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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M Hobgoblin Battlemind/Quicksilver Demon 17 (Foe Killer)

I'm pretty sure everything but the squeeze attack -- um, Crushing Hate, I mean -- is necrotic.


Lyan Hurzin wrote:
the squeeze attack -- um, Crushing Hate, I mean

It's just that… it gets so cold here on Moil. :)


Darion - if you shift to K8, you're adjacent to the adorable pillar of cold and necrotic doom and will take 10 damage (cold/necro) at the start of your turn. Still want to do that?

MAP - Group 1

All +2 to attack rolls on Barrow to end Darwyn's next turn

Levana
Darion (resist 11 necro)
Norrin
Samson
Darwyn
Barrow - Norrin's quarry; -2 attacks to start Levana's next turn; divinely challenged by Darion; -2 AC (se); granting CA to adjacent enemies and is attacking at -4 with close and melee powers to end Lyan's next turn
Lyan - grabbed

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.


Yeah, sure, I want to try and get around to the other side of it and that just seems like the quickest route at the moment. Thanks for asking though.


MAP - Group 1

All +2 to attack rolls on Barrow to end Darwyn's next turn

Levana
Darion (resist 11 necro) - taking 10 cold at start of turn (pillar)
Norrin
Samson
Darwyn
Barrow - Norrin's quarry; -2 attacks to start Levana's next turn; divinely challenged by Darion; -2 AC (se); granting CA to adjacent enemies and is attacking at -4 with close and melee powers to end Lyan's next turn
Lyan - grabbed

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.


Rev:
Hey Rev, I've been thinking about it and if there's any question about the whetstones, I think I'll just get rid of them. I kind of don't see why they'd make higher level whetstones when a higher level character is practically guaranteed a magic weapon with bonuses and it not stack. However, +6 does seem a bit much not to mention the +1 I can get from that daily I wish I hadn't already used...so much radiant damage...lol Anyway, thanks for looking into it regardless.


Female Elf Seeker, Crimson Hunter / 12

Barrow's -2 to attacks ends now.
Grappling Spirits, 1d20+21+2(Darwyn)=25 vs Barrow's AC, 1d10+20=26 damage and if a hit then the Barrow is slowed and can’t shift until the end of its next turn.


Levana's spirit cloud can't hold back the Barrow this time.

Darion

Spoiler:
I agree it seems like an odd item for exactly those reasons. What I'm happy to do is offer you a compromise. You can have them and use them as a minor action as written, BUT the bonus effect will apply only to the next attack you make with it. Let me know what you think. Alternatively, you can trade them all in and replace with another item of equal value.

MAP - Group 1

All +2 to attack rolls on Barrow to end Darwyn's next turn

Darion (resist 11 necro) - taking 10 cold at start of turn (pillar)
Norrin
Samson
Darwyn
Barrow - Norrin's quarry; divinely challenged by Darion; -2 AC (se); granting CA to adjacent enemies and is attacking at -4 with close and melee powers to end Lyan's next turn
Lyan - grabbed
Levana

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.


Flinching from the cold, Darion runs around the Barrow to a better position, praying silently to Pelor to guard him. Upon reaching his destination, Darion's blade flashes with radiant light before coming down hard on the Barrow.

Move to H6 to flank with Lyan, taking the OA.
Standard: Radiant Smite
Attack: 1d20 + 19 ⇒ (17) + 19 = 36
Damage: 2d10 + 13 ⇒ (7, 1) + 13 = 21 Radiant Damage
Minor: Divine challenge for the 4 radiant damage :P

Rev:
That's fine, I'm going to count it as an encounter though or I'll go through them too quick, so if you don't mind adding that +3 to my last attack if you haven't already that will be my one use this encounter. I actually hate hunting through the gear trying to find the best stuff so I'd really rather just compromise lol


Pelor hears and answers Darion's urgent prayer as he braves the wrath of the Barrow and escapes unscathed.

1d20+19=23
OA Barrow v Darion. Miss.

