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

Kazzagin

Kazzagin stood around the stone mound that once was Thorgrim, his face solemn and fairly expressionless. Inside his mind was riddled with feelings of remorse, regret and even guilt. If he'd not falled off that stupid ledge, then perhaps things would not have turned out the way they were. But life was full of ifs, and there was very little you could do about any of them. He'd given himself to Pelor, and Thorgrim was not with Moradin.

"May Pelor be blessing and lighting your path on your journey, Thorgrim, and may Moradin be breaking every stone that be in your path." His words were soft spoken, but quickly as Cinara was venting her anger at the bound ragged dwarf. "You be the best. I be not knowing you well, but when I be fighting beside you, I be calling you brother. Above all you be a dwarf, and a Bottom Dweller. Your name will not be forgotten." He bowed on one knee before the grave and spent a quiet moment in prayer.

Standing up, he approach Cinara. "That be true. If you not be speaking, I be helping her." He stood tall next to the dwarf, but even to himself the grief of the moment made his words sound hollow. "We be needing answers. Who be you dwarves, where you be coming from, and what be awaiting in this hold." He knew it would likely be a futile effort, but at least he could try. Every little would help; every little could be the difference between saving a life and losing it.


OOC: Minor - None
Move - None
Move - None

Intimidate - 12 vs. Ragged Dwarf

[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]
 
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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]

Kazzagin stood around the stone mound that once was Thorgrim, his face solemn and fairly expressionless. Inside his mind was riddled with feelings of remorse, regret and even guilt. If he'd not falled off that stupid ledge, then perhaps things would not have turned out the way they were. But life was full of ifs, and there was very little you could do about any of them. He'd given himself to Pelor, and Thorgrim was not with Moradin.

"May Pelor be blessing and lighting your path on your journey, Thorgrim, and may Moradin be breaking every stone that be in your path." His words were soft spoken, but quickly as Cinara was venting her anger at the bound ragged dwarf. "You be the best. I be not knowing you well, but when I be fighting beside you, I be calling you brother. Above all you be a dwarf, and a Bottom Dweller. Your name will not be forgotten." He bowed on one knee before the grave and spent a quiet moment in prayer.

Standing up, he approach Cinara. "That be true. If you not be speaking, I be helping her." He stood tall next to the dwarf, but even to himself the grief of the moment made his words sound hollow. "We be needing answers. Who be you dwarves, where you be coming from, and what be awaiting in this hold." He knew it would likely be a futile effort, but at least he could try. Every little would help; every little could be the difference between saving a life and losing it.


OOC: Minor - None
Move - None
Move - None

Intimidate - 12 vs. Ragged Dwarf

The ragged Dwarf squirms before you, it's mouth a rictus grin- inside the dark orifice of its maw you can see the beast has at some point taken to filing down it's teeth- they're ragged, and jagged- what few are left.

You look again at the creature, a mixture of terrible anger and perhaps a little fear, confusion, maybe even a little pity. The creature is broken- inside and out- the clothes it wears are no more than ragged strips patched and repaired- smeared with viscera, dung and... worse.

The patchwork beard and hair, the sunken hollow cheeks- this creature is not sentient, it knows little of civilisation, of order- it is a dark feral beast, corrupted in some way.

You are certain that the beast will tell you nothing.

You are however certain that there are clues here, part of a larger story, clearly something is amiss and the broken wretch before you is all the evidence you have...

GM: What other skills could you employ, and how, to examine the ragged Dwarf- there's more to this, you're just not seeing, it yet... Again run through your skills- see what you come up with.


The Gaffer wanders over... sniffs the air once or twice- "he smells bad- smells broken, not like a Dwarf at all, something else."

The Gaffer continues to stare down at the simpering wretch, whio continues to gurgle and giggle.

"How'd 'e get like that?" The Gaffer asks, and stares at you, "I mean what's wrong wi' 'im?"

The Gaffer shakes his head and looks away, back at the body of Thorgrim.

GM: Oh and another 116 XP each- that should put you 215 XP in total, and an Action Point for each of you. Also please tell me about who's getting/needs Healing Surges.


[sblock=Combat]

Encounter

Turn:

Initiative (* = Next to play)

Len
Kazzagin
Krogan
Mardred
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 11/8- Bloodied.
Mardred 25/25 Surges 7/7

Monsters


Actions To Date

Turn #1


[/sblock]
 
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Suddenly, the Gaffer gasps and takes a few steps back.

He was the only one seeing shadowy grave mist rising from the cairn and felt the cold hand of unlife brushing the living world.

The others are unprepared as they hear a gravely voice, that still sounds a bit like Thorgrim, but with much more (or less ?) power in it.

"Speak, ragged thing, for something far worse than you and your kind has entered the caves. Moradin sends his regards to your masters. He has send the soul reaver to harvest what was originally his. Thorgrim Wildaxe is dead, replaced by a divine agent of death, Grim, the Reaver."

