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

Knightfall

World of Kulan DM
"Let us move then away from this place. He will find us enroute from the air."
After scouting for a while, Caerth-as-owl feels he has enough of an idea what is around to end his flight. Silently he glides down and sees the party a bit away from where he left them.
While Aureus does her best to lead the way in the direction you must go, she's not a ranger or druid so it is slow going with the horses. The beasts are becoming increasingly nervous and on edge. By the time Caerth returns, you have had to dismount and lead them by the reins in order to get them to move onward through the rocky desert.

JustinCase said:
Transforming back into his half-orc self, Caerth draws a crude map of what he has seen and feels is relevant. Dead oases (the one they were just in is drawn as a simple wolf's head, crosses for eyes and a flower growing from its forehead), a cactus-filled valley (drawn as a roughly diamand-shaped area with a stylized cactus in the middle), various hills and rocks and symbols for sand and curious plants; finally, the half-orc places a dark line and goes over it a few times to thicken it for effect.

"The land is dying," he repeats, not bothering to elaborate after they have all witnessed it. "Didn't see any obvious dangers around, but we should be careful anyway.
"The horses hate it here," Aureus tells Caerth. "Danger or no danger, they just don't want to keep going."

"They aren't warhorses," Quinn notes. "We might need to try to find a safe place to leave them and go on foot."

"I don't like the idea of leave Beauty alone here," Aureus says while trying to calm her horse. Beauty's eyes are wide with fear and she looks like she might bolt at any second. "Easy girl, it will be alright."

Even once Caerth takes the reins of Autumn Storm, he has to use all his skills to calm the horse down.

JustinCase said:
"I don't think crossing the cactus valley would be wise," he points on his map. "We could walk to this old ruin on the outskirts to see if my hunch is right, and then decide whether to go around it. The most important thing is that magical barrier on the other side. I could feel the utter evil radiating from it for miles."
"If these ruins are safe, we might be able to leave the horses there," Phar suggests.

"That's if we can even get them there," Aureus says as she tries to pull Beauty forward by her reins. The horse will not budge and neighs in fright. The beast kicks up her front hooves and nearly pulls Aureus off her feet. "Caerth, can you calm them down?"
 

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Knightfall

World of Kulan DM
Caerth nods and steps toward Beauty and works to sooth the frightened animal. He easily calms the animal with his steady gaze and does the same for all the other horses. He remembers seeing another oasis in the desert up ahead closer towards the old ruin he saw. It should be a suitable place to leave the horses, if that is what the group decides.

"The land around it seems healthier," he informs them. "The ruin is a few miles beyond that."

"We can investigate both along the way," Quinn says.

You mount up and sets off towards the oasis. Caerth remembers the way easy enough, even in the dark of night. It takes only a few hours to reach the oasis while avoiding the worst of the dying lands around them. Life in this desert seems to be scattered among patches of poor grasslands and high hills.

As you near the oasis, the land dips down into the beginnings of the sheltered valley. It is not a steep drop but a gentle descent. Small groves of cacti come into view both west and east of the oasis and Caerth tells you that the entire valley is filled with cacti. The oasis itself is filled with clear water and surrounded by stout trees and scrub. It is significantly healthier than the dead oasis.

"This seems like a good spot to rest and wait until morning," Aureus suggests.

The horses seem more at ease away from the dying lands surrounding the oasis of life.

"I could use some rest," Quinn agrees.
 

Knightfall

World of Kulan DM
Phar is a little put off by the groups decision to move on, as he was ready to be begin his meditations at the previous oasis, but once the group reach the new oasis, he finds the place much more relaxing. "A much better place to rest and recover."

Angus nods in agreement.
 

Neurotic

I plan on living forever. Or die trying.
Maur settles up and then uses most of his remaining spells to heal the group, Quinn first, then in order of his estimate who's worst off. But he tries to spread it so everyone is better, rather than focusing on fully healing someone.

OOC: leaving 1 spell of each level, everything else goes into healing. I'll post the rolls later. He will leave healing himself for last.
 

Neurotic

I plan on living forever. Or die trying.
Maur looks over the group and starts casting. He starts with the gladiator who almost died. After two stronger spells, he uses a minor spell to finish up. With Caerth he simply casts two intermediate spells to patch him up.



