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

Knightfall

World of Kulan DM
Up on the ledge, Galzadar finally shrugs off the the fear of mummy's despair. He can feel the vines and tall weeds wrapped around him and somewhere deep inside, he is content to lay still. But his curse doesn't allow him to do so. He can hear her whispering to him. He screams and tries to free himself from Caerth's spell, but his strength and agility fail him. He is happy when the vines tighten their grip.

'Try again, wizard,' an evil voice echoes in his mind. 'I command you to stand. You must fight. Kill them all.'

"Why can't you just leave me alone and let me die in peace," he says.

Caerth looks at the wizard and isn't sure if the man is trying to talk to him or if he's just gone crazy.

Eutharic tries to say something to its master but the vine wrapped around the tiny demon's mouth prevents it from speaking.

 
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Neurotic

I plan on living forever. Or die trying.
Maur looks down toward the ghast and dives headfirst toward him. Arresting the fall next to the ghast lord and trapping him between himself and the wall, he expends one of the remaining spells of little use, namely one for animating the rope which he prepared in case they needed quick climbing.

The hammer shines once again as Moradins Fist empowers it once again.
"You said you will not surrender, Tarrak, that makes this easier. Not that you deserve any mercy."

Without the freedom to maneuver, Tarrak cannot avoid the solid thump of the enchanted hammer. The strike undoes some of the healing Tarrak did, but not enough. Still, Maur is not alone.

"I can do this all day, can you? How many spells do you still have?"

Swift: Fist of the gods, animate rope for +2 to damage
Move: 60' down
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Standard:
Attack vs Tarrak; damage: 1D20+21 = [13]+21 = 34; 1D8+17 = [3]+17 = 20

Current AC: 30/17/30 while immobile
+4 deflection against the chaotic due shield of law
AC 33/20/33 vs Tarrak, Crisenth, Phre and other chaotic enemies

When moving: lower all AC numbers by 2

Smites: 0/6

HP 44/81
Saves:

+3 vs poisons, spells, and spell-like abilities
+1 vs evil creatures (vestments))
Fortitude: +8+3+1+2(heroism)+3 (recitation) = 17
Reflex
: +2+0+1 +2 (heroism)+3 (recitation) = 8
Will
: +8+4+1 +2 (heroism)+3 (recitation) = 18
+3 from shield of law

+2 alchemical silvered warhammer of disruption with heroism and divine favor (1 minute, 5 rounds left) and fist of the gods (
Attack: +21/+16 (undead Will DC 14 on hit or be destroyed)
Damage: 1d8+8+2 (heroism)+3 (holy warrior) +2 (divine favor 0/10 rounds, expires) +2 (fist of the gods+2 lasts 4 out of 4 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.

Divine Favor 10 rounds (0 remaining) +2 luck to attack and damage
Fist of the Gods 4 rounds (4 remaining) +2 untyped to damage
Recitation 7 rounds (2 rounds remaining) +3 luck to AC, to hit, to saves (this supersedes divine favor to hit)

Lesser Transformation 7 rounds (3 rounds remaining) +Str/Con, flight (good)

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
1/5 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)
0/2 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

OOC: Looking back for the round in which I cast divine favor and the transformation...aaand divine favor expires. Fist of gods expires, but I renew it this round, recitation lasts 2 more rounds (cast in R13, lasts 7 rounds)
 
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Knightfall

World of Kulan DM
Maur looks down toward the ghast and dives headfirst toward him. Arresting the fall next to the ghast lord and trapping him between himself and the wall, he expends one of the remaining spells of little use, namely one for animating the rope which he prepared in case they needed quick climbing.

The hammer shines once again as Moradins Fist empowers it once again.
"You said you will not surrender, Tarrak, that makes this easier. Not that you deserve any mercy."
"Mercy is for fools, not gods," Tarrak snaps back. "And, you are not a god but I soon will be."

Neurotic said:
Without the freedom to maneuver, Tarrak cannot avoid the solid thump of the enchanted hammer. The strike undoes some of the healing Tarrak did, but not enough. Still, Maur is not alone.

"I can do this all day, can you? How many spells do you still have?"

