
GM Blood |

Morlock #1 pulls out a morning star and attacks Justin
Morningstar 1d20 + 5 ⇒ (16) + 5 = 21
Damage 1d8 + 2 ⇒ (2) + 2 = 4
Morlock #2 pulls out a morning star and attacks Kilthan
Morningstar 1d20 + 5 ⇒ (20) + 5 = 25 *Hit not confirmed*
Damage 1d8 + 2 ⇒ (7) + 2 = 9
Morlock #3 pulls out its last javelin after moving closer and launches it at the light above Tohall's head
Attack 1d20 + 7 ⇒ (9) + 7 = 16 vs AC 24
Damage 1d6 + 2 ⇒ (3) + 2 = 5
Confirm Morningstar 1d20 + 5 ⇒ (10) + 5 = 15
Extra Damage 1d8 + 2 ⇒ (5) + 2 = 7

GM Blood |

Unless I note it otherwise while you are down here, the stone and walls are rough and cracked making it relatively easy to climb (DC 10) but also making the floors difficult terrain
Round 2
Initiative Order - Monsters, Kilthan, Ingrid (Ready), Aarakess, Tohall, Justin, Dryn'taka
Morlock Stats AC 17 T 14 FF 13

Kilthan Hammerstone |

Kilthan shrugs off the Morlock's blow with a snarl, "You'll have to do better, beast."
He quickly punches out with his shield, surprising the Morlock and connecting solidly. As the grey thing's tries to recover its balance, Kilthan brings his Waraxe down on the off-balance creature saying, "Time's up, Greyskin."
Spiked Shield (PA) vs #2: 1d20 + 3 ⇒ (14) + 3 = 17 for 1d4 + 3 ⇒ (2) + 3 = 5
Waraxe (PA) vs #2: 1d20 + 3 ⇒ (18) + 3 = 21 for 1d10 + 7 ⇒ (9) + 7 = 16
I much prefer Kilthan's 4th level dice.. (20/46hp)

Aarakess Halcorn |

#1 AC should be 2 lower from the Evil Eye Hex.
As is her norm, Aarakess throws back her head and begins to cackle a deep throaty cackle which causes the dread to continue in those hearing it. Or continues to lift the spirits of those who know her.
At the same time, she causes the other enemy she can see to question his ability to avoid the strikes of his enemies.
Move Action: Cackle <-- continues Evil Eye/Fortune/Misfortune hexes
Standard Action: Evil Eye Hex @ #1 -- -2 AC for 8 rounds, 1 round if DC17 Will.

Tohall of Erastil |

The javelin luckily strikes the ioun stone true and knocks it from floating about Tohalls head. As everyone looks at the stone though, it has survived the strike unscathed.
Watching Kilthan get hit, again, Tohall shakes his head at the elf who refused to better armor himself, even if only for their time dealing with the cultists. He looks frustrated as he calls for Erastil aid, "Heal this warrior that he may continue to fight... gaining wisdom in his trials."
The man then moves past his companion, leaving the ioun stone on the ground for now.
Convert a Bull's Strength into Cure Moderate Wounds: 2d8 + 4 ⇒ (6, 7) + 4 = 17
He then moves to G-13
It does have an AC of 24 so nice shot but the do have harness of 5 so all the damage was negated unless the javelin is adamintine or the like. I did it as fluff that the javelin knocked it from about his head (not sure what would happen.
AC: 19 (17 Flat-footed / 12 Touch) w/o shield, 21 (19 Flat-footed / 12 Touch) w/ shield
In Hand:
Conditions:
Spells (0-level, DC 14, at will) Create Water, Detect Magic, Light, Guidance;
(1st level, DC 15) bless, bless , magic weapon, magic fang(d)
(2nd level, DC 16) bull's strength, bull's strength©, Grace, Hold Animal(d)
Channel Energy (2d6, DC 13) 0 of 5 remaining
Predator’s Grace 7 of 7 remaining (+10 ft movement, low-light vision for 1 round)
Touch of Good 7 of 7 remaining (+1 sacred bonus to attack rolls, skill checks, ability checks, and saving throws)
Wand of Cure lights wounds charges remaining 34 of 50

