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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"Ancient fellforged. They will rise again and attack you," states the archon placidly.


Dragonborn Fighter 12

"Though I do very much like fighting, we're in a hurry to get to another fight. Is there a way to prevent their rise?"


"What is your need? You may leave this place and they fill fall again."

Spoiler:
It's been a while. I'll save you churning back through 15 or so pages and remind you that you're looking for the location of the Heartsblood Forge deep in the mountain. The Old Masters were the only ones who knew where it was.


Male Half-elf Assassin 14 / Obsidian Stalker

"We seek the Heartsblood Forge."


"Then you must fight. The map lies beneath the thrones of the Council. Seek it, and cure the corruption of my heart."

As before, the archon seems somewhat detached from events.


"Bah, more riddles. Does that mean the map is here?"

Perception 1d20 + 19 ⇒ (2) + 19 = 21 towards the thrones, was guessing the archon was on the throne, but i may be missing that since i couldn not see the map, yea for bad rolls


There's an 8 foot high podium with six thrones on it to the north of the room. The archon has risen out of the well in the floor in place of the offering bowl.

MAP

"The map is here. It lies beneath the thrones of the Council. Their remains will do all they can to prevent you."


"I do not suppose you would be willing to help us would you? Since we are trying to cure your corruption."

Diplomacy 1d20 + 14 ⇒ (1) + 14 = 15


"Your words are weak, but your actions allow me to help. You have sacrificed the Teardrop as these Old Masters could not."

The archon starts to extract itself from the well. The action seems to trigger the ancient remains of the Silent Masters and their servants into active unlife.

MAP

Roll init please and make any changes to your position on the map.

Init so far:
Wraiths - 27
Archon - 25
Fellforged Old Masters - 12


Init 1d20 + 6 ⇒ (12) + 6 = 18


Male Half-elf Assassin 14 / Obsidian Stalker

Init 1d20 + 10 ⇒ (4) + 10 = 14. Do we have any bonuses to that? If we do, add them.


No bonuses. Dorvin isn't that sort of warlord.

MAP

Roll init please and make any changes to your position on the map.

Init so far:
Wraiths - 27
Archon - 25
Amenephus - 18
Nayce - 14
Fellforged Old Masters - 12


Dragonborn Fighter 12

Initiative 1d20 + 8 ⇒ (19) + 8 = 27


Male Dwarf Invoker/Divine Philosopher 14

Initiative 1d20 + 5 ⇒ (11) + 5 = 16


MAP

Roll init please and make any changes to your position on the map.

Init so far:
Wraiths - 27
Rusty - 27
Archon - 25
Amenephus - 18
Guldarin - 14
Nayce - 14
Fellforged Old Masters - 12


Dorvers, old chap. Need a roll, a position (if you want it changed) and a repeat of what your warlordy awesomeness does.


Male Dwarf Warlord 10

Sorry to hold things up. Commute is really taking it out of me.


Male Dwarf Warlord 10

Init:
1d20 + 7 ⇒ (13) + 7 = 20
Battlefront Shift (no action) - I shift half my speed (2) to K12.

Dorvin huffs a sigh as he moves to engage the ancient ones.


The wraiths move effortlessly through the podium to attack Dorvin and Rusty, revealing that the smoke rising from them is the chill of ice and the grave rather than heat.

W1 and W2 attack Rusty.
W4 and W5 attack Dorvin.

Crushing Grip of Frost (Fort). On hit target is slowed (se). First failed save, target is weakened.
1d20+15=26. W1 v Rusty. Hits. 3d6+5=13
13 necrotic damage to Rusty and he is slowed (se)
Frozen Caress (AC)
1d20+17=30. W2 v Rusty. Hits. 2d8+5=11
11 damage to Rusty.

Crushing Grip of Frost (Fort). On hit target is slowed (se). First failed save target is weakened.
1d20+17=36. W4 v Dorvin. 3d6+5=15 plus 1d8=3 as W4 has CA
18 damage to Dorvin and he is slowed (se)
1d20+19=29. W5 v Dorvin. Hits. 2d8+5=16 plus 1d8=7 as W5 has CA
23 damage to Dorvin.

