Tomb Test Drive: Group 2


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For reasons you find hard to fathom, you find yourselves exploring a ruined temple. Along the way, the signs that some hideous ritual is under way have been hard to ignore and now you find yourselves face to face with the perpertrators.

A heavily cloaked figure raises bloodied hands from the lifeless corpse on the altar and chuckles horribly, drawing the attention of his cohorts to your intrusion.

Two of the black clad hooded figures wield blood-stained longswords that flicker with infernal fire, while the remaining two are clear practioners of the necromantic arts. Clutching the bones of earlier victims, they turn to attack.

Group 2 map

Things to note:
Round things to the west (left edge) are statues. They're big and they provide cover.
The platforms are variously 5 feet (one square) or 10 feet (two squares) high. Climbing onto them costs no extra movement if you use the conveniently provided stairs, but costs one extra movement point per level if you don't.
The blood on the floor is fresh, slippery and constitutes difficult terrain.

Please place yourselves on the map within the shaded area (no significance at all other than to mark a starting place) and roll initiative.

Init so far:
Necromancers - 26
Bloody warlocks - 17
Shade of Anathema - 15
(That bodes well, but is fairly typical for my monsters).


Dotting

Initiative 1d20 + 10 ⇒ (12) + 10 = 22

Place me in C2, I assume we are coming from the west?

Edit, Map link is OK.

Eit, adding +4 to init, total is 26.


I'd be grateful if you could confirm whether or not the map links are working. They do for me, but that isn't always conclusive.


Male Efreeti, advanced manthing 45HD

<lurking>
I checked them; they work and look nice :)


Thom - yes, entering from the west.

Realising the battle is about to be joined, Thom warily positions himself behind a convenient piece of sculpture.

Group 2 map

Please place yourselves on the map within the shaded area (no significance at all other than to mark a starting place) and roll initiative.

Init so far:
Necromancers - 26
Thom - 22
Bloody warlocks - 17
Shade of Anathema - 15


Female Wood Elf Cleric / 3

Initiative 1 1d20 + 18 ⇒ (3) + 18 = 21
Initiative 2 1d20 + 18 ⇒ (19) + 18 = 37
I take whichever is higher
Place me at I3, yep I can see it
Using Seeker of Shadow, +4 bonus to my next damage roll, I am invisible and silent until i damage an enemy, after hitting an enemy I remain invisible and silent until the end of my next turn


A barely perceptible tremor is all that reveals Lynore's presence to her allies. Bending light and shade to her whim, she stands poised to attack.

Group 2 map

Please place yourselves on the map within the shaded area (no significance at all other than to mark a starting place) and roll initiative.

Init so far:
Lynore - 37; invisible and silent until she damages an enemy (and remains so until end of next turn after damaging an enemy), +4 bonus to next damage roll.
Necromancers - 26
Thom - 22
Bloody warlocks - 17
Shade of Anathema - 15


Female Tiefling Warlord/Infernal Strategist 18

Arishat at R3
Initiative 1d20 + 10 (3+10) = 13

Note: Both Thom and Lynore have a bonus to initiative of +4 from Arishat's Combat Leader/Combat Commander, which I don't think is included in their existing scores. It is in Arishat's. Everyone else gets it too.

My suggestion is that some of us move round and engage the southern necromancer N2 and the warrior W2. If our ranged contingent stays to the North with one of the defenders protecting them, I'm hoping the rest of us can drop those two quickly.


Male Dwarf Warden/16

Barel looks around and decides to step up for some action with one of the bone clutching bad guys.

(place me at B11 please).
Initiative 1d20+7= 12+7= 19


Arishat - I've added your bonus to Thom and Lynore's init rolls now.

Barel - please can you place yourself within the shaded area as a starting point. I've tentatively placed you at B5, but tell me if you'd rather be somewhere else.

Group 2 map

Init so far:
Lynore - 41; invisible and silent until she damages an enemy (and remains so until end of next turn after damaging an enemy), +4 bonus to next damage roll.
Necromancers - 26
Thom - 26
Barel - 19
Bloody warlocks - 17
Shade of Anathema - 15
Arishat


G3 please

Kidlat draws his sword. "Let's get this party started."

He glances to his left and he realizes that his friend Clovis is not there with a ready quip.

