The Tomb of Horrors Part 1 (4e) - Group 1

Game Master Rev Rosey

The monster that is Tomb of Horrors.
Two groups are going through this.
For some reason I set up a second game thread for Group 2, but not for Group 1.


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Female Elf Seeker, Crimson Hunter / 12

Oops, I misread, in that case She will keep (Minor Action) the Swarming Bats up in place to keep CA against Z3.
Also Z3 is slowed and can’t shift until the end of its next turn, I didn't think the conditions would matter.


Levana Poria wrote:

Oops, I misread, in that case She will keep (Minor Action) the Swarming Bats up in place to keep CA against Z3.

Also Z3 is slowed and can’t shift until the end of its next turn, I didn't think the conditions would matter.

All good. Caught the edit window :)

Norrin is up.


M Hobgoblin Battlemind/Quicksilver Demon 17 (Foe Killer)

Please give me a chance between Norrin and the zombies! I'm checking frequently this afternoon.


Noted :)


Male Orcish-Nerathi Chelaxian Hybrid Ranger|Executioner Assassin

Takes ongoing 10 = 10 cold/necro damage.

Unable to move away, Norrin tries to cut down Zombie 2.

Standard: Twin Strike 1d20 + 17 ⇒ (12) + 17 = 29 vs Z2 AC for 1d10 + 2 ⇒ (9) + 2 = 11 radiant damage.
Twin Strike 1d20 + 17 ⇒ (17) + 17 = 34 vs Z2 AC for 1d10 + 3 + 2d6 ⇒ (5) + 3 + (2, 6) = 16 damage.

Save against slow 1d20 ⇒ 19.
Save against ongoing 10 cold/necro 1d20 ⇒ 12.
__

Norrin is currently at
49 / 90 HP

6 of 7 Surges for +22 HP
AC 27; Fortitude 27, Reflex 27, Will 23
Initiative +13; Speed 6
Passive Perception 26, Passive Insight 18; Low-light vision
AP: 0
Conditions: none
Expended: Biting Volley, Stab and Shoot, Furious Assault, Ruffling Sting, Invigorating Stride, Second Wind


M Hobgoblin Battlemind/Quicksilver Demon 17 (Foe Killer)

Assuming that kills Z2, Lyan uses Nightmare Vortex's power to swing Z1 around to H8.


Norrin casually wipes out the mangled zombie and looks on with satisfaction and Lyan brings the next victim alongside.

All - note that anyone who hits Z3 before the end of Darwyn's next turn, gains 3 temp hp.

MAP GROUP 1

Lyan - anything else here before the remaining shreds of zombies do their thing?

Zombie 1 - BLOODIED; marked by Lyan
Zombie 3 - BLOODIED; Divinely Challenged by Darion (teont); slowed and can't shift to end Levana's next turn; granting CA (bats)

Darion
Darwyn - used second wind; 10 ongoing cold/necro
Lyan - used second wind; TEOE, whenever any enemy starts a turn within 3 of me, Lyan can slide Z1, and Z2 one square as free.
Samson - BLOODIED; used second wind
Levana
Norrin - used AP; used second wind


M Hobgoblin Battlemind/Quicksilver Demon 17 (Foe Killer)

Sorry to leave that. In the interests of expediency, just Mind Spike if Z1 fails to include me in its attack.


Clearly losing, neither zombie can use the charged atmosphere of Moil against the party, and simply slam into their foes. It availeth them nothing.

Recharge Breath of Moil: 1d6=1 - Z1. No. 1d6=2 - Z3. No.

1d20+18=30 - Z1 v Lyan. Miss.
1d20+18=27 - Z3 v Darion. Miss.

All - note that anyone who hits Z3 before the end of Darwyn's next turn, gains 3 temp hp.

