Blood Will Tell (GM-jkbc)

Game Master ajkkjjk52


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Male Human Bard (Sound Striker) 6
Gromtheb Zugwag wrote:
As described here. Also, how do you assign the attacks? You only get to attack a creature once. Is attack 1 just the closest one to you? Pretty awesome performance, if I do say so myself. Also, why not this feat?

Not quite, Gromtheb. Per the ability, I get 1 sound per bard level (10 max) - 6 sounds. Each sound may only affect one creature. I may therefore attack a single target up to six times, six targets once each, or I may choose to split those attacks into any other combination I desire.

While the linked feat is good for Inspire Courage, and allows for hilarious performance stacking options, it provides no direct benefit to the sound striker, as the Weird Words ability is limited by number of sounds rather than by duration (as is the case for most other bardic performances). Also, bards are feat-starved. There were more important feats for Harris to take at this point (although it is an option for his 7th-level feat).

In truth, that feat only truly comes into its own for the Archaeologist Bard variant from Ultimate Combat, as it effectively triples the number of rounds per day in which the archaeologist may apply the benefits of his Archaeologist's Luck ability.


Male Half-Orc 6th Inquisitor

You are right, of course. I have a terrible time interpreting these rules...


Male Human Bard (Sound Striker) 6
Gromtheb Zugwag wrote:
You are right, of course. I have a terrible time interpreting these rules...

Don't sweat it - like all things, it's a skill that improves with time. Plus, I've been there - when first I read the entry for the Weird Words ability, I outright banned the variant from all my games. This was before I noticed that it allowed a save for half damage, and before I realized that the Deadly Aim feat could not be applied to touch attacks.


Male Human Beguiler 6

Quinn delays. If no enemies show up, he'll wait out the invisibility and then rejoin the group, picking at the scratch that was his ankheg wound.


Nothing happens on the GM's turn this round, or the subsequent round, or any other unless you instigate something, so we're off initiative.

What do you do?


Male Human Fighter 6

Assuming we don't get back on initiative, Duglan will heal back up to 40/47 HP from the potion.

Duglan says, "Well, we killed tha thing. Ya think it would sum treasure back in his lair? Or are we gon' go back and finish the job?"


Male Human Bard (Sound Striker) 6

All right time's up, let's do this! LEEROOOOOOY!!! JEEEENKIIIINSS!!!

Okay, all joking aside, let's avoid the Shanliss special.

"Let's go in, carefully." Harris suggests, as he retrieves a small grey stone from his pack and tosses it into the air above his head, whereupon it begins to revolve, emitting light like a torch.


Male Half-Orc 6th Inquisitor

Wait, so when I drop to the ground after the bugs go back in the tunnel, do I hear nothing, bugs scurrying, or bugs burrowing, or some unidentifiable sounds with my perception 29 with my ear to the ground? (see last page, the round just before we go off initiative)


Gromtheb: My obsessive devotion to being accurate has lead me to spend more than an hour over the last few days looking up the sound-damping properties of several feet of dirt, and try to apply this to mechanics. So... I'll get back to you.

EDIT: Actually, f**k it. No, you can't hear anything. It sounds like dirt.


Male Half-Orc 6th Inquisitor

See Invisible or Perception DC 44:
Gromtheb assumes that the monsters are just out of site since he did not hear them leave. He picks up his dagger and hides it, leaving the longbow on the ground for now. He casts Message to everyone and whispers "Could someone grab my bow? I'm going to scout out the tunnel." He then slowly creaps into the tunnel."

You see Gromtheb's dagger lift up off the ground and dissapear. Shortly thereafter, you all hear a clearly audible whisper in Gromtheb's voice, "Could someone grab my bow? I'm going to scout out the tunnel."

Perception:1d20 + 12 ⇒ (4) + 12 = 16 I have 60ft dark-vision, also still stealthed with DC 44"


Male Half-Orc 6th Inquisitor
Pathfinder SRD wrote:

Perception:

Detail: Sense a burrowing creature underneath you: DC 25

So yeah, I'm assuming that they are either going through their own pre-dug tunnels or they are standing still. Gromtheb is assuming they are standing still.


Okay. I've got to polish the underground map, so we'll have that up soonish. I'm poorly prepared :(.


