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OneFamiliarFace
2008-09-07, 03:24 AM
Delgak, Main District

The loud ringing of forges, patrolmen's metal boots on stone, and cries of comraderie from the large mess halls fill the the Main District of Delgak. An honor guard has just come back from Erdgak, the oldest of dwarven cities along the Highfather's Road, and people are celebrating with drink and offerings of creation to the Allfather in the form of newly crafted masterworks to be displayed in a gallery for a year and day.

The honor guard was headed by Captain Ulra Delrin, blessed chosen of Moradin, and eldest daughter of Greatfather Azerl II, current king of Delgak. Its purpose was to escort a large supply of ceremonial hammers to the First Forge in Eldgak and return with a group of pilgrims to the site of the beginning of the end of the Iron Wars. This was done successfully, but, of course, took a period of months given that Ulra's warriors were required to march in state for the entirety of the pilgrimage.

You each find yourself lounging about in one part of the main district or another, enjoying the festivities (or crafting a fine new weapon) in the early afternoon, when a young dwarf wearing no markings approaches each of you, seemingly from nowhere, and hands you a small parchment. Over the edge of the rolled parchment is a seal bearing the rune of the house of Azerl.

Once opened, the scroll bears succinct, efficient dwarven runes in a finely practiced hand. It reads:

"I am sorry to pull you away from the festivities, but your service to the homeland is needed. Unfortunately, our connection cannot be well-known, so I ask that you enjoy yourself until an hour after night falls on the outside and then meet me on the outer ramparts. The runereaders predict that the evening will be quite clear, but you'll have to overcome any fears of wide spaces that you may have, especially in the coming months. I thank you in advance for your noble service. -Ulra Delrin, daugher of Greatfather Azerl the II"

Here is the OOC thread. (http://www.giantitp.com/forums/showthread.php?p=4873173#post4873173)

You guys are free to make History checks to know about the royal family or the current standing of Delrin. Ask some specific questions if you can think of any, but I won't limit the answers I give to just those questions.

You can roll however you want, I trust ya.

Please posts links to character sheets in your first post if you have them.

What you do know, without a check, is that Delgak hasn't seen anything more than a few skirmishes in your lifetimes, though you have been a part of many them. Here is where you probably stand:

Marty (Surnik Dormli), you are most likely to have fought some of the aberrant beasts created by the Duergar and left in the mines in and around the depths, near Erna's Falls. This is rarely organized. You've just accompanied parties of Dormli into that area now and again for some sport.

Ryan (Kildrik Vonir), you have done well protecting the northeastern mines, though they don't see a whole lot of action, and have been looking forward to an upcoming promotion to sergeant. Most of your actual fighting has been with ruffian dwarves from the broken kingdoms and upstart miners when they have imbibed too much alcohol.

Casey (Durin Motsognir), you have spent a lot of time in the Halls of the Dead, familiarizing yourself with the clerics and bards of Valkauna and the rites and rituals there, but you have also spent a lot of time aboveground, so you have run into some of the marauding bands of goblins and tribal humans who sometimes try to ransack the dwarven lumbering and farming operations.

If those descriptions don't jive with your characters, then list it in the OOC.

stinkomandx
2008-09-07, 10:37 AM
Durin

Durin wakes up after a night of studying with the bards--and some post-death-study drinks. He's taking it easy at the celebration, walking aimlessly with no destination in mind. He occasionally scans the throng of people to see if there's anyone he knows, but he mostly just takes in the moment as he has been taught to do by the Vaulkaunites.

When the dwarven youth appears with the scroll, Durin says his first words of the day with a "Thank you," and he gives the youth a silver coin for his troubles. Durin carefully reads the note, then re-reads it, assuming that Ulra has made some sort of mistake. Believing it to be, in fact, real and intentional, he places it in to his pack. He chuckles a bit at the mention of getting used to being topside, having been raised above ground. If anything, it'll be nice to feel an honest breeze again, he thinks to himself.

The rest of the time is spent ascribing his surroundings to memory, before he finally heads topside at the proper time.

(History check on Ulra: 3-1=2. Nevermind.)

Freeborg
2008-09-07, 08:17 PM
Kildrik Vonir

Kildrik welcomes the break from his guard work in the northeastern mines and celebrates with his clan. He's been finding the work more and more monotonous and is tiring of having to fight other dwarves. He drinks and sings freely.

When the youth appears with the scroll, Kildrik assumes that it is about his promotion. "A-ha! Thank you much, m'boy!" he says and then finds a fresh drink and hands it to the messenger boy. As Kildrik opens in and begins to read, he realizes that this is not about his promotion, but possibly something more. After reading it Kildrik trades his mug for his pipe and spends the rest of the time until night smoking and re-reading and pondering the message and what is to come. Having spent most of his life down in the tight quarters of the mines, he focuses on the line about fear of open spaces. The more he thinks about it, the more his Vonir wanderlust starts to take over. "If the Chosen of Moradin chose me, then Moradin might as well have chosen me and I will not let the Allfather down."

He continues smoking and celebrating with is clan until it is time for him to head topside.

Knowledge Check: 13+2 = 15

Merlin the Tuna
2008-09-09, 01:19 AM
Surik Dormli

Surik had been at the forge of his longtime friend, Lendl Dormli, for some time when the courier arrived. Setting the hammer down gently, he fondles his short goatee thoughtfully, occasionally drifting off to rub the scar running along his right jawline. "Moradin watch over you," he states to the messenger, dismissing him with a blend of sternness and curiosity.

The dwarf's eyes grow wide as he takes in the message. They quickly narrow into a suspicious glare as he assesses the situation, however. He mumbles quietly to the empty room, "Hm. I don't like it. Surely the Greatfather's daughter has sway enough to gather stout warriors of her own. No, there's only one reason I would be called: she needs someone expendable."

He returns to the forge, dropping the scroll into the coals. His shoulder and ribs ached miserably from bruises earned while sparring the day prior, but he could hardly be angered by the pain; he wouldn't spend so much time training with Kalik if the old bastard weren't as rough as he was.

Surik hefts the forge hammer with a groan, returning to his craft. "Forget the runereaders. I doubt anything ahead can justly be called 'clear'." He slams it home, releasing a spray of sparks from the red-hot steel. "Erna, your son asks protection, for himself, and for whichever poor sods get stuck at his side."

History: 3+0=3

OneFamiliarFace
2008-09-09, 03:26 AM
The Three Gather

As the festivities race on (and they will for the rest of the night), three figures trudge away from the main district, each at his own pace and his own time. But they all pass through the massive, open stone doors which, were they closed, could force a giant to stop and knock politely.

Perhaps they stop for a moment at the next level, one of them to gaze at his clan stronghold in a moment of worry, and two to see the entrances to places in which they probably will not set foot, nor do they care to.

At the next level, the sound of hammers on metal is near deafening, and in the center, surrounded by a ring of guards, Greatfather Azerl II himself busies himself crafting a large sword. His shirt off, the torchlight causes the sweat on his body to look like liquid fire.

And, finally, they trod through the odd, wooden structures built beneath the mountain. Even here, the overlanders prefer a taste of home. A breeze blows softly through the entrance to Delgak, slightly bothersome to two of the three dwarves as they go through. The guards at the stairs up do not look like the guards of the main district. They look like the guards surrounding the king. They nod silently as each dwarf passes him, not responding in any other way than that.

Durin Montsognir arrives first, but the ramparts are empty, even of the stout crossbowmen normally found here. Surik Dormli arrives second. And finally, Kildrik Vonir. After five minutes pass in the cool evening air, two more guards stamp up the stairs, and behind them enters a sturdy, female dwarf.

She is dressed in the battle gear of dwarven women, simple and effective. She is quite beautiful in a way that only a woman with a hammer can be. And she does have a hammer, an ornate thing of rough geometries, strapped to her back as its two-handed nature is too big for her side. On one shoulder is the shield symbol of the Delrin clan. On the other is the Holy Hammer of Moradin. She looks over each of you with a cold blue eye, and then removes her helmet, allowing one for a large golden braid to fall out of it and roll down her back. Two other, smaller braids come from the sides and meet at the top of her head. She smiles.

"It is good to see that you each came. Good dwarves, while I do not wish to wax poetic, I would like to start this meeting with a humble prayer, which I hope will mean as much to you as it does to me." She takes her hammer and places the pommel on the ground, resting her hands on the head and closes her eyes.

"And Moradin crafted each dwarf with a purpose, that he or she should leave their legacy upon the world. As this maul is kin to the forge hammer, it yet serves a different cause. No greater, no nobler, but equally important." She opens her eyes again and they twinkle as she looks each of you in the eye. She looks confident, as though what she has said needs no explanation in its current context.

"Now, as you know, I have recently returned from Erdgak along the Highfather's Road, and my scouts picked up evidence of something quite disturbing. However, I would not expect a good dwarf to risk his life without knowing why. Therefore, I simply ask that tomorrow, you travel north along the Highfather's road for approximately half a day. You will soon come to the path for the old Dunrik Mine. Kildrik, I believe you know the place." Her smile stops.

"I apologize that, for the moment, I can tell you little else, but I promise I will not keep you in the dark when you return from this little adventure. If there any questions that I am at liberty to answer, then I would be happy to do so now." She stares patiently ahead.

Whew, sorry for the length of that there guys. I gots to typin and I couldn't stop.

Anyway, Kildrik's History check gets him a bit o knowledge:
1) Ulra has spent a good deal of time outside of the mountains, as she was an ambassador to the Northern Kindgoms for some years.

2) Dunrik Mine and the surrounding area have been widely patrolled and been considered safe for years. You are a bit confused about why she would want you to go.

Freeborg
2008-09-09, 10:03 PM
Kildrik Vonir

Kildrik lights his his pipe and takes some thoughtful puffs before speaking.

"Dunrik Mine? What could be so disturbing there? I've been on some patrols there myself and it's almost a vacation. There hasn't been trouble in that area for years. We even have some patrols going around the surrounding area and I've never heard any reports of anything disturbing."

Kildrik continues to smoke his pipe and think about what could possibly be out there.

(OOC: It turns out that Kildrik is trained in History, so that last check was actually 13+7 = 20. My bad.)

stinkomandx
2008-09-09, 10:48 PM
Durin Motsognir

As Ulra speaks, Durin mostly just watches her mouth move. He's mostly heard her name mentioned in passing, but he still recognizes that she's an important mover and shaker in the dwarven kingdom. Moments pass before he realizes that he's actually supposed to be paying attention to a briefing. He glances towards the others to see if they were similarly starstruck, and likely finds they were not.

From there, he listens intently to her speech--although he pauses to think about the maul and hammer metaphor. "Maybe the maul and forge are kin, but only as far as night and day are kin--one brings destruction, and one creation..."

He realizes that he's drifted off again, and regathers his focus.

He has few questions when the forum is introduced. I am honored to be of service to both my people and my faith, and I am excited for a reason to be aboveground. I only ask who will be leading this expedition.

Merlin the Tuna
2008-09-10, 10:27 PM
Surik Dormli

Surik stands solemnly with folded hands as the captain speaks, nearly motionless but for a bow of the head during the prayer.

"Given the circumstances of this arrangement," the halfbeard answers Durin placidly, "I don't believe we're to call this an expedition at all." His voice remains even as he addresses Ulra. "Merely a few dwarves out for a walk, yes? Or have we another explanation, should the need arise for one?"

OneFamiliarFace
2008-09-15, 01:40 AM
Cold Wind on the Parapets

Ulra looks at each of you as you ask your questions, and answers each in turn.

"Always the pragmatist, Durin Motsognir. For now, I think we can suffice it to say that Kildrik has the experience needed to see you safely to the mine in question, and he has officially and finally received his promotion to Sergeant for just this purpose."

