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


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Knightfall

World of Kulan DM
Weight of NPCs
Aureus:
160 lbs. + 46-1/2 lbs. of gear
Brutus: 230 lbs. + 55 lbs. of gear
Meridith: 153 lbs. + 31-1/2 lbs. of gear
Timmins: 184 lbs. + 27-1/2 lbs. of gear
Wieland: 162 lbs. + 26 lbs. of gear (is carrying Aries's mace and magic goggles)
---
1,075-1/2 lbs.

Weight of Prisoners
Aries:
192 lbs. + 44 lbs. of gear (mainly his armor and clothes)
Eike: 190 lbs + 40 lbs. (armor only)
Xander: 130 lbs. + 17 lbs. of gear
---
613 lbs.

Weight of Gathered Gear/Treasure

You guys need to decide which of these items are most important to take with you either on the launch or through the Underearth passage. It is a lot of weight to carry out of the temple, up into the tower above, and down to the grotto where the launch is docked. Even with the help of the NPCs it could take some time and several trips to get it all to the boat.

Someone would have to convince the NPCs to help carry all these items, as they don't really care about carrying a bunch of 'treasure' while their home is under attack. It would be a Diplomacy check and have a -4 circumstance penalty for the current situation. The NPCs want to get back to Carnell, as fast a possible.

You could simply store anything that is too heavy to take with you in boat in either the Hell Forge or the room with the brazier and try to seal the room by locking the doors and/or casting arcane lock. Xander can lock the forge and cast arcane lock on the double doors, if Maur insists he do so. There is no other way into that room besides through the double doors.

Chainmail of Dead Cultists [x18]: 720 lbs. (these have a slight smell of decay/mold)
Hirasean's Chainmail (severely damaged): 28 lbs. (was magical before being damaged)
Prelate's Chainmail (minor damage): 40 lbs. (finer quality)
Heavy Maces [x18]: 144 lbs.
Prelate's Heavy Mace: 8 lbs. (intricately designed w/infernal script)
Light Steel Shields [x19]: 114 lbs.
Xander's Waraxe: 8 lbs. (retrieved from floor where he dropped it)
Aries's Light Steel Shield: 6 lbs.
Hirasean's Heavy Steel Shield (severely damaged): 10 lbs. (was masterwork before being damaged)
Prelate's Heavy Steel Shield (minor damage): 15 lbs. (intricately designed/emblazoned with symbol of Malotoch)
Light Crossbows [x3]: 12 lbs.
Prelate's Light Crossbow: 4 lbs. (masterwork)
Crossbow Bolts of Dead Cultists [x21] w/3 worn cases: 5 lbs.
Prelate's Case of 20 Crossbow Bolts: 3 lbs. (the case is fancy)
Daggers [x16]: 16 lbs.
Prelate's Dagger: 1 lb. (masterwork)
Prelate's Unidentified Magical Bracers: 1 lb.
---
Hirasean's Unidentified Ring: n/a (Quinn retrieved this item)
Hirasean's Longsword: 4 lbs. (this blade is obviously magical; Quinn retrieved this item)
Xander's Spellbook and Spell Component Pouch: 5 lbs. (Maur has these items)

I'm assuming you guys don't care about the cultists' torches, flasks of unholy water or their unholy symbols. Quinn has already gathered up the few coins and gems the cultists had on them.
 

JustinCase

the magical equivalent to the number zero
So the "5" is what you rolled previous?

No, the 7+2. Last bit in the RG.

Started on leveling, not done yet. I’m not sure what feat I’ll take. I’ve got the real necessary ones (Natural Spell, already get bonuses to summoned creatures from the racial substitution levels so Augment Summoning is pointless)… Weapon Focus perhaps? Or dive into classic half-orc with Power Attack? Any thoughts?
 

Knightfall

World of Kulan DM
Well, Caerth does seem to fight on the front lines a lot, so Weapon Focus for his spear might be a good choice. I've never been a big fan of Power Attack, but a character needs it if they want to take Cleave, Great Cleave, etc.
 

JustinCase

the magical equivalent to the number zero
Weight of NPCs
Aureus:
160 lbs. + 46-1/2 lbs. of gear
Brutus: 230 lbs. + 55 lbs. of gear
Meridith: 153 lbs. + 31-1/2 lbs. of gear
Timmins: 184 lbs. + 27-1/2 lbs. of gear
Wieland: 162 lbs. + 26 lbs. of gear (is carrying Aries's mace and magic goggles)
---
1,075-1/2 lbs.

