
GM Abraham |

Conditions: Difficult terrain - all squares with rocks or rubble. The area within the Maroon template is DARKNESS - only those with Darkvision can see. Inspire Courage: +4 to attacks/dmg (+2 more *if* you can see Azrael)
Current time: 12:20 (the level was entered at 12:00)
=== Round 1 -> 2 ===
Aaftaab - dmg; darkvision 60'; ioun torch;protection from evil (12:18);
Saabz (AC 18) - dmg; low-light vision & scent; blind
Cyan - dmg;
Green - dmg;
Yellow - 17 dmg;
Maroon - dmg;
Kala (AC 17) - dmg; Light on shield & normal vision; blind;
Smelly (AC 19) - 49 dmg; blind; unconscious; prone; dying; stabilization check;
Azrael Azarhe - dmg; darkvision; 2 questions about Morlocks;
Red - dmg;
Blue - dmg;
Orange - dmg;
Purple - dmg;
Lucifer - dmg; darkvision;
Guy du Loc - dmg; no light & normal vision;
* loses its Dexterity bonus to AC
* –4 penalty on most Strength– and Dexterity-based skill checks and on opposed Perception skill checks
* All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail.
* All opponents are considered to have total concealment (50% miss chance)
* must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone.
Kala stumbles into the darkness and swings wildly but cannot find her target.
Smelly also tries to lash out at the foes that have been harassing him but he too misses.
Azrael uses his horn to summon his comrades to valor and reassure them that the battle is far from lost! Inspire Courage (+4/+4) in effect for everyone; additional +2 for those who can see Azrael.
target? 1=S 2=K: 1d2 ⇒ 2
Red turns his attention to the new foe, Kala, who has entered the fray.
club, flanking: 1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 9
bite, flanking: 1d20 + 0 + 2 ⇒ (5) + 0 + 2 = 7
target? 1=S 2=K: 1d2 ⇒ 1
Blue continues his assault on Smelly.
club, flanking: 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27
bite, flanking: 1d20 + 0 + 2 ⇒ (4) + 0 + 2 = 6
CRIT CONFIRM? club, flanking: 1d20 + 5 + 2 ⇒ (1) + 5 + 2 = 8
B dmg: 1d6 + 3 ⇒ (4) + 3 = 7 + sneak: 1d6 ⇒ 6
The poor bear is beginning to look bloodied, though unfortunately Kala cannot see this in the darkness (though she can tell from his cries of pain that he is being wounded).
Orange continues the brutal attack on the bear...
club, flanking: 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18
bite, flanking: 1d20 + 0 + 2 ⇒ (3) + 0 + 2 = 5
... and Purple does the same.
club, flanking: 1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 26
B dmg: 1d6 + 3 ⇒ (5) + 3 = 8 + sneak: 1d6 ⇒ 5
bite, flanking: 1d20 + 0 + 2 ⇒ (20) + 0 + 2 = 22
Dropping the poor animal to the ground. Though Kala is not quite sure which square her companion is in, the loud sound of his collapse, and the cessation of his angry growls are unmistakable signs of what has happened.
Purple then scampers forward.
It is the bottom of Round 1 and the start of Round 2.
Lucifer, Guy, Aaftaab, and Saabz are up! Don't forget to include 50% miss chance on your attacks if you are blind (high is always good for the one who is rolling). And please note that you are including Inspire Courage bonuses so we know you didn't forget.

GM Abraham |

Does Guy recognize the spell that was cast/item that was used? In other words does he think a simple light spell from his wayfinder will dispel the darkness?
Guy can easily see that the Light spell on Kala's shield is having no effect. In other words, he can tell that this must be a darkness spell that is higher than level 1.

