Destroyer of the Champions of Loudwater (Quarfein & the Hellfire Trio); Chosen of the Ogre King, Uniter of the Goblins of Southwood, etc etc.
RIP 1479 DR.
Loudwater
Tuesday, 23 August 2011
Sunday, 21 August 2011
Eastern Gray Vale
DOMINION OF ORLBAR
Orlbar
Pop. 1400. Ruler: Mistress Emesha (1437-) (Ritual Caster Lvl 10), leader of the Light of the Sun.
Forces ca. 250
Dominion Confidence Level: Average (+0%)
Other Characters: Toruvas (L10), Warden of Castle Valeris, Eladrin Twilight Incanter.
Valeris |
The greatest of Valeris’ companions was Jaryn (1445-1479), a holy Paladin of the Sun God, Amaunator, and founder of the
Light of the Sun Temple Knight |
Valeris' master crafters can produce level 6 (+2) masterwork armour, weapons and implements, using Irondawn steel and local Darkwood. Valeris is commonly accompanied by two heavily armoured elite Royal Guards equipped with masterwork plate armour and glaives. Valeris has a Sword Coast accent, and bears a noticeable resemblance to the bard Esmerelda of Waterdeep, Queen of Llorkh, her half-sister by the same Viklund pirate chief.
In M1 1483 frost giants invaded the Gray Vale, Valeris was killed battling a giant riding a Nyfellar Mammoth.
Characters
1. The current (l479+ DR) leader of the Light of the Sun is Mistress Emesha, a female Cleric of Amaunator (slim, dark haired, greying in 1483). She is regarded as fairly competent, though not very powerful. She knows Religious/Healing rituals to 10th level.
2. Toruvas, an Eladrin Twilight Incanter from Evereska, is now the last remaining other member of Valeris' old adventuring party the Silver Swords, and acts as warden of Castle Valeris. He knows Arcane rituals to his level, probably 10th.
3. Mikos Kessel (1423-), very fat, balding. Mikos is the owner of the Orlbar One, Orlbar's only real Inn. He has a large family with six buxom daughters and is the father of Alauna Kessel (see Timbervale), although his wife Mira (1428-) is oddly skinny. She tends to stay in the kitchen.
BARONY OF DETREVANI (VASSAL TO LOUDWATER)
Erstlin pop: 300 (was 500). SACKED BY GIANTS M1 1483 DR. Now part of the Barony of DeTrevani, vassal to Loudwater.
During summer and autumn the Delimbiyr just north-east of Erstlin runs across gravel beds about 4' deep, and can be forded.
Ruler: Sir Dolf Dragonheart (E10?), Paladin of Torm. Married to the Lady Amara deTrevani late 1481.
Other Characters:
Erstlin is a newly-palisaded (M8-12 1479 DR) village on the western frontier of Orlbar territory, 18 miles from Castle Valeris and close to the eastern border of Loudwater's demesne. Much troubled by raiders from the Hand of Naarash, at the end of M8 1479 DR the paladin of Torm Dolf Dragonheart accepted the entreaties of the people of Erstlin to become their liege, to protect and continue rebuilding the village. With permission from Queen Valeris of Orlbar, Dolf became Sir Dragonheart of Erstlin, to build a manor there, and in time he and the Bahamut Cleric Orien founded a temple-monastery dedicated to both Torm and Bahamut, to train a new generation of heroes against the darkness. Sir Dolf's first act was to settle two dozen refugees he had escorted from the Black March in some of Erstlin's abandoned farmsteads. By mid 1480 the Seminary is training almost a score of Clerics & Paladins dedicated to Torm and Bahamut, including the sons of Sir Harvarr Quortath whose manor lies to the west of Erstlin in Loudwater Domain.
In M1 1483 DR Erstlin was sacked by a force of giants, killing Fr Orien and the sons of Sir Harvarr among many others. At the time Dolf was with his wife and daughter at Castle deTrevani. After the war Dolf set about rebuilding the shattered village and seminary.
DOMINION OF LLORKH (ESMERELDA QUEENDOM)
Llorkh
Notification!
The Army of Llorkh, would like to announce its intention to puts itself out to Tender. We are now a mercenary band of warriors, with training and ferocity beyond that of anything else you will find. Consisting of mainly goblins, we will work for precious metals only, no local currency accepted.
Bands of 50 – 2000 available to hire.
The Iron Queen. - Published M9 1480 DR
Bane Symbol |
Another day in Llorkh |
Pop. 1200 in 1481.
Ruler: The 'Iron Queen', Esmerelda - theme (E15), was King Boris before 23/10/1479 DR.
Ruler: The 'Iron Queen', Esmerelda - theme (E15), was King Boris before 23/10/1479 DR.
Forces ca. 375 (150 Banite, 150 ex-Bandit, 75 Timbervale militia)
Dominion Confidence Level: Steady (+2%)Finances
Characters
1. Queen Esmerelda (E15+)
2. Prince Consort Ser Galtos Sevrym (L9)
3. Princess Sevilla Sevrym, Lady in Waiting to Queen Esmerelda
4. Ser Kitana (E16+), Boris' daughter, leader of the Banite Cadre. Knighted by Esme as Ser Kitana, Grand Measter of the Fingers of Bane on 28/6/1480.
5. Vilkar (E?), best warrior among the non-Banite 'Bandits' forces
6. Jonas Sylverman (L8/R10), Lirael's Magist, the "Wizard of Llorkh", cousin of Lirael.
7. Lady Jaela Rensard of Alwyck (L?) - delivered by Kitana and bound captive in Esme's dungeons from 28/6/1480. "Throw her in a cell, preferably the darkest, dampest one we have."- Queen Esme - subsequently assigned to aid Jonas Sylverman, her lead collar preventing spellcasting.
