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

Battle tactics in a crowded arena take over in Quinn's mind as he takes the least dangerous act to recover his spiked chain in his empty off hand,, knowing at least one cultist can try and hit him as he does so, then he tries to lure the same cultist to his [southwest] to advance in the way in the upcoming fighter that had just advanced from the shadows.
 

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Battle tactics in a crowded arena take over in Quinn's mind as he takes the least dangerous act to recover his spiked chain in his empty off hand,, knowing at least one cultist can try and hit him as he does so, then he tries to lure the same cultist to his [southwest] to advance in the way in the upcoming fighter that had just advanced from the shadows.
The cultist takes full advantage of Quinn's movement to retrieve his weapon. The man swings his mace and the weapon impacts the big ex-gladiator on the shoulder. The wound isn't the worst Quinn's had, but it leaves him bruised.

OOC: @ScottDeWar_jr, you can make your standard acton.
 

Cruel Justice has made its dislike for the cultists known, giving Quinn the motivation to dispatch the one who just struck him though since he has moved back a few steps he uses his old friend the the spiked chain, albeit a bit awkwardly.

attack and damage [ignore this stuff]
att: 1D20+13 = [11]+13 = 24

_: 1D6+5 = [5]+5 = 10



base roll from above: 11 +14 [att bonus] -6 [off hand penalty]=19 [i am told it is a hit]
damage:
_: 2D4+4 = [1, 4]+4 = 9
 
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Cruel Justice has made its dislike for the cultists known, giving Quinn the motivation to dispatch the one who just struck him though since he has moved back a few steps he uses his old friend the the spiked chain, albeit a bit awkwardly.

attack and damage [ignore this stuff]att: 1D20+13 = [11]+13 = 24
____

base roll from above: 11 +14 [att bonus] -6 [off hand penalty]=19 [i am told it is a hit]
damage:
_: 2D4+4 = [1, 4]+4 = 9

Actually, its 21 to hit with the spell that Maur cast.
While the strike with the chain is awkward, the cultist isn't expecting it. The chain hits the man in the chest. He winces in pain and grits his teeth.
 

Angus shouts to Wieland, "A'em coovraen tha flaenk! Thaes haelway is nae MAEN!! Moove baeck enta tha maen haelway! A'doona waent ta rain ye doon!"

Angus gives Wieland a wink and a smile, as he motions behind himself with his thumb.
 

Angus and Wieland hear the footsteps echoing down the eastern corridor. It sounds like more cultists are coming. They watch as a single cultist comes around the corner. He stops in his tracks when he sees Angus. He quickly begins to cast a spell in hopes of catching the guard and centaur off guard.

Angus shouts to Wieland, "A'em coovraen tha flaenk! Thaes haelway is nae MAEN!! Moove baeck enta tha maen haelway! A'daent waenna rain ye doon!"

Angus gives Wieland a wink and a smile, as he motions behind himself with his thumb.
A blast of sound goes off. It is deafening to the young guard's ears. He shakes his head in discomfort. he nods to Angus and moves out of the corridor to stand next to Phar.

The big centaur's eyes water as the sound engulfs his head.

OOC: Casts sound burst on Angus and Wieland. Each takes 1D8 = [2] = 2 points of sonic damage and must make a Fortitude save (DC 15) to avoid being stunned for 1 round.

Wieland - Fortitude save: 1D20+8+2 = [19]+8+2 = 29 (saves)
 

Brutus finally succumbs to the advice of his seniors and rushes out of the fight back past Maur, Angus, and Phar. He stands in front of Caerth nursing his wounds. Meanwhile Aureus is busy digging into her pack for an extra bow string to replace the one that got damaged when she dropped her bow. It takes time but she'll soon be back in the fight. Timmins discards the broken half of his bow and draws his longsword. He waits for an opportunity to move forward and fill in any gps that might form in the group's defenses.

Maur and Quinn wait for the man named Hirasean to advanced, but he instead begins to cast a spell. A form begins to come into focus in front of Maur. Whatever the champion is summoning will appear soon.

The woman with Hirasean stops her oratory and steps forward to the one-handed cultist and admonishes him. "Get up, you fool." She casts a spell and the man's arms begin to glow below the elbows. He yells in pain. Maur can clearly see that his remaining hand changes to that of a demon claw and he severed hand seems to grow back as a demon claw as well. "Kill the dwarf, Thomke. Malotoch demands it!"

Meridith takes aim at the cultist Quinn wounded, hoping to put him down. Again, there are too many bodies between her and the foe.

