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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OOC: You're just fine, Rev. It's just a bother for me personally to enter the ooc tags, especially with such large combats. Otherwise, I've been having a blast!


Thanks. I hope so, even in the face of improbable foes and possible maiming. Reposting map and init list for convenience since we turned a page.

MAP

Nayce - can teleport Cha mod as minor action next turn.
Amenephus - BLOODIED; +2 all defenses to start next turn (second wind used); ongoing 5 poison damage (se)
Dorvin - +2 defenses to start his next turn (second wind used); ongoing 5 poison damage (se)
Quillan - ongoing 5 poison damage (se)
Derro Soldier 1 - under Quillan's Oath of Enmity
Derro Soldier 2
Derro Ambusher 1
Derro Ambusher 2
Derro Ambusher 3 - delaying
Derro Ambusher 4 - delaying
Isari - ongoing 5 poison damage (se)
Derro Artillery 1
Derro Artillery 2
Howler 3 - delaying
Deathspittle Bombardier 2 - under Isari's Aegis of Shielding
Rusty - taking 5 ongoing poison (se)


Male Half-elf Assassin 14 / Obsidian Stalker

Nayce steps through the shadows and appears adjacent to the remaining Bombadier. A noose of shadowy energy appears in his hands as he attempts to choke the life out of the crazed derro. Not losing sight of the larger battle however, he eyes the nearby soldier to be dealt with later.

Minor: Teleport via Echoing Threat power to F9. Standard: Strangling Shadow on B2. 1d20 + 14 ⇒ (5) + 14 = 19 vs Fortitude. 1d8 + 11 ⇒ (7) + 11 = 18 damage on a hit, and the target takes ongoing 5 damage and is immobilized (save ends both). Miss: Half damage, and the target is immobilized (save ends). Effect: Until the target saves against this power, you can pull the target 3 squares as a free action once during each of your turns.

Free: Shroud on S2.


Teleporting himself neatly between the eladrin cleric and the remaining bombardier, Nayce finds this opponent more resistant than he'd hoped. Even so, he makes enough of an impact and stops the derro from going anywhere. The derro soldier's eyes flick towards the assassin as the shroud lands on it, boding no good.

MAP

Amenephus - BLOODIED; +2 all defenses to start next turn (second wind used); ongoing 5 poison damage (se)
Dorvin - +2 defenses to start his next turn (second wind used); ongoing 5 poison damage (se)
Quillan - ongoing 5 poison damage (se)
Derro Soldier 1 - under Quillan's Oath of Enmity
Derro Soldier 2 - one shroud from Nayce
Derro Ambusher 1
Derro Ambusher 2
Derro Ambusher 3 - delaying
Derro Ambusher 4 - delaying
Isari - ongoing 5 poison damage (se)
Derro Artillery 1
Derro Artillery 2
Howler 3 - delaying
Deathspittle Bombardier 2 - under Isari's Aegis of Shielding; immobilised (se)
Rusty - taking 5 ongoing poison (se)
Nayce


Amenephus? Last call before I act on your behalf this round.


MAP

Dorvin - +2 defenses to start his next turn (second wind used); ongoing 5 poison damage (se)
Quillan - ongoing 5 poison damage (se)
Derro Soldier 1 - under Quillan's Oath of Enmity
Derro Soldier 2 - one shroud from Nayce
Derro Ambusher 1
Derro Ambusher 2
Derro Ambusher 3 - delaying
Derro Ambusher 4 - delaying
Isari - ongoing 5 poison damage (se)
Derro Artillery 1
Derro Artillery 2
Howler 3 - delaying
Deathspittle Bombardier 2 - under Isari's Aegis of Shielding; immobilised (se)
Rusty - taking 5 ongoing poison (se)
Nayce
Amenephus - BLOODIED; +2 all defenses to start next turn (second wind used); ongoing 5 poison damage (se) - DELAYING


Male Dwarf Warlord 10

Move - E11. Standard - Rousing Assault on B2.
1d20 + 11 ⇒ (17) + 11 = 281d10 + 3 ⇒ (4) + 3 = 7 vs AC
On a hit, add +3 to any warlord healing power used before the end of my next turn
Minor - Inspiring Word on Amenephus - spend a surge plus:
2d6 ⇒ (1, 5) = 6

Dorvin roars, "For Moradin! For the dwarves!" as he smashes into the foe.

