This is Council of Thieves AP. Westcrown, City of Twilight, once was the center of Aroden's faith, but now it symbolizes despair. By day, the city remains a vibrant center of trade; but, by night only those with a death wish venture out.
Sunny where are you throwing the tanglefoot bag? You see a giant ant on a nearby southern floating dock which is close enough to throw at. You can see the troop movement on the northern docks area, along with the archers. These area area all too far to throw at. (See the map) You are located at R35/36 the corner.
As far and as close to the enemy as possible. Though I realize its impact will probably render it more a patch of nothing than any potential trip/stick hazard.
"Aye!" And Sunny calls down to those below about what she can see, before moving along the roof tops North, to get closer to said targets.
Also, are there chimney stacks and what-not to hide behind/get some cover from?
You need to tell me a hex location. You had good roll but you don't know what is on the southern floating dock except a giant ant and smooth voice. The enemy that you see is out of range on the northern docks but they are out of range in Rd1. You don't see any nearby chimneys to get comver behind on the roof of the warehouse.
HP 27/ 30; Perc +3; Init +4; AC 20(21)Defensive:23
baldwin the merciful wrote:
You need to tell me a hex location. You had good roll but you don't know what is on the southern floating dock except a giant ant and smooth voice. The enemy that you see is out of range on the northern docks but they are out of range in Rd1. You don't see any nearby chimneys to get cover behind on the roof of the warehouse.
I think 'I-35' is the limit of my current range? So that corner of the docks. Narrow the passage a little.
Also, DM's exposition to fill Andrea in on what Sunny might be able to see.
You see three squads of troops on the northern dock and the ship that is J/K16-23. One squad of archers are on the ship while two squads are rushing towards your dock. You also see a giant ant on the south floating dock. V/W35/36
Female Human Cleric/Holy Vindicator 7/4 Init +4 HP 75/81 AC 24 (touch 12 FF24) F12,R5,W15 Per+16
Fiosa Sweettooth, wrote:
Fiosa yells, 'Ok...gotta put my sword and wand away, then get the scroll."
Before I forget, a good way to use the spell is to cast it on the ground next to them or on any big dumb bodyguards nearby. People of strong will can shrug off the effects. This also applies if you want to use magic to take over someone's mind.
Just a little cliff-notes version of Spellcasting 101. On the job training. :)
HP 27/ 30; Perc +3; Init +4; AC 20(21)Defensive:23
"Oh fek! not good! Not good!" Sunny swears,
"Guys! Brace fer incoming! Theys a group barrelin' down on ye! Back up! Back UP! Get around th' corner an' away from teh archers!" Sunny cries, skidding to a halt upon the roof tops and looking about for cover from said archers.
I see....a good twenty guys comin' for ye an' more archers ready t'shoot in't th' mix!"
Male human bard 7/pathfinder savant 4: 20/75 hp, Init +2, AC 20 [touch 13, flat-footed 19], Fort +7, Ref +9, Will +8; Perception +5
Ugh, this is like when the Order of the Stick had their first encounter. A well-oiled machine we are not, heh heh.
Reflex:1d20 + 4 ⇒ (8) + 4 = 12
Well, so much for that.
EDIT:Wait, hold on. I don't think I would be affected by a tanglefoot bag that hit the ground. The rules say that you have to be hit by the bag itself.
A tanglefoot bag is a small sack filled with tar, resin, and other sticky substances. When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater.
A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. If the entangled creature attempts to cast a spell, it must make concentration check with a DC of 15 + the spell's level or be unable to cast the spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately.
Thoughts? Perhaps since I stepped in it, I move at half speed for failing my save? Obviously, it's your call, but I could see that being a logical solution.
Sunny if a 22 hits you an arrow hit you for 8 HPs from RD1.
the roof you are on is flat one story warehouse, no real cover up there unless you get out of sight by moving the the east or southeast out of line sight.
I just put an updated map, tell me where you are moving too. If you go east or southeast 20 feet you are off the map. the warehouse is a good 60 feet wide. (its not drawn out) Everyone is moving towards the northern part of the dock and the enemy troops.
Male Elven Diviner 2 Init:6, Perception:9, AC: 13/13/10, Saves: 1/3/3 (+2 enchantments & immune to sleep), HP:15/15
N Size celestial/fiendish vermin
Init +0; Senses darkvision 60 ft., scent; Perception +5
AC 15, touch 10, flat-footed 15; (+5 natural)
hp  [2d8+13]
Fort [+8], Ref +0, Will +1
Immune mind-affecting effects
Celestial - Resist Acid, Cold, and Electricity 5
Speed 50 ft., climb 20 ft.
Melee bite [+5] [1d6+4]
Special Attack Smite evil
Str 14 , Dex 10, Con 17 , Int —, Wis 13, Cha 11
Base Atk +1; CMB +3 [+5] (+7 [+9] grapple);
CMD 13  (21  vs. trip)
Skills Climb +10 [+12], Perception +5, Survival +5; Racial Modifiers +4 Perception, +4 Survival
Smite evil/good 1/day as a swift action (adds CHA bonus (0) to attack rolls and damage bonus equal to HD (+2) against evil/good foes; smite persists until target is dead or the celestial/fiendish creature rests).
Augment Summoning: Items in brackets  represent the spell being cast by a character with the Augment Summoning feat.
double moves to I31 (just inside the fog, but can see out)
Faelyn double move flies to M32 (in the fog) preparing for supporting his team.