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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Female Elf Seeker, Crimson Hunter / 12
Rev DM wrote:
Yes. You got an OA on the wight for using a ranged attack next to you in response to Samson's power.

Levana is in I3. Are you confusing "LH" and "LP" on the map?


Headdesk. You're quite right. Lyan - if you'd like to do the honours?

MAP GROUP 1

Notes on terrain:

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)


M Hobgoblin Battlemind/Quicksilver Demon 17 (Foe Killer)

1d20 + 13 + 2 ⇒ (2) + 13 + 2 = 171d10 + 5 + 5 ⇒ (9) + 5 + 5 = 19

No luck


MAP GROUP 1

Notes on terrain:

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 - own attack
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)


Female Elf Seeker, Crimson Hunter / 12

Minor Action - Shift to H3
Standard Action - Swarming Bats(Burst 2 centered on K7)
1d20+18=20 vs Z2 Reflex, 1d10+11=20 damage and slide to L6
1d20+18=23 vs Z3 Reflex, 1d10+11=20 damage and slide to M9
1d20+18=27 vs Z4 Reflex, 1d10+11=20 damage and slide to K8
The slides are an effect so occur whether a hit or miss,
The burst creates a zone of difficult terrain that lasts until EOMNT. The zone is also difficult terrain for flying creatures. While within the zone, enemies grant combat advantage. As a move action, Levana can move the zone 4 squares.


Male Orcish-Nerathi Chelaxian Hybrid Ranger|Executioner Assassin
Norrin Axebeard wrote:


Standard Action, he unleashes a Biting Volley.
W1 Reflex 1d20+17+2 for 1d10+10+2d6+5 damage (base + quarry + vulnerability).
W1 Reflex 1d20+17+2 for 1d10+10+2d6+5 damage (base + quarry + vulnerability).

I just realized I'd rolled for quarry damage twice when it only applies one per turn.


Levana adds a flurry of bats to the decorative scheme of the ruined tower, slowing the zombies as they look bewildered at the fluttering beasts.

Norrin plants a dangerously barbed arrow into W1's chest, but some of the wound heals instantly as it attacks Lyan with its most potent weapon. Vile energy ripples off its claws and into the hobgoblin, dazing him and leaving seeping wounds in their wake. Even as the blow lands, radiant light briefly outlines the wight, causing fresh agony to the creature.

W1 takes collatoral damage for failing to attack Darion

Blackfire recharge: 1d6=5 (W1), 1d6=3 (W2). Yes and no.

Blackfire (Fort). On hit target takes 10 ongoing cold and necrotic and is dazed (se both). First failed save, ongoing and stunned (se both). Second failed save, ongoing and unconscious (se both). Third failed save, dead.
1d20+18=32 - W1 v Lyan. Hits. 2d12+7=16
16 damage to Lyan and he takes 10 ongoing cold and necrotic and is dazed (se both, but see consequences of failure above)

W2 tries a different tack on the same target, clawing at the hapless battlemind.

Ice Claw (AC)
1d20+22=31 - W2 v Lyan. Hits. 3d12+10=32
32 damage to Lyan.

Lurching through bats, the zombies advance on the comrades, but only Z1 is in a position to make an attack, lumbering into Lyan.

Rending Claw (AC). On hit target is slowed to end next turn
1d20+20=23. Z1 v Lyan. Miss.

No recharge on Moilean Breath. Pah.

48 total damage to Lyan

MAP GROUP 1

Notes on terrain:

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 - +1 defenses v non-melee; taking 10 ongoing cold/necro and dazed (se both - 1st fail ongoing and stun, 2nd fail ongoing and unconscious, 3rd fail dead)
Samson - slowed (se)
Levana
Norrin
Wight 1 - BLOODIED; 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; Norrin's Quarry
Wight 2
Zombie 1
Zombie 2
Zombie 3
Zombie 4 - Divinely Challenged by Darion (teont); granting CA


M Hobgoblin Battlemind/Quicksilver Demon 17 (Foe Killer)

Hobgoblin Resilience -- save vs Blackfire effect as immediate reaction. 1d20 ⇒ 11 No other changes, as that's my immediate for the turn, but no ongoing or lingering effects!

EDIT: Wait, no immediate action while dazed. Bah.

