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

Game Master Rev Rosey

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


1,801 to 1,850 of 3,467 << first < prev | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | next > last >>

I think that's fair enough. If you're happy with that solution, we'll go with it.


Male Half-elf Assassin 14 / Obsidian Stalker

Nayce's amulet glows brightly as his sight is restored. He steps through the shadows to a more advantageous position and assails the senses of one of the demons.

Activate periapt of cascading health. Shadow step to S6. Eyebite on K3. 1d20 + 13 ⇒ (7) + 13 = 20 vs Will. 1d6 + 12 ⇒ (3) + 12 = 15 psychic damage on a hit and I am invisible to it until SOMNT. Two shrouds on K3 (extra one is from velvet blade trick).


Dragonborn Fighter 12

Status Report:
AC 25; Fort 23, Ref 19, Will 18
BLOODIED 21/83 HP; 10/11 Surges

Surge Value: +22 HP
Initiative +12; Speed 5
Passive Perception 16, Passive Insight 15; Low-light vision
AP: 1
Conditions: blinded
Dailies:
Encounters: Reactive Surge

Rev DM wrote:
Rusty - this is my fault as the map didn't update properly, but A3 was already dead. I took the liberty of making you shift into the water and use cleave on K2 with the follow through going to A2.

I'm cool with this :)

Rev DM wrote:
13 damage to Rusty and he's blinded, but saves immediately.

"I can see again! All the beauty of na—"

Rev DM wrote:
Rusty and Nayce are blinded (se)

"I'm blind. Oh well, easy come, easy go."


Nayce trades dazzle for dazzle as he transports himself further into the chamber and targets K3. The devil looks slightly bewildered as from his perspective, the assassin vanishes completely.

The pudgy figure of another cultist trudges along the edge of the top platform.

"Hold still and let us demolish you." He looks and sounds less than imposing as his attack fails to hit anyone at all.

Bludgeoning Shadow Tentacles (Ref). Burst 2 within 15. On hit target is immobilised (se)
Centered on T6 and targeting Dorvin, Isari, Nayce, Rusty, Guldarin and Amenephus
1d20+13=16 - Tarisaul v Dorvin. Miss
1d20+11=21 - Tarisaul v Isari. Miss
1d20+11=12 - Tarisaul v Nayce. Miss
1d20+13=17 - Tarisaul v Rusty. Miss
1d20+11=17 - Tarisaul v Guldarin. Miss
1d20+11=14 - Tarisaul v Amenephus. Miss.
Crud and double crud. Luckily it is rechargeable.

Undisturbed by their leader's failure, the Hamantulas move closer, poisonous barbs rising over their bodies.

The two nearest Kytons lash out at Rusty and Isari, trying to bind the pair with their golden chains.

Bound by Gold (Ref). On hit target is restrained and takes 10 ongoing fire damage (se both)
1d20+14=20 - K2 v Isari. Miss.
1d20+16=23 - K3 v Rusty. Hits.
Rusty takes 10 ongoing fire damage and is restrained (se both)

MAP

Terrain notes: Lava and water stream down channels cut into the chamber. They are only a foot deep, but standing in the lava will deal 5hp fire damage if you enter them and another 5hp fire damage for round you start your turn or remain in them. They can be crossed with a jump.

The large brown thing to the left is a huge wheel linked to the Shank which pumps both water and lava to the sacred forges.

The Forge of the Fire Blessing itself is at the top of the fifty foot (5 squares) platform running along the north side of the room. It is accessible via the staircase to the right.

Guldarin
Isari (resist 5 fire)
Avarice devil 4
Dorvin (resist 5 fire) - BLOODIED; Encouraging Stance (when Dorvin hits with a melee attack, a bloodied ally within 5 squares gains 8 temp hp. He can grant temp hp if he misses as well, but grants CA to whatever he missed to end his next turn); blinded (se)
Amenephus
Rusty - BLOODIED; blinded (se); restrained and taking 10 ongoing fire (se both)
Tanya Hrovitz
Nayce
Tarisaul Eris
Hamatula devil 1
Hamatula devil 2
Hamatula devil 3
Kyton devil 1
Kyton devil 2 - under Isari's Aegis
Kyton devil 3 - two shrouds and can't see Nayce to start his next turn


Male Dwarf Invoker/Divine Philosopher 14

"Well, that's unfortunate. I do believe I'm blind. Ah, well. These things come and go."

Minor; Summon Blade Angel in U7
Saving throw against Blindness 1d20 ⇒ 15


Guldarin's trusty angel companion materialises with a rustle of wings beside the beleaguered dragonborn. The dwarf himself waits patiently for his vision to clear - which it does with commendable speed.

MAP

Terrain notes: Lava and water stream down channels cut into the chamber. They are only a foot deep, but standing in the lava will deal 5hp fire damage if you enter them and another 5hp fire damage for round you start your turn or remain in them. They can be crossed with a jump.

The large brown thing to the left is a huge wheel linked to the Shank which pumps both water and lava to the sacred forges.

The Forge of the Fire Blessing itself is at the top of the fifty foot (5 squares) platform running along the north side of the room. It is accessible via the staircase to the right.

