"Under the Blood Moon" Campaign 4e World

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#1

Rhineglade_

Sep 22, 2008 12:12:32
World Summary
The world of Circadia is a violent and tempestuous land of war and strife. Though stout hearted heroes continually rise from obscurity to provide hope to the commonfolk of the land, an even greater number of vile hearted villians hides behind most every turn. Violent border skirmishes, bloodshed and tyranny are common place as the forces of chaos maintain a firm grip on this reality. Will the players be able to rise above the hostilities and help foster peace in the age or will they too fall victim to the oppression that often overwhelms others?

Who are the Heroes?
The heroes of Circadia, the land Under the Blood Moon, come in all manner of shape and form. In a dark world of death and destruction, anyone can become a source of justice and light and thereby attract commonfolk like moths to a flame.

The noble knight in shining armor brandishing a swift sword.

The humble priest pilgrim using the power of the waning deities to heal the wounds of the world.

The cunning rogue who moves with dexterity and stealth to further any number of personal agendas.

The enigmatic and strong-willed wizard hurling powerful mystic energies for both weal and woe.

These are the hope of the future but anyone can become a hero. All it takes is the courage to rise above one's own fear and complacency.

What is the Tone of the World?
The overall tone of Circadia is dark and brooding. Imagine the 'Dark Ages' of Medieval Europe and you are halfway there. The average peasant lives in ignorance trying to merely survive as best as possible often at the whims of the local aristocracy. Most communities in the world become introspective and tend to rely on their own skills and ingenuity to survive. Trust in outsiders from other villages is rare indeed and many visitors are looked at with suspicion at the very least.

Conflict and warfare between neighboring cities and nations is frequent as is strife between families, clans, tribes, guilds and even opposing ideas and points of view. Humanity tends to dwell within the more civilized regions of the world yet much of the planet remains unexplored, savage and wild. Likewise, humankind is not the only race that directs the fate of the world.

Crafty dwarves deep in their halls of stone labor without end creating endless supply of protective armor and weapons of all description, both magical and mindane. Many dwarven strongholds grow exceedingly wealthy selling their arms to the highest bidder.

Wild and untamed elves, like the natural wilderness they call their home, protect their lands from intrusion almost to the point of xenophobia.

The Eladrin, known by their ancient name of 'Shaeline,' drift between the realm of reality and the Faerie Otherworld in pursuit of knowledge and magical lore.

Nomadic halfling clans travel wherever and whenever adventure calls, often following the roaming herds or perhaps earning a living as mercenaries, guides and scouts.

In a world plagued by creatures of the Lower Planes, the race of tieflings is naturally quite numerous. Many in fact seem to rise to positions of power within a number of lands. Tieflings can become quite influential in their own right.

The dragonborn are found throughout the lands Under the Blood Moon in all variety of environments. Powerful and wise, the dragonborn are looked upon with a certain degree of respect in deference to their draconic heritage.
#2

Rhineglade_

Sep 22, 2008 13:06:05
Five Things to Know

1) The City of Sanctuary
The metropolitan expanse of Sanctuary is the effective center of the known world. Politically neutral in all regards, merchants, traders and adventurers of all sorts routinely pass through the city walls seeking to make their fortune. Most of the civilized nations of Circadia maintain ambassadorial relations with Sanctuary while secretly spying on one another or searching for some lost knowledge that could sway the delicate balance of power. The city is governed by the Speaker of the Prophets, a mysterious being who hides behind a bronze mask. It is generally known, however, that the Speaker is purely a mouthpiece for the real power of the city. What this power, or powers, may be is not known. In any case, the City of Sanctuary is well defended and has never fallen to an enemy.

2) Magic is Real
Magic is very real and can be considered quite commonplace in some respect, particularly on the battlefield. More subtle forms of magic are used in ancient Ritual Magic to perform mystic feats of power. Though magic is known, few are skilled at its use and manipulation. For most commonfolk, magic is still avoided and feared. This is particularly true in more rural, out-of-the-way villages.

3) Null Magic
The unusual properties of the mystical veil that blankets Circadia also create regions of "null magic." Within these scattered zones, magic simply does not function or is perhaps surpressed. Pockets of null magic are found throughout Circadia and can often become havens for the inhabitants of the world that wish to avoid magical attack. One such Null Magic zone blankets the City of Sanctuary.

4) The Nethergate
The dark and brooding environment of Circadia is perhaps directly linked to the existence of the Nethergate. This ancient artifact, originally constructed as a gateway between dimensions, had over time become corrupted by the demons of the Lower Planes. The Nethergate never remains in the same location for longer than a fortnight appearing at a new random location at irregular intervals. The Nethergate allows fiendish creatures to cross the dimensional barrier in limited numbers and enter the Mortal World. Once here, they are able to run amok and wreck havoc upon the hapless citizenry.

5) Eight is a Magical Number
The number eight plays a theme throughout the land Under the Blood Moon. There are eight deities who guard creation from complete entropy. There are eight archdemons who counter the efforts of these gods gathering wicked followers of their own. And there are eight ancient elements that guide the realm of magic. These elements are Air, Earth, Fire, Water, Light, Darkness, Moon and Wood. These elements have a direct and profound impact on the natural world in the form of elemental spirits who inhabit Circadia.
#3

Rhineglade_

Sep 23, 2008 11:53:49
The Gods of Circadia

The Eight Immortals have existed in the world since the Age of Fables and beyond having participated with the Powers in its creation. Rarely intervening directly, the gods rely on their worshipers, clerics and heralds to enact their will. The gods seek to prevent their former brethren, now know as the Archdemons, from gaining control over the Land Under the Blood Moon.

