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

Caerth takes off from the stalagtite he was clinging on to, only to drop a few meters because of the magical downdraft. He skillfully swoops lower with the wind, then continues flying toward the plateau where the elf wizard is, finding a hanging stalagtite above Galzadar. He makes sure to keep the elven wizard in his sights, and a straight line from him.

His owl friend Screech likewise has no difficulty navigating the sudden draft as it follows the dire bat. Caerth attempts to point out what he suspects is the wizard's familiar, then starts casting again.

A big sphere of flame appears directly behind Galzadar and it rolls towards the wizard, bumping into him without much force but with hot flames looking to burn what they can.
Caerth easily finds a stalactite to hang from and screech wings his way towards the elf and his unnatural-looking familiar. Caerth's spell whooshes into fiery existence behind Galzadar, but the elf wizard doesn't seem concerned. However, the winged familiar looks at the ball of flame with interest. It points to Caerth in his dire bat form and chatters to his master in a language Caerth doesn't understand.

"Yes, I see him," Galzadar says in Common. "His spells have not hurt me yet, so, no, I'm not worried." He points to Maur. "That dwarf is more concerning to me. If you want to do something about the druid and his owlish friend, by all means go ahead."

As Caerth direct the flaming sphere at the elf wizard, the flames do not penetrate the globe surrounding Galzadar.

OOC: Note that the spell isn't prevented from from being cast successfully, it just doesn't affect the elf wizard due to the magical globe protecting him. Does Caerth have dispel magic prepared?

JustinCase said:
OOC: Is it possible to direct Screech now? Making a Handle Animal check if needed:
Handle Animal: 1D20+12 = [16]+12 = 28
OOC: That check is more than high enough. Is Screech going after the wizard's familiar or is he going to try to get in the wizard's face? You have a special enhancement spell on Screech, right? Since it is on Screech and not being cast at Galazdar, SR might not apply, but it will depend on the spell. (I'm not completely sure.) If Screech is going to attack the familiar, go ahead and roll a single attack for the Screech against the tiny demon.
 

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Angus is the first to see the bleak eagle flying back towards the cave entrance. Whatever fear was gripping it seems to be gone. It makes a screeching sound and swoops in 30 feet above the cave floor. It doesn't reach the front line of the PCs allies, but its rider doesn't wait for it to get any closer.

The man leaps from the saddle on the magical beast and feather falls to the floor of the cave. It isn't very graceful, and he nearly gets his foot stuck in the saddles stirrup. He lands safely, regardless. He raises his magical javelin and aims towards Lady Pendour. He throws it a moment before anyone can warn her. The throw is a bit clumsy in the air and flies high above the battle. It soon begins to circle back towards the cultist.

"Crisenth, do not attack her again," Tarrak orders. "She is mine to kill!"

"Then why have you not done so, my lord?" The man asks the ghast lord without fear. "Do not let your passions cause you to underestimate that woman's champion and allies. Galzadar's apprentice informed us how easily they defeated Hirasean and the others and that they would be waiting for us here."

"Do not question me, Confessor!"

"I serve Malotoch, Tarrak! As do you! Do not forget that!" Crisenth chastises the ghast lord. "You... are not a god."

"Not yet," Tarrak replies while glaring at Lady Pendour.

 

Aureus see the bleak eagle returning and watches the rider jump off and feather fall to the ground. "Damn, can they all do that," she mutters as she takes aim at one of the flying rooks next to Phar that looks like it won't be able to fly much longer. "Time to take out these flying pests."

Her first shot is deflected by a wind gust from behind her but the second arrow sinks into the rook's wing. It squawks in pain and is forced from the air. It lands on the edge of the crevasse and manages to keep from falling into the deep crevasse.

"Stupid wind," Aureus glances behind her. She catches a glimpse of something floating in the air in the larger cavern. It is misty and hangs 10 feet over the cavern floor. Then, it moves through the air like a wispy apparition. Aureus can see it clearly as it stops near a large stalagmite. "What the hell is that?"

She points at the 'thing' and tries to get Quinn and Phar's attention. "There is something coming towards us! It looks like a cloud or a mist!"

There is a feminine cackling that reaches the hutaakan rogue's ears. "V-v- vampire?" She asks Phar, looking very concerned.

OOC:
Aureus - +3 Composite Longbow: 1D20+14 = [7]+14 = 21
1D20+9 = [1]+9 = 10 (one hit)
Aureus - Damage to Rook: 1D8+4 = [2]+4 = 6

Rook - Balance check (DC 7): 1D20+6 = [5]+6 = 11 (success)

@Scotley, Phar is up next! Note that there is one rook threatening Phar at the moment. There are two ten feet away -- one is on the floor of the cave (with +4 to AC from cover from a stalagmite) while the other is flying. There is a fourth fifteen feet away from him.

Make a Knowledge (arcana) check and/or Knowledge (religion) check. :)
 
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OOC:
OOC: Note that the spell isn't prevented from from being cast successfully, it just doesn't affect the elf wizard due to the magical globe protecting him. Does Caerth have dispel magic prepared?

No, unfortunately. But Caerth is more battle-ready than your average druid… [emoji2]

OOC: That check is more than high enough. Is Screech going after the wizard's familiar or is he going to try to get in the wizard's face? You have a special enhancement spell on Screech, right? Since it is on Screech and not being cast at Galazdar, SR might not apply, but it will depend on the spell. (I'm not completely sure.) If Screech is going to attack the familiar, go ahead and roll a single attack for the Screech against the tiny demon.

Screech goes after the familiar! Pet fight. [emoji1]

The Hide From Undead spell won’t help, but its Distracting Attack and Flyby Attack abilities will. And Magic Fang!

