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 Post subject: Let's Play #4 Goodman DCC54 Forges Mountain King REVIEW
PostPosted: Sun Jun 23, 2013 4:49 am 
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Let's Play #4 Goodman Games DCC54
Forges of the Mountain King (Level 1)


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PC's
Travok, Male Dwarf Paladin of Moradin 1
Morgran, Male Dwarf Barbarian 1
Adrik, Female Dwarf Cleric of Moradin 1
Berend, Male Dwarf Ranger 1
Dumphart, Male Dwarf Sorcerer 1

And so we return to another scenario by those lovely people at Goodman Games, after spending two months in Thunderspire Labyrinth the players wanted a bit of fun and a quicker run. Therefore what follows was my foolish idea- quite simply a world of Dave. And by Dave I mean one of our players is called Dave- he mostly plays Dwarves, he's a nasty piece of work, as are his PCs. So I thought why don't we play a game in which all of the players are Dwarves, and equally as 'Dave', I mean nasty.

At least that was the idea- one at a time I took the players aside (after sessions et al) and got them to swear not to tell the others that in the next game they were going to be taking the 'Dave' spot, and thus over approx. six weeks the following adventurers were born-

Travok Rivet, an irate Dwarven Paladin of Kord, sent to smash. Note the Rivet Clan make rivets... not very glamorous I know.

Morgran Hotpants, a raging Dwarven Barbarian, out to destroy. The Hotpants Clan are a leaderless and Holdless bunch of miscreants scattered throughout the Dwarf nation- they generally stoke the boilers and are responsible for the heating systems within a myriad Clan Holds.

Adrik Paperclip, a belligerent Cleric of Moradin, worshipping with his Warhammer. The Paperclips do fine and delicate work in their forges, creating all manner of paperclips- various colours and sizes.

Berend Shiftit, an in-your-face anti-Ranger, snicker-snack. Note the Shiftit Clan are responsible for moving objects from point A to point B, and maybe back again- that's it.

Dumphart the Accountant, a fiery Sorcerer, about to blow his top. Dumphart belongs to one of the semi-intellectual elite clans, schooled in a closed order he left his clan behind to become... an Accountant.

The backstory is the Dwarves, all scions of the lesser clans (with lesser responsibilities- see names above), are being sent to explore, in an attempt to recover, an ancient Dwarven Hold, overrun centuries past by unknown terrors. A sort of joint operation- five clans were each asked to volunteer their bravest soul to take on the adventure- all for one and one for all, and all that.

However the clans instead decided to send their most annoying member, there is after all a very high possibility that the adventure will prove fatal for some, if not all, of the brave souls… so no loss there then.

Before the game each of the players is asked to come up with a battle cry, which can only be delivered when an enemy dies, it made us all laugh at the time, and for a good while after.

Understand... good, next time meet the Dwarves.


Last edited by goonalan on Sun Dec 22, 2013 8:30 am, edited 26 times in total.

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 Post subject: Re: Let's Play #4 Goodman DCC54 Forges Mountain King
PostPosted: Sun Jun 23, 2013 4:51 am 
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Mighty-Thewed Reaver

Joined: Sun Feb 10, 2008 6:05 pm
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Location: Grimbo
Let's Play #4 Goodman Games DCC54
Forges of the Mountain King (Level 1)



The Characters

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Travok-
Battlecry 'Now Die!'
(Played by Becky)
Male Dwarf Paladin of Kord Level 1
HP 27 Surges 11 Speed 5 Init +0
AC 20 Fort 15 Ref 13 Will 13
Str 18 Con 12 Dex 10 Int 8 Wis 11 Cha 14
+5 Saves vs Poison
Warhammer & 3 Throwing Hammers
Plate Armour & Heavy Shield
Trained Skills: Diplomacy +7, Endurance +4, Insight +5 & Religion +4
Feats & Class Features: Dwarven Weapon Proficiency, Cast Iron Stomach, Encumbered Speed, Dwarven Resistance, Stand Your Ground, Channel Divinity, Dwarven Weapon Training.
Powers:
At Will: Divine Challenge, Lay on Hands, Valiant Strike, Holy Strike.
Encounter: Second Wind, Dwarven Resilience, Divine Pursuit, Divine Mettle, Divine Strength.
Daily: Blood of the Mighty.

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Morgran
Battlecry 'For Dave!', and/or 'More Dave than Dave!'
(Played by Iain)
Male Dwarf Barbarian Level 1
HP 31 Surges 11 Speed 5 Init +0
AC 14 Fort 16 Ref 11 Will 10
Str 18 Con 16 Dex 10 Int 10 Wis 8 Cha 11
+5 Saves vs Poison
Greatsword & 6 Daggers
Hide Armour
Trained Skills: Athletics +8, Intimidate +5 & Nature +4
Feats & Class Features: Dwarven Weapon Proficiency, Cast Iron Stomach, Encumbered Speed, Dwarven Resistance, Stand Your Ground, Barbarian Agility, Feral Might- Rageblood Vigour, Rage Strike, Rampage, Weapon Expertise (Heavy Blade).
Powers:
At Will: Foe to Foe, Pressing Strike.
Encounter: Second Wind, Dwarven Resilience, Swift Charge, Desperate Fury.
Daily: Rage Drake's Frenzy.

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Adrik
Battlecry 'Hammer Time!'
(Played by James)
Male Dwarf Cleric of Moradin Level 1
HP 27 Surges 9 Speed 5 Init +0
AC 16 Fort 14 Ref 10 Will 13
Str 18 Con 15 Dex 10 Int 8 Wis 13 Cha 10
+5 Saves vs Poison
Warhammer & 3 Throwing Hammers
Chainmail & Holy Symbol of Moradin
Trained Skills: Diplomacy +5, Heal +6, Insight +6 & Religion +4
Feats & Class Features: Dwarven Weapon Proficiency, Cast Iron Stomach, Encumbered Speed, Dwarven Resistance, Stand Your Ground, Channel Divinity, Healer's Lore, Healing Word, Ritual Casting, Dwarven Weapon Training.
Powers:
At Will: Priest's Shield, Righteous Brand.
Encounter: Second Wind, Dwarven Resilience, Healing Strike, Divine Fortune, Turn Undead, Healing Word.
Daily: Avenging Flame.

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Berend
Battlecry 'Cut Loose!' usually followed by 'Foot Loose!'
(Played by Paul)
Male Dwarf Ranger Level 1
HP 31 Surges 8 Speed 5 Init +1
AC 14 Fort 15 Ref 12 Will 11
Str 18 Con 14 Dex 12 Int 10 Wis 12 Cha 8
+5 Saves vs Poison
Longsword (x2) & Javelin (x6)
Hide Armour
Trained Skills: Athletics +8, Dungeoneering +8, Endurance +8, Nature +6 & Stealth +5.
Feats & Class Features: Dwarven Weapon Proficiency, Cast Iron Stomach, Encumbered Speed, Dwarven Resistance, Stand Your Ground, Fighting Style- Two Blade Fighting, Hunter's Quarry, Prime Shot, Toughness, Weapon Expertise (Heavy Blade).
Powers:
At Will: Hunter's Quarry, Twin Strike, Marauder's Rush.
Encounter: Second Wind, Dwarven Resilience, Two-Fanged Strike.
Daily: Jaws of the Wolf.

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Dumphart
Battlecry 'Aaaaarrgghh!'
(Played by the 'original' Dave)
Male Dwarf Sorcerer Level 1
HP 24 Surges 7 Speed 5 Init +0
AC 12 Fort 12 Ref 10 Will 16
Str 14 Con 12 Dex 11 Int 10 Wis 8 Cha 18
Resist 5 Fire & +5 Saves vs Poison
Staff
Cloth Armour
Trained Skills: Arcana +5, Athletics +7, Diplomacy +9 & Endurance +8.
Feats & Class Features: Dwarven Weapon Proficiency, Cast Iron Stomach, Encumbered Speed, Dwarven Resistance, Stand Your Ground, Spell Source- Dragon Magic, Dragon Magic- Draconic Power & Draconic Resilience & Dragon Soul & Scales of the Dragon, Dragon Soul- Dragon Soul Fire, Implement Expertise (Staff).
Powers:
At Will: Burning Spray, Blazing Starfall.
Encounter: Second Wind, Dwarven Resilience, Tearing Claws.
Daily: Lightning Breath.


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 Post subject: Re: Let's Play #4 Goodman DCC54 Forges Mountain King
PostPosted: Sun Jun 23, 2013 4:54 am 
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Let's Play #4 Goodman Games DCC54
Forges of the Mountain King (Level 1)


Session 1.

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Encounter #1 A Monstrous Welcome (Area 1-1a)

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The Monstrous Welcome is played out in area 1-1A & 1-1B on the map (see below).
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The Dwarves start forward through a massive cavern, ahead a lake of crystal clear water, before them the ruined remains of a guard station- guarding the way in to the Dwarven Hold.

Berend scouts a little way ahead, takes a brief look inside the ruined building (Perception something like 11), he hears the sound of well… a dull Dwarven choir mid droning dirge- which is of course very odd. More importantly however he sees no enemies. Berend declares the area safe and then wanders in and swiftly falls in to a shallow pit, well about four-or so feet deep- so nearly over his head.

The ranger attempts to extricate himself from the pit before his colleagues arrive- the shame of it, however he seems to be wedged in, with arms by his side and unable to draw either of his weapons, or to get any purchase to escape (after several fantastic skill check rolls including a natural '1' Athletics and a '3' for Acrobatics- not good).

Morgran and Travok wander over to help, although what they actually do is laugh, and not help at all.

It's at this point that two Fire Beetles nose out of the detritus within the ruined chamber and hove in to view, Berend starts screaming, he's at eye level with the beetles.

An excellent start, the spirit of Dave is alive and well.

Bad Guys 200 XP Level 1 Encounter.
Fire Beetle Level 1 Brute x2

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The beetles are quick, very quick, the armoured insects scurry towards the dwarves- and in particular the trapped Berend. Both creatures unleash gouts of flame as they close- the first blast scorches Morgran only, Travok is somehow unharmed and Berend manages to duck down in to the pit just in time. The second blast hits just as Berend stands tall again- he too is singed, Morgran and Travok avoid the second flame gout altogether.

Adrik comes screaming in, the dwarven priest draws his warhammer and swings wildly at the nearest beetle, holding his holy symbol of Moradin in his off-hand, and muttering prayers- his Healing Strike.

He misses the beetle by a mile.

Dumphart, the dwarven sorcerer, rushes to the doorway of the ruin- sees the upset, and invokes his Blazing Starfall- both of the beetles are struck by the burning radiant light.

Dave, who plays Dumphart, is king of the hill.

Berend attempts again to get himself out of the pit- he fails, again, and so settles for drawing his longsword and getting one arm free (as a Minor Action- I’m a nice DM). He swipes at the nearest insect- and wonder of wonders, hits.

The beetle staggers a little, spewing a foetid yellow ichor from its wound, it’s bloodied.

Morgran grabs out his greatblade and rushes the first beetle with a Pressing Strike- he cuts the creature in two but is too close to charge the other vermin.

Finally Travok wakes to the danger, alas he can’t get in to the action and so he settles for a Divine Challenge on the last remaining beetle.

The beetle takes the challenge and wanders over to Bite the paladin of Kord, thankfully Travok deflects the creature’s attack.

Phew!

Just as a third fire beetle surfaces- burrowing up in to the midst of the assembled dwarven adventurers.

Bad Guys 300 XP Level 1 Encounter.
Fire Beetle Level 1 Brute x3

The third beetle exhales a great gout of flame- Berend and Travok are scorched badly, both of the dwarves are bloodied- or rather singed; Morgran nimbly dodges the inferno.

Both dwarves take 15 points of fire damage- nice hits.

Adrik does it the hard way- he smashes the second beetle with his warhammer and then prays again- muttering Healing Words, Berend is much better.

Dumphart giggles, then moves back a little and unleashes his second Blazing Starfall, alas only one hit this time.

Berend leaps out of the pit with grace and élan, who am I kidding, he fails to escape the pit, but does however get his other arm free, longsword in hand. He delivers a Twin Strike, of sorts, on the second beetle (with lots of minuses to hit again) and cuts the second beetle down.

Morgran scurries over to the last beetle, goes Foe to Foe with it and cuts hard- game over, the third beetle is cut clean in two (a Crit for 22 damage).

The battle is over; the victorious dwarves… oh hang on.

Travok gets his Second Wind as another pair of beetle’s surface.

The game is still on.

Bad Guys 500 XP Level 1 Encounter.
Fire Beetle Level 1 Brute x5

Both beetles turn up the heat, the first gout scorches Morgran and Travok, the second… well, Morgran and Travok- they’re obviously very popular, and now very bloodied.

Morgarna is reduced to 8 hit points, Travok 2.

Adrik swings heartily, and misses- mutters Healing Words as Travok’s wounds heal over, the paladin however remains bloodied.

Dumphart stays at a distance, he yet another Blazing Starfall in to the fray, again just one of the beetles is hit.

Berend finally, eventually… oh hang on- he rolls a ‘1’, the dwarf drops both of his longswords- they’re out of reach.

Remember Berend’s battlecry is ‘Cut Loose!’, followed by, ‘Foot Loose!’- how apposite.

Berend struggles some more spending the rest of the action escaping the… he fails.

Morgran smashes in to the fifth beetle with a Desperate Fury, almost ends it with one swipe- the dwarven barbarian gets his Second Wind

Travok moves in and cuts the fifth beetle dead (with another crit).

There’s just one enemy left.

The remaining fire beetle Bites Morgran’s leg and shreds it- the barbarian is nearly unconscious and screaming fit to burst.

Adrik delivers his Righteous Brand- warhammer style, and slams the foul creature, Dumpharts Blazing Starfall is back by popular demand- the beetle is scorched, and left bloodied.

Berend, oh don’t even bother.

Berend needed a DC 10 Athletics check to get out of the pit originally, he has +8 on his Athletics skill- he rolled a ‘1’ first time, so I ruled the hole was collapsing, so he now needed to make a DC 12 check- that’s a ‘4’ on the dice, surely. But no. After his second critical failure to escape I increased the DC to 15- he needs a ‘7’, he fails twice more this round.

Berend screams like a little girl and smashes his fists in to the floor of the chamber, causing the pit to collapse a little more…

Morgran delivers his Pressing Strike- stabs down and skewers the last remaining beetle- dead.

The dwarves stay alert, adopt combat crouches weapons still drawn, and eagerly watch the ground for disturbances- more beetles.

Well, except for Berend, who continues to wail and flail- and fail to get out of the pit.

Time passes and nothing happens; eventually Morgran lifts the ranger out of the hole.

500 XP Level 1 Encounter.
Fire Beetle Level 1 Brute x5

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The adventurers nose around the ruin, looking high and low, and eventually find a +1 Frost Warhammer (I think Travok took this), in the bottom of the pit, beneath Berend’s feet.

They also figure that the droning dwarven dirge is somehow coming from a bunch of statues of dwarven warriors which dot the chamber, they don't however fathom out how or why. After a thorough search, best Perception Check '10', and a Short Rest, they head on out.

Comment: Madness- five Fire Beetles, I get that their fiery but add in a bunch of maniac dwarves, and a hole, and its slapstick all the way.

I worry that none of the PCs have the Thievery skill, but not too much, queue fiendish laughter.


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 Post subject: Re: Let's Play #4 Goodman DCC54 Forges Mountain King Enc 1
PostPosted: Sun Jun 30, 2013 5:54 am 
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Joined: Sun Feb 10, 2008 6:05 pm
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Let's Play #4 Goodman Games DCC54
Forges of the Mountain King (Level 1)


Session 1.

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Encounter #2 The Gates of Iron and Flesh (Area 1-4)

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The Gates of Iron and Flesh are to be found in area 1-4 on the map (see below).
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Berend, again, is sent a little way ahead of the group- he's edging his way along a ten foot wide pathway, to his left high rock walls, to his right an almost vertical drop, a ravine at the bottom of which is a fast flowing river- and lots of rocks. Anyone falling in to the ravine would be... destroyed, it's certainly over seventy feet down, and then there's the fast flowing river and the rocks to contend with. This is why Berend is pressed up against the cliff wall, as far as he can get from the edge of the pathway. The dwarf sneaks on.

And spots a pair of scruffy-looking dwarves ahead, armoured and armed- even now the pair are readying crossbows- the bolters scream and call to something or someone behind them. The noise of the river- and a little further ahead a huge waterfall makes hearing things difficult for the ranger. Berend is about to parley, the dwarf bolters however have other ideas…

Bad Guys 350 XP Level 1 Encounter.
Dwarf Bolter Level 4 Artillery x2

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THUNG! x2

Berend looks a little confused as both bolts whiz past him.

And smash in to Morgran who’s following up behind him, ostensibly sneaking, badly as it turns out.

The first bolt pierces Morgran’s shoulder and shoots on through- smashing bone en route, the second thuds in to his leg, and these guys are at long range. Morgran thumps hard against the wall; he’s lost a lot of blood already and is left staggering, bloodied.

The dwarf barbarian screams- a lot.

Morgran is down to 7 hit points; the first attack was a critical hit.

The barbarian sucks up the pain and gets his Second Wind, then runs screaming at the bolters- he has quite a way to go… but revenge is a great motivator.

The other adventurers follow suit, shouting and cursing they trundle forward rushing towards their missile firing enemies, Adrik mutters a prayer and Morgran is back to full health again.

The dwarven bolters were only aware of Morgran up until this point; all of the other adventurers were sneaking successfully. The bolters therefore head back the way they came- at pace, and shouting all the way. Around a corner and through a massive pair of ancient looking copper doors- clearly this is the entrance to the supposedly abandoned Clan Hold.

The adventurers have them on the run- they continue to charge forward in the hope that they can catch up with the bolters and teach them some manners.

“Raaarrgghh”

An Ogre suddenly lurches around the corner, and stomps forward along the narrow pathway- heading straight for our intrepid adventurers, the players suddenly stop gabbling as I place the mini on the board, an impressive mini, almost unworthy of the name- 'mini', particularly in comparison to the players 'mini's'.

Bad Guys 700 XP Level 2 Encounter.
Dwarf Bolter Level 4 Artillery x2
Ogre Savage Level 8 Brute

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The adventurers curtail their charge.

The great beast smashes what looks to be half a tree trunk in to Morgran, the dwarf barbarian staggers, bloodied again.

Morgarn however is made of sterner stuff; he swings his greatsword but misses by a mile. Not content he tries again (Action Point) with a Desperate Fury- smashing his great blade in to the monster (a Crit for 27 damage), the Ogre staggers back circling its arms trying to maintain its balance, it teeters on the edge for a brief moment but then regains its balance. Morgran Rampages and cuts at the thing again.

Berend closes on the beast and delivers his Twin Strike- both of his longswords cutting in to the Ogre, it’s bloodied. The dwarf ranger swings again (Action Point) his Jaws of the Wolf attack, a partial success, the Ogre is spiked some more, and once again staggers and sways but somehow remains on the narrow ledge.

Note the Ogre has to make a DC 18 Acrobatics checks every time it is hit for 10 or more points of damage in a single attack. This rule applies to all creatures fighting on the ledge, although the DC is only 15 for medium size creatures. Note the Ogre has +4 on its Acrobatic skill, and has made four checks so far- that’s four rolls of ‘14’+, not bad.

Travok barges his way in to the action, hits with his Divine Pursuit and sends the great beast staggering back to the very edge of the… well, ledge. It teeters for a moment and then falls…

Forward, flat on its face- and still on the ledge.

I actually rolled twice for the Ogre here, once for the forced movement from the Divine Pursuit and the second roll because the attack also did more than 10 points of damage to the creature- it saved both times, although I knocked it Prone because, well- I’m a good guy and I’ve DMed this scenario before, and it’s tough.

