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.


1,501 to 1,550 of 3,395 << first < prev | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36 | next > last >>

Actually, Lisbarr is right. His own power from last turn gave you +2 to all defenses and resist 5 radiant. Take back your hp and Lyan isn't marked.

Lisbarr dodges behind the altar and and lights up the room with a beacon of pure, divine light. The zombie knights shrivel visibly in its presence.

Miscalculated. Z3 is also bloodied, but only just.

MAP

Blue Zone: Enemies take -2 to attack rolls within it, bloodied allies gain 5hp at start of turn in zone.

Green Zone: Enemy hitting ally within zone takes 5 damage.

Yellow Zone: Enemies within the zone take -2 penalty to attacks, defenses and saving throws. Zone ends if Lisbarr enters it.

All - you have resist 3 all damage to end encounter.

All - to end Lisbarr's next turn, if you hit, you can slide the target one square.

Norrin
Akemi - 82/100hp; marked by Z1 to end Z1's next turn
Lyan (resist 15 necro) - used AP; used second wind; can teleport 2 as free at start or end each turn;
Zombie Knight 1 - BLOODIED; under Akemi's Oath; marked by Lyan; dazed to end Lisbarr's next turn
Zombie Knight 2 - (feystepped)
Zombie Knight 3 - BLOODIED; Norrin's Quarry; weakened to end its next turn
Zombie Knight 4 - BLOODIED: dazed to end its next turn; 10 ongoing radiant (se)
Zombie Knight 5 - (feystepped);
Rothel (resist 11 necro);
Lisbarr (resist 10 necro) - used AP


M Hobgoblin Battlemind/Quicksilver Demon 17 (Foe Killer)

Oh, better still!


Male Orcish-Nerathi Chelaxian Hybrid Ranger|Executioner Assassin

"I need a bit of breathing space," says the ranger as he shifts over to the musty coffin that may or may not be his in the future.

(Move) Invigorating Stride. Norrin shifts 2 squares and uses Second Wind.
(Minor) Hunter's Quarry = Zombie 4

(Standard) Biting Volley at Z4 1d20 + 17 ⇒ (18) + 17 = 35 vs Reflex; 10 + 10 + 12 + 3d6 ⇒ 10 + 10 + 12 + (1, 5, 2) = 40 damage and I slide Z4 to J6.
At Z3 1d20 + 17 ⇒ (18) + 17 = 35 vs Reflex; 10 + 10 + 3d6 ⇒ 10 + 10 + (4, 1, 2) = 27 damage and I slide Z3 to M8.
Effect: Either attack can score a critical hit on a roll of 18–20.

___

AC 27; Fortitude 28, Reflex 28, Will 24
74/95 HP; 2/7 Surges:
Surge Value +23 HP
Initiative +13; Speed 6
Passive Perception 26, Passive Insight 18; Low-light vision
AP: 0
Conditions: none
Dailies: Sure Shot, Attacks on the Run
Encounters: Stab and Shoot, Invigorating Stride, Second Wind, Biting Volley


Both of Norrin's arrows strike true, pulling the knights further into the centre of the room. The beings look to be close to needing the coffin Norrin himself is leaning against.

MAP

Blue Zone: Enemies take -2 to attack rolls within it, bloodied allies gain 5hp at start of turn in zone.

Green Zone: Enemy hitting ally within zone takes 5 damage.

Yellow Zone: Enemies within the zone take -2 penalty to attacks, defenses and saving throws. Zone ends if Lisbarr enters it.

All - you have resist 3 all damage to end encounter.

All - to end Lisbarr's next turn, if you hit, you can slide the target one square.

Akemi - 82/100hp; marked by Z1 to end Z1's next turn
Lyan (resist 15 necro) - used AP; used second wind; can teleport 2 as free at start or end each turn;
Zombie Knight 1 - BLOODIED; under Akemi's Oath; marked by Lyan; dazed to end Lisbarr's next turn
Zombie Knight 2 - (feystepped)
Zombie Knight 3 - BLOODIED; weakened to end its next turn
Zombie Knight 4 - BLOODIED: dazed to end its next turn; 10 ongoing radiant (se); Norrin's Quarry
Zombie Knight 5 - (feystepped);
Rothel (resist 11 necro);
Lisbarr (resist 10 necro) - used AP
Norrin - +2 all defenses to start next turn (used second wind)


Male Half-Elf Invoker/17 Speaker of the Word

None of Lisbarr's dazes are in effect anymore..., nor is the shift thing...


Female Human

64/100 hp. 2/9 surges.

Akemi's vision swims. Forgive my foolishness, holy ones! She leaps back up like a cat, and darts to the side.

Minor - Agile Recovery (I stand up). Move - shift to I6. Standard - Temple of Light vs Z1
1d20 + 19 ⇒ (5) + 19 = 241d20 + 19 ⇒ (7) + 19 = 262d12 + 8 ⇒ (4, 11) + 8 = 23
Radiant damage. Effect: The attack creates a zone of radiant energy in a burst 2 centered on the target. The zone lasts until the end of the encounter. When the target moves, the zone moves with it, remaining centered on it. Whenever you hit a creature that is within the zone, that attack deals 1d6 extra radiant damage.

