d20play house rules toren campaigns 09/09/04

GREEN REGENT 2004 - Campaign Log


Large Scale Map of the Lands around Loudwater (jpeg, 595 kb)
Small Scale Map of the Lands East of Loudwater (jpeg, 595 kb)
Maps sized so that they can be printed on a letter sized piece of paper at 150dpi

Background Stories (in Order)
Who is the Green Regent?
Shieldmeet 1372 DR
A Fellowship Rises

Adventure Notes

Calendar

Ages Past

The identity of the first Green Regent is lost to the passage of time, but it is suspected that Mielikki did not first designate her champions until humans spread across the Savage Frontier from Illuskan. As Melikki's faith grew, she selected several Green Regents from the Kingdom of Athalantar before its fall. When the Tethyrians began to settle about the Delimbiyr River, the Lady of the Forest drew them into her vision, and the Green Regent was alive and well throughout the Tethyrian Kingdoms of Phalorm and Delimbiyrian. After the collapse of Delimbiyrian, civilization in the vale fragmented into small city-states, but the Green Regent continued to guard the forests, the people of the river valley, and Mielikki's dream.

 

1150 DR – Year of the Scourge

Plague throughout the Sword Coast. Worship of Talona and Loviatar soars.

Calishite Rensha family takes over Delimbiyr Vale.

Rensha ban the practice of selecting new scions at Shieldmeet and hunt the Green Regent down as a threat to their power. After several years of this persecution, the Green Regent disappears for well over a century.

 

1288 DR – Year of the Roaring Horn

Pasuuk, the last Rensha Lord, commands a group of skilled mercenary hunters to bring him the horn of a unicorn.

The hunters track down and corner a unicorn. Nanathlar Greysword raises his blade to kill the beast but his heart breaks when he looks into its eyes. He vowes to defend it against all that would despoil it.

Nanathlar and twelve of his fellow hunters overthrow their captain. Upon doing so, the glowing symbol of the Scions of the Green Regent appears on each of their foreheads, and the telltale marks of the Green Regent slither up Nanathlar’s body. The unicorn reveals itself as an avatar of Mielikki, and tasks the thirteen hunters with ridding the vale of the horrible Rensha blight.

 

1290 DR – Year of the Whelm

Two winters of fierce battles raged between the ragtag forces of the Green Regent and Pasuuk's diabolical regime. The War of the Returned Regent ends in 1290DR at the Battle of Tanglefork where Nanathlar calls upon the power of his goddess to turn the very trees against Pasuuk. Pasuuk unleashes a coven of devils upon the servants of Mielikki, but the awakened trees utterly destroy Pasuuk and his fiendish allies, and scatters their remains like ordure. And that is why the soil of those woods is now as black as midnight.

Nanathlar Greysword assumes rulership of Loudwater and brings a new era of prosperous rule to the Delimbiyr Vale.

 

1347 DR – Year of the Bright Blade

Kalahar Twohands made Green Regent.

Cultists of Talos summon a living storm that brings devestation to Llorkh and Orlbar. Kalahar leads a coterie of scions into the terrible storm and against the cult. After a fierce fight in the raging thunderstorm on a mountain top, Kalahar and the scions reverse the summoning spell that binds the tempest to Faerûn. With their leaders slain and their plot undone, the cult scatters.

 

1369 DR – Year of the Guantlet

Blood red moon rises over the Delimbiyr Vale. Malarites erupt from the High Forest in a frenzy of hunting and killing. For the next three nights, the lycanthropes hunt, breaking into houses and driving out the fear-stricken citizens of Loudwater and smaller homesteads around the city. The folk of the City of Grottos fight back, and a young Stedd Rein earns particular distinction in the pitched battles. The Green Regent, Galaer Grasswave, is slain by the followers of the Beastlord. After three nights, the moon returns to its normal shade and the Malarites disappear back into the High Forest.

The orc hordes of King Obould Many-Arrows swarm out of the underdark and lay siege to Mithral Hall

 

1371 DR – Year of the Unstrung Harp

The Harpers divide into factions because of the departure of Khelben the Blackstaff, and these conflicts are only grudgingly held at bay by greater issues.

Mulhorand invades Unther.

The Silver Marches is declared a new country.

 

1372 DR - Year of Wild Magic

Hammer

1 - Shade returns to Faerun.

Midwinter Festival

Bane returns to Faerun

Mirtul

1 - Orcs begin migrating out of the High Forest.

27 - Tilverton is destroyed.

Flamerule

10 - Hekkut the Molted begins raiding road between Loudwater and Shining Falls.

Midsummer Festival

Shieldmeet Festival

Otar chosen as Green Regent

Eleasis

10 - CAMPAIGN START

11 - Heroes save Blaz Merrymar on the Road between Shining Falls and Loudwater.

12 - Heroes enter the goblin river caves and defeat Hekkut the Molted, a hobgoblin wererat. Krellon is killed in the battle. He is later raised from the dead by Prior Athosar.

17 - Heroes encounter Mind Flayers for the first time when exploring the tunnels below the goblin river caves. Two are lost in the encounter—Szorn the Red and Teal Phier. The Heroes do not know what happened to them. The Heroes find evidence that the Hark has brokered a deal with the Mind Flayers and “The Forest King.”

18 - Thelbrimm dispatches Thelbrimm’s Nine to seal the entrance to the underdark found in the goblin river caves.

END OF LGR 1 - EXTERMINATION

19 - Heroes recruited by Harazos Thelbrimm to determine why orcs are raiding across the Loagrann River into Llorkh controlled lands and to put a stop to it.

20 - Heroes join a Gralhund caravan heading to Orlbar.

24 - Heroes arrive in Orlbar and meet guide named Helm Heltriss.

26 - Helm guides Heroes to a huge rock outcropping crowned by a Ruined Tower. The tower is inhabited by the Red Stag Orcs. The Heroes parlay with the Orcs and find out that they are raiding to try and rescue members of their tribe that have been captured by Zhents in raids from the Zhent side of the Loagrann River. The Heroes are attacked that night as they make their way toward the direction the Red Stag Orcs tell them that the raids are coming from. The attackers are Black Moon orcs. The Heroes subdue the orcs and kill their human leader Mekat Zrinn.

27 - Heroes find a burial cairn dedicated to Jergal—an ancient god of death. Inside they find several Zhent soilders and Szetril, a female cleric of Bane. The Banites have been using Red Stag Orcs as stock for creating undead. The Heroes rescue five Red Stag Orcs.

30 - Heroes report back to Harazos Thelbrimm.

END OF LGR 2 - GRAY HUNT

30 – Rensha tombs found unsealed under the High Lord’s Hall.

Eleint

1 – Heroes summoned to the High Lord’s Hall. High Lord Kalahar Twohands asks them to rescue his son from unknown captors. The kidnappers entered the hall through the Rensha burial crypts in the lower levels. The Heroes pursue the kidnapers into the crypts and rescue the High Lord’s son. A wererat fled the final battle. When the Heroes pursued, they ran into a cabal of Mind Flayers. The Heroes stopped dead in their tracks. The Mind Flayers probed their minds, then seeing that the High Lord had not fallen for their ploy they retreated into deep caverns, taking the wererat with them. The Heroes returned the high lord’s son and were rewarded with membership in the Order of the Jade Blade.

END OF XGR 1 – UNDER THE HIGH LORD’S HALL

5 – Heroes are approached by Nuial Treestrider. He is a bard and a Scion of the Green Regent. He encourages them to investigate the High Forest and the exodus of the orcs. He believes Mielikki wants them to go into the forest for some reason. The Heroes travel to the High Forest and camp at its edge. They are attacked by drow just before midnight. After they defeat the drow, they are approached by Thornbriar, a treant.