8. Ser Dajani the Darkblade (E16+), Tiefling
Vilkar the Archer, Leader of 'Bandits' |
On 23/10/1479 Esmerelda of Waterdeep, believed to be the prophesied 'Bane Child' who will usher in the 'Age of Bane', lead the Banites under Kitana (1458-), Boris' daughter, to overthrow Boris' rule and install herself as Queen Esme of Llorkh. While Boris ultimately survived, Esme has used the Banites to eliminate the Severed Eye Orc outposts to the south and aid the Glintshield Dwarves, and the Royal Treasury to embark on a major program of building works. Esme quickly took young Sir Galtos, the son of Lord Sevrym of Timbervale, as her prince-consort.
Jonas Sylverman, Esme's Wizard |
23/8/1480 DR Queen Esme gives birth to healthy twins, a boy and a girl. She names them - Boy : Quartermain Tirios (Marsh). Girl : Lirael (Valeris) Arya.
M1 1483 DR: A large army of frost, hill and stone giants under the direction of Clenderi Queen of Cold crushed the Mountain King and attacked Llorkh, but was defeated by the defenders under the leadership of Ser Kitana, leaving many dead before the walls. Kitana subsequently led the army of Llorkh joining with the Tigerclaws under Konn and the Army of Loudwater under her father Boris to a great victory over the giants. After the war the Queendom expanded greatly, incorporating the Mountain King territories and former Orlbar territory south of the Grayflow.
NPCs
1. Lord Sevrym of Timbervale's daughter the Princess Sevilla Sevrym (1457-) serves Esme as lady-in-
Princess Sevilla |
2. Her brother the Prince Consort Sir Galtos Sevrym (1460-) is a bold young knight, he fell in love with and is Prince-Consort to Queen Esmerelda of Llorkh from M10 1479.
3. Currently (ca M6 1480 DR) the best warrior among Esme's non-Banite bandit-types is the handsome one-eyed archer Vilkar. A roguish type, Vilkar was a bandit and river pirate in the central Gray Vale ca 1477-1479, before he joined Esme's forces M3 1480. He claims he lost his eye to the Cyricist priest Vale 'in an argument over a girl'. Kitana doesn't trust him.
4. 23/6/1480 Jonas Sylverman, 27, a Human Wizard cousin of Lirael who has been studying in Waterdeep and traveling the Sword Coast for the last 10 years, enters Esmerelda's service as her Magist.
Kitana, scrubbed up & with makeup |
6. Lady Jaela Rensard, captive. L12 Warlock from 28/6/1480 - see Loudwater NPCs
Esme assigned her to assist Jonas Sylverman in the Vlakos Tower, still shackled with manacles and a lead-lined collar that suppresses her spellcasting but still allows Ritual usage. Jonas found her a white shift to wear.
Lady Jaela Rensard, prisoner of Llorkh |
Dajani, 'The Darkblade' |
On 2/7/1480 he pledged allegiance to the Bane Child, Queen Esmerelda of Llorkh. M1 1483 Dajani aided Kitana in driving back the giant army from the walls of Llorkh.
Marsh's Place - Tavern in Llorkh
Marsh Laval |
Marsh Laval: Middle-aged Halfling, former proprietor of the Green Tankard tavern, clearly very fond of Queen Esmerelda of Waterdeep.
Brenda & Wanda Laval: Marsh Laval's cousins, these sturdy, middle-aged Halfling sisters are the cooks at Marsh's Place. Their 'human style' food is greasy but tasty.
Llorkh Pre 23/10/1479:
After decades of misrule much of the once-large town of Llorkh now lies in ruins, but the city retains its importance in commanding what is now the only bridge over the Grayflow River. The Bandit Kings of Llorkh extract a heavy toll on trade flowing along the Dawn Road. King Boris however has somewhat curbed his followers' tendency to raid and pillage. A powerful warrior who reveres both Tempus and Bane, he has pretensions to being a legitimate ruler, but is concerned by the expanding power of the Mountain King. Boris is rumoured to have Zhentarim connections, some say that a functioning Portal to the Zhentarim stronghold of Darkhold still exists in Llorkh, and that Zhent Black Sun Adepts have been seen in the city. In M9 1479 Boris purged the Zhentarim Cyricists, but one Black Sun Adept, Vale, escaped back through the Portal in the ruined temple of Bane. Boris' magist Olaris Vlakos sealed the portal prior to his death at the hands of the undead ogre king Koptila in the catacombs beneath Llorkh (M10 1479).
Ancient Llorkh: During the time of Ammarindar (-4100 to 882 DR), modern Llorkh was a dwarven town named Grayford, commanding the river crossing as it does today. For millenia the dwarves buried their dead in the catacombs here. Before even the dwarves, their ancient records say that an Ogre Kingdom flourished here, vassal with many other giant races to the Primordial Earth Titan, Stonefang.
Irondawn is a large, fortified human village on the Dawn Road, known for the very high quality of the iron ore in the nearby mines, which can be used for the finest weapons and armour, though the local blacksmiths can make few such. Irondawn pays occasional tribute to the Bandit Kings of Llorkh. In recent years the Mountain King has also sought to demand tribute, rumour has it that the free men of Irondawn have been paying off both masters.
M4 1480: Kitana and the Banites of Llorkh rescued the blind daughter of the headman of Irondawn from Grell kidnappers in the Tomb of the Blind God, cementing Esme's influence over Irondawn.
M1 1483: Irondawn has fallen to the invading frost giants of Clenderi, Queen of Cold, who wiped out the inhabitants.
Timbervale
Lord Tirios Sevrym of Timbervale |
Resources: market (trade via Stonefang Tunnel to Clan Glintshield), timber, pig herding, local mines, mostly copper and some gold.
