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 Half-elf Assassin 14 / Obsidian Stalker

Choking on the gas, but otherwise unharmed, Nayce tries to shut the outer airlock door to keep out the Belker and prevent gas from flooding the outer room.

Save 1d20 ⇒ 7


"They are both ready to come out."

What if anything can i do to let them out?


Just undo the outer airlock door. No check needed.


Nayce/Isari

Spoiler:

The suited figure adjacent to Isari batters him with its fists.

Slam (AC)
1d20+15=30 - v Isari. Hits.
2d6+5=13
13 damage to Isari.

MAP

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

Pump Room team

Roll init please.


Dragonborn Fighter 12

Init 1d20 + 8 ⇒ (1) + 8 = 9


Male Dwarf Invoker/Divine Philosopher 14

Initiative 1d20 + 5 ⇒ (15) + 5 = 20


Just need Dorvin and Amenephus.

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


init 1d20 + 6 ⇒ (19) + 6 = 25


Init:
Isari
Rusty
Amenephus
Belker
Guldarin
Nayce - taking 5 ongoing poison damage (se)
Venomtongue Mohrg - marked by Isari

Dorvin to roll init, Isari to take his turn.


The situation is this. Two pressure suited figures are tapping at the porthole. Nayce has started taking gas damage and Isari will do so this turn.

MAP

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


All: Just seen Davi's post on gamer connection that he's pulling out of all his games for a while. You should be fine as is with five active posters and I'll descale my rescaling.

One of the suited figures bangs frantically on the porthole and drives a blade into the other.

Chilling Blade (AC). On hit target takes -2 penalty to speed to end next turn
1d20+18=29. Hits. 1d10+10=17

MAP

Dorvin
Amenephus
Belker
Guldarin
Nayce - taking 5 ongoing poison damage (se)
Venomtongue Mohrg - marked by Isari; -2 to speed to end its turn
Rusty
Isari


Kicking and bumping.


Male Dwarf Warlord 10

Dorvin moves to the door and opens it.


Three suited figures meet the warlord's gaze rather than the expected two. Furthermore, something else is battering its way in behind them.

MAP

Amenephus
Belker
Guldarin
Nayce - taking 5 ongoing poison damage (se)
Venomtongue Mohrg - marked by Isari; -2 to speed to end its turn
Rusty
Isari
Dorvin


Move to G25
Prophetic Guidance against V
ranged 7, one enemy, no attack roll needed, the target grants combat advantage until the end of your next turn, and your allies gain a power bonus to damage rolls against the target equal to your wis mod (+6) until the end of your next turn. The next ally who misses the target before the end of your next turn can re-roll the attack

Amenephus channels divine power into the Mohrg and makes any wounds it takes for a time worse.


Yeesh - that's a sweet power.

No sooner has Amenephus pointed an elegant finger at the Morgh highlighting all its weak points for his friends, than an amorphous mass of rancid air breaks through the other door and envelops both Nayce and Isari in acidic tendrils.

Engulfing Smokeclaws (Ref). Targets one or two medium creatures. Reach 2. On hit target is grabbed and pulled into the Belker's space. Target is dazed and takes 10 ongoing acid damage (escape ends). The Belker can move normally while creatures are engulfed within it.
1d20+12=29 v Isari. Hits.
1d20+12=25 v Nayce. Hits.
Nayce and Isari are both grabbed, dazed and taking 10 ongoing acid. Escape ends.

MAP

To end Amenephus's next turn, Mohrg grants CA. Attacks against it are made a +6 and on a miss, can be re-rolled.

Guldarin
Nayce - taking 5 ongoing poison damage (se); grabbed, dazed and taking 10 ongoing acid (escape ends all)
Venomtongue Mohrg - marked by Isari; -2 to speed to end its turn
Rusty
Isari - grabbed, dazed and taking 10 ongoing acid (escape ends all)
Dorvin
Amenephus
Belker


Male Dwarf Invoker/Divine Philosopher 14

If I move Isari and Nayce out of the Belker is that an escape?


Yes. You have to be able to see them to do it though and it's a little crowded in that airlock.


Male Dwarf Invoker/Divine Philosopher 14

Like a cork out of a bottle.

