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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Amended.

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 - insubstantial and vulnerable 5 radiant
Forsaken Reavers
Amenephus - used AP; slowed to end B1's next turn
Guldarin - BLOODIED; prone; dazed to end S1's next turn; slowed to end B1's next turn
Isari - BLOODIED; used second wind
Rusty - used second wind; resist 10 poison to end encounter; used AP
Dorvin - BLOODIED
Savant 1 - one shroud; slowed to end Nayce's next turn


Male Half-elf Assassin 14 / Obsidian Stalker

How did the savant get that far while slowed?


He didn't. I bogged up. He's back where he should be.


Male Half-elf Assassin 14 / Obsidian Stalker

The board are eating my posts today...

Move to EE18, provoking an OA from the minion. I get +5 to all defenses against that attack and take half damage for being insubstantial if it manages to hit.

1 shroud on the Savant. Executioner's Noose on the Savant using 2 shrouds. 1d20 + 14 ⇒ (9) + 14 = 23 vs fort. 1d6 + 13 ⇒ (3) + 13 = 16 force damage plus 2d6 + 6 ⇒ (4, 6) + 6 = 16 shroud damage, pull it 2 squares, and it is slowed to EOMNT (again).


The last Forsaken Reaver lashes out furiously and missed Nayce as the assassing slips past and hauls the savant back before it can escape. Shadow wraps around the derro's throat as blood oozes from his nose.

As Nayce shimmers back into view, the Reaver dives for his back and drives a short sword hard between his shoulders.

1d20+13=28. Hits.
5 damage if Nayce is still insubstantial, 10 if he isn't.

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; slowed to end B1's next turn
Guldarin - BLOODIED; prone; dazed to end S1's next turn; slowed to end B1's next turn
Isari - BLOODIED; used second wind
Rusty - used second wind; resist 10 poison to end encounter; used AP
Dorvin - BLOODIED
Savant 1 - BLOODIED; slowed to end Nayce's next turn
Nayce
Forsaken Reaver


Male Dwarf Warlord 10

As I hit on my turn, Isari gains 9 temp hp.


Sacred Flame on Reaver 1d20 + 15 ⇒ (17) + 15 = 32 vs ref, 1d6 + 14 ⇒ (1) + 14 = 15 and Guldarin gains 9 temporary hps


Male Half-elf Assassin 14 / Obsidian Stalker

The insubstantial bit ended when I attacked. Full damage and I'm slightly bloodied but not too worried.


Thanks for the catch on the temp hp for Isari.

Amenephus points his holy symbol at F10 and incinerates it with divine fire. As the glow dies away, Guldarin feels somewhat better.

It appears to be dawning on the last derro that it is alone and severely outnumbered. The savant spits viciously at Nayce and looks at the bombardier's dropped weapon.

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 - BLOODIED; prone
Isari - BLOODIED; used second wind
Rusty - used second wind; resist 10 poison to end encounter; used AP
Dorvin - BLOODIED
Savant 1 - BLOODIED; slowed to end Nayce's next turn
Nayce - BLOODIED
Amenephus - used AP;


Male Dwarf Invoker/Divine Philosopher 14

"I should probably stand up at some point, shouldn't I." Guldarin gets heavily to his feet, and looks around for any remaining derro. Lightning reaches out from his rod towards it.

3/65hp, 9thp
Stand
Grasping Shards at the Savant, 1d20 + 16 ⇒ (15) + 16 = 31 vs Ref, 1d6 + 8 ⇒ (1) + 8 = 9 lightning damage and target is slowed teomnt


Lightning arcs prettily around the derro as Guldarin rises, bringing a minor storm with him.

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; used second wind
Rusty - used second wind; resist 10 poison to end encounter; used AP
Dorvin - BLOODIED
Savant 1 - BLOODIED; slowed to end Nayce's next turn
Nayce - BLOODIED
Amenephus - used AP;
Guldarin - BLOODIED


Male Human Swordmage/Wandering Swordmage 11

Isari dashes forward and slashes at the last of the derro, ice coating the ground.

Move to GG18, mark S1 and use Sleet Strike(Cold damage and target falls prone when it shifts until EOMNT): 1d20 + 18 ⇒ (1) + 18 = 192d10 + 10 ⇒ (6, 6) + 10 = 22


In his hurry to bring an end to things, Isari bumps into an old mine cart, ruining his aim. Regardless, he fixes the derro with a glare as potent as the lunatic's own, daring it to turn its attention to anyone else.

