Tomb of Horrors (4e) - Group 2, Part 2

Game Master Rev Rosey


1,051 to 1,100 of 2,926 << first < prev | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | next > last >>

Thom - your check identified the workings of the room.

Lanthair moves readily through the disconcerting chamber and comes to the conclusion that there is nothing strange about the plinth. The gargoyle next to him creaks and starts to move, its four arms twitching slightly as it returns to life.

MAP

Room issues:
Each surface has its own gravity.
Moving more than 2 squares by any means other than flying requires a DC20 Acro or Athletics check as part of the move action. Failure sends you to random surface where you take 4d10 damage and land prone.
Moving from one surface to an adjacent square on another surface also requires a DC20 Acro/Ath check.
The map is a treated as a folded out box - arrows indicate adjacent surfaces.

Green indicates strung rope.

Lynore
Barel

Raya
Thom
Gargoyle
Arishat
Lanthair


Female Wood Elf Cleric / 3

With the rope I cannot miss either
move to DD14

Lynore nimbly uses the rope to navigate over to the tiefling and halfing.


The athletically inclined gather around the garygoyle.

MAP

Room issues:
Each surface has its own gravity.
Moving more than 2 squares by any means other than flying requires a DC20 Acro or Athletics check as part of the move action. Failure sends you to random surface where you take 4d10 damage and land prone.
Moving from one surface to an adjacent square on another surface also requires a DC20 Acro/Ath check.
The map is a treated as a folded out box - arrows indicate adjacent surfaces.

Green indicates strung rope.

Barel
Raya 107hp, 1 surge
Thom
Gargoyle
Arishat
Lanthair
Lynore


Male Dwarf Warden/16

Barel tries to move with the rest of the group...and fails.

Move action: to E13.
Athletics check: (3)+12=15 (plus whatever bonus the rope gives Barel).


Barel does his best, and despite his misgivings, makes it safely just behind Arishat.

You get +5 for the rope, so you just make it :)

Raya looks uneasy, but deftly makes her way along the useful rope to a spot behind the main group.

Athletics - 1d20+10+5 for the rope = 32.

MAP

Room issues:
Each surface has its own gravity.
Moving more than 2 squares by any means other than flying requires a DC20 Acro or Athletics check as part of the move action. Failure sends you to random surface where you take 4d10 damage and land prone.
Moving from one surface to an adjacent square on another surface also requires a DC20 Acro/Ath check.
The map is a treated as a folded out box - arrows indicate adjacent surfaces.

Green indicates strung rope.

Thom
Gargoyle
Arishat
Lanthair
Lynore
Barel
Raya 107/115hp, 1 surge


Thom grunts, How tough can this be... as he moves along the rope. He then grabs his Foe Stone and focuses on the gargoyle...

How tough is this thing?

Move to Gg11
Acrobatics 1d20 + 11 + 5 ⇒ (8) + 11 + 5 = 24
Minor: Use Foe Stone on Gargoyle


Thom inches his way out into the room and regards the gargoyle carefully. The stony creatures stares back, secure in it's defences.

Will is lowest, although even that is not particularly low.

The gargoyle stretches and takes to the air, clawing at Arishat, Lynore, Lanthair and Barel as it goes. The force of the attacks pushes all four away from the comparative safety to the ropes, leaving them at the mercy of the gravitational whims of the chamber. Only Lanthair shrugs and ignores the effects.

Flying Strike (Ref)
Gargoyle flies up to 8 squares and makes four attacks on the way. These attacks do not provoke OAs. On hit target slides 3 squares.
Targets Lanthair, Lynore, Arishat and Barel
1d20+21=40 v Lanthair. Hits. 4d8+12=34
34 damage to Lanthair. Slides 3. No check needed to stay put.
1d20+21=35 v Lynore. Hits. 4d8+12=28
28 damage to Lynore. Slides 3. Needs to make DC20 Ath/Acro to stay put.
1d20+21=29 v Arishat. Hits. 4d8+12=36
36 damage to Arishat. Slides 3. Needs to make DC20 Ath/Acro to stay put.
1d20+21=30 v Barel. Hits. 4d8+12=32
32 damage to Barel. Slides 3. Needs to make DC20 Ath/Acro to stay put.

