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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Male Dwarf Warden/16

Barel swings blindly at the thing rushing past him.

melee basic: 1d20 + 17 - 5 ⇒ (5) + 17 - 5 = 17
on hit: damage= 1d10 + 12 ⇒ (10) + 12 = 22


Like Lynore before him, Barel is simply not fast enough to hit the zephyr.

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


Male Halfling Monk 18 / Ghostwalker

In a whirlwind of feet and fists, Lanthair lashes out at both nearby enemies before darting between them to a more advantageous position.

Five Storms. Vs Z1: 1d20 + 16 ⇒ (15) + 16 = 31 vs Reflex. Vs Z2: 1d20 + 16 ⇒ (7) + 16 = 23 vs Reflex. 1d8 + 9 ⇒ (4) + 9 = 13 damage on a hit. If either attack hits, each of them also takes 6 extra damage for flurry of blows.

Shift to H19 (Five Storms movement technique) and I have +1 to AC to EOMNT.


Lanthair's fists land a solid blow on Z1, but Z2 proves too quick as the halfling flurries past the pair. Nonetheless, the edge of his heel just clips into Z2.

Within the easternmost vat, something writhes.

MAP

Zephyrs ignore difficult terrain and can move over any solid or liquid surface.

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
Lanthair - +1AC to end next turn
?


Male Halfling Monk 18 / Ghostwalker

You got that confusing bit where Z2 still takes 6 damage even though the attack missed, because I hit Z1, right? I feel like they made Flurry of Blows needlessly complicated...


Lanthair wrote:
You got that confusing bit where Z2 still takes 6 damage even though the attack missed, because I hit Z1, right? I feel like they made Flurry of Blows needlessly complicated...

Yes - realised and edited above just now. It's a little faffy, but I'll grow accustomed.


Thom gulps, and summons a bodyguard for himself. He scans one of the zephyrs, learning all about it . Finally, he sends a magical bolt at the Blade master.

Minor Action: Summon Iron Cohort in F16
Minor Action Use Foe Stone against Zephyrs
Standard Action cast Magic Missile at the Blade master.
You launch a silvery bolt of force at an enemy.
Ranged 20
Target: One creature
Effect: Level 11: 3 + Intelligence modifier (+5) + 3 (Implement) = 11 points force damage.


Apologies - can't think how this slipped through the net.

Thom learns little he didn't guess about the zephyrs. They have no particular vulnerabilities and Will is their weakness.

A craggy iron figure appears beside the mage, perilously close to the hanging fungus and Thom sends an unerring blast of force into the Blademaster.

Dancing towards Lanthair, the quickling strikes twice before stepping away.

Blademaster Strike - move speed and makes a short sword attack at any point during the move.
1d20+23=31. Hits. 2d6+5=9-4 - 5
1d20+23=37. Hits. 2d6+5=13-6 - 7
12 damage to Lanthair

Lanthair gets an OA on the Blademaster.

MAP

Zephyrs ignore difficult terrain and can move over any solid or liquid surface.

Barel - dazed (se)
Arishat
*Lynore
Zephyr 1
Zephyr 2
Tavar
Lanthair - +1AC to end next turn
?
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. Now on -6 to damage rolls.


Male Halfling Monk 18 / Ghostwalker

OA
1d20 + 18 ⇒ (8) + 18 = 26
1d8 + 6 ⇒ (3) + 6 = 9


Lanthair misses the Blademaster as it stabs and retreats.


Male Dwarf Warden/16

Barel first tries to wipe the daziness from his brow.
1d20 ⇒ 15

Having suceeded, he calls out the two zephys that are flanking him, before blowing up into a cloud of nastiness swirling around him.

free action: mark Z1 and Z2.
minor action: Boiling Cloud--Close Burst 1: The burst creates a zone of blood and grit that lasts until the end of the encounter. The zone moves with you, remaining centered on your space. You and your allies in the zone have concealment. Marked enemies that start their turns within the zone take damage equal to your Constitution modifier (+5) or Wisdom modifier.

Finally, Barel tries to bring the power of the mountain onto the head of the zephyr hemmed in next to him (Z1).

standard action: Mountain hammer: 1d20 + 17 ⇒ (5) + 17 = 22
on hit: damage = 2d10 + 12 + 5 + 5 ⇒ (1, 3) + 12 + 5 + 5 = 26 and target takes -6 to melee attack rolls UEMNT.