OOC: Aureus performs a full-round action to dig out a replacement bow string and fix her bow. Timmins performs a move action to draw his longsword. Hirasean casts a summoning spell. Maur requires a Spellcraft check to know the spell being cast but it is obviously a summoning.

The bard casts a spell called Claws of the Demon from the d20 sourcebook called Spells & Spellcraft: Clr 1, Evil 1, Sor/Wiz1; 1 standard action; 3 rounds/level, target's clawed hands do 2d8 points of damage; -2 circumstance penalty to Charisma checks. | Note that her Inspire courage lasts for another 5 rounds.

Meridith - Shortbow: 1D20+6+2 = [9]+6+2 = 17
1D6+1 = [4]+1 = 5
(miss)
 

OOC: Talk about timing! Nat 20 on attack AND max damage


Maur notes the casting and moves immediately to interrupt it. He ignores the cultist on the way, trusting in Moradins might in form of the prayer, but even more so in the forge-fires that built his armor. The move unlocks his armor, but the additional distance gives him advantage on the swing, freeing his right hand from the wall.

"Kill the dwarf!? I'll show you killing dwarf, waif!"
The hammer shines with slight reddish light, like a reflection from the forge fire leaving slight trace behind the weapon. With colossal CRUNCH! the hammer connects with the cultist champion.

"I've fought worse in the Underdark. Just give up."

Swift: channel turn attempt for smite
Move: diagonally right, straight down taking Attack of opportunity from the cultist
Attack: Smite attack vs Hirasean; smite damage: 1D20+13+1 = [20]+13+1+3 = 37
1D8+7+7 = [8]+7+7 = 22
- sooo...66 damage? Or if you roll each set separately 'only' 62
:D

Crit confirm: 1D20+13+1 = [9]+13+1+3 = 26
Crit damage: 1D8+7+7 = [6]+7+7 = 20
1D8+7+7 = [6]+7+7 = 20


Forgot recitation, so confirm is 26 and crit is 37 (modified text in the link, link shows results without)
 
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"Careful," Caerth whispers to all his allies, as the half-orc is pretty sure these two new foes are a lot more dangerous than their minions.

The druid searches his memories for an appropriate spell he learned to deal with a situation like this...

"Kentaur," he calls Angus, thinking of a plan. "Need a helping bear?"

Not waiting for a reply, Caerth is already rummaging in his vest for an acorn or mushroom to infuse with his druidic magic.

OOC: It's not my turn yet, but I just wanted to post. :)

On my turn, Caerth will summon a bear behind the cultists' champion, so Angus (or Maur, or whoever is up close to the enemy) has a flanking bonus.

Plus, who expects a bear to pop up behind you in a dungeon? :D
 

Angus frowns in consternation at the sonic attack; his ears ring momentarily, but he shakes it off. He's had worse. He remembers the time that Duncan Skullbane, a Half Ogre fur trader he knew in his youth, came for a visit; after a round of boasting and bragging, they'd made a bet for a table keg of ale over an arm wrestling contest between themselves. Angus had won, fair and square, but Duncan was sore, and a fist fight had ensued. Any one of the five or so punches that Duncan had landed hurt worse than this (Duncan's blows were more than twice the amount of "oomf.") And in fact, it wasn't until young Angus had knocked Duncan out that the affair was settled. Duncan's observation, upon waking, was that Angus was truly strong to be able to take as many blows to the face and head as he did, and still manage to accomplish such a feat. The two became fast friends after that. But this cultist wasn't going to be as lucky.

The spell inflicted 2 pts. damage. (1d8 or 1-8)

Duncan, being Large, with a 21 STR, inflicted 1d6+5, or 6-11 pts. per hit. Duncan's AVERAGE damage (8 pts.) was the max damage that this spell was capable of. Ouch. LOL 😛

The lance catches the cultist in the right shoulder, easily piercing the thick, rolled fibers of his protective robes, finding plenty of flesh to rend and tear! The cultist squirts blood like a leaky bucket, as he cries out in agony, and begins to back-peddle. Despite the seriousness of the wound, and his stumbling for two and a half steps, he maintains his balance, and does not fall.

OOC: Angus hits AC 29, and inflicts 18 pts. of damage.

However, the cultist immediately realizes that in physical combat, he is greatly out-matched by the centaur. A look of panic crosses his countenance, as he realizes that he shall not survive more than one or two additional blows from his mighty opponent.
 
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