Arishat, Lynore and Lanthair all get OAs as it takes off.

Ath/Acro checks needed from Lynore, Arishat and Barel.

MAP

Room issues:
Each surface has its own gravity.
Moving more than 2 squares by any means other than flying requires a DC20 Acro or Athletics check as part of the move action. Failure sends you to random surface where you take 4d10 damage and land prone.
Moving from one surface to an adjacent square on another surface also requires a DC20 Acro/Ath check.
The map is a treated as a folded out box - arrows indicate adjacent surfaces.

Green indicates strung rope.

Arishat
Lanthair
Lynore
Barel
Raya 107/115hp, 1 surge
Thom
Gargoyle


Female Tiefling Warlord/Infernal Strategist 18

OA 1d20 + 20 ⇒ (3) + 20 = 23 vs AC, 1d10 + 10 ⇒ (5) + 10 = 15 damage
Athletics 1d20 + 16 ⇒ (11) + 16 = 27

"Like that, is it." Arishat carefully moves onto the next wall, and shows the gargoyle the benefits of a weapon with reach.

Move to Z15, Athletics check to get onto the next surface 1d20 + 16 ⇒ (14) + 16 = 30
Deceiver's Ploy, 1d20 + 20 ⇒ (19) + 20 = 39 vs Will, 2d10 + 10 ⇒ (1, 9) + 10 = 20 damage and the target takes a -2 penalty to attack rolls teomnt


Arishat keeps her bearings and strides after the gargoyle. Her confidence does as much damage as her spear.

MAP

Room issues:
Each surface has its own gravity.
Moving more than 2 squares by any means other than flying requires a DC20 Acro or Athletics check as part of the move action. Failure sends you to random surface where you take 4d10 damage and land prone.
Moving from one surface to an adjacent square on another surface also requires a DC20 Acro/Ath check.
The map is a treated as a folded out box - arrows indicate adjacent surfaces.

Green indicates strung rope.

Lanthair
Lynore
Barel
Raya 107/115hp, 1 surge
Thom
Gargoyle - -2 attacks to end Arishat's next turn
Arishat


Male Halfling Monk 18 / Ghostwalker

Iron Dragon Defense. Damage reduced by 14.

OA 1d20 + 19 ⇒ (13) + 19 = 32 vs AC. 1d8 + 6 ⇒ (3) + 6 = 9 damage.

Lanthair uses the bizarre properties of the room to his advantage, scaling walls at odd angles to reach his foe.

Storm's Wake movement technique. Move to Z11.

How I got there:
I can move 8 with that technique. 6 gets me to CC11. Then AA10, then Z11.

Storm's Wake. 1d20 + 17 ⇒ (16) + 17 = 33 vs Ref. 2d10 + 17 ⇒ (3, 9) + 17 = 29 damage on a hit and I push him to U/T,16/17.

Lanthair stairs down his much larger foe with determination.

I have +1 to AC to EOMNT.

Soul Dance: Effect: Until the stance ends, you have concealment. When any enemy misses you with a melee attack, you can use a free action to teleport to a square adjacent to that enemy and gain combat advantage against it until the end of your next turn.


Unperturbed by the curious gravity, Lanthair pursues the gargoyle, shoving is across the room. His movements are so fast that his form seems to remain blurred even after the attack ends.

MAP

Room issues:
Each surface has its own gravity.
Moving more than 2 squares by any means other than flying requires a DC20 Acro or Athletics check as part of the move action. Failure sends you to random surface where you take 4d10 damage and land prone.
Moving from one surface to an adjacent square on another surface also requires a DC20 Acro/Ath check.
The map is a treated as a folded out box - arrows indicate adjacent surfaces.

Green indicates strung rope.

Lynore
Barel
Raya 107/115hp, 1 surge
Thom
Gargoyle - -2 attacks to end Arishat's next turn
Arishat
Lanthair - +1AC to end next turn; Soul Dance (Stance, concealment and can teleport adjacent to enemy gaining CA on melee miss)


Female Tiefling Warlord/Infernal Strategist 18

Query for Rev:
How does the gargoyle's Flying Strike attack interact with Immediate Reactions/Interruprs? If it moves to Arishat and hits her, she can use an Immediate Reaction to strike back at it and for someone else to move and strike at it. That reaction would I assume come after the shift, so Arishat might not be able to reach, but I'd assume someone else able to move and attack would. Is it sensible for me to post those reactions here so you can take them into account during the gargoyle's turn? If so, Arishat will use Vengeance is Mine to take an MBA and allow an ally within 5 to move and make an MBA - who will depend on positioning at the time. If there isn't an ally within 5, Arishat will use Infernal Wrath to do 2d6+5 fire damage.


