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

Knightfall

World of Kulan DM
A quick reminder about the Anarchic weapon property...


Anarchic: An anarchic weapon is chaotically aligned and infused with the power of chaos. It makes the weapon chaos-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all of lawful alignment. It bestows one negative level on any lawful creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings so crafted bestow the chaotic power upon their ammunition.
So, while none of the lawfully-aligned characters can wield Azurak or the Confessor's javelin, neutral- and chaotically-aligned characters can wield them.

So, Angus and Phar could use the javelin without penalty and Caerth could use it but would take a -4 penalty to use it.
 

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Neurotic

I plan on living forever. Or die trying.
Maur would divine if he can turn profane to sacred via some purification ritual.

Otherwise hw will destroy them even if he needs to do some restitution to Carnell or the party later.

He will help in Carnell

He would suggest to leave many of the 'weaker' items with newly minted heroes.

He would also vote against leaving anything to Galzadar, he has plenty to make up for an he can always make more items. With eventual exception for resistance item.

I just remembered we had some extra spells from the shrine, and that one option included tree stride. Which means Eike and Xander are literally one divination away.

Full proper IC post coming in the morning
 

JustinCase

the magical equivalent to the number zero
Phar actually already has a headband of intellect. He also has a +1 darkwood buckler and a +1 ring of protection. He would also like to have the bracers of natural armor or the +2 ring of protection and would also be able to give someone else the +1 ring of protection.

The wand of cat's grace would be good for Phar. He can't really use any of the armor or weapons.
Useful as that belt of death might be to Phar, I can't see him using it.

While he would certainly benefit from the amulet of health, I more frontline fighter type seems a better fit for it. Same with the periapt of wisdom others could get more good from it.
Ah, I should've known Phar already had that headband. Seems like everyone else would profit from the second one; do we have anyone else who relies on intelligence much?

Also, Caerth would gladly take a +1 ring of protection if Phar takes the +2.
Maur would divine if he can turn profane to sacred via some purification ritual.

Otherwise hw will destroy them even if he needs to do some restitution to Carnell or the party later.

He will help in Carnell

He would suggest to leave many of the 'weaker' items with newly minted heroes.

He would also vote against leaving anything to Galzadar, he has plenty to make up for an he can always make more items. With eventual exception for resistance item.

I just remembered we had some extra spells from the shrine, and that one option included tree stride. Which means Eike and Xander are literally one divination away.

Full proper IC post coming in the morning
After a rest, Caerth is also able to prepare Tree Stride or even Transport Via Plants.

I agree with destroying the most evil items if they cannot be purified. Likewise, Caerth intends to make sure the battleground is at least neutral (or even sacred) to avoid any lingering taint of evil. Not sure how to do that, but combined druidic and clerical rituals seem appropriate, and perhaps installing a guardian of some sort.

For the moment, Caerth intends to wait and see what becomes of Galzadar before deciding anything about his possessions. Keep them away from him for the time being, yes. Divide them amongst ourselves, not just yet.
 

Neurotic

I plan on living forever. Or die trying.
Consecrate done each day for a year would permanently consecrate the grounds. Installing there a small shrine would help make it permanent and hard to dispel

Maur wouldn't wait until we resolve Galzadar before going after the duergar - giving them too much time means letting them back into civilization and leaving the death of half-ogre boy and whoever else he could have saved pointless.

I say we divine them, air-walk, run, fly or whatever there and execute them on the spot.
 

Knightfall

World of Kulan DM
Maur would divine if he can turn profane to sacred via some purification ritual.

Otherwise hw will destroy them even if he needs to do some restitution to Carnell or the party later.
I fairly certain there is something in the Book of Exalted Deeds for gaining XP for destroying evil items. I'll look through the book and see if there is a way to sanctify evil items too. I think there is but I can't remember.

Neurotic said:
He will help in Carnell
There are numerous members of the militia who need rest and healing. Of all the NPCs that fought alongside the PCs, only Elle and Scarborax were unwounded by the end of the fight and Lady Pendour took only minor damage. However, Scarborax nearly died, so he's going to need to rest. Sir Ghal also dropped below 0 hp, so he's going to rest even if healed magically.