Ruler: Lord Tirios (L5, DR 1420-) & Lady Sevilla Sevrym (DR 1428-), aging human aristocrats. Their daughter Princess Sevilla (DR 1457-) and son the Prince Consort Sir Galtos (DR 1460-) (both supra) are now in Llorkh at the court of Queen Esmerelda since late 1479 DR as the Queen's husband and lady-in-waiting, along with 75 Timbervale militia known as the Pig Guard. Esme pays the Pig Guard well, and this money has helped enrich Timbervale as much as has the renewed trade through Stonefang Tunnel.
A small community of loggers, farmers and miners eight miles by road from Llorkh, Timbervale was once a wealthy small town through trade through Stonefang Tunnel with the Glintshield dwarf clan, the guardians of the Vale of Naurogloth (Bleached Bones Pass) which of old marked the southern limit of Ammarindar. A century ago the Glintshields fell into disastrous civil war, some say a madness induced by the Spellplague. Since then Timbervale had declined. Timbervale's lord pays tribute to the kings of Llorkh. The small (ca 25 strong) Jozan dwarf clan mine for gold two miles north of Timbervale. Being short of dwarf-wives, some of the Jozan males have married human women, and the current generation includes several half-dwarves.
Alauna Kessel |
Timbervale Notable NPCs
1. Alauna Kessel (1453-), buxom, raven-haired. Owner of the Timbervale Inn from M3 1480. An enterprising Innkeeper's daughter from Orlbar, she saw an opportunity when news reached Orlbar that the Stonefang Tunnel was open to trade once more. Alauna is assisted by three equally buxom local tavern wenches who cook and serve. She is rumoured to be seeking a husband to assist her in running the Inn, and seems to have a liking for Dwarf men.
M1 1483: The Shadowed Chain commander Serka led the Glintshield Dwarves and local men in successful defence of Timbervale against a zombie horde, aided by Dunstan Ironforge.
The Mountain King - Ogremouth
Town Pop. 630? Ruler: The Mountain King, Oro Loroth (reveres Abbathor, Exarch of Bane).M7 1480 DR the Mountain King allied with Queen Esme of Llorkh. Vassal to Esme from M1 1483 DR.
Forces ca. 150
Dominion Confidence Level: Healthy (+4%)
The Mountain King |
The Mountain King is also rumoured to be associated with a cabal of evil dwarven warlocks known as The Nameless, who once numbered the fell Draighdurroch amongst their number.
NPCs
1. Lord Ablair Loroth: spiky red-dyed hair and beard, fat, weird look. The King's first cousin, one of the Nameless Cabal, the loquacious Lord Ablair is an inventor, alchemist, warlock and emissary for his liege.
2. Nightshade: Adult black dragon, former leader of the 'Poisoned Shadows' Shadar-Kai assassins, who murdered the Vice-Patriarch of Bahamut in Waterdeep at the behest of the Ashmadai. In 1479 DR Nightshade slew two heroes of Bahamut and the warrior Karvol in the sewers beneath Llorkh, then took the Ammarindar Plates to the Mountain King, subsequently entering his service.
In M1 1483 DR the Mountain King's realm was overrun by invading frost giants from the north under the leadership of Clenderi, the Fey 'Queen of Cold'. Survivors fled or submitted to the invaders. Stone Cult traitors opened the gates of Ogremouth to the attackers. King Loroth and Lord Ablair escaped via a secret exit and fled south to seek sanctuary with Queen Esme in Llorkh. Nightshade joined with the Heroes of Loudwater in a raid which killed Clenderi in her ice tower atop Ogremouth, ending the war.
FREE ADAKMI
Adakmi
Pop. 408 in 1483 Rulers: Town Council.
Forces: 70 militia
Characters: Glasur (E1), Dwarf 'Moon Boat' pilot
The bright twin of Ogremouth, the citadel of Adakmi lies at the Shining Falls, a great waterfall on the Delimbiyr, where it exits the northern Graypeaks. She was built long ago by Ammarindar (-4100 to 882 DR) dwarves in partnership with the wood elves of Eaerlann, and shows the influence of both races. Adakmi once marked the southern edge of the wood elf Kingdom of Eaerlann (-4700 to 882 DR). Sacked by demon orcs during the Hellgate War (882 DR), much declined and partially ruined, the citadel still serves as a haven and local trade centre for the goodly races, with a mixed population of several hundred dwarves, halflings, humans, elves and half-elves. In recent years Adakmi stood fast against the Banite raiders of The Hand of Naarash. In M5 1481 an earthquake opened a rift to the Splendarmorrn vaults, allowing something evil into the town.
NPCs
Glasur (E1): Dwarf river-boat captain, based in Adakmi. His craft, the last 'Moon Boat' of ancient Eaerlann, is called Blacksnake. Pulled
by giant pike, it plies the rough waters of the northern Delimbiyr
river above the Shining Falls. Glasur is heavily muscled, he always
wears a flat cap.
From Adakmi on the Shining Falls, the trail known as the Black March runs for over a hundred miles north through rough upland territory just east of the upper Delimbiyr river, to the Moonsfall Mountains - a spur of the northern Graypeaks south-west of the Far Forest. There the Hand of Naarash had their lair, in an ancient temple known as the Pillars of Night.
Ruins & Dungeons
Tannheim
The lost dwarven forge of Tannheim is only legend. Possibly a surviving dwarf-hold of Ammarindar, some say the Tannheim dwarves allied with demonic forces, and were destroyed by such centuries ago. From 1479 DR Tannheim is occupied by forces of the Mountain King.
Wyvern Mountain
This wyvern-haunted peak lies on the Smugglers’ Road between Ogremouth and the mining village of Hali, in Mountain King territory. Some say it was once the lair of a great white dragon; others that a red dragon can sometimes be seen flying over the peaks.
