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"Indeed. Lead on Master Galdur. "
Omrax sheathes his Greatsword and re-equips his sword and shield.

Dungeon Master S |

Apologies guys, not sure when I will get to respond to posts today, busy Friday through Sunday. I'll do what I can.
You push your way deeper into the ruins. It will take the society years to catalog it all, still you mission is one of rescue (hopefully) or recovery (hopefully not.)
Ahead, filling the cavern with its enormity, is a charred dome blackened by several dormant chimneys. A wide cobbled avenue thrusts forth from the cyclopean entrance signaling that whatever the Jistka produced within must have been gigantic indeed. Toppled and broken banner poles surround the soot-stained temple-foundry, and the wide avenue runs uninterrupted for as far as the eye can see. Other smaller domed basilicas surround the Jistka landmark in various stages of decline. Towering high above the charred dome are five chimneys creating a pattern that forms a shadowy pentagram down upon the cobbles below—alluding to the dark powers the Jistka once worshiped.
Feel free to include any exploration or preemptive defenses etc here. I'll keep posting to keep things moving today.
As you approach the legendary Jistkan landmark, a gaunt man wearing ornate armor emblazoned with a snake motif exits the temple-foundry clapping his hands in a mocking fashion—following closely behind him is a shambling humanoid, all rotting skin and slashed up clothing.
"I’m impressed; you’ve accomplished what my men could not. And, for that, we thank you. Because of you and your companions, we are now free to claim Rachikan for ourselves.”
Alan Baird a'Lorien: 1d20 + 10 ⇒ (12) + 10 = 22
Galdur XXI: 1d20 + 1 ⇒ (2) + 1 = 3 (or 4)
Omrax the Bold: 1d20 + 4 ⇒ (15) + 4 = 19
Wreck: 1d20 + 0 ⇒ (13) + 0 = 13

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wreck needs healing. So he has a wand that can help him. Will just roll. Much thanks. :P
Healing CLW: 6d8 + 6 ⇒ (4, 3, 2, 2, 6, 2) + 6 = 25
-Posted with Wayfinder

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Omrax will continue his search for the missing nephew. As they approach the legendary Jistkan landmark, he will call forth a divine bond into his longsword (making it +3)
With the arrival of the stranger and his undead lackey.
"Impressed you may be, but ye shall not survive to make your claim. Where is the boy?
Speak quickly before justice is delivered upon you."

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Wreck growls at the man, obviously this man makes people not dead, but in a bad way. Wreck will cut him down too!
Intimidate: 1d20 + 23 ⇒ (4) + 23 = 27

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"You were unable to this the mine carts down?" Galdur asks. A slight 'tsk' enters the question. [b]"We are here for Ratchikan and the nephew of the one who rediscovered it. What can you tell us about either? "" nodding at wrec he indicates the man should answer.

Dungeon Master S |

Alan Baird a'Lorien: 1d20 + 10 ⇒ (6) + 10 = 16
Galdur XXI: 1d20 + 1 ⇒ (19) + 1 = 20 (or 4)
Omrax the Bold: 1d20 + 4 ⇒ (5) + 4 = 9
Wreck: 1d20 + 0 ⇒ (7) + 0 = 7
The zombie by his side matches the markings and description of your missing nephew.
"You seemed to have inadvertently cleared a path. There was a sea of morlocks before and no cart. I sent my pet Erinyes out, but she never came back. It matters not. I don't know who you're looking for, but now that you're here, you've come to die!"

