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The Twilight Tomb: The Citadel Of Glass.

Posted by DM BadCatManFor group archive 3
DM BadCatMan
GM, 167 posts
Tue 10 Jun 2008
at 09:59
  • msg #35

Re: The Twilight Tomb: The Citadel Of Glass

The arrow went wide, the second thudded into the owlbear's torso and struck something vital. The monster half-roared, half-squawked, then tumbled to the ground.


OOC: Owlbear is down! It's unconscious, so you might want to coup-de-grace it.
This message was last edited by the GM at 09:59, Tue 10 June 2008.
Iodaem
player, 39 posts
HP 42/42, F:4/R:4/W:3**
Init: +1, AC 16 FF15 T11
Tue 10 Jun 2008
at 10:01
  • msg #36

Re: The Twilight Tomb: The Citadel Of Glass

Wasting no time, Iodaem quickly thrust his blade through the neck of the fallen owlbear, sending it to whatever afterlife such a bizarre being would go to.


OOC:  Coup de Grace damage:  16
12:00, Today: Iodaem rolled 16 using 4d4+8. Coup de Grace.

Gurgun Nightwhisper
player, 65 posts
HP 46/47 AC 19 FF 16 T 18
Init: +3 F/R/W: 7/7/8
Tue 10 Jun 2008
at 10:29
  • msg #37

Re: The Twilight Tomb: The Citadel Of Glass

Treading carefully, Gurgun enters the chamber the owlbear occupied, looking for any offspring... or unfortunate victim.
DM BadCatMan
GM, 169 posts
Tue 10 Jun 2008
at 12:49
  • msg #38

Re: The Twilight Tomb: The Citadel Of Glass

The owlbear jerked once beneath Iodaem's blade, then it was dead. Perhaps it was a mercy.

"Welcome to Tir'in'tiral. Be at peace and take refreshment." the statue spoke again in its ancient elven dialect, as the rest of the adventurers moved into the foyer. Those who knew the language translated for the benefit of the others. "Enjoy your stay." it added. [Spellcraft DC 20 to identify as a Magic Mouth spell.]

Gurgun crept into the east chamber. The sliding door had jammed open some time long ago, and could not be closed by cursory tugging. Thin glass rails ran along the walls, with rusty hooks hanging from them. Perhaps it had once been a cloak room of some kind. Now it was an owlbear's den, littered with filthy rags, shed fur and molted feathers - and a gruesome pile of bloody snapped bones, the remnants of the owlbear's last meal. Perhaps it had once been a hobgoblin.

The adventurers scouted the scattered bodies. A battle had definitely taken place here, and recently, perhaps no more than half a day gone. Orcish and hobgoblin warriors had fought side-by-side, fending off elven skeletons and the zombies of their former comrades.

The orcs and hobgoblins had probably won, for the undead didn't loot the dead. Every weapon, shield or armour that hadn't been broken had been taken, and not a single piece of food, flask of water or tool of any kind could be found on them.  They had been desperate.

A trail of bloody footprints led to the other door, which was still slid closed.
This message was last edited by the GM at 12:50, Tue 10 June 2008.
Gurgun Nightwhisper
player, 66 posts
HP 46/47 AC 19 FF 16 T 18
Init: +3 F/R/W: 7/7/8
Tue 10 Jun 2008
at 13:21
  • msg #39

Re: The Twilight Tomb: The Citadel Of Glass

Gurgun made a quick search of the den, not really hoping to find anything interesting (Search: 13) then approached the group and eyed the closed door with a dark glare.
Gurgun does not think the door is trapped, but sometimes it is best to be sure. Gurgun can open the door if Slove and Authiel covers the entrance.
Authiel Hannasiel
player, 46 posts
Init +2 AC 17/16/12
HP 23/27 Saves 2/3/4*
Tue 10 Jun 2008
at 13:45
  • msg #40

Re: The Twilight Tomb: The Citadel Of Glass

With wide eyes full of trepidation, Authiel swallowed the tightness in her throat and nodded once almost imperceptibly, moving to stand just behind and a little off to the side of Gurgon, her hands raised as she called to mind her simple yet favorite spell since she knew not what they might face on the other side of the door.
Jorn Brightcaller
player, 69 posts
Init +2, AC 16/12/14
HP 23/23, Saves +5/+3/+3
Tue 10 Jun 2008
at 14:39
  • msg #41

Re: The Twilight Tomb: The Citadel Of Glass

Jorn looked around, snapping back to the present, instead of wherever his mind had been wandering.  He too took up a place where he could cover the door, an arrow ready on his bow.
Slove
player, 78 posts
+9 Int AC 20 / 15 / 15
HP 34/34 Sa: +7 +7 +3
Tue 10 Jun 2008
at 16:48
  • msg #42

Re: The Twilight Tomb: The Citadel Of Glass

With his great shot taking down the owlbear he turns to Jorn.
"When did I become such a great hunter."
It seems all the years of using a bow have now added up so Slove found himself a major warrior in group of adventures he how found himself in.

