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Rock Hammer Hold

A private D&D Campaign for the LOD set in the Silver Marches of the Forgotten Realms.
 
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 Marpenoth 6th - Early Wakeup Call

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Geoff
Sam the DM
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Sam the DM
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Sam the DM


Number of posts : 953
Age : 55
Registration date : 2007-05-19

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

Marpenoth 6th - Early Wakeup Call - Page 3 Empty
PostSubject: Re: Marpenoth 6th - Early Wakeup Call   Marpenoth 6th - Early Wakeup Call - Page 3 Icon_minitimeThu Feb 18, 2010 7:58 am

Right you are Jordan!

Round 4


  • Lozigee darts around the pillar in the middle of the chamber and moves into a near flanking position on Mezzodemon B and kicks in Clever Strike and hits (19+11=30 vs AC) for max damage (6+5=11) and since Grognak is adjacent to the target as well, Lozigee gets sneak attack damage of max damage again (8+8=16) for a grand total of 27 points of damage! Fittingly, Lozigee fails his save after rolling a 1, (but the DM nearly rolled max on four straight rolls).

  • Althalus steps back, makes the Firelasher his quarry, and fires two shots at the elemental beast, hitting on the first (15+12=27 vs AC) and again on the second shot (16+12=28 vs AC) for 9 points and 7 points for a grand total of 16 points.

  • Shephatiah again fails to recharge Thunderstrike so instead she reverts back to Word of Pain this time on Lozigee and hits (18+17=35 vs Will) and the halfling takes 9 points of psychic damage (actually only 4 points thanks to Kregnok) and is immbobilized.

  • Mezzodemon A stabs at Umberto (reach 2) with his Skewering Tines attack and hits (16+14=30 vs AC) for 12 points of damage (actually only 7 thanks to Kregnok - and that comes off his temporary hit points). Umberto also takes ongoing 5 damage from this and is restrained as he is pinned under the demon's trident.

  • Mezzodemon B sees that the barbarian and rogue are trying to flank him so he wisely moves into a corner and attacks the barbarian with Skewering Tines and hits (15+14=29 vs AC) for 8 points of damage (actually only 3 thanks to Kregnok). Grognak also takes ongoing 5 damage from this and is restrained as he is pinned under the demon's trident. If I read that correctly, Mezzodemon B is still technically marked by Umberto and thus takes 5 more points of damage.

  • Kregnok steps up and delivers Healing Strike on the Firelasher, but misses (4+9=13 vs ??? <-- I don't know what it was against, but that is a miss either way) I looked it up, it's vs AC, and here is the description:

    Hit: 2[W] + Strength modifier radiant damage, and the target is marked until the end of your next turn. In addition, you or one ally within 5 squares of you can spend a healing surge.

    So, I'm thinking that the healing goes off regardless of the hit or miss on the creature? So, assuming that, Umberto spends a healing surge (17 points) and Kregnok gains three points as well. Kregnok contines Moment of Glory so the resist 5 is still up for those who have it.

  • Grognak is up, I just added 3 HPs from his regen 3, but he is restrained still. Since he has no ranged weapons, Grognak is going to go with total defense (+2 to all defenses) and make his save, which he does (10).

  • The Firelasher fails to recharge Whirlwind Dash, and instead he will attack with Wildfire Cyclone, which is a close burst 2 attacking Kregnok and hitting (12+14=26 vs Reflex) and hitting Althalus as well (19+14=33 vs Reflex). The damage for both is 10 points of fire damage (Kregnok takes only 5) and the targets are pushed 1 square and knocked prone. Being a dwarf, Kregnok is not push any squares and makes a save vs being knocked prone, which he makes (16).

  • Bastion casts Faerie Fire on Mezzodemon A and hits (13+8+5=26 vs Wil) so Mezzodemon A is slowed and grants combat advantage until he saves. And also would not be looking forward to making his save and suffering the aftereffects. Bastion sprints towords the chasm but loses his footing a bit as he jumps (5+2=7/5=1 square) and barely makes it to H5, nearly falling into the elemental chaos rift. The druid quickly shape changes into wolf form.

  • Umberto is up


Marpenoth 6th - Early Wakeup Call - Page 3 Fb7a9a5976d94469b4d32031f38560b1

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


Marpenoth 6th - Early Wakeup Call - Page 3 8528f1d019994da79253644ef594a2ce
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Lou

Lou


Number of posts : 368
Registration date : 2007-05-19

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

Marpenoth 6th - Early Wakeup Call - Page 3 Empty
PostSubject: Re: Marpenoth 6th - Early Wakeup Call   Marpenoth 6th - Early Wakeup Call - Page 3 Icon_minitimeThu Feb 18, 2010 9:13 am

Bastard things, I can't move!