Dungeon Master S |

Unseen by any of the pathfinders, a quartet of arrows come raining down from the behind pillars (see map) They target Alan and Omrax with fleche attacks
Surprise Round!
Atk 1 v. Alan: 1d20 + 4 + 2 + 2 ⇒ (11) + 4 + 2 + 2 = 19
Atk 2 v. Alan: 1d20 + 4 + 2 + 2 ⇒ (1) + 4 + 2 + 2 = 9
Atk 1 v. Omrax: 1d20 + 4 + 2 ⇒ (13) + 4 + 2 = 19
Atk 2 v. Omrax: 1d20 + 4 + 2 ⇒ (14) + 4 + 2 = 20
They all miss! Omrax goes Posting bad guy actions now due to my spotty weekend schedule. Omrax's action first, then this.
A wall of fire erupts between the party instantly doing damage to Wreck and Galdur FIRE: 2d6 + 9 ⇒ (5, 2) + 9 = 16. The 4 humans stab again!
Atk 1 v. Alan: 1d20 + 4 + 2 ⇒ (9) + 4 + 2 = 15
Atk 2 v. Alan: 1d20 + 4 + 2 ⇒ (5) + 4 + 2 = 11
Atk 1 v. Omrax: 1d20 + 4 ⇒ (3) + 4 = 7
Atk 2 v. Omrax: 1d20 + 4 ⇒ (11) + 4 = 15
Again they are all misses. Finally the zombie creature moves forward (double move)
Enemy: 1d20 + 4 ⇒ (9) + 4 = 13
Alan Baird a'Lorien: 1d20 + 4 ⇒ (18) + 4 = 22
Galdur XXI: 1d20 - 1 ⇒ (19) - 1 = 18
Omrax the Bold: 1d20 + 3 ⇒ (17) + 3 = 20
Wreck: 1d20 + 3 ⇒ (4) + 3 = 7

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"Keep the zombie alive... err undead... I think that might be Eldis!"
Today was the first day at a new job & the previous post was from my phone while walking on icy roads.... I like Wreck do need some healing. CLW: 3d8 + 3 ⇒ (2, 1, 7) + 3 = 13 EDIT: 3 charges from wand. EDIT: looked up golem, I am unslow.
"Erinyes? As a pet? I think you should have kept a better leash. She was running loose and got hit by a Baird a' Lorien." The dwarf adds a belly full of laugh. Then he steps up to remove one of the obstructions in Alans path.
hammer: 1d20 + 10 ⇒ (16) + 10 = 26, squish: 1d8 + 6 ⇒ (2) + 6 = 8
hammer: 1d20 + 5 ⇒ (4) + 5 = 9, squish: 1d8 + 6 ⇒ (1) + 6 = 7

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Wreck takes a quick step so he faces down two of the ones attacking them
no dex for second opponent
Cleave!: 1d20 + 17 ⇒ (1) + 17 = 18
Cleave 2: 1d20 + 17 ⇒ (12) + 17 = 29
Damage 1: 1d12 + 23 ⇒ (10) + 23 = 33
Damage 2: 1d12 + 23 ⇒ (4) + 23 = 27
-Posted with Wayfinder

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Unfortunately the first human block's Wrecks massive swing. No matter. He had more where that came from
if i miss my round, if there is an opening, Wreck will charge the caster.
-Posted with Wayfinder

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Omrax will likewise attack the man blocking Alan.
"Clear the way you minions of evil."
Omrax +3 Longsword,PA: 1d20 + 13 - 3 ⇒ (14) + 13 - 3 = 24 for dmg: 1d8 + 7 + 6 ⇒ (1) + 7 + 6 = 14
Omrax +3 Longsword,PA: 1d20 + 8 - 3 ⇒ (9) + 8 - 3 = 14 for dmg: 1d8 + 7 + 6 ⇒ (7) + 7 + 6 = 20

Dungeon Master S |

Round 1:
Alan Baird a'Lorien: Current
Omrax the Bold: On deck to swing twice at Aspis agents.
Galdur XXI: In the hole to swing twice at Aspis agents
Enemy: TBD
Wreck: Will host a cleave party.

