Kayal Rogue (6th): HP 40/40 | AC18/20* v Traps T16 FlF13 | BAB +4 , M+9 R+9 | | CMB +3, CMD +18 |Fort +3 Ref +10/+12*Traps Will +3 | Perc +16 (Traps +18) | Init +6 | Stealth +19/+22 dim light | Disable Dev. +21 | Villainous Points: 3 ... Watch Rotation - 1st: Brok/Ranalfus. 2nd: Vargrenz/Keil. Last: Grezzor/Praetor
Stats & Tactics:
Tactics: Flank + sneak (3d6) | Acrob. +14/+18 TS | Climb +8 | Escape +13 | Know (Planes) +11 (Dungeon) +12 (Local) +10 (His) +8 | Sense Mo. +6 | Slight of Hand +16/+19* | Flees @ 4/40 HP
As the fetchling slips past Arlok he mutters, "It would be, entertaining to see them deal with a worm or perhaps Saracek." The shadowy man's eyes narrow as though in a grin.
Goblin Wizard 6 || hp 50/54|| AC 15, touch 15, flat-footed 11 (+4 Dex, +1 size) || Fort +6, Ref +7, Will +7
If we stand, we gotta give it all - Grezzor still has all his spells except for one fireball. He also has grease if we want to slow them down somewhat. What I would love would be to dispel that darkness...
Praetor: The rules are silent on whether you need to be able to see the undead to control it, so I will allow it. Keep in mind since you can't see the undead you have no way to determine which undead you can control.
As Brok continues to flee the battle, the rest of you prepare for the assault which must be surely coming...as the field of darkness grows to encompass the two skeletal minions holding the front lines...yet does not grow any further.
It is easy to hear the battle being joined in earnest as the minions are surely fighting for their existence.
Everyone is up. Do you wish to retreat here or continue to fight?
Kayal Rogue (6th): HP 40/40 | AC18/20* v Traps T16 FlF13 | BAB +4 , M+9 R+9 | | CMB +3, CMD +18 |Fort +3 Ref +10/+12*Traps Will +3 | Perc +16 (Traps +18) | Init +6 | Stealth +19/+22 dim light | Disable Dev. +21 | Villainous Points: 3 ... Watch Rotation - 1st: Brok/Ranalfus. 2nd: Vargrenz/Keil. Last: Grezzor/Praetor
Stats & Tactics:
Tactics: Flank + sneak (3d6) | Acrob. +14/+18 TS | Climb +8 | Escape +13 | Know (Planes) +11 (Dungeon) +12 (Local) +10 (His) +8 | Sense Mo. +6 | Slight of Hand +16/+19* | Flees @ 4/40 HP
The fetchling, by all appearances, is in agreement with the mighty godling yet does not immediately retreat. Instead, Keil takes a few more steps south towards the door all the while keeping his eyes on the witch and the wall of darkness beyond for any sign that the battle may turn in their favor.
Praetor: While you could do a *blind* channel to attempt to control an undead, casting a spell is a different matter. You do need to be able to see the undead in order to be able to target it with your spell.
Berserk HP: 4/4, Temp HP: 0, HP 19/19, DHP: 24 | AC 21 | Fort +6, Ref +2, Will +9 | Channel 4/4, Rebuke 4/6, Fervor 5/5, Drain Strike 4/4, M.Focus: Y
Ah. That's what I was asking. Sorry I wasn't more clear. I don't want to channel. I don't think I can control that many hit dice with channeling, and I don't want to lose control of Ranulfus in the middle of this.
Goblin Wizard 6 || hp 50/54|| AC 15, touch 15, flat-footed 11 (+4 Dex, +1 size) || Fort +6, Ref +7, Will +7
Grezzor retreats again, ordering 'Mountain' to follow him, and waiting for a decisive order from the others - "I can unleash my fire spells on them, but you should remove your minions Praetor" - he snickers.
The witch doctor issues his orders to the skeketal minions, yet cannot discern what effect the orders had on the melee. It is clear the circle of darkness has stopped approaching closer...for the moment...
Goblin Wizard 6 || hp 50/54|| AC 15, touch 15, flat-footed 11 (+4 Dex, +1 size) || Fort +6, Ref +7, Will +7
Well, Grezzor would not need much prompting anyway :D
"Please step aside" - he asks the others after a few moments elapse, then unleashes a bead of concentrated fire into the darkness to erupt as soon as it hits anything.
Grezzor sends a fireball into the mass of darkness and for a brief second he sees a half dozen skeletal figures illuminated before the darkness returns as before...
As you wait to see what the outcome is you note the darkness is once again advancing upon you, and there is no sign of the witch doctor's two minions...
Actions?
