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

Game Master Rev Rosey

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


2,551 to 2,600 of 3,467 << first < prev | 47 | 48 | 49 | 50 | 51 | 52 | 53 | 54 | 55 | 56 | 57 | next > last >>

Putting Rusty and Isari in Guldarin's suggested positions unless told otherwise. Feel free to amend in your next posts.

Guldarin's micro-climate sweeps Rusty and Isari free of the clinging mosses. Sap pours from C4 now as well. C3 is barely more than a trace of sludge on the stone floor, its phosphorescence nearly extinguished.

Guldarin hit everything except C1.

MAP

Escape: make an Athletics (v Fort) or Acrobatics (v Ref) check to escape. This is a MOVE action and on a success includes a shift of one square as part of that move.

Spirit of Healing - allies in the same square as the spirit or adjacent to it regain 6hp on hit. Sustainable and mobile.

Nayce
Rusty
Isari
Shambling Mound - one shroud
Cavelight Moss 1
Cavelight Moss 2 - slowed to end Guldarin's next turn
Cavelight Moss 3 - BLOODIED; marked by Rusty; attacks at -4 to end Amenephus's next turn; slowed tp
Cavelight Moss 4 - BLOODIED; marked by Rusty; - slowed to end Guldarin's next turn
Amenephus
Dorvin - +2 all defenses to start next turn (used second wind)


Male Half-elf Assassin 14 / Obsidian Stalker

Nayce sends his shadowy noose at C3.

Executioner's noose: 1d20 + 14 ⇒ (5) + 14 = 19 vs fort. 1d6 + 10 ⇒ (1) + 10 = 11 force damage.

A second shroud on the Shambling Mound.

Cloak of Shades: Until the end of your next turn, you gain concealment against all creatures and are invisible to creatures that are more than 5 squares away from you.

Back up to BB31.


Nayce's noose misses the Mound, but it has little way of knowing where the attack came from as the assassin vanishes up the hall and into shadow.

MAP

Escape: make an Athletics (v Fort) or Acrobatics (v Ref) check to escape. This is a MOVE action and on a success includes a shift of one square as part of that move.

Spirit of Healing - allies in the same square as the spirit or adjacent to it regain 6hp on hit. Sustainable and mobile.

Rusty
Isari
Shambling Mound - two shrouds
Cavelight Moss 1
Cavelight Moss 2 - slowed to end Guldarin's next turn
Cavelight Moss 3 - BLOODIED; marked by Rusty; attacks at -4 to end Amenephus's next turn; slowed tp
Cavelight Moss 4 - BLOODIED; marked by Rusty; - slowed to end Guldarin's next turn
Amenephus
Dorvin - +2 all defenses to start next turn (used second wind)
Nayce - concealment from all creatures and invisble to creatures more than 5 squares away to end next turn


Dragonborn Fighter 12

Rusty will delay.


Rusty contemplates tactics.

MAP

Escape: make an Athletics (v Fort) or Acrobatics (v Ref) check to escape. This is a MOVE action and on a success includes a shift of one square as part of that move.

Spirit of Healing - allies in the same square as the spirit or adjacent to it regain 6hp on hit. Sustainable and mobile.

Isari
Rusty - delaying
Shambling Mound - two shrouds
Cavelight Moss 1
Cavelight Moss 2 - slowed to end Guldarin's next turn
Cavelight Moss 3 - BLOODIED; marked by Rusty; attacks at -4 to end Amenephus's next turn; slowed tp
Cavelight Moss 4 - BLOODIED; marked by Rusty; - slowed to end Guldarin's next turn
Amenephus
Dorvin - +2 all defenses to start next turn (used second wind)
Nayce - concealment from all creatures and invisble to creatures more than 5 squares away to end next turn


Dragonborn Fighter 12

The dragonborn holds his shield up, ready to push the enemy back.

Rusty moves to Aa31 and readies an action to use Tide of Iron as an immediate reaction.
Trigger: An enemy makes an attack from Z30 or Z31.

AC 27; Fort 26, Ref 26, Will 24
72/90 HP; 5/11 Surges:
Surge Value: +24 HP
Initiative +12; Speed 5
Passive Perception 16, Passive Insight 15; Low-light vision
AP: 0
Conditions:
Dailies:
Encounters: Dragon Breath


Map updated to reflect Rusty's position. Rusty since Guldarin granted you a free shift and you could have got there using it, you still have a move action and minor if you need them.

Isari is up.


