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.
With one target (that we know of), we should coordinate marking. If it ignores my mark, it takes damage equal to the damage it deals to my ally (plus 4 under some circumstances). What does yours do?
Its turn is after yours and before mine, so if we both mark, it will be subject to yours, but we can always trade off by delaying.
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.
Whups, I didn't catch the correction on the terrain features. I'm in L8, asked for L7, but that was when I thought grey-brown was wall not drop. I'd rather be in L7 than L8, but if it's not too late, would rather prefer L6. I'd thought I was putting my back to a wall!
If a target marked by me attacks someone else, it has a -2 penalty and takes 7 radiant damage, however if it's undead it'll also take 4 radiant damage every time I use Divine Challenge on it.
Right, the -2 is with all marks. So yours does 11 in these parts on an attack, and mine probably tends to do more, but only if it hits. Sounds like a toss-up.
I'd suggest we let one of us keep it marked until he's hurting, then trade off. This assumes it respects the marks.
So do you want to take the hits first, or shall I? I think you've got more surges left.
Assuming I started at N4 Samson Calls out to Levana to attack , while he prepares for battle himself.
Standard: Direct the Strike, Ranged 5
Target: Levana
Effect: The target makes a basic attack as a free action against an enemy of your choice that you can see and is within 10 squares of you.
Move: None
Minor: None
_________________________________________________
Current Status
AC: 28 Fort: 27 Reflex: 23 Will: 23 +2 on all defenses from Second wind
HP: 80/91 Surges: 6/9 Surge Value: 24
Conditions: None
AP: 1, Inspiring Word: 3/3
Encounters used:
Utilities used:
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.
Levana to make her Samson inspired attack
Darwyn
Barrow - Norrin's quarry
Lyan
Levana
Darion
Norrin
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.
Levana should be in O2
Ranged Basic Attack, Ravaging Shot, 1d20+21=25 vs Barrow AC, 2d10+20=25 damage and if a hit, the Barrow gains vulnerable 5 to all damage until EOMNT.
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.
Darwyn's beatifully constructed insult is wasted on the Barrow.
Body parts whirl as it reaches out to Lyan and Samson, attempting to grab the pair.
Bone Grab (Ref). Close burst 3. One, two or three targets. On hit, target is grabbed.
1d20+17=32 - Barrow v Lyan. Hits.
1d20+17=18 - Barrow v Samson. Miss.
2d10+11=19
19 necro to Lyan and he is grabbed.
Minor:
Crushing Hate (Fort) Grabbed target only.
1d20+17=26 - Barrow v Lyan. Hits. 10 damage.
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.
Conveniently, Lyan has Resist 15 Necrotic, so he'll take 4 and 0. I've got a couple of ways to escape, but so far being grabbed isn't a big problem.
Lyan smiles as the Barrow's attack has minimal effect on him, then whips his flail around at the pile. Then, almost as an afterthought, he tries to slip the thing's grasp. It doesn't work, but the hobgoblin seems unconcerned.
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.
Darion
Norrin
Samson
Darwyn
Barrow - Norrin's quarry; -2 attacks to start Levana's next turn
Lyan - grabbed
Levana
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.
Norrin
Samson
Darwyn
Barrow - Norrin's quarry; -2 attacks to start Levana's next turn; divinely challenged by Darion
Lyan - grabbed
Levana
Darion
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.
I'm pretty sure the whetstone is no help. It gives the weapon a +3 enhancement bonus, but a +3 defensive sword already has a +3 bonus. Using just the sword, you'd do 21+3d6, I think.
You sure the +3 from the sword and the +3 from the whetstone doesn't stack? Either way, I definitely forgot to roll the 3d6 damage...so...3d6 ⇒ (6, 2, 1) = 9 extra damage if you're willing to take that since I totally fumbled my own crit :P Thanks for the catch Lyan.
Nearly so. The whetstone is an enhancement bonus, and I'm 99% sure the basic "enhancement" of a magic weapon is, as well, in which case they wouldn't stack.
Direct copy from the compendium:
Augmenting whetstone
Minor Action. Touch this whetstone to a melee or ranged weapon you hold. The weapon gains a +3 enhancement bonus on attack rolls and damage rolls until the end of the encounter. This has no effect on the extra damage dice or other special effect applied when the weapon scores a critical hit.
Norrin laughs at the animated pile of bones, and like Darwyn, decides to insult it as well while moving to (O,12).
"In Soviet Karrnath, cemetery visits YOU!" he declares.
He launches a Twin Strike, attempting to force the Barrow back.
1d20 + 17 ⇒ (6) + 17 = 23 vs AC for 1d10 + 5 + 1d6 ⇒ (8) + 5 + (1) = 14 damage.
