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

Neurotic

I plan on living forever. Or die trying.
Maur attacks, commiting full to the offensive. While new stone bones resist the second blow, first is heavy enough to penetrate even that extra layer.

"You seem to unlive in optimistic world where you walk out of here. Good luck."
"Archers, concentrate on interrupting his spells, wait for him. It may just tip the scales if you break one of his spells!"



AC 33/20/33 vs Tarrak, Crisenth, Phre and other chaotic enemies
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 (fist of the gods+2 lasts 3 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.

Fist of the Gods 4 rounds (3 remaining) +2 untyped to damage
Recitation 7 rounds (1 rounds remaining) +3 luck to AC, to hit, to saves (this supersedes divine favor to hit)

Lesser Transformation 7 rounds (2 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
 

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Knightfall

World of Kulan DM
Maur attacks, committing full to the offensive. While new stone bones resist the second blow, first is heavy enough to penetrate even that extra layer.

"You seem to unlive in optimistic world where you walk out of here. Good luck."

Maur's first blow slips past Tarrak's attempt to block the ordained champion's defenses and cracks bone. Maur can tell the ghast lord will soon dust as long as the damn creature doesn't restore itself again. The power of the hammer once again fails to destroy the ghast lord.

"Blast you," Tarrak growls at Maur. "Malotoch will punish you! I swear it!"



Neurotic said:
"Archers, concentrate on interrupting his spells, wait for him. It may just tip the scales if you break one of his spells!"
"I need to be able to see him first," Henry shouts back. "Phar, can you get that elemental of your down there somehow? Can you make it fly too?"

OOC: that may require them to see him
OOC: That is correct. There is no light at all down in the crevasse, as Quinn is using his spiked chain and not Cruel Justice. The blade can only shed light when wielded and it's soft pale white glow of light only has a radius of 10 feet. It would be suppressed in the damning darkness.

As a human, Quinn should have a 50% miss chance due to the 'standard' darkness while Maur and Phar would have only a 20% miss chance due to the damning darkness. Phar's eyes are good enough for him to see all the way down into the crevasse with only the light from the fire elemental. Humans (and anyone else without low light vision) firing from above into the darkness below will have a 50% miss chance even without the damning darkness. Even Aureus's darkvision only lets her see down 60 ft. The crevasses is 80 ft. deep.
 

Knightfall

World of Kulan DM
Wieland uses the last of his strength to step around Sir Ghal. He offers the magical goggles he took from Aries on the island. "These... will let you see.. in the dark. Take them," Wieland says as he tries to keep from failing over.

Henry nods and takes the goggles and puts them on. He peers down into the crevasse. "I can see part of the way down, but I still can't see all the way to the bottom."

"They still might be useful," Wieland says as he collapses.

"Ailward! Thorvid! Get him out of here!" Sir Ghal orders.

Ailward moves down to the fatigued soldier and pulls the young man to his feet. The old dwarf helps him and the two of them carry Wieland up the slope together while holding his upright. Wieland does his best to try to walk but the deadly touch that Tarrak inflicted on him earlier has left him drained of all his strength.

Bothild bends down and picks up Syndra and then begisn to carry the woman up the slope.

Elle waits for the two soldiers to drag Wieland up the slope towards her and then he asks the soldier for the potion he found.

"It's in that pouch, there," Wieland gasps nodding to his belt. "Take it."

Elle takes the pouch off the belt and opens it to examine it. "My gut tells me this is a healing potion like the others I gave to Phar."

"I could test one of them for you?" Thorvid offers.

She shakes her head. "No, it's not worth the risk. It could be cursed to hurt those who don't worship Malotoch."
 

Knightfall

World of Kulan DM
Sir Ghal moves towards Aureus, straps his blade to his back, grabs ahold of the rope of climbing, and peers down into the crevasse. "You sure this thing will hold? And what about that rook?"

"Yes, I'm sure. You worry about getting down there and helping them. I'll worry about the rook." The hutaakan rogue replies, holding up her bow. "I'll be able to see it once it flies high enough." She pauses. "Remember, it will only get you half the way down. you'll have to jump down."

The knight nods and prepares to climb down the rope.

OOC: Too many other actions this round for Sir Ghal to start climbing down the rope.
 

Knightfall

World of Kulan DM
Lady Pendour looks back down the slope towards her people and then asks Angus, "You will go back and help more of them? We must save everyone we can."

OOC: @Tellerian Hawke, you're up! Another double move up the slope. About half way to the horses, Angus will reach the top of the slope and be able to move normally. I think he should be able to reach the horses as part of his second move action. Let's assume he can. It's early and don't feel like counting squares. :p
 


Tellerian Hawke

Defender of Oerth
Angus nods, indicating that he will help to the fullest extent, and ensure that all wounded and dead are rescued from the battlefield, and from the fate of being corrupted and turned into undead.

Angus says, "Of Caerse, M'Lady." bowing as he says so.
 


Knightfall

World of Kulan DM
Angus nods, indicating that he will help to the fullest extent, and ensure that all wounded and dead are rescued from the battlefield, and from the fate of being corrupted and turned into undead.

Angus says, "Of Caerse, M'Lady." bowing as he says so.
Once Angus has reached the horses, Scarborax helps Lady Pendour down off the centaur's back. "Give me a moment to bring you some stronger limbs to help you with the dead," the Stump Sorcerer says to Angus. "I can do this one more time."

The small lizardkin incants his transposing magic one more time, but this time he switches places with Tristan and is pleasantly surprised that magic not only works, but also transposes the dead man Tristan is carrying as well.

Tristan isn't surprised by the magic and is thankful to be out of the cave near the horses. "I will ride with you back to Carnell, my lady," he says to her. "But first, we must load up the dead." He says to Angus. "There are more of them to bring out. Miss Bothild has the slain ranger who came to help us. Ailward and Thorvid are helping Wieland as best they can. There are few others as well. I say we leave the rooks to rot."

Scarborax moves back towards the horses. He has done what he can.

OOC: That is the end of round 20
 

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