Isari (resist 5 fire)
Avarice devil 4
Dorvin (resist 5 fire) - BLOODIED; Encouraging Stance (when Dorvin hits with a melee attack, a bloodied ally within 5 squares gains 8 temp hp. He can grant temp hp if he misses as well, but grants CA to whatever he missed to end his next turn); blinded (se)
Amenephus
Rusty - BLOODIED; blinded (se); restrained and taking 10 ongoing fire (se both)
Tanya Hrovitz
Nayce
Tarisaul Eris
Hamatula devil 1
Hamatula devil 2
Hamatula devil 3
Kyton devil 1
Kyton devil 2 - under Isari's Aegis
Kyton devil 3 - two shrouds and can't see Nayce to start his next turn
Guldarin


Male Human Swordmage/Wandering Swordmage 11

Knowing what will happen, Isari averts his eyes as he stabs the last avarice demon.

Booming Blade, Mythal Recovery to make a saving throw if my attack and it's explosion hit(1d20 ⇒ 4), then move to N7(assuming I hit): 1d20 + 16 ⇒ (10) + 16 = 26

If that hit and the new explosion hits me, no move and another saving throw: 1d20 ⇒ 11


Forewarned is forearmed and Isari cuts down the last Avarice devil. Narrowly avoiding the inevitable explosion, the swordmage moves to engage the nearest Hamantula.

Explosion - v Ref
1d20+10=23 - misses

MAP

Terrain notes: Lava and water stream down channels cut into the chamber. They are only a foot deep, but standing in the lava will deal 5hp fire damage if you enter them and another 5hp fire damage for round you start your turn or remain in them. They can be crossed with a jump.

The large brown thing to the left is a huge wheel linked to the Shank which pumps both water and lava to the sacred forges.

The Forge of the Fire Blessing itself is at the top of the fifty foot (5 squares) platform running along the north side of the room. It is accessible via the staircase to the right.

Dorvin (resist 5 fire) - BLOODIED; Encouraging Stance (when Dorvin hits with a melee attack, a bloodied ally within 5 squares gains 8 temp hp. He can grant temp hp if he misses as well, but grants CA to whatever he missed to end his next turn); blinded (se)
Amenephus
Rusty - BLOODIED; blinded (se); restrained and taking 10 ongoing fire (se both)
Tanya Hrovitz
Nayce
Tarisaul Eris
Hamatula devil 1
Hamatula devil 2
Hamatula devil 3
Kyton devil 1
Kyton devil 2 - under Isari's Aegis
Kyton devil 3 - two shrouds and can't see Nayce to start his next turn
Guldarin
Isari (resist 5 fire)


Male Dwarf Warlord 10

Move to T8. Minor - Rub Some Dirt on It on Rusty - Rusty gains 8 temp hp. Inspiring Word on Rusty - Rusty can spend a healing surge and gain an addtional:
2d6 ⇒ (6, 2) = 8 HP, and he can make a saving throw to end of his effects!

Dorvin stumbles towards his dragonborn companion and slaps him on the back, "Come on, ye great lizard! Give 'em some hurt!"

My own save:
1d20 ⇒ 20


Male Dwarf Warlord 10

iplay4e is being screwy at the moment, so here's my status:

HP: 29/73 Bloodied
Surges: 11/11
Temp HP: 20
Encounters Used: Inspiring Word (1), Rub Some Dirt on It
Dailies Used: Encouraging Stance
Item Powers Used: Champion's Armour


Dorvin splashes through the lava and offers his own special brand of brusque encouragement as he urges Rusty to get back into the fight. Leading by example, his own vision clears.

Rusty - take all those lovely hp and temp hp and make a save against one of the two conditions affecting you. The blindness or the ongoing fire and restraint (save ends both of those).

MAP

Terrain notes: Lava and water stream down channels cut into the chamber. They are only a foot deep, but standing in the lava will deal 5hp fire damage if you enter them and another 5hp fire damage for round you start your turn or remain in them. They can be crossed with a jump.

The large brown thing to the left is a huge wheel linked to the Shank which pumps both water and lava to the sacred forges.

The Forge of the Fire Blessing itself is at the top of the fifty foot (5 squares) platform running along the north side of the room. It is accessible via the staircase to the right.

Amenephus
Rusty - BLOODIED?; blinded (se); restrained and taking 10 ongoing fire (se both)
Tanya Hrovitz
Nayce
Tarisaul Eris
Hamatula devil 1
Hamatula devil 2
Hamatula devil 3
Kyton devil 1
Kyton devil 2 - under Isari's Aegis
Kyton devil 3 - two shrouds and can't see Nayce to start his next turn
Guldarin
Isari (resist 5 fire)
Dorvin (resist 5 fire) - BLOODIED; Encouraging Stance (when Dorvin hits with a melee attack, a bloodied ally within 5 squares gains 8 temp hp. He can grant temp hp if he misses as well, but grants CA to whatever he missed to end his next turn)


minor: Healing word on Rusty, spend a healing surge and regain 2d6 + 5 ⇒ (3, 2) + 5 = 10 extra hps
Sacred Flame on K2 1d20 + 9 ⇒ (20) + 9 = 29 vs ref, 1d6 + 5 ⇒ (1) + 5 = 6 radiant damage and Rusty gets to make a saving throw, crit 2d6 ⇒ (4, 3) = 7, 18 radiant damage

Amenephus chants a soothing prayer and calls down holy wrath upon the devil, attempting to break the evil influence on Rusty.