Gromtheb:
Entering the cave, you see several tunnels branching out from where you are, but no ankhegs. We're not on initiative, so just tell me how you want to explore (or if you want to wait for the others/get them/whatever. Here's a map.

Also, for future reference, who else has darkvision/lowlight vision?


Male Half-Orc 6th Inquisitor

DM:
Which hole did I climb down? I intended to drop down the hole at H21, but it isn't a big deal if I went in the big cave instead. The little guy from R33 has a long way to go to get back to the main cave. He will double move each round just short of his normal speed, giving him 35ft/6 seconds or about 2100ft of exploration until his invisibility runs out, including the previous rounds spent above ground, minus any rounds he sits still. Should I roll a new stealth check or just take a -5 to the 44 I already have? Gromtheb moves to the right, looking around the tunnel down the tunnel going south to see if he can see light from the holes above. If he doesn't notice a bug to the south, he will continue northeast. He does look over his shoulder toward the northwest as he passes the tunnel. Also, he doesn't have message on his spell list, so he'll try to get Ser Harris to give him one before he goes down. And should I just roll like 20 perception rolls so that each new time I might spot something, you can just use the next roll?

Jk everyone, Gromtheb doesn't have message. Rather than hearing a message, you just hear him say:
"Could someone grab my bow? I'm going to scout out the tunnel. Ser Harris, mind giving me a message and moving to the entrance? I'm over here."

You see a rock moving around wildly above Gromtheb's bow.

Ser Harris:
If you give him a message, you hear him respond "Thanks, I'm headed down."


Gromtheb:
I'll just use the one perception, and you can take the -5 to stealth. You go... Oh s#$!.

Gorramit, for some reason maptools didn't save last time, so I have to redo all the extensive sight blocking in the underground map. I'll have that back up in a few hours, depending on IRL things. In the meantime, what do the rest of you do while Gromtheb explores.


Male Human Beguiler 6

Quinn slowly, quietly makes his way into the tunnel, assuming the party goes as well. He tries to remain in the middle of the pack.

Stealth 1d20 + 13 ⇒ (3) + 13 = 16
Perception 1d20 + 10 ⇒ (5) + 10 = 15


Male Human Fighter 6

Duglan will wait for some kind of signal for the party to come forward, then he will walk at the front of the pack, attempting to be quiet, but not realistically expecting to do so.

Stealth:1d20 - 4 ⇒ (20) - 4 = 16 <--- WAHAHAHAHA
Perception:1d20 + 8 ⇒ (11) + 8 = 19


Okay, so it wasn't hours. I was distraught.

Gromtheb:
Also, if you'd gone down the other hole it was a 25-foot drop, which would have done you damage (possibly killing you, given your current state).

Here's the new map. The northwestern path extended as far as you could see, and the southern path splits, down one path you can see sunlight peeping in from one of the holes made. The northeastern path dead-ended at a chamber. You've still got plenty of invisibility left, so where/what next?

Quinn, how long do you wait for a signal before you head in? And Duglan, is Quinn's heading in a sufficient signal for you to follow?


Male Human Fighter 6

Quinn heading in will be sufficient enough.


Male Human Beguiler 6

He'll motion people to go in and start walking. No signal. Once people start to follow him he'll let Dulgan go in front and follow the meat head.


Male Human Bard (Sound Striker) 6

Harris casts Message.

For the next hour, each party member can communicate quietly with Ser Harris (and him alone) at a distance of up to 160 feet. The spell cannot easily pass through solid barriers, but it can go around them so long as it does not exceed the maximum distance allowed by the spell.

"Don't go too far, Gromtheb. The spell cannot transmit at long range. We'll follow at a distance. We're counting on you to keep us apprised of what you see."

"We will follow him in from a distance," Harris commands. "Stay close, and move quietly. Mind the flanks and the rear."

With that, Harris follows Quinn into the caves, ioun torch lighting his way.

