The Forges of the Mountain King Chapter 1- Bottom's Up!

Sorry for no immediate reply...had a busy morning today :)

It appears there could be issues for Kazz and Krogan, cause ZO#1 gets to move before they do. As does ZO#2. Assuming it can rise again like the first, they'll be pinched.

So, Cinara will shift 1 to P71 and stand on top of the Ogre

Then she'll minor and place Stone's Resolve on Krogan, giving him DR5 until the end of my next turn

Nextly she'll ready an action: if ZO#2 so much as twitches, she'll use Burden of Earth.

And lastly, whether the first swing hits or not, she'll do it again w/ an AP. Intent is to use the push ability of the power to keep the ogre down.
 
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Sorry for no immediate reply...had a busy morning today :)

It appears there could be issues for Kazz and Krogan, cause ZO#1 gets to move before they do. As does ZO#2. Assuming it can rise again like the first, they'll be pinched.

So, Cinara will shift 1 to P71 and stand on top of the Ogre

Then she'll minor and place Stone's Resolve on Krogan, giving him DR5 until the end of my next turn

Nextly she'll ready an action: if ZO#2 so much as twitches, she'll use Burden of Earth.

And lastly, whether the first swing hits or not, she'll do it again w/ an AP. Intent is to use the push ability of the power to keep the ogre down.

Cinara perches atop the un/dead Zombie Ogre- mutters ancient Davek and a stoney skin forms around Krogan.

I bet he wishes he took that Second Wind now, like I said... the DM chuckles as...

Zombie Ogre #1 shambles around the corner, lurches forward, and smashes Krogan with both hands, the Dwarf staggers under the blow but doesn't go down- thanks partially to his stony exterior.

[sblock= Zombie Ogre #1 Combat]
Move: T73
Standard: Zombie Smash Krogan- Hit 16 -5 DR = 11 damage.
[/sblock]

[sblock=Combat]

Encounter #3 Dead Ogres Walking

Turn: 5

Initiative (* = Next to play)

18 Krogan*
18 Kazz
17 Len
15 Grim
Mardred
6 Cinara
3 Zombie Ogre #1

HP & Conditions

PCs
Cinara 29/26 Surges 10/8
Kazzagin 31/30 Surges 13/7
Krogan 34/6 Surges 10/6- Bloodied. Shift 2 & Speed +2 Rage. DR5 (from Cinara).
Len 29/29 Surges 11/6
Mardred 25/18 Surges 7/5
Grim 25/25 Surges 2/2

Monsters

Zombie Ogre #1-
Zombie Ogre #2- 109 HP damage taken- DEAD (For a bit).

Actions To Date

Turn #1

Zombie Ogre- Move T66. Zombie Smash Mardred- Hit 23 damage- Bloodied & knocked Prone.

Mardred- Second Wind +2 to defences. Total Defence = +4 all defences.

Krogan- Double Move. Action Point. Howling Charge Ogre- Hit 13 damage.

Kazz- Move S64. Combat Challenge Zombie Ogre. Charge Ogre- Hit 6 damaage.

Len- Move M63. Move Q65. Draw Throwing Hammer.

Grim- Move O65. Penance Stare Ogre- Miss.

Cinara- Healing Word +4 HP Mardred. Move L66 then Move back L65. Total Defence +2.

Turn #2

Zombie Ogre #1- Recharge Zombie Smash- Success. Zombie Smash Kazz- Hit 22 damage- Bloodied & Prone.

Zombie Ogre #2- Move N69. Charge Cinara- Miss. Zombie wedged- all have Combat Advantage.

Mardred- Ambush Strike Stand. Dagger with Backstab & Sneak Attack ZO#1- Hit 18 damage.

Krogan- Swift Panther Rage ZO#1- Hit 29 damage- Bloodied. Shift U65.

Kazz- Stand. Second Wind- no longer Bloodied & +2 Defences. Radiant Smite Zombie Ogre #1- Miss. Action Point. Holy Strike Zombie Ogre #1- Miss.

Len- Drop Throwing Hammer. Draw Battleaxe. Charge Shield Bash Zombie Ogre #1- Crit 17 damage +1 Cold damage & Pushed 1 and knocked Prone.

