PbP Game Day 2: PFS #5–06: You Have What You Hold (levels 3-7) (Inactive)

Game Master Uktar

This game is part of the Official Pathfinder Society PbP Game Day 2.

#5–06: You Have What You Hold
A Pathfinder Society Scenario designed for levels 3–7.

Go to Map Arena of Aroden


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Sczarni

Male Taldan Cad 3/Bandit 2
Stats:
HP:41/45 || AC: 18(21), touch: 13, flat-footed: 15(18) || Fort: +6, Ref: +7, Will: +2 || Init: +7 || Perception: +8/9 vs traps

I know it's not quite top of the order yet, but I don't think anything doing on the west side will affect us, and I'm not sure when I'll get a chance to post today.

Cad feels the blood pooling under his armor where the Scallywag landed his strong blows. He responds with his own blade.

Longsword Attack 1 (Flank, Haste, Bless, Power Attack): 1d20 + 8 + 2 + 1 + 1 - 2 ⇒ (7) + 8 + 2 + 1 + 1 - 2 = 17
Damage 1 (Power Attack, Sneak Attack): 1d8 + 1d6 + 3 + 4 ⇒ (2) + (4) + 3 + 4 = 13

Longsword Attack 2 (Flank, Haste, Bless, Power Attack): 1d20 + 8 + 2 + 1 + 1 - 2 ⇒ (9) + 8 + 2 + 1 + 1 - 2 = 19
Damage 2 (Power Attack, Sneak Attack): 1d8 + 1d6 + 3 + 4 ⇒ (4) + (6) + 3 + 4 = 17


That's fine, Cad, although Hawk will go before you at the end of the previous/current round. If his actions take out the scallywag (I'm betting he's thinking about healing anyway), we'll adjust your action if necessary. Otherwise, we've got your attacks lined up.

Silver Crusade

Human Male Oracle 5 HPs 31/41, AC 17 FF 16 T 12, CMD 16, Fort +4, Ref +3, Will +4, Init +3, Per +8
Current Effects:
None

No heals yet, would prefer everyone to be together for his last burst of channel for today.

Hawk will move then strike again with his spear using the minor blessing he granted himself earlier.

Attack+Bless+Guidance+Bull Strength - Power Attack: 1d20 + 5 + 1 + 1 + 2 - 1 ⇒ (9) + 5 + 1 + 1 + 2 - 1 = 17 and an additional +2 if flanking applies with Vermin-saraus-rex there
2d6 + 7 + 3 ⇒ (2, 4) + 7 + 3 = 16


GigantaHawk strides forward and pokes the Scallywag, who seems almost fatally wounded before dramatically, valiantly regaining his feet insert other silly gladiatorial stuff here, only to be staggered by Cad's first blow, then sent to oblivion by his second.

I need to put a hold on the East side for now. Verminasaurus still has his action for this round, as well as Hawk at the end of the round, but West-side needs to finish the previous round before we move forward, since things are coming back together. Remember, East-siders, you don't know what the other half of the group is up to, only that they never came 'round the bend to join your battle (probably cowering in fear of Vermin's Flaming Sphere...lol.)
Linarra Need that miss chance, etc from my previous spoiler.


hmmm what is this for: 1d20 + 1 - 4 ⇒ (13) + 1 - 4 = 10

Hawk notices that the sailor he stabbed the round before seems to have stabilized. You're close enough, and your pre-roll made the check.


