Messoria Dorimant
The Dorimant family has its roots in old Nerath, and though not noble themselves, they have often been close to the seat of power as generals or warlords. Around the time of the downfall of Nerath, the great Warlord Kerne Dorimant treated with a powerful Pit Fiend devil, seeking power and even immortality. Amused by Kerne’s reckless temerity, the Fiend granted his request and turned him into a Malebranche war devil. As part of the deal, Kerne’s descendants became Tieflings, and it was one of these descendants, a paladin of Sehanine, who years later finally destroyed Kerne.
The Dorimants have often been in the forefront of crusades against evil: the Invoker Arean Dorimant was one of the heroes who recovered a dark artefact from a far off land and brought it to Gardmore Abbey for safekeeping. Although a follower of Sehanine he fought and died alongside the Paladins of Bahamut when the Abbey was attacked by evil. Other followers of Sehanine known as the Order of the Silver Falcon tried to reach them but were killed in the attempt.
Messoria is Arean’s granddaughter. Her father Kallain was once Master at Arms to the late Lord Markelhay, Lord Faren’s father, while her human mother Meryn Dorimant had for long years been leader (Commander) of a small band of the Silver Falcon in the fighting far to the south, though since last year there has been no word from her. Since the Battle of Gardbury Downs, Kallain no longer rides out on quest, instead choosing to remain in Fallcrest to defend the town and support its Lord.
Now she has come of age, Messoria spends a lot of her time training and speaking with the priest of Sehanine, Ressilmae Starlight, preparing for the time that she can follow the family tradition to fight against the dark. Messoria has followed in her mother’s footsteps pinning on the Silver Falcon badge.
To Drive Back the Night. To Restore the Light.
Thursday, 16 February 2017
Human Slayer PC stats
Human Slayer Level 1
Languages: Common, Goblin
Initiative +6 Speed 5
AC 17 (10+7 Scale)
Fort 18 (10+1 human+2 Slayer +5 STR)
Ref 13 (10+1 human +2 DEX)
Will 11 (10+1 human)
Hit Points 26 Bloodied 13 Surge Value 6 Surges 9 recover 2-3/day
STR 20 (+5) Athletics +10
CON 11 (+0) Endurance +5
DEX 14 (+2)
INT 8 (-1)
WIS 10 (+0)
CHA 10 (+0) Intimidate +5 Streetwise +5
Human Power:
Heroic Effort (E) +4 to failed attack or save
Class Powers
Add DEX to weapon damage
+1 to weapon attacks
Stances (m)
1. Battle Wrath +2 to weapon damage
2. Poised Assault +1 to hit
Power Strike (E): Add +1 weapon die to melee damage roll
Feats
Master at Arms +1 to weapon attacks, swap weapons minor action
Improved Initiative
Equipment
Scale Armour (45gp) (+7 AC)
Greatsword (30gp) (d10)
Adventurer's Kit (12gp)
Dagger (1gp) (d4, range 5/10)
Wealth
GP: 12
SP: 0
CP: 0
Battle Wrath Greatsword Attack: +10 to hit, damage d10+9. Charge: move 5 & attack at +11
Poised Assault Greatsword Attack: +11 to hit, damage d10+7. Charge: move 5 & attack at +12
Greatsword Basic Attack:+10, d10+7
Battle Wrath Dagger Attack: +10, d4+9 range 5/10 (thrown +7, d4+6)
Poised Assault Dagger Attack: +11, d4+7 range 5/10 (+8, d4+4)
Dagger Basic Attack: +10, d4+7, range 5/10 (+7, d4+4)
Sample Actions (You get 1 Minor, Move & Standard on your turn each round)
Minor Action: Draw or Swap weapon
Minor Action: Assume Battle Wrath stance or Poised Assault stance
Move Action: Shift - move 1 square without provoking Opportunity Attacks
Move Action: Move 5 squares
Standard Action: Charge - move 5 squares & attack at +1 to hit
Standard Action: make an Attack
Standard Action: Second Wind - spend a healing surge, regain your surge value in hit points, and get +2 to all defences until your next turn, 1/encounter
Standard Action: Ready an action, which can Interrupt an opponent's action
No Action: Power Strike - add +1 weapon die to damage after hitting, 1/encounter
No Action: Heroic Effort: add +4 to failed attack or save, 1/encounter
No Action: Action Point - spend AP for an extra standard action, 1/encounter
No Action: Delay your turn
Languages: Common, Goblin
Initiative +6 Speed 5
AC 17 (10+7 Scale)
Fort 18 (10+1 human+2 Slayer +5 STR)
Ref 13 (10+1 human +2 DEX)
Will 11 (10+1 human)
Hit Points 26 Bloodied 13 Surge Value 6 Surges 9 recover 2-3/day
STR 20 (+5) Athletics +10
CON 11 (+0) Endurance +5
DEX 14 (+2)
INT 8 (-1)
WIS 10 (+0)
CHA 10 (+0) Intimidate +5 Streetwise +5
Human Power:
Heroic Effort (E) +4 to failed attack or save
Class Powers
Add DEX to weapon damage
+1 to weapon attacks
Stances (m)
1. Battle Wrath +2 to weapon damage
2. Poised Assault +1 to hit
Power Strike (E): Add +1 weapon die to melee damage roll
Feats
Master at Arms +1 to weapon attacks, swap weapons minor action
Improved Initiative
Equipment
Scale Armour (45gp) (+7 AC)
Greatsword (30gp) (d10)
Adventurer's Kit (12gp)
Dagger (1gp) (d4, range 5/10)
Wealth
GP: 12
SP: 0
CP: 0
Battle Wrath Greatsword Attack: +10 to hit, damage d10+9. Charge: move 5 & attack at +11
Poised Assault Greatsword Attack: +11 to hit, damage d10+7. Charge: move 5 & attack at +12
Greatsword Basic Attack:
Battle Wrath Dagger Attack: +10, d4+9 range 5/10 (thrown +7, d4+6)
Poised Assault Dagger Attack: +11, d4+7 range 5/10 (+8, d4+4)
Dagger Basic Attack: +10, d4+7, range 5/10 (+7, d4+4)
Sample Actions (You get 1 Minor, Move & Standard on your turn each round)
Minor Action: Draw or Swap weapon
Minor Action: Assume Battle Wrath stance or Poised Assault stance
Move Action: Shift - move 1 square without provoking Opportunity Attacks
Move Action: Move 5 squares
Standard Action: Charge - move 5 squares & attack at +1 to hit
Standard Action: make an Attack
Standard Action: Second Wind - spend a healing surge, regain your surge value in hit points, and get +2 to all defences until your next turn, 1/encounter
Standard Action: Ready an action, which can Interrupt an opponent's action
No Action: Power Strike - add +1 weapon die to damage after hitting, 1/encounter
No Action: Heroic Effort: add +4 to failed attack or save, 1/encounter
No Action: Action Point - spend AP for an extra standard action, 1/encounter
No Action: Delay your turn
Rumours 9/3/717 NR
Starting rumours:
1. Kobolds have been raiding the King's Road north of the Cloak Wood. They seem unusually tough and well organised.
2. They say the ancient Dwarf Forge of Tannheim has been discovered in the Dawnforge Mountains, on the slopes of Misty Mountain. What mighty dwarf-forged weapons might still lie within?
3. A dark cult has arisen within the swamps of the Witchlight Fens, kidnapping travellers from boats plying the Nentir River. Some say their leader is a Prophet called Malikai the Mad.
1. Kobolds have been raiding the King's Road north of the Cloak Wood. They seem unusually tough and well organised.
2. They say the ancient Dwarf Forge of Tannheim has been discovered in the Dawnforge Mountains, on the slopes of Misty Mountain. What mighty dwarf-forged weapons might still lie within?
3. A dark cult has arisen within the swamps of the Witchlight Fens, kidnapping travellers from boats plying the Nentir River. Some say their leader is a Prophet called Malikai the Mad.
The Nentir Vale
The world’s humans are scattered and divided, engaged in a losing battle against the darkening world and their own ignorance. It wasn’t always so. Once, the splendour of Nerath lit the world with its culture and accomplishments. It united races and governed prosperously. Nerathi architects raised marvels of engineering; its artists composed works capturing the imagination; and its philosophy formed the foundation of humanity’s ideologies. Yet none of these feats could save Nerath from destruction. Humans today are the inheritors of this legacy, though few of them realize what their ancestors lost with the empire’s fall. Although Nerath now means little more than ancient legends in the shadows of crumbling ruins, every person of every race alive in the world today shares this common thread to their history—that once, Nerath ruled, and the world was a better place.
There are those who would see it so again...
The world as you know it is composed of isolated pockets of civilization surrounded by dark areas of untamed wild. The small communities and even largest cities' inhabitants are mostly cut off from the world outside their walls. Travel between cities and villages is dangerous, and most people are ignorant about the rest of the world aside from rumor. Bandits, vicious humanoids, and monsters of all kinds inhabit the darkness between settled areas, and those who wish to venture out do so at their own risk.
Fallcrest lies near the middle of the broad borderland region known as the Nentir Vale. The vale is now mostly empty, with a handful of living villages and towns scattered over this wide area. Abandoned farmsteads, ruined manors, and broken keeps litter the countryside. Bandits, wild animals, and monsters roam freely throughout the vale, threatening anyone who fares more than few miles away from one of the surviving settlements. Travel along the roads or river is usually safe—usually. But every now and then, travelers come to bad ends between towns.
The Nentir Vale is a northern land, but it sees relatively little snow—winters are windy and bitterly cold. The Nentir river is too big to freeze except for a few weeks in the coldest part of the year. Summers are cool and mild.
