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

Cinara

"Hear me brothers! FALL BACK! Another beast comes this way! I'll hold the line until you are clear!"

OOC: Move (continued) one more step back to L65. Hoping the narrow pass makes it difficult for the ogre to fight.
Standard: TOTAL DEFENSE

Cinara shuffles back and readies herslf, the thing is going to hit hard...

[sblock=Combat]

Encounter #3 Dead Ogres Walking

Turn: 1

Initiative (* = Next to play)

20 Zombie Ogre #1*
20 Zombie Ogre #2
19 Mardred
18 Krogan
18 Kazz
17 Len
15 Grim
6 Cinara

HP & Conditions

PCs
Cinara 29/26 Surges 10/8 +2 all Defences.
Kazzagin 31/31 Surges 13/10
Krogan 34/34 Surges 10/6
Len 29/29 Surges 11/6
Mardred 25/18 Surges 7/5 Prone. +4 all Defences.
Grim 25/25 Surges 2/2

Monsters

Zombie Ogre #1- 19 HP damage taken. Marked Kazz.
Zombie Ogre #2

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-

Zombie Ogre #2-

Mardred-

[/sblock]
 

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Zombie Ogre #1

"Aaaaaaargghhhh!"

The two-handed over head blow comes again- at Kazz...

Kazz assumes the position, the position being sprawled on the floor clutching his head (Prone).

[sblock=Zombie Ogre #1 Combat]
Free: Recharge Zombie Smash on 56-
Standard: Zombie Smash Kazz- Hit 22 damage & Prone (Bloodied).
[/sblock]

Zombie Ogre #2

"Aaaaaaargghhhh!"

The second of the huge mountains of rotten flesh shambles forward, and then breaks into some sort flesh jiggling charge, right armed cocked- ready to deliver its slam...

THUNK!

Several things happen at once, the Ogre Zombie swings its meaty fist- Cinara ducks and the offending limbs passes over her head- harmlessly.

Then the 'Thunk!' the Zombie Ogre's forward movement is suddenly arrested, it kicks the air- it's wedged tight in to the gap.

You have Combat Advantage against Zombie Ogre #2, until it gets free.

[sblock=Zombie Ogre #1 Combat]
Move: N69.
Standard: Charge Cinara- Miss & Wedged in.
[/sblock]

GM: Nearly- nearly a crit for Kazz, and a Crit would be 38 damage... and if ZO#2 had rolled a little higher, like a '6' instead of a '4', then Cinara would be unconscious right now. May I suggest that Total Defence et al versus a creature with +13 To Hit is... I'll be honest here- does anyone know what kills Undead? If not I would keep making the Monster Knowledge checks as Free Actions- although only one of you have had a go at this as of yet... You're all going to die! You're all going to die! You're all going to die! You're all going to die! Unless you suddenly find your A-game that is.

Come on- make me eat my words...



[sblock=Combat]

Encounter #3 Dead Ogres Walking

Turn: 1

Initiative (* = Next to play)

20 Zombie Ogre #1
20 Zombie Ogre #2
19 Mardred*
18 Krogan
18 Kazz
17 Len
15 Grim
6 Cinara

HP & Conditions

PCs
Cinara 29/26 Surges 10/8 +2 all Defences.
Kazzagin 31/9 Surges 13/10- Bloodied & Prone.
Krogan 34/34 Surges 10/6
Len 29/29 Surges 11/6
Mardred 25/18 Surges 7/5 Prone. +4 all Defences.
Grim 25/25 Surges 2/2

Monsters

Zombie Ogre #1- 19 HP damage taken. Marked Kazz.
Zombie Ogre #2- wedged all Have Combat Advantage.

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-

[/sblock]

New Map-

http://gallery.rptools.net/v/contrib/goonalan/Dwarf1/078+The+Cave-+WEDGED.jpg.html

Mardred you're up...
 
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GM: does anyone know what kills Undead? If not I would keep making the Monster Knowledge checks as Free Actions- although only one of you have had a go at this as of yet...

OOC: Well Cinara did get a 17 on her Religion check which would normally provide a decent amount of info at lvl1, but that didn't turn up very much...I'll retcon another one here for her last turn (a 19 now)... and, out of character, for her to deal any radiant damage, she has to be in melee... so, I'll be honest, I guess I'm missing something other than using terrain to our advantage by getting behind a bottleneck. Someone smarter than me (or Cinara!) got a good idea? :)
 
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Krogan

OOC: I know what kills zombies! Damage ;-)
All jokes aside.. radiant damage is the way to go, as far as I know... now, the only question is how the hell are we gonna dish out more than 250 dmg!
I suggest to fall back to the cave section where there can be only one Zombie on us at the time. But that also means that only 2 melee characters can be active at the time unless we fall back all the way to the entrance of this cave where is a larger section for us to maneuver. Anyone that has some radiant powers would be our best bet of victory, and we should protect that character at all costs. Also, I think that they suck at will defense! Paul if this is too much info, disregard the comments and we will roll whatever checks we need to confirm/deny this. So.. bottleneck (as Larry said) is the way to go, to maximize our chances of survival. This is tough, but with a little luck of the dice we will all get trough!(M,L,K 56 on a map num. 74, and ranged char in the back.. I think we have a shot for running here, since Zombie 2 is wedged...)
And for the record.. If I am going to die, I am gonna take one of those sons of biatches with me!
 
