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


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Phar softly curses out an old and melodious Elven pharse that is surprisingly harsh given the pleasantness of the sound to those who do not speak Elvish. If only he would come into view. As he cannot attack the leader yet, he raises his bow again and fires at the undead weretroll instead. Three shafts fly from his magic bow at the foe above.

Rapid shot and haste: 1D20+9 = [17]+9 = 26
1D8+1 = [2]+1 = 3
1D20+9 = [12]+9 = 21
1D8+1 = [6]+1 = 7
1D20+9 = [1]+9 = 10
1D8+1 = [6]+1 = 7
The first shot comes close but it seems to deflect off the creature's skin. The second embeds in the rock under the wolftroll. The third is caught by a downdraft that swirls through the cave and it is lost into the cave below.

Looking to the militia at the palasade Quinn says to those near him, "Keep shooting the zombies, they can kill you just as quick" He switches to his own bow when he sees the wolf troll undead thing, but before he can put the normal bow away he hears that disheartening sound of a broken bowstring and he looks quickly about to identify whose string broke.

will give his long bow to whoever broke their string then use his composite bow himself

ooc: there is a minor change in action, and I will post my attack now to keep the game going.
2nd full round action: hand mundane long bow to militia member who broke their string and pull out his bow from the Quiver of E. Pretty sure he cannot get a full round of attacks with all of that, but here is 1 attack:
base: +14 att; 1d8+5 damage
Hasted: +1 att, AC, ref saves +20 mvmt; +1 full bab att with full round att action
+1att/dam; +1 on saves vs fear and charm effects [included after roll, this time](see "conviction" below)
conviction from Maur +3 moral bonus to saving throws

+16 att; 1d8+6 dam; +1 AC; +1 Reflex saves [haste]; +3 all saves [conviction]
[+1 ench long bow, coimposite +4]
Att, Dam: 1D20+16 = [1]+16 = 17
1D8+6 = [6]+6 = 12
Quinn tries to see the wolftroll through the gloom but the light doesn't reach that far. He could try a shot up into the dark but he doesn't want to waste arrows. Wieland offers to take Quinn's extra bow to the militia member. The young guard feels compelled to move back towards Lady Pendour and protect her from any other dangers that might arise.

He hands off Quinn's bow to the young human and the man calls out in thanks to Quinn.

Meridith keeps her bow at the ready until the undead foe comes into the light, Syndra keeps a firm grip on her spear as she moves forward to take Wieland's spot among the heroes. She tells the two fighters to stay back. Ailward waits to cast his magic missile.

"Keep your focus on the zombies! Shoot! Shoot! If this thing comes close, retreat immediately."
When Maur uncovers the gem and more light spills out into the cave. The wolftroll comes completely into view. The beast howls in anger. It is beyond the damaging light but it turns its evil gaze towards the ordained champion.

Quinn fires his bow but he fumbles the shot. The creature is fearsome to behold. He nearly loses his bow onto the sloping floor and his footing. His arrow skids away and falls into the nearby crevasse.

Meridith fires an arrow and Ailward casts his magic missile. The young ranger's shot hits only stone but the battle sorcerer's force missile slams into the undead creature's back.

"That's the last of my magic missiles," he says to Sir Ghal.

"Get out of here!" Sir Ghal orders. "Fall back and help protect Lady Pendour. See if you can get that Stump Sorcerer to come help us."

"Yes sir," Ailward replies. He moves back up the slope.

OOC:
After Maur reveals the gem (free action), Quinn and Meridith shoot their bows and Ailward casts magic missile. Wieland takes Quinn's extra bow to the fighter with the broken bow.

The zombies move backwards out of the spike stones after Maur uncovers the gem. The spikes destroy another zombie.

Meridith - +1 Verminbane Shortbow of Seeking: 1D20+8 = [12]+8 = 20
1D6+2 = [4]+2 = 6 (miss)
Ailward - Magic Missile: 1D4+1 = [3]+1 = 4

@Neurotic, it's your turn. The undead wolftroll is now completely within the field of light projected by the light but isn't in the damaging effect. Maur can see that the creature is crawling on the rocky wall with ease and it has a massive (and impressive-looking) greatclub strapped to its back.
 
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OOC: Posting a description of what Phar sees for @Scotley:

With the gem revealed, Phar's enhanced sight lets him see the horde and its masters in the shadowy light beyond what the others can see. It's a good thing the bulk of the humans cannot see what he sees. Beyond the zombies, he sees two lines of ghasts and a long line of ghouls.

