The Forges of the Mountain King Chapter 1- Bottom's Up! - Page 12




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  1. #111
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    Quote Originally Posted by Ressurectah View Post
    Krogan will leap into the action, attacking the nearest firebeatle. He will heed the warning from Mardred, but getting too close is the only way Krogan knows how to fight...

    OOC: When we determine the initiative sequence, I will explain my actions.
    OOC: No problems- Free Nature check if you want it?


    OOC: I'm going to Message the others and see where they are, I'll post the map again when I've got all of the Initiative rolls.


    OOC: Below is the combat style stats, just to show you the format, when it's full I'll post it again.


    Combat


    Encounter #1 The Once Mighty Tower

    Turn: 1

    Initiative (* = Next to play)

    20 Thorgrim
    10 Krogan
    9 Mardred
    8 Fire Beetle #1
    8 Fire Beetle #2

    HP & Conditions

    PCs
    Cinara 29/29
    Kazzagin 31/31
    Krogan 34/34
    Len 29/29
    Mardred 25/25
    Thorgrim 33/33

    Monsters

    Fire Beetle #1
    Fire Beetle #2

    Actions To Date

    Turn #1

    4e Points of Light Campaign (with nice images), go here.

 

  • #112
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    Len

    Len moves in carefully, trying to remember anything that Dick Gloom, from the Fire Beatle Wranglers guild, had told him of them, but his mind kept bringing back the image of the bandaged Cog Robbins, and that was just a toilet that was to blame!

  • #113
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    Quote Originally Posted by hairychin View Post
    Len moves in carefully, trying to remember anything that Dick Gloom, from the Fire Beatle Wranglers guild, had told him of them, but his mind kept bringing back the image of the bandaged Cog Robbins, and that was just a toilet that was to blame!
    Alas Len remembers nothing specific about the creatures, not even how to spell 'Beetle'. Clearly the chunky Dwarf is somewhat addled.
    4e Points of Light Campaign (with nice images), go here.

  • #114
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    Len

    Spellung was never his strong point!!

  • #115
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    Kazzagin watched in curiousity as the others continued their work of searching the room. He, himself, watched the area carefully, looking for signs of danger, but at the same time it was good to see the six of them working together so efficiently. It gave him hope that perhaps he would return from this alive, or at least be able to become something of a legend like his father was assumed to be. Baggage, notwithstanding.

    Shield and axe raised up to cover his body and face as the two massive beetles ripped themselves out of the ground, right near where he was standing. He heard Madred's almost strangled cry, thankful for some hint of what they were facing. At least, but the look of things they were spread out, but that meant he couldn't help his allies as much as he wanted. Shifting shield and battleaxe into position he prepared to take the battle to the two beetles. This would not be the end of any of them.
    Kazzagin
    Kazzagin
    Played by Pinotage
    Dwarf Paladin of Pelor Level 1

    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: 31 / 31 Bloodied: 15
    Temporary Hit Points: 0
    Healing Surge: 7 Surges per day: 13 / 13

    Resist:
    Saving Throw: +5 vs Poison.

    Action Points: 1 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
    Last edited by Pinotage; Thursday, 26th May, 2011 at 06:55 PM.

  • #116
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    Cinara

    OOC: I've messaged Larry again, I'm certain he said he would only be off Tuesday and Wednesday, although... Regardless, here's Cinara's Initiative roll.


    Cinara quickly looks left and right, she's been daydreaming again about those experimental 'GBH Beard Straighteners' she saw in Rancid Al's knapsack, "Blonde's come first..." she yells and then readies herself for the fight.
    4e Points of Light Campaign (with nice images), go here.

  • #117
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    And so the six intrepid Dwarves unleash their implements (of death and destruction) and set aboout the Fire Beetles, knowing full-well should they fail to take them down then one or two of there number could soon resemble charcoal briquettes.

    OOC: Combat begins see tab below, remember-

    Move
    Minor
    Standard
    Free

    And make sure you indicate which square you are moving too, plenty of explanation if needed please.