I will change targets and try Lightning Lure on the Fire Lasher. +9 vs. Fort. 1d6+5 if it hits, it's a flying creature right? If it hits it should be pulled to F7 and I will mark it. And make my save, which will really make no difference if I do or not. Cornholling bastards.

Oh and Happy Birthday Sam.
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Sam the DM
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Sam the DM


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

Marpenoth 6th - Early Wakeup Call - Page 3 Empty
PostSubject: Re: Marpenoth 6th - Early Wakeup Call   Marpenoth 6th - Early Wakeup Call - Page 3 Icon_minitimeThu Feb 18, 2010 9:57 am

Thanks Lou-dog!

Round 4


  • Lozigee darts around the pillar in the middle of the chamber and moves into a near flanking position on Mezzodemon B and kicks in Clever Strike and hits (19+11=30 vs AC) for max damage (6+5=11) and since Grognak is adjacent to the target as well, Lozigee gets sneak attack damage of max damage again (8+8=16) for a grand total of 27 points of damage! Fittingly, Lozigee fails his save after rolling a 1, (but the DM nearly rolled max on four straight rolls).

  • Althalus steps back, makes the Firelasher his quarry, and fires two shots at the elemental beast, hitting on the first (15+12=27 vs AC) and again on the second shot (16+12=28 vs AC) for 9 points and 7 points for a grand total of 16 points.

  • Shephatiah again fails to recharge Thunderstrike so instead she reverts back to Word of Pain this time on Lozigee and hits (18+17=35 vs Will) and the halfling takes 9 points of psychic damage (actually only 4 points thanks to Kregnok) and is immbobilized.

  • Mezzodemon A stabs at Umberto (reach 2) with his Skewering Tines attack and hits (16+14=30 vs AC) for 12 points of damage (actually only 7 thanks to Kregnok - and that comes off his temporary hit points). Umberto also takes ongoing 5 damage from this and is restrained as he is pinned under the demon's trident.

  • Mezzodemon B sees that the barbarian and rogue are trying to flank him so he wisely moves into a corner and attacks the barbarian with Skewering Tines and hits (15+14=29 vs AC) for 8 points of damage (actually only 3 thanks to Kregnok). Grognak also takes ongoing 5 damage from this and is restrained as he is pinned under the demon's trident. If I read that correctly, Mezzodemon B is still technically marked by Umberto and thus takes 5 more points of damage.

  • Kregnok steps up and delivers Healing Strike on the Firelasher, but misses (4+9=13 vs ??? <-- I don't know what it was against, but that is a miss either way) I looked it up, it's vs AC, and here is the description:

    Hit: 2[W] + Strength modifier radiant damage, and the target is marked until the end of your next turn. In addition, you or one ally within 5 squares of you can spend a healing surge.

    So, I'm thinking that the healing goes off regardless of the hit or miss on the creature? So, assuming that, Umberto spends a healing surge (17 points) and Kregnok gains three points as well. Kregnok contines Moment of Glory so the resist 5 is still up for those who have it.

  • Grognak is up, I just added 3 HPs from his regen 3, but he is restrained still. Since he has no ranged weapons, Grognak is going to go with total defense (+2 to all defenses) and make his save, which he does (10).

  • The Firelasher fails to recharge Whirlwind Dash, and instead he will attack with Wildfire Cyclone, which is a close burst 2 attacking Kregnok and hitting (12+14=26 vs Reflex) and hitting Althalus as well (19+14=33 vs Reflex). The damage for both is 10 points of fire damage (Kregnok takes only 5) and the targets are pushed 1 square and knocked prone. Being a dwarf, Kregnok is not push any squares and makes a save vs being knocked prone, which he makes (16).

  • Bastion casts Faerie Fire on Mezzodemon A and hits (13+8+5=26 vs Wil) so Mezzodemon A is slowed and grants combat advantage until he saves. And also would not be looking forward to making his save and suffering the aftereffects. Bastion sprints towords the chasm but loses his footing a bit as he jumps (5+2=7/5=1 square) and barely makes it to H5, nearly falling into the elemental chaos rift. The druid quickly shape changes into wolf form.

