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

Aureus rushes up the slope and begins digging something out of her pack. "I have my rope of climbing," she says to Sir Ghal and Henry. "It should get you down there."

"I think I'll stay up here," Henry says holding up the crossbow. "If we can get some light down there, I'll be able to shoot that thing from up here."
 

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The little elemental moves over to the edge of the cliff at Phar's direction, perhaps his natural flames can provide some illumination to the battle below.

Meanwhile, Phar waits for Quinn and casts his spell. That accomplished. He casts a spell upon himself to increase his already impressive dexterity in hopes of getting a hit on the foe. He once more takes up his bow and moves to the edge where he starts to line up a shot on Tarrak.

OOC: Cast Cat's Grace upon himself and move to get a shot next round.
 

The little elemental moves over to the edge of the cliff at Phar's direction, perhaps his natural flames can provide some illumination to the battle below.
The living flame crackles its way over the the edge of the crevasse and plops down to act a torch for the adventurers and soldiers. It's flaming body better than any torch. The light illuminates much of the crevasse but the very bottom of the deep fissure is still cloaked in shadow.

Tarrak prays to his goddess for the darkness to expand around him and to hurt the dwarf who has defied his will. He pulls out a dollop of pitch and rubs it on the end of Spinereaver. Tiny needles in the blackened soot hiss as they touch the blade and a wave deadly magical darkness expands out from Spinereaver. The unholy darkness threatens to tears into Maur but the magical protection of shield of law prevents the unholy darkness from hurting the ordained champion. The darkness does pushes away the light cast by the fire elemental.

OOC: I'm not going to make you roll a balance check for the elemental. ;)

A torch normally sheds bright light in a 20-ft radius (and up to 40 ft. shadowy) but I did find that, for 5E, it says a fire elemental sheds bright light in a 30-ft. radius (and up to 60 ft. shadowy), so I'm going to go with that for the light from the elemental unless I find an official rules for v.3.5.

Tarrak - Casts Defensively (DC 19): 1D20+14 = [18]+14 = 32 (success)
Tarrak casts damning darkness (Lords of Madness, p. 210). It is like the darkness spell except that all nonevil creatures take unholy damage with its 20-ft. radius. Good creatures take 2d6 points of unholy damage while creatures that are neither good nor evil take 1d6 points of unholy damage.

There is no saving throw but Spell Resistance applies. (The updated v.3.5 of the spell in Lords of Madness does allow for SR.)

Damage this round:
Damning Darkness unholy damage for Round 19 vs. Good and Neutral characters: 2D6 = [3, 3] = 6
1D6 = [2] = 2

Those within the damning darkness gain concealment, so there is a 20% miss chance even for those with darkvision and low-light vision (including Tarrak).

ooc: Sooooooo, was it my turn? I forgot. if so, Quinn will drink the potion then fly down to hover 10 feet above and attack with the chain next turn

if it is my turn, potion of healing:
ScottDeWar,Jr: D8 + 5 → 13(8 + 5)
As Quinn descends down into the crevasse, the light shed from the fire elemental stops suddenly and Quinn is hits with a wave of unholy energy as he passes into the damning darkness, but the shield of law cast form the staff protects him from the unholy energy.

Scotley said:
Meanwhile, Phar waits for Quinn and casts his spell. That accomplished. He casts a spell upon himself to increase his already impressive dexterity in hopes of getting a hit on the foe. He once more takes up his bow and moves to the edge where he starts to line up a shot on Tarrak.

OOC: Cast Cat's Grace upon himself and move to get a shot next round.
Phar moves to a safe spot above the fight in crevasse and looks over the edge. The light from the fire elemental should allow him to see Maur and Tarrak clearly but there is a magical darkness that makes the very bottom of the crevasse inky, even to the paragon elf's eyes. The ghast lord has encased himself in magical darkness.
 
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Meanwhile, Lady Pendour steps over towards Angus and lays Eleanor on Angus's back gently. The Harqualian centaur can see tears in the noblewoman's eyes. She truly cares about her people.
 

Up on the ledge, Galzadar ignore the demonic voice in his head and just lies still, content. 'No more, let me die in peace,' he thinks. He closes his eyes but them his body begins to spasm.

'You will not defy my will, elf!' The voice bellows in his head. 'Here is your punishment!'

