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

BTW, I have physiotherapy/acupuncture later on today. Hopefully it will help settle down the pain and discomfort in my hip and back.
 

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Okay, we can do that way. It could be fun to stick with the error too, but will go with your true intent.
It would be fun, but not really in character as Akos is all about knowledge and he wouldn't fumble like that. And it could (would) cause a diplomatic incident if later it was known Custodio (Elite) WASN'T there. Which he (Akos) would not want.
 

BTW, I have physiotherapy/acupuncture later on today. Hopefully it will help settle down the pain and discomfort in my hip and back.
Not trying to be smarter than your doctors, but have you tried tai chi? It may be hard at first, but it does improve strength and mobility and is not violent on the joints. Depending on the cause of your pain, of course, but mobility and strength have a way of improving life and lowering the pain.
 

The story is corrected

Akos cannot make DC 30 check even on natural 20 with your +10 bonus (negative modifier to listen and spot)

Also, rat-kin or skaven is my guess as a player rather than were-creatures. The quick buzzing interchange is a giveaway.
 
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So before I post anything in the IC thread, there's the matter of rolls. :)

OOC: You can try to roll a Knowledge check to determine the nature of the rats. While Tuck can tell the rats are not normal animals, he isn't sure if what he's seeing are wererats or something else. Ákos might know if Tuck describes them to the Loremaster. The DC is 5 higher than normal since Tuck didn't see them clearly, so DC 15 for easy, DC 20 for basic, DC 25 to 35 for really tough knowledge. One of these PCs would need at least a 20 to figure out anything useful about the 'not rats'.

Knowledge local: 1D20+8 = [9]+8 = 17

So Tuck knows some easy things. Which is hopefully enough to know something about the big rats.

Ok, so here is Tim's line of reasoning:

1) Tim told Mani that he would deal harshly with any escape attempts.
2) Mani's encouragement "Paint each other to death!" clearly demonstrates that he would desire the opportunity to escape.
3) Tim knows that he CANNOT allow Mani to fall into Phelix's hands.
4) The fact that obtaining Mani is one of Phelix's goals is a GREAT incentive for Tim to kill Mani, just to prevent his capture by these guards.
5) The fact that Phelix would experiment on Mani after interrogation, means that Tim killing Mani now, in a quick, humane manner (Coup De Grace), would save Mani the excruciating pain of torture. (Which is yet another incentive to kill Mani NOW.)

HOWEVER:

1) Tim also knows that getting to the Palace is the priority.
2) Tim feels confident that he could carry Mani in his free hand, and fend off the guards long enough to get a good, running start.

CAVEAT:

1) If Tim flees now with Mani, he is leaving his friends to face the guards without his help. That does NOT sit well with Tim.
2) If Tim stays and fights it out, without killing Mani first, then there is a chance that a) Mani will escape, or b) one of the other guards will grab Mani and run off with him.

SO... CONCLUSION:

Tim is about 75% kill Mani, 25% fight it out / try to protect Mani.

What do you guys think?

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!

Now, there is a possibility that Akos and Tuck might become aware of the fight if it gets loud enough. The bakery was towards the north side of the district, which is the direction that the other PCs were taking Mani before being accosted. There is likely inner walls in between where the two sets of PC are, but they might be closer than either group knows. Still, at this point, it would one hell of a successful Listen check to have heard Castañon de Durgos' shouted threat (DC 35).

Once swords start clanging and there is more shouting, the chance of the other PCs hearing the battles drops to a DC of 30.

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. :)
 





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