Rusty is further restored to health by the attentions of his friends and the Kyton devil winces slightly as divine light hits it.

Not vulnerable, it just got hit.

Rusty you can now make two saving throws before your turn starts. The boys are determined to get you back in the mix.

MAP

Terrain notes: Lava and water stream down channels cut into the chamber. They are only a foot deep, but standing in the lava will deal 5hp fire damage if you enter them and another 5hp fire damage for round you start your turn or remain in them. They can be crossed with a jump.

The large brown thing to the left is a huge wheel linked to the Shank which pumps both water and lava to the sacred forges.

The Forge of the Fire Blessing itself is at the top of the fifty foot (5 squares) platform running along the north side of the room. It is accessible via the staircase to the right.

Amenephus
Rusty - blinded (se); restrained and taking 10 ongoing fire (se both)
Tanya Hrovitz
Nayce
Tarisaul Eris
Hamatula devil 1
Hamatula devil 2
Hamatula devil 3
Kyton devil 1
Kyton devil 2 - under Isari's Aegis
Kyton devil 3 - two shrouds and can't see Nayce to start his next turn
Guldarin
Isari (resist 5 fire)
Dorvin (resist 5 fire) - BLOODIED; Encouraging Stance (when Dorvin hits with a melee attack, a bloodied ally within 5 squares gains 8 temp hp. He can grant temp hp if he misses as well, but grants CA to whatever he missed to end his next turn)


Dragonborn Fighter 12

THANKS GUYS!! :D
Exactly what Rusty needs to reach full health.

Save to end blindness 1d20 ⇒ 20
Save to end restraint and ongoing fire damage 1d20 ⇒ 3

With his teammates' help Rusty is determined to continue the grim task at hand.


Dragonborn Fighter 12

At the start of his turn Rusty takes 10 fire damage.

The dragonborn lashes out at the nearest foe (K2) with a
Dizzying Blow 1d20 + 16 ⇒ (9) + 16 = 25 vs AC; 3d10 + 8 ⇒ (8, 1, 8) + 8 = 25 damage and K2 is immobilized (se). Miss: This exploit is not expended.

Save to end restrained and ongoing fire damage 1d20 ⇒ 14

AC 25; Fort 23, Ref 19, Will 18
81/83 HP; 8/11 Surges:
Surge Value: +22 HP
Initiative +12; Speed 5
Passive Perception 16, Passive Insight 15; Low-light vision
AP: 1
Conditions:
Dailies: Dizzying Blow?
Encounters: Reactive Surge


Rusty takes full advantage of the help of his friends and strikes at the Kyton in front of him. The blow isn't quite good enough, but there's no doubt the dragonborn is back in the mix.

Tanya finds she's temporarily forgotten the words of her most potent spell.

Recharge Infernal Greedfire - 1d6=4. No.

Instead, she targets Isari, sending a bolt of cursed golden power towards the swordmage. Quick though he is, he can't quite avoid it.

Spiritual Weapon (Ref)
1d20+16=25 - Tanya v Isari. Hits. 2d6+5=13
13 damage to Isari.

MAP

Terrain notes: Lava and water stream down channels cut into the chamber. They are only a foot deep, but standing in the lava will deal 5hp fire damage if you enter them and another 5hp fire damage for round you start your turn or remain in them. They can be crossed with a jump.

The large brown thing to the left is a huge wheel linked to the Shank which pumps both water and lava to the sacred forges.

The Forge of the Fire Blessing itself is at the top of the fifty foot (5 squares) platform running along the north side of the room. It is accessible via the staircase to the right.

Nayce
Tarisaul Eris
Hamatula devil 1
Hamatula devil 2
Hamatula devil 3
Kyton devil 1
Kyton devil 2 - under Isari's Aegis
Kyton devil 3 - two shrouds and can't see Nayce to start his next turn
Guldarin
Isari (resist 5 fire)
Dorvin (resist 5 fire) - BLOODIED; Encouraging Stance (when Dorvin hits with a melee attack, a bloodied ally within 5 squares gains 8 temp hp. He can grant temp hp if he misses as well, but grants CA to whatever he missed to end his next turn)
Amenephus
Rusty
Tanya Hrovitz


Male Half-elf Assassin 14 / Obsidian Stalker

Nayce continues to hex K3 from afar.

Nightmare Shades. 1d20 + 13 ⇒ (13) + 13 = 26 vs will. 2d6 + 11 ⇒ (5, 5) + 11 = 21 psychic damage on a hit. It grants CA to me until EOMNT and I get a damage bonus on him to EOMNT. I add another shroud to bring the total to 3.


Nayce's attack easily overcomes the Kyton, conjuring images of poverty that harm is badly.

Undeterred by the utter failure of his first attack, Tarisaul squishes his pudgy fingers together and tries again.

