Tomb Test Drive: Group 2


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Knowledge checks are a free action. Arcana for the Shade, Nature for the Necromancers and Warlocks (one each). Or you can just find out what they all do by practical experiment.


Arcana 1d20 + 16 ⇒ (5) + 16 = 21

Nature 1d20 + 8 ⇒ (20) + 8 = 28


Which do you want, the warlocks of the necromancers?

Kidlat remembers a little about the Shade.

Shade

Spoiler:

Shade of Anathema – medium shadow humanoid
Level 13 Elite controller


Rev DM wrote:

Which do you want, the warlocks of the necromancers?

Kidlat remembers a little about the Shade.

Shade** spoiler omitted **

the necromancers, please


Male Deva Cleric 22

Tavar casts cure serious wounds on Kidlat.

Kidlat regains HP as if he had spent two healing surges +6.
Kidlat does not spend any healing surges.

"It was only a scratch, now geet back into the fight".


Kidlat remembers a good deal more about the Necromancers

Spoiler:

Necromancer
Medium Humanoid
Level 11 Skirmisher
No resistances or vulnerabilities

Melee attack v AC. On hit, summons a bone warrior in a square adjacent to the target.

Ranged/Area attack: Burst 2 within 10. Summons 2 archers and 3 bone warriors within the burst. The archers and warriors act immediately after the Necromancer.

Special: Relentless Reincarnation: Rechargeable (4,5, 6). Necromancer summons a bone warrior on the corpse of up to three dead non-minion allies.


Group 2 map

Void of Shadow. Creates a zone burst 1 within 20 which lasts to the end of the encounter. Enemies ending their turn within the zone take 2d8+6 shadow and necrotic damage.

Thom
Kidlat - BLOODIED; taking 5 ongoing damage (se)
Tavar - rest of action to come, but casting Cure Serious on Kidlat
Barel
Bloody warlock 1
Bloody warlock 2
Shade of Anathema - BLOODIED; prone; 5 ongoing damage (se) and falls prone each time he takes the ongoing; -6 to attacks to end Barel's next turn;
Arishat
Lynore - used AP; invisible to start her next turn (Stealth 22)
Necromancer 1 - marked by Kidlat
Necromancer 2
Archer 1
Archer 5
Archer 6
Archer 7
Archer 8
Bone warrior 2
Bone warrior 7
Bone warrior 8
Bone warrior 9
Bone warrior 10
Bone warrior 11
Bone warrior 12


For Rev

Spoiler:
When it's my turn, i do: armathor's step to J1 and i tell Tavar: "You'll be getting my dry cleaning bill in the morning." I blast A1, A8 and A7 with Lingering Lightning which should still benefit from Promise of Storm.


Thom thinks, Hey you guys are not the only ones who can summon things! He shouths a summoning word and a fiendish succubus appears to help...

Immediate Interrupt Bracers of Defense, to negate the attack against him.

Summon succubus as Minor action, in N9, and standard action to attack N2 necromancer, attack 1d20 + 14 ⇒ (7) + 14 = 21 vs. Will, for 1d10 + 5 ⇒ (2) + 5 = 7 damage, and Dominated, until EOMNT

Currently 44/68 HP


For Rev

Spoiler:
attack rolls for the targets: 1d20 + 14 ⇒ (16) + 14 = 30 1d20 + 14 ⇒ (19) + 14 = 33 1d20 + 14 ⇒ (9) + 14 = 23 damage if any hit: 3d8 + 10 ⇒ (1, 4, 2) + 10 = 17 3d8 + 10 ⇒ (4, 4, 3) + 10 = 21 3d8 + 10 ⇒ (8, 3, 6) + 10 = 27


Thom casually ignores the attacks hurled at him and adds a touch of deviltry to the party. The succubus swishes towards the Necromancer, but the evil dabbler is clearly quite accustomed to unwanted seductive attempts and ignores her wiles.

Kidlat teleports clear of the blade barrier and pausing only to mutter "You'll be getting my dry cleaning bill in the morning" to Tavar, unleashes lightning on three more of the undead warriors.

Lingering Lightning (Ref)
1d20+16=22 - v A1. Miss. Does nothing as it's a minion
1d20+16=35 - v A6. Hits. Eliminated
1d20+16=19 - v A7. Miss. Does nothing as it's a minion

Kidlat, you forgot to save v ongoing. Time saving and doing it for you.
1d20=8 - I'm sorry.

