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

Maur dismounts and casts something. It sounds like an avalanche coming down from the mountain, but nothing happens.
"Do not go toward the guy Litrix spoke to unless you move first so you're in line with Litrix and it. And do not deviate too much on either side. I've left access in case it starts casting. But it goes nowhere."
A moment before Maur dismounts and casts his spell, the brooding skeleton closest to its leader and caught within the Wall of Fire crumbles to the ground, burnt to ash by Phar's spell.

The brooding skeleton closest to Litrix swings its sword first at the anointed knight and then at Caerth, but the strikes are imprecise and reduced in strength due to the unicorn blood affecting the undead foe.

The other brooding skeleton caught in the Wall of Fire steps out of the flames next to the Aureus. It is smouldering and looks to be ready to crumble as well, yet it remains standing. Driven by its hatred for life, it attacks Aureus with its sword, but the sword strikes are clumsy.

OOC: @Tellerian Hawke, Angus is up next. I'll post for you sometime tomorrow. @MetaVoid, Aureus goes right after, then followed by Litrix.
 

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OOC: The Restart Begins Here!


The Grave Shores:
The strange, intelligent undead stood little chance against Phar's wall of fire and Maur's spike stones. Those that didn't rush through the flaming wall or succumbed to the spikes of stone chose to rush around it near the scrag mounts. It was a simple thing to drop them one by one. Even the leader wasn't that powerful. It fell to Litrix fairly easily.

The undead foes had been overconfident. The last few tried to flee north but were rode down by the newcomer in your midst, Locke Darkmoss. He had come out of nowhere, and, at first, you weren't sure if it was another foe. He had found you through skill and a bit of luck. He had been drawn to these lands for some unknown purpose. Then, he came across the Temple of Bogphin while chasing after his horse, which had followed your horses to the temple. He didn't encounter Shouzas while there, which was probably a good thing.

Caerth seems intrigued by the man... beyond his sudden appearance.

Moving on southwards toward's Ralix's Cross, you find that there isn't any true menaces around it. Yes, you find warnings written on the rocks. Scrawled writing in paint and blood in various languages. The Cross itself seems more like an old ruined monument covered in wooden stairways and walkways that have seen better days. There are old rusted metal chains that look like they haven't been used in years.

You risk climbing to the top of the Cross. The two thorps to the northeast of the cross (seen by Featar) are mere pin-picks in the wilderness. Each one has only a handful of huts and a broken stone tower, which are surrounded by patches of land that could be more verdant if someone was willing to put in the work. It doesn't take long to visit each of them and discover that the thorps are both abandoned. You do find very old campfires, but it is doubtful that the local tribes use them as anything other than campsites. No one has used the sites recently, however.

The other thorp to the south of the Cross is another story. You find that it is in good shape and looks like it has been used quite recently. There are fires that might have been lit only days ago, but when you approach, no one comes to greet you. It quickly become apparent why. Inside the largest hut, you find the remains of two humanoids. They have been dead for quite some time. Probably two or three months. The dry heat of these lands has slowly started to mummify the corpses. You also find three shallow pits with the half eaten remains of the rest of the tribe.

The teeth marks on them are quite large. Giants... most likely.

You soon understand that the pits are giant-sized privies and the remains in the pit are what is left of the giant's meals. It seems the giants that Bastiaan mentioned became tired of the local tribes using Ralix's Cross for their own purposes. You wonder why the giants didn't eat the other two. Perhaps they escaped and came back? It didn't matter. Without the rest of their tribe, they died anyway.

You debate as to whether or not you should bury the remains. These weren't good people. The symbols of death and cannibalism painted on the huts and stone tower are clear indications that these souls were evil. Still, a proper burial might keep them from rising as undead in the future.

Exploring the area around the Cross takes most of the rest of the day, which becomes blazingly hot. The sun beats down on the scrub plains, dry hills, and low mountainous crags. It is safer to take shelter in the huts of the ruined thorp once Maur consecrates it. The small stone tower is still intact at the base, a giant broke off its roof.