As she finishes, she turns to Kildrik and hands him a small medal, which takes the shape of an iron shield with a single stripe engraved on it. "As I said Sergeant Kildrik, you will have to see for yourself what the danger is in Dunrik Mine. I fear it is perhaps... hmm... too sensitive a topic for these halls." Now she seems almost to be talking to herself. "After all, a damaged shield only decays further without a good smith to repair it.*"

Then she smiles again, and turns to Surik. "And dear Surik! Indeed such shrewdness will pay off in the times to come. Yes, it won't do to have you just a bunch of dwarves out on a walk. After all, what dwarf in his right mind walks without a place to go? You will be an honor guard, representing the steel nature** of the clans of Delgak. And you will be taking a silvered hammer, forged by my father himself, to rest in a small dais of your own construction in Dunrik Mine: That which has provided for us for so long, now shall we care for it." There is a twinkle in her eyes.

"Well, I am afraid that the time I traditionally spend outside thinking each night is up, and I must retire before people get suspicious. Lieutenant Gunnerson will provide you with the hammer and any additional supplies you should need. Do not attempt to contact me. And remember that even the darkness has eyes, even the stone has ears."

And with that, Ulra Delrin, daughter of Greatfather Azerl II is gone. Near the stairs is a dwarf that makes the word "grizzled" seem like something one would apply to a piglet or smooth, silver mirror. Lieutenant Gunnerson is missing most of his teeth, half of his left ear, a finger on his left hand, and the entire center portion of his head of hair. Still, an unbraided beard to make the elders jealous is tucked into his leather belt, and his gnarled and bent hands hold the silvered hammer he is to give you as though it were really just one of those missing body parts relocated. He talks with the rough tongue of someone who learned to speak out in the mines or caves, and not the temples and common halls of Delgak.

"Alright, lads. Let's get you ready ta do the work of our fair lady. I hafta apologize about her lofty manner. I'm afraid ta say she hasn't exactly picked up any of my better habits, but such is the way of nobility, eh? Either way, I trained her meself, and wouldn't have any other warrior at my side. Consider yerself lucky ta have her as a boss. I know I do."

He hands the hammer to Surik, wrapped gently in a piece of moleskin leather. Then he helps you to get ready for your journey.

Alright, we're at the point where you guys do your in town stuff and talk to this guy to say "Let's go!" instead of "Not quite yet," and then he will send you on your journey.

Also, give me an Insight check.

*The damaged shields don't repair themselves thing is a dwarven response to a common human quote. She is basically saying, "Time does not heal all wounds."
**Steel is an alloy, and dwarves see togetherness and diversity as something that strengthens society when it is done correctly.

Sorry, I can't seem to stop myself from putting in stupid **** like that. Love you guys!

Merlin the Tuna
2008-09-16, 12:47 AM
Surik

Insight: 3+2 = 5. More like Inblind, m i rite?

Surik slams his right fist into his breast and bows in deference as the captain makes her exit.

He unwraps and stares at the hammer, transfixed, as Gunnerson speaks. Hefting it to eye level, he examines the head and responds without moving his eyes away from the weapon. "It is a great honor indeed, and one I shall not forget." He cradles the hammer and carefully wraps it back in its leather before finding a safe spot in his pack for it.In the spirit of "Let's go" vs. "Not just yet" in games everywhere...

"Do you want to go on the quest?"
"No."
"Really? I think you should go on the quest."
"No."
"Really? I think you should go on the quest."
"No."
"Really? I think you should go on the quest."
"No."
"Really? I think you should go on the quest."
"No."
"Really? I think you should go on the quest."
"GHKJEHGFJKLAEUKEG"

Oh, memories.

Yeah, I'm all set.

stinkomandx
2008-09-16, 12:41 PM
Durin

Durin subtley looks to the other dwarves to see if they've packed their equipment for an adventure yet. He has a well-stocked pack for staying aboveground for extended periods of time--unfortunately, it's back in his chambers.

He nods his head slightly but reverently to Ulra as she departs (or disappears? I was not entirely sure). Durin walks forward to Lieutenant Gunnerson and extends his hand in greeting--or whatever the reasonable facsimile is for dwarves. Durin is not repulsed at all by the man's grizzled features. It's clear that this is a dwarf who has come close to seeing Valkauna's walls on time and time again.

"Durin Motsognir, paladin of Valkauna, Lieutenant. I'll be ready to leave in a few short moments--right after I retrieve my equipment from my home."

Insight, you say? Durin has insight in droves! Watch:
[roll0]

Well, that would have been nice to have as an attack roll

Freeborg
2008-09-17, 09:10 AM
Kildrik

Kildrik stands there staring at his new medal. He wishes he could take the time to properly celebrate his promotion, but he has his duty. He figures he will have time to celebrate after this quick trip to the Dunrik Mine.

"Thank you, Ulra, I shall not fail you. It is truely an honor. I must also return and gather my things but will return with haste."

Kildrik makes his way back to his home, not showing his medal so as not to be delayed by congratulatory clan-mates. As he prepares to return, he attaches the medal to whatever is customary. As he feels the familiar grooves of the handle of his battleaxe, he says to himself, Sergeant Kildrik Vonir, defender of the Delgak mines. He likes the sound of it.

Insight: d20+1 = 1+1 = 2. Yikes. Well, at least it's out of the way...

stinkomandx
2008-09-18, 11:12 AM
Durin

Durin hastily walks back to his dwelling and retrieves his equipment before returning to Kildrik and Surik. "I've readied myself for our mission, Sergeant Kildrik."

Freeborg
2008-09-19, 05:31 PM
Kildrik

When his compatriots arrive, Kildrik looks them over and says, "If you're ready, let's get going. I know the way so I'll take the lead."

With that, he starts heading topside and on the path to the Dunrik Mine.

stinkomandx
2008-09-29, 09:39 AM
Durin

Durin and his companions walk for several minutes in silence. Durin could swear that he and his compatriots are heading topside, but when he turns around it seems like they haven't even left the gates. He breaks into a dead sprint for a few seconds, and is horrified to see when he turns around that he is right back where he started.

"Something terrible is going on," he says.

Merlin the Tuna
2008-09-30, 12:25 AM
Surik knows the ways of the wild.

"Don't worry, I know the ways of the wild," quips Surik, in a positively chipper mood. We just need to go exactly one square left, one square down, another square left, and one square up. Then we'll be at the dungeon. I've been through the lost woods before, y'see."

Pooooockeeeeeetttt!

Freeborg
2008-10-05, 02:35 PM
Kildrik

"Never fear, my friends, for I know of a secret way to the Dunrik Mine. We must go down to the Old Mine Road and follow the tracks. If we're lucky, there will be a mine car to speed our journey. But we must beware, the Cavefish are down there, and they don't like interlopers."

Any status update, Pocket?

stinkomandx
2008-10-06, 12:11 AM
Durin

True to Kildrik's word, a low buzz issues from the south. It increases in volume, until its clear that a yellow-suited figure riding an improbable motorcycle is speeding towards our heroes. Durin falters...he loves his god like SO much, and his god loves him too, but the Chain doesn't work on Silverfish and Durin doesn't know what to do. As the motorcycle nears him, Durin closes his eyes and simply hopes it will all be over soon.

Suddenly, a red streak from the side of Durin's vision slams into the cavefish, knocking him dead off his bike. Durin looks left...nothing; he looks right...nothing; he looks to the center an---

"WHOO WHOO!" Says Captain America, his shield flying back into his waiting hand. He sits in the engine car of a train with a single dining car off the back. "Whoo, whoo! All aboard the crazy train!"

Durin plays a little air-guitar solo riff, then climbs into the dining car.

OneFamiliarFace
2008-10-07, 01:42 AM
Back on track

While our intrepid heroes march off toward the surface, Lieutenant Gunnerson apologizes for having explained the situation improperly and dressing up as Captain America. He then explains that you are not yet going aboveground, as the Road is an undergroud passage. He is sorry for the confusion.

The party sets off in the proper direction, down the Highfather's Road, to the old Dunrik Mine, in order to see something that Ulra Delrin, daughter of the King wants them to see before she sends them off on their mission. And, with that quick recap, we are, hopefully, back in dwarf mode. The Gods thank you for your patience.

With Kildrik in the lead, the three dwarves head down the Highfather's Road. It is something Kildrik has seen many times, but the other two have seen only sparingly. Vaulted ceilings are kept up by pillars and buttresses of sturdy, practical make. Their is little imbellishment on most of the stonework, but at regular intervals are statues of famous dwarven warriors, each carved and upkept by the finest stonemasons and sculpters in the Mithrilspine Mountains.

At the beginning, these statues are of people familiar to you: Ogar and Helga Delrin, Helmut Delrin, and Erik Dormli. Soon, you don't recognize all of them (except for the history buffs), and within a day or so, you come to the side road which will lead to the mine.

It is best to camp here, or you will be too tired by the time you reach the mine. You can have a round of talking if you'd like. But in your posts, give me an Initiative, Insight, and Awareness check. If you have the skill, then give me a Dungeoneering check too, just in case. I don't mean to give anything away, but combat is coming up pretty soon.

Sorry again for the tremendous delay.

stinkomandx
2008-10-08, 12:21 AM
Durin

Durin is not exactly a talker when it comes to situations with new people. He is content to answer politely any questions his companions may ask, but otherwise he generally stays quiet and occasionally interjects with a line or two.

Initiative: [roll0] (actually two more than this, because Kildrik makes Durin sort of jumpy)
Perception: [roll1]
Insight: [roll2]
Dungeoneering (admittedly untrained): [roll3]

Freeborg
2008-10-08, 11:10 AM
Kildrik

Kildrik walks along the road he's travelled several times and looks at each statue as he passes. He points out any member of the Vonir clan to his friends and also anyone else he thinks is interesting enough to mention.


Initiative - d20+2 = 17 (Remember, I'm so tactical that you all get a +2 bonus to this from me if you're close enough)
Perception - d20+1 = 5 (Comment for consistancy)
Insight - d20+1 = 21 (CRITICALLY INSIGHTFUL)
Dungeoneering - d20+1 = 15 (untrained)
History - d20+7 = 26 (Why does History have my highest skill bonus?)

Having rolled well on this jive, I hope I don't crap the bed when it comes time to fight.

Merlin the Tuna
2008-10-09, 12:36 AM
Surik

Surik, though he refrains from complaining, is visibly on edge. The dwarf's eyes dart about constantly, and he holds one of his hammers at all times. He speaks little, too intent on being aware of the group's surroundings to contribute much, but presses Kildrik for lengthier tales of the dwarves immortalized in stone as the trio travel.

Looks like our dice are hot right now. I expect that to end as soon as we start making attack rolls.

Initiative: d20+2=19. 21 after Ryan's boost apparently.
Perception: d20+7=19
Insight: d20+2=18
Dungeoneering: d20+9=27 (trained)

Freeborg
2008-10-10, 09:39 AM
Kildrik

When the party reaches the side road, Kildrik stops and turns to his friends. "It would be best if we rested here. We've been walking for most of a day and would be exhausted if we continued on to the mine."

With that, Kildrik starts setting up camp.

stinkomandx
2008-10-19, 10:07 PM
Durin

Durin tilts his head back and takes a huge breath of air, clearly preparing to yell something extremely important.

OneFamiliarFace
2008-10-22, 05:01 AM
Shortening

(OOC: I've decided, in the interest of actually progressing the game, that I am going to stop intimidating myself by having so much description in each post. This next one was supposed to be a combat scene, but I remembered something on the toilet today, so I need to give you guys one more set of responses before combat.)

The party picks up their camp at the crack of underdawn and trundles the rest of the short way to Dunrik's Mine. But something doesn't feel quite right to them as they approach the Mine's entrance. And their suspicions are confirmed as they see the flicker of a light source up ahead and hear the echoes of some gutteral language coming from a place that hasn't heard such words in generations.

