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


log in or register to remove this ad


Round Eight [Updated]
Autar, Brelish Thug Archer: 25 (dead; killed by Undead Priest's mass inflict spell last round)
Maggs, Loyalist Fanatic (charmed by Akos): 24 (Quick Draw feat; withdraws towards Akos)
Loyalist Soldier [male]: 23 (moves [draws dagger]; throw it at Undead Priest [hits])
Loyalist Soldier [female]: 23 (double move; accidentally sets off the Teleportation Circle trap)
Théotime Griffith [Bluffside Sergeant; in the guard house]: 23 (moves toward trap door; starts singing [inspire courage])
Vincenzo (bless, conviction, lesser vigor): 21 (retreats to stand next to Vitus)
Adalbert Halle [Elite-in-Training; in the guard house]: 18 (double moves to the petrified wizard)
Unknown Spellcaster [Traon]: 17 (moves active Ball Lightning spell into the Undead Priest)
Isaiah, Loyalist Soldier [masked] (confused, prone): 16 (babbles)
Xix, Loyalist Soldier (stuck in Grease spell): 16 (moves [half-speed]; Balance check [success])
Tymbeck (bless, keen edge [on sword], lesser vigor, protection from fire, sustain; poisoned): 16 (full attack vs. Khagron [hits once]; 5-ft. step?)
Kellam Black, Loyalist Fanatic Leader: 16 (retrieves Potion of Blur from pouch and drinks it)
Custodio (bless, lesser vigor; poisoned): 15 (turns undead)
Unknown Creature: 14 (unknown actions) (new combatant!)
Sin Voz [The DMK] [in the guard house] (attune form, bless, bull's strength, lesser vigor, sustain; cursed): 13
Rockhorn [outside the labyrinth] (bless, benediction, lesser vigor): 13 (readied action to close door?)
Delwyn Masson [Elite-in-Training; in the guard house]: 13 (runs back towards the petrified wizard [triple his speed])
Akos [outside of labyrinth] (bless, sustain, Tyche's touch): 12 (casts shatter vs. Khagron's armour; cannot affect it)
Soul Stolen [Imninon]: 12 (eye rays; full-round action)
Wight Enchanter (prone): 12 (casts spell) ⬅️
Vampiric Khagron: 12 (5-ft step; full attack vs. Tim and Viscardi)
Viscardi, Thug and Ex-Loyalist: 12 (withdraws out of the labyrinth)
Undead Priest of the Soulkeeper (divine power, ring of blades): 12 (destroyed by Ball Lightning spell)
Bluffside Elite: 10 (running to get help at The Palace)
Savage Skeleton Warrior (turned by Vitus): 10 (flees away from Vitus)
Unknown Loyalist Foe: 9
Unknown Ally/Foe Who Arrives in Teleportation Circle?: 9 (new combatant!)
Bluffside Elite: 8 (running to get help at The Tribunal.
Cassara, Loyalist Fanatic (confused): 8 (flees, once again)
Kefax Fetolsson, Loyalist Commander: 8
Tuck [outside the labyrinth] (bless): 7 (climbs ladder [double move])
Betella Aldenberg [Bluffside Elite; outside of the labyrinth]: 7 (holds her ground unless ordered to flee)
Spritewing [flying above Old City] (bless, sustain): 7 (double move)
Thug Zombie (prone): 7 (spends the round getting up being prone) (new combatant!)
Vitus [outside the labyrinth] (bless, entropic shield, invisibility purge): 6
Alban Sourd [Bluffside Elite; outside of the labyrinth]: 5
Falen [in the guard house] (bless, fly): 2
Ting [psicrystal; in Falen's pocket]: 2 (stays with Falen)
Gattas [prisoner; outside of the labyrinth]: 2 (finishes tying up Lithia [full-round action])
Princess Eeldai [djinni] [in the guard house] (attune form, bless, shieldbearer): 2 (pulls up Lithia on her turn)
Katja Walther [Elite-in-Training Captain; in the guard house]: 2
Lithia [prisoner] (outside of the labyrinth; unconscious [prone]): 0
===========================================
Round 8 is equal what would have been round 18 of the previous fight.
---
Falen's grease spell ends this round on his turn.
Akos' confusion spell lasts until round 13.
---
I just realized I forgot to roll Init. for the two Bluffside Elites outside of the guard house. While those two NPCs aren't going to be in this fight (right away), I need to know when they act for the purposes of them going to get help from The Palace and Tribunal.
 
Last edited:



For @TaranTheWanderer:

Knowledge (arcana): 23
Vitus is certain that the doors are protected from both magic and psionics, although psionics are more likely to effect them. The doors have their own spell resistance and cannot be damaged by mundane weapons.

Antimagic Field would be unlikely to stop the doors from functioning unless the door's SR is overcome. And, if the doors aren't affected, the spell will likely fail completely. If the doors' SR is overcome, the Labyrinth could be sealed off, could be completely destroyed (very unlikely), or could be warped in some unforeseen way.

Characters on both sides could be ripped away and thrown into the Shadowstar Sea or could be shunted to an unknown part of the labyrinth. Your characters could end up separated on different planes. Vitus isn't sure which of these alternatives are most likely since you rolled so low for The Planes check.

Vitus knows that there is a spell called Seal Portal (6th level; Spell Compendium) and that using Antimagic Field as a alternative to that spell is a bad idea.

