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.