Slove look around the rooms.  Unlike most of the rest of the group he seems unmoved by the dead.  The only thing he does react over is undead and that only to express his sadness that living should not be left to rest.

He helps the hobgoblin with search of the rooms (Search 19).

He turns to other elf.  Saying something softly to her [Private to Authiel Hannasiel: We will lay our brothers and sisters in  a proper way when we have made sure the tower is safe.  I will see to it.]

Last he places himself ready with is bow so as Gurgun opens it he can fire two arrows at what ever behind it.
Authiel Hannasiel
player, 47 posts
Init +2 AC 17/16/12
HP 23/27 Saves 2/3/4*
Tue 10 Jun 2008
at 16:58
  • msg #43

Re: The Twilight Tomb: The Citadel Of Glass

With her spell at the ready, Authiel was a bit surprised when Slove spoke to her.  She had thought he was avoiding her and didn't like her, so it was nice.  That he felt as she did, she turned to him with tears in her normally bright eyes, a soft smile of understanding decorating her face, showing him her gratitude.  "Thank you," she whispered, a look of camaraderie passing from her to him.
Slove
player, 79 posts
+9 Int AC 20 / 15 / 15
HP 34/34 Sa: +7 +7 +3
Tue 10 Jun 2008
at 17:32
  • msg #44

Re: The Twilight Tomb: The Citadel Of Glass

Slove is even more surprised than Authiel at her words to him.  To be smiled at and thanked by one of his own kind is more that the warden bow he now carries.  It clear that two elves have much speak of.  In the look of camaraderie passing between the two Anthiel now know she welcome to speak to Slove at any time and maybe he will not avoid her as he had.
Jorn Brightcaller
player, 70 posts
Init +2, AC 16/12/14
HP 23/23, Saves +5/+3/+3
Tue 10 Jun 2008
at 17:52
  • msg #45

Re: The Twilight Tomb: The Citadel Of Glass

Jorn just shrugged at Slove's 'mighty hunter' question, but smiled to see the two elves talking and laughing.
Iodaem
player, 40 posts
HP 42/42, F:4/R:4/W:3**
Init: +1, AC 16 FF15 T11
Tue 10 Jun 2008
at 18:03
  • msg #46

Re: The Twilight Tomb: The Citadel Of Glass

With an uneasy glance at the owlbear's dead body, Iodaem followed the others, sticking close to Authiel - though when Slove begun to talk to her in elven, it was clear that he did not understand a word of it.  When it seemed like their little conversation was over, he placed a hand on Authiel's shoulder, and whispered, "Stay behind me - if something dangerous happens, I will not let you be harmed," before leaning in to give her a soft kiss, and then moving in between her and the door, waiting for Gurgun to open it.
Authiel Hannasiel
player, 48 posts
Init +2 AC 17/16/12
HP 23/27 Saves 2/3/4*
Tue 10 Jun 2008
at 18:13
  • msg #47

Re: The Twilight Tomb: The Citadel Of Glass

Smiling even more at Slove when she recognized that her unspoken offer of friendship had been accepted, Authiel turned to Iodaem and nodded.  It was always thus, he always insisted she stay behind him.  She understood his reasons why, and actually appreciated it since it usually left her protected and free to cast her spells in relative safety.  His kiss surprised her for he didn't usually do that so freely in front of others, but she smiled sweetly as she returned it then moved behind him while keeping just a bit to the side still so that she could cast her missiles if needed once the door was opened.
DM BadCatMan
GM, 170 posts
Wed 11 Jun 2008
at 02:54
  • msg #48

Re: The Twilight Tomb: The Citadel Of Glass

Gurgun slid the door open with a squeak of glass on glass. Nothing was behind it.

