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

There are just enough horses for everyone to ride to the exit of the sea cave. Ailward rides with Sir Ghal. As the group of riders sets out from Carnell, the people of the village cheer them on, hoping for victory. Hoofs thunder up the trail, as you lead the way. Lady Pendour and her two Galas of Inanna joins the other riders on the trail. Aureus leads the way with Angus and Syndra right behind the hutaakan rogue.

The trail is easy enough to navigate even in the dark. The pale moon, Novan, is full in the sky while blue Lithe is waning and the sky is clear, which revels the infinity of stars. The air is cool and a strong wind drives westward across the cliffs looking out over the Karmine Sea. You keep an eye on the sky, looking for rooks that might ambush you from above.

Angus quickly overtakes Aureus and Syndra laughs as she pushes her horse to keep up with the Harqualian centaur. Aureus doesn't push her own horse, as she's not that good a rider.

Once at the sea cave, you can see the defenders have been hard at work to try to prepare for the horde's arrival. Angus, Maur and Phar make note of a strange defender among the soldiers of Carnell. He, you think, is a small reptilian humanoid dressed similar to Phar but more plain. He wields a fine spear and bows to Lady Pendour when she arrives.

"I come to defend Carnell from evil," the creature says. "Your husband relied on my guidance once, and I hope to help you now, fine lady."

"You- you're the one they call the Stump Sorcerer, aren't you?" She replies.

"Indeed, while I am not much of a warrior, I will lend my magic to this fight," he stands and looks at Angus with interest. He smiles and nods to Phar. "I am Scarborax. Adherent of the Sun."

"I am glad to have your aid," she replies.

There seems to be a debate as to where to place the palisades that Angus suggested be built. There are only three of them. Angus has ordered them to one place but Wieland tries to tell him that Maur told him to them here and here and here. Once the ordained champion arrives on the scene, being forced to ride on an old, heavy horse, he insists that everyone should listen to them as will be a fight in his element. Aureus just rolls her eyes and makes sure she has enough arrows and that her blade is sharp.

"We should not be trapped too far into the cave," Sir Ghal insists. "What about the rooks? They could hit us from behind!"

"Wouldn't they want to gather with the undead?" Lady Pendour asks.

"They would give up their aerial advantage if they restricted themselves to flying through that tight passage," Sir Ghal points to the narrowing of the cave. "No, if was me, I'd hit us from behind."

"Sir, that would assume they know we're going to be here," Wieland says.

"I would rather be prepared for anything," the knight insists. "This Tarrak is a powerful cleric, correct?" He looks to Sir Quinn and Maur for an answer.

Then, a horn sounds from deep in the earth. The blast of noise is an eerie note that sounds like death.

"The time for debate is over, I think," Lady Pendour insists as she and her Galas get off their horses. "Master dwarf, I trust your instincts in this matter."

The lookouts that Maur handed whistles to begin blowing them even though the horde hasn't come into view yet.

A large three-legged sconce for four lit torches are placed as near to the three barricades as possible without it being in the way. The scone can hold three torches that can be grabbed and it has a large central torch that can be lit. Angus and Maur quickly come to agreement as to where to place the palisades. It will have to do.

The sound of feet on stone resounds in the cave. There are groans and wails rising up out of the darkness from the back of the cave. The horde has arrived. Maur's deep darkvision can see that there are zombies in the lead. Many zombies. Considerably more than he and the others saw while sneaking past the horde in the deep cavern. Twenty zombies, at least.

Everyone rushes to their assigned places. The members of the militia move slowly and look very afraid. Wieland tries to reassure them but even he looks worried. Sir Ghal is resolute and considers fighting from horseback. Ailward and the other casters have just enough time to climb to the elevated position before the first line of the undead come into view with those with darkvision.

The horn sounds again, and again. This time it is closer. The zombies continue to move forward, relentless, unyielding. Maur can see that each of them wears the trappings of an acolyte of Malotoch. It seems this "Lord" Tarrak is easily displeased with those that fail him.

