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.
Darwyn searches for a suitable insult to hurl at the precariously balanced Barrow and cannot think of anything that will make an impact on the whirling blob.
1d20 + 14 ⇒ (2) + 14 = 16 - Vicious Mockery (Will). On hit target takes -2 penalty to attack rolls to end Darwyn's next turn.
The Barrow moves back from the edge and grabs at Lyan, Samson and Darwyn.
Bone Grab (Ref) Close Burst 3 against one, two or three creatures. On hit target is grabbed.
1d20+17=36 - Barrow v Lyan. Hits. Grabbed.
1d20+17=20 - Barrow v Samson. Miss.
1d20+17=32 - Barrow v Darwyn. Hits. Grabbed.
2d10+11=20 necrotic damage
20 necro to Darwyn and Lyan and both are grabbed.
With more victims in its grasp, the Barrow crunches at the hobgoblin again.
Crushing Hate (Fort)
1d20+17=33 - Barrow v Lyan
10 untyped damage to Lyan
Damage totals this turn
20 necro to Darwyn
20 necro to Lyan
10 untyped to Lyan
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 - grabbed
Darion (resist 11 necro)
Norrin
Levana
Samson - 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
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.
Immediate Reaction to being hit with Bone Grab -- Mental Zephyr. TEOMNT I am insubstantial and phasing. I'm thinking since I can move through creatures, I can walk out of the grab. So I take net 5 necrotic and 5 untyped for the grab.
Lyan becomes as the wind and passes through the thing's grasp, moving to flank it and terrorizing the undead.
Move to L3. Spectral Legion aug2 vs AC, with flank and Samson bonus.1d20 + 16 + 2 + 2 ⇒ (11) + 16 + 2 + 2 = 31
2d10 + 8 ⇒ (1, 5) + 8 = 14On hit, 14, TEOMNT it is immobilized and grants CA to my allies adjacent to it.
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); has CA v Barrow
Norrin
Levana
Samson - 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; immobilised and granting CA to adjacent allies to end Lyan's next turn.
Lyan - has CA v Barrow
Note that the Barrow has an aura 5 - Aura of Abandonment. Enemies within the aura cannot use APs.
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); has CA v Barrow
Norrin
Levana
Samson - taking 10 ongoing necrotic
Darwyn - +2 all defenses to start next turn (used second wind
Barrow - BLOODIED; Norrin's quarry; immobilised and granting CA to adjacent allies to end Lyan's next turn.
Lyan - has CA v Barrow
Note that the Barrow has an aura 5 - Aura of Abandonment. Enemies within the aura cannot use APs.
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 - taking 10 ongoing necrotic
Darwyn - +2 all defenses to start next turn (used second wind
Barrow - BLOODIED; Norrin's quarry; immobilised and granting CA to adjacent allies to end Lyan's next turn; divinely challenged by Darion
Lyan - has CA v Barrow
Darion (resist 11 necro); has CA v Barrow
Note that the Barrow has an aura 5 - Aura of Abandonment. Enemies within the aura cannot use APs.
My DM profile was wiped out completely earlier today. I'll be rebuilding it, but it's going to take a while. Just make sure your own profiles are still there and intact.
My DM profile was wiped out completely earlier today. I'll be rebuilding it, but it's going to take a while. Just make sure your own profiles are still there and intact.
Oh no, D: not again!
Annoyed by the Barrow's tenacious hold on his allies and unlife, Norrin sees its Bone Grab and raises it a Twin Strike + Furious Assault.
1d20 + 17 ⇒ (15) + 17 = 32 vs AC for 1d10 + 5 ⇒ (1) + 5 = 6 damage
1d20 + 17 ⇒ (19) + 17 = 36 vs AC for 1d10 + 5 + 1d6 + 1d10 ⇒ (8) + 5 + (1) + (9) = 23 damage and I push the Barrow one square.
_____
AC 27; Fortitude 27, Reflex 27, Will 23
69/90 HP; 4 of 7 Surges for +22 HP:
Oh, yes. I am talented indeed. This time it was my DM profile, which is much, much worse. Restoration continues. Some kind genius found a cached version from 30 June, which helped a bit.
The Barrow is unable to find any answers to Norrin's raise. It shreds further back into its component parts.
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 - taking 10 ongoing necrotic
Darwyn - +2 all defenses to start next turn (used second wind
Barrow - BLOODIED; Norrin's quarry; immobilised and granting CA to adjacent allies to end Lyan's next turn; divinely challenged by Darion
Lyan - has CA v Barrow
Darion (resist 11 necro); has CA v Barrow
Norrin
Note that the Barrow has an aura 5 - Aura of Abandonment. Enemies within the aura cannot use APs.
