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

Quinn is moving about the rooks viscera and swings with strength and might losing accuracy in the hopes of more damage, but his foot gets in a spot of crushed liver and his aim is thrown off completley, his grip on the sword just barely hanging on! [I rolled a 2 for a total of 10.]

Placeholder for Quinn (his plans for intimidation have gone to $h!7) I have too get to work!

Ok, move 10 feet south to where the dead rook is to finish off the owlbear skeleton, cost of movement: 20 feet.
going to go eat , more to come
AC: [27] +4 [deflection]; +3 [natural]; +5 [breastplate]; +2 [magic]; +2 [dex]; +1 vs owl bear skelly [dodge feat]
power attack:-5 att/+10 damage Using Cruel Justice 2 handed
attack+8; damage 1d6+15
ScottDeWar,Jr: D20 + 8 → 10(2 + 8)miss
Sash: round 4 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: [27] +4 [deflection]; +3 [natural]; +5 [breastplate]; +2 [magic]; +2 [dex]; +1 vs owl bear skelly [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: [+13] +9 [class]; +4 [str];
dam: [+5] 4 [str]+1 [conviction]


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]
 
Last edited:

log in or register to remove this ad

OOC: I really miss the belt of healing :(
@Knightfall, if I read the map correctly, Phre moved away so Maur doesn't need to overrun Crisenth. And I have -7 balance due to special armor :) So...doing a bit of magic :D
Dwarf with a fly speed (holy transformation, lesser)
You gain
  • a +2 sacred bonus to Strength and Constitution
  • a fly speed of 60 feet (good)
  • a darkvision out to 60 feet
  • a +2 sacred bonus on saving throws
  • the ability to speak and understand Celestial.
I think flying still triggers OA from Crisenth? Maybe with a penalty from attacking from below? :D


The retreat of Phre gave Maur a bit of breathing space. He was still in danger, of course, but he could do something that obviously his companions couldn't at this moment. He just has to trust into his armor and Moradin.

Casting carefully behind his shield, he calls upon his connection to the planes of Good and transforms. Translucent wings appear on his back, armor shines with subtle golden light and Maur feels his strength increasing. He also noticed the world closing in, celestial darkvision being less than his own. Celestials never had to adapt to The Underdark.

"See you later, Crisenth. I have a boss to catch. You're just nobody. Just like Hilrasean, a weak son looking for approval of a father. Who doesn't care either way."

Pushing away from the ground, he lands next to the ghast lord.
"Hello, Tarrak. It seems your minions are still incapable of containing me. Can you please not eat that man?"

Will save (base + racial + vestments + shield of law): 1D20+12+3+1+4 = [5]+12+3+1+4 = 25
Concentration check (DC 16): 1D20+12+2 = [6]+12+2 = 20

Standard: Casting defensively
Move: 60' land "under" Tarrak - blocking his exits unless he can somehow move Wieland.

Current AC: 27/14/27 while immobile
+4 deflection against the chaotic due shield of law
AC 30/17/30

When moving: lower all AC numbers by 2

Smites: 3/6

HP 36/81
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
+3 from shield of law

+2 alchemical silvered warhammer of disruption with heroism and divine favor (1 minute, 9 rounds left) and fist of the gods
Attack: +18/+13 (undead Will DC 14 on hit or be destroyed)
Damage: 1d8+8+4+2+2 (last +2 lasts 4 more rounds)
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)

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: +3 (cha) to hit / +10 (effective turning level)

Spells
6/6 Amanuensis, Create Water, Detect Magic x3, Purify Food
2/5 Bless x2, Foundation of Stone, Hide from Undead, Lesser Holy Transformation, Animate Rope (D)
2/3 Consecrate, Ghosttouch armor, Remove Paralysis, Spiritual Weapon (D)
0/3 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
 
Last edited:

Quinn is moving about the rooks viscera and swings with strength and might losing accuracy in the hopes of more damage, but his foot gets in a spot of crushed liver and his aim is thrown off completely, his grip on the sword just barely hanging on! [I rolled a 2 for a total of 10.]