MAP GROUP 1

Darion
Darwyn - used second wind; 10 ongoing cold/necro
Lyan - used second wind; TEOE, whenever any enemy starts a turn within 3 of me, Lyan can slide Z1 one square as free.
Samson - BLOODIED; used second wind
Levana
Norrin - used AP; used second wind
Zombie 1 - BLOODIED; marked by Lyan
Zombie 3 - BLOODIED; Divinely Challenged by Darion (teont); slowed and can't shift to end Levana's next turn; granting CA (bats)


"Back to whatever grave you crawled from!"

Standard: Holy Strike, Z3 (+2 damage for being marked by Darion)
Attack: 1d20 + 19 + 1 ⇒ (1) + 19 + 1 = 21
Damage: 1d10 + 1d6 + 11 + 1 + 2 ⇒ (6) + (4) + 11 + 1 + 2 = 24

Well...that sucks.


Pelor temporarily takes his godly eye off the ball and Darion misses horribly.

MAP GROUP 1

Darwyn - used second wind; 10 ongoing cold/necro
Lyan - used second wind; TEOE, whenever any enemy starts a turn within 3 of me, Lyan can slide Z1 one square as free.
Samson - BLOODIED; used second wind
Levana
Norrin - used AP; used second wind
Zombie 1 - BLOODIED; marked by Lyan
Zombie 3 - BLOODIED; Divinely Challenged by Darion (teont); slowed and can't shift to end Levana's next turn; granting CA (bats)
Darion


Darwyn will use Charger's Call on Z3.

1d20 + 15 ⇒ (17) + 15 = 32 2d8 + 8 ⇒ (3, 8) + 8 = 19

NOTE: Anyone within 5 squares of Darwyn gets +4 on attack rolls while charging.

hp: 54/84


Victory is very clearly within sight as Darwyn swings, calling on his comrades to finish this fast.

All+4 to attacks when charging to end Darwyn's next turn.

MAP GROUP 1

Lyan - used second wind; TEOE, whenever any enemy starts a turn within 3 of me, Lyan can slide Z1 one square as free.
Samson - BLOODIED; used second wind
Levana
Norrin - used AP; used second wind
Zombie 1 - BLOODIED; marked by Lyan
Zombie 3 - BLOODIED; Divinely Challenged by Darion (teont); slowed and can't shift to end Levana's next turn; granting CA (bats)
Darion
Darwyn - used second wind; 10 ongoing cold/necro


M Hobgoblin Battlemind/Quicksilver Demon 17 (Foe Killer)

Lyan focuses his psychic reserves on his attack against the zombie.

Spectral Legion aug2 vs Z1 AC 1d20 + 16 ⇒ (12) + 16 = 282d10 + 8 ⇒ (7, 3) + 8 = 18

On hit, Z1 immobilized and grants CA to my allies adjacent to it TEOMNT. Minor to mark it for the duration, just for good measure.

HP: 53/102 Surge: 10/14 PP:0/8
Marked: Z1
Used: Hob Resilience, Shadow Step, Knifing Wind, Second Wind, Nightmare Vortex
+1 to defenses against non-melee
can slide Z1 per Nightmare Vortex


A mighty blow from the hobgoblin brings victory a step closer. Both remaining zombies are looking in a very bad way.

All+4 to attacks when charging to end Darwyn's next turn.

MAP GROUP 1

Samson - BLOODIED; used second wind
Levana
Norrin - used AP; used second wind
Zombie 1 - BLOODIED; marked by Lyan; immobilised and granting CA to end Lyan's next turn
Zombie 3 - BLOODIED; Divinely Challenged by Darion (teont); slowed and can't shift to end Levana's next turn; granting CA (bats)
Darion
Darwyn - used second wind; 10 ongoing cold/necro
Lyan - used second wind


Male Dragonborn Warlord/Battle Captain

My apologies for the delay. I have been sick the past few days. This will be a quick post.