Weight of Prisoners
Aries:
192 lbs. + 44 lbs. of gear (mainly his armor and clothes)
Eike: 190 lbs + 40 lbs. (armor only)
Xander: 130 lbs. + 17 lbs. of gear
---
613 lbs.

Weight of Gathered Gear/Treasure

You guys need to decide which of these items are most important to take with you either on the launch or through the Underearth passage. It is a lot of weight to carry out of the temple, up into the tower above, and down to the grotto where the launch is docked. Even with the help of the NPCs it could take some time and several trips to get it all to the boat.

Someone would have to convince the NPCs to help carry all these items, as they don't really care about carrying a bunch of 'treasure' while their home is under attack. It would be a Diplomacy check and have a -4 circumstance penalty for the current situation. The NPCs want to get back to Carnell, as fast a possible.

You could simply store anything that is too heavy to take with you in boat in either the Hell Forge or the room with the brazier and try to seal the room by locking the doors and/or casting arcane lock. Xander can lock the forge and cast arcane lock on the double doors, if Maur insists he do so. There is no other way into that room besides through the double doors.

Chainmail of Dead Cultists [x18]: 720 lbs. (these have a slight smell of decay/mold)
Hirasean's Chainmail (severely damaged): 28 lbs. (was magical before being damaged)
Prelate's Chainmail (minor damage): 40 lbs. (finer quality)
Heavy Maces [x18]: 144 lbs.
Prelate's Heavy Mace: 8 lbs. (intricately designed w/infernal script)
Light Steel Shields [x19]: 114 lbs.
Xander's Waraxe: 8 lbs. (retrieved from floor where he dropped it)
Aries's Light Steel Shield: 6 lbs.
Hirasean's Heavy Steel Shield (severely damaged): 10 lbs. (was masterwork before being damaged)
Prelate's Heavy Steel Shield (minor damage): 15 lbs. (intricately designed/emblazoned with symbol of Malotoch)
Light Crossbows [x3]: 12 lbs.
Prelate's Light Crossbow: 4 lbs. (masterwork)
Crossbow Bolts of Dead Cultists [x21] w/3 worn cases: 5 lbs.
Prelate's Case of 20 Crossbow Bolts: 3 lbs. (the case is fancy)
Daggers [x16]: 16 lbs.
Prelate's Dagger: 1 lb. (masterwork)
Prelate's Unidentified Magical Bracers: 1 lb.
---
Hirasean's Unidentified Ring: n/a (Quinn retrieved this item)
Hirasean's Longsword: 4 lbs. (this blade is obviously magical; Quinn retrieved this item)
Xander's Spellbook and Spell Component Pouch: 5 lbs. (Maur has these items)

I'm assuming you guys don't care about the cultists' torches, flasks of unholy water or their unholy symbols. Quinn has already gathered up the few coins and gems the cultists had on them.

I say we leave the stuff for now, perhaps change to better weapons.

Caerth does not care for all the stuff, except he wants to destroy those unholy symbols. Are they wooden or metal?
 

Knightfall

World of Kulan DM
I say we leave the stuff for now, perhaps change to better weapons.

Caerth does not care for all the stuff, except he wants to destroy those unholy symbols. Are they wooden or metal?
The symbols are all wooden, so you could just toss them all in the Hell Forge or relight the brazier and dump them in it.
 

Neurotic

I plan on living forever. Or die trying.
Weight of NPCs
Aureus:
160 lbs. + 46-1/2 lbs. of gear
Brutus: 230 lbs. + 55 lbs. of gear
Meridith: 153 lbs. + 31-1/2 lbs. of gear
Timmins: 184 lbs. + 27-1/2 lbs. of gear
Wieland: 162 lbs. + 26 lbs. of gear (is carrying Aries's mace and magic goggles)
---
1,075-1/2 lbs.

Weight of Prisoners
Aries:
192 lbs. + 44 lbs. of gear (mainly his armor and clothes)
Eike: 190 lbs + 40 lbs. (armor only)
Xander: 130 lbs. + 17 lbs. of gear
---
613 lbs.

Weight of Gathered Gear/Treasure

You guys need to decide which of these items are most important to take with you either on the launch or through the Underearth passage. It is a lot of weight to carry out of the temple, up into the tower above, and down to the grotto where the launch is docked. Even with the help of the NPCs it could take some time and several trips to get it all to the boat.

