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.
The sigils you are assured will create the portal to take you to Moil crackle ominiously and shade into deep purple, freezing you to the bone as you step through.
Whatever awaits you in the City that Waits and whatever your final purpose here may be, you know for certain that you are entering a doomed world.
Freezing air and sullen darkness envelop you as a series of fractured black columns come into view. The cracked stone floor slopes steeply down towards an archway opening onto a dead black mist and above you a partial domed ceiling frames the sky. The howling creatures lurching forward to attack are a more immediate concern.
Teleportation circle sheds dim light for two squares.
Black pillars are blocking terrain. A pillar draws on the cold and necrotic energy of Moil; whenever a creature starts its turn adjacent to a pilalr, it takes 10 cold and necrotic damage.
The floor slopes and is difficult terrain. The rubble piles provide cover and require a DC15 Athletics check to climb.
The open archway leads to a 50 foot flight of stairs descending to a bridge. A creature that falls through the archway can make a saving throw to safely land on the stairs. On a failed saving throw, the creature plummets to the bog surrounding Moil. With unpleasant consquences.
Position yourselves within the teleportation circle - the hatched circle - and roll init.
Darwyn steps through the portal to find himself upon a sloping floor, in a room swathed in darkness.
He starts in I4.
His eyes take a second to readjust, but his ears instantly notice the howling beasts moving in the firigd darkness beyond, he readies for what he knows will be a bloody encounter.
Lyan appears in a low crouch, flail at the ready. Taking in the dark room at a glance, he chooses his target. In a blur of motion, he is across the chamber.
Speed of Thought -- move 9 when roll initiative. Move to G12. Init:1d20 + 10 ⇒ (2) + 10 = 12Not an auspicious beginning for Team Good, eh?
Teleportation circle sheds dim light for two squares.
Black pillars are blocking terrain. A pillar draws on the cold and necrotic energy of Moil; whenever a creature starts its turn adjacent to a pilalr, it takes 10 cold and necrotic damage.
The floor slopes and is difficult terrain. The rubble piles provide cover and require a DC15 Athletics check to climb.
The open archway leads to a 50 foot flight of stairs descending to a bridge. A creature that falls through the archway can make a saving throw to safely land on the stairs. On a failed saving throw, the creature plummets to the bog surrounding Moil. With unpleasant consquences.
And may I say in passing that all the init rolls so far on this thread are making me laugh hysterically. I never thought I'd see the day when zombies rolled higher than a paragon level party.
I finished spending my gold and made a last minute feat change.
Is everyone remembering their +2 to Int from being an ally of Samsons?
Samson Bravely steps through the portal with his long spear in one hand and floating lantern in the other ready for whatever foul creatures that might stand in his way.
Place me in J4 Please 1d20 + 14 ⇒ (10) + 14 = 24
You all also get a +2 to attack rolls in the first round of combat!
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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.
Teleportation circle sheds dim light for two squares.
Black pillars are blocking terrain. A pillar draws on the cold and necrotic energy of Moil; whenever a creature starts its turn adjacent to a pilalr, it takes 10 cold and necrotic damage.
The floor slopes and is difficult terrain. The rubble piles provide cover and require a DC15 Athletics check to climb.
The open archway leads to a 50 foot flight of stairs descending to a bridge. A creature that falls through the archway can make a saving throw to safely land on the stairs. On a failed saving throw, the creature plummets to the bog surrounding Moil. With unpleasant consquences.
I'm guessing they didn't, but in this case it makes no difference so far.
I had forgotten, but either way, we three srepped through first, so Samson wasn't near enough to confer the bonus. Levana and Norrin will get it though!
Initiative Check, 1d20+11+2(Samson)=21
Place Levana in I3 please.
She will be 2,500gp worth of magic items lighter by the time her first attack is made.
Teleportation circle sheds dim light for two squares.
Black pillars are blocking terrain. A pillar draws on the cold and necrotic energy of Moil; whenever a creature starts its turn adjacent to a pilalr, it takes 10 cold and necrotic damage.
The floor slopes and is difficult terrain. The rubble piles provide cover and require a DC15 Athletics check to climb.
The open archway leads to a 50 foot flight of stairs descending to a bridge. A creature that falls through the archway can make a saving throw to safely land on the stairs. On a failed saving throw, the creature plummets to the bog surrounding Moil. With unpleasant consquences.
