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

Maur moves forward taking the point, both for his slower move and superior armor and fortitude. Angus can easily catch up with him and probably have ready attack to boot.

Action: double move down avoiding the pit obviously
 

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"Let's go then. If they think they can get a better position there, they are in for some surprise."
Litrix speaks quietly to the group.
"Let's use the same positioning, Angus anchoring the middle, Maur and I will take front flanks and Quinn will protect the back or join forward if his chain..."
he looks at the warrior who drew Star Arm.
"...or you can take the flank, I'll guard the back, Quinn. Let's go! Keep together, in step with Maur."

The marshal motions for Angus to lead the way and waits to see Quinns decision before taking his own position either to the right of Angus or behind Phar.
Quinn takes the lead towards the corridor with his spiked chain ready to strike out at whatever comes out of the shadows. Phar's haste spell gives the gladiator-knight the speed to make it all the way to the iron double doors, which are flanked on each side by two empty torch sconces. Quinn can see that there is another sinkhole around twenty feet from him. Beyond that is the shadowy corridor, which stretches for another 20 feet.

Even in the gloom, Quinn is able to make out two grisly forms at the end of the corridor. One is crouched over a dead spider with its back to Quinn. It is eating the vermin and barely notices the big man's arrival. Another one of the figures is half crouched like a cat ready to pounce. The creature hisses at Quinn and then move with unnatural speed. It moves and then jumps over the deep pit in the floor. The creatures not only jumps over the pit, but also the entire distance between the edge of the sinkhole and Quinn.

The creature lands right next to Quinn. The gladiator-knight is able to swing his chain at the undead foe just before it lands, but it twists in the air to avoid the weapon. It bites Quinn deeply on the arm and tries to tear away flesh.

"Yesss, be my food," it whispers at Quinn.

Quinn can hear more hissing echoing through the ruins. Then, two more ghoulish creatures jump out of the sinkhole, one right after the other. The two creatures easily clear the height of the pit and land in the corridor. One of them rushes towards Quinn biting at him but the warrior manages to avoid the second ghouls teeth.

OOC: Vicious Ghouls - Jump check (out of the sinkhole): 1D20+26 = [17]+26 = 43
1D20+26 = [19]+26 = 45
Vicious Ghoul - Bite attack vs. Quinn after jump: 1D20+12 = [6]+12 = 18 (miss)
1D8+9 = [1]+9 = 10
---
Quinn must also make a Fortitude save vs. possible paralysis from the first ghoul's bite. The DC is 12.
---
Taran, the spot where you wanted Phar to move to is now taken by one of the ghouls. You can change Phar's position to be either behind him or next to him (or next to the sinkhole SW of Caerth).
 
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Race: Silver-Grey Elf Paragon
HP: 58/58
AC:
23; FF:19 T:16
TempAC:+4
Spot:+12
Listen:+8
Search+15(SD:+2)
XMage Hand; Open/Close; ❏❏Detect Magi;❏❏Electric Jolt;❏❏Prestidigitation
Fort:+4 (+2)
Will: +8 (+2)
Refl: +8 (+4)
Initiative: +4
Range:+9/+4
Melee: +6/+1
Temp: +1
1st [7+1](DC20) ❏Familiar Pocket ❏Feather Fall; [][]*Magic Missile; [X] Protection from Evil; [] Slide []Feather fall
2nd[6+1](D21) ❏Cat's Grace (DC:21)[X]Glitterdust [X][X] [] *Scorching Ray ❏Web; []Luminous Swarm
3rd[6+1](DC22)❏Dispel Magic ❏*Fireball X Fly; [ ] [X ]Haste; ❏*Lightning Bolt [X] Summon Monster III
STR:11
DEX: 18 + 4
CON: 12 + 1
INT: 28+9
WIS: 12 +1
CHA:12 +1
XP: 65500/66000
(DC23)4th [5+1❏❏*Fire Shield ❏*Ice Storm [] [] polymorph []Summon Monster IV
5th(4+1) (DC24) [X] [X]Dismissal ; []Wall of FIre; []Break Enchantment; [X] Wall of Force
6th (2+1)[DC25] []Disintegrate; []*Wall of Force; []Cacophonic Burst


As the ghouls approach, Phar drops his bow and removes a potion from his potion belt and gives it to Featar.

" "Featar," he says in the language that only they share, "Take this, friend, and keep it. If someone is paralyzed, it will free them." The hawk clasps it in one of its claws. 1

"Now, you must
fly over and deliver this spell to Aureus but stay high to avoid danger!" Then Phar casts Fly, imbuing the hawk with the ability to cast. Featar obediently makes his way to Aureas, touching her shoulder and, instantly, the spell is cast on the archer, allowing her to fly.2 Featar continues up above and lands in the rafters, looking down on the action.

"Aureas, fly to safety"

Phar promptly moves back away from the speedy ghouls.3


1. First, I'm going to remove a potion of REMOVE PARALYSIS from my belt and hand it to Featar (if that's possible)

2. Using my familiar to deliver a touch spell (fly) to Aureas.

3. Phar moves back 25 feet back to the hallway.


Haste: Round 1/12
Protection from evil: 3/100
 
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Angus does his best to try to charge the ghoul menacing Cearth, but he is forced to shift and jump through the broken walls and scrape by two columns. His attack is a bit clumsy and the undead creature easily avoids it.

As the ghouls approach, Phar drops his bow and removes a potion from his potion belt and gives it to Featar.

"Featar," he says in the language that only they share, "Take this, friend, and keep it. If someone is paralyzed, it will free them." The hawk clasps it in one of its claws.