Group 2 map

Void of Shadow. Creates a zone burst 1 within 20 which lasts to the end of the encounter. Enemies ending their turn within the zone take 2d8+6 shadow and necrotic damage.

Tavar - rest of action to come, but casting Cure Serious on Kidlat
Barel

Bloody warlock 1
Bloody warlock 2
Shade of Anathema - BLOODIED; prone; 5 ongoing damage (se) and falls prone each time he takes the ongoing; -6 to attacks to end Barel's next turn;
Arishat
Lynore - used AP; invisible to start her next turn (Stealth 22)
Necromancer 1 - marked by Kidlat
Necromancer 2
Archer 1
Archer 5
Archer 7
Archer 8
Bone warrior 2
Bone warrior 7
Bone warrior 8
Bone warrior 9
Bone warrior 10
Bone warrior 11
Bone warrior 12
Thom
Kidlat - taking 5 ongoing damage (se)


Male Dwarf Warden/16

Barel reaches deep within himself and rains a mighty hammer blow down on the Shade, after which plants sprout from its square and the squares adjacent to it, making it difficult terrain for the shade and any of his enemies to move around. Barel then burrows into the ground only to reappear next to a surprised necromancer #1. With an unusual extra burst of energy, Barel swings his hammer again at N1, thereby strenghtening his own defense, and marking the necromancer as an afterthought while more plants spring up around the necromancer as well.

Standard Action: Rampant Forest on SA: d20+17= 16+17= 33 vs fort. If hit, takes 23 points of primal weapon damage, and his square and each adjacent square become difficult terrain for my enemies until the end of the encounter. Additionally, until the end of the encounter, my first hit on any enemy creates a similar zone of difficult terrain. If miss, half damage, and no zones of difficult terrain.

Move action: Tread the earth: I burrow twice my speed and each enemy adjacent to me when I end my move grants combat advantage to me UEMNT.

Action point: Earthstrike grasp: Str vs AC: d20+16 +2CA= 12+16+2= 30 vs AC. If hit, n1 takes 22 points of primal weapon damage. Also, he his knocked prone and cant stand up until EOMNT, and the first time he stands, he will take 6 additional damage. From rampant forest, his square and each adjacent square become difficult terrain for my enemies until end of the encounter.


Holding on the update until I know what Tavar is doing with the rest of his turn.

Group 2 map

Void of Shadow. Creates a zone burst 1 within 20 which lasts to the end of the encounter. Enemies ending their turn within the zone take 2d8+6 shadow and necrotic damage.

Tavar - rest of action to come, but casting Cure Serious on Kidlat
Barel - POSTED
Bloody warlock 1
Bloody warlock 2
Shade of Anathema - BLOODIED; prone; 5 ongoing damage (se) and falls prone each time he takes the ongoing; -6 to attacks to end Barel's next turn;
Arishat
Lynore - used AP; invisible to start her next turn (Stealth 22)
Necromancer 1 - marked by Kidlat
Necromancer 2
Archer 1
Archer 5
Archer 7
Archer 8
Bone warrior 2
Bone warrior 7
Bone warrior 8
Bone warrior 9
Bone warrior 10
Bone warrior 11
Bone warrior 12
Thom
Kidlat - taking 5 ongoing damage (se)


Male Deva Cleric lvl 14

Other than sustaining the wall Tavar is done for his turn.


HP 75/96


Nice power, Barel.

Note: Barel's zones are pale blue. Shade's zones are pale green. Allies only need to worry about the Shade's zones, but the blue ones are difficult terrain for your enemies.

Clinging vegetation springs up as Barel smites his foes and incongruously burrows beneath the ground to surface next to a necromancer.

Conflagration recharge
1d6=4 - Warlock 1. Yes.
1d6=4 - Warlock 2. Yes.

Both warlocks send further gouts of flame hurtling towards the companions. Warlock 1 targets Thom, stashed safely behind a statue, while Warlock 2 takes the opportunity to ravage the Raven Queen's servant and the pesky swordmage.

Conflagration (Ref) - burst 3 within 10
Warlock 1 centres on A1
1d20+17=30 - W1 v Thom. Hits. 3d6+10=18
[b]18 fire damage to Thom

Warlock 2 centres on L1 taking in Tavar and Kidlat
1d20+17=33 - W2 v Tavar. Hits.
1d20+17=23 - W2 v Kidlat. Miss
3d6+10=21
21 fire damage to Tavar

Prone though he is, the Shade opens up another Void of Shadow to harass the companions and seeks to befuddle the minds of Kidlat and Barel.