Male Human Swordmage/Wandering Swordmage 11

No longer bloodied, thanks to Dorvin. Minor, mark S with Aegis of Shielding. Standard, Lightning Lure on C3(vs Fort, Lightning damage, pull to Z30 on a hit): 1d20 + 15 ⇒ (15) + 15 = 301d6 + 9 ⇒ (1) + 9 = 10


Isari wipes out C3 as tattered remnants shred under his attack. The Mound shambles forward, reaching for Rusty, long tendrils poking incongruously through Amenephus's Spirit of Healing.

Double Attack (AC). Makes two tendril attacks with reach 2.
1d20+14=26 - v Rusty. Miss.
1d20+14=29 - v Rusty. Hits. 1d8+5=10 normal and 1d8=6 lightning
16 damage to Rusty.

Rusty - the trigger for your attack didn't go off, but if you'd like to take your turn now, you're welcome. Otherwise tell me if you still want to delay.

MAP

Escape: make an Athletics (v Fort) or Acrobatics (v Ref) check to escape. This is a MOVE action and on a success includes a shift of one square as part of that move.

Spirit of Healing - allies in the same square as the spirit or adjacent to it regain 6hp on hit. Sustainable and mobile.

Rusty
Cavelight Moss 1
Cavelight Moss 2 - slowed to end Guldarin's next turn
Cavelight Moss 4 - BLOODIED; marked by Rusty; - slowed to end Guldarin's next turn
Amenephus
Dorvin - +2 all defenses to start next turn (used second wind)
Nayce - concealment from all creatures and invisble to creatures more than 5 squares away to end next turn
Isari
Shambling Mound - two shrouds


Male Human Swordmage/Wandering Swordmage 11

Since I marked the shambling mound last turn, Rusty takes 13 less damage from that attack, for 3 total.


Dragonborn Fighter 12

Awesome! Thanks Isari!

Move to Z31.
Tide of Iron @ Shambling Mound 1d20 + 17 ⇒ (19) + 17 = 36 AC; 1d10 + 10 ⇒ (3) + 10 = 13 damage. Hit: The Shambling Mound is pushed one square and Rusty shifts to Y31.

Regain 6 HP courtesy of Amenephus' Healing Spirit.

AC 27; Fort 26, Ref 26, Will 24
75/90 HP; 5/11 Surges:
Surge Value: +24 HP
Initiative +12; Speed 5
Passive Perception 16, Passive Insight 15; Low-light vision
AP: 0
Conditions:
Dailies:
Encounters: Dragon Breath


Rusty goes nose to tendril with the Shambling Mound and pushes it back into the chamber. Around its base, tendrils of cavelight moss emerge, lured by the scent of fresh food. The doorway fills slowly with amubulant, carnivorous vegetation.

C1 attacks Rusty.
Grasping Tendrils (Ref). Reach 2. On hit target is restrained and weakened (escape ends both)
1d20+14=18. Miss.

MAP

Escape: make an Athletics (v Fort) or Acrobatics (v Ref) check to escape. This is a MOVE action and on a success includes a shift of one square as part of that move.

Spirit of Healing - allies in the same square as the spirit or adjacent to it regain 6hp on hit. Sustainable and mobile.

Amenephus
Dorvin - +2 all defenses to start next turn (used second wind)
Nayce - concealment from all creatures and invisble to creatures more than 5 squares away to end next turn
Isari
Shambling Mound - two shrouds; under Isari's Aegis
Rusty
Cavelight Moss 1
Cavelight Moss 2 - slowed to end Guldarin's next turn
Cavelight Moss 4 - BLOODIED; marked by Rusty; - slowed to end Guldarin's next turn


Amenephus?


Minor to keep the Spirit of healing up
Sacred Flame 1d20 + 15 ⇒ (17) + 15 = 32 vs ref, 1d6 + 14 ⇒ (5) + 14 = 19 radiant damage against Mound, and rusty gains 9 temporary hps

Amenephus calls down sacred fire upon the mound and lets some of its warmth flow into Rusty.


The smell of burning vegetation starts to fill the corridor as Amenephus bolsters Rusty and sends a blast of divine fire into the Mound.

Escape: make an Athletics (v Fort) or Acrobatics (v Ref) check to escape. This is a MOVE action and on a success includes a shift of one square as part of that move.

Spirit of Healing - allies in the same square as the spirit or adjacent to it regain 6hp on hit. Sustainable and mobile.

