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

Knightfall

World of Kulan DM
Wow, I'm glad I'm not outside right now. It's 37°C / 99°F out there. :eek:

I mean it's still 33°C in my apartment, but that's better than being out in direct sun. Time for some more water. 🚰
 

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Tellerian Hawke

Defender of Oerth
Do you have one of these? If so, it's time to put it directly behind you, and CRANK IT UP 😎

68305CCE-A8CF-4D58-B3A3-D549311205D9.jpeg


This is the one I'm using right now, in my office 😎 It has a STRONG setting that will turn you into an icicle if you're not careful, LOL 😂 But hey, that's what you need, right? 🙂
 

Knightfall

World of Kulan DM
I have two Dyson fans. One pointed directly at me and the other behind me oscillating.

EDIT: I also have a special Dyson fan in my room that oscillates and can purify the air. I only really use it when I'm trying to sleep. I might need to go lie down for while. I'm too hot to think straight, and I didn't sleep very well last night. It only getting down to around 24 to 25°C at night.

There is now a good chance of thunderstorms on Friday night and next week is looking better with some rain and thunderstorms early in the week.
 







JustinCase

the magical equivalent to the number zero
@JustinCase, you're up first for round two.

Since spike growth won't work on the stone floor of the cave, I'm going to let you change that casting to something else that could help in this fight. Either you can pick a different spell to cast before round one or choose a different spell to memorize entirely and use to the PCs advantage.

Caerth would have looked at the floor and immediately known it wouldn't work.
I had assumed there were at least some roots or something around. If there isn't, I'll change the 3rd level spell Spike Growth for the 4th level spell Spike Stones instead. It specifically targets rocky ground and stone floors but is otherwise very similar (but dealing more damage).

Spike Stones

Transmutation [Earth]​

Level:Drd 4, Earth 4
Components:V, S, DF
Casting Time:1 standard action
Range:Medium (100 ft. + 10 ft./level)
Area:One 20-ft. square/level
Duration:1 hour/level (D)
Saving Throw:Reflex partial
Spell Resistance:Yes
Rocky ground, stone floors, and similar surfaces shape themselves into long, sharp points that blend into the background.
Spike stones impede progress through an area and deal damage. Any creature moving on foot into or through the spell’s area moves at half speed.
In addition, each creature moving through the area takes 1d8 points of piercing damage for each 5 feet of movement through the spiked area.
Any creature that takes damage from this spell must also succeed on a Reflex save to avoid injuries to its feet and legs. A failed save causes the creature’s speed to be reduced to half normal for 24 hours or until the injured creature receives a cure spell (which also restores lost hit points). Another character can remove the penalty by taking 10 minutes to dress the injuries and succeeding on a Heal check against the spell’s save DC.
Spike stones is a magic trap that can’t be disabled with the Disable Device skill.
Note: Magic traps such as spike stones are hard to detect. A rogue (only) can use the Search skill to find spike stones. The DC is 25 + spell level, or DC 29 for spike stones.

My updated spell list is thus:
Level 0 (6): create water, create water, detect magic, detect poison, purify food and drink, read magic
Level 1 (5): cure light wounds, entangle, magic fang, obscuring mist, speak with animals
Level 2 (5): flaming sphere, lesser restoration, mass snake’s swiftness, master air, summon swarm
Level 3 (4): giant’s wrath, snare, remove disease, spirit jaws
Level 4 (2): spike stones, ice storm
Level 5 (1): baleful polymorph
 

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