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 Marpenoth 6th - Early Wakeup Call

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Wil

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PostSubject: Re: Marpenoth 6th - Early Wakeup Call   Wed Mar 03, 2010 3:40 pm

Sustain damage resistance as a minor.

Divine Vigor as a minor. (myself and each ally in close burst 5 regains the use of second wind.)

Dwarven Chainmail as a free action (Jordy: FRACTION!) regain hit points as if i had spent a healing surge.

+5 to save vs poison since I'm a dwarf.
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PostSubject: Re: Marpenoth 6th - Early Wakeup Call   Wed Mar 03, 2010 4:26 pm

Round 9



  • Lozigee runs through the pile of dwarven skulls next to Grognak and engages the naga with Bait and Switch, and just does hit thanks to the combat advantage Bastion put on her (10+13=23 vs Wil). Shephatiah takes 12 points of damage and 15 points (one from max) of sneak attack bonus for a grand total of 27 points of damage. Lozigee switches places with the naga and then wisely shifts back a few squares. Shephatiah is now bloodied. She should still be in enough of the Swarming Locust that everyone still would have combat advatange on her.

  • Althalus makes a running start to jump over the chasm and makes it. Since that was only a move action, the ranger uses Twin Strike on the naga, missing on the first shot (11+11=22 vs AC), and missing on the second shot (7+11=18 vs AC).

  • Shephatiah unleashes Tail Slap on Grognak, and it hits the barbarian (13+16=29 vs AC) for 6 points of damage (only 1 thanks to Kregnok), but Grognak is pushed two sqaures back. The naga moves forward (as a large creature she is not hindered by the difficult terrain of the skulls) and she uses an Action Point. She kicks in Spit Poison (Close Blast 3) that hits Grognak (natural 20), hits Kregnok (6+15=21 vs Fort), and hits Umberto (4+15=19 vs Fort). Everyone (I rolled max damage) takes 10 points of poison damage (5 each thanks to Kegnok) . All three take 5 ongoing poison damage, -2 penalty to Fortitude defense, and a -2 penalty to saving throws (save ends all). She then uses the rest of her movement to back herself into a corner.

  • Kregnok sustains the resist 5 all damage, then kicks in Divine Vigor giving everyone except Lozigee (too far away) their Second Wind back. Kregnok then utilizes the power of his armor and gains hit points as if he spent a healing surge and Kregnok isn't bloodied any more. Kregnok easily makes his save (19+5-2=22)





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PostSubject: Re: Marpenoth 6th - Early Wakeup Call   Thu Mar 04, 2010 8:53 am

Grognak will charge shephetiah and use blood Strike because the virgin eater is bloodied the attack will do an extra 1[w] damage

+13 vs AC 3d12 + 6 dmg

Action Point!

Grognak thought about using his second wind but decided that wouldnt his style so he will use

Howling Strike
+11 vs AC 1d12+1d6+6 dmg
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PostSubject: Re: Marpenoth 6th - Early Wakeup Call   Thu Mar 04, 2010 11:31 am

Round 9



  • Lozigee runs through the pile of dwarven skulls next to Grognak and engages the naga with Bait and Switch, and just does hit thanks to the combat advantage Bastion put on her (10+13=23 vs Wil). Shephatiah takes 12 points of damage and 15 points (one from max) of sneak attack bonus for a grand total of 27 points of damage. Lozigee switches places with the naga and then wisely shifts back a few squares. Shephatiah is now bloodied. She should still be in enough of the Swarming Locust that everyone still would have combat advatange on her.

  • Althalus makes a running start to jump over the chasm and makes it. Since that was only a move action, the ranger uses Twin Strike on the naga, missing on the first shot (11+11=22 vs AC), and missing on the second shot (7+11=18 vs AC).

  • Shephatiah unleashes Tail Slap on Grognak, and it hits the barbarian (13+16=29 vs AC) for 6 points of damage (only 1 thanks to Kregnok), but Grognak is pushed two sqaures back. The naga moves forward (as a large creature she is not hindered by the difficult terrain of the skulls) and she uses an Action Point. She kicks in Spit Poison (Close Blast 3) that hits Grognak (natural 20), hits Kregnok (6+15=21 vs Fort), and hits Umberto (4+15=19 vs Fort). Everyone (I rolled max damage) takes 10 points of poison damage (5 each thanks to Kegnok) . All three take 5 ongoing poison damage, -2 penalty to Fortitude defense, and a -2 penalty to saving throws (save ends all). She then uses the rest of her movement to back herself into a corner.