Grimm- Penance Stare Zombie Ogre #1- Hit 14 Psychic Damage- Dead with Dark Reaping. Move 62L.

Cinara- Smite Undead with CA Zombie Ogre #2- Hit 17 damage + 10 (Radiant) =27 damage and Pushed 6 squares and 6 extra damage and Immobilised. Move O65. Healing Word +7 HP Kazz.

Turn #3

Zombie Ogre #2- Immobilised. Ready Action...

Mardred- Delay till after Grimm.

Krogan- Move U72. Charge Zombie Ogre #2- Readied Action Zombie Smash Krogan- Hit 25 damage- Bloodied but not Prone. Charge Zombie Ogre #2- Miss.

Kazz- Move V70. Move S74. Lay on Hands Krogan- 8 HP back.

Len- Move V70. Move R72. Action Point. Shove & Slap Ogre Zombie #2- Miss 7 damage & Marked.

Grimm- Move 66L. Penance Stare Zombie Ogre #2- Hit 14 Psychic damage- Bloodied.

Mardred- Double Move L67.

Cinara- Move M67. Charge Zombie Ogre #2- Hit 10 damage. Action Point. Holy Nimbus of Light Ogre Zombie #2- Hit 12 Radiant damage +10 extra =22 damage.

Zombie Ogre #1- Rise Again. Stand. Move U70.

Turn #4

Zombie Ogre #2- Recharge Zombie Smash- Fail. Slam Len- Miss.

Krogan- Howling Strike Zombie Ogre #2- Miss.

Kazz- Move Q73. Holy Strike Zombie Ogre #2- Hit 13 Radiant damage +10 = 23 damage- Dead.

Len- Double Move (Run) L59.

Grimm- Move L60. Move L55 with Stealth.

Mardred- Move L62. Move K60.

Cinara- Shift P71. Stone's Resolve Krogan. Readied Actions if Zombie Ogre #2 rises.

Zombie Ogre #1- Move T73. Zombie Smash Krogan- Hit 16 -5 DR = 11 damage & saves vs Prone.

Turn #5

Krogan-

Kazz-

[/sblock]

GM: I worked that out- that Krogan was going to take a beating, in all honesty I thought he'd end up unconscious and bleeding to death, only Cinara and low dice saved him. Still... is it time for all the little Dwarves to run back the way they came? LOL.

I love this game.


New Map-

http://gallery.rptools.net/v/contrib/goonalan/Dwarf1/093+The+Cave-+Krogan+is+not+well.jpg.html

And... Krogan is up, followed by Kazz.
 
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Mardred (posting out of order because...)

Mardred growls, "Aw, what the feck..."

Exasperated, Mardred double-times it around the bend. I didn't sign up to be a runner; it's not my job.

OOC: Double Move to T-65.
 

Krogan

Krogan will shift back ( shift 2 ) and then run towards the defensive dwarven line. (still have increased movement from the rage, dunno how far I can go, Paul, please calculate the distance and put me there, thanks)
And as a minor action, call in the inner strength of healing..
 

Mardred (posting out of order because...)

Mardred growls, "Aw, what the feck..."

Exasperated, Mardred double-times it around the bend. I didn't sign up to be a runner; it's not my job.

OOC: Double Move to T-65.

OOC: [MENTION=36150]Herobizkit[/MENTION] - no need to come back (i think...) - the ogre didn't kill or knock over Krogan - we can still make it back to the cave, assuming we all get to move before ZO#2 wakes up. we've seen previously that they don't have threatening reach (well, at least their living brethren didn't), so their movement shouldn't provoke OAs either. right now, we need to wait for the init order to move forward me thinks to see what happens first.... Goonalan, thoughts?
 

Krogan will shift back ( shift 2 ) and then run towards the defensive dwarven line. (still have increased movement from the rage, dunno how far I can go, Paul, please calculate the distance and put me there, thanks)
And as a minor action, call in the inner strength of healing..

Krogan races back, still light on his feet, and still seething with rage...

OOC: I just double moved you back, there was no need to shift, the Zombie Ogre's don't have attack of opportunities within 2 squares.


