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 Human Swordmage/Wandering Swordmage 11

Sorry, missed this. Move to EE13 and attack B1 with Lightning Lure(vs Fort, Lightning damage and pull target to DD12 on a hit): 1d20 + 15 ⇒ (10) + 15 = 251d6 + 9 ⇒ (1) + 9 = 10


Isari loops a noose of force around the bombardiers neck and yanks the mutant closer to him. Snarling, the derro unleashes another blast from his bombard, snaking it around the companions and attacking Rusty, Dorvin and Nayce. The liquid spatters on the floor, but all three are easily able to dodge. Because when your DM rolls an 8, 6 and 2, nothing much is going to happen.

Sloughide Bombard (Ref). Area wall 8 within 8. On hit target is immobilised to end B1's next turn
1d20+11=19 v Rusty. Miss
1d20+11=17 v Dorvin. Miss.
1d20+13=15 v Nayce. Miss.

Guldarin feels the horror fading from his mind and he is himself once more.

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.

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
Dogmole - under Isari's Aegis; dazed (se)
Isari - BLOODIED
Bombardier 1


Dragonborn Fighter 12

"Stop that!" Rusty turns his head to snap in annoyance at R1.

Move action to stand.

The dragonborn hacks at the savant then tries to knock the cage out of its hand. (This was going to be, "Rusty stabs the foetus through the cage." But that sounds awful when taken out of context, and D&D doesn't need that kind of bad press.)

Hack & Hew
S2 1d20 + 17 ⇒ (1) + 17 = 18 vs AC; 1d10 + 10 ⇒ (4) + 10 = 14 damage.
Effect: Secondary attack
Fs 1d20 + 17 ⇒ (6) + 17 = 23 vs AC; 1d10 + 10 ⇒ (9) + 10 = 19 damage and Rusty gains 2 temporary HP (invigorating).

AC 27; Fort 26, Ref 26, Will 24; resist 10 poison
79/90 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, Hack and Hew


Scrambling to his feet, Rusty jabs at the caged abomination and its carrier. Missing S2 completely, he does manage to ease a blade through the cage bars and wounds the inhabitant. The thing draws breath and prepares to scream again. Rusty's success invigorates him somewhat.

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.

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
Dogmole - under Isari's Aegis; dazed (se)
Isari - BLOODIED
Bombardier 1
Rusty - +2 all defenses to start next turn (used second wind); resist 10 poison to end encounter; used AP


Male Dwarf Warlord 10

Move - Stand Up. Lead By Example -as part of the power, shift to Bb10. Attack Fs vs AC:
1d20 + 15 ⇒ (11) + 15 = 262d10 + 9 ⇒ (7, 9) + 9 = 25
On a HIT: deal the damage and all allies gain CA against it until end of my next turn. On a MISS, 2 allies with 5 squares of me (Isari and Rusty) can each make a basic attack.

Dorvin leaps up once more and tries to attack the hideous shrieking thing. His actions stir the warrior spirit of his friends.


The tiny mutant has no chance of stopping Dorvin's attack and it crumples against the bars of its cage, hideously wounded.

The dazed raiders concentrate their attacks on the nearest foes.

R1 attacks Rusty, R2 goes for Nayce
Guisarme Hook (Ref). On hit target is knocked prone
1d20+11=23 - R1 v Rusty. Miss.
1d20+11=29 - R2 v Nayce. Hits. 2d6+5=13
13 damage to Nayce and he is knocked prone. It will be less than that due to Isari's Aegis

Saves v Daze for R1 and R2:
1d20=2. No.
1d20=12. Yes.
Let's see how long that lasts.

Inside its cage, the tiny horror turns burning lunatic eyes on Dorvin before screaming again. Of the heroes, only Dorvin suffers, but the derro prove less immune to the horrifying scream than anyone else. One reaver drops dead on the spot and both raiders, the bombardier and one of the savants are dazed.