The room appeared to have once been a sitting room, with glass benches crafted in a fluid, curving style ran along the walls. Soft grey cushions covered the seats. Perhaps they had once been a comfortable place to sit and relax, or even lie down to rest, as a dead orc now did. But now they were decayed and fraying with age, just like everything else in this dead world.
Authiel Hannasiel
player, 49 posts
Init +2 AC 17/16/12
HP 23/27 Saves 2/3/4*
Wed 11 Jun 2008
at 02:58
  • msg #49

Re: The Twilight Tomb: The Citadel Of Glass

Authiel lowered her hands, her eyes filling once more with trepidation and worry.  What could have happened here to have turned such interesting beauty to so much ... nothingness.  The entire place felt creepy...dead...to her, and yet there was evidence of recent life.  None of it made sense to the young elf.  In desperation she reached forward and took hold of Iodaem's free hand, squeezing it tightly to convey her distress without alerting the others.
Gurgun Nightwhisper
player, 67 posts
HP 46/47 AC 19 FF 16 T 18
Init: +3 F/R/W: 7/7/8
Wed 11 Jun 2008
at 05:39
  • msg #50

Re: The Twilight Tomb: The Citadel Of Glass

Another dead brute. Where did they come from, I thought this place was crafted by elves? We did not find tracks of them at the stone circle, this can mean there are other gates to this place.
Gurgun looks to see where the bloody tracks leads to.
Allessandra
player, 38 posts
Init +0 AC 18/18/10
HP 23/23 Saves +3/+1/+6
Wed 11 Jun 2008
at 05:54
  • msg #51

Re: The Twilight Tomb: The Citadel Of Glass

Allessandra examines the dead orc, looking for how it died.

22:53, Today: Allessandra rolled 16 using 1d20+9. heal check on dead orc.

This place disturbs me because it feels violated.
DM BadCatMan
GM, 171 posts
Wed 11 Jun 2008
at 12:56
  • msg #52

Re: The Twilight Tomb: The Citadel Of Glass

The orc that Allessandra examined had died like all the others, by claw and blade, probably inflicted by more undead.

In answer to Gurgun's question Slove stated that any tracks from brutes must have been quite old, for he'd found no sign. They'd have been long obscured by rain and the merchant.

The bloody footprints led off to another closed door, to the north. There seemed to be nothing in particular about them, just the hurried flight of a squad of orcs and hobgoblins.

The party gathered around the door in the same manner they had the previous one. They got the feeling that this would become a common tactic. Gurgun opened it on to yet another scene of violence and bloodshed.

A gorgeous crystal fountain rose in the centre of the chamber, fashioned to result abstract designs of sunlight sparkling off water. A wide pool surrounded te fountain, with edges fashioned into seats, presumably so guests could relax in the pool and enjoy the water spray.

But the magnificent sculpture was ruined; a clumsy orc had smashed the glass wall, flooding the chamber. The orc himself lay face down in the water, now turned pink. A smeared trail of blood led to another door. The floor was slick and slippery.

They had no time to explore or admire the view however, for as they took a step through the door, they saw around the corner a squad of skeletons and zombie hobgoblin warriors taking up positions. Two of the skeletons took cover behind the fountain, with bows in hand. The zombies and another skeleton had weapons in hand and advanced on the party. One held a longsword that glowed a dim leaf green.

Round 1:



I - Iodaem
A - Authiel
J - Jorn
S - Slove
A - Allessandra
G - Gurgun

S - Elf Skeletons
Z - Hobgoblin Zombies

Effects:

Slippery Floor: DC 7 Balance check or fall prone if you make a melee attack or move faster than half-speed.

Light Gravity, as seen in The Night Realm (Maps & Details) thread. Don't forget: -2 attack, double ranged weapon range (including Point Blank Shot).

Initiative: green means go
25 - Slove
23 - Elf Skeletons
19 - Hobgoblin Zombies
16 - Authiel
11 - Gurgun
10 - Jorn
 9 - Iodaem
 7 - Allessandra
This message was last edited by the GM at 13:03, Wed 11 June 2008.
Slove
player, 80 posts
+9 Int AC 20 / 15 / 15
HP 34/34 Sa: +7 +7 +3
Wed 11 Jun 2008
at 13:25
  • msg #53

Re: The Twilight Tomb: The Citadel Of Glass

With out another word or thought Slove lets of two arrows at the zombie right across from him (7H).  He stays skill as for him it best creature come to him.
"Someone need get the archers as my arrows will be of little use against them."

OOC:
14:20, Today: Slove rolled 12 using 1d20+8. attack with bow.
14:21, Today: Slove rolled 28 using 1d20+8. attack with bow.
14:22, Today: Slove rolled 7 using 1d8+3. damage.
14:22, Today: Slove rolled 5 using 1d8+3. damage.