The Nentir Vale |
Fiveleague House
Fiveleague House is more properly known as the Fiveleague Inn. It’s a strongly built innhouse surrounded by a wooden palisade. Fiveleague House caters to travelers and merchants coming or going from Hammerfast, a day’s journey (five leagues) farther east. The proprietor is a big, bearlike human named Barton.
Gardmore Abbey
The Gardbury Downs take their name from this striking ruin, a large monastery and town that has lain in ruins for almost one hundred fifty years (since 580 NR). The abbey was dedicated to Bahamut, and served as a major base of the Imperial Knights of Nerath, a militant order who won great fame fighting in Nerath’s distant crusades. The Knights brought a dark artifact back from a far crusade for safekeeping, and evil forces assaulted the abbey to take it back - it is unknown if they found the artifact, but few Knights survived the battle. Some say the ghosts of their fallen can still be seen on darkened nights, racing across Gardbury Downs under the pale moonlight.
The Sword Barrow
This large burial mound stands near the middle of the Gray Downs, a desolate region. The old human hill-clans who lived in the Vale raised the barrow centuries before civilized folk settled in Fallcrest. The hill-folk are long gone, but their grim barrows remain. The Sword Barrow gained its name because scores of rusted blades of ancient design are buried around its edges, blades pointing inward; a visitor can turn up several in a few minutes of looking around.
Hammerfast
A dwarven hold cut from the rock of a deep vale in the Dawnforge Mountains, Hammerfast is the largest and wealthiest town in the region. The Trade Road runs through the citadel gates and continues eastward beyond the Dawnforge Mountains. Hammerfast is governed by a council of masters, each the leaders of one of the town’s powerful guilds. The current High Master is the leader of the merchant guild, a dwarf named Marsinda Goldspinner. Legends say that somewhere in the Dawnforge mountains sleeps the terrible many-headed red dragon Calastryx.
Harken Forest
This large woodland stretches from the Nentir River to the mountains and extends for miles to the south. It separates the Nentir Vale from the more populous coastal towns of the south. A strong goblin keep called Daggerburg lies somewhere in the southwest reaches, not too far from Kalton Manor; the goblins sometimes raid the river-traffic moving along the Nentir, or send small parties of marauders to Harkenwold’s borders. An elf tribe known as the Woodsinger Clan roams the eastern portions of the forest. They occasionally trade with the humans of Harkenwold and keep an eye on travelers along the old King’s road. They have a long-standing feud with the Daggerburg goblins, and the goblins keep to the western parts of the forest to avoid swift and deadly elven arrows. However, the goblins are growing more numerous and have become bolder in recent months.
Harkenwold
Half a dozen small villages lie along the upper vales of the White River. Together, they make up the Barony of Harkenwold—a tiny realm whose total population is not much greater than Fallcrest’s. The people of Harkenwold are farmers, woodcutters, and woodworkers; little trade comes up or down the old King’s Road. The ruler of Harkenwold is Baron John Stockmer, an elderly man who was known for his strong sword arm in his youth. He is a just and compassionate ruler.
The infamous Gravelstoke noble family, once among Nerath's most prestigious aristocrats, are rumoured to have a manor somewhere in the Harkenwold.
Kalton Manor
Back in the days when Nerath was settling the Nentir Vale, minor lords in search of land to call their own established manors and holds throughout the area. Kalton Manor was one of these, a small keep raised by Lord Arrol Kalton about two hundred years ago. Lord Arrol intended to settle the lower vale of the White river, but it was not to be—monsters from the Witchlight Fens drove off the tenants Arrol had brought with him. At the end, Arrol and a handful of his servants and family lived alone in a half-finished keep slowly falling into ruin until they disappeared as well. Stories tell of hidden treasure—the old Kalton fortune—hidden in secret chambers beneath the ruined keep. It is said the ancient black dragon Shadowmire had a hand in the downfall of Kalton Manor, and that he still dwells somewhere deep in the fastness of the swamps.
Keep on the Shadowfell
Long ago, soldiers from Nerath built a strong fortress over the Shadowfell rift to protect it. The old keep lies in ruins now, and is rumored to be haunted.
Kobold Hall
Like Kalton Manor, the wreck now known locally as Kobold Hall was the estate of a minor lord who came to Nentir Vale to establish his own demesnes. Ruined during the Bloodspear War, the old castle has been abandoned for almost a century. Kobold tribes from the Cloak Wood are rumored to lurk in its depths.
Nenlast
This tiny human village lies at the east end of Lake Nen. The folk here make a meager living by trading smoked fish to the dwarves of Hammerfast. They also deal with the Tigerclaw barbarians of the Winterbole Forest. When the wild folk choose to trade, they come to Nenlast to barter their pelts and amber for good dwarven metalwork. Evil Frost Witches are said to dwell at the northwest tip of Lake Nen, and somewhere in the Winterbole dwells the white dragon Bitterstrike.
Raven Roost
This small keep stands at the southern end of the Old Hills. Once it was the seat of a small manor, but it fell into ruin long ago. Bandits often harry the Trade Road in this region.
Ruins of Fastormel
Once a prosperous town on the shores of Lake Nen, Fastormel was destroyed by the Bloodspear orcs and has never been resettled. The town was ruled by a Lord Mage (the most powerful wizard in town claimed the ruler’s scepter), and the Mistborn Tower of the last Lord Mage still stands amid the ruins of the town. The tower is shrouded in a strange silver mist that never dissipates, no matter what the weather would otherwise dictate.
The Stonemarch
A rugged land of stony hills and deep gorges cut by white-rushing rivers, the Stonemarch is home to tribes of dangerous humanoids and giants including the Bloodspear Orcs. Orcs, ogres, giants, and trolls haunt the farther reaches of these barren lands. Fortunately for the residents of the Vale, the monsters rarely come east over the Cairngorm Peaks. Notables include the green dragon Vestapalk.
Temple of Yellow Skulls
The ruins of an evil shrine stand in the middle of these desolate hills. Legend tells that a rakshasa prince summoned demons to this place and bound them to his service by imprisoning their vital essences in gold-plated human skulls. None of these have yet been recovered from the ruins, but the story persists.
Thunderspire
This striking peak is the largest of the Old Hills. It is said to have extensive caverns within, an ancient minotaur labyrinth ruled by the Mages of Saruun from the fortress of Saruun Khel. Northwest of Thunderspire the Vale is inhabited by a few dozen hardy hunters and trappers. To the northeast the Old Hills are the domain of the Blackfang Gnolls.
Wintergard Manor
Sir Belvar Dorimant is lord of the manor of Wintergard north of Fallcrest town, located at the southernmost point of the Grey Downs where the Winter River joins the Nentir River. Belvar is the youngest brother of Messoria Dorimant's father Kallain and is therefore Messoria's uncle. Belvar's wife Fioral is a distant relative of the Markelhay family. They have twin sons in their early teens: Andrazor and Andradin, who have recently started training as squires.
Wintergard is a small fortified hamlet with a home farm sufficient to supply most of its needs and typically fields eight foot soldiers. Within the palisade is an inn and quay for barges travelling along the river. The total population of Wintergard is about 180 people.
There is rumoured to be a secret knightly order based in the Gray Downs, dedicated to rebuilding the Empire of Nerath. It is unknown if Sir Belvar is a member.
Hard under the Cairngorms at the west end of the Nentir Vale lies the remote town of Winterhaven. Like Fallcrest, Winterhaven is a small town surrounded by a few miles of farmland and pastures. It is ruled by Lord Ernest Padraig. Notable characters include the sage Valthrun the Prescient, Linora the priestess of Avandra, and the guard commander Rond Kelfem. Ernest is an old friend of Lord Faren Markelhay of Fallcrest, who is married to Ernest's younger sister the Lady Allande Aranda Markelhay (qv).
FALLCREST
Fallcrest stands amid the Moon Hills at the falls of the Nentir River. Here travelers and traders using the old King’s Road that runs north and south, the dwarven Trade Road from the east, and the river all meet. The surrounding ridges shelter several small valleys where farmers and woodsfolk live; few are more than six or seven miles from the town. In general the people outside Fallcrest’s walls earn their living by farming or keeping livestock, and the people inside the walls are artisans, laborers, or merchants. People with no other prospects can make a hard living as porters, carrying cargo from the Lower Quays to the Upper Quays (or vice versa).
Fallcrest imports finished goods from the larger cities downriver and ironwork from the dwarf town of Hammerfast, and exports timber, leather, fruit, and grain. It also trades with the nearby town of Winterhaven. The surrounding hills hold several marble quarries that once produced a good deal of stone, but the area has little demand for ornamental stone these days, and only a few stonecutters still practice their trade.
Fallcrest
A small town built from the ruins of a larger city, Fallcrest is the crossroads of the Nentir Vale.
Population: 1,350; another 9,000 or so live in countryside hamlets and farms within about seven to eight miles of the town, giving the Fallcrest Barony a nominal area of some 200 square miles including about 90 square miles of farmland. The people of Fallcrest are mostly humans, halflings, and dwarves. No dragonborn or eladrin are permanent residents, but travelers of all races pass through on occasion.
Trade
GP limit: 400gp/week.
Item Limit:
Level 5/1000gp/3 weeks traded (Orest Naerumar, at 25% markup)
Level 8/3400gp/9 weeks crafted (Nimozaran the Green, at 40% markup)
It typically takes 1 week to acquire a 360gp/level 1 magic item through crafting (including reagant manufacture) or trade. Acquiring a silvered weapon (+500gp) takes +2 weeks.
Magic Items Generally Available (max 8/week)
Sunrod 50gp, Everburning torch 50gp, Journeybread 50gp, Potion of healing 50gp.
