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Kulan: Knightfall's Heroes of Carnell Game [OOC]


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Knightfall

World of Kulan DM
Caerth will use a charge of his Cure Light Wounds wand for each person he encounters that Kang finds "fragile" or "fighting off death". That means Aureus, Thorvid, Aries, Mabon, Timmins, Kibreana. I count 6 people; do I understand that right?
Two members of the militia are stabilized but at negative hps: Kibreana and another nameless fighter, but let's call him Enoch.

Aureus and Thorvid are fragile.

Aries, Atriline, Bothild, Ghal, Lillie, Mabon, Timmins, Urshor, Wieland, and three other members of the militia are fighting off death. No names for them yet.

JustinCase said:
I agree with Neurotic about collecting all the evil items and either sanctify or destroy them. We can share the rest amongst the PCs and NPCs.

Is Spinereaver evil? I'm not sure if it is.
Spinereaver isn't an inherently evil weapon from a statistical point of view. It isn't intelligent, and it's not unholy. The main issue is that it is a humanbane weapon. Using it wouldn't be an evil act but there would be stigma attached to any character that chooses to use it. Tarrak did say (I think) that he had the weapon forged for him, so the weapon doesn't have a long history. If the PCs don't brag about what the weapon can do, it might not become well known. However, the human citizens of Carnell know the truth, and they may resent anyone who uses a weapon that is designed to kill humans. Selling it as is probably would be a bad idea. It could end up in the hands of someone much worse than Tarrak.

Still, it is just a magical weapon that does a scary amount of damage. Don't forget what it looks like too.

JustinCase said:
Caerth really only needs a ring of protection (either +2 or +1) and preferably either that periapt of health or the headband. (He doesn't really need the headband, but I think it's cool.)
If it comes down to it and you guys can't decide who gets what, you can always choose to dice for items... within reason. Once someone has gained one of the better items, then they don't get the option for the lesser items. would you guys prefer to do the rolling yourselves or have me do it?

I would want to make sure there are no hard feelings.

JustinCase said:
Taking care of the villagers' well being is not something Caerth is good at, apart from some healing. He's more than willing to track down the missing cultists, however. But he would need a rest, because now he has almost no spells left.
Yes, rest is a given for the PCs and NPCs. The bad guys dealt a lot of damage and spells must be recovered. A full days rest is required for new class abilities to become active, IMO. It really should be longer.

As well, the identification of the magic items takes a while depending on how many identify spells can be cast by the PCs and/or NPCs. Yes, I am willing to let you guys know what you have out of game, but that won't mean the PCs can just begin using the items carte blanche in game without magically identifying them. (I'm not going to be a hard a$$ about it, but there should be a reasonable amount of time that passes for the identification of the items. There is a lot of power and wealth in those items.)

The potions and Azurak don't need to be identified this way. Potions can be identified using Spellcraft (rolls not required) and Angus became aware of Azurak's powers the moment he picked up the great mace.

Identify requires "a pearl of at least 100 gp value, crushed and stirred into wine with an owl feather; the infusion must be drunk prior to spellcasting." I forgot that when I had Ailward cast identify on the other items that the PCs captured on the island. He does not have the Eschew Materials feat but that doesn't matter for the required pearls.

Note, Ailward can cast identify up to 6 times per day, but he has no pearls left.

Scarborax does not know identify or have any pearls to give the PCs.

While the PCs have a lot of gems (minus the gem Maur used for celestial brilliance), only one of them is a pearl (and is only worth 11 gp). You can have them take their gems (or other items) to Belporte and trade them for pearls, but doing that could draw unwanted attention. News/rumors will spread that the PCs are looking for pearls and most arcanists who hear about them hunting for pearls will figure out why. Canny thieves might also come looking for them if they think the PCs are flush with wealth and magic items. (The PCs don't have to worry about that in Carnell; they are considered beloved heroes in the village now.)

The PCs are near the sea, so they could go hunting for pearls on their own but that idea comes with its own risks. The local fishers would know the best places to search and they could help try to find pearls, but it will take time and a lot of work. The PCs will have to compensate them.

Phar can cast identify as well. He could cast it up to 6 times per day, as well, if he only uses 1st-level spell slots. He can choose to memorize the spell with all his higher level spell slots, which means that with enough pearls (and wine) he could identify most of the important items in one day. If @Scotley chooses to do this then Phar will need another day to re-relearn his spells (and recover from drinking so much wine). ;)

In his current state, Galzadar isn't inclined to tell you anything about his magic items. Eutharic is willing to help tell the PCs about any items that don't belong to his master, but he can't magically identify anything for the PCs.

(Thus, the PCs will have a general idea of what each item can do and what might be useful to them. Eutharic only knows the command word for the wand of cat's grace. Like I said, I'm not going to be a hard a$$ about it.)

Phar doesn't need to cast identify to be able to know that Galzadar's spellbook is a Boccob's blessed book. That is obvious just by looking at it. He will have to use read magic to learn/copy any spells from it, however.

Trial and error will also tell the PCs that the Confessor's javelin cannot be used by anyone lawfully inclined and that his warhammer is unholy.

It might be easier to try to find an arcanist who can craft the PCs a wand of identify, or they can try to find one to buy. Carnell is too small a community to have such an item for sale. Neither Ailward nor Scarborax can craft wands and Phar doesn't have that feat either.

JustinCase said:
I think a shrine or monument would be perfect. 'To Overcome the Dark' as a sculpted statue depicting a farmer defending himself from a monstrous ghast, in the middle of the town (or at any destroyed building of significance).

