
| Douglas Muir 406 | 
fffffwwooooooossshh
psee pew psee psee
An immense blast of sparks explodes outwards, filling the guardroom. Some of the sparks blast outwards through the arrow slits, into the entryway.
Blackerly 1d20 ⇒ 12
Sober Guard Alf 1d20 ⇒ 12
Sober Guard Bob 1d20 ⇒ 15
Drunk Guard Carl 1d20 ⇒ 15
Drunk Guard Don 1d20 ⇒ 3
Grumblejack 1d20 ⇒ 19
Duration 1d4 + 1 ⇒ (1) + 1 = 2
Now: some of the effect came through the arrow-slits. Under the RAW, you'd have to roll saves just like the guards. However, I'm going to rule that those who said they were closing their eyes (Edmin and Jax -- but not Bref, because he peeked) are immune. Everyone else has to make a Will save. Because you're partly insulated from the effect by the wall, I'll give you +4 on the save.
(If you guys end up working together as a team, I'll assume that you train to avoid area spell effects -- Zimu shouts a code word, and you all cover your eyes. But you're first level, and you've never worked together before.)
Spots dance before your eyes. You can hear the guards on the other side of the wall yelling in pain and surprise. Grumblejack bellows. "RRRRAH! My EYES!"

| The 'Old' Warden Richter | 
 
	
 
                
                
              
            
            'A HUNDRED GOLD to any who can protect me!'
Sorry! I thought covering our eyes and the wall would be enough to mask the effect! Sorry Bref! (To be fair he did say he curled up into a ball!!) Happily Grumblejack made it! I think DM you are running the Judge temporarily, can we assume he shut his eyes, I would not like to penalize him for my actions.

| Bref | 
 
	
 
                
                
              
            
            1d20 + 1 + 4 ⇒ (17) + 1 + 4 = 22
Bref cannot be blinded by fire! He is amazed. see attacks above

| Douglas Muir 406 | 
So only Zimu is blinded -- caught in the backlash of her own spell! (Next time you try this, you'll know to close your eyes.)
As the sparks fade, the Judge steps up to the wall. He peels the window from the veil and slaps it on the wall between two arrow slits, at about chest height.
The little embroidered cloth window seems to melt into the stone. Nothing happens for a moment. Then the stone ripples and flows outward, like water going down a drain but in reverse. A windowsill forms. A window, with four panes of leaded glass, seems to simply condense out of the air.
Jax opens the window and steps through. Bref hurls himself after him with a shriek.
Opening the window is a move-equivalent action, so Jax can only attack the guard nearest to him -- Carl, who is sober but blinded.

| Edmin Al'Roth | 

| Douglas Muir 406 | 
Init order is now Cуровую, Judge, Jax, Bref, Morsum, Blackerly, Edmin, Grumblejack, Sober Guards, Drunk Guards. Sir Edmin has not had time to activate his tactical power yet, so Bref does not get that bonus. However, since Blackerly is Blinded, he takes a -2 penalty to AC. Furthermore, he's flat-footed. So Bref's attack roll of 14 hits. However, he only gets the first extra d6 (for SA) and not the second. So, 5 points of damage on Blackerly.
Blackerly Blinded -5 
Sober Guard Alf Blinded
Sober Guard Bob 1d20 Blinded
Drunk Guard Carl 1d20 Blinded
Drunk Guard Don 1d20 Blinded
Jax can attack Sober Guard Bob (not Carl) who is next to him. Morsum can step through and attack Blackerly, taking a flank with Bref. (He has to move past two guards, but they're blinded, so no AoOs.) I'm off now; back later today.

| Jax Naismith | 
 
	
 
                
                
              
            
            Jax steps up to Bob and smiles. Why, hello there my good friend. How are you today? You look like you're having some trouble seeing. Would you care to let me help with that?
1d20 + 4 ⇒ (5) + 4 = 91d6 + 2 ⇒ (5) + 2 = 7
[ooc] Ah I can't wait for spellstrike..otherwise that would have had +3 to hit and +1d6 damage[/dice]

| The 'Old' Warden Richter | 
 
	
 
                
                