Dryn'taka Devilschild |

Round 2
HP 28/28
AC 16 FF13 T13 CMD17
F/R/W 6/7/1
Bombs 5/7
Extracts
1st - CLW, Shield, 2 open
2nd - CMWx2
Effects
None
Dryn moves, tossing another explosive bomb as she moves, "Don't worry, I'll help you see!"
Move to F14, standard to bomb #3. If I can't move past the rock south, how about Move west one, south 2? Explosive to hit both (and main will burn), precise to not hit allies. 3 takes 11 fire damage, 1 takes 7, DC 16 reflex for half.
Bomb + PBS: 1d20 + 7 + 1 ⇒ (12) + 7 + 1 = 20
Boom + PBS: 2d6 + 4 + 1 ⇒ (3, 3) + 4 + 1 = 11

Justin D'Rite aka Sluuth |

Justin drops his weapon and lays into the Morlock not landing a single hit with his pathetic flurry.
PA claw1/damage: 1d4 + 9 - 2 ⇒ (2) + 9 - 2 = 91d4 + 9 ⇒ (4) + 9 = 13
PA claw2/damage: 1d4 + 9 - 2 ⇒ (2) + 9 - 2 = 91d4 + 9 ⇒ (1) + 9 = 10
PA bite/damage: 1d4 + 9 - 2 ⇒ (3) + 9 - 2 = 101d3 + 9 ⇒ (1) + 9 = 10
Conditions-difficult terrain, hands=empty, 44/44hp

GM Blood |

Reflex Save #1 1d20 + 9 ⇒ (3) + 9 = 12
Will Save #1 1d20 + 5 ⇒ (20) + 5 = 25
Kilthan kills a morlock while Aarakess creeps another one out. Tohall restore Kilthan before moving past him. Dryn's bomb nails the far one while singing the other one. Justin's blows can't seem to find its mark.
Ingrid is up only if she would like to change her readied action

GM Blood |

Morlock #1 fights back against Justin
Morningstar 1d20 + 5 ⇒ (5) + 5 = 10
Damage 1d8 + 2 ⇒ (1) + 2 = 3
Bite 1d20 ⇒ 4
Damage 1d4 + 1 ⇒ (1) + 1 = 2
The other morlock after getting hit in the face with an explosion leaps through the air attacking Dryn'taka in mid air before it lands Provoking an AoO from Tohall and Kilthan
Leap 1d20 + 13 ⇒ (11) + 13 = 24 DC 20 to jump 10ft without running start
Morningstar 1d20 + 5 ⇒ (18) + 5 = 23 *Hit*
Damage 1d8 + 2 ⇒ (6) + 2 = 8

GM Blood |

Unless I note it otherwise while you are down here, the stone and walls are rough and cracked making it relatively easy to climb (DC 10) but also making the floors difficult terrain
Round 3
Initiative Order - Monsters, Kilthan, Aarakess, Tohall, Justin, Dryn'taka, Ingrid
Morlock Stats AC 17 T 14 FF 13

Aarakess Halcorn |

Aarakess continues to cackle manically as she stares at the Morlock now attacking Dryn, #3, (or #1 if #3 is dead from AoOs). As she stares at the creature, she causes it to further doubt its ability to succeed in this encounter as thoughts even darker than the wrath of the Destroyer.
Move: Cackle
Standard: Evil Eye @ #3, or #1 if #3 is done. -2 to attacks for 7 rounds, 1 if Will DC17

Justin D'Rite aka Sluuth |

"I think I have this one, anyone unsure can wait to see if it holds up to another onslaught."
Justin tries to rip into the creature again.
PA claw1/damage: 1d20 + 9 - 2 ⇒ (5) + 9 - 2 = 121d4 + 9 ⇒ (4) + 9 = 13
PA claw2/damage: 1d20 + 9 - 2 ⇒ (9) + 9 - 2 = 161d4 + 9 ⇒ (4) + 9 = 13
PA bite/damage: 1d20 + 9 - 2 ⇒ (10) + 9 - 2 = 171d3 + 9 ⇒ (3) + 9 = 12
Conditions-difficult terrain, hands=empty, 44/44hp Better than last time

Kilthan Hammerstone |

AoO vs. Leapy McMorloch: 1d20 + 7 ⇒ (13) + 7 = 20 for 1d10 + 7 ⇒ (10) + 7 = 17

Tohall of Erastil |

(( Tohall has his bow out and you do not get AoO's with ranged weapons... ))
The man tracks the creature as he jumps into the air and fires at the morlock as it attacks Dryn.
Bow Attack: 1d20 + 7 ⇒ (2) + 7 = 9 Miss
AC: 19 (17 Flat-footed / 12 Touch) w/o shield, 21 (19 Flat-footed / 12 Touch) w/ shield
In Hand: Longbow +6 (+7 BP) (1d8+1 (+1 PB)/x3)
Conditions:
Spells (0-level, DC 14, at will) Create Water, Detect Magic, Light, Guidance;
(1st level, DC 15) bless, bless , magic weapon, magic fang(d)
(2nd level, DC 16) bull's strength, bull's strength©, Grace, Hold Animal(d)
Channel Energy (2d6, DC 13) 0 of 5 remaining
Predator’s Grace 7 of 7 remaining (+10 ft movement, low-light vision for 1 round)
Touch of Good 7 of 7 remaining (+1 sacred bonus to attack rolls, skill checks, ability checks, and saving throws)
Wand of Cure lights wounds charges remaining 34 of 50