Amenenphus can also add +3 as I hit


Male Dwarf Warlord 10

Save vs poison
1d20 + 5 ⇒ (8) + 5 = 13


Amenephus you can heal a surge +9's worth of hp. Does this un-bloody you?[/b]

Dorvin upholds the honour of the dwarves in fine style, bloodying B2. He notices that mention of Moradin brings the creatures to a frothing, spitting frenzy.

MAP


Quillan - ongoing 5 poison damage (se)

Derro Soldier 1 - under Quillan's Oath of Enmity
Derro Soldier 2 - one shroud from Nayce
Derro Ambusher 1
Derro Ambusher 2
Derro Ambusher 3 - delaying
Derro Ambusher 4 - delaying
Isari - ongoing 5 poison damage (se)
Derro Artillery 1
Derro Artillery 2
Howler 3 - delaying
Deathspittle Bombardier 2 - BLOODIED; under Isari's Aegis of Shielding; immobilised (se)
Rusty - taking 5 ongoing poison (se)
Nayce
Amenephus - BLOODIED; +2 all defenses to start next turn (second wind used); ongoing 5 poison damage (se) - DELAYING
Dorvin - (second wind used)


Male Dwarf Warlord 10

"Aye, ye perverted mockery! Ye dinnae like the name o' the forge-father do ye? Quillan, looks like our long-lost cousins here need an education!"


Male Dwarf Avenger 9

"Then I will teach them," says the stoic Quillan with determination in his eyes. "Come to me brother, show them just how outnumbered they are!"

With that, the battered holy symbol around Quillan's neck glows for a moment and the spectral dwarf in the clerical adornments appears once more in the midst of all the enemies.

"By the Forge-Father!" shouts Quillan as he steps forward and brings his axe down on the derro in a mighty blow powerful enough to set an example to the others. Holy energy swells through Quillan as the blow lands, and he remains humming with crackling energy that lends strength to his arm and speed to his step.

Minor Action: Call Spirit Companion in B7.
Move Action: Shift to C5.
Standard Action: Aspect of Might on DS1 w/ OoE

  • 1d20 + 13 ⇒ (13) + 13 = 26 vs. AC
  • 1d20 + 13 ⇒ (6) + 13 = 19 vs. AC
  • 3d12 + 14 + 1d6 ⇒ (8, 2, 12) + 14 + (3) = 39 damage (41 total after reroll) and I gain a +5 to athletics, +2 power bonus to damage, and +2 power bonus to speed until encounter ends.
  • Damage Die Reroll: 1d12 ⇒ 4

    Save vs. Poison: 1d20 + 5 ⇒ (9) + 5 = 14
    Current HP: 25/74 (bloodied)

    Damage Breakdown for DM Benefit:

    3d12+11, normal attack damage
    +4 from Bond of Retribution since the bombardier hit me
    +1d6 from my Battlecrazed Axe while I'm bloodied
    Reroll on damage die was from executioner's axe being Brutal 2


  • Quillan's outraged bellow echoes around the cavern as his semi-transparent ancestor reappears in this time of need. With a mighty blow, he bloodies the derro in front of him.

    41 damage! Ye gods.

    The respite is short-lived. With insane fervour, S1 jabs his guisarme at Quillan, hoping to trip him up. S2 attempts to do the same thing to Dorvin. Alas for the derro, neither Quillan nor Dorvin are taking that kind of treatment today, not with dwarven honour at stake.

    Guisarme Hook (Fort). On hit target is marked and knocked prone.
    1d20+10=24 - S1 v Quillan. Hits.
    1d20+10=14 - S2 v Dorvin. Misses.
    1d4+4=5 damage to Quillan and he is knocked prone. Or would be if he wasn't a dwarf and didn't get an immediate saving throw. 1d20=19. Bah.

    More ambushers pour through the door, mobbing Rusty once more and striking wildly at Quillan's spirit companion.

