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

Kazzagin

Kazzagin carefully readies his shield and battleaxe as he approaches towards the pool, staying well clear of the water's edge. If there was anything in there, it could easily pull somebody in that was standing too close to the edge. "I be thinking we be watching the water carefully and be standing back from the edge," he remarks as he scans the surface of the water. He wanted to see how deep it was, and also if he could spot anything lurking beneath all the flotsom and jetsam.

OOC: Sorry, life (and Angband) got in the way a bit. Perception checks to spot anything underwater, and Dungeoneering to check the depth of the pool.

[SBLOCK=Kazzagin]Kazzagin
Played by Pinotage
Dwarf Paladin of Pelor Level 1 (XP: 598)

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: 31 / 31 Bloodied: 15
Temporary Hit Points: 0
Healing Surge: 7 Surges per day: 13 / 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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Kazzagin carefully readies his shield and battleaxe as he approaches towards the pool, staying well clear of the water's edge. If there was anything in there, it could easily pull somebody in that was standing too close to the edge. "I be thinking we be watching the water carefully and be standing back from the edge," he remarks as he scans the surface of the water. He wanted to see how deep it was, and also if he could spot anything lurking beneath all the flotsom and jetsam.

OOC: Sorry, life (and Angband) got in the way a bit. Perception checks to spot anything underwater, and Dungeoneering to check the depth of the pool.

[SBLOCK=Kazzagin]Kazzagin
Played by Pinotage
Dwarf Paladin of Pelor Level 1 (XP: 598)

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: 31 / 31 Bloodied: 15
Temporary Hit Points: 0
Healing Surge: 7 Surges per day: 13 / 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]

It's very difficult to stay away from the waters edge, as Kazz discovers, that is to say if you wish to move over to the other stairs then you're going to be at the water's edge all the way.

Alas there's nothing to see, and besides, the water itself is a sulfurous mess, and full of algae and debris.

Watching the movement of the water, and observing the slope of the chamber as a whole, Kazz calculates that the water is initially only maybe a foot-or-so deep, however the chamber seems to slope to the east. Therefore the further east you go the deeper the water is, where the sulfurous steam leaks in to the room the water could be easily be over four feet deep...

New Map-

http://gallery.rptools.net/v/contrib/goonalan/Dwarf1/141+The+Waterlogged+Chamber.jpg.html

Just moving you on a little- slow going at the moment.
 
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Grim

Grim moves carefully and deliberately forward, keeping an eye on the chest.
"Does anyone wants to do a quick swim to fetch the chest?"

[sblock=OOC]
Moving carefully to 109 U. Perception check on the chest.

[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

Grim moves carefully and deliberately forward, keeping an eye on the chest.
"Does anyone wants to do a quick swim to fetch the chest?"

[sblock=OOC]
Moving carefully to 109 U. Perception check on the chest.

[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]

The chest looks to be resting on top of an island of debris, it's shut but there's no sign of a lock...

There's nothing else strange or different about it that Grim can see.
 

Kathra

Kathra moves up for a better look, but has no interest in getting her feet wet, or any other part of her. After usng her 5 senses she moves onto her 6th, ad pushes o0ut with her mind to detect anything of magic in the vicinity.

"Of course, I could always just throw a few Magic Missiles around and see what we disturb!!" a slightly mischievous look crosses Kathra's face.



 

Kathra moves up for a better look, but has no interest in getting her feet wet, or any other part of her. After usng her 5 senses she moves onto her 6th, ad pushes o0ut with her mind to detect anything of magic in the vicinity.

"Of course, I could always just throw a few Magic Missiles around and see what we disturb!!" a slightly mischievous look crosses Kathra's face.




Alas all six senses seem to be on the blink... the messages via the senses is negative- nothing to see, and no magic present...
 

Mardred watches Grim edge towards the chest. It looks rather safe, but as far as Mardred knows, flesh-eating steam fish don't care for the dead.

Feeling bolstered, Mardred swims to the chest and peers at it c-a-r-e-f-u-l-l-y.

"If this whole endeavor goes south,"
Mardred says to Grim, "Sign me up for your health plan."
 
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Krogan

Never being a big fan of water, Krogan will ready his axe and wait for all of the gang to enter the room and explore. If something happens, he has their back!
OOC: Move to s106 and wait

OOC: Int check to figure out if this smell has something to do with the smell of forge residue
 

Never being a big fan of water, Krogan will ready his axe and wait for all of the gang to enter the room and explore. If something happens, he has their back!
OOC: Move to s106 and wait

OOC: Int check to figure out if this smell has something to do with the smell of forge residue

As Cinara is standing in S106 I've moved you to S107...

You're ready to rock however, as are all of you, which is fortunate...
 

Mardred watches Grim edge towards the chest. It looks rather safe, but as far as Mardred knows, flesh-eating steam fish don't care for the dead.

Feeling bolstered, Mardred swims to the chest and peers at it c-a-r-e-f-u-l-l-y.

"If this whole endeavor goes south,"
Mardred says to Grim, "Sign me up for your health plan."

Mardred gets part the way to the chest, not swimming but wading- the water is not too deep.

GM: See the map for details including the areas of difficult terrain.


Mid-way he stops, there's something in the...

Bursting from the gunk and algae are a pair of shabby fat Dwarves, however this pair have seen much better days. The Dwarves retain the rusted and equipment and armour- much of which is ragged and wrecked, their skin however is a dull grey, their hair white and wild, their eyes dull white opals, their fingernails loong and crooked- like talons, worse still their snake like tongues are constanly darting too and fro- testing the air.

Their tongues are very long, they protrude at all times, the mouths full of jagged sharp teeth...

GM: Here comes Initiative.


[sblock=Combat]

Encounter #5 The Waterlogged Chamber

Turn: 1

Initiative (* = Next to play)

22 Grim
20 Cinara
13 Creature #1
13 Creature #2
8 Kazz
7 Mardred
7 Krogan
4 Kathra

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

Creature #1
Creature #2

Actions To Date

Turn #1 (Surprise Round- one action only)

Grim-

Cinara-

Creature #1-

Creature #2-

Kazz-

Mardred-

Krogan-

Kathra-

[/sblock]

It's a good job you are all ready for action- this is a SURPRISE ROUND- WHICH MEANS ONLY ONE ACTION...

Grim is up first followed by Cinara, then come the creatures that burst from the water intent seemingly on making a meal of you...

New Map-

http://gallery.rptools.net/v/contri...+The+Waterlogged+Chamber-+Bad+Dwarfs.jpg.html

SURPRISE ROUND- ONE ACTION PLEASE.
 
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