Now the others turn and see the body of their former companion. Gone are burly muscles and hearty stamina, replaced with wiry arms and resilience of a tomb stone. Most colors has left him, only his hair looks even darker and his eyes got a reddish glimmer. No loner he wears armor and weapons, only the black camouflage clothes and a silvery amulet depicting a raven sitting on an anvil...

"Oh Cinara, you were wrong. Moradin wanted to met me, but to send me back bringing his 'message'."
 
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Krogan

Krogan takes a step back from the new Thorgrim.. this Grim Raver guy.. He doesn`t know if he should trust him.. as a matter of fact he will unleash Threeways to sniff him out so that he can make sure!
Krogan is starting to feel odd about this whole ordeal. First the broken dwarves, then the Ogre, then the ressurected Thorgrim....that is enough to put him on a razors edge...

Oy, Cinara.. what does The Big M(Moradin) say about this stuff.. should I put the Raver guy back to sleep?


OOC: Krogan needs couple of healing surges, plus the help from Cinaras healing buffs. Btw, does anyone have a healing potion?
 

Grim

...

Oy, Cinara.. what does The Big M(Moradin) say about this stuff.. should I put the Raver guy back to sleep?
...

"It is simply Grim for you, Krogan. You seem more eager to destroy me now than to stop my bleeding before."
Grim says, well, grimly, pointing at the blackish residue on his cloth were the punctured wound of the crossbow bolt killed him.
 

Krogan

Grim



"It is simply Grim for you, Krogan. You seem more eager to destroy me now than to stop my bleeding before."
Grim says, well, grimly, pointing at the blackish residue on his cloth were the punctured wound of the crossbow bolt killed him.

K, ... Grim... I did my best to stop the bleeding..I kilt dem dwarf, that is what I do. I never learned anything except wielding this ( points at his Axe) and this ( points at his cleaver)...If you spent more time with your axes, maybe you would still be alive...

OOC: What is Threeways doing? I miss the little guy :-)?
 

Threeways, as soon as he is brought out of his sack, begins to squirm a nd recoil, from two sources- the ragged Dwarf (dead & alive), but more so from Grim...

In fact the weasel does all it can to get back in the big, or else as far away as it can from Grim.

Grim meanwhile stares down at the ragged Dwarf, who on sighting the ex-Ranger begins the thrash and chafe at his bonds- trying to wriggle away on the hard stone floor, while at the same time trying to get free.

The creature continues, gets more frantic as Grim approaches, it begins to make mewling noises- like a cornered animal, interspersed with sniffs in Grim's direction.

GM: Just to hammer it home- the ragged Dwarfs are imbecilic, warped and broken- there is nothing that you can do to make them speak coherently, your answers do not lie in asking them questions- they are ragged shells that bark 'death' and 'kill' a lot- think of them as five year olds with nasty (but limited) vocabularies. There are clues to be had here, just not by trying to get them to speak.
 

Grim

"No, Krogan, it wasn't your fault. The dwarf-thing just had a lucky shot. I have also only known the way of the axe before, but I was blessed with new capabilities now. Let my axes and armor be buried. They belong to a former life."
Grim explains. Then he looks at the disgusting if somewhat pitiful ragged dwarf. "I start to doubt that he understands us at all. But it is sometimes hard to think and remember things now for me. Perhaps this will become better ... or maybe I will find my final peace after this mission."
 

Len

Len isn't sure what to make of the new arrival. It may be Thorgrim reborn, but this is just strange. "How do we know ya be sayin' ya are who ya are? How can ya be trusted." He stands forward, his shield and the cold battleaxe ready but in no threatening way. He'd been unnerved by the whole appearance. "Maradin just sent ya? Just like that?"

OOC: Minor - None
Move - None
Move - None

Len uses 2 healing surges to bring his health back to 29/29.

[SBLOCK=Len]Leonard D Apricot
Played by Hairychin
Dwarf Fighter- Weaponmaster Level 1 (XP: 215)

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: 6 / 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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Kazzagin

Kazzagin watched in horror, fascination and a little strange relief as Thorgrim rose from the grave, changed in ways he could not image. His eyes were wide. "Pelor's judgement be upon you," he muttered as the apparition that was Thorgrim began to speak. He looked towards his companions, seeing Len prepare for the worst. It wasn't a bad idea - he slid his hand onto the haft of his battleaxe. Here, in this darkness, in this place of death, anything could happen and nothing could be trusted.

"I be with him. Who be you? How can we be trusting you? Most here be followers of Moradin and not one be knowing what is going on here. This be not Pelor's way. Can you be giving us a sign from Moradin?" He shifted the battleaxe onto the floor and rested both arms on it. Water spilit out of some hidden recesses of his armor - it was turning out to be difficult to get everything out. It was going to be uncomfortable. "Speak, ghost - we be hearing your answer."


OOC: Minor - None
Move - None
Move - None

Kazzagin uses a healing surge to bring his health back up to full.

[SBLOCK=Kazzagin]Kazzagin
Played by Pinotage
Dwarf Paladin of Pelor Level 1 (XP: 215)

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: 31 / 31 Bloodied: 15
Temporary Hit Points: 0
Healing Surge: 7 Surges per day: 10 / 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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