    1d20+13=31 - Am1 v Rusty. Crit. 16 damage (10 untyped, 6 poision), plus 1d6=6 for combat advantage. 22hp damage to Rusty
    1d20+13=22 - Am2 v Rusty. Misses.
    1d20+11=19 - Am3 v Rusty. Misses.
    1d20+13=28 - Am4 v Spirit Companion. 1d6+4= 9 untyped, plus 1d6=6 poison, plus 1d6=3 for CA. 18 damage to spirit companion

    With an abrupt inrush of air, the translucent dwarf disappears and Quillan feels retaliatory pain shake him from head to foot.

    9hp damage to Quillan for temporary demolition of spirit companion.

    Damage totals:
    Rusty - 22
    Quillan - 14

    MAP

    Isari - ongoing 5 poison damage (se)
    Derro Artillery 1
    Derro Artillery 2
    Howler 3 - delaying
    Deathspittle Bombardier 2 - BLOODIED; under Isari's Aegis of Shielding; immobilised (se)
    Rusty - taking 5 ongoing poison (se)
    Nayce
    Amenephus - BLOODIED; +2 all defenses to start next turn (second wind used); ongoing 5 poison damage (se) - DELAYING
    Dorvin - (second wind used)
    Quillan - BLOODIED; +2 to damage and speed, +5 Athletics to end encounter; marked by S1
    Derro Soldier 1 - BLOODIED; under Quillan's Oath of Enmity
    Derro Soldier 2 - one shroud from Nayce
    Derro Ambusher 1
    Derro Ambusher 2
    Derro Ambusher 3
    Derro Ambusher 4


    OOC: I fall to 34 HP, which bloodies me. Ouch!


    "I can see that I need to make this more personal."

    Move to D10 and use Beacon of Hope v AM1, 2, 3 & 4

    Attack rolls v Reflex:

    AM1: (15)+9 = 24

    AM2: (18)+9 = 27

    AM3: (17)+9 = 26

    AM4: (17)+9 = 26

    Dear god - my dice are hot today!

    Damage: no physical damage, but all four are weakened until the end of their next turn.

    Effect: me and all allies in the burst (only Rusty, I fear) regain 5hp (taking me to 30hp and Rusty to 39hp) and any other healing powers I use during this encounter restore an additional 5hp.

    Roll to save ongoing poison: (2)

    What was that about hot dice ...


    Male Dwarf Warlord 10

    Amenephus - did you include the surge +9 hp I just gave you?


    Amenephus - you will take OAs from that move if you make it. However, Beacon is a burst, not a blast, which affects three squares all around you. Care to do a rethink?


    Male Dwarf Avenger 9

    Quillan looks in disbelief as the derro continues to stand and his brother is almost casually dispatched by the creatures around him.

    Great, my spirit is nothing but a liability against this lot. :(
    Current HP: 11/74

    Everyone:
    Well, what are we going to do? This encounter has involved about 11 nonminion creatures and we can't dish out enough damage to kill them fast enough. I've done 61 damage to the soldier and only bloodied him so it'll take me 1-2 more rounds just to kill one enemy. Meanwhile, they've just been backed up by 4 skirmishers by the looks of it.

    Any strategy suggestions here? Should we all just concentrate on one at a time? Anyone have some decent control spells or anything at this point? Without a wizard or something, this is getting crazy. I thought my spirit could hold them off for a round or two but that's just getting me killed faster.


    Male Human Swordmage/Wandering Swordmage 11

    Yeah, this encounter is bad when you don't have any area attacks.

    Isari shifts his aegis onto one of the ambushers and slashes at the one in front of him, the ground growing slick with ice.

    Using my Aegis on Am4 and using Sleet Strike on Am2. (Target and each enemy adjacent fall prone if they shift) 1d20 + 15 ⇒ (5) + 15 = 201d10 + 8 ⇒ (7) + 8 = 15

    1d20 ⇒ 6


    Spoiler:
    You are starting to turn this around pretty fast in fact. The spirit going down was pure luck on my part - it had to roll nearly max damage and get the CA bonus dice to do that. One soldier and the bombardier are pretty much hanging by a thread. Once Amenephus gets his Beacon going, you'll have a breathing space, I just don't want to move him past two OAs without his express permission. Isari's attack is going to help a good bit.

    Updating shortly.


