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

Knightfall

World of Kulan DM
He asks the little elemental to try and get down there. Then Phar shouts a warning. "If you all fall back 10' I can change the nature of this battle. If you don't, you may be blinded. " He then waits in hopes his allies will comply.

OOC: Hold action cast Glitter Dust.
The elemental seems reluctant to jump down into the crevasse. It sparks and hisses at Phar in annoyance.

"I will write a great poem about your bravery, small one," Aureus encourages the fire creature. "You will become famous for your burning courage!"

The elemental sizzles and looks over the edge again.

"Do you have a name?"

"Sss- Smo."

"You will be Smo Kindleheart, Destroyer of the Ghast Lord!"

The small elemental crackles and does a wild fiery dance and then it jumps over the edge of the crevasse and rushes down towards Tarrak. "SSSMO!"

"That's not really what I had in mind," Henry says.

Phar watches in wonder.

The ghast lord looks up and is shocked by what he sees. "WHAT?"

The small elemental slams into the top of Tarrak's head and explodes in a ball of flames. The elemental winks out of existence, sent back to the Plane of Fire by the impact.

OOC: I'm going to say the small fire elemental weighs 30 lbs., so it must fall at least 50 ft. in order to do 1d6 points of damage (plus another 3d6 damage for the last 30 feet). I'm going to allow Tarrak to make a Reflex save equal to 10 + 1/2 the elemental's HD + the elemental's Dexterity modifier for half damage (DC 12). 2d6 damage is physical damage and 2d6 is fire damage. If Tarrak fails his Reflex save, he also catches on fire.

However, Caerth, Maur, and Quinn must also make a DC 12 Reflex saving throws, as the flames from the exploding elemental's destruction will rush out to 10 feet. On a successful save, the damage is only 1d6. If the save is failed, the character takes 2d6 fire damage and also catches on fire.

The rolls:
Tarrak - Reflex save vs. falling Small Fire Elemental: 1D20+15 = [7]+15 = 22 (saves)
Physical and fire damage from falling Small Fire Elemental: 2D6 = [3, 4] = 7
2D6 = [1, 1] = 2
So, Tarrak takes 3 points of physical damage and 1 point of fire damage.

If any of the PCs fail the DC 12 Reflex save, they take 2 points of fire damage and catch on fire. It's only 1 point on a successful save. ;)
 
Last edited:

log in or register to remove this ad

Knightfall

World of Kulan DM
@Neurotic:
As the flames from the exploding elemental lick at his beard, Maur can sense that the ghast lord is trying to hold on until the magic enhancing Maur's attacks fades. The ordained champion strikes out at Tarrak again with his hammer and lands another solid blow, and he feels that one strike should finish the undead monstrosity.

But, his next strike fails to hit the ghast lord in the unnatural darkness.

OOC: Will save posted on OOC thread.

He asks the little elemental to try and get down there. Then Phar shouts a warning. "If you all fall back 10' I can change the nature of this battle. If you don't, you may be blinded. " He then waits in hopes his allies will comply.

OOC: Hold action cast Glitter Dust.
"Cast your spell," Maur shouts to Phar. "Let us end this now! Caerth, Quinn, prepare yourselves!"
 
Last edited:

Knightfall

World of Kulan DM
With the light from the fire elemental gone, the humans in the cave are blinded once more. All except Henry who now wears the goggles of night that Wieland just gave to him. The wilderness rogue moves towards the edge of the crevasse and balances on the edge and aims the magical crossbow in his hands down into the rift.

He can see Quinn who is trying to pat out the flames burning on his arm. It is just enough light to allow Henry to see hazy outlines of both Maur and Tarrak. He fires a single shot at the ghast lord while he has the advantage. The arrow streaks towards the undead creature and Henry watches as it approaches the gast lord's neck. But at the last second, Tarrak shifts his stance and the arrow breaks apart at Tarrak's feet.

"By the gods, I thought I had him!" Henry exclaims.

 

Knightfall

World of Kulan DM
With the loss of light, Ailward stumbles in the dark. "Great, back to blackness," he says. "Someone light a torch!"

"I've got him," Thorvid says. "I'll be your eyes, young Wieland. Hang on to me."

The guard nods to the old dwarf and tightens his grip over Thorvid's shoulder. The old dwarf leads Wieland up the slope but their progress is slowed by the slope and Wieland's flagging strength. Ailward follows behind them, slowly.

Bothild continues up the slope holding the dead form of the fallen ranger, unimpeded by the darkness.

"I will provide you light in a moment," Scarborax calls out in the darkness. "Follow my voice until then."

"Please hurry," Elle replies. She waits in the dark.

Farther down the slope, Sir Ghal hangs onto the rope but doesn't start climbing. "Aureus, do you have any torches?"

"Working on it," Aureus says.

OOC: @Tellerian Hawke: Elle, Sir Ghal, Lady Pendour, and Tristan are all delaying until after Scarboarax's action. But first, Angus is up next!

Tristan is still carrying one of the dead soldiers, but he will drop the man to the ground on his turn and help Lady Pendour up onto her horse.
 

Tellerian Hawke

Defender of Oerth
While helping to carry the wounded and dead away from the battlefield, Angus will try the ring again; if it works, he will be able to complete the evacuation much faster with the flight ability. And if that happens, Angus will fly down to assist with Tarrak as soon as the evacuation is complete.

If the ring does not yet have its powers back, he will still complete the evacuation, then he will try to find a way to walk (trot) down to the lower level by starting at the mouth of the cave, and seeing if there is a side passage that will lead him there.
 

Knightfall

World of Kulan DM
While helping to carry the wounded and dead away from the battlefield, Angus will try the ring again; if it works, he will be able to complete the evacuation much faster with the flight ability. And if that happens, Angus will fly down to assist with Tarrak as soon as the evacuation is complete.