OOC:
So, one last thing. What kind of party are you? If you don't conceal your own light source, then you will be seen right quick, if you haven't been already. If you do, then you have a chance of sneaking. Weapons drawn or not? Etc. Essentially, prepare to roll initiative, even though you already have in the above posts.

Oh, the matter of the light source was what I remembered.

stinkomandx
2008-10-22, 11:46 AM
Durin

Durin inches forward slowly and stealth-like, unless Kildrik offers a better plan, which Durin then follows to the best of his ability.

Stealth Check: [roll0]

OOC: Assuming Durin's low-light vision provides him with enough light to see, he would gladly walk around without light. On the other hand, if it means I can kill stuff sooner, I would happily put a torch smack-dab into Durin's hands.

OOC: As DnD Prime Rule #5 clearly states, "All characters, regardless of story, have the personality trait 'unrepentant murderer." Therefore, Durin walks around with his weapon proudly drawn at all times he is not in town, and even then it's probably safe to assume he's armed.

Freeborg
2008-10-22, 07:34 PM
Kildrik

Kildrik likewise sneaks forward, not knowing what is ahead but knowing that it shouldn't be there. He has his axe and shield ready in case things get messy. His hands being full, Kildrik doesn't carry a light source.

Stealth = 1d20 - 1 = 10

Merlin the Tuna
2008-10-23, 02:43 PM
Surik

As soon as he hears the whipsers, Surik signals the others and draws his second hammer into his remaining free hand. He tries to slink ahead of Durin and Kildrik, being more apt in the ways of subtlety.

Stealth: d20+6. Take 10 = 16.
Perception: d20+7= 23.Pocket, feel free to roll the Stealth check if you don't like me taking 10.

Also, I'd like to note that the casbah has been sufficiently rocked by my Dungeoneering roll back there.

OneFamiliarFace
2008-10-28, 05:56 AM
Dunrik Mine, must take forever to walk down

Dispensing of their own light source, the group moves forward until they can tell the noises are coming from directly around the next bend. Surik stealthily sneaks forward and does not seem to be noticed by the sight that greets him, though it is difficult to supress a cry of exclamation at first.

He is greeted by the endpoint of the vein, something which every tapped mine ends in. The walls are shored up strongly without using wood, in a unique form of dwarven construction which abutts the wall against itself (for lack of a better term). 5 pillars in the center of the mine serve to hold up the roof. The back wall is carved from top to bottom with a brief history of the mine and the people who have worked on it. But, more immediately, Surik's attention is drawn to the broken down wall and the mine's newest inhabitants.

In the back, left corner, a chunk of the wall has been collapsed. A band of grotesque creatures sits about a fire, which smokes liberally due to the lack of any proper ventilation in this area, now that the mine is closed. They are poking at what look to be a couple of dead rats with a stick. In the back right corner, another of what can only be Goblin crouches down near what appears to be a waste area. And in the left, a final one of the creatures messes with something in his bag. They all appear to be armed as though they are waiting for something.

Combat:

You guys decide when combat starts, within reason, and thus get a surprise round (which is just the one action, mind you).

After that, it goes:
Surik
Kildrik
Spear and Crossbow Goblins (in back)
Durin
Short sword Goblins (in front)

I sent you guys the map via e-mail to make it more clear. The pillars provide total cover, unless one is attacking from it (ie shooting), in which case, they are just cover. The debris is difficult terrain. The smoke provides for light concealment. The poo...well, you'll have to get near the poo to find that out.
Checks you made:

Unfortunately, your perception and insight checks picked up nothing of note, but I will keep them on hand.

Surik, your superb dungeoneering skills tell you that the mine has been collapsed inexpertly and with a force the likes of which you haven't seen aside from a Vonir Sapper who died at his own hands some years back. It appears as though this band made it through, but then the hole fell in behind them. Also, the pillar nearest the debris is weak and possibly dangerous.
Final Apology:

Especially during the combat, but even after, I will try my absolute best to let no more than 2 days pass before I post again. You guys have been more than patient with me, so thank you for that. Now let's do what Casey has been asking for for some months now, and smash some goblins with hammers.

stinkomandx
2008-10-28, 10:31 PM
Durin

Ok, here's the deal. Let's talk contingencies.

1. Durin sneaks forward to the turn in the tunnel, where Surik currently is.
1a. If Durin is noticed: Then that will be his surprise round move.
1b. If Durin is undetected: Durin's surprise action is moving straight forward five squares, into the room.

2. Round 1: Durin attacks!
2a. If Durin was noticed: He moves forward five squares, draws a throwing hammer, and tosses it at the nearest gobbo without cover.
2b. If Durin was not noticedHe charges the nearest gobbo without cover, ending by marking the gobbo he attacked with a Divine Justice (unless he kills it, in which case he uses it on one adjacent.
2c. If Durin is within 5 squares of an enemy, under either condition: Durin walks forward to the offending Gobbo, uses Divine Justice, and lays into him with Holy Strike

3. Attack resolves!
3a. Throwing Hammer vs. AC = [roll0] (-2 for range if gobbo is still more than 5 squares away)
Throwing Hammer damage = [roll1]
3b. Charging Maul vs. AC = [roll2]
Charging Maul Damage = [roll3]
3c. Holy Strike vs. AC = [roll4]
Holy Strike Damage = [roll5]

stinkomandx
2008-10-28, 10:33 PM
Durin

Ok, here's the deal. Let's talk contingencies.

1. Durin sneaks forward to the turn in the tunnel, where Surik currently is.
1a. If Durin is noticed: Then that will be his surprise round move.
1b. If Durin is undetected: Durin's surprise action is moving straight forward five squares, into the room.

2. Round 1: Durin attacks!
2a. If Durin was noticed: He moves forward five squares, draws a throwing hammer, and tosses it at the nearest gobbo without cover.
2b. If Durin was not noticedHe charges the nearest gobbo without cover, ending by marking the gobbo he attacked with a Divine Justice (unless he kills it, in which case he uses it on one adjacent.
2c. If Durin is within 5 squares of an enemy, under either condition: Durin walks forward to the offending Gobbo, uses Divine Justice, and lays into him with Valiant Strike

3. Attack resolves!
3a. Throwing Hammer vs. AC = d20+5 (-2 for range if gobbo is still more than 5 squares away)
Throwing Hammer damage = 1d6+3
3b. Charging Maul vs. AC = d20+6
Charging Maul Damage = 2d6+3
3c. Valiant Strike vs. AC = d20+5 (+1 per adjacent enemy)
Valiant Strike Damage = Same as 3b.

Oh god I messed up the roller so bad. Pocket, if your g-chats are correct and you can see the real values, go with them. And maybe repost whichever plan comes true so I know how I did?

Freeborg
2008-11-02, 08:34 PM
Kildrik

Kildrik moves forward quietly in an effort to see what is happening around the corner.

Kildrik's strategy is pretty similar regardless of when their surprise round is. He moves forward to where Surik is and looks around the corner. From there he makes his way towards the whatever gobbo Surik goes towards. When he gets there, Kildrik uses Viper's Stike, choosing Surik as my ally.

Attack: 1d20 + 5 = 19
Damage: 1d10 + 3 = 6

Merlin the Tuna
2008-11-04, 02:05 AM
Surik
HP: 33/33 | AC: 15 | Fort: 14 | Ref: 13 | Will: 12

Surik peeks around the corner and motions for his companions to advance, knowing that he can't possibly close that distance quickly enough to get the drop on the goblins. As Durin and Kildrik near the corner, he springs into the room with his hammers held out to his sides, hurling himself at the goblins around the fire.

I'd like to start the surprise round when Durin and Kildrik get ~10 feet away from the corner, if that's alright with everyone. It closes the gap while still making detection tough for the gobbos.

If our cover isn't blown!
Surprise Round: Surik uses his move action to run (+2 speed, draws OAs from anyone around and not surprised) to I-12.
Round 1: Move 5 squares up to I-7, designate nearest goblin as Hunter's Quarry, use Twin Strike.
Attack 1: d20+5 = 7 vs AC, Damage: d10+2 = 11
Attack 2: d20+5 = 7 vs AC Damage: d10+2 = 10
Hunter's Quarry Damage: d6 = 5

Oh, good old 2s on attack rolls.

If our cover is blown...
Surprise Round: Doesn't happen, I guess?
Round 1: Move 5 squares to G-14, designate nearest goblin as Hunter's Quarry, take defensive position (+2 defenses)

Sorry for the delays.

OneFamiliarFace
2008-11-10, 07:11 AM
Combat Ensues!, it's good to have an o key

Just as Durin and Kildrik move forward, a subtle scraping of plate on plate alerts the creatures to the dwarves presence, and the element of surprise is lost. Still, it takes the goblin with a spear a moment to pull up his pants, so everyone else jumps into action.

Everyone runs to their most advantageous combat positions as the dwarves scramble to overtake some cover or anything better than "the middle of the room." Still, they are forced to split up early on in order to keep themselves from being surrounded.

Surik is the first to catch the foul smell of the goblin as he moves forward and swings desperately at the first one, but his hammers swing wide, and the dodgy creature uses the openings to loop around his opponent. Surik keeps his side to the pillar in a bid to keep from being flanked.

Kildrik is forced to run in order to make it into position so that he can open up the goblin to attacks from his allies, lowering his defenses. But his efforts are not in vain. The goblin, surprised by the dwarf's sudden burst of speed is taken unawares and Kildrik's axe slashes across his throat. The creature falls twitching, and the metallic clang of a sword on stone mobilizes the goblins to action. They spring forward.

A crossbow bolt launches from behind the far pillar, where the far goblin has now taken cover, but it flies past Durin's head uselessly. The javelineer, now with his pants up takes off at a brisk pace, drawing a javelin as he goes, and launching it at Kildrik when he reaches the end. Kildrik turns his shield toward the projectile, but only manages to deflect it a little, and a grazed shoulder leaves him wide-eyed.

Then Durin attempts to aid Surik by making the numbers more even. He charges the one he can reach, but this particularly evasive goblin manages to sidestep him as well. Still, a stout ally at his side will prevent Surik from suffering unwanted swords at his back.

The goblin nearest Kildrik gets an odd light in his eye, and sprints past Kildrik to get in line for a charge on Durin. Kildrik takes a swipe at him, and the goblin has to roll to avoid it. He runs up behind the paladin and displays a skill that says he, at least, is no follower. His short blade finds its way between Durin's armor, delivering a severe though far from fatal cut. Though he is reeling from the blow, Durin manages to raise the haft of his hammer to deflect the incoming sword of the goblin in front of him. Surik is not so lucky, and a goblin sword flicks out, flashing past his defenses and forcing him to retreat or be skewered.

The creatures are fighting like trapped dogs, which they pretty much are.

Damage Report:

Kildrik: Javelin hits for 9 damage. Kildrik hit with Opportunity Attack on the Sneak for 6 damage.

Durin: Missed by the crossbow. Hit critically by the Sneak for 14 damage. Missed by the other sword.

Surik: Sword hits for 4 damage.

stinkomandx
2008-11-10, 10:54 AM
Durin

Durin yells out in pain as the goblin's sword gets him right in his "remove half of your health" button. He shouts out to Kildrik, "Over here, Sergeant!" in an attempt to draw the warlord's attention against Durin's attacker. He quickly recalls his dwarven stoic nature, and swallows some of the pain. Moving slightly south to escape being flanked by the ugly little creatures, he marks his attacker with Valkauna's eye and unleashes a strike with his maul, glowing slightly with divine power.


Shift to F-14, unless Kildrik uses some warlord power that he sees as more advantageous
Holy Strike: [roll0] (+2 if getting that sweet, sweet flank from Kildrik)
Damage: [roll1]
Second Wind: Heal 7 hp (22/29)



Gol'darnit.