Brainbleeder Rebuke (Will). Melee reach 2
1d20+14=28. Fs v Dorvin. Hits. 1d8+5=12
12 damage to Dorvin

Wail from the Utter Black (Will). Close burst 6. On hit target is dazed (se)
Targets: S2, Dorvin, Nayce, R2, Dogmole, F4, S1, Isari, B1, R1
1d20+12=22 - v S2. Miss.
1d20+12=31 - v Dorvin. Hits. Dazed
1d20+12=17 - v Nayce. Miss.
1d20_12=27 - v R2. Hits. Yippee. He's dazed again and bloodied.
1d20+12=16 - v Dogmole. Miss.
1d20+12=27 - v F4. Down and out.
1d20+12=28 - v S1. Hits. Dazed
1d20+12=16 - v Isari. Miss.
1d20+12=26 - v B1. Hits.
1d20+12=23 - v R1. Hits. Dazed.
Crud.
2d8+5=8
8 damage to Dorvin and he is dazed (se)

Unable to do much, both savants focus fire on Dorvin. Spurred on by their leader's success the black power they hold drives past even the warlord strong will, sending him into a state of shock.

Wrath of Chaos (Will). On hit target is dazed. If already dazed, stunned (se)
1d20+17=33 S1 v Dorvin. Hits. 2d8+5=12 psychic
12 damage to Dorvin and he is stunned (se)

Brainbleeder Rebuke (Will). Melee reach 2
1d20+17=30. S2 v Dorvin. Hits. 1d8+5=13
13 damage to Dorvin.

Damage this turn:
13 less Isari's Aegis to Nayce
33 damage to Dorvin

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


Male Dwarf Warlord 10

Imm Reac to first hit - Champions Armour - gain temp hp equal to damage taken. 12 temp hp. After all that damage I am on 19 hp and Bloodied.


Battered and bloodied, Dorvin can only hope that his comrades take full advantage of his sacrifice and down the caged horror.

i.e. I couldn't find anywhere sensible to put the vital information that you all have CA against the fetal savant to the end of Dorvin's next turn :D


Male Half-elf Assassin 14 / Obsidian Stalker

Nayce's amulet glows as he shakes the dazed condition.

Activate Periapt of Cascading Health as a minor action.

Shroud on S2, brings the total up to 3.

Isari, let me know how much damage I actually took.


Male Human Swordmage/Wandering Swordmage 11
Nayce Mernorr wrote:
Isari, let me know how much damage I actually took.

None, I believe. You took 13 damage, I negated 13 damage, leaving you with 0 damage.


From the floor, Nayce adds more future doom to S2 as another volley of arrows come from the reavers. Those remaining hug the walls, unwilling to get in the way of the maddened caged thing guiding them. Only one bolt hits, but the warlord is already so battered that another attack may well kill him.

Forsaken Reavers v Dorvin (AC)
1d20+13=24 - F1 v Dorvin. Miss.
1d20+13=32 - F3 v Dorvin. 5 untyped and 5 poison damage
1d20+13=22 - F5 v Dorvin. Miss.
1d20+13=18 - F9 v Dorvin. Miss.
1d20+13=25 - F10 v Dorvin. Miss.
5 untyped and 5 poison damage to Dorvin.

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
Dogmole - under Isari's Aegis; dazed (se)
Isari - BLOODIED
Bombardier 1 - dazed (se)
Rusty - +2 all defenses to start next turn (used second wind); resist 10 poison to end encounter; used AP
Dorvin - BLOODIED; slowed to end Guldarin's next turn; stunned(se)
Raider 1 - dazed (se)
Raider 2 - BLOODIED; under Isari's Aegis; dazed (se); granting CA to Nayce and +5 damage from him to end Nayce's next turn
Fetal Savant - BLOODIED; granting CA to all to end Dorvin's next turn
Savant 1 - dazed (se)
Savant 2 - slowed to end Guldarin's next turn; three shrouds
Nayce - +1AC to end Guldarin's next turn
Forsaken Reavers


Male Dwarf Warlord 10

9 HP...


Move to X11
Healing Word on Dorvin, healing surge + 3d6 + 9 ⇒ (4, 5, 3) + 9 = 21
Radiant Servant against R2 1d20 + 15 ⇒ (12) + 15 = 27 vs will
against Dogmole 1d20 + 15 ⇒ (3) + 15 = 18 vs will
damage 2d6 + 14 ⇒ (6, 5) + 14 = 25, If the target is either an undead creature or a demon, it is also stunned until the end of your next turn

Amenephus presents his holy symbol in an attempt to ward off the evil creatures, and infuses Dorvin with healing light at the same time.


