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Kulan: Knightfall's Crisis in Bluffside Game [OOC]
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<blockquote data-quote="Knightfall" data-source="post: 9069640" data-attributes="member: 2012"><p><strong>Ela de la Camoys</strong> (using <em>detect magic</em>)</p><p><u>1st round (Round 16)</u>: She detects tons of auras. There are the two active spells, all the magic on the PCs and the guards, as well auras on many of the fallen foes.</p><p></p><p><u>2nd round (Round 17)</u>: <em>Brelish thugs</em> -> Too many for me to count. All the Brelish thugs' leather armour detects as magical. Each one also has a potion that detects as magical (glowing eyes symbol). Two of them (*) have one extra potion each (hand with a starburst symbol). Teresa's leather armour detects as magical and she had one potion she was going to drink, but I think Burchard killed her first. It is on the ground somewhere.</p><p></p><p><em>RS Mercs</em> -> None of the armour, weapons, or other gear of the RS Mercs detect as magical; however, all of them have potions on them that detect as magical. They aren't marked in any way, but the liquid in them glows red. The Exemplars saw enough of the Mercs drink from these types of potions during battle to have a pretty strong sense the "glowing red" potions are healing potions.</p><p></p><p>Most of the mercenaries didn't get a chance to drink their healing potions before they fell (except for the dwarf and Imninon). One or two of them drank one potion (I think), but each one started with two healing potions, so there should be, at least, six healing potions (not including the mercenary leaders).</p><p></p><p>The dwarf has the following magical items: an amulet, gloves, maulaxe (1d6/x3), a katar, an adamantine chain shirt, belt. He <strong><u>ate</u></strong> his potions.</p><p></p><p>Imninon didn't have any magical items or potions on him when he fell.</p><p></p><p><em>Loyalists</em> -> The Loyalist Soldier's all have rings and cloaks that detect as magical (including the Loyalist grappler). The enchanter has an amulet, bracers, a ring, gloves, vest, belt, two potions, and her longsword that all detect as magical. She does not have a spellbook on her.</p><p></p><p>The Butcher has the following magical items: a visored helmet, two rings, spiked gauntlet, cloak, chain shirt, a glove, three potions (all with the hand starburst symbol), a shortspear, and his dropped cold iron longsword.</p><p></p><p><em>The Dusk Assassin</em> -> an amulet, a ring, a cloak, boots, and two potions.</p><p></p><p>The most potent aura is coming from one of the PCs or one of the Elite guard leaders. I'm going to wait to do the third round until I have finalized everyone's actions for the first two rounds. (Ela ends up near the enchanter at the end of third round of detect magic (Round 18).</p><p></p><p>* The one closest to Ela (when she first casts the spell) and the other by the small house.</p></blockquote><p></p>
[QUOTE="Knightfall, post: 9069640, member: 2012"] [B]Ela de la Camoys[/B] (using [I]detect magic[/I]) [U]1st round (Round 16)[/U]: She detects tons of auras. There are the two active spells, all the magic on the PCs and the guards, as well auras on many of the fallen foes. [U]2nd round (Round 17)[/U]: [I]Brelish thugs[/I] -> Too many for me to count. All the Brelish thugs' leather armour detects as magical. Each one also has a potion that detects as magical (glowing eyes symbol). Two of them (*) have one extra potion each (hand with a starburst symbol). Teresa's leather armour detects as magical and she had one potion she was going to drink, but I think Burchard killed her first. It is on the ground somewhere. [I]RS Mercs[/I] -> None of the armour, weapons, or other gear of the RS Mercs detect as magical; however, all of them have potions on them that detect as magical. They aren't marked in any way, but the liquid in them glows red. The Exemplars saw enough of the Mercs drink from these types of potions during battle to have a pretty strong sense the "glowing red" potions are healing potions. Most of the mercenaries didn't get a chance to drink their healing potions before they fell (except for the dwarf and Imninon). One or two of them drank one potion (I think), but each one started with two healing potions, so there should be, at least, six healing potions (not including the mercenary leaders). The dwarf has the following magical items: an amulet, gloves, maulaxe (1d6/x3), a katar, an adamantine chain shirt, belt. He [B][U]ate[/U][/B] his potions. Imninon didn't have any magical items or potions on him when he fell. [I]Loyalists[/I] -> The Loyalist Soldier's all have rings and cloaks that detect as magical (including the Loyalist grappler). The enchanter has an amulet, bracers, a ring, gloves, vest, belt, two potions, and her longsword that all detect as magical. She does not have a spellbook on her. The Butcher has the following magical items: a visored helmet, two rings, spiked gauntlet, cloak, chain shirt, a glove, three potions (all with the hand starburst symbol), a shortspear, and his dropped cold iron longsword. [I]The Dusk Assassin[/I] -> an amulet, a ring, a cloak, boots, and two potions. The most potent aura is coming from one of the PCs or one of the Elite guard leaders. I'm going to wait to do the third round until I have finalized everyone's actions for the first two rounds. (Ela ends up near the enchanter at the end of third round of detect magic (Round 18). * The one closest to Ela (when she first casts the spell) and the other by the small house. [/QUOTE]
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Kulan: Knightfall's Crisis in Bluffside Game [OOC]
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