Rulesy-Wulesy
I thought I might try the dry bones rules explanation as one post unto itself, then the narrative as a second post unto itself. Save me some italicizing. If I like this style I'll continue with it.
Firstly, Castille is standing next to Bailey when he begins to cast the spell, and he has nowhere to go. Thus Bailey gets a AoO on Castille. Fortunately for Castille, the DM rolled rather badly (a natural 3).
Then Castille does indeed have to make a COncentration check. When casting a spell after being hurt, the DC is 10 + damage dealt + spell level. In this case that's 10+2+0, or 12, so Castille's Concnetration check makes it and the Mage Hand is cast.
The torch falls to the floor, but does not go out immediately. It gutters a bit, creating shadowy illumination like a candle in square A5. However in the rest of the room it is too dark for the humans and half-elf to see once Castille hides the sunrod, so everyone is effectively blind (except for Kaspar).
Castille has time left to wrap up the sunrod but not throw it. Still, it hides the light.
The poison casues ability damage, not hit point damage. Castille loses 2 Dexterity points temporarily, affecting his AC, Reflex save, and initiative.
Pled and Bailey start attacking blindly, but being blind in the darkness they have a 50% miss chance even before they roll their attack. One gets 32%, and the other gets 73%, but then that other just misses the half-orc anyway.
Farvin will attempt to open the door to the hallway to let in some light, but he has to spend a round making a Search check. (Big fat penalty for searching while blinded.) This allows Kaspar and his amazing bastard sword that has apparently been enchanted by the Chicago Cubs to get an AoO. As Farvin has lost his Dex mod to AC (like the rest of them, due to the darkness), Kaspar will do sneak damage if he hits. In the darkness Farvin gets no shield or dex mod, and his AC is also at -2. that means Farvin has an effective AC of 12. Should Kaspar hit, Kaspar will do a d10+ 4 + 2d6 of damage. Farvin has 10 hit points. Assuming that Farvin survives, the door gets opened, light come in, no more sneak attack for Kaspar and the others can see Castille again. IF Farvin does not survive, heh heh heh, the NPCs have to make morale saves.
Firstly, Castille is standing next to Bailey when he begins to cast the spell, and he has nowhere to go. Thus Bailey gets a AoO on Castille. Fortunately for Castille, the DM rolled rather badly (a natural 3).
Then Castille does indeed have to make a COncentration check. When casting a spell after being hurt, the DC is 10 + damage dealt + spell level. In this case that's 10+2+0, or 12, so Castille's Concnetration check makes it and the Mage Hand is cast.
The torch falls to the floor, but does not go out immediately. It gutters a bit, creating shadowy illumination like a candle in square A5. However in the rest of the room it is too dark for the humans and half-elf to see once Castille hides the sunrod, so everyone is effectively blind (except for Kaspar).
Castille has time left to wrap up the sunrod but not throw it. Still, it hides the light.
The poison casues ability damage, not hit point damage. Castille loses 2 Dexterity points temporarily, affecting his AC, Reflex save, and initiative.
Pled and Bailey start attacking blindly, but being blind in the darkness they have a 50% miss chance even before they roll their attack. One gets 32%, and the other gets 73%, but then that other just misses the half-orc anyway.
Farvin will attempt to open the door to the hallway to let in some light, but he has to spend a round making a Search check. (Big fat penalty for searching while blinded.) This allows Kaspar and his amazing bastard sword that has apparently been enchanted by the Chicago Cubs to get an AoO. As Farvin has lost his Dex mod to AC (like the rest of them, due to the darkness), Kaspar will do sneak damage if he hits. In the darkness Farvin gets no shield or dex mod, and his AC is also at -2. that means Farvin has an effective AC of 12. Should Kaspar hit, Kaspar will do a d10+ 4 + 2d6 of damage. Farvin has 10 hit points. Assuming that Farvin survives, the door gets opened, light come in, no more sneak attack for Kaspar and the others can see Castille again. IF Farvin does not survive, heh heh heh, the NPCs have to make morale saves.

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