Kulan: Knightfall's Heroes of Carnell Game [OOC]

Round 15
Black Bears (summoned): 21 (continues eating)
Black Bears (summoned): 21 (continues eating)
Caerth: 21
Cultist #1: 19 (Caerth finds him banging on a door)
Brutus: 13
Cultist (fighting Timmins & Wieland): 13 (surrenders)
Cultist (fighting Angus): 13 (surrenders)
Aureus: 11
Timmins: 10 (standing quietly)
Ghoul Guards [x3]: 9 (new combatants)
Lady Panthera (Bard): 9 (has fled through a door)
Meridith: 8 (blind in the dark until Phar's turn)
Wieland: 7 (standing quietly)
Angus: 6 (double moves)
Phar: 5 (runs with light spell)
Cultist (using heavy mace): 5
Cultist (using heavy mace): 5 (moves and casts spell)
Maur: 4 ⬅️
Quinn: 4
(double moves)
Invisible Foe: 2
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Battle map at the beginning of Round 15...
Corridor Fight -  Round 15.png
 


You should remove or lower battle penalty maybe? it is I believe far enough and in the adjacent hall, we are not in combat ATM...

Not that it helps Maur
Spot; Listen: 1D20+4 = [8]+4 = 12
1D20+4 = [7]+4 = 11

But he has flour :) and tanglefoot bags
How would you handle flour toss? 10x10square? 10' line? 2 squares?

Is it possible to simply run through several squares hoping to bump into something?
 


You should remove or lower battle penalty maybe? it is I believe far enough and in the adjacent hall, we are not in combat ATM...

Not that it helps Maur
Spot; Listen: 1D20+4 = [8]+4 = 12
1D20+4 = [7]+4 = 11

But he has flour :) and tanglefoot bags
How would you handle flour toss? 10x10square? 10' line? 2 squares?

Is it possible to simply run through several squares hoping to bump into something?
throw it at the ceiling and watch where it falls, also, foot prints!
 



You should remove or lower battle penalty maybe? it is I believe far enough and in the adjacent hall, we are not in combat ATM...

Not that it helps Maur
Spot; Listen: 1D20+4 = [8]+4 = 12
1D20+4 = [7]+4 = 11
Hmm, well, sound does echo through the corridors, but I'm willing to divide the penalty in half for this round. So, only -5 for the sounds of combat.

Neurotic said:
But he has flour :) and tanglefoot bags
How would you handle flour toss? 10x10square? 10' line? 2 squares?
Maur actually has a bag of flour on him?! That's cool!

Well, the information I posted already (post #1,179) says it works just like a splash weapon. So, it's a ranged touch attack against a specific target or grid intersection (PHB p. 158). Since this foe is invisible, you can't guarantee a direct hit unless you pinpoint the foe, so I go with the grid intersection. It would be AC 5 to hit with the ranged touch attack, and would fill at least 4 squares that way. If you somehow miss, the bag of flour or tanglefoot bag would be handled with a 1d8 roll to determine where it hits.

The rules provided by the Rules of the Game article states the foe gets a Reflex save (DC 20) to avoid being covered in flour. If the foes fails the save, they can take a full-round action to shed their outer clothes to be rid of the flour. :p

Now, we've all seen what happens when flour gets in the air, so I'm thinking that it would hang in the air for at least 1d4+1 rounds? The foe might have to make additional Reflex saves, but I would set the DCs for those rolls a bit lower... 15, maybe. Of course, Maur and the allied NPCs might get covered in the flour too. While it would be a bit comical, it wouldn't affect them too badly. Hmm, they have been fighting and sweating for a while, so the flour could become mixed with their sweat.

And if I'm going to have it hang in the air, it will reduce visibility, so a 20% miss chance for those with darkvision. Until someone lights a torch, or Phar arrives with the light spell on his bow, she's not going to be of much use. Timmins and Wieland too, if they move out of the shadowy illumination near the open double doors.

