Ser Harris Halford |
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.
Ser Harris Halford |
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.
Ser Harris Halford |
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.
GM-jkbc |
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.
Gromtheb Zugwag |
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"
Gromtheb Zugwag |
GM-jkbc |
Also, for future reference, who else has darkvision/lowlight vision?
Gromtheb Zugwag |
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.
GM-jkbc |
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.
GM-jkbc |
Okay, so it wasn't hours. I was distraught.
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?
Ser Harris Halford |
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
Gromtheb Zugwag |
GM-jkbc |
GM-jkbc |
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.
Gromtheb Zugwag |
Duglan Sanders |
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
GM-jkbc |
Gromtheb Zugwag |
"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.
GM-jkbc |
I'm going to wait to hear the other groups plans before telling you what you find.
GM-jkbc |
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.
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.
GM-jkbc |
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!
Gromtheb Zugwag |
Did anyone pick up my bow or is it sill outside?
Duglan Sanders |
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
Gromtheb Zugwag |
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).
Velinari |
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."
Quinn Belfeser |
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
GM-jkbc |
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.
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
Ser Harris Halford |
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.