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Tomb of Horrors (4e) - Group 2, Part 2

Game Master Rev Rosey


2,851 to 2,900 of 2,926 << first < prev | 49 | 50 | 51 | 52 | 53 | 54 | 55 | 56 | 57 | 58 | 59 | next > last >>

There are three types of undead you can see. Three large unarmed zombies, six medium unarmed zombies and a large shadowy skeleton. Thom can certainly use his foe stone on one of them and Raya can run Religion checks on all of them to find out more. Let me know which check applies to which critter.


91/111hp Dark Reckoner Warlock

"You may be point, but I'll flank." James whispers to the paladin, knowing that he works best moving fast and close to the enemy. But then again he know he's best when he's in danger. He prepares to follow Raya's instructions and Arishats tactical acumen.

Religion (Large Zombie): 1d20 + 15 ⇒ (18) + 15 = 33
Religion (Medium Zombie): 1d20 + 15 ⇒ (16) + 15 = 31
Religion (Shadow Skeleton): 1d20 + 15 ⇒ (14) + 15 = 29

One of these days I'll play a non-impetuous/reckless character. :P

EDIT: Is that a waste of rolls, or a sign of things to come?

Silver Crusade

Female Human 18 Paladin/Heartwarder

I will choose to save my good rolls for combat, since James probably nailed the checks


Male Halfling Monk 18 / Ghostwalker

"We are not here to rid Pluton of the undead scourge. That is folly. If we can bypass these foes and save our strength, we should do so."


Thom will scan all three of them, starting with the large skeleton.


91/111hp Dark Reckoner Warlock

"We need to get through that gate, I wouldn't fancy taking anything other than the path to the Necromanteion. Our host will surely have booby-trapped the way, letting only visitors along the path haveany chance of survival." James responds to Lanthair.

"We could see if there is any other entrance, by walking around the perimeter of the wall?" he queries. James has carefully avoided naming the place, it's creator or whom they have come to see.


Deathdrinker Skeleton - immume disease, poison, sleep. Resist 15 necro. Vul 10 radiant. Lowest defense Will and Fort.
Dread Zombie Slayers (medium bods) - Immune disease, poison. Resist 15 necro. Vul 10 radiant. Lowest defense Will.
Zombie Manglers (large bods) - Immune diease, poison, sleep. Resist 15 necro. Vul 10 radiant. Lowest defense Will.

Thom and James realise that these undead are aware of them. The skeleton and the smaller zombies have registered the companions and the larger manglers are catching on fast.

Silver Crusade

Female Human 18 Paladin/Heartwarder

Inish
1d20 + 8 ⇒ (1) + 8 = 9

With her pennant hefted in hand, Raya prepares for battle. "I'll draw them in with the pennant, should give you some ample targets. Lanthair, if you pitch in that glowstone, we'll make a good killing field by the rock ahead."

if early in the inish, Raya will delay a little, wanting to get more baddies bundled up, and hopefully after Thom at least.

well no need to delay it seems


Initiative: 1d20 + 14 ⇒ (6) + 14 = 20

Thom's face is a mask of determination. "I can summon a circle of protection which should keep those undead from getting up here."


91/111hp Dark Reckoner Warlock

James will happily draw them out with his blood if necessary!

Initiative: 1d20 + 13 ⇒ (3) + 13 = 16

James gets ready to move his knife in one hand, cane in the other.

Raya should your initiative be +8, have I got mine wrong?

Silver Crusade

Female Human 18 Paladin/Heartwarder

James, Raya has low Dex, and no feat bonuses for it. People say that Init bonuses are godly, and maybe for a controller they are, but I'm not of that opinion for defenders.


91/111hp Dark Reckoner Warlock

That's cool, generally I agree, just making sure 1/2 level (9) + dex (0) was =8? As it changed with level up.


Female Tiefling Warlord/Infernal Strategist 18

Initiative 1d20 + 9 ⇒ (5) + 9 = 14.