HP: 54/102 PP: 7/8. Dazed, ongoing 10 cold/necrotic, etc.
Marked W1.


I was suppose to be standing beside W1 seeing as to how I charged it last turn but I haven't moved on the map. :(

Darion, furious from missing with his first attack, slashes the wight. Light bursts from the cut, burning it and the other nearby undead.

Standard: Light of the living
Attack: 1d20 + 19 + 1 ⇒ (17) + 19 + 1 = 37
Damage: 3d10 + 1d6 + 11 + 1 ⇒ (7, 8, 10) + (3) + 11 + 1 = 40 radiant damage and all undead within 5 squares of Darion take 6 damage and are marked until EOMNT

I'll use Divine Challenge on it as well in case the attack misses, does 6 radiant damage


Don't know what happened there - I remember moving you. My apologies for that. But you can take comfort in that follows ...

Darion is not to be denied. Calling on his patron god, he channels all of Pelor's warmth and strength into a mighty blow. Nothing that the wight has endured in the long centuries has prepared it for such an assault and the creature simply explodes, sending befouling chill dead matter all around the companions. The paladin follow through is too strong for him to prevent himself and Samson from being splashed with the vile matter, but he takes satisfaction from seeing two of the zombies suffer the same way.

Blackfire Shroud (immediate reaction when wight drops to 0hp or below. Burst 5 v Ref, all creatures in burst. On hit, target takes 10 ongoing cold and necrotic damage (se).
Targets Z4, Norrin, W2, Z1, Lyan, Darion and Samson:
1d20+18=26 - v Z4. Hits
1d20+18=24 - v Norrin. Miss
1d20+18=23 - v W2. Miss
1d20+18=34 - v Z1. Hits.
1d20+20=22 - v Lyan. Miss.
1d20+18=23 - v Darion. Hits
1d20+18=32 - v Samson. Hits.
4d6+7=24
24 damage to Z4, Z1, Darion and Samson. Darion and Samson take 10 ongoing cold/necro (se) Note the zombies have resist 10 cold/necro, so they don't take the ongoing.

MAP GROUP 1

Notes on terrain:

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.

Darwyn
Lyan - +1 defenses v non-melee; taking 10 ongoing cold/necro and dazed (se both - 1st fail ongoing and stun, 2nd fail ongoing and unconscious, 3rd fail dead)
Samson - slowed (se); 10 ongoing cold/necro (se)
Levana
Norrin
Wight 2
Zombie 1
Zombie 2
Zombie 3
Zombie 4 - Divinely Challenged by Darion (teont); granting CA
Darion - 10 ongoing cold/necro (se)


I'm not entirely familiar with the rules on this but I have resist necrotic 11. Do I still take the ongoing since it's partially cold damage?


M Hobgoblin Battlemind/Quicksilver Demon 17 (Foe Killer)
Darion Brightblade wrote:
I'm not entirely familiar with the rules on this but I have resist necrotic 11. Do I still take the ongoing since it's partially cold damage?

Afraid so


Darwyn moves to J4 and uses victorious smite on Z2, granting Levana the ability to slide up to 3 squares and make a basic attack on Z2 aswell if I hit.

1d20 + 15 ⇒ (2) + 15 = 17 1d8 + 8 ⇒ (8) + 8 = 16


M Hobgoblin Battlemind/Quicksilver Demon 17 (Foe Killer)

Due to time zone issues, I'm going to post as though that misses. Sorry, Darwyn.

Take 10 at start of turn. Bloodied.

Lyan shudders despite himself, as the freezing decay from the wight's blade courses through him. Fighting it off, though, he lays about with his flail, striking at the undead near him and daring them to take advantage.

Whirling Defense, aug2, vs. W2, Z1 AC. 1d20 + 16 ⇒ (12) + 16 = 281d20 + 16 ⇒ (14) + 16 = 301d10 + 8 ⇒ (6) + 8 = 14 On hit, 14 damage, and marked TEOMNT.

Save 1d20 ⇒ 18 Yes!

BLOODIED HP: 44/102 Surge: 14/14 PP:5/8
Marked: Possibly W2 and/or Z1.
+1 to defenses against non-melee


Darwyn's smooth movement is not enough to impact on the zombie, but Lyan, driven by the fear of imminent destruction does better. Quicker than though, his blade drives into both Z1 and the last wight and he casts aside the vile matter coursing through him.