"Be released."

Waiting on outcome of that before APing.


That misses Z1's AC, but I've added the new zone to the patchwork of your map.


Spoke to Akemi backstage and confirmed she is not using her AP this time around.

Akemi grasps her weapon and invokes her patroness as light bursts from the blade and engulfs the zombie knight. Aware at some level of the blessing bestowed, the knight bows even as the radiance dowses its regenerative powers.

MAP

Blue Zone: Enemies take -2 to attack rolls within it, bloodied allies gain 5hp at start of turn in zone.

Green Zone: Enemy hitting ally within zone takes 5 damage.

Yellow Zone: Enemies within the zone take -2 penalty to attacks, defenses and saving throws. Zone ends if Lisbarr enters it.

Orange Zone: The zone lasts until the end of the encounter. When the target moves, the zone moves with it, remaining centered on it. Whenever you hit a creature that is within the zone, that attack deals 1d6 extra radiant damage.

All - you have resist 3 all damage to end encounter.

Lyan (resist 15 necro) - used AP; used second wind; can teleport 2 as free at start or end each turn;
Zombie Knight 1 - BLOODIED; under Akemi's Oath; marked by Lyan;
Zombie Knight 2 - (feystepped)
Zombie Knight 3 - BLOODIED; weakened to end its next turn
Zombie Knight 4 - BLOODIED: dazed to end its next turn; 10 ongoing radiant (se); Norrin's Quarry
Zombie Knight 5 - (feystepped);
Rothel (resist 11 necro);
Lisbarr (resist 10 necro) - used AP
Norrin - +2 all defenses to start next turn (used second wind)
Akemi - marked by Z1 to end Z1's next turn


M Hobgoblin Battlemind/Quicksilver Demon 17 (Foe Killer)

Sorry, missed the call, and now rushed. Standard: Flowing Weapon vs Z4 (melee reach attack).
1d20 + 16 + 2 ⇒ (11) + 16 + 2 = 291d10 + 10 + 1d6 ⇒ (6) + 10 + (2) = 18
Minor: Mark Z2 (releasing previous). Free: Teleport I2.


Thanks to the various debilitating zones around it, Z4 suffers the full force of Lyan's attack and collapses back into the welcoming arms of death.

It was at -2 all defenses (yellow zone) and can't rise as it took radiant and was taking 10 ongoing radiant.

The remaining knights salute their fallen comrade and return to the attack. Akemi's foe continues to engage her, but Lyan's abrupt reappearance attracts the attention of Z2 and Z5. Meanwhile Z3 apparantly regards Lisbarr as a worth foe and hunts down the invoker.

Akemi's target is overwhelmed by the divine light enshrouding it, and one of Lyan's foes does little better. The other two land substantial hits on their targets, and Lisbarr has cause to be grateful that the blow is weakened.

Z1 goes for Akemi
Z2 and Z5 both attack Lyan
Z3 attacks Lisbarr

1d20+18=19 - Z1 v Akemi. Miss.

1d20+20=22 - Z2 v Lyan. Miss.
1d20+22=37 - Z5 v Lyan. Hits. 4d8+11=30
30 damage to Lyan and he is marked by Z5 to end Z5's next turn

1d20+20=36 - Z3 v Lisbarr. Hits. 4d8+11=32 halved due to weakened, so 16
16 damage to Lisbarr.

MAP

Blue Zone: Enemies take -2 to attack rolls within it, bloodied allies gain 5hp at start of turn in zone.

Green Zone: Enemy hitting ally within zone takes 5 damage.

Yellow Zone: Enemies within the zone take -2 penalty to attacks, defenses and saving throws. Zone ends if Lisbarr enters it.

Orange Zone: The zone lasts until the end of the encounter. When the target moves, the zone moves with it, remaining centered on it. Whenever you hit a creature that is within the zone, that attack deals 1d6 extra radiant damage.

All - you have resist 3 all damage to end encounter.

Rothel (resist 11 necro);
Lisbarr (resist 10 necro) - used AP
Norrin - +2 all defenses to start next turn (used second wind)
Akemi - marked by Z1 to end Z1's next turn
Lyan (resist 15 necro) - used AP; used second wind; can teleport 2 as free at start or end each turn; marked by Z5 to end Z5's next turn
Zombie Knight 1 - BLOODIED; under Akemi's Oath
Zombie Knight 2 - (feystepped); marked by Lyan
Zombie Knight 3 - BLOODIED; weakened to end its next turn
Zombie Knight 5 - (feystepped);


Male Deva Shaman 17, Scion of Renewal

Rothel hoping that his effects will make a difference over the course of the battle, resorts to using his spirit's attacks against the enemy.
Minor, sustain zone

Pointing at one of the zombies flanking Lyan, he commands Rahz-Ahk to strike.

Standard, Ironbreaker Claws on Z2 1d20 + 15 ⇒ (3) + 15 = 18 vs Ref, but with his power not in it he pushes his spirit to envision his days of anger.Memory of a Thousand Lifetimes, for spirit's atk 1d10 ⇒ 7 total is 25 vs Ref. If it hits, 1d10 + 8 ⇒ (10) + 8 = 18 and Lyan gets a basic attack as a free action with a +4 to the attack roll.

