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

ripjames

Explorer
Mardred

Mardred decided that the safest place was probably up by the gaffer and spent most of the day staying in the gaffer's shadow. He was wearing the new set of camoflage clothing he picked up as well, better to hide in the shadows with. They were ok but they did ride up in an ackward place, but he supposed he could get used to it. He noticed that the others were chatty most of the day but he decided to follow the gaffer's example and keep and eye out and his mouth shut, as he had no intention of dying on this trip.

When the Gaffer came to a halt Mardred almost actually bumped into him.

When the Gaffer set out the camp and had a sly smile for everyone Mardred examine what he had done.
OOC: insight check here


rest depends on what the insight gets me

OOC: WOOT!!! Natty on the insight


OOC: also chose the camoflague clothing, 2 weeks rations, climbers kit, and extra rations, want an updated char sheet?
 
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Walking Dad

First Post
Thorgrim Wildaxe

Thorgrim looks carefully around as the group moves, his familarity with underground structures helps him to spot marls on the surroundings. He is quiete sure he could find his way back on his own..

OOC: Thorgrim would like to take camouflage clothes, 2 provisions, and 4 hand/throwing axes in addition to his already listed equipment (which includes an adventurer's pack).

In the quick sheet, you also listed the wrong feat, I took Dwarven Weapon training, so he cannot only use all axes and hammers, but also gain a +2 on damage. I included the changes below.


[sblock=OOC]
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:

[/sblock]
 
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Goonalan

Legend
Supporter
Mardred

When the Gaffer set out the camp and had a sly smile for everyone Mardred examine what he had done.
OOC: insight check here



OOC: also chose the camoflague clothing, 2 weeks rations, climbers kit, and extra rations, want an updated char sheet?



The camp site seems well chosen, and well placed with only two routes to watch- likewise the low cavern will obviously prevent larger creatures coming this way. Lastly the area seems to have been used before for this very reason- stalagtites and stalagmites cleared, there also seems be a number of very small natural chimneys- it's very defendable, perhaps even cosy.

The Gaffer even has a smile for you, it's a simple smile- drawn from simple pleasures, if you were to guess then you'd say the Gaffer was at home, away from the hustle and bustle of the Dwarven Halls. The Gaffer seems to have relaxed, he's at peace in this environment, sure of himself and his abilities. Whats more his smile seems genuine, welcoming- he's certainly an odd character, but perhaps easily explained- the Gaffer doesn't like orders, jobs, bustle, noise etc. He does like to be out in the Underdark- he doesn't even mind a little company.

And yet... and yet there's something else, something about the way the Gaffer moves, particularly when he's aware that you, or any of your comrades, are watching. The Gaffer seems to be hiding something...

OOC: As to your character sheet then that's fine- you make the changes, I don't need a copy.


OOC: And Mike, I still need your votes for the speeches- 1-2-3, and you can't vote for yourself.
 

Goonalan

Legend
Supporter
Thorgrim Wildaxe

Thorgrim looks carefully around as the group moves, his familarity with underground structures helps him to spot marls on the surroundings. He is quiete sure he could find his way back on his own..

OOC: Thorgrim would like to take camouflage clothes, 2 provisions, and 4 hand/throwing axes in addition to his already listed equipment (which includes an adventurer's pack).

In the quick sheet, you also listed the wrong feat, I took Dwarven Weapon training, so he cannot only use all axes and hammers, but also gain a +2 on damage. I included the changes below.

Thorgrim thinks he would have no problem finding his way back home from here, in fact he's heard of this place, the Gaffer has been following West Route (Deep) #3, for the most part- although he's perhaps taken an hour off the walk with a few short-cuts here and there. You are certainly of the opinion that the Gaffer is very good at his job, he's obviously spent a lot of time in the 'dark.

OOC: Thanks for fixing the quicksheet, my bad.


OOC: Oh, and I still need votes from you Dad for the speeches- there's a Bonus Action Point at stake here...
 

Goonalan

Legend
Supporter
A watch rota is is quickly hashed together, the cavern remains warm-ish, particularly with the well-vented fire which burns all night. You take it turns to remain awake in pairs- one keeping watch of the passage ahead, the other keeping an eye on the passage behind.