MAP GROUP 1

Notes on terrain:

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); 10 ongoing cold/necro (se)
Levana
Norrin
Wight 2 - marked by Lyan to end his next turn
Zombie 1 - marked by Lyan to end his next turn
Zombie 2
Zombie 3
Zombie 4 - Divinely Challenged by Darion (teont); granting CA
Darion - 10 ongoing cold/necro (se)
Darwyn
Lyan - BLOODIED


Male Dragonborn Warlord/Battle Captain

Did I get slowed again? I made the save for the first time I got slowed.

Samson take ongoing 10 necrotic/cold

"Now is our chance, get into a better position!" Samson calls out as he distracts the wight with an attack "Make them bleed!"

Move: Reorient the Axis: Encounter
Move Action, Close burst 5
Target: Each ally in burst
Effect: Each target can shift a number of squares equal to your Intelligence modifier as a free action.
Standard:Warlord's Strike:Standard Action, Melee weapon(+3 Withering LongSpear)
Target: One creature
Attack: 1d20 + 18 ⇒ (19) + 18 = 37 vs. W1 AC
Hit: 2d10 + 11 ⇒ (3, 9) + 11 = 23 damage. Until the end of your next turn, all of your allies gain a +2 bonus to damage rolls against the target.
Minor: Inspiring word on Lyan 3d6 ⇒ (5, 3, 3) = 11
Saving throw: 1d20 ⇒ 17

_________________________________________________

Current Status
AC: 28 Fort: 27 Reflex: 23 Will: 23
HP: 57/91 Surges: 8/9 Surge Value: 24
Conditions: None
AP: 1, Inspiring Word: 2/3
Encounters used: Provoke Overextension, Warlord's Strike
Utilities used: Reorient the axis
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.


M Hobgoblin Battlemind/Quicksilver Demon 17 (Foe Killer)

Thanks! Note that it's your INT mod, not ours. So 3, 1 for those of slowed by difficult terrain. Given that, I'll stay put.

HP: 80/102 Surge: 13/14 PP:5/8
Marked: W2, Z1
+1 to defenses against non-melee


Samson - yes, you were slowed again, so I need another saving throw from you against the cold/necro damage.

Samson's attack cuts deep into the wight and his allies find themselves empowered to move slightly.

Levana, Darion, Darwyn and Norrin can all shift 3 if they wish to and I'll update once I've heard from them.

MAP GROUP 1

Notes on terrain:

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 - 10 ongoing cold/necro (se)
Levana

Norrin
Wight 2 - marked by Lyan to end his next turn; +2 to damage rolls against to end Samson's next turn
Zombie 1 - marked by Lyan to end his next turn
Zombie 2
Zombie 3
Zombie 4 - Divinely Challenged by Darion (teont); granting CA
Darion - 10 ongoing cold/necro (se)
Darwyn
Lyan - BLOODIED


Female Elf Seeker, Crimson Hunter / 12

Rev or anyone with DDI access, can you check Victorious Smite, the attack power Darwyn used previously this round in the compendium to see if the extra shift and attack it grants is under the "hit" section or "effect" section of the power. Currently under Darwyn's profile it is an effect. Levana doesn't want to pass up any free attacks. Thanks in advance.


Male Orcish-Nerathi Chelaxian Hybrid Ranger|Executioner Assassin
Levana Poria wrote:
Rev or anyone with DDI access, can you checkVictorious Smite, the attack power Darwyn used previously this round in the compendium to see if the extra shift and attack it grants is under the "hit" section or "effect" section of the power. Currently under Darwyn's profile it is an effect. Levana doesn't want to pass up any free attacks. Thanks in advance.

It's under Effect in the Compy.


Levana - it's a paragon path power, and you get the shift and the free attack regardless of whether Darwyn hit or not (he didn't).
Effect: As a free action, an ally within 5 squares of you can shift 3 squares and make a basic attack against the target with a bonus to the attack roll and the damage roll equal to your Constitution modifier.