[sblock=Combat]

Encounter #3 Dead Ogres Walking

Turn: 5

Initiative (* = Next to play)

18 Krogan
18 Kazz*
17 Len
15 Grim
Mardred
6 Cinara
3 Zombie Ogre #1

HP & Conditions

PCs
Cinara 29/26 Surges 10/8
Kazzagin 31/30 Surges 13/7
Krogan 34/14 Surges 10/5- Bloodied. Shift 2 & Speed +2. DR5 (from Cinara). +2 on Defences.
Len 29/29 Surges 11/6
Mardred 25/18 Surges 7/5
Grim 25/25 Surges 2/2

Monsters

Zombie Ogre #1-
Zombie Ogre #2- 109 HP damage taken- DEAD (For a bit).

Actions To Date

Turn #1

Zombie Ogre- Move T66. Zombie Smash Mardred- Hit 23 damage- Bloodied & knocked Prone.

Mardred- Second Wind +2 to defences. Total Defence = +4 all defences.

Krogan- Double Move. Action Point. Howling Charge Ogre- Hit 13 damage.

Kazz- Move S64. Combat Challenge Zombie Ogre. Charge Ogre- Hit 6 damaage.

Len- Move M63. Move Q65. Draw Throwing Hammer.

Grim- Move O65. Penance Stare Ogre- Miss.

Cinara- Healing Word +4 HP Mardred. Move L66 then Move back L65. Total Defence +2.

Turn #2

Zombie Ogre #1- Recharge Zombie Smash- Success. Zombie Smash Kazz- Hit 22 damage- Bloodied & Prone.

Zombie Ogre #2- Move N69. Charge Cinara- Miss. Zombie wedged- all have Combat Advantage.

Mardred- Ambush Strike Stand. Dagger with Backstab & Sneak Attack ZO#1- Hit 18 damage.

Krogan- Swift Panther Rage ZO#1- Hit 29 damage- Bloodied. Shift U65.

Kazz- Stand. Second Wind- no longer Bloodied & +2 Defences. Radiant Smite Zombie Ogre #1- Miss. Action Point. Holy Strike Zombie Ogre #1- Miss.

Len- Drop Throwing Hammer. Draw Battleaxe. Charge Shield Bash Zombie Ogre #1- Crit 17 damage +1 Cold damage & Pushed 1 and knocked Prone.

Grimm- Penance Stare Zombie Ogre #1- Hit 14 Psychic Damage- Dead with Dark Reaping. Move 62L.

Cinara- Smite Undead with CA Zombie Ogre #2- Hit 17 damage + 10 (Radiant) =27 damage and Pushed 6 squares and 6 extra damage and Immobilised. Move O65. Healing Word +7 HP Kazz.

Turn #3

Zombie Ogre #2- Immobilised. Ready Action...

Mardred- Delay till after Grimm.

Krogan- Move U72. Charge Zombie Ogre #2- Readied Action Zombie Smash Krogan- Hit 25 damage- Bloodied but not Prone. Charge Zombie Ogre #2- Miss.

Kazz- Move V70. Move S74. Lay on Hands Krogan- 8 HP back.

Len- Move V70. Move R72. Action Point. Shove & Slap Ogre Zombie #2- Miss 7 damage & Marked.

Grimm- Move 66L. Penance Stare Zombie Ogre #2- Hit 14 Psychic damage- Bloodied.

Mardred- Double Move L67.

Cinara- Move M67. Charge Zombie Ogre #2- Hit 10 damage. Action Point. Holy Nimbus of Light Ogre Zombie #2- Hit 12 Radiant damage +10 extra =22 damage.

Zombie Ogre #1- Rise Again. Stand. Move U70.

Turn #4

Zombie Ogre #2- Recharge Zombie Smash- Fail. Slam Len- Miss.

Krogan- Howling Strike Zombie Ogre #2- Miss.

Kazz- Move Q73. Holy Strike Zombie Ogre #2- Hit 13 Radiant damage +10 = 23 damage- Dead.

Len- Double Move (Run) L59.

Grimm- Move L60. Move L55 with Stealth.

Mardred- Move L62. Move K60.

Cinara- Shift P71. Stone's Resolve Krogan. Readied Actions if Zombie Ogre #2 rises.

