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4 years ago ::
Apr 30, 2009 - 7:27AM
#121
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Date Joined:
Apr 30, 2009
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Hello friends! I've been slowly mapping my way around the Nentir Vale. http://dandddoodles.blogspot.com/Stop by my blog, won't you? There you'll find all sorts of goodies, such as: http://3.bp.blogspot.com/_9BR0n7Yl94...erhaven-74.jpgHope to see you there!
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4 years ago ::
May 06, 2009 - 8:54AM
#122
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Date Joined:
Feb 18, 2009
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point of light The Trade Republic of Hawkhaven Hawkhaven is a massive sprawling city it's unique trading position has brought it wealth and prosperity. The city has always been ruled by the High Governor (descended from the old kingdom post) and some have been better than others. Now however when the former office holder died a Soulforged (advanced and enhanced warforged) ascended to the post, under the rule of Knight* the city has flourished and expanded pushing back the darkness with magic and sword. This has ruffled a great many feathers among the other kingdoms, but so far no force has been able to stop Hawkhaven's relentless expansion, establishing new fortified towns and connecting old ones, the local Adventurer's guild has a lot of work for new arrivals. it is ruled by the High Governor and the city parliament, each town also sends a representative.
*High Governor Knight is actually a developed NPC from an old adventuring party with a lot of history. When the paladin William Mordaint (PC) lost his mount to the fireball of an evil warlock (it was a crit, bloody chunks everywhere) he could not exactly raise it from the dead. But the player loved his mount and went and researched other alternative methods. When he came across stories of golems that housed souls in an earlier edition, he asked to do that. I used that as an adventure hook for many fun adventures. He eventually succeeded. The result was something similar to a warforged, and so he now had a unique hireling, he named it Knight. I needed villains for the new campaign with new players and the former adventuring party fit the bill. Along with William came Knight, Knight assisted the heroes against his former master in an attempt to redeem him. William is dead, Knight took over as interm governor until a new one could be elected. Knight did such a good job he actually got the post for life. Knight went from mount to the high governor of Hawkhaven, the second party also founded an adventurer's guild. Knight is served by an army of advisers, and the city parliament. He hires both guild and freelance adventurers for problems military force cannot solve. All in all he is a fair ruler with a passion for the good things in life (things he never used to have, nor could even contemplate)
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4 years ago ::
May 11, 2009 - 1:24AM
#123
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The Sea of Dead Hope ~~~I hope no one finds a continuation of this great idea offensive, if it is please let me know and I will remove the post~~~ ~~~All credit goes to The_Evil_Mr._Roboto for the original idea I just felt like expanding on it is all~~~
The Aboleth: This creature has actually taken an interest in one of the rising stars of Slaughtertown. Miria Darklost is a woman - as insane as any other resident of the ramshackle town - but one possessed of a holy mission. Her soul burns with a darkness so fierce that it threatens to burn any who look at it for to long. Her charisma is unmatched in the town and slowly she begins to build a power base amidst the remains of civilization, amongst the cannibals and madmen. The Aboleth has taken note of her and has begun to influence her for its own dark designs.
Recently the Kuo-toa servents of the great beast have returned to it with disturbing news. Slaughtertown is not alone in the dark.
Darkness Falls: In a distant part of the lake a new power is slowly gathering itself. Darkness Falls is perhaps unique amongst the underworld civilizations. While it would be to generous by far to call them good, perhaps even sane, some of the survivors of the fall to the Sea of Dead Hope escape the cruel fate of Slaughtertown. Some of them then eventually make it to the town of Darkness Falls.
Situated at the point where the lake meets the cavern wall, Darkness Falls is located next to a massive waterfall that thunders forth from an as of yet undiscovered source maybe as far as a mile above. The falls themselves are nearly half a mile wide. The 'locals' usually refer to the falls simply as The Falls. Massive nets that are connected to poles drilled into the cliff face capture what fish is carried down to this lightless realm by this titanic deluge. In addition, the small number of Dwarven exiles who have arrived in the town have managed to start farming a type of mold that is edible - nutritious if nearly tasteless - in the caverns excavated in the cliff side. On occasion a species of bat that is nearly man sized is killed by the town guard or by adventurers and this will be aded to to diet of the survivors. Adventurers who have explored cliff face though have so far failed to find the roosts of these creatures so they continue to be something of a delicacy. In this way the people of Darkness Falls have largely managed to resist the cannibalism of Slaughtertown. However, it should be noted that cannibalism has occured and no doubt will occur again even in this relatively enlightened society.
The town itself is situated on a large shelf the sticks out from the cavern wall. The shelf itself is underwater - from a few feet closest to the wall to nearly 20 feet deep where it ends a hundred yards out. Most of the town of Darkness Falls is constructed of houses and boats built from the ruined hulks that have appeared in the Sea. Houses on stilts line the shelf and some of the inhabitants have been building houses into the very wall of the cavern itself. Thus the town is expanding upwards, more than out.
The town exists mostly through the draconian measures of the ruling Council. Five men and women of various races make up this council. The rules and laws passed down by them may seem harsh by the judgement of societies from the sunlit world but they are necessary to the very survival of the community. Madness rules in Slaughtertown, Pragmatism is the rule in Darkness Falls.