Init1d20 + 18 ⇒ (5) + 18 = 23

"Hope you're having as much as I am right now, old friend."


Kidlat's blade gleams in the firelight. Somehow, the swordmage knows that Clovis would approve.

Group 2 map

Init so far:
Lynore - 41; invisible and silent until she damages an enemy (and remains so until end of next turn after damaging an enemy), +4 bonus to next damage roll.
Necromancers - 26
Thom - 26
Kidlat - 23
Barel - 19
Bloody warlocks - 17
Shade of Anathema - 15
Arishat

Just need Tavar to roll and Barel to confirm position.


Male Deva Cleric lvl 14

Init = 1d20 + 6 ⇒ (13) + 6 = 19

23 with Arishat's +4.

The barrel is rolled.
ps. the links work.


Male Dwarf Warden/16
Rev DM wrote:


Barel - please can you place yourself within the shaded area as a starting point. I've tentatively placed you at B5, but tell me if you'd rather be somewhere else.

My apologies...I understand the shaded request now. Please make it F5 instead.


Relevant Inspirational Music


Barel - not a problem :)
Tavar - took a guess as you didn't give me a starting point.

As the companions exchange glances and battle tactics, Lynore moves ...

Group 2 map

Lynore - invisible and silent until she damages an enemy (and remains so until end of next turn after damaging an enemy), +4 bonus to next damage roll.
Necromancers
Thom
Kidlat
Tavar
Barel
Bloody warlocks
Shade of Anathema
Arishat


Male Deva Cleric lvl 14

When I looked at the map you had me listed in an ok spot so I didn't bother.


On my turn

Spoiler:

Kidlat wastes no time and charges at the heavily cloaked figure (SA). He moves forward (J6) and points his sword at the enemy (SA).

“Come over here!” Kidlat commands.

Standard Action
Lightning Lure Attack1d20 + 14 ⇒ (8) + 14 = 22
Lightning Lure Damage1d6 + 10 ⇒ (3) + 10 = 13

If the attack is a Hit, then Kidlat pulls SA to J7

Minor Action
Activate Aegis of Assault to Mark SA


Female Wood Elf Cleric / 3

Move to I9
Assassin's Shroud on SA with Killer's Insight, gives 2 shrouds, invoking the shrouds, 2d6 + 6 ⇒ (3, 2) + 6 = 11 on a hit, only 1d6+3 on a miss, reroll any 1's
Grave Spike 1d20 + 20 ⇒ (16) + 20 = 36 vs ac 2d8 + 21 ⇒ (3, 5) + 21 = 29 against SA, ongoing 5 untyped damage (save ends), every time SA takes the ongoing he falls prone, gain +2 power bonus to attack when SA has one of my shrouds on him, 40 total damage if that hit

Lynore silently moves forward and tries to slide her blade home.


Ah. Knew there was something I'd forgotten about the terrain. The fires are - well, fiery. Walking into them will hurt.

Note to all - I usually home roll monster posts as the board's editing window is unforgiving. Feel free to home roll yourselves as well if you prefer it.

Even as Lynore's blade slips home, the necromancers act. Skeletal figures rise from the ground, surrounding the assassin and menacing Kidlat. Unseen though she is, there is no doubting Lynore's whereabouts.

Stabbing someone up is a fair giveaway. They'll be attacking at -5, but they know where you are.

Archer attacks (AC) all versus Lynore
1d20+10=27 - A1 v Lynore. Hits. 6hp damage
1d20+10=12 - A2 v Lynore. Miss.
1d20+10=25 - A3 v Lynore. Miss.
1d20+10=28 - A4 v Lynore. Hits. 6hp damage.
12 hp damage to Lynore from Archers.

Bone Warrior attacks (AC): B1, 2 and 3 versus Kidlat; B4, 5 and 6 v Lynore
1d20+17=32 - B1 v Kidlat. Hits. 6hp damage
1d20+17=31 - B2 v Kidlat. Hits. 6hp damage
1d20+15=23 - B3 v Kidlat. Miss.
1d20+12=28 - B4 v Lynore. Hits. 6hp damage
1d20+10=19 - B5 v Lynore. Miss.
1d20+10=29 - B6 v Lynore. Hits. 6hp damage
12 damage to Kidlat
12 damage to Lynore.
24 damage total to Lynore this turn.

