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Ch08 - The Haunted Tower of Sowell.

Posted by FritzholmFor group 0
Holly
player, 845 posts
Protect the Land
to protect your Children
Fri 21 Nov 2014
at 12:50
  • msg #484

Re: Battling Kelney Sowell- round 2

Holly moves up a little to move the light source to hopefully keep the enemy in sight, and strikes out again with the sickle against one of the burning skulls. trying to keep herself between the skulls and Sunna seemed to be working for the moment, and that would hopefully give Farden and Glumr enough opportunities.

[Holly Free Action - 5ft step from H11 to H10. Standard Action - Attack Skull in I11.
Holly rolled 15 using 1d20+4. Attack Skull 2.
Holly rolled 2 using 1d6+1. Poss Dmg Skull 2.]

Sunna
player, 263 posts
Sun 23 Nov 2014
at 07:37
  • msg #485

Re: Battling Kelney Sowell- round 2

As the bolt hits her Sunna screams out in pain, almost dropping the flute. With the countersong now interrupted anyway she puts the fluite away and reaches for the crossbow once more, not daring to come too close to any of the skulls - or Kelney - at the moment.

OOC: Move to G12, put away flute, get crossbow in one hand again. Everything else will have to wait until next round.
Fritzholm
GM, 1708 posts
toss the dice
and have fun
Mon 24 Nov 2014
at 21:40
  • msg #486

Battling Kelney Sowell- still round 2!

Both Farden and Sunna survive Kelney's deadly blast, but Farden on the verge of collapse.  Sunna wishes she hadn't let him talk her out of her last healing attempt.  You all shutter to think of how badly this battle will go if Farden falls.

The remaining skull spirits converge on Farden and Holly.  Holly avoids one burst of blue flames, but gets caught squarely by the next.  Farden is better able to defend himself, but wishes he had his shield readied.  It would be very helpful against the blue flames.

Holly takes 3 points of damage.  Please make a DC 13 FORT save to avoid catching fire.

I need a round 2 action for Glumr.  Looks like everyone else has already posted round 3 action.


http://zachery.path.med.umich....efang/Kelney_map.jpg
Glumr
player, 1067 posts
  Woodland
  Ninja
Tue 25 Nov 2014
at 21:18
  • msg #487

Re: Battling Kelney Sowell- still round 2!

Glumr, seeing Kelney teleport out of the way of his arrow, decides to focus his attention to his friends.  He fires two arrows in rapid succession, sending them at the skulls attacking Holly and Sunna.  Each skull he can drop is one less thing to hurt his friends.

Glumr moves to K13 (or J13 if the wall occupies too much space)
Glumr rolled 26 using 1d20+10. Arrow 1 at Skull 2.
Glumr rolled 8 using 1d8+2. Damage Arrow 1.
(If skull 2 goes down, then second shot would be at Skull 3)
Glumr rolled 13 using 1d20+10. Arrow 2 at Skull 2.
Glumr rolled 3 using 1d8+2. Damage Arrow 2.

This message was last edited by the player at 21:18, Tue 25 Nov 2014.
Fritzholm
GM, 1709 posts
toss the dice
and have fun
Thu 27 Nov 2014
at 09:56
  • msg #488

Battling Kelney Sowell - round 3

Glumr leans his left hip against the rock wall and fires off two quick shots, one of which strikes the floating skull dead-on, causing its blue flame to flicker and nearly go out.  The skull dips slightly, but maintains enough control of its course to avoid Holly's sickle.

I kept Holly where she was because H10 is occupied and she is doing a better job of protecting Glumr and Sunna where she is now.

Farden presses the attack on Kelney heroically.  He makes an excellent strike at her, but she magically disappears just as she would've been hit, appearing again instantly behind the pair of skull spirits.

Kelney grins wild-eyed.  She raises her colored-light-baubled hands and shouts arcane words.  4 bolts of blue flame shoot out unerringly striking every one of you.

Farden, who was already reeling from fire and lightning and his previous wounds, falls back against the pillar.  He winces, consciousness fading, and slides slowly floorward.  He grits his teeth.  For a moment it looks as if he might be able to regain his footing through sheer force of will.  Though his spirit is willing the ravages of Sowell magic are too much for his physical form to endure.   Farden falls.

