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

Isari continues to trudge through the fog.

1d10 ⇒ 6


Something crunches underfoot, as Isari continues down the corridor, just aware of Nayce at his side.

Rusty to roll 1d6


Dragonborn Fighter 12

Rusty keeps working at the pump.

1d6 ⇒ 5


To his disgust, Rusty finds his bellows failing too. There is an rending noise as the leather splits after so many years of disuse.

1d6 to determine how bad the tear is and how long it will take to mend.

Dungeoneering DC16 to fix and others may aid (also with a DC16). If aided successfully, the time to fix is halved. On a fail, it stays the same, if both checks fail, the time needed to mend it increases by one round.

The masks and suits contain three rounds of pure air. After that Isari will start to take poison damage.


Male Dwarf Warlord 10

Dungeoneering Aid.
1d20 + 14 ⇒ (13) + 14 = 27


Dorvin beetles across to the next set of bellows needing his expert attention.

A very successful aid.


Dragonborn Fighter 12

"You're the best, Dorvin!"

1d6 ⇒ 1


With barely a break in his movement, Rusty continues to pump fresh air to Isari.

Round 3
1d10 from Nayce or Isari
1d6 each from Rusty and Guldarin


Dragonborn Fighter 12

1d6 ⇒ 2


Air continues to flow to Isari.


Male Dwarf Invoker/Divine Philosopher 14

1d6 ⇒ 2 Guldarin keeps pumping.


Male Human Swordmage/Wandering Swordmage 11

1d10 ⇒ 4


Nayce and Isari

Spoiler:
You round the corner and see a silvery wall in front of you. Clearly some kind of control panel, it contains pictograms. While none of them seem to indicate an exit from this passage, one set of pictograms has the mark of Volund on them and suggests that the levers may open a secret door.

Round 4
1d6 from Rusty and Guldarin please


Dragonborn Fighter 12

1d6 ⇒ 4


Male Dwarf Invoker/Divine Philosopher 14

Pumps on. 1d6 ⇒ 6


Rusty's bellows rips again under the unaccustomed onslaught.

Dungeoneering to fix (DC16). 1d6 to determine how long the fix takes. With a successful aid (DC16) the time is halved.

Guldarin's bellows holds firm. Too firm. Something causes the mechanism to jam tight.

Athletics (DC19) to free it. 1d6 to determine how long Nayce is without fresh air. Successful aid (DC16) halves the time.


Male Half-elf Assassin 14 / Obsidian Stalker

Is it apparent from the pictograms how I would open the door?


Nayce Mernorr wrote:
Is it apparent from the pictograms how I would open the door?

It is. DC16 Thievery or Athletics will do it.


Male Half-elf Assassin 14 / Obsidian Stalker

Let's give it a go. Thievery 1d20 + 15 ⇒ (8) + 15 = 23


Dragonborn Fighter 12

1d6 ⇒ 4: time needed to fix it

"I think I got this."

Dungeoneering 1d20 + 13 ⇒ (4) + 13 = 17


Male Dwarf Invoker/Divine Philosopher 14

"Dorvin! This is stuck. And I don't think I'm strong enough to shift it."

Athletics is +4. Can this be an Aid? Athletics 1d20 + 4 ⇒ (4) + 4 = 8
Rounds without air 1d6 ⇒ 6.


Rusty sorts out the minor tear without impeding Isari's progress. Guldarin, on the other hand, panicks slightly and yanks ineffectually at the equipment.

Pump team

Spoiler:
Nayce is going to be in a spot of bother on the return journey.

At this point, there is a considerable distraction. Grinding noises in the wall attract your attention and with surprising grace, sections of stonework move apart to reveal a perfectly preserved mithril doorway.

Nayce and Isari

Spoiler:
Nayce operates the machinery with ease. Nothing whatever happens in their corridor, but the pair can hear muffled grinding as though something has opened somewhere.


Male Dwarf Warlord 10

"Get oot of it!" Dorvin bellows at his fellow dwarf, "Ye'll make it worse!"

Athletics:

1d20 + 13 ⇒ (19) + 13 = 32


Dorvin forces the mechanism back into reluctant life and Guldarin can resume pumping. Even so, the faltering of the airflow will take a little time to re-establish.


Male Half-elf Assassin 14 / Obsidian Stalker

Nayce gestures to Isari that they ought to return the way they came, and sets off in that direction.


Round 5
1d10 from Nayce or Isari
1d6 from Rusty
Guldarin is otherwise occupied (2/6 rounds before airflow resumes for Nayce)


Dragonborn Fighter 12

1d6 ⇒ 6

Dungeoneering 1d20 + 13 ⇒ (15) + 13 = 28


Male Half-elf Assassin 14 / Obsidian Stalker

Our roll: 1d10 ⇒ 6


As Dorvin finishes reactivating Guldarin's set of bellows, he hears a crunch from behind him as Rusty's equipment also suffers a failure.

On a 6, the thing sticks and won't operate for 1d6 rounds. You need to make an Athletics check (DC19) to get it working again.

Nayce and Isari

Spoiler:
Making your way back towards the airlock, you become aware of movement in the mist. Roll init please.


Male Human Swordmage/Wandering Swordmage 11

Initiative: 1d20 + 6 ⇒ (5) + 6 = 11


Male Half-elf Assassin 14 / Obsidian Stalker

Init 1d20 + 10 ⇒ (1) + 10 = 11


Classes all day - update this evening.