Perception: 1d20 + 8 ⇒ (20) + 8 = 28
Stealth: 1d20 + 14 ⇒ (5) + 14 = 19


Male Half-Orc 6th Inquisitor

DM:
Assuming there is nothing in the little room in the back, Gromtheb says to Ser Halford "The northeast passage dead-ends. I'm coming back toward the cave entrance and heading up the North-West passage." Unless he hears back from Harris otherwise, he does so. If others are exploring to the north-east, he will go down the south-east tunnel. Question is, did I get enough of a head start on them to get to the great north-west first? Also, I'm at 25 HP since I healed right at the end of the battle. But I'm down to 2 lvl 2 spells for the day.

Ser Harris:
You hear Gromtheb whisper "The northeast passage dead-ends. I'm coming back toward the cave entrance and heading up the North-West passage."


Male Human Rogue 3/ Alchemist-vivisectionist 2/ Shadow Dancer 1

Velinari, seeing this conflagration of events, decides that he will take up the rear and follow the party into the cave, albeit silently, quietly taking up the rear.


Gromtheb:
As you pass by the main entrance, you see the others forming up to proceed, but you move past them without detection (as long as that's what you want). You find three dead-ends in the northern passage, one clearly designed to be a chamber while the other two were likely once tunnels that have since caved in.

Not Gromtheb:
Entering the tunnel, you see one passageway leading to the northwest (on your right) and one a fork on the left. Duglan, who is furthest forward, can see that there is some light coming from the southeast passage. Please use only the areas you can see (and the prior communications from Gromtheb) in planning your movements, even though I'm moving to using one combined map for both groups.

Map


Male Human Fighter 6

Yo DM (not using a spoiler because this affects everyone,

I'm assuming you meant "passageway leading to the NW (on your LEFT) and a fork on the RIGHT. Just trying to clarify and make sure that I understand the current configuration of the map.


Duglan Sanders wrote:

Yo DM (not using a spoiler because this affects everyone,

I'm assuming you meant "passageway leading to the NW (on your LEFT) and a fork on the RIGHT. Just trying to clarify and make sure that I understand the current configuration of the map.

Yeah, that. Curse my inability to tell those apart.


Male Half-Orc 6th Inquisitor

DM:
Gromtheb studies the cave-ins breifly to try to figure out how recent they were. Knowledge Dungunering: 1d20 + 6 ⇒ (20) + 6 = 26 Gromtheb trots back to the group, whispering every 6 seconds that the north passages are dead-ends and he is going to go explore the southern tunnels.

Ser Harris:
You hear Gromtheb report back: "Both of the northern tunnels are dead ends. The north-west one has one chamber room and two collapsed tunnels. I passed the group as you were forming up. I'm coming back to explore the south. There should still be bugs down there."


Male Human Bard (Sound Striker) 6

"Got it. We're moving northwest, and then south. Let's go," he says.

Main Group:
Bow at the ready, Ser Harris stalks northwest. He will turn south at the junction, waiting there for further directions from Gromtheb.

Stealth: 1d20 + 14 ⇒ (11) + 14 = 25


Male Human Fighter 6

Main Group:

Duglan grunts affirmatively. Noting the cramped quarters of the cave, he sheaths his fauchard and draws his greatsword. He walks alongside Harris, who seems to know where the group is going. Again, he attempts to be quiet despite the clanking of his armor.

Stealth: 1d20 - 4 ⇒ (14) - 4 = 10


Male Human Rogue 3/ Alchemist-vivisectionist 2/ Shadow Dancer 1

Main Group:

Velinari seems to merge into the shadows, blending with the surroundings.
Stealth: 1d20 + 18 ⇒ (19) + 18 = 37


Gromtheb:
Coming back along the tunnel, you see Ser Harris, Quinn and Duglan heading the way you came. You can probably slip past them if you don't want to alert them to your presence, or you can talk to them.

Gromtheb Perception DC 37:
Oh wait, Velinari's there too, just being sneaky.

Main Group Perception DC 44:
Someone--or thing--invisibile is coming down the path towards you.


Male Half-Orc 6th Inquisitor

"The passageways here are collapsed" you suddenly hear the voice of Gromtheb say in the passageway ahead. "Let's look to the south. Those bugs have got to be around here somewhere. I'm headed to the south-east tunnel." You feel something brush by you.

DM:
DM, I made a K check earlier. Do I know anything? He heads to the south-east tunnel.


Gromtheb:
You don't think it was a single sudden cave-in so much as that tunnels gradually collapse with lack of use. It's probably not much of a bother to the Ankhegs, but the ground here can't support a tunnel of that size for more than a few days if not regularly reinforced.