    Amenephus - Forgive me. In the interests of keeping things moving, I've taken the liberty of moving you and rolling an extra attack on the bombardier which you would get in a close burst 3 with Beacon of Hope. I transferred your roll for Am4 to Soldier 1 which is in range.
    1d20+9=20. Hits.
    Quillan, Rusty, Isari and Nayce all gain 8hp (you forgot to factor in your healing bonus) and your healing powers do an additional 5hp to the end of the encounter.

    The ambusher screams as Isari's blade strikes home and screams again when it realises that ice is forming in a slick puddle beneath its feet.

    The winding of crossbows can be heard followed by the hiss of bolts. That is all however as the wielders miss completely.

    1d20+13=18 - Art1 v Rusty. Miss
    1d20+13=21 - Art2 v Rusty. Miss

    The last bombardier drops his contraption, draws a short sword and lunges frothing at Dorvin. An acidic concoction leaks from the edges of the device.

    1d20+14=24. B2 v Dorvin. Miss.
    1d20=5. B2 save v immobilisation. Fail.

    Rusty - taking 5 ongoing poison (se)
    Nayce
    Dorvin - (second wind used)
    Quillan - BLOODIED; +2 to damage and speed, +5 Athletics to end encounter; marked by S1
    Derro Soldier 1 - BLOODIED; under Quillan's Oath of Enmity
    Derro Soldier 2 - one shroud from Nayce
    Derro Ambusher 1 - weakened to end Amenephus's next turn
    Derro Ambusher 2 - under Isari's Aegis of Shielding; falls prone is shifting before end Isari's next turn; weakened to end Amenephus's next turn
    Derro Ambusher 3 - falls prone is shifting before end Isari's next turn; weakened to end Amenephus's next turn
    Derro Ambusher 4
    Amenephus - BLOODIED; (second wind used); ongoing 5 poison damage (se)
    Isari - ongoing 5 poison damage (se)
    Derro Artillery 1
    Derro Artillery 2
    Deathspittle Bombardier 2 - BLOODIED; immobilised (se); weakened to end Amenephus's next turn

    And with that I feel my luck may well have turned.


    OOC:

    I start my turn bloodied with 37 HP (8 gained from Amenephus, 5 lost to poison)
    So I get +2 to damage rolls from Dragonborn Frenzy.

    Minor: Unstoppable
    2d6+2=4
    I gain 4 temporary HP.

    Standard: Passing Strike vs Am1
    Attack 1d20+15=19
    Damage 1d10+12=13

    If I hit, I get to shift 1 square SW and attack S1.
    Attack 1d20+17=33
    Damage 1d10+12=19

    I use my AP for a Second Wind.
    My surge is 21 HP, which puts me at 58 HP (62 temp HP.)

    Save vs poison 1d20=3
    Since I failed my saving throw again, I will invoke the daily power of my magic armor:

    Power (Daily): No Action. Use this power when you fail a saving throw. The result of that saving throw is 20 instead.


    Rusty swings and roars, wounding the nearest ambusher before completely demolishing the derro soldier threatening Quillan.

    MAP

    Nayce
    Dorvin - (second wind used)
    Quillan - BLOODIED; +2 to damage and speed, +5 Athletics to end encounter; marked by S1
    Derro Soldier 2 - one shroud from Nayce
    Derro Ambusher 1 - weakened to end Amenephus's next turn
    Derro Ambusher 2 - under Isari's Aegis of Shielding; falls prone is shifting before end Isari's next turn; weakened to end Amenephus's next turn
    Derro Ambusher 3 - falls prone is shifting before end Isari's next turn; weakened to end Amenephus's next turn
    Derro Ambusher 4
    Amenephus - BLOODIED; (second wind used); ongoing 5 poison damage (se)
    Isari - ongoing 5 poison damage (se)
    Derro Artillery 1
    Derro Artillery 2
    Deathspittle Bombardier 2 - BLOODIED; immobilised (se); weakened to end Amenephus's next turn
    Rusty - (second wind used)


    Male Half-elf Assassin 14 / Obsidian Stalker

    Nayce steps away from the bombardier and sends a shadowy noose dragging the derro behind him.