Dragonborn Fighter 12

The fighter wrestles with the mechanism.

Athletics 1d20 + 9 ⇒ (19) + 9 = 28


Nayce and Isari

Spoiler:
The shrouding mist takes on the form of a living thing and moves to attack you. Made of mist it has waited until you are making the vulnerable return journey and fills the passageway ahead.

Engulfing Smokeclaws - reach 2(Ref - but auto hit on immobilised target). Targets one or two medium or smaller creatures. On a hit, target is grabbed and pulled into the Belker's space, is dazed and takes 10 ongoing acid damage (se). The Belker can move normally while creatures are engulfed in it.
1d20+12=23 - v Isari. Miss.
1d20+12=23 - v Nayce. Hits.

MAP

Nayce - restrained and dazed, taking 10 ongoing acid (se)
Isari
Belker

Pump room team

Rusty wrenches the stuck mechanism free, but is grimly aware that Isari will have some trouble until he can work fresh air through the system.

Guldarin - 2/6 rounds til airflow resumes for Nayce
Rusty - 1/6 rounds til airflow resumes for Isari


Paging Nayce and Isari.


Male Half-elf Assassin 14 / Obsidian Stalker

Nayce steps through the shadows and reappears out of the beast's grasp.

Teleport to A31.

Save 1d20 ⇒ 10


Nayce/Isari

Spoiler:

Nayce breaks free of the misty horror and clears his head.

MAP

Isari
Belker
Nayce

Nayce - Perception check please.

Pump room team

Spoiler:
The decrepit equipment is slowly starting to respond once more. Behind you, the glowing mithril doors stand as testimony to Isari and Nayce's success.


Male Half-elf Assassin 14 / Obsidian Stalker

Perception 1d20 + 5 ⇒ (11) + 5 = 16


Nayce

Spoiler:
Through the mists, you catch a glimpse of a humanoid figure closing the airlock door behind it, clearly heading to the outer door.
MAP


Male Human Swordmage/Wandering Swordmage 11

Spoiler:
Isari slashes at the mists, hoping to keep it distracted long enough for Nayce to get out.

Minor, mark the belker, shift to B34 and attack with Frigid Blow(Cold damage, -2 Speed until the end of my next turn, I gain 3 temp HP and enemies who attack me take 5 Cold damage): 1d20 + 18 + 2 ⇒ (2) + 18 + 2 = 221d10 + 10 ⇒ (9) + 10 = 19


Male Half-elf Assassin 14 / Obsidian Stalker

Can't you teleport to my side?


Nayce/Isari

Spoiler:

Isari's blade passes straight through the belker. The creature attempts to engulf the pair again, but fails miserably.

Engulf (Ref) (one or two medium creatures)
1d20+12=15 v Nayce
1d20+12=16 v Isari.

MAP

Nayce
Isari
Belker

Pump team

Spoiler:

Amenephus remains watchfully at the airlock door, looking for signs of his returning friends.

Guldarin - 3/6 rounds til airflow resumes for Nayce. Nayce will start taking gas damage next turn.
Rusty - 2/6 rounds til airflow resumes for Isari


Male Human Swordmage/Wandering Swordmage 11
Nayce Mernorr wrote:
Can't you teleport to my side?

Yes I can. I just assumed Engulf was a blast instead of a burst and thus wanted to at least choose which of us it was going to attack. We both can teleport out of it, just trying to make sure you can get to the door.

Also, does the airlock door have a window in it or anything like that? If it does, I can probably chain both of my teleports together to go right into the airlock room.


Engulf is neither. It's just a reach 2 melee on one or two targets.

The outer airlock door (i.e. the one leading to the pump chamber) has a porthole in it, but the inner one doesn't.


Male Half-elf Assassin 14 / Obsidian Stalker

I vote we run for it rather than fight it in here...

I move for the door. (I can open it, right?)


Apologies. Dealing with a dying cat. Be doing updatery later.


Nayce/Isari

Spoiler:

MAP

Nayce moves as fast as he can down the corridor and opens the inner airlock door. Beyond, he sees a figure in a pressure suit tapping on the porthole to get Amenephus's attention.

Note that the outer airlock only opens from the pump room side.

Isari
Belker
Nayce

Pump room team

Amenephus sees a suited figure tapping on the glass porthole clearly asking to be let out.

Note that the outer airlock only opens from the pump room side.


"Lets let him out guys, looks like he is wanting out badly."


Male Human Swordmage/Wandering Swordmage 11

Spoiler:
Isari teleports past the belkar and runs into the airlock, focusing his arcane abilities on the third man.

Use Armanthor's Step and move to B26 and mark the new guy.


Nayce/Isari

Spoiler:

Isari teleports next to the newcomer and marks him, although the pressure suit makes any positive identification impossible. Nayce finds himself starting to gag as the pure air in his suit becomes contaminated.

MAP

Nayce - taking 5 ongoing poison damage (se)
Venomtongue Mohrg - marked by Isari
Isari
Belker

Pump Room team

Spoiler:

Amenephus can now see two suited figures poised by the airlock porthole.

Guldarin - 4/6 rounds til airflow resumes for Nayce. Nayce is starting to feel the effects now.
Rusty - 3/6 rounds til airflow resumes for Isari

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