Two other figures stand among them in the shadowy gloom. Both appear to be dressed as acolytes of Malotoch but their outfits reminds him more of the champion of Malotoch fought against in the temple. Both appear to be female but Phar can't tell if they are human or undead. They mingle among the undead without any hesitancy, so the paragon elf wizard doubts they are human. The acolytes of the temple hadn't been completely human either.

Beyond the line of ghouls is what appears to be an open chasm. His eyes are immediately drawn to two figures standing off to the left. The first is obviously Tarrak. The self-proclaimed ghast lord is massive. He stand at least 7 feet tall and wears a suit of chainmail that is blood-red in color. He stands, waiting with an oversized adamantine mace clutched in both hands, its head set upon the rock of the cavern. Phar cannot see any other features of the undead creature.

Next to Tarrak stands another imposing undead foe that looks almost feminine. Phar doubts it was every a human. It was likely monstrous in life but the shadowy gloom hides most of its features.

Phar had seen a red glow out of the corner of his eye earlier but had thought to be only shadows. But now he can see them. The four hell hounds gated in through the Hell Forge. They are clear in the gloom and their unnatural infernal glow illuminates the ghouls and ghasts near them in a dim red glow. The ghasts' eyes shine red under this light.

Phar tries to count the horde from left to right. He's not sure of the numbers, but he is sure that there aren't any rooks or the bleak eagle with its rider. "I can see them now," Phar says to the others. "There are at least ten ghasts and over a dozen ghouls. I see two woman who might be alive but they mingle with the undead freely. The more powerful acolytes that Xander mentioned. And I see Tarrak. He... it is definitely more than just a ghast. Its chainmail is blood red, and it does have one of the other Star Arms."

"Azurak," Cruel Justice says to Quinn telepathically. "We must get him back!"

"Tarrak is... to put it bluntly, tall, imposing." Phar looks back at the soldiers gathered around Lady Pendour. "I don't think any of the militia could possibly hurt it." He pauses. "And, I don't see any rooks or the eagle and its rider. There is a massive chasm behind them. The rooks could have a next down there or they might be elsewhere."

"It's as I said," Sir Ghal notes. "They could be outside the cave waiting to attack."

"How would they know we were coming?" Aureus asks no one in particular.

And then Phar finally sees the last figure. He almost missed him the gloom. "Wait! There is another one... to the right. I- I think its an elf." Phar looks at the figure and the man, dressed as a wizard, looks right at Phar. Then, them gloom seems to surround him and Phar can no longer see him. "He's disappeared."
 

Maur looks over the arrayed undead and smiles. It is not a pleasant smile. But the one Xander would recognize. Calling upon his mighty patron, his magic settles around enemies, invisible and deadly, waiting for someone to make their move.

The stone is his element; the cave - home. And this, these creatures, they are the invaders. No mercy will be shown on either side. But right now, they have the advantage. Tarrak will have to use dispels or he will start losing apprentices. Maur raises his voice.

"Lady Pandour, have the priestess enchant one the arrows with light! Archers, target living creatures or at least non-zombies. Those who walk freely, those who give orders. There are some creatures there that will require magic to hurt. Don't be afraid, for we have magic aplenty. See the enemy and know what will happen to you and your families if you falter. See, and bolster your resolve, anchor yourselves in the here and now and destroy the abominations!"

Free: speech
Standard: cast spike stones (map in ooc)

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)
 

Maur looks over the arrayed undead and smiles. It is not a pleasant smile. But the one Xander would recognize. Calling upon his mighty patron, his magic settles around enemies, invisible and deadly, waiting for someone to make their move.

The stone is his element; the cave - home. And this, these creatures, they are the invaders. No mercy will be shown on either side. But right now, they have the advantage. Tarrak will have to use dispels or he will start losing apprentices. Maur raises his voice.

"Lady Pandour, have the priestess enchant one the arrows with light! Archers, target living creatures or at least non-zombies. Those who walk freely, those who give orders. There are some creatures there that will require magic to hurt. Don't be afraid, for we have magic aplenty. See the enemy and know what will happen to you and your families if you falter. See, and bolster your resolve, anchor yourselves in the here and now and destroy the abominations!"

