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


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"And does anyone know what razing will do more harm than good means? How will it be bad?"
Qi tries to answer Litrix's question. "If the shrine is dedicated to a dark god, the Boots might have been wary of divine vengeance... not for them, but for the people of the Strandlands. Evil gods tend to be very vindictive."

"The Wicked Hill?" Aureus muses while she helps Quinn back to his feet. "Why does that sound familiar?"

"Vok."

"Vok?"

"When the demon lord confronted you, spiritually, at the Pillar of Songs, he mentioned the Wicked Hill. Do you not remember?"

"No! We were trying not to die at the time!"

Quinn rights himself. He takes a deep breath and sits down on the bench next to Caerth. He glances towards the old bed. One of his ancestors. A grand uncle, generations removed.

"Wait, isn't Vok a young demon lord? He hasn't existed for very long? How could he be connected to this shrine and the Boots?"

"Before Vok became Vok," Qi replies. "It was two entities. One of them may have known of the shrine. Or, if it is connected to Malotoch, then she might be the 'goddess' it is dedicated to. That demoness is likely much older than Vok, although the Elf Demon is probably more powerful."

" 'The doors will open for you or your bloodline.; "

Phar quotes the line from the letter. He's placed the paper on the table and seems slightly distracted, wandering the room as he's scanning, looking at the various objects and weapons that are lying about. Despite this, he doesn't miss anything of the conversation that's going on around him.
Phar isn't surprised to discover that the mithral mace on the table and Stratesus' quarterstaff are magical. Two of the weapons in the weapons rack are also magical... a silvered glaive and an engraved greataxe. The wooden shield at the foot of the bed also has a faint aura. The staff has the strongest aura of the weapons and shield. The shield has a coat of arms on it with a simplified boot design that is similar to the one that is on the iron doors.

Phar doesn't detect any auras on either of the chests or any of the other containers in the room. While examining the barrel closest to the door, the elf paragon gets a whiff of something very delightful. He can see that there is a makers mark on the top of the barrel. It looks like the barrel might be a wine cask.

Greataxe (on weapons rack): Moderate Aura (Transmutation)
Heavy Wooden Shield (on floor): Faint Aura (Abjuration)
Mithral Heavy Mace (on table): Moderate Aura (Evocation).
Silvered Glaive (on weapons rack): Faint Aura (Transmutation)
Stratesus' Quarterstaff: Strong Aura (Evocation).

The old wand that Caerth found in the drawer also detects as magical. It has a very faint Transmutation aura.
 
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Race: Silver-Grey Elf Paragon
HP: 54/54
AC:
21; FF:18 T: 14
Spot:+11
Listen:+8
Search+13
Mage Hand; Open/Close; ❏❏Detect Magi;❏❏Electric Jolt;❏❏Prestidigitation
Fort:+4
Will: +8(10)
Refl: +8
Initiative: +3
Range:+9/+4
Melee: +6/+1
1st [6+1](DC18) ❏Familiar Pocket ❏Feather Fall ❏❏*Magic Missile ❏Protection from Evil ❏Slide Feather fall
2nd[6+1](DC19) ❏Cat's Grace (DC:19)❏Glitterdust *Scorching Ray ❏Web
3rd[5+1](DC20)❏Dispel Magic ❏*Fireball ❏Fly ❏Haste ❏*Lightning Bolt Summon Monster III
STR:11
DEX: 17 + 3
CON: 12 + 1
INT: 22+7
WIS: 12 +1
CHA:12 +1
XP: 65468/66000
(DC21)4th [4+1❏❏*Fire Shield ❏❏❏*Ice Storm
5th(3+1) (DC22) Dismissal []; Cacaphonic Burst[]; Break Enchantment[]


Phar points out the magical items.

"I have no pearls but have one scroll of identify. The staff radiates the strongest magic."

Then Phar peruses the knick knacks and keepsakes on the shelf. More interested in the uniqueness of what they could be - what they might represent and what kinds of stories they might tell.



