Loudwater

Loudwater

Tuesday, 31 July 2012

Session 22: Fall of Stonefang (27/9/79-22/10/79) Reach Level 8

27/9/79: As Stonefang crawls from the Pit of Doom he is assailed by binding rituals and the attacks of dwarves, Esme, Arya, Karvol and Shawna, and is soon defeated.
28/9/79: The party rest overnight, then head south with the dwarves to Citadel Yaunaraoth, Shawna mind-talking with the watching dragon Ice Fang, then through its tunnels and across Bleached Bones Pass to one of the High Delves of Clan Glintshield. 

Month 10: Leaf-fall

There is a fortnight of feasting and celebration (29/9/79-12/10/79), the dwarves present the party with gifts. Esme receives a letter from Boris - the Zhentarim adept Vale has escaped. Then the dwarves escort them back north through the tunnel to Timbervale (14/10/79). Esme discusses plots against King Boris with the young knight Sir Galtos, Lord Sevrym's son. There are rumours that in the Fallen Lands east over the Graypeaks, the Sceptre Tower of Spellgard has fallen to the forces of Netheril. A brave knight (Sir Calard) fought long to defend the Monastery of the Precipice, but was at last overcome.
Then the party return to Llorkh (15/10/79) and the welcome of King Boris, who seems much taken with Esme. Arya meets with Boris' eccentric and ancient greybeard magist, Oralis Vlakos, and inspects the wards he has placed on the Zhent Portal beneath the ruined Temple of Bane. Oralis instructs Arya in the rituals of Transmutation, in particular how to turn mere Water into purest Beer! Meanwhile Esme talks with and charms Boris' daughter Kitana, a capable warrior in her own right, and a fanatical Banite who sees in Esme fulfilment of a prophecy long foretold.
16/10/79-19/10/79: As the days pass, Shawna Carter feels the pull of her Deva heritage - it is time for her to return to the Crystal Spires and be reborn in some future time and place. She bids a moving farewell to her comrades in arms and heads west, into the Sunset.
23/10/79: Ardan arrives in Llorkh

XP 12,384+1,500= 13,884

PCs reach 8th level (13,000).
XP for 9th level: 16,500.

Monday, 16 July 2012

Session 21 27/9/79


Session 21 XP
Orc Prison Guards (Rampager, 3 Archers, 3 Reavers): 1714
Orc Dragon Chief Hyzkzag & 2 Orc Wolf Shamans: 1454
Persuading Ice Fang the Dragon not to Eat You: 1000
Total: 4168/5 = 834 XP each.

Party XP tally: 10,000+650+500+400+834= 12384.
Need 13,000 for 8th level.

S22: Defeat of Stonefang
XP 12384+1500= 13884

Thursday, 7 June 2012

Sessions 18, 19, 20 episode summary (26-27/9/79)

S18 26/9/1479 DR 

Lirael, Arya, Shawna Carter & Karvol the Royal Guard rest overnight in the dwarven gatehouse, and are joined by Dru-Arael. Next day they use the Lever Automaton to raise the stone gate and pass through to the southern part of the Stonefang Tunnel, finding no orcs present.A mile or so south, a dead dwarf props open a concealed door into a chamber of orc and dwarf corpses. As the party examine the chamber, more orcs arrive. The PCs defeat them, and head downstairs to a magical pit chamber, defeating an orc shaman, his pet ogre, and orc archer lackeys. They investigate the glowing magic circles arrayed around the pit.

S19 26/9/1479 DR
Shawna & Dru are tired and rest, while Esmerelda is recovered and the group is joined by a half-elven cousin of Lirael's. Investigating tunnels north of the pit chamber, they hear chanting and a dwarf cries out: "Beware, the orcs lie in wait!". This is true, and the party are assailed by a strong force of orcs, defeating them after a bloody battle. All but one of the four dwarves spent the fight chanting inside a magic circle. 

S20 27/9/1479 DR


The party rest and talk to the dwarves, led by Gwendar, leader of the Shadowed Chain cult. The Earth Titan Stonefang is stirring, his missing bits must be recovered and placed in the binding circles before he escapes the Pit of Doom. The party hand over Stonefang's Hand.
After resting they continue south along the Stonefang Tunnel, emerging at dawn above the north bastion of Citadel Yaunaroth. They attack and defeat the orc guards, led by a powerful boar-riding champion, and see a white dragon atop the tower - they enter the tower before it can fly down to them. Inside, they head upstairs, disable a magic trap, and find four dwarves chained to the wall - Thane Harvak, his son, and two wives. They free the dwarves and attack the orcs next-door, seeing Stonefang's Seeping Heart atop a table... 

Party XP tally: 10,000+650+500+400= 11,550.
Need 13,000 for 8th level.

Tuesday, 22 May 2012

Session 17 episode summary. Reach level 7.

S17 25/9/1479 DR
Vale runs out of the tunnel, sees Lirael & Dru-Arael, and bluffs Lirael into going into the tunnel to assist her friends.  Vale flees north towards Llorkh, where it's rumoured there is a portal to the Zhentarim fortress of Darkhold.
Lirael enters the tunnel, heading south, and joins the main group past the site of the battle with stirges & spiders. They head south through the tunnel for nearly 15 miles (ca 6 hours) to the enormous stone slab that bars the tunnel. Entering the gatehouse, Lirael is menaced by traps, iron cobras, & hammerer automatons, but they defeat the ancient defenses and Arya uses the Lever Automaton, a huge dwarf-shaped golem, to pull the lever that raises the slab. Orcs rush in; Arya drops the slab and crushes 6. On the gatehouse steps a bitter battle ensues; the three Zhent soldiers are killed but Lirael, Arya and Valeris' Royal Guard Karvol defeat the orcs, taking a strange magic stone hand from their leader's corpse.