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Upon hearing that the bear has dropped, Guy casts a DC 20 Burst of Radiance centered on the last know location of trouble, right in the middle of the darkness.
damage: 5d4 ⇒ (1, 2, 1, 4, 1) = 9

GM Abraham |

Conditions: Difficult terrain - all squares with rocks or rubble. The area within the Maroon template is DARKNESS - only those with Darkvision can see. Inspire Courage: +4 to attacks/dmg (+2 more *if* you can see Azrael)
Current time: 12:20 (the level was entered at 12:00)
=== Round 1 -> 2 ===
Aaftaab - dmg; darkvision 60'; ioun torch;protection from evil (12:18);
Saabz (AC 18) - dmg; low-light vision & scent; blind
Cyan - dmg;
Green - dmg;
Yellow - 17 dmg;
Maroon - dmg;
Kala (AC 17) - dmg; Light on shield & normal vision; blind;
Smelly (AC 19) - 49 dmg; blind; unconscious; prone; dying; stabilization check;
Azrael Azarhe - dmg; darkvision; 2 questions about Morlocks;
Red - dmg;
Blue - dmg;
Orange - dmg;
Purple - dmg;
Lucifer - dmg; darkvision;
Guy du Loc - dmg; no light & normal vision;
Guy throws a burst of light into the darkness.
Interesting rules questions: the spell says "This spell fills the area with a brilliant flash of shimmering light." I would therefore be inclined to rule that the spell would have no effect if it couldn't penetrate the darkness. However, it's a level 2 spell, and the darkness is also caused by a level 2 spell (it is, in fact, darkness), which I believe means that the two cancel each other out, leaving the room in its lighting condition before any magic was brought to bear, which is to say, in darkness. And I'm now noticing that the same would apply to Aaftaab's ioun torch, which casts level 2 continual flame (I had mistakenly thought it was level 1 light - makes it a much better item than I had realized). So, questions: 1) Does Burst of Radiance have its effects (besides momentarily neutralizing the magical darkness)? It counters the magical darkness (for a moment) leaving the room in (non-magical) darkness. Is its magical light seen long enough to blind/dazzle/damage the foes? I'm not sure. 2) The ioun torch should also be neutralizing the darkness spell, leaving the room in (non-magical) darkness. I think this means that if anyone has a (non-magical) source of light (a good old fashioned torch anyone?) they should be able to light the room. Is that correct?

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I don't think it interacts like a normal light spell. The ones that do, talk about whether they dispel or affect the lighting in an area. I think it just goes off normally, has its affect, and then the lighting returns to whatever it was before. Spells like light, darkness, deeper darkness, etc., have special text in them about how they interact, in particular what dispels or modifies what. This spell does not.

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Hi GM, the continual flame spell on Aaftaab's ion stone was cast by a cleric so it is a 3rd level spell and cancels the darkness. The burst of radiance can take effect normally as it is bright. :-)
”Why are you fighting us?? Stop it! Azrael your sounds are so energizing!“ Aaftaab shouts.
Aaftaab attacks the Morlock in blue clothing with his negative energy blade and his kukri by two weapon fighting.
Adamantine Kukri +1 with outflanking +16 slashing (1d3+6+3d6; 18-20/x2), To hit: BAB +4, Finesse +6, Size +1, +4 Flank with ’Outflank’, 2WF -2, enhancement +1, Azrael +6 / Damage: 1d3+ 6 Dex Finesse + 2d6 Sneak Attack + d6 Precise Strike Feat, , Azrael +6 : 1d20 + 16 - 2 + 6 ⇒ (8) + 16 - 2 + 6 = 281d3 + 6 + 3d6 + 6 ⇒ (2) + 6 + (1, 6, 4) + 6 = 25
Touch Attack Void Kinetic blade with outflanking +15, negative energy hitting touch AC (1d6+1+3d6; 20/x2) To hit: BAB +4, Finesse +6, Size +1, +4 Flank with ’Outflank’, 2WF -2, Azrael +6 / Damage: d6+ ½ Con + 2d6 Sneak Attack + d6 Precise Strike Feat, Azrael +6 : 1d20 + 15 - 2 + 6 ⇒ (14) + 15 - 2 + 6 = 331d6 + 1 + 2d6 + 1d6 + 6 ⇒ (6) + 1 + (1, 5) + (6) + 6 = 25
He directs Sabz to attack as well!