Travok is not done- he steps up to the Ogre- who looks up at the crunchy dwarf towering over him (an odd change of perspective). Travok winks and slices at the creature’s hands with his Valiant Strike (Action Point).

“AaaaaaarrrrrggggggghhhhhhhhhCRUNCH!”

The Ogre goes over the ledge- and smashes in to the rocks below.

DEAD!

Travok is still not done, the paladin of Kord wanders over to Morgran, slaps the barbarian on the shoulder, Laying on Hands, and states-

“Pansies”

He elaborates-

“Ogres are pansies.”

Adrik meantime whizzes past the three warriors.

“Come on…”

He urges. Dumphart holding his robes in his hand- revealing wire thin incredibly hairy legs also rushes by.

The pair get to the great copper doors- the two crossbow toting varmints are in the process of shutting the great portal.

Dumphart’s Blazing Starfall hits both of them.

Both of the bolters continue however to swing the doors shut, one of them even has the nous to fire its crossbow- the bolt misses Adrik by inches.

Clang!

The doors close.

CLANG!

Morgran rushes past Adrik and Dumphart and charges in to the doors- pushing them back open- slightly.

We move to opposing Strength Checks, a skill challenge (if you like), the guys need to get four opposed successes before three failures.

Berend arrives on the scene and slams in to the portal, Travok follows- as it turns out too close to Berend, the paladin only succeeds in pushing his fellow adventurer over, although the ranger is quickly to his feet, after using his body briefly as a wedge come doorstop.

Adrik clangs in to the portal and… the doors suddenly fly open.

There are a set of stairs beyond- which means everybody gets to make an Acrobatics check or else fall down them, luckily there are only six or so steps, so no damage accrues, only the prospect of being left prone- and red-faced.

One of the bolters ends up on the floor in a heap with Adrik, the other bolter and the remaining adventurers (save Dumphart who’s not in the push and shove) manage to keep their feet.

The adventurers are standing, or lying, in a smooth wide passage, they barely have time to look around, if they did this is what they'd see- to their left is a huge iron grate (on the wall), to their right the corridor continues off in to the darkness. Opposite is another set of steps leading up in to a short passage- there are lights up there.

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The guys are in area 1-6, the grate is at 1-6A, and the lights up the stairs are in area 1-8.

The first dwarven bolter shuffles back a little, towards the stairs opposite and the light- screaming all the while-

“INTRUDERS!”

THUNG!

The dwarf’s crossbow sings and buries six inches of steel in Travok’s right leg, the bolter backs up some more, spilling the crossbow and unleashing its warhammer.

The second dwarf staggers to its feet, crossbow already abandoned and warhammer in hand- it smashes the weapon in to Travok, again- the paladin sags, and staggers back a little, bloodied- almost unconscious.

Morgran is swiftly in to the battle- his Pressing Strike slashes at the closest dwarf cutting the creature badly (another critical hit), he swings again on the Rampage, but the dwarf somehow brings its warhammer up just in time to parry Morgran’s blade.

Berend charges in to the same dwarf, a Marauder’s Rush, but again the attack is thwarted.

Travok calls out to the first dwarf- the one retreating to the stairs, he issues a Divine Challenge and then with his warhammer shimmering with radiant light smashes the squat humanoid with his Holy Smite, his enemy staggers- bloodied. Travok sucks in air, grimaces and gets his Second Wind.

The paladin however is still suffering; Adrik the cleric is quick to his feet- muttering Healing Words, Travok’s wounds all but disappear.

Dumphart moves forward and motions and points with his staff- great Tearing Dragon Claws suddenly shape and form in the air, rip at the second dwarf shredding its armour and scouring its flesh, but the effect soon fades- the other dwarf is left unharmed.

The bolters come again- still screaming back up the stair, still trying to edge back when they can. The first hammers at Travok but the paladin easily defends, the second slams in to Dumphart, the sorcerer grimaces.

Morgran tries again with his Pressing Attack- manoeuvring deftly around his opponent to get an advantage, clearly not enough of an advantage- the barbarian’s aim is off.

Morgran has only 10 hit points and he's already used his 2nd Wind.

Berend slices with his Twin Strike longswords, and the second dwarf is at last bloodied also.

Travok delivers a Valiant Strike to the first dwarf, the humanoid’s head rocks back as the paladin’s warhammer connects, it slumps to the floor- dead.

Adrik manoeuvres behind the remaining dwarf and smashes the creature while muttering prayers to Kord- his Healing Strike, his enemy staggers- almost falls but somehow manages just to stay on its feet. At the same moment many of Morgran’s wounds instantly heal over.

Dumphart chokes out dark phrases and a Burning Spray ignites all before him- although there’s only one dwarf bolter left standing, the squat humanoid becomes a living torch, although not for long, the smoking remains of the dwarf flop to the floor.

The adventurers take a very brief moment to grin at each other.

CLANG!

Up the stairs ahead a portcullis suddenly crashes down- the passage is blocked.

“What the…” Adrik exclaims.

At this point I ask the first PC what he’s going to do, we’re sticking to initiative order- so it’s Morgran, he has ten seconds to decide- I begin to count. I tell all of the other players that they will also get ten seconds when it comes to their turn. This is how it played out-

Morgran scans his surrounding, looks up and points-

“There…”

The barbarian is pointing at an arrow slit high above the grate, there’s someone or something moving beyond the opening, and what’s that?

“Water!”

Morgran declares, and points at the grate, which is indeed dripping liquid.

“The portcullis.”

The barbarian concludes and rushes in to the passage.

Berend, the ranger, takes a moment to look around.

Actually Paul who plays Berend said something like- ‘Dungeoneering check, it’s a trap- loads of water comes out of the grate and washes us away…” Then he rolled a ‘20’.

Berend thinks aloud- “Water. Grate. Smooth passage…”, and then looks down the passage in to darkness.

“Trap!” The ranger yelps and takes the stairs three at a time, to the portcullis in the blink of an eye, he reaches down and…

WHUNG!

Lifts up the portcullis, no bother, and slams it back in to its up and open position.

And that was Paul/Berend’s follow up Strength Check, he needed a ‘20’, which is incidentally exactly what he rolled- another natural.

'Through here', Berend screams and points the way.

Travok obeys and rushes up the stairs at full speed, the paladin of Kord skids to a halt at the top of the stairs.

“:):):):)!” He whispers, and then screams back- “ORCS!”

This kind of thing seems to happen a lot in Goodman Games scenarios; personally I love it, although my players may have varying opinions.

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Travok is in a huge chamber, the ceiling must be easily sixty feet overhead, to his left is some sort of temporary encampment, a trio of grunting Orcs sprawl at rest. Ahead a set of ancient, but once ornate, stone stairs that twist and turn up to a balcony at least thirty feet above.

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The guys are in area 1-8, the stairs lead up to area 1-8A, the balcony above.

Bad Guys 1225 XP Level 5 Encounter.
Dwarf Bolter Level 4 Artillery x2
Ogre Savage Level 8 Brute
Orc Berserker Level 4 Brute x3

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The Orcs are quickly to their feet and grabbing for weapons- greataxes as it happens, although they’re still a little bewildered by Travok’s sudden appearance.

Adrik follows on, rushes up the stairs and straight past Travok- “For KORD!” The cleric swings hard with his warhammer but the Orc simply steps aside, and grunts at the flailing dwarf for good measure.

Dumphart is next up the stair, although he hangs back a way, takes in the situation and then launches his Blazing Starfall, alas only one of the Orcs is burnt by the power’s radiant beams.

Back down the stairs, in the corridor, there’s a great CLANKing sound followed by a wheezing shuddering, juddering continuous growl- things are happening, bad things.

Water begins to pour from the grate.

Back up the stair the three Orcs suddenly begins shouting and screaming, a face appears from just around a corner, near the encampment- another dwarf, the squat humanoid stops for a moment- temporarily dumbfounded.

A chugging, juddering, shuddering sound suddenly starts up from the dwarf’s direction.

The three Orcs charge at Adrik, in seconds (two hits) the cleric of Kord is smashed and cut to the ground.

Boy do greataxes hurt, Adrik is reduced from 27 hit points to 11 and then down to -6, he’s dying.

Morgran, Berend and Travok all rush up the stairs and in to the action- the trio smash in to the closest Orc; Morgran cuts, Berend slices and Travok brings his Blood of the Mighty (Daily power), all three are on target- the foul humanoid is left staggering, bloodied and battered.

The guys dish out 51 points of damage, including 27 from Travok’s daily- it’s not enough.

Dumphart steps up to the plate- the sorcerer’s Blazing Starfall lances out radiant light- two of the Orcs are singed, but not alas the fellow left staggering by Morgran, Berend and Travok.

“Damn!” Dumphart hisses, and closes the distance.

The sorcerer breathes in, and then out again- a ragged wreath of lightening, Dumphart’s Lightning Breath, and again only two of the Orcs are in the storm but now all three are bloodied and staggering.

Dumphart’s daily there with a Critical hit- 30 points of damage on one of the Orcs, and 25 on the other.

Suddenly, from below comes a horrendous smashing, crashing sound- the sound of water, much too much water in a very confined environment.

Back down the stairs in the smooth passageway a tidal wave surges and scourges, the bodies of the dwarven bolters are sent spinning away with the wave.

The adventurers take a moment to thank their lucky stars that they're inside and in the warm, and being savaged by a bunch of nasty Orcs.

The noise silences all other sounds, and when it’s gone- nothing.

Friend and foe stand around, momentarily brought to a standstill by the stone shattering roar of the trap below.

The spell however is soon broken, and by a new voice.

A screaming, jabbering, screeching, yelping sound- a goblin, high up on the balcony ahead, capering and pointing down at our friends the adventurers.

Berend looks up, spies the miscreant, the creature seems to be in excited conversation with someone or something out of sight.

“Look UP!” Berend screams to his friends.

Just as a pair of mean looking dwarves, formerly operating the water trap, stomp around the corner to join the fracas

Bad Guys 2225 XP Level 9 Encounter.
Dwarf Bolter Level 4 Artillery x2
Ogre Savage Level 8 Brute
Water Trap Level 8 Elite Warder Trap
Orc Berserker Level 4 Brute x3
Dwarf Guard Level 3 Soldier x2

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While it's not looking good for the PCs, I want you to know that the guys are at this point screaming for joy- absolutely loving it. I know, and I think they do too, that if they can pull this one off then... well, they'll probably never have to play D&D again- they will have beaten the game.

It gets worse, the closest Orc’s wound seem to heal over, or at least some of them, the Warrior Surges and slashes at Morgran- the barbarian, thankfully is too quick.

The second Orc lashes out with its greataxe, only this time the victim is Dumphart who is… decapitated.

Yep, you read that right, Dumphart was on something like 12 hit points, the Orc Berserker crits for 29 points of damage, that’s down to -17 hit points, which is greater than his negative bloodied value- Dumphart, played by Dave, is dead.

And the room holds its breath, however Dave takes the news remarkably calmly, grins a lot and goes and makes a soothing cup of tea- he’s soon back to hear the rest of the action.

The third Orc smashes its greataxe in to Travok.

To give the PCs a chance I elect to allow only one of the Orcs to use their Warrior's Surge per turn- that's the kind of nice guy I am.

The two dwarven guards, previously operating the water trap, draw their warhammers and smash in to Morgran, the barbarian keeps them both at bay, and then… goes crazy. Morgran enters the Rage Drake’s Frenzy and smashes in to the closest, very wounded, Orc- he smashes the creature down, not as he intended but by somehow contriving to trip and fall head first in to his enemy.

Morgran rebounds, somewhat out of sorts- dizzy from the collision, he swipes at the next badly wounded Orc and misses by a mile.

Sorry, just to explain- Morgran rolls a ‘1’ on his first attack, I allow him to inflict half-damage anyway but in a comedy style, he attacks the second Orc and rolls a ‘2’. When the dice are against you…

Berend and Travok take on the two remaining Orcs, desperate to get rid of the wounded terrors; one of the creatures is left staggering- only just alive the other fends off the paladin.

Adrik meantime lies still and bleeds profusely, having failed his first Death Save.

To make matters worse a pair of Goblins leer over the balcony above and make ready to hurl Javelins down at the three adventurers still standing.

Bad Guys 2475 XP Level 9 Encounter.
Dwarf Bolter Level 4 Artillery x2
Ogre Savage Level 8 Brute
Water Trap Level 8 Elite Warder Trap
Orc Berserker Level 4 Brute x3
Dwarf Guard Level 3 Soldier x2
Goblin Javelintossers Level 2 Artillery x2

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A pair of javelins are flung down in to the mix- Berend is wounded, and then hit again as the Orc facing him connects with its greataxe, the ranger staggers- bloodied.

The second Orc left standing screams and with a Warrior’s Surge smashes Travok down.

And that was another Critical Hit with a greataxe for 23 points of damage to Travok, he’s on -9 hit points and dying.

The two dwarven guards concentrate their efforts on Morgran, the barbarian is bashed, but only a little. Morgran however is still intent on ending the Orcs, his Pressing Strike cuts one badly- Berend finishes the creature off and then gets his Second Wind.

There are more screams and shouts from above, the two adventurers left standing don’t have time to look up- if they did they’d see that the balcony is now home to three javelin flinging Goblins and a burly Hobgoblin similarly armed.

The latter is in charge- he co-ordinates the next volley.

Bad Guys 2800 XP Level 10 Encounter.
Dwarf Bolter Level 4 Artillery x2
Ogre Savage Level 8 Brute
Water Trap Level 8 Elite Warder Trap
Orc Berserker Level 4 Brute x3
Dwarf Guard Level 3 Soldier x2
Goblin Javelintossers Level 2 Artillery x3
Hobgoblin Lieutenant Level 5 Soldier

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And we've just hit the magical Level 10 Encounter, that's PC Level +9.

Just to let you know that I've been ruling the adventurers have partial concealment from the Javelin throwing artillery- it hasn't made a sod of difference, I keep rolling high.

The javelins rain down, well- four of them anyway.

Berend stops three of the missiles, doing a very brief impression of a pin-cushion, the ranger flops to the floor- dying.

Morgran helps out with the last missile, the barbarian is very bloodied.

All four of the goblin artillery rolled 17-19 on the dice, and the rolls were made out in the open for the players to see- Dave is laughing so hard...

Just the Raging Morgran who, let's face it, is not going to surrender now.

The last Orc strides up to Morgran, swings, and cuts the dwarf barbarian in two- at the waist.

That’s another critical hit for 28 points of damage, reducing Morgran to -21 hit points.

TPK.

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Comment: And the players loved it... that's not right, they... I'm going to have to think about the word/sentence, they were so involved in events that their characters deaths were- appropriate perhaps, glorious certainly. Months later, writing this up, I can still see them sitting about grinning like chimps- glorious is the right word.

Hurried phone calls are made- significant others are told lies, this has just turned in to an extended session of D&D, someone orders pizza, someone else orders chinese food- it gets multi-cultural, cuisine wise. Someone else goes for beer- it just got serious.

The story goes a little like this- the first group of dwarfs, see above for their curtailed adventures, was just a reconnaissance patrol (although no one told them this), the real heroes are on their way. The players are given an hour, that's approx. twelve minutes each to create new characters- more dwarves.

This new group knows that a reconnaissance patrol has been sent in to the lost Clan Hold; their job is to join with them, if possible, and then to explore the ancient abandoned dwarf hold (basically the same task as the first lot).

Out of game your friendly DM states that the three dwarfs still alive- Travok, Adrik & Berend are to be sacrificed, one per day, for every extended rest the new group takes another dwarf (chosen at random) is killed. I, of course, neglect to say who will be doing the sacrificing, or where the killings will take place.

The players are heading straight back in.

Also, Goodman Games, I've said it before, I'll say it again- I wuv you. I realise a Level 10 Encounter is just a terrible thing to do; we talked about it afterwards- while others built their characters. It came down to this- the PCs clear out of the room with the huge water trap in it if they back up a bit then they're okay, but if they head on- well, see above.

Through no fault of their own, and we've made a pact to play these scenarios as RAW as we can, the PCs triggered four encounters in a row-

Enc#1 Ogre Savage & 2 Dwarf Bolters 700 XP Level 2
Enc#2 Water Trap & 2 Dwarf Guards 1000 XP Level 5
Enc#3 3 Orcs Berserkers 525 XP Level 1
Enc#4 3 Goblin Javelintossers & Hobgoblin Lieutenant 575 XP Level 1

That's the way it happens sometimes, I could have... but I didn't, and they didn't want me too, and nor did I. This has been by far the happiest TPK I have ever experienced, and for the players- seemingly, a joy to be part of.

In truth there was no way out for them (except retreat, of course)- a Level 10 Encounter, that's PC Level +9- that was just so unfair of me, and yet, it was glorious. One of the most funny and enlightening (and motivating) moments of D&D I have ever experienced. The players, and me, are charged.


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 Post subject: Re: Let's Play #4 Goodman DCC54 Forges Mountain King Enc 2 T
PostPosted: Sun Jul 07, 2013 7:39 am 
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Mighty-Thewed Reaver

Joined: Sun Feb 10, 2008 6:05 pm
Posts: 330
Location: Grimbo
Let's Play #4 Goodman Games DCC54
Forges of the Mountain King (Level 1)


The New Characters

New PCs-
Tordek Dwarf Fighter 1
Grimm Dwarf Avenger of Moradin 1
Fenchurch Dwarf Bard 1
Ragnarr Dwarf Rogue 1
Koda Dwarf Monk 1

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Tordek-
Battlecry 'To the DEATH!'
(Played by Becky)
Male Dwarf Fighter Level 1
HP 31 Surges 12 Speed 5 Init +0
AC 19 Fort 16 Ref 12 Will 10
Str 18 Con 16 Dex 10 Int 10 Wis 11 Cha 8
+5 Saves vs Poison
Battleaxe & 4 Throwing Axes
Scale Armour & Heavy Shield
Trained Skills: Athletics +7, Endurance +8 & Intimidate +4
Feats & Class Features: Dwarven Weapon Proficiency, Cast Iron Stomach, Encumbered Speed, Dwarven Resistance, Stand Your Ground, Combat Challenge, Combat Superiority, Fighter Talents- One-Handed Weapon Talent, Dwarven Weapon Training.
At Will: Combat Challenge, Weapon Master's Strike, Tide of Iron.
Encounter: Second Wind, Dwarven Resilience, Steel Serpent Strike.
Daily: Villain's Menace.

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Grimm
Battlecry 'He's Dead Dave.'
(Played by Iain)
Male Dwarf Avenger of Moradin Level 1
HP 31 Surges 8 Speed 5 Init +0
AC 15 Fort 12 Ref 13 Will 15
Str 10 Con 12 Dex 11 Int 14 Wis 18 Cha 8
+5 Saves vs Poison
Greatsword & 6 Daggers
Cloth Armour & Holy Symbol
Trained Skills: Heal +9, Intimidate +4, Religion +7 & Streetwise +4
Feats & Class Features: Dwarven Weapon Proficiency, Cast Iron Stomach, Encumbered Speed, Dwarven Resistance, Stand Your Ground, Armour of Faith, Avenger's Censure- Censure of Unity, Channel Divinity, Oath of Enmity, Toughness.
Powers:
At Will: Focussed Fury, Radiant Vengeance.
Encounter: Second Wind, Dwarven Resilience, Oath of Enmity, Whirlwind Charge, Abjure Undead, Divine Guidance.
Daily: Thunder and Echo.

