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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Barel hits the ground and the resulting seismic ripple batters all but Z4, who seems oblivious to the attack. Possibly it is distracted by the searing radiant light that tears a hole in its charnal body.

Staggering out of the blinding light, Z4 flails at Arishat.

Rending Claw (AC). On hit target is slowed to end next turn.
1d20+18=23. Z4 v Arishat. Miss.

Z2 advances and exudes the foul vapours of Moil over the clustered comrades.

Breath of Moil (Fort). Close blast 3, living creatures. On hit target is slowed (se). If already slowed, target is immobilised (se)
Targets Tavar, Thom, Kidlat, Barel, Arishat
1d20+16=32 - Z2 v Tavar. Hits. Slowed.
1d20+16=19 - Z2 v Thom. Hits. Slowed.
1d20+16=35 - Z2 v Kidlat. Hits. Slowed.
1d20+16=34 - Z2 v Barel. Hits. Slowed.
1d20+16=29 - Z2 v Arishat. Hits. Slowed.
1d10+3=9
9 cold/necro damage to Tavar, Thom, Kidlat, Barel and Arishat
only 4 cold damage to Barel, but since its is a double type damage, he takes the full whack.
All slowed (se)
Zombie 2 heals 4

MAP GROUP 2

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.

Lynore - invisible to all to end next turn as long as within 2 squares of Z1
Kidlat - slowed (se)
Wight 1 - blinded while in Thom's zone; will take 10 radiant at start of turn
Wight 2 - in sludge and about to start the long tramp around to return to battle duties.
Thom - slowed (se)
Tavar - slowed (se)
Arishat - slowed (se)
Barel - resist 5 cold; all squares within 2 difficult terrain to enemies; slowed (se)
Zombie 4
Zombie 2
Zombie 3


Male Dwarf Warden/16

Barel looks at Z4 with contempt when it ignores his mark to attack Arishat and says "What, am I not scary enough to get your attention?" With that he swings his hammer at Z4.

immediate interrupt: Warden's fury--attack: 1d20 + 17 ⇒ (11) + 17 = 28 versus fort.
if hit: damage=1d10 + 11 + 5 ⇒ (8) + 11 + 5 = 24 and he grants combat advantage to me and my allies UEOMNT.

edit:@ Rev

Spoiler:
I take that post to mean that I take 9, not just the 4 you wrote, please correct me if that is not right.


@Barel

Spoiler:
That's right. 9 damage. It was the clearest explanation I've ever given :)

Z4 pays the price of inattention and turns baleful, dead eyes on Barel, clearly intending to make him a target from now on.

MAP GROUP 2

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.

Lynore - invisible to all to end next turn as long as within 2 squares of Z1
Kidlat - slowed (se)
Wight 1 - blinded while in Thom's zone; will take 10 radiant at start of turn
Wight 2 - in sludge and about to start the long tramp around to return to battle duties.
Thom - slowed (se)
Tavar - slowed (se)
Arishat - slowed (se)
Barel - resist 5 cold; all squares within 2 difficult terrain to enemies; slowed (se)
Zombie 4
Zombie 2
Zombie 3


Female Wood Elf Cleric / 3

Assassins Shroud Z2, 1d6 + 3 ⇒ (2) + 3 = 5 and invoking it, nothing on miss
Teleport to K3 using Inescapable Shadow 1d20 + 20 ⇒ (6) + 20 = 26 vs ac, 2d8 + 17 ⇒ (4, 8) + 17 = 29

Lynore shimmers and then reappears behind one of the walking dead. She attempts to slip her blade through his guard.


Female Tiefling Warlord/Infernal Strategist 18
Lynore wrote:

Assassins Shroud Z2, 1d6+3 and invoking it, nothing on miss

Teleport to K3 using Inescapable Shadow 1d20+20 vs ac, 2d8+17

Lynore shimmers and then reappears behind one of the walking dead. She attempts to slip her blade through his guard.

Flanking with Arishat grants +4 damage. Is that included?


