| DM Rah | 
Mu tries to grab the tiefling, but cannot find him.
Ruford swings his weapon fruitlessly as well.
"Drebbin, you coward!" Hildr howls in the darkness. She grunts and the sound of steel on stone echoes in the hallways.
Hildr attack on Garinol: 1d20 + 6 ⇒ (3) + 6 = 9 Miss
Initiative Order: Round 3
Skell 
Hildr 
Pai <==UP 
Kilian <==UP 
Garinol <==UP 
Tiefling 
Mu 
Ruford 
Maddie 
              
                
                
                   
                
                
                   Garinol 
                
                
                
                
                  
                
                
              
              
             | 
            
I'll 5ft step back hoping to get out of range from where I last saw them, and draw my Everburning Torch, and drop it in the square behind me.
"Everburning Torch: This otherwise normal torch has a continual flame spell cast on it. This causes it to shed light like an ordinary torch, but it does not emit heat or deal fire damage if used as a weapon. Price 110 gp; Weight 1 lb."
In theory, both should simply cancel each other out, making the EBT not cast any light while the Darkness fails to lower the light level, and the normal, or I should say the original light level would prevail. That being said, there are plenty of ways that this might not work, and I just mean this as a quick guide, as there is a lot of debate and issues with light and the various Darkness effects. Not trying to tell you how to do it.
              
                
                
                   
                
                
                   Kilian fan-Vaylen 
                
                
                
                
                  
                
                
              
              
             | 
            
Kilian advances slowly (10', as on the map) in the direction that the tiefling attacked him from, waving his guisarme in front of him to avoid bumping into anything.
              
                
                
                   
                
                
                   Garinol 
                
                
                
                
                  
                
                
              
              
             | 
            
I'll post a link soon. It's about how spells that dispel and specifically counter each other, like spells with the Light and Darkness descriptor.
              
                
                
                   
                
                
                   Garinol 
                
                
                
                
                  
                
                
              
              
             | 
            
The Bane and Bless spell are the same way, as are a few specific other spells. So basically if group A fights group B, and each of them casts one of those spells, instead of getting a +1 to Attacks and Saves vs Fear and also a -1 to Attacks and Saves vs Fear, they instead completely cancel out both. In this case, the bonuses would themselves, for a net +0, but what is supposed to happen is that both the spells are fully Dispelled, so there is no magic happening at all. Darkness and Light Spells, Bane/Bless, Consecrate/Desecrate, Good Hope/Crushing Despair, and a few other spells work this way.
Normally to counterspell, you need either the specific spell being cast, so to counterspell Fireball, you need to have Fireball yourself, or Dispel Magic. Improved counterspell allows you to do it with a spell of the same level that is of the same magic school, rather than the exact same spell. The above spells can also be used that way, so in essence a Darkness spell (level 2) would negate the Light (0 level) spell, both Darkness and a 2nd Level Continual Flame (or other Light descriptor spell) would both cancel each other out while in the same area, while a Daylight (3rd level), Continual Flame cast by a Cleric (3rd level), or any higher level Light spell would automatically cancel out the Darkness spell, while in the same area. If the higher level Light spell ended before the Darkness spell, the Darkness spell would then kick back into effect, but it would have counted against the duration the whole time.
| DM Rah | 
Garinol and Kilian shift in the darkness.
Suddenly a grunt of pain comes from Mu, followed by the sound of someone falling to the ground.
Attack in the darkness on Mu: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 2d6 + 2 ⇒ (6, 6) + 2 = 14
Initiative Order: Round 3 
Skell 
Hildr 
Pai <==READY ACTION
Kilian  
Garinol  
Tiefling 
Mu 
Ruford <==UP 
Maddie <==UP 
              
                
                
                   
                
                
                   Maddie Sykes 
                
                
                
                
                  
                
                