"Or we could just kill them, Thom." Arishat sounds rather unconcerned.

Edit: Does the armour check penalty apply to initiative rolls? That would explain Raya's +8, and mean I should also be at the same score.

Silver Crusade

Female Human 18 Paladin/Heartwarder

I have a -1 Dex modifier, that is why.


91/111hp Dark Reckoner Warlock
Guardian Iatos wrote:
I have a -1 Dex modifier, that is why.

For Dex 10? (as if your profile.)


"I would much rather do both, Ari!" Thom grins. "That is why I brought you along on this quest, he he."


Male Halfling Monk 18 / Ghostwalker

Initiative: 1d20 + 16 ⇒ (2) + 16 = 18

If they already have radiant vulnerability, will the glowstone stack?


Yes, the Glowstones should stack I think.
No, Armour check penalty does not apply to init rolls.

Those that haven't done so, please place yourselves on the map.

MAP

Arrow marks the gateway. You are currently on the stairs.

Zombie Slayers (Z)
Mangler 1
Mangler 2
Deathdrinker Skeleton (D)
Thom
Nayce
James
Arishat
Barel
Raya

Silver Crusade

Female Human 18 Paladin/Heartwarder

Glowstones inflict damage equal to radiant vulnerability, they don't cause it, so there's no stacking at all, and they last till end of encounter, so they're really powerful helpers.

Raya's slow reactions may yet doom the party!


91/111hp Dark Reckoner Warlock

James places a reassuring hand upon the paladins shoulder. "Well we can see how they react to us." Apprehension allows the undead to gain the initiative upon him, however at least it shows if the ritual works.


Correction very gratefully accepted. Yes, you have all rolled particularly poor init. I shall make the most of my small advantage. Mwhaahhahha.

Silver Crusade

Female Human 18 Paladin/Heartwarder

Barel's been PMed, and is probably still dealing with those lectures, may I suggest he is temp played until we receive word of our warden's return?


I was planning to ask one of you to run him if you're willing. I'll plonk him on the map now though.


Barel hefts his axe and trundles to the bottom of the stairs.


Male Halfling Monk 18 / Ghostwalker

I'm having trouble viewing the map. My browser is not liking Google docs at the moment. Could you please place me?


Female Tiefling Warlord/Infernal Strategist 18

Would you like to be somewhere where there's scope for running around bushes and attacking enemies from behind? I've provisionally put you next to Barel, with scope to do that.


Male Halfling Monk 18 / Ghostwalker

Sure.


Female Tiefling Warlord/Infernal Strategist 18

Why is Nayce in the initiative order?


Arishat wrote:
Why is Nayce in the initiative order?

He rolled? Or is that not what you mean?


The zombies, manglers and Deathdrinker advance, but only Z6 gets close enough to attack.

Rending Slam v Nayce AC. Two slam attacks. If both hit same target, target falls prone and is dazed (se)
1d20+23=38. Hits. 9 damage.
1d20+23=30. Miss.
9 damage to Nayce.

MAP

Arrow marks the gateway. You are currently on the stairs.

Thom
Nayce
James
Arishat
Barel
Raya
Zombie Slayer 1
Zombie Slayer 2
Zombie Slayer 3
Zombie Slayer 4
Zombie Slayer 5
Zombie Slayer 6
Mangler 1
Mangler 2
Deathdrinker Skeleton


Female Tiefling Warlord/Infernal Strategist 18
Rev DM wrote:
Arishat wrote:
Why is Nayce in the initiative order?
He rolled? Or is that not what you mean?

It should be Lanthair, unless Nayce is moonlighting in two groups.


Heh...I thought it was a nom de plume...

Thom sees the undead start swarming the stairway and decides to slow their advance. And he knew the perfect creature suited for such a task...Soon the air is filled with the sound of gnashing teeth as a voracious creature of the Elemental Chaos appears and chews into anything it can reach.