Solovar (god of the sun) "Lightbringer"
Greater god
Symbol: Sun disc
Portfolio: Sun, light, protection, healing, cooperation
Alignment: Good
Totem: Hawk
Sacred Color: yellow

Ainu (god of air, storms)
Greater god
Symbol: Lightning bolt from a storm cloud
Portfolio: Air, storms, lightning, birds
Alignment: Unaligned
Totem: Eagle
Sacred Color: blue-gray

Meru (goddess of nature) "Seedmother"
Lesser goddess
Symbol: Silver acorn
Portfolio: Nature, plants, agriculture, beasts, elves
Alignment: Good
Totem: deer
Sacred Color: green

Nerthys (goddess of death, magic)
Greater goddess
Symbol: Scarab
Portfolio: Death, magic, funerary rites, sorrow
Alignment: Unaligned
Totem: scarab
Sacred Color: black

Brannoc (god of commerce)
Lesser god
Symbol: Balace scales
Portfolio: Commerce, thieves, messengers
Alignment: Unaligned
Totem: Raven
Sacred Color: gold

Urien (goddess of the waters) "Waverider"
Lesser goddess
Symbol: Crested wave
Portfolio: Water, oceans, seas, rivers, lakes, sea travel, sailors, fisherfolk
Alignment: Good
Totem: dolphin
Sacred Color: sea green

Kronum (god of justice, war)
Lesser god
Symbol: Upright sword
Portfolio: Justice, War, Truth
Alignment: Lawful good
Totem: lion
Sacred Color: white

Barathor (god of fire)
Lesser god
Symbol: Anvil
Portfolio: Fire, craft, mining, blacksmithing, dwarves
Alignment: Lawful good
Totem: salamander
Sacred Color: red
#4

Rhineglade_

Sep 25, 2008 13:05:26
The Archdemons

Once counted among the more powerful spirits of light, the beings known as the Archdemons became corrupted by their ties to the corporeal plane seeking to dominate all life instead of guard and protect it. Their kind rebelled against the Immortal Powers and where banished from the upper planes to dwell forever more in the Netherworld.

The Archdemons are an evil and destruction force who seek to undo the actions of the gods. Like the Immortals, the Archdemons generally refrain from direct personal contact on the Material Plane. Not so much for fear of distrupting a balance but rather because to do so requires the demon lord to coalesce its personal power somewhat and assume a corporeal form. In this form, they become more suseptible to harm.

Instead, the Archdemons will act though various intermediaries such as lesser demons and devils, unholy messengers and their mortal followers.

Tormac
Greater god
Symbol: Iron collar
Portfolio: Tyranny, oppression, war
Alignment: Evil
Sacred Color: Steel gray

Moghur "Lord of Murder"
Great god
Symbol: Curved dagger dripping blood
Portfolio: Murder, assassins, violence, anarchy, blood
Alignment: Chaotic evil
Sacred Color: Blood red

Scatha
Lesser goddess
Symbol: Mushroom
Portfolio: Decay, corruption, disease
Alignment: Chaotic evil
Sacred Color: Putrid brown

Demoriel "Queen of the Witches"
Greater goddess
Symbol: Black cat
Portfolio: Night, the moon, witchcraft, lycanthropy
Alignment: Evil
Sacred Color: Black

Orabas "Painbringer"
Lesser god
Symbol: Metal pick
Portfolio: Pain, pleasure, excess
Alignment: evil
Sacred Color: Purple

Baalzephon
Lesser god
Symbol: Skull
Portfolio: Undead, fear, energy draining, weakness
Alignment: Chaotic evil
Sacred Color: Gray

Abraxas "Keeper of Secrets"
Lesser god
Symbol: Locked box
Portfolio: Secrets, deception, lies, falsehoods, illusion
Alignment: Evil
Sacred Color: none
#5

Neutronium_Dragon

Sep 25, 2008 16:24:11
> 3) Null Magic

This is a bad idea in the context of 4E. Older editions slapped no-magic zones down all over the place as a means of "balancing" magical characters with nonmagical ones. That no longer really applies to 4E, and the sole effect of something like this is to punish players for their class choices. (Martial characters won't be impeded one bit while divine and arcane ones are totally shut down.)
#6

Rhineglade_

Sep 26, 2008 8:28:18
You know that is actually a very good point. I hadn't really thought about that aspect of it. My intention was to create a method to protect various settlements from demonic incursions as a result of the Nethergate.

However, upon actually researching the MM, a Null Magic field wouldn't make any difference since 4e demons don't have magic! I don't think I ever realized this until now.

I think my options are:

1) Just get rid of the Null Magic idea.
2) Adapt the field to perhaps repel outsider influence
3) Adapt the field to prevent elemental powers from functioning (fire, etc)
#7

Rhineglade_

Sep 29, 2008 12:44:16
Elementals

Elementals are creatures of spirit often bound to a physical form. Native creatures of the Elemental Plane, elementals are the guardians of the multitude of aspects within the physical plane representing not only actual elemental components but also thematic aspects as well.

Sages and scholars generally acknowledge eight main physical elements and perhaps countless thematic elements. The physical elements are Fire, Air, Earth, Water, Light, Dark, Wood and Moon. Elementals of these aspects can appear as generalized representation of the element or as a more minor aspect. Thus a fire elemental may appear as a roaring torrent of flames or as a lesser ash elemental, smoke elemental and so on.

Thematic elementals represent sometimes less tanglible aspects of the Material Plane and therefore their power and appearance are likewise as varied as they are. Some take on a truly horrific appearance while others may assume a more pleasing shape. Thematic elementals include hope elementals, dawn elementals, fear elementals and even entropy elementals.

Because they are naturally incorporeal creatures lacking a physical body, an elemental spirit must coalesce its represented element into a form with which it may interact within the Material Plane. The longer the elemental assumes this form, the stronger its bond with that form and the Material Plane. Given enough time, the elemental may become permanently bound to this physical body often "losing" itself through the innumerable sensations a physical form has to offer.
#8

Neutronium_Dragon

Sep 29, 2008 17:58:16
If you're specifically interested in keeping demons out then something that wards out demons would be the best approach. Perhaps there's some material in the world which, when properly fashioned, can be used to create a warding system. (One game I was in had something like this - there was a network of magical pylons ringing a town to keep certain shadowy netherbeasts at bay.)

Alternately, a ritual that covers a large area but is demanding enough that only a moderately sized settlement can actually orchestrate it.
#9

Book5

Sep 29, 2008 21:05:35
I would nullify a specific element. It would achieve the concept and also be really strange.
#10

mikropone

Sep 30, 2008 5:05:13
Yea, a specific ritual that wards demons! great idea! I think I'm gonna try something like that in my campaign.
#11