"How many," Wieland whispers to Maur.

OOC: If you haven't already, roll initiative. :D
 

log in or register to remove this ad

As is his clan's custom in the final moments before a major battle, especially one in which the odds are grim, Angus begins to sing:

(in the Dhaoninian accent):

Lay me doon in the caul caul groon
Whaur afore monie mair huv gaun
Lay me doon in the caul caul groon
Whaur afore monie mair huv gaun

When they come a wull staun ma groon
Staun ma groon al nae be afraid

Thoughts awe hame tak awa ma fear
Sweat an bluid hide ma veil awe tears

Ains a year say a prayer faur me
Close yir een an remember me

Nair mair shall a see the fjord
For a fell t'thae oondead horde

Lay me doon in the caul caul groon
Whaur afore monie mair huv gaun

Lay me doon in the caul caul groon
Whaur afore monie mair huv gaun

Whaur afore monie mair huv gaun
 

Phar welcomes Scarborax to the group. "Your arrival is most timely master sorcerer."

He picks a spot where he can use a stalagmite as partial cover and waits. It turns out he doesn't have to wait long. With the sounding of the horn and the appearance of the Zombie horde he moves into action. He sends Featar, his hawk familiar winging out into the open to watch for an attack from the rear. Then he begins calling his companions close. "Let me lend speed to your attacks with a potent spell I know. "

He cracks the knuckles of his long fingered hands and clears his throat as he prepares to make the complex gestures and magical incantations required. In additional to his stalwart companions he includes Sir Ghal and Syndra in his casting.
 
Last edited:

Love of Croatia - battle song

Initiative: 1D20 = [12] = 12


As the preparation for the horde arrival winds down, Maur casts one more spell.
He calls scouts and lookouts, lady Pandour and her priestesses and both familiars to him. Touching each in order he tells them
"This will protect you from mindless undead, you are invisible to them. Intelligent ones may or may not resist the magic. It will last for the battle as long as you don't touch undead creatures or attack. This includes turning them, priestesses, so keep those in reserve unless we are breached."
 
Last edited:

Quinn feels the surge of energy within him, his muscles relaxed, yet strong."Thank you Phar." he says with genuine gratitude. To the people, when Angus' song is over he says with all the bravery and respe4ct he has 3ithin him, "Today is our day, YOUR day to be in history as defenders of the law of the land. Each of you are with each of us - My blood with your blood. These are not honorable people we fght, but honor and justice Will conquer them regardless!!!"

He is enraged at the very idea of this self proclaimed lord who disturbs the lives of these good folk! Grabbing his spare bow he shoots arrows into the front line of zombies.

Hasted: +1 att, AC, ref saves +20 mvmt; +1 full bab att with full round att action
+3 moral bonus to all saves per post 1,486
+1att/dam; +1 on saves vs fear and charm effects [included after roll, this time](see "conviction" below)

next round include conviction from Maur +3 moral bonus to saving throws

initiative
initiative: 1D20+2 = [10]+2 = 12

attack 1; 28 att, 9 dam
+13 att
Att/Dam: 1D20+13 = [14]+13 = 27; 1D8 = [8] = 8
vs zombie

attack 2; 21 att, 6 dam
+8 att
Att/Dam: 1D20+8 = [12]+8 = 20; 1D8 = [5] = 5
vs zombie

attack 3 [haste] 32 att, 6 dam
+13 att
Att/Dam: 1D20+13 = [18]+13 = 31; 1D8 = [5] = 5
vs zombie
 
Last edited:

"These are the people that took your lord from you. Took your family. They will take and take and take. Devour and destroy. Unless we here, we few, stop them here and now. Stand fast and make them weep!"

Maur shouts as he clangs back to his place. His steps suddenly speed up as Phars magic takes hold and he waves to the mage. As the horns start and whistle echo through the cave, he takes out the gem enchanted with heavenly light but keeps it hidden in his hand behind the shield. No sense in revealing it just yet and enable the priests to try and dispel it.

