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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M Hobgoblin Battlemind/Quicksilver Demon 17 (Foe Killer)

"I do not know, but I'll try as I can."

The hobgoblin attempts to simply bull through the wards.

Athletics 1d20 + 13 ⇒ (19) + 13 = 32


Female Elf Seeker, Crimson Hunter / 12

R29, please
Acrobatics, Nature, Perception, Stealth are her strengths, so no real help there.
+11 Thievery, and +9 Endurance seem to be her only real shots.


Darwyn takes a more academic approach and tries to use his arcane knowledge to bypass the wards.

Arcana: 1d20 + 17 ⇒ (8) + 17 = 25


Darion bows his head as he asks for Pelor's guidance.

Religion 1d20 + 13 ⇒ (1) + 13 = 14


Endurance 1d20 + 12 ⇒ (7) + 12 = 19


Male Orcish-Nerathi Chelaxian Hybrid Ranger|Executioner Assassin

I look forward to seeing how thievery is going to work.

Thievery 1d20 + 15 ⇒ (8) + 15 = 23


No sooner has Lyan started to wrestle aside the warding, than a hideous keening fills the party's ears. Behind you on the bridge a huge being - the very embodiment of the anguish of Moil - rises, its intentions clearly to rend you asunder.

Lyan takes the simple approach and yanks at the wards, successfully disrupting some of the arcane flow of power.

Darwyn's tactic is different, but no less effective. His training allows him to undo another warding element.

Pelor's benevolence cannot reach into the chill of Moil. As Darion lowers his head, the arcane wardings strike at him, hurling him off his feet.
10 damage to Darion.

Norrin may not have practised thievery, but long experience has shown him enough about how it works. With a little cunning he shifts part of the ward so the arcane energy can bypass it.

Before anyone else can act, you become aware of

Take 10 damage and pushed 5 squares. Darion - you can't make an Endurance check on yourself as it is another standard action.

Group 1 Map

Terrain notes: the usual 50 foot drop into necro-sludge around the edges. Fallen pillars provide cover and are difficult terrain. You are approaching from the west.

Skill challenge:
8 successes before 3 failures.

Primary skills:
Arcana - a character must be within 3 squares to use this
Athletics - 3 successes only
Religion - a character must be within 3 squares to use this
Thievery - 3 successes only
Secondary skills
Endurance - useable only on a failed primary skill. If adjacent to a target making a failed primary check, DC23 Endurance allows the character to absorb the arcane power and the target takes no damage and is not pushed.
3 successes/1 failure

Roll initiative please. Lyan, Darion, Darwyn and Norrin have all taken a standard action already this turn.

Init so far:
Vestige - 29


M Hobgoblin Battlemind/Quicksilver Demon 17 (Foe Killer)

1d20 + 10 ⇒ (15) + 10 = 25


1d20 + 13 ⇒ (16) + 13 = 29

Darwyn isn't on the map. He's in U25. Can we keep trying to beat the wards? And will beating them defeat the Vestige?


Ooops. My bad. Sorted now.

You can keep going with the skill challenge and you have no way of knowing whether removing the wards would destroy the Vestige. A religion, history or arcana check (as a free action for a knowledge check) would help you.

Group 1 Map

Terrain notes: the usual 50 foot drop into necro-sludge around the edges. Fallen pillars provide cover and are difficult terrain. You are approaching from the west.

Skill challenge:
8 successes before 3 failures.

Primary skills:
Arcana - a character must be within 3 squares to use this
Athletics - 3 successes only
Religion - a character must be within 3 squares to use this
Thievery - 3 successes only
Secondary skills
Endurance - useable only on a failed primary skill. If adjacent to a target making a failed primary check, DC23 Endurance allows the character to absorb the arcane power and the target takes no damage and is not pushed.
3 successes/1 failure

Roll initiative please. Lyan, Darion, Darwyn and Norrin have all taken a standard action already this turn.