6 – Decree of Reception proclaimed by High Lord Kalahar Twohands in Loudwater.

9 - The Heroes help Thornbriar rescue a large number of fey creatures from the hands of Zyznin, a drow priestess of Lolth. Thornbriar gives them a magical acorn in return. He tells them that he will use the acorn to contact them when he finds out why the orcs are fleeing the High Forest.

11 – Heroes attacked by a diseased orc warrior as they are leaving the High Forest. Krellon infected.

13 – Heroes return to Loudwater to find the city already infected with the strange disease that is ravaging Krellon.

END OF LGR 5 – DARK EXODUS

14 – Xao Li Chen joins the Heroes. Prior Athosar reveals a divination that he has cast; “a stone’s sliver that is a forest’s priest” is responsible for the strange ailment, and they should look in the “wind-whipped hills of shadow” to find him.

15 -The Heroes track the orcs into the grey highlands. They meet the orc druid Kah’Liik of the Black Boar Tribe. She directs them to a large hive-like hill. Inside they are attacked by a huge insectile ogre which kills Xao before they can finish it off. Past the ogre, they kill the dwarven druid Drahmin Stonesplinter who is responsible for the disease.

16 – The Heroes return to Loudwater with Drahmin’s notes and ingredients. The city officials decipher the notes but discover they do not have the ingredients they need. A caravan traveling from Llorkh to Waterdeep arrives in Loudwater. The caravan just happens to be carrying the ingredients that the people of Loudwater need. Prior Athosar offers to raise Xao from the dead in return for the service performed by the Heroes for Loudwater.

END OF LGR 6 – EPIDEMIC

17 – Heroes hear of a raid on a caravan to the west of Loudwater. They join Myranda, a Scion of the Green Regent, and investigate. The caravan master tells them that it was the Half-Elven Renegades that attacked them. They took 4 sun elf passengers as prisoner. The Heroes track them into the High Forest, but soon lose the trail.

18 – Heroes return to Loudwater. Sirende, a female gold elf, offers them a reward for the return of her sister Amarie. The Heroes talk to Pennet Farhill at the Scarlet Shield, Gauntlet Isyan Kiy’sisnos at the Vine Tower, and Eldrin Whisperbark at the Merry Mer-She regarding the possible location of the Half-Elven Renegades’ hideout.lf-Elven Renegades may be hiding.

19 –Teseryne Truesilver helps Heroes narrow down the possible hiding place of the Half-Elven Renegades to just one cave. Heroes find the Cave of Blooming Stone and kill most of the bandits. In the depths of the cave they face off against a fiendish looking elf and her troll body guard. The troll kills Krellon and Darmon before the Heroes can overcome it. The fiendish looking elf mysteriously jumps to her death in the middle of the battle. No sign of her remains but all her gear is found. The Heroes rescue the four gold elves and return to Loudwater. When they arrive, Sirende is gone, but she left them a larger reward than she had promised

END OF LGR7 – NURTURE AND NATURE.

20 – Heroes are attacked by a dozen orcs at the Red Boar Inn. The lead orc yells “We are here to take what has been taken!” The Heroes kill the orcs, but not before Myranda is cut down. Questioning after the battle of an orc that was taken alive reveals that they came to avenge the deaths of the 8 orcs that have been found murdered in the last month near the Red Boar Inn. Killeon joins the Heroes.

21 – Myranda is raised from the dead by Prior Athosar. The Heroes recuperate from the battle with the orcs and they meet with High Lord Kalahar Twohands. He asks them to find the murderer before a full fledged revolt breaks out.

22 – Heroes investigate murders. The red wizard Beyvan Keth summons them to the Ivy Enclave. He tells them a half-drow named Dusk is involved in the murders. When asked why he is helping he tells them that he believes the murders of the orcs will hurt his beloved Loudwater. Following Keth’s lead, the Heroes find the lair of a group of rogues call the Rat Bastards. In the warrens beneath their hideout they find the murderer, a barghest named Lazurak the Harkson.

END OF LGR8 – RAT’S BASTARD.

23 – Stedd Rein begins raising a personal army to assault the lair of the Hark.

23 – PRESENT DATE

 

PEOPLE

Alera Rant

Moon Elf Ranger from Evereska

Female, 5'4" tall, 120 pounds, silver-blue hair, dark blue eyes.

Member of the Heroes. Alera joined the Heroes on 19 Eleasis 1372 DR.

Member of the Order of the Jade Blade. Inducted on 1 Eleint 1372 DR.

Alera has dark blue eyes with silver-blue hair. She always wears a misty crescent above a full moon amulet.

Alera turned down her friend Teal’s offer to join her and leave the Gray Cloak Rangers to seek adventure. Alera has regretted not going and has been forlorn and lonesome since her friend Teal left the rangers. One night Alera was woken by a dream in whih her dear friend Teal Phier was being prayed apon by mind flayers. Deeply upset by this vision Alera set out for Teal’s last known location… Loudwater.

Player: Dawn Christy

 

Alera, Female Moon Elf, Rgr3; CR 3; Medium Humanoid (elf); HD 3d8+3; hp 21; Init +4; Spd 30 ft.; AC 18, touch 14, flat-footed 14; Base Atk +3; Grp +5; Atk/Full Atk +5 melee (1d8+2/19-20, longsword) or +8 ranged (1d8+3, +1 mty [+2] comp longbow); SA favored enemy (undead); SQ low-light vision; AL NG; SV Fort +3, Ref +6, Will +1; Str 14, Dex 18, Con 13, Int 11, Wis 12, Cha 9.

Skills: Climb +5, Hide +7, Jump +5, Knowledge (dungeoneering) +1, Knowledge (geography) +1, Knowledge (nature) +1, Listen +4, Move Silently +4, Ride +5, Survival +5, Swim +2

Feats: Endurance*, Point Blank Shot, Precise Shot, Rapid Shot*, Track*

Languages: Common, Elven, Chondathan

Possessions: Traveler's outfit, studded leather armor, amulet of natural armor +1, longsword, +1 mty [+2] comp longbow, potion cure light wounds (2), 161gp

 

Alera, Female Moon Elf, Ranger 1; CR 1; Medium Humanoid (elf); HD 1d8+1; hp 9; Init +4; Spd 30 ft.; AC 17, touch 14, flat-footed 13; Base Atk +1; Grp +3; Atk/Full Atk +3 melee (1d8+2/19-20, longsword) or +5 ranged (1d8+2, mty [+2] comp longbow); SA favored enemy (undead); SQ low-light vision; AL NG; SV Fort +3, Ref +6, Will +1; Str 14, Dex 18, Con 13, Int 11, Wis 12, Cha 9.

Skills: Climb +5, Hide +7, Jump +5, Knowledge (dungeoneering) +1, Knowledge (geography) +1, Knowledge (nature) +1, Listen +4, Move Silently +4, Ride +5, Survival +5, Swim +2

Feats: Point Blank Shot, Track

Languages: Common, Elven, Chondathan

Possessions: Traveler's outfit, studded leather armor, longsword, mty [+2] comp longbow, potion cure light wounds, 21gp

 

Beyvan Keth

Red Wizard of Thay

Master of the Ivy Enclave

An aged man with a warm smile that seems out of place on his deeply wrinkeled face and tattooed head. He always uses a walking stick. He sided with Nanathlar Greysword in the War of the Green Regent Returned.

