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 Marpenoth 6th - Early Wakeup Call

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Lou

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Number of posts : 368
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Name: Ungoro Trollblood
Level: 6th
Race/Class: Half-Orc Sentinel

PostSubject: Re: Marpenoth 6th - Early Wakeup Call   Thu Feb 25, 2010 12:20 am

Move to K8 and use Sword Burst Enlarged to a burst 2. +9 vs. reflex on Mezzo A and Firelasher. 1d6+3
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Sam the DM
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PostSubject: Re: Marpenoth 6th - Early Wakeup Call   Thu Feb 25, 2010 7:57 am

Round 6



  • Lozigee is immobilized, so he whirls around and uses Sly Flourish on Mezzodemon B and just barely hits (12+11=23 vs AC) for 12 points of damage. Lozigee makes his save vs being immobilized (11).

  • Althalus fires two shots at the firelasher, missing on the first shot (5+11=16 vs AC), and barely missing on the second shot (13+11=24 vs AC).

  • Shephatiah attacks Lozigee with Word of Pain again, and hits (13+17=30 vs Will) and the halfling suffers 12 points of psychic damage (only 7 get through thanks to Kregnok), but Lozigee is once again immobilized.

  • Mezzodemon B attacks Grognak again using Skewering Tines (reach 2) and....natural 20! The damage is 12 points (only 7 get through thanks to Kregnok) and Grognak is once again restrained by the trident, and has an ongoing 5 damage from it to consider.

  • Kregnok sustains the resist 5 power (thank Moradin!), then attacks with Lance of Faith against the Firelasher, and it misses (9+8=17 vs Ref).

  • Grognak is up (already did the regen 3), he engages Total Defense, and attempts his save and fails (9).

  • The Firelasher recharges Whirlwind Dash and zips around the room (speed 16), and runs into Kregnok, Umberto, Bastion, Lozigee, and Grognak. And all five of them take 10 fire damage, except for those still under the influence of Kregnok's resist 5. The Firelasher, for moving away from Umberto, takes 4 thunder damage.

  • Bastion gains resist 10 and darts across the room where he unleashes Swarming Locust and hits (19+9=28 vs Ref) and deals out max damage of 14 points to Mezzodemon B who looks nearly dead at this point. Mezzodemon B grants combat advantage until the end of Bastion's next turn.

  • Umberto, finally ables to move, runs across the room and engages Sword Burst on hitting Mezzodemon B (18+9=27 vs Ref) and missing the Firelasher (7+9=16 vs Ref). It takes 7 points of damage, enough to kill Mezzodemon B! This breaks the ongoing damage and restrained that Grognak was suffering. Umberto makes his save vs being poisoned a few rounds ago (11-1=10).


Round 7



  • Lozigee, still immobilized, resorts to Sly Flourish on Shephatiah and hits (16+11=27 vs AC) for 11 points. Lozigee fails his save again.

  • Althalus 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


Restrained

  • You grant combat advantage
  • You're immobilized
  • You can't be forced to move by a pull, push, or a slide
  • You take a -2 penalty to attack rolls



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Geoff

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Name: Althalus
Level: 4th
Race/Class: Human Ranger

PostSubject: Re: Marpenoth 6th - Early Wakeup Call   Thu Feb 25, 2010 4:23 pm

Althalus will maintain his focus on the firelasher and fire two shots into it. (+11, 1d10+2 +1d8, +11, 1d10+2) * remind me to never fire two shots in something's general direction again.
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PostSubject: Re: Marpenoth 6th - Early Wakeup Call   Thu Feb 25, 2010 6:06 pm

DM Note - As of right now (after Shephatiah's turn here) everyone on the board is bloodied except for Umberto and Queen Shephaitah.

Round 7



  • Lozigee, still immobilized, resorts to Sly Flourish on Shephatiah and hits (16+11=27 vs AC) for 11 points. Lozigee fails his save again.

  • Althalus draws and fires two shots at the Firelasher, hitting on the first one with a....natural 20! and then follows that up with a miss (11+11=22 vs AC). The damage is (d10+d8+d12+2=28 points!) just four points from max. The Firelasher is now bloodied.

  • The Naga has recharged Thunderstrike (last round) and fires off the area burst 1 power at Umberto to effect him and Grognak. She hits on Umberto (3+16=19 vs Fort) and hits Grognak (11+16=27 vs Fort). They both take 14 points of Thunder damage (only 9 each thanks to Kregnok) and they are both Dazed (save ends).