Also, once the flour is deployed, it can be used to try to track the foe if the enemy steps in it. The floor itself is cobblestone but it isn't uneven footing. A successful use of the Track feat could help find the invisible foe. Meridith is a ranger, so she has the track feat (but she'll need light). Caerth also has the Track feat but he's run off after the cultist bard.

(There is a faint amount moisture on the corridors' floors, and there is also blood on the floor from the dead cultists. Closer towards the entryway the PCs came through, there is also debris from the doors that the dire boar broke through.)

Neurotic said:
Is it possible to simply run through several squares hoping to bump into something?
Yes, there are rules for that sort of idea. You can try to Overrun where you think an invisible foe is located, but that foe can simply choose to move out of the way. If Maur haphazardly rushes from square to square with a move action, he does have a shot at finding the invisible foe, but it won't be a given, and if he does bump into the invisible foe and attacks, there is still a 50% miss chance unless Maur had the Blind-Fight feat, which he doesn't. Even with that feat, he'd either roll two chances for the miss chance (taking the better result) or roll only once at only 25% (as noted in the Rules of the Game article linked below). Of course, if he makes a double move to cover more squares, he could bump into the foe but not be able to attack it.

You can choose to have Maur probe an area as detailed in Part Two of the "There, Not There" Rules of the Game article.
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Probing an Area: You can grope or probe about to find an invisible creature as a standard action. To do so, pick two 5-foot squares that are both adjacent to each other and within your melee reach; if you have a natural reach of more than 5 feet, or a reach weapon, you can probe squares that aren't adjacent to you.

If the squares you probe contain anything you can't see, you make a melee touch attack (or attacks if there is more than one thing you can't see). There is a 50% miss chance on the touch attack. If an attack succeeds, you deal no damage but you have successfully pinpointed the invisible thing's current location. (If the invisible thing moves, you don't know where it is anymore.)

Because you have to use a standard action to probe for unseen things, you usually can't do anything about unseen foes you locate (unless they're foolish enough to stay put until your next turn), but you can use a free action to relay the foe's location to your allies. One effective tactic for a group is to have one member probe while everyone else readies actions to attack whatever you find. They can also simply delay until the probing character finds something. See page 160 in the Player's Handbook for information on readying and delaying.

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In this round, Maur and the others already know that the foe has moved the previous round. Aureus sensed its movement past Meridith but couldn't pinpoint where the foe was moving to or how far. So, probing around where Maur currently is likely isn't going to find the foe. You could get one of the NPCs to probe the area and have Maur either use the ready or delay.

Another key points...
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  • Unseen creatures are immune to certain kinds of special attacks and spells.
Any attack that depends on hitting a foe in a particular place or in a particular way doesn't work against an unseen foe. Sneak attacks and bonus damage from the favored enemy class feature falls into this category. The DM might decide to include others as well.

If a spell has a target or targets entry, you must see or touch your target to aim the spell at it. Even if you know where your unseen target is, you still can't aim a targeted spell at it if you don't see or touch it.

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From Part One of the "There, Not There" articles...
  • Invisibility does not foil detection spells.
A detect spell doesn't make an invisible creature or object visible, but if an unseen subject is in the area where the spell is aimed, the spell can give some hint of the unseen subject's presence. For example, a detect magic spell reveals the presence or absence of magical auras in the area where it is aimed. An invisible creature using an invisibility spell or magic item has a magical aura (thanks to the active spell or magic item) and a detect magic spell aimed into its area will reveal that aura. All the spell user knows, however, is that there is magic present somewhere within the area where the spell is aimed. If the detect magic user scans that same area for 3 consecutive rounds, the spell can reveal the location of the invisible magical aura (if the creature is still in area). The spell doesn't reveal anything else about the creature, or even that it is a creature at all. The spell user could aim an attack at the creature's location and have a chance to hit it (see Part Two).
 

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