Init so far:
Vestige - 29
Darwyn - 29 - taken standard action
Lyan - 25 - taken standard action


Bah I misunderstood the endurance thing. Sorry. Anyway, initiative - 1d20 + 6 ⇒ (3) + 6 = 9

Edit: Wow, I am just jam packed with good rolls -_-


Arcana to see if disabling the ward would affect the Vestige:

1d20 + 17 ⇒ (6) + 17 = 23


Darwyn looks bleak

Spoiler:
The Tortured Vestige is a legendary undead entity born from the destruction of Moil. After the city was hurled into the Shadowfell, its residents rotted away in both body and soul. their spirits became the Tortured Vestige, which haunts Moil's shattered spires in search of new creatures to add to its unliving body. It is highly intelligent, highly dangerous and most likely set the wards in the first place. Activating the portal will not affect the Vestige in any way at all.

Group 1 Map

Terrain notes: the usual 50 foot drop into necro-sludge around the edges. Fallen pillars provide cover and are difficult terrain. You are approaching from the west.

Skill challenge:
8 successes before 3 failures.

Primary skills:
Arcana - a character must be within 3 squares to use this
Athletics - 3 successes only
Religion - a character must be within 3 squares to use this
Thievery - 3 successes only
Secondary skills
Endurance - useable only on a failed primary skill. If adjacent to a target making a failed primary check, DC23 Endurance allows the character to absorb the arcane power and the target takes no damage and is not pushed.
3 successes/1 failure

Roll initiative please. Lyan, Darion, Darwyn and Norrin have all taken a standard action already this turn.

Init so far:
Vestige - 29
Darwyn - 29 - taken standard action
Lyan - 25 - taken standard action
Darion - 9 - taken standard action


Female Elf Seeker, Crimson Hunter / 12

Initiative Check, 1d20+11=20


Group 1 Map

Terrain notes: the usual 50 foot drop into necro-sludge around the edges. Fallen pillars provide cover and are difficult terrain. You are approaching from the west.

Skill challenge:
8 successes before 3 failures.

Primary skills:
Arcana - a character must be within 3 squares to use this
Athletics - 3 successes only
Religion - a character must be within 3 squares to use this
Thievery - 3 successes only
Secondary skills
Endurance - useable only on a failed primary skill. If adjacent to a target making a failed primary check, DC23 Endurance allows the character to absorb the arcane power and the target takes no damage and is not pushed.
3 successes/1 failure

Roll initiative please. Lyan, Darion, Darwyn and Norrin have all taken a standard action already this turn.

Init so far:
Vestige - 29
Darwyn - 29 - taken standard action
Lyan - 25 - taken standard action
Levana
Darion - 9 - taken standard action


Male Orcish-Nerathi Chelaxian Hybrid Ranger|Executioner Assassin

Initiative 1d20 + 13 ⇒ (1) + 13 = 14


Group 1 Map

Terrain notes: the usual 50 foot drop into necro-sludge around the edges. Fallen pillars provide cover and are difficult terrain. You are approaching from the west.

Skill challenge:
8 successes before 3 failures.

Primary skills:
Arcana - a character must be within 3 squares to use this
Athletics - 3 successes only
Religion - a character must be within 3 squares to use this
Thievery - 3 successes only
Secondary skills
Endurance - useable only on a failed primary skill. If adjacent to a target making a failed primary check, DC23 Endurance allows the character to absorb the arcane power and the target takes no damage and is not pushed.
3 successes/1 failure

Init so far:
Vestige - 29
Darwyn - 29 - taken standard action
Lyan - 25 - taken standard action
Levana - 20
Norrin - 14 - taken standard action
Darion - 9 - taken standard action

Just need Samson's init


Samson - took the liberty of rolling for you and for once my dice didn't disgrace me :)

The Vestige moves inexorably towards the party, stretching out long tendrils to wrap around Lyan, Samson and Darion.