Monday, 21 May 2012

Session 16 Episode Summary

S16 25/9/1479 DR
The party are attacked by hippogriffs, one is killed. Karvol the Royal Guard is knocked into the river by archer fish, but Shawna distracts them by pushing the dead hippogriff into the river, and he is able to reach the shore.
The party reach the north entrance of the Stonefang Tunnel; Lirael and Arael/Dru scout dwarven patrol footprints heading west, while the others enter the tunnel. Some distance into the tunnel the party battle stirges, then a small earthquake opens a cleft from which pours spiders.  During the fighting the Zhent Black Sun Adept (Cyricist) Vale tries to kill Arya, but in turn is attacked by the other three Zhents, Banites. He blasts them with the power of the Black Sun and flees south, back down the tunnel.






Sessions 1-15 are here.

Thursday, 15 March 2012

Session 15 NPCs list

NPCs who appeared:
Tollun, merchant with river barge, you took a trip with him upriver to Orlbar
Jarvis, Orlbar merchant, argued with Tollun over price for 60 casks of 'not really-'58 vintage' Amnian wine
Valeris, Queen of Orlbar
Toruvas, Valeris' Twilight Incanter
Emesha, leader of the Light of the Sun
Karvol, one of Queen Valeris' Royal Guard sent with you, tall and stoic.
Boris, Bandit King of Llorkh
Vale, Boris' mysterious robed spellcaster(?).
Joran, Matt & Dylan - three of King Boris' best warriors, sent with you.
Rangrim - dwarf of Clan Glintshield, son of Prince Thorvil, grandson of Thane Harvak
Lord & Lady Sevrym - nervous rulers of Timbervale, in Llorkh territory
Sir Galtos - Lord & Lady Sevrym's 18 year old son
(Sevilla - Lord & Lady Sevrym's 22 year old daughter)  

Monday, 5 March 2012

Arya, human female renegade Red Wizard of Saruun


Arya is a descendant of a separatist Red Wizard cult, the Saruun, an offshoot group who came into being as Szass Tam drove the other Zulkirs from Thay. As such this group was not affiliated with the bulk of the Red Wizards during their move from powerful wizarding organization to their current more trader like position. The Saruun separatist group instead kept with more malevolent traditions. They were permitted by the Darkhold Zhentarim to establish a tower north of Darkhold overlooking Skull Gorge on the Chionthar river, protecting the Zhents' northern flank with Evereska.  The Thayans of Saruun also provide valuable, though expensive, sorcerous support to the Zhents in their border clashes with their many enemies - Cormyr, Elturgard, Evereska and Netheril.

Arya herself however, through sheer coincidence found her moral compass pointing in the opposite direction of those she was surrounded by during her formative years, including Orontor, her arrogant older brother, a senior Wizard of the Order. Having started her magic training under such cruel masters her power is largely melee based, focused on inflicting pain more than less harmful control. Though this is not the direction she would have headed in were her background different it's help in her later quest for knowledge is undeniable, causing her talents to be skewed from even to a certain extent her own desires. 

Having realized at a young age that she did not wish to maintain her place within the society she was part of she fled.  Fleeing north through the forests of Evereska, she passed west over the Dawn Pass into Gray Vale. Avoiding rumoured Zhent agents in the ruins of Llorkh, 
she eventually reached Orlbar (spring 1479 DR), where she joined the Light of the Sun order who worship the god Amaunator. Though striving to attain the personality required in her worship (law abiding not being something common in the regime under which she grew) she finds religion a way of striving to be the person she wishes she was. She is still very much haunted by the ghosts of her past as it were, and numbed somewhat to her current actions feeling unable to alleviate past sins. Currently her goals are to further her own constitution of knowledge, both in worldly (historical, political etc) and arcane practices and to atone for her past in anyway she or her God sees fit. Being still very much numbed to her past the Red Wizard cult she has come from is locked away in her mind, though this may not always be the case...
Darkhold, Fortress of the Zhentarim
Information on the Giant-built fortress of Darkhold

Sunday, 4 March 2012

Character Goals

Character Goals- list from White Dwarf 54. Choose up to 4 goals from the list below or suggested by player and agreed by GM. At the start of an encounter/scene, declare if you are acting in pursuit of one of your goals. Each PC can declare one goal per encounter/scene. If you then act* in accordance with goal I will award at least a Minor Quest XP award, or more depending on particular achievement, roleplay etc. You can replace a goal each level.

*For some goals such as Battle Glory and Wealth this may require going beyond D&D's default 'Kill Things & Take Their Stuff' play mode.

