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Post by harknail on Jan 17, 2016 2:51:18 GMT -5
Bishop finds that the House of the Sun had been abandoned, before the 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. The House of the Sun also includes shrines to Kord and Bahamut, so this is the temple that Bishop will be spending most of his time at. Besides, smiting evil is his goal as well.
Grundelmar is worried about conditions on the Trade road, and he strongly encourages Bishop to search out the bandit lair of raven roost and deal with the outlaws. Bishop and his freinds that is, Grundelmar is not suggesting Bishop try to do this alone!
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Post by harknail on Jan 17, 2016 2:53:58 GMT -5
Now the group gets to decide which plot hook they want to work on first <evil grin> Does anyone else want a custom plot hook? These are just the ones I could easily see connected to specific characters. There are plenty more in the description of Fallcrest...
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Post by falconis on Jan 17, 2016 3:22:04 GMT -5
Now the group gets to decide which plot hook they want to work on first <evil grin> Does anyone else want a custom plot hook? These are just the ones I could easily see connected to specific characters. There are plenty more in the description of Fallcrest... Do you mind posting the description again?
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Post by kawaylon1 on Jan 17, 2016 5:34:19 GMT -5
kamon-do would like to get a measure of payback on the magic school that betrayed her and get a magic item valued at cost of learning there to bring home to her parents who spent their life savings to send her to that school.
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Post by at on Jan 17, 2016 9:56:38 GMT -5
Deciding that Beth would be his first port of call - clearing out bandits was normally the work of the guard after all - Bishop seeks her out to compare notes. Bandits on the road were not a new problem nor one that had gotten significantly worse of late to Bishops knowledge, then again travellers were often defenseless while a town had its guards and Bishop wondered what problem they might have encountered to seek help.
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Post by Jasmine on Jan 17, 2016 19:48:42 GMT -5
Beth would bring Bishop's news to Hurick and ask if he knows anything about the bandits. Is the guard already doing something about them? Do we have any information on them?
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Post by (George) 3.5./ ZEM ( 4.0) on Jan 17, 2016 23:10:33 GMT -5
"Thrack is getting a bit board."
" Ok nice elf time for me to go play more.
He leaves the bar and removes the sign, and starts to play.
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Post by kawaylon1 on Jan 17, 2016 23:21:48 GMT -5
"Thrack is getting a bit board." " Ok nice elf time for me to go play more. He leaves the bar and removes the sign, and starts to play. kamon-do sees thrack take the stage and says oh will you be playing some hyms? she claps. yay!
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Post by (George) 3.5./ ZEM ( 4.0) on Jan 17, 2016 23:40:31 GMT -5
Thrack has a groupies yay!.
GkapEyEyp_1-20-1= 7.
As Thrack plays the sound has improved only slightly from his first song.
1-20
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Post by harknail on Jan 18, 2016 0:37:16 GMT -5
Now the group gets to decide which plot hook they want to work on first <evil grin> Does anyone else want a custom plot hook? These are just the ones I could easily see connected to specific characters. There are plenty more in the description of Fallcrest... Do you mind posting the description again? The description I'm referring to above is a chapter in the 4E DM guild. I also have an entire book titled "Threats to Nentir Vale" to pull from. Of course, most needs to be converted... That's too much to post and contains a lot of GM specific info. But here's the general info again: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 rela- tively 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 “clear” parts of the map are covered in mixed terrain—large stretches of open meadowland, copses of light forest, gently rolling hills, and the occasional thicket of dense woodland and heavy undergrowth. The downs marked on the map are hilly grassland, with little tree cover. The hills are steeper and more rugged, and include light forest in the valleys and saddles between the hilltops. 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 out- side 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 Win- terhaven. 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 900 or so live in the countryside within a few miles of the town. 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. 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. Defense: The Fallcrest Guard numbers sixty warriors (see the accompanying statistics block), who also serve as constables. Moonstone Keep is their barracks. The Lord Warden can call up 350 militia at need. Inns: Nentir Inn; Silver Unicorn. 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; Moonsong Temple (Sehanine); House of the Sun (Pelor). Fallcrest’s Story Up until four centuries or so ago, the Moon Hills and the surrounding Nentir Vale were thinly settled bor- derlands, 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, and under its protection the town of Fallcrest began to grow. Over the next two centuries, 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 cen- tury ago, Fallcrest continued to flourish—for a time. Ninety years ago, 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 Fall- crest and went on to wreak havoc all across the Nentir Vale. In the decades since the Bloodspear War, Fall- crest 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.