Amenephus appears in the doorway, holy symbol blazing and smites divine light into the Dogmole and R2. Dorvin feels the power of Erathis wash over him and remembers that the civilisation of his people has withstood this horror before as his wounds close over.

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.

All - you have CA v the Fetal Savant until the end of Dorvin's next turn.

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


Dragonborn Fighter 12

Did S2 shift from Cc9 to Cc8? If so, I get an immediate interrupt with Combat Challenge.


"Rusty" Rathorus Mournflame wrote:
Did S2 shift from Cc9 to Cc8? If so, I get an immediate interrupt with Combat Challenge.

No, afraid not. That was a mapping error. I moved him, realised I couldn't as he was dazed and then forgot to move him back. Have now done so though.


Male Dwarf Invoker/Divine Philosopher 14

"Well now. Let's see if we can put a few of you out of this fight for a moment or two. And get some aid in here too." guldarin edges forward slightly. "As for you, big fella..."

Move to V10
Standard, Thunder of Judgement, 3 targets
vs Dogmole 1d20 + 16 ⇒ (17) + 16 = 33 vs Fortitude
vs B1 1d20 + 16 ⇒ (9) + 16 = 25 vs Fortitude
vs R1 1d20 + 16 ⇒ (3) + 16 = 19 vs Fortitude
On hit, 1d6 + 9 ⇒ (4) + 9 = 13 thunder damage and the target is dazed teomnt
Minor, Summon Blade Angel in Z12 (medium blade angel (Speed 6, Fly 6 (hover), +4 bonus to AC); Commands: Minor, melee 1, target one creature, +16 vs Fort, 1d8+9; Opportunity, Melee 1, targets one creature, +16 vs Ref, 1d8+9 target is slowed until the end of its turn)


Guldarin potters towards the door and sends a blast of fresh thunderous power into the chamber. Missing the Raider, it bloodies the bombardier and hits the Dogmole hard, dazing both of the creatures. As a finishing touch, he summons the now familiar angel to aid the party.

The Dogmole bares huge teeth and charges at Isari, shoving the swordmage flat and pushing him brutally aside.

Ferocious Charge (Ref). On hit target is pushed two squares and knocked prone
1d20+9=27 - Dogmole v Isari. Hits. 4d8+4=25
25 damage to Isari

Dogmole save v daze: 1d20=5. No.

Guldarin - Swordy Sid gets an OA v Dogmole.

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.

All - you have CA v the Fetal Savant until the end of Dorvin's next turn.

Isari - BLOODIED; prone
Bombardier 1 - BLOODIED; dazed (se or to the end of Guldarin's next turn, whichever comes last)
Rusty - +2 all defenses to start next turn (used second wind); resist 10 poison to end encounter; used AP
Dorvin - BLOODIED; stunned(se)
Raider 1 - dazed (se)
Raider 2 - BLOODIED; under Isari's Aegis; dazed (se); granting CA to Nayce and +5 damage from him to end Nayce's next turn
Fetal Savant - BLOODIED; granting CA to all to end Dorvin's next turn
Savant 1 - dazed (se)
Savant 2 - three shrouds
Nayce
Forsaken Reavers
Amenephus - used AP
Guldarin
Dogmole - under Isari's Aegis; dazed (se or to the end of Guldarin's next turn, whichever comes last)


Male Dwarf Invoker/Divine Philosopher 14

OA on the Dogmole 1d20 + 16 ⇒ (4) + 16 = 20 vs Reflex, 1d8 + 9 ⇒ (3) + 9 = 12 dmaage and target is slowed until the end of it's turn


Guldarin's angel narrowly misses the dogmole as the creature barrels past him and into 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.

All - you have CA v the Fetal Savant until the end of Dorvin's next turn.