"Now, you must fly over and deliver this spell to Aureus but stay high to avoid danger!" Then Phar casts Fly, imbuing the hawk with the ability to cast. Featar obediently makes his way to Aureus, touching her shoulder and, instantly, the spell is cast on the archer, allowing her to fly. Featar continues up above and lands in the rafters, looking down on the action.

"Aureus, fly to safety"

Phar promptly moves back away from the speedy ghouls.
Phar moves behind Litrix while Featar delivers the spell to Aureus. The hutaakan immediately feels lighter on her feet. She nods and smiles at her oldest friend on this world.

Maur moves forward taking the point, both for his slower move and superior armor and fortitude. Angus can easily catch up with him and probably have ready attack to boot.

Action: double move down avoiding the pit obviously
Maur watches as Angus rushes forward to attack the closest ghoul. With his strong vision, he can clearly see that there are two other ghouls trying to surround Quinn. He rushes forward to help hoping that Quinn can hold out and that Angus can handle the other ghoul.

It is strange, he is sure he these creatures were ghasts, but they don't smell right. They are extremely fast, however. They are not typical ghouls. Yet, he is sure there is another smell. Something more foul just on the edge of his senses.

OOC:
@Neurotic, if you want to change your double move to a move and another action let me know. Otherwise Maur will double move as discussed before, which means he will be right next to Quinn (adjacent NE square).

@MetaVoid still needs to post his actions for the round. He noted that he will have Litrix move and attack and that he's going to post in the morning (for him).
 

Litrix sighs at the charge of the gladiator. It is useful to protect Aureus, but leaving himself exposed...on the other hand, Angus can really move so it's not like Quinn is seriuosly isolated.
The knight follows Angus, enhanced move helping with better positioning. But with all the webs and unstable footing, he doesn't quite get there. Still, swing with Morsus Draconis is a dangerous thing for evil in this world.

Move: ideally to flank with Angus (I don't think he can get there through the webs or over the sinkhole)
Standard: Attack vs ghoul; damage: 1d20+16+1 = [4]+16+1 = 21; 1d8+6+1+1 = [6]+6+1+1 = 14 - one damage is lightning, extra +1 assumes the ghoul is evil

@TaranTheWanderer @Tellerian Hawke @ScottDeWar_jr @Neurotic don't forget:
+1 cirumstance bonus to MELEE attacks
if 21 hits the ghoul, you also get +1 MORALE bonus on all attacks IF you're within 30' and +1 on saves vs fear
+6 damage when flanking
 

Litrix sighs at the charge of the gladiator. It is useful to protect Aureus, but leaving himself exposed...on the other hand, Angus can really move so it's not like Quinn is seriously isolated.
The knight follows Angus, enhanced move helping with better positioning. But with all the webs and unstable footing, he doesn't quite get there. Still, swing with Morsus Draconis is a dangerous thing for evil in this world.
Litrix finds his way through a break in the wall, past several piles of rubble, and in between two of the columns. He stands in between Angus and Caerth but his swing is avoided by the ghoul, which is unusually fast for a ghoul.

Quinn is the first to be hit by the next wave of stench as the double doors next to him are pushed wide open. On the other side are three more undead creatures, but they are different than the ghoul next to him. These are the ghasts. One of them stands on the other side of the open doors; it slashes out with its claw at Quinn.

The other two climb over the edge of another sinkhole and then appear in the corridor, climbing up out of the sinkhole to try to outflank Quinn and Maur. One of them scramble up into the corridor and growls at Maur. The other ghast climbs up next to it, but is a little slower.

While they move quickly, there speed doesn't seem to be enhanced like those of the ghouls.

OOC:
Undead Trog - Attacks Quinn: 1D20+14 = [20]+14 = 34 (critical threat)
1D8+9 = [8]+9 = 17
---
Undead Trog - Confirm Crit. vs Quinn: 1D20+14 = [3]+14 = 17 (not a crit.)
1D8+9 = [6]+9 = 15
---
Undead Trogs - Climb checks (DC 15): 1D20+8 = [8]+8 = 16 (down)
1D20+8 = [17]+8 = 25 (up)
---
1D20+8 = [10]+8 = 18 (down)
1D20+8 = [13]+8 = 21 (up)
(The second ghast must finish climbing in round 2)

Maur and Quinn must make DC 17 Fortitude saves vs. the undead trogs' stench or be sickened for 1d6+4 minutes. The radius of the stench is 10 feet.
 

Start of Round 2
The ghoul hunched over and eating the spider breaks away from the dead vermin, steps forward, and then jumps high over the sinkhole and climbing undead troglodyte, it lands just beyond the sink hole, takes a step, and then jumps again, this time over Maur. The ghoul easily gains enough height to soar over the dwarven champion, but no so high as Maur and Quinn cannot strike at it as it moves.

It lands on Maur's other flank but it ignores the dwarf and rushes towards Angus.

Horssse meat," it hisses at the centaur.

Aureus uses Phar's magic to take to the air, flying up high above the rubble near the skylight. She takes aim with her bow and fires at the closest ghoul menacing Angus. The shot hits but only scratches the ghoul.

OOC: The ghoul double moves while jumping successfully twice. Both Maur and Quinn get AoOs, however.

Aureus - +3 Composite Longbow: 1D20+16 = [14]+16 = 30 (hit)
1D8+3 = [1]+3 = 4
 
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Between his experience with underdark smelly lairs and already numb nasal sensors from the egg area, Moradins champion ignores the smell and solidly impacts the ghoul jumping over him.

He channels the power of Moradin quickly, and translucent hammer materializes next to the creature and tries to strike it...but fails.

OOC: using the same post for swift action (that would go at the start of Maurs regular turn)

 

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