  • Umberto's ongoing and resist 5 counter act each other, then attacks the Firelashers with Lightning Lure and hits (12+9=21 vs Fort) and does 6 points of damage (1+5=6), and since it is a flying creature it is pulled to F7 where it hovers instead of falling into the chasm. Umberto then fails his saving throw (3-1=2)


Round 5


  • Lozigee's ongoing damage and resist counter each other. Since the halfling is immobilized, Lozigee switches bask to his sling and takes advatage of Mezzodemons A's condition and attacks with Sly Flourish and hits (16+13=29 vs AC) for 11 points of damage (2+9=11) and then 7 more points of sneak attack damage, for a grand total of 18 points, making Mezzodemon A also bloodied. Lozigee then makes his save vs. the ongoing poison (14), and makes his save vs being immobilized (15). Lozigee will use an Action Point to kick in Second Wind, giving him +2 to all defenses for a round.

  • the prone Althalus is up


Marpenoth 6th - Early Wakeup Call - Page 3 D15ee9a71b4a46728ed8824af2e24cba

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


Marpenoth 6th - Early Wakeup Call - Page 3 02e83d4429b9445b9b1b2424ba23b6ae


Last edited by Sam the DM on Thu Feb 18, 2010 10:56 am; edited 1 time in total
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Lou

Lou


Number of posts : 368
Registration date : 2007-05-19

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

Marpenoth 6th - Early Wakeup Call - Page 3 Empty
PostSubject: Re: Marpenoth 6th - Early Wakeup Call   Marpenoth 6th - Early Wakeup Call - Page 3 Icon_minitimeThu Feb 18, 2010 10:49 am

My mark is now on the Firelasher btw.
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Sam the DM
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Sam the DM


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Age : 55
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Character Sheet
Name: Almighty DM
Level: Infinite
Race/Class: Very

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PostSubject: Re: Marpenoth 6th - Early Wakeup Call   Marpenoth 6th - Early Wakeup Call - Page 3 Icon_minitimeThu Feb 18, 2010 10:55 am

That's correct LK9, I'll fixed it. Done.
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Geoff

Geoff


Number of posts : 141
Age : 51
Registration date : 2007-05-19

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

Marpenoth 6th - Early Wakeup Call - Page 3 Empty
PostSubject: Re: Marpenoth 6th - Early Wakeup Call   Marpenoth 6th - Early Wakeup Call - Page 3 Icon_minitimeThu Feb 18, 2010 12:03 pm

Althalus will get himself back on his feet and, if able, fire two shots at the Firelasher. The Firelasher is still his quarry. (+11, 1d10+2 +1d8, +11, 1d10+2).
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Sam the DM
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Sam the DM


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Age : 55
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Name: Almighty DM
Level: Infinite
Race/Class: Very

Marpenoth 6th - Early Wakeup Call - Page 3 Empty
PostSubject: Re: Marpenoth 6th - Early Wakeup Call   Marpenoth 6th - Early Wakeup Call - Page 3 Icon_minitimeThu Feb 18, 2010 4:26 pm

Round 5


  • Lozigee's ongoing damage and resist counter each other. Since the halfling is immobilized, Lozigee switches bask to his sling and takes advatage of Mezzodemons A's condition and attacks with Sly Flourish and hits (16+13=29 vs AC) for 11 points of damage (2+9=11) and then 7 more points of sneak attack damage, for a grand total of 18 points, making Mezzodemon A also bloodied. Lozigee then makes his save vs. the ongoing poison (14), and makes his save vs being immobilized (15). Lozigee will use an Action Point to kick in Second Wind, giving him +2 to all defenses for a round.

  • Althalus stands up, dusts himself off, and fires two arrows at the Firelasher, missing on the first (13+11=24 vs AC), and again on the second (9+11=20 vs AC). Crap!

  • Shephatiah still can't recharge Thunderstrike, so she reverts back to Word of Pain on Lozigee which hits (14+17=31 vs Will) for 11 points of psychic damage (actually only 6 points thanks to Kregnok) and Lozigee is Immobilized again (save ends).

    I missed the weapon bonus damage from Althalus's critical on Shephatiah in round 3, so she takes 6 points of damage here that she should have taken then.

  • Mezzodemon A recharges Poison Breath, and attacks Umberto in its blast 3 area (only targets enemies so the firelasher is unaffected), and hits him (15+12=27 vs Fort) for 7 points of damage (actually only 2 points thanks to Kregnok, and those come off his temp hit points), and he will suffer ongoing 5 poison (save ends). Mezzodemon A now attempts his saving throw vs Bastin's effects, and he makes it (18). However, the aftereffects are 21 points of radiant damage (one off max on 3d6+4) and still grants combat advatage until the end of Bastion's turn this round.

  • Mezzodemon B stands his ground and attacks Grognak with Skewering Tines and hits (6+14=20 vs AC) for 11 points of damage (actually only 6 points thanks to Kregnok). Grognak is restrained by the trident and takes ongoing 5 damage because of it (save ends).