Total damage this turn:
24 to Rusty
41 to Dorvin

MAP

Roll init please and make any changes to your position on the map.

[bRusty - slowed (se, but first failed save weakened as well)[/b]
Archon
Dorvin - slowed (se, but first failed save weakened as well)
Amenephus
Guldarin
Nayce
Fellforged Old Masters
Wraiths


Male Dwarf Warlord 10

Ouch. I better heal myself on my turn. I'm on 18hp... with only 2 surges left...

"Bloody hell..."


Dragonborn Fighter 12

Rusty hacks and slashes at the two wraiths in front of him.

Hack and Hew
W1 1d20 + 17 ⇒ (11) + 17 = 28 vs AC; 1d10 + 10 ⇒ (6) + 10 = 16 damage and Rusty gains 2 temp. hit points.
W2 1d20 + 17 ⇒ (17) + 17 = 34 vs AC; 1d10 + 10 ⇒ (6) + 10 = 16 damage and Rusty gains 2 temp. hit points.

Dragon Breath
W1 1d20 + 15 ⇒ (3) + 15 = 18 vs Reflex
W2 1d20 + 15 ⇒ (16) + 15 = 31 vs Reflex
F2 1d20 + 15 ⇒ (10) + 15 = 25 vs Reflex
2d6 + 2 ⇒ (2, 6) + 2 = 10 fire damage.

W1, W2, and F2 are marked.
___

AC 27; Fort 26, Ref 26, Will 24
56/90 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: Hack and Hew, Dragon Breath


Need a save v slow from you, Rusty.

A one dragon destruction machine, Rusty swings wildly and successfully at the surrounding wraiths before hurling fire at both them and the Fellforged Master unlucky enough to get in his way.

Missed W1 with breath weapon.

The Earth Archon glides out of the well and drives its fist into W1. The crack of earth accompanies its action.

1d20+17=30 v W1. Hits. 1d8+5=12 plus 1d8=2 thunder damage.

MAP

Dorvin - slowed (se, but first failed save weakened as well)
Amenephus
Guldarin
Nayce
Fellforged Old Master 1
Fellforged Old Master 2 - marked by Rusty
Fellforged Old Master 3
Fellforged Old Master 4
Fellforged Old Master 5
Wraith 1 - marked by Rusty
Wraith 2 - marked by Rusty
Wraith 3
Wraith 4
Wraith 5
Rusty - slowed (se, but first failed save weakened as well)
Earth Archon


Dragonborn Fighter 12
Rev DM wrote:

The Earth Archon glides out of the well and drives its fist into W1. The crack of earth accompanies its action.

1d20+17=30 v W1. Hits. 1d8+5=12 plus 1d8=2 thunder damage.

Fighting alongside the mountain that literally hits like a tonne of bricks makes Rusty smile.

Save vs slow 1d20 ⇒ 14


Dorvers, heal thyself.


Male Dwarf Warlord 10

Standard - Dicey Predicament vs W4's AC
1d20 + 15 ⇒ (7) + 15 = 222d10 + 13 ⇒ (1, 3) + 13 = 17
On a hit: all enemies adjacent to me grant combat advantage to all my allies within 5 squares of me until the end of my next turn. Minor - Rub Some Dirt on It - gain 9 temp hp. Minor - Inspiring Word on myself
3d6 ⇒ (5, 1, 4) = 10
AP - (gain +2 to AC and Fort until eomnt - Dwarven Defender): Press Forward vs W4 and W5
1d20 + 15 ⇒ (14) + 15 = 291d20 + 15 ⇒ (17) + 15 = 321d10 + 12 ⇒ (5) + 12 = 17
On a hit: you slide the target 1 square. You can then shift 1 square into the space that the target occupied.
If that hits, slide W4 to J12 and W5 to J14. I then go to K11.

With a surprising burst of speed, Dorvin demonstrates why he is one of the pre-eminent warriors of of his hold and misdirects the wraiths.


A couple of things, Dorvin.
I need a save v slow from you.
You can't slide the wraiths up onto the podium. It's 8 feet above ground.


Male Dwarf Warlord 10

W4 slides to L12, W5 slides to L14. Dorvers moves to K11.


