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 Marpenoth 6th - Early Wakeup Call

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Sam the DM
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PostSubject: Marpenoth 6th - Early Wakeup Call   Tue Dec 29, 2009 8:48 am

Without being able to see the sun this far underground, the heroes felt they got a good night’s sleep despite the conditions. You are just starting to stir when suddenly the silence is shattered by a frantic chirping. The Birdman’s canaries are nowhere to be seen, yet their shrill warning echoes from the stones.

The door to the crypts bursts open with a kick and in comes five cavern chokers along with the unmistakable stench that can only be other troglodyte curse chanter.

Init!


Here is a map of the first floor:



And a map of the Lower Level
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PostSubject: Re: Marpenoth 6th - Early Wakeup Call   Tue Feb 02, 2010 9:53 am

The group courageously fought off the curse chanter and the cavern chokers and were interested to find a signet ring with the Ironfell clan emblem on the finger of the curse chanter.

Have just one area left to explore upstairs, the party venture forth and entered the Great Hall. The room was filled with Susser Trees, also known as deeproot trees they only grow in the Udnerdark and somehow they were feeding on energy from the ground.

The leader of this group was a female elf who stood on a dais next to a throne. A body of a dead villager lies at her feet. Two shifters, two cacklefiend hyenas, and a handful of human guards rose up to attack the heroes. The elf was a bit…odd. She quickly teleported between trees and occasionally attack with claws. The heroes took down the attacks but did burn through several daily’s dealing with the “boss”.

As the group was shifting through the room they heard the familiar chirping from the Birdman’s canaries. They followed the sound and found a yellow feather. This trail of noise and canary feathers led they back to the lower level to a cell near where they found the Birdman. There was a secret entrance opened that led to a platform on a pully system that led to the mines.

The first set of guards the heroes ran into were more troglodytes, this time behind a closed portcullis. Grognak quickly touches the signet ring to the portcullis is immediately it rises. Lozigee disables the poison dart trap (which must have been made with horse poison since it was killing Althalus).

Once the group had things under control they were able to notice veins of dark red twisting through the stone of the walls and ceiling, glowing with a dull light.

The next room was the heart of the mining operation, now lay strewn with the bodies of dwarven miners, most of which were missing their skulls. They appeared to have killed themselves in the end. A very prominent vein of the strange, red-glowing stone crosses this chamber’s floor and climbs it’s walls. A strange mix of creatures were in this area, including a barlgura, a chillborn zombie, a swarm of spiders, and two carrion crawlers.

As expected the heroes were victorious and did find a little treasure that was not mentioned during the session (Wil take note!)

  • Two potions of healing
  • Two 100 gp gems
  • 50 gold pieces
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PostSubject: Re: Marpenoth 6th - Early Wakeup Call   Tue Feb 02, 2010 11:22 am

After healing up, the party pressed forward.

A circular cavern before you shows signs of excavation on its far side. However, the way ahead is blocked by a wide crevice that pulses with a lurid red glow. In the shadow of the light stand two red-skinned demons, slashing the air with three-clawed hands. Behind them are piled hundreds of dwarven skulls, a gruesome bier on which coils a serpentine creature with a humanlike face.

Features of the Room

Illumination: The rift fills the area with dim light
Ceiling: 20 feet high
Bed of Skulls: Queen Shephatiah’s nest is composed of hundreds of dwarven skulls taken from the bodies that litter the mines. The pile provides cover and is difficult terrain for any creatures smaller than Large.
Elemental Chaos Rift: A 20-foot deep chasm cuts through the stone floor of the cavern, filled at the bottom with what appears to be bubbling magma shot through with vibrant hues of purple and blue. The walls of the rift can be climbed with a DC 20 Athletic check.






