
Kel the Guardsman |

"I might have stuck you with the corner of my shield or something. Sorry." Kel said, keeping his shield in place.

Kosz Trumpeter |

Kosz turns to look back at the screaming human. Seeing the flurry of activity back with the group, he stops and begins looking around for any signs of danger.
Perception: 1d20 + 3 ⇒ (15) + 3 = 18

The Unruly GM |


Kel the Guardsman |

"Thanks. I, uh, had a good teacher." Kel said, Withdrawing carefully away from the snake after everyone had passed.
"I think it got me, but I don't feel any different. Barely a scratch really. It must not have had strong enough venom to effect things our size."

Kosz Trumpeter |

Well, I'm going to circumvent my own rule, in a sense, and suggest it's time to move on.
Can't post while I'm sleeping.
Kosz, not perceiving any other dangers, looks back to see that the others have overcome the snake and resumes the march through the cavern into the tunnel at the eastern end.

The Unruly GM |

1d100 ⇒ 17
1d100 ⇒ 5
The party bypasses the snake as Kel keeps it at bay with his shield. Walking down the path, you find that it winds and bends for quite a ways but always remains in an easterly direction. The walls of the tunnel are smooth compared to the caverns before, as though they were hewn from the rock rather than being naturally formed. The path is approximately 20 feet wide with the ceiling reaching close to 30 feet. There's enough room to easily fit two to three men on horseback or to pull a supply cart through with little difficulty.
After a fair distance and about 15 minutes of travel, the path straightens out. At the very far end of the path you can see a spot of faint green light, but due to the darkness in between it's hard to tell how much further down the path that it actually is.
Anevia Perception: 1d20 + 5 ⇒ (11) + 5 = 16
Deia Perception: 1d20 + 6 ⇒ (17) + 6 = 23
Horgus Perception: 1d20 + 2 ⇒ (9) + 2 = 11
Kel Perception: 1d20 ⇒ 12
Kosz Perception: 1d20 + 3 ⇒ (2) + 3 = 5
Max Perception: 1d20 + 3 ⇒ (3) + 3 = 6
Rex Perception: 1d20 + 5 ⇒ (17) + 5 = 22
Tina Perception: 1d20 + 6 ⇒ (6) + 6 = 12
Anevia: 1d20 + 7 ⇒ (5) + 7 = 12
Aravashnial: 1d20 + 2 ⇒ (1) + 2 = 3
Deia: 1d20 + 4 ⇒ (13) + 4 = 17
Horgus: 1d20 - 1 ⇒ (5) - 1 = 4
Kel: 1d20 + 2 ⇒ (1) + 2 = 3
Kosz: 1d20 ⇒ 9
Max: 1d20 + 3 ⇒ (15) + 3 = 18
Rex: 1d20 + 4 ⇒ (12) + 4 = 16
Tina: 1d20 + 2 ⇒ (19) + 2 = 21
Darkmantle: 1d20 + 6 ⇒ (12) + 6 = 18
Consider this a surprise round. Max, Deia, and Rex can act in the order listed. Max is currently oblivious to the danger, however. Anything beyond the radius of either light is considered dim light, and imparts a 20% miss chance due to concealment if you don't posses low-light or darkvision.
Initiative Order
Tina
Darkmantle
Max
Deia
Rex
Anevia
Kosz
Horgus
Kel
Aravashnial
The map has also been updated to yet another simple grid map.

Kel the Guardsman |

Please switch Horgus and Kel. I'd prefer to always be adjacent to as many allies as possible, and in front of the NPCs whenever I can.
If anyone adjacent to me is attacked I'll be able to do my bodygard trick even though I'm flat footed.

The Unruly GM |

Done. And while I was at it, I added the fact that the Darkmantle is on the ceiling.

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Surprise Round
Deia thinks about what she may know about this creature. Knowledge: Arcana or History check, as appropriate.
Knowledge Check: 1d20 + 8 ⇒ (4) + 8 = 12
In the meantime, Deia moves 15 feet to the east and readys a cast of Hex: Evil Eye (attack rolls) DC14, will in case the Darkmantle gets close enough.