Still need a save v slow from you, Dorvers.

Dorvin unceremoniously shovels the wraiths aside as he makes for the steps and the podium above.

MAP

Amenephus
Guldarin
Nayce
Fellforged Old Master 1
Fellforged Old Master 2 - marked by Rusty
Fellforged Old Master 3
Fellforged Old Master 4
Fellforged Old Master 5
Wraith 1 - marked by Rusty
Wraith 2 - marked by Rusty
Wraith 3
Wraith 4
Wraith 5
Rusty - slowed (se, but first failed save weakened as well)
Earth Archon
Dorvin


Male Dwarf Warlord 10

Sorry! Save:
1d20 ⇒ 11


Solar Wrath
Targeting
1d20 + 15 + 1 ⇒ (15) + 15 + 1 = 31 vs will against W5
1d20 + 15 + 1 ⇒ (10) + 15 + 1 = 26 vs will against W2
1d20 + 15 + 1 ⇒ (5) + 15 + 1 = 21 vs will against W1
1d20 + 15 + 1 ⇒ (20) + 15 + 1 = 36 vs will against F2
2d6 + 14 ⇒ (2, 4) + 14 = 20 radiant damage, If the target is either an undead creature or a demon, it is also stunned until the end of your next turn, crit on F2 for 3d6 + 12 + 14 ⇒ (1, 4, 3) + 12 + 14 = 34 radiant damage on F2, and I gain another use of healing word for this encounter

Amenephus presents his holy symbol in an explosion of radiant energy.


Yikes.

Amenephus serenely engulfs the oncoming undead in divine light, stopping three of them in their tracks for a short time.

Note that although the wraiths are vulnerable to radiant, the Fellforged Old Masters resist it.

MAP

Guldarin
Nayce
Fellforged Old Master 1
Fellforged Old Master 2 - marked by Rusty; stunned to end Amenephus' next turn
Fellforged Old Master 3
Fellforged Old Master 4
Fellforged Old Master 5
Wraith 1 - marked by Rusty
Wraith 2 - marked by Rusty; stunned to end Amenephus' next turn
Wraith 3
Wraith 4
Wraith 5 - stunned to end Amenephus' next turn
Rusty - slowed (se, but first failed save weakened as well)
Earth Archon
Dorvin
Amenephus


Male Dwarf Invoker/Divine Philosopher 14

"Now, we don't want any of this wandering around being undead here, do we. Be off with you." Guldarin moves forward, and light sears the undead.

Move to L17
Standard, Rebuke Undead, close blast 5, target's each undead creature in blast. Attack vs Will.
W1 1d20 + 16 ⇒ (1) + 16 = 17 - push to J20
W2 1d20 + 16 ⇒ (11) + 16 = 27 - K13
W4 1d20 + 16 ⇒ (10) + 16 = 26 - K12
W5 1d20 + 16 ⇒ (15) + 16 = 31 - J10
F2 1d20 + 16 ⇒ (18) + 16 = 34 - H15
F3 1d20 + 16 ⇒ (20) + 16 = 36 - F16
F4 1d20 + 16 ⇒ (4) + 16 = 20 - E15
F5 1d20 + 16 ⇒ (15) + 16 = 31 - G14
On hit, 3d10 + 9 ⇒ (8, 9, 6) + 9 = 32 radiant damage, and the target is pushed 2 and dazed teomnt
F3, due to a crit, takes 39 + 3d6 ⇒ 39 + (5, 5, 5) = 54 radiant damage


Guldarin expresses his disapproval of undead wandering in emphatic style.

MAP

Nayce
Fellforged Old Master 1
Fellforged Old Master 2 - BLOODIED; dazed to end Guldarin's next turn; marked by Rusty; stunned to end Amenephus' next turn
Fellforged Old Master 3 - BLOODIED; dazed to end Guldarin's next turn
Fellforged Old Master 4
Fellforged Old Master 5 - dazed to end Guldarin's next turn
Wraith 1 - marked by Rusty
Wraith 2 - marked by Rusty; stunned to end Amenephus' next turn; dazed to end Guldarin's next turn
Wraith 3
Wraith 4 - dazed to end Guldarin's next turn
Wraith 5 - stunned to end Amenephus' next turn; dazed to end Guldarin's next turn
Rusty - slowed (se, but first failed save weakened as well)
Earth Archon
Dorvin
Amenephus
Guldarin


Male Half-elf Assassin 14 / Obsidian Stalker

Nayce lashes out at a wraith with his shadowy noose.

