
![]() |

After the empty room he rejoins the group, " Just cause the door is lock doesnt mean something is not sleeping on other side that has a key to open it and attack from behind. Lets move on but will come back to these after in any event."

DM Rah |

Moving on you come to a short flight of steps that descend into a large chamber. The few furnishings within are restricted to racks, iron maidens, and other implements of torture. Near the center of the room a massive table with manacles hanging from each corner bears testament to grisly interrogations, and nearby a pair of wooden tubs stand empty, their contents long since evaporated. Against the north wall stand several empty racks and hooks for holding weapons or tools; the implements that once hung there are now scattered in disarray across the floor.
There is sudden movement as a creature detaches from the ceiling. As it falls it opens like a hideous octopus with thin, hook-lined tentacles connected by a fleshy web that ungulates to keep it airborn.
Only Sark and the Stranger spot it and have the reflexes to act before it attacks. Neither has the skill to identify it though
The scattered knives, spikes, and torture implements make navigating the room hazardous. If you move more than 5 feet a round there is a chance that you will step on one of the sharp tools.
PERCEPTION
??: 1d20 + 20 ⇒ (11) + 20 = 31
??: 1d20 + 12 ⇒ (5) + 12 = 17
Alden: 1d20 + 6 ⇒ (8) + 6 = 14
Haku: 1d20 + 1 ⇒ (2) + 1 = 3
Leonides: 1d20 + 6 ⇒ (4) + 6 = 10
Sark: 1d20 + 5 ⇒ (13) + 5 = 18
Ugly: 1d20 + 3 ⇒ (20) + 3 = 23
INITIATIVE
Alden: 1d20 ⇒ 9
Haku: 1d20 + 1 ⇒ (3) + 1 = 4
Leonides: 1d20 + 2 ⇒ (1) + 2 = 3
Sark: 1d20 + 3 ⇒ (18) + 3 = 21
Ugly: 1d20 + 5 ⇒ (10) + 5 = 15
Enemy 1: 1d20 + 6 ⇒ (7) + 6 = 13
Enemy 2: 1d20 + 6 ⇒ (4) + 6 = 10
INITIATIVE - Suprise Round!
Sark 21 <=Up
Ugly 15 <=Up
Enemy 10
MAP UPDATED

![]() |

att: 1d20 + 3 ⇒ (12) + 3 = 15dmg: 1d6 ⇒ 4
Sark reacts quickly releasing an arrow at the thing right over Leonides head, who feels the wind from the flight of the arrow ontop of his head, while the rest of the group stares in disbelief of the creature before them.
what do you think guys, use my special arrows on this thing?

DM Rah |

Sark's arrow bites into the creature, causing it to give a strange inhuman screech. The Stranger fires his pistol as well, but his bullet misses, taking a chunk out of the ceiling behind it.
Undulating in the air, a darkness eminates pours forth from the creature. Sark and the Stranger are still able to see, but the effect pushes back against the light from Alden's torch and Leonides' magic spell.
Then the sound of casting begins from further back in the chamber where Sark and Stranger can just make out the source as another gremlin crouching behind one of the tubs.
Haku Knowledge Arcana: 1d20 + 1 ⇒ (8) + 1 = 9
Alden Knowledge Arcana: 1d20 + 6 ⇒ (11) + 6 = 17
Darkmantles prefer to dwell and hunt in the caves and passageways that are closest to the surface, as these tend to possess more traffic for the monsters to feed upon. Yet they do not confine themselves to these dark caverns, and can sometimes be found dwelling in ruined fortresses or even in the sewers of bustling cities. Anywhere food is plentiful and there's a ceiling to cling to is a possible den for a darkmantle.
INITIATIVE
Sark <=Up
Ugly <=Up
Flying Creature
Gremlin
Alden
Haku
Leonides

![]() |

1d20 + 3 ⇒ (9) + 3 = 12
Not effected by the darkness because of his dark heritage, Sark moves up draws and fires at the flying target again, hoping Bullets can take care of the casting foe.

