Tag: D&D (page 5 of 7)

Into The Nentir Vale: Part 6

Logo courtesy Wizards of the Coast

The Nentir Vale is a campaign setting provided to new players of Dungeons & Dragons 4th Edition. It’s present in the Red Box and most of the starting materials. For a party almost all completely new to D&D and a DM re-familiarizing himself with the latest edition, it’s a great place to start a campaign. This will be an ongoing recollection of what happens to the party as they make their way through the Nentir Vale. Enjoy.

Previously: Your cultist is in another castle

Ben: *makes Wayne’s World flashback noises*

On the road to the druid’s grove, Krillorien recalled a conversation he’d had with Bensun Stonecarver, the dwarven majordomo of the house his father had given him. Despite having won the manse in a game of Three Dragon Ante with a compatriot, Krillorien’s father had never lived there, opting instead to remain with his people in Meloravia. Now that the manse was repaired and the threat of kobold or goblin invasion ended, Krillorien asked Bensun if he’d be willing to shut up the house and take his dwarves north past Winterhaven, to work on restoring the Keep on the Shadowfell. Bensun agreed, then told Krillorien to think up a new name for the place while he and his friends were out adventuring.

Krillorien and his friends were soon in the grove of the druid. The Iron Circle had, so far, left the grove of ancient trees untouched. A small cottage sat near the grove’s central menhir, tended to by a halfling woman and a young male human. Emerging from the cottage was Reithann, spry and bright-eyed despite her advanced human years. She told the adventurers that many potential warriors could come from Tor’s Hold to uproot the Iron Circle from the Harkenwold, if they could be freed from protecting their hamlet from bullywug attacks. Frog-like humanoids, the druid called them unnatural and said that by harassing the people of western Harkenwold, they were preventing Tor’s Hold from joining Albridge in open resistance. The party elected to deal with them first.

“Go, but be careful,” Reithann advised them. “On a cloudy day, the mouse does not see the hawk’s shadow.”

The party went to head west down the road, but Lyria stopped. “Wait… what?”

“Is it going to be an indoor or outdoor encounter?” – Mike
“Both.” – me
“*gasp* YOU JUST BLEW MY EVERYTHING!” – Eric
“I’m so excited I rolled!” – Mike

They moved down the road at speed. Without mounts, they kept to a brisk jog.

“She’s going to end up with two black eyes if we jog at 10 miles an hour.” – Ben, referring to Eric’s character

The elder of Tor’s Hold, Bran Torsson, was happy to see help arrive in dealing with the “damn croakers.” His wife, however, was feeling less than hospitable, especially when Krillorien offered to help with the wounded. A few jabs and insults later, Bran explained that she had run afoul of a priest peddling the blessings of Pelor for coin. He apologized for her behavior and for the fact that he could not send help with them to deal with the bullywugs.

The hideout known as the Toadwallow Caverns was a thoroughly unpleasant hole in a hillside overlooking the White River. A small waterfall spilled from the cavern entrance, feeding a stream that flowed south to the river. Lyria climbed up the 10-foot ledge first, on the lookout for patrols or traps.

“So if there are any traps there, you want to do them?” – Eric
“Maybe I like traps.” – Danielle

There was a small guard posted just within the cavern, but once the party was up on the rocks they took the bullywugs by surprise. Amongst the colorful mushrooms they did battle with the humanoid toads. As they fought, stirges swept in from above a nearby pool to assault the intruders. Even with the large insects seeking blood, the party managed to make short work of the guard.

Walking deeper into the cavern, they found a large central chamber dominated by a dragon skull. Beady eyes watched their approach and a croak carried a command. Minions emerged from the shadows to fall upon the party… …and were quickly dispatched. Oozes slid towards the newcomers, and Andrasian occupied them for the most part as the others tried to draw the bullywug chieftain out of his hiding place. Out of the protection of the ancient skull, he did not last long.

The party checked over their loot, took a moment to rest, and then gathered their belongings to leave the cavern…

Next: The Resistance Grows

All locations, NPCs, spells and equipment copyright Wizards of the Coast unless otherwise noted.