Standard:Intuitive Strike, Melee weapon(+3 Withering LongSpear)
Target: Z1
Attack: 1d20(5)+18 = 23 vs. Will
Hit: 1d10(1)+5 = 6 damage. Until the start of your next turn, any ally who attacks the target and has combat advantage against it gains a +2 power bonus to the attack roll.
Move:None
Minor:

Stupid dice!!!
_________________________________________________

Current Status
AC: 28 Fort: 27 Reflex: 23 Will: 23 +2 on all defenses from Second wind
HP: 22/91 Surges: 8/9 Surge Value: 24
Conditions: None
AP: 1, Inspiring Word: 0/3
Encounters used: Warlord's Strike, Provoke Overextension, Forced Retreat, Dragons Breath, Second Wind, Inspiring word
Utilities used: Adaptive Stratagem, Reorient the Axis
Daily's Used:

Group Bonuses:
Combat Leader: You and each ally within 10 squares who can see and hear you gain a +2 power bonus to initiative.
Skirmishers Presence: When an ally who can see you spends an action point to make an attack, that ally can use a free action to shift a number of squares equal to your Intelligence(+3) before or after the attack.
Cry Havoc: On the first round of combat (or both the first and the surprise round if your allies gain a surprise round), allies who start their turn within 10 squares of you gain a +2 bonus to attack rolls.


Sorry to hear you're ill, Samson. Get well soon.

Bloodied and battered as he is, Samson can't muster the strength to bypass the zombie's will.

All+4 to attacks when charging to end Darwyn's next turn.

MAP GROUP 1

Levana
Norrin - used AP; used second wind
Zombie 1 - BLOODIED; marked by Lyan; immobilised and granting CA to end Lyan's next turn
Zombie 3 - BLOODIED; Divinely Challenged by Darion (teont); slowed and can't shift to end Levana's next turn; granting CA (bats)
Darion
Darwyn - used second wind; 10 ongoing cold/necro
Lyan - used second wind
Samson - BLOODIED; used second wind


Female Elf Seeker, Crimson Hunter / 12

Minor Action - Sustain Swarming Bats
Standard Action - Grappling Spirits with CS(Bats), 1d20+23=43(CRIT!) vs Z3 AC, 1d10+20=30+3d6=44 damage and Z3 is slowed and can’t shift until the end of its next turn.


Levana obliterates Z3 as the spirits at her command wrestle the zombie back into the shadows of Moil.

All+4 to attacks when charging to end Darwyn's next turn.

MAP GROUP 1

Norrin - used AP; used second wind
Zombie 1 - BLOODIED; marked by Lyan; immobilised and granting CA to end Lyan's next turn
Darion
Darwyn - used second wind; 10 ongoing cold/necro
Lyan - used second wind
Samson - BLOODIED; used second wind
Levana


Male Orcish-Nerathi Chelaxian Hybrid Ranger|Executioner Assassin

Clutching his sunblade in two hands, Norrin tries to bisect the remaining zombie. Minor: designate Z1 as quarry.

Hit and Run 1d20 + 17 ⇒ (8) + 17 = 25 vs Z1 AC for 1d8 + 7 + 1 + 2d6 ⇒ (8) + 7 + 1 + (3, 1) = 20 radiant damage and no OAs for moving out of the first square.

Norrin moves to H4.

———

49 / 90 HP; AC 27; Fortitude 27, Reflex 27, Will 23:
6 of 7 [ooc]Surges for +22 HP
Initiative +13; Speed 6
Passive Perception 26, Passive Insight 18; Low-light vision
AP: 0
Conditions: none
Expended: Biting Volley, Stab and Shoot, Furious Assault, Ruffling Sting, Invigorating Stride, Second Wind


M Hobgoblin Battlemind/Quicksilver Demon 17 (Foe Killer)

Slide Z1 to H7. Unless the yellow dot means something I don't remember.


Male Orcish-Nerathi Chelaxian Hybrid Ranger|Executioner Assassin
Lyan Hurzin wrote:
Slide Z1 to H7. Unless the yellow dot means something I don't remember.

I think it represents Samson's floating lantern.


Yup. Yellow dot is Samson's lantern.

Norrin's blade looks as if it may miss, but at the last second, he finds an opening and the last zombie falls.