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
Dorvin - BLOODIED
Savant 1 - BLOODIED; slowed to end Nayce's next turn; marked by Isari
Nayce - BLOODIED
Amenephus - used AP;
Guldarin - BLOODIED
Isari - BLOODIED; used second wind


Dragonborn Fighter 12

Rusty moves up (to Dd19) to deliver a Comeuppance Strike, the strike of choice for an aspiring avenging slayer.

1d20 + 17 ⇒ (19) + 17 = 36 vs. S1 AC; 2d10 + 10 ⇒ (6, 9) + 10 = 25 damage and S1 suffers a –2 attack penalty (eont) unless it is immune to fear/Rattling keyword.

S1 is marked by Rusty.

AC 27; Fort 26, Ref 26, Will 24; resist 10 poison
70/90 HP; 7/11 Surges:
Surge Value: +24 HP
Initiative +12; Speed 5
Passive Perception 16, Passive Insight 15; Low-light vision
AP: 0
Conditions:
Dailies: Comeback Strike
Encounters: Come and Get It, Dragon Breath, Hack and Hew, Hesitation Slash, Comeuppance Strike


Rusty's aspirations are admirably fulfilled as he bisects the last derro.

OUT OF COMBAT.
2000XP each bringing you to a total of 28,225XP

For reference:
MAP

When you're ready to move on, let me have a marching order please.


Male Dwarf Invoker/Divine Philosopher 14

Guldarin lets out a deep breath, and waves his angel off to rest. "Let's not do this again any time soon." He looks in some dismay at the blood on his robes. "Yuck."

Three healing surges, back to 51/65 hit points, 4/8 HS remaining.


2 surges used 83/84, 5/7 remaining, I will go towards the rear. I like Isari in the very back (has a ranged mark mechanic), with Rusty in the front, so we are well protected all around. Something like this Rusty, Nayce, Dorvin, Guldarin, Me, Isari

"Rest a moment friends and let us patch our wounds before heading off."


Male Half-elf Assassin 14 / Obsidian Stalker

Two healing surges brings me exactly to full.


Dragonborn Fighter 12

Rusty picks up both halves of the shattered mask for examination, wondering what mischief was on the previous owner's mind their demise.

One healing surged used.

Amenephus Dar wrote:
Something like this Rusty, Nayce, Dorvin, Guldarin, Me, Isari

I concur.


Male Human Swordmage/Wandering Swordmage 11
Amenephus Dar wrote:

2 surges used 83/84, 5/7 remaining, I will go towards the rear. I like Isari in the very back (has a ranged mark mechanic), with Rusty in the front, so we are well protected all around. Something like this Rusty, Nayce, Dorvin, Guldarin, Me, Isari

Sounds fine to me. Spending two surges, 85/91HP.


Rusty examines the mask and decides it must be some kind of primitive gasmask. All the dead Forsaken carry them.


Taking anything, continuing, stopping for a snack?


I am going to take one of the masks with me, and after a short rest we can proceed I think


Closer inspection reveals that the masks have a small canister attached to them. Activated, it provides some protection against gaseous poison.

These ill-fitting, barefly functional masks provide their wearers with a +2 saving throw against ongoing poison damage for an encounter. Activating the canister provides the wearer with resist 15 against poisonous gas for one turn. Thereafter, the effect is expended. Note that the resist 15 is only effective against the poisonous gas circulating the poisoned passages.


Dragonborn Fighter 12

Rusty rummages through the derro in search of snacks, but—to his disgust—is unable to find any finger food that's not actual fingers. He takes a gasmask and adjusts its straps to ensure it comfortably fits his draconic noggin.

Ready to lead the way into the next section.


Rusty looks slightly ludicrous with the Forsaken headgear perched on the end of his nose.

Rightly forgoing the derro snack foods on offer, he leads the way down the next section of corridor, noting that the gas wisps are getting thicker.


Male Human Swordmage/Wandering Swordmage 11

Isari also takes one of the fallen derro's masks before following the others into the hall.


Which way? Map for reference.


Lets explore that small side room on the left


The small room has various piles of what might be rubbish and might not lying around it. At first glance, it seems to be mainly corroded mining equipment.


Percp to search it for anything useful 1d20 + 19 ⇒ (5) + 19 = 24


Amenephus's instincts do not betray him. Cached beneath the broken equipment are more gasmasks - seven in total, two canisters of the Forsaken's Weeping bombard mixture, a silvery amulet and a scroll wrapped around a small bloodstained silver effigy of Volund.

Scroll is Passwall.

Spoiler:
Level: 12
Category: Exploration
Time: 10 minutes
Duration: 1 minute

You create a passage through any solid material. You choose the orientation of the passage relative to the surface you touch. The passage is 1 square wide and tall. The passage can be a number of squares deep equal to your Arcana check result divided by 5. This ritual does not conceal the passage from anyone or bar anyone from entering. A creature inside the passage when it closes takes 5d10 damage and is ejected to the nearest end of the passage. This ritual does not affect the structural integrity of a cavern or a wall; the passage is a twist in space, not an actual shifting of material.


