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

Aureus waits until all have made the climb before opening the door out of the room. She'd already checked the door for traps before Lorien climbed up into the room. The door opens into a narrow hallway that runs from east to west. The hallway is only 5 feet wide and roughly 40 feet long. The ceiling is high, at least 15 feet. The northern wall has two doors while the southern wall has one more door beside the one Aureus just opened. The northern wall runs the entire length of the tower.

The southern wall has a 5-foot opening. In the front of the gap is another puddle of water. There is tons of moisture and mildew on the walls. The only light comes through the damaged section of the wall behind the group. Cruel Justice seems to sense the dark ahead and begins to glow with a dim light. It is diffused through the wrappings, but the room and hall, near the doorway, is soon filled with a a soft white light.

"The light of justice," the sword whispers.

OOC: Search for traps > 1d20+13=21 | I'd described the tower's width as being 20 feet but that description doesn't match the map in the adventure. The tower is actually 40 feet wide at its base. It's height is 60 feet.
 

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Phar looks at the sword curiously. "A useful gift. Let us advance and hope that we need not do any more climbing." He holds his bow ready and waits for others to take the lead.
 

"So, the door down there?" Lorien asks and points at the other door on the southern wall. "As good as any to begin with?"
 




Quinn steps down the 5-foot wide corridor towards the other door on the southern wall. He traverses 10 feet of corridor before reaching the new entry. The door is rotting away from all the moisture in the hallway. Reddish lichen hangs from every part of it. A door on the northern wall sits opposite of it. It's condition is less rotted with greenish lichen growing around the edges of the door frame.

Aureus follows Quinn down the corridor She checks all the doors for traps and locks. She finds no sign of any traps, which she indicts to Phar. He and Lorien take up positions behind her in the corridor. In front of the bard is another door. It appears to be less waterlogged than the others in the hallway, as no plants or molds grow on it. Cearth takes up the last position in the group, He is forced to stand in the doorway of the broken out billetroom the group entered the tower through.

Quiin can clearly see the gap in he wall, now, which lies another 5 feet from beyond the other side of the door. The opening is 5-feet wide and looks to reach the edge of the outer wall of the tower. The floor around the opening is soaked with a slimy, yellowish water. The water laps at his feet and there is an acidic smell in the air. Just before Quinn moves to open the door in front of him, the water undulates. It partially rises from the floor and tries to slam into Quinn.

OOC: Aureus's Search check > 1d20+13=16 | Ooze's initiative roll > 1d20-5=11
 

Seeing the strange creature attack his companion, Phar reacts quickly drawing back his bow, but then he hesitates, knowing some such creatures are not best fought with arrows. He considers the creature for a moment before he acts. He considers all he has learned of such things in his long years of study and travel.

OOC: knowledge check d20 roll only (1d20=19) Not sure which knowledge is most appropriate. Knowledge Arcana is +17, Dungeoneering, Nature, Geography, Religion and the Planes are all +8 so either 36 or 25 knowledge check to determine the properties of the creature.
 

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Seeing the strange creature attack his companion, Phar reacts quickly drawing back his bow, but then he hesitates, knowing some such creatures are not best fought with arrows. He considers the creature for a moment before he acts. He considers all he has learned of such things in his long years of study and travel.
Phar's mind immediately comes to realize that the ooze, an Ochre Jelly, would likely divide in two with a shot from his bow. Then he watches in horror as Quinn swings his chain twice at the ooze.

OOC: Any attack(s) that Phar takes will affect the ooze before Quinn cuts it in three. I'll divide the damage equally between the three oozes.

"GAH!" exclaims the seasoned veteran of the gladiator ring. He has been surprised by sand in the face before and was ready for a sneaky thing such as this.

His spiked chain reaches out twice to slice at it.
Quinn is surprised by the result of his attacks. Both strikes hit the ooze. The first cuts it in half. The second strike hits one of two halves. It is divided in two once again. The creature seems unphased by the attacks. The half that was closest to Quinn continues to try to engulf him. The other two come to settle either half on top of the first or just behind. The one half on top of the other seems to cling to the corridor's wall.

Each is the same size as the first.
 

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