Other: Mule (Brute 1 speed 8) & bags 20gp.
Government: The human noble Faren Markelhay is the Lord Warden (hereditary lord) of the town. He is in charge of the town’s justice, defense, and laws. The Lord Warden appoints a town council to look after routine commerce and public projects.
There are around a dozen lesser noble families within the Fallcrest demesne (such as the Tiefling Dorimant, human Lorvas, human Vardis, and mostly half-elf Sone), who provide military service to the Lord Warden in return for land or stipend.
Manors
Landed families hold at least one manor (1 square mile, 640 acres) of farmland. Each manor produces enough to support 100 peasants and raise a lance of levy soldiery - 1 mounted knight and 4 footmen or hobilars. Manors more than a mile or two from the city walls typically centre around a thorpe of 20-80. Several manors may centre on a hamlet of 80-400. Hamlets are the largest settlements within Fallcrest demesne outside the town itself. A typical manor produces revenue of around 1,000gp/year in goods and services (only about 50gp-200gp in actual cash), and has a nominal value of around 10-20,000gp.
Defence: Domain population ca 10,350, with around 2,070 adult males and ca 517 combatant females, mostly min 1-2. The Fallcrest Guard numbers sixty warriors (around 12 mounted knights and 48 common foot soldiery with halberd or light crossbow), who also serve as constables. Moonstone Keep is their barracks. The Lord Warden can swiftly call up to another 350 trained levy at need - ca 20% (70) mounted knights, 10% (35) light cavalry & scouts, 10% (35) crossbowmen, and 60% (210) heavy foot, for a total field force of 410. Most soldiery is around minion-3, with 6 tough Human Guard sergeants (soldier-3), including the four town Gate Sergeants and two at the Keep.
Typical Knight:
____________________________________________________
Knight of Fallcrest
Level 10 Minion Soldier XPV 125
HP 1 Init +7 Perception +6
AC 25 Fort 23 Ref 22 Will 23
Speed 10 (mounted) 5 (foot)
Weapon
(Basic) Longsword melee-1 ATT +15 Hit: 9/14 damage
(At Will) Longsword flurry melee-1 ATT +10 (2 attacks) Hit: 9/14 damage
(Encounter) Lance Charge: The knight moves 10 squares towards enemy and makes the following attack: melee-2 ATT +16 Hit: 14/21 damage & a small or medium target is pushed 1 square
Skills: Endurance +13
STR 19 (+9) DE 14 (+7) WI 12 (+6) CO 16 (+8) INT 10 (+5) CH 16 (+8)
Alignment: Any languages: Common
Equipment: Plate armour, heavy shield. lance, longsword, warhorse
Some 10% of knights possess an ancestral magic item (d6):
1-3: +1 longsword ATT +16 Hit 10/15
4-5: +1 plate AC 26
6: +1 amulet of resistance Fort 24 Ref 23 Will 24
Fallcrest Guard
Level 8 Minion Soldier XPV 75
Medium human
HP 1 Initiative +5 Perception +4
AC 23 (25)*; Fortitude 21; Reflex 20 (22)*; Will 20
Speed 5
Standard Actions
m Halberd (weapon) • At-Will (requires halberd)
Attack: Reach 2, +13 vs. AC
Hit: 9/14 damage.
m Precise Strike (weapon) • At-Will (requires halberd or longsword)
Attack: Reach 1, +14 vs. AC
Hit: 8/12 damage.
R Crossbow (weapon) • At-Will (requires crossbow)
Attack: Ranged 15/30; +13 vs. AC
Hit: 8/12 damage.
m/R Dagger (weapon) At Will (requires dagger)
Attack: m1 or Ranged 5/10; +13 vs AC
Hit: 6/9 damage.
Skills: Streetwise +9
Str 16 (+7) Dex 13 (+5) Wis 11 (+4)
Con 15 (+10) Int 9 (+3) Cha 10 (+4)
Alignment any Languages Common
Equipment plate armor, either halberd or crossbow & bolts (20), longsword, dagger.
*Guards can be equipped with heavy shields instead of halberd or crossbow, giving AC 25 & Reflex 22.
____________________________________________________
Inns: Nentir Inn; Silver Unicorn Inn. The Silver Unicorn is pricier and offers better service; the Nentir Inn sees a more interesting clientele.
Taverns: Blue Moon Alehouse; Lucky Gnome Taphouse; Nentir Inn taproom.
Supplies: Halfmoon Trading House; Sandercot Provisioners.
Temples: Temple of Erathis; Temple of Erathis (Sehanine); Temple of Erathis (Pelor).
Fallcrest's Story
Up until four centuries or so ago (ca 300 NR), the Moon Hills and the surrounding Nentir Vale were thinly settled borderlands, home to quarrelsome human hill-chieftains and remote realms of nonhumans such as dwarves and elves. Giants, minotaurs, orcs, ogres, and goblins plagued the area. Ruins such as those on the Gray Downs or the ring-forts atop the Old Hills date back to these days, as do stories of the hero Vendar and the dragon of the Nentir.
With the rise of the empire of Nerath to the south, human settlers began to move up the Nentir, establishing towns such as Fastormel, Harkenwold, and Winterhaven. A Nerathan hero named Aranda Markelhay obtained a charter to build a keep at the portage of the Nentir Falls. She raised a simple tower at the site of Moonstone Keep three hundred ten years ago (407 NR), and under its protection the town of Fallcrest began to grow.
Over the next two centuries (407-600 NR), Fallcrest grew into a small and prosperous city. It was a natural crossroads for trade, and the Markelhays ruled it well. When the empire of Nerath began to crumble about a century ago (600 NR onwards), Fallcrest continued to flourish—for a time. Ninety years ago (627 NR), a fierce horde of orcs known as the Bloodspears descended from the Stonemarch and swept over the vale. Fallcrest’s army was defeated in a rash attempt to halt the Bloodspears out on Gardbury Downs. The Bloodspears burned and pillaged Fallcrest and went on to wreak havoc all across the Nentir Vale.
In the decades since the Bloodspear War, Fallcrest has struggled to reestablish itself. The town is a shadow of the former city; little trade passes up and down the river these days. The countryside for scores of miles around is dotted with abandoned homesteads and manors from the days of Nerath. Once again the Nentir Vale is a thinly settled borderland where few folk live. This is a place in need of a few heroes.
Key Locations
Fallcrest is divided into two districts by a steep bluff that cuts across the town. The area north of the bluff is known locally as Hightown. This district survived the city’s fall in relatively good shape, and it was the first area resettled. To the south of the bluff lies Lowtown, which tends to be newer and poorer. In the event of a serious threat, people retreat up to Hightown—the bluff and the town walls completely ring this part of Fallcrest, making it highly defensible.
Tower of Waiting (1)
This old fortification was built on a small island in the Nentir to guard the city from any waterborne attack from the north. It fell into ruin even before the sack of the old city, and now is little more than an empty shell overrun by mice and birds.
Upper Quays (2)
Boats proceeding down the Nentir must stop here and offload their cargo, which is then portaged through the town to the Lower Quays and loaded onto boats below the falls. Likewise, cargo heading in the other direction is carried up to these quays and loaded aboard boats bound upstream.
Five-Arch Bridge (3)
Dwarf artisans from the citadel of Hammerfast built a fine stone bridge over the Nentir two hundred years ago. Although the bridge was destroyed when Fallcrest fell, the great stone piers supporting it remained intact, so a few years back the people of the town laid a new timber trestle over the old stone footings.
A small toll house guards the western side of the bridge. Five Fallcrest guards under the command of Sergeant Thurmina watch this post. They collect a toll of 1 cp per head (and 1 sp per mount) making use of the bridge in either direction. Thurmina is a gruff woman who has been known to turn a blind eye to odd cargo moving over the bridge when paid to do so. The river current begins to pick up on the south side of the bridge. Boats (or swimmers) venturing far from the banks are in danger of being carried over the falls.
Nentir Inn (4)
A fine new building constructed of fieldstone and strong timber, the Nentir Inn stands on the west bank of the river. Merchants from Winterhaven or Hammerfast make up the clientele, along with travelers who happen to be passing through. A good room with two single beds goes for 5 sp per night. The Nentir Inn also boasts a lively taproom, which is popular with the folk who live in the vales on the west bank of the river. Owned by the half-elf Erandil Zemoar.
Knight’s Gate (5)
Fallcrest’s northern city gate is known as Knight’s Gate, because the Lord Warden’s riders normally come and go from the city by this road. The gate consists of strong outer doors of iron-reinforced timber and an inner portcullis between a pair of small stone towers. The portcullis is normally lowered at sunset, and the gates close only in times of danger. The gatehouse barracks accommodates five Fallcrest guards plus Sergeant Nereth, who commands this gate. He is a stiff-necked fussbudget who rigorously enforces all rules; the guards stationed here can’t stand their sergeant.
Silver Unicorn Inn (6)
For many years, the Silver Unicorn has billed itself as “the Pride of Fallcrest,” charging high rates for its attentive service and well-appointed rooms. The recent opening of the Nentir Inn put a big dent in the Silver Unicorn’s business, and the owner, a stern halfling matriarch named Wisara Osterman, strongly disapproves. She’s certain that there is something shifty about Erandil Zemoar, but can’t put her finger on it. The half-elf Bard Tailean the True performs here regularly. Wisara's serving maids include Moxy, a local orphan she took under her wing. Moxy is determinedly upbeat, if a bit clumsy.
A room in the Silver Unicorn costs 2 gp per night.
