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


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Knightfall

World of Kulan DM
Angus instinctively covers his two passengers, shielding them from harm.

Angus says, "Look aeut!"
As Wielands tries to protect Elle, Angus manges to protect both of them from the Infernal Wind. He is buffeted hard and his long hair is burnt away along his humanoid torso. Luckily, the flames don't linger on him.

OOC: Reflex Save: 1D20+15 = [11]+15 = 26

Phar dances nimbly back from the edge and avoids the power of the Crow God. He reaches into his pack and pulls out a coil of silk rope (50') to help with getting his companions out of the crevasse.
Phar finds that the rope won't reach down all the way to the bottom of the crevasse.

Aureus blinks her eyes open and grits her teeth. Her sensitive ears hear ringing from somewhere deep inside her head. She slowly picks herself up off the floor of the cave and looks around. She can see Phar uncoiling a rope to try to get Maur out of the crevasse. She checks her own magical rope and finds it undamaged. She commands it to coil back up to the top of the crevasse and unties it from the stalagmite.

Aureus then climbs up the slope towards Angus, Phar, and the others. She goes to Phar and helps him tie his silk rope to her rope of climbing. Once the two ropes are combined, the combined length is just long enough to reach the bottom of the crevasse.

"Angus, we need you to help us pull them up, if Caerth and Quinn can't manage to fly them up here," Aureus says to Angus.
 

Tellerian Hawke

Defender of Oerth
Angus looks back briefly to Wieland and Elle.

Angus says, "Hung taete ma'fraends, wa'ere noot en aenae danger et th'moment, an' Maur bae a'naeden' ma'haelpe."
"Hang tight, my friends. We're not in any danger at the moment, and Maur be a' needing my help."
Having said his peace, Angus moves to help Phar haul Maur to the top.
 
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Neurotic

I plan on living forever. Or die trying.
Maur weathers the wrath of the petty goddess. He remains standing...or at least concious given that the blast took even him from his stance... thanks to his last moment desperate strategy to add to his defenses instead of attacking hard-to-hit foe.

"By Moradins beard, we did it!" he shouts before rushing toward the fallen knight and reviving him with one of his few remaining spells. Moradin smiles on the human, he is worthy of the blessings of the All-Father, the recovery spell causes is remarkable.

He them looks over the fallen in the crevasse, checking if there is hope for any of them and picks up the bow laying on the stone. It may come useful for clearing out the zombies.

OOC: Sacrifice Ghosttouch armor for Cure Moderate Wounds
Cure wounds on Sir Ghal: 2D8+7 = [8, 5]+7 = 20
 

JustinCase

the magical equivalent to the number zero
Not one to gloat, Caerth nevertheless grins very satisfied, despite the wave of dark energy that waves over them. He weathers it, keeping his spot in the air, and looks at his companions in this battle.

The demon's champion has been destroyed; the biggest threat to the entire region halted. It is only a matter of putting the zombies to rest, making sure the battlefield is cleansed of any undead auras, and then...

And then returning to Carnell to see what the situation is there. If they have survived the attack of the rooks.

His grin, already a grimace, disappears completely when the half-orc remembers the peculiar possessed elf.

With renewed determination, Caerth leaves everyone in the crevasse behind and flies up, directly to where he left Galzadar. If the wizard is still entangled, the half-orc druid will land on top of him to keep Galzadar from escaping.

OOC: Haven't adjusted my HP or stats yet; I will when I level-up Caerth in the following days.

HP 18/58


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

AC 19
HP 18/58
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
Maur weathers the wrath of the petty goddess. He remains standing...or at least conscious given that the blast took even him from his stance... thanks to his last moment desperate strategy to add to his defenses instead of attacking hard-to-hit foe.
Both Sir Quinn and the ordained champion are left standing but both will need some time to rest after this ordeal. That feels a long way off, but the worst of it seems to be over.

Still under the effect of Phar's fly spell, Sir Quinn doesn't have to wait to make his way back up to the others. The magic will last minutes, so he has time to survey the battlefield and go deal with the zombies if he so chooses.

They won't stand long against his spiked chain although a bludgeoning weapon would be a better choice. And if he can get them moving through the spike stones, the mindless undead will destroy themselves.

Neurotic said:
"By Moradins beard, we did it!" he shouts before rushing toward the fallen knight and reviving him with one of his few remaining spells. Moradin smiles on the human, he is worthy of the blessings of the All-Father, the recovery spell causes is remarkable.

