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

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I'll have a chat to hairychin, see how caught up he is and then we'll get this thread moving again- hopefully this evening, if not tomorrow morning- my time.
Keep watching.

Cheers Goonalan
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Len

OOC: I'm mostly up to speed, though not quite sure where we should be falling back to, if someone can suggest a location I can take it from there.

Also, I know these things will re-animate, but is there a reason why we can't separate the limbs from the body whilst it's not moving, and tie them up at opposite corners of the cave? Not sure if this was suggested!
 

OOC: I'm mostly up to speed, though not quite sure where we should be falling back to, if someone can suggest a location I can take it from there.

Also, I know these things will re-animate, but is there a reason why we can't separate the limbs from the body whilst it's not moving, and tie them up at opposite corners of the cave? Not sure if this was suggested!

GM: Krogan also came up with this idea, here are the rules-

You can indeed seperate the limbs from the body but you have six seconds between the time they die and the time they reanimate, basically one round of attacks- only they reroll Initiative and so animate at a new time in the next round.

They are huge 600lb eight feet tall Ogres, if you want to hack a limb off then roll high with big damage- its doable (especially with a butcher in the party- Krogan), but still difficult. When they are 'dead' they take no damage, when they come alive- they get HPs back and all effects are cancelled- Marks etc. and all their powers are refreshed, effectively they're born again.

I have a number in my head for the amount of damage you have to do to sever a limb, you have to do that- it's based on the creatures overall HP- I'm happy to give bonuses to the butcher, and for other things.

My point is- in 6 seconds it awakes again, maybe you can cut off one or two limbs in that time... maybe not- I still need to hit attack, a '1' is still bad but for the most part the to hit roll required to hit is incredibly low, still room (just) for a miss though.

Otherwise you can also ready an action to attack the thing- with combat advantage, when it 'animates' that way a hit does damage, the above way does not inflict damage.

A one-legged Ogre will still have 'full' hit points.

Larry you asked at one point whether the Zombies when they got up were Bloodied or had 'Full' Hit Points, I'll say this- observably they're already in a bad way, so reading between the lines- they are not on full hit points. Obviously I'll not tell you how many Hit Points they have, but watch their Health Bars once you get a hit in.

Hairychin I believe the other guys are suggesting that they head for the passage to the spider cavern, you'll have to look on the maps, at this point it would be easy to fight with a lot of you guys against a single target- and one Ogre Zombie at a time. Particularly if you bottle-necked the point in which the passage enters the spider cavern- as you would in a doorway.

Hope this is all understandable.
 

Len - No, tactical withdrawal does not mean runaway!

'Aye comrades, tactical withdrawal it is' Len agrees with the overall opinion. 'I'm reckonin' that further back the better, and lets get there at a fair clip - to the spider cave!'

OOC: Double move should get Len to L63
 

OOC: I'm looking at map #75...The Cave- Zombie gets smashed. Is it possible to get 3 dwarves in K/L/M55 and an additional (say, smaller than average female warpriest) to fit in square M56 to make a 4-man front?


OOC: [MENTION=14349]Len[/MENTION]: with a double run you can move 4 addl squares.... :)
 


OOC: I'm looking at map #75...The Cave- Zombie gets smashed. Is it possible to get 3 dwarves in K/L/M55 and an additional (say, smaller than average female warpriest) to fit in square M56 to make a 4-man front?


OOC: [MENTION=14349]Len[/MENTION]: with a double run you can move 4 addl squares.... :)

OOC: Thanks larry - brain not yet fully engaged, that's jet lag for you.
Len will run on to end at L59

GM: Just to answer Larry first, the nearest four square would be K/L/M54 & M55.


Len hot foots it back to a much safer position... calling for his colleagues to retreat to create a bottle-neck.

[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- Double Move (Run) L59.

Grimm-

Mardred-

Cinara-

Zombie Ogre #1-

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Next up Grimm, then Mardred, then Cinara- but feel free to move in any order if you are disengaging and moving backwards... which I think is the consensus.

New Map-

091 The Cave- Len retreats
 

Grim

Grim moves fast after Len, trying to become one with the shadows as he moves...

[sblock=OOC]

move: to 60L
standard: move to 55L
No action: Stealth check as part of the movement.

[sblock=Quick sheet]
Grim
Perception: 15 Insight: 10 Dark Vision
AC 18 Fortitude 12 Reflex 15 Will 15
Initiative: +4
Hit Points: 25 / 25 Bloodied: 12
Temporary Hit Points: 0
Resist: necrotic 5
Saving Throw: -
Action Points: 1 Second Wind: 1
Milestones: 0.0
Healing Surge: 6 Surges per day: 2 / 2
At-Will Powers: Penance Stare, Soul Drain, Anvil Touch
Encounter Powers: Dark Reaping, Soul Eater
Daily Powers: Dark Cloud

Condition:
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Grim

Grim moves fast after Len, trying to become one with the shadows as he moves...

[sblock=OOC]

move: to 60L
standard: move to 55L
No action: Stealth check as part of the movement.

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Mardred

Happy to oblige a general retreat, he generally retreats.

OOC: Double move to K60.

Grimm and Mardred pull back...

[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- Double Move (Run) L59.

Grimm- Move L60. Move L55 with Stealth.

Mardred- Move L62. Move K60.

Cinara-

Zombie Ogre #1-

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New Map-

092 The Cave- Sound the retreat

Cinara's up next, and then Zombie Ogre #1, which is where it may get complicated.
 

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