Wik gathers up the caltrops she had spread around the storeroom and unbars the door. Opening it just a crack, she takes a look outside to make sure there is no one watching between the tavern and the cover of the woods.
The coast looks clear; Wik turns and nods to the rest of the group, then takes off sprinting towards the trees.
Riven bows slightly to the aging halfling and says, "As you command. If we are successfully in our mission, an army we will have. You are brave; keep them safe." The human paladin surveys the room one more time and then follows Wik's lead.
Gretta looks at Alyss I think we need to go as quickly as we can. "Lets go towards the stables, a few horses would really help at this stage." With that the older woman takes off towards the stables.
Gretta is looking to see if there are any horses in the stables. Let me know if you need a roll.
"Thanks, Auntie," Aliss offers before following Gretta out. "I'd guess they'd have all the good horses up at the keep by now unless the ones we fought had some of their own. We might find some good beasts for hauling a cart, but not for anything faster than that," she says to the older woman.
In the end, the escape of the Righteous Fire from Harken is less than dramatic. A few of you slip out the back door and the others around the side of the inn using the outbuildings as cover. As you sprint across the open ground towards the welcoming embrace of the Harken Wood you are thankful to hear no signs of pursuit. Reaching the safety of the arboreal shroud of the capital of the 'Wold, a brief glance back to the village giving no immediate pause for concern, you make your way as swiftly as you can deeper into the forest.
Mid morning on the next day, your second since arriving back in Harkenwold, you find yourselves travelling the road cum track to Tor's Hold. Last night, with Dar Gremmath in his farmstead in Albridge, was spent refueling and reporting your important successes in the skirmishes with the Iron Circle. Mightily impressed, the retired adventurer applauds your travails and urges you to seek out the good townsfolk of the Hold. More swords and axes for the battle that is sure to come, is the priority right now.
Buoyed by your recent victories you approach the small village of Tor's Hold with the light of a spring day in your step. This is at odds with the incessant drizzle that has accompanied you along the riverside track to Munir's birthplace. Village is perhaps too grand a word for the home of the descendants of Tor Hammerfist. It is, in fact, not much more than a group of steadings. The villagers, dwarves one and all, are going about their everyday chores - tending the meager crops, fixing dry-stone walls and other essential jobs. Your arrival attracts immediate notice. Folk look up from their tasks and stare as you approach. Munir commands the most attention and it is not long before he is recognised.
An old dwarven lass, chopping wood, barks a command to a younger member of her family.
"Quick Borgin. Go fetch your father. Tell 'im Munir's returned. That should bring the old goat to his senses. Now then Munir - what brings you back to the sunny climes of Tor's Hold - lost your fortune already?"
Munir - the lady dwarf is Ingrid Torsson - the formidable wife of the even more formidable Bran Torsson - Elder of Tor's Hold
Dougan Throckmarr, Half-Orc Monk Init +5 HP 31/31 Bloodied 15 Healing Surge 7 (0 used /9) AC 20 Fort 16 Reflex 17 Will 15 Speed 6 Str 16 (+3) Con 14 (+2) Dex 18 (+4) Int 10 (0) Wis 13 (+1) Cha 8 (-1)
Std: MBA
+9 vs AC, 1d8+4 damage. Monk Unarmed strike
'Std: Disrupting Advance'
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: +10 vs. AC
Hit: 2d8 + 5 damage, and you push the target 2 squares. The target and each enemy adjacent to the target at the end of the push are slowed until the end of your next turn.
'NA: Flurry of Blows'
At-Will Psionic
No Action Melee 1
Trigger: You hit with an attack during your turn
Target: One creature
Level 11: One or two creatures
Level 21: Each enemy adjacent to you
Effect: The target takes damage equal to 3 + your Strength modifier (6). If the target wasn’t targeted by the triggering attack, the damage increases by 2 [8] (4 at 11th level and 6 at 21st level).
Special: You can use this power only once per round.
'Mi: Rain of Hammers Ki Focus'
Implement: Ki focus
Enhancement Bonus: attack rolls and damage rolls
Critical: +1d6 damage per plus
Property
Whenever you reduce an enemy to 0 hit points or fewer, one enemy adjacent to you takes damage equal to 2 + this focus’s enhancement bonus damage. (3)
Power Daily (Minor Action)
Make an at-will attack against an enemy that you already hit with an attack during this turn.