Group 2 map

Thom
Kidlat
Tavar
Barel
Bloody warlocks
Shade of Anathema - 5 ongoing damage (se) and falls prone each time he takes the ongoing
Arishat
Lynore - invisible and silent to next turn; in difficult terrain
Necromancers
Archers 1-4
Bone warriors 1-6


Rev, I am reconsidering my earlier intended action on account of the changed battlefield condition.


Kidlat wrote:
Rev, I am reconsidering my earlier intended action on account of the changed battlefield condition.

Wise choice. Thom is up next and may well have something that removes a few of them, so I'd hang on and see how it looks after his turn.


Thom sees Lynore in trouble, and decides to brighten things up a little...

Standard Action: Cast Radiant Pillar in G110, Area Burst 1 square. Effect: The burst creates a zone of bright light until the end of your next turn. Creatures are blinded while within the zone. If a creature vulnerable to radiant damage starts its turn within the zone, it takes damage equal to double its vulnerability.


My apologies for the delay. Had to attend a rehearsal and make brownies.

Pure, radiant light cuts through the squalor of the chamber, blinding three of the warriors and one archer. The creatures reel and scream as the divine power bites deep into their corrupted bodies.

Group 2 map

Kidlat
Tavar
Barel
Bloody warlocks
Shade of Anathema - 5 ongoing damage (se) and falls prone each time he takes the ongoing
Arishat
Lynore - invisible and silent to next turn; in difficult terrain
Necromancers
Archer 1
Archer 2
Archer 3 - blinded, taking 20 damage at start of turn
Archer 4
Bone warrior 1
Bone warrior 2
Bone warrior 3
Bone warrior 4 - blinded, taking 20 damage at start of turn
Bone warrior 5 - blinded, taking 20 damage at start of turn
Bone warrior 6 - blinded, taking 20 damage at start of turn
Thom


Kidlat calls upon his electric personality to even the odds.

Activate Promise of Storm

Lightning Strider
Teleport to G7
Primary Attack vs. A4 1d20 + 16 ⇒ (14) + 16 = 30
Primary Damage vs. A4 3d8 + 10 ⇒ (1, 1, 3) + 10 = 15
Teleport to G10
Secondary Attack vs. B6 1d20 + 16 ⇒ (13) + 16 = 29
Secondary Damage vs. B6 3d8 + 5 ⇒ (6, 7, 6) + 5 = 24
Teleport to E11
Tertiary Attack vs. N1 1d20 + 16 ⇒ (6) + 16 = 22
Tertiary Damage vs. N1 3d8 + 5 ⇒ (5, 6, 4) + 5 = 20

Marks N1

For Rev

Spoiler:
If I can use an action point I will use to activate Dual Lightning Strike

EDIT:

Use Action Point

Dual Lightning Strike
Primary Attack vs. N1 1d20 + 16 ⇒ (6) + 16 = 22
Primary Damage vs. N1 3d8 + 20 ⇒ (6, 1, 8) + 20 = 35 Marked until the end of my next turn
Teleport to E4
Secondary Attack vs. B1 1d20 + 16 ⇒ (17) + 16 = 33
Secondary Damage vs. B1 3d8 + 20 ⇒ (2, 5, 6) + 20 = 33 Marked until the end of my next turn

Blade Flurry Action: Melee basic attack vs. B1 1d20 + 16 ⇒ (13) + 16 = 29
Damage 1d8 + 8 ⇒ (5) + 8 = 13


It's your AP. Use it how and when you want. Take account of the fact that Arishat will add to either temp hp or a hefty damage bonus if you use it to make an attack.


Male Deva Cleric lvl 14

"Blades from heaven shall smite you."

Blade barrier 4E thru 4I.
Any creature who enters or starts their turn in the effect takes 3d6 + 6 ⇒ (5, 6, 5) + 6 = 22 and ongoing 5 damage.

"Don't worry Kidlat I'll heal you next turn."


Between them, Kidlat and Tavar thin the ground considerably, even though the swordmage finds himself on the receiving end of a barrage of spectral blades.