OOC: Placeholder for Quinn (his plans for intimidation have gone to $h!7)

I have too get to work!
OOC: No worries. I'm going to assume you make this move and attack the owlbear skeleton.

Quinn is thankful that Cruel Justice doesn't disappear into the crevasse and so is the blade.

"Careful Quinn," the blade admonishes the newly ordained knight. "Without me, you might not survive even the skeleton."

If Quinn hits with Cruel Justice, any damage he does is reduced by the owlbear skeleton's DR of 5/bludgeoning. I'll let you know if you do enough damage to it to destroy it after you roll.

Map for ScottDeWar 2.png

OOC: I really miss the belt of healing :(
@Knightfall, if I read the map correctly, Phre moved away so Maur doesn't need to overrun Crisenth. And I have -7 balance due to special armor :) So...doing a bit of magic :D
Dwarf with a fly speed (holy transformation, lesser)
You gain
  • a +2 sacred bonus to Strength and Constitution
  • a fly speed of 60 feet (good)
  • a darkvision out to 60 feet
  • a +2 sacred bonus on saving throws
  • the ability to speak and understand Celestial.
I think flying still triggers OA from Crisenth? Maybe with a penalty from attacking from below? :D
OOC: That is a cool spell and a little scary.

Neurotic said:
The retreat of Phre gave Maur a bit of breathing space. He was still in danger, of course, but he could do something that obviously his companions couldn't at this moment. He just has to trust into his armor and Moradin.

Casting carefully behind his shield, he calls upon his connection to the planes of Good and transforms. Translucent wings appear on his back, armor shines with subtle golden light and Maur feels his strength increasing. He also noticed the world closing in, celestial darkvision being less than his own. Celestials never had to adapt to The Underdark.

"See you later, Crisenth. I have a boss to catch. You're just nobody. Just like Hilrasean, a weak son looking for approval of a father. Who doesn't care either way."
Crisenth watches Maur transform with both a bit of respect and anger. "Very powerful indeed," the Confessor of Malotoch says as he swings his warhammer around to try to hit Maur in the back. "Lord Tarrak, beware!"



Neurotic said:
Pushing away from the ground, he lands next to the ghast lord.
"Hello, Tarrak. It seems your minions are still incapable of containing me. Can you please not eat that man?"

Will save (base + racial + vestments + shield of law): 1D20+12+3+1+4 = [5]+12+3+1+4 = 25
Concentration check (DC 16): 1D20+12+2 = [6]+12+2 = 20

Standard: Casting defensively
Move: 60' land "under" Tarrak - blocking his exits unless he can somehow move Wieland.

Current AC: 27/14/27 while immobile
+4 deflection against the chaotic due shield of law
AC 30/17/30

When moving: lower all AC numbers by 2

Smites: 3/6

HP 36/81
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
+3 from shield of law

+2 alchemical silvered warhammer of disruption with heroism and divine favor (1 minute, 9 rounds left) and fist of the gods
Attack: +18/+13 (undead Will DC 14 on hit or be destroyed)
Damage: 1d8+8+4+2+2 (last +2 lasts 4 more rounds)
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)

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: +3 (cha) to hit / +10 (effective turning level)

Spells
6/6 Amanuensis, Create Water, Detect Magic x3, Purify Food
2/5 Bless x2, Foundation of Stone, Hide from Undead, Lesser Holy Transformation, Animate Rope (D)
2/3 Consecrate, Ghosttouch armor, Remove Paralysis, Spiritual Weapon (D)
0/3 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
Tarrak had been using his long tongue to lick at Wieland before hearing Crisenth's warning. He turns to look up at Maur flying and howls in anger as the dwarf lands. "NO! You will not get between me and my prize!"

He roars in defiance at the ordained champion.
 
