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


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Knightfall

World of Kulan DM
Maur looked down into the chasm and under the bridges sides. His darkvision pierces the gloom to almost 100 feet in depth as he looks for traces of other vermin or the bottom of the charm.

As they approach the temple and he listama to the description of group easier encounter Maur considers...
"If it is undead, I should be able to. Depending on what it is exactly. And given your description, if it is in an evil temple it might be waste of power to try."

He taps his helm with the gauntlet, making kind of soft ping-ping sound that nevertheless deafens him for the moment.

"If it is chained, we could maybe destroy it from afar? But the cultist are either afraid of it or they prepared something for you given the changes here. I think we should secure the area first."

"A good idea," Timmins replies. "I'd hate to wander into a pit or be caught off-guard by a monster or these cultists.

"If we cannot defeat the thing and whatever else awaits us in there...I can temporarily consecrate the space. It will penalize the creature whatever is inside."
While examining the room and its entryway, as well as the door with the creature behind it, Maur spots a light coming from down the corridor. The light emanates out from the stairwell that Aureus noted on her map.

”Chains,” Caerth mutters uncertainly. His eyes scan the room, and he growls softly as the dwarf distracts his hearing with the thumping of his helmet.

OOC: Spot: 1D20+8 = [14]+8 = 22
Listen: 1D20+8 = [3]+8 = 11

Edit: Spot should be +9, so 23 total. Listen check failed.
While examining what has changed in the room, Caerth manages to barely hear voices echoing through the corridor outside the room. The language isn't Common or any other language understands, however. He sees the same light (which is getting brighter) that draws Maur out to the doorway of the room.

Phar holds his bow ready and focuses his eyes and ears on the room tuning out the distractions of his fellow adventurers.

Spot and Listen checks: 1D20+10 = [8]+10 = 18
1D20+4 = [17]+4 = 21
Phar easily hears the voices out in the corridor with his sharp senses, but he cannot understand the words being spoken. There is something eerie to the language. He can also hear footfalls on stone of what could be as many as a dozen men climbing up steps, although the sound seems to echo from afar. A dim light appears from outside the doorway and grows brighter, as the footfalls begin to echo louder in Phar's ears.

"How many?" Aureus whispers to Maur.

As the humanoids appear one by one from the stairwell, Maur counts as many as six. They don't seem to notice Maur but they are on high alert with their weapons, maces, and shields ready. Maur can tell the humans are definitely votaries to an evil cult. The symbol on the tabards covering their chainmail is emblazoned with a fiendish crow-like visage. One of them carries a torch with his shield slung on his back.

"Kyye hafr yhyw aeyl! Tarrak, sudd wcul afz muvyw uo sy dyz pary ulzrfvyrw oulv zmyur sih vasl myry," the first cultist to appear says to the others.

OOC: The cultists don't see the group or their light at the moment. The PCs and Aureus have surprise but not the other NPCs. Roll initiative.
 
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Knightfall

World of Kulan DM
Caerth does not hesitate as he nocks an arrow to his massive bow and lets fly, easily hitting one of the cultists in the shoulder.

Such a vile cult conjuring unnatural fiends should be eradicated completely if one is to save the natural world.

OOC: Shooting an arrow at the closest cultist.
Bow: 1D20+10 = [5]+10 = 15
1D8+5 = [1]+5 = 6

The arrow rings off the man's chainmail but does not penetrate it. It is a lucky break for the villain. The man looks at his shoulder and then down the corridor towards Caerth. He looks dumbfounded to see the half-orc druid there.
 


Knightfall

World of Kulan DM
The Elf called upon his magic, intoning words of power and moving his lithe long fingers in gestures almost too fast to follow. He ended with a throwing motion and a small glowing coal flew from his hand out to the group of cultist where it erupted in fire, the heat rolling back toward the party.

OOC:
Fireball: 7D6 = [5, 1, 3, 1, 6, 1, 1] = 18
DC20
The fireball erupts in the corridor, just behind the cultists, at the farthest point that Phar can see. The flames engulf the cultists and fill the entire corridor and stairwell. The flames rush towards where Phar and the others are standing. the flames lick at Maur's shield and Caerth's boots but luckily they are not caught in the blast.

OOC: The PCs should probably have to save since the corridor is so narrow and a fireball spell will fill the entire space it can fill. But, I decided against it, this time.

Saves for Cultists: 1d20+4=14 (failed); 1d20+4=20 (saved); 1d20+4=8 (failed); 1d20+4=22 (saved); 1d20+4=11 (failed); 1d20+4=20 (saved)
 

Knightfall

World of Kulan DM
Quinn follows up on Phar's fireball with a shot from his composite longbow. He takes aim at the closest cultist and lets loose an arrow that finds its mark. The arrowhead digs deep into the cultists stomach and the man clutches at the wound, clearly in agony. The cultist looks ready to collapse but stays on his feet.

"Get them!" He shouts in common before pointing at one of his underlings. "You, go get the others! Sound the alarm!"

OOC: Quinn: Composite Longbow > 1d20+11=27 (hit); Damage > 1d8+5=7.
 

Knightfall

World of Kulan DM
Timmins holds the entrance to the room and orders the youngsters to wait. "We need to let the others advance first before we back them up. Be ready for anything," he says to Meridith and Brutus who both look ready to rush out into the corridor." The veteran warrior nods to Caerth and Quinn. He turns to do the same to Aureus but the hutaakan rogue has disappeared into the shadows and slipped out into the corridor.

"Where'd she go?" He muses to himself.

In the corridor, the cultist with the arrow in his gut grimaces as he plucks it from his body. "Heal us!" He orders the other cultists. Three of them incant healing magics with two of them targeting the leader and the third himself.

The leader casts his own magic, mumbling in a divine tongue. A red flash appears around the man before dissipating. He shouts at the trailing cultist holding the torch. I said go get the others! We will hold them here!"

The man nods and rushes down the stairs and out of sight. You can hear him yelling out in the same language they were speaking before.

The last of the cultists licks his wounds and casts a spell. Once is words are finished a cacophony of sound bursts out around those gathered in the corridor, as well as Timmins in the doorway. The ear piercing noise rattles teeth and bones. The noise stops Aureus in her tracks and she howls as it penetrates deep into her senses. She can only stand motionless as her head is wracked in pain.

OOC: Cultists (x3): Cure Moderate Wounds > 2d8+4=10, 2d8+4=17, 2d8+4=10
Cultist Leader: PCs can use Spellcraft to determine the spell he just cast.
Cultist: Sound Burst (Sonic Damage) > 1d8=3, Aureus, Caerth, Maur, Phar, and Quinn must make a Fortitude save (DC 15) or be stunned for 1 round.
Aureus: Fortitude Save > 1d20+5=9 (failed) | Stunned!
Timmins: Fortitude Save > 1d20+6=16 (saved)
 
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