Halfmoon Trading House (7)
The Halfmoon family is a large, far-flung clan of halflings who keep small trading posts in several settlements throughout the Nentir Vale. This is the largest and most important of those establishments. It’s under the care of Selarund Halfmoon, a friendly halfling who dispenses a never-ending stream of advice to his customers, such as, “It never rains but as someone gets wet!” or “A nail ain’t afraid of a hammer with no handle!” No one knows what he’s talking about most of the time, but Selarund is more sly than he lets on and keeps a close eye on events all around the town. The Halfmoon Trading House is an excellent place to buy mundane tools, gear, supplies, or clothing.
Moonstone Keep (8)
The seat of Lord Warden Faren Markelhay, Moonstone Keep is an old castle that sits atop a steep-sided hill overlooking the town. The outer bailey includes barracks housing up to sixty Fallcrest guards. At any given time about twenty or so are off-duty. Other buildings in the courtyard include a stable, an armory, a chapel, a smithy, and several storehouses. The keep is the large D-shaped building at the north end of the castle.
Faren Markelhay is a balding, middle-aged (46) human with a keen mind and a dry wit. He is a busy man and sees to local matters personally, so adventurers calling on him are likely to wait a long time for a short interview. However, he is eager for news of other towns in the Vale (and farther lands as well) and never turns away someone who brings him news or waits to see him. (Knight 10, +2 longsword, +2 plate, +1 amulet). At age 19 a young Sir Faren fought in the Daggerburg War, and is rumoured to have fathered a child by an elf-maid of Harkenwood, Leleth Snow - now one of his armigers.
Faren's wife Lady Allande Aranda Markelhay (nee Padraig) is a cool and reserved woman of 36, known to be a student of arcane arts (Wizard 4, +1 Wand). She is the younger sister of Lord Ernest Padraig of Winterhaven (supra). They have four children, the eldest Ernesto is a squire to the Baron of Therund far to the south. Her eldest daughter Mirabelle (PC) is also a trainee Mage.
The elderly Tiefling warrior Kallain Dorimant (Soldier 5) has served the Markelhays since long before the Battle of Gardbury Downs. Today he is Faren's Seneschal, keeping Moonstone Keep secure and well provisioned. Kallain's daughter Messoria (PC) is recently trained as a Silver Falcon, a Paladin of Sehanine. Kallain's human wife, also a Silver Falcon, was lost a year ago crusading against the Order of the Iron Circle in the devil-infested lands of Sarthel to the south.
The Tombwood (9)
Along the southern slopes of Moonstone Hill grows a large thicket that has never been entirely cleared. Within its tangled paths lies the old castle cemetery (now heavily overgrown), as well as a battle-mound dating back centuries.
House of the Sun (10)
When Fallcrest was a larger city, it supported several good-sized temples located in the Hightown districts. With the town’s depopulation, several of these were abandoned, including the House of the Sun, a temple dedicated to Pelor. The place also includes shrines to Kord and Bahamut. Recently, a zealous dwarf priest of Pelor named Grundelmar came to Fallcrest from Hammerfast and reestablished this old temple. Grundelmar is loud and opinionated, a real fire-breather who goes on and on about smiting evil wherever it might lurk.
House Azaer (11)
A small, well-off trading company, House Azaer is owned by the tieflings of the Azaer family. They import goods (including arms and armor) from Hammerfast, Harkenwold, and the lands to the south, and organize caravans up to Winterhaven several times a year. House Azaer is an excellent place to purchase nearly any mundane equipment, although its prices are a little on the high side.
Amara Azaer is in charge of the house business in Fallcrest, and spends her time on the premises. Though young, the tiefling is quite sharp and doesn’t miss an opportunity for profit in running the Azaer business
The Nentir Falls (12)
Here the Nentir River descends nearly 200 feet in three striking shelflike drops. On the small island in the middle of the falls stands the statue of an ancient human hero named Vendar, holding up his hand as if to challenge enemies approaching from downriver. Local legend tells that Vendar slew a dragon whose lair was hidden in caverns beneath the falls.
Temple of Erathis (13)
This large, impressive stone temple is finished with Fallcrest’s native marble. Its chapel is a large rotunda with a 30-foot-tall dome. The temple of Erathis is the largest and most influential temple in town. The place also includes shrines to Ioun and Moradin. High Priestess Dirina Mornbrow oversees two lesser priestesses (her daughter Rathira (19) and gruff Kellan Mormont (42)) and several acolytes—townsfolk who spend part of their day tending the temple. Dirina is a woman of about sixty who is convinced of the superiority of Erathis’s dogma, and disappointed that more people in Fallcrest don’t pay proper reverence to “our city’s patron god.” She is familiar with several divination and restoration rituals and can aid adventurers with ritual magic at need—for an appropriate gift to Erathis, of course.
The Bluffs (14)
Fallcrest is divided in half by a great cliff snaking northwest to southeast across the town. The bluffs average 150 to 250 feet in height. They are not strictly vertical, but are too tall and steep to be easily climbed.
The Catacombs (15)
The limestone bluffs between Hightown and Lowtown hold a number of caves, which the folk of Fallcrest have used as burial crypts for centuries. As caves fill up, they are walled off and forgotten about. Naturally, stories abound in town about treasure hoards hidden away in the crypts, and the restless undead that guard them.
Moonsong Temple (16)
The third of Fallcrest’s temples is devoted to Sehanine. It also includes shrines to Corellon, Melora, and Avandra. The Markelhays regard Sehanine as their special patron, and over the years they have given generously to the temple. The temple occupies a commanding position atop the bluffs, and its white minarets can be seen from any corner of Lowtown.
The leader of the temple is High Priest Ressilmae Starlight, a wise and compassionate elf who finished adventuring decades ago and retired to a contemplative life. He is a musician of great skill who happily tutors the local children, even those who are poor and can’t afford to pay for their lessons. Ressilmae's sister Syrana Starlight is also a priestess, their brother the elf merchant Andarus recently killed by swamp cultists, their niece Andara Starlight was taken captive.
Fallcrest Stables (17)
Lannar Thistleton owns this business, providing travelers with tack, harness, stabling, shoeing, wagons, and just about anything dealing with horses, mules, or ponies. He keeps a larger corral about a mile outside of town, and at any given time Lannar has several riding horses, draft horses, or mules in his paddock near Wizard’s Gate. The halfling is an excellent source of rumors, since he sees the travelers coming or going by the roads. He is a friendly fellow of about forty, with a large brood of children at his home out in the countryside.
Wizard’s Gate (18)
Fallcrest’s eastern city gate is known as Wizard’s Gate, because it’s the gate most convenient to the Septarch’s Tower. The road to the east travels a few miles into the surrounding hills, linking a number of outlying farms and homesteads with the town.
The gate resembles Knight’s Gate in construction, and is similarly watched by a detachment of five guards and a sergeant. The leader of this detachment is Sergeant Murgeddin, a dwarf veteran who fought in the Bloodspear War and was present at the Battle of Gardbury Downs, where Fallcrest’s army was defeated. A friendly drink goes a long way toward loosening Murgeddin’s tongue about that long-ago war.
Naerumar’s Imports (19)
Considered the finest of Fallcrest’s retail establishments, Naerumar’s Imports deals in gemstones, jewelry, art, and magic trinkets. The owner is Orest Naerumar, a tiefling who displays impeccable manners and discretion. Orest corresponds with relatives and colleagues in several towns and cities outside the Nentir Vale; given a few weeks, he can order in minor magic items (level 1-5), or other items of unusual value. Similarly, Orest purchases interesting items such as these, since other dealers in distant towns or cities might be looking for them.
Naerumar can acquire Common magic items up to Level 5. He can occasionally acquire Uncommon items (25% chance, check 1/month max).
Item Level Time Cost
1 1 week 360x1.25=450gp
2 2 weeks 520x1.25=650gp
3 2 weeks 680x1.25=850gp
4 3 weeks 840x1.25=1050gp
5 3 weeks 1000x1.25=1250gp
Kamroth Estate (20)
This is the home of the self-styled “lord” Armos Amroth, a wealthy landowner who collects rents from scores of farmers and herders living in the countryside nearby. Armos is a brusque, balding man of about fifty who makes a show of loaning money in good faith and exacting only what the law allows—but somehow he has quietly bought up dozens of free farms over the years and turned their owners into his tenants.
Moonwash Falls (21)
A small, swift stream known as the Moonwash flows through Fallcrest to meet the Nentir River. The stream is rarely more than 20 feet wide or 5 feet deep. The town’s children love to play in the pool at the base of the falls in the summertime.
Septarch’s Tower (22)
This lonely structure is a tall, oblong tower carved of pale green stone that doesn’t match anything else in the town. In the days before the Bloodspear War, this was the seat of Fallcrest’s mages’ guild—an order of a dozen or so wizards and arcane scholars. Defensive enchantments prevented the orcs from sacking the tower, but the guild’s members died fighting for the city or fled to safer lands.
The tower is now the property of Nimozaran the Green, an elderly wizard (Wiz 8, +2 staff, +2 amulet, +1 robes; Arcana of +14 (+5 Int +5 Prof +4 level) ) who was once apprenticed to the last of the old guild mages. Nimozaran considers himself the “High Septarch of Fallcrest” and master of the Guild, whose membership now includes only himself and a rather unpromising male halfling apprentice named Tobolar Quickfoot. He has recently been training Mirabelle (PC), the eldest Markelhay daughter.
Nimozaran expects any potential new guild members to pay a hefty initiation fee, and so far none of the few other arcanists living in or passing through Fallcrest have seen reason to join. He can teach a limited number of rituals, including Comprehend Language, Eye of Alarm, and Enchant Magic Item.