1. Knowledge roll to know what the Wicked Hill might be. I did a straight d20 with a result of 18 which you can apply to the most appropriate skill.
Knowledge roll: 1D20 = [18] = 18

2. I'd like to investigate the shelf with the keepsakes. Not sure the appropriate skill for this, if any. Once again, I'll just roll a die to save you the trouble, if you need a roll.
keepsakes roll: 1D20 = [3] = 3
 
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Looking from one to the other, Litrix is a bit confused
"You mentioned this Vok-elf before when you told me about the manifestation. But what's the story behind it? I understand it is now a demon lord that shows interest in getting back to our world. But how did he become so powerful?" Litrix asks the group

OOC:
I'll trawl the thread again :) but if someone knows from the heart....
 

Phar points out the magical items.

"I have no pearls but have one scroll of identify. The staff radiates the strongest magic."

Then Phar peruses the knickknacks and keepsakes on the shelf. More interested in the uniqueness of what they could be - what they might represent and what kinds of stories they might tell.
Phar thinks about what he knows of shrines of evil that exist in the Strandlands. He's been in these lands long enough to know that hidden shrines to dark gods are considered to be 'out there, in the wilds'. The elf paragon hasn't heard of the shrine, itself. Not even the slightest rumour. When Vok referred to it, it was first time he ever heard of the Wicked Hill.

He knows the old goddess known as Angrboda has many shrines dedicated to her in the most dangerous places where monsters live. She is the Mother of Monsters, after all. It wouldn't surprise Phar if her followers, know of and, use this shrine. Her places of worship are usually open-secrets, however. Still, she the most likely suspect.

After their dealings with the wererats of Gurnard's Head, Phar knows that there is an ancient cult dedicated to someone known as the Ash Witch, but he doesn't really know much else other than what Hornauer told them about his so-called mother. The legend says the original Ash Witch was an ancient wererat, and vampire, who was killed during a time period that the people of Carnell referred to as The Silver Purge. Perhaps the Ash Witch is an aspect of Angrboda?

Since Eike chose to flee to this shrine, then it might be sacred to Malotoch. The demonic Crow Goddess has been a problem from the first moment Phar and the others arrived in Carnell.

Phar also knows the Church of the Dark Children is a problem in most region of the Thunder Lands. Those dark Sword Gods all died during the Divinity War. The church exists with the idea of bring those dark gods back to life. It is quite infamous, and its shrines (and temples) are always well hidden.

His mind distracted, he can't really focus on the The Hermit's keepsakes. They don't look like they would be valuable to anyone other than the ancient druid, or Caerth. Everything on the shelf is quite mundane. Wooden carving of animals, a few chipped porcelain figures of fey creatures, and some handcrafted textiles embroidered with inspiring phrases. There is a single painting of a landscape done on an old wood block. If it was created by one of the Boots, then it might be worth something. Otherwise, it is just a curiosity.

TaranTheWanderer said:
1. Knowledge roll to know what the Wicked Hill might be. I did a straight d20 with a result of 18 which you can apply to the most appropriate skill.
Knowledge roll: 1D20 = [18] = 18

2. I'd like to investigate the shelf with the keepsakes. Not sure the appropriate skill for this, if any. Once again, I'll just roll a die to save you the trouble, if you need a roll.
keepsakes roll: 1D20 = [3] = 3
OOC: For the Wicked Hill, the most obvious is a Knowledge (geography) check. So, that would be untrained for Phar. However, if it is for the Shrine of of the Wicked Hill, then it would be a Knowledge (religion) check. That's a total of 27.

For the keepsakes, it seems it would be a standard DC 12 Appraise check. (3+7 = 10 [failed])


Looking from one to the other, Litrix is a bit confused
"You mentioned this Vok-elf before when you told me about the manifestation. But what's the story behind it? I understand it is now a demon lord that shows interest in getting back to our world. But how did he become so powerful?" Litrix asks the group
"Vok already exists on this world," Aureus replies. "He the demonic lord of the Knotwood. It's where he was created when an elf summoned a balor and then merged with it. They became Wyrknari Vok. He cast some sort of High Magic spell that warped the Old Knotwood. The forest elves in the forest at the time were transformed into blood elves."

"He, no, it is no longer a mortal creature," Cruel Justice adds. "The merging created a new being... a demon lord. Vok is a demon lord of this plane. If you were to banish the demon, it would only be forced back into Narda’taur."