Rhineglade_

Oct 10, 2008 11:56:49
Solovar Level 60 Solo Controller (Leader)
"The Lightbringer"
Medium immortal humanoid (avatar)
Initiative: +41 Senses: Perception +48, darkvision; low-light vision
Divine Presense: Attacks against the avatar take a -2 penalty until the avatar is bloodied
Solar Corona aura 30; enemies that begin their turn within the aura will take 5 radiant damage; the aura is also equivalent to a bright light and can be activated and deactivated by the avatar at will as a free action
HP 1,750; Bloodied: 875
AC 52; Fort +40 Ref +41 Will +43
Resist 30 cold, 30 electricity
Immune charm, disease, domination, fear, fire, petrification, poison, radiant
Speed 8; fly 10 (hover), teleport 12
Action Points 2
Dawnstar Rod (standard; at-will) * Weapon
+48 vs AC; 3d10+16 dmg; critical: +5d8 or +5d10 against demons; avatar has DR 5 against attacks from demons; 1/day, as a free action, avatar can add +5 power bonus to attack roll on an attack against demons and ignore any resist value the demon has
Double Attack (standard; at-will) * Weapon
The avatar makes two attacks with the Dawnstar Rod.
Solar Flare (standard; at-will) * Fire
Ranged 40; +40 vs Ref; 3d10+10 fire damage
Divine Retribution (immediate reaction, when enemy targets avatar with a Range attack; at-will) * Radiant
Ranged 30; +40 vs Ref; 3d8 +10 radiant damage. Miss: Half damage. This attack does not provoke opportunity attacks.
Corona of the Noonday Sun (standard, encounter) * Radiant
Area burst 5 within 30; +40 vs Ref; 3d6 + 5 radiant damage and enemy is blinded until beginning of enemy's next turn; Miss: Half damage and enemy is not blinded
Healing Light (minor, encounter) * Healing
Close burst 6; Allies within burst are healed 30 points and receive a +1 divine bonus to Defenses until the end of their next turn.
Curative Touch (standard; encounter) * Divine, Healing
The avatar's touch can wipe away a single disease afflicting the target, whether the disease is active or still incubating.
Telepathy
The avatar can speak telepathically with any other intelligent creature that has a language.
Change Shape (minor; at-will) * Polymorph
The avatar can alter its physical form to take on the appearance of any Medium humanoid, including a unique individual.
Alignment Good Languages Common, Supernal, Telepathy 20
Skills Diplomacy +47, Heal +48, History +45, Insight +48, Nature +48, Perception +48, Religion +45
Str 32 (+11) Dex 33 (+11) Wis 36 (+13)
Con 30 (+10) Int 31 (+10) Cha 34 (+12)
Equipment Dawnstar Rod

Solovar is the protective god of the sun bringing his healing rays to a dark world. As such, he is widely reverred by many commoners throughout the world of Circadia. In addition to his role as a solar divinity, Solovar is also a god of protection, healing and order and thus is most appealing to the simple folk lost among the chaos. His is perhaps the largest following and his priesthood is likewise large in number as well as influence. Even unaligned communities recognize the wisdom behind this god's protective powers and so shrines and temples dedicated to the Lightbringer can be found in many regions of the world.

Solovar rarely assumes his avatar form save for the most dire of circumstances. His avatar takes the form of a kindly human male with dark skin, dark eyes and hair wearing a decorative torc and kilt of brass embedded with jewels of a reddish hue. The avatar also wears gold jewelry in the form of armbands, bracers and rings never less than 10,000gp in value. The sun god's avatar will also carry a gilded metallic rod capped with opalline stones said to be mined from the mountains of the sun. This is of course the legendary Dawnstar Rod, the god's personal weapon, which he uses in his constant struggle against demons.
#12

Rhineglade_

Oct 12, 2008 9:46:39
Molghur Level 60 Solo Skirmisher
Medium immortal humanoid (avatar)
Initiative: +54 Senses: Perception +38, darkvision; low-light vision
Divine Presense: Attacks against the avatar take a -2 penalty until the avatar is bloodied
HP 1,750; Bloodied: 875
AC 57; Fort +40 Ref +47 Will +38
Resist 30 cold, 30 fire, 30 electricity
Immune charm, disease, domination, fear, necrotic, petrification, poison, polymorph
Speed 8; teleport 6
Action Points 2
Bloodthirsty Longsword (standard; at-will) * Weapon
+49 vs AC; 3d8 +16 dmg; critical: +5d10; addition +1 attack bonus and +5 damage bonus against bloodied targets
Assassin's Dagger (standard; at-will) * Weapon
+49 vs AC; 3d4 + 16 dmg; critial: ongoing 12 poison damage (save ends); 1/day as a free action, target hit by dagger takes ongoing 15 poison damage and is slowed (save ends both)
Double Strike (standard; at-will) * Weapon
The avatar can attack with each weapon at the same time.
Bloodstorm (standard; daily) * Weapon
+49 vs AC with both main hand and off hand weapon; hit: 6d8 +16 dmg with longsword and 6d4 +16 dmg with dagger; Miss: Half damage per attack; Effect: After making these attacks, avatar can shift 8 squares
Meld into Shadow (minor; encounter)
Gain invisibility until start of next turn.
Blasphemous Word (standard, daily) * Psychic
Close burst 5; +8 vs Fort; Hit: 4d10 + 8 psychic dmg and target is stunned until end of avatar's next turn; Miss: half dmg and target is not stunned.
Frightful Presense
When bloodied, avatar takes on a fearsome appearance; all attacks against avatar suffer a -4 penalty until end of encounter
Telepathy
The avatar can speak telepathically with any other intelligent creature that has a language.
Change Shape (minor; at-will) * Polymorph
The avatar can alter its physical form to take on the appearance of any Medium humanoid, including a unique individual.
Alignment Chaotic Evil Languages Common, Supernal, Telepathy 20
Skills Acrobatics +49, Arcana +47, Athletics +46, Bluff +45, Intimidate +45, Stealth +54, Thievery +49
Str 33 (+11) Dex 38 (+14) Wis 27 (+8)
Con 31 (+10) Int 34 (+12) Cha 31 (+10)
Equipment +5 Bloodthirsty Longsword, +5 Assassin's Dagger, +5 shadowflow armor
#13

