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

Knightfall

World of Kulan DM
Tarrak looks down at Azurak just beyond its reach and the ghast lord shakes its head. Tarrak chooses to leave the weapon where it lays and draws the falchion on its hip as the ghast lord moves farther up the slope. Tarrak turns to the ghast standing next to it. "Go, retrieve my mace. Kill the halfling."

The ghast hisses but complies.

The ghast lord turns its attention back towards the heroes. Tarrak calls out to Malotoch to smite the centaur for his crime of standing against the ghast lord and Malotoch's will. A powerful blast of energy slams into Angus.

OOC:
Tarrak moves up the slope a total of 10 feet (4 squares of movement) and uses a free action to order the ghast to try to retrieve Azurak. The ghast will move on its turn to try to get the great mace.

Tarrak casts deific vengeance against Angus: Tarrak - Deific Vengeance (DC 17 Will save) damage vs Angus: 4D6 = [5, 6, 1, 5] = 17

@Tellerian Hawke, roll a Will saving throw for Angus. He takes half damage (8 points) on a successful save.
 

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Knightfall

World of Kulan DM
The rook flapping in the air next to Ailward and Henry swings its club back to try to wind up to take Ailward's head off but the weapon slips from its clawed hands. The club flies over the edge of the crevasse and into the darkness below. It wails in frustration and Ailward can't help but laugh at the creature's misfortune.

"Don't celebrate yet," Henry chastises the young cohort.

The high flying rook charges at Angus through the air, but its club strike doesn't get past the centaur ranger's defenses. It hisses in frustration.

The slowed rook next to Angus swings it club at the dwarf next to it and hits a solid blow against the stout warrior. It could have been worse as the rook almost hit the dwarf man in the head. It settles for the dwarf's shoulder.

The monstrous ghast is healed of some of its wounds by Tarrak's deathly aura, but Phre knows she won't last long against both Angus and Sir Ghal. And, the dwarf's light is burning her. She finally risks getting to her feet and tries to slip away from the onslaught she knows is coming from the knight and centaur.

Sir Ghal strikes out at her with fury, but the canny undead manages to avoid the knight's sword strike. She begins to beat her wings to take to the air.

OOC:
Phre stands up from prone and then flies 10 feet up (four squares) and then flies 25 feet to land at a higher point on the slope just behind Tarrak towards the right. If she survives Angus's AoO.

Sir Ghal - AoO vs Phre: 1D20+16 = [7]+16 = 23
1D10+9 = [5]+9 = 14
(miss)

@Tellerian Hawke, make your AoO vs. Phre.
 

Knightfall

World of Kulan DM
"Galzadar, get rid of that light!" Tarrak orders the elf wizard.

"I'm a little busy, my lord!" Galzadar shouts back.

"Do as I say, wizard!"

Galzadar sighs. He tries to cast dispel magic with the wild shaped druid all over him. He has a chance to succeed as long as he concentrates. However, the flapping wings of Caerth in his dire bat form causes wind gust around the enemy elf, which causes dust to get into Galzadar's mouth. The elf gags and spits out sand and the spell fizzles.

He curses and draws his blade in anger. "I'm going to cut you down to size!" It is the first real show of emotion from the elf wizard.

"Useless!" Tarrak shouts in anger. "Must I do everything myself!"

The elf wizard doesn't even acknowledge the ghast lord's outburst. He growls at Caerth with menace. Caerth watches as the elf man's skin shimmers into a different hue. The color reminds the half-orc druid of a dark early summer thunderstorm rolling in from the Karmine Sea. The elf's eyes seem to flash like lightning.

 

Neurotic

I plan on living forever. Or die trying.
"Yes, Tarrak. Your minions will do nothing. They cannot dispel our spells, the wizard is useless, your champion fell to a single hit and a summoned bear. Unless you do it yourself, nothing will come of this.