OOC: I've run through the fight and as far as I can see, Litrix, Angus, and Maur are already healed by the aura, Caerth and Quinn need healing, so...Quinn +56hp, Caerth +40hp, I have more slots if anyone else needs healing

Quinn:
CLW; CMW; CSW: 1D8+5 = [5]+5 = 10
2D8+9 = [7, 5]+9 = 21
3D8+9 = [4, 5, 7]+9 = 25
1st, 2nd and 3rd level spell, total healing 56hp - should be enough to heal fully

Caerth:
CSW; CMW: 3D8+9 = [2, 5, 8]+9 = 24
2D8+9 = [3, 4]+9 = 16
+40hp - I hope that's enough :)

Spell slots left 3x1st, 3x2nd, 2x3rd, 2x4th, 1x5th (+domain spells)

Level 0 x6
Amanuensis, Create Water, Detect Magic x3, Purify Food

Level 1 x5
Bless x2, Conviction, Ebon Eyes, Foundation of Stone, Animate Rope (D)

Level 2 x5
Consecrate, Conduit of life, Remove Paralysis x2, Insignia of Healing, Spiritual Weapon (D)

Level 3 x4
Demon Dirge, Mass Conviction (+3), Valiant Spirit, Stone shape (D)

Level 4 x3
Positive Energy Aura, Recitation, Seed of life, True Seeing(D)

Level 5 x1
Call Zelekhut
 
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Knightfall

World of Kulan DM
Maur settles up and then uses most of his remaining spells to heal the group, Quinn first, then in order of his estimate who's worst off. But he tries to spread it so everyone is better, rather than focusing on fully healing someone.
Maur looks over the group and starts casting. He starts with the gladiator who almost died. After two stronger spells, he uses a minor spell to finish up. With Caerth he simply casts two intermediate spells to patch him up.
Maur finds that Caerth is not hurt as bad as he was before he wild shaped back and forth. Quite the useful ability. His healing goes a long way for the half-orc druid.

Quinn, however, is sporting many deep wounds. The big man was trying to get comfortable on the ground close to the clean waters of the new oasis. He gladly accepts Maur's aid without any complaints.

Once Maur has healed the gladiator-knight's wounds, Quinn is finally able to relax. "Thank you," he says before quickly nodding off to sleep with Cruel Justice lying next to him on his bedroll.

Maur finds that the other's don't have any major wounds left. He already healed Litrix and Angus. Aureus and Phar had stayed away from the snapping jaws of the undead wolves using bow and spells. They, like the others, are just worn out. Aureus makes sure the horses are hobbled near the oasis so they can graze and drink. The animals are a lot calmer.

Each of Maur's companions finds a spot to rest. Caerth would normally try to take first watch, but even he is tired from the fight. He sleeps through the night while Phar takes the second watch. Maur is finally able to rest. Aureus takes the morning watch until all have had a chance to rest. She digs out some rations, dry bread, and dried meat and cooks a simple meal over a fire once dawn finally comes. She catches several small fish and fresh oasis greens to enhance the meal.

It is a good simple meal and the previous night's wounds and aches are quickly set aside. None of you wish to linger at the oasis for too long. Soon, you are all packed up and ready to go by foot to see if the old ruins at the top of the distant rise are safe, before bringing the horse there. It is only a few miles and you easily walk there in an hour through the rocky wastes and dense cacti forest.

The ruins are very old, and the structure has likely been abandoned for quite some time. Even an untrained eye can see that many sections of it would collapse without much effort. It is surrounded by old dying trees and dense rocky ground that is a bit uneven. The ruin might have once been a fort of some kind, although there aren't any towers or other fortifications. An old fortified manor house, maybe.

"This place looks like a stiff wind could blow it over," Aureus says quietly. Yet, the blustering wind sweeping across the old weathered hill says otherwise. "I wonder who built this place."

The front entrance has set of stout stone doors, but Maur can tell, just by looking at it, that the stonework around it is unstable. One swing of his hammer could bring down the walls around the door and such a blow could collapse the entire front entrance.

While scouting around the area around the ruin's entryway, you find that there are many cracks and loose stones and a handful of smal gaps in the stonework.

"We should probably inspect the entire outside," Quinn says a bit more boldly than Aureus's whisper. "There could be an easier way inside." He looks at the others. "If we want to explore it."

"It's definitely not elven," Phar notes.

Maur is certain that it isn't dwarven either. Regardless, is is quite old. Centuries old.

"There could be something useful," Aureus suggests. "But... it could also be full of traps."

