Differences
This shows you the differences between two versions of the page.
| Both sides previous revision Previous revision | |||
| c:ron:secret:46 [2025/12/11 11:32] – removed - external edit (Unknown date) 127.0.0.1 | c:ron:secret:46 [2025/12/11 11:32] (current) – ↷ Page moved from secret:c1:46 to c:ron:secret:46 Kyle | ||
|---|---|---|---|
| Line 1: | Line 1: | ||
| + | ======PreGame====== | ||
| + | Current leads: \\ | ||
| + | * The Eye & The Ear in Dragonhold looking for Narkul' | ||
| + | * Narkul' | ||
| + | * Drusilia' | ||
| + | * Demeratos vision warns of a great power at the temple in Redkiln | ||
| + | * Alucard young Black Dragon contract | ||
| + | * Outlawed races in and around Mulburg | ||
| + | Current events: \\ | ||
| + | |||
| + | =====DM Notes===== | ||
| + | 1 days Until the hand spreads further into [[faction: | ||
| + | 19 days Until the Eye and the Ear return to Pinga' | ||
| + | Narkul is raising an army of undead in the Far Realm to unleash on a city he discovers the group in. \\ | ||
| + | |||
| + | ======Fellowship VS Knights====== | ||
| + | =====De-escalation===== | ||
| + | If the fellowship decides to de-escalate, | ||
| + | |||
| + | **What do you have to offer?** //material worth means nothing to Burldries// | ||
| + | **What services can you give to me?** //Take control of Mulburg, Kill Dyndryd, Provide a permanent hideout, //\\ | ||
| + | **What do I want?** I want your life or soul\\ | ||
| + | **What will you do with the soul?** None of your business but it'll be safe\\ | ||
| + | |||
| + | =====Tactics===== | ||
| + | **Priority** Drusilia, Alucard\\ | ||
| + | Burldries will pick off characters one by one, letting the other Knights weaken the Fellowship. \\ | ||
| + | They will not attack anyone that doesn' | ||
| + | ====Burldries==== | ||
| + | Burldries will impose frightful presences over everyone. DC 16 Wisdom save, Frightened for 1 minute can repeat at end of turn. \\ | ||
| + | He will try to grapple a target through a bite, if successful he will take them under water to try drowning them and recharge his breath attack. \\ | ||
| + | **Drowning** Make a DC 13 Con save to take breath before going under water. If fail begin drowning, if succeed standard hold breath time. Make a concentration check when hurt, on a fail start drowning. Once drowning the creature can survive rounds equal to Con mod (Minimum 1 round), at the start of its next turn drop to 0hp. \\ | ||
| + | Once the target has drowned he will return to the surface to use breath attack and try to get the next target | ||
| + | ====Knights==== | ||
| + | Buff/ | ||
| + | Weaken attackers, if badly hurt or losing retreat into the swamp | ||