Larur Feldin

Rock Stonecrusher's page

78 posts. Alias of Chainmail.


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The old dwarf warrior is concerned and has Rodrik's brother, the accomplished ranger with him.

"We have been visiting some of the orc tribes around here. They are generally agitated, but we have found nothing specific. One fanatic seems to think Truanau's days are numbered. He claimed it was a bastion of civilized decadence that would fall in three days."

You enjoy a dinner in the pleasant private room of Cham's inn. She has tapped a keg of truly dwarven ale: Bargus' Blend.


"Well done, my laddies. I think we showed 'em what we can do. I got rooms at Cham's, a local inn that caters mostly to those who visit town. Cham and I go way back."

Rock and Kurst seem to also know each other, and have some words that are not too difficult to overhear.

Perception DC 15:
Rock and Kurst are talking about the activity of the local orc tribes. They both agree that quiet is not always good.


The dwarves get in line, and prepare to show how things are done. The opponents are hardy townsfolk, and are able to get a jump on Ruby's team, pulling as soon as the signal is given. Unused to the quick contest, the dwarves are pulled back and first and try to avoid quickly losing ground.

initiative dwarves/opponents: 1d20 + 2 ⇒ (2) + 2 = 41d20 + 1 ⇒ (20) + 1 = 21

Roll three strength checks labeled 1 2 and 2


As Rock discovers with further questions that some of you are natives, he nods approvingly. He returns after some deliberation with his list. As he reads off you name, he looks at you and shakes your hand. "Welcome to my crew. Don't screw up!!"

As the others leave with disappointment, he looks at Harnar: "I got chunks of tougher dwarves than you in my stool. I offer the ability to whip any or all of you if you step out of line or ruin my legacy."

Rock nods and says: "It is now time to follow your path. We will leave for Trunau at first light. I have booked rooms for you in the inn, you will be double billeted."

You leave the next morning for Trunau, and upon arriving closer to evening, find the town is all gathered together.

Jubilation fills the evening air in the normally staid town of
Trunau, for it is the twelfth birthday of the Chief Defender’s
youngest daughter, Ruby, and the townsfolk have been
preparing all day for the ceremony and festivities to follow.
A throng of spectators has amassed at the town Commons;
the buzz of the crowd subsides as the weathered town leader,
Halgra of the Blackened Blades, takes the stage and begins
to speak.

“Thank you all for joining us this night. I take immense pride
in my responsibility as Chief Defender, especially when it comes
to the honor of the hopeknife ceremony. It is always a great
privilege to bequeath Trunauan youths their hopeknives as they
come of age.”
Halgra stops speaking long enough to open an
ornamental case and retrieve a slender, ornately decorated
dagger hanging from a silver chain. “But tonight is a special
occasion, for the recipient of this hopeknife is none other than
my youngest daughter.”
Once again, Halgra pauses,
but this time she turns to talk to the child beside her.

“Ruby, by the traditions of our town, you have
come of age. This hopeknife represents your
responsibilities as an adult and defender of Trunau.
You must be willing to use it on yourself, your fellow
Trunauans, and your family—even me, should it
come to that. It will be a far quicker death than that
which the orcs will offer, and providing it is your duty.
Do you swear to guard Trunau from all comers, and
to use your hopeknife only for its intended
purpose?”
Ruby—dusky skinned, black
haired, and painfully shy—nods her head
in response to her mother’s question.
“If the orcs come, and there is no other
option, this is where you cut—here, here,
and here.”
Halgra demonstrates which
arteries to sever while Ruby watches.
When she is finished, Halgra sheathes
the hopeknife and places the necklace
around Ruby’s neck before turning back to
address the crowd.

“Tonight, Ruby becomes a full member of our community!
Let us welcome her, and celebrate her passage into adulthood!
Trunau forever!”
The crowd echoes Halgra’s last words in unison,
signaling the end of the ceremony.

