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.
Darion - if you shift to K8, you're adjacent to the adorable pillar of cold and necrotic doom and will take 10 damage (cold/necro) at the start of your turn. Still want to do that?
All +2 to attack rolls on Barrow to end Darwyn's next turn
Levana
Darion (resist 11 necro)
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.
All +2 to attack rolls on Barrow to end Darwyn's next turn
Levana
Darion (resist 11 necro) - taking 10 cold at start of turn (pillar)
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.
Hey Rev, I've been thinking about it and if there's any question about the whetstones, I think I'll just get rid of them. I kind of don't see why they'd make higher level whetstones when a higher level character is practically guaranteed a magic weapon with bonuses and it not stack. However, +6 does seem a bit much not to mention the +1 I can get from that daily I wish I hadn't already used...so much radiant damage...lol Anyway, thanks for looking into it regardless.
Barrow's -2 to attacks ends now.
Grappling Spirits, 1d20+21+2(Darwyn)=25 vs Barrow's AC, 1d10+20=26 damage and if a hit then the Barrow is slowed and can’t shift until the end of its next turn.
Levana's spirit cloud can't hold back the Barrow this time.
Darion
Spoiler:
I agree it seems like an odd item for exactly those reasons. What I'm happy to do is offer you a compromise. You can have them and use them as a minor action as written, BUT the bonus effect will apply only to the next attack you make with it. Let me know what you think. Alternatively, you can trade them all in and replace with another item of equal value.
All +2 to attack rolls on Barrow to end Darwyn's next turn
Darion (resist 11 necro) - taking 10 cold at start of turn (pillar)
Norrin
Samson
Darwyn
Barrow - Norrin's quarry; 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
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.
Flinching from the cold, Darion runs around the Barrow to a better position, praying silently to Pelor to guard him. Upon reaching his destination, Darion's blade flashes with radiant light before coming down hard on the Barrow.
Move to H6 to flank with Lyan, taking the OA.
Standard: Radiant Smite
Attack: 1d20 + 19 ⇒ (17) + 19 = 36
Damage: 2d10 + 13 ⇒ (7, 1) + 13 = 21 Radiant Damage
Minor: Divine challenge for the 4 radiant damage :P
Rev:
That's fine, I'm going to count it as an encounter though or I'll go through them too quick, so if you don't mind adding that +3 to my last attack if you haven't already that will be my one use this encounter. I actually hate hunting through the gear trying to find the best stuff so I'd really rather just compromise lol
[ooc]All +2 to attack rolls on Barrow to end Darwyn's next turn
Norrin
Samson
Darwyn
Barrow - Norrin's quarry; 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
Levana
Darion (resist 11 necro)
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.
Headed out and wont be able to check till late tonight so For my turn
Standard:Warlord's Strike, Melee weapon(+3 Withering LongSpear)
Target: Barrow
Attack: 1d20(9) + 18 + 2(flanking) = 29 vs. AC
Hit: 2d10(9, 5) + 11 = 25 damage. Until the end of your next turn, all of your allies gain a +2 bonus to damage rolls against the target.
If that hits add -1 to barrows AC, Save ends.
Move:None
Minor: Who needs healing? Inspiring word on the most needy...
Sensing admonishment from Avandra as the cause of his recent setbacks, Norrin briefly closes his eyes in prayer and is sent a vision by his goddess of several souls trapped within the charnel horror. Long have they sought freedom from Moil's endless torment, turning in desperation to Avandra for succour.
Armed with this knowledge, Norrin knows the exact place to strike a resounding blow for liberty! He steps to (O,10) and takes a minor action to Perfect (his) Aim (+2 Wis mod to attack and damage for next ranged attack).
He holds his breath and fires two arrows in close succession.
1st Attack on the Run 2 + 1d20 + 17 + 2 ⇒ 2 + (15) + 17 + 2 = 36 vs AC for 2 + 3d10 + 10 + 2d6 ⇒ 2 + (9, 9, 1) + 10 + (5, 5) = 41 damage. Half damage on a miss
2nd Attack on the Run 1d20 + 17 + 2 ⇒ (2) + 17 + 2 = 21 vs AC for 3d10 + 10 + 2 ⇒ (2, 3, 1) + 10 + 2 = 18 damage. Half damage on a miss
__________
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, Perfect Aim, Attacks on the Run
You are pulping this large and dangerous solo soldier :)
Norrin's prayers are partially answered. His first arrow does immense damage to the Barrow, freeing some of the trapped souls within it. The second, while avoiding the main body of the thing, is still enough to harm.
Samson narrowly misses with his follow up attack, his spear passing harmlessly through the disjointed mass.
All +2 to attack rolls on Barrow to end Darwyn's next turn
Darwyn
Barrow - Norrin's quarry; 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
Levana
Darion (resist 11 necro)
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.