Round 1


  • Lozigee darts through the front line to an open spot and unleashes Sly Flourish with his sling at the naga, taking advantage of acting first, but the bullet sails over its head. (7 +11 = 18)
  • Althalus -


Hit Points (Max) Current

  • Lozigee (47) 43
    (11/6) III
  • Grognak (64) 41
    (16/12) IIIII IIIII
  • Kregnok (58) 58
    (14/10) IIIII IIII
  • Umberto (71) 70
    (17/10) IIII
  • Bastion (51) 51
    (12/11) IIIII I
  • Althalus (57) 47
    (14/8 ) I


Initiative Order - Round 1
27 – Lozigee - missed
22 – Althalus
21 – Queen Shephatiah (naga)
20 – Lesser Mezzodemons
17 – Kregnok
15 – Grognak
14 – Bastion
11 – Umberto
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Geoff

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PostSubject: Re: Marpenoth 6th - Early Wakeup Call   Thu Feb 04, 2010 4:11 pm

Althalus maintains position, targets the Naga and unleashes the almighty Twin Strike upon the vile creature. (+11 to hit, 1d10+2, 1d10+2). He does not mark the Naga as his target, as it seems he has been cheating for a very long time. It seems that only the target nearest to him can be designated as his quarry. His bad.
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PostSubject: Re: Marpenoth 6th - Early Wakeup Call   Fri Feb 05, 2010 10:29 am

Round 1


  • Lozigee darts through the front line to an open spot and unleashes Sly Flourish with his sling at the naga, taking advantage of acting first, but the bullet sails over its head. (7+11 = 18)

  • Althalus pulls back his bow and fires an arrow at the creature, nearly missing, but just nicking it. (14+11 =25) and the draws another arrow and fires it again, Queen Shephatiah lurches out of the way as the second arrow sails past her (12+11 =23) for a total of 8 points of damage.

  • Queen Shephatiah (naga) fires Thunderstrike at the group, centered on Umberto. It is an area burst 1, that attacks Fortitude. It hits Umberto (14+16 =30), it hits Grognak (14+16=30), it hits Kregok (4+16=20), and it hits Bastion (18+16=34). The damage for everyone is 12 points of thunder damage and all hit targets are dazed (save ends).

  • Mezzodemon A lurches toward the rift and stomps his feet in rage as he can't do anything from this spot.

  • Mezzodemon B dashes toward the rift and uses his poison breath in a blast 3 that attacks only Grognak's fortitude but the barbarian is able to dodge it (2+13=14)

  • Kregnok is up


Dazed
  • You grant combat advantage
  • You can take either a standard action, a move action, or a minor action on your turn (you can also take free actions). You can't take immediate actions or opportunity actions.
  • You can't flank an enemy




Hit Points (Max) Current

  • Lozigee (47) 43
    (11/6) III
  • Grognak (64) 29 Dazed (save ends)
    (16/12) IIIII IIIII
  • Kregnok (58) 46 Dazed (save ends)
    (14/10) IIIII IIII
  • Umberto (71) 58 Dazed (save ends)
    (17/10) IIII
  • Bastion (51) 39 Dazed (save ends)
    (12/11) IIIII I
  • Althalus (57) 47
    (14/8 ) I


Initiative Order - Round 1
27 – Lozigee -
22 – Althalus - Hi
21 – Queen Shephatiah (naga)
20 – Lesser Mezzodemons

17 – Kregnok
15 – Grognak
14 – Bastion
11 – Umberto
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Wil

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PostSubject: Re: Marpenoth 6th - Early Wakeup Call   Sun Feb 07, 2010 10:41 pm

Kregnok will launch a Lance of Faith at M(b):

21 ( 13 + 8 ) WISDOM vs REFLEX ranged 5

1d8+3 radiant damage... i rolled a 5 for 8 total points of radiant damage

18 to save vs being dazed
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PostSubject: Re: Marpenoth 6th - Early Wakeup Call   Mon Feb 08, 2010 11:40 am

Yo Wil, no need to worry about the rolls, I do all of them at this end (with the DM dice so you know it's good). Ironically, I rolled a 13 as well on the hit, but rolled a 7 on the d8 for damage, and ironically again, an 18 on the save. I guess the dice never lie.

Round 1


  • Lozigee darts through the front line to an open spot and unleashes Sly Flourish with his sling at the naga, taking advantage of acting first, but the bullet sails over its head. (7+11 = 18)


  • Althalus pulls back his bow and fires an arrow at the creature, nearly missing, but just nicking it. (14+11 =25) and the draws another arrow and fires it again, Queen Shephatiah lurches out of the way as the second arrow sails past her (12+11 =23) for a total of 8 points of damage.


