
Christaph - The Elan Psion |

Neils jumps out from behind the rocks and rushes the nearest guard. With a swing of his crackling blade he sends a wave of pure force at Sventa in an attempt to knock her out.
Whoa! If Neils specifically said he was trying to knock out the guard - which he did, for the first guard at least & per his original statement about 'disabling' them it should really apply to both guards - shouldn't he be taking a - 4 to the attack so that he specifically deals non-lethal damage as per the RAW? I'm pretty sure we would rather not kill these guards!
And where are Neils & Squirm located on the map?

GM_TheBobJones |

Wherever they want to be. Squirm 2 total rounds same as guards. And you can retcon your attack to NL. Up to you.

Neils D. Lafont |

I did declare nonlethal in both my posts (you can check them if you want). I also included the -4 penalty in the first attack, except the penalty is outweighed by the +2 from charge and the +2 from elemental nimbus. I figured I just overkilled on NL damage, so my second attack I dropped Power Attack and swapped to one-handed.

Christaph - The Elan Psion |

Oh ... wait, I just realized he described his attack as a "wave of pure force"? So if it was not a melee weapon? In that case he could not choose to do non-lethal then.

Neils D. Lafont |

No, it's with the mind blade which is a melee weapon. I just described it as force because mind blades are weird psychic-force constructs.

Christaph - The Elan Psion |

Christaph will then step in, hoping for the best & take a crack (pun intended! :) ) at the other's guard head with his quarterstaff trying to knock him out.
Christaph is dealing this as non-lethal damage.
attack: 1d20 + 1 - 4 ⇒ (20) + 1 - 4 = 17
Non-lethal damage: 1d6 + 1 ⇒ (6) + 1 = 7
WOW! A nat 20 followed by max damage! I'm happy! :D

GM_TheBobJones |

Neils, wielding his blade awkwardly, misses the remaining guard, but Christaph's quarterstaff is more than able to finish the job. The second guards falls unconscious at their feet.

Christaph - The Elan Psion |

WOW! A nat 20 followed by max damage! I'm happy! :D
I just realized that I totally forgot to account for a potential critical there & that brings to mind the question for future reference of how do you deal with potential crits? Roll damage twice or just double it or what?

GM_TheBobJones |

when you roll a potential crit, roll your to hit and damage again with all appropriate modifiers and I will let you know if you crit or not. In this case it doesn't matter as you are just trying to knock the guards out.

Neils D. Lafont |

Is the first guard still dead?

Christaph - The Elan Psion |

Before heading into the mines I'll tie up the guards & gag them & I'll ask Neils to make sure the knots seem proper & tight enough. Then ask him to drag them somewhere out of sight.
As we get ready to enter the mines, observant people may notice a crystal with ectoplasmic legs comes walking out from somewhere under Christaph's cloak & climbs up to his shoulder. If anybody looks at him questioningly he will say, "It's my crystal. He can see in the dark & may be useful in helping to navigate the mine."

GM_TheBobJones |

I retconed that to NL damage so both guards are Unconscious.
As both guards lay on the ground unconscious, the caravan guards are able to look through their possessions if they desire.
- sap
- short sword
- light crossbow
- 20 bolts
- scale mail
- heavy wooden shield
- 10 gp
With the guards now out of the picture, the caravan guards can see the mine gates are locked with a simple lock and chain. Disable Device if you want to pick it, or we can handwave the attacks to break it.
Furthermore, the caravan guards now have free reign to loot the items around the mine entrance.
- 6 Zerathi chisels* and 3 Zerathi picks*
- a dorjes of detect psionics (27 charges)
- a power stone of sensitivity to psychic impressions
- There is also a mining cart containing approximately 400 lbs of phrenoric ore

Squirm |

Now combat is over I'll go ahead and come round
Squirm shakes it's head and rubs it's eyes for a moment before blinking a few times and surveying the scene
"speedy work! These two out for a count now then?"
Punctuating it's question with a soft kick to the nearest guard
"We should move quickly and get under ground."
Don't think I have anything to help with the tying up

Christaph - The Elan Psion |

Christaph will help himself to 20 bolts.
"We have found here 20 Gold pieces. How are we going to split this among the three of us? I suggest 6 GP each, & the other 2 go into a 'group fund' to be used as seen fit by the majority of the group, making this system of splitting valuables to be our standard method. Do you two agree?"
Christaph will not take any of the picks because they are too heavy, but he will take as many of the chisels as he can. He suggests that maybe Neils can carry the picks? They most likely are valuable and can be sold. He will suggest dividing the chisels to 2 each. Christaph will certainly pick up the dorje & power stone. He would like to keep the dorje but is open to discussion & he offers the power stone to anyone who wants it, but will keep it if no one else wants it. He is being very careful to not touch the ore.
This does bring up the question, how are we planning to split loot?

