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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Male Dwarf Invoker/Divine Philosopher 14

"So there are. Should we say hello to them, do you think? Or... how did it go... ah yes, 'cry havoc and let slip the hogs of war!'"


To answer your question, roll initiative please.

An unearthly howl comes from the room. The Forsaken are waiting.


1d20 + 6 ⇒ (6) + 6 = 12, the great rolling continues :)


Male Half-elf Assassin 14 / Obsidian Stalker

Initiative 1d20 + 12 ⇒ (1) + 12 = 13

Edit: Well, better to get that out of my system now than to have rolled that when disarming those traps. You all could have been scraping assassin puree off the floor...


Male Dwarf Invoker/Divine Philosopher 14

Initiative 1d20 + 5 ⇒ (20) + 5 = 25
Edit: I just don't seem able to roll low at the moment. It's a problem when I'm playing Heroquest, I can tell you.


It really is just as well. Those walls would have been unpleasant if they'd fallen on you.

Init so far:
Deathspittle Bombardiers - 28
Gularin - 25
Raiders - 20
Fetal Savant - 15
Savants - 15
Nayce - 13
Reavers - 13
Amenephus - 12
Dogmole - 11


Male Dwarf Warlord 10

Reet. Init 11 (+7 bonus to determine tie). If anyone in a close burst 3 from me wishes to shift half his speed, please say so. ALso if anyone would like to swap init scores, again please declare.


Please note Dorvin's offer above.

Init so far:
Deathspittle Bombardiers - 28
Gularin - 25
Raiders - 20
Fetal Savant - 15
Savants - 15
Nayce - 13
Reavers - 13
Amenephus - 12
Dorvin - 11
Dogmole - 11

Just need Isari and Rusty.


Male Dwarf Invoker/Divine Philosopher 14

I'll swap. It'll give them a chance to cluster up for some of my bursts.


Male Dwarf Warlord 10

Excellent, I can enter a stance in that case to allow people to gain temp hp when I hit in melee. Also everyone please note: Stalwart Defender (11th level): Whenever you are adjacent to at least one ally, you and adjacent allies gain a +1 bonus to AC, and all adjacent allies can reduce the distance they are moved by any pull, push, or slide by 1 square.


Note about Dorvin:
Whenever Dorvin is adjacent to at least one ally, he and adjacent allies gain a +1 bonus to AC, and all adjacent allies can reduce the distance they are moved by any pull, push, or slide by 1 square.

Init so far:
Deathspittle Bombardiers - 28
Dorvin - 25
Raiders - 20
Fetal Savant - 15
Savants - 15
Nayce - 13
Reavers - 13
Amenephus - 12
Guldarin - 11
Dogmole - 11

Just need Isari and Rusty.


Male Human Swordmage/Wandering Swordmage 11

Initiative: 1d20 + 6 ⇒ (5) + 6 = 11


Dragonborn Fighter 12

Initiative 1d20 + 8 ⇒ (19) + 8 = 27

Rusty is eager to spill derro blood.


The bombardiers are a bit complex to run, so I'll be updating later UK time as I have classes all day and live gamers early evening. You are not forgotten.

Note about Dorvin:
Whenever Dorvin is adjacent to at least one ally, he and adjacent allies gain a +1 bonus to AC, and all adjacent allies can reduce the distance they are moved by any pull, push, or slide by 1 square.

Deathspittle Bombardiers
Rusty
Dorvin
Raiders
Fetal Savant
Savants
Nayce
Reavers
Amenephus
Guldarin
Dogmole
Isari


The crazed howls of the Forsaken focus as the companions come into view and the lunatic mutants emerge from the murk pumping the bizarre yet lethal contraptions that deliver their bombards.

B1 emerges from the hallway and takes cover behind an ancient mine cart. B2's eyes gleam as he unleashes a gout of poisonous acid over the comrades. Only Rusty is swift enough to avoid the vile concoction, with Nayce and Isari suffering particularly badly.

Sloughide Bombard (Ref). Area wall 8 within 8. On hit target is immobilised to end B2's next turn.
Targets Nayce, Guldarin, Amenephus, Rusty, Dorvin and Isari
1d20+13=33. B2 v Nayce. Crit. 23 poison and acid damage
1d20+13=26. B2 v Guldarin. Hits.
1d20+13=29. B2 v Amenephus. Hits.
1d20+13=24. B2 v Rusty. Miss.
1d20+13=28. B2 v Dorvin. Hits.
1d20+13=33. B2 v Isari. Crit. 23 poison and acid damage
3d6+5=12
23 poison and acid damage to Nayce and Isari
12 poison and acid damage to Guldarin, Amenephus and Dorvin.
Nayce, Isari, Guldarin, Amenephus and Dorvin all immobilised to end B2's next turn.

MAP

Note about Dorvin:
Whenever Dorvin is adjacent to at least one ally, he and adjacent allies gain a +1 bonus to AC, and all adjacent allies can reduce the distance they are moved by any pull, push, or slide by 1 square.