Halgra nods to his daughter. "Time to pick your team for the feats of strength." Ruby indicates the new arrivals, five dwarves and a gnome. The young woman is motioning you to join her in a game of tug of war with eight burly men in the militia, two of them quite large.


If you are from Trunau, you find there is a meeting near Trunau. Mentioning you are from Trunau should be favorable. Rock Stonecrusher, dwarven hero of many battles, is holding an audition for those wishing to impress the Ninth Bastion.


The dwarf continues his history lesson:
"So I hail from the Menador Mountains in Avistan. My clan, The Mountainblood Clan, became ambitious, and rather than be withdrawn and reclusive, they traded with the government of Molthune and became wealthy and powerful. Although many of the clan advised against becoming too tight with the Lords of Molthune, King Noscan became tempted by promises of wealth and glory. He made the mistake of running afoul of powerful foes in Cheliax in his entangling alliance."

He spits on the floor and holds a symbol of Torag tightly as he continues:
"The diabolical Chelaxians sent a pair of rune giants upon the Mountainblood Clan. The wholesale slaughter of the clan took less than three days, and I was the only survivor."

He adds: "A clanless, penniless dwarf, I sought refuge in the court of Molthune. Without prospects, the Lords of Molthune sent me away without acknowledging any culpability in the massacre of my people. It has taken some time, but I have called for those I have seen Torag point out to me in my dreams. That would be you!!"

"A tide of giants is coming!! I need to pull a new clan together with a new purpose. We will remember those who give us succor and those who seek to thwart us!! I seek those to join the Ninth Battalion, and if proven worthy, can visit Earth Axle and behold its glory."

He looks at each of you in turn. "What do you have to offer? I don't need craftsdwarves, they will come later."


This your interview, and you are all strangers to each other.


In an inn just outside of the Hold of Belkzen, you speak to the aged dwarf as he throws back another large tankard of ale. Rock Stonecrusher was a battle-scarred dwarf who had seen his share of combat over the years. Rumor had it was getting a party of dwarves together to head to Trunau. His ambitious plan called for a group of dwarves to jump into a town full of half orcs and humans--what could wrong there? As you are ushered to his table in the inn, he is speaking to a few dwarves that came earlier and waves you over.

"I was just finishing up my story!!"

"Aye, the giants slaughtered as many dwarves as they could that day. I blame the Chelaxians, for they surely put the giants up to it, but I could just as easily blame dwarven pride and arrogance. Wrapped up in the power struggles of human nations, we dwarves found out that we were the manipulated and not the ones doing the manipulating."

He laughs as he remembers something funny: "King Noscan thought he was honeydicking the humans, but in the end, it was King Noscan who was honeydicked. And more dwarven blood was spilled in two weeks than I have drank in ale over my lifetime."

He gets a sober look and stares at around the table, eventually fixing you with a firm gaze as his pupils seem to darken. "I will take you to Trunau in Belkzen where you may get into trouble, but it will be a good kind of trouble."


Rock nods as he sees some of the guard trickle in. The longhouse seems to be humming with activity.

"We need to watch out. I think a storm is coming, and we need to be on guard at all times!! Well done--you proved Rodrik was murdered. That hopeknife cinched it. Shall we head to the temple of Iomedae? Some of you look in bad shape."

He points to Yarask's bead. "We dwarves don't need the light so much, but the heat sure comes in handy when the winter winds are blowing."


The investigation of the cart begins in earnest after dinner, and the simple handcart with a handle with a crossbar was pulled by two. Following up a lead from one of the patrols, you discover two field hands were hired to pull it inside the city and paid an entire gold piece for their labor. Their employer was a young, tattoed half orc with broad shoulders. After that, the leads seem to dry up.

The next day appears to be sunny and clear, with no sign of clouds. The smell of sizzling bacon, a favorite of Rocks, permeates the Ramblinghouse along with some sizable pork chops. Rock starts off his day with hard cider, pork chops, and bacon for breakfast.

He shakes his head at the ambush. "Not something a dwarven fortress would allow to happen, not at all. Well, I have to continue to see about provisions. You can follow up on the murder--I bet you are getting close and that is why you were attacked!!"