Bludgeoning Shadow Tentacles (Ref). On hit target is immobilised (se)
Burst 2 within 15. Targets Nayce, Dorvin, Rusty, Guldarin and Amenephus (centered on U6)
1d20+11=29 - Tarisaul v Nayce. Hits.
1d20+11=19 - Tarisaul v Dorvin. Hits.
1d20+11=27 - Tarisaul v Rusty. Hits.
1d20+11=12 - Tarisaul v Guldarin. Miss.
1d20+11=23 - Tarisaul v Amenephus. Hits.
3d10+5=29
29 damage to Nayce, Dorvin, Rusty and Amenephus and they are all immobilised (se).

The Hamatulas move to attack, taking cackling advantage of the warlord's fall.

H1 tries to wrap its arms around Isari, while H2 attacks Rusty and H3 crosses the water to tackle Nayce.

Poisonbarb Tackle (AC). On hit target is grabbed until escape.
1d20+16=26 - H1 v Isari. Miss.
1d20+16=33 - H2 v Rusty. Hits.
1d20+16=18 - H3 v Nayce. Hits.
3d10+5=27 poison
27 poison damage to Rusty and he is grabbed.

Determined to cash in on their temporary advantage, the Kytons gleefully follow up, trying to restrain their foes in their coin-encrusted chains. Shocked by the impact of the devils attacks, Nayce, Isari and Rusty are all overwhelmed.

Bound by Greed (Ref). On hit target is restrained and takes 10 ongoing fire damage (se both)
1d20+14=24 - K1 v Isari. Hits.
1d20+14=21 - K2 v Nayce. Hits.
1d20+14=33 - K3 v Rusty. Hits.

Tarisaul looks gloatingly upon the slaughter. "Mammon is mighty."

Damage this turn:
56 to Rusty
29 to Dorvin
29 to Nayce
29 to Amenephus

MAP

Terrain notes: Lava and water stream down channels cut into the chamber. They are only a foot deep, but standing in the lava will deal 5hp fire damage if you enter them and another 5hp fire damage for round you start your turn or remain in them. They can be crossed with a jump.

The large brown thing to the left is a huge wheel linked to the Shank which pumps both water and lava to the sacred forges.

The Forge of the Fire Blessing itself is at the top of the fifty foot (5 squares) platform running along the north side of the room. It is accessible via the staircase to the right.

Guldarin
Isari (resist 5 fire) - 5 ongoing fire (resist factored in) and restrained (se both)
Dorvin (resist 5 fire) - BLOODIED; Encouraging Stance (when Dorvin hits with a melee attack, a bloodied ally within 5 squares gains 8 temp hp. He can grant temp hp if he misses as well, but grants CA to whatever he missed to end his next turn); immoblised (se)
Amenephus - immobilised (se)
Rusty - immoblised (se); grabbed until escape; taking 10 ongoing fire and restrained (se both)
Tanya Hrovitz
Nayce - immobilised (se); taking 10 ongoing fire and restrained (se both)
Tarisaul Eris
Hamatula devil 1
Hamatula devil 2
Hamatula devil 3
Kyton devil 1
Kyton devil 2 - under Isari's Aegis
Kyton devil 3 - three shrouds and grants CA to Nayce to end his next turn


Male Dwarf Warlord 10

Nope. I had 20 temp hp, so I'm still up and around.


Corking. Amended above.


Male Half-elf Assassin 14 / Obsidian Stalker

Nayce is bloodied and will be down at the start of his next turn when he takes his ongoing damage.


Male Dwarf Invoker/Divine Philosopher 14

"Avert your eyes, treacherous creatures, lest you be blinded." Guldarin gestures, and a wall of light appears, enclosing his allies. "Fly, my friend! Smite the devils." His angel flaps across towards one of the haematulae, swinging a blade at it.

Wall of Light from R5 to V9; allies within those squares receive a +1 bonus to AC, and 5 temporary hit points at the start of their turn
Blade angel flies to V9, swings at H2 attack 1d20 + 15 ⇒ (16) + 15 = 31 vs Fort; damage 1d8 + 8 ⇒ (2) + 8 = 10


Nothing daunted, Guldarin raises a radiant wall to protect his comrades and sends his angel chum to make the first attack on H2.

MAP

Terrain notes: Lava and water stream down channels cut into the chamber. They are only a foot deep, but standing in the lava will deal 5hp fire damage if you enter them and another 5hp fire damage for round you start your turn or remain in them. They can be crossed with a jump.

The large brown thing to the left is a huge wheel linked to the Shank which pumps both water and lava to the sacred forges.

The Forge of the Fire Blessing itself is at the top of the fifty foot (5 squares) platform running along the north side of the room. It is accessible via the staircase to the right.