MAP - Group 1

[ooc]All +2 to attack rolls on Barrow to end Darwyn's next turn

Norrin
Samson
Darwyn
Barrow - Norrin's quarry; divinely challenged by Darion; -2 AC (se); granting CA to adjacent enemies and is attacking at -4 with close and melee powers to end Lyan's next turn
Lyan - grabbed
Levana
Darion (resist 11 necro)

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.


Norrin

Spoiler:
Sent you some email.


Male Dragonborn Warlord/Battle Captain

Headed out and wont be able to check till late tonight so For my turn

Standard:Warlord's Strike, Melee weapon(+3 Withering LongSpear)
Target: Barrow
Attack: 1d20(9) + 18 + 2(flanking) = 29 vs. AC
Hit: 2d10(9, 5) + 11 = 25 damage. Until the end of your next turn, all of your allies gain a +2 bonus to damage rolls against the target.
If that hits add -1 to barrows AC, Save ends.
Move:None
Minor: Who needs healing? Inspiring word on the most needy...


Male Orcish-Nerathi Chelaxian Hybrid Ranger|Executioner Assassin

Sensing admonishment from Avandra as the cause of his recent setbacks, Norrin briefly closes his eyes in prayer and is sent a vision by his goddess of several souls trapped within the charnel horror. Long have they sought freedom from Moil's endless torment, turning in desperation to Avandra for succour.

Armed with this knowledge, Norrin knows the exact place to strike a resounding blow for liberty! He steps to (O,10) and takes a minor action to Perfect (his) Aim (+2 Wis mod to attack and damage for next ranged attack).

He holds his breath and fires two arrows in close succession.
1st Attack on the Run 2 + 1d20 + 17 + 2 ⇒ 2 + (15) + 17 + 2 = 36 vs AC for 2 + 3d10 + 10 + 2d6 ⇒ 2 + (9, 9, 1) + 10 + (5, 5) = 41 damage. Half damage on a miss
2nd Attack on the Run 1d20 + 17 + 2 ⇒ (2) + 17 + 2 = 21 vs AC for 3d10 + 10 + 2 ⇒ (2, 3, 1) + 10 + 2 = 18 damage. Half damage on a miss
__________

AC 27; Fortitude 27, Reflex 27, Will 23

90/90 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


You are pulping this large and dangerous solo soldier :)

Norrin's prayers are partially answered. His first arrow does immense damage to the Barrow, freeing some of the trapped souls within it. The second, while avoiding the main body of the thing, is still enough to harm.

Samson narrowly misses with his follow up attack, his spear passing harmlessly through the disjointed mass.

MAP - Group 1

All +2 to attack rolls on Barrow to end Darwyn's next turn

Darwyn
Barrow - Norrin's quarry; divinely challenged by Darion; -2 AC (se); granting CA to adjacent enemies and is attacking at -4 with close and melee powers to end Lyan's next turn
Lyan - grabbed
Levana
Darion (resist 11 necro)
Norrin
Samson

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.


Darwyn moves forward to L5 then uses victorious smite against the barrow.

1d20 + 15 ⇒ (18) + 15 = 33 1d8 + 8 ⇒ (3) + 8 = 11 and an Norrin can shift up to 3 squares and make a basic attack!

'Push the advantage friends!'


Darwyn ranges alongside his friends and adds to the attacks, urging Norrin on to continue the assault.

Holding on for Norrin's freebie.

MAP - Group 1

All +2 to attack rolls on Barrow to end Darwyn's next turn

Barrow - Norrin's quarry; divinely challenged by Darion; -2 AC (se); granting CA to adjacent enemies and is attacking at -4 with close and melee powers to end Lyan's next turn
Lyan - grabbed
Levana
Darion (resist 11 necro)
Norrin
Samson
Darwyn

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.


M Hobgoblin Battlemind/Quicksilver Demon 17 (Foe Killer)

Speaking of freebies, if an ally adjacent to me takes damage, I'll give him a slide-1 as a reaction. Preference going to Samson if both he and Darwyn are eligible.


Noted. Depending on what Norrin does, it may be quite relevant.


Male Orcish-Nerathi Chelaxian Hybrid Ranger|Executioner Assassin

Thanks Darwyn!