DM Rah |

Sark takes another shot at the strange flying creature, but this time his arrow misses. The stranger moves through the darkness and attempts to grab the gremlin, but the little creature is too quick for him.
The flying creature swoops down on Sark, slamming into him then wrapping the tiefling in its tentacles and squeezing tight. 8 damage
Meanwhile the gremlin's spell is completed and with a final arcane word a giant centipede with yellow eyes and a blackened shell appears in a burst of fire and lunges at the Stranger's back. Cackling, the gremlin draws a small sword and stabs from a flaking position. Somehow the Stranger manages to duck and dodge both attackers.
Dark creature slam on Sark: 1d20 + 3 ⇒ (15) + 3 = 18
Damage: 1d4 ⇒ 1
Dark creature grab on Sark: 1d20 + 5 ⇒ (19) + 5 = 24
Constrict on Sark: 1d4 + 4 ⇒ (3) + 4 = 7
Centipede bite on Ugly: 1d20 + 2 ⇒ (12) + 2 = 14
Gremlin stab on Ugly: 1d20 + 12 ⇒ (4) + 12 = 16
INITIATIVE - Round 1 - All PCs are up!
Flying Creature
Gremlin
Alden <=Up
Haku <=Up
Leonides <=Up
Sark <=Up
Ugly <=Up

![]() |

Haku moves up and begins chanting and beating his chest, as if calling a challenge to their enemies! "Te whiti e, te whiti e, ka mate ia ora!"
Inspire Courage 6/9 rnds remaining. +1 competence to attack and damage, +1 morale to fear save.

![]() |

Sark tries to stay calm and flick's his wrist to release the spring loaded dagger up his sleeve but in his state any other actions will be his downfall.
need to kill this thing fast, am at 0 hp already being 1st level sucks balls:( I assume i am grappled. Think going to change name to Sark the Unlucky

![]() |

There's a reason the player guides recommend at least a 12 CON; 14 if you plan on entering melee routinely.
Spellcraft check: 1d20 + 6 ⇒ (4) + 6 = 10
Leonides keeps on the edge of the darkness, alert for anything hostile emerging from it.

DM Rah |

Badly wounded and in the grip of the strange flying creature, Sark readies a dagger.
The Stranger dives away from the gremlin and its summoned creature and hurls a net, snaring the centipede.
Haku inspires courage in his companions and Leonides waits at the edge of the darkness.
Yes, Sark is grappled. Just waiting on Alden. Will continue in a couple hours regardless.

![]() |

I posted in another thread lol.
Alden seeing his companion in danger charges in anger (Rage)
"Hold on Sark I'm coming!!! Get offa him!!!"
Charging attack (Morale Bonus from Haku): 1d20 + 8 + 1 ⇒ (14) + 8 + 1 = 231d8 + 6 + 1 ⇒ (8) + 6 + 1 = 15

DM Rah |

Alden, I neglected to update the map, but you are all in darkness at the moment. It is represented by the circle on the map. Being attacked though Sark is not being quiet and you can pinpoint his location.
In many cases, some characters or monsters might be able to see while others are blinded. For purposes of the following points, a blinded creature is one who simply can't see through the surrounding darkness.
Creatures blinded by darkness lose the ability to deal extra damage due to precision (for example, via sneak attack or a duelist's precise strike ability).
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.
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).
Alden Perception: 1d20 + 5 ⇒ (14) + 5 = 19
Concealment >50=hit: 1d100 ⇒ 100
Following the sounds of combat, Alden swings his weapon and feels a satisfying crunch.
Sark is suddenly free from the creature's grip as it is torn away by Alden's attack.
Centipede Escape: 1d20 + 2 ⇒ (10) + 2 = 12
magic missile: 1d4 + 1 ⇒ (3) + 1 = 4
The centipede struggles in the Stranger's net, but remains entangled. The gremlin tips something in its language, then hops back and gestures, sending a magical missile into the Stranger's ugly face. 4 damage
INITIATIVE - Round 2 - All PCs are up!
Flying Creature
Gremlin
Alden <=Up
Haku <=Up
Leonides <=Up
Sark <=Up
Ugly <=Up
MAP UPDATED - Everyone note the location of darkness

![]() |

Sark moves back behind the lines then waits till someone heals him before he acts. He does put his dagger back up his sleave and readies his bow(unless those actions cause him to get KO)

![]() |

Alden Still swings at his foe hoping for a hit.
Attack. (Morale Bonus from Haku): 1d20 + 8 + 1 ⇒ (19) + 8 + 1 = 281d8 + 6 + 1 ⇒ (3) + 6 + 1 = 10
Perception: 1d20 + 5 ⇒ (14) + 5 = 19
Chance to Hit >=50 Hit: 1d100 ⇒ 80

![]() |

My action will depend on what Alden's hit sounds like. If it sounds like the creature squeals and dies, Haku runs toward Ugly's voice. If it still sounds alive, Haku will attempt to swing at the creature...