Soon after the sun sets and temperature plummets, you have a fire going inside the tower and there is just enough room for all but Angus to sit around it. The Harqualian centaur sits just outside the tower's open doorway. The wooden door broken away from it's hinges, leans against the stone structure.

"So, do we bury them?" Aureus asks.

OOC:
This is just my first post. I'm going to let you all chime in before I write my outro for Caerth. He will leave the PCs in the morning and return to the Temple of Bogphin. After that, my next post will take the PCs to the edge of the demiplane's barrier into the Gloom of Angrboda. There, you will have a chance to interact with the zelekut, Rikiron.

There won't be any encounters in between, but once the PCs enter the Gloom, it will become a lot more dangerous. I'm not going to hit you with tons of random encounters, but it won't be a cakewalk all the way to the Shrine of Utter Evil.
 
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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)
[]Mage Hand; [x] [X] Summarize ; [] [X] [] Detect Magic [] Recent Occupant; [X] [] Shade
Fort:+4 (+2)
Will: +8 (+2)
Refl: +8 (+2)
Initiative: +4
Range:+9/+4
Melee: +6/+1
1st [7+1](DC20) ❏Familiar Pocket; [][]*Magic Missile; [] [] Protection from Evil; [] Light of Ludania []Feather fall [] Enlarge Person
2nd[6+1](D21) [] [] Glitterdust [] [] Scorching Ray [] Web []Luminous Swarm [] Protection From Evil
3rd[6+1](DC22) ❏*Fireball [] [] Fly; [ ] []Haste; [] Dispel Magic [] Dispel Magic
STR:11
DEX: 18 + 4
CON: 12 + 1
INT: 28+9
WIS: 12 +1
CHA:12 +1
XP: 70,800/78,000
4th [5+1] (DC 23) []Wall of FIre [] polymorph [] []Summon Monster IV []Haste [] Cacophonic Burst
5th(4+1) (DC24) [] Fire shield []Dismissal ; [] Wall of Force; []Break Enchantment; []Cacophonic Burst
6th (2+1)[DC25] [] [] Disintegrate; []Cacophonic Burst


Phar had his eyes closed and was sitting near the fire as the night got colder. He opened them for a moment,

"I will not surmise what foul customs these humans observed nor do will I debate their right to a proper burial. Those with closer ties to their gods can decide if any rites are deserved. Instead, I will propose that it would be worth interring them if only to rid this pitiful place of one more scar upon the land and to save some other hapless soul who would otherwise stumble upon the gruesome sight. Furthermore, I have access to a powerful valance that would allow me to shapechange into a burrowing creature. Perhaps a bullette would do. Or perhaps I could summon a dire badger. It would be nothing to dig a hole and inter them."

He closed his eyes again
 
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"We should bury them. If for no other reason than prevent them from coming after us. I will not recommend their souls to the Soul Forge even if they probably could use some reforging. Whatever destiny awaits them is of their own doing. We can burn them, but that might attract attention. I will say a blessing that will prevent them from coming up. Digging would be useful."

Maur nods to Phar as says his piece.

OOC: Maur had hallow prepared from earlierI think. But if not, still a proper burial with ceremonial blessing might do some good.
 

Locke: Gritting his teeth, he takes in the scene. He sniffs shallowly, taking in the mixture of naughty word, dried bile, and bodily decay.
And through his gritted teeth, “Burn them. Damn the smoke. Burn them. It’ll take too long to bury them. Say rites for them. Dispatch them properly. But burn them.

He moves to the closest body, and drawing his sword, separates the head from the torso.
He pulls his holy symbol from his haversack and says a blessing. Then he drags the body into a pile with several others. He begins to start a funeral pyre.
 

