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


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Mardred

OOC: My attack is also Ranged.
Mardred skips back, winds up, and lets loose a dagger...

OOC: 5' step activates Ambush Trick. CA gives +2 to hit....

Aaaaand I can't find Mardred's dang sheet.
 
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A breath of relief escaped him when he reached the others of his expedition party, glad that, for now, they were all safe. Cinara's daring saving of Krogan had made sure of that. He gave the dwarf a nod of appreciation, and then stood ready to strike the massive ogre if it came lumbering this way. Krogan jumped in even before it had fully reached them. It gave Kazzagin an oppotunity to strike while the zombie ogre was distracted, but also made the blow land fairly weakly. Still, with Pelor's might behind the strike, the battleaxe seared undead flesh as it cut into the massive creature. "Begone, foul beast!" he spat.

OOC: Standard - Ready an Action - Holy Strike 25 vs Zombie Ogre - Damage 5 hp radiant damage (15 hp with Vulnerability).

OOC: Roll for Grim's Penance Stare below. It would be triggered first, as it is a ranged attack

GM: I figured with two Zombie Ogres coming in then it didn't really matter the order, so I thought I'd just stick with initiative... but anyway.


Kazz slices in to the great beast, his blade searing and and stinging the creature with it's radiant attack... but it's not enough, the Zombie Ogre comes on...

Alas Grim's withering stare does little to slow the creature's pace, the Zombie Ogre ignores the look and presses on...

[sblock=Combat]

Encounter #3 Dead Ogres Walking

Turn: 7

Initiative (* = Next to play)

18 Krogan
18 Kazz
17 Len*
15 Grim
Mardred*
Cinara*
10 Zombie Ogre #2
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.
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- 15 HP damage taken.

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- Move L54. Ready Shield Feint.

Grimm- Move L52. Ready Penance Stare.

Mardred- Move (Run) K52. Ready Ranged Dagger.

Cinara- Action Point. Move (Run) L64.

Zombie Ogre #2- Reanimate. Stand. Move L67.

Zombie Ogre #1- Move V69. Move T65.

Turn #6

Krogan- Move K54. Ready Action.

Kazz- Move (Run) M55. Ready Action.

Len- Ready Action.

Grimm- Ready Action.

Mardred- Ready Action.

Cinara- Move L59. Move M54.

Zombie Ogre #2- Move L65- with squeeze. Move L61.

Zombie Ogre #1- Move P64. Move L63.

Turn #7

Krogan- Ready Action.

Kazz- Ready Action.

Len- Ready Action.

Grimm- Ready Action.

Mardred- Ready Action.

Cinara- Ready Action.

Zombie Ogre #2- Move K57. Charge & Trigger all Readied Actions. Krogan Howling Strike ZO #2- Miss. Kazz Holy Smite ZO #2- Hit 5 Radiant damage +10 = 15 damage. Grim Penance Stare ZO #2- Miss.

[/sblock]

New Map- nobody has moved same map.

You're about to get in to trouble again, left to unload are Mardred, Len and lastly Cinara... And there's another of the great beasts following up.
 


Len

Len surges in with his companions, 'Come on ugly, stinky, dead thing' he screams - not exactly a morale bursting war cry, but at least its an accurate description.


And another companion hits nothing but air!!

OOC: Damn those dice!!
 

OOC: I can't read those sheets... don't know what program to use. If it's the D&D Insider program, I don't have it.

[sblock=Mardred, put this somewhere safe]
Mardred
Played by Ripjames
Dwarf Thief Level 1

Perception: 18 Insight: 13 Low-light Vision

AC 15 Fortitude 11 Reflex 15 Will 13
Initiative: 3 Speed: 5
Str 8 Con 13 Dex 17 Int 11 Wis 16 Cha 13

Hit Points: 25 / 25 Bloodied: 12
Temporary Hit Points: 0
Healing Surge: 6 Surges per day: 7 / 7

Resist:
Saving Throw: +5 vs Poison.

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

Languages: Common, Dwarven.