Sabz |

Sabz attacks with his powerful talons and bites as ordered by Aaftaab!
Should the blue Morlock be dead then Sabz attacks the green one. And should that one fall then Sabz 5 ft steps into the square of the two Morlocks and attacks red or dark blue.
Talon Left, +1 magic, precise strike as flanking, Azrael +6 : 1d20 + 11 + 6 ⇒ (11) + 11 + 6 = 281d8 + 9 + 1d6 + 6 ⇒ (8) + 9 + (6) + 6 = 29
Talon right, +1 magic, precise strike as flanking, Azrael +6 : 1d20 + 11 + 6 ⇒ (11) + 11 + 6 = 281d8 + 9 + 1d6 + 6 ⇒ (1) + 9 + (6) + 6 = 22
Claw Left, +1 magic, precise strike as flanking, Azrael +6 : 1d20 + 11 + 6 ⇒ (7) + 11 + 6 = 241d4 + 9 + 1d6 + 6 ⇒ (4) + 9 + (5) + 6 = 24
Claw Right, +1 magic, precise strike as flanking, Azrael +6 : 1d20 + 11 + 6 ⇒ (17) + 11 + 6 = 341d4 + 9 + 1d6 + 6 ⇒ (1) + 9 + (5) + 6 = 21
Bite, +1 magic, precise strike as flanking, Azrael +6 : 1d20 + 11 + 6 ⇒ (20) + 11 + 6 = 371d6 + 9 + 1d6 + 6 ⇒ (5) + 9 + (1) + 6 = 21
CRIT? Bite, +1 magic, no precision damage, Azrael +6 : 1d20 + 11 + 6 ⇒ (20) + 11 + 6 = 371d6 + 9 + 6 ⇒ (3) + 9 + 6 = 18
Melee to hit with Outflank, Azrael +6: +11+6 (BAB +4, Str +4, Amulet of Mighty Fist +1, Outflank +4, Power Attack -2)
Melee damage: +9 (Str +4, Amulet of Mighty Fist +1, Power Attack +4), Azrael +6

GM Abraham |

Hi GM, the continual flame spell on Aaftaab's ion stone was cast by a cleric so it is a 3rd level spell and cancels the darkness. The burst of radiance can take effect normally as it is bright. :-)
Aaftaab, was your ioun torch purchased normally? If so, I believe that such items always default to the lowest level of the baseline casters (wizards, clerics, druids, bards), in which case it would be treated as a 2nd level spell, not 3rd.

GM Abraham |

I don't think it interacts like a normal light spell. The ones that do, talk about whether they dispel or affect the lighting in an area. I think it just goes off normally, has its affect, and then the lighting returns to whatever it was before. Spells like light, darkness, deeper darkness, etc., have special text in them about how they interact, in particular what dispels or modifies what. This spell does not.
I agree that this spell lacks the language that you usually see in other light/darkness spells. On the other hand, it does have the "light" descriptor and the language that I quoted that indicates that the spell has its effect from the burst of light, so I think it's a little ambiguous. For example, I would probably rule that it had no effect on a sightless creature, even though the spell doesn't specifically call out that situation.
As I recall there was a FAQ or a blog post about lightness and darkness. I'll see if I can dig it up.

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Aaftaab wrote:Hi GM, the continual flame spell on Aaftaab's ion stone was cast by a cleric so it is a 3rd level spell and cancels the darkness. The burst of radiance can take effect normally as it is bright. :-)Aaftaab, was your ioun torch purchased normally? If so, I believe that such items always default to the lowest level of the baseline casters (wizards, clerics, druids, bards), in which case it would be treated as a 2nd level spell, not 3rd.
Hi GM, no a fellow player with a cleric PC cast the spell on the ion stone.

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Lucifer moves closer to the room's entrance, hearing the battle starting. He readies his crossbow as he gets closer.
Move: 20'
Standard: Draw Xbow.

GM Abraham |

Handwaving the remainder of this fight, which will be boringly easy for you without the darkness effect.

