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The Disguise spells I have looked at generally have a short short duration. Any ideas on a spell we can cast that will last for a little? Alie would be happy to kick in gold and use the scroll, if we find one.

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Heh. Checking, there is no elixir of disguise, I was misremembering. There is dust of illusion for 1200 gp, and 2 hrs of disguise self. For that cost, a hat of disguise for 1800 seems like a better deal.

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Very clever...I forgot about hats of disguise. I wonder if one of those plus some Sleeves of Many Garments or whatever they are called would do the deed well enough.

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Mathais looks up from the book he was reading and sets it down "Well, it looks like Rachikan isn't quite through with us, is it?"
Kn Local!: 1d20 + 8 ⇒ (3) + 8 = 11
Mathais contemplates about the Order of the Rack and what he's heard about them, but he doesn't remember too much.
There is the spell, Adjustable disguise which last 10 min/lvl and is a lvl 3 spell ... Plus it's on the Inquisitor & Sorcoror spell list, and thanks to handy PFS rules with scrolls, either Mathais or Alie can use it :D

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"Bluff our way past a host of Hellknights? Pshaw, alright - I'll just get the paperwork in order now to get my 'The Risen' title from the Scarab Sages..." Maaarv wonders out loud.
"I can mix up some extracts of disguise self for each of us to use. No need to buy any potions or scrolls - unless we want some back-ups. The extracts will last 80 minutes."
Maaarv starts mixing up the extracts.

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"I haven't used it before, actually. So I'm not sure. But Dreng's sending us with Hellknight attire, so that should be alright, shouldn't it?"

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"Hellknights...spits...friggan Hellknights. I despise dressing up as one of those tyrants but I will for this mission. Just don't expect me to do any Hellknight speeches or talk."

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"I plan of buying a hat of disguise to be safe, but those extracts sound like the way in. I'm ready."

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Maaarv takes the time needed to mix up extracts of disguise self for each person in the group. "So... yeah. 80 minutes. Means we probably shouldn't dilly-dally once we've taken them." He hands an extract to everyone.
He then puts on the Hellknight garb over his mithral chain shirt. "Alright, lady and gents. Shall we?"
I have no experience with Hellknights. Are they generally considered to be evil? (the name kind of suggests it, but just wanting to check) Just curious. If divulging any information on them runs us into spoiler territory for the scenario, then feel free to ignore my curiosity.

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Jaggar has had dealings with them, a PFS buddy plays one Jaggar did some PFS missions with and we RP'd disliking each other since he was LN and full of unforgiving Law (ala LE) and Jaggar is CG with CN tendencies. So Jaggar knows enough about the zealot Hellknights if you need info.

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Jarlgur shrugs. "It seems we have about as much preparation as we can come by. Shall we head to the ship?" Peering at his team members, he asks. "Is anyone particularly skilled at subterfuge?"

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Mathais starts laughing loudly. "I get it! I happen to be in the same boat as Jagger... I'm not good at lying to a hellknight, much less anyone else."

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Diplomacy +16
Bluff +11
Intimidate +11
------------------------
"I can tell a bit of a story," Alie added.

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Maaaarv dresses himself in the garb of the Hellknight. "Oye, this is uncomfortable. So... we go in dressed up in these ridiculously serious clothes and simply bluff our way as quickly as possible through to the lift. Wait, are we posing as the 'Order of the Rack' - or are we bluffing our way past them?" Maaarv's look of confusion dissipates as he has a thought.
"So, does anyone else think that the 'Order of the Rack' is in charge of protecting Zarta Dralneens...erm...treasures?" The alchemist barely gets his thoughts out before cracking up at his own attempt at humor. "Get it? Order of the Rack? You know..."
With nobody else finding his blue material very funny, Maaarv shrugs his shoulders. "Alright then, let's be off. Alie - you're the most sociable, why don't you take the lead. You're our commander - treat us like dirt, don't allow us to talk... that sort of thing. Just act like you belong among the Hellknights. Same goes for the rest of us, right?"

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"Based on my previous dealings with the scumknights, they follow their commanders orders to the letter, as long as it is in line with their ultimate goal of establishing order in areas they control. Also hide any religious symbol not lawful in design." Jaggar says as he puts his hell-oween costume on.

