Knightfall
World of Kulan DM
Okay, so I'm going to put this in a spoiler even though it's basic information...So before I post anything in the IC thread, there's the matter of rolls.
Knowledge local: 1D20+8 = [9]+8 = 17
So Tuck knows some easy things. Which is hopefully enough to know something about the big rats.
Tuck is 100% certain that creatures he saw are not normal rats (and not even dire rats) and they're not the same rats he dealt with before. They are probably magical beasts with a higher level of intelligence and there was a malevolence in their eyes. They could be wererats or be something more exotic. He won't know without facing off against them.
What he knows for sure is he probably won't be able to bribe these creatures away from the bakery for another food source. It might take coins or other wealth to make them give up their lair. Tuck might have to ask the city's Rat Catchers if they've had any strange experiences with rats lately. Their guildhall is in the Undercity.
Regardless, he and Akos should not try to tackle them on their own. There are probably more of those "big rats" in the sewers below the bakery. If they are intelligent, what could be their motives?
What he knows for sure is he probably won't be able to bribe these creatures away from the bakery for another food source. It might take coins or other wealth to make them give up their lair. Tuck might have to ask the city's Rat Catchers if they've had any strange experiences with rats lately. Their guildhall is in the Undercity.
Regardless, he and Akos should not try to tackle them on their own. There are probably more of those "big rats" in the sewers below the bakery. If they are intelligent, what could be their motives?

The question is does Tuck go to find the owners of the bakery first or try to find the others to tell them that the rat problem isn't really about rats but something more dangerous. They did say to Akos and Tuck if the situation turned out to be serious, to come and find them, if the duo needed the others help.
If he chooses the former, he and Akos' next destination will be home of the old sailor, Helisabeth, which is two blocks away towards the northeast. I have to look at the map of Old City again to figure exactly where your characters are in relation to the others.
I swear I'm not trying to kill the PCs! But yes, it's going to be a tough fight.JustinCase said:I think playing Big Tim the way you feel is right is always the best idea.
That said, I think it is also the best tactical decision to kill Mani, although that may not sit well with his personal convictions. I'll respect your choice either way.
And man, I think you're in for a tough fight regardless of Mani!
Akos cannot make DC 30 check even on natural 20 with your +10 bonus (negative modifier to listen and spot)
Yeah, so, there is too much street noise at this point for Akos, tuck, or Mutt to hear what's going on several streets over. Remember that your PCs do have a small patrol of Bluffside Regulars nearby who stopped to listen to Akos' story. If there is a ruckus, they will go to investigate. Their patrol route is taking them north.JustinCase said:For now, here's a Listen check for Tuck and Mutt:
Listen check Tuck and Mutt: 1D20+7 = [13]+7 = 20
1D20+5 = [9]+5 = 14
So we don't hear the attacker or the battle, but perhaps it's enough to hear Tim's shout?
The results of those rolls makes a difference to what I'll post in the IC, obviously.![]()