Desecration of the Mind (Will). On hit, target is dazed and takes 5 ongoing (se both)
1d20+17=24 - Shade v Kidlat. Hits. 1d10+6=16 psychic
16 psychic damage to Kidlat and he is dazed taking 5 ongoing (se both)

AP. Desecration of the Mind (Will). On hit, target is dazed and takes 5 ongoing (se both)
1d20+17=32 - Shade v Barel. Hits. 1d10+6=12
12 psychic damage to Barel and he is dazed taking 5 ongoing (se both)

Save v ongoing and prone:
1d20+2=5. Yay. Stay there then. See if I care.

Group 2 map

Void of Shadow. Creates a zone burst 1 within 20 which lasts to the end of the encounter. Enemies ending their turn within the zone take 2d8+6 shadow and necrotic damage.

Arishat
Lynore - used AP; invisible to start her next turn (Stealth 22)
Necromancer 1 - BLOODIED; marked by Kidlat; hit by Barel (zone); prone and can't stand up until end Barel's next turn and takes 6hp damage when he does stand up.
Necromancer 2 -
Archer 1
Archer 5
Archer 7
Archer 8
Bone warrior 2
Bone warrior 7
Bone warrior 8
Bone warrior 9
Bone warrior 10
Bone warrior 11
Bone warrior 12
Thom
Kidlat - taking 5 ongoing damage (se); dazed (se)
Tavar - rest of action to come, but casting Cure Serious on Kidlat
Barel - to end encounter, first hit on any enemy creates zone 1 of difficult terrain (enemies only) around that enemy; used AP; dazed and taking 5 ongoing (se both)
Bloody warlock 1
Bloody warlock 2
Shade of Anathema - BLOODIED; prone; 5 ongoing damage (se) and falls prone each time he takes the ongoing; used AP


With the necromancer under attack by a succubus, Arishat moves in to flank him, on the way calling out some advice to Barel Dlode. She tries to hit the necromancer, and then with a surge of energy attacks again trying to set an example to her allies.

Move action, move to N11 via O12
Minor Action, Adaptive Stratagem, Barel Dlode gets +4 to damage and +3 to saving throws teomnt
Standard Action, Deciever's Ploy (sic)
Attack, 1d20 + 19 ⇒ (10) + 19 = 29 vs Will
On hit, 2d10 + 13 ⇒ (10, 10) + 13 = 33 damage, target takes a -2 penalty to attack rolls teomnt
Action Point
Knock Them Down
Attack, 1d20 + 19 ⇒ (19) + 19 = 38 vs AC
On Hit, 3d10 + 13 ⇒ (1, 7, 2) + 13 = 23 damage, the target is knocked prone, and all allies within 10 (Barel Dlode, Tavar, Lynore, Kidlat, and the succubus) can move 3 and make a basic melee attack with a +1 bonus against a target of their choice. This attack does no damage but knocks the target prone.

More damage from my 2d10 encounter than the 3d10 daily!


HP 59/96


Arishat swings into action, inspiring by example as she bloodies the nearest Necromancer.

Barel Dlode, Tavar, Lynore, Kidlat, and the succubus can move 3 and make a basic melee attack with a +1 bonus against a target of their choice. This attack does no damage but knocks the target prone.

Just as a side-note, I'm very clearly going to have to take a long look at Tomb when it comes out. You're an extremely effective team.

Group 2 map

Void of Shadow. Creates a zone burst 1 within 20 which lasts to the end of the encounter. Enemies ending their turn within the zone take 2d8+6 shadow and necrotic damage.

