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

Neurotic

I plan on living forever. Or die trying.
Just before opening the door, Maur recites the canon of Moradin, fortifying himself and his companions against undead influence.

Once inside he calls upon the All-Father to sever the links of this unholy place to the higher power.

Init: 1D20 = [4] = 4

Cast recitation, giving everyone luck bonus +2 to hit, +2 ac and +2 saves (+3 if you follow Moradin) rounds 1/7

Cast Consecrate once inside and deep enough that 20' emanation catches the altar
 
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Knightfall

World of Kulan DM
Just before opening the door, Maur recites the canon of Moradin, fortifying himself and his companions against undead influence.

OOC: Init: 1D20 = [4] = 4

Cast recitation, giving everyone luck bonus +2 ac and +2 saves (+3 if you follow Moradin) rounds 1/6
Quinn waits for Mur to finish his spell, and the two of them push open the large stone door. It is heavy and old and takes some effort to get it to move. It makes considerable noise as it moves. No chance to be silent.

While Quinn has seen this room before, this is the first time for Maur. While its walls just inside the door are straight, the dwarf can tell that whatever tools used to carve this place out were crude. The walls have deep cuts and grooves in them. The room is gloomy and the light coming Cruel Justice barely illuminates any part of the interior. It's as if the room has been cast in permanent darkness. Even with his darkvision, fighting in the room will be difficult. Vesh did not mention that!

"By the gods, I hate this place," Quinn says holding up Cruel Justice in front of him.

The dwarf paladin can barely see the outline of a dais carved from black stone on the far side of the room. The dais is carved images of the likeness of a woman with a crow's head, Malotoch. Just to the left of the front of the dais stands the ghast. It is covered in chains, which are wrapped around its arms and torso. The chains on its arms hang down onto the floor. If it was once chained to the wall, it is now free. It senses the presence of life immediately and turns to face Maur and Quinn.

Then Maur feels it, the desecration of this place. He can feel it clenching at his soul. Too long in this room could be deadly for the others, especially the youngsters.

"This is a truly unholy place," Cruel Justice intones. "Be wary."

OOC: A character with a Good alignment must make a Fortitude save (DC 12) every round. Failure means the temporary loss of 1d3 points of Constitution. Also, there is a set 20% miss chance due to the unnatural magical darkness.


[Round One Begins]
Brutus watches as the two warriors move forward. He wishes to move to back them up, but then he sees it, the ghast. All he wants to do is rush inside and kill the thing, but the eerie natural of the shrine gives him pause. He decides to wait for Quinn to move forward before entering the room.

Aureus, her work done with the lock, move back to stand next to Meridith and wait for a clear shot at the ghast.

OOC: Brutus - Wisdom check (DC 10): 1D20+3 = [14]+3 = 17 (readies and action to move once Quinn moves deeper into the room.)

Aureus moves back 10 ft., sets her bow, and readies an action to fire.
 

JustinCase

the magical equivalent to the number zero
Caerth mutters a few syllables in the Druidic language, and his skin seems to take on a sturdy, wooden appearance. Then the half-orc druid moves into the door right behind Maur and Quinn.

Immediately he feels an urge to once more grab the dagger Kang, but Caerth consciously grips his spear with both hands, ready to strike at the ghast from behind his companions.

OOC: Casting the 2nd level spell Barkskin, increasing my natural armor with 3. Then move to behind Quinn; if either Quinn or Maur moves further into the room, Caerth will move to flank the ghast.

AC 20
HP 58/58

Spells:
Level 0: (6) create water (x2), detect magic, detect poison, purify food and drink, read magic
Level 1: (5) cure light wounds (x2), entangle, speak with animals, obscuring mist
Level 2: (4) lesser restoration, barkskin, gust of wind, warp wood
Level 3: (4) call lightning, cure moderate wounds, plant growth, dominate animal
Level 4: (3) scrying, ice storm

Wild Shapes: 2/3
 
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Knightfall

World of Kulan DM
OOC: Casting the 2nd level spell Barkskin, increasing my natural armor with 3. Then move to behind Quinn; if either Quinn or Maur moves further into the room, Caerth will move to flank the ghast.
<snip>

(Not sure if I already cast spells today, but I think this is the first. Please correct me if I'm wrong.)
OOC: You cast warp wood to destroy the wooden holy symbol the Alpha Rook had on it and you summoned a medium earth elemental vs. the cultists (spontanteous summon nature's ally IV). You've also used 1 wild shape to turn into a snake.
 