    Shift to G8. Executioner's Noose on Bombardier2. 1d20 + 11 ⇒ (7) + 11 = 18 vs Fortitude. 1d6 + 11 ⇒ (3) + 11 = 14 force damage on a hit and a pull him to G9. Another shroud on Soldier2 as well.


    Male Dwarf Avenger 9

    Posting now since I won't be available for most of the day.

    Quillan sprints the battlefield, propelled by the divine energy surging through his muscles, and comes around to attack the remaining bombardier, sliding sideways a bit as he corrects himself and finds his feet.

    Swearing his oath under his breath, Quillan makes a massive sideswipe with his large axe.

    Move Action: If Dorvin does not flank during his turn, move me to F11 for flanking and give B2 an opportunity attack against AC 26. If Dorvin already has that spot, put me in G10 and no OA.
    Minor Action: Oath of Enmity on B2
    Standard Action: Bond of Retribution on B2 w/ OoE

  • 1d20 + 13 ⇒ (18) + 13 = 31 vs. AC
  • 1d20 + 13 ⇒ (4) + 13 = 17 vs. AC
  • 1d12 + 13 + 1d6 ⇒ (10) + 13 + (3) = 26 damage and on a hit, the first time an enemy other than B2 hits me, B2 takes 4 radiant damage.

    I could use some healing if there's any left in the group.


  • The bombardier clutches frantically at its throat as Nayce's noose tightens. Its white eyes bulging with panic, it chokes and falls before the assassin can drag it anywhere.

    Casually turning, Nayce drops a second shroud on the remaining soldier.

    MAP

    Dorvin - (second wind used)
    Quillan - BLOODIED; +2 to damage and speed, +5 Athletics to end encounter; marked by S1; POSTED
    Derro Soldier 2 - two shrouds from Nayce
    Derro Ambusher 1 - weakened to end Amenephus's next turn
    Derro Ambusher 2 - under Isari's Aegis of Shielding; falls prone if shifting before end Isari's next turn; weakened to end Amenephus's next turn
    Derro Ambusher 3 - falls prone if shifting before end Isari's next turn; weakened to end Amenephus's next turn
    Derro Ambusher 4
    Amenephus - BLOODIED; (second wind used); ongoing 5 poison damage (se)
    Isari - ongoing 5 poison damage (se)
    Derro Artillery 1
    Derro Artillery 2
    Rusty - (second wind used)
    Nayce


    Male Dwarf Avenger 9

    Gah. Just put me next to the soldier then and put my attack on him. I should have just enough speed to get there if I move diagonally.


    Male Half-elf Assassin 14 / Obsidian Stalker

    Need a Ruling:
    I'm just looking ahead to my next round. Per the Velvet Blade Trick feat, I subject the target of my dilettente power to an additional shroud. Can I invoke that additional shroud as part of the dilettente power's attack? In other words, on my next turn, can I put a 3rd shroud on the soldier, use Eyebite, putting a 4th shroud on the soldier, and invoke the 4 shrouds as part of that same attack?

    Because placing a shroud is a free action, normally it's no problem to do it at the beginning of my turn if I want to use it, but with the feat, the order the effects are applied is a little unclear. What do you think, DM?


    Nayce

    Spoiler:

    Once per encounter, when you use the power granted by your Dilettante racial trait, you subject the target of your assassin’s shroud power to another shroud.

    Agreed, the wording is not crystal clear on this one, but "When you use" implies pretty strongly that you have to have doled out the power before you get the extra shroud. I don't think you can add the bonus shroud in anticipation and then use the power to invoke it as well. I'm happy to accept arguments in favour though - this is just my impression from the wording.


    Male Dwarf Warlord 10

    Move to F12. Attack S2 with Luring Focus (vs. Fort).
    1d20 + 11 ⇒ (19) + 11 = 301d10 + 5 ⇒ (9) + 5 = 14
    If that hits, pull Am2 to E11.

    "C'mon, ye pewling sons of infamy, come and taste true dwarven wrath!" Dorvin cries as he lays into one of the derro footsoldiers.


    Dorvin ruthlessly slams into the last soldier and hauls an ambusher closer to give it his personal attention.

    Quillan sprints with undwarf-like speed across the room and adds to the demolition of the soldier.

    Taking every advantage it can, the derro soldier hooks frantically at Dorvin, hoping to tip him over.

