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

Lady Pendour takes a step across the slope to stand next to Phar. She manages to raise Aureus's bow and take aim at the enemy priestess. She fires two arrows towards the priestess. The first is deflected away by the woman's shield and the second hits the palisade. The noblewoman coughs in pain, as a tear of blood tricks down her face.

"No good," she says. "Aureus, I have two healing potions given to me by Samantha. Now, while she's slowed. We need to use them."

Aureus nods as she tries to clear her mouth and nose of blood. "Give me a second," the hutaakan rogue replies. "I feel like I'm going to be sick." She looks at Phar. "You got this right?"

 

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As Caerth goes through Galzadar's gear, the half-orc druid finds it surprising that the elf wizard doesn't have any obvious on him. Either Galzadar arrogantly believed in his own powers or Tarrak didn't let the elf have such protections. There is a fine scroll case with several arcane scroll in them. They are obviously the scrolls that were taken by Lord Pendour and his allies when they went to Gurnard's Head to try to root out the rooks. While Caerth can't use them, if he can get them to Phar, the paragon elf could use them.

The catfolk scribe, Gangrell, had told them the spells that were on these scrolls, but Caerth hadn't realized the scrolls Galzadar has been using are those same scrolls. Caerth knows one of them had a powerful protective spell against chaos. That could be useful if Phar can cast it.

There is also a very fine spellbook strapped to Galzadar's back. It looks better than the spellbook that Phar uses. It has a heft to it and many pages. It also has a strange symbol embossed on the cover that Caerth doesn't recognize. It looks like a holy symbol to a god not a wizard's sigil.

There is fine looking dagger that is still sheathed and Galzadar's strange looking longblade that lies next to the paralyzed elf's body. It seems to shift with a shadowy aura. The elf has an amulet around his neck, bracers on his arms, a strange hat on his head (with a firm tie under his chin), and a pair of slippers on his feet instead of boots. He wears a fine robe, but Caerth isn't getting that off him without devoting a lot of time to stripping the man bare.

OOC:
When talking to Gangrell at Pendour Manor, the catfolk scribe mentioned to Caerth and Quinn about the missing 4 scrolls. Lord Pendour took them from the hidden storage vault. These scrolls were to be used by Galzadar against the rooks (but the two of them didn't know anything about Galzadar at the time and Gangrell didn't mention him by name), yet the elf wizard still had them to use when this battle started. He hadn't used any of them on the island, it seems. He, Lord Pendour, and their other companion might have been overwhelmed before Galzadar had a chance to use them, as they thought they were going to face only rooks.

One scroll had both cloudkill and magic jar on it; the cloudkill spell has been cast, of course. That scroll is on the ground, not in the case. Another scroll on the ground is one that had three spells on it: magic circle against chaos, rage, and lesser globe of invulnerability. The lesser globe spell was already used, and it actually reached its limit last round and disappeared. The other two scrolls are still in the scroll case. One has charm monster and ethereal jaunt on it while the other has one spell on it called false life.

Gangrell noted this information on a piece of parchment he gave to the PCs along with the other scrolls that were still in storage that Phar now has. That note was tied up with those other scrolls, so Phar (@Scotley) has all the information, although he might not realize it. Things happened very quickly once the PCs arrived at the cave.

Of all the elf wizard's other gear, the amulet looks like it might be the most powerful, but without an identify spell, there is no way to know for sure. The dagger could be masterwork or magical. The longblade is obviously magical and looks dangerous. It has the same symbol on its hilt that is on the spellbook.

Caerth doesn't have time to take everything, but he could easily gather up the two scrolls on the ground and stuff them back into the scroll case. I'd say he'd have time to take either the spellbook or two other items of your choice (not including the robe) in addition to the scrolls within one round.
Caerth hesitates for only a moment before picking up the scrolls and placing them in the case. Then, deciding on impulse, he grabs the amulet around the elf's neck and the strange hat, because the half-orc fears that touching the spellbook or the blade may trigger magical wards.

Wizards, he thinks derisively, before correcting himself. Phar is a good guy.

Looking in the direction of the paragon elf, Caerth realizes he should get these items to Phar. If anyone can use them, he is.

"Snap out of it," he whispers harshly to Screech, but the owl doesn't stop trembling.

OOC: Not acting out of turn; it's just what happens within my turn.

By the way, I think we forgot the flaming sphere doing damage to the mummy. It hasn't moved out of the sphere's range, has it?