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Fenchurch
Battlecry 'Dave not forsake oh my darlin', on this our Slaying Day.'
(Played by James)
Male Dwarf Bard Level 1
HP 28 Surges 10 Speed 5 Init +0
AC 17 Fort 13 Ref 12 Will 15
Str 10 Con 16 Dex 10 Int 11 Wis 8 Cha 18
+5 Saves vs Poison
Longsword & Wand
Chainmail & Light Shield
Trained Skills: Arcana +5, Athletics +4, Diplomacy +9, Dungeoneering +6 & Nature +4
Feats & Class Features: Dwarven Weapon Proficiency, Cast Iron Stomach, Encumbered Speed, Dwarven Resistance, Stand Your Ground, Bardic Training, Bardic Virtue- Virtue of Valour, Majestic Word, Multiclass Versatility, Skill Versatility, Song of Rest, Words of Friendship, Ritual Caster, Implement Expertise (Wand).
Powers:
At Will: Guiding Strike, Staggering Note.
Encounter: Second Wind, Dwarven Resilience, Majestic Word, Word of Friendship, Shout of Triumph.
Daily: Sprightly Rhythm.

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Ragnarr
Battlecry 'Stabby! Stabby!''
(Played by Paul)
Male Dwarf Rogue Level 1
HP 25 Surges 7 Speed 5 Init +4
AC 16 Fort 12 Ref 16 Will 10
Str 14 Con 13 Dex 18 Int 10 Wis 10 Cha 8
+5 Saves vs Poison
Dagger (x lots & lots)
Leather Armour
Trained Skills: Dungeoneering +7, Intimidate +4, Perception+5, Stealth +9, Streetwise +4 & Thievery +9.
Feats & Class Features: Dwarven Weapon Proficiency, Cast Iron Stomach, Encumbered Speed, Dwarven Resistance, Stand Your Ground, First Strike, Rogue Tactics- Brutal Scoundrel, Rogue Weapon Talent, Sneak Attack, Weapon Expertise (Light Blade).
Powers:
At Will: Clever Strike, Deft Strike.
Encounter: Second Wind, Dwarven Resilience, Torturous Strike.
Daily: Blinding Barrage.

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Koda
Battlecry 'Hai-Aaaaarrgghh Karate!'
(Played by the 'original' Dave)
Male Dwarf Monk Level 1
HP 24 Surges 8 Speed 5 Init +4
AC 16 Fort 13 Ref 15 Will 12
Str 14 Con 12 Dex 18 Int 10 Wis 11 Cha 8
+5 Saves vs Poison
Ki-Focus.
Cloth Armour & Flip-Flops.
Trained Skills: Acrobatics +9, Heal +5, Stealth +9 & Thievery +9.
Feats & Class Features: Dwarven Weapon Proficiency, Cast Iron Stomach, Encumbered Speed, Dwarven Resistance, Stand Your Ground, Monastic Tradition- Stone Fist, Unarmed Combatant, Unarmed Defence, Weapon Expertise (Unarmed).
Powers:
At Will: Stone Fist Flurry of Blows, Dancing Cobra, Five Storms.
Encounter: Second Wind, Dwarven Resilience, Open the Gate of Battle.
Daily: Spinning Leopard Manoeuvre.


And so, they come again, and this time two of them have got good Thievery skills...


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 Post subject: Re: Let's Play #4 Goodman DCC54 Forges Mountain King New PCs
PostPosted: Fri Jul 12, 2013 5:41 am 
Offline
Mighty-Thewed Reaver

Joined: Sun Feb 10, 2008 6:05 pm
Posts: 330
Location: Grimbo
Let's Play #4 Goodman Games DCC54
Forges of the Mountain King (Level 1)


Extended Session 1.

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A Monstrous Welcome (Area 1-1a), again.

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The Monstrous Welcome is played out in area 1-1A & 1-1B on the map (see below).
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And so the second group of dwarves, the strike team- the A Team, head on in. We’re back in the ruined guard chamber recently rearranged by the previous adventurers - there are lots of dead Fire Beetles about.

“They came this way.” Tordek grunts.

The adventurers examine the statues of dwarves dotted around the chamber, vexed by the chanting sounds they seem to be making. Grimm points out the statue’s mouths have been blocked with stones and detritus, he clears them out- the chanting grows louder, much louder. Martial prayers and chants in praise of Moradin.

“That’s better…” The avenger states.

Note all of the dwarves receive a plus 1 bonus to attacks and damage on their next attack, which continues while they can hear the chanting.

Grimm is not finished, he points out that one of the chanting dwarf statues is pointing in a different direction to all of the others- it points to an empty spot on the cavern wall. The wall is carefully examined, alas no discoveries are made, however Grimm searches the statue again and finds a moving part, a button- he presses it. A secret door in the wall springs opens.

Within, down a dusty and cobwebbed corridor Ragnarr discovers a set of Masterwork Thieves Tools, while Grimm finds a scrap of paper, on which is written-

One click sinister, then shun both extremes.
Keep to the centre; keep your life.

There's also a locked coffer within, Ragnarr gets it open and finds several bags of... iron fillings? Several Arcana Checks later and the adventurers are still not sure what they are, they decide to take them anyway.

Then they move on...


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 Post subject: Re: Let's Play #4 Goodman DCC54 Forges Mountain King The Ret
PostPosted: Fri Jul 19, 2013 4:59 am 
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Mighty-Thewed Reaver

Joined: Sun Feb 10, 2008 6:05 pm
Posts: 330
Location: Grimbo
Let's Play #4 Goodman Games DCC54
Forges of the Mountain King (Level 1)


Extended Session 1.

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The Gates of Iron and Flesh (1-4) again.

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The gates of Iron and Flesh are in area 1-4 on the map, note area 1-2 that’s the secret entrance. (see below).
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The adventurers head along the precarious pathway, on the right the ravine and the raging river below, to the left a wall of stone- Ragnarr & Koda lead the way, the other dwarves hang back.

The pair sneak a good way down the ledge path, all the time on the look out, they come to a halt- Ragnarr points to a bunch of Orcs dead ahead- they seem to be guarding some sort of entrance, perhaps the way in to the clan hold.

The dead dwarf bolters and the Ogre have been replaced.

“How’re we…” Ragnarr goes to ask, Koda points- in a different direction altogether.

At first Ragnarr doesn’t see it, then- slowly he makes sense of what he’s looking at, there’s a staircase, of sorts, in the cliff face, it leads up to a darker patch- an opening, a secret way in perhaps.

Ragnarr grins and signals for the other adventurers to make their way forward- one at a time. Koda keeps a close watch on the Orcs; Ragnarr motions the other dwarves up the stair- one by one.


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 Post subject: Re: Let's Play #4 Goodman DCC54 Forges Mountain King The Gat
PostPosted: Fri Jul 26, 2013 8:52 am 
Offline
Mighty-Thewed Reaver

Joined: Sun Feb 10, 2008 6:05 pm
Posts: 330
Location: Grimbo
Let's Play #4 Goodman Games DCC54
Forges of the Mountain King (Level 1)


Extended Session 1.

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Encounter #3 Ogre Lair (area 1-3)

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The Ogre Lair is up the stair shown in area 1-2, and in to area 1-3 on the map (see below).
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The dwarves creep forward in to a dank, dark chamber- light flares as a sunrod is expended, the area is at least twenty five feet across, a natural cavern that twists and turns- there are several, seemingly shallow, pools of crystal clear water. Ragnarr points out an opening- the cave continues, a narrow passage snakes away to the north.

Koda and Ragnarr take charge again, as quietly as they can they lead their companions to the exit, and vainly stare into the darkness beyond- there’s nothing to see alas, only…

“It stinks!” Fenchurch offers, and is shushed in to silence.

He’s right though, it smells bad- of rot, and ruin, and… worse.

Koda and Ragnarr head off again, the passage is mostly single file, although a short distance in it divides in to two passages- both heading north.

Koda nods to Ragnarr, Ragnarr nods back- the pair creep their separate ways.

Koda’s not gone far when…

“Urp!” Koda declares.

Standing before the dwarven monk is a massive brute of a humanoid, an Ogre- or at least an ex-Ogre, the battered creature looks to have already been killed once.

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Bad Guys 350 XP Level 1 Encounter.
Zombie Hulk Level 8 Brute

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Koda goes chop-socky crazy. He Opens the Gates of Battle, a highfalutin’ way of saying he head butts the Ogre Zombie in the groin area, the terrifying undead monster gurns and clutches at the spot.

Koda’s attack is a critical hit- for 35 points of damage, which is indeed the maximum damage he can do to a creature on full hit points- just wow.

How about that for an opening, and it's Dave of course who’s playing Koda, he’s a little uncontrollable for a while from this point on- apparently he can do more damage with his little finger than any of the other dwarves with their myriad spells and weapons, he delights in telling us this at volume 11. Personally I had Monks pegged as quiet chaps with funny haircuts- tonsures, not this one...

Ragnarr dodges back in time to throw a dagger at the creature, quite a Deft Strike- see what I did there, and already the massive zombie is bloodied.

Both Dwarfs scream at the top of their voices..

Fenchurch sprints to catch up, the dwarf bard screams- don’t worry, it’s only role-play.

Grimm steps in, holy symbol waving, he Abjures the Undead beast- scorching a massive hole in the creature’s chest with his radiant light, and pulling it closer- in to a more convenient spot, the ex-ogre finds itself immobilised and in severe pain.

Tordek rushes in, Koda and Ragnarr swing and swat, the three dwarves attempt to take the zombie down, two of the guys have combat advantage, and yet all of their attacks come to naught.

The hulk smashes its fist down on Tordek, bloodying the fighter and leaving him sprawling on the floor with a terrible headache.

And from the second passage the second Zombie Hulk lurches in to the fray, the creature staggers up behind Koda.

Bad Guys 700 XP Level 2 Encounter.
Zombie Hulk Level 8 Brute x2

Then slams Koda on the head, the dwarf manages to stay on his feet but only by clutching desperately at the cavern wall and clinging on for dear life. Koda is bloodied.

Fenchurch sings, a Staggering Note, but clearly off-pitch; the bard instead has a Majestic Word for Koda- the dwarven monk looks much healthier.

Grimm shuffles back a pace-or-two, and then Charges like a Whirlwind in to the already battered hulk- smashing the thing down dead.

Tordek gets his Second Wind and then manoeuvres in to action against the second zombie hulk- slashing the thing with his battleaxe.

Koda tries to add to the foul undead brute’s hurt but the monk is still clearly out of sorts, Ragnarr’s aim however is true- his Clever Strike packs quite a punch.

The hulk lashes out but Tordek is much too quick this time.

Fenchurch starts yelling, a bit too cocky too early, the dwarf’s Shout of Triumph alas proves to be a whimper.

Grimm gets in to the fight with his greatsword, he brings his Radiant Vengeance stabbing the thing through its gut, and the second zombie hulk is bloodied.

Tordek and Ragnarr scrap and battle- both alas to no affect. Koda’s Dancing Cobra however is on target, he adds a Flurry of Blows and the remaining hulk staggers some more.

At which point the first zombie hulk the adventurers killed gets back up again, and smashes Tordek over the head, the dwarf fighter is back to being bloodied.

And that wasn't in the script, and I'm getting some funny looks from the players, particularly as several of them have realised, very quickly, that the zombie hulk they’re at present fighting will also need killing twice.

The second zombie does the same- that is smash Tordek on the head, the fighter stays on his feet, but by will alone.

Tordek is on 1 hit point, but not for long…

Fenchurch has some more Majestic Words- Tordek’s wounds heal a little, he’s still bloodied however.

Grimm and Tordek swat ineffectively at the newly risen zombie. Koda, who is stood between the pair of hulks- alongside Ragnarr, lets loose with his Five Storms, smashing at both of the giant undead.

Ragnarr stabs the second ex-ogre in the back, the thing is almost dead, and yet it has enough life left in it to lash out, both of the zombie hulks do…

Koda is crunched the monk is left prone, bloodied and almost unconscious.

Tordek is not so lucky, the fighter flops to the cavern floor unconscious- dying.

No, I couldn't- two TPKs in one session, that'd be... hilarious.

And it needs to be said that neither of the Zombie Hulks have managed to recharge their Zombie Smash power, which does almost twice the damage of the Slam attacks they’ve been using.

Fenchurch’s Guiding Strike is way off target, the bard seems to be having problems with his lines. Grimm is on hand however to cut the second ogre zombie down with his Focussed Fury. Not done the avenger rushes over to Tordek (Action Point) and stabilises his friend.

Koda and Ragnarr get their breaths back, get their Second Winds, and then unleash… nothing much.

The zombie hulk still standing smashes Grimm.

Fenchurch’s Staggering Note does indeed stagger, Koda thumps the remaining hulk in the face with a roundhouse kick- splattering the undead beast’s nose.

The monk looks very pleased with himself and winks at Fenchurch- just as the second zombie hulk rises again and smashes Koda down- the monk is dying.

Grimm delivers his Oath of Enmity on the already battered hulk but only manages the faintest of blows.

Koda slicks up a pool of blood- failing his first Death Save.

We've been here before...

Dave looks like thunder, although several of the other players are trying desperately not to laugh.

Hurrah!

Fenchurch the bard tries again- directing operations with his Guiding Strike, the remaining hulk lurches and staggers, the bard grins and completes a little bow.

He’s then smashed in to the cold stone floor.

He’s dying too.

The last hulk manages to recharge its Zombie Smash power and then delivers a massive hit to Fenchurch, a critical hit, for 37 points of damage. Fenchurch is on -9 hit points.

Did I do a bad thing?

Grimm swears another Oath and stabs the hulk, skewers it- it staggers again but stays upright.

Ragnarr, desperate, tries twice to land his Clever Strike (after an Action Point) but alas fails both times, which means…

The hulk slams its fist in to Grimm, the avenger staggers- bloodied and battered.

The avenger however is far from done; he avenges himself and cuts the giant undead creature down.

Nothing moves- except for dwarves scrambling to help their fallen friends.

Fenchurch is quickly to his feet, soon after all of the dwarves are in much better shape.

The adventurers take a well-deserved (short) rest before heading out to search the remainder of the cavern.

Buried in a mangy pile of furs, in a ‘lair’ of sorts, is a beautifully crafted greatsword, Fenchurch determines that the weapon is a +1 Thundering Greatsword- Grimm is delighted.

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There are no other exits however, that is until Ragnarr finds the secret door, but more of this next time.

700 XP Level 2 Encounter.
Zombie Hulk Level 8 Brute x2

Comment: That was a blinding first session of play, only three combat encounters but all of them were great in their own ways. Note this second group has decided on a less charge-first-worry-about-it-later approach, it seems they wish to stay alive. Goodman Games- just beautiful and nasty, I realise it's simple stuff but it just plays much better than WOTC, even dungeon hacks like this one.


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 Post subject: Re: Let's Play #4 Goodman DCC54 Forges Mountain King Enc #3
PostPosted: Fri Aug 02, 2013 3:42 am 
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Mighty-Thewed Reaver

Joined: Sun Feb 10, 2008 6:05 pm
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Location: Grimbo
Let's Play #4 Goodman Games DCC54
Forges of the Mountain King (Level 1)


Session 2.

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Encounter #4 Goblin Quarters (area 1-12)

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The Goblin Quarters are through the secret door and in to area 1-12 on the map (see below).
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Ragnarr can hear voices through the secret door- there are goblins on the other side. The rogue quickly discovers the opening mechanism; the other adventurers ready their attacks.

The adventurers burst through the secret door and in to a chaotic chamber, a flophouse of sorts, containing nine Goblins in various stages of not being ready to be attacked- mostly sprawled on piles of stinking skins and furs.

The dwarves have the surprise, they kick ass.

Bad Guys 749 XP Level 2 Encounter.
Goblin Sharpshooter Level 2 Artillery x5
Goblin Boltspitter Level 2 Artillery Minion x4

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Grimm and Koda charge in, furious and… they both fail to connect with the surprised and prone goblins, however the other three dwarves make their mark.

Tordek smashes one of the goblin sharpshooters clutching for its hand crossbow, it’s bloodied. Fenchurch unleashes his Staggering Note and a second goblin sharpshooter is pushed backwards and served up for Tordek- the dwarf fighter smashes his second offering, it too is bloodied.

Ragnarr steps in, kneels and cuts the first sharpshooter’s throat- dead.

The four remaining sharpshooters grab for their hand crossbows, scramble to their feet and fire- bolts ping and ricochet, all but one misses their intended targets- Ragnarr is unlucky, the rogue grimaces in pain.

Grimm swears his Oath and then with a Focussed Fury cuts the second sharpshooter dead.

Tordek lashes out but is off target. Koda is not- he steps in to the thick of things and kicks and punches with his Five Storms; a chop takes out one boltspitter, a kick a second.

The two remaining boltspitters manoeuvre and fire their hand crossbows; Grimm is grazed by a flying bolt.

Fenchurch manages to wrestle his way in to the action, the dwarf screams his Shout of Triumph, but again with minimal affect- two of the sharpshooters are very slightly wounded.

Ragnarr stabs another of the boltspitters in the back- dead.

The three sharpshooters left standing begin screaming in their foul tongue, all three fire their hand crossbows- Tordek is skewered by a bolt.

Grimm and Tordek close to attack, both dwarves contrive however to miss their targets- Koda manoeuvres again, and again the monk dives in to the thick of the action. He manages to chop, kick and punch all three of the remaining sharpshooters with his Five Storms- two of the three are left bloodied.

The last boltspitter heads for the way out- screaming down the corridor; it fires its hand crossbow at Koda but only manages to find the ceiling- way off target.

Ragnarr sends out a spinning dagger- a Deft Strike, and ends the goblin.

A sudden yowling, growling sound- a pack of thickset wolves, worgs in fact, come scampering and slavering down the corridor.

Unseen by the guys, moving up behind the worgs is the Goblin War Chief; apparently you don't get to its exalted status by heedlessly charging in to fights.

NEW Bad Guys 1599 XP Level 7 Encounter.
Goblin Sharpshooter Level 2 Artillery x5
Goblin Boltspitter Level 2 Artillery Minion x4
Lesser Worg Level 2 Skirmisher x4
Goblin War Chief Level 4 Elite Controller

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Oh dear, this just turned in to a Level 7 Encounter, as it turns out second encounters are pretty tough.

The four worgs charge in to the chamber, the adventurers lash out as the creatures are forced to squeeze through the fracas, Koda is bitten twice as is Tordek- the pair are the closest to the exit. Both are wounded although neither is particularly hurt, Tordek even manages to catch one of the creatures with his battleaxe.

The three remaining sharpshooters scream and shout- all three of them draw short swords, spilling their hand crossbows- it’s an all-out melee now. The three focus their attacks on Koda, the dwarf monk is drawing heat- although only one of the foul humanoids lands a hit, nevertheless the monk is bloodied.

Grimm growls, the dwarf avenger swears his Oath at the nearest worg and lets fly with his Thunder & Echo (Daily power), the reverberating roar of the power leaves two of the worgs wounded and one of the sharpshooters bloodied.

The goblin chief stays out of sight, still back down the corridor watching the action- ready to pounce.

Tordek gets his Second Wind and then lashes out with his Weapon Master’s Strike, at the last moment the worg dodges… ah no, Grimm uses his Divine Guidance- Tordek’s attack runs true- the worg is sliced, left shaking and bleeding, bloodied and all but dead.

Koda too sucks up the hurt, gets his Second Wind, although this still leaves him bloodied, the dwarf monk is right in the thick of the action, time for a repeat of his Five Storms. Koda lashes out at the enemies surrounding him- all seven of them; a sharpshooter is punched and bloodied, a worg kicked, another stamped on, the last which Tordek left barely able to stand is smashed to the ground. Koda grins, and then does it all again (Action Point)- only five targets this time, a sharpshooter is elbowed in the face and killed, another receives a forearm check and is left staggering and bloodied, while one of the worgs is kicked and chopped, it too is bloodied; and with that Koda uses her Five Storms Move and tumbles behind Tordek.

The monk sticks out his tongue at the battered survivors of his onslaught.