Isari - BLOODIED; prone
Bombardier 1 - BLOODIED; dazed (se or to the end of Guldarin's next turn, whichever comes last)
Rusty - +2 all defenses to start next turn (used second wind); resist 10 poison to end encounter; used AP
Dorvin - BLOODIED; stunned(se)
Raider 1 - dazed (se)
Raider 2 - BLOODIED; under Isari's Aegis; dazed (se); granting CA to Nayce and +5 damage from him to end Nayce's next turn
Fetal Savant - BLOODIED; granting CA to all to end Dorvin's next turn
Savant 1 - dazed (se)
Savant 2 - three shrouds
Nayce
Forsaken Reavers
Amenephus - used AP
Guldarin
Dogmole - under Isari's Aegis; dazed (se or to the end of Guldarin's next turn, whichever comes last)


Male Human Swordmage/Wandering Swordmage 11

Isari stumbles to his feet and turns to face the dogmole, only to step to the side into the hallway and stab through the bars of the fetus' cage.

Stand up, second wind, then spend my AP to teleport to CC8 and attack Fs with Frigid Blow(Cold, -2 speed until EOMNT): 1d20 + 18 ⇒ (2) + 18 = 201d10 + 10 ⇒ (9) + 10 = 19


Isari breathes deeply and teleports, cutting of the Savant and his burden's escape route. The screaming caged horror ducks away from the incoming blade.

For the bombardier there is only one choice and he opens fire with a blast of corrupting poison designed to slow his foes. Most of the viscous liquid misses by miles, but Guldarin and Amenephus can't quite avoid the impact.

Weeping Bombard (Fort). On hit target is slowed (se). If already slowed, target is weakened (se)
Targets Rusty,Dorvin, Nayce, Amenephus and Guldarin
1d20+13=23 v Rusty. Miss.
1d20+15=21 v Dorvin. Miss.
1d20+11=13 v Nayce. Miss.
1d20+13=22 v Amenephus. Hits.
1d20+13=25 v Guldarin. Hits.
2d6+5=7 poison damage
7 poison damage to Guldarin and Amenephus and they are both slowed (se)

Bombardier save v daze: 1d20=14. Still dazed to end Guldarin's next turn

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.

All - you have CA v the Fetal Savant until the end of Dorvin's next turn.

Rusty - +2 all defenses to start next turn (used second wind); resist 10 poison to end encounter; used AP
Dorvin - BLOODIED; stunned(se)
Raider 1 - dazed (se)
Raider 2 - BLOODIED; under Isari's Aegis; dazed (se); granting CA to Nayce and +5 damage from him to end Nayce's next turn
Fetal Savant - BLOODIED; granting CA to all to end Dorvin's next turn
Savant 1 - dazed (se)
Savant 2 - three shrouds
Nayce
Forsaken Reavers
Amenephus - used AP; slowed (se)
Guldarin - slowed (se)
Dogmole - under Isari's Aegis; dazed (se or to the end of Guldarin's next turn, whichever comes last)
Isari - +2 defenses to start next turn (used second wind)
Bombardier 1 - BLOODIED; dazed to the end of Guldarin's next turn


Dragonborn Fighter 12

(I forgot to mention that the +2 defence bonus from 2nd Wind ended last turn.)

Rusty launches a series of feints through the bars at the evil foetus, before trying to end its tormented existence.

Hesitation Slash 1d20 + 20 + 2 ⇒ (11) + 20 + 2 = 33 vs AC; 2d10 + 10 ⇒ (5, 6) + 10 = 21 damage. Fs is marked until EONT.

Rusty moves menacingly closer towards the Dogmole. Move Action: Shift to Cc11.

AC 28 (standing alongside Dorvin); Fort 26, Ref 26, Will 24; resist 10 poison
2 temp HP, 79/90 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, Hack and Hew, Hesitation Slash


Rusty's blade sneaks through the bars of the cage reducing the inhabitant still further. For something so small, it is unexpectedly resilient and it yet lives.

I don't think Dorvin can do much bar save, but I'll hold for him in case.

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.

All - you have CA v the Fetal Savant until the end of Dorvin's next turn.