FYI, for the Embiggened members of the group, you could fit through the double doors on the East face (add 5' when moving through doorway due to height problems of the doorframe). But since this is a fancy manor, life experience tells you it'd have high enough ceilings to deal (no swinging giant great swords without penalty, but natural attacks and pokes with giant longspear could still work with no squeeze penalty in any normal room--storerooms, closets, etc, could be a squeeze, depending. And, of course, normal sized doors could pose a significant problem. :^)

Dark Archive

Female human (Chelaxian) fighter (weapon master) 5/Hellknight 1 | HP 27/51| AC 28, touch 14, flatfooted 25| Perception +7, Sense Motive +5 | Fort +8, Ref +3, Will +3 | CMB +12, CMD 23 | Init +0

Miss chance 1-80 hits: 1d100 ⇒ 56
1d2 ⇒ 2

Sczarni

Male Half Orc Druid (Saurian Shaman) 10HP: 83/83 ||AC: 25(30): t12, ff: 24(28), CMD 26/28 vs overrun || Fort: +13 (15), Ref: +10(12), Will: +14(16),+4 vs. SL and SN Fey abilities/effects that work on plants. Init: +3 Perception: +23/25 vs traps and secret doors
Uktar wrote:

Cad clearly has found his footing, as he nearly slices the head right off the shoulders of the sailor, then moves forward with lethal intent.

difficult terrain in the slop, but with haste you easily reach the scallywag. Ditto for you, Vermin, you can reach your intended landing spot and transmorgrify. I believe you receive 1d6+3 healing for flying through Hawk, and I'll give you a free action intimidate check (yeah, I know, not your thing, but go ahead and roll)

I had missed this post. Now things are much clearer. :) Still confused about how attacked Cad- is the Scallywag the bowman? I guess he dropped his bow then? Oh, and druids no longer heal when changing forms. Wish they did. :(

Intimidate: 1d20 + 2 ⇒ (11) + 2 = 13

Sczarni

Male Half Orc Druid (Saurian Shaman) 10HP: 83/83 ||AC: 25(30): t12, ff: 24(28), CMD 26/28 vs overrun || Fort: +13 (15), Ref: +10(12), Will: +14(16),+4 vs. SL and SN Fey abilities/effects that work on plants. Init: +3 Perception: +23/25 vs traps and secret doors

Allosaurus Vermin, still hasted and blessed, full attacks the little man, trying to grab with the last bite.

Claw: 1d20 + 15 + 1 + 1 ⇒ (8) + 15 + 1 + 1 = 251d8 + 8 ⇒ (7) + 8 = 15

Claw: 1d20 + 15 + 1 + 1 ⇒ (9) + 15 + 1 + 1 = 261d8 + 8 ⇒ (3) + 8 = 11

Bite: 1d20 + 15 + 1 + 1 ⇒ (2) + 15 + 1 + 1 = 192d6 + 8 ⇒ (1, 1) + 8 = 10

Hasted Bite: 1d20 + 15 + 1 + 1 ⇒ (14) + 15 + 1 + 1 = 312d6 + 8 ⇒ (2, 4) + 8 = 14

Grab: 1d20 + 16 ⇒ (12) + 16 = 28 He is grabbed if his CMD is lower that 28


Linarra, Natty & Luca only:
Linarra nearly misses the cleric, but then has a vision of Hawk blessing you all and lands a solid blow with her armor spikes. Luca was able to follow the sound of the cleric being struck and is certain he's due East of Linarra. The cleric steps back out of the room and disappears from view, though you do hear him chanting/casting nearby. Luca, you technically didn't see him, but you do hear him at a bit of a distance; you can tell he's stepped out of the room. Any of you with Spellcraft can make a check. Luca has already moved for this round. Linarra and Natty are up.

Sczarni

Male Taldan Cad 3/Bandit 2
Stats:
HP:41/45 || AC: 18(21), touch: 13, flat-footed: 15(18) || Fort: +6, Ref: +7, Will: +2 || Init: +7 || Perception: +8/9 vs traps

Vermin, sorry to steal your dino-thunder. What happened was that I dropped the sailor on the corner in the first attack, so Cad was able to move to the scallywag (archer), technically before you did your move. On the scallywag's turn, he dropped the bow, quick drew a weapon, and sliced Cad real good. Hawk moved up and stabbed him with a spear. I've listed my attacks out of turn because I was heading off to appointments for the rest of the day. Natty, Luca, and Linarra still have to go in the previous round. As it stands, the guy that was between us is already dead since I am before you in initiative. I'd hold off until the others go, then join the fray in the building or something.