Fenchurch’s Majestic Words revive the monk, the dwarf bard then attempts a Sprightly Rhythm- the affect is too much, the less than sonorous dwarf inflicts psionic damage with his mawkish cacophony. A sharpshooter clutches at its head- bleeds a while and then after a soft ‘pop’ sound collapses dead, a second follows suit, that’s the last of the goblins- save the hidden chief. Two of the three remaining worgs chase and snap and bite at their own tails or else yowl and butt their heads in to the walls of the chamber.

Ragnarr fails to impress with his Clever Strike- still the chamber is clearing nicely.

And the Level 7 encounter is decimated.

The three worgs still in the action bite and snarl, Fenchurch is nipped on the hand, none of the other dwarves suffer.

Tordek’s Tide of Iron slams one of the creatures in to the wall- it’s left woozy; staggering to stay upright- Fenchurch’s Staggering Note finishes the worg off.

Ragnarr’s Clever Strike is on target this time, and another is bloodied and left yowling.

The worgs however are not about to give up, the maddened mongrels are in a fury- and this time Ragnarr is their target, the dwarven rogue is bitten twice in quick succession, and left bloodied and bleeding.

Ragnarr backpedals, away from the slavering beasts- his back to the corridor, the exit of the chamber… the goblin chief strikes- slips his short sword in to the dwarf’s back- Ragnarr falls but the goblin chief grabs him.

Ragnarr’s down to -1 hit points, Ragnarr is dying.

“Come any clo…” The chief starts, propping the unconscious Ragnarr up before him; his speech is cut off by Tordek who dodges through the worgs- who snap and bite, to get to the chief.

Alas Tordek’s (Daily) Villian’s Menace is off target, the fighter follows up with a Weapon Master’s Strike (Action Point), slicing in to the goblin chief.

The goblin chief is still very healthy- it started with 110 hit points after all.

Koda smashes the closest worg down- dead, Fenchurch sings a Staggering Note and the last worg yaps turns tail and cowers before Tordek, the fighter’s battleaxe comes again and the creature is almost broken.

Fenchurch finishes by intoning Majestic Words- Ragnarr’s eyes flicker open, the rogue spins and stabs the goblin chief in the thigh- a Deft Strike.

Ragnarr’s free, the goblin chief backs away a little.

The last remaining worg worries Koda but the monk has other more pressing concerns.

Tordek and Grimm step forward- the avenger sounds his Oath and then hits the goblin chief with his Radiant Vengeance. The chief cuts back and slashes Tordek, who struggles to pay the goblin back. Koda ignores the last worg and punches the goblin.

Fenchurch hits the last worg with another of his Staggering Notes, serves the beast up for Tordek once again- the fighter cuts the creature dead.

Just the goblin chief to go.

Ragnarr gets his Second Wind and then spins a dagger out at the goblin- another hit, the creature is nearly bloodied.

Moments later it is- Grimm’s Radiant Vengeance strikes again, and yet it’s Tordek that is made to pay- the goblin stabs the dwarven fighter in the chest, and then repeats the attack (Action Point). Tordek flops face first on to the filthy chamber floor.

Tordek is down to -2 hit points, he’s dying.

Koda’s Dancing Cobra is way off target, meanwhile Fenchurch kneels and gets to work on Tordek, alas the fighter is bleeding too much for the bard to staunch the flow.

Ragnarr manoeuvres and with a Clever Strike slashes the goblin chieftain again.

Grimm moves to help Fenchurch, and yet even with the avenger’s ministrations the dwarven fighter continues to bleed, in fact the dwarf is choking- coughing up great gouts of blood.

Tordek fails his first Death Save.

The goblin chief cuts again and Ragnarr staggers back, the rogue is close to collapse.

Koda fights back with his Five Storms followed by a Flurry of Blows- the goblin is left staggering.

Ragnarr steps in and delivers a Torturous Strike, the goblin is almost gutted, the foul miscreant spills his sword to clutch at his wounds- it flops to the floor and in its foul tongue pleads for mercy.

The fight is over.

1599 XP Level 7 Encounter.
Goblin Sharpshooter Level 2 Artillery x5
Goblin Boltspitter Level 2 Artillery Minion x4
Lesser Worg Level 2 Skirmisher x4
Goblin War Chief Level 4 Elite Controller

Koda is quickly across to Fenchurch and Grimm’s side- the trio work fast, moments later Tordek is stabilised, five minutes later the dwarf is back on his feet.

The goblin chief is tied up, treated badly, and then interrogated- a minor Skill Challenge, soon enough he's singing like a canary and the only question the adventurers have for now is- where are the other dwarves that were sent in to the Hold? The goblin is forthcoming; it gives directions to a central area within the hold, the home it states to a bunch of crazy dwarf zealots. The goblin actually prefers the phrase- ‘religious nutters.’

Satisfied with the chief’s answer the adventurers take a good half-an-hour to beat the creature unconscious, and to within an inch of his life. They then tie the goblin up, as tight as they can, and wedge it- gagged, in to a sack. Tordek will carry the scurvy knave.

A search of the goblin's quarters turns up all manner of goodies, including a bunch of gems and coins, and better still a +1 Dagger (which Ragnarr takes), and a +1 Vicious Battleaxe (which Tordek grabs)- Fenchurch identifies the pair.

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The adventurers take the time to carefully search about the area they have liberated, they find a wedged shut door- waterlogged, they figure a good shove will get it open; and in a different direction a corridor which seems to end in a very suspicious looking solid stone wall.

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The fight takes place in area 1-12, the goblin chief and the wargs ran through from area 1-13 on the map (see below).
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The sodden door described above is shown on the map above, the suspicious stone wall is at the end of the southern passage.

Ragnarr takes another good hard look around the chambers, eventually he spots it- a hidden lever mechanism, the suspicious stone wall slides aside to reveal yet another passage. This is the direction the adventurers need to go- it fits with the goblin chief’s instructions.

The dwarves move out, and on…

Comment: Another Goodman Games special, it’s just oh so easy to make one encounter in to two in these modules.


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 Post subject: Re: Let's Play #4 Goodman DCC54 Forges Mountain King Enc #4
PostPosted: Fri Aug 09, 2013 4:10 pm 
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Mighty-Thewed Reaver

Joined: Sun Feb 10, 2008 6:05 pm
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Location: Grimbo
Let's Play #4 Goodman Games DCC54
Forges of the Mountain King (Level 1)


Session 2.

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Encounter #5 Ygrut's Last Trap (1-10)

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Ygrut’s Last Trap takes place in area 1-10 on the map (see below).
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Ragnarr leads the adventurers left from the secret door up a short flight of stairs and in to another ruined chamber choked with rubble, the walls are covered with a myriad rotten tapestries.

“Shush!” The rogue warns, but it’s too late a ragged band of ancient looking ravens, squawk and hop, then take to the air, clearly intent on doing the dwarves harm.

“Odd.” Koda states.

Tordek and Grimm move in to the chamber…

Bad Guys 400 XP Level 1 Encounter.
Ancient Raven Level 1 Lurker x4

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The ravens swoop and swerve, the dwarves move in to the chamber ducking and dodging, the birds seem a little… ill-equipped for the fight; they’re not even very agile in the air.

Ragnarr spins out a dagger, wings one.

Grimm swears an Oath and then delivers his Focussed Fury, a second raven is swatted to the floor, one wing smashed, it’s beyond bloodied almost terminally broken.

Koda takes a nip, no more than a peck en route to the centre of the chamber; the monk unleashes his Five Storms, the raven that Ragnarr hurt is left bloodied on the floor, the one that Grimm smashed down is stomped underfoot- dead.

“Odd!” Koda states again, this really is an easy fight.

Tordek moves in and smashes the first raven dead.

Fenchurch’s Staggering Note is alas a little off key.

The dwarves look about the broken chamber, as they pick their way through the piles of rubble, there is alas nothing else here to challenge them.

The two remaining ravens flutter and circle, one of them manages to claw Fenchurch, but again- a scratch, no more.

Then suddenly an crossbow bolt flies out from… somewhere? Ygrut the Trapmaster is in to the action, concealed in an alcove behind one of the tapestries, he’s firing through a small hole.

Although at this point the adventurers have no idea which tapestry.

Bad Guys 800 XP Level 3 Encounter.
Ancient Raven Level 1 Lurker x4
Ygrut the Trapmaster, Dwarf Level 5 Elite Soldier

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Fenchurch clutches at his side, removes his hand- slick with blood, he then slides down the wall and comes to rest in a crumpled heap on the floor, the bard is dying.

Ygrut hits with combat advantage for 23 points of damage, Koda was on 23 hit points at the time- the dwarf is also taking ongoing 5 poison damage. The healer’s down.

“Where?” Ragnarr begins, and then slashes and cuts one of the ravens as it dives at him.

“Save him!” Grim shouts and then delivers his Oath, and cuts again- the same raven Ragnarr cut is sliced in two.

Koda is quickly to Fenchurch, alas the monk cannot stir the bard.

Tordek thumps the last of the ancient raven’s, the bird- still alive but almost broken, hops around the floor- unable to take flight.

And the guys make a Perception Check; 14 is the dwarves best score- Ygrut remains hidden.

The last raven hops up to Tordek and begins pecking at the fighter’s shins.

“Ow!” Tordek mocks, and giggles.

Less than a second later he sprouts a crossbow bolt from his chest; Tordek swoons, staggers and has to grab out to stop himself from falling.

Tordek is hit for 22 points of damage, reducing the fighter to 4 hit points- he also has ongoing poison damage to contend with.

Ragnarr’s still none the wiser- he has no idea who is shooting at them, the rogue scuttles over and with a Clever Strike cuts the last raven- dead.

Grimm however spots where the last crossbow bolt came from.

The avenger rushes forward and rips a tapestry aside, beyond is an alcove- crudely carved in to the stone wall, within is Ygrut the Trapmaster, an ancient mad-eyed dwarf armed with a crossbow fitted with a blade. Grimm swears his Oath and stabs at Ygrut, he misses.

Koda meanwhile grabs out a potion of healing and pours the liquid in to the dying Fenchurch, the bard opens his eyes.

Tordek gets his Second Wind, screams and then launches himself at Ygrut, who swats the fighter aside.

Both Tordek and Fenchurch are still however bloodied, that is until…

Fenchurch stands and offers some Majestic Words to Tordek, the fighter feels fit again- ready for more action.

Ygrut grins, and then speaks-

“Birrrrrrrrrrrds!” The Trapmaster offers and then makes chirruping sounds, seconds later another crossbow bolt whizzes past Tordek’s ear.

Grimm stabs twice at the mad dwarf monster (an Action Point), both minor cuts, his Radiant Vengeance seems a little impotent.

Ygrut still has over 100 hit points left.

Koda manoeuvres out of Ygrut’s range and sight.

Tordek stabs with his Steel Serpent Strike, with a little help from Grimm’s Divine Guidance- he skewers the mad dwarf who grimaces back, he then tries again (Action Point) but fails to land his attack.

Once more Fenchurch’s Staggering Note is off-key.

Ygrut fires again, the dwarf capers and giggles, another miss- although Tordek almost gets a centre-parting.

Ragnarr throws his dagger, Grimm stabs with his greatsword- both connect but their hearty blows turn out to be mere scratches.

Koda dodges out from hiding, throws rocks and stones grabbed in haste from the floor of the chamber.

“Kill him.” The monk states and nods at Tordek, occupying Ygrut to give the fighter the advantage.

Tordek winks back at Koda, swings with all his might- and misses.

Fenchurch’s Staggering Note is off-key- thank the Lord for Copy & Paste.

And yet another crossbow bolt whizzes… oh no- the bolt takes part of Tordek’s right ear off, the fighter’s bloodied, and bleeding.

Ygrut has a high AC, the rest of his defences are average for his level- he's very hard to hit, particularly for Level 1 PCs.

Grimm scratches at the mad dwarf again, he’s still not bloodied- the rest of the dwarves repeat the previous formula, with absolutely no success.

Tordek gets his other ear pinned, he staggers.

I should have used my Action Point here for Ygrut- I forgot.

Ragnarr and Grimm, again, fail to make their mark; Koda cannot get in to the action and so continues to throw rocks and insults.

Tordek takes advantage, and slices Ygrut with his Weapon Master’s Menace, the Trapmaster experiences a doubt, he’s bloodied.

Fenchurch offers up more Majestic Words and Tordek is looking well again, the bard then hits the spot with his Staggering Note, Tordek swipes with his battleaxe and almost cuts through Ygut’s right leg just above the knee.

A critical hit by Tordek for 23 points of damage, leaving the Trapmaster on just 24 hit points.

Ygrut is on his last legs (no pun… yeesh), and at this point I remember that the Trapmaster has an Action Point to spend.

Ygrut fires two crossbow bolts in to Tordek- both bolts smash through the dwarf’s armour and in to his chest, he staggers- looks down, grins and then pulls both bolts out.

I roll minimum damage- twice.

Ragnarr’s blade flies out and thumps in to the Trapmaster, Tordek rushes in and runs him through.

The Trapmaster falls forward and I allow Tordek and Koda, who are in close, to make Perception checks- DC20. Koda spots that the grizzled mad dwarf has a rope tied around his waist, the rope heads back to some sort of mechanism, a system of pulleys... I ask (Dave) Koda what he wants to do- 'catch him' comes the reply, as simple as that.

Koda needs to make an Athletics check DC20, he rolls '18', and is +2, what do you know- Koda saves the day.

With a little help Ragnarr finds and nullifies the trap- the entire ceiling was triggered to collapse, if and when, Ygrut’s body hit the deck.

1050 XP Level 5 Encounter.
Ancient Raven Level 1 Lurker x4
Ygrut the Trapmaster Dwarf Level 5 Elite Soldier
Ceiling Collapse Trap Level 6 Trap

There's little in the way of treasure here, although the bladebow used by Ygrut is a very strange weapon, otherwise a few gems and coins are discovered.

Ygrut is however the first of the dwarves the characters have got close to- the adventurers spend some time examining the dead dwarf. The Trapmaster wears nothing to indicate the name of his clan, his armour and clothes are seemingly ancient- certainly several centuries old. The dwarf is also venerable, however he bears other strange markings- Ygrut’s skin is sallow, almost all of the pigment gone from it. His hair is brittle and in places seems to have fallen out in great clumps leaving bald patches; it is likewise unkempt and clotted with grease, and dirt, and worse. The dwarf is hunched and crippled; his skin covered with spots and boils, and in places open sores.

He looks ill- very ill, there’s something not quite right here, and yet the adventurers are at a loss, various Heal checks only add to the mystery- the consensus is the dwarf is suffering from some long-term disease, or even poison; the ailment may also be causing mental problems- the Trapmaster certainly acted strangely, making weird noises and gestures.

Strange.

The adventurers however are broken- Tordek and Koda have no Healing Surges left to spend, and Tordek is on 6 hit points. Fenchurch still has three Healing Surges left but Grimm and Ragnarr have only one each.

They can go no further, reluctantly the dwarves agree to take an Extended Rest, the players understand the consequences of this action- a dwarf (from the original group) will be sacrificed this evening.

The dwarves backtrack to the secret door through which they entered the goblin lair- back in to the zombie chamber; they drag all of the bodies with them, and the goblin chief- so that the chambers look empty. Then they rest.

A little later on, after a short discussion, the goblin war chief is slaughtered, for sending them in the wrong direction, there are no moral dilemmas here.

Overnight Adrik, Priest of Moradin, is sacrificed to the Mountain King- that's three of the original five adventurer’s dead now. Obviously the players don’t get to know this.

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 Post subject: Re: Let's Play #4 Goodman DCC54 Forges Mountain King Enc #5
PostPosted: Fri Aug 16, 2013 4:49 pm 
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Mighty-Thewed Reaver

Joined: Sun Feb 10, 2008 6:05 pm
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Location: Grimbo
Let's Play #4 Goodman Games DCC54
Forges of the Mountain King (Level 1)


Session 2.

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Encounter #6 The Platform (1-8a)

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The Platform is in area 1-8A on the map (see below).
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The adventurers extended rest is not without incident- on several occasions Ragnarr is roused and made to listen again at the secret door- dwarven voices, raised dwarven voices- arguing, the last one a screamed- “Well they didn’t just bloody disappear!”

It seems the goblins the adventurers slaughtered are being missed. Fortunately the secret entrance remains undiscovered.

Rest over Ragnarr leads the dwarven adventurers back through the secret door, creeping all the way. Surprisingly there's no one guarding the place, the chamber has been left abandoned, as has the goblin war chief's former quarters.

In reality the kindly DM wanted to give the players a chance to visit a few more places, I could have left a lone guard or two but that would just cut down my options later on.

The guys move out, and head west rather than east, away from Ygrut the Trapmaster’s chamber, Koda and Ragnarr creep forward, both roll high on their Stealth checks.

The pair scurry out in to a much larger room- a huge set of closed doors to the west, and a large open stair to the east- noises from up the stairs. The rest of the dwarves catch up and the scouts move ahead again- towards the noise, sounds of the goblin tongue, up the stairs.

Moments later, and after more good (20+) Stealth checks, Ragnarr and Koda are crouched below the level of the stairs looking up at a crude campsite inhabited by four goblins, all armed with javelins, one of the four is a thickset Hobgoblin.

The players recognise the area (OOC), they're atop the platform from which they were peppered with javelins in their first attack on the lair.

This time however the tables are turned, the remainder of the dwarves creep up the stairs, as far as they can get without alerting the inhabitants to their presence, they take a moment to ready themselves, and then launch their attacks.

Bad Guys 575 XP Level 1 Encounter.
Goblin Javelintosser Level 2 Artillery x3
Hobgoblin Lieutenant Level 5 Soldier

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Ragnarr’s dagger starts the rot (for the goblins) it slams in to the hobgoblin’s back, Koda follows up but his target somehow evades his chop, the other dwarves scream and rush in to the fray.

Koda is straight in to the thick of the action, his famous Five Storms is put to the test- alas only the hobgoblin suffers, and then only just enough to leave it bloodied.

Ragnarr and Koda are struck by javelins, two of the goblins retreat to the very edge of the balcony and begin screaming for reinforcements from below.

Tordek’s Steel Serpent Strike almost takes out the hobgoblin lieutenant while Fenchurch ensures that Koda will not fall, his Majestic Words buoy the monk.

The goblin’s screams and shouts echo below- deeper voices, certainly not goblins, whoever they are they’re on their way up the stairs.

Bad Guys 925 XP Level 4 Encounter.
Goblin Javelintosser Level 2 Artillery x3
Hobgoblin Lieutenant Level 5 Soldier
Orc Berserker Level 4 Brute x2

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Tordek grimaces as the hobgoblin spears him, the creature orders his compatriots to finish the dwarf fighter. Ragnarr gets his Second Wind then shuffles behind the hobgoblin- stabs the critter in the back and takes it down- the goblin’s leader is dead.

Koda smashes one of the goblin’s in the head, punches it in the gut- the fiend staggers back bloodied.

The adventurers will have to be quick, the orc berserkers from below and rushing up the stairs.

Ragnarr’s struck by a javelin, another of the goblins draws its short sword and stabs Koda.

Tordek and Grimm slice at the nearest enemy, another of the goblins is left bloodied. Fenchurch helps out with his Staggering Note, the goblin only just manages to prevent the bard’s power from hurling off the balcony.

And down below a pair of dwarf guards take notice of events above. they head on up to join in the fun.

Bad Guys 1225 XP Level 5 Encounter.
Goblin Javelintosser Level 2 Artillery x3
Hobgoblin Lieutenant Level 5 Soldier
Orc Berserker Level 4 Brute x2
Dwarf Guard Level 3 Soldier x2

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Ragnarr takes the first goblin down with a Torturous Strike, Koda accounts for the second with his Dancing Cobra attack.

The last of the goblins hurls another javelin at Tordek, the fighter is bloodied, and then screaming all the while heads down the stairs trying to hide behind the orcs.

