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

ScottDeWar_jr

second birthdate : 15 Dec 2011
Quinn growls with frustration at all of his missed attacks .. .. ..
ScottDeWar,Jr: D20 + 15 → 21(6 + 15) a miss
ScottDeWar,Jr: D20 + 10 → 30(20 + 10) A hit!

ScottDeWar,Jr: 2D4 + 5 → 9( (2 +2) + 5) damage - finally!

The former gladiator feels a bit of elation for finally hitting where the beastial creature of a man should be, .. .. ..

ScottDeWar,Jr: D100 → 100100 100 % !

OOC: Wow! a nat 20 then 1 double goose eggs!!!


And is rewarded with the feel of flesh bone and gore being ripped.
 

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Knightfall

World of Kulan DM
The former gladiator feels a bit of elation for finally hitting where the beastial creature of a man should be, .. .. ..

And is rewarded with the feel of flesh bone and gore being ripped.
The spiked chain rips through the air and then rips though the ghast lord's back as Quinn hovers in the air above Tarrak. If the undead was a living foe, the chain would have cut open a deeper wound hearing the metal slice into flesh and crack bone is very satisfying indeed.

Quinn expects Tarrak to turn and yell at him but the ghast lord is strangely silent... at first. Then, Tarrak looks at Maur, "You and your allies may win this battle, dwarf," he hisses. "But I will go into the oblivion of Malotoch's embrace knowing that Carnell will not survive this day." The ghast lord looks up towards Quinn. "You and your soldiers cannot save them from the flight of rooks I have sent to the village. Even now they are feasting on their corpses. I may fall but so will Carnell. The entire Strandlands will be hers... I swear it!"

ScottDeWar_jr said:
OOC: Cool beans! :cool:
 

JustinCase

the magical equivalent to the number zero
"Don't listen to it," Caerth growls to his companions. The half-orc, now covered in various cuts from the magical blades flying around Tarrack but looking more determined than ever, does not really doubt the ghast's words. He knows, however, they can only spread doubt among the defenders of Carnell.

It is crystal clear to the druid that in order to stop the blight of undead and demon worshippers upon the Strandlands, this repulsive creature before him must be stopped, immediately.

OOC: Not my turn, just talking as a free action.

So, Maur takes 12 points of damage while Caerth takes a total of 14 points of damage.
HP 30/58


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

AC 19
HP 30/58
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
 

Neurotic

I plan on living forever. Or die trying.
"Caerth and maybe even Angus could fly or run there quick enough. But if they are already there we can only hope that the defenders and the elves Scarborax called are enough. Archers and mages should be able to kill the rooks, they are not as tough as these undead."

Maur grits his teeth at this new spell. It disables him, forcing him to give Tarrak some space and that is always dangerous. But he has no choice in the matter, one more hit and the magical blades will cut even through his armor.

He slams the hammer into Tarraks armor...except the hammer passes by what seemed to be armor, but is actually just a shadow created by the spell of darkness. Both attacks were well executed, but the defenses of the undead foe are formidable. The champion tries to step back from Tarrak, but the terrain is too rugged for easy movement.



Full attack vs Tarrak: 1D20+16 = [15]+16 = 31
1D8+10 = [8]+10 = 18
1D100 = [18] = 18
1D20+11 = [16]+11 = 27
1D8+10 = [2]+10 = 12
1D100 = [29] = 29
CURSED I TELL YOU!

5' step from Tarrak - wherever possible this isn't a possibility, right? We're on difficult terrain
Swift: divine bulwark sacrifice 3rd level spell for DR 4/chaotic lasting 4 rounds (until round 27?) @Knightfall, allowed if it works (see OOC)?

AC 33/20/33 vs Tarrak, Crisenth, Phre and other chaotic enemies
Current AC: 30/17/30 while immobile

+4 deflection against the chaotic due shield of law
AC 33/20/33 vs Tarrak, Crisenth, Phre and other chaotic enemies

When moving: lower all AC numbers by 2

Smites: 0/6

HP 31/81
Saves:

+3 vs poisons, spells, and spell-like abilities
+1 vs evil creatures (vestments))
Fortitude: +8+3+1+2(heroism)+3 (recitation) = 17
Reflex
: +2+0+1 +2 (heroism)+3 (recitation) = 8
Will
: +8+4+1 +2 (heroism)+3 (recitation) = 18
+3 from shield of law

+2 alchemical silvered warhammer of disruption with heroism
Attack: +16/+11 (undead Will DC 14 on hit or be destroyed)
Damage: 1d8+8+2 (heroism)+2 (fist of the gods+2 until round 24)
Critical: 20/x3

Active spells:
14 hours Consecrate gives -1 penalty on attack rolls, damage rolls, and saves to undead
the area covers front barricades and 30' beyond (20' radius burst cast just beyond barricades)
Consecrate gives +3 to turning check

70 minutes Mass Conviction gives EVERYONE +3 MORALE bonus on saving throws
(cast while speeches were given so everyone should be inside the radius except maybe for the scouts)

Shield of Law
SR 25 vs chaotic creatures, +4 deflection AC; chaotic creatures need to make will save on attack or be slowed.