 

Black Moon Orcs

Allied with the Zhentarim. These orcs are from the Greypeak Mountains. A group of them were in league with the Zhent ranger named Mekat Zrinn.

 

Darmon

Male Lightfoot Halfling Soulknife

3'3" tall, 35 pounds, black hair, hazel eyes

Member of the Heroes. With them since they formed in the Tenday after Shieldmeet 1372 DR.

Member of the Red Fellowship. Inducted on 30 Eleasis 1372 DR.

Member of the Order of the Jade Blade. Inducted on 1 Elient 1372 DR.

Darmon is quiet and good humored, liking to find humor in the world around him like most of his people. He takes his mission to protect halflings and fight evil very seriously, but that does not keep him from finding humor in life.

Darmon is an initiate in an order of halfling soulknives called the shadowguard. The shadowguard follow a stict regemin of purity of body and mind—they take oaths not to drink, take drugs or have sex. The Shadowguard have no formal schools. Training is passed from a master to apprentice.

Player: John Jones

 

Darmon, Male Lightfoot Halfling, Soulknife 2; CR 2; Small humanoid (halfling); HD 2d10+2; hp 18; Init +4; Spd 20 ft.; AC 22, touch 15, flat-footed 18; Base Atk +1; Grp -2; Atk/Full Atk +4 melee (1d4+1/19-20, soulknife) or +7 ranged (1d3+1, sling); SA mind blade, throw mind blade; SQ low-light vision; AL LG; SV Fort +2, Ref +8, Will +4; Str 13, Dex 18, Con 12, Int 14, Wis 10, Cha 10.

Skills: Autohypnosis +2, Concentration +6, Handle Animal +1, Hide +12, Knowledge (Western Heartlands) +3, Knowledge (psionics) +5, Listen +3, Move Silently +10, Tumble +8

Feats: Psionic Weapon

Languages: Common, Halfling, Chondathan, Goblin, Illuskan

Possessions: Traveler's outfit, +1 chain shirt, +1 buckler, daggers (2), sling, gem with continual flame, 1012gp

 

Darmon, Male Lightfoot Halfling, Soulknife 1; CR 1; Small humanoid (halfling); HD 1d10+1; hp 11; Init +4; Spd 20 ft.; AC 17, touch 12, flat-footed 11; Base Atk +0; Grp -3; Atk/Full Atk +3 melee (1d4+1/19-20, soulknife) or +6 ranged (1d3+1, sling); SA mind blade; SQ low-light vision; AL LG; SV Fort +2, Ref +7, Will +4; Str 12, Dex 18, Con 12, Int 14, Wis 12, Cha 10.

Skills: Autohypnosis +3, Concentration +5, Hide +12, Knowledge (psionics) +4, Listen +3, Move Silently +10, Tumble +8

Feats: Psionic Weapon

Languages: Common, Halfling, Chondathan, Goblin, Illuskan

Possessions: Traveler's outfit, leather armor, daggers (2), sling, 52gp

 

Faed

Male Human Wizard

6’0” tall, 180 lb, Brown Hair and Brown Eyes

Former Member of the Heroes. Joined them on 19 Eleasis 1372 DR. He completed one quest with them then before moving on to Orlbar and Llorkh to work against the evil religions that ruled the Zhentarim in those cities.

Faed is a calculating opportunist who whiches to see the glory of Zhentil Keep restored and the wasteful evil religions deposed.

Player: Mason Mines

 

Faed, Male Human Wizard 1; CR 1; Medium Humanoid (human); HD 1d4+2+3; hp 9; Init +3; Spd 30 ft.; AC 15, touch 15, flat-footed 11; Base Atk +0; Grp +3; Atk/Full Atk +4 melee (1d4+2/19-20, mw silver dagger) or +3 ranged (1d10, heavy crossbow); AL N; SV Fort +3, Ref +4, Will +2; Str 16, Dex 16, Con 14, Int 14, Wis 8, Cha 8.

Skills: Decipher Script +3, Diplomacy +0, Knowledge (arcana) +3, Knowledge (dungeoneering) +3, Knowledge (nobility) +6, Knowledge (religion) +3, Ride +4, Spellcraft +6, Spot +0, Tumble +4

Feats: Luck of Heroes, Dodge, Scribe Scroll

Languages: Common, Chondathan, Orcish, Goblin, Tethyrian

Possessions: Courtier’s outfit, mw silver dagger, heavy crossbow, spellbook, 15gp.

 

Forest King

A supposed ally of the Hark discovered mentioned in writing scribbled on the walls of the Goblin River Caves by Hekkut.

 

Geildarr Ithym

Male Human Wizard/Arcane Devotee of Cyric

Lord Mayor of Llorkh

 

Gralhund Family of Waterdeep

A noble clan that specializes in the trade of mercenaries and weapons. Owners of a caravan traveling to Orlbar to fulfill a Zhent contract. Caravan Master is Irut Gralhund. Family patriarch is the Hund. The Hund and Thelbrimm adventured together in their youth.

 

Green King

Mentioned in a letter from the Hark to his shape-shifting minion in Loudwater as an ally.

 

Green Regent

Champion of Mielikki. Chosen in Loudwater. The current Green Regent is the orc Otar.

 

Harazos Thelbrimm

Gauntlet of the Eastern Marches

A stern old warhorse of a man. A bald, grizzled veteran of many battles with goblins, Zhents, giants, and worse. Easily recognizable by the jagged scar traveling away from the right corner of his lip, and down his neck. He tries to cover it with his beard, but the scar is just too pronounced. He got the scar either from High Lord Kalahar Twohands or the champion of Llorkh Mayor Geildarr Ithym, depending on the story.

Thelbrim has a no-nonsense attitude and a commanding presence. He doesn’t ask, he commands.

His headquarters is Eastenhall in Loudwater.

 

Hark, The

Old wererat bandit lord that terrorizes the trade corridor between Loudwater and Secomber. Evidence indicates he has forged an alliance with the Illithids as well as the Forest King and/or Green King. Used Hekkut to attempt to destroy trade between Loudwater and Shinging Falls. Sent his minions and allied Illithids to kidnap High Lord Kalahar Twohands’ son in an attempt to capture the High Lord himself. Had a demonic shapeshifting wolf attempt to start a war between the people of Loudwater and the Orcs of the High Forest.

 

Hekkut the Molted

A hobgoblin wererat brood-servant of the Hark. Slain by the Heroes in his lair in the Goblin River Caves.

 

Helm Heltriss

Tracker from Orlbar. Helm is a friendly sort although he looks and smells of the wild. He is happy to buy prospective customers drinks (a local watery ale is his drink of choice). He know the Grey Highlands well.

 

Hendris Teinel

Patron of the Scarlet Shield in Loudwater. Has promised any adventurer that brings back a souvenir from the Fools Finger—a piece of the magical rock no smaller than his own big toe (which is rather large as far as big toes go)—gets free dinners nightly.

 

The Heroes

A brave group of adventurers often called apon by the people of Loudwater

Current Members

Alera Rant

Darmon Knotford

Khoen

Killeon

Krellon

Lineon Fairfax

Myranda

Former Members

Faed

Ressik Stormcloud of Silverymoon

Szorn the Red

Teal Phier

Tobin Maythius

Xoa Li Chen

 

Hevergath

Wizard/Cleric of Bane

Mentioned by the Black Moon orcs as the leader of the Banites at Jergal’s Cairn. He was away when the party raided the cairn.

