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

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.

GM: So here's the deal... Cinara abandons her watch over the fallen Ogre, uses her Action Point to cancel the Readied Action and instead run towards her friends.

I like the idea because it gives you a little more freedom but it costs you dearly, and so it should- you've prepared a power to use- concentrating every inch of your reflexes awaiting the moment the creature reanimates... that's precision stuff- life or death, getting it right. But the use of an Action Point, that mitigates... so that's my deal.

Use your action point and I'll move you all back to the game line, all PCs with a readied action and we go to war with the Zombie Ogres coming at you one at a time...

What say you Cinara, worth it?
 

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Mardred

OOC: Yup, you're right - I always run at enemies with intent to kill them. Retreat isn't usually a viable option in games I play.
Mardred begins to tear down the hall, but seeing his allies barrel forward in a cohesive group, opts to pull out a dagger and wait for the fight to come to him.

OOC: Ready action: Move "left" one square and biff a dagger at any ogre that comes within biffin' range.
 
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Grim

Grim, still moving through the shadows, assumes his position in the spider cave.

[sblock=OOC]
The webs are fluff right? We passed them without troubles before?

move: to 52L
standard: prepared action: Penance stare once ogre comes into range. No pull.
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:
[/sblock][/sblock]
 


And so the Dwarfs fall back by the numbers, identify and occupy a prime site to get their attacks in and wait... they don't have long of course, both Zombie Ogre's are lurching up the tunnel towards them.

Zombie Ogre #2 lurches in to view, all PCs have readied attacks, see below, and the Ogre is in position- in an ideal world we'd do these in order; Krogan, Kazz, Len, Grimm, Mardred and then Cinara.

Let's try for it.

[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-

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.

[/sblock]

Obviously the second Zombie Ogre is following on behind...

New Map-

096 The Cave- Dwarven Wall of Steel

Krogan up first, followed by Kazz...
 

GM: Ressurectah (Krogan) e-mailed me Sunday to say he's gone to Hungry (Budapest) and the internet at his house there is a little dodgy- he'll be back Thursday or Friday. If he's not replied by approx. 8 PM tomorrow then Hairychin can you play Krogan until Ressurectah returns?
 


Krogan

Krogan howls in fury at the lumbering mass of undead Ogre, and takes out his annoyance at the thing that has dared to bloody him.

And howls in greater fury as his axe hits air.
 

Krogan howls in fury at the lumbering mass of undead Ogre, and takes out his annoyance at the thing that has dared to bloody him.

And howls in greater fury as his axe hits air.

Kazz steps in and makes his mark on the Zombie Ogre...

[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-

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...

[/sblock]

Kazz, then Len, then Grimm, then Mardred, then Cinara... Come On!
 

Kazzagin

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).

[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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