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Is there a way for Alie to get by without wearing awful Hellknight armor? If not, she will be worthless if trouble breaks out, as I expect it might.

GM Bold Strider |

Booming drums reverberate off the jagged walls of Rachikan’s ruins. Ahead, the shrieks and cries of inhuman voices cut through the ordered commands of an unseen baritone speaker inspiring his troops. The sounds of battle rage ahead, where a wooden fort highlights the otherwise monotonous rocky ruins of ancient Rachikan. Its palisades strain to hold back what seems to be a singular wave of twisted, shambling flesh, but on closer inspection, the mass consists of hundreds of writhing morlocks, hungrily hoping for blood.
As you explore Rachikan, they hear the unmistakable sounds of carnage, and witness a hoard of morlocks storming a Hellknight fortified camp. From your vantage point, it seems that the Hellknights’ defenses barely manage to hold off the endless waves of marauding morlocks. A pack of morlocks herding a stone golem approaches the Hellknights’ flank unnoticed. These morlocks discern your scent and abruptly change their course at the prospect of an easier meal.
Mathais peeks his head out of the door and sees this group heading your way.
Initiative:
Maaarv: 1d20 + 3 ⇒ (18) + 3 = 21
Mathais: 1d20 + 12 ⇒ (9) + 12 = 21
Jarlgur: 1d20 + 4 ⇒ (2) + 4 = 6
Jaggar: 1d20 + 7 ⇒ (2) + 7 = 9
Alie: 1d20 + 6 ⇒ (1) + 6 = 7
Enemies: 1d20 + 8 ⇒ (19) + 8 = 27
Initiative:
1st: Stone Golem; Morlocks (#1-Red; #2-Orange; #3-Yellow; #4-Green; #5-Blue; #6-Purple)
2nd: Mathais; Maaarv; Alie; Jaggar; Jarlgur

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Alie used her standard golem fighting spell--Create Pit. With an arcane word, a pit opens up under the golem, trying to swallow him whole. After casting the spell, she moves twenty feet away from the oncoming horde.
Cast Create Pit. DC 19 Reflex save to avoid.

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Can I move out of the building and get line of sight? If so, that's my plan...20' out of the room and then , if I see the golem, pit under it.

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Maaarv dashes out of the room and sees the large golem. He quickly chucks a Frost Bomb at the thing, hoping to slow it down a little.
Ranged Touch, PBS, Out of Range: 1d20 + 10 + 1 - 2 ⇒ (17) + 10 + 1 - 2 = 26
Cold Damage, PBS: 4d6 + 6 + 1 ⇒ (1, 1, 5, 2) + 6 + 1 = 16
Fort Save DC 20 or staggered for one round.

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Mathais leans out and sees the Golem and tries to remember anything he can about them
Knowledge Arcana + Monster Lore: 1d20 + 22 ⇒ (4) + 22 = 26
What Mathais knows will impact what he does :D

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Jarlgur moves out of the structure, then casts a spell. A burst of light envelopes the southern morlocks!
Burst of Radiance: 5d4 ⇒ (2, 4, 4, 3, 1) = 14 DC 16 Ref to avoid blind, but be dazzled!
Round of Blindazzle: 1d4 ⇒ 1
Can catch the three southern ones.

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Mathais casts Divine Power on himself and the declares Judgements on the enemy, while moving forward.
Judgements of Justice (+3/6 to hit/crit) and Sacred Smiting (Weapon counts as Magic, Good, and Adamantine for bypassing DR only.)

GM Bold Strider |

Reflex Save: 1d20 + 2 ⇒ (15) + 2 = 17
The stone golem falls into the pit as Jarlgur takes out three of the morlocks.
Falling Damage: 3d6 ⇒ (4, 4, 5) = 13
The remaining three morlocks leap at the Pathfinders, lashing out with their weapons.
Maarv: 1d20 + 5 ⇒ (8) + 5 = 13
Mathais: 1d20 + 5 ⇒ (15) + 5 = 20
Mathais: 1d20 + 5 ⇒ (12) + 5 = 17
Their weapons are useless as the stone golem stands and climbs 15' up the side of the pit.
Initiative:
1st: Stone Golem @ 29 damage; Morlocks (#1-Red; #3-Yellow; #6-Purple)
2nd: Mathais; Maaarv; Alie; Jaggar; Jarlgur