AC: 10 + 9(plate +1) +4 (heavy shield +2) +0 (DEX) +1 (deflection)
Total / Touch / Flat Footed
AC: 24 / 13 / 24
Initiative: 12

HP 81/81
Saves:

+3 vs poisons, spells and spell-likes
+1 vs evil creatures (vestments))
Fortitude: +8+3+1+2(heroism) = 14
Reflex
: +2+0+1+1 (haste) +2 (heroism) = 6
Will
: +8+4+1 +2 (heroism) = 15

Current AC: 27/14/27 while immobile (+ haste)
When moving: 25/14/25

+2 alchemical silvered warhammer of disruption with heroism

Attack: +16/+11 (undead Will DC 14 on hit or be destroyed)
with haste, it is +17/+17/+11
Damage: 1d8+8+4
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)

7 days Celestial brilliance 35' emanation for damage with light reaching 70'
Undead creatures take 1d6 points of damage each round they are within the bright light.
Evil outsiders, as well as undead creatures that are specifically harmed by sunlight, take 2d6 points of damage each round in the bright light.

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
4/5 Bless x2, Foundation of Stone, Hide from Undead, Lesser Holy Transformation, Animate Rope (D)
2/3 Consecrate, Ghosttouch armor, Remove Paralysis, Spiritual Weapon (D)
2/3 Holy Storm, Mass Conviction (+3), Downdraft, Stone shape (D)
1/2 Celestial Brilliance, Recitation, Spike Stones(D)

@Tellerian Hawke @ScottDeWar_jr @Scotley @Knightfall
You all get +3 morale bonus to all saves for the next hour (read the above block for active spells)
 
Last edited:

Angus notices Samantha's nervousness; he takes off his shield and hands it to her, with a smile.

Angus says, "Ale bae naeden this baeck. Boot oontil thaen, aenjoy th' protection o' clan MacKillan."

"I'll be needing this back. But until then, enjoy the protection of Clan MacKillan."
 
Last edited:

Maur presents his shield to lady Pandour.
"May Moradin and all our gods watch over us. As this shield kept me from harm, may it do so again for you."

Turning to the priestesses of war.
"Remember that by helping everyone you help the lady survive the battle. Her personal safety is moot point if the defenders fall. Don't save your spells. If you have bless, cast it once the horde arrives. And cure the leaders, sir Ghal and Quinn as needed. The lady is safe as long as morale holds."
 

Phar welcomes Scarborax to the group. "Your arrival is most timely master sorcerer."
"I'm hardly a master, but I will try to be timely with my magic," Scarborax replies as he takes up a position just in front of Lady Pendour.

Scotley said:
He picks a spot where he can use a stalagmite as partial cover and waits. It turns out he doesn't have to wait long. With the sounding of the horn and the appearance of the Zombie horde he moves into action. He sends Featar, his hawk familiar winging out into the open to watch for an attack from the rear. Then he begins calling his companions close. "Let me lend speed to your attacks with a potent spell I know. "
Quinn feels the surge of energy within him, his muscles relaxed, yet strong. "Thank you Phar." he says with genuine gratitude.
"Thank you," Sir Ghal says to Phar. His confidence is bolstered by the magic flowing through him.

"An excellent idea," Aureus says with glee. She manages to get a quick shot off once into position and her arrow sinks into the zombie's putrid flesh. She can't tell how effective the arrow is against the undead thing but she knows she got it.

"Hmm, this effect is quite unnatural," Syndra says. "But it will be useful against the unnatural."

As the preparation for the horde arrival winds down, Maur casts one more spell.
He calls scouts and lookouts, lady Pandour and her priestesses and both familiars to him. Touching each in order he tells them
"This will protect you from mindless undead, you are invisible to them. Intelligent ones may or may not resist the magic. It will last for the battle as long as you don't touch undead creatures or attack. This includes turning them, priestesses, so keep those in reserve unless we are breached."
"I thank you for your wisdom," Lady Pendour says.