Rusty
Dorvin - immobilised to end B2's next turn
Raider 1 - cover
Raider 2
Fetal Savant
Savant 1
Savant 2
Nayce - immobilised to end B2's next turn
Reavers
Amenephus - immobilised to end B2's next turn
Guldarin - immobilised to end B2's next turn
Dogmole
Isari - immobilised to end B2's next turn
Bombardier 1 - cover
Bombardier 2


Dragonborn Fighter 12

Rusty drinks a potion of poison resistance; keeping the antique bottle safe for Caradlather.

Minor Action and Rusty gains resist 10 poison until the end of the encounter.

Raising his shield the fighter leads the push against the derro.

Move 5 squares to Aa11.

Shield Feint @B2 1d20 + 17 ⇒ (19) + 17 = 36 vs AC; 1d10 + 10 ⇒ (6) + 10 = 16 damage and Rusty gets a +3 power bonus to his next attack roll against B2 before EONT.

Action Point
Rusty hears an imaginary dwarven voice say, turn the flank, ye eejit!

Move Action granted by Dorvin's Bravura Presence: Use Pass Forward to move 3 squares to Cc10 without provoking OAs from B2.

Crazy like a fox, the dragonborn goads the nearest derro(s?) into the main chamber.

AP Standard Action: Come and Get It – Each enemy in a close burst 3 is pulled 2 squares to a space adjacent to Rusty.
@B2 1d20 + 17 + 3 ⇒ (13) + 17 + 3 = 33 vs AC
@Fs 1d20 + 17 ⇒ (11) + 17 = 28 vs AC
@R1 1d20 + 17 ⇒ (5) + 17 = 22 vs AC
@S2 1d20 + 17 ⇒ (11) + 17 = 28 vs AC
1d10 + 10 ⇒ (3) + 10 = 13 damage each.
And Rusty marks 'em all (EONT).

AC 27; Fort 26, Ref 26, Will 24; resist 10 poison
90 HP; 10/11 Surges:
Surge Value: +24 HP
Initiative +12; Speed 5
Passive Perception 16, Passive Insight 15; Low-light vision
AP: 0
Conditions: none
Dailies:
Encounters: Come and Get It


Rusty surges into the room and demonstrates the merits of keeping his enemies close. The Forsaken are pulled inexorably towards him as his blade cuts deep into their mutated bodies.

While the bombardiers are familiar, if unwelcome and the raiders are merely deranged guisarme wielding warriors, the savants and the the tiny caged foetus S2 clutches are another thing entirely. They gibber in some incomprehensible version of dark speech and the madness of the bottomless mines has entirely overtaken them.

MAP

Note about Dorvin:
Whenever Dorvin is adjacent to at least one ally, he and adjacent allies gain a +1 bonus to AC, and all adjacent allies can reduce the distance they are moved by any pull, push, or slide by 1 square.

Dorvin - immobilised to end B2's next turn
Raider 1 - marked by Rusty
Raider 2
Fetal Savant - marked by Rusty
Savant 1
Savant 2 - marked by Rusty
Nayce - immobilised to end B2's next turn
Forsaken Reavers
Amenephus - immobilised to end B2's next turn
Guldarin - immobilised to end B2's next turn
Dogmole
Isari - immobilised to end B2's next turn
Bombardier 1 - cover
Bombardier 2 - marked by Rusty
Rusty - resist 10 poison to end encounter; used AP


Male Half-elf Assassin 14 / Obsidian Stalker

Combined damage types (poison AND acid) make me sad... I only have resistance against poison. On the upshot, I now get +3 to damage rolls against B2 until the end of the encounter.


Male Dwarf Warlord 10

Minor: Nayce - have an Inspiring Word - spend a surge and gain its value plus:
2d6 + 2 ⇒ (4, 3) + 2 = 9
Minor - Encouraging Stance Effect: Until the stance ends, when you hit with a melee attack, choose a bloodied ally within 5 squares of you. That ally gains temporary hit points equal to 5 + your Charisma modifier.
Bravura Presence: You can choose to grant the temporary hit points when you miss with a melee attack, but that grants the target of the attack combat advantage against you until the end of your next turn.

Dorvin growls and shouts at Nayce, "Keep goin' lad, we're only just startin'!"


Dorvin mutters a set of complex, yet restorative, dwarven oaths.

Raider 1 has no hesitation in shifting back and targeting the reckless dragonborn warrior and is followed in short order by his comrade, who emerges from the mists and charges Dorvin. Rusty spots the incoming attack in time and dodges, but Dorvin is not as fortunate.

Guisarme Hook (Ref). On hit, target is knocked prone.
1d20+11=24 - R1 v Rusty. Miss.

Guisarme (AC)
1d20+13=30 - R2 v Dorvin. Hits.
3d6+5=8. Triple snake eyes. What's the odds?

Clutching the vile mutant in its cage, S2 shifts behind the bombardier and raises the bloodstained symbol of whatever hideous deity these derro worship.

S1 hovers in the far doorway, mad eyes agleam as it waits for more prey to move towards it.