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The 4 misses on Alan provoke AoO. If the first one hits he gets a second free attack
1d20 + 13 + 1 ⇒ (17) + 13 + 1 = 312d6 + 8 ⇒ (1, 2) + 8 = 11
1d20 + 13 + 1 ⇒ (7) + 13 + 1 = 212d6 + 8 ⇒ (6, 4) + 8 = 18
1d20 + 13 + 1 ⇒ (4) + 13 + 1 = 182d6 + 8 ⇒ (4, 1) + 8 = 13
1d20 + 13 + 1 ⇒ (4) + 13 + 1 = 182d6 + 8 ⇒ (4, 3) + 8 = 15
1d20 + 13 + 1 ⇒ (18) + 13 + 1 = 322d6 + 8 ⇒ (3, 1) + 8 = 12
1d20 + 13 + 1 ⇒ (19) + 13 + 1 = 332d6 + 8 ⇒ (6, 4) + 8 = 18
1d20 + 13 + 1 ⇒ (17) + 13 + 1 = 312d6 + 8 ⇒ (6, 4) + 8 = 18
1d20 + 13 + 1 ⇒ (5) + 13 + 1 = 192d6 + 8 ⇒ (3, 6) + 8 = 17
And Alan will continue the assualt on the closest enemy
1d20 + 13 - 1 ⇒ (1) + 13 - 1 = 132d6 + 8 ⇒ (5, 4) + 8 = 17
1d20 + 8 - 1 ⇒ (6) + 8 - 1 = 132d6 + 8 ⇒ (2, 1) + 8 = 11

Dungeon Master S |

Alan is a whirlwind of fury. He slams 3 out of the 4 agents and the sounds of breaking bones echo through the room. As the agents redouble their attacks however the brawler isn't as effective, missing on his final two attacks. Omrax slays the northern most agent, but cannot connect with his second swing. Galdur braves the flames of the Wall of Fire taking DMG: 2d6 + 9 ⇒ (3, 1) + 9 = 13. Like a vision he comes through the wall and drops his hammer on an agent, shattering the man's skull. The agents begin to fall back, seeing the technique Alan has demonstrated, the opt to stab at Omrax and Galdur:
Omrax 1: 1d20 + 4 ⇒ (8) + 4 = 12 MISS
Galdur 1: 1d20 + 4 ⇒ (16) + 4 = 20 DMG: 1d6 + 1 ⇒ (2) + 1 = 3
The evil cleric orders the zombie forth to attack. He then casts a spell upon himself. The cleric erupts into flames. While they don't harm him, there is no doubt that these are not illusory. Finally wreck begins his tirade, passing through the flames DMG: 2d6 + 9 ⇒ (4, 5) + 9 = 18. Shockingly he misses! Alan begins round 2.
Round 1 Recap:
Alan Baird a'Lorien: whirlwind of fists and feet
Omrax the Bold: slays an agent
Galdur XXI: Steps through the wall and slams.
Enemy: TBD
Wreck: Will host a cleave party.
Agent 1:DEAD
Agent 2:0
Agent 3: 30
Agent 4: DEAD
BBBEG:
Zombie:

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According to map, they are all still very alive, I will delay my action till i can charge the priest thingy! I will roll just incase i do get to charge
CHARGE!: 1d20 + 17 + 2 ⇒ (9) + 17 + 2 = 28
SLASH!: 1d12 + 23 ⇒ (5) + 23 = 28

Dungeon Master S |

map is accurate. There are two left who are blocking your path purposefully. If they get cleared out, you'll be able to rush in.

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Omrax will step forward and slash at the foe in front of Wreck.
Omrax +3 Longsword: 1d20 + 15 ⇒ (4) + 15 = 19
for dmg: 1d8 + 7 ⇒ (6) + 7 = 13
Omrax +3 Longsword: 1d20 + 10 ⇒ (6) + 10 = 16
for dmg: 1d8 + 7 ⇒ (2) + 7 = 9
"Go with the blessings of the Inheritor, Sir Wreck.
Master Galdur, do we slay the zombie or must we keep it intact to revive our missing nephew? It will likely not go peacefully."