Furtherance of Scholarly Studies - history, linguistics, customs etc
Furtherance of Art - music, architecture, craft etc
Furtherance of Science and Technology
Wealth - finances or hoards of treasure
Earthly pleasures - wine women drugs etc
Romance - true love
Power over others - political, religious, criminal etc
Fame - renown far and wide
Rank - social, military etc
Preservation of status quo - inc 'Balance'
Preservation of Nature
Preservation of Order
Comradeship - friendship, feasting etc
Risk - physical or financial
Commercial business - set up trade caravans, run merchant ship etc
Collecting - jewelry, antiques, weapons, paintings etc
Religious Service
Battle Glory
Image Cultivation - distinctive appearance, vehicle, style etc
Freedom - personal or for others
Chivalry - mercy, fairness etc
Honour - duty to liege, family, friends or own dignity
Mystical Power - finding new spells, magic items etc
Patriotism - acting in country/tribe's best interests
Discovery - bringing new knowledge to own culture/civilisation
Experience wonders - travel through strange lands, other planes etc
Intrigue - secret scheming & plotting
Materialism - have & care for horses, castle, private island etc
Welfare of others - 'Good'
Responsibility - to care out task, take care of charges etc
Expansion of Civilisation - pioneering spirit
Wanton Destruction - Chaotic Evil
Cruelty - Evil
Persecution of Evil
Competition - relish race to complete quest etc
Personal Feat - hunting great beast, climb mountain etc 'Because it's there'
Creation - make new magic items, design vehicle etc
Self-Discipline - ascetism, managing without, self-control
Trickery - thwarting authority, practical jokes etc.

Wednesday, 29 February 2012

Random Magic Items currently on sale in Loudwater (M9 1479 DR)

Random stuff currently available M9 1479 DR:

In Garwan's Curiousities:

Hunter's Flint for 520gp - very useful if camping in the forest! smile

Hunter's Flint Level 2 Common
A warm, bright fire quickly erupts from a single spark struck off this magical shard.
Wondrous Item 520 gp
Utility Power (Illusion) Daily (Standard Action)
Effect: You light a campfire using this flint that burns without smoke or sound. The bright light of this magic campfire is invisible from outside its 10-square radius, though creatures and objects within that radius can be seen normally with darkvision or if existing light allows. The campfire is a normal fire in all other respects. The fire lasts for 12 hours (requiring no additional fuel) or until it is extinguished normally. The flint can be used to light lanterns and other fires as normal, but such fires gain no magical qualities.


In Starra's Knives

level 1 +1 magic dagger listed for 250gp (list price 360gp): crit +1d6, range 5/10, returns when thrown.

The Dagger of Kelimos Dragonslayer listed on sale for 3,000gp - not likely to sell very fast! Starra sunk 840gp into buying it from an adventurer heading upriver, so she really hopes she can turn it around!


A level 9(!) +2 Dragonslayer Dagger, range 5/10, returns when thrown. 

Dragonslayer Weapon Level 9 Uncommon
The bane of dragonkind.
Lvl 9 +2 4,200 gp
Weapon: Any
Enhancement Bonus: attack rolls and damage rolls
Critical: +1d8 damage per plus, or +1d12 damage per plus against dragons
Property
This weapon provides resist 10 against a dragon's breath weapon power.
Power Daily (Minor Action)
Your next attack with this weapon against a dragon, if made before the end of your turn, gains a +5 power bonus to the attack roll and automatically ignores any resistance the dragon has.

Monday, 27 February 2012

Player Character Portraits

Arya, Human Renegade Thayan Red Wizard




Arael, Half-Elf Uthgardt Druid






Lirael Sirocco, Half-Elf Gray Vale Ranger


Esmerelda of Waterdeep, Bard 

Thursday, 9 February 2012

Rituals - Notes

Raise Dead
If you rest 3 days after being Raised, the post-death penalty disappears without the PC needing to reach any milestones.  Also I'm keeping the cost at 500gp whatever the Tier. On the other hand it requires a basically intact corpse, not just part of a corpse.

Tuesday, 31 January 2012

Session 12 Pillars of Night - The Death of Naarash 24/08/1479 DR L5


On the Outer Steps
Battle with the Temple Guards
The Burning Skeleton
Naarash

Death of Naarash

S12 24/08: The Temple of Naarash

PCs 
Shawna Carter, Deva Paladin - Emma
Ashara, Genasi Fire Wizard - Catherine 
Esmerelda, half-elf Bard - James 
Dru, half-elf Uthgardt Druid - Damian 
Lirael, half-elf Ranger - Kimberly 
[Calard, human Knight - Mark - absent]

