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


OOC: Will this be enough? I am hoping for a miracle :-). If so... In the next round I will cut off the beast head and/or arms


GM: I wont comment on the Attack, I'm at work at the moment. I do want to comment on the above. When the Ogre Zombie dies it dies- any more damage you do to it is useless, it's dead.

A round later (that's 6 seconds real world), it opens its eyes as it is effectively healed (raise undead)- whatever the state of its body... it re-rolls Initiative so you don't know when it's going to get up.

So let's get this clear- it's going to get back up, no matter what you do, read on though-

And Ogres don't have eyes so as much burning pinpricks of light, so...

That said you can stand next to the thing and "Ready an Action" for it to awake, you'd have Combat Advantage (Prone), and I'll give you an extra +2 To Hit because I'm generous that way, but... when it's up, it's up. Even if all the flesh is gone and it's an Ogre Skeleton...

Remember it's a smushed up shambling corpse to begin with- it's not precision engineering.

Now in the one round it's dead you can beat on it- but its 6 seconds people, if you want to sever its head then make a very good To Hit roll and do lots of damage because if you don't- well, that heads still hanging on. Same with any other part of the body- you are not going to dismember the thing in 6 seconds, not unless you all roll '20's and the other Zombie Ogre waits for you finish...

Have fun- and play nicely you guys.
 

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Krogan

GM: I wont comment on the Attack, I'm at work at the moment. I do want to comment on the above. When the Ogre Zombie dies it dies- any more damage you do to it is useless, it's dead.

A round later (that's 6 seconds real world), it opens its eyes as it is effectively healed (raise undead)- whatever the state of its body... it re-rolls Initiative so you don't know when it's going to get up.

So let's get this clear- it's going to get back up, no matter what you do, read on though-

And Ogres don't have eyes so as much burning pinpricks of light, so...

That said you can stand next to the thing and "Ready an Action" for it to awake, you'd have Combat Advantage (Prone), and I'll give you an extra +2 To Hit because I'm generous that way, but... when it's up, it's up. Even if all the flesh is gone and it's an Ogre Skeleton...

Remember it's a smushed up shambling corpse to begin with- it's not precision engineering.

Now in the one round it's dead you can beat on it- but its 6 seconds people, if you want to sever its head then make a very good To Hit roll and do lots of damage because if you don't- well, that heads still hanging on. Same with any other part of the body- you are not going to dismember the thing in 6 seconds, not unless you all roll '20's and the other Zombie Ogre waits for you finish...

Have fun- and play nicely you guys.

Sounds good...
I just wanted to clarify that I wasn't trying to abuse the rules or anything, I just figured if I take one of his arms off, maybe it wouldn't hit so damn hard! :-)...
And by the way... are there any rules in 4th ed on coup de grace?
p.s.. I did come from the meat cleaving guild.. I should say that I have experience with this type of stuff....
 
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are there any rules in 4th ed on coup de grace?

OOC: From the Compendium:
Sometimes, you have the opportunity to attack a foe who is completely defenseless. It’s not chivalrous to do so, but it is viciously effective. This action is known as a coup de grace.

COUP DE GRACE: STANDARD ACTION

Helpless Target: You can deliver a coup de grace against a helpless enemy adjacent to you. Use any attack power you could normally use against the enemy, including a basic attack.
Hit: You score a critical hit.

Slaying the Target Outright: If you deal damage greater than or equal to the target’s bloodied value, the target dies.


p.s.. I did come from the meat cleaving guild.. I should say that I have experience with this type of stuff....

OOC: LOL! He's got a point.......
 

OOC: From the Compendium:
Sometimes, you have the opportunity to attack a foe who is completely defenseless. It’s not chivalrous to do so, but it is viciously effective. This action is known as a coup de grace.

COUP DE GRACE: STANDARD ACTION

Helpless Target: You can deliver a coup de grace against a helpless enemy adjacent to you. Use any attack power you could normally use against the enemy, including a basic attack.
Hit: You score a critical hit.

Slaying the Target Outright: If you deal damage greater than or equal to the target’s bloodied value, the target dies.




OOC: LOL! He's got a point.......

GM: Remember though you can't kill a dead creature, as stated previously until the creature animates again it is just a piece of meat- so chop at it by all means.

You can only coup de grace it when it is reanimated.

Hope that's clear.
 

Krogan was about to puke, when those mighty arms descended upon him. Barely keeping it together, he managed to stay on his feet and after couple of seconds, he was back in a fight, although he was not sure if his collarbone was shattered or not...the amount of pain was evident...
Raising it`s axe, Krogan was about to take away the last breath of this creature
...

