Monday, December 29, 2008

Session 6 Prep

Most of you felt like the trip to the Haunted Woods had mixed results. It did not produce Lucien, or lead to the evil army. The evil priest of Orcus is dead, and a Lucien hideout has been located (with werewolves). There are also two hostages still missing, the dwarf alchemist and the elven acolyte.

The next session will start out with Councilor Troy producing leads to the goblinoid slavers in the Witchwood. The slavers likely have ties to the evil army, and definitely have/had the two hostages. These two hostages were skilled (ie semi-important) citizens of Brindol. The city/families/temple have pooled additional resources to offer for their rescue, if you're interested.

Or, we can skip the slavers and I can drop the hook leading to the army. This will progress the story line faster, but the slavers/hostages may never be dealt with.

How would you like to proceed?

Session 5 Recap

Having finished the goblin lair and returned to town heroes, the PC’s set off for Prosser. One of Sinruth’s letters indicated an upcoming meeting in the nearby woods. The adventurers found the village to be small, quiet & dull. The farmers and tavern goers knew little of crime, but were quite superstitious about the woods. If nothing else, they gave the impression it was a dangerous place to go.

Following up on a lead, they questioned a teenager about a goblin sighting. This led to the NE woods. After hours of searching, the only thing they could come up with was a druid grove. Thinking this was the most likely meeting place, they returned to Brindol to exchange info with Councilor Troy. Troy had made some progress on locating the slavers, but didn’t quite have enough to act on. So the PC’s returned to the druid grove to crash a party.

They spent an entire day preparing for their guests. A pit trap was dug; snares were set; and the woodsier types helped camouflage and hide the party. Then they waited… and waited. It was nearly midnight before the horses were heard coming up the western path, straight towards the snares. Two horses were entangled in the rope traps, throwing their riders, and the fight was on.

The thugs (Lucien men?) went down easy or ran. The other three proved a little tougher, particularly the priest of Orcus. He calmly waded into battle with his 2 bodyguards, barking orders and rasping threats. He called down curses upon the adventurers and beat on Toradin repeatedly with his skull-capped rod. Eventually the heroes won through though. The wights were put down one by one, then everyone focused on the priest until he was subdued.

The peaceful grove (nature god according to Toradin) awoke with thunder and wind when the evil priest was brought within. A voice in Seregdur’s head questioned their intent. And things settled down when the evil priest was removed and died. The ambush provided the group with horses and six more unmarked crates of weapons.

With no Lucien and no apparent leads to Lucien, the adventurers moved on. They crossed the woods to the Elven monolith. Thom determined that it was an ancient portal, but wasn’t sure where it went or how to activate it. Seregdur vaguely remembered a similar structure back in his childhood forest. They pressed on to Dauth, the horse breeding town west of the Haunted Woods.

The village seemed much like Prosser until the middle of the night. Lucien agents had located the party and identified them as a threat. 6 thugs bungled an early morning attack. Four turned out to be battle fodder, dead in the hall. The remaining two turned out to be werewolves. One died after biting Rathos (who did not contract lycanthropy), and the other was released after questioning.

The hauntings in the NW woods are a ruse to conceal one of Lucien’s hideouts. There are some two dozen thugs, a few more werewolves, and some normal wolves there. The snitch could not give any useful info on Lucien or his where abouts. Most of this information was shared with the Dauth sheriff the next morning. Thom was also able to procure a sturdy riding horse from a nearby ranch.

Session 5 Rewards

+1 Cloak of Distortion – Thom?
Warhorse & gear – Toradin
3 Riding Horses & gear – Rathos, Seregdur, Tywin
1 Stout Riding Horse & gear – Thom
Cash loot spent on Thom's horse

~15 sets of armor & weapons (various)
6 crates of new weapons, unmarked

650 xp each

Encounters:
625 xp Recon in Prosser (skill challenge)
1300 xp Ambush at Druid Circle (5 thugs, 1 captain, 1 Orcus priest, 2 wights)
625 xp Scouting the Woods (skill challenge)
700 xp Stooges in the Night (4 thugs, 2 werewolves)

Saturday, December 20, 2008

Session 4 Rewards

+1 Rod of Corruption -- Rathos
+1 Hide Armor (Repulsion) -- Seregdur
2 Potions of Healing
1 Potion of Resistance (necro 5)
570g in cash & jewelry

600xp each

Encounters:
1025xp Crypt Lords (14 skeletons, 1 boneshard skel, 1 wight)
525xp 3 Coffins (3 skeletons)
700xp Quests completed (hostages, museum pieces, papers)
750xp Bugs on the road (8 various Kruthik)

Tuesday, December 9, 2008

Session 3 Paper 3

(in common)

Sinruth,

I have located the skill you requested, though I am loath to deal with such people. I would prefer you met with this one. I have offered him 50 gold to come and listen to your employment proposal. The meeting is set for new moon, two weeks from now, at our wooded rendevous place near Prosser. I'll confirm the meeting, but the negotiations are up to you.