"Quick Levana, He looks like the leader" Samson moves forward to take a better look at the situation and give his allies their best chance in battle.
Standard:Direct the strike: Levana Attack W1 (I think we both have line of sight. If not let me know and I will change my action)
Move: to G7 Releasing Floating Lantern at H7
Minor: None
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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.
Teleportation circle sheds dim light for two squares.
Black pillars are blocking terrain. A pillar draws on the cold and necrotic energy of Moil; whenever a creature starts its turn adjacent to a pilalr, it takes 10 cold and necrotic damage.
The floor slopes and is difficult terrain. The rubble piles provide cover and require a DC15 Athletics check to climb.
The open archway leads to a 50 foot flight of stairs descending to a bridge. A creature that falls through the archway can make a saving throw to safely land on the stairs. On a failed saving throw, the creature plummets to the bog surrounding Moil. With unpleasant consquences.
Samon - to confirm move
Levana - Samson's free attack and her own.
Norrin
Wight 1
Wight 2
Zombie 1
Zombie 2
Zombie 3
Zombie 4
Darion
Darwyn
Lyan
Teleportation circle sheds dim light for two squares.
Black pillars are blocking terrain. A pillar draws on the cold and necrotic energy of Moil; whenever a creature starts its turn adjacent to a pilalr, it takes 10 cold and necrotic damage.
The floor slopes and is difficult terrain. The rubble piles provide cover and require a DC15 Athletics check to climb.
The open archway leads to a 50 foot flight of stairs descending to a bridge. A creature that falls through the archway can make a saving throw to safely land on the stairs. On a failed saving throw, the creature plummets to the bog surrounding Moil. With unpleasant consquences.
Levana - Samson's free attack at -2 and her own.
Norrin
Wight 1
Wight 2
Zombie 1
Zombie 2
Zombie 3
Zombie 4
Darion
Darwyn
Lyan
Samon
Ranged Basic Attack, Grappling Spirits, 1d20+21-2(cover)+2(Samson-Cry Havoc)=32 vs W1 AC, 1d10+20=24 damage and W1 is slowed and can’t shift until the end of its next turn.
Minor Action - Far Sight, Until EOMNT, Levana's ranged weapon attack rolls take no penalty from long range, and they ignore cover and concealment, but not superior cover or total concealment.
Standard Action - Ravaging Shot, 1d20+21+2(Samson-Cry Havoc)=26 vs W1 AC, 2d10+20=27 damage and W1 gains vulnerable 5 to all damage until EOMNT.
If Ravaging Shot is a miss then Levana will use Inevitable Shot, but I'll wait for these attacks to be resolved before making those attacks and maybe a move action.
Levana uses an opening created by Samson to make a first strike against what appears to be the most powerful enemy in sight. She then nocks a second arrow drawing from her ancestors’ insights to guide the shot.
Norrin puts Wight 2 in his sights, designating W2 as quarry (minor action) and unleashes two arrows.
Twin Strike at W2, 1d20 + 17 ⇒ (1) + 17 = 18 vs AC for 1d10 + 3 ⇒ (5) + 3 = 8 damage. Twin Strike at W2, 1d20 + 17 ⇒ (15) + 17 = 32 vs AC for 1d10 + 3 ⇒ (6) + 3 = 9 damage.
If either arrows hit, 1d6 ⇒ 5 extra damage and I forgo one die of Hunter's Quarry damage to push that enemy 1 square (preferably to C5) thanks to staggering strike.
Elven Accuracy, Reroll Ravaging Shot Attack, 1d20+21+2(Samson-Cry Havoc)=37 vs W1 AC, 2d10+20=27 damage and W1 gains vulnerable 5 to all damage until EOMNT.
Levana's heritage allows her to redirect her attack more effectively and Norrin follows suit on the other wight. To their horror, they see some of the wounds close over immediately as the wights move on the companions.
Wight 1 moves towards Samson, but wight 2 targets Lyan.
Blackfire (Fort). On hit target is 10 ongoing cold and necrotic and is dazed (se both). First failed save, stunned instead of dazed (se both). Second failed save knocked unconscious instead of stunned (se both). Third failed save the target dies.
1d20+18=21 - W2 v Lyan. Misses.
The zombies seem more tactically aware than most undead and take no chances as they advance on living prey.
Rending Claw (AC). On hit target is slowed to end next turn
1d20+18=22 - Z1 v Lyan. Miss.