  • Kregnok sustains the resist 5 all damage, then kicks in Divine Vigor giving everyone except Lozigee (too far away) their Second Wind back. Kregnok then utilizes the power of his armor and gains hit points as if he spent a healing surge and Kregnok isn't bloodied any more. Kregnok easily makes his save (19+5-2=22)

  • The Barbarian, fed up with being unable to attack, charges across the chamber, through the pile of dwarven skulls and delivers Blood Strike to the Naga that hits exactly (12+13=25 vs AC) for 32 points! He thens kicks in his Action Point and goes with Howling Strike but that misses (5+11=16 vs AC). Grognak just barely makes his saving throw (13-2=11)

  • Bastion is up.





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Blaine

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PostSubject: Re: Marpenoth 6th - Early Wakeup Call   Thu Mar 04, 2010 4:36 pm

Bastion will Wild Shape back in to Elven form and shift one square as a free action to 11N (minor action).
Bastion will then take his full movement to 9G (move action).
Finally, Bastion will cast Grasping Tide (standard action, burst 1 within 10) into squares 13F-H to 14F-H to 15F-H (square) hitting Shephatiah (bloodied, +1 to hit Primal Fury, +1 to damage Autumn Harvest Totem).
Attack: +9 vs Fortitude (If I miss, use Elven Accuracy :-) )
Hit: 1d6 + 6, until the end of my next turn, if the target leaves the area of effect, I can use an opportunity action to make a secondary attack against it.
Secondary Attack: +9 vs Reflex
Hit: Target is knocked prone
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PostSubject: Re: Marpenoth 6th - Early Wakeup Call   Thu Mar 04, 2010 10:45 pm

Round 9



  • Lozigee runs through the pile of dwarven skulls next to Grognak and engages the naga with Bait and Switch, and just does hit thanks to the combat advantage Bastion put on her (10+13=23 vs Wil). Shephatiah takes 12 points of damage and 15 points (one from max) of sneak attack bonus for a grand total of 27 points of damage. Lozigee switches places with the naga and then wisely shifts back a few squares. Shephatiah is now bloodied. She should still be in enough of the Swarming Locust that everyone still would have combat advatange on her.

  • Althalus makes a running start to jump over the chasm and makes it. Since that was only a move action, the ranger uses Twin Strike on the naga, missing on the first shot (11+11=22 vs AC), and missing on the second shot (7+11=18 vs AC).

  • Shephatiah unleashes Tail Slap on Grognak, and it hits the barbarian (13+16=29 vs AC) for 6 points of damage (only 1 thanks to Kregnok), but Grognak is pushed two sqaures back. The naga moves forward (as a large creature she is not hindered by the difficult terrain of the skulls) and she uses an Action Point. She kicks in Spit Poison (Close Blast 3) that hits Grognak (natural 20), hits Kregnok (6+15=21 vs Fort), and hits Umberto (4+15=19 vs Fort). Everyone (I rolled max damage) takes 10 points of poison damage (5 each thanks to Kegnok) . All three take 5 ongoing poison damage, -2 penalty to Fortitude defense, and a -2 penalty to saving throws (save ends all). She then uses the rest of her movement to back herself into a corner.

  • Kregnok sustains the resist 5 all damage, then kicks in Divine Vigor giving everyone except Lozigee (too far away) their Second Wind back. Kregnok then utilizes the power of his armor and gains hit points as if he spent a healing surge and Kregnok isn't bloodied any more. Kregnok easily makes his save (19+5-2=22)

  • The Barbarian, fed up with being unable to attack, charges across the chamber, through the pile of dwarven skulls and delivers Blood Strike to the Naga that hits exactly (12+13=25 vs AC) for 32 points! He thens kicks in his Action Point and goes with Howling Strike but that misses (5+11=16 vs AC). Grognak just barely makes his saving throw (13-2=11)

  • Bastion changes, shifts, moves and casts Grasping Tide on the naga and (of course!) hits (17+9=26 vs Fort) for 9 points of damage, and Shephatiah will be subject to secondary damage if she moves from that square.