(Wieland was fatigued but @Tellerian Hawke made a Heal check to help him recover faster.)

@JustinCase:
Using Kang's deathwatch ability, Caerth can determine that Aureus and Thorvid are "fragile." All the other significantly wounded NPCs from the fight in the cave are considered to be "fighting off death." Most are either below half their hit points or close to it. Eleven NPCs died during the fight against the undead horde: Annabel Ufford (militia), Arruns (militia), Benedict and Eleanor Stevyn (ranger and bard [married]), Kingsley (militia), Logan (militia), Meridith Bowen, Philippa (militia), Samantha Willowchild (gala of Inanna), Syndra Stormraven, and Zephora Chyrche (militia).

For the NPCs that fought off the rooks and traitorous Reynold, there are two NPCs that are unconscious but stabilized (by Aries) and all the other survivors are wounded with most of them being considered fighting off death. Aries, Mabon, and Timmins are all severely wounded and Timmins nearly died. He's going to need to rest even if magically healed.

The other named NPCs who survived the fight in Carnell are Atriline Barrelfinger (female dwarf), Jasper Johns (male human), Kibreana Whitbelly (female dwarf [stabilized but unconscious]), Lillie Frid (female human), and Urshor Balhana (male half-elf). There are 7 other unnamed members of the militia who survived the fight.

(In addition to Brutus, Gangrell, and Zofia Brae, there is one militia fighter and eight militia recruits among the dead.)

Neurotic said:
He would suggest to leave many of the 'weaker' items with newly minted heroes.

He would also vote against leaving anything to Galzadar, he has plenty to make up for an he can always make more items. With eventual exception for resistance item.
So far, I've let you guys debate about the items. It's really up to you to decide what you want to do with captured items. The laws of the Strandlands make it clear that those who defeat a foe, whether individually or in a group, are allowed to claim the enemy's possessions. (That assumes in a conflict that was sanctioned by the law.) So, while the PCs (and Aureus) have a right to the captured items, so do the NPCs that survived fighting alongside them. Lady Pendour will want to make restitution to the families of the NPCs that died (at the very least).

Those that fought with the PCs against Tarrak's horde do realize that they would not have stood a chance against the cultists and undead without the PCs leading the way, so they are willing to forgo claims to the most powerful items. They also donot want anything that is evil or connected to Necromancy. None of them would want anything to do with Tarrak's possessions, for example.

(Lady Pendour will insist that anything created using Necromancy be destroyed unless the PCs can convince her otherwise. She will probably insist on that for Spinereaver and any items/weapons that are profane/unholy, as well [assuming they can't be sanctified].)

Neurotic said:
I just remembered we had some extra spells from the shrine, and that one option included tree stride. Which means Eike and Xander are literally one divination away.

Full proper IC post coming in the morning
Caprasia Panthera (the cultist bard) and a few other cultists also needs to be captured. The last time the PCs saw Lady Panthera was in the cultists' temple. The PCs never encountered the ghast cleric that Aries refers to as Anselm. (His title is Cleric of Works.) Aries also knows two other cultists by name: Amada Vandran and Granger Vexx.

He also tells the PCs that if the dead cultists are left to rot in the temple, they will rise as undead. This is effect of the Temple of Malotoch's altar and the altar needs to be destroyed.

As well, don't forget that both Sir Gareth and Quinten are still missing. Their prisoner, Vesh Trevil, is also missing. The militia sent out to find them (before the PCs left for the cave) reported back that they found the launch and evidence of a giant sand spider attack, but no one has been able to follow up since then.

The villagers are all really worn out and want to bury their dead before doing anything else. They've been through a lot. Remember that these are simple people who earn their livings primarily by farming or fishing. Rumors begin to circulate that some families are considering leaving Carnell for larger towns or cities.
 

Knightfall

World of Kulan DM
For Aureus, her normal AC is 21 and her saves are as follows: Fort +4, Ref +11, and Will +11. Here is the magical gear she currently has: +3 composite longbow, +2 short sword, +2 mithral shirt, gloves of dexterity +2, and rope of climbing.