Arishat:
I don't see any problem with immediate interrupts and reactions. The gargoyle's power does nothing to prevent those.

Definitely post any interrupts you think will come into play so I can take account of them. In the present instance, rather than retcon the map, do you want to use Infernal Wrath?


Female Tiefling Warlord/Infernal Strategist 18

Rev:
Hold off on the Infernal Wrath. Arishat was probably surprised when the gargoyle acted, and didn't get her act together in time. 1st choice for a reaction would be Vengeance is Mine, second is Infernal Wrath, third would be Blade Burst Trap.


Female Wood Elf Cleric / 3

Acrobatics 1d20 + 18 ⇒ (3) + 18 = 21
Oa 1d20 + 22 ⇒ (17) + 22 = 39 vs ac, 1d8 + 9 + 5 ⇒ (8) + 9 + 5 = 22
I will post tonight when i get home and can see the map my move for this round

Lynore steadies herself and swipes at the flying hunk of rock.


Lynore's swipes knocks some shards off the gargoyle.


Male Dwarf Warden/16

Barel grunts with pain as he is smashed into the wall. He then steadies himself and takes a deep breath. Finally, he eases from one wall to the other, takes two slow but steady steps, and swings a mighty blow with his hammer at the gargoyle.

Athletics check: (9)+12=21
Move action: to Z11 (athletics check for switching walls: (15)+12=27
Free Action: Mark Gargoyle
Standard Action: Rough Strike--(18)+20= 38 VS AC
on hit: (1,6)+ 19 +6+6= 38 damage AND he is slowed UEMNT.


All good, but I'll hold off updating until Lynore has access to the map.


Female Wood Elf Cleric / 3

Shroud 1, 2, and 3 on Gargoyle, invoking all three 3d6 + 9 ⇒ (3, 5, 4) + 9 = 21 does 2d6+6 on miss
Regular shroud power free action, Soul Shard free action, and Killer's Insight free action
Slayer's Endurance, gain 5 temporary hps per shroud on the target
Eyebite 1d20 + 19 ⇒ (8) + 19 = 27 vs will, 1d6 + 9 + 5 ⇒ (1) + 9 + 5 = 15 psychic damage and I become invisible until the start of my next turn
Move to BB14
Acrobatics 1d20 + 18 ⇒ (10) + 18 = 28

Lynore sends her shadow energy at the gargoyle and stalks forward trying to get closer for her next assault.


Male Halfling Monk 18 / Ghostwalker

Has the map been updated for Lanthair's actions?


Lanthair wrote:
Has the map been updated for Lanthair's actions?

Glurghh. I sometimes hate Flickr. I did update for Lanthair and it seems not to have taken. Hold onto your hats folks, I'll sort it all out.


OK. I really hate to do this to you all, but can Lynore and Barel repost their actions in light of where the Gargoyle is at the time they make them. I didn't realise Flickr hadn't updated it properly. Please keep the rolls you already made.

On the same note, would someone like to take Raya's actions for her.

MAP

Room issues:
Each surface has its own gravity.
Moving more than 2 squares by any means other than flying requires a DC20 Acro or Athletics check as part of the move action. Failure sends you to random surface where you take 4d10 damage and land prone.
Moving from one surface to an adjacent square on another surface also requires a DC20 Acro/Ath check.
The map is a treated as a folded out box - arrows indicate adjacent surfaces.

Green indicates strung rope.