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Alan will rush the cleric tumbling past the zombie and delivering a jump kick to his head
acrobatics: 1d20 + 22 ⇒ (7) + 22 = 29
attack, stunning fist DC 16
1d20 + 13 ⇒ (20) + 13 = 332d6 + 8 ⇒ (1, 5) + 8 = 14
Confirm
1d20 + 13 ⇒ (19) + 13 = 322d6 + 8 ⇒ (1, 6) + 8 = 15

Dungeon Master S |

Playing a little fast and loose with initiative because it's PbP. Technically Wreck goes to the end of the round, so you can't delay, but I won't hold you back. Though I suppose a readied action works as well. Let's run with that.
Alan tumbles past guard and zombie alike with ease. He slams into cleric who is current very much on fire. The flames cause the brawler 1d6 + 9 ⇒ (2) + 9 = 11 fire damage. The kick lands directly on the cleric's face causing an immense amount of blood. FORT: 1d20 + 7 ⇒ (12) + 7 = 19, but he keeps his whits about him. Omrax hacks into the aspis agent, but he continues to block the half-orc's charge. If Galdur can 5' step and take that agent out, Wreck can charge. It's Galdur's turn!
Round 2 Recap:
Alan Baird a'Lorien: Flying kick to the cleric
Omrax the Bold: hacks an agent
Galdur XXI: Current
Enemy: TBD
Wreck: Readied action
Agent 1:DEAD
Agent 2:19
Agent 3: 30
Agent 4: DEAD
BBEG: 29
Zombie: 0

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"It looks like e man we seek. Look closely you will see Grone's cheekbones and dark eyes. And by closely I mean look at the cheekbone to see the eye."
hammer: 1d20 + 10 ⇒ (2) + 10 = 12, smack: 1d8 + 6 ⇒ (1) + 6 = 7hammer: 1d20 + 5 ⇒ (20) + 5 = 25, smack: 1d8 + 6 ⇒ (5) + 6 = 11

Dungeon Master S |

Confirmation: 1d20 + 5 ⇒ (20) + 5 = 25
CRIT extra: 2d8 + 12 ⇒ (4, 8) + 12 = 24
Net damage: 35
Galdur completely demolishes the agent. Wreck then charges forth drawing an AoO from the agent 1d20 + 4 ⇒ (16) + 4 = 20 MISS. He then lays into the cleric, not killing him, but making a massive wound. The flames from the cleric hurt the half-orc though: 1d6 + 9 ⇒ (2) + 9 = 11.
Will update baddies ASAP.

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Now for the fun part... Wreck has step up. So just know he is trapped unless he tries to escape which will provoke ;). HP:102/113

Dungeon Master S |

The remaining agent sidesteps and tries to lay into Galdur: 1d20 + 4 ⇒ (20) + 4 = 24 and scores a hit! Confirmation: 1d20 + 4 ⇒ (4) + 4 = 8 for a total of 1d6 + 1 ⇒ (1) + 1 = 2
The zombie tries the same: 1d20 + 4 ⇒ (12) + 4 = 16, but his fists fall harmlessly on the dwarf.
The cleric steps back and casts a spell on Wreck, hoping to hold him off,
literally. When Wreck follows he knows a spell will be super risky, and instead channels to harm hitting Alan and Wreck. DC 18 Will for half of DMG: 4d6 ⇒ (1, 6, 1, 6) = 14
Good guys up!
Agent 1:DEAD
Agent 2:DEAD
Agent 3: 30
Agent 4: DEAD
BBEG: 57
Zombie: 0

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WS: 1d20 + 9 ⇒ (4) + 9 = 13
Wreck growls in anger, then swings his axe, trying to end this not good person quickly!
Attack 1: 1d20 + 17 ⇒ (2) + 17 = 19
Attack 2: 1d20 + 12 ⇒ (7) + 12 = 19
But the pain of the channel threw his aim off
HP: 88/113