I'm going to wait to hear the other groups plans before telling you what you find.


Male Human Bard (Sound Striker) 6

Sorry for the delay - I'm having difficulty interpreting the map.

Harris tells the group "We need to go south. Let us know what you see, Gromtheb." He then approaches the south passageway.


Male Human Rogue 3/ Alchemist-vivisectionist 2/ Shadow Dancer 1

What is our light source down here?


Male Human Bard (Sound Striker) 6
Velinari wrote:
What is our light source down here?

Harris has his Ioun Torch going - it emits light like a torch. I don't think there are any other light sources being used at the moment.


There's the dancing lights up by the cave entrance, and there's light coming in through that, but no, no other light but the ioun torch.

Gromtheb:

Sorry this bit is so long and tedious, guys, but the split group+invisibility means that I need to make sure the placement is accurate if/when s**t goes down.


Male Half-Orc 6th Inquisitor

GM:
He stops for a few seconds and listens. perception 1d20 + 12 ⇒ (2) + 12 = 14 If he hears something down one tunnel, he heads that way. Otherwise, he heads NE.


Gromtheb, you find another dead end.

As the rest of the party continues south, suddenly, in the dim edges of the area illuminated by Ser Harris' torch, they see a large ankheg (and a small one) charging at them from around the corner. The large one hisses with fury!

Initiative for all y'all:
Gromtheb: 1d20 + 7 ⇒ (11) + 7 = 18
Ser Harris: 1d20 + 5 ⇒ (1) + 5 = 6
Velinari: 1d20 + 4 ⇒ (9) + 4 = 13
Duglan: 1d20 + 2 ⇒ (13) + 2 = 15
Quinn: 1d20 + 2 ⇒ (14) + 2 = 16
GM: 1d20 + 2 ⇒ (9) + 2 = 11

Wow, by going in order of most recent posting, I got the initiative modifiers in descending order, and very nearly got the name lengths. Crazypandas.

Gromtheb is first, and does nothing, since nothing's happened yet to alert him. Ser Harris is after GM. Quinn, Duglan, and Velinari, please take your actions!

Hey look, it's a map!


Male Half-Orc 6th Inquisitor

DM:
If Gromtheb hears the battle or if Ser Harris alerts him to it, he will run up behind the others on his next turn. If he doesn't, he will investigate the SE fork.

Ser Harris:
"Came to another fork. The North-West one ended in a dead end."

Did anyone pick up my bow or is it sill outside?


Male Human Fighter 6

On his turn, Duglan will:
5 foot step to M17
Full round power attack on large ankheg with greatsword:
Attack 1:1d20 + 10 ⇒ (19) + 10 = 29
Damage 1:2d6 + 15 ⇒ (3, 3) + 15 = 21
Attack 2:1d20 + 5 ⇒ (6) + 5 = 11
Damage 2:2d6 + 15 ⇒ (3, 6) + 15 = 24

To confirm threat for Attack 1:1d20 + 10 ⇒ (1) + 10 = 11
Extra damage if confirmed:2d6 + 16 ⇒ (3, 5) + 16 = 24


Male Human Bard (Sound Striker) 6

It doesn't look like any of us picked it up, Gromtheb. Sorry.


Male Half-Orc 6th Inquisitor

Oh well, risk you take. After this encounter, he'll grab it or have someone else do so with a mage hand (hint hint), since it is right above the hole. We'll play it out ic though. Also, DM, there should be another hole right around where the other kids are standing since there was up above (unless something really spooky is going on, we can just imagine it if you let us know where it is on the map).


Male Human Rogue 3/ Alchemist-vivisectionist 2/ Shadow Dancer 1

Velinari jumps into action, pulling out his dagger.

As a swift action, Velinari shoots a quickfrost capsule onto his blade and using spring attack, he moves to 17,M (diagonal so uses 4 squares, but does not provoke AOO because of spring attack)
and strikes out with his blade at the creature:

Atk:1d20 + 9 ⇒ (3) + 9 = 12
Dmg:1d4 + 1 + 1d6 ⇒ (4) + 1 + (3) = 8 (D6 is cold dmg)

and after effecting his blow, leaps back to 17,L (counts as 2 squares because of earlier diagonal, again no AOO because of spring attack)

"While swift, Velinari does not seem so effective against these ants, yes."


