
Seijiro |

I have to make a perception check on him? - he looks like he's outside the smoke with us.

DM Immortal |

Seeing no one there in the smoke – Horatio will mentally shrug, and lift his pistol to fire at the Ninja on the roof.
He will make his reflex save to see if he can hold his gun vs. DC 11.
1d20+9Attack modifier with all penalties and bonuses for “Tanglefoot Bag” on the Ninja above him (Number "6")
1d20+4If it hits –
1d8+4
Horatio, where did you get the +9, your character sheet says +8? Also remember your Dex is -4 from still being entangled. so that should give you a +6 reflex if I am reading your sheet right.

Dhaavan |

Dhaavan takes a 5' step down the alley away from the action to F:7 and begins quietly incanting words calling out to the Hells trying to time his words to match the ebb and flow of battle...
Stealth: 1d20 + 3 + 20 ⇒ (7) + 3 + 20 = 30
struggling against the goo congealed on his arms...
concentration dc 19: 1d20 + 8 ⇒ (1) + 8 = 9
Dang, lost the spell...
Jack's Perception: 1d20 + 14 ⇒ (1) + 14 = 15
and didn't see the ninja...
How long's the entangle last?

Horatio Flynn |

The Archeologist's Luck Bonus effects the Save.
Buy you are correct; the penalty to my Dexterity caused my grip on my pistol to fail.
Sorry - I completely forgot about all the penalties that were ascribed to the Tanglefoot Bag.
I doubt it is possible; would it be possible to ret-con the action?

Seijiro |

Well - here goes anyway
perception: 1d20 + 7 ⇒ (13) + 7 = 20
If Seijiro sees him, he 5' steps before firing, otherwise, he 5' steps AFTER firing and will get an aoo if the ninja chooses to take one.

DM Immortal |

Seijiro, he is outside the smoke but went stealth while in it. Also the giant clouds of smoke are kind of playing havoc with the lighting.

DM Immortal |

Ninja does not take the AoO for reasons that will become clear after you all go. That's it for me for tonight though. I am moving my grandfathers stuff to storage tomorrow so I won't be on until sunday probably at the earliest.

Seijiro |

ok have a good weekend everyone

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Wow, go out for a meal and 20 posts happen for one round of combat. Good luck Immortal.
Taking damage from the one assassin and the other removing his protective double, Variel feels the hiss of the blade slice across his skin. Knowing that he needs the help of his friends, Variel tries to protect himself and buy time until the reinforcements come, hopefully in the form of Dhaavan and his summons. Variel slices again at the assassin before him (#4) however his aim is off. Stepping to the slide Variel casts a spell to hopefully protect him from the onslaught of the assassins blades.
Attack defensively 1d20 + 2 ⇒ (1) + 2 = 3
Damage 1d6 + 4 ⇒ (5) + 4 = 9
Miss chance 1-20 1d100 ⇒ 5
5ft to I-2 and cast shield. AC now 24 for this round.
wow, doesn't get any worse than that. A wiff and a fail on the miss chance as well.

DM Immortal |

Sorry Horatio, not this time. You could spend a hero point to succeed but that's up to you.
Dhaavan, Tanglefoot bags last 1 minute or 10 rounds unless they are scraped off.

Horatio Flynn |

Sorry Horatio, not this time. You could spend a hero point to succeed but that's up to you.
Dhaavan, Tanglefoot bags last 1 minute or 10 rounds unless they are scraped off.
GM - I am again confused. You said in an earlier post that Tanglefoot bags last 2d4 Rounds. You rolled for the rounds for duration. I noticed that I had only a total of 6 rounds, for example, before it wore off.
I did not see anything in the rules for Tanglefoot bags which stipulate ten round/minute at all - and this seems to be contrary to what you mentioned before.
Again - even if the "goo" is scraped off, all that means is we can move at "half speed" for a total of the rounds you mentioned already.
Saves don't effect the penalties of a tanglefoot bags mentioned above (i.e. -2 to combat, -4 to dexterity) - all they do is mean that we can move at half speed. And we're stuck that way at least until the duration of the rounds in any case.
But I've looked at the rules already, and your earlier post: I don't see where the tanglefoot bags are listed as 1 minute.
Also, I don't think I will use a hero point.

