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.
Male Dwarf Warden/16
Barel lets those that are good at searching, search. He takes the magic hook from Lynore and attaches it to the ceiling above this side of the pit. When we are all down, he will walk across and launch it to the ceiling on the other side, so that we can all climb up with the least danger.
Barel sets about rendering the pit as harmless as possible, rigging the rope to aid the party in getting down and across.
Male Halfling Monk 18 / Ghostwalker
Lanthair gathers up the mithril bits he found in case they are useful later.
The mithril shards twist in Lanthair's hands, seeking to escape.
Female Tiefling Warlord/Infernal Strategist 18
"What? Thom, check those for magic."
Thom smirks, "Well, Lanthair, I think a career as a thief is out. I would advise becoming a baker."
Arcana check, take 10 total 30
Male Halfling Monk 18 / Ghostwalker
Thom Verikal wrote: Thom smirks, "Well, Lanthair, I think a career as a thief is out. I would advise becoming a baker."
"There is more honor in the latter anyway."
Thom's inspection suggests strongly that the shards are resisting being restored to whatever shape they were in to begin with. He's also of the opinion that the enchantment has weakened over the years and could be overcome with a ritual of some kind.
"Heh, looks like we found one of the keys we are looking for. Is that what they mean by 'some assembly required'?"
I am not sure what ritual would work here. Maybe a Mending ritual?
Mending will hold for a time, but may not be a permanent fix.
?
Taking bits and getting out? Doing ritual and getting out? Just getting out?
Male Deva Cleric lvl 14
Take the bits and mend them then leave.
Male Dwarf Warden/16
How about take the bits, leave, and mend them when we get close to the keyhole (since we don't know how long ht emending will hold). We still have one more lab to go through, and we should do it while we are under the undead spell.
In either case, it seems like the next order of business should be to leave this area!
Female Tiefling Warlord/Infernal Strategist 18
Barel Dlode wrote: How about take the bits, leave, and mend them when we get close to the keyhole (since we don't know how long ht emending will hold). We still have one more lab to go through, and we should do it while we are under the undead spell.
In either case, it seems like the next order of business should be to leave this area!
+1 for that.
Lanthair thrusts the mithril bits into his backpack along with the residuum (400gp worth of it) and the group take advantage of Barel's combination of rope and hook to leave the deserted lab.
Hissing voices break into mocking laughter as you depart.
Sound right?
Thom shudders as the mocking laughter echoes in his ears. He is very glad to be out of that place.
So, does anyone know the Make Whole ritual?
Male Dwarf Warden/16
sounds good to me.
Barel does not know that ritual.
Female Tiefling Warlord/Infernal Strategist 18
"You know, whoever built this place likes messing around with people. Let's make a quick check for secret compartments just in case."
Perception, 1d20 + 5 ⇒ (3) + 5 = 8, just in case there's something near the ledge aboce the pit.
No ritual knowledge here.
Edit: Not that Arishat will notice it without the glasses she apparently is too vain to wear.
Female Wood Elf Cleric / 3
Percep 1d20 + 11 ⇒ (2) + 11 = 13
Neither Arishat nor Lynore notice anything more out of place than they would expect in a transdimensional portal built by a sadistic lunatic.
Male Halfling Monk 18 / Ghostwalker
Lanthair searches as well.
Perception 1d20 + 15 ⇒ (2) + 15 = 17
Male Dwarf Warden/16
Since everyone else is searching, Barel succombs to peer pressure and decides to search also. Finally, with a sense of failure, he decides to look at the stonework around him for any hidden/suspicious nooks and crannies.
perception:1d20 + 10 ⇒ (7) + 10 = 17
dungeoneering: 1d20 + 16 ⇒ (6) + 16 = 22
Barel's knowledge of stonework is good enough to tell him that there are no hidden surprises lurking in the exit pit.
Female Tiefling Warlord/Infernal Strategist 18
Out? The dice roller seems determined we won't notice anything even if it exists.
If we're leaving:
Arishat will help people into the pit. Athletics to climb down, Aid Another taking 10 for a 24 Once everyone is down, she'll climb n herself 24 Athletics. And then she can help people climb out.
'Help people into the pit' doesn't sound quite right now I look at it.
Female Wood Elf Cleric / 3
For a Tiefling of your calibur I find it perfectly appropriate
Athletics 1d20 + 11 ⇒ (8) + 11 = 19
Lynore swings over the side.
Thom struggles with the athletic part of this job, as he climbs into the pit.
Athletics 1d20 + 7 ⇒ (17) + 7 = 24
Thom's agility surprises him, but he and Lynore make their way across safely, their progress punctuated by the eerie, mocking laughter.
Arishat stands ready to help where needed.
Male Halfling Monk 18 / Ghostwalker
Athletics 1d20 + 14 ⇒ (9) + 14 = 23
The halfling slides easily between the spikes and out the other side of the pit.
Male Dwarf Warden/16
Arishat wrote: Out? The dice roller seems determined we won't notice anything even if it exists. Out works for me...if we don't find anything of more interest behind door number 3, then we can revisit here if we want to.
Somewhat un-nerved by the whispering jeers surrounding them, the party make their way back to the comparative safely to the triple doored room. Now only the Feywild scented door awaits.
"Ooh, we look like dead things" is still operative, but do you want to make any more preparations?
