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

Goonalan

Legend
Supporter
All of you

GM: If you wish to stick together then the consensus is to keep going, don't worry- nothing bad is going to happen... honest, no really- you're okay.


And so you rush after the foul creature, several of you burst in to the chamber with Big Uppity and Piggy in- the pair are ashen faced- pointing furiously down the passage that leads to the secret door...

"That way... It went that way..." The pair scream and shout, and jab towards the passage.

GM: So, again you are faced with the prospect of making a decision- the Ghoul is heading down the passage to the south- which heads towards the Dwarven Trapmaster (and the other stuff descibed by Big Uppity). At the end of the passage is a very easy to spot secret door- clearly not a secret from this side... The Ghouls slowed up a little to get directions- you've caught up a little with it, however-

You and the Ghoul are still running, so all -5 to hit, and grant combat advantage- in essence you are therefore all -3 to hit each other, but for some of you (Mardred) you do sneak attack damage.

You have all double moved run to get you where you are on the map, if you wish to action point then tell me, or use your Minor Actions for anything else- if not then the Ghoul is about to go again...

See the map for full details, the Ghoul is only five squares away from two of you...


What do you wish to do?

[sblock=Combat]

Encounter #5 The Waterlogged Chamber

Turn: 7

Initiative (* = Next to play)

22 Grim*
20 Cinara*
13 Ghoul #2*
8 Kazz*
7 Mardred*
7 Krogan*
4 Kathra*

HP & Conditions

PCs
Cinara 29/14 Surges 10/9- Bloodied. -5 To Hit & All have Combat Advantage.
Kazzagin 31/26 Surges 13/9. -5 To Hit & All have Combat Advantage.
FAILED DEATH SAVES =1
Krogan 34/24 Surges 10/9. -5 To Hit & All have Combat Advantage.
Mardred 25/25 Surges 7/7 -5 To Hit & All have Combat Advantage.
Grim 25/25 Surges 2/2. -5 To Hit & All have Combat Advantage.
Kathra 26/26 Surges 9/9. -5 To Hit & All have Combat Advantage.

Monsters

Ghoul #1- 77 HP damage taken- DEAD.
Ghoul #2- 42 HP damage taken- Bloodied. -5 To Hit & All have Combat Advantage.
Ghoul #3- 70 HP damage taken- DEAD.

Actions To Date

Turn #1 (Surprise Round- one action only)

Grim- Penance Stare Ghoul #1- Miss.

Cinara- Move (Run) S113. Second Wind +2 all defences.

Ghoul #1- Move R113.

Ghoul #2- Charge CA Cinara- Miss.

Kazz- Charge Ghoul #1- Hit 14 damage.

Mardred- Shift T114

Krogan- Charge Ghoul #1- Hit 19 damage- Bloodied.

Kathra- Phantasmal Assault Ghoul #1- Hit 6 Psychic damage, Combat Advantage everyone and no Opportunity Attacks.

Turn #2

Grim- Move Q113. Anvil Touch CA Ghoul #1- Miss.

Cinara- Smite Undead Ghoul #1- Hit 12 Radiant damage +5 (Vulnerable) +3 Fire =20 damage. Shift R114.

Ghoul #1- Shift Q114. Claw CA Cinara- Hit 17 damage- Bloodied & Immobilised.

Ghoul #2- Bite CA Cinara- Hit 19 damage- Dying & Stunned.

Ghoul #3- Move (beneath water) N116. Charge Grim- Miss.

Kazz- Shift S113. Lay on Hands Cinara- +7 HP & no longer Dying. Radiant Smite Ghoul #2- Miss.

Mardred- Shift U113. Thrown Dagger Ghoul #1- Hit 18 damage- DEAD.

Krogan- Shift R111. Charge Howling Strike Ghoul #2- Hit 25 damage.

Kathra- Phantasmal Assault Ghoul #2- Miss.

Turn #3

Grim- Anvil Touch Ghoul #3- Miss.

Cinara- Save vs Stunned- Fail.

Ghoul #2- Claw Krogan- Hit 13 damage & Immobilised.

Ghoul #3- Shift Q114. Bite Krogan- Miss.

Kazz- Divine Challenge Ghoul #2. Divine Mettle Krogan +2 Save vs Immobilised- Success. Holy Strike Ghoul #2- Hit 12 Radiant damage +5 =17 damage- Bloodied & Free Save for Cinara vs Stunned- Fail.