  • 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


Immobilized

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


Restrained

  • You grant combat advantage
  • You're immobilized
  • You can't be forced to move by a pull, push, or a slide
  • You take a -2 penalty to attack rolls



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Wil

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Name: Kregnok
Level: 3rd
Race/Class: Dwarf Cleric

PostSubject: Re: Marpenoth 6th - Early Wakeup Call   Fri Feb 26, 2010 3:40 pm

Kregnok will sustain the damage resistance as a minor, hurl a lance of faith at the firelasher (+8 wis vs ref) althalus can take a +2 on his next attack against the lasher if it hits, and will attempt to jump the chasm across a skinny portion, landing at H-4
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Sam the DM
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PostSubject: Re: Marpenoth 6th - Early Wakeup Call   Fri Feb 26, 2010 4:05 pm

Round 7



  • Lozigee, still immobilized, resorts to Sly Flourish on Shephatiah and hits (16+11=27 vs AC) for 11 points. Lozigee fails his save again.

  • Althalus draws and fires two shots at the Firelasher, hitting on the first one with a....natural 20! and then follows that up with a miss (11+11=22 vs AC). The damage is (d10+d8+d12+2=28 points!) just four points from max. The Firelasher is now bloodied.

  • The Naga has recharged Thunderstrike (last round) and fires off the area burst 1 power at Umberto to effect him and Grognak. She hits on Umberto (3+16=19 vs Fort) and hits Grognak (11+16=27 vs Fort). They both take 14 points of Thunder damage (only 9 each thanks to Kregnok) and they are both Dazed (save ends).

  • Kregnok sustains Moment of Glory (resist 5), and attacks the Firelasher with Lance of Faith and misses (7+8=15 vs Ref). Kregnok easily makes the leap across the chasm.

  • Grognak is up, and has already taken his regen 3, and thus is no longer bloodied, but is still dazed.




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


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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Jordykins

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PostSubject: Re: Marpenoth 6th - Early Wakeup Call   Fri Feb 26, 2010 4:15 pm

Grognak will move to O-8 as if preparing to charge the firelasher and save against dazed....

so help me God Sam if you disable my character one more time....... I kid I kid... but seriously... stop it
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PostSubject: Re: Marpenoth 6th - Early Wakeup Call   Fri Feb 26, 2010 4:32 pm

Round 7



  • Lozigee, still immobilized, resorts to Sly Flourish on Shephatiah and hits (16+11=27 vs AC) for 11 points. Lozigee fails his save again.

  • Althalus draws and fires two shots at the Firelasher, hitting on the first one with a....natural 20! and then follows that up with a miss (11+11=22 vs AC). The damage is (d10+d8+d12+2=28 points!) just four points from max. The Firelasher is now bloodied.

  • The Naga has recharged Thunderstrike (last round) and fires off the area burst 1 power at Umberto to effect him and Grognak. She hits on Umberto (3+16=19 vs Fort) and hits Grognak (11+16=27 vs Fort). They both take 14 points of Thunder damage (only 9 each thanks to Kregnok) and they are both Dazed (save ends).

  • Kregnok sustains Moment of Glory (resist 5), and attacks the Firelasher with Lance of Faith and misses (7+8=15 vs Ref). Kregnok easily makes the leap across the chasm.

  • Grognak is up, and has already taken his regen 3, and thus is no longer bloodied, but is still dazed. He moves back against the cavern wall and makes his save vs Daze (15).

  • The Firelashers can't recharge either of his powers so, since he is marked by Umberto, attacks him with Fire Lash (reach 2) and hits (15+14=29 vs Ref) and Umberto takes 20 points of fire damage (only 15 thanks to Kregnok)

    Now everyone on the board except for Shephatiah and Grognak are bloodied.

  • 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


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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Blaine

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Name: Xune
Level: 4
Race/Class: Drow/Avenger

PostSubject: Re: Marpenoth 6th - Early Wakeup Call   Fri Feb 26, 2010 9:23 pm

Bastion will activate his Bloodcut Armor again (minor action), sacrificing a healing surge to gain RESIST 10 to all damage until the end of my next turn.
Bastion will then move into square 7H (move action), a flanking position next to the Firelasher (bloodied, +1 to hit Primal Fury and +1 to damage Autumn Harvest Totem).
Bastion will then attack the Firelasher with Savage Rend (standard action, melee touch).
Attack: +11 vs. Reflex (If I miss, use Elven accuracy, not used yet.)
Hit: 1d8 + 6, + 1d10 (Claw Gloves, extra damage against enemy granting combat advantage), and I slide the target 1 square...up and to the right 1 (ending position 6&7H-6&7J).
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PostSubject: Re: Marpenoth 6th - Early Wakeup Call   Sat Feb 27, 2010 9:38 am

Round 7



  • Lozigee, still immobilized, resorts to Sly Flourish on Shephatiah and hits (16+11=27 vs AC) for 11 points. Lozigee fails his save again.

