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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I'll stay down here, in case more derro show up.


Rusty stays on guard, Isari and Nayce going up to warn the Upper Halls. I'll give the others a little longer to chime in with anything they want to add to the mix, otherwise I'm going to work on the basis that you'll warn them and head down the stairs after Vianna.


Male Half-elf Assassin 14 / Obsidian Stalker

Once we warn the others, do you all want me to scout ahead?


Male Dwarf Avenger 9

Quillan nods to Rusty and takes up a place beside him in the halls. Eyes on the lookout for Derro.


Varden and Father Jappe take the mixed news grimly but act immediately to set a continual guard on the newly opened gate.

"You have our thanks," Varden's voice is distracted as he tries to juggle the need to provide a guard and keep the Upper Halls calm.

"We can hold off the derro, but the Hearthforges are the real issue for us now. Find Abelard and get see what's happened to the elementals. If you don't, it won't matter if the derro break through. We'll be dead anyway."

He pulls Isari and Nayce to one side and adds quietly.

"There are bad stories about derro. Whatever you do, don't let them take captives. Kill anyone who falls. You'll be doing them the best favour you can."

You get the distinct feeling that few things terrify Varden as much as the derro.

For those on guard in the lower chamber, there are no further incursions, but the howling continues - a thoroughly unnerving sound, warning of more trouble to come.

And on their return, you're ready to go again. Is Nayce doing a spot of scouting and if so, where? Please make sure hp/surges etc are up to date in profiles.


I'm up to date now.


Male Half-elf Assassin 14 / Obsidian Stalker

I'm open to scouting, but it sounds like at this point the best course of action may be to head down after Vianna and the injured dwarf. (Is that the same direction as the hearthforges?)


Nayce Mernorr wrote:
I'm open to scouting, but it sounds like at this point the best course of action may be to head down after Vianna and the injured dwarf. (Is that the same direction as the hearthforges?)

Yes.


Male Dwarf Avenger 9

Why not do both? Have Nayce ahead being all shadowy while we follow a predetermined distance behind. If he finds something he can slink back to us halfway with a warning.


I agree with Quillan.


Having done all they can for now to protect the colony, the group gather their belongings and head into the darkness of the Great Stair.

Speaking of which, who needs a light source and who has one?

The path spirals around a great open shaft, then becomes more of a tunnel, turning posts and corners and quickly taking Nayce from your line of sight. Around the corners, the hum of the Shank is carried on gusts of wind cold enough to leave a hint of frost on beards and collars.

Nayce

Spoiler:
Scouting easily ahead, you see that the stairs are abandoned, but not empty. Vast halls and galleries stretch into darkness and show signs of old battles. Fragments of weapons, bits of shattered bones, and blasted marks of soot line the path. An eerie silence hangs behind the hum of distant gearworks.

Journey takes about 6 hours including short rests of food and so on. Is Nayce still scouting ahead?


I have an everburning torch.


Rathorus "Rusty" Mournflame wrote:
I have an everburning torch.

Then the main party is fine. Nayce needs some light source of his own though.


Male Dwarf Avenger 9

"If Nayce is needin' somethin' to light his way, then perhaps ye should give him yer torch Rusty. It doesn't really burn so he could hide it under his cloak if need be. It's also not as glarin' as a sunrod."


Male Half-elf Assassin 14 / Obsidian Stalker

Yeah, I have sunrods, but if someone has a better lighting idea, I am open to it.

Stealth check as I go along 1d20 + 13 ⇒ (8) + 13 = 21.


Let's go with Quillan's suggestion. Nayce has the everburning torch, the rest of the gang have a sunrod.

Progress through the day is steady and undisturbed and your ears grow accustomed the steady, pulsing thud of the Shank. In a strange way, it seems almost to be Mount Rygar's heartbeat, although you know it is only the enormous pump mechanism that ultimately runs the machinery of the forges.

Nayce

Spoiler:
You arrive at the end of the gallery that leads up to the Hearthforges. The air is warmer here, and a sliver of dull, copper-coloured light glimmers up ahead.

Nor is that all. You can distinctly hear shouting, a terrible grinding sound, and screams of pain. It sounds like a battle is taking place up ahead.


Male Half-elf Assassin 14 / Obsidian Stalker

Nayce hurries back to the group to tell them what he has heard ahead.

"There's some kind of battle ahead, in the direction of the hearthforges. We should hurry to their aid."


Male Dwarf Avenger 9

"Right," says Quillan and starts quickening his pace, pumping his short, thick legs as best he can. "I'm not knowin' what to expect next," he says in between breathes.


Map coming shortly. Who is doing what?


The big dragonborn runs down the hallway with surprising speed.

"Ah, my good dwarf-friend, one can always expect violence! And then even more violence!"