You forgot the +2 for CA which made it an exact hit :D

OUT OF COMBAT

Please take 1867 XP each. Your running total is 33,867.

Take a short rest and tell me what you're doing next.


I'll use song of rest while we rest, so everyone who uses a surge gets 5 extra hp. Then use it myself. I'm now at 80/84 hp.


M Hobgoblin Battlemind/Quicksilver Demon 17 (Foe Killer)

Two surges and at full.
HP: 102/102 Surge: 8/14 PP:8/8 AP:1/1
Used: Nightmare Vortex


M Hobgoblin Battlemind/Quicksilver Demon 17 (Foe Killer)

"Well done. It looks like the archway is next. Though it might be a bit too obvious to be safe."


Male Dragonborn Warlord/Battle Captain

Before everyone begins healing Samson Places down a battle standard of healing adding a +1 to any surge. He then spends 2 surges himself getting him to 80/91...


Male Orcish-Nerathi Chelaxian Hybrid Ranger|Executioner Assassin
Rev DM wrote:

You forgot the +2 for CA which made it an exact hit :D

Thanks Rev! 8) I guess it's times like this when every little bit counts.

Darwyn Tafare wrote:
I'll use song of rest while we rest, so everyone who uses a surge gets 5 extra hp. Then use it myself. I'm now at 80/84 hp.
Samson Gord wrote:
Before everyone begins healing Samson Places down a battle standard of healing adding a +1 to any surge. He then spends 2 surges himself getting him to 80/91...

OK, spending two surges to bring me to full health.

Norrin carefully approaches the archway and stairs to take a closer look.

Perception 1d20 + 16 ⇒ (8) + 16 = 24.


Female Elf Seeker, Crimson Hunter / 12

Using one surge for 76/81 HP and 8/9 surges remaining.


M Hobgoblin Battlemind/Quicksilver Demon 17 (Foe Killer)

"Though before we go on, it might be worth seeing if we can learn anything from the rubble."

Lyan being not perceptive. Wisdom isn't his Strength . . .


Spend 2 HS, bringing me to full. Then I'll look around for any religious markings.
Perception: 1d20 + 8 ⇒ (6) + 8 = 14
Religion: 1d20 + 13 ⇒ (10) + 13 = 23
Dunno if either of those will be relevant but thought I'd go ahead and roll 'em :P


Any religious significance is lost in the mists of time and destruction and Darion can identify nothing to help the heroes.

Norrin moves cautiously to the archway and peers into the darkness holding Samson's lantern high. Ahead he can see a series of bridges eventually leading to another tower. Although they look precarious, he is confident they will support the party. 20 feet wide at best, they have no railings and the going will be difficult.

Bitter chill starts to bite into the companions as they contemplate the journey ahead and in the darkness, something moves, seemingly alerted by their living presence.

To get to the next tower will take you an hour as it is all very treacherous terrain. I need Endurance checks from all of you (DC18). If you fail, you take 2d10 cold and necrotic damage.


If it counts as an encounter, could I use my inspire competence to give everyone +2 to the check?


I'm happy for you to do that.


Male Dragonborn Warlord/Battle Captain

Samson Picks up his Battle Standard before moving on.

Endurance 1d20(7) + Endurance(13) + Inspire competence(2) = 22


M Hobgoblin Battlemind/Quicksilver Demon 17 (Foe Killer)

Can't fail with Darwyn's help


1d20 + 11 ⇒ (20) + 11 = 31


Male Orcish-Nerathi Chelaxian Hybrid Ranger|Executioner Assassin

Endurance 1d20 + 13 + 2 ⇒ (8) + 13 + 2 = 23


Endurance: 1d20 + 10 + 2 ⇒ (13) + 10 + 2 = 25


Just need Levana's roll. Don't forget your +2 from Darwyn.


Female Elf Seeker, Crimson Hunter / 12

Endurance Check, 1d20+10=11


Alone among the companions, Levana finds herself unable to withstand the alien cold. The elf shudders as she feels the brush of vile spirits mingling with her familiar companions.