She could any of the magical rings (especially one of the feather fall rings) and the periapt of wisdom +2. The headband of intellect +2 could be useful to her as well. While she prefers to fight without a shield, the darkwood buckler +1 might be a good choice for her if one of the PCs claims the ring of protection +2 (and there isn't a +1 ring left that can go to her).

She only has a Strength of 13, so unless on of the PC warrior-types wants it, she'll ask for the potion of bull's strength.
 

Knightfall

World of Kulan DM
More about Galzadar's Shadow Longblade:
This blade is finely crafted and surprisingly light. The elegant, silvery, glasslike-blade seems to flicker in and out of focus, seemingly solid one second and ephemeral the next. The hilt is simple yet elegant in design, and the pommel is set with a single, perfect, square-cut diamond that is easily worth more than 1,000 gp in its own right.

The shadowblade acts as a +2 longsword with the added benefit of exiting simultaneously on the Material and Ethereal Planes. While the wielder doesn't gain any senses to detect ethereal creatures. If the wielder knows there is an ethereal foe nearby, they may try to attack as though attacking an invisible creature. The blade may also be used to attack incorporeal creatures as if they are material.
 


Neurotic

I plan on living forever. Or die trying.
For Aureus, her normal AC is 21 and her saves are as follows: Fort +4, Ref +11, and Will +11. Here is the magical gear she currently has: +3 composite longbow, +2 short sword, +2 mithral shirt, gloves of dexterity +2, and rope of climbing.

She could any of the magical rings (especially one of the feather fall rings) and the periapt of wisdom +2. The headband of intellect +2 could be useful to her as well. While she prefers to fight without a shield, the darkwood buckler +1 might be a good choice for her if one of the PCs claims the ring of protection +2 (and there isn't a +1 ring left that can go to her).

She only has a Strength of 13, so unless on of the PC warrior-types wants it, she'll ask for the potion of bull's strength.
Maur can use +2 ring and she gets +1 :) the fate of NPCs
 

Knightfall

World of Kulan DM
After a rest, Caerth is also able to prepare Tree Stride or even Transport Via Plants.
Fun, high-level druid spells! :D

JustinCase said:
I agree with destroying the most evil items if they cannot be purified. Likewise, Caerth intends to make sure the battleground is at least neutral (or even sacred) to avoid any lingering taint of evil. Not sure how to do that, but combined druidic and clerical rituals seem appropriate, and perhaps installing a guardian of some sort.
Consecrate done each day for a year would permanently consecrate the grounds. Installing there a small shrine would help make it permanent and hard to dispel
Wouldn't that fall under the hallow spell?

JustinCase said:
For the moment, Caerth intends to wait and see what becomes of Galzadar before deciding anything about his possessions. Keep them away from him for the time being, yes. Divide them amongst ourselves, not just yet.
Neurotic said:
Maur wouldn't wait until we resolve Galzadar before going after the duergar - giving them too much time means letting them back into civilization and leaving the death of half-ogre boy and whoever else he could have saved pointless.

I say we divine them, air-walk, run, fly or whatever there and execute them on the spot.
Do you have a specific divination spell in mind? Commune, scrying? Or do you thinking of using a Spell Compendium divination spell?

If you go with scrying, the PCs would have firsthand knowledge of both Eike and Xander but not familiar knowledge. But, they do have items that belonged to them, so Eike and/or Xander's Will saves will be a -4 to resist the scrying attempts. Phar still has Xander's spellbook and Eike's gear was being stored in the manor. He left without those items.

Caerth could cast commune with nature. Its range for the half-orc druid is 11 miles. He could also try to find out how Brutus died from the local plants or animals using speak with animals or speak with plants. There are plenty of plants located around the smithy where Brutus was found dead. There are also local stray cats, village dogs, and the occasional rabbit running around.

Mabon, himself, doesn't have any pets and discourages the dogs and cats from coming near his smithy. There is a tiny copse of trees (nine) that sits along the main trail through the village. It is very close to the smithy. Caerth knows that birds often nest in those trees.
 

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