Isari (resist 5 fire) - 5 ongoing fire (resist factored in) and restrained (se both)
Dorvin (resist 5 fire) - BLOODIED; Encouraging Stance (when Dorvin hits with a melee attack, a bloodied ally within 5 squares gains 8 temp hp. He can grant temp hp if he misses as well, but grants CA to whatever he missed to end his next turn); immoblised (se); +1AC and gains 5 temp hp at start of turn (Wall of Light)
Amenephus - immobilised (se)
Rusty - immoblised (se); grabbed until escape; taking 10 ongoing fire and restrained (se both); +1AC and gains 5 temp hp at start of turn (Wall of Light)
Tanya Hrovitz
Nayce - immobilised (se); taking 10 ongoing fire and restrained (se both); +1AC and gains 5 temp hp at start of turn (Wall of Light)
Tarisaul Eris
Hamatula devil 1
Hamatula devil 2
Hamatula devil 3
Kyton devil 1
Kyton devil 2 - under Isari's Aegis
Kyton devil 3 - three shrouds and grants CA to Nayce to end his next turn
Guldarin


Male Human Swordmage/Wandering Swordmage 11

Isari simply refocuses his aegis on the hamatula before teleporting away and aiding Nayce.

Aegis on H1, Armanthor's Step to S7, Booming Blade on H3(on a hit 1d6 + 2 ⇒ (1) + 2 = 3 Thunder damage if it starts it's turn adjacent and moves away, 5 Thunder damage to it if it attacks me until my next turn) 1d20 + 16 - 2 ⇒ (2) + 16 - 2 = 161d10 + 7 + 2 ⇒ (2) + 7 + 2 = 111d20 ⇒ 17


I am feeling totally dense. Is that the altar to smash the gem on up at the top? If so I could get their fairly quick with my teleports.


Amenephus - yup. The altar you're after is on the top of the platform 50 feet up. Tanya was standing sacreligiously on it a round ago.

Isari contemptuously vapourises and reforms next to Nayce, breaking free of the devil's grasp. His attack does nothing, but it attracts the Hamatula's attention.

MAP

Terrain notes: Lava and water stream down channels cut into the chamber. They are only a foot deep, but standing in the lava will deal 5hp fire damage if you enter them and another 5hp fire damage for round you start your turn or remain in them. They can be crossed with a jump.

The large brown thing to the left is a huge wheel linked to the Shank which pumps both water and lava to the sacred forges.

The Forge of the Fire Blessing itself is at the top of the fifty foot (5 squares) platform running along the north side of the room. It is accessible via the staircase to the right.

Dorvin (resist 5 fire) - BLOODIED; Encouraging Stance (when Dorvin hits with a melee attack, a bloodied ally within 5 squares gains 8 temp hp. He can grant temp hp if he misses as well, but grants CA to whatever he missed to end his next turn); immoblised (se); +1AC and gains 5 temp hp at start of turn (Wall of Light)
Amenephus - immobilised (se)
Rusty - immoblised (se); grabbed until escape; taking 10 ongoing fire and restrained (se both); +1AC and gains 5 temp hp at start of turn (Wall of Light)
Tanya Hrovitz
Nayce - BLOODIED; immobilised (se); taking 10 ongoing fire and restrained (se both); +1AC and gains 5 temp hp at start of turn (Wall of Light)
Tarisaul Eris
Hamatula devil 1
Hamatula devil 2
Hamatula devil 3 - under Isari's Aegis
Kyton devil 1
Kyton devil 2
Kyton devil 3 - three shrouds and grants CA to Nayce to end his next turn
Guldarin
Isari (resist 5 fire)


Paging Dorvin.


Male Dwarf Warlord 10

Minor - Second Wind +2 to defenses. Minor - Inspiring Word on myself. Move to T12.
2d6 ⇒ (4, 4) = 8

"Ah've had aboot a bloody nuff o' this!" Dorvin yells as he smashes his way through the devil's defensive line.

HP: 64/73 Bloodied
Surges: 9/11
Temp HP: 5
Encounters Used: Inspiring Word (1), Rub Some Dirt on It
Dailies Used: Encouraging Stance
Item Powers Used: Champion's Armour


Dorvin - you're immobilised and can't go anywhere. Care to rethink?


Male Dwarf Warlord 10

Sorry, I missed that in the text block. Will have to post later.


Male Dwarf Warlord 10

OK, keep my 2 minor actions as they were. Instead of moving I will use Opening Shove vs Ref.
1d20 + 13 ⇒ (11) + 13 = 24


Dorvin shouts at himself to keep in the fight and pushes the handle of his axe into the nearest kyton.

Dorvin - two things (sorry about this :) ). Need a save v immobilisation and info on which effects you're invoking on the Opening Shove hit.

Amenephus, post at will. Dorvin is unlikely to choose you to either move or make a melee attack on a kyton.

MAP

Terrain notes: Lava and water stream down channels cut into the chamber. They are only a foot deep, but standing in the lava will deal 5hp fire damage if you enter them and another 5hp fire damage for round you start your turn or remain in them. They can be crossed with a jump.

The large brown thing to the left is a huge wheel linked to the Shank which pumps both water and lava to the sacred forges.

The Forge of the Fire Blessing itself is at the top of the fifty foot (5 squares) platform running along the north side of the room. It is accessible via the staircase to the right.

