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Kulan: Knightfall's Aerie of the Crow God Game [IC]

Knightfall

World of Kulan DM
Caerth growls as his ears stop ringing enough to focus again, and the half-orc's concentration is enough to prevent the bane spell from taking hold of him.

Narrowing his eyes, the druid mutters a few sylvan words and motions for a creature from the very earth itself to come forward, preferably behind the cultists of an evil air demon.
The rocks around the cultists shudder in time with Caerth's words. Flakes of stone appear to crack off from the walls and ceiling and begin to gather together behind the cultists.

As Caerth brigs forth the earth elemental, Meridith reloads and fires her crossbow at the head cultists fighting Maur. The bolt flies over Maur's shoulder and clips the cultist in the side of the head.
OOC: Earth elemental will appear just before Caerth's next's turn in round 3.

Meridith: Light Crossbow > 1d20+2=22 (hit, natural 20!), Confirm Roll > 1d20+2=13 (not a crit.), Damage > 1d8=3
 

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Knightfall

World of Kulan DM
Neurotic said:
OOC: And once again, I cannot fail DC 14 (but rolled 29 anyway) - should I roll? Does 1 always fail for saves?
OOC: I do consider a 1 to always be a failure. It notes it on p. 177 of the PHB. So, yes, please roll.

Phar masters himself and shakes his head to clear it. He raises his bow and looses an arrow straight at the lead cultist in one smooth movement.

OOC:
bow attack and damage: 1D20+10 = [18]+10 = 28
1D8+1 = [2]+1 = 3 (+1 to hit and damage if within 30')
The arrow slices through the man's arm before he can move his shield.

Timmins slashes out twice at the cultist in front of him. His longsword connects with the first swing but his second blow is blocked by the cultist's shield. Gareth takes aim with his crossbow at the same cultist and the bolt finds its mark.

OOC: Timmins: Longsword (x2) > 1d20+7=24 (hit), 1d20+2=12 (miss); Damage > 1d8+1=4
Gareth: 1d20+1=17 (hit), Damage > 1d8=7

As Maur stops at the end of his charge and settles in the battle stance, the plates of his armor slide and click, locking their edges and closing small openings normally left between the plates.

He swings the hammer twice, connecting once and undoing any healing the patrol leader received.
"You lot, run away before my companions wake up. You cannot harm me. Nu! Run!"

The lead cultist's eyes roll up into the back of his head and he goes down in a heap. The man doesn't cry out in pain before slumping to the floor.

Quinten tries to shake off the effects of the bane spell, as he fires his shortbow at one of the cultists beyond Maur. He finds the correct range and the arrow slices the man's shield arm. Brutus picks himself off the ground and growls at himself for being clumsy. He unfastens his axe. Wieland tries to hit the same cultist as Quinten but his arrow comes up short.

Quinn unleashes his full might against the cultist in front of Timmins. The first strike takes down the cultist as it snaps the man's head back. He goes down in a heap, gurgling.

"Ha!" Quinn shouts.

He aims his second strike at one of the other cultists but he is to far away to connect with the chain.

OOC: Quinten: Shortbow > 1d20+3=17 (hit), Damage >
1d6=4
Wieland Shortbow > 1d20+3=12 (miss)
Quinn: Spiked Chain (x2) > 1d20+15=29 (hit), 1d20+10=15 (miss); Damage > 2d4+7=13

End of Round 2
 

Knightfall

World of Kulan DM
Aureus recovers her bow and lets an arrow fly. It passes over the head of one of the cultists.

"I'm not dying for that bastard," he shouts at the others. He grabs his bleeding arm where Quinten's arrow hit him as he runs away down the stairs.

The other two cultists glance at each other before casting protection spells on themselves and readying their heavy maces.
 

Knightfall

World of Kulan DM
Once the earth elemental finishes coalescing, it slams one of the cultists after the man finishes casting his spell. The new protective magic isn't enough to keep the elemental from bloodying the man and denting his shield.

Caerth smiles with satisfaction and then steadies himself and his bow and fires at the same cultist through the mass of bodies in front of him. Unfortunately, the arrow only hits the floor in between Timmins and Maur. His smile fades.

Meridith follows suit with her own bow shot. The arrow springs awkwardly out from the bow and breaks apart on the rocky wall to Quinn's left.

"Careful, back there," the big gladiator says.
 

Neurotic

I plan on living forever. Or die trying.
Maur comes at the next cultist, chasing others isn't his strength. But he takes note to prepare something for the next time. Command. Hold Person. Something.

At the moment, there are cultist to kill. His heavy warhammer swishes next to the cultist and the weight of the strike makes the wall crumble at the impact site. The cultist flinches straight into the path of returning strike.

 


Knightfall

World of Kulan DM
Phar continues his Archery and lets fly another shaft, but perhaps he was too hasty this time or still not fully recovered from the attack of sound. His aim is poor.

OOC:
bow attack and damage: 1D20+10 = [1]+10 = 11
1D8+1 = [4]+1 = 5
Timmins watches Phar's arrow hit the ceiling, then he steps forward and slashes out at one of the cultists still remaining. His first strike seems to glance off an invisible shield surrounding the man but his second strike finds its mark.

Gareth trains his crossbow on the cultist fighting Timmins through the haze of the bane spell. He steadies his hands and breathes. The bolt flies from the crossbow and hits the cultist squarely in the chest. The man clutches at the bolt and cries out in pain. Surprisingly, he does not fall.


Maur comes at the next cultist, chasing others isn't his strength. But he takes note to prepare something for the next time. Command. Hold Person. Something.