Dryn'taka Devilschild |

Round 3
HP 20/28
AC 16 FF13 T13 CMD17
F/R/W 6/7/1
Bombs 5/7
Extracts
1st - CLW, Shield, 2 open
2nd - CMWx2
Effects
None
Aww, was hoping to do a 'help me, Tohall, you're my only hope' joke :(
Fear settles in Dryn's eyes for a moment as the creature slams into her, feeling ribs crack from it's strike. Pulling out her own weapon, Dryn instead leads off with a fearsome bite into the creature, sinking her teeth into it's flesh, mumbling something unintelligible as she rips away, taking a bit of the creature with her.
Standard to bite, free to 1 hand crossbow, move to draw morningstar.
Bite: 1d20 + 4 ⇒ (15) + 4 = 19
Damage: 1d4 + 1 ⇒ (3) + 1 = 4

GM Blood |

Dryn'taka bites the Morlock wounding him more but it is still alive!
Kilthan and Ingrid up last in the round.
Unless I note it otherwise while you are down here, the stone and walls are rough and cracked making it relatively easy to climb (DC 10) but also making the floors difficult terrain
Round 3
Initiative Order - Monsters, Kilthan, Aarakess, Tohall, Justin, Dryn'taka, Ingrid
Morlock Stats AC 17 T 14 FF 13

Kilthan Hammerstone |

Kilthan punches out with his shield, trying to pin down the Morlock, and follows up with his axeblade, snarling as the thing avoids his attacks. "Blasted leaping thing! Stands still so I can hit you!"
Spiked Shield vs #3: 1d20 + 3 ⇒ (9) + 3 = 12 for 1d4 + 3 ⇒ (1) + 3 = 4
Waraxe (PA) vs #3: 1d20 + 3 ⇒ (4) + 3 = 7 for 1d10 + 7 ⇒ (4) + 7 = 11
Tohall doesn't threaten with his bow, so no flanking, right? -- not that I came close on this attack, but for the next round?
Status: 37/46hp

Justin D'Rite aka Sluuth |

Justin proposes a new solution.
"Kilthan, given my slow speed, but great defense, how about I lead the way with you right behind to make sure I don't blunder into anything nasty? I have a wand to make myself even tougher."
He thinks a little longer.
"These walls are easy to climb. Maybe you can climb while I blunder along?"
If everyone agrees, Justin leads the way to the next room.

Kilthan Hammerstone |

Kilthan shrugs, "If you want point, take it... But pretty much everything'll get the drop on us. You're the opposite of quiet as you approach."

Aarakess Halcorn |

Aarakess lets out a sigh of relief that the first encounter in this part of the triad was substantially less painful for the group than the sneaky tengus.
Yes, Justin, that would be a wise choice. Lamatshu has never been known for stealth or trickery. Her followers are more of the brute force types usually.

Justin D'Rite aka Sluuth |

Justin heads out in the lead, planning to use his wand before entering the next room.
UMD: 1d20 ⇒ 14
"Luckily I am just as easy to hit when aware of things as when unaware. Hopefully my magic shield will help."