The zephyrs blink slightly as Barel, Arishat and Lanthair are masked by a blur of whirling grit, but Z2 is easily tough enough to evade Barel's attack.

MAP

Zephyrs ignore difficult terrain and can move over any solid or liquid surface.

Arishat - concealment (Barel's zone)
*Lynore
Zephyr 1 - marked by Barel
Zephyr 2 - marked by Barel
Tavar
Lanthair - +1AC to end next turn; concealment (Barel's zone)
?
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. Now on -6 to damage rolls.
Barel - concealment (zone)


Female Tiefling Warlord/Infernal Strategist 18

"Quick, aren't you. Ddoge this." Arishat feints, and strikes at the place she thinks the zephyr is likeliest to dodge into.

Perception check 1d20 + 5 ⇒ (9) + 5 = 14
Deceiver's Ploy, 1d20 + 17 ⇒ (17) + 17 = 34 vs Will against Z1, 2d10 + 9 ⇒ (6, 5) + 9 = 20 damage and the target takes a -2 penalty to attack rolls teomnt
Shift to F18


Female Wood Elf Cleric / 3

Shroud #3 on Blademaster
Shadow Storm 1d20 + 19 + 2 ⇒ (4) + 19 + 2 = 25 vs ac, 1d8 + 11 + 4 + 4 ⇒ (4) + 11 + 4 + 4 = 23

"Guys I think there is something in that vat closest to us."


Arishat's attack makes Z1 blink a little, but Lynore's attack misses. The pair hold their ground and continue their combined assault on Barel.

Taking 5 damage each from the zone.
They have CA and on a hit will do 2d8 additional damage and daze target (se)
1d20+19=35 - Z1 v Barel. Hits. 1d6+9=15 plus 2d8=11 and dazed (se)
1d20+21=35 - Z2 v Barel. Hits. 1d6+9=15 plus 2d8=13 and dazed
54 damage to Barel and he is dazed (se)

MAP

Zephyrs ignore difficult terrain and can move over any solid or liquid surface.

Tavar
Lanthair - +1AC to end next turn; concealment (Barel's zone)
?
Thom Blademaster - three 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. Now on -6 to damage rolls.
Barel - concealment (zone); dazed (se)
Arishat - concealment (Barel's zone)
*Lynore
Zephyr 1 - marked by Barel; -2 attacks to end Arishat's next turn; 5 damage at start of turn (Barel's zone)
Zephyr 2 - marked by Barel; 5 damage at start of turn (Barel's zone)


Male Deva Cleric lvl 14

A Mantle of Glory bursts from Tavar’s head healing his allies and burning his enemies with radiant light.

All allies within 5 squars can spend a HS + 2HP.

Attack vs will;
Thom Blademaster, 1d20 + 15 ⇒ (11) + 15 = 26
Zephyr 1, 1d20 + 15 ⇒ (1) + 15 = 16
Zephyr 2, 1d20 + 15 ⇒ (6) + 15 = 21
Damage = 2d10 + 9 ⇒ (8, 1) + 9 = 18 radiant

Edit: I going to use Memory of a Thousand Lifetimes on the attack roll against the Bladmaster.
1d8 ⇒ 7 = for a new total of 33


HP: 72/72; Bloodied 36; Surges: 6/8


Hits the Blademaster with Memory of a Thousand Lifetimes.

In fighting form, Tavar sluices divine light over his companions and burns the Blademaster. Barel's cuts close almost as they finish being made, much to the frustration of the zephyrs.

MAP

Zephyrs ignore difficult terrain and can move over any solid or liquid surface.

Lanthair - +1AC to end next turn; concealment (Barel's zone)
?
Thom Blademaster - three 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. Now on -6 to damage rolls.
Barel - concealment (zone); dazed (se)
Arishat - concealment (Barel's zone)
*Lynore
Zephyr 1 - marked by Barel; -2 attacks to end Arishat's next turn; 5 damage at start of turn (Barel's zone)
Zephyr 2 - marked by Barel; 5 damage at start of turn (Barel's zone)
Tavar


Male Halfling Monk 18 / Ghostwalker

Lanthair adopts the stance of the crane and darts about the fight, lashing out at enemies.