Lynore - used AP
Necromancer 1 - BLOODIED; marked by Kidlat; hit by Barel (zone); prone and can't stand up until end Barel's next turn and takes 6hp damage when he does stand up.
Necromancer 2 - BLOODIED; prone; -2 to attack to end Ariahat's next turn
Archer 1
Archer 5
Archer 7
Archer 8
Bone warrior 2
Bone warrior 7
Bone warrior 8
Bone warrior 9
Bone warrior 10
Bone warrior 11
Bone warrior 12
Thom
Kidlat - taking 5 ongoing damage (se); dazed (se)
Tavar - rest of action to come, but casting Cure Serious on Kidlat
Barel - to end encounter, first hit on any enemy creates zone 1 of difficult terrain (enemies only) around that enemy; used AP; dazed and taking 5 ongoing (se both); +4 to damage and +3 to saving throws to end Arishat's next turn
Bloody warlock 1
Bloody warlock 2
Shade of Anathema - BLOODIED; prone; 5 ongoing damage (se) and falls prone each time he takes the ongoing; used AP
Arishat


Male Deva Cleric lvl 14

Move to F1 and taking a swing at A1.

attack = 1d20 + 11 ⇒ (4) + 11 = 15


Moved you to H1, which I think may be where you meant.

Tavar's enthusiasm is greater than his aim.


I cannot see the map until tonight, so I will resolve the knockdown and my action tonight If i could


No problem at all. We're swinging along nicely with this one. :)


Move to H2 and Attack A7

Attack 1d20 + 16 ⇒ (18) + 16 = 34
Damage 1d8 + 8 ⇒ (6) + 8 = 14


Kidlat casually knocks the archer over.


Kidlat puffs up and looks around, expecting applause.


Female Tiefling Warlord/Infernal Strategist 18

"Well struck, Kidlat!"


"Thank you, thank you."


HP 20/68, bloodied

"Little help here, please."

Succubus will stay put and attack N2 1d20 + 14 + 1 ⇒ (12) + 14 + 1 = 27 Vs AC


Male Dwarf Warden/16

Edit: Barel stands momentarily confused (dazed). Realizing that he cannot provide an AoO, nor can he move AND strike W2, he decides to stand there trying to scare N1 with his leafy hair and barky skin! He does shout out to Thom "Hang in there Thom, I will get there as soon as I can, but I need to get rid of this *$&@(@ first...unless you want even more skeletons to test your statue's covering ability!"

Ignore this past post

Spoiler:

In hopes of keeping N1 from creating more abominations, Barel stays where he is and keeps threatening him. Although he does shout out, "Hang in there Thom, I will get there as soon as I can, but I need to get rid of this *$&@(@ first...unless you want even more skeletons to test your statue's covering ability!"

My power states that I gain reach +1, not threatening reach, in my current guardian form. My understanding is that I will not get an AoO if I step away and N1 tries a ranged attack. If that is not true, then I would step one square south and swing at W2 (rolling just in case: d20+16= 7+16=23).

As another note, is there a dice roller built into Paizo?...I have been using WOTC's roller, but I feel funny not making rolls "in front" of other players.


[dice!]1d20+#[/dice!] just take out the !


Female Wood Elf Cleric / 3

Move to I8 for free attack against SA, 1d20 + 20 ⇒ (11) + 20 = 31 vs ac
free action: assassins shroud N2 and invoking the shroud 1d6 + 3 ⇒ (3) + 3 = 6 on hit non on miss
move action: shadow step to M2 (teleport)
standard action: Shadow Storm 1d20 + 18 ⇒ (17) + 18 = 35 vs ac; 1d8 + 17 ⇒ (4) + 17 = 21
minor action: 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, stealth check 1d20 + 18 ⇒ (5) + 18 = 23

Lynore stabs at the exposed underside of the Shade, and fades into nothing. She reappears in front of the Necromancer and stabs at his face before becoming shadowy around the edges.


Barel
If you shift away from Necromancer 1 you don't take an OA, but if you move without shifting, you do. You will, however take fire damage as you'll be in the fire.

Warlock 2 is below you at ground level and you are 2 squares above him, so in order to hit him, you'll need to be in an adjacent square - if that makes sense.

Lynore
Could you confirm where you want to teleport too? I'm guessing you're aiming for M10.

Apologies for the delay, all, but you're at a slightly delicate stage of this fight and I'd rather get it right. It's also Saturday, when I take classes all day, but I'll update properly as soon as a I can.


Female Wood Elf Cleric / 3

Sorry about that, Major typo M10 is correct


Male Dwarf Warden/16

ooc: Barel will stay where he is...he is dazed and cant really reach anyone else to knock them prone within 3 spaces anyway.


Lynore takes another chunk out of the prone and bloodied necromancer on the dais behind her.

Trusting in the Shade's aura, the necromancers ignore all other distractions and call forth yet more undead to assail the party.