DM BadCatMan
GM, 173 posts
Wed 11 Jun 2008
at 14:40
  • msg #54

Re: The Twilight Tomb: The Citadel Of Glass

Mid-Round Update:

One of Slove's arrow bounced off the zombie's shield, the other thudded into its body. As it turned out, arrows were little use against them as well, and the zombie hardly noticed. But it was unbalanced, and fell over backwards. [1 miss, 1 doesn't beat DR 5/slashing. Zombie fails Balance check and falls.]

The skeletons let fly their own arrows. One hit the wall, the other struck Iodaem a glancing strike. [6 damage to Iodaem]

The other zombie, this one with the green-glowing sword, shambled up to the group, moaning and groaning.

The last skeleton moved much faster, dashing across the blood-slick floor with a bony clatter. It slashed out with a skeletal hand at Slove, but the desperate attack caused the hand to fall completely off.


Zombie in H7 is prone
Zombie with green sword in I8 moved to C10
Skeleton in I7 charged to E10

Initiative: green means go
25 - Slove
23 - Elf Skeletons
19 - Hobgoblin Zombies
16 - Authiel
11 - Gurgun
10 - Jorn
 9 - Iodaem
 7 - Allessandra


[Private to Gurgun Nightwhisper: Gurgun, remember you took 7 damage from the owlbear.]
Iodaem
player, 42 posts
HP 42/42, F:4/R:4/W:3**
Init: +1, AC 16 FF15 T11
Wed 11 Jun 2008
at 15:22
  • msg #55

Re: The Twilight Tomb: The Citadel Of Glass

Quickly cutting out with his falchion, going for power over finesse, Iodaem growled as he found his blade meeting the zombie's shield.
Jorn Brightcaller
player, 71 posts
Init +2, AC 16/12/14
HP 23/23, Saves +5/+3/+3
Wed 11 Jun 2008
at 16:33
  • msg #56

Re: The Twilight Tomb: The Citadel Of Glass

Jorn slipped right, around Slove and skidded toward the fountain. He managed to keep his feet, and chanted out the familiar words of a summoning spell.

A moment later, a large glowing beetle appeared between the archers, and swung its head around to bite. Apparently it wasn't expecting the slick floor and went down in a tangle of waving legs.

OOC: Move to e8, possibly drawing an AoO from e10. Balance check 13. Summon Monster II as a standard action. The summoned beetle got a 2 on its Balance check. I'm not sure if failing the Balance means no attack, or attack & fall, so I didn't roll it. If it's attack & fall, his attack is at a flat d20, for 1d4+1.
This message was last edited by the player at 02:06, Thu 12 June 2008.
DM BadCatMan
GM, 176 posts
Thu 12 Jun 2008
at 01:50
  • msg #57

Re: The Twilight Tomb: The Citadel Of Glass

The skeleton took a swipe at Jorn on the way past, but he was too short for it.


OOC: Sorry, no attack for failing the Balance check.
Allessandra
player, 39 posts
Init +0 AC 18/18/10
HP 23/23 Saves +3/+1/+6
Thu 12 Jun 2008
at 02:03
  • msg #58

Re: The Twilight Tomb: The Citadel Of Glass

Allessandra presents her holy symbol towards the skeletons and zombies and calls forth the glorius light of The Morninglord - she attempts to turn the evil creatures.


18:59, Today: Allessandra rolled 5 using 1d20+4. turning check. (*facepalms*)
19:00, Today: Allessandra rolled 13 using 2d6+6. turning damage.
Max Hit Dice: 1 - 13 hit dice of 1 HD undead.

Gurgun Nightwhisper
player, 69 posts
HP 40/47 AC 19 FF 16 T 18
Init: +3 F/R/W: 7/7/8
Thu 12 Jun 2008
at 05:46
  • msg #59

Re: The Twilight Tomb: The Citadel Of Glass

Gurgun curls himself into a ball while leaping forward, hits the floor and goes into a handstand before flipping over and landing upright on his feet right next to the prone zombie. Sling ready, he launches a bullet towards one of the archers scoring a glancing shot.
Gurgun hates the undead! he growls at the sight of his rotting brethren.

OOC: Assign dodge to skeleton archer (nearest), tumble to avoid AoO from zombie and skeleton at e10, land on g7, attacking nearest skeleton archer.
07:34, Today: Gurgun Nightwhisper rolled 4 using 1d4+3. Damage.
07:34, Today: Gurgun Nightwhisper rolled 15 using 1d20+5. Sling attack.
07:33, Today: Gurgun Nightwhisper rolled 19 using 1d20+8. Tumble to avoid zombie AoO (beats DC17 to avoid AoO from both skeleton and zombie).
Also, even with the penalty Gurgun has +8 to balance checks so no need to roll.
This message was last edited by the player at 05:50, Thu 12 June 2008.
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