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

Here we go... Krogan will finish off the dwarf. It is n his blood to pursue until death. If Moradin is looking, he will need to help us now.


Now that the dwarf is finally dead, I will aproach to Thor and put preassure on his worst wound. I know I can't use my heal check, bit maybe I could help Mardred with a bonus... God speed Mardred..

Krogan screams wildly as his greataxe- at last, smashes through the ragged Dwarf's defences and splits the foul creature's skull. The maniac Dwarf topples forward...

Krogan is quickly to Thorgrim- the Ranger has lost a lot of blood, Krogan however is no medic, he simply does his best to staunch the flow of the blood.

GM: An extra +1 to Mardred's Heal Check.


Mardred is over to Thorgrim at a run... he moves swiftly, although he too is not trained in the healing arts... he frets even as he works...

"It's not working... he's dying- CINARA... KAZZAGIN... HE'S DYING!"

[sblock=Mardred Combat]
Move: Run Z48
Standard: Heal Check stabilise Thorgrim- Fail.
[/sblock]

[sblock=Combat]

Encounter #2 The Ravine

Turn: 9

Initiative (* = Next to play)

20 Len*
15 Thorgrim*
15 Kazzagin
14 Krogan
13 Mardred
13 Cinara

HP & Conditions

PCs
Cinara 29/26 Surges 10/8
Kazzagin 31/25 Surges 13/11
Krogan 34/16 Surges 10/8- Bloodied.
Len 29/12 Surges Bloodied 11/8
Mardred 25/25 Surges 7/7
Thorgrim 33/-3 Surges 9/7- Dying- Death Save Failures = 1.

Monsters

Ragged Dwarf #1- 52 (non-lethal) damage taken- Unconscious.
Ragged Dwarf #2- 53 damage taken- Dead.
Ogre- 113 damage taken- Dead.

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- Move AN30. Move AM35. Action Point Charge and Leap down (1 HP damage to Len) on Ogre Battleaxe- Hit 7 damage and 7 Cold damage & Slowed & Marked.

Ogre- Athletics check to Stand- Success. Angry Smash Greatclub (Underwater) Len- Miss & Miss.

Ragged Dwarf #1- Ko'd

Ragged Dwarf #2- Move AA48. Aimed Shot Crossbow Thorgrim- Crit 25 damage- Bloodied. Reload.

Thorgrim- Second Wind & +2 on all defences. Move AI38. Move AF43. Action Point. Charge Marauder's Rush Ragged Dwarf #2- Miss.

Kazzagin- Drift downstream 2 squares. Swim to surface- Fail. Swim to surface- Fail.

Krogan- Grab Axe. Run. Charge Howling Strike Ragged Dwarf #2- Miss.

Mardred- Move Ambush Trick AL35. Ranged basic Attack Dagger with Combat Advantage Ogre (Cover) with Sneak Attack- Hit 14 damage & Bloodied.

Cinara- Lift Kazzagin- Fail. Move (Swim) & Surface AO36. Move (Swim) AN38. Action Point. Earthen Hail Combat Advantage Ogre- Hit 18 damage- Bloodied and +2 AC & Fort for Cinara & Len.

Turn #6

Len- Athletics against current- Success. Shield Feint Ogre- Hit 11 damage & Marked.

Ogre- Angry Smash Len- Hit 20 damage and Bloodied. Len Endurance check- Fail= out of breath. Ogre Athletics check- stay in position- Success.

Ragged Dwarf #2- Shift back Crossbow with Aimed Shot Thorgrim- Hit 14 damage- Bloodied.

Thorgrim- Quarry Ragged Dwarf #2. Shift Z48. Sudden Strike Ragged Dwarf #2- Hit & Hit 19 damage & Weakened.

Kazzagin- Attempt to surface- Fail. Attempt to surface- Fail. Action Point. Attempt to surface- Success.

Krogan- Shift AA48. Desperate Fury Ragged Dwarf #2- Hit 21 damage- Bloodied.

Mardred- Ambush Trick AK36. Dagger Combat Advantage Ogre (Cover)- Miss. Draw Shortbow.

Cinara- Burden of Earth Ogre- Hit 9 damage, next attack +1 To Hit. Swim check- Success.

Turn #7

Len- Second Wind 7HP back +2 all defences. Swim Check- Success. Shield Feint Ogre- Hit 9 damage- Dead. Endurance Check- Fail = -1 Healing Surge.

