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Post by mister frau blucher on Aug 9, 2011 11:39:50 GMT -5
[Black Nigel - I believe you misread Blackjack's post. Enyeto attacked snaca I the one that is fighting the guardsman, not the one that fled the fight with Mundy (which Mundy has subsequently shot down). Kahnmahtt's dialogue indicates you think Enyeto was following that one, Snaca B. Enyeto in fact has killed the one fighting the guard, before Rrowullh had a chance to fire (since I am going by time of posting as the order of movement - fair or not!).
You can hang onto that roll for your next attack (considering all the early morning hijinks you went through to get it!), but you may want to have him do a different action. With Khanmahtt - who would not have been able to catch Snaca B (nor would have Enyeto) to attack - do you want him to go ahead and go toward the stable, as indicated, or another course of action?]
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Post by Lord Inar on Aug 9, 2011 13:14:52 GMT -5
It then makes a motion with its free hand, making a silibant hiss...and goes invisible! A spellcaster!?! What are my options here? Do I need to roll IQ to try to "see him" or guess where he is to reduce the dice to hit, or is it just 5DX?
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Post by mister frau blucher on Aug 9, 2011 14:00:11 GMT -5
It then makes a motion with its free hand, making a silibant hiss...and goes invisible! A spellcaster!?! What are my options here? Do I need to roll IQ to try to "see him" or guess where he is to reduce the dice to hit, or is it just 5DX? Well, you are pretty sure he hasn't moved since casting the spell, so you could lash out quickly where he was standing - 5/DX to hit. If you want to spend the turn trying to observe where it is or going, like listening for steps on the stone floor or trying to feel a breeze as it passes, make a 4/IQ roll and you might have some success - but that will be your only action this turn as you are concentrating. Or you might try something more radical. Since this is more narrative-style than being restricted by a tactical board set-up, if you think of some "crazy" action to try, it just might work. If you decide to go this route, describe what you are doing and make a 4/DX or 4/IQ check, whichever is appropriate. If I think it should have been a 3-dice roll, I'll back out the last die.
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Post by blacknigel on Aug 9, 2011 19:11:12 GMT -5
[OOC: Wow, I really screwed up today didn't I?. I was online so early because I knew I wouldn't be able to check much at lunch time. Oh Well. Completely disregard my posts from earlier today. BTW, I think time of posts for order of action makes the most sense.]
Rrowullh sees Enyeto come to the Guardsman's aid, and Mundy drop the one retreating. So bereft of targets, he steals a quick glance back at the Tavern door. Can the members of the Broken Cask really be sitting this one out? Or are they up to some mischief? Either way, Reynaldo and Tembo followed the snakes into the shop. Keeping his bow ready, he moves towards Mother Sara's shop doorway. [full move, but the bow with arrow knocked, is still the readied weapon. I seem to remember the shop is at least 1 full move away from the tavern.]
Khanmahtt stares wide eyed as Enyeto moves and quickly dispatches the snaca. He would have set out in pursuit of the retreating one, but when Mundy's arrow drops it he decides instead to catch some more quick breaths through clenched teeth.
He callsTo Mundy and Enyeto, "You have finished them, good. The foes nearby rrun thin, and those far away simply rrun. Hue-Mans, should we pursue them - together?"
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Post by blackjack on Aug 9, 2011 21:26:38 GMT -5
Enyeto searches the area for possible targets. Seeing none he looks at Khanmahtt and says "The fight is gone from them, they are beaten. " "Cat man, I think someone ran into the that shop", pointing to Herb Shop. Enyeto begins to search the bodies of the fallen Snaca, looking for plunder.