 

Iirikos Stonesholders

Dwarven mason. Credited with much of the architecture of Loudwater.

 

Irut Gralhund

Caravan Master for Gralhund family of Waterdeep. Minor Nephew of the Hund.

 

Isyan Kiy'sisnos

Female Elven Bladesinger

Gauntlet of the Western Marches

Scion of the Green Regent

Isyan is a surprisingly young looking woman. She is dedicated, surprisingly direct with her speech, and does not suffer fools. Though a moon elf, she can be as haughty as a sun elf. her long dark hair is tied in the back with cords of fine silver, and she wears a suit of elven chain that is so finely wrought that it hangs more like an evening gown than armor, showing off her athletic, but still very womanly, form.

Isyan was selected as a Scion of the Green Regent at the Sheildmeet ceremony.

Her headquarters is the Vine Tower in High Town in Loudwater.

 

Jaida Zerezeal

Female Half-Elf Ranger

Gauntlet of Loudwater

Jaida is responsible for the defense of the city of Loudwater. She is also head of the palace guard at the High Lord's Hall.

 

Jekris the Mad

Dressed in soiled peasants robes, this gaunt, frazzled, and almost toothless old man mostly babbles inanely, mixed in with the occasional helpful advice. He has a strange accent. Sometimes called Jekris the Luckturner, or the Happy Fool, Jekris is more mystic force than person. Some people believe that he is some sort of strange manifestation of Tymora, while others believe that he is a spirit of some strange Netherese wizard (explaining his strange accent) that forever walks the Delimbiyr Crescent.

 

Jymnal

Male Sun Elf Fighter-Rogue

Jymnal has a pale complexion, wheat-colored hair, and deep blue eyes. He wears soft leather breeches and a loose fitting sky blue tunic. A rapier rests at his hip.

 

Kalahar Twohands

Male Half-Elf Fighter-Wizard

High Lord of Loudwater

Kalahar weilds a jade-bladed bastardsword. His leanency toward the Orcs is disliked but his history as a Green Regent holds the respect of most of the people of Loudwater.

 

Khoen

Male Strongheart Halfling Monk

Male, 3'2" tall, 30 pounds, brown hair, green eyes.

Member of the Heroes. With them since they formed in the Tenday after Shieldmeet 1372 DR.

Khoen is Mean!

Player: Rolando Gomez

 

Khoen, Male Strongheart Halfling, Monk 2; CR 2; Small humanoid (halfling); HD 2d8; hp 13; Init +8; Spd 20 ft.; AC 18, touch 18, flat-footed 14; Base Atk +1; Grp +2; Atk +2 melee (1d4, unarmed) or +7 ranged (1d2, shuriken); Full Atk +2 melee (1d4, unarmed) or +0/+0 melee (1d4/1d4, unarmed flurry) or +7 ranged (1d2, shuriken) or +5/+5 ranged (1d2/1d2, shuriken flurry); SA deflect arrows, evasion, improved grapple; SQ low-light vision; AL LG; SV Fort +4, Ref +7, Will +7; Str 10, Dex 18, Con 10, Int 10, Wis 16, Cha 12.

Skills: Balance +5, Climb +3, Craft (musical instruments) +1, Escape Artist +6, Heal +4, Jump +1, Move Silently +7, Perform (wind) +2, Sleight of Hand +5, Tumble +9

Feats: Improved Initiative, Strong Soul

Languages: Common, Halfling

Possessions: Traveler's outfit, amulet of natural armor +1, 5 mw silver shuriken, 216gp

 

Khoen, Male Strongheart Halfling, Monk 1; CR 1; Small humanoid (halfling); HD 1d8; hp 8; Init +4; Spd 20 ft.; AC 18, touch 18, flat-footed 14; Base Atk +0; Grp +1; Atk +1 melee (1d4, unarmed) or +6 ranged (1d2, shuriken); Full Atk +1 melee (1d4, unarmed) or -1/-1 melee (1d4, unarmed flurry) or +6 ranged (1d2, shuriken) or +4/+4 ranged (1d2, shuriken flurry); SA improved grapple; SQ low-light vision; AL LG; SV Fort +3, Ref +6, Will +6; Str 10, Dex 18, Con 10, Int 10, Wis 16, Cha 12.

Skills: Balance +5, Climb +3, Escape Artist +6, Heal +4, Jump +4, Perform (wind) +2, Sleight of Hand +5, Tumble +8

Feats: Strong Soul

Languages: Common, Halfling

Possessions: Traveler's outfit

 

Kialara Ealoeth

Krellon

Male Moon Elf Monk from the Lethyr Forest

5'6" tall, 130 pounds, white hair, gray eyes.

Member of the Heroes. With them since they formed in the Tenday after Shieldmeet 1372 DR.

Member of the Order of the Jade Blade. Inducted on 1 Eleint 1372 DR.

Krellon doesn't talk much due to his hard life. It is almost as if he is always trying to prove something or to shorten how long he dwells in this life or plane of existence.

Krellon was the first of the Heroes to taste death. He died on the Eleasis 12 1372 DR. He was raised from the dead by Prior Athosar.

Player: Kirk Ban

 

Krellon, Male Moon Elf, Mnk3; CR 3; Medium humanoid (elf); HD 3d8+3; hp 21; Init +4; Spd 40 ft.; AC 18, touch 17, flat-footed 13; Base Atk +2; Grp +3; Atk +6 melee (1d6+1, unarmed) or +6 ranged (1d2+1, shuriken); Full Atk +6 melee (1d6+1, unarmed) or +4/+4 melee (1d6+1/1d6+1, unarmed flurry) or +6 ranged (1d2+1, shuriken) or +4/+4 ranged (1d2+1/1d2+1, shuriken flurry); SA combat reflexes, evasion, stunning fist; SQ low-light vision, elf traits, still mind; AL LN; SV Fort +4, Ref +7, Will +5; Str 12, Dex 18, Con 12, Int 12, Wis 15, Cha 8.

Skills: Balance +12, Climb +7, Escape Artist +10, Jump +13, Tumble +12.

Feats: Dodge, Weapon Finesse

Languages: Common, Elven, Draconic

Possessions: Monk's outfit, shuriken (10), 118gp

 

Krellon, Male Moon Elf, Mnk1; CR 1; Medium humanoid (elf); HD 1d8+1; hp 9; Init +4; Spd 30 ft.; AC 17, touch 17, flat-footed 13; Base Atk +0; Grp +1; Atk +1 melee (1d6+1, unarmed) or +4 ranged (1d2+1, shuriken); Full Atk +1 melee (1d6+1, unarmed) or -1/-1 melee (1d6+1, unarmed flurry) or +4 ranged (1d2+1, shuriken) or +2/+2 ranged (1d2+1, shuriken flurry); SA stunning fist; SQ low-light vision, elf traits; AL LN; SV Fort +3, Ref +6, Will +4; Str 12, Dex 18, Con 12, Int 12, Wis 15, Cha 8.

Skills: Balance +8, Climb +5, Escape Artist +8, Jump +5, Tumble +8.

Feats: Dodge

Languages: Common, Elven, Draconic

Possessions: Monk's outfit, shuriken (10), 118gp

 

Lineon Fairfax

Male Human Rogue Fighter from Sembia

Member of the Heroes. Lineon joined them on 1 Eleint 1372 DR.

Member of the Order of the Jade Blade. Inducted on 1 Elient 1372 DR.

Lineon is a merchant from Sembia. He is in the region to determine if a profit can be amade from the conflict that exists. Lineon currently has no loyalties outside of his party. Lineon seeks wealth for himself and his organization. Most of his machinations are geared toward this goal.