The Amaunite Deva Paladin Shawna Carter had been held in the prison block of the Temple of Naarash for at least a month. Part of the third and final strike team sent by the 'Light of the Sun' to kill the leaders of the 'Hand of Naarash' Bane-cultists who threatened the borderlands, she was the last survivor, captured on the Black March and brought to the cult headquarters. She had had plenty of time to reflect that perhaps her group leader's refusal of a 'trip up the river on my magic moonboat' by the dwarf Glasur back in Adakmi at the south end of the Black March, might have been unwise. Yesterday a new prisoner was brought in - Lirael Sirocco the half-elven Ranger.  She had been escorting villagers down the Black March towards Adakmi with Dolf Dragonheart and the Cleric Oran, when they were ambushed by an overwhelming force of Hand commandos. Wounded in the leg, Lirael held off the Hand forces to give Dolf & Oran time to get the villagers to safety, before being captured and taken swifty north to the Pillars of Night and the Hand's headquarters.
But then something happened - intruders in the temple have activated the ancient temple's arcane defences, causing a small earthquake in the prison cells. In the confusion Shawna & Lirael were able to overpower the hobgoblin jailor and his two minions, recover their equipment from a store room, and escape the cells into a rune-carved corridor,  just as a second earthquake brought down the ceiling behind them. 
In the giant-plate-armour strewn chamber where the rest of the Burning Hand were catching their breath, the same earthquake dislodged masonry from the ceiling, one chunk struck Calard on the head and knocked him out, but also revealed a hidden door in the west wall, that led into the corridor where Lirael and Shawna were.  Ashara readied to blast anyone coming in - but luckily spotted Lirael in time, and the group was reunited and introduced to Shawna.  Shawna noticed Esme's strong resemblance to Valeris of Orlbar, despite her cut-short hair.
In the rune-scribed corridor, double doors to the south were barred, scribed with both glowing glyphs of warding, and instructions in Goblin and Common: KEEP OUT!!!!! The group planned to go through there, but Lirael also spotted a secret door in the west wall, partly hidden by fresh plasterwork.  Opening that brought them to the foot of giant steps and the inner sanctum of the Temple of Naarash.
The guards struck - hobgoblins and human berserkers - and a fierce battle followed.  Dru reached the top of the steps, only to be attacked by flames flung by a burning skeleton.  Across the temple, beyond a huge giant altar, more steps led up to a raised area where the Stone of Naarash glowed with baleful red light.  Atop the steps a handsome fair-haired man watched the battle with weary intensity - Jaryn!
The Burning Hand fought their way into the temple, eventually dispatching the blazing skeleton, last of the defenders.  Jaryn, founder and former leader of the Light of the Sun greeted them, especially Shawna, to whom he had once been a mentor, and more strangely Esmerelda, who he named the Bane-Child and Sister of Strife.  Jaryn explained that he was now leader of the Hand of Naarash, that Naarash had given him the power to defeat Lakarzh, the former leader, and become Bane's instrument.  He offered Esme a choice - either join him and rule together, or fight him and if victorious replace him as Voice of Naarash, just as he had replaced Lakarzh.  The group tried to convince Jaryn to return to his old faith - he explained that Lathander-Amaunator had perished in the Spellplague, and in this ruined world there was only Bane...
Jaryn

Jaryn offered the group wine, which Shawna angrily dashed from his hand.  Esme ascended the steps towards the Stone of Naarash - having rejected Jaryn's offer, battle commenced.  Jaryn struck hard, but Esme's companions aided her, and the fallen paladin proved no match for the heroes' combined power; Esme's iron defender ripped out Jaryn's throat. 
A moment later a fountain of flame erupted from the stone, scorching the ceiling above, and a great horned ape-demon appeared: Naarash!
"You have slain my champion and shown your worth. Who among you accepts the mantle of Voice of Naarash?"
Deaf to the demon's entreaty, the group attacked.  Naarash proved a terrible foe, swiftly felling Esme and Shawna with mighty blows.  Ashara called down massive fire-magics which massively burned the beast. Lirael's deadly arrow struck its left eye, Naarash's howling making their ears bleed.  Dru healed Shawna with her magic seed, and Shawna healed Esme - but this only angered Naarash.
"This time, you'll stay dead."
Failing in his attempt to crush Shawna, Naarash turned and smashed Esme unconscious to the floor - then grinned, raised a mighty fist, and drove it deep into Esme's chest, smashing her ribs and killing her instantly. Esme's companions attacked with renewed fervour;  and eventually the terrible demon collapsed - the Stone of Naarash pulsed, then exploded in a huge fireball, scorching everyone - but they survived, and Naarash was no more.
In the aftermath the group had time to catch their breath; a treasure-alcove was revealed by the destruction of the altar, and Shawna took Jaryn's fine blade.  With dust falling from the ceiling, Lirael suggested the group vacate by a concealed door, and after recovering Calard, awake but still groggy, they gathered up Esme's body and took a tunnel through the mountainside, soon emerging above the valley. Below in the ruined giants' city, all was confusion - the demon's destruction had been felt by his followers, and now there was chaos as cultists fought each other and fled the area in droves. The Hand of Naarash was no more.
Returning west to the pike-pulled Moon Boat on the Delimbiyr river, they found Glasur the dwarf waiting for them. The return journey downriver was swift, just two days (25/8, 26/8) took them to Adakmi. From there they travelled swiftly west to deTrevani Manor (27/8), where the wise woman Treona had placed Amara deTrevani's body in Gentle Repose.  She did the same for Esmerelda. Pooling resources, with treasure from the Hand of Naarash  Ashara was able to raise enough to buy the necessary sacred oils in Loudwater for the Raising of Esmerelda and Amara (16 hours, 28/8-29/8).  

Esmerelda wakes up with an old lady looking into her eyes, she feels like she's got the worst hangover ever.
~Oh dear god, that must have been one hell of a celebration...~
(Suddenly she remembers the fist of the demon coming towards her, and all that follows)
~Oh dear god, am I, did I,what the...~
<Ashara explains what happened>
"If anyone tells Marsh about my outburst about him being the only man for me, I WILL KILL THEM.
Ok. Is everyone clear on that!"


Then it was time for Ashara the Genasi to return to faraway Akanul and report, for she realised the Stone of Naarash was likely the fire-artifact which she had been sent to find, and now it was destroyed.  Ashara bid a fond farewell to her friends. 

