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

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.

The Dwarves cluster at the top of the stair, taking it in turns to peer inside the cave, except for those at the back who are minding their own business and doing nothing.

"We're exposed here..." Cinara states.
Mardred nods.
Grim looks grim, and Kazz peers again inside.

And there they stay- doing nothing!

GM: Come on, I realise its the weekend but... anyone want to do anything?
 

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Mardred sneaks a little ahead, as the Dwarves move through the chamber- there's nothing much to see here, breaking the spiders webs send dozens of small spiders scurrying for cover.

The pools of water are indeed shallow, no more than 12 inches deep at their deepest point.

Other than that the cave is dirty and seemingly unused, the only strangeness is the smell (of rotting flesh), which increases in intensity as Mardred moves forward.

Ahead is a narrow natural passage which splits to go east, and south east.

What's to be done?

New Map-

073 The Cave- Mardred takes a look ahead
 

OOC: Hey all. Herobizkit here, filling in for ripjames/Mardred. I've read the IC thread, but will need a few posts to adjust to the story and the character. I'll try and play him as loyally to ripjames' original concept as I can.


Mardred eyes the two passages looming before him. He decides to play it safe and peer around the corner leading southeast.
 

OOC: Hey all. Herobizkit here, filling in for ripjames/Mardred. I've read the IC thread, but will need a few posts to adjust to the story and the character. I'll try and play him as loyally to ripjames' original concept as I can.


Mardred eyes the two passages looming before him. He decides to play it safe and peer around the corner leading southeast.


Mardred edges forward- the cave is certainly of a natural construction, there are loose rocks on the floor- lots of them in places, particularly in the places where the passage narrows... odd.

"Sh..." Alas Mardred keeps stubbing his toe, or else kicking loose rocks as he progresses, hardly the most stealthy of approaches.

Behind him he can hear his comrades doing their best to shuffle up, to keep him in sight, alas they are having problems too with the surface.

"Whoah!" Mardred can't help himself as lurching out of the balck before him comes another Ogre... no, I mean... a dead Ogre- a huge animated undead creature, the stench of rotting flesh is...

The creature rips and scratches its way through the narrower parts of the passage- sending crumbling rock and mud to the floor... ah that explains it.

The Zombie Ogre lurches forward, its rotting hide armour intermingled with its rotting flesh, it paddles and waves its huge fists before it- Mardred makes a mental note not to get too close to the beast.

GM: Your genial DM now rolls initiative for the creature and you guys.


GM: Remember knowledge checks can be used, although this creature is certainly a member of the Undead and so Religion is the check you need to make- this is a free action.


New Map-

074 The Cave- Dead Ogre needs killing

The huge Zombie lurches forward, brings both hands together, fingers-interlocked, and then raises them above his head- a fleshy hammer, he smashes down both fists on to Mardred's skull... crushing Mardred's head down and almost snapping his neck, the blow comes with such force it leaves Mardred sprawled on the floor and clutching his skull- "Where am...", Mardred looks up... "Oh!"

[sblock=Zombie Ogre Combat]
Move: T66
Standard: Zombie Smash Mardred- Hit 23 damage and knocked Prone.
[/sblock]

[sblock=Combat]

Encounter #3 Dead Ogre Walking

Turn: 1

Initiative (* = Next to play)

20 Zombie Ogre
19 Mardred*
18 Krogan
18 Kazz
17 Len
15 Grim
6 Cinara

HP & Conditions

PCs
Cinara 29/26 Surges 10/8
Kazzagin 31/31 Surges 13/10
Krogan 34/34 Surges 10/6
Len 29/29 Surges 11/6
Mardred 25/2 Surges 7/7- Bloodied & Prone.
Grim 25/25 Surges 2/2

Monsters

Zombie Ogre

Actions To Date

Turn #1

Zombie Ogre- Move T66. Zombie Smash Mardred- Hit 23 damage- Bloodied & knocked Prone.

Mardred-

Krogan-

Kazz-

Len-

Grim-

Cinara-

[/sblock]

Mardred, you're up... or down, but it's your turn next- this is a nasty scenario- and welcome to it.

