Halls of the Mountain King (4E) (Inactive)

Game Master Rev Rosey

Open Design's Halls of the Mountain King. Heavily adapted for PbP.


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Rusty nods with grim approval at the execution.

Yup, let's go.


Male Dwarf Avenger 9

Quillan shrugs and merely turns his back as the execution is carried out.

Tough times and all that. We're not currently under any jurisdiction to delineate this sort of situation. Quillan would likely have preferred a bit more ceremony in the process, but he will feel no guilt in this case.

"Gather what we need. Lets get out of here."


Lead by Harold Gritbeard, you swiftly rejoin Abelard. The short journey is rendered menacing by the nearing sound of howlers from the tunnels behind you, and the sound reaches as far as the Furnace Room.

Abelard greets you, but looks in concern at the passage.

"The ritual takes ten minutes to complete - and it does not sound to me as though the Forsaken will allow us so long. You must hold off the derro, if you can."

He looks anxiously around. "Harold, my friend, if you can, will you help with any preparations our comrades may need to make? I must meditate."

Harold nods. "Of course, Fire Shepherd. Anything I can do, I will."

You've got 10 minutes game time to set up any kind of defenses you can think of. Hopefully useful maps below, but ask if you need clarification for anything.

General layout MAP

Furnace Room MAP


Male Human Swordmage/Wandering Swordmage 11

Yeah, what do the "T"s stand for one the map? EDIT: Never mind. So, what'd it take to activate them?

Other than that, we could drag a few pews into the hall to block it, depending on how heavy they are.


Thunder powers activate them. Nobody has used one so far, so it hasn't really arisen.

You can drag pews to block a corridor or form a barricade. Depending what you want to do with them, it could eat most of your ten minutes.


Male Human Swordmage/Wandering Swordmage 11
Rev DM wrote:
Thunder powers activate them. Nobody has used one so far, so it hasn't really arisen.

How far away would the thunder power have to be? If I just used Booming Blade from ten or fifteen feet away, would it trigger or only if I'm in the area of effect?

Anyway, I say we build a barricade in the area between 15 and the shrine, maybe see if we can block the doors into 9 so they can't just run into the furnace room through the cisterns.


You'd have to be in the area of effect to set it off and it's a burst 3.


Isari of the Frost wrote:


Anyway, I say we build a barricade in the area between 15 and the shrine, maybe see if we can block the doors into 9 so they can't just run into the furnace room through the cisterns.

How do we know the howlers won't come from another direction?


Male Human Swordmage/Wandering Swordmage 11
Rathorus "Rusty" Mournflame wrote:
Isari of the Frost wrote:


Anyway, I say we build a barricade in the area between 15 and the shrine, maybe see if we can block the doors into 9 so they can't just run into the furnace room through the cisterns.

How do we know the howlers won't come from another direction?

The little note that says "To Derro" in that direction, and presumably we could hear the barking.


You don't know which direction they'll come from to attack - they've been swarming the place for hours now - but you know that any fresh reinforcements will have to come from the "To Derro" tunnel. And you can definitely hear the howling.


Best we guard the north and east entrances to the furnace room.


It looks to me as if you are planning to reinforce the existing barricade just north of the Shrine with pews - is that right?

If so, that will take you most of your ten minutes.

If you have any other plans, please tell me what they are before placing yourselves on the Furnace Room map and rolling initiative.

Furnace Room MAP


Male Half-elf Assassin 14 / Obsidian Stalker

Yes, I'm in favor of barricading that area. I'll be at D13 in the furnace room.

Initiative 1d20 + 9 ⇒ (12) + 9 = 21


I'll help Nayce barricade.

Init 1d20 + 5 ⇒ (17) + 5 = 22


Male Human Swordmage/Wandering Swordmage 11

I'll take F13. Initiative:1d20 + 5 ⇒ (19) + 5 = 24


The companions swiftly turn the remnants of the wrecked shrine into an effective blockade. As you work, you hear the howls getting closer, but can take comfort (and satisfaction) in knowing that you have severely hampered reinforcements arriving.