"His power probably comes more from the blood elves who now worship him as a god," Aureus says. She looks at Phar. "I've heard stories that if an forest or silver elf is killed by one of these blood elves, he or she is reborn as a blood elf soon afterwards."

"As a demon lord, he would be considered a neophyte by the Evils of the Abyssal Depths," Qi notes. "Assuming Vok isn't a true god."

"Perhaps he is just boastful half-demon," Quinn suggests.

Aureus shakes her head. "I don't know. After what happened at the pillar..."

"That power... was Druaga's," Cruel Justice notes.

The mention of Druaga's name makes Phar consider that dark deity as another suspect in regards to the shrine. The Dark Conjurer is an old god of considerable power, but he's not a greater god. He is one of the Sword Gods, however, like Angrboda. Druj, The Vile Summoner.
 

Race: Silver-Grey Elf Paragon
HP: 54/54
AC:
21; FF:18 T: 14
Spot:+11
Listen:+8
Search+13
Mage Hand; Open/Close; ❏❏Detect Magi;❏❏Electric Jolt;❏❏Prestidigitation
Fort:+4
Will: +8(10)
Refl: +8
Initiative: +3
Range:+9/+4
Melee: +6/+1
1st [7+1](DC18) ❏Familiar Pocket ❏Feather Fall; [][]*Magic Missile; [] Protection from Evil; [] Slide []Feather fall
2nd[6+1](DC19) ❏Cat's Grace (DC:19)❏Glitterdust [X][X] [] *Scorching Ray ❏Web; []Luminous Swarm
3rd[6+1](DC20)❏Dispel Magic ❏*Fireball ❏Fly; [ ] [ ]Haste; ❏*Lightning Bolt [] Summon Monster III
STR:11
DEX: 17 + 3
CON: 12 + 1
INT: 22+7
WIS: 12 +1
CHA:12 +1
XP: 65500/66000
(DC21)4th [5+1❏❏*Fire Shield ❏*Ice Storm [] [] polymorph []Summon Monster IV
5th(4+1) (DC22) Dismissal []; Cacaphonic Burst[]; Break Enchantment[] Wall of Force
6th (2+1)[DC22] []Disintegrate; []*Wall of Force; []Cacophonic Burst


Listening to the conversation, Phar moves to the doors.

He looks them up and down, studying the various runes.

"I can close these and they shouldn't magically lock anymore. Maybe we should hunt the spiders that are residing here as they may pose a threat to the scorpion - and any other denizens. Then we can rest and, perhaps, we can find information on the Wicked Hill Shrine in these books. It is likely that our prey is going there which no longer necessitates us tracking him. Unless you think that catching him before he reaches the shrine would be an advantage, I believe learning all we can about it before facing him would be advantageous."



 
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"Spiders first. That way we have at least partial security. And we won't get ganged up by the snake, spiders and scorpion. Unless Caerth thinks they too have some intelligence and we can communicate? What do you say, druid?" Maur doesn't hate animals and would not fight just to clear this place out, but there might be important stuff here.
 

Caerth looks at Quinn with a look on his face that is parts respect, jealousy and pride.

"You are related to the Boots," the druid says softly, with reverence. "Which means that we were meant to come here. Fate, or an altogether more mundane force, has brought us together and into the final resting place of The Hermit, backbone of the legendary group of people that once protected these lands."

He looks around and his eyes meet everyone else's in turn.

"We are here to protect the lands from a great evil, and already we have found most of the Star Arms. Like those weapons, the possessions of the Companionship of the Boot are powerful and dangerous in the wrong hands, but they are tools in our struggle against Vok and the dark gods. I say we use them, and keep them safe."

Privately the half-orc wonders about several discoveries made here. As an adult he realizes that the fantastical tales Aeron told him were mere fancy stories, while the truth is far more nuanced and sometimes harsh. He can accept that. But traveling side by side with a blood relative of Stratesus and happening upon this place, that cannot be accidental.

The motion that the scorpion is somehow immortal also raises questions. For one thing, how does Aeron fit into this? For a while now, Caerth has suspected his mentor is not what he appears; the deep gnome already mentioned Aeron is merely the name he goes by today. Perhaps he has been orchestrating this, dare he say, resurrection of the Boots?