Crane Dance. Vs Z1 1d20 + 16 ⇒ (12) + 16 = 28 vs Reflex, 2d8 + 9 ⇒ (2, 8) + 9 = 19 damage and prone. Shift to I 18. Vs blademaster 1d20 + 16 ⇒ (11) + 16 = 27 vs Reflex, 2d8 + 9 ⇒ (5, 5) + 9 = 19 damage and prone. Shift to G16, vs Z2 1d20 + 18 ⇒ (17) + 18 = 35 vs Reflex, 2d8 + 9 ⇒ (5, 1) + 9 = 15 damage and prone. If at least one of those hits, 6 flurry of blows damage each on Z2 and the blademaster (as, at the end of the movement, Lanthair looses a sling stone at it [no OA]).


Lanthair dances through the quicklings, unleashing a series of kicks and thumps as he does so. Only one of them makes contact, but the reverberations affect the Blademaster as well. He emerges serenely on the other side of Barel's zephyr in time to witness two swarms of bugs oozing rapidly from the nearest vat.

Hits Z2. Z2 and Blademaster both take extra 6 flurry damage.

Hissing and clicking, the insects swarm towards the companions, seeking the most succulent morsels and mindlessly ignoring all perils en route. Barel is once more the primary recipient, but the group notice that his zone of grit is having a particularly adverse effect on the bugs.

Scarabs take half damage from ranged and melee, vulnerable 10 to close and area attacks.

Swarm of Mandibles (Ref). On hit target takes 5 ongoing necrotic damage (se)
1d20+18=26 - S1 v Barel. Hits. 2d10=13 plus 5 ongoing necro
1d20+18=28 - S2 v Barel. Hits. 2d10=11 plus 5 ongoing necro
24 damage to Barel and 5 ongoing necro

Barel and Lynore get OAs against S1 as it passes them.

MAP

Zephyrs ignore difficult terrain and can move over any solid or liquid surface.

Scarab swarms: Aura 1. Any enemy that starts its turn within the aura takes 7 damage plus 5 extra for each swarm adjacent to the enemy.

Thom - 7 damage at start of turn from swarm
Blademaster - three 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. Now on -6 to damage rolls.
Barel - concealment (zone); dazed (se); 5 ongoing necro (se); 12 damage at start of turn from swarms
Arishat - concealment (Barel's zone); 7 damage at start of turn from swarm
*Lynore
Zephyr 1 - marked by Barel; -2 attacks to end Arishat's next turn; 5 damage at start of turn (Barel's zone)
Zephyr 2 - marked by Barel; 5 damage at start of turn (Barel's zone)
Tavar - 7 damage at start of turn from swarm
Lanthair - 7 damage at start of turn from swarm
Scarab swarm 1 - 15 damage at start of turn from Barel's zone
Scarab swarm 2 - 15 damage at start of turn from Barel's zone


Female Wood Elf Cleric / 3

OA 1d20 + 19 ⇒ (5) + 19 = 24 vs ac, 1d8 + 8 ⇒ (1) + 8 = 9


Male Dwarf Warden/16

Barel swings wildly again with a broad arc to try to catch as many of the beetles as he can.

AoO: Melee basic: 1d20 + 16 ⇒ (9) + 16 = 25
damage=1d10 + 11 + 5 ⇒ (1) + 11 + 5 = 17


Neither Lynore nor Barel can make any impact on the swarming scarabs. The insects simply part before their weapons, evading all harm.

Thom is up.


Thom does not like this at all.

Current HP 65/72
Move to G15
Standard Action, Thunderwave: Close Blast 3 targeting S2
Attack: Intelligence 1d20 + 16 ⇒ (6) + 16 = 22 vs. Fortitude
Hit: 1d6 + 5 + 2d6 ⇒ (2) + 5 + (3, 1) = 11 thunder damage, and you push the target a number of squares equal to your Wisdom modifier (+0).
Use Learned Boost on it for extra 2(W) damage.


Thom's distaste shows itself in his fluffed spellcasting. Thunder blasts into the ground, but has no effect on the scarabs.

Thanks to Tavar, the Blademaster is grimly aware that his attacks are unlikely to do much harm. With this in mind, and scowling at the cleric, he moves to provide flanking to his cohorts. He targets Lanthair as the nearest opponent.