Merlin the Tuna
2008-11-11, 12:58 AM
Surik
HP: 29/33 | AC: 15 | Fort: 14 | Ref: 13 | Will: 12

Hearing Durin grunt in pain, Surik twists his mouth into a snarl and roars, bringing his hammers down on the goblin flanking his companion with such fury that he nearly wrenches his own arms out of their sockets. He holds his ground, trying to cover the paladin's back as best he can.

Minor: Hunter's Quarry at E-9
Standard: Twin Strike at E-9
Attack 1: d20+5 = 7 vs AC (Three 2s in a row! Wahoo!)
Damage 1: It's a miss, who cares.
Attack 2: d20+5 = 13 vs AC (Cracking double digits like a true pro)
Damage 2: d10+2+d6 = 18
Move: I've got nowhere to be. Hold position.

Freeborg
2008-11-11, 08:54 PM
Kildrik
HP: 23/26 | AC: 17 | Fort: 13 | Ref: 13 | Will: 11

Kildrik hears Durin call out and sees his companion is in danger of being surrounded. Kildrik steps over and motions for Durin to move to a more advantageous spot. He also takes another swing at the goblin that tried to sneak past him.

Move to H-11
Wolf Pack Tactics attack on G-11: (1d20) + 5 = 23 (Durin can shift 1 square before attack as a free action. If he shifts to F-11, the attack is a 25 because it matters, dammit.)
Damage: (1d10) + 3 = 11
Minor: Second wind to gain 6hp.

OneFamiliarFace
2008-11-11, 10:03 PM
The DM can see it is going to be hard to kill you guys...

As Surik attempts to rake away the vomitous thing at Durin's front, the creature prances back cackling. It ducks under the second swing as well, but holds its ground.

Kildrik runs up behind the bloodthirsty Sneak and harries it into leaving an opening, so Durin can step around its flank, and then his axe rings true and strikes a glancing blow of the creature's arm. A wound opens up, and its black blood paints the ground.

The two spare goblins continue their volleys, heedless of their companions. A tiny bolt flies from behind the far pillar, and lodges itself into Surik's boot, breaking the skin. The spearman runs up behind Kildrik, taking advantage of the momentary confusion. The spear shoves under the dwarf's arm, but rakes him visciously on the way back.

Durin, having found a new opening, has a small prayer to Valkauna on his lips for this goblin's swift carraige to the afterlife. But the sneaky goblin must have gods of his own, as he rolls to the side and Durin's maul smashes into the ground. Still, Durin steps toward the goblin, and turns his eyes it to show it what true gods are made of. The faint outline of a dwarf can be seen over the goblin, urging him on.

The sneak looks towards Kildrik's exposed flank, but dire warning emanate from the radiant being above him. Fear comes into his eyes, and he yells something at his subordinates, but they seem reluctant, so he backs away, looking over his shoulder at the exit. Then he lashes out at Durin, and a ringing blow to the gauntlet shows that the Sneak still has some fight in him.

The swordsgoblins are too scared to help their commander, but too scared to run, so they circle around Surik, hoping a lucky blow will save them from this mess. The first one feints, and as Surik jumps back, the second one catches him from behind.

Surik: Crossbow hits for 9 dam. Sword misses. Sword hits for 5 dam (they are sneakier when they have you flanked).

Kildrik: Spear crits for 10 dam.

Durin: Sword hits for 4 dam.

Sneak is bloodied.

stinkomandx
2008-11-12, 12:57 AM
Durin 18/29 hp

Durin can't help but think, on his second miss of the night, that he may have been spending a little too much time on the reading, and not enough time dispensing the bleeding.

He gives Kildrik a grim nod in appreciation for allowing him to slip away from being flanked, before turning back towards the sneaky worm right in front of him. He whispers an unofficial, colloquial prayer to Valkauna about how she should be looking to take the servant directly in front of him, before once again swinging with his mace.

Combat:
1. Shift south one more square
2. Holy Strike: [roll0] vs. AC
Damage: [roll1] radiant damage
3. If, by the grace of gods, the goblin drops, then Durin activates Valkauna's blessing and heals himself one healing surge.

YEAHHH YEAHHH YEAH!!!

Merlin the Tuna
2008-11-12, 01:08 AM
Surik
HP: 23/33 | AC: 17 | Fort: 16 | Ref: 15 | Will: 14

Surik falters as the goblin's sword strikes his back, but even has his posture slumps and his head droops, he cracks a smile, knowing that he's finally got the vermin figured out. He brings his right-hand hammer upwards in a sluggish feint of a swing, and the goblin again begins to duck out of harm's way. Ready this time, Surik sweeps around with his left, catching his opponent square in the chest with a solid blow. The right comes back around at head level, ready to finish off this one or whirl around for his opposite number as need be.

Standard Action: Twin Strike. Who'd've guessed? Attack 1: d20+5 = 18 vs AC (Against F-10) Damage 1: d10+2+d6= 13 dmg Attack 2: d20+5 = 17 vs AC (Against F-10 if he's up, else against D-10) Damage 2: d10+2 = 7Minor Action: Second wind. +8 HP, +2 defenses (already added into header)
Move Action: If F-10 and D-10 are dead, move to D-5. If F-10 is dead but D-10 is up, shift to D-9. Else (if neither is dead) shift to F-11.

Freeborg
2008-11-12, 08:12 AM
Kildrik
HP: 13/26 | AC 17 | F/R/W: 13/13/11

Kildrik's left arm sags a bit as the spear bites home, and Kildrik spins to face his own threat. "Durin, just focus lad, these goblins are not match for you!" Then, in an attempt to put actions behind his words, Kildrik attacks the goblin with the javelin. Unfortunatly, in his haste to turn around, Kildrik does not get a good shot in.

Warlord's Favor on I-11: (1d20) + 5 = 10
Damage: 2d10 + 3 = 10
Durin gets +3 to attack rolls until the end of my next turn. I think this works even though I missed, but I don't have my book with me here in Minneapolis.
I'm alright where I'm at, so no movement.

stinkomandx
2008-11-12, 10:07 AM
(Freeborg: How did you get a 5 when your bonus to attack roll was 5 by itself?)

Freeborg
2008-11-12, 07:23 PM
(Through the power of not counting the roll of a 5. It should be fixed.)

OneFamiliarFace
2008-11-13, 12:17 AM
Their luck has turned

Surik lashes out with his hammer, getting under the goblin's guard and the sound of cracking bones preceds a slump the floor. His second hammer whirls backwards just as he looks to guide it and crunches the face of the one behind him, it's face half-frozen in a surprised smile. Surik stands silently in the awesome knowledge that he is awesome. Then he hops over the fallen goblin to run behind the northwestern pillar.

Kildrik whirls and lashes out at the goblin who has just wounded him. The spear goblin easily dodges Kildrik's blow and uses the tactical advantage to shift backwards. But Kildrik is with him and shifts into the space just left.

Then the spear goblin takes another leap backward, and taking what the Dwarf knows to be an underground skirmishing stance, the goblin moves back and flings a spear over his shoulder. But it is clear the loss of his comrades has shaken him up and the spear goes wide.

The crossbow goblin pokes his head around the corner and is surprised to not see the giant ranger where he left him, so he takes a potshot at Durin and misses.

Ignoring the bolt whisking past his head, Durin steps closer to the Sneak and again his hammer bursts with holy radiance, and again it finds only air. As he misses the goblin is able to shift backwards.

The Sneak, terror in his eyes, yells something in goblin and books it down the alley. The remaining creatures look like they might not make it to the poo pile in the back corner.

Surik: That bolt in your foot finally registers it's pain, and you take the 9 damage I mentioned last time :-p.

I should have mentioned this more clearly, but the goblins are using an ability that allows them to shift everytime you guys miss. As a result, Durin, I had you follow him with a shift when he moved away. Cool?

In addition, the spearman seems to get some special advantage for all of his moving around. The near-deadly miss suffered by Kildrik a few rounds ago attests to that.

stinkomandx
2008-11-13, 12:38 AM
Durin

Durin charges after the sneaky goblin, slamming into his back with Durin's mighty maul.



Move action: Durin moves to G-18
Standard action: Durin charges into B-18
(Likely unsuccessful) Attack: [roll0]
(Likely unnecessary) Damage: [roll1] +3
Minor Action: He's going to use Divine Strength to add 3 to damage, since he was pretty confused about how his Goddess grants her favor, and he wants to use at least one encounter power this encounter.

Merlin the Tuna
2008-11-13, 01:36 AM
Surik
HP: 23/33 | AC: 15 | Fort: 14 | Ref: 13 | Will: 12

Surik places his back to the pillar and waits to see a crossbow bolt fly. He breathes a quiet sigh of relief as it sails harmlessly past Durin. With that, he spins around the far side of the pillar and, taking an instant to find the right opening, sends both his hammers into the unprepared goblin's ribs.

Minor Action: Hunter's Quarry on crossbowman
Standard Action: Evasive Strike! Shifting 3 squares takes me to C-3
Attack: d20+5 = 21 vs AC
Damage: 2d10+d6+5 = 18
Move action: Yell like a hooligan.

Freeborg
2008-11-14, 03:58 PM
Kildrik
HP:

Kildrik charges in on the slightly rattled javelin gobbo and attempts to rattle him more. After his swing, he bellows "For the Vonir!" and his pain soothes.

Move to K-8
Viper's Strike on K-7: 1d20 + 6 = 16
Damage: 1d10 + 3 = 10
Minor Action: Inspiring Word on myself: +10 HPs!

OneFamiliarFace
2008-11-15, 02:39 AM
Back in Action

Surik slides nimbly around the pillar, catching the goblin unawares, and totally ruining its ****. The goblins head takes a sidelong glance, and blood pours from the wound.

Meanwhile, Kildrik chases down his adversary, only to narrowly miss it and have it scoot backwards, eyes on Surik. This is truly a worthy goblin. He still feels inspired though.

Now, the goblins turn their attention on the one who is causing almost too much destruction. The crossbow goblin starts to snivel and shifts backwards. He shakily loads his weapon and fires off another round. But Surik has a bead on the disgusting creature and easily sidesteps the bolt.

The spearman moves into postioning, hoists a javelin, and then runs at Surik, launching his projectile at the dwarf. The javelin clangs into the dwarf's armor, throwing him off balance. Surik, I will imagine, grunts.

Meanwhile, Durin has chased down the one who stabbed him earlier, and the goblin looks over his shoulder. It sees its would-be killer and smirks, knowing this dwar... WHAM! Durin's hammer comes down in a mighty swing, crushing the spine of the smug goblin and leaving him a bloodied mess.

Surik: Hit by javelin after goblin wonkiness for 11 damage.

Crossbow/Shortsword: Bloodied.

Spearman: Best level 1 gobbo of all time.

Other Dwarves: Too many hit points for this DM's liking.

Merlin the Tuna
2008-11-15, 05:01 AM
Surik
HP: 12/33 | AC: 15 | Fort: 14 | Ref: 13 | Will: 12

Surik grimaces as the javelin opens up his side, his lack of a hearty beard making every furious crease in his face plain to see. He advances steadily on the thrower, not even looking aside as he blocks a sword swing from the crossbowman with one hammer and shatters the goblin's jaw with the other.

Move Action: Move 2 squares to E2. This doesn't draw an OA from the crossbowman thanks to...
Standard Action: Hit and Run.
Attack: d20+5 = 18 vs AC against the crossbow wielder
Damage: d10+d6+5 = 10 (I'm assuming that 28 damage is enough to kill him.)
Minor Action: Hunter's Quarry on the javelin guy.

stinkomandx
2008-11-15, 10:53 AM
Durin HP: 18/29 AC/F/R/W: 18/14/11/14

Durin, pleased with his own success, continues the onslaught against the sneaky little needletooth. He moves into a position that might make any chance at retreat a bit more difficult. As he does so, he swings his maul in such a way as to target the goblin's reflexes instead of its AC. I don't know.