1d20 + 17 ⇒ (6) + 17 = 23 vs AC for 1d10 + 5 ⇒ (7) + 5 = 12 damage and the Barrow is pushed one square if either arrows hit.
___
AC 27; Fortitude 27, Reflex 27, Will 23
90/90 HP:
4 of 7 Surges for +22 HP
Initiative +13; Speed 6
Passive Perception 26, Passive Insight 18; Low-light vision
AP: 0
Conditions: none
Expended: Biting Volley
Samson
Darwyn
Barrow - Norrin's quarry; -2 attacks to start Levana's next turn; divinely challenged by Darion
Lyan - grabbed
Levana
Darion
Norrin
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.
Move: To M5
Standard:Provoke Overextension, Melee weapon(+3 Withering LongSpear)
Target: B
Attack: 1d20(20) + 18 = CRIT!!! vs. AC
Hit: 210 + 11 = 31 + 3d6(1,1,5) = 38 total damage, and the target must make a basic attack against you as a free action. If the basic attack misses, Lyan can make a basic attack against the target as a free action.[/b]
Minor:None
+3 Withering LongSpear= B at -1AC(save ends)
DM:
I'm not sure if this works or not, but If he hits me with that free action I grant can I use a power that is and imidiate interupt, Trigger = "an enemy hits you"? I would understand if I couldn't but I havent read anything that says I can't
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.
Samson I can't see why you shouldn't. If he hits you, that's the trigger for the immediate interrupt. Doesn't matter if you provoke the triggering attack.
Darion - sorry to remain vague on the whetstone, but it's tricky to track down. I've a feeling that Pat is right on this one, based, if nothing else on the feeling that being able to up your weapon to a +6 for an entire encounter seems somewhat overpowered. Keep it for now and if needs be, I'll remove it from you.
Samson moves into range and drives his spear into the massed body parts in front of him.
All +2 to attack rolls on Barrow to end Darwyn's next turn
Barrow - Norrin's quarry; -2 attacks to start Levana's next turn; divinely challenged by Darion
Lyan - grabbed
Levana
Darion
Norrin
Samson
Darwyn
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.
Samson Retaliates just as fast opening up a opportunity for his ally.
Immediate Interrupt:Vengeance is Mine, Personal
Trigger: An enemy hits you
Effect: You make a basic attack against the triggering enemy, and one ally within 5 squares of youLyan can move his or her speed and make a melee basic attack against the triggering enemy as a free action.
Melee Basic Attack:+3 Withering Longspear
Attack: 1d20(12)+18 = 30 vs. Reflex (I have a feat that lets me do that)
Hit: 1d10(4) + 11 = 15
_________________________________________________
Current Status
AC: 28 Fort: 27 Reflex: 23 Will: 23
HP: 62/91 Surges: 8/9 Surge Value: 24
Conditions: None
AP: 1, Inspiring Word: 3/3
Encounters used:Provoke overextension, Vengeance is mine
Utilities used:
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.
Lyan - please make a basic melee attack against the Barrow (still without Darwyn's +2, which doesn't happen until after Samson's various actions take effect).
Lyan - please make a basic melee attack against the Barrow (still without Darwyn's +2, which doesn't happen until after Samson's various actions take effect).
Lyan - please make a basic melee attack against the Barrow (still without Darwyn's +2, which doesn't happen until after Samson's various actions take effect).
Done above. Missed.
Ah. Only one interrupt per round. Samson - care to bestow your bonus melee attack on someone else? Darion is in range.
Its a free action for him and an immediate attack for me... so it should still work. If not, Darion ol buddy ol pal!
Also Please note that Barrow has a -2 to AC (save ends)
Lyan takes all the opportunities offered him and finally lands a blow.
The Barrow responds instantly, crushing the hobgoblin in its grip and shifting before lashing out at Lyan, Darion, Samson and Darwyn. Reeling from the continued pain of Darion's challenge, it relentlessly crushes Lyan once more.
All +2 to attack rolls on Barrow to end Darwyn's next turn
Lyan - grabbed
Levana
Darion
Norrin
Samson
Darwyn
Barrow - Norrin's quarry; -2 attacks to start Levana's next turn; divinely challenged by Darion; -2 AC (se)
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.
Lyan - all but the Crushing Hate damage is necrotic. So you took 10 untyped.
Lyan finds a way into the Barrow's multitude of minds and substantially affects its ability to attack, at least for the time being. He is less successful in his attempts to escape.
All +2 to attack rolls on Barrow to end Darwyn's next turn
Levana
Darion
Norrin
Samson
Darwyn
Barrow - Norrin's quarry; -2 attacks to start Levana's next turn; divinely challenged by Darion; -2 AC (se); granting CA to adjacent enemies and is attacking at -4 with close and melee powers to end Lyan's next turn
Lyan - grabbed
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.