Krogan and then Kazz to follow.

New Map-

http://gallery.rptools.net/v/contri...he+Cave-+Mardred+gets+Zombie+Smashed.jpg.html

Mardred has a lie down.
 
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Mardred's eyes widen as the lumbering form of the Zombie Ogre melts from the shadows and is upon him in an amazing display of speed. With an unnatural strength, the creature slams Mardred with a two-fisted pommel, hitting him hard enough to make his vision blur. Mardred slumps to the floor (prone?)... he looks left and right for an exit, but quickly realizes the Ogre's long arms have him trapped... he does the only thing he can do... curl into a ball and call to the others.

OOC:
Hit takes Mardred to 2/25, bloodied.
Minor Action - Second Wind. HP +6, Defense +2; HP now 8/25
Standard Action - Total Defense, Defense +4
 

OOC: Back from my weekend... Happy Father's Day to anyone celebrating today!

Welcome Herobizkit! I'm sure Goonalan is happy not to have to bot Mardred anymore. :)

And CRAP! another ogre! and another nearly downed character! and another initiative roll making me last! OI!!


Cinara

"<Insert now-famous potty mouth here>! Another one?! MARDRED look ou.... ow........ ooooooo, that'll leave a mark................"

What in the hells would create such a foul creature?

[sblock=Cinara]
Cinara Wastewater
Played by Larryfinnjr
Dwarf Warpriest Level 1 xp: 215

Perception: 14 Insight: 19 Low-light Vision

AC 18 Fortitude 14 Reflex 13 Will 15
Initiative: +1 Speed: 5
Str 10 Con 17 Dex 13 Int 10 Wis 19 Cha 8

Hit Points: 29 / 26 Bloodied: 14
Temporary Hit Points: 0
Healing Surge: 7 Surges per day: 10 / 8

Resist: Acid/Cold/Fire/Lightning 2.
Saving Throw: +5 vs Poison, +2 vs Ongoing damage.

Action Points: 0
Second Wind: 1 (Minor Action)

Languages: Common, Dwarven.

Trained Skills: Heal +9, History +7, Insight +9, Religion +5.
Other Skills: Acrobatics -2, Arcana 0, Athletics -3, Bluff -1, Diplomacy -1, Dungeoneering +6, Endurance +2, Intimidate -1, Nature +4, Perception +4, Stealth -2, Streetwise -1, Thievery -2.

Feats: Forgeborn Heritage.

Traits:
Stand Your Ground- You move 1 less square with Forced Movement, and get an Immediate Saving Throw to avoid being knocked Prone.

Earth Domain- All allies within 5 gain +2 to Saves vs Ongoing damage. Subject of Healing Word takes half-damage from next attack (before end of your next turn).

At-Will Powers: Standard Actions
Melee Basic Attack (Warhammer): +2 vs AC 1d10 damage.
Ranged Basic Attack (Throwing Hammer): Range 5/10 +2 vs AC 1d6 damage.

Burden of Earth (Warhammer): +6 vs AC 1d10+4 damage, and Pushed 1 square. Regardless of hit or not next attack against target by you or ally is at +1 To Hit, before end of your next turn.

Earth's Endurance (Warhammer): +6 vs AC 1d10+4 damage. Regardless of hit or not you or ally within 5 squares gains +2 to AC until the end of your next turn.

Encounter Powers: Standard Actions
Smite Undead (Warhammer): +6 vs Will 2d10+4 Radiant damage and you Push the target 6 squares (including Con bonus) and the creature is Immobilized until the end of your next turn. Miss: Half damage. This is a Channel Divinity Power- can only use 1/Encounter.

Earthen Hail (Warhammer): +6 vs Fortitude 1d10+4 damage and enemies in Blast 3 (including target) take 3 (Con bonus) damage. Regardless of hit or not you and all allies within 3 squares gain +2 to AC & Fortitude until the end of your next turn.