Dorvin - BLOODIED; stunned(se)
Raider 1 - dazed (se)
Raider 2 - BLOODIED; under Isari's Aegis; dazed (se); granting CA to Nayce and +5 damage from him to end Nayce's next turn
Fetal Savant - BLOODIED; granting CA to all to end Dorvin's next turn
Savant 1 - dazed (se)
Savant 2 - three shrouds
Nayce
Forsaken Reavers
Amenephus - used AP; slowed (se)
Guldarin - slowed (se)
Dogmole - under Isari's Aegis; dazed (se or to the end of Guldarin's next turn, whichever comes last)
Isari - +2 defenses to start next turn (used second wind)
Bombardier 1 - BLOODIED; dazed to the end of Guldarin's next turn
Rusty - used second wind; resist 10 poison to end encounter; used AP


Male Dwarf Warlord 10

Save...
1d20 ⇒ 16

Dorvin longs to let forth a barbaric yawp, but instead he can but gawp.


Dorvin's inner strength saves him from the horrors he is witnessing, but he can do nothing to prevent the next round of attacks from the Forsaken.

Still dazed, the raiders to their best to stop the nearest heroes. R1 knocks Rusty off his feet again, but R2 fails to get his weapon under Dorvin.

Guisarme Hook (Ref) at -2 due to mining equipment. On hit, target is knocked prone.
1d20+9=29. R1 v Rusty. Crit. 17 damage
1d20+11=16. R2 v Dorvin. Miss.
17 damage to Rusty and he is prone.

Saves v daze (hardly worth even trying with Mr Screamy up next, but you never know).
1d20=7 - R1. No.
1d20=13 - R2. Yes.

True to its twisted nature, the fetal savant makes no distinction between friend and foe and screams again, the wail echoing through the chamber and chilling all who hear it.

Wail of the Utter Black (Will). Close burst 6. On hit target is dazed (se)
Targets Isari, S2, Dorvin, Nayce, Amenephus, Blade Angel, Guldarin, R2, Dogmole, Rusty, R1, S1 and B1
1d20+12=28 - v Isari. Hits. Dazed.
1d20+12=15 - v S2. Miss.
1d20+12=29 - v Dorvin. Hits. Dazed.
1d20+12=23 - v Nayce. Hits. Dazed.
1d20+12=21 - v Amenephus. Miss.
1d20+12=13 - v Blade Angel. Miss. How poetic.
1d20+12=13 - v Guldarin. Miss. Even more poetic.
1d20+12=31 - v R2. Hits. Dazed. Sigh.
1d20+12=31 - v Dogmole. Hits. Dazed.
1d20+12=23 - v Rusty. Hits. Dazed.
1d20+12=23 - v R1. Hits. Dazed.
1d20+12=19 - v S1. Miss.
1d20+12=21 - v B1. Miss.
2d8+5=18
18 damage to Isari, Dorvin, Nayce, R2, Dogmole, Rusty and R1 and they are all dazed (se)

As the scream fades away, it is clear that R2 is barely hanging on to life.

The Savants do their best to thin the herd of heroes.

Vision of the Unspeakable Truth (Will). On hit target is dazed to end S1's next turn
1d20+13=24 S1 v Guldarin. Miss. Damn that -2 for cover from Amenephus.

Brainbleeder Rebuke (Will)
1d20+15=27 - S2 v Dorvin. Hits. 2d6+5=15
15 damage to Dorvin

S1 save v daze
1d20=1. Nope.

Damage totals this turn:
18 to Isari
18 to Nayce
33 to Dorvin
35 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 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; slowed (se)
Guldarin - slowed (se)
Dogmole - under Isari's Aegis; dazed (se or to the end of Guldarin's next turn, whichever comes last)
Isari - +2 defenses to start next turn (used second wind); dazed (se)
Bombardier 1 - BLOODIED; dazed to the end of Guldarin's next turn
Rusty - used second wind; resist 10 poison to end encounter; used AP; prone
Dorvin - BLOODIED;
Raider 1 - dazed (se)
Raider 2 - BLOODIED; under Isari's Aegis; dazed (se); granting CA to Nayce and +5 damage from him to end Nayce's next turn
Fetal Savant - BLOODIED;
Savant 1 - dazed (se)
Savant 2 - three shrouds


Male Dwarf Warlord 10

Look ma, bloodied again. Can we please smash the FS, it's getting on my nerves.