Rock is found talking with Kurst and eating an apple with a knife when you update him on your progress. He turns to Kurst, and asks: "What do you know of this Brinya? Tell me boy, it could be important!"

Kurst answers: "She and Rodrik were
engaged to be married, but only
a few people, myself included,
knew about their relationship.
Brinya’s a half-orc. Her heritage
doesn’t matter to me, but it does
to my father, which is why Rodrik
kept it secret. That’s why Rodrik
was staying at the Ramblehouse. My father
somehow found about the two of them, and he and Rodrik
had a falling out over it. Since my father has forbidden
me to visit her, could you check up on her and make sure
she’s okay? You can also ask her whether anything seemed
strange about Rodrik the last couple of nights.”

Rock nods to you, and rephrases your earlier questions about the cause of death. Kurst responds: "The only thing I have is
Rodrik’s hopeknife, which he supposedly used to kill
himself. I’ll need it back for his funeral, but if you think it
might help, you can have it until then.”
He hands over a hopeknife to the group.

Proceeding to send some of the group to interview Brinya, the half orc is red-headed and definitely with some orcish features. Tegnar and the wizard and cleric head to the boarding house (Area D on the big map) to interview the distraught fiancé. The rest proceed to try and track outside of town. After the warning issued by Yarask, the patrols seem to be out in force and two of the town militia seem to be doing hourly sweeps of the surrounding area.

Picture of Brinya

Tegnar and company consider what questions to ask Brinya.

Sense Motive DC 16 inside:
Brinya is distraught, and although she looks tough, she has been crying recently.

Survival DC 16 outside:
A set of distinct wagon tracks seem to be obvious, either departing or entering the town. They head towards the deep wilderness.

The team exploring outside looks for tracks.


Rock smiles as you seem to getting somewhere. He gives Cham a comforting hug.
"Cham is from Moldune, as I am. I am sure her heart was in the right place. And what person wouldn't take some extra gold to afford a guest more privacy."

Rock speaks to you all.
"You seem to be doing well. I will stay out of your way and do some business getting provisions in town. You can find me here at the Ramblinghouse."


Kurst responds to Dvalin's inquiry:

"I know my brother, and I know he wouldn’t kill himself. By his
own account, he was in love with Brinya and was planning
to marry her, even if our father disapproved. There’s
something fishy about all of this, and I won’t dishonor
Rodrik’s memory by accepting his ‘suicide’ without ruling
out that something else happened.”

"Let's look at his room." say Rock.

Kurst has Cham open his room, which is much like the others....

This sparse room contains only a single cot and a writing desk.
The cot is a cheap affair with a straw-stuffed mattress, now
stained red with blood and stripped of its linens, while the desk
is a slightly nicer piece of furniture that has nonetheless been
chipped and worn by time. A cracked window in the southern
wall is the only exit other than the room’s door.


The group retires to the Ramblinghouse after many shared ales with the personable humans.

You awake to a meeting called by Rock after a bucket of cold water is poured on your head by the stoic dwarf. The meeting is with Kurst Grath--the brother of Rodrik Grath. You find out that Rodrik has been murdered last night at the Ramblinghouse!!! Furthermore, suspicion has fallen on Cham Larringfass, the proprietor and good friend of Rock.

A tearful Kurst, Rodrik's brother, is on the verge of crying as he speaks to your group with his lips quavering.
“I’m sure you’ve heard by now that my brother, Rodrik—you met
him last night—was found dead this morning, and I’ve had my
hands full since. Right now, the official cause of death is suicide,
but I just can’t believe that. Something else has to be going on.
Unfortunately, Rodrik was the best investigator in Trunau; if he
were on the case, solving the mystery of his death wouldn’t take
long, but with just me left, we might never know what really
happened.”
Kurst sighs heavily.