              
            
            free action
-
Being deliberately vague as to confuse the guards,
'You there guard, the one in the armor and a weapon, there is a prisoner crawling beneath you! Right beneath you! What are you ... blind?!
The 'Old' Warden, blinded as (s)he is just trying to help he's companions as best (s)he can.

| Edmin Al'Roth | 
 
	
 
                
                
              
            
            Challenge
Edmin moves through the hole in the wall, making a line for the searant but stoping out of reach."Blackerly! You son of a whore! When you get to the hells, tell them Sir Edmin Al'Roth sent you!"

| Judge Tohram Quasangi | 
 
	
 
                
                
              
            
            I already posted the attack for Morsum and the Judge in Post 1366.
Tohram
Attack-Crossbow: (Round 1 or 2): 17
Damage: 1d8 ⇒ 1
Morsum
Attack-bite: 20 <-- not including any blindness bonuses
Damage: 7
If he can get to Blackerly in a 5-foot move:
Attack-claw: 1d20 + 4 ⇒ (5) + 4 = 9
Damage: 1d4 + 3 ⇒ (1) + 3 = 4
Attack-claw: 1d20 + 4 ⇒ (6) + 4 = 10
Damage: 1d4 + 3 ⇒ (3) + 3 = 6

| Douglas Muir 406 | 
The Judge's attack will have to go on Round 2, since he spent his action this round opening the window. Morsum gets a bite on Blackerly for 7 damage, no claws.
"Listen to me!" Blackerly snarls. "Al, Bob, shoot at their voices and then change off to swords! Carl, Don, step back towards me! Ed, get the HELL down here NOW! You men outside, KNOCK THAT DAMN DOOR DOWN!"
"As for you," he turns towards Sir Edmin, "you cowardly, backstabbing, water-blooded aristocratic catamite.... come on then, if you think you're hard enough."
Blackerly takes a step backwards to put himself in a corner between a wall and a table. This means that only three PCs can attack him at a time. He's taking the Full Defense action, which adds +4 to his AC, while waiting for the blindness to wear off.

| Douglas Muir 406 | 
Blackerly Blinded -12
Sober Guard Alf Blinded
Sober Guard Bob Blinded
Drunk Guard Carl Blinded
Drunk Guard Don Blinded
? Guard Ed upstairs?
"RRRRAAHHHHH!!" Grumblejack attempts to shove himself through the window. "UGGGH! NNNURGH!"
For a Large creature, this requires a DC 10 Escape Artist check. Strangely, Escape Artist is not a class skill for ogres. 1d20 - 1 ⇒ (20) - 1 = 19 However, Grumblejack manages to do it somehow. That takes up his entire move, though.
Next up: Cуровую, Judge, Jax, Bref, Morsum, Blackerly, Edmin, Grumblejack, Sober Guards, Drunk Guards.

| Douglas Muir 406 | 
Yes, certainly. But note the Blinded Condition : "Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone."

| Edmin Al'Roth | 
 
	
 
                
                
              
            
            Posting Round 2 actions. I have to go out for a bit.
Round 2
AC: 16
HP: 8/13
Move to flank Blackerly.
"Hard enough to take a s$@+heel like you, dog!
Power Attack: 1d20 + 6 - 1 ⇒ (17) + 6 - 1 = 22 +2 if flanking = 24
Damage: 1d12 + 9 + 1 ⇒ (8) + 9 + 1 = 18
If flanking add: 1d6 + 1 ⇒ (2) + 1 = 3

| Morsum | 
 
	
 
                
                
              
            
            Round 2
Morsum continues to press his attack against the blinded opponent.
Attack-Bite: 1d20 + 4 + 1 ⇒ (18) + 4 + 1 = 23 <-- extra +1 from Edmin I think
Damage: 1d6 + 3 + 1d6 ⇒ (2) + 3 + (2) = 7 <-- extra +1d6 from Precise Strike
Attack-Claw: 1d20 + 4 + 1 ⇒ (7) + 4 + 1 = 12 <-- extra +1 from Edmin I think
Damage: 1d4 + 3 + 1d6 ⇒ (2) + 3 + (5) = 10 <-- extra +1d6 from Precise Strike
Attack-Claw: 1d20 + 4 + 1 ⇒ (2) + 4 + 1 = 7 <-- extra +1 from Edmin I think
Damage: 1d4 + 3 + 1d6 ⇒ (2) + 3 + (5) = 10 <-- extra +1d6 from Precise Strike
If Blackerly goes down, he will attack one of the other not-drunk guards instead.

