HP 7/10 - AC 16.13.13 - F+2.R+6.W+2 - Init. +4 - Perc. +6 (+2 stone, +1traps) . GP 25.63
Loco has been peering about it the gloom with his dark vision to see where things are in the sewer. He examines the walls and the floor with professional scrutiny.
To the west it is then, eh? Alright...but I warn ye...a jolly jaunt through the sewers may well be more dangerous than dealing with those lily-livered Hellknaves up there....heck - even Callandor scared e'm off. Lets say I take the lead. Shel can follow, then Callandor, then Tauni, then Caladius in the rear. Sound good? That way the two of us with the best eyesight are at the ends and Tauni with her light is in the middle. Shel is up here with me in case we run into traps. Tauni, keep a towel or something handy to cover the light when necessary, k?
Loco is using his skills here. Do I need to make rolls? I guess not yet. He is just getting his bearings. I guess I'll let the DM judge....here are Loco's Stats for quick reference
Loco the Plumber:
+5 Know: Local
+5 Know: Dungeoneering
+6 Profession Mining/Excavation
+6 Perception...(add +2 with stonecunning, add with +1 trapfinding)
HP 12/13 - AC 14/8T/12FF - SV F+3, R+1, W+5 Percep +6, Init +2, blind
With a smirk on his face, Callandor pulls his sword partially from its scabbard and intones a quick prayer. A golden-white sunburst traces its way around the quillions of the longsword, forming a life-size pulsating holy symbol of Iomedae that sheds light as a holy torch. He slides the sword back down and the light is hooded by the sheath. Pulling it out once more, he grins, then looks around at the gazes of his companions, and looks a bit sheepish. "Forgive my childish amusement. The elders always said I had trouble balancing pride in My Lady and myself with humility." The glint in his eye and the smirk on his face lessen, but do not disappear.
27/27 HP; AC 16/14/13; F+3, R+ 7, W+ 3, Perc +9,+10 Traps, Init. +3; Evasion
Female Halfling Rogue
"Well, we should never be afraid of the dark with this crew, I suppose. One or two of you keep your spell up, and we should all be able to see very well."
27/27 HP; AC 16/14/13; F+3, R+ 7, W+ 3, Perc +9,+10 Traps, Init. +3; Evasion
Female Halfling Rogue
I have it, DM, but was hoping to get to a more safe place before opening it. If it seems that there is no noticeable pursuit, Shel can open it and let the others know what it says.
You head west. Anyone have Knowledge (geography) to avoid getting lost? There's a myriad of tunnels and intersections running under the city, as you traverse the sewer system.
27/27 HP; AC 16/14/13; F+3, R+ 7, W+ 3, Perc +9,+10 Traps, Init. +3; Evasion
Female Halfling Rogue
"Janiwen passed this to me before she took on the Hellknights. I hoped we could get to a safe place to read, but it seems things are trickier down here than I expected."
As Shel gets ready to read the note, suddenly darkness overwhelms the group and extinguishes all lights, including Callandor's magical light! Loco and Caladius are not affected, as they both look down either side of the tunnels and they see small humanoids wrapped in rags stealthily making their way up the tunnel, daggers in their hands! However, with their darkvision, they are not surprised.
Initiative:
DC: 1d20 + 3 ⇒ (8) + 3 = 11
Caladius: 1d20 + 1 ⇒ (7) + 1 = 8..please list your initiative modifier in your profile..thanks!
Loco: 1d20 + 4 ⇒ (16) + 4 = 20
The small (4' tall) and slim humanoids move up, cursing that the dwarf and the tiefling spotted them. The one to the west moves up within range (to E9), easily dodging the dwarf's awkward axe throw and moves to slash at him with his dagger, but the dwarf's reflexes and armor prevent its penetration. Loco does see the tip of the dagger is coated in a dark foul smelling paste..poison!
Attack on Loco: 1d20 + 6 ⇒ (9) + 6 = 15..miss!
The one to the east moves in as well (to E13), using the darkness to conceal his movement from the blind halfling, before jamming the knife in Shel's back! Immediately, Shel feels weaker from the blow, as the poison courses through her bloodstream!
Max HP: 32 | AC 18 (11 T / 17 FF) | CMD 18 | F+4 R+4 W+1 (+2 vs fear, +2 vs cold, elec, fire) | Ini +1 (+3) | Perc: +6 (+8)
gonna press my luck/bait the lil' bugger
Caladius, seeing the dagger sink into Shel's back, shoulders his way between Tauni and Shel to get behind their attacker. As he does so, he slides his broadsword free from its shoulder harness. "They can see through the darkness like me. If any of you can make a lot of smoke, it might even the playing field."