the juggling sides have made things a jumble, though we've been handling it surprisingly well. Recap
East side:
End of previous round. Hawk stepped up and killed wimpy bowman.
New Round:
Vermin swooped for a heal, landed on farside and became Allosaurus.
Cad killed scimitar sailor in one blow and used move action to close on one remaining scallywag bowman.
Bowman dropped bow, used Quick Draw and gave Cad a pretty good slashing.
Hawk stepped up and poked Scallywag formerbowman.
New Round:
Cad hit Scallywag once to stagger him, and then second shot killed him.
Vermin, nobody to kill. You can make a move.
But West side is still on previous round, so you can move this round, but then you need to wait. Same thing for Hawk. Both of you can move now, but Natty & Linarra still have 2 rounds of actions then..
Moving through swamp is difficult terrain, but so would trying to walk on 5' walkway while LARGE. Can enter smoking building through double doors--unfortunately, while I'd waive difficult terrain to climb up on deck since you're large, i.e. you could simply use as step to enter double doors, there are still the marbles. It would be 80' of movement for Verminasaurus to be on the inside of the double doors, i.e. occupying the NE corner of the building, and then free to move normal in smoke-filled room/building. Hawk, if you're still enlarged, it'd be 70' for you to get to that same spot, I believe. Vermin has the higher init.


Cross-posting with Cad, but yeah, what he said.

Luca, et al: My apologies. Just looked up the penalty for concealment on Spellcraft check and it says you must be able to clearly see the casting, and with this spell, there is somatic and material component. Sorry about that. So no check is applicable.

Sczarni

Male Half Orc Druid (Saurian Shaman) 10HP: 83/83 ||AC: 25(30): t12, ff: 24(28), CMD 26/28 vs overrun || Fort: +13 (15), Ref: +10(12), Will: +14(16),+4 vs. SL and SN Fey abilities/effects that work on plants. Init: +3 Perception: +23/25 vs traps and secret doors

When Vermin took 13 points from an arrow he figured that bowman might be the big bad leader of the group so his plan was to eat him. :) I am just as happy to learn Vermin was wrong and the fight on the east is over. I would think the smoke would be beginning to clear in the house. Vermin will move to the double doors and consider squeezing inside.


Trouble is there are no windows, the double doors have only been open for about ten seconds, the single door about 15 seconds, and the fire in the kitchen is still smoldering. Not to mention there's not much of a breeze. It'll take a few minutes to clear, and probably a minute before visibility improves on the interior--i.e. maybe another 7 rounds or so. At least you do feel there's a decent cross breeze now blowing thanks to the double doors being open. The area between the single/double doors clears quickly, but it'll take a bit for the rest.


Ummm, Vermin, I thought you were Large. Huge means you're also 15' tall. It will be a Squeeze to be inside. Large critter 9' ceiling is close enough. Huge critter is too cramped. Sorry about any misunderstanding there. But let's see what happens in two rounds over on the West side. Good chance it won't matter.

Grand Lodge

Male Half-Orc Rogue 6
Spoiler:
HPs 37/57 AC 18 T15 FF 13 Fort +6 Ref +10 Will +4 Init +6 Perception +13 saves/perception base value given

Perception 1d20 + 12 ⇒ (3) + 12 = 15

Natty follows the cleric as best he can, to land another blow against the unholy man. He calls to his companions as he goes, although they can all hear the chanting. "We gotta get this evil one, he's getting me annoyed." the half-orc growls. He hopes to get behind the cleric before his spell is activated, and disturb the man's concentration.