Female Tiefling Warlord/Infernal Strategist 18
Unless anyone knows an unspeakable ritual to placate the goddess of misfortune, may her gaze never turn on our dice, I think we're good to go.
The ruined lab is brightly lit and wreathed in fungus of two types. The black variety smells atrocious and completely fills the westernmost vat, as well as a large part of the floor. The red type hangs in looming sheets from the walls. Greenish fungus grows over the central and eastern vats.
It is immediately clear that you have disturbed a group at work, as three quicklings lift their heads and draw their blades.
Roll initiative.
MAP
Init so far:
Zephyrs - 40
? - 25
Blademaster - 24
Initiative 1d20 + 10 + 3 ⇒ (11) + 10 + 3 = 24
Don't forget to add Arishat's bonus +3. Only remembered when I saw it in Thom's roll.
MAP
Init so far:
Zephyrs - 40
Lynore - 38
? - 25
Blademaster - 24
Thom - 24
Female Wood Elf Cleric / 3
1d20 + 18 ⇒ (6) + 18 = 24
Danger Sense 1d20 + 18 ⇒ (20) + 18 = 38
Male Halfling Monk 18 / Ghostwalker
Initiative 1d20 + 15 ⇒ (12) + 15 = 27
Female Tiefling Warlord/Infernal Strategist 18
That's a +4 bonus. Initiative 1d20 + 6 + 4 ⇒ (5) + 6 + 4 = 15
Male Deva Cleric lvl 14
Init = 1d20 + 6 + 4 ⇒ (20) + 6 + 4 = 30
Added +1 to Thom and amended list accordingly.
MAP
Init so far:
Zephyrs - 40
Lynore - 38
Tavar - 30
Lanthair - 27
? - 25
Thom - 25
Blademaster - 24
Arishat - 15
Just need Barel.
Male Dwarf Warden/16
init= 1d20 + 7 + 4 ⇒ (13) + 7 + 4 = 24
holy crap--init=40?!...I will not try to hit their reflex!
Female Wood Elf Cleric / 3
With the +4 bonus from Arishat i am at 42 :), does that mean if i double you i go twice before you :P
Quicker even than the quicklings, Lynore leaps into action.
MAP
*Lynore
Zephyr 1
Zephyr 2
Tavar
Lanthair
?
Thom
Blademaster
Barel
Arishat
Female Wood Elf Cleric / 3
Assassin's Shroud with Killer's Insight on the Blademaster for a total of 2 shrouds
Move to G20
Perception 1d20 + 11 ⇒ (16) + 11 = 27+4 vs traps to look at the Vats
Lynore quickly gets her back up against a wall and surveys the sights.
Lynore is almost sure she sees something moving in the vat nearest to her, but her cogitations are interrupted by the zephyrs. Their speed blurring them to sight, they converge on Barel, pop back into view and attack him. The slick floor holds no terrors for them.
Blinding Speed. Zephyrs become invisible until they attack or to end their next turn.
Short sword attacks with CA on Barel. On hit target takes extra damage and is dazed (se)
1d20+21=35 - Z1 v Barel. Hits. 1d6+9=12 plus 2d6=4 for CA
1d20+21=39 - Z2 v Barel. Hits. 1d6+9=14 plus 2d6=7 for CA
37 damage to Barel and he is dazed (se)
Lynore and Barel get OAs against Z1. Note that it was invisible until it attacked, so you do so at -5.
MAP
Zephyrs ignore difficult terrain and can move over any solid or liquid surface.
Tavar
Lanthair
?
Thom
Blademaster - two shrouds
Barel - dazed (se)
Arishat
*Lynore
Zephyr 1
Zephyr 2
Male Deva Cleric lvl 14
Unable to see the Zephyrs Tavar casts Iron to Glass at the Blademaster.
Attack vs Reflex, 1d20 + 15 ⇒ (19) + 15 = 34
Hit: Until the end of the encounter, the target takes a -4 penalty to melee damage rolls. Whenever the target hits with a melee attack, the penalty worsens by 2 to a maximum of -10.
Miss: Until the end of the encounter, the target takes a -2 penalty to melee damage rolls. Whenever the target hits with a melee attack, the penalty worsens by 1 to a maximum of -5.
"My Queen's power renders you nutered. Surender now and you can continue your unlife, fight and you shall be put down like a suckling pig."
The blademaster swears horribly in elven as Tavar's curse hits him fair and square.
Elven
Tavar realises that none of the combatants in this version of the chamber are undead, merely deeply evil.
Lynore and Barel get OAs against Z1. Note that it was invisible until it attacked, so you do so at -5.
MAP
Zephyrs ignore difficult terrain and can move over any solid or liquid surface.
Lanthair
?
Thom
Blademaster - two shrouds; to end encounter takes -4 penalty to melee damage rolls. When he hits with a melee attack, the penalty worsens by 2 to a maximum of -10.
Barel - dazed (se)
Arishat
*Lynore
Zephyr 1
Zephyr 2
Tavar
Female Wood Elf Cleric / 3
OA 1d20 + 19 - 5 ⇒ (15) + 19 - 5 = 29 vs ac, 1d8 + 8 + 4 ⇒ (5) + 8 + 4 = 17
Lynore slashes at the blurring Zephyr.
Deft though she is, Lynore's blade narrowly misses the indistinct figure.
Female Wood Elf Cleric / 3
"Ah, Tavar, you made him mad."
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