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Kulan: Knightfall's Heroes of Carnell Game [IC]
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<blockquote data-quote="Knightfall" data-source="post: 8104027" data-attributes="member: 2012"><p>Quinn waits for Mur to finish his spell, and the two of them push open the large stone door. It is heavy and old and takes some effort to get it to move. It makes considerable noise as it moves. No chance to be silent.</p><p></p><p>While Quinn has seen this room before, this is the first time for Maur. While its walls just inside the door are straight, the dwarf can tell that whatever tools used to carve this place out were crude. The walls have deep cuts and grooves in them. The room is gloomy and the light coming Cruel Justice barely illuminates any part of the interior. It's as if the room has been cast in permanent darkness. Even with his darkvision, fighting in the room will be difficult. Vesh did not mention that!</p><p></p><p><strong>"By the gods, I hate this place,"</strong> Quinn says holding up Cruel Justice in front of him.</p><p></p><p>The dwarf paladin can barely see the outline of a dais carved from black stone on the far side of the room. The dais is carved images of the likeness of a woman with a crow's head, Malotoch. Just to the left of the front of the dais stands the ghast. It is covered in chains, which are wrapped around its arms and torso. The chains on its arms hang down onto the floor. If it was once chained to the wall, it is now free. It senses the presence of life immediately and turns to face Maur and Quinn.</p><p></p><p>Then Maur feels it, the desecration of this place. He can feel it clenching at his soul. Too long in this room could be deadly for the others, especially the youngsters.</p><p></p><p>"<em>This is a truly unholy place,</em>" Cruel Justice intones. "<em>Be wary.</em>"</p><p></p><p>[OOC]A character with a Good alignment must make a Fortitude save (DC 12) every round. Failure means the temporary loss of 1d3 points of Constitution. Also, there is a set 20% miss chance due to the unnatural magical darkness.[/OOC]</p><p></p><p><strong>[Round One Begins]</strong></p><p>Brutus watches as the two warriors move forward. He wishes to move to back them up, but then he sees it, the ghast. All he wants to do is rush inside and kill the thing, but the eerie natural of the shrine gives him pause. He decides to wait for Quinn to move forward before entering the room.</p><p></p><p>Aureus, her work done with the lock, move back to stand next to Meridith and wait for a clear shot at the ghast.</p><p></p><p>[OOC]<a href="http://roll.coyotecode.net/lookup.php?rollid=242660" target="_blank">Brutus - Wisdom check (DC 10): 1D20+3 = [14]+3 = 17</a> (readies and action to move once Quinn moves deeper into the room.)</p><p></p><p>Aureus moves back 10 ft., sets her bow, and readies an action to fire.[/OOC]</p></blockquote><p></p>
[QUOTE="Knightfall, post: 8104027, member: 2012"] Quinn waits for Mur to finish his spell, and the two of them push open the large stone door. It is heavy and old and takes some effort to get it to move. It makes considerable noise as it moves. No chance to be silent. While Quinn has seen this room before, this is the first time for Maur. While its walls just inside the door are straight, the dwarf can tell that whatever tools used to carve this place out were crude. The walls have deep cuts and grooves in them. The room is gloomy and the light coming Cruel Justice barely illuminates any part of the interior. It's as if the room has been cast in permanent darkness. Even with his darkvision, fighting in the room will be difficult. Vesh did not mention that! [B]"By the gods, I hate this place,"[/B] Quinn says holding up Cruel Justice in front of him. The dwarf paladin can barely see the outline of a dais carved from black stone on the far side of the room. The dais is carved images of the likeness of a woman with a crow's head, Malotoch. Just to the left of the front of the dais stands the ghast. It is covered in chains, which are wrapped around its arms and torso. The chains on its arms hang down onto the floor. If it was once chained to the wall, it is now free. It senses the presence of life immediately and turns to face Maur and Quinn. Then Maur feels it, the desecration of this place. He can feel it clenching at his soul. Too long in this room could be deadly for the others, especially the youngsters. "[I]This is a truly unholy place,[/I]" Cruel Justice intones. "[I]Be wary.[/I]" [OOC]A character with a Good alignment must make a Fortitude save (DC 12) every round. Failure means the temporary loss of 1d3 points of Constitution. Also, there is a set 20% miss chance due to the unnatural magical darkness.[/OOC] [B][Round One Begins][/B] Brutus watches as the two warriors move forward. He wishes to move to back them up, but then he sees it, the ghast. All he wants to do is rush inside and kill the thing, but the eerie natural of the shrine gives him pause. He decides to wait for Quinn to move forward before entering the room. Aureus, her work done with the lock, move back to stand next to Meridith and wait for a clear shot at the ghast. [OOC][URL='http://roll.coyotecode.net/lookup.php?rollid=242660']Brutus - Wisdom check (DC 10): 1D20+3 = [14]+3 = 17[/URL] (readies and action to move once Quinn moves deeper into the room.) Aureus moves back 10 ft., sets her bow, and readies an action to fire.[/OOC] [/QUOTE]
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