              
              
             | 
            
Maddie frowns at the sound of Mu's painful grunting and the subsequent sound of someone falling. Reluctantly, she moves forward and holds aloft her holy symbol, pulling forth healing positive energy.
”Come into the light.” The cleric of Pharasma advises the group, without irony.
Channeling positive energy to heal: 1d6 ⇒ 5
Sorry about healing the enemies, but if she can't see them, she can't exclude them.
| DM Rah | 
Ruford hears a woman's voice grunt after he feels his weapon land solidly. Then Maddie channels energy, and you all hear a laugh from Skell.
"Ahh! That's much better! Now Drebbin, turn the gods damned lights back on, will ya?"
Hildr yells a battlecry and something bounces off Ruford's armor. Garinol hears Skell stumble and curse in the darkness.
Hildr attack on Ruford: 1d20 + 6 ⇒ (8) + 6 = 14
Skell Perception: 1d20 + 2 ⇒ (17) + 2 = 19
Skell attack on Garinol: 1d20 + 4 ⇒ (1) + 4 = 5
Initiative Order: Round 4
Skell
Hildr
Pai <==READY ACTION
Kilian <==UP
Garinol <==UP
Tiefling
Mu (Unconscious but Stable)
Ruford
Maddie
              
                
                
                   
                
                
                   Garinol 
                
                
                
                
                  
                
                
              
              
             | 
            
Thankful for the healing, I'll retreat out of the darkness as well.
I slightly messed up the map, I'm sorry. I clicked the wrong thing somewhere, and it moved some of the darkness, and I didn't know exactly how you had had it.
| DM Rah | 
Garinol, it looks like you took a full movement to exit the area, so you won't have to make any checks to do so. Anyone else moving around or looking for targets read the spoiler below.
Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone. Blinded creatures can't run or charge.
All opponents have total concealment from a blinded creature, so the blinded creature has a 50% miss chance in combat. A blinded creature must first pinpoint the location of an opponent in order to attack the right square; if the blinded creature launches an attack without pinpointing its foe, it attacks a random square within its reach. For ranged attacks or spells against a foe whose location is not pinpointed, roll to determine which adjacent square the blinded creature is facing; its attack is directed at the closest target that lies in that direction.
A blinded creature loses its Dexterity modifier to AC (if positive) and takes a –2 penalty to AC.
A blinded creature takes a –4 penalty on Perception checks and most Strength- and Dexterity-based skill checks, including any with an armor check penalty. A creature blinded by darkness automatically fails any skill check relying on vision.
Creatures blinded by darkness cannot use gaze attacks and are immune to gaze attacks.
A creature blinded by darkness can make a Perception check as a free action each round in order to locate foes (DC equal to opponents' Stealth checks). A successful check lets a blinded character hear an unseen creature “over there somewhere.” It's almost impossible to pinpoint the location of an unseen creature. A Perception check that beats the DC by 20 reveals the unseen creature's square (but the unseen creature still has total concealment from the blinded creature).
A blinded creature can grope about to find unseen creatures. A character can make a touch attack with his hands or a weapon into two adjacent squares using a standard action. If an unseen target is in the designated square, there is a 50% miss chance on the touch attack. If successful, the groping character deals no damage but has pinpointed the unseen creature's current location. If the unseen creature moves, its location is once again unknown.
If a blinded creature is struck by an unseen foe, the blinded character pinpoints the location of the creature that struck him (until the unseen creature moves, of course). The only exception is if the unseen creature has a reach greater than 5 feet (in which case the blinded character knows the location of the unseen opponent, but has not pinpointed him) or uses a ranged attack (in which case the blinded character knows the general direction of the foe, but not his location).
A creature with the scent ability automatically pinpoints unseen creatures within 5 feet of its location.
              
