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

Crisenth tries to bring his warhammer down on the young cohort's head but Ailward deflects the blow at the last second with the silvered blade. Ailward knows that if he'd reacted a moment later he could have had his head bashed in.

"Ailward," Sir Ghal says. "Be careful. He's dangerous even affected by the spell protecting me.

The young battle sorcerer nods and prepares to counterattack.

Aureus can sense the priestess might be ready to fall, and the hutaakan rogue wants some payback. 'But there is no way I'm getting anywhere near her', she thinks. She moves up the slope, switches her bade to her other hand, and draws one of the daggers from her shoulder belt. She spins and tosses it at the priestess. The dagger spins through the air but Omen manages to get her shield up and the small blade deflects off of it.

"Rat farts!"

 
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Phar looks at Omen with some concern despite her slowed pace. He takes a step back out of her reach and once more calls upon his arcane magic. The spell ends with a finger extended in her direction and darts of force streak forth from his extended finger to target her unerringly. Though the darts are small he hopes there are enough to finish her.

OOC: Magic Missile.
Magic Missiles: 4D4+5 = [1, 4, 4, 2]+5 = 16
The priestess tries in vain to avoid the force darts but the magic cannot be avoided. Each one slams into her, and she crumples to the stone floor of the cave with a gasp of pain.

"Thank the North Gods," Lady Pendour says in relief.

"Don't forget to thank Corellon too," Aureus adds as she looks at Phar and nods in approval. "Nice work, my friend. I thought for a second that witch was going to be the end of me."

"Yes, thanks to the Elf Lord and to you as well, Phar," Lady Pendour says to Phar. "If we survive, I will make a special offering to Lord Corellon at the shrine."

Meanwhile the small fire elemental moves to flank with Sir Ghal and strikes out with a fiery appendage.

OOC:
slam attack with regular and fire damage: 1D20+5 = [15]+5 = 20
1D4 = [2] = 2
1D4 = [4] = 4
The elemental tries to hurt the Confessor again, but the man manages to avoid the blow, even with his movements slowed.
 

For a moment, it looks like Tarrak's going to lash out at Maur with his blade, but as he hisses at the dwarf, he quickly turns on Quinn and the ghast lord's slashes out with intense hatred in its eyes. Spinereaver cuts Quinn deep with the first strike, but Tarrak overextends with his second swing and Quinn manages to block it with Cruel Justice.

'Beware that blade, Sir Quinn', Cruel Justice says telepathically to the newly knighted hero. 'He killed Lord Pendour with Spinereaver. It is deadly to humankind'.

Tarrak holds up the blade and licks Quinn's blood off of the falchion with its long tongue. The ghast lord says nothing; it is no longer amused. Its unliving eyes are fixed on the ex-gladiator. Its gaze has become feral.

 

Angus hears a loud wailing sound rise up from within the crevasse. It seems the rook that fell into it has somehow survived. The bird beast doesn't sound happy.

After Caerth backs away from the edge of the ledge, Phre moves forward and lands next to the half-orc druid. She drops her weapon at her feet and bares her teeth and long claws. She tries to bite the half-orc druid but Caerth manages to hold her off with his spear. Her second set of claws does manage to rake his arm and the wound immediately stings with pain.

OOC:
Phre - Full Attack with Bite and Claws: 1D20+16 = [2]+16 = 18
1D20+6 = [12]+6 = 18
1D20+6 = [19]+6 = 25
(two misses and a hit)

Phre - Claw damage to Caerth: 1D4+4 = [1]+4 = 5
5 damage to the half-orc druid.

@JustinCase:
Is Caerth immune to magical diseases (yet)? If not, then he must also make a Fortitude saving throw or contract ghoul fever. (The save DC is 19.)
 

Lady Pendour moves up the slope next to Aureus and hold out her other cure potion to Scarborax. The stump sorcerer holds out the noblewoman's magical rapier -- the last thing that her husband gave her.

OOC:
On Scarborax's turn, the trading of items will be completed and the chromithian sorcerer will drink the potion.
 

Maur swings his hammer into the undead monstrosity. He takes a risk to finish the enemy quickly, swinging mightily, but with less precision. But Moradin is still with him and the hammer connects heavily. The second swing hits the floor next to the beast and Maur drifts aside over Wieland, unused to the aerial combat.

Still, the plates of his armor lock together and he stands floats ready to repel any attack from the ghast lord.
"Yield to your fate! You cannot win here!"