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OOC: Well Cinara did get a 17 on her Religion check which would normally provide a decent amount of info at lvl1, but that didn't turn up very much...I'll retcon another one here for her last turn (a 19 now)... and, out of character, for her to deal any radiant damage, she has to be in melee... so, I'll be honest, I guess I'm missing something other than using terrain to our advantage by getting behind a bottleneck. Someone smarter than me (or Cinara!) got a good idea? :)

[sblock=Reply]No, you've got the answer there- I'm just not sure all of the players know that... If I'm honest I was wondering why you didn't just Ready an Action to hit it with the Smite Undead- it's against Will very low score with Undead (and Zombies- compared to others anyway), and sends it away and Immobilised. Or even move up and AP then Smite Undead...

I don't know if Pinotage knows about Radiant damage?

The other strangeness, from my POV, is how cautious you guys are, as in encounter powers seem to get saved- it looked that way (seemingly) in the previous fights too. I'm sad by nature, but see my sig in which I catalogue the damage output for adventuring parties in various scenarios, if I were to generalise (and there are another 16 or so adventures I have done this for and not posted yet- up to mid-Paragon level). Then mostly encounter powers have been all used up by round three or four with low level guys, and damage output in rounds 1-3 are staggering, with the PCs averaging something like 3-4x the bad guys by rounds 2 & 3. By round 4 you have either entered the attrition phase (grindy), or else you have broken the back of the encounter, or else it's time for Daily powers to get spent, or to flee.

I'm not saying this is how it works, I'm saying observably this is how it generally plays out in the 20 or so games (scenarios) I have catalogued (actually over 80 sessions now- 400+ hours of play).

It's odd from my perspective (seemingly) seeing this version of 4e (PBP), which seems to engender (so far) a degree more caution, or lese less short-termism. I wonder is it do with the immediacy- when you're round a table someone taking a big hit sends a shockwave through the players, and usually leads to big hits- Encounters and Action Points get spent at low levels. At higher levels there's usually a Daily Splurge.

Round the table a PC goes from full to a handfull of HP then the room lights up- guys shouting the odds, stomping and swearing and... the big guns get served.

The same to a lesser extent with the opening, the Controllers get their Burst and Blasts in (particularly if there are multiple (many) targets, then some monster gets concentrated fire/attacks and taken down.

I appreciate you're in a tight spot (again- it's a terrible scenario for that) but I'm fretting already that another one of you is going to get killed... hence the wedged Ogre.

Cheers Goonalan.[/sblock]
 

Mardred grimaces as Kazz suffers the same crushing blow that nearly killed him a short moment ago. Feeling bolstered by a sudden rush of healing energy, Mardred pops up like a cat and flings a dagger towards the Zombie Ogre...

OOC: Move action to stand, At-Will: Ambush Trick. Burn action point for Encounter: Backstab, fling a dagger

... and manages a cheer (which sounds more like a squeak) when the dagger hits true.

OOC: I didn't build this character from scratch, and I've only played a handful of 4e games IRL. The guy doesn't even have a Daily! lol But yeah, hope @ripjames won't be disappointed if he ends up going squish.
 
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Mardred grimaces as Kazz suffers the same crushing blow that nearly killed him a short moment ago. Feeling bolstered by a sudden rush of healing energy, Mardred pops up like a cat and flings a dagger towards the Zombie Ogre...

OOC: Move action to stand, Encounter: Ambush Trick, fling a dagger

... and manages a cheer (which sounds more like a squeak) when the dagger hits true.

OOC: I didn't build this character from scratch, and I've only played a handful of 4e games IRL. The guy doesn't even have a Daily! lol But yeah, hope @ripjames won't be disappointed if he ends up going squish.

The dagger 'thunks' in to the Ogre Zombie's forehead, the creature looks left, then right- trying to see where the dagger had landed- black ichor (foul blood) begins to ooze from the wound.

The Zombie Ogre gets it, and makes ready to pound Kazzagin in to the ground next turn.

