| Glimmil |
To the others: "Yes, yes. I'm asking the questions, but he's not parting with much!"
Glimmil turns back to the vanishing-man.
Gnomish: "My companions want to know your name. I'm curious what Kazmojen is -- is he a silver-man?"
The gnome shoots a glance to the others.
Gnomish: "They seem reluctant to let you go until they know what we face in this Malachite place. Like, what defends it? How many slavers are there?"
Diplomacy (to get more information for free?): 1d20 + 7 ⇒ (14) + 7 = 21
| Silfr |
At this rate we'll be afflicted by the Vanishing before this negotiation is over.
Going only on what Glim has told us
"Lets trade for his key and directions, then escort the tall one one outside. Not the skulks though, they operate under a sanity that is orthogonal to our own."
| GM_Chris |
Gnomish: "My companions want to know your name. I'm curious what Kazmojen is -- is he a silver-man?"
Gnomish: "They seem reluctant to let you go until they know what we face in this Malachite place. Like, what defends it? How many slavers are there?"
"Kazmojen has employed many in his trade. There are lots of hobgoblins of course, but you never know what buyers might be visiting. Wizards, rogues, warriors all come in search of extra assistance."
| Glimmil |
"The vanishing-man here is Yuathyb. He says Kazmojen is a half-dwarf, half-something... maybe orc?"
"He says there are lots of hobgoblins in the Malachite place but he didn't give me a number. I think he might've told us all he can, or is willing to?"
Glimmil stands, arms crossed, hoping the discussion has born enough fruit so that they may continue hunting for the kidnapped victims.
| Dyrant Maynor, the Pre-Sainted |
"Silfr keeps mentioning something about a key, but that might be... Dyrant's voice trials off. "Ask Yuathyb if he has a key. Get one of those and I'll be satisfied."
I think I missed where this guy might have mentioned a key. If I'm nuts, forgive this post.
| Finneas Glenn |
"Yukyuk is working with Kazmojen. Kazmojen is taking people. How is this not evil? What kind of paladin did you say you were? Why are you even considering letting him loose on Cauldron? Especially if he's about to Vanish?!"
This will not happen!
"I'm going to go smash him in the face unless somebody comes up with a really really good reason not to."
| Dyrant Maynor, the Pre-Sainted |
"I'm going to go smash him in the face unless somebody comes up with a really really good reason not to."
Dyrant goes through a mental checklist at Finneas' statement.
1) Are they evil? Yes.
2) Are they unrepentant? Yes.
3) Did they aid and/or abet the taking of children and/or Doctor Toffee? Yes.
4) Were they evasive in helping us recover the children? Yes.
5) Would a good cudgeling mayhaps learn them something good? Yes.
6) Would St. Cuthbert smite them first, ask questions later? Yes.
6a) We are not St. Cuthbert, only his unworthy followers. Is it likely this evil crush us like a grape? No.
Conclusion: a CUDGELING!
Dyrant nods to Atol and readies his cudgel (club).
| Silfr |
"Yukyuk is working with Kazmojen. Kazmojen is taking people. How is this not evil? What kind of paladin did you say you were? Why are you even considering letting him loose on Cauldron? Especially if he's about to Vanish?!"
"I'm going to go smash him in the face unless somebody comes up with a really really good reason not to."
"If you pre-possessed this knowledge why then did you not share it? Only with his name do the contours of the situation become complete."
Silfr readies for battle.
Is mage armor still up? If not, draw and cast a scroll of mage armor. If so, cast The Able Attentuation of Activity. Either way, result is AC 14 thanks to poison.
"Glimmil, tell him to surrender and he can live his remaining un-vanished hours answering to the citizenry of Cauldron for his mass kidnappings and slavery."
2/3 castings used today.
| Finneas Glenn |
"Possessed? I'm not possessed."
Male voice: Yes you
Shut up
"These are all things I learned from what Yukyuk here just told us."
| Doctor Abner Svengalu Toffitt |
"Oh for pity's sake, I will have no part in this fiasco. At the very least, you must subdue the man and not kill him. If not, I will take my leave of you." As combat starts, Toffitt puts away his rapier and goes on full defense.
| GM_Chris |
Initiative
Atol - 1d20 + 0 ⇒ (8) + 0 = 8
Dyrant - 1d20 + 7 ⇒ (10) + 7 = 17
Glimmil - 1d20 + 3 ⇒ (13) + 3 = 16
Finneas - 1d20 + 6 ⇒ (11) + 6 = 17
Silfir (synth) - 1d20 + 1 - 4 ⇒ (7) + 1 - 4 = 4 -4 due to Dex
Toffit - 1d20 + 5 ⇒ (13) + 5 = 18
Short one - 1d20 + 3 ⇒ (6) + 3 = 9
Tall one - 1d20 + 4 ⇒ (17) + 4 = 21
Round 1 - I don't think anyone is surprised.