    Guisarme Hook (Fort). On hit target is knocked prone.
    1d20+14=27. Hits.
    Dorvin's instant save 1d20=18.
    Not knocked prone, merely takes 1d4+4=8 damage to Dorvin.

    The ambushers do their best to wreck more havoc, hampered as they are by the various effects inflicted on them by the beleaguered party.

    Am1 v Rusty
    1d20+11=22. Miss

    Am2 v Dorvin
    1d20+13=25 - Miss

    Am3 MOVES to Isari
    1d20+11=17. Miss

    Am4 v Amenephus
    1d20+11=14. Miss.

    Possibly the display of dwarven fighting skill disheartens them.
    All the blighters missed...

    MAP

    Amenephus - BLOODIED; (second wind used); ongoing 5 poison damage (se)
    Isari - ongoing 5 poison damage (se)
    Derro Artillery 1
    Derro Artillery 2
    Rusty - (second wind used)
    Nayce
    Dorvin - (second wind used)
    Quillan - BLOODIED; +2 to damage and speed, +5 Athletics to end encounter
    Derro Soldier 2 - BLOODIED; takes 4 radiant next time an enemy hits Quillan; two shrouds from Nayce
    Derro Ambusher 1 - weakened to end Amenephus's next turn
    Derro Ambusher 2 - under Isari's Aegis of Shielding; falls prone if shifting before end Isari's next turn; weakened to end Amenephus's next turn
    Derro Ambusher 3 - falls prone if shifting before end Isari's next turn; weakened to end Amenephus's next turn
    Derro Ambusher 4


    OOC: Can we see where the Derro Artillery are?


    Rathorus "Rusty" Mournflame wrote:
    OOC: Can we see where the Derro Artillery are?

    They're in the darkness of the tunnel. Attack by all means, but it will be at -5 for total concealment. They're heading towards you though and you'll see them at the start of their next turn.


    Got to move things along Amenephus.

    Shifting back towards Nayce, Amenephus sends an arc of divine power towards the last derro soldier. Already beleaguered, the creature cannot dodge in time and holy light sears into it. Dorvin takes extra heart at the sight.

    Lance of Faith (Ref) v S2. On hit, Dorvin gains +2 to next attack on S2.
    Attack: 1d20 + 9 ⇒ (8) + 9 = 17
    Damage: 1d8 + 5 ⇒ (7) + 5 = 12

    With another small gesture, the eladrin turns his deity's blessing on Quillan. Unfortunately, he cannot seem to help himself.

    Healing Word. Quillan heals a surge plus 2d6 + 5 ⇒ (5, 4) + 5 = 14

    1d20 ⇒ 2 - save v ongoing

    MAP

    Isari - ongoing 5 poison damage (se)
    Derro Artillery 1
    Derro Artillery 2
    Rusty - (second wind used)
    Nayce
    Dorvin - (second wind used)
    Quillan - BLOODIED; +2 to damage and speed, +5 Athletics to end encounter
    Derro Soldier 2 - BLOODIED; takes 4 radiant next time an enemy hits Quillan; two shrouds from Nayce
    Derro Ambusher 1 - weakened to end Amenephus's next turn
    Derro Ambusher 2 - under Isari's Aegis of Shielding; falls prone if shifting before end Isari's next turn; weakened to end Amenephus's next turn
    Derro Ambusher 3 - falls prone if shifting before end Isari's next turn; weakened to end Amenephus's next turn
    Derro Ambusher 4
    Amenephus - BLOODIED; (second wind used); ongoing 5 poison damage (se)


    Male Dwarf Avenger 9

    Quillan's battlecrazed axe grows cool in his hands once again as the healing light restores him. With renewed vigor, and continues his battle.

    "Thank you, Amenephus."


    Male Human Swordmage/Wandering Swordmage 11

    Isari steps to the side of the derro and slashes at it, a dreadful keening filling the air.

    Shift to D9 and using Booming Blade. Also using Mythal Recovery. 1d20 + 15 ⇒ (14) + 15 = 291d10 + 7 ⇒ (1) + 7 = 8

    1d20 + 1 ⇒ (1) + 1 = 21d20 + 1 ⇒ (14) + 1 = 15


    The keening of Isari's blade adds another level of terror to the sounds already echoing around the cavern as it bites deep into the derro. The reverberations from the blow promise further punishment if the creature dares to move away.

