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The Twilight Tomb: The Citadel Of Glass.

Posted by DM BadCatManFor group archive 3
DM BadCatMan
GM, 518 posts
Mon 14 Dec 2009
at 11:20
  • msg #860

Re: The Twilight Tomb: The Citadel Of Glass

OOC: Gurgun, E5 is too far away. I'll put you in E3.

Mid-Round Update:

The butt of Gurgun's staff smashed through the skeleton's rib cage, shattering it to pieces. But broken and wobbling, the undead elf remained upright. [Gurgun hits, deals full damage]

Jorn's opportunistic strike hit the floating skull from underneath, chipping its jaw and throwing off its flight-path. Frantic, it merged and separated from the illusory duplicates, and Jorn lost track of which was one was real. He swung around again, regardless, the barbed head of his chain hitting and flying right through one of the skulls. It vanished in a puff of green smoke. [Jorn: AoO hits, deals 4 damage after DR. Normal attack hits image #3, destroys it. 1 image and 1 real remain]

Updates:

Jorn in G7, Gurgun in E3

Flameskull: slightly damaged, effects - blur, mirror image (2 targets)

Initiative:
18 - Skeletons
14 - Flameskull
11 - Slove
 7 - Gurgun
6 - Garel
21 - Jorn
Gurgun Nightwhisper
player, 333 posts
HP 49/57 AC 19 FF 16 T 18
Init: +3 F/R/W: 8/8/9
Mon 14 Dec 2009
at 12:55
  • msg #861

Re: The Twilight Tomb: The Citadel Of Glass

I have 50' movement now...
DM BadCatMan
GM, 519 posts
Mon 14 Dec 2009
at 14:28
  • msg #862

Re: The Twilight Tomb: The Citadel Of Glass

OOC: I mean from Skeleton #2. You don't have reach.
Garel Astur
player, 73 posts
Init +2, AC 19/12/16
HP 9/20, Saves +4/+3/+6
Tue 15 Dec 2009
at 14:10
  • msg #863

Re: The Twilight Tomb: The Citadel Of Glass

Garel has waited for his comrades to make contact with the undead. Now, he runs down the stairs and turns left to position himself at the corner of the room, with every one of them now in sight. He lifts his religious symbol toward the evil creatures, and shouts: "By the power of Mystra, begone !" And prays for the better.

ooc: move to H1
Turn undead
15:03, Today: Garel Astur rolled 15 using 1d20+2. Turning check.
Most powerful undead : 4 HD
15:05, Today: Garel Astur rolled 7 using 2d6+3. Turning damage.

DM BadCatMan
GM, 520 posts
Wed 16 Dec 2009
at 04:36
  • msg #864

Re: The Twilight Tomb: The Citadel Of Glass

The blue-white light of Mystra poured forth from Garel's holy symbol, flooding the room. The restless souls were blasted from the skeletons, and they toppled over into clattering piles of bones. [1 HD Skeletons are destroyed!]

The flameskull gritted its teeth and set its jaw against the brilliant light, stubbornly resisting. "No!" it hissed, and when the light faded, the burning skull remained unaffected. [Turn Resistance, flame skull resists]

Then two more beams of green fire shot from its eye-sockets, scoring glancing strikes against Gurgun and Garel. [Flameskull: frre rays, touch attacks 24 and 19, fire damage 1 and 1. Gurgun and Garel each take 1 fire damage]

As Jorn readied his next attack, he watched as a fragment of bone that he'd chipped from the skull's jaw hovered into the air and flew after the skull, fitting neatly back into place. "You'll not defeat me that easily!" it screeched. [Fast healing]

***

Meanwhile, in the grand hall, a pitched battle was raging. The mercenary force of orcs and hobgoblins were fighting valiantly against the horde of undead that spilled into the room, while the other adventurers Iodaem, Authiel, Allessandra and Nikolai, together with Thraka - battled a mighty zombie of a taer that belched toxic gases.

And yet more undead were marching across the bridge to bolster their forces, being picked off one-by-one by Mister Wickers and the archers. Mister Lumpkin had leapt down onto the bridge, swatting the zombies and skeletons off with his powerful claws.

But the flameskull was the key, they realised, the lieutenant that was commanding all these mindless undead and bringing them together for a unified purpose. But the notorious lich in charge of all this horror was nowhere to be seen however.

OOC: Nothing you have to worry about, just describing what everyone else is doing. :)

Round 2:

New map later.