Brainbleeder Rebuke (Will).
1d20+15=32 - S2 v Rusty. Hits. 2d6+5=13 psychic damage
13 psychic damage to Rusty.

The hunched foetus screams, sending a blistering pain through Rusty.

Despairing Prison of Flesh (Will). On hit target is dazed (se). If already dazed, dominated instead. First failed save, target is dominated (se). Reliable.
1d20+14=26. Foetal Savant v Rusty. Hits.
4d10+5=20 psychic damage
20 damage to Rusty and he is dazed (se). Dominated on first failed save.

Damage totals this turn:
8 to Dorvin
33 to Rusty

MAP

Notes about Dorvin:
1. Whenever Dorvin is adjacent to at least one ally, he and adjacent allies gain a +1 bonus to AC, and all adjacent allies can reduce the distance they are moved by any pull, push, or slide by 1 square.

2. Until the stance ends, when Drvin hits with a melee attack, a bloodied ally within 5 squares of him gains 9 temporary hit points .
Bravura Presence: He can choose to grant the temporary hit points when he misses with a melee attack, but that grants the target of the attack combat advantage against Dorvin until the end of his next turn.

Nayce - immobilised to end B2's next turn
Forsaken Reavers
Amenephus - immobilised to end B2's next turn
Guldarin - immobilised to end B2's next turn
Dogmole
Isari - immobilised to end B2's next turn
Bombardier 1 - cover
Bombardier 2 - marked by Rusty
Rusty - resist 10 poison to end encounter; used AP; dazed (se)
Dorvin - immobilised to end B2's next turn
Raider 1 - marked by Rusty
Raider 2
Fetal Savant - marked by Rusty
Savant 1
Savant 2 - marked by Rusty


Male Half-elf Assassin 14 / Obsidian Stalker

Never one to by bound in one spot, Nayce steps into the shadows and emerges from the nearby warlord's. He sends his shadowy noose after the filthy derro who attacked him.

Shadow step to X10. Executioner's noose on B2 (who has cover against the attack) 1d20 + 12 ⇒ (13) + 12 = 25 vs Fortitude. 1d6 + 11 ⇒ (5) + 11 = 16 force damage on a hit and it is pulled to AA10 and slowed to EOMNT.

Shroud on S2.


Nayce bloodies the nearest bombardier, but leaves himself open to a flurry of crossbow bolts that fly towards him and Rusty. Crazed as they are, all the derro miss catastrophically.

F1, F2, F3 and F4 all attack Nayce. F5, F8, F9 and F10 attack Rusty. Cross v AC. On hit does 5 untyped and 5 poison damage.
1d20+11=20 - F1 v Nayce. Miss.
1d20+11=12 - F2 v Nayce. Miss.
1d20+11=20 - F3 v Nayce. Miss.
1d20+11=12 - F4 v Nayce. Miss.
1d20+11=15 - F5 v Rusty. Miss.
1d20+11=14 - F8 v Rusty. Miss.
1d20+11=15 - F9 v Rusty. Miss.
1d20+11=18 - F10 v Rusty. Miss.
Can you hear my sigh across the boards?

MAP

Notes about Dorvin:
1. Whenever Dorvin is adjacent to at least one ally, he and adjacent allies gain a +1 bonus to AC, and all adjacent allies can reduce the distance they are moved by any pull, push, or slide by 1 square.

2. Until the stance ends, when Drvin hits with a melee attack, a bloodied ally within 5 squares of him gains 9 temporary hit points .
Bravura Presence: He can choose to grant the temporary hit points when he misses with a melee attack, but that grants the target of the attack combat advantage against Dorvin until the end of his next turn.

Amenephus - immobilised to end B2's next turn
Guldarin - immobilised to end B2's next turn
Dogmole
Isari - immobilised to end B2's next turn
Bombardier 1 - cover
Bombardier 2 - BLOODIED; marked by Rusty; slowed to end Nayce's next turn
Rusty - resist 10 poison to end encounter; used AP; dazed (se)
Dorvin - immobilised to end B2's next turn
Raider 1 - marked by Rusty
Raider 2
Fetal Savant - marked by Rusty
Savant 1
Savant 2 - marked by Rusty
Nayce - immobilised to end B2's next turn
Forsaken Reavers


Break the spirit vs B2, 1d20 + 15 ⇒ (1) + 15 = 16 vs will, 2d8 + 14 ⇒ (2, 1) + 14 = 17 radiant damage, -4 to attack rolls until the end of my next turn
AP used R2 takes 11 ongoing (SE) radiant damage from Radiant Action
Sacred Flame against B2, 1d20 + 15 ⇒ (11) + 15 = 26 vs ref, 1d6 + 14 ⇒ (5) + 14 = 19 radiant damage and Rusty can make a save

Amenephus fires a blast of radiant light wide of the target, but illuminates the nearby Reaver. He then raises his holy symbol again and takes aim at the Bombardier and tries to send it to its dark doom.


