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


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Question: How are you guys finding this fight? Part of me feels like I might be holding back a bit because I don't want to end up with a TPK.

I really like it. It's a lot harder than what I'm used to, so that's good. I was also realizing that Caerth has all of his hitpoints remaining, so actually he's doing pretty well. Except, of course, that his spells so far have all failed to do any damage (except for the spiked ground holding off the zombies. That is awesome).

There is also a potion of delay poison, but I don't know who claimed it.

That one is in Caerth's possession.

Also, @JustinCase, while the floor of the cave is rough stone, the areas in the depressions are full of vegetation. So, using entangle in those areas will work in the the depression and for one extra square around the perimeter of the depressions.

Cool!

I'd be willing to let both @JustinCase and @Neurotic swap out out one spell that they feel might not be useful in this fight for a cure spell of the same level. This would be helpful for Maur since as an Ordained Champion, he can't spontaneously cast cure spells. And, of course, druids can spontaneously cast Nature's Ally spells.

Well, I could swap one spell for a cure spell, but as it is, Caerth is too far from his allies for any meaningful healing. Unless, of course, he can put the wizard out of the fight for a while.

@JustinCase, a quick confirmation that you saw that Caerth and Screech are up next. But, no rush. I'm probably headed back to bed to get some more much needed sleep.

Yeah, sorry. Weekends are often when I'm not online. I'll make an IC post in a minute.
 

I really like it. It's a lot harder than what I'm used to, so that's good. I was also realizing that Caerth has all of his hitpoints remaining, so actually he's doing pretty well. Except, of course, that his spells so far have all failed to do any damage (except for the spiked ground holding off the zombies. That is awesome).
Glad you're enjoying it. Expect more challenges before this fight is over.

JustinCase said:
That one is in Caerth's possession.
Okay, good to know.

JustinCase said:
Well, I could swap one spell for a cure spell, but as it is, Caerth is too far from his allies for any meaningful healing. Unless, of course, he can put the wizard out of the fight for a while.
The wizard is out of commission for at least 5 more rounds. He failed his save vs. the mummy's despair ability. The quasit did too. I rolled 1s for both of them.

So, Caerth has some freedom to act.

JustinCase said:
Yeah, sorry. Weekends are often when I'm not online. I'll make an IC post in a minute.
I remember. I hadn't expected you to post on the weekend. I simply saw that you'd reacted to several posts this morning but hadn't posted yourself. Sometimes when I edit a post with a mention, the mention seems to get lost in the Internet's ethereal plane.

EDIT: I need more sleep. And I have to have breakfast first.
 
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The wizard is out of commission for at least 5 more rounds. He failed his save vs. the mummy's despair ability. The quasit did too. I rolled 1s for both of them.

So, Caerth has some freedom to act.

Ooh, I didn't really consider that. Perhaps I should change my IC post... But not for another hour or so.

It won't change anything for other combatants, so feel free to proceed with the initiative while I think about it.
 

Ooh, I didn't really consider that. Perhaps I should change my IC post... But not for another hour or so.

It won't change anything for other combatants, so feel free to proceed with the initiative while I think about it.
So, the flaming sphere moves 30 ft. round, and can ascend or jump up to 30 ft. The spell description doesn't say what happens to it if goes over a ledge/cliff. I'm assuming it would simply fall and hit the floor of the cave in the same round and that it wouldn't hang in the air. I'm going to see if there is anything in the FAQ or Rules of the Game articles.

As for Caerth's interaction with the elf wizard, you could have him tie up Galzadar. That would be part of the Use Rope skill under "Bind a Character." You get a +10 bonus to tie up Galzadar and you don't even have to make a check since he is paralyzed and considered helpless. It would as if you're using Take 10, adding +3 for Caerth's Dexterity, and then adding another +10 to the result. That would be a total of 23.

if/when Galzadar recovers from being paralyzed, he would make an Escape Artist check and you could make an opposed Use Rope check at that point to keep him from getting free.

However, I just noticed it says under action that binding a character takes 1 minute. It doesn't say anything about doing a rushed binding attempt, but I'd allow it at the normal -20 penalty that other skills use for attempting something during combat within 1 particular round.

But, I'd say doing that would be a full round action not a standard or move action. Caerth wouldn't be able to both direct the flaming sphere and tie Galzadar up. It's one or the other. I'm going to assume your going to have the flaming sphere move.
 

Tying him up is good. I think I’ll do that next round, so I can still move the flaming sphere on this turn.