Encounter Powers: Minor Actions
Healing Word: One target in Close Burst 5. Use once/Round but twice/Encounter. Target spends a Healing Surge and Heals an additional 1d6 Hit Points. Earth Domain the target takes half damage from next attack before the end of your next turn.

Second Wind: Healing Surge & +2 to all Defenses until end of next turn.

Stone Speak: You make a Perception check with a +5 bonus to detect secret doors, hidden objects or creatures within 10 squares.

Encounter Powers: Free Actions
Elemental Legacy: You hit with an attack. Your attack deals an extra 3 Acid, Cold, Fire or Lightning damage.

Stone's Resolve: You or one ally in Close Burst 2. Target gains Resist 5 All until the end of your next turn. This is a Channel Divinity Power- you can only use 1/Encounter.

Daily Powers: Standard Actions
Nimbus of Holy Light (Warhammer): Enemies in Close Burst 1 +6 vs Will 1d10+4 Radiant damage. Regardless of hit or not each ally within 2 squares gains +2 to all Defenses until the end of the Encounter.

Conditions: +1 all die rolls (chanting)

Equipment: chainmail, heavy shield, warhammer, throwing hammer, adventurer's kit, 15gp
[/sblock]
 
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Kazzagin

The smell is overwhelming, growing impatient in Kazzagin's nostrils with each passing second. And then it strikes, a massive lumbering form that once was an ogre, but Kazzagin doesn't care. Mardred is hurt, and Kazzagin must stand to defend him. He moves swiftly over the rocky terrain, trying to get close enough, his voice calling a challenge at the massive beast. He jumps forward, charging straight at the beast, his axe swinging powerfully and true. The ogre's hide is tough, but it bleeds. This battle was not going to be good. To constrained and too narrow. "We be falling back. Mardred get yourself back and let us be moving to more open terrain. We be killed in this tunnel..."

OOC: Unlikely that Krogan's going to affect Kazzagin's action, so here goes. This is going to hurt.

Move - To Q65
Minor - Divine Challenge vs Zombie Ogre - Marked
Standard - Charge to S65 with Melee Basic Attack 26 vs Ogre - Damage 6 hp

[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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Mardred's eyes widen as the lumbering form of the Zombie Ogre melts from the shadows and is upon him in an amazing display of speed. With an unnatural strength, the creature slams Mardred with a two-fisted pommel, hitting him hard enough to make his vision blur. Mardred slumps to the floor (prone?)... he looks left and right for an exit, but quickly realizes the Ogre's long arms have him trapped... he does the only thing he can do... curl into a ball and call to the others.

OOC:
Hit takes Mardred to 2/25, bloodied.
Minor Action - Second Wind. HP +6, Defense +2; HP now 8/25
Standard Action - Total Defense, Defense +4

Mardred lies in the dirt, eyes blinking rapidly- at the oncoming Dwarves, his friends- come to save him.

Mardred crosses his fingers.

[sblock=Combat]

Encounter #3 Dead Ogre Walking

Turn: 1

Initiative (* = Next to play)

20 Zombie Ogre
19 Mardred
18 Krogan*
18 Kazz
17 Len
15 Grim
6 Cinara

HP & Conditions

PCs
Cinara 29/26 Surges 10/8
Kazzagin 31/31 Surges 13/10
Krogan 34/34 Surges 10/6
Len 29/29 Surges 11/6
Mardred 25/8 Surges 7/6- Bloodied & Prone. +4 all Defences.
Grim 25/25 Surges 2/2

Monsters

Zombie Ogre-

Actions To Date

Turn #1

Zombie Ogre- Move T66. Zombie Smash Mardred- Hit 23 damage- Bloodied & knocked Prone.

Mardred- Second Wind +2 to defences. Total Defence = +4 all defences.

Krogan-

Kazz-

Len-

Grim-

Cinara-

[/sblock]

No map needed.
 

OOC: Back from my weekend... Happy Father's Day to anyone celebrating today!

Welcome Herobizkit! I'm sure Goonalan is happy not to have to bot Mardred anymore. :)

And CRAP! another ogre! and another nearly downed character! and another initiative roll making me last! OI!!