Heeding Darwyn's call, Norrin shifts to (O,9) launches an attack against the Barrow. Adding Darwyn's Constitution modifier to attack roll and damage.

3 + 1d20 + 17 + 2 ⇒ 3 + (17) + 17 + 2 = 39 vs AC for 3 + 1d10 + 10 ⇒ 3 + (7) + 10 = 20 damage. +2 to hit from battle chant.


The response to Norrin's attack is immediate. As the ichor of many bodies drips from the Barrow it lashes out in a furious circle, targeting the whole party.

Immediate reaction when bloodied.
Shadow Storm (Ref). Close Burst 5. On hit target is blinded (teont)On miss, half damage, no blind. -4 to close attacks factored into roll
Targets Lyan, Darion, Darwyn, Norrin, Samson, Levana

1d20+13=27 - Lyan. Hit
1d20+13=22 - Darion. Miss
1d20+13=29 - Darwyn. Hit
1d20+13=31 - Norrin. Hit
1d20+13=16 - Samson. Miss
1d20+13=20 - Levana. Miss

4d6+6=21
21 necro damage to Lyan, Darwyn and Norrin (no resistances factored in) and they are all blinded to end their next turns
10 damage to Darion, Samson and Levana (no resistances factored in)

Following up, the Barrow clenches Lyan again and lunges at Samson, Darion and Darwyn. Scrunching futilely on the hobgoblin, it suffers yet more radiant damage from Darion's challenge before clutching Samson to itself for future chomping.

Crushing Hate (Fort)
1d20+13=14. Flat miss.

Bone Grab (Ref). On hit, target is grabbed.
Targets Samson, Darion and Darwyn

1d20+13=24 - Hit
1d20+13=22 - Miss
1d20+13=22 - Miss

2d10+11=19
19 necrotic damage to Samon and he is grabbed.

MAP - Group 1

All +2 to attack rolls on Barrow to end Darwyn's next turn

Lyan - grabbed; blinded (teont)
Levana
Darion (resist 11 necro)
Norrin - blinded to end next turn
Samson - grabbed
Darwyn - blinded to end next turn
Barrow - BLOODIED; Norrin's quarry; divinely challenged by Darion; -2 AC (se); granting CA to adjacent enemies and is attacking at -4 with close and melee powers to end Lyan's next turn

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.


M Hobgoblin Battlemind/Quicksilver Demon 17 (Foe Killer)

Per earlier post, Samson gets a slide when he takes damage from the Shadow Storm. That may prevent the Bone Grab on him.

In checking on the attack, it's got total concealment from me, I've got +2 from Darwyn, and I've got it flanked, for a net -1. That sound right? I'm going with it! Spectral Legion again vs AC 1d20 + 16 + 2 + 2 - 5 ⇒ (10) + 16 + 2 + 2 - 5 = 251d10 + 8 ⇒ (10) + 8 = 18 Pretty sure that's a miss. Escape vs Ref. 1d20 + 11 ⇒ (19) + 11 = 30 Looks good. Not taking a shift.

Lyan, blinded as he is, does not connect with his flail, but does manage to finally escape the thing's grip.

HP: 70/102 Surges: 8/14 PP: 6/8


Forgot to make Barrow's saving throw v -2AC.
1d20+5=20 - saved

Lyan - moved Samson, but it has reach 3. I miscounted and thought he might be able to get clear.

Lyan fights his way free of the Barrow's rough embrace and readies himself as his sight clears.

MAP - Group 1

All +2 to attack rolls on Barrow to end Darwyn's next turn

Levana
Darion (resist 11 necro)
Norrin - blinded to end next turn
Samson - grabbed
Darwyn - blinded to end next turn
Barrow - BLOODIED; Norrin's quarry; divinely challenged by Darion
Lyan

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.


Kickety-kick. Delaying Levana.

MAP - Group 1

All +2 to attack rolls on Barrow to end Darwyn's next turn

Darion (resist 11 necro)
Norrin - blinded to end next turn
Samson - grabbed
Levana
Darwyn - blinded to end next turn
Barrow - BLOODIED; Norrin's quarry; divinely challenged by Darion
Lyan

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.