                
                
                   
                
                
                   Kilian fan-Vaylen 
                
                
                
                
                  
                
                
              
              
             | 
            
Kilian continues to advance slowly (10' further along in the direction he was going, which I can't tell at the moment due to being unable to see my character token), tapping ahead of him with his guisarme to make sure he doesn't trip over anything.
| DM Rah | 
Kilian still has a move or standard action left. I'd like to wait for him to finish his action before continuing. Also, I kind of like that those in the darkness don't know exactly where they are. Everyone in the darkness, if you are going anywhere but back outside, let me know and I'll adjust your character on the map.
Kilian steps out of the darkness and finds himself alone in a hallway.
| DM Rah | 
Within the darkness Ruford is stabbed in the side beneath his left arm. 10 Damage
Attack against Ruford (flat-footed): 1d20 + 4 ⇒ (11) + 4 = 15
Damage: 2d6 + 2 ⇒ (6, 2) + 2 = 10
1d20 ⇒ 13
Initiative Order: Round 4
Skell
Hildr
Pai <==READY ACTION
Kilian 
Garinol 
Drebbin
Mu (Unconscious but Stable)
Ruford <==UP
Maddie <==UP
              
                
                
                   
                
                
                   Maddie Sykes 
                
                
                
                
                  
                
                
              
              
             | 
            
Maddie steps 5' to the south, so as to be away from any enemy who might be coming down the stairs.
”Let me know if you need more healing, but unless you're out of the dark I'm afraid I'll heal them too.” She says to whoever can hear her.
Delaying action for the time being.
              
                
                
                   
                
                
                   Maddie Sykes 
                
                
                
                
                  
                
                
              
              
             | 
            
Seeing Ruford emerge from the darkness with an injury, Maddie uses her wand of Cure Light Wounds on him.
CLW wand on Ruford (49/50 charges left): 1d8 + 1 ⇒ (5) + 1 = 6
| DM Rah | 
Two forms move through the darkness, coalescing into Hildr and Skell in the light outside the Temple. "Where's that old bastard?" Skell howls. Their cleated boots crunch in the ice of the moat as they move to attack, Hildr going after Pai, Skell after Ruford.
Pai's ready action is up.
A Note: Unless you have special footwear designed for ice (like the cleats worn by Hildr and Skell), movement on the frozen moat is a little tricky. A creature moving across the frozen moat must spend 2 squares of movement to enter an ice-covered square (meaning 5 foot steps are not possible) and the DC of all Acrobatics checks increases by +5.
| DM Rah | 
Hildr shields her eyes against Pai's magic, then cleaves her in retribution. 8 Damage
Skell hacks at Ruford, cutting through armor and giving him vicious wound. 8 Damage
Hildr Will Save: 1d20 + 3 ⇒ (18) + 3 = 21 Success
Hildr Attack on Pai: 1d20 + 6 ⇒ (9) + 6 = 15 Hit
Damage: 1d8 + 4 ⇒ (4) + 4 = 8
Skell Attack on Ruford: 1d20 + 4 ⇒ (19) + 4 = 23 Hit
Skell Crit Confirmation on Ruford: 1d20 + 4 ⇒ (10) + 4 = 14 Nope
Damage: 1d8 + 2 ⇒ (6) + 2 = 8
Initiative Order: Round 4 
Pai
Skell 
Hildr  
Kilian <==UP 
Garinol <==UP 
Drebbin 
Mu (Unconscious but Stable) 
Ruford 
Maddie  
              
                
                
                   
                
                
                   Pai Kromnite PFS 
                
                
                
                
                  
                
                
              
              
             | 
            
Yeah, I'm a doofus and didn't cast it yet. I thought we had things well in hand, until the little darkness bringing fella showed up.
Current HP 2/10
              
                
                
                   
                
                
                   Garinol 
                
                
                
                
                  
                
                
              
              
             | 
            
I'll move and try to attack Hildr again.
Light Mace: 1d20 + 4 ⇒ (6) + 4 = 10
Damage: 1d6 + 1 ⇒ (6) + 1 = 7
| DM Rah | 
Kilian can hear the sounds of fighting and yelling outside.
Kilian peeks around the corner and sees a guardroom converted from what was once a shrine. Most signs of its original dedication have been effaced by the camp, either by deliberate vandalism, or having been broken off for sale to collectors of Vudran antiquities on the Material Plane.
The smell of cooking food fills the air, and the poorly vented fire, burning in the shrine’s southwest corner, leaves a smoky haze in the room. Everywhere there are signs of a hurried collection of artifacts—the walls are covered in an elaborate relief sculpture, its surface marred with deep gouges where parts of its face were haphazardly carved from the larger whole, and a number of niches in the wall now lie empty, their icons and relics absent. The fire consumes a huge sheaf of palm-frond pages, upon which Vudran calligraphy may be discerned as the flames devour it.
Any other action for Kilian?
| DM Rah | 
Rescuing the pages is not done without a little sacrifice, and Kilian suffers minor burns as the price. 4 Damage
As he finishes patting out the flames, darkness descends upon him once again.
1d4 ⇒ 4
Initiative Order: Round 4 
Pai 
Skell 
Hildr 
Kilian 
Garinol  
Drebbin 
Mu (Unconscious but Stable) 
Ruford <==UP 
Maddie <==UP 
              