Z1 and Z4 both inhale, pulling the cold air into their dead lungs and infusing it with necrotic energy before expelling it over the party.
Breath of Moil (Fort) (minor, close blast 3). On hit target is slowed (se). If already slowed, target is immobilised (se). The zombie regains hp equal to half the damage dealt by the attack.
1d20=16=21 - Z1 v Lyan. Miss
1d20+16=35 - Z1 v Norrin. Hits.
1d10+3=12
12 damage to Norrin and he is slowed (se)
Breath of Moil (Fort) - see above
1d20+16=32 - Z4 v Samson. Hits.
1d20+16=27 - Z4 v Norrin. Hits.
1d10+3=5
5 damage to Norrin and Samson. Norrin is immobilised (se), Samson is slowed (se)
Teleportation circle sheds dim light for two squares.
Black pillars are blocking terrain. A pillar draws on the cold and necrotic energy of Moil; whenever a creature starts its turn adjacent to a pillar, it takes 10 cold and necrotic damage.
The floor slopes and is difficult terrain. The rubble piles provide cover and require a DC15 Athletics check to climb.
The open archway leads to a 50 foot flight of stairs descending to a bridge. A creature that falls through the archway can make a saving throw to safely land on the stairs. On a failed saving throw, the creature plummets to the bog surrounding Moil. With unpleasant consquences.
Darion
Darwyn
Lyan
Samson - slowed (se)
Levana - Samson's free attack at -2 and her own.
Norrin - immobilised (se)
Wight 1 - vulnerable 5 all damage to end Levana's next turn
Wight 2 - Norrin's Quarry
Zombie 1
Zombie 2
Zombie 3
Zombie 4
Darion bows his head in prayer, blessing his weapon before challenging a nearby zombie with his divine might. He then charges a the wight ahead of him.
Minor: Bless Weapon - +1 to attack and damage, add 1d6 to damage on hit, crit on 18 and 19 against targets vulnerable to radiant.
Minor: Divine challenge on Z4 dealing 4 radiant damage (because it's undead)
Standard: Charge W1 with Ardent Strike, marking the target on hit.
Attack: 1d20 + 19 + 1 ⇒ (6) + 19 + 1 = 26
Damage: 1d10 + 1d6 + 11 + 1 ⇒ (1) + (2) + 11 + 1 = 15
Teleportation circle sheds dim light for two squares.
Black pillars are blocking terrain. A pillar draws on the cold and necrotic energy of Moil; whenever a creature starts its turn adjacent to a pillar, it takes 10 cold and necrotic damage.
The floor slopes and is difficult terrain. The rubble piles provide cover and require a DC15 Athletics check to climb.
The open archway leads to a 50 foot flight of stairs descending to a bridge. A creature that falls through the archway can make a saving throw to safely land on the stairs. On a failed saving throw, the creature plummets to the bog surrounding Moil. With unpleasant consquences.
Lyan
Samson - slowed (se)
Levana - Samson's free attack at -2 and her own.
Norrin - immobilised (se)
Wight 1 - vulnerable 5 all damage to end Levana's next turn; Party at +2 to hit him to end Darwyn's next turn
Wight 2 - Norrin's Quarry;
Zombie 1
Zombie 2
Zombie 3
Zombie 4 - Divinely Challenged by Darion (teont)
Darion
Darwyn
Lyan steps through nothingness and emerges to assail the wight with visions of another battle in another time and place. Thanks to Levana's earlier attack, the hobgoblin's assault is all the more effective.
Teleportation circle sheds dim light for two squares.
Black pillars are blocking terrain. A pillar draws on the cold and necrotic energy of Moil; whenever a creature starts its turn adjacent to a pillar, it takes 10 cold and necrotic damage.
The floor slopes and is difficult terrain. The rubble piles provide cover and require a DC15 Athletics check to climb.
The open archway leads to a 50 foot flight of stairs descending to a bridge. A creature that falls through the archway can make a saving throw to safely land on the stairs. On a failed saving throw, the creature plummets to the bog surrounding Moil. With unpleasant consquences.
Samson - slowed (se)
Levana - Samson's free attack at -2 and her own.