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Those with max hero points might want to use them since if we level soon it will be wasted. Just a suggestion.

Dhaavan |

Wow, go out for a meal and 20 posts happen for one round of combat. Good luck Immortal.
wow, doesn't get any worse than that. A wiff and a fail on the miss chance as well.
At you didn't loose a crit on a miss chance...

Horatio Flynn |

Well, the thing about the Hero Point is that we don’t get one every level, unfortunately. The GM is only allowing those per his discrepancy, so assuming we hit level five, leveling doesn’t give us another one.

DM Immortal |

Horatio, you are right on the tanglefoot bag, it is 2d4 rounds. I am a bit discombobulated now so my apologies. I had confused the tanglefoot bag with the length of time the smoke is around before dissipating. Not how long you are staggered, just how long the smoke is in existence. Again, sorry for the confusion.
One thing though is I am confused what you meant that tanglefoot bags dont affect saves. They definitely do affect reflex saves by dropping your dex by 4.

DM Immortal |

Variel, I need you to roll using the same modifiers to see if you fumble due to the natural 1.

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1d20 + 2 ⇒ (6) + 2 = 8 That doesn't look good.

DM Immortal |

Variel, your critical fumble card is....STUCK! Your weapon is stuck in a nearby surface. You need to make a DC 20 Strength check to retrieve it. Also, did you cast defensively? Because if not you are going to suffer an AoO for casting shield while threatened.
Variel swings viciously at the ninja but manages to swing extremely hard in the wrong direction and ends up burying his sword several inches into the wooden roof where it sticks.

Dhaavan |

GM, Flynn said the save doesn't affect the penalty. The penalty does affect saves tho. That was never in question.
Basically, the save was to avoid getting stuck and needing to do 15 damage to the goo in order to move again, which is what happened to Rain. Anyone that makes the save is not stuck, but does take -2 on attack rolls, and -4 dex

Horatio Flynn |

GM, Flynn said the save doesn't affect the penalty. The penalty does affect saves tho. That was never in question.
Basically, the save was to avoid getting stuck and needing to do 15 damage to the goo in order to move again, which is what happened to Rain. Anyone that makes the save is not stuck, but does take -2 on attack rolls, and -4 dex
Waiph - I can't stress this enough - but it seems that you "ninja'd" me :)

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Took a 5ft step diagonal out of combat and casted the shield spell. If I am stuck in that position due to my cutlass being stuck then I would need to cast defensively.
strength check1d20 + 2 ⇒ (14) + 2 = 16 still stuck
if cant move then cast defensively 1d20 + 11 ⇒ (6) + 11 = 17 passed

DM Immortal |

That depends on whether or not you want to leave your cutlass or not lol. Since you made the roll you can stay.
Horatio/Dhaavan: Ok Sorry for the miscommunication. Not sure what was the issue if there was one.

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Would prefer to leave it so I am not flanked and make them use a move action to get back into flank. Also will allow me to drop off the edge next round if I take more damage to get some healing. I am hoping they both miss and someone can take out the injured guy to eliminate the flank. What is the action to free my sword?

DM Immortal |

Standard action to free the sword so whatever you want to do is fine.

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Still move out of the way to cast shield. Will just have to draw a weapon next time.

DM Immortal |

Variel you wouldn't have been able to do the strength check this round because you already had an action. That said it doesnt matter since you would have passed the cast defensively check on either roll. One thing that I realized however...you have a weapon cord. Wouldn't that normally be attached? If so then you kind of can't move from that square as you are tethered to your sword which is stuck in the roof. ;-)

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Funny you mention it, I forgot and haven't used it that I know of. That and I think kit is an action to put it on which I didn't have time for either. I did the strength check as a reactionary check this past round. I will go with whatever you decide I should be. As it is I feel pretty screwed myself anyways. Already used one hero point and might need to again unless they miss and others start hitting them hard.