Sunna is hardly better off.  She looks as if a stiff breeze could finish her, but for now she is still standing.

Farden takes 3 points, dropping him to -1.  Holly takes 2 points of damage.    Sunna takes 4 points (just 1 HP).  Glumr take 5 points.

Normally, magic missile can only strike targets within 15 feet of each other.  However, this means Kelney would've targeted Farden with all 4, which was likely to (and would've) killed him.  I figured it was better to bend the rules and give you guys a fighting chance to stabilize Farden.

The floating skull with the arrow embedded in it breaks off its attacks on Holly and turns its fire on Glumr.  The agile archer spins left to avoid the flames.

One of the skull spirits that had been attacking Farden joins in to double team Holly.  She frustratingly tries both to defend Sunna and avoid the flames herself.  She is only partially successful.

Holly takes another 2 points of damage and must make a FORT save DC13 to avoid catching fire.

I need just Glumr's turn 3 action and Holly's saving throw.

http://zachery.path.med.umich....efang/Kelney_map.jpg
Farden
player, 622 posts
the paranoid guy
male fighter
Sat 29 Nov 2014
at 15:50
  • msg #489

Re: Battling Kelney Sowell - round 3



OOC:

Goddammm rassin frassin blink effects....

21:20, Today: Farden rolled 63 using 1d100. stabilize 1-10.

Glumr
player, 1068 posts
  Woodland
  Ninja
Mon 1 Dec 2014
at 20:58
  • msg #490

Re: Battling Kelney Sowell - round 3

"We need to get to Farden!"  Glumr yells to the girls. "Group up with me.  Holly, try to hold things back so Sunna and I can use our arrows!"


Glumr move to J14
Glumr rolled 26 using 1d20+10. Arrow 1 @ Skull 2
Glumr rolled 3 using 1d8+2. Damage Arrow 1.
Glumr rolled 11 using 1d20+10. Arrow 2 at Skull 2
Arrow 2 Misses

Fritzholm
GM, 1711 posts
toss the dice
and have fun
Tue 2 Dec 2014
at 03:51
  • msg #491

Battling Kelney Sowell - round 4

Another arrow sticks in the floating skull.  This time the blue flame is extinguished with a quiet *POP*.  The skull falls to the cavern floor.


"Kelney!" says a familiar voice that sounds like it surrounds you.  "Ignore these petty fugitives and come with me."

The dark spectral form of Augustine Sowell drifts out of the darkness into the far, dim reaches of Holly's sickle light.

"Who?!?" Kelney demands twisting left and right madly.

"augustine?..." she adds quietly, her voice hesitant and unsure.

"No!  This tower is MINE!  I will destroy these interlopers."

"Kelney, look around you.  The tower is destroyed, in ruins.  It is no longer our home.  It is our tomb!  We were trapped her for ages - tethered by our attachments in life, but no more.  Come with me.  We are free!"

Kelney does look around.  She peers upwards as if looking up through the rock to the mist and the erie green glow.  Then she turns to the dark spirit with the blue arm and eye.

"Augustine?"  she says again, unsure.



Kelney might be temporarily distracted but the remaining blue flame skulls are still menacing our heroes.

I need round 4 actions for Holly and Sunna.


http://zachery.path.med.umich....efang/Kelney_map.jpg
Farden
player, 623 posts
the paranoid guy
male fighter
Wed 3 Dec 2014
at 06:03
  • msg #492

Re: Battling Kelney Sowell - round 4

Farden breathes a bit easier he rolls over and the weight of his armor acts like an impromptu compress.

11:32, Today: Farden rolled 1 using 1d100. stabilize 1-10.

Fritzholm
GM, 1712 posts
toss the dice
and have fun
Wed 3 Dec 2014
at 06:17
  • msg #493

Re: Battling Kelney Sowell - round 4

Please note that Farden stabilizes at the end of this round (4).  Of course, none of you know he's not still bleeding to death.  Please play as if he is still in urgent need of healing.
Holly
player, 847 posts
Protect the Land
to protect your Children
Tue 9 Dec 2014
at 11:19
  • msg #494

Re: Battling Kelney Sowell - round 4

"Glumr, help me here, I need to get to Farden!" Holly shifts to her left, moving around the skull and trying to get into a position to stabilise him. With Sunna now engaging in fighting, rather than supporting their spirit, Holly felt comfortable in trying to get to Farden. Striking out at the skull, Holly hoped to drop it to free her movements.