The Tomb of the Blind God
Rangers from Irondawn speak in hushed tones of a sinister cave complex set in a high cliff six miles from the town. A palpable sense of evil permeates the area. Carvings of hideous and alien design decorate the entrance, while none who have ventured further had ever returned until it was successfully penetrated by Kitana and the Banites of Esmerelda, who rescued the blind daughter of Irondawn's Headman from Grell in M4 1480 DR.
Serka, Vice-Commander of the Shadowed Chain |
Stonefang Tunnel, Vale of Naurogloth, Bleached Bones Pass & Citadel Yaunaroth
Dominion Confidence Level: Healthy (+4%)
Population ca 800
Forces ca 300 (many young)
The ancient giant-built Stonefang Tunnel runs some 25 miles south beneath Mount Stonefang to the ruined dwarf citadel of Yaunaroth, which sits on the stony northern slopes of the Vale of Naurogloth, known latterly as Bleached Bones Pass, which runs from the north-eastern High Moor up into the southern Greypeaks and over the mountains into the Fallen Lands at Dekanter, an ancient Netherese mine-complex.
Stonefang Tunnel, northern mouth |
Harvak, the Thane Glintshield |
Yaunaroth, North Gate |
27/6/1480: Queen Esme sent a polite letter to Thane Harvak, calling off the meeting that would have created an alliance between Llorkh, Orlbar and the Glintshields at Shieldmeet 31/6/1480.
Notable Glintshield Clan Dwarves:
1. Thane Harvak: (1182-) ancient Leader of Clan Glintshield, white beard
2. Grunhild (f): Harvak's elderly First Wife, white beard
3. Beryl (f): Harvak's younger Second Wife, brown beard, grey streaked
4. Prince Thorvil: (1295-) Harvak's son by Grunhild, elderly with grey beard
5. Rangrim (1390-) Son of Prince Thorvil, Grandson of Thane Harvak: black beard, grey streaked.
6. Commander Duggin: (1402-) tenacious new (1479) leader of the Shadowed Chain cult, succeeding Gwendar (RIP 1479). Bushy red beard
7. Vice-Commander Serka (f): (1450-) Serious young Deputy Leader of the Shadowed Chain. Blonde, beardless. Serka's men (3): Oin, Thoin, Glori, all new (1479) recruits. Oin at least has a great liking for human women.
The Shadowed Chain
Dwarves of the Shadowed Chain wear grey cloaks. Their skin is tattooed (not normally visible). They are required to remain unmarried, though not chaste.
Standard disposition: 20 at full strength. 4 at Timbervale Inn, to keep an eye on local events. 2 sentries at north mouth of Stonefang Tunnel, with alarm horn. 8 at the Gate House just north of the great stone gate, 12.5 miles into the tunnel. 4 at hidden locale south of the Gate. 2 sentries at south tunnel mouth above Citadel Yaunaroth, who alternate their 8-hour watch with 2 sets of Glintshield clan dwarves.
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M5 1480 DR: The Severed Eye Orcs sustained heavy losses in battle with the Glintshield Dwarves and Esme's Banites under Kitana. In 1480 DR the Glintshields then joined with the Shadovar of Prince Melagaunt to root out the remaining orcs. Orcs fleeing west from the Vale of Naurogloth were intercepted by the Korzzbad goblins of Delderosh. By end M9 1480 DR the Severed Eye orcs were believed extinct. Delderosh sent Esme the severed heads of Msuga & Rohka as a naming-day present for her children.
The Ironforge clan were once famous smiths and armourers in the ancient Shield Dwarf kingdom of Ammarindar, which ruled the Graypeak Mountains for millenia until swept aside by the Tanarukk Demon Orcs of Hellgate Keep, six hundred years ago (882-3 DR). Many Ironforge Defenders perished in the great battles against the Tanarukk - at Adakmi, the last citadel of dying Eaerlann, and then at Yaunaroth, guarding the Retreat of the Dwarves through Bleached Bones Pass. According to family legend, the Ironforge banner was the last dwarven standard seen upon the walls of Citadel Yaunaroth before it fell. The survivors fled south with the other clans, skirting the Marsh of Chelmber. They received some aid from Evereska in their bitter trek, eventually reaching Scornubel where they scattered to seek what fortune they could. The Ironforge moved east to the Kingdom of Cormyr, resuming their trade of smithcraft, but never forgetting the glories of Ammarindar...
More correctly, these are the Mines of Dekanter, ruins of lost Netheril. In ancient days, the mines of Dekanter provided the realm with adamantine. As the mines were worked out, Netherese mages used them for research, to isolate the effects of new spells, and to store magical paraphernalia. When Netheril fell, all was abandoned, and the mines became an extensive crumbling ruin surrounded by low hills (talus piles from the mines). Above the hills, gaping holes and hidden entrances open on the dark mysteries within. The magic that once filled Dekanter is long depleted, and it now serves as home to goblins, gargoyles, and others. A tribe of 500 goblins and 50 gargoyles live in the mines, known minions of the Beast Lord. The Beast Lord is an illithilich who has created a variety of unnatural monsters to do his bidding, and has managed to take over the surrounding area.
M5 1480 DR: Illithilich is waging a losing war against the Shadovar forces of Returned Netheril under the
Shade Prince Melagaunt Tanthul, who are seeking to secure the mines. Melagaunt commands Melagaunt's Legion of Shadovar & Shade Knights, Netherese infantry, and a small cadre of Shadar-Kai scouts and spies. At full strength the Legion musters 3,000 strong.
M6 1480 DR: Having destroyed the Illithilich and secured the Mines of Dekanter, Melagaunt turns to aiding the Glintshield Dwarves in destroying the Severed Eye Orcs and securing the Vale of Naurogloth.