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Dolgar is a stout dwarf in heavy armor engraved with an holy symbol representing a Crook and a flail.
On his back, a warhammer in a black metal, and on his side different dwarven weapons and a light flail as well as a small shield, easily reachable.
He's hair are tied the way Osiriani are wearing it and his coper skin shows that he has not always been underground.
Spitting on the flour he says Dolgar Ironfist. Ready to crush some skulls and put some hole on this cursed place!
I'm 7th but I could apply some chronicles to put Dolgar to 8th

GM Abraham |

Your choice. Just post here or in Discussion when you are ready to go. Still waiting for the other player who expressed interest to check in.

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Alright, have updated Uhvat as well and he's all ready to go.
Just then, you hear heavy plodding steps coming up behind. The dark skin man who is completely armored shortly appears, making no attempt at avoiding notice. He looks pleased to have finally found you.
He solemnly nods towards Lucifer, then quietly introduces himself. "My name is Uhvat. I was with the party shortly ago, but had to be called away for a task. But I'm back now."
When you look closer, what you might have thought was simply dark skin turn out otherwise, for there is a faint but evident glint to his skin akin to that of brown quartz. Perhaps what's more unsettling is the faintly glowing garnet embedded in his forehead.
He concentrates briefly and wisps of purplish-black ectoplasm manifest, girding his body in protection. At the same time, a long and thick wispy lash coils forth from his arm. He grasps the lash with both hands as a weapon.
"I'm ready."
Heroism
Blur
False Life: 1d10 + 8 ⇒ (7) + 8 = 15
Chill Touch
Shield

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"Well, hi, Mr Uhvat. My name is Guy du Loc, priest of Sarenrae, and I specialize in helping the rest of you guys."
Guy is a small mousy fellow dressed in drab tan that matches his skin. Almost like he is trying to hide inside his own clothes. He is constantly looking around nervously as if expecting something to jump out and eat him.

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Welcome Uhvat and Dolgar. I am Azrael. Keep your eyes fixed on my banner and listen for my horn when the battle is joined.
Azrael gives +2 to hit and damage within 30 ft from his flagbearer. His banner and horn bump his performance up to a +4 bonus while performing.

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bump

GM Abraham |

Conditions:
Current time: 12:30 (the level was entered at 12:00)
=== Out of combat ===
Aaftaab - dmg; darkvision 60'; ioun torch;
Saabz (AC 18) - dmg; low-light vision & scent;
Azrael Azarhe - dmg; darkvision; 2 questions about Morlocks;
Lucifer - dmg; darkvision;
Guy du Loc - dmg; no light & normal vision;
Dolgar Ironfist - dmg;
Uhvat Balanos - dmg; Heroism, Blur, False Life (15 hp), Chill Touch, Shield
Earlier... Aaftab's ioun torch stops the Morlock's oil of darkness from having its desired effect and (hand waving here) the party are able to quickly and easily cut down the strange enemies (None of them have any loot that you care about).
Azrael, you still have 2 questions about Morlocks from earlier which you may wish to ask since you might see more of them...
Kala, the daughter of Krokum, and her faithful beast Smelly, are called away on some urgent business but fortunately two new victims pathfinders - Dolgar and Uhvat - arrive to help continue the exploration of the dungeon.
Uhvat and Dolgar, please add your tokens to the map and add entries for yourselves on slide 2 for your saves and initiative.[/b]
There is a closed door down the corridor that the pathfinders were previously exploring. The corridor also continues past that door.
What would you like to do?

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Perception: 1d20 + 15 ⇒ (9) + 15 = 24 +2 vs unusual stonework
Dolgar casts several spells before exploring deeper.
casting heroism and see invisibility

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I had asked for special attacks and special defenses
Perception: 1d20 + 16 ⇒ (10) + 16 = 26
There's a hidden passage up there, but it looks like it would be a tight fit for most of us.

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"Is there any other way? I'm not claustrophobic or anything, but these creatures seem to like tunnels."

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Guy nods and starts rubber-necking. Just to be careful he casts a DC 17 sanctuary spell on himself.