Summon Abyssal Maw
Minor Action, Ranged 10 Square O6
Effect: You summon a Medium abyssal maw in an unoccupied square within range. The maw has a speed of 6. You can give the maw the following special commands.
Standard action: Melee 1; targets one creature M1; Intelligence 1d20 + 19 ⇒ (13) + 19 = 32 vs. Reflex; 2d6 + 6 ⇒ (4, 2) + 6 = 12 damage.
Opportunity Attack: Melee 1; targets one creature; Intelligence +17 vs. Reflex; 1d8+6 damage. In addition, if an enemy adjacent to the maw makes a melee attack that does not include the maw as a target, the maw can make an opportunity attack
Careful Summoner, Summoned creatures gain +1 to defenses.


Male Halfling Monk 18 / Ghostwalker

Ha. Even I didn't notice that. I suppose Rev is just so used to Nayce... I've been playing that character since December of 2009 for the Halls of Mountain King adventure. He's practically part of the furniture now.

As it is, I think Rev looked at the right stats; 38 hits but 30 does not. 9 damage it is.


Oooh. Yup. Nayce temporarily shifted dimensions :D
Just to warn you all, I am around and will update when I can, but I may be slow the next couple of weeks. I have a group of students to prep for a drama exam and there is a ton of paperwork. That and nativity hell has started. "Mary and Joseph were friends" season is upon us.

Thom conjures a little bit of hell to torment Nerull's former servants. It chomps happily on the nearest zombie, causing a welcome distraction.

MAP

Arrow marks the gateway. You are currently on the stairs.

Lanthair
James
Arishat
Barel
Raya
Zombie Slayer 1
Zombie Slayer 2
Zombie Slayer 3
Zombie Slayer 4
Zombie Slayer 5
Zombie Slayer 6
Mangler 1
Mangler 2
Deathdrinker Skeleton
Thom


Male Halfling Monk 18 / Ghostwalker

Lanthair adopts the crane stance and sends a spinning kick at the zombie that attacked him.

Crane's Wings: 1d20 + 21 ⇒ (20) + 21 = 41 vs Fort. 1d10 + 19 ⇒ (2) + 19 = 21 damage on a hit and push it to V7.

Edit: Crit. The damage is 3d6 + 29 ⇒ (6, 6, 4) + 29 = 45. Of course, I'm guessing it's a minion, which is a waste...


Lanthair kicks accurately and notes with disgust that his opponent simply folds up and collapses. It is indeed a minion.

MAP

Arrow marks the gateway. You are currently on the stairs.

James
Arishat
Barel
Raya
Zombie Slayer 1
Zombie Slayer 2
Zombie Slayer 3
Zombie Slayer 4
Zombie Slayer 5
Zombie Slayer 6
Mangler 1
Mangler 2
Deathdrinker Skeleton
Thom
Lanthair


91/111hp Dark Reckoner Warlock

James rushes down the steps past the others, feeling the dark tug of the undead. "Let's not get too bunched up..." the impetuous man says before his form slips into the shadows and he unleashes a blast of darkness and spite at the unintelligent zombie.

Minor: Curse M2 & Z2
Move: Move to U8 & gain concealment
Standard: Spiteful Glamour Vs Z2 (Will) 1d20 + 23 + 1 ⇒ (11) + 23 + 1 = 35 Damage: 1d12 + 17 ⇒ (7) + 17 = 24


James bounds into the garden, eyes alight and obliterates a zombie with his usual carefree abandon. Movement catches his eye, however and he notes that some of the bone piles are building themselves up into creatures. Composed only of bone shards and a certain chilling intelligence left over from their component parts, they are a fear-inducing sight.

MAP

Arrow marks the gateway. You are currently on the stairs.