Mardred- Ambush Strike Move S111. Thrown Dagger CA Ghoul #3?- Hit 24 damage.

Krogan- Desperate Fury Ghoul #2- Miss- Retry 5 HP damage self- Bloodied- Desperate Fury Ghoul #2- Miss. Shift R112.

Kathra- Phantasmal Assault Ghoul #2- Miss.

Turn #4

Grim- Shift P114. Anvil Touch Ghoul #3- Miss.

Cinara- Save vs Stunned- Success.

Ghoul #2- Claw Kazz-Hit 13 damage & Immobilised. Shift T113.

Ghoul #3- Shift R113. Bite CA Kazz- Hit 23 damage- Dying & Stunned & Prone.

Kazz- Death Save- Fail. Save vs Immobilised- Success. Save vs Stunned- Fail.

Mardred- Ambush Trick Q111. Thrown Dagger Ghoul #2- Miss.

Krogan- Pressing Attack Ghoul #3- Hit 7 damage & Pushed Q114. Move R110. Second Wind- no longer Bloodied & +2 all Defences.

Kathra- Move (Run) R112. Potion of Healing Kathra +10 HP- no longer Dying.

Turn #5

Grim- Anvil Touch Ghoul #3- Hit 18 damage + Soul Eater +7 damage = 25 damage & Bloodied & Grim +1 Surge (3).

Cinara- Stand. Earthen Hail Ghoul #3- Hit 14 damage- DEAD & +2 Fort & AC all except Krogan. Healing Word +2 HP Kazz & half damage next hit- no longer Bloodied.

Ghoul #2- Move (Run) S103. Run around the corner and out of sight...

Kazz- Stand. Move (Run) S106. Second Wind +2 all defences.

Mardred- Double Move S101.

Krogan- Double Move (Run) Q99.

Kathra- Double Move (Run) S100.

Turn #6

Grim- Double Move (Run) R100.

Cinara- Double Move (Run) R101. Second Wind +2 all defences.

Ghoul #2- Double Move (Run) to... out of sight again.

Kazz- Double Move (Run) to M95.

Mardred- Double Move (Run) to M90.

Krogan- Double Move (Run) to P91.

Kathra- Double Move (Run) to L90.

Turn #7

Grim- Double Move (Run) to Q91.

Cinara- Double Move (Run) to N89.

Ghoul #2-

Kazz-

Mardred-

Krogan-

Kathra-

[/sblock]

New Map-

157 The Waterlogged Chamber- Undeady, Steady, Go

You can see the smallest spec of the square that the Ghoul is in, so the label appears (see bottom of map- centre).

Please reply...
 

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larryfinnjr

First Post
[sblock=sick 'im!]
My vote is to nail the bastard. Between a charge from Krogan on an AP (albeit at a penalty to hit), an AP ranged attack from Grim (if he can see the corner, he's got LOS and LOE!) and the potential for an OA if the bastard runs again, we could drop him right in his tracks.

Or miss entirely and have him lead us to our doom. :)

But my vote is to return him to Moradin. [/sblock]
 

Herobizkit

Adventurer
[sblock=Let him go...]I'm of the opinion that a bat-crazy Ghoul is going to be the least of our worries... if he's heading to the Trapmaster, and he's not THAT intelligent of a Ghoul, chances are high he'll get quashed by one of the likely (many?) traps there. Gobbo and Uppity can handle what's left. Tee. Hee. Hee.[/sblock]
 


Goonalan

Legend
Supporter
[sblock=sick 'im!]
My vote is to nail the bastard. Between a charge from Krogan on an AP (albeit at a penalty to hit), an AP ranged attack from Grim (if he can see the corner, he's got LOS and LOE!) and the potential for an OA if the bastard runs again, we could drop him right in his tracks.

Or miss entirely and have him lead us to our doom. :)

But my vote is to return him to Moradin. [/sblock]

[sblock=Let him go...]I'm of the opinion that a bat-crazy Ghoul is going to be the least of our worries... if he's heading to the Trapmaster, and he's not THAT intelligent of a Ghoul, chances are high he'll get quashed by one of the likely (many?) traps there. Gobbo and Uppity can handle what's left. Tee. Hee. Hee.[/sblock]

[sblock=ooc]
Is this right? What would the hit penalty be?[/sblock]

GM: Line of Sight and Line of Effect are a little spurious, both mean the same thing- you can attack the creature... they still don't account for the factor that the creature has cover or concealment for ranged attackers.