Ragged Dwarf #1- Ko'd.

Ragged Dwarf #2- Drop crossbow. Draw warhammer. Warhammer Thorgrim- Hit 5 damage- dying.

Thorgrim- Death Save- 2 (1 Fail).

Kazzagin- Drifting in the river, failing Athletics checks to swim.

Krogan- Howling Strike Ragged Dwarf #2- Miss.

Mardred- Move AH41. Shortbow Ragged Dwarf #2- Miss.

Cinara- Swim- one Fail, one Success + drift.

Turn #8

Len- Swim- Fail. Swim- Success + Drift.

Ragged Dwarf #1- Ko'd.

Ragged Dwarf #2- Warhammer Krogan- Hit 13 damage Bloodied.

Thorgrim- Death Save 7 (Fail x2)

Kazzagin- Swim- '20'. Swim- Fail but hold on to Tower with Athletics check.

Krogan- Howling Strike ragged Dwarf #2- Hit 13 damage- Dead. Help Mardred with Thorgrim.

Mardred- Move (Run) Z48. Heal Check stabilise Thorgrim- Fail.

Cinara- Grab to Climb- Fail. Swim- Success & Fail + Drift.

Turn #9

Len-

Thorgrim-

Kazzagin-

Krogan-

Mardred-

Cinara-

[/sblock]

Thorgrim, it seems you posted while I was doing my post- didn't see you had made your second roll, we need your third now...

Len- Pinotage can you continue with Len please. And straight after try and get Kazzagin out of the water and around to the fallen Thorgrim.

Cinara- you may as well do your turn as soon as also.

Krogan and Mardred are on hold until Thorgrim has done his two Death Saves.

New Map-

http://gallery.rptools.net/v/contri...+The+Ravine-+Thorgrim+could+be+dying.jpg.html

Blimey, it's all down to Thorgrim and his two Death Saves.

Here's the scene-

http://gallery.rptools.net/v/contrib/goonalan/Dwarf1/068+The+Ravine-+Help+Thorgrim.jpg.html


Good luck.
 
Last edited:

log in or register to remove this ad

Cinara

Hearing Mardred yell, Cinara knew it was dire indeed. With whatever reserves she has left, she lunges once again for the tower wall. Somehow finding purchase on the crumbling surface, she spiders her way up the wall.

"Thorgrim! Hear me now! Moradin has no interest in meeting you face-to-face quite yet. Steel yourself and hold on!!"

OOC: not sure where I would end up after coming over the wall or how far, if any, she can move toward Thorgrim.......
 
Last edited:


Cinara

Hearing Mardred yell, Cinara knew it was dire indeed. With whatever reserves she has left, she lunges once again for the tower wall. Somehow finding purchase on the crumbling surface, she spiders her way up the wall.

"Thorgrim! Hear me now! Moradin has no interest in meeting you face-to-face quite yet. Steel yourself and hold on!!"

OOC: not sure where I would end up after coming over the wall or how far, if any, she can move toward Thorgrim.......

GM: You're up and over... but miles away, your first move action gets you up the wall- to the top. The second move gets you down from the wall and about 5 squares more (at a run). Which still leaves you two Moves at a run away from Thorgrim.

It's all down to Thorgrim's third Death Save, and only Len goes before then- and he can do nothing...

Thorgrim, sorry about the confusion but the result is- we need your third Death Save.


New Map- will post after Len & Thorgrim's posts.
 

Thorgrim dies an unfortunate death in the caves below his homeland. May he remembered as valiant and buried with his uncle's axe. At least, he now joins his father and mother.

OOC: Thorgrim's last (?) Death save.
And another 1 :(
 
Last edited:

Len

Len watched as Cinara climbed upward, heaving her lithe body up the stones to the level above. He paused in looking a little too long before the current dragged him passed the rocks. "Yeah, yeah," he muttered to himself as he gripped the rock and with great agility and discipline climbed the short distance to the top.

OOC: Minor - None
Move - Athletics Check (Climb) - 23
Move - Athletics Check (Climb) - 19 - To AO33

[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: 12 / 29 Bloodied: 14
Temporary Hit Points: 0
Healing Surge: 7 Surges per day: 8 / 11

Resist:
Saving Throw: +5 vs Poison

Action Points: 0
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]
 
Last edited:

"I be hating water from now on," he cursed beneath his breath, swallowing another mouthful as he gripped onto the side of the tower. At least here the current wasn't as strong. Taking a deep breath, and using pounds of muscle, he reached for a higher point on the rock, braced his legs and started the short climb upward. It wasn't without its trouble - one foot-hold broken, another slip of the hand, and ages to drag his soaking wet plated body over the top of the wall. He almost rolled off the other side. "Never again, I be swearing," he cursed again as he landed on the other side, and got to his weary feet. "This be feeling much better."