GM Abraham |

In addition to the hidden tunnel, there is also the passage at the far right of the map. There is a door on that passage that you have not yet explored, and the corridor also continues past that door. What would you like to do?

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The rather broad shouldered Uhvat looks at the tunnel with some skeptism over whether he would fit, but he simply shrugs. Being a creature of the earth, he shows no discomfort over squeezing through such tight quarters.
Otherwise, Uhvat remains silent.
Sorry, but Uhvat is rather passive in nature. :)

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Lets take the door to our right that leads inward.

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Dolgar grumbles in agreement and moves toward the door.
He looks for traps and if he finds nothing, opens it.
perception: 1d20 + 15 ⇒ (9) + 15 = 24 +2 vs unusal stonework

GM Abraham |

The heavy stone door was once adorned with carvings, but it has been vandalized to the point that its ancient runes are illegible. It is wedged shut, but unlocked, and Dolgar is able to open it with no great difficulty.
Map updated

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perception: 1d20 + 11 ⇒ (8) + 11 = 19
"Hey, I found some stuff that might be useful! I could use one of these."
Guy hangs on to the healer's kit.

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Once the place searched, Dolgar moves to the next crossroad.
Perception: 1d20 + 15 ⇒ (13) + 15 = 28 +2 vs Unusal Stonework

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Recognising Dolgar's expertise, Uhvat readily lets him take the lead but he follows immediately behind, his ectoplasmic lash writhing in a air, ready for any danger.

GM Abraham |

Moving forward, Dolgar spies another door directly ahead of him, a second door slightly to the north, and - further to the north - a T junction in the corridor.
Map updated

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Dolgar moves next to the closest door, check for traps and opens it if he finds none.
Perception: 1d20 + 15 ⇒ (5) + 15 = 20 +2 vs unusual stonework

GM Abraham |

Conditions:
Current time: 12:35 (the level was entered at 12:00)
=== Round 1 ===
Aaftaab - dmg; darkvision 60'; ioun torch;
Saabz (AC 18) - dmg; low-light vision & scent;
Azrael Azarhe - dmg; darkvision;
Lucifer - dmg; darkvision;
Dolgar Ironfist - dmg; Heroism (13:50), See Invisibility (13:50);
Uhvat Balanos - dmg; Heroism (13:50), Blur (12:38), False Life (15 hp, 20:30), Chill Touch, Shield (12:38)
Yellow Morlock - dmg;
Purple Morlock - dmg;
Red Morlock - dmg;
Orange Morlock - dmg;
Green Morlock - dmg;
Blue Morlock - dmg;
Orange Morlock child - dmg;
Green Morlock child - dmg;
Blue Morlock child - dmg;
Purple Morlock child - dmg;
Guy du Loc - dmg; no light & normal vision;sanctuary DC 17;
This large, square room appears to have been a receiving room. Its ceiling extends upward in a high arch, from which dangle the remains of four candelabras on long chains. Great chunks of the floor have been torn free, leaving three gaping pits (Note that the three dark splotches on the map are pits of unknown depth). Crudely skinned pelts lie in small piles strewn about the room.
There are six more morlocks in the room, who immediately move to attack, as well as four morlock children.
Uhvat: 1d20 + 4 ⇒ (8) + 4 = 12
Aaftaab: 1d20 + 9 ⇒ (10) + 9 = 19
Lucifer: 1d20 + 3 ⇒ (19) + 3 = 22
Azrael: 1d20 + 9 ⇒ (2) + 9 = 11
Guy: 1d20 + 1 ⇒ (5) + 1 = 6
Dolgar: 1d20 + 5 ⇒ (8) + 5 = 13
Morlocks: 1d20 + 8 ⇒ (2) + 8 = 10
Map updated and I've moved the rest of the party up.
Azrael's earlier knowledge checks re Morlocks: special attacks: 1) Leap Attack (Ex) As a standard action, a morlock may make a single attack during a jump. It can make this attack at any point along the course of the leap—the start, the end, or while in mid-air. While jumping, a morlock does not provoke attacks of opportunity for leaving a threatened square. 2) sneak attack; 3) Swarming (Ex): Morlocks dwell and fight in cramped quarters every day of their lives, and as such are quite adept at swarming foes. Up to two morlocks can share the same square at the same time. If two morlocks in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares. special defenses: none.
Morlocks move about on two legs at times, but often drop down to a creepy four-limbed shuffle when speed or stealth is necessary. Their wiry, often emaciated frames mask the strength of their limbs and their swift reactions.
Morlocks typically give birth to broods of three to four babies at a time, ravenous creatures born with a full set of teeth and a cannibalistic predisposition. The first few weeks of a brood’s life must be carefully mothered to prevent attrition—it usually takes that long for the morlock young to overcome their natural inclination to feed on whatever is closest. Morlocks mature quickly, achieving adulthood after only 5 years of life. A typical morlock can live to a ripe old age of 60—although the majority of their kind die far sooner than that due to violence.
Guy, Sanctuary is only round/level duration so it will have expired by this time, fyi.
Pathinders are up! The bold may act (i.e. everyone but Guy). The Morlocks are obviously hostile. Note that, despite their bestial nature, in my opinion killing the children would be considered an evil act.
Also, note that I've updated the party tracker with all the buffs that I think are currently active and their expiration times but please check in case I've missed anything.

