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

The massive ogre lumbered with surprising speed, coming around the corner. Kazzagin felt possitively small against the massive creature, but if he was going to stand and be counted amongst the Dark Mind Dwellers and those that supported Aethor One-Arm, this was his battle to hold the line. He grimaced behind his shield and held his line as the creature roared and charged down on him. Crumbling rocks gave Kazzagin pause, and for half a second a spasm of fear made him consider fleeing.

The greatclub swung and battered down onto his shield. The massive power and force behind the blow crush his shield arm against his armor, knocking the wind out of his and battering the plate around the impact. He grunted as air left his body, and with a surge of adrenaline and pain passing through him he felt the ledge give way beneath him. Tumbling down he took one deep breath, wishing that the crumbling ledge would take the ogre down with it. And then the cold water enveloped him and the world turned to water and cold.


OOC: Immediate Reaction - Save 4. Fall into water. Not sure what options are open to him on his own action until I've read a few more 4e rules. Will post an action later, though I don't think it will hold up the action.

I'll just add what happens next...

SPLADOOOOOOOOSH!

Kazz's ears pop, as do his joints, the water is deep but the force...

GM: Kazz takes 6 points of damage, down to 5 HP from memory. The Immediate Reaction moment is now over and it round to your turn proper, although see below.


Kazz finds himself standing on the sandy, rocky bottom of the river- in eight or so feet of water, and wearing platemail and with a heavy shield in one hand. The water is clear, and seemingly without any beasties he can see- perhaps this could prove to be a safe place to stay.

Then Kazz remembers- water = drowning.

[sblock=Kazz situation]You may need to get to the surface (now or some time soon) which is going to require an Athletics check, as does all movement under or in water. You're holding your breath- that's good, I may ask you for endurance checks to continue to do so. The current will push you out of the ravine and in to the lake at the rate of 2 squares per turn... All movement against the current counts as difficult terrain (but why would you want to go against the current).[/sblock]

Map et al latter on.
What do you wish to do?
 
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Krogan

OOC: Here goes something crazy....

Krogan saw the predicament that Kazz was in and he needed to act fast! Not much for a tactician, his instincts and natural ability to get in stupid situations which potential could bring him great gain (or utter demise) kicked in!
This massive ogre was a death sentence, sent to us to deal with...And by Moradin, we WILL deal with it!
Charging like it was the last charge of his life, Krogan furiously raised his Grataxe and took the biggest swing of his life! And as the Ogre was preparing for this devastating attack, something strange happened...
Krogan was actually aiming to the crumbling ground beneath his heavy left foot...
OOC: Charge to AK 35


Leaving his heavy axe firmly buried beneath the legs of the Ogre...Krogan then shifts to the right side of the Ogre, and using his muscular legs( placing both of his legs firmly on the wall, pushing with his body leaning on the Ogre), full body strength and a Greataxe beneath Ogres legs, Krogan gives his best to topple the Ogre over the edge of the ravine..... ( Moradin help us!) GAHAHAHHHHAHAHHA!!!!
OOC: Shifting to AJ35, rolling for athletics check, spending action point for push..lets see where will this get us..Goonalan..your turn :-)
)
 
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Thorgrim Wildaxe

Thorgrim valiantly strides forward, his handaxe hold high. Like a flash, the large rotating bringer of death cuts through the air, hitting the ogre... and just plops onto it's hide and falls do to the ground without doing any damage!
"Oh :):):):):)..." Throrgrimm utters as he draws his second waraxe again.

[sblock=OOC]

move: 33 AN
standard: basic ranged with handaxe vs ogre AC
minor: draw waraxe

at least not a 1 ...

The massive ogre lumbered with surprising speed, coming around the corner. Kazzagin felt possitively small against the massive creature, but if he was going to stand and be counted amongst the Dark Mind Dwellers and those that supported Aethor One-Arm, this was his battle to hold the line. He grimaced behind his shield and held his line as the creature roared and charged down on him. Crumbling rocks gave Kazzagin pause, and for half a second a spasm of fear made him consider fleeing.

The greatclub swung and battered down onto his shield. The massive power and force behind the blow crush his shield arm against his armor, knocking the wind out of his and battering the plate around the impact. He grunted as air left his body, and with a surge of adrenaline and pain passing through him he felt the ledge give way beneath him. Tumbling down he took one deep breath, wishing that the crumbling ledge would take the ogre down with it. And then the cold water enveloped him and the world turned to water and cold.