I do not know who or how you've garnered your target information from, but it has proven most useful. Perhaps some day you'll share your source with me.

The last batch of goods you sent was well received by our little friend. He delivered several crates of weapons in exchange.

Brindol holds a festival every year in rememberance of the Silver Sentinels. It's this week. Rumor has it Evan Baldack will be there, Jamie Baldack's grandson. I expect he'll be arriving any day now. In case you're interested.

This arrangement has been profitable for us both. I hope we can continue in this manner.



Lucien

Session 3 Paper 2

(in common)

Sinruth,

Few military goods are shipped from Brindol. Most shipments are composed of food, furs, leathers and such. Farm products for the most part.

Incoming shipments don't usually include finished goods, but metals & stone come from Hammerhold regularly. Those shipments are more likely to fill your needs. Look for a hammer & anvil on the guards' tabards. These shipments belong to the Blacksmiths' guild. That's all I can offer. Producing military goods is not my arena.

There are human outlaws in the area too. If you could somehow persuade them not to attack my interests, it would be worth something to me. Particularly if they were to redirect those raids to my competition. Seek out a man by the name of Lucien.


S. T.

Session 3 Paper 1

(in goblinoid)

Sinruth,

You are to accomplish the below tasks by midsummer. Our host is mobilizing soon and we must be ready for their arrival. Our brothers are preparing everywhere.


Month 1
1 - Establish a base of operations near Brindol, but concealed from the humans.
2 - Implement defenses and any necessary security.
3 - Raid isolated farms for supplies. Leave no witnesses.

Month 2
4 - Contact all clans within 4 days travel of Brindol. Offer their leaders terms for an alliance.
5 - Recruit all that you can immediately. The spare weapons & armor should help.
6 - Recon the human military in the area, but do not engage.

Month 3
7 - Garner information about Brindol's defenses & layout.
8 - Raid smaller villages & merchant caravans for supplies, weapons, & slaves.
9 - Continue to recruit allies offering your spoils as incentive.

Month 4 & beyond
Continue to build your forces & conceal your base. Our host should reveal itself soon.


Do not fail us. Hold to the plan & we shall avenge our forefathers!

Commander Tusker

Hostages

Sgt Kartenix Jairo - male human city guard, found dead in the first crypt

Zerriksa Belkacem - female human crone, found in second crypt, grumpy old lady, currently has Filth Fever

Mirtala Faizul - female human cook, found in third crypt in goblin leader's room

Thurann Faizul - male human boy, age 10, probably locked in the well room

Sertanian Monjoor - male human museum curator, age 60, found heavily beaten but alive in Sinruth's War Room

Jalissa Silverleaf - female elf acolyte of Ioun, hot blonde, sent to slave market?

Adronius Stoutheart - male dwarf alchemist, sent to slave market?

Session 3 Rewards

+1 Hide Armor (5 Fire Resist) -- Tywin
+1 Staff of Ruin --Thom
+1 Amulet of Health --Tywin
+1 Dwarven Urgrosh (Battlecrazed) --Toradin
1 Potion of Healing
Alchemy Book (Alch Fire, Antivenom) --Thom?
All missing museum relics
Sinruth's letters
510 gold

625 xp each

Encounters:
700 xp Goblin Warrens (7 goblins, 3 drakes)
675 xp Warren adds (4 goblins, 1 goblin leader)
75 xp Hobgoblin Guards (2 hobgoblins)
663 xp Hobgoblin Warrens (7 hobgoblins, 1 hobgoblin warcaster)
1000 xp Sinruth's War Room (4 hobgoblins, 1 orc, 1 bugbear, Sinruth)

Wednesday, November 26, 2008

Session 2 Recap

Having located the goblinoid lair and cleared the entrance, the heroes were faced with three crypt doors, each labeled with Rivenroar family names.

The group first entered the Von Jallach crypt to the right. Stairs descended to catacombs with glowing glyphs on the floor. Kartenix was found here, dead. His attackers soon revealed themselves. The group was hesitant to explore this crypt, or even clear the undead in the first room. Curiosity prevailed though once they put the dead to rest. A door was found with light and dripping sounds coming from beyond. Within was a gruesome sight; a statue and fountain flowing with blood. The ghouls in this room proved more troublesome with their paralyzing touch and vicious biting. Victory proved sweet though when the statue was found to be wearing magical armor (+1 Scale of the Veteran). Toradin cleaned it up quickly and insisted on donning it before moving on.

Having fought over a dozen goblins and undead, the heroes settled down for a well deserved rest. The party would make use of this room for resting over the next few days. The goblins avoided this crypt because of the undead.

When they emerged the next morning, they got the drop on new guards in the entry room. The element of surprise evened the odds quickly, and the goblins were dispatched without alarm again.