To recap the rules-

Line of Sight- if one corner of your square can be traced to one corner of the targets square you have LOS and can attack the creature. However, if at least one corner of your square passes through blocking terrain the target has cover or concealment- two corners of your square pass through blocking terrain, therefore the target has cover...

Line of Effect is slightly different, but the same really. Once again you can target the creature but it has concealment as above.

And so the maths for your attacks-

Grim Ranged attack- -5 (for Run) +2 (Ghoul grants CA) -2 (for Cover) = -5 To Hit, not good.

Having said all that I've just gone back to the map and Grim cannot see the Ghoul at all, it's Krogan that can see the creature- obviously I can swap the two PCs around though- still Grim would be -5 To Hit.

Krogan Charge attack -5 (for Run) +2 (Ghoul grants CA) +1 (for Charge) = -2 To Hit, much better.

The alternative of course is both Grim and Krogan charge, they'd both be at -2 but should the Ghoul chose to flee again then that would two OA's.

Just a thought- over to you guys.
 

Ressurectah

First Post
Krogan

Lets give it a shot.
Krogan feels the adrenalin rush to his legs. They are pumping blood like never before. He is certain, he could get to this creature and stop it in its tracks. He will give it one more shot. If he doesn``t make it, he will leave the creature to its faith...
 

Goonalan

Legend
Supporter
Lets give it a shot.
Krogan feels the adrenalin rush to his legs. They are pumping blood like never before. He is certain, he could get to this creature and stop it in its tracks. He will give it one more shot. If he doesn``t make it, he will leave the creature to its faith...

Alas Krogan's greataxe swings wide... he suddenly doubts he will be leaving the Ghoul to its fate, he's stood next to the snarling beast after all.


[sblock=Combat]

Encounter #5 The Waterlogged Chamber

Turn: 7

Initiative (* = Next to play)

22 Grim
20 Cinara
13 Ghoul #2*
8 Kazz*
7 Mardred
7 Krogan
4 Kathra*

HP & Conditions

PCs
Cinara 29/14 Surges 10/9- Bloodied. -5 To Hit & All have Combat Advantage.
Kazzagin 31/26 Surges 13/9. -5 To Hit & All have Combat Advantage.
FAILED DEATH SAVES =1
Krogan 34/24 Surges 10/9. -5 To Hit & All have Combat Advantage.
Mardred 25/25 Surges 7/7 -5 To Hit & All have Combat Advantage.
Grim 25/25 Surges 2/2. -5 To Hit & All have Combat Advantage.
Kathra 26/26 Surges 9/9. -5 To Hit & All have Combat Advantage.

Monsters

Ghoul #1- 77 HP damage taken- DEAD.
Ghoul #2- 42 HP damage taken- Bloodied. -5 To Hit & All have Combat Advantage.
Ghoul #3- 70 HP damage taken- DEAD.

Actions To Date

Turn #1 (Surprise Round- one action only)

Grim- Penance Stare Ghoul #1- Miss.

Cinara- Move (Run) S113. Second Wind +2 all defences.

Ghoul #1- Move R113.

Ghoul #2- Charge CA Cinara- Miss.

Kazz- Charge Ghoul #1- Hit 14 damage.

Mardred- Shift T114

Krogan- Charge Ghoul #1- Hit 19 damage- Bloodied.

Kathra- Phantasmal Assault Ghoul #1- Hit 6 Psychic damage, Combat Advantage everyone and no Opportunity Attacks.

Turn #2

Grim- Move Q113. Anvil Touch CA Ghoul #1- Miss.

Cinara- Smite Undead Ghoul #1- Hit 12 Radiant damage +5 (Vulnerable) +3 Fire =20 damage. Shift R114.

Ghoul #1- Shift Q114. Claw CA Cinara- Hit 17 damage- Bloodied & Immobilised.

Ghoul #2- Bite CA Cinara- Hit 19 damage- Dying & Stunned.

Ghoul #3- Move (beneath water) N116. Charge Grim- Miss.

Kazz- Shift S113. Lay on Hands Cinara- +7 HP & no longer Dying. Radiant Smite Ghoul #2- Miss.