OOC: Immediate Reaction - Save 4. Fall into water. Not sure what options are open to him on his own action until I've read a few more 4e rules. Will post an action later, though I don't think it will hold up the action.

Thorgrim's hand axe spins out of his hand and thuds in to the Ogre (not for any damage)- it does not break the skin, nor produce a bruise- Thorgrim looks up, and up and... <gulp> the Ogre doesn't look happy

Meanwhile (as above) Kazzagin finds himself at the bottom of the river, on few hit points and mostly out of the fight.

GM: See my previous post for your options Kazz, what's it to be?


[sblock=Combat]

Encounter #1 The Ravine

Turn: 4

Initiative (* = Next to play)

20 Len
16 Ogre
15 Ragged Dwarf #2
15 Thorgrim
15 Kazzagin
14 Krogan*
13 Mardred
13 Cinara

HP & Conditions

PCs
Cinara 29/29 Surges 10/8 Chanting +1
Kazzagin 31/6- Bloodied Surges 13/13 AC+2 Total Defence Underwater
Krogan 34/29 Surges 10/8 Chanting +1
Len 29/26 Surges 11/10
Mardred 25/25 Surges 7/7
Thorgrim 33/33 Surges 9/8

Monsters

Ragged Dwarf #1- 52 (non-lethal) damage taken- Unconscious.
Ragged Dwarf #2
Ogre- Quarry (Thorgrim).

Actions To Date

Turn #1

Len- Charge Shield Bash Ragged Dwarf #1- Hit 15 non-lethal damage & knocked Prone.

Thorgrim- Charge Marauder's Rush Ragged Dwarf #1- '1' Miss.

Kazzagin- Combat Challenge Ragged Dwarf #1.

Krogan- Moshing.

Mardred- Move AN30.

Cinara- Move (Run) AP32. Perception...

Turn #2

Len- Shield Feint Ragged Dwarf #1- Miss.

Ragged Dwarf #1- Stand. Drop Crossbow. Draw Warhammer. Warhammer Len- Hit 13 damage. Combat Challenge- 5 Radiant damage from Kazzagin.

Ragged Dwarf #2- Run out of sight.

Thorgrim- Quarry ragged Dwarf #1. Twin Strike ragged Dwarf #1- both Hit 16 damage & Bloodied.

Kazzagin- Move AO31. Holy Strike Ragged Dwarf #1- Miss.

Krogan- Ready Action.

Mardred- Ambush Trick Move AM29. RBA Dagger Combat Advantage Ragged Dwarf #1- Miss.

Cinara- Shift AO33. Earth's Endurance Combat Advantage Ragged Dwarf #1- Hit 7 damage- Bloodied still. Healing Word +3 Len.

Turn #3

Len- Shift A032. Shield Feint ragged Dwarf #1- Hit 9 damage- KO'd.

Ogre- Double Move.

Ragged Dwarf #1- Unconscious.

Ragged Dwarf #2- Double Move.

Thorgrim- Quarry Ogre. Stow Waraxe. Draw Handaxe.

Kazzagin- Move AL35. Total Defence.

Krogan- Move AM33. Perception check- Ogre and Dwarf on their way.

Mardred- Move AM32. Ready Action.

Cinara- Move AL30.

Turn #4

Len- Move AN25 dragging ragged Dwarf #1 with him.

Ogre- Move. Charge Kazzagin. Mardred OA Dagger Ogre- Miss. Charge Kazzagin Greatclub- Hit 20 damage & Bloodied & knocked of ledge in to the river.

Ragged Dwarf #2- Move Z51. Crossbow Krogan-Miss. Reload Crossbow.

Thorgrim- Move AN33. Hand Axe Ogre- Miss. Draw Warpick.

Krogan-

[/sblock]

New Map- after Krogan's turn.
 

OOC: Here goes something crazy....

