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

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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


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).


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.

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