Standard Action Piercing Smite: [roll0] vs. Reflex
Damage: [roll1]
Move Action: Shift into A-18
Minor Action: Windmill maul before attack


Not that it will probably come into play, but the goblin is still Divinely Challenged

Freeborg
2008-11-15, 02:12 PM
Kildrik
HP: 23/26 AC/F/R/W: 17/13/13/11

Kildrik is getting tired of this goblin continually running away. He moves around the fire and then charges in. He sees that Surik has been bloodied by the goblin they now face and says "C'mon lad, hold it together. We'll finish this here."

Move Action: go to J-5
Standard Action: Charge to G-2
Attack: 1d20 + 6 = 19
Damage: 1d10 + 3 = 11
Minor Action: Inspiring Word. Surik can now use a healing surge and add and extra.....1 HP to that! Hooray!

OneFamiliarFace
2008-11-16, 02:13 AM
Some Starting, Some Stopping, I am a hitting god.

Surik's blow rockets teeth from the mouth of the goblin, but the creature is still, for lack of a better term, standing.

Kildrik runs up from behind and just misses decapitating the spear goblin as the goblin is hit in the face with his comrade's tooth. The creature is clearly shaken up, but it otherwise fine.

The goblins, now on their last breaths try to hack away what they can from their slayers. The crossbow goblin shifts to his left, draws his short sword and gets Surik a deep dig in the side.

The spear goblin attacks Surik as well, clearly able to keep a cool head in the face of danger. His spear bites into Surik's arm, and the goblin shifts back.

(This is Sneak's attack from end of last round, forgot to put it up:) The goblin turns around wide-eyed and swings frantically at Durin. The sword finds hold and bats one of Durin's metal-clad arms out of the way.

Undaunted, Durin hones down on the creature, finding every chink in his leather armor and aims a blow straight at the creature's head, from above. The goblin is no more than a slimy paste.

Surik: Spear hits for 8 damage. Short sword sneak attack hits for 6 damage. (I would have moved you to a more advantageous position with the knowledge the gobbo was still alive, but this is pretty much wrapped up, so I decided to go for speed. Sorry.) Surik wins some nice scars.

Durin: Sword hits for 5 damage (from last round).

Kildrik: Almost spotless.

Spearman: Haggard, but not yet bloodied.

Crossbowman: Coughing up blood.

Merlin the Tuna
2008-11-16, 03:59 AM
Surik
HP: 5/33 | AC: 15 | Fort: 14 | Ref: 13 | Will: 12

Bloody and winded, Surik curses his carelessness and lashes out clumsily at the sword-wielding goblin. He misses by a country mile, but takes the opportunity it affords him to close in on Kildrik's target.

Standard Action: Twin Strike again, woohoo! Attack 1: d20+5 = 10 vs AC Damage 1: d10+2 = 10 I assume that that was a miss, which means he uses Goblin Tactics to shift away and thereby neuter my second attack.
Move Action: Shift to F1.

Hunter's quarry is still spear guy.

stinkomandx
2008-11-16, 10:45 AM
Durin HP: 13/29 | Defenses: 18 AC | F/R/W: 14/11/14 |

Durin wastes little time gloating over his fallen foe, knowing that his allies could still be in danger. He pivots around, breaking into a dead sprint back to his allies.

Standard and move action: Run action to D-9. I grant combat advantage!
Minor action: Ok, well he gloats a little

Freeborg
2008-11-16, 12:52 PM
Kildrik
HP: 23/26 | AC/F/R/W: 18/13/13/11

Kildrik grins as he looks at the bloodied face of the goblin in front of him and attempts to finish the job.

Standard Action: Viper's Strike on Javelin man: 1d20 + 5 = 19
We'll say that if this guy shifts, Surik gets an opportunity attack on him. Unless it's been errata'd, Viper's Strike doesn't appear to have a range limit for the ally, so just in case he shifts all over tarnation.
Damage: 1d10 + 3 = 12
Minor Action: Wipe blood from my axe.

OneFamiliarFace
2008-11-17, 02:10 AM
Ouch

Surik feels his blood boil, as the goblin (who has very few teeth left to him) still manages to evade the errant blow and step backwards.

Kildrik makes quick and decisive thrusts and parries with his axe to convince spearman that it isn't among his best options to continue prancing about the cave. His axe also catches the bugger a good one, and a bloody gash is opened on the goblin's chest.

The spearman, seeing he has nowhere to run, stabs wildly at Surik. Incredibly, he hits again. Even more incredibly, Surik is still standing despite his grievous wounds.

Then the crossbowman, terrified of this veritable avatar of death, sheathes his shortsword, loads his crossbow, and launches a bolt at Surik's back. The bolt pierces armor and sinks into exposed flesh. The crazed dwarf slumps into unconsiousness. It climbs over the pile of rocks to make a getaway, but

Durin comes tearing around the corner, lighting the crossbowman up with holy fury, and the goblin looks agonizingly at their corner pile as a wet stream runs down it's disgusting leg.

Surik: Spear hits for 3 damage. Crossbow hits for 7 damage.

Spearman: Bloodied.

Crossbowman: Bloodied and (I assume) marked.

Merlin the Tuna
2008-11-17, 02:20 AM
Surik
HP: -5

Surik bleeds.

Death save = 6.

stinkomandx
2008-11-17, 12:16 PM
Durin HP: 13/29 | Defenses: 18 AC | F/R/W: 14/11/14 | (Grants CA at end of move action)

Durin mercilessly and efficiently attacks, seeing that Surik lies unconscious a short distance away. His attack complete, he sprints to Surik's side at full tilt, sliding onto his knees beside the fallen ranger.

Standard Action: If the goblin is in melee range on Durin's turn, he uses Valiant Strike. If the goblin shifts and attempts to run, Durin drops his maul, draws out a throwing hammer, and let's it fly before...
Move action: Using a run action to get to E-2.
Minor action: If Durin didn't have to draw the hammer, he uses Lay on Hands on Surik. Otherwise, minor action to draw the hammer

Attack Roll: [roll0] (+1 if melee)
Damage roll: Melee--[roll1] or Ranged--[roll2]

Freeborg
2008-11-17, 07:27 PM
Kildrik
HP: 23/26 | AC/F/R/W: 18/13/13/11

Kildrik continues the asault on javelin man.

Viper's strike: 1d20 + 5 = 21. Durin gets the benefit.
Damage: 1d10 + 3 = 8
If he drops, move to D-7.

OneFamiliarFace
2008-11-17, 11:11 PM
DM: Throws down his hat in disgust. (http://www.mspaintadventures.com/extras/ps000001.gif)

Kildrik whirls his axe around and hacks almost clean through the arm of the spear goblin as the creature attempts to stab him. It faints from pain.

The crossbowman, unable to escape, backs up, loading his crossbow as fast as he can, pumping off one final shot at the raging holyman he faces. His shot flies wide.

Durin, not having time for this ****, draws his throwing hammer and hucks it at the goblin. It connects, caving in the creature's chest, and its body has not yet hit the ground before Durin has slid into position next to his friend.

Gobbos are dead, but does combat continue until Surik is okay? How does that work? For now, I will say it does.

stinkomandx
2008-11-18, 01:09 AM
Durin

Despite Durin's cinematic lunge, if Kildrik stabilizes Surik with a Heal check then Durin keeps his Laying Hands to himself.

Freeborg
2008-11-18, 11:52 PM
Kildrik

Kildrik kneels beside his newfound friend and does what he can to stabalize him. "Alright now, it's not that bad, your time isn't done yet."

I don't have book here in Minnesota, so I'm not sure how heal checks work to save Surik's ass. I'm trained in Heal and get +6, so I'll let someone else work it out. Also, sorry about the brevity of my posts recently, but work is getting kinda nuts, and I have next week off, but things will probably be a little crazy until December 19th when everything is due. I should still be able to post every day, but they may not be very wordy. Also, I have 2 characters in Fallout 3 that need tending to as well. Eat it, Casey.

OneFamiliarFace
2008-11-19, 12:25 AM
A Little Help from My Friends

Kildrik scrambles to action, ripping off small pieces of clothing and tying up Surik's wounds. And it turns out that Surik's wounds weren't all that bad anyway. Kildrik fixes them up handily. The dwarf lies peacefully, drawing ragged breaths, but he will be okay.

Heal checks to stabilize are against DC 15.

Kildrik's Check: [roll0]

stinkomandx
2008-11-20, 12:07 AM
Durin HP: 25/29

As the last goblin falls and Surik is stabilized under the Sergeant's nimble hands, Durin whispers a short prayer to Valkauna, including a brief bit that he hopes the goblins at their feet find their peace in the afterlife, despite generally being vile in life.

Afterwards, he asks Kildrik to speak inspirationally of battles, dwarves, and stone memorabilia.

Durin will spend a healing surge, and (assuming Kildrik chips in with the inspiring) add a little extra into the mix.
Healing Surge 1 = [roll0]

Freeborg
2008-11-21, 04:09 PM
Kildrik

"Well done, lads. I don't know what Goblins are doing in these parts, but I don't like it. But we proved that dwarves are made of stronger metal than these things. Surik, I knew it wasn't yet time for Valkauna to engrave your name into the Great Wall. So dust yourself off, friend, and let us continue."

Though it may not seem so when you read it, those were in fact Inspiring Words. Since I get 2 per encounter I'll use them both when I can. Kildrik will also spend some time searching the bodies of the fallen goblins for loots and information. Also, I don't know what the name of Valkauna's wall is, so Pocket, feel free to correct me.

IW 1: 1d6 = +1
IW 2: 1d6 = +4

Merlin the Tuna
2008-11-22, 01:44 AM
Surik

Surik groans and opens his eyes, one hand reaching blindly for a hammer until the room comes into focus and he notices the near-silence. "You two okay?" he asks without a hint of irony or humor as he props his sitting body up against a wall to catch his breath and mind his wounds.

Rubbing some of the dust and blood from his face, he takes a more thorough look at the goblins' demolition work. "Can you check them for anything that might say why they're down here? I don't like the look of this." Pointing to the ceiling, the dwarf continues. "They came in here fast and hard. The blast took down the tunnel behind them, and nearly the mine itself." He coughs from the campfire's smoke and straightens up a bit. See the way the damage all leads back to that pillar? It's not going to give yet, but it could with some convincing."

He pauses, shaking his head and closing his eyes. "I don't like it. It's not often you see a blast with this much strength. Combine that with the sheer audacity of coming out here, and I think we've got serious trouble on our hands."

I'm still working form the assumption that Ryan can summon not just a few Inspiring Words but rather an Inspiring Dictionary during break time -- a sort of Taking 10 on encounter powers, as it were. If this isn't the case, subtract off HPs as you see fit.

Surge 1: d6 + 8 = 9
Surge 2: d6 + 8 = 10
Surge 3: d6 + 8 = 13

Health Summary: 4 of 9 Surges remaining, 32/33 HP

stinkomandx
2008-11-22, 04:00 PM
Durin

Durin thinks about Surik's recent exposition. If these goblins were running from something--and the goblins almost killed Surik--it's possible that the dwarven party faces mortal danger.

Nevertheless, Durin knows that his duty is to Delgak, and he is still emboldened by the responsibility bestowed upon the party. "In a way, the reasoning for why they did what they did is unimportant--we have a task to accomplish, and we've yet to do it."

(Is the passage completely caved in, or just partially?)

OneFamiliarFace
2008-11-23, 09:31 PM
Examining the Rubble

As Surik sits and nurses himself. Kildrik and Durin search through the rubble, while Kildrik keeps up an ongoing monologue of how awesome dwarves are.

Kildrik perceives some kind of wetness on the sides of the rocks, and points it out to Durin. Durin can tell that this is not any kind of cave fungus, but other than that has no idea what it is. It has a kind of blue sheen to it as the light of the campfire plays over it.

