
Tohall of Erastil |

As there is little room to move forward the cleric can hear combat and the others yelling just before a loud boom and small wash of warmed air, "That cannot be good."
"Any chance we can move ahead?" the man asks of the others ahead of him.
Delay some more until there is room to move... in the nasty terrain
AC: 19 (17 Flat-footed / 12 Touch) w/o shield, 21 (19 Flat-footed / 12 Touch) w/ shield
In Hand: cold iron sickle +4 (1d6+1)
Conditions: Grappled, strangeled
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) 4 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 36 of 50

Aarakess Halcorn |

As soon as Aarakess is in front of Justin, she stares at the one on the left. The morlock suddenly feels quite exhausted from battling the dwelf and decides that now is a good time for a nap.
Slumber Hex: DC17 or asleep for 4 rounds.

GM Blood |

Will Save #2 1d20 + 5 ⇒ (17) + 5 = 22
Assuming anyone delaying isn't doing something
The morlock #2 shakes off the sleep and continues to fight.
Morlock #3 moves to join #2 in their fighting style
Acrobatics to avoid AoO 1d20 + 13 ⇒ (19) + 13 = 32 vs CMD Kithan 18
#2 and #3 attack Kilthan! with one morningstar attack hitting
Morningstar #2 1d20 + 5 + 2 ⇒ (14) + 5 + 2 = 21 *hit*
Damage 1d8 + 2 + 1d6 ⇒ (7) + 2 + (5) = 14
Bite #2 1d20 + 2 ⇒ (15) + 2 = 17
Damage 1d4 + 1 + 1d6 ⇒ (4) + 1 + (6) = 11
Morningstar #3 1d20 + 5 + 2 ⇒ (3) + 5 + 2 = 10
Damage 1d8 + 2 + 1d6 ⇒ (5) + 2 + (2) = 9

GM Blood |

The ground here is Difficult Terrain. If you wish to cross the bridge, you must state at which speed they will cross (1/4 speed, Half, or full) and if they will use one or two hands to brace themselves while crossing. At 1/4 speed with 2 hands anyone can cross without an acrobatics check otherwise one must be made. Moving at the rate without a check will take 2 rounds to cross the bridge
Round 3
Initiative Order - Aarakess, Kilthan, Justin, Ingrid, Dryn'taka (Delay), Tohall (Delay), Morlock
Morlock Stats AC 17 T 14 FF 13

Kilthan Hammerstone |

Kilthan absorbs the blow with a grunt, saying, "I guess I'll have to cut you all in half..."
Mwork Greataxe (PA) vs Morlock #2: 1d20 + 7 ⇒ (4) + 7 = 11 {includes bless and masterwork bonus} Annnnd there it is. Apparently it *is* the latter.
Kilthan snarls as the axe swings wide, cursing the blasted things beating on him with their morning stars.
Status: 17/46 hp; AC 18/12/16 {Adaptation, shieldless}

Aarakess Halcorn |

Aarakess begins to cackle maniacally as she stares at morlock #3.
While laughing, she calls out in an eerie voice. You are doomed. Your defense and you attacks shall fail you soon.
As she is calling this, she causes morlock #3 to also feel that this fighting is exhausting work and a nap would be of use at this point.
Kilthan is after me, so he can take an AoO and make a CDG if the morlock falls asleep.
Standard Action: Slumber Hex - DC17 Will or asleep for 4 rounds.

Kilthan Hammerstone |

Slight revision to action -> Targeting the Morlock that fell asleep before it awakens (but not a CdG)
I don't think I'd accept the AoO for the CdG -- considering how hard they hit and the fact that the AoO interrupts, the CdG might not even land.... However, considering these guys have already been fireballed, I might (have) attack(ed) the prone and defenseless one to prevent his buddy from waking him, hoping that a nice Power Attack would prevent him from being able to get up and leaving me only one target.... especially since they seem to be aligning their attacks against me. (Flanking bonuses and the precision/sneak attack damage).
So, assuming GM Blood if will to allow the shift in target.... I imagine the 11 would be good enough to hit a helpless target (the +4 to hit makes it 15, and the effective Dex of 0 (-5) should reduce the AC to something I would connect with)
Assuming that's now a hit vs. the helpless beast.... Greataxe (PA): 1d12 + 10 ⇒ (12) + 10 = 22

Kilthan Hammerstone |

Mwork Greataxe (PA) AoO: 1d20 + 7 ⇒ (20) + 7 = 27 Well, that seems wasteful...
Confirmation...: 1d20 + 7 ⇒ (14) + 7 = 21 I guess I *did* threaten to cut them in half...
Ok, then.... Critical Damage: 3d12 + 30 ⇒ (8, 3, 5) + 30 = 46
Kilthan sweeps the massive blade across as the Morlock tries to rise, cleanly taking its head off. He glowers at the last one, "Next."