Furnace Room MAP

Init order so far:
Isari - 24
Rusty - 22 - still needs to give a start position in the furnace room
Nayce - 21

Need init and positions in the Furnace Room from Dorvin, Quillan and Amenephus.


Q14


Initiative Roll: (5)+6=11

Amenephus is as awake as usual, then! He'll be at I8, waiting ...


Furnace Room MAP

Init order so far:
Isari - 24
Rusty - 22 - still needs to give a start position in the furnace room
Nayce - 21
Amenephus - 11

Need init and positions in the Furnace Room from Dorvin and Quillan.


Male Dwarf Avenger 9

Quillan helps with the barricade as best he can and then gives his axe a quick sharpening if there's time.

"Backs against the wall, eh boys? Let 'em come."

1d20 + 7 ⇒ (10) + 7 = 17 Initiative and anywhere in the middle of the room is fine for position, Quillan is prepared to run to wherever he's needed.


Furnace Room MAP

Init order so far:
Isari - 24
Rusty - 22 - still needs to give a start position in the furnace room
Nayce - 21
Quillan - 17
Amenephus - 11

Dorvin?


Male Dwarf Warlord 10

Init 14. D8


Preparations complete, Abelard smiles serenely and commences the ritual, to all intents and purposes oblivious to the world around him. It is clear that his entire focus is on the completion of the rite and that he will be both unable and unwilling to defend himself.

From the northern corridor come the unmistakable sounds of derro approaching, their howls interspersed with the familiar noise of bombards being pumped.

All too soon, they appear, sending blasts of fluid towards the comrades. Both Dorvin and Amenephus suffer the immediate impact and Dorvin's eyes glaze as he turns stiffly towards him companions, battleaxe raised.

B1 Murderous Bombard (Will). On hit target takes 5 ongoing poison and is dominated (se both).
1d20+13=21 - B1 v Dorvin. Hits

B2 Sloughide Bombard (Ref). On hit target takes 5 ongoing acid and is immobilised (se both)
1d20+13=30 - B2 v Amenephus. Hits.

B3, B4, B5, B6 and B7 are further up the corridor.

Furnace Room MAP

Isari
Reavers
Rusty
Nayce
Quillan
Dorvin - 5 ongoing poison and dominated (se both)
Amenephus - 5 ongoing acid and immobilised (se)
Bombardiers


Male Human Swordmage/Wandering Swordmage 11

Isari charges quickly into the fray, and the ground is soon covered in a thin layer of sleet.

Move to B9, put my Aegis on B1 and use Sleet Strike on B2(Cold damage, target and each enemy next to it fall prone if they try to shift until the EOMNT) 1d20 + 16 ⇒ (19) + 16 = 352d10 + 8 ⇒ (5, 4) + 8 = 17


Rusty will stay at his position.


Isari's attack obliterates the nearest bombardier in a heartbeat and slick ice coats the nearby ground.

Through the eastern door come more derro screams and reavers burst in, mad eyes searching for Abelard. Unable to see him, they go to work clearing a path for themselves, venting their unreasoning fury on Amenephus.

R1 and R2 double move. R3, R4, R5, R6 and R7 all target Quillan.
Crossbow (AC). On hit does 5 untyped plus 5 poison damge
1d20+13=22 - R3 v Amenephus. Miss
1d20+13=30 - R4 v Amenephus. Hits (10 damage)
1d20+13=23 - R5 v Amenephus. Hits (10 damage)
1d20+13=16 - R6 v Amenephus. Miss
1d20+13=33 - R7 v Amenephus. Hits (10 damage)
30 damage total to Amenephus. 15 untyped, 15 poison

Furnace Room MAP

Rusty
Nayce
Quillan
Dorvin - 5 ongoing poison and dominated (se both)
Amenephus - 5 ongoing acid and immobilised (se)
B1 - under Isari's Aegis, falls prone if tries to shift before end Isari's next turn
B3
B4
B5
B6
B7
Isari
R1
R2
R3
R4
R5
R6
R7


Rusty, are you taking any actions or would you like to delay?