Swift: Fist of the gods, animate rope for +2 to damage
Move: 60' down View attachment 143403

Standard:
Attack vs Tarrak; damage: 1D20+21 = [13]+21 = 34; 1D8+17 = [3]+17 = 20

Current AC: 30/17/30 while immobile
+4 deflection against the chaotic due shield of law
AC 33/20/33 vs Tarrak, Crisenth, Phre and other chaotic enemies

When moving: lower all AC numbers by 2

Smites: 0/6

HP 44/81
Saves:

+3 vs poisons, spells, and spell-like abilities
+1 vs evil creatures (vestments))
Fortitude: +8+3+1+2(heroism)+3 (recitation) = 17
Reflex
: +2+0+1 +2 (heroism)+3 (recitation) = 8
Will
: +8+4+1 +2 (heroism)+3 (recitation) = 18
+3 from shield of law

+2 alchemical silvered warhammer of disruption with heroism and divine favor (1 minute, 5 rounds left) and fist of the gods (
Attack: +21/+16 (undead Will DC 14 on hit or be destroyed)
Damage: 1d8+8+2 (heroism)+3 (holy warrior) +2 (divine favor 0/10 rounds, expires) +2 (fist of the gods+2 lasts 4 out of 4 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.

Divine Favor 10 rounds (0 remaining) +2 luck to attack and damage
Fist of the Gods 4 rounds (4 remaining) +2 untyped to damage
Recitation 7 rounds (2 rounds remaining) +3 luck to AC, to hit, to saves (this supersedes divine favor to hit)

Lesser Transformation 7 rounds (3 rounds remaining) +Str/Con, flight (good)

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
1/5 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)
0/2 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

OOC: Looking back for the round in which I cast divine favor and the transformation...aaand divine favor expires. Fist of gods expires, but I renew it this round, recitation lasts 2 more rounds (cast in R13, lasts 7 rounds)
Tarrak smiles smugly at Maur. "Why would I tell you how much magic I have left."

OOC:
Tarrak - Will save vs Maur's Hammer: 1D20+23 = [10]+23 = 33 (saves)

Wouldn't the damage be 1d8+15 if divine favor has expired? I'm confused by this line in your mini stats:
Damage: 1d8+8+2 (heroism)+3 (holy warrior) +2 (divine favor 0/10 rounds, expires) +2 (fist of the gods+2 lasts 4 out of 4 rounds )
 

Neurotic

I plan on living forever. Or die trying.
OOC:
Tarrak - Will save vs Maur's Hammer: 1D20+23 = [10]+23 = 33 (saves)

Wouldn't the damage be 1d8+15 if divine favor has expired? I'm confused by this line in your mini stats:
Damage: 1d8+8+2 (heroism)+3 (holy warrior) +2 (divine favor 0/10 rounds, expires) +2 (fist of the gods+2 lasts 4 out of 4 rounds )
OOC: It expired this round. I think I can use it in the last round of its duration and then it expires at the end of the round? It is cast in 8th, now is 18th round, duration is 1 minute. The expiry is important if Tarrak (or something) provokes


Maur scoffs at the ghast.
"Why would you indeed. Didn't they teach about rhetorical questions in between eating sapients? Or is your god only now learning a language without caws in it? In case you cannot tell, those too are rhetorical. No wonder you couldn't come up with a better plan than a head on attack."
 

Knightfall

World of Kulan DM
Wieland moves up the slope but stops near his cousin's body. He gathers her up in his arms after slinging her bow over his torso.

Ailward looks down at the dead body of the militia soldier and he shakes his head. "There is no I can lift him in his armor. I'm not that strong." He looks up the slope to Thorvid. "Can you life him?"

"Aye, I will try lad," Thorvid replies.

"Go get Temperance," Elle says to Ailward. "She isn't dead and we need to try to save her."

The young battle sorcerer nods and moves down the slope to the comatose halfling. He gathers her up in his arms. "I've got you."

Henry moves up the slope to stand next to Sir Ghal. "If you can spare one of those, I could really use some healing."

"Take them both," Sir Ghal insists as her passes the two potions to the roguish man.

Henry takes the two potions and drinks one of them down.

Sir Ghal moves up the slope and takes the offered potion from Quinn. "Thank you, Sir Quinn," he says. "Let's hope we won't need more."

Bothild moves up the slope as far as she can while carrying the dead ranger. She has slung the man over her shoulder and weight slows her down.