Rhineglade_

Oct 13, 2008 9:45:01
Meru Level 50 Solo Controller
The Seedmother
Medium immortal humanoid (avatar)
Initiative: +32 Senses: Perception +44, low-light vision
Divine Presense: Attacks against the avatar take a -2 penalty until the avatar is bloodied
HP 1,650; Bloodied: 825
AC 40; Fort 36 Ref 37 Will 39
Resist 30 fire, 30 necrotic, 30 thunder
Immune charm, cold, disease, domination, electricity, fear, necrotic, petrification, poison, polymorph
Speed 8; teleport 6 (forest walk)
Action Points 2
Quarterstaff (standard; at-will) * Weapon
+39 vs AC; 2d8 +14 dmg
Entangling Roots (minor; at-will)
Range 6; +39 vs Ref; target is knocked prone and restrained (save ends)
Awaken Forest (standard; sustain minor; encounter) * Zone
Area burst 5 within 10; trees come alive and attack the avatar's enemies within the zone; +21 va AC; 1d10 + 7 dmg. The avatar makes new attack rolls when it sustains the zone.
Call of the Wild (standard, daily) * Conjuration
Ranged 30; Avatar can conjure forth a total of six of either bears, boars, crocodiles,wolves or panthers, that will occupy six squares within range. The animals will attack the avatar's enemies and will remain until slain or until the encounter ends.
Nature's Blessing (minor; encounter) * Healing
Close burst 5; Allies within burst are healed 14 points plus they may use a healing surge if desired.
Speak with Animals
The avatar can speak and understand the language of all animals.
Telepathy
The avatar can speak telepathically with any other intelligent creature that has a language.
Change Shape (minor; at-will) * Polymorph
The avatar can alter its physical form to take on the appearance of any Medium humanoid, including a unique individual. The avatar can also polymorph into any Small, Medium or Large animal.
Alignment Good Languages Common, Elven, Supernal, Telepathy 50
Skills Arcana +42, Diplomacy +41, Dungeoneering +44, Endurance +41, Heal +44, Insight +44, Nature +44, Perception +44, Religion +42
Str 29 (+9) Dex 34 (+12) Wis 39 (+14)
Con 33 (+11) Int 35 (+12) Cha 32 (+11)
Equipment +5 Quarterstaff, +5 Barkskin Leather Armor
#14

Rhineglade_

Oct 17, 2008 16:20:58
Nerthys Level 60 Solo Controller
Medium immortal humanoid (avatar)
Initiative: +39 Senses: Perception +48, darkvision, low-light vision
Divine Presense: Attacks against the avatar take a -2 penalty until the avatar is bloodied
HP 1,750; Bloodied: 875
AC 50; Fort 42 Ref 39 Will 43
Resist 30 fire, 30 electricity, 30 radiant
Immune charm, cold, disease, domination, fear, necrotic, petrification, poison, polymorph
Speed 8; fly 8; teleport 8
Action Points 2
Spear (standard; at-will) * Weapon
+48 vs AC; 3d8 +16 dmg
Death Ray (standard; recharge 4,5,6) * Gaze, Necrotic
Range 10; +39 vs Fortitude; the target is reduced to 0 hit points (resistance or immunity to necrotic damage does not apply). Miss: The target takes necrotic damage equal to its bloodied value.
Terror Gaze (minor, at-will) * Fear
Close blast 5; +40 vs Will; the target is immobilized (save ends).
Dispel Magic (standard; encounter) * Arcane
Ranged 10; Target: one conjuration or zone; 36 vs Will; Conjuration or zone is destroyed. All its effects endm including thouse that normally last until a target saves.
Shadow Form (standard; sustain standard; encounter) * Polymorph
The avatar becomes insubstantial like a shadow and gains a fly speed of 8 (hover). It can enter and move through a porous obstacle that would otherwise prevent movement. It remains in this form as long as it sustains this power.
Legion of the Fallen (standard, encounter) * Conjuration
Ranged 10; you conjure 1d6+3 Phantom Warriors (as per listing in Monster Manual on pg 116). Each phantom warrior appears in an unoccupied square within range and will fight for the avatar until slain or the encounter ends.
Telepathy
The avatar can speak telepathically with any other intelligent creature that has a language.
Change Shape (minor; at-will) * Polymorph
The avatar can alter its physical form to take on the appearance of any Medium humanoid, including a unique individual.
Alignment Unaligned Languages Common, Supernal, Telepathy 20
Skills Arcana +48, Diplomacy +48, Heal +48, History +48, Insight +48, Intimidate +45, Perception +48, Religion +48
Str 33 (+11) Dex 29 (+9) Wis 36 (+13)
Con 35 (+12) Int 36 (+12) Cha 31 (+10)
Equipment +5 Spear
#15

Rhineglade_

Oct 20, 2008 11:25:07
THE FREE CITY OF SANCTUARY

Often viewed as the center of the known world, the vast metropolis that is Sanctuary is a constant hive of activity. From the conglamoration of guilds to the influx of merchant caravans to the embassadorial intrigues, Sanctuary remains politically neutral and thus is generally free from the incursions of warfare.

Sanctuary is a walled city located along the confluence of three rivers which divided the city into four uneven quarters. The four quarters are the Civitas, the Guilds, the Artisans and the Foreigners. A large island located in the small body of water where the three rivers meet is the home of the City Center and the Speaker's Palace, the enigmatic figure that governs this urban sprawl. Just outside of the walls that surrounds the Foreigner's Quarter is the necropolis where the departed are buried.

Visitors from all over Circadia routinely come to Sanctuary for all manner of reasons. As a center of trade, merchant activity is by far the largest and perhaps the most influential of communities within the city. Arriving via water and overland routes, merchant caravans are required to pay a fee before setting up any sort of trade. The merchants of course grumble about any taxes and tarrifs but recognize the value of a neutral city and the relative safety that it can provide. With little open hostilities, suppliers and consumers are free to go about their business under the watchful eye of the Brannoc priesthood.
#16

Rhineglade_

Nov 04, 2008 11:40:25
Futile Feudalism
The vast majority of human-dominated lands practice the social customs of feudalism revolving around the various lords, vassals and fiefs. In the most basic sense of the term, feudalism involves the granting of land in return for military service. In a war-like world such as Circadia, such a system is effective and almost considered a necessity in order to maintain the shear numbers of soldiers required to defend one's territory.

At the center of the feudal system is the king or reigning sovereign. In most territorities and nation-states, it is the king and only the king that can legally "own" land. All other land holders simply "lease" this land from the king in exchange for service or goods. It is the right of the king to grant portions of land to his tenants-in-chief, the lords. The lords, in turn, can lease part of their holdings to the knights who in their turn give leases to the yeomen.

A system such as this will, by its nature, give rise to a hierarchy of rank where each person knows his or her place in society. Every person was either a master or servant to another, and oftentimes both at once. The vassal, or servant, would swear homage to the lord and in exchange the lord would be required to give protection and dispense justice to those under him.

