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The Twilight Tomb: The Citadel Of Glass.

Posted by DM BadCatManFor group archive 3
Garel Astur
player, 77 posts
Init +2, AC 19/12/16
HP 20/20, Saves +4/+3/+6
Wed 13 Jan 2010
at 06:29
  • msg #885

Re: The Twilight Tomb: The Citadel Of Glass

ooc: is it a door in G9 ? I might want to have a look inside before choosing my other actions. Also, is there any rubble on the floor, like stones light enough to be thrown but big enough to actually hurt ?
DM BadCatMan
GM, 530 posts
Wed 13 Jan 2010
at 06:39
  • msg #886

Re: The Twilight Tomb: The Citadel Of Glass

OOC: The door between F8/F9 leads to where the battle is taking place, between the orcs and hobgoblins and former PCs versus the undead zombies and skeletons. There's a set of double-doors in C3 and D4, though which the flameskull is trying to escape. All the doors are currently open - you might want to do something about this. ;)

On the floor is mainly bits of zombies, broken skeleton bones, maybe a few dropped weapons.
Garel Astur
player, 78 posts
Init +2, AC 19/12/16
HP 20/20, Saves +4/+3/+6
Wed 13 Jan 2010
at 07:03
  • msg #887

Re: The Twilight Tomb: The Citadel Of Glass

Taking a look outside the door in the south wall, to see the battle raging in the next room, Garel suddenly displays a winning smile while moving his gaze to the open doors in the northwest.

"Let's cut its escape !, he shouts, rushing to the double doors and trying to close them before the skull gets through them.

ooc: move to D4, then move action to close the doors
(I assumed the double-doors where D3-C4, following the walls, instead of C3-D4)

Jorn Brightcaller
player, 206 posts
Init +2, AC 24/12/22
HP 23/38, Saves +5/+3/+3
Wed 13 Jan 2010
at 07:56
  • msg #888

Re: The Twilight Tomb: The Citadel Of Glass

Jorn grins at the success of his spell and swings his chain at the now blinded skull. Hopefully he stood a better chance;

"That ought to even the odds, foul undead beast!"

15:56, Today: Jorn Brightcaller rolled 8 using 2d4+4. Damage.
15:55, Today: Jorn Brightcaller rolled 15 using 1d20+8. Jorn, Charge.

DM BadCatMan
GM, 531 posts
Thu 14 Jan 2010
at 02:16
  • msg #889

Re: The Twilight Tomb: The Citadel Of Glass

OOC: Sorry, yes, it's D3-C4. Thanks, Garel.
I'll assume Gurgun helps close the doors (it's a double-door after all), with his remaining move action.

Mid-Round Update:

Between them, Garel and Gurgun dragged the outer doors closed, preventing the flameskull's means of escape.

Jorn rushed after the skull, and sent his spiked swinging high into the air after it. The barbed end impacted the skull, cracking it some more, and sent it spinning in place. [Jorn: miss chance 63, success. Deals 3 damage]


Updates:

Gurgun in D3, Garel in D4, Jorn in E5

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

Initiative:
14 - Flameskull
11 - Slove
 7 - Gurgun
 6 - Garel
21 - Jorn
Slove
player, 221 posts
+9 Int AC 20 / 15 / 15
HP 34/21 Sa: +7 +8 +3
Sat 16 Jan 2010
at 09:29
  • msg #890

Re: The Twilight Tomb: The Citadel Of Glass

More arrows from slove in the hope slowly getting creature down nothing.

OOC:
09:28, Today: Slove rolled 7 using 1d8+3. damage.
09:28, Today: Slove rolled 10 using 1d8+3. damage.
09:28, Today: Slove rolled 15 using 1d20+9. attack with bow.
09:28, Today: Slove rolled 14 using 1d20+9. attack with bow.

DM BadCatMan
GM, 532 posts
Sun 17 Jan 2010
at 03:24
  • msg #891

Re: The Twilight Tomb: The Citadel Of Glass

One arrow struck the skull and knocked a chunk out, but the second skimmed through the concealing flames. [Slove: miss chances 97, 2. 1st arrow hits, deals 5 damage]

The skull hissed and gnashed its teeth. It was in a pretty bad shape now, a network of cracks and broken fragments barely held together by the necromantic forces that sustained its unlife. "Mourel will destroy you!"

Then it spun around and opened its mouth wide to breath forth a a stream of black energy, aimed towards where it heard Jorn speak. The beam struck Jorn, and instantly began to drain his energy and strength. Then the skull flew away from the now-closed doors and out of the reach of Jorn's spiked chain, and took shelter high in the far corner. [Flameskull moves to A8, +20ft, heals 2 hp. SLA provokes AoO from Jorn (miss chance 38, success). Casts ray of exhaustion @ Jorn, ranged touch attack 12, success. Jorn, make a Fort DC 15 or be Exhausted (see below)]

Round 5:



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

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

Effects:

Ceiling is 20 feet high

Blue is water, 40 feet below

Exhausted: An exhausted character moves at half speed and takes a –6 penalty to
Strength and Dexterity.