Tall one (17,G)= 21
Toffit = 18
Dyrant = 17
Finneas = 17
Glimmil = 16
Short one (16,H) = 9
Atol = 8
Silfir (synth) = 4
The tall one says something and the world goes completely dark even to those with darkvision. (spellcraft duh=deeper darkness)
1d20 + 8 + 3 ⇒ (15) + 8 + 3 = 26 +3 for distance
The tall one moves south.
Old map, but showing whole room.
Reminder. It is completely dark to even those with darkvision.
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.
| Finneas Glenn |
Round 1 Initiative 17
HP = 17
AC = 17
Weapon Equipped = Greatsword
Speed = 20'
Oracle Spells Left (CL 1, +4 melee touch, +0 ranged touch):
1 1/5 Divine Favor, Shield of Faith, Cure Light Wounds, Enlarge Person
Status Effects = None
Move to {-M,16}
"He's infected Doctor, you want to let him live so he can infect the city? This creature that kidnapped you?"
I assume that much talking should take up the rest of my turn.
| Atol Lem |
Round 1, Initiative 8
Weapon Equipped = Cudgel
Conditions = none
Channel Energy Left: 4/7
Resistant Touch Left: 8/8
Strength Surge Left: 8/8
Cleric Spells Remaining:
0) Create Water, Guidance, Light, Purify Food & Drink
1) Bless, Command
At last, clarity. This is the correct move, a beating. I hope we win.
"The blessings of St. Cuthbert be with us all!
Atol stands firm in the darkness trying to see and casts Bless.
+1 to hit, +1 saves vs fear for 2 minutes
| GM_Chris |
Here is the stat sheet I'm tring to use. Please verify it's accurate. Atol, you have not added your level 2 hit points to your profile page. I assumed you used the 1 from favored class to give you a total of 15. Silfir, you have Will +4 (cha 2, class 2, +2) on your profile page. Should this be Will +6. I will leave the sheet unlocked so it can be modified.
| Dyrant Maynor, the Pre-Sainted |
Round 1, Init 17+
Dyrant will cast Mage Armor on Cog.
"Good puppy! Go get the darkness!" Dyrant will tassle Cog's ears.
Dyrant will move to -N,-15 (10 feet move through Glim's square, not dark in hallway).
Sheet looks right to me.
| Atol Lem |
"INFECTION, Finneas? You speak of infection NOW, after this creature has already parlayed in good faith with us? And you presume to tell me who kidnapped me! This man DID NOT kidnap me. You saved my life this day, for which I am grateful, but your present actions show no such honor and decency."
"My good Doctor, he has, I think, participated in the stealing of adults and children and selling them to slavers. His only defense is that he is sickening now and wants out. He has not in any way atoned for his actions, he's just getting sick and wants to retire in luxury. I don't think that is worthy of our consideration."
"And yes, talks did break down, but we did not sneak up on him and attack. They broke down and he went first with this horrible darkness. I understand your confusion, but the way seems clear. He is a lawbreaker, and though he may not be evil to the core, he has definitely done things he must answer for and by Cuthbert he will!"
We NEED you doc!
| Doctor Abner Svengalu Toffitt |
The Doctor will chew on Atol's words momentarily. Hm. Hard to argue with that. "You make good sense, Atol. I would consent to apprehending him. Let us do what we can to subdue him, and ensure he gets a fair hearing."
Player has a bias that arises when diplomatic roleplay is ended by PCs spoiling for a fight... Even though I concede that the reasoning and character motivation warrant it in this case. Also, I forgot that Yuathyb was named as the leader of the dark ones... *Edit* and Doctor Toffitt wasn't around when you heard the name Yuathyb...
| Glimmil |
Round 1, Init 16
Gnomish: "Wait, wait, just surrender. We don't need to kill you!"
Wouldn't Garl have shown me he was evil when looked into him? How could he not be evil when he helped kidnap slaves?
Glimmil continues to hold Cog's collar with his right hand.
"Guys! I don't think he's evil! Tell them, Silfr!"
How can I fight someone who is not evil who wished to discuss a peaceful accord?
| GM_Chris |
For simplicity, I'm delaying the short one to the end of the round so all the creatures will go at the same time. This mean Silfir is still to go plus any actions from Toffitt and Glimmil aside from talk.
As Finneas and Dyrant move into the hallway, they find there is light. The deeper darkness acts like a negative light source. It eminates from a point. The columns of 17/18 are in complete darkness as well as room J45.