Absentmindedly stroking his owl Screech, Caerth decides he wants to confront Aeron as soon as possible.

On impulse, he walks up to the corpse in the bed and gingerly takes the staff.

"We will be the new Companionship of the Boots."

With that, the half-orc looks down at his bare feet, and hesitates.

"With or without actual boots."

Caerth listens to the others but his focus remains on his childhood hero. 'Why isn't he buried under the earth? Why is he like this?' The room seems to have once been a place to live, not a place to die. Yet, the druid lies in his bed with his arms crossed over his chest with his staff nestled under them across his chest.

"He should be one with the earth," Caerth says glumly. "Why would his companions leave him like this?"
"We will return The Hermit to the earth, once we know a place where none will look for him. For now, however, we should locate the Wicked Hill. There should be a book that details the Shrine of Utter Evil, but I don't know which tome."

Tucking the journal into his bag, trying not to be too obvious about it, the druid steps towards the library and starts looking at the titles.

"Spiders first. That way we have at least partial security. And we won't get ganged up by the snake, spiders and scorpion. Unless Caerth thinks they too have some intelligence and we can communicate? What do you say, druid?" Maur doesn't hate animals and would not fight just to clear this place out, but there might be important stuff here.
Caerth shakes his head.

"Spiders are mostly harmless. Shouzas has endured all these years, so she'll be fine. Plus, the spiders are free guardians, preventing curious people from looking too closely."

Only if someone convinces him to explore further in the ruins, for example that more powerful artifacts could be found, will Caerth grudgingly accept; otherwise, he is content to keep to this room.
 

"We are here to protect the lands from a great evil, and already we have found most of the Star Arms. Like those weapons, the possessions of the Companionship of the Boot are powerful and dangerous in the wrong hands, but they are tools in our struggle against Vok and the dark gods. I say we use them, and keep them safe."

"We are here to protect the lands from a great evil, and already we have found most of the Star Arms. Like those weapons, the possessions of the Companionship of the Boot are powerful and dangerous in the wrong hands, but they are tools in our struggle against Vok and the dark gods. I say we use them, and keep them safe."
"We could be Gloves, since we already have Arms." quips Litrix, rare smile on his face "No need to revive the dead company and maybe tarnish or worse, overshadow, them and people forget.
 

Listening to the conversation, Phar moves to the doors.

He looks them up and down, studying the various runes.

"I can close these and they shouldn't magically lock anymore. Maybe we should hunt the spiders that are residing here as they may pose a threat to the scorpion - and any other denizens. Then we can rest and, perhaps, we can find information on the Wicked Hill Shrine in these books. It is likely that our prey is going there which no longer necessitates us tracking him. Unless you think that catching him before he reaches the shrine would be an advantage, I believe learning all we can about it before facing him would be advantageous."
"Hmm," Aureus moves first to the door and notes what Phar is looking at, then she makes a circle of the room. Finally, she goes to the centre of the room and bends down to inspect the grate on the floor. She pulls on it to make sure it is secure. It doesn't budge. "This looks like it was meant to be some sort of drain. A place for water to escape into in case the room flooded for some reason." She looks up at the skylight. "I don't see any cracks in that but I wonder if something could break in there, now that the room isn't magically locked."

She looks towards Maur. "If you're willing, you might want to check to make sure the building is sound. We wouldn't want anything to breka in here."

"And, if this shine has its own evil beyond Eike's presence, we might need this place to retreat too," Quinn notes. He has finally calmed down. "If you can close them, I say do it and let us rest here and go through everything carefully to see what there is and what we can use against Eike."

Caerth looks at Quinn with a look on his face that is parts respect, jealousy and pride.

"You are related to the Boots," the druid says softly, with reverence. "Which means that we were meant to come here. Fate, or an altogether more mundane force, has brought us together and into the final resting place of The Hermit, backbone of the legendary group of people that once protected these lands."
Quinn looks back and nods. "I agree completely, my friend. We were meant to find this place, although being subject to Fate is a bit unnerving."

"It seems Mirella has plans for you all, beyond dealing with just Malotoch's cultists," Cruel Justice adds. "A Fate that goes beyond being the Protectors of the Strandlands."