Amenephus - immobilised (se)
Rusty - immoblised (se); grabbed until escape; taking 10 ongoing fire and restrained (se both); +1AC and gains 5 temp hp at start of turn (Wall of Light)
Tanya Hrovitz
Nayce - BLOODIED; immobilised (se); taking 10 ongoing fire and restrained (se both); +1AC and gains 5 temp hp at start of turn (Wall of Light)
Tarisaul Eris
Hamatula devil 1
Hamatula devil 2
Hamatula devil 3 - under Isari's Aegis
Kyton devil 1
Kyton devil 2
Kyton devil 3 - three shrouds and grants CA to Nayce to end his next turn
Guldarin
Isari (resist 5 fire)
Dorvin (resist 5 fire) - BLOODIED; Encouraging Stance (when Dorvin hits with a melee attack, a bloodied ally within 5 squares gains 8 temp hp. He can grant temp hp if he misses as well, but grants CA to whatever he missed to end his next turn); immoblised (se)?; +1AC and gains 5 temp hp at start of turn (Wall of Light)


Male Dwarf Warlord 10

Push K2 to R8. Isari can make a basic melée attack against it. Save.
1d20 ⇒ 8


Male Human Swordmage/Wandering Swordmage 11

1d20 + 16 ⇒ (9) + 16 = 251d10 + 7 ⇒ (4) + 7 = 11


As K2 staggers back under the force of Dorvin's blow, Isari stabs at it, just managing to land a blow on the devil.

MAP

Terrain notes: Lava and water stream down channels cut into the chamber. They are only a foot deep, but standing in the lava will deal 5hp fire damage if you enter them and another 5hp fire damage for round you start your turn or remain in them. They can be crossed with a jump.

The large brown thing to the left is a huge wheel linked to the Shank which pumps both water and lava to the sacred forges.

The Forge of the Fire Blessing itself is at the top of the fifty foot (5 squares) platform running along the north side of the room. It is accessible via the staircase to the right.

Amenephus - immobilised (se)
Rusty - immoblised (se); grabbed until escape; taking 10 ongoing fire and restrained (se both); +1AC and gains 5 temp hp at start of turn (Wall of Light)
Tanya Hrovitz
Nayce - BLOODIED; immobilised (se); taking 10 ongoing fire and restrained (se both); +1AC and gains 5 temp hp at start of turn (Wall of Light)
Tarisaul Eris
Hamatula devil 1
Hamatula devil 2
Hamatula devil 3 - under Isari's Aegis
Kyton devil 1
Kyton devil 2
Kyton devil 3 - three shrouds and grants CA to Nayce to end his next turn
Guldarin
Isari (resist 5 fire)
Dorvin (resist 5 fire) - BLOODIED; Encouraging Stance (when Dorvin hits with a melee attack, a bloodied ally within 5 squares gains 8 temp hp. He can grant temp hp if he misses as well, but grants CA to whatever he missed to end his next turn); +1AC and gains 5 temp hp at start of turn (Wall of Light)


Male Dwarf Warlord 10

I am no longer Bloodied. One Bloodied ally within 5 squares of me gains 8 temp hp.


I'd suggest they go to Nayce then, as he's in the most precarious state.


minor: Healing word on Nayce, spend a healing surge and gain 2d6 + 5 ⇒ (4, 1) + 5 = 10 extra healing
Destined Duel: 1d20 + 9 ⇒ (14) + 9 = 23 v Reflex on H3; Damage: 1d10 + 5 ⇒ (9) + 5 = 14 radiant damage, and an ally within 5 squares of me gains a +2 power bonus to attack rolls against the target until the end of my next turn. If I use a healing word on that ally this turn, the ally also gains a +4 power bonus to damage rolls against the target until the end of my next turn.)
Using the benefit on Nayce
1d20 ⇒ 13 save vs immob

Amenephus targets the devil to be brought down as soon as possible and baths Nayce in healing light.


Amenephus lights up H3 for Nayce's benefit, and the glow of divine light sweeps over the beleaguered assassin, pulling him back from the brink.

Somewhat to his relief, the cleric is finally free to move.

MAP

Terrain notes: Lava and water stream down channels cut into the chamber. They are only a foot deep, but standing in the lava will deal 5hp fire damage if you enter them and another 5hp fire damage for round you start your turn or remain in them. They can be crossed with a jump.

The large brown thing to the left is a huge wheel linked to the Shank which pumps both water and lava to the sacred forges.

The Forge of the Fire Blessing itself is at the top of the fifty foot (5 squares) platform running along the north side of the room. It is accessible via the staircase to the right.

Rusty - immoblised (se); grabbed until escape; taking 10 ongoing fire and restrained (se both); +1AC and gains 5 temp hp at start of turn (Wall of Light)
Tanya Hrovitz
Nayce - BLOODIED?; immobilised (se); taking 10 ongoing fire and restrained (se both); +1AC and gains 5 temp hp at start of turn (Wall of Light); +2 attacks v H3 and +4 to damage rolls against H3 to end Amenephus's next turn
Tarisaul Eris
Hamatula devil 1
Hamatula devil 2
Hamatula devil 3 - under Isari's Aegis
Kyton devil 1
Kyton devil 2
Kyton devil 3 - three shrouds and grants CA to Nayce to end his next turn
Guldarin
Isari (resist 5 fire)
Dorvin (resist 5 fire) - Encouraging Stance (when Dorvin hits with a melee attack, a bloodied ally within 5 squares gains 8 temp hp. He can grant temp hp if he misses as well, but grants CA to whatever he missed to end his next turn); +1AC and gains 5 temp hp at start of turn (Wall of Light)
Amenephus


Dragonborn Fighter 12

The dragonborn takes 10 ongoing fire damage, which is partially negated by the 5 temp HP from the Wall of Light.