Female Wood Elf Cleric / 3

Adding extra damage, 38 if the attack hit. Thanks :)


Lynore's attack bounces off the zombie by the narrowest of margins.

MAP GROUP 2

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.

Kidlat - slowed (se)
Wight 1 - blinded while in Thom's zone; will take 10 radiant at start of turn
Wight 2 - in sludge and about to start the long tramp around to return to battle duties.
Thom - slowed (se)
Tavar - slowed (se)
Arishat - slowed (se)
Barel - resist 5 cold; all squares within 2 difficult terrain to enemies; slowed (se)
Zombie 4
Zombie 2
Zombie 3
Lynore


Paging Kidlat.


I see from a different thread that Kidlat is ill, so I'm delaying him until just before the zombies go again.

Distant squelching reminds the group that wight 2 is returning slowly to the fray. Taking courage perhaps from the imminent return of its comrade, wight 1 crackles again with blackfire. Recklessly, it launches a blinded attack on Barel, but cannot penetrate the warden's defenses.

Blackfire recharge W1: 1d6=5. Yes. Not going to waste on an attack at -5 though. It's not that stupid.

Ice Claw (AC)
1d20+15=23. W1 v Barel. Miss.

MAP GROUP 2

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.

Thom - slowed (se)
Tavar - slowed (se)
Arishat - slowed (se)
Barel - resist 5 cold; all squares within 2 difficult terrain to enemies; slowed (se)
Kidlat - slowed (se) - DELAYED
Zombie 4
Zombie 2
Zombie 3
Lynore
Wight 1 - blinded while in Thom's zone; will take 10 radiant at start of turn
Wight 2 - in sludge and about to start the long tramp around to return to battle duties


Thom sees the wight reeling back and decides to make its unlife even more miserable than already is.

Standard Action, Dire Radiance (from item)
Encounter KEYWORDS Arcane, Fear, Implement, Radiant
Ranged 10, One Creature W1
Attack: Constitution 1d20 + 9 ⇒ (16) + 9 = 25 vs. Fortitude
Hit: 1d6 + 2 ⇒ (1) + 2 = 3 radiant damage. If the target moves nearer to you on its next turn, it takes extra 1d6 + 2 ⇒ (3) + 2 = 5 damage.

Save vs Slow, 1d20 + 2 ⇒ (19) + 2 = 21


The wight blithely ignores Thom's efforts to brighten up its unlife.

MAP GROUP 2

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.

Tavar - slowed (se)
Arishat - slowed (se)
Barel - resist 5 cold; all squares within 2 difficult terrain to enemies; slowed (se)
Kidlat - slowed (se) - DELAYED
Zombie 4
Zombie 2
Zombie 3
Lynore
Wight 1 - blinded while in Thom's zone; will take 10 radiant at start of turn
Wight 2 - in sludge and returning to battle duties
Thom


Note that I will update when I can, but I'm going to be in Oxford teaching my cousin how to play D&D for a couple of days.


Male Deva Cleric lvl 14

Lance of Faith on Z2.

attack vs reflex, 1d20 + 15 ⇒ (13) + 15 = 28, damage = 1d8 + 9 ⇒ (8) + 9 = 17 radiant and the next ally to attack gets a +2.

Save = 1d20 ⇒ 17


Divine light sears the zombie and it can't avoid the devastation wrought by the Raven Queen's servant.

MAP GROUP 2

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.

Arishat - slowed (se); +2 next attack against Z2
Barel - resist 5 cold; all squares within 2 difficult terrain to enemies; slowed (se)
Kidlat - slowed (se) - DELAYED
Zombie 4
Zombie 2
Zombie 3
Lynore
Wight 1 - blinded while in Thom's zone; will take 10 radiant at start of turn
Wight 2 - in sludge and returning to battle duties
Thom
Tavar


Female Tiefling Warlord/Infernal Strategist 18

Arishat smiles grimly as the beam of light strikes the zombie. Thanks, Tavar. As it flounders, she taps the ground near it's feet to attract it's attention, and calls out, "Lynore, strike now!"