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Mathais laughs as the pitiful Morlock weapons spark off his armor and decides to return the favor.
Free Action, Kn Local for morlock subtype, Swift Action Bane Morlock Subtype, Full Round Attack, Primary/Divine Power on the one who rolled a 15, iterative on the one who rolled a 12.
Kn Local: 1d20 + 18 ⇒ (19) + 18 = 37
Primary!: 1d20 + 15 + 3 + 2 ⇒ (3) + 15 + 3 + 2 = 23
Damage!: 1d8 + 10 + 3 + 4d6 ⇒ (5) + 10 + 3 + (4, 1, 2, 6) = 31
Divine Power!: 1d20 + 15 + 3 + 2 ⇒ (18) + 15 + 3 + 2 = 38
Damage!: 1d8 + 10 + 3 + 4d6 ⇒ (7) + 10 + 3 + (3, 1, 3, 5) = 32
Iterative!: 1d20 + 10 + 3 + 2 ⇒ (18) + 10 + 3 + 2 = 33
Damage!: 1d8 + 10 + 3 + 4d6 ⇒ (7) + 10 + 3 + (4, 5, 2, 1) = 32

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Jaggar moves and strikes at the red morlock...using power attack and furious focusGGATK: 1d20 + 20 ⇒ (19) + 20 = 39...GG DMG: 1d20 + 19 ⇒ (19) + 19 = 38

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Maaarv steps over the fallen bodies of the morloks and tosses another Frost bomb at the stone golem.
Ranged Touch, PBS: 1d20 + 10 + 1 ⇒ (5) + 10 + 1 = 16
Cold Damge: 4d6 + 6 + 1 ⇒ (3, 5, 6, 4) + 6 + 1 = 25

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Oh yeah, I guess I would need to to see the golem in the pit.
Reflex to avoid falling in the pit: 1d20 + 11 + 2 ⇒ (10) + 11 + 2 = 23
Maaarv keeps his footing at the edge of the pit.

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Alie holds her action, knowing she didn't have much else to do to affect the golem.
If we can't take it down, I'll cast Haste next round.

GM Bold Strider |

The golem climbs out of the pit, drawing an attack of opportunity from Maaarv. If possible.
The golem slams his fist at the tiny man.
Slam: 1d20 + 22 ⇒ (18) + 22 = 40
Damage: 2d10 + 9 ⇒ (4, 6) + 9 = 19
A blast of magic engulfs Maaarv. Will Save
Initiative:
1st: Stone Golem @ 54 damage
2nd: Mathais; Jaggar; Maaarv @ 19 damage; Alie; Jarlgur
-Posted with Wayfinder

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"If anyone has adamantine weapons, now would be a good time to unsheath them...and blast me for forgetting one of them between the last adventure and this one..." Jaggar moves to a position to charge at the golem if it climbs out of the pit.

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Maaarv can't make an AoO, no weapon in hand.
Will Save: 1d20 + 6 ⇒ (17) + 6 = 23
Maaarv takes a step back and tosses two more frost bombs at the golem.
Ranged Touch, PBS, Bless: 1d20 + 10 + 1 + 1 ⇒ (6) + 10 + 1 + 1 = 18
Cold Damage, PBS: 4d6 + 6 + 1 ⇒ (2, 3, 6, 5) + 6 + 1 = 23
Ranged Touch, PBS, Bless: 1d20 + 5 + 1 + 1 ⇒ (9) + 5 + 1 + 1 = 16
Cold Damage, PBS: 4d6 + 6 + 1 ⇒ (3, 1, 4, 3) + 6 + 1 = 18
DC 20 Fort save on each of those or staggered for one round.

GM Bold Strider |

Can't be affected by the Fort effect as it is a construct.
Maaarv's two bombs completely destroy the stone golem.
The battle subsides and the Hellknights appear to have triumphed. A man in full Hellknight armor approaches the party. "Greetings strangers! I am Paralictor Maladin Bane. Thank you for your aid. You surely saved many Chelaxian lives today."
Are any of you clad as Hellknights?

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Jaggar offers his hand and grips the Hellknight on the shoulder with this other hand, "Greetings brother. We traveled to Rachikan, I believe this place is called. Are you garrisoned here?"
not bluffing, or using diplomacy, just saying the truth.