The Tomb of Horros Part 1 (4e) - Group 2

Game Master Rev Rosey

Tomb of Horrors Group 2.
Ah yes. Now I remember. I set up another thread for Group 2 after the first episode because the type in the main title was just embarrassing me.


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"Let me see if the magical auras match those of the other chamber" Thom says, as he crawls forward to scan the chamber.

Arcana 1d20 + 20 ⇒ (12) + 20 = 32


Without going fully into the room, Thom can't be certain.


"So, are we going to have the wizard go first here..."


Good question.


Female Tiefling Warlord/Infernal Strategist 18

Arishat climbs down into the chamber. Athletics check to climb down 14+(take 10)=24 "Don't worry, I'll try not to disturb anything."


Arishat advances cautiously and surveys the area.

Four faces in an array of colours leer up at her.

Perception DC20 for more information.
Arcana DC20 for more information.

MAP


Female Wood Elf Cleric / 3

Lynore teleports to beside Arishat
perception 1d20 + 11 ⇒ (7) + 11 = 18+4 if traps

Lynore appears next to Arishat and quickly apologizes for being so lax on her duties and then peers at the now familiar faces.


Luckily for Lynore, her long training tells her clearly enough that there are arcane wards lurking in the mouth of each face.

Arcana check at DC20 will inform you of what and offer a bonus towards disablement.


Female Wood Elf Cleric / 3

Lynore tells Thom he can come on in and warns him about wards.


Female Wood Elf Cleric / 3

Lynore tells Thom he can come on in and warns him about wards.


Thom enters cautiously and scans the magical auras.

Arcane take 10, total 30


Thom recognises the traps as glyphs of warding. Each does a different type of damage, but he spots that they can be disabled by someone trained in the more nefarious arts.

Red does fire damage
Yellow does acid damage
Grey does necrotic damage
Green does poison damage
They can be disabled (and allow the doors to be opened) with a DC28 thievery check. One per glyph. Failure sets the trap off, but there is no limit to the number of attempts you can make.


Thom looks over to Lynore, and says, "Glyphs of Warding, I believe that is your department Lynore."


Female Wood Elf Cleric / 3

"Everyone back up." Lynore honkers down and gets her nefarious on.

Thievery check in order of Red, Yellow, Grey, Green, stopping to heal or get healed if need be after each miss.
Thievery 1d20 + 22 ⇒ (11) + 22 = 33
Thievery 1d20 + 22 ⇒ (5) + 22 = 27
Thievery 1d20 + 22 ⇒ (3) + 22 = 25
Thievery 1d20 + 22 ⇒ (4) + 22 = 26, well poo missed on 3 how much does each do in Turn?


Lynore finds herself wishing she'd spent a little more time refining her skills.

The red mouth gapes satisfyingly, but the others are less responsive.

Right. Here goes. Versus Ref, close burst 3, so I'm assuming everyone but Lynore is out of range - mainly because I didn't ask you to place yourselves on the map in the first place.
Yellow: 1d20+20=36. Hits.
6d8=30 and target gains vulnerable 5 to all damage with a -5 penalty to the save.
Deal with that one first Lynore.


Female Wood Elf Cleric / 3

Yikes
Ready for next spanking, did i mention the roller hates me
1d20 - 5 ⇒ (15) - 5 = 10, except now :)


Do you want to make the save v vulnerable 5 first as you stated you would be healing between each miss?


Female Wood Elf Cleric / 3

That is what i did with the 1d20-5 :)


Female Tiefling Warlord/Infernal Strategist 18

Can I add Inspiring Word? Extra 3d6 hit points with a surge, and a saving throw with a +2 bonus on top if it's needed.


Female Wood Elf Cleric / 3

Let save the inspiring word for the next hit or the one after that :)


Female Tiefling Warlord/Infernal Strategist 18

Fair enough. Though I have 3/encounter if necessary. Keep them for when you get bloodied.


Sorry to break the flow. Had to take my son to his piano lesson and you can't see more than a foot in front of your nose out there. Driving over the Dales was ... interesting.

Anyway, on with the beating up of Lynore by inanimate objects.
The grey faces does necrotic damage.
1d20+20=22.

Lynore ducks away from the geyser of necrotic filth that explodes from the trap.

And last but not least, the green face, which does poison damage.
1d20+20=37. Hits.
6d8=26 poison damage and lose a healing surge.

Staggering back, Lynore gets some first aid and tries again.


Female Wood Elf Cleric / 3

Got bloodied on that one, so extra 3d6 from inspiring word, do i roll that or do you? Let the beating continue
going in order again
1d20 + 22 ⇒ (10) + 22 = 32 yellow
1d20 + 22 ⇒ (12) + 22 = 34 grey
1d20 + 22 ⇒ (13) + 22 = 35 green
I am all that is nefarious :)

With a determined look Lynore quickly disables the wards, and says before leaning on the wall to rest with slightly burnt hair. "See, that wasnt so bad."