Beyond the Nentir Vale

Courtesy Wizards of the Coast

No D&D this week, but I took the opportunity to expand a bit on the geography and current events beyond the Nentir Vale (pictured above). The map I’ve sketched is on graph paper in pencil, and I don’t have access to a scanner yet.

North of the Vale

The orcs that brought the Bloodspear War into the Nentir Vale continue to thrive between, under and on the Stonemarch, in their vast warrens called the Fanged Jaws of Kulkoszar. Cheif Urfeng Bloodspear eyes the Nentir Vale, and Fallcrest in particular, as irritants that must be stricken from the memory of his people. The Keep on the Shadowfell stands in his way.

West of Kulkoszar and leading north out of the Winterbole Forest is the Glacial Pass, a wind-swept and narrow plain emptying into a wide taiga. Above this frozen stretch of land rise the Frostjaw Peaks, a cluster of jagged mountains dominated by the Titan’s Vigil. It is said that a structure of some sort exists above the clouds that always conceal the top of the Vigil in darkness and the occasional flash of lightning. None who have dared to test the Vigil have returned.

South of the Vale

The King’s Road leads south out of the Nentir Vale to two very different cities, each about the size of Fallcrest. To the west along the coast is the stoic walled port of Stormwatch. Its lighthouse is one of the largest in the world. Princess Tavia Stillwater maintains control of the city, though threats of the Iron Circle and a possible blockade coupled with increased tariffs seem poised to choke her and her city into submission.

On the other side of the King’s Road through the Vale is the city formerly known as Adamantine. When Emperor Lysander seized power, King Alphonse Markelhay of Adamantine was among those who refused to kneel to the new potentate. He was returning to Adamant Keep to prepare for war when he disappeared. It is rumored he was slain by highwaymen of the Iron Circle. Indeed, the mercenary force moved into the city backed by the Emperor’s sorcerers and vicious beasts, putting down resistance and claiming it for their own. The Emperor declared the city be renamed Sarthel, in honor of his late father.

Resistance remains in Erathgate, the coastal city south of Stormwatch. Baron Silas Shandra pays homage to the Emperor but does all he can to keep commerce flowing to Stormwatch and his own ports rather than the Imperial-controlled Junction or the free city of Daggerport. He is a prudent and cautious man, and does not wish to call undue attention to his sympathy towards the anti-Imperial forces.

The Second Nerathan Empire

South of Erathgate, the King’s Road becomes known as the Imperial Highway. It leads to Junction, the largest city outside of Nerath itself and a crucial part of the Emperor’s strategy of securing his rule. Duke Karl Calebros, the Emperor’s finest warrior outside of the Executioner, has ensured that all commerce worth having comes into Junction, having raised tariffs on shipping to and from Stormwatch and exaggerating the dangers of Daggerport.

Along the Highway to the east is Nerath itself. Easily twice the size of Fallcrest and seated where the Nentir River splits in three, it maintains control of most of the commerce flowing through the region. Until recently, it was a city administered by a duke and every five years played host to the Games of Ascension. If the current king could be defeated in an honorable tournament, he would be come Duke of Nerath while his opponent became King, at least until the next Games. King Perrin II had been king for twenty years before Prince Lysander Nerath arrived with his Iron Circle mercenaries, dark sorcerers, priests of Bane and tamed beasts to seize the city and declare himself Emperor.

South of Nerath along the Imperial Highway, which follows the Scintil River, Shoredale rests near Lake Iris. It is a quiet and peaceful town, a bit smaller than Fallcrest, where the farmers of the southern plains gather to trade goods and barter for new equipment as caravans travel between Nerath and Fortune’s Harbor to the south. Baron Gabor Zoltus capitulated to the Emperor without contest.

Fortune’s Harbor serves as the gateway to both the Eladrin leading north to the elven lands and the mysterious Caliphate of Seven Stars to the south. Earl Carlson Everdawn ascended to ruling the city after his mother, a favorite to become Queen, was poisoned by her chancellor, who now advises the Earl not to contend with the will of the Emperor.