A city guard of sorts patrols the stilt house town in small boats and watches the Sea from towers built into the cliff face above. Many of the stilt homes are now multi-storied and all are connected by a confusing array of bridges.
The Aboleth has set its servants to watch the town and its inhabitants. Occassionally a resident is captured and taken by the Kuo-toa to their master, most disappearances in Darkness Falls go unremarked. Life along the Sea of Dead Hope is tough enough as it is. One less mouth to feed is viewed as a blessing here, not a curse.
Meanwhile the Aboleth plots and schemes. It views the people of Darkness Falls as a threat to its plans and makes new plans to deal with them. Through manipulating the religious mania of Miria it plans on drawing the two societies into a war - with the plan of the utter destruction of Darkness Falls. Once the rival town is dealt with the plans of the monstrous intelligence will move forward unimpeded.
However in Darkness Falls a newcomer, Kellidania Firewild, has recently been having disturbing visions of some half glimpsed threat to her new home. A growing sense of dread has been overwhelming her shadowed life, a sense that doom is not to far away. All she needs now is a brave band of fools - er, Adventurers - to investigate for her...
Notes: Most people in Darkness Falls are not really evil. Just apathetic and somehat despairing and hopeless. It is a tough place to live in after the sunlit worlds. For those who have been born and raised here in Darkness Falls the stories of the sunlit world are just that - stories, myths, fairy tales told by the older generations. However even they would admit, if pushed to it, that they yearn for something more. They know something is missing, a hollowness that cant be filled by anything in the realm they now inhabit. Most people would be in the words of the PHB Unaligned. A large miority would be evil and a smaller minority is Good. Kellidania is definitely, almost defiantly, good as is at least one member of the Council. However they are a definite minority. I know not everyone uses the alignment system so these should be taken as suggestions, rather than iron clad, for how people here would react to situations.
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4 years ago ::
May 11, 2009 - 1:50AM
#124
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heh You have my heartfelt apologies for the length of my last post. :embarrass
I get carried away sometimes when I am enthusiastic about something. :embarrass
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4 years ago ::
May 11, 2009 - 2:03AM
#125
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Hello friends! I've been slowly mapping my way around the Nentir Vale. Hope to see you there! Ive been there and have to say I was thoroughly impressed by your skill. Great job. :D I was especially impressed by the various maps and the 3D representations of topography etc.
Fallcrest's own, dilapidated Gitmo. From a previous administration. I laughed at that one.
Thanks for sharing.
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4 years ago ::
May 11, 2009 - 3:09AM
#126
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~~~I hope this isnt to long and I hope you enjoy it~~~ ~~~Based (very loosely) on a short lived campaign of mine back in the late '80's~~~ CRATER BAYSome say that after a war between the gods a fallen, defeated deity fell to the earth here. Others claim that a mountain fell here from the stars. whatever the truth is the fact is that in this spot a large, nearly circular bay exists. One end of the bay is shattered into dozens of small islands - called The Teeth by the locals. The northern and southern reaches of the bay are dominated by jagged ridges and titanic mountains with narrow beaches on the inner and outer sides. The mountains do not, however encircle the bay entirely. A shallow plain, descending from the plateaus above sweeps down to the bay from the west. A large river, nearly a mile wide follows this descent, flowing from unknown regions to the north and west. Along the bay - both inside and outside - are numerous small, scattered villages. For the most part the rustic folk of the region make their livings by the sea. Fishing is their most obvious livelihood though forestry is important as well. They are renowned for the quality of their small boats and for the skill of their navigators. Due to the mountains and the so called Teeth the bay is largely protected from inclement weather. Occassionally a storm will blow in but for the most part the region is tranquil. The mountains (also confusingly referred to as The Teeth by the natives) prevent overland travel between the outer and inner coasts of the bay. Along the river is a small town, quickly growing into a thriving city. They trade with the fishermen and foresters of the bay and then in turn trade these goods with the cities of the Shining South. The communities along the outer shores of the bay are largely similar to the ones inside its comforting arms. However some of them have turned to piracy to make their way. Thus the Town has established for the first time a small navy of sorts - three ships so far but more are coming. The teeth also make navigating the entrance to the bay a challenge that is best attempted in daylight. The Outer Ocean is roiled by the numerous Teeth and their close proximity to one another. Therefore the Town makes available to all ships entering the bay experienced native navigators. The bay is roughly 70 miles wide at its widest and its true depths have never been plumbed. The mountains are inhabited not only Dwarves but by other, fouler folk and occasional problems have been had with creatures that dwell in the labyrinths beneath the peaks. To the south of the town, about five days travel, is a dense, inhospitable (read: Hostile) jungle that blocks overland travel. Rumours claim that the rain forest is full of ruins from a bygone and forgotten age... Barbarian nomads wander the plateau freely, unbeholden to the town but generally peaceful. The town is defended by a small but well trained, motivated and led professional military as well as its tiny navy. Just ten years ago the town guard defeated the last barbarian warlord who tried to take it decisivley in a pitched battle where it was outnumbered three to one. It may sound ideal but any Light casts a Shadow and this is no exception... But that part is up to you to determine!