OOC:

Spoiler:

I failed to mention in our last two combats that my belt provides an area affect bonus:

Belt of Sacrifice (Level 7)
Property: Each ally within 5 squares of you gains a +1 item
bonus to his or her healing surge value.


Male Dwarf Warlord 10

Dorvin follows.


The noise of battle is now quite unmistakable.

MAP

You are approaching from the north. Tell me where you are and roll init. Unless Nayce got close enough to take a look, you don't yet know what you're facing.

EDIT - Please all roll me four Perception checks.


OOC:

Yay, combat!

Where on the map are we allowed to place ourselves?

Init 1d20 + 4 ⇒ (20) + 4 = 24

Perception
1d20 + 5 ⇒ (14) + 5 = 19
1d20 + 5 ⇒ (18) + 5 = 23
1d20 + 5 ⇒ (13) + 5 = 18
1d20 + 5 ⇒ (7) + 5 = 12


Rathorus "Rusty" Mournflame wrote:

OOC:

Yay, combat!

Where on the map are we allowed to place ourselves?

As far as your move will take you from the north corridor down into the room (A8/A9 is the first step). Once you get to the entrance, you'll be able to see more clearly what is going on. For now, you just have the impression of battle, moving figures, lots of grinding and crunching sounds.


I can move 5 squares, so I'll land on E-5.


Rathorus "Rusty" Mournflame wrote:
I can move 5 squares, so I'll land on E-5.

Putting you at E8. E5 would place you in the wall :)


As Rusty advances down the corridor he sees a rough barricade surrounded by many derro and dwarf corpses. Behind the barricade, he can make out a strange golden xorn battling a group of wild, golden-eyed dwarves over the bodies. Two of the dwarves appear to be operating a jury-rigged metal sprayer, one pointing the hose at the xorn, the second frantically pumping the bellows.

Note that the hatched area around the barricade represents difficult terrain caused by lots of bodies and bits of broken weaponry and wood.
The barricade provides cover.
The pink dot is the metal sprayer.

MAP

Init so far:
Rusty
Goldspawn (24)
Xorn (22)
Hammerer (12)
Bolters (6)


Male Dwarf Warlord 10

Initiative: 22
Please place me at D8. Everyone should add +2 to their Init due to Dorvin's presence.


OOC:

Thanks for the reminder Dorvin.

Rev, are the bolters and hammerer derro? Are the golden dwarves fighting the derro?


Male Half-elf Assassin 14 / Obsidian Stalker

Nayce will be at D9.

Initiative 1d20 + 10 ⇒ (2) + 10 = 12.

Perception rolls: 1d20 + 4 ⇒ (6) + 4 = 10, 1d20 + 4 ⇒ (12) + 4 = 16, 1d20 + 4 ⇒ (11) + 4 = 15, 1d20 + 4 ⇒ (4) + 4 = 8.


Male Dwarf Avenger 9

"I...I'm not even knowin' what to make o' this," stammers Quillan, unsure where his axe should even strike.

1d20 + 8 ⇒ (2) + 8 = 10 Initiative and put me at C8.


There are no derro among the living. The bolters, hammerer and goldspawn are all golden-eyed dwarves. You can see 15 derro bodies and 8 dwarf bodies among the wreckage.

Note that the hatched area around the barricade represents difficult terrain caused by lots of bodies and bits of broken weaponry and wood.
The barricade provides cover.
The pink dot is the metal sprayer.

MAP

Init so far:
Rusty
Goldspawn (24)
Dorvin
Xorn (22)
Nayce
Hammerer (12)
Quillan
Bolters (6)


Male Half-elf Assassin 14 / Obsidian Stalker

Insight 1d20 + 11 ⇒ (20) + 11 = 31 - Do the dwarves appear to be in their right minds, or to they appear to be compelled in some way?


Nayce

Spoiler:
The dwarves look to be completely insane. No compulsion, but sweating, ill and basically loco.


Male Human Swordmage/Wandering Swordmage 11

Gold dragons, gold xorns, gold-eyed dwarves, I'm beginning to think this is all related to gold fever![/obvious] Anyway, Initiative and Arcana, what can I tell about the xorn, and Nature, what can I tell about the dwarves: 1d20 + 5 ⇒ (15) + 5 = 201d20 + 14 ⇒ (19) + 14 = 331d20 + 11 ⇒ (20) + 11 = 31


Dungeoneering for the xorn. Read Nayce's spoiler for the dwarves, plus the following:

Spoiler:
Dwarves acknowledge Moradin as their creator but they revere other gods as well. Among mountain dwarves, many venerate Volund, Moradin's forgemaster son, who taught the first dwarves the secrets of smithing and the forge. Dwarf clans often live together in heavily defended mountain strongholds, clashing with orcs and goblins over mining rights.
Where would you like to be placed, Isari?

Note that the hatched area around the barricade represents difficult terrain caused by lots of bodies and bits of broken weaponry and wood.
The barricade provides cover.
The pink dot is the metal sprayer.