30/8/1479 DR
The knight Sir Calard decided to head east investigate reports of trouble at the Monastery of Torm in the ruins of Spellgard. The rest of the group travelled on to Loudwater, where they met with Sir Dolf Dragonheart. Dolf informed them that he had decided to accept the treaties of the people of Erstlin to become their liege, to protect and continue rebuilding the village. With permission from Queen Valeris of Orlbar, Dolf would become Sir Dragonheart of Erstlin, build a manor there, and in time he and Oran hoped to found a temple-monastery dedicated to both Torm and Bahamut, to train a new generation of heroes against the darkness.
_______
Dru:
The unnamed Druidess sat, bunched awkwardly with her legs drawn up in front of her, in a high back wooden chair in the Green Tankard. Before her, the wood in the fireplace had burnt down to embers as Marsh droned on behind her. He was telling another of his long-winded tales to one of the other patrons.

She took a sip from her flagon of honey-mead and curled up into her wolf fur cloak, her eyelids feeling heavy. The flames in the fireplace seemed to roar higher for a moment and the Druidess felt the wooden back of the chair softly give way behind her and she was falling. 

She opened her eyes and found herself standing next to a silver pool deep in a forest glade, an ancient oak's twisted boughs shading her. A lone wolf stood at the pool, drinking of the crisp water. The Druidess could somehow taste the water as the wolf locked its eyes upon hers.

The Druidess felt a sudden chill pass over her as a shadow moved at the edge of her vision. She turned quickly to catch a glimpse of the figure, but as she spun about, the ancient oak burst into flame. Within a heartbeat the verdant leaves and cool shade of the glade were a raging inferno. A cloaked figure disappeared into the flames.

"Follow." The voice echoed in her mind and she realised the wolf was beside her. "Fire Heart, follow."

She took a step towards the flames and the wolf matched her step. Gathering courage, she stepped closer, the heat searing her skin. The wolf howled in pain beside her as she plunged into the fire, the pain burning through her flesh and into her bones.

A tiefling stood before her, its skin blackened and cracked but a maniacal grin upon its face. "Sancossug will claim your soul, as he has claimed mine, Fire Heart" he cackled. "We will all burn together in the end." The wolf continued to howl in pain, until suddenly the Druidess realised it was she that howled.

She awoke with a start in front of the fireplace in the Tankard, still wrapped up in her cloak. A word formed on her tongue and without thinking she spoke it aloud. "Fey'Tel'Arael." The Fire of the Heart.

Marsh paused mid sentence and called across the room. "What did you say, druidling?"

"Arael!" she corrected, standing up and striding towards the door. "You may call me Arael."
 


XP awards
Gaining entrance to the Temple of Naarash: 300
Jaryn's guards (2 berserkers, 2 hobgoblins, burning skeleton): 1000
Defeating Jaryn: 700
Defeating Naarash: 1750
Destruction of the Hand of Naarash cult, 8th level major quest: 1750
Total: 5500 divided by 5 PCs = 1100 XP each to your party XP tally.

Saturday, 17 December 2011

Gray Vale





See NPCs Page.
Beneath the mysterious Star Mounts, at the southern edge of the ancient High Forest, the Gray Vale straddles the river Delimbiyr in the North. A prosperous region thanks to river traffic, merchant caravans from distant lands, and other travelers looking for treasure amid the wreckage of lost kingdoms, Gray Vale is a land ripe for adventure.
Common Knowledge
Gray Vale has grown into a trade center in the North in large part due to the success of Loudwater. This small town has an advantageous location at the confluence of the Delimbiyr and Grayflow rivers. Rich and arable farmland enables the community to thrive. Most merchants in the vicinity use the river to transport goods, making Loudwater an ideal nexus for nearly all commerce in this part of the world.
Although Loudwater and other small settlements enjoy some prosperity, the threat of danger checks their growth. Displaced savages from beyond the High Forest are a constant peril. Goblins infest the Southwood, snatching cattle, supplies, and the occasional child before retreating to the dim shelter of their foreboding forest. Whispers of Najaran serpentfolk fill the taprooms as locals peer suspiciously at strangers, ever watchful for these sinister infiltrators. All of these dangers and more cast a pall of fear and mistrust over Gray Vale.
Regional Features 
Gray Vale’s borders are soft, shifting with the ambitions of prospectors and settlers, but all who live in this rich valley regard the Star Mounts as its northern boundary, the rugged Graypeak Mountains as the eastern border, and the High Moor as its southern perimeter. The Vale stretches west, following the Grayflow out to the Sword Coast, though the influence of the area thins as one draws closer to the Western Heartlands.

Dominions of the Gray Vale (1481 DR)
Western Gray Vale
Barony of Secomber - allied with Loudwater - Lord Boris
Urshani Hobgoblins of the High Moor
Graywood Elves - King Cirallon Swancloak


Central Gray Vale
Tigerclaw Uthgardt of the Dire Wood - Prince Konn
Korzzbad Goblins - vassal to Queen Esmerelda of Llorkh
Lordship of Loudwater - Lady Eclara Moonfire
Loudwater vassal manors
Northwood - Lady Lirael Widdershins-Sirocco
Brownstone - Sir Joran Amainas, regent for Sir Halvard Brooke
Virdan - Sir Cottel Jameson
Sunstone - Sir Rory Amainas
Malt - Sir Otto Falthis
Alwyck - Lady Thaya Rensard
Jelt - Dame Lisania Vanegold
Oakbank - Sir Harvarr Quortath
Hartsfont - Sir Brandini Covere
Barony deTrevani - Lady Amara deTrevani (inc Fiery Spire, Greentree, Trevan, Castle deTrevani)

To North: Heartblood River Halflings of Upwater and Downwater Shire.

