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


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Hit Point Total Reminders
Akos: 61/17
Big Tim (poisoned): 61/38
Breva: 69/69 (no damage yet)
Falen (sting ray; poisoned): 55/26
Tuck (haste): 50/24
- Mutt: 41/41 (no damage yet)
Vinccenzo (bear's endurance, haste; poisoned): 42/30
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Custodio (haste): 51/42
Sobla: 23/23 (no damage yet)

Also, a reminder that each PC (except for Breva), plus Custodio, each got one Potion of Cure Moderate Wounds from the treasure (there were six in total). Big Tim and Custodio each have one of the two Potions of Cure Serious Wounds.

Tuck has a Potion of Barkskin +3. Vinny has a Potion of Barkskin +2. Vinny also has a Potion of Darkvision.
 
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Big Tim: Must save again vs. poison (DC 20) in Round 14. He was poisoned by the dwarf's maulaxe.
Bluffside Regular (on street): Must save again once vs. poison (DC 11) in Round 14 and twice in round 15. He was poisoned by the Brelish Thugs' crossbow bolts. I didn't realize that the guard would have to save for each instance of the poison. I'm going to say he made his saves in Round 5.
Captain Camburn: ???
Falen: Must save again vs. poison (DC 11) in Round 13. He was poisoned by the Dusk Assassin's short sword (I think [yes!]).
Vinccenzo: Must save again vs. poison (DC 11) in Round 15. He was poisoned by the Brelish Thug's crossbow bolt.
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Brelish Thug: In Round 6, the thug rolled a Natural 1 on his attack with his hand crossbow. His crossbow broke, but I didn't roll the DC 15 Reflex save for him accidentally poisoning himself.

Round 6
Brelish Thug - DC 15 Reflex save to avoid poisoning himself: 1D20+7 = [5]+7 = 12 (failed)
Brelish Thug - DC 11 Fortitude save vs poison from own weapon: 1D20+3 = [1]+3 = 4 (failed)
Brelish Thug - Poison Damage (1d6 Con): 1D6 = [6] = 6
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So, I'm going to say he barely nicked himself, so the poison had a delayed effect. His hp drop by 12. He likely won't survive much longer, but if, somehow, he makes it to Round 16, he will have to save again.


Petronille reaches the top of the wall in Round 13.
 
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Note that none of the Loyalist Soldiers or Rising Swords mercenaries' weapons are poisoned (except for the dead dwarf's, of course), and only the Brelish Thugs bolts are poisoned, not their blades. The bolts have been prepared ahead of time with the poison, but on a Natural 1, a thug must make a DC 15 Reflex save to keep from poisoning himself.
 
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Falen Fort saved the poison at 20.
Not sure if that means he has to save again.
Does it?
It says in the RC that a character has to save again 1 minute later even if they make the first save, unless the poison used specifically says otherwise.

When a creature takes damage from an attack that delivers poison, it must make a Fortitude saving throw against a DC specified for the poison. If the save fails, the creature takes the poison’s initial damage. Even if the save succeeds, the poison has the potential to deal its secondary damage 1 minute later, which the poisoned creature can avoid with another successful Fortitude saving throw.
 




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