“I simply can’t handle the investigation and tend to my family
duties at the same time. I may be a patrol captain, but right
now, I feel my responsibilities as a brother outweigh my other
duties. Still, I can’t just let this lie. I’m afraid I’ve exhausted all
my other options—the members of Trunau’s militia are competent
defenders during siege times, but they’re not sleuths by any
means. I need your help. Will you investigate my brother’s death?”


Having gathered in the ampitheatre in the middle of town (Section A on the map of Trunau at the top of the page), the dwarves and hobbits have been chosen by Ruby to participate in the tug of war.

"We'll do it, by Torag's beard. Come an pull for the lady my ladies."

Rolls:
STR1: 1d20 + 7 ⇒ (18) + 7 = 251d20 ⇒ 12STR2: 1d20 + 7 ⇒ (19) + 7 = 261d20 ⇒ 10STR3: 1d20 + 7 ⇒ (13) + 7 = 201d20 ⇒ 2STR4: 1d20 + 7 ⇒ (14) + 7 = 211d20 ⇒ 16

As you pull against the hefty boys in the town militia, it becomes clear that they are pulling you across the line. With three quick pulls they have you scrambling to avoid being yanked off your fight as Ruby barely hands on. At that point the large humans begin to falter before they pull you across the line. Recovering as Rock curses at you, you find momentum on your side, and pull the rope completely to your side.

[dice=Sense Motive DC 14]The militia threw the contest, only wishing to make it close.[/spoiler]


The dwarf continues his history lesson:
"So I hail from the Menador Mountains in Avistan. My clan, The Mountainblood Clan, became ambitious, and rather than be withdrawn and reclusive, they traded with the government of Molthune and became wealthy and powerful. Although many of the clan advised against becoming too tight with the Lords of Molthune, King Noscan became tempted by promises of wealth and glory. He made the mistake of running afoul of powerful foes in Cheliax in his entangling alliance."

He spits on the floor and holds a symbol of Torag tightly as he continues:
"The diabolical Chelaxians sent a pair of rune giants upon the Mountainblood Clan. The wholesale slaughter of the clan took less than three days, and I was the only survivor."

He adds: "A clanless, penniless dwarf, I sought refuge in the court of Molthune. Without prospects, the Lords of Molthune sent me away without acknowledging any culpability in the massacre of my people. It has taken some time, but I have called for those I have seen Torag point out to me in my dreams. That would be you!!"

"A tide of giants is coming!! I need to pull a new clan together with a new purpose. We will remember those who give us succor and those who seek to thwart us!! I seek those to join the Ninth Battalion, and if proven worthy, can visit Earth Axle and behold its glory."


In an inn just outside of the Hold of Belkzen, you speak to the aged dwarf as he throws back another large tankard of ale.

"Aye, the giants slaughtered as many dwarves as they could. I blame the Chelaxians, for they surely put the giants up to it, but I could just as easily blame dwarven pride and arrogance. Wrapped up in the power struggles of human nations, we dwarves found out that we were the manipulated and not the ones doing the manipulating."

He laughs as he remembers something funny: "King Noscan thought he was honeydicking the humans, but in the end, it was King Noscan who was honeydicked. And more dwarven blood was spilled in two weeks than I have drank in ale over my lifetime."

He gets a sober look and stares. "I will take you to Trunau in Belkzen where you may get into trouble, but it will be a good kind of trouble."


Discussion thread

Barth and Morg can post in discussion thread above.

If by Wednesday one has not reported, Hedrin is in and can post to discussion thread.


Given the posting rate, I am selecting Barth and Morg if they are still interested.

Hedrin is an alternate if one of them has moved on.

Characters selected are prisoners in the frost giant fortress to be rescued. They have been held with little food and no ale for three months :-(


Sorry I haven't posted in a while.

Cleric already selected. I will pick one more when the party decides who it is returning and how they will be leveling.

Cleric spot is filled. Next spot can be anyone--divine, martial, arcane or skilled. Will notify shortly.


Ghanrik is in. Recruiting is not closed yet, so don't lose hope.


I like what I see. Ghanrik looks ready. HD/2+1 after lvl 1 which is Max.


