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

Krogan

This will be very strange, coming from barbarian, but I would rather take our chances with the traps. Maybe try to talk to that trap making dwarf to figure out what happened to them and what are they really doing here. We can always fight.. and sure we will in the future, but we are constantly on our back legs and underpowered. If there is a chance we could go in further missing a few axes and javelins.. I am all up for it...
 

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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.

This will be very strange, coming from barbarian, but I would rather take our chances with the traps. Maybe try to talk to that trap making dwarf to figure out what happened to them and what are they really doing here. We can always fight.. and sure we will in the future, but we are constantly on our back legs and underpowered. If there is a chance we could go in further missing a few axes and javelins.. I am all up for it...

Big Uppity suddenly looks up, furious...

"Talk... you say talk- the Dwarves they are mad, you nearly as mad as they- they eat dead things, they eat each other- they drool and argue and... cut things up for black gods. You want to talk... you madder than them- the Dwarves are bad, very bad- past naughty. Goblins bad too... but not for fun- not like Dwarves. What you do?"

Big Uppity stands up, clearly he is doing an impression of you Krogan.

"Oh hello Mr. Trap Dwarf we were wonderin' if... Blah Blah Blah!"

Big Uppity contines to do his impression of Krogan- mostly by flapping his mouth open and closed.

Then he looks all serious at Krogan.

"And while you flapping your mouth- talking to the Trap Dwarf he cut your legs off, put a dire rat in your ear and ants in your pantsies. There no good Dwarves- none. They all bad bad and crazy..."

Big Uppity stops, and flounces back to his seat.

"Don't you get it? Or you still like rock-in-the-head stupid, like Dwarf?"

Big Uppity sits down, in a huff.
 


Mardred

Mardred's eyes flash with anger. "I can't believe we're going to leave this... this... THING to go on its merry way. We ALL know it will come back behind us with a new troop of Goblin filth... it's what they DO."

"IF we are to believe this creature, and the Dwarves have ACTUALLY gone mad, I'd much rather knock a few of 'em out and see if we can find out just HOW mad they might be. I'm betting the stories we're hearing were told by his chiefs to keep them away from the treasure rooms!"

Mardred grows more excited and and animated by the second. "I mean, come on... TANNHEIM! If that magic hammer is any indication of what kind of things we'll find in there, would YOU want the help poking about, especially dirty, stupid, thieving GOBLIN help?!"

Mardred spits the word 'goblin' and as he does, his right eye begins to twitch.
 

Mardred

Mardred's eyes flash with anger. "I can't believe we're going to leave this... this... THING to go on its merry way. We ALL know it will come back behind us with a new troop of Goblin filth... it's what they DO."

"IF we are to believe this creature, and the Dwarves have ACTUALLY gone mad, I'd much rather knock a few of 'em out and see if we can find out just HOW mad they might be. I'm betting the stories we're hearing were told by his chiefs to keep them away from the treasure rooms!"

Mardred grows more excited and and animated by the second. "I mean, come on... TANNHEIM! If that magic hammer is any indication of what kind of things we'll find in there, would YOU want the help poking about, especially dirty, stupid, thieving GOBLIN help?!"

Mardred spits the word 'goblin' and as he does, his right eye begins to twitch.

Big Uppity continues to sulk...

"Whatever... find out for yourselves, you asked- I told you..."

GM: I went with the suggestion to keep Big Uppity around because... if one of you dies then there's The Gaffer, or Big Uppity who could possibly be employed as a new PC for the group. Imagine five Dwarves and a Goblin- that might work...
 

Kathra

"Not that anythings for certain, but I think, if you would hear another thought on the matter, that if there is any such hope for the Tanhheim dwarves, it will be deeper in the hold and not be achieved by talk, capture or study of 'em. They are cursed or tainted or such, and that must be removed, lifted or destroyed, and for that we must head in, I suggest, to the forges.

With us dwarves, the answer always lies at the forge."

Almost embarassed by her own forthrightness, Kathra, steps back, head down, mumbling to herself. Quite what she mumbles the companions are unsure, although the 'words' "humka" and "flar" can just about be made out!
 


Cinara

OOC: my vote is for the sodden door next... clear out what's behind us


"Your kind use names, I assume, Mr. Gobbo? How are you called?

We're trusting you, for reasons I can't fully understand, to stay behind, not betray us, and keep this area clean for us to rest if needed. Earn your keep, and you get to keep your life as well."

"We're tarried long enough, friends. Let us ensure the way behind us is clear and then move deeper into the Hold."
OOC: I hope my sense of direction is right - the water-logged door leads to a cave (per Big Uppity) which, if I'm right, lead back to the waterfall? is that right?
 

Cinara

OOC: my vote is for the sodden door next... clear out what's behind us


"Your kind use names, I assume, Mr. Gobbo? How are you called?

We're trusting you, for reasons I can't fully understand, to stay behind, not betray us, and keep this area clean for us to rest if needed. Earn your keep, and you get to keep your life as well."

"We're tarried long enough, friends. Let us ensure the way behind us is clear and then move deeper into the Hold."
OOC: I hope my sense of direction is right - the water-logged door leads to a cave (per Big Uppity) which, if I'm right, lead back to the waterfall? is that right?

GM: Nope, you're all turned around.


Forward to the Dwarves is through the sodden door.

Back to the Goblins and Orcs et al is through the secret door.

The debate you are having seems to centre on the fact that moving forward through the sodden door leaves a gang of Goblins, Orcs and the Dwarf Trapmaster behind you.

Big Uppity's map-

138 The Goblin Complex- Big Uppity's Map

The sodden door is marked 'Dwarves come this way'- which somehow leads in to the part marked 'Lord Garbage and the Crazy Dwarves'- there is no other way Big Uppity knows to get to the Dwarves- the huge doors that lead from the section marked 'Goblins' do not open.

Through the secret door at the end of the corridor leads to 'Dwarf Trapper', then to 'Goblins' and 'Orcs'.

I hope that's clear.
 

Kazzagin

Kazzagin listened to the conversation. "No," he finally remarked, "We be leaving this goblin be, Mardred. A deal be a deal. A map for its life. And money for its service." He didn't state that he trusted the goblin, but there was something different about this one. It had given much for so little - it could be a useful ally. He shuddered as the vision of the massive wolf appeared before his eyes, burning back from a childhood memory.

"I think the goblin be right," he continued, "We be seeing the crazy dwarves guarding the gate. There be nothing to be done for them. Unless we be finding the cause of their malady. We be needing to treat them like any here. And I be thinking while we are feeling stronger now, we be finding this Lord Garbage. While I not be feeling in the mood for another swim, I think we be looking through that water-door."


OOC: Kazzagin votes for the water door, trying to bypass the trapmaster and go for Lord Garbage and the other goblins.

[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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