Nimozaran can enchant Common items up to Level 8:
Item Level Cost
6 1800x1.4=2520gp
7 2600x1.4=3640gp
8 3400x1.4=4760gp
Blue Moon Alehouse (23)
This brewhouse on the banks of the Moonwash Stream is the best tavern in Fallcrest. The owner is a nervous, easily flustered fellow of fifty or so named Par Winnomer. The true genius behind the Blue Moon is the halfling brewmaster Kemara Brownbottle. She is happy to let Par fret about running the taphouse, while she spends her time perfecting her selection of ales and beers.
The Blue Moon is popular with halfling traders whose boats tie up along the Lower Quay, well-off town merchants, and the farmers who live in the countryside south of Fallcrest. The old dwarves Teldorthan (area 24) and Sergeant Murgeddin (area 18) hoist a tankard or two here on frequent occasion, and both can provide beginning adventurers with good leads on potential adventures.
Teldorthan’s Arms (24)
The dwarf Teldorthan Ironhews is the town’s weaponsmith and armorer. He is a garrulous old fellow who spends his time trading stories with his customers with a pipe clenched in his teeth, while his apprentices (two of whom are his sons) do the work. Make no mistake—Teldorthan is a master armorer, and under his supervision his apprentices turn out work of exceptional quality.
Teldorthan has in stock (or can soon manufacture) just about any mundane weapon or armor, although he advises beginners to try a hammer: “If you can drive a nail, you can kill an orc! You can drive a nail, can’t you?”
King’s Gate (25)
Fallcrest’s southern gate was destroyed in the attack that devastated the city long ago, and it still has not been entirely rebuilt. One of the two paired towers is nothing but rubble, and several large gaps remain in the town walls south of the bluffs through which anyone could enter the city.
Despite its lack of functionality, the King’s Gate is still used as a guardpost by the Fallcrest guards. Sergeant Gerdrand is in charge here; he is a tall, lanky man who doesn’t say much, answering questions with a grunt or a shake of the head.
The Market Green (26)
The majority of Fallcrest’s folk live above the bluffs in Hightown and walk down to do business on the streets of Lowtown, which bustle with commerce. This wide square is an open, grassy meadow where Fallcrest’s merchants and visiting traders do business in good weather. The town’s children gather here for games of tag or kick-stones.
Sandercot Provisioners (27)
The largest general store in Fallcrest, Sandercot’s deals in just about anything—food, clothing, stores, rope, tools, gear, leather goods, and more. Compared to the Halfmoon Trading House, Sandercot’s has slightly cheaper prices but goods of somewhat lower quality.
The owner is Nimena Sandercot, the widow of the late and unlamented Marken Sandercot.
Lucky Gnome Taphouse (28)
The Lucky Gnome is widely regarded as the cheapest and coarsest of Fallcrest’s drinking establishments. It caters to the porters and laborers who work the nearby docks, and fistfights are a nightly occurrence.
The owner of the Lucky Gnome is a dubious character named Kelson.
Lower Quays (29)
Keelboats and similar craft put in here to unload their cargo and portage it up to other boats above the falls. As described above for the Upper Quays, the porters’ guild jealously defends its monopoly on moving cargo around the falls, and it frequently attempts to intimidate local merchants into paying for portage services—whether needed or not. In addition to the porters’ guild, another gang of troublemakers lurks around the Lower Quays: the River Rats. These street toughs and thieves look out for the chance to pilfer from the warehouses or roll a drunk in a dark alleyway.
Boats belonging to a number of different travelers tie up here, the most common of which are the keelboats of the halfling Swiftwater Clan. The Swiftwaters carry cargo all the way down to the Nentir’s mouth, hundreds of miles downriver. They’re more than willing to take passengers for a small fee. Irena Swiftwater is the matriarch of the clan. She passes herself off as an absent-minded reader of fortunes and maker of minor charms but is rumoured to be a sharp merchant.
2013 Punjar Saga mini-campaign also set in the world of Nerath.
Fallen Nerath - Includes historical timeline to present day.
City of Punjar
4e Resources
Printable character sheet
Heroes of the Fallen Lands
Heroes of the Forgotten Kingdoms
Campaign House Rules
1. One extended rest per day. An overnight extended rest in the wilderness or down a dungeon restores all hp, but only half maximum healing surges. Resting at an inn, hall or temple will restore all surges. NPCs recover their Surge Value in hp with a wilderness extended rest; if already at full hp they recover one healing surge.
2. A PC at or below 0 hp and with 0 Surges is Critically Wounded, and will normally require at least a week of bed rest and intensive care before they can take an Extended Rest. A PC with 0 surges does not benefit from a power that requires them to spend a healing surge.
3. Gear costs - sun rods cost 25gp,and are usually used only by very wealthy adventurers. Bedrolls cost 1gp. Ammunition costs 5gp for a quiver-full, and half can normally be recovered post-battle. Adventurer's kit sans sunrods costs 12gp.
4. Action Points - PCs can spend multiple Action Points in an encounter, but only one per round.
5. A character who stands from prone may move 1 square as part of the move action.
6. The Nerathi Greatsword may be wielded one-handed as a +2/d10 weapon (same as broadsword), or two-handed as a +3/d10 weapon (as standard greatsword).
7. Falling damage for falls of 20'+ is 5/d10 per 5'/square fallen, to a maximum of 1500 at 1500'. Large creatures take x2 damage, Huge take x3 damage. Gargantuan take x4 damage.
____________________________________________________
Inns: Nentir Inn; Silver Unicorn Inn. The Silver Unicorn is pricier and offers better service; the Nentir Inn sees a more interesting clientele.
Taverns: Blue Moon Alehouse; Lucky Gnome Taphouse; Nentir Inn taproom.
Supplies: Halfmoon Trading House; Sandercot Provisioners.
Temples: Temple of Erathis; Temple of Erathis (Sehanine); Temple of Erathis (Pelor).
Fallcrest's Story
Up until four centuries or so ago (ca 300 NR), the Moon Hills and the surrounding Nentir Vale were thinly settled borderlands, home to quarrelsome human hill-chieftains and remote realms of nonhumans such as dwarves and elves. Giants, minotaurs, orcs, ogres, and goblins plagued the area. Ruins such as those on the Gray Downs or the ring-forts atop the Old Hills date back to these days, as do stories of the hero Vendar and the dragon of the Nentir.
With the rise of the empire of Nerath to the south, human settlers began to move up the Nentir, establishing towns such as Fastormel, Harkenwold, and Winterhaven. A Nerathan hero named Aranda Markelhay obtained a charter to build a keep at the portage of the Nentir Falls. She raised a simple tower at the site of Moonstone Keep three hundred ten years ago (407 NR), and under its protection the town of Fallcrest began to grow.
Over the next two centuries (407-600 NR), Fallcrest grew into a small and prosperous city. It was a natural crossroads for trade, and the Markelhays ruled it well. When the empire of Nerath began to crumble about a century ago (600 NR onwards), Fallcrest continued to flourish—for a time. Ninety years ago (627 NR), a fierce horde of orcs known as the Bloodspears descended from the Stonemarch and swept over the vale. Fallcrest’s army was defeated in a rash attempt to halt the Bloodspears out on Gardbury Downs. The Bloodspears burned and pillaged Fallcrest and went on to wreak havoc all across the Nentir Vale.
In the decades since the Bloodspear War, Fallcrest has struggled to reestablish itself. The town is a shadow of the former city; little trade passes up and down the river these days. The countryside for scores of miles around is dotted with abandoned homesteads and manors from the days of Nerath. Once again the Nentir Vale is a thinly settled borderland where few folk live. This is a place in need of a few heroes.
Key Locations
Fallcrest is divided into two districts by a steep bluff that cuts across the town. The area north of the bluff is known locally as Hightown. This district survived the city’s fall in relatively good shape, and it was the first area resettled. To the south of the bluff lies Lowtown, which tends to be newer and poorer. In the event of a serious threat, people retreat up to Hightown—the bluff and the town walls completely ring this part of Fallcrest, making it highly defensible.
Tower of Waiting (1)
This old fortification was built on a small island in the Nentir to guard the city from any waterborne attack from the north. It fell into ruin even before the sack of the old city, and now is little more than an empty shell overrun by mice and birds.
Upper Quays (2)
Boats proceeding down the Nentir must stop here and offload their cargo, which is then portaged through the town to the Lower Quays and loaded onto boats below the falls. Likewise, cargo heading in the other direction is carried up to these quays and loaded aboard boats bound upstream.
Five-Arch Bridge (3)
Dwarf artisans from the citadel of Hammerfast built a fine stone bridge over the Nentir two hundred years ago. Although the bridge was destroyed when Fallcrest fell, the great stone piers supporting it remained intact, so a few years back the people of the town laid a new timber trestle over the old stone footings.
A small toll house guards the western side of the bridge. Five Fallcrest guards under the command of Sergeant Thurmina watch this post. They collect a toll of 1 cp per head (and 1 sp per mount) making use of the bridge in either direction. Thurmina is a gruff woman who has been known to turn a blind eye to odd cargo moving over the bridge when paid to do so. The river current begins to pick up on the south side of the bridge. Boats (or swimmers) venturing far from the banks are in danger of being carried over the falls.
Nentir Inn (4)
A fine new building constructed of fieldstone and strong timber, the Nentir Inn stands on the west bank of the river. Merchants from Winterhaven or Hammerfast make up the clientele, along with travelers who happen to be passing through. A good room with two single beds goes for 5 sp per night. The Nentir Inn also boasts a lively taproom, which is popular with the folk who live in the vales on the west bank of the river. Owned by the half-elf Erandil Zemoar.