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Post by mister frau blucher on Aug 10, 2011 9:21:30 GMT -5
PLAYER TURN 5 Enyeto moves to attack Snaca (I). invisiblecastle.com/roller/view/3143105/ I rolled a 7. invisiblecastle.com/roller/view/3143108/ Damage 5. Once again, the wicked edge of Enyeto's tomahawk draws snaca blood. The snaca that confronted the wounded guardsman falls lifeless to the ground. Mundy takes a shot at the retreating Snaca... 3d6-2;1d6+2 N [1,4,6,-2] = (9) 3d6-2;1d6+2 N [2,2] = (4) invisiblecastle.com/roller/view/3143456/The arrow strikes it and it falls to the ground, still. Rrowullh sees Enyeto come to the Guardsman's aid, and Mundy drop the one retreating. So bereft of targets, he steals a quick glance back at the Tavern door. Can the members of the Broken Cask really be sitting this one out? [Indeed, they have not emerged from the tavern; nor has erstwhile companion Norx.] Or are they up to some mischief? Either way, Reynaldo and Tembo followed the snakes into the shop. Keeping his bow ready, he moves towards Mother Sara's shop doorway. [full move, but the bow with arrow knocked, is still the readied weapon. I seem to remember the shop is at least 1 full move away from the tavern. [Correct!]] Khanmahtt stares wide eyed as Enyeto moves and quickly dispatches the snaca. He would have set out in pursuit of the retreating one, but when Mundy's arrow drops it he decides instead to catch some more quick breaths through clenched teeth. He calls to Mundy and Enyeto, "You have finished them, good. The foes nearby rrun thin, and those far away simply rrun. Hue-Mans, should we pursue them - together?" Tembo quickly looks for a jar of gum arabic powder to swing around to coat the floor with powder so he can see its footsteps. Though many of the vials and beakers and jars are broken, there is a glass of powder on the top shelf. Tembo grabs it and begins to spill it about him. Reynaldo shouts "Good show, man!" and takes advantage of the snaca's distraction to strike a decisive blow: invisiblecastle.com/roller/view/3145177/3d6; 1d6+1 ¨ [6,1,2] = (9) 3d6; 1d6+1 ¨ [3,1] = (4) Bonus to damage [4 hits-1scales =3 hits to snaca, so 1 left!] That snaca, now locked in a death duel with Reynaldo, immediately Counterattacks - but the blade swings wide! (15 to hit!) invisiblecastle.com/roller/view/3145246/
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Post by Lord Inar on Aug 10, 2011 13:06:19 GMT -5
Tembo quickly looks for a jar of gum arabic powder to swing around to coat the floor with powder so he can see its footsteps. Reynaldo shouts "Good show, man!" and takes advantage of the snaca's distraction to strike a decisive blow: invisiblecastle.com/roller/view/3145177/3d6; 1d6+1 → [6,1,2] = (9) 3d6; 1d6+1 → [3,1] = (4) Bonus to damage
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Post by mister frau blucher on Aug 10, 2011 14:27:00 GMT -5
SNACA TURN 5
The fighting in the courtyard has just about ended, with the guards in the western half overcoming the last of the snakeman there, and all of those near the party are now dead or vanished behind the stable.
In Mother Sara's the visible - and heavily wounded - snaca (G) has Counterattacked (and missed) Reynaldo.
As Tembo dumps powder about him and looks over the spill, he notices that a large swath - snaketracks?! - has been carved through it and leads out the front door!
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Post by mister frau blucher on Aug 10, 2011 14:34:42 GMT -5
[OK, time to post Turn 6 actions. It looks like Khanmahtt has asked Mundy and Enyeto to join with him and follow those snacas that went behind the stable, and Enyeto has decided to decline and loot bodies. If so, no problem just re-iterate it (or elaborate on your actions) and I will post the results in the Turn 6 Player summary.
Tembo, if you want to attack the fleeing snaca, make a 4/DX rather than 5/DX - it MAY be out of range by now, but you are uncertain of this, so if you want to try, go ahead...]
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Post by blacknigel on Aug 10, 2011 16:44:16 GMT -5
[I'm guessing the door to Mother Sara's has been standing open since at least Reynaldo went in, right? I had Rrowullh moving towards that door Turn 5. A door opening by itself might catch his attention, but a door standing open the whole turn - any chance he detects the invisible snaca? What if I roll a 115 on 3d61?
I was hoping Enyeto and Mundy wanted to find out what's happening behind the stable, but He's taken some damage and isn't going to start running full speed around corners all by himself. What about that lone guardsman Enyeto liberated? What's he doing besides bleeding?]
