Grine total concealment (50% miss) or concealment (20% miss) on darkness?


Carrion Crown


Hello everyone,

in the Chymic Workshop how do you set the light lvl? I understand that
if its normal light in the workshop Grine has concealment through the darkness spell (and can use sneaks). If its dim light he has total concealment.

do I understand that right? how do you set the light lvl?


divby0 wrote:

Hello everyone,

in the Chymic Workshop how do you set the light lvl? I understand that
if its normal light in the workshop Grine has concealment through the darkness spell (and can use sneaks). If its dim light he has total concealment.

do I understand that right? how do you set the light lvl?

It's your choice. It can be dim light if you think it's normal light in the factory during the daytime or it can be total conceal if it's night time and everyone is sleeping.


hmm, would it be too hard on the PCs to give him total concealment?

Also what should I let grine do if he gets blinded with glitterdust?


Fudge the roll so that he doesn't get blinded.


divby0 wrote:

hmm, would it be too hard on the PCs to give him total concealment?

Also what should I let grine do if he gets blinded with glitterdust?

Give the players their success and let him try and find a way to hide or get somewhere some allies can give him support, like the snapjaws he has a link to.


Good luck with that, considering he is blind and has a -40 on stealth checks.


Toadkiller Dog wrote:
Good luck with that, considering he is blind and has a -40 on stealth checks.

He's been there long enough that you can justify he has a rough understanding of where he's going. He can yell and alert others as to what's going on, can call on the snapjaws mentally, and use the distraction to get into another room.

That's more realistic and rewarding for the players than the GM simply deciding that it doesn't work because he doesn't want it to.


Tobias wrote:
Toadkiller Dog wrote:
Good luck with that, considering he is blind and has a -40 on stealth checks.

He's been there long enough that you can justify he has a rough understanding of where he's going. He can yell and alert others as to what's going on, can call on the snapjaws mentally, and use the distraction to get into another room.

That's more realistic and rewarding for the players than the GM simply deciding that it doesn't work because he doesn't want it to.

Hes right. Just deciding "nope you fail because I said so" is a tell tail sign of a bad dm. I play everything by the book and by the numbers. If grine fails his glitterdust save then so be it. If a player fails his will save for phantasmal kill then hes dead. We roll everything right out in the open ( dm included ).

Its not only up to the players to adapt to the situation as things present them selves. A good DM will work with the situation and find a way to make it work , not just say well thats inconvient for me and not really what I pictured happening in this situation....you fail.

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