+1 Light Mace 1d20 + 8 ⇒ (15) + 8 = 23 Damage 1d6 + 1 ⇒ (3) + 1 = 4

Smoking out the baddies always worked for John Wayne in all those old Western Movies .... :)

Natty:

Lifeline to Hawk, gives Natty 5 HPs ... 34 + 5 = 39


You dropped two very tough fighters who never even got to make an attack; just ask Vermin and Cad how effective one of them can be, much less two. Of course, the Duke was usually smoking out a one or two room cabin, and just sat back shooting them as they came out...and none of them were clerics...

Natty only:
It was a standard action spell, completed before you moved. I'm afraid with that perception, you've no clue where he is for certain. Your first move toward where he might be could only be 5' north, where you see both double doors are open, and the next room is also filled with smoke. You do not see him in any adjacent square. There seems to be more ambient light to the north of the next room, i.e. probably not as smoky that way, while it seems the same murky/smoky to the east. What you doing after the 5' move? Did you intend to attack an adjacent square blindly, or continue moving, and if so, where? (sorry for the painful inch-by-inch approach, but with your perception check, there's no other option.) You still have plenty of move/action left

Grand Lodge

Male Half-Orc Rogue 6
Spoiler:
HPs 37/57 AC 18 T15 FF 13 Fort +6 Ref +10 Will +4 Init +6 Perception +13 saves/perception base value given

Natty will move into the next room, through the double doors. "I've lost him" he says. Knowing roughly where the trap door opens down into the swamp below, Natty quickly thinks if this door leads the way to the trap. He enters through the double doors and feels his way around the walls, heading north.

Intelligence or Wisdom check 1d20 + 1 ⇒ (9) + 1 = 10 to know if he approaches the trapped area/room

If he goes north and reaches a turn in wall, and the wall feels rough planking he will try and punch a hole in the wall with the attack role above, hoping to disperse some of the smoke.

Dark Archive

Female human (Chelaxian) fighter (weapon master) 5/Hellknight 1 | HP 27/51| AC 28, touch 14, flatfooted 25| Perception +7, Sense Motive +5 | Fort +8, Ref +3, Will +3 | CMB +12, CMD 23 | Init +0

Perception: 1d20 + 7 ⇒ (17) + 7 = 24

"Where is he? Don't let him escape!" Linarra hisses, as she moves to follow the cleric.

If I can get him into my sight, I will attempt to trip him.

CMB to trip: 1d20 + 14 + 2 + 1 + 1 ⇒ (10) + 14 + 2 + 1 + 1 = 28
Miss chance?: 1d100 ⇒ 23
Including haste, bless, and inspire courage, think that's everything? Also included a % for miss chance in case it's needed.


Natty only:
As you move north, you get clear of the smoke (faint haze but doesn't obscure vision). You see a shrine to a pirate goddess (Knowledge Religion check) to the north, and you're fairly certain the trapdoor would be somewhere beyond the door to the east, which is currently closed. Even with haste, the best you could do is get to the door and then open it. Remember, the cleric was in heavy armor, and he did cast a spell. Still have some movement left & action. Map update.

Linarra only:
You see Natty pass in front of you, heading north, disappearing into the smoke in that direction. You move 10' to the east, passing through the open double doors , but this area is also is filled with smoke. There seems to be more ambient light to the north, i.e. probably not as smoky that way (and the direction Natty moved). Your perception check doesn't give you an idea where the Cleric might be, but he did cast a spell and he was in heavy armor, so he can't be far. Ahead of you, you see more smoke coming through another set of open double doors. You still have plenty of move/action left. Where/what? Map update.

Sorry for the glacial step-by-step pace with the folks in the smoky mansion, but I want to give them a fair shot while fumbling about. We're still in West side init, previous round.

The Exchange

Male Human Bard 12

I think we've managed to wrap up the previous round now...