  • Kregnok is up


Marpenoth 6th - Early Wakeup Call - Page 3 82fb48080889448093b41746900147ad

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


Marpenoth 6th - Early Wakeup Call - Page 3 02e83d4429b9445b9b1b2424ba23b6ae
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Sam the DM
Admin
Sam the DM


Number of posts : 953
Age : 55
Registration date : 2007-05-19

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

Marpenoth 6th - Early Wakeup Call - Page 3 Empty
PostSubject: Re: Marpenoth 6th - Early Wakeup Call   Marpenoth 6th - Early Wakeup Call - Page 3 Icon_minitimeFri Feb 19, 2010 5:21 pm

I just got off the phone with Lord Wil and he relayed his attack for this round. Earlier I sent him a text asking what he was doing, "Done/Guard?". Alas, he had real attack in mind.

Since he is flanking the Firelasher wiht Umberto he is going to attack with Righteous Brand, +11 to hit and the damage is 1d01+6. Umberto gets a +3 to attack the Firelasher next , plus the flanking bonus for +2 more.
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Sam the DM
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Sam the DM


Number of posts : 953
Age : 55
Registration date : 2007-05-19

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

Marpenoth 6th - Early Wakeup Call - Page 3 Empty
PostSubject: Re: Marpenoth 6th - Early Wakeup Call   Marpenoth 6th - Early Wakeup Call - Page 3 Icon_minitimeFri Feb 19, 2010 5:36 pm

Round 5


  • Lozigee's ongoing damage and resist counter each other. Since the halfling is immobilized, Lozigee switches bask to his sling and takes advatage of Mezzodemons A's condition and attacks with Sly Flourish and hits (16+13=29 vs AC) for 11 points of damage (2+9=11) and then 7 more points of sneak attack damage, for a grand total of 18 points, making Mezzodemon A also bloodied. Lozigee then makes his save vs. the ongoing poison (14), and makes his save vs being immobilized (15). Lozigee will use an Action Point to kick in Second Wind, giving him +2 to all defenses for a round.

  • Althalus stands up, dusts himself off, and fires two arrows at the Firelasher, missing on the first (13+11=24 vs AC), and again on the second (9+11=20 vs AC). Crap!

  • Shephatiah still can't recharge Thunderstrike, so she reverts back to Word of Pain on Lozigee which hits (14+17=31 vs Will) for 11 points of psychic damage (actually only 6 points thanks to Kregnok) and Lozigee is Immobilized again (save ends).

    I missed the weapon bonus damage from Althalus's critical on Shephatiah in round 3, so she takes 6 points of damage here that she should have taken then.

  • Mezzodemon A recharges Poison Breath, and attacks Umberto in its blast 3 area (only targets enemies so the firelasher is unaffected), and hits him (15+12=27 vs Fort) for 7 points of damage (actually only 2 points thanks to Kregnok, and those come off his temp hit points), and he will suffer ongoing 5 poison (save ends). Mezzodemon A now attempts his saving throw vs Bastin's effects, and he makes it (18). However, the aftereffects are 21 points of radiant damage (one off max on 3d6+4) and still grants combat advatage until the end of Bastion's turn this round.

  • Mezzodemon B stands his ground and attacks Grognak with Skewering Tines and hits (6+14=20 vs AC) for 11 points of damage (actually only 6 points thanks to Kregnok). Grognak is restrained by the trident and takes ongoing 5 damage because of it (save ends).

  • Kregnok turns and delivers Righteous Brand on the Firelasher, and hits (17+11=28 vs AC) for 13 points of damage. Umberto gains a +3 bonus to attacking the Firelasher this round.

  • Gronak is up, he already has taken his regen 3, and can skip the ongoing damage (thanks Kregnok) but is still restrained.


Marpenoth 6th - Early Wakeup Call - Page 3 751d32e9116f4acca22ba6497b5865b5

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


Marpenoth 6th - Early Wakeup Call - Page 3 02e83d4429b9445b9b1b2424ba23b6ae
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Jordykins

Jordykins


Number of posts : 107
Registration date : 2008-02-23

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Name:
Level:
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Marpenoth 6th - Early Wakeup Call - Page 3 Empty
PostSubject: Re: Marpenoth 6th - Early Wakeup Call   Marpenoth 6th - Early Wakeup Call - Page 3 Icon_minitimeFri Feb 19, 2010 5:50 pm

Same as last time please total defense aaaannnnnnddddd save!
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Sam the DM
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Sam the DM