  • Althalus draws and fires two shots at the Firelasher, hitting on the first one with a....natural 20! and then follows that up with a miss (11+11=22 vs AC). The damage is (d10+d8+d12+2=28 points!) just four points from max. The Firelasher is now bloodied.

  • The Naga has recharged Thunderstrike (last round) and fires off the area burst 1 power at Umberto to effect him and Grognak. She hits on Umberto (3+16=19 vs Fort) and hits Grognak (11+16=27 vs Fort). They both take 14 points of Thunder damage (only 9 each thanks to Kregnok) and they are both Dazed (save ends).

  • Kregnok sustains Moment of Glory (resist 5), and attacks the Firelasher with Lance of Faith and misses (7+8=15 vs Ref). Kregnok easily makes the leap across the chasm.

  • Grognak is up, and has already taken his regen 3, and thus is no longer bloodied, but is still dazed. He moves back against the cavern wall and makes his save vs Daze (15).

  • The Firelashers can't recharge either of his powers so, since he is marked by Umberto, attacks him with Fire Lash (reach 2) and hits (15+14=29 vs Ref) and Umberto takes 20 points of fire damage (only 15 thanks to Kregnok)

    Now everyone on the board except for Shephatiah and Grognak are bloodied.

  • Bastion activates his blood armor and moves to a flanking position next to the Firelasher (technically you'd need to be in I7 to flank, but it's close enough). The druid unleashes Savage Rend and hits (15+11=26 vs Ref) for 19 points of damage, and then slides the target one square (I think you meant 6&7 I&J.

  • The dazed 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


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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Lou

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Name: Ungoro Trollblood
Level: 6th
Race/Class: Half-Orc Sentinel

PostSubject: Re: Marpenoth 6th - Early Wakeup Call   Sat Feb 27, 2010 10:42 am

Thanks Bastion! Booming Blade on the Firelasher, +12 vs AC, 1d8+5 dmg. Takes 1d6+5 if it moves away from me on its next turn. If I hit I gain 2 temp hit points for attacking a creature I have marked.

And save, -1 of course.
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PostSubject: Re: Marpenoth 6th - Early Wakeup Call   Sat Feb 27, 2010 11:20 am

Round 7



  • Lozigee, still immobilized, resorts to Sly Flourish on Shephatiah and hits (16+11=27 vs AC) for 11 points. Lozigee fails his save again.

  • Althalus draws and fires two shots at the Firelasher, hitting on the first one with a....natural 20! and then follows that up with a miss (11+11=22 vs AC). The damage is (d10+d8+d12+2=28 points!) just four points from max. The Firelasher is now bloodied.

  • The Naga has recharged Thunderstrike (last round) and fires off the area burst 1 power at Umberto to effect him and Grognak. She hits on Umberto (3+16=19 vs Fort) and hits Grognak (11+16=27 vs Fort). They both take 14 points of Thunder damage (only 9 each thanks to Kregnok) and they are both Dazed (save ends).

  • Kregnok sustains Moment of Glory (resist 5), and attacks the Firelasher with Lance of Faith and misses (7+8=15 vs Ref). Kregnok easily makes the leap across the chasm.

  • Grognak is up, and has already taken his regen 3, and thus is no longer bloodied, but is still dazed. He moves back against the cavern wall and makes his save vs Daze (15).

  • The Firelashers can't recharge either of his powers so, since he is marked by Umberto, attacks him with Fire Lash (reach 2) and hits (15+14=29 vs Ref) and Umberto takes 20 points of fire damage (only 15 thanks to Kregnok)

    Now everyone on the board except for Shephatiah and Grognak are bloodied.

  • Bastion activates his blood armor and moves to a flanking position next to the Firelasher (technically you'd need to be in I7 to flank, but it's close enough). The druid unleashes Savage Rend and hits (15+11=26 vs Ref) for 19 points of damage, and then slides the target one square (I think you meant 6&7 I&J.

  • The dazed Umberto attacks the Firelasher with Booming Blade but misses (9+12=21 vs AC), and then fails his save (8-1=7). Ugh!



Round 8



  • Lozigee, still immobilized, goes back to Sly Flourish on Shephatiah and just misses (12+11=23 vs AC). But Lozigee makes his save (16).