DM Immortal |

Np I just thought it would be hilarious to have a Captain on a Leash lol. ;-) You're good to move and leave the sword there. However you want to go is fine as you're right you haven't used it so far as I know so far. Just can't get the image out of my head lol :-)

DM Immortal |

Now I'm at work but forgot my stuff for the Ninja's so we wait until I get home lol. Sorry for the delay.

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Just keeping the suspense until the ninja assassin kill me. Prolong the agony a little more.

DM Immortal |

1d20 + 6 ⇒ (3) + 6 = 9
Just as the Ninja's are about to move to attack, a form comes darting out of the sky screeching in fury trailing what appears to be a piece of stable behind him...
Cyclone's charging fury attack on Ninja 4 1d20 + 7 ⇒ (14) + 7 = 21
Damage 1d6 + 3 ⇒ (5) + 3 = 8
...and proceeds to rip the ninjas throat out in a shower of red mist.
Just FYI, this was planned from the beginning to bring Cyclone in in dramatic fashion. :-) I figured it would help with in game party cohesion.
Camm, you now have Cyclone that you can control now.
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Ninja 1 looks at the battle raging and moves forward to fire an arrow at Horatio.
1d20 + 7 - 4 ⇒ (7) + 7 - 4 = 10 MISS
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Ninja 2 continues to run.
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Ninja 3 steps forward and attacks Variel again using blinding speed.
1d20 + 7 ⇒ (5) + 7 = 12 MISS
1d20 + 7 ⇒ (1) + 7 = 8 POTENTIAL CRITICAL FUMBLE
1d20 + 7 ⇒ (4) + 7 = 11 CRITICAL FUMBLE! ...AND THE FUMBLE CARD IS...HAND IT OVER! Your target gains possession of your weapon. LOL THAT'S HILARIOUS!!
Variel you are now in possession of a MW Wakizashi.
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Ninja 4 is bleeding out.
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Ninja 5 slashes across and attacks Seijiro, coming out of stealth.
Attack 1d20 + 7 ⇒ (19) + 7 = 26 POTENTIAL CRITICAL
Crit confirm 1d20 + 7 ⇒ (13) + 7 = 20 CRITICAL HIT
Damage 1d6 + 2d6 + 1d6 ⇒ (2) + (5, 2) + (3) = 12
Im not using crit cards for them as they aren't bosses. Only you guys get crit cards.
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Ninja 6 continues shooting at Horatio
1d20 + 7 - 4 ⇒ (5) + 7 - 4 = 8 MISS
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You guys are up. Remember to keep track of how long you have been entangled if you are.

Rain Taneththir |

Round 4
Fort save: 1d20 + 9 ⇒ (19) + 9 = 28
Thankfully, Rain is still able to keep the fumes out of her chest and from adversely affecting her.
She swings her cutlass and hits the remaining goo, attempting to finally set herself free from it.
Damage to goo: 1d6 + 2 ⇒ (3) + 2 = 5
Rain has done 17 damage and thus she is released from the goo.
She is ecstatic when the last of the substance splinters and falls away from her feet. She is free of it at last!
Rain's entanglement is for 7 rounds. She has 3 more rounds after this one.
Immortal, she can't move out of the fumes until next round, correct?

Horatio Flynn |

GM - while this is technically round 4 via entanglement - the rounds didn't start until initiative, and they threw the bags in the surprise round, correct?
In other words, wouldn't it mean that Rain should be free in 2 rounds, not 3, because of the surprise round? I'm not actually sure how that would work, but clarification would be great :)
I'll have something up soon via my action...

