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

Cinara...

... watches the tete-a-tete between Kazz and Grim in fascination. How does the former Thorgrim know Moradin's will? What touch does he possess now as a risen tool of the Queen of Ravens that can free the Tannheim? Until now, the Kvan-che had only been stories of myth to her, yet here she was apparently facing one, one that supposedly knew of her ForgeFather more than she. Suddenly, she felt small, insignificant before her god and Grim. For years, she had always thought the divine spark was alive in her, that she knew what the Soulforger expected of her. But did she? Does she? What does her Forgeborn Heritage mean to her? Mean to anyone? She will have to find time to deal with these questions and speak with Grim one-on-one... when there was time.

Now the fortune and future of a lost dwarf and his kin lie in the balance. Kazzigan's offer of release is a proper one by any means. But Grim.... what is it he can do for them? Unsure what to believe is 'right' she whispers to her Rock, "Father, my faith is tested this day...I know not to believe in Grim, who professes to be your instrument. I do not deem myself worthy to hear from you, but if you would provide your lowly servant a sign of your approval of Grim and attendance to my prayer, I would be most grateful."

Almost imperceptibly (almost) the stone moves beneath Cinara's feet, a sign- at least in the past, she has taken as Moradin's approval. Whatever Grim is now then the Forge Father has had some hand in it- Grim's return is his doing, Cinara is persuaded of this...
 

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GM: Just to move us on a little, although I hope Grim will indeed tell us about how he 'ends' the ragged Dwarf. But for now I'll tell you about those Perception Checks I got you to make earlier, and about where the trail goes to...


A little later the five Dwarves, and Grim, head back to the scene of Thorgrim's death, and there they discover, well... something odd. The Dwarves spent some considerable time at this point on the trail it's only now however- when they return that they (Cinara & Grim) put two-and-two together and make their discovery.

New Map- the hidden stair.

069 The Ravine- The Hidden Stair

Up the side of the ravine is a hidden stair, the rocks have been shaped, but only slightly, to create a set of steep stairs that head up in to a darkened cave. They stair has clearly been manufactured some time ages past, a secret entrance perhaps- but to where.

The trail however continues to climb high along the sheer cliff, wending its way towards a mighty waterfall, the opening of which is about twenty feet below the ledge. The waterfall tumbles and hurtles down to the base of the ravine, making a deafening noise.

The perilous path wends its way to the head of the ravine where it terminates before the crashing waterfall. To the left of the waterfall is a mighty set of copper portals, stained a sickly green patina of verdigris and flanked by another pair of enormous Dwarf granite statues- this pair are silent.

The doors are shut tight- seemingly.

New Map- the end of the trail, the great doors.

070 The Ravine- The End of the Trail

GM: Just to reiterate, finish off with Grim and the ragged Dwarf and then you have the two places above to investigate, or else... well, it's up to you what you do and where. Feel free to chat here, or in the OC forum- there are no enemies in sight.


New Map- here's the big picture.

http://gallery.rptools.net/v/contrib/goonalan/Dwarf1/071+The+Ravine-+The+Big+Picture_+Large.jpg.html
 
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Grim

Releasing the ragged dwarf:


Grim knees besides the ragged dwarf, moving with un-dwarven speed. He presses one of his hands on it's forehead and the other on it's heart. The creature tries to scamper away, but is held by Grim's intense stare.

"My touch will free you, poor cousin. Even if I may not save your life, your soul will not suffer any longer!"

The ragged dwarf seems to get paler under the touch, the veins blackening near Grim's hands, but his eyes seem to be peaceful and far away...
Dwindling, he looks for a moment like a dried out fruit, the life gone, before crumbling to black dust and ash.

"Ash to ash, dust to dust. May the Queen bring your soul quickly to the Soulsmith to be purged of your corruption."


As Grim gets up again, his skincolor seems more normal and his cheeks seem less gaunt.

"It is done!"


New ways:

Grim looks for inscriptions on the portals and for differences between these statues and the singing ones... beside their silence.

[sblock=OOC]
[/sblock]
 
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Walking Dad;5594947 [B said:
New ways:[/B]

Grim looks for inscriptions on the portals and for differences between these statues and the singing ones... beside their silence.

The great portals are featureless, whether that is something to do with time and the environment, or rather the portals are without feature... you are unsure.

That said there's a certain perverse logic, a clan that doesn't appreciate visitors having a front door without an inscription.

As to the statues, they are larger sturdier versions of those you have seen previously- not hollow like the last, and therefore not wind instruments. The two surly looking stone dwarves are some twelve feet tall, and must weight several tons each.