Lashing Mist (AC). Reach 5. May make 4 attacks but no more than two against once target. On hit target takes 10 ongoing necrotic damage (se). If two attacks hit, target is grabbed.
1d20+25=26 - Vestige v Lyan. Miss
1d20+25=44 - Vestige v Samson. Hit.
1d20+25=31 - Vestige v Samson. Hit.
1d20+25=41 - Vestige v Darion. Hit.
2d8+9=16
16 untyped damage to Samson and Darion and both take 10 ongoing necrotic (se). Samson is grabbed ...

With the warlord in its grasp, the Vestige wraps more of its substance around the dragonborn, seeking to incorporate his living essence into its vast undead body.

Engulf (Will). Range 5 (grabbed target only). On hit, target is pulled into Vestige's space and is restrained. When Vestige moves, target moves with it. Engulfed creatures only have line of effect to the Vestige and only the Vestige has line of effect to the engulfed creature. When an engulfed creature escapes, it appears in a square of its choice adjacent to the Vestige.
1d20+23=37 - Vestige v Samson. Hit. 2d10=9 untyped plus 2d10=14 necrotic.
Samson is engulfed and takes 23 damage total (9 untyped, 14 necro)

Group 1 Map

Vestige has a aura 5. Creatures within the aura take a -2 penalty to attack rolls, skill checks and ability rolls.

An engulfed target is pulled into Vestige's space and is restrained. When Vestige moves, target moves with it. Engulfed creatures only have line of effect to the Vestige and only the Vestige has line of effect to the engulfed creature. When an engulfed creature escapes, it appears in a square of its choice adjacent to the Vestige.

Terrain notes: the usual 50 foot drop into necro-sludge around the edges. Fallen pillars provide cover and are difficult terrain. You are approaching from the west.

Skill challenge:
8 successes before 3 failures.

Primary skills:
Arcana - a character must be within 3 squares to use this
Athletics - 3 successes only
Religion - a character must be within 3 squares to use this
Thievery - 3 successes only
Secondary skills
Endurance - useable only on a failed primary skill. If adjacent to a target making a failed primary check, DC23 Endurance allows the character to absorb the arcane power and the target takes no damage and is not pushed.
3 successes/1 failure

Darwyn - taken standard action
Samson - engulfed (restrained and see above); 10 ongoing necrotic (se)
Lyan - taken standard action
Levana
Norrin - taken standard action
Darion - taken standard action; 10 ongoing necrotic (se)
Vestige


Darwyn moves to W24.


Male Orcish-Nerathi Chelaxian Hybrid Ranger|Executioner Assassin

Is movement through the squares with the blue hatches allowed?


Darwyn edges cautiously forward.

Norrin - you can move across the hatched area. Note that once the portal is freed of the wards, moving into the hatched area will transport you to wherever it transports you to.

Group 1 Map

Vestige has a aura 5. Creatures within the aura take a -2 penalty to attack rolls, skill checks and ability rolls.

An engulfed target is pulled into Vestige's space and is restrained. When Vestige moves, target moves with it. Engulfed creatures only have line of effect to the Vestige and only the Vestige has line of effect to the engulfed creature. When an engulfed creature escapes, it appears in a square of its choice adjacent to the Vestige.

Terrain notes: the usual 50 foot drop into necro-sludge around the edges. Fallen pillars provide cover and are difficult terrain. You are approaching from the west.

Skill challenge:
8 successes before 3 failures.

Primary skills:
Arcana - a character must be within 3 squares to use this
Athletics - 3 successes only
Religion - a character must be within 3 squares to use this
Thievery - 3 successes only
Secondary skills
Endurance - useable only on a failed primary skill. If adjacent to a target making a failed primary check, DC23 Endurance allows the character to absorb the arcane power and the target takes no damage and is not pushed.
3 successes/1 failure

Samson - engulfed (restrained and see above); 10 ongoing necrotic (se)
Lyan - taken standard action
Levana
Norrin - taken standard action
Darion - taken standard action; 10 ongoing necrotic (se)
Vestige
Darwyn


Please note that you all have an AP gained after the Barrow fight.