Tordek and Grimm share a nod- the pair make their way to the top of the stairs just in time to great the first orc berserker, they cut and the orc dies- sent hurtling over the side. Tordek gets his Second Wind and grins.

The action moves to the stairs, the dwarven adventurers descending to meet their enemies rush- Grimm slashes the remaining orc with a Focussed Fury, Fenchurch’s Staggering Note leaves the brute bloodied.

Steel rings- the fracas is frantic.

The two dwarven guards arrive- charging at full speed, Koda is slashed, Tordek is cut. The monk is not happy, he moves again in to the midst of his enemies and unleashes his Five Storms once more.

Pathetic, for all his effort Koda’s attack is ineffective, only a glancing blow to the orc berserker. Koda loses his cool and tries again (Action Point) with his Spinning Leopard Strike (Daily)- ooof!

The last orc berserker is chopped and kicked clean off the stairs, the poor bastard falls just short of fifty feet and smashes in to the ground- dead. Both of the dwarf guards and kicked, slapped and punched.

That’s better.

The last goblin hurls another javelin, Tordek staggers- almost falls.

Tordek is on 4 hit points.

Grimm swears his Oath and goes after the nearest dwarf guard- two hits Focussed Fury (Action Point) and the squat humanoid is left bloodied and staggering.

Fenchurch screams out his Shout of Triump, alas the effect is minimal, only one of the dwarf guards is affected- and then only slightly. Ragnarr’s wounds heal over after the bard utters a few Majestic Words.

Grimm is sliced by a dwarf guard, Ragnarr manoeuvres around the enemy and stabs the squat bugger in the back- the dwarf falls.

The rogue is slashed and stabbed by a javelin for his efforts, the goblin edges a little further away from the action.

Grimm’s Focused Fury leaves the last dwarf guard bloodied, and trying desperately to retreat. Fenchurch gets in to the action- smashes the dwarf guard who is left spinning like a top, not long for this world.

The last enemy dwarf is down to 1 hit point.

Ragnarr spins a dagger out- the dwarf falls.

Koda is on his toes, and down the stairs in an instant- straight in to the goblin javelintosser’s face- he hits the fiend with his Dancing Cobra and accompanying Flurry of Blows., the creature staggers bloodied.

The goblin is the last enemy left standing- it runs.

Koda punches it, Ragnarr spins out a dagger, while Tordek chases after- screaming and threatening, and waving his battleaxe above his head- but the goblin is far too quick.

The dwarven fighter skids to a halt, grabs out a throwing axe and… hurls it.

The blade thumps in to the retreating goblin’s back, it flops forward and surfs its way in to a crumpled heap at the bottom of the stairs.

Dead!

1225 XP Level 5 Encounter.
Goblin Javelintosser Level 2 Artillery x3
Hobgoblin Lieutenant Level 5 Soldier
Orc Berserker Level 4 Brute x2
Dwarf Guard Level 3 Soldier x2

The area is thoroughly searched, as are the chamber’s former inhabitants, there’s little to find, some coins and a few other valuables.

The two dwarfs are given examined, like Ygrut the Trapmaster, they bare signs of some sort of ravaging disease; they are likewise sallow of skin, subject to minor malformations- one has only four fingers on one hand, the other has one ear massively larger than the other.

The dwarves are creepy.

Ragnarr continues his search meanwhile, he finds a secret compartment, a cache hidden behind a loose brick, the dwarven rogue however fails to disarm the trap and is briefly poisoned- again the pickings are slim.

The adventurers take a short rest and then take a nose around- they soon realise that the vast portals to the north stuck solid- Ragnarr that some massively heavy object prevents the doors from opening.

Which is a shame as this is the direction they need to travel to rescue their friends, as directed by the goblin war chief earlier.

Comment: And the player’s anger after the loss of the first adventuring party is somewhat assuaged, those that perpetrated the foul deed are now all very dead.

And with that the second session comes to an end, again some lovely combat encounters that had the players whooping for joy, and other emotions, in places.


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 Post subject: Re: Let's Play #4 Goodman DCC54 Forges Mountain King Enc #6
PostPosted: Fri Aug 23, 2013 2:21 pm 
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Mighty-Thewed Reaver

Joined: Sun Feb 10, 2008 6:05 pm
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Location: Grimbo
Let's Play #4 Goodman Games DCC54
Forges of the Mountain King (Level 1)


Session 3.

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Encounter #7 Gates of Iron & Flesh (1-4)

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The Gate of Iron & Flesh is in area 1-4 of the map (see below).
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The adventurers head down the great stairs and to the remains of the orc campsite below, they ransack the place but once again there’s little of value to find. There is however some strange contraption, a mechanism of some sort- all levers and valves.

The dwarves are wary however, they decide to leave the thing alone- at least for now.

A passage leads down in to an incredibly well-made and smooth corridor, there’s a dripping grate high on one wall, and ahead… a set of massive copper doors, slightly ajar.

The sounds of gruff voices come from beyond the portal- Orcs.

Bad Guys 432 XP Level 1 Encounter.
Orc Spearman Level 4 Minion x3
Orc Raider Level 3 Skirmisher x2

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The guys creep forward and then leap through the great portal and in to the midst of the bad guys.

The closest orc raider is mobbed- it takes a dagger to the chest courtesy of Ragnarr, Grimm delivers a Whirlwind Charge which leaves it staggering and bloodied. Fenchurch follows up with his Staggering Note- the creature doesn’t have long to live.

It screams and shouts, more orcs come rushing.

The raiders are armed with greataxes- the first sucks up the hurt with a Warrior’s Surge and smashes Tordek, the second slashes and cuts Grimm.

Koda gets in to the mix, the monk unleashes his Five Storms, he chops an orc spearman down- dead, then punches and kicks both of the raiders, leaving the first staggering and almost broken.

But not for long, Ragnarr sticks his blade in the raider’s back, its dead; and then for good measure the dwarven rogue repeats the trick (Action Point) with the second orc raider, it’s bloodied.

The orc spearmen get busy- Ragnarr and Koda are spiked but it’s too little too late, the fight is becoming even more one-sided. Grimm swears his Oath against the last raider- slashes the orc with his Focussed Fury, Tordek finishes it off.

Fenchurch bellows out his Shout of Triumph and an orc spearman staggers and plummets off the edge of the cliff- there’s just one orc left standing.

Ragnarr manoeuvres with Koda- the pair have the orc flanked, the dwarven rogue finishes it.

432 XP Level 1 Encounter.
Orc Spearman Level 4 Minion x3
Orc Raider Level 3 Skirmisher x2

The orc’s bodies are searched, and then thrown over the cliff- in to the watery ravine, the sound of the waterfall is deafening here- the adventurers eventually retreat inside, pulling the portals shut- but not locked.

Comment: A very easy fight, and why not after some of the stuff they’ve been through. The guys saw the orcs at the entrance earlier, it would be silly for the front door to be unguarded- therefore I re-stocked the area with an easy encounter.


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 Post subject: Re: Let's Play #4 Goodman DCC54 Forges Mountain King Enc #7
PostPosted: Fri Aug 30, 2013 5:24 pm 
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Mighty-Thewed Reaver

Joined: Sun Feb 10, 2008 6:05 pm
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Location: Grimbo
Let's Play #4 Goodman Games DCC54
Forges of the Mountain King (Level 1)


Session 3.

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Exploration…

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The dwarves start their exploring in area 1-6 on the map (see below).
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The adventurers start by taking a wander down the passage (1-6)…

“Whoah!”

It ends in a drop, and what a drop- it’s at least forty, maybe even fifty feet, down- although what lies below is unknown, the area beyond is shrouded in darkness.

“Let’s find another way.” Ragnarr states and wanders back the way they came.

The adventurers make their way back in to the main entrance chamber- with the balcony above (1-8), there’s a ladder on one of the walls leading up in to an opening, Tordek waves Ragnarr forward.

“Why me?”
“Why indeed miscreant rogue?”

At the top of the ladder is a passage, clogged with debris and… traps, traps that have been activated. Ragnarr looks back down to his comrades.

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“I’m not going down there… besides, I think it just leads back to the place we killed the mad dwarf, and I’m not going back in there again either.”

Ragnarr climbs back down the ladder.

There’s nothing for it, the dwarves head back to goblin war chief’s chamber- to the waterlogged door they encountered earlier.

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Ragnarr listens at the door and hears, no hang on...

“EurrgghhAhAhAh!” Ragnarr screams and then pants, clutching at his ear with one hand.
“What is it?” Fenchurch enquires.
“Something just crawled in…” The rogue sounds desperate, he hops from foot to foot- doing a little dance, thumping the right side of his head with the flat of his hand in an effort to dislodge whatever now resides in his left ear.

“There’s nothing…” Fenchurch spots a worm or an… “Earwig! Urrrggghh!”

There follows approx. twenty minutes of bedlam- ideas are mooted, and then soon after rejected. Ragnarr’s ear is filled with water- the water does not however enter his ear canal. Fenchurch fashions a prodder and has a look around but… there’s seemingly no way to get whatever is in the rogue’s ear out.

He’s stuck with it.

Whatever it is.

Ragnarr is thereafter constantly aware that something is wandering around in his inner ear, until this situation is resolved all of his skill checks are subject to penalties.

The kindly DM states that only during an Extended Rest, or else a deliberate break of several hours or more, can another adventurer attempt to remove the foul creature, even then the adventurers must first fashion or find suitable tools.

“Open the door…” Tordek states, and points Ragnarr in the right direction.

Comment: Check out the earwig creature in the module book, on page 32.


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 Post subject: Re: Let's Play #4 Goodman DCC54 Forges Mountain King Explori
PostPosted: Fri Sep 06, 2013 9:47 am 
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Mighty-Thewed Reaver

Joined: Sun Feb 10, 2008 6:05 pm
Posts: 330
Location: Grimbo
Let's Play #4 Goodman Games DCC54
Forges of the Mountain King (Level 1)


Session 3.

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Encounter #8 Lost Sons of Tannheim (1-14)

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The Sons of Tannheim encounter takes place in area 1-14 on the map (see below).
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It takes a little longer than the adventurers expected to get the door open- there’s really no other way at this juncture, and they must go on. In the end the guys are reduced to battering and smashing the door with hammers and axes, the door is wedged in its frame, swollen with the damp- and when it’s open the reason for this becomes obvious.

Three steps descend in to the dark chamber ahead, the room stinks like rotten eggs, is clogged with fallen timbers- and worse still is submerged, or at least in part. It seems the majority of the flagged floor of the chamber has fallen away leaving only islands of stone, in between foul water covered in a thick layer of black algae.

“Cock!” Ragnarr sums up events.

Tordek tosses a sunrod in to the chamber, it floats, illuminating more of the same and several new and interesting features- the first is a chest, floating on what looks to be an island of algae; the second is a second set of stairs out of the chamber- only ten or so feet away, the exit.

The third is an unsettling darting shadow that…

“What was that?” Ragnarr asks.
“I didn’t see anything.” Fenchurch reassures the rogue.
“Get to the exit.” Tordek states and gingerly lowers himself in to the foul water, Grimm follows- the water is two or more feet deep, up to their waist… and warm.

“That’s odd…” Tordek exclaims as he wades forward.

Alas the rest of the sentence is cut off by Grimm’s scream, oh and the foul looking dwarves that suddenly lurch up out of the water and begin ripping, tearing and biting at Grimm and Tordek.

Their enemies are no ordinary dwarves…

“Undead!” Grimm shouts, and so it proves.

Bad Guys 600 XP Level 1 Encounter.
Dwarf Ghoul Level 5 Soldier x3

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Grimm and Tordek are slashed and clawed- their blood freezes in their veins, they’re immobilised, each faces off against a dwarven ghoul- a third creature waits beneath the surface of the water, hidden for now.

Grimm slashes back and cuts his enemy badly in a Whirlwind attack.

The ghouls attempt to bite their immobilised prey, fortunately both dwarves manage to keep their attackers at bay, the third ghoul however surfaces and rips in to Grimm, the avenger is bloodied.

Ragnarr gets in to the action, and in to the water- the rogue launches his Clever Strike and the already wounded ghoul is left bloodied. Grimm screams and brandishes his holy symbol Abjuring the Undead- the same injured ghoul is blasted, but only slightly. He follows up (Action Point) with his Focussed Fury but still the ghoul battles.

Fenchurch’s Majestic Words salve the avenger, Grimm’s wounds heal over.

Tordek opens with his Steel Serpent Strike (‘1’), and then follows up (Action Point) with a Weapon Master’s Strike, Koda helps out by Opening the Gate of Battle, with an added Flurry- the second dwarven ghoul is damaged but fights on.

The three ghouls thrash and surge- Grimm is bitten (for 18 damage), left bloodied and stunned- unable to act, Tordek is likewise affected- the front row has been neutralised; Ragnarr is clawed and immobilised still in the gunk.

Ragnarr misses with his Torturous Strike and so tries again with a Deft Strike (Action Point & Critical Hit), the badly wounded ghoul is slashed across the throat and sinks beneath the water- dead.

Grimm gets his blood pumping again, he’s no longer stunned; alas Tordek is less fortunate.

Fenchurch’s Shout of Triumph is much too early in the encounter, the ghouls are unaffected, the bard follows up with a Guiding Strike (Action Point), the uninjured ghoul is wounded.

Koda meantime employs his Dancing Cobra attack, and when that misses he tries again (Action Point), this time connecting- and with an additional Flurry the second ghoul is left bloodied.

The ghoul ignores the monk and bites again at Grimm, ripping a great chunk of flesh from the dwarves arm, Grimm swoons and sinks beneath the water, dying (& stunned, Grimm is on -9 hit points). The dwarves scream…

Ragnarr, who is still immobilised, slashes with another Clever Strike, Fenchurch adds his Guiding Strike and the third ghoul is now also bloodied. The bard then climbs in to the foul water- trying to get closer to the action.

Grimm however is drowning, and Tordek is still stunned.

For drowning I just stated that Grimm takes 1 damage the first round, 2 the second, 4 the third- doubling each time. Right now Grimm is on -10 hit points, -15 is his negative bloodied total so he’ll be dead in two more rounds.

Koda smashes the second ghoul again with his Dancing Cobra (& Flurry), the creature staggers and almost goes under, and yet it fights on.

Fenchurch is clawed, Koda is clawed- both are left immobilised, the ghouls have not given up yet, the bard however is playing the part of the hero- he grabs up Grimm and does his best to keep the avenger’s head above the water- alas Grimm does not look well, the dwarf convulses (having failed his first Death Save).

Ragnarr cuts at his opponent, slashes hard with another Clever Strike and cuts deep, Koda continues his pummelling- another Dancing Cobra (& Flurry) attack and the second ghoul sinks below the water.

Tordek, alas, still stands statue- unmoving.

The last ghoul manoeuvres and bites- Fenchurch, the bard is bloodied and left still clutching on to the dying Grimm (who’s no longer stunned). The effect however is short lived, moments later Fenchurch shrugs off the ghoul’s poison and grips tight to Grimm.

Ragnarr spins out a dagger and catches the ghoul, although only a graze. Koda shrugs off the immobilisation and goes in hunt his prey.

Tordek awakes- blinks his eyes and screams- he’s alas still immobilised and away from the action.

The last ghoul dives under the water, surfaces back in the midst of the adventurers, it claws at Ragnarr who is left bloodied and immobilised, the rogue stabs back but misses and gets his Second Wind.

Fenchurch intones Majestic Words and Grimm opens his eyes, Tordek glugs down a healing potion and makes threats at the last ghoul (still immobilised).

Koda meantime makes his way back over and unleashes, one more time- Dancing Cobra (with Flurry) the last enemy is dead.

600 XP Level 1 Encounter.
Dwarf Ghoul Level 5 Soldier x3

The adventurers head back in to the goblin chief’s chamber- take a short rest before they venture back in to the foul chamber. Ten minutes later, their injuries healed and forgotten they wade back in to the filth and make several more discoveries, first up- the floating chest.

The chest is dragged out of the water and back in to the previous chamber- within, it’s not locked, are six rotting heads- clearly the ghoul’s previous victims- all goblins, which reassures the adventurers somewhat. Also in the chest is a dirty ki focus, Fenchurch identifies it as a +1 Blurred Strike Ki Focus, Koda is happy to receive it.

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The second discovery a steam vent over the far side of the chamber, Ragnarr almost finds this the hard way- discovering a great crack in the wall, the dwarf goes to take a look inside just as a gout of superheated steam is expelled, the rogue gets clear just in time.

Still that accounts for the warm water.

The last discovery is the exit door, which seems to be in much better shape- although still damp, it’s clear some effort has been put in to keeping the door serviceable, Ragnarr gingerly listens in…

Davek, the dwarven speech- not much of it and gruff and biting, more of the bad guy dwarves lair beyond the door it seems.

The adventurers get ready for another confrontation.

Comment: Shame I didn’t get the steam vent in to play but the adventurers has no intention to go wandering in to the chamber, left to their own devices they would have just crossed to the exit and got out.

Three ghouls is just a wonderful way to spend XP for a first level encounter, the players hated (that is whooped and hollered, and swore) the encounter.


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 Post subject: Re: Let's Play #4 Goodman DCC54 Forges Mountain King Enc #8
PostPosted: Fri Sep 13, 2013 6:45 am 
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Mighty-Thewed Reaver

Joined: Sun Feb 10, 2008 6:05 pm
Posts: 330
Location: Grimbo
Let's Play #4 Goodman Games DCC54
Forges of the Mountain King (Level 1)


Session 3.

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Encounter #9 Company of the Blackhammer (1-23)

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The Company of the Blackhammer are located in area 1-23 on the map (see below).
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Ragnarr quietly ensures the door is unlocked and will open easily, it has after all been well-maintained- Tordek readies his boot.

SMASH!

And they’re in, the chamber is a barracks room, there are eight dwarves present- four of them in bunks, asleep; two are knelt on the floor in prayer and two are chatting in the middle of the chamber. The two standing are armed with greatswords, sheathed; the others all have similar weapons within reach- all of them are armoured, even those asleep.

Bad Guys 800 XP Level 3 Encounter.
Dwarf Cult Warrior Level 1 Soldier x8

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Ragnarr spins out a dagger with a Deft Strike and the first is bloodied, Fenchurch’s Staggering Note shakes the same dwarf up with its thunderous attack- the rest of the adventurers scuttle in to the action but are ineffective in their attacks.

Ragnarr spins out another dagger but its high and wide- the foul dwarf guards react, rolling out of their beds and/or grabbing out their greatswords; Tordek is slashed and cut twice.

Koda skitters in to the centre of the chamber and unleashes his Five Storms in to the mix- all three of his targets take a beating, one of the nasty fellows crashes to the floor, another two are injured in the Flurry.

Grimm sees his opportunity and launches his Thunder and Echo (Daily), alas again he’s mostly off target, one of the foul dwarves is left bloodied and battered, flung in to a wall; another is only slightly injured.

Tordek fails again to land his Steel Serpent Strike and so tries once more with a Weapon Master’s Strike (Action Point), he slices and another foul dwarf is bloodied. Fenchurch’s Shout of Triumph is still underperforming, another of the dwarf guards clutches at his ears- left bleeding and bloodied- but the rest of his enemies are unaffected by his roaring menace. The bard however adds some Majestic Words to the mix and Tordek’s wounds heal over.

There was a brief chat at this point between the players, their conclusion- time for their daily powers, not so much because they’re desperate but because they think this is going to be the last fight before another Extended Rest- some of them are low on Surges.

Ragnarr unleashed a Blinding Barrage, but again with only limited success, two of the dwarves a cut- actually scratched, a third is killed.

Two of the guards double team Tordek, the fighter is very swiftly bloodied- another two attempt to get past him- to the softer Fenchurch back in the doorway. Tordek is having none of it- he cuts both of the foul dwarves, stops them in their tracks and leaves them bloodied for good measure.

