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

larryfinnjr

First Post
Cinara - is ready to charge when the time is right...........

OOC:
sorry not very present today - people over all day, BBQ, kids.... :)

Happy Fourth to all who are celebrating!
 

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Goonalan

Legend
Supporter
Grim

Grim cannot get any of his attacks in, he's out of range, and is ill suited for melee- he sets his stance to total defence.

[sblock=Combat]

Encounter #4 Goblin Chess fanatics

Turn: 1 (Surprise)

Initiative (* = Next to play)

18 Grim
17 Mardred*
6 Krogan
3 Cinara
2 Kazz

HP & Conditions

PCs
Cinara 29/29 Surges 10/6
Kazzagin 31/30 Surges 13/7
Krogan 34/34 Surges 10/3
Mardred 25/25 Surges 7/4
Grim 25/25 Surges 2/2 +2 on all Defences (Total Defence).

Monsters

Goblin #1
Goblin #2 Prone.
Goblin #3 Prone.
Goblin #4 Prone.
Goblin #6 Prone.
Goblin #7 Prone.
Goblin #8
Goblin #9

Actions To Date

Turn #1

Grim- Total Defence.

Mardred-

Krogan-

Cinara-

Kazz-

[/sblock]

No New Map- no-one has moved.

Remember this is a surprise round and you have combat advantage over all of them, so that's lots of extra damage Mardred from your Sneak Attack.

Mardred is up next, followed by Krogan, then Cinara, then Kazz (missile weapon readied). Remember if you're charging then try not to block anyone else's charge- you may need to do some working out... Also remember they get no attacks of opportunity against you, they are surprised, and for the most part unarmed at the moment- at least the ones sitting down are.

Good luck people.
 

Herobizkit

Adventurer
[sblock=Mardred]Played by Herobizkit (filling in for ripjames)
Dwarf Thief Level 1

Perception: 18 Insight: 13 Low-light Vision

AC 15 Fortitude 11 Reflex 15 Will 13
Initiative: 3 Speed: 5
Str 8 Con 13 Dex 17 Int 11 Wis 16 Cha 13

Hit Points: 25 / 25 Bloodied: 12
Temporary Hit Points: 0
Healing Surge: 6 Surges per day: 7 / 7

Resist:
Saving Throw: +5 vs Poison.

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

Languages: Common, Dwarven.

Trained Skills: Acrobatics +8, Bluff +6, Perception +8, Stealth +8, Streetwise +6, Thievery +8.
Other Skills: Arcana 0, Athletics -1, Diplomacy +1, Dungeoneering +5, Endurance +3, Heal +3, History 0, Insight +3, Intimidate +1, Nature +3, Religion 0.

Feats: Backstabber.

Traits:
Stand Your Ground- You move 1 less square with Forced Movement, and get an Immediate Saving Throw to avoid being knocked Prone.
First Strike- At the start of any Encounter you gain Combat Advantage over any foe that has not acted yet.
Weapon Finesse- Use Dex not Str for Basic Attacks, with +2 damage for Light Blades, Hand Crossbows, Shortbows & Slings

At-Will Powers: Standard Actions.
Melee Basic Attack (Dagger): +6 vs AC 1d4+5 damage.
Melee Basic Attack (Shortsword): +6 vs AC 1d6+5 damage.
Ranged Basic Attack (Dagger): Range 5/10 +6 vs AC 1d4+5 damage.
Ranged Basic Attack (Shortbow): Range 15/30 +5 vs AC 1d8+5 damage.

At-Will Powers: Move Actions.
Ambush Trick: You Move your Speed. You have Combat Advantage over all enemies within 5 squares of you who are not adjacent to one of their allies. Move Action.
Sneak's Trick: You Move up to 3 squares (Speed -2), and then can make a Stealth Check to remain or become Hidden, providing you have some form of cover or concealment. Move Action.

At-Will Powers: Free Actions.
Sneak Attack: Once per Turn, when you have Combat Advantage and hit with a Crossbow, Light Blade, Shortbow or Sling, you do an extra 2d8 damage. Free Action.

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

Encounter Powers: Free Actions.
Backstab: You make a Basic Attack (with a Weapon) against an enemy within 5 squares you have Combat Advantage against. You gain +3 To Hit and do an extra 1d6 damage. Free Action.

Condition[/sblock]Mardred gawks incredulously at the room full of goblins, who gawk incredulously at him and the sudden intrusion. A wicked grin slowly creeps across Mardred's face, and his sad eyes suddenly seem to come into focus. Something welled up inside him... his hatred for goblins.

"Just what we needed, boyos," Mardred said in a raspy whisper, "Therapy."

Mardred winds up and hurls his dagger with a throaty battle cry. As the blade connects, he starts laughing, softly at first...