Sczarni

Male Half Orc Druid (Saurian Shaman) 10HP: 83/83 ||AC: 25(30): t12, ff: 24(28), CMD 26/28 vs overrun || Fort: +13 (15), Ref: +10(12), Will: +14(16),+4 vs. SL and SN Fey abilities/effects that work on plants. Init: +3 Perception: +23/25 vs traps and secret doors

Meanwhile Vermin's quite large eye peers in from the double door. :)

Sczarni

Male Taldan Cad 3/Bandit 2
Stats:
HP:41/45 || AC: 18(21), touch: 13, flat-footed: 15(18) || Fort: +6, Ref: +7, Will: +2 || Init: +7 || Perception: +8/9 vs traps

"Go get 'em boy....er, Vermin!"

Cad is already done for this round.

Grand Lodge

Male Half-Orc Rogue 6
Spoiler:
HPs 37/57 AC 18 T15 FF 13 Fort +6 Ref +10 Will +4 Init +6 Perception +13 saves/perception base value given

Natty calls out loudly "Through these doors here, I've found some sort shrine, I'll loot and destroy it now, it might take away his power." as Natty begins to laugh loudly. He listens intently to see if this provokes a reaction from the cleric, to protect his god's holy place. He moves to hide behind the wall.

Taking out an object from his haversack, he throws the stick at the shrine, letting off a loud explosive retort, as the thunderstone hit the back of the altar.

5ft step east
Move action: retrieve thunderstone from handy haversack
Throw thunderstone at the most northern point of the shrine 1d20 + 7 ⇒ (4) + 7 = 11

Thunderstone:

You can throw this stone as a ranged attack with a range increment of 20 feet. When it strikes a hard surface (or is struck hard), it creates a deafening bang that is treated as a sonic attack. Each creature within a 10-foot-radius spread must make a DC 15 Fortitude save or be deafened for 1 hour. A deafened creature, in addition to the obvious effects, takes a –4 penalty on initiative and has a 20% chance to miscast and lose any spell with a verbal component that it tries to cast.

Since you don't need to hit a specific target, you can simply aim at a particular 5-foot square. Treat the target square as AC 5. Crafting this item is a DC 25 Craft (alchemy) check.


Natty, you could've taken that extra 5' movement and pulled out the Thunderstone in place of your standard action on the previous round while making your threat, because the opportunity to attack never arose. Make an Intimidate check to see if you get a rise out of the cleric (or bluff, your choice).

Luca only:
As you're standing on the table, you hear a barely audible chuckle then a sharp intake of breath just to the north of you, but you can't see anything. You're certain it's not just the smoke that's keeping you from seeing anything, since you can actually see the fireplace from where you're standing--not well,but can see it, and the sound came from somewhere in between you and the fireplace. You concentrate on listening, and hear the faint sounds of heavy footsteps that seem to be speeding up as they move toward the Western door.

The Exchange

Male Human Bard 12

Luca shouts to Natty and Linarra, "There's an invisible man fleeing towards the western door!"

Grand Lodge

Male Half-Orc Rogue 6
Spoiler:
HPs 37/57 AC 18 T15 FF 13 Fort +6 Ref +10 Will +4 Init +6 Perception +13 saves/perception base value given

My confusion, I took this as the next round rather than a continuation of the previous one, as I thought we were catching up a round with the other group...I suppose if its continuation of the round, he moves behind the wall and says the words .... depending upon the outcome will depend what happens next round.

Intimidate 1d20 - 2 ⇒ (19) - 2 = 17 Natty has Scavenger which replaces the half-orc bonus to intimidate ...

Scavenger:

Alternate Racial Trait
Some half-orcs eke out a leaving picking over the garbage heaps of society, and must learn to separate rare finds from the inevitable dross. Half-orcs with this racial trait receive a +2 racial bonus on Appraise checks and on Perception checks to find hidden objects (including traps and secret doors), determine if food is spoiled, or identify a potion by taste. This racial trait replaces the intimidating racial trait.

Grand Lodge

Male Half-Orc Rogue 6
Spoiler:
HPs 37/57 AC 18 T15 FF 13 Fort +6 Ref +10 Will +4 Init +6 Perception +13 saves/perception base value given

Natty's figure seems to have moved to a square which isn't the one I meant, from upper most smoke, from square with 'sm', up one square, left one square...please.