![]() |

Sorry misnarrated. Ugly isn't taking a five foot step, but full round move back then fwrd.
-Posted with Wayfinder

DM Rah |

Charge is a full round action. What I should have said is you can't move away then charge back in on the same round.
Charging is a special full-round action that allows you to move up to twice your speed and attack during the action. Charging, however, carries tight restrictions on how you can move.
Movement During a Charge: You must move before your attack, not after. You must move at least 10 feet (2 squares) and may move up to double your speed directly toward the designated opponent. If you move a distance equal to your speed or less, you can also draw a weapon during a charge attack if your base attack bonus is at least +1.
You must have a clear path toward the opponent, and nothing can hinder your movement (such as difficult terrain or obstacles). You must move to the closest space from which you can attack the opponent. If this space is occupied or otherwise blocked, you can't charge. If any line from your starting space to the ending space passes through a square that blocks movement, slows movement, or contains a creature (even an ally), you can't charge. Helpless creatures don't stop a charge.
If you don't have line of sight to the opponent at the start of your turn, you can't charge that opponent.
You can't take a 5-foot step in the same round as a charge.
If you are able to take only a standard action on your turn, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed) and you cannot draw a weapon unless you possess the Quick Draw feat. You can't use this option unless you are restricted to taking only a standard action on your turn.
Attacking on a Charge: After moving, you may make a single melee attack. You get a +2 bonus on the attack roll and take a –2 penalty to your AC until the start of your next turn.
A charging character gets a +2 bonus on combat maneuver attack rolls made to bull rush an opponent.
Even if you have extra attacks, such as from having a high enough base attack bonus or from using multiple weapons, you only get to make one attack during a charge.

![]() |

Alden shakes his flail in exuberance.
"Hah. Fall before the might of Asmodeous."

![]() |

Sark says to theBloodrager "hey could you hit me with that healing stick, cant do much until i heal some of these wounds." Sark braces himself for the not so nice effect.

![]() |

Alden looks at Sark with hellfire leaking out from his eyes
"Yooouuu Suuurreee? It takes time......"

![]() |

"Alden, go help Ugly, I'll take care of Sark!" Haku calls out as he feels around for Sark, "Sark, can you move toward my voice?"
Move action to draw wand, and standard to feel around.
Miss chance <50=touch: 1d100 ⇒ 13

![]() |

Alden nods unseen by Haku.
"Sure............."
Alden looks forward to smashing the inferior beastie and show everyone how superior Asmodeous is.

![]() |

Sark will move towards Haku and grab the wand.

DM Rah |

Ugly swings his sword, but doesn't get penetrate the centipede's carapace.
Haku reaches out to help Sark in the Darkness and Sark moves make the task easier for him. Haku can heal Sark last round if wanted
Leonides and Alden move through the darkness following the sounds of the Stranger fighting the Centipede. They emerge from the darkness very close to the fight.
The centipede manages to wriggle out of the net and hiss at the Stranger. The Gremlin, seeing reinforcements arriving, moves back and begins casting.
Leonides ?: 1d100 ⇒ 23
Alden ?: 1d100 ⇒ 17
Centipede Escape: 1d20 + 2 ⇒ (18) + 2 = 20
INITIATIVE - Round 3 - All PCs are up!
Gremlin and Centipede
Alden <=Up
Haku <=Up
Leonides <=Up
Sark <=Up
Ugly <=Up
MAP UPDATED

![]() |

Spellcraft check: 1d20 + 6 ⇒ (9) + 6 = 15
ETA:
Emerging into a space where his light spell works, Leonides brandishes his flail at the gremlin before closing and lashing out at the creature. "Time to face the judgment of Arshea!"
Pronouncing judgment; starting with judgment of justice.
Flail to face, incl. judgment and inspire courage: 1d20 + 5 + 1 + 1 ⇒ (15) + 5 + 1 + 1 = 22
Damage, if applicable, incl. inspire courage: 1d8 + 3 + 1 ⇒ (7) + 3 + 1 = 11