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4 years ago ::
May 19, 2009 - 7:27AM
#127
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Date Joined:
Apr 30, 2009
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Thanks Mr. Shellz!
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4 years ago ::
May 19, 2009 - 2:50PM
#128
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Date Joined:
May 10, 2009
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Anoch'tiroch
Called "the City of Snakes", Anoch'tiroch is a mysterious and near-legendary city of dark and dangerous aspect. It is a port located some three months southerly sailing from the port city best known by the PC's, along the coast of the equally mysterious jungle known as the Emerald Forest.
It is rumored that the city is ruled by the priests of an unknown and terrible snake god, to whom virgins are sacrificed on a daily basis. Little of the truth is actually known about this place, but rumors, legends, and bard-tales abound in the hundreds. If something mysterious and foreign suddenly appears in the PC's home base, its a good bet that Anoch'tiroch will be claimed as its point of origin.
The Hill of Sorrow
Once long ago, this hill was an active volcano, but the passage of thousands of years rendered it extinct and softened its high peak to only a tall hill with a cup-like peak. Its sides are covered with soft, shiny grass, and only the occasional outcropping of hardened lava or a scattering of obsidian chips advertises its true origin.
During the battle in the nearby Valley of Bones, the grassy slopes of the hill were the basecamp of the allied human armies. Standards were raised and the wounded were tended to here. In recent times, the peak has been used as a meeting-place for men of dark purpose coming out of the nearby towns to the west. For the most part, though, the hill has been abandoned to the wilderness, save by the spirits of fallen men and tribes of goblin races.
Somewhere on the Hill of Sorrow is the tomb of King Thelarn, who was slain during the battle against the Battle of the Valley and buried on the field where he was slain. The tomb has not been uncovered, and many groups of adventurers have been killed questing to find and recover it's treasures.
The Valley of Bones
The Valley of Bones lies astride the Trade Road at the midpoint between the EasterSea Coast and the Heartlands, just west of The Hill of Sorrow. Travelers along the road know they have entered the valley when the land acquires a withered look, with a few stunted scrub trees. The soil has a dusty, chalky pallor. Everywhere along the valley, outcroppings of bone jut from the soil, until eventually the scattered bones outnumber the rocks themselves and the traveler is moving through a wasteland of remains.
Most travelers try to get through this region as quickly as possible because of the great numbers of undead creatures said to haunt it.
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4 years ago ::
May 20, 2009 - 9:29AM
#129
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Date Joined:
Feb 18, 2009
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I have to finish coming up with the details before I post the whole thing. oh well
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4 years ago ::
Jun 26, 2009 - 12:13PM
#130
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Date Joined:
Mar 12, 2006
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Baa'ka Suul: Mystery in the Desert After days travel through the Searing Desert, as the damage from the Sun begins to wear down your defenses and your water supplies are running low, after battling or avoiding basilisks and blue dragons, the temperature, rising with every step, suddenly plummets to a frosty winter's chill. You gaze upon Baa'ka Suul, a trading community here in the middle of the desert. Everyone wears bulky coats and pelts, you can see your own breath, and water is available and refreshingly chilled. Coats and blankets are for sale here at the edge of town, but they all seem to be priced at least fifty times what they are worth. No one is sure why the temperature here is so low, but everyone has their theories. There is a large structure at Baa'ka Suul's center, a temple to some forgotten God that was riven in twain by some shift in the World's structure. A massive chasm extends deep into the World. The traders and businesses only get more concentrated as you move deeper into the chasm, and the temperature begins to rise as well. Any good or service imaginable is available here. As you delve deeper, humans and elven merchants give way to dwarven craftsmen and dragonborn artisans, and then tiefling mages and more unusual species of businessmen, and even deeper... Rumor has it that Baa'ka Suul is built directly above a similar market in the Underdark, and if you ask the right people, traders are always looking to hire adventurers to protect them on their frequent trips into the depths. Naturally, as one moves deeper into the chasm, the sort of goods and service one may purchase trend towards the unusual. Drugs are the most popular commodity, often used in place of gold for many types of transactions. Slaves, however, are the most valuable asset traded in Baa'ka Suul. Of course, the slavers take great pains to keep their business practice hidden from outsiders. Slaves are brought from the surface into the Underdark to be traded for drowmade weapons and armor and strange magical devices. Slaves are brought from the Underdark to be traded to wealthy surface merchants for platinum and gems. Note on Temperature
Show
The reason for the temperature difference can be anything the DM wishes, but I used a powerful merchant who has a penchant for collecting magical beats is holding a white dragon captive in a secret hidden chamber below his business and has a wizard companion / lacky who has magically lowered the temperature of the surrounding area. If the PCs free the white dragon, he spits out a massive ruby he has concealed in his mouth as a reward, and then lays waste to the city. If the PCs find the dragon but do not free him, the merchant is willing to pay handsomely to keep them quiet. If they refuse to accpet payment, he is also willing to hire hundreds of assassins to kill them.
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