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Kulan: Knightfall's Heroes of Carnell Game [IC]
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<blockquote data-quote="Knightfall" data-source="post: 8113237" data-attributes="member: 2012"><p>The smell clings to the ghast and much of the room. Both Meridith and Wieland are uneasy in the magical darkness that still blankets the room. "Oh, that smell is a-awful." Wieland says, nearly gagging on the words.</p><p></p><p>"That is a terrible fate for anyone," Timmins looks at the ghast but not touch it.</p><p></p><p></p><p>As Phar moves around the room, Aureus sense his purpose and moves to help him find anything hidden. She trips over a loose flagstone and near lands on her old friend as he checks the south eastern corner.</p><p></p><p><span style="color: rgb(250, 197, 28)">"Sorry,"</span> she says. <span style="color: rgb(250, 197, 28)">"I've not been much help today."</span> She gets up brushing herself off.</p><p></p><p>Phar goes through the entire room and finds nothing hidden or anything of use. The walls do have old carvings of crow-like demons on it but they are very faded and barely visible in the magical darkness, even with the aid of the light being generated by Cruel Justice.</p><p></p><p>OOC: <a href="http://roll.coyotecode.net/lookup.php?rollid=243250" target="_blank">Aureus - Search (Aid Another): 1D20+10 = [1]+10 = 11</a> <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f644.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":rolleyes:" title="Roll eyes :rolleyes:" data-smilie="11"data-shortname=":rolleyes:" /></p><p></p><p></p><p><em>"A good solution,"</em> the magical sword intones. <em>"I approve of your methods, sir dwarf."</em></p><p></p><p>Brutus moves up next to Maur and says. "I wish to help." The young half-ogre considers using his axe to hit the altar but then decides its not a good idea.</p><p></p><p><span style="color: rgb(250, 197, 28)">"I have a couple of the cultists' maces,"</span> Aureus says. She digs through her pack and pulls out one of the heavy maces and hands it to Brutus. <span style="color: rgb(250, 197, 28)">"And here is another one. I left the others back by the stairs hidden in a niche I found."</span></p><p></p><p>"I will help as well," Timmins offers. He takes the mace and steps up next to Brutus. Soon, the two warriors are hitting the altar in time with Maur's warhammer strikes. The noise resounds through the chamber, out into the old slave quarters, and beyond.</p><p></p><p>"I don't know if we should rest <em>in here</em>," Wieland muses. "But we should close the door, so nothing that comes to inspect the noise surprises us."</p><p></p><p>"We should drag that thing out of here, first," Meridith suggests.</p><p></p><p>"I'm not touching it," her cousin replies.</p><p></p><p>Quinn sighs, hands Cruel Justice to Wieland, and tells him to hold it near the altar. Then he heads out the door and back to the stairwell to claim two cloaks off the dead cultists. He comes back and carefully wraps the ghast in it cloaks and drags the undead corpse out into the next room.</p><p></p><p><strong>"Phar is right, we should burn it. But I wouldn't want to do that around here. The smoke and smell would be sickening. Perhaps we could just dump it over the bridge and into the chasm."</strong> He looks to Caerth after reclaiming CJ from Wieland. <strong>"What do you think, my friend?"</strong></p><p></p><p>It takes some time, but the three warriors bashing the altar soon turn it into rubble. Surprisingly, the magical darkness does not fade with its destruction. There may be some other unusual force in play.</p><p></p><p>[OOC]Each PC gets 100 XP for defeating the ghast and there is total story award of 400 XP for destroying the altar and cleansing the shrine of evil. Good-aligned PCs get an extra 100 XP each.</p><p></p><p>Aureus gets 50 XP for the ghast. The other NPCs don't get anything for this encounter.</p><p></p><p>If you want to figure out what is causing the magical darkness, a PC can roll a Knowledge (arcana) or Knowledge (religion) check.[/OOC]</p></blockquote><p></p>
[QUOTE="Knightfall, post: 8113237, member: 2012"] The smell clings to the ghast and much of the room. Both Meridith and Wieland are uneasy in the magical darkness that still blankets the room. "Oh, that smell is a-awful." Wieland says, nearly gagging on the words. "That is a terrible fate for anyone," Timmins looks at the ghast but not touch it. As Phar moves around the room, Aureus sense his purpose and moves to help him find anything hidden. She trips over a loose flagstone and near lands on her old friend as he checks the south eastern corner. [COLOR=rgb(250, 197, 28)]"Sorry,"[/COLOR] she says. [COLOR=rgb(250, 197, 28)]"I've not been much help today."[/COLOR] She gets up brushing herself off. Phar goes through the entire room and finds nothing hidden or anything of use. The walls do have old carvings of crow-like demons on it but they are very faded and barely visible in the magical darkness, even with the aid of the light being generated by Cruel Justice. OOC: [URL='http://roll.coyotecode.net/lookup.php?rollid=243250']Aureus - Search (Aid Another): 1D20+10 = [1]+10 = 11[/URL] :rolleyes: [I]"A good solution,"[/I] the magical sword intones. [I]"I approve of your methods, sir dwarf."[/I] Brutus moves up next to Maur and says. "I wish to help." The young half-ogre considers using his axe to hit the altar but then decides its not a good idea. [COLOR=rgb(250, 197, 28)]"I have a couple of the cultists' maces,"[/COLOR] Aureus says. She digs through her pack and pulls out one of the heavy maces and hands it to Brutus. [COLOR=rgb(250, 197, 28)]"And here is another one. I left the others back by the stairs hidden in a niche I found."[/COLOR] "I will help as well," Timmins offers. He takes the mace and steps up next to Brutus. Soon, the two warriors are hitting the altar in time with Maur's warhammer strikes. The noise resounds through the chamber, out into the old slave quarters, and beyond. "I don't know if we should rest [I]in here[/I]," Wieland muses. "But we should close the door, so nothing that comes to inspect the noise surprises us." "We should drag that thing out of here, first," Meridith suggests. "I'm not touching it," her cousin replies. Quinn sighs, hands Cruel Justice to Wieland, and tells him to hold it near the altar. Then he heads out the door and back to the stairwell to claim two cloaks off the dead cultists. He comes back and carefully wraps the ghast in it cloaks and drags the undead corpse out into the next room. [B]"Phar is right, we should burn it. But I wouldn't want to do that around here. The smoke and smell would be sickening. Perhaps we could just dump it over the bridge and into the chasm."[/B] He looks to Caerth after reclaiming CJ from Wieland. [B]"What do you think, my friend?"[/B] It takes some time, but the three warriors bashing the altar soon turn it into rubble. Surprisingly, the magical darkness does not fade with its destruction. There may be some other unusual force in play. [OOC]Each PC gets 100 XP for defeating the ghast and there is total story award of 400 XP for destroying the altar and cleansing the shrine of evil. Good-aligned PCs get an extra 100 XP each. Aureus gets 50 XP for the ghast. The other NPCs don't get anything for this encounter. If you want to figure out what is causing the magical darkness, a PC can roll a Knowledge (arcana) or Knowledge (religion) check.[/OOC] [/QUOTE]
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