And may I just add at this point, I'd be at least as grateful as you if you'd get rid of a few of these bods. Rolling for 21 assorted undead.

1d20+17=32 - A1 v Kidlat. Hits. 6 damage
1d20+17=31 - A5 v Kidlat. Hits. 6 damage
1d20+17=19 - A6 v Kidlat. Miss.
A7 shifts but doesn't attack.
1d20+17=30 - A9 v Arishat. Hits. 6 damage
1d20+17=31 - A10 v Arishat. Hits. 6 damage
1d20+17=33 - A11 v Barel. Hits. 6 damage
1d20+17=31 - A12 v Barel. Hits. 6 damage

6 damage to Kidlat
12 damage to Arishat
12 damage to Barel

1d20+19=30 - B2 v Kidlat. Hits. 6 damage
1d20+19=34 - B12 v Kidlat. Hits. 6 damage
1d20+17=36 - B8 v Thom. Hits. 6 damage
1d20+19=33 - B10 v Thom. Hits. 6 damage
1d20+19=22 - B11 v Thom. Miss.
1d20+17=34 - B13 v Arishat. Hits. 6 damage
1d20+19=29 - B14 v Arishat. Hits. 6 damage
1d20+17=27 - B15 v Arishat. Hits. 6 damage
1d20+17=35 - B16 v Barel. Hits. 6 damage
1d20+17=19 - B17 v Barel. Miss

[b]12 damage to Kidlat
12 damage to Thom
18 damage to Arishat
6 damage to Barel.

DAMAGE TOTALS THIS TURN - with apologies. I didn't seem to be able to roll anything other than over 17 or under 5.
18 damage to Kidlat
12 damage to Thom
36 damage to Arishat
18 damage to Barel

Ariahat, Lynore and the Succubus each get an OA on N2.

Group 2 map

Void of Shadow. Creates a zone burst 1 within 20 which lasts to the end of the encounter. Enemies ending their turn within the zone take 2d8+6 shadow and necrotic damage.

Thom - BLOODIED
Kidlat - taking 5 ongoing damage (se); dazed (se)
Tavar
Barel - to end encounter, first hit on any enemy creates zone 1 of difficult terrain (enemies only) around that enemy; used AP; dazed and taking 5 ongoing (se both); +4 to damage and +3 to saving throws to end Arishat's next turn
Bloody warlock 1
Bloody warlock 2
Shade of Anathema - BLOODIED; prone; 5 ongoing damage (se) and falls prone each time he takes the ongoing; used AP
Arishat
Lynore - used AP; concealment against all creatures and invisible to creatures more than 5 squares away (Stealth 23)
Necromancer 1 - BLOODIED; marked by Kidlat; hit by Barel (zone); prone and can't stand up until end Barel's next turn and takes 6hp damage when he does stand up.
Necromancer 2 - BLOODIED; prone; -2 to attack to end Arishat's next turn
Archer 1
Archer 5
Archer 6
Archer 7
Archer 9
Archer 10
Archer 11
Archer 12
Bone warrior 2
Bone warrior 7
Bone warrior 8
Bone warrior 9
Bone warrior 10
Bone warrior 11
Bone warrior 12
Bone warrior 13
Bone warrior 14
Bone warrior 15
Bone warrior 16
Bone warrior 17


HP 41/96


"Tavar, get ready to rescue the wizard! I will knock the boneheads on their respective coccyx!"


Succubus OA 1d20 + 14 ⇒ (3) + 14 = 17 vs. Will against N2, damage 1d10 + 5 ⇒ (5) + 5 = 10 damage, and the target is dominated until EOMNT.

Status 8/68 HP

Standard Action: Direct Succubus to move to L13, attack W2 1d20 + 14 ⇒ (10) + 14 = 24 vs. Will , damage 1d10 + 5 ⇒ (6) + 5 = 11 damage, and the target is dominated until EOMNT.

ACTION POINT:
Standard Action: Thunderwave Close Blast 3 vs A5, B8, B10
Attack: Intelligence 1d20 + 15 ⇒ (6) + 15 = 21 vs. Fortitude
Hit:
A5 1d6 + 5 ⇒ (1) + 5 = 6 thunder damage,
B8 1d6 + 5 ⇒ (6) + 5 = 11 thunder damage,
B10 1d6 + 5 ⇒ (4) + 5 = 9 thunder damage and you push the target a number of squares equal to your Wisdom modifier (+0).
Also +2 to damage if you hit two or more creatures Destructive Wizardry
+2d6 damage with close or area attacks target 2 or more creatures, and only hit one. Clever Control

Educated Action: When you spend an action point to take an extra action, you can also reroll the next attack roll you make that misses before the end of your next turn.