Though a feudal system sounds as if it is marks by an even exchange of homage/duty for protection/justice, in reality it is the lord that holds the trump card and in fact receives far more benefits that he grants. This is no more true for those at the very bottom of this social rung- the serfs who toil endlessly for the benefit of their lord.
#17

Rhineglade_

Nov 05, 2008 14:30:16
SOCIAL HIERARCHY

Emperor/Empress
King/Queen
Royal Family
Duke/Duchess
Prince/Princess
Count/Countess
Baron/Baroness
Knight/Dame

Commoners
Yeoman
Freeman
Villein
Cottar
Peasant/Serf
Slave
#18

Taigis

Nov 07, 2008 0:43:06
I remember a Dragon article from ages ago that suggested considering how the names and words created for your campaign may be twisted and turned into campaign jokes. The only reason I bring this up is that I'm struck by the obviousness of one in particular:

Urien (goddess of the waters)

Of course assuming 1) you're running your campaign in English, 2) it wasn't intentional and 3) your play group isn't above childish humor that we all seem to enjoy, you might want to considering modifying her name such that it isn't easily confused with urine.
#19

Rhineglade_

Nov 08, 2008 10:42:25
omg. lol. No, that was not intentional. I never even thought of that. That is hysterical though. Insert puns here.
#20

Rhineglade_

Nov 09, 2008 10:17:06
IMAGE(http://www.legendsofhyerune.com/Maps/Sanctuary_Domain.JPG)
#21

Rhineglade_

Nov 10, 2008 11:41:21
DOMAIN OF SANCTUARY: THE BASICS
The towns and cities listed on this map (above) are the primary locations within the Domains of Sanctuary, the region of land south of the Stormscape Mountains and under the control or authority of the Free-City of Sanctuary. Theoretically, all pay homage to the Speaker of Sanctuary and the Council of the Five. In reality, many of the lords and nobles govern their fiefs with almost total autonomy though still paying taxes in coin and kind to fill the city's coffers.

The hidden power of the Council of Five is often enough to keep the vassals in line and prevent open revolt or rebellion. It is likewise rumored that the Council has placed a number of sleeper agents and spies within the more powerful nobles' territories. Some within the noble's own household! Even if all of the nobles were able to manage to unite their various factions, their private armies are not enough to challenge the might of Sanctuary.

Each of the towns and cities on the map have an official population of at least 5000 or more. Most of these towns likewise serve as a sort of "provincial capital" and the seat of the local noble's authority. Within the feudal hierarchy, these towns enjoy the privileged position at the top of the chain.

Within each province are numerous smaller towns, villages, hamlets, forts and castles. These locations are generally too small to appear on the map but are certainly not necessarily less significant to the economy, defense or politics of the Domain. Each is in effect a fief of the local lord, paying tribute to the province which in turn sends on a portion to the City of Sanctuary.
#22

Rhineglade_

Nov 11, 2008 12:00:55
CUSTOM OF THE MANOR
At the most basic level of society is the "manor." The manor is a unit of land under the control of a lord and tended to by commoners. Minor lords may own only one manor while more powerful lords may control several manors requiring them to move around from time to time to check up on their interests.

Most of the small villages and hamlets of the Domain of Sanctuary are centered around a manor of some kind. Although on some occasions, this manor may serve as the principle residence of the lord, in most circumstances, the manor serves as the dwelling place of the Steward. The steward serves as the local "General Manager" and reports directly to the Lord, perhaps in some nearby castle. The Steward may be in charge of only one estate or perhaps several. Rarely of noble birth, the steward is often at least a gentleman and well educated being intimately aware of all aspects of the estate.

The steward will be assisted in most matters by the local Bailiff. The bailiff serves as sort of the "Farm Manager" and looks after the lord's interest and the lord's personal demesne lands (the lands owned by the lord but tended to by the peasants). It is the bailiff who handles many of the daily tasks including assigning duties to the peasants and supervising their work. He will generally carry "tally sticks" in order to keep account of debts and completed tasks. The bailiff is generally of freeman-class and is selected from among the locals by either the lord himself or the steward.

Bailiffs can oftentimes become corrupted by the amount of personal power they enjoy and have been known to accept bribes. It is not uncommon for the Steward to look into the bailiff's dutys or for the lord's accountants to monitor the bailiff's books.

Under the bailiff is the local Reeve. The reeve is selected from among the local peasants by either the lord or elected by the peasants themselves to look after their interests. The reeve is basically the local "Foreman" who ensures that jobs are completed in a timely fashion and that individual rights are maintained as much as possible. The reeve will typically be chosen from one of the more prominent families living on the estate. Sometimes, it will be a village elder or a descendant of one of the older families in the region.

After the reeve is the Constable, sometimes called the "Beadle." The constable has the unenviable tasks of collecting the rents from the peasants as well as fines placed against them. The constable also is required to issue summons to the Court or local Hallmote as well as evict peasants who are delinquent in their payments or rents.

The last estate official is known as the Hayward or the hedge warden. Like the reeve, the hayward is chosen from the local peasants by either the lord himself or elected by the other peasants. The hayward has a number of responsibilities including leading the sowing and harvesting of the crops, impounding stray cattle and livestock as well as checking and maintaining the hedge rows and temporary fencing around the hay meadows and throughout the estates. As a symble of his office, the hayward carries a horn which is blown if the cattle get into the crops.
#23

Rhineglade_

Nov 12, 2008 11:42:08
The Peasant Class
The backbone of any Medieval society is of course the multitude of peasants who work the soil, raise the crops and harvest the wheat to feed the masses. Without the peasant, life would come to a quick end. Despite the importance of their role, however, the average peasant does not lead a life of vast creature comforts. Some in fact live in virtual servitude at the whim of the local lord.

For most commoners, life is tied to the land on which they were born. Most commonfolk live, marry, raise children and are buried all within the same village rarely having any experience in the outside world. Only the class of Freemen enjoy any type of freedom such as it is. On average, most commonfolk practice only one profession: farming. The vast majority of residents in any given village or hamlet will be farmers working from sunrise until sunset throughout the year.

On some occassions, such commonfolk may come to specialize in other trades which serve some need either for the locals or perhaps for the lord and his household. The most common professions include blacksmithing, miller, carpenter/woodworker, shoemaker, barber, tavernkeeper/innkeeper and dyer. Larger communities will of course have a greater need for some of these specialties. Of course in a D&D Game World, it will be necessary to stray somewhat from this bit of reality.

Among the Commonfolk, there exist four major social classes: Freemen, Villein/Serf, Cottar and Slave.

Freemen were highest rank enjoying a number of liberties the lesser classes can only dream of. Freemen own their own land (perhaps between 40-120 acres). They could legally sell and dispose of their land with the lord's consent. A freeman was allowed to come and go as he pleased. He could contract marriage for his children and was free to send them to the military or the clergy.