Arishat
Barel
Raya
Skeletal swarm 1
Skeletal swarm 2
Skeletal swarm 3
Skeletal swarm 4
Skeletal swarm 5
Skeletal swarm 6
Zombie Slayer 1
Zombie Slayer 3
Zombie Slayer 4
Zombie Slayer 5
Mangler 1
Mangler 2 - cursed
Deathdrinker Skeleton
Thom
Lanthair
James - DSA 1; concealment


91/111hp Dark Reckoner Warlock

"Incoming horde of bones! I don't think I'm much good at swarm of undead, only individuals" he calls out from the shadows that flicker around him. Guessing but not knowing much about these particular enemies.

The final gem upon his hat twinkles with the zombies soul, cutting through the murk.

Religion (Skeletal Swarm): 1d20 + 15 ⇒ (2) + 15 = 17
Free: Take the soul of the zombie for my helm. DSA:1


Beyond being dead and unpleasant, James can't tell much.


Female Tiefling Warlord/Infernal Strategist 18

"I'm sure Thom would appreciate having them bunched together for him to hit as many as he can, and Raya's glowstone things will work best when they're bunched up, so let's not get too spread out." Arishat's voice is cool. "If anyone can do anything to split up their advance, that'd be nice." She steps forward carefully, and drives her spear towards the nearest large monster.

Move to T5
Deceiver's Ploy vs M2, 1d20 + 22 ⇒ (9) + 22 = 31 vs Will, 2d10 + 10 ⇒ (3, 4) + 10 = 17 damage and the target takes a -2 penalty to attack rolls teomnt


Arishat plots a careful advance into the reeking garden and plants her spear in M2's side.

Please can someone take Barel's turn for him?

MAP

Arrow marks the gateway. You are currently on the stairs.

Barel
Raya

Skeletal swarm 1
Skeletal swarm 2
Skeletal swarm 3
Skeletal swarm 4
Skeletal swarm 5
Skeletal swarm 6
Zombie Slayer 1
Zombie Slayer 3
Zombie Slayer 4
Zombie Slayer 5
Mangler 1
Mangler 2 - cursed
Deathdrinker Skeleton
Thom
Lanthair
James - DSA 1; concealment
Arishat


91/111hp Dark Reckoner Warlock

Barel assumes the form of the Oak Sentinel his size expanding and becoming more powerful. He moves forward to take a central role and strikes at the Mangler, trying to smash his knees.

Minor Form of the Oak Sentinel. Reach +1, Any melee attacks against Barel take 6 damage.
Move: to S6
Standard: Weight of Earth; Vs M2 (AC): 1d20 + 21 ⇒ (17) + 21 = 38; Damage: 1d12 + 13 ⇒ (7) + 13 = 20 & slowed UEOBNT

Silver Crusade

Female Human 18 Paladin/Heartwarder

Raya circles around the 2nd Mangler, her flag waving in transit, then plants it nearby. "This will do. Any that approach here, will be drawn into battle with me."

Standard Plant Battle Standard - All enemies within 3 at start of their turn are drawn in two spaces towards it, and are slowed.

Move to Q6

Minor Mark M2

At the moment, Ruinblade isn't hefted properly for combat, but it will only be a few scant moments before the dark blade gets its chance to kill the hated undead...


Ruinblade is going to be in hog heaven here. Been having a horribly busy week and will be very pushed for time for a while. I will update as and when I can but I will be slow. For which many apologies.

Barel swipes hard at M2, while Raya plants her standard and simply waits for the foe to come to her. She does not have to wait for very long.

Undead converge on all sides battering at the companions. While not mindless, they are nonetheless intent on defending their territory.

Swarms. Attack v Fort and on hit weaken to end swarm next turn
S1 and S2 attack Raya.
S6 attacks the Maw.
1d20+21=36 v Fort. S1
1d20+21=38 v Fort. S2
1d20+21=40 v Fort. S6
12 damage to Raya and weakened to end Swarm next turn
6 damage to Maw and weakened to end Swarm next turn
Note additional swarm aura effects below

The zombies merely lurch closer, drawn in by the battle standard, but the Manglers take advantage of their position and swat at Raya and the Maw.