Graypeak Mountains
This eastern mountain range separates the Fallen Lands from the Gray Vale. The range is named for the tribes of gray skinned stone giants who dwell here. Most of its mineral wealth was removed thousands of years past during the Kingdom of Ammarindar. The easternmost mountains of the Interior are known to offer the richest concentration of griffons in all Faerûn. Cloud giant castles are sometimes seen drifting over these eastern peaks, and every so often, dragons are seen in full, magnificent flight among the clouds, winging their lone and splendid ways into or out of the most remote peaks. Travelers in this region should beware of attacks from orcs, bugbears, goblins, monsters of all sorts, barbarians, and large expeditions mounted by the Cult of the Dragon to seek dragons and their treasures in the high valleys. Large groups of travelers should never camp without at least a triple watch. Fires should be doused, for their light calls death from miles away. Lone travelers are advised to break their scent by crossing water several times, and to sleep on a rocky height, or better, on a ledge sheltered from above.
Bleached Bones Pass
This pass once connected Dekanter with the Vale of Naurogloth, Citadel Yaunaroth, and Illefarn far to the west, but few use it now. The pass draws its name from piles of sun whitened dwarf and orc
bones that line the trail. Numerous small, crude orc strongholds dot the slopes of the pass, warring constantly with one another. Recently (1479-80 DR) the Glintshield Dwarves have re-established control of much of the Pass.
Dawntreader Gap
This pass toward Llorkh through the Greypeak Mountains is steeper and more demanding than Bleached Bones Pass to the south, but easier to defend.
Dekanter - eastern slopes of Greypeak mountains, eastern terminus of Bleached Bones Pass, just north-west of the edge of Evereska-patrolled territory.
Emissary Gerin Legatus |
Shadovar Knight Lucinius Tyrex |
M6 1480 DR: Having destroyed the Illithilich and secured the Mines of Dekanter, Melagaunt turns to aiding the Glintshield Dwarves in destroying the Severed Eye Orcs and securing the Vale of Naurogloth.
Melagaunt Tanthul, Prince of Shade |
Tuesday, 16 August 2011
Thursday, 11 August 2011
Fire Wizard
Fire Wizard: Variant PHB Wizard (Arcanist). +1 dmg/die on fire spells, -2 dmg/die on cold spells.
Arcanist Wizard: http://wizards.com/dnd/Article.aspx?x=dnd/dra/201107wizard
Wizard Fire Spells, Heroic Tier
Scorching Burst base damage > 1d6+1
Burning Hands base damage > 2d6+2
Flaming Sphere base damage > 1d4+1 enters/ends turn adjacent, 2d6+2 attack (can charge)
Fire Shroud base damage > 1d8+1
Fireball base damage > 4d6+4
Fire Burst base damage > 3d6+3
Wall of Fire base damage > 1d6+1 adjacent, 3d6+3 within wall
Arcanist Wizard: http://wizards.com/dnd/Article.aspx?x=dnd/dra/201107wizard
Wizard Fire Spells, Heroic Tier
Scorching Burst base damage > 1d6+1
Burning Hands base damage > 2d6+2
Flaming Sphere base damage > 1d4+1 enters/ends turn adjacent, 2d6+2 attack (can charge)
Fire Shroud base damage > 1d8+1
Fireball base damage > 4d6+4
Fire Burst base damage > 3d6+3
Wall of Fire base damage > 1d6+1 adjacent, 3d6+3 within wall
Monday, 1 August 2011
Loudwater Key & Shopping
Town of Loudwater
Population 2,000+
Ruler: Lady Moonfire, High Lord of Loudwater
Settlement Wealth Limit: 840gp - items up to level 9 (4200gp) can be sold for 20% of list price.
Loudwater NPCs
Forgotten Realms Wiki Entry
History - from frWiki.
The great dwarven craftsman Iirikos Stoneshoulder of Ammarindar built an ornate bridge across the Delimbiyr River in 149 DR for elven friends of his, at a time when Ammarindar ruled the Shining Vale south of the High Forest, but much of the population was elven. These elves, who were members of two moon elf families who followed Labelas Enoreth, built a school of philosophy on the north bank of the river. Constructing homes around the school, which they named the Velti’Enorethal, the site grew into a small town. The population grew again when Earlanni sun elves applied to join the school. Later, humans descended from the survivors of Netheril
discovered the town and built their own houses, bringing human ideals
to the expanding settlement. Most of the humans lived separately
from the elves on the south bank of the river. The first Green Regents of Mielikki are said to have appeared at this time.In 882-3 DR shield dwarves and wood elves fleeing from the fall of Eaerlann and Ammarindar swelled Loudwater's population. In 884 DR a small group of Tanarukk reached the north side of Loudwater, sacked the Velti’Enorethal school of philosophy, and killed many. The last of these Tanarukk were killed on the Stoneshoulder bridge by dwarves, elves and humans fighting together. Attempts were later made to re-found the School, but northern Loudwater never fully recovered.
In 1100 DR the remaining elves began slowly leaving their homes for Evereska, and the north bank of Loudwater was slowly abandoned.
In 1150 DR, fifty years later, a family of mages from Calimshan called the Renshas conquered the Delimbiyr Vale, centering their power in Loudwater. Though they made Loudwater a much more prosperous town by exploiting the Vale's natural resources and expanding its limits, they despoiled much of the pristine beauty of the area and the amoral Renshas also committed several atrocities in pursuit of their art, including the killing of Unicorns. The Renshas ruled for 165 years (1150-1315 DR) before a Nimbrali mercenary working for them named Nanathlor Greysword rebelled against their rule after receiving a message from Mielikki who was angered at the Rensha's actions within the Vale, which she considered sacred. Nanathlor became the first Green Regent since the coming of the Renshas.