She looks at her two Galas for them to acknowledge Maur. The halfling, Ella Redding, nods to her lady and thanks Maur for his protections. The other Gala of Inanna simply nods to Maur. She seems distracted, worried.

The warriors and soldiers are very thankful for Maur's protections. The two dwarf fighters salute him before moving back towards the front of the cave to keep and eye out for any rooks that might wing in from outside the cave.

OOC: So, all the militia fighters, militia warriors, and Temperance Redding gain the effect of Maur's spell, unless that's too many.

ScottDeWar_jr said:
To the people, when Angus' song is over he says with all the bravery and respect he has within him, "Today is our day, YOUR day to be in history as defenders of the law of the land. Each of you are with each of us - My blood with your blood. These are not honorable people we fight, but honor and justice Will conquer them regardless!!!"
Quinn has a chance to get an extra shot in from his bow before the zombies move forward.

OOC: Roll another single bow attack for the Surprise Round. (I'll save your other attacks for Round One.)

"These are the people that took your lord from you. Took your family. They will take and take and take. Devour and destroy. Unless we here, we few, stop them here and now. Stand fast and make them weep!"

Maur shouts as he clangs back to his place. His steps suddenly speed up as Phars magic takes hold and he waves to the mage. As the horns start and whistle echo through the cave, he takes out the gem enchanted with heavenly light but keeps it hidden in his hand behind the shield. No sense in revealing it just yet and enable the priests to try and dispel it.
The members of the militia cheer him on while the other seasoned allies offer a simple a salute. Soon, the cave is filled with chanting.

"So much for stealth," Aureus says with a grin. "They probably know we're here anyway."

Angus notices Samantha's nervousness; he takes off his shield and hands it to her, with a smile.

Angus says, "Ale bae naeden this baeck. Boot oontil thaen, aenjoy th' protection o' clan MacKillan."

"I'll be needing this back. But until then, enjoy the protection of Clan MacKillan."
Samantha looks at Angus's shield and tries to understand what the centaur is saying. She tests the weight of the shield and thanks Angus for his 'gift'.

"I don't think he's giving it to you," Syndra chastises the young Gala. "He just wants you to use it during the battle. Say thank you and promise you'll return it."

"I am thankful," Samantha says. "And, I promise to give it back."

Maur presents his shield to lady Pandour.
"May Moradin and all our gods watch over us. As this shield kept me from harm, may it do so again for you."
"You do too much," Lady Pendour says. "Do not give up all your protections for others. We need you to be as strong as possible."

"I don't think you have to worry about him... and the others," Scarborax notes. "I foresee a great victory for them and Carnell." He pauses. "But the spirits don't always say the right thing to me. They can be fickle that way."

Neurotic said:
Turning to the priestesses of war.
"Remember that by helping everyone you help the lady survive the battle. Her personal safety is moot point if the defenders fall. Don't save your spells. If you have bless, cast it once the horde arrives. And cure the leaders, sir Ghal and Quinn as needed. The lady is safe as long as morale holds."
"I- I will promise my spells to everyone," the halfling Gala promises. "But I MUST protect my lady if she comes under attack from foes that aren't undead. Neither of us have bless prepared today. I can cast a few orisons and I can offer shield of faith to someone." Elle looks at her fellow Gala of Inanna.

Samantha looks at Angus's shield strapped on her arm and then at Maur. She looks up and swears an oath. "Lord Pendour, I must protect your people. You lady already stands guarded by magic." She looks to Maur. "I do have a Blessing of Inanna prepared today, as well as sanctuary and protection from evil. My orisons won't be very useful unless more light is needed. I will find a suitable time to use them, if there is a need. If your protection from the undead somehow is lost, I will create the sanctuary for my lady."

OOC: Bless is a +1 morale bonus to attacks and saves vs. fear effects, so I don't think it will stack with Maur's spell. I will have her cast protection from evil on one of the nearby NPCs, maybe the bard, in Round One.
 


Remove ads

Top