Christaph - The Elan Psion |

Christaph will also activate his 'free' force screen + 2 shield bonus to AC and keep reactivating it every time it expires.
Any issues with that Bob? If you'll look at my character sheet, under the Psion traits, it's the second discipline talent I get. Cost 0 PP & lasts for 1 min/Lev, so every 1 minute I would just reactivate it as a standard action. I added it to my AC in my tag.

Christaph - The Elan Psion |

Christaph will also ask Neils to carry as much of the loot as he can, especially the 2 crossbows as those are probably the most valuable by weight comparison. We can probably sell them back in the town.

Squirm |

Squirm grabs the nearest guard by the ankles and impotently tries to pull him into the mine entrance
"We should get these bodies out of sight sharpish... I might need a hand though..."

Neils D. Lafont |

Neils will assist with moving the bodies, and afterwards will tie up the two guards using the chain and lock - after relinquishing them of the key of course.
As Christaph starts to loot the guards Neils coughs "Sorry, but you'll have to carry that yourself if you're trying to take it. I'm a hero; I don't make a policy of going through the town guards pockets."

GM_TheBobJones |

I'm a hero; I don't make a policy of going through the town guards pockets."
<insert sound of Gary Gygax rolling over in his grave.> ;)

Squirm |

Neils D. Lafont wrote:I'm a hero; I don't make a policy of going through the town guards pockets."<insert sound of Gary Gygax rolling over in his grave.> ;)
I imagine this sounds a lot like a bag of dice being emptied down a ramp
Squirm picks up a chisel that has fallen from one of the unconscious men.
"everyone's a craftsman in this town... Odd."
Pocketing the tool, squirm takes a small stone from a breast pocket and holds it before his face, the hand drops away and the stone begins to glow with a pure white light, it slowly orbits the little man's head. Squirm turns to Neils
"well, my well rested friend, I suggest you lead on."

GM_TheBobJones |

Finding the key, Neils unlocks the simple lock and it plunks to the ground. Gently pushing the gate makes a barely audibly squeal as they open inward.
The mines beyond the gates are well-maintained and expertly excavated. Wooden beams reinforce the tunnels every 5-10 feet. There are no light sources within the mines, though a full lantern sits near the main gates. The humidity is quite high in the caverns and the odd pool of clean water dots the corridor floor.
Despite the humidity, the temperature is unnaturally even and pleasant in all of the tunnels – characters who prefer cool environments believe it to be cool and refreshing, while characters looking for warmth will feel it most comfortably.
The passage here splits into two exploratory tunnels. Fragments of a marble-like substance still occasionally dot the hewn stone walls.

Christaph - The Elan Psion |

"everyone's a craftsman in this town... Odd."
Squirm, I'm not certain but I believe the pick, chisels, etc, are contents of the boxes. I don't see two guards carrying three picks. Though I have no clue what Bob meant by "Moar" loot?
"Ok, so here's 10 Gold pieces for you Squirm & 10 for me. Maybe we should just hide all their weapons in the crates over here instead of taking them with us. ... Nice Light Squirm! Though it kind of makes you a target as well."
Christaph will gladly take the middle position in the marching order as he picks up the lamp and lights it.
"I suggest we check this first passage on the left, Section 2 though that depends on what we can see farther down this passage straight in front of us when we shine this light down there as well."

Neils D. Lafont |

Neils nods at Christaphs directions and heads to the front of the group, ready to intercept any would-be threats. Before they enter he takes a small pill out of his belt pouch and quickly swallows it.
Ingesting my blood-boiling pill for a +2 bonus on initiative.

GM_TheBobJones |

As the group enters the mine, the entire party is on the lookout for anything potentially harmful.
Christaph Perception: 1d20 + 2 ⇒ (14) + 2 = 16 + 2 if his Psicrystal is w/in arms reach - which it generally is!
Neils Perception: 1d20 + 6 ⇒ (16) + 6 = 22
Squirm Perception: 1d20 + 6 ⇒ (14) + 6 = 20 Squirm has the Scent ability.
The entire party spots an oddly shaped glyph on the wall. The intrepid adventures know it is some sort of trap.
Need a Disable Device check or something else.