R2 flinches as Amenephus pours divine light into it and B2 staggers under the follow up attack.

MAP

Notes about Dorvin:
1. Whenever Dorvin is adjacent to at least one ally, he and adjacent allies gain a +1 bonus to AC, and all adjacent allies can reduce the distance they are moved by any pull, push, or slide by 1 square.

2. Until the stance ends, when Drvin hits with a melee attack, a bloodied ally within 5 squares of him gains 9 temporary hit points .
Bravura Presence: He can choose to grant the temporary hit points when he misses with a melee attack, but that grants the target of the attack combat advantage against Dorvin until the end of his next turn.

Guldarin - immobilised to end B2's next turn
Dogmole
Isari - immobilised to end B2's next turn
Bombardier 1 - cover
Bombardier 2 - BLOODIED; marked by Rusty; slowed to end Nayce's next turn
Rusty - resist 10 poison to end encounter; used AP; dazed (se)
Dorvin - immobilised to end B2's next turn
Raider 1 - marked by Rusty
Raider 2 - 11 ongoing radiant (se)
Fetal Savant - marked by Rusty
Savant 1
Savant 2 - marked by Rusty
Nayce - immobilised to end B2's next turn
Forsaken Reavers
Amenephus - used AP; immobilised to end B2's next turn


Male Dwarf Invoker/Divine Philosopher 14

"Well. That stuff really isn't very nice. Reminds me of some of my aunt's cooking." Guldarin peers towards the duergar. "Short and crazy. A bit of storm should clean them up." Humming, he points his rod and the past howls into the present once more.

Tide of the First Storm; Cc10, burst 2, targets all enemies in burst. Attacks:
vs B2, 1d20 + 16 ⇒ (17) + 16 = 33 vs Reflex
vs S2, 1d20 + 16 ⇒ (16) + 16 = 32 vs Reflex
vs F7, 1d20 + 16 ⇒ (4) + 16 = 20 vs Reflex
vs F6, 1d20 + 16 ⇒ (13) + 16 = 29 vs Reflex
Damage, 1d6 + 8 ⇒ (3) + 8 = 11 and target is slowed teomnt
I can slide Rusty 5 squares, if he's interested.


Dragonborn Fighter 12
Guldarin wrote:
I can slide Rusty 5 squares, if he's interested.

Please slide me to AA12!


Ozone battles the smell of poisonous gas and temporarily wins as two of the Forsaken reavers fall. B2 looks barely upright, but its dire peril doesn't seem to make any difference to the mutant. S2 seems even less concerned, gibbering frantically to the creature in the cage.

Rumbling from the wall heralds the arrival of a large blind creature, vaguely mole-like but distorted and raging. Baring vicious teeth, it charges Rusty, hurling him to the ground and driving savage claws into his body.

Ferocious Charge (Ref). On hit target is pushed two squares and knocked prone.
1d20+9=28 - Dogmole v Rusty. Hits. 4d8+4=19
19 damage to Rusty and he is knocked prone.

MAP

Notes about Dorvin:
1. Whenever Dorvin is adjacent to at least one ally, he and adjacent allies gain a +1 bonus to AC, and all adjacent allies can reduce the distance they are moved by any pull, push, or slide by 1 square.

2. Until the stance ends, when Drvin hits with a melee attack, a bloodied ally within 5 squares of him gains 9 temporary hit points .
Bravura Presence: He can choose to grant the temporary hit points when he misses with a melee attack, but that grants the target of the attack combat advantage against Dorvin until the end of his next turn.

Isari - immobilised to end B2's next turn
Bombardier 1 - cover
Bombardier 2 - BLOODIED; marked by Rusty; slowed to end Guldarin's next turn
Rusty - resist 10 poison to end encounter; used AP; dazed (se); prone
Dorvin - immobilised to end B2's next turn
Raider 1 - marked by Rusty
Raider 2 - 11 ongoing radiant (se)
Fetal Savant - marked by Rusty
Savant 1
Savant 2 - marked by Rusty; slowed to end Guldarin's next turn
Nayce - immobilised to end B2's next turn
Forsaken Reavers
Amenephus - used AP; immobilised to end B2's next turn
Guldarin - immobilised to end B2's next turn
Dogmole


Amenephus Dar wrote:

Break the spirit vs B2, 1d20+15 vs will, 2d8+14 radiant damage, -4 to attack rolls until the end of my next turn

AP used R2 takes 11 ongoing (SE) radiant damage from Radiant Action
Sacred Flame against B2, 1d20+15 vs ref, 1d6+14 radiant damage and Rusty can make a save

Amenephus fires a blast of radiant light wide of the target, but illuminates the nearby Reaver. He then raises his holy symbol again and takes aim at the Bombardier and tries to send it to its dark doom.

Don't foget your free save Rusty


Indeed not.


Dragonborn Fighter 12
Amenephus Dar wrote:
Rusty can make a save

Nice!