Screech attack: 1D20+13+1 = [4]+13+1 = 18
1D4+1= [3]+1 = 4
 

Screech wings towards the little flying demon while avoiding its master and lashes out with its talons. The elf's familiar is, at first, surprised by the incoming bird's bravery and then annoyed. It easily evades the owl's attack.

OOC: I've added Screech and elf's familiar to the Initiative order. The top of the order now says Caerth and Screech unless you want Caerth's owl companion to have its own initiative.

I've rolled for the demon familiar. I'm going to rule it didn't take any actions this round.
Demon Familiar - Initiative: 1D20+7 = [20]+7 = 27 😲
 

OOC:
Fort Save: 1D20+5 = [5]+5 = 10

knowledge arcana and religion: 1D20+19 = [2]+19 = 21
1D20+8 = [6]+8 = 14

scorching ray: 1D20+8 = [3]+8 = 11
4D6 = [6, 4, 5, 5] = 20
1D20+8 = [17]+8 = 25
4D6 = [1, 5, 5, 5] = 16


The elf coughs on the choking vapors and looks visably weakened. But he remains resolute and steps back from the Rook to unleash a spell of his own. His voice remains strong as he says the arcane words and he gestures at the Rook before him and the next closest one. Rays of scorching heat lance forth at the Rooks. He then tries to turn his attention to the mist pointed out by Aureus.
 

OOC: See my post in the OOC thread for some conclusions that Phar makes before he casts his scorching ray spell.

The elf coughs on the choking vapors and looks visibly weakened. But he remains resolute and steps back from the Rook to unleash a spell of his own. His voice remains strong as he says the arcane words and he gestures at the Rook before him and the next closest one. Rays of scorching heat lance forth at the Rooks. He then tries to turn his attention to the mist pointed out by Aureus.
The magical rays scorch the two rooks. The first rook screeches in pain and then tumbles over the edge of the crevasse and a sure death below. The second ray punches a hole through the second rooks chest. It is dead before it tumbles over the side of the crevasse.

Phar looks out towards where Aureus is pointing. Phar immediately knows what it is that he's looking at, and it's not the misty form of a vampire. More than likely the other Malotoch priestess, or someone else, has cast gaseous form. Phar knows that in that form, the person's movement is limited, but whoever it is will be over the spike stones soon.
 

Tarrak moves up the slope and then steps in behind a stalagmite. Then, there is a wave deathly energy that pour out from the ghast lord. It radiates out from the undead creature Angus watches as Tarrak, the monstrous ghast, and the other ghast all have some of the damage done to them reversed.

OOC:
Tarrak moves up the slope 5 feet (costing two squares) and 5 feet diagonally west. Lady Pendour is unarmed, so she doesn't get an AoO on Tarrak. The other NPCs near him are either cowering or dying. Angus is not close enough to get an AoO since he only threatens 5 feet, not 10 feet.

Tarrak - Deathly Aura (Number of Rounds and Damage Healed): 2D4 = [1, 2] = 3
2D8+9 = [4, 5]+9 = 18

Tarrak's deathly aura last for three rounds (including round 7) and heals 2d8+9 damage per round to up to 9 undead within 30 feet of the ghast lord (including Tarrak). Note that this aura only affects the undead. It does not heal Tarrak's living allies or damage any living foe.

Deathly Aura (Su) Up to nine undead (including Tarrak) within 30 feet of the ghast lord are healed by his deathly aura, if damaged. Extra hit points gained above an undead’s maximum are lost; the undead does not gain temporary hit points. If the undead creature has full hit points, it instead gains a +2 profane bonus on its attack and damage rolls. If the undead creature is down by even one hp on Tarrak’s turn, it doesn’t gain this effect in a round.

The profane healing is similar to a mass inflict moderate wounds cast by a cleric of 9th-level (2d8+9). Unlike mass inflict moderate wounds, this ability doesn’t hurt living creatures; it only heals undead. Tarrak can activate this ability as a standard action, and the aura remains in place for 2d4 rounds. This is a supernatural ability.
 

The grounded rook near Quinn hops down the slope and tries to hit the tough fighter with its club. It is a clumsy strike. The flying rook next to it, banks around to attack Henry with its club but it, too, is a clumsy strike. The grounded rook next to Lady Pendour takes a swipe at Angus with its club but the blow only hits the cave floor.

Sir Ghal watches as the other rook pushed down into the crevasse by Maur's spell flies back up out of the deep depression and rises 30 feet into the air. It looks very angry.

The monstrous ghast, Phre, doesn't even try to get up. The lithe undead strikes out from the floor of the cave at Angus. Phre screams a curse at the centaur as she tries to smite Angus with her first strike. Her position on the cave floor almost causes her to lose her morningstar, but she barely hangs on to it. She regrips the weapon properly and smashes it against Angus's lower torso near his front hooves.

OOC:
Phreonsheth - Full Attack while Prone (smite on first strike): 1D20+23-4 = [2]+23-4 = 21; 1D8+15 = [3]+15 = 18
1D20+12-4 = [19]+12-4 = 27; 1D8+11 = [2]+11 = 13


Almost rolled a one on the smite attack (a miss), but I believe the second attack is a hit. Angus is very lucky, but he still takes 13 points of damage if 27 does hit. I will confirm on the OOC thread. ;)
 

Lady Pendour watches as the ghast near her strikes out at Angus and hits the centaur. Fear begins to grip her heart and her feet force her to move away from these foes. She carefully moves away from the ghast but risks a strike from the rook next to her. The slowed rook can only watch her flee away from its claws. She comes to a stop near Maur but stays back from the rook attacking Henry.

OOC: Lady Pendour withdraws 40 feet down the slope. I'm assuming the slowed rook cannot make an AoO against her since it has already acted this round.
 

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