Last edited:

Sir Ghal is thankful for the light emanating from Cruel Justice, which allows him to see the mummy clearly. It is as horrid as Lord Pendour's description of a mummy Peregrine once fought against alongside a dozen other adventurers during the man's youth. He told Ghal that it killed half of Lord Pendour's friends and allies before they finally took it down.

Sir Ghal knows that fire is the key to destroying it or powerful magicks.

He says a prayer to Hades, the North God of Death and Destroyer of the Undead, before swinging his magical bastard sword twice at the powerful undead foe. He is surprised how easily he hits the creature and that his blade manages to slice through the mummy's tough skin. Perhaps mummies aren't as powerful as Lord Pendour thought.

After his second strike, the knight nearly loses his grip on the blade as it gets struck deep in the mummy's flesh, but he manages to free it at the last second.

That was close, he thinks.

 
Last edited:

The halfling Gala of Inanna considers trying to turn the mummy but then dismisses it as folly. She is nowhere near powerful enough to turn this foe. She considers her options. Then, she remembers that she has a curing potion in one of her pouches. She digs it out offers it to Scarborax.

"Give it to Sir Ghal," the Stump Sorcerer says to her. "I'm going to see if I can help save that young man's life with Sir Quinn's help."

"As you wish," Elle moves up to Sir Ghal and offers him the potion.

"Hold on to it for a second longer, Gala," Sir Ghal replies. "I have to keep this mummy off of me."

Elle nods and holds her ground. Then she remembers that Samantha had a cure potion on her too. "Angus, I don't know if you can understand me, but Sam had a helaing potion on her! Grab it if you can!"

While holding onto his spear, Scarborax moves down the slope away from the front line of the battle. Once he is sure he is out of the range of the mummy, he calls out to Sir Quinn.

"Knight, I have a spell that can transpose you with young Wieland over there to get him away from the ghast lord, but you be willing for me to cast it on you. You will switch places with him, which will put you face to face with Tarrak. You will be in peril, but Wieland's life will be saved from that undead menace."

"What say you?"


He then yells to Wieland. "Wieland, I hope you can hear me! Do not resist the magic I am casting! It will save you from Tarrak!"

"Sir Quinn, must must lot let helpless ally die," Cruel Justice encourages. "But it is your decision. If we go, be prepared for the ghast lord's stench. Perhaps we will have better luck against the ghast lord."

OOC:
@ScottDeWar_jr, if Quinn agrees then Scarborax casts Benign Transposition on him and Wieland. The two characters switch places on the field of battle and neither risks an AoO. This happens after Quinn's attack on the owlbear skeleton.

Quinn will have to make a Fortitude save vs. Tarrak's stench. The DC is 22. Quinn agreeing to this is considered a Good act and is worth a 500 XP bonus.
 
Last edited:

Without a second thought, he says with great conviction, "Yes Scarborax, I submit!" just as he hears Cruel Justice urging him to do as such.

His thoughts he knows that Cruel Justice can detect he measns with his whole heart, 'I am here in this cave for these people and to keep one from becoming a creature of death is that very purpose as well.'

fort save vs dc 22: THE STENCH! +12[ 13-1 from cloud kill effect]

ScottDeWar,Jr: D20 + 12 → 25(13 + 12)made it with a few to spare

As soon as he is in front of Terrak, he says, "BOO!" really loud.
 

Using Shield: AC goes to 30, but Rage lowers it back to 28.
Not Using Shield: AC goes down to 26, and Rage lowers it further to 24.
So if Angus Drops his shield, his AC goes to 24.

Using Shield, Wielding Azurak 1-Handed:
-4 to hit, total BAB: +6;
Using Azurak 2-Handed: Penalty goes away; Total BAB: +10
One-Time Blessing From Azurak: +2; Total BAB: +12

Angus will drop his shield and go full-on rage vs. the Mummy.

Damage: 1d12+8 (Crit: 20: 2d12+16) [Stench figured in.]