Darion holds his ground, pestering the Barrow with more radiant attacks.

Minor: Divine Challenge - 4 Radiant Damage
Standard: Holy Strike - +2 to damage roll if target is marked
Attack: 1d20 + 19 ⇒ (13) + 19 = 32
Damage: 1d10 + 11 + 2 ⇒ (5) + 11 + 2 = 18 radiant damage


Male Orcish-Nerathi Chelaxian Hybrid Ranger|Executioner Assassin

Momentarily blinded, Norrin fires arrows wildly in the direction of the Barrow.

Twin Strike 1d20 + 17 - 5 ⇒ (8) + 17 - 5 = 20 for 1d10 + 5 ⇒ (8) + 5 = 13 damage.
1d20 + 17 - 5 ⇒ (20) + 17 - 5 = 32 for 10 + 5 + 3d6 + 12 ⇒ 10 + 5 + (2, 4, 6) + 12 = 39 damage. har har har :D
_____

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: blinded
Expended: Biting Volley, Perfect Aim, Attacks on the Run

–EDIT– Maxed quarry damage


M Hobgoblin Battlemind/Quicksilver Demon 17 (Foe Killer)

Nice shot! I think the Quarry damage maxes, too -- everything but the weapon plus


Proceeds to wipe off some splattered Barrow goo. Great shot!


Male Orcish-Nerathi Chelaxian Hybrid Ranger|Executioner Assassin
Lyan Hurzin wrote:
Nice shot! I think the Quarry damage maxes, too -- everything but the weapon plus
Darion Brightblade wrote:
Proceeds to wipe off some splattered Barrow goo. Great shot!

Thanks guys, this day just gets better and better.


Large chunks of Barrow spray the companions as Darion and Norrin both hit.

Speak for yourself :) The Barrow is having a particularly bad time. You just deposited 62hp of damage on its blameless heads.

MAP - Group 1

All +2 to attack rolls on Barrow to end Darwyn's next turn

Samson - grabbed
Levana
Darwyn - blinded to end next turn
Barrow - BLOODIED; Norrin's quarry; divinely challenged by Darion
Lyan
Darion (resist 11 necro)
Norrin

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.


Female Elf Seeker, Crimson Hunter / 12

Sorry for the delay, computer issues.
Biting Swarm, 1d20+21=29 vs Barrow's AC, 1d10+20=28 damage and Barrow takes a –2 penalty to attack rolls until SOMNT.


Not to worry - just pleased to have you back.

Levana tries, and narrowly fails, to add to the Barrow's woes with a swarm of buzzing insects.

MAP - Group 1

All +2 to attack rolls on Barrow to end Darwyn's next turn

Samson - grabbed
Darwyn - blinded to end next turn
Barrow - BLOODIED; Norrin's quarry; divinely challenged by Darion
Lyan
Darion (resist 11 necro)
Norrin
Levana

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.


Male Dragonborn Warlord/Battle Captain

Standard: Intuitive Strike, Melee weapon(+3 Withering LongSpear)
Target: One creature
Attack: 1d20(14) + 18 = 32 vs. Will
Hit: 1d10(3) + 5 = 8 damage. Until the start of your next turn, any ally who attacks the target and has combat advantage against it gains a +2 power bonus to the attack roll.

Move: Escape 1d20(16) + 17 = 33 vs Fort and shift to M5 if successful
Minor:Inspireing word on self(6,2,4)

_________________________________________________

Current Status
AC: 28 Fort: 27 Reflex: 23 Will: 23
HP: 69/91 Surges: 8/9 Surge Value: 24
Conditions: None
AP: 1, Inspiring Word: 2/3
Encounters used: Provoke overextension, Vengeance is mine, Warlord's Strike
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.


Samson drives his spear deep into the Barrow and kicks himself free of the creature, granting his allies further opportunities to dice it up.

MAP - Group 1

All - +2 to attack rolls on Barrow to end Darwyn's next turn

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.