Dorvin - used second wind
Nayce - concealment from all creatures and invisble to creatures more than 5 squares away to end next turn
Isari
Shambling Mound - two shrouds; under Isari's Aegis
Rusty
Cavelight Moss 1
Cavelight Moss 2 - slowed to end Guldarin's next turn
Cavelight Moss 4 - BLOODIED; marked by Rusty; - slowed to end Guldarin's next turn
Amenephus


Male Dwarf Warlord 10

Move to Y30. Standard - Furious Smash vs Shambler (vs Fort). 1d20 + 15 ⇒ (13) + 15 = 28

On a hit, it takes 5 damage and Rusty gains a +4 power bonus to attack and damage on his next attack vs the Shambler. If he does not attack it, he loses this benefit.

The dwarf warrior grunts and joins Rusty at the front..


Dorvin plods up the corridor and hacks at the mobile compost, and opening up a weak spot for Rusty. Behind him, Amenephus's spirit glows, sending warmth and healing over his stocky form.

Dorvin regains 6hp from the Spirit of Healing.

MAP

Escape: make an Athletics (v Fort) or Acrobatics (v Ref) check to escape. This is a MOVE action and on a success includes a shift of one square as part of that move.

Spirit of Healing - allies in the same square as the spirit or adjacent to it regain 6hp on hit. Sustainable and mobile.

Nayce - concealment from all creatures and invisble to creatures more than 5 squares away to end next turn
Isari
Shambling Mound - two shrouds; under Isari's Aegis
Rusty - +4 power bonus to attack and damage to next attack against the Mound
Cavelight Moss 1
Cavelight Moss 2 - slowed to end Guldarin's next turn
Cavelight Moss 4 - BLOODIED; marked by Rusty; - slowed to end Guldarin's next turn
Amenephus
Dorvin - used second wind


Male Half-elf Assassin 14 / Obsidian Stalker

Nayce assaults the primitive consciousness of the shambler.

2 shrouds on the shambler, using killer's insight.

Minor: Slayer's Endurance. The first time an enemy takes damage from your assassin’s shroud before the end of your next turn, you gain 5 temporary hit points for each shroud on that enemy.

Nightmare Shades on Shambler using 2 shrouds. 1d20 + 14 ⇒ (7) + 14 = 21 vs Will. 2d8 + 8 ⇒ (6, 6) + 8 = 20 psychic damage on a hit, and the target grants combat advantage to me until the end of my next turn, and to EOMNT, I gain a power bonus to damage rolls against the target equal to my Charisma modifier.

Damage from 4 shrouds: 4d6 + 12 ⇒ (2, 3, 1, 5) + 12 = 23. (15 shroud damage on a miss.) I gain 20 temp hp.


Somehow Nayce finds a way to cause agony to the Shambling Mound's meagre intellect. The mountainous plant beast writhes as dark shadows invade its tiny brain and fire up long forgotten neurones.

MAP

Escape: make an Athletics (v Fort) or Acrobatics (v Ref) check to escape. This is a MOVE action and on a success includes a shift of one square as part of that move.

Spirit of Healing - allies in the same square as the spirit or adjacent to it regain 6hp on hit. Sustainable and mobile.

Guldarin
Isari
Shambling Mound - under Isari's Aegis; grants CA to Nayce with damage bonus to end his next turn
Rusty - +4 power bonus to attack and damage to next attack against the Mound
Cavelight Moss 1
Cavelight Moss 2 - slowed to end Guldarin's next turn
Cavelight Moss 4 - BLOODIED; marked by Rusty; - slowed to end Guldarin's next turn
Amenephus
Dorvin - used second wind
Nayce


Male Dwarf Invoker/Divine Philosopher 14

Guldarin would quite like a chance to act at some point.


B@@#%*%s. I have no idea how I managed to cut out the long-tongued dwarf. Please have a turn right now. Make that two in fact. I'm pretty sure I managed to make you miss one already.


Male Dwarf Invoker/Divine Philosopher 14

Only one turn behind, I think. Should have got in after Dorvin.

Guldarin stares down the passage, racking his brains to remember what he can about the creatures. "Looks like electricity won't be good," he mutters. "How about thunder?" A peal of thunder crashes over several of the plants.