Guldarin moves round for a better view."Oh I say. Where did all these poeple come from?" Rather than wait for the question to be answered, Guldarin concentrates on the ancient past, bringing forth his favourite weather conditions. As the storm bursts over the enemies, Isari and Nayce pop out of the airlock.

Move to F26
Tide of the First Storm. Area burst 2, C26, targets all enemies in burst.
versus Morhg, 1d20 + 16 ⇒ (3) + 16 = 19 vs Reflex, edit: with it granting CA there's another +2 on this - so 21 vs Reflex
If that's a miss,, 1d20 + 16 + 2 ⇒ (12) + 16 + 2 = 30 vs Reflex for the reroll.
versus Belker, 1d20 + 16 ⇒ (12) + 16 = 28 vs Reflex,
1d6 + 8 ⇒ (2) + 8 = 10 damage (additional +6 vs Mohrg) and the target is slowed.
Isari slides to G27
Nayce slides to E24


Guldarin's storm whips briskly through the airlock, sweeping Isari and Nayce free of the Belker. The Belker looks turbulent in response.

You needed the reroll to hit the Mohrg.

MAP

To end Amenephus's next turn, Mohrg grants CA. Attacks against it are made a +6 and on a miss, can be re-rolled.

Nayce - taking 5 ongoing poison damage (se)
Venomtongue Mohrg - marked by Isari; -2 to speed to end its turn; slowed to end Guldarin's next turn
Rusty
Isari
Dorvin
Amenephus
Belker - slowed to end Guldarin's next turn
Guldarin


Male Half-elf Assassin 14 / Obsidian Stalker

Nayce steps back and sends a shadowy hex at the mohrg.

1 shroud on the Mohrg. Move to F24. Echoing Threat on Mohrg 1d20 + 20 ⇒ (7) + 20 = 27 vs Will. 1d10 + 8 ⇒ (4) + 8 = 12 damage on a hit. At the end of its next turn, the target takes 10 psychic damage if any creatures are within 2 squares of it.


Flickr isn't playing ball at the moment. Irritating. I'll try again later this evening.


Nayce and Isari still have a move of 4 due to the pressure suits. They are no longer taking gas damage as they're not in the gas anymore.

The Mohrg darts forward and punches Dorvin in the gut. Isari's potent mark removes most of the damage, but the dwarf still finds himself on the floor.

Murderous Feint (Ref). On hit target is knocked prone and the mohrg shifts three squares. Miss, half damage, no prone and mohrg shifts 3 squares.
1d20+13=33. Crit. 13 damage. Less 11 from Isari's Aegis.
2 damage to Dorvin and he is knocked prone. Immediate save (dwarfy goodness - 1d20=8. No).

MAP

To end Amenephus's next turn, Mohrg grants CA. Attacks against it are made a +6 and on a miss, can be re-rolled.

Rusty
Isari
Dorvin - prone
Amenephus
Belker - slowed to end Guldarin's next turn
Guldarin
Nayce
Venomtongue Mohrg - one shroud; under Isari's Aegis; -2 to speed to end its turn; slowed to end Guldarin's next turn


Dragonborn Fighter 12

Just confirming that Rusty has an action point from the last milestone...


He does.


Dragonborn Fighter 12

Thank you.

Mr Mournflame goes to town. He shifts to D22 and feints left and right.

Hesitation Slash 1d20 + 20 + 6 + 2 ⇒ (10) + 20 + 6 + 2 = 38 vs AC; 2d10 + 10 ⇒ (5, 6) + 10 = 21 damage.

ACTION POINT

Bravura Presence: MBA courtesy of Dorvin 1d20 + 17 + 6 + 2 ⇒ (7) + 17 + 6 + 2 = 32 vs AC; 1d10 + 10 ⇒ (6) + 10 = 16 damage.

(Standard) Dizzying Blow 1d20 + 17 + 6 + 2 ⇒ (18) + 17 + 6 + 2 = 43 vs AC; 3d10 + 10 ⇒ (3, 1, 4) + 10 = 18 damage and the Mohrg is immobilised. Miss: Reliable.