All +2 to attack rolls on Barrow to end Darwyn's next turn
Barrow - Norrin's quarry; 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
Levana
Darion (resist 11 necro)
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.
Speaking of freebies, if an ally adjacent to me takes damage, I'll give him a slide-1 as a reaction. Preference going to Samson if both he and Darwyn are eligible.
The response to Norrin's attack is immediate. As the ichor of many bodies drips from the Barrow it lashes out in a furious circle, targeting the whole party.
4d6+6=21 21 necro damage to Lyan, Darwyn and Norrin (no resistances factored in) and they are all blinded to end their next turns
10 damage to Darion, Samson and Levana (no resistances factored in)
Following up, the Barrow clenches Lyan again and lunges at Samson, Darion and Darwyn. Scrunching futilely on the hobgoblin, it suffers yet more radiant damage from Darion's challenge before clutching Samson to itself for future chomping.
All +2 to attack rolls on Barrow to end Darwyn's next turn
Lyan - grabbed; blinded (teont)
Levana
Darion (resist 11 necro)
Norrin - blinded to end next turn
Samson - grabbed
Darwyn - blinded to end next turn
Barrow - BLOODIED; Norrin's quarry; 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
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.
Per earlier post, Samson gets a slide when he takes damage from the Shadow Storm. That may prevent the Bone Grab on him.
In checking on the attack, it's got total concealment from me, I've got +2 from Darwyn, and I've got it flanked, for a net -1. That sound right? I'm going with it! Spectral Legion again vs AC1d20 + 16 + 2 + 2 - 5 ⇒ (10) + 16 + 2 + 2 - 5 = 25
1d10 + 8 ⇒ (10) + 8 = 18Pretty sure that's a miss. Escape vs Ref.1d20 + 11 ⇒ (19) + 11 = 30Looks good. Not taking a shift.
Lyan, blinded as he is, does not connect with his flail, but does manage to finally escape the thing's grip.
All +2 to attack rolls on Barrow to end Darwyn's next turn
Levana
Darion (resist 11 necro)
Norrin - blinded to end next turn
Samson - grabbed
Darwyn - blinded to end next turn
Barrow - BLOODIED; Norrin's quarry; divinely challenged by Darion
Lyan
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.
All +2 to attack rolls on Barrow to end Darwyn's next turn
Darion (resist 11 necro)
Norrin - blinded to end next turn
Samson - grabbed
Levana
Darwyn - blinded to end next turn
Barrow - BLOODIED; Norrin's quarry; divinely challenged by Darion
Lyan
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.
All +2 to attack rolls on Barrow to end Darwyn's next turn
Samson - grabbed
Levana
Darwyn - blinded to end next turn
Barrow - BLOODIED; Norrin's quarry; divinely challenged by Darion
Lyan
Darion (resist 11 necro)
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.
Sorry for the delay, computer issues.
Biting Swarm, 1d20+21=29 vs Barrow's AC, 1d10+20=28 damage and Barrow takes a –2 penalty to attack rolls until SOMNT.
All +2 to attack rolls on Barrow to end Darwyn's next turn
Samson - grabbed
Darwyn - blinded to end next turn
Barrow - BLOODIED; Norrin's quarry; divinely challenged by Darion
Lyan
Darion (resist 11 necro)
Norrin
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.
Standard: Intuitive Strike, Melee weapon(+3 Withering LongSpear)
Target: One creature
Attack: 1d20(14) + 18 = 32 vs. Will
Hit: 1d10(3) + 5 = 8 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: Escape 1d20(16) + 17 = 33 vs Fort and shift to M5 if successful Minor:Inspireing word on self(6,2,4)
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.
All - +2 to attack rolls on Barrow to end Darwyn's next turn
ALL - to start Samson's next turn, any ally who attacks the target and has combat advantage against it gains a +2 power bonus to the attack roll.
Darwyn - blinded to end next turn
Barrow - BLOODIED; Norrin's quarry; divinely challenged by Darion
Lyan
Darion (resist 11 necro)
Norrin
Levana
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.
No interrupts planned.
If it imposes a save-ends condition on me, I'll react by taking a save.
Otherwise, if it hits me, I'll phase as a reaction -- doesn't affect the triggering attack.
As Darwyn steps back and regroups, the Barrow slams into the companions again. In a frenzy it lashes out, hitting Samson and Darwyn and follows up by grabbing the pesky paladin and the warlord.
All - +2 to attack rolls on Barrow to end Darwyn's next turn
All - to start Samson's next turn, any ally who attacks the target and has combat advantage against it gains a +2 power bonus to the attack roll.
Lyan
Darion (resist 11 necro) - grabbed
Norrin
Levana
Samson - grabbed; taking 10 ongoing necrotic
Darwyn - +2 all defenses to start next turn (used second wind)
Barrow - BLOODIED; Norrin's quarry; divinely challenged by 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.
