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

Grim

"So, two questions:
That can you tell me that I maybe inclined to let you live?
What will be my further use for you?"
Grim asks menacingly Piggy as Kathra concentrates on the other goblin.

[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]

Piggy jibbers and snivels, a third of his body is burnt, and now an unsavoury looking Dwarf is threatening to kill him...

"Dunno... Leave me alone..."

He yells through the snot and goes back to crying.
 

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Nobody even slightly intrigued about what's going on here... no more questions you need the answers to, blimey but you're an uninquisitive bunch. Of the top of my head I can think of a dozen questions to ask- in fact prior to writing the previous sentence I just wrote down 12 questions, starting with-

Who's in charge?
What's with the crazy Dwarves?
Where does the front door lead to?

Come on people, either you're slow or not botherd, the first I don't mind so much- the 'not bothered' kinda worries me- obviously I'm not doing my job very well.

Next question.
 

Grim

"Keep it down, scum. No dwarf, even mad and mutated would take orders from your kind. Who is in charge down here?"
Grim interrupts Little Annoyance/Big Uppity.


[sblock=OOC]
new roll if needed, but the last one gave me no answer ...

[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]
 
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Kazzagin

Kazzagin stood by as the others, particularly Grim, started the interogation. Truth be told, the man or whatever he was unnerved even him, so he was sure he'd get through to the goblins. He had a lot of questions running through his mind, the least of which was where the toilet was, but judging from this place, it didn't really matter. With the sounds of water all over the place, they'd be going all the time. The Bottom Dwellers could fix this place in no time.

Eventually, he strode forward, axe and shield still ready even though indications were this was a safe place. "What be happening to the dwarves? And where be the forges? And what traps be awaiting further into the complex? You be talking or you be never talking again."


OOC: Intimidate and Insight checks to get a response and ascertain the nature of the response.

[SBLOCK=Kazzagin]Kazzagin
Played by Pinotage
Dwarf Paladin of Pelor Level 1 (XP: 331)

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: 30 / 31 Bloodied: 15
Temporary Hit Points: 0
Healing Surge: 7 Surges per day: 7 / 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 (+1 Frost Battleaxe): +8 vs AC 1d10+5 damage.
Ranged Basic Attack (Hand Axe): Range 5/10 +7 vs AC 1d6+4 damage.
Holy Strike (+1 Frost Battleaxe): +8 vs AC 1d10+5 Radiant damage. If you marked the target it takes an extra 1 (Wis Bonus) damage.
Valiant Strike (+1 Frost Battleaxe): +8 vs AC 1d10+5 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 (+1 Frost Battleaxe): +8 vs AC 2d10+6 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 (+1 Frost Battleaxe): +8 vs AC 3d10+5 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)

+1 Frost Battleaxe (Level 3 Uncommon, 680 gp)

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.

Gold: 39 gp 6 sp[/SBLOCK]
 

Grim

"Keep it down, scum. No dwarf, even mad and mutated would take orders from your kind. Who is in charge down here?"
Grim interrupts Little Annoyance/Big Uppity.


[sblock=OOC]
new roll if needed, but the last one gave me no answer ...

[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]

"Lord Garbage, I s'pose- Mad Dwarf worships some great ugly..." Here Big Uppity trails off, makes shrugs and unsure gestures.

"All the Crazy Dwarves obey his every word- like he was... I dunno, their god- it's a strange place alright. The rest of us, welll... no sense in fighting the Dwarves- they're maniacs... No sense fighting each other- we just get on- rich pickings see. All the clans send their heroes here..." Big Uppity giggles. "They think there's big treasure here, or summat, we just wait for 'em to come and... well- WHACK 'EM- plenty to go around."

Big Uppity giggles some more.
 

Kazzagin stood by as the others, particularly Grim, started the interogation. Truth be told, the man or whatever he was unnerved even him, so he was sure he'd get through to the goblins. He had a lot of questions running through his mind, the least of which was where the toilet was, but judging from this place, it didn't really matter. With the sounds of water all over the place, they'd be going all the time. The Bottom Dwellers could fix this place in no time.

Eventually, he strode forward, axe and shield still ready even though indications were this was a safe place. "What be happening to the dwarves? And where be the forges? And what traps be awaiting further into the complex? You be talking or you be never talking again."


OOC: Intimidate and Insight checks to get a response and ascertain the nature of the response.

[SBLOCK=Kazzagin]Kazzagin
Played by Pinotage
Dwarf Paladin of Pelor Level 1 (XP: 331)

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: 30 / 31 Bloodied: 15
Temporary Hit Points: 0
Healing Surge: 7 Surges per day: 7 / 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 (+1 Frost Battleaxe): +8 vs AC 1d10+5 damage.
Ranged Basic Attack (Hand Axe): Range 5/10 +7 vs AC 1d6+4 damage.
Holy Strike (+1 Frost Battleaxe): +8 vs AC 1d10+5 Radiant damage. If you marked the target it takes an extra 1 (Wis Bonus) damage.
Valiant Strike (+1 Frost Battleaxe): +8 vs AC 1d10+5 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 (+1 Frost Battleaxe): +8 vs AC 2d10+6 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 (+1 Frost Battleaxe): +8 vs AC 3d10+5 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)

+1 Frost Battleaxe (Level 3 Uncommon, 680 gp)

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.