Can I drop the grapple, move the sphere and cast a spell this round?
 

Tying him up is good. I think I’ll do that next round, so I can still move the flaming sphere on this turn.

Can I drop the grapple, move the sphere and cast a spell this round?
hmm, I would assume Caerth ending the grapple would be a free action, but I'm not 100% sure. I'll check, but I'm fairly certain he can end the grapple, move the sphere, and cast a spell.

EDIT: Here we go...
Release Your Hold: Curiously, the Player's Handbook says nothing about voluntarily relinquishing your hold on a foe, so here's a rule to cover that. You can release your foe as a free action. You are still considered to be grappling, however, unless your foe also decides to release you at same time. If your foe does not want to release you, you can escape by winning an opposed grapple check that you make instead of a melee attack.

When you and your foe release each other, one of you must go to a space adjacent to the space the two of you once shared. The movement provokes attacks of opportunity from foes who threaten the space the character leaves, but the movement doesn't count against the character's speed for the current turn. If you made a successful opposed grapple check to end the grapple, you decide who moves. If you both decide to release each other, make an opposed grapple check and the winner decides who moves.​
So, Caerth can release the elf wizard, and because Galzadar is paralyzed he can't maintain the grapple. Caerth would shift one square down to be standing over the paralyzed quasit while Screech circles overhead.

The flaming sphere would be able to reach the mummy, since I'm going to say it just falls once it reaches the edge of the elevated ledge. It automatically hits and does 2d6 +50% fire damage to the mummy, so 3d6 fire damage. Go ahead and make your roll if you haven't already.

The mummy gets a Reflex save, which can negate the damage. I will reply to your post and roll its save.
 
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@Scotley,

FYI, the bleak eagle flees at 4 times it movement rate (equivalent to a run) this round. It has had enough and won't be back. Since it is not withdrawing, the celestial giant eagle can gain an AoO on it as it flees in desperation.

My next post will be for the bleak eagle, the owlbear skeleton, and the confessor of Malotoch, Crisenth.

After that, I'm going to add a separate post for Aureus, and then you're up for Phar, the celestial eagle, and the fire elemental.
 

Fire damage:
Burn mummy burn: 3D6 = [1, 2, 2] = 5

[emoji15]

The elf wizard topples to the hard floor of the cave ledge and does not move. The fear of the mummy makes Galzadar paralyzed and unable to fight back against Caerth. At the same time, Caerth commands the flaming sphere to rise over his head and go over the ledge. the sphere falls to the cave floor and then weaves through the battle to strike at the mummy.

OOC:
@JustinCase: I'm assuming you move the flaming sphere. But, did you roll a Will save (DC 16) vs. the Despair yet? Caerth gets a +2 circumstance bonus for being in a elevated area that shelters him, somewhat, from the mummy, but he still has to look towards the mummy to direct the flaming sphere. So, he doesn't get another +2 bonus for averting his eyes.

Mummy - Reflex save vs. Flaming Sphere: 1D20+2 = [6]+2 = 8 (failed)
I don't even need to know the DC to know that hits. The mummy isn't going to last long vs. the sphere and the fire elemental. Heh. ;)

Of course, if Caerth doesn't make his save, then he is also paralyzed with fear. He can take mental actions, so he'd still be able to direct the sphere towards the mummy... I'm assuming. If he fails, he is paralyzed with fear for 3 rounds.

You need to roll a save for Screech too. Since the owl is circling above, he doesn't get the +2 circumstance bonus.

Will saves Caerth and Screech:
Will: 1D20+9+2 = [9]+9+2 = 20
1D20+4 = [9]+4 = 13

So Caerth makes his save and Screech did not.

I’ll edit my post with the casting of mass snake’s swiftness. [emoji216]
 

Wow, those rolls are really low. Ah well, there is always next round.

Will saves Caerth and Screech:
Will: 1D20+9+2 = [9]+9+2 = 20
1D20+4 = [9]+4 = 13
So Caerth makes his save and Screech did not.
Screech is Paralyzed for 3 rounds.

Screech falls while circling over Caerth's head. I'm going to let you make a DC 10 Dexterity check to let Caerth catch the owl as a free action. :)

Hmm, how high was the owl? If its at least 10 feet, then if Caerth misses, the owl takes 1d6 falling damage.

I'm going to say the quasit takes that damage too.
Eutharic - Falling Damage: 1D6 = [2] = 2
 

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