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

Knightfall

World of Kulan DM
Aureus watches as the ghast lord tunrs himself into unliving spider creature and then climbs up the side the crevasse away from Quinn and the others. She curses in her native language and takes aim at Tarrak. "Oh no you don't!" The Hutaakan rogue fires two shots but she is having no luck with her bow against this evil foe.

Sir Ghal pulls a slivered dagger from his belt and throws it at Tarrak. The blade sinks in to the hilt into the ghast lord's back. Against a living foe it would be a terrible wound but against the undead monstrosity it is only a scratch. The knight collapses to one knee afterwards as the unholy energy and dozen cuts inflicted by Tarrak's spell makes his body ache in agony.

"Sir Quinn, you need to finish it off before it gets to the others!"

 

log in or register to remove this ad

Knightfall

World of Kulan DM
On the other side of the cave, Galzadar finally shrugs off the stunning effect of Vok's curses. He can feel the demonic goddess's eyes on him. While she cannot read his mind, she will punish him again if he doesn't try to free himself. He strains against the vines and long grasses pinning him to the rocky ground of the cave, but the overgrown vegetation keeps him pinned where Caerth left him.

He knows that as long as he keeps trying, the demonic crow goddess wil lnot inflict more pain on him.

 

Knightfall

World of Kulan DM
Quinn looks to the Quasit and says "Get up there and warn the others if you care for your master." His voice is not demanding, but it is firm in its tone.
Eutharic nods. He spreads his batlike wings and gets ready to fly.

OOC:
SDWj, it's Quinn's turn.

Are you still going to have him fly up with Caerth or do something else? Remember that Caerth has his own flight spell, so he doesn't need Quinn to carry him if he's conscious. The half-orc druid is still at risk from the damning darkness next round since Tarrak isn't more than 20 feet away. You could have Quinn simply carry him out of the darkness and then Caerth could start flying on his turn and fly up the rest of the way (or to attack Tarrak again).

Quinn can put down Caerth as a free action (drop him, really; no damage) and then move to attack Tarrak. Since he has reach with his weapon, he probably doesn't need to shift through the air to attack the ghast lord, but I did find rules that say when a helpless character is no longer helpless and is in the same square as an ally/foe, either the formerly helpless character must leave the square (usually by crawling) or the other character is forced out of the square into an adjacent square on his turn.

So, Quinn must either move normally and attack once or fly off the ground and attack. (He would have landed to pick up Caerth.) Quinn is no longer threatened, so there isn't an AoO from Tarrak. I think he should be able to fly only 5 ft. along the edge of the floor of the crevasse and make a full attack.
 


Knightfall

World of Kulan DM
Maur observes the movement too late to do anything about it. He swings, but the monster is already out of reach.

"Wily bast*rd, I promise I'll find you! You won't have to seek me out!"
remembering the wounded up there, including presumably Angus since he seems out of sight in the last moments of the fight he warns bellowing at the top of his lungs
"Angus, incoming! Send everyone out, you're out of time!"
He then shakes his head as the helmet rings with the voice.
OA vs Tarrak: 1D20+16 = [3]+16 = 19
1D8+10 = [7]+10 = 17
1D100 = [96] = 96
Tarrak slips away up the slope beyond the deadly nature of Maur's hammer. The ghast lord's only response to Maur is deep laughter.

"Caerth, get out of the blades and darkness!", commands Quinn, "You too Sir Ghal!"

5 foot move [flight]

full attack
ching, clink, clang!
ScottDeWar,Jr: D20 + 15 → 25(10 + 15) Whoosh
ScottDeWar,Jr: D20 + 10 → 13(3 + 10) swish
Quinn uncerimoniously dumps Caerth nd the quasit on the ground and shifts through the air. His spiked chain snaps through the twice but all the burly knight hits is the air underneath the ghast lords spider legs. The ghast lord is quickly becoming a pain in the a$$.

Neurotic said:
Suddenly, it occurs to him he has other tools to his disposal, not just his hammer. He fumbles around his belt pulling out a bag as big as his gauntleted fist. Looking up, he judges the distance not to great for a shot and throws the bag.

Move: take the bag
Standard: Touch attack!
Tanglefoot bag vs Tarrak: 1D20+7 = [8]+7 = 15 - in game, if it seems close to Maur, but not enough, use last
Pious Soul bonus: 1D6 = [4] = 4
Maur's aim through the darkness is close and he prays to the Dwarffather for guidance. His prayers are answered and the tanglefoot bag expodes against Tarrak and sticks the ghast lord to the wall of the crevasse.

"What? No!" The ghast lord yells in surprise. "You shall pay for this... mess!"

Even though the situation is still dangerous, Aureus can't help but start laughing. "That is hilarious!"

The quasit starts laughing too.