Kildrik: The Great Wall sounds about as imaginative as any other name I would come up with, so we'll run with it. :smallsmile:

All: I rolled your perception and dungeoneering checks here, which were reactionary. Any other checks you guys might want to roll are up to you.

My current ruling (until it appears too good or too bad) on Inspiring Words is that every 2 uses take place over 6-10 minutes (1-4 mins to use them, and 5 minutes short rest to regain them). So if you have the time to sit around and do that, then you are golden. If, on the other hand, something ambushes you or you are forced to flee, then you only gain the benefit of those you had time to use.

Does that seem fair?

Also, since it it a resource, let's start listing our healing surges in the line with our hp and defenses. cool?

Also, Marty, could you link your sheet on your posts somewhere?

stinkomandx
2008-11-23, 11:56 PM
Durin: 25/29 HP--10/12 Surges remain

Durin shakes his head slightly as he empties the remaining contents of his flask onto the ground. He stoops down and gathers up a bit of the wet residue on the side of the rock--at least to the best of his ability.

Finishing, he stands straight again. "Well, our mission will have to go undone for now. Let's go back to the city and give our report, eh Sergeant?"

Merlin the Tuna
2008-11-25, 02:15 AM
Surik
32/33 HP | 4/9 Surges | 15 AC | 14 Fort | 13 Ref | 12 Will

Surik eases his aching body upright, passing a mildly disapproving look towards Durin. "Go undone? We've only just started it. He stows his hammers and gives his armor a cursory check. "This wouldn't be our damaged shield if the captain didn't know there'd be trouble here." He sets about sifting through the goblins' clothes and equipment in search of information.
Hot damn, I did make a character sheet somewhere. I've just been using a word doc for Flint and Surik. Nice to know that I have the real thing for one of 'em, at least.

Also, rulings in case we ever get ambushed. Reaaaaaaal subtle, kid. Especially after mentioning reactionary perception rolls.:smalltongue:

OneFamiliarFace
2008-11-25, 04:46 AM
Searches for the list of loot, which he made months ago...

Further searching among the rubble reveals the crushed corpse of a goblin. Little is left of the goblin, though his skull can be seen to be wearing some kind of dark goggles, and he is covered in dirt and grime, save for leather gloves, boots, and loincloth. Shards of a crude glass seem to be shattered all around it as well.

Surik, ransacking the various bags finds an assortment of coins and items. There are 2 useable torches and numerous pieces of food and rat meat, though only about 2 days worth of serviceable rations can be found among the refuse. One neatly tied sack holds 30 gold, while various other bags and discarded shoes have a total of 75 silver and 30 copper. What the goblins are doing with dwarven coin and what they would even want it for are anyone's guesses. On the spearman, there appears to be an incredibly crude map tucked into his belt. The writing is in dwarven runes, but the language is unintelligible.

Map sent via e-mail.

stinkomandx
2008-11-27, 02:11 AM
Durin

Durin sees to it that everyone gets 10 geeps, 25 seeps, and 10 ceeps. He also grabs the two days of rations.

"Come on, let's get back to the city. There's got to be someone there who can read goblin, or at least Magick this thing into being readable."

I'm content to fast-forward back to the city if no one has anything to add.

Merlin the Tuna
2008-11-28, 01:50 AM
Surik

Surik snorts in response, but visibly accepts that there's little more the group can do here right now. "I suppose. There is one more matter to attend to, though." He sets down his pack and withdraws the silvered hammer he received from Captain Ulra. He lays it gently onto its accompanying leather on the floor and begins pulling rocks from the rubble to build a crude altar in front of the history-wall. When finished, he places the leather and hammer atop it and offers a brief prayer. "May Moradin guide us and watch over our homeland, and may Erna guide us that we watch over our own. So long as we stand, we stand together."

He turns and replaces his pack, reaching for a goblin corpse with each hand. "These visitors are no more welcome in death than in life. Let's remove them before they further befoul this place." With that, Surik is ready to go. He grabs a goblin corpse in each hand and moves to exit the mine, tossing the corpses in a pile a short distance away from the entrance.

Freeborg
2008-12-01, 08:27 PM
Kildrik

Kildrik kneels and says his own prayers. He too grabs a goblin and drags him away from this area. Kildrik starts to return home to report what they found.

OneFamiliarFace
2008-12-02, 03:03 AM
Or so they think...

The group collects their treasure and the goblin bodies and drags them out of the mine. They find themselves back on the Greatfather's Highway.

After they toss the bodies on the opposite side, they rest against the walls near the mine entrance, trying to catch their breath after their harrowing experience.

Just as they are about to continue on, an explosion rips through the cavern, and a blast of rock shoots out from the northern wall, obliterating a statue of Jard Dunrik, and pummeling Kildrik with rocks.

As the smoke quickly settles, the dwarves see a snarling monster of horrific proportions. It is roughly dwarf sized, but its two legs are stunty and gnarled, and no arms protrude from its rotund body, which is naught but a mouth, eyes, and a tail. It is the same, sickly greyish-green color of goblins, but its mouth opens to reveal row upon row of wickedly jagged teeth.

Two burly goblins come behind it, poking it with hooked spears which they hold in both hands, and behind them all is a goblin whose eyes look huge magnified through a pair of thick goggles that sit over his eyes. The goggled goblin barks orders to the others as he loads some kind of small clay thing into his sling.

The goblins, really, are just as surprised to see the dwarves as the dwarves are to see the founder of Dunrik mine laying in pieces about them, replaced by a snarling beast, the likes of which they have never seen.

The whole group gets +1 damage until the end of the day for completing the ritual. (Good luck with the math.)

New house rule in yon OC thread.

Passive awareness checks failed to detect sounds on other side of the wall.

Kildrik: Rocks hit for 3 damage, and you have to pass a save or fall prone.

Everyone: It feels good to say it: ROLL INITIATIVE!

stinkomandx
2008-12-02, 01:51 PM
Durin | HP: 25/29 | AC/F/R/W: 18/14/11/14

Durin reflexively turns his shoulder to the rock explosion, finding himself peppered with pebbles and dust. When the cloud clears and the intruders make themselves known, Durin steps forward quietly and with contained anger. "You insult the sanctity of these caves with your presence, you destroy the tribute to the life and death of a noble dwarf, and in doing so you spit at the feet of Valkauna herself."

He hefts his maul, giving its handle a quick spin in his hands.

"Let's go."

Initiative: [roll0]
Durin would like to start this combat relatively close to the monsters and in front of the other guys, if possible.

Freeborg
2008-12-03, 12:04 AM
Kildrik
HP: 20/26 | AC/F/R/W: 17/13/13/11

Kildrik is a little slow to react and fails to block a piece of Jard Dunrik as it flies toward him. He does manage to block the following pieces before he is knocked down. He looks up and sees the strange beast in front of him and it's two goblin companions. His fury rising, Kildrik begins reciting everything he knows of Jard Dunrik and his kin in the Dunrik clan as he draws his axe.

Saving Throw: 1d20 = 12
History: 1d20 + 7 = 22
Initiative = 1d20 + 2 = 17
Another reminder to all people close to Kildrik, you get +2 to Initiative since he's such a Combat Leader. Also, squig herders? Awesome.

Merlin the Tuna
2008-12-03, 11:59 PM
Surik
32/33 HP | 4/9 Surges | 15 AC | 14 Fort | 13 Ref | 12 Will

Surik turns and raises a hand to his face to protect his eyes from the flying debris. His hands find their homes on the handles of his axes before the dust settles, and he steps forward to hurl his weapons at one of the goblins driving on the aberrant.

Initiative: d20+4=18

Minor: Draw hand axes
Move: To 5 squares away from a spear handler or abreast of Kildrik if that puts me within range for...
Standard: Twin Strike with the thrown axes on the nearest spear handler. Attack 1: d20+6=18 Damage 1: d6+3=5 Attack 2: d20+6=23 Damage 2: d6+3=5

For future reference, I'm totally okay with Pocket rolling my initiative if he cares to, since it would certainly move things along well at the opening of a fight.

OneFamiliarFace
2008-12-04, 01:23 AM
Half and Half (subtitled: So glad he doesn't have to worry about creature types with rangers anymore)

Kildrik stands strong despite the spray of rocks that would have threatened a less-dwarfy individual. His immediate and quick recitation of the many deeds of Jard Dunrik spur Surik into action, ensuring he tears into the enemy first.

Surik steps to his companion's side and flings his axes at the nearest Herder. One of them cracks off its spear, throwing the creature's arms backwards, and the next grazes across his side, causing the creature to bend back the other way.

Then the monstrous thing the goblins seem to be yelling "Squig" about, leaps through the air towards Kildrik at the prodding of its herders. But Kildrik easily deflects the creature's wild bite.

Then the chemist moves out of the hole and up, seeming to glide over the rocky stubble with ease, and lets fly at Surik with whatever pot is in his sling. The pot cracks into Surik's face, and he is drenched with a slightly burning liquid that smells so awful that he becomes distracted with coughing.

Kildrik and Durin are up, Herders are on deck.

Surik: Hit both of his attacks. Takes 9 damage from the pot, and -2 to hit (save ends).

Goblin Chemist: Clearly unaffected by rocky difficult terrain.

Initiative:

Surik 18+
Ripper Squig 18
Chemist 17+
Kildrik 17
Durin 10
HerderB 6
HerderA 4

stinkomandx
2008-12-04, 10:06 AM
Durin | HP: 25/29 | AC/F/R/W: 18/14/11/14

Durin trudges forward through the debris and, with his maul raised high, lets it fall hard on the ugly beast in front of him. He also lets out a quiet prayer to Valkauna, and she helps remind the squig why the kids call her "divine."

He yells out, "I've got this beast--take out that slinger!"
Durin's moves
Move Action: Slog up to H-11.
Minor Action: Divine Challenge on Squig. Damage is 5.
Standard Action: Holy Strike [roll0] Damage: [roll1] Oops, add one to that. Forgot about the ritual.
Tactical note to buddies: Since we probably can't shift through the debris, the Challenge should provide some disincentive for the Squig to hit us with opportunity attacks.

Freeborg
2008-12-04, 10:59 PM
Kildrik
HP: 20/26 | AC\F\R\W: 17/13/13/11

Kildrik, seeing naught but a toothy maw trying to devour him, attempts to rid the squig of some teeth. He attempts to distract the beast so that Surik can go around and get the goblin lobbing goo in his face.

Standard Action: Wolf Pack Tactics on squig: 1d20 + 5 = 10
Damage: 1d10 + 3 = 7
Well, ideally that would have let Surik move to the left, but that didn't work. Dang. Also, all this happens before the herders move (which Pocket said he would fix).

OneFamiliarFace
2008-12-04, 11:06 PM
Dwarf-Handling

Kildrik swings, but the monstrous squig jumps to the side and dodges the blow.

The Handlers fan out, stepping carefully over the rocks, and they bring their barbed longspears to bear against Kildrik and Durin. Both of them lash out visciously, battering the dwarves about the arms and legs, distracting them from their quarry.

Surik is up, Squiq is on deck.

Surik: Don't forget you have -2 to hit currently, and pass a save at the end of your turn.

Kildrik: Longspear hits for 4 damage, and you are marked by Handler A.

Durin: Longspear hits for 7 damage, and you are marked by Handler B.

stinkomandx
2008-12-07, 05:46 PM
Hay Marty!

Merlin the Tuna
2008-12-07, 09:47 PM
Surik
23/33 HP | 4/9 Surges | 15 AC | 14 Fort | 13 Ref | 12 Will

Surik reels as the chemist's shot comes in, tossing his head as he hacks and tries to fling the liquid from his face. Despite the burning haze, his hands find their way to his hammers, and one wild swing creates an opening for his second to crash into Squig's torso.Minor action: Draw hammers
Minor action: Hunter's Quarry on Squig.
Standard Action: Twin Strike Attack 1: d20+3 = 21 vs AC Damage 1: d10+d6+3 = 12 Attack 2: Nat 1
Saving throw: d20 = 2

I don't know the rules for difficult terrain; I'm assuming no shifting, 2 squares per movement. Right-ish? Also, which spear goblin got hit by the axes?