It's Arishat's power, so I think she rolls it. I can for speed's sake though. 3d6=11 - which is better than I usually do, I should point out :)

Undeterred, Lynore fixes the glyphs with a firm stare and tells them what's what. Looking as smug as carvings can look, they drop open to reveal a perfectly safe passageway leading to two locked mithril doors.


Female Wood Elf Cleric / 3

Perception 1d20 + 11 ⇒ (19) + 11 = 30+4 for traps looking for traps on the door
If not trapped 1d20 + 18 ⇒ (2) + 18 = 20 to unlock


The door clearly require keys. And those, the party does not have.


Female Wood Elf Cleric / 3

Lynore kicks the door and turns to the group. "We need the keys on this one, looks like we need to backtrack a bit. I would not mind taking a rest before too long, but I am good for at least a little bit more."


Flavour text, or actual door kicking?


Female Wood Elf Cleric / 3

Well i intended it as flavour, but that is one that is kind of hard to get away with. So an actual kick would have really occured. If i get blown up I will be more careful in the future.


Attack v Ref: 1d20+21=38.
2d8=10 damage and 5 ongoing (se).

The doors respond badly to Lynore's fractious feet.


Female Wood Elf Cleric / 3

1d20 ⇒ 11

"Guys that is why my mom always said not to kick doors," as she hops around.


Female Wood Elf Cleric / 3

1d20 ⇒ 18

"Ouch"


Female Wood Elf Cleric / 3

Lynore looks thoughtfully while rubbing her toe. "Now that must be the reason my mother said not to kick stuff harder than my head."

down to 3 healing surges left, but at full health


And the cunning plan now?


Female Tiefling Warlord/Infernal Strategist 18

"Shall we check this room first, see if there's anything hidden here?" Arishat looks angrily at the doors. "Unless one of our spellcasters can do something about it?" She looks at Thom and Tavar.

Perception check, for anything in the walls that looks odd 1d20 + 5 ⇒ (15) + 5 = 20.


Male Dwarf Warden/16

Barel will look with his practiced eyes for anything odd about the construction of the doors and surrounding room for clues about keys or other means of entrance.

dungeoneering check: 1d20 + 16 ⇒ (2) + 16 = 18

edit: and probably not see anything other than his feet


Female Wood Elf Cleric / 3

"I strongly suggest not kicking the door, but that is as far as my brilliant plan has gotten."


Thom sighs at the unnecessary use of brute force. "Let me see what I can find here."

Arcane take 10 for total of 30.


Thom is only able to deduce that keys are needed. Nothing that anyone can see suggests otherwise.

Overview map

Blue dot indicates current position. Labels are where you've been as a reminder.


Female Tiefling Warlord/Infernal Strategist 18

"All right. It can't be helped. I guess we work our way back through this tomb and see if we can find any keys. Let's get started on it, at least." Arishat starts back towards the vaults.


To spare yourselves some pain here, can someone (someones) roll an Int check for me (i.e. 1d20+Int mod.)


INT check 1d20 + 5 ⇒ (20) + 5 = 25

BOOYAH!


Female Wood Elf Cleric / 3

1d20 - 1 ⇒ (7) - 1 = 6 I do not think mine will help but if i can aid another i would be willing to do it
and that is why i kicked a door


Thom thinks back and recalls that shortly after leaving the Black Well, the group came to a junction and took the left hand path.


Thom speaks up, "Hey, I think we missed a path! Let's backtrack!"


Female Wood Elf Cleric / 3

"Can we take a rest before truding back through all that sludge. I need to recoup a bit after the trap barriage and the door incident."


Female Tiefling Warlord/Infernal Strategist 18

Arishat loooks sympathetic. "I'm not absolutely convinced of this, but if we do it now we'll at least be able to rest before investigating this other path. If we leave it till tomorrow we'll have to put up with all the sludge and then do see what we find."


Heading back or resting up first? As is customary in these cases, the first three posts make the decision.

Kidlat - you still among the living? I know Tavar is minus internet at the moment and thus absent from these boards.


Female Wood Elf Cleric / 3

Resting, I am afraid of what might happen if we continue back through the sludge and then fight, since I only have 3 healing surges left


Male Dwarf Warden/16

Barel looks thoughtful then says, "Would it make sense to get through the sludge first and then rest?...but then we may not be in a safe place to rest. Lets sit here for a minute while we make a decision."

He then pulls out his keg of dwarven ale. After taking a big draught directly from it, he offers it around the group.

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