Rusty strikes with righteous anger at the only target within reach (H2).
Victorious Surge 1d20 + 16 ⇒ (8) + 16 = 24 vs AC; 3d10 + 8 + 2 ⇒ (4, 9, 7) + 8 + 2 = 30 damage and Rusty gains 22 HP. Miss: Exploit is not expended.

Action Point: Griffon's Wrath 1d20 + 16 ⇒ (1) + 16 = 17 vs AC; 2d10 + 10 ⇒ (3, 7) + 10 = 20 damage and H2 takes a –2 penalty to AC until EONT.

Dorvin's Bravura Presence: Melee Basic Attack 1d20 + 16 ⇒ (20) + 16 = 36 vs AC; 10 + 10 = 20 damage + 2d6 ⇒ (6, 4) = 10 fire damage.

Athletics to escape the grab 1d20 + 10 ⇒ (16) + 10 = 26 vs Fort

Save against immobilisation 1d20 ⇒ 6
Save against ongoing fire and restraint 1d20 ⇒ 11

AC 25+1; Fort 23, Ref 19, Will 18
BLOODIED – DRAGONBORN FRENZY 20/83 HP; 8/11 Surges:
Surge Value: +22 HP
Initiative +12; Speed 5
Passive Perception 16, Passive Insight 15; Low-light vision
AP: 0
Conditions: Immobile
Dailies: Victorious Surge?
Encounters: Reactive Surge, Griffon's Wrath


Male Half-elf Assassin 14 / Obsidian Stalker

Nayce is no longer bloodied. Hp 32/61 with 8 THP. Thanks!


Rusty swings and strikes, belting the Hamatula next to him in fine style and bloodying the devil comprehensively. Shaking blood off himself, he breaks free of the grab, but can't yet move away.

Victorious Surge and your Dorvin attack hit. You just took 60hp out of H2

Tanya's thin, gold-veined fingers twitch as she hurls a handful of binding golden chains amongst the heroes. Only slightly satisfied with her efforts, she takes prudent refuge behind the sacred altar.

Dimensional Binding (Will). Area burst 2 within 15. On hit target may not use powers with the teleportation keyword until the start of Tanya's next turn.
Centred on U6 and targets Amenehpus, Nayce, Isari, Dorvin, Rusty and Guldarin.
1d20+12=30 - Tanya v Amenephus. Hits.
1d20+12=18 - Tanya v Nayce. Miss.
1d20+12=17 - Tanya v Isari. Miss.
1d20+12=13 - Tanya v Dorvin. Really bad miss.
1d20+12=18 - Tanya v Rusty. Hits.
1d20+12=23 - Tanya v Guldarin. Hits
2d6+5=15
15 damage to Amenephus, Rusty and Guldarin and none of them can use powers with teleportation keywords to the start of her next turn.

MAP

Terrain notes: Lava and water stream down channels cut into the chamber. They are only a foot deep, but standing in the lava will deal 5hp fire damage if you enter them and another 5hp fire damage for round you start your turn or remain in them. They can be crossed with a jump.

The large brown thing to the left is a huge wheel linked to the Shank which pumps both water and lava to the sacred forges.

The Forge of the Fire Blessing itself is at the top of the fifty foot (5 squares) platform running along the north side of the room. It is accessible via the staircase to the right.

Nayce - immobilised (se); taking 10 ongoing fire and restrained (se both); +1AC and gains 5 temp hp at start of turn (Wall of Light); +2 attacks v H3 and +4 to damage rolls against H3 to end Amenephus's next turn
Tarisaul Eris
Hamatula devil 1
Hamatula devil 2 - BLOODIED
Hamatula devil 3 - under Isari's Aegis
Kyton devil 1
Kyton devil 2
Kyton devil 3 - three shrouds and grants CA to Nayce to end his next turn
Guldarin
Isari (resist 5 fire)
Dorvin (resist 5 fire) - Encouraging Stance (when Dorvin hits with a melee attack, a bloodied ally within 5 squares gains 8 temp hp. He can grant temp hp if he misses as well, but grants CA to whatever he missed to end his next turn); +1AC and gains 5 temp hp at start of turn (Wall of Light)
Amenephus - BLOODIED
Rusty - BLOODIED; immoblised (se); +1AC and gains 5 temp hp at start of turn (Wall of Light)
Tanya Hrovitz - cover and concealment (behind the altar)


Bloodied and down to 27 hps, this is a rough fight, I am also out of healing words


Yes, it's a very tough one. I'm quite glad of that though - I'd hate you to have a cakewalk for your last heroic tier fight. It wouldn't feel right.


Paging Nayce.


Male Half-elf Assassin 14 / Obsidian Stalker

Ack. I didn't realize it was my turn!