Zombie Ogre #1- Move T73. Zombie Smash Krogan- Hit 16 -5 DR = 11 damage & saves vs Prone.

Turn #5

Krogan- Move L66. Move L59. Second Wind.

Kazz-

Len-

Grimm-

[/sblock]

Kazz, then Len.

New Map-

094 The Cave- Krogan retreats

Kazz and then Len, please.
 

Kazzagin

Krogan starts to run from the brutal assault by the now once again animated pile of flesh. Kazzagin isn't far behind. He rushes backwards, and grabs Cinara on the shoulder, aware that the ogre beneath them could stand up at any minute. "Run, Cinara!" he bellows, "You be running, no matter if this beast be getting up." And with that he puts both arms and legs into a run, trying to clear as much space as possible.

OOC: Move - Run To L67
Move -Run To L61

[SBLOCK=Kazzagin]Kazzagin
Played by Pinotage
Dwarf Paladin of Pelor Level 1 (XP: 215)

Perception: 11 Insight: 16 Low-light Vision

AC 20 Fortitude 15 Reflex 13 Will 13
Initiative: 0 Speed: 5
Str 18 Con 16 Dex 10 Int 8 Wis 13 Cha 14

Hit Points: 30 / 31 Bloodied: 15
Temporary Hit Points: 0
Healing Surge: 7 Surges per day: 7 / 13

Resist:
Saving Throw: +5 vs Poison.

Action Points: 0
Second Wind: *1 (Minor Action)

Languages: Common, Dwarven.

Trained Skills: Heal +6, Insight +6, Intimidate +7, Religion +4.
Other Skills: Acrobatics -4, Arcana -1, Athletics 0, Bluff +2, Diplomacy +2, Dungeoneering +3, Endurance +1, History -1, Nature +1, Perception +1, Stealth -4, Streetwise +2, Thievery -4.

Feats: Weapon Expertise (Axe).

Traits:
Stand Your Ground- You move 1 less square with Forced Movement, and get an Immediate Saving Throw to avoid being knocked Prone.

At-Will Powers: Standard Actions.
Melee Basic Attack (Battleaxe): +7 vs AC 1d10+4 damage.
Ranged Basic Attack (Hand Axe): Range 5/10 +7 vs AC 1d6+4 damage.
Holy Strike (Battleaxe): +7 vs AC 1d10+4 Radiant damage. If you marked the target it takes an 1 (Wis Bonus) damage.
Valiant Strike (Battleaxe): +7 vs AC 1d10+4 damage. +1 To Hit per enemy adjacent to you.

At-Will Powers: Minor Actions.
Divine Challenge: One target in Close Burst 5. The target is Marked by you. The target must include you in any attack it makes, if it fails to do so it takes 5 (3 + Cha Bonus) Radiant damage. The mark lasts until you mark a different creature, or if you do not attack the target or do not end your turn adjacent to the target. You can only use this power once/Turn. Minor Action.
*Lay on Hands: You can use this power 1/day (Wis Bonus). You spend a Healing Surge but regain no Hit Points, one ally you touch regains Hit Points as if they had spent a Healing Surge. Minor Action.

Encounter Powers: Standard Actions.
*Radiant Smite (Battleaxe): +7 vs AC 2d10+5 Radiant damage (including Wis Bonus to damage).

Encounter Powers: Minor Actions.
Divine Mettle: One creature in Close Burst 10 makes a Save with a +2 (Cha Bonus) bonus. This is a Channel Divinity Power- you can only use one Channel Divinity Power per Encounter. Minor Action.
Divine Strength: You apply +4 (Str Bonus) to your next damage roll this turn. This is a Channel Divinity Power- you can only use one Channel Divinity Power per Encounter. Minor Action.
Second Wind: Healing Surge & +2 to all Defences until end of next turn. Minor Action.

Daily Powers: Standard Actions.
Paladin's Judgement (Battleaxe): +7 vs AC 3d10+4 damage and one ally within 5 squares can spend a Healing Surge. Miss: One ally within 5 squares can spend an a Healing Surge.