Current AC: 30/17/30 while immobile
+4 deflection against the chaotic due shield of law
AC 33/20/33 vs Tarrak, Crisenth, Phre and other chaotic enemies

When moving: lower all AC numbers by 2

Smites: 1/6

HP 36/81
Saves:

+3 vs poisons, spells and spell-like abilities
+1 vs evil creatures (vestments))
Fortitude: +8+3+1+2(heroism)+3 (recitation) = 17
Reflex
: +2+0+1 +2 (heroism)+3 (recitation) = 8
Will
: +8+4+1 +2 (heroism)+3 (recitation) = 18
+3 from shield of law

+2 alchemical silvered warhammer of disruption with heroism and divine favor (1 minute, 9 rounds left) and fist of the gods
Attack: +21/+16 (undead Will DC 14 on hit or be destroyed)
Damage: 1d8+8+2+2+2 (last +2 lasts 1 more rounds)
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)

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

Divine Favor 5 rounds (1 remaining) +2 luck to attack and damage
Recitation 7 rounds (6 rounds remaining) +3 luck to AC, to hit, to saves (this supersedes divine favor to hit)

Turn undead
Check: 1d20+1 (cha) +2 (religion bonus)
HD turned 2d6+9 (level)+1 (cha) +1 (ephod od authority)

Smite: +3 (cha) to hit / +10 (effective turning level)

Spells
6/6 Amanuensis, Create Water, Detect Magic x3, Purify Food
2/5 Bless x2, Foundation of Stone, Hide from Undead, Lesser Holy Transformation, Animate Rope (D)
2/3 Consecrate, Ghosttouch armor, Remove Paralysis, Spiritual Weapon (D)
0/3 Holy Storm, Mass Conviction (+3), Downdraft, Stone shape (D)
0/2 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
 

Quinn growls loud with pain, takes a step back [5 f33t], sheaths Cruel justice and draws out his spiked chain. With his teeth still clenched from the pain of the slice he starts weaving a deadly perimeter around him.

2 move actions
ps: spiked chain has 10 ft reach!

Quinn's stat block:
hitpoints: 113 [-9 *] present: 104 -33 [post 1,784]=71

Wpn:
Spiked chain +1 att; 2d4+1+4[str][+1 att; +2 dam feats]
threat range: 20 [x2]

Att: +17/+12 [bab +9; str +4; chain +2; +2 luck]
Damage: +8 [str +4; chain, feats +3]

AC: 29 10 +7 [armor] +2 [luck] +4 [deflection] +2 [dex] +2 [natural] +2 [ench]
ac check penalty: -3

cloak of resistance +1 [resistance ] superseded by shield of law
+9= +3 [moral]; +2 [luck]; +4 [resistance]
Fort: +17 6 [base] +9 +3 [con] -1 [*]
Refl: +14 3 [base] +9 +2 [dex]
Will: +14 3 [base] +9 +2 [wis]
SR: 25 vs chaotic casters and spells
*: cloudkill caused 2 con damage, also loss of 9 hit points
 
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Quinn growls loud with pain, takes a step back [5 f33t], sheaths Cruel justice and draws out his spiked chain. With his teeth still clenched from the pain of the slice he starts weaving a deadly perimeter around him.

ooc: 2 move actions
ps: spiked chain has 10 ft reach!

Quinn's stat block:
hitpoints: 113 [-9 *] present: 104 -33 [post 1,784]=71

Wpn:
Spiked chain +1 att; 2d4+1+4[str][+1 att; +2 dam feats]
threat range: 20 [x2]

Att: +17/+12 [bab +9; str +4; chain +2; +2 luck]
Damage: +8 [str +4; chain, feats +3]

AC: 29 10 +7 [armor] +2 [luck] +4 [deflection] +2 [dex] +2 [natural] +2 [ench]
ac check penalty: -3

cloak of resistance +1 [resistance ] superseded by shield of law
+9= +3 [moral]; +2 [luck]; +4 [resistance]
Fort: +17 6 [base] +9 +3 [con] -1 [*]
Refl: +14 3 [base] +9 +2 [dex]
Will: +14 3 [base] +9 +2 [wis]
SR: 25 vs chaotic casters and spells
*: cloudkill caused 2 con damage, also loss of 9 hit points
Luckily, there is enough space for Quinn to step back away from the ghast lord's deadly blade. If the ghast lord advances on Quinn, the burly fighter will have an advantage with his spiked chain.

