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

Knightfall

World of Kulan DM
He nods in agreement as he draws and shoots an arrow then another and a third, as the Haste continues to aid him

[move] 5 feet diagonally to North East, activate sash fire shield [swift action] and shoot bow 3 times [+15/+10/+15] full attack round
Mathey stuff:
da big battle: 1D20+15 = [18]+15 = 33;1D20+10 = [9]+10 = 19;1D20+15 = [2]+15 = 17
da big battle: 1D8+6 = [3]+6 = 9;1D8+6 = [6]+6 = 12;1D8+6 = [3]+6 = 9

[/spoiler]
Longbow +1 att; 1d8 +5 dam
+1 composite +4; threat range: 20 [x3]
Quinn tracks the flying ghast as it wings its way towards the other side of the battlefield. he watches it land near Tarrak behind a stalagmite and then the damn elf casts a deadly fog that encompasses Quinn. It fills all the space in between him and Angus. He gasps in pain as he fires his shot at where he knows the monstrous ghast flapped to and is pleasantly surprised when it hits the thing, although he can't see it.

Then, his mind is all about his burning lungs!

OOC: Firing into melee after flying ghast double moves and lands near Tarrak. It has +4 AC for cover.
1D20+15 = [18]+15 = 33 -4 = 29 (hit)
1D20+10 = [9]+10 = 19 -4 = 15 (miss)
1D20+15 = [2]+15 = 17 -4 = 13 (miss)

Quinn - 20% miss chance due to cloudkill spell: 1D100 = [95] = 95 (still a hit!)

Make a Fortitude save for Quinn: DC 21. If successful, Quinn only takes 1 point of Con damage this round and 1 point next round. If the save fails, he takes 4 points of Con damage over two rounds.
 

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ScottDeWar_jr

second birthdate : 15 Dec 2011
Make a Fortitude save for Quinn: DC 21. If successful, Quinn only takes 1 point of Con damage this round and 1 point next round. If the save fails, he takes 4 points of Con damage over two rounds.
[/OOC]
Fort save:

Fort save: 1D20+13 = [20]+13 = 33

OOC: coulda used that against the flying ghast.


stat update:
Quinn's combat stats:
Hp: 113/113*[1* depends on if chaos hammer beat the sr 25 or not .. .. ..
AC: [27] +1 [haste]; +4 [deflection]; +3 [natural]; +5 [breastplate]; +2 [magic]; +2 [dex]
fort: [+13] +3 [moral]; +4 [resistance]; +3 [class]; +3 [con]; +1 [cloak]
ref: [+13] +1 [haste]; +3 [moral]; +4 [resistance]; +3 [class]; +2 [dex]; +1 [cloak]
will: [+12] +3 [moral]; +4 [resistance]; +3 [class]; +2 [wis]; +1 [cloak]
SR vs chaotic spell or caster: 25
energy resistance: fire 5 [red sash]

**con damage from cloudkill: -1 con [16->15] -1 to a few things:
[*1] HP total: 105 [-9 from cloud kill]
[*2] fort saves [+12] [-1 from cloud kill]

BAB: [+15] +9 [class]; +4 [str]; +1 [haste]; +1 [moral]
dam: +1 [conviction] +1 [bard song]


Longbow +1 att; 1d8 +5 dam
+1 composite +4; threat range: 20 [x3]


bastard sword +1 att; 1d10-1 dam
mwk, alchem silver; threat range: 19-20 [x2]

Cruel Justice, Scimitar +1 att; 1d6+1 dam
(Adamantine/Intelligent/Keen); threat range: 15 - 20 [x2]

Spiked chain +1 att; 2d4+1
threat range: 20 [x2]
 
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Neurotic

I plan on living forever. Or die trying.
Maur moves uphill murmuring something to himself.
On one hand, allies falling like flies clears the terrain. On the other, if they win, but no one returns what's the point.

These rooks and apprentices might be something the militia can handle if they were on the ground and the stink has to go. He calls great columns of air, such as occasionally form in great caves of the Underdark pushing everything and everyone down. Hopefully it will be more enemies than allies.

Using his connection to Moradin the All-Father, he calls forth the weapon from his halls, but it is foiled by spell resistance. He curses his lack of foresight and lack of dispelling magics. "How many could I have saved if the enemy got dispelled? But casting was never my strong suit!"


Celestial brilliance: 1D6 = [4] = 4
I forgot last round
OA vs rook; damage: 1D20+17 = [19]+17 = 36; 1D8+8+4 = [2]+8+4 = 14
Good rolls wasted on mooks! :)


Move: 20'
Cast: Downdraft
Quickcast: Spiritual weapon domain spell on the elf (rapid spontaneous casting of Ordained champion) - unfortunately dispelled by SR (says so in the spell description)

Current AC: 27/14/27 while immobile (+ haste)
+4 against the chaotic due shield of law
AC 30/17/30

When moving: lower all AC numbers by 2

Smites: 3/6

HP 54/81
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

+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/+12
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.