Norrin - immobilised (se)
Wight 1 - vulnerable 5 all damage to end Levana's next turn; Party at +2 to hit him to end Darwyn's next turn; marked by Lyan; grants CA to adjacent enemies to end Lyan's next turn
Wight 2 - Norrin's Quarry;
Zombie 1
Zombie 2
Zombie 3
Zombie 4 - Divinely Challenged by Darion (teont)
Darion
Darwyn
Lyan - +1 defenses v non-melee
Wight 1 - vulnerable 5 all damage to end Levana's next turn; Party at +2 to hit him to end Darwyn's next turn; marked by Lyan; grants CA to adjacent enemies to end Lyan's next turn
Teleportation circle sheds dim light for two squares.
Black pillars are blocking terrain. A pillar draws on the cold and necrotic energy of Moil; whenever a creature starts its turn adjacent to a pillar, it takes 10 cold and necrotic damage.
The floor slopes and is difficult terrain. The rubble piles provide cover and require a DC15 Athletics check to climb.
The open archway leads to a 50 foot flight of stairs descending to a bridge. A creature that falls through the archway can make a saving throw to safely land on the stairs. On a failed saving throw, the creature plummets to the bog surrounding Moil. With unpleasant consquences.
Samson - slowed (se)
Levana - Samson's free attack at -2 and her own.
Norrin - immobilised (se)
Wight 1 - vulnerable 5 all damage to end Levana's next turn; Party at +2 to hit him to end Darwyn's next turn; marked by Lyan; grants CA to adjacent enemies to end Lyan's next turn; -4 to melee attacks and close attacks to end Lyan's next turn
Wight 2 - Norrin's Quarry;
Zombie 1
Zombie 2
Zombie 3
Zombie 4 - Divinely Challenged by Darion (teont)
Darion
Darwyn
Lyan - +1 defenses v non-melee
Standard:Provoke Overextension, Melee weapon(+3 Withering LongSpear)
Target: W1
Attack: 1d20 + 18 ⇒ (17) + 18 = 35 vs. AC
Hit: 210 + 11 = 221 damage, and the target must make a basic attack against you as a free action. If the basic attack misses, an ally of yours (Levana) can make a basic attack against the target as a free action.
All:
Sorry to keep giving all the love to Levana, but from what I can tell she has the most damaging Ranged Basic. If you think yours is better please speak up.
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 stabs at the wight, bloodying it, and opening the door for Levana to attack. Maddened with pain, the creature claws fruitlessly at empty air.
Basic attack v Samson, provoking OA from Levana as well as her granted attack from Samson.
1d20+18=19. Utter fail. Can I possibly roll any more 1s today? That's about the fourth.
Teleportation circle sheds dim light for two squares.
Black pillars are blocking terrain. A pillar draws on the cold and necrotic energy of Moil; whenever a creature starts its turn adjacent to a pillar, it takes 10 cold and necrotic damage.
The floor slopes and is difficult terrain. The rubble piles provide cover and require a DC15 Athletics check to climb.
The open archway leads to a 50 foot flight of stairs descending to a bridge. A creature that falls through the archway can make a saving throw to safely land on the stairs. On a failed saving throw, the creature plummets to the bog surrounding Moil. With unpleasant consquences.
Levana - OA v W1, Samson's free attack, and her own.
Norrin - immobilised (se) - POSTED
Wight 1 - BLOODIED; vulnerable 5 all damage to end Levana's next turn; Party at +2 to hit him to end Darwyn's next turn; marked by Lyan; grants CA to adjacent enemies to end Lyan's next turn; -4 to melee attacks and close attacks to end Lyan's next turn
Wight 2 - Norrin's Quarry;
Zombie 1
Zombie 2
Zombie 3
Zombie 4 - Divinely Challenged by Darion (teont)
Darion
Darwyn
Lyan - +1 defenses v non-melee
Samson - slowed (se)?
Ranged Basic Attack granted by Samson, Biting Swarm, 1d20+21+2(Lyan)=41 vs W1 AC, 1d10+20+5(vulnerable)=31 damage and W1 takes a –2 penalty to attack rolls until SOMNT.
I will wait to see the results of this attack before I take my actual turn, hopefully W1 is gone.
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.
- If W1 violates the mark while adjacent to me, Mind Spike as a reaction (auto-damage).
- ELSE if W1 targets an ally while no more than 3 squares away, Lightning Rush as an interrupt (rush and attack).
- ELSE if W1 damages Samson, Guardian Speed as a reaction (slide Samson 1).
I'd appreciate getting a chance to post again before W2's turn. Too many condtionals.
Samson, I may get to slide you 1 on W1's turn; let me know where.