The two-year long War of the Returned Regent (1315-17 DR) freed the Vale from Rensha rule and Nanathlor,was acclaimed as ruler of Loudwater. He ruled in relative peace for 52 years (1317-1372 DR) (though only the first four as Green Regent) until Malarite lycanthropes attacked the city after a blood red moon appeared in the sky over the Vale. Nanathlor himself was on his deathbed but the citizenry, led by a young man named Stedd Rein saved the town when Stedd opened his father's stock of silvered weapons. Kalahar Twohands, Gauntlet of the western marches, replaced Nanathlor, who didn't survive to see his city saved. Kalahar oversaw the most turbulent years in Loudwater's history since the war. A mass migration of orcs, threats from a bandit army and their Illithid allies, dragons and several attacks from the Zhentarim.
Along with Secomber, Loudwater was the only settlement of any size in the Gray Vale to survive the effects of the 1385 DR Spellplague, though now much reduced in size.
KEY
1. Town Gates A large gateway leads under a tall wall and opens onto the streets of Loudwater. Several bored-looking guards stand watch at the entrance. Two iron gates, East Gate and West Gate, comprise the town’s primary entrances. These gates stand open during the day, leaving a 20-by-20-foot path that leads through the wall and into the town. A walkway crosses over the opening, connecting either side of the wall. Two towers, which are part of the wall, rise 40 feet above a gate. West Gate and East Gate are closed and locked at night, though they are opened for people leaving the town. Each of the gates is staffed by a group of four guards. Lone travelers and small groups can enter and exit for free; traders and merchants pay 5 sp per wagon or cart. Monsters and creatures that resemble monsters are refused entry.
2. South Square Carts and tents surround a large communal well in the center of this plaza. The citizens of Loudwater bustle about the area, shopping for food, clothing, and crafts. Caravanners and river merchants set up carts and tents along the southern wall near the town’s permanent shops. People looking for food, supplies, and miscellaneous items might find what they’re looking for here.
3. Garwan’s Curiosities A sign bearing the image of a unicorn horn, an hourglass, and the words “Garwan’s Curiosities” hangs at the front of this store. Windows provide a view of bizarre items, including a shrunken head, candy wrapped in colorful leaves, playing cards, smoking accessories, fancifully decorated tankards, and more. Locals visit Garwan’s to find interesting gifts or to sell off junk in which Garwan sees value. Strange items lie tucked away in the dusty nooks of this shop, though few pieces are of any real value. However, sometimes rare items pass through Garwan’s, and a lucky customer comes away with a valuable treasure. Thus, a stop at Garwan’s Curiosities remains a favorite diversion among locals, especially Loudwater’s youth. Garwan: Garwan is a white-bearded, wizened man, and he is happy to let customers browse while he sits at the counter puffing on a prodigious pipe.
Shopping: 50% chance for a random magic item (or 1d6 consumables) of level 1-5, 25% chance for a random item of level 6-10, check 1/week for both. Sold at list price.
4. Starra’s Knives This dimly lit shop smells of oil and steel. The southern wall has a large display containing hundreds of different knives and daggers. No other place in Loudwater offers a better selection of knives, daggers, and other small bladed weapons. Many of the blades on display have accompanying names and stories, though the veracity of these embellishments is doubtful. Deanna “Starra” Starr: The proprietor of the knife shop is Deanna Starr, though most people just call her “Starra.” Folks say that Starra hails from Tethyr, but they know little else about her.
Shopping: A visit to the shop is 50% likely to turn up a +1 dagger for around 250-300gp, and 25% likely to turn up a +1 or +2 enchanted dagger or similar of level 2-9 (d8+1) at 25% under list price, checking once/week for both.
5. Green Tankard Tavern A sign with a green-painted tankard of ale proclaims the nature of this establishment. The tavern’s large common room holds a gregarious group that includes townspeople, riverboat folk, merchants, farmers, and one or two individuals wearing the badges of the Loudwater Patrol. Called simply “the Tankard” by locals, this roomy inn and tavern serves as the public house for the southern portion of Loudwater; the Fisher’s Friend pub (area 15) serves the northern part of the town, including the docks. The Tankard offers beer, spirits, and a variety of expensive wines. Meals are available throughout the day, and rooms can be rented for overnight stays. Regulars and travelers alike gather each day to drink, gossip, sing, and engage in games of chance. Marsh Laval: This loud, talkative halfling is the Tankard’s proprietor. He enjoys sitting back to tell a long story, even to the exclusion of other patrons who are waiting for his service. He is aided by his barmaids Holly and Penny.
22/6/180 Quinn: Marsh escorts you through the kitchens, saying hello to two female halfling cooks. Marsh: "This is Brenda and Wanda, my cousins. Ladies, meet Quinn Eventide." The cooks greet Quinn affably. Marsh escorts Quinn to a door and into his low-ceilinged chamber. Marsh: "Here's my books... As you can see, I normally clear around fifty to a hundred each month, after wages and costs. The servers and cooks get five silvers a day each, that's fifteen gold a month. Usually two cooks and three servers, so seventy-five gold between them, but I'm short a server right now. I have the freehold on the property. The whole business with the property is worth around six thousand I reckon, but you can have it for four grand."
From what Quinn knows, Marsh's wages are around double to treble the typical going rates she's used to - a house maid or scullion typically earns around 3gp a month with accommodation, tavern staff earn more as it's harder work, but 6gp-9gp is typical for a good serving maid or skilled cook. Either Pamela Bardew must be earning a lot at the Fisher's Friend for Algrim to have lured her away from the Green Tankard, or else she just prefers working on her back to working on her feet... (compare Northwood Manor wages - 2gp/month per servant & 6gp/month per soldier, bed & board not counted).