"Can undead raise again if they are slain as undead?" asks Litrix "Don't we have to burry only these two mummies? And if they didn't get up by now, I doubt they will."
He considers for a moment.
"We should bury them, fire and smoke will be visible all over the place and if Phar and Caerth can bury them easily, there is no need to draw attention to ourselves."
Turning to Locke
"Maybe a proper introductions are in order, stranger? Thank you for the help with those things. I am Litrix Maekrix, knight of Zelloran."
 

"Can undead raise again if they are slain as undead?" asks Litrix "Don't we have to burry only these two mummies? And if they didn't get up by now, I doubt they will."
He considers for a moment.
"We should bury them, fire and smoke will be visible all over the place and if Phar and Caerth can bury them easily, there is no need to draw attention to ourselves."
Turning to Locke
"Maybe a proper introductions are in order, stranger? Thank you for the help with those things. I am Litrix Maekrix, knight of Zelloran."
The name is Locke. Just…Locke. Happy to help. May I ask what would keep you here? Is there any reason to stay nearby while it burns?”
 

Phar had his eyes closed and was sitting near the fire as the night got colder. He opened them for a moment,

"I will not surmise what foul customs these humans observed nor do will I debate their right to a proper burial. Those with closer ties to their gods can decide if any rites are deserved. Instead, I will propose that it would be worth interring them if only to rid this pitiful place of one more scar upon the land and to save some other hapless soul who would otherwise stumble upon the gruesome sight. Furthermore, I have access to a powerful valance that would allow me to shapechange into a burrowing creature. Perhaps a bullette would do. Or perhaps I could summon a dire badger. It would be nothing to dig a hole and inter them."

He closed his eyes again
"We should bury them. If for no other reason than prevent them from coming after us. I will not recommend their souls to the Soul Forge even if they probably could use some reforging. Whatever destiny awaits them is of their own doing. We can burn them, but that might attract attention. I will say a blessing that will prevent them from coming up. Digging would be useful."

Maur nods to Phar as says his piece.
Aureus nods in agreement.

Locke: Gritting his teeth, he takes in the scene. He sniffs shallowly, taking in the mixture of naughty word, dried bile, and bodily decay.
And through his gritted teeth, “Burn them. Damn the smoke. Burn them. It’ll take too long to bury them. Say rites for them. Dispatch them properly. But burn them.

He moves to the closest body, and drawing his sword, separates the head from the torso.
He pulls his holy symbol from his haversack and says a blessing. Then he drags the body into a pile with several others. He begins to start a funeral pyre.
Phar moves and puts a hand on Locke's shoulder. The elf then summons a dire badger and the conjured animal quickly digs out a proper hole in which to bury the corpses.

"Can undead raise again if they are slain as undead?" asks Litrix "Don't we have to burry only these two mummies? And if they didn't get up by now, I doubt they will."
He considers for a moment.
"We should bury them, fire and smoke will be visible all over the place and if Phar and Caerth can bury them easily, there is no need to draw attention to ourselves."
Turning to Locke
"Maybe a proper introductions are in order, stranger? Thank you for the help with those things. I am Litrix Maekrix, knight of Zelloran."
OOC: Not actually mummies. Just desiccated in the dry conditions.

It takes very little time for Phar's summoned dire badger to finish and everyone helps move the remains into the freshly dug deep hole. Maur hallows the area around the newly dug mass grave. He and Caerth both say a blessing over the bodies to help prevent any of the dead from rising as undead. In these cursed lands, it is a real risk.

The dire badger quickly moves the dug up earth back onto the dead bodies and Phar also has the animal move some earth to partially fill in the giant-sized privies... just enough to keep the smell of death from wafting through the air as you all rest for the night.

While the early part of the night is uneventful, it is obvious to everyone that Caerth is restless. He's seemed distant since you all left the ruined temple. During the first watch, the half-orc druid seeks out Maur while everyone else sleeps. He tells the dwarven Champion of Moradin that he is leaving the group. While his words are upsetting, they don't completely shock Maur.