(Minor) Dragon Breath 1d20 ⇒ 1 + 15 + 6 + 2 = Miss; 2d6 + 2 ⇒ (6, 4) + 2 = 12 fire damage.
Reroll: 1d20 + 15 + 6 + 2 ⇒ (12) + 15 + 6 + 2 = 35 vs. Reflex

___

AC 27; Fort 26, Ref 26, Will 24
80/90 HP; 4/11 Surges:
Surge Value: +24 HP
Initiative +12; Speed 5
Passive Perception 16, Passive Insight 15; Low-light vision
AP: 0
Conditions:
Dailies: Dizzying Blow
Encounters: Hesitation Slash, Dragon Breath


Rusty lets himself go as a flurry of attacks variously hack, burn and dizzy the Mohrg. As the last movement dies away, it's quite clear that the creature is well bloodied.

Isari grins happily and moves closer before unleashing a noose of lightning that drags the unfortunate undead between himself and the dragonborn.

Lightning Lure (Fort). On hit target is pulled to an adjacent square
1d20+15=25. Hits. 1d6+9=11 damage

MAP

To end Amenephus's next turn, Mohrg grants CA. Attacks against it are made a +6 and on a miss, can be re-rolled.

Dorvin - prone
Amenephus
Belker - slowed to end Guldarin's next turn
Guldarin
Nayce
Venomtongue Mohrg - BLOODIED; one shroud; under Isari's Aegis; slowed to end Guldarin's next turn; immobilised to end Rusty's next turn
Rusty
Isari


Male Dwarf Warlord 10

Move - stand up, Standard - charge to E23 using Furious Smash (vs Fort).
1d20 + 15 ⇒ (20) + 15 = 35
On a hit, he takes 5 damage +
2d6 ⇒ (4, 2) = 6
and Nayce can apply my Cha mod (+4) as a power bonus on the attack and damage rolls on his next attack against the Mohrg- If Nayce does not attack the target by the end of his or her next turn, the bonus is lost.

Dorvin growls, gets up and charges in with great fury.


Dorvin piles in around the increasingly beset Mohrg.

MAP

To end Amenephus's next turn, Mohrg grants CA. Attacks against it are made a +6 and on a miss, can be re-rolled.

Amenephus
Belker - slowed to end Guldarin's next turn
Guldarin
Nayce - +4 attack/damage v Mohrg before end his next turn
Venomtongue Mohrg - BLOODIED; one shroud; under Isari's Aegis; slowed to end Guldarin's next turn; immobilised to end Rusty's next turn
Rusty
Isari
Dorvin


Break the Spirit 1d20 + 15 + 2 ⇒ (12) + 15 + 2 = 29 vs will, 2d8 + 14 ⇒ (6, 7) + 14 = 27 radiant and takes a -4 penalty to attack rolls until the end of my next turn
I will be out of town with limited access to the comp until next Saturday :(

Amenephus lances radiant light through the melee to strike at the mohrg.

"Begone foul beast."


At this rate, neither monster is going to be around very long, but if either of them makes it as far as the next round, I'll take care of Amenephus for you if you find it difficult to post.

Amenephus irradiates the Mohrg which flinches back from the radiance.

Vulnerable 5 radiant.

The Belker emerges from the airlock and wraps itself firmly around Nayce and Guldarin, hauling them inside it's acidic airy self.

Engulfing Smokeclaws (Ref). On hit target is grabbed and pulled into the Belker's space. Target is dazed and takes 10 ongoing acid damge (escape ends both). Belker can move with engulfed creatures.
1d20+12=29 v Nayce. Hits.
1d20+12=27 v Guldarin. Hits.
Nayce and Guldarin are both grabbed. They are dazed and taking 10 ongoing acid damage (escape ends both)

Enraged and free for the first time in many years, it lunges at Dorvin sending a gout of acid into the dwarf's eyes.