Kilthan Hammerstone |

And he would have, if that confirm roll had gone his way...
Mwork Greataxe (PA): 1d20 + 7 ⇒ (18) + 7 = 25 for 1d12 + 10 ⇒ (8) + 10 = 18
Status: 9/46 hp; AC 18/12/16 {Adaptation, shieldless}

Aarakess Halcorn |

Justin should be shooting, I think he will be at like -8, but a natural 20 is always a hit and damage is damage.
Aarakess continues to cackle while causing a dread realization to arise in the morlock's diminutive brain that perhaps this was not the most well timed ambush of a legendary dwelf.
Move: Cackle
Standard: Evil Eye Hex: -2 attacks for 7 rounds, 1 round if DC17 Will - continued with Cackle

Aarakess Halcorn |

No, let it live. I enjoy standing across a dark chasm from maligned and malformed subterranean abhorrant humanoids while I spread dark and depressing visions through their diminutive excuses for minds.

Kilthan Hammerstone |

Kilthan growls, "Never give up, do ye? Guess there's still *some* part of me not covered in Morlock splatter..." and swings the axe again.
Mwork Greataxe (PA):: 1d20 + 7 ⇒ (16) + 7 = 23 for 1d12 + 10 ⇒ (6) + 10 = 16
Status: 9/46 hp; AC 18/12/16 {Adaptation, shieldless}

GM Blood |

The morlocks guarding this chamber were much like the initial morlocks you fought. Stone morningstars and crude weapons and armor make what they had not worth much of anything.
Looking at the passageway past the bridge it has a steep angle, almost 45 degrees upwards. You think you will be able to walk up it easy enough, though it will probably be a good workout with the steep angle.
You decide to spend a little time resting and catching your breath from all of the fighting you have been through.
OK, everyone is leveled and ready to go. Looks like Kithan needs some healing. Ingrid-Bot could do it or would you want to do it with the wand?

Kilthan Hammerstone |

I only added the new hit points to the old total -- however +29 hp brings me to 50/58
After the brief rest, Kilthan stretches, a new spell burned into his mind. He crosses the bridge back to the shelf, intent on searching the corpses of his last foes before pressing on.

GM Blood |

Your choice if you want to try a 2 hour rest with the spell. You figure that these morlocks probably rotate in watches at some point. If their watch was close to an end and others replace them then they'll be on alert. Otherwise you may be fully rested (at least the casters that use the spell. I'll leave the decision up to you

Kilthan Hammerstone |

Personally, I'd vote for pressing on, since I doubt Dryn would get a whole new set of bombs from resting - and if we can clear out the Morlocks, we can *then* take the opportunity to rest. (Plus, we do get the benefit of our new spell slots)
Besides which, the rules for regaining spells say that you can't get back spell slots used in the last 8 hours -- though if the GM's willing to bend that one, then things might change...

Justin D'Rite aka Sluuth |

After resting 15 minutes, Justin heals Kilthan.
Clw: 1d8 + 2 ⇒ (6) + 2 = 8
"I would think we want to hunker down and rest. There could be some nasty creatures at the end. I still remember the fight with the two aerial creatures that almost did us in. But if everyone is sure of our success, we can continue."
Justin is trying to be optimistic, but doubt is evident in his voice.
Full rest is my vote. One more room syndrome can lead to one critical from the bad guys and some missed saves.

Dryn'taka Devilschild |

"I'm able to salvage a couple of catalysts to help us out, and scrounge up a couple more extracts. My mutagen might run out soon though. I'd like sometime to mix some more if we can."
I vote rest too, or an hour to prepare a new mutagen. At this point I have 2 bombs (yay accounting error and level up), a shield extract, and an open 1st and 2nd level extract slots. My mutagen lasts 40 minutes (50 now, but I was lvl 4 when I drank it ;p), and a 15 minute wait takes a good chunk of that time. I think it'll still last a short while, but that's up to GM Blood.