Krogan saw the predicament that Kazz was in and he needed to act fast! Not much for a tactician, his instincts and natural ability to get in stupid situations which potential could bring him great gain (or utter demise) kicked in!
This massive ogre was a death sentence, sent to us to deal with...And by Moradin, we WILL deal with it!
Charging like it was the last charge of his life, Krogan furiously raised his Grataxe and took the biggest swing of his life! And as the Ogre was preparing for this devastating attack, something strange happened...
Krogan was actually aiming to the crumbling ground beneath his heavy left foot...
OOC: Charge to AK 35


Leaving his heavy axe firmly buried beneath the legs of the Ogre...Krogan then shifts to the right side of the Ogre, and using his muscular legs( placing both of his legs firmly on the wall, pushing with his body leaning on the Ogre), full body strength and a Greataxe beneath Ogres legs, Krogan gives his best to topple the Ogre over the edge of the ravine..... ( Moradin help us!) GAHAHAHHHHAHAHHA!!!!
OOC: Shifting to AJ35, rolling for athletics check, spending action point for push..lets see where will this get us..Goonalan..your turn :-)
)

Krogan's Greataxe alas has little purchase (minimum damage on your rolls- the dice are against you- also I believe the power is to attack a creature... but let's roll with it).

Krogan levers himself in to place and pushes, but the Ogre is a massive beast, it pushes back... one leg kicks the air for a second and then... thumps back down to earth.

The Ogre is a little off-balance (-2 to hit) but is otherwise in fine fettle...

GM: I like your style, and getting the Ogre off the edge would be a winner- providing Kazz gets out of the way, the dice however were not in your favour there, a better to hit roll, more damage and a skill check more than 5 above the Ogre's check and the Ogre would be in trouble- that's not to say over the edge however...

A further clue delivering big damage to a creature on the edge of the trail, any creature (including you guys) will cause them to lose their balance and make a check of some kind- massive damage like the Ogre did to Kazzagin (20+) and all that's left is a saving throw or it's over the edge...


Mardred

"What do we do? What do we do?" Mardred screams... and then shuffles backwards a little, draws his dagger and takes aim- right. Between. The. Eyes.

The Dagger soars...

Over the Ogre and over the edge to plop gently in to the water at the bottom of the ravine.

Mardred grabs out another dagger, he's not done- although his hands are now shaking furiously...

Lets fly again, the dagger describes a low arc as he releases it...

THUNG!

The dagger lands embedded in the Ogre's forehead... the creature stands there for a second... then a second more, then slowly staggers right...

The Ogre does a comical little dance- its legs moving in a half-a-dozen different directions at once, its arms flapping like some giant bird trying to lift to soar with two feathers and 500lbs of excess ballast...

"Bug'rit!" The Ogre states and topples head first off the ledge...

SPLAAAAAADOOOOSH!

GM: The Ogre is effectively Prone, beneath the surface and doesn't know up from down. He cannot be seen.

I've also move Kazzagin two squares along in the river, the drift is two squares/turn- still waiting for Kazz's move- fighting the thing underwater would be difficult, just to say- I'll have to check the rules.


[sblock=Mardred Combat]
Move: Ambush Trick AN32 Combat Advantage over Ogre.
Free: Backstab +3 to hit 1d6 extra damage
Free: Sneak Attack if hit 2d8 damage
Standard: Ranged Basic Attack Dagger Ogre- Miss.
Minor: Draw Dagger.
Action Point: Ranged Basic Dagger Ogre (this time with Sneak Attack only)- Crit 25 damage- Ogre off the edge and in to the river, Mardred rocks!
[/sblock]

[sblock=Combat]

Encounter #1 The Ravine

Turn: 4

Initiative (* = Next to play)

20 Len
16 Ogre
15 Ragged Dwarf #2
15 Thorgrim
15 Kazzagin
14 Krogan
13 Mardred
13 Cinara*

HP & Conditions

PCs
Cinara 29/29 Surges 10/8 Chanting +1
Kazzagin 31/6- Bloodied Surges 13/13 AC+2 Total Defence Underwater
Krogan 34/29 Surges 10/8 Chanting +1
Len 29/26 Surges 11/10
Mardred 25/25 Surges 7/7
Thorgrim 33/33 Surges 9/8

Monsters

Ragged Dwarf #1- 52 (non-lethal) damage taken- Unconscious.
Ragged Dwarf #2
Ogre- 38 damage taken. Quarry (Thorgrim). Prone & Underwater.

Actions To Date

Turn #1

Len- Charge Shield Bash Ragged Dwarf #1- Hit 15 non-lethal damage & knocked Prone.

Thorgrim- Charge Marauder's Rush Ragged Dwarf #1- '1' Miss.

Kazzagin- Combat Challenge Ragged Dwarf #1.

Krogan- Moshing.

Mardred- Move AN30.