The door and the statues look to be as old as... their surroundings.

GM: If you wish to investigate further then do not hesitate, however feel free to add dice rolls, as I've stated before (and will do again- no doubt). The dice measure your success, or perhaps your certainty- I will always tell you a little of what you wish to know but the dice (and skill checks et al) help me to tell you more... when there is more to be found.
 
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Quick reply for Cinara:

-Perception on doors
-Perception on statues (do I recognize these from my childhood dreams?)
-Recommend theivery checks on both by someone trained
-She's interested in the cave and would like to explore there before moving forward past the statues
 

Quick reply for Cinara:

-Perception on doors
-Perception on statues (do I recognize these from my childhood dreams?)
-Recommend theivery checks on both by someone trained
-She's interested in the cave and would like to explore there before moving forward past the statues

Grim, Cinara and Mardred investigate the end of the trail-

The statues are just that- statues (and not the one's from Cinara's dream), they serve no function except to mark the entrance. Dwarfs, as you well know, go for this kind of thing.

The doors however are of the finest construction, although ancient- they feature drop slots- Mardred explains that they have to be lifted and then pushed to open, and... well, Mardred would bet his life- they're not locked. Admittedly it would take quite a shove to get them open- possibly the combined effort of all of them but...

Mardred shrugs, "they're not locked... which is just...", Mardred shrugs some more- not what he expected at all.

As things are going so well Mardred decides to backtrack the group to the hidden stairs, he spits on his hands and climbs up, as quietly as he can- the going is surprisingly easy, Mardred noses around a second- listens, and then pokes his head inside to have a look around.

And this is what he sees-

New Map- inside the cave.

http://gallery.rptools.net/v/contrib/goonalan/Dwarf1/072+The+Cave-+Mardred+takes+a+look.jpg.html

Within is a dank, dark chamber- a natural cave between ten and twelve feet high, with a number of what look to be shallow pools, the ceiling drips, stands of off-white fungi shed a little light, the pools are clogged with algae and scum- spiders webs, some of them huge, curtain the chamber.

It smells bad in here, of rot and decay, Mardred thinks he can see a passage heading off to the north east... he thinks, it's a bit... eerie.

The only sound the drip of water.

GM: So, what's it to be?
 
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Kazzagin

Kazzagin stares up at the massive doors and wonders alound. "I be thinking this be a well-guarded way. They be having an ogre, and two of them ragged dwarves. I be thinking it can only get worse." He steadies his shield, making sure the strap is tight on this arm and then looks nervously at the waterfall and the water below. The ledge gave him the creeps - like thinking of a orc mother.

Returning to the cave he listened to Mardred's report. "I be thinking not many travel this road, though there might not be going anywhere. Either it be well hidden or it be dangerous with creatures that be lurking in the water and ceilings. Dangerous but more dangerous than be the doors?" The last sentence is have asked and half stated. He scans his mind to see if he can recall anything about the description Mardred had given him.


OOC: Minor - None
Move - None
Move - None

Nature check 21 to determine if he knows something about creatures that might lair in that kind of cave.

[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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Kazzagin stares up at the massive doors and wonders alound. "I be thinking this be a well-guarded way. They be having an ogre, and two of them ragged dwarves. I be thinking it can only get worse." He steadies his shield, making sure the strap is tight on this arm and then looks nervously at the waterfall and the water below. The ledge gave him the creeps - like thinking of a orc mother.

Returning to the cave he listened to Mardred's report. "I be thinking not many travel this road, though there might not be going anywhere. Either it be well hidden or it be dangerous with creatures that be lurking in the water and ceilings. Dangerous but more dangerous than be the doors?" The last sentence is have asked and half stated. He scans his mind to see if he can recall anything about the description Mardred had given him.


OOC: Minor - None
Move - None
Move - None

Nature check 21 to determine if he knows something about creatures that might lair in that kind of cave.

The webs mean spiders... Kazz thinks, but there's no sign of any large arachnids, in fact the cave seems relatively clear- the webs are unbroken afterall. This thought gives Kazz a feeling of safety, but it soon passes- there's something... the smell is the foetid smell of death and decay- fungi and plant-life, and yet there's another scent, a headier scent.

The scent of dead bodies, sweet on the tongue, the scent of rotting flesh.

The source however is not apparent.

New Map- not needed, Kazz is in the entranceway to the cave.

Do you wish to enter?
 

OOC: sorry for the quick replies, but I'm on a bit of a vacation right now (long weekend)...I'll be back in earnest come Sunday night (my time). Cinara would be most interested in surveying the cave and see where it goes.
 

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