Gold: 39 gp 6 sp[/SBLOCK]

"What be happening to the dwarves?"

"Dunno pal, Dwarves wer crazy when I got 'ere... they din't mind us bein around- which is odd I know, but... easy pickings. Dwarves leave us be- they're in to their thing- worshippin' and whatnot... Dwarves mad- all Dwarves mad."


"And where be the forges?"

"I ain't seen any forges, pal- though they say der ere, some strange Wizard came a while back- stole sum a my Goblins away, when we tried to stop 'im he fried 'big Jeff' and 'Lumpypants'- fried 'em dead. He's in der lookin' fur forges too... dunno wer thou."


"And what traps be awaiting further into the complex? You be talking or you be never talking again."

"Traps- 'ole place is full of traps, ya daren't go out. There's a mad Dwarf out here [Big Uppity indicates through the secret door you've not accessed so far- to the south], Mad Dwarf is trap mad- don't go anywhere near 'im and his birds."

"There, I've said plenty, an been right honest wiv ya... now how about we cuts us a deal? I keep yappin' an you let me wander- shakey-shake?"

Big Uppity tries to get Kazz to shake his hand to seal the deal.
 

Mardred

Mardred watches the interrogation through squinted eyes, his anger clear and directed entirely at the Goblin Chief. He rolls up his sleeves, then start marching toward Big Uppity.

"I'd like to know where you got all of these fancy weapons and trinkets," he said through clenched teeth. "And if you can't TELL us where, I think you'd better SHOW us where, else I'm liable to snap your neck right here and now."

Truth be told, Mardred thought the goblin knew the area too well, and was hoping that he could get Big Uppity to lead them past some of the traps...
 
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Mardred

Mardred watches the interrogation through squinted eyes, his anger clear and directed entirely at the Goblin Chief. He rolls up his sleeves, then start marching toward Big Uppity.

"I'd like to know where you got all of these fancy weapons and trinkets," he said through clenched teeth. "And if you can't TELL us where, I think you'd better SHOW us where, else I'm liable to snap your neck right here and now."

Truth be told, Mardred thought the goblin knew the area too well, and was hoping that he could get Big Uppity to lead them past some of the traps...

"We won them in battle, from stupid Dwarves like..." Big Uppity suddenly notices his audience, and ends his statement with a raspberry like sound... obviously unimpressed with Mardred's bluff.

Any more questions- still a few of you who need to wade in...
 

Krogan

Did you see someone/thing other than the dwarves or the goblins in here?
How long have you been here, and is there someone from the crazed dwarves that you communicate to ( trap guy perhaps)?
Did U ever follow some of these dwarves to see where are they going or doing here besides , well being mad...
Are there more goblin bands that we need to worry about? (If so, where are they...).. lastly and most important... IS THERE SOMETHING TO EAT IN THIS MORADINFORSAKEN PLACE!! (mind you.. food that didn‚t have the ability to talk or think)
 

Kazzagin

Kazzagin frowned deeply at the knowledge he was receiving. It appeared that things weren't going to get easier the further they progressed into finding the forges of the Tannheim. Though at this point in time he wasn't sure how anything here would help the Bottom Dwellers. It was looking more like a suicide mission.

He looked around the goblin camp and eventually spotted what he was after. Picking up a sharp and pointy stick, he marched back towards the goblins. "We be needing a map," he said, holding the back end of the stick out for the goblin to take. "A map, and then we be deciding you fate. You've been helpful enough that we might be considering you be leaving."


OOC: Diplomacy check to enlist the goblin in drawing a map.

[SBLOCK=Kazzagin]Kazzagin
Played by Pinotage
Dwarf Paladin of Pelor Level 1 (XP: 331)

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: 30 / 31 Bloodied: 15
Temporary Hit Points: 0
Healing Surge: 7 Surges per day: 7 / 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 (+1 Frost Battleaxe): +8 vs AC 1d10+5 damage.
Ranged Basic Attack (Hand Axe): Range 5/10 +7 vs AC 1d6+4 damage.
Holy Strike (+1 Frost Battleaxe): +8 vs AC 1d10+5 Radiant damage. If you marked the target it takes an extra 1 (Wis Bonus) damage.
Valiant Strike (+1 Frost Battleaxe): +8 vs AC 1d10+5 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 (+1 Frost Battleaxe): +8 vs AC 2d10+6 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 (+1 Frost Battleaxe): +8 vs AC 3d10+5 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)

+1 Frost Battleaxe (Level 3 Uncommon, 680 gp)

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.

Gold: 39 gp 6 sp[/SBLOCK]
 

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