  • Umberto is up.





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Lou

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PostSubject: Re: Marpenoth 6th - Early Wakeup Call   Thu Mar 04, 2010 10:51 pm

Moving to G-13, the prez shouts, "Prepare to die you slithering bitch! The Lord of Rockhammer is upon you!" Booming Blade +12 vs AC 1d8+5 and if she moves she takes some damage. Also marking her. Save -3, that's right, -3
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Lou

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PostSubject: Re: Marpenoth 6th - Early Wakeup Call   Thu Mar 04, 2010 10:53 pm

Also, my defenses were +2 (due to second wind) last time I was hit. Should make my fort 21, was I actually hit then?
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PostSubject: Re: Marpenoth 6th - Early Wakeup Call   Fri Mar 05, 2010 10:16 am

Lou wrote:
Also, my defenses were +2 (due to second wind) last time I was hit. Should make my fort 21, was I actually hit then?

I had your Fortitude defense being 17 normally, and then 19 for that last round (which is exactly what she hit). Let me know if I'm wrong and I'll go back and fix it.

Nice war cry on your attack this round, I'll give you a +1 to hit for it!
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PostSubject: Re: Marpenoth 6th - Early Wakeup Call   Fri Mar 05, 2010 10:32 am

Round 9



  • Lozigee runs through the pile of dwarven skulls next to Grognak and engages the naga with Bait and Switch, and just does hit thanks to the combat advantage Bastion put on her (10+13=23 vs Wil). Shephatiah takes 12 points of damage and 15 points (one from max) of sneak attack bonus for a grand total of 27 points of damage. Lozigee switches places with the naga and then wisely shifts back a few squares. Shephatiah is now bloodied. She should still be in enough of the Swarming Locust that everyone still would have combat advatange on her.

  • Althalus makes a running start to jump over the chasm and makes it. Since that was only a move action, the ranger uses Twin Strike on the naga, missing on the first shot (11+11=22 vs AC), and missing on the second shot (7+11=18 vs AC).

  • Shephatiah unleashes Tail Slap on Grognak, and it hits the barbarian (13+16=29 vs AC) for 6 points of damage (only 1 thanks to Kregnok), but Grognak is pushed two sqaures back. The naga moves forward (as a large creature she is not hindered by the difficult terrain of the skulls) and she uses an Action Point. She kicks in Spit Poison (Close Blast 3) that hits Grognak (natural 20), hits Kregnok (6+15=21 vs Fort), and hits Umberto (4+15=19 vs Fort). Everyone (I rolled max damage) takes 10 points of poison damage (5 each thanks to Kegnok) . All three take 5 ongoing poison damage, -2 penalty to Fortitude defense, and a -2 penalty to saving throws (save ends all). She then uses the rest of her movement to back herself into a corner.

  • Kregnok sustains the resist 5 all damage, then kicks in Divine Vigor giving everyone except Lozigee (too far away) their Second Wind back. Kregnok then utilizes the power of his armor and gains hit points as if he spent a healing surge and Kregnok isn't bloodied any more. Kregnok easily makes his save (19+5-2=22)

  • The Barbarian, fed up with being unable to attack, charges across the chamber, through the pile of dwarven skulls and delivers Blood Strike to the Naga that hits exactly (12+13=25 vs AC) for 32 points! He thens kicks in his Action Point and goes with Howling Strike but that misses (5+11=16 vs AC). Grognak just barely makes his saving throw (13-2=11)

  • Bastion changes, shifts, moves and casts Grasping Tide on the naga and (of course!) hits (17+9=26 vs Fort) for 9 points of damage, and Shephatiah will be subject to secondary damage if she moves from that square.

  • Umberto charges forward while yelling, "Prepare to die you slithering bitch! The Lord of Rockhammer is upon you!", but the president is all talk as he just misses (10+13=23 vs AC). He then follows that up with failing his save (1-3=-2). Yes, negative two on his save.


Round 10



  • Lozigee darts around the pile of skulls and uses Sly Flourish on the naga, and hits (17+11=28 vs AC) good for 14 points of damage.