[Free Action - Move 5 ft to G10. Standard Action - Attack Skull 3 in H10.
Holly rolled 23 using 1d20+4. Attack on Skull 3 in H10.
Holly rolled 3 using 1d6+1. Poss Damage to Skull 3 in H10.]

Fritzholm
GM, 1713 posts
toss the dice
and have fun
Thu 11 Dec 2014
at 21:58
  • msg #495

Re: Battling Kelney Sowell - round 4

Sunna's player is preoccupied with a joyous event, so I'll take control for now.


Holly's sickle strikes the floating skull solidly, knocking it back, but not cutting it like it would flesh.  The flame dims and flickers a bit.


"I think I can get Farden and heal him," says Sunna darting around one stone pillar to hide behind another.  "You and Glumr hold off the skulls."

Sunna presses her back to the pillar, using it as cover from whatever terrible magical bolts the crazy sorceress spirit might deem to hurl at her.  Her limbs are quaking and a cold sweat drips off her forehead.  It been a very rough day.  She's been burned, blasted, and zapped by lightning - not to mention having her heart stopped by the undead.  Sunna pulls out a Goldenpoint healing potion and gulps it down.  She's going to need all the help she can get for this next stunt.

Sunna regains 8 hit points.


"Free?" says Kelney to Augustine in a near whisper.

Then she starts reciting rhyming verse again.

"Free of bonds of worlds below"
"Collecting souls from to and fro"
"Tread the trails only dead men know"
"Cursed by cries of carrion crow"
"A drop of blood enough to spawn"
"Without but a moment gone," she rattles off.

"I play games with chip and pawn"
"And make men dance from death to dawn," Augustine finishes.

It's dark and morbid, but you're glad they're babbling poems instead of blasting you with magic spells.

Unfortunately, the floating skulls continue their assault on our heroes.  The floating skull that was guarding Kelney moves up to engage Holly, and Skull Spirit 5 breaks off to go after Glumr.  It catches the nimble archer with just the very edge of its cloud of flame, singeing him.  Holly has better luck.  She manages to fend off both skulls without harm so far.

Glumr takes 1 point of damage and must make a REF save DC13 to avoid catching fire.  I also need Holly to make this roll from last round.  I'll assess the damage retroactively if you failed the save.

I need Glumr's round 4 action and Sunna and Holly's round 5 action.

http://zachery.path.med.umich....efang/Kelney_map.jpg
Holly
player, 848 posts
Protect the Land
to protect your Children
Fri 12 Dec 2014
at 12:29
  • msg #496

Re: Battling Kelney Sowell - round 4

Holly round 5

Holly nodded as she heard Sunna make a move for Farden, but still shuffled herself closer in case Kelney did something that delayed her. Slashing her sickle, Holly felt a comfortable connection with the skull, and hoped her abilities held out long enough for them to get to Farden, and then hopefully deal with Kelney.

[Free Action - 5ft step from G10 to G9. Standard Action to attack Skull 6 in H9.
Holly rolled 21 using 1d20+4. Holly Attacking Skull 6 in H9.
Holly rolled 2 using 1d6+1. Holly - Possible Damage.

Holly rolled 16 using 1d20+2. Holly Reflex save DC13.]

Glumr
player, 1069 posts
  Woodland
  Ninja
Tue 16 Dec 2014
at 17:40
  • msg #497

Re: Battling Kelney Sowell - round 4

Glumr spins and the skull glances off of his cloak, burning him slightly but Glumr quick reflexes save him from catching fire.

"Holly, you wont clear those burning skulls... Hold them with me and let Sunna go to Farden" he yells back to Holly as he takes a step backwards while firing two arrows at point blank range into the skull that just attacked him.


