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Flipmat – Pub Crawl

Barstomun Strongbeard Level 4 Brute

Medium natural humanoid XP 175

Initiative +3        Senses Perception +4; low-light vision


HP 67; Bloodied 33
AC 16; Fortitude 18, Reflex 15, Will 15
Saving Throws +5 against poison
Speed 5
Standard Actions
First Pummel (standard, at-will)
+7 vs AC; 1d6+4 damage.
Quick Punch (minor, encounter)
+7 vs AC; 1d6+4 damage.
Triggered Actions
Dodge and Throw (immediate reaction, when an enemy misses with a
melee attack, encounter)
+7 vs Fortitude; slide target 1, and target is knocked prone.
Stand Your Ground (standard)
When an effect forces Barstomun to move—through a push, a pull, or a
slide—he moves 1 square less than the effect specifies. When an attack
would knock Barstomun prone, he can immediately make a saving throw to
avoid falling prone.
Skills
Alignment Unaligned        Languages Common, Dwarven
Skills Endurance +7
Str 18 (+6)      Dex 13 (+3)      Wis 13 (+3)
Con 17 (+5)      Int 11 (+2)      Cha 8 (+1)

Equipment: Leather armour, Warhammer, Crossbow, Crossbow Bolts (x20)

The Nentir River flows south through the Upper Quays there are boats moored at the docks with sailors
hard at work loading and unloading cargo. Most seems to be trade goods such as cloth for the market,
produce and even livestock. At the end of the quay a swarthy dwarf (Barstomun) is arguing with some
traders. He seems to be asking for money, and with reluctance the halfling river trader he was speaking
with hands over some coin before signalling to his crew to cast off their barge and pull out from the bank.

Boats proceeding down the Nentir must stop here and offload their cargo, which is then portaged through the town
to the Lower Quays and loaded onto boats below the falls. Likewise, cargo heading in the other direction is carried
up to these quays and loaded aboard boats bound upstream.

A surly dwarf pugilist named Barstomun Strongbeard runs the


porters’ guild, and he takes a cut of any wages paid to labourers
carrying cargo up or down around the falls. Barstomun and his thugs
are trying to extend their reach by intimidating merchants who send
their goods overland and forcing them to hire guild porters for any
cargo handling in town.

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