Eastern Gray Vale
Adakmi - town council
Kingdom of Orlbar - Queen Valeris (inc Malwych, Redar, Brightwater, Graystone)
Vassal to Orlbar: Erstlin - Sir Dolf Dragonheart 
Realm of the Mountain King - King Oro Loroth (inc Loagrann, Hali, Ogremouth) - allied with Llorkh
Kingdom of Llorkh - Queen Esmerelda 
Vassal to Llorkh:
Irondawn - town council
Timbervale - Lord Tirios Sevrym
Korzzbad Goblins of Southwood - Warlord Delderosh

To South: Glintshield Dwarves of Citadel Yaunaroth and the Vale of Naurogloth - allied with Llorkh
To East: Shadovar Empire of Netheril
To North: Frost Giants of the Graypeak Mountains
The whole Gray Vale region had been under pressure in the century since the Spellplague due to the change in magic, climate etc - initially cold, famine and disease, more recently orc, goblin, Uthgardt and other raiders, no longer easily dealt with through powerful spells. Many villages and some larger towns have been abandoned. Some people died; others fled west to the Sword Coast. A century ago Loudwater itself was a sprawling unwalled garden city of around 8,000; by 1479 it's a much smaller fortified township of 2,000.

Loudwater: Easily the largest settlement in Gray Vale, Loudwater is encircled by a wall of timber and stone more than 20 feet high. The fortifications and the determined but personable people living here make Loudwater an attractive stop for travelers of all kinds. The High Lords of Loudwater claim a demesne that traditionally begins around twenty miles west of town, four miles east of now-ruined Zelbross, and extends east from Loudwater twenty-four miles or so to the borders of Orlbar territory. The High Forest marks the northern border, the South Wood the south. Currently the village of Oakbank, 24 miles east of Loudwater between the Delimbiyr and Grayflow, is the easternmost settlement that owes allegiance to the High Lord, Lady Moonfire. Several families of petty nobles are still vassal to the Moonfire clan, such as the Kiris-deTrevani, Kiris Alkirk & his daughter the Baroness Amara deTrevani, the Covere of Hartsfont, the Amainas of Sunstone,  and the Brookes of Brownstone, but their numbers have been in decline since the Spellplague. See Loudwater NPCs

Manorial Rents
Resources: (2) Timber, Arable (Loudwater: Docks, Market).
Rural Manors Typical Net Cash Rents: 2gp/person (20% High Lord, 20% Reeve, 60% Lord of the Manor). Cash Rents are received M1.

Manors & Tributary Villages (12) - population - Liege (below the High Lord)
There are currently 11 manors and thus 11 landed families in the Dominion of Loudwater. The Kiris manor is considered extinct since the loss of Kiris Dahn.
1) Moonfire Manor pop. 2040 (urban) - Steady, +2%
Loudwater - 2040 - Lady Moonfire, the High Lord of the Vale
2) North (Tavys) Manor pop. 800 - Healthy, +4%
Area 40 sq miles of farmland and waste, pop. 800, of which 200 in 30 farmsteads, 600 in villages. Cash rent to lord avg 960gp/yr). Jorah Blackthorn is Steward of the Manor.
Tavysburg - 350 - Lady Lirael (PC), formerly Lady Eclara Travys (kidnapped M6? 1479 DR, recovered M3 1480).  Dame Aryn Blackthorn is Reeve in Tavysburg, her adult sons Sirs Jorah, Michael & Arren are knights.
Elfstree - 250 - mostly half-elves & some elves. Home village of Lirael Widdershins.
3) Brooke/West Manor (area 30 sq miles, pop. 760) - Average, +0%
Brownstone - 570 - Sir Halvard Brooke, elder daughter Amanda, runaway daughter Kathy at Fisher's Friend in Loudwater from M11 1479 DR. Halvard was killed by Zhents M2 1480, raised by Halvath the Green Regent.
4) Jameson Manor (pop. 500) - Average, +0%
Virdan - 350 - Sir Cottel Jameson, new wife Lana (fr 1479-, killed by Zhents 2/180, raised by Green Regent), old maid Sylvia
5) Amainas Manor (pop. 561) - Steady, +2%
Sunstone - 561 - Sir Rory Amainas, son Sir Joran
6) Covere Manor (pop. 714) - Steady, +2%
Hartsfont - 500 - Sir Brandini Covere, his daughter Carlia is Lady Moonfire's Lady-in-Waiting
7) deTrevani Barony (pop. 1400) - Healthy, +4%
Trevan - 300 - (from M2 1480 DR): The Baroness Amara deTrevani, daughter of Lord Kiris Alkirk, at Castle deTrevani, aided by the the genasi fire wizard Ashara, Head of the Fiery Spire school of pyromancy.
Greentree - 800 (from M4 1480 DR): mostly half-elves & some elves
8) Falthis Manor (pop. 306) - Steady, +2%
Malt - 250 - Sir Otto Falthis the Half-Dwarf
9) Vanegold Manor (pop. 800) - Average, +0%
Jelt - 700 - Lady Lisania Vanegold
10) Quortath Manor (pop. 950) - Average, +0%
Oakbank - 800 - formerly inc. Temple of Oghma - Sir Harvarr Quortath
11) Rensard Manor (pop. 700) - Average, +0%
Alwyck - 550 - Lady Jaela Rensard

Urban population: 2,000 in Loudwater
Village population: 6,000
Total domain population: 9,531 (M4 1480 DR est.), levy forces ca 950.