Commander's Strike, Lynore against Z2. Basic melee, +13 vs AC, +2 CA (flanking), +1 (Lend Might), +2 (I'm assuming Lance of Faith applies); Attack 1d20 + 18 ⇒ (18) + 18 = 36 vs AC
Damage; basic is 1d8+5 +3 (subtle longsword) +4 (isolated) +4 (Int modifier) +4 (Infernal Pincer)' Damage 1d8 + 20 ⇒ (5) + 20 = 25
No reason to move, and no-one's horribly hurt. I really hope Z2 hits me, Vengeance is Mine gives Arishat and probably Lynore a basic melee attack each.
Saving throw against Slow, 1d20 ⇒ 12

Edit: Welcome back, REv. Hope Oxford was Oxford-y for you.


With Arishat's advice ringing in her ears, Lynore effortlessly bloodies the zombie drooling in front of her.

MAP GROUP 2

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.

Barel - resist 5 cold; all squares within 2 difficult terrain to enemies; slowed (se)
Kidlat - slowed (se) - DELAYED
Zombie 4
Zombie 2 - BLOODIED
Zombie 3
Lynore
Wight 1 - blinded while in Thom's zone; will take 10 radiant at start of turn
Wight 2 - in sludge and returning to battle duties
Thom
Tavar
Arishat


Male Dwarf Warden/16

Barel calls for the attention of the wight and the zombie at his side before turning his full attention to the wight right in front of him to swing a powerful blow with his hammer.

Free action: Mark W1 and Z4
Standard Action: Mountain Hammer +17 vs Fort: 1d20 + 17 ⇒ (8) + 17 = 25 Damage=2d10 + 11 + 5 ⇒ (7, 7) + 11 + 5 = 30
effect: wight takes -6 penalty to melee attack rolls UEMNT.


Barel - you forgot your start of turn save v slow. I made it for you for expediency :) 1d20=12.

Barel keeps the wight and Z4 occupied, but his attack narrowly misses the necrotically infused pair.

Kidlat - you back in circulation yet?

MAP GROUP 2

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.

Kidlat - slowed (se)
Zombie 4 - marked by Barel
Zombie 2 - BLOODIED
Zombie 3
Lynore
Wight 1 - marked by Barel
Wight 2 - in sludge and returning to battle duties
Thom
Tavar
Arishat
Barel - resist 5 cold; all squares within 2 difficult terrain to enemies


I guess not. I'll post a basic move for him asap, but have live gamers in right now.


Marking Z2 as his, Kidlat then proceeds to try demolishing W1 before its friend can return to the fray. Thunder fills the air, but to no avail.

Minor. Mark Z2 with Aegis
Standard: Booming Blade v W1. 1d20+18=26. Miss.
Save v slow: 1d20=3 - urf. Sorry, Kidlat.

Breath of Moil recharge rolls:
Z2 - 1d6=2. No.
Z3 - 1d6=5. Yes.
Z4 - 1d6=3. No.

Z2 lunges at Arishat, while Z4 targets Barel and Z3 exhales rancid air over all the companions bar Lynore.

1d20+18=30. Z2 v Arishat. Hits. 2d10+10=20
1d20+18=24. Z4 v Barel. Miss.
20 damage to Arishat

Breath of Moil (Fort). On hit target is slowed (se). If already slowed, target is immobilsed (se)
Targets Tavar, Thom, Kidlat, Barel and Arishat
1d20+16=21 - v Tavar. Miss
1d20+16=20 - v Thom. Hits
1d20+16=19 - v Kidlat. Miss
1d20+16=31 - v Barel. Hits
1d20+16=34 - v Arishat. Hits
1d10+3=10
10 damage to Thom, Barel and Arishat and they are slowed (se)

MAP GROUP 2

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.