Thorvid moves down the slope towards Elle and hands her the large pouch containing the potions he found on the dead Confessor. He then moves across the slope to the dead form of a militia soldier that he knows is named Logan.

Elle looks through the bag of potions and notes the symbol of Malotoch on the bottles. She opens one of them and smells the contents carefully. "I think its a healing potion, but I'm not completely sure." She moves down the slope to stand next to Phar and holds out the potion to the elf paragon wizard. "Mister Phar, can you identify these potions?"

Scarborax stands patiently until Tristan finally shakes off the fear caused by the mummy.

"By the gods, that was terrible," Tristan says.

"Sir Ghal wants us to retreat," Scarborax says. "Go, but take one of the fallen with you. I would do the same, but I would never be able to lift any of them." The Stump Sorcerer points to the fallen soldier in front of them. "Start with him."

Tristan nods. He moves up the slope and picks up the fallen soldier and slings the body over his shoulder. "This is going to take time. Where's the ghast lord?"

"He jumped into the crevasse, so we have time. Lord Maur has flown down to deal with that horrible thing. Now come! As fast as you can!" The small chromithian sorcerer runs up the slope.

OOC:
Two potions of cure light wounds... one for Henry and one for Sir Ghal: 1D8+5 = [5]+5 = 10
1D8+5 = [6]+5 = 11


Scarborax delays until the end of the round and then runs up the slope until he is just past the dying form of Crisenth.

That is the end of the round.
 

Tellerian Hawke

Defender of Oerth
Angus takes the offered potion and drinks it; the concoction is quite refreshing!

OOC:
Angus is healed for 13 pts.


Angus delays his move action, as he looks around and realizes there's nothing he can do to Tarrak.

Angus says, to anyone nearby: "Lood meh epp, I kin carrae' at laest thrae, daed er aelive. Ah' cannae' fly, so th' laest a'can doo aes help ye out wit'tha carrayin'."

"Load me up, I can carry at least three, dead or alive. I can't fly, so the least I can do is help you out with the carrying."
 

Knightfall

World of Kulan DM
Angus takes the offered potion and drinks it; the concoction is quite refreshing!

OOC:
Angus is healed for 13 pts.


Angus delays his move action, as he looks around and realizes there's nothing he can do to Tarrak.

Angus says, to anyone nearby: "Lood meh epp, I kin carrae' at laest thrae, daed er aelive. Ah' cannae' fly, so th' laest a'can doo aes help ye out wit'tha carrayin'."

"Load me up, I can carry at least three, dead or alive. I can't fly, so the least I can do is help you out with the carrying."
OOC: If you're going to have Angus delay, then he will have to also wait to drink the potion until after he moves. The result is still the same. How much weight can Angus carry and still move at his normal speed. Ailward, Bothild, and Lady Pendour will be able to move to Angus and "load him up" this round. This will delay Angus's actions until after Bothild's action, which will put him back to 4 for the initiative order.
 


Knightfall

World of Kulan DM
@JustinCase:
Caerth pushes off the ledge with his dire bat wings flapping. He wings his way over to where Phar is standing and lands next to the paragon elf wizard. He shifts back into his natural form and gives the scroll case to Phar. "Here are the scrolls the elf had on him. I cannot use them. And here is his spell component pouch."

Screech wings down with the half-orc druid and lands on Caerth's arm. The owl hoots once.

"I have entangled Galzadar and his demon familiar," Caerth adds. "Let's hope that keeps them pinned down until Tarrak has fallen. Then we can decide what to do about his curse, if true."

OOC:
@Scotley, a quick reminder that Galzadar's scroll case contains three scrolls in it: arcane scroll (charm monster, ethereal jaunt – CL13); arcane scroll (cloudkill, magic jar – CL9); arcane scroll (magic circle against chaos, rage, lesser globe of invulnerability – CL7); arcane scroll of false life (CL 4)

Galzadar was only able to cast the cloudkill spell of the second scroll and the lesser globe of invulnerability off the third scroll before Caerth grappled and then entangled him. These scrolls don't need to be identified since the catfolk scribe, Gangrell, was able to provide the PCs with the details on them back in Carnell, as they are the scrolls that were missing from the vault in Pendour Manor.

If Phar wishes to try to cast either of the spells from the first scroll, he has to make a DC 14 caster level check (as per p. 238 of the DMG).
 

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