No worries, Natty, you said East, but meant West. I believe you're in correct spot, but move yourself if need be. Natty threatened the shrine while pulling out a thunderstone, Linarra is searching in the smoke, and Luca called out about someone being invisible, heading past him for the outside door to the West. We're at top of initiative for West/inside folks, after which we'll be in synch. Luca, Natty , and Linarra are up. Main Bessie map is updated. Move yourself if need be. Bessie's Bayou

Vermin, Cad & Hawk, as you approach the Eastern doors,you do hear Luca shouting out, "There's an invisible man fleeing towards the western door!" you're out of combat, and most of the interior doors are open throughout the place, so you heard the faint shout (actually, Cad couldn't quite make it out, but I'm assuming Hawk would've repeated the words for him).

Sczarni

Male Half Orc Druid (Saurian Shaman) 10HP: 83/83 ||AC: 25(30): t12, ff: 24(28), CMD 26/28 vs overrun || Fort: +13 (15), Ref: +10(12), Will: +14(16),+4 vs. SL and SN Fey abilities/effects that work on plants. Init: +3 Perception: +23/25 vs traps and secret doors

Two questions: 1) Is the haste over? 2) Is the ground beside the house difficult terrain for Vermin? Also I suspect the flaming sphere is done.

Dark Archive

Female human (Chelaxian) fighter (weapon master) 5/Hellknight 1 | HP 27/51| AC 28, touch 14, flatfooted 25| Perception +7, Sense Motive +5 | Fort +8, Ref +3, Will +3 | CMB +12, CMD 23 | Init +0

Linarra will head through the open double door in front of her, exploring the room beyond until she either spots someone, or runs out of movement.

Grand Lodge

Male Half-Orc Rogue 6
Spoiler:
HPs 37/57 AC 18 T15 FF 13 Fort +6 Ref +10 Will +4 Init +6 Perception +13 saves/perception base value given

Natty shouting "Which way did they go? Don't let them get to the boat!", then goes through with his threat and throws the thunderstone at the back of the shrine. What sounds like a loud explosion comes from the unholy shrine as Natty starts to run back outside towards Luca. He sniffs the air and watches the way the smoke swirls to see if he can catch an idea where the invisible person is now. In his hands weapons appear to be ready to hurt the evil cleric.

Use previous roll for the attack, which is for AC5 and Natty has +7 bonus. P.S. the cleric may not be evil, but in Natty's eyes he is..
Perception 1d20 + 14 ⇒ (8) + 14 = 22 includes +2 for hidden things

Apologies if I got my compass bearings all wrong ... unfortunately the player seems less intelligent than his character

The Exchange

Male Human Bard 12

Haste: 1 rounds
Lingering performance round 2

Luca jumps down from the table and runs to the door, trying to block the exit.

Silver Crusade

Human Male Oracle 5 HPs 31/41, AC 17 FF 16 T 12, CMD 16, Fort +4, Ref +3, Will +4, Init +3, Per +8
Current Effects:
None

Hawk takes a hike west

Double move with Haste


Linarra, you enter a kitchen/common area with cots and a large cooking hearth. There's a large stew pot that's been dumped into the cooking hearth to douse the flames. Your zigzag pattern throughout the room leaves you certain the there's nobody lurking in the smoke in this room. You emerge to fresh air in the north, where a strong crossbreeze is clearing the smoke. You reach the north door with your full move. You see the overlarge Hawk rush off to the West, and a large dinosaur rushes at the double door on the east wall...you certainly hope it's Vermin (the coloration looks familiar...)

Cad and Linarra have another round of actions, and we're back in synch. Vermin, it remains difficult terrain, because though you're bigger and stronger, you're sinking that much deeper in the bog. That being said, the water is only 5' deep for the first 100' or so, so you could also move through that as difficult terrain, and have no adverse affects on actions while Huge (i.e. normal attacks, because you're 2/3 out of the water). Cad, Linarra, you're up.