Go right ahead and if you finish that shift within 5 of Samson, you get his freebie move as well :)


Female Elf Seeker, Crimson Hunter / 12

Free Action - Slide to F4
Ranged Basic Attack(granted by Darwyn), Grappling Spirits, 1d20+21=33 vs Z2 AC, 1d10+20=23 damage and the Z2 is slowed and can’t shift until EOMNT.
Minor Action - Sustain Swarming Bats
Move Action - Move Swarming Bats center to K6
Swarming Bats Effect Reminder: The burst creates a zone of difficult terrain that lasts until EOMNT. The zone is also difficult terrain for flying creatures. While within the zone, enemies grant combat advantage.
Standard Action - Feyjump Shot
1d20+18+2+3=39 vs Z2 AC, 1d10+11+3=18 damage, and if hit teleport to M8
1d20+18+2+3=30 vs Z4 AC, 1d10+11+3=18 damage, and if hit teleport to M7
If attack against Z4 is a miss, Levana may use Inevitable Shot, but I'll wait on the results first.

Using Darwyn's attack as a distraction, Levana makes some distance between herself and the Zombies, getting in an attack while doing so. She then lures her Bat Swarm to cover more of the Zombies. And Finally unleashes two more fey-touched arrows with the intent to teleport the targets further into the Bat Swarm.

EDIT: Added CA and CON modifier to attacks and damages


Levana - those both hit, but I'll hold on the update until I know where Darion, Darwyn and Norrin are moving to. If they are moving.


Rev DM wrote:
Levana - those both hit, but I'll hold on the update until I know where Darion, Darwyn and Norrin are moving to. If they are moving.

Not moving!


I'll shift adjacent to Z1. Anywhere is fine, but if I can get into flanking that would be my first choice.


M Hobgoblin Battlemind/Quicksilver Demon 17 (Foe Killer)
Darion Brightblade wrote:
I'll shift adjacent to Z1. Anywhere is fine, but if I can get into flanking that would be my first choice.

Unless you can ignore difficult terrain, you can only get to G9, which is next to one of the freezing pillars.

EDIT: May I suggest going after Z4 instead? Our ranged folks are looking exposed.


Z4 it is then. Sorry, forgot about the sloped floor being rough terrain. Thanks Lyan.


Male Orcish-Nerathi Chelaxian Hybrid Ranger|Executioner Assassin

I'll stay where I am.


Samson - still need a second save from you.

Levana calls on the primal spirits of this place to help her, briskly slowing and pushing two of the zombies back into the swirling bats at her command.

MAP GROUP 1

Notes on terrain:

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.

Norrin
Wight 2 - marked by Lyan to end his next turn; +2 to damage rolls against to end Samson's next turn
Zombie 1 - marked by Lyan to end his next turn
Zombie 2 - slowed and can't shift to end Levana's next turn; granting CA (bat zone)
Zombie 3
Zombie 4 - BLOODIED; Divinely Challenged by Darion (teont); granting CA (bat zone)
Darion - 10 ongoing cold/necro (se)
Darwyn
Lyan - BLOODIED
Samson - 10 ongoing cold/necro (se)
Levana


Male Orcish-Nerathi Chelaxian Hybrid Ranger|Executioner Assassin

So every purple square counts as difficult terrain? And am I under or on the rubble?

Designate W2 as quarry.

Norrin tries to twist and pull the arrow sticking out of Wight 2's chest.

Stab and Shoot, Part I 1d20 + 17 ⇒ (4) + 17 = 21 vs W2 AC for 1d10 + 10 + 2d6 + 2 ⇒ (4) + 10 + (3, 5) + 2 = 24 damage and W2 is dazed, and can't make an OA against me.

If Part I hits, Norrin uses the arrow to make a secondary attack against Zombie 2 @ K4.

Stab and Shoot, Part II 1d20 + 17 ⇒ (17) + 17 = 34 vs Z2 AC for 2d10 + 10 ⇒ (1, 4) + 10 = 15 damage.
_________________________________________________

Norrin is currently at
73 / 90 HP

7 of 7 Surges for +22 HP
AC 27; Fortitude 27, Reflex 27, Will 23
Initiative +13; Speed 6
Passive Perception 26, Passive Insight 18; Low-light vision
AP: 1
Conditions:
Expended: Biting Volley, Stab and Shoot


Essentially, this whole fight takes place in slow motion as the entire area is difficult terrain. Norrin is on the rubble, not under it. If he wants to climb onto a heap for some reason, he needs a DC15 Athletics check to do it.