OneFamiliarFace
2008-12-07, 10:41 PM
Angry with his stupid squig...

Surik's axe carves a chunk out of the squig's side and blackish blood spurts out onto Kildrik, getting stuck in his beard.

The squig turns towards Durin and lashes out with tooth and claw, but the creature cannot find a hold around his armor.

The chemist eyes the formidable paladin appraisingly while loading another pot into his sling, then the goblin launches it quickly towards Durin, and the pot explodes over his body, leaving some kind of oil which bursts into flames in the open air. The chemist stays where he is, and yells commands at the handlers, presumably to get their stupid squig to carry its weight.

Kildrik is up, Durin is on deck. Handlers are in the wings.

Squig: Bloodied.

Durin: Sling hits for 8 damage, and you take ongoing 2 (save ends).

Handler B: Sorry, I thought that I listed the guy who took the damage from the axes. This guy was hit by them.

For difficult terrain, it takes 2 squares of movement to move INTO a square. Shifting is allowed, in that you can shift out of a square with difficult terrain, but not into a square with it (unless you have multiple squares of shifting).

Freeborg
2008-12-07, 11:26 PM
Kildrik
HP: 16/26 | AC\F\R\W: 17/13/13/11

Kildrik mearly grins as blood splatters across his beard. He again attempts to create an opening for Surik to get out, but the goblin's spear distracts Kildrik more than he expected.

Wolf Pack Tactics on Squig: 1d20 + 5 - 2: 13
Damage: 1d10 + 3 = 13
If by the power of grayskull that hits, Surik can take a free action 1 square shift.
Also, is this squig soemthing that any of us have seen before or has heard stories of?

OneFamiliarFace
2008-12-07, 11:48 PM
Too distracted...

Just as Kildrik was about to strike the deadly squig, the Handler's spear pushes away his axe. He is indeed too distracted to take on the beast.

Good question. The answer is no, you haven't seen anything like the squig before. Though it is not uncommon for the Goblin to experiment with dark alchemies, causing some of them to become grotesque mutants. Usually, it is on an isolated scale that this happens.

stinkomandx
2008-12-07, 11:55 PM
Durin | HP: 15/29 | AC/F/R/W: 20/16/13/15

Durin, clothing smoking with goblin alchemical flames, moves forward to better attack the Squig. Flanking with Kildrik, he raises his hammer high and attacks the beast with a Piercing Smite. Unfortunately, he is distracted by the lingering flames and his maul slams into the ground, inches from his target.

Minor Action: Second Wind
Move Action: Trudge to I-10, accepting OA from Squig and ignoring the spearman's mark.
Standard Action: Piercing Smite: [roll0] vs. Reflex
Damage: [roll1]


Durin petitions for an Inspiring Word.

OneFamiliarFace
2008-12-08, 12:24 AM
Dwarf-Handling Round 2

The squig bites at Durin as he passes, and screams in rage as its teeth once again find no purchase against Durin's breastplate. The dwarf swings his hammer in a mighty arc at the bloated thing in front of him, but Valkauna's mystical spikes are side-stepped by it as it roars. She does ensure that the bits of fire which burn out most quickly are the ones that present any harm to him.

The Handler near Durin steps down, so that Durin finds himself surrounded by icky goblin-stink. It lashes out with its barbed-spear, catching Durin on the arm, under his armor, raking through flesh.

The one by Kildrik looks back to make sure he is properly protecting the chemist, and it stabs out at Kildrik in a flurry of blows. Some of them manage to find openings in Kildrik's armor, and the dwarf feels caged in by the creature's furious assault.

Surik is up, Squig is on deck.

Surik: Still at -2 to hit. Don't forget save.

Durin: Longspear crits for 9 damage. Durin is marked by HandlerB. Saves versus ongoing fire damage and is okay.

Kildrik: Longspear hits for 5 damage. Kildrik is marked by HandlerA.

Handler B: Shifts, in case that was unclear.

Merlin the Tuna
2008-12-08, 12:49 AM
Surik
31/33 HP | 3/9 Surges | 17 AC | 16 Fort | 15 Ref | 14 Will

Surik swings his hammers in unison at the Squig, who deflects the blows with ease - an inconvenience, but hardly a threat. The half beard grits his teeth, blinks his eyes clear, and slips around behind Kildrik to inch closer to the goblin slinger.

Standard action: Yes, another Twin Strike. Attack 1: d20+3 = 22 vs AC Damage 1: d10+d6+3 = 5 Attack 2: d20+3 = 5 vs AC
Minor action: Second wind
Move action: Trudge to G9. If OAs haven't changed much since 3.5, I should be clear since Squig used his on Durin. Either way, I'll go for it.

General reminder that we can be spending action points here. I'm not going to use one to toss out an encounter power while my accuracy is reduced, but it's worth mentioning.

Oh, and Saving Throw: d20 = 14. Woo.

OneFamiliarFace
2008-12-08, 01:36 AM
Furious Squig, huzzah

Surik's first hammer cracks into the squig's side, suffering only to turn the creature's ire upon the ranger.

As Surik tries to jump past, he learns an opportunistic lesson. The squig's teeth rip at him, tearing open gaping wounds, which begin to bleed. It feels as though the creature is attempting to pull Surik down the the ground, but the dwarf's natural stability keeps him on his feet and moving towards the slinger. However, the squig, in all of its fury has made a mistake, and the holy light of Valkauna erupts around him as a ghostly dwarf waves its hand over the creature, searing its flesh for disobeying the divine challenge of Durin.

Smartly, it returns its toothy frenzy on the armored dwarf. Durin, however, has taken the defensive as he regains his energy, and quickly catches teeth otherwise aimed at his neck with the haft of his hammer.

The chemist takes the last of the pots strung about his body and loads it into his sling. He aims it at the large dwarf who seems to be ignoring all else to tear him to shreds and lets fly. The pot breaks smartly over Surik's chest and douses him in the same firey substance that earlier confounded Durin. The flames spread over Surik, making him officially look totally bad ass. In light of said bad-assness, the chemist goes the way of his pots and disappears around the corner.

Kildrik is up, Durin on deck (both still marked). Handlers ready to do more dwarf-handling just afterwards.

Surik: Bite crits for 9 damage, and you take ongoing 5 damage (save ends). Surik made his save to not fall prone because of the bite. Sling hits for 5 damage, and ongoing 2 fire damage (save ends).

Squig: Takes 5 damage for making an attack that didn't include Durin. Still bloodied.

stinkomandx
2008-12-08, 01:43 AM
Durin | HP: 13/29 | AC/F/R/W: 18/14/11/13 8/12 Surges remain

Durin continues his assault on the Squig, attacking mercilessly unless it is already dead, in which case he turns his attention elsewhere in an edit that may take place after Kildrik's turn.
Minor Action: Lay on Hands
Standard Action: Valiant Strike: [roll0]
Damage: [roll1]
Move Action: Move into a square adjacent to Goblin B, unless the Squig is still alive in which case Durin will use his Move Action to Move and Groove.

If this kills the squig, Durin activates Valkauna's blessing and heals one healing surge. If the squig is already dead, we'll just transfer the attack roll and damage to Goblin B.

Freeborg
2008-12-08, 10:11 PM
Kildrik
HP: 11/26 | AC\F\R\W: 17/13/13/11

Kildrik finds his opening when the squig spins to attack Durin. He bellows as he brings his axe to bear on the squig's spine (if it has one). "There, just like that, Surik. Show these goblins how it's done!

Standard Action: Warlord's Favor on the Squig: 1d20 + 5 = CRITICAL = 25
Damage: 2d10 + 3 = MAX DAMAGE = 23 EDIT +1 for delivering the hammer = 24
Surik gets +3 to all attack rolls until the end of my next turn.
Minor Action: Inspiring Word = +5 to a healing surge by Surik since he got his ass rocked. Durin, you get next round.
Also, Tactical Presense will give you +1 to an attack if you use an action point to take it. So long as I can see you.

OneFamiliarFace
2008-12-08, 11:18 PM
Buh-oh

Kildrik's axe goes wide and slashes down across the creature's eyes, carving one out and leaving the other a tangled mess. The squiq thrashes about roaring and biting all around it.

In its utter rage and contempt, its teeth latch onto its harrier, and it falls dead with Durin's arm in its jaws. As they both hit the ground, it gasps and frees him, but the dwarf now finds himself bleeding in the rubble.

Durin's world is turned upside down, and all of his careful planning goes out the window. He falls unconscious.

The handlers, shaken by the death of their monster continue the assualt. What choice, really, do they have? The one near Durin steps towards Kildrik and lashes out at him, but the barbed spear tines only clatter away uselessy on Kildrik's shield.

Up near Surik, the handler spears forward, intent on skewering his nemesis, but the bleeding, burnt dwarf sidesteps the blow and continues his advance.

Surik is up, Chemist is on deck.

Surik: You take 5 damage and 2 fire damage at the beginning of your turn, don't forget to save!

Ripper Squig: Dead. Gets a death throes attack.

Durin: Bite hits for 7 damage, and ongoing 5 damage (save ends). Make sure to save against that, as you already took the damage. You also failed your dwarfy save, and are pulled prone. Note, this is before your actual turn. Move action, stand; minor action, lay on hands; standard action, total defense.

stinkomandx
2008-12-09, 12:22 AM
Durin -6/29, Death Approaching at -15/29

The good news: Durin does not in fact lose a healing surge because of some lame old Lay on Hands

The neutral news: In fact, Durin's entire previous post is negated. Durin wants a "you get smoked for killing me move."

The bad news: Durin is at -6 hit points.

Saving Throw vs. Ongoing Sguigging: [roll0]
Saving Throw vs. Ongoing Dying: [roll1]

Merlin the Tuna
2008-12-12, 10:37 PM
Surik
23/33 HP | 2/9 Surges | 15 AC | 14 Fort | 13 Ref | 12 Will

The bite would have been enough. The flames as well. But with Kildrik at his side and Durin fallen at his feet, Surik's bloodlust sets in. With a ferocious howl, he hurls himself at the nearest goblin with a goal of crushing it into paste. Even as the smoldering dwarf's hammers crush the first spear wielder, his body coils, ready to pounce on the next foe unfortunate enough to stand in his way.

Ha! Difficult terrain means no Goblin Tactics! Twin Strike, don't fail me now!

Minor Action: Hunter's Quarry at gobbo A.
Standard Action: Twin Strike Attack 1: d20+8 = 16 vs AC Damage 1: d10+d6+3 = 6 Attack 2: d20+8 = 28. Critical! Damage 2: d10+3 = 13
ACTIVATE OPERATION ACTION POINT

If Goblin A is still standing, Evasive Strike at him, shift 1.5 squares to H-10 and use a move action to continue move to I-11. If Goblin A is down from the Twin Strike, then move to I-11 and Evasive Strike Goblin B. If Goblin B is alive, hold position. If he's dead, use the shifting from Evasive Strike to shift to J-10.

Standard Action: Evasive Strike at Goblin A
Attack: d20+9 = 17 vs AC
Damage: 2d10+8 = 18

Saving throw versus ongoing ow christ that hurts: d20 = 18
Edit: Saving throw versus hey that stings too: d20 = 13

OneFamiliarFace
2008-12-13, 03:32 AM
Surik is an Unfair Death Machine

Surik's twin hammers lash out at the Handler in front of him. The first hammer batters the spear out of the way, badly jarring the creature. The second hammer smacks clean into the goblin's chest, and a loud snap can be heard. The creature starts to whirl its spear around to bear down on the dwarf again, but, with a surge of power Surik is already sliding out of the way, and the dwarf crashes his hammer down on the side of the Handler's head, squishing blood from its eyes and ears. The goblin collpases in a heap among the rocks. Surik follows through with his swing and ends in front of the now trembling final handler. Gritting his teeth, he ignores the pain of the squig bite and focuses on the remaining handler. Also, the fire on him burns out. Apparently, it was just there to make him scarier.