Destroying the cultists' altar and preferably placing a holy shrine in its stead would be absolutely essential, too. I think we may have to make a decision about priorities here; destroying the temple first, or chasing down the missing cultists first?

Hallow sounds like the best spell for this, and both Maur and Caerth can cast it.
Hallow is the best choice, I think.

JustinCase said:
Caerth can try to locate the cultists with those spells. But again, he needs a rest first. Do we have the time for that?
I think we're out of emergency mode - it is no longer question of 'do we have time', but what do we do first
I'd go for Xander and Eike simply because they murdered someone who fought with us and the temple will not go away while they might.

And that would happen immediately after rest tomorrow (and divination)
Since it will take time to identify all the magical items and then purify/destroy the evil items, the PCs might want to go after Eike and Xander first. (They could send someone to Belporte for them to try to buy a wand.) Lady Pendour will store everything in the manor's vault until items can be properly identified.

The PCs will need those items eventually, however.

There is the risk that any undead that rise in the temple might not stay on the island. There is also the fact that Wyrknari Vok, the demon lord who cursed Galzadar, will send blood elves, demons, or worse to try to retrieve his 'toy'.

Phar knows enough about the Fall of the Knotwood to know the history of Vok and that the demon lord won't take Tarrak's failure lightly. Something or several somethings will come for Galzadar... and the PCs. Will it happen right away? Even Phar doesn't know that... but it won't be long. Any large force sent to the region would have to pass through much of the Thunder Lands in between the Blood Elf Lands and the Strandlands to get to Carnell but that assumes Vok won't use magic to get his forces there faster.

Phar knows better than to assume anything when it comes to Vok.

But if we do not destroy the alter, it will spawn undead in the temple from the dead cultists, right?
Correct. That is what Aries tells the PCs once they are back in Carnell after the battle.
 


Neurotic

I plan on living forever. Or die trying.
Since it will take time to identify all the magical items and then purify/destroy the evil items, the PCs might want to go after Eike and Xander first. (They could send someone to Belporte for them to try to buy a wand.) Lady Pendour will store everything in the manor's vault until items can be properly identified.
This! We're powerful enough and sooner we go, better the chance we return before something comes for Galzadar.

Also, we identifying - wasn't there some Spellcraft checks involved to avoid the spell? Or is that Pathfinder?

We also need math to see how much we recover for one night and prepare suitable number of healing spells.

Finally, one very important question @Knightfall
Did Qi speak with Maur after Tarrak was defeated? :)
 

Knightfall

World of Kulan DM
This! We're powerful enough and sooner we go, better the chance we return before something comes for Galzadar.
Heh. You really want to put the beat down on those two. :)

While divinations are the best options to tracking them down, don't forget that Caerth can track them too (if divinations aren't 100% clear and when are they ever). It will become harder the longer the PCs wait, however.

@JustinCase, roll Search check to find the right prints leading away from the smithy and out of the village. (Aureus will use Aid Another.)

Beyond Carnell, for tracking (Survival check) there are only trails not roads. The ground is considered to be firm ground (unless it rains). That's a base DC 15. Add to that at least 1 to the DC for 24 hours of time since the trail was made.

I will check randomly to see if there has been any rain since the trail was made. (I'll post that a bit later on today.)

I want to try to get an IC post up first.

Neurotic said:
Also, we identifying - wasn't there some Spellcraft checks involved to avoid the spell? Or is that Pathfinder?
Spellcraft lets you identify potions with a skill check. I did mention it in my post, but you might have missed it. (I'm not going to make you guys roll those checks.) I don't think identifying other items works with the Spellcraft skill, but I'll doublecheck. You might be right, it might be a Pathfinder rule.

However, Spellcraft checks can decipher written spells, but the captured arcane scrolls don't need to be identified. (It is DC 20 + spell level check for the spells in Galzadar's spellbook. One try per day per spell. Requires a full-round action per spell. Read magic is faster.)

Neurotic said:
We also need math to see how much we recover for one night and prepare suitable number of healing spells.
Each PC/NPC recovers 1 hp per character level with a full night's rest (at least 8 uninterrupted hours). It is twice a character's level in hps for entire day and night of bed rest. (So, 22 hps for the 11th-level PCs and 20 hps for Aureus if you go the full 24 hours of bed rest.)

Remember that some of the PCs and NPCs also took Constitution damage from the cloudkill spell.
(Ailward and Henry both took Con damage.)

Neurotic said:
Finally, one very important question @Knightfall
Did Qi speak with Maur after Tarrak was defeated? :)
No, not yet. Qi is being very silent. The weapon experienced significant trauma while possessed by the cultists. It might take a while to coax the intelligent item out of its shell.
 


Knightfall

World of Kulan DM
Identifying other magic items using Spellcraft does seem to be a Pathfinder rule.


Identifying magic items with Spellcraft in v.3.5 is an Epic level skill check (50 + caster level for basic property of magic item; it is 70 + caster level for all properties).


That seems excessive. :rolleyes:
 
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Knightfall

World of Kulan DM
I'd be willing to go with the Pathfinder rule but the DCs will be higher. Detect magic must be cast and nothing must interrupt the caster.

DC 20 + caster level for minor magical items.
DC 25 + caster level for medium magical items.
DC 30 + caster level for major magical items.

A character can try this once per day per item within the limits of detect magic.

Any weapon or armor that adds up to +2 or less (including special properties) is considered minor; +3 to +4 is medium, and +5 or higher is major. I might change this but lets go with this for now.
 
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Knightfall

World of Kulan DM
If an item is considered both minor and medium in the DMG or MIC, then it is medium. If an item is considered both medium and major, then it is considered major.
 

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