JustinCase

the magical equivalent to the number zero
OOC: You cast warp wood to destroy the wooden holy symbol the Alpha Rook had on it and you summoned a medium earth elemental vs. the cultists (spontanteous summon nature's ally IV). You've also used 1 wild shape to turn into a snake.
OOC: Ah, check! I'll change my post with that. :)
 

Knightfall

World of Kulan DM
Caerth mutters a few syllables in the Druidic language, and his skin seems to take on a sturdy, wooden appearance. Then the half-orc druid moves into the door right behind Maur and Quinn.

Immediately he feels an urge to once more grab the dagger Kang, but Caerth consciously grips his spear with both hands, ready to strike at the ghast from behind his companions.
The ghast groans loudly and moves towards its nearest foe, Quinn. As it moves, it comes into view of both Phar and Aureus. Phar considers incanting a scorching ray spell, but there are two many allies between the paragon elf wizard and the ghast, so he chooses to fire his bow, carefully, instead. He manages to find the right angle and his arrow finds its mark.

Aureus follows up with a short of her own, but her shot goes high over the undead creature's head.

Surprisingly, the ghast stops just short of the big man and uses the chain wrapped around its right arm to strike at the warrior. The chain hits the iron door instead of Quinn. The ghast's stench threatens to overwhelm both Maur and Quinn.

"That is awful!" Quinn gags on the smell but steadies himself.

Timmins steps forward in between Maur and Quinn and moves just to the ghast's left. As he moves, the ghast lashes out with one of its chains, but the old warrior ducks his head out of the way. The smell of the creature makes him pause for a second then he slashes out with Meridith's magical longsword, but the strike only hits the chain wrapped around its left arm.

Quinn holds his breath for a second as he steps forward and slashes at the ghast with Cruel Justice! "Begone foul creature!" The sword yells, as the ex-gladiator slashes the creature's torso. The blade sinks deep and cuts through one of the chains.

Wieland steps forward to take up a position just behind Maur and next to Careth.

Once inside he calls upon the All-Father to sever the links of this unholy place to the higher power.

Cast Consecrate once inside and deep enough that 20' emanation catches the altar
The power of the dwarf's faith breaks through the gloom of the room and the evil infecting the altar is suppressed under the gaze of Moradin. The magical darkness in the room continues to affect him and the others, but the feeling of dread is now gone.

OOC: I'm assuming that Maur doesn't need to be standing any closer than I've placed him on the map for the consecrate to counter the desecrate on the altar.

Meridith lets loose with an arrow through the doorway and tries hard not to hit any of her allies. The arrows seems to bend in the air above Maur and Quinn's heads, but deflects off the metal chains wrapped around the ghast's neck. Caerth notes the odd movement of the arrow in the air, but neither Maur or Quinn see its movement.

 

Neurotic

I plan on living forever. Or die trying.
OOC: I'm assuming that Maur doesn't need to be standing any closer than I've placed him on the map for the consecrate to counter the desecrate on the altar.

OOC: It is just right, consecrate is 20' emanation
Recitation: 2/7 (+2 to hit, +2 ac and +2 saves, luck bonus)


Maur bares his teeth and raises the hammer in front of his chest. It covers the holy symbol of Moradin almost precisely in size and shape. Short flash can be seen behind the shield and Maurs looks at the undead.

"Moradin sends his feelings toward your kind."

With that he swings twice. Both times, both hits are accompanied by a flash around the weapon, reddish, such as reflection of a fully stoked forge would cause on a gleaming shield.

As he returns to his defensive stance, plates on the armor lock in place, closing the common vulnerability points of the plate armor.