Loudwater Demesne Standing Forces, ca 225* (1480 DR)
Loudwater Town
50 Loudwater Patrol min-7
20 Loudwater Wall Guard min-9
20 Moonfire Personal Guard min-11
Rural
9+ Knights min-13
6+ Knights min-15
100 Nobles' House Guard min-8 to min-11, Travys Manor min-13
+ca 20 Miscellaneous - Rangers, other nobles, etc
*Up from 200 in 1479: +13 Travys Manor House Guard, +12 deTrevani House Guard.
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The Green Regent - Halvath Cormarrin (PC) (M2+ 1480 DR)
In late winter 1480 DR, Halvath Cormarrin of Brownstone received a vision from Mielikki and became the first Green Regent since the Spellplague, the first in a hundred years. Whereever the green-bearded Regent walks, life flourishes...
M4-5 1480: Havlath works on establishing lasting symbols and pathways for the people to remember and engage with the Lady of the Forest. This includes practicing and refining Floragami - directing Green Regent quick growth of vegetation into symbols and shapes. Halvath works on, for example, growing a blade of grass into the rough shape of a Unicorn as he reaches to take it up and present it as part of a blessing to supplicants, or topiary forms for establishing, marking, or adorning sacred places in the forest. Halvath particularly tasks promising individuals to tend and establish sacred places in the forest, and to spread the work of Mielikki. In his travels, the Green Regent also begins to mobilize and seek appropriate recruits, Lady willing, for the Forestarms (spiritual followers), Needles (rangers), and Shadoweirs (woodland knights) of Mielikki; seeking to strengthen and bring the protectors of the vale into a more unified force against the darkness ahead.
 M4-5 1480 DR: With word of the Green Regent (Halvath Cormarrin) spreading throughout the Vale, Halvath's shrine at Brownstone becomes a place of pilgrimage and the centre of the Regent's growing faith. Amanda Brooke asks to become a Forestarm and tend the Shrine, and is accepted. 21/6/1480: With the Regent's blessing at the Summer Ball, Amanda is engaged to marry Sir Joran Amainas, Shadoweir of the Green Regent. Amanda can employ 1st level Religious/Healing/Nature rituals.

Forestarms
1. Shera the Priestess  (Ritual level 6), Secomber
2. Amanda Brooke (Ritual level 1), Priestess of the Shrine, Brownstone

Shadoweirs 
1. Boris, Lord of Secomber
2. Sir Joran Amainas, Guardian of the Shrine, Brownstone
3. Sir Rory Amainas, lord of Sunstone
4. Sir Cottel Jameson, lord of Virdan
5. Diora Falthis of Malt, Guardian of the Shrine, Brownstone 

Needles
1. Trapper John, Chief of Needles, Brownstone (from M6 1480)
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The River Pirates
The River Pirates were linked to the Zelbross slavers, but not the same people the Burning Hand eliminated at Zelbross, although there may have been some overlap. They were raiding along the Greyflow during the first 6 months of 1479 DR, selling captives to Humungus' Zelbross slavers, who also bought captives from the Lady of Shadows and from Zark the half-dwarf, then transported them on to Najara as serpent-brides. The pirates are believed to have kidnapped Amara deTrevani and other women individually, but they also launched two major raids, the sacking of the Temple of Oghma near Oakbank, and the sacking of Travys Manor. Their slave raids ceased after the Burning Hand wiped out their customers the Zelbross slavers.

Llorkh: Ever an unsavory place, Llorkh had sharply declined in recent years. A string of incompetent rulers drove off most of the honest residents, and the ruined city served as a haven for a self-styled bandit king and his lackeys.
The Star Mounts: This ancient range of mountains marks the southern boundary of the High Forest and takes its name from the queer lights that shine from its heights. Legends claim that these mysterious mountains are home to dragons, elves, strange birdfolk, and more. Perhaps the most unusual story is that in the upper reaches, great crystal towers grow out of the rock. It is uncertain just who or what lives inside these towers (if they even exist), because clouds blanket the peaks year round and few have the courage to ascend the heights.
The High Forest: From the northern slopes of the Star Mounts and stretching for miles to the north is the High Forest, an ancient wood notoriously haunted by fey creatures, gnolls, and drow. Infrequently, wood elves of the forest trade with the people of Loudwater, but they are tight-lipped about what goes on in their sylvan homeland.
The Graypeak Mountains: Sheltering the people of Gray Vale from the distant doom of Netheril is a range of old, rugged mountains known as the Graypeaks. Barren and capped in ice and snow, these mountains are said to be home to giants and vicious wild and unnatural creatures. Adventurers who have braved the peaks report ancient dwarven ruins buried beneath the stone, and their claims are supported by old dwarven coins, weaponry, and other antiquities that have been recovered.
Southwood: This young forest separates a portion of Gray Vale from the Highstar Lake and the serpent people of the High Moor. Local woodcutters occasionally take timber from this forest but do so at great risk, for a large tribe of goblins has staked its claim here.
People of Gray Vale 
Unlike other areas of the North, the people of Gray Vale are decidedly mixed, blending cultures from all over the region. But humanity has a slight edge, and most humans have fair skin, hair that ranges from blond to light brown, and the full range of eye colors (though hazel is dominant). A proud people, they are self-reliant, tough, and grizzled, accustomed to the hardships that press against them. Most folks are farmers, though plenty of miners try their hand at coaxing more out of the old mines of the Graypeaks.
Half-elves comprise another large group of the Gray Vale population. Like the humans of this area, the half-elves have fair skin and light hair. Although most retain signs of their elven heritage, years of human and half-elf marriages have diminished these traits until most half-elves could pass for human.
In addition, one can find a number of dwarves, drawn to Gray Vale to reclaim their lost holds. Halfling fisherfolk work the river, living alongside their human allies. The region even has a smattering of eladrin and elves, though most members of those races encountered in the Vale hail from the High Forest to the north.