Norrin's attempt to use an arrow to stab the wight to the heart are foiled by the creature's unexpectedly tough skin.

Darkfire recharge: 1d6=4. No.

Ignoring the half-orc, it turns once more on Lyan, raking chilly dead nails across the hobgoblin's face and somehow managing to miss.

Ice Claw (AC).
1d20+20=22. wight v Lyan. Bloody thing has a deathwish.

With the exception of Z1, the zombies lumber towards the companions, but do so extremely slowly, their movements hampered by unexpected bats. Z1 and Z4 can at least claw at their foes and do so.

Breath of Moil recharge for Z1: 1d6=1. No.

Rending Claws (AC). On hit target is slowed to end next turn
1d20+18=33 - Z1 v Lyan. Hits. 2d10+10=21
21 damage to Lyan and he is slowed to end his next turn

1d20+18=33 - Z4 v Darwyn. Hits. 2d10+10=28
28 damage to Darwyn and he is slowed to end his next turn.

MAP GROUP 1

Notes on terrain:

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 - 10 ongoing cold/necro (se)
Darwyn - slowed to end next turn (zombie attack)
Lyan - BLOODIED; slowed to end next turn (zombie attack)
Samson - 10 ongoing cold/necro (se)
Levana
Norrin
Wight 2 - marked by Lyan to end his next turn; +2 to damage rolls against to end Samson's next turn; Norrin's Quarry
Zombie 1 - marked by Lyan to end his next turn
Zombie 2 - slowed and can't shift to end Levana's next turnZombie 3 - granting CA (bat zone)
Zombie 4 - BLOODIED; Divinely Challenged by Darion (teont); granting CA (bat zone)


M Hobgoblin Battlemind/Quicksilver Demon 17 (Foe Killer)

Hobgoblin Resilience (this time, for real) 1d20 ⇒ 6 Oh, well. Lyan is, in fact, slowed. But not bloodied.

On the other hand, Darion shifted toward Z4 with the freebie. The old map isn't accessible, but I believe he would have been adjacent. So Z4 likely attacked either him or drew an from him?

HP: 59/102 Surge: 13/14 PP:5/8
Marked: W2, Z1
+1 to defenses against non-melee


Take the ongoing 10, leaving me at 66.

With a que from Lyan, Darion rushes to the aid of his ranged companions, charging the nearest zombie. Following with a mighty challenge to another.

Standard: Charge Z4 with Ardent Strike, marking it until EOMNT on hit
Attack: 1d20 + 19 + 1 ⇒ (2) + 19 + 1 = 22
Damage: 1d10 + 1d6 + 11 + 1 ⇒ (1) + (1) + 11 + 1 = 14 (the 1d6 is radiant)
Minor: Divine Challenge Z3, causing 4 radiant damage.

Save: 1d20 ⇒ 8

Edit: 68hp. Miscalculated.


I do apologise if I've messed up the moves. Flickr has inexplicably be failing to update my saves, which in a fight like this is infuriating. Z4 would not, however, have taken an OA as it was teleported by Levana.

Darion charges towards Z4, challenging Z3 en route. His attack is marred by an unexpected bat in the face and he misjudges, missing the undead Moilean.

MAP GROUP 1

Notes on terrain:

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.

Darwyn - slowed to end next turn (zombie attack)
Lyan - slowed to end next turn (zombie attack)
Samson - 10 ongoing cold/necro (se)
Levana
Norrin
Wight 2 - marked by Lyan to end his next turn; +2 to damage rolls against to end Samson's next turn; Norrin's Quarry
Zombie 1 - marked by Lyan to end his next turn
Zombie 2 - slowed and can't shift to end Levana's next turn
Zombie 3 - granting CA (bat zone); Divinely Challenged by Darion (teont)
Zombie 4 - BLOODIED; granting CA (bat zone)
Darion - 10 ongoing cold/necro (se)


M Hobgoblin Battlemind/Quicksilver Demon 17 (Foe Killer)

Unless you know something I don't, Lyan still isn't bloodied :-)


Darwyn uses guiding strike on Z4!

1d20 + 15 ⇒ (4) + 15 = 19
1d8 + 8 ⇒ (4) + 8 = 12
Hit: target takes a –2 penalty to AC until the end of my next turn


Lyan Hurzin wrote:
Unless you know something I don't, Lyan still isn't bloodied :-)

Amended.