Then he and his Spirit move to the relative same space J4, spirit above me, blue zone moves with spirit.


The memory of his former blood-soaked life serves Rothel well as the clawed spirit slashes into Z2 and bloodies the undead knight.

Lyan gets a free basic attack at +4.

MAP

Blue Zone: Enemies take -2 to attack rolls within it, bloodied allies gain 5hp at start of turn in zone.

Green Zone: Enemy hitting ally within zone takes 5 damage.

Yellow Zone: Enemies within the zone take -2 penalty to attacks, defenses and saving throws. Zone ends if Lisbarr enters it.

Orange Zone: The zone lasts until the end of the encounter. When the target moves, the zone moves with it, remaining centered on it. Whenever you hit a creature that is within the zone, that attack deals 1d6 extra radiant damage.

All - you have resist 3 all damage to end encounter.

Lisbarr (resist 10 necro) - used AP
Norrin - +2 all defenses to start next turn (used second wind)
Akemi - marked by Z1 to end Z1's next turn
Lyan (resist 15 necro) - used AP; used second wind; can teleport 2 as free at start or end each turn; marked by Z5 to end Z5's next turn
Zombie Knight 1 - BLOODIED; under Akemi's Oath
Zombie Knight 2 - BLOODIED; (feystepped); marked by Lyan
Zombie Knight 3 - BLOODIED; weakened to end its next turn
Zombie Knight 5 - (feystepped);
Rothel (resist 11 necro);


Male Deva Shaman 17, Scion of Renewal

Sorry, Rev. The blue zone is the only ones of mine that moves.


Paragon pcs and their zones ... grumble grumble. Sorted :D


Male Half-Elf Invoker/17 Speaker of the Word

Bored of the intentions of Z3, Lisbarr joins the main party and pulls himself together a bit.

Minor: Divine protection Does not provoke OAs to the end of his next turn.
Move: to L5
Standard:Second wind - no longer bloodied +2 to all defences.
No action: (sustaining cloak) Use cloak's power to sustain his zone for another turn.


Lisbarr brushes contemptuously past Z3 and joins Norrin.

Lyan gets a free basic attack at +4.

MAP

Blue Zone: Enemies take -2 to attack rolls within it, bloodied allies gain 5hp at start of turn in zone.

Green Zone: Enemy hitting ally within zone takes 5 damage.

Yellow Zone: Enemies within the zone take -2 penalty to attacks, defenses and saving throws. Zone ends if Lisbarr enters it.

Orange Zone: The zone lasts until the end of the encounter. When the target moves, the zone moves with it, remaining centered on it. Whenever you hit a creature that is within the zone, that attack deals 1d6 extra radiant damage.

All - you have resist 3 all damage to end encounter.

Norrin - used second wind;
Akemi - marked by Z1 to end Z1's next turn
Lyan (resist 15 necro) - used AP; used second wind; can teleport 2 as free at start or end each turn; marked by Z5 to end Z5's next turn
Zombie Knight 1 - BLOODIED; under Akemi's Oath
Zombie Knight 2 - BLOODIED; (feystepped); marked by Lyan
Zombie Knight 3 - BLOODIED; weakened to end its next turn
Zombie Knight 5 - (feystepped);
Rothel (resist 11 necro);
Lisbarr (resist 10 necro) - +2 all defenses to start next turn (used second wind); used AP


M Hobgoblin Battlemind/Quicksilver Demon 17 (Foe Killer)

1d20 + 13 + 4 ⇒ (18) + 13 + 4 = 351d10 + 7 ⇒ (5) + 7 = 12


Male Orcish-Nerathi Chelaxian Hybrid Ranger|Executioner Assassin

Norrin fires two arrows at Z1's feet, feinting with that all-time classic, "Your shoelaces are untied!"

Quarry = Z1

Pinning Strike @ Z1
1d20 + 17 ⇒ (12) + 17 = 29 vs AC; 1d10 + 10 + 2d6 ⇒ (6) + 10 + (4, 5) = 25 damage. Hit: Z1 is immobilized until the start of Norrin's next turn.
1d20 + 17 ⇒ (12) + 17 = 29 vs AC; 1d10 + 10 ⇒ (10) + 10 = 20 damage. Hit: Z1 is immobilized until the start of Norrin's next turn.

–EDIT– Forgot about the extra damage from the orange zone.
+1d6 ⇒ 6 radiant damage.
+1d6 ⇒ 3 radiant damage.

Move to J7.
___

AC 27; Fortitude 28, Reflex 28, Will 24
74/95 HP; 3/7 Surges:
Surge Value +23 HP
Initiative +13; Speed 6
Passive Perception 26, Passive Insight 18; Low-light vision
AP: 0
Conditions: none
Dailies: Sure Shot, Attacks on the Run
Encounters: Stab and Shoot, Invigorating Stride, Second Wind, Biting Volley, Pinning Strike


Norrin's attack is too much for Z1. Swamped by arrows and radiant damage, the knight collapses, leaving Akemi without a foe and Norrin without a quarry.

MAP

Blue Zone: Enemies take -2 to attack rolls within it, bloodied allies gain 5hp at start of turn in zone.