Darwyn - blinded to end next turn
Barrow - BLOODIED; Norrin's quarry; divinely challenged by Darion
Lyan
Darion (resist 11 necro)
Norrin
Levana
Samson

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.


Darwyn steps back to M4 and uses second wind.

Had longer post, but the boards ate it. My Lazarus post catcher seems to not be working.


M Hobgoblin Battlemind/Quicksilver Demon 17 (Foe Killer)

No interrupts planned.
If it imposes a save-ends condition on me, I'll react by taking a save.
Otherwise, if it hits me, I'll phase as a reaction -- doesn't affect the triggering attack.


As Darwyn steps back and regroups, the Barrow slams into the companions again. In a frenzy it lashes out, hitting Samson and Darwyn and follows up by grabbing the pesky paladin and the warlord.

Recharge Fury of Death: 1d6 ⇒ 1 - yes.

Fury of Death (AC) (melee 3) v 1, 2, 3 and 4 targets. On hit target takes 10 ongoing necrotic (se)
Targets Darion, Lyan, Samson and Darwyn

1d20+19=25 - Barrow v Darion. Miss
1d20+19=29 - Barrow v Lyan. Miss
1d20+19=31 - Barrow v Samson. Hits
1d20+19=37 - Barrow v Darwyn. Hits

2d8+6=14
14 necrotic damage to Samson and 3 to Darywn and Samson takes 10 ongoing necrotic (se)

AP
Bone Grab (Ref). Close Burst 3. 1, 2 or 3 targets. On hit, target is grabbed
Target Darion, Darwyn and Samson

1d20+17=25 - Barrow v Darion. Hits
1d20+17=18 - Barrow v Darwyn. Miss
1d20+17=28 - Barrow v Samson. Hits

Darion and Samson are grabbed.

2d10+11=20
20 necrotic damage to Samson and 9 to Darwyn

MAP - Group 1

All - +2 to attack rolls on Barrow to end Darwyn's next turn

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
Darion (resist 11 necro) - grabbed
Norrin
Levana
Samson - grabbed; taking 10 ongoing necrotic
Darwyn - +2 all defenses to start next turn (used second wind)
Barrow - BLOODIED; Norrin's quarry; divinely challenged by Darion

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.


M Hobgoblin Battlemind/Quicksilver Demon 17 (Foe Killer)

Assuming it really recharged, versus really rolling a 1! Darion, this looks like a good time to override your mark.

Lyan concentrates his mental prowess on the mindless jumble. While he does not connect with his flail immediately, the delayed effect should prove more useful.

Whirling Defense aug1, with flank, Darwyn, and Samson 1d20 + 16 + 2 + 2 + 2 ⇒ (3) + 16 + 2 + 2 + 2 = 251d10 + 8 ⇒ (10) + 8 = 18 Bah. Battlemind's Demand to mark it until something changes. If it deals damage with an attack that does not include me, it takes psychic/force equal to the damage dealt, plus another 4 thanks to an effect from the Whirling Defense.

HP: 70/102 Surges: 8/14 PP: 5/8


B+++%#~s and more b%@~@@+s. That damnable dice roller. I keep giving it chances to not mess me about. Never no more. Or, put another (and more restrained way), yes, it did recharge. It rolled a 5.

Lyan whirls into battle, his flail somehow missing all the component parts of the Barrow, but nonetheless holding promise of doom.

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) - grabbed
Norrin
Levana
Samson - grabbed; 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
Lyan

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.


Darion channels the might of Pelor into a radiant jab at the Barrow before attempting an escape.

Minor: Divine Strength - +6 to damage on next attack
Standard: Holy Strike - Radiant damage...isn't marked by me any longer so no bonus damage
Attack: 1d20 + 19 + 2 + 2 ⇒ (8) + 19 + 2 + 2 = 31 +2 for flanking and +2 from Samson
Damage: 1d10 + 11 + 6 ⇒ (10) + 11 + 6 = 27
Move: Escape 1d20 + 8 ⇒ (8) + 8 = 16 vs fort and I'll stay where I am if successful


Darion makes the Barrow's day even worse than it already is, but cannot escape the creature's tenacious grip.