Daggerport

The only openly free city in the Nerathan Empire lies along the Low Road, across the long stone bridge called The Hilt. The delta of the Nentir Vale, The Knives, frames the city to the west. The natural defences of the coast allow the shipping to and from Daggerport to avoid some of the Imperial patrols, just as they did the Royal Coast Guard before it.

Daggerport is not ruled by a noble or even a particular group of individuals. However, anybody living or trading in Daggerport knows they had better not cross Szcathia, the drow reportedly in control of Daggerport’s network of thieves and assassins. To engage in commerce in Daggerport is to engage in crime, and Szcathia is Daggerport’s criminal mastermind.

Dwarves & Elves

East of the Nerathan Empire are two of the most extant threats to the new potentate. As soon as he seized control of Nerath, Emperor Lysander sent emissaries to the Dawnforge Dwarves. The messages spoke of a pact of non-agression between the dwarves and the Nerathan Empire. The dwarves agreed, but not before allowing some of the elite forces of Adamantine to flee into their holds. Before Lysander could protest, the mighty stone doors in the shadow of Adamant Hold rolled shut, leaving Hammerfast the only open road into dwarf territory in the region.

South of Sarthel is the Moonwood, seperated by the greater Feywood by the city of Sehavia. While the city boasts some idyllic mountain retreats, natural hot spring baths and all the wonders of the Feywild available for sale or trade, it is also a place for the exchange of secrets. Eladrin and tieflings are common sights in the city, far moreso here than in any other city in the region.

The Feystride takes travellers south from Sehavia to the other sylvan city in the region, Meloravia. A port city far from Fortune’s Harbor, Meloravia rests at the apex of the Eladrin Bay. Intrepid explorers can seek adventurous crews to take them around the Black Marsh towards the Bay of Bahamut, rumored to be a gateway to a realm of metallic dragons and untold hoards of treature. However, the waters in the bays are treacherous, and more than a few crews have washed up in the turgid, stinking waters of the Black Marsh to make their sticky way home, while others are never seen again.

The Feystride then leads east into the Feywood. Little is known of this place. It is said the elves (not eladrin) hail from this realm, and that it is a shard of the Feywild itself, just as ways to the Shadowfell lay concealed beneath the Stonemarch.

Into The Nentir Vale: Part 5

Logo courtesy Wizards of the Coast

The Nentir Vale is a campaign setting provided to new players of Dungeons & Dragons 4th Edition. It’s present in the Red Box and most of the starting materials. For a party almost all completely new to D&D and a DM re-familiarizing himself with the latest edition, it’s a great place to start a campaign. This will be an ongoing recollection of what happens to the party as they make their way through the Nentir Vale. Enjoy.

Previously: Who’s in charge of these kobolds, anyway?

The party continued down the King’s Road to Winterhaven. They remained long enough to speak with a few of the locals about the Keep on the Shadowfell. Apparently, it had been occupied but only until recently. Making their way north of Winterhaven to the forbidding ruin of the Keep, they found evidence of the goings-on taking place before its abandonment. Under the ruin through some dank corridors, they found a room almost entirely encased in shadow. The half-completed portal in the room seemed to be absorbing the light from the few guttering torches in the chamber. Despite this dire portent, there was not a living soul to be found among the ruins or the catacombs, and the only clue as to what had happened to either the death cultist Krillorien sought or the goblin war chief mentioned in the letter carried by Lyria was a dark banner, bordered in red with a single symbol in its center: a red circular chain.

“We should take it.” – Ben as Krillorien
“But stealing is wrong!” – Mike as Andrasian
“Lyria’s already taken it.” – Danielle

The party returned to Winterhaven before setting down the King’s Road for Fallcrest. Without wagons or horses, the trek took them two days. Upon arriving they made finding Marla, the priestess of Pelor who had told Krillorien of Malareth’s fascination with death cults and reported activity outside of Winterhaven. They found her in the House of the Sun, speaking with a senior priest, Grundelmar the dwarf. Upon seeing the banner, the priests sent the foursome to the Lord Warden, aware of his interest in the chain symbol but unsure of its significance. Markelhay, happy to see the heroes, told them the banner belonged to the Iron Circle.