Player: Mason Mines

 

Lineon Fairfax, Male Human Rog1/Ftr1  CR 2; Medium humanoid (human); HD 1d6+4+1d10+4; hp 20; Init +2; Spd 30 ft.; AC 12, touch 12, flat-footed 10; Base Atk +1; Grp +3; Atk/Full Atk +3 ranged (1d8+3, +1 mty [+2] comp longbow); SA find traps, sneak attack +1d6; AL N; SV Fort +6, Ref +2, Will -1; Str 14, Dex 14, Con 18, Int 12, Wis 8, Cha 8.

Skills: Bluff +4, Diplomacy +8, Gather Info +3, Jump +9, Sense Motive +4, Tumble +9, Use Magic Device +4.

Feats: Merchantile Background, Point Blank Shot, Precise Shot

Languages: Chondathan, Chessentan, Common, Draconic, Giant, Goblin, Orc, Undercommon

Possessions: traveler’s outfit, +1 mty [+2] comp longbow, bullseye lantern with continual flame gem, 2 Sembian trade notes, 504gp.

 

Marzut

Marzut was the fifth Rensha lord, and an alienist. The strangest of the old Rensha lords, Marzut was said to be brilliant, but insane, and deeply cold and cruel. No one knows how he died. It is said he just faded away into nothingness.

 

Mekat Zrinn

A Zhent ranger that was leading a small band of Black Moon orcs in raids against the Red Stag orcs. He was killed on 26 Eleasis 1372 AR by an arrow through the head from the bow of Alera Rant.

 

Mishbah

The second Rensha lord of Loudwater spent his life violently repressing the last of the resistance to his family’s rule. He did so by sheer ruthlessness. Misbah was a charming buffoon in his youth, but later in life became a crude manipulator of people and luck. Many think he made a deal with a powerful devil, selling his soul for better fortune. Whatever good luck he gained in the bargain ran out one day; he died in a freak riding accident when he was only in his early thirties.

 

Nuial Treestrider

Male Half-Elf Bard

Scion of the Green Regent

Nuial is a bard hailing from Loudwater. He performs at the many taverns and local venues. He has sandy blond hair and hazel eyes, and dresses in powder blue tunic and seafoam green hose. A dagger rests at his belt, and he carries a beautifully crafted lyre. Nuial is a city-lover and has no interest in pursuing adventure outside of Loudwater. Nuial met with the Heroes on 5 Elient 1372 DR, just before their journey into the High Forest and saving of the sacred grove.

 

Otar

Green Regent

Orc of the High Forest.

 

Orcs of the Greypeak Mountains

Allied with the Zhentarim in Llorkh.

 

Parmenion

Male Human from the Western Heartlands

6'0" tall, 190 pounds, brown hair, brown eyes.

Parmenion wields a greatsword of unsurpassed quality. In fact, he has spent so much on it he cannot afford better than leather armor. He is in Loudwater to find out as much about the Green Regent as he can. He will also offer to buy books from the party.

 

Red Stag High Forest Orcs

This band of orcs has taken up residence in the Ruined Tower. Several of their members were kidnapped and used in experiments by the Zhentarim.

 

Rensha Lords

Former rulers of Loudwater.

 

Ressik Stormcloud of Silverymoon

Male Drow Half-Elf Bard/Fighter from Silverymoon

Member of the Heroes. Ressik joined them on 19 Eleasis 1372 DR.

Member of the Order of the Jade Blade. Inducted on 1 Eleint 1372 DR.

Ressik is the quick-witted and sharp-tongued son of two bards from different backgrounds. His human father Cael Stormcloud of the Moonshae Isles and his mother a drow priestess of Eilistraee. To avoid persacution, Ressik was raised in mostly in Silverymoon, and began travelling with his father at a young age. To avoid problems with local authorities, Ressik will not divulge his true heritage. Instead he will use his knowledge of other lands and fabricate a more pleasing tale of ancestry or lie outright.

Player: Rick Otey

 

Ressik, Male Drow Half-Elf Brd1/Ftr1: CR 2; Medium humanoid (elf); HD 1d6+1d10; hp 12; Init +4; Spd 30 ft.; AC 19, touch 14, flat-footed 14; Base Atk +1; Grp +3; Atk/Full Atk +6 melee (1d6+2, 18-20, mw rapier), +5 ranged (1d6, x3, 60 ft., shortbow); SA bard music; AL CG; SV Fort +2, Ref +6, Will +1; Str 14, Dex 18, Con 10, Int 10, Wis 8, Cha 14.

Skills: Bluff +4, Concentration +1, Decipher Script +1, Disguise +3, Hide +6, Jump +4, Knowledge (arcana) +1, Knowledge (dungeoneering) +1, Knowledge (geography) +1, Knowledge (history) +1, Knowledge (Silverymoon) +1, Knowledge (Western Heartlands) +1, Knowledge (the planes) +1, Move Silently +7, Perform (storyteller) +3, Perform (longhorn) +3, Sleight of Hand +5, Tumble +7, Use Magic Device +3

Feats: Quickdraw, Weapon Finesse

Languages: Common, Elven, Illuskan

Spells Known (2; base DC = 12 + spell level): 0—daze, detect magic, read magic, minor disguise

Possessions: traveler’s outfit, amulet of natural armor +1, mw studded leather armor, mw rapier, shortbow, 12gp.

 

Ressik, Male Drow Half-Elf Brd1: CR 1; Medium humanoid (elf); HD 1d6; hp 6; Init +4; Spd 30 ft.; AC 17, touch 13, flat-footed 14; Base Atk +0; Grp +2; Atk/Full Atk +3 melee (1d6+2, 18-20, mw rapier), +4 ranged (1d6, x3, 60 ft., shortbow); SA bard music; AL CG; SV Fort +2, Ref +6, Will +1; Str 14, Dex 18, Con 10, Int 10, Wis 8, Cha 14.

Skills: Bluff +4, Concentration +1, Decipher Script +1, Disguise +3, Hide +6, Jump +2, Knowledge (arcana) +1, Knowledge (dungeoneering) +1, Knowledge (geography) +1, Knowledge (history) +1, Knowledge (Silverymoon) +1, Knowledge (Western Heartlands) +1, Knowledge (the planes) +1, Move Silently +7, Perform (storyteller) +3, Perform (longhorn) +3, Sleight of Hand +5, Tumble +7, Use Magic Device +3

Feats: Quickdraw

Languages: Common, Elven, Illuskan

Spells Known (2; base DC = 12 + spell level): 0—daze, detect magic, read magic, minor disguise

Possessions: traveler’s outfit, mw studded leather armor, mw rapier, shortbow, 18gp.

 

Stedd Rein

Male Human Fighter

Leader of the Red Fellowship

Stedd was the favorite for Green Regent but was denied even Scion status. He has formed his own company of mercenaries and adventurers—The Red Fellowship. He seeks to bring law and order to the city of Loudwater and to increase its standing in the region.

 

Szetril

Female Human Cleric of Bane

A blonde, attractive, but cold-eyed woman. Szetril was killed by the Heroes on 27 Eleasis 1372 DR when they found her working on necromatic experiments in Jergal’s Cairn.

 

Szorn the Red

Male Human Barbarian from Sembia

5'10" tall, 165 pounds, black hair, black eyes.

Member of the Heroes. With them since they formed in the Tenday after Shieldmeet 1372 DR.

Szorn was captured by Mind Flayers on 17 Eleasis 1372 DR.

