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.


101 to 150 of 1,702 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Arishat wastes no time as her blade sinks deep into the ichor dripping wight.

All - to end Arishat's next turn, you are all +2 to attacks on W1

MAP GROUP 2

Barel - resist 5 cold; all squares within 2 difficult terrain to enemies; +3 to saves and +4 to damage rolls to end Arishat's next turn
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
Arishat - used AP


Male Dwarf Warden/16

Barel uses his hammer to bring the weight of the earth down on the wight in front of him.

free action: mark W1 and Z4
standard action: weight of the earth (at will)versus AC--1d20 + 16 + 4 ⇒ (10) + 16 + 4 = 30
on hit--damage: 1d10 + 11 + 5 + 5 + 4 ⇒ (7) + 11 + 5 + 5 + 4 = 32
no minor action, no saves necessary. no movement, I am happy where I am.

I assume the +4 for me from Arishat does not stack with the +2 from Arishat, but if so, add 2 to the attack role.


Female Tiefling Warlord/Infernal Strategist 18

@Barel

The +2 is a power bonus to anyone on their attack rolls; the +4 is specific to you and your damage rolls


Kidlat

Spoiler:
I need to do some countback on the damage you've taken, and I used Dual Lightning Strike on your behalf.

Taking Arishat's example to heart, Barel mallets the wight. More ichor pours from the stricken undead and it is very clear that little more is needed to finish it. Necrotic energy pulses menacingly through the creature as the end draws near.

All - to end Arishat's next turn, you are all +2 to attacks on W1

MAP GROUP 2

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
Arishat - used AP
Barel - resist 5 cold; all squares within 2 difficult terrain to enemies; +3 to saves and +4 to damage rolls to end Arishat's next turn


Lightning Clash

Primary Attack vs. Z3 (AC) 1d20 + 18 ⇒ (12) + 18 = 30
Damage 1d8 + 11 ⇒ (7) + 11 = 18

Secondary Attack vs. Z4 (Ref) 1d20 + 18 ⇒ (15) + 18 = 33
Damage 1d6 + 11 ⇒ (2) + 11 = 13

EDIT: No shift

"I hate Zombies!!!"


Kidlat - the whole area is difficult terrain, so you can't shift.


Apolgies. Missed Kidlat's edit.

More lightning arcs into the zombies as Kidlat expresses his disapproval of their existence. As his blade swings around, he bloodies Z4.

Breath of Moil recharge:
Z3 - 1d6=6. Yes.
Z4 - 1d6=3. No.

Z3 once more uses the vile atmosphere to try to slow and pollute the companions, while Z4 simply clobbers Kidlat.

Breath of Moil (Fort). Close blast 3. On hit target is slowed (se). If already slowed, target is immobilised (se).
Targets Lynore, Tavar, Thom, Arishat and Kidlat
1d20+16=17 - Z3 v Lynore. Miss.
1d20+16=24 - Z3 v Tavar. Hits.
1d20+16=17 - Z3 v Thom. Miss.
1d20+16=26 - Z3 v Arishat. Hits.
1d20+16=22 - Z3 v Kidlat. Miss.
1d10+3=5
5 cold/necro damage to Tavar and Arishat.

Slam (AC)
1d20+18=37 - Z4 v Kidlat. Hits. 2d10+10=20
20 damage to Kidlat

Z4 save v immobilise: 1d20=15. Better. Save.

All - to end Arishat's next turn, you are all +2 to attacks on W1

MAP GROUP 2

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 - slowed (se)
Arishat - used AP; slowed (se)
Barel - resist 5 cold; all squares within 2 difficult terrain to enemies; +3 to saves and +4 to damage rolls to end Arishat's next turn
Kidlat
Zombie 4 - BLOODIED; marked by Barel
Zombie 3 - BLOODIED; under Kidlat's Aegis


Female Wood Elf Cleric / 3

Assassin's Shroud #2 on Wight1
executioner's noose on Z3 1d20 + 15 ⇒ (6) + 15 = 21 vs fort, 1d6 + 8 ⇒ (3) + 8 = 11 and i pull the target to I3 provoking OA from Arishat and Kidlat

Lynore attempts again to draw the Zombie to its death.