Save vs Daze granted by Amenephus 1d20 ⇒ 16

AC 27; Fort 26, Ref 26, Will 24; resist 10 poison
Bloodied 38/90 HP; 10/11 Surges:
Surge Value: +24 HP
Initiative +12; Speed 5
Passive Perception 16, Passive Insight 15; Low-light vision
AP: 0
Conditions: prone
Dailies:
Encounters: Come and Get It


The light of Erathis clears Rusty's head.

MAP

Notes about Dorvin:
1. Whenever Dorvin is adjacent to at least one ally, he and adjacent allies gain a +1 bonus to AC, and all adjacent allies can reduce the distance they are moved by any pull, push, or slide by 1 square.

2. Until the stance ends, when Drvin hits with a melee attack, a bloodied ally within 5 squares of him gains 9 temporary hit points .
Bravura Presence: He can choose to grant the temporary hit points when he misses with a melee attack, but that grants the target of the attack combat advantage against Dorvin until the end of his next turn.

Isari - immobilised to end B2's next turn
Bombardier 1 - cover
Bombardier 2 - BLOODIED; marked by Rusty; slowed to end Guldarin's next turn
Rusty - BLOODIED; resist 10 poison to end encounter; used AP; prone
Dorvin - immobilised to end B2's next turn
Raider 1 - marked by Rusty
Raider 2 - 11 ongoing radiant (se)
Fetal Savant - marked by Rusty
Savant 1
Savant 2 - marked by Rusty; slowed to end Guldarin's next turn
Nayce - immobilised to end B2's next turn
Forsaken Reavers
Amenephus - used AP; immobilised to end B2's next turn
Guldarin - immobilised to end B2's next turn
Dogmole


Male Human Swordmage/Wandering Swordmage 11

The world seems to warp around Isari as he slashes at the mole dog.

Minor, Aegis of Shielding on R2 and D, move, Armanthor's Step to Bb12, then attack D with Booming Blade(Thunder damage, 1d6 + 3 ⇒ (6) + 3 = 9 Thunder damage if it moves away, 6 Thunder damage if it attacks until EOMNT) 1d20 + 18 + 2 ⇒ (16) + 18 + 2 = 361d10 + 9 ⇒ (2) + 9 = 11


Isari slices a chunk out of the Dogmole, defying it to move away from him.

B1 moves closer, frantically inserting a sinister canister into his bombard.

On his last legs, B2 does what he can to wreak havoc.

Murderous Bombard (Will). Area wall 8 within 8. On hit target takes 5 ongoing poison damage (se) and is dominated (to end B2's next turn)
Targets Dorvin, Amenephus, Guldarin and Nayce
1d20+13=14 v Dorvin. Miss.
1d20+13=18 v Amenephus. Miss.
1d20+13=30 v Guldarin. Hits.
1d20+13=14 v Nayce. Miss.
2d6+5=17
Guldarin takes 17 poison damage, 5 ongoing poison damage (se)and is dominated (to end B2's next turn)

He staggers behind the nearest mine cart, but Rusty is aware enough to attack him as he passes.

Rusty = OA on B2.

MAP

Notes about Dorvin:
1. Whenever Dorvin is adjacent to at least one ally, he and adjacent allies gain a +1 bonus to AC, and all adjacent allies can reduce the distance they are moved by any pull, push, or slide by 1 square.

2. Until the stance ends, when Drvin hits with a melee attack, a bloodied ally within 5 squares of him gains 9 temporary hit points .
Bravura Presence: He can choose to grant the temporary hit points when he misses with a melee attack, but that grants the target of the attack combat advantage against Dorvin until the end of his next turn.

Rusty - BLOODIED; resist 10 poison to end encounter; used AP; prone

Dorvin - immobilised to end B2's next turn
Raider 1 - marked by Rusty
Raider 2 - 11 ongoing radiant (se); under Isari's Aegis
Fetal Savant - marked by Rusty
Savant 1
Savant 2 - marked by Rusty; slowed to end Guldarin's next turn
Nayce
Forsaken Reavers
Amenephus - used AP
Guldarin - 5 ongoing poison (se) and dominated (to end B2's next turn)
Dogmole - under Isari's Aegis
Isari
Bombardier 1 - cover
Bombardier 2 - BLOODIED; marked by Rusty; slowed to end Guldarin's next turn


Apologies. Dorvin isn't immobilised. I failed to remove the condition. Amended init list below

MAP

Notes about Dorvin:
1. Whenever Dorvin is adjacent to at least one ally, he and adjacent allies gain a +1 bonus to AC, and all adjacent allies can reduce the distance they are moved by any pull, push, or slide by 1 square.

2. Until the stance ends, when Drvin hits with a melee attack, a bloodied ally within 5 squares of him gains 9 temporary hit points .
Bravura Presence: He can choose to grant the temporary hit points when he misses with a melee attack, but that grants the target of the attack combat advantage against Dorvin until the end of his next turn.