Green Zone: Enemy hitting ally within zone takes 5 damage.

Yellow Zone: Enemies within the zone take -2 penalty to attacks, defenses and saving throws. Zone ends if Lisbarr enters it.

Orange Zone: The zone lasts until the end of the encounter. When the target moves, the zone moves with it, remaining centered on it. Whenever you hit a creature that is within the zone, that attack deals 1d6 extra radiant damage.

All - you have resist 3 all damage to end encounter.

Akemi - marked by Z1 to end Z1's next turn
Lyan (resist 15 necro) - used AP; used second wind; can teleport 2 as free at start or end each turn; marked by Z5 to end Z5's next turn
Zombie Knight 2 - BLOODIED; (feystepped); marked by Lyan
Zombie Knight 3 - BLOODIED; weakened to end its next turn
Zombie Knight 5 - (feystepped);
Rothel (resist 11 necro);
Lisbarr (resist 10 necro) - +2 all defenses to start next turn (used second wind); used AP
Norrin - used second wind;


Female Human

Minor - Oath vs Z3. Abjure Undead (Burst 5) vs Z3's Will
1d20 + 13 ⇒ (15) + 13 = 281d20 + 13 ⇒ (11) + 13 = 245d10 + 7 ⇒ (9, 9, 2, 5, 4) + 7 = 36
radiant damage, and on a hit you pull the target a number of squares equal to 1 + your Wisdom modifier (6). The target is also immobilized until the end of your next turn. On a miss, half damage and target pulled 1 square.

Will await outcome...

"Find rest, unfortunate one."


The knight bows gratefully to Akemi as she incinerates him.


Female Human

Minor - Oath of Enmity on Z2. AP - Mantle of Glory vs Z2. Close blast 5.
1d20 + 13 ⇒ (10) + 13 = 231d20 + 13 ⇒ (11) + 13 = 242d10 + 7 ⇒ (7, 9) + 7 = 23
Radiant damage. Effect: Rothel, Lisbarr and Lyan can spend a surge.

"By the grace of the Lady, find the knowledge of peace."


Female Human

If that missed, I will use Heroic Effort (no action) to add +4 to the attack roll (for 28 vs Will)


Male Half-Elf Invoker/17 Speaker of the Word
Akemi wrote:


Radiant damage. Effect: Rothel, Lisbarr and Lyan can spend a surge.

Lisbarr feels much better.

Now on 64/76 HP, 8/10 surges.


Akemi - that hits with Heroic Effort.

Z2 acknowledges Akemi's blessing with a raised sword, but does not fall. It is clear that The Raven Queen at last has her guiding hand on his shoulder.

MAP

Blue Zone: Enemies take -2 to attack rolls within it, bloodied allies gain 5hp at start of turn in zone.

Green Zone: Enemy hitting ally within zone takes 5 damage.

Yellow Zone: Enemies within the zone take -2 penalty to attacks, defenses and saving throws. Zone ends if Lisbarr enters it.

Orange Zone: The zone lasts until the end of the encounter. When the target moves, the zone moves with it, remaining centered on it. Whenever you hit a creature that is within the zone, that attack deals 1d6 extra radiant damage.

All - you have resist 3 all damage to end encounter.

Lyan (resist 15 necro) - used AP; used second wind; can teleport 2 as free at start or end each turn; marked by Z5 to end Z5's next turn
Zombie Knight 2 - BLOODIED; (feystepped); marked by Lyan
Zombie Knight 5 - (feystepped);
Rothel (resist 11 necro);
Lisbarr (resist 10 necro) - +2 all defenses to start next turn (used second wind); used AP
Norrin - used second wind;
Akemi - used AP


M Hobgoblin Battlemind/Quicksilver Demon 17 (Foe Killer)

Decline the surge, thanks. I'm perilously low, so I'll hope the regen keeps me up. Regain 5hp to 48.
Standard: Parting Shot, aug1, vs Z2, Z5 AC.

1d20 + 16 ⇒ (10) + 16 = 261d20 + 16 ⇒ (1) + 16 = 171d10 + 10 ⇒ (9) + 10 = 19
Assuming clean miss. Shift to I4 as part of Standard. Done.
48hp, 2 surges, 5pp


Lyan steps back into the protective zones as his attack fails and is pursued immediately by both remaining knights. Despite the rapidly opening wounds they suffer, the hobgoblin finally falls under their attacks. They salute him as he drops to the ground.

1d20+18=32 - Z2 v Lyan. Hits. 4d8+8=29
1d20+18=32 - Z5 v Lyan. Hits. 4d8+8=16
45 damage to Lyan. Unconscious and prone but will be up to 5hp again at start his next turn. No death save needed.

MAP

Blue Zone: Enemies take -2 to attack rolls within it, bloodied allies gain 5hp at start of turn in zone.

Green Zone: Enemy hitting ally within zone takes 5 damage.

Yellow Zone: Enemies within the zone take -2 penalty to attacks, defenses and saving throws. Zone ends if Lisbarr enters it.

Orange Zone: The zone lasts until the end of the encounter. When the target moves, the zone moves with it, remaining centered on it. Whenever you hit a creature that is within the zone, that attack deals 1d6 extra radiant damage.

