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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.


Gameplay

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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

MAP - Group 1

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.


So sorry, my internet went off the deep end!

(M Hobgoblin Battlemind/Quicksilver Demon 16 (Foe Killer))

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 = 14 On hit, 14, TEOMNT it is immobilized and grants CA to my allies adjacent to it.

HP 65/102 Surge 8/14 PP 3/8
Used: Nightmare Vortex, Knifing Wind, Mental Zephyr


Lyan shimmers free of the grabbing body parts and cuts another deep dent in the Barrow.

MAP - Group 1

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.

(M Hobgoblin Battlemind/Quicksilver Demon 16 (Foe Killer))

The +4 no longer applies, by the way. And Darion, if you want to take the mark back, feel free. The situation has changed.


Thanks. For some reason, I find marks very difficult to keep track of :)

MAP - Group 1

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.


Darion, no longer in the Barrows grasp demands its full attention with a radiant challenge.

Minor: Divine Challenge, 4 radiant damage
Standard: Holy Strike, +2 damage since it's marked
Attack: 1d20 + 19 + 2 ⇒ (15) + 19 + 2 = 36
Damage: 1d10 + 11 + 2 ⇒ (2) + 11 + 2 = 15 radiant damage


Radiant light burns into the undead flesh, searing away more body parts. The Barrow cannot possibly take much more of this kind of punishment.

MAP - Group 1

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.

(Male Half-Orc Shadowy Rogue 16 / Cloaked Sniper)

Rev DM wrote:
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:
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, Furious Assault


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.

MAP - Group 1

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.


Rev DM wrote:
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.

(Female Elf Seeker, Crimson Hunter / 12)

Biting Swarm, 1d20+21=22(MISS!) vs Barrow's AC, 1d10+20=24 damage and if a hit, then -2 to all Barrow's attacks until SOMNT.


Not even insects can tolerate the presence of the barrow as the summoned swarm vanishes without attacking.

MAP - Group 1

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.

(Male Dragonborn Warlord/Battle Captain)

Can I hold... I really don't have time to post today and I don't want to hold you up...sorry


Darwyn uses shout of triumph.

1d20 + 14 ⇒ (3) + 14 = 17
1d6 + 8 ⇒ (2) + 8 = 10
On a hit, the barrow is pushed 3 squares, any allies within 3 squares get to slide 3 squares forward.


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

MAP - Group 1

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.

(M Hobgoblin Battlemind/Quicksilver Demon 16 (Foe Killer))

The Samson bonus would have ended after a turn cycle, regardless of his delay.

Lyan repeats the winning tactic, choosing first to no longer be grabbed. He steps through the shadows and emerges next to Darion, flail swinging.

Move: Shadow Step teleport to G5. Standard: Spectral Legion aug2 vs AC, with CA.

1d20 + 16 + 2 ⇒ (16) + 16 + 2 = 34

2d10 + 8 ⇒ (9, 5) + 8 = 22

22 damage and TEOMNT the target is immobilized, and it grants combat advantage to your allies while they are adjacent to it.

HP 60/102 Surge 8/14 PP 1/8
Used: Nightmare Vortex, Knifing Wind, Mental Zephyr, Shadow Step


Bloodied! Darwyn is not having the best run this combat.


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

Edit to include HP, 51/102


Between them, Lyan and Darion bludgeon the Barrow back into its component parts. The tower is now even less appetising.

OUT OF COMBAT :)
Please take 1666XP bringing you to a total of 35,533.
Have a short rest, heal all you want and let me know what you're doing next.

(M Hobgoblin Battlemind/Quicksilver Demon 16 (Foe Killer))

Two surges spent to be at full. 6 surges remaining. 2 AP. 1 daily used (in the first fight). That was fun!


I have to say that for a level 14 solo soldier, it struck me as rather weedy, but I expect it felt different from your end of the sword, so to speak.

(M Hobgoblin Battlemind/Quicksilver Demon 16 (Foe Killer))

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 . . .


Blowing 2 surges to get to 101 and yeah resist necrotic was a blessing on that thing :P Great job everyone!