  • Althalus is up




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Geoff

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PostSubject: Re: Marpenoth 6th - Early Wakeup Call   Fri Mar 05, 2010 10:52 am

The dice never lie! Althalus to F9, designating the naga as his quarry, and using twin strike. (+11, 1d10+2, 1d10+2, +1d8)
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PostSubject: Re: Marpenoth 6th - Early Wakeup Call   Fri Mar 05, 2010 5:02 pm

Round 10



  • Lozigee darts around the pile of skulls and uses Sly Flourish on the naga, and hits (17+11=28 vs AC) good for 14 points of damage.

  • Althalus moves forward and fires two more shots from his bow, the first one hits (15+11=26 vs AC) but the second shot misses (10+11=21 vs AC), the damage is 8 points.

  • Shephatiah stands her ground and attacks Umberto with Tail Slap that hits (12+16=28 vs AC) for 11 points of damage (6 thanks to Kregnok) and he is pushed two squares, and he is now bloodied.

  • Kregnok is up.




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Wil

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PostSubject: Re: Marpenoth 6th - Early Wakeup Call   Fri Mar 05, 2010 11:18 pm

Sustain the damage resistance as a minor, move to G-10, hurl a lance of faith on the Naga

wisdom vs reflex, 1d8+3 radiant damage, Umberto gains a +2 power bonus to his next attack roll against the target.
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PostSubject: Re: Marpenoth 6th - Early Wakeup Call   Sat Mar 06, 2010 12:28 am

Round 10



  • Lozigee darts around the pile of skulls and uses Sly Flourish on the naga, and hits (17+11=28 vs AC) good for 14 points of damage.

  • Althalus moves forward and fires two more shots from his bow, the first one hits (15+11=26 vs AC) but the second shot misses (10+11=21 vs AC), the damage is 8 points.

  • Shephatiah stands her ground and attacks Umberto with Tail Slap that hits (12+16=28 vs AC) for 11 points of damage (6 thanks to Kregnok) and he is pushed two squares, and he is now bloodied.

  • Kregnok moves up to deliver Lance of Faith on the naga and it hits, (19+8=27 vs Ref) the damage is 9 points, and Umberto will be at a +2 to his next attack roll against it.

  • Grognak is up.




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Jordykins

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PostSubject: Re: Marpenoth 6th - Early Wakeup Call   Sat Mar 06, 2010 7:12 am

Howling Strike!!!!

+11 Vs. AC
1d12+1d6+6
Unfortunately its the strongest attack I have left... sigh roll a 20 sam!
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PostSubject: Re: Marpenoth 6th - Early Wakeup Call   Sat Mar 06, 2010 4:23 pm

Round 10



  • Lozigee darts around the pile of skulls and uses Sly Flourish on the naga, and hits (17+11=28 vs AC) good for 14 points of damage.

  • Althalus moves forward and fires two more shots from his bow, the first one hits (15+11=26 vs AC) but the second shot misses (10+11=21 vs AC), the damage is 8 points.

  • Shephatiah stands her ground and attacks Umberto with Tail Slap that hits (12+16=28 vs AC) for 11 points of damage (6 thanks to Kregnok) and he is pushed two squares, and he is now bloodied.

  • Kregnok moves up to deliver Lance of Faith on the naga and it hits, (19+8=27 vs Ref) the damage is 9 points, and Umberto will be at a +2 to his next attack roll against it.

  • Grognak readies his weapon and delivers Howling Strike, that hits! (17+11=28 vs AC) for 20 points of damage, and it drops Queen Shephatiah for good!.



Great, great job everyone! This was a tough encounter (level 10) and I've read on some forums at Wizards of the Coast, that this room was a Total Party Kill for some groups. Stay tuned on this thread for some wrap-up information (treasure anyone?) and I might actually use this forum to kick off our next adventure (Den of the Destroyer). In the meantime, sit back, relax, take a short rest, and I'll fill in some stuff when I get a chance.
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Blaine

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PostSubject: Re: Marpenoth 6th - Early Wakeup Call   Sat Mar 06, 2010 6:39 pm

Kick ass!! Great job everyone :-D
I am certainly looking forward to loot and the gratitude of some Dwarves :-P
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PostSubject: Re: Marpenoth 6th - Early Wakeup Call   Sat Mar 06, 2010 7:11 pm

w00t! Awesome fight... woulda been alot of fun on the table but it woulda taken a whole session :p
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Wil

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PostSubject: Re: Marpenoth 6th - Early Wakeup Call   Sun Mar 07, 2010 12:55 pm

Kregnok will be sure to bless the remains of his brethren to help them rest easy.