Lynore
Barel
Raya 107/115hp, 1 surge

Thom
Gargoyle - -2 attacks to end Arishat's next turn
Arishat
Lanthair - +1AC to end next turn; Soul Dance (Stance, concealment and can teleport adjacent to enemy gaining CA on melee miss)


Female Wood Elf Cleric / 3

Mine would be the same, except i would move to CC11 before the attack and shrouds, if that is ok, it would just be slightly different order, so
Move to cc11
Shroud 1, 2, and 3 on Gargoyle, invoking all three 3d6 + 9 ⇒ (3, 5, 4) + 9 = 21 does 2d6+6 on miss
Regular shroud power free action, Soul Shard free action, and Killer's Insight free action
Slayer's Endurance, gain 5 temporary hps per shroud on the target
Eyebite 1d20 + 19 ⇒ (8) + 19 = 27 vs will, 1d6 + 9 + 5 ⇒ (1) + 9 + 5 = 15 psychic damage and I become invisible until the start of my next turn
Acrobatics 1d20 + 18 ⇒ (10) + 18 = 28


Male Dwarf Warden/16

Barel will do the same thing, but substitute the move action with "Tread the Earth" (burrow twice my speed and gain CA when emerging), and Athletics Check: (13)+15= 25 for that move.


I think the map is right now, but if you could all check I'd be grateful.

Lynore inches closer, but does little damage as she remains obstinately visible to the gargoyle. Barel has better fortune and the fabric of the chamber experiences dwarf tunneling at its best. The gargoyle can't do anything to stop the slamming attack and is forced to slow down.

Unable to do anything constructive from where she stands, Raya moves across the chamber and up the next wall. A feat she achieves by the grace of Ioun.

Athletics checks to double move:
1d20+10=23
1d20+10=11

MAP

Room issues:
Each surface has its own gravity.
Moving more than 2 squares by any means other than flying requires a DC20 Acro or Athletics check as part of the move action. Failure sends you to random surface where you take 4d10 damage and land prone.
Moving from one surface to an adjacent square on another surface also requires a DC20 Acro/Ath check.
The map is a treated as a folded out box - arrows indicate adjacent surfaces.

Green indicates strung rope.

Thom
Gargoyle - -2 attacks to end Arishat's next turn; slowed to end Barel's next turn
Arishat
Lanthair - +1AC to end next turn; Soul Dance (Stance, concealment and can teleport adjacent to enemy gaining CA on melee miss)
Lynore
Barel
Raya 107/115hp, 1 surge


Thom decides to be extra cautious and moves gingerly along the rope, as he decides to throw another spell at the Gargoyle, just to enliven things.

Shift to Ff12.
Lightning Serpent: A crackling bolt of lightning springs from your hand and leaps at a foe, taking serpentine form as it strikes.
Standard Action, Ranged 10 + 5 = 15 Far Spell
Attack: Intelligence 1d20 + 18 ⇒ (16) + 18 = 34 vs. Reflex
Hit: 2d12 + 6 ⇒ (7, 3) + 6 = 16 lightning damage, and the target takes ongoing 5 poison damage and is slowed (save ends both).
Miss: Half damage, and the target is slowed (save ends).


Thom clings to the rope with one hand and with the other generates a snake of pure lightning which he drapes thoughtfully around the gargoyle.

Creaking slightly, the gargoyle claws at Barel and flies slowly towards Raya. It shrugs off the poison with some ease and flexes its wings menacingly.

Claw (AC). On hit target takes 10 ongoing (se)
1d20+23=42 v Barel. Hits.
2d8+6=17
17 damage to Barel and 10 ongoing (se)

Save v slow and ongoing poison: 1d20+5=17

[b]Barel gets an OA

MAP

Room issues:
Each surface has its own gravity.
Moving more than 2 squares by any means other than flying requires a DC20 Acro or Athletics check as part of the move action. Failure sends you to random surface where you take 4d10 damage and land prone.
Moving from one surface to an adjacent square on another surface also requires a DC20 Acro/Ath check.
The map is a treated as a folded out box - arrows indicate adjacent surfaces.

Green indicates strung rope.

Arishat
Lanthair - +1AC to end next turn; Soul Dance (Stance, concealment and can teleport adjacent to enemy gaining CA on melee miss)
Lynore
Barel - 10 ongoing (se)
Raya 107/115hp, 1 surge
Thom
Gargoyle - -2 attacks to end Arishat's next turn; slowed to end Barel's next turn


Female Tiefling Warlord/Infernal Strategist 18

"All right, let's give this thing something it won't like much!" Arishat steps towards the gargoyle and takes careful aim, trying to show where to strike it. And failing utterly!