Assuming it really recharged, versus really rolling a 1! Darion, this looks like a good time to override your mark.
Lyan concentrates his mental prowess on the mindless jumble. While he does not connect with his flail immediately, the delayed effect should prove more useful.
1d10 + 8 ⇒ (10) + 8 = 18Bah. Battlemind's Demand to mark it until something changes. If it deals damage with an attack that does not include me, it takes psychic/force equal to the damage dealt, plus another 4 thanks to an effect from the Whirling Defense.
B&@~*~&s and more b*%@@@+s. That damnable dice roller. I keep giving it chances to not mess me about. Never no more. Or, put another (and more restrained way), yes, it did recharge. It rolled a 5.
Lyan whirls into battle, his flail somehow missing all the component parts of the Barrow, but nonetheless holding promise of doom.
All - to start Samson's next turn, any ally who attacks the target and has combat advantage against it gains a +2 power bonus to the attack roll.
Darion (resist 11 necro) - grabbed
Norrin
Levana
Samson - grabbed; taking 10 ongoing necrotic
Darwyn - +2 all defenses to start next turn (used second wind)
Barrow - BLOODIED; Norrin's quarry; marked by Lyan (if it deals damage with an attack that doesn't include Lyan, it takes and equal amount of damage +4
Lyan
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 channels the might of Pelor into a radiant jab at the Barrow before attempting an escape.
Minor: Divine Strength - +6 to damage on next attack
Standard: Holy Strike - Radiant damage...isn't marked by me any longer so no bonus damage
Attack: 1d20 + 19 + 2 + 2 ⇒ (8) + 19 + 2 + 2 = 31 +2 for flanking and +2 from Samson
Damage: 1d10 + 11 + 6 ⇒ (10) + 11 + 6 = 27
Move: Escape 1d20 + 8 ⇒ (8) + 8 = 16 vs fort and I'll stay where I am if successful
All - to start Samson's next turn, any ally who attacks the target and has combat advantage against it gains a +2 power bonus to the attack roll.
Norrin
Levana
Samson - grabbed; taking 10 ongoing necrotic
Darwyn - +2 all defenses to start next turn (used second wind)
Barrow - BLOODIED; Norrin's quarry; marked by Lyan (if it deals damage with an attack that doesn't include Lyan, it takes and equal amount of damage +4
Lyan
Darion (resist 11 necro) - 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.
All - to start Samson's next turn, any ally who attacks the target and has combat advantage against it gains a +2 power bonus to the attack roll.
Levana
Samson - grabbed; taking 10 ongoing necrotic
Darwyn - +2 all defenses to start next turn (used second wind)
Barrow - BLOODIED; Norrin's quarry; marked by Lyan (if it deals damage with an attack that doesn't include Lyan, it takes and equal amount of damage +4
Lyan
Darion (resist 11 necro) - grabbed
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.
I thought there was a rule like that. I couldn't find it when I was looking it up to make sure, or rather I skipped over that part... I really should read more thorough.
Samson takes on going 10, He is VERY Bloodied.
"Good thinking Norrin" Samson says.
Standard:Force Retreat(paragon), Melee weapon(+3 Withering LongSpear)
Target: One creature
Attack: 1d20(18) + 18 + 2(Flanking) = 38 vs. Reflex
Hit: 1d10(9) + 5 = 14 damage, and you push the target a number of squares equal to your Intelligence modifier. (Centered on G2 Rev)
Make a secondary attack.
Secondary Target: Each enemy that was adjacent to the primary target, is its size or smaller, and is within your melee reach
Secondary Attack: Strength(+18) vs. Fortitude
Hit: 2d6 + 11 modifier damage, and you push the secondary target 1 square.
Move: Minor:Inspiring word on self (1,1,3)
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.
You're pushing the Barrow 3 squares on your turn which will break the grab. I don't feel any element of surprise is lost by telling you that 38 hits :). Will update fully once Levana posts.
Levana provides nothing more than a distraction as her insects make no impact on the Barrow, but it is enough to provide the opening Samson needs. Making a superhuman effort, he not only breaks free from the grabbing body part, he also shoves the entire creature nearly over the edge of the crumbling tower.
All - to start Samson's next turn, any ally who attacks the target and has combat advantage against it gains a +2 power bonus to the attack roll.
Darwyn - +2 all defenses to start next turn (used second wind)
Barrow - BLOODIED; Norrin's quarry; marked by Lyan (if it deals damage with an attack that doesn't include Lyan, it takes and equal amount of damage +4
Lyan
Darion (resist 11 necro) - grabbed
Norrin
Levana
Samson - taking 10 ongoing necrotic
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? I'd really rather not delay him right before the Barrow goes. I'll give him until my morning, due to the site being somewhat erratic in the last few hours.