GM Blood |

Perception Aarakess Halcorn 1d20 + 12 ⇒ (4) + 12 = 16
Perception Dryn'taka Devilschild 1d20 + 7 ⇒ (4) + 7 = 11
Perception Ingrid Anika Nina Jones 1d20 + 16 ⇒ (10) + 16 = 26
Perception Justin D'Rite 1d20 - 1 ⇒ (20) - 1 = 19
Perception Kilthan Hammerstone 1d20 + 10 ⇒ (20) + 10 = 30
Perception Tohall 1d20 + 5 ⇒ (16) + 5 = 21
Initiative Kilthan Hammerstone 1d20 + 4 ⇒ (1) + 4 = 5 (Below Ground)
Initiative Aarakess Halcorn 1d20 + 3 ⇒ (5) + 3 = 8
Initiative Dryn'taka Devilschild 1d20 + 3 ⇒ (14) + 3 = 17
Initiative Ingrid Anika Nina Jones 1d20 + 2 ⇒ (10) + 2 = 12
Initiative Justin D'Rite 1d20 + 0 ⇒ (6) + 0 = 6
Initiative Tohall 1d20 + 2 ⇒ (2) + 2 = 4
Initiative Morlock 1d20 + 1 ⇒ (12) + 1 = 13
Initiative Monster 2 1d20 + 6 ⇒ (2) + 6 = 8
You head out of the room with Justin in front this time. You descend along some natural steps into a slightly wider hallway. As you approach the next area you see:
The corridor turns to reveal another room choked with rocky formations. Stalagmites and stalactites block the line of sight ahead. Like the last chamber, this place has a rocky, uneven floor of natural stone. It slopes downward, and here and there rivulets of water flow southward.
Kilthan and Ingrid both see creatures about to ambush the party. Kilthan sees three earless, panther-like beast, the skin of its face twitching. The morlock is wielding a very nice battle axe, and is wearing a cloak fashioned from the fur of a grey furred creature and is wearing a mask painted red which looks kind of looks like the pather creatures.

GM Blood |

Anyone interested in what the panther-like beasts are
Unless I note it otherwise while you are down here, the stone and walls are rough and cracked making it relatively easy to climb (DC 10) but also making the floors difficult terrain
Round 1
Initiative Order - Dryn'taka, Ingrid, Enemies, Aarakess, Justin, Kilthan, Tohall
Morlock Stats AC 17 T 14 FF 13
Kitty Stats AC 15 T 12 FF 13

Aarakess Halcorn |

Knowledge(nature): 1d20 + 11 ⇒ (19) + 11 = 30
Seeing the strange beast, Aarakess calls ahead to the group in front.
Those are strange creatures called Kreshars. The are smart and loyal beasts who like to hunt in packs. Watch out, they like to pull the skin away from their faces which can be quite frightening. Hit em hard, they are not that tough.

Kilthan Hammerstone |

Is Kilthan's adaptation from earlier still in effect?

Dryn'taka Devilschild |

Round 1
HP 20/28
AC 16 FF13 T13 CMD17
F/R/W 6/7/1
Bombs 4/7
Extracts
1st - CLW, Shield, 2 open
2nd - CMWx2
Effects
None
I apologize for my delay then :)
Dryn pulls out another of her explosives, flinging it at the far pup, hoping to catch them all in the blast. "I think I wanna get a puppy when we get back! But not those puppies, they're scary...CRAP!!" Dryn curses as she realizes the bomb doesn't land properly, though at least this time it doesn't splash into her allies.
Standard to throw bomb (Explosive and Precise) at Krenshar 2, misses and lands at P5. Krenshar 1, 2 and the Morloch each take 7 fire damage, DC 16 reflex for half.
Bomb+PBS-Cover: 1d20 + 7 + 1 - 4 ⇒ (4) + 7 + 1 - 4 = 8
Boom!+PBS: 2d6 + 4 + 1 ⇒ (2, 6) + 4 + 1 = 13
Scatter: 1d8 ⇒ 8

Justin D'Rite aka Sluuth |

Justin heads out in the lead, planning to use his wand before entering the next room.
The paladin activates his wand producing a magic shield and looks up to see the hounds. "Nice doggies."

Tohall of Erastil |

To keep things moving... was waiting for Ingrid and the monsters...
Tohall reaches for his holy symbol and calls to Erastil, "I ask for you blessings against those of Lamasthu!"
Cast Bless on the party. Move to J-3 if it is a viable spot
AC: 19 (17 Flat-footed / 12 Touch) w/o shield, 21 (19 Flat-footed / 12 Touch) w/ shield
In Hand: Longbow +6 (+7 BP) (1d8+1 (+1 PB)/x3)
Conditions:
Spells (0-level, DC 14, at will) Create Water, Detect Magic, Light, Guidance;
(1st level, DC 15) bless©, bless , magic weapon, magic fang(d)
(2nd level, DC 16) bull's strength, bull's strength©, Grace, Hold Animal(d)
Channel Energy (2d6, DC 13) 0 of 5 remaining
Predator’s Grace 7 of 7 remaining (+10 ft movement, low-light vision for 1 round)
Touch of Good 7 of 7 remaining (+1 sacred bonus to attack rolls, skill checks, ability checks, and saving throws)
Wand of Cure lights wounds charges remaining 34 of 50