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

The amorphous ghostly blob, still grasped, is brought struggling to Grim's mouth- the Dwarf's jaw dislocates with a loud crack, which makes Cinara shiver. Big Uppity's flailing soul is sucked in- consumed, for a second or two Grim's eyes roll over to pure white, flecks of red in the centre expand, till the white is gone. Grim's jaw clicks back in place, and he smiles- grimly.
OOC: heh, Grim is our Soul Reaver, hey?
 

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Kathra

"Err, hi everyone. My name's, err, Kathra." Kathra's not exactly confident when the combat's over "We, err, I mean, I followed you, since you left home. Well sort of. I lost you a couple of times, but managed to catch up again. My guild, the Fire Stokers, didn't even put a name forward. But I thought, maybe, we could, you know, I could help somehow."

To try to prove her point Kathra takes a breath and reaches out with her arcane senses to see if there is anything that may have been missed, and then volunteers to take a closer look at the gloves that have been found.

Kathra has little success with her overall detection, but may have sensed something of the gloves' nature.
 


"Err, hi everyone. My name's, err, Kathra." Kathra's not exactly confident when the combat's over "We, err, I mean, I followed you, since you left home. Well sort of. I lost you a couple of times, but managed to catch up again. My guild, the Fire Stokers, didn't even put a name forward. But I thought, maybe, we could, you know, I could help somehow."

To try to prove her point Kathra takes a breath and reaches out with her arcane senses to see if there is anything that may have been missed, and then volunteers to take a closer look at the gloves that have been found.

Kathra has little success with her overall detection, but may have sensed something of the gloves' nature.

There seem to be no other magical fields within the chamber... however the Gloves are exceptional items, clearly magical.

[sblock=Gloves of Piercing]

Gloves of Piercing
Level 3 Uncommon
These enchanted gloves can be activated to ignore an opponent's resistances for a short time.

Price: 680 gp
Item Slot: Hands

Power (Daily): Minor Action. Until the end of the encounter, your attacks ignore any resistance of 10 or lower.

Who's going to take these please?

[/sblock]
 

OOC: can we see something through the barrier in 91PQ?

An excellent precaution, with the aid of Big Uppity's key it's easy to retract the portcullis type affair- you haul on a rope and it disappears up in to the ceiling- a quick catch allows you to drop it again- the key locks off the mechanism in either position.

Beyone the portcullis is a stone flagged corridor that ends in a dead end, strange but no, it's obvious to spot from this side that you are the secret side of a secret door, a lever on the wall obviously opens the door.

In essence you are in a self-contained, and secret, set of chambers- congratulations, as things go in here then this is as 'safe' as it's going to get, at least for now.

New Map-

136 The Goblin Complex
 

Grim

"Let's take a last look at the other room and then we should call it a day. Doubt we find abetter resting place than behind a secret door." Grim suggests.

[sblock=OOC]

[sblock=Quick sheet]
Grim
Perception: 15 Insight: 10 Dark Vision
AC 18 Fortitude 12 Reflex 15 Will 15
Initiative: +4
Hit Points: 25 / 25 Bloodied: 12
Temporary Hit Points: 0
Resist: necrotic 5
Saving Throw: -
Action Points: 1 Second Wind: 1
Milestones: 1
Healing Surge: 6 Surges per day: 2 / 2
At-Will Powers: Penance Stare, Soul Drain, Anvil Touch
Encounter Powers: Dark Reaping, Soul Eater
Daily Powers: Swarm of Ravens

Condition:
[/sblock][/sblock]
 

Grim

"Let's take a last look at the other room and then we should call it a day. Doubt we find abetter resting place than behind a secret door." Grim suggests.