Even swift Lynore cannot snare the bloodied zombie in the deadly atmosphere and she notes with horror that some of the recent wounds on the bloodied wight are already closing over.

Taking solace from the rapid approach of its comrade, W1 claws again at Barel.

W1 Blackfire recharge: 1d6=4. No.

Ice claw (AC)
1d20+18=31 - W1 v Barel. Hits. 3d12+10-5=21 cold damage
21 cold damage to Barel (taken resist 5 into account)

All - to end Arishat's next turn, you are all +2 to attacks on W1

MAP GROUP 2

Thom
Tavar - slowed (se)
Arishat - used AP; slowed (se)
Barel - resist 5 cold; all squares within 2 difficult terrain to enemies; +3 to saves and +4 to damage rolls to end Arishat's next turn
Kidlat
Zombie 4 - BLOODIED; marked by Barel
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


Female Wood Elf Cleric / 3

I doubt it makes any difference with such a low roll, but I was targeting the zombie.


Lynore wrote:
I doubt it makes any difference with such a low roll, but I was targeting the zombie.

Noted and edited the post accordingly. It didn't make any difference.


Female Wood Elf Cleric / 3

"Come on guys lets finish off at least one of these zombies before the other Wight gets back."


Male Dwarf Warden/16

As Z4 attacks Kidlat, Barel once again reminds the zombie with his hammer that he is not supposed to be bothering Kidlat!

Immediate Interrupt: Warden's Fury: 20 + 17 = 37 versus fort. Damage=1d10 + 5 + 4 ⇒ (3) + 5 + 4 = 12 and grants combat advantage to me and my allies UEMNT

Edit: great time for a crit. damage will be 3d10 + 10 + 11 + 5 + 4 ⇒ (8, 8, 7) + 10 + 11 + 5 + 4 = 53
Edit2: HP=44/115, but Barel will second wind on his turn, so no worries.


Z4 does not survive Barel's timely reminder.

MAP GROUP 2

Thom
Tavar - slowed (se)
Arishat - used AP; slowed (se)
Barel - BLOODIED; resist 5 cold; all squares within 2 difficult terrain to enemies; +3 to saves and +4 to damage rolls to end Arishat's next turn
Kidlat
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


Female Wood Elf Cleric / 3

Lynores smiles with appreciation towards Barel.


Thom sees a chance to help Barel out.

move to H6, cast Burning Hands targeting W1
KEYWORDS Arcane, Fire, Implement
A fierce burst of flame erupts from your hands and scorches nearby foes.
Standard action, Close Blast 5
Attack: Intelligence 1d20 + 15 ⇒ (12) + 15 = 27 vs. Reflex
Hit: 2d6 + 5 ⇒ (1, 4) + 5 = 10 fire damage


Thom hurls a handful of flame at the wight and notes with satisfaction that it burns remarkably well. More ichor drips from the creature and it looks close to dropping.

Vulnerable 5 fire as well as radiant.

MAP GROUP 2

Tavar - slowed (se)
Arishat - used AP; slowed (se)
Barel - BLOODIED; resist 5 cold; all squares within 2 difficult terrain to enemies; +3 to saves and +4 to damage rolls to end Arishat's next turn
Kidlat
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
Thom


Male Dwarf Warden/16
Rev DM wrote:
Z4 does not survive Barel's timely reminder.

@RevDM and Kidlat: As an immediate interrupt, that should have prevented the 20 damage to kidlat from that attack, correct?


It surely would since the zombie didn't live to make the attack. I should have made that clear.


Male Deva Cleric lvl 14

Summon sheild bearer in J6.

