Tag: fantasy (page 15 of 23)

Into the Nentir Vale: Part 7

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: Damn Dirty Croakers

As the party took stock of themselves and made sure none of them were badly wounded, a loud croak was heard from outside the caverns. Recognizing it as the call of bullywugs not unlike those they’d just slain, the party readied itself.

“I draw my axe!” “I draw my sword.” “I draw my… boobs?” – Mike, Ben and Eric preparing for battle

The bullywugs outside were accompanied by a pair of giant frogs and a halfling bow at the end of the rope. The bullywug champion Uggloor had captured the boy when his friends had fled and he’d unfortunately slipped and fallen in the mud. As the party moved to take on the raiders, Lyria tumbled down the ledge behind Uggloor and her daggers found their mark. His minions tried to skewer the party with their javelins, and the frogs attempted to grab hold of one of the intruders with their sticky tongues.

“It tries to tongue you, and misses.” At this description, Ben died of laughter.

At the first sign of trouble, the halfing boy fled. Lyria kept Uggloor occupied to prevent him from giving chase. Be it from this focus or the notion of the abuse of a kinsman, she didn’t stop until the champion had croaked his last.

“She hit him so hard he leapt off the board!” – Ben

Meanwhile, the rest of the party resolved to deal with the remaining pair of bullywugs and their pet frogs. The tendency of their foes to leap about made bringing them down somewhat difficult. Keeping the bullywugs rooted to one location and dealing enough damage to prevent them leaping away became a top priority.

“I’m moving off the map.” “You can move off the map?” “Why do we even have a map?” – Danielle, Eric and Mike discussion spatial positioning in combat.

Eventually, one of the frogs grabbed hold of Andrasian and drew him into its gullet. The party laid into the frog, moving quickly to cut their friend free. The remaining frog didn’t stay around long enough to get carved up.

The halfling youth, a member of the Reedfoot clan, was very grateful for the rescue. He told the party that his uncle ran one of the many flatboats that traversed up and down the White River through the Harkenwold, trading with towns like Albridge and the farms in between. Before taking him home, the party returned to Tor’s Hold to report their success.

Bran Torsson was very happy with the news, and agreed to send warriors from Tor’s Hold in the fight to come. he also asked Krillorien, on the sly, to bless his house in which many of the soldiers were training, dining and sleeping. He felt Pelor’s blessing would inspire the troops, and it’d also piss off his shrill wife. Krillorien happily agreed.

From there, the party traveled towards the river. They found several halfling flatboats heading towards Albridge. One of them was captained by the youth’s uncle, Willet. He gently chastised the lad for losing his footing, and recognized Lyria as a Thorngauge, knowing her uncle Bobbin very well. The Thorngauges ran a caravan similar to the Reedfoot’s flatboats, only on wagons between Stormwatch and Erathgate to the south. Puffing on his pipe and concealing a brace of knives under his waistcoat, he had no trouble sneaking the party into Albridge.

On their way to the livery where Dar Gramath was organizing the resistance to the Iron Circle, the party stopped at a tavern. Inside, members of the selfsame Iron Circle were carousing and carrying on, drinking their fill without paying and harassing the staff and locals. Andrasian admonished them to stop. The head brigand responded by saying that the newcomwers needed to surrender their weapons, as only Iron Circle members could carry arms. Andrasian chellenged the mercenaries to take their arms.

“Now now, boys,” Melanie said as she swept into the tavern. “There’s no need to fight.”

There was a pause.

“Kill the elf-men and the shortstack,” the Iron Circle brigand replied. “Leave the woman for me.”

“Oh, balls. CHEESE IT!” – Eric’s reaction to the Brigand’s orders.

A tavern brawl naturally ensued…

Next: Caravans & Standing Stones

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

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.

Cultivating Characters

Courtesy New Line Cinema

This is related to a post I made a few months ago regarding expository writing but it’s on my mind since my wife and I just finished watching (or rather re-watching) the Lord of the Rings trilogy. I’d borrowed the extended editions from my mother, as my copies are elsewhere.

Anyway, this if Faramir. In the books, he’s markedly different from his brother, Boromir, in that he does not fall into the sway of the One Ring. Throughout the narrative, he remains completely uncorrupted, unlike most other characters who encounter the ring. Even Galadriel, one of the oldest, fairest and most powerful elves in all of Middle-Earth, is tempted by this prize, but Faramir says he wouldn’t take it even if he found it on the side of the road.

In the films, Faramir is briefly tempted. He gets as far as Osgiliath with the hobbits, but Sam breaking the truth to the Gondorian about how his big brother died coupled with watching Frodo very nearly get scooped up by a Nazg&#0251l shakes him out of it and moves him closer to the original text. Not enough for some fans, mind you, but you can’t please everybody.

Similarly, Aragorn doesn’t jump at the chance to become king in the movie. Instead of carting around Narsil in his back pocket waiting for the time to be right to reforge that sucker, in the films he shrinks back from the prospect of being king. He knows his family has a history of corruption and failure, having declined ever since the heroic death of Elendil and the utter undoing of Isildur because of the Ring. It’s only after many trials, many adventures, brushes with death and nearly losing the love of his life that Aragorn steps up and takes the noble legacy that’s been waiting for him all along.

As much as I’m a fan of the books, I like these takes on these characters a lot more. It shows growth, the development of the characters from an origin point to a final destiny. Aragorn doesn’t kick around in the North as Strider just to hide from Sauron as he does in the books; he also does it to hide from his own destiny, and the corruption he feels has eaten away at his lineage. Faramir’s line of not using the Ring even if he alone could save Gondor carries far more weight after his experiences with the Hobbits. It might not have been exactly what Tolkien intended, but along with expository writing, the man seemed to like birthing characters fully-formed from his mind.

Tolkien

Let me reiterate that this man’s brilliant. He builds fantastic worlds with rich history and it’s something that gives his narrative weight. But there are two things in his works that bother me a bit as a writer. In addition to the aforementioned exposition, a few of his characters don’t develop a great deal. They’re not grown through their experiences as the story unfolds, they simply are whatever Tolkien needs them to be.

It’s not true for all of his characters, certainly. Both Bilbo and Frodo are very different Hobbits from when they start out in the beginning of The Fellowship of the Ring. Even moreso, Bilbo changes because of his experiences in The Hobbit and when we catch up with him on his 111th birthday, he’s no longer the respectable bachelor of Bag End, but seen as something of a recluse and troublemaker. Given, these are the main protagonists of two narratives we’re talking about, while Aragorn and Faramir are somewhat less prominent. They’re no less important, however, given the structure and flow of the story.

While not every character in a story necessarily has to become changed by the events that unfold, the characters that directly impact those events should be cultivated in such a way that they do change. Otherwise, they quickly become static, even boring. I’d like to think that, in the way that Aragorn and Faramir were cultivated in the films to show their nobility and generosity of spirit through action and circumstance rather than telling us how noble they are, Tolkien would have approved.

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.

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