  • Queen Shephatiah (naga) fires Thunderstrike at the group, centered on Umberto. It is an area burst 1, that attacks Fortitude. It hits Umberto (14+16 =30), it hits Grognak (14+16=30), it hits Kregok (4+16=20), and it hits Bastion (18+16=34). The damage for everyone is 12 points of thunder damage and all hit targets are dazed (save ends).


  • Mezzodemon A lurches toward the rift and stomps his feet in rage as he can't do anything from this spot.


  • Mezzodemon B dashes toward the rift and uses his poison breath in a blast 3 that attacks only Grognak's fortitude but the barbarian is able to dodge it (2+13=14)


  • Kregnok shakes the cobwebs out and uses Lance of Faith on Mezzodemon B (13+8=21) for a total of 10 points of damage. Kregnok regroups and fends off the effects of the daze (18).

  • Grognak is up





Dazed

•You grant combat advantage

•You can take either a standard action, a move action, or a minor action on your turn (you can also take free actions). You can't take immediate actions or opportunity actions.

•You can't flank an enemy


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PostSubject: Re: Marpenoth 6th - Early Wakeup Call   Mon Feb 08, 2010 7:34 pm

second wind... roll to save
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PostSubject: Re: Marpenoth 6th - Early Wakeup Call   Mon Feb 08, 2010 7:46 pm

Round 1



  • Lozigee darts through the front line to an open spot and unleashes Sly Flourish with his sling at the naga, taking advantage of acting first, but the bullet sails over its head. (7+11 = 18)

  • Althalus pulls back his bow and fires an arrow at the creature, nearly missing, but just nicking it. (14+11 =25) and the draws another arrow and fires it again, Queen Shephatiah lurches out of the way as the second arrow sails past her (12+11 =23) for a total of 8 points of damage.

  • Queen Shephatiah (naga) fires Thunderstrike at the group, centered on Umberto. It is an area burst 1, that attacks Fortitude. It hits Umberto (14+16 =30), it hits Grognak (14+16=30), it hits Kregok (4+16=20), and it hits Bastion (18+16=34). The damage for everyone is 12 points of thunder damage and all hit targets are dazed (save ends).

  • Mezzodemon A lurches toward the rift and stomps his feet in rage as he can't do anything from this spot.

  • Mezzodemon B dashes toward the rift and uses his poison breath in a blast 3 that attacks only Grognak's fortitude but the barbarian is able to dodge it (2+13=14)

  • Kregnok shakes the cobwebs out and uses Lance of Faith on Mezzodemon B (13+8=21) for a total of 10 points of damage. Kregnok regroups and fends off the effects of the daze (18).

  • Grognak kicks in Second Wind and makes his saving throw (12)

  • Bastion is up




Dazed

•You grant combat advantage

•You can take either a standard action, a move action, or a minor action on your turn (you can also take free actions). You can't take immediate actions or opportunity actions.

•You can't flank an enemy


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PostSubject: Re: Marpenoth 6th - Early Wakeup Call   Mon Feb 08, 2010 7:51 pm

Bastion will move to 7A and save.
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PostSubject: Re: Marpenoth 6th - Early Wakeup Call   Mon Feb 08, 2010 10:49 pm

Round 1


  • Lozigee darts through the front line to an open spot and unleashes Sly Flourish with his sling at the naga, taking advantage of acting first, but the bullet sails over its head. (7+11 = 18)

  • Althalus pulls back his bow and fires an arrow at the creature, nearly missing, but just nicking it. (14+11 =25) and the draws another arrow and fires it again, Queen Shephatiah lurches out of the way as the second arrow sails past her (12+11 =23) for a total of 8 points of damage.

  • Queen Shephatiah (naga) fires Thunderstrike at the group, centered on Umberto. It is an area burst 1, that attacks Fortitude. It hits Umberto (14+16 =30), it hits Grognak (14+16=30), it hits Kregok (4+16=20), and it hits Bastion (18+16=34). The damage for everyone is 12 points of thunder damage and all hit targets are dazed (save ends).

  • Mezzodemon A lurches toward the rift and stomps his feet in rage as he can't do anything from this spot.