Darwyn tries and fails to hit the encroaching zombie, but the cold, dead air and atmosphere of doom put him off his stroke.

MAP GROUP 1

Notes on terrain:

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 - slowed to end next turn (zombie attack)
Samson - 10 ongoing cold/necro (se)
Levana
Norrin
Wight 2 - marked by Lyan to end his next turn; +2 to damage rolls against to end Samson's next turn; Norrin's Quarry
Zombie 1 - marked by Lyan to end his next turn
Zombie 2 - slowed and can't shift to end Levana's next turn
Zombie 3 - granting CA (bat zone); Divinely Challenged by Darion (teont)
Zombie 4 - BLOODIED; granting CA (bat zone)
Darion - 10 ongoing cold/necro (se)
Darwyn


M Hobgoblin Battlemind/Quicksilver Demon 17 (Foe Killer)

Lyan, slowed by the zombie's attack, misses the wight. He does, though, maintain his lock on the enemies' attention.

Knifing Wind (enc) vs W2 AC 1d20 + 16 ⇒ (2) + 16 = 181d10 + 8 + 2 ⇒ (7) + 8 + 2 = 17 Minor: Battlemind's Demand, aug1, to mark Z1 and W2 until I say otherwise (i.e. use this power again).

HP: 59/102 Surge: 13/14 PP:4/8
Marked: W2, Z1
Used: Hob Resilience, Shadow Step, Knifing Wind
+1 to defenses against non-melee

Spoiler:
Will set up conditions when it's closer to W2's turn


Lyan watches and bides his time.

Samson - please note that if you make your save from last turn, you won't take the 10 ongoing cold/necro this turn :)

MAP GROUP 1

Notes on terrain:

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 - 10 ongoing cold/necro (se)
Levana
Norrin
Wight 2 - marked by Lyan; +2 to damage rolls against to end Samson's next turn; Norrin's Quarry
Zombie 1 - marked by Lyan
Zombie 2 - slowed and can't shift to end Levana's next turn
Zombie 3 - granting CA (bat zone); Divinely Challenged by Darion (teont)
Zombie 4 - BLOODIED; granting CA (bat zone)
Darion - 10 ongoing cold/necro (se)
Darwyn
Lyan


Male Dragonborn Warlord/Battle Captain

1d20 ⇒ 17

Samson attempts an assault on W2 and z1

Move: Dragon Breath:Minor Action, Close burst 3
Target: All Enemies in Burst (W2 and Z10)
Attack: 1d20 + 16 ⇒ (2) + 16 = 18 vs. W2 Reflex
1d20 + 16 ⇒ (6) + 16 = 22 vs. Z1 Reflex
Hit: 2d10 + 6 ⇒ (1, 4) + 6 = 11 Acid
Standard:Force Retreat, Melee weapon(+3 Withering LongSpear)
Target: W2
Attack: 1d20 + 18 ⇒ (4) + 18 = 22 vs. Reflex
Hit: 1d10 + 5 ⇒ (10) + 5 = 15 damage, and you push the target to F7
Secondary Target: Each enemy that was adjacent to the primary target, is its size or smaller, and is within your melee reach
Secondary Attack: 1d20 + 18 ⇒ (2) + 18 = 20 vs. Fortitude
Hit: 2d6 + 11 ⇒ (5, 4) + 11 = 20 modifier damage, and you push the secondary target to E8
Minor:Inspiring word on Darion 3d6 ⇒ (4, 2, 3) = 9

Have you ever seen worst luck? Out of 4 d20 rolls not one was over a 6
_________________________________________________

Current Status
AC: 28 Fort: 27 Reflex: 23 Will: 23
HP: 57/91 Surges: 9/9 Surge Value: 24
Conditions: None
AP: 1, Inspiring Word: 1/3
Encounters used: Warlord's Strike, Provoke Overextension
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.


Trust me when I say I feel your pain. If it's any consolation, most of my monster rolls have been majestically in the 1-8 range. I want to smack them hard and tell them to get a grip, as it does feel as if they don't really have the will to win.

Samson tries, but the oppressive atmosphere ruins all his attacks. On the plus side, Darion feels considerably better.