Updates: Jorn in G7, Gurgun in E3, Garel in H1, Slove in H2. Skeletons destroyed!

G: Gurgun
G: Garel
S: Slove
J: Jorn

1, 2, 3: Elf Skeletons (destroyed)
F: Flameskull: slightly damaged, effects - fast healing, blur (20% miss), mirror image (2 targets), +20ft

Effects:

Ceiling is 20 feet high

Blue is water, 40 feet below

Initiative:
14 - Flameskull
11 - Slove
 7 - Gurgun
 6 - Garel
21 - Jorn

Garel Astur
player, 74 posts
Init +2, AC 19/12/16
HP 20/20, Saves +4/+3/+6
Sat 19 Dec 2009
at 04:26
  • msg #865

Re: The Twilight Tomb: The Citadel Of Glass

Feeling a burst of joy as the skeletons dissolve to dust, Garel chants a prayer for himself, healing all his wounds. Then, he shouts to his companions:
Lets gang up on this creature of evil. The more we try, the more chance we have of hitting it and putting it to rest !

With resolve gained from the success on the skeletons, Garel runs to the flaming skulls.

ooc:
05:18, Today: Garel Astur rolled 16 using 2d8+3. Cure moderate wounds.
-> back to full life (Used Delay Poison)
Move to G5

This message was last edited by the player at 04:27, Sat 19 Dec 2009.
Slove
player, 219 posts
+9 Int AC 20 / 15 / 15
HP 34/21 Sa: +7 +8 +3
Wed 23 Dec 2009
at 08:41
  • msg #866

Re: The Twilight Tomb: The Citadel Of Glass

Slove lets of an arrow at the skull.  The arrow glowing with hint of magic.

Roles
Arrow has true stike no change missing and +20.
I think I can't do double attack while using spell - if can the like make second role.
08:39, Today: Slove rolled 9 using 1d8+3. damage.
08:38, Today: Slove rolled 39 using 1d20+21. Attack with arrow.

DM BadCatMan
GM, 521 posts
Sun 27 Dec 2009
at 05:30
  • msg #867

Re: The Twilight Tomb: The Citadel Of Glass

OOC: Yes, you can do Rapid Shot, since true strike only enhances your next attack roll, it doesn't specify what type it is.

Mid-Round Update:

Of the two floating skulls, Slove picked one, and let fly his arrow. It flew unerringly towards his target, and the head struck it across the bare dome. Having found the real skull, Slove quickly followed up with another arrow, sending it after the first. But this one was unenchanted, and was lost in the concealing green flames. [Slove: choose mirror image target 1/2, success. Attack (38) hits, deals 4 damage after DR. Rapid Shot, attack 28, miss chance 6, fail]

Updates:

Map created:



Initiative:
14 - Flameskull
11 - Slove
7 - Gurgun
 6 - Garel
21 - Jorn
Gurgun Nightwhisper
player, 334 posts
HP 49/57 AC 19 FF 16 T 18
Init: +3 F/R/W: 8/8/9
Mon 28 Dec 2009
at 20:43
  • msg #868

Re: The Twilight Tomb: The Citadel Of Glass

Gurgun quickly loads his sling and lets a bullet fly towards the floating skull.

Attack (20), damage 5
Jorn Brightcaller
player, 204 posts
Init +2, AC 24/12/22
HP 23/38, Saves +5/+3/+3
Tue 29 Dec 2009
at 03:16
  • msg #869

Re: The Twilight Tomb: The Citadel Of Glass

"That's the way Slove! We'll get this blasted talking candle-holder yet!"

Jorn too, let's loose with his chain. A bit too loose unfortunately, having been too enthused by Slove's direct hit;

11:14, Today: Jorn Brightcaller rolled 11 using 1d20+6. Spiked Chain Attack.
DM BadCatMan
GM, 522 posts
Tue 29 Dec 2009
at 06:37
  • msg #870

Re: The Twilight Tomb: The Citadel Of Glass

OOC: The skull is 20ft up, so it's out of spiked chain reach anyway. You'll need to bring it down lower somehow.