Male Human Beguiler 6

Quinn smiles. "There they are. Gromtheb, where are you? You're missing out on the fun." His gloves shine a bright light, and flickering, pulsing bits of force jump out of them, as if they are attacking the darkness.

Magic Missile focusing on the big boy.3d4 + 3 ⇒ (1, 1, 4) + 3 = 9


There are a few other holes, but they're plugged with the bottom halves of ankhegs and shed no light. And I'm not sure where on the map they are, though I could figure it out if it becomes relevant.

Quinn casts Magic Missile.
Duglan hits with his first attack but not his second, and does not confirm his critical, nevertheless, he severely wounds the larger ankheg.
Velinari misses with his attack. Also, you cannot attack from M17 because Duglan is already there. However, you can move to M16 and then back to L17. Also, are you attempting to resume stealth (using the -20 penalty, as we discussed earlier?)

Despite its wounds, the larger ankheg stands its ground and bites at Duglan, but catches only armor.

The other ankheg, seeing its path blocked heads straight north and disappears into the shadows.

They see me rollin'.:

Attack 1d20 + 7 ⇒ (8) + 7 = 15
Damage 2d6 + 7 ⇒ (2, 5) + 7 = 14
B Grab 1d20 + 13 ⇒ (20) + 13 = 33
PrePerception1 1d20 + 10 ⇒ (7) + 10 = 17
PrePerception2 1d20 + 8 ⇒ (18) + 8 = 26

Initiative is:
Ser Harris
Gromtheb
Quinn
Duglan
Velinari
GM


Male Human Rogue 3/ Alchemist-vivisectionist 2/ Shadow Dancer 1

Sry, I meant 16,M and 16, L calculated movement for that.

Velinari uses his turn to attempt to restealth, moving to 16,L to 17,L
and gets a stealth of: 1d20 + 18 ⇒ (9) + 18 = 27


Male Human Bard (Sound Striker) 6

With the sudden emergence of the Ankheg weighing on Ser Harris's mind, he chooses to assault it directly. He bellows a strange word and points at the larger Ankheg - the one Duglan carved up. The faint suggestion of six transparent blades tears through the air toward the creature.

Ser Harris uses the Weird Words bardic performance on the big ankheg.

Weird Words Attack 1: 1d20 + 9 ⇒ (13) + 9 = 22
Damage 1: 1d8 + 7 ⇒ (2) + 7 = 9
Weird Words Attack 2: 1d20 + 9 ⇒ (1) + 9 = 10
Damage 2: 1d8 + 7 ⇒ (2) + 7 = 9
Weird Words Attack 3: 1d20 + 9 ⇒ (7) + 9 = 16
Damage 3: 1d8 + 7 ⇒ (6) + 7 = 13
Weird Words Attack 4: 1d20 + 9 ⇒ (15) + 9 = 24
Damage 4: 1d8 + 7 ⇒ (4) + 7 = 11
Weird Words Attack 5: 1d20 + 9 ⇒ (12) + 9 = 21
Damage 5: 1d8 + 7 ⇒ (7) + 7 = 14
Weird Words Attack 6: 1d20 + 9 ⇒ (10) + 9 = 19
Damage 6: 1d8 + 7 ⇒ (1) + 7 = 8

For each hit, the victim may attempt a DC 16 Fortitude save to halve the damage from that hit. The penalty for lacking precise shot has been accounted for in these rolls.

13/17 Rounds of Bardic Performance remain.


Male Human Beguiler 6

If the beast is still alive, Quinn will attempt to finish it off with another Magic Missile. Otherwise he'll remain perfectly still and quiet, trying to avoid being eaten by another surprise attack.

MM: 3d4 + 3 ⇒ (2, 2, 3) + 3 = 10
Stealth: 1d20 + 13 ⇒ (8) + 13 = 21


Male Human Bard (Sound Striker) 6

Also, and I'm sorry I forgot to put this in my last post, all of those attacks are ranged touch attacks, bypassing DR and SR (Bardic Performance is Su; SR only applies against spells and spell-like abilities).

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