At the moment, there are cultist to kill. His heavy warhammer swishes next to the cultist and the weight of the strike makes the wall crumble at the impact site. The cultist flinches straight into the path of returning strike.

The second strike dents the man's armor and shield and Maur can hear a crack form one of the man's bones -- likely a rib. The cultist grunts in pain and his shield arm falters for a moment.

Quinten takes that moment to fire another arrow from his shortbow but the cultist raises it in time to deflect the arrow away.

Brutus rushes forward and jumps over the dwarf and the cultist and lands on the other side. He spins and brings his greataxe down on the cultists' head. The blow splits the man's head and right shoulder in half and Maur is splattered with the cultist's blood. Brutus smiles happily at the dwarf.

"We must not let the other two escape!" Wieland shouts. He drops his bow and rushes past the fight to try to catch the fleeing cultist. He manages to avoid the remaining cultist and steps across the threshold of the stairwell.

The last cultist laughs manically.

"No, don't-," Timmins begins to warn.

To late. Wieland triggers a magical trap. A glyph on the floor flashes and Wieland, Brutus, Maur, Timmins and the cultist are blasted with acid. Wieland and the cultist take the brunt of the blast. The cultist continues to laugh as he dies. Wieland screams in pain.

"Wieland!" His cousin yells, frantic.

Brutus manages to partial shield himself as does Timmins behind the cultist beofre the man down to the ground dead.

 



JustinCase

the magical equivalent to the number zero
"Stop that one," Caerth reacts harshly as the half-orc shoulders his way past his injured companions in order to follow the fleeing cultist.

OOC: Caerth is not getting any friendlier under the influence of that evil dagger, is he? ;)
 


Knightfall

World of Kulan DM
OOC: Can Phar advance and get a bow shot at the last cultist?
OOC: You can have him chase the cultist down the stairwell to the next level and try to take a shot, but he could be walking into an ambush or at least an unknown situation. It's up to you whether you want to take the risk.

The stairwell is 10 feet wide and, at least, 20 feet down to the the next level. If Phar advances and tries to shoot from the top of the stairwell, the last cultist is no longer visible. Phar can tell that the stairs likely end in a landing but he doesn't see a door.
 


Neurotic

I plan on living forever. Or die trying.
Maur drops his warhammer and whips some kind of bag from the belt. Hefting it for a moment, he throws it down at the retreating cultist. The bag bursts in strands of liquid which quickly dry and harden into tough, sticky strands.

Free: drop the weapon
Move: retreive item
Standard: Tanglefoot bag vs fleeing cultist: 1D20+7-4 = [8]+7-4 = 11 - adjust for extra range ( I went with 20' increment from memory) and / or high ground or some such. TOUCH attack
 
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Knightfall

World of Kulan DM
Aureus starts picking through the possessions of the dead cultists just as Caerth shouts.

"Stop that one," Caerth reacts harshly as the half-orc shoulders his way past his injured companions in order to follow the fleeing cultist.

OOC: Caerth is not getting any friendlier under the influence of that evil dagger, is he? ;)
Caerth easily reaches the top of the steps leading down to the next level (being careful to not step on any visible glyphs), and he sees that the fleeing cultist is at the bottom of the stairs trying to go through a closed wooden door. The man is roughly 15 feet away from Caerth and is struggling with the door, as if it is locked from the other side.

OOC: Caerth has time to attack or use a skill before Maur throws his tanglefoot bag.


Phar holds up and waits for the group to advance keeping himself toward the middle, bow at the ready.
Phar watches as Caerth rushes forward and Aureus starting going through the dead cultist's pockets. The others with the group don't seem as concerned by Caerth's warning, but Quinn nods to Phar that he is ready to back up the elven wizard if more foes appear.

Maur drops his warhammer and whips some kind of bag from the belt. Hefting it for a moment, he throws it down at the retreating cultist. The bag bursts in strands of liquid which quickly dry and harden into tough, sticky strands.

Free: drop the weapon
Move: retreive item
Standard: Tanglefoot bag vs fleeing cultist: 1D20+7-4 = [8]+7-4 = 11 - adjust for extra range ( I went with 20' increment from memory) and / or high ground or some such. TOUCH attack
The bag hits the cultist's lower back and glues him to the door in front of him. He yelps and struggles to peel himself off the door. "Open the door!" He yells, but his allies do not help him.
 

JustinCase

the magical equivalent to the number zero
OOC: Caerth has time to attack or use a skill before Maur throws his tanglefoot bag.

Caerth decides against his better judgement to run down the cultist, so he could perhaps use his new dagger again.

He moves up to him and attempts to grab his robe, when something sticky suddenly glues the man to the door.

OOC: So... does Caerth get hit by the tanglefoot bag?
 

Knightfall

World of Kulan DM
Caerth decides against his better judgement to run down the cultist, so he could perhaps use his new dagger again.

He moves up to him and attempts to grab his robe, when something sticky suddenly glues the man to the door.

OOC: So... does Caerth get hit by the tanglefoot bag?
The sticky substance causes Caerth's hand to be stuck to the cultist's back. It runs down the half-orc druid's arm and drips onto his feet sticking his boots to the stone floor.

OOC: I don't believe so, but we can say he did if you want go for the comedy value. Heh!

Make a Reflex check vs. DC 15 to keep from being stuck to the floor.
 

JustinCase

the magical equivalent to the number zero
He tries to avoid it, but the sticky stuff glues Caerths hand to the cultist, and as the half-orc reflexively takes half a step back, he curses as he steps into it as well.

With his free hand Caerth brings the dagger Kang close to the cultists face, careful not to touch either him or the gooey stuff.

 


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