All - you have resist 3 all damage to end encounter.

Rothel (resist 11 necro);
Lisbarr (resist 10 necro) - +2 all defenses to start next turn (used second wind); used AP
Norrin - used second wind;
Akemi - used AP
Lyan (resist 15 necro) - BLOODIED; used AP; used second wind; prone; can teleport 2 as free at start or end each turn; marked by Z5 to end Z5's next turn Zombie Knight 2 - BLOODIED; (feystepped); marked by Lyan
Zombie Knight 5 - (feystepped);


M Hobgoblin Battlemind/Quicksilver Demon 17 (Foe Killer)
Rev DM wrote:

45 damage to Lyan. Unconscious and prone but will be up to 5hp again at start his next turn. No death save needed.

I was at 48 and took 45. Did I miss something?


No. I just mis-edited. I calculated the damage and remembered that you'd take 3 less per hit thanks to Rothel. Edited damage, but not effects. Lyan is upright.

MAP

Blue Zone: Enemies take -2 to attack rolls within it, bloodied allies gain 5hp at start of turn in zone.

Green Zone: Enemy hitting ally within zone takes 5 damage.

Yellow Zone: Enemies within the zone take -2 penalty to attacks, defenses and saving throws. Zone ends if Lisbarr enters it.

Orange Zone: The zone lasts until the end of the encounter. When the target moves, the zone moves with it, remaining centered on it. Whenever you hit a creature that is within the zone, that attack deals 1d6 extra radiant damage.

All - you have resist 3 all damage to end encounter.

Rothel (resist 11 necro);
Lisbarr (resist 10 necro) - +2 all defenses to start next turn (used second wind); used AP
Norrin - used second wind;
Akemi - used AP
Lyan (resist 15 necro) - BLOODIED; used AP; used second wind; can teleport 2 as free at start or end each turn; marked by Z5 to end Z5's next turn Zombie Knight 2 - BLOODIED; (feystepped); marked by Lyan
Zombie Knight 5 - (feystepped);


Male Deva Shaman 17, Scion of Renewal

Rothel moves back, as Rahz-Ahk drops down in front of him. Rothel to J5, Spirit down 1 square to ground level.

The spirit uses its anger to manifest to a more solid state, allowing it to strike with its claws, and present itself as an actual threat.
Standard, Stalker's Strike, 1d20 + 17 ⇒ (10) + 17 = 27 vs FORT, if hit damage, 1d10 + 8 ⇒ (10) + 8 = 18, and until the EoMNT my spirit can provide flank.

Rothel then uses his remaining will to sustain the zone around his spirit.


Rothel backs away, leaving the field clear to his clawed former self. Rahz-Ahk's threatening claws narrowly miss the knight in front of it.

MAP

Blue Zone: Enemies take -2 to attack rolls within it, bloodied allies gain 5hp at start of turn in zone.

Green Zone: Enemy hitting ally within zone takes 5 damage.

Yellow Zone: Enemies within the zone take -2 penalty to attacks, defenses and saving throws. Zone ends if Lisbarr enters it.

Orange Zone: The zone lasts until the end of the encounter. When the target moves, the zone moves with it, remaining centered on it. Whenever you hit a creature that is within the zone, that attack deals 1d6 extra radiant damage.

All - you have resist 3 all damage to end encounter.

Lisbarr (resist 10 necro) - +2 all defenses to start next turn (used second wind); used AP
Norrin - used second wind;
Akemi - used AP
Lyan (resist 15 necro) - BLOODIED; used AP; used second wind; can teleport 2 as free at start or end each turn; marked by Z5 to end Z5's next turn Zombie Knight 2 - BLOODIED; (feystepped); marked by Lyan
Zombie Knight 5 - (feystepped);
Rothel (resist 11 necro);


Male Half-Elf Invoker/17 Speaker of the Word

Lisbarr moves the zone to annoy the zombies more, then attacks.

Move the yellow zone so that it is centered on J4, so now includes both zombies.

Penance compelled on Z5 vs Will.
1d20+15=(15)+15=30
On hit: 2d6+12=(3,6)+12=21 radiant damage and the next time Z5 deals damage before the end of Lisbarr's next turn, choose another enemy within 10 (i.e. Z2). That enemy takes 9 radiant damage.

Minor: Sustain zone


Lisbarr thoughtfully engulfs both remaining knights in radiant light, bloodying Z5 and promising more pain to Z2 if his ally manages to hurt one of Lisbarr's companions.

MAP

Blue Zone: Enemies take -2 to attack rolls within it, bloodied allies gain 5hp at start of turn in zone.

Green Zone: Enemy hitting ally within zone takes 5 damage.

Yellow Zone: Enemies within the zone take -2 penalty to attacks, defenses and saving throws. Zone ends if Lisbarr enters it.

Orange Zone: The zone lasts until the end of the encounter. When the target moves, the zone moves with it, remaining centered on it. Whenever you hit a creature that is within the zone, that attack deals 1d6 extra radiant damage.

All - you have resist 3 all damage to end encounter.