    First group to attack are-
    20 Thorgrim*
    19 Kazzagin
    10 Krogan
    9 Mardred
    8 Cinara

    I'll try to keep to the Initiative order but if you don't post within 24 hours then I'll skip you and move down the line to someone who has posted their actions. Having said that remember other people are going to move about, I know- it's difficult to get right, do the best you can- if your action is nullified by someone with a higher Initiative's action then I'll either try to reinterpret your actions some how, or else ask you to post again (within 24 hours).

    Note the second group to attack will be my Fire Beetles, and the third group will be Len, and all of the first group again.

    Message me in the OOC forum if you need greater clarity or wish simply to ask questions.



    Combat


    Encounter #1 The Once Mighty Tower

    Turn: 1

    Initiative (* = Next to play)

    20 Thorgrim*
    19 Kazzagin
    10 Krogan
    9 Mardred
    8 Cinara
    8 Fire Beetle #1
    8 Fire Beetle #2
    7 Len

    HP & Conditions

    PCs
    Cinara 29/29
    Kazzagin 31/31
    Krogan 34/34
    Len 29/29
    Mardred 25/25
    Thorgrim 33/33

    Monsters

    Fire Beetle #1
    Fire Beetle #2

    Actions To Date

    Turn #1



    Map

    goonalan
    4e Points of Light Campaign (with nice images), go here.

  • #118
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    Thorgrim Wildaxe

    Thorgrim curses that he hasn't the time to properly draw both weapons. Holding one waraxe with both hands, he takes a swing at the nearest fire beetle. It is a devastating blow that fully draws of his weapon training and great strength.

    OOC


    I assume we start with weapons sheathed?

    minor: draw waraxe
    move: move up-left, up-right to 24 AK (should give no OAs)
    standard: Marauder Rush vs Fire beetle 1 (targets AC)

    sorry, damage should be 21. I forgot the bonus for wealding a versatile weapon two-handed.

    sheet

    Thorgrim Wildaxe
    Played by Walking Dad
    Dwarf Ranger Level 1

    Perception: 17 Insight: 12 Low-light Vision

    AC 14 Fortitude 15 Reflex 12 Will 12
    Initiative: +1 Speed: 5
    Str 18 Con 16 Dex 13 Int 10 Wis 14 Cha 8

    Hit Points: 33 / 33 Bloodied: 16
    Temporary Hit Points: 0
    Healing Surge: 8 Surges per day: 9 / 9

    Resist:
    Saving Throw: +5 vs Poison.

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

    Languages: Common, Dwarven.

    Trained Skills: Athletics +8, Dungeoneering +9, Endurance +9, Heal +7, Perception +7.
    Other Skills: Acrobatics 0, Arcana 0, Bluff -1, Diplomacy -1, History +0, Insight +2, Intimidate -1, Nature +2, Religion +0, Stealth 0, Streetwise -1, Thievery 0.

    Feats: Toughness, Dwarven Weapon Training.

    Traits:
    Stand Your Ground- You move 1 less square with Forced Movement, and get an Immediate Saving Throw to avoid being knocked Prone.
    Prime Shot- +1 To Hit if closest to enemy with Ranged attack.

    At-Will Powers: Standard Actions.
    Melee Basic Attack (Waraxe): +6 vs AC 1d12+6 damage.
    Ranged Basic Attack (None):
    Maraunder's Rush (Waraxe): +6 vs AC 1d12+8 damage (Wis bonus included in damage). Can use in place of Charge attack.
    Twin Strike (Waraxe & Waraxe) +6 vs AC 1d12+2 damage & +6 vs AC 1d12+2 damage.

    At-Will Powers: Minor Actions.
    Hunter's Quarry: You designate the nearest enemy as your Quarry and deal an extra 1d6 damage against the creature. The Quarry remains active until the creature is killed or you designate a different enemy as Quarry. Minor Action.