Lynore
Wight 1 - marked by Barel
Wight 2 - in sludge and returning to battle duties
Thom - slowed (se)
Tavar
Arishat - slowed (se)
Barel - resist 5 cold; all squares within 2 difficult terrain to enemies; slowed (se)
Kidlat - slowed (se)
Zombie 4 - marked by Barel
Zombie 2 - BLOODIED; under Kidlat's Aegis
Zombie 3


Thom HP 36/68


Female Wood Elf Cleric / 3

Assassin Shroud Z2, and invoking it 1d6 + 3 ⇒ (5) + 3 = 8 no damage on miss
Shadow Storm 1d20 + 20 ⇒ (16) + 20 = 36 vs ac, 1d8 + 20 ⇒ (1) + 20 = 21 29 total damage if it hit, that does include the extra +4 for flanking with Arishat

Lynore stabs into the zombie, and prepares herself for any counter attack that may occur.


Boards have been horribly slow (or simply not loading at all). Will keep you all updated as fast as I can

Lynore stabs, reducing the zombie still further, noting as she does so that the fallen wight will be back shortly.

Marked by Barel, W1 turns its baleful attention to the warden, dazing the dwarf with a soul-rending pulse of chill, necrotic energy.

Recharge on Blackfire: 1d6=5. Yes

Blackfire (Fort). On hit target takes 10 ongoing cold/necro and is dazed. First failed save, 10 ongoing and stunned. Second failed save, 10 ongoing and unconscious, third failed save, dead.
1d20+18=32 - W1 v Barel. Hits. 2d12+7=17
17 damage to Barel and he is dazed and taking 10 ongoing (se, but see above for consequences)

MAP GROUP 2

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.

Thom - slowed (se)
Tavar
Arishat - slowed (se)
Barel - resist 5 cold; all squares within 2 difficult terrain to enemies; slowed (se); 10 ongoing and dazed (se both) - but 1st fail stunned and ongoing (se), 2nd fail unconscious and ongoing (se both), 3rd fail dead
Kidlat - slowed (se)
Zombie 4 - marked by Barel
Zombie 2 - BLOODIED; under Kidlat's Aegis
Zombie 3
Lynore
Wight 1 - marked by Barel
Wight 2 - in sludge and returning to battle duties


Thom sees the other wight returning, and yells, "We are gonna have more company here soon!"

He decides to eliminate one of the zombies who is in bad shape. Z2

Magic Missile
KEYWORDS Arcane, Force, Implement
You launch a silvery bolt of force at an enemy.
Standard Action, Ranged 20
Target: One creature
Effect: Level 11: 3 + Intelligence modifier (+5) + 3 (Implement) = 11 points force damage.


Thom sensibly concentrates on wittling away the zombies, bit by bit. Z2 is looking pretty fragile by now.

Thom - need a save v slow from you please.

MAP GROUP 2

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.

Tavar
Arishat - slowed (se)
Barel - resist 5 cold; all squares within 2 difficult terrain to enemies; slowed (se); 10 ongoing and dazed (se both) - but 1st fail stunned and ongoing (se), 2nd fail unconscious and ongoing (se both), 3rd fail dead
Kidlat - slowed (se)
Zombie 4 - marked by Barel
Zombie 2 - BLOODIED; under Kidlat's Aegis
Zombie 3
Lynore
Wight 1 - marked by Barel
Wight 2 - in sludge and returning to battle duties
Thom - slowed (se)?


Female Tiefling Warlord/Infernal Strategist 18

I know this is extremely late, but the boards weren't loading at all for me yesterday. I'd really like to use Vengeance is Mine as an immediate reaction to being hit by Z2. I make a basic melee attack, and grant a move and basic melee attack to one ally within 5.

If you'll allow it:
Arishat, basic melee; attack 1d20 + 19 ⇒ (5) + 19 = 24 vs AC; damage 1d10 + 13 ⇒ (5) + 13 = 18
Lynore gets the move/attack; BMA, attack 1d20 + 19 ⇒ (4) + 19 = 23, damage 1d8 + 14 ⇒ (6) + 14 = 20

"Hit me, will you? Well, take some of that back!" [/angry tiefling]


I'll absolutely allow it. The boards were appalling all day yesterday. Neither attack hits, but Lynore can move if she wants to.