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Azrael immediately blows his horn and spots his comrades to battle. The enemy lies ahead. Hurry onward!
move action, begin inspire courage: +4 to hit and damage. Standard action cast Haate on the party. Static effect, Flagbearer: within 30 ft if you can see me you get an additional +2 to hit and damage. Also +4 on saves vs charm or fear.

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Dolgar steps 5ft. step in then calls for Osiris's renewal power to grow in size! Swift action: Enlarge (growth domain)
Then he starts hammering the Morlocks, his speed enhanced by Azrael's spell and encouraged by his songs. Full attack, sarting with Orange, then Gree, then Red
Enlarged Warhammer (power attack) two handed: 1d20 + 10 + 2 + 4 + 1 - 2 ⇒ (12) + 10 + 2 + 4 + 1 - 2 = 27
Damages, B & Adamantine: 2d6 + 10 + 1 + 4 + 2 + 6 ⇒ (4, 2) + 10 + 1 + 4 + 2 + 6 = 29
Enlarged Warhammer (power attack) two handed: 1d20 + 10 + 2 + 4 + 1 - 2 ⇒ (6) + 10 + 2 + 4 + 1 - 2 = 21
Damages, B & Adamantine: 2d6 + 10 + 1 + 4 + 2 + 6 ⇒ (3, 2) + 10 + 1 + 4 + 2 + 6 = 28
Enlarged Warhammer (power attack) two handed: 1d20 + 5 + 2 + 4 + 1 - 2 ⇒ (6) + 5 + 2 + 4 + 1 - 2 = 16
Damages, B & Adamantine: 2d6 + 10 + 1 + 4 + 2 + 6 ⇒ (2, 6) + 10 + 1 + 4 + 2 + 6 = 31

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Impressive.
Hastened by Azrael's spell, Uhvat quickly moves forward past Dolgar, forming a defensive line to hold the Morlocks back from his more vulnerable team mates. He then sends his lash flying out at the morlock in front of him.
Power Attack, Furious Focus, Chill Touch, Inspire Courage, Flagbearer, Haste
vs red: +2 ectoplasmic lash: 1d20 + 15 - 2 + 2 + 4 + 2 + 1 ⇒ (1) + 15 - 2 + 2 + 4 + 2 + 1 = 23 dmg: 2d6 + 11 + 6 + 1d6 + 4 + 2 ⇒ (1, 5) + 11 + 6 + (4) + 4 + 2 = 33
What about the children?
Power Attack, Chill Touch, Inspire Courage, Flagbearer, Haste
AoO 1: 1d20 + 15 - 2 + 4 + 2 + 1 ⇒ (18) + 15 - 2 + 4 + 2 + 1 = 38 dmg: 2d6 + 11 + 6 + 1d6 + 4 + 2 ⇒ (6, 3) + 11 + 6 + (6) + 4 + 2 = 38
AoO 2: 1d20 + 15 - 2 + 4 + 2 + 1 ⇒ (6) + 15 - 2 + 4 + 2 + 1 = 26 dmg: 2d6 + 11 + 6 + 1d6 + 4 + 2 ⇒ (1, 3) + 11 + 6 + (1) + 4 + 2 = 28
AoO 3: 1d20 + 15 - 2 + 4 + 2 + 1 ⇒ (16) + 15 - 2 + 4 + 2 + 1 = 36 dmg: 2d6 + 11 + 6 + 1d6 + 4 + 2 ⇒ (6, 1) + 11 + 6 + (5) + 4 + 2 = 35