OOC: Fling dagger @ the goblin across from me. Used the wrong die for base damage due to confusion with available actions... and the re-roll is swell. ;)
 
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Goonalan

Legend
Supporter
[sblock=Mardred]Played by Herobizkit (filling in for ripjames)
Dwarf Thief Level 1

Perception: 18 Insight: 13 Low-light Vision

AC 15 Fortitude 11 Reflex 15 Will 13
Initiative: 3 Speed: 5
Str 8 Con 13 Dex 17 Int 11 Wis 16 Cha 13

Hit Points: 25 / 25 Bloodied: 12
Temporary Hit Points: 0
Healing Surge: 6 Surges per day: 7 / 7

Resist:
Saving Throw: +5 vs Poison.

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

Languages: Common, Dwarven.

Trained Skills: Acrobatics +8, Bluff +6, Perception +8, Stealth +8, Streetwise +6, Thievery +8.
Other Skills: Arcana 0, Athletics -1, Diplomacy +1, Dungeoneering +5, Endurance +3, Heal +3, History 0, Insight +3, Intimidate +1, Nature +3, Religion 0.

Feats: Backstabber.

Traits:
Stand Your Ground- You move 1 less square with Forced Movement, and get an Immediate Saving Throw to avoid being knocked Prone.
First Strike- At the start of any Encounter you gain Combat Advantage over any foe that has not acted yet.
Weapon Finesse- Use Dex not Str for Basic Attacks, with +2 damage for Light Blades, Hand Crossbows, Shortbows & Slings

At-Will Powers: Standard Actions.
Melee Basic Attack (Dagger): +6 vs AC 1d4+5 damage.
Melee Basic Attack (Shortsword): +6 vs AC 1d6+5 damage.
Ranged Basic Attack (Dagger): Range 5/10 +6 vs AC 1d4+5 damage.
Ranged Basic Attack (Shortbow): Range 15/30 +5 vs AC 1d8+5 damage.

At-Will Powers: Move Actions.
Ambush Trick: You Move your Speed. You have Combat Advantage over all enemies within 5 squares of you who are not adjacent to one of their allies. Move Action.
Sneak's Trick: You Move up to 3 squares (Speed -2), and then can make a Stealth Check to remain or become Hidden, providing you have some form of cover or concealment. Move Action.

At-Will Powers: Free Actions.
Sneak Attack: Once per Turn, when you have Combat Advantage and hit with a Crossbow, Light Blade, Shortbow or Sling, you do an extra 2d8 damage. Free Action.

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

Encounter Powers: Free Actions.
Backstab: You make a Basic Attack (with a Weapon) against an enemy within 5 squares you have Combat Advantage against. You gain +3 To Hit and do an extra 1d6 damage. Free Action.

Condition[/sblock]Mardred gawks incredulously at the room full of goblins, who gawk incredulously at him and the sudden intrusion. A wicked grin slowly creeps across Mardred's face, and his sad eyes suddenly seem to come into focus. Something welled up inside him... his hatred for goblins.

"Just what we needed, boyos," Mardred said in a raspy whisper, "Therapy."

Mardred draws his short sword and charges into the fray, shouting a throaty battle cry before laughing...

OOC: Move to M-87 (double cost through M-85), disregard damage.

GM: It's the draw Short Sword part of your turn, in 4e that's a Minor Action, and you're limited to one action in a surprise round. So, and I've messaged you about this, we'll just turn your charge in to a thrown dagger- which hits and does one less damage, I hope this is okay with you.


Mardred's dagger describes a furious arc, and finds a neat little sheath for itself- in Tomo's gut, the Goblin almost doubles up in pain, it bleeds profusely but has little time to react as Krogan comes barreling in to the chamber.

Good work- we got there in the end.

[sblock=Combat]

Encounter #4 Goblin Chess fanatics

Turn: 1 (Surprise)

Initiative (* = Next to play)

18 Grim
17 Mardred
6 Krogan*
3 Cinara
2 Kazz

HP & Conditions

PCs
Cinara 29/29 Surges 10/6
Kazzagin 31/30 Surges 13/7
Krogan 34/34 Surges 10/3
Mardred 25/25 Surges 7/4
Grim 25/25 Surges 2/2 +2 on all Defences (Total Defence).

Monsters

Goblin #1- 21 HP damage taken- Bloodied.
Goblin #2 Prone.
Goblin #3 Prone.
Goblin #4 Prone.
Goblin #6 Prone.
Goblin #7 Prone.
Goblin #8
Goblin #9

Actions To Date

Turn #1

Grim- Total Defence.

Mardred- Throw Dagger with CA Goblin #1- Hit 21 damage- Bloodied.

Krogan-

Cinara-

Kazz-

[/sblock]

Next up Krogan who is working out his moves as I type this...

New Map after Krogan.

You can do it!
 