Villeins, also called Serfs, are unfree and bound to the manor. All that they possessed, including their land, their home, their furnishings and even their very lives, was at the discretion of the lord. In theory, a lord could marry them to whom he wished, separate families as he required, and repossess their livestock. Most lords, even the less scrupulous ones, realized however that a happy peasant was a production peasant and so would take some care in how they were treated. Serfs unable to care for themselves could hardly be relied on to tend the lord's fields as well. Villeins were granted a "virgate" of land (roughly 30-40 acres) which was just enough to feed their family. They would be required to work the lord's land 2-3 days a week while the remaining days were spent in their own fields.

Cottars were even less off than the serfs. As the name may imply, the cottar held little more than a humble cottage or hovel and very little land. What little yard he did possess was used to grew a modest garden and little else. Most cottars and their families would make their living by casual labor. This would include hiring out their services assisting their neighbors, herding animals, helping with strenuous days in the fields, guarding prisoners, mending fences and tools and even carrying messages.

Slaves were the least of the least. A slave is considered to be property of his or her master with no legal rights whatsoever. Some nations on the world of Circadia do not allow slavery but others, such as the Domain of Sanctuary, still use slavery to augment the work force.
#24

Rhineglade_

Nov 14, 2008 11:47:53
Every Hovel is a Home
Although freemen, serfs and cottars have different requirements in terms of obligations and duties to the lord, there is little difference in physical appearance or lifestyle. Most homes and possessions are similar no matter what the social standing.

Homes are always simple structures built with whatever materials are at hand. If stone is readily available that would be the material of choice. However, most homes are made from a wooden framework which is then filled with "wattle and daub." Wattle is a weave of sticks, usually willow, which is then covered with a clay mixture (the daub). Roofs are either made of thatch or slate if available.

The overall structure is a simple rectangular form twenty feet wide and anywhere from fifty to seventy feet long. Cottars would of course have much smaller buildings. A front and back door would allow access to the home and usually there are no windows. All light and heat would be provided by a central hearth built on top of a stone slab in the middle of the central room. Smoke from the fire would rise up into the roof and escape though a hole. This of course would permeate the interior and possessions giving everything a sooty and smoky smell.

Homes were generally one room structures though partitions could be built to separate the sleeping and living quarters, storage and pens for the animals which, as the peasant's most valuable possession, would naturally be kept inside at night and during the long, cold winter. Most homes were one floor unless a raised loft space was added. The loft would be used for either sleeping or storage (or maybe both).

Furnishings were minimal at best. Most peasant households would be furnished with perhaps 3-4 wooden stools or benches, a trestle table and a wooden chest for storage. Things like rocking chairs were unheard of during the Medieval period and most peasants would hardly be able to afford such a luxury anyway. The goodwife will of course have her domestic implements which would include 1 or 2 cooking pots made of iron or brass. Clay pottery would be used for storage while eating utensils would be hand carved from wood including wooden bowls, cups and spoons. Homespun linen towels and woolen blankets would be used for washing and for warmth. The family would also have its share of iron tools and of course livestock.

Most peasants would be too poor to afford sheep, draft horses or oxen which would have to be fed and kept. The average family would instead have a number of pigs (one of which could feed a family for a year when preserved). Chickens, ducks and geese would be kept for eggs and meat but more than anything they would be used as "pay" to the lord for rent. More well-to-do peasants would have a cow or two, some oxen or horses to pull the plow and perhaps some sheep which could be milked. The milk could be drank as well as be turned into butter, whey and cheese. Many families would also have a few domesticated dogs to help guard the livestock and property.
#25

Rhineglade_

Nov 15, 2008 17:15:50
IMAGE(http://www.legendsofhyerune.com/Maps/County_of_Woodswall.JPG)
#26

Rhineglade_

Nov 17, 2008 11:51:59
County of Woodswall

Woodswall City
The largest city within the County and the ancestral home of the Counts of Woodswall. The city enjoys an "Old World" charm with its rustic archtecture and flowering gardens. The city receives its name from the wooden palisade that surrounds the region and provides the first line of defense against attack. Count Leowulf (skill level 9 Ranger) is the current ruler. He owes fealty to Sanctuary.

Barony of Whimple
One of the leading vassals of the County, the Whimple Barony has long been a shrewd and opportunistic mercantile power having a hand in most major transactions that occur in the County. The town of Whimple is located along the marshy lands where the Fairwater River joins the Clearview on its course to feed the Merriwine. The current Baron, though not an evil man, is self-centered and materialistic to a fault. He is a vassal of the Count of Woodswall.

Barony of Hillshire
A frontier fief, the folk of Hillshire are a hearty lot of mountaineers who aid in the defense of the County's northern borders. Many of the commoners in this fief make a living through the wool trade as the land tends to be rocky and not as fertile as the other fiefdoms. The hillside is dotted with the profitable Hillshire sheep throughout the Spring and Summer. The Baron of Hillshire owns a number of fortified manor houses throughout his fief. He is a vassal of the Count of Woodswall.

Barony of Riverglade
A sheltered region tucked away near the headwaters of the Clearview River, the folk of Riverglade suffered the effects of a recent plague that reduced their numbers including much of the noble household. Since the human heirs of the Baron were all killed by the plague, control of the fief fell to a distant relation, a half-elf cleric of Meru (skill level 8 cleric). The Baron is a vassal of the Count of Woodswall.

Edgewood Town
A prestine community along the northeastern fringe of the Fenwood Forest, Edgewood is controlled by a noble knight (skill level 9 Fighter) as a vassal of the Count of Woodswall. The folk of this town are foresters and profiteers but with a militant background. Nature Skills and survival are simple facts of life here and most of the citizens are capable woodsfolk.
#27

Rhineglade_

Nov 20, 2008 12:43:29
Briarthorn Castle
IMAGE(http://www.legendsofhyerune.com/Maps/Briarthorn_Castle.JPG)
#28

Rhineglade_

Nov 20, 2008 15:59:13
BRIARTHORN CASTLE

Briarthorn is the central stronghold of the Counts of Woodswall having served this noble household for over five generations. Located in the middle of an artificial pond north of the city of Woodswall, the castle is an outstanding example of a courtyard castle. With an unexpectedly simple four-sided square shape defended with huge circular towers at each corner, the castle combines both form and function. Briarthorn serves as a military stronghold yet contains all manner of creature comforts to allow the Count's household to live in relative comfort.