Sabz |

Sabz attacks the large morlock in orange with a powerful talon as ordered by Aaftaab!
Talon, +1 magic, precise strike as flanking : 1d20 + 11 ⇒ (16) + 11 = 271d8 + 9 + 1d6 ⇒ (8) + 9 + (4) = 21

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Aaftaab moves forward on his companion and attacks the large morlock in orange with his negative energy blade.
- Void Kinetic blade with outflanking +15, negative energy hitting TOUCH AC (1d6+1+3d6; 20/x2) To hit: BAB +4, Finesse +6, Size +1, +4 Flank with ’Outflank’ / Damage: d6+ ½ Con + 2d6 Sneak Attack + d6 Precise Strike Feat : 1d20 + 15 ⇒ (2) + 15 = 171d6 + 1 + 2d6 + 1d6 ⇒ (2) + 1 + (1, 1) + (4) = 9

GM Abraham |

Conditions: Inspire/Flagbearer (+6 to hit & dmg); Haste;
Current time: 12:35 (the level was entered at 12:00)
=== Round 2 ===
Guy du Loc - dmg; no light & normal vision;sanctuary DC 17;
Aaftaab - dmg; darkvision 60'; ioun torch;
Saabz (AC 18) - dmg; low-light vision & scent;
Azrael Azarhe - dmg; darkvision;
Lucifer - dmg; darkvision;
Dolgar Ironfist - dmg; Heroism (13:50), See Invisibility (13:50);
Uhvat Balanos - dmg; Heroism (13:50), Blur (12:38), False Life (15 hp, 20:30), Chill Touch, Shield (12:38)
Yellow Morlock - dmg;
Purple Morlock - dmg;
Red Morlock - dmg;
Orange Morlock - dmg;
Green Morlock - dmg;
Blue Morlock - dmg;
Orange Morlock child - dmg;
Green Morlock child - dmg;
Blue Morlock child - dmg;
Purple Morlock child - dmg;
I somehow missed that Lucifer had never checked in. I'll write to him to see if he wants to continue and put him on delay for the moment so we can move ahead.
Azrael rallies his comrades with inspiration and a magical surge of speed.
Dolgar grows in size and then begins to pound their enemies, striking down Orange with a single blow, Green with his second, and Red with his third.
Uhvat advances into the room (Since Red is gone, I've moved you forward so you can attack Yellow instead) but somehow misses the flat-footed morlock. A nat one on the attack roll)
Aaftaab and Sabz also advance into the room. (I've also moved you further into the room to the next adult morlock; with Haste you have plenty of movement) Sabz strikes Blue, who totters, and then Aaftaab finishes him off.
The two remaining morlocks focus their efforts on Aaftaab, leaping through the air and swarming the menacing grippli.
Yellow club, flank: 1d20 + 5 + 2 ⇒ (13) + 5 + 2 = 20
B dmg, sneak: 1d6 + 2 + 1d6 ⇒ (1) + 2 + (6) = 9
Yellow bite, flank: 1d20 + 0 + 2 ⇒ (18) + 0 + 2 = 20
B dmg, sneak: 1d4 + 1 + 1d6 ⇒ (1) + 1 + (1) = 3
Purple club, flank: 1d20 + 5 + 2 ⇒ (6) + 5 + 2 = 13
B dmg, sneak: 1d6 + 2 + 1d6 ⇒ (4) + 2 + (5) = 11
Purple bite, flank: 1d20 + 0 + 2 ⇒ (19) + 0 + 2 = 21
B dmg, sneak: 1d4 + 1 + 1d6 ⇒ (4) + 1 + (1) = 6
However, all of their attacks miss.
The morlock children shriek with fear and these monstrous invaders and scamper off, disappearing into cracks and crevices in the walls and ceilings.
End of Round 1
Pathfinders are up! The bold (i.e. everyone) may act. There's just two of the Morlocks left so this should be quick work for you...