Move to Y16 (one square, so no check needed)
Lead the Attack, 1d20 + 20 ⇒ (1) + 20 = 21 vs AC, 3d10 + 10 ⇒ (10, 4, 2) + 10 = 26 damage and teomnt I and all allies within 5 (Raya, Barel, Lanthair, Lynore) get a +5 bonus to hit the gargoyle; on miss, I and all allies within 5 get +1 to hit the gargoyle teomnt.
Anyone need an Inspiring Word?


Arishat does her best to encourage her friends, waving her spear vaguely in the direction of the gargoyle.

Barel gets an OA

MAP

Room issues:
Each surface has its own gravity.
Moving more than 2 squares by any means other than flying requires a DC20 Acro or Athletics check as part of the move action. Failure sends you to random surface where you take 4d10 damage and land prone.
Moving from one surface to an adjacent square on another surface also requires a DC20 Acro/Ath check.
The map is a treated as a folded out box - arrows indicate adjacent surfaces.

Barel, Lanthair, Lynore, Arishat and Raya all get +1 to hit gargoyle to end Arishat's next turn.

Green indicates strung rope.

Arishat
Lanthair - +1AC to end next turn; Soul Dance (Stance, concealment and can teleport adjacent to enemy gaining CA on melee miss)
Lynore
Barel - 10 ongoing (se)
Raya 107/115hp, 1 surge
Thom
Gargoyle - -2 attacks to end Arishat's next turn; slowed to end Barel's next turn


Male Dwarf Warden/16

Barel takes its blow with disdain, whirling his hammer through the air at the gargoyle in retaliation.

AoO: (18)+ 20 +1 = 39 vs AC
Damage (8)+ 13 = 21 damage


Barel mallets another large lump out of the gargoyle as it passes.

MAP

Room issues:
Each surface has its own gravity.
Moving more than 2 squares by any means other than flying requires a DC20 Acro or Athletics check as part of the move action. Failure sends you to random surface where you take 4d10 damage and land prone.
Moving from one surface to an adjacent square on another surface also requires a DC20 Acro/Ath check.
The map is a treated as a folded out box - arrows indicate adjacent surfaces.

Barel, Lanthair, Lynore, Arishat and Raya all get +1 to hit gargoyle to end Arishat's next turn.

Green indicates strung rope.

Lanthair - +1AC to end next turn; Soul Dance (Stance, concealment and can teleport adjacent to enemy gaining CA on melee miss)
Lynore
Barel - 10 ongoing (se)
Raya 107/115hp, 1 surge
Thom
Gargoyle - -2 attacks to end Arishat's next turn; slowed to end Barel's next turn
Arishat


Male Halfling Monk 18 / Ghostwalker

Lanthair runs along the wall after the gargoyle.

move to V17. Crane's Wings 1d20 + 17 ⇒ (15) + 17 = 32 vs Fort. 1d10 + 17 ⇒ (9) + 17 = 26 damage on a hit.


Male Dwarf Warden/16

Barel grumbles at the ease at which the halfling runs along the wall, and thinks (perhaps quietly but certainly aloud)
"running on the walls?--they're all walls...am I on a wall, ceiling, or floor? Damn halfling romping all over the place..." grumble, grumble, grumble.


Dancing lightly up and over the room surfaces, seemingly with little regard for gravity, Lanthair knocks another chunk off the gargoyle.

MAP

Room issues:
Each surface has its own gravity.
Moving more than 2 squares by any means other than flying requires a DC20 Acro or Athletics check as part of the move action. Failure sends you to random surface where you take 4d10 damage and land prone.
Moving from one surface to an adjacent square on another surface also requires a DC20 Acro/Ath check.
The map is a treated as a folded out box - arrows indicate adjacent surfaces.

Barel, Lanthair, Lynore, Arishat and Raya all get +1 to hit gargoyle to end Arishat's next turn.

Green indicates strung rope.