Thunder of Judgement, targeting 3 creatures;
Attack Shambling Mound 1d20 + 16 ⇒ (17) + 16 = 33 vs Fortitude
Attack C4 1d20 + 16 ⇒ (17) + 16 = 33 vs Fortitude
Attack C2 1d20 + 16 ⇒ (8) + 16 = 24 vs Fortitude
Damage 1d6 + 8 ⇒ (4) + 8 = 12 thunder damage and target is dazed
Knowledge check, Dungeoneering, against the Shambling Mound 1d20 + 13 ⇒ (2) + 13 = 15 - does it have any vulnerabilities or resistances?


Guldarin thoughtfully taps his staff on the ground and watches with interest as he dazes two mosses and the Mound. Thunder works where lightning would not. Vegetation rocks in the sonic boom.

Mound is immune to lightning but has no vulnerabilities.

MAP

Escape: make an Athletics (v Fort) or Acrobatics (v Ref) check to escape. This is a MOVE action and on a success includes a shift of one square as part of that move.

Spirit of Healing - allies in the same square as the spirit or adjacent to it regain 6hp on hit. Sustainable and mobile.

Isari
Shambling Mound - under Isari's Aegis; grants CA to Nayce with damage bonus to end his next turn; dazed to end Guldarin's next turn
Rusty - +4 power bonus to attack and damage to next attack against the Mound
Cavelight Moss 1
Cavelight Moss 2 - dazed to end Guldarin's next turn
Cavelight Moss 4 - BLOODIED; marked by Rusty; dazed to end Guldarin's next turn
Amenephus
Dorvin - used second wind
Guldarin
Nayce


Male Human Swordmage/Wandering Swordmage 11

Minor, mark S and C1 with my Aegis of Shielding. Can't do much else at the moment.


Isari puts his artic mark on the Mound and C1 and bides his time.

The Mound lashes out at Rusty, lightning spraying from its tendrils.

Double attack (AC)
1d20+14=28 v Rusty. Hits. 1d8=5=10 plus 1d8=2 lightning damage
1d20+14=23 v Rusty. Miss.
12 damage to Rusty

MAP

Escape: make an Athletics (v Fort) or Acrobatics (v Ref) check to escape. This is a MOVE action and on a success includes a shift of one square as part of that move.

Spirit of Healing - allies in the same square as the spirit or adjacent to it regain 6hp on hit. Sustainable and mobile.

Rusty - +4 power bonus to attack and damage to next attack against the Mound
Cavelight Moss 1 - under Isari's Aegis
Cavelight Moss 2 - dazed to end Guldarin's next turn
Cavelight Moss 4 - BLOODIED; marked by Rusty; dazed to end Guldarin's next turn
Amenephus
Dorvin - used second wind
Guldarin
Nayce
Isari
Shambling Mound - under Isari's Aegis; grants CA to Nayce with damage bonus to end his next turn; dazed to end Guldarin's next turn


Dragonborn Fighter 12

I believe Isari's Aegis of Shielding kicks in as an immediate interrupt to negate the 12 damage.

Rusty feints left and right with his sword as he tries to get past the Mound's flailing tendrils.

Hesitation Slash @S 1d20 + 20 + 4 ⇒ (9) + 20 + 4 = 33 AC; 2d10 + 10 + 4 ⇒ (1, 2) + 10 + 4 = 17 damage.

AC 28 (while next to Dorvin); Fort 26, Ref 26, Will 24
75/90 HP; 5/11 Surges:
Surge Value: +24 HP
Initiative +12; Speed 5
Passive Perception 16, Passive Insight 15; Low-light vision
AP: 0
Conditions:
Dailies:
Encounters: Dragon Breath, Hesitation Slash


Rusty risks a face full of compost and stabs the Mound hard. He hits something vital and lightning arcs alarmingly as the Shambler starts to drip.

C1 grabs at Dorvin, C2 flails aimlessly at empty air and C4 gropes around the corner to feast on Rusty.

Grasping Tendrils (Ref). On hit target is restrained and weakened.
1d20+14=29 - C1 v Dorvin. Hits. 3d8+7=19
1d20+12=16 - C4 v Rusty. Miss.
19 damage to Dorvin and he is restrained and weakened (se both)

MAP

Escape: make an Athletics (v Fort) or Acrobatics (v Ref) check to escape. This is a MOVE action and on a success includes a shift of one square as part of that move.

Spirit of Healing - allies in the same square as the spirit or adjacent to it regain 6hp on hit. Sustainable and mobile.