DM Immortal |
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Round 4
[dice=Fort save]1d20+9
Thankfully, Rain is still able to keep the fumes out of her chest and from adversely affecting her.
She swings her cutlass and hits the remaining goo, attempting to finally set herself from it.
[dice=Damage to goo]1d6+2
Rain has done 17 damage and thus she is released from the goo.
She is ecstatic when the last of the substance splinters and falls away from her feet. She is free of it at last!
Rain's entanglement is for 7 rounds. She has 3 more rounds after this one.
Immortal, she can't move out of the fumes until next round, correct?
Correct but you have scraped off all of the goo so you are completely free and clear. As in no penalties to movement or anything else from the Tanglefoot bag. If you had failed any of the choking smoke checks though that will still be in play.

DM Immortal |

GM - while this is technically round 4 via entanglement - the rounds didn't start until initiative, and they threw the bags in the surprise round, correct?
In other words, wouldn't it mean that Rain should be free in 2 rounds, not 3, because of the surprise round? I'm not actually sure how that would work, but clarification would be great :)
I'll have something up soon via my action...
Actually they shot arrows and threw two smoke bombs in surprise. Tanglefoot bags were first round.

Seijiro |

Seijiro takes a quick riposte against the one that just attacked him
to hit: 1d20 + 8 ⇒ (13) + 8 = 21
dmg if hits: 1d6 ⇒ 3

Horatio Flynn |

Okay – I thought that a tanglefoot bag was stuck onto us until it crumbled off. I thought hacking it off only meant that we could move – but were still "Gummed up".
Sorry about that; if I had known that destroying the bag would have freed me from the penalty, I would have done that sooner. As of now, I guess I will simply draw my weapons as I don't have many other options.
That said - what exactly did the Ninja above me shoot me with? Was is still the "Grease" wand or did he drop the wand and pull out another weapon such as throwing stars or a bow? Sorry - just trying to get a sense of what kind of gear he is using.

DM Immortal |
2 people marked this as a favorite. |

Horatio, thanks for pointing that out. I hadn't caught that the penalty and movement were two different things. New house rule from now on because it makes the tanglefoot bag too good is that scraping the goo off removes all penalties.

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The winged terror fell from the skies eviscerating one of his foes. As if unnerved by the sudden appearance, Variel's assailant fumble his weapon. Quickly grabbing the strange looking sword, Variel found himself the owner of the unconventional blade. Dropping it over the side of the building, Variel moves to flank the assassin drawing a dagger as he does so. Channeling some of his power into the dagger, Variel also casts a spell in the relative safety afforded him by the weaponless adversary.
Free drop sword
Move to k-4 drawing dagger
Swift to imbue weapon
Standard for spellstrike frostbite
Attack 1d20 + 2 + 3 + 2 + 1 ⇒ (14) + 2 + 3 + 2 + 1 = 22
Damage 1d4 + 1 + 2 + 1d6 + 4 ⇒ (2) + 1 + 2 + (1) + 4 = 10 5 normal and 5 nonlethal cold and fatigued
Miss chance 1-20 1d100 ⇒ 39

Horatio Flynn |

Horatio, thanks for pointing that out. I hadn't caught that the penalty and movement were two different things. New house rule from now on because it makes the tanglefoot bag too good is that scraping the goo off removes all penalties.
Thanks on the house ruling on the bag. Meantime, any word on the weapon he fired at me?

DM Immortal |

Actually I had forgotten about the wand. It would have been a shuriken.

Dhaavan |

Once again Dhaavan attempts to quietly cast a spell and avoid notice.
stealth: 1d20 + 3 + 20 ⇒ (3) + 3 + 20 = 26
He focus again, Chanting as he preys dark words calling upon the beasts of hell
concentration DC19: 1d20 + 8 ⇒ (11) + 8 = 19
Yay! that's one round. Just need to roll another 11 and I'll get my summon off... finally... sheesh.

DM Immortal |

That hits easily Variel, he does not drop but he does look very wounded and tired now.