Meanwhile Ragnarr and Koda are sliced and cut- it’s a real melee now, and Koda is perfectly placed- Five Storms and Flurry follow, two of the guards are killed outright, another left staggering (on 1 hit point) and a fourth is injured.

Tordek slashes at another, leaves it staggering and bloodied (on 2 hit points), and then sucks up the hurt and gets his Second Wind.

Fenchurch finishes off another of the enemies with a Staggering Note, actually on his second attempt (Action Point), the first being a bum note.

There are only three guards left, make that two- Ragnarr cuts one down with a Clever Strike.

“RuUuNN!” the first guard groans and then follows his own instructions, en route the foul fellow is chopped by Tordek, punched by Koda, and then finally just as he’s opening the door taken out as Koda comes again, Opening the Gate of Battle on his ass.

The second guard, the last guard, is in motion- trying to escape; Grimm, at last, gets in to the action, he swears his Oath and brings a Focussed Fury, and the last guard is cut down.

800 XP Level 3 Encounter.
Dwarf Cult Warrior Level 1 Soldier x8

The adventurers are pretty low on resources, and they can hear a loud rhythmical chanting coming from the open door, through which the guards tried to escape. Ragnarr is ordered to take a look- he’s helped by the fact that the doorway is covered by curtains, or else a tapestry- either way he hides behind the hanging and observes.

The chamber beyond is massive…

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Ragnarr spies on area 1-24 on the map (see below).
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The chamber is an enormous temple, ahead a towering stone statue of a mad looking dwarf with a beard seemingly made of writhing tentacles, the statue is at least fifty feet high- stretching all the way up to the domed ceiling. Hissing steam escapes from the statue’s mouth- Ragnarr shudders.

Scattered around the chamber are easily a dozen bedrolls, towards the far side a trio of dwarves pray before the statue- there seems to be a ledge above also, possibly for the temple priests to stand upon to conduct their foul ceremonies, there’s movement up there.

One by one the other draws are ushered in to the doorway to take a moment to stare at the defiled temple.

The guys are not sure- they have enough XP for level 2 and they’re very low on resources, two of the players have only one Healing Surge, another only has two. They’re also worried that this chamber could prove to be very dangerous, and so after talking amongst themselves, after a little light searching of the chamber and a short rest, they have a proposition- for me.

The guys don’t want to lose another comrade and so they propose to stay in this chamber, to try and take an Extended Rest, and level up- but they will constantly observe the temple, after wedging the waterlogged door behind them, they will abandon their rest if anyone approaches, or else it looks like something untoward is going to happen (particularly to another of the prisoners).

I realise there’s a fair amount of OOC information that has been thrown in to the mix here but, it’s a game- and fun, and while it would be fun for me to see them go against what I have in store for them in this chamber with their PCs level 1… I figure, what the hell, there’s a good chance it’s going to be a TPK even if they’re level 2- go for it.

And so the guys settle down to rest, to watch and to wait.

Comment: An odd encounter, in that eight bad guys all the same, shows you how much Goodman Games had not got the hang of the different rolls for monsters, but hey-ho, short and bloody and brutal will suffice.

Looking forward to the next encounter, meantime to follow the PCs are level 2.


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 Post subject: Re: Let's Play #4 Goodman DCC54 Forges Mountain King Enc #9
PostPosted: Fri Sep 20, 2013 10:32 am 
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Mighty-Thewed Reaver

Joined: Sun Feb 10, 2008 6:05 pm
Posts: 330
Location: Grimbo
Let's Play #4 Goodman Games DCC54
Forges of the Mountain King (Level 1)


Session 3.

PCs-
Tordek Dwarf Fighter 2
Grimm Dwarf Avenger of Moradin 2
Fenchurch Dwarf Bard 2
Ragnarr Dwarf Rogue 2
Koda Dwarf Monk 2

Note because of complications, like I’ve no longer got the Character Builder files for these guys then I’ve had to make a few guesses, basically built them again in the Character Builder, these are close enough-

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Tordek-

Battlecry 'To the DEATH!'
(Played by Becky)
Male Dwarf Fighter Level 2
HP 46 Surges 12 Speed 5 Init +1
AC 20 Fort 18 Ref 13 Will 11
Str 20 Con 16 Dex 10 Int 10 Wis 11 Cha 8
+5 Saves vs Poison
+1 Vicious Battleaxe & 4 Throwing Axes
Scale Armour & Heavy Shield
Trained Skills: Athletics +9, Endurance +9 & Intimidate +5
Feats & Class Features: Dwarven Weapon Proficiency, Cast Iron Stomach, Encumbered Speed, Dwarven Resistance, Stand Your Ground, Combat Challenge, Combat Superiority, Fighter Talents- One-Handed Weapon Talent, Dwarven Weapon Training, Toughness.
At Will: Combat Challenge, Weapon Master's Strike, Tide of Iron.
Encounter: Second Wind, Dwarven Resilience, Steel Serpent Strike.
Daily: Villain's Menace, Unstoppable.

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Grimm

Battlecry 'He's Dead Dave.'
(Played by Iain)
Male Dwarf Avenger of Moradin Level 2
HP 44 Surges 8 Speed 5 Init +0
AC 16 Fort 13 Ref 14 Will 16
Str 10 Con 12 Dex 13 Int 15 Wis 19 Cha 8
+5 Saves vs Poison
+1 Thundering Greatsword & 6 Daggers
Cloth Armour & Holy Symbol
Trained Skills: Heal +10, Intimidate +5, Religion +8 & Streetwise +5
Feats & Class Features: Dwarven Weapon Proficiency, Cast Iron Stomach, Encumbered Speed, Dwarven Resistance, Stand Your Ground, Armour of Faith, Avenger's Censure- Censure of Unity, Channel Divinity, Oath of Enmity, Toughness, Holy Weapon Expertise.
Powers:
At Will: Focussed Fury, Radiant Vengeance.
Encounter: Second Wind, Dwarven Resilience, Oath of Enmity, Whirlwind Charge, Abjure Undead, Divine Guidance, Enduring Spirit.
Daily: Thunder and Echo.

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Fenchurch

Battlecry 'Dave not forsake oh my darlin', on this our Slaying Day.'
(Played by James)
Male Dwarf Bard Level 2
HP 35 Surges 10 Speed 5 Init +5
AC 18 Fort 14 Ref 13 Will 16
Str 12 Con 16 Dex 10 Int 11 Wis 8 Cha 18
+5 Saves vs Poison
Longsword & Wand
Chainmail & Light Shield
Trained Skills: Arcana +6, Athletics +6, Diplomacy +10, Dungeoneering +7 & Nature +5
Feats & Class Features: Dwarven Weapon Proficiency, Cast Iron Stomach, Encumbered Speed, Dwarven Resistance, Stand Your Ground, Bardic Training, Bardic Virtue- Virtue of Valour, Majestic Word, Multiclass Versatility, Skill Versatility, Song of Rest, Words of Friendship, Ritual Caster, Implement Expertise (Wand), Improved Initiative.
Powers:
At Will: Guiding Strike, Staggering Note.
Encounter: Second Wind, Dwarven Resilience, Majestic Word, Word of Friendship, Shout of Triumph.
Daily: Sprightly Rhythm, Song of Courage.

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Ragnarr

Battlecry 'Stabby! Stabby!''
(Played by Paul)
Male Dwarf Rogue Level 2
HP 35 Surges 7 Speed 5 Init +9
AC 17 Fort 14 Ref 17 Will 11
Str 16 Con 13 Dex 18 Int 10 Wis 10 Cha 8
+5 Saves vs Poison
+1 Dagger & other Daggers (x lots & lots)
Leather Armour
Trained Skills: Dungeoneering +8, Intimidate +5, Perception+6, Stealth +10, Streetwise +5 & Thievery +10.
Feats & Class Features: Dwarven Weapon Proficiency, Cast Iron Stomach, Encumbered Speed, Dwarven Resistance, Stand Your Ground, First Strike, Rogue Tactics- Brutal Scoundrel, Rogue Weapon Talent, Sneak Attack, Weapon Expertise (Light Blade), Improved Iniriative.
Powers:
At Will: Clever Strike, Deft Strike.
Encounter: Second Wind, Dwarven Resilience, Torturous Strike, Sneak in the Attack.
Daily: Blinding Barrage.

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Koda

Battlecry 'Hai-Aaaaarrgghh Karate!'
(Played by the 'original' Dave)
Male Dwarf Monk Level 2
HP 40 Surges 8 Speed 5 Init +5
AC 17 Fort 15 Ref 16 Will 13
Str 16 Con 12 Dex 18 Int 10 Wis 11 Cha 8
+5 Saves vs Poison
+1 Blurred Strike Ki-Focus.
Cloth Armour & Flip-Flops.
Trained Skills: Acrobatics +10, Heal +6, Stealth +10 & Thievery +10.
Feats & Class Features: Dwarven Weapon Proficiency, Cast Iron Stomach, Encumbered Speed, Dwarven Resistance, Stand Your Ground, Monastic Tradition- Stone Fist, Unarmed Combatant, Unarmed Defence, Weapon Expertise (Unarmed), Toughness.
Powers:
At Will: Stone Fist Flurry of Blows, Dancing Cobra, Five Storms.
Encounter: Second Wind, Dwarven Resilience, Open the Gate of Battle.
Daily: Spinning Leopard Manoeuvre, Supreme Flurry.


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 Post subject: Re: Let's Play #4 Goodman DCC54 Forges Mountain King PCs Lvl
PostPosted: Fri Sep 27, 2013 10:48 am 
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Mighty-Thewed Reaver

Joined: Sun Feb 10, 2008 6:05 pm
Posts: 330
Location: Grimbo
Let's Play #4 Goodman Games DCC54
Forges of the Mountain King (Level 1)


Session 3.

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Encounter #10 The Defiled Temple (1-24).

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The adventurers start in area 1-23 on the map, the Defiled Temple is in area 1-24 (see below).
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The extended rest passes without interruption, in fact the first interruption occurs about two minutes after the adventurers rest has concluded- funny that, coincidence?

However before we get to the interruption there’s the small matter of the earwig surgery, Ragnarr passes his Masterwork Thieves Tools over to Grimm- the avenger drew the shortest straw. I ran the operation as a Skill Check, with other PCs aiding Grimm’s rolls- success and the earwig in Ragnarr’s ear is removed, failure and damage is done and the earwig remains- note critical failure will leave Ragnarr deaf…

A short series of startling dice rolls later and the earwig is fished out, Grimm (played by Iain) it seems not just a religious nut-case, he’s also an adept surgeon (Iain made four primary skill checks and never rolled below a ‘15’).

The adventurers are all up to Level 2- see previous post.

And then comes the interruption, it goes a little like this-

Ragnarr, on watch reports that one of the dwarves from the other party has been brought in to the Temple- from a door, hidden behind curtains/tapestries on the same side as the one he’s peeking through- it’s Berend, the ranger. The restrained prisoner is settled before the great idol, and kicked a few times for good measure.

The adventurers in the room start to get excited.

Then one of the praying dwarves, perhaps a temple guard is ordered by someone on the ledge to do something… he can’t hear what’s being said, the temple guard however is heading this way. The rogue dodges back inside the room and a welcoming committee is hastily organised.

Moments later the door opens and a Dwarf Cult Warrior saunters in to the room…

Bad Guys 100 XP Level 1 Encounter.
Dwarf Cult Warrior Level 1 Soldier

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Ragnarr stabs the bastard in the gut with a Deft Strike, Grimm’s Radiant Vengeance bloodies the foul dwarf and then Koda punches it in the head with a Dancing Cobra attack.

The dwarf’s dead.

Ragnarr shuts the door, nearly- the rogue leaves it open an inch or two and spies out, as best he can. The guys hold their collective breath.

He watches the action- which is nothing for a bit, then the guy on the ledge seems to be looking over, the other two foul dwarves are called over and a shouted conversation is had- certainly the dwarf on the ledge is in charge here.

Ragnarr hears the end of the chat-

“…and find out what's taking the fools so long?”

The two foul dwarves head over to the door.

“They’re coming.” Ragnarr relays.

The guys get back in position.

Bad Guys 300 XP Level 1 Encounter.
Dwarf Cult Warrior Level 1 Soldier x3

The first of the cult warrior’s opens the door, and then does something the adventurers hadn’t accounted for- he looks in rather than entering the chamber- damn!

Ragnarr stabs the dwarf with a Deft Strike, bloodying the humanoid, the cult warrior screams-

“We’re under attack!”

Then draws his greatsword and steps in to the doorway, blocking the exit- he even has time to stab Tordek, who charges in to the mix.

The second cult warrior goes running back the way he came, screaming up at the ledge, echoing his colleagues call, activity breaks out.

Fenchurch’s Staggering Note pushes the first dwarf back out of the doorway, almost.

GONG!

The sound comes from within the defiled temple- it seems the alarm is being sounded, between the frantic Gongs comes the sound of dwarven voices- more orders are being given, and presumably received.

Bad Guys 750 XP Level 3 Encounter.
Dwarf Cult Warrior Level 1 Soldier x3
Dwarf Initiate Level 3 Soldier x2
Dwarf Cult Priest, Master Gambolge Level 3 Controller

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Grimm meanwhile calls out his Oath and with a Focussed Fury smashes the cult warrior in the door down, the adventurers spill out in to the temple proper.

There are three dwarves on the ledge at the far side of the chamber- two more warrior types in armour, and one in robes- the priest.

There’s another warrior on the bottom floor of the chamber- to the north, frantically beating a gong, and before the great statue is Berend of course.

Koda runs and tumbles all the way with his dancing Cobra Move, followed by a Charge at the gong ringer, the cult warrior keeps the monk at bay using the beater.

Ragnarr rushes over and spins out a dagger, the gong dwarf bleeds and then quickly makes his decision, he throws down the gong beater, draws his greatsword and chops a chunk out of Koda.

Moments later the dwarf is maneuvered away from the gong by Fenchurch’s Staggering Note.

Up on the ledge the robed dwarf priest, actually known as Master Gambolge screams down at the adventurers to surrender, and when that doesn’t work fires down a Lance of Hate at Koda- the psychic missile leaves the monk bloodied and morose.

Tordek and Grimm arrive on the scene in a rush- the pair smashes the dwarf cult warrior down, Koda moves off- looking up to the ledge-

“How do we get up there?” The monk screams, Ragnarr points at a patch of wall-
“There’s a door, behind the tapestry…” The rogue screams.

Koda however is over to Berend, the ranger is tied up, he needs to act quickly to find a way to… (Dave who plays Koda rolls a ‘20’)… Koda pulls at one rope and Berend is free in the blink of an eye. The monk gets his Second Wind, and then grins.

Suddenly a door slams open, the tapestry is ripped aside and a screaming gnoll appears in the doorway, there are many more gnolls behind the first.

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The Gnolls start in area 1-21 on the map (see below).
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Bad Guys 1502 XP Level 6 Encounter (Now with 6 PCs).
Dwarf Cult Warrior Level 1 Soldier x3
Dwarf Initiate Level 3 Soldier x2
Dwarf Cult Priest, Master Gambolge Level 3 Controller
Broken Fang Gnoll Warrior Level 6 Minion x4
Broken Fang Gnoll Veteran Level 6 Brute x2

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Ragnarr screams at the new arrival, spins out a dagger with a Deft Strike and cuts the Gnoll Veteran. Fenchurch meanwhile offers some majestic Words to Koda- the monk’s wounds heal over.

Up on the ledge the three foul dwarves there- Master Gambolge and a pair of Dwarf Initiate’s begin to ready the great statue for action.

Tordek screams and (double move Action Point charge) hurtles in to the gnoll in the doorway- smashing at the veteran and blocking the way, two veteran gnolls strike back, the fighter is cut but Tordek is preventing the gnolls from entering the temple. He counts six of the foul humanoids in the chamber- another guardroom.

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Grimm rushes for the opposite wall, to where Ragnarr pointed, wrestles with the tapestry a moment and then finds the door- moments later the avenger is taking the stairs two and three at a time. Koda follows on behind.

Berend meanwhile, unarmed and bruised, and battered; stumbles and staggers, trying to get away from the action.

Ragnarr and Fenchurch move over to help Tordek, although the pair prove ineffective with their attacks, they did however move just in time- a rolling fireball bursts from the huge dwarf statue and engulfs the central pathway of the chamber, which is uninhabited- even Berend is out of the way.

Master Gambolge atop the ledge screams in frustration.

Tordek gets his Second Wind and smashes at the already injured gnoll veteran with his Steel Serpent Strike, and still the humanoid figts on, although Tordek manages to keep the gnolls at bay.

Grimm rushes on to the ledge- spots the first dwarf initiate, issues his Oath and smashes in to the dwarf with his Whirlwind Charge. The second dwarf initiate appears, the pair flail wildly and menace Grimm- moments later the avenger is smashed twice in quick succession and left bloodied and bruised (the second hit was a critical hit).

Koda quickly appears on the scene and unleashes his Spinning Leopard attack (Daily after a double move followed by an Action Point), the monk smashes in to the first dwarf initiate leaving bloodied and almost broken and then for good measure jabs at the second, even finds out Master Gambolge and cuffs him a little.

Berend meantime grabs up a greatsword from one of the fallen foul dwarves and then stands sentry, waiting to see where he’s needed.

And so we have two distinct fights going on, in the chamber proper Tordek is blocking a doorway preventing a whole host of gnolls rushing in- he’s battling hard, with help from Ragnarr and Fenchurch but he’s facing two gnoll veteran’s (Level 6 Brutes with 80+ hit points each).

Meanwhile up on the ledge Grimm and Koda are in action against three enemies- two dwarf initiates and Master Gambolge, the high priest.

Ragnarr spins out a dagger, Fenchurch hits with Staggering Note, and Tordek follows up with a solid bash- and again with his Weapon Master’s Strike, the first gnoll veteran is finally bloodied, and much the worse for wear. The pair of gnolls continue to wail on Tordek, who takes another hit- the fighter grits his teeth, he’s not going anywhere.

Up on the ledge Master Gambolge smashes Koda with his Holy Strike, the monk staggers, he’s blind; but that’s not enough to slow him down. Even as Gambolge slips away Koda strikes out and smashes an initiate, Grimm delivers a Focussed Fury and the first of the foul dwarves is down. The avenger sucks up the hurt and gets his Second Wind.

Berend makes his mind up, rushes over to help Tordek- mostly ineffectively poking and prodding at the gnolls in the doorway (Aid Another checks).

Fenchurch’s Staggering Note strikes again, and again it allows Tordek to cut at the veteran gnoll, the fighter follows up with his Weapon Master’s Menace and the first veteran is cut down- the second stabs in and slams its greataxe in to Tordek, the fighter is bloodied.

Suddenly something smashes in to Koda from behind, Master Gambolge hits with Vampiric Strike- the blind monk staggers bloodied, while Gambolge is flooded with fresh energy (gain 12 Temp hit points). Koda staggers off in the wrong direction completely; however moments later he can see again, he turns around just in time.

Grimm smashes the second initiate down with his Strength of Many attack, this after failing to connect with his Focussed Fury (Action Point).

Berend suddenly screams- and points…

Bad Guys 1834 XP Level 7 Encounter (Now with 6 PCs).
Dwarf Cult Warrior Level 1 Soldier x3
Dwarf Initiate Level 3 Soldier x2
Dwarf Cult Priest, Master Gambolge Level 3 Controller
Broken Fang Gnoll Warrior Level 6 Minion x4
Broken Fang Gnoll Veteran Level 6 Brute x2
Orc Spearman Level 4 Minion x3
Hobgoblin Lieutenant Level 5 Soldier

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The Orcs and Hobgoblin start in area 1-22 on the map (see below).
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Yet another door opens, the tapestry before it ripped aside, a trio of Orcs rush in to the temple, behind them comes a heavily armoured hobgoblin wielding a wicked looking spear.