JustinCase said:
He looks around and his eyes meet everyone else's in turn.

"We are here to protect the lands from a great evil, and already we have found most of the Star Arms. Like those weapons, the possessions of the Companionship of the Boot are powerful and dangerous in the wrong hands, but they are tools in our struggle against Vok and the dark gods. I say we use them, and keep them safe."

Privately the half-orc wonders about several discoveries made here. As an adult he realizes that the fantastical tales Aeron told him were mere fancy stories, while the truth is far more nuanced and sometimes harsh. He can accept that. But traveling side by side with a blood relative of Stratesus and happening upon this place, that cannot be accidental.

The notion that the scorpion is somehow immortal also raises questions. For one thing, how does Aeron fit into this? For a while now, Caerth has suspected his mentor is not what he appears; the deep gnome already mentioned Aeron is merely the name he goes by today. Perhaps he has been orchestrating this, dare he say, resurrection of the Boots?

Absentmindedly stroking his owl Screech, Caerth decides he wants to confront Aeron as soon as possible.

On impulse, he walks up to the corpse in the bed and gingerly takes the staff.

"We will be the new Companionship of the Boots."

With that, the half-orc looks down at his bare feet, and hesitates.

"With or without actual boots."
For the first time in a while, thinking of Aeron doesn't make Caerth bristle with rage. Yes, he has question for the old man, but he after reading through sections of Stratesus' journal, he now has better understanding of what the old hedge-wizard went through raising him. Stratesus did the same for both Avital and Jorziza, and The Hermit ended up outliving both of them. There were thing that Stratesus had wished to tell both of them. Could Aeron have those same thoughts? Maybe there have been secrets that Aeron has wanted to tell Caerth but couldn't bring himself to say. Questions that will have to be answered. But, questions that will have to wait until Eike is dealt with and they, hopefully, return to Carnell with Brutus's ring so the half-ogre boy can be given a proper burial as a Pendour.

"We could be Gloves, since we already have Arms." quips Litrix, rare smile on his face "No need to revive the dead company and maybe tarnish or worse, overshadow, them and people forget.
"Or... perhaps... Gauntlets," Quinn suggests. "Guardians of the Gauntlets."

"I like Gloves better," Aureus says with her tails swishing. "Company of the Gloves?"

JustinCase said:
"We will return The Hermit to the earth, once we know a place where none will look for him. For now, however, we should locate the Wicked Hill. There should be a book that details the Shrine of Utter Evil, but I don't know which tome."

Tucking the journal into his bag, trying not to be too obvious about it, the druid steps towards the library and starts looking at the titles.
Quinn notes Caerth's pocketing of the journal and smiles. He nods to the half-orc druid again. 'There is no one I would trust with it more', he thinks.

"I will help," Quinn says. He stands and stretches. He looks at Aureus. "Try to get the chests open. I don't think my Grand Uncle will mind us going through his possessions. I am his heir, after all."

Aureus nods happily.

"But, be careful," Cruel Justice adds. "Take your time."

Aureus nods again, her face more serious. She moves back to the wooden chest and begins formulating a plan how best to get it open. She sits on the floor and examines the lock very carefully. She breathes and settles herself. "Do not rush."

Caerth finds that the shelf has considerable knowledge on his homeland. It will take time to go through it all. The books on arcane magic are probably best left Phar. The books on nature are some of the most detailed he's ever seen. Books on animals & plants, humanoids, the seasons, weather patterns, vermin with on specific book written in Druidic by The Hermit on scorpions. There is a chapter dedicated solely to Shouzas. Once Caerth reads through that book, he is completely certain that the scorpion is Shouzas. The book mention that Shouzas was awakened soon after the Boots were formed, but it doesn't say how.

Caerth also finds books on fey creatures, giants, and even dragons. It seems Stratesus understood that dragons were as much a part of nature as they are part of the arcane. Many of the books are written in archaic languages that the half-orc druid doesn't recognize but there are many wonderful illustrations and hand-written notes added in by Stratesus or by his companions.

The Boots, it seems, were quite the bookworms.