Cinara- Move (Run) AP32. Perception...

Turn #2

Len- Shield Feint Ragged Dwarf #1- Miss.

Ragged Dwarf #1- Stand. Drop Crossbow. Draw Warhammer. Warhammer Len- Hit 13 damage. Combat Challenge- 5 Radiant damage from Kazzagin.

Ragged Dwarf #2- Run out of sight.

Thorgrim- Quarry ragged Dwarf #1. Twin Strike ragged Dwarf #1- both Hit 16 damage & Bloodied.

Kazzagin- Move AO31. Holy Strike Ragged Dwarf #1- Miss.

Krogan- Ready Action.

Mardred- Ambush Trick Move AM29. RBA Dagger Combat Advantage Ragged Dwarf #1- Miss.

Cinara- Shift AO33. Earth's Endurance Combat Advantage Ragged Dwarf #1- Hit 7 damage- Bloodied still. Healing Word +3 Len.

Turn #3

Len- Shift A032. Shield Feint ragged Dwarf #1- Hit 9 damage- KO'd.

Ogre- Double Move.

Ragged Dwarf #1- Unconscious.

Ragged Dwarf #2- Double Move.

Thorgrim- Quarry Ogre. Stow Waraxe. Draw Handaxe.

Kazzagin- Move AL35. Total Defence.

Krogan- Move AM33. Perception check- Ogre and Dwarf on their way.

Mardred- Move AM32. Ready Action.

Cinara- Move AL30.

Turn #4

Len- Move AN25 dragging ragged Dwarf #1 with him.

Ogre- Move. Charge Kazzagin. Mardred OA Dagger Ogre- Miss. Charge Kazzagin Greatclub- Hit 20 damage & Bloodied & knocked of ledge in to the river.

Ragged Dwarf #2- Move Z51. Crossbow Krogan-Miss. Reload Crossbow.

Thorgrim- Move AN33. Hand Axe Ogre- Miss. Draw Warpick.

Kazzagin- Drift downstream 2 squares.

Krogan- Charge Howling Strike to AK35 and smash the ground beneath the Ogres feet- Hit but minimum damage & Krogan shift. Action Point and attempt to Push the Ogre off balance- contested Athletics check, Krogan 24 vs Ogre 22- the Ogre shifts a little... but not enough.

Mardred- Move Ambush Trick AN32. Ranged Basic Attack Dagger with Backstab & Sneak Attack Ogre- Miss. Draw Dagger. Action Point. Ranged Basic Attack Dagger with Sneak Attack Ogre- Crit 25 damage- the Ogre Saves '1' and falls head first off the ledge taking another 13 damage.

Cinara-

[/sblock]

New Map-

http://gallery.rptools.net/v/contrib/goonalan/Dwarf1/?g2_page=6

Epic!
 
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He sank quickly, the pain in his arm and chest flaring with each passing second in the cold water. His body landed softly on the bottom of the river, the water tugging him deeper into the lake. With a mouth full of air he at least had time, but not much. Fighting through the pain, he righted his body and used his powerful legs to kick towards the surface. Arms flailing as much as he could, he tried hard to get up, to take one breath that would give him seconds and hope. The armor was too heavy, though, as he clung to the bottom, his desperation starting to grow.

OOC: Minor - Second Wind - 7 hp recovered.
Move - Swim Check to reach the surface - 1
Move - Swim check to reach the surface - 5

[SBLOCK=Kazzagin]Kazzagin
Played by Pinotage
Dwarf Paladin of Pelor Level 1 (XP: 99)

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: 12 / 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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He sank quickly, the pain in his arm and chest flaring with each passing second in the cold water. His body landed softly on the bottom of the river, the water tugging him deeper into the lake. With a mouth full of air he at least had time, but not much. Fighting through the pain, he righted his body and used his powerful legs to kick towards the surface. Arms flailing as much as he could, he tried hard to get up, to take one breath that would give him seconds and hope. The armor was too heavy, though, as he clung to the bottom, his desperation starting to grow.

OOC: Minor - Second Wind - 7 hp recovered.
Move - Swim Check to reach the surface - 1
Move - Swim check to reach the surface - 5

Kazzagin feels slightly better, certainly his aches and pains have begun to fade, replaced by cold determination...

No matter how hard he tries he cannot gain buoyancy, should he leave his Shield behind (would then be +2 on Athletics checks, and remember you have an Action Point and after this encounter concludes you'll get it back).