Rusty - BLOODIED; resist 10 poison to end encounter; used AP; prone
Dorvin
Raider 1 - marked by Rusty
Raider 2 - 11 ongoing radiant (se); under Isari's Aegis
Fetal Savant - marked by Rusty
Savant 1
Savant 2 - marked by Rusty; slowed to end Guldarin's next turn
Nayce
Forsaken Reavers
Amenephus - used AP
Guldarin - 5 ongoing poison (se) and dominated (to end B2's next turn)
Dogmole - under Isari's Aegis
Isari
Bombardier 1 - cover
Bombardier 2 - BLOODIED; marked by Rusty; slowed to end Guldarin's next turn


Male Dwarf Warlord 10

Minor - Second Wind (now AC29). Move to Aa11. Minor: Inspiring Word - Rusty use a healing surge and gain an extra
2d6 + 2 ⇒ (5, 1) + 2 = 8
AP - Luring Focus vs S2's Fort.
1d20 + 15 ⇒ (11) + 15 = 261d10 + 9 ⇒ (1) + 9 = 10
On a hit: Pull B2 to Bb11. Effect: My AC and Fort gain +2 bonus. Now on AC 31 Fort 27 Ref 21 and Will 24 until end of my next turn.

"The true dwarves are upon ye!" Dorvin yells as he smashes into the fray.


Will resolve all that once Rusty has (a) taken his OA against B2 and (b) had his own turn.


Dragonborn Fighter 12
Rev DM wrote:

He staggers behind the nearest mine cart, but Rusty is aware enough to attack him as he passes.

Rusty = OA on B2.

MBA – prone + agile (combat) superiority 1d20 + 17 - 2 + 3 ⇒ (15) + 17 - 2 + 3 = 33 vs AC; 1d10 + 10 + 2 ⇒ (10) + 10 + 2 = 22 damage.


Dragonborn Fighter 12

Rusty stands up and catches a Second Wind.
Move and Standard Actions.

Hoping to draw fire away from his comrades, the dragonborn turns up the heat.
Dragon Breath, close blast 3 enveloping B1 and B2 (Minor Action)
@B1 1d20 + 15 ⇒ (1) + 15 = 16 vs Reflex
@B2 1d20 + 15 ⇒ (11) + 15 = 26 vs Reflex
2d6 + 2 ⇒ (1, 4) + 2 = 7 fire damage.

Bombardier 1 and Bombardier 2 are marked.
Raider 1, Foetal Savant and Savant 2 are no longer marked.

And I'm back to full health thanks to Dorvin's healing word.

AC 27; Fort 26, Ref 26, Will 24; +2 to all defences; resist 10 poison
90/90 HP; 8/11 Surges:
Surge Value: +24 HP
Initiative +12; Speed 5
Passive Perception 16, Passive Insight 15; Low-light vision
AP: 0
Conditions:
Dailies:
Encounters: Come and Get It, Dragon Breath


Rusty obliterates B2 with a combination of blade and breath and rises, restored.

Dorvin - B2 dropped before your attack. Can you change the target of Luring Focus (you did actually say S2, but applied the results to B2).

MAP

Notes about Dorvin:
1. Whenever Dorvin is adjacent to at least one ally, he and adjacent allies gain a +1 bonus to AC, and all adjacent allies can reduce the distance they are moved by any pull, push, or slide by 1 square.

2. Until the stance ends, when Drvin hits with a melee attack, a bloodied ally within 5 squares of him gains 9 temporary hit points .
Bravura Presence: He can choose to grant the temporary hit points when he misses with a melee attack, but that grants the target of the attack combat advantage against Dorvin until the end of his next turn.

Dorvin - to confirm; AC31, F27, R21 and W24 to end his next turn
Raider 1
Raider 2 - 11 ongoing radiant (se); under Isari's Aegis
Fetal Savant
Savant 1
Savant 2 - slowed to end Guldarin's next turn
Nayce Forsaken Reavers
Amenephus - used AP
Guldarin - 5 ongoing poison (se) and dominated (to end B2's next turn)
Dogmole - under Isari's Aegis
Isari
Bombardier 1 - cover
Rusty - +2 all defenses to start next turn (used second wind); resist 10 poison to end encounter; used AP


Male Dwarf Warlord 10

Yes, that's right. I am attacking S2. Luring Focus then allows me on a hit to pull another enemy, which was to be B2. It shall now be B1.


Joining Rusty in the chamber, Dorvin has never looked more determined as he heals the doughty dragonborn and yanks B1 closer for a little personal malleting.

The raiders are unimpressed. R1 drives his guisarme towards Rusty's legs, knocking the warrior prone. R2 follows suit with Dorvin.

Guisarme Hook (Ref). On hit target is knocked prone.
1d20+11=27 - R1 v Rusty. Hits. 2d6+5=11
11 damage to Rusty and he is knocked prone.

Save v ongoing radiant: 1d20=15.

Guisarme Hook (Ref). On hit target is knocked prone.
1d20+11=29 - R2 v Dorvin. Hits. 2d6+5=14 plus 1d6=1 for CA
15 damage to Dorvin and he is knocked prone.