Male Dragonborn Warlord/Battle Captain

I'm soooo sorry. The past 2 weeks have been hell for me.
takes ongoing

Samson attacks from within the beast and then tries his best to break free.

Standard: Warlord's Strike, Melee weapon(+3 Withering LongSpear)
Target: One creature
Attack: (19)+18-2(restrained)=35? vs. AC
Hit: 2d10(5,10) + 11= 26 damage. Until the end of your next turn, all of your allies gain a +2 bonus to damage rolls against the target.

What ends restrained/engulfed? I'm not familiar with these rules. I assume acrobatics or athletics? If its a standard action I'll use my action point and make the appropriate roll... I rolled a 15 on a d20 + whichever modifier...

Ongoing save 1d20(6)... For some reason my dice like me to have conditions...

_________________________________________________

Current Status
AC: 28 Fort: 27 Reflex: 23 Will: 23
HP: 57/91 Surges: 5/9 Surge Value: 24
Conditions: restrained, engulfed
AP: 2, Inspiring Word: 3/3
Encounters used: Warlord's Strike
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.


Against all likelihood, Samson manages to land a blow against the Vestige. Calling on all his resources, he breaks free. It is clear to everyone that this is a foe well beyond anything any of you has faced before.

Samson - I used Athletics v Fort and you just made it out. You can pick any adjacent square you like and shift one. You still have a minor and a move if you wish to use them.

Restrained: You grant CA. You can't be forced to move by a push, pull or slide. You are immobilised. You take a -2 penalty to attack rolls.

Escape: Acrobatics v Ref or Athletics v Fort. Success - you escape and can shift as part of the Escape.

Group 1 Map

Vestige has a aura 5. Creatures within the aura take a -2 penalty to attack rolls, skill checks and ability rolls.

An engulfed target is pulled into Vestige's space and is restrained. When Vestige moves, target moves with it. Engulfed creatures only have line of effect to the Vestige and only the Vestige has line of effect to the engulfed creature. When an engulfed creature escapes, it appears in a square of its choice adjacent to the Vestige.

Terrain notes: the usual 50 foot drop into necro-sludge around the edges. Fallen pillars provide cover and are difficult terrain. You are approaching from the west.

Skill challenge:
8 successes before 3 failures.

Primary skills:
Arcana - a character must be within 3 squares to use this
Athletics - 3 successes only
Religion - a character must be within 3 squares to use this
Thievery - 3 successes only
Secondary skills
Endurance - useable only on a failed primary skill. If adjacent to a target making a failed primary check, DC23 Endurance allows the character to absorb the arcane power and the target takes no damage and is not pushed.
3 successes/1 failure

Lyan - taken standard action
Levana
Norrin - taken standard action
Darion - taken standard action; 10 ongoing necrotic (se)
Vestige - taking +2 to damage to end Samson's next turn
Darwyn
Samson - used AP; 10 ongoing necrotic (se)


Male Dragonborn Warlord/Battle Captain

I'll shift to R21 and end my turn...

Panting heavily, Samsons usual words of wisdom escape him... "Uhh... A little help please..."


M Hobgoblin Battlemind/Quicksilver Demon 17 (Foe Killer)

Shouldn't Samson's escape have been a Move, not a Standard?


You're quite right Lyan. It is. Samson therefore used a standard and a move action and still has his AP. A factoid he may be glad of.


M Hobgoblin Battlemind/Quicksilver Demon 17 (Foe Killer)

Regardless:

"Levana, help me slow it down," Lyan barks. "Darwyn, coordinate the others in breaking the wards." The hobgoblin rushes the creature, trying to draw its attention.

Standard: Used for Athletics. Minor: Battlemind's Demand for the mark until changed. Move: Q20. AP: Knifing Wind vs AC, aug2. Gain insubstantial and phasing from AP TSOMNT. On hit, target dazed TEOMNT. 1d20 + 16 - 2 ⇒ (4) + 16 - 2 = 182d10 + 8 + 2 ⇒ (4, 5) + 8 + 2 = 19

HP: 102/102 Surges: 6/14 PP: 6/8
Used AP
Marked Vestige, insubstantial, phasing.