Attack W1, attack vs ac, 1d20 + 15 ⇒ (10) + 15 = 25, damage = 2d8 + 9 ⇒ (1, 8) + 9 = 18
All allies adjecent to the sheild bearer get +2 to all defences EONT.

Healing word on Barel, spend a healing surge and regain 3d6 + 6 ⇒ (3, 5, 3) + 6 = 17 extra HPs.


Tavar's attack misses the wight, but his friends feel strengthened by the presence of the radiant shield bearer. With the deva's help, Barel feels his wounds close over.

Tavar - need a save v slow from you please.

MAP GROUP 2

Arishat - used AP; slowed (se); +2 all defenses (Shield Bearer) to end Tavar's next turn
Barel - BLOODIED; resist 5 cold; all squares within 2 difficult terrain to enemies; +3 to saves and +4 to damage rolls to end Arishat's next turn; +2 all defenses (Shield Bearer) to end Tavar's next turn
Kidlat - +2 all defenses (Shield Bearer) to end Tavar's next turn
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
Thom
Tavar - slowed (se)


Female Tiefling Warlord/Infernal Strategist 18

"Again! Finish the thing." Arishat screams at Barel, who reacts almost instinctively to smash at the wight again.

Standard: Commander's Strike, Barel against W1; Attack 1d20 + 17 ⇒ (20) + 17 = 37 ; damage, 1d10 + 24 ⇒ (10) + 24 = 34 (1d10+11, +5 guardian form, +4 CS, +4 AS)
Saving throw against slowed 1d20 ⇒ 10
Status, 37/81 hit points, AP used

Edit: You know, with a critical and rolling maximum damage anyway I suspect he has. Add 3d10 ⇒ (4, 1, 7) = 12 damage to the existing 34.


In this mood, Arishat is not to be denied. Barel's blow demolishes the wight. It is too soon to celebrate however. In its death throes, the wight explodes outwards, showering the companions in a mass of necrotic matter. Only Kidlat and Arishat herself can avoid the deluge.

Blackfire Shroud (Ref). Immediate reaction when dropping to 0hp or less. Close burst 5. On hit targets take 10 ongoing cold/necro damage (se)
Targets Lynore, Tavar, Thom, Barel, Arishat, Kidlat, Z3
1d20+16=31 - W1 v Lynore. Hits.
1d20+16=21 - W1 v Tavar. Hits.
1d20+16=22 - W1 v Thom. Hits.
1d20+16=26 - W1 v Barel. Hits.
1d20+16=19 - W1 v Arishat. Miss.
1d20+16=20 - W1 v Kidlat. Miss.
1d20+16=30 - W1 v Z3. Hits.
4d6+7=24
24 cold and necrotic damage to Lynore, Tavar, Thom, and Barel and 10 ongoing cold/necro (se)
14 cold and necrotic damage to Z3 (resist 10)

I'd appreciate a status update from you in your next posts. I suspect some of you are now bloodied.

MAP GROUP 2

Barel - BLOODIED; resist 5 cold; all squares within 2 difficult terrain to enemies; +2 all defenses (Shield Bearer) to end Tavar's next turn; 10 ongoing cold/necro (se)
Kidlat - +2 all defenses (Shield Bearer) to end Tavar's next turn
Zombie 3 - BLOODIED; under Kidlat's Aegis; 10 ongoing cold/necro (has resist) (se)
Lynore - 10 ongoing cold/necro (se)
Wight 2
Thom - 10 ongoing cold necro (se)
Tavar - slowed (se)?; 10 ongoing cold/necro (se)
Arishat - BLOODIED; used AP; slowed (se); +2 all defenses (Shield Bearer) to end Tavar's next turn


Female Wood Elf Cleric / 3

Current HP: 28/85
Status Effects: 10 ongoing necrotic/cold (save ends), bloodied


Male Dwarf Warden/16

Barel is happy to see the wight is gone, but unhappy to feel it blow away! He moves to K6 and whacks at the remaining zombie.

