Fulito continues his song but he attempts to convey a warning in the lyrics about his next action.
Bluff to convey a secret message to allies all Fulito's allies 1d20 + 4 ⇒ (12) + 4 = 16
Hoping that the warning was delivered Fulito attempts to swerve the wagon as vilontly as possible to try and foce the bandits to loose balance and fall from the wagon. He then tries to quickly regain control and urge the horses on faster.
Handle animal to regain control: 1d20 + 4 + 2 ⇒ (8) + 4 + 2 = 14 (+2 for my Heroic point)
Handle Animal to try and urge the horses to go faster 1d20 + 4 ⇒ (19) + 4 = 23
bardic music rounds used 5/8
Marianne attempts to keep her balance successfully and attempts to cast defensively to avoid attack and steady herself on the wagon, but the spell fizzles instead.
Acrobatics: 1d20 + 2 ⇒ (11) + 2 = 13
Cast Defensively DC 16: 1d20 + 5 ⇒ (10) + 5 = 15
The nearly dead bandit on the wagon manages to get to his feet again and takes another swing at Staryth with his dagger. He makes a vicious cut at Staryth's face with the bloodied dagger in his hand and misses.
The four bandits behind the wagon from left to right. The one marked with the orange dot has a lit bomb and will throw it. One bandit manages to keep his horse on track and light his wick. The remaining three either fail their ride checks or fail to get the wick lit. Bandit on the right side Ride check (dc10) 1d20 + 3 ⇒ (16) + 3 = 19 Jumps on the wagon 1d20 + 2 ⇒ (16) + 2 = 18 *success*
Damaran keeps his feet and critically kills the bandit in the wagon.
Gilthanis guides his horse next to the wagon and attacks the bandit on the back but misses.
Fulito makes a bluff by weaving a secret message into the vocals of a song. Everyone, including allies need to make a sense motive check to see if they understand his hidden meaning. If you succeed on the sense motive check you will receive your dex bonus to your extra balance check. He maintains control of the wagon as he swerves the wagon wildly.
Marianne keeps her balance but fails to get the spell off
Sense Motive Checks (DC16)
Marianne: 1d20 + 4 ⇒ (18) + 4 = 22 *succeed*
Staryth: 1d20 + 3 ⇒ (3) + 3 = 6 *fail*
Damaran: 1d20 ⇒ 19 *succeed*
Fulito: 1d20 ⇒ 8 *fail*
Jeggrim: 1d20 + 2 ⇒ (18) + 2 = 20 *succeed*
Gilthanis: 1d20 + 1 ⇒ (11) + 1 = 12 *fail*
Marianne: 1d20 + 4 ⇒ (9) + 4 = 13
Staryth: 1d20 - 4 ⇒ (17) - 4 = 13
Damaran: 1d20 + 5 ⇒ (18) + 5 = 23
Fulito: 1d20 ⇒ 14
Jeggrim: 1d20 + 2 ⇒ (14) + 2 = 16
do I need a sense motive for my own message?
Also I belive the recipient of any hidden message can automatically get it. it is only a Sense Motive for those that overhear it to understand it.
You can use Bluff to pass hidden messages to another character without others understanding your true meaning. The DC of this check is 15 for simple messages and 20 for complex messages. If you are successful, the target automatically understands you, assuming you are speaking in a language that it understands. If your check fails by 5 or more, you deliver the wrong message. Other creatures that hear the message can decipher the message by succeeding at an opposed Sense Motive check against your Bluff result
the message was a simple hold on tight
I just copied the sense motive die rolls from my DM cheat sheet and pasted them into the editor. But since you failed, I left it in because it was both amusing and if I took it out it would have meant that Jeggrim would have failed instead of you. There is no consequence for you failing your roll ... other than making the DM chuckle of course. That being said, you are correct, though it seems strange, only non-allies need to make an opposing sense motive check. Strike those rolls. I will reroll for the bad guys when I am not on my droid later ... hopefully tonight but if not then tomorrow.
Seeing a line of bad guys right behind the wagon Fulito suddenly has a moment of brilliance and decides to stop the wagon suddenly to cuase the riders to behind them to either crach or startle the hoses enough to possibly throw the riders. then start the chase again.
Traffic Jam! fulito yells out (stops singing but effects linger for another 2 rounds)
Handle Animal to control the horses 1d20 + 4 ⇒ (17) + 4 = 21
manuver check against the riders in the back 1d20 + 5 ⇒ (3) + 5 = 8