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

@Aust Thale, you're up for Falen.

Note that Tuck moved to stand on the stairs 10 feet in front of Falen. He attacked and hit. The thug countered and missed. Then, the thug stepped out of sight to the west (downward on map). There is a space to move forward to stand just after the bottom of the stairs.

Beyond Tuck, Falen can see only 5 feet and then a metal door set into stone walls. To Tuck's right (east), there is a column that stands at the bottom of the stairs. The walls at the bottom of the stairs are made of heavy wood while the walls at the top of the stairs are made out of stone.

The guard named Maena is standing next to Falen and holding out a pair of magical gloves that Ela took of the dead enchanter and told Maena to give to Falen or Tuck.

I will post for Tuck and the thug later after I get home from physio.
 

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(@ScottDeWar_jr)

Vinny is trying to Intimidate the guards to stay and fight. (A roll of 17 on the Discord.) They must be able to hear his command. The two Regulars have -1 to their Listen checks. The Tower Guard and Tower Wizard have +0 to Listen. Petronille has a +1 to her Listen.

One Regular already retreated into the tower, so he would be closest to Vinny to be able to hear him. (He'd still be going down the stairs.) The base DC would be 0 (Vinny talking) and it would be modified with +5 for the noise of combat and +5 for distance for a total DC of 10.

Fleeing Bluffside Regular (frightened; on stairs) - DC 10 Listen check to hear Vinny's order: 1D20-1 = [15]-1 = 14 -2 = 12 (hears Vinny)
Fleeing Bluffside Regular - Level check: 1D20+3 = [14]+3 = 17 -2 = 15 (frightened) (fails)
(The guard will reenter the fight next round.)

Bluffside Guard (frightened; on tower) - DC 14 Listen check to hear Vinny's order: 1D20-3 = [14]-3 = 11 (doesn't hear Vinny)
(Still flees on his turn.)

Tower Guard (frightened; on tower) - DC 14 Listen check to hear Vinny's order: 1D20-2 = [1]-2 = -1 (critical failure; -1 becomes -11)
(Doesn't hear Vinny; still flees on his turn)

Tower Wizard (frightened; on tower) - DC 11 Listen check to hear Vinnys order: 1D20+2-2 = [13]+2-2 = 13 (hears Vinny)
Tower Wizard (frightened) - Level check (with +2 bonus): 1D20+3+2 = [4]+3+2 = 9 (fails)
(Does not flee.)

Petronille (frightened; on north wall) - DC 17 Listen check to hear Vinnys command: 1D20-2 = [13]-2 = 11 (doesn't hear Vinny)
(Still flees on her turn)
 
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Battle of the Crossed Candles: Warehouse/Tunnels (Round 22 [Updated])
Tuck (underground; bless, mass resist fire): 21 (moves and attacks)
Mutt (warehouse; bless, magic fang): 21 (guarding; readied action [bite])
Brelish Thug (underground): 21 (unconscious/dying)
Brelish Thug (underground): 21
Falen (warehouse; bless, cat's grace, mass resist fire): 21 (sense motive; spot; takes gloves)
Emelia [Oakfirst's Elite] (Candle Street; bless, blessed aim; shaken): 12 (runs [x3] to help Falen and Tuck)
Maena, Bluffside Regular (warehouse; bless; slightly wounded): 9 (delays)
Zenpher Stillcloak [Elite] (warehouse; bless; wounded): 9 (double move)
Brelish Thug Archers (undergound) [#?]: 6 (new combatants)
Brelish Thug(s) (underground) [#?]: 6 (new combatants)
Sobla (warehouse; bless): 6 (readies action [moves after Falen]) ⬅️

 
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Battle of the Crossed Candles: vs. The Beast (Round 22 [Updated])
Vincenzo (on walled gate; aid, barkskin, bear's endurance, bless, blessed aim, mass resist fire): 18
Ela de la Camoys [Sectarian Captain] (slightly wounded): 16 (casts acid arrow)
Rockhorn Mosswood [and Spritewing] (flying; bless, blessed aim): 15
Brelish Thug [Loyalist] (on street): 13 (dies this round)
Captain Camburn (bless, blessed aim; wounded): 12 (dead)
Commander Oakfirst (bless, blessed aim): 9 (ranged full attack)
Breva (bless, blessed aim; severely wounded): 8 (uses wand of CLWs on himself; 5-ft step)
Petronille [Elite] (frightened, wounded): 8 (flees into tower)
Tower Guard Elite (frightened, wounded): 8 (flees into tower)
Bluffside Regular (frightened, wounded): 8 (flees into tower)
Akos (bless, blessed aim, protection from fire): 7
Big Tim (bear's endurance, bless, blessed aim, magic circle against evil, mass resist fire): 4

Burchard [Oakfirst's Elite] (bless, blessed aim; shaken, wounded): 4
The Beast: 4
Unglar Whitefang [Elite] (bless, blessed aim): 4 (dead)
Custodio (bless, blessed aim): 3 (attacks)
Bluffside Regular (frightened, intimidated): 3 (double move)
Tower Guard Wizard (on tower; frightened, intimidated, wounded): 2 (delays; unslings crossbow and loads it) ⬅️
 
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Tim's next move: Fight Defensively (-4 to hit / +2 AC) which will make Tim's AC 31.

Tim will take 1 square of movement backwards this round; he cannot yet withdraw. So he moves 1 square, getting his full attack as he does so. Next round, he plans to withdraw, so that he can drink his remaining potion.

In the meantime, if Akos could hit me with healing blast, that'd be awesome 🤠
 

healing blast is a limited resource (3 more only), I was planning hitting the monster with spells - and we still need acid to seal the wound
 

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