Conditions:

Equipment: Plate Armor, Heavy Shield, Battleaxe, Handaxe (4), Adventurer's Kit (Backpack, Bedroll, Flint and Steel, Belt Pouch, Trail Rations (10), Hempen Rope (50 ft.), Sunrods (2), Waterskin), Holy Symbol (Pelor), Torch (4), Oil (Pint) (6), Lantern, Climber's Kit, Trail Rations (10), Waterskin, Hempen Rope (50 ft.), Sunrods (4)

Gold: 39 gp 6 sp[/SBLOCK]
 

Krogan starts to run from the brutal assault by the now once again animated pile of flesh. Kazzagin isn't far behind. He rushes backwards, and grabs Cinara on the shoulder, aware that the ogre beneath them could stand up at any minute. "Run, Cinara!" he bellows, "You be running, no matter if this beast be getting up." And with that he puts both arms and legs into a run, trying to clear as much space as possible.

OOC: Move - Run To L67
Move -Run To L61

[SBLOCK=Kazzagin]Kazzagin
Played by Pinotage
Dwarf Paladin of Pelor Level 1 (XP: 215)

Perception: 11 Insight: 16 Low-light Vision

AC 20 Fortitude 15 Reflex 13 Will 13
Initiative: 0 Speed: 5
Str 18 Con 16 Dex 10 Int 8 Wis 13 Cha 14

Hit Points: 30 / 31 Bloodied: 15
Temporary Hit Points: 0
Healing Surge: 7 Surges per day: 7 / 13

Resist:
Saving Throw: +5 vs Poison.

Action Points: 0
Second Wind: *1 (Minor Action)

Languages: Common, Dwarven.

Trained Skills: Heal +6, Insight +6, Intimidate +7, Religion +4.
Other Skills: Acrobatics -4, Arcana -1, Athletics 0, Bluff +2, Diplomacy +2, Dungeoneering +3, Endurance +1, History -1, Nature +1, Perception +1, Stealth -4, Streetwise +2, Thievery -4.

Feats: Weapon Expertise (Axe).

Traits:
Stand Your Ground- You move 1 less square with Forced Movement, and get an Immediate Saving Throw to avoid being knocked Prone.

At-Will Powers: Standard Actions.
Melee Basic Attack (Battleaxe): +7 vs AC 1d10+4 damage.
Ranged Basic Attack (Hand Axe): Range 5/10 +7 vs AC 1d6+4 damage.
Holy Strike (Battleaxe): +7 vs AC 1d10+4 Radiant damage. If you marked the target it takes an 1 (Wis Bonus) damage.
Valiant Strike (Battleaxe): +7 vs AC 1d10+4 damage. +1 To Hit per enemy adjacent to you.

At-Will Powers: Minor Actions.
Divine Challenge: One target in Close Burst 5. The target is Marked by you. The target must include you in any attack it makes, if it fails to do so it takes 5 (3 + Cha Bonus) Radiant damage. The mark lasts until you mark a different creature, or if you do not attack the target or do not end your turn adjacent to the target. You can only use this power once/Turn. Minor Action.
*Lay on Hands: You can use this power 1/day (Wis Bonus). You spend a Healing Surge but regain no Hit Points, one ally you touch regains Hit Points as if they had spent a Healing Surge. Minor Action.

Encounter Powers: Standard Actions.
*Radiant Smite (Battleaxe): +7 vs AC 2d10+5 Radiant damage (including Wis Bonus to damage).

Encounter Powers: Minor Actions.
Divine Mettle: One creature in Close Burst 10 makes a Save with a +2 (Cha Bonus) bonus. This is a Channel Divinity Power- you can only use one Channel Divinity Power per Encounter. Minor Action.
Divine Strength: You apply +4 (Str Bonus) to your next damage roll this turn. This is a Channel Divinity Power- you can only use one Channel Divinity Power per Encounter. Minor Action.
Second Wind: Healing Surge & +2 to all Defences until end of next turn. Minor Action.

Daily Powers: Standard Actions.
Paladin's Judgement (Battleaxe): +7 vs AC 3d10+4 damage and one ally within 5 squares can spend a Healing Surge. Miss: One ally within 5 squares can spend an a Healing Surge.