The chemist, hearing the squishy destruction of his pal runs around and barks something at the Handler. Then he loads a smooth stone into his sling and launches it at Kildrik. The stone strikes the dwarf on his shoulder.

Kildrik is up, Durin is on deck. Handler B'll be pissin himself in a moment.

Surik: You only made one save. I'll assume that was against the ongoing 5 damage. You are also taking ongoing 2 damage from the fire that you still need to save against. (Also, you hit all 3 attacks. The second strike bloodied him. And the evasive strike killed him.)

Kildrik: Sling hits for 4 damage.

Durin: Don't forget you are still being squigged, which is another 5 damage at the beginning of your turn.

Freeborg
2008-12-13, 11:04 AM
Kildrik
HP: 12/26 | AC\F\R\W: 17/13/13/11

Kildrik looks at his shoulder as he feels a sting there. Then he looks at where the stone came from and sees the chemist standing there, sling in hand. "Oh, what's the matter? No more fancy pots to sling around, only simple stones?"

Move to J-9, which takes 2 move actions due to terrain.
Minor Action: Inspiring Word for Durin: 1d6 = +5 hps

stinkomandx
2008-12-13, 12:10 PM
Nonnathis happened.

stinkomandx
2008-12-14, 11:41 PM
Durin: 7/29 hp, 18 AC, 6/12 Surges remain

Durin's eyes open blurrily, as he finds himself looking at the ceiling. He struggles to his feet, holding onto his arm as blood from the Squig's attack continues to drip down it. As his head pounds, his vision begins to clear and he sees Surik facing the goblin with the longspear. He silently urges Valkauana to give Surik another day as he reaches out in aid to his ally. That done, he charges the goblin and savagely attacks.


Move Action: Stand.
Minor Action: Lay on Hands on Surik--Heal your surge amount, but this time the healing surge SPENT is on me.
Standard Action and other nonsense in my third chaotic post, since I need to re-roll and change my actions in lieu of not Heal Checking.
(Yeah, just going to make another new post)

stinkomandx
2008-12-14, 11:43 PM
Durin
Stupid edits, not being able to add in stupid rolls.

Saving throw vs. Squigging: [roll0]

OneFamiliarFace
2008-12-15, 01:00 AM
Dwarf-Handling 3

The remaining Handler grimaces, bringing to mind the stories told to all little dwarves to keep them from wandering about outside city walls. He steps back, off the rubble, in order to give himself more room, and brings his spear viscously across the side of Surik's chest. The dwarf dodges the main thrust, but is caught by the barbs.

Surik is up. Chemist on deck.

Surik: Longspear hits for 7 damage, and you are marked.

Handler B: This is the guy that was hit by both Surik's axes (for 5 damage each), in case people forgot. But he still isn't bloodied.

Chemist: Still sparkly clean... except for all the sweat and stink.

stinkomandx
2008-12-15, 12:14 PM
Durin 7/29 hp | AC/F/R/W: 18/14/11/13 6/12 Surges remain

Durin goes nuts. (This attack and action point in lieu of his previous Heal check).

Standard Action: Durin charges to J-12. Maul vs. AC: [roll0]
Damage: [roll1]
ACTION POINT ACTION!
Valiant Strike: [roll2]
Damage: [roll3]

Merlin the Tuna
2008-12-15, 08:19 PM
Surik
24/33 HP | 2/9 Surges | 15 AC | 14 Fort | 13 Ref | 12 Will

Surik grins, looking over his shoulder at Durin as the Paladin regains his footing. He springs from the rubble onto solid ground, deflecting a spear thrust with one hammer held high as he twists around behind the remaining handler. The dwarf sends a hammer hurtling into the goblin's back. As the creature stumbles forward, Surik shouts "Durin! Take him!"

Minor Action: Hunter's Quarry on handler
Move Action: Starting in I-11, go to H-12, I-13, J-14. I-13 to J-14 doesn't provoke thanks to...
Standard Action: Hit and Run.
Attack: d20+5 = 21 vs AC
Damage: d10+d6+6 = 10

OneFamiliarFace
2008-12-15, 10:15 PM
Jeezus

Durin grins bloodily at his opponent and leaps at him with a snarl, his maul bashes into the goblin's shoulder, and it is quickly bloodied. Then, in a flash of action, he whips his hammer back around and smashes it into the creature's hand, sweeping away its spear.

Surik lashes out and knocks the goblin the other way, preventing it from bringing its weapon to bear on him as he dodges away. The poor creature really just wants to go to sleep, but he remains standing.

The chemist, seeing that his chances are pretty much slim to none, shifts nimbly away from Kildrik like a true tunnel rat and takes off at a dead run down the darkened cavern, leaping between the larger chunks of rock.

Kildrik is up, Durin is on deck.

Durin: Hits twice for 15 damage. The first hit bloodies it.

Surik: Hits for 10. It is hilariously at 1 hp. I think with Hit and Run, you use it as a standard action, and then can use a move action afterwards to run away. Either way, there was a way you could still get to flanking by moving around him, so it is all good.

Freeborg
2008-12-15, 11:05 PM
Kildrik
HP: 18/26 | AC/F/R/W: 17/13/13/11

Kildrik sees the goblin sprint down the hall in retreat. Knowing that he can't move that fast, he turns to the only remaining foe. Seeing that his friends have him pretty well taken care of, Kildrik moves to prevent him from escaping just in case they don't.

Moves to I-13, using 2 move actions (looping around so no OA). Since he's not looking good, I'll save the action point.
Minor action: second wind.

stinkomandx
2008-12-16, 01:36 AM
Durin

Durin swings his hammer down, stopping it at the peak of its backwards arc and begins to swing it back. It gathers momentum all the way up, on its journey towards the Handler's face. And, it...Standard Action: Valiant Strike [roll0] vs. AC
Damage: [roll1]
misses.

OneFamiliarFace
2008-12-16, 01:58 AM
Things Just Got Real

The Handler, realizing it is now wonderfully surrounded, winds up for its hook-spear spin attack. It whirls about in a frenzy filled maniacal death attack. Kildrik is hit as part of the collateral damage.

Surik is up, I have no idea what he is going to use OMG. Kildrik and Durin on deck. Handler B, lookin to make it one more round.

Kildrik: Longspear hits for 7 damage, and Kildrik is marked.

Handler B: Minor Action = Flourish Spear; Move action = Whirly-bird Spear; Standard Action = Basic Attack on Kildrik.

Merlin the Tuna
2008-12-17, 01:24 AM
Surik
24/33 HP | 2/9 Surges | 15 AC | 14 Fort | 13 Ref | 12 Will

Surik raises his hammers deliberately and with almost ceremonial form brings them down on opposite sides of the goblin, striking just where the neck meets the shoulders.

Standard action: Melee basic attack. If I miss the first one he shifts away, so no reason to Twin Strike, and hell if I'mma Hit and Run.
Attack: d20+7 = 18 vs AC
Damage: d10+d6+6 = 20

OneFamiliarFace
2008-12-17, 08:36 PM
Necksnappin' Fun

Surik snaps the goblin's neck.

The echo of combat yells quickly dies down.

Combat is over. You guys can A) explore the tunnel or B) go back toward town.

Actually, I never bothered to send the updated map, because it was over, but Kildrik's move had trapped him, so he couldn't escape. You could twin strike to your heart's content, and he couldn't of gotten away. Of course, that is still the case, even if you used the old map.

stinkomandx
2008-12-19, 11:34 PM
Durin 28/29 hp ; 3 surges left

As soon as the goblin falls, Durin changes his grip on his maul, letting it fall to the ground. He leans heavily against it, breathing raggedly as he slowly gathers his resolve. Over the course of a few minutes, his breathing normalizes and he stands up straight, hefting his maul onto his back.

"It's an honor to fight with such capable warriors, and to serve under such an ingenious commander, Sergeant. Should we follow the goblin who escaped?"Durin votes to continue, since he's still got a couple healing surges for him, an action point, and a Daily to spend. And if Surik ends up getting a little low on healing surges in the next fight, Durin can lend him one.

stinkomandx
2008-12-21, 03:43 PM
Durin

Durin looks to his companions for their opinion, but it is clear that the battle has left them in a state of shock. They both seem to be staring straight ahead at the carnage, unable to move or speak...he awkwardly tries to snap them back into reality with a raucous fart.

Freeborg
2008-12-21, 10:30 PM
Kildrik
HP: 24/26 | 3/9 Healing Surges used

Kildrik finishes surveying the scene at the sound of Durin's passing gas.

"A commander is only as good as the men he fights with. I agree, I don't like the thought of that goblin running away and getting some more of those pots to throw at some miners, so I say we continue after him."

Merlin the Tuna
2008-12-22, 01:22 AM
Surik
32/33 HP | 1/9 Surges | 15 AC | 14 Fort | 13 Ref | 12 Will

Surik holsters his hammers and collects his axes, pausing to rest his hands on his hips and catch his belabored breath. We won't be able to catch him," Surik grunts, "But we can't just let him go. Looks like we leave as soon as we're ready."

Surik stands over the Squig, examining the creature as the party collects themselves.

We need a few minutes to refresh encounter powers and burn our surges; we should be able to use that to check the bodies for info-slash-loot. Looks like we head out as soon as that magical timer is up.

stinkomandx
2008-12-22, 01:33 AM
(Searchin' the bodies)

stinkomandx
2009-01-01, 05:23 PM
(Searchin'...so hard)

OneFamiliarFace
2009-01-05, 05:57 AM
Must've taken 20...

The body searchers find little of value on the bodies, beyond a few coins. The treasure must be hidden in another dwarven castle.

As they toss down the last handled handler, the group hears the sounds of combat echoing from down the tunnel.

Man, he just keeps settin' up and knockin' em down. You guys count as having had a short rest. Who was it as spent their Action points? Don't worry about rollin' Initiative unless you want to, I can do that when the **** gets real.

Sorry this took my so long to get to, but I was busy not following Casey's advice with girls. It takes a lot out of a man. Oh man, I just realized how many MSpaintadventures updates there must be!!

stinkomandx
2009-01-07, 10:38 PM
Let's Go Further

We should go further, Durin thinks to himself.

"Let's go further," Durin says.

Merlin the Tuna
2009-01-10, 01:44 PM
Surik Dormli

"Aye," Surik agrees, drawing his axes. "Best to keep it quiet, though. We're no use to anyone if we get caught off guard, the shape we're in."

Surik begins creeping down the tunnel as quietly as he can without slowing his pace considerably, hoping that the distraction of the battle ahead keeps attention away from the group.And awaaaaay~ we go.

Stealth: 16 (taking 10).

I used my action point, but we all just got one back. I think you're only allowed to spend one per battle, also? Not sure about that rule. But everyone's got at least one for now.

Freeborg
2009-01-10, 03:23 PM
Kildrik

"I agree, surprise is always good to have. I'll do my best to stay quiet." With that, Kildrik clangs down the hallway.

Let's do this.
Stealth = 9 when taking 10.

stinkomandx
2009-01-13, 01:46 AM
Durin

Kildrik and Surik take their time with their stealthy moves.

That's not how Durin...rolls.

stinkomandx
2009-01-13, 01:48 AM
STEALTH ROLL!!! [roll0]
(I could not have asked for more of exactly what I wanted)
Here's what I imagine: "WHISTLE WHILE YOU WORK!! WHISTLE WHILE YOU WORK!! DOODLE-DOOT-DOOT-DOOT-DOODLE-DOOT-DOOT-DOOT-DOODLE-DOOT-DOOT-DOOT-DOOT-DOOT"