My DM profile was wiped out completely earlier today. I'll be rebuilding it, but it's going to take a while. Just make sure your own profiles are still there and intact.
That sucks! Glad to hear you at least got the cache.
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.
Samson - taking 10 ongoing necrotic
Darwyn - +2 all defenses to start next turn (used second wind
Barrow - BLOODIED; Norrin's quarry; immobilised and granting CA to adjacent allies to end Lyan's next turn; divinely challenged by Darion
Lyan - has CA v Barrow
Darion (resist 11 necro); has CA v Barrow
Norrin
Levana
Note that the Barrow has an aura 5 - Aura of Abandonment. Enemies within the aura cannot use APs.
Not a problem, Samson. Post when you can and I'll drop you into the init order wherever that may be.
Darwyn's voice catches in his throat as the atmosphere of the dead city ruins his attempts to bring victory.
The Barrow takes what comfort it can and grabs at Darion, Darwyn and Lyan once more. This time its efforts are unexpectedly successful and it catches all three off guard. Body parts squeeze around Darion, trying to pulverize him.
Bone Grab (Ref) (close burst 3). On hit target is grabbed.
1d20+17=37 - Barrow v Darion. Hits. Crit. 31 necrotic damage and grabbed
1d20+17=34 - Barrow v Darwyn. Hits. Grabbed
1d20+17=34 - Barrow v Lyan. Hits. Grabbed.
2d10+11=20 necrotic
31 necrotic to Darion
20 necrotic to Lyan and Darwyn and they are all grabbed.
Crushing Hate (Fort) (minor) - grabbed target
1d20+17=33 - Barrow v Darion. Hits. 10 untyped damage
10 untyped damage to Darion.
It's a little late in the day for this thing to start rolling awesomely.
Damage this turn:
31 necrotic damage to Darion, 10 untyped
20 necrotic damage to Darwyn
20 necrotic damage to Lyan
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 - has CA v Barrow; grabbed
Darion (resist 11 necro); has CA v Barrow; grabbed
Samson - taking 10 ongoing necrotic
Norrin
Levana
Darwyn - used second wind; grabbed
Barrow - BLOODIED; Norrin's quarry; immobilised and granting CA to adjacent allies to end Lyan's next turn; divinely challenged by Darion
Note that the Barrow has an aura 5 - Aura of Abandonment. Enemies within the aura cannot use APs.
continuing the radiant smiting :D
Move: Move: Escape 1d20 + 8 ⇒ (7) + 8 = 15 vs fort and shift next to the Barrow if successful, don't particularly care where at this point
Minor: Divine Challenge, 4 radiant
Standard: Holy Strike, +2 from mark
Attack: 1d20 + 19 + 2 ⇒ (3) + 19 + 2 = 24
Damage: 1d10 + 11 + 2 ⇒ (7) + 11 + 2 = 20 Radiant Damage
And I would have felt rather differently about it, I dare say, if our two defenders didn't both have double-digit resist necrotic. Bad luck for it . . .
There is more of Moil, but it's not accessible to you at this point in your adventuring careers. Or rather, it is, but only very briefly.
From the tower, Norrin can see spires of ancient buildings, ruined gardens and temples fallen long ago into an abyss of sludge. Somewhere, he is sure, something is moving, watching and starting to note the living in the cursed city.
From the tower, Norrin can see spires of ancient buildings, ruined gardens and temples fallen long ago into an abyss of sludge. Somewhere, he is sure, something is moving, watching and starting to note the living in the cursed city.
Thank you! That's exactly what I was looking for. (Probably should've just asked, "Do I see Moil in the distance?" :)
Also, I'm pretty sure I rolled a total of 29 for the Endurance check above during the preview and before I clicked submit. If anyone else notices a similar occurrence, it might be due to theDice Rolling Glitch.
Frozen to the bone, the band arrives at what can only be journey's end. This last tower was once square, but now the walls have crumbled to an extent that they barely exist. Sheered off to form a smooth circle, portal sigils glow. Where is leads cannot be discerned, but it clearly represents your only method of leaving Moil and unravelling the mysteries before you.
You realise however that the atmosphere of Moil - and perhaps something else - have contrived to set wards in place. Removing them must be your first task.
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.
0 successes/0 failures
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.
0 successes/0 failures