I mean really? Ghouls and ghasts?!
If I sneeze they would be dust.

You do what you must,
nothing will happen unless you cast!"


Ignoring the rook next to him and the one further on, Maur advances. Weaving through melee, passing the great centaur, avoiding or stepping over the fallen, he arrives up front across Tarrak.

"Deja vu, just as Xander in the temple. He thought he is far enough too. Say hello to Hilrasean when you see him in hell."

He shimmers for a moment and materializes directly in front of the ghast lord. Raising his silvery weapon wreathed in the power of his god, Maur swings and immediately notices he misjudged the position of the stalagmite. His internal call to Moradin is answered immediately and the stone seems to move from the hammer or the hammer passes through the stone deflecting minimally.

Celestial Brilliance: 1D6 = [4] = 4

Move in front of melee taking OA from the non-slowed rooks (if any) - I too have 50' of movement, not sure if I can get to the red circle(i.e. how many penalties I have for moving through) - green field could be reachable as an alternative.
1627462100945.png


Then either charge (I don't think I can, since I passed through others) or use swift to teleport 10' (anklet of translocation) to the red circle - this prevents use of the smite, but works perfectly well for normal hit:

Attack vs Tarrak; damage: 1D20+17 = [6]+17 = 23; 1D8+8+4 = [8]+8+4 = 20
Pious Soul bonus: 3D6 = [2, 4, 2] = 8 <-- total to hit 31, hopefully enough despite abyssmal rolls :(
Save vs Stench: 1D20+18 = [9]+18 = 27

OA vs ghast (just in case); damage: 1D20+17 = [5]+17 = 22; 1D8+8+4 = [4]+8+4 = 16 another 'great' roll
Current AC: 27/14/27 while immobile (+ haste)
+4 against the chaotic due shield of law
AC 30/17/30

When moving: lower all AC numbers by 2

Smites: 3/6

HP 54/81
Saves:

+3 vs poisons, spells, and spell-likes
+1 vs evil creatures (vestments))
Fortitude: +8+3+1+2(heroism) = 14
Reflex
: +2+0+1+1 (haste) +2 (heroism) = 6
Will
: +8+4+1 +2 (heroism) = 15

+2 alchemical silvered warhammer of disruption with heroism

Attack: +16/+11 (undead Will DC 14 on hit or be destroyed)
with haste, it is +17/+17/+12
Damage: 1d8+8+4
Critical: 20/x3

Active spells:
14 hours Consecrate gives -1 penalty on attack rolls, damage rolls, and saves to undead
the area covers front barricades and 30' beyond (20' radius burst cast just beyond barricades)
Consecrate gives +3 to turning check

70 minutes Mass Conviction gives EVERYONE +3 MORALE bonus on saving throws
(cast while speeches were given so everyone should be inside the radius except maybe for the scouts)

7 days Celestial brilliance 35' emanation for damage with light reaching 70'
Undead creatures take 1d6 points of damage each round they are within the bright light.
Evil outsiders, as well as undead creatures that are specifically harmed by sunlight, take 2d6 points of damage each round in the bright light.

Shield of Law
SR 25 vs chaotic creatures, +4 deflection AC; chaotic creatures need to make will save on attack or be slowed.


Turn undead
Check: 1d20+1 (cha) +2 (religion bonus)
HD turned 2d6+9 (level)+1 (cha) +1 (ephod od authority)

Smite: +1 (cha) to hit / +10 (effective turning level)

Spells
6/6 Amanuensis, Create Water, Detect Magic x3, Purify Food
4/5 Bless x2, Foundation of Stone, Hide from Undead, Lesser Holy Transformation, Animate Rope (D)
2/3 Consecrate, Ghosttouch armor, Remove Paralysis, Spiritual Weapon (D)
1/3 Holy Storm, Mass Conviction (+3), Downdraft, Stone shape (D)
1/2 Celestial Brilliance, Recitation, Spike Stones(D)

Basic non-magic stats
AC: 10 + 9(plate +1) +4 (heavy shield +2) +0 (DEX) +1 (deflection)
Total / Touch / Flat Footed
AC: 24 / 13 / 24
Initiative: 12
 
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Knightfall

World of Kulan DM
"Yes, Tarrak. Your minions will do nothing. They cannot dispel our spells, the wizard is useless, your champion fell to a single hit and a summoned bear. Unless you do it yourself, nothing will come of this.