The Von Adrez-Kauthin crypt was next (the center door). Stairs descended even further into the earth this time. The first room was full of debris and rats. The old crone, Zerriksa, was found here trying to fend off the rats. Several jars of ammonia were keeping most of the pest at bay, but it had nearly evaporated. The vermin were exterminated and the crone rescued. She was anxious to return to town and turned out to be grouchy and mean when she didn’t get her way. Sobbing was heard from the next room. Upon investigation, a man was found crying within and a pedestal dominated the center of the room with three magical spheres. The man transformed into a demon when approached. He took more beating than he dished out and died with little trouble. Those men who had entered the room found themselves trapped there by the three spheres. Together they blocked approach to the pedestal, blocked egress from the room, and held some influence over Rathos, who had landed the killing blow on the demon. Without the demon, the heroes had all the time in the world to figure out the trap and disarmed it by destroying two of the orbs. The third proved to retain some magic (+1 Orb of Judicious Conjuration), which Thom took an interest in.

Writing on the crypt walls divulged a good deal of family history. Three brothers were heirs to the Rivenroar family estates centuries ago. These three became the heads of 3 lineages (3 crypts). Two of these lines were necromancers and the third demonologists. The lot of them were evil.

The third and final door led to the Von Urstadt crypt. Finally, the goblins were discovered. A bunch of the vile little creatures were dispatched, along with their guard drakes (draconic dogs), but the alarm was sounded. The heroes retreated a bit, but were not pursued. A side door lead to a beautiful, magical mural room. Rivenroar family members smiled and waved at the visitors. Then four stepped out and attacked. The specters proved very dangerous with their psychic screams and walking through walls. The fight could have gone either way, but luck was on the adventurers’ side. The last visitor didn’t fare so well, but his backpack survived. Within were gold, a potion and a wand (+1 Flame Wand; Rathos).

The crone has been tagging along, pestering and complaining all the while. She’s an ill-tempered, bitter old lady who expresses a derogatory opinion on everything. Toradin’s repost kept her in check, but she’s been a constant thorn. As the day wore on, her spunk waned. She’s not looking too well. Perhaps her time in the trash/rat room made her physically ill too.

Thus far, the goblins haven’t been much of a threat, but they are bound to group in-mass and emerge soon. Will the adventurers be prepared? And where are the other 5 hostages?

Session 2 Rewards

+1 Scale Armor (Veterans) --Toradin
+1 Orb of Judicious Conjuration --Thom
+1 Flame Wand --Rathos
Potion of Clarity
30g

870 XP each

Encounters:
525 xp Floor Glyph Room (6 skeletons, 3 zombies)
525 xp Fountain of Blood (3 ghouls)
525 xp Rat Room (4 dire rats, 1 rat swarm)
525 xp Demon Trap (1 demon, 1 trap)
600 xp Entry Revisited (8 goblins)
500 xp Goblin Warren (4 goblins, 2 guard drakes)
550 xp Pit Hall (7 goblins)
600 xp Mural Room (4 spectres)

Friday, November 14, 2008

Session 1 Recap

Thom, Toradin, Rathos, Seregdur and Tywin were busy celebrating Thom’s birthday. All of Brindol celebrates on Thom’s birthday (It’s also Silver Sentinel day). So, the guys are having some drinks, harassing the waitresses, etc. The front door of the tavern opens, and a city guard falls over dead in the doorway. Talk about a party stopper. Anyway, there’s a commotion out in the street. Goblins have come to town, and they brought their own cocktails, which they’re using to set buildings on fire. So, of course the PC’s kill the party crashers and help put out the fires. Seregdur relieves the hobgoblin leader of a magical longbow (+1 Deathstalker).


The next morning Councilor Troyas asks the group for assistance with the goblin problem. It seems the fire was a distraction. Goblins also attacked Jamie Baldack’s grandson and looted the museum. Several townsfolk are missing. Museum relics are missing. And the goblins used gear from a nearby farm (horses, wagon, etc). One hobgoblin was captured. Dozens of city guards are dead or seriously wounded, but luckily the PC’s seem able and available.


After negotiating the “reward” for their assistance, the PC’s attempt to get info out of the hobgoblin prisoner. Then they head for the farm.


The stupid goblins are still there. So, the PC’s dispatch a few more. It looks like the leader was going to murder a teenage girl, but Rathos talked him out of it (with his daily power for 35 damage). Thom returned the girl to town. Then the guys tracked the goblins further SW. Oddly, none of the tribes involved live to the SW.


After a long day traveling cross country, the party finally comes to some ruins. They find a secluded spot to rest. Rathos hears some voices in the middle of the night, but luckily the camp is well concealed in a ravine. The next morning after some scouting, Toradin plots the best approach (was that from the west or east?).


Two lookouts are dispatched before they can raise much of an alarm. Five more goblins made a stand in the entry room to the Rivenroar family crypts. The brave adventurers are now faced with three labeled doors: the Von Urstadt crypt, the Von Jallach crypt and the Von Adrez-Kauthin crypt.

