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Kulan: Knightfall's Aerie of the Crow God Game [OOC]


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Knightfall

World of Kulan DM
Here is the updated battle map up to just before Maur's actions in round eighteen.
Battle Against the Undead Horde_Round 18_minimap.png
 

Knightfall

World of Kulan DM
Round Eighteen (Updated)
Eutharic (demon familiar): 27 (entangled; fails Escape Artist check)
Caerth: 22 (kicks Phre over ledge; wild shapes)
Angus: 22 (hurt; sickened; delayed action from previous round [moved to Phre])
Screech: 22 (sickened)
Aureus: 20 (hurt badly; picks up and sheaths blade)
Small Fire Elemental (summoned): 20 (moves to Angus; burns papers)
Tarrak: 19 (finishes feather falling; drinks another inflict vial)
Tough Rook: 18 (continues to eat dead militia member)
Lady Pendour: 15 (sickened; gathers the dead bard in her arms and moves up the slope)
Galzadar the Fallen: 13 (entangled; fails Escape Artist check)
Quinn (flying): 12 (gives potions to Maur; drinks second potion)
Phar: 12 (delays and casts fly on Quinn)
Maur (flying): 12
Wieland: 12 (sickened; near death)
Ailward Stepney (cohort): 12
Acolyte Zombies [x12]: 12 (motionless)
Acolyte Zombies [x3]: 12 (motionless)
Henry Hawtrey (wild. rogue): 11 (hurt)
Thorvid (male dwarf fighter): 4 (sickened)
Bothild (female dwarf fighter): 4 (hurt badly)
Elle Redding (cleric): 3
Sir Ghal: 3 (hurt; double moves up the slope to Quinn on his turn)
Tristan (militia): 1 (sickened)
Scarborax (sorcerer): 0 (delays until Tristan is no longer paralyzed)
 
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Neurotic

I plan on living forever. Or die trying.
This calls for dwarf cannon ball, flying is for weaklings :D...if Maur drops 60' he does 6d6 (maybe more given his armor and weight) to himself and Tarrak plus 1 hammer hit (charge?)

Full post in the morning
 


Knightfall

World of Kulan DM
And I'd still want some sort of attack roll or skill check. I'll do some research.

EDIT: At the very least, Tarrak will get a Reflex save.
 
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Knightfall

World of Kulan DM

Falling Damage
The basic rule is simple: 1d6 points of damage per 10 feet fallen, to a maximum of 20d6.

If a character deliberately jumps instead of merely slipping or falling, the damage is the same but the first 1d6 is nonlethal damage. A DC 15 Jump check or DC 15 Tumble check allows the character to avoid any damage from the first 10 feet fallen and converts any damage from the second 10 feet to nonlethal damage. Thus, a character who slips from a ledge 30 feet up takes 3d6 damage. If the same character deliberately jumped, he takes 1d6 points of nonlethal damage and 2d6 points of lethal damage. And if the character leaps down with a successful Jump or Tumble check, he takes only 1d6 points of nonlethal damage and 1d6 points of lethal damage from the plunge.

Falls onto yielding surfaces (soft ground, mud) also convert the first 1d6 of damage to nonlethal damage. This reduction is cumulative with reduced damage due to deliberate jumps and the Jump skill.

Falling Objects
Just as characters take damage when they fall more than 10 feet, so too do they take damage when they are hit by falling objects.

Objects that fall upon characters deal damage based on their weight and the distance they have fallen.

For each 200 pounds of an object's weight, the object deals 1d6 points of damage, provided it falls at least 10 feet. Distance also comes into play, adding an additional 1d6 points of damage for every 10-foot increment it falls beyond the first (to a maximum of 20d6 points of damage).
 

Knightfall

World of Kulan DM
@Neurotic:
Combining Maur's weight and the weight of his gear is a total of 271 lbs., so he will do 8d6 points of damage to to Tarrak by falling on him but the ghast lord will get a Reflex save. On a successful save, Tarrak only takes half damage. If he fails the save, he takes the full damage from Maur falling on him.

(I'm not sure what the DC will be.)