Glumr take 5 foot step to I15
Glumr rolled 14 using 1d20+8. Reflex Save Fire.
Glumr rolled 30 using 1d20+10. Arrow 1 @ skull 5.
Glumr rolled 8 using 1d8+2. Damage Arrow 1.
Glumr rolled 11 using 1d20+10. Arrow 2 @ skull 5. (MISS)

Fritzholm
GM, 1714 posts
toss the dice
and have fun
Tue 16 Dec 2014
at 23:03
  • msg #498

Battling Kelney Sowell - round 5

Init
----
Holly 15
Sunna 12
Farden 12
Skull Spirits 9
Glumr 8


Glumr's arrow hits as perfectly dead-center as possible, delivering quite a blow to the floating skull, but its still battles on.  Holly whacks one of the burning skulls assaulting her, hoping to occupy their attention as much as to wear them down with repeated attacks.  Sunna dives out of her cover, singing a soothing, familiar, magical song.  She bends down to touch Farden, half expecting Kelney to roast them both with a blast of magical fire.  Farden stirs and stands, but before he can regain his bearings there's a brilliant flash.  The blinding light forces everyone to squint, shield their eyes, or look away.  An instant later Kelney and Augustine are gone.

Farden gains 10 HP, which elevates him to 8.  He'll need some serious rest soon, but he can fight on pure adrenaline for now.


Glumr has figured out the timing of the skull's attacks.  He easily avoids the ethereal fire.  Fighting two enemies at once is wearing Holly down.  Both skull spirits catch her in their bursts of flame.

Holly takes 9 points of damage and must make 2 more DC13 REF saves.

I need Glumr's turn 5 action and everyone else's turn 6 action.


http://zachery.path.med.umich....efang/Kelney_map.jpg
Farden
player, 624 posts
the paranoid guy
male fighter
Sat 20 Dec 2014
at 04:35
  • msg #499

Re: Battling Kelney Sowell - round 5

Farden stands up disoriented from the healing. Looking around wildly he doesn't see the ghosts he'd been fighting, but he does see the skulls bearing down hard on Holly.

Moving into a stumbling run, he charges the nearest skull.

OOC: I think I have a clear line this time, so charging skull 6.

10:04, Today: Farden rolled 13,10 using d20+11,d8+7. charge, dmg.

Current AC/TAC: 15/10 (+1 dodge vs skull 6)

Holly
player, 850 posts
Protect the Land
to protect your Children
Sat 20 Dec 2014
at 10:38
  • msg #500

Re: Battling Kelney Sowell - round 5

[Holly rolled 22,3 using d20+2,d20+2. Two Reflex saves DC13. A 20 and a 1, interesting combination...]

Holly cries out in pain as the fire burns her, and she moves instinctively backwards and away from one of the skulls, trying to put out the flames whilst also swinging her sickle towards the one still within range. She can feel her skin melting from the concentrated source of heat, and hopes the skulls are destroyed soon. With a pillar between her and Sunna, Holly can only hope she can help Farden in time.


{Free Action - 5 Ft step from G9 to F9.
Attack Action - Attack Skull in F10.
Holly rolled 15 using 1d20+4. Attacking Skull in G10.
Holly rolled 2 using 1d6+1. Possible Damage on Skull in G10. ]

Sunna
player, 265 posts
Mon 22 Dec 2014
at 12:21
  • msg #501

Re: Battling Kelney Sowell - round 5

Sunna is relieved to see Kelney and Augustine go, even though this is something they will have to think about later. She hurries over to aid Holly with her two opponents, trying to get into the back of one of the skulls.

OOC: Move to I9, attack skull6 with shortsword
13:19, Today: Sunna rolled 23,6 using d20+6,d6. attack skull 6, possible damage.

Fritzholm
GM, 1715 posts
toss the dice
and have fun
Wed 31 Dec 2014
at 11:44
  • msg #502

Battling Kelney minus Kelney - round 6

Glumr retreats to the entrance of the cavern and fires two shots at the floating fiery skull.  One shot sails far to the left of it and the other far to the right.

Neither Farden nor Holly has any better luck battling the skulls, but Sunna  is able to get a solid blow in, badly damaging one of the skull spirits.