Trained Skills: Acrobatics +8, Bluff +6, Perception +8, Stealth +8, Streetwise +6, Thievery +8.
Other Skills: Arcana 0, Athletics -1, Diplomacy +1, Dungeoneering +5, Endurance +3, Heal +3, History 0, Insight +3, Intimidate +1, Nature +3, Religion 0.

Feats: Backstabber.

Traits:
Stand Your Ground- You move 1 less square with Forced Movement, and get an Immediate Saving Throw to avoid being knocked Prone.
First Strike- At the start of any Encounter you gain Combat Advantage over any foe that has not acted yet.
Weapon Finesse- Use Dex not Str for Basic Attacks, with +2 damage for Light Blades, Hand Crossbows, Shortbows & Slings

At-Will Powers: Standard Actions.
Melee Basic Attack (Dagger): +6 vs AC 1d4+5 damage.
Melee Basic Attack (Shortsword): +6 vs AC 1d6+5 damage.
Ranged Basic Attack (Dagger): Range 5/10 +6 vs AC 1d4+5 damage.
Ranged Basic Attack (Shortbow): Range 15/30 +5 vs AC 1d8+5 damage.

At-Will Powers: Move Actions.
Ambush Trick: You Move your Speed. You have Combat Advantage over all enemies within 5 squares of you who are not adjacent to one of their allies. Move Action.
Sneak's Trick: You Move up to 3 squares (Speed -2), and then can make a Stealth Check to remain or become Hidden, providing you have some form of cover or concealment. Move Action.

At-Will Powers: Free Actions.
Sneak Attack: Once per Turn, when you have Combat Advantage and hit with a Crossbow, Light Blade, Shortbow or Sling, you do an extra 2d8 damage. Free Action.

Encounter Powers: Minor Actions.
Second Wind: Healing Surge & +2 to all Defences until end of next turn. Minor Action.

Encounter Powers: Free Actions.
Backstab: You make a Basic Attack (with a Weapon) against an enemy within 5 squares you have Combat Advantage against. You gain +3 To Hit and do an extra 1d6 damage. Free Action.

Conditions:
[/sblock]
 

Cinara,

Looking left and right at her assembled Bottom Dwellers, Cinara was suddenly filled with a sense of pride. 'Here we are, assembled as one,' she thought. Just as Moradin meant for all Dwarves, noble or lower, forgeborn or otherwise. One wall, one mission, one great uber-Dwarf. It was inspiring.

"Like waves upon the cliffs, these beasts will break and fall before us, men! Do not lose your resolve and know we cannot be bested!"

Ready for their approach, Cinara watches as her brothers' attacks make and miss the mark. Amazed the creature continues to advance, she will the very stone of the ogre's passage to break free and rain down upon it as her hammer adds to the fray.

OOC: Looks like Cinara's luck has finally run out...fortunately, whether the attack hits or not, each ally (incl Cinara) within 3 squares of Cinara gains +2 power bonus to AC and Fort until the end of her next turn.
 
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Mardred skips back, winds up, and lets loose a dagger...

OOC: move "South" two squares, Ambush Trick now active. CA +2 to hit.

My math is all messed up. That '3' stuck in my head. SHould be 19 total to hit.
 
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Cinara,

Looking left and right at her assembled Bottom Dwellers, Cinara was suddenly filled with a sense of pride. 'Here we are, assembled as one,' she thought. Just as Moradin meant for all Dwarves, noble or lower, forgeborn or otherwise. One wall, one mission, one great uber-Dwarf. It was inspiring.

"Like waves upon the cliffs, these beasts will break and fall before us, men! Do not lose your resolve and know we cannot be bested!"

Ready for their approach, Cinara watches as her brothers' attacks make and miss the mark. Amazed the creature continues to advance, she will the very stone of the ogre's passage to break free and rain down upon it as her hammer adds to the fray.

OOC: Looks like Cinara's luck has finally run out...fortunately, whether the attack hits or not, each ally (incl Cinara) within 3 squares of Cinara gains +2 power bonus to AC and Fort until the end of her next turn.

Cinara swings with all her might, alas her warhammer merely ricochets of the beasts tough frame...

Which just leaves Mardred...
 

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