As Samson breaks free, Lyan is already moving, marking the Vestige and trying to force it to focus on him while his friends work on disabling the wards.

Group 1 Map

Vestige has a aura 5. Creatures within the aura take a -2 penalty to attack rolls, skill checks and ability rolls.

An engulfed target is pulled into Vestige's space and is restrained. When Vestige moves, target moves with it. Engulfed creatures only have line of effect to the Vestige and only the Vestige has line of effect to the engulfed creature. When an engulfed creature escapes, it appears in a square of its choice adjacent to the Vestige.

Terrain notes: the usual 50 foot drop into necro-sludge around the edges. Fallen pillars provide cover and are difficult terrain. You are approaching from the west.

Skill challenge:
8 successes before 3 failures.

Primary skills:
Arcana - a character must be within 3 squares to use this
Athletics - 3 successes only
Religion - a character must be within 3 squares to use this
Thievery - 3 successes only
Secondary skills
Endurance - useable only on a failed primary skill. If adjacent to a target making a failed primary check, DC23 Endurance allows the character to absorb the arcane power and the target takes no damage and is not pushed.
3 successes/1 failure

Levana
Norrin - taken standard action
Darion - taken standard action; 10 ongoing necrotic (se)
Vestige - taking +2 to damage to end Samson's next turn; marked by Lyan
Darwyn
Samson - 10 ongoing necrotic
Lyan - used AP; phasing and insubstantial to start next turn


Female Elf Seeker, Crimson Hunter / 12

Move Action - Move 7 squares(elf) to R22
Minor Action - Shift to S21
Minor Action - Close Burst 2, Encaging Spirits, Levana pushes the Vestige 2 squares west(Gauntlets of the Ram), and the vestige is slowed until EOMNT.


Male Orcish-Nerathi Chelaxian Hybrid Ranger|Executioner Assassin

Norrin moves to V26 and spends an action point to try and unravel that part of the ward.

Thievery 1d20 + 15 ⇒ (6) + 15 = 21

AC 27; Fortitude 27, Reflex 27, Will 23
90/90 HP; 3/7 Surges:
Surge Value +22 HP
Initiative +13; Speed 6
Passive Perception 26, Passive Insight 18; Low-light vision
AP: 0
Conditions: none
Expended: Attacks on the Run


Levana calls on the primal powers she commands and forces the Vestige back a little. In the breathing space, Norrin bypasses another of the arcane wards, his fingers trembling momentarily over the choices he needs to make.

Group 1 Map

Vestige has a aura 5. Creatures within the aura take a -2 penalty to attack rolls, skill checks and ability rolls.

An engulfed target is pulled into Vestige's space and is restrained. When Vestige moves, target moves with it. Engulfed creatures only have line of effect to the Vestige and only the Vestige has line of effect to the engulfed creature. When an engulfed creature escapes, it appears in a square of its choice adjacent to the Vestige.

Terrain notes: the usual 50 foot drop into necro-sludge around the edges. Fallen pillars provide cover and are difficult terrain. You are approaching from the west.

Skill challenge:
8 successes before 3 failures.

Primary skills:
Arcana - a character must be within 3 squares to use this
Athletics - 3 successes only
Religion - a character must be within 3 squares to use this
Thievery - 3 successes only
Secondary skills
Endurance - useable only on a failed primary skill. If adjacent to a target making a failed primary check, DC23 Endurance allows the character to absorb the arcane power and the target takes no damage and is not pushed.
4 successes/1 failure

Darion - taken standard action; 10 ongoing necrotic (se)
Vestige - taking +2 to damage to end Samson's next turn; marked by Lyan; slowed to end Levana's next turn
Darwyn
Samson - 10 ongoing necrotic
Lyan - used AP; phasing and insubstantial to start next turn
Levana
Norrin - used AP


Between being thrown from the wards and struck by a tentacle, it takes all Darion has to get to his feet.