OOC: Will this be enough? I am hoping for a miracle :-). If so... In the next round I will cut off the beast head and/or arms

Alas Krogan swings high and wide, a miss.

The Ogre Zombie staggers a little before him- buffeted by the swish of Krogan's greataxe... the show goes on.

OOC: Krogan you do know you are on 17 HP only and as far as I can tell still have your second wind left...


[sblock=Combat]

Encounter #3 Dead Ogres Walking

Turn: 4

Initiative (* = Next to play)

20 Zombie Ogre #2
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 34/17 Surges 10/6- Bloodied. 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-
Zombie Ogre #2- 86 HP damage taken- Bloodied. Marked by Len.

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-

Len-

Grimm-

Mardred-

Cinara-

Zombie Ogre #1-

[/sblock]

No New Map- nobody has moved since last time.

Kazz is up, then Len, then Grimm, then Mardred, then Cinara...
 

Kazzagin

Kazzagin looked behind him and saw the lumbering form of the first ogre approach. "This not be good..." he said to himself, then catching Krogan's attack out of the corner of his eye. "Goblins' missing beard," he cursed. "Another be coming. That beast be standing up!" His call carried some sound of alarm. He considered closing to the beast to hold it off on his own, but this beast in front of him offered an avenue of escape. If they could not hold the other one.

He didn't give it any more thought. A massive arm came swinging over towards Len and Krogan. Both weaved and ducked beneath the massive arm and Kazzagin used the distraction to dive around them and come underneath. He drove his axe deeply into the ogre's flesh under the arm, holy power from Pelor burning the undead flesh.


OOC: Move - To Q73
Minor - Divine Challenge Ogre Zombie #2
Standard - Holy Strike 21 vs Ogre Zombie #2 with Combat Advantage - Damage 13 hp (23 hp with Radiant Vulnerability)

I think that takes care of Ogre Zombie #2 for now. Cinara, care to run Len again?

[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]
 
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PLEASE KINDLY DISREGARD ALL OF BELOW.... LEN SHOULD HAVE RAN OFF TO JOIN MARDRED AND GRIM.... THERE'S NO REASON FOR LEN TO ENGAGE #1 AGAIN AND GET SQUISHED BETWEEN 1 & 2 WHEN/IF THE 2ND ONE STANDS BACK UP... WE SHOULD REGROUP AT THE BOTTLENECK, OR EVEN AS FAR BACK AS THE SPIDERWEB CAVE.

**NOT trying to get out of a missed attack - I'd ask to recant this even if I'd critted.**




Len

"'aven't we killt that one a'eady?! 'ow do we keep 'em down??!"

With a shrug, Len rounds the corner again, ping-ponging between the not-so-dead-undead-reanimated ogres and tries to bring some much needed hurt to the risen thing...


OOC: Move: charge to U72
Standard: Shield Feint, likely a miss... that's 3 epic fails for me running poor Leonard. :(


OOC: Goonalan, the risen ogre - is it the original beast? bloodied or at full hit points again? or is it a new creature (like an ogre skeleton?)


[SBLOCK=Len]Leonard D Apricot
Played by Hairychin
Dwarf Fighter- Weaponmaster Level 1 (XP: 215)

Perception: 11 Insight: 11 Low-light Vision

AC 18 Fortitude 18 Reflex 13 Will 12
Initiative: +0 Speed: 5
Str 20 Con 14 Dex 10 Int 10 Wis 12 Cha 10

Hit Points: 29 / 29 Bloodied: 14
Temporary Hit Points: 0
Healing Surge: 7 Surges per day: 6 / 11

Resist:
Saving Throw: +5 vs Poison

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

Languages: Common, Dwarven.

Trained Skills: Athletics +7, Endurance +6, Intimidate +5.
Other Skills: Acrobatics -3, Arcana 0, Bluff 0, Diplomacy 0, Dungeoneering +5, Heal +1, History 0, Insight +1, Nature +1, Perception +1, Religion 0, Stealth -3, Streetwise 0, Thievery -3.

Feats: Improved Defences.

Traits:
Stand Your Ground- You move 1 less square with Forced Movement, and get an Immediate Saving Throw to avoid being knocked Prone.
Combat Superiority- Your Opportunity Attacks (including with Combat Challenge) gain Wis bonus (+1) To Hit and stop movement (not Shift though).