Executioner's Noose on W4. 1d20 + 14 ⇒ (20) + 14 = 34 vs fort. 1d6 + 13 ⇒ (6) + 13 = 19 force damage and I pull it to L10. It is slowed to EOMNT.

1 shroud on W4.

Crit deals an extra 3d8 ⇒ (8, 6, 5) = 19


Nayce selects his prey and yanks W4 inexorably towards him.

With the great majority of the enemy incapacitated for a turn, those few undead capable of moving and attacking do so with desperation and little regard for tactics. They simply gang up on anyone they can reach. Dorvin and Rusty suffer the consequences.

So. That would be F1 and F4 able to take a full turn. They both attack Dorvin.
F3 and F5 are dazed and move only.
F2 is stunned and does nothing.

Of the wraiths:
W1 attacks Rusty.
W2 and W5 are stunned and do nothing whatever.
W3 moves and charges Rusty.
W4 charges Rusty.

Lifedrinker Strike (Fort). On hit target takes 5 ongoing necro and falls prone. Miss - half damage, not prone.
1d20+15=28 - F1 v Dorvin. 3d10+5=21
21 necro damage to Dorvin. He may be knocked prone if he fails to make his immediate reaction save being a dwarf.

Melee Slam (AC).
1d20+17=20 - F3 v Dorvin. Miss.

Lingering Icy Feast (Ref). Hit - wraith shifts 3 squares. Miss, half damage and wraith shifts 3 squares.
1d20+17=28 - W1 v Rusty. Hits. 4d10+5=37 necro plus 1d8=5 for flanking
42 damage to Rusty.

1d20+18=19 - W3 v Rusty (AC). Miss.
1d20+18=23 - W4 v Rusty (AC). Miss.

MAP

Rusty - slowed (se, but first failed save weakened as well)
Earth Archon
Dorvin - 5 ongoing necro (se)
Amenephus
Guldarin
Nayce
Fellforged Old Master 1
Fellforged Old Master 2 - BLOODIED; dazed to end Guldarin's next turn; marked by Rusty; stunned to end Amenephus' next turn
Fellforged Old Master 3 - BLOODIED; dazed to end Guldarin's next turn
Fellforged Old Master 4
Fellforged Old Master 5 - dazed to end Guldarin's next turn
Wraith 1 - marked by Rusty
Wraith 2 - marked by Rusty; stunned to end Amenephus' next turn; dazed to end Guldarin's next turn
Wraith 3
Wraith 4 - dazed to end Guldarin's next turn; one shroud
Wraith 5 - stunned to end Amenephus' next turn; dazed to end Guldarin's next turn


Male Dwarf Warlord 10

Save:
1d20 ⇒ 18


Dorvin remains firmly on his feet.


Dragonborn Fighter 12
Rev DM wrote:
Lingering Icy Feast (Ref). Hit - wraith shifts 3 squares. Miss, half damage and wraith shifts 3 squares.

Immediate Interrupt: Rusty makes a melee basic attack against W1 using Combat Challenge.

1d20 + 17 ⇒ (11) + 17 = 28 vs AC; 1d10 + 10 ⇒ (4) + 10 = 14 damage.


immed interrupt, Reverent Mettle, Rusty takes 9 less damage

Amenephus channels divine light into Rusty negating some of the damage he has taken.


Dragonborn Fighter 12
Amenephus Dar wrote:

immed interrupt, Reverent Mettle, Rusty takes 9 less damage

Amenephus channels divine light into Rusty negating some of the damage he has taken.

Every bit helps, so thanks Amenephus!

Rusty takes his anger out on Wraith 3.