Conditions:

Equipment: Plate Armor, Heavy Shield, Battleaxe, Handaxe (4), Adventurer's Kit (Backpack, Bedroll, Flint and Steel, Belt Pouch, Trail Rations (10), Hempen Rope (50 ft.), Sunrods (2), Waterskin), Holy Symbol (Pelor), Torch (4), Oil (Pint) (6), Lantern, Climber's Kit, Trail Rations (10), Waterskin, Hempen Rope (50 ft.), Sunrods (4)

Gold: 39 gp 6 sp[/SBLOCK]

OOC: is Cinara able to forego her readied action now that Kazz and Krogan have cleared the ogres and run behind (only 1 turn's worth, she shifted on her last move)? Or is she now stuck there until her init comes up again? If so, great. If not, fingers crossed! LOL
 

Krogan starts to run from the brutal assault by the now once again animated pile of flesh. Kazzagin isn't far behind. He rushes backwards, and grabs Cinara on the shoulder, aware that the ogre beneath them could stand up at any minute. "Run, Cinara!" he bellows, "You be running, no matter if this beast be getting up." And with that he puts both arms and legs into a run, trying to clear as much space as possible.

OOC: Move - Run To L67
Move -Run To L61

And off goes Kazz, leaving Cinara on her own- however the Zombie Ogre shows no sign of rising yet.

[sblock=Combat]

Encounter #3 Dead Ogres Walking

Turn: 5

Initiative (* = Next to play)

18 Krogan
18 Kazz
17 Len*
15 Grim
Mardred
6 Cinara
3 Zombie Ogre #1

HP & Conditions

PCs
Cinara 29/26 Surges 10/8
Kazzagin 31/30 Surges 13/7
Krogan 34/14 Surges 10/5- Bloodied. Shift 2 & Speed +2. DR5 (from Cinara). +2 on Defences.
Len 29/29 Surges 11/6
Mardred 25/18 Surges 7/5
Grim 25/25 Surges 2/2

Monsters

Zombie Ogre #1-
Zombie Ogre #2- 109 HP damage taken- DEAD (For a bit).

Actions To Date

Turn #1

Zombie Ogre- Move T66. Zombie Smash Mardred- Hit 23 damage- Bloodied & knocked Prone.

Mardred- Second Wind +2 to defences. Total Defence = +4 all defences.

Krogan- Double Move. Action Point. Howling Charge Ogre- Hit 13 damage.

Kazz- Move S64. Combat Challenge Zombie Ogre. Charge Ogre- Hit 6 damaage.

Len- Move M63. Move Q65. Draw Throwing Hammer.

Grim- Move O65. Penance Stare Ogre- Miss.

Cinara- Healing Word +4 HP Mardred. Move L66 then Move back L65. Total Defence +2.

Turn #2

Zombie Ogre #1- Recharge Zombie Smash- Success. Zombie Smash Kazz- Hit 22 damage- Bloodied & Prone.

Zombie Ogre #2- Move N69. Charge Cinara- Miss. Zombie wedged- all have Combat Advantage.

Mardred- Ambush Strike Stand. Dagger with Backstab & Sneak Attack ZO#1- Hit 18 damage.

Krogan- Swift Panther Rage ZO#1- Hit 29 damage- Bloodied. Shift U65.

Kazz- Stand. Second Wind- no longer Bloodied & +2 Defences. Radiant Smite Zombie Ogre #1- Miss. Action Point. Holy Strike Zombie Ogre #1- Miss.

Len- Drop Throwing Hammer. Draw Battleaxe. Charge Shield Bash Zombie Ogre #1- Crit 17 damage +1 Cold damage & Pushed 1 and knocked Prone.

Grimm- Penance Stare Zombie Ogre #1- Hit 14 Psychic Damage- Dead with Dark Reaping. Move 62L.

Cinara- Smite Undead with CA Zombie Ogre #2- Hit 17 damage + 10 (Radiant) =27 damage and Pushed 6 squares and 6 extra damage and Immobilised. Move O65. Healing Word +7 HP Kazz.

Turn #3

Zombie Ogre #2- Immobilised. Ready Action...

Mardred- Delay till after Grimm.

