⇒ (20) + 13 + 1 = 34 Confirm: 1d20 + 13 + 1 ⇒ (3) + 13 + 1 = 17
DMG: 2d6 + 6 ⇒ (6, 1) + 6 = 13
Yellow Morlock: Rages and swarms towards Wreck.
Club: 1d20 + 13 + 1 ⇒ (13) + 13 + 1 = 27 DMG: 2d6 + 6 ⇒ (6, 4) + 6 = 16
Galdur to finish the round!
Golem Red: 11
Golem Blue: 0
Demon Red: 0 Haste
Demon Blue: 0
Morlock Red: 26 Haste
Morlock Blue: 0 Haste
Morlock Green: DEAD
Morlock Yellow: 0 Haste

Schuler'De |

end of move, golem adj agent to pit needs Ref save (14)
Shuler Will: 1d20 + 5 ⇒ (16) + 5 = 21
Shuler shifts to the left and slams a massive fist at the golem.
power attack slam: 1d20 + 15 - 2 ⇒ (8) + 15 - 2 = 21
KRUNCH: 2d8 + 12 + 6 ⇒ (1, 7) + 12 + 6 = 26
plus push: 1d20 + 16 + 2 ⇒ (7) + 16 + 2 = 25
Galdur moves up to the frey.
what action is it to remove& pocket a ring?

![]() |

Omrax will charge the closest Morlock, unless the stairs are too steep to charge. (I will assume ok).
Stairs are the most common means of traveling up and down within a dungeon. a character can move up or down stairs as part of their movement without penalty, but they cannot run on them. Increase the DC of any Acrobatics skill check made on stairs by 4. Some stairs are particularly steep and are treated as difficult terrain.
Otherwise he will cast grace and charge the golem.
"Right with you, Sir Wreck
Omrax adamantine Greatsword, charge: 1d20 + 13 + 2 ⇒ (4) + 13 + 2 = 19
for damage: 2d6 + 6 ⇒ (4, 3) + 6 = 13