Reverent Mettle, close burst 5, immediate interrupt, Dorvin takes 9 less damage


Male Dwarf Warlord 10

Thanks Amenephus - still Bloodied but now on 29 hp. I'll activate one of my powers on my turn that will heal me too.


Male Half-elf Assassin 14 / Obsidian Stalker

I believe I'm still prone.

Nayce sends his shadowy noose after the reaver.

Executioner's Noose on R2. 1d20 + 12 ⇒ (2) + 12 = 14 vs Fortitude. 1d6 + 15 ⇒ (5) + 15 = 20 damage on a hit, plus he's slowed to EOMNT.

4th Shroud on S2

Save vs dazed (I would love to have a full round worth of actions at some point. Maybe.) 1d20 ⇒ 11


Lying low does nothing to help Nayce's aim.

The five remaining Reavers shuffle themselves to better positions and continue their unabated failure to do any damange to anyone. By now, the floor is littered with crossbow bolts.

MAP

All aiming at Dorvin.
1d20+11=13. F1 - Miss.
1d20+11=17. F3 - Miss.
1d20+11=22. F5 - Miss.
1d20+11=23. F9 - Miss.
1d20+11=19. F10 - Miss.
Gah.

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; slowed (se)
Guldarin - slowed (se)
Dogmole - under Isari's Aegis; dazed (se or to the end of Guldarin's next turn, whichever comes last)
Isari - +2 defenses to start next turn (used second wind); dazed (se)
Bombardier 1 - BLOODIED; dazed to the end of Guldarin's next turn
Rusty - used second wind; resist 10 poison to end encounter; used AP; prone
Dorvin - BLOODIED;
Raider 1 - dazed (se)
Raider 2 - BLOODIED; under Isari's Aegis; dazed (se); granting CA to Nayce and +5 damage from him to end Nayce's next turn
Fetal Savant - BLOODIED;
Savant 1 - dazed (se)
Savant 2 - Four shrouds
Nayce - prone
Forsaken Reavers


I am so sorry, i forgot to post yesterday.
Healing Word Dorvin healing surge + 3d6 + 9 ⇒ (5, 2, 2) + 9 = 18
Sacred Flame on B1 1d20 + 15 ⇒ (3) + 15 = 18 vs ref 1d6 + 14 ⇒ (4) + 14 = 18 and Rusty gains 9 temp hps


Amenephus - save v slowed please.

Once more, Amenephus reminds Dorvin of the healing powers of civilisation in the face of chaos. His attack on the bombardier fails however.

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 - slowed (se)
Dogmole - under Isari's Aegis; dazed (se or to the end of Guldarin's next turn, whichever comes last)
Isari - +2 defenses to start next turn (used second wind); dazed (se)
Bombardier 1 - BLOODIED; dazed to the end of Guldarin's next turn
Rusty - used second wind; resist 10 poison to end encounter; used AP; prone
Dorvin - BLOODIED;
Raider 1 - dazed (se)
Raider 2 - BLOODIED; under Isari's Aegis; dazed (se); granting CA to Nayce and +5 damage from him to end Nayce's next turn
Fetal Savant - BLOODIED;
Savant 1 - dazed (se)
Savant 2 - Four shrouds
Nayce - prone
Forsaken Reavers
Amenephus - used AP;


1d20 ⇒ 20


Thanks. Amended above.


Male Dwarf Invoker/Divine Philosopher 14

Holy lightning lashes out from Guldarin, targeting one of the raiders and the dogmole. His angel attempts to decapitate the same raider, before lifting off in a flutter of wings.

15/65hp, Bloodied
Divine Bolts, target R2 and Dogmole
vs R2, 1d20 + 16 ⇒ (17) + 16 = 33 vs Ref
vs Dogmole 1d20 + 16 ⇒ (6) + 16 = 22 vs Ref
Damage, 1d6 + 8 + 2 ⇒ (4) + 8 + 2 = 14 (+2 damage for having a bloodied ally within 5) and target is slowed teomnt; Dorvin gets +1 to AC teomnt
Sword Angel attacks R2, 1d20 + 16 ⇒ (8) + 16 = 24 vs Fortitude, damage 1d8 + 8 + 2 ⇒ (2) + 8 + 2 = 12
Sword Angel flies to Dd11
Saving throw 1d20 ⇒ 14


Guldarin's bolts slow R2 and the Dogmole long enough for his angel to behead the Raider.