The only event of note, throughout the whole of the rest period, comes during Mardred's watch with the Gaffer, a little in to the stint the Gaffer stands and excuses himself- a call of nature. The Gaffer heads out of sight to complete his toilet, which is only odd because the rules of the 'dark are generally that one should stay within sight, at all times, of someone within the group.

Mardred doesn't have time to react to this- one moment the Gaffer is within sight, the next he has shuffled around a corner, and... well, he's gone- but only for a few minutes.

Still Madred makes a mental note of this odd activity- perhaps the Gaffer is just a little shy.

And so the second day in the Underdark begins.

The passages in places are tighter, and twistier, Thorgrim makes a mental note that they are now travelling off-route, this is a new direction one he has never travelled, and they're heading down- steadily, mostly imperceptibly, but certainly down; and more to the North than the West.

OOC: Thorgrim (Ranger) or any other Dwarf trained in Dungeoneering can make a check at this point to receive some additional information about the route they're taking. The same PCs can also make a Dungeoneering check to remember the route they are taking, if they wish- please indicate which roll is for which if you are making two checks.


The route you are taking is much less travelled, in places it seems virgin, travel is much slower- stalactites and stalagmites are everywhere. The going is tough- not so much the climbing and scrambling, but the constant twisting left and right as you weave through the stone-scape, after a while your head begins to buzz. It's getting warmer now- even the more athletic members of the group are beginning to sweat up, it's hard work.

And yet the Gaffer plods on, again he never looks back, Madred wandering close to him, and in silence again, if anything the Gaffer's tread seems to be even lighter, whereas after five or six hours of the trek some of you are plodding. The Gaffer, you note, is still wrapped tight in his thick overcoat, hooded, face hidden behind his bandanna.

The caverns seem to blur in to each other, even those that are beautiful to the eye, your journey becomes monotonous... tough. At odd times you suddenly realise you are breathing hard, or else slightly out of breath.

Half way through the second day, half way through your journey, and you're feeling it.



Warmer still...

OOC: Ressurectah (Zoki) I'm still waiting on your votes too for the speeches, send me a private message- same for ripjames and Walking Dad.
 

Goonalan

Legend
Supporter
The second day is relentless, chamber after chamber, it becomes difficult to mark the passing of time, which is always a problem in the Underdark- generally the Dwarves have to rely on their internal rhythms- but this...

In your particular occupations you have hard days at work, but it's nothing to your time on the trail, the temperature continues to rise, the deeper you get, and it's now easy to see how deep you are going.

There are scree's that have to be scrambled down, stepped ledges, natural stairways and steep slopes which leave calves and thighs aching, and your head dizzy from constantly having to concentrate on your next step.

It gets no better the deeper you go.

And yet... and yet you go on, just as the Gaffer goes on- faultless, seemingly with ease, still wrapped in his overcoat. The Dwarf never tires, seemingly.

And then... then it all changes, you drop down the last step of a series of descending scrambled blocks and there's a breeze, a cool breeze, which leaves the slick of sweat on your forehead cool to the touch.

There's moisture in the air.

The Gaffer looks back at you, smiles, circles his arm forward, takes a swig of cool water and, still smiling, moves forward- in to the cool breeze which unknots your muscles, and causes you too to grin.

The relief.

Less than two hundred yards later, and...



“We camp here.” The Gaffer states, and sets about his business, finding suitable shelter for the fire from the cool wind.

Less than ten minutes later, fat plates of flat fungi have been cut in to slivers along with a mixture of dried meats, in a metal pan wild garlic and other herbs and spices are cooking- the former are added to the later, then water for the gravy- the mixture is allowed to bubble and fume for over an hour. It smells... divine. The Gaffer meanwhile prepares a simple bread with flour, fungi, salt, spices and water- a flat bread which he cooks on the blade of his axe balanced over the blaze.

And when it's done the curry tastes like fire, although surprisingly sweet- and filling, an hour after you've finished it you feel like you could hit the trail again.

You feel surprisingly well with the world, even after the day you've had, the Gaffer seems to have been an excellent selection for your guide through the Underdark.

You of course have time to chat if you wish.
 

hairychin

First Post
Len

Len sits back, stretches out his short legs and rubs his stomach with satisfaction and takes a moment to look around at his new companions. He's hardly said a word since they set off.