Blademaster Strike - move and make two short sword attacks
1d20+23=40. Hits. 2d6+5-8=7
1d20+23=33. Hits. 2d6+5-10=0
7 damage to Lanthair

MAP

Zephyrs ignore difficult terrain and can move over any solid or liquid surface.

Scarab swarms: Aura 1. Any enemy that starts its turn within the aura takes 7 damage plus 5 extra for each swarm adjacent to the enemy.

Barel - concealment (zone); dazed (se); 5 ongoing necro (se); 12 damage at start of turn from swarms
Arishat - concealment (Barel's zone); 7 damage at start of turn from swarm
*Lynore
Zephyr 1 - marked by Barel; -2 attacks to end Arishat's next turn; 5 damage at start of turn (Barel's zone)
Zephyr 2 - marked by Barel; 5 damage at start of turn from Barel's zone
Thom - 7 damage at start of turn from swarm
Blademaster - three shrouds; now on -10 to damage rolls.


Female Tiefling Warlord/Infernal Strategist 18

"Well, that was nice of you to leave that opening. Lanthair, strike!"

Immediate reaction, Blade Burst Trap; close Burst 5; target, one ally adjacent to the triggering enemy; trigger, an enemy in the burst hits you or an ally with an attack; effect: the target makes a melee basic attack as a free action against each adjacent enemy with a +2 bonus to hit and damage- if the attack hits, the enemy is also dazed until the end of the target's next turn.
Lanthair can make a basic attack against all adjacent enemies, with +3 to hit and +2 to damage.


Male Dwarf Warden/16

Barel hates being dazed, and consequently tries to shake that effect.

1d20 ⇒ 17

After clearing his mind, he calls the attention of all creatures surrounding him, before using his second wind.

free action: mark s1, s2, z1, and z2
minor action: second wind (two surges), and +3 to all defense until EOMNT.

Barel then swings his hammer at the ground at his feet, shaking the earth all around himself as ripples extend in 20 feet in all directions.

shake the earth: versus fort, all enemies within close burst 4.
z1: 1d20 + 17 ⇒ (20) + 17 = 37
z2: 1d20 + 17 ⇒ (16) + 17 = 33
s1: 1d20 + 17 ⇒ (15) + 17 = 32
s2: 1d20 + 17 ⇒ (18) + 17 = 35

on hit: 2d10 + 10 + 5 ⇒ (4, 8) + 10 + 5 = 27 and if the target is burrowing, you slide it 4 squares to the square nearest to it that is within your line of effect.

Finally, Barel tries to make his save against ongoing damage.
1d20 ⇒ 10

edit: crit on z1: damage = 3d10 + 35 ⇒ (2, 2, 10) + 35 = 49
Barel is at 92/122 hp, 9/16 hs, and used 2nd wind


Female Wood Elf Cleric / 3

Yowza, I want your dice


Male Dwarf Warden/16
Lynore wrote:
Yowza, I want your dice

yeah! that made me smile when I saw those numbers!, particularly when I remembered that the swarms are vulnerable to area effects!

I forgot to include the blademaster in the previous posts rolls.
versus Blademaster's fort1d20 + 17 ⇒ (16) + 17 = 33


Female Wood Elf Cleric / 3

*hugs* barel's dice, hoping for it to rub off


Grrrrrmphphumplhuffsnurfphflhellbegottenpcswadingthroughmynicefight...

Update follows once I stop laughing.


Still need Lanthair's Arishat bestowed attack. Melee basic against the Blademaster, Z2 and S2 at +3 to the attack roll.

Arishat provides a momentary distraction as Barel's hammer crashes down ravaging the assembled foes. Z1 collapses, Z2 is bloodied and many scarabs lie twitching underfoot as the reverberations die away.

MAP

Zephyrs ignore difficult terrain and can move over any solid or liquid surface.

Scarab swarms: Aura 1. Any enemy that starts its turn within the aura takes 7 damage plus 5 extra for each swarm adjacent to the enemy.