Szorn was born into slavery, by Sembian slave breeder who specialized in producing warrior slaves. His mother was purchased from a slave trader from Mulharond, but she did not survive child birth. Szorn, even as a child, proved to be too stubborn and hot-tempered for any master to keep as a servant, so his master put him in the arena.

There he quickly adapted and over the years excelled as a warrior, exhibiting prowess that made him indespensible. His dual sword fighting style along with a frenzied lust for battle was very intimidating to other opponents. He had grown accustom to his life but never accepted it, and on one fateful night his master's rivals had finally come against him. The palace was stormed by a hundred armed soldiers who killed any resistance they came across and captured any slaves.

Realizing his one chance, Szorn gathered a few of the other slaves and together they were able to escape the slaughter with a bit of treasure and flee into the country side, where they parted ways. He knew he must get as far from Sembia as possible and so he made his way west, hiring himself out as a sword-for-hire when he could. Szorn is not a traditional barbarian, meaning he was not born to a wild clan. He is barbarian due to his personal disposition and slave upbringing. While not lawful, Szorn is honorable in that he lives by his on code of morales, which do not always parallel society's as a whole.

Szorn is calous and hot-tempered, he wears a closed face helm to conceal his slave tatoo markings. To those who do not know him, he explains only that he was horribly burned by wizard's fire. He would readily die rather than become a slave again and opposes any who traffic slaves such as the Zhentarim.

Player: Rick Otey

 

Szorn the Red, Male Human, Bbn1: CR 1; Medium humanoid (human); HD 1d12+2; hp 14; Init +2; Spd 40 ft.; AC 19, touch 12, flat-footed 10; Base Atk +1; Grp +5; Atk +5 melee (1d8+4/19-20, longsword) or +3 ranged (1d6/x3, shortbow); Full Atk +1 melee (1d8+4/19-20, longsword) and +1 melee (1d8+2/19-20, longsowrd); SA rage; AL CG; SV Fort +4, Ref +2, Will -1; Str 18, Dex 15, Con 14, Int 12, Wis 8, Cha 8.

Skills: Handle Animal +0, Intimidate +3, Jump +4, Knowledge (Delimbyr Crescent) +2, Knowledge (nature) +2, Listen +1, Ride +1, Spot +1, Survival +3, Tumble +0.

Feats: Twin Sword Style, Two-Weapon Fighting

Languages: Chondathan, Common, Dwarven

Possessions: Traveler's outfit, breastplate, spiked guantlets (2), longswords (2), shortbow

 

Teal Phier

Moon Elf Ranger from the High Forest

Female, 5'6" tall, 130 pounds, silver-blue hair, dark blue eyes.

Member of the Heroes. With them since they formed in the Tenday after Shieldmeet 1372 DR.

Teal was captured by Mind Flayers on 17 Eleasis 1372 DR.

Teal is a pleasant looking elf with what others call a natural beauty. She has bright dark blue eyes that seem to pierce you when she's mad and mid-back length, light silver-blue hair that she keeps neatly stacked on top of her head. At 5 feet 6 inches tall she is tall for an elven woman and was teased for her height when she was young. Teal Phier is very good-humored for a Ranger. She is known to use her witty banter on all, even in battle. Her humor takes a snide and sarcastic edge if she doesn't like you or doesn't like the decision you've made. However, she is very serious about her nightly prayers and will be sour if she is forced to skip them. Teal can be very loyal to those she considers friends, but does not give her true friendship to just anyone.

Teal was born and raised in a prominent High Forest elven family of 3 brothers. In a struggle to compete with her skilled brothers she was known as a "tom boy", much to her fathers chagrin. In spite of her father's disapproval of her unfeminine pursuits. Teal continued to learn and refine her skills from her brothers. At 85 years she could take her father's disapproval no longer and left her family to train with the Gray Cloak Rangers. Despite her training with the Gray Cloak Rangers she continued worshiping the Goddess Mielikki and is to this day overly attached to a golden unicorn necklace that was given to her by the leader of the ranger band, Respen Moonmist, which was many years later killed in a great battle against an undead uprising. Teal found a family and kinship she had never known with the Gray Cloak Rangers, but after the death of Respen she grew weary of their "cloak and dagger" life-style and left the team of rangers to adventure on her own, but she still wears the gray cloak and cloak broach of the band of rangers.

Teal has traveled to Loadwater because of Miekikki and to watch the festival, but did not think herself worthy to drink from the chalice. However, since an orc has become Green Regent she suspects foul play and has decided to investigate.

Player: Dawn Christy

 

Teseryne Truesilver

Female Elven Bard

Daughter of Talanthe Truesilver.

 

Thelbrimm’s Nine

A patrol that protects Loudwater’s eastern environs.

 

Thornbriar

Treant of the High Forest

A massive pine, the tree possesses a face, as well as branches and roots that serve as arms and legs. Thornbiar owes the Heroes a debt of gratitude for their saving the sacred grove from the dark elves. He has given them an acorn which he will use to communicate with them in the future.

 

Tobin Maythius

Male Half-Elf Cleric Druid from the High Forest

5'10" tall, 128 pounds, green eyes, blonde hair

Member of the Heroes. Joined them on 19 Eleasis 1372 DR.

Member of the Order of the Jade Blade. Inducted on 1 Eleint 1372 DR.

Tobin is a Half-Elven Cleric Druid from the High Forest.

Player: Darren Martin

 

Tobin Maythius, Male Half-Elf Clr2/Drd1: CR 3; Medium humanoid (elf); HD 3d8; hp 18; Init +2; Spd 30 ft.; AC 15, touch 12, flat-footed 12; Base Atk +1; Grp +2; Atk/Full Atk +3 melee (1d10+2/x3, +1 maul) or +3 ranged (1d8/19-20, light crossbow); SA nature sense, animal companion, turn undead; AL N; SV Fort +5, Ref +2, Will +8; Str 12, Dex 14, Con 10, Int 12, Wis 16, Cha 14.

Skills: Diplomacy +10, Handle Animal +7, Heal +5, Knowledge (nature) +5, Knowledge (religion) +6.

Feats: Martial Weapon Prof. (maul), Improved Turning.

Languages: Common, Elven, Celestial, Druidic

Spells Prepared (Cleric) (4/3+1; base DC 13 + spell level)

Spells Prepared (Druid) (3/2; base DC 13 + spell level)

Possessions: Traveler's outfit, leather armor, amulet of natural armor +1, +1 maul, light crossbow, 646gp.

 

Tobin Maythius, Male Half-Elf Clr1: CR 1; Medium humanoid (elf); HD 1d8; hp 8; Init +2; Spd 30 ft.; AC 14, touch 12, flat-footed 12; Base Atk +0; Grp +1; Atk/Full Atk +1 melee (1d10+1/x3, maul) or +2 ranged (1d8/19-20, light crossbow); SA turn undead; AL N; SV Fort +2, Ref +2, Will +5; Str 12, Dex 14, Con 10, Int 12, Wis 16, Cha 14.

Skills: Diplomacy +8, Heal +5, Knowledge (nature) +3, Knowledge (religion) +5.

Feats: Martial Weapon Prof. (maul).

Languages: Common, Elven, Celestial.

Spells Prepared (Cleric) (3/2+1; base DC 13 + spell level)

Possessions: Traveler's outfit, leather armor, maul, light crossbow, 439gp.

 

Velvred Twohands

High Lord’s son. Born in 1367 DR. Kidnapped by the forces of the Hark and rescued by the Heroes from the Rensha tombs.