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 - grabbed; 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
Lyan
Darion (resist 11 necro) - grabbed

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.


Male Orcish-Nerathi Chelaxian Hybrid Ranger|Executioner Assassin

Able to see again, Norrin walks around the sludge via (O,11) (O,12), (N,13), (M,13) to (L,12).

Twin Strike 1d20 + 17 ⇒ (13) + 17 = 30 vs AC for 1d10 + 5 + 1d6 ⇒ (8) + 5 + (2) = 15 damage.
1d20 + 17 ⇒ (7) + 17 = 24 vs AC for 1d10 + 5 ⇒ (6) + 5 = 11 damage.

I sacrifice one Quarry die to try and push the Barrow (hopefully towards the left of the map).

Does a push automatically break a grab or is the grab only broken if the grappler is no longer in contract with the target?
_____

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


M Hobgoblin Battlemind/Quicksilver Demon 17 (Foe Killer)
Compendium wrote:
If a pull, a push, or a slide moves you or the creature you’re grabbing out of your reach, the grab ends.

So with Reach 3, not so simple . . .


As Lyan says.

The first of Norrin's sinks into the Barrow and shoves it towards the edge of the tower. Disgusting body parts still clasp at Samson and Darion.

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 - grabbed; 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
Lyan
Darion (resist 11 necro) - grabbed
Norrin

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.


Male Orcish-Nerathi Chelaxian Hybrid Ranger|Executioner Assassin
Lyan Hurzin wrote:
Compendium wrote:
If a pull, a push, or a slide moves you or the creature you’re grabbing out of your reach, the grab ends.
So with Reach 3, not so simple . . .

Ah, cheers! I'll keep trying to nudge it off the tower.


Male Dragonborn Warlord/Battle Captain

I thought there was a rule like that. I couldn't find it when I was looking it up to make sure, or rather I skipped over that part... I really should read more thorough.

Samson takes on going 10, He is VERY Bloodied.

"Good thinking Norrin" Samson says.

Standard:Force Retreat(paragon), Melee weapon(+3 Withering LongSpear)
Target: One creature
Attack: 1d20(18) + 18 + 2(Flanking) = 38 vs. Reflex
Hit: 1d10(9) + 5 = 14 damage, and you push the target a number of squares equal to your Intelligence modifier. (Centered on G2 Rev)
Make a secondary attack.
Secondary Target: Each enemy that was adjacent to the primary target, is its size or smaller, and is within your melee reach
Secondary Attack: Strength(+18) vs. Fortitude
Hit: 2d6 + 11 modifier damage, and you push the secondary target 1 square.
Move:
Minor:Inspiring word on self (1,1,3)

Save vs ongoing necrotic 1d20(1)

_________________________________________________

Current Status
AC: 28 Fort: 27 Reflex: 23 Will: 23
HP: 54/91 Surges: 8/9 Surge Value: 24
Conditions: Ongoing Necrotic
AP: 1, Inspiring Word: 2/3
Encounters used: Provoke overextension, Vengeance is mine, Warlord's Strike, Forced retreat
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.


You're pushing the Barrow 3 squares on your turn which will break the grab. I don't feel any element of surprise is lost by telling you that 38 hits :). Will update fully once Levana posts.


Female Elf Seeker, Crimson Hunter / 12

Biting Swarm, 1d20+21=22(MISS!) vs Barrow's AC, 1d10+20=29 damage and, if a hit, then the Barrow takes a –2 penalty to attack rolls until SOMNT.


Levana provides nothing more than a distraction as her insects make no impact on the Barrow, but it is enough to provide the opening Samson needs. Making a superhuman effort, he not only breaks free from the grabbing body part, he also shoves the entire creature nearly over the edge of the crumbling tower.

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.

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
Lyan
Darion (resist 11 necro) - grabbed
Norrin
Levana
Samson - taking 10 ongoing necrotic

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.


Darwyn? I'd really rather not delay him right before the Barrow goes. I'll give him until my morning, due to the site being somewhat erratic in the last few hours.

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