Ragnarr moves to intercept, spins out a dagger en route and takes the first orc down, the second stabs the rogue with his spears. Berend rushes over to help but as before proves to be spectacularly unhelpful. The hobgoblin lieutenant smashes in to Ragnarr with his cruel spear- the rogue is bloodied.

Fenchurch meantime hits again with his Staggering Note, Tordek slices and then follows up with his Weapon Master’s Menace, the gnoll veteran however fights on. Tordek however is flooded with healing- courtesy of Fenchurch’s Majestic Words, he feels Unstoppable (and another 10 Temp hit points).

Up on the ledge Gambolge backpedals and fires another Lance of Hate in to Koda, who’s almost down (on 5 hit points), Grimm swears his Oath and then rushes in with a Focussed Fury (a critical hit), then unleashes the power of his sword- Thunder rolls and rips in to Gambolge. Koda follows up by Opening the Gate of Battle, then a Supreme Flurry (Daily power)- Gambolge staggers back, almost broken (on 5 hit points).

Ragnarr spews daggers, his hands a blur, his Blinding Strike- an orc spearman is done for and the hobgoblin left scarred and blinded, the rogue stabs again. Ragnarr delivers a Torturous Strike (Action Point) and leaves the blind hobgoblin staggering and bloodied, the dwarf gets his Second Wind. Berend swats ineffectively, it’s what he does (I think Berend’s highest attack roll has been a ‘3’ so far- that’s how bad it is). The blind hobgoblin however is not beaten, it stabs again at Ragnarr with its spear, the rogue is bloodied again.

Fenchurch’s Staggering Note hits again, alas Tordek does not- the bard goes for the big guns and screams his (Action Point) Shout of Triumph- the veteran is bloodied and pushed back, a gnoll warrior clutches at his temples briefly, staggers, and then drops dead. The gnoll veteran is furious- he charges back in to the action (a critical hit with a greataxe for 27 damage), and smashes Tordek who’s left rocking on the spot, bloodied and almost broken (Tordek is on 10 hit points). Three of the gnoll warriors close in on Tordek, alas two stray too close to the dwarf fighter and are cut down (AoO’s).

Gambolge smashes his Morningstar in to Grimm (another critical hit), the avenger staggers- bloodied and broken (on 4 hit points). Koda however is there to save the day, the monk’s Dancing Cobra attack, and Flurry, smashes Gambolge off the ledge. The high priest falls to his death.

Ragnarr hits with another Deft Strike to the blind hobgoblin, the lieutenant is nearly broken, the spear in the hobgoblin’s hands flares with light and he rages. Ragnarr ignores the hobgoblin scrambles out a potion of healing and glugs the contents down. Just in time- the rogue is stabbed by the remaining orc spearman, and then again by the hobgoblin- he falls. (Ragnarr is on -2 hit points and dying). Berend is left to keep the pair at bay…

Fenchurch meanwhile is off target, as is Tordek with his Brutal Strike (Reliable Daily), the gnolls however are not giving up- the veteran hits Tordek with its greataxe, the last gnoll warrior stabs with dwarf with its spear- Tordek drops (Tordek is on -3 hit points and dying).

Is it going to happen again?

Grimm and Koda are rushing as fast as they can down the stairs to get back in to the temple.

Ragnarr suddenly opens his eyes (Death Save ‘20’), he takes in the action- readies himself to leap in to the fray, but for now plays dead.

The last orc spearman rushes at Fenchurch, the bard is speared, and furious- he invites his enemies to join him in a Sprightly Rhythm- the cacophony is all too much, the last orc spearman clutches at his ears and then flops dead, as does the last gnoll warrior- the last gnoll veteran staggers away bloodied, the hobgoblin does likewise and is almost entirely broken.

Tordek shivers and shakes- coughs up a slick of blood (Failed first Death Save).

Berend moves away, grabs up a pair of spears from fallen orcs and improvises- he flings both at the hobgoblin lieutenant with a Twin Strike, one hits and his Quarry staggers and dies.

Grimm and Koda rush out of the door and in to the temple, help is at hand, and the only enemy left standing is the bloodied gnoll veteran.

Ragnarr and Fenchurch close in on the miscreant, the former hits with a Deft Strike, the latter with his Staggering Note, Ragnarr hits again when the gnoll veteran guts and runs- the last enemy is almost done for (on 10 hit points).

Tordek suddenly screams out, vomits up more blood and shudders and shakes (Failed second Death Save)- Grimm, Berend and Koda are quickly on the scene- the three combine to stabilise the dwarven fighter just in the nick of time.

Ragnarr jogs in to the chamber ahead, from which the gnolls emerged, the veteran is fleeing- the rogue spins out his dagger a Deft Strike, his aim is true the last enemy flops to the floor- dead.

The battle for the defiled temple is over.

Berend is rescued, and a few minutes later a bound and gagged Travok is found- the pair relay the bad news, Adrik was sacrificed, and eaten, last night. Note the two rescued are still first level.

1834 XP Level 7 Encounter (Now with 6 PCs).
Dwarf Cult Warrior Level 1 Soldier x3
Dwarf Initiate Level 3 Soldier x2
Dwarf Cult Priest, Master Gambolge Level 3 Controller
Broken Fang Gnoll Warrior Level 6 Minion x4
Broken Fang Gnoll Veteran Level 6 Brute x2
Orc Spearman Level 4 Minion x3
Hobgoblin Lieutenant Level 5 Soldier

The area, actually areas, are searched- including the guardrooms, all manner of junk is found but also lots of treasure- gold, silver, gems, jewellery and even a few platinum coins- the prize is of course the magical spear wielded by the hobgoblin lieutenant, Fenchurch identifies it as being a +2 weapon which has other magical powers- an artefact almost, certainly a one-off.

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Grimm gets a +1 Holy Symbol

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Koda gets a Belt of Vigour

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Berend gets a +1 Vicious Longsword and a suit of +1 Hide Armour

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Ragnarr gets a suit of +1 Leather Armour

Comment: A titanic battle, basically three encounters in one, played out in a massive arena, this is what happens when you mess with Goodman Games scenarios. The players towards the end were whooping and hollering with high fives and much laughter- even when Tordek and Ragnarr fell they kept the faith, although when Tordek failed his second Death Save in a row… well, three PCs came running to make sure that he didn’t fail his third- it’s fair to say that this gang has jelled, they’re in it together.


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 Post subject: Re: Let's Play #4 Goodman DCC54 Forges Mountain King Enc #10
PostPosted: Fri Oct 04, 2013 2:29 pm 
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Mighty-Thewed Reaver

Joined: Sun Feb 10, 2008 6:05 pm
Posts: 330
Location: Grimbo
Let's Play #4 Goodman Games DCC54
Forges of the Mountain King (Level 1)


Session 3.

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Encounter #11 Vault of the Silver Seal (1-20).

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The Vault of the Silver Seal is in area 1-20 on the map (see below).
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The adventurers complete several circuits of the Defiled Temple, scene of their last battle- and all of the guardrooms located around the great chamber, they discover only one possible exit. Somewhat disappointed Ragnarr and Koda are sent forward- creeping along a dank and musty corridor.

The pair see lights ahead, they edge in to a chamber dominated by an enormous stone slab embedded in the centre of the floor, around which is some sort of metal frame work, a system of levers and pulleys being worked by a gang of dishevelled goblins.

There’s a sudden growling sound.

“Shhhh!” Koda shushes Ragnarr, the rogue must be hungry, his stomach is making a terrible growling noise.

The noise comes again.

“I said…” Koda whispers, but Ragnarr is ignoring the monk, the dwarf is pointing at something… oh that’s it, a great big cave bear- the source of the growling.

About four seconds later-

“Oh I get it.” Koda states.

Then the monk and the rogue scream for their friends.

Bad Guys 799 XP Level 1 Encounter (Now with 7 PCs).
Goblin Slave Level 2 Minion x4
Ivinrix the Mad, Human Mage Level 4 Artillery
Fang, Cave Bear Level 6 Elite Brute

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The cave bear lurches forward and is met by Ragnarr’s spinning dagger- a Deft Strike, the creature roars some more and comes on (only another 155 hit points to go).

A goggle-eyed human dressed in ripped and dirty robes steps around the corner, behind the bear, grinning- second later a Magic Missile smashes in to Ragnarr.

“Kill ‘em!” The mage stutters and shouts.

Koda and Fenchurch charge in to the cave bear swinging- the monk punches the ursine beast on the snout, which only makes it mad. The bear claws both dwarves, neither of them looks pleased. Travok charges in and slashes the brute- the bear just growls some more.

Grimm moves in to the chamber delivers his Radiant Vengeance on one of the goblin slaves and cuts it dead. The other three goblins rush over to help the bear repel the invaders- forming a line between the adventurers and the mad human mage.

Berend and Tordek charge in to the melee, the later cuts another one of the goblins dead.

Ragnarr steps back, out of the melee- unleashes another dagger, another Deft Strike and connects with the bear, the rogue gets his Second Wind.

The ground beneath the melee suddenly lurches and buckles- momentarily, a thunder clap explodes (Thunder Burst attack from the mage); the spells toll is terrible. Koda, Fenchurch, Berend, Travok and the cave bear are caught in the burst- all of them are left injured and dazed, the first pair are also bloodied.

The mage grins and moves back a little.

Koda Opens the Gate of Battle, with added Flurry, and the bear is smashed. Koda’s Shout of Triumph causes both of the remaining goblins to stagger and then keel over- dead, alas the bear seems unaffected, however Berend and Travok see an opportunity and move through the ranks of their enemies to get at the mage.

The bear yowls and snaps at the monk, Koda, who staggers but manages to stay on his feet. Grimm swears his Oath and then rushes in with a Whirlwind Charge- the cave bear is bloodied.

Travok and Berend Charge the mage, although only the ranger connects and then only with a half-hearted effort.

Tordek manoeuvres and gets around the rear of the bear, he slashes with his Steel Serpent Strike and rips in to the beast’s flank- the bear staggers.

Ragnarr spins out another dagger, deadly accurate as always.

The mage dodges back and then presents his open hands to Travok and Berend- lightning shoots forth; Berend ducks while Travok does a little dance, the bolt arcs and Ragnarr is also made to dance- both of the dwarves are bloodied.

Koda gets his Second Wind, Fenchurch offers himself some Majestic Words- both dwarves and healed, and still dazed, they cannot shake off the effect.

The cave bear bites Tordek- rips in to the dwarf, and then tries to repeat the action (Action Point), the dwarf is too quick. Grimm and Tordek slash at the bear, only the avenger is on target with his Focussed Fury.

Travok sucks up the hurt and gets his Second Wind, then menaces the mage with his Divine Pursuit, the human is left bloodied and almost broken, Berend’s Twin Strike leaves the mage clutching at the wall to stay on his feet.

Ragnarr manoeuvres away from the cave bear and in to range- his dagger spins out Ivinrax, the mage falls to the floor dead.

Fenchurch’s Staggering Note shakes the bear and then delivers up the ursine for Tordek to slice, the fighter obliges- although the dwarf is bitten for his efforts, and left bloodied.

The remaining dwarves crowd the bear slashing and cutting, although only Grimm and Berend make their mark on the great beast (the cave bear is on 1 hit point).

The crush continues- smashing, and slashing and… not one of the dwarves can connect the bear lashes out in a FRENZY, swiping at all those that surround it- Koda staggers back bloodied and battered (on 6 hit points), Grim is sliced, Tordek slashed and bloodied (and down to 9 hit points), while Travok is ripped and clawed across his face, he’s left staggering to stay on his feet and bloodied (on 2 hit points after a critical hit).

“Moradin’s great hairy testicles!” Grimm announces and cuts the bear down.

799 XP Level 1 Encounter (Now with 7 PCs).
Goblin Slave Level 2 Minion x4
Ivinrix the Mad, Human Mage Level 4 Artillery
Fang, Cave Bear Level 6 Elite Brute

The dwarven adventurers are battered, bruised and for the most part bloodied- again they have more or less used up all of their resources, they’re eager to take another extended rest as soon as they can. However first comes the search of the chamber-

The guys quickly make sense of the situation; they find a note which states-

Speak raxim
Molten silver/hoist lift
Demon forges below, born in flames/bound in coal

They figure the seal, the great stone thing in the centre of the chamber needs lifting, they likewise figure after a search by Ragnarr that the seal is trapped and that ‘raxim’ is the magic word that nullifies the trap.

They just need to find something to melt the seal, then it’s just a matter of operating the hoist… how difficult can it be.

They move on in to the mage’s lair (area 1-20A on the map), the chamber is hung with skeletons, its domed ceiling painted to resemble a starry night sky- there are cobwebbed shelves filled with books and scrolls, a stone altar- recently used, and a pile of small barrels marked with ‘X’s.

They begin to tear the place apart in search of more clues when a bunch of ghostly dwarves flutter in to the chamber and begin throwing things at them- Grimm is not happy, he unleashes his Abjure Undead and moments later the spirits are gone.

The dwarves discover long-winded tales about the hold, and the mage’s spellbook, and a few coins and gems. They make two much more important discoveries, the first is a stone drill- several of the adventurers know how to use this dwarven machine, and finally they discover that the stack of barrels hold some sort of long-burning charcoal and oil mix- ideal for melting the silver of the seal.

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Ragnarr finds a +1 Amulet of Protection

Oh and one last thing- Fenchurch finds a secret door, although he doesn’t find a way to open it, most frustrating.

The secret door is swiftly forgotten.

They guys are going to take another Extended Rest, and after sleeping figure out a way of lifting the seal, and so it goes- Berend is also elevated to level 2, that’s nice.

And so the third session of play comes to an end- there have been titanic fights, a marvellous amount of exploration, and the promise of more hidden places to be explored.

Comment: For some reason I didn’t just allow Berend and Travok to automatically level up with the other PCs- it would have been far easier, but hey-ho.

I know you must be tired of hearing it but this scenario is just lush, so easy to make so very nasty.


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 Post subject: Re: Let's Play #4 Goodman DCC54 Forges Mountain King Enc #11
PostPosted: Sat Oct 12, 2013 5:27 am 
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Mighty-Thewed Reaver

Joined: Sun Feb 10, 2008 6:05 pm
Posts: 330
Location: Grimbo
Let's Play #4 Goodman Games DCC54
Forges of the Mountain King (Level 1)


Session 4.

Berend Level 2

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Berend
Battlecry 'Cut Loose!' usually followed by 'Foot Loose!'
(Played by Paul)
Male Dwarf Ranger Level 2
HP 42 Surges 8 Speed 5 Init +2
AC 16 Fort 18 Ref 14 Will 13
Str 20 Con 14 Dex 12 Int 10 Wis 12 Cha 8
+5 Saves vs Poison
+1 Longsword & Longsword & Javelin (x6)
+1 Hide Armour
Trained Skills: Athletics +10, Dungeoneering +9, Endurance +9, Nature +7 & Stealth +6.
Feats & Class Features: Dwarven Weapon Proficiency, Cast Iron Stomach, Encumbered Speed, Dwarven Resistance, Stand Your Ground, Fighting Style- Two Blade Fighting, Hunter's Quarry, Prime Shot, Toughness, Weapon Expertise (Heavy Blade), Weapon Focus (Heavy Blade).
Powers:
At Will: Hunter's Quarry, Twin Strike, Marauder's Rush.
Encounter: Second Wind, Dwarven Resilience, Two-Fanged Strike, Yield Ground.
Daily: Jaws of the Wolf.


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 Post subject: Re: Let's Play #4 Goodman DCC54 Forges Mountain King Berend
PostPosted: Sat Oct 19, 2013 5:05 pm 
Offline
Mighty-Thewed Reaver

Joined: Sun Feb 10, 2008 6:05 pm
Posts: 330
Location: Grimbo
Let's Play #4 Goodman Games DCC54
Forges of the Mountain King (Level 1)


Session 4.

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The Seal

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The Vault of the Silver Seal is in area 1-20 on the map (see below).
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Just a note to say I spiced up the skill challenge, a little, for the PCs to lift out the seal- in the text it plays out over five rounds, my version required four hours of set-up to get to the five rounds. I mainly did this because one of the players studied (I think) to be a civil engineer (or some such), and one of the other players is a forklift driver, regardless they were having fun so I extended the play and allowed them to break out the paper and pencils to draw their seal lifting pulley system.

I figure all dwarves are like this, frustrated builders with a stubby pencil behind their ear and a tape measure inside their overalls, itching to get stuff built.

The minimum time needed to lift the seal is four hours and four rounds, the guys manage it in four hours and five rounds.

Below the great seal is a circular shaft, intricately carved with various depictions of dwarven warriors and their kin- Ragnarr is secured and lowered down, in to an empty chamber with a corridor leading from it.

Ragnarr scouts out the passageway and the chamber beyond, or at least he has a look in- an empty octagonal chamber with what looks to be the corpse of a dwarf within, he scurries back to relay his news to his colleagues.

After a short discussion it is decided, the dwarves descend- they’re going to check out the area properly.

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The Octagonal chamber is in area 1-19A on the map (see below).
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The adventurers head in, the leering dwarf corpse has half a key in hand, the other half has been snapped off, and another key intact- also a ruby hidden in his boot, the chamber is thoroughly searched but there’s no key hole, or anything else for that matter, to be found.

The adventurers head south, down an elaborately carved wide passage, dotted with alcoves containing statues of dwarf warriors- the first is thoroughly examined, the passage slopes down.

“I wonder what…”

CLANG!

ZZZZZZZZZZZZZZZZZZZZZZZZEEERRRRRRRRRRRRRRRR!


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 Post subject: Re: Let's Play #4 Goodman DCC54 Forges Mountain King The Sea
PostPosted: Sat Oct 26, 2013 5:14 am 
Offline
Mighty-Thewed Reaver

Joined: Sun Feb 10, 2008 6:05 pm
Posts: 330
Location: Grimbo
Let's Play #4 Goodman Games DCC54
Forges of the Mountain King (Level 1)


Session 4.

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Encounter #12 Doomgrinder Hall

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The Octagonal chamber is in area 1-19A on the map (see below).
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Ragnarr leads the others down the wide passage.

“I wonder what…”

CLANG!

Suddenly dropping from the ceiling behind the dwarves is a huge stone roller, like a pillar on its side- embedded in the massive stone are scores of metal blades…

ZZZZZZZZZZZZZZZZZZZZZZZZEEERRRRRRRRRRRRRRRR!

The roller, and therefore the blades, spin at an incredible speed- the entire thing lurches forward, heading for the adventurers.

Bad Guys 700 XP Level 1 Encounter (7 PCs).
Doomgrinder Trap Level 8 Elite Warder Trap

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“Sh…”

And…

“Fu…”

Are the most popular reactions.

The dwarves run as the great blades close in, Ragnarr is the first to the end of the passage, and ‘end’ is the correct phrase…

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The passage ends spectacularly on the right hand side of the map (see below).
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Ragnarr teeters on the edge, Travok arrives just in time to skid to a halt and grab his friend, the passage exits in to a massive chamber, suddenly lights flare ahead- illuminating a central platform in the chamber- another platform beyond. At some time in the past this place would have been a marvel of dwarven engineering, now however it is broken- a ruin; nothing connects the three platforms, the stairs have fallen away.

“What the…” Travok states.
“Bummer!” Ragnarr adds.

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The ceiling is shrouded in shadow, the floor below similarly obscured.

Ragnarr looks behind him, the Doomgrinder, and his fellows are approaching at speed.

“Nooooooooo!” The rogue screams, but it’s too late…

Fenchurch runs past Ragnarr, and then leaps, lands on the central platform with ease, the bard tumbles to absorb the impact and comes up grinning. Koda does the same.

Almost.

The monk thumps in to the edge of the central platform and scrabbles furiously to stay on board- red-faced Koda screams like a little girl.

Dave, who plays Koda, was very cocky prior to seeing his dice roll.

“MOOOVE!”

