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M Human (Kargzant) Controller 10
![]() Morgzil stands and joins the cluster in the consecrated ground, re-hexing the landbinder in preparation for a more potent attack. Recharge Beast Curse; Capricious Earth 1d6 ⇒ 31d6 ⇒ 6 Capricious Earth recharges Stand, Move to U21, hex vs L2 will. 1d20 + 14 ⇒ (17) + 14 = 31 HP: 29/103 Bloodied ![]()
M Human (Kargzant) Controller 10
![]() Morgzil sends the landbinder sprawling as the earth itself rebels against the creature. Move to R21. Hex L2 vs Will 1d20 + 14 ⇒ (20) + 14 = 34 Grrr Capricious Earth vs L2 Will 1d20 + 14 ⇒ (13) + 14 = 271d10 + 3 ⇒ (7) + 3 = 10 10 damage to L2, knock prone, and slide 3 due west HP: 60/103. No surges. ![]()
M Human (Kargzant) Controller 10
![]() Note that L2 is hexed (se). Not sure why I moved way up there, but I did. Weird. Recharge Beast Curse, Capricious Earth 1d6 ⇒ 41d6 ⇒ 1 Yes on Beast Curse Morgzil joins his bride in the consecrated ground and attempts to renew his curse on the landbinder. Move to Q19. Hex vs H2 Will. 1d20 + 14 ⇒ (15) + 14 = 29 Beast Curse vs L2 Fort, or H2 if L2 has superior cover 1d20 + 142 ⇒ (14) + 142 = 156 Oops. Should have been 14+14-2=26 vs Fort ![]()
M Human (Kargzant) Controller 10
![]() Recharge Beast Curse; Capricious Earth 1d6 ⇒ 41d6 ⇒ 4 Yes on Beast Curse. Hex vs L2 Will 1d20 + 14 ⇒ (12) + 14 = 26 If that hits, Beast Curse vs L2 Fort 1d20 + 14 ⇒ (17) + 14 = 31 Morgzil smiles in satisfaction as the Landbinder becomes a chipmunk. He then joins Vel in a dash for the center ground. Move to M16. Landbinder is a chipmunk to end of Morgzil's next turn and can not use powers. ![]()
M Human (Kargzant) Controller 10
![]() Recharge Beast Curse, Capricious Earth 1d6 ⇒ 41d6 ⇒ 2 Yes on Beast Curse! Morgzil smiles with satisfaction. It is as if the rejuvenating land has returned his power, as well. He takes aim at the mystic, but his power seemingly does not clear the center circle. Beast Curse vs Mystic Fort 1d20 + 14 ⇒ (4) + 14 = 18 Aaaauuuggh Hex vs H1 Will 1d20 + 14 ⇒ (19) + 14 = 33 ![]()
M Human (Kargzant) Controller 10
![]() Recharge Capricious Earth, Beast Curse 1d6 ⇒ 11d6 ⇒ 5 No, yes Morgzil resumes his position at the wall and hexes the great monstrosity, but to no further effect at the moment. Move to L12, hex vs Will. 1d20 + 14 ⇒ (15) + 14 = 29 Beast Curse vs L1 Fort 1d20 + 14 ⇒ (6) + 14 = 20 HP: 61/103 ![]()
M Human (Kargzant) Controller 10
![]() Recharge Capricious Earth, Beast Curse 1d6 ⇒ 11d6 ⇒ 5 No, yes Morgzil attempts to renew his hex on the ravagers, catching one. Smiling, he decides it would serve better as a kitten. The seeker then jumps down behind the fortification with Vel. Hex vs R2, R3 will 1d20 + 14 ⇒ (7) + 14 = 211d20 + 14 ⇒ (15) + 14 = 29 Beast Curse vs R3 Fort 1d20 + 14 ⇒ (18) + 14 = 32 Move to L11. R3 is hexed (se), and tiny and cannot use powers TEOMNT Status: 77/103 hp ![]()
M Human (Kargzant) Controller 10
![]() Recharge Capricious Earth 1d6 ⇒ 1 No. Morgzil vanishes from next to the raging tencaru and appears again on top of the fortification, shielding Vel, admiration in his eyes. He levels his staff at the hexed ravager and says a word of power, to no obvious effect. Hex Jump (teleport) to M13. Hex R2 vs Will 1d20 + 14 ⇒ (7) + 14 = 21 If 21 hits Will, then Beast Curse vs R2. Else, Beast Curse vs R3. Fort. 1d20 + 14 ⇒ (1) + 14 = 15 Doesn't much matter. But recall that hexing is (se). ![]()