[sblock=OOC]

[sblock=Quick sheet]
Grim
Perception: 15 Insight: 10 Dark Vision
AC 18 Fortitude 12 Reflex 15 Will 15
Initiative: +4
Hit Points: 25 / 25 Bloodied: 12
Temporary Hit Points: 0
Resist: necrotic 5
Saving Throw: -
Action Points: 1 Second Wind: 1
Milestones: 1
Healing Surge: 6 Surges per day: 2 / 2
At-Will Powers: Penance Stare, Soul Drain, Anvil Touch
Encounter Powers: Dark Reaping, Soul Eater
Daily Powers: Swarm of Ravens

Condition:
[/sblock][/sblock]

Big Uppity's chamber is, if anything, even more of a mess- the Wolves have not helped the matter- fur and dung litters the Goblin King's chamber, as does rubble, fallen beams and junk. The entire place is lit by hundreds of smelly candles...

The walls bare the trophies of past battles- broken swords, torn banners, and yes that is the 'Moaning Lissette', but only a copy- and annotated, she sports a very healthy moustache.

You wade in and have a good look around, of particular interest is of course the throne, either side of which are large leather sacks that are full of gold coins, just spilling out...

And here's what you find-

Pinned to the throne are a collection of rotten ears, they seem to be mostly Dwarven but, other examples are included in the collection.

The gold coins in the sacks are fakes- this is confirmed in moments, they're copper coins, painted in gold- they would fool someone from a distance but up close the workmanship is non-existent, they've just been dipped in gold paint and have since begun to flake and chip. Mardred estimates there are in excess of 2,000cp in the sacks but they're very encumbering.

That's not to say that the pile was not worth searching- shifting the sacks aside reveals a beautifully crafted Warhammer, on one side of the throne, again superior workmanship- Tannheim. And on the other side of the throne a Dagger, gain wonderfully constructed, although the item is not Tannheim construction- it is instead made of some unknown black metal- a real nasty piece of work, but clearly superior make.

The throne itself seems to be on uneven ground, odd- Kazz rips the thing away from the wall, below is a small stone panel, clearly a cache or hiding place... it would take an act of great strength to open the thing.

The door to the east is a wonder, twice the size of a normal single door, the thing is bursting from its doorframe- it is rotten to the touch, clearly water-logged and sodden- the doorframe has cracked in several places as the door has expanded. Again it would perhaps take a great feat of strength to some how get the door open.

Things that need accounting for-

From the previous chamber-

Potion of Healing

Gloves of Piercing

From this chamber-

Superior well-made Warhammer?

Terrible Dagger?

Stone panel beneath the Throne?

The great door?

Please indicate what you wish to do next, and if appropriate- how...

New Map-

http://gallery.rptools.net/v/contri...Goblin+Complex-+Big+Uppity_s+Chamber.jpg.html
 
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Krogan

Krogan will help out with the stone panel, but his legs are like logs.. swollen and heavy, without proper rest, he doesn`t know how much help he can be to the rest of the gang. He needs to rest, and he is hungry beyond belief...
 
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Kathra asks to take a closer look at the newly discovered weapons, and once again tries to discern their nature, if magical.

Kathra detects a faint trace of magical power in the chamber... she moves around the room, gingerly, it's easy to turn an ankle here, and... the source of the magic comes from the concealed door/plate that was discovered beneath the Throne.

As to the other two items-

The Dagger seems to have been made off-world, it's certainly not from these parts, it is a...

[sblock=+1 Vicious Dagger]

Vicious Weapon
Level 2 Common
Some wielders claim this weapon takes pleasure in dealing pain.

Price: 520 gp
Weapon: Any
Enhancement: +1 attack rolls and damage rolls
Critical: +1d12 damage

Which I guess is going Mardred's way as it's his weapon of choice- note when thrown the dagger automatically returns to the hand.

[/sblock]

Whereas the Warhammer, with a little help, is discovered to be...

[sblock=+1 Resounding Warhammer]

Resounding Weapon
Level 2 Uncommon
A thundering peal sounds when this weapon hits, dazing its target.

Price: 520 gp
Weapon: Hammer, Flail, Mace, Sling, Staff
Enhancement: +1 attack rolls and damage rolls
Critical: +1d6 thunder damage

Power (Daily): Free Action. Use this power when you hit with the weapon. The target is dazed until the end of your next turn.

Which I guess is going Cinara's way.

[/sblock]

Mardred and Cinara please confirm...
 

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