Arishat - concealment (Barel's zone); 7 damage at start of turn from swarm
*Lynore
Zephyr 2 - BLOODIED; marked by Barel; 5 damage at start of turn from Barel's zone
Tavar - 7 damage at start of turn from swarm
Lanthair - 7 damage at start of turn from swarm
Scarab swarm 1 - 15 damage at start of turn from Barel's zone; marked by Barel
Scarab swarm 2 - 15 damage at start of turn from Barel's zone; marked by Barel
Thom - 7 damage at start of turn from swarm
Blademaster - three shrouds; now on -10 to damage rolls.
Barel - +3 all defenses to start next turn (used second wind); concealment (zone); 12 damage at start of turn from swarms


Male Halfling Monk 18 / Ghostwalker

Melee basic vs Blademaster: 1d20 + 21 ⇒ (2) + 21 = 23 vs AC 1d8 + 8 ⇒ (7) + 8 = 15 damage.

Vs S2 1d20 + 21 ⇒ (11) + 21 = 32 vs AC 1d8 + 8 ⇒ (7) + 8 = 15 damage.

Vs Z2 1d20 + 21 ⇒ (20) + 21 = 41 vs AC 1d8 + 8 ⇒ (4) + 8 = 12 damage. (I have CA vs Z2 - not sure if that stacks, but if it does, an additional +2 to hit.)

Edit: crit on Z2. So CA is irrelevant. 16 damage plus 3d6 ⇒ (2, 2, 3) = 7 from my ki focus.


Lanthair's attack combines with Barel's to all but fell Z2. A few more bugs fall, but the Blademaster remains untouched.


Female Tiefling Warlord/Infernal Strategist 18

"Ah, well struck everyone. Now let's finish the windy one off, shall we?"

Commander's Strike, Barel attacks Z2, 1d20 + 21 ⇒ (9) + 21 = 30 vs AC, damage 1d10 + 17 ⇒ (4) + 17 = 21 (+5 more if he's in a Form, which I don't think he is)


Barel's hammer swings out as Arishat points out a weak spot and just catches the last zephyr. The blow is enough - more than enough - to fell it.

Already enraged, the Blademaster looks from his nigh useless blade to the companions and glares as his allies fall.

MAP

Zephyrs ignore difficult terrain and can move over any solid or liquid surface.

Scarab swarms: Aura 1. Any enemy that starts its turn within the aura takes 7 damage plus 5 extra for each swarm adjacent to the enemy.

*Lynore
Tavar - 7 damage at start of turn from swarm
Lanthair - 7 damage at start of turn from swarm
Scarab swarm 1 - 15 damage at start of turn from Barel's zone; marked by Barel
Scarab swarm 2 - 15 damage at start of turn from Barel's zone; marked by Barel
Thom - 7 damage at start of turn from swarm
Blademaster - three shrouds; now on -10 to damage rolls.
Barel - +3 all defenses to start next turn (used second wind); concealment (zone); 12 damage at start of turn from swarms
Arishat - concealment (Barel's zone); 7 damage at start of turn from swarm


Female Wood Elf Cleric / 3

free: Shroud 4 on blademaster and invoking the shrouds 4d6 + 12 ⇒ (3, 6, 5, 4) + 12 = 30, does 3d6+9 on a miss
Move to H19 then teleport to G14 as part of my attack
standard: Inescapable Shadow 1d20 + 19 + 2 ⇒ (10) + 19 + 2 = 31 vs ac, 2d8 + 11 + 4 ⇒ (2, 4) + 11 + 4 = 21
minor: Cloak of shadows, until the end of your next turn, gain concealment against all creatures and are invisible to creatures that are more than 5 squares away from you

Lynore slips through the shadows and appears behind the blademaster and tries to bury her blade deep into his back before fading back into the shadows.


Leaping through shadows of her own creation, Lynore bloodies the Blademaster as some of Barel's good fortune inspires her.

MAP

Scarab swarms: Aura 1. Any enemy that starts its turn within the aura takes 7 damage plus 5 extra for each swarm adjacent to the enemy.

Tavar - 7 damage at start of turn from swarm
Lanthair - 7 damage at start of turn from swarm
Scarab swarm 1 - 15 damage at start of turn from Barel's zone; marked by Barel
Scarab swarm 2 - 15 damage at start of turn from Barel's zone; marked by Barel
Thom - 7 damage at start of turn from swarm
Blademaster - BLOODIED; -10 to damage rolls.
Barel - +3 all defenses to start next turn (used second wind); concealment (zone); 12 damage at start of turn from swarms
Arishat - concealment (Barel's zone); 7 damage at start of turn from swarm
*Lynore - concealment and invisible to creatures more than 5 squares away to end next turn


Male Deva Cleric lvl 14

Shift to E16 and then cast Zealous Sanction at the Blademaster.