Cinara

"<Insert now-famous potty mouth here>! Another one?! MARDRED look ou.... ow........ ooooooo, that'll leave a mark................"

What in the hells would create such a foul creature?

GM: Very little as it turns out- obviously you've no of Zombies- the reanimated corpses of the dead, this guy just looks to be a bigger version of the same, as far as you know- an Undead creature that needs putting to rest.


OOC: Just spoke to Krogan who's up next, he'll post in the morning- I'll wait on him as he's been away all weekend and just got in. Also he could AP and get in to the mix.
 

Krogan

Krogan heard the mighty Ogre! He wished he could be closer, but he tough that he could make it before the creature strikes again. Running as fast as he can, he jumps in the action with a satisfied smirk on his face... This time, he will get a chance to smack some sense into this creature.. or just smack his head away from its body...
OOC:
Sorry for the wait guys.. I came late last night form my trip and had to finish off some business that was waiting for me...
So, Krogan will double move and use his AP to charge the creature...to S65
I attack the Ogre this time, disregard the comment of the attack

[FONT=verdana, geneva][sblock=sheet]Dwarf Barbarian Level 1

Perception: 10 Insight: 10 Low-light Vision

AC 17 Fortitude 16 Reflex 14 Will 10
Initiative: +3 Speed: 5
Str 19 Con 14 Dex 16 Int 8 Wis 10 Cha 8

Hit Points: 34 / 34 Bloodied: 17
Temporary Hit Points: 0
Healing Surge: 8 Surges per day: 6 / 10

Resist:
Saving Throw: +5 vs Poison.

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

Languages: Common, Dwarven.

Trained Skills: Acrobatics +7, Athletics +8, Endurance +8.
Other Skills: Arcana -1, Bluff -1, Diplomacy -1, Dungeoneering +2, Heal 0, History -1, Insight 0, Intimidate -1, Nature 0, Perception 0, Religion -1, Stealth +2, Streetwise -1, Thievery +2.

Feats: Versatile Expertise (Axe & Heavy Blade).

Traits:
Stand Your Ground- You move 1 less square with Forced Movement, and get an Immediate Saving Throw to avoid being knocked Prone.
Barbarian Agility- +1 to AC & Reflex when not wearing Heavy Armour/tier.
Rageblood Vigour- Drop enemy to 0 HP to gain 2 (Con bonus) Temporary Hit Points.
Rampage- On Critical Hit grants free Basic Melee Attack. Once/Round. Must be using Barbarian Attack Power.

At-Will Powers: Standard Actions.
Melee Basic Attack (Greataxe): +7 vs AC 1d12+4 damage. High Crit.
Ranged Basic Attack (None):
Howling Strike (Greataxe): +7 vs AC 1d12+1d6+4 damage. High Crit. Can use this power in place of a Charge attack, if Raging can Charge an extra 2 squares with this power.
Pressing Strike (Greataxe): You Shift 2 squares and can Shift through enemies. +7 vs AC 1d12+4 damage, and the target is Pushed 1 square. High Crit. If Raging this attack does an extra 1d6 damage.

Encounter Powers: Standard Actions.
Desperate Fury (Greataxe): +7 vs AC 2d12+6 damage (Con bonus included in damage). Miss: You can take 5 damage to re-roll the attack, if the re-roll misses you take an additional 5 damage. High Crit.

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

Encounter Powers: Free Actions.
Swift Charge: You reduce an enemy to 0 HP. You Charge an enemy. Free Action.

Daily Powers: Standard Actions.
Swift Panther Rage (Greataxe): +7 vs AC 3d12+4 damage. Miss: Half damage
[/FONT]
[FONT=verdana, geneva]e. Regardless of hit [/FONT][FONT=verdana, geneva]or not you enter the Rage of the Swift Panther- you gain +2 to Speed and can Shift 2 squares as a Move Action. See other effects on attacks above. High Crit. [/sblock][/FONT]
 
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