                
                
                   
                
                
                   Ruford 
                
                
                
                
                  
                
                
              
              
             | 
            
Right. So when is it "complete"? Would I take up a defensive stance and then promptly fall unconscious, or would it only take effect if I had to dodge something, or would I fall unconscious at the start of my next turn perhaps?
              
                
                
                   
                
                
                   Maddie Sykes 
                
                
                
                
                  
                
                
              
              
             | 
            
Things were beginning to look a little dire in Maddie's eyes, with two of her compatriots seriously wounded and two unaccounted for in the darkness, not to mention the two enemies directly threatening those remaining. She grasps her holy symbol momentarily, but instead opts to use her healing wand on Ruford, who was barely still standing.
Wand of CLW on Ruford (48/50 charges left): 1d8 + 1 ⇒ (6) + 1 = 7
              
                
                
                   
                
                
                   Ruford 
                
                
                
                
                  
                
                
              
              
             | 
            
Did Skell 5-foot step into melee with me? If not, I should have gotten an AoO, right?
Ruford swings at Hildr with brute force.
Power Attack: 1d20 + 3 ⇒ (13) + 3 = 16, Damage: 1d10 + 7 ⇒ (8) + 7 = 15
| DM Rah | 
They came out of the darkness. Concealment prevented AoOs
Hildr spins and hacks Garinol with her axe. 5 Damage Skell slashes at Ruford, but misses badly.
Hildr attack on Garinol: 1d20 + 6 ⇒ (19) + 6 = 25
Damage on Garinol: 1d8 + 4 ⇒ (1) + 4 = 5
Skell attack on Ruford: 1d20 + 4 ⇒ (3) + 4 = 7
Initiative Order: Round 5
Skell 
Hildr 
Kilian <=UP 
Garinol <=UP 
Drebbin 
Mu (Unconscious but Stable) 
Ruford 
Maddie 
Pai 
              
                
                
                   
                
                
                   Garinol 
                
                
                
                
                  
                
                
              
              
             | 
            
I'll 5ft step as well, and attack back.
Light Mace: 1d20 + 4 ⇒ (12) + 4 = 16
Damage: 1d6 + 1 ⇒ (6) + 1 = 7
Flanking with Ruford?
| DM Rah | 
Outside the temple Garinol lands a solid hit to Hildr's arm. She grunts, but seems to let her rage override most of the pain.
Inside Kilian makes his way back through the darkness. He hears a grunt and something thuds against his breastplate, but doesn't penetrate. As he turns the corner he finds light again and moves towards the entrance, but the darkness follows and envelopes him and another jab bounces off his armored back.
Attack: 1d20 + 4 ⇒ (6) + 4 = 10
Attack: 1d20 + 4 ⇒ (11) + 4 = 15
Initiative Order: Round 5 
Skell 
Hildr 
Kilian 
Garinol  
Drebbin 
Mu (Unconscious but Stable) 
Ruford <=UP 
Maddie <=UP 
Pai <=UP 
              
                
                
                   
                
                
                   Pai Kromnite PFS 
                
                
                
                
                  
                
                
              
              
             | 
            
Are all the opponents still cloaked in the darkness, DM? If not...
Pai fires another best from her wand at the closest enemy.
Damage 1d4 + 1 ⇒ (3) + 1 = 4
If no targets are available, she will delay until one presents itself.
Current HP 2/10