Fist of the Gods 4 rounds (ends this round) +2 untyped to damage

Turn undead
Check: 1d20+1 (cha) +2 (religion bonus)
HD turned 2d6+9 (level)+1 (cha) +1 (ephod od authority)

Smite: +1 (cha) to hit / +10 (effective turning level)

Spells
6/6 Amanuensis, Create Water, Detect Magic x3, Purify Food
1/5 Bless x2, Foundation of Stone, Hide from Undead, Lesser Holy Transformation, Animate Rope (D)
2/3 Consecrate, Ghosttouch armor, Remove Paralysis, Spiritual Weapon (D)
0/3 Holy Storm, Mass Conviction (+3), Downdraft, Stone shape (D)
0/2 Celestial Brilliance, Recitation, Spike Stones(D)

Basic non-magic stats
 
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Knightfall

World of Kulan DM
"Don't listen to it," Caerth growls to his companions. The half-orc, now covered in various cuts from the magical blades flying around Tarrack but looking more determined than ever, does not really doubt the ghast's words. He knows, however, they can only spread doubt among the defenders of Carnell.

It is crystal clear to the druid that in order to stop the blight of undead and demon worshippers upon the Strandlands, this repulsive creature before him must be stopped, immediately.
"Caerth and maybe even Angus could fly or run there quick enough. But if they are already there we can only hope that the defenders and the elves Scarborax called are enough. Archers and mages should be able to kill the rooks, they are not as tough as these undead."
Sir Ghal listens to the ghast lords words from beyond the edge of the damning darkness and fumes in frustration. But, he knows the ordained champion is right. The militia should be able to handle more rooks, especially with Mabon leading them.

Neurotic said:
Maur grits his teeth at this new spell. It disables him, forcing him to give Tarrak some space and that is always dangerous. But he has no choice in the matter, one more hit and the magical blades will cut even through his armor.

He slams the hammer into Tarraks armor...except the hammer passes by what seemed to be armor, but is actually just a shadow created by the spell of darkness. Both attacks were well executed, but the defenses of the undead foe are formidable. The champion tries to step back from Tarrak, but the terrain is too rugged for easy movement.
Tarrak barely avoids Maur's second strike, but it gives the ghast lord room to plan his next move.

Neurotic said:
Full attack vs Tarrak: 1D20+16 = [15]+16 = 31
1D8+10 = [8]+10 = 18
1D100 = [18] = 18
1D20+11 = [16]+11 = 27
1D8+10 = [2]+10 = 12
1D100 = [29] = 29
CURSED I TELL YOU!

5' step from Tarrak - wherever possible this isn't a possibility, right? We're on difficult terrain
OOC: For a second there, I thought that second attack was a hit. So close.

And yes, unfortunately, Maur is currently standing on difficult terrain and cannot take a 5-ft. step. Tarrak is also standing on difficult terrain, so he can't take a 5-ft. step either without provoking an AoO. Caerth is still flying, so he can move away from Tarrak, if he wants to avoid the ring of blades next round.
 


Knightfall

World of Kulan DM
Ailward makes his way to Lady Pendour's side and gathers up Sir Ghal's warhorse. "I will ride with you, my lady," he says. "We should go now!"

"We must wait for the others," she insists. "I will not leave anyone behind who can make it."

Thorvid picks up the fallen woman at his feet and moves back towards Angus. The strain of carrying the dead is starting to weigh on the old dwarf fighter. Bothild moves through the depression towards the fallen form of Zephora. Slogging through the soupy vegetation slows her down and does the stink of blood and sweat mixed into the muddy water at the bottem of the depression.

Elle thanks Angus for his kindness and is soon up on the centaur's back with Angus and Wieland's help.

Scarborax shifts his dancing lights to float around Angus, so that both the halfling Gala of Inanna and the young soldier can see.

OOC:
@Tellerian Hawke, it's Angus's turn. I'm going to say he waits for Elle to get on his back next to Wieland, which pushes Angus's initiative to the very end of the round.
 

Tellerian Hawke

Defender of Oerth
Tellerian Hawke said:
"Angus remains in place while performing the heal checks. Once Lady Pendour has brought him Zephora, and Thorvid has brought him Anabelle, he will heal Thorvid, and then begin his next, grisly, 'run.' "

Angus tells Thorvid to pause a moment, so that he can rub some ointment onto his wounds. Thorvid refuses, saying that he'll take the ointment AFTER Angus applies some to his own wounds. Angus smiles and agrees. He places some of the ointment on key areas that are sore and bruised.

OOC: On Angus's next turn, at the end of next round, the Centaur will apply the ointment to Thorvid, and on his his turn after that, he begins moving again, delivering his cargo to safer environs.
 
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Knightfall

World of Kulan DM
Angus tells Thorvid to pause a moment, so that he can rub some ointment onto his wounds. Thorvid refuses, saying that he'll take the ointment AFTER Angus applies some to his own wounds. Angus smiles and agrees. He places some of the ointment on key areas that are sore and bruised.

OOC: On Angus's next turn, at the end of next round, the Centaur will apply the ointment to Thorvid, and on his his turn after that, he begins moving again, delivering his cargo to safer environs.
Angus watches as Thorvid moves back towards him with Annabel. The dwarf is doing his part but Angus can tell the old fighter is struggling due to the stench he encountered. Thorvid doesn't complain but he is forced to pause as he comes up the slope.

"Just give me a second, lad," he says to Angus.

OOC: That is the end of Round 23.
 

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