Sorry for the delay. I'll move three squares west and two squares north.


Rusty moves protectively behind Abelard as the derro race towards the Fire Shepherd.

Furnace Room MAP

Nayce
Quillan
Dorvin - 5 ongoing poison and dominated (se both)
Amenephus - 5 ongoing acid and immobilised (se)
B1 - under Isari's Aegis, falls prone if tries to shift before end Isari's next turn
B3
B4
B5
B6
B7
Isari
R1
R2
R3
R4
R5
R6
R7
Rusty


Male Dwarf Avenger 9

Quillan steps forward and attempts to dispatch R1 with his executioner's axe.

Minor Action: OoE on R1

Move Action: Shift next to R1

Standard Action: Bond of Retribution on R1; 1d20 + 14 ⇒ (11) + 14 = 25 or 1d20 + 14 ⇒ (13) + 14 = 27 vs. AC for 1d12 + 11 ⇒ (5) + 11 = 16 damage and on a hit, the next time an enemy other than R1 hits me, R1 takes 4 radiant damage.


Nayce doesn't even need to think. With a single smooth gesture, he fires a crossbow bolt into the bombardier's throat and the creature falls.

1d20+11=25. Hits.

With equal ease, Quillan eliminates a reaver and moves to block the path of the screaming derro.

His eyes glazed, Dorvin turns and charges Amenephus.

Dorvin

Spoiler:
Charge Amenephus please.

Dorvin and Amenephus - post at will please.

Furnace Room MAP

Dorvin - 5 ongoing poison and dominated (se both)
Amenephus - 5 ongoing acid and immobilised (se)

B3
B4
B5
B6
B7
Isari
R1
R2
R3
R4
R5
R6
R7
Rusty
Nayce
Quillan


I'm getting a new computer and may vanish until I get everything reinstalled. Apologies. The timing is not great, but my current machine is thrashing and clearly about to fry itself.


Male Half-elf Assassin 14 / Obsidian Stalker

Sorry for the absence! (But I'm always in favor of taking out minions.)


Mostly back. Still finding the stuff for my other games which is located on a so-called shared drive that I can't find, but this one is fine since I took the precaution of printing it out. Paper for the win every time.


Bump. Waiting on Amenephus and Dorvin


Male Dwarf Warlord 10

Charge
1d20 + 14 ⇒ (9) + 14 = 231d10 + 7 ⇒ (4) + 7 = 11

"Sorry, laddie!!!"


Unless Amenephus has something up his sleeves, that hits.


Dorvin - you need to make a save v the ongoing poison and domination

Acid eats into Amenephus, adding insult to injury as Dorvin swipes recklessly at his comrade. Breathing deeply, the eladrin takes a long breath to restore himself.

Using Second Wind.

1d20=16. Saves v immobilisation and ongoing acid.

Bombardiers continue to pour through the door, sending blasts of foul liquid among the companions.

Murderous Bombard (Will). On hit target takes 5 ongoing poison damage and is dominated (se both)
1d20+13=16 - B3 v Nayce. Miss
1d20+13=18 - B4 v Isari. Miss
1d20+13=17 - B5 v Quillan. Miss
1d20+13=25 - B6 v Abelard. Hits.
1d20+13=28 - B7 v Rusty. Hits.

Only Rusty and Abelard suffer, but nothing interrupts the serenity of the Fire Shepherd.

Abelard can't defend himself in any way without disrupting the ritual, but he can't be dominated either. He does take the ongoing poison damage though.

Furnace Room MAP

Isari
R1
R2
R3
R4
R5
R6
R7
Rusty - taking 5 ongoing poison and dominated (se both)
Nayce
Quillan
Dorvin
Amenephus - +2 all defenses to start next turn. Used second wind
Abelard: 256/256; 5 ongoing poison
B3
B4
B5
B6
B7


Male Dwarf Warlord 10

1d20 ⇒ 20


Dorvin shakes aside the impairing effects of the vile glop and looks for fresh worlds to conquer.