You can have Maur try to make a DC 15 Jump check to avoid any damage from the first 10 feet and have the second 10 feet be nonlethal. The damage Maur takes from this attempt will be separate from the damage that Tarrak takes. Maur does not get any sort of Reflex save, but if the Jump check is successful, he will only take 6d6 lethal damage and 1d6 nonlethal damage.

If not successful, he will take 7d6 lethal damage and 1d6 nonlethal damage.
 
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Knightfall

World of Kulan DM
Maur will also be prone at the end of this maneuver but not in Tarrak's space. He will randomly end up in one of the four squares (1d4) around Tarrak going clockwise.

There is no slope at the bottom of the crevasse.
 

Knightfall

World of Kulan DM
@Neurotic:
The Reflex save for Tarrak will be equal to DC 10 + Maur's BAB + Maur's Dex bonus + Recitation bonus.

Since Maur doesn't have a Dex bonus, the DC for the Reflex save will be 20. That's not a given for Tarrak but he could make it.
 

Knightfall

World of Kulan DM
You can have Maur take the potion from Quinn as a free action. If you have to choose him to drink it this round and then move, Maur won't be able to reach Tarrak this round, as the ghast lord has finished feather falling as is now more than 60 feet away from Maur.

Even if you have Maur hold off on drinking the potion, he won't be able to reach and attack Tarrak this round. He cannot charge, as he has to fly past the edge of the crevasse before descending towards the ghast lord.

After Tarrak landed, the ghast lord took another inflict vial from its belt and drank it.

Anyway, it's your turn.
Man, my brain is completely letting me down. I forgot about down speed while flying. Maur and Quinn's speed is double while descending. Up speed is half.

Sorry about the mistake @Neurotic. :oops:

So, you don't have to cannonball Tarrak to reach him and attack this round, as long as you don't drink the potion first. You can still choose to do so, if you want to drink the potion first and then stop flying, land, and jump over the edge.
 


Knightfall

World of Kulan DM
Here are the changes for movement based on @ScottDeWar_jr deciding that Quinn will double move this round. He gets to both Maur and Angus this round and Phar doesn't have to move before he casts fly on Quinn.

Sir Ghal will be able to move up the slope (move action), take the potion from Quinn (free action), and drink it (standard action) this round.

Angus will still have to wait until next round to take and drink the potion (free and standard actions). He won't have to move first, however, so @Tellerian Hawke can still have him take a move action on his turn in Rnd. 19. (He might want to find a ranged weapon.)

Lady Pendour is forced to go around Sir Quinn.

Battle Against the Undead Horde_Round 18_position changes.png
 







Knightfall

World of Kulan DM
Round Nineteen
Eutharic (demon familiar): 27 (entangled)
Caerth (dire bat form): 22
Screech: 22 (sickened)
Aureus: 20 (hurt badly; retrieves rope of climbing)
Small Fire Elemental (summoned): 20
Tarrak: 19 (casts damning darkness)
Tough Rook: 18 (eating dead militia fighter [Arruns])
Lady Pendour: 15 (sickened; places Eleanor on Angus)
Galzadar the Fallen: 13 (entangled; stunned for 5 rounds)
Quinn (flying): 12
Phar: 12
Maur (flying): 12

Wieland: 12 (fatigued; sickened; near death)
Ailward Stepney (cohort): 12 (hands Temperance to Angus)
Acolyte Zombies [x12]: 12 (motionless)
Acolyte Zombies [x3]: 12 (motionless)
Henry Hawtrey (wild. rogue): 11 (hurt)
Thorvid (male dwarf fighter): 4 (sickened)
Bothild (female dwarf fighter): 4 (hurt; places Benedict on Angus)
Elle Redding (cleric): 3 (double moves up the slope)
Sir Ghal: 3 (hurt; takes Meridith from Wieland and places her on Angus)
Angus: 3 (hurt; sickened; delays, drinks potion; will carry out the dead)
Tristan (militia): 1 (sickened; carrying Kingsley) ⬅️
Scarborax (sorcerer): 0 ⬅️

@JustinCase and @Tellerian Hawke, you guys are up!

I will wait a bit to see if JustinCase is available to post again, or if he's still on vacation. Note that I had Caerth wild shape back into a dire bat last round.

Angus can drink the potion offered by Sir Ghal this round, but he can also make a move action.
 
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