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


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Knightfall

World of Kulan DM
Round Four
Wieland retreats away from the glyph after setting it off. Meridith rushes to make sure he's okay. Both Gareth and Quinten move forward 10 feet ready to fire their weapons. Brutus stays where he is wary of the sigil on the floor. Timmins backs up Caerth and and Maur. The Earth Elemental does nothing unless directed by Caerth to move.

I decided to put Phar next to both Aureus and Quinn. (Note that I'm now using @Scott DeWar's avatar for Quinn's token. Heh.)

Round Four.jpg
 

Knightfall

World of Kulan DM
XP for Defeating the Six Cultists
Caerth: 900
Maur: 900
Phar: 900
Quinn: 900
---
Aureus: 450 (gets half of what the others get, calculated separately)

All the other NPCs only get 300 each (calculated separately from the PCs).
 

Knightfall

World of Kulan DM
@JustinCase, if you want to break free, you cam make a Strength check (DC 17) or by doing 15 points of damage to the goo with a slashing weapon. The attack roll is automatic, so you don't have to roll. Quinn can aid another with a Strength check.

D&D Wiki said:
Once free, the creature can move (including flying) at half speed. A character capable of spellcasting who is bound by the goo must make a DC 15 Concentration check to cast a spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately.
 







Knightfall

World of Kulan DM
Here's how I have it arranged. Aureus opens the door and moves to the side. Maur, Quinn, and Caerth are out front. Wieland, Timmins will follow those three inside. Aureus will align with Meridith and Phar to fire bows (or spells in Phar's case).

Into the Old Shrine.png
 


Neurotic

I plan on living forever. Or die trying.
Fort save (add 3 against poison, spell or spell-like effect): 1D20+15 = [8]+15 = 23
(+11 base, +1 vestments, +3 recitation)

Maur will move 2 squares down and cast consecrate on his turn

@Knightfall ghasts have lots of fort saves included (stench, paralysis, this unholy effect...yes, I know, metagaming :( ) - may I suggest we all roll 10-20 saves upfront and simply read them in order

Or you list what is needed every round so we all include it in our IC post? (this all may be irrelevant for ranged attackers)


EDIT: and a bit of chemistry humor which I found hilarous
What is the opposite of Formaldehyde?
Casualdejekyll !! :D
 
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Knightfall

World of Kulan DM
@Knightfall ghasts have lots of fort saves included (stench, paralysis, this unholy effect...yes, I know, metagaming :( ) - may I suggest we all roll 10-20 saves upfront and simply read them in order

Or you list what is needed every round so we all include it in our IC post? (this all may be irrelevant for ranged attackers)
If you guys want to roll a few extra Fortitude saves to have ready for each round when fighting any ghasts, I'm okay with that. But lets keep it to around 5 per combat.

I'll still roll the NPC saves on the fly, of course. ;)
 


Knightfall

World of Kulan DM
Round One
Brutus: 20 (did not act)
Aureus: 19 (moved, readied and fires bow)
Caerth: 15
Ghast: 14
Phar: 14 (delays w/ready action, fires bow)
Timmins: 12
Quinn: 11
Wieland: 9
Maur: 4
Meridith: 3
 
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