[FYI - I am heading out of town for an extended weekend beginning Thursday morning about 9am. Thanks to work, I now have a smart phone that allows me to check the site and post, but I can't be sure I'll have a reliable signal in western New York. Hope I can stay current and active during the weekend, but if not drop, me into GM run NPC mode. Take reasonable actions, fight obvious opponents, defend themselves (Khanmahtt will probably take a lot less risks untill he gets some healing), etc.]
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Post by mister frau blucher on Aug 11, 2011 8:27:37 GMT -5
[The door is still open - Rrowullh might notice the swatch of powder coming out the door, but is unlikely to reason out that one snaca had gone invisible and Tembo laid out some powder to track him. But it is cool if you want to take a perception check to figure it out - I am tempted by the 3d61, but take a 4/IQ as a free action (ie, will not affect your movement/action for this turn). If you pass, you will perceive what is happening, and the rough outline of the snaca, and be able to then make a 4/DX to hit him. If you fail the 4/IQ, you will not understand what is happening until the snaca has passed you by.
The guardsman - he will regroup with his commander at the other end of the courtyard on this turn.
No worries about the travel - I will be sporadic this weekend as well. But I get your point - Khanmahtt will be first through every door, walk through every trap, charge every dragon, etc.
Have a safe trip, amigo!]
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Post by Lord Inar on Aug 11, 2011 8:43:57 GMT -5
Reynaldo aims, but hits weakly. He's a bit flustered by the invisible snaca.
3d6-1;1d6 → [2,1,2,-1] = (4) 3d6-1;1d6 → [1] = (1) Bonus to hit
Tembo however is much luckier and strikes where he is quite sure the snaca fled.
4d6-1;1d6+1 → [4,1,1,5,-1] = (10) 4d6-1;1d6+1 → [3,1] = (4) Bonus to hit
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Post by blacknigel on Aug 11, 2011 9:58:12 GMT -5
Rrowullh seeing the door standing open wonders if he should aim at the opening. (I rolled an 11) But he decides fighting indoors is rapier work. He draws his sword and heads towards the door.
Khanmahtt sees his brother draw his sword so gives up.the.idea of chasing the.fleeing ones. So instead moves to rejoin his brother before either enters the shop.
(Sorry for the typos, small touch screen in a moving van.)
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Post by blackjack on Aug 11, 2011 20:51:39 GMT -5
Enyeto notices Khanmahtt moving toward the shop. "Cat man if there's more killing to be done I'll join you."......... "But the two I killed are mine." "Their skins make good quivers." Enyeto draws his tomahawks and starts jogging toward the shop.
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Post by mister frau blucher on Aug 12, 2011 8:48:40 GMT -5
PLAYER TURN 6
Outside Mother Sara's...
Rrowullh, seeing the door standing open, wonders if he should aim at the opening. (I rolled an 11) But he decides fighting indoors is rapier work. He draws his sword and heads towards the door.
Khanmahtt sees his brother draw his sword, so gives up the idea of chasing the fleeing ones. So instead he moves to rejoin his brother before either enters the shop.
Enyeto notices Khanmahtt moving toward the shop. "Cat man, if there's more killing to be done I'll join you...but the two I killed are mine. Their skins make good quivers." Enyeto draws his tomahawks and starts jogging toward the shop.
Mundy follows his new allies...
Inside Mother Sara's...
Reynaldo aims, but hits weakly. He's a bit flustered by the invisible snaca. 3d6-1;1d6 ¨ [2,1,2,-1] = (4) 3d6-1;1d6 ¨ [1] = (1) Bonus to hit The point of his rapier again finds his enemy, but it is turned aside by scales!
Tembo however is much luckier and strikes where he is quite sure the snaca fled. 4d6-1;1d6+1 ¨ [4,1,1,5,-1] = (10) 4d6-1;1d6+1 ¨ [3,2] = (5) Bonus to hit [Lord Inar - your mace should have been d6+2, rather than the d6+1 you rolled - fixed it in this entry!] As the the tigrans and their new companion(s) approach the door, Tembo suddenly appears there, swinging his mace at seemingly thin air, to their surprise. But the mace's arc is halted as it strikes something unseen, and then a snaca appears before you as it falls to the ground, dead or unconcious. A large black bag is strapped over its shoulder.
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