  • Mezzodemon B dashes toward the rift and uses his poison breath in a blast 3 that attacks only Grognak's fortitude but the barbarian is able to dodge it (2+13=14)

  • Kregnok shakes the cobwebs out and uses Lance of Faith on Mezzodemon B (13+8=21) for a total of 10 points of damage. Kregnok regroups and fends off the effects of the daze (18).

  • Grognak kicks in Second Wind and makes his saving throw (12)

  • Bastion is darts through the crowd and makes his save (19)

  • Umberto is up



Dazed

•You grant combat advantage

•You can take either a standard action, a move action, or a minor action on your turn (you can also take free actions). You can't take immediate actions or opportunity actions.

•You can't flank an enemy



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PostSubject: Re: Marpenoth 6th - Early Wakeup Call   Tue Feb 09, 2010 7:39 pm

Bert will hurl his sword into space 7-G, exploding it with Incendiary Sword. Area Burst 1 within 5. +9 v. Will, 2d6+5 fire damage +5 on its next turn if it makes an attack that does not include me.

And Save (-1)
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PostSubject: Re: Marpenoth 6th - Early Wakeup Call   Wed Feb 10, 2010 9:02 am

Round 1

  • Lozigee darts through the front line to an open spot and unleashes Sly Flourish with his sling at the naga, taking advantage of acting first, but the bullet sails over its head. (7+11 = 18)

  • Althalus pulls back his bow and fires an arrow at the creature, nearly missing, but just nicking it. (14+11 =25) and the draws another arrow and fires it again, Queen Shephatiah lurches out of the way as the second arrow sails past her (12+11 =23) for a total of 8 points of damage.

  • Queen Shephatiah (naga) fires Thunderstrike at the group, centered on Umberto. It is an area burst 1, that attacks Fortitude. It hits Umberto (14+16 =30), it hits Grognak (14+16=30), it hits Kregok (4+16=20), and it hits Bastion (18+16=34). The damage for everyone is 12 points of thunder damage and all hit targets are dazed (save ends).

  • Mezzodemon A lurches toward the rift and stomps his feet in rage as he can't do anything from this spot.

  • Mezzodemon B dashes toward the rift and uses his poison breath in a blast 3 that attacks only Grognak's fortitude but the barbarian is able to dodge it (2+13=14)

  • Kregnok shakes the cobwebs out and uses Lance of Faith on Mezzodemon B (13+8=21) for a total of 10 points of damage. Kregnok regroups and fends off the effects of the daze (18).

  • Grognak kicks in Second Wind and makes his saving throw (12)

  • Bastion is darts through the crowd and makes his save (19)

  • Umberto hurls his sword between the two mezzodemons that explodes in a burst of fire, hitting mezzodemons A (10+9=19 vs Wil) doing 14 points of fire damage, but missing mezzodemon B (2+9=11 vs Wil) completely. Umberto makes his saving throw (11-1=10) barely.


Round 2



  • Lozigee slides closer to the chasm, almost as if he was preparing to jump across next round (spoiler!) and uses Sly Flourish with his sling on mezzodemon B and connects (13+11=24 vs AC) for 12 points

  • Althalus is up



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Geoff

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PostSubject: Re: Marpenoth 6th - Early Wakeup Call   Wed Feb 10, 2010 9:47 am

Althalus maintains position and fires two more shots at the Naga. Twin Strike (+11 to hit, 1d10+2, 1d10+2).
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PostSubject: Re: Marpenoth 6th - Early Wakeup Call   Wed Feb 10, 2010 10:29 am

Round 2



  • Lozigee slides closer to the chasm, almost as if he was preparing to jump across next round (spoiler!) and uses Sly Flourish with his sling on mezzodemon B and connects (13+11=24 vs AC) for 12 points

  • Althalus quickly draws two arrows to his bow and fires them both at Queen Shephatiah, hitting on the first (15+11=26 vs AC) and missing the second shot (6+11=17 vs AC) for a total of 7 points of damage (5+2=7)

  • Queen Shephatiah tries to recharge the Thudnerstrike attack she did last round and fails. Instead she counters with Word of Pain against Bastion standing alone, attacking and hitting (16+17=34 vs Wil), dealing out 10 points of psychic damage and immobilizing him (save ends).