font of life saving throw: 1d20 ⇒ 2
Move action: to K6 via J7
Standard action: weight of the earth (at will) vs AC: 1d20 + 16 ⇒ (10) + 16 = 26
effect: damage--1d10 + 11 + 5 + 5 ⇒ (8) + 11 + 5 + 5 = 29 and target is slowed UEMNT
saving throw again: 1d20 ⇒ 12
status: 65/115, NOT bloodied (by 8 points); have NOT used AP; have NOT used second wind; +2 AC=30 (shield bearer); +2 reflex=22 (guardian's call hammer: while in guardian form add +2 to one defense of choice other than AC)

Have edited damage: I resisted 5 cold on attack and from on-going, but forgot the two-types (necrotic also). So I will take away those 10 points, putting me at 55/115 and bloodied (but not too unhappy about it at this time)


Barel narrowly misses the zombie as he fights off the vile last act of the wight.

MAP GROUP 2

Kidlat - +2 all defenses (Shield Bearer) to end Tavar's next turn
Zombie 3 - BLOODIED; under Kidlat's Aegis; 10 ongoing cold/necro (has resist) (se)
Lynore - BLOODIED; 10 ongoing cold/necro (se)
Wight 2
Thom - 10 ongoing cold necro (se)
Tavar - slowed (se)?; 10 ongoing cold/necro (se)
Arishat - BLOODIED; used AP; slowed (se); +2 all defenses (Shield Bearer) to end Tavar's next turn
Barel - BLOODIED; resist 5 cold; all squares within 2 difficult terrain to enemies; +2 all defenses (Shield Bearer) to end Tavar's next turn


Male Deva Cleric lvl 14

Save vs slow = 1d20 ⇒ 10

HP 65/78
HS 7/7
AP 1/1
Conditions - resist necrotic/radiant 11, ongoing 10 cold


Kidlat makes a diagonal slash at Z3.

Booming Blade

Attack (AC) 1d20 + 18 ⇒ (2) + 18 = 20
Damage 1d8 + 11 ⇒ (5) + 11 = 16

If Z3 moves away on its turn it takes an additional 1d6+3 damage


Kidlat's attack does nothing but draw the zombie's attention to him, and the undead drags horrid claws across the genasi's face.

Rending Claws (AC). On hit target is slowed to end its next turn
1d20+17=35. Hits. 2d10+10=16
16 damage to Kidlat and slowed to end his next turn.

MAP GROUP 2

Lynore - BLOODIED; 10 ongoing cold/necro (se)
Wight 2
Thom - 10 ongoing cold necro (se)
Tavar - (resist 10 rad/necro); 10 ongoing cold/necro (se)
Arishat - BLOODIED; used AP; slowed (se); +2 all defenses (Shield Bearer) to end Tavar's next turn
Barel - BLOODIED; resist 5 cold; all squares within 2 difficult terrain to enemies; +2 all defenses (Shield Bearer) to end Tavar's next turn
Kidlat - +2 all defenses (Shield Bearer) to end Tavar's next turn; slowed to end his next turn
Zombie 3 - BLOODIED; under Kidlat's Aegis; 10 ongoing cold/necro (has resist) (se)


Female Wood Elf Cleric / 3

move: Shadowstep to L5
free: Assasin's Shroud W2
standard: Shadow Storm Z3 1d20 + 20 ⇒ (6) + 20 = 26 vs ac 1d8 + 10 + 3 + 4 + 4 ⇒ (6) + 10 + 3 + 4 + 4 = 27
minor: Shade Form ou assume a shadowy form that lasts until you make an attack roll or until the end of your next turn. While in this form, you are insubstantial, and you gain vulnerable 5 radiant. In addition, you can make Stealth checks to become hidden if you have any cover or concealment, and you can use cover granted by your allies both to become hidden and to remain hidden
stealth check for the wight 1d20 + 18 ⇒ (17) + 18 = 35
save vs ongoing 1d20 ⇒ 10
Current HP: 18/85

"These things are slippery, my attempt to end this thing seems to have gone wrong." Then she fades into the mist.