The battle scarred dwarf hammers on the long, ale soaked table: "I need more dwarves, or at least some wily gnomes. A human might do in a pinch, but I don't know if I can trust them."

We are 16 months into a Homebrew campaign.
There are a dwarf and elf group that have been adventuring in the same world. They are 'competing', but not directly. The dwarves are down two players, and need TWO replacements. Characters will enter at level 5 with a 15 point buy and we are using Core Rules Only. Starting gear will be provided by the existing party, which is quite well equipped.

Some party members are adjusting their characters, but the new recruits will be expected to fill party gaps. Primary needs are a cleric. The party has most of the other roles filled, so the other character probably wants to provide more arcane firepower or frontline staying power.


Rock has another meeting with you, "The resouces of the humans, at this time, are significantly more than ours. Your wealth will probably be better spent in their lands."

"I'd say you can make a few transactions before you leave. I would sell the materials, the price is a fine one and convert the bulkier wealth to platinum or gems. You could sell the staff and the spade, but then you may never get a chance to use them again unless you can craft them yourselves, they will be put to use quickly in the mines. Sounds like the staff could be useful when trapped."

"I know this seems little after your discovery, but we still have three potions (lvl 1) to provide you again before you leave. I still have our alchemist spending time supporting your team."

Add three potions and decide what you sell and if you visit the moneychangers. Full resale value for all items and twice resale (full purchase value) for glass and black metals.

"I am throwing a celebration, let me know when you are ready and we will drink GT to your success the night before."


"Well, unfortunately I don't know a whole lot about the Dark Owl's side of the story. But I learned plenty from the kings' record I inherited. What it doesn't say is more telling than what it does say. So I think what you read is probably true."

Rock squints at you all, "Knowing dwarves like I do, the older dwarves gonna feel jealous and resentful. This may be time to move some younger dwarves to set up a new hold. It sounds like it already has some formidable defenses. Well now the small outlay of potions and equipment we give you is kinda small compared to your haul."

"Our spies have scouted out the human lands some more. Be careful when you head out there. The humans are jittery and distrustful of other humans, I am sure you dwarves will set them on edge even more. Let me know when you are ready to go and we'll have a proper sendoff."


"Aye Bragg, I lost the blessing myself years ago. I can only hope that it passes to others now."

The treasure find is both a blessing and a curse. At first the dwarves are extremely happy to see the massive amount of gold brought in. Later the looks of envy and jealousy are seen and felt throughout the hold. Some conversations overheard include, [b]"why were the younger ones so lucky...I heard the dark owl stole from other dwarves, maybe that treasure was rightfully ours....they didn't lose a single one, that seems suspicious. The most egregious offense seems to be the hammer--a dwarven hammer of great power in the hands of a human.

Also the greed of the dwarven shopkeepers is evident. All mithril, masterwork, and mundane items are regular price, but the price of enchanted/magic items are high (50% more than the normal buy price in the PRD) and the items seem limited in power (1500gp value or less before the 50% increase).

Magnum lets you know this is not a problem--the black market has better prices and more selection (no upper limit).

Need Brask's report (Thograt, Khazad or Kragg will do too).


"By my first wife's beard, where did you get all this equipment." Rock is amazed to see what you brought back. Dwarves from the hold gawk in wonder as you return home.

"Thograt, Brask--briefing in my hall with your crew. Roll out a keg of Giant's Tears, this story should be a long one."


"With your new information, you are ready. I have found a set of winter survival gear for everyone in the armory if they need it and a large tent that will fit your group."

Time for Thograt to decide and party members to provide input.


"Thograt, Are you bringing Magnum? I need to know. If not I have work for him."


"Thograt, I have two recruits, a ranger and rogue--pick one and we'll start you out after our holiday festivities.

Brask (and optionally Neji) bring the pack mules back to the human settlement. 200' from the front gate there is large table set with strong drink and cooked game. Terog sits at the table alone. He gestures for you to sit.