"You're going to have to take the lead as their healer from now on," Caerth says as he looks towards the sleep Aureus. "While she can help you, her skills are still limited as a divine bard." He takes out his healing wand and hands it to Maur. "This will help. I won't need it."

OOC: The wand of cure light wounds has 40 charges left.

The half-orc then rests until it is his turn to take watch. He relieves Litrix who took the second watch. He tells him that he is leaving in the morning and returning to watch over the Temple of Bogphin.

By the time it is Phar's turn, the paragon elf is already aware that something is up. He doesn't sleep after all. Both agree to talk about it with Aureus when it is her turn to take watch just before the dawn. Caerth sleeps some more until Phar wakes Aureus for her watch. The three of them talk quietly for a few hours. They've all been together for quite a while, along with Quinn.

"What about Quinn?" Aureus asks. "He and Cruel Justice won't like you leaving with Kang."

"I'll talk to Quinn in the morning," Caerth insists. "I think he senses something is up. Or, at least, Cruel Justice senses it."

"It is not his choice to make," Qi interjects. "Kang is your companion. While I would prefer to keep our son close, it won't be the first time we've been apart. You have been the one person who has been able to handle Kang's dark moods."

Caerth nods.

He remains awake while Phar goes off to meditate. When Aureus wakes Angus for his watch, Caerth informs the Harqualian centaur about his intention to leave the group. Angus is a bit surprised. He knew Caerth was struggling with something but he didn't know it was this serious.

Quinn takes the last watch just as dawn breaks. The group lets Locke sleep. He is new to the group, after all.

Quinn's human eyes need the light. He and Caerth have a heated conversation. Quinn objects more to Caerth not finishing to help to get Brutus's ring back than anything to do with Kang. Cruel Justice does object, strongly, but the half-orc druid is resolute. The conversation is loud enough to wake almost everyone else.

"I will not change my mind," Caerth growls.

"You must not take away my son," CJ says loudly. "Give him over to Quinn, now!"

"Will you stop being an overprotective fool!" Qi chastises her mate. "Kang does not want to leave Caerth's side. Surely you can sense it from him?"

"Kang is barely sentient enough to know what he wants," CJ replies glumly. The intelligent blade knows that he won't win against his wife's powerful will.

"I have already given Caerth my blessing. That is the end of it," Qi insists. "And, don't tell me you weren't eavesdropping on us last night. Quinn might need to sleep, but you don't."

Cruel Justice replies only with silence.

Soon, everyone is awake and gathered around. The argument even woke up Locke.

"I would speak with you in private, Locke Darkmoss," Caerth says to the newcomer. He walks away from the ruined thorp to an isolated hill. Locke follows... a bit unsure.

Once they are alone, Caerth looks up at the sky. The morning is cool. Overnight, the temperature dropped significantly and there is still frost on the ground. "It looks like today will be a good one for traveling." He glances towards Locke. "There is something about you. More than what you've told us already." Caerth holds up his hand as Locke begins to object. "Your secrets are yours, Locke. I've learned that humans often have secrets. Even those you thought you knew for your entire life." Caerth shakes his head as he thinks about his distant mentor.

"No, I called you out here because you are sign I've been waiting for in order to make this decision. Since we discovered the ruins of the temple, I've been beseeching the spirits of these lands for a sign that I'm on the right path... or not." He looks at Locke. "Two nights ago, I had what only can be described as a vision. A vision of a man riding a horse out of heat of day with his weapon raisede high calling out a name. At first, I thought it was my name." Caerth shakes his head. "It was the name, Cynra, that I heard. The same name you yelled out when you arrived and came out of the wilderness yesterday."

He steps towards Locke. "It was you. Of that I'm certain, but you had a different face. A face similar to mine. Is there some orcish in you... I wonder?" He shakes his head again. "It does not matter. You are here now, and I believe you are meant to be here. now, in the place at this time. Your goddess wills it, it seems. What she and Bogphin have in common is a mystery. It is a mystery that I will try to solve once you and the others have returned to the temple after dealing with Eike."

