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Kulan: Knightfall's Heroes of Carnell Game [OOC]
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<blockquote data-quote="Knightfall" data-source="post: 8457289" data-attributes="member: 2012"><p>So, are we now assuming the PCs will do the ritual before hunting down the fugitives?</p><p></p><p>I will say the ritual takes 1d4+1 hours to complete properly, assuming all the required rolls are made without any failures. Otherwise it will take more time... 1 extra hour for every failed roll. (A Natural 20 roll by the PCs reduces the time required by 1 hour.) The PCs can use Aid Another for skill checks and can use magic to increase their odds of succeeding on caster level checks or help Galzadar make his saving throws.</p><p></p><p>The special materials for the ritual also gives the PCs a +2 circumstance bonus on their caster level checks and gives Galzadar a +2 circumstance bonus to his saving throws. Without the special material, the rolls would be at -2.</p><p></p><p>There is a risk of death for the cursed elf wizard, so if any roll during the ritual (except the Diplomacy check) comes up as a Natural 1, he dies. However, the PCs can protect Galzadar from dying during the ritual by using <em>death ward</em> or a similar spell. <em>Death ward</em> lasts minutes/round, so it would have to be cast multiple times during the ritual to protect him from each roll of a Natural 1.</p><p></p><p>If the PCs are willing to take the time, they could use <em>hallow</em> to permanently add <em>death ward</em> to the grove so that is doesn't have to be cast multiple times. However, that requires 24 hours and <em>death ward</em> is a Necromancy spell, so permanently adding it to the Grove of the North Gods might not be the best idea considering how much those gods despise Necromancy. (They won't be angry if the PCs simply use <em>death ward</em> <u>only</u> on Galzadar to keep him from dying.)</p><p></p><p>The first roll is a <em>dispel magic</em> check vs. <em>dominate person</em> that acts as a supernatural ability. While the domination can't be completely dispelled it can be suppressed. If the entire ritual is successful, then Galzadar will be be free from it as well. (The DC is 11+15 for a total of 26. This effect was placed on him by the demon lord, so it is hard to get rid of permanently.) <em>Greater dispel magic</em> can be used as well, assuming one of the PCs can cast it. <strong>(JustinCase posted that Caerth can cast it.)</strong></p><p></p><p><em>Break enchantment</em> must be succeeded next, and it is as if someone cast <em>baleful polymorph</em> on Galzadar. (The DC for the caster level check is 11+9 for a total of 20.) As well, Galzadar must make a DC 15 Fortitude save or suffer 1d8 points of vile damage.</p><p></p><p>(After this point, Malotoch can no longer claim Galzadar's soul if he dies during the ritual.)</p><p></p><p><em>Remove curse</em> must be succeeded next, and it is as if someone cast <em>bestow curse</em> on Galzadar. There is no caster level check for the PCs, but Galzadar must succeed on a DC 15 Will save or suffer 1d8 points of vile damage.</p><p></p><p><em>Atonement</em> is the last spell required, but it requires Galzadar to be a <u>willing</u> participant. (Since Galzadar was under a curse, there is no XP cost to the caster.) What is needed to make the elf wizard completely compliant is a successful Diplomacy check. Galzadar is considered Unfriendly in his current state (Indifferent towards Caerth), but if he takes vile damage any time during the ritual, he immediately becomes Hostile (Unfriendly towards Caerth). For him to agree to the <em>atonement</em> spell, his attitude must be shifted to at least Friendly.</p><p></p><p>If everything goes right, Galzadar will shift to Chaotic Good and will no longer be considered a Thrall of Vok and no longer suffers under Abyssal Obedience. He will remain a shadowstar elf but his will be his own (but see below). There is also a 25% chance of him completely reverting to a silver elf with his original alignment (Neutral Good). (The PCs can cast the <em>polymorph</em> spell on him to increase the odds to 50%, but no higher.) This assumes that he is free of the <em>dominate person</em>.</p><p></p><p>If the dispelling vs. the <em>dominate person</em> effect is unsuccessful, however, he will remain susceptible to being enchanted by demons (but not by undead). This is a permanent -4 penalty vs. Enchantment-based spells and effects. (In his current form, without the ritual, he doesn't even get a save vs. demons or undead more powerful than him.)</p><p></p><p>If he doesn't agree to the <em>atonement</em> spell his alignment still changes but either to True Neutral or to Chaotic Neutral (50% chance of either).</p><p></p><p>Freeing Galzadar of his curse is considered a Good act and the PCs will gain a <strong>1,500 XP</strong> campaign bonus <strong>each</strong> if they save him from Vok’s curse, and his alignment shifts to TN or CN. If his alignment shifts to CG, the campaign bonus becomes <strong>2,000 XP each</strong>. If they manage to free him from future domination by demons, the campaign bonus becomes <strong>2,500 XP each</strong>. If Galzadar reverts back into a sliver elf with his original alignment (NG), the campaign bonus becomes <strong>3,000 XP each</strong>.</p><p></p><p>Aureus will get half of whatever the PCs get.</p></blockquote><p></p>