2d10=11 - Levana please take 11 cold damage

As you traverse the bridges, you feel more and more certain that Moil is watching you. The city stretches before you, desolate and collapsing, and the palpable menace seems to shudder just out of the edges of your vision.

At length the horrid journey ends in another tower, even more derelict than your arrival point and you know that you must cross to reach the only building in sight. As you approach, you see that this tower has been sheered off at an angle and that the shattered floor is a mixture of open spaces dropping to the horrible sludge below. Here and there pools of vile necrotic essense well up.

As you approach, you can see movement. Fragments of bone and body parts are knitting themselves together into a much larger mass in the rubble.

Group 1 Map

Terrain notes.
Green sludge is necrotic essence. Creatures entering or starting their turn in them take 2d10 necrotic damage and are dazed to the end of their next turn.
There are gaps in the stucture of the tower. You can jump across them using the normal jump rules.
The black pillar at the centre is infused with the usual unpleasantness of moil. If a creature starts its turn adjacent it takes 10 cold/necro damage.

Roll initiative and place yourselves on the map. You are approaching from the east (bottom left).


M Hobgoblin Battlemind/Quicksilver Demon 17 (Foe Killer)

1d20 + 10 + 2 ⇒ (10) + 10 + 2 = 22 Assuming the bluish-violet is the open terrain and the gray is wall; please correct me if I'm wrong. Lyan comes in wherever and skitters to L7. He'll probably regret this . . .


Init: 1d20 + 13 ⇒ (8) + 13 = 21

Darwyn begins at M2.


Female Elf Seeker, Crimson Hunter / 12

O2 please
Initiative Check, 1d20+11=17


Male Orcish-Nerathi Chelaxian Hybrid Ranger|Executioner Assassin

Please put me in (M,3).


MAP - Group 1

Init so far:
Barrow - 23
Lyan - 22
Darwyn - 21
Levana - 17

Need init rolls from Norrin, Darion and Samson and positions from Darion and Samson.

Note that the Barrow has an aura 5 - Aura of Abandonment. Enemies within the aura cannot use APs.

Terrain notes.
Green sludge is necrotic essence. Creatures entering or starting their turn in them take 2d10 necrotic damage and are dazed to the end of their next turn.
There are gaps in the stucture of the tower. You can jump across them using the normal jump rules.
The black pillar at the centre is infused with the usual unpleasantness of moil. If a creature starts its turn adjacent it takes 10 cold/necro damage.

Purple is ground you can walk on.
Browny stuff is 50 feet below you into the ever popular necrotic sludge.


Male Orcish-Nerathi Chelaxian Hybrid Ranger|Executioner Assassin

Initiative 1d20 + 13 + 2 ⇒ (16) + 13 + 2 = 31

Samson still gives us a +2 to init right?


He does indeed. In which case, I've added +2 to all the inits and it makes a rather large difference to your chances.

MAP - Group 1

Init so far:
Norrin - 31
Darwyn - 23
Barrow - 23
Lyan - 22
Levana - 19

Need init rolls from Norrin, Darion and Samson and positions from Darion and Samson.

Note that the Barrow has an aura 5 - Aura of Abandonment. Enemies within the aura cannot use APs.

Terrain notes.
Green sludge is necrotic essence. Creatures entering or starting their turn in them take 2d10 necrotic damage and are dazed to the end of their next turn.
There are gaps in the stucture of the tower. You can jump across them using the normal jump rules.
The black pillar at the centre is infused with the usual unpleasantness of moil. If a creature starts its turn adjacent it takes 10 cold/necro damage.

Purple is ground you can walk on.
Browny stuff is 50 feet below you into the ever popular necrotic sludge.


M Hobgoblin Battlemind/Quicksilver Demon 17 (Foe Killer)
Rev DM wrote:
He does indeed. In which case, I've added +2 to all the inits and it makes a rather large difference to your chances.

Sadly, I'd already included it, as noted in the calculation. Still after the Barrow.

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