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will: 1d20 + 11 ⇒ (3) + 11 = 14
25 damage
continue attacking BBEG
1d20 + 13 - 1 ⇒ (5) + 13 - 1 = 172d6 + 8 ⇒ (1, 4) + 8 = 13
1d20 + 8 - 1 ⇒ (13) + 8 - 1 = 202d6 + 8 ⇒ (4, 5) + 8 = 17

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a nat 20 and a nat 20?
"Can he be saved? I think it is too late. If he can, how do we capture him?" The dwarf ignores the the zombie for now, focusing on the goon. "Did the archers run off?"
hammer: 1d20 + 10 ⇒ (12) + 10 = 22, crunch: 1d8 + 6 ⇒ (6) + 6 = 12
hammer: 1d20 + 5 ⇒ (11) + 5 = 16, crunch: 1d8 + 6 ⇒ (6) + 6 = 12

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If the last goon is still standing, Omrax will take his swing to help Galdur.
longsword: 1d20 + 15 ⇒ (1) + 15 = 16 damage : 1d8 + 7 ⇒ (4) + 7 = 11
longsword: 1d20 + 10 ⇒ (2) + 10 = 12 damage : 1d8 + 7 ⇒ (2) + 7 = 9
If the goon is down, Omrax will lay hands on the zombie to heal.
"Be healed, lost nephew Eldis! . "
Touch: 1d20 + 10 ⇒ (11) + 10 = 21 [Dice= Positive "healing" ]4d6+1d6[/dice]

Dungeon Master S |

I mistakenly called them archers. That's why they magically turned into rapier wielding foes. My bad.
Alan's first blow is easily parried, but the second strikes the cleric in the throat. With a choking sound the cleric drops to the ground, his neck broken. Galdur and Omrax both drop the last consortium agent.
Omrax then "heals" the zombie back to death, allowing the nephew to pass to Pharasma's Boneyard.
The cleric's possessions are telling. Of note is something called the Jistkan codex of the Golemworks Artificers.
As you flip through the pages, the sounds of hundreds, perhaps thousands of voices shriek and holler from deeper in the ruins. The notes on the cleric call them morlocks. Finally it clicks what those creatures were.
Alas, there is nothing to be done for Eldis. When you return to Absalom to report on the mission you are praised for your work in securing the site for the Society, and your fame increases among agents for snatching it from the Consortium. Uncle Benton greats the news with sadness and determination. He deals with his nephew's death with a plan, he rejoins the Society and his first mission is into the ruins of Rachikan...
Excellent work Pathfinders, but the task is not yet completed. Part II is not Season 0 and is more difficult. I will try to get your Chronicles out today, and if not it'll be tomorrow for certain. If you are interested in Part II, I'll get get that link up and running later today.

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was great fun. Thanks GM! And thanks to the healers who kept wreck up and going! Wreck is ready for part 2!
-Posted with Wayfinder

Dungeon Master S |

(Oh and feel free to post day jobs)

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Omrax sheathes his sword and heals Wreck and Alan.
"Strong work team. Now to return this fallen nephew to his worried uncle."
Great job running it, GM. A lot of fun. Omrax is ready for part2. I had originally signed him up for all 3 parts with another GM, but the rest of the table went to a different game althogether so we went into limbo.

Dungeon Master S |

Nope, they're all Tier 7-11. I'll do a level check to see what subtier once we get started.

Dungeon Master S |

Boon Rolls:
GM: 1d20 ⇒ 14
Alan: 1d20 ⇒ 11
Galdur: 1d20 ⇒ 16
Omrax: 1d20 ⇒ 1
Wreck: 1d20 ⇒ 12
Boon of players choice on a natural roll of 1 or 20
**Re-Rolls not allowed on boons**

Dungeon Master S |

Omrax, you'll need to choose a boon, let me know if you need help finding the list.

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Sorry I could not get onto Paizo all last night and until now this morning. I will review the list and send shortly.