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

Jorn Brightcaller
player, 207 posts
Init +2, AC 24/12/22
HP 23/38, Saves +5/+3/+3
Sun 17 Jan 2010
at 08:06
  • msg #892

Re: The Twilight Tomb: The Citadel Of Glass

Jorn took the spell with gritted teeth, feeling his strength drain away...his will to fight fading...

No!

The feeling vanished, though his limbs still felt oddly weak.

16:01, Today: Jorn Brightcaller rolled 22 using 1d20+6. Fort Save.

"It'll take more'n that to fell a dwarf!" he retorted, narrowing his eyes at the skull while stealing a moment to catch his breath;

[Hold Actions until the other players post]
DM BadCatMan
GM, 533 posts
Sun 17 Jan 2010
at 08:10
  • msg #893

Re: The Twilight Tomb: The Citadel Of Glass

OOC: Sorry, I forgot there was a secondary effect on a successful save. Jorn, you are now Fatigued.
Fatigued: Tired to the point of impairment. A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity.
Jorn Brightcaller
player, 208 posts
Init +2, AC 24/12/22
HP 23/38, Saves +5/+3/+3
Sun 17 Jan 2010
at 08:14
  • msg #894

Re: The Twilight Tomb: The Citadel Of Glass

OOC: Yeap, was aware of that, hence the "limbs still felt oddly weak part"

I'll just wait and hope the rest can finish the skull off, since I don't think I have any projectiles on me that can hit it ATM.

Gurgun Nightwhisper
player, 338 posts
HP 49/57 AC 19 FF 16 T 18
Init: +3 F/R/W: 8/8/9
Sun 17 Jan 2010
at 15:15
  • msg #895

Re: The Twilight Tomb: The Citadel Of Glass

Gurgun chases after the skull, while firing another bullet. This one goes wide and rattles harmlessly against the corner behind the floating undead.

Gurgun dares you to come down for Gurgun to crush the unholy life out of you with bare hands! the hobgoblin challenges him.

OOC: Move to B8, attack (11)
Slove
player, 222 posts
+9 Int AC 20 / 15 / 15
HP 34/21 Sa: +7 +8 +3
Sun 17 Jan 2010
at 19:25
  • msg #896

Re: The Twilight Tomb: The Citadel Of Glass

Only when Slove lost it and when into rage did the elf talk in combat.  More arrows he let lose to try get skull down to nothing.

OOC:
19:15, Today: Slove rolled 8 using 1d8+3. damage.
19:14, Today: Slove rolled 18 using 1d20+9. attack with bow.
19:14, Today: Slove rolled 12 using 1d20+9. attack with bow.
DM BadCatMan
GM, 534 posts
Mon 18 Jan 2010
at 00:54
  • msg #897

Re: The Twilight Tomb: The Citadel Of Glass

Mid-Round Update:

"No." the skull hissed petulantly at Gurgun's threats.

Slove fired two arrows; the first was a narrow miss, but the second scored a glancing blow on the skull. But it was a resilient and solid lump of bone, even before its necromantic healing, and clutched onto its undeath tenaciously. [Slove: miss 33, success. deals 3 damage]

Updates:

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

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

Garel Astur
player, 79 posts
Init +2, AC 19/12/16
HP 20/20, Saves +4/+3/+6
Mon 18 Jan 2010
at 12:53
  • msg #898

Re: The Twilight Tomb: The Citadel Of Glass

Trusting his companions' ability to deal with the flying undead, Garel walks to the door in the south wall to have a look at the battle raging in the other room, and plan the next move of their group.


moving to E8 and taking a look into the other room.
DM BadCatMan
GM, 535 posts
Tue 19 Jan 2010
at 06:04
  • msg #899

Re: The Twilight Tomb: The Citadel Of Glass

OOC: You see a battle raging. :) This is just what everyone else is doing while you battle the skull, it won't end until you defeat it.
Jorn Brightcaller
player, 209 posts
Init +2, AC 24/12/22
HP 23/38, Saves +5/+3/+3
Tue 19 Jan 2010
at 06:40
  • msg #900

Re: The Twilight Tomb: The Citadel Of Glass

Seeing the skull still up after Slove's volley Jorn muttered a few more words of power. The dwarf erupted in size, filling up the space between the floor and the ceiling, his weapons expanding as he did. Now much larger the dwarf moved closer to the skull, ready to strike it with his chain;

[Standard] Enlarge Person
[Move] Right under skull. With the chain I should have 25ft reach, and threaten the skull.