Kidlat takes 22 damage and 5 ongoing (se)

Group 2 map

Barel
Bloody warlock 1
Bloody warlock 2
Shade of Anathema - 5 ongoing damage (se) and falls prone each time he takes the ongoing
Arishat
Lynore - invisible and silent to next turn; in difficult terrain
Necromancer 1 - marked by Kidlat
Necromancer 2
Archer 1
Archer 3 - blinded, taking 20 damage at start of turn
Bone warrior 2
Bone warrior 4 - blinded, taking 20 damage at start of turn
Bone warrior 5 - blinded, taking 20 damage at start of turn
Thom
Kidlat - taking 5 ongoing damage (se)
Tavar


Male Deva Cleric lvl 14

BTW am I TV or ST


HP62/96

"Ouch!!!!"


Tavar oracle of the Raven Queen wrote:
BTW am I TV or ST

ST, I think. TV is Thom Verikal, our wizard.

I suppose Arishat could heal Kidlat or Lynore, if they promise not to hog all the enemies in future.


Bluenose is right. TV is your wizard (Thom Verikal). Tavar is ST (Saint Tavar). There are plenty of enemies to go around :)


Arishat can certainly take my square.

Though the soon to be Saint Tavar is also welcome to that square LOL


Male Dwarf Warden/16

Barel mutters a word and his arms grow long and his hair turns rather leaflike. He strides quickly over to help Lynore and after gaining the attention of the three summoned creatures around him, he reaches with one long arm to more directly gain the attention of the shade with his hammer.

Minor action: Form of the oak sentinel. Add 1 to melee reach. Any creature who hits me with a melee attack takes 4 damage.

Move action: Move to H10, taking an attack of opportunity from B4 if necessary.

Free action: Mark A3, B4, B5.

Standard action: Mountian Hammer: 34 vs fort (d20=17, 17+17=34). If hit, he takes 25 damage, and a -6 to attack rolls until the end of my next turn.

My ac increases to 30 (+1 for hammer shield and +1 from Mark of warding feat) and my will defense increases to 25 (+2 for Guradian's call Craghammer and +1 for Mark of wardign feat).

Edit: the 25 damage is untyped weapon damage.


OA from B4
1d20+10=20. Miss.

Barel casually marks the glowing undead, and deftly avoids a flailing attack from the bone warrior as he identifies his true prey. Reaching towards the Shade, his craghammer swings hard and true, reducing his ability to attack for the time being.

The warlocks retaliate at once. Uncaring of their undead allies, they blow up three of them as the ground explodes in a fiery conflagration.

Both using Conglagration (Ref). Area burst 3 within 10.
Bloody Warlock 1 centres on C5 taking in Thom (who gets cover) and Kidlat.
1d20+15=33 v Thom. Hits.
1d20+17=27 v Kidlat. Hits.
3d6+10=24 fire damage.
24 damage to Thom and Kidlat.

Bloody Warlock 2 centres on F8 taking in Lynore, Barel and Archer 3 and Bone Warriors 4 and 5
1d20+17=27 v Lynore. Hits.
1d20+17=25 v Barel. Hits.
1d20+17=26 v A3. Hits
1d20+17=32 v B4. Hits
1d20+17=37 v B5. Hits.
3d6+10=22
22 damage to Lynore and Barel

The Shade gestures slightly, and calls forth shadow to aid him, wrapping Barel and Lynore in foul energies. Even as his feet slide from under him, a clutching hand moves towards Lynore's throat, but his aim is uncertain and the assassin manages to withstand the attack.

Minor: 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.

Standard: Deathly Grasp (Fort). On hit makes a secondary attack v Will
1d20+12=19. Misses.

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 - invisible and silent to next turn; in difficult terrain
Necromancer 1 - marked by Kidlat
Necromancer 2
Archer 1
Bone warrior 2
Thom
Kidlat - taking 5 ongoing damage (se)
Tavar
Barel
Bloody warlock 1
Bloody warlock 2
Shade of Anathema - 5 ongoing damage (se) and falls prone each time he takes the ongoing; -6 to attacks to end Barel's next turn


Female Wood Elf Cleric / 3

Is the Shade now prone form my ongoing damage?


Female Tiefling Warlord/Infernal Strategist 18

Arishat looks around. Most of the undead are down, bar a couple. It's time to take the fight to the necromancer. Moving, she shouts encouragement to Lynore, "Lynore, keep stabbing."

Before charging up the steps and trying to impale the nearest necromancer with her spear.