Lynore misses the zombie by a hairsbreadth and takes refuge in the shadows of moil.

The wight returns to be the battle fully restored and heads purposefully towards Tavar.

MAP GROUP 2

Thom - 10 ongoing cold necro (se)
Tavar - (resist 10 rad/necro); 10 ongoing cold/necro (se)
Arishat - BLOODIED; used AP; slowed (se); +2 all defenses (Shield Bearer) to end Tavar's next turn
Barel - BLOODIED; resist 5 cold; all squares within 2 difficult terrain to enemies; +2 all defenses (Shield Bearer) to end Tavar's next turn
Kidlat - +2 all defenses (Shield Bearer) to end Tavar's next turn; slowed to end his next turn
Zombie 3 - BLOODIED; under Kidlat's Aegis; 10 ongoing cold/necro (has resist) (se)
Lynore - BLOODIED; insubstantial, vulnerable 5 radiant, concealed from W2 (either until she attacks or to end her next turn)
Wight 2


Also Thom, I see, he he.

Thom looks at the approaching Wight and decides to deflect its path. He taps into his arcane knowledge for this purpose.

Phantom Bolt
KEYWORDS Arcane, Illusion, Implement, Psychic
You wave your hand, and your foe sees a bolt of fire streaking toward it. The enemy dives away from the imagined threat.
Standard Action, Ranged 10, One Creature
Attack: Intelligence 1d20 + 16 ⇒ (20) + 16 = 36 vs. Will
Hit: 3d8 + 5 ⇒ (3, 5, 7) + 5 = 20 psychic damage, and you slide the target 1 square. To I6
Crit damage +3d8 ⇒ (8, 8, 4) = 20 from Master's Accurate Wand of Dire Radiance +3 +3d8 Critical

Learned Boost
Encounter KEYWORDS Arcane, Reliable ; Implement or Weapon
You masterfully channel arcane energy into one of your simplest powers, imbuing it with surprising power.
Standard Action, Range Varies
Effect: Use one of your arcane at-will attack powers on the target. If you hit, you deal +2[W] damage, or +2 dice of damage if it is a non-weapon attack.

Status HP: Currently 28/68 BLOODIED
Surges: 8 (7 currently); Surge Value: 17
AP: 1 (0 spent)
Save vs Necro damage 1d20 + 1 ⇒ (18) + 1 = 19

Here i come to save the day, he he


OA from Wight as Thom used a ranged power against it.
Ice Claw (AC)
1d20+20=26. Hits. 3d12+10=22
22 cold/necro to Thom.

Whatever horrors Thom conjures, the wight is unable to resist and slides inexorably towards the menacing figure of Arishat.

MAP GROUP 2

Tavar - (resist 10 rad/necro); 10 ongoing cold/necro (se)
Arishat - BLOODIED; used AP; slowed (se); +2 all defenses (Shield Bearer) to end Tavar's next turn
Barel - BLOODIED; resist 5 cold; all squares within 2 difficult terrain to enemies; +2 all defenses (Shield Bearer) to end Tavar's next turn
Kidlat - +2 all defenses (Shield Bearer) to end Tavar's next turn; slowed to end his next turn
Zombie 3 - BLOODIED; under Kidlat's Aegis; 10 ongoing cold/necro (has resist) (se)
Lynore - BLOODIED; insubstantial, vulnerable 5 radiant, concealed from W2 (either until she attacks or to end her next turn)
Wight 2
Thom - BLOODIED; +4 AC and Ref to end next turn


"Ouch!"

Repelling Sphere
KEYWORDS Arcane
A sudden shield of arcane energy blocks an attack and pushes the enemy away.
Immediate Interrupt, Personal
Trigger: You are hit by a melee attack
Effect: You gain a +4 power bonus to AC and Reflex until the end of your next turn. If any creature makes a melee attack against you while this effect lasts, you can push it 1 square after the attack resolves.