MAP

Init so far:
Rusty
Goldspawn (24)
Dorvin
Xorn (22)
Isari
Nayce
Hammerer (12)
Quillan
Bolters (6)


Male Human Swordmage/Wandering Swordmage 11

Sorry, E9. Also, if you're willing to let me use the Arcana roll for Dungeoneering, the total would be 25.


Male Half-elf Assassin 14 / Obsidian Stalker

"I don't expect these dwarves to send a welcome party. They're not in their right minds."


Fine by me.

Isari

Spoiler:
Xorn are creatures from the Elemental Chaos that feed on metal and minerals. Their appetite for rare gemstones makes them open to bargaining. However, they have been known to engage in diplomacy while using the time to set up an ambush. As creatures of the earth, they move through it as easily as mortals move though air.


Amenephus?


Maybe we should just go up and ask one of the dwarves what's going on.


Male Half-elf Assassin 14 / Obsidian Stalker
Rathorus "Rusty" Mournflame wrote:
Maybe we should just go up and ask one of the dwarves what's going on.

Well, I think we should, too, although I'm wary of the response.


Rolling for Amenephus. I'm out for much of today, but will update late UK time.

Note that the hatched area around the barricade represents difficult terrain caused by lots of bodies and bits of broken weaponry and wood.
The barricade provides cover.
The pink dot is the metal sprayer.

MAP

Rusty
Goldspawn
Dorvin
Xorn
Isari
Nayce
Amenephus
Hammerer
Quillan
Bolters


"Crazy they may be, but that does not necessarily make them foe. I shall ask them what is the matter here."

Flaming great-sword in hand, Rusty trudges over to the nearest dwarf.

"Excuse me, good sir, may we be of any assistance to you?"

=========================================================================

OOC:

Move: Walk to I-5

Free: Talk to B1

Standard : Ready a Reaping Strike on B1, triggered by any hostile reaction to my presence.

Attack 1d20 + 15 ⇒ (19) + 15 = 34
Damage 1d10 + 10 ⇒ (4) + 10 = 14

If I miss, I still do 5 damage.


The bolter turns maddened eyes on the advancing dragonborn and screams, bringing the attention of the rest of the dwarves to the party. It is abundantly and immediately clear that no conversation is possible.

In response, Rusty swings and hits hard.

Crossbow bolts thud across the room towards the fighter.

1d20+12=24 - G3 v Rusty. Hits. 9 damage.
1d20+12=15 - G4 v Rusty. Misses.
9hp damage to Rusty.

Note that the hatched area around the barricade represents difficult terrain caused by lots of bodies and bits of broken weaponry and wood.
The barricade provides cover.
The pink dot is the metal sprayer.

MAP

Dorvin
Xorn
Isari
Nayce
Amenephus
Hammerer
Quillan
Bolters
Rusty
Goldspawn


Male Dwarf Warlord 10

Move to G6. Charge to I4. 1d20+11 = 29 vs AC. Damage 1d10+5= 10.

"Ye jes' stop that!" Dorvin yells as he thumps the dwarf attacking Rusty.


Dorvin hustles down the corridor and clobbers the dwarf bolter next to Rusty.

The xorn chomps at the dwarf next to it, eyes gleaming with lust for precious metal before shifting greedily towards the alluring metal sprayer.

1d20+13=24. Hits.
2d6+5=14 damage to Hammerer

Note that the hatched area around the barricade represents difficult terrain caused by lots of bodies and bits of broken weaponry and wood.
The barricade provides cover.
The pink dot is the metal sprayer.

MAP

Isari
Nayce
Amenephus
Hammerer
Quillan
Bolters
Rusty
Goldspawn
Dorvin
Xorn


Isari?


Male Human Swordmage/Wandering Swordmage 11

Apologies.

Isari dashes out into the room, places his aegis on one of the dwarves and pulls another dwarf to him with a bolt of lightning.

Move to J9, Aegis on G3, and using Lightning Lure on G2, pulling him to K8. I don't really want to find out what the metal sprayer does just yet.(vs Fort, range 3, pulls target to adjacent space, and I get 2 temp HP if it hits) 1d20 + 11 ⇒ (17) + 11 = 281d6 + 7 ⇒ (2) + 7 = 9


Lightning wraps around the goldspawned dwarf's throat and he chokes instantly, vomiting up a small pile of gleaming orichalcum in his death throes.

2 temp hp to Isari.

Note that the hatched area around the barricade represents difficult terrain caused by lots of bodies and bits of broken weaponry and wood.
The barricade provides cover.
The pink dot is the metal sprayer.

MAP

Nayce
Amenephus
Hammerer
Quillan
Bolters
Rusty
Goldspawn 1
Goldspawn 3 - under Isari's Aegis
Goldspawn 4
Dorvin
Xorn
Isari

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