Someone would have to convince the NPCs to help carry all these items, as they don't really care about carrying a bunch of 'treasure' while their home is under attack. It would be a Diplomacy check and have a -4 circumstance penalty for the current situation. The NPCs want to get back to Carnell, as fast a possible.

You could simply store anything that is too heavy to take with you in boat in either the Hell Forge or the room with the brazier and try to seal the room by locking the doors and/or casting arcane lock. Xander can lock the forge and cast arcane lock on the double doors, if Maur insists he do so. There is no other way into that room besides through the double doors.

Chainmail of Dead Cultists [x18]: 720 lbs. (these have a slight smell of decay/mold)
Hirasean's Chainmail (severely damaged): 28 lbs. (was magical before being damaged)
Prelate's Chainmail (minor damage): 40 lbs. (finer quality)
Heavy Maces [x18]: 144 lbs.
Prelate's Heavy Mace: 8 lbs. (intricately designed w/infernal script)
Light Steel Shields [x19]: 114 lbs.
Xander's Waraxe: 8 lbs. (retrieved from floor where he dropped it)
Aries's Light Steel Shield: 6 lbs.
Hirasean's Heavy Steel Shield (severely damaged): 10 lbs. (was masterwork before being damaged)
Prelate's Heavy Steel Shield (minor damage): 15 lbs. (intricately designed/emblazoned with symbol of Malotoch)
Light Crossbows [x3]: 12 lbs.
Prelate's Light Crossbow: 4 lbs. (masterwork)
Crossbow Bolts of Dead Cultists [x21] w/3 worn cases: 5 lbs.
Prelate's Case of 20 Crossbow Bolts: 3 lbs. (the case is fancy)
Daggers [x16]: 16 lbs.
Prelate's Dagger: 1 lb. (masterwork)
Prelate's Unidentified Magical Bracers: 1 lb.
---
Hirasean's Unidentified Ring: n/a (Quinn retrieved this item)
Hirasean's Longsword: 4 lbs. (this blade is obviously magical; Quinn retrieved this item)
Xander's Spellbook and Spell Component Pouch: 5 lbs. (Maur has these items)

I'm assuming you guys don't care about the cultists' torches, flasks of unholy water or their unholy symbols. Quinn has already gathered up the few coins and gems the cultists had on them.
We don't care about anything non-magic unless as target for destruction (fancy infernal script, malotoch shield etc)

Maur would like to take/save Qi even if it is LE or CE (we dont know at the moment)
 

Knightfall

World of Kulan DM
Take
Hirasean's Longsword: 4 lbs. (magical, unidentified)
Hirasean's Unidentified Ring: n/a
Prelate's Chainmail (minor damage): 40 lbs. (finer quality, likely magical)
Prelate's Heavy Mace: 8 lbs. (intricately designed w/infernal script)
Prelate's Heavy Steel Shield (minor damage): 15 lbs. (intricately designed/emblazoned with symbol of Malotoch)
Prelate's Unidentified Magical Bracers: 1 lb.
Xander's Spellbook and Spell Component Pouch: 5 lbs. (Maur has these items)
Xander's Waraxe: 8 lbs.
Qi [adamantine baton]: ? (if it survived)
---
81 lbs.

Leave Behind

Chainmail of Dead Cultists [x18]: 720 lbs. (these have a slight smell of decay/mold)
Hirasean's Chainmail (severely damaged): 28 lbs. (was magical before being damaged) [???]
Heavy Maces [x18]: 144 lbs.
Light Steel Shields [x19]: 114 lbs.
Aries's Light Steel Shield: 6 lbs. (different style of shield than the other cultists) [???]
Hirasean's Heavy Steel Shield (severely damaged): 10 lbs. (was masterwork before being damaged)
Light Crossbows [x3]: 12 lbs.
Prelate's Light Crossbow: 4 lbs. (masterwork)
Crossbow Bolts of Dead Cultists [x21] w/3 worn cases: 5 lbs.
Prelate's Case of 20 Crossbow Bolts: 3 lbs. (the case is fancy) [???]
Daggers [x16]: 16 lbs.
Prelate's Dagger: 1 lb. (masterwork)
 


ScottDeWar_jr

second birthdate : 15 Dec 2011
I always thought that centaurs do not like to be ridden as a horse would, that they are more 'evolved'. Is this not true?