6854D088-31FF-4633-8990-46F62B24DB80.jpeg

As the rage takes hold, Angus lets his shield fall away, as he raises Azurak above his head, and comes down full force on the Mummy. It is a powerful blow, but Angus is not satisfied; he scowls in anger at his foe.

Angus spits, "AYE 'KIN DEYEW MOOCH BAETTER 'AN THAET! LATE'S TRY THAET AGIN!"

Angus rares back for another brutal swing, his eyes BURNING with rage!!

"I CAN DO MUCH BETTER THAN THAT! LET'S TRY THAT AGAIN!"
 

Without a second thought, he says with great conviction, "Yes Scarborax, I submit!" just as he hears Cruel Justice urging him to do as such.

His thoughts he knows that Cruel Justice can detect he measns with his whole heart, 'I am here in this cave for these people and to keep one from becoming a creature of death is that very purpose as well.'
Scarborax nods and says a prayer to Immotion, North Goddess of Magic. He weaves his magic and Quinn and Wieland both shimmer and then in a flash of light, the two warriors are transposed. Wieland appears next to Angus and the light of Cruel Justice shift from the center of the cave to where Tarrak and Maur are standing.

ScottDeWar_jr said:
OOC: fort save vs dc 22: THE STENCH! +12[ 13-1 from cloud kill effect]

ScottDeWar,Jr: D20 + 12 → 25(13 + 12)made it with a few to spare


As soon as he is in front of Terrak, he says, "BOO!" really loud.
"What? No! NOOOOOO! I will not lose my prize! DAMN YOU!"

The ghast lord gnashes its teeth and roars in defiance at Quinn.

Using Shield: AC goes to 30, but Rage lowers it back to 28.
Not Using Shield: AC goes down to 26, and Rage lowers it further to 24.
So if Angus Drops his shield, his AC goes to 24.

Using Shield, Wielding Azurak 1-Handed:
-4 to hit, total BAB: +6;
Using Azurak 2-Handed: Penalty goes away; Total BAB: +10
One-Time Blessing From Azurak: +2; Total BAB: +12

Angus will drop his shield and go full-on rage vs. the Mummy.

Damage: 1d12+8 (Crit: 20: 2d12+16) [Stench figured in.]

As the rage takes hold, Angus lets his shield fall away, as he raises Azurak above his head, and comes down full force on the Mummy. It is a powerful blow, but Angus is not satisfied; he scowls in anger at his foe.

Angus spits, "AYE 'KIN DEYEW MOOCH BAETTER 'AN THAET! LATE'S TRY THAET AGIN!"

Angus rares back for another brutal swing, his eyes BURNING with rage!!

"I CAN DO MUCH BETTER THAN THAT! LET'S TRY THAT AGAIN!"
"You did well enough this time," Azurak says to Angus telepathically. "I am a weapon of chaos and the mummy is a creature of law... look."

Angus watches the blow he did does more than destroy a bit more of the mummy's flesh. Chaotic energy flashes through the undead foe.

"For the glory of chaos!" Azurak shouts in Angus's mind.

OOC:
Do not forget that I have made Azurak an Anarchic weapon, which does an additional 2d6 points of damage to lawful creatures.

Azurak - 2d6 additional damage to the Mummy: 2D6 = [1, 2] = 3
Well, that roll was pathetic. :p
 

The sudden shift of the light startles Annabel, and she reacts by trying to get up and move away from the stalagmite and Tarrak towards the edge of the depression.

Tarrak roars in anger. "No! Die!"

He swings his falchion down through the stalagmite and tries to decapitate the human soldier. He cleaves the stalagmite in two and cuts a deep gash through Annabel's armor and back. The woman screams in pain and falls down at the edge of the depression. Tarrak roars in triumph and holds the blade up for Quinn and Maur to see.

"Let me introduce you to Spinereaver, heroes," Tarrak says with a growl. "I had this blade designed to kill humans." He glares at Quinn. "But it should also kill interfering dwarfs."


END OF ROUND ELEVEN
 


Remove ads

Top