Maur swings his hammer into the undead monstrosity. He takes a risk to finish the enemy quickly, swinging mightily, but with less precision. But Moradin is still with him and the hammer connects heavily. The second swing hits the floor next to the beast and Maur drifts aside over Wieland, unused to the aerial combat.

Still, the plates of his armor lock together and he stands floats ready to repel any attack from the ghast lord.
"Yield to your fate! You cannot win here!"
Tarrak tries to block Maur's hammer strike with Spinereaver, but the ordained champion's twisting in the air causes the blow to slip by the falchion and crunch into the ghast lord's chest. If he was a living foe, he'd either be winded or be spitting up blood.

"You're overconfidence is your weakness, dwarf," Tarrak replies calmly. Maur can sense the ghast lord's undead frame is severely damaged, but if Tarrak manages to cast another inflict spell on itself, the damage will be undone.

OOC: Tarrak - Will save vs Maur's Hammer: 1D20+23 = [14]+23 = 37 (saves)

Neurotic said:

Current AC: 30/17/30 while immobile
+4 deflection against the chaotic due shield of law
AC 33/20/33 vs Tarrak, Crisenth, Phre and other chaotic enemies

When moving: lower all AC numbers by 2

Smites: 1/6

HP 36/81
Saves:

+3 vs poisons, spells and spell-like abilities
+1 vs evil creatures (vestments))
Fortitude: +8+3+1+2(heroism)+3 (recitation) = 17
Reflex
: +2+0+1 +2 (heroism)+3 (recitation) = 8
Will
: +8+4+1 +2 (heroism)+3 (recitation) = 18
+3 from shield of law

+2 alchemical silvered warhammer of disruption with heroism and divine favor (1 minute, 9 rounds left) and fist of the gods
Attack: +21/+16 (undead Will DC 14 on hit or be destroyed)
Damage: 1d8+8+2+2+2 (last +2 lasts 1 more rounds)
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)

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

Divine Favor 5 rounds (1 remaining) +2 luck to attack and damage
Recitation 7 rounds (6 rounds remaining) +3 luck to AC, to hit, to saves (this supersedes divine favor to hit)

Turn undead
Check: 1d20+1 (cha) +2 (religion bonus)
HD turned 2d6+9 (level)+1 (cha) +1 (ephod od authority)

Smite: +3 (cha) to hit / +10 (effective turning level)

Spells
6/6 Amanuensis, Create Water, Detect Magic x3, Purify Food
2/5 Bless x2, Foundation of Stone, Hide from Undead, Lesser Holy Transformation, Animate Rope (D)
2/3 Consecrate, Ghosttouch armor, Remove Paralysis, Spiritual Weapon (D)
0/3 Holy Storm, Mass Conviction (+3), Downdraft, Stone shape (D)
0/2 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
For Maur's swift smite ability, I think that is his last one for the day. He used smite three times vs. the undead wolftroll, once against Phre, and now two times against Tarrak. That is assuming, of course, he doesn't get smite from another source I'm not seeing.
 

The rigor holding Wieland still finally fades, and he looks backs towards Maur and Quinn fighting the ghast lord. The young soldier knows that he was very close to death and that he owes Scarborax his life. "Best not to waste it," he mumbles. He looks at Angus. "If we survive, remind me to buy the Stump Sorcerer a drink."

He moves down the slope away from the foes that he knows are too strong for him to face with his sickle. He is glad the weapon is still in his hand. When the despair overtook him, his hand gripped so tightly around the weapon's handle that it aches. He stops near to Scarborax and can see the chromithian sorcerer is in as bad as shape as he is in.

"Thank you, I owe you my life," he says to Scarborax.

"You are welcome, young one," the small reptilian says. "But we are not out of danger yet."

Wieland nods and looks down to see his cousin lying dead by Aureus's feet. He knew she had fallen but it hadn't sunk in until just now. The young soldier tries not to let the emotion ruin him. He sees her bow, a family treasure, lying across her chest.

"Aureus, Mer's bow is magical," he says to the hutaakan rogue. "While it was enchanted to hunt vermin, it will work just as well against the blasted cultists. Use it and let's get these bastards. I need to find my crossbow." He moves with purpose down the slope and soon finds his crossbow where he dropped it when the wolftroll attacked.

Meanwhile, Ailward swings his sword again at the Confessor of Malotoch, but this time Crisenth blocks the blade using his warhammer and javelin crossed together as a makeshift shield. The man barely glances at the young cohort, as he keeps one eye on Sir Ghal.

 

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