Eutharic watches helplessly, with his one unentangled eye, as Malotoch punishes its master. Fire as black as the lowest depth of the Abyss pours from the elf's eyes, mouth, nose, and ears. Galzadar screams in agony as the crow demoness enacts her vengeance on the elf wizard for his defiance.

The cursed elf's voice rises high above the cave for all too hear. The flames rip through the elf's body and singes the vines and mushrooms entangling Galzadar.

Deep down in the crevasse, Tarrak hears the elf's pain and chuckles at Maur. "Such is the fate all those who defy Malotoch."

OOC:
Galzadar the Fallen - Fortitude save (DC 19): 1D20+3 = [9]+3 = 12 (fails)
Vile damage to Galzadar: 2D6 = [3, 1] = 4
Galzadar is stunned for 1d4+1 rounds: 1D4+1 = [4]+1 = 5

Abyssal Obedience (Su) Since Galzadar the Fallen’s will is not his own, he cannot disobey a command from any winged demon or intelligent undead creature (in service to Malotoch) that has more HD than him without risking damage to his body. If he ever tries to disobey, he must make a Fortitude saving throw equal to 10 + half his HD + his Intelligence modifier (currently DC 19). On a failed save, he takes 2d6 vile damage and is stunned for 1d4+1 rounds. Even if he makes this save, he takes half damage and is stunned for one round.
 

While he is being loaded, Angus says a prayer for the fallen, the wounded, and even for the Elf in pain from his self-inflicted treachery. He prays that Maur's next hammer strike will be true, guided by both Moradin AND Meilikki, and that it will DESTROY the Ghast Lord once and for all. Angus's soul is SO WEARY from the pain that he's seen inflicted today.

Angus prays, "Set things right; extinguish the power of evil, and drive its influence far from here. The defilement has gone too far,"
 

OOC: Bad rolls, but 1 is still a hit I think. So, Save or Die again :)

"You're so sure you're getting back, Tarrak. You already came back as a stinky abomination. Why do you think you get another chance!? Now DIE already!"

The son of the earth is not bothered by the darkness, even a supernatural one like this one. His swings are on target, first one blocked by that terrible blade, but the other grazing the shoulder of the undead lord.


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: 0/6

HP 44/81
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 fist of the gods (
Attack: +21/+16 (undead Will DC 14 on hit or be destroyed)
Damage: 1d8+8+2 (heroism)+3 (holy warrior) +2 (fist of the gods+2 lasts 3 out of 4 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.

Fist of the Gods 4 rounds (3 remaining) +2 untyped to damage
Recitation 7 rounds (1 round remaining) +3 luck to AC, to hit, to saves (this supersedes divine favor to hit)

Lesser Transformation 7 rounds (2 rounds remaining) +Str/Con, flight (good)

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
1/5 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
 

OOC: Bad rolls, but 1 is still a hit I think. So, Save or Die again :)

"You're so sure you're getting back, Tarrak. You already came back as a stinky abomination. Why do you think you get another chance!? Now DIE already!"

The son of the earth is not bothered by the darkness, even a supernatural one like this one. His swings are on target, first one barely edges past that terrible blade, and the other grazing the shoulder of the undead lord as well.

Maur is surprised that his first swing manages to slip past Tarrak's blade and hit the ghast lord firmly into its side. It seems some of the undead's defenses have dropped. His second swing clips Tarrak's shoulders and with two strikes, the ordained champion undoes most of the infliction from the vials the ghast lord drank.

OOC: Actually, both of those attacks hit. When Angus destroyed the custom magical phylactery, Tarrak's AC dropped... significantly. I probably should have had it have more hit points than I gave it but the decision was made and Tarrak's AC is now 25.

I'll roll the Will saves on the OOC thread.

;)
 

Wieland rushes up the slope as fast as he can while cradling his fallen cousin. It takes all his strength for him to move while carrying her and once he reaches Angus, he is breathing heavily and falls to his knees. "I have no more strength left."

Ailward moves around to the front of Angus and hands the centaur the unmoving form of the comatose halfling warrior, Temperance. Her eyes are closed but she is still breathing. The overwhelming fear she experienced has sent her into a deep slumber. "Her wounds are to her mind not her physical being," the young battle sorcerer says.

Henry moves carefully to a spot at the edge of the crevasse where there isn't a risk of falling into the chasm. He peers down into the gloom but he cannot see anything beyond the edge of the shadowy light. "I can't see anything," he says. "Where are they?"

OOC:
Wieland is now considered fatigued. He's having a rough day.
 

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