One post should take care of the interchange given Brask's limited fondness for 'fancy talkin'

Note - Synopsis of events to date commonly known in the world passed by merchants, spies, and heralds are now available in common thread Elves vs Dwarves Who is Better?


It is up to Thograt whether he wants Hon or Kragg. Either way, he can decide if Magnum is going along too. (Magnum doesn't count to his six slots).


"Thograt, if you don't want to bring Magnum along, I can pay him well to update our maps of the human lands. I can also use him to carry messages and scout. It turns out he has a reputation in the human lands that is quite colorful. I think he left before their law caught up with him."


Magnum is an NPC. They have Liri's gear which include a masterwork thieves tools. Plan on working in at level 1 (halfway to 2)--cutting Liri out of the XP was how I could justify leveling the party up. Plan on average gold and access to the three feats, but no masterwork item.

The party could use a rogue--but I also think it is important to play what you want to play.


Rock then ushers Magnum out.

"Let me know if you want to take that brash young man along with you. Thograt, tell me when you are ready to go and where you are going. We have some holiday festivities here, so it may be a while before we send you out."


Nelson VanDenHoek 692 wrote:
Please consider me for a alternate replacement. I would like to play a Dwarven ranger (melee) or Paladin, but will consider different options. I will have a background made once I know more.

Dwarves are ready for one more. They have a human guide to lead them and do some rogue duties if needed.


"I am glad Ninni has checked in. Everyone else here? "
Check in and let me know when you want to break for holidays.


"Your success has opened many options the dwarven war council has analyzed in detail."

Rock calls you into a council of war with his ten most trusted advisors; 7 dwarves and 3 gnomes.

"Option 1 is to take advantage of the hard won respect and immediately follow up with another diplomatic mission to the Northern Reaches.

"Option 2 is to take advantage of fact that human patrols are giving all dwarven groups a wide berth and bypassing the settlement to visit the larger city at the top of the mountains. Taking the southern road to the larger local capital may provide more insight into our main rivals in the area. At this large city negotiation or 'special operations' can secure more strategic materials.

"Option 3 is a hike over the inhospitable glaciers east of the human settlement to bear tribe--a group of illiterate barbarians. They have a frozen monolith stocked with things they can't understand (and for them, this is almost everything they find). This frozen monolith is known as their 'hall of treasures'. Obviously you plunder this."

"Finally for option 4 you can travel southwest along the coast to a large monastery where the humans have built 'ice ships'. If we can get one of these ice ships made of blades and sail, your group will have increased mobility and can sail the frozen bays of the north at will. Rumor has it this area is home to fierce wolves and half men-half monsters that eat anything with meat and bones.

"I will leave you the room to discuss your options. We are not hasty, so you can have as much time as needed to make your decision."

This is intended to be a nonlinear campaign with ever increasing options as you accomplish missions.


The team is ushered in to see Rock. He has a surly expression.

"I heard what happened, and I am disappointed. We cannot afford to trade dwarves for humans in some battle of attrition here. This was supposed to be a diplomatic mission. And why was Liri up front and Khazad waiting in the back, that should have been reversed. You need your reach weapons up front."

"Brask, I understand an ambush was being set up, but when the lights are turned on, the roaches scurry and not fight. Your archery was dead on, but you need to shoot the last one in a skirmish line and keep your silence and position. Then you shoot the new last one until you got them all. That way the front ones don't know what is happening. This is the Ranger York trick."

Rock then smiles

"But you hurt them good and bring everyone home; they now know not to tangle with us. I am proud of what you have done. Just don't fight just to fight, we don't have the dwarves for that anymore."

As you save the all the dwarves from extreme hardship, everyone is now lvl 2. Next mission to come soon.


Things look bad, but we aren't beat yet. I need two replacements for Liri and Theograt. A cleric would be appreciated (he can even be very similar to Theograt). They are down but not out yet.


Bogorin needs crunch as, last I checked, the dwarves be battling 6 crossbowmen, 11 axe wielding thugs, and a boss wielding a greatsword outside a fortified camp. There may be blood. You are #1 alternate.