Free: speech
Standard: cast spike stones (map in ooc)

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)
Lady Pendour relays Maur request to her Galas. Samantha casts light on Benedict's arrow and orders him to move forward and fire the arrow beyond the range of the light cast by Maur's celestial brilliance.

"I will not leave Eleanor," he refuses.

"I will swear my life to her, if my lady will let me," Samantha insists. She looks back to Lady Pendour, who nods. "Now go!"

The ranger reluctantly complies and moves down the slope carefully to stop just in behind Quinn.

Then the wolftroll charges down the wall at an angle towards Maur. The undead werebeast moves incredibly fast and slashes out with its claw at the dwarf from the wall. The claw rakes across Maur's shield and the ordained champion can sense the wolftroll is quite strong. The smell of it is horrible, sickening.

"Ugh, that smell!" Aureus hacks.

Angus counterattacks with the silver bastard sword but the wolftroll easily manages to avoid both blows.

OOC: Benedict is forced to double move down the steep slope and will fire his arrow in round 3. His spot in initiative changes to just after Samantha. The other gala doesn't have light prepared.

All those within 20 feet of the undead wolftroll must make a Fortitude save vs. its stench ability. (The DC is only 9, however, so as long as you don't roll a 1.) This includes Angus, Aureus, Caerth, Henry, Maur, Phar, and Sir Ghal. I'll roll for the NPCs and Phar on the OOC thread. Aureus's roll is made with a -2 circumstance penalty.
 
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Angus frowns in disgust, "Ye smaeles luk a toord!"

Angus slashes the thing twice, but each time, it manages to roll with the blow, counting on a combination of counter-movement and thick hide to save itself from injury.

Angus mocks the creature, "Ye're es sloopery es whon, teu!"

"You smell like a turd!"

"You're as slippery as one, too!"
 

Though his spiked chain would have been preferred, he has his bow and he will use it until he can't.
Posting my attack in case I am not near-by on my turn:
base: +14 att; 1d8+5 damage
Hasted: +1 att, AC, ref saves +20 mvmt; +1 full bab att with full round att action
+1att/dam; conviction from Maur +3 moral bonus to saving throws

+16 att; 1d8+6 dam; +1 AC; +1 Reflex saves [haste]; +3 all saves [conviction]
[+1 ench long bow, composite +4]

att1, 2, and 3
the big battle!: 1D20+16 = [3]+16 = 19; 1D20+11 = [9]+11 = 20; 1D20+16 = [11]+16 = 27
no crit threats

Damages:
the big battle!: 1D8+6 = [7]+6 = 13; 1D8+6 = [5]+6 = 11; 1D8+6 = [1]+6 = 7



Shield of law effects
1+4 deflect bonus to AC; +4 resistance bonus to saves
SR 25 vs chaotic spells and spells cast by chaotic creatures
blocks possession and mental influence by chaotic creatures as protect fm chaos
if a chaotic creature succeeds with a melee attack, creature is slowed [sv neg, dc is per the spell (poss. 22)]
 
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Caerth is not bothered by the smell of the undead troll; he once smelled the blossoming carrion flower and compared to that awful stench, this is like daisies.

Deciding that throwing a giant boulder over the heads of his allies is not a great tactic, the half-orc decides to throw one at the distant army instead. Standing up from behind the pallisade, he takes a quick look at the now illuminated cave and then throws another pebble down towards the enemy.

This pebble, too, becomes a huge boulders the moment it flies from his hand, and before it crashes into the enemy with a crash, Caerth is already focused on where he should throw the last one.

OOC: Throwing the next one at the nearest cultist, which should be possible with the range increment of 120 feet.

Attack: 1D20+9+9 = [6]+9+9 = 24
Damage: 2D6+4+9 = [5, 4]+4+9 = 22
 

Maur moves his shield a bit to better see the creature. Winding the hammer down, he swings with all his might into the creature
"Moradin!"

Even the hardened flesh of a cave troll, dead as it was, gives in under the magical assault of Thors Moradins hammer. But the need to return to balanced position and the fact that the armored bulk despite hasted reflexes had mass and inertia that is hard to stop once moved means the other two swings harmlessly deflect of the thick skin.

Still, the shield is in place, celestial gem burns and Moradin is with them. All is right with the world.

"Phar, can you dispel this thing? It is too hard even for its current state! Must be bespelled."


OOC: I cannot say if it is stone skin, protection from good/law or some other spell, but it IS enchanted, we can tell, right?


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
5/6

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)
+3 to his due potion

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)
 


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