Number of posts : 953
Age : 55
Registration date : 2007-05-19

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

Marpenoth 6th - Early Wakeup Call - Page 3 Empty
PostSubject: Re: Marpenoth 6th - Early Wakeup Call   Marpenoth 6th - Early Wakeup Call - Page 3 Icon_minitimeFri Feb 19, 2010 6:36 pm

Round 5


  • Lozigee's ongoing damage and resist counter each other. Since the halfling is immobilized, Lozigee switches bask to his sling and takes advatage of Mezzodemons A's condition and attacks with Sly Flourish and hits (16+13=29 vs AC) for 11 points of damage (2+9=11) and then 7 more points of sneak attack damage, for a grand total of 18 points, making Mezzodemon A also bloodied. Lozigee then makes his save vs. the ongoing poison (14), and makes his save vs being immobilized (15). Lozigee will use an Action Point to kick in Second Wind, giving him +2 to all defenses for a round.

  • Althalus stands up, dusts himself off, and fires two arrows at the Firelasher, missing on the first (13+11=24 vs AC), and again on the second (9+11=20 vs AC). Crap!

  • Shephatiah still can't recharge Thunderstrike, so she reverts back to Word of Pain on Lozigee which hits (14+17=31 vs Will) for 11 points of psychic damage (actually only 6 points thanks to Kregnok) and Lozigee is Immobilized again (save ends).

    I missed the weapon bonus damage from Althalus's critical on Shephatiah in round 3, so she takes 6 points of damage here that she should have taken then.

  • Mezzodemon A recharges Poison Breath, and attacks Umberto in its blast 3 area (only targets enemies so the firelasher is unaffected), and hits him (15+12=27 vs Fort) for 7 points of damage (actually only 2 points thanks to Kregnok, and those come off his temp hit points), and he will suffer ongoing 5 poison (save ends). Mezzodemon A now attempts his saving throw vs Bastin's effects, and he makes it (18). However, the aftereffects are 21 points of radiant damage (one off max on 3d6+4) and still grants combat advatage until the end of Bastion's turn this round.

  • Mezzodemon B stands his ground and attacks Grognak with Skewering Tines and hits (6+14=20 vs AC) for 11 points of damage (actually only 6 points thanks to Kregnok). Grognak is restrained by the trident and takes ongoing 5 damage because of it (save ends).

  • Kregnok turns and delivers Righteous Brand on the Firelasher, and hits (17+11=28 vs AC) for 13 points of damage. Umberto gains a +3 bonus to attacking the Firelasher this round.

  • Gronak is up, he already has taken his regen 3, and can skip the ongoing damage (thanks Kregnok) but is still restrained. Grognak kicks in total defense again, and tries to makes a save and does (17).

  • The firelasher tries and fails to recharge both whirlwind dash and wildfire cyclone, so he shifts one square and attacks Umberto with Fire Lash, and misses (5+14=19 vs Ref).


Marpenoth 6th - Early Wakeup Call - Page 3 3505e3bb79a941a59776c2a9ecb40198

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


Marpenoth 6th - Early Wakeup Call - Page 3 E687b37555404a49af641640066c54cb
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Blaine

Blaine


Number of posts : 97
Age : 48
Registration date : 2007-05-19

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

Marpenoth 6th - Early Wakeup Call - Page 3 Empty
PostSubject: Re: Marpenoth 6th - Early Wakeup Call   Marpenoth 6th - Early Wakeup Call - Page 3 Icon_minitimeSat Feb 20, 2010 12:13 am

Bastion will move to 7G (move action)
Bastion will then use Predator's Flurry (standard action, Beast Form, melee).
Primary attack on Firelasher -
Attack: +8 vs Reflex
Hit: 1d6 + 5 damage and the target is dazed until the end of my next turn.

Per power, SHIFT to 11F for Secondary attack on Mezzodemon A [currently granting combat advantage <+2 to hit, + 1d10 dmg for Claw Gloves> and bloodied <+1 to hit per Primal Fury Feat, +1 to dmg for Autumn Harvest Totem>].

Secondary attack on Mezzodemon A -
Attack: +11 vs Reflex (If I miss, use Elven Accuracy to reroll, since it was not needed last round.)
Hit: 1d6 + 6 + 1d10 damage and the target is dazed until the end of my next turn.
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Sam the DM
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Sam the DM


Number of posts : 953
Age : 55
Registration date : 2007-05-19

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

Marpenoth 6th - Early Wakeup Call - Page 3 Empty
PostSubject: Re: Marpenoth 6th - Early Wakeup Call   Marpenoth 6th - Early Wakeup Call - Page 3 Icon_minitimeSat Feb 20, 2010 7:57 am

Round 5


  • Lozigee's ongoing damage and resist counter each other. Since the halfling is immobilized, Lozigee switches bask to his sling and takes advatage of Mezzodemons A's condition and attacks with Sly Flourish and hits (16+13=29 vs AC) for 11 points of damage (2+9=11) and then 7 more points of sneak attack damage, for a grand total of 18 points, making Mezzodemon A also bloodied. Lozigee then makes his save vs. the ongoing poison (14), and makes his save vs being immobilized (15). Lozigee will use an Action Point to kick in Second Wind, giving him +2 to all defenses for a round.

