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The Twilight Tomb: Mourel's Mausoleum.

Posted by DM BadCatManFor group archive 3
DM BadCatMan
GM, 594 posts
Thu 27 May 2010
at 02:30
  • msg #72

Re: The Twilight Tomb: Mourel's Mausoleum

PM
[Private to Gurgun Nightwhisper: You see and hear nothing.]
This message was last edited by the GM at 06:14, Thu 27 May 2010.
Gurgun Nightwhisper
player, 374 posts
HP 57/57 AC 19 FF 16 T 18
Init: +3 F/R/W: 8/8/9
Thu 27 May 2010
at 08:02
  • msg #73

Re: The Twilight Tomb: Mourel's Mausoleum

Gurgun, not spotting any immediate danger walks over to the altar and takes a closer look.
DM BadCatMan
GM, 595 posts
Thu 27 May 2010
at 11:27
  • msg #74

Re: The Twilight Tomb: Mourel's Mausoleum

Gurgun stepped closer to the altar, and found a solid block of translucent glass, just like everything else in this realm. The surface was mottled, and reflected the dancing lights with moonlight off rippling water. But what he'd previously thought was something embedded within was no longer there. Of course, he soon realised, it had been one of the wights lying behind the altar, its shape obscured by the glass.

Caught in the their hit-and-run tactics, the two wights were now stuck on run, and ran further away from the living things.

OOC: Spot & Listen checks please, as before.

Round 3:



G: Gurgun Nightwhisper
S: Slove
G: Garel Aster
J: Jorn Brightcaller

1, 2: Undead Elves, hiding

S: Dancing Shadows

Effects:

Darkness / Dazzling Lights: Between the darkness and the disco lights, everyone gets 20% concealment in the funeral hall. And Spot -5.

Music: Listen -10

Initiative:
26 - Undead Elves
21 - Slove
10 - Gurgun
 7 - Garel
 7 - Jorn

This message was last edited by the GM at 11:29, Thu 27 May 2010.
Jorn Brightcaller
player, 227 posts
Init +2, AC 24/12/22
HP 27/38, Saves +6/+3/+4
Fri 28 May 2010
at 18:47
  • msg #75

Re: The Twilight Tomb: Mourel's Mausoleum

Jorn grunted in annoyance, chasing after the fleeing wights. No matter how he tried he couldn't convince Flit to follow. Most animals tended to behave like that with undead...

02:47, Today: Jorn Brightcaller rolled 9 using 1d20-2. Listen.
02:47, Today: Jorn Brightcaller rolled 1 using 1d20-2. Spot.

Ready action a Glitterdust the moment someone points out the general area the undead wights are in

Slove
player, 252 posts
+9 Int AC 20 / 15 / 15
HP 34/21 Sa: +7 +8 +3
Fri 28 May 2010
at 20:40
  • msg #76

Re: The Twilight Tomb: Mourel's Mausoleum

Slove moves into room behind the monk.
Ready with bow Slove fire at any undead he sees or hears.

OOC:
21:39, Today: Slove rolled 27 using 1d20+7. listen.
21:39, Today: Slove rolled 8 using 1d20+7. Spot.

Gurgun Nightwhisper
player, 375 posts
HP 57/57 AC 19 FF 16 T 18
Init: +3 F/R/W: 8/8/9
Sat 29 May 2010
at 09:01
  • msg #77

Re: The Twilight Tomb: Mourel's Mausoleum

OOC: Spot 8, listen 19 (-10)

We wait or leave? Cowardly undead angers Gurgun!
DM BadCatMan
GM, 596 posts
Sun 30 May 2010
at 10:00
  • msg #78

Re: The Twilight Tomb: Mourel's Mausoleum

OOC: Garel did make the undead cowardly, Gurgun? :p
If you're moving into the room, then give me your position.


Garel followed after Gurgun, looking around and wondering if turning undead in a place they could hide would such a good idea after all. They'd had the same problem with that wraith in the floor too... [Garel NPCed. Moves to H9. Spot 18, Listen 13 after penalties]

Round 4:



G: Gurgun Nightwhisper
S: Slove
G: Garel Aster, H9
J: Jorn Brightcaller

1, 2: Wights, hiding

S: Dancing Shadows

Effects:

Darkness / Dazzling Lights: Between the darkness and the disco lights, everyone gets 20% concealment in the funeral hall. And Spot -5.