 

Ver’syth

Satyr of the High Forest

A strange creature indeed. It has the torso and arms of a man and a pair of large horns protruding from his forehead. His goat-like legs are covered in reddish-brown fur and end in cloven hooves. Rescued from wortlings by Heroes.

 

Zhentarim

Organization of traders based at Zhentil Keep. They currently hold power in Llorkh and seek to extend their control westward. They have made alliances with the Orcs of the Greypeak Mountains.

                                                                        

PLACES

The Ale and Rabbit

Named after the two items on its menu it's famous for, this building in one of the largest and tallest in Shining Falls. It not only caters to most of the population of Shining Falls, it is the last stop for explorers and trappers heading to points north. The food is fantastic, but tad single-minded, as rabbit is the main meat of choice for most of the village's halflings. The Ale and Rabbit is Shining Falls's only inn. It also sports a number of baths. Renting a bath costs 5 sp. Baths come free with an overnight stay within a private room (which is a little expensive at 3 gp), or at the standard price with a stay in the large common room (5 sp).

 

All Faith's Altar

A large shrine in Loudwater open to the devout of all faiths (with a few exceptions, like Bane, Cyric, and Malar). Visiting clerics and pilgrims can sleep here, but for no longer than a tenday.

 

Delimbiyr River

Also called the River Shining. The dividing line between the North and the Western Heartlands. Flows through the city of Loudwater.

 

Eastenhall

Headquarters of the Gauntlet of the Eastern Marches in Loudwater. Currently Harazos Thelbrimm. (lgr1 21).

 

Fools Finger

A great crumbling obelisk of unknown origin. On the north face of the Greypeak Mountains. Young Red Dragon has been spotted in the vicinity.

 

Goblin River Caves

Located in the Tanglefork Woods on the edge of an unnamed tributary of the Heart Blood River. Lair of Hekkut the Molted—a wererat lieutenant of the Hark. Contains an entrance to the Underdark. Thelbrimm’s Nine sent to seal it after it was reported to Stedd Rein by the Heroes.

 

Granite Tower

The oldest structure of Shining Falls, this fortress is either ornately beautiful or a gaudy eyesore, depending on the tastes of the beholder. A single tower standing in the center of a cramped walled courtyard (the wall was not built by the tower's architect, it was a later add-on) and a moat of clear and fresh water (of which no one knows the source), it has always served as the home of the ruler of Shining Falls. Current inhabitants include Gauntlet Deogol Fengrath, his family, and personal guard (who tend to be family or constructs). Deogol rules Shining Falls with a light hand, preferring to practice his crafts and magic from the seclusion of the tower. He leaves most of his political duties to Sheriff Vendal Viccstray, who can be found in the town armory, a small squat tower on the south courtyard wall.

 

Grey Highlands

A range of windswept rocky hills between the rivers Delimbyr and Loagrann.

 

Hearthcircle of Yondalla

This sacred grove is the center of worship for the village of Shining Falls. It is no more than a verdant clearing in the large woods, with a nearby cottage that houses Kellinda and her two young acolytes. The clerics can provide healing (up to 4 cure light wounds only, cast by the acolytes, healing 1d8+1 hp) for a donation of 10 gp per spell cast

 

High Forest

The High Forest is a holdover from the early days of the world, when elves, giants, and dragons ruled a continent covered in green. The forest is home to all the woodlands races, including aarakocras, centaurs, drow, gnolls, gnomes, hybsils, moon elves, pixies, satyrs, treants, and wild elves. Druids say that the forest is under the protection fot eh deities Eldath and Mielikki.

The depths of the High Forest are dangerous, mysterious, and somehow fey or strange—holding not just the evils of dark magic and lurking eyes and strange weather, but “good” mysteries too.

 

High Lord's Hall

A walled manor at the center of Loudwater, High Lord's Hall was built during the Rensha Rule. Its architecture is a strange mix of southern and elven influences. It is rumored that crypts under the hall are haunted with the restless spirits of old Rensha rulers.

 

High Moon Market

A popular market in Loudwater’s High Town.

 

Houses of Morning

Three temples devoted to Lathander in Loudwater. One stands on the east side of town, another at the west, and one sits atop Loudwater Crag in High Town, not far from High Lord's Hall.

 

Ivy Enclave

A Theyan enclave and market of magic items in the city of Loudwater. It was Established during the Rensha Rule through a treaty that gave one of those rulers a Thayan wife. Nanathlar Greysword had the opportunity to abolish the treaty but declined, believing that the trade goods offered from the treaty outweighed any threat from far off Thay. The one condition was that no Red Wizard within Loudwater could own a slave. The current master of the enclave is Beyvan Keth.

 

Jergal’s Cairn

A half-day’s journey to the east of the River Loagrann in the Gray Highlands. This place was used by the Wizard/Cleric Hevergath as a laboratory for performing vile necromatic experiments. The Heroes raided and ransacked the place on 27 Eleasis 1372 DR.

 

Llorkh

Large Town

Population: 3,051

Authority Figures: Lord Mayor Geildarr Ithym (male human wizard/arcane devotee of Cyric)

Description: Situated at the west end of the Black Road across Anauroch, Llorkh is a major caravan stop for the Zhents. In addition to the Zhent soldiery, the Lord Mayor Geildarr commands an army of three hundred purple-cloaked Lord's Men who protect the city against orcs, adventurers, and townspeople who do not appreciate the overt rule of the Zhents.

 

Loagrann River

Tributary of the Delymbiyr River. Flows between Orlbar and the Gray Highlands.

 

Loudwater

Small City

Population: 8,100 (3,000 human, 1,600 half-elf, 1,400 elf, 800 halfling, 570 gnome, 400 dwarf, plus others)

Authority Figures: High Lord Kalahar Twohands (male half-elf Fighter-Wizard), Gauntlet Harazos Thelbrimm (Male Human Fighter), and Gauntlet Jaida Zerezeal (Female Half-Elf Ranger).

Description: Loudwater is a picturesque city where no two vine-covered buildings look the same. The Delimbiyr River cuts the town in half. To its north is what the locals call High Town, or sometimes Elf Town. Sitting above the river atop craggy highlands, High Town is a winding, organic jumble of merchant shops, quieter taverns, some guild halls, and at its farther north end is the home of the elven houses. The most prominent feature of High Town is High Lord's Hall, which stands above the falls that gave this town its name.

The south side of the city is Low Town. Low Town is the more human side of the town, while far more green and clean than most cities, the elves call it something that roughly translates to "ugly town"—at least that's the nice translation. Low Town is home to warehouses, coster headquarters, rowdy taverns, merchants, and workshops.

Natives of Loudwater are considered to have “The North” as their home region. Knowledge (local-The North) is used to determine a character’s local knowledge.

Important Locales within the City include:

High Lord's Hall

High Moon Market

Ivy Enclave

Red Boar Inn

Merry Mer-She

Scarlet Shield

All Faith's Altar

Houses of Morning

Velti'Enorethal

 

Merry Mer-She

At night, this place is a tumult of loud music and frequent fights. It is not a place to relax or hold a conversation, but rather a place requested by adventurers with too much coin to spend, and not enough "adventure" out of them. The beer is watery, and the stronger stuff is potent.