Nice job everyone!!
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PostSubject: Re: Marpenoth 6th - Early Wakeup Call   Sun Mar 07, 2010 3:24 pm

The long and hard battle against Queen Shephatiah is over! Now itís time for some rewards:

Background: This deep cavern was Clan Ironfellís downfall. When the dwarves broke into this area, they uncovered a rift leading directly to the Elemental Chaos. Disaster struck as the rift flared, its terrible energy spreading along the veins of chaos stone throughout all the caverns of Karak. The dwarves of Clan Ironfell turned on each other in madness and were slain to the last. When those in the fortress above came down in search of their kin, they too were lost.

The guardian naga Queen Shephatiah found her way to this cavern from the Elemental Chaos, discovering and learning how to control the rift

Search: You find a set of scrolls containing correspondence written and transported by the nagaís mezzodemon lieutenants. The missives are in Deep Speech but Umberto is able to translate them. They detail how Shephatiah discovered the portal leading to the Karak Lode on a sojourn within the Elemental Chaos. They also make reference to the reopening of the mines being financed by a group that the scrolls do not name. These unknown masters have claimed the wealth of the Karak Lode for themselves, and are having the wealth shipped to them by way of the elemental rift. While the parchments indicate that this group intends to ramp up production in the mines in response to an increasing need for ore, the cryptic notes indicates that Shephatiah herself does not know the identity of those she works for. However, at the bottom of one of the notes is a red-and-gold insignia.

Treasure:

Symbol of Victory
Your god helps those who help themselves

Level: 9
Price: 4,200 gp
Implement: (Holy Symbol)
Enhancement: +2 attack rolls and damage rolls
Critical: +2d8 damage

Power (Daily): Free Action. You can use this power when you or an ally within 5 squares of you scores a critical hit. That character gains an action point. (PHB)


Circlet of Authority
This simple metal headband improves your diplomatic and intimidation skills

Level: 7
Price: 2,600
Item Slot: Head

Property: You gain a +2 item bonus to Diplomacy and Intimidate checks. (PHB)


Primordial Ring
This ring consists of twisted metal bands whose colors shift before your eyes.

Level: 14
Price: 21,000gp
Property: You are treated as an elemental creature (MM 281) as long as the ring is worn.

Power (Daily): Minor Action. Gain resistance 10 variable (MM 282) until the end of the encounter or for 5 minutes. You cannot use this power to resist a damage type to which you have a vulnerability.

Note: Shephatiah was wearing this ring on the tip of her tail

DM Note: Iíve decided to change the rate of return for sold magic items. The (screwy) way 4th edition is set up is for the players to have a request list of magic items they would like and then the DM drops them into the adventure. I think this is a dumb idea. So instead I like the random magic items drops that you could resell. So, instead of reselling them for 50% of its value, I want to bump that up to 90% of their value. That way, you can kinda get what you really wanted. This 90% value only applies to new magic items you stumble across in a dungeon setting, and for stuff you donít use. Not for a +1 sword youíve been carrying around for the last four adventures. You kinda still have to have the store packaging on the magic items to get that 90% value for. Feel free to use this forum to discuss who gets what.

You guys are close to leveling up, but it wonít happen until part-way through the next adventure: Den of the Destroyer!
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Blaine

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PostSubject: Re: Marpenoth 6th - Early Wakeup Call   Sun Mar 07, 2010 4:13 pm

Unless someone really wants it, I saw we sell the ring. The 90% of 21,000 would really help all of us in our own purchasing goals...
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PostSubject: Re: Marpenoth 6th - Early Wakeup Call   Mon Mar 08, 2010 4:44 pm

Great point Blaine, that is a chunk of change!