MAP GROUP 1

Notes on terrain:

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
Norrin
Wight 2 - marked by Lyan; +2 to damage rolls against to end Samson's next turn; Norrin's Quarry
Zombie 1 - marked by Lyan
Zombie 2 - slowed and can't shift to end Levana's next turn
Zombie 3 - granting CA (bat zone); Divinely Challenged by Darion (teont)
Zombie 4 - BLOODIED; granting CA (bat zone)
Darion - 10 ongoing cold/necro (se)
Darwyn
Lyan
Samson


Male Orcish-Nerathi Chelaxian Hybrid Ranger|Executioner Assassin
Rev DM wrote:
Trust me when I say I feel your pain. If it's any consolation, most of my monster rolls have been majestically in the 1-8 range. I want to smack them hard and tell them to get a grip, as it does feel as if they don't really have the will to win.

This makes me feel nostalgic for the video game Dungeon Keeper 2 where the cursor was a big green hand that could give henchcreatures a friendly, motivational slap.

Norrin draws his sunblade and shouts at Wight 2, "Lay on, Macderp, and damned be him who first cries 'Hold! Enough!'" (He lays on with Twin Strike).

Sunblade vs W2 AC 1d20 + 17 ⇒ (16) + 17 = 33 for 1d8 + 2 + 2 ⇒ (5) + 2 + 2 = 9 radiant damage.
Claw vs W2 AC 1d20 + 17 ⇒ (11) + 17 = 28 for 1d8 + 3 + 2 ⇒ (5) + 3 + 2 = 10 damage.

If either attacks connect, please apply:
Free action: Quarry 2d6 ⇒ (5, 6) = 11 damage.
Free action: Furious Assault 1d8 ⇒ 8 damage.
Minor action Ruffling Sting 1d8 + 8 ⇒ (2) + 8 = 10 damage.
_________________________________________________

Norrin is currently at
73 / 90 HP

7 of 7 Surges for +22 HP
AC 27; Fortitude 27, Reflex 27, Will 23
Initiative +13; Speed 6
Passive Perception 26, Passive Insight 18; Low-light vision
AP: 1
Conditions: none
Expended: Biting Volley, Stab and Shoot, Furious Assault, Ruffling Sting


Female Elf Seeker, Crimson Hunter / 12

Possessing Spirits with CA, 1d20+20=29 vs Z4 Will, 1d10+11=16 damage and Z4 makes a melee basic attack as a free action against Z3. If that attack hits, Z3 & Z4 are dazed until EOMNT.


I love the idea of a disembodied hand picking the monsters up and shaking them. I want one for my birthday.

Levana smiles and points a gentle finger, calling on the spirits she feels all around her to revive ancient memories of life in the undead. Z4 looks utterly bewildered as memory of Z3 as an annoying neighbour floods back and he clouts him hard.

1d20+18=35 - Z4 v Z3. Hits.
2d10+10=23 -10 for resistances =13 damage to Z3 and both it and Z4 are dazed to end Levana's next turn.

Norrin takes his cue from Levana and uses mangled quotation as a distraction. It's an effective tactic as the wight goggles cluelessly, unable to defend itself against such an assault.

48 damage.

Blackfire recharge: 1d6. Yes.

In a desperate attempt to even the balance, the wight prepares to strike ....

Pausing here as Lyan has all kinds of conditionals planned and I need to know what they are before I roll the monsters.

MAP GROUP 1

Notes on terrain:

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.

Wight 2 - marked by Lyan; +2 to damage rolls against to end Samson's next turn; Norrin's Quarry
Zombie 1 - marked by Lyan
Zombie 2
Zombie 3 - granting CA (bat zone); Divinely Challenged by Darion (teont); dazed to end Levana's next turn
Zombie 4 - BLOODIED; granting CA (bat zone); dazed to end Levana's next turn

Darion - 10 ongoing cold/necro (se)
Darwyn
Lyan
Samson
Levana
Norrin


M Hobgoblin Battlemind/Quicksilver Demon 17 (Foe Killer)

Thanks. Descending priority order. i only get one.
- W2 violates the mark and does damage: reaction, W2 takes equal damage itself from Mind Spike.
- W2 targets an ally (even if it also targets me): interrupt, smack him with Lightning Rush aug1 (moving my speed, effective 2, to it if necessary). Please roll for me if this comes up, I'll be afk for awhile. 1d20+16, 1d10+8+2, on hit -4 to the triggering attack.
- same things for Z1.