[sblock= Kazzagin Underwater]
You can manage 3 turns underwater and then we start with the Endurance checks as you run out of breath. You need an Athletics check DC12 to Move 2 squares, if you double Move and make both DC12 checks then you move 5 squares in total. Also each turn you move 2 squares downstream- which is the direction you want to go anyway (I presume). The Ogre will be making the same checks next turn, although he has to find his feet first- the Ogre however moves a much greater distance than you, same as on dry land- water is effectively difficult terrain (half movement). Hope this is understandable, if not message me. [/sblock]

[sblock=Combat]

Encounter #1 The Ravine

Turn: 4

Initiative (* = Next to play)

20 Len
16 Ogre
15 Ragged Dwarf #2
15 Thorgrim
15 Kazzagin
14 Krogan
13 Mardred
13 Cinara*

HP & Conditions

PCs
Cinara 29/29 Surges 10/8 Chanting +1
Kazzagin 31/12- Bloodied Surges 13/12 AC+2 Total Defence Underwater
Krogan 34/29 Surges 10/8 Chanting +1
Len 29/26 Surges 11/10
Mardred 25/25 Surges 7/7
Thorgrim 33/33 Surges 9/8

Monsters

Ragged Dwarf #1- 52 (non-lethal) damage taken- Unconscious.
Ragged Dwarf #2
Ogre- 38 damage taken. Quarry (Thorgrim). Prone & Underwater.

Actions To Date

Turn #1

Len- Charge Shield Bash Ragged Dwarf #1- Hit 15 non-lethal damage & knocked Prone.

Thorgrim- Charge Marauder's Rush Ragged Dwarf #1- '1' Miss.

Kazzagin- Combat Challenge Ragged Dwarf #1.

Krogan- Moshing.

Mardred- Move AN30.

Cinara- Move (Run) AP32. Perception...

Turn #2

Len- Shield Feint Ragged Dwarf #1- Miss.

Ragged Dwarf #1- Stand. Drop Crossbow. Draw Warhammer. Warhammer Len- Hit 13 damage. Combat Challenge- 5 Radiant damage from Kazzagin.

Ragged Dwarf #2- Run out of sight.

Thorgrim- Quarry ragged Dwarf #1. Twin Strike ragged Dwarf #1- both Hit 16 damage & Bloodied.

Kazzagin- Move AO31. Holy Strike Ragged Dwarf #1- Miss.

Krogan- Ready Action.

Mardred- Ambush Trick Move AM29. RBA Dagger Combat Advantage Ragged Dwarf #1- Miss.

Cinara- Shift AO33. Earth's Endurance Combat Advantage Ragged Dwarf #1- Hit 7 damage- Bloodied still. Healing Word +3 Len.

Turn #3

Len- Shift A032. Shield Feint ragged Dwarf #1- Hit 9 damage- KO'd.

Ogre- Double Move.

Ragged Dwarf #1- Unconscious.

Ragged Dwarf #2- Double Move.

Thorgrim- Quarry Ogre. Stow Waraxe. Draw Handaxe.

Kazzagin- Move AL35. Total Defence.

Krogan- Move AM33. Perception check- Ogre and Dwarf on their way.

Mardred- Move AM32. Ready Action.

Cinara- Move AL30.

Turn #4

Len- Move AN25 dragging ragged Dwarf #1 with him.

Ogre- Move. Charge Kazzagin. Mardred OA Dagger Ogre- Miss. Charge Kazzagin Greatclub- Hit 20 damage & Bloodied & knocked of ledge in to the river.

Ragged Dwarf #2- Move Z51. Crossbow Krogan-Miss. Reload Crossbow.

Thorgrim- Move AN33. Hand Axe Ogre- Miss. Draw Warpick.

Kazzagin- Drift downstream 2 squares. Second Wind 7HP back and +2 to all Defences. Swim to surface- Fail. Swim to surface- Fail.

Krogan- Charge Howling Strike to AK35 and smash the ground beneath the Ogres feet- Hit but minimum damage & Krogan shift. Action Point and attempt to Push the Ogre off balance- contested Athletics check, Krogan 24 vs Ogre 22- the Ogre shifts a little... but not enough.