Monday, November 3, 2008

Session 1 Rewards

5 Potions of Healing
1 +1 Longbow (Deathstalker) Seregdur
175 g (35 g each)

500 xp each

Encounters:
600 xp Fire Brigade (10 goblins, 1 hobgoblin)
300 xp Negotiations (skill challenge, 12s 2f)
0 xp Interogation (skill challenge, 2s 3f)
300 xp Tracking (skill challenge, 8s 2f)
600 xp Farmhouse (8 goblins, girl rescued)
100 xp Lookouts (2 goblins, minimal alarm)
600 xp Crypt Entry (5 goblins, flame trap)

Tuesday, October 21, 2008

Our Merry Troup

Thom Wilson is a big man, and not just in height. At 6’0” tall and 325 pounds, this human is very plump. Thom is also a genius, smarter than anyone else his age and most people in Brindol. Thom likes to study history and magic. He’s easy going, joyous and friendly to just about everyone. He likes Elves, wine and fine dining; the later two being his “indulgences.”


Thom is impulsive and impatient. He doesn’t care much what choice is made, as long as things get rolling, and he doesn’t ponder consequences much. When he sees something interesting (shiny bauble), he pursues it, until something else catches his attention shortly there after. He has trouble focusing on one goal, though he may act on it regularly. Thom likes to have options, and often multi-tasks. (Gemini)



Toradin Ironhammer is a stout dwarven warrior. He’s 4’4” tall, 200 pounds and 30 years old. Toradin left home 10 years ago after a disagreement with his father. He now lives with his uncle, a local blacksmith. Toradin is generally light hearted & optimistic, but has his brooding moments.


Toradin is strong-willed and independent, respectful of people and their possessions (and expects the same). He’s very loyal and protective of family and friends. Toradin is brave and eager for combat, to the point of trying to prove himself (to others? to himself?). (Taurus)



Tywin Grayhorn stands 5’10” tall and weights 195 pounds. His golden eyes are a stark contrast to his black hair and dark gray horns. Tywin is a social butterfly and might have been a bard, if he could sing worth a damn. His demeanor tends to match that of the people around him. He tends to be friendly towards most people and would gladly share a few drinks with anyone at the local tavern.


Most of Tywin’s good nature is a fascade for the public. He has a handful of family and friends he trusts & cares about. These few are cherished treasures in an otherwise cruel world. Everyone else is a pawn, entertainment or information. Tywin is a bit cynical. Most people are untrustworthy idiots, eeking out a pathetic existence. They are tools, a means to an end, whatever that end might be. He isn’t cruel or self-centered. He just doesn’t care about them, one way or the other. So long as it doesn’t hurt them, why not rally the people to your cause? (Scorpio)



Rathos Venroth is an imposing tiefling at 6'2" tall and 185 pounds. He fancies himself a ladies' man and likes to socialize.


Rathos was orphaned at an early age & grew up with his brother and uncle. He's led a poor life with little more than his charm to get him by. He's very well mannered and silver tongued. He craves wealth, women and power and has actually worked out some plans to achieve those ends. He's generally calm and patient. He focuses on personal goals, but makes a point to repay any kindness from family & friends. Rathos has a soft spot for kids, especially orphans. He's hesitant to commit to much for he desires to travel & experience the world. (Leo)



Seregdur is heavy set for an elf (5'9" tall, 195 pounds), but that's not what grabs your attention. His skin is much darker than any elf you've ever seen, not black like a Drow, but very dark. This has made him an outcast among the elves. He grew up in the Witchwood among elves, but was never truely accepted by them. His appearance has been the source of much suffering and emotional scaring, resulting in a very somber, almost unfriendly demeanor.


Seregdur is highly independent and self-confident. People should be judged on their ability, not their lineage. He's determined to prove the world wrong and make his mark on history as good and respectable man. He's determined and stubborn. He doesn't project his beliefs or opinions on others, but is very entrenched in them. The world hasn't been generous to him, so what little he has, he values. This includes his clothes, gear, family and friends. (Taurus)

Thursday, October 9, 2008

The Brindol Council


Lord Aaron Jarmaan (male human noble) Lord Aaron is a widowed man, 50 years old. His wife fell down stairs in the keep years ago and broke her neck. He has two sons and a daughter, all full grown and married now.
Though he never remarried, he’s always been fond of the ladies, perhaps even before his wife’s accident. He’s known to spend time with at least two women in Brindol, though he keeps his personal life somewhat private. Each of the ladies “rents” a small house from him.
The Jarmaan family owns a lot of property both within & outside of the city. Most of this is rental property. The one active business Lord Jarmaan has is a restaurant in Brindol, the Succulent Salmon. This is one of the finest restaurants in town, frequented by all of the city’s upper class. Whatever else Aaron might be, he’s an excellent cook.

Lord Warden Harrik Orenna (male human noble) Political leader of the Golden Lions (city guard).

Lord Eoffram Troyas (male half-elf merchant)
Lord Troyas is the newest councilmember. He's well mannered and noticably cunning in his dealings. The most liberal of the council, Troyas is swift to act. He believes in quick, well informed decisions. He's not one to ask permission before acting. He does CYA though. He hasn't gotten this far in life by screwing up. Fresh information is probably a valued commodity for this man. Troyas is the type to exchange favors, but keeps the scales tipped in his favor.