Hopefully I did that right, Rev.

Free Action:
"HELLLPPPP!!"


Female Wood Elf Cleric / 3

OA 1d20 + 13 ⇒ (16) + 13 = 29 vs ac 1d8 + 5 ⇒ (6) + 5 = 11


HP 36/96

Thunderclap Strike

Attack vs. B2 (Fort) 1d20 + 14 ⇒ (12) + 14 = 26
Damage vs. B2 2d6 + 10 ⇒ (5, 2) + 10 = 17 B2 prone

Attack vs. B12 (Fort) 1d20 + 14 ⇒ (17) + 14 = 31
Damage vs. B12 2d6 + 10 ⇒ (2, 2) + 10 = 14 B12 prone

Attack vs. A7 (Fort) 1d20 + 14 ⇒ (17) + 14 = 31
Damage vs. B2 2d6 + 10 ⇒ (1, 1) + 10 = 12 B2 prone

"Now Tavar! Save the wizard!"

EDIT: PLEASE ADD +5 TO ALL DAMAGE INFLICTED ON ACCOUNT OF BLOODSOAKED BRACERS

Saving Throws 1d20 ⇒ 11 1d20 ⇒ 3


Male Deva Cleric lvl 14

Tavar braces himself for the OAs that will come from from B1 and B12 and casts healing word on Thom.
Thom can spend a HS and regains an additional 3d6 + 8 ⇒ (5, 6, 6) + 8 = 25 HP and gains a +3 to all defences until the end of Tavar's next turn.

Tavar also regains 1HP for battle healer feat.

Tavar will then use recovering strike on B1.
Cloaked mace 1st attack grants me CA on B1, attack vs ac, 1d20 + 11 + 2 ⇒ (20) + 11 + 2 = 33, damage = 1d8 + 3 ⇒ (5) + 3 = 8 and the next ally to hit B1 regains 3HP.

Edit: Crit damage = 11 + 2d6 ⇒ (2, 4) = 6, total = 17HP damage.


Status (updated)

Current HP 50/68
Bloodied 34; Surges: 8 (7 currently); Surge Value: 17
AP: 0 (1 spent)
+3 to all Defences until the end of Tavar's next turn.

"Thanks Tavar, that's how many more I owe you?"

Edit: Rev, with Blast attacks, do I roll attack rolls for each target or just one Attack roll. I think I did that wrong, so Here are the other 2 attack rolls:

For A5:Intelligence 1d20 + 15 &#8658; (6) + 15 = 21 vs. Fortitude
For B8: Intelligence 1d20 + 15 ⇒ (14) + 15 = 29 vs. Fortitude
For B10: Intelligence 1d20 + 15 ⇒ (11) + 15 = 26 vs. Fortitude

Please keep the first Hit: 1d6 + 5 &#8658; (1) + 5 = 6 thunder damage,

Arcane Underpinning: When you hit a target with at-will attack, gain +1 to attack rolls against same target until EOMNT


Male Deva Cleric lvl 14

"Healings and blessing are free as long as the Raven Queen aproves of our actions."


There is an abrupt and ground-clearing flurry of activity in the wake of the arrival of yet more undead.

Lynore adds further wounds to N2 and it's very clear to everyone that without the aid of the abominable aura, the summoner would be no more.

Thom takes a moment to dominate Warlock 2's feeble mind with his succubus ally before blasting his way out of the worst of his trouble.

Thom - you got it right the second time. With all area attacks you roll for each creature you need to attack and once for the damage. That took out B8 and B10

Kidlat spins in an arcing circle, lightning bouncing off his body and wiping out a few more of the boney foes.

Kidlat - yes, you do need to roll an attack against Tavar as well.

Tavar channels The Raven Queen's healing grace towards the beleaguered wizard and ...

Tavar - not sure who you're targeting with your attack. B1 doesn't exist and A1 isn't in melee range. It depends on whether Kidlat knocks you over. No OAs from anything as they're all dead before your turn starts. You can keep the roll, but if you are knocked prone, would need to stand up or use a ranged attack from prone.