OOC: Minor - None
Move - Athletics Check (Climb) - 11
Move - To AO23

[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: 25 / 31 Bloodied: 15
Temporary Hit Points: 0
Healing Surge: 7 Surges per day: 11 / 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]
 
Last edited:

Thorgrim dies an unfortunate death in the caves below his homeland. May he remembered as valiant and buried with his uncle's axe. At least, he now joins his father and mother.

OOC: Thorgrim's last (?) Death save.
And another 1 :(

"NOOOOOOOO!"

Mardred screams even as Cinara comes racing towards them, Krogan is left on his knees cradling the lifeless form of Thorgrim... the moments pass like ages.

Cinara, who has yet to give up hope, scrambles in the dirt- checking and re-checking the motionless Thorgrim, after ten minutes of fruitless labour even she has to concede- his spirit has departed.

Kazzagin and Len have now made it to the spot, the five stand around, unable to give voice to their feelings- being a hero it seems comes at a terrible price, their collective hopes and dreams- easy victories, gold and glory, are shattered.

Death lives under the mountain, death lives in the stone and the shadow, death and pain, and hurt, and suffering...

Thorgrim's body is eventually taken up, carried with ceremony back the way the Dwarf's came. The two ragged Dwarves (one dead, one alive but still unconscious) are also taken- Len carries one beneath each arm. The Dwarves head back to the camp a little way off- where they left the Gaffer.

The Gaffer of course is surprised to see them but holds his tongue, and becomes all businesslike when he spots Thorgrim.

The body is swiftly prepared, as is the custom, rocks are gathered for the cairn, a service held with prayers from Cinara and Kazzagin, followed by final words...

And when it's done the five Dwarfs remaining, and the Gaffer, return swiftly to the fire- it seems colder in the caverns then ever before, there they mutter and eat, knowing that they must return. Each casting dark glances at the ragged Dwarf- now gagged, wild-eyed and awake.

GM: Things to do-

1. Last words for Thorgrim please.
2. Anything you wish to do with the dead ragged Dwarf?
3. Same but for the one alive?

Remember to make any skill checks you need to for whatever actions you are doing- I like skill checks they tell me how well you are doing something.


Five to go...
 

The Gaffer stands up-

In the centre of the circle of Dwarves is Thorgrim, his body, save for his face now entirely covered with stones.

"I never new 'im, an' yet he seemed a good lad. Quiet, even thoughtful. I hear he was brave- charged down that abomination..."

The Gaffer casts a sidewards glance at the dead ragged Dwarf.

"It's a pity he had to go this way... but that's the price you pay sometimes, for wanting to be an 'ero. My Moradin bless him and keep him safe- back to the stone from whence he came..."

The Gaffer sits back down, and waits for any of the others present to say a few words.

GM: You have until approx 8PM GMT tomorrow to add anything you wish... then we'll move on to the ragged Dwarves.
 

Cinara

"It wasn't 'is time. Moradin now looks upon his face in disbelief, and grief. Welcome will he be in the great mead halls of the Wildaxe, but all will know he was cut down by ANOTHER DWARF!"

Cinara turns from Thorgrim's face and stares at the dwarf monster bound and gagged on the ground. Drawing her sacred hammer from her belt and sweeping a piton from a nearby pile of supplies, she bounds over to the beast and rips the wad of cloth from its mouth.

"What ARE you, dwarf? What has beset your mind to turn against your own? What do you guard in the Hold? Whom do you serve? SPEAK, foul creature, else I will drive this spike through your eye with one mighty blow!"

The ragged thing's face twists into a mad grin and it just spits in Cinara's face, laughing and gurgling....

[sblock=OOC] Intimidate check. Not sure if the chanting bonus still applies (not included in my roll). At first I thought of waxing religious, but she's way more mad (mostly at herself for letting a comrade fall) then pious right now.... [/sblock]

[sblock=OOC2] Just an FYI, Cinara surely retrieved her shield before heading back to the Gaffer's camp. [/sblock]
 
Last edited:

Remove ads

Top