  • Mezzodemons A stomps over a bit to get Bastion in the area of his blast 3 Poisons Breath attack, but the nimble elf is able to dodge it (3+12=15 vs Fort).

  • Mezzodemons B tries to recharge Poison Breath but fails, he makes a couple of jabs towards Kregnok with his trident but even with reach 2, the dwarf is out of range.

  • Kregnok is up



Immobilized
  • You can't move from your space. although you can teleport and can be force to move by a pull, push, or slide


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PostSubject: Re: Marpenoth 6th - Early Wakeup Call   Wed Feb 10, 2010 8:37 pm

Lance of Faith on Mezzo (B) and move to C-5!
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PostSubject: Re: Marpenoth 6th - Early Wakeup Call   Wed Feb 10, 2010 9:50 pm

Round 2


  • Lozigee slides closer to the chasm, almost as if he was preparing to jump across next round (spoiler!) and uses Sly Flourish with his sling on mezzodemon B and connects (13+11=24 vs AC) for 12 points

  • Althalus quickly draws two arrows to his bow and fires them both at Queen Shephatiah, hitting on the first (15+11=26 vs AC) and missing the second shot (6+11=17 vs AC) for a total of 7 points of damage (5+2=7)

  • Queen Shephatiah tries to recharge the Thudnerstrike attack she did last round and fails. Instead she counters with Word of Pain against Bastion standing alone, attacking and hitting (16+17=34 vs Wil), dealing out 10 points of psychic damage and immobilizing him (save ends).

  • Mezzodemons A stomps over a bit to get Bastion in the area of his blast 3 Poisons Breath attack, but the nimble elf is able to dodge it (3+12=15 vs Fort).

  • Mezzodemons B tries to recharge Poison Breath but fails, he makes a couple of jabs towards Kregnok with his trident but even with reach 2, the dwarf is out of range.

  • Kregnok delivers Lance on Faith on Mezzodemon B and hits (16+8=24 vs Fort) for 8 points of radiant damage (5+3=8 ) before moving forward.

  • Grognak is up



Immobilized

  • You can't move from your space. although you can teleport and can be force to move by a pull, push, or slide


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PostSubject: Re: Marpenoth 6th - Early Wakeup Call   Thu Feb 11, 2010 8:30 am

can grognak jump the chasm?
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PostSubject: Re: Marpenoth 6th - Early Wakeup Call   Thu Feb 11, 2010 10:18 am

Great question that I should have posted up details before:

Jump falls under an Athletics check:

  • Distance Jumped Horizontally: Make an Athletics check and divide your chekc result by 10 (don't round the result). This is the number of sqaures you can leap across. You land in the square determined by your result. If you end up over a pit or a chasm, you fall and lose the rest of your move action.
  • Running Start: If you move at least 2 squares before making the jump. divide your check result by 5, not 10.
  • Uses Movement: Count the number of squares you jump as part of your move. If you run out of movement, you fall. You can end your first move in midair if you double move.
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PostSubject: Re: Marpenoth 6th - Early Wakeup Call   Thu Feb 11, 2010 11:35 am

Grognak will jump to 4-H athletics of 12 . If he makes the jump and can make an attack he will enter the silver phoenix rage!

He will attack Demon B.
+11 vs. AC 2d12 +6 dmg + 5 fire damage and ongoing 5 fire damage (save ends)

Until the rage ends Grognak gets +3 Regeneration also the first time he is dropped to 0 or fewer hp he can spend a healing surge (his last) as an immediate interrupt.
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PostSubject: Re: Marpenoth 6th - Early Wakeup Call   Thu Feb 11, 2010 1:22 pm

Round 2


  • Lozigee slides closer to the chasm, almost as if he was preparing to jump across next round (spoiler!) and uses Sly Flourish with his sling on mezzodemon B and connects (13+11=24 vs AC) for 12 points

  • Althalus quickly draws two arrows to his bow and fires them both at Queen Shephatiah, hitting on the first (15+11=26 vs AC) and missing the second shot (6+11=17 vs AC) for a total of 7 points of damage (5+2=7)

  • Queen Shephatiah tries to recharge the Thudnerstrike attack she did last round and fails. Instead she counters with Word of Pain against Bastion standing alone, attacking and hitting (16+17=34 vs Wil), dealing out 10 points of psychic damage and immobilizing him (save ends).