Christaph - The Elan Psion |

"Ok, I suggest everybody stands back. I'll try to deactivate this."
Bob do you want me to come up with specific actions I'm doing or just roll the check? If it's just roll it the following will be my roll.
Disable device: 1d20 + 5 ⇒ (4) + 5 = 9
So ... how badly do I explode or what? :(

GM_TheBobJones |

Sorry for the delay - Christmas Hangover
Christaph Will: 1d20 + 3 ⇒ (4) + 3 = 7
Neils Will: 1d20 + 2 ⇒ (4) + 2 = 6
Squirm Will: 1d20 + 2 ⇒ (6) + 2 = 8
Unsuccessfully disabling the Shrieking Alarm, a wave of energy envelops the Caravan Guards. Everyone stares at each other, stunned for a few seconds before recovering. As they look around, shaking off the ill effects of the trap, they can hear an ear-splitting braying emitting from the glyph. The trap triggered, they are free to continue to explore the mine should they choose to.

Neils D. Lafont |

Continue on to section 2

Christaph - The Elan Psion |

Yes, section 2

GM_TheBobJones |

As the caravan guards explore deeper into the mine, they come into a wide chamber.
This large chamber shows signs of habitation,though the furnishings are crude at best.
Two of the antlered creatures, hanoshafyr as the local call them, seem to be standing on guard duty. They turn to look at the group, as if scanning for something.
They eyes go wide as they grip their clubs and advance in a threatening manner.
Christaph Initiative: 1d20 + 2 ⇒ (8) + 2 = 10
Neils Initiative: 1d20 + 2 ⇒ (7) + 2 = 9 blood-boiling pill
Squirm Initiative: 1d20 + 3 ⇒ (2) + 3 = 5
hanoshafyr Initiative: 1d20 + 2 ⇒ (2) + 2 = 4
Round 1 Up next: Everyone
Combat Table - Round 1
Active Conditions:
Global Conditions:
- Christaph <=
- Neils <=
- Squirm <=
- Hanoshafyr <=
Current Conditions:

Christaph - The Elan Psion |

Can we update the map please?
"These creatures in here? Now I know something's up for sure!"
Mind thrust at nearest creature, Will save DC 15.
damage: 1d10 ⇒ 3

GM_TheBobJones |

Can we update the map please?
The Map is editable. What is wrong with it?

Christaph - The Elan Psion |

The Map is editable. What is wrong with it?
Ok. When I posted that, section 2 was still covered up & I didn't want to be responsible for looking at something I shouldn't. Thanks for taking care of that.
And now I can say I did the Mind Thrust at the one in red. - For the measly 3 points that was worth - if he fails.

Neils D. Lafont |

Neils moves into the cave with his psychic weapon raised. He waves it menacingly, filling the air around him with static, before delivering a thunderous blow to one of the beastmen, cleanly cutting the creature into two equally portioned venison steaks. The scent of scorched meat and ozone fill the air while Neils momentarily considers an alternate universe in which he was a world renowned chef, rather than a illustrious hero.
Move action, Standard to initiate Spark Strike v Blue
Mind Blade: 1d20 + 5 ⇒ (19) + 5 = 24
Damage: 1d8 + 10 ⇒ (3) + 10 = 13
Electricity: 1d6 + 2d4 ⇒ (3) + (2, 1) = 6
Crit Confirmation: 1d20 + 5 ⇒ (15) + 5 = 20
Crit Damage: 1d8 + 10 ⇒ (2) + 10 = 12

Christaph - The Elan Psion |

31 points of damage?!?!?! AWESOME dude! Keep it up! - Incidentally, slightly more than 10 times the amount of damage that I did - and that is still depending on if he made his will save or not!