Wil-um! If and when you get a chance it might be a good idea to figure out how much money everyone has. Once we find that out, people can go shopping as we begin the next adventure.
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PostSubject: Re: Marpenoth 6th - Early Wakeup Call   Wed Mar 10, 2010 6:52 pm

I found my notes from the Lost Mines of Karak and I'm pretty sure you picked up all the treasure available in the adventure. So, here it is. Some of the magic items have already been claimed:


  • Bloodsoaked Shield (Adventurer's Vault pg 114)
  • Ferel Spirit Totem +2 (Adventurer's Vault pg 114)
  • 600 gp
  • Two potions of healing, 100 gp
  • 900 gp
  • four 100 gp gems + 400 gp
  • Onyx dwarf figurine (250 gp), 2 potions of healing, 250 gp
  • Strikebacks (Aventurer's Vault pg 136)
  • 750 gp
  • Repulsion Armor +2 (Adventurer's Vault pg 49)
  • three 100 gp gems
  • Potion of Healing, two 100 gp gems, 50 gp
  • Circlet of Authority (Player's Handbook pg 248)
  • Symbol of Victory (Player's Handbook pg 248)
  • Primordial Ring
  • 1000 gp from Bram Ironfell



So, just totaling up the coin, you are looking at 5,200 gp total (or divided up six ways is 867 gold pieces each). If we add the Primordial Ring that is another 18,900 to divide up giving everyone a cut of 4,016 gp each.

If this sounds good to everyone (or the president) feel free to buy some stuff with your new funds. We can go ahead and start the next adventure (Den of the Destroyer) any time, in fact the skill challenge is already underway!


Last edited by Sam the DM on Thu Mar 11, 2010 12:54 am; edited 1 time in total
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PostSubject: Re: Marpenoth 6th - Early Wakeup Call   Thu Mar 11, 2010 12:15 am

Sounds good, who has the Repulsion Armor and the Strikebacks? And can anyone use that shield, otherwise we should sell it.
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Number of posts : 953
Age : 49
Registration date : 2007-05-19

Character Sheet
Name: Almighty DM
Level: Infinite
Race/Class: Very

PostSubject: Re: Marpenoth 6th - Early Wakeup Call   Thu Mar 11, 2010 1:01 am

Here are descriptions of all the magic items you picked up. I think Grognak has the armor.


Repulsion Armor
Inlaid with esoteric runes, this armor can repel even the most persistent foes.

Level: 7
Price: 2,600 gp
Armor: Cloth, Leather
Enhancement: +2 AC

Power (Daily): Minor Action. Whenever an enemy moves into an adjacent square, you can push that enemy 1 square as an immediate reaction. This power lasts until the end of the encounter.



Strikebacks
Backed with spikes, these vicious gauntlets hurt those who hurt you.

Level: 10
Price: 5,000 gp
Item Slot: Hands

Property: Gain a +1 item bonus to opportunity attacks.

Power (Encounter): Immediate Reaction. Use this power when an adjacent enemy hits you. Make a melee basic attack against that enemy.



Bloodsoaked Shield
A sheen of wet blood coats this wooden shield, protecting you when you are seriously injured.

Level: 9
Price: 4,200 gp
Item Slot: Arms

Power (Daily): Minor Action. Use this power while you are bloodied. Gain resist 2 to all damage until the end of the encounter, or until you are no longer bloodied, whichever comes first.



Symbol of Victory
Your god helps those who help themselves

Level: 9
Price: 4,200 gp
Implement: (Holy Symbol)
Enhancement: +2 attack rolls and damage rolls
Critical: +2d8 damage

Power (Daily): Free Action. You can use this power when you or an ally within 5 squares of you scores a critical hit. That character gains an action point. (PHB)



Circlet of Authority
This simple metal headband improves your diplomatic and intimidation skills

Level: 7
Price: 2,600
Item Slot: Head

Property: You gain a +2 item bonus to Diplomacy and Intimidate checks. (PHB)



Primordial Ring
This ring consists of twisted metal bands whose colors shift before your eyes.

Level: 14
Price: 21,000gp
Property: You are treated as an elemental creature (MM 281) as long as the ring is worn.

Power (Daily): Minor Action. Gain resistance 10 variable (MM 282) until the end of the encounter or for 5 minutes. You cannot use this power to resist a damage type to which you have a vulnerability.[b]
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PostSubject: Re: Marpenoth 6th - Early Wakeup Call   

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