If the ring does not yet have its powers back, he will still complete the evacuation, then he will try to find a way to walk (trot) down to the lower level by starting at the mouth of the cave, and seeing if there is a side passage that will lead him there.
His borrowed magical ring fails to function once again. It seems its time limit is not yet done. Obviously Aeron did not create the ring himself. Angus knows his old friend would never had made such a limited magic item.

This forces him to do the evacuation the hard way. He helps Tristan get Lady Pendour onto her mount. Then he reenters the cave and makes his way to Scarborax's side. The Stump Sorcerer motions for Angus to move around him and one of the large stalagmites next to him. Angus shifts past the chromithian sorcerer and is soon standing next to Thorvid.

The old dwarf helps Wieland up onto Angus's back then sets his sights on both Annabel and Zephora. "Bothild and I will bring them to you. Hold for a moment."

Then, Scarborax casts a cantrip and four balls of light appears around Angus. They illuminate the area out to 20 feet around each dancing light. "I must concentrate on these lights to keep them active," Scarborax says to Angus and the others. "Be as quick as you can and I will move the light with us."

Elle says a prayer to Inanna in thanks for the light and moves up the slope as fast as her legs can carry her in her splint mail armor. She is unable to run, so can't make her way completely to Angus.

At the cave mouth, Tristan does his best in the dark to load up the dead onto several of the horses tied up next to Lady Pendour's warhorse. Scarborax's dancing lights aren't powerful to bathe him in light, so he is forced to work under the limited light of the full moon.
 
Last edited:

Knightfall

World of Kulan DM
@Tellerian Hawke:
Wieland taps Angus on the shoulder and offer the centaur Meridith's shortbow to use, as well as her quiver of arrows. "It is magical and can hit almost anything," he says as slumps into Angus's human torso.

OOC:
Meridth's bow is a +1 verminbane shortbow of seeking.
;)

End of Round 21
 

JustinCase

the magical equivalent to the number zero
Caerth ignores the singing flames from the kamikaze elemental, and he likewise intends to weather Phar’s spell.

”Cast it,” he yells, engaging Tarrak with his massive spear while beating his bat wings.

OOC: Can I do a full attack or do I need to move first? I’ll roll a full attack, pick the first or both accordingly.

Attack with magical spear: 1D20+13 = [5]+13 = 18
1D8+8 = [3]+8 = 11
1D20+8 = [2]+8 = 10
1D8+8 = [3]+8 = 11

🙁


Stats:
Ghoul Fever (Su): Disease—bite, Fortitude DC 12, incubation period 1 day, damage 1d3 Con and 1d3 Dex.

AC 19
HP 44/58
Fort 10, Ref 7, Will 10
Speed 20 (medium armor)
Base attack: +6/+1
Melee attack: +13/+8 spear +1 (twohanded, damage 1d8+8, crit x3)
Melee attack: +13/+8 Kang (magical dagger, damage 1d4+6, crit 19-20/x2, thrown 10ft)
Ranged attack: +12 composite longbow +1 (+4 str bonus) (damage 1d8+6, crit x3)
Note: Extra 2d6 damage on charge attacks (wild rhino hide); power attack means up to BAB penalty to attack and same amount bonus on damage

Level 0 (6): create water, create water, detect magic, detect poison, purify food and drink, read magic
Level 1 (5): cure light wounds, entangle, magic fang, obscuring mist, speak with animals
Level 2 (5): flaming sphere, lesser restoration, mass snake’s swiftness, master air, summon swarm
Level 3 (4): giant’s wrath, snare, remove disease, spirit jaws
Level 4 (2): spike stones, ice storm
Level 5 (1): baleful polymorph

Wild Shapes 1/3
HP: 31/32
AC 22
Fort 6, Ref 10, Will 5
Speed: 10 feet, fly 40 feet (average)
Base attack: +5
Melee attack: +11/+9 talons (multiattack, 1d4, distracting attack)
Special attacks: Flyby Attack, multiattack
Special qualities: low-light vision, link, share spells, evasion, devotion, multiattack
Skills: Listen +15, Move silently +20, Spot +8 (in shadows +16) (not sure if these numbers are correct... haven't adjusted for level-up)
Feats: Weapon Finesse, Toughness (racial sub level 1), Flyby Attack, Distracting Attack
Tricks known (max 10): Attack (all creatures, counts as 2 tricks), Come, Down, Fetch, Seek, Stay, Work, Defend, Heel
 

Knightfall

World of Kulan DM
Caerth ignores the singing flames from the kamikaze elemental, and he likewise intends to weather Phar’s spell.

”Cast it,” he yells, engaging Tarrak with his massive spear while beating his bat wings.
Try as he might, Caerth is unable to hit the ghast lord in the unnatural darkness. The wall behind the half-orc druid prevents him from fully extending his spear at Tarrak with the force needed to bypass the falchion that the undead foe is wielding. Tarrak successful blocks both of Caerth's attacks.

JustinCase said:
OOC: Can I do a full attack or do I need to move first? I’ll roll a full attack, pick the first or both accordingly.

Attack with magical spear: 1D20+13 = [5]+13 = 18
1D8+8 = [3]+8 = 11
1D20+8 = [2]+8 = 10
1D8+8 = [3]+8 = 11
🙁
OOC: You can make a full attack from the position Caerth is flying.
 

Scotley

Hero
Phar concentrates hard and carefully recites the arcane phrases and moves in the precise guestures to produce the effect he seeks. With a final flourish there is a burst of golden motes centered on Tarrak. Everyone and everything in a 10' burst is covered in golden glitter.

OOC: DC19 Will save to avoid blindness. No spell resistance.
 

Remove ads

Top