Mardred- Move Ambush Trick AN32. Ranged Basic Attack Dagger with Backstab & Sneak Attack Ogre- Miss. Draw Dagger. Action Point. Ranged Basic Attack Dagger with Sneak Attack Ogre- Crit 25 damage- the Ogre Saves '1' and falls head first off the ledge taking another 13 damage.

Cinara-

[/sblock]

No new map.
 

Cinara

Things are happening so fast! No time to think, no time to discuss. But there's always time to pray....

OOC: move to AM30

Cinara drops her shield. She whispers, "Lord of the Forge, hear my prayer..."

OOC: move to AN31

She breaks into a trot. "Yours is the fire of life..."

OOC: move to AO32.

A burst of speed. "Let your fire burn within me now..."

OOC: move to AP33.

A well placed leap just before the ledge. "And keep me warm..."

OOC: jump to AQ34.

A plunge into the river. "Amidst the cold depths below."

Hoping to land on her feet or at least in control, Cinara reaches out through the water to her companion, filling him with Moradin's healing power and strengthening him against what may come in the moments to follow.

OOC: move and leap into the gap of water between the bridge outcroppings in an (likely ill-fated) effort to bottleneck further movement downstream.
Minor: Healing Word on Kazz (Kazz takes only half damage from next hit before the end of my next turn)
Minor: Stone's Resolve on Kazz - Kazz has DR5 until end of my next turn

OOC:
EDIT: oooookay, so, yeah, Moradin himself thinks I'm nuts.... and somehow I've managed to channel Mercury himself in my jump! (For all I know, maybe that's Moradin's answer!)
 
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Cinara

Things are happening so fast! No time to think, no time to discuss. But there's always time to pray....

OOC: move to AM30

Cinara drops her shield. She whispers, "Lord of the Forge, hear my prayer..."

OOC: move to AN31

She breaks into a trot. "Yours is the fire of life..."

OOC: move to AO32.

A burst of speed. "Let your fire burn within me now..."

OOC: move to AP33.

A well placed leap just before the ledge. "And keep me warm..."

OOC: jump to AQ34.

A plunge into the river. "Amidst the cold depths below."

Hoping to land on her feet or at least in control, Cinara reaches out through the water to her companion, filling him with Moradin's healing power and strengthening him against what may come in the moments to follow.

OOC: move and leap into the gap of water between the bridge outcroppings in an (likely ill-fated) effort to bottleneck further movement downstream.
Minor: Healing Word on Kazz (Kazz takes only half damage from next hit before the end of my next turn)
Minor: Stone's Resolve on Kazz - Kazz has DR5 until end of my next turn

OOC:
EDIT: oooookay, so, yeah, Moradin himself thinks I'm nuts.... and somehow I've managed to channel Mercury himself in my jump! (For all I know, maybe that's Moradin's answer!)

Cinara plunges in to the water- freezing cold, almost enough to take her breath away, she takes a little hurt (see below- 3 damage) but manages just to control her landing and remain the right way up.

The water is crystal clear, and stuck on the bed of the river only five feet away is Kazzagin, you work your magic and Kazzagin feels Moradin's blessing (Kazz back on 25 HP, I believe), and soon after Moradin's shield (DR 5 All).

And there you are... two of you stuck underwater and an Ogre behind the both of you... good luck.

Alas Moradin was not going to get his feet wet, you should no better than to prey to him and then go aqua Dwarf, he doesn't approve- it's not natural, he still hasn't forgiven water for erosion- all Moradin's lovely stone turned to sand!

[sblock=Combat]

Encounter #1 The Ravine

Turn: 5

Initiative (* = Next to play)

20 Len*
16 Ogre
15 Ragged Dwarf #2
15 Thorgrim
15 Kazzagin
14 Krogan
13 Mardred
13 Cinara

HP & Conditions

PCs
Cinara 29/26 Surges 10/8 Chanting +1 Underwater- 3 Turns left
Kazzagin 31/25 Surges 13/11 AC+2 Total Defence Underwater- 2 Turns left
Krogan 34/29 Surges 10/8 Chanting +1
Len 29/26 Surges 11/10
Mardred 25/25 Surges 7/7
Thorgrim 33/33 Surges 9/8

Monsters

Ragged Dwarf #1- 52 (non-lethal) damage taken- Unconscious.
Ragged Dwarf #2
Ogre- 38 damage taken. Quarry (Thorgrim). Prone & Underwater.

Actions To Date

Turn #1

Len- Charge Shield Bash Ragged Dwarf #1- Hit 15 non-lethal damage & knocked Prone.