The Nentir Inn |
Knight’s Gate (5)
Fallcrest’s northern city gate is known as Knight’s Gate, because the Lord Warden’s riders normally come and go from the city by this road. The gate consists of strong outer doors of iron-reinforced timber and an inner portcullis between a pair of small stone towers. The portcullis is normally lowered at sunset, and the gates close only in times of danger. The gatehouse barracks accommodates five Fallcrest guards plus Sergeant Nereth, who commands this gate. He is a stiff-necked fussbudget who rigorously enforces all rules; the guards stationed here can’t stand their sergeant.
Moxy, Silver Unicorn Serving Girl |
For many years, the Silver Unicorn has billed itself as “the Pride of Fallcrest,” charging high rates for its attentive service and well-appointed rooms. The recent opening of the Nentir Inn put a big dent in the Silver Unicorn’s business, and the owner, a stern halfling matriarch named Wisara Osterman, strongly disapproves. She’s certain that there is something shifty about Erandil Zemoar, but can’t put her finger on it. The half-elf Bard Tailean the True performs here regularly. Wisara's serving maids include Moxy, a local orphan she took under her wing. Moxy is determinedly upbeat, if a bit clumsy.
A room in the Silver Unicorn costs 2 gp per night.
Halfmoon Trading House (7)
The Halfmoon family is a large, far-flung clan of halflings who keep small trading posts in several settlements throughout the Nentir Vale. This is the largest and most important of those establishments. It’s under the care of Selarund Halfmoon, a friendly halfling who dispenses a never-ending stream of advice to his customers, such as, “It never rains but as someone gets wet!” or “A nail ain’t afraid of a hammer with no handle!” No one knows what he’s talking about most of the time, but Selarund is more sly than he lets on and keeps a close eye on events all around the town. The Halfmoon Trading House is an excellent place to buy mundane tools, gear, supplies, or clothing.
Moonstone Keep (8)
Lady Allande Markelhay at 28 |
Mirabelle Markelhay |
Faren's wife Lady Allande Aranda Markelhay (nee Padraig) is a cool and reserved woman of 36, known to be a student of arcane arts (Wizard 4, +1 Wand). She is the younger sister of Lord Ernest Padraig of Winterhaven (supra). They have four children, the eldest Ernesto is a squire to the Baron of Therund far to the south. Her eldest daughter Mirabelle (PC) is also a trainee Mage.
The elderly Tiefling warrior Kallain Dorimant (Soldier 5) has served the Markelhays since long before the Battle of Gardbury Downs. Today he is Faren's Seneschal, keeping Moonstone Keep secure and well provisioned. Kallain's daughter Messoria (PC) is recently trained as a Silver Falcon, a Paladin of Sehanine. Kallain's human wife, also a Silver Falcon, was lost a year ago crusading against the Order of the Iron Circle in the devil-infested lands of Sarthel to the south.
Diana Sone, Paladin of Bahamut and Knight of Fallcrest. |
The Tombwood (9)
Along the southern slopes of Moonstone Hill grows a large thicket that has never been entirely cleared. Within its tangled paths lies the old castle cemetery (now heavily overgrown), as well as a battle-mound dating back centuries.
House of the Sun (10)
When Fallcrest was a larger city, it supported several good-sized temples located in the Hightown districts. With the town’s depopulation, several of these were abandoned, including the House of the Sun, a temple dedicated to Pelor. The place also includes shrines to Kord and Bahamut. Recently, a zealous dwarf priest of Pelor named Grundelmar came to Fallcrest from Hammerfast and reestablished this old temple. Grundelmar is loud and opinionated, a real fire-breather who goes on and on about smiting evil wherever it might lurk.
House Azaer (11)
A small, well-off trading company, House Azaer is owned by the tieflings of the Azaer family. They import goods (including arms and armor) from Hammerfast, Harkenwold, and the lands to the south, and organize caravans up to Winterhaven several times a year. House Azaer is an excellent place to purchase nearly any mundane equipment, although its prices are a little on the high side.
Amara Azaer is in charge of the house business in Fallcrest, and spends her time on the premises. Though young, the tiefling is quite sharp and doesn’t miss an opportunity for profit in running the Azaer business
The Nentir Falls (12)
Here the Nentir River descends nearly 200 feet in three striking shelflike drops. On the small island in the middle of the falls stands the statue of an ancient human hero named Vendar, holding up his hand as if to challenge enemies approaching from downriver. Local legend tells that Vendar slew a dragon whose lair was hidden in caverns beneath the falls.
Rathira Mornbrow, junior priestess of Erathis |
This large, impressive stone temple is finished with Fallcrest’s native marble. Its chapel is a large rotunda with a 30-foot-tall dome. The temple of Erathis is the largest and most influential temple in town. The place also includes shrines to Ioun and Moradin. High Priestess Dirina Mornbrow oversees two lesser priestesses (her daughter Rathira (19) and gruff Kellan Mormont (42)) and several acolytes—townsfolk who spend part of their day tending the temple. Dirina is a woman of about sixty who is convinced of the superiority of Erathis’s dogma, and disappointed that more people in Fallcrest don’t pay proper reverence to “our city’s patron god.” She is familiar with several divination and restoration rituals and can aid adventurers with ritual magic at need—for an appropriate gift to Erathis, of course.
The Bluffs (14)
Fallcrest is divided in half by a great cliff snaking northwest to southeast across the town. The bluffs average 150 to 250 feet in height. They are not strictly vertical, but are too tall and steep to be easily climbed.
The Catacombs (15)
The limestone bluffs between Hightown and Lowtown hold a number of caves, which the folk of Fallcrest have used as burial crypts for centuries. As caves fill up, they are walled off and forgotten about. Naturally, stories abound in town about treasure hoards hidden away in the crypts, and the restless undead that guard them.
Moonsong Temple (16)
The third of Fallcrest’s temples is devoted to Sehanine. It also includes shrines to Corellon, Melora, and Avandra. The Markelhays regard Sehanine as their special patron, and over the years they have given generously to the temple. The temple occupies a commanding position atop the bluffs, and its white minarets can be seen from any corner of Lowtown.
The leader of the temple is High Priest Ressilmae Starlight, a wise and compassionate elf who finished adventuring decades ago and retired to a contemplative life. He is a musician of great skill who happily tutors the local children, even those who are poor and can’t afford to pay for their lessons. Ressilmae's sister Syrana Starlight is also a priestess, their brother the elf merchant Andarus recently killed by swamp cultists, their niece Andara Starlight was taken captive.
Fallcrest Stables (17)
Lannar Thistleton owns this business, providing travelers with tack, harness, stabling, shoeing, wagons, and just about anything dealing with horses, mules, or ponies. He keeps a larger corral about a mile outside of town, and at any given time Lannar has several riding horses, draft horses, or mules in his paddock near Wizard’s Gate. The halfling is an excellent source of rumors, since he sees the travelers coming or going by the roads. He is a friendly fellow of about forty, with a large brood of children at his home out in the countryside.
Wizard’s Gate (18)
Fallcrest’s eastern city gate is known as Wizard’s Gate, because it’s the gate most convenient to the Septarch’s Tower. The road to the east travels a few miles into the surrounding hills, linking a number of outlying farms and homesteads with the town.
The gate resembles Knight’s Gate in construction, and is similarly watched by a detachment of five guards and a sergeant. The leader of this detachment is Sergeant Murgeddin, a dwarf veteran who fought in the Bloodspear War and was present at the Battle of Gardbury Downs, where Fallcrest’s army was defeated. A friendly drink goes a long way toward loosening Murgeddin’s tongue about that long-ago war.
Naerumar’s Imports (19)
Considered the finest of Fallcrest’s retail establishments, Naerumar’s Imports deals in gemstones, jewelry, art, and magic trinkets. The owner is Orest Naerumar, a tiefling who displays impeccable manners and discretion. Orest corresponds with relatives and colleagues in several towns and cities outside the Nentir Vale; given a few weeks, he can order in minor magic items (level 1-5), or other items of unusual value. Similarly, Orest purchases interesting items such as these, since other dealers in distant towns or cities might be looking for them.
Naerumar can acquire Common magic items up to Level 5. He can occasionally acquire Uncommon items (25% chance, check 1/month max).
Item Level Time Cost
1 1 week 360x1.25=450gp
2 2 weeks 520x1.25=650gp
3 2 weeks 680x1.25=850gp
4 3 weeks 840x1.25=1050gp
5 3 weeks 1000x1.25=1250gp
Kamroth Estate (20)
This is the home of the self-styled “lord” Armos Amroth, a wealthy landowner who collects rents from scores of farmers and herders living in the countryside nearby. Armos is a brusque, balding man of about fifty who makes a show of loaning money in good faith and exacting only what the law allows—but somehow he has quietly bought up dozens of free farms over the years and turned their owners into his tenants.
Moonwash Falls (21)
A small, swift stream known as the Moonwash flows through Fallcrest to meet the Nentir River. The stream is rarely more than 20 feet wide or 5 feet deep. The town’s children love to play in the pool at the base of the falls in the summertime.
Septarch’s Tower (22)
This lonely structure is a tall, oblong tower carved of pale green stone that doesn’t match anything else in the town. In the days before the Bloodspear War, this was the seat of Fallcrest’s mages’ guild—an order of a dozen or so wizards and arcane scholars. Defensive enchantments prevented the orcs from sacking the tower, but the guild’s members died fighting for the city or fled to safer lands.
The tower is now the property of Nimozaran the Green, an elderly wizard (Wiz 8, +2 staff, +2 amulet, +1 robes; Arcana of +14 (+5 Int +5 Prof +4 level) ) who was once apprenticed to the last of the old guild mages. Nimozaran considers himself the “High Septarch of Fallcrest” and master of the Guild, whose membership now includes only himself and a rather unpromising male halfling apprentice named Tobolar Quickfoot. He has recently been training Mirabelle (PC), the eldest Markelhay daughter.