Tordek rushes full pelt and launches himself, and… lands in a heap on the central platform, the dwarf looks up battered and bruised- but grinning, pointedly at Koda.

Grimm and Berend skid to a halt- then look behind them, the Doomgrinder is only fifteen or so feet away from them, it’ll be on them in seconds.

“Jump!” Fenchurch encourages.

Ragnarr is the first to react, the rogue however has his doubts- he scans the walls and the floor, and the ceiling, and the trap itself; unless he goes over it, involving another jump, then there’s no way past he can think of.

“We have to jump.” Ragnarr plainly states- his three companions nod- all four take a step or two back, rush forward and launch themselves towards the central platform.

Travok lands with style, Berend with panache, Grimm lands in a crumpled heap face first- but still grinning.

Just to say this is a DC15 Athletics check.

Ragnarr flies, all too briefly, misses the ledge by some distance, and plummets, but oh…

The flailing rogue catches on to Koda’s foot- the monk sags, slips and is left holding on the ledge by one hand, Ragnarr scrabbling to climb the monk below.

It gets to swearing very quickly.

Fenchurch and Tordek are quickly to Koda, the monk is dragged up on to the ledge, Ragnarr who has alas ‘made his toilet’ is dragged up after.

“Phew that was close!” Ragnarr grins.

It’s at this point the first deathjumper spider lands.

On Tordek.

The fighter is smashed prone beneath the beast, bitten and injected with poison that causes his limbs to suddenly feel like lumps of lead- he’s Slowed.

The second spider smashes in to Travok, the third Fenchurch, the fourth Berend- each of the dwarves suffer a similar fate, the only exception is Travok , the paladin is left bloodied for good measure when the giant arachnid tears a huge chunk from his flesh.

Bad Guys 1400 XP Level 5 Encounter (7 PCs).
Doomgrinder Trap Level 8 Elite Warder Trap
Deathjump Spider Level 4 Skirmisher x4

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Ragnarr launches his Clever Strike, and when that misses he tries again (Action Point), with no success. Fenchurch throws off the poison’s affect but not before feeling its initial sting, he stabs the spider with his Guiding Strike, and manages to get to his feet.

The spiders attack again, although only Berend is bitten again- the ranger however is now bloodied.

The first three spider’s attack rolls were all below ‘6’ unadjusted, the one that rolled the ‘6’ needed a ‘7’ to hit- the dice mock me at times.

Koda Opens the Gate of… oh, no he doesn’t, the spider lurches back and the monk is to his feet, his attack wasted.

Travok shakes the poison off, but not before the burn leaves him bloodied, his Divine Pursuit stabs the arachnid, and he too is back on his feet.

Grimm swears his Oath and then with a Whirlwind Charge smashes in to a spider (with a critical hit), the arachnid is left bloodied.

Tordek also throws off the poison’s affect, he gets to his feet and slices with Steel Serpent Strike- the bloodied spider is to quick however.

Berend staggers (he’son 8 hit points), gets his Second Wind and then stabs with his longswords, a Twin Fang Strike at the spider- both hit and the arachnid is bloodied, the ranger gets to his feet. The ranger throws the poison off.

Ragnarr’s Clever Strike comes again, rips through one of the arachnid’s legs, the creature skitters- leaking yellow gunk, wanting to be away.

Fenchurch finds some space and issues a Staggering Note, one of the arachnids scurries but is otherwise unaffected.

The spiders surge, they all bite back, they all hit their prey- Tordek (9 hit points left), Travok (1 hit point left), Berend (7 hit points left) and Ragnarr (now bloodied) are all bitten and poisoned again.

Koda goes chop-socky crazy with a double Dancing Cobra, and double Flurry attacks- all four attacks hit and smash one of the arachnids (for 35 damage in total), the spider is left staggering, tottering on the edge of the platform (on 2 hit points).

Travok collapses, he’s dying- poison in his veins (-4 hit points).

Grimm’s Focussed Fury is not enough to see the second spider off, the creature however is left bruised and bleeding.

Tordek gets his Second Wind and then with a Weapon Master’s Menace smashes an arachnid and sends it sailing off the platform. He also shakes off the poison.

Berend’s longswords come again, but both miss this time- the ranger tries again with a Marauder’s Rush and clatters in to an arachnid, it too spirals off the ledge. The poison within his body is neutralised.

Ragnarr shakes off the posion also, gets his Second Wind but misses with his dagger. Fenchurch’s Staggering Note launches the third arachnid off the ledge- his Majestic Words likewise cause Travok to stir.

The bard pays the price, the last arachnid leaps and Death from Above, crunches in Fenchurch- biting deep and sending him sprawling beneath the beast, poisoned, bloodied and in peril (Fenchurch is on 5 hit points).

Travok gingerly gets to his feet, throws off the poison and gets his Second Wind.

Koda flails with her fists, Berend skitters back and launches a Twin Strike with Javelins, Grimm applies his Oath and then a Focussed Fury, Tordek smashes- the last arachnid is left bloodied, although only the avenger’s and the paladin’s attacks make their mark.

Ragnarr skurries behind the beast and delivers a Torturous Strike, and the last arachnid flops off the platform and crashes down below.

1400 XP Level 5 Encounter (7 PCs).
Doomgrinder Trap Level 8 Elite Warder
Deathjump Spider Level 4 Skirmisher x4

The dwarves sit tight on the central platform, breath hard and don’t say anything for a good while.

Eventually Koda breaks the silence.

“How do we get back?”

The silence returns for a good while.

Fifteen minutes later, secured with ropes, Ragnarr and Koda are sent exploring, the monk crosses easily to the final ledge. The rogue however comes a cropper when a section of the stairs he is standing on falls away and he swings back towards the central platform, and specifically the pillar that holds it up- like a pendulum.

The rogue is battered and bruised; he’s hauled back up- second time he makes it over to the far ledge.

Comment: Just fantastic, nice pictures to help the players, a terrible trap leading to a life-or-death (of close to) leap, and then the spiders arrive. That’s the thing with this scenario quite a lot of the time the players are certain they are fighting for their lives.


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 Post subject: Re: Let's Play #4 Goodman DCC54 Forges Mountain King The Sea
PostPosted: Sat Nov 02, 2013 9:52 am 
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Mighty-Thewed Reaver

Joined: Sun Feb 10, 2008 6:05 pm
Posts: 330
Location: Grimbo
Let's Play #4 Goodman Games DCC54
Forges of the Mountain King (Level 1)


Session 4.

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Encounter #13 Portal Trap (1-17a)

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The adventurers make it over to area 1-17A on the map (see below).
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Ragnarr moves forward, the platform ends in a massive golden portal- crimson light streams through the seams in the doors, at the centre of the portals a lock, with three key holes.

Bad Guys 800 XP Level 1 Encounter (7 PCs).
Portal Trap Level 9 Elite Warder Trap

Which gets Ragnarr thinking-

One click sinister, then shun both extremes.
Keep to the centre; keep your life.

Ragnarr goes on to confirm that only one keyhole shows any signs of use, the centre section of the key plate can be rotated, the rogue turns the plate sinister- to the left, and then gets to work on the lock.

Moments later the doors swing open and crimson light pours out.

800 XP Level 1 Encounter (7 PCs).
Portal Trap Level 9 Elite Warder

Ragnarr leads them in

Comment: Apart from a very short discussion, the action above is pretty much how it played out, which was a little underwhelming. In game Paul, who plays Ragnarr, after being told there were three locks asked straight away- “has one of them been used more than the others?” He then remembered the bit about the rhyme, a little disappointing that it was that simple.

Travok now has enough XP for level 2.


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 Post subject: Re: Let's Play #4 Goodman DCC54 Forges Mountain King Enc#13
PostPosted: Sat Nov 09, 2013 7:35 am 
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Mighty-Thewed Reaver

Joined: Sun Feb 10, 2008 6:05 pm
Posts: 330
Location: Grimbo
Let's Play #4 Goodman Games DCC54
Forges of the Mountain King (Level 1)


Because I’m a generous and kindly DM I allow Travok to level up in game, no extended rest.

Session 4.

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Travok-
Battlecry 'Now Die!'
(Played by Becky)
Male Dwarf Paladin of Kord Level 2
HP 45 Surges 11 Speed 5 Init +1
AC 22 Fort 16 Ref 14 Will 14
Str 19 Con 12 Dex 10 Int 8 Wis 13 Cha 15
+5 Saves vs Poison
+1 Frost Warhammer & 3 Throwing Hammers
Plate Armour & Heavy Shield
Trained Skills: Diplomacy +8, Endurance +5, Insight +7 & Religion +5.
Feats & Class Features: Dwarven Weapon Proficiency, Cast Iron Stomach, Encumbered Speed, Dwarven Resistance, Stand Your Ground, Channel Divinity, Dwarven Weapon Training, Toughness.
Powers:
At Will: Divine Challenge, Lay on Hands, Valiant Strike, Holy Strike.
Encounter: Second Wind, Dwarven Resilience, Divine Pursuit, Divine Mettle, Divine Strength.
Daily: Blood of the Mighty, Bless Weapon.


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 Post subject: Re: Let's Play #4 Goodman DCC54 Forges Mountain King Travok
PostPosted: Sat Nov 16, 2013 6:23 am 
Offline
Mighty-Thewed Reaver

Joined: Sun Feb 10, 2008 6:05 pm
Posts: 330
Location: Grimbo
Let's Play #4 Goodman Games DCC54
Forges of the Mountain King (Level 1)


Session 4.

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Encounter #14 Dead Crypt of the Underking. (1-18)

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The Dead Crypt is in area 1-18 on the map (see below).
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The adventurers stand station at the entrance to the chamber, adjusting their eyes to the glaring light ahead, there’s also a fine dust in the air which diffuses and darkens the light a little. A raised walkway spans the centre of the chamber, with steps down either side to crypts, complete with sarcophagi. At the end of the raised walkway stands a pedestal, atop which is a large red-glowing gem. It seems to pulse and throb.

The adventurers cautiously approach, and twenty feet out hold station, Ragnarr-

“Why me?”

The rogue is sent ahead to investigate, as he approaches the glowing gem he notices that his dagger is beginning to heat up- in fact all the metal items on his person are, he stops and heads back- reports his findings.

Koda wanders closer, the monk doesn’t have any metal items, things start to heat up for the monk however- Koda heads back.

Ragnarr in the meantime searches the area for any traps- nothing.

A short debate ensues, and again the players thwart the trap- this time by simply ignoring it.

The adventurers instead hop down in to the crypt area and take a nose around…

The sarcophagi are sealed, in a similar manner to the seal they successfully removed to get to this area, with a silver solder.

The book says they require a DC30 Strength check to get free, I fudged that a little (a lot), and just made up a very quick and dirty Skill Challenge. The challenge didn’t really have a ‘bad ending’ for failure other than ruining the tools the PCs used, or else just increased the amount of time it takes to get a sarcophagi open.

And so an hour later the first sarcophagi is unsealed, which coincides with the lid of the stone coffin being thrown off and the Dwarf Skeleton Underking standing up.

Back in the other crypt the sarcophagi there burst open and a bunch more Skeletons get in on the action.

Bad Guys 900 XP Level 2 Encounter (7 PCs).
Dwarf Skeleton Honour Guard Level 5 Minion x6
Skeleton Dwarf Underking Level 5 Elite Soldier
Eye of Eternal Flame Trap Level 5 Hazard (Meh!)

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Tordek, Berend, Ragnarr and Travok are ready for the fellow, the four lash out as the skeleton stands, they all fail to connect as the king either ducks, dodges or else gets his shield up just in time.

“Sh--!” Koda declares. “He’s good.”

Tordek is thumped by the Underking just to punctuate the point, at which point six Dwarf Skeleton Honour Guards charge the adventurers, flocking around to defend their lord even in death- Koda and Ragnarr are sliced, Tordek smashes one down before it can its attack in.

Koda gets in to the mix, in amongst the undead- he launches his Five Storms, smashes two more of the honour guard to pieces and unsettles the Underking with a Flurry of Blows.

Grimm employs his Oath and follows up with Abjure Undead- the Underking suffers some more, the dwarves are making their hits count now.

Berend slices with his Marauder’s Strike and the Underking is wounded again, Tordek misses but alas suffers the skeleton king’s wrath- the fighter is smashed and bloodied. The skeleton underking locks his gaze upon the dwarf, Tordek clutches at his eyes- he’s blinded.

Ragnarr manoeuvres and lashes out with a Clever Strike, the Underking is bloodied.

The honour guards slash and cut- Ragnarr is wounded again.

Fenchurch offers a Majestic Word or two to Tordek- the fighter’s wounds heal over. Then with a Staggering Note serves up the Underking to Grimm- the avenger smashes the skeleton some more, and then again this time with his Radiant Vengeance- the Underking is left staggering.

Berend cuts twice in quick succession (Action Point) and the Skeleton Underking is no more. The other dwarves quickly cut down the remaining honour guard, and Tordek gets his sight back.

The deed is done.

900 XP Level 2 Encounter (7 PCs).
Dwarf Skeleton Honour Guard Level 5 Minion x6
Skeleton Dwarf Underking Level 5 Elite Soldier
Eye of Eternal Flame Trap Level 5 Hazard (Meh!)

There’s no debate about the treasure, the adventurers do not hesitate to rob the tombs of the dwarven dead- the king’s crown is found and taken, as are several magical items identified by Fenchurch, they are-

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A +1 Fleshgrinder Longsword for Berend

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And a Shield of Protection for Tordek

Nice work.

A debate follows, the essence of it is this- do they really have to go back the same way to get out, none of the guys are looking forward to either crossing the huge open chamber again, or trying to make their way past the Doomgrinder.

Koda has a better idea-

“Why don’t we just go down and see what’s there?”

The debate had been raging (and I mean raging) for at least fifteen minutes when Dave (Koda) offered this nugget of wisdom, to be fair Dave had been in the kitchen for the last fifteen minutes helping himself to other people’s food, so he had an excuse- and was instantly forgiven all in one sentence.

Comment: The encounter itself was a bit disappointing but looking back on it that was of my own making- I should have made the traps work, and more complex- and should have increased the nastiness of the bad guys, what with their being 7 PCs.

Eventually Ragnarr is lowered sixty feet down on to the rocky floor of the cavern below, up above ropes are secured and made ready, on Ragnarr’s signal he will be hauled up and out of danger. Down below the rogue, a little terrified at first, cuts his way through thick webs, stumbles over skeletal remains, and generally has an unhappy time.

Things get better for Ragnarr however, the rogue starts finding things including a bunch of coins which he quite definitely doesn’t find, if you catch my drift. He also locates, later identified by Fenchurch, the following- a clutch of ritual scrolls, also-

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A +1 Wand of Psychic Ravaging for Fenchurch

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And a +1 Amulet of Protection for Koda

He also finds one other thing- a passage leading out of the chamber…

“Guys…”


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 Post subject: Re: Let's Play #4 Goodman DCC54 Forges Mountain King ENC#14
PostPosted: Sat Nov 23, 2013 8:11 am 
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Mighty-Thewed Reaver

Joined: Sun Feb 10, 2008 6:05 pm
Posts: 330
Location: Grimbo
Let's Play #4 Goodman Games DCC54
Forges of the Mountain King (Level 1)


Session 4.

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Encounter #15 The Thing in the Pit (1-15)

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The exit tunnel is in area 1-16 on the map (see below).
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It continues on a while (see below).
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In to a watery chamber, area 1-15 on the map (see below).
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The dwarves lower themselves down sixty feet to the rocky floor of the huge chamber, Ragnarr leads the way to the exit tunnel he’s found.

“This better go somewhere…” Koda complains.

The rogue leads on, down a narrow, but high-ceilinged, rocky passageway, five minutes in Ragnarr and Koda are sent ahead- there’s a cool breeze coming from this direction, and the sound of… water.

The pair arrive at a chamber completely filled with water, although it’s shallow at the edge the pool quickly gets deeper. It’s difficult to tell the depth of the water as the entire surface is covered in algae, however there’s an exit visible- just at the edge of the adventurer’s light source.

The passage continues to the south, Ragnarr and Koda are sent to find a way, hugging the wall they wade over- Tordek watches and waits in the entrance passage.

The pair are almost to the exit when suddenly lurching up from beneath the surface of the water comes a massive skeletal serpent, the thing is lightning fast- it darts in and snatches Tordek in its jaws, grabbing the fighter and hoisting him in to the air.

The serpent must be huge, at least twenty feet is visible above the water, there must be at least the same again beneath the surface, perhaps up to twice as much- the serpent could be fifty to sixty feet long.

Tordek screams as he is crushed in the creature’s skeletal jaws.

Bad Guys 750 XP Level 1 Encounter (7 PCs).
Giant Skeletal Water Snake Level 3 Solo Soldier.

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The great serpent rises up some more, its skeleton coils are now visible above the surface of the water; the creature is definitely over fifty feet long, the struggling Tordek is neatly dropped in to the middle of the beast’s coils- and crushed, the fighter is bloodied and for good measure left dazed.

The creature darts forward to capture another dwarf, the adventurers take the opportunity to lash out at the serpent. Koda gives it hell- Opening the Gates of Battle, combined with a Flurry, the monk then ducks beneath the surface of the water and swims- concealed beneath the water.

Berend slashes the thing with his Twin Strike longswords. Fenchurch offers some Majestic Words to the clutched and crushed Tordek and then hits the beast with his Ray of Enfeeblement from his new wand, the serpent is wounded and Weakened.

Tordek, somehow manages to squeeze his way out of the great serpent’s coils (Athletics check 23 will do it) the dwarf- still dazed, totters and staggers.

Grimm swears an Oath and then hits the serpent with his Abjure Undead, the great serpent burns in his radiant light.

Ragnarr launches a dagger, Koda surfaces next to the skeletal snake’s coils- climbs aboard and then gets all chop-socky with his Dancing Cobra, with two Flurries to accompany, courtesy of his Supreme Flurry power.

Travok issues his Divine Challenge, the serpent takes notice and smashes in to the paladin who misses with his Holy Strike, Travok is hoisted in to the air, like Tordek, crushed in the serpent’s jaws. The serpent lurches back, and drops the paladin neatly in to its coils- the paladin is crushed some more, and left bloodied and dazed- only just clinging on to life.

Berend slices the snake with his longsword, a Marauder’s Rush, trying to smash Travok free from its coils, the serpent is at last bloodied (the creature started with 192 hit points).

Fenchurch offers more Majestic Words, this time to Travok- the paladin smiles weakly and gives a thumbs up sign, he’s alive for now. The bard follows up with a Staggering Note.

Tordek, still balanced on the beast’s coils, smashes appropriately with his Steel Serpent Strike, the great snake is being hacked apart, although Tordek’s follow up attack (Action Point) fails to make a dent in the beast. Grimm rushes in and leaps up on to the coils of the wyrm, hacks once, and then twice with his Radiant Vengeance- both blows shatter bones and burn the serpent.

Ragnarr suddenly screams at Koda, “the neck- NOW!”

The monk complies with the rogue’s demands for attack and gains the benefits of Ragnarr’s Sneak in the Attack- the monks Five Storms and accompanying Flurry shatter the spine of the serpent just below its head- the thing falls apart.

The dwarves scatter and splash in to the foetid water furiously doggy-paddle their way back to the shore.

750 XP Level 1 Encounter (7 PCs).
Giant Skeletal Water Snake Level 3 Solo Soldier.

The area is briefly searched, or at least as best it can be, and then after a short rest the dwarves head on, Ragnarr again at the front.

A few minutes later the guys but up against an ancient looking portcullis which completely blocks the passage, ahead a beach and beyond a much larger, a much much larger cavern.

Comment: Nice action with the serpent, tough on the dwarves trying to fight in five feet of water, I helped them out a little- but not a lot. Nice monster although as previous I should have made it nastier for the seven dwarves.


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