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

#### Knightfall

##### World of Kulan DM
Okay, had a bit of second wind, so here's the level checks.

Rising Swords Archers/Mercenaries - Level Checks:
1D20+6 = [4]+6 = 10
1D20+6 = [20]+6 = 26 (becomes 36)
1D20+6 = [5]+6 = 11
1D20+6 = [3]+6 = 9

Evil Cleric - Level Check: 1D20+9 = [15]+9 = 24

So, one of the Rising Sword archers is able to shrug off Akos Intimidate, but the other four all fail their level checks. So, do they cower for one round or does that last longer?

I think I understand the shaken part. For example, the cleric is shaken for two rounds after the cowering ends. He failed by 11, so that's 5 +5 = 10, and the extra 1 doesn't count because it isn't a full 5.

If I have it right, the first archer is shaken for 5 rounds, the first mercenary (that is held) is shaken for 4 rounds, and the second mercenary is shaken for 5 rounds. Or should it be 5, 5, and 6?

Anyway, I'll still post my reply tomorrow/later today.

#### Neurotic

##### I plan on living forever. Or die trying.
@Knightfall cowering always lasts for 1 round, BUT it can be escalated by further fear effects from others.
Shaken lasts 1 round + 1 round / 5 DC overkill
So if I beat someone by 14 it is 1 round + 2 rounds (not quite 3) = 3 rounds shaken

So, I will have one bad guy enraged by the intimidation and in my face?

#### Knightfall

##### World of Kulan DM
@Knightfall cowering always lasts for 1 round, BUT it can be escalated by further fear effects from others.
Shaken lasts 1 round + 1 round / 5 DC overkill
So if I beat someone by 14 it is 1 round + 2 rounds (not quite 3) = 3 rounds shaken
Okay, so the cleric and three of the mercs cower for a round. After that, the cleric is shaken for 3 rounds, the archer is shaken for 6 rounds, the held merc is shaken for 5 rounds, and the other merc is shaken for 6 rounds.

Yikes.

Neurotic said:
So, I will have one bad guy enraged by the intimidation and in my face?
Yes, he'll be firing his arrows at you this round.

#### Knightfall

##### World of Kulan DM
Round Four (Updated)
Vinccenzo: 23
Breva: 22
Akos: 22
Rising Swords Merc (cowering): 21
Rising Swords Merc (fleeing): 21
Rising Swords Cleric (cowering): 19
Regular Guards [x2] [with halberds]: 19
Mariana: 15
Rising Swords Archer (cowering): 13
Rising Swords Archer (enraged): 13
Roland (Regular): 13
Mani: 14 [bound and chained] (no action this round)
Rising Swords Merc [fighting with dagger] (cowering/held): 13
Mutt: 11
Tuck: 10
Big Tim: 10
Herleva [halfling Regular sergeant]: 10

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#### Knightfall

##### World of Kulan DM
Updated battle map...

#### Knightfall

##### World of Kulan DM
I'm assuming the mercenary that is held cannot take a full-round action to try to save against the Hold Person spell this round.

#### Knightfall

##### World of Kulan DM
@JustinCase, Tuck's Manyshot hits. I'm assuming you didn't take the -4 for firing into melee.

#### Tellerian Hawke

##### Defender of Oerth
Unless he has Precise Shot.

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