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

ScottDeWar_jr

second birthdate : 15 Dec 2011
A. Quinn can get to Caerth and pick him up, but doing so will provoke an AoO from Tarrak. He will not be able to fly him away this round.

B. I will say that if Quinn goes to help him, he can shield Caerth from the ring of blades. Caerth would only take damage from the damning darkness.

C. Quinn could then fly away from the fight to the other side of the crevasse without provoking an AoO as long as he used the withdrawl
A. roll the AOO
B. yes, he would shield Caerth from the blades.
C. Withdrawl action is preferred.
D. how much damage does Quinn take?
choose one
A: 1 point
B: 3 points
C: 10 points
D: SDjr, your dreaming.

:angel:
 

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Knightfall

World of Kulan DM
A. roll the AOO
B. yes, he would shield Caerth from the blades.
C. Withdrawl action is preferred.
D. how much damage does Quinn take?
choose one
A: 1 point
B: 3 points
C: 10 points
D: SDjr, your dreaming.

:angel:
A. I missed.
B. Check.
C. Next round you can do this after taking damage from the ring of blades.
D. None this round.

The North Gods were looking out for Quinn and Caerth.
 


Knightfall

World of Kulan DM
Ooh, Caerth is truly in trouble now. That's a first.

Fits his character to sacrifice himself in battle against Tarrak. But obviously I hope to keep the grumpy half-orc around. :)
Quinn's half way towards saving Caerth's butt. :D

@ScottDeWar_jr: For next round.
SDWj can have Quinn fly Caerth to safety either to the other side of the crevasse or up out of the crevasse to where Phar and the others are in the cave above. With a move of 60 feet while flying and using the Withdraw action, Quinn could fly with an Up Speed of 30 feet. That would allow him to ascend 60 feet into the air.

He wouldn't reach the top of the crevasse this round, so he'd have to fly up another 20 feet in the round after that, place Caerth next to Phar and the NPCs (somewhere safe [a free action]) and then reengage by flying down back towards Maur, Sir Ghal, and Tarrak at twice his flying speed (Down Speed).

Or, you could simply fly him to the other side of the crevasse and then reengage faster but there won't be anyone there who can stabilize him, unless you want Quinn to take a crack at it. It would be an untrained Heal check to attempt First Aid with a +2 for Wisdom to the roll. The DC is 15.
 



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