Norrin - used second wind;
Akemi - used AP
Lyan (resist 15 necro) - BLOODIED; used AP; used second wind; can teleport 2 as free at start or end each turn; marked by Z5 to end Z5's next turn Zombie Knight 2 - BLOODIED; (feystepped); marked by Lyan
Zombie Knight 5 - (feystepped); BLOODIED; deals 9 radiant to Z2 if it deals damage before the end of Lisbarr's next turn
Rothel (resist 11 necro);
Lisbarr (resist 10 necro) - +2 all defenses to start next turn (used second wind); used AP


Male Orcish-Nerathi Chelaxian Hybrid Ranger|Executioner Assassin

The ranger takes his time to line up a shot. Minor: Perfect Aim.

Move: Quarry = Z2

Standard: Skirmish Shot
1d20 + 17 + 2 ⇒ (5) + 17 + 2 = 24 vs AC; 2d10 + 10 + 2d6 + 2 ⇒ (1, 7) + 10 + (2, 3) + 2 = 25 damage.

___

AC 27; Fortitude 28, Reflex 28, Will 24
74/95 HP; 3/7 Surges:
Surge Value +23 HP
Initiative +13; Speed 6
Passive Perception 26, Passive Insight 18; Low-light vision
AP: 0
Conditions: none
Dailies: Sure Shot, Attacks on the Run
Encounters: Stab and Shoot, Invigorating Stride, Second Wind, Biting Volley, Pinning Strike, Perfect Aim, Skirmish Shot


Despite his efforts, Norrin's shot goes wide.

MAP

Blue Zone: Enemies take -2 to attack rolls within it, bloodied allies gain 5hp at start of turn in zone.

Green Zone: Enemy hitting ally within zone takes 5 damage.

Yellow Zone: Enemies within the zone take -2 penalty to attacks, defenses and saving throws. Zone ends if Lisbarr enters it.

Orange Zone: The zone lasts until the end of the encounter. When the target moves, the zone moves with it, remaining centered on it. Whenever you hit a creature that is within the zone, that attack deals 1d6 extra radiant damage.

All - you have resist 3 all damage to end encounter.

Akemi - used AP
Lyan (resist 15 necro) - BLOODIED; used AP; used second wind; can teleport 2 as free at start or end each turn; marked by Z5 to end Z5's next turn
Zombie Knight 2 - BLOODIED; (feystepped); marked by Lyan; Norrin's Quarry
Zombie Knight 5 - (feystepped); BLOODIED; deals 9 radiant to Z2 if it deals damage before the end of Lisbarr's next turn
Rothel (resist 11 necro);
Lisbarr (resist 10 necro) - +2 all defenses to start next turn (used second wind); used AP
Norrin - used second wind;


Female Human

Move to J4. Oath vs Z2. Defining Cut vs Z2 and Z5. If one of the targets is your oath of enmity target, both targets are treated as your oath of enmity target for this attack.
1d20 + 19 ⇒ (20) + 19 = 391d20 + 19 ⇒ (9) + 19 = 281d20 + 19 ⇒ (5) + 19 = 241d20 + 19 ⇒ (2) + 19 = 213d12 + 8 ⇒ (9, 9, 3) + 8 = 29
Ah. A crit. In that case Z2 takes 44 +
3d8 ⇒ (8, 7, 2) = 17
Reroll the 2
1d8 ⇒ 5
44+20 = 64 total damage to Z2

Akemi moves like a dancer and impales the undead warrior.


Her body mingling eerily with Razh-Ahk's, Akemi releases Z2 from its unholy bondage.

MAP

Blue Zone: Enemies take -2 to attack rolls within it, bloodied allies gain 5hp at start of turn in zone.

Green Zone: Enemy hitting ally within zone takes 5 damage.

Yellow Zone: Enemies within the zone take -2 penalty to attacks, defenses and saving throws. Zone ends if Lisbarr enters it.

Orange Zone: The zone lasts until the end of the encounter. When the target moves, the zone moves with it, remaining centered on it. Whenever you hit a creature that is within the zone, that attack deals 1d6 extra radiant damage.

All - you have resist 3 all damage to end encounter.

Lyan (resist 15 necro) - BLOODIED; used AP; used second wind; can teleport 2 as free at start or end each turn; marked by Z5 to end Z5's next turn
Zombie Knight 5 - (feystepped); BLOODIED;
Rothel (resist 11 necro);
Lisbarr (resist 10 necro) - +2 all defenses to start next turn (used second wind); used AP
Norrin - used second wind;
Akemi - used AP


M Hobgoblin Battlemind/Quicksilver Demon 17 (Foe Killer)

Recover 5, now at 8. Time to maximize the damage and try to end this, though I'd otherwise call this a waste.
Free: Teleport to H2.
Standard: Parting Shot vs AC, aug4. Shift to I8, smacking Z5 on the way. Mark on hit.

1d20 + 16 + 2 ⇒ (9) + 16 + 2 = 272d10 + 10 ⇒ (9, 3) + 10 = 22
*sigh*

Lyan blinks and blurs around the field, with the primary effect being that he suddenly stands relatively out of harm's way, bleeding and breathing heavily.