  • Althalus stands up, dusts himself off, and fires two arrows at the Firelasher, missing on the first (13+11=24 vs AC), and again on the second (9+11=20 vs AC). Crap!

  • Shephatiah still can't recharge Thunderstrike, so she reverts back to Word of Pain on Lozigee which hits (14+17=31 vs Will) for 11 points of psychic damage (actually only 6 points thanks to Kregnok) and Lozigee is Immobilized again (save ends).

    I missed the weapon bonus damage from Althalus's critical on Shephatiah in round 3, so she takes 6 points of damage here that she should have taken then.

  • Mezzodemon A recharges Poison Breath, and attacks Umberto in its blast 3 area (only targets enemies so the firelasher is unaffected), and hits him (15+12=27 vs Fort) for 7 points of damage (actually only 2 points thanks to Kregnok, and those come off his temp hit points), and he will suffer ongoing 5 poison (save ends). Mezzodemon A now attempts his saving throw vs Bastin's effects, and he makes it (18). However, the aftereffects are 21 points of radiant damage (one off max on 3d6+4) and still grants combat advatage until the end of Bastion's turn this round.

  • Mezzodemon B stands his ground and attacks Grognak with Skewering Tines and hits (6+14=20 vs AC) for 11 points of damage (actually only 6 points thanks to Kregnok). Grognak is restrained by the trident and takes ongoing 5 damage because of it (save ends).

  • Kregnok turns and delivers Righteous Brand on the Firelasher, and hits (17+11=28 vs AC) for 13 points of damage. Umberto gains a +3 bonus to attacking the Firelasher this round.

  • Gronak is up, he already has taken his regen 3, and can skip the ongoing damage (thanks Kregnok) but is still restrained. Grognak kicks in total defense again, and tries to makes a save and does (17).

  • The firelasher tries and fails to recharge both whirlwind dash and wildfire cyclone, so he shifts one square and attacks Umberto with Fire Lash, and misses (5+14=19 vs Ref).

  • Bastion moves up on the Firelasher and attacks with Predator's Flurry and misses (6+8=14 vs Ref), and then shifts to Mezzodemon A and attacks again and hits (17+11=28 vs Ref) for 17 points of damage and Mezzodemon A (who looks in really bad shape) is dazed until the end of Bastion's turn next round.

  • The restrained Umberto is up


Marpenoth 6th - Early Wakeup Call - Page 3 30f1cac6ab334dcd81e8123542561a65

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


Marpenoth 6th - Early Wakeup Call - Page 3 36dded3658a5482397b2f806d66c7a3d
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Sam the DM
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Sam the DM


Number of posts : 953
Age : 55
Registration date : 2007-05-19

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

Marpenoth 6th - Early Wakeup Call - Page 3 Empty
PostSubject: Re: Marpenoth 6th - Early Wakeup Call   Marpenoth 6th - Early Wakeup Call - Page 3 Icon_minitimeSun Feb 21, 2010 1:18 pm

While we wait for Umberto's move, I'll share with you something I heard on the D&D podcast. They did a mailbag episode where they answered some questions. One interesting one they dealt with was one that had to do with powers that allow you to teleport an enemy. Can you teleport an enemy straight up in the air, or to a spot over an open pit?

The answer is yes.

However, if you teleport an enemy to a spot that puts him in danger (up in the air, or over a pit, etc), they get to make a saving throw that if made, completely negates the teleportation. So, it's a bit of a gamble. But it might be worth it in a situation where you don't have a tactical advantage to teleporting him normally.
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Lou

Lou


Number of posts : 368
Registration date : 2007-05-19

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

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PostSubject: Re: Marpenoth 6th - Early Wakeup Call   Marpenoth 6th - Early Wakeup Call - Page 3 Icon_minitimeSun Feb 21, 2010 7:58 pm