I mean really? Ghouls and ghasts?!
If I sneeze they would be dust.

You do what you must,
nothing will happen unless you cast!"


Ignoring the rook next to him and the one further on, Maur advances.
The rook swings its club at Maur's head but the dwarf ordained champion easily ducks the swing.


Neurotic said:
Weaving through melee, passing the great centaur, avoiding or stepping over the fallen, he arrives up front across Tarrak.

"Deja vu, just as Xander when you see him in hell. He thought he is far enough too."

He shimmers for a moment and materializes directly in front of the ghast lord. Raising his silvery weapon wreathed in the power of his god, Maur swings and immediately notices his misjudged the position of the stalagmite. His internal call to Moradin in answered immediately and the stone seems to move from the hammer or the hammer passes through the stone deflecting minimally.
When Maur mentally tries to activate the anklet, the magical item seems to fizzle. It doesn't want to work. Maybe Moradin's blessing only went so far. The ordained champion has all his spells but the power of the anklet doesn't seem to have been reset. maur tries to activate it again and says a quick prayer to the Dwarf-Father...

OOC: See below for my reasoning. There is a chance the anklet might work. See the spoiler.

Neurotic said:
Celestial Brilliance: 1D6 = [4] = 4

Move in front of melee taking OA from the non-slowed rooks (if any) - I too have 50' of movement, not sure if I can get to the red circle(i.e. how many penalties I have for moving through) - green field could be reachable as an alternative.
View attachment 141298

Then either charge (I don't think I can, since I passed through others) or use swift to teleport 10' (anklet of translocation) to the red circle - this prevents use of the smite, but works perfectly well for normal hit:

Attack vs Tarrak; damage: 1D20+17 = [6]+17 = 23; 1D8+8+4 = [8]+8+4 = 20
Pious Soul bonus: 3D6 = [2, 4, 2] = 8 <-- total to hit 31, hopefully enough despite abysmal rolls :(
Save vs Stench: 1D20+18 = [9]+18 = 27
OOC: Looking at the map and Maur's hasted speed, I'd say he could get to Tarrak, but not with his anklet. He has used up how many times he can use his anklet per day.

NOTE: I do remember saying you could reset Pious Soul, for example.

Yes, Maur's spells were reset at the shrine, but not spells on magic items. (I should have clarified that before now, but I forgot about the anklet. Sorry about that. [†]) It's uses are per day, not every 8 hour rest period. It has not been over 24 hours since Maur used it. An item like that has its restrictions for a reason, and we're going to stick to it. However...
Now, if I did agree to letting the anklet be reset and forgot about it, then point out the conversation we had about it. I don't remember saying you could have Maur use it again (like with Pious Soul), but I could have simply lost track in the back and forth. But, I want to see a clear indication that you asked and I said yes. It is possible you asked as part of other questions, and I missed it. If that was the case, then it's on me, and you can use it again... this one time. Next time there is a debate about whether enough time has passed or not, we will stick to the magical item's 24 hour restriction.

If it turns out that I did agree to it and forgot, then with Pious Soul, Maur's attack becomes a hit. Without it, Maur will be able to get to Tarrak, but won't be able to attack him.