22/6/180 Quinn: Marsh escorts you through the kitchens, saying hello to two female halfling cooks. Marsh: "This is Brenda and Wanda, my cousins. Ladies, meet Quinn Eventide." The cooks greet Quinn affably. Marsh escorts Quinn to a door and into his low-ceilinged chamber. Marsh: "Here's my books... As you can see, I normally clear around fifty to a hundred each month, after wages and costs. The servers and cooks get five silvers a day each, that's fifteen gold a month. Usually two cooks and three servers, so seventy-five gold between them, but I'm short a server right now. I have the freehold on the property. The whole business with the property is worth around six thousand I reckon, but you can have it for four grand."
From what Quinn knows, Marsh's wages are around double to treble the typical going rates she's used to - a house maid or scullion typically earns around 3gp a month with accommodation, tavern staff earn more as it's harder work, but 6gp-9gp is typical for a good serving maid or skilled cook. Either Pamela Bardew must be earning a lot at the Fisher's Friend for Algrim to have lured her away from the Green Tankard, or else she just prefers working on her back to working on her feet... (compare Northwood Manor wages - 2gp/month per servant & 6gp/month per soldier, bed & board not counted).
6. Loudwater General A hanging sign shows this large building to be Loudwater General. From other signs on the storefront, the place appears to carry everyday goods necessary to those living on the frontier. A person can purchase tools, clothing, food, drink, simple melee and ranged weapons, ammunition, and adventuring gear at this store. In Loudwater General, characters can find items from the Player’s Handbook of 30 gp value or less. Calla Maran: The one-handed proprietor, Calla Maran, runs the general store with the help of her stockboy, Raumandar.
7. Stables The earthy scent of hay and manure is strong in this wide building. The whinny of horses and the snort of oxen indicates that the building houses many beasts of burden. Carts, wagons, and other transports are also parked nearby. Mounts can be kept here for 2 sp per day. Riding horses can also be bought and sold at the stables. Darden, Dred, and Drer: These three brothers own the stables. They are the nephews of Garwan, who owns Garwan’s Curiosities. They manage the facility and employ several assistants who feed, water, brush, clean, and care for the animals.
8. Loudwater Smithy The clank of metal on metal, the hiss of steam, and the roar of flames issues through the open door of this establishment. A hammer and anvil decorate a sign hanging over the door. Here characters can purchase a variety of metallic wares, including weapons and armor. The smithy doesn’t have any martial weapons in stock, but custom requests can be fulfilled within several days. Megana Nistral: The master smith is a brawny human female as broad as a dwarf. Megana’s hearty laugh competes with the hammering beats of her great mallet. She employs several apprentice smiths who are in awe of the woman’s stature and blacksmithing ability.
Shopping: Megana Nistral can craft level 1 (+1), level 6 (+2) or level 11 (+3) magic arms & armour, and non-magical masterwork armour. on commission for the base price. This will normally take some time though, usually around 5 days per item '+' assuming she already has armour plates etc in stock.
Level 1: +1 gear: 360gp
Level 6: +2 gear: 1800gp, non-magic Masterwork armour 360gp
Level 11: +3 gear: 9000gp, non-magic Masterwork armour 1800gp
Working with Curuvar the Brazen they can together create PHB magic weapons & armour.
Level 1: +1 gear: 360gp
Level 6: +2 gear: 1800gp, non-magic Masterwork armour 360gp
Level 11: +3 gear: 9000gp, non-magic Masterwork armour 1800gp
Working with Curuvar the Brazen they can together create PHB magic weapons & armour.
9. Loudwater Apothecary A sign displaying several oddly shaped bottles hangs over the door of this shop. A dozen different scents waft through the doorway, including tangy musk, cinnamon spice, orange peel, baking bread, and gunpowder. In the apothecary, one might find powdered unicorn horn, dragon claws, and burnt-out Ioun stones. However, the worth or authenticity of many such products is questionable. The apothecary also carries more mundane products, including herbs, roots, and spices, which are mainstays of Loudwater’s cooks and hedge wizards. Tanara Cothwick: The woman rescued from the Shadow Lair was given ownership and the previous apothecary Brosha Manx was exiled (M7 1479 DR).
Shopping: Tanara Cothwick usually has several hundred gp worth of arcane reagants in stock, and can create more of these and other ritual components from raw supplies. She knows many Alchemical Formulas (AV pg 20) and can be commissioned to create Potions and Alchemical Items (AV pg 21) at base price, 1/day. Level is unlimited provided she has the components available.
She normally has the following in stock:
She normally has the following in stock:
Alchemist's Acid Level 1: 20gp/vial - 2d4 vials
Alchemist's Fire Level 1: 20gp/vial - 2d4 vials
Alchemist's Fire Level 1+ Common: When shattered, this flask fills an area with alchemical flame. Power (Fire) Consumable (Minor Action) Make an attack: Area burst 1 within 10; +4 vs. Reflex; on a hit, deal 1d6 fire damage; on a miss, deal half damage.
Alchemist's Acid: Level 1+ Uncommon Power (Acid) Consumable (Standard Action) When shattered, this glass vial releases a spray of acid. Make an attack: Ranged 5/10; Dexterity (or +4) vs. Reflex; on a hit, the attack deals 1d10 acid damage and ongoing 5 acid damage (save ends); on miss, half damage and no ongoing acid damage.
10. Patrol Headquarters The symbol of a crossed sword and axe is blazoned high on this building. The clangs of metal and shouts from within indicate a fight might be underway. This building is the headquarters for the Loudwater Patrol, and it is where Loudwater’s militia comes to train. The members of the militia practice twice per tenday with their fellow volunteers; members of the patrol practice with greater frequency. On average about four Patrol members are on duty at any one time. Each patrol is commanded by one of four leaders. All are under the purview of Captain Harrowleaf. Captain Harrowleaf: The head of the Loudwater Patrol is easygoing and remains calm and confident even in the midst of a crisis. He is an elf ranger.