The fetal savant clutches the bars of its cage and wails horribly, filling the ears and minds of those who hear it with a dazing agony. Utterly undiscriminating the wail echoes through the chamber, afflicting friend and foe alike.

Wail from the Utter Black (Will). Close burst 6. On hit, target is dazed (se)
Targets Guldarin, Amenephus, Nayce, R2, Dorvin, S2, B1, Isari, Dogmole, F4, F9, F8, S1, F2 and R2
1d20+14=28 - Fetal savant v Guldarin. Hits.
1d20+12=19 - Fetal savant v Amenephus. Miss.
1d20+12=28 - Fetal savant v Nayce. Hits.
1d20+12=23 - Fetal savant v R2. Hits.
1d20+12=14 - Fetal savant v Dorvin. Miss.
1d20+12=18 - Fetal savant v S2. Miss.
1d20+12=23 - Fetal savant v B1. Miss.
1d20+12=18 - Fetal savant v Isari. Miss.
1d20+12=19 - Fetal savant v Dogmole. Hits.
1d20+12=13 - Fetal savant v F4. Miss.
1d20+12=16 - Fetal savant v F9. Miss.
1d20+12=30 - Fetal savant v F8. Hits.
1d20+12=13 - Fetal savant v S1. Miss.
1d20+12=26 - Fetal savant v F2. Hits.
1d20+12=22 - Fetal savant v R1. Hits.
2d8+5=14
Guldarin, Nayce, R2, Dogmole all take 14 damage and are dazed (se)
F2 and F8 are wiped out.

When the sound dies away, the Savants attempt to add to the havoc. S1 raises his vile symbol in Dorvin's direction and chants something appalling. Dorvin's glaring eyes and fervent faith in the Forgefathers gives him the strength to resist.

Wrath of Chaos (Will). On hit target is dazed. First failed save, target is stunned.
1d20+15=20. Miss.

Dragging the cage with him, S1 shifts and strikes viciously at Rusty. With every advantage, he somehow manages to miss.

v AC.
1d20+19=25. Miss.

MAP

Notes about Dorvin:
1. Whenever Dorvin is adjacent to at least one ally, he and adjacent allies gain a +1 bonus to AC, and all adjacent allies can reduce the distance they are moved by any pull, push, or slide by 1 square.

2. Until the stance ends, when Dorvin hits with a melee attack, a bloodied ally within 5 squares of him gains 9 temporary hit points .
Bravura Presence: He can choose to grant the temporary hit points when he misses with a melee attack, but that grants the target of the attack combat advantage against Dorvin until the end of his next turn.

Nayce - dazed (se)
Forsaken Reavers
Amenephus - used AP
Guldarin - 5 ongoing poison (se) and dominated (to end B2's next turn); dazed (se)
Dogmole - under Isari's Aegis; dazed (se)
Isari
Bombardier 1
Rusty - +2 all defenses to start next turn (used second wind); resist 10 poison to end encounter; used AP
Dorvin - AC31, F27, R21 and W24 to end his next turn; prone
Raider 1 - dazed (se)
Raider 2 - under Isari's Aegis; dazed (se)
Fetal Savant
Savant 1
Savant 2 - slowed to end Guldarin's next turn


Male Half-elf Assassin 14 / Obsidian Stalker

Nayce sends his shadowy hex after the reaver.

Nightmare Shades vs. R2. 1d20 + 14 ⇒ (13) + 14 = 27 vs Will. 2d8 + 13 ⇒ (2, 6) + 13 = 21 psychic damage on a hit, and to EOMNT I get combat advantage against him and a +5 bonus to damage rolls.

Save vs dazed 1d20 ⇒ 7

Shroud on S2. He's up to 2 shrouds now.


Nayce takes the opportunity to warn S2 that a world of shadowy pain awaits him and wraps shadow into a form that bites at R2. The derro claws at something only he can see, but the expression on his face suggests this is just as well.

The reavers open fire again, hoping for better luck this time. Arrows fly towards Isari as the only upright and readily available target. Unaware of the swordmage's potent armour, two bolts nonetheless manage to hit him. And were lucky to do that. The derro have no idea of tactics, they just gun for the nearest thing they can see. AC29 is insane.

v AC. On hit Reavers do 5 untyped and 5 poison damage:
1d20+11=20. F1 v Isari. Miss.
1d20+11=23. F3 v Isari. Miss.
1d20+11=16. F4 v Isari. Miss.
1d20+11=30. F5 v Isari. Hits.
1d20+11=24. F9 v Isari. Miss.
1d20+11=29. F10 v Isari. Hits.
10 untyped and 10 poison damage to Isari.

MAP

Notes about Dorvin:
1. Whenever Dorvin is adjacent to at least one ally, he and adjacent allies gain a +1 bonus to AC, and all adjacent allies can reduce the distance they are moved by any pull, push, or slide by 1 square.

2. Until the stance ends, when Dorvin hits with a melee attack, a bloodied ally within 5 squares of him gains 9 temporary hit points .
Bravura Presence: He can choose to grant the temporary hit points when he misses with a melee attack, but that grants the target of the attack combat advantage against Dorvin until the end of his next turn.