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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Blaine

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PostSubject: Re: Marpenoth 6th - Early Wakeup Call   Sat Feb 27, 2010 11:24 am

You're welcome Berto, just doing my job.
Also, Sam, I appear to be on the map twice...in my new location and the one from the previous round.
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Geoff

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Name: Althalus
Level: 4th
Race/Class: Human Ranger

PostSubject: Re: Marpenoth 6th - Early Wakeup Call   Sat Feb 27, 2010 11:34 am

Althalus, emboldened by his recent criticals, will maintain his focus on the firelasher and unleash some Hunt's End (+11 to hit, 3d10+6 dmg, half dmg on miss, +1d8)
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PostSubject: Re: Marpenoth 6th - Early Wakeup Call   Sat Feb 27, 2010 1:12 pm

Round 8



  • Lozigee, still immobilized, goes back to Sly Flourish on Shephatiah and just misses (12+11=23 vs AC). But Lozigee makes his save (16).

  • Althalus steadies his bow and attacks the Firelasher and hits! (18+11=29 vs AC) for 30 points of damage, dropping the Firelasher for good.

  • Shephatiah recharges Thunderstrike and aims for a spot between Umberto and Lozigee, hitting Umberto (17+16=34 vs Fort) and Lozigee (3+16=19 vs Fort), they both take 15 points of damage (Lozigee takes 10 thanks to Kregnok, and Umberto takes 8 thanks to Kregnok and his two temp hit points).

  • 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


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Wil

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Name: Kregnok
Level: 3rd
Race/Class: Dwarf Cleric

PostSubject: Re: Marpenoth 6th - Early Wakeup Call   Sun Feb 28, 2010 6:03 pm

Move to K-9, sustain minor damage resistance, minor action healing word on Lozigee (healing surge + 2d6, I get three hp automatically)

two minors and move!
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PostSubject: Re: Marpenoth 6th - Early Wakeup Call   Sun Feb 28, 2010 8:32 pm

Round 8



  • Lozigee, still immobilized, goes back to Sly Flourish on Shephatiah and just misses (12+11=23 vs AC). But Lozigee makes his save (16).

  • Althalus steadies his bow and attacks the Firelasher and hits! (18+11=29 vs AC) for 30 points of damage, dropping the Firelasher for good.

  • Shephatiah recharges Thunderstrike and aims for a spot between Umberto and Lozigee, hitting Umberto (17+16=34 vs Fort) and Lozigee (3+16=19 vs Fort), they both take 15 points of damage (Lozigee takes 10 thanks to Kregnok, and Umberto takes 8 thanks to Kregnok and his two temp hit points).

  • Kregnok darts across the cavern (short legs, good for sprinting) next to Lozigee to give the halfling some well needed healing, which is good for 20 points (thanks to Stacy for a good roll) and then Kregnok gets three points back. Neither of them are bloodied now.

  • Grognak, able to finally move, 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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Jordykins

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PostSubject: Re: Marpenoth 6th - Early Wakeup Call   Sun Feb 28, 2010 9:51 pm

Grognak will Charge Shephatiah and use Avalanche Strike.

+11+2= +13 vs AC

3d12+8dmg

Until the start of my next turn any attacker gains a +4 bonus to attack rolls against me...

If Shephatiah gets bloodied by this you know maybe... i will use an action point. If Im allowed to do it like that
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PostSubject: Re: Marpenoth 6th - Early Wakeup Call   Mon Mar 01, 2010 11:12 am

Round 8



  • Lozigee, still immobilized, goes back to Sly Flourish on Shephatiah and just misses (12+11=23 vs AC). But Lozigee makes his save (16).

  • Althalus steadies his bow and attacks the Firelasher and hits! (18+11=29 vs AC) for 30 points of damage, dropping the Firelasher for good.

  • Shephatiah recharges Thunderstrike and aims for a spot between Umberto and Lozigee, hitting Umberto (17+16=34 vs Fort) and Lozigee (3+16=19 vs Fort), they both take 15 points of damage (Lozigee takes 10 thanks to Kregnok, and Umberto takes 8 thanks to Kregnok and his two temp hit points).

  • Kregnok darts across the cavern (short legs, good for sprinting) next to Lozigee to give the halfling some well needed healing, which is good for 20 points (thanks to Stacy for a good roll) and then Kregnok gets three points back. Neither of them are bloodied now.

  • Grognak regens three and then is able to finally move, charges the naga and nearly stumbles as he enters the difficult terrain that is the pile of dwarves skulls. Using Avalance Strike the barbaria smashes Shephatiah with a solid hit (15+13=28 vs AC) that is good for 30 points of damage.