    Emerging from the darkness, you finally see the crossbowmen. By now you recognise all the signs of derro. The small, hunched figures, expression of implacable loathing for other living things and madness writ large on the twisted, white-eyed faces. Setting themselves up in the gateway, they open fire once more. One bolt blasts into the dragonborn, but the second skitters across the floor, adding the the mess of dropped equipment as more and more of your foes fall.

    Lots of things beginning with A in this fight. Ambushers are marked Am, Artillery are marked A

    No recharge on repeating crossbow attack for either of them. Rolled 5 and 4.

    Crossbow (AC)
    1d20+13=26 - A1 v Rusty. Hits
    1d8+4=6 untyped plus 1d6=4 poision.
    10 damage to Rusty.

    Crossbow (AC)
    1d20+13=16 - A2 v Isari. Miss

    MAP

    Rusty - (second wind used)
    Nayce
    Dorvin - (second wind used)
    Quillan - BLOODIED; +2 to damage and speed, +5 Athletics to end encounter
    Derro Soldier 2 - BLOODIED; takes 4 radiant next time an enemy hits Quillan; two shrouds from Nayce
    Derro Ambusher 1
    Derro Ambusher 2 - under Isari's Aegis of Shielding
    Derro Ambusher 3 - takes 1d6+2 if moving away from Isari before end his next turn
    Derro Ambusher 4
    Amenephus - BLOODIED; (second wind used); ongoing 5 poison damage (se) Isari
    Derro Artillery 1
    Derro Artillery 2


    Rusty's wide lips curl with disgust at the loathsome derro.

    "Back to the pits you came from, vermin!"

    From his jaws come a flood of flame which envelops the tunnel entrance.

    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

    OOC:

    Immediate : Unbreakable
    Effect: Reduce the damage from the crossbow attack by 7.

    I take 3 damage, which puts me at 55 HP at the start of this turn.

    Minor: Dragon Breath
    The area of effect is a close blast from C7 to A10
    Attack: 1d20 + 7 ⇒ (18) + 7 = 25 vs. Reflex
    Damage: 1d6 + 2 ⇒ (3) + 2 = 5

    Standard: Cleave vs Am1
    Attack 1d20 + 15 ⇒ (6) + 15 = 21
    Damage 1d10 + 10 ⇒ (5) + 10 = 15

    If I hit Am4 takes 5 damage as well.

    Move: I shift 1 square SE.


    Smoke and a horrible smell fill the room as Rusty all but burns Am1 to a crisp and follows up with a mighty blow that swipes into Am4 as well. Blisters rise on Am3 and white-eyed faces start to look a little alarmed. Insane as they are, the derro are beginning to realise that there is more resistance to be found in the Halls than they'd hoped.

    Rusty - you need to roll attacks against all creatures in the blast area. I'm use your attack roll against Am1.
    1d20+7=26 - v Am3. Hits
    1d20+7=10 - v A1. Misses
    1d20+7=10 - v A2. Misses
    Am3 also takes 5 fire damage.

    MAP

    Nayce
    Dorvin - (second wind used)
    Quillan - BLOODIED; +2 to damage and speed, +5 Athletics to end encounter
    Derro Soldier 2 - BLOODIED; takes 4 radiant next time an enemy hits Quillan; two shrouds from Nayce
    Derro Ambusher 1 - BLOODIED
    Derro Ambusher 2 - under Isari's Aegis of Shielding
    Derro Ambusher 3 - takes 1d6+2 if moving away from Isari before end his next turn
    Derro Ambusher 4
    Amenephus - BLOODIED; (second wind used); ongoing 5 poison damage (se) Isari
    Derro Artillery 1
    Derro Artillery 2
    Rusty - (second wind used)


    OOC: Oops, sorry about that.


    Male Half-elf Assassin 14 / Obsidian Stalker

    The map won't open for me; I think Photobucket might be having problems. That said, I already have a pretty good idea of what I want to do.

    Nayce uses some of the magic arts he has picked up to blast the mind of the derro soldier.