Lord Noel Prasad (male halfling merchant)

Lord Eshan Siranovic (male human noble)

Lord Sergio Wajit (male human noble)

Lord Tobin Eldahof (male human noble)

Lord Gilliam Kaal (male human merchant)

Lord Arvim Tagagol (male half-elf noble)

Lord Damon Gunter (male dwarf noble)

Lady Ariane Sanja (female tiefling merchant)

Lady Natalia Isidoro (female human noble)

Lady Maribel Kabiri (female human noble)

The Six of Clubs

More commonly called "the six," Corvin Thompson's little gang are known small time thugs. The group includes the following members:

-Corvin Thompson (male human) Gang leader. This one has the most brains. He's cruel and a bully, but lacks intimidation due to his size. He's very bold with the other members guarding his back. He barks a lot, but never bites in public. Crossing him in public could get you a private beating shortly thereafter.

-Ivan Thompson (male human) Corvin's brother. This brute is a huge 22 year old. He's the muscle of the gang. All his talents are physical though. He'd be lost without his brother's guidance.

-Kip Fargrim (male human) General thug. This one is a known mugger, though few report him. He's not big, but his cold hard stare intimidates a lot of people. He doesn't talk much.

-Ruben Marcel (male halfelf) This is the quick one. He'll snatch your purse & be halfway down the street before you can react. He doesn't stand up to anyone without the others. Speed and agility are his skills, and he knows it.

-Joven Rizwan (male halfling) Pickpocket extrodinaire. Don't let his innocent appearance fool you. He has more daggers hidden on his person than you can count.

-Scarlet Rosamir (female human) A flirt and a tease. She acquires things while rubbing on half drunk men. She's been known to lure strangers to secluded spots as well.

The PC's are very familiar with this gang, and have had run-ins with them several times. You don't like them, & vice-versa. They heckle & threaten at least one PC a week. They've even tried to frame you with stolen goods.

They never appear to work, but always have a few coins to spend. The Thompson twins have a place of their own, and the others crash there often. Some still live with their parents, but certainly aren't governed by them.

Wednesday, October 8, 2008

News, Events & Rumors

Weather
After two goods seasons and exceptional crops, the summer heat has arrived. It’s been 100* F every day, and there’s been no rain for three weeks. There have been several grass fires lately. The largest one was near Talar. It left several square miles of scorched earth. The Oswald Orchard is installing some sort of irrigation system stemming from the river. It looks good on paper, but we’ll see if the results justify the costs.

Economics
The mild winter and spring seasons resulted in some good exports this year. Even hunting in the Witchwood is up. Sales of food and fur have put extra coins in a lot of pockets. Though the Marooned Schooner (tavern) and College of Ioun are trying to garner their share via “cold” drinks and higher tuition.

For Sell
-Lord Jarmaath may be putting one of his rental properties up for sell. Lady Mesha has moved to Dennovar. Some say the loss of one of his mistresses has caused the maintenance of the other one (Lady Trellend) to go up.
-Thorfin Ironhammer (local smith) is boasting a new technique for tempering steel. He says his blades are now stronger, more durable and hold a better edge. No doubt they cost more too.

Work Available
-Oswald’s Orchard needs strong backs to dig ditches and haul gravel.
-The Hammerfist mines need hard workers. Benefits include shade.
-Drellin’s Ferry has started construction of a stone bridge. So much for the ferry.
-The Golden Lions are offering a free two-week training camp to members of the militia, both to better the current members and boost their numbers.
-Even Lucien (bandit lord) is hiring. Skilled professionals are needed for some mildly dangerous work. It beats baking in the sun all day working a field.

Entertainment
-The Midsummer Day festival was a bust this year. The clergy of Pelor tried to promote the celebration of the sun, but apparently it was too damn hot.
-The Halfling bard, Vericho Nindleton, is playing at the Blue Parrot. There’s a small door fee, but it’s worth it.
-Silver Sentinel day is coming up in two weeks. Sertanian (museum curator) says Lord Baldack’s (Silver Sentinel hero) grandson will be here this year displaying all of his grandfather’s battle gear.

News from Abroad
-Red Rock reports a lot of Giant Owls moving between Witchwood & Marth Forest. The Elves must be up to something.
-A band of 9 adventurers from Dennovar came through Brindol a few days ago. They’re headed to Rhest for some “cleanup & salvage.”

Crime & Danger
-Bandit activity in the area is higher than normal, especially south of town. Several Blacksmiths’ shipments from Hammerfist have completely disappeared.
-There are reports of ghost activity in the Southwood again. Travel there after dark at your own risk.
-Kip Fargrim was arrested for larcenous activities. Fargrim’s whole gang is suspected of having connections to Lucien. This gang has been a nuisance to the PC’s for years. They are bullies and thieves. The gang of six is lead by the Thompson twins, Corvin & Ivan.