Standing up.
The necrotic damage doesn't do anything but I'll try to save against it anyway. 1d20 ⇒ 14


Darion staggers groggily to his feet and watches the Vestige in horror.

Necrotic mist shrouds Lyan and Levana.

Lashing Mist (AC). Four misty tendril attacks. Two v Lyan, two v Levana. If two attacks hit the target is grabbed.
1d20+25=41 Vestige v Lyan. Hits
1d20+25=44 Vestige v Lyan. Hits. Lyan is grabbed
1d20+23=37 Vestige v Levana. Hits.
1d20+23=35 Vestige v Levana. Hits. Levana is grabbed
2d8+9=21 for first attack v Lyan
2d8+9=21 for second attack v Lyan.
2d8+9=21 for first attack v Levana
2d8+9=13 for second attack v Levana
42 damage to Lyan and 10 ongoing necro (no insubstantial factored in)
33 damage to Levana and 10 ongoing necro.

Minor. Engulf (Will) v Lyan and Levana
1d20+23=31 v Lyan. Hits. 2d10=5 untyped plus 2d10=10 necro and he is engulfed
1d20+21=27 v Levana. Hits. 2d10=13 untyped plus 2d10=12 necro and she is engulfed.
5 untyped and 10 necro to Lyan (no insubstantial factored in)
13 untyped and 12 necro to Levana

Damage totals this round:
47 untyped and 10 necro to Lyan (no account taken of insubstantial)
46 untyped and 12 necro to Levana

Group 1 Map

Vestige has a aura 5. Creatures within the aura take a -2 penalty to attack rolls, skill checks and ability rolls.

An engulfed target is pulled into Vestige's space and is restrained. When Vestige moves, target moves with it. Engulfed creatures only have line of effect to the Vestige and only the Vestige has line of effect to the engulfed creature. When an engulfed creature escapes, it appears in a square of its choice adjacent to the Vestige.

Terrain notes: the usual 50 foot drop into necro-sludge around the edges. Fallen pillars provide cover and are difficult terrain. You are approaching from the west.

Skill challenge:
8 successes before 3 failures.

Primary skills:
Arcana - a character must be within 3 squares to use this
Athletics - 3 successes only
Religion - a character must be within 3 squares to use this
Thievery - 3 successes only
Secondary skills
Endurance - useable only on a failed primary skill. If adjacent to a target making a failed primary check, DC23 Endurance allows the character to absorb the arcane power and the target takes no damage and is not pushed.
4 successes/1 failure

Darwyn
Samson - 10 ongoing necrotic
Lyan - used AP; phasing and insubstantial to start next turn; engulfed (see above); 10 ongoing necro (se)
Levana - BLOODIED; engulfed (see above); 10 ongoing necro (se)
Norrin - used AP
Darion
Vestige - taking +2 to damage to end Samson's next turn; marked by Lyan; slowed to end Levana's next turn
Darion
Vestige - taking +2 to damage to end Samson's next turn; marked by Lyan; slowed to end Levana's next turn


M Hobgoblin Battlemind/Quicksilver Demon 17 (Foe Killer)

HP: 80/102, if I divided and truncated correctly.


M Hobgoblin Battlemind/Quicksilver Demon 17 (Foe Killer)

Immediate interrupt when it attacks Levana. Lightning Rush aug2 vs AC. 1d20 + 16 ⇒ (1) + 16 = 172d10 + 8 ⇒ (1, 1) + 8 = 10

Bah. No effects. HP: 80/102, PP: 4/8


Female Elf Seeker, Crimson Hunter / 12

Bloodied, 23/81 HP


Darwyn calls forth seeking to re-affirm Levana.

Majestic word, Levana uses a healing surge and gains an additional 2d6 + 5 ⇒ (5, 5) + 5 = 15 hp.

hp: 81/84; Surges 4/10; Encounter Powers Used: 1/2 majestic word


I hate to say this, but you can't heal Levana. Only the Vestige has line of effect on her while she is engulfed.