Nimozaran expects any potential new guild members to pay a hefty initiation fee, and so far none of the few other arcanists living in or passing through Fallcrest have seen reason to join. He can teach a limited number of rituals, including Comprehend Language, Eye of Alarm, and Enchant Magic Item.
Nimozaran can enchant Common items up to Level 8:
Item Level Cost
6 1800x1.4=2520gp
7 2600x1.4=3640gp
8 3400x1.4=4760gp
Blue Moon Alehouse (23)
This brewhouse on the banks of the Moonwash Stream is the best tavern in Fallcrest. The owner is a nervous, easily flustered fellow of fifty or so named Par Winnomer. The true genius behind the Blue Moon is the halfling brewmaster Kemara Brownbottle. She is happy to let Par fret about running the taphouse, while she spends her time perfecting her selection of ales and beers.
The Blue Moon is popular with halfling traders whose boats tie up along the Lower Quay, well-off town merchants, and the farmers who live in the countryside south of Fallcrest. The old dwarves Teldorthan (area 24) and Sergeant Murgeddin (area 18) hoist a tankard or two here on frequent occasion, and both can provide beginning adventurers with good leads on potential adventures.
Teldorthan’s Arms (24)
The dwarf Teldorthan Ironhews is the town’s weaponsmith and armorer. He is a garrulous old fellow who spends his time trading stories with his customers with a pipe clenched in his teeth, while his apprentices (two of whom are his sons) do the work. Make no mistake—Teldorthan is a master armorer, and under his supervision his apprentices turn out work of exceptional quality.
Teldorthan has in stock (or can soon manufacture) just about any mundane weapon or armor, although he advises beginners to try a hammer: “If you can drive a nail, you can kill an orc! You can drive a nail, can’t you?”
King’s Gate (25)
Fallcrest’s southern gate was destroyed in the attack that devastated the city long ago, and it still has not been entirely rebuilt. One of the two paired towers is nothing but rubble, and several large gaps remain in the town walls south of the bluffs through which anyone could enter the city.
Despite its lack of functionality, the King’s Gate is still used as a guardpost by the Fallcrest guards. Sergeant Gerdrand is in charge here; he is a tall, lanky man who doesn’t say much, answering questions with a grunt or a shake of the head.
The Market Green (26)
The majority of Fallcrest’s folk live above the bluffs in Hightown and walk down to do business on the streets of Lowtown, which bustle with commerce. This wide square is an open, grassy meadow where Fallcrest’s merchants and visiting traders do business in good weather. The town’s children gather here for games of tag or kick-stones.
Sandercot Provisioners (27)
The largest general store in Fallcrest, Sandercot’s deals in just about anything—food, clothing, stores, rope, tools, gear, leather goods, and more. Compared to the Halfmoon Trading House, Sandercot’s has slightly cheaper prices but goods of somewhat lower quality.
The owner is Nimena Sandercot, the widow of the late and unlamented Marken Sandercot.
Lucky Gnome Taphouse (28)
The Lucky Gnome is widely regarded as the cheapest and coarsest of Fallcrest’s drinking establishments. It caters to the porters and laborers who work the nearby docks, and fistfights are a nightly occurrence.
The owner of the Lucky Gnome is a dubious character named Kelson.
Lower Quays (29)
Keelboats and similar craft put in here to unload their cargo and portage it up to other boats above the falls. As described above for the Upper Quays, the porters’ guild jealously defends its monopoly on moving cargo around the falls, and it frequently attempts to intimidate local merchants into paying for portage services—whether needed or not. In addition to the porters’ guild, another gang of troublemakers lurks around the Lower Quays: the River Rats. These street toughs and thieves look out for the chance to pilfer from the warehouses or roll a drunk in a dark alleyway.
Boats belonging to a number of different travelers tie up here, the most common of which are the keelboats of the halfling Swiftwater Clan. The Swiftwaters carry cargo all the way down to the Nentir’s mouth, hundreds of miles downriver. They’re more than willing to take passengers for a small fee. Irena Swiftwater is the matriarch of the clan. She passes herself off as an absent-minded reader of fortunes and maker of minor charms but is rumoured to be a sharp merchant.
2013 Punjar Saga mini-campaign also set in the world of Nerath.
Fallen Nerath - Includes historical timeline to present day.
City of Punjar
4e Resources
Printable character sheet
Heroes of the Fallen Lands
Heroes of the Forgotten Kingdoms
Campaign House Rules
1. One extended rest per day. An overnight extended rest in the wilderness or down a dungeon restores all hp, but only half maximum healing surges. Resting at an inn, hall or temple will restore all surges. NPCs recover their Surge Value in hp with a wilderness extended rest; if already at full hp they recover one healing surge.
2. A PC at or below 0 hp and with 0 Surges is Critically Wounded, and will normally require at least a week of bed rest and intensive care before they can take an Extended Rest. A PC with 0 surges does not benefit from a power that requires them to spend a healing surge.
3. Gear costs - sun rods cost 25gp,and are usually used only by very wealthy adventurers. Bedrolls cost 1gp. Ammunition costs 5gp for a quiver-full, and half can normally be recovered post-battle. Adventurer's kit sans sunrods costs 12gp.
4. Action Points - PCs can spend multiple Action Points in an encounter, but only one per round.
5. A character who stands from prone may move 1 square as part of the move action.
6. The Nerathi Greatsword may be wielded one-handed as a +2/d10 weapon (same as broadsword), or two-handed as a +3/d10 weapon (as standard greatsword).
7. Falling damage for falls of 20'+ is 5/d10 per 5'/square fallen, to a maximum of 1500 at 1500'. Large creatures take x2 damage, Huge take x3 damage. Gargantuan take x4 damage.
Distance Fallen: Damage
10'-14': 1d10
15'-19': 2d10
20': 20
+1': +1
8. Allies can give partial (1/2) & superior (3/4) cover to enemies.
Knightly PCs
Young 1st level knightly PCs (of any class) are still considered Armigers, in training. Upon being Knighted by their Lord in a grand ceremony they receive their knightly spurs, a warhorse, saddle and tack. Knighted PCs may eventually be entrusted with a young Squire (noncombatant NPC) for training, who may in time become an Armiger also, and then a Knight.
Middle aged and older 1st level knightly PCs are already Knights, whose battle skills have become rusty through disuse, injury or illness. Such PCs begin play with the benefits of knighthood, including warhorse saddle & tack. If they have a Squire, it is a non-combatant NPC.
Higher level knightly PCs who begin play with a warhorse (purchased from starting funds) are considered to be already Knighted.
PCs starting at higher level
Level 1-2: Standard, 100gp
Level 3-4: 1 Level 1 item, 100gp
Level 5-6: 2 Level 1 items, 200gp
Level 7-8: 3 Level 1 items, 300gp
Level 9-10: 1 Level 6 item, 2 Level 1 items, 500gp
Level 11-12: 2 Level 6 items, 1 Level 1 item, 800gp
Level 13-14: 3 Level 6 items, 1300gp
Level 15-16: 1 Level 11 item, 2 Level 6 items, 2100gp
Level 17-18 : 2 Level 11 items, 1 Level 6 item. 3400gp
Level 19-21: 3 level 11 items, 5700gp
Maximum level for mortals in the Mortal World is 21 - this also constricts immortal demons, devils etc manifesting in the World. Some ancient dragons native to the World may exceed this limit. It is unknown if other creatures may do so, most likely for huge and gargantuan entities.
XP; New and Replacement PCs
XP is individual, the usual maximum level difference is (using the highest level PC for reference):
2 levels at Heroic Tier (levels 1-10)
3 levels at low Paragon Tier (levels 11-15)
4 levels at high Paragon Tier (levels 16-20)
8. Allies can give partial (1/2) & superior (3/4) cover to enemies.
Knightly PCs
Young 1st level knightly PCs (of any class) are still considered Armigers, in training. Upon being Knighted by their Lord in a grand ceremony they receive their knightly spurs, a warhorse, saddle and tack. Knighted PCs may eventually be entrusted with a young Squire (noncombatant NPC) for training, who may in time become an Armiger also, and then a Knight.
Middle aged and older 1st level knightly PCs are already Knights, whose battle skills have become rusty through disuse, injury or illness. Such PCs begin play with the benefits of knighthood, including warhorse saddle & tack. If they have a Squire, it is a non-combatant NPC.
Higher level knightly PCs who begin play with a warhorse (purchased from starting funds) are considered to be already Knighted.
PCs starting at higher level
Level 1-2: Standard, 100gp
Level 3-4: 1 Level 1 item, 100gp
Level 5-6: 2 Level 1 items, 200gp
Level 7-8: 3 Level 1 items, 300gp
Level 9-10: 1 Level 6 item, 2 Level 1 items, 500gp
Level 11-12: 2 Level 6 items, 1 Level 1 item, 800gp
Level 13-14: 3 Level 6 items, 1300gp
Level 15-16: 1 Level 11 item, 2 Level 6 items, 2100gp
Level 17-18 : 2 Level 11 items, 1 Level 6 item. 3400gp
Level 19-21: 3 level 11 items, 5700gp
Maximum level for mortals in the Mortal World is 21 - this also constricts immortal demons, devils etc manifesting in the World. Some ancient dragons native to the World may exceed this limit. It is unknown if other creatures may do so, most likely for huge and gargantuan entities.
XP; New and Replacement PCs
XP is individual, the usual maximum level difference is (using the highest level PC for reference):
2 levels at Heroic Tier (levels 1-10)
3 levels at low Paragon Tier (levels 11-15)
4 levels at high Paragon Tier (levels 16-20)
5 levels at Epic Tier (level 21).