Krogan- Move U72. Charge Zombie Ogre #2- Readied Action Zombie Smash Krogan- Hit 25 damage- Bloodied but not Prone. Charge Zombie Ogre #2- Miss.

Kazz- Move V70. Move S74. Lay on Hands Krogan- 8 HP back.

Len- Move V70. Move R72. Action Point. Shove & Slap Ogre Zombie #2- Miss 7 damage & Marked.

Grimm- Move 66L. Penance Stare Zombie Ogre #2- Hit 14 Psychic damage- Bloodied.

Mardred- Double Move L67.

Cinara- Move M67. Charge Zombie Ogre #2- Hit 10 damage. Action Point. Holy Nimbus of Light Ogre Zombie #2- Hit 12 Radiant damage +10 extra =22 damage.

Zombie Ogre #1- Rise Again. Stand. Move U70.

Turn #4

Zombie Ogre #2- Recharge Zombie Smash- Fail. Slam Len- Miss.

Krogan- Howling Strike Zombie Ogre #2- Miss.

Kazz- Move Q73. Holy Strike Zombie Ogre #2- Hit 13 Radiant damage +10 = 23 damage- Dead.

Len- Double Move (Run) L59.

Grimm- Move L60. Move L55 with Stealth.

Mardred- Move L62. Move K60.

Cinara- Shift P71. Stone's Resolve Krogan. Readied Actions if Zombie Ogre #2 rises.

Zombie Ogre #1- Move T73. Zombie Smash Krogan- Hit 16 -5 DR = 11 damage & saves vs Prone.

Turn #5

Krogan- Move L66. Move L59. Second Wind.

Kazz- Move (Run) L67. Move (Run) L61.

Len-

Grimm-

[/sblock]

Next up Len, the Grimm, then Mardred (who will probably want to reconsider his previous post).

GM: As for Cinara, Ready an Action is a Standard Action- therefore you have spent all you actions for that turn already Move-Minor-Standard. In your post you said you were going to use an action point- this made me think, can you actually do that? The answer is probably no, although I'm open to other offers (and discussion). By Readying and Action you are in effect turning your next action- in your case your attack in to an Immediate Reaction (you can also use a Readied Action as an Immediate Interrupt), in simple turns you are waiting to react to a set of circumstances. As we know in normal game terms you cannot use an Action Point after an Immediate Reaction or Interrupt- you can only use an Action Point in your turn. If you could then Fighters in particular with their Combat Challenges would become a lot nastier- they would attack with a Combat Challenge attack and then be able to Action Point again- effectively getting two bites of the cherry.

However... the rules state-

'If the trigger doesn’t occur or you choose to ignore it, you can’t use your readied action, and you take your next turn as normal.'

Which means you forfeit this turn and cannot move until your next turn.

Also-

'Reset Initiative: After you resolve your readied action, move your place in the initiative order to directly before the creature or the event that triggered your readied action.'

So, your choices are-
1) Take your attack as per your Readied Action, but not your Action Point.
2) Don't take your Readied Action and wait until your next Turn to do whatever it is you want to do.

I am open to discussion.


New Map-

095 The Cave- Kazz retreats

To save time I am happy to Move all of the PCs back and in to position in the Spider Cave- wherever you want them to be, within reason, however I would like to play out Cinara's quandry.

Can I get feedback from you- just tell me where it is you want to set up in the Spider Cave and I can take over and do all of the movement for all PCs (to save time), except Cinara... If this is acceptable then just tell me which square you are heading for in the Spider Cave- I believe the idea is for four melee attackers to occupy K54, L54, M54 & M55- and for the those with ranged attacks to be a few squares behind this front line.
 

Len

Len makes his way back to the 'line in the sand' chosen as our point of defence. He turns, shield held at the ready, and holds ready his axe, just in case one of the big dead, yet not dead, things is able to move in quickly.
OOC: Run to L54
Ready shield feint


OOC: It makes a certain amount of sense to be able to abandon a readied action, and still be able to act in some way, but only allow some of the basic actions - fight or flight. Basically the character has given up waiting, but it would definitely also include a change of initiative. But whatever you decide will be fine, as it might make some situations more complicated.
 

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