Crap!

Darwyn uses vicious mockery on the creature.

1d20 + 14 ⇒ (12) + 14 = 26
1d8 + 8 ⇒ (6) + 8 = 14 and -2 to attack rolls


Male Dragonborn Warlord/Battle Captain

Are all skills still available for the skill challenge?


Male Orcish-Nerathi Chelaxian Hybrid Ranger|Executioner Assassin
Samson Gord wrote:
Are all skills still available for the skill challenge?

Yes, though only one more success is possible with Thievery.

Rev DM wrote:
It is clear to everyone that this is a foe well beyond anything any of you has faced before.

This could be a hint that a straight up fight with the vestige will be very hard. I think we should endeavour hold off the vestige for as long as it takes to remove the wards.


Darwyn cannot find words strong enough to affect the Vestige.

Samson - I've edited the skill list for the challenge so you know what you have left on the limited number skills.

Group 1 Map

Vestige has a aura 5. Creatures within the aura take a -2 penalty to attack rolls, skill checks and ability rolls.

An engulfed target is pulled into Vestige's space and is restrained. When Vestige moves, target moves with it. Engulfed creatures only have line of effect to the Vestige and only the Vestige has line of effect to the engulfed creature. When an engulfed creature escapes, it appears in a square of its choice adjacent to the Vestige.

Terrain notes: the usual 50 foot drop into necro-sludge around the edges. Fallen pillars provide cover and are difficult terrain. You are approaching from the west.

Skill challenge:
8 successes before 3 failures.
Primary skills:
Arcana - a character must be within 3 squares to use this
Athletics - 3 successes only (2 remaining)
Religion - a character must be within 3 squares to use this
Thievery - 3 successes only (1 remaining)
Secondary skills
Endurance - useable only on a failed primary skill. If adjacent to a target making a failed primary check, DC23 Endurance allows the character to absorb the arcane power and the target takes no damage and is not pushed.
4 successes/1 failure

Samson - 10 ongoing necrotic
Lyan - used AP; phasing and insubstantial to start next turn; engulfed (see above); 10 ongoing necro (se)
Levana - BLOODIED; engulfed (see above); 10 ongoing necro (se)
Norrin - used AP
Darion
Vestige - taking +2 to damage to end Samson's next turn; marked by Lyan; slowed to end Levana's next turn
Darion
Vestige - taking +2 to damage to end Samson's next turn; marked by Lyan; slowed to end Levana's next turn
Darwyn


Male Dragonborn Warlord/Battle Captain

Takes ongoing

Samson steps back to help with the wards.

Move: to V,26
Standard: Athletics on wards 1d20(17) + 17 = 34
minor: Inspiring word on self (1,3,1)

Save vs ongoing: 9
_________________________________________________

Current Status
AC: 28 Fort: 27 Reflex: 23 Will: 23
HP: 76/91 Surges: 5/9 Surge Value: 24
Conditions: None
AP: 1, Inspiring Word: 2/3
Encounters used: Warlord's Strike
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.


Samson's muscles realise the urgency of the situation and he crushes another set of wards with contemptuous ease.

Group 1 Map

Vestige has a aura 5. Creatures within the aura take a -2 penalty to attack rolls, skill checks and ability rolls.

An engulfed target is pulled into Vestige's space and is restrained. When Vestige moves, target moves with it. Engulfed creatures only have line of effect to the Vestige and only the Vestige has line of effect to the engulfed creature. When an engulfed creature escapes, it appears in a square of its choice adjacent to the Vestige.

Terrain notes: the usual 50 foot drop into necro-sludge around the edges. Fallen pillars provide cover and are difficult terrain. You are approaching from the west.