Dark Archive

Female human (Chelaxian) fighter (weapon master) 5/Hellknight 1 | HP 27/51| AC 28, touch 14, flatfooted 25| Perception +7, Sense Motive +5 | Fort +8, Ref +3, Will +3 | CMB +12, CMD 23 | Init +0

Linarra curses as she realizes there's no one in here, then doubles back to explore the room where she heard Natty calling out something about a shrine.

My goal is to reach the single door there and enter that room.

Sczarni

Male Taldan Cad 3/Bandit 2
Stats:
HP:41/45 || AC: 18(21), touch: 13, flat-footed: 15(18) || Fort: +6, Ref: +7, Will: +2 || Init: +7 || Perception: +8/9 vs traps

After hearing the words about an invisible man, Cad quickly moves back to the boats (Difficult terrain for grass, climbing onto docs, and moving over marbles) and yells through open doors as he moves by, "Someone, secure the priest's journal!"

Double move


Linarra only:
You managed to reach the door with hasted move, and open it as other action, that's the extent for this round. Wall hangings, paintings, and rugs futilely endeavor to cover up this room’s mildewed surfaces, making it resemble a plague victim slathered with makeup for a funeral. A large bed in good condition sits in the room’s northwest corner, and a writing desk, chair, and small bookcase of damp wood round out the furnishings. The room is heavy with the smell of incense, which masks the omnipresent dank odor.

And we're back to the top of the order:
Luca
Cad
Vermin
Hawk
Linarra
Natty
(Cad, you're now just after Luca, having reacted to his actions. Still puts you at init 22)

Sczarni

Male Taldan Cad 3/Bandit 2
Stats:
HP:41/45 || AC: 18(21), touch: 13, flat-footed: 15(18) || Fort: +6, Ref: +7, Will: +2 || Init: +7 || Perception: +8/9 vs traps

Sorry, I'm a little confused. I thought I had reacted to what Luca was saying for the previous round. In that round I should have killed the scallywag at the top of it then Luca declared there was an invisible man. Is the double move my action for this round, or do I have another one?

The Exchange

Male Human Bard 12

Luca starts off on a poem that seems to open up the others eyes.
Inspire Competence (Perception +3)

He then tries to pinpoint the invisible mans location, "Where's he gone!"

Perception: 1d20 + 8 ⇒ (8) + 8 = 16


You're right, Cad. Sorry about confusing things. It is indeed this round that you make your double move, and you place is still at the top of the order. Hawk also took his move this round already.
Luca, iirc, Inspire competence requires audio & visual, 30' range, and works on just one ally. Given that the smoke is starting to clear, you are out of the smoke, as is the 10' area around you. Cad or Natty (who's partially obscured, but close enough to see you) are the only possible allies that can see and hear you, so pick one of them for the Inspire Competence (+3 Perception). With Lingering Performance, they'll get the bonus for 3 rounds (and you can target someone new next round). Also, are you going to close the door, or leave it open? This will affect smoke dispersal, among other things. :^)

Map's updated to include smoky areas (Linarra did check out that small storeroom to the south in her search--nobody inside, just rotten foodstores, and it's now filling with a little smoke, though both fires have been doused.)
Bessie's Bayou

Vermin, you do have an action this round, though it looks like you already moved Sparky. What was your command to him? And what's your action/s?
Natty, Linarra, please wait.


Also, I apologize if anyone else has started to get the annoying popup ads. Don't know how they came about, but grrr....

Sczarni

Male Half Orc Druid (Saurian Shaman) 10HP: 83/83 ||AC: 25(30): t12, ff: 24(28), CMD 26/28 vs overrun || Fort: +13 (15), Ref: +10(12), Will: +14(16),+4 vs. SL and SN Fey abilities/effects that work on plants. Init: +3 Perception: +23/25 vs traps and secret doors

Nope. I did not move Sparky. I am not sure who did. His current command is to guard Hawk. He will continue to do that, only attacking things that he perceives threaten Hawk,

Vermin squeezes into what seems to be a bedroom and looks around. I cannot tell where the doors in this room are.