Fire damage: 3D6 = [1, 3, 6] = 10

That's better. :)
 


Caerth hesitates for only a moment before picking up the scrolls and placing them in the case. Then, deciding on impulse, he grabs the amulet around the elf's neck and the strange hat, because the half-orc fears that touching the spellbook or the blade may trigger magical wards.

Wizards, he thinks derisively, before correcting himself. Phar is a good guy.

Looking in the direction of the paragon elf, Caerth realizes he should get these items to Phar. If anyone can use them, he is.

"Snap out of it," he whispers harshly to Screech, but the owl doesn't stop trembling.
The moment that Caerth takes the amulet off Galzadar, he immediately notices a major change in the elf's physical features. He immediately seems less robust and his face becomes slightly sallow. His breathing becomes shallow, and he looks like he could be knocked out with a feather.

Removing the hat doesn't seem to cause any physical changes, however.
 

Quinn chooses to revert to skill rather then strength, missing the first time as the ghast dodges his first attack, but that was just a well placed swing to get his target to move just where he needed to be for the second, very well placed, swing. The damage, though minimal, was still damage.

crit threat: 15-20 undead take no crit
Attack +14/+9
ScottDeWar,Jr: D20 + 14 → 25(11 + 14) miss
ScottDeWar,Jr: D20 + 9 → 29(20 + 9) hit
ScottDeWar,Jr: D6 + 5 → 7(2 + 5)

still applying dodge to terrak
Sash: no more effect
 
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Quinn chooses to revert to skill rather then strength, missing the first time as the ghast dodges his first attack, but that was just a well placed swing to get his target to move just where he needed to be for the second, very well placed, swing. The damage, though minimal, was still damage.

crit threat: 15-20 undead take no crit
Attack +14/+9
ScottDeWar,Jr: D20 + 14 → 25(11 + 14) miss
ScottDeWar,Jr: D20 + 9 → 29(20 + 9) hit
ScottDeWar,Jr: D6 + 5 → 7(2 + 5)

still applying dodge to terrak
Sash: no more effect
The ghast lord absorbs the strike on its leg and grins evilly at Quinn. "You will have to cut me deep than that, knight. But you have no chance to live through this fight. The other may fall, but I am only getting started!"
 



OOC: A quick post for Maur's action as decided upon by @Neurotic on the OOC thread.


Maur quickly comes to realize that he and his allies need more protection from these villains. Too many have fallen already, so whatever he can do to protect himself and the others is the right choice.

"Quinn, stay on Tarrak! Don't let him summon!" The ordained champion maneuvers in the air away from the ghast lord. He easily rises up beyond the reach of the owlbear skeleton and stops in just the right stop to him everyone with his divine magic. Maur recites a memorized divine passage from the Tome of Stone Thunder and invokes the blessing of Moradin for him and his allies.

OOC:
Maur cast's Recitation, which give a +2 luck bonus to AC, on attack rolls, and on saving throws to all those within a 60-ft. radius burst. The spell lasts for 7 rounds. This bonus is +3 for Maur and any characters that worship Moradin (that includes both of the dwarf fighters, Bothild and Thorvid).
 
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Now that he's delivered the potion to Elle, Ailward turns his attention towards the mummy. He knows his chance at hitting the dangerous undead foe isn't very good. Then he feels the power of Maur spell flow into him and he feels stronger, more protected. He moves up the slope and steps over the body of the dead rook next to Angus and he swings the silvered bastard sword at the mummy and says a prayer to Jalivier, Defender of the Light.

The battle sorcerer's attack is a good one and the blade slices deep into the mummy's side. While the mummy looks like it could collapse into pile of bones and bandages, it does not fall. Still, Ailward knows he's made a difference.

"Angus! I think one more strike will destroy it!" The battle sorcerer yells to the centaur over the noise of battle.

Scarborax steps back down the slope, takes a deep breath, and casts a cantrip. A ray of positive energy shoots out from his hands towards the mummy. It slams into the undead creature and the magic that summoned it is snuffed out and the mummy disappears in a swirl of bones of bandages.

"Angus, the potion!" Scarborax says to the centaur. He holds it out for critically wounded centaur.

At the same time, Elle passes pushes her cure potion into Sir Ghal's hand and insists he drink. "Now, before the Confessor has time to recover!"

Sir Ghal nods and takes the potion. He quickly drinks the potion down and is thankful for its healing energy, as his ribs knit back together and his breathing eases. "Thank you for your blessing, Inanna," he prays. "And yours, Gala." He looks up the slope towards Crisenth and gets look of grim determination. "Let's see if I can kill this evil wretch." He moves up the slope towards Crisenth to put himself face to face with the Confessor.

 

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