Status HP: 6/68


Male Deva Cleric lvl 14

"Raven Queen impart some of your divine vigor to heal your mortal allies."

Cast Healers Mercy, all bloodied allies within 5 squares can spend a HS +6 extra HP.

Save vs Necro/cold not like it matters= 1d20 ⇒ 8


Tavar's fervent prayers restore his allies, even as the cold continues to seep into him.

You take 10 cold damage, unfortunately, so the save will matter.

MAP GROUP 2

Arishat - BLOODIED; used AP; slowed (se)
Barel - BLOODIED; resist 5 cold; all squares within 2 difficult terrain to enemies
Kidlat - slowed to end his next turn
Zombie 3 - BLOODIED; under Kidlat's Aegis; 10 ongoing cold/necro (has resist) (se)
Lynore - BLOODIED; insubstantial, vulnerable 5 radiant, concealed from W2 (either until she attacks or to end her next turn)
Wight 2
Thom - BLOODIED; +4 AC and Ref to end next turn
Tavar - (resist 10 rad/necro); 10 ongoing cold/necro (se)


HP: Currently 29/68; Bloodied 34; Surges: 8 (6 currently)

"Thanks again, Tavar!"


Female Wood Elf Cleric / 3

Current HP: 47/85

"Divine intervention just in the nick of time."


Female Tiefling Warlord/Infernal Strategist 18

Status 63/81 hit points; AP used; slowed(SE); 8/9 HS

"Let's try not to have everyone close when this wight goes down." She takes a quick glance. "Kidlat. Finish that zombie. Thom, Get your guard up. Now!"

Commander's Strike; Kidlat vs Z3; Attack 1d20 + 19 ⇒ (10) + 19 = 29 vs AC; Damage 1d8 + 14 ⇒ (2) + 14 = 16 - I think it's +19, +16 default +2 CA +1 Lend Might
Inspiring word, Thom can spend a HS and recover an additional 3d6 ⇒ (5, 3, 4) = 12 hit points

EDIT: "Of course."

Saving throw 1d20 ⇒ 11; glad I checked just in time for me to edit it.


Arishat's help allows Kidlat to bring near doom to the last zombie. The barest amount of dead sinew holds the creature together. Thom wisely heeds the warlord's words and feels a good deal better.

Arishat - could Miss Prioska Kutrigur make a saving throw v slow please.

MAP GROUP 2

Barel - resist 5 cold; all squares within 2 difficult terrain to enemies
Kidlat - slowed to end his next turn
Zombie 3 - BLOODIED; under Kidlat's Aegis; 10 ongoing cold/necro (has resist) (se)
Lynore - insubstantial, vulnerable 5 radiant, concealed from W2 (either until she attacks or to end her next turn)
Wight 2
Thom - +4 AC and Ref to end next turn
Tavar - (resist 10 rad/necro); 10 ongoing cold/necro (se)
Arishat - used AP; slowed (se)?


Male Dwarf Warden/16

Barel nods his head to Tavar in thanks, and then tries to finish off the zombie with his mighty hammer. If successful, he moves to J7, and marks the Wight. If unsuccessful, he will stay where he is.

Standard, at-will: Earth shield strike--1d20 + 16 ⇒ (16) + 16 = 32; effect: damage=1d10 + 11 + 5 ⇒ (1) + 11 + 5 = 17, and my ac increases by 2 UEMNT

If zombie dies, Move action: move to J7, and Free action: mark wight.
HP=89/115. AC=30 UEMNT


Barel returns the zombie firmly and finally to the sludge that birthed it and turns his attention to the wight.

MAP GROUP 2

Kidlat - slowed to end his next turn
Lynore - insubstantial, vulnerable 5 radiant, concealed from W2 (either until she attacks or to end her next turn)
Wight 2 - marked by Barel
Thom - +4 AC and Ref to end next turn
Tavar - (resist 10 rad/necro); 10 ongoing cold/necro (se)
Arishat - used AP; slowed (se)?
Barel - resist 5 cold; all squares within 2 difficult terrain to enemies; +2AC to end his next turn


Paging Kidlat.