I'm going to look around for anything of interest.
Perception: 1d20 + 8 ⇒ (7) + 8 = 15

(Male Half-Orc Shadowy Rogue 16 / Cloaked Sniper)

Norrin spends a healing surge while he helps Darion look for stuff.

Perception 1d20 + 16 ⇒ (4) + 16 = 20

AC 27; Fortitude 27, Reflex 27, Will 23
90/90 HP; 3/7 Surges (+22 HP):
Initiative +13; Speed 6
Passive Perception 26, Passive Insight 18; Low-light vision
AP: 1
Conditions: none
Expended: Attacks on the Run


The intrepid pair confirm that the bridge from the tower leads to a third tower from which Norrin can see a very faint glow.

It will take another hour to reach it, given the horrible traveling conditions and the cold continues to seep into you.

I'll need Endurance checks from you all (DC18). On a fail, take 2d10 cold damage.

(Male Half-Orc Shadowy Rogue 16 / Cloaked Sniper)

Endurance check 1d20 + 13 ⇒ (6) + 13 = 19 to avoid 2d10 ⇒ (6, 7) = 13 cold damage.

So are the three towers all that's left of Moil or are they an outlier of the ruined Moil?


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.

(Male Half-Orc Shadowy Rogue 16 / Cloaked Sniper)

Rev DM wrote:
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 the Dice Rolling Glitch.

Spoiler:
1d20 + 20 ⇒ (12) + 20 = 32 (12) + 20 = 32


2 surges and song of rest, so that everyone gets an additional 5 hp per surge.

When they begin to cross the bridge Darwyn uses inspire competence again, to give everyone +2.

Endurance 1d20 + 11 ⇒ (8) + 11 = 19


Norrin and Darwyn shrug aside the cold.

(M Hobgoblin Battlemind/Quicksilver Demon 16 (Foe Killer))

Can't fail, thanks to Darwyn.


Endurance: 1d20 + 12 ⇒ (4) + 12 = 16 to avoid 2d10 ⇒ (8, 2) = 10 cold

"Pelor's Light! Anyone else feeling a bit chilled?"

(Male Dragonborn Warlord/Battle Captain)

"Great job fellas"

Samson uses his last healing word on himself for (5,1,5) + 24 + 5 = 40 which brings me to full.

endurance 1d20(5)+13=18

Search the area 1d20(9)+6=15


The warmth of Pelor's light has a hard time penetrating the murk of Moil, but Samson's scales ward him from harm and Lyan seem impervious to cold.

Just need a roll from Levana.

(Female Elf Seeker, Crimson Hunter / 12)

Endurance Check, 1d20+8=21
Using 1 surge to get back to full 81HP


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.

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.
0 successes/0 failures

(Male Half-Orc Shadowy Rogue 16 / Cloaked Sniper)

I'm gonna see what bonuses the team can bring to the table before starting.

"I don't practise thievery myself," the half-orc smiles while trying to look as innocent as possible, "but I know of it."

(M Hobgoblin Battlemind/Quicksilver Demon 16 (Foe Killer))

Good at Athletics and Endurance, terrible at everything else. No powers that enhance skills.


Religion is the best that I've got

Darion carefully steps closer to the wards, examining them for any religious significance.

(Male Dragonborn Warlord/Battle Captain)

History and athletics are my strong suite... Followed by diplomacy and endurance.

I don't have any powers that enhance skills.

Where you asking for positions Rev?


Place yourselves somewhere on the map please - ideally within three squares of the blue hatches.


S24 please.

(M Hobgoblin Battlemind/Quicksilver Demon 16 (Foe Killer))

P23. Waiting mostly for Darwyn to chime in, as he can probably boost us somewhat.

(Male Half-Orc Shadowy Rogue 16 / Cloaked Sniper)

Please start me at (P,28).


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.
0 successes/0 failures

(Male Dragonborn Warlord/Battle Captain)

R22


Just need Darwyn and Levana.


'What manner of ward is this?' Darwyn asks aloud as he paces to it's southern edge.

U25, I'm going to use inspire competence again, to give everyone a +2 to Arcana skill checks.

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