[sblock=Combat]

Encounter #3 Dead Ogres Walking

Turn: 1

Initiative (* = Next to play)

20 Zombie Ogre #1
20 Zombie Ogre #2
19 Mardred
18 Krogan*
18 Kazz
17 Len
15 Grim
6 Cinara

HP & Conditions

PCs
Cinara 29/26 Surges 10/8 +2 all Defences.
Kazzagin 31/9 Surges 13/10- Bloodied & Prone.
Krogan 34/34 Surges 10/6
Len 29/29 Surges 11/6
Mardred 25/18 Surges 7/5
Grim 25/25 Surges 2/2

Monsters

Zombie Ogre #1- 37 HP damage taken. Marked Kazz.
Zombie Ogre #2- wedged all Have Combat Advantage.

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-

Kazz-

Len-

Grimm-

Cinara-

[/sblock]

New Map-

079 The Cave- Mardred hits the spot

Krogan is up next, followed by Kazz.

Happy hunting...
 

Krogan

Judging by the last fight that we had, Ogres are quick on their feet and there is nothing Krogan could do to outmaneuver them AND not leave the others form the group to suffer in his stead. He could dodge and duck from this creature, but he wasn`t about to leave Kazz to die. Filling his hart with hatred towards this foul creature, Krogan grasped the hilt of his axe until his knuckles were as white as the bones of his forefathers.

OOC: This was a tough decision. Mardred decided to stay and fight, so will I. If anyone has a power that will make these creatures stop in their tracks and help us better position ourselves, use it.


OOC: Krogan goes balistic. (Swift panther rage)
After attack, shift to U65.. my power allows me to shift 2 as a move action
 

Judging by the last fight that we had, Ogres are quick on their feet and there is nothing Krogan could do to outmaneuver them AND not leave the others form the group to suffer in his stead. He could dodge and duck from this creature, but he wasn`t about to leave Kazz to die. Filling his hart with hatred towards this foul creature, Krogan grasped the hilt of his axe until his knuckles were as white as the bones of his forefathers.

OOC: This was a tough decision. Mardred decided to stay and fight, so will I. If anyone has a power that will make these creatures stop in their tracks and help us better position ourselves, use it.


OOC: Krogan goes balistic. (Swift panther rage)
After attack, shift to U65.. my power allows me to shift 2 as a move action

SMASH!

Krogan steps back to see what he has wrought, a good half of the Ogres flesh- sliced down from its face to its left knee hangs down, it's as if the creature is being unpeeled to observe the bones beneath.

A monstrous blow that leaves Krogan seething with fury, but light on his feet- particularly for a Dwarf.

The Ogre staggers, incapable of sound...


[sblock=Combat]

Encounter #3 Dead Ogres Walking

Turn: 2

Initiative (* = Next to play)

20 Zombie Ogre #1
20 Zombie Ogre #2
19 Mardred
18 Krogan
18 Kazz*
17 Len
15 Grim
6 Cinara

HP & Conditions

PCs
Cinara 29/26 Surges 10/8 +2 all Defences.
Kazzagin 31/9 Surges 13/10- Bloodied & Prone.
Krogan 34/34 Surges 10/6 Shift 2 & Speed +2 Rage
Len 29/29 Surges 11/6
Mardred 25/18 Surges 7/5
Grim 25/25 Surges 2/2

Monsters

Zombie Ogre #1- 66 HP damage taken- Bloodied. Marked Kazz.
Zombie Ogre #2- wedged all Have Combat Advantage.

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-

Len-

Grimm-

Cinara-

[/sblock]

I take it all back... you're my heroes.

New Map-

080 The Cave- Krogan hurt Zombie Ogre bad

Take a look at that Health Bar... not good.

Kazz you're up- finish him!

Easy! Easy! Easy! Easy! Easy! Easy! Easy! Easy! Easy! Easy! Easy! Easy! Easy! Easy! Easy! Easy! Easy! Easy! Easy! Easy! Easy! Easy! Easy! Easy! Easy! Easy! Easy! Easy! Easy! Easy! Easy! Easy! Easy! Easy! Easy! Easy!
 

Kazzagin

The first thought that went through Kazzagin's head was one of pain. His arm flared as the blow struck, still not fully recovered from the previous ogre that had done the same thing. Muscles and bone almost bent as his shield buckled from the blow, and his knees gave way to the force. He landed on the ground behind his shield, a moment of panic hitting him.

Quickly regaining control he jumped up and took a deep breath, dodging a clumsy strike from the ogre. He manuevered into position, waiting for those massive flailing arms to give way. A moment later he moved in for the strike, but the creature was faster than he imagined and his axe one bit cold stone. He needed to push, though, and without a second thought he swung on the backswing again, calling on Pelor for further aid. Again the blow missed, leaving Kazzagin fearing what was next.


OOC: Move - Stand Up from Prone
Minor - Second Wind - 7 hp back
Standard - Radiant Smite 8 vs Ogre - Miss
Action Point - Holy Smite 13 vs Ogre - Miss

[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: 16 / 31 Bloodied: 15
Temporary Hit Points: 0
Healing Surge: 7 Surges per day: 9 / 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]
 
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