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Kulan: Knightfall's Crisis in Bluffside Game [OOC]


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Tellerian Hawke

Defender of Oerth
Tiny Hut really isn't a protective spell, in terms of combat. It's like the perfect tent. Always comfortable temperature, keeps out rain, wind, sand, etc. and hides occupants from view with complete concealment. Nothing ambiguous about it at all. Weapons, missiles, and spells pass through in both directions. But if you're using missile weapons, you have to declare which square you fire at, and even if you choose correctly, you still have a 50% miss chance. If you're using a targeted spell, you have to enter the hut, otherwise you can't target anyone. Area spells and breath weapons work normally as long as their area of effect overlaps that of the hut. (Save for half still allowed, of course.)
 

Knightfall

World of Kulan DM
I'm going to rule that the assassins can enter the hut if there is room for them to get in, which there likely will be with only Relgar (M), Tuck (S), Akos (M), and Mutt (M?) in it. Unless an assassin chooses to enter, the PCs have total concealment from ranged attacks from outside the hut. I'm assuming the PCs can see out of the hut without penalty. However, for Akos spell to continue to work, the NPCs have to be able to see him as well as hear him. Now, he could bring Teresa and Shylock in with the other PCs while dealing with the other assassin, in to keep them enthralled. Or he can stay outside of the hut, to keep them entranced and away from Relgar.

The staff of the inn have either fled the inn or are hiding in the back or upstairs. There are a few patrons left in the inn who could take up some of the space inside the hut so the assassins cannot get in but that would put them in the line of fire.

Note to @Envisioner, I'm not sure if you've been getting all the updates, but the PCs are still split into two different groups. Relgar is with the others in the Silverbow Inn in New City, but Big Tim, Breva, and Custodio are fighting loyalists in an alley near the Theater on the bluff in Old City.
 

Neurotic

I plan on living forever. Or die trying.
Akos, as I see it, stands near the door (maybe 15 feet) since the bench was fight next to the door and when assassins entered he pulled out and went back 10 feet. In the meantime, assasssin strode forward while teresa i shylok remained 'frozen'. Not sure if the assasssin would go behind the predmet, but Akos WOULD move aside to avoid having him directly behind his back
 


Knightfall

World of Kulan DM
Akos, as I see it, stands near the door (maybe 15 feet) since the bench was fight next to the door and when assassins entered he pulled out and went back 10 feet. In the meantime, assasssin strode forward while teresa i shylok remained 'frozen'. Not sure if the assasssin would go behind the predmet, but Akos WOULD move aside to avoid having him directly behind his back
How long can Akos enthrall the two assassins, again? Is there a set time limit or is it as long as he speaks? If he takes damage, does he have to make a Concentration check?
 

Knightfall

World of Kulan DM
Throwdown in Old City - Round 3
Third Loyalist: 24
Custodio: 22
Breva: 18
Big Tim: 14
Phelix's Loyalists (x2): 11
--
Vinccenzo: ?

Third Loyalist's Initiative: 1d20+5=24
 

Neurotic

I plan on living forever. Or die trying.
the limit is as long as he speaks (up to 1 hour) and 1d3 rounds afterward

I don't know if damage is enough, the spell requires concentration, but if I'm attacked you might rule that the red text applies too

Thereafter, those affected give you their undivided attention, ignoring their surroundings. They are considered to have an attitude of friendly while under the effect of the spell. Any potentially affected creature of a race or religion unfriendly to yours gets a +4 bonus on the saving throw.

A creature with 4 or more HD or with a Wisdom score of 16 or higher remains aware of its surroundings and has an attitude of indifferent. It gains a new saving throw if it witnesses actions that it opposes.

The effect lasts as long as you speak or sing, to a maximum of 1 hour. Those enthralled by your words take no action while you speak or sing and for 1d3 rounds thereafter while they discuss the topic or performance. Those entering the area during the performance must also successfully save or become enthralled. The speech ends (but the 1d3-round delay still applies) if you lose concentration or do anything other than speak or sing.

If any member of the audience is attacked or subjected to some other overtly hostile act, the spell ends
and the previously enthralled members become immediately unfriendly toward you. Each creature with 4 or more HD or with a Wisdom score of 16 or higher becomes hostile.
 