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Guy blesses Dolgar having seen how quickly he can mow through them.
Blessing of the Faithful:
+2 sacred or profane bonus on attack rolls, skill checks, ability checks, or saving throws or to AC until the Guy's next turn

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Uhvat glances briefly at the fleeing morlock children, but otherwise keeps his mind at the task on hand. He steps forward, then swing his lash at the remaining morlocks.
vs purple or yellow: Power Attack, Furious Focus, Chill Touch, Inspire Courage, Flagbearer, Haste
+2 ectoplasmic lash: 1d20 + 15 - 2 + 2 + 4 + 2 + 1 ⇒ (8) + 15 - 2 + 2 + 4 + 2 + 1 = 30 dmg: 2d6 + 11 + 6 + 1d6 + 4 + 2 ⇒ (3, 2) + 11 + 6 + (1) + 4 + 2 = 29
iterative: 1d20 + 10 - 2 + 2 + 4 + 2 + 1 ⇒ (13) + 10 - 2 + 2 + 4 + 2 + 1 = 30 dmg: 2d6 + 11 + 6 + 1d6 + 4 + 2 ⇒ (4, 1) + 11 + 6 + (1) + 4 + 2 = 29
haste attack: 1d20 + 15 - 2 + 2 + 4 + 2 + 1 ⇒ (17) + 15 - 2 + 2 + 4 + 2 + 1 = 39 dmg: 2d6 + 11 + 6 + 1d6 + 4 + 2 ⇒ (1, 3) + 11 + 6 + (2) + 4 + 2 = 29
Power Attack, Chill Touch, Inspire Courage, Flagbearer, Haste
AoO 1: 1d20 + 15 - 2 + 4 + 2 + 1 ⇒ (4) + 15 - 2 + 4 + 2 + 1 = 24 dmg: 2d6 + 11 + 6 + 1d6 + 4 + 2 ⇒ (1, 4) + 11 + 6 + (4) + 4 + 2 = 32
AoO 2: 1d20 + 15 - 2 + 4 + 2 + 1 ⇒ (8) + 15 - 2 + 4 + 2 + 1 = 28 dmg: 2d6 + 11 + 6 + 1d6 + 4 + 2 ⇒ (6, 2) + 11 + 6 + (2) + 4 + 2 = 33
AoO 3: 1d20 + 15 - 2 + 4 + 2 + 1 ⇒ (11) + 15 - 2 + 4 + 2 + 1 = 31 dmg: 2d6 + 11 + 6 + 1d6 + 4 + 2 ⇒ (3, 4) + 11 + 6 + (2) + 4 + 2 = 32

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Dolgar's size decreases as he stops calling the power of Osiris.
He turns to Guy and says Thanks mate! and thanks to Azrael's spell he quickly gets to the last standing Morlocks and strike one! If one is still standing after Uhvat's attacks :)
Warhammer (power attack) two handed: 1d20 + 10 + 2 + 4 + 1 - 2 + 2 ⇒ (11) + 10 + 2 + 4 + 1 - 2 + 2 = 28
Damages, B, adamantium: 1d8 + 8 + 1 + 4 + 2 + 6 ⇒ (2) + 8 + 1 + 4 + 2 + 6 = 23

GM Abraham |

Uhvat kills the two remaining morlocks with ease. The Pathfinders are victorious after barely breaking a sweat! The shrieks of the terrified morlock orphans echoes through the room long after they have disappeared from view.
What would you like to do?