Briarthorn was constructed upon an artifical island formed as workers diverted a free flowing stream that feeds the Nieve River. This diversion formed an artificial pond that serves as a moat completely surrounding the entire castle structure and forming the initial line of defense. Visitors approad the castle through a series of bridges and paths that force access at an angle to the gatehouse. This creative design was developed for strategic purposes leaving attackers wtih their unshielded right flanks exposed. Before potential attacks can lay siege, they must gain access to an octagonal islet built in the moat where the last drawbridge turns to face the gatehouse. A stone barbican likewise stands just before the gatehouse dividing the causeway. Four level-2 Fighters stand guard at the barbican throughout the day and evening.
#29

Rhineglade_

Nov 22, 2008 9:25:23
#1 Causeway
The causeway is a ten foot wide series of paths and bridges built out over the moat allowing visitors to enter Briarthorn Castle. Arrow loops in the castle facade allow defenders to fire missile weapons upon would be attackers against exposed flanks as attackers are forced to approach the octagon island beyond the stone barbican before even attempting to lay seige. The surrounding moat water is anywhere from 4.5 feet deep to 7 feet deep away from the structures. The moat is also stocked with fish and a variety of underwater plantlife.

#2 Octagon Island
An artificial island of earth and stone, the Octagon serves as a check point for all visitors coming to Briarthorn Castle. The island itself is roughly fifty feet in diameter with a large fire pit toward its center. The castle garrison uses this island as a guard post and stations 1 Corporal (Fighter 3-4) and 3 Soldiers (Fighter 1-2) here at all times, each serving a 4 hour shift. Guards are armed and armored in the standard military uniform of the garrison: chain mail armor, shield, helmet, halberd and heavy mace. Each also wears a wool tunic of forest green over his or her armor bearing the totem of the Count of Woodswall: a sable Griffon Rampant. The guards check all visitors in order to accertain the reason for visit, etc. All weapons are of course confiscated for the duration of the visit and kept in a number of locked iron boxes located in a series of three wooden shelters off to the side. The fire pit is kept lit throughout the evening hours and at all times during the winter months. All guards carry warning horns which they will sound in the event of trouble.

#3 Barbican
The barbican is a fortified gatehouse made of stone built over the bridge leading from the Octagon Island to the Great Gatehouse of the castle. The barbican is a two storied structure 18 feet in height, 20 feet wide and 20 feet long. A heavy oak drawbridge sits just before the entrance to the barbican connecting the barbican to the Octagon Island. In the event of an attack, the drawbridge will be raised. The tunnel passing through the barbican is further defended by an iron portcullis and two heavy oak double doors, shod in iron, which can be barred with a wooden cross beam. A narrow circular stairway toward the rear of the barbican, just past the second wooden door, leads up to the inner chamber on the second floor of the structure. Narrow windows, both fore and aft, allow guards in this room to observe all movement along the causeway. Murder holes in the floor likewise allow boiling water to be dumped below onto any unfortunate attackers trapped in the barbican between the two wooden doors. The winch that operates the drawbridge is located in this chamber.

Four soldiers (Fighter 1-2) are stationed at the barbican throughout the day and evening armed and armored as the guards posted on the Octagon Island. Two guards stand just before the tunnel leading through the barbican while the other two are posted in the chamber above. In the event of an attack, one guard will raise the drawbridge while the other attempts to run to the Great Gatehouse and alert the garrison. These guards likewise serve 4 hour shifts at this position. Guards in the inner chamber also carry a longbow.
#30

Rhineglade_

Nov 23, 2008 8:24:58
Halberdier
Average Soldier of Briarthorn Castle
Level 1 Fighter
Medium Natural Humanoid, human
Init:
+1 Senses: Perception +3
HP: 29 Bloodied: 14 Healing Surges: 11
AC: 16* Fort: +6 Ref: +2 Will: +2
Speed: 5 squares
Halberd (at-will, std) * Weapon
Reach 2; +6 vs AC; 1d10+3 damage
Mace (at-will, std) * Weapon
+5 v AC; 1d8+3 damage
Longbow (at-will, std) * Weapon
Range 30; +3 vs AC; 1d10+1 damge
Cleave (at-will, std) * Martial, Weapon
+6 vs AC; Hit: 1d10+3 plus enemy adjacent to you takes 3 damage
Sure Strike (at-will, std) * Martial, Weapon
+8 vs AC; Hit: 1d10 damage
Tide of Iron (at-will, std) * Martial, Weapon
Must have shield equipped; +6 vs AC; Hit: 1d8+3 damage and you push target 1 square if its your size, smaller than you or 1 category larger; you occupy its former space
Covering Attack (encounter, std) * Martial, Weapon
+6 vs AC; Hit: 2d10+3 plus ally adjacent to target can shift 2 squares
Brute Strike (daily, std) * Martial, Reliable, Weapon
+6 vs AC; Hit: 3d10+3
Two-Handed Weapon Talent Class Skill
+1 bonus to attack with halberd (already included in stats above)
Combat Superiority Class Skill
+1 attack with opportunity attacks; if enemy is hit, it stops moving if a move had provoked the attack; the enemy can use any remaining actions to resume moving
Combat Challenge Class Skill
Halberdier may "mark target" with each attack; the mark lasts until end of next turn; while marked, target takes -2 penalty on attack rolls that don't include Halberdier as a target; if marked target adjacent to you shifts or makes an attack that doesn't include you as a target, you can make a Halberd attack against the target as an immediate interrupt
Alignment: Unaligned Languages: Common, Elven
Skills: Athletics +7, Endurance +7, Heal +6, Intimidate +5
Str: 16 (+3) Dex: 13 (+1) Wis: 12 (+1)
Con: 14 (+2) Int: 10 (+0) Cha: 11 (+0)
Feats: Alertness, Combat Reflexes
Equipment: Chain mail armor, heavy shield, halberd, mace, helmet
*When fighting with halberd, the shield is strapped on the back and thus not included in AC. If guard switches to the mace, he will equip the heavy shield as well thus increasing the AC to 18.

