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

Knightfall

World of Kulan DM
Thorvid picks up the fallen soldier and manges to stumble down the slope to Angus and lay the man across the centaur's back. The weight is starting to make the four-legged ranger's body ache. Bothild moves up the slope and lays the slain form of Benedict over top of the body of fallen ranger's dead wife. The married couple is soon locked in an embrace of death.

Elle casts her last orison on Angus. One of his scrapes heals and she nods to him. "That's the last of my magic. Please be as gentle with Temperance. If we can get her back to Carnell, Aeron might be able to help her once he's returned."

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,"
As Angus prays, Sir Ghal takes Meridith from Wieland and slings the dead woman's body over Angus. "I don't think we should risk any more," he says to the centaur once the ranger finishes his prayer. He looks at Lady Pendour. "We need you to take the lady out of here. Get her to the horses at the edge of the cave."

The knight looks at Lady Pendour and then offers her a step up on to Angus's back. She nods and is stood straddled over the front of the centaur's back near his neck. Angus can hold no more without the risk of his legs buckling. He won't be able to move his full movement with so much weight piled onto him, but he should be able to make it to the edge of the cave without succumbing to exhaustion.

OOC: Elle spontaneously casts cure minor wounds on Angus, which gives him back one more hit point.

I'm going to say Angus is carrying a Medium Load (speed reduced by 10 ft.), although it probably should be more with Lady Pendour riding him, three bodies slung on his back behind her, and Temperance in his arms. Angus hast be careful moving up the slope so that none of the bodies fall off. So, at most, he should make a double move.

However, with a DC 10 Balance check, Angus can run up the slope and not lose any of the dead off of his back.
 

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Knightfall

World of Kulan DM
Tristan moves up the slope with the fallen soldier in his arms. He isn't fast enough to get to Angus before the Harqualian centaur moves up the slope with several of the dead and Lady Pendour riding on his back.

Scarborax heads for the cave entrance and he is soon at the end of the slope and dashing towards the horses on his quick reptilian legs. The horses not bred for war are nervous. The battle has upset them. The Stump Sorcerer moves to Lady Pendour's warhorse and prepares it for the noblewoman.

"Your lady will be here soon," he says to the beast soothingly. "She will ride the wind with you."

OOC: That is the end of Round Nineteen.
 

JustinCase

the magical equivalent to the number zero
Caerth takes a step towards the edge where Tarrak and Maur just went down, and the half-orc starts casting another spell. Muttering a few words in Sylvan, the druid traces a circle in the grovely floor before dropping a bit of guano in the middle.

A fine mist starts forming over the crevasse, which slowly starts taking the shape of a lot of busily flying bats...

Screech hoots and takes off from Caerth's shoulder, circling over the fissure to see what's going on below.

OOC: 5-foot step, then cast Summon Swarm. I summon a swarm of bats, which takes my whole round. (Unfortunately the swarm does not benefit from the Augmented Natures Allies racial substitution feature, because that explicitly only effects Summon Natures Ally spells.)

As soon as they form, they will attack Tarrak. Yes they will take that 1d6 damage from the Damning Darkness, but they have Blindsense and ignore concealment.

A Fort roll against the stench from Tarrak: 1D20+3 = [8]+3 = 11 :(

Stats:
Non-wildshaped stats:

(includes Recitation)

Ghoul Fever (Su): Disease—bite, Fortitude DC 12, incubation period 1 day, damage 1d3 Con and 1d3 Dex.

AC 21
HP 48/58
Fort 12, Ref 9, Will 12
Speed 20 (medium armor)
Base attack: +6/+1
Melee attack: +15/+10 spear +1 (twohanded, damage 1d8+8, crit x3)
Melee attack: +15/+10 Kang (magical dagger, damage 1d4+6, crit 19-20/x2, thrown 10ft)
Ranged attack: +14 composite longbow +1 (+4 str bonus) (damage 1d8+6, crit x3)
Note: Extra 2d6 damage on charge attacks (wild rhino hide); power attack means up to BAB penalty to attack and same amount bonus on damage

Level 0 (6): create water, create water, detect magic, detect poison, purify food and drink, read magic
Level 1 (5): cure light wounds, entangle, magic fang, obscuring mist, speak with animals
Level 2 (5): flaming sphere, lesser restoration, mass snake’s swiftness, master air, summon swarm
Level 3 (4): giant’s wrath, snare, remove disease, spirit jaws
Level 4 (2): spike stones, ice storm
Level 5 (1): baleful polymorph