Neils D. Lafont |

To be fair I rolled a crit. Pls no nerf ;_;

GM_TheBobJones |

Red hanoshafyr Will save vs 15: 1d20 + 3 ⇒ (10) + 3 = 13
Trying to resist the mental incursion of the Psion, the red hanoshafyr grimaces in pain as the psionic suggestions overloading its beastial mind.
Neils moves forward and adopts the martial art maneuver that is said to have roots in the bloodlines of genies. Imbibing his blade with psychic energies, Neils slices the hanoshafyr in two.
Round 1 Up next: Squirm
Combat Table - Round 1
Active Conditions:
Global Conditions:
- Christaph <=
- Neils <=
- Squirm<=
- Hanoshafyr <=
Current Conditions: red hanoshafyr -3 hp; blue hanoshafyr -31

Squirm |

Squirm scampers into the room ready to batter either of the creatures, but he skids to a halt at Neil's horrific display of prowess
"You are beaten beast, throw down your weapons! You cannot prevail here!"
Intimidate: 1d20 + 9 ⇒ (15) + 9 = 24

GM_TheBobJones |

[dice=Intimidate]
Not sure what you are trying to do here. First, you have never heard a hanoshafyr speak so you are not sure if they can communicate with you. Demoralize Opponent would only give it the shaken condition, and the other uses of the skill require much longer than a standard action. If you are hoping it will surrender, it does not appear to be cowed even though Neils sliced it compatriot in two.

Squirm |

demoralise is all I was hoping for, I know I can't make friends in a single action. To be perfectly honest I didn't have enough move to get into combat (even as a flank buddy) so I thought I'd try and be of some use. Shaken's better than nothing.

Christaph - The Elan Psion |

So, it's the hanoshafyr's turn right?

GM_TheBobJones |

If that is Squirm's turn, then yes.
Though the hanoshafyr doesn't understand what the dromite is saying, the universal language of aggression is understood. The hanoshafyr may be cowering in fear, but its animal instincts take over and it moves to club and gore Neils.
Club: 1d20 + 4 - 2 ⇒ (2) + 4 - 2 = 4
Damage: 1d6 + 4 ⇒ (1) + 4 = 5
Gore: 1d20 - 1 - 2 ⇒ (15) - 1 - 2 = 12
Damage: 1d6 + 2 ⇒ (3) + 2 = 5
Missing badly with all its attacks, the hanoshafyr growls in beastial rage.
Round 2 Up next: Everyone
Combat Table - Round 2
Active Conditions:
Global Conditions:
- Christaph <=
- Neils <=
- Squirm<=
- Hanoshafyr <=
Current Conditions: red hanoshafyr -3 hp

Neils D. Lafont |

Neils manages to avoid the beastmans attacks and goes to deliver a strike of his own, but it flies hopelessly wide.
swift to activate call the soul's blade for shocking, standard to attack
Mind Blade: 1d20 + 5 ⇒ (3) + 5 = 8
Damage: 1d8 + 10 ⇒ (7) + 10 = 17
Electricity: 2d6 ⇒ (4, 2) = 6

Squirm |

Squirm darts forward his horrific tentacle lashing out towards the creatures face
Touch attack: 1d20 ⇒ 2
But in the gloom his touch flies well wide

Christaph - The Elan Psion |

Christaph will once again focus his mental energies on the hanoshafyr sending a Mind-thrust at it.
Will save DC 15
damage: 1d10 ⇒ 3
3 again?! - This dice roller just hates me.

GM_TheBobJones |

Will Save: 1d20 + 3 ⇒ (11) + 3 = 14
The scene repeats itself as the Psion once again muddles the hanoshafyr's animalistic mind before it advances again to club and gore Neils. No longer cowering in fear, it lashes out.
Club: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 1d6 + 4 ⇒ (3) + 4 = 7
Gore: 1d20 - 1 ⇒ (2) - 1 = 1
Damage: 1d6 + 2 ⇒ (5) + 2 = 7
This time the club cracks into the soulknife's shoulder momentarily causing it to go numb.
Round 3 Up next: Everyone
Combat Table - Round 3
Active Conditions:
Global Conditions:
- Christaph <=
- Neils <=
- Squirm<=
- Hanoshafyr <=
Current Conditions: red hanoshafyr -6 hp; Neils -7 hp

Christaph - The Elan Psion |

Christaph is a bit upset that he does not seem to be causing much damage. He again focuses his mental energies, taking a little more time to feel like they are strong as he can make them and once again sends a mind-thrust at this resistant Hanoshafyr. Nothing new, just text flavor.
Will save DC 15
damage: 1d10 ⇒ 8
Finally! Something decent! - Now of course he'll probably make his will save & ignore the damage anyways ...

Neils D. Lafont |

Mind Blade: 1d20 + 5 ⇒ (8) + 5 = 13
Damage: 1d8 + 10 ⇒ (3) + 10 = 13
Electricity: 1d6 ⇒ 3