Shield of Law
SR 25 vs chaotic creatures, +4 deflection AC; chaotic creatures need to make will save on attack or be slowed.


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)
1/3 Holy Storm, Mass Conviction (+3), Downdraft, Stone shape (D)
1/2 Celestial Brilliance, Recitation, Spike Stones(D)

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

World of Kulan DM
Wieland barely has the strength to pick himself off the ground. He is ragged. He looks for his sickle. He dropped it somewhere nearby. He hopes it didn't go over the edge into the crevasse.

"Wieland, get out of here!" a voice yells at him. "Take the others with you! These foes are too strong for you!"

It takes him a moment to recognize Sir Ghal's voice. He looks back towards his commander and can see that many of his friends have fallen. He urges Annabel and Zephora to get up and run for the cave entrance. Annabel refuses to get up and move. The fear has her pinned to the ground. Zephora nods.

Ailward picks himself up off the ground and is thankful that there aren't any enemies nearby. While he knows it likely won't do much damage to the Ghast Lord, he aims and fires a disrupt undead spell towards Tarrak. The ray of positive energy misses the ghast lord by inches.

"Blast it!" The battle sorcerer curses.

Henry moves up the slope to stand next to Maur. He turns and fires his crossbow at the nearest rook. The bolt catches the rook in the leg and it yelps in pain.

OOC:
Wieland gets up from being prone (move action), and then move 10 feet up the slope (two diagonals) away from the fight.

Ailward gets up from being prone (move action)
Ailward - Disrupt Undead (ray spell): 1D20+6 = [10]+6 = 16
1D6 = [2] = 2 (miss)

Henry Hawtrey - +2 Heavy Crossbow: 1D20+13 = [17]+13 = 30
1D10+2 = [2]+2 = 4 (hit)
 

Knightfall

World of Kulan DM
Sir Ghal looks towards Tarrak with frustration. He won't be able to go around the foes in front of him without risking the edge of the crevasse. Instead, he takes his frustration out on the prone rook in front of him. He is surprised that it take all three strikes to kill the creature. It was obviously tougher than an average rook.

 

Knightfall

World of Kulan DM
The ghast scrambles to its feet and Scarborax stabs out with his spear. He hits the undead, yet the creature doesn't fall. It counterattacks and Scarborax is hit again and falls unconscious.

Frustrated by her position in the battle, the female dwarf rushes to help Sir Ghal and Angus. She moves past the halfling Gala of Inanna and Angus, but fails to realize just how dangerous the monstrous ghast is truly. It lashes out at her with the morningstar clutched in its talons and the female dwarf goes down on top of the dead rook that Sir Ghal killed seconds before.

Angus can see the female ghast in front of him was once some sort of draconic beast in life. It wields a dangerous-looking morningstar and has the look of a warrior. The undead things bat-like wings already proved this isn't some ordinary ghast, but the weapon it wields is deadly in its clawed hands. The Harqualian centaur must kill it quickly.

OOC: @Tellerian Hawke, Angus is up!
 

Tellerian Hawke

Defender of Oerth
Angus Combat Modifiers.png
Angus Two Hard Hits.png


Angus hits AC 28 for 14 pts. damage.
Angus hits AC 29 for 15 pts. damage.

Angus sneers at the wicked foe in front of him, "Aevale Wetch, ye're noot loong fer this world; ye're in ma way, an' aye nade t' gate oe'r thar t'yer maester, soze a'kin poot 'em doon fer a daert nop. Soze ae'm gessin' ye'll gate to goon afore 'em t' paeve th' way. Hair ye goo, 'aeve a liddle o' Meilikki's Joostice, ye wulkin' abomination!"

Angus is not ashamed to hit his opponent while she's down; to Angus, she is not a living being. She deserves no respect, nor mercy, nor pity. All that she deserves is a swift destruction, and a clear, unfettered path straight to the Nine Hells. Angus brings his big clan sword down on the ghast twice, hitting her HARD, despite being sickened by the stench in the air.

OOC:
Angus hits AC 28 for 14 pts. damage.
Angus hits AC 29 for 15 pts. damage.
If both are hits, she takes a total of 29 pts. of damage.


As Angus is meeting the gaze of the Monstrous Ghast with his own death glare, born of a fury rarely seen among his kind, he notices that she has a phylactery on her head. ~I've heard tale of those things. That's the source of her power! Tarrak seems to have one, too! They need to be destroyed!~

Angus warns, "Sir Ghal, faeste yer oyes on'is oogly hade! That aes a' phylactery! Ye moost daystroy et! Thaese one 'as un, too!"

"Evil witch, you're not long for this world; you're in my way, and I need to get over there to your master, so I can put him down for a dirt nap. So I'm guessing you'll get to go on before him to pave the way. Here ya go, have a little of Meilikki's Justice, you walking abomination!"

"Sir Ghal, feast your eyes on his ugly head! That is a phylactery! You must destroy it! This one has one, too!"
 