Make the cruch, but no talking our secrets to that Seltyn. Note the house rules for feats and clerics.


{b] "As an experience battle leader, here is what I want you to do Thograt. Get your group together and hold a council of war and make sure everyone knows what you expect of them. Take their inputs and make the final decision.

[/ooc] One post from everyone and off you go. Marching order and two perception rolls for everyone to save some time clearly labeled PER1 and PER2.[/ooc]

Survival DC 12:
There is human innovation from the human barbarians called a snow suit that grants stealth benefits in this situation (10gp each) .


"Very good--the keg of Giant's Tears, (or GT as some of us call it), was not floating in its bath of snow this morning. Here is a one liter waterskin, Thograt, with some of the remains. If you need a similar vision in the future, better give it to one of the more delicate types and not a strong drinker like you."

An already well intoxicated character needs to make a FORT 15 roll the first time with GT rather than a FORT 10. It is not possible to 'load up' to intentionally induce a blackout anymore than the FORT 15 as the weak human brews cannot sufficiently compare to GT. One liter waterskin= two tankards. One liter of GT is now available at the general store for 25gps each.

"Remember, the supplies are NUMBER ONE, NUMBER TWO, and NUMBER THREE priority. Your adoring crowd from last night will not survive another year without them. You have two ingots of a very limited resource. If 'negotiations' break down and you return emptyhanded (or missing one of the crates), it will cost at least five ingots and some risk to more of my staff to set up another trading deal and I will consider your mission a failure. I highly approve of you plan to jump the gun on these humans and get there at first light."

Move out and have the point man/maiden make some perception rolls.


"Ninni, would you like these masterwork brawling gloves. I think Khelgar used them before he got better ones. Did you know the three main causes of death among humans are (in order) (1) heart disease (2) Khelgar and (3) everything else? Supposedly Khelgar has been the only one to sucessfully touch the human warrior MC Hammer. Did you know if you use the word Khelgar as password, you will always be allowed in. I could go on and on about my old friend."

These masterwork brawling gloves give +1 to hit in unarmed combat.


"Where is that other sorceror, Thograt, did you lose another one?

When told about the visions, Rock stresses the importance of making plans. "These visions are one possible future. If you do not like it, you need to change something to make it different." "Now meet your bannerman."


"Huzzah, Thograt did it. He leads by example in drinking, a true dwarf leader. Normally this auspicious feat inspires visions in others."

Rock holds up Thograt's hand. A little more than half the dwarves are on their feet cheering, and those on the ground rouse from their slumber. "Thograt, Thograt, Thograt" is the chant.


Dragon's Tears is strong stuff. It has been known to inspire visions and augury (as well as an occasional fit of shaking). After passing out from the strong drink, you see a possible future.

Your intrepid team departs to the human settlement of the Northern reaches from 'Secret Gate'. You approach a rough wooden gate that is the entry point into the human settlement of Tallwood. One foot of snow on the ground and a biting wind make travel difficult. You approach at the agreed upon time for the annual exchange, noon.

Eight thugs are gathered in front of a large wagon stacked with five large crates within the shelter of a large overhand over the threshold to the gate. The leader approaches and says "Price now is two ingots. Save you the need to meet the King. Save everyone trouble.

The men are obviously edgy, suspicious, and wary.

The vision disappears and you come to only ten minutes from passing out. Not a common occurence for GT imbibers as a quick look around reveals dwarves everywhere passed out.


Yes Neji and what Thograt says as well. Or you could take Imp Unarmed Strike and Dwarven Toughness.


+1+2+1 = +4 for FORT for Thograt right


The entire party is treated to a keg of Giant's Tears (GT) - the strongest brew in the stronghold. More standard brews are available on the house. The entire 500 seat beer hall is full to toast the new heroes. If any of your group can down 3 tankards of GT without passing out, it is considered good fortune. Anyone drinking a tankard of GT must make a 10 Fort save to avoid passing out. Each successive tankard increases the difficulty by 2.