About to travel to the mountains for the weekend. I'm unsure of coverage and will be working by cell phone, so it might go slow until Sunday night.
Round 1 recap
Tall one (Unknown location)= 21 - Deeper darkness and move
Toffit = 18 - talked
Dyrant = 17 - Mage armor for cog and move to N,15
Finneas = 17 - Move to M,16
Glimmil = 16 - talked
Atol = 8 - Bless
Silfir (synth) = 4 - still to go
Short one (16,H) = 3 - still to go
Round 2
Tall one = 21 - still to go
| Doctor Abner Svengalu Toffitt |
Dr. Toffitt moves to a corner and goes on total defense.
AC = 15 = 13 (armor) + 4 (total defense) - 2 (darkness)
*Edit* Spellcraft + 7 to determine what Dr. Toffitt knows about Deeper Darkness (duration, radius, etc.
1d20 + 7 ⇒ (19) + 7 = 26
That'll help. Oops, guess hiding in the corner was a bad idea...
| Silfr |
Round 1, init 4
"Doctor, we are cognizant that Yuathyb manages the kidnappings on the surface. We require he answer those charges, either before the city watch or in melee."
Silfr will step out of the darkness (M, 19) and cast The Able Attentuation of Activity.
AC 19 with mage armor, shield, poison. AC 17 in deeper darkness
Cast 2/3 spells with shield
HP 16 +7 temps
| GM_Chris |
Round 2, Init 20
1d20 + 6 + 2 + 1 ⇒ (2) + 6 + 2 + 1 = 11 (-2 AC in darkness, loss of Dex AC)
1d20 + 6 + 2 + 1 ⇒ (6) + 6 + 2 + 1 = 15 (-2 AC in darkness, loss of Dex AC)
Those in the hallway see the darkness approach and cover them--it now fills both hallways. Glimmil feels 2 daggers bounce off his armor. One from 17L. The other from 18M.
where exactly are you doctor?
| Silfr |
A creature with the scent ability automatically pinpoints unseen creatures within 5 feet of its location.
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).
"From which direction are the attacks?"
| Silfr |
Round 2, init 4
Silfr, now in darkness, will attempt to perceive the location of the attackers.
Perception +4 1d20 + 4 ⇒ (16) + 4 = 20
If Glimmil indicates something moved to M18 Silfr will attack there. If his perception beats their stealth he will also attack there. Otherwise he will ready to counterattack any direction that an opponent strikes him from.
+5 (+1 bless) 1d20 + 6 ⇒ (9) + 6 = 152d6 + 6 ⇒ (6, 1) + 6 = 13
Miss 1-50% 1d100 ⇒ 38
AC 19 with mage armor, shield, poison. AC 17 in deeper darkness
Cast 2/3 spells with shield
HP 16 +7 temps
| Glimmil |
Hearing Silfr's voice, Glimmil quickly responds, "Right between us, I think!"
He hears Cog growling.
Using Handle Animal for the "Guard" or "Attack" trick is a move action Glimmil didn't have in Round 2.
If you have a base attack bonus of +1 or higher, you may draw a weapon as a free action combined with a regular move.
I read that as if I used the Move action for Handle Animal, it wouldn't be a "regular move" that I could draw the hammer with.
Next round though, assuming I only need a 5ft step, I'll use the move action for Handle Animal.
| Finneas Glenn |
Round 2 Initiative 17
HP = 17
AC = 17
Weapon Equipped = Greatsword
Speed = 20'
Oracle Spells Left (CL 1, +4 melee touch, +0 ranged touch):
1 1/5 Divine Favor, Shield of Faith, Cure Light Wounds, Enlarge Person
Status Effects = None
Move to {-N,-18}, which I think is open.
Perception +5
1d20 + 5 ⇒ (4) + 5 = 9
Greatsword {-M,18}
1%-50% miss
1d20 + 6 ⇒ (13) + 6 = 192d6 + 6 ⇒ (5, 2) + 6 = 131d100 ⇒ 70
| Atol Lem |
Round 2, Initiative 8
Weapon Equipped = Cudgel
Conditions = none
Channel Energy Left: 4/7
Resistant Touch Left: 8/8
Strength Surge Left: 8/8
Cleric Spells Remaining:
0) Create Water, Guidance, Light, Purify Food & Drink
1) Command
Atol peers into the darkness. This is very odd. Did that creature take away our light, or blanket us in darkness?
Atol attempts to renew his Light spell.
Oh bitter failure! Surely St. Cuthbert's light can pierce this darkness. I must have a stronger light in time.