Brok and Vargrenz:
Spoiler:
1d20 ⇒ 19
The fleet footed goblin leads the duergar on a merry chase, finally managing to catch him as the goblin is attempting to climb the tunnel to the outside, back in the dirt cave. (Room #20) Fortunately nothing crosses your path during your flight.
Brok will continue to attempt to escape Vargrenz's grapple so essentially both of you are out of the combat for now.
Goblin Wizard 6 || hp 50/54|| AC 15, touch 15, flat-footed 11 (+4 Dex, +1 size) || Fort +6, Ref +7, Will +7
Next the goblin nods, and waits patiently, delaying his actions as much as possible - once he is right at the tip of the darkness globe, he unleashes a cone of searing flame into the globe and retreats.
So delaying the action - once I am at the tip of the globe, I cast an Intensified Burning Hands, and move back.
The goblin wizard sends his flames into the sphere of darkness and is nearly overwhelmed by the shrieking of the black skeletons. Still the goblin does not feel the sense of terror from them though even as he cast his spell a pair of retaliatory strikes assault the goblin...
Goblin Wizard 6 || hp 50/54|| AC 15, touch 15, flat-footed 11 (+4 Dex, +1 size) || Fort +6, Ref +7, Will +7
So the bad guys are right at the edge of the darkness, and the effect is not 'centered' on them - is that it? Any chance I could have ascertained that beforehand (like when the fireball was cast)?
Not really. There is a bunch of shrieking coming from the darkness so you know there are multiple skeletons in there. You cannot see inside there to pinpoint their exact location though. FWIW you did damage the skeletons there.
Kayal Rogue (6th): HP 40/40 | AC18/20* v Traps T16 FlF13 | BAB +4 , M+9 R+9 | | CMB +3, CMD +18 |Fort +3 Ref +10/+12*Traps Will +3 | Perc +16 (Traps +18) | Init +6 | Stealth +19/+22 dim light | Disable Dev. +21 | Villainous Points: 3 ... Watch Rotation - 1st: Brok/Ranalfus. 2nd: Vargrenz/Keil. Last: Grezzor/Praetor
Stats & Tactics:
Tactics: Flank + sneak (3d6) | Acrob. +14/+18 TS | Climb +8 | Escape +13 | Know (Planes) +11 (Dungeon) +12 (Local) +10 (His) +8 | Sense Mo. +6 | Slight of Hand +16/+19* | Flees @ 4/40 HP
With Grezzor's pyrotechnics spent, Keil steps to the side to permit the magician's retreat then steps out of the door himself. The shadowy man keeps his hand on the handle and looks in Grey's direction, "Praetor." Judging by the fetchling's tone, the necromancer won't be getting a second chance to exit stage left.
Readied Action: Close the door the moment the skeleton's get within 10ft of the door. Now would also be a good time to decide in which direction the door swings - north or south?
Deciding discretion is the better part of valor you all retreat back out the door, Keil moving to secure the door quickly after awaiting the return of both Ranulfus and Praetor's two remaining skeletal minions. Of the other two minions...and of Brok and Vargrenz...there is no sign...
Kayal Rogue (6th): HP 40/40 | AC18/20* v Traps T16 FlF13 | BAB +4 , M+9 R+9 | | CMB +3, CMD +18 |Fort +3 Ref +10/+12*Traps Will +3 | Perc +16 (Traps +18) | Init +6 | Stealth +19/+22 dim light | Disable Dev. +21 | Villainous Points: 3 ... Watch Rotation - 1st: Brok/Ranalfus. 2nd: Vargrenz/Keil. Last: Grezzor/Praetor
Stats & Tactics:
Tactics: Flank + sneak (3d6) | Acrob. +14/+18 TS | Climb +8 | Escape +13 | Know (Planes) +11 (Dungeon) +12 (Local) +10 (His) +8 | Sense Mo. +6 | Slight of Hand +16/+19* | Flees @ 4/40 HP
Disable Device:1d20 + 20 ⇒ (17) + 20 = 37
Securing the door the shadowy man spits his disdain for what had transpired. "Ambushed. We need better means with which to deal with those things Grey. They block our way out." The fetchling regards the necromancer and awaits direction from their appointed leader.
Berserk HP: 4/4, Temp HP: 0, HP 19/19, DHP: 24 | AC 21 | Fort +6, Ref +2, Will +9 | Channel 4/4, Rebuke 4/6, Fervor 5/5, Drain Strike 4/4, M.Focus: Y
"We need a means to dispel the darkness." Grey said. "I have some thoughts about that, but they are neither cheap nor fast."
The cheapest and most efficient way of getting rid of the darkness would be for Grezzor can take 7 days and 3000 gp to research Daylight and add it to his spellbook
Seeing the door Keil secured start to shudder and rattle in its hinges you all decide to retreat further...and with the help of Ranulfus' sense of smell are able to find where the goblin fled to, now freed of the panicky magicks that affected him earlier.