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Post by harknail on Jan 18, 2016 0:49:23 GMT -5
kamon-do would like to get a measure of payback on the magic school that betrayed her and get a magic item valued at cost of learning there to bring home to her parents who spent their life savings to send her to that school. There are no wizard schools as such in Nentir Vale, there just aren't enough people in this area to support an actual school. However, there is a group of powerful mages, the Mages of Saruun, located in Thunderspire. One of those mages may have claimed to be a school to raise funds for his personal use (This group of mages is not known for their morality). The mages also oversee a marketplace where surface dwellers can trade with those from the underdark. Kamon-DO is familiar with this mountain, and some of it's workings. She's also aware that she isn't yet powerful enough to challenge the wizards (or even the one wizard that cheater her family).
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Post by harknail on Jan 18, 2016 1:08:12 GMT -5
Beth would bring Bishop's news to Hurick and ask if he knows anything about the bandits. Is the guard already doing something about them? Do we have any information on them? Hurick does know of the raven roost bandits. They attack travelers between Hammerfast, Thunderspire, Fellcrest, and Harkenwold. The road to Harkenwold (Beth's home) is different than the road to Thunderspire and Hammerfast. The attacks are too far from towns for the town guards to patrol. Attacks might be close to Thunderspire, but they don't guard outside of the mountain. The ravenroost don't attack every caravan. The town guard are aware of the bandits of raven roost, they just are too far away. It's rare for the town guard to be send further out that the surrounding farmland. The trip to Kobold Hall was as far as he's ever seen guards sent. The bandits are reported as human. They have a reputation of elaborate and gruesome killing of those that resist them, so most yield their possessions to save their lives.
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Post by harknail on Jan 18, 2016 1:09:42 GMT -5
Erandil Zemoar says to Thrack, " You seem to be an adventurous soul. Have you heard of Kalton Manor?" OOC: Isn't Thrack going to answer Erandil's question before going back to play? Or did you just miss that post?"
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Post by (George) 3.5./ ZEM ( 4.0) on Jan 18, 2016 1:34:45 GMT -5
You missed the post
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Post by (George) 3.5./ ZEM ( 4.0) on Jan 18, 2016 1:40:11 GMT -5
" Little man was playing it but he got mad . " I dont know why he so upset. He got out other sound thingy. left big thing at big tree. Thrack used, thingy make sound,Thrack happy Thrack play so others happy too. It's favorite thingy Thrack has" Looks at bar: "why people not happy with Thracks sound?"
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Post by harknail on Jan 18, 2016 1:59:50 GMT -5
OOC: I didn't miss that post. Erandil just didn't want to tell a barbarian that his playing is horrible, and that even if played well, most would avoid the sounds of that instrument. So he changed the subject and asked Thrack if he knew about Kalton Manor. Kalton Manor is on the Nentir vale map (which is now showing again), if you think Thrack might know about it, then we can work out what Thrack knows. Or he can say he doesn't and Erandil might tell him something.
Also Orcs live in the Stonemarch, so Thrack might be from there if he lived with his Orc parent.
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Post by falconis on Jan 18, 2016 14:33:53 GMT -5
In any event, given that his parents hadn't found out that Aegis was back in town, he decides to spend his time before his next adventure checking up on them. After all, after nearly dying, he wouldn't really want them to miss him, even if he was technically a runaway, right? He'd sent occasional letters, so if they were having a problem in the last, say 6 months since he'd last been able to send a message, then he would like to see what's going on in the Aiphax household.
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Post by (George) 3.5./ ZEM ( 4.0) on Jan 18, 2016 14:46:05 GMT -5
( Ya let's work on what Thrack knows about it for it sounds like a great adventure after stopping the bandits, is there a bounty on the bandit leader or leaders? If so are they to be stopped by any means or wanted taken in alive?.)
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Post by kawaylon1 on Jan 18, 2016 17:58:37 GMT -5
kamon-do dances to thracks music. (though very skilled in battle she dances like Elaine from Seinfeld) she dances for a few songs then signal thrack that she is getting a drink.
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Post by (George) 3.5./ ZEM ( 4.0) on Jan 20, 2016 14:35:55 GMT -5
" Thrack done for day. Thrack back to play more some other time.
He sits at the bar with all his gear
He then tells the bar tender.
" Beer for the lady that was dancing, and One for Thrack.
He gives him the amount asked.
He then turns to the Elf.
" Thrack forgot to reply to Elf question,Thrack sorry
Thrack never hear of Manner that nice Elf asked about. Why it big building so important?"
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