Also, I need you to roll another Caster Level check vs. Spell Resistance (DC 21) for celestial brilliance vs the Confessor of Malotoch. If successful, the celestial brilliance damages the Confessor using the evil outsider damage. ;)
 

ScottDeWar_jr

second birthdate : 15 Dec 2011
Quinn charges up the slope and attacks the rook harassing Ailward and Henry

"leave them alone you pigeon brained rat!" He swings the big sword in a deadly arc that whistles with deadly malice
Power attack: -5 att, +10 Damage [weapon used 2 handed]
base attack roll:
Alric4595: D20 → 1717 that is a 17, not a 1,717
base damage:
Alric4595: D10 → 99 that is a 9, not 99

att 9+4+1+1-5; dam+4+1-2+10
Final: att: 27; dam: 22+ 1d6 = 28
Alric4595: D6 → 66
Sash: round 2 fiery weapon, DMG pg 224 [Dandwiki: A flaming weapon deals an extra 1d6 points of fire damage on a successful hit.]

Mods
Quinn's combat stats:
Hp: 113/113*[1*]
AC: [28] +1 [haste]; +4 [deflection]; +3 [natural]; +5 [breastplate]; +2 [magic]; +2 [dex]; +1 vs rook [dodge feat]
vs attack of opportunity AC [
fort: [+13] +3 [moral]; +4 [resistance]; +3 [class]; +3 [con]; +1 [cloak]
ref: [+13] +1 [haste]; +3 [moral]; +4 [resistance]; +3 [class]; +2 [dex]; +1 [cloak]
will: [+12] +3 [moral]; +4 [resistance]; +3 [class]; +2 [wis]; +1 [cloak]
SR vs chaotic spell or caster: 25
energy resistance: fire 5 [red sash]

**con damage from cloudkill: -1 con [16->15] -1 to a few things:
[*1] HP total: 105 [-9 from cloud kill]
[*2] fort saves [+12] [-1 from cloud kill]

BAB: [+15] +9 [class]; +4 [str]; +1 [haste]; +1 [moral]
dam: +1 [conviction] +1 [bard song]
bard song has ended

Longbow +1 att; 1d8 +5 dam
+1 composite +4; threat range: 20 [x3]

bastard sword +1 att; 1d10-1 dam
mwk, alchem silver; threat range: 19-20 [x2]


Cruel Justice, Scimitar +1 att; 1d6+1 dam
(Adamantine/Intelligent/Keen); threat range: 15 - 20 [x2]

Spiked chain +1 att; 2d4+1
threat range: 20 [x2]
 

Knightfall

World of Kulan DM
Quinn charges up the slope and attacks the rook harassing Ailward and Henry

"leave them alone you pigeon brained rat!" He swings the big sword in a deadly arc that whistles with deadly malice

OOC:
Power attack: -5 att, +10 Damage [weapon used 2 handed]
base attack roll:
Alric4595: D20 → 1717 that is a 17, not a 1,717
base damage:
Alric4595: D10 → 99 that is a 9, not 99

att 9+4+1+1-5; dam+4+1-2+10
Final: att: 27; dam: 22+ 1d6 = 28
Alric4595: D6 → 66
Sash: round 2 fiery weapon, DMG pg 224 [Dandwiki: A flaming weapon deals an extra 1d6 points of fire damage on a successful hit.]

Quinn's combat stats:
Hp: 113/113*[1*]
AC: [28] +1 [haste]; +4 [deflection]; +3 [natural]; +5 [breastplate]; +2 [magic]; +2 [dex]; +1 vs rook [dodge feat]
vs attack of opportunity AC [
fort: [+13] +3 [moral]; +4 [resistance]; +3 [class]; +3 [con]; +1 [cloak]
ref: [+13] +1 [haste]; +3 [moral]; +4 [resistance]; +3 [class]; +2 [dex]; +1 [cloak]
will: [+12] +3 [moral]; +4 [resistance]; +3 [class]; +2 [wis]; +1 [cloak]
SR vs chaotic spell or caster: 25
energy resistance: fire 5 [red sash]