The Dogmole, bloodied, dazed and slowed can do little but charge Dorvin, teeth gnashing only on empty air.

Ferocious charge (Ref) v Dorvin.
1d20+9=16. Miss.

Dogmole save v daze - 1d20=14. Yes.

Swordy and Rusty get an OA v Dogmole.

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 - +2 defenses to start next turn (used second wind); dazed (se)
Bombardier 1 - BLOODIED; dazed to the end of Guldarin's next turn
Rusty - used second wind; resist 10 poison to end encounter; used AP; prone
Dorvin - BLOODIED;
Raider 1 - dazed (se)
Fetal Savant - BLOODIED;
Savant 1 - dazed (se)
Savant 2 - Four shrouds
Nayce - prone
Forsaken Reavers
Amenephus - used AP;
Guldarin - BLOODIED
Dogmole - BLOODIED; under Isari's Aegis; slowed to end Guldarin's next turn


Dragonborn Fighter 12
Rev DM wrote:
Swordy and Rusty get an OA v Dogmole.

The dragonborn's response to the rampaging monstrosity is a slice to the leg.

Melee Basic Attack 1d20 + 17 + 3 - 2 ⇒ (20) + 17 + 3 - 2 = 38 vs. AC; 10 + 10 = 20 damage + 2d6 ⇒ (3, 6) = 9 fire damage.


Ouch.

The Dogmole screams in pain as Rusty's blade chops through a hamstring.


Male Dwarf Invoker/Divine Philosopher 14

The Sword Angel tries to take another piece of dogmole.

1d20 + 16 ⇒ (18) + 16 = 34 vs Ref; damage, 1d8 + 10 ⇒ (5) + 10 = 15


The Blade Angel dispassionately drives a blade into the Dogmole, further enraging it.

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 - +2 defenses to start next turn (used second wind); dazed (se)
Bombardier 1 - BLOODIED; dazed to the end of Guldarin's next turn
Rusty - used second wind; resist 10 poison to end encounter; used AP; prone
Dorvin -
Raider 1 - dazed (se)
Fetal Savant - BLOODIED;
Savant 1 - dazed (se)
Savant 2 - Four shrouds
Nayce - prone
Forsaken Reavers
Amenephus - used AP;
Guldarin - BLOODIED
Dogmole - BLOODIED; under Isari's Aegis; slowed to end Guldarin's next turn

.


Male Dwarf Warlord 10

Now on 66hp. No longer Bloodied.


Male Human Swordmage/Wandering Swordmage 11

Attack FS with Frigid Blow(Cold, -2 speed until EOMNT): 1d20 + 18 ⇒ (11) + 18 = 291d10 + 10 ⇒ (8) + 10 = 181d20 ⇒ 20


With a single, precise blow, Isari elminates the fetal savant, driving hard through the bars of the cage. Sensing that the tide of battle may be turning, the bombardier shifts away from the blazing angel.

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.

Rusty - used second wind; resist 10 poison to end encounter; used AP; prone
Dorvin -
Raider 1 - dazed (se)
Savant 1 - dazed (se)
Savant 2 - Four shrouds
Nayce - prone
Forsaken Reavers
Amenephus - used AP;
Guldarin - BLOODIED
Dogmole - BLOODIED; under Isari's Aegis; slowed to end Guldarin's next turn
Isari - +2 defenses to start next turn (used second wind); dazed (se)
Bombardier 1 - BLOODIED; dazed to the end of Guldarin's next turn


Dragonborn Fighter 12

Rusty stabs the Dogmole from under his shield.

Shield Feint 1d20 + 17 - 2 ⇒ (7) + 17 - 2 = 22 vs. AC; 1d10 + 10 ⇒ (7) + 10 = 17 damage and Rusty gets a +3 power bonus to his next attack roll against the Dogmole.

