After this battle the group will lose Rammellorn, Varl and Nibb from the group.
I've asked another player, in addition to Malcolm, to join the group and he is interested. If he gets his character together, I'll add him to the end of this battle he will be comrade of Malcolm's for ease of transition.
He is in AA7 actually. There are barrels, crates, grain bags that are in your hex, valtida's hex and the goblins area but the PC tokens cover those. There no way to 5 foot step. you could try to acro to AA8 but you will be squeezing.
Sheyan can you update your profile stat line for me to include the following information:
AC /TT/FF, Init , Perc , HP / ,CMB/CMD,
This makes it easy for me to review without having to open a second tab to see your character vitals. Look at Valtida's profile line as a good example.
I'm leaving for vacation tomorrow and all heck has broken out at my office today. I won't be able to post anything substantively until this evening. Sorry folks.
I should be able to post an occasional post while on my trip, we are staying at locations with internet. Although my posting will be lite.
You may have figured it out but we don't do readied actions where it reshuffles the init order, I simply permit folks to hold their actions until they want to use, with no reshuffling of the order. It would be a tracking nightmare for me otherwise, and it would bring the game to death-crawl.
One of interesting things about RA is how complex, interwoven and expansive the area actually encompasses. There are 24 separate detailed wilderness encounters that could take a party well into the mid-teens in levels to complete and that is without doing any of the 51 Dungeon levels/sublevels.
This brings me to the group question: The town of Fentonville, and all the encounters to-date were DM created and now you are about to conclude and level up, so what would the group like to do next, after they rest and resupply? You could test out some of the wilderness adventures, or try your hand and drive into a dungeon entrance but remember there is no shame in retreating or running away from some encounters.
From a role playing story point of view, I forget what we were originally engaged to do.
What I remember is that these kids are only one half of the prisoners of the attacked farm house. We decided to pursue, because it was the Good thing to do, and not because we had been paid to do it. So wouldn't we go after the second half of the prisoners? Then get back to do our employer to be reminded what he paid us to do?
I totally forgot about the prisoner's being divided! The original intent there was to let you get into some wilderness encounters.
Your employer pays your for two things: quelling the bandits and cartography.
As far as Nibb, Rammelorn and Varl, I was going to have them go back to Fentonville. Never know after this goblin encounter. They can settle out trading/selling loot for the group if you like.
Maybe you can influence what we do with information from the newbies. Do they know anything or have any preferences about the other prisoners, bandits or cartography?
They were basically the remains of another cartography group but I'll let that RP out when you all get time for proper introduction. Besides I still need to feed them some rumors they would have heard and other tidbits from their time mapping.
I will eventually include these under the Rumor tab in camp info:
Remember these are rumors they could be true, false or a mixture.
Malcolm:
- Zelkor, the good wizard of old, is now an evil lich living i the upper levels protecting the evil temple and descent into it.
- A great city of goblins lies deep in the complex, and they are followers of Orcus.
- There is an insane blackguard named Ian the All-Seeing who collects the eyes of all he meets. he is said to have thousands of eyeballs in his collection now. He can control them, make them move about, and see things for him.
-A wise man uses the rivers to travel in the dungeon. They are dangerous, though. Many men who did not know the correct path have drowned.
- "Rappan Athuk? Bah! No one ever gets out alive!"
- "The swamp is filled with horrors that rival that dungeon but watch your back with that cloister of the froggy god. Dat ain't right what happens in those cellars....heard it's a route to the Rappan Athuk, if you can make it that far."
Malcolm, using detect evil at will to locate the enemy position in the darkness, attacks again with a holy smite.
Malcolm, you're rolling your miss chance any way, because you're effectively blind for your attack. However, I would suggest that you reread Detect Evil. It takes a standard action and a standard action to concentrate. Meaning, you can't be attacking AND detecting evil.
It took me awhile to get the hang of that spell, too.
Male Human (Varisian) Paladin/9 Warrior of the Holy Light/HP: 90/93/AC: 21(22)/CMB: 15/CMD: 27/Init: 2/Perc: 7
Based upon my reading of the following, just to locate the aura is only a move action. that is how I have been applying the mechanic. Using the full spell to determine the nature of the aura would be a standard action, but I am only interested in the location so as to attack it.
Paladin Detect Evil:
At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.
The pally's DE is a bit different, I think it's move action for the paladin. The class specific rule applies over the general rule on how concentration/magic works. It is basically an exception to the general rule.
In fact, now that Malcolm has announced he was detecting evil I don't think he had a miss chance this past round. He would know the location. Malcolm missed regardless.
Detect Evil:
3rd Round: The power and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.
Cool. I've been playing Inquisitor's lately using DE quite a bit. Never noticed the paladin's concentrate was move action, which is much more useful. Cheers