At-Will Powers: Standard Actions
Melee Basic Attack (Battleaxe): +8 vs AC 1d10+5 damage. (+1 to both, see Axe)
Ranged Basic Attack (Throwing Hammer): Range 5/10 +8 vs AC 1d6+5 damage.
Cleave (Battleaxe): +8 vs AC 1d10+5 damage (+1 to both, see Axe), and a different adjacent enemy takes Str (5) damage.
Shield Feint (Battleaxe & Shield): +8 vs AC 1d10+5 damage (+1 to both, see Axe), and +3 To Hit on next attack roll against same creature before end of next turn.

At-Will Powers: Free Actions
Combat Challenge- you Mark all you attack; Marked are -2 To Hit others; if Move or Attack other you make attack with Combat Superiority. Free Action.

Encounter Powers: Standard Actions
*Shield Bash (Battleaxe & Shield): +8 vs Reflex 1d10+6 damage (Wis bonus added to damage) (+1 to both, see Axe), and you Push target 1 square and knock it Prone. Can be used as a Charge attack.

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

Daily Powers: Standard Actions
Shove & Slap (Battleaxe & Shield): +9 vs Fortitude 2d10+5 damage (+1 to both, see Axe), and you Push target 2 squares (including Wis bonus) and can Shift 1 in to vacated square. Miss: Half damage. Then make a Secondary Attack on one creature other than the Primary target: +9 vs Fortitude 5 damage, and the target is Dazed (save ends).

Conditions:
Equipment:
Frost Weapon
Level 3 Uncommon
A thin layer of frost coats the business end of this weapon.

Price: 680 gp
Weapon: Any
Enhancement: +1 attack rolls and damage rolls
Critical: +1d6 cold damage

Power (At-Will • Cold): Free Action. All damage dealt by this weapon is cold damage. Another free action returns the damage to normal.

*Power (Daily • Cold): Free Action. Use this power when you hit with the weapon. The target takes 1d8 cold damage and is slowed until the end of your next turn. [/SBLOCK]
 
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Len

OOC: Hi all. I'm back from my travels - thanks for covering for me. I'm trying to catch up on what's happened, but there seems to be an awful lot, and damned good too. I'll jump in at Len's next turn
 

Kazzagin looked behind him and saw the lumbering form of the first ogre approach. "This not be good..." he said to himself, then catching Krogan's attack out of the corner of his eye. "Goblins' missing beard," he cursed. "Another be coming. That beast be standing up!" His call carried some sound of alarm. He considered closing to the beast to hold it off on his own, but this beast in front of him offered an avenue of escape. If they could not hold the other one.

He didn't give it any more thought. A massive arm came swinging over towards Len and Krogan. Both weaved and ducked beneath the massive arm and Kazzagin used the distraction to dive around them and come underneath. He drove his axe deeply into the ogre's flesh under the arm, holy power from Pelor burning the undead flesh.


OOC: Move - To Q73
Minor - Divine Challenge Ogre Zombie #2
Standard - Holy Strike 21 vs Ogre Zombie #2 with Combat Advantage - Damage 13 hp (23 hp with Radiant Vulnerability)

I think that takes care of Ogre Zombie #2 for now. Cinara, care to run Len again?

The second Ogre Zombie sags and slides down the cavern walls to the ground... you've been here before though...

[sblock=Combat]

Encounter #3 Dead Ogres Walking

Turn: 4

Initiative (* = Next to play)

20 Zombie Ogre #2
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 34/17 Surges 10/6- Bloodied. 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-
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-

Grimm-

Mardred-

Cinara-

Zombie Ogre #1-

[/sblock]

New Map-

090 The Cave- Dead-ish

Note the other Ogre is in U70, with Maptools in Player's View it only shows what the players can see- what with the Ogre being around the corner you can't see much of it.

Len's up next, I'll talk to him and see if he's up to speed or wants someone to take his turn- if you have the time then message him with the plan... you may want to explain what's going on also. Although he'll probably figure it.
 

OOC: Hi all. I'm back from my travels - thanks for covering for me. I'm trying to catch up on what's happened, but there seems to be an awful lot, and damned good too. I'll jump in at Len's next turn

OOC: Thank ya Jee-sus! Welcome back, oh hairy one... i've mucked up Len quite enough, thank you, and would GLADLY have you re-take the reins! :)

We're in the middle of a good trouncing and, IMHO, we need to retreat to at least the bottleneck ITVO Mardred and Grim, or even further back to the spidery cave to allow maybe a 3-man melee front. By all means, take over where I'd just left off just a few posts down.....
 

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