Thorgrim- Charge Marauder's Rush Ragged Dwarf #1- '1' Miss.

Kazzagin- Combat Challenge Ragged Dwarf #1.

Krogan- Moshing.

Mardred- Move AN30.

Cinara- Move (Run) AP32. Perception...

Turn #2

Len- Shield Feint Ragged Dwarf #1- Miss.

Ragged Dwarf #1- Stand. Drop Crossbow. Draw Warhammer. Warhammer Len- Hit 13 damage. Combat Challenge- 5 Radiant damage from Kazzagin.

Ragged Dwarf #2- Run out of sight.

Thorgrim- Quarry ragged Dwarf #1. Twin Strike ragged Dwarf #1- both Hit 16 damage & Bloodied.

Kazzagin- Move AO31. Holy Strike Ragged Dwarf #1- Miss.

Krogan- Ready Action.

Mardred- Ambush Trick Move AM29. RBA Dagger Combat Advantage Ragged Dwarf #1- Miss.

Cinara- Shift AO33. Earth's Endurance Combat Advantage Ragged Dwarf #1- Hit 7 damage- Bloodied still. Healing Word +3 Len.

Turn #3

Len- Shift A032. Shield Feint ragged Dwarf #1- Hit 9 damage- KO'd.

Ogre- Double Move.

Ragged Dwarf #1- Unconscious.

Ragged Dwarf #2- Double Move.

Thorgrim- Quarry Ogre. Stow Waraxe. Draw Handaxe.

Kazzagin- Move AL35. Total Defence.

Krogan- Move AM33. Perception check- Ogre and Dwarf on their way.

Mardred- Move AM32. Ready Action.

Cinara- Move AL30.

Turn #4

Len- Move AN25 dragging ragged Dwarf #1 with him.

Ogre- Move. Charge Kazzagin. Mardred OA Dagger Ogre- Miss. Charge Kazzagin Greatclub- Hit 20 damage & Bloodied & knocked of ledge in to the river.

Ragged Dwarf #2- Move Z51. Crossbow Krogan-Miss. Reload Crossbow.

Thorgrim- Move AN33. Hand Axe Ogre- Miss. Draw Warpick.

Kazzagin- Drift downstream 2 squares. Second Wind 7HP back and +2 to all Defences. Swim to surface- Fail. Swim to surface- Fail.

Krogan- Charge Howling Strike to AK35 and smash the ground beneath the Ogres feet- Hit but minimum damage & Krogan shift. Action Point and attempt to Push the Ogre off balance- contested Athletics check, Krogan 24 vs Ogre 22- the Ogre shifts a little... but not enough.

Mardred- Move Ambush Trick AN32. Ranged Basic Attack Dagger with Backstab & Sneak Attack Ogre- Miss. Draw Dagger. Action Point. Ranged Basic Attack Dagger with Sneak Attack Ogre- Crit 25 damage- the Ogre Saves '1' and falls head first off the ledge taking another 13 damage.

Cinara- Move & Drop in to river AQ34. Healing Word +6 HP Kazzagin. Stone's Resolve DR5 Kazzagin.

Turn #5

Len-

[/sblock]

New Map-

http://gallery.rptools.net/v/contrib/goonalan/Dwarf1/?g2_page=6

Len's up- somebody can play him as I'm not going to get him killed, first to message gets to bot Len.
 
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Fighting Underwater

When fighting underwater, the following modifiers apply:

Creatures using powers that have the fire keyword take a –2 penalty to attack rolls.

Characters using weapons from the spear and crossbow weapon groups take no penalties to attack rolls with those weapons while fighting underwater. Characters using any other weapon take a –2 penalty to attack rolls.

Creatures move using their swim speed. A creature without a swim speed must use the Athletics skill to swim, as described in the Player’s Handbook.

Aquatic: Creatures native to watery environments have the aquatic ability. They gain a +2 bonus to attack rolls against opponents that do not have this ability. Aquatic monsters, such as sahuagin, are noted as such.
 

Oh why not...given that most of you are probably asleep by now..... :)

Len

"...and stay 'dare, ya mangy excuse for a dwarf! Cinara, so...HEY! where ya goin' lassy?! Wha... ARE YA MAD????"

