======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