The wight identifies Lyan as its prime adversary and launches another gout of blackfire at the hobgoblin. The attack hits, dazing the battlemind, but the wight cannot prevent the mental agony it causes itself.

Mind spike kicks in. 22 damage to wight. Is it same type damage or just damage? If same type, it only takes 12.

Blackfire (Fort). On hit target takes 10 ongoing cold/necro and is dazed (se both). First failed save ongoing and stunned (se both); Second failed save onoing and unconscious (se both). Third failed save - dead.
1d20+18=34 - W2 v Lyan. Hits. 2d12+7=22 cold/necro
22 cold/necro to Lyan and he also takes 10 ongoing cold/necro and is dazed (se both - see above for failure consequences)

Breath of Moil recharge Z1: 1d6=4. Yes.
Breath of Moil recharge Z3: 1d6=1. No.

Z1 yet again absorbs the chill, rank air and wraps the tendrils of its breath over the party.

Breath of Moil (Fort). Close blast 3. Living creatures. On hit target is slowed (se). If already slowed, immobilised (se).
Targets Norrin, Samson and Lyan (with CA)
1d20+16=22 - Z1 v Norrin. Miss
1d20+16=32 - Z1 v Samson. Hits
1d20+20=32 - Z1 v Lyan. Hits.
1d10+3=13
13 damage to Norrin, Samson and Lyan.
Z1 heals 6

Z2 makes its way slowly around the pillars, while Z3 charges out of the bats towards Dawryn aided by Z4 pummelling into the bard.

Z4 takes radiant damge for ignoring Darion's divine challenge.

Rending Claw (AC). On hit target is slowed to end its next turn
1d20+18=28 - Z3 v Darwyn. Hits. 2d10+10=15
1d20+18=30 - Z4 v Darwyn. Hits. 2d10+10=16
31 damage to Darwyn

Damage totals:
31 Darwyn
35 Lyan
13 each, Norrin and Samson

MAP GROUP 1

Notes on terrain:

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 - 10 ongoing cold/necro (se)
Darwyn - BLOODIED; slowed to end next turn
Lyan - dazed and taking 10 ongoing (se both - 1st fail stunned, 2nd fail unconscious, 3rd fail dead)
Samson - slowed again (se)
Levana
Norrin
Wight 2 - marked by Lyan; +2 to damage rolls against to end Samson's next turn; Norrin's Quarry
Zombie 1 - marked by Lyan
Zombie 2
Zombie 3 - granting CA (bat zone); Divinely Challenged by Darion (teont)
Zombie 4 - BLOODIED; granting CA (bat zone); dazed to end Levana's next turn


Bloodied!!!


M Hobgoblin Battlemind/Quicksilver Demon 17 (Foe Killer)
Rev DM wrote:
Mind spike kicks in. 22 damage to wight. Is it same type damage or just damage? If same type, it only takes 12.

No, I'm afraid it doesn't. Attacking me doesn't violate my mark, so no damage. And being dazed at the start cancels the rest of my plans . . . Bloodied again

BLOODIED HP: 37/102 Surge: 13/14 PP:4/8
Marked: W2, Z1
Used: Hob Resilience, Shadow Step, Knifing Wind
+1 to defenses against non-melee
Dazed/10 ongoing (se, etc)


Amended list and map for clarity. I have given W2 his hp back. He is most grateful for them.

MAP GROUP 1

Notes on terrain:

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 - 10 ongoing cold/necro (se)
Darwyn - BLOODIED; slowed to end next turn
Lyan - BLOODIED; dazed and taking 10 ongoing (se both - 1st fail stunned, 2nd fail unconscious, 3rd fail dead)
Samson - slowed again (se)
Levana
Norrin
Wight 2 - marked by Lyan; +2 to damage rolls against to end Samson's next turn; Norrin's Quarry
Zombie 1 - marked by Lyan
Zombie 2
Zombie 3 - granting CA (bat zone); Divinely Challenged by Darion (teont)
Zombie 4 - BLOODIED; granting CA (bat zone); dazed to end Levana's next turn

[/ooc]...

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