Move to E14, will provoke an AoO but I'm hoping if he takes it vs me then he won't have any left for Shel or Tauni should they roll higher than 11's for initiative
Callandor, Shel, and Tauni have the blinded condition.
Blinded: The creature cannot see. It takes a –2 penalty to Armor Class, loses its Dexterity bonus to AC (if any), and takes a –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) against the blinded character. Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them.
HP 7/10 - AC 16.13.13 - F+2.R+6.W+2 - Init. +4 - Perc. +6 (+2 stone, +1traps) . GP 25.63
O"I'll shred you up like a turnip you little turd!" hisses Loco most rudely as he aims a combination of nasty pokes at his assailant. rapier 1d20 + 3 ⇒ (3) + 3 = 6 damage 1d6 + 1 ⇒ (3) + 1 = 4k
HP 12/13 - AC 14/8T/12FF - SV F+3, R+1, W+5 Percep +6, Init +2, blind
Callandor blinks his eyes in the inky darkness and steels himself for a difficult fight. He steps to the southwest shoulder to shoulder with Loco and swings his sword into the darkness in front of the dwarf.
HP 12/13 - AC 14/8T/12FF - SV F+3, R+1, W+5 Percep +6, Init +2, blind
actually I only looked at the first map o see where the party was. Loco was right next to me an I heard him shout that there were enemies here, then heard him join melee combat. I didn't know which square enemy was in, but figured it was one of two. If you don't think that's legit though, I guess I'll just 5 step to the same square and do total defense. Or maybe a perception check to interpret sounds?
Total defense makes more sense, given the fact that you just met most of your companions one day ago and you don't have training together.
Loco thrusts his rapier, but the small robed attacker is agile and he misses by a mile. The attacker then dips his blade in a black substance and swings at Loco, but he misses as well.
Attack: 1d20 + 6 ⇒ (3) + 6 = 9
The other robed figure presses his attack against the blind Shel, drawing more blood, while the poison continues to work through her system. He then steps out of the flank.
Attack: 1d20 + 6 + 2 ⇒ (17) + 6 + 2 = 25
Damage: 1d3 + 1d6 ⇒ (2) + (3) = 5
Fort save: 1d20 + 2 ⇒ (4) + 2 = 6
Loses 1d2 ⇒ 2 more points of Strength.
HP summary:
Shel: -8 hps/-4 Strength
Caladius: -3
Shel, Caladius to end Round 1 and then Loco, Callandor, and Tauni in Round 2!
Did the one who stabbed Shel move or stay put? And even if it stayed put, would Shel be able to flank while blind?
Caladius' brow furrows as he sees Shel get sliced again. He brings his heavy broadsword arcing down toward her attacker, but the chaos of his companions staggering around in the dark distracts him.
Max HP: 32 | AC 18 (11 T / 17 FF) | CMD 18 | F+4 R+4 W+1 (+2 vs fear, +2 vs cold, elec, fire) | Ini +1 (+3) | Perc: +6 (+8)
Then I will chase him to F14! Ha HA! And if there is a flanking bonus if the other flanker is blind, then my attack roll would be +2 higher (if that makes a difference, though I doubt it)
27/27 HP; AC 16/14/13; F+3, R+ 7, W+ 3, Perc +9,+10 Traps, Init. +3; Evasion
Female Halfling Rogue
Not having any idea what was happening, other than intense pain, and being completely disoriented, Shel attempts to defend herself from further attacks.
Oof, move 5' back in the direction the group was coming from and take total defense action.
HP 12/13 - AC 14/8T/12FF - SV F+3, R+1, W+5 Percep +6, Init +2, blind
Callandor steps back behind Billo, calling upon Iomedae to aid his dwarven friend.
5 foot step back where I was and touch of good on Billo. Normally it's just a willing touch but I'm guessing we would some combination of touch attack and the concealment miss chance,
Attack 1d20 + 4 ⇒ (11) + 4 = 15
Miss 1-2, hit 3-4 1d4 ⇒ 1
Overcome his SR 1d20 + 1 ⇒ (8) + 1 = 9
If it works, +1 on attack rolls, saves, skills and ability checks for 1 round "I can't see but I can smell you, touch my hand and my Lady will aid you!"