Moving back out of the foyer, Len watches as the blonde wonder launches herself with a perfect double-somersault and pike into the ravine below. Where's Kazzigan? And the ogre? Another movement to the edge and he can see the thrashing beast attempting to right itself and the edge where the ground gave way... only one reason Cinara must have jumped in....

"Yer mine now, beastie. Nuthin' forces ma friends to take a bath an' gets away wi' it!"

With a smirk and an oath under his breath, Len rushes for the ogre, leaping from the edge, shield held fast, blade held high over his head, making for the greatest sweeping arc a Bottom Guilder's ever seen or done.

"Git some roooooooope!!!!"

OOC: Move: to AN30
Move: to to AN34
Minor: combat challenge the ogre - potential for OAs, ogre is -2 hit anyone else
AP: charge and leap from edge of AL36 to land in AL37, Daily Shove&Slap - don't care much about the pushing and shifting, I'm hoping the attack either keeps the beast off his feet or at least unable to find Up.

Athletics check for jump
If ogre is hit, using battle axe daily power for extra cold dmg


OOC: not even going to bother with the damage dice :( ... EDIT: no, take that back (as DM pointed out to me!) - still half damage on miss :)


OOC: hope I at least captured Len's spirit....


[sblock=Len]Leonard D Apricot
Played by Hairychin
Dwarf Fighter- Weaponmaster Level 1

Perception: 11 Insight: 11 Low-light Vision

AC 18 Fortitude 18 Reflex 13 Will 12
Initiative: +0 Speed: 5
Str 20 Con 14 Dex 10 Int 10 Wis 12 Cha 10

Hit Points: 29 / 29 Bloodied: 14
Temporary Hit Points: 0
Healing Surge: 7 Surges per day: 11 / 11

Resist:
Saving Throw: +5 vs Poison

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

Languages: Common, Dwarven.

Trained Skills: Athletics +7, Endurance +6, Intimidate +5.
Other Skills: Acrobatics -3, Arcana 0, Bluff 0, Diplomacy 0, Dungeoneering +5, Heal +1, History 0, Insight +1, Nature +1, Perception +1, Religion 0, Stealth -3, Streetwise 0, Thievery -3.

Feats: Improved Defences.

Traits:
Stand Your Ground- You move 1 less square with Forced Movement, and get an Immediate Saving Throw to avoid being knocked Prone.
Combat Superiority- Your Opportunity Attacks (including with Combat Challenge) gain Wis bonus (+1) To Hit and stop movement (not Shift though).

At-Will Powers: Standard Actions
Melee Basic Attack (Battleaxe): +8 vs AC 1d10+5 damage. (+1 to both, see Axe)
Ranged Basic Attack (Throwing Hammer): Range 5/10 +8 vs AC 1d6+5 damage.
Cleave (Battleaxe): +8 vs AC 1d10+5 damage (+1 to both, see Axe), and a different adjacent enemy takes Str (5) damage.
Shield Feint (Battleaxe & Shield): +8 vs AC 1d10+5 damage (+1 to both, see Axe), and +3 To Hit on next attack roll against same creature before end of next turn.

At-Will Powers: Free Actions
Combat Challenge- you Mark all you attack; Marked are -2 To Hit others; if Move or Attack other you make attack with Combat Superiority. Free Action.

Encounter Powers: Standard Actions
Shield Bash (Battleaxe & Shield): +8 vs Reflex 1d10+6 damage (Wis bonus added to damage) (+1 to both, see Axe), and you Push target 1 square and knock it Prone. Can be used as a Charge attack.

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

Daily Powers: Standard Actions
Shove & Slap (Battleaxe & Shield): +9 vs Fortitude 2d10+5 damage (+1 to both, see Axe), and you Push target 2 squares (including Wis bonus) and can Shift 1 in to vacated square. Miss: Half damage. Then make a Secondary Attack on one creature other than the Primary target: +9 vs Fortitude 5 damage, and the target is Dazed (save ends).

Conditions:
Equipment:
Frost Weapon
Level 3 Uncommon
A thin layer of frost coats the business end of this weapon.

Price: 680 gp
Weapon: Any
Enhancement: +1 attack rolls and damage rolls
Critical: +1d6 cold damage

Power (At-Will • Cold): Free Action. All damage dealt by this weapon is cold damage. Another free action returns the damage to normal.

Power (Daily • Cold): Free Action. Use this power when you hit with the weapon. The target takes 1d8 cold damage and is slowed until the end of your next turn.[/sblock]
 
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