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Kulan: Knightfall's Heroes of Carnell Game [OOC]
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<blockquote data-quote="Knightfall" data-source="post: 8274845" data-attributes="member: 2012"><p>[USER=6776182]@JustinCase[/USER], you're up! I'm assuming Caerth is flying the full 40 feet and then wild shape back either beside the bard or directly behind her.</p><p></p><p>Need attacks for the black bears unless you want me to do it.</p><p></p><p>Three new cultist foes appear from out of the double doors at the end of the corridor where Wieland is standing. The doors open after the black bears attack, both Caerth and Wieland move, and Brutus moves to retrieve his axe.</p><p></p><p>Angus, Aureus, Phar, Meiridth, Timmins, and Wieland all see the door open without having to make any sort of checks. A dim, yet eerie, red glow spills out into the corridor when the doors are open.</p><p></p><p>Caerth, Maur, and Quinn all need to make Listen checks to hear the cultist shouting (end of Round 11) and the door opening (in Round 12). The checks are at -10 for the sound of combat, but there is a +2 circumstance bonus to hear the man's shout/command since he's <u>trying</u> to be loud.</p><p></p><p>For the shout, Caerth makes his Listen check in owl form to hear the <u>man shouting</u> (DC 13). JustinCase, assuming Caerth doesn't change the direction he's going to fly, he makes the Listen check to hear the <u>door opening</u> as himself (DC 25). That DC is higher due to there being too many walls between Caerth and where the door is being opened.</p><p></p><p>The DC for Maur and Quinn to hear the man shouting is 15. The DC for them to hear the door opening is only 10.</p><p></p><p>The PCs have been in the temple complex long enough to notice that sound seems to echo in the corridors and trying to pinpoint where sound is coming from is difficult. Any PC who beats a Listen check by 5 or more while in the temple complex can figure out where where most sounds are coming from, if they cannot see the source of the sound.</p><p></p><p>Maur can use his Stonecunning bonuses for these Listen checks.</p></blockquote><p></p>
[QUOTE="Knightfall, post: 8274845, member: 2012"] [USER=6776182]@JustinCase[/USER], you're up! I'm assuming Caerth is flying the full 40 feet and then wild shape back either beside the bard or directly behind her. Need attacks for the black bears unless you want me to do it. Three new cultist foes appear from out of the double doors at the end of the corridor where Wieland is standing. The doors open after the black bears attack, both Caerth and Wieland move, and Brutus moves to retrieve his axe. Angus, Aureus, Phar, Meiridth, Timmins, and Wieland all see the door open without having to make any sort of checks. A dim, yet eerie, red glow spills out into the corridor when the doors are open. Caerth, Maur, and Quinn all need to make Listen checks to hear the cultist shouting (end of Round 11) and the door opening (in Round 12). The checks are at -10 for the sound of combat, but there is a +2 circumstance bonus to hear the man's shout/command since he's [U]trying[/U] to be loud. For the shout, Caerth makes his Listen check in owl form to hear the [U]man shouting[/U] (DC 13). JustinCase, assuming Caerth doesn't change the direction he's going to fly, he makes the Listen check to hear the [U]door opening[/U] as himself (DC 25). That DC is higher due to there being too many walls between Caerth and where the door is being opened. The DC for Maur and Quinn to hear the man shouting is 15. The DC for them to hear the door opening is only 10. The PCs have been in the temple complex long enough to notice that sound seems to echo in the corridors and trying to pinpoint where sound is coming from is difficult. Any PC who beats a Listen check by 5 or more while in the temple complex can figure out where where most sounds are coming from, if they cannot see the source of the sound. Maur can use his Stonecunning bonuses for these Listen checks. [/QUOTE]
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