OOC: 20% Miss Chance: 1D100 = [91] = 91 (the tanglefoot bag hits!)
 

Knightfall

World of Kulan DM
Henry knows this is best chance to hit the ghast lord. He takes aim and prays the unnatural darkness doesn't ruin his aim. But, her overcompensates his shot due to the blackness between him and the ghast lord. His shot misses and impacts the wall behind Caerth and the tiny demon.

He looks at Phar. "Are you sure this crossbow is magical? It feels like this weapon is cursed."

 

Knightfall

World of Kulan DM
Thorvid rushes down the slope towards the slain body of the gala of Inanna while Bothild makes her way up the slope around the mossy depression. Scarborax holds his ground and keeps his focus on the dancing lights.

Ailward, Tristan, and Lady Pendour wait at the horses. None of them hear Maur shout out his warning.

All are surprised when Angus heads for the crevasse and prepares to fire Meridith's bow. Elle and Wieland hang on to the centaur as her makes his way through the depression and stands at the edge of the drop into darkness below.

"Whoa! A little warning next time, Angus!" Wieland exclaims.

"Where are you going?" Elle exclaims in surprise. "I would not have gotten on if you told me you were going to rush into danger!"

OOC: Ok, I think Angus will make a slight detour on his turn, then. He will stick to the bow, because staying at range is safer in terms of his two, wounded passengers.

I will go ahead and roll real quick; he'll only get one shot this round because of the movement required.
Angus aims down through the gloom and fires a single shot at the ghast lord. Even though Tarrak is stuck to the wall of the crevasse, the centaur ranger's shot skids off the wall and disappears into the darkness of the far end of the crevasse.

OOC: That will be the end of the round, but @Tellerian Hawke, go ahead and add a reaction post, if you want, for the missed shot.
 

Knightfall

World of Kulan DM
Eutharic leaves the bag of healing potions with Caerth and he flies up out of the crevasse. He makes sure to avoid the ghast lord and is soon at the top next to Phar and Henry again. "Now, while Tarrak's trapped, shoot him!"

"What do you think we're trying to do?" Henry snaps at the tiny demon. "Now go warn the others or get out of the way!"

The quasit cackles at Henry half in anger and half in frustration. "Hey! I'm just trying to help!"

"Go warn Lady Pendour, please," Phar adds calmly to Eutharic if you want redemption for you and your master. "She must not wait a moment longer. Tell her to ride out of here."

"But, her guards might try to kill me," the quasit complains.

"If you want a better life then take the risk," Phar replies.

Eutharic sighs and flies off towards Lady Pendour. As he passes by Scarborax, he warns the chromithian. The small lizardkin gives the demon the benefit of the doubt. He calls out to Lady Pendour to ride that there is a risk Tarrak might be able to climb back out of the crevasse.

Eutharic continues to fly towards the lady of Carnell but as he gets close he balks and half ducks behind a stalagmite. "Permission to come closer?" He asks meekly. There is both fear and annoyance in the tiny demon's voice. The creature might be used to groveling but not to so many mortals.

"Stay where you are, demon!" Ailward shouts. "The lady will not listen to your lies!"

"Don't be so stubborn," Scarborax shouts at Sir Ghal's cohort. "It is just trying to help us so it can save its master's life. It might a selfish reason but it could also be the truth. What would you do to save Sir Ghal, hmm?"

"It is not the same thing!" Tristan snaps. The militia soldier has his weapon out and is ready to strike if Eutharic comes any closer.

"We have heard your warning, demon," Lady Pendour says to Eutharic. "But you and Galzadar have killed many of my people, so I suggest you slink off back to him and hope for mercy from Sir Ghal and Sir Quinn later. You will get none from me."
 

Tellerian Hawke

Defender of Oerth
Angus says, "Ae'm soory boot tha', thae saed he was a'coomin' up thae wall. We aren't en ana' daingeh, an' et's too derk ta' gate a goot shaet. Off wae gaeogh, then."

With that, Angus stores his bow, and returns to his original intention; he begins once more to move toward the village.

OOC: Next round, Angus will spend the whole round in movement, getting as far away from here as possible.
 

JustinCase

the magical equivalent to the number zero
Caerth shakes his head, trying to get his focus back, and he flies lazily away from the darkness that burns him so. He grabs his trusted magical bow and a long arrow, and as he turns towards the stuck ghast lord, he lets loose.

Unlike before, this arrow actually seems to pierce through Tarraks magical defences.

OOC: Move (fly) my speed away from Tarrak, preferably up. Then attack with the longbow:
Composite longbow: 1D20+12 = [15]+12 = 27
1D8+6 = [3]+6 = 9


HP 25/58


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

AC 19
HP 25/58
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
 

Remove ads

Top