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

Walking Dad

First Post
Grim

"Uhm, great, Mardred, I think.

Ok, fine, let's go boys and get us some sturdy wood."
Grim says, looking at Kazz and Krogan.

[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: 0
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]
 

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Pinotage

Explorer
Kazzagin

Kazzagin frowned deeply, considering the options available to them. "Well be remembered, Mardred," he spoke, before turning to Cinara. "I don't be liking splitting us up. This place be springing surprises when one not be thinking. If it not be far, we be staying together and coming back together. It be safer and easier. This place be the same when we return, but we not be knowing what be where the ogre fell."

OOC:

[SBLOCK=Kazzagin]Kazzagin
Played by Pinotage
Dwarf Paladin of Pelor Level 1 (XP: 764)

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 (Death Save 1)
Temporary Hit Points: 0
Healing Surge: 7 Surges per day: 8 / 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]
 

Goonalan

Legend
Supporter
[sblock]Thanks![/sblock]
Mardred edges closer to the warpriest. Works here. I'll jes start getting them nails in order. He kneels beside the scraps of their project and begins pulling and organizing the nails with an air of importance.

Mardred makes a big play of setting items out on the floor- nails here, wood there... it's looking very neat, and the two Goblin prisoners are mesmerised- clearly Dwarves are very odrerly creatures.

Finished Mardred stands up and admires his work, takes a step back to get a better view of proceedings and steps on to a missed nail- which shoots in to the Rogue's foot.

Mardred screams, hops forward.

<CRUNCH>

And lands hard on the wood pile- snapping a quarter of the prepared lengths of timber.

Mardred thunks to the floor- holding his foot, nail sticking all the way through, he blinks through tears of pain, barely remaining conscious.

A little way over the two Goblins, with straight faces, are mimicking his actions- the pair seem to think they are learning some sort of ceremonial dance- each hops around on one leg, holding the other and screaming made up Dwarven swear words.

Cinara comes back in to the chamber... what the hell?

GM: Mardred loses one Healing Surge.
 

Goonalan

Legend
Supporter
Grim

"Uhm, great, Mardred, I think.

Ok, fine, let's go boys and get us some sturdy wood."
Grim says, looking at Kazz and Krogan.

[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: 0
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]

Kazzagin frowned deeply, considering the options available to them. "Well be remembered, Mardred," he spoke, before turning to Cinara. "I don't be liking splitting us up. This place be springing surprises when one not be thinking. If it not be far, we be staying together and coming back together. It be safer and easier. This place be the same when we return, but we not be knowing what be where the ogre fell."

OOC:

[SBLOCK=Kazzagin]Kazzagin
Played by Pinotage
Dwarf Paladin of Pelor Level 1 (XP: 764)

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 (Death Save 1)
Temporary Hit Points: 0
Healing Surge: 7 Surges per day: 8 / 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]

Heading back the way you came in... back through the chamber in which you fought the undead Ogre's and then to the secret stair- Grim, Kazz and Krogan head on through.

At the cave exit to the stairs the trio stop, and take a look around, and a good job they did... at the entrance are a trio of chunky orcs, admittedly the humanoids are over 100 feet away, but still... To get to the chest and back you need to make a collective (easy) Stealth check. Unless there's something else you wish to do instead...

GM: This should be fun!


New Map-

176 Orcs at the door
 

Walking Dad

First Post
Grim

"I think I can pass them unnoticed. What about you? And even if you think you could, I doubt we can do it again carrying a chest..."
Grim saysto Kazz and Krogan.

[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: 0
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]
 

larryfinnjr

First Post
[sblock=Oh, THAT chest?!] I was confused - thought the gang was going back to the aqua-dwarf room to get the "trap" chest that sprung the waterlogged dwarves on us...

Tough call on what to do next, fellas..... :) [/sblock]
 

Ressurectah

First Post
Krogan

OOC: Huzzah!
Back in the game ;-)


Krogan will try to be stealthy and not attract more unwanted attention. He is ready for a fight, but one battle at the time, and Trapmaster is our next target.. not these Orcs...


OOC: .. welcome back Krogan, I dearly missed natural 1`s...
 
Last edited:

tiornys

Explorer
Mardred gets on (a different) task

Leaning against the wall, Mardred is cheered as the antics of the goblins distract him from the sting in his foot. Looking over to Cinara, he says Guess I'll jes keep an eye out fer trouble. We are "Holdin' fort" after all. Moving to the door, Mardred extends his senses.

[sblock=Mechanics]Perception to watch for threats (and, if things go south with the other group, hopefully I'll hear them as well)[/sblock]

[sblock=Mini Status Tracker]Mardred 25/25 Surges 5/7 AP 1.

Real Status Tracker after I get a Real Forum Character Sheet up in the RG.[/sblock]
 

Goonalan

Legend
Supporter
OOC: Huzzah!
Back in the game ;-)


Krogan will try to be stealthy and not attract more unwanted attention. He is ready for a fight, but one battle at the time, and Trapmaster is our next target.. not these Orcs...


OOC: .. welcome back Krogan, I dearly missed natural 1`s...

Krogan stumbles out in to the open, a dishevelled blood-stained mess, his clothes still soaked through from the water-logged chamber, his beard wild and crazy.

Nearly one hundred feet away the three Orcs turn to stare at the Dwarf... squinting hard, clearly he's been spotted- although Krogan seems to have just 'appeared'. The secret stair and his companions are still out of sight...

What does Krogan do?

New Map-

http://gallery.rptools.net/v/contri...rogan+steps+out.jpg.html?g2_imageViewsIndex=1
 
Last edited:

Ressurectah

First Post
Crap!
Krogan will try to mimic the movements and gesticulation of those crazed dwarves and get back into the secret stairs. Hopefully the orcs are aware of the dwarves and will ignore me....I will try to look as if I am not interested that they are there...
 

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