The Unruly GM |

Surprise rounds are 1 standard action or 1 move action. Since the Darkmantle will have to move within your range to attack any member of the party(Column I is only 30ft from your current position), would you rather stay in place and ready the hex, or move?
Free actions are still free during the surprise round.

Rex Kayn |

Surprise Round
"Hey all I saw something move up ahead in the ceiling of the cavern up ahead in front of Koz."
Rex then draws his club and readies himself if he is attacked.
Ready Action attack anything moving to a threatened square.
End Action.

The Unruly GM |

The tunnel ahead is suddenly engulfed in a strange blackness that only covers a portion of the tunnel. It's as though thick smoke just rolled into the top of the cave and reaches down to about twice a human's height. Deia's torchlight seems unable to penetrate the inky cloud.
Without Darkvision, there is a 50% miss chance on any attack against the Darkmantle.
End Surprise Round
Round 1 Begin
Initiative Order
Tina <---- We Are Here
Darkmantle
Max
Deia
Rex
Anevia
Kosz
Horgus
Kel
Aravashnial

The Unruly GM |

Spoilering this because I'm about to go to bed, but I want everyone to be able to post their actions whenever they log on without waiting for the enemy to move.
Deia, your readied Evil Eye fails to trigger because you're no longer able to see the target.
The darkmantle detaches itself from the ceiling and streams downward towards Kosz, the cloud of blackness following it.
The darkmantle is dropping to a height of 10 feet and is in column I. The Darkness spell effect now extends from floor to ceiling and reaches as far back as column E. Neither Max's light spell nor Deia's torch have any effect inside the Darkness spell's radius.

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Round 1
Deia shouts "Back up! That Darkmantle will attack from darkness and try to choke you!"
Deia draws a dagger and keeps Hex: Evil Eye -2 to attack rolls; DC 14, will readied in case the Darkmantle comes into range.

Maximillian Akorius |

Round 1
Spellcraft: 1d20 + 8 ⇒ (20) + 8 = 28 Wow, I need to save these for attack rolls! But anyway, is Darkness really unable to be penetrated by light? Darkness.
"It's magical darkness," shouts Max, perhaps stating the obvious. Max readies a crossbow bolt should the creature come into view.

The Unruly GM |

The only lights that can penetrate a Darkness spell are magical lights that have a higher spell level than it. Darkness is a 2nd-level spell, while Light is a cantrip.

The Unruly GM |

Round 1 Update
Tina positions herself to defend Aravashnial.
The darkmantle swoops down towards Kosz, bringing its cloud of darkness with it.
Max readies his crossbow in case the black cloud dissipates.
Deia pulls a dagger and readies her gaze in case the beast shows itself.
Initiative Order
Tina
Darkmantle
Max
Deia
Rex <---- We Are Here
Anevia
Kosz
Horgus
Kel
Aravashnial
Edited to fix where we are in the initiative order.

Kosz Trumpeter |

Round 1 Update
Tina positions herself to defend Aravashnial.
The darkmantle swoops down towards Kosz, bringing its cloud of darkness with it.
Max readies his crossbow in case the black cloud dissipates.
Initiative Order
Tina
Darkmantle
Max
Deia <---- We Are Here
Rex
Anevia
Kosz
Horgus
Kel
Aravashnial
Actually, we're at Rex as Deia already posted her action for this round.

Rex Kayn |

Rex Round 1 Action
Rex drops his club and draws his pistol, "Hells I can't see the blasted thing. What is a dark blanket anyway?"
Ready action to attack the Darkmantle if it comes within sight, within 30'.