A band of mercenaries with a mysterious but undeniable purpose, the Iron Circle first appeared in the Nentir Vale two months before the party’s discovery of their banner in the Keep. While the Lord Warden had gotten no reports of Circle activity anywhere near Winterhaven, he does know they stormed Harken Keep to the southeast and conquered Harkenwold. Markelhay’s friend, Baron Stockmer, was now their captive, and the brigands were exacting “tolls” and confiscations from all who dwelt and passed through the area.

Teldorthan Ironhews had also heard of the Iron Circle. The blacksmith told Andrasian that he’d heard rumors of an old nemesis, Nazin Redthorn, commanding the mercenaries in the Nentir Vale. Fashioning a suit of mail from draconscale recovered by the elf, Teldorthan expressed his desire for the adventurers to return to Redthorn’s head. Lyria was also a beneficiary of the blacksmith, who presented her with an obsidian dagger fashioned by the drow. To explore and empower its enchantments, the halfling and Melanie visited Orest Naerumar, who was delighted to see them. He asked if the rumors were true, and the heroes had rid the Vale of the extant threat within Kobold Hall.

“Yeah, they played tetherball with us.” – Ben

Outfitted and prepared, the heroes found space aboard a wagon train heading south. Rather than go into Harkenwold itself, the driver let them off before taking a fork from the King’s Road towards Hammerfast. Proceeding on foot, the party spotted black smoke and followed it to a scene of a homestead being put to the torch. Iron Circle brigands and their pet wolves had set the outhouse on fire, and when the party approached they dismissed the heroes, saying it was Iron Circle business. A woman’s voice from within the house pointed out that this ‘business’ looked like robbery and murder.

The battle ensued and it was clear the party was a match for the mercenaries. The wolves harried the heroes but they did not last long under the concentrated efforts of Melanie’s spells, Andrasian’s blade, Lyria’s flourishes and Krillorien’s prayers. Inside the house they found a woman named Ilyana and her sons. The homesteader explained that her husband Karthen had been murdered by the mercenaries, but hope remains and the people are ready to fight back. To touch things off, the heroes would need to speak with Reithann, the druid, or Dar Gremath, an old fighter somewhere in the town of Albridge. With the druid’s grove being closer, the heroes set off in that direction first…

Next: Damn Dirty Croakers

All locations, NPCs, spells and equipment copyright Wizards of the Coast unless otherwise noted.

Building New Worlds

Courtesy Blizzard

The Nentir Vale seems a decent starting area for most Dungeons & Dragons adventures in 4th edition. But it’s only a smaller part of a larger world, most of which is undocumented. In order to expand beyond the Vale, a little groundwork needs to be laid. As I start considering where my current party will go from here, and where other players may start their own adventures (this weekend, for instance?), there are a few things that need to be taken into account.

Climate

The Nentir Vale is a northern portion of whatever continent it’s on, but it’s not covered in snow like the northern content of Northrend in Azeroth. Reaches beyond the Vale are colder and more stereotypically “northern”, while south of the Vale are lands that are more temperate. When mapping out the rest of the shore, if not the world, it will behoove a DM to keep in mind that the Nentir Vale is similar, at least in part, to a land like Canada or the Ukraine. It should fit into any maps accordingly.

Culture

Evidence exists of some sort of kingdom or empire south of the Vale. Some history is given in the material available to DMs of 4th edition, but that can of course be mined or even ignored if it benefits the story and campaign. To me, having a more structured if somewhat oppressive authority to the south while the north remains wild and untamed will not only lend the world a necessary dimension of diversity, but will also lead to…

Conflict

There are only so many delves a party can enter without being connected to a larger world. As much fun as it is to enter a forgotten tomb or horrors or track a dragon down to their lair, games like Dragon Age and Fable lend weight and memorability to their stories by pulling the player into a large world outside themselves, one with politics, history and the threat of war. In order to engender this atmosphere in a D&D campaign, work must be done to establish the background, relationships and points of contention between the extant powers that be. The players can choose one side or another to support, or they can upset both sides to carve their own place in the world.