I had 8 temp HP, gain 5 more, and lose 10.

Nayce attempts to plunge his blade into H3 and then leaps off to attack K3.

Heart of Dust on H3. 1d20 + 17 ⇒ (17) + 17 = 34 vs AC, 2d8 + 15 ⇒ (7, 6) + 15 = 28 damage on a hit plus 1d8 ⇒ 4 poison and ongoing 5 poison (SE). Whenever the target takes this ongoing damage, each enemy within 2 squares of it takes 5 poison damage.

Shadow step to V9. Another shroud on K3. Total of 4 now.

Activate Shade Form: You 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.

Save vs immobilize 1d20 ⇒ 17. Save vs ongoing and restrained 1d20 ⇒ 20.


Male Dwarf Warlord 10

Remember that temp hp don't stack, so the 8 you got from me override the 5 from the wall.


Female Tiefling Warlord/Infernal Strategist 18

If they come in after the ongoing damage, they're all there. Otherwise, none are.


Nayce's blade cuts a poisonous wound into the barbed hide of H3 before he leaps through space landing in the wall of light on top of Guldarin's angel. The celestial conjuration seems not to mind the intrusion.

Tarisaul waggles his fingers again, trying this time to daze the party.

Dimensional Binding (Will). Area 2 within 15. On hit target is dazed (se).
Centred on U5 and targets Amenephus, Isari, Dorvin, Rusty and Guldarin
1d20+11=31. Crit v Amenephus who takes 37 damage.
1d20+11=20. Tarisaul v Isari. Miss.
1d20+11=20. Tarisaul v Dorvin. Miss.
1d20+11=17. Tarisaul v Rusty. Miss.
1d20+11=18. Tarisaul v Guldarin. Miss.
37 damage to Amenephus who is dazed (se). And unconscious.

Amenephus cannot sustain his defenses against the vilness of Mamman and drops unconscious to the ground, and in his moment triumph, Tarisaul completely misses the rest of the party.

The devils do their small best to put that finish the heroes. The bloodied Hamatula swaps places with its less damaged ally and the creatures attack again, despite the infection spreading from H3's poisoned wound.

H1 teleports in and tackles Rusty. H2 teleports out, H3 tries to grab Dorwin.
Poisonbarb Tackle (AC). On hit target is grabbed until escape.
1d20+12=25. H1 v Rusty. Miss.
1d20+12=29. H3 v Dorvin. Hits. 3d10+5=20
20 poison damage to Dorvin (less as he's a dwarf?) and he is grabbed (se)

H3 save v ongoing poision: 1d20=1 - so that would be a no.

The Kytons swing their coin chains at their nearest foes, trying to keep the companions herded together.

Bound By Gold (Ref). On hit target is restrained and takes 10 ongoing fire damage (se both).
K1 take Isari, K2 takes Dorvin, K3 shifts and takes Nayce.
1d20+14=31 - K1 v Isari. Hits. Restrained and taking 5 ongoing fire (se both)
1d20+14=34 - K2 v Dorvin. Hits. Restrained and taking 5 ongoing fire (se both)
1d20+14=15 - K3 v Nayce. Miss.

MAP

Terrain notes: Lava and water stream down channels cut into the chamber. They are only a foot deep, but standing in the lava will deal 5hp fire damage if you enter them and another 5hp fire damage for round you start your turn or remain in them. They can be crossed with a jump.

The large brown thing to the left is a huge wheel linked to the Shank which pumps both water and lava to the sacred forges.

The Forge of the Fire Blessing itself is at the top of the fifty foot (5 squares) platform running along the north side of the room. It is accessible via the staircase to the right.

Guldarin
Isari (resist 5 fire); restrained and taking 5 ongoing fire (se both)
Dorvin (resist 5 fire) - Encouraging Stance (when Dorvin hits with a melee attack, a bloodied ally within 5 squares gains 8 temp hp. He can grant temp hp if he misses as well, but grants CA to whatever he missed to end his next turn); +1AC and gains 5 temp hp at start of turn (Wall of Light); grabbed until escape; restrained and taking 5 ongoing fire (se both)
Amenephus - BLOODIED; dying. Needs to make death save; dazed (se)
Rusty - BLOODIED; immoblised (se); +1AC and gains 5 temp hp at start of turn (Wall of Light)
Tanya Hrovitz - cover and concealment (behind the altar)
Nayce - +2 attacks v H3 and +4 to damage rolls against H3 to end Amenephus's next turn; insubstantial and gains vulnerable 5 radiant (until attacks or end next turn)
Tarisaul Eris
Hamatula devil 1
Hamatula devil 2 - BLOODIED
Hamatula devil 3 - under Isari's Aegis; 5 ongoing poison (se) and each ememy within 5 squares when it takes the ongoing also takes 5 poison damage
Kyton devil 1
Kyton devil 2
Kyton devil 3 - four shrouds


Male Dwarf Warlord 10

"Is that all ye got?!" Dorvin yells in the face of his foe.

1,801 to 1,850 of 3,467 << first < prev | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Halls of the Mountain King (4E) All Messageboards

Want to post a reply? Sign in.