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

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]

"Map... draw... sure, guy- but first we deal. You, shiny man, promise to let Big Uppity leave- and you'll get a map- good map, I even do colouring... We'll you promise to let Big Uppity go?"

Big Uppity will provide you with a map but he wants a way out- a safe way out.
 

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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)

"Did you see someone/thing other than the dwarves or the goblins in here?"

"More of my loyal Goblins patrol the area beyond the secret door, watching over the entrance- that is our responsibility, make sure we get good gold! There are Orcs there too- Orc leader smell bad- he further in, he big stinky... And then the Gnolls- everyone hate Gnolls!"

"How long have you been here, and is there someone from the crazed dwarves that you communicate with?"

"Big Uppity lead men here six months past... we welcomed because we dead hard and mighty warriors. I talk with Lord Garbage's Dwarf crazies every now and then- mostly they leave us alone."

"Did U ever follow some of these dwarves to see where are they going or doing here besides , well being mad..."

"Dwarves mostly further in- they spend time worshipping black gods and slaughtering prisoners- we give captives to Lord Garbage..."

"Food?"

"There is lots of fine Goblin food available- Beetle parts, Stirge stew, Dwarf... oh right..."

There are indeed a dozen or so pots of not very well preserved foods in the chamber- most of it is rotten however, you do have lots of trail rations- as we discussed at the start.

GM: Waiting on a decision by Pinotage, or anyone else, to agree to Big Uppity's offer- you can get a map but it will cost you his freedom...


In the meantime, while this has been going on, then you have managed to take an Extended Rest.

[sblock=Combat]

Encounter

Turn:

Initiative (* = Next to play)

Grim
Kathra
Mardred
Krogan
Cinara
Kazz

HP & Conditions

PCs
Cinara 29/29 Surges 10/10
Kazzagin 31/31 Surges 13/13
Krogan 34/34 Surges 10/10
Mardred 25/25 Surges 7/7
Grim 25/25 Surges 2/2
Kathra 26/26 Surges 9/9

Monsters


Actions To Date

Turn #1

[/sblock]

The eight or so hours pass quickly at first, interrogating Big Uppity and Piggy his burnt companion... then the questions and queries dry up, and you become aware of your surroundings. The rooms smell- bad, the food is bad and there's nowhere much that's comfortable to lie down.

Flies buzz.

Every now and then the stones groan...

And once or twice you hear a scream, or cackling laughter.

The atmosphere gathers in, the Goblins need to be dealt with- clearly Piggy is no threat anymore, Big Uppity just wants out- you get the feeling that if you let him go then he wont be coming back here anytime soon.

The time drags, and no-one comes, you're all on your own- you have an exit but for the most part- from what Big Uppity has told you there are many trials left ahead-

Mad Dwarf Trapmaster
More Mad Dwarves lead by Lord Garbage.
More Goblins.
Orcs.
Gnolls.
A strange Wizard looking for the Forges.

& Traps...

GM: Finish off with Big Uppity and then we can move on...
 

Cinara

Cinara remained quiet once the goblin gave up. The past days had started to take a toll on her, what with the death of her comrades and the constant threat of danger around every corner. How is it this all seemed glorious back among her fellow Bottomers?!? What great stories will be told of us when we have ALL perished in this forge-foresaken place? What was the point?!?

Taking advantage of the lull, Cinara takes some time to center herself and call upon the divine fire to warm her chilled heart. "I will not allow rage and fear to rule my actions. But I REALLY wanna smash that goblin's face in...." she tells herself as she rests.

Prayer and shut-eye work wonders and after a time, Cinara feels somewhat better, somehow buoyed by her surviving friends. "Let the creature draw his map and let it go. There has been enough killing and there will likely be more to follow. Save your strength."

After a stern talking to that one of the others can give to Big Uppity, Cinara then addresses Kathra. "You're welcome here, Red. We need all the friends we can muster." And quietly, "Your hair, is that Al's work? If so, he's been holding out on me...that's gorgeous!"

"Let's quickly check the bloated door and see if it does in fact lead behind the waterfall and then move further into this place. Be on your guard everyone, and be lookin' for... well keep your eyes open, I've no idea what we're lookin' for!"
 

Kazzagin

Kazzagin looked deeply into the pitiful goblin's eyes. "You be left alive," he finally concluded. "And you be drawing map. With locations of creatures, traps - as much as you be knowing." He motioned to the stick again. "But, you be staying here until we be finished or we be dead." While he thought the goblin was sincere, he didn't want it running off and betraying them, or even if its intentions were honorable for a goblin, something else spotting it departing and knowing that it was up to something. "If we be finding the forges, and we be living, you can be leaving with us. We be taking you out of here. Otherwise, you be free to leave." A thought occured to Kazzagin. "You be paid by us to be keeping this place clean, safe and guarded. We be enlisting you to be helping us."

OOC: Kazzagin's offering to keep the goblin as a 'housekeeper/retainer' of sorts while they're in the Tannheim hold. I'm sure we can afford a few gp to pay it.

[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

Grim is fine with letting Big Uppity go, as long as his wish to never see them again is genuine. He was sent back to 'free' the Tannaheim, not every single 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]
 

Cinara

Cinara remained quiet once the goblin gave up. The past days had started to take a toll on her, what with the death of her comrades and the constant threat of danger around every corner. How is it this all seemed glorious back among her fellow Bottomers?!? What great stories will be told of us when we have ALL perished in this forge-foresaken place? What was the point?!?