11. Tenements and Homes These dwellings crowd together within the walls, taking advantage of all available space. The buildings vary in quality; some appear well kept and house only one family, while others contain many families that have squeezed in together. Hundreds of people live within the protection of Loudwater’s walls. Some live in multitenant apartments, while more affluent folk possess small houses. The apartments mostly hold farmers, fishers, laborers, and craftspeople who are too poor to own land.
12. Temple A temple is separated from the shops, homes, and tenements of Loudwater by a small hedge. The vine-covered walls of the temple rise high above the walls of Loudwater, and the spire’s tip appears to reach a full 100 feet above the ground. The symbol of an oak leaf gleams with its own emerald light above the grand archway leading into the temple. This temple is sacred to Silvanus the Treefather, though worshipers of other benign faiths are also welcome. The temple is holy ground. The interior walls are painted to resemble the sky, and the main floor is one expansive area dominated by a grassy hill around which a crown of trees gently sways in an endless breeze. Brother Griffon: The head of the temple is Brother Griffon. He was an Uthgardt foundling who, after the destruction of his tribe, was fostered and raised by a Loudwater fisher. His loyalties divided, Griffon bridged the gap by becoming a devotee of Silvanus. Brother Griffon is a black-haired, blue-eyed, and well-muscled human—with his rustic dress, he is sometimes mistaken for an Uthgardt warrior.
Shopping: Griffon knows Religious/Healing rituals to level 6, and usually has several hundred gp of religious ritual oils, unguents, and other components available.
He sells healing potions (level 5, healing surge restores 10 hp) for 50gp each, usually 2-8 in stock.
He sells healing potions (level 5, healing surge restores 10 hp) for 50gp each, usually 2-8 in stock.
13. Docks Gate An inner wall, smaller than the walls surrounding Loudwater, separates the town’s northern dock district from the rest of the town. The gate between the two areas stands open and unguarded. This gate remains open unless the town is attacked from the river, in which case it is closed and protected by guards.
14. Docks Several large log structures in the northeast section of Loudwater store the goods of merchants doing business in the town. By day, people bustle about the area, transferring barrels and crates between the storehouses and trade ships. The docks are small and allow only a limited number of ships to moor. Several small fishing boats vie with larger ships for space along the docks. By night, raucous noises issue from the Fisher's Friend pub situated along the west wall. Between the docks, storehouses, boats, and pub, this district is active regardless of the time.
Rivermaster Sarl: The rivermaster sees to it that ships are loaded and unloaded, fees are levied and collected, dock space is reserved and transferred, and the docks are managed efficiently. Sarl is a thin, weathered man who has more gray hair than brown; however, his energy never seems to ebb.
Rivermaster Sarl: The rivermaster sees to it that ships are loaded and unloaded, fees are levied and collected, dock space is reserved and transferred, and the docks are managed efficiently. Sarl is a thin, weathered man who has more gray hair than brown; however, his energy never seems to ebb.
15. Fisher’s Friend Pub The overwhelming odor of spirits and smoke wreathes this tavern. Calloused dockworkers and fishers drink and gamble away their pay. Wizened old men and women sip their ale in silence, waiting for an opportunity to tell a tale of the river. This pub attracts a rougher crowd than the Green Tankard does. Most folks come to the Fisher’s Friend to drink and gamble rather than to socialize. The upper rooms of the Fisher's Friend serve as a 'Fest Hall' (brothel). Algrim's barmaids double as harlots who service Loudwater's docks, frequented by river sailors but avoided by respectable locals.
The Fisher's Friend is owned and run by Algrim Thane, a big man handy with fists or knobbled club. He was aided byChastity Blair, who managed the 'Fest Hall' (brothel) operation. Chastity was the more ruthless of the pair. M3 1480 DR: Revealed to be a Snaketongue cultist and spy for Najara, she did not survive interrogation by Lady Moonfire.
The Fisher's Friend is owned and run by Algrim Thane, a big man handy with fists or knobbled club. He was aided by
The three girls currently working as barmaids/prostitutes at the Fisher's Friend Festhall are:
1. Kathy Brooke of Brooke Manor, the runaway estranged daughter of Sir Halvard Brooke of Brownstone (M3 1479 DR). He has disowned her. Since the demise of Chastity (M3 1480), Kathy has managed the Festhall under Algrim.2. Maggie Arkwright (half-elf), a former bargee girl who survived the river-pirate attack on her barge (1477 DR) by jumping into the water and swimming ashore.
3. Tammy of Hill Farm, only survivor of a brigand raid on her farmstead (1478 DR).
16. Manor House This grand manor house is a jewel of dwarven craftsmanship. The building includes its own stable, buttery, and servants’ home. The manor appears to be over two hundred years old, and it looks as though it might weather another two hundred. Built by a dwarf artisan for a self-styled elf lord, this manor house was the seed from which modern Loudwater grew. The mansion is currently home to a family of half-elves descended from the original lord.
Lady Eclara Moonfire: This half-elf warlock is the head of the town, the High Lord of Loudwater. According to old rumours, crypts beneath the Manor are haunted by the restless remains of former High Lords, some of whom, the Rensha Lords of Calimshan, it's said 'dabbled in dark magics'. Lady Moonfire, of course, wouldn't have anything to do with that sort of thing...
Curuvar the Brazen's manse is close to the Manor.
Shopping: Curuvar the Brazen can enchant level 1-10 items (PHB, AV, AV2), but will usually charge a commission over base price (+10-40%, depending on flattery!)
17. Run-Down Tenement (ex Lady of Shadows) This decrepit, abandoned tenement building sits dejectedly in Loudwater’s northwestern corner. No doors or windows keep out the elements or the squatters.
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