First I will open up with Booming Blade on the Firelasher, +12 vs AC, 1d8+5 damage and if it moves away on its next turn it take 1d6+1 thunder damage. Action point, Then I will use Sword burst, enlarging it to burst 2. I will be +12 vs reflex (+3 for Action surge, thanks Merthuvial) on Mezzo A and the Firelasher. 1d6+3. Saves -1.
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Sam the DM
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Sam the DM


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Age : 55
Registration date : 2007-05-19

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

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PostSubject: Re: Marpenoth 6th - Early Wakeup Call   Marpenoth 6th - Early Wakeup Call - Page 3 Icon_minitimeSun Feb 21, 2010 10:33 pm

Round 5


  • Lozigee's ongoing damage and resist counter each other. Since the halfling is immobilized, Lozigee switches bask to his sling and takes advatage of Mezzodemons A's condition and attacks with Sly Flourish and hits (16+13=29 vs AC) for 11 points of damage (2+9=11) and then 7 more points of sneak attack damage, for a grand total of 18 points, making Mezzodemon A also bloodied. Lozigee then makes his save vs. the ongoing poison (14), and makes his save vs being immobilized (15). Lozigee will use an Action Point to kick in Second Wind, giving him +2 to all defenses for a round.

  • Althalus stands up, dusts himself off, and fires two arrows at the Firelasher, missing on the first (13+11=24 vs AC), and again on the second (9+11=20 vs AC). Crap!

  • Shephatiah still can't recharge Thunderstrike, so she reverts back to Word of Pain on Lozigee which hits (14+17=31 vs Will) for 11 points of psychic damage (actually only 6 points thanks to Kregnok) and Lozigee is Immobilized again (save ends).

    I missed the weapon bonus damage from Althalus's critical on Shephatiah in round 3, so she takes 6 points of damage here that she should have taken then.

  • Mezzodemon A recharges Poison Breath, and attacks Umberto in its blast 3 area (only targets enemies so the firelasher is unaffected), and hits him (15+12=27 vs Fort) for 7 points of damage (actually only 2 points thanks to Kregnok, and those come off his temp hit points), and he will suffer ongoing 5 poison (save ends). Mezzodemon A now attempts his saving throw vs Bastin's effects, and he makes it (18). However, the aftereffects are 21 points of radiant damage (one off max on 3d6+4) and still grants combat advatage until the end of Bastion's turn this round.

  • Mezzodemon B stands his ground and attacks Grognak with Skewering Tines and hits (6+14=20 vs AC) for 11 points of damage (actually only 6 points thanks to Kregnok). Grognak is restrained by the trident and takes ongoing 5 damage because of it (save ends).

  • Kregnok turns and delivers Righteous Brand on the Firelasher, and hits (17+11=28 vs AC) for 13 points of damage. Umberto gains a +3 bonus to attacking the Firelasher this round.

  • Gronak is up, he already has taken his regen 3, and can skip the ongoing damage (thanks Kregnok) but is still restrained. Grognak kicks in total defense again, and tries to makes a save and does (17).

  • The firelasher tries and fails to recharge both whirlwind dash and wildfire cyclone, so he shifts one square and attacks Umberto with Fire Lash, and misses (5+14=19 vs Ref).

  • Bastion moves up on the Firelasher and attacks with Predator's Flurry and misses (6+8=14 vs Ref), and then shifts to Mezzodemon A and attacks again and hits (17+11=28 vs Ref) for 17 points of damage and Mezzodemon A (who looks in really bad shape) is dazed until the end of Bastion's turn next round.

  • Umberto kicks in Booming Blade on the Firelasher, and thanks to the bonus from Kregnok, hits (12+15=27 vs AC) and it does max damage of 13 points, and now it can't move away from him without a penalty. Umberto expends an action point and uses Sword Burst that misses Mezzodemon A (4+12=16 vs Ref), but hits the Firelasher (17+12=29 vs Ref) for 5 points of damage, and kills Mezzodemon A. Umberto fails his save vs the ongoing posion (1), and since Mezzodemon A is dead, he doesn't need to make his save vs being restrained.


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 is up


Marpenoth 6th - Early Wakeup Call - Page 3 7b27113b3ba745c59d96095bb489c343


Marpenoth 6th - Early Wakeup Call - Page 3 7b502c11b529452a96dfac0deaca1c1b
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Geoff

Geoff


Number of posts : 141
Age : 51
Registration date : 2007-05-19

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

Marpenoth 6th - Early Wakeup Call - Page 3 Empty
PostSubject: Re: Marpenoth 6th - Early Wakeup Call   Marpenoth 6th - Early Wakeup Call - Page 3 Icon_minitimeTue Feb 23, 2010 9:58 am

Althalus will maintain his focus on the firelasher and fire two more shots in it's direction. (+11, 1d10+2 +1d8, +11, 1d10+2)
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Sam the DM
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Sam the DM


Number of posts : 953
Age : 55
Registration date : 2007-05-19

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

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PostSubject: Re: Marpenoth 6th - Early Wakeup Call   Marpenoth 6th - Early Wakeup Call - Page 3 Icon_minitimeTue Feb 23, 2010 10:43 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 is up.