Mardred- Shift U113. Thrown Dagger Ghoul #1- Hit 18 damage- DEAD.

Krogan- Shift R111. Charge Howling Strike Ghoul #2- Hit 25 damage.

Kathra- Phantasmal Assault Ghoul #2- Miss.

Turn #3

Grim- Anvil Touch Ghoul #3- Miss.

Cinara- Save vs Stunned- Fail.

Ghoul #2- Claw Krogan- Hit 13 damage & Immobilised.

Ghoul #3- Shift Q114. Bite Krogan- Miss.

Kazz- Divine Challenge Ghoul #2. Divine Mettle Krogan +2 Save vs Immobilised- Success. Holy Strike Ghoul #2- Hit 12 Radiant damage +5 =17 damage- Bloodied & Free Save for Cinara vs Stunned- Fail.

Mardred- Ambush Strike Move S111. Thrown Dagger CA Ghoul #3?- Hit 24 damage.

Krogan- Desperate Fury Ghoul #2- Miss- Retry 5 HP damage self- Bloodied- Desperate Fury Ghoul #2- Miss. Shift R112.

Kathra- Phantasmal Assault Ghoul #2- Miss.

Turn #4

Grim- Shift P114. Anvil Touch Ghoul #3- Miss.

Cinara- Save vs Stunned- Success.

Ghoul #2- Claw Kazz-Hit 13 damage & Immobilised. Shift T113.

Ghoul #3- Shift R113. Bite CA Kazz- Hit 23 damage- Dying & Stunned & Prone.

Kazz- Death Save- Fail. Save vs Immobilised- Success. Save vs Stunned- Fail.

Mardred- Ambush Trick Q111. Thrown Dagger Ghoul #2- Miss.

Krogan- Pressing Attack Ghoul #3- Hit 7 damage & Pushed Q114. Move R110. Second Wind- no longer Bloodied & +2 all Defences.

Kathra- Move (Run) R112. Potion of Healing Kathra +10 HP- no longer Dying.

Turn #5

Grim- Anvil Touch Ghoul #3- Hit 18 damage + Soul Eater +7 damage = 25 damage & Bloodied & Grim +1 Surge (3).

Cinara- Stand. Earthen Hail Ghoul #3- Hit 14 damage- DEAD & +2 Fort & AC all except Krogan. Healing Word +2 HP Kazz & half damage next hit- no longer Bloodied.

Ghoul #2- Move (Run) S103. Run around the corner and out of sight...

Kazz- Stand. Move (Run) S106. Second Wind +2 all defences.

Mardred- Double Move S101.

Krogan- Double Move (Run) Q99.

Kathra- Double Move (Run) S100.

Turn #6

Grim- Double Move (Run) R100.

Cinara- Double Move (Run) R101. Second Wind +2 all defences.

Ghoul #2- Double Move (Run) to... out of sight again.

Kazz- Double Move (Run) to M95.

Mardred- Double Move (Run) to M90.

Krogan- Double Move (Run) to P91. Action Point. Charge Ghoul #2- Miss.

Kathra- Double Move (Run) to L90.

Turn #7

Grim- Double Move (Run) to Q91.

Cinara- Double Move (Run) to N89.

Ghoul #2-

Kazz-

Mardred-

Krogan-

Kathra-

[/sblock]

New Map-

158 The Waterlogged Chamber- Krogan Charge- Miss

Next up- want to hear from Kazz and Kathra... and anyone else who wants to chip in. Then the Ghoul does its thing.
 


Pinotage

Explorer
Kazzagin

Still seriously lagging behind his allies, Kazzagin used every ounce of energy to keep pace with the other dwarves. His muscles ached and the loss of blood made him feel a little feint, but at least the pain of his wounds was starting to subside and the bleeding had mostly stopped. "Leave a little for me!" he called after his allies.

OOC: Kazzagin is too far behind to do anything useful. He'll just follow as fast as he can.

[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: 26 / 31 Bloodied: 15 (Death Save 1)
Temporary Hit Points: 0
Healing Surge: 7 Surges per day: 10 / 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]
 

hairychin

First Post
Kathra

Kathra continues to keep up with the others - knowing she cannot get close enough before the ghoul can make its move.

OOC: Can't get in sight in turn 6, even with an AP, and the Ghoul acts before her in round 7
 

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