M1 slams the Maw.
M2 rends Raya.
Slam (AC)
Rend (Fort) and on hit target falls prone and is dazed.
1d20+23=27 - M1 Slam v Maw. Miss.
1d20+24=38 - M2 Rend v Raya. Hits.
3d12+11=33 damage to Raya. She is knocked prone and is dazed (se)

Distracted by her need to protect her companions, the paladin doesn't spot the incoming blow and stumbles as the putrid arm swings into her.

MAP

Arrow marks the gateway. You are currently on the stairs.

Swarms have aura 2. Enemies starting turn within aura take 5 damage plus 3 extra for each swarm adjacent.
Enemies starting adjacent to two or more swarms are slowed to start next turn.

Thom - Maw takes 21 start of turn and is weakened to end swarm's next turn
Lanthair
James - DSA 1; concealment
Arishat
Barel - reach 1
Raya - weakened to end swarm's next turn; 13 damage start of turn due to swarm auras; prone; dazed (se)
Skeletal swarm 1 - slowed (zone)
Skeletal swarm 2
Skeletal swarm 3
Skeletal swarm 4
Skeletal swarm 5 - slowed (zone)
Skeletal swarm 6 - slowed (zone)
Zombie Slayer 1 - slowed (zone)
Zombie Slayer 3 - slowed (zone)
Zombie Slayer 4
Zombie Slayer 5 - slowed (zone)
Mangler 1 - slowed (zone)
Mangler 2 - cursed; slowed TEBarel's NT; marked by Raya; slowed (zone)
Deathdrinker Skeleton


Thom moves forward into the zone set up by Raya, between James and Barel. He looks over to the undead approaching and slams his staff into the ground causin a shock wave to appear.

Move to T7
Standard: Thunderwave (w/Learned Boost)
You create a whip-crack of sonic power that lashes up from the ground.
Standard Action, Close Blast 3
Attack: Intelligence +19 vs. Fortitude
Z3 1d20 + 19 ⇒ (6) + 19 = 25
S5 1d20 + 19 ⇒ (19) + 19 = 38
M3 1d20 + 19 ⇒ (13) + 19 = 32
Hit: 3d6 + 17 ⇒ (5, 6, 1) + 17 = 29 thunder damage, and you push the target 1 Square
Effects: Destructive Wizardry: +3 to damage if you hit two or more creatures.
Level 2: Clever Control +2d6 ⇒ (5, 2) = 7 damage with close or area attacks target 2 or more creatures, and only hit one.
.
Maw Attack Standard action: Melee 1; targets one creature (M3; 1d20 + 19 ⇒ (17) + 19 = 36 vs. Reflex; 2d6 + 6 ⇒ (5, 2) + 6 = 13 damage.
Opportunity Attack: Melee 1; targets one creature; Intelligence +17 vs. Reflex; 1d8+6 damage. In addition, if an enemy adjacent to the maw makes a melee attack that does not include the maw as a target, the maw can make an opportunity attack.
Status HP 19/46, slowed, weakened.


Male Halfling Monk 18 / Ghostwalker

Lanthair will attempt to hurl one of the glowstones at Raya's vicinity using his sling. What would the roll be for that?

Silver Crusade

Female Human 18 Paladin/Heartwarder

no attack roll needed, it just creates a zone.


91/111hp Dark Reckoner Warlock

I think Lanthair means to land it in the square with his sling. though I would hope by level 18 he could land it in a square 30' away.

Silver Crusade

Female Human 18 Paladin/Heartwarder

To use a glowstone, you select area 2 within 5, that's no strike roll, the reason I suggested giving the glowstones to Lanthair is so he could do his standard action attack as normal, after loading a glowstone as ....a minor, Rev decided? Anyway, he could use his Flurry of Blows free action after during a standard action to whip a glowstone. Action economy and all that

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