Lynore
Barel - 10 ongoing (se)
Raya 107/115hp, 1 surge
Thom
Gargoyle - -2 attacks to end Arishat's next turn; slowed to end Barel's next turn
Arishat
Lanthair - +1AC to end next turn; Soul Dance (Stance, concealment and can teleport adjacent to enemy gaining CA on melee miss)


Female Wood Elf Cleric / 3

Assassin's Shroud on Gargoyle
Move Y18
Sundered Shadow 1d20 + 22 + 1 ⇒ (18) + 22 + 1 = 41 vs ac, 3d8 + 12 ⇒ (5, 2, 2) + 12 = 21 half damage. effect: until the end of the encounter can make melee attacks when, even when the target is outside my melee reach and +2 to attacks
Acrobatics 1d20 + 18 ⇒ (18) + 18 = 36

Lynore runs over to the Gargoyle and sunders its shadow with her sword, and lashes it with some shadow to her, trapping it near her.


Like Lanthair, Lynore finds the strange gravity of the room no impediment. She moves lightly across whatever the surface might be and wraps the gargoyle in menacing shadow.

MAP

Room issues:
Each surface has its own gravity.
Moving more than 2 squares by any means other than flying requires a DC20 Acro or Athletics check as part of the move action. Failure sends you to random surface where you take 4d10 damage and land prone.
Moving from one surface to an adjacent square on another surface also requires a DC20 Acro/Ath check.
The map is a treated as a folded out box - arrows indicate adjacent surfaces.

Barel, Lanthair, Lynore, Arishat and Raya all get +1 to hit gargoyle to end Arishat's next turn.

Green indicates strung rope.

Barel - 10 ongoing (se)
Raya 107/115hp, 1 surge
Thom
Gargoyle - one shroud; -2 attacks to end Arishat's next turn; slowed to end Barel's next turn
Arishat
Lanthair - +1AC to end next turn; Soul Dance (Stance, concealment and can teleport adjacent to enemy gaining CA on melee miss)
Lynore - to end enc attacks at +2 and can make melee attacks out of melee range


Male Dwarf Warden/16

Font of life save vs ongoing 10: (10).
Move action: 2 squares to W17
Standard action: Weight of the earth--(6) + 20 +1 = 27 VS AC
On hit: (6) + 13 +6 = 25 damage and he is slowed UEMNT.

Barel shakes of the ongoing damage with some difficulty, but then eases towards the gargoyle, attempting to slow it again, since the tactic worked so well last time!


Barel's attack bounces off the gargoyle this time, and Raya manages no better, despite trying to take every advantage.

Moves one.
Attacks with Ardent Strike (AC). On hit target is under Raya's divine sanction to end her next turn.
1d20+23=29. Miss.

MAP

Room issues:
Each surface has its own gravity.
Moving more than 2 squares by any means other than flying requires a DC20 Acro or Athletics check as part of the move action. Failure sends you to random surface where you take 4d10 damage and land prone.
Moving from one surface to an adjacent square on another surface also requires a DC20 Acro/Ath check.
The map is a treated as a folded out box - arrows indicate adjacent surfaces.

Barel, Lanthair, Lynore, Arishat and Raya all get +1 to hit gargoyle to end Arishat's next turn.

Green indicates strung rope.

Thom
Gargoyle - one shroud; -2 attacks to end Arishat's next turn; slowed to end Barel's next turn
Arishat
Lanthair - +1AC to end next turn; Soul Dance (Stance, concealment and can teleport adjacent to enemy gaining CA on melee miss)
Lynore - to end enc attacks at +2 and can make melee attacks out of melee range
Barel - 10 ongoing (se)
Raya 107/115hp, 1 surge


Thom decides to stay put again and conjures additional magic to help slow the gargoyle down.

Entangling Force:
Standard Action RANGE Area burst 1 within 10 squares Square V20
Attack: Intelligence 1d20 + 18 ⇒ (17) + 18 = 35 vs. Reflex
Hit: 3d6 + 6 ⇒ (5, 4, 1) + 6 = 16 force damage.
Until the end of your next turn, the target is slowed and can't teleport, and it provokes opportunity attacks when it shifts.
Wand of Accuracy: On a miss, you deal force damage to the target equal to your Intelligence modifier (+6).


The gargoyle flinches under Thom's bombardment and turns to stone again. As you watch, chips of fallen rock move back towards the creature and start to re-attach themselves.

Stone form. Gains tremorsense 10, regeneration and resist 30 but can't take any actions until it decides to return to active form.

