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Kulan: Knightfall's Heroes of Carnell Game [IC]
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<blockquote data-quote="Knightfall" data-source="post: 8282840" data-attributes="member: 2012"><p>Just as he points to where the figure was, it disappears into nothingness. Angus can clearly hear the foe moving around the open door and the down the north corridor, yet as the footfalls continue to recede away, the centaur cannot pinpoint their movement.</p><p></p><p>Phar looks to where the centaur is pointing and sees the shimmer in the light for just a second and can hear the foe moving too. "An invisible wizard, most likely. We must get through these cultists and stop them before they can cast again," Phar replies.</p><p></p><p>The invisible foe traverses past the fight in the north corridor easily. Wieland doesn't notice the foe's movement but Timmins does notice. "Lad, something just went by us! I couldn't see it but I heard it!"</p><p></p><p>"Really?" I didn't hear anything," Wieland replies.</p><p></p><p><strong><span style="color: rgb(251, 160, 38)">"I hear him!"</span></strong> Aureus shouts. She closes her eyes and lets her ears guide her. <span style="color: rgb(251, 160, 38)"><strong>"There you are!"</strong></span> She points at the foe just as he stops moving.</p><p></p><p>"I see him," Meridith says with surprise in her voice. She waves the sputtering torch in one hand and the foes forms shimmers in the reflection and contrast of the light cast from the torch and the red glow coming from the open double doors.</p><p></p><p>Then, the torches sputtering ceases and its light goes out.</p><p></p><p><strong>"Damn!"</strong> Meridith swears. <strong>"Now I can't see anything!"</strong></p><p></p><p>[OOC] <a href="http://roll.coyotecode.net/lookup.php?rollid=250142" target="_blank">Phar - Spot and Listen check: 1D20+12 = [11]+12 = 23</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=250142" target="_blank">1D20+6 = [19]+6 = 25</a></p><p></p><p>The torch goes out, so there is only the red glow coming from the open double doors. That glow shines shadowy conditions out to 20 feet beyond the doorway, so Angus, Phar (†), Timmins, and Wieland are in shadowy illumination while Aureus and Meridith are in total darkness. Both Angus and Aureus have their 60 foot darkvision.</p><p>† The shadowy illumination is 40 feet for Phar due to his low-light vision.</p><p></p><p>Cruel Justice sheds bright light up to 10 feet, which means both Quinn and Caerth are in full light while Maur is in shadowy illumination. Both Caerth and Maur have their darkvision, so aren't affected by the reduced light up to 60 feet and 90 feet, respectively</p><p>[/OOC]</p><p><strong>End of Round 13</strong></p></blockquote><p></p>
[QUOTE="Knightfall, post: 8282840, member: 2012"] Just as he points to where the figure was, it disappears into nothingness. Angus can clearly hear the foe moving around the open door and the down the north corridor, yet as the footfalls continue to recede away, the centaur cannot pinpoint their movement. Phar looks to where the centaur is pointing and sees the shimmer in the light for just a second and can hear the foe moving too. "An invisible wizard, most likely. We must get through these cultists and stop them before they can cast again," Phar replies. The invisible foe traverses past the fight in the north corridor easily. Wieland doesn't notice the foe's movement but Timmins does notice. "Lad, something just went by us! I couldn't see it but I heard it!" "Really?" I didn't hear anything," Wieland replies. [B][COLOR=rgb(251, 160, 38)]"I hear him!"[/COLOR][/B] Aureus shouts. She closes her eyes and lets her ears guide her. [COLOR=rgb(251, 160, 38)][B]"There you are!"[/B][/COLOR] She points at the foe just as he stops moving. "I see him," Meridith says with surprise in her voice. She waves the sputtering torch in one hand and the foes forms shimmers in the reflection and contrast of the light cast from the torch and the red glow coming from the open double doors. Then, the torches sputtering ceases and its light goes out. [B]"Damn!"[/B] Meridith swears. [B]"Now I can't see anything!"[/B] [OOC] [URL='http://roll.coyotecode.net/lookup.php?rollid=250142']Phar - Spot and Listen check: 1D20+12 = [11]+12 = 23[/URL] [URL='http://roll.coyotecode.net/lookup.php?rollid=250142']1D20+6 = [19]+6 = 25[/URL] The torch goes out, so there is only the red glow coming from the open double doors. That glow shines shadowy conditions out to 20 feet beyond the doorway, so Angus, Phar (†), Timmins, and Wieland are in shadowy illumination while Aureus and Meridith are in total darkness. Both Angus and Aureus have their 60 foot darkvision. † The shadowy illumination is 40 feet for Phar due to his low-light vision. Cruel Justice sheds bright light up to 10 feet, which means both Quinn and Caerth are in full light while Maur is in shadowy illumination. Both Caerth and Maur have their darkvision, so aren't affected by the reduced light up to 60 feet and 90 feet, respectively [/OOC] [B]End of Round 13[/B] [/QUOTE]
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