Knightfall

World of Kulan DM
I'd say you'd have to roll a Concentration check but the DC would only be 13. However, does that second red line mean that Tuck's thrown tanglefoot bag ends the effect? I think it might. It was an attack even if it didn't do damage.
 

Neurotic

I plan on living forever. Or die trying.
Akos has vulnerability to iron (+1d6 damage), but DR 8/cold iron - you should roll the extra damage, you might roll 6 and do 1 damage.
 

Neurotic

I plan on living forever. Or die trying.
I'd say you'd have to roll a Concentration check but the DC would only be 13. However, does that second red line mean that Tuck's thrown tanglefoot bag ends the effect? I think it might. It was an attack even if it didn't do damage.
But the assassin that isn't enthralled isn't a member of the audience?
EDIT: but it ends the spell, you free me to do some other things :)
 



Knightfall

World of Kulan DM
Neurotic said:
and thanks to my DR it does NOTHING :) since Akos isn't surprised. Can I weave a suggestion in the speech or is it "do anything else" part?
Yes, you can. Who is Akos targeting since both Teresa and Shylock are now free of being enthralled? And both of them are now hostile to Akos.
 

Knightfall

World of Kulan DM
Silverbow Inn Fight - Round 2
Tuck: 23
Mutt: 23
Teresa: 20 (cowering)
Shylock: 15 (cowering)
Akos: 8
Relgar: 8
Third Assassin: 6 (entangled; cowering)

@JustinCase, you're up. Tuck, Relgar, and Mutt are in the tiny hut. Akos is outside with the assassins. The tanglefoot bag ended Akos enthrall since tuck targeted a member of Akos' audience. Teresa and Shylock are now free to move and attack and are pissed! The third assassin is tangled but not glued to the floor.
 
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Knightfall

World of Kulan DM
Quick stats in PCGen for Big Mutt...

Big Mutt: Male Riding Dog From Bluffside Region. Animal 4; CR 1; Medium Animal; HD (4d8)+15; hp 41; Init +3; Spd Walk 40 ft.; AC 19, touch 13, flat-footed 14, Base Atk +3; Grp +6; Atk: +6 Melee (1d6+4/20/x2, *Bite ) or +7 Melee (1d6+5/20/x2, *Bite [Magic Fang] ); Full Atk: +6 Melee (1d6+4/20/x2, *Bite ) or +7 Melee (1d6+5/20/x2, *Bite [Magic Fang] ); SA Animal Traits, Animal Traits, Attack, Combat (Ex), Scent (Ex), Skills, Tricks - Attack; SQ Low-Light Vision; AL TN; SV Fort +7, Ref +7, Will +2; STR 16, DEX 16, CON 16, INT 2, WIS 12, CHA 6.
Skills and Feats: Jump +11, Listen +5, Spot +6, Swim +5; Alertness, Toughness, Track.

Whoops, forgot to add the +2 for increased natural armor. Fixed.
 
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Knightfall

World of Kulan DM
Hmm, is the tiny hut effect invisible to naked eye? Or is it obvious? EDIT: i'm going to say it is obvious to normal sight or how could anyone else but the cater enter it.
 
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Neurotic

I plan on living forever. Or die trying.
The tanglefoot bag ended Akos enthrall since tuck targeted a member of Akos' audience. Teresa and Shylock are now free to move and attack and are pissed! The third assassin is tangled but not glued to the floor.
Teresa should be still under the charm. And I'm not suggesting anything since I'm free to do something more open :) I'm kinda bummed, I spent resources to prevent the fight or make it easier and no one buffed up...the area under the hut would be perfect to kill the assassin out of sight of the other two :) but yes, there wasn't time to communicate and DnD isn't really made for avoiding fights..,

If Akos knows the attack would interrupt the spell he will act on his normal initiative.

Now for some action, we'll need this:
Cowering: The character is frozen in fear and can take no actions. A cowering character takes a -2 penalty to Armor Class and loses her Dexterity bonus (if any).
Panicked: the creature takes a -2 penalty on all saving throws, skill checks, and ability checks and must flee the source of the fear
Shaken: A shaken character takes a -2 penalty on attack rolls, saving throws, skill checks, and ability checks. (are these cumulative or just repeated in panicked?)

Imperious command:
If you successfully demoralize a foe in combat, the foe cowers in fear for 1 round and is shaken in the following round.
 

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