Caerth looks westward towards where the ruined temple is located. Locke can sense that the ruins seem to be calling out to the half-orc druid. He then looks skyward once again. The sky is filled with dense clouds that partially block out the sun. "Yes, today will be a good day for travelling." He looks back at Locke. "I am entrusting my companions, no, my friends to you, Locke Darkmoss. My mission to help find the stolen ring of the half-ogre boy slain by Eike now falls to you and your goddess."

Without another word, Caerth walks back to the ruined thorp. He goes to gather his thoughts and prepare his spells for the day.

Hours later, once all preperations have been made, each of you mount up and prepere to ride towards the barrier of the Gloom. Caerth hands over The Hermit's journal to Aureus.

"You will need this to help guild you to the evil shrine. "Do not lose it! I will want it back once we see each other again."

"Uhm, I cannot read this... you know," she replies while reluctantly taking the book.

"I have added my own words to the back of the book and made notes on the various maps in it, as well in the margins for anything that you might need to know going forward."

Aureus nods. "I won't lose it."

Caerth says his goodbyes to each of you before mounting his horse. A few final waves are shared as he rides away back towards the ruined temple of Bogphin.

===============================================

Aureus mounts up on Lady and you move out towards the edge of the barrier where Maur's summoned creature, the zelekhut named Rikiron. She glances through the journal of Strateus the Hermit. She inspects the simple maps first before beginning to read what Caerth has written at the end of the book. There is a lot. Soon, however, is forced to stow the book away as th pace picks up and the wind begins to blow. The clouds above are filled with just enough moisture to cause it to spit rain.

Before he had left, Caerth cast traveller's mount on all their horses. There is no need for endure elements today, so far. With the enhanced speed, the mounts easily carry you the distance to the location that Maur and Rikiron agreed upon. The zelekhut is waiting at the edge of the barrier in the exact location the two noted on Aureus' map. The creature of law is absolute in its mindset.

You can tell that the creature has been damaged, slightly. The damage isn't enough to affect the creature's effectiveness. There are scrapes and dents but nothing that threatens the creature's life. It waited patiently and silently on your side of the barrier. On the other side, you can see why the demiplane is called the Gloom. Everything is cloaked in shadows even when the sun comes out completely. The land's appearance is muted... almost gray.

"You have finally come," Rikiron says as you approach. It had been standing motionlessly until Maur's arrival. "I was certain you would find you're way."

OOC: Traveller's Mount gives the horses a 20-foot enhancement bonus to speed for 1 hour/level. The horses can hustle without taking damage or becoming fatigued. The mount cannot attack during battle while this spell is in effect. It will still carry the rider into combat.
 


Locke:
Caerth is uncomforting to Locke. He is too familiar, seeming of great wisdom. And he is clearly in some distress himself.
To Caerth, "Cynra is indeed the goddess of most of my years. Your words ring true, Caerth, you are prescient. I have many skills but few memories of my youth. I was vexed for many years. Finding Cynra was a great gift from friends taken too soon from me, half-orcs among them. They asked me the same thing, but they are gone now. I am scarred and have eaten bitter earth.
And I wander, in search of purpose, and absent that, I suppose, adventure. I've seen a little of a much greater lot. Cyrna has been kind and shown favor thus far. I trust her will and the direction she points. I will help your companions to locate this ring. I am eternally curious. It is both burden and respite. Good morrow. Safe travels to the temple. I will follow your companions once we've completed the quest.
"

Locke withdraws to pray for his divine spells and put himself into his focus for the day.
+2 Fort and +2 Will Saves; Divine spells from any list; Caster Level 4; +2 Knowledge Religion; NO TURN ABILITY
Flexible Feat for Day: Combat Reflexes (Total of 6 Attacks of Opportunity Should the Occasion Arise)
 

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