Amenephus - used AP
Guldarin - 5 ongoing poison (se) and dominated (to end B2's next turn); dazed (se)
Dogmole - under Isari's Aegis; dazed (se)
Isari
Bombardier 1
Rusty - +2 all defenses to start next turn (used second wind); resist 10 poison to end encounter; used AP
Dorvin - AC31, F27, R21 and W24 to end his next turn; prone
Raider 1 - dazed (se)
Raider 2 - under Isari's Aegis; dazed (se); granting CA to Nayce and +5 damage from him to end Nayce's next turn
Fetal Savant
Savant 1
Savant 2 - slowed to end Guldarin's next turn; two shrouds
Nayce - dazed (se)
Forsaken Reavers


Sacred Flame R2 1d20 + 15 + 2 ⇒ (13) + 15 + 2 = 30 vs ref, 1d6 + 14 ⇒ (5) + 14 = 19 radiant damage and Nayce can make a saving throw


Male Half-elf Assassin 14 / Obsidian Stalker

Save 1d20 ⇒ 8


R2 screams with outrage as Amenephus lances its lunacy with divine light.

Guldarin, eyes glazed and mind not his own, raises an admonitory hand at his companions...

Grasping Shards v Nayce and Dorvin (at -2 since he's prone), please, Guldarin.

MAP

Notes about Dorvin:
1. Whenever Dorvin is adjacent to at least one ally, he and adjacent allies gain a +1 bonus to AC, and all adjacent allies can reduce the distance they are moved by any pull, push, or slide by 1 square.

2. Until the stance ends, when Dorvin hits with a melee attack, a bloodied ally within 5 squares of him gains 9 temporary hit points .
Bravura Presence: He can choose to grant the temporary hit points when he misses with a melee attack, but that grants the target of the attack combat advantage against Dorvin until the end of his next turn.

Guldarin - 5 ongoing poison (se) and dominated (to end B2's next turn); dazed (se)
Dogmole - under Isari's Aegis; dazed (se) Isari Bombardier 1
Rusty - +2 all defenses to start next turn (used second wind); resist 10 poison to end encounter; used AP
Dorvin - AC31, F27, R21 and W24 to end his next turn; prone
Raider 1 - dazed (se)
Raider 2 - under Isari's Aegis; dazed (se); granting CA to Nayce and +5 damage from him to end Nayce's next turn
Fetal Savant
Savant 1
Savant 2 - slowed to end Guldarin's next turn; two shrouds
Nayce - dazed (se)
Forsaken Reavers
Amenephus - used AP


Male Dwarf Invoker/Divine Philosopher 14

17/65 Hit Points; poisoned, dominated, dazed

"Whee."

Grasping Shards
vs Nayce 1d20 + 16 ⇒ (4) + 16 = 20 vs Reflex
vs Dorvin 1d20 + 16 - 2 ⇒ (15) + 16 - 2 = 29 vs Reflex
1d6 + 8 ⇒ (3) + 8 = 11 damage and the target is slowed teomnt
Nayce gets +1 to AC teomnt
Saving throw against poison 1d20 + 5 ⇒ (6) + 5 = 11
Saving throw against dazed 1d20 ⇒ 16


Male Human Swordmage/Wandering Swordmage 11

Thanks to those bolts, I'm now bloodied.


Guldarin's fingers move with a life of their own and send a merry shard blasting into his fellow dwarf. Nayce ducks in time.

11 damage to Dorvin.

The Dogmole chumps viciously at Isari, displaying outsize incisors but making no headway on the swordmage.

Gouging Teeth (AC)
1d20+11=20. Dogmole v Isari. Miss.

MAP

Notes about Dorvin:
1. Whenever Dorvin is adjacent to at least one ally, he and adjacent allies gain a +1 bonus to AC, and all adjacent allies can reduce the distance they are moved by any pull, push, or slide by 1 square.

2. Until the stance ends, when Dorvin hits with a melee attack, a bloodied ally within 5 squares of him gains 9 temporary hit points .
Bravura Presence: He can choose to grant the temporary hit points when he misses with a melee attack, but that grants the target of the attack combat advantage against Dorvin until the end of his next turn.

Isari - BLOODIED
Bombardier 1
Rusty - +2 all defenses to start next turn (used second wind); resist 10 poison to end encounter; used AP
Dorvin - AC31, F27, R21 and W24 to end his next turn; prone; slowed to end Guldarin's next turn
Raider 1 - dazed (se)
Raider 2 - under Isari's Aegis; dazed (se); granting CA to Nayce and +5 damage from him to end Nayce's next turn
Fetal Savant
Savant 1
Savant 2 - slowed to end Guldarin's next turn; two shrouds
Nayce - dazed (se); +1AC to end Guldarin's next turn
Forsaken Reavers
Amenephus - used AP
Guldarin - dominated (to end B2's next turn)
Dogmole - under Isari's Aegis; dazed (se)


Bumping for Isari.

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