Herobizkit

Adventurer
OOC: Whatever happened to minions? I thought minions were all over the place in 4e... wait, never mind, I threw at the "Named" one, I guess. *LOL*

I also edited the post above, and re-rolled my dagger damage and still got a 4. :)
 

Goonalan

Legend
Supporter
OOC: Whatever happened to minions? I thought minions were all over the place in 4e... wait, never mind, I threw at the "Named" one, I guess. *LOL*

I also edited the post above, and re-rolled my dagger damage and still got a 4. :)

GM: They're all named, and there are some Minions in there but why would you want to waste 21 damage on a Minion- the non-Minions do twice as much damage and a bit more and have better To Hits so take them down.

Good work Mardred.

Fanfare for the approaching Krogan, who is going to roll a '3' to hit I may add. He's been Skyping me about his next attack for the last hour or so.
 

Ressurectah

First Post
Krogan

Krogan rushes into the fray of goblins like a furious cyclone. Nothing can stand in his way.. only thing that will stop him now is death. And by Moradin if that happens, he will bring couple of these wretched creatures with him!
GAAAAAAARRRHHHHHHH!


OOC: Charge to L86

Taking the head of the first goblin... Krogan continues his furious charge to second victim... and with crazed laughter tries to further devastate the moral of the goblins....
OOC: Charge to M88 and intimidate (if possible)

OOC: Not to shabby, if I may say so myself... ;-)
 
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Goonalan

Legend
Supporter
Krogan rushes into the fray of goblins like a furious cyclone. Nothing can stand in his way.. only thing that will stop him now is death. And by Moradin if that happens, he will bring couple of these wretched creatures with him!
GAAAAAAARRRHHHHHHH!


OOC: Charge to L86

Taking the head of the first goblin... Krogan continues his furious charge to second victim... and with crazed laughter tries to further devastate the moral of the goblins....
OOC: Charge to M88 and intimidate (if possible)

OOC: Not to shabby, if I may say so myself... ;-)

GM: Smart arse Serb.


Krogan roars in to the chamber, swipes his new axe through Tomo, cutting the already gut shot Goblin in two.

Then heads off at pace for Basil, who looks up- hands before him trying to protect himself...

"Not the face..." He creis in Goblin, which alas is lost on Krogan.

Krogan slashes, manages to remove both of the Goblin's hands and decapitate the thing in one swipe.

Raaaarrrggghhhh!

Krogan adds, with menaces- the Goblins are clearly panicked.

[sblock=Combat]

Encounter #4 Goblin Chess fanatics

Turn: 1 (Surprise)

Initiative (* = Next to play)

18 Grim
17 Mardred
6 Krogan
3 Cinara*
2 Kazz

HP & Conditions

PCs
Cinara 29/29 Surges 10/6
Kazzagin 31/30 Surges 13/7
Krogan 34/34 Surges 10/3
Mardred 25/25 Surges 7/4
Grim 25/25 Surges 2/2 +2 on all Defences (Total Defence).

Monsters

Goblin #1- 49 HP damage taken- DEAD.
Goblin #2 Prone.
Goblin #3 Prone.
Goblin #4 Prone.
Goblin #6- 26 HP damage taken- DEAD.
Goblin #7 Prone.
Goblin #8
Goblin #9

Actions To Date

Turn #1

Grim- Total Defence.

Mardred- Throw Dagger with CA Goblin #1- Hit 21 damage- Bloodied.

Krogan- Charge with CA Goblin #1- Hit 28 damage- DEAD. Swift Charge with CA Goblin #6- Hit 26 damage- DEAD.

Cinara-

Kazz-

[/sblock]

Cinara to follow, then Kazz.

New Map-

104 The Secret Door- Krogan is my hero

Come on, you can do it...
 

larryfinnjr

First Post
Cinara

"The humans have a strange game," Cinara remembers her nana telling her many years ago. "They line up carved pegs called 'pins' and roll large balls along a path at them, trying to knock as many down in one throw as they can. It's called bowling."

"Let's bowl, boys!"

OOC: delays... farthest she can get on a charge is M85 on a charge b/c of the difficult terrain (move of 5). Don't want to clog the works....

after Kazz hurls himself at the beasties, if there's still room to charge a creature, she will...if not, she'll simply move in as far as possible.

MBA rolled just in case charge can go off....
 

Pinotage

Explorer
Kazzagin

Kazzagin held the axe ready, waiting for the moment to strike. Krogan's fury was terrifying as he burst through the goblins, a feat that Kazzagin could not hope to emulate. Rooted at the spot, he took a while shot in tight confinement at a sitting creature and through. Pelor's luck may be with him, but more like he'll end up splitting dirt rather than goblin skulls. He needed to get in there quickly.

OOC: Standard - Basic Ranged Attack 18 vs Goblin N36 - Damage 7 hp

[SBLOCK=Kazzagin]Kazzagin
Played by Pinotage
Dwarf Paladin of Pelor Level 1 (XP: 331)

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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