Music: Listen -10

Initiative:
26 - Wights
21 - Slove
10 - Gurgun
 7 - Garel
 7 - Jorn

 7 - Duladora
Duladora Trameldor
NPC, 11 posts
Sun 30 May 2010
at 10:02
  • msg #79

Re: The Twilight Tomb: Mourel's Mausoleum

Dula called out from the place by the door to the bridge, unwilling to go any closer to the place where the undead lurked. "Can you, I don't know, turn some lights on or something?" she called out softly, afraid to distract them. It seemed a reasonable suggestion...
Gurgun Nightwhisper
player, 376 posts
HP 57/57 AC 19 FF 16 T 18
Init: +3 F/R/W: 8/8/9
Thu 3 Jun 2010
at 09:23
  • msg #80

Re: The Twilight Tomb: Mourel's Mausoleum

Gurgun has no torch or lamp. Never needed one.

The hobgoblin keeps looking for his elusive foes.

OOC: 11:23, Today: Gurgun Nightwhisper rolled 22 using 1d20+7. Listen.
11:23, Today: Gurgun Nightwhisper rolled 18 using 1d20+7. Spot.
DM BadCatMan
GM, 599 posts
Thu 3 Jun 2010
at 12:50
  • msg #81

Re: The Twilight Tomb: Mourel's Mausoleum

The funeral dirge reached some kind of climax, rising in a volume to a loud drone but somehow becoming ever more miserable and heartfelt. Then all the floating lights went out, at once, plunging the room into utter darkness. Then, suddenly, blinding white light as they came back on, all at once.

Those who were quick observed the two wights, clutching at the walls in desperate fear, before the dancing lights resumed their maddening strobing. [Wights spotted in F2 and B10]

And as the light faded, a solid form materialized in the high cupola above the dome. The form of a dwarf. A falling dwarf.

Though moving rather slower than expected, he still touched ground with a heavy thud.


OOC: Balrok touches down in any square of the centre pentagram. Roll your initiative, though it doesn't really affect anything. We're still in a battle, even if the wights are out of it for a while.
This message was last edited by the GM at 02:23, Sat 05 June 2010.
Gurgun Nightwhisper
player, 377 posts
HP 57/57 AC 19 FF 16 T 18
Init: +3 F/R/W: 8/8/9
Thu 3 Jun 2010
at 13:19
  • msg #82

Re: The Twilight Tomb: Mourel's Mausoleum

OOC: Initiative 15
DM BadCatMan
GM, 600 posts
Thu 3 Jun 2010
at 13:31
  • msg #83

Re: The Twilight Tomb: Mourel's Mausoleum

OOC: Only Balrok needed to roll init, everyone else's old rolls are still fine.
Gurgun Nightwhisper
player, 378 posts
HP 57/57 AC 19 FF 16 T 18
Init: +3 F/R/W: 8/8/9
Thu 3 Jun 2010
at 14:21
  • msg #84

Re: The Twilight Tomb: Mourel's Mausoleum

DOH!
Jorn Brightcaller
player, 228 posts
Init +2, AC 24/12/22
HP 27/38, Saves +6/+3/+4
Fri 4 Jun 2010
at 03:17
  • msg #85

Re: The Twilight Tomb: Mourel's Mausoleum

The minute the wights appear the bat spots them. At Flit's insistent squeaking Jorn spins around and fires a burst of flashing dust and glitter at the cowering wights;

[Ready action triggered] Cast Glitterdust on Wights, DC 15 or blinded, targets take a -40 to hide checks
DM BadCatMan
GM, 601 posts
Fri 4 Jun 2010
at 03:20
  • msg #86

Re: The Twilight Tomb: Mourel's Mausoleum

OOC: Glitterdust only has a 10-foot radius and the wights are far apart (F2 and B10). Which one do you want to target?
Jorn Brightcaller
player, 229 posts
Init +2, AC 24/12/22
HP 27/38, Saves +6/+3/+4
Fri 4 Jun 2010
at 10:50
  • msg #87

Re: The Twilight Tomb: Mourel's Mausoleum

OOC: Dang. F2 then.
Gurgun Nightwhisper
player, 379 posts
HP 57/57 AC 19 FF 16 T 18
Init: +3 F/R/W: 8/8/9
Fri 4 Jun 2010
at 11:50
  • msg #88

Re: The Twilight Tomb: Mourel's Mausoleum

OOC: I doubt they can be blinded since they're undead. Oh well.