Aarakess Halcorn |

I have a decent number of spells left. I used up my burning hands, but still have two enlarge person, both my new level 3 spells and most of my level 2 spells. Also, I have all my hexes as I have only used the Healing Hex on myself, Tohall and Kilthan. In addition, my healing hex does 2d8+6 now.
If we get to a room that we can hold the entry to, I have both Rain of Frogs and Vomit Swarm. Both of which are decent guaranteed damage against potentially multiple enemies.
I think with the Wand of CLW, we have the power to move on. We all know that if we wait, the enemy will know that we are here and will be much better prepared.

GM Blood |

Initiative Kilthan Hammerstone 1d20 + 4 ⇒ (11) + 4 = 15 (Below Ground)
Initiative Aarakess Halcorn 1d20 + 3 ⇒ (7) + 3 = 10
Initiative Dryn'taka Devilschild 1d20 + 3 ⇒ (15) + 3 = 18
Initiative Ingrid Anika Nina Jones 1d20 + 2 ⇒ (6) + 2 = 8
Initiative Justin D'Rite 1d20 + 0 ⇒ (13) + 0 = 13
Initiative Tohall 1d20 + 2 ⇒ (20) + 2 = 22
Initiative Morlocks 1d20 + 8 ⇒ (19) + 8 = 27
You start the walk up the slope feeling the extra use of muscles on your legs. It is quite a distance up to the top of the sloping passageway. When you make it there you see:
The roof of this large cavern glistens twenty feet above and is traced with faint veins of iron ore. The quarters here are tight and cramped. Barely ten feet to the east, the cavern floor rises up into a nearly vertical slope.
As Kilthan is about to walk out of the tunnel he sees three morlocks with longspears on top of the first vertical slope. They seem ready for battle, standing ready with their longspear awaiting whatever comes out of the tunnel that is wielding light sources. They yell something in a gutteral language (You are sure it is undercommon)
On the map you will see a series of contour lines. Each one of those is a 10' climb that is a DC 5. (Remember you cannot take 10 while in combat). Also the floor is still difficult terrain throughout the cavern.
You need a reach weapon to hit between the top and bottom of one of the slopes

Aarakess Halcorn |

Aarakess calls forward to Justin and Kilthan.
Justin, you want to be the big lizard you keep claiming you are?
Or, if you want, I can introduce these morlocks to some frogs with a nasty bite.
I wait until the front two indicate whether they would prefer a Rain of Frogs or Enlarge Person.

Tohall of Erastil |

The cleric taking up the rear of the group again, a small stone of light swirling above his head to provide light in these darkened conditions looks up and grips his bow tighter at the mention of more morlocks. Not seeing any way forward at present he waits for his chance to press forward.
Delay (The joys of being at the back in difficult terrian. The travel domain powes that Rohara had would have be nice down here)
AC: 19 (17 Flat-footed / 12 Touch) w/o shield, 21 (19 Flat-footed / 12 Touch) w/ shield
In Hand: cold iron sickle +4 (1d6+1)
Conditions: Grappled, strangeled
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)
(3rd level, DC 17) Nap Stack, Prayer, Circle of Protection from Evil(d)
Channel Energy (3d6, DC 14) 6 of 7 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 36 of 50

Kilthan Hammerstone |

On the plus side, I *can* take 0 in combat -- my climb modifier is above the DC.
Kilthan sighs, "I'm getting sick of these grey-skinned freaks." He casts Feather Step and wills his skin to harden, while stepping out of the way to allow Justin access, keeping his Klar between himself and the longspears.
He says, "Either make us big enough to reach 'em, or keep 'em distracted so we can climb without being pincushioned."
Effects: Adaptation (+2 Natural AC) 100 rounds; Feather Step (ignore difficult terrain) 200 rounds;
Standard Action: Casting Feather Step
Move action: Step to I8
HP: 58/58
AC: 19/12/17

Kilthan Hammerstone |

Tohall -- your status block doesn't reflect your current hp -- at least, I hope it doesn't!

Aarakess Halcorn |

Aarakess begins to call on the strange power that grant her powers. As she does so, Justin begins to feel his body, and fortunately his equipment, begin to stretch.
Standard Action: Cast Enlarge Person at Justin - 1 round casting time.