Victorious Surge
1d20 + 17 ⇒ (15) + 17 = 32 vs AC; 3d10 + 10 + 2 ⇒ (5, 2, 8) + 10 + 2 = 27 damage and Rusty regains 24 HP.
Miss: Reliable.
Effect: W3 is marked until the end of Rusty's next turn.

The mark on W1 ends.
The mark on W2 ends.
1d20 ⇒ 20 Rusty squanders a crit to become slowed no more. :|

___

AC 27; Fort 26, Ref 26, Will 24
BLOODIED 23 or 47/90 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: Hack and Hew, Dragon Breath


Rusty continues his rampage as Amenephus helps keep him on his feet, clouting W1 as it has the temerity to shift away before turning his attention to the previously unharmed W3.

The Earth Archon makes for the stairs pausing briefly to pummel F3 back towards oblivion.

1d20+17=32 v F3. Hits. 1d8+5=12 plus 1d8+5=9 thunder.

MAP

Dorvin - 5 ongoing necro (se)
Amenephus
Guldarin
Nayce
Fellforged Old Master 1
Fellforged Old Master 2 - BLOODIED; dazed to end Guldarin's next turn; marked by Rusty; stunned to end Amenephus' next turn
Fellforged Old Master 3 - BLOODIED; dazed to end Guldarin's next turn
Fellforged Old Master 4
Fellforged Old Master 5 - dazed to end Guldarin's next turn
Wraith 1
Wraith 2 stunned to end Amenephus' next turn; dazed to end Guldarin's next turn
Wraith 3 - marked by Rusty
Wraith 4 - dazed to end Guldarin's next turn; one shroud
Wraith 5 - stunned to end Amenephus' next turn; dazed to end Guldarin's next turn
Rusty
Earth Archon


Male Dwarf Warlord 10

I'm kind of getting slaughtered here. Sorry to moan. Minor - Second Wind. Standard - Melee Basic vs F5. Move - shift to K10.

1d20 + 17 ⇒ (14) + 17 = 311d10 + 9 ⇒ (9) + 9 = 18

Dorvin prepares to sell his life dearly.

44/79 hp; 0/11 surges!


As he eases himself away, conserving his meagre resources, Dorvin has the satisfaction of knowing he has dealt a grievous blow to F5.

MAP

Amenephus
Guldarin
Nayce
Fellforged Old Master 1
Fellforged Old Master 2 - BLOODIED; dazed to end Guldarin's next turn; marked by Rusty; stunned to end Amenephus' next turn
Fellforged Old Master 3 - BLOODIED; dazed to end Guldarin's next turn
Fellforged Old Master 4
Fellforged Old Master 5 - BLOODIED; dazed to end Guldarin's next turn
Wraith 1
Wraith 2 stunned to end Amenephus' next turn; dazed to end Guldarin's next turn
Wraith 3 - marked by Rusty
Wraith 4 - dazed to end Guldarin's next turn; one shroud
Wraith 5 - stunned to end Amenephus' next turn; dazed to end Guldarin's next turn
Rusty
Earth Archon
Dorvin - +2 all defenses to start next turn (used second wind)


Move to M18
Break the Spirit against F5 1d20 + 15 + 2 ⇒ (11) + 15 + 2 = 28 vs will, 2d8 + 14 ⇒ (1, 7) + 14 = 22 radiant and F5 takes a penalty to attack rolls of -4 until the end of my next turn
Healing Word on Dorvin spend a surge + 3d6 + 9 ⇒ (1, 5, 5) + 9 = 20

Amenephus shoots a lance of hindering energy at the fellforged and healing light at Dorvin.


Dorvin can't spend a surge - he's got none left. If you want to change your minor, feel free.


Oh not good, I will want to change it, but I cannot see the map here at work. Can I change my move as well if i can work getting clsoe enough to him to help in another way? The attack will stay the same.


Of course.


Male Dwarf Invoker/Divine Philosopher 14

I can slide Dorvin back to the group with Tide of the First Storm on my turn (slide 5). Would it work for Amenephus to delay, so he doesn't have to move past two wraiths?


That makes sense to me. I think you certainly need to fish your warlord out if he's going to survive.


Male Dwarf Warlord 10

Sorry, gang. I made a pretty stupid play. Too used to playing strikers!

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