Skill challenge:
8 successes before 3 failures.
Primary skills:
Arcana - a character must be within 3 squares to use this
Athletics - 3 successes only (1 remaining)
Religion - a character must be within 3 squares to use this
Thievery - 3 successes only (1 remaining)
Secondary skills
Endurance - useable only on a failed primary skill. If adjacent to a target making a failed primary check, DC23 Endurance allows the character to absorb the arcane power and the target takes no damage and is not pushed.
5 successes/1 failure

Lyan - used AP; phasing and insubstantial to start next turn; engulfed (see above); 10 ongoing necro (se)
Levana - BLOODIED; engulfed (see above); 10 ongoing necro (se)
Norrin - used AP
Darion
Vestige - taking +2 to damage to end Samson's next turn; marked by Darwyn
Samson - 10 ongoing necrotic


M Hobgoblin Battlemind/Quicksilver Demon 17 (Foe Killer)

Contemptuous of the necrotic energy suffusing the Vestige, Lyan unleashes a potent mental blast channeled through his flail.

Intellect Hammer vs AC. 1d20 + 16 - 2 ⇒ (15) + 16 - 2 = 291d10 + 8 ⇒ (9) + 8 = 17

Hope that hits. Neglected the +2, + another 4 vs slowed. On hit, total 23 damage and Vestige is dazed TEOMNT and I regain 2 power points. On miss, half damage (11) and regain 1 power point. No further actions.


Try though he will, the multiple minds of the Vestige defeat even him. He makes a small dent in the creature, but much less than he had hoped.

Group 1 Map

Vestige has a aura 5. Creatures within the aura take a -2 penalty to attack rolls, skill checks and ability rolls.

An engulfed target is pulled into Vestige's space and is restrained. When Vestige moves, target moves with it. Engulfed creatures only have line of effect to the Vestige and only the Vestige has line of effect to the engulfed creature. When an engulfed creature escapes, it appears in a square of its choice adjacent to the Vestige.

Terrain notes: the usual 50 foot drop into necro-sludge around the edges. Fallen pillars provide cover and are difficult terrain. You are approaching from the west.

Skill challenge:
8 successes before 3 failures.
Primary skills:
Arcana - a character must be within 3 squares to use this
Athletics - 3 successes only (1 remaining)
Religion - a character must be within 3 squares to use this
Thievery - 3 successes only (1 remaining)
Secondary skills
Endurance - useable only on a failed primary skill. If adjacent to a target making a failed primary check, DC23 Endurance allows the character to absorb the arcane power and the target takes no damage and is not pushed.
5 successes/1 failure

Levana - BLOODIED; engulfed (see above); 10 ongoing necro (se)
Norrin - used AP
Darion
Vestige - taking +2 to damage to end Samson's next turn; marked by Darwyn
Samson - 10 ongoing necrotic
Lyan - used AP; engulfed (see above); 10 ongoing necro (se)


Female Elf Seeker, Crimson Hunter / 12

Take 10 ongoing necro damage.
So, what are Levana's options being engulfed and restrained?
What are the appropriate actions and skill checks to escape?
Can she attack the Vestige while in this predicament?


She can attempt to escape as a move action. Roll Acrobatics v Ref or Athletics v Fort. If she escapes, she can also shift one square as part of the move.

She can attack the Vestige from inside.

She can teleport clear as an alternative means of escape.

Another option (and one that is not often used) is that she or someone else can give her an automatic aid as a standard action. In the case of an attack, for example, an adjacent ally can use their standard action to give an automatic +2 on an attack roll. Probably not relevant to Levana right now, but may be very relevant to the whole party as something to keep in mind.


Female Elf Seeker, Crimson Hunter / 12

Standard Action - Ravaging Shot, 1d20+21=36 vs Vestige's AC, 1d10+20=27 damage and the Vestige gains vulnerable 5 to all damage until EOMNT.
Minor Action - Earthbound Gift, gain 12 Temp HP
Move Action - Feywild Jaunt, Levana is removed from play. At the start of her next turn, she reappears in an unoccupied space of her choice. That space must be within a number of squares of the space you left (S17) equal to your speed (7).
Save vs 10 ongoing necro damage, 1d20=6

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