He them looks over the fallen in the crevasse, checking if there is hope for any of them and picks up the bow laying on the stone. It may come useful for clearing out the zombies.

OOC: Sacrifice Ghosttouch armor for Cure Moderate Wounds
Cure wounds on Sir Ghal: 2D8+7 = [8, 5]+7 = 20
The healing energy flows into Sir Ghal and the knight's eyes open. He looks up at the ordained champion and smiles. "Did, did we actually win?" He asks Maur. It is rhetorical. He laughs but then coughs. While he won't die today, he's still wounded very badly. He stands with Maur's help and goes to Quinn and gives the man a big hug. "Ha! Ha! What a victory!" Then he pauses and thinks of those who have died. "But the cost was high."

Maur makes his way over the the fallen soldier who lies nearby. The man is very dead and has been partially eaten by one of the rooks. The rest of the dead in the crevasse are rooks.

"Normally I'd say we should let these winged bastards rot where they lay," Sir Ghal says as he and Sir Quinn make their way to Maur's side. "But with so much death and undeath in this place, we better burn them all after sanctifying the bodies." He knees down next to the dead man and closes the man's death stare. "Arruns and the other soldiers... we will take back to Carnell to bury with honors with our dead."

Angus looks back briefly to Wieland and Elle.

Angus says, "Hung taete ma'fraends, wa'ere noot en aenae danger et th'moment, an' Maur bae a'naeden' ma'haelpe."
"Hang tight, my friends. We're not in any danger at the moment, and Maur be a' needing my help."
Having said his peace, Angus moves to help Phar haul Maur to the top.
Sir Ghal looks up towards the top of the crevasse and watches as Phar and Aureus' combined ropes descend down to them. "Let us hope that Tarrak's boast that Carnell has fallen is just that." With the magical darkness gone, he and Sir Quinn are guided only by the sparkling of the motes from Phar's glitterdust spell. The knight ties the dead soldier to the rope and has Angus, Phar and the others haul up the dead man.

Elle and Wieland are forced to get down off of Angus's back, just to be safe.

Then, once the rope is lowered again, Sir Ghal begins to climb up the rope, very carefully. As he does, Scarborax's dancing lights spell appears at the edge of the crevasse and then makes its way down towards Sir Ghal once the Stump Sorcerer has made his way to the edge. The light guides the way to the top.

"I congratulate you, heroes," the chromithian yells down to Caerth, Maur and Sir Quinn with a slight hiss. "You have vanquished a great evil this night!"

"All played their part, my friend," Sir Ghal says to the sorcerer. "You, yourself, saved Wieland's life. Do not forget that."

"I certainly won't," Wieland says.

Scarborax bows to the young soldier.

Down below, the natural darkness is no restriction for Maur as he waits his turn. He won't have to wait for Quinn. The ordained champion had expected there to be nothing left of Tarrak after such an explosion but some of the ghast lord's possessions have survived the ghast lord's destruction. Spinereaver is embedded deep into the rocky wall of the cave about 20 feet above his head and there are other items (probably magical) strewn about the crevasse. The ghast lord's blood-red armor is damaged but still intact. That's very surprising... and disturbing. There is a belt emblazoned with the symbol of Malotoch and carved grinning skulls. Two rings glow red from the flames that engulfed Tarrak. One is embedded into the stalagmite while the other lies half buried under stone at Maur's feet. He also finds a metal necklace but it is melted and twisted, completely ruined.

He knows these items cannot be left behind. The taint of them could turn this cave evil. And there are the possessions of the other cultists to gather and identify. Most of them will have to be purified, if possible, or destroyed.

Not one to gloat, Caerth nevertheless grins very satisfied, despite the wave of dark energy that waves over them. He weathers it, keeping his spot in the air, and looks at his companions in this battle.
Caerth watches as Maur and the two knights of Carnell survey the dead in the crevasse. After Sir Ghal begins his climb, Caerth watches as Maur takes stock of the ghast lord's powerful magical items that have survived the Infernal Wind. The half-orc druid spots the ghast lord's falchion embedded point first in the wall opposite of where Sir Ghal climbs up to the others.

Caerth's mind reels at the thought of Spinereaver or the Confessor's magical javelin from falling into the hands of another villain. Luckily, Angus has already claimed Azurak.