Wild Shapes 1/3
HP: 31/32
AC 24
Fort 8, Ref 12, Will 7
Speed: 10 feet, fly 40 feet (average)
Base attack: +5
Melee attack: +13/+11 talons (multiattack, 1d4, distracting attack)
Special attacks: Flyby Attack, multiattack
Special qualities: low-light vision, link, share spells, evasion, devotion, multiattack
Skills: Listen +15, Move silently +20, Spot +8 (in shadows +16) (not sure if these numbers are correct... haven't adjusted for level-up)
Feats: Weapon Finesse, Toughness (racial sub level 1), Flyby Attack, Distracting Attack
Tricks known (max 10): Attack (all creatures, counts as 2 tricks), Come, Down, Fetch, Seek, Stay, Work, Defend, Heel
Bat Swarm
Size/Type: Diminutive Animal (Swarm)
Hit Dice: 3d8 (13 hp)
Initiative: +2
Speed: 5 ft. (1 square), fly 40 ft. (good)
Armor Class: 16 (+4 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +2/—
Attack: Swarm (1d6)
Full Attack: Swarm (1d6)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction, wounding
Special Qualities: Blindsense 20 ft., immune to weapon damage, low-light vision, swarm traits
Saves: Fort +3, Ref +7, Will +3
Abilities: Str 3, Dex 15, Con 10, Int 2, Wis 14, Cha 4
Skills: Listen +11, Spot +11
Feats: Alertness, Lightning Reflexes
Environment: Temperate deserts
Organization: Solitary, flight (2-4 swarms), or colony (11-20 swarms)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: —
A bat swarm is nocturnal, and is never found aboveground in daylight.

Combat
A bat swarm seeks to surround and attack any warm-blooded prey it encounters. The swarm deals 1d6 points of damage to any creature whose space it occupies at the end of its move.

Distraction (Ex)
Any living creature that begins its turn with a swarm in its space must succeed on a DC 11 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Wounding (Ex)
Any living creature damaged by a bat swarm continues to bleed, losing 1 hit point per round thereafter. Multiple wounds do not result in cumulative bleeding loss. The bleeding can be stopped by a DC 10 Heal check or the application of a cure spell or some other healing magic.

Blindsense (Ex)
A bat swarm notices and locates creatures within 20 feet. Opponents still have total concealment against the bat swarm (but swarm attacks ignore concealment).

Skills
A bat swarm has a +4 racial bonus on Listen and Spot checks. These bonuses are lost if its blindsense is negated.
[/swarm]
 

Knightfall

World of Kulan DM
Aureus moves up the slope and activates her rope of climbing. It snakes around the nearest stalagmite and knots itself for easier climbing. The other end snakes its way over the edge of the crevasse and down 40 more feet.

"It won't get you all the way down, but it will get you part of the way down," she says to Sir Ghal.

"It will have to do," Sir Ghal replies.
 

Knightfall

World of Kulan DM
Tarrak produces a miniature skull made of granite and incants another prayer to Malotoch. A momentary flash engulfs the ghast lord and through Tarrak's visible flesh the evil creature's skeleton becomes visible. Tarrak's bones glow a foggy gray, thickening with eldritch power, and then the darkness engulfs Tarrak again.

Maur and Quinn can hear the beating of wings as the rook uses the darkness to its advantage to try to fly up out of the crevasse.

OOC:
Tarrak - Casts Defensively (DC 17): 1D20+14 = [14]+14 = 28 (success)
Tarrak casts stone bones. His AC is now 28 again.
 

ScottDeWar_jr

second birthdate : 15 Dec 2011
Free action: speach

"Sir Ghal, the rook is still alive, it is flying around! warn others!" Since the human has no way to see in the dark his first thought to go after the rook is not followed, but instead he follows through resolutely towards Tarrak, attacking with his chain where he thinks the ghoul ghast is

miss chance: 20 %
ScottDeWar,Jr: D100 → 7373

Attack vs ac 28:
+14+2[recitation] [if more, please add to the roll results. I can't find any notes saying what is active.
ScottDeWar,Jr: D20 + 16 → 24(8 + 16) miss
 




Knightfall

World of Kulan DM
Free action: speach

"Sir Ghal, the rook is still alive, it is flying around! warn others!" Since the human has no way to see in the dark his first thought to go after the rook is not followed, but instead he follows through resolutely towards Tarrak, attacking with his chain where he thinks the ghoul ghast is
Quinn's spiked chain lashes out twice. The first strike looks like is going to hit at first but the ghast lord sidesteps the weapon strike in the magical darkness and the chain lashes against the the top of the stalagmite next to Tarrak. Quinn tries to right himself in the air as he lashes out with the chain a second time but the weapon only whooshes over Tarrak and Maur's heads.

Taking up his bow once more, Phar fires a brace of arrows over the edge at the Ghast lord, but even with his magically enhanced grace the shots are well wide of the mark.
Firing down into the darkness, Phar can't see the ghast lord properly through the magical darkness. It even affects him with his low-light vision. The two arrows disappear into the gloom below and the paragon elf can't tell where the shots hit, but he knows the arrows didn't hit the ghast lord or the wizard's allies.
 

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