Gurgun's stone flew into one of the floating skulls, and it winked out of sight. Only one remained now, the real one. [Mirror Image: 2/2. Image is destroyed, Mirror Image is ended]

However, the skull was already healing the damage done to it by Slove's arrow, as fragments of bone floated back into place. [+2 hp healed]

In retaliation, the skull shot out two more eye-rays of green fire at the ranged attackers. Hot flames burst around Gurgun and Slove. "You'll not defeat me that easily!" it screeched. [Flame skull: fire rays, touch attacks 21 and 15, fire damage 3 at Slove, 8 at Gurgun]

Round 3:



G: Gurgun
G: Garel
S: Slove
J: Jorn

F: Flameskull: slightly damaged, effects - fast healing, blur (20% miss), +20ft

Effects:

Ceiling is 20 feet high

Blue is water, 40 feet below

Initiative:
14 - Flameskull
11 - Slove
 7 - Gurgun
 6 - Garel
21 - Jorn

Garel Astur
player, 75 posts
Init +2, AC 19/12/16
HP 20/20, Saves +4/+3/+6
Tue 29 Dec 2009
at 13:22
  • msg #871

Re: The Twilight Tomb: The Citadel Of Glass

With a savage roar more akin to that of a barbarian than a priest, Garel runs to the flaming skull, confronting him directly. He positions himself between Jorn and the wall, so that he isn't in the way of his other comrades firing from a distance. He tries a direct stab on the flaming skull.


Move to G8
14:16, Today: Garel Astur rolled 4 using 1d6+2. damage.
14:16, Today: Garel Astur rolled 21 using 1d20+6. Quarterstaff attack.

DM BadCatMan
GM, 523 posts
Wed 30 Dec 2009
at 02:02
  • msg #872

Re: The Twilight Tomb: The Citadel Of Glass

OOC: Garel, you don't have the reach to attack the skull. It's flying, 20ft in the air (up near the ceiling, it's a high room).
Gurgun Nightwhisper
player, 335 posts
HP 49/57 AC 19 FF 16 T 18
Init: +3 F/R/W: 8/8/9
Wed 30 Dec 2009
at 10:14
  • msg #873

Re: The Twilight Tomb: The Citadel Of Glass

Gurgun loads and fires another bullet, only to see it go astray. He tries to spot Wickers from where he stands, hoping the fey might be able to get a shot off.
DM BadCatMan
GM, 524 posts
Wed 30 Dec 2009
at 10:19
  • msg #874

Re: The Twilight Tomb: The Citadel Of Glass

OOC: Wickers and the other archers are on a balcony that over looks the bridge, on the floor above this one. You'll need to get the skull outside, but it'll have a much wider area to fly around in.
Garel Astur
player, 76 posts
Init +2, AC 19/12/16
HP 20/20, Saves +4/+3/+6
Tue 5 Jan 2010
at 22:26
  • msg #875

Re: The Twilight Tomb: The Citadel Of Glass

With a savage roar more akin to that of a barbarian than a priest, Garel runs to the flaming skull, while retrieving a flask from his beltpouch. He positions himself between Jorn and the wall, so that he isn't in the way of his other comrades firing from a distance, and throws the flask at the skull.


ooc:
I rewrote my actions.
Throwing last flask of holy water at the flaming skull.
Ranged touch attack with a range increment of 10 feet, it means -2 for 20 ft
If I keep the previous dice, ranged touch attack result is 17
Damage:
23:23, Today: Garel Astur rolled 2 using 2d4. Holy water
*grmblmblmbl*.....

DM BadCatMan
GM, 525 posts
Wed 6 Jan 2010
at 01:14
  • msg #876

Re: The Twilight Tomb: The Citadel Of Glass

Mid-Round Update:

The clay flask shattered against the skull, and the holy water inside burst out, splashing the undead thing. The green flames dimmed, just a little, and it hissed in agony. [Miss chance 76, hits, deals 2 damage. That's proper damage that can't be healed with fast healing]


Updates:

Garel in G8

Initiative:
14 - Flameskull
11 - Slove
 7 - Gurgun
 6 - Garel
21 - Jorn
Jorn Brightcaller
player, 205 posts
Init +2, AC 24/12/22
HP 23/38, Saves +5/+3/+3
Wed 6 Jan 2010
at 02:00
  • msg #877

Re: The Twilight Tomb: The Citadel Of Glass

Jorn stood back and muttered a little, aiming both hands at the skull. With a woosh of magic a burst of sparkles erupted from the dwarf mage's hands, engulfing the skull in a display of light;

[Cast] Glitterdust, target the Skull. Will save 15 or Blinded

OOC: I know undead aren't immune to blinding, though I'm not sure how a floating skull sees. It should still work though :P

DM BadCatMan
GM, 526 posts
Thu 7 Jan 2010
at 08:54
  • msg #878

Re: The Twilight Tomb: The Citadel Of Glass

OOC: It sees rather well, actually. ;) (At least, it did.)