Places of Interest

Hammerfist Holds
The dwarves in the Wyvernwatch mountains southeast of Brindol have a number of mining communities. None have more than a few hundred people working and living there, but the various mines are quick to come to each other’s aid. In total there are probably 2500 people in these villages, almost entirely dwarves. This is the area’s only source of raw stone and metal ore.

Marth Forest
This dense wood is northeast of Brindol. The Tiri Kitor call this forest home. These Elves & Eladrin are known to number over 1000, but no one can say for sure how many of them there are. These elusive people are known for their giant owl mounts and superior archery skills. This is the last place you want to go for wood or furs. The Tiri Kitor trade with others in nearby towns, but few outsiders are welcomed into their forest.

Southwood
This light forest stretches from Dauth to Prosser, south of Brindol. It’s been heavily hunted and thinned out. The greatest danger here is usually bandits in hiding. Occasionally, rumors spread about ghosts in the woods, but it’s usually proven to be bandit tricks and traps to scare off good folk. There was actually a ghost in the woods some 40 years ago that killed a number of people. Bandits or ghosts, most people travel through the woods during the day and in large groups.

The Witchwood
This forest lies west of Brindol, bordered on three sides by mountains or swamp. It is the largest forest in the area. Most wood and hunting goods come from this area. The Tiri Kitor have a presence here, but don’t protect it nearly as well as the Marth Forest. Most of this woodland is still wild, and home to all manner of beasts. Roads and humanoid trails generally skirt the edges of the forest.

Drellin’s Ferry
This small town is THE river crossing for the Dawn Way (main east-west highway in the region). There was a stone, dwarven bridge here hundreds of years ago, but it was destroyed. The stone pillars are still visible in the river, but little remains of the bridge. A hundred feet downstream is the ferry crossing. A large barge floats here, attached to ropes and pulleys on both sides of the river. The river is 30 feet deep here, and the ferry is the only way to get wagons, livestock and such across.

Dennovar
The only other city of any significance in the region, Dennovar lies 100 miles east of Brindol on the Dawn Way. It too has an outer defensive wall of stone. Population 11,000. Dennovar has it’s share of farm land, but it also sits on a huge lake, Lake Ern. So, seafood and water related products are common trade goods from Dennovar. Dennovar hasn’t been attacked by anything significant in hundreds of years. In fact, several of the gates are in poor working order. They’re open 24-7. A merchant council is the governing body.

Rhest
Once a prosperous city and center of the kingdom of Rhestilor, Rhest is now a half-drowned ruin slowly sinking into the Blackfens (swamp). At it’s peak, the surrounding lands were well tended fields with levies, irrigation systems, and were clear for miles. Centuries of erosion and lack of attention have turned the farmlands into swamp. Rice and soybean fields are now overgrown with twisted trees, poisonous vines, and are crawling with snakes, crocodiles, and worse. Civilized people abandoned the place long ago. The only intelligent beings there now are lizard folk, if you consider them intelligent.

Jarmaan Keep (in Brindol)
Jarmaan Keep predates the nation of Rhestilor. It was built on the remains of an ancient dwarven keep over 500 hundred years ago. During the reign of Rhestilor, the village around the keep grew into a town, then a city. When that great nation fell apart, the commanding officer, Kerden Jarmaan, claimed the keep as his own. It’s been in the Jarmaan family ever since.

Sunday, October 5, 2008

The Silver Sentinels

The civilized folk of Elsir Vale had no clue what was coming their way. The goblinoid army sent well trained scouts ahead to silence any that might alert the vale to their approach. But the vale was not without it's own skilled warriors. A band of adventurers hailing from Brindol was exploring ruins at the base of the Wyrmsmoke Mountains, Vraath Keep. These adventurers, who would later be known as the Silver Sentinels, were no match for the army they soon discovered. They were however enough to slow the army & buy their homeland some time to prepare. The small band of men & women destroyed the ancient dwarven bridge at Skull Gorge and set off to warn Drellin's Ferry and the vale.

In the weeks to come, not much stood a chance against the thousands of goblinoid troops with their warpriests and dragons. A few brave souls managed to slow the army at a river or mountain pass, but often at the cost of their lives. During this time, the Silver Sentinels proved themselves valiant defenders of the people. They led raids on the Red Hand supply lines, garnered allies from neighboring elven and dwarven settlements, and ruined more than a few of Azarr Kul's war plans.

As time went on though, it was evident that not even the Silver Sentinels could stop the advancing army. It spread through the eastern plains of the vale, right to the gates of Brindol. The little walled city was the first real obstacle the army had faced. They laid seige to the town and wore down it's defenses day after day.

Then something amazing happened. The leaders of the army reverted to fighting amongst themselves. Battalion commanders began vying for control of the army. The leadership tore itself apart. The great army split apart with many heading back to the Wyrmsmoke Mountains. The Lion Guard of Brindol, Tiri Kitor Hunters, Hammer Guard, and others quickly shifted to the offensive. The goblinoid tribes were at war now with foes on several fronts. The Red Hand was crushed.