| Judge Tohram Quasangi | 
 
	
 
                
                
              
            
            Tohram fires at one of the guards not in combat.
Prior rolls were:
Attack - 17
Damage - 1
If the Precise Strike is relevant add 1d6 ⇒ 1
Yep - my damage rolls are on the sucky side of sucky as well.

| Douglas Muir 406 | 
The Sober Guards will try shooting their crossbows, then will drop them and switch to swords.
Al takes a 5' step back and shoots at Jax: 1d20 + 3 ⇒ (5) + 3 = 8
Bob shoots at Grumblejack: 1d20 + 3 ⇒ (12) + 3 = 15  misses on a 1-50 1d100 ⇒ 26
Ed, the third Sober Guard, was upstairs; his job was to kill anyone trying to clamber up to the second floor. Ed was not blinded! He shoots through one of the murder holes at Zimu, then comes running over to the ladder leading down to the guardroom where the fight is.
1d20 + 3 ⇒ (10) + 3 = 13 that's a hit. Damage is 1d8 ⇒ 4 hp.

| Douglas Muir 406 | 
The Drunk Guards stumble towards Morsum and Sir Edmin, yelling and swinging wildly.
Carl on Morsum 1d20 + 3 ⇒ (12) + 3 = 151d100 ⇒ 12 swing goes wild
Don vs. Sir Edmin 1d20 + 3 ⇒ (15) + 3 = 181d100 ⇒ 58 connects!  for 1d8 + 2 ⇒ (8) + 2 = 10 damage
So, I hate to say it, but Edmin's great round doesn't happen -- he's knocked down by a blind drunk guy first! I believe that drops him to -2 hp. Does the party have any healing left at all?

| Douglas Muir 406 | 
Round 2 Init: Cуровую, Judge, Jax, Bref, Morsum, Blackerly, Edmin, Grumblejack, Sober Guards, Drunk Guards
The Judge put a single point of damage on one of the Sober Guards 1d2 ⇒ 2 Bob. Morsum clawed Blackerly for 7 points of damage. So, we're waiting on Cуровую, Jax, and Bref. (Everyone else, please wait until these three have taken their turns -- I don't want to get too far ahead.) Sir Edmin's tactical feat will continue to work until his initiative on Round 4.
Blackerly Blinded -19
Sober Guard Alf Blinded
Sober Guard Bob Blinded -1
Drunk Guard Carl Blinded
Drunk Guard Don Blinded
Sober Guard Ed upstairs at top of ladder

| Bref | 
 
	
 
                
                
              
            
            die blackerly!
bite1d20 + 6 - 1 + 2 ⇒ (19) + 6 - 1 + 2 = 26 for1d4 + 1d6 + 1d6 - 1 ⇒ (2) + (4) + (2) - 1 = 7
shiv1d20 + 6 - 1 + 2 ⇒ (5) + 6 - 1 + 2 = 12 for1d3 + 1d6 + 1d6 - 1 ⇒ (3) + (5) + (5) - 1 = 12

| The 'Old' Warden Richter | 
 
	
 
                
                
              
            
            I was going to ask if I could go full defensive or take a move action for the past round. In any case am I still blind this round? I think we are done for healing, there was only the one healing potion in the viel, there was nothing on the guards and on the Warden and we lost Rosa.
What actions can I take?

| Edmin Al'Roth | 
| 1 person marked this as a favorite. | 
 
	
 
                
                
              
            
            You all don't have to keep saying that he was drunk and blind! I maybe evil but I still have feelings!

| Douglas Muir 406 | 
You can make attacks with natural weapons in combination with attacks made with a melee weapon and unarmed strikes, so long as a different limb is used for each attack. For example, you cannot make a claw attack and also use that hand to make attacks with a longsword.
When you make additional attacks in this way, all of your natural attacks are treated as secondary natural attacks, using your base attack bonus minus 5 and adding only 1/2 of your Strength modifier on damage rolls. Feats such as Two-Weapon Fighting and Multiattack can reduce these penalties.
So, you wouldn't actually have hit Blackerly -- he gets that damage back.