Amenephus
Dorvin - used second wind; restrained and weakened by C1 (se both)
Guldarin
Nayce
Isari
Shambling Mound - BLOODIED and doing an extra 5hp lightning damage on hit; under Isari's Aegis; grants CA to Nayce with damage bonus to end his next turn; dazed to end Guldarin's next turn
Rusty - +4 power bonus to attack and damage to next attack against the Mound
Cavelight Moss 1 - under Isari's Aegis
Cavelight Moss 2 - dazed to end Guldarin's next turn
Cavelight Moss 4 - BLOODIED; marked by Rusty; dazed to end Guldarin's next turn


Sacred Flame against Mound 1d20 + 15 ⇒ (12) + 15 = 27 vs ref, 1d6 + 14 ⇒ (6) + 14 = 20 radiant damage, and Rusty gets 9 temporary hps

Amenephus once again channels divine fire into the monster and his ally.


Divine light mingles with the lightning spewing from the Mound as Amenephus continues to demolish it. Rusty feels more healing warmth surge through him.

MAP

Escape: make an Athletics (v Fort) or Acrobatics (v Ref) check to escape. This is a MOVE action and on a success includes a shift of one square as part of that move.

Spirit of Healing - allies in the same square as the spirit or adjacent to it regain 6hp on hit. Sustainable and mobile.

Dorvin - used second wind; restrained and weakened by C1 (se both)
Guldarin
Nayce
Isari
Shambling Mound - BLOODIED and doing an extra 5hp lightning damage on hit; under Isari's Aegis; grants CA to Nayce with damage bonus to end his next turn; dazed to end Guldarin's next turn
Rusty - +4 power bonus to attack and damage to next attack against the Mound
Cavelight Moss 1 - under Isari's Aegis
Cavelight Moss 2 - dazed to end Guldarin's next turn
Cavelight Moss 4 - BLOODIED; marked by Rusty; dazed to end Guldarin's next turn
Amenephus


Male Dwarf Warlord 10

Move - escape Athletics vs Fort.
1d20 + 13 ⇒ (13) + 13 = 26

If that succeeds, shift back to Z30. Minor - Inspiring Weapon power - allies adjacent to me gain +2 bonus to damage rolls until eomnt.

Dorvin grunts and tries to pull free. He holds aloft his axe and cries "C'mon lads, we cannae be put doon by compost!"

Save
1d20 ⇒ 18


Dorvin kicks his way free of the moss and stumps back a pace. The plants cannot be said to quail, but his friends are touched by a fresh desire to inflict damage on them.

MAP

Escape: make an Athletics (v Fort) or Acrobatics (v Ref) check to escape. This is a MOVE action and on a success includes a shift of one square as part of that move.

Spirit of Healing - allies in the same square as the spirit or adjacent to it regain 6hp on hit. Sustainable and mobile.

Allies adjacent to Dorvin gain +2 to damage to end his next turn.

Guldarin
Nayce
Isari
Shambling Mound - BLOODIED and doing an extra 5hp lightning damage on hit; under Isari's Aegis; grants CA to Nayce with damage bonus to end his next turn; dazed to end Guldarin's next turn
Rusty - +4 power bonus to attack and damage to next attack against the Mound
Cavelight Moss 1 - under Isari's Aegis
Cavelight Moss 2 - dazed to end Guldarin's next turn
Cavelight Moss 4 - BLOODIED; marked by Rusty; dazed to end Guldarin's next turn
Amenephus
Dorvin - used second wind


Male Dwarf Invoker/Divine Philosopher 14

"Let's see, now. Don't want you to feel left out, do we." Guldarin gestures, and vaporous chains spills from the floor grabbing at the plants.

Chains of Carceri, area burst 1 in W31
Attack SM, 1d20 + 16 ⇒ (15) + 16 = 31 vs Reflex
Attack C2, 1d20 + 16 ⇒ (13) + 16 = 29 vs Reflex
Attack C4, 1d20 + 16 ⇒ (4) + 16 = 20 vs Reflex
Damage, 2d8 + 8 ⇒ (5, 2) + 8 = 15


With an air of enjoyment, Guldarin cheerfully saps another moss pile and adds to the damage on the Mound and C4.

MAP

Escape: make an Athletics (v Fort) or Acrobatics (v Ref) check to escape. This is a MOVE action and on a success includes a shift of one square as part of that move.

Spirit of Healing - allies in the same square as the spirit or adjacent to it regain 6hp on hit. Sustainable and mobile.

Allies adjacent to Dorvin gain +2 to damage to end his next turn. (Isari, Nayce and Rusty at present).