Female Wood Elf Cleric / 3

I will stay where I am at.


Male Deva Cleric lvl 14

Healing word on Thom; Spend a HS & regain an extra 3d6 + 2 ⇒ (5, 1, 1) + 2 = 9 HP.

Lance of Faith on Z2.
attack vs reflex, 1d20 + 15 ⇒ (9) + 15 = 24, damage = 1d8 + 9 ⇒ (6) + 9 = 15 radiant and the next ally to attack gets a +2.

"My Queen I beseech thee, heal our ally and burn our foe with your divine light."

How is everybody else holding up?


The Raven Queen answers Tavar's prayer as the zombie is wiped out by a blade of divine light.

Thom - need a save v slow from you please.

MAP GROUP 2

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.

Arishat - slowed (se)
Barel - resist 5 cold; all squares within 2 difficult terrain to enemies; slowed (se); 10 ongoing and dazed (se both) - but 1st fail stunned and ongoing (se), 2nd fail unconscious and ongoing (se both), 3rd fail dead
Kidlat - slowed (se)
Zombie 4 - marked by Barel
Zombie 3
Lynore
Wight 1 - marked by Barel
Wight 2 - in sludge and returning to battle duties
Thom - slowed (se)?
Tavar


Save vs Slow 1d20 + 2 + 1 ⇒ (20) + 2 + 1 = 23

Status HP 62/68, Surges 7/8


Female Tiefling Warlord/Infernal Strategist 18

Arishat looks furious, mostly at her own ineptitude. She steps in closer to block of the two surviving zombies, but prefers to strike at the wight, hoping to stop it doing more damage to the dwarf. "Barel, you can and will shake this off."

Move, shift to J5
Standard, Deciever's Ploy, attack W1 1d20 + 17 ⇒ (18) + 17 = 35 vs Will; on hit, 2d10 + 9 ⇒ (4, 8) + 9 = 21 and target takes a -2 penalty to attack rolls teomnt
Minor, Inspiring Word on Barel, spend a HS and regain and additional 3d6 ⇒ (4, 4, 2) = 10hp, make and immediate saving throw with a +2 bonus 1d20 + 2 ⇒ (8) + 2 = 10
Saving throw against slowed, 1d20 ⇒ 14
Hit points, 42/81


Apologies for delays but I couldn't access the boards at all yesterday evening.

Arishat - the whole area is difficult terrain, do you still want to shift?


Female Tiefling Warlord/Infernal Strategist 18

I'll stay where I am, I think. Reach means they're nearly all in melee range.


Arishat's tone is quite enough to enable Barel to brush aside the punishing attack of the wight.

I took a guess that you'd prefer to remove the really nasty ongoing effect rather than the fairly insignificant slow, Barel.

She follows up with a vicious prod at the wight, forcing the undead thing to doubt its own capabilities, before stamping impatiently and freeing her own feet.

MAP GROUP 2

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.

Barel - resist 5 cold; all squares within 2 difficult terrain to enemies; slowed (se)
Kidlat - slowed (se)
Zombie 4 - marked by Barel
Zombie 3
Lynore
Wight 1 - marked by Barel; -2 to attack rolls to end Arishat's next turn
Wight 2 - in sludge and returning to battle duties
Thom
Tavar
Arishat


Male Dwarf Warden/16

Barel stays put, thanks Arishat for the aid on that nasty attack, and tries to speed himself into action. Barel then swings his hammer in a large arc around his head, enveloping Z4 and W1 in a whirlwind that buffets their bodies while holding them in place.

save versus slowed: 1d20 ⇒ 9
Standard action: Form of Winter's herald attack: Close Burst 1, attack vs W1's AC: 1d20 + 16 ⇒ (4) + 16 = 20; attack vs Z4's AC: 1d20 + 16 ⇒ (19) + 16 = 35
Effect if hit: damage: 1d10 + 9 + 5 + 5 ⇒ (5) + 9 + 5 + 5 = 24 and target is immobilzed, save end.
effect if miss: half damage and target it immobilized UEMNT.