    Shroud on soldier. Eyebite on soldier using the 3 shrouds. 1d20 + 12 ⇒ (4) + 12 = 16 vs Will. 1d6 + 12 ⇒ (2) + 12 = 14 psychic damage on a hit. 3d6 ⇒ (4, 3, 6) = 13 shroud damage. If I somehow managed to hit it without killing it, I am invisible to the soldier until the end of my next turn and it has a new shroud on it thanks to Velvet Blade trick.


    Male Dwarf Avenger 9
    Nayce Mernorr wrote:


    Shroud on soldier. Eyebite on soldier using the 3 shrouds. 1d20+12 vs Will. 1d6+12 psychic damage on a hit. 3d6 shroud damage. If I somehow managed to hit it without killing it, I am invisible to the soldier until the end of my next turn and it has a new shroud on it thanks to Velvet Blade trick.

    Quillan shares his bond of divine retribution with the shadowy Nayce, increasing his chances to wound the derro soldier.

    Immediate Interrupt: Divine Guidance; Nayce may reroll his Eyebite attack against DS1 and take the higher result.


    OK. I'll wait a little and see if he's around to do that. If not, I'll try it for him.


    Male Half-elf Assassin 14 / Obsidian Stalker

    Yeah, I'll take it. Thank you! 1d20 + 12 ⇒ (17) + 12 = 29


    As Quillan's urgent prayer rings out, Nayce's dagger twists in the air to find a killing spot. The shrouds wrap themselves around the creature of darkness and sink it back to the dust of its making.

    MAP

    Dorvin - (second wind used)
    Quillan - BLOODIED; +2 to damage and speed, +5 Athletics to end encounter
    Derro Ambusher 1 - BLOODIED
    Derro Ambusher 2 - under Isari's Aegis of Shielding
    Derro Ambusher 3 - takes 1d6+2 if moving away from Isari before end his next turn
    Derro Ambusher 4
    Amenephus - BLOODIED; (second wind used); ongoing 5 poison damage (se) Isari
    Derro Artillery 1
    Derro Artillery 2
    Rusty - (second wind used)
    Nayce


    Male Dwarf Warlord 10

    Shift to E12. Lead by Example vs Am2. Shift to D11 as part of the power.

    1d20 + 11 ⇒ (8) + 11 = 192d10 + 5 ⇒ (4, 10) + 5 = 19

    On a hit I gain CA against Am2 until end of my next turn; on a miss, Quillan and Nayce can shift one square and make a basic melee attack against Am2.

    "Let's get stuck in lads!" Dorvin bellows as he smashes into another derro.


    Male Dwarf Avenger 9

    Quinn nods and follows Dorvin's directions, sliding into position and taking a quick swipe at Am2.

    Free Action: Shift to F11
    Free Action: Basic Melee on Am2; 1d20 + 8 ⇒ (15) + 8 = 23 vs. AC for 1d12 + 8 ⇒ (1) + 8 = 9 damage.

  • Damage Reroll; 1d12 + 8 ⇒ (7) + 8 = 15 damage.

    Quillan then moves once more and nods towards Nayce and Dorvin to take the spot opposite him. Then with a cold and level gaze, Quillan once again utters his holy oath against a derro enemy and attacks.

    Move Action: Shift to E12
    Minor Action: Oath of Enmity on Am2
    Standard Action: Bond of Retribution on Am2 w/ OoE

  • 1d20 + 13 ⇒ (18) + 13 = 31 vs. AC
  • 1d20 + 13 ⇒ (2) + 13 = 15 vs. AC
  • 1d12 + 13 ⇒ (1) + 13 = 14
  • Damage Reroll; 1d12 + 13 ⇒ (12) + 13 = 25 damage and on a hit, the next time a different enemy hits me, Am2 takes 4 radiant damage.

    Current HP: 51/74; no longer bloodied

    Rev:
    If Dorvin didn't hit (which I hadn't considered when I posted originally) then just put me in E12 anyway. I'll walk around Dorvin to get there.


  • Male Half-elf Assassin 14 / Obsidian Stalker

    If Dorvin hit: Basic attack 1d20 + 8 ⇒ (9) + 8 = 17 vs AC, 1d8 + 7 ⇒ (6) + 7 = 13 damage.

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