Nayce
Isari
Shambling Mound - BLOODIED and doing an extra 5hp lightning damage on hit; under Isari's Aegis; grants CA to Nayce with damage bonus to end his next turn; dazed to end Guldarin's next turn
Rusty - +4 power bonus to attack and damage to next attack against the Mound
Cavelight Moss 1 - under Isari's Aegis
Cavelight Moss 2 - BLOODIED; Cavelight Moss 4 - BLOODIED; marked by Rusty
Amenephus
Dorvin - used second wind
Guldarin


Male Dwarf Warlord 10

"The dwarves are upon ye, cabbages!"


Male Dwarf Invoker/Divine Philosopher 14

"I don't think they're cabbages, Dorvin. Nowhere near malevolent enough." Guldarin ponders for a moment, then brightens up. "Sprouts, perhaps. Or maybe leeks. Horrible things, leeks."


Male Half-elf Assassin 14 / Obsidian Stalker

Nayce disappears and emerges into the shadow of the Shambler before swiping at it with his blade.

Shadow Step to Y30. 1d20 + 17 ⇒ (3) + 17 = 20 vs Will. 1d8 + 10 ⇒ (6) + 10 = 16 damage. Until the end of your next turn, the target makes a melee basic attack as an opportunity action against any enemy that ends its turn adjacent to the target with a +5 bonus to damage.

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.

1 shroud on C1.


Allowing the dwarven discussion about dangerous vegetables to provide distraction, Nayce leaps into the shadows and finds a way to impose himself on the Mound. Utterly befuddled, the creature looks ready to lash out at its allies.

Nayce - did you add Dorvin's +2 to your damage roll?

MAP

Escape: make an Athletics (v Fort) or Acrobatics (v Ref) check to escape. This is a MOVE action and on a success includes a shift of one square as part of that move.

Spirit of Healing - allies in the same square as the spirit or adjacent to it regain 6hp on hit. Sustainable and mobile.

Allies adjacent to Dorvin gain +2 to damage to end his next turn. (Isari, Nayce and Rusty at present).

Isari
Shambling Mound - BLOODIED and doing an extra 5hp lightning damage on hit; under Isari's Aegis; grants CA to Nayce with damage bonus to end his next turn; dazed to end Guldarin's next turn; attacking all adjacent cavemosses with basic melee +5 damage to end Nayce's next turn
Rusty - +4 power bonus to attack and damage to next attack against the Mound
Cavelight Moss 1 - under Isari's Aegis; one shroud
Cavelight Moss 2 - BLOODIED; Cavelight Moss 4 - BLOODIED; marked by Rusty
Amenephus
Dorvin - used second wind
Guldarin
Nayce - insubstantial and vulnerable 5 radiant to next attack or end next turn (also concealment stuff in his last post)


Male Half-elf Assassin 14 / Obsidian Stalker
Rev DM wrote:

Nayce - did you add Dorvin's +2 to your damage roll?

Yes.


Male Human Swordmage/Wandering Swordmage 11

No real ranged attacks I can use, so full defense.


Unable to see Nayce and by now thoroughly enraged, the Mound attacks Rusty once more.

Little though they know it, the mosses lurking behind it are due for an unpleasant surprise as the Mound flings itself about even more thoughtlessly than usual.

As I read it, Nayce's power kicks in at the end of the moss turns not the Mound turn.

Double attack (AC)
1d20+14=31 - v Rusty. Hits. 1d8+5=8 normal plus 1d8+5=13 lightning
1d20+14=32 - v Rusty. Hits. 1d8+5=8 normal plus 1d8+5=7 lightning
36 theoretical damage to Rusty, less 12 for Isari's Aegis.
24 damage to Rusty.

MAP

Escape: make an Athletics (v Fort) or Acrobatics (v Ref) check to escape. This is a MOVE action and on a success includes a shift of one square as part of that move.

Spirit of Healing - allies in the same square as the spirit or adjacent to it regain 6hp on hit. Sustainable and mobile.

Allies adjacent to Dorvin gain +2 to damage to end his next turn. (Isari, Nayce and Rusty at present).

Rusty
Cavelight Moss 1 - under Isari's Aegis; one shroud
Cavelight Moss 2 - BLOODIED;
Cavelight Moss 4 - BLOODIED; marked by Rusty
Amenephus
Dorvin - used second wind
Guldarin
Nayce - insubstantial and vulnerable 5 radiant to next attack or end next turn (also concealment stuff in his last post)
Isari - +2 all defenses to start next turn (full defense)
Shambling Mound - BLOODIED and doing an extra 5hp lightning damage on hit; under Isari's Aegis; grants CA to Nayce with damage bonus to end his next turn; dazed to end Guldarin's next turn; attacking all adjacent cavemosses with basic melee +5 damage to end Nayce's next turn


Dragonborn Fighter 12

Feeling indignant, Rusty roars in the face of the Shambling Mound while unleashing a Comeuppance Strike.