With one of their opponents clearly outlined Gurgun speeds over and wacks it hard over the head.

OOC: Attack wight in F2. Quarterstaff attack (25), damage (8)
DM BadCatMan
GM, 602 posts
Sat 5 Jun 2010
at 02:34
  • msg #89

Re: The Twilight Tomb: Mourel's Mausoleum

OOC: Undead can actually be Blinded. Even when they don't have eyes. :) This one wasn't however.

Gurgun, I'll place you in G3 to avoid the glitterdust.

Mid-Round Update:

The wight was revealed beneath the burst of sticky glitter, flashing and flickering beneath the dancing orbs of light. It was cowering helplessly by the curving wall, and was still when Gurgun pounded on its head. [W1 revealed in F2. Will 21 success, not Blinded. Gurgun hits, deals full damage]

Updates:

Glitterdust: 10-foot radius centred on F2 (top-left corner). Will DC 15 or be Blinded, take a -40 to hide checks

Gurgun in G3

Initiative:
26 - Wights
 7 - Jorn
21 - Slove
15 - Balrok

10 - Gurgun
7 - Garel
 7 - Duladora
This message was last edited by the GM at 02:34, Sat 05 June 2010.
Slove
player, 253 posts
+9 Int AC 20 / 15 / 15
HP 34/21 Sa: +7 +8 +3
Sat 5 Jun 2010
at 10:03
  • msg #90

Re: The Twilight Tomb: Mourel's Mausoleum

Now able to see the creature Slove let lose with two arrows.  At one F2 we seen.

OOC:
11:02, Today: Slove rolled 5 using 1d8+3.
11:02, Today: Slove rolled 10 using 1d8+3. damage.
11:02, Today: Slove rolled 20 using 1d20+10. Attack with arrow.
11:02, Today: Slove rolled 24 using 1d20+10. Attack with arrow.
This message was last edited by the player at 18:41, Sat 05 June 2010.
DM BadCatMan
GM, 603 posts
Sat 5 Jun 2010
at 10:07
  • msg #91

Re: The Twilight Tomb: Mourel's Mausoleum

OOC: Which one are you shooting?
Gurgun Nightwhisper
player, 380 posts
HP 57/57 AC 19 FF 16 T 18
Init: +3 F/R/W: 8/8/9
Mon 7 Jun 2010
at 07:52
  • msg #92

Re: The Twilight Tomb: Mourel's Mausoleum

OOC: It says F2.
DM BadCatMan
GM, 604 posts
Mon 7 Jun 2010
at 08:05
  • msg #93

Re: The Twilight Tomb: Mourel's Mausoleum

OOC: It does now that he's edited his post. :p

Mid-Round Update:

Both arrows struck the illuminated wight, and buried deep in its dead flesh. The wight screeched and died a second death, collapsing to the glass floor. [Wight #1 in F2 destroyed]

Updates:

Glitterdust: 10-foot radius centred on F2 (top-left corner). Will DC 15 or be Blinded, take a -40 to hide checks

Gurgun in G3

Wight #1 in F2 is destroyed

Initiative:
26 - Wights
 7 - Jorn
21 - Slove
15 - Balrok
10 - Gurgun
7 - Garel
 7 - Duladora
Balrok
player, 3 posts
Init +0, AC 15/15/10
HP 70/70, Saves +10/+1/+5
Mon 7 Jun 2010
at 17:36
  • msg #94

Re: The Twilight Tomb: Mourel's Mausoleum

"Woaaaaaaaaaaaaah!" sputters the surprised dwarf as hurtles towards the ground, arms windmilling wildly.  He lands on his back with a loud clang! as his chain-clad form and veritable armory of weapons slam into the stone of the pentagram.  He groans once, more at the magical transportation than the impact.  "Vergadain's golden toehair," he curses mildly as he begins struggling to right himself.  "Uh course that unbeared mage'd teleport me fifty foot intu du air," he grumbles as he rolls over onto his stomach.  "Wadn't my fault his familiar looked like uh miniature dragon; he shuld make sure it don't surprise people nex' time."

