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

Goonalan

Legend
Supporter
Thorgrim Wildaxe

Thorgrim starts to enjoys the meals, but out of habit, tries to remembers the specifics of the fungi used to prepare them

"Nah, Len, but I dan't think it will be easy. If they want me, I bet their are some critters to be slain."

OOC: Not sure which the Dungeoneering roll is for- I'll presume it's for remembering the route, if so you've got it locked.
 

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Goonalan

Legend
Supporter
And after another quiet night, eerily so, in the Underdark you're on the move again- this time wading waist deep through crystal clear (very) cold water. Here and there blind fish sense your approach and dart quickly away, like shiny silver arrows.

The Gaffer sticks close to you this time, cautioning you to follow close in his wake, “there are deep spots”, he warns, “step where I step”.

And on it goes, through chamber after chamber, likewise partially submerged- there's no further down you can go. The days travel, save for the water, is much easier- certainly cooler and less of a struggle.

Even your whispers echo here however, sound travels remarkably, and with clarity- you are reduced to travelling in absolute silence.



For hours and hours until, it's all over...
 

Goonalan

Legend
Supporter
You emerge in to a chamber, a massive chamber- perhaps the largest chamber you have ever seen.

You've only been travelling for perhaps six hours, a short day.

The Gaffer moves swiftly to establish his camp- this time in a blind cavern out of the way- hidden from the main route. This done he ushers you a little forward in to the huge cavern and points, adding "stick to the wall... it's straight ahead. I will camp here- for ten days, and then..."

He leaves the rest unsaid.

And that's it, save perhaps for a shy acknowledgement, the Gaffer looks suddenly melancholy, and shuffles back the way you came, until he is gone from sight, and you are- for the first time- truly alone.

You head forward, cautiously, following the left-hand wall until your lights begin to catch and shimmer on something smooth and flat- more water ahead, but what's this- the remains of some sort of building, a gatehouse of sorts.

Suddenly you stop.

A noise, odd because save for the sounds of your passing, and the eerie natural noises of the caverns you have not heard any other sounds in the last two-and-a-half days.

It's chanting- Dwarven chanting- a dirge of some kind, although the sound is terribly muffled, montone- if there are words in there then they are hidden, strangled, choked.

More cautious still you edge forward, a great lake- impassable to the side of the gatehouse, which you can now see is a ruin.

You edge closer still, the sound grows louder, although if anything less clearer- now just a low drone.

You edge closer...

The sound is coming from within the gatehouse itself, you're certain.

Closer...

Until.
 

Goonalan

Legend
Supporter
Rising out of the Underdark lake, the once-mighty tower is now little more than a trio of crumbling walls. Built of massive blocks of rough-hewn stone, the tower must have once been several stories in height.

Through the broken stone door, you can see the rotten remains of collapsed timbers (now no more than a muddy mess) and debris in a pile in the centre of the chamber some three or four feet high. A cold wind whistles through the stones, the low chanting seems to rise and fall with the wind.

You move closer, allow your light to search out and illuminate all within.

The interior of the tower is littered with debris: thick wooden beams, broken slate shingles, and fallen stone blocks. The half-collapsed roof leaves much of the tower cloaked in shadows. Statues — four in all — stand in the dark corners of the tower. Each depicts a dwarf arrayed in battle armour.

At the far side of the tower a rusty metal gate hangs awkwardly there seems to be a passage beyond, through the ruined building.

The chanting is definitely louder within the tower, though still muffled.

It is readily apparent that the statues are the source of the muffled chanting.

There are no creatures present, save perhaps for a lone rat (not monstrous in any way) which sits up to stare back at you.

goonalan

OOC: The triangles represent area of difficult terrain, they take two squares to move through- however you are not in combat so move where you wish.

Your adventure begins here- what do you wish to do? Please make any rolls, use the grid to describe movement (if you wish to be specific), if you wish to search then please suggest locations- do not simply state- “I search the tower...”, better would be, “I move in to investigate the (whatever)”. Describe what skills you are using and how if need be.

If you have any problem seeing the maps then get back to me asap, note check out the large map, if I say so myself (and I built it), it's lush.


Cheers Goonalan, and good luck.
 

hairychin

First Post
Len

With shield to the fore, and axe in hand, Len moves steadily and carefully into the tower, hopefully followed by at least a couple of his companions. Circling around the northern end of the room, avoiding the rubble. Len has all his senses aware, both for a change in the strange chanting and anything they may want to jump out at him (he'd heard others tell that that's what always happened if you were at either the front or the back of your group). <Perception check>

He's heading to the iron gate, to take a quick peak at what's beyond, and to establish whether the gate could be re-set in a time of need, to make this room defensible. <Dungeoneering? check>

OOC: Here goes boys and girls!