Amulet is a +3 Safewing Amulet
Spoiler:
Price: 17,000 gp
Item Slot: Neck
Enhancement: +3 Fortitude, Reflex, and Will
Property: When falling, you reduce the distance fallen (for the purpose of calculating damage) by a number of feet equal to 10 × the amulet’s enhancement bonus. You always land on your feet after a fall.


Take another mask and give the scroll to Guldarin

"Hey look what we have here."


Dragonborn Fighter 12

I take another mask as well.


Male Half-elf Assassin 14 / Obsidian Stalker

I'll take a mask.


Male Dwarf Invoker/Divine Philosopher 14
Amenephus Dar wrote:
"Hey look what we have here."

"Well now. Well now. That's interesting. If we could use this in the right place, I don't doubt we could avoid contact with some of these degenerates. Very useful, indeed." Guldarin stuffs the scroll into one of his pockets, before looking up at Amenephus. "Ah. Sorry. I should have asked, do you want to keep hold of it or should I?" While waiting for an answer, he grabs one of the derro masks and pokes at it. "Shoddy workmanship, but it does its job."


"You are much more versed in the arts Arcana than I, so I am afraid this scroll does not make much sense to me."


Gasmasks for:
Rusty plus a spare
Amenephus plus a spare
Nayce
Guldarin
Isari

Scroll with Guldarin

Does Dorvin take a mask?

Who has the Safewing Amulet?


Dragonborn Fighter 12
Rev DM wrote:

Who has the Safewing Amulet?

Not me, I have one already.


Male Half-elf Assassin 14 / Obsidian Stalker
"Rusty" Rathorus Mournflame wrote:
Rev DM wrote:

Who has the Safewing Amulet?

Not me, I have one already.

Debating... I like the properties of the periapt of cascading health better, but it's only +2... That extra plus might be worthwhile. I suppose if no one else wants to use it, I will, but anyone else should speak up because I'm on the fence as it is.


Male Dwarf Invoker/Divine Philosopher 14

Guldarin doesn't really need it, but +3 is better than +2. The property is one I'd hope he doesn't need, but his current cloak of translocation helps him teleport further. God knows why I picked that up. Someone else wants it, take it.


Male Dwarf Warlord 10

Dorvin disdains the devious derro device.


I am on the fence as well, due to my current one that lets me auto save, but it is only +2


Would Guldarin's cloak be more useful to Amenephus since he can fey step? Or Nayce, who has a lot of teleporting powers?


Male Half-elf Assassin 14 / Obsidian Stalker
Rev DM wrote:
Would Guldarin's cloak be more useful to Amenephus since he can fey step? Or Nayce, who has a lot of teleporting powers?

Wow. That would be a handy item for an assassin, given that I can teleport at will. Guldarin?


Male Dwarf Invoker/Divine Philosopher 14

Go ahead if you want. Though it doesn't actually help teleport further:

Quote:

Cloak of Translocation +2, Level 9 Uncommon

This silver-white cloak glimmers and shimmers when you teleport, hampering your enemy’s ability to locate you.
Price: 4,200 gp
Item Slot: Neck
Enhancement: +2 Fortitude, Reflex, and Will
Property: When you use a teleportation power, you gain a +2 bonus to AC and Reflex until the end of your next turn.
Power (Daily): Minor Action. You regain the use of an encounter teleportation power that you have already used during this encounter.

It will certainly do more for Nayce than for Guldarin.


The companions thoughtfully collect the more useful items and make their way back towards the passages. Rusty and Nayce take the front rank, with Amenephus and Isari bringing up the rear behind the two dwarves.

Perception/Thievery or Dungeoneering checks please to cover the first 5 squares of the corridor.

MAP

Could you make sure that any new bits or kit are noted in your profiles. Thanks.


Male Dwarf Warlord 10

1d20+14 = 21 Dungeoneering.


Male Dwarf Invoker/Divine Philosopher 14

Perception 1d20 + 13 ⇒ (19) + 13 = 32
Who is taking the Safewing Amulet? Guldarin? I assume Nayce still wants his cloak.


If Nayce takes your cloak, then you'd better have the amulet.

Guldarin and Dorvin look at each other and point out another tell-tale bulge in the wall.

Now you are aware of the trap, you may bypass it with a DC22 Acrobatics or Dungeoneering check. As before, a Thievery DC24 also works. You can aid another (up to two) with a DC15 in one of the relevant skills. One successful check per pc please.

MAP

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