Swift: lose turn attempt for smite (+1 attack +7 damage)
Full attack: Full attack vs ghast with smite; damage with smite: 1D20+14 = [8]+14 = 22
1D8+14 = [4]+14 = 18
1D20+9 = [19]+9 = 28
1D8+14 = [6]+14 = 20

  • forgot recitation bonus, add 3 to attack rolls for total of 25 and 31 to hit for 18 and 20 damage
  • if 25 seems like close, but not quite (miss by 4 or less), use faith point to add 1d6 to the attack
Miss chance: 1D100 = [71] = 71
1D100 = [48] = 48


Not moving, gain +2 AC
HP 75/75
AC 24 / 13 / 24 (+4 vs giants)

+3 vs poisons, spells and spell-likes
+1 vs evil creatures (vestments))
Fortitude: +7+3+1 = 11
Reflex: +2+0+1 = 3
Will: +7+4+1 = 12

Warhammer: +14/+9 1d8+14 20/x3
 
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Scotley

Hero
Phar lowers his bow and instead incants a spell. A swarm of glowing butterfly like motes fly toward the Ghast and land all over it.

OOC: luminous swarm damage: 1D6 = [6] = 6
Reflex save DC: 19 to avoid damage this round.


Luminous Swarm​

(Complete Mage)

Evocation [Force]
Level: Sorcerer 2, Wizard 2,
Components: V, S,
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 5 rounds
Saving Throw: Reflex partial
Spell Resistance: Yes



A swarm of shimmering motes streams from your fingers and engulfs your target.
You create a swarm of faintly luminous motes of pure force that engulf one creature, obscuring its vision.
If the target relies on sight, all its attacks have a 20% miss chance while the motes last.
The motes also deal 1d6 points of damage each round.
The target can attempt a Reflex save each round to avoid the damage.
 


Knightfall

World of Kulan DM
Aureus fires her bow once more but the arrow break against the ceiling above the door. She gawks in disbelief and then can't help but laugh at her bad luck.

Moving around his companions, Caerth holds his massive spear in both hands and swiftly stabs it at the foul smelling ghast.

He manages to hit the creature right in the chest, and the magical weapon seems to damage it quite a lot.
The spear bites deep into the undead foe. If it been alive, it would have screamed in pain, but all it does is hiss. The smell of the creature is truly awful.

OOC: Make a Fortitude saving throw (DC 15) or be sickened.

Brutus makes his move into the room and takes up a position next to Timmins, but not before the ghast lashes out at him with its claw and the stench hits Brutus's nostrils. The ghast's attack is clumsy with chain around it arm and Brutus breathes in deeply.

"Smells like my mother's cooking! Ha!"

He brings his axe around in an arc but he misjudges his swing in the magical darkness. He nearly connects with Timmins.

"Whoa! Watch where you swing that thing!"

"Sorry."

The ghast turns its attention to Maur, drawn by its hatred of what the dwarf has done to the altar. It rakes at the ordained champion with its claws. The attacks are meaningless and it gets its right arm tangled behind its back with the chains around its torso. It stumbles and nearly falls to the floor.


Phar lowers his bow and instead incants a spell. A swarm of glowing butterfly like motes fly toward the Ghast and land all over it.
The ghast seems unconcerned about the motes, although it seems to lose its focus on those surrounding it.

TImmins slashes out twice with his borrowed longsword but the magical darkness in the room foils him. "I can't hit the damn thing!"

"Keep at it good man!" Quinn says as he slashes out with Cruel Justice. The intelligent blade illuminates the ghast for the first strike but Quinn's second swing glances off the chains. "Go down, foul creature!"

The ghast does not go down, but Cruel Justice lops off the undead's arm at the elbow.


OOC: It is just right, consecrate is 20' emanation
Recitation: 2/7 (+2 to hit, +2 ac and +2 saves, luck bonus)


Maur bares his teeth and raises the hammer in front of his chest. It covers the holy symbol of Moradin almost precisely in size and shape. Short flash can be seen behind the shield and Maurs looks at the undead.

"Moradin sends his feelings toward your kind."

With that he swings twice. Both times, both hits are accompanied by a flash around the weapon, reddish, such as reflection of a fully stoked forge would cause on a gleaming shield.

As he returns to his defensive stance, plates on the armor lock in place, closing the common vulnerability points of the plate armor.
Wieland moves forward in his bulky scale mail, but he is quickly overtaken by the stench of the ghast and is barely able to hold in his last meal. He doesn't get close enough to the undead creature before Muar's hammer smashes the ghast's knee and then takes the undead's upper torso and head clean off. The unliving monstrosity falls to the floor of the shrine, destroyed.

Wieland - Fort save: 1D20+8 = [6]+8 = 14+2=16 (save)
 

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