He'll spend his move action fumbling around in his pack for a sunrod...
| Doctor Abner Svengalu Toffitt |
Round 2, Init 18, Location -N, 20
"My friends have given you ample opportunity to flee or surrender. I warn you—your use of deadly force requires us to defend ourselves. And yes, I know you can't understand a word I'm saying.
Dr. Toffitt begins the process of hunting for foes. He draws his rapier while moving to -L, 17, likely provoking as he goes...
AC: 11 HP: 19/19
Weapon Equipped = Rapier (+7 = +1 BAB + 5 Dex due to rage + 1 Bless + 1 Masterwork; 1d6 + 1 damage)
Shield Equipped = Buckler
Mutagen: used (+4 Dex, +2 AC, -2 Will, 10 minute duration)
Controlled Rage: 4 rounds
Elixirs:
- none prepared
Perception + 7
1d20 + 7 ⇒ (19) + 7 = 26
If he is attacked or senses the dark ones in a square, he will use control the rage coursing through him +4 to Dex and strike out at them.
Rapier + 8
1d100 ⇒ 4%
1d20 + 8 ⇒ (2) + 8 = 10
1d6 + 1 ⇒ (1) + 1 = 2
If he does not engage the enemy, the Doctor readies an action to strike back in defense, with the same rolls. In any case, whiff whiff.
| Atol Lem |
Round 3, Initiative 8, Location -N 18
Weapon Equipped = Cudgel
Conditions = none
Channel Energy Left: 4/7
Resistant Touch Left: 8/8
Strength Surge Left: 8/8
Cleric Spells Remaining:
0) Create Water, Guidance, Light, Purify Food & Drink
1) Command
Atol frustratingly cracks a sunrod to no avail. He then puts on his pack and prepares his cudgel.
"Does anyone know where he is?"
| GM_Chris |
Round 2 recap
S1 struck from 17-L
S2 struck from 18-M
Toffitt 20-N - ready did not go off
Dyrant 18-O - delays
Finneas 18-L - moves to 18-L; swings and hits 17-L
Glimmil 17-M - missed
Cog - 17-N
Atol 18-N - retrieving sunrod
Silfir 19-M - missed
1d20 + 6 + 2 ⇒ (12) + 6 + 2 = 20
1d3 ⇒ 1 dagger
1d6 ⇒ 3 sneak
1d20 + 2 ⇒ (4) + 2 = 6 fort save
1d2 ⇒ 2 str damage
1d20 + 6 + 2 ⇒ (5) + 6 + 2 = 13
Finneas stumbles into Atol and then Glimmil before ending in 18-L. Along the way he is stabbed once in the side and poisoned. He gets his revenge right away as he hits his attacker (S1).
Round 3
1d20 + 6 + 2 ⇒ (7) + 6 + 2 = 15 at Glimmil
1d20 + 6 + 2 ⇒ (18) + 6 + 2 = 26 at Atol
1d3 ⇒ 1 dagger
1d6 ⇒ 5 sneak
1d20 + 6 ⇒ (17) + 6 = 23 fort save
One stabs at Glimmil and moves away. Another stabs at Atol and hits, but Atol shrugs off the poison. For simplicity, S1 went to 18-K and S2 went to 17-L.
Pain by phone but necessary.
| Finneas Glenn |
Round 3 Initiative 17 {-L,18}
HP = 13/17
AC = 17
Weapon Equipped = Greatsword
Speed = 20'
Oracle Spells Left (CL 1, +4 melee touch, +0 ranged touch):
1 1/5 Divine Favor, Shield of Faith, Cure Light Wounds, Enlarge Person
Status Effects = -2 STR
"One of them hit me but I got him!"
Greatsword +5 at 17-L
1-50% miss 1d20 + 5 ⇒ (6) + 5 = 112d6 + 4 ⇒ (6, 3) + 4 = 131d100 ⇒ 12
| Doctor Abner Svengalu Toffitt |
Round 3, Init 16, -L, 17
Hey Chris, I think you may have missed the part of my action that said Toffitt moved to -L, 17 last turn. Not sure where he would have ended up, but I'd appreciate if he ended up adjacent to that space and has a chance to know one of our foes is there... If not, please advise where he is...
Perception + 7
1d20 + 7 ⇒ (3) + 7 = 10
Actions will follow once you confirm where he is and what he senses...
| GM_Chris |
Round 3, Init 16
"One tried to stab me again but moved away?", Glimmil calls, more of a question than a statement.
Double-move 30ft to the north, working his way towards what he hopes is light.
At half speed you can get 15' or make the acrobatics check, which I'm assuming you won't. It's still dark.