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Kulan: Knightfall's Heroes of Carnell Game [IC]
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<blockquote data-quote="Knightfall" data-source="post: 8329508" data-attributes="member: 2012"><p>Caerth knows the cultists are out there. He can hear two of them talking and the sound of Tarrak's voice is obvious and chilling. Still, he can't see them. The light cast by Maur's gem ends at the same range as his own natural darkvision. There were zombies a moment ago, but they have moved back out of the field of <em>spike stones</em>. That is keeping them at bay, at least.</p><p></p><p><span style="color: rgb(147, 101, 184)">"Hell hounds, over there,"</span> Phar points to the evil outsiders. <span style="color: rgb(147, 101, 184)">"Just beyond the light. Look for the red glow."</span></p><p></p><p>Caerth looks towards where the paragon elf is pointing. He can see them cloaked in the same reddish glow that was cast by the Hell Forge back on the island. There are four of them. The half-orc druid has only seconds to make a decision.</p><p></p><p>[OOC]The light projected by the gem is only 35 feet beyond Maur and another 35 of shadowy light. Since Maur is 10 feet behind Caerth, the shadowy light ends exactly where Caerth's 60-ft. darkvision ends. The zombies that moved backwards out of the spike stones are now just beyond where Caerth can see. Caerth could see them before they moved backwards, and he suspects that there are more beyond his range of sight. He can target where they moved to but there will be a 50% miss chance, as they have Total Concealment.</p><p></p><p>He could also try to guess where the closest female cultist is standing in the dark beyond his sight and the light. While she's not being quiet, she does have Total Concealment (50% miss chance). So, Caerth can try to pinpoint her location on the map (using listen). The base DC for people talking is 0. The distance between Caerth and the closest cultist adds 8 to the DC. There is a -10 penalty to your Listen check for the sounds of combat against the undead wolftroll.</p><p></p><p>I'm going to rule that Caerth can target the hell hounds, if you so choose. They have a natural evil reddish glow and Phar points them out to Caerth. There is still a 20% miss chance, but they are well within the range of Caerth's boulder.</p><p></p><p><strong>Note!</strong> Maur can see farther than the other PCs with darkvision due to the fact, as a deep dwarf, he has 90-ft. darkvision. Still, he can only see another 4 squares beyond where Caerth's darkvision ends. Phar can see all the bad guys with his low-light vision, although the elf he spotted, quickly disappeared. He cannot see that foe anymore and on my next update of the map, that foe will not be shown.</p><p>[/OOC]</p></blockquote><p></p>
[QUOTE="Knightfall, post: 8329508, member: 2012"] Caerth knows the cultists are out there. He can hear two of them talking and the sound of Tarrak's voice is obvious and chilling. Still, he can't see them. The light cast by Maur's gem ends at the same range as his own natural darkvision. There were zombies a moment ago, but they have moved back out of the field of [I]spike stones[/I]. That is keeping them at bay, at least. [COLOR=rgb(147, 101, 184)]"Hell hounds, over there,"[/COLOR] Phar points to the evil outsiders. [COLOR=rgb(147, 101, 184)]"Just beyond the light. Look for the red glow."[/COLOR] Caerth looks towards where the paragon elf is pointing. He can see them cloaked in the same reddish glow that was cast by the Hell Forge back on the island. There are four of them. The half-orc druid has only seconds to make a decision. [OOC]The light projected by the gem is only 35 feet beyond Maur and another 35 of shadowy light. Since Maur is 10 feet behind Caerth, the shadowy light ends exactly where Caerth's 60-ft. darkvision ends. The zombies that moved backwards out of the spike stones are now just beyond where Caerth can see. Caerth could see them before they moved backwards, and he suspects that there are more beyond his range of sight. He can target where they moved to but there will be a 50% miss chance, as they have Total Concealment. He could also try to guess where the closest female cultist is standing in the dark beyond his sight and the light. While she's not being quiet, she does have Total Concealment (50% miss chance). So, Caerth can try to pinpoint her location on the map (using listen). The base DC for people talking is 0. The distance between Caerth and the closest cultist adds 8 to the DC. There is a -10 penalty to your Listen check for the sounds of combat against the undead wolftroll. I'm going to rule that Caerth can target the hell hounds, if you so choose. They have a natural evil reddish glow and Phar points them out to Caerth. There is still a 20% miss chance, but they are well within the range of Caerth's boulder. [B]Note![/B] Maur can see farther than the other PCs with darkvision due to the fact, as a deep dwarf, he has 90-ft. darkvision. Still, he can only see another 4 squares beyond where Caerth's darkvision ends. Phar can see all the bad guys with his low-light vision, although the elf he spotted, quickly disappeared. He cannot see that foe anymore and on my next update of the map, that foe will not be shown. [/OOC] [/QUOTE]
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