OOC: Do you explore the ruin or bypass it?

The ruin looks to only have one level, and it is spread out over 200 feet. There are sections of the old ruin that are in better condition than the rest of it, but if there is another way inside, you can't determine what it might be from casual observation. There is no sense of eeriness, but the area on top of the old hill is completely windswept and colder than the surrounding cacti forest.

While I noted that you left the horses behind, you can choose to bring them with you, or go back for them. It's barely an hour's walk between the oasis and the old ruins.
 

Neurotic

I plan on living forever. Or die trying.
Maur checks over the crumbling entrance.
"This is unstable. Probably the whole thing is. I can stabilize the entrance and open it at the same time. It will take some modeling, but nothing terribly demanding."

OOC: casting stone shape to stabilize the entrance (but shape it so that the door is no longer fitting (effectively unlocking it as needed :) )
 

Litrix looks over the entrance, his shield making strange noises as it reconfigures to wider and longer setting, scales sliding from one under another until he holds a large shield.

He carefully steps back when Maur warns about instability, but continues around the area, just in case.
He ends up next to the entrance, ready to intercept a threat.
 

Knightfall

World of Kulan DM
Litrix looks over the entrance, his shield making strange noises as it reconfigures to wider and longer setting, scales sliding from one under another until he holds a large shield.
Maur checks over the crumbling entrance.
"This is unstable. Probably the whole thing is. I can stabilize the entrance and open it at the same time. It will take some modeling, but nothing terribly demanding."
Maur finds it is simplest to remould the stone double doors into an open archway. The damage to the walls around the door is more pronounced on the inside and several times they begin to crumble and he has to shore them up with his magic. It takes all his knowledge in stonecraft but he is lucky that beyond the double doors is a set of four columns holding up the roof as well as two corner columns flanking the entryway, which leads to another set of double doors, which are made out of reinforced wood. Maur notes that other sections of the walls connected to the interior of the entry are also crumbling.

Neurotic said:
OOC: casting stone shape to stabilize the entrance (but shape it so that the door is no longer fitting (effectively unlocking it as needed :) )
OOC: The double doors are made of stone, so I'm assuming you will have Maur stone shape them into an opening.


[Litrix] carefully steps back when Maur warns about instability, but continues around the area, just in case.
The others follow suit and wait for the dwarf champion to finish reconstructing the walls.

Aureus decides to go with Litrix to watch his back and make sure he doesn't stumble into any traps. The way isn't to ifficult but the stones surrounding the old ruin are covered in moss, so they must watch their step as they walk. The hutaakan leads the way around the north side of the building where she and Litrix find a pile of old firewood that has decayed and turned mouldy. Beyond the pile of decaying wood is a gap in the wall that allows them see inside, although there is fallen rubble piled up on the inside of the building.

The old ruin is surrounded by dead or dying trees with wood that looks like it might have been blackened by a recent fire. There is an old tree stump just north of the break in the wall. As Litrix and Aureus continue, they find another set of stone double doors on the north side of the building, as well as a small graveyard in an alcove, with three headstones, that look like they are a more recent addition. On the eastern side of the building they find more dying trees.

The walls seem to be in better shape until they reach another broken gap with fallen rubble on the buildings exterior. Inside, they can see two old wood privies. The smell is greatly offensive to Aureus's sensitive nose.

"That's a terrible smell," she says while trying not to gag.

They discover that the area around the privy is open to the south with an entryway that would be big enough even Angus, although there are numerous dead trees that make getting in through there a matter of breaking branches and squeezing through. It would be easier to enter through the break but that would force them to climb over one of the privies.

They find more crumbling walls on the southern side of the building and several other small gaps filled with rubble that is covered in moss and dangerous looking mushroom. One section of the southern wall looks like someone has patched it. The walls are less damaged or have been repaired by a skilled mason.

MetaVoid said:
[Litrix] ends up next to the entrance, ready to intercept a threat.
"Did you find anything?" Phar asks.

"There are some gaps in the walls, three graves on the north side, and an old stinky privy on the east side," Aureus replies.
 

Litrix nods
"Some parts are relatively fresh and seem to be lived in. We shouldn't just blast our way inside, but try to see if some hermit lives here. Maybe a druid. Even a monstrous one, if peaceful, does not deserve home intrusion. I would try and contact...it?...the host...whatever or whoever that is."
 

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