A good DM remembers that the players are the stars. When it comes to decisions outside of mechanics, they should be allowed to make those decisions even if the consequences are negative. Failing to roll the right number to hit should be the extent of out-and-out “punishments” the DM hands down. Maybe slaying the potentate of a land will have a different outcome than the players intend, but it isn’t the place of the DM to talk them out of it because of what it’d do to their story. Instead, such an occurrence should be seen as an opportunity to allow growth in the world, exploration of the player’s characters and the basis for new adventures.

With the right foundations, a new world can be built any number of ways.

Opening the Dungeon Master’s Kit

From MEPACON Fall 2010

Thanks to my attendance at MEPAcon this past weekend and the generous guys of the Portal Comics & Gaming in Bethlehem, I now own the Dungeon Master’s Kit, a D&D Essentials product in the vein of the new Red Box and the Monster Vault. The party is returning to the Nentir Vale tonight, and while my laptop awaits a new power supply, this Kit promises to make sure I do not assume my place behind the screen unarmed.

Peeling away the plastic and pulling off the cover depicting some rather dashing art, one discovers the following.

Reavers of Harkenwold. This is a two-part adventure that not only expands further upon the denizens and situations within the Nentir Vale, but also explores many of the aspects key to a well-rounded adventure and part of a larger campaign: NPCs with personalities and goals, dungeons with traps and branching pathways, role-playing encounters and so on. So far there’s a great deal of potential and I will know more once the party enters the Harkenwold.

Battle Maps. These go with the adventure and also can be used afterwards. One of the maps has art consistent with the quality seen in the other Essentials products while the other feels a little lackluster. It could just be the brightness of the colors and the thickness of the lines, but it doesn’t appear to be of the same quality. To me, at least. Still, the greater variety of locations on these maps means they can be combined with those from the other products to mix things up for the players in future encounters.

Monster tokens. While you’re sure to see some repetition between these counters and those in both the Monster Vault and the Red Box, there are plenty of human opponents included, for use as guardsmen, minions or competing sellswords. There are also some rather nice NPC counters mixed in to the bunch. From the innkeeper’s wife to a white-bearded wizard, you can now depict either valuable allies or singular villains on the maps when your heroes storm the enemy stronghold. Like the Monster Vault’s tokens, these are two-sided to facilitate easily showing when a victim is bloodied.

Hero tokens. Expanding on those included in the Red Box, an entire sheet in the DM Kit is dedicated to the races available to players, from dragonborn to tieflings. There are more humans than any other race, and spaces that could include more art from other races — dwarves or halflings for example — are taken up with Action Point tokens. I’m glad to see some of these races get tokens, as I mentioned in my Red Box unboxing that getting miniatures for all of these guys can be quite an investment, and I personally am a big fan of dragonborn and tieflings as player races. As complaints go, holding something in your hands and saying “I wish there were more of these” isn’t a bad one.

DM Screen. Flimsier than its stand-alone cousin, it still contains a lot of information a DM might need in the course of an encounter, right at their fingertips. It also conceals notes and dice rolls from the players.

Dungeon Master’s Book. There have been some updates to the 4th edition rules since the original DMG came out a couple years ago, and this book makes it a point to include those revisions. It also includes sections for the DM regarding campaign-building, improvisation and loot creation. What might be most surprising to veterans of Dungeons & Dragons is this book’s size. Instead of the hefty hardbacks of other core rulebooks, this is an attractive softcover that still contains a fantastic amount of information and is written in a format similar to the Monster Vault book — in-depth, easy to digest and fun to read.

While veteran DMs already armed with the tools of their trade may not see the value in this kit, newcomers to Dungeon Mastering or returning storytellers with only peripheral knowledge of 4th edition (like myself!) gain a lot of tools when they pick this up. More than just a pre-generated adventure and monsters, the Dungeon Master’s Kit lays the foundation upon which a saavy DM can build just about any campaign he or she wants. The size of the book belies the value of its information and is far more portable than others of its kind. Of the three Essentials products I’ve unboxed, the Dungeon Master’s Kit is probably my favorite. But the Monster Vault’s a close second. I loves me some beholders and owlbears.

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