Also, some of the weapons and armor might be wanted by those NPCs who are allied with us. Brutus for example, does he fight with just a weapon? Would he want a light shield? like Aries' perhaps? or the crossbows, those might be needed for fighting flying creatures .. .. ..?

just thinking here. Had a dropping blood sugar that was caught at 60 this time and I am getting more focused on things other then food.
 
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Knightfall

World of Kulan DM
I always thought that centaurs do not like to be ridden as a horse would, that they are more 'evolved'. Is this not true?
Hey, I just suggested it, @Tellerian Hawke is the one going for it as a story point. :D

Also, some of the weapons and armor might be wanted by those NPCs who are allied with us. Brutus for example, does he fight with just a weapon? Would he want a light shield? like Aries' perhaps? or the crossbows, those might be needed for fighting flying creatures .. .. ..?
Brutus's greataxe is very good weapon, he just has to learn not to throw it! He did take one of the heavy maces as a backup weapon. Timmins is already at the edge of what he can carry. Wieland wants nothing to do with any cultist gear. He's really pissed about his family's heirloom armor. Meridith is more concerned with getting back to Carnell. She is very worried about her parents.

The items I've noted that @Neurotic wants to make sure go with the PCs will either make it onto the boat or into one of the two handy haversacks. (I think there is only two. Phar has one and so does Quinn) Anything that you absolutely want to claim for the group (of the NPCs) beyond that "Take" list, you can have Quinn stuff into his own haversack. Within reason. ;)

Shields do not fit, IMO.

ScottDeWar_jr said:
just thinking here. Had a dropping blood sugar that was caught at 60 this time and I am getting more focused on things other then food.
Yikes! Don't worry, take care of yourself first.
 



Tellerian Hawke

Defender of Oerth
Angus is acting in crisis mode at the moment; he is more concerned with the safety of the villagers of Carnell. Normally, he would be somewhat reluctant to be ridden. But the way Angus looks at it, those who are allowed to ride are expected to realize that they are being given an incredible honor. He is not against it entirely, but he believes that it's a special privilege, which deserves recognition.

But where lives are at stake, Angus is more pragmatic. He's thinking about saving lives, pure and simple. 🙂
 





Knightfall

World of Kulan DM
@JustinCase and @Scotley:
Okay, so in between the arrival of the first group of PCs and the second group, there are a few extra hours. This means Caerth and Phar have time to interact with the villagers, help out with any damage to the buildings, bind wounds, or anything else they want to do. JustinCase, roll a Heal check. For every increment of 10, Caerth can save a villager who is on the edge of death, so a roll of 20 would save 2 villagers. (I changed this because I didn't realize Caerth doesn't have any ranks in Heal.)

Aureus eventually follow Meridith and Wieland to help them with their families. Meridith's mother is okay; she hid in the family's cellar. Meridith brings her back to the village along with several of the family's horses. While the horses are good mounts, the animals are not warhorses. The horses are put in the inn's stables along with any other horses and livestock that can be wrangled from outside the village.

Wieland's parents are both alive but his father was hurt badly by some rooks that attacked their farm. Aureus uses cure minor wounds on him twice too make sure he's stable enough to take back to Carnell. The rooks set the family's barn on fire, but most of the animals managed to escape the blaze. The family's cows, pigs, and horses are now loose in the wilderness.

@Neurotic, @ScottDeWar_jr, and @Tellerian Hawke:
By the time your PCs arrive, most of the fires have been put out and the rooks that were killed have been piled up well outside the village and set ablaze. The militia managed to kill only 8 rooks. A small patrol (of militia) is about to set off to see if they can find out what happened to Sir Gareth and Quinten. There are other people missing as well but only a handful. Sir Ghal is worried that the rooks might have carried off some of them.

Any villagers or members of the militia who were killed by the attack have already been bundled up and moved to an old building that sits along the southern road just outside of the village. The building was once used as a stopover for travelers that couldn't afford to stay in the inn but hasn't been used in years. By the time Angus rides into Carnell, the death total, unmodified by any Heal checks, is 40.

Most who died were members of the militia.

Also, any of the villagers who were wounded have been moved into Gurnard's Arms, the village's inn. There are 17 of them in total. Some are hurt badly while others have minor wounds or are 'shook up' by the experience. Rosemergy is doing her best to help them but she is no healer. With Aeron gone to Fort Symas, there isn't a major healer in the village, so Caerth and Maur are going to be counted on, a lot.

Angus and Maur can make a Heal checks too with better results than Caerth. For every increment of 7, they both can save one villager.

 
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