The newly-fallen dwarf finally clambers back to his feet.  He is clad in black chain etched with lines and runes in gleaming gold, his hair and beard are deep red, done up in places with war-braids.  The dwarf dusts himself off, pulling a dwarven waraxe from his armory and eying the edge critically, then pulling a now-dented shield off his back with a grin.  "Broke me fall, heh heh," he says as he quickly pounds out the dent with a gauntleted fist.

All the while the dwarf seems oblivious to you and his surroundings, which does not mark him as the most alert of travelers.  As he turns into the light to eye his repaired shield, you can see why:  his face is marked with a violent scar stretching from his left ear to his left eye, likely leaving him half-blind and deaf.  The eye is covered by a black leather eye-patch set with a deep-red jasper that glimmers fiendishly in the artificial moonlight.  (More complete description in my details, if anyone wants it.)  When he finally looks around he is visibly surprised to see the group of adventurers standing nearby in full combat dress and pose.  (He wouldn't see any weights, I'm guessing."Ho there!" he calls, "who are ye, and what in the Nine Hells are ya doin' in Vergadain's Lost Temple?"

He eyes you suspiciously and keeps his axe at ready -- as any good dwarf would when facing a full battle party which includes at least one elf -- but doesn't otherwise make any threatening moves.




I'm guessing Balrok wouldn't have the information necessary to take any combat actions this round.
This message was last edited by the player at 18:12, Mon 07 June 2010.
Gurgun Nightwhisper
player, 381 posts
HP 57/57 AC 19 FF 16 T 18
Init: +3 F/R/W: 8/8/9
Wed 9 Jun 2010
at 06:37
  • msg #95

Re: The Twilight Tomb: Mourel's Mausoleum

Moving with inhuman speed, Gurgun closes the distance between him and the newly arrived dwarf. Before you stands a burly hobgoblin, completely unarmored and carrying only a staff. Dwarf, you have come long way from lost temple. This be an elf realm, overrun by undead minions of an elf lich; Mourel. I am Gurgun Nightwhisper, a child of the passive voice, fighting the lich with all that are left of the living in this cursed Realm: Slove, Garel, Jorn. Duladora we have rescued and another group of orcs and hobgoblins are gathering for the final assault on the undead. Now give us your name dwarf, for we will be fighting together from now on! the hobgoblin says in a composed manner. His eyes dart here and there, clearly looking for something in the dark.

There is still one wight, we need to find and destroy it.

OOC: Spot 24
DM BadCatMan
GM, 605 posts
Wed 9 Jun 2010
at 12:12
  • msg #96

Re: The Twilight Tomb: Mourel's Mausoleum

OOC: No, you wouldn't, Jorn.

BTW, the room is a perfect circle, I just couldn't make one with my maps.


As Jorn picked himself up off the floor, he realised it was some kind of grey glass, not stone. And no self-respecting dwarven temple would be built of anything else but good quality stone. The dancing elf-shadows and elven script on the dome walls and the altar also kind of gave it away, as did the fancy globes of light dancing and looping around the room.

Garel was still concentrating on the divine power he had unleashed to drive the wights off - or driven them into the dark to hide. With his silver stars of Mystra held before him, he marched into the room, towards where the wight had been glimpsed. "I have it pinned before me." he shouted over the loud elven funeral dirge.

The wight cowered against the wall, looking frantically about for a means of escaping the priest and his burning divine magic. But the walls were perfectly round, curving away on each side, effectively trapping it in place until it overcame its fear.


Round 5:



G: Gurgun Nightwhisper
S: Slove
G: Garel Aster
J: Jorn Brightcaller
J: Balrok

W: Wights, turned and cowering, last known location

S: Dancing Shadows, minor images

Effects:

Darkness / Dazzling Lights: Between the darkness and the disco lights, everyone gets 20% concealment in the funeral hall. And Spot -5.

Loud Music: Listen -10

Glittering Dust: Yellow spots. Will DC 15 or be Blinded, take a -40 to hide checks

Initiative: green - you may act
26 - Wights
7 - Jorn
21 - Slove
15 - Balrok
10 - Gurgun
 7 - Garel

 7 - Duladora
This message was last edited by the GM at 12:13, Wed 09 June 2010.
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