Wednesday, October 31, 2012

Iron Rations Part III

Even though Devon Ashwood had studied the dwarven language, he’d never actually seen a dwarf until today. And judging by what he saw, he hoped to never see another.

     The squat demi-human had emerged from behind a boulder as Devon was binding Abel’s wounds and while Aithne searched the dead ogre. The dwarf immediately started screaming something about trespassers and claim jumpers. This angered Abel, who was always looking for a fight, no matter what condition he was in.

     The human fighter slowly got to his feet, then stepped forward, hand on the pommel of his sword.

     “Listen, runt, I don’t know what your damn problem is, but you need to shut the —.”

     A crushing blow from the dwarf’s hammer to Abel’s sternum ended the conversation rather abruptly. Abel dropped to the ground like a sack of potatoes, leaving Devon to wonder why all their fights began with the human incapacitated.


     Balnor of Forge Coinhammer has very little time, nor patience, for anything but gold. He views everyone as a threat to his prosperity and will meet any perceived slight with aggression. Currently, he is prospecting in a rocky area that features thick veins of quartz, which might also contain gold.

     He’s already had to contend with an errant ogre stomping about, so the last thing he needs are elves and a big-mouthed human. After his temper dies down, he will explain to the trio that they are trespassing and had best move along. He suggests that if they really want to see something interesting, they should explore the ruined tower to the northeast. At night, strange, colorful lights dance around the stones. Balnor would investigate the phenomenon for himself, but so far the lights haven’t interfered with his work.

Balnor, Level 3 Dwarf; Alignment: Neutral; AC: 7 (leather armor); Hit Dice: 3; Hit Points: 19; Attacks: war hammer (1d6+2); Move: 90’; Languages: Common, Dwarvish, Gnomish, Kobold, Goblin; 

Abilities: Str 16 (+2 to hit and damage), Int 11, Wis 14 (+1 on magic-based saving throws), Dex 11, Con 15 (+1 hit points per die), Ch 8 (-1 adjustments to reactions);

Special Abilities: Dwarf abilities; 

Possessions: leather armor, war hammer, 10 gp, 20 sp.

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