 

Merrymar's Merchandise

This squat and long building featuring a placard depicting its owner's smiling face is the only general merchandise store in Shining Falls, it's owned by Blaz Merrymar, and it is run by his family. His wife, Rinyon, actually runs the day-to-day business of the store along with her and Blaz's two daugeters, as Blaz gathers items to sell and (more often than not) investigates various get-rich-quick schemes. Currently he is obsessed with helping Gauntlet Fengrath find the dwarven complex that's rumored to lie in the caves behind the falls, an endeavor that Rinyon finds asinine at best. The Merrymar's have exclusive deals with all the craftmen in the town, that he and he only can sell merchandise to out-siders. It is an arrangement that works out nicely for all parities, as Merrymar is a keen judge of character, and has a knack for making sure that folks pay honest prices for goods ("you wouldn't be trying to swindle someone half your size would you?") and takes only a reasonable commission from his kin folk.

 

Orlbar

Village

Population: 812

Authority Figures: Lord Felishar Ivarzin

Description: Orlbar stands on the north bank of the confluence of the Loagrann and Greyflow Rivers. A town of only 800 or so souls, it has little to offer except for food, shelter, and a single tavern (The Unblinking Eye). There is no inn in town, and the Unblinking Eye takes no boarders. Travelers can find lodging only on the straw-covered floor of a drafty warehouse-like shrine shared by all faiths except for Bane, who has a temple in town.

The place has been under Zhentarim rule for the last five years, and that rule has taken an obvious toll on its populace. Always a sleepy and backward community, the folks of Orlbar are now more wary of outsiders then they have ever been in the past. Just prior to the stating of the Oath of Orlbar, a Loudwater-supported uprising was put down in the village by the ruthless Zhentarim with the help of Deldron Rein's traitorous daughter. The Zhents now control trade in the town rigidly, and anyone who attempts to make unauthorized business deals is imprisoned or disappeared. Worse yet, informants to such outside-of-the-law dealings are handsomely rewarded, making the folks of Orlbar paranoid not only of outsiders, but also of one another.

 

Red Boar Inn

Owned but not operated by Deldron Rein, this inn is a popular meeting place for the human merchants and costermasters of Loudwater, and those who wish to be hired by them. In the inn's common room there is a large pillar used by the human community to communicate events and ideas. The pillar was made from the remains of a giant oak that the Rein forefathers fell to build the inn, an event still infamous to the elves.

 

Rensha Tombs

Crypts under the High Lord’s Hall where the former Rensha rulers are buried. Below the Rensha tombs are the Undercaverns.

 

The Ruined Tower

A ruined tower sitting on a strange twisted cliff, less than 15 miles from the River Loagrann. A group of Red Stag High Forest orcs has taken up residence in it.

 

Scarlet Shield

This dirty little tavern in Low Town of Loudwater has poor furnishings, and a lazy staff, but for some reason it is very popular with a number of adventurers and warriors that serve under the gauntlets. Owned by Hendris Teinel.

 

Secomber

Small Town

Population: 1,417

Description: Sitting along the Unicorn Run just north of the High Moor, Secomber is either the northernmost settlement of the Western Heartlands or the first village of the North, depending on who draws the map. Those who vote for the Western Heartlands point to the town's peacefulness, its thriving families of fisherfolk and farmers, its colorful gardens, and its hopitality to passing caravans. Those who think of it as part of the North point to the town's sizable community of adventurers and guides who have at least passing familiarity with the High Forest to the north.

The city welcomes travelers, particularly adventurers who use the city as a base for forays into the High Moor or the High Forest. Not coincidentally, such adventurers are called on to help out when gargoyles and worse creatures are unearthed from the area's long-dead kingdom of Athlantar, the Kingdom of the Stag.

 

Shining Falls

Village

Population: 578 (540 halfling, 38 human)

Authority Figures: Gauntlet Deogol Fengrath (human male wizard) and Sheriff Vendal Viccstray (male stoutheart halfling warrior)

Description: The village of Shining Falls has two predominate features. Directly in the center of the community stands a soaring (about 90 feet tall, with some 8 stories), octagonal tower constructed of granite. The aptly named Granite Tower is decorated with ornate gargoyles, both of the absurd and grotesque varieties, much in the style of the creaturs that decorate Loudwater's bridge. The other feature is the falls that give the town its name. Standing almost 120 feet high, the Shining Falls are nothing short of stunning.

The town roads are primarily concentric circles connected by sporadic spoke-roads jutting out from the Granite Tower, the town's center. Most of the buildings are the stout one-story ramblers favored by northern stoutheart halflings, intermixed with some larger barns, grain silos, and even the intermittent elven tree houses left here by the village's former inhabitants, which some adventurous stouthearts have put to good use.

Like Loudwater, the village is lush. Copses of birch, oaks, ash, and even some blueleafs dot the place. All dwarfed by a larger group of woods on the Northwestern edge of town that houses a holy grove: the Hearthcircle of Yondalla.

Important Locales within the City

Granite Tower

The Ale and Rabbit

Merrymar's Merchandise

Hearthcircle of Yondalla

 

Star Mounts

Soaring mountains at the heart of the High Forest.

 

Tanglefork Woods Campsite

A campsite halfway between Loudwater and Shining Falls typically used by folks traveling between the two settlements.

 

Tanglefork Woods

A stand of woodland just south of the High Forest and West of the Heart Blood River. The Goblin River Caves are located in this wood.

 

The Thicket

Home of the Malarites, many of them lycanthropes. Rumored to exist somewhere deep in the High Forest.

 

The Unblinking Eye

The only tavern in Orlbar.

 

Undercaverns

Caverns below the Rensha tombs.

 

Velti'Enorethal

Located in Loudwater in High Town. Not really a temple (even though it is devoted to the path of Labelas Enoreth) or a school of the arcane arts, this place is more like a school of philosophy, where the sons and daughters of elven nobles, or the friends of elven nobles are saturated in elven traditions, magic, religion, and history through years of patient study and practice.

 

OTHER

Decree of Reception

Issued in response to murders of two orcs in the city of Loudwater. It makes the visiting orcs who obey the laws of the city protected persons, with rights comparable to citizens.

 

Elven Wards

Ancient elven wards guard the city of Loudwater and protect its High Lord from overthrow and murder. Just how is unknown, but the fact is no High Lord (not even any of the Rensha lords) were ever murdered or overthrown within the city’s boundaries.

 

Oath of Orlbar

A treaty between Loudwater and Llorkh splitting the region into two spheres of influence. Loudwater controls the area to the west of Orlbar and the River Loagrann, while Llorkh controls the area to the east. The overall agreement is that each side will not interfere with or invade the other side. The treaty has many details and sub-agreements. One of them is that any insurgence from outside powers must be dealt with by the power on the side of the temporal divide where the insurgence originated.

 

Order of the Jade Blade

“Let it be known that hero name has performed a distinguished service for High Lord of Loudwater Kalahar Twohands by rescuing his beloved son. This person is now a member of the Order of the Jade Blade, a distinguished fellowship of the high lord’s personal champions.” As a member of this order, this person is entitled to the following:

·         purchase of a potion of cure light wounds after every adventure for 50gp

·         one time purchase or upgrade of a weapon to +1 for a cost of 1000gp or purchase or upgrade of a piece of armor to +1 for a cost of 500gp

·         one time sponsered raise dead spell, the cost of the material component covered by the High Lord (person still responsible for the cleric’s fee)

These boons are freely given for as long as the personage continues to work for the benefit of the City of Grottos, but may be revoked if this person ever performs actions contrary to the sovereignty and well being of Loudwater.

 

Thornbriar’s Acorn

Thornbriar has given the Heroes a special acorn etched with strange runes. Though he didn’t explain how, he said he would communicate to them by way of the acorn when he found out why the orcs left the High Forest. Until then, he just asks that they keep it safe

 


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