@S 1d20 + 17 ⇒ (15) + 17 = 32 AC; 2d10 + 10 ⇒ (7, 10) + 10 = 27 damage. Hit: Rusty makes two secondary attacks:

@C2 1d20 + 17 ⇒ (18) + 17 = 35 Will; Hit: C2 takes a –2 penalty to all defences until the end of Rusty's next turn.
@C4 1d20 + 17 ⇒ (14) + 17 = 31 Will; Hit: C4 takes a –2 penalty to all defences until the end of Rusty's next turn.

AC 28 (while next to Dorvin); Fort 26, Ref 26, Will 24
60/90 HP; 5/11 Surges:
Surge Value: +24 HP
Initiative +12; Speed 5
Passive Perception 16, Passive Insight 15; Low-light vision
AP: 0
Conditions:
Dailies:
Encounters: Dragon Breath, Hesitation Slash, Comeuppance Strike


Rusty gains 6hp from the Spirit of Healing.

No mere plant can face down Rusty in this mood. Many tendrils fall as he attacks the Mound and almost indcidentally blows apart the cavemoss defenses.

Unaware of their imminent demise, the mosses continue to extrude tendrils, desperate for the taste of fresh blood.

Tendril (AC) from C1 and C4 v Rusty. On hit target is weakened to end moss next turn
1d20+15=30. C1 v Rusty. Hits. 1d10+6=10
1d20+15=25. C4 v Rusty. Miss.
10 damage to Rusty and he is weakened to end C1's next turn.

In a blind rage, the Mound lashes out at all the mosses, demolishing C4 and reducing C2 to nothing more than a few tangled strands. Alone of the plants, C1 is relatively untouched.

Tendril (AC) v C1, C2 and C4
1d20+14=30 v C1. Hits. 1d8+5=8 plus 1d8+5=8 +5 from Nayce. 21 to C1
1d20+14=18 v C2. Hits (thanks to Rusty's defense drop). 1d8+5=13 plus 1d8+5=7 +5 from Nayce. 25 to C2
1d20+14=21 v C4. Hits and kills it.

MAP

Escape: make an Athletics (v Fort) or Acrobatics (v Ref) check to escape. This is a MOVE action and on a success includes a shift of one square as part of that move.

Spirit of Healing - allies in the same square as the spirit or adjacent to it regain 6hp on hit. Sustainable and mobile.

Allies adjacent to Dorvin gain +2 to damage to end his next turn. (Isari, Nayce and Rusty at present).

Amenephus
Dorvin - used second wind
Guldarin
Nayce - insubstantial and vulnerable 5 radiant to next attack or end next turn (also concealment stuff in his last post)
Isari - +2 all defenses to start next turn (full defense)
Shambling Mound - BLOODIED and doing an extra 5hp lightning damage on hit; under Isari's Aegis; grants CA to Nayce with damage bonus to end his next turn; dazed to end Guldarin's next turn; attacking all adjacent cavemosses with basic melee +5 damage to end Nayce's next turn
Rusty - weakened to end C1's next turn
Cavelight Moss 1 - one shroud
Cavelight Moss 2 - BLOODIED; -2 all defenses to end Rusty's next turn


Divine Favor: +1 to hit on next attack, and regain the use of Reverent Mettle,
Sacred Flame against Mound 1d20 + 15 + 1 ⇒ (2) + 15 + 1 = 18 vs ref, 1d6 + 14 ⇒ (6) + 14 = 20 radiant damage and Rusty gains 9 temporary hps

Amenephus calls on a little divine luck and sends another flaming strike at the mount.


Erathis is on call, just enabling her servant to hit the slowly reacting Mound. Yet more of her radiant grace sluices into Rusty.

That just hit :)

MAP

Escape: make an Athletics (v Fort) or Acrobatics (v Ref) check to escape. This is a MOVE action and on a success includes a shift of one square as part of that move.

Spirit of Healing - allies in the same square as the spirit or adjacent to it regain 6hp on hit. Sustainable and mobile.

Allies adjacent to Dorvin gain +2 to damage to end his next turn. (Isari, Nayce and Rusty at present).