Kosz Trumpeter |

At the gunslinger's shout of warning, Kosz looks up in time to see the pitch black creature descending from the lightless depths of the fissure riven ceiling. The monster's appearance suddenly shifts into the negative aspect black and white of darkvision with the suppression of the magical lights behind him. At the cries of the now sightless humans, the divinely descended paladin draws upon his heritage and calls out, "Lady of Doors, open their eyes to your stark light!" His morningstar erupts in the brilliant light of day as a cold steel halo briefly appears to the party floating over the smiling face of the mask hanging from the back of his helmet. The daylight shines forth, banishing the unnatural darkness surrounding the creature and momentarily overwhelming the magical lights of the party.
Used spell-like ability to dispel the darkness

The Unruly GM |

Round 1 Update
Tina positions herself to defend Aravashnial.
The darkmantle swoops down towards Kosz, bringing its cloud of darkness with it.
Kosz dispels the magical darkness, allowing the creature to be seen once again!
Max looses his crossbow, but fails to hit the target.
Deia's gaze falls upon the creature, and she stares daggers into it's soul. Will save: 1d20 ⇒ 15 But the creature shrugs off her intense stare. Attack rolls -2 until next round
Rex fires his pistol at the darkmantle. Attack: 1d20 + 5 ⇒ (17) + 5 = 22Concealment: 1d100 ⇒ 37Damage: 1d8 ⇒ 3 The shot hits its mark and draws blood, but the creature seems as though it is unfazed.
Horgus cowers behind Kel.
Updated Initiative Order
Initiative Order
Tina
Darkmantle
Anevia
Kosz
Max
Deia
Rex
Horgus
Kel <---- We Are Here
Aravashnial
Tracking
Darkmantle -3hp, -2 Attack Rolls 1 turn
Kel +1 on single attack, save, or skill check due to Guidance.

"Aravashnial" |

Aravashnial hears the conversation going on around him, and responds as best he can.
"Something on the ceiling ahead? I'll take care of it!"
He then casts a spell that flings an orb of acid towards the ceiling between Kosz and the rest of the party. It impacts the rock and bursts harmlessly, well away from the darkmantle's position.
"Did I get it?"

Kel the Guardsman |

Kel shifts more to the center of the group and brings up his shield and snaps open a leather case on his belt to unfurl a hook-covered net.
5' adjust south, draw net.
"Stay close people."

The Unruly GM |

Round 1 Update
Kel takes a step towards Tina and draws a net from his belt.
Aravashnial blindly throws a spell at the ceiling, doing nothing of value.
Tracking
Darkmantle -3hp, -2 Attack Rolls 1 turn
Kel +1 on single attack, save, or skill check due to Guidance.
End Round 1

TinyTina |

Round 2
Tina addresses Aravashinal. Afraid not, there is something called a Darkmantle which created magical darkness but it got dispelled by Koz!
Tina moves to E-4 and flings a dart at the creature.
Dart: 1d20 + 4 ⇒ (1) + 4 = 51d4 + 1 ⇒ (2) + 1 = 3

The Unruly GM |

Round 2
Tina throws a dart in the darkmantle's direction, but her aim was wide.
The Darkmantle dives down at Kosz's face, but Kosz deftly jerks his head out of the way. Slam: 1d20 + 3 - 2 ⇒ (12) + 3 - 2 = 13
Anevia hobbles her way forward and readies herself for an attack.
Initiative Order
Tina
Darkmantle
Anevia
Kosz <---- We Are Here
Max
Deia
Rex
Horgus
Kel
Aravashnial
Tracking
Darkmantle -3hp, -2 Attack Rolls until Deia's action.
Kel +1 on single attack, save, or skill check due to Guidance.

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Round 2
Deia moves 10 feet to the east.
She then grits her teeth in frustration. I really hate having to hex things twice!
She points at the Darkmantle with her free hand. "Stars of the sky, cast doubt into the mind of the Darkmantle!" Evil Eye (DC 14, will) targeting attack rolls again.

Rex Kayn |

Rex Round 2
Rex holsters his pistol, "Yeah that is what I am talking about, I hit the blanket!"
Rex then picks up his club, ready to engage the creature.
Move Action, sheathed weapon
Move Action, picked up weapon
Bullets 7/10