**con damage from cloudkill: -1 con [16->15] -1 to a few things:
[*1] HP total: 105 [-9 from cloud kill]
[*2] fort saves [+12] [-1 from cloud kill]

BAB: [+15] +9 [class]; +4 [str]; +1 [haste]; +1 [moral]
dam: +1 [conviction] +1 [bard song]
bard song has ended

Longbow +1 att; 1d8 +5 dam
+1 composite +4; threat range: 20 [x3]

bastard sword +1 att; 1d10-1 dam
mwk, alchem silver; threat range: 19-20 [x2]


Cruel Justice, Scimitar +1 att; 1d6+1 dam
(Adamantine/Intelligent/Keen); threat range: 15 - 20 [x2]

Spiked chain +1 att; 2d4+1
threat range: 20 [x2]
Quinn's blade bisect the rook at its torso. The top half catches fire and falls over the edge into the crevasse while the lower half falls onto the cave floor in front of the fighter. Ichor oozes out onto the ground and Quinn quickly kicks it over the edge too.

"Those rooks smell almost as bad the the ghasts," Ailward says. He grips Syndra's spear and move up the slope and stabs at the last rook that charged through the air at Angus. He is surprised when the rook easily evades the strike. "Not as weak as the others, are you."

"You will soon find out, human," the rook hisses at him.

Henry retrieves the magical crossbow off the cave floor and moves across the slope to stand next to Ailward. He looks at the dead scattered around the cave floor and begins to look for anything that could help them in this fight. He notes a pouch on Syndra's belt and he bends down to find out what's in it. He finds three unused potions in the pouch

"I've got potions here," the wilderness rogue says. "I think two of them are cure potions!"

"Give them to Angus," Sir Ghal orders Henry. "Or to Gala Elle to use on the wounded, and someone check on Lady Pendour!"

Henry nods.

Sir Ghal looks down at Azurak. Maur is right, the Star Arm needs to be kept from falling back into the hands of these monsters. He reaches down and picks up the great mace. He immediately regrets his decision. A power wave of energy enters his arm and saps his strength. He cries in pain and drops the weapon immediately. It rolls back behind him towards Angus.

The rook hopping next to Ghal cackles at the knight's discomfort.

"Shut up!" Sir Ghal says as he slams his blade into the rook. He nearly takes off one the rook's wings.

The bird beast cries out in agony. "No more, no more! I surrender!"

"Not today you don't," Sir Ghal replies.

OOC:
Ailward - Attacks with enhanced mwk shortspear vs rook: 1D20+7 = [6]+7 = 13
1D6+2 = [5]+2 = 7
(miss)

Sir Ghal picks up Azurak (move action), loses a level, and then drops the great mace (free action). Then he attacks the rook next to him.
Sir Ghal - +2 bastard sword vs Rook: 1D20+16 = [5]+16 = 21
1D10+9 = [4]+9 = 13
(hit)
 

Knightfall

World of Kulan DM
The ghast obeys its master and moves down the slope to try to get Azurak. It finds the great mace sitting just beyond its reach, so it turns its attention to its second command. Kill the halfling. It bites the cowering halfling warrior. Temperance tries to cry out but the power of the ghast's bite causes her to become paralyzed.

"Temperance!" Her kinswoman cries out. "No!"

"Out of the way, you flying rat!"
The dwarf fighter slams his axe into the rook and the creature goes down. The dwarf sighs in relief. "I'm getting too old for this crap."

Elle rushes to her sister's aid and stabs her blade at the ghast. "Get away from her!" Her blade makes a minor gash in the undead creature's side. It hisses at the halfling Gala of Inanna. "You will not touch her again!"

 

ScottDeWar_jr

second birthdate : 15 Dec 2011
"ungh! these rooks smell worse on the inside then they do on the outside!" Quinn says as he kicks the lower half of the fallen creature over the edge, "Sir Ghal, I am trying to get to her ladyship!!"
 


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