AP.
Wing of the Blustering Gale (Ref). Reach 2. On hit target is blinded (se)
1d20+14=34 - v Dorvin. Crit.
17 acid damage to Dorvin and he is blinded (se)

MAP

Guldarin - grabbed; dazed and taking 10 ongoing acid (escape ends both)
Nayce - +4 attack/damage v Mohrg before end his next turn; grabbed; dazed and taking 10 ongoing acid (escape ends both)
Venomtongue Mohrg - BLOODIED; one shroud; under Isari's Aegis; slowed to end Guldarin's next turn; immobilised to end Rusty's next turn; -4 to attack rolls to end Amenephus's next turn
Rusty
Isari
Dorvin - blinded (se)
Amenephus
Belker - slowed to end Guldarin's next turn


Reverent Mettle- Dorvin takes 9 less damage


Male Dwarf Invoker/Divine Philosopher 14

"Please don't hug me like this. I like to keep my personal space a little more personal than this." Guldarin concentrates, and a burst of thunder rips into the belker's body, expelling Nayce.

Thunder of Judgement, targeting the Belker; 1d20 + 16 ⇒ (6) + 16 = 22 vs Fortitude, 2d6 + 8 ⇒ (4, 3) + 8 = 15 thunder damage and target is dazed teomnt.
In addition, as part of the Covenant of Preservation I shift Nayce one square to C24


Guldarin rumbles indigestibly, but makes no impact on the Belker. Nayce is more fortunate and emerges intact from the acidic air.

MAP

Nayce - +4 attack/damage v Mohrg before end his next turn
Venomtongue Mohrg - BLOODIED; one shroud; under Isari's Aegis; slowed to end Guldarin's next turn; immobilised to end Rusty's next turn; -4 to attack rolls to end Amenephus's next turn
Rusty
Isari
Dorvin - blinded (se)
Amenephus
Belker
Guldarin - grabbed; dazed and taking 10 ongoing acid (escape ends both)


Male Half-elf Assassin 14 / Obsidian Stalker

Nayce flits into place beside the Mohrg and swings at it with his sword.

2 shrouds on the mohrg using Killer's Insight. Shadow Step to E21. Shadow Storm on the mohrg invoking 3 shrouds. 1d20 + 23 ⇒ (15) + 23 = 38 vs AC. 1d8 + 21 ⇒ (4) + 21 = 25 damage on a hit plus 3d6 + 9 ⇒ (6, 6, 4) + 9 = 25 shroud damage. (50 total - I'll take it.)


Mere seconds after emerging from the airlock, the Mohrg is dead once more, leaving the friends looking as is they're about to do a country dance as they stand around it.

MAP

Rusty
Isari
Dorvin - blinded (se)
Amenephus
Belker
Guldarin - grabbed; dazed and taking 10 ongoing acid (escape ends both)
Nayce


Dragonborn Fighter 12

Rusty moves via F24 to E25 and swings at the Belker with sword and shield.

Tide of Iron 1d20 + 17 ⇒ (14) + 17 = 31 vs AC; 1d10 + 10 ⇒ (3) + 10 = 13 damage.
Hit: The Belker is pushed one square and Rusty shifts one square to D25. (Hopefully this breaks its grab on Guldarin.)

___

AC 27; Fort 26, Ref 26, Will 24
80/90 HP; 4/11 Surges:
Surge Value: +24 HP
Initiative +12; Speed 5
Passive Perception 16, Passive Insight 15; Low-light vision
AP: 0
Conditions:
Dailies: Dizzying Blow
Encounters: Hesitation Slash, Dragon Breath


Rusty bounds across the room and forces the Belker backwards towards the airlock, making it disgorge Guldarin in the process. Hampered by his heavy leather pressure suit, Isari follows and fluffs his own attack, although he manages to draw the Belker's attention with his Aegis.

MAP

Dorvin - blinded (se)
Amenephus
Belker - under Isari's Aegis
Guldarin
Nayce
Rusty
Isari


Male Dwarf Warlord 10

Sorry for being dense. Where is the belker?


Male Half-elf Assassin 14 / Obsidian Stalker
Dorvin wrote:

Sorry for being dense. Where is the belker?

Excellent job of roleplaying the blinded condition! ;)

I believe it is the pink square.


It is. I broke with tradition and made it a square as it engulfs things.


Male Dwarf Warlord 10

Minor - end Blinded condition using periapt. Move to D27. Standard - Surround Foe
1d20 + 15 ⇒ (16) + 15 = 312d10 + 9 ⇒ (6, 2) + 9 = 17
on a hit, I can slide 1 ally adjacent to the Belker to any other square adjacent to the Belker. You can move through its space. Right, who wants to go where? :D

Dorvin concentrates on his neck adornment and can see once more. He moves to join his fellows, and bellows, "Get roond 'im!"