Male Human Swordmage/Wandering Swordmage 11

Uh, didn't I move to B9 last turn to actually use Sleet Strike on the first bombardier? So, shouldn't I at least get a few OAs on the ones who ran in first?


You did and you do. That would be all of them except B7 as they're not the smartest and fanatic into the bargain. Take your pick and I'll sort out the leftovers before you post your actual turn.


Male Human Swordmage/Wandering Swordmage 11

Let's see, one OA per character's turn, and they all techincally acted on different turns, so one for each.

Spoiler:
1d20 + 16 ⇒ (12) + 16 = 281d10 + 7 ⇒ (9) + 7 = 161d20 + 16 ⇒ (14) + 16 = 301d10 + 7 ⇒ (4) + 7 = 111d20 + 16 ⇒ (3) + 16 = 191d10 + 7 ⇒ (9) + 7 = 161d20 + 16 ⇒ (17) + 16 = 331d10 + 7 ⇒ (4) + 7 = 11


Wild derro screams echo down the passageway as Isari systematically strikes down the aberrations.

Only B5 and B7 survive the onslaught.

Furnace Room MAP

Isari
R1
R2
R3
R4
R5
R6
R7
Rusty - taking 5 ongoing poison and dominated (se both)
Nayce
Quillan
Dorvin
Amenephus - +2 all defenses to start next turn. Used second wind
Abelard: 256/256
B5
B7


Male Human Swordmage/Wandering Swordmage 11

Isari slashes at the nearest derro before stepping over to the last of the marksmen.

Frigid Blow on B7(-2 speed until EOMNT if hit), and if it hits I'll shift to C10 and put my aegis on B5. 1d20 + 16 ⇒ (12) + 16 = 281d10 + 8 ⇒ (7) + 8 = 15


As another bombardier falls to Isari, the reavers raise their crossbows and attempt to add to the carnage. Bolts fly towards the swordmage, and three find their mark.

Crossbow (AC)
1d20+11=28 - R1 v Isari. Hits. 5 untyped and 5 poison
1d20+11=17 - R2 v Isari. Miss
1d20+11=16 - R3 v Isari. Miss
1d20+11=24 - R4 v Isari. Miss
1d20+11=30 - R5 v Isari. Hits. 5 untyped and 5 poison
1d20+11=14 - R6 v Isari. Miss
1d20+11=29 - R7 v Isari. Hits. 5 untyped and 5 poison.
15 untyped and 15 poison damage to Isari for 30 total.

Rusty turns and smites at the Fire Shepherd.

Nayce - post at will.

Furnace Room MAP

Rusty - taking 5 ongoing poison and dominated (se both)
Nayce

Quillan
Dorvin
Amenephus - +2 all defenses to start next turn. Used second wind
Abelard: 256/256
B5 - under Isari's Aegis
Isari
R1
R2
R3
R4
R5
R6
R7


Rusty

Spoiler:
Basic melee attack on Abelard please.


Male Half-elf Assassin 14 / Obsidian Stalker

Nayce weaves a dark curse around R5.

Echoing Threat on R5. 1d20 + 13 ⇒ (10) + 13 = 23 vs Will. 1d10 + 11 ⇒ (7) + 11 = 18 psychic damage on a hit, and at the end of its next turn, the target takes 10 psychic damage if any creatures are within 2 squares of it.

During my next turn, I can teleport a number of squares equal to my Charisma modifier as a minor action. I must end the teleportation closer to the target.

Move to E14.

One shroud on R7


Nayce wipes out a reaver with a casual gesture and moves purposefully towards another of the small menaces.

Furnace Room MAP

Quillan
Dorvin
Amenephus - +2 all defenses to start next turn. Used second wind
Abelard: 256/256
B5 - under Isari's Aegis
Isari
R1
R2
R3
R4
R6
R7 - one shroud
Rusty - taking 5 ongoing poison and dominated (se both)
Nayce

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