  • 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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Blaine

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PostSubject: Re: Marpenoth 6th - Early Wakeup Call   Mon Mar 01, 2010 12:44 pm

Bastion will move to 12N (move action).
Bastion will then release Swarming Locusts (standard action, close blast 3) in to squares 13K-13M to 13K-15K (square).
Attack: +8 vs. Reflex (If I miss, use Elven Accuracy - not used yet)
Hit: 1d8 + 5
Effect: Creates zone of swarming locusts that lasts until the end of my next turn. While with in the zone, enemies grant combat advantage.
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PostSubject: Re: Marpenoth 6th - Early Wakeup Call   Mon Mar 01, 2010 1:51 pm

Round 8



  • Lozigee, still immobilized, goes back to Sly Flourish on Shephatiah and just misses (12+11=23 vs AC). But Lozigee makes his save (16).

  • Althalus steadies his bow and attacks the Firelasher and hits! (18+11=29 vs AC) for 30 points of damage, dropping the Firelasher for good.

  • Shephatiah recharges Thunderstrike and aims for a spot between Umberto and Lozigee, hitting Umberto (17+16=34 vs Fort) and Lozigee (3+16=19 vs Fort), they both take 15 points of damage (Lozigee takes 10 thanks to Kregnok, and Umberto takes 8 thanks to Kregnok and his two temp hit points).

  • Kregnok darts across the cavern (short legs, good for sprinting) next to Lozigee to give the halfling some well needed healing, which is good for 20 points (thanks to Stacy for a good roll) and then Kregnok gets three points back. Neither of them are bloodied now.

  • Grognak regens three and then is able to finally move, charges the naga and nearly stumbles as he enters the difficult terrain that is the pile of dwarves skulls. Using Avalance Strike the barbarian smashes Shephatiah with a solid hit (15+13=28 vs AC) that is good for 30 points of damage.

  • Bastion darts in behind the boulder and attacks the naga with Swarming Locusts that hits (ugh! am I never going to make Blaine burn through his Elven Accuracy?) Shephatiah (18+8=26 vs Ref) for 8 points of damage and the naga grants combat advantage until the end of Bastion's turn in round 9.



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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Lou

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PostSubject: Re: Marpenoth 6th - Early Wakeup Call   Mon Mar 01, 2010 4:14 pm

Second wind and save
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PostSubject: Re: Marpenoth 6th - Early Wakeup Call   Tue Mar 02, 2010 11:00 am

Round 8



  • Lozigee, still immobilized, goes back to Sly Flourish on Shephatiah and just misses (12+11=23 vs AC). But Lozigee makes his save (16).

  • Althalus steadies his bow and attacks the Firelasher and hits! (18+11=29 vs AC) for 30 points of damage, dropping the Firelasher for good.

  • Shephatiah recharges Thunderstrike and aims for a spot between Umberto and Lozigee, hitting Umberto (17+16=34 vs Fort) and Lozigee (3+16=19 vs Fort), they both take 15 points of damage (Lozigee takes 10 thanks to Kregnok, and Umberto takes 8 thanks to Kregnok and his two temp hit points).

  • Kregnok darts across the cavern (short legs, good for sprinting) next to Lozigee to give the halfling some well needed healing, which is good for 20 points (thanks to Stacy for a good roll) and then Kregnok gets three points back. Neither of them are bloodied now.

  • Grognak regens three and then is able to finally move, charges the naga and nearly stumbles as he enters the difficult terrain that is the pile of dwarves skulls. Using Avalance Strike the barbarian smashes Shephatiah with a solid hit (15+13=28 vs AC) that is good for 30 points of damage.

  • Bastion darts in behind the boulder and attacks the naga with Swarming Locusts that hits (ugh! am I never going to make Blaine burn through his Elven Accuracy?) Shephatiah (18+8=26 vs Ref) for 8 points of damage and the naga grants combat advantage until the end of Bastion's turn in round 9.

  • Umberto kicks in second wind, and is no longer bloodied. Also, he makes his saving throw (19-1=18).


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 ahve combat advatange on her.


  • Althalus is up.





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PostSubject: Re: Marpenoth 6th - Early Wakeup Call   Wed Mar 03, 2010 1:20 am

Althalus will jump over the small part of the gap at G4. (+8 Athletics, +11 Acrobatics)
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PostSubject: Re: Marpenoth 6th - Early Wakeup Call   Wed Mar 03, 2010 8:36 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 is up.





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