"So, does any of you know what the f*!k we're supposed to do when we get to The Lost Hold?"

OOC: During the trek Len will have tried to take notice of the route and his surroundings - rolls to follow
 

Pinotage

Explorer
Kazzagin

For a dwarf, tiring of the dark was rather unusual, but then Kazzagin had always favored the lighter areas and the sun than the darkness. The deeper they travelled and the more curious the Gaffer's behaviour became the more restless Kazzagin's spirit became. The rest and food was good, but uneasiness was something Kazzagin always lived with. The demon-wolf was never far from his eyes.

In a quiet moment when he found Mardred alone, he asked, "Can you be telling anything strange about the Gaffer? Be he excentric or lies there a darkness there?" It wasn't like Kazzagin to distrust people, but the darkness was making his mind spend far too much time with itself. "As squire, you be training to serve and obey, and through your example be showing others the same. I say you be keeping a close eye on the Gaffer."

His other companions were just a quiet through the darkness, and he was glad for Leonard's words. "No," Kazzagin replied, "I have not heard of it myself. I be thinking the Council thinks it be full of treasure, but then where be the dwarves that were there? I think it be dangerous, but believe we be finding something that will help all Bottom Dwellers."
OOC: Kazzagin will take a lantern, 4 pints of oil, 2 torches, a climbers kit, two handaxes, 10 days extra rations, a waterskin, 50 ft. of hempen rope and 4 sunrods.
 
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Walking Dad

First Post
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."


[sblock=OOC]
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:

[/sblock]
 

Goonalan

Legend
Supporter
OOC: During the trek Len will have tried to take notice of the route and his surroundings - rolls to follow



OOC: The route on the map, starting in the Dawnforge Mountains (right-hand side of the map) is odd in that the Dwarves usually content themselves to inhabit the deep places beneath the mountains. You are heading in to the Nentir Vale, a place mostly unexplored, this is not the traditional home of the Dwarves- holds have been established here but they are few and far between, and mostly lost to time. Certainly a 'Lost Hold' could remain lost here for some time. The point being this is not Dwarf territory, this is the Underdark proper, there's nowhere to run to down here...

Len retains a good memory of the route taken so far, his chances of finding his way back- should he need to are good.


The Gaffer hears Len's questions and chuckles.

"I'll tell you what I know about the Tannheim, for whatever good it will do. The rumour is the Tannheim were a 'specialist' clan, they were interested in dangerous things that were best kept secret, dangerous and powerful. They chose a life of isolation, even during their glory years, which were certainly more than a century ago. The Tannheim had as many friends on the topside, the humans and the like, as they had in the Halls, perhaps more."

The Gaffer scratches his chin.

"They were a strange bunch for other reasons, or so it was said, they worked for others- any creatures that had power and new knowledge, they constructed devices for specialist customers- the Lords of Nentir, and particularly Fallcrest made use of their skills. But they were not alone, they made deals with Tieflings and others."

The Gaffer lets this new information sink in, before continuing on-

"They created, it is said, great forges- forges that were possessed of intelligence, they crafted mighty magic items using strange metals that were said to come from beyond the stars. You asked what you should do here, I suggest find these forges... if they exist. If you could relight them, well... you and your kind would have the key to great power, should you be able to control them."

The Gaffer shakes his head some more....

"But it will not be easy, the story goes the Tannheim clan were wiped out in a single night... although how anyone would know this- whatever it was that destroyed them, well it may lurk still within the halls. There are a thousand stories about why, and how, and... But the one that I favour is a creature beyond death now stalks the Lost Forge- a Lich, a creature already death that commands powers to destroy- something happened, some internal problem, some corruption- that's what I believe, but... I've never been there, not inside- what do I know."

One last thing...

"There are Dwarves there, I have never seen them, but... I can smell them, they are not like me or you, they are not like the Tannheim, they are... I don't know, odd- I smell their jumbled minds- wild and uncontrolled, maddened. I don't know who they are... but I fear them."

The Gaffer returns to silence...

OOC: Just a note, waiting for votes from ripjames only- at present two PCs with 2 Pts each, two with 3 Pts each, and two with 10 Pts each... A close finish but clearly a consensus.
 
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