[QUOTE="Knightfall, post: 8457289, member: 2012"] So, are we now assuming the PCs will do the ritual before hunting down the fugitives? I will say the ritual takes 1d4+1 hours to complete properly, assuming all the required rolls are made without any failures. Otherwise it will take more time... 1 extra hour for every failed roll. (A Natural 20 roll by the PCs reduces the time required by 1 hour.) The PCs can use Aid Another for skill checks and can use magic to increase their odds of succeeding on caster level checks or help Galzadar make his saving throws. The special materials for the ritual also gives the PCs a +2 circumstance bonus on their caster level checks and gives Galzadar a +2 circumstance bonus to his saving throws. Without the special material, the rolls would be at -2. There is a risk of death for the cursed elf wizard, so if any roll during the ritual (except the Diplomacy check) comes up as a Natural 1, he dies. However, the PCs can protect Galzadar from dying during the ritual by using [I]death ward[/I] or a similar spell. [I]Death ward[/I] lasts minutes/round, so it would have to be cast multiple times during the ritual to protect him from each roll of a Natural 1. If the PCs are willing to take the time, they could use [I]hallow[/I] to permanently add [I]death ward[/I] to the grove so that is doesn't have to be cast multiple times. However, that requires 24 hours and [I]death ward[/I] is a Necromancy spell, so permanently adding it to the Grove of the North Gods might not be the best idea considering how much those gods despise Necromancy. (They won't be angry if the PCs simply use [I]death ward[/I] [U]only[/U] on Galzadar to keep him from dying.) The first roll is a [I]dispel magic[/I] check vs. [I]dominate person[/I] that acts as a supernatural ability. While the domination can't be completely dispelled it can be suppressed. If the entire ritual is successful, then Galzadar will be be free from it as well. (The DC is 11+15 for a total of 26. This effect was placed on him by the demon lord, so it is hard to get rid of permanently.) [I]Greater dispel magic[/I] can be used as well, assuming one of the PCs can cast it. [B](JustinCase posted that Caerth can cast it.)[/B] [I]Break enchantment[/I] must be succeeded next, and it is as if someone cast [I]baleful polymorph[/I] on Galzadar. (The DC for the caster level check is 11+9 for a total of 20.) As well, Galzadar must make a DC 15 Fortitude save or suffer 1d8 points of vile damage. (After this point, Malotoch can no longer claim Galzadar's soul if he dies during the ritual.) [I]Remove curse[/I] must be succeeded next, and it is as if someone cast [I]bestow curse[/I] on Galzadar. There is no caster level check for the PCs, but Galzadar must succeed on a DC 15 Will save or suffer 1d8 points of vile damage. [I]Atonement[/I] is the last spell required, but it requires Galzadar to be a [U]willing[/U] participant. (Since Galzadar was under a curse, there is no XP cost to the caster.) What is needed to make the elf wizard completely compliant is a successful Diplomacy check. Galzadar is considered Unfriendly in his current state (Indifferent towards Caerth), but if he takes vile damage any time during the ritual, he immediately becomes Hostile (Unfriendly towards Caerth). For him to agree to the [I]atonement[/I] spell, his attitude must be shifted to at least Friendly. If everything goes right, Galzadar will shift to Chaotic Good and will no longer be considered a Thrall of Vok and no longer suffers under Abyssal Obedience. He will remain a shadowstar elf but his will be his own (but see below). There is also a 25% chance of him completely reverting to a silver elf with his original alignment (Neutral Good). (The PCs can cast the [I]polymorph[/I] spell on him to increase the odds to 50%, but no higher.) This assumes that he is free of the [I]dominate person[/I]. If the dispelling vs. the [I]dominate person[/I] effect is unsuccessful, however, he will remain susceptible to being enchanted by demons (but not by undead). This is a permanent -4 penalty vs. Enchantment-based spells and effects. (In his current form, without the ritual, he doesn't even get a save vs. demons or undead more powerful than him.) If he doesn't agree to the [I]atonement[/I] spell his alignment still changes but either to True Neutral or to Chaotic Neutral (50% chance of either). Freeing Galzadar of his curse is considered a Good act and the PCs will gain a [B]1,500 XP[/B] campaign bonus [B]each[/B] if they save him from Vok’s curse, and his alignment shifts to TN or CN. If his alignment shifts to CG, the campaign bonus becomes [B]2,000 XP each[/B]. If they manage to free him from future domination by demons, the campaign bonus becomes [B]2,500 XP each[/B]. If Galzadar reverts back into a sliver elf with his original alignment (NG), the campaign bonus becomes [B]3,000 XP each[/B]. Aureus will get half of whatever the PCs get. [/QUOTE]
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