  • Mezzodemons A stomps over a bit to get Bastion in the area of his blast 3 Poisons Breath attack, but the nimble elf is able to dodge it (3+12=15 vs Fort).

  • Mezzodemons B tries to recharge Poison Breath but fails, he makes a couple of jabs towards Kregnok with his trident but even with reach 2, the dwarf is out of range.

  • Kregnok delivers Lance on Faith on Mezzodemon B and hits (16+8=24 vs Fort) for 8 points of radiant damage (5+3=8 ) before moving forward.

  • Grognak dashes forward and leaps over the chasm (4+12=16/5=3 squares) and lands next to the mezzodemon. The beast takes a swipe at Grognak (attack of opportunity) just missing him with his trident (5+12=17 vs AC). The barbarian gives off a battle cry that shakes the room and attacks (11+11=22 vs AC) just missing him, but still doing half damage of 14 points.

  • The immobilized Bastion is up



Immobilized

  • You can't move from your space. although you can teleport and can be force to move by a pull, push, or slide


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PostSubject: Re: Marpenoth 6th - Early Wakeup Call   Thu Feb 11, 2010 2:29 pm

Bastion will Wild Shape (minor) in to wolf form.

He will then direct Swarming Locusts (standard, close balst 3) at Mezzodemons A, who is in range.
Attack +8 vs Reflex
Damage 1d8+5
Blast creates a zone of swarming locusts that last until the END of my next turn (8-10/B-D square). While with in the zone, enemies grant combat advantage.

Make saving throw vs. being Immobilized.
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PostSubject: Re: Marpenoth 6th - Early Wakeup Call   Thu Feb 11, 2010 2:59 pm

Round 2

  • Lozigee slides closer to the chasm, almost as if he was preparing to jump across next round (spoiler!) and uses Sly Flourish with his sling on mezzodemon B and connects (13+11=24 vs AC) for 12 points

  • Althalus quickly draws two arrows to his bow and fires them both at Queen Shephatiah, hitting on the first (15+11=26 vs AC) and missing the second shot (6+11=17 vs AC) for a total of 7 points of damage (5+2=7)

  • Queen Shephatiah tries to recharge the Thudnerstrike attack she did last round and fails. Instead she counters with Word of Pain against Bastion standing alone, attacking and hitting (16+17=34 vs Wil), dealing out 10 points of psychic damage and immobilizing him (save ends).

  • Mezzodemons A stomps over a bit to get Bastion in the area of his blast 3 Poisons Breath attack, but the nimble elf is able to dodge it (3+12=15 vs Fort).

  • Mezzodemons B tries to recharge Poison Breath but fails, he makes a couple of jabs towards Kregnok with his trident but even with reach 2, the dwarf is out of range.

  • Kregnok delivers Lance on Faith on Mezzodemon B and hits (16+8=24 vs Fort) for 8 points of radiant damage (5+3=8 ) before moving forward.

  • Grognak dashes forward and leaps over the chasm (4+12=16/5=3 squares) and lands next to the mezzodemon. The beast takes a swipe at Grognak (attack of opportunity) just missing him with his trident (5+12=17 vs AC). The barbarian gives off a battle cry that shakes the room and attacks (11+11=22 vs AC) just missing him, but still doing half damage of 14 points.

  • Bastion morphs into wolf form and attacks with Swarming Locust at the closest Mezzeodemon and misses (8+8=16 vs Reflex), but I think the swarm is still there, and this still grants combat advantage to anyone attcking Mezzodemon A until the end of Blaine's next turn? Bastion makes his save vs Immobilization (11).

  • Umberto is up




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PostSubject: Re: Marpenoth 6th - Early Wakeup Call   Thu Feb 11, 2010 4:56 pm

You are correct sir. The swarm is still present in the area I indicated (8-10/B-D square).
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PostSubject: Re: Marpenoth 6th - Early Wakeup Call   Fri Feb 12, 2010 2:27 am

yyyyeeeeaaaaaaaaa grognak all up in it
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