Knowledge (the planes): 12
Vitus knows that the connection between the Material Plane and the Labyrinth of Lost Souls is very strong at the double doors. If it is the only permanent physical way in or out, then sealing the doors would block access from the Material Plane without using Plane Shift. The PCs do not know enough about the Labyrinth to know if this is the only permanent physical way in or out.

The PCs do know that the demiplane is resistant to entry and exit using magic and psionics. Its rooms and corridors are protected from magical and psionic damage. Yet, Phelix and his cronies managed to physically damage the High Sanctuary (portal room).
 

For @Neurotic:
Since your result for Knowledge (arcana) is less than Taran's, I've done a simple copy and paste and change some of the details.

Knowledge (arcana): 20
Akos is certain that the doors are protected from both magic and psionics. The doors have their own spell resistance (and power resistance) and cannot be damaged by mundane weapons.

Antimagic Field would be unlikely to stop the doors from functioning unless the doors' SR/PR are overcome. And, if the doors aren't affected, the spell will likely fail completely (with bad results). If either of the doors' SR/PR are overcome, the Labyrinth could be sealed off, could be completely destroyed, or could be warped in some unforeseen way (see under Knowledge check for The Planes).

Akos suspects that using Antimagic Field to try to seal the Labyrinth likely won't end well (see below).

Knowledge (the planes): 31
The effects of using Antimagic Field on or around the doors will depend greatly on whether or not the doors are within the spell's area of effect. The doors' will cancel out the antimagic field completely if either of its spell resistance/power resistance scores are not overcome, which won't be easy.

If the field is dropped outside of the Labyrinth, the spell will work without any issues (since it will be on the Material Plane). It would probably be best to keep the field at least 5 feet away from the Labyrinth's entrance, just to be safe. The same will be true if it cast to be inside the Labyrinth. Keep it 5 feet away from the doors and PRAY you don't get another mishap!

If the antimagic field is successfully cast and placed too close to the doors (or the doors are within the field), it will end badly for everyone. If the doors' SR/PR scores are not overcome, then the spell will fail and there will be a powerful magical/psionic ball of energy similar to how a fireball spell works. If the doors' SR/PR scores are overcome, then what could happen afterwards could be one of many different options...
  • Nothing Happens At All [very unlikely].
  • The Doors will be Sealed Shut Temporarily (1d4 days; without any other magical/psionic effects) [more likely, but don't count on it].
  • The Doors will be Sealed Shut Permanently (the connection to the Labyrinth will be destroyed (the doors will disappear) and the other rooms (and buildings) connected to the Labyrinth will be subject to wild magic/psionic effects for 1d4 months).
  • The Doors will go inert for several rounds (around 1d4+1) and then will reactivate and wipe out the Antimagic Field (including the magic/psionic energy ball) [more likely].
  • All of the characters (both PCs and NPCs) will have to make a DC 25 Fortitude saving throw or take 10d10 points of untyped magical/psionic damage. Half magical, half psionic. On a successful, save the damage is only half. No extra damage suffered on a roll of 1.
  • All of the characters (both PCs and NPCs) will have to make a DC 25 Reflex (or DC 30 Fortitude) saving throw or be pulled deeper into the Labyrinth by powerful winds (akin to a Tornado [with all the effects that has on characters]). The doors will be sealed afterwards for 1 full day.
  • All of the characters (both PCs and NPCs) will have to make a DC 25 Will saving throw or be randomly teleported to another parts of the Labyrinth of Lost Souls. On a Natural 1, the character is tossed into the Shadowstar Sea. If one of the PCs rolls a 1 (but not Custodio or Tuck), I will give you all the option to choose to stay together (either in the Labyrinth or on the Shadowstar Sea). The doors to the Labyrinth will not be sealed.
  • As per the previous option, except the characters (and/or NPCs) end up in Phelix's Planar Enclave instead of in the Labyrinth. Ona roll of 1, the PCs/NPCs could end up in the Shadowstar Sea or in the planar city of Spireguard (my very homebrewed version of Sigil).
  • If Akos suffers another mishap, then more than one of these options will happen. The Labyrinth could be sealed permanently and the PCs might end up trapped inside (together or randomly) or thrown into the Shadowstar Sea. Hell, the whole area around the Gate of Scales could be shunted into another plane or random NPCs are teleported into the Labyrinth or Phelix's Planar Enclave.
  • The Labyrinth of Lost Souls is completely destroyed (very, very unlikely). All inside are either killed or shunted to somewhere beyond the demiplane. The Living Altar likely will be killed since it is so connected to the demiplane. This could implode a good part of the Mayor's Ward.
Basically, suppressing the Labyrinth's doors in any way with Antimagic Field is very, very bad for the characters, villains, and Bluffside, in general. The magical'psionic doors are a linchpin that connects the Labyrinth of Lost Souls to the Prime Material Plane. Destroying the doors permanently, without sealing of the connection first, could cause temporal energy to rush out of the Labyrinth and into the Material Plane.

OR, nothing could happen. But, Akos knows that option isn't very likely.

Akos knows the best option to seal the demiplane is the 6th-level wizard spell called Sea Portal. Casting Dimensional Lock on the PCs and their allies before using Antimagic Field will keep the PCs from being forced (via the Will saves) to another plane such as Phelix's Enclave, Spireguard or the Shadowstar Sea, but it won't prevent them from being sucked into the Labyrinth by tornado-like winds.
 



Remove ads

Top