Lyan moves clear and the last knight faces off with the strange combination of Akemi and Rahz-Ahk. Perhaps welcoming its imminent permanent demise, the attack, though impeccably executed, is half-hearted.

1d20+18=20 v Akemi. Flat miss.

MAP

Blue Zone: Enemies take -2 to attack rolls within it, bloodied allies gain 5hp at start of turn in zone.

Green Zone: Enemy hitting ally within zone takes 5 damage.

Yellow Zone: Enemies within the zone take -2 penalty to attacks, defenses and saving throws. Zone ends if Lisbarr enters it.

Orange Zone: The zone lasts until the end of the encounter. When the target moves, the zone moves with it, remaining centered on it. Whenever you hit a creature that is within the zone, that attack deals 1d6 extra radiant damage.

All - you have resist 3 all damage to end encounter.

Rothel (resist 11 necro);
Lisbarr (resist 10 necro) - +2 all defenses to start next turn (used second wind); used AP
Norrin - used second wind;
Akemi - used AP
Lyan (resist 15 necro) - BLOODIED; used AP; used second wind; can teleport 2 as free at start or end each turn
Zombie Knight 5 - (feystepped); BLOODIED;


Male Deva Shaman 17, Scion of Renewal

Rahz-Ahk moves around the knight, once again eager for the opportunity to provide flank on the target. Materializing enough to strike at the knight once more.

Move to H2, Standard, Stalker's Strike, 1d20 + 17 ⇒ (13) + 17 = 30 vs FORT. if hit, damage 1d10 + 8 ⇒ (8) + 8 = 16 and my spirit can provide flank for allies

Rothel just lets Rahz-Ahk do his thing while he maintains the spirit's effect. Sustain minor, blue zone moves with spirit


Relishing the chance to enter combat once more, Rahz-Ahk claws viciously at the last knight.

MAP

Blue Zone: Enemies take -2 to attack rolls within it, bloodied allies gain 5hp at start of turn in zone.

Green Zone: Enemy hitting ally within zone takes 5 damage.

Yellow Zone: Enemies within the zone take -2 penalty to attacks, defenses and saving throws. Zone ends if Lisbarr enters it.

Orange Zone: The zone lasts until the end of the encounter. When the target moves, the zone moves with it, remaining centered on it. Whenever you hit a creature that is within the zone, that attack deals 1d6 extra radiant damage.

All - you have resist 3 all damage to end encounter.

Lisbarr (resist 10 necro) - +2 all defenses to start next turn (used second wind); used AP
Norrin - used second wind;
Akemi - used AP
Lyan (resist 15 necro) - BLOODIED; used AP; used second wind; can teleport 2 as free at start or end each turn
Zombie Knight 5 - (feystepped); BLOODIED;
Rothel (resist 11 necro);


Male Half-Elf Invoker/17 Speaker of the Word

Lisbarr moves to get a better view and sends a bolt of radiant enegry zombiewards. (Which probably misses).

Move to K7
Standard: Sun strike on Z5 vs ref. 1d20+15=(10)+25; 1d8+12 radiant damage. (even with the -2 to defences, this probably misses).
Minor: sustain yellow zone


Contrary to his own expectations, Lisbarr hits the zombie knight.

Ref is their weakest defense. Roll damage please.

MAP

Blue Zone: Enemies take -2 to attack rolls within it, bloodied allies gain 5hp at start of turn in zone.

Green Zone: Enemy hitting ally within zone takes 5 damage.

Yellow Zone: Enemies within the zone take -2 penalty to attacks, defenses and saving throws. Zone ends if Lisbarr enters it.

Orange Zone: The zone lasts until the end of the encounter. When the target moves, the zone moves with it, remaining centered on it. Whenever you hit a creature that is within the zone, that attack deals 1d6 extra radiant damage.

All - you have resist 3 all damage to end encounter.

Norrin - used second wind;
Akemi - used AP
Lyan (resist 15 necro) - BLOODIED; used AP; used second wind; can teleport 2 as free at start or end each turn
Zombie Knight 5 - (feystepped); BLOODIED;
Rothel (resist 11 necro);
Lisbarr (resist 10 necro) - used second wind; used AP


Male Half-Elf Invoker/17 Speaker of the Word

Oops! sorry. I rolled it but didn't note it down. It was 18 radiant damage


Thanks. Duly noted. Z5 is a big step closer to his imminent demise.


Male Orcish-Nerathi Chelaxian Hybrid Ranger|Executioner Assassin

Quarry = Z5

Twin Strike
1d20 + 17 ⇒ (11) + 17 = 28 vs AC; 1d10 + 5 + 2d6 ⇒ (10) + 5 + (5, 4) = 24 damage
1d20 + 17 ⇒ (11) + 17 = 28 vs AC; 1d10 + 5 ⇒ (8) + 5 = 13 damage

___

AC 27; Fortitude 28, Reflex 28, Will 24
74/95 HP; 2/7 Surges:
Surge Value +23 HP
Initiative +13; Speed 6
Passive Perception 26, Passive Insight 18; Low-light vision
AP: 0
Conditions: none
Dailies: Sure Shot, Attacks on the Run
Encounters: Stab and Shoot, Invigorating Stride, Second Wind, Biting Volley, Pinning Strike, Perfect Aim, Skirmish Shot


Norrin's arrows bring merciful release to the zombie and he bows once more before falling permanently.