Move to R9
Inspiring Word at Lynore, 23 + 3d6 ⇒ 23 + (2, 4, 1) = 30 hit points regained
Charging the necromancer N2, moving to P11 and attacking 1d20 + 17 + 1 ⇒ (20) + 17 + 1 = 38
That's a crit, damage is 19 + 3d6 ⇒ 19 + (1, 4, 3) = 27


Yes, it's prone. I forgot to roll the save though.
1d20+2=6. Bah.

Arishat leaps into glorious battle, absently healing the beleaguered assassin on the way.

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 - invisible and silent to next turn; in difficult terrain
Necromancer 1 - marked by Kidlat
Necromancer 2
Archer 1
Bone warrior 2
Thom
Kidlat - BLOODIED; taking 5 ongoing damage (se)
Tavar
Barel
Bloody warlock 1
Bloody warlock 2
Shade of Anathema - prone; 5 ongoing damage (se) and falls prone each time he takes the ongoing; -6 to attacks to end Barel's next turn;
Arishat


HP38/96

Bloodied


Female Wood Elf Cleric / 3

free action: Assassin's Shroud SA, 1d6 + 3 ⇒ (5) + 3 = 8, invoking it, no damage on miss.
standard action: Shadow Storm 1d20 + 20 ⇒ (9) + 20 = 29 vs ac; 1d8 + 18 ⇒ (8) + 18 = 26
move action: Shadow Step to E11 (teleport)
AP used
standard action: Blade from the Mist 1d20 + 20 ⇒ (15) + 20 = 35 vs ac; 2d8 + 21 ⇒ (5, 6) + 21 = 32 Shift to C7, I will take the 12 extra damage from the AP on the Necromancer if it hits

Silent as death Lynore maneuvers around the battlefield striking anything in her path. She reappears off to the side of the carnage.


Kidlat may need to exercise an immediate interrupt if he is hit by an attack before his turn


As silent and inexorable as death, Lynore's dagger strike at both the Shade and N1 as she twists space to her whim.

Both Necromancers call forth more unwilling dead to aid them, surrounding the now visible assassin and challenging Thom and Kidlat.

Many attacks coming up, all v AC
1d20+17=35 - A1 v Thom. Hits. 6hp damage
1d20+17=21 - A5 v Lynore. Miss.
1d20+17=32 - A6 v Lynore. Hits. 6hp damage
1d20+17=22 - A7 v Thom. Miss.
1d20+19=27 - B2 v Kidlat. Miss.
1d20+19=34 - B7 v Lynore. Hits. 6hp damage
1d20+19=33 - B8 v Lynore. Hits. 6hp damage
1d20+17=24 - B9 v Lynore. Miss.
1d20+19=36 - B10 v Kidlat. Hits. 6hp damage
1d20+19=27 - B11 v Kidlat. Miss.
1d20+19=33 - B12 v Kidlat. Hits. 6hp damage

Damage totals:
6hp to Thom
18hp to Lynore
12hp to Kidlat

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
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
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


HP26/96


Female Wood Elf Cleric / 3

immediate reaction, you are hit by an attack and you can teleport 5 squares, and you become invisible until the start of your next turn, I will teleport to H8 after the first hit from the Archer
Stealth roll In case you need it 1d20 + 18 ⇒ (4) + 18 = 22

Lynore fades from sight.


Male Deva Cleric lvl 14
Kidlat wrote:
HP26/96

Don't worry nobody can die when Tavar is around. I also move after you, just stay within 6 squares to me.


Tavar oracle of the Raven Queen wrote:
Kidlat wrote:
HP26/96
Don't worry nobody can die when Tavar is around. I also move after you, just stay within 6 squares to me.

Kidlat will teleport next to you on his turn.

And the music played on...


As the arrow strikes her, Lynore fades into nothingness again and the frustrated bone warriors strike only empty air.

Perception checks from the Shade and the warlocks.
1d20+9=23 - Shade knows where you are, but will attack at -5 unless he uses an area attack
1d20+9=18 - Warlock 1 has no clue, but if he targets an area that contains you will still be able to hit you.
1d20+9=12 - Warlock 2 has even less clue, but as above, if he uses an area attack can still target you unknowingly.

Looks like you only took 6 damage then :)

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
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


It is readily apparent that we need to eliminate the necromancers ASAP; spend your AP and unload your dailies.

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