Marpenoth 6th - Early Wakeup Call - Page 3 D31de119514a480e97ab1a528677594d

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



Marpenoth 6th - Early Wakeup Call - Page 3 7b502c11b529452a96dfac0deaca1c1b
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Wil

Wil


Number of posts : 241
Age : 46
Registration date : 2007-05-19

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

Marpenoth 6th - Early Wakeup Call - Page 3 Empty
PostSubject: Re: Marpenoth 6th - Early Wakeup Call   Marpenoth 6th - Early Wakeup Call - Page 3 Icon_minitimeTue Feb 23, 2010 9:38 pm

Sustain the damage resist as a minor

lance of faith against the firelasher

wis vs ref (+8 to hit) ranged attack

1d8 + 3 radiant damage, if it hits, Umberto is +2 to his next attack roll against the firelasher

what does it take to get across the rift?
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Sam the DM
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Sam the DM


Number of posts : 953
Age : 55
Registration date : 2007-05-19

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

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PostSubject: Re: Marpenoth 6th - Early Wakeup Call   Marpenoth 6th - Early Wakeup Call - Page 3 Icon_minitimeTue Feb 23, 2010 10:47 pm

Wil wrote:
what does it take to get across the rift?

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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Sam the DM
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Sam the DM


Number of posts : 953
Age : 55
Registration date : 2007-05-19

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

Marpenoth 6th - Early Wakeup Call - Page 3 Empty
PostSubject: Re: Marpenoth 6th - Early Wakeup Call   Marpenoth 6th - Early Wakeup Call - Page 3 Icon_minitimeTue Feb 23, 2010 11:16 pm

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)


Marpenoth 6th - Early Wakeup Call - Page 3 3476d80ffbd044e7aa350eb36054d241

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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Jordykins

Jordykins


Number of posts : 107
Registration date : 2008-02-23

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Name:
Level:
Race/Class:

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PostSubject: Re: Marpenoth 6th - Early Wakeup Call   Marpenoth 6th - Early Wakeup Call - Page 3 Icon_minitimeWed Feb 24, 2010 12:43 pm

total defense save against restrained
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Sam the DM
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Sam the DM


Number of posts : 953
Age : 55
Registration date : 2007-05-19

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

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PostSubject: Re: Marpenoth 6th - Early Wakeup Call   Marpenoth 6th - Early Wakeup Call - Page 3 Icon_minitimeWed Feb 24, 2010 4:17 pm

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 is up.


Marpenoth 6th - Early Wakeup Call - Page 3 817c376d542e4d59a5933ba00546f437

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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Blaine

Blaine


Number of posts : 97
Age : 48
Registration date : 2007-05-19

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

Marpenoth 6th - Early Wakeup Call - Page 3 Empty
PostSubject: Re: Marpenoth 6th - Early Wakeup Call   Marpenoth 6th - Early Wakeup Call - Page 3 Icon_minitimeWed Feb 24, 2010 8:19 pm

Bastion will activate his Bloodcut Armor (minor action) and sacrifice a healing surge to gain Resist 10 to all damage until the end of my next turn.
Bastion will then move to 10M (move action).
Bastion will then finish his turn by unleashing Swarming Locusts (standard action, close blast 3) into squares 7L-9L and 9L-9N (square) and attack Mezzodemon B (bloodied; +1 to hit Primal Fury, +1 to damage Autumn Harvest Totem).
Attack: +9 vs reflex (If I miss, use Elven Accuracy - haven't needed it yet)
Hit: 1d8 + 6 damage
Effect: Blast creates a zone (7L-9L and 9L-9N, square) that lasts until the end of my next turn; while within the zone, enemies grant combat advantage.
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Sam the DM
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Sam the DM


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

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PostSubject: Re: Marpenoth 6th - Early Wakeup Call   Marpenoth 6th - Early Wakeup Call - Page 3 Icon_minitimeWed Feb 24, 2010 11:28 pm

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 is up.


Marpenoth 6th - Early Wakeup Call - Page 3 Dafc564e028b4d1f87b46e86d6947158

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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PostSubject: Re: Marpenoth 6th - Early Wakeup Call   Marpenoth 6th - Early Wakeup Call - Page 3 Icon_minitime

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