The skull fighting Glumr goes low singing Glumr's boots and trousers.  The other two are unable to burn either Sunna or Holly, but Holly is still alight with blue fire from the earlier attack.  She looks to be in very bad shape and might not be able to take even one more round of the magical fire.

Glumr takes one point of damage and must make a DC13 REF save or be caught on fire.  Holly takes 4 points of fire damage.

I need Glumr's round 6 action and everyone else's round 7 action.

http://zachery.path.med.umich....efang/Kelney_map.jpg
Sunna
player, 268 posts
Fri 9 Jan 2015
at 17:20
  • msg #503

Re: Battling Kelney minus Kelney - round 6

Sunna slahes at the skull in front of her again.

18:20, Today: Sunna rolled 10,6 using d20+6,d6. attack skull, possible damage.
Glumr
player, 1070 posts
  Woodland
  Ninja
Tue 13 Jan 2015
at 13:51
  • msg #504

Re: Battling Kelney minus Kelney - round 6

Glumr ignites from the skull fire.   It burns his skin and fills his nose with the smell of burning hair and leather.  Despite the pain, he jumps away from the skull and pulls back his arrow and launches it directly into the skull.

Glumr rolled 11 using 1d20+8. Reflex Save Fire.
Glumr takes a 5' Step to H17
Glumr rolled 25 using 1d20+9. Arrow 1 @ skull 5.
Glumr rolled 4 using 1d8+2. Damage from Arrow 1.
Glumr rolled 25 using 1d20+9. Arrow 2 @ skull 5.
Glumr rolled 4 using 1d8+2. Damage from Arrow 2.

This message was last edited by the player at 22:06, Tue 13 Jan 2015.
Holly
player, 852 posts
Protect the Land
to protect your Children
Tue 13 Jan 2015
at 14:38
  • msg #505

Re: Battling Kelney minus Kelney - round 6

Holly screams in pain, adding a voice to her anger as she feels the fire burn her still. "GO AWAY YOU DAMNED SKULLS!" Holly shouts as she swings her sickle before moving away from the flames. Falling to the floor, Holly tries to put out the flames by rolling, hoping Farden and Sunna can keep her safe from the skulls whilst she deals with the flames licking at her.

[Standard Action - Attack Skull in G10. Free Action - Move to E8.
Action - Fall prone
10:15, Mon 05 Jan: Holly rolled 4 using 1d20+2. Reflex Save DC13 Fire out. Last turn.
10:16, Mon 05 Jan: Holly rolled 19 using 1d20+4. Attack on Skull.
10:15, Mon 05 Jan: Holly rolled 4 using 1d6+1. Possible Damage Sickle.
14:36, Today: Holly rolled 10 using 1d20+2. Reflex Save DC13 Fire out - This turn.
STILL BURNING! Ouch.]

Fritzholm
GM, 1718 posts
toss the dice
and have fun
Wed 14 Jan 2015
at 10:29
  • msg #506

Battling Kelney minus Kelney - round 7

Glumr times his shots perfectly, taking down the fiery skull in front of him and damaging the skull menacing Holly.  Holly too attacks effectively, finishing off the skull spirit nearest her, but she staggers back and collapses, overwhelmed by wispy blue ethereal fire.  Sunna cannot hit the last remaining skull, but Farden can.  He pounds it with a sweeping overhand swing that split the skull in two.

Glumr takes 1 point of damage and Holly takes 3.

The fight is over, but there's no calm yet.  Glumr and Holly are still on fire and Holly has lost consciousness.

http://zachery.path.med.umich....efang/Kelney_map.jpg
Sunna
player, 270 posts
Fri 16 Jan 2015
at 17:33
  • msg #507

Re: Battling Kelney minus Kelney - round 7

Sunna reaches for her waterskin and tries to put out the flames on Holly with water and then tries to get one of her healing potions into Holly.
Glumr
player, 1071 posts
  Woodland
  Ninja
Fri 16 Jan 2015
at 20:31
  • msg #508

Re: Battling Kelney minus Kelney - round 7

Glumr easily taps the flames out after the threat of the skulls has been eliminated.  After extinguishing his flames, he moves to make sure Holly is doing okay.

Glumr rolled 32 using 1d20+12. Reflex Save Fire.
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