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c:ron:secret:46 [2025/12/11 11:32] – removed - external edit (Unknown date) 127.0.0.1c:ron:secret:46 [2025/12/11 11:32] (current) – ↷ Page moved from secret:c1:46 to c:ron:secret:46 Kyle
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 +======PreGame======
 +Current leads: \\
 +  * The Eye & The Ear in Dragonhold looking for Narkul's sword
 +  * Narkul's old friend 'Dyndryd' lives North of the marsh
 +  * Drusilia's vision shows a castle in the North East of the marsh
 +  * 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:cult_of_narkul#cult_of_narkul1|Sovereign]] \\
 +19 days Until the Eye and the Ear return to Pinga's or Mulburg with Back Talker \\
 +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, Burldries agrees but on a life for a life basis, or if no lives have been lost he demands the life of the one who attacked first. The Knights do not try to initiate de-escalation, they are fighting for their lives and freedom. \\
 +
 +**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't attack first. \\
 +====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/protect Burldries when he's above water \\
 +Weaken attackers, if badly hurt or losing retreat into the swamp