Shortly thereafter, the Silver Sentinels reappeared, hauling fabulous loot and prominently displaying the body of Azarr Kul. They had skirted around the main army and ventured all the way to the Fane of Tiamat in the heart of the Wyrmsmoke Mountains. There they laid waste to the clergy & warpriests and packed all the valuables they could carry. By some miracle, they even stumbled upon Azarr Kul on their way back. It was an epic battle as the two groups crossed blades & magic flew. Two of the heroes lost their lives, and several others were seriously wounded, but in the end they won through & the dragon-king fell.

Stories of these brave heroes spread like wildfire, spurring the good people of the vale to further action. The military forces, as meager as they were, went on the hunt and killed hundreds upon hundreds of goblinoids. The Silver Sentinels even brought down Tyrgarun the blue dragon, their third dragon kill in as many months.

The war came to a halt. People returned home & rebuilt. Life in the vale would eventually return to normal.

And what of the Silver Sentinels? They worked alongside their neighbors and friends, restoring what they could. Until finally, there was nothing left for them to do in the vale. They were wealthy heroes, retired adventurers, middle aged now, some with families. Several of them settled down in the vale and lived out their years in peace. Others would never settle down, and so they moved on in search of some new adventure in far off lands, never to return to their humble birthplace in Elsir Vale.

The Silver Sentinels included seven members:
-Omar Tobias (male halfelf ranger)
-Jamie Baldack (male human paladin)
-Slade Gunter (male dwarf fighter)
-Breya Fariza (female halfelf wizard)
-Rece Ahlgul (male tiefling warlock)
-Damon Marvis (male human warlord)
-Cerian Eldon (female human rogue)
A few others spent short stints with the group, but these were the core members.

The Red Hand of Doom


For centuries, the dry and dusty Wyrmsmoke Mountains were home to dozens of goblinoid tribes. Travelers skirted the goblin-infested hills by a generous margin, but the Wyrmsmoke tribes posed no significant threat to the nearby human townlands and settlements, other than the occasional bloody raid. Yet deep within the mountains lay hidden something that would spell doom - an ancient temple dedicated to Tiamat, the Queen of Evil Dragons.

Built hundreds of years ago to serve as the hidden redoubt of a despicable cult of dragon worshippers, the temple was eventually cleansed by a band of heroes from the human city of Rhest. For several centuries the complex lay empty. Then, eighty years ago, the young half-dragon hobgoblin warrior Azarr Kul discovered the abandoned temple and was awed by the teachings of Tiamat he read on the walls therein. He abandoned Maglubiyet, the traditional deity of his people, and dedicated himself to leading the rest of his nation to Tiamat's worship.

Over the next twenty years, Azarr Kul grew into a powerful warlord and a mighty priest of Tiamat. Early in his rise to power he struck up an alliance with the blue dragon Tyrgarun, his own sire. Aided by this powerful ally, Azarr Kul converted his entire tribe into fanatical worshipers of Tiamat. He renamed the tribes that had fallen under his wing the Kulkor Zhul and began to lay his plans for conquest of Elsir Vale.

Dedicating themselves to the Queen of Evil Dragons with the fanaticism of the recently converted, the members of the Kulkor Zhul grew strong, stronger than any Wyrmsmoke tribe before them. Adopting the standard of the Red Hand, an ancient symbol of Tiamat's cult, Azarr Kul created an elite caste of warpriests, monks, and dragon-favored champions to lead the Kulkor Zhul.

Eventually, Azarr Kul and his dragon-worshipping zealots destroyed the last opposition to his supremacy over the Wyrmsmoke tribes, slaughtering the Black Knife Goblins and the tribes allied to them in a ferocious onslaught. The survivors accepted his sovereignty and were absorbed into his realm. Azarr Kul named his new kingdom Harg Kulkor, or "Land of the Dragon."

After a long season of rebuilding his strength, offering bribes to many of the intelligent monsters in the region, and reinforcing the power of his Red Hand warpriests over the disparate tribes he ruled, Azarr Kul finally turned his attention to the lands beyond the Wyrmsmoke Mountains. What he saw whetted his ambition for power; no city or state within hundreds of miles could field an army as strong as his. The High Wyrmlord dreamed of carving out a hobgoblin empire stretching from the Sunset Sea to the Golden Plains - and the first step was to crush the human towns in Elsir Vale.

History of the Vale

The scattered human towns and villages of the area grew up along the Dawn Way, an important east-west trade road linking the heavily settled lands that lie northwest across the Endless Plains with the exotic kingdoms and goods of the coastal lands lying to the southeast. Much of the Dawn Way was built by an ancient dwarven kingdom that spanned the Wyrmsmoke and Giantshield Mountains more than a thousand years ago. While the dwarven kingdom is long gone, their roads, bridges, and cisterns remain in use to this day. After the kingdom passed, the presence of various monsters and raiders kept traffic along the Dawn Way light for many years; few caravans dared the long and dangerous trek. Few humans lived in Elsir Vale during those years - only scattered settlements of druidic folk who left behind little more than grassy barrows and stone circles on the hilltops.