Trade in the Gray Vale (1480 DR)
Trade runs from Daggerford on the Trade Way, east up the Grayflow River to Loudwater, east to Llorkh, south from there to Timbervale/Stonefang Tunnel/Citadel Yaunaroth (Glintshield Dwarves). Some trade passes east from Llorkh over Dawntreader Gap to the Fallen Lands then on to Netheril or Evereska, but that is a tough route and dangerous. Recently Amara deTrevani opened up the old trade route from Loudwater north-east through deTrevani to the River Halfling Shires on the Heartblood River.
Loudwater exports simple manufactured goods, linen, planed hardwood (not raw timber), and a small amount of food, mostly grains and cured hams, also beer. Loudwater imports luxury goods from the Sword Coast (eg wine), high value manufactures (eg weapons and armour) from the Sword Coast and now also from Naurogloth, and raw iron ingots from Llorkh.

Llorkh exports high quality iron from the local mines, and small amounts of precious metals, importing food.
The Glintshield Dwarves (Yaunaroth/Naurogloth) export dwarven manufactured goods, jewelry, and some precious weapons, and import food, especially grain, some of which is re-exported as beer.
The Heartblood River Halflings export smoked fish and pipeweed. They import manufactured goods, especially metalwork, and beer.
Timbervale exports bacon, and raw timber down the Grayflow.
Secomber exports dried fish. Logging the Unicorn Run is forbidden, but a small amount of raw timber is exported from the north side of the Grayflow, downstream west to Daggerford.
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The High Moor
In M3 1480 DR the serpentfolk of Najara exchanged a captive serpent-bride, Lady Eclara Travys, for their wereserpent spy Lyath. During the exchange an agreement was reached with Loudwater (Lirael) - no human of the Vale would enter Najara, including all the High Moor, and in turn no Najaran would enter the Vale.
Most folk think the Moor is a rocky wilderness, vast and uninhabited
—except by trolls. Its soil is too thin for farming, and
its stone,— mostly granite, —is of poor quality for mining. It'’s
sparsely settled by human barbarian tribes that raise goats and
sheep on the moors, guard caravans coming from the east, and
fight constantly with the various goblinoid tribes.
Bound on the west by the Misty Forest, whose dim blue
glades and deep groves have always carried a fey and whimsical
—but deadly —reputation, and on the east by the yuan-ti
and ophidian-haunted Serpent Hills, these crag-studded,
rolling grasslands are said to hide the ruins of lost, long-fallen
kingdoms. Just which kingdoms sages argue furiously over.
Minstrels sing colorful but contradictory ballads on the topic,
and legends are uniformly vague. “"The bones and thrones of
lost lands"” is a favorite phrase; it'’s borrowed from a long forgotten
ballad.
A few wolves and leucrotta are the most numerous predators
on the Moor thanks to trolls, bugbears, and hobgoblins,
who have slain most other large beasts of prey. Their relative
scarcity has allowed hooved grazing animals of all sorts to
flourish, from small, sure-footed rock ponies to shaggy-coated
sheep. Those who dare to venture onto the moor can be assured
of ready food - —either they catch it, or they become it.
Rope trip-traps, javelins, and arrows are the favored ways of
bringing down the fleet grazing animals, although those with
patience and a quick hand can dine on grouse, flunderwings,
rabbits, and ground-dwelling moor rats in plenty.
Like the Evermoors north of the Dessarin, the High Moor
is studded with lichen-festooned rocky outcrops, moss, breakneck
gullies, and small rivulets of clear water that spring from
the ground, wind among the rocks for a time, and then sink
down again. It’s also shrouded by frequent mists. The prevailing
winds are gentler breezes than the mist-clearing, chill
winds of the North.
With the obvious exception of Dragonspear Castle, ruins are
harder to find in the moorlands. Foundations and cellars are
usually all that remain—and almost all such serve as the lairs of
monsters. Many towers have toppled into rock piles and have
later been hollowed out to serve as tombs— which have in turn
been plundered and then turned into dwellings by beasts arriving
still later. There are also legends of magically hidden castles
and high houses appearing only in certain conditions, such as
full moonlight or deep mists, to those in the right spot.