    Encounter Powers: Minor Actions.
    Off-Hand Strike (Waraxe & Waraxe): +6 vs AC 1d12+6 damage. Minor Action.
    Second Wind: Healing Surge & +2 to all Defences until end of next turn. Minor Action.

    Daily Powers: Standard Actions.
    Sudden Strike (Waraxe & Waraxe): +6 vs AC 1d12+2 damage. Regardless of hit or not Shift 1 square and make a secondary attack against the same target. +6 vs AC 2d12+6 damage, and the target is Weakened until the end of your next Round.

    Conditions:


    Last edited by Walking Dad; Thursday, 26th May, 2011 at 08:31 PM.
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  • #119
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    Quote Originally Posted by Walking Dad View Post
    Thorgrim Wildaxe

    Thorgrim curses that he hasn't the time to properly draw both weapons. Holding one waraxe with both hands, he takes a swing at the nearest fire beetle. It is a devastating blow that fully draws of his weapon training and great strength.

    OOC


    I assume we start with weapons sheathed?

    minor: draw waraxe
    move: move up-left, up-right to 24 AK (should give no OAs)
    standard: Marauder Rush vs Fire beetle 1 (targets AC)

    sorry, damage should be 21. I forgot the bonus for wealding a versatile weapon two-handed.

    The waraxe punches straight through the Beetles carapice and keeps on going, through the large insects abdomen, wrecking one side of the creature completely. A fizzing yellowy-gold gunk drips and seethes from the wound, the Beetle lurches and chirrups wildly... makes strange choking hiccuping sounds, more of the gunk foams and froths around its mandibles, drips onto the floor.

    The Beetle suddenly plants its legs and draws back its head, it's mandibles spread wide, mouth parts out the way it's great maw opens as if it is about to yawn... or else spit flame.

    OOC: Bring it on, and what a first hit.


    Combat


    Encounter #1 The Once Mighty Tower

    Turn: 1

    Initiative (* = Next to play)

    20 Thorgrim
    19 Kazzagin*
    10 Krogan
    9 Mardred
    8 Cinara
    8 Fire Beetle #1
    8 Fire Beetle #2
    7 Len

    HP & Conditions

    PCs
    Cinara 29/29
    Kazzagin 31/31
    Krogan 34/34
    Len 29/29
    Mardred 25/25
    Thorgrim 33/33

    Monsters

    Fire Beetle #1 Damage 21 Hit Points- Bloodied.
    Fire Beetle #2

    Actions To Date

    Turn #1

    Thorgrim- Draw Waraxe. Move to AK24. Marauder's Rush FB#1 Hit 21 damage & Bloodied.



    New Map

    http://gallery.rptools.net/v/contrib...lan/?g2_page=2
    4e Points of Light Campaign (with nice images), go here.

  • #120
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    Kazzagin didn't hesistate too long. No sooner had his fellow dwarf land a stunning strike against the other beast, did Kazzagin's challenging roar draw the attention of its partner. With shield held high he leapt towards the edge of the pit, jumping over boulders to clear the space quickly. His mighty battleaxe sang through the air, blazing the white light of Pelor. "Urguh!" he grunted as the axe bit into carapace, splashing ichor on the cold stones beneath his feet. "Pelor's might be with me," he growled as he bashed the monster's head away with his shield.

    OOC: Minor - Divine Challenge on Fire Beetle #2 (Marked)
    Move - To AH24
    Standard - Holy Strike 21 vs. AC - Damage 10 hp

    Kazzagin
    Kazzagin
    Played by Pinotage
    Dwarf Paladin of Pelor Level 1

    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: 31 / 31 Bloodied: 15
    Temporary Hit Points: 0
    Healing Surge: 7 Surges per day: 13 / 13

    Resist:
    Saving Throw: +5 vs Poison.

    Action Points: 1 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
    Last edited by Pinotage; Thursday, 26th May, 2011 at 10:28 PM.

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