Taking advantage of the lull, Cinara takes some time to center herself and call upon the divine fire to warm her chilled heart. "I will not allow rage and fear to rule my actions. But I REALLY wanna smash that goblin's face in...." she tells herself as she rests.

Prayer and shut-eye work wonders and after a time, Cinara feels somewhat better, somehow buoyed by her surviving friends. "Let the creature draw his map and let it go. There has been enough killing and there will likely be more to follow. Save your strength."

After a stern talking to that one of the others can give to Big Uppity, Cinara then addresses Kathra. "You're welcome here, Red. We need all the friends we can muster." And quietly, "Your hair, is that Al's work? If so, he's been holding out on me...that's gorgeous!"

"Let's quickly check the bloated door and see if it does in fact lead behind the waterfall and then move further into this place. Be on your guard everyone, and be lookin' for... well keep your eyes open, I've no idea what we're lookin' for!"

Kazzagin looked deeply into the pitiful goblin's eyes. "You be left alive," he finally concluded. "And you be drawing map. With locations of creatures, traps - as much as you be knowing." He motioned to the stick again. "But, you be staying here until we be finished or we be dead." While he thought the goblin was sincere, he didn't want it running off and betraying them, or even if its intentions were honorable for a goblin, something else spotting it departing and knowing that it was up to something. "If we be finding the forges, and we be living, you can be leaving with us. We be taking you out of here. Otherwise, you be free to leave." A thought occured to Kazzagin. "You be paid by us to be keeping this place clean, safe and guarded. We be enlisting you to be helping us."

OOC: Kazzagin's offering to keep the goblin as a 'housekeeper/retainer' of sorts while they're in the Tannheim hold. I'm sure we can afford a few gp to pay it.

[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]

Big Uppity sets to work- soon enough he has a map done.

New Map-

138 The Goblin Complex- Big Uppity's Map

Big Uppity adds a few notes-

The Main Door is all part of some sort of trap- the trap is looked after by two crazy Dwarves that operate some sort of machinery, the corridor the trap is on leads to something terrible- Big Uppity doesn't know what, he's never been that way.

With the Dwarves that run the trap are a bunch of Orcs, not many- at most three or four, but big nasties, when the trap goes off they clear up.

Up the stairs are a bunch of Big Uppity's Goblins lead by his Lieutenant, a Hobgoblin called 'Big Ears', he looks after a gang of five or so Goblins, they specialise at throwing Javelins down at any that break through the front door.

The large doors behind the Goblins that lead to Lord Garbage are never opened, Big Uppity doesn't know why.

The Dwarf Trapper is a Mad and Crazy individual, he has some strange birds and lives in his chamber, although sometimes he is out and about in the complex- making traps probably. Big Uppity is frightened by the Dwarf Trapper- he is very very mad.

The Dwarves from Lord Garbage use the door in Big Uppity's chamber, the sodden one, when and if they come- which is not often. Big Uppity has seen the room beyond the sodden door- it's a ruin, most of the floor has fallen away and is just a hole full of water, it stinks bad- smells of death. There must be another way out of it but Big Uppity has not seen it- somehow it leads back to the big chamber.

There are more Orcs, and a bunch of Gnolls- they lair somewhere through the sodden door, with the Dwarves. There was also a Mad Wizard who went that way, taken through to the Lord Garbage.

"Any questions?"

Big Uppity goes quiet, he will wait here for you- keep the place tidy, as you ask.
 

Cinara...

OOC: ... at this point is interested mostly in the Tannheim dwarves. Whatever direction will take us in their direction is her top priority. Ridding the world of orcs, goblins, and gnolls is all well and good, but if we can somehow help the Tannheim, maybe we'll get ourselves some allies.
 

You are all healed up, all powers refreshed, which just leaves you picking a direction to explore next.

The directions available are-

1) Back the way you came, including back down the secret stair, and to the front door.

2) Through the secret door down the hall.

3) Through the sodden door in to the water-logged chamber.

Here's my advice, for what it's worth- pick fights you think you can win...

I'd like to move you out tomorrow, so someone pick a direction and tell me what you are doing.
 

Grim

"Goblin, can you give us something to show your hobgoblin to verify that you are now working with us? That would spare some lives and we can move faster if we have not to kill our way through them.

That said, I don't like to leave enemies in my back. We have to take care of the orcs and goblins, sooner or later."
Grim first asks Big Uppity and then says to his fellow dwarfs.

[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

"Goblin, can you give us something to show your hobgoblin to verify that you are now working with us? That would spare some lives and we can move faster if we have not to kill our way through them.

That said, I don't like to leave enemies in my back. We have to take care of the orcs and goblins, sooner or later."
Grim first asks Big Uppity and then says to his fellow dwarfs.

[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]

"I'll give you this...", Big Uppity rips off the patch on his jacket- it's a Red Hand emblem, up close it's crudely done- Goblin work.

"But it'll make no difference- Big Ears will still attack you, most likely. I don't think you've got yer 'ead round how Goblins work 'ave yer. Without my Doggies an' me Gobbo's...", Big Uppity indicates the dead surrounding him.

"Well, I ain't in charge anymore see. An' that'll mean Big Ears'll think he's boss, an' his Gobbo's will fight on as long as dey think der's a chance they'll win..." Big Uppity looks pained, sad even.

"I's 'ard bein' a Gobbo, I tell's ya." Big Uppity takes to sulking.
 

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