"Munir," Dougan says, clearing his throat. "People is starin' at us. Usually when that happens it means somebody's gonna say somethin' mean. Though I ain't had nobody stare at a whole bunch of us before. Weren't really much of an us to be, before." He says, introspective and entirely inarticulate.
Aliss looks around with interest. There were a few dwarves scattered around Harken and the other steadings, but here they were all dwarves. The scale of the buildings was entirely different, and she had never thought of what a wholly-dwarven community might look like...
Munir steps forward and lets out a loud laugh of relief. "No need to get mean here, Dougan." Then he rushes forward to extend his hand in the manner of the dwarfs. "Ingrid, am I mighty glad ta see ye!" He beams from ear to ear. "Tell me, is all well in the Hold? I've come fer the Iron Circle. No one has heard of ye on the way and I was worried."
Munir Foehammer, Dwarf Runepriest Init +1 HP 33/33 Bloodied 16 Healing Surge 8 (2 used /10) AC 20 Fort 16 Reflex 13 Will 14 Speed 5 Str 18 (+4) Con 16 (+3) Dex 10 (0) Int 10 (0) Wis 14 (+2) Cha 11 (0)
Melee Basic Std
+8 (Str 4 Lvl 1 Prof 2 Magic 1) vs AC
1d10+6 (Str) dmg
Word of Dimnishment Std
+8 (Str 4 Lvl 1 Prof 2 Magic 1) vs AC
1d10+6 (Str) dmg
Target = Vulnerable 2 till end of my next round and Vulnerable 5 to opp attacks
OR
Target takes Con (+3) mod penalty to dmg rolls
Word of Shielding Std
+8 (Str 4 Lvl 1 Prof 2 Magic 1) vs AC
1d10+6 (Str) dmg
First time target hits or misses me or adjacent ally before end of my next turn, target
gets Con (+3) mod dmg. Not if target hits guy who marked it.
OR
First time target hits or misses me or adjacent ally before end of my next turn, target of
Anvil of Battle Std
8 (Str 4 Lvl 1 Prof 2 Magic 1) vs Fort
1d10+6 (Str) dmg
Until end of my next turn I have resist 5 against target attacks
AND
Until end of my next turn, whenever target shifts, I or adjacent ally can opp attack w/
bonus equal to my Con (+3) mod.
OR
Until end of my next turn, whenever target shifts, I or adjacent w/ 2 sq of target can
Rune of Mending Min
target can spend a healing surge and regain additional 1d6 hp (burst 5)
AND
I and all allies in burst gain +2 power bonus to dmg until end of my next turn
OR
Me and all allies in burst get +1 bonus to all defs until end of my next turn
Spec: I can actually use this twice per encounter but 1 per round.
Rune of Endless Fire Std
+8 (Str 4 Lvl 1 Prof 2 Magic 1) vs AC
2d10+6 (Str) dmg
Fire + radiant dmg
Target is blinded until end of my next turn
Miss: Half dmg
Until end of encounter, I get +2 to dmg rolls, my attacks deal fire + radiant dmg and all
all hp and temp hp I grant by powers get a +4.
Icon of Victory Min
urst 1 that creates zone that lasts until end of my next turn. I and allies gain +2 power
bonus to attack rolls while in zone. I can sustain with minor.
Icon of Victory Min Notes
+5 saving throw vs. poison (Race)
Second wind = minor action (Race)
Hammer proficiency (Race + Class)
No speed reduction by armor (Race)
Can move 1 less when forced to move (Race)
Saving throw when forced to ground (Race)
Can enter rune states (Class)
Power option: Destruction rune (Class)
Power option: Protection rune (Class)
Rune of mending power (s. powers) (Class)
Protection rune: Adjacent allies can gain resist 2/all
Destruction rune: +1 attack against enemies next to me (Class)
Proficiency w/ maces (Class)
When bloodied +1 dmg (Feat)
+1 dmg w/ hammers (Feat)
Riven is quiet as long as he can. He finally says, "Munir, remember what we learned in Albridge? These good folks are beset by bullywugs. We need to lay them low quickly so we can free the wald from the grip of the Iron Circle. Where can we find these beasts, ma'am?"
The paladin is calm but clearly eager to bring the fight to the villains.