Phar finds notations in Draconic that were obviously written by Arixon, and a few by Jorziza too. Maur finds a book written by Beornheard on the ecology of the Thunder Mountains that divides the Strandlands from the western Thunder Lands. That book is in an old dwarven runic script that is still used in his homeland in the deeps.

Caerth finds two tomes detailing the ecology of the various deserts and shrublands of the Strandlands. Phar shows him the book he found on the Wasting Shores and its chapter on the Grave Shores, in particular. While Caerth can't read it, he does recognize the writing as being Anorian. Aeron had tried to teach him the language, but Caerth had stubbornly refused. The two if them are able to interpret most of the book's writings and illustrations working together, but it takes all night.

OOC: Okay, I'd forgotten that I was going to write more about the book Phar found. Sorry about that. There is a lot to detail for this room, and I've gotten a bit behind on the exact details of everything.

JustinCase said:
"Spiders first. That way we have at least partial security. And we won't get ganged up by the snake, spiders and scorpion. Unless Caerth thinks they too have some intelligence and we can communicate? What do you say, druid?" Maur doesn't hate animals and would not fight just to clear this place out, but there might be important stuff here.
Caerth shakes his head.

"Spiders are mostly harmless. Shouzas has endured all these years, so she'll be fine. Plus, the spiders are free guardians, preventing curious people from looking too closely."

Only if someone convinces him to explore further in the ruins, for example that more powerful artifacts could be found, will Caerth grudgingly accept; otherwise, he is content to keep to this room.
"Mostly," Aureus says while looking at the chest's lock. "That's not reassuring."

She glances towards Caerth and then over at Maur. "We have monstrous spiders bigger than houses on my world," she says. "Do they get that big here?"

Quinn answers first. "Bigger."

"Gods," she shivers. "I was hoping I left those sorts of thing behind on Maran." She looks at Quinn. "Do they all breathe fire here too?"

"What? No!" Quinn replies, his eyes wide.

"Well, that's something, at least," she sighs. She turns her attention back to the chest. It has been nearly an hour. "Let's you an me be friends, okay?" She says to the lock on the chest. "I'd hate to have to break you."

She beings to pick at the lock with her tools. She is very careful and takes her time. Five minutes later, she hears the lock click open. She smiles and pats the lock. "I knew we'd be friends."

She open the chest and is dismayed by what she finds. "CLOTHES!"

She growls and begins to pull out clothing that looks like it is well worn. "Who locks up clothes!" She exclaims. She keeps pulling out more and more clothing. She is careful not just to discard it on the floor. She doesn't want to anger Cearth, or Quinn. She stacks them on the crate next to the chest, after she takes what looks like a plain trinket box off the top of the crate. But, once she begins to handle and clean it, she realizes it is made from platinum. She whistles softly. "This is nice." She puts it on top of the clothes.

"There is more here," she says to the others. "But not much." She pulls out quiver that is filled with 20 silvered arrows. There is a small bag with two gems in it. And there is a wand with a head shaped like a lantern. "Phar, I found a wand."

She goes back to the clothes and puts them all back in the chest. She folds everything back up, somewhat carefully, puts the gems in the trinket box and then box in the chest. She puts the quiver and wand on the crate.

OOC: Aureus Takes 20 on opening the wooden chest. That is a total of 38 for her and is more than enough to open the wooden chest. Note that I don't consider Taking 20 on a skill check, a 30. To get a 30 requires a die roll.

By this time, several hours have passed. Assuming you all agree, Phar closes the iron doors with everyone inside. The air does not get stale, but why remains a mystery. It could be magical, or it could be part of the room's overall design. I did note that there are magical runes engraved on the inside of the room's walls.

Once Phar closes the doors, The PCs soon discover that they can open and close the doors again, by hand, although the doors are quite heavy [DC 15 Strength check]. Phar realizes that the PCs can reseal the room from the outside, using the same sequence in reverse, effectively locking the doors. But, it won't be magically sealed. The locking mechanism becomes a superior lock [DC 40] for anyone else but the PCs to open. The PCs can reopen the doors by using the correct sequence again.

I'm in a groove, right now, so I'm going to write another post for Aureus detailing her trying to get the other chest open. She will leave the weapons racks to the others. I will post in the OOC thread all the weapons that are on the rack.
 

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