OUT OF COMBAT: 2,400XP each bringing you to 46,933 total.

Feel free to rummage through the loot, posted below for convenience.

Ring of Mental Power:
Power (Encounter): Free Action. Trigger: You have no power points remaining. Effect: You regain 1 power point.
Power (Daily): Free Action. Trigger: You miss with an augmented psionic attack power. Effect: You regain the power points you spent to augment the power. If you have reached at least one milestone today, you can instead reroll the attack roll and use either result.

Symbol of Battle +3
Implement (Holy Symbol)
Enhancement: +3 attack rolls and damage rolls
Critical: +3d8 damage
Power (Daily): Free Action. You use this power when you hit with an attack using this holy symbol. The attack deals 2d10 extra damage.

Sunblade longsword +4
Enhancement: +4 attack rolls and damage rolls
Critical: +3d6 damage 4
Property: This weapon can shed bright or dim light up to 20 squares. You control the brightness and range of the light.
Power (At-Will • Radiant): Free Action. All damage dealt by this weapon is radiant damage. Another free action returns the damage to normal.
Power (Daily • Radiant): Standard Action. You cause motes of light to burst out and attach to your enemies. Make an attack: Close burst 1; targets enemies; Strength vs. Reflex (apply a bonus to the attack roll equal to the weapon’s enhancement bonus); on a hit, the target takes 2d8 radiant damage.

Silver Sand x 2
Reagent
Power (Consumable * Healing): Free Action. You expend this reagent when you use a healing power of up to 6th level. The target of the power regains 5 additional hit points.

Creeping Gatevine x 2
Reagent
Power (Consumable • Teleportation): Free Action. Expend this reagent when you use a power with the teleport keyword of up to 10th level. Increase the distance teleported by 2 squares.

Ritual book containing the following rituals:
Ghost Walk
Level: 9
Category: Travel
Time: 10 minutes
Duration: 8 hours
You and up to 8 allies that participate in the ritual seem ghostly. Subjects gain a +5 bonus to Stealth checks, and the group treats its tracks as if they had been obscured. The ritual’s effects end if any of its subjects dismisses it as a standard action, takes a rest, attacks, or is hit by an attack.
Focus: The graven heel bone of a deceased humanoid, set with jet and platinum.

Secure Shelter
Component Cost: 200 gp
Market Price: 1,000 gp
Key Skill: Arcana or Nature (no check)Level: 10
Category: Creation
Time: 30 minutes
Duration: 8 hours
You create a sturdy lodge large enough to accommodate eight Medium creatures. The ritual uses materials found in the area, so the lodge can be formed of snow, stone, wood, or even sod. The lodge encloses a close burst 4 in size. The interior is dry and clean and includes nine bunks, a long table with stools, and a writing desk.
The shelter is not heated or cooled, but it is immune to fire and impervious to all damage. Access to its interior is by two shuttered windows, a single door, and a chimney. Furniture can be removed from the shelter, but it vanishes along with the lodge when the ritual’s duration expires.

Bloodthirst Bracers
Item Slot: Arms
Power (Daily): Free Action. Use this power when you hit an enemy with a melee attack. In addition to the normal damage from that attack, the target takes ongoing damage equal to 5 + your Charisma modifier (save ends).

Flame Bracers
Item Slot: Arms
Property: When you score a critical hit, the target takes 1d10 extra fire damage.
Power (Daily): Minor Action. The next time you hit with an attack, the target takes 2d6 extra fire damage.

Potion of Vitality x 3
Power (Consumable * Healing): Minor Action. Drink the potion and spend a healing surge. Instead of the hit points you would normally regain, you regain 25 hit points and make one saving throw against an effect that a save can end.

Flying Hook
Power (At-Will): Minor Action. You command the flying hook to fly 10 squares (up to a maximum distance of 20 squares from you) and magically latch onto the surface of any unattended object in your line of sight. Once secured, the flying hook extends a thin rope back to your hands. The rope can be climbed with an Athletics check, or it can be used to pull the object toward you with a Strength check. The hook and rope can support up to 3,000 pounds before the hook detaches from the surface. The rope cannot be tied or knotted in any way, nor can it be used to attack or affect a creature.
Power (At-Will): Minor Action. On your command, the hook detaches from a surface and returns to your hand. This causes the rope to retract.


M Hobgoblin Battlemind/Quicksilver Demon 17 (Foe Killer)

Just here for the ring. And the extended rest!
Creeping Gatevine would be useful, and potions help anybody, but the other stuff doesn't appeal much.


Male Half-Elf Invoker/17 Speaker of the Word

Does anyone else actually do rituals? If not Lisbarr will take the ritual book. Otherwise we should see who is the most appropriate person to have them.

Lisbarr is at full health with 7/10 surges.


Female Human

I'll take the Symbol and 1 dose of silver sand, please. I already have bracers of defense; does anyone want the bracers?

64/110 hp; 3/9 surges.

1 to 50 of 3,395 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / The Tomb of Horrors Part 1 (4e) - Group 1 All Messageboards

Want to post a reply? Sign in.