Barel - you get an end of turn save v slowed as well.

Barel swings, immobilising the zombie and temporarily holding the wight in check as well.

Giving Kidlat a few hours to see if he's back yet.

MAP GROUP 2

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.

Barel - resist 5 cold; all squares within 2 difficult terrain to enemies; slowed (se)
Kidlat - slowed (se)

Zombie 4 - marked by Barel; immobilised (se)
Zombie 3
Lynore
Wight 1 - marked by Barel; -2 to attack rolls to end Arishat's next turn; immobilised to end Barel's next turn
Wight 2 - in sludge and returning to battle duties
Thom
Tavar
Arishat


Male Dwarf Warden/16
Rev DM wrote:
Barel - you get an end of turn save v slowed as well.

Oops, thank you. I will try again. Also, I should have mentioned that Barel keeps marking Z4 and W1.

save versus slowed: 1d20 ⇒ 14


Barel shakes off the slowing effect that hinders him.

All with the boards being so flakey, I'm giving Kidlat a little longer.

MAP GROUP 2

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.

Kidlat - slowed (se)
Zombie 4 - marked by Barel; immobilised (se)
Zombie 3
Lynore
Wight 1 - marked by Barel; -2 to attack rolls to end Arishat's next turn; immobilised to end Barel's next turn
Wight 2 - in sludge and returning to battle duties
Thom
Tavar
Arishat
Barel - resist 5 cold; all squares within 2 difficult terrain to enemies


No sign of Radavel (Kidlat) for over a week. I know he's been ill. Get well soon, Kidlat.

Kidlat moves slowly towards the zombies and unleashes lightning from his blade, the sound cracking around the ancient tower. As the sound dies away, you see that Z3 is oozing ichor. He marks Z4 for future attention, defying the horror to attack his friends.

Lightning Clash (Encounter, Arcane, Lightning, Weapon, Standard Action, Melee),
Primary Target: One creature, Attack: Intelligence vs. AC [+16], Hit: 1d8+10, make secondary attack,
Secondary Target: One creature within 5 squares of the primary target, Secondary Attack: Intelligence vs. Reflex [+16], Hit: 1d6+10 lightning damage)
1d20+16=35 v Z3. Hits. 1d8+10=15
1d20+16=23 v Z4. Miss.

Save v Slow: 1d20=18. Saved.

The zombies cannot regain control of the atmosphere around them and resort to brute force. It doesn't work.

No recharge on Breath of Moil: Z3: 1d6=1, Z4: 1d6=3

Rending Claws (AC)
1d20+18=24 - Z4 v Barel. Miss.
1d20+18=28 - Z3 v Kidlat. Miss.

MAP GROUP 2

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.

Lynore
Wight 1 - marked by Barel; -2 to attack rolls to end Arishat's next turn; immobilised to end Barel's next turn
Wight 2 - in sludge and returning to battle duties
Thom
Tavar
Arishat
Barel - resist 5 cold; all squares within 2 difficult terrain to enemies
Kidlat
Zombie 4 - marked by Barel; immobilised (se)
Zombie 3 - BLOODIED; under Kidlat's Aegis


Female Wood Elf Cleric / 3

Move to g3, assassin's shroud W1
Executioner's Noose Z3, 1d20 + 15 ⇒ (5) + 15 = 20 vs fort, 1d6 + 8 ⇒ (3) + 8 = 11 target is slowed till the end of my next turn and I pull it K3, provoking OAs from Kidlat and Arishat

Lynore slips to the side and attempts to draw the Zombie through a hail of blows.


Lynore - I can only get you to H3 (difficult terrain).