About five hundred years ago, the nearby city of Rhest came to control the vale and a large swath of land north of the Giantshields as well. Soldiers from Rhest secured the roads all the way to Dennovar and beyond, creating a safe passage for trade. More and more traders traveled the Dawn Way, and the kingdom of Rhestilor grew wealthy on the tariffs exacted from the passing merchants. Under the kingdom's shield, the towns along the Dawn Way - Brindol, Talar, Terrelton, and the rest - grew up from tiny hamlets or lonely soldiers' posts to flourishing human settlements.

The kingdom of Rhestilor eventually collapsed under civil strife, monstrous incursions, and magical blights. Almost two hundred years ago, the city of Rhest was burned by savage horde out of the Wyrmsmoke Mountains. Although the warriors of Rhestilor killed many of the goblins and their kind, the city was abandoned and the already weakened kingdom broken. The locks and canals surrounding Rhest fell into disrepair, and the Blackfens (swamp) swallowed the ruined city.

In the years after the kingdom's fall, the towns of Elsir Vale came to look after themselves. Most of the local lords still held titles derived from the old kingdom of Rhestilor. While everyone knew that the kings of Rhestilor were long dead, no new realm arose in the vale.

Brindol


Brindol is a small city in the heart of Elsir Vale. One of the largest settlements in the vale, Brindol is a prosperous farming community and caravan stopover located along the Dawn Way (road) on the south bank of the Elsir River. Orchards of apple and pear trees follow the river's winding shores, while broad grain fields and farmlands surround the town for miles in all directions. Brindol is the home of Lord Aaron Jarmaath. His small keep and the city walls are the only fortifications of note this side of Dennovar (city 100 miles to east).

Population: 6,700; another 1,000 live within a five-mile radius of the town itself. The people of Brindol are mostly humans (69% human, 10% Half-Elf, 6% Dwarf, 5% Halfling, 5% Tiefling, 4% Elf, 1% Dragonborn). The town’s population swells by several hundred whenever some connected halfling clans known as “the river people” are in town.

Government: The city has a council of 13, two-thirds of whom are hereditary landlords and the remainder of whom are guildmasters from the city’s important trade guilds. Lord Jarmaath is the public face of the council.

Defense: Lord Warden Harrik Orenna is the political head of the Lion Guard, though many view Captain Kerden Paln as the actual leader. The Lion Guards have about 200 soldiers under arms at all times, with about one-quarter on duty at any given time. In times of crisis, the Lord Warden has access to another 200 well-equipped but poorly trained soldiers by calling up the militia. Additionally, many of the local lords and merchant houses have their own security guards.
The city is surrounded on three sides by a stone wall 20 feet tall & 10 feet thick, and the river guards the north side. There's one gate each in the east, west and south walls, and gates at each of the twin bridges in the north.

Inns: Chatrenn and Sons; The Red Door; Avandrian Hostel; The Silk and Spoon; Pantashi Inn.

Taverns: Ilya’s Cardhouse; The Marooned Schooner; Cleftie’s; Brindol Gentleman’s Club; the Blue Parrot; the Antler and Thistle.

Major Guilds: Prospectors; Blacksmiths and Smelters;
Teamsters and Farriers; Weavers; River Bargemen (halfling controlled).

Supplies: Alchemy by Adronsius; Gavriel Arms and Smithy; Staghunter Outfitters; Alpenglow Trading House.

Temples: Temple of Erathis; College of Ioun; Shrine of the Sun (Pelor); Moondust Temple (Sehanine); Shrine of Bahamut (no permanent clergy); Shrine of the Open Door (Avandra).

Elsir Vale


Overview

Elsir Vale is a thinly populated human frontier. The vale stretches almost 250 miles east to west and averages about 70 miles north to south. Several small mountain ranges and dense forests form the vale's borders.


Climate

Elsir Vale lies in the subtropical latitudes. Summers are hot and dry (although punctuated by the occasional intense thunderstorm), and winters are warm and rainy. Large stretches of the area are quite arid, and the vale is flanked by the vast savannahs stretching for mile after dusty mile. The forests that stretch across most of the vale's northern reaches are stifling and sweltering hot in the summertime, with not a breath of wind to relieve the oppressive heat.


It is currently mid-summer in the vale. Days are hot (85° to 110° F) and nights warm (60° to 85° F). This is the dry season, so rainfall is infrequent - but when it comes down, it really comes down. Thunderstorms and tornadoes are common.


Terrain

Though the borders of the vale are mostly hills, mountains and forests, the heart of the vale is grassy plains for the most part. Every town in the vale is surrounded by numerous farms. Beyond the civilized areas are vast rolling plains with infrequent hillocks and copses of trees.