| The 'Old' Warden Richter | 
 
	
 
                
                
              
            
            -
"LOWER YOUR WEAPONS ALL OF YOU! THEY WILL KILL ME IF YOU KEEP RESISTING! AND IF I DIE MY FAMILY WILL HAVE ALL YOUR HEADS! LOWER THEM NOW MEN OF BRADASCAR! OR HANG THE GALLOWS!"
Any bonuses because they are blind and they don't know who is winning or who is at an advantage?
Bluff 1d20 + 8 ⇒ (18) + 8 = 26
"BLACKERLY IF YOU COUNTERMAND MY ORDERS YOU WILL BE THE FIRST TO HANG!"
Moving 10 ft to where the sound of combat is.

| Judge Tohram Quasangi | 
 
	
 
                
                
              
            
            The Drunk Guards stumble towards Morsum and Sir Edmin, yelling and swinging wildly.
Carl on Morsum d20+3d100 swing goes wild
Don vs. Sir Edmin d20+3d100 connects! for d8+2 damageSo, I hate to say it, but Edmin's great round doesn't happen -- he's knocked down by a blind drunk guy first! I believe that drops him to -2 hp. Does the party have any healing left at all?
Shouldn't the drunk blind guards have had to make Perception to determine where Morsum and Edmin were? Would seem to be the same as finding an invisible person to me.

| Douglas Muir 406 | 
"Don't listen to him! I told you, he's being controlled by demon magic!"
I'm going to roll this as a contest between your Bluff and Blackerly's Intimidate. He's got +11, so he needs a 15 to beat you. I would normally give him a +4 circumstance bonus, because the guards are used to obeying him -- the Warden is a remote figure who mostly stays in his tower. However, being blinded is going to make them a bit more hesitatnt. So: 1d20 + 11 ⇒ (4) + 11 = 15
Not even close! Okay, so the guards will not attack this turn. I'd say they'll go on full defense instead.

| Douglas Muir 406 | 
Blackerly snarls with rage. Suddenly, he whips his sword around around his head with blinding speed and stomps his foot on the ground three times.
"Branderscar! Branderscar! HAI! HAI! HAI!!!
If Sir Edmin were still conscious, he would instantly recognize that Blackerly must have served in the Caer Bryn, fighting the savages of the Western Forest. For this is their wild blood-dance, done in the midst of combat to unnerve their foes.
Blackerly's shining sword cuts an impossibly complex pattern through the air. Against your better judgment, you find yourself unnerved, and then startled as he emits a piercing, inhuman shriek.
Blackerly has the Dazzling Display feat. This lets him make an Intimidate check to put the Shaken condition on all of you. Here goes: 1d20 + 11 ⇒ (10) + 11 = 21. Everyone except Zimu (who can't see this) takes the Shaken condition for two rounds. That's -2 on all attack rolls, saving throws, skill checks, and ability checks.

| Douglas Muir 406 | 
Round 2 Init: Cуровую, Judge, Jax, Bref, Morsum, Blackerly, Edmin, Grumblejack, Sober Guards, Drunk Guards
Sir Edmin can make a roll to stabilize.
Grumblejack blinks with astonishment at Blackerly's display. Still, he has not forgotten why he is here. "Uhhh... Smash!' 1d20 + 3 ⇒ (3) + 3 = 6. However, he has not yet shaken of the distraction, and his swing goes wide.
All of the guards are hesitating, taking a defensive stance, confused by the shrieked instructions from "Warden Richter". To the south, however, the guards from the barracks are trying to break the door down, 1d20 ⇒ 7 though so far without success.

| Bref | 
 
	
 
                
                
              
            
            bite1d20 + 6 - 1 + 2 - 7 ⇒ (18) + 6 - 1 + 2 - 7 = 18 for1d4 + 1d6 + 1d6 - 1 ⇒ (3) + (3) + (1) - 1 = 6
shiv1d20 + 6 - 1 + 2 - 7 ⇒ (18) + 6 - 1 + 2 - 7 = 18 for1d3 + 1d6 + 1d6 - 1 ⇒ (1) + (1) + (6) - 1 = 7
 
	
 
     
    