New and Replacement PCs typically begin at the lowest party level (before any losses that required replacement), so at most 2-4 levels below the highest level PC (current or recently deceased). So if a group of 6-8 level PCs all die, the new PCs typically come in at level 6.
Epic Boons
At 21st level characters in the mortal world no longer earn XP. Instead they may be awarded Epic Boons for legendary achievements such as destroying an evil artifact, defeating an elder dragon, or similar epic task. Possible boons include:
1. An item in the character's possession becomes a magic item, typically of level 16-20 (+4)
2. The character gains a Legendary Boon, typically of level 16-20 (+4)
3. The character gains a Feat.
4. The character gains +2 to any one attribute or +1 to any 2 attributes, to a maximum attribute value of 26 (+8).
GM's Notes February 2017
I'm planning for this to be a mostly Heroic Tier campaign, which should keep things simpler, though it might edge into low Paragon at the end depending on how things go. It's a lower-powered setting than the Forgotten Realms (I will run it like the old Moldvay-Cook level 1-14 Classic D&D). I'll be using the standard bonus rules rather than Inherent Bonuses. If all goes well it could run around 45-50 sessions, ca 2.5 years fortnightly, across maybe levels 1-12 or so. I'll use individual XP and will give session account XP, probably 1/20 of the amount needed to level up to every PC present per account. Following the 'Pendragon' model, it's possible I may run a multi-generational campaign where the children of your initial PCs can eventually take up their parents' mantle. So it may be helpful to think of PCs rooted in the world who might found/continue their dynasty.
Sources - I don't want to restrict stuff much but I want to ensure a PC created with just one of the Essentials books is viable. I won't be using the Backgrounds rules which I think were in the 4e PHB2. The power scaling will be a bit lower than in Forgotten Realms - most foes are likely to be lower level, magic items may be relatively rare especially higher powered and exotic stuff. While they can potentially be crafted, acquiring the resources to create even the lowest powered magic items (eg +1 weapons) would be quite challenging. +2 gear is rare to very rare, and +3 gear is extremely rare to legendary.
Character backgrounds - my original idea for the campaign was that PCs would be family members, knights and retainers to the Lord Warden Markelhay of Fallcrest. That would still be a good idea for a PC background, but I don't want to limit PCs, the main thing is that you start in Fallcrest, and you have good reason to go out battling evil/adventuring/looting dungeons. :)
If you would like your PC to be a member of Fallcrest's ruling Markelhay family, they can be a younger brother or sister of Lord Warden Faren Markelhay (so age 43 or younger), one of Faren's younger children (age 13-17), Faren's nephew/niece (age 25 or younger) or a cousin (any age; should be human, half-elf, or tiefling).
Character Family: If your PC is not a child or sibling of Lord Faren Markelhay, roll 1d6 for the number of your parents' surviving offspring - on a 1 you are an only child. Roll 1d10 for number of the older generations (your parents, uncles, aunts, & grandparents only) still extant - roll of "0" = zero extant.
Equipment
Masterwork Armour and Superior weapons are rarely available 'off the rack'. Crafting typically takes at least 1 week for items of final value up to 25gp, +1 day per additional 25gp, assuming all materials are ready to hand.
Superior Weapons
While a huge Fullblade sword (d12. Superior, 30gp, 8 days) might be crafted to order by a master weaponsmith in Fallcrest or Hammerfast, the mighty 7' long Elven greatbow (d12, Superior, 30gp, 8 days) is crafted from Life Yew found only in the depths of Harken Forest.
Masterwork Armour
Masterwork armour is a labour of love that takes the finest smiths weeks of effort. The listed Heroic Masterwork armours may also be enchanted to +2 at a total final cost of 1800gp (level 6 magic armour). Level 11+ Paragon Masterwork armour is not normally available in the Nentir Vale.
Finemail (chain): +7 AC, 360gp, 3 weeks/21 days.
Drakescale (scale): +8 AC, 540gp, 4 weeks/28 days.
Layered Plate (plate): +9 AC, 720gp, 5 weeks/35 days.
Rimefire Plate (plate): +8 AC, 720gp, 5 weeks/35 days, resist 1 all
Rimefire plate uses elemental energies & requires the assistance of a level 6 enchanter.
Warhorse Barding
Light barding (partial plate): + 1 AC, 75gp, 40 lb, 9 days
Heavy barding (plate & mail): + 2 AC. -2 check, -1 speed, 150gp, 80 lb, 12 days
Holy Water vial
Level 1, 20gp, consumable.
Attack: minor action. Make an attack ranged 3/6, DEX check or +4 vs Reflex; on a hit the attack does 1d10 radiant damage to an undead creature or demon.
Session Account XP Awards (Maximum, Individual/Group)
Level XP
1-4 100/50
5-8 200/100
9-12 400/200
13-16 800/400
17-20 1000/500
New and Replacement PCs typically begin at the lowest party level (before any losses that required replacement), so at most 2-4 levels below the highest level PC (current or recently deceased). So if a group of 6-8 level PCs all die, the new PCs typically come in at level 6.
Epic Boons
At 21st level characters in the mortal world no longer earn XP. Instead they may be awarded Epic Boons for legendary achievements such as destroying an evil artifact, defeating an elder dragon, or similar epic task. Possible boons include:
1. An item in the character's possession becomes a magic item, typically of level 16-20 (+4)
2. The character gains a Legendary Boon, typically of level 16-20 (+4)
3. The character gains a Feat.
4. The character gains +2 to any one attribute or +1 to any 2 attributes, to a maximum attribute value of 26 (+8).
GM's Notes February 2017
I'm planning for this to be a mostly Heroic Tier campaign, which should keep things simpler, though it might edge into low Paragon at the end depending on how things go. It's a lower-powered setting than the Forgotten Realms (I will run it like the old Moldvay-Cook level 1-14 Classic D&D). I'll be using the standard bonus rules rather than Inherent Bonuses. If all goes well it could run around 45-50 sessions, ca 2.5 years fortnightly, across maybe levels 1-12 or so. I'll use individual XP and will give session account XP, probably 1/20 of the amount needed to level up to every PC present per account. Following the 'Pendragon' model, it's possible I may run a multi-generational campaign where the children of your initial PCs can eventually take up their parents' mantle. So it may be helpful to think of PCs rooted in the world who might found/continue their dynasty.
Sources - I don't want to restrict stuff much but I want to ensure a PC created with just one of the Essentials books is viable. I won't be using the Backgrounds rules which I think were in the 4e PHB2. The power scaling will be a bit lower than in Forgotten Realms - most foes are likely to be lower level, magic items may be relatively rare especially higher powered and exotic stuff. While they can potentially be crafted, acquiring the resources to create even the lowest powered magic items (eg +1 weapons) would be quite challenging. +2 gear is rare to very rare, and +3 gear is extremely rare to legendary.
Character backgrounds - my original idea for the campaign was that PCs would be family members, knights and retainers to the Lord Warden Markelhay of Fallcrest. That would still be a good idea for a PC background, but I don't want to limit PCs, the main thing is that you start in Fallcrest, and you have good reason to go out battling evil/adventuring/looting dungeons. :)
If you would like your PC to be a member of Fallcrest's ruling Markelhay family, they can be a younger brother or sister of Lord Warden Faren Markelhay (so age 43 or younger), one of Faren's younger children (age 13-17), Faren's nephew/niece (age 25 or younger) or a cousin (any age; should be human, half-elf, or tiefling).
Character Family: If your PC is not a child or sibling of Lord Faren Markelhay, roll 1d6 for the number of your parents' surviving offspring - on a 1 you are an only child. Roll 1d10 for number of the older generations (your parents, uncles, aunts, & grandparents only) still extant - roll of "0" = zero extant.
Equipment
Masterwork Armour and Superior weapons are rarely available 'off the rack'. Crafting typically takes at least 1 week for items of final value up to 25gp, +1 day per additional 25gp, assuming all materials are ready to hand.
Superior Weapons
While a huge Fullblade sword (d12. Superior, 30gp, 8 days) might be crafted to order by a master weaponsmith in Fallcrest or Hammerfast, the mighty 7' long Elven greatbow (d12, Superior, 30gp, 8 days) is crafted from Life Yew found only in the depths of Harken Forest.
Masterwork Armour
Masterwork armour is a labour of love that takes the finest smiths weeks of effort. The listed Heroic Masterwork armours may also be enchanted to +2 at a total final cost of 1800gp (level 6 magic armour). Level 11+ Paragon Masterwork armour is not normally available in the Nentir Vale.
Finemail (chain): +7 AC, 360gp, 3 weeks/21 days.
Drakescale (scale): +8 AC, 540gp, 4 weeks/28 days.
Layered Plate (plate): +9 AC, 720gp, 5 weeks/35 days.
Rimefire Plate (plate): +8 AC, 720gp, 5 weeks/35 days, resist 1 all
Rimefire plate uses elemental energies & requires the assistance of a level 6 enchanter.
Warhorse Barding
Light barding (partial plate): + 1 AC, 75gp, 40 lb, 9 days
Heavy barding (plate & mail): + 2 AC. -2 check, -1 speed, 150gp, 80 lb, 12 days
Holy Water vial
Level 1, 20gp, consumable.
Attack: minor action. Make an attack ranged 3/6, DEX check or +4 vs Reflex; on a hit the attack does 1d10 radiant damage to an undead creature or demon.
Session Account XP Awards (Maximum, Individual/Group)
Level XP
1-4 100/50
5-8 200/100
9-12 400/200
13-16 800/400
17-20 1000/500
Subscribe to:
Posts (Atom)