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Knightfall

World of Kulan DM
Angus sneers at the wicked foe in front of him, "Aevale Wetch, ye're noot loong fer this world; ye're in ma way, an' aye nade t' gate oe'r thar t'yer maester, soze a'kin poot 'em doon fer a daert nop. Soze ae'm gessin' ye'll gate to goon afore 'em t' paeve th' way. Hair ye goo, 'aeve a liddle o' Meilikki's Joostice, ye wulkin' abomination!"

Angus is not ashamed to hit his opponent while she's down; to Angus, she is not a living being. She deserves no respect, nor mercy, nor pity. All that she deserves is a swift destruction, and a clear, unfettered path straight to the Nine Hells. Angus brings his big clan sword down on the ghast twice, hitting her HARD, despite being sickened by the stench in the air.
The monstrous undead reels under Angus's onslaught and the centaur range can tell the thing is close to being destroyed...

Tellerian Hawke said:
As Angus is meeting the gaze of the Monstrous Ghast with his own death glare, born of a fury rarely seen among his kind, he notices that she has a phylactery on her head. ~I've heard tale of those things. That's the source of her power! Tarrak seems to have one, too! They need to be destroyed!~

Angus warns, "Sir Ghal, faeste yer oyes on'is oogly hade! That aes a' phylactery! Ye moost daystroy et! Thaese one 'as un, too!"
Sir Ghal listens to Angus's words and tries to figure out what the centaur means. Only when Angus points to his own forehead does the knight seem to understand what centaur ranger means.

Zephora risks getting to her feet. She needs to get away from the ghast lord and try to convince Annabel to do the same. She knows she was lucky to hit the undead abomination even once. As she gets up and tries to move, Tarrak strikes out at her with all his fury. the Star Arm, Azurak, slams into her back and the young fighter goes down in a heap.

"Damn you!" Lady Pendour screams in anger.


END OF ROUND SIX
 

ScottDeWar_jr

second birthdate : 15 Dec 2011
OOC: In case I am not near my computer at the right time, I am posting Quinn's attack now


Quinn is not effective with ranged combat, so he leaves the work of that to Phar and Aureus. He shoulders his bow and draws the bastard sword in both hands while moving to the downed rook.
power attack -5 from attack, +10 damage
da big battle: 1D20+11 = [10]+11 = 21
da big battle: 1D10+5 = [8]+5 = 13 +10 for power attack
23 damage
Quinn's combat stats:
Hp: 113/113*[1*]
AC: [27] +1 [haste]; +4 [deflection]; +3 [natural]; +5 [breastplate]; +2 [magic]; +2 [dex]
AC vs AOO: 31 [feat Mobility]
fort: [+13] +3 [moral]; +4 [resistance]; +3 [class]; +3 [con]; +1 [cloak]
ref: [+13] +1 [haste]; +3 [moral]; +4 [resistance]; +3 [class]; +2 [dex]; +1 [cloak]
will: [+12] +3 [moral]; +4 [resistance]; +3 [class]; +2 [wis]; +1 [cloak]
SR vs chaotic spell or caster: 25
energy resistance: fire 5 [red sash]

**con damage from cloudkill: -1 con [16->15] -1 to a few things:
[*1] HP total: 105 [-9 from cloud kill]
[*2] fort saves [+12] [-1 from cloud kill]

BAB: [+15] +9 [class]; +4 [str]; +1 [haste]; +1 [moral]
dam: +1 [conviction] +1 [bard song]


Longbow +1 att; 1d8 +5 dam
+1 composite +4; threat range: 20 [x3]

bastard sword +1 att; 1d10 -1 dam +4
mwk, alchem silver; threat range: 19-20 [x2]


Cruel Justice, Scimitar +1 att; 1d6+1 dam
(Adamantine/Intelligent/Keen); threat range: 15 - 20 [x2]

Spiked chain +1 att; 2d4+1
threat range: 20 [x2]
 

JustinCase

the magical equivalent to the number zero
Caerth takes off from the stalagtite he was clinging on to, only to drop a few meters because of the magical downdraft. He skillfully swoops lower with the wind, then continues flying toward the plateau where the elf wizard is, finding a hanging stalagtite above Galzadar. He makes sure to keep the elven wizard in his sights, and a straight line from him.

His owl friend Screech likewise has no difficulty navigating the sudden draft as it follows the dire bat. Caerth attempts to point out what he suspects is the wizard's familiar, then starts casting again.

A big sphere of flame appears directly behind Galzadar and it rolls towards the wizard, bumping into him without much force but with hot flames looking to burn what they can.

OOC: Fly to somewhere near Galzadar, then cast Flaming Sphere to harrass the elf wizard. I think SR does not help, because it's just a fire.
Fire damage: 2D6 = [4, 4] = 8 (Reflex negates)

Is it possible to direct Screech now? Making a Handle Animal check if needed:
Handle Animal: 1D20+12 = [16]+12 = 28

Also, a Spellcraft check to see what spells Galzadar has active:
Spellcraft: 1D20+2 = [16]+2 = 18
 

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