Mid-Round Update:

"What?" was all the flameskull had time to utter, before the golden cloud burst around it. The tiny glittering particles filled its empty sockets; it might not have had eyes to see, but the the holes were filled with the stuff. It rasped a cry of annoyance and rage. [Flameskull: Will 10, fail. Blinded]

Updates:

Garel in G8

Flameskull: slightly damaged, effects - fast healing, blur (20% miss), +20ft, Blinded

Initiative:
14 - Flameskull
11 - Slove
 7 - Gurgun
 6 - Garel
21 - Jorn
Gurgun Nightwhisper
player, 336 posts
HP 49/57 AC 19 FF 16 T 18
Init: +3 F/R/W: 8/8/9
Thu 7 Jan 2010
at 09:28
  • msg #879

Re: The Twilight Tomb: The Citadel Of Glass

OOC: Doesn't the glitterdust eliminate the blur effect?
DM BadCatMan
GM, 527 posts
Thu 7 Jan 2010
at 09:30
  • msg #880

Re: The Twilight Tomb: The Citadel Of Glass

OOC: I don't think so.
Slove
player, 220 posts
+9 Int AC 20 / 15 / 15
HP 34/21 Sa: +7 +8 +3
Sat 9 Jan 2010
at 10:42
  • msg #881

Re: The Twilight Tomb: The Citadel Of Glass

Slove lets of another load of arrows as the skull.

OOC
10:41, Today: Slove rolled 7 using 1d8+3. damage.
10:40, Today: Slove rolled 11 using 1d8+3. damage.
10:40, Today: Slove rolled 22 using 1d20+9. attack with bow.
10:40, Today: Slove rolled 17 using 1d20+9. attack with bow.

DM BadCatMan
GM, 528 posts
Mon 11 Jan 2010
at 02:08
  • msg #882

Re: The Twilight Tomb: The Citadel Of Glass

OOC: No map, I'm afraid, I can't get imageshack to work. I'll try again later.

The blinded skull was an easy target for Slove's arrows, and the elven ranger scored two direct hits. One struck the side of the head, chipping off bone fragments, the other went directly into an eye, but it was easily shaken out without serious damage. Slove: miss chances 39, 38, both hit, deal 7 damage after DR]

But still the tiny fragments of bone floated back up to rejoin the main skull, forming a trail of dust in the air, as it healed and repaired.

Panicking, the skull fired a wild shot at the dwarf, but the ray of green fire missed, skimming past his shoulder to explode on the glass floor. "Curse you!" [Flame skull: fire ray, miss chance 45, miss]

Then it hovered slowly along under the ceiling, until it bumped into the wall. It was heading for the door to the bridge, trying to escape and hide some place, they realised. But it would have to go down to their level to get through. [FS moves to D4]


Round 4:


Garel in G8, Flameskull in D4 +20ft

G: Gurgun
G: Garel
S: Slove
J: Jorn

F: Flameskull: moderately damaged, effects - fast healing, blur (20% miss), +20ft

Effects:

Ceiling is 20 feet high

Blue is water, 40 feet below

Initiative:
14 - Flameskull
11 - Slove
 7 - Gurgun
 6 - Garel
21 - Jorn

Gurgun Nightwhisper
player, 337 posts
HP 49/57 AC 19 FF 16 T 18
Init: +3 F/R/W: 8/8/9
Mon 11 Jan 2010
at 14:34
  • msg #883

Re: The Twilight Tomb: The Citadel Of Glass

Gurgun loaded and fired yet another bullet, easily hitting the skull floating in the air above him. he then moved right into the opening to the bridge, ready to strike the skull as it attempted to get past him.

OOC: Attack 28, damage 6
DM BadCatMan
GM, 529 posts
Wed 13 Jan 2010
at 00:30
  • msg #884

Re: The Twilight Tomb: The Citadel Of Glass

Mid-Round Update:

Gurgun's sling-stone scored a direct hit on the skull, smashing into it and forming a spider-web of cracks over the surface. A few more good hits like that, and it might shatter completely. [Gurgun: miss chance 90, success. Damage 6, FS badly damaged]

Updates:

Flameskull: badly damaged, effects - fast healing, blur (20% miss), +20ft

Initiative:
14 - Flameskull
11 - Slove
 7 - Gurgun
6 - Garel
21 - Jorn

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