 

Ressurectah

First Post
Krogan

Krogan looks about and waits for some of the smarter dwarfs to make the first move. He was never much a follower, he is used to bash something and ask the questions later, but weird stuff like the statues singing, always creeped him up. And when Krogan is in this state, he tends to be very jumpy. Just in case, Krogan arms himself...
OOC: Beside standard adventuring kit, Krogan has 3 weeks ration ( spent one already), 2 picks and a meat cleaver

With shield to the fore, and axe in hand, Len moves steadily and carefully into the tower, hopefully followed by at least a couple of his companions. Circling around the northern end of the room, avoiding the rubble.
I be next in line, looking closely at the statue, half-expecting it to attack us at any moment. And wishing it did, cause then I could destroy it and stop that damned chantin`!
 
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Goonalan

Legend
Supporter
With shield to the fore, and axe in hand, Len moves steadily and carefully into the tower, hopefully followed by at least a couple of his companions. Circling around the northern end of the room, avoiding the rubble. Len has all his senses aware, both for a change in the strange chanting and anything they may want to jump out at him (he'd heard others tell that that's what always happened if you were at either the front or the back of your group). <Perception check>

He's heading to the iron gate, to take a quick peak at what's beyond, and to establish whether the gate could be re-set in a time of need, to make this room defensible. <Dungeoneering? check>

OOC: Here goes boys and girls!



And... nothing happens, Len makes his way cautiously around the rubble pile, all the while keeping an eye on the Dwarven statues- there's nothing much to see, at least that Len can see. The statues are some seven feet tall and have taken a beating- age and environment, they are the source of the chanting sound that's for sure- but how... Again, Len's cursory check (Perception 12) is not enough to work this out.

As to the gate, it is broken, battered and twisted- not actually connected to either wall, it looks, if anything, to have been proped where it is. It is so old and rusted that it would serve as no obstacle at all- one swift kick, or even a hefty nudge would have it down. As a defense it is useless.

Beyond the gate is a natural walk-way, beyond that water, the walkway heads north-east following a natural ravine- there is no-one about, nothing stirs, save a lone rat that scurries away.

OOC: Good roll for the dungeoneering, alas the Perception- no-good.
 

Goonalan

Legend
Supporter
Krogan

Krogan looks about and waits for some of the smarter dwarfs to make the first move. He was never much a follower, he is used to bash something and ask the questions later, but weird stuff like the statues singing, always creeped him up. And when Krogan is in this state, he tends to be very jumpy. Just in case, Krogan arms himself...
OOC: Beside standard adventuring kit, Krogan has 3 weeks ration ( spent one already), 2 picks and a meat cleaver


I be next in line, looking closely at the statue, half-expecting it to attack us at any moment. And wishing it did, cause then I could destroy it and stop that damned chantin`!

Krogan follows Len in to the chamber, nothing moves- nothing stirs.

OOC: A Perception check would help with 'looking closely at the statue'. Remember to include some rolls people... That's what you're here for, a bit of exploring.


http://gallery.rptools.net/v/contri...ty+Tower-+Len+_amp_+Krogan+wander+in.jpg.html

Updated map attached- 003
 
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Goonalan

Legend
Supporter
Krogan

I be next in line, looking closely at the statue, half-expecting it to attack us at any moment. And wishing it did, cause then I could destroy it and stop that damned chantin`!

Perception 15

But what's this, that's odd- the statues are very clever indeed, like complex wind sculptures, the moths of the statue seem to take in the air- the natural breezes which move off the lake and down the ravine ahead. From there the wind rushes through the statues- which must be hollow inside, and escapes through a myriad tiny holes- producing the droning effect.

However, something is amiss- the stautes mouth has been blocked by rags and stones, now you look so have many of the tiny openings, this is why the statues are making the droning sound.

Clearly the Tannheim were very good engineers, alas someone since then has seen to spoil their work...

From the sound you preseume all of the statues are similarly impeded.

Which leaves the following questions unanswered-

What would it sound like if all of the statues were allowed to function as they were designed?

And, perhaps more importantly-

Who blocked them up, and why?
 

Pinotage

Explorer
Kazzagin

Kazzagin gave the dark a tentative look and then strode forward into the ruined gatehouse. He took position in front of the rubble before turning around to face Mardred. "You be looking. Finding a way to be turning the chant off. Though not be turning it off. It may be a defense." He then turned to look more closely at the statues, more out of curiousity than anything else. Perhaps they bore some religious significance or perhaps he recognised the strange chant.
OOC: Religion Check.

The place already unnerved him and he'd only arrived here now. What possible significance could these statues hold. Either a defense or perhaps a lure. If the Lost Hold of Tannheim had been wiped out in one day, what purpose would leaving the statues on serve? He shuddered inside his plate armor, hoisting his shield higher on his arm, while resting the battleaxe head on the rubble in front of him. "This be strange," he muttered to himself.


[SBLOCK=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[/SBLOCK]
 

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