Attack vs will, 1d20 + 15 ⇒ (11) + 15 = 26, damage = 2d8 + 9 ⇒ (5, 3) + 9 = 17 radiant.
The next ally thats hits the blademaster can spend a HS EOMNT.


The Blademaster looks distinctly relieved as Tavar's latest attack narrowly misses him. As for the deva himself, he is acutely aware of the hanging fungus now dripping over his shoulder.

MAP

Scarab swarms: Aura 1. Any enemy that starts its turn within the aura takes 7 damage plus 5 extra for each swarm adjacent to the enemy.

Lanthair - 7 damage at start of turn from swarm
Scarab swarm 1 - 15 damage at start of turn from Barel's zone; marked by Barel
Scarab swarm 2 - 15 damage at start of turn from Barel's zone; marked by Barel
Thom - 7 damage at start of turn from swarm
Blademaster - BLOODIED; -10 to damage rolls.
Barel - +3 all defenses to start next turn (used second wind); concealment (zone); 12 damage at start of turn from swarms
Arishat - concealment (Barel's zone); 7 damage at start of turn from swarm
*Lynore - concealment and invisible to creatures more than 5 squares away to end next turn
Tavar


Male Halfling Monk 18 / Ghostwalker

Lanthair lashes out at the nearby enemies, even sweeping through the mess of scarabs.

Feeding the doves. Vs Blademaster 1d20 + 18 ⇒ (17) + 18 = 35 vs Reflex. Vs S2 1d20 + 16 ⇒ (20) + 16 = 36 vs Reflex. 1d8 + 9 ⇒ (6) + 9 = 15 damage on a hit.

Vs S1. 1d20 + 16 ⇒ (16) + 16 = 32 vs Reflex. 6 damage on a hit and push to G19. (I want to keep it in Barel's zone but away from Thom.)

If any of those attacks hit, B and S2 take 6 damage from Flurry of Blows.

Critted S2. 17 damage plus 3d6 ⇒ (1, 2, 4) = 7.

Also, "Feeding the doves" is a burst attack, so should trigger the swarms' vulnerability (imagine Lanthair giving a sweeping kick across the ground or some such). The Flurry of Blows is melee 1, so is probably subject to resistance.

Current HP after swarm damage: 59/86.


Lanthair erupts in a series of complex moves that dizzy the watchers. When his movements end, S1 is bloodied and S2 doesn't look a great deal better.

Mindlessly, the swarms continue to attack, biting at Barel, but shifting around to get a better purchase on the dwarf.

Biting Mandibles (Ref). Both v Barel. On hit target takes 5 ongoing necro (se).
1d20+18=28. Hits. 2d10=12 and 5 ongoing 5 necro (se)
1d20+18=32. Hits. 2d10=5 and 5 ongoing necro (se)
17 damage to Barel and 5 ongoing necro (se)

MAP

Scarab swarms: Aura 1. Any enemy that starts its turn within the aura takes 7 damage plus 5 extra for each swarm adjacent to the enemy.

Thom - 7 damage at start of turn from swarm
Blademaster - BLOODIED; -10 to damage rolls.
Barel - +3 all defenses to start next turn (used second wind); concealment (zone); 12 damage at start of turn from swarms; 5 ongoing necro (se)
Arishat - concealment (Barel's zone)
*Lynore - concealment and invisible to creatures more than 5 squares away to end next turn
Tavar
Lanthair - 7 damage at start of turn from swarm
Scarab swarm 1 - BLOODIED; 15 damage at start of turn from Barel's zone; marked by Barel
Scarab swarm 2 - 15 damage at start of turn from Barel's zone; marked by Barel


Female Tiefling Warlord/Infernal Strategist 18

"You know, Thom, Barel is tough and I'm crazy. I suspect trying to blast away the swarms en masse wouldn't inconvenience us too much."


Thom lets another magical bolt fly at the Blademaster. "I would do that, if you would get away from them first!"

Magic Missile:
At Will; 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.

Current HP 58/72


Female Tiefling Warlord/Infernal Strategist 18

"No, no, no. Blast them, without worrying about us. Well, me. I can't actually speak for Barel in this." Contemplatively. "I like being warm. So don't hesitate to toss a fireball just because you'll hit me too, if it's otherwise a sensible idea."