Silver Crusade

Human Male Oracle 5 HPs 31/41, AC 17 FF 16 T 12, CMD 16, Fort +4, Ref +3, Will +4, Init +3, Per +8
Current Effects:
None

I wasn't sure what happened with Sparky either - I noticed he was in a weird position. I just moved him back to go next to Hawk.

Bard Stuff (for reference):

Each bardic performance has audible components, visual components, or both.

If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.

If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.

[...]

Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

inspire competence [...] That ally must be within 30 feet and be able to hear the bard. [...] A bard can't inspire competence in himself. Inspire competence relies on audible components.

So a couple of notes - Luca himself does not get the bonus (I think it was added to his roll), but as long as someone else is within 30' then smoke shouldn't be an issue.

Grand Lodge

Male Half-Orc Rogue 6
Spoiler:
HPs 37/57 AC 18 T15 FF 13 Fort +6 Ref +10 Will +4 Init +6 Perception +13 saves/perception base value given

Natty, his face frowning and his teeth yellowed and gnashing is concentrated on getting his prey, the cleric. "I'm gonna get him, the coward hiding in his invisibility." his anger and frustration getting to him, he moves out towards the moored boat running along the pier and jumping down onto the bow.

Perception 1d20 + 14 ⇒ (16) + 14 = 30 add +3 if Natty is the object of Luca's Inspire Competence to see the invisible cleric.

Double move, 9 squares gets him to the square at the front of the boat, 10 squares comfortably in the boat. I think he can do the 10 squares, but
Reflex Save vs Marbles 1d20 + 9 ⇒ (16) + 9 = 25
Acrobatics to jump onto the boat 1d20 + 12 ⇒ (6) + 12 = 18

If the cleric is discovered before his go, Natty will head towards wherever the cleric is discovered, unless it looks like he's headed to the boat...


The hazards of d20pfsrd, which is what I checked on the laptop late last night (too lazy to go get my Core): it says "must be able to see and hear" inspire competence, instead of just "hear". Either way, it doesn't matter, Natty can have the bonus. But it's "an ally," not all allies within 30'

Natty, I asked you to wait, because the invisible npc goes before you do, so I've moved you back.

Luca & Natty hear some chanting/casting in the smoke to the southeast. Natty's fairly certain he knows which square it's coming from.

Natty Only:
Three squares south, one square east of your current location

Still need to know if Luca is closing the door or leaving it open. Vermin, you've moved 40'. Can move into smoke to the south, though you're "squeezed." (And yes, you are quite effectively blocking both sets of doors leading to the outside.) Natty and Linarra are up.

Sczarni

Male Half Orc Druid (Saurian Shaman) 10HP: 83/83 ||AC: 25(30): t12, ff: 24(28), CMD 26/28 vs overrun || Fort: +13 (15), Ref: +10(12), Will: +14(16),+4 vs. SL and SN Fey abilities/effects that work on plants. Init: +3 Perception: +23/25 vs traps and secret doors

I figure Vermin is the perfect door blocker at the moment. No invisible cleric getting out the back way. :) Note I am still waiting to hear a description of the room and where doors are before Vermin finished his turn. So far he has only squeezed into the room.

Sczarni

Male Taldan Cad 3/Bandit 2
Stats:
HP:41/45 || AC: 18(21), touch: 13, flat-footed: 15(18) || Fort: +6, Ref: +7, Will: +2 || Init: +7 || Perception: +8/9 vs traps
Vermin* wrote:
Nope. I did not move Sparky. I am not sure who did. His current command is to guard Hawk. He will continue to do that, only attacking things that he perceives threaten Hawk,

Sorry, I think I might have by mistake.

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