Kidlat takes a to consider before swinging his blade. Caution isn't in his nature and he mistimes his blow badly.

Not using Aegis as I Barel already has it locked down.

Booming Blade.
Kidlat v W2 (1d20+18=22)
Miss.

MAP GROUP 2

Lynore - insubstantial, vulnerable 5 radiant, concealed from W2 (either until she attacks or to end her next turn)
Wight 2 - marked by Barel
Thom - +4 AC and Ref to end next turn
Tavar - (resist 10 rad/necro); 10 ongoing cold/necro (se)
Arishat - used AP; slowed (se)?
Barel - resist 5 cold; all squares within 2 difficult terrain to enemies; +2AC to end his next turn
Kidlat - slowed to end his next turn


Female Wood Elf Cleric / 3

assasin's shroud W2 #2
Eyebite 1d20 + 15 ⇒ (15) + 15 = 30 vs will, 1d6 + 7 + 4 ⇒ (3) + 7 + 4 = 14 psychic damage, invis to the target until start of my next turn and adds shroud #3
Teleport to I7

Shadowy light errupts from Lynore's eyes and streaks towards the Wight, erasing her from its sight. She fades into the shadows and appears behind him.


Lynore blinks and vanishes, conveniently flanking the wight, even though the undead has no idea of her dangerous whereabouts.

Focusing on Barel, blackfire forms on the wights claws and it lunges at the warden. Unable to duck aside, the dwarf is dazed as chill, deadening wounds open up across his chest.

Blackfire (Fort) On hit target is dazed and takes 10 ongoing cold/necrotic.
1st failed save, stunned and 10 ongoing cold/necro.
2nd failed save, unconscious and 10 ongoing cold/necro.
3rd failed save, dead. (1d20+18=31)

Blackfire damage (2d12+7=17)
17 damage to Barel and he is dazed taking 10 ongoing cold/necro (se both but see nasty consequences of failure)

MAP GROUP 2

Thom - +4 AC and Ref to end next turn
Tavar - (resist 10 rad/necro); 10 ongoing cold/necro (se)
Arishat - used AP; slowed (se)?
Barel - resist 5 cold; all squares within 2 difficult terrain to enemies; +2AC to end his next turn; dazed and 10 ongoing cold/necro (se both) - but 1st failed stunned and 10 ongoing, 2nd failed unconscious and 10 ongoing, 3rd failed dead
Kidlat - slowed to end his next turn
Lynore - invisible to wight to start next turn
Wight 2 - marked by Barel; three shrouds


Thom backs away slowly from the wight as he readies another spell...

Move to E8
Magic Missile: KEYWORDS Arcane, Force, Implement
You launch a silvery bolt of force at an enemy.
Standard Action, Ranged 20
Target: One creature W2
Effect: Level 11: 3 + Intelligence modifier (+5) + 3 (Implement) = 11 points force damage.

Status HP: Currently 58/68, Surges: 5/8
AP: 1 (0 spent)


Thom gets himself clear and fires a parting bolt of force into the wight as a small revenge on the attack he took earlier.

MAP GROUP 2

Tavar - (resist 10 rad/necro); 10 ongoing cold/necro (se)
Arishat - used AP; slowed (se)?
Barel - resist 5 cold; all squares within 2 difficult terrain to enemies; +2AC to end his next turn; dazed and 10 ongoing cold/necro (se both) - but 1st failed stunned and 10 ongoing, 2nd failed unconscious and 10 ongoing, 3rd failed dead
Kidlat - slowed to end his next turn
Lynore - invisible to wight to start next turn
Wight 2 - marked by Barel; three shrouds
Thom

101 to 150 of 1,702 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / The Tomb of Horros Part 1 (4e) - Group 2 All Messageboards

Want to post a reply? Sign in.