M Human (Kargzant) Controller 10
![]() Morgzil cries out as he sees Vel fall, then sweeps his staff in an arc, taking in the three ravagers. Cursing at his failure to hex the one looming over his wife, he does not slow in slamming his staff to the ground, causing it to shake and buckle under the prone tencaru. Coordinating with Vel, he then moves toward the northwest fort. Minor: Hex R1, R2, R3 vs Will 1d20 + 14 ⇒ (19) + 14 = 331d20 + 14 ⇒ (2) + 14 = 161d20 + 14 ⇒ (14) + 14 = 28 R1 and R3 hexed (se); -2 to attack and damage vs M. Capricious Earth vs R1, R3 Will 1d20 + 14 ⇒ (16) + 14 = 301d20 + 14 ⇒ (2) + 14 = 161d10 + 3 ⇒ (9) + 3 = 12 12 damage vs R1, slide 3 SE EDIT: Move to O14 ![]()
M Human (Kargzant) Controller 10
![]() Recharge Capricious Earth 1d6 ⇒ 6 Yes As the fey shakes off his hex, the Kargzant Seeker renews the enchantment, then levels his staff at the one that seems on the verge of escaping. Minor: Hex - burst vs F3, F4 Will 1d20 + 14 ⇒ (18) + 14 = 321d20 + 14 ⇒ (11) + 14 = 25 Got them both. Standard: Beast Curse vs F3 Fort. On hit, F3 becomes tiny, insubtantial, concealed, cursed, marked, ground squirrel,who can not use powers, TEOMNT. 1d20 + 14 - 2 ⇒ (10) + 14 - 2 = 22 ![]()
M Human (Kargzant) Controller 10
![]() Morgzil thumps his staff a second time, and the ground beneath the hexed spirits shakes, throwing them together on the ground while leaving the allies untouched. Capricious Earth (burst) vs F1, F4, Will. 1d20 + 14 ⇒ (8) + 14 = 221d20 + 14 ⇒ (16) + 14 = 30 1d10 + 3 ⇒ (5) + 3 = 8 Knock prone and slide F1 to K14, F4 to L14. ![]()
M Human (Kargzant) Controller 10
![]() Morgzil emerges from Vel's tent and takes in the scene. If he is surprised, it does not show. The seeker approaches the center of the battlefield and slams the butt of his staff into the ground. Move: J9. Minor: Hex vs F1, F3, F4 Will. 1d20 + 14 ⇒ (7) + 14 = 211d20 + 14 - 2 ⇒ (7) + 14 - 2 = 191d20 + 14 ⇒ (8) + 14 = 22 Spoiler: Kind of need to know if that's a clean miss before moving forward. ![]()
M Human (Kargzant) Controller 10
![]() Black is a reasonably attractive blonde woman with a tendency to babble disjointedly when trying to explain things. When on the hunt, though, she is entirely focused and quiet, communicating only with her companion, the falcon she calls "Night." She gets her nickname from the clothes, armor, and mask she wears when working -- or possibly her somewhat macabre sense of humor. Her primary skills are in scouting and tracking, specifically in the mountains. She moves quietly and hidden, with Night helping keep watch for anything that might hunt her. Her rapport with the bird verges on or into the uncanny -- what he is aware of, as is she, and vice-versa. They are also highly protective of each other. Having grown up in the mountains, Black is quite comfortable around dwarves, as much as a human woman can be. She prefers to be hired by them, as the pay is generally good and her skills in much demand among a race that seldom shares them. Her main weapon is a pick -- again a sign of her upbringing. But she also has a talent around things natural, specifically the storms that pass through with regularity. She moves like a hunting cat (sometimes literally), and her treasured wooden carving of a mountain lion gives her some mystical control over the storms. Black would likely be previously acquainted with any dwarves in the rescue party, probably including Dorvin. |