![]() |

Alden Smash!!!!
(Perception) first then Alden Smash Many legged thing: 1d20 + 5 ⇒ (6) + 5 = 111d20 + 8 + 1 ⇒ (2) + 8 + 1 = 111d8 + 6 + 1 ⇒ (2) + 6 + 1 = 9

DM Rah |

Alden moves to the centipede and swings his weapon, but it rears back just out of range. But it's not fast enough to avoid the Stranger, who slices a large wound in it with his no-dachi. The centipede hisses and vanishes in a flash of fire as it is defeated.
Back in the darkness Haku heals Sark, undoing most of the damage dealt by the flying creature's deadly grip.
His feet kicking tools out of his path, Leonides advances on the gremlin and smashes it with his flail, but the creature proves tougher then the previous ones and manages to avoid a killing blow.
The gremlin completes its spell, and a handful of sand flies from a component pouch in its hand and settles over Alden and the Stranger.
Alden and Ugly please roll Will saves vs DC 17
The gremlin then hops away from Leonides and begins another spell.
?: 1d100 ⇒ 92
?: 1d20 ⇒ 10
INITIATIVE - Round 4 - All PCs are up!
Gremlin and Centipede
Alden <=Up
Haku <=Up
Leonides <=Up
Sark <=Up
Ugly <=Up
MAP UPDATED

![]() |

Will Save: 1d20 + 2 ⇒ (19) + 2 = 21
Alden is mad though at being disturbed. Mentally disturbed that is.
Channelling his rage Alden shakes off the effect and charges in!!!
Flail: 1d20 + 8 + 1 ⇒ (8) + 8 + 1 = 171d8 + 6 + 1 ⇒ (7) + 6 + 1 = 14

![]() |

Spellcraft check: 1d20 + 6 ⇒ (10) + 6 = 16
"I don't think so." Leonides pursues the gremlin to the wall, swinging at it again.
Flail attack: 1d20 + 5 ⇒ (10) + 5 = 15
Damage, if applicable: 1d8 + 3 ⇒ (2) + 3 = 5
Switching to judgment of purity to be on the safe side.

![]() |

1d20 + 3 ⇒ (18) + 3 = 211d6 ⇒ 1
Sark targets the spelling casting foe and his arrow flies true but remembering the protection of the last one, he hopes his arrow is strong enough to do some damage.

DM Rah |

The Stranger drops to the floor in a deep sleep.
Alden charges, managing to avoid stepping on any sharp objects, and joins Leonides attack against the gremlin. Unfortunately, neither gets a solid hit on the quick little thing, and their proximity foils Sark's aim.
Haku gropes through the darkness, making his way out. At one point he steps on something in the dark, but whatever it is doesn't penetrate his footwear.
The gremlin's next spell completes! it then attempts another spell...
Leonides and Alden make Will Saves vs Sleep DC 17. If one of you makes your save she'll lose her spell. If not, Haku will get hit with a magic missile for 2 points of damage.
Concentration: 1d20 + 6 ⇒ (2) + 6 = 8
Magic Missile: 1d4 + 1 ⇒ (1) + 1 = 2
Alden ?: 1d100 ⇒ 28
Haku ?: 1d100 ⇒ 61
Haku ?: 1d20 ⇒ 2
INITIATIVE - Round 5 - All PCs are up (except Ugly)
Gremlin
Alden <=Up
Haku <=Up
Leonides <=Up
Sark <=Up
Ugly Sleeping on the job!
MAP UPDATED

![]() |

I missed with a 21???
1d20 + 3 ⇒ (17) + 3 = 20dmg: 1d6 ⇒ 1
Sark moves in to this slow this thing down firing from only 10 feet away.

![]() |

So, switching to judgment of purity made a bit of a difference.
Bolstered by Arshea's holy power, Leonides shakes off the effect of the sleep spell. He's unable to capitalize on it, as the wily gremlin ducks under his halfhearted followup attack.
DC 17 Will save, incl. judgment bonus: 1d20 + 5 + 1 ⇒ (11) + 5 + 1 = 17
Flail attack: 1d20 + 5 ⇒ (8) + 5 = 13