Arishat gets an OA on N2.

Group 2 map

Void of Shadow. Creates a zone burst 1 within 20 which lasts to the end of the encounter. Enemies ending their turn within the zone take 2d8+6 shadow and necrotic damage.

Kidlat - dazed (se) - needs to roll attack v Tavar (POSTED)
Tavar - to clarify (PARTIALLY POSTED, awaiting outcome of Kidlat's attack)
Barel - to end encounter, first hit on any enemy creates zone 1 of difficult terrain (enemies only) around that enemy; used AP; dazed and taking 5 ongoing (se both); +4 to damage and +3 to saving throws to end Arishat's next turn

Bloody warlock 1
Bloody warlock 2 - dominated to end Thom's next turn
Shade of Anathema - BLOODIED; prone; 5 ongoing damage (se) and falls prone each time he takes the ongoing; used AP
Arishat
Lynore - used AP; concealment against all creatures and invisible to creatures more than 5 squares away (Stealth 23)
Necromancer 1 - BLOODIED; marked by Kidlat; hit by Barel (zone); prone and can't stand up until end Barel's next turn and takes 6hp damage when he does stand up.
Necromancer 2 - BLOODIED; prone; -2 to attack to end Arishat's next turn
Archer 1
Archer 5
Archer 6
Archer 9
Archer 10
Archer 11
Archer 12
Bone warrior 7
Bone warrior 9
Bone warrior 11
Bone warrior 13
Bone warrior 14
Bone warrior 15
Bone warrior 16
Bone warrior 17
Thom - used AP; +1 to attacks v A5 to end next turn


Attack vs. Tavar (Fort) 1d20 + 14 ⇒ (6) + 14 = 20

damage 2d6 + 15 ⇒ (6, 4) + 15 = 25


Male Deva Cleric lvl 14

I was looking at an un-updated map.


Male Dwarf Warden/16

Barel does not like the appearance of all these bad guys nearby. He first attempts to wipe the dazed look off his face.
He again digs deep within his primal self and tries
a new power he just learned a few months ago...he thinks this may be just the right time to try it out in battle.
He swings his hammer around and smashes the ground at his feet, and a loud burst of thunder flows out causing great havoc for 20 feet around him in all directions.

He finally attempts to move away from where he is to attack another bad guy.
-------
Barel 58/115: Just bloodied, and okay with that right now.
Barel takes some more damage at the beginning of his turn, but uses his font of life to attempt to become undazed.
1d20 + 3 ⇒ (18) + 3 = 21

Standard Action: Shake the Earth: +16 vs fort on all enemies in close burst 4. Solid obstacles don't stop the attack.
Damage = 2d10+9+4

Attack vs:
a12 1d20 + 17 ⇒ (9) + 17 = 26
n1 1d20 + 17 ⇒ (1) + 17 = 18
b16 1d20 + 17 ⇒ (6) + 17 = 23
b17 1d20 + 17 ⇒ (14) + 17 = 31
a11 1d20 + 17 ⇒ (14) + 17 = 31
W2 1d20 + 17 ⇒ (9) + 17 = 26
B14 1d20 + 17 ⇒ (14) + 17 = 31
A9 1d20 + 17 ⇒ (13) + 17 = 30

Damage
a12 2d10 + 9 + 4 ⇒ (1, 1) + 9 + 4 = 15
n1 2d10 + 9 + 4 ⇒ (6, 8) + 9 + 4 = 27
b16 2d10 + 9 + 4 ⇒ (8, 6) + 9 + 4 = 27
b17 2d10 + 9 + 4 ⇒ (5, 5) + 9 + 4 = 23
a11 2d10 + 9 + 4 ⇒ (6, 1) + 9 + 4 = 20
W2 2d10 + 9 + 4 ⇒ (7, 1) + 9 + 4 = 21
B14 2d10 + 9 + 4 ⇒ (6, 10) + 9 + 4 = 29
A9 2d10 + 9 + 4 ⇒ (8, 7) + 9 + 4 = 28

If save made at beginning of turn:

free action mark any surviving creatures adjacent to me.
Move action: Move to f17. (please let me know what check you want me to make to move off the dais: 10 ft down)
Free action mark W1

Note: zones of difficult terrain still jump up everywhere, probably!

End turn: save versus ongoing: 1d20 + 3 ⇒ (14) + 3 = 17


Go Barel!!!

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