JustinCase said:
The demon's champion has been destroyed; the biggest threat to the entire region halted. It is only a matter of putting the zombies to rest, making sure the battlefield is cleansed of any undead auras, and then...

And then returning to Carnell to see what the situation is there. If they have survived the attack of the rooks.
Thinking of Carnell makes him eager to be gone from this place, but the half-orc druid knows he has work to do here still. Yes, the zombies have to be put to rest, but the taint of undeath could inflict a great evil on the cave and the lands surrounding it.

He watches as Aureus greets Sir Ghal with a hug and then her roguish instincts take over. She moves over to the fallen Confessor and looks at the man's possessions without touching anything. She shows considerable restraint. Then she notices something. "He's not dead!"

"Someone to face the noose, if we let him live that long," Sir Ghal ponders as he walks towards Aureus and the fallen cultist. "What about the woman?"

"She's dead," Wieland says. "I checked when I took this potion bottle off her." He hands it to Elle.

"Another healing potion," she pushes it back into Wieland's hands. "Drink it."

Wieland does as she commands and the worst of his injuries are healed.

OOC: Wieland - Drinks Omens cure serious wounds potion: 3D8+9 = [4, 2, 3]+9 = 18 | That puts Wieland up to 19 hit points.

JustinCase said:
His grin, already a grimace, disappears completely when the half-orc remembers the peculiar possessed elf.

With renewed determination, Caerth leaves everyone in the crevasse behind and flies up, directly to where he left Galzadar. If the wizard is still entangled, the half-orc druid will land on top of him to keep Galzadar from escaping.
He finds the elf wizard completely entangled and seemingly... at peace. The elf mumble... "Her voice is gone."

Galzadar looks to be a shell of the powerful wizard that killed so many. Whatever fight was in him is gone, but Caerth can still see darkness in the elf man's facial features not engulfed by greenery and fungus. The wizard lets out a wheezing laugh but then the vines entangle him tighter. He stares out with one eye from the entangling mass and looks directly at Caerth. A thin smile crosses the elf man's cracked lips. "Tarrak is gone, isn't he?"

The quasit is soon flying over his master and he looks at Caerth. "You will help me save him, right? The curse isn't gone, but without Tarrak here to act as anchor for Malotoch voice and Vok's eyes, my master's mind is his own... for now."

"No, kill me quick, druid," Galzadar says plainly. "If you don't, another foul creature will come to claim my skills. Maybe even Vok himself."

"I promise you we can save him!" Eutharic pleads. "The ritual I discovered is real! Do not kill him!" Fappling his wings, the quasit gets right in front of Caerth's face. "If you kill his physical form, Malotoch will be able to claim his soul! She could then recreate him as a vrock with all his magical abilities! Imagine facing him again but in that form! And she will send him against you again if she gets the chance!"
 

JustinCase

the magical equivalent to the number zero
Caerth hesitates. He knows better than to trust a demon, even when this particular fiend has just helped saved his life.

He is convinced killing Galzadar is wrong, at least in this state, but freeing the mage and risking him turning on them again is something the druid is wary of.

"Phar! Maur!" Caerth calls out to his companions who, in his mind at least, have the most experience with magics, both arcane and divine. Hopefully they will know the truth of the ritual Eutharic claims can help.

While waiting for his allies to arrive, the half-orc drops down and makes extra sure there are no magical aids within reach of Galzadar when he releases the tangling vines in a few moments; no wands, scrolls, amulets, components, or even daggers and rings. This time he is a bit more reckless in shifting through the items, thinking that any magical traps sprung will have less of an effect with the rest of the undead army defeated.

OOC: Caerth only took a few items last time; now he makes sure to remove everything from Galzadar. He awaits this allies before releasing the spell holding the wizard.
 

Scotley

Hero
Phar moves to the part of the cave where the Zombies are still concentrated and choosing his target carefully, he calls upon his magic once more. With a whoosh fire erupts in the midst of the Zombies burning them where they stand. He readies his bow to deal with any survivors, but Caerth's call instead brings him to the entangled Sorcerer and his familiar. "Tell me of this ritual you think will help your master." He listens carefully and considers what he knows of such things.

OOC:
Fireball: 8D6 = [6, 4, 4, 5, 6, 1, 3, 6] = 35
DC: 20 reflex for half

Knowledge arcana: 1D20+21 = [11]+21 = 32
 



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