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

Goonalan

Legend
Supporter
Mardred shuffles about wordlessly, helping the others with the funeral preparations.

When the times comes, Mardred throws Cinara an exasperated look, then heads to M-83 and searches for any means of ingress.

The opening mechanism is easily discovered, at least by someone with the expertise, it's a simple measure, a rough stone slightly protrudes, it just needs to be pushed, that's all...
 

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Herobizkit

Adventurer
Mardred

"I found a button," Mardred says plaintively.

He begins to examine the area around the button, then the button itself, searching for possible traps.
 

Goonalan

Legend
Supporter
Mardred

"I found a button," Mardred says plaintively.

He begins to examine the area around the button, then the button itself, searching for possible traps.

Nope, there are no traps on or around the button, or indeed on the door anywhere- another job well done by Mardred... Oh hang on.

Mardred presses her ear to the wall- voices beyond, Goblin voices- even if you don't know what they are saying you can certainly make out the squeaky cries of Goblins, they seem to be very excited.

Oh and there's a lot of them- easily half-a-dozen...

Very excited, I wonder what about.

It is of course possible to open the door a smidgin and take a peek beyond, it would take a good stealth check, and if I were you I'd make sure everyone was ready- just in case.

GM: Just to say it again, beyond the door are a bunch of Goblins, and a fight- most probably, decision time.

I presume at this moment that evryone has moved up to the door, just in case you open the door and we go the surprise route mode...
 

Walking Dad

First Post
Grim

After entering the chamber, Grim stops breathing to avoid the awful smell. This protected he searches through the fur and skins.

After the door gets opened, he moves to the second line. His unnatural stare seems to be one of the few ranged attacks they possess.

[sblock=OOC]

[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: 0.5
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]
 

Pinotage

Explorer
Kazzagin

Kazzagin looks around the room in disgust, the memory of Len falling to these digusting beasts exasperated by the filth and stench of the room. He adjusts the heavy shield on his arm and gives the new battleaxe a few practice swings at the darkness as he watches the rear of the group. With Len and Grim both gone, it would be up to him and Krogan to battle hard up front, and Kazzagin was beginning to have doubts whether they could accomplish this mission. But, perhaps that's what would make them legend. If his father had turned around half the times he did not, he wouldn't be who he was today.

At the voicing that the door beyond held the sounds of goblins, Kazzagin stiffened. He replaced the battleaxe with one of his handaxes, ready to get the drop on them quickly if needed. "This be a strange place. Once dwarves - now there be ogres, goblins and dead things. What be this place now? What curse be this place having?" He wasn't really expecting an answer but the thought felt like it needed uttering.

"Be we taking the goblins? There be many there and if only one be getting a warning to what else be living here, we be in loads of trouble. If we be taking them, we be doing it quickly. No time for giving warning." He didn't like the sound of the goblins. If there were a dozen in there, it would be hard to not alert the whole complex to their presence. On the other hand. "If we be catching one of the beasties, I think we be knowing something about what be happening in this place?"


OOC:

[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]
 

Goonalan

Legend
Supporter
Grim

After entering the chamber, Grim stops breathing to avoid the awful smell. This protected he searches through the fur and skins.

After the door gets opened, he moves to the second line. His unnatural stare seems to be one of the few ranged attacks they possess.

[sblock=OOC]

[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: 0.5
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]

There's little else to find in the refuse pile- most of it is... well, it's clear that the Zombie Ogres 'rested' here at times- perhaps still caught up in memories of their 'old life', they have left bits of themselves behind.

You move in to the back row, and ready your attack.
 

Goonalan

Legend
Supporter
Kazzagin looks around the room in disgust, the memory of Len falling to these digusting beasts exasperated by the filth and stench of the room. He adjusts the heavy shield on his arm and gives the new battleaxe a few practice swings at the darkness as he watches the rear of the group. With Len and Grim both gone, it would be up to him and Krogan to battle hard up front, and Kazzagin was beginning to have doubts whether they could accomplish this mission. But, perhaps that's what would make them legend. If his father had turned around half the times he did not, he wouldn't be who he was today.

At the voicing that the door beyond held the sounds of goblins, Kazzagin stiffened. He replaced the battleaxe with one of his handaxes, ready to get the drop on them quickly if needed. "This be a strange place. Once dwarves - now there be ogres, goblins and dead things. What be this place now? What curse be this place having?" He wasn't really expecting an answer but the thought felt like it needed uttering.

"Be we taking the goblins? There be many there and if only one be getting a warning to what else be living here, we be in loads of trouble. If we be taking them, we be doing it quickly. No time for giving warning." He didn't like the sound of the goblins. If there were a dozen in there, it would be hard to not alert the whole complex to their presence. On the other hand. "If we be catching one of the beasties, I think we be knowing something about what be happening in this place?"


OOC:

[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]

Kazzagin readies his hand axe after a look around the stink and foulness- he too is sickened by the nastiness that coats his weapon as he stirs the rag pile looking for anything sparkly or interesting.

Behind the door come raised Goblin voices again- there's definitely a lot of them, certainly more than six- they clamour and scream, alas none of you understand the langauge. Perhaps there are as many as ten different voices... this is getting dangerous.

GM: I've messaged Mardred asking him if he wants to try and open the door for a peek- it just takes a Stealth check, and the Goblins are indeed making a lot of moise, so a '12' would do it- anyone else can try it, although they would have to be standing next to the door of course.

Remember if you get a surprise round then you have one action- that's it, so charge or throw, or attack, or whatever...
 


Herobizkit

Adventurer
Mardred

"More fighting..." Mardred mumbled. "Always more fighting... but no sense in rushing in only to die."

Mardred attempts to carefully open the door...

OOC: ... and TPK, here we come.

 

Goonalan

Legend
Supporter
Mardred

"More fighting..." Mardred mumbled. "Always more fighting... but no sense in rushing in only to die."

Mardred attempts to carefully open the door...

OOC: ... and TPK, here we come.


GM: LOL


The door grinds open, in fact it races back in to a concealed niche in the wall- open all the way, to reveal... a sea of Goblin faces staring back at you in utter confusion, clearly they were not aware of the portal.

The chamber itself is utter confusion, a chaotic mess of animal skins, fallen stones, rotting beams, and food scraps (difficult terrain- see the squares with triangles in the corner). A crude fire pit, lined with charred stones, in the south of the room. Skewers of meat are sizzling above the red and orange coals, and the entire chamber smells of fat drippings and burnt flesh.

The goblins are arrayed around a game of chess! Most of them sitting down (the arrows pointing down indicate those sitting- effectively Prone). Although a few stand here and there (Tomo and Towse, that you can see).

All of the goblins have weapons to hand- hand crossbows mostly close by and shortswords in their belts.

The chamber has two possible exits, a portcullis (down) exit, guarded by Towse seemingly, and a long passage heading East- there's a Goblin down there also, in some sort of niche.

There are goblins everywhere in fact.

GM: You have a surprise round- that's one action, and again watch for the difficult terrain, you have Combat Advantage over all of the creatures this round, although ranged attacks are at -2 To Hit Prone creatures remember.

Make it count- big hits... please.


New Map-

103 The Secret Door- Goblin Chess fanatics

GM: Note if you can't see the name or number of the Goblin you wish to attack then just tell me what square he is in.

Also note Row L is an acceptable place to stand.

Good luck- you're going to need it.


Here comes your initiative- (OMG- sorry).

Surprise round, one action (fingers-crossed big hits), first up Grim, then Mardred, then Krogan, then Cinara, then Kazz.
 
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