Lynore moves through the shadows and sends a spectral noose looping towards Z3. The creature is wary and avoids the attack.

W2 starts up the stairs to rejoin the party, while W1 heals more of its wounds and lashes out at Barel.

Blackfire recharge: W1 - 1d6=2. No.

Ice Claw (AC0
1d20+20=34 - W1 v Barel. Hits. 3d12+10=33
33 damage to Barel

MAP GROUP 2

Thom
Tavar
Arishat
Barel - resist 5 cold; all squares within 2 difficult terrain to enemies
Kidlat
Zombie 4 - marked by Barel; immobilised (se)
Zombie 3 - BLOODIED; under Kidlat's Aegis
Lynore
Wight 1 - marked by Barel; -2 to attack rolls to end Arishat's next turn; immobilised to end to end Barel's next turn
Wight 2 - returning to battle duties


Thom decides to whittle down the wounded zombie some more.

Magic Missile KEYWORDS Arcane, Force, Implement
You launch a silvery bolt of force at an enemy.
Standard Action, Ranged 20
Target: One creature Z3
Effect: 11 points force damage.


Flesh falls from the ancient Moilean as Thom systematically wittles it down. It looks now as if one solid blow would finish Z3 for good.

MAP GROUP 2

Tavar
Arishat
Barel - resist 5 cold; all squares within 2 difficult terrain to enemies
Kidlat
Zombie 4 - marked by Barel; immobilised (se)
Zombie 3 - BLOODIED; under Kidlat's Aegis
Lynore
Wight 1 - marked by Barel; -2 to attack rolls to end Arishat's next turn; immobilised to end to end Barel's next turn
Wight 2 - returning to battle duties
Thom


Tavar???


Male Deva Cleric lvl 14

Lance of Faith on Z4.
attack vs reflex, 1d20 + 15 ⇒ (7) + 15 = 22, damage = 1d8 + 9 ⇒ (6) + 9 = 15 radiant and the next ally to attack gets a +2.


Tavar directs another attack at Z4, but the hideous atmosphere of Moil engulfs his divine power before it ever reaches the target.

MAP GROUP 2

Arishat
Barel - resist 5 cold; all squares within 2 difficult terrain to enemies
Kidlat
Zombie 4 - marked by Barel; immobilised (se)
Zombie 3 - BLOODIED; under Kidlat's Aegis
Lynore
Wight 1 - marked by Barel; -2 to attack rolls to end Arishat's next turn; immobilised to end to end Barel's next turn
Wight 2 - returning to battle duties
Thom
Tavar


Female Tiefling Warlord/Infernal Strategist 18

42/81 hit points

"We want to finish these before the other returns. They're vulnerable. Keep pounding it!" Arishat commands Barel into action.

Minor: Adaptive Stratagem, Barel gets +3 to Saving throws and +4 to damage teomnt
Standard: Commander's Strike, Barel against W1; Attack 1d20 + 17 ⇒ (18) + 17 = 35 vs AC; damage, 1d10 + 11 + 5 + 4 + 4 ⇒ (2) + 11 + 5 + 4 + 4 = 26 weapon damage, (1d10+11, +5 guardian form, +4 CS, +4 AS)

@Rev:
If that bloodies the Wight, I'm going to action point and use Bloody Ending


With Arishat's voice ringing in his ears, Barel finally bloodies W1. The warlord's eyes brighten ...

Go for it Arishat. That took it to exactly 1 over bloodied.


Female Tiefling Warlord/Infernal Strategist 18

As the wight reels, Arishat smirks gleefully. "Let's finish it." She lashes out, hoping to set the example.

Action Point!
Bloody Ending, target: one bloodied ceature - W1
Attack 1d20 + 18 ⇒ (20) + 18 = 38 vs AC
Damage 1d10 + 13 ⇒ (5) + 13 = 18
Effect, allies get +2 to attack rolls against the target teomnt

Edit: nice time for a critical! 3d6 ⇒ (6, 3, 1) = 10 extra damage

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