MAP

Room issues:
Each surface has its own gravity.
Moving more than 2 squares by any means other than flying requires a DC20 Acro or Athletics check as part of the move action. Failure sends you to random surface where you take 4d10 damage and land prone.
Moving from one surface to an adjacent square on another surface also requires a DC20 Acro/Ath check.
The map is a treated as a folded out box - arrows indicate adjacent surfaces.

Barel, Lanthair, Lynore, Arishat and Raya all get +1 to hit gargoyle to end Arishat's next turn.

Green indicates strung rope.

Arishat
Lanthair - +1AC to end next turn; Soul Dance (Stance, concealment and can teleport adjacent to enemy gaining CA on melee miss)
Lynore - to end enc attacks at +2 and can make melee attacks out of melee range
Barel - 10 ongoing (se)
Raya 107/115hp, 1 surge
Thom
Gargoyle - one shroud; -2 attacks to end Arishat's next turn; slowed to end Barel's next turn; STONE FORM


Female Tiefling Warlord/Infernal Strategist 18

"That doesn't look like something we can beat to death. It does look like something we can bind to make it easier to beat to death if it ever chooses to return to 'life'. Strong rope, I think, restrain it's wings and arms first, and then the legs." A slight smirk. "And if we have to, we can carry it out of the tomb and drop it from a great height to break it."

What would we need to do to tie the gargoyle up in its current state?


It's large, so I think it takes two of you using a standard action each. If it returns to living form, it will attempt to break through the ropes using its +16 Strength check, so you will need to give some consideration to what you are binding it with.


Female Tiefling Warlord/Infernal Strategist 18

Arishat won't actually get it started, because her rope is fastened to the first pillar. But I'll hold an action to help someone else. Unless someone has a better idea? I don't see any point trying to damage something that resists most of our damage and regenerates it. Could we try dropping it off a floor onto another and see how much that does?


Male Halfling Monk 18 / Ghostwalker

The way I read it, the escape DC when bound with rope is equal to the thievery check when binding it. Of course, that doesn't account for the strength of the rope, or a Strength DC to break it. Lanthair has a regular hemp rope and a +15 Thievery check. Maybe he and Lynore can tie up the Gargoyle - better than nothing.

Throwing it around the room could be fun, too.


Female Wood Elf Cleric / 3

I really like the throwing it around the floor option, if we could work that out


It has four arms, so it is a bit more adept at breaking out.


Whoever is not tying up the gargoyle should probably check out the plinths for a hidden exit. Thom can scan for magically concealed entrances with his 32 Arcana check.


Thom realises that he will have to check each plinth individually and that in order to do so he must be alongside them. His current plinth reveals no hidden exit routes.

Just to update us all, this seems to be the situation:

Arishat is preparing to help Lanthair and Lynore gift wrap the gargoyle.
Thom is going to hunt for an exit.
Raya is going to protect Thom.
Barel?

I need the following:
Any move from Thom.
Actions from Barel.
Raya's actions will depend on Thom's

Arishat - DECLARED ACTION
Lanthair - +1AC to end next turn; Soul Dance (Stance, concealment and can teleport adjacent to enemy gaining CA on melee miss) - DECLARED ACTION
Lynore - to end enc attacks at +2 and can make melee attacks out of melee range - DECLARED ACTION
Barel - 10 ongoing (se)
Raya 107/115hp, 1 surge - DEPENDS ON THOM
Thom - PARTIAL DECLARATION

Gargoyle - one shroud; -2 attacks to end Arishat's next turn; slowed to end Barel's next turn; STONE FORM


Thom mutters to himself, "This is not gonna be fun..." before turning to Raya. "I need to get to the plinth over there, Raya." Points to Plinth on Side 3.

Move action move to Aa5.
He will wait for Raya to aid him along.
Acro 1d20 + 11 ⇒ (15) + 11 = 26 plus any AA bonus from Raya


Raya's Athletics aid (DC17) 1d20+10=22.

"Bend your knees and don't forget to use your upper body for balance."

EDITED to include this:
MAP

1,051 to 1,100 of 2,926 << first < prev | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Tomb of Horrors (4e) - Group 2, Part 2 All Messageboards

Want to post a reply? Sign in.