Thom blasts the Blademaster and the quickling shifts and moves through the fungus and out of vision.

Uses his encounter power to shift 10 and then climbs his full move out of sight.

MAP

Scarab swarms: Aura 1. Any enemy that starts its turn within the aura takes 7 damage plus 5 extra for each swarm adjacent to the enemy.

Barel - +3 all defenses to start next turn (used second wind); concealment (zone); 12 damage at start of turn from swarms; 5 ongoing necro (se)
Arishat - concealment (Barel's zone)
*Lynore - concealment and invisible to creatures more than 5 squares away to end next turn
Tavar
Lanthair - 7 damage at start of turn from swarm
Scarab swarm 1 - BLOODIED; 15 damage at start of turn from Barel's zone; marked by Barel
Scarab swarm 2 - 15 damage at start of turn from Barel's zone; marked by Barel
Thom - 7 damage at start of turn from swarm
Blademaster - BLOODIED; -10 to damage rolls; out of sight


Male Dwarf Warden/16

Barel swings at the bugs on his body trying to stop them from continuing to bite save versus ongoing: 1d20 ⇒ 3.

He then swings his hammer at the more damaged swarm.

standard action: earth shield strike:
s1:1d20 + 20 ⇒ (3) + 20 = 23

Hit: 1d10 + 10 + 5 ⇒ (3) + 10 + 5 = 18 damage, and I gain +2 AC UEMNT.
save versus ongoing: 1d20 ⇒ 3

edit: I think I confused the dice roller...I was going one direction with my post and then realized the blademaster wasn't there anymore, so I changed it and then it says I rolled four 3's in a row!?! I guess that makes up for the great rolls last turn!


Surprised by the rapidity of the Blademaster's retreat, Barel swings wildly, but pointlessly, at the scarabs swarming him.

MAP

Scarab swarms: Aura 1. Any enemy that starts its turn within the aura takes 7 damage plus 5 extra for each swarm adjacent to the enemy.

Arishat - concealment (Barel's zone)
*Lynore - concealment and invisible to creatures more than 5 squares away to end next turn
Tavar
Lanthair - 7 damage at start of turn from swarm
Scarab swarm 1 - BLOODIED; 15 damage at start of turn from Barel's zone; marked by Barel
Scarab swarm 2 - 15 damage at start of turn from Barel's zone; marked by Barel
Thom - 7 damage at start of turn from swarm
(Blademaster - BLOODIED; -10 to damage rolls; out of sight)
Barel - used second wind; concealment (zone); 12 damage at start of turn from swarms; 5 ongoing necro (se)


Female Tiefling Warlord/Infernal Strategist 18

"Comeon, Barel, they're just bugs. Think about the beds you've slept in at some inns and they won't seem so bad." Arishat looks around. "Hey, sword guy. You know how this fight is going to end, and it isn't with you standing over our bloody corpses. Toss your weapon aside, call off the bugs or let us finish them off, and we won't have to take your head home as a trophy." She makes a rather feeble swing in the direction of the swarm.

Minor, Inspiring Word on Barel, he can spend a healing surge and recover an additional 3d6 ⇒ (2, 5, 3) = 10 hit points.
Intimidate check to get the Blademaster to surrender, 1d20 + 14 ⇒ (12) + 14 = 26 vs Will
And it just occured to me that an Intimidate check is a standard action, so I don't get to swing at the bugs :-( as well.


Arishat just hears mocking laughter from beyond the wall.

"I don't think so, devil girl. See you later."

MAP

Scarab swarms: Aura 1. Any enemy that starts its turn within the aura takes 7 damage plus 5 extra for each swarm adjacent to the enemy.

*Lynore - concealment and invisible to creatures more than 5 squares away to end next turn
Tavar
Lanthair - 7 damage at start of turn from swarm
Scarab swarm 1 - BLOODIED; 15 damage at start of turn from Barel's zone; marked by Barel
Scarab swarm 2 - 15 damage at start of turn from Barel's zone; marked by Barel
Thom - 7 damage at start of turn from swarm
(Blademaster - BLOODIED; -10 to damage rolls; out of sight)
Barel - used second wind; concealment (zone); 12 damage at start of turn from swarms; 5 ongoing necro (se)
Arishat - concealment (Barel's zone)

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