Dorvin - used second wind
Guldarin
Nayce - insubstantial and vulnerable 5 radiant to next attack or end next turn (also concealment stuff in his last post)
Isari - +2 all defenses to start next turn (full defense)
Shambling Mound - BLOODIED and doing an extra 5hp lightning damage on hit; under Isari's Aegis; grants CA to Nayce with damage bonus to end his next turn; dazed to end Guldarin's next turn; attacking all adjacent cavemosses with basic melee +5 damage to end Nayce's next turn
Rusty - weakened to end C1's next turn
Cavelight Moss 1 - one shroud
Cavelight Moss 2 - BLOODIED; -2 all defenses to end Rusty's next turn
Amenephus


Male Half-elf Assassin 14 / Obsidian Stalker
Rev DM wrote:

As I read it, Nayce's power kicks in at the end of the moss turns not the Mound turn.

That's how I read it, too. With Nayce, I'm used to trying to isolate enemies because I do more damage that way, but that just wasn't happening in this combat.

When life hands you lemons, make the bad guys kill each other.


Male Dwarf Warlord 10

Delay.


MAP

Escape: make an Athletics (v Fort) or Acrobatics (v Ref) check to escape. This is a MOVE action and on a success includes a shift of one square as part of that move.

Spirit of Healing - allies in the same square as the spirit or adjacent to it regain 6hp on hit. Sustainable and mobile.

Allies adjacent to Dorvin gain +2 to damage to end his next turn. (Isari, Nayce and Rusty at present).

Guldarin
Dorvin - used second wind - DELAYING
Nayce - insubstantial and vulnerable 5 radiant to next attack or end next turn (also concealment stuff in his last post)
Isari - +2 all defenses to start next turn (full defense)
Shambling Mound - BLOODIED and doing an extra 5hp lightning damage on hit; under Isari's Aegis; grants CA to Nayce with damage bonus to end his next turn; dazed to end Guldarin's next turn; attacking all adjacent cavemosses with basic melee +5 damage to end Nayce's next turn
Rusty - weakened to end C1's next turn
Cavelight Moss 1 - one shroud
Cavelight Moss 2 - BLOODIED; -2 all defenses to end Rusty's next turn
Amenephus


Male Dwarf Invoker/Divine Philosopher 14

"Rotten repulsive radishes." Guldarin tries out a description of the plants. "Lethal limpid leeks." He points, aand a bolt of radiance blasts down among them. "You're going to be salad when we're finished!"

Divine Bolts, W30, area burst 1
Targeting Shambling Mound, 1d20 + 16 ⇒ (10) + 16 = 26 vs Fort
Targeting C1, 1d20 + 16 ⇒ (12) + 16 = 28 vs Fort
Targeting C2, 1d20 + 16 ⇒ (20) + 16 = 36 vs Fort
Damage, 1d6 + 8 ⇒ (2) + 8 = 10 radiant
Edit: And C2 gets a Crit, so 3d6 + 14 ⇒ (1, 3, 6) + 14 = 24 damage.


Guldarin demonstrates exactly what he means as he shreds C2 into tiny pieces. The Mound is also looking barely viable - a single good blow might well reduce it to still compost.

MAP

Escape: make an Athletics (v Fort) or Acrobatics (v Ref) check to escape. This is a MOVE action and on a success includes a shift of one square as part of that move.

Spirit of Healing - allies in the same square as the spirit or adjacent to it regain 6hp on hit. Sustainable and mobile.

Allies adjacent to Dorvin gain +2 to damage to end his next turn. (Isari, Nayce and Rusty at present).

Dorvin - used second wind - DELAYING
Nayce - insubstantial and vulnerable 5 radiant to next attack or end next turn (also concealment stuff in his last post)
Isari - +2 all defenses to start next turn (full defense)
Shambling Mound - BLOODIED and doing an extra 5hp lightning damage on hit; under Isari's Aegis; grants CA to Nayce with damage bonus to end his next turn; attacking all adjacent cavemosses with basic melee +5 damage to end Nayce's next turn
Rusty - weakened to end C1's next turn
Cavelight Moss 1 - one shroud
Amenephus
Guldarin


Dorvin?

2,551 to 2,600 of 3,467 << first < prev | 47 | 48 | 49 | 50 | 51 | 52 | 53 | 54 | 55 | 56 | 57 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Halls of the Mountain King (4E) All Messageboards

Want to post a reply? Sign in.