Save vs. Daze 1d20 ⇒ 20

AC 27; Fort 26, Ref 26, Will 24; resist 10 poison
46/90 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, Hack and Hew, Hesitation Slash


The Dogmole snarls as Rusty cuts through another tendon.

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.

Dorvin
Raider 1 - dazed (se)
Savant 1 - dazed (se)
Savant 2 - Four shrouds
Nayce - prone
Forsaken Reavers
Amenephus - used AP;
Guldarin - BLOODIED
Dogmole - BLOODIED; under Isari's Aegis; slowed to end Guldarin's next turn
Isari - +2 defenses to start next turn (used second wind); dazed (se)
Bombardier 1 - BLOODIED; dazed to the end of Guldarin's next turn Rusty - used second wind; resist 10 poison to end encounter; used AP; prone; +3 to next attack v Dogmole


Male Dwarf Warlord 10

Diecy Predicament vs Dogmole's AC.
1d20 + 15 ⇒ (10) + 15 = 252d10 + 13 ⇒ (4, 10) + 13 = 27
If that hits, all foes adjacent to me grant CA to my allies within 5 squares of me til eomnt. Phew!

Dorvin snarls, "Come tae daddy," as he slashes at the dogmole.


Dorvin's axe strikes something vital as the Dogmole howls in pain.

Ignoring the blazing angel and Rusty's prone form, the last raider charges at Dorvin.

Charge.
1d20+14=30. 3d6+5=14
14 damage to Dorvin.

Save v Daze for R1: 1d20=9. Sigh.

Rusty and Swordy both get OAs on R1.

S1 conjures another vision of horror for Dorvin's delectation.

Vision of the Unspeakable Truth (Will). On hit target is dazed to end S1's next turn
1d20+15=30. Hits. 2d8+5=14 psychic
14 damage to Dorvin.

Save v daze for S1: 1d20=16. Yes.

S2 tries to wreck Isari's mind and shifts towards the room beyond the swordmage.

Brainbleeder Rebuke (Will)
1d20+15=31. S2 v Isari. Hits. 2d6+5=10
10 damage to Isari.

Damage totals this turn:
28 to Dorvin
10 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.

Nayce - prone
Forsaken Reavers
Amenephus - used AP;
Guldarin - BLOODIED
Dogmole - BLOODIED; under Isari's Aegis; slowed to end Guldarin's next turn; grants CA to allies within 5 squares of Dorvin to end his next turn
Isari - +2 defenses to start next turn (used second wind); dazed (se)
Bombardier 1 - BLOODIED; dazed to the end of Guldarin's next turn Rusty - used second wind; resist 10 poison to end encounter; used AP; prone; +3 to next attack v Dogmole; +1AC (thanks to Dorvin)
Dorvin
Raider 1 - dazed (se); grants CA to allies within 5 squares of Dorvin to end his next turn
Savant 1
Savant 2 - Four shrouds


Male Half-elf Assassin 14 / Obsidian Stalker

Nayce leaps to his feet and rushes at the Savant, sword at the ready and seemingly ignoring all obstacles in his path.

Minor action: Stand up (thanks to my boots). Minor action 2: Slayer's Endurance. Blade from the mist vs S2 using 4 shrouds. As part of the action, I can shift to BB9. 1d20 + 17 ⇒ (18) + 17 = 35 vs AC, 2d8 + 18 ⇒ (3, 7) + 18 = 28 damage plus 4d6 + 12 ⇒ (6, 1, 6, 5) + 12 = 30 shroud and I gain 20 temp hp.

Place 1 shroud on R1. (Unless those OAs killed R1, in which case on the Dogmole, I guess.)

Edit: Rerolling th 1 on shroud damage 1d6 ⇒ 1... Again 1d6 ⇒ 6. Total damage 28+35 shroud = 63.

That might be the most damage I've ever done in a round, and it wasn't even a crit. It helps when you roll 6,6,6,5 on shrouds...


Dragonborn Fighter 12

OA on R1 1d20 + 17 + 3 + 2 - 2 ⇒ (10) + 17 + 3 + 2 - 2 = 30 vs. AC; 1d10 + 10 ⇒ (9) + 10 = 19 damage.

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