Garel Astur
player, 80 posts
Init +2, AC 19/12/16
HP 20/20, Saves +4/+3/+6
Wed 20 Jan 2010
at 22:30
  • msg #901

Re: The Twilight Tomb: The Citadel Of Glass

ooc: I just figured it could be more constructive than throwing my staff at the flying skull.
DM BadCatMan
GM, 536 posts
Wed 20 Jan 2010
at 23:45
  • msg #902

Re: The Twilight Tomb: The Citadel Of Glass

OOC: You could do that. The skull's AC after blindness should be low enough that thrown weapon and range penalties shouldn't be so bad.
Garel Astur
player, 81 posts
Init +2, AC 19/12/16
HP 20/20, Saves +4/+3/+6
Thu 21 Jan 2010
at 01:08
  • msg #903

Re: The Twilight Tomb: The Citadel Of Glass

ooc: sadistic DMs love to help players loose their main weapon... I know what you mean.
DM BadCatMan
GM, 537 posts
Thu 21 Jan 2010
at 12:21
  • msg #904

Re: The Twilight Tomb: The Citadel Of Glass

OOC: No, I've suffered enough weapon losses at the hands of truly sadistic DMs to do such things myself. The doors outside are closed, your staff won't get lost, burnt up, broken, etc.

The flameskull flew until its bony dome collided with the wall, and turned to find it nowhere to flee to. It had lost all idea of where it was, and where the others were. Curses! Then the skull heard the heavy footsteps of the dwarf and his clanking armour, and knew where one of them was at least. He seemed heavier somehow. The skull rotated until its sightless eyes gazed in Jorn's general direction, and it fired two more rays of green fire. One was a glancing shot, and Jorn was singed on the shoulder, and other struck the floor harmlessly. [Flameskull: fire rays, ranged touch attacks 20 and 14, miss chances 53 and 3. Fire ray hits, deals 3 fire damage to Jorn]


Round 6:



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

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

Effects:

Ceiling is 20 feet high

Blue is water, 40 feet below

Exhausted: An exhausted character moves at half speed and takes a –6 penalty to
Strength and Dexterity.

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

Jorn Brightcaller
player, 210 posts
Init +2, AC 24/12/22
HP 23/38, Saves +5/+3/+3
Thu 21 Jan 2010
at 12:52
  • msg #905

Re: The Twilight Tomb: The Citadel Of Glass

"Your turn," answered the dwarf, a mirthless grin upon his face. The chain swooped through the air-

20:52, Today: Jorn Brightcaller rolled 7 using 1d20+5. Spiked Chain ATTAAACK.

-and missed, clattering against stone.

OOC: Sigh...

Slove
player, 223 posts
+9 Int AC 20 / 15 / 15
HP 34/21 Sa: +7 +8 +3
Thu 21 Jan 2010
at 14:02
  • msg #906

Re: The Twilight Tomb: The Citadel Of Glass

Slove fires his arrows but this time with little effect.

OOC:
14:02, Today: Slove rolled 4 using 1d8+3. damage.
14:02, Today: Slove rolled 29 using 1d20+9. attack with bow.
14:01, Today: Slove rolled 12 using 1d20+9. attack with bow.
DM BadCatMan
GM, 538 posts
Tue 26 Jan 2010
at 11:44
  • msg #907

Re: The Twilight Tomb: The Citadel Of Glass

OOC: Actually, Jorn, it's glass.

Mid-Round Update:

One of Slove's arrows scored a glancing strike, but not enough to do more than scratch the skull. [Slove: miss 59, hit. No damage after DR]

Jorn swung his chain, but the barbed end went too wide only hit the glass wall. It seemed that even blind and near-destroyed, the skull was a hard and lucky thing.

Updates:

None

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

21 - Jorn
This message was last edited by the GM at 11:44, Tue 26 Jan 2010.
Garel Astur
player, 82 posts
Init +2, AC 19/12/16
HP 20/20, Saves +4/+3/+6
Wed 27 Jan 2010
at 04:50
  • msg #908

Re: The Twilight Tomb: The Citadel Of Glass

In a desperate effort to get rid of the flying skull, Garel throws his Quarterstaff on the creature.

ooc:
05:48, Today: Garel Astur rolled 4 using 1d20. Throw quarterstaff.
I substracted 4 for throwing a weapon not intended for that usage.
And got a good miss

Gurgun Nightwhisper
player, 339 posts
HP 49/57 AC 19 FF 16 T 18
Init: +3 F/R/W: 8/8/9
Wed 27 Jan 2010
at 08:51
  • msg #909

Re: The Twilight Tomb: The Citadel Of Glass

Gurgun loads and fires another bullet at the skull, only to find it hitting the wall once more. The burly hobgoblin groans with frustration.

OOC: Rolled a 4!!! Grrr!
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