Rusty probably makes the most sense. Holding rolling for the Belker until I know if he's taking Dorvin's free shift.

Dorvin gets his vision back and sets about reorganising the battlefield.

Amenephus moves gracefully aside and drives another lance of divine light through the creature. Not only does he bloody it, but he also imbues Rusty with an even stronger sense of purpose.

Lance of Faith (Ref) - on hit one ally gains a +2 to next attack on Belker.
1d20+15=32 - Hits. 1d8+14=18 radiant.

MAP

Belker - BLOODIED; under Isari's Aegis
Guldarin
Nayce
Rusty - +2 next attack against Belker
Isari
Dorvin
Amenephus


Dragonborn Fighter 12
Rev DM wrote:
Rusty probably makes the most sense. Holding rolling for the Belker until I know if he's taking Dorvin's free shift.

Knight to... I mean, Fighter to C24!


Rusty shifts a bit closer and the Belker attempts to invade Guldarin and Isari's personal space again. Hampered by his heavy protective suit, the swordmage is engulfed once more.

Smokeclaws (Ref) v Isari and Guldarin. On hit target is grabbed and engulfed. Dazed and takes 10 ongoing acid (escape ends both)
1d20+12=30 v Isari. Hits.
1d20+12=16 v Guldarin. Miss.

MAP

Guldarin
Nayce
Rusty - +2 next attack against Belker
Isari - grabbed and dazed taking 10 ongoing acid (escape ends both)
Dorvin
Amenephus
Belker - BLOODIED; under Isari's Aegis


Male Dwarf Invoker/Divine Philosopher 14

Guldarin moves carefully backwards. "Annoying creature. Someone should do something about this pawing at people." He points is rod, and expresses his displeasure with some shards of divine power.

Shift to E27
Grasping Shards, 1d20 + 16 ⇒ (17) + 16 = 33 vs Reflex, 1d6 + 8 ⇒ (6) + 8 = 14 damage and target is slowed teomnt


Male Half-elf Assassin 14 / Obsidian Stalker

Nayce moves into position and tries to beguile the belker.

Move to H25. Eyebite 1d20 + 14 ⇒ (15) + 14 = 29 vs Will. 1d6 + 15 ⇒ (1) + 15 = 16 psychic damage, and I am invisible to it to SOMNT. 2 shrouds on it (velvet blade trick).


Guldarin and Nayce both express their disapproval in their own different ways. Slowed by the dwarf, the Belker can't even identify the whereabouts of the assassin. With the rest of the group ranged menacingly around it, it looks now as if its career may soon by over.

MAP

Rusty - +2 next attack against Belker
Isari - grabbed and dazed taking 10 ongoing acid (escape ends both)
Dorvin
Amenephus
Belker - BLOODIED; under Isari's Aegis; slowed to end Guldarin's next turn; two shrouds
Guldarin
Nayce - invisible to Belker to start his next turn


Dragonborn Fighter 12

Pass Forward (Move) to get to D26 without provoking OAs from the Belker.

Tide of Iron 1d20 + 17 + 2 ⇒ (8) + 17 + 2 = 27 vs AC; 1d10 + 10 ⇒ (2) + 10 = 12 damage and the Belker is pushed one square and Rusty then shifts one square to C26.
___

AC 27; Fort 26, Ref 26, Will 24
80/90 HP; 4/11 Surges:
Surge Value: +24 HP
Initiative +12; Speed 5
Passive Perception 16, Passive Insight 15; Low-light vision
AP: 0
Conditions:
Dailies: Dizzying Blow
Encounters: Hesitation Slash, Dragon Breath


Rusty continues the demolition work as Isari struggles to free himself.

Escape - Str v Fort. 1d20+7=15. Fail.

MAP

Dorvin
Amenephus
Belker - BLOODIED; under Isari's Aegis; slowed to end Guldarin's next turn; two shrouds
Guldarin
Nayce - invisible to Belker to start his next turn
Rusty
Isari - grabbed and dazed taking 10 ongoing acid (escape ends both)

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