The castle's Halberdiers are the primary guard for the fortress and are used for defense as well as basic crowd control. These heavy hitters can pack quite a wallop using their Brute Strike attack. They are also skilled at using their shields to push targets out of the way. There are 40 Halberdiers stationed at the castle. Three are stationed on the Octagon Island at all times. Four more guard the Barbican. Another two stand at the Great Gatehouse (#4). Two more are at the entrace to the Great Hall (#13). The remaining will be on patrol, stationed at random positions within the castle or else off duty.
#31

Rhineglade_

Nov 24, 2008 12:00:50
#4 Great Gatehouse

The imposing stone tower known as the Great Gatehouse is one of the strongest points in the castle as it defends the sole entrance into the citadel. Composed of thick stone walls, the gatehouse is 40 feet high and composed of five floors. The ground level and 2nd floor have multiple arrow loops facing the barbican as well as the courtyard beyond. This allows guards to monitor all traffic into and out of the castle. Furthermore, in the event of a seige, archers can fire their weapons through the loops without exposing themselves to enemy fire.

The top two floors of the gatehouse have narrow windows protected by iron grill work. All such windows can be sealed with interior wood shutters if needed. The top of the gatehouse is crennellated with merlons. Each merlon is capped with three fearsome looking finials. A 20 foot flagpole tops the roof with a brightly colored banner bearing the Count's colors and coat of arms. In addition, a stationary catapult is mounted on the roof and a pile of rocks rests nearby. Access to the roof is via a round trap door leading between the roof and the top floor of the gatehouse.

Entrance into the castle is through a wide tunnel that bisects the ground level into two chambers. A heavy drawbridge lies just before the tunnel connecting the gatehouse to the causeway leading to the barbican. In the event of a seige, this drawbridge is raised by a winch located in the upper floors of the gatehouse. In addition, a series of two portcullis and two iron-bound oak doors protects the tunnel from invaders. The narrow space between these doors is peppered with loop holes for arrows as well as multiple murder holes in the ceiling above to allow guards to dump hot tar onto attackers below.

The lower level, just below the ground level, is used primarily for storage of military supplies. The ground floor, divided by the access tunnel, is used as duty rooms for castle guards. The second floor is likewise used as a duty room and contains the winch that operates the drawbridge as well as two cauldrons containing tar. The remaining top three floors are sleeping quarters for the Commander of the Garrison, three Captains and the Lieutenants. Only the Commander has his own private room which contains a fireplace as well. An officer's mess is located on the third floor as well as a small, locked room used as an armory.

Two halberdiers are stationed just outside of the Gatehouse facing the barbican at all hours of the day and night.
#32

Rhineglade_

Nov 25, 2008 12:02:55
#5 Courtyard

The courtyard is a large, open air area of the castle with a gravel floor. It is a bustle of activity throughout the day and into the evening as servants, nobles, knight and soldiers pass from one portion of the castle to another.

Somewhat dreary, visitors entering the courtyard may feel enclosed as they are surrounded on all four sides by the stone walls of the castle's Great Hall and inner buildings. Most buildings rise 20-30 feet providing ample shade along the perimeter of the courtyard.

Within the center of the courtyard is an impressive fountain of sparkling water decorated with a marble statue of a armored knight rising forth his sword and mounted on a griffon. This statue is Count Leowulf's great-great-grandfather, a powerful Ranger-Knight in his own right.

On the wall opposite the Gatehouse is the entrance to the Great Hall. It is here that all visitors will be taken eventually and where the Count will receive most of his guests. A short flight of stone steps leads up to the heavy oak double-doors of the Great Hall. Hanging to the left of the doors is a long, green banner bearing the image of a griffon. This is the Count's heraldric symbol.

As visitors first enter the courtyard, the Chapel and private apartments of the noble family are to the left. The Great Hall and kitchen are directly ahead. The servant's quarters, military garrison and blacksmithy are to the right. Though visitors will generally be escorted at all times by one of the soldiers, a groom may approach strangers if they are on horseback in order to tend to the mount while the visitors are directed toward the Great Hall.

Along the right side of the courtyard is the kennel for the Count's hunting dogs along with the aviary containing the Lord's prized hunting birds.
#33

Rhineglade_

Nov 30, 2008 8:44:08
#6 Office of the Steward

This corner 3-floor structure is made of a combination of both stone and timber framework. The ground level is of stone while the upper floors are timber. This is the office of the Steward, the chief domestic servant of the castle. It is the steward's responsibility to ensure that the castle's household staff functions properly at all times. While the garrison Commander oversees the military, the steward oversees the servants. It is he who keeps the accounts, orders supplies and supervises the workload.

The ground floor of his office is reserved for storage. The storeroom doors are locked but all senior staff have a key. The storeroom contains ample supplies for the continual running of the castle such as construction tools, lumber supplies, jars of oil, tile shingles, extra stools and tables, tapestries, linens and other common household products. No food is stored here though the Marshall will occassionally require excess straw to be kept in this room during times when the stables are full.

The upper floors of this building serve as workspace, offices and sleeping quarters for the castle's senior staff including the Steward, the Marshall, the Chaplain and the tutor. The mounted knights also reside in a common room on the top floor. Access to the Southeast Tower (#7) is through a door located on the 2nd floor.
#34

Rhineglade_

Nov 30, 2008 10:24:15
Father Gaudrik, Chaplain of Briarthorn
Level 7 Cleric
Medium Natural Humanoid
(human)
Init: +1 Senses: Perception +6
HP: 54 Bloodied: 27 Healing Surges: 8
AC: 21 Fort: +7 Ref: +6 Will: +11
Speed: 5 squares
Mace (at-will, standard) * Weapon
+7 vs AC; 1d8+2 damage
Longbow (at-will, standard) * Weapon
Ranged 20, +6 vs AC; 1d10+1 damage
Lance of Faith (at-will, standard) * Divine, Implement, Radiant
Ranged 5; +7 vs Ref; 1d8+4 radiant dmg plus 1 ally you see gains +2 power bonus on next attack roll vs this target
Priest's Shield (at-will, standard) * Divine, Weapon
+6 vs AC; 1d8+2 damage plus you and 1 adjacent ally gain +1 power bonus to AC until end of your next turn
Sacred Flame (at-will, standard) * Divine, Implement, Radiant
Ranged 5; +7 vs Ref; 1d6+4 radiant damage plus 1 ally you see chooses either to gain 4 temp hit points OR to make a saving throw
Searing Light (encounter, standard) * Divine, Implement, Radiant
Ranged 10; +7 vs Ref; 2d6+4 radiant damage plus target blinded until end of next turn (target grants combat advantage, you and allies have total concealment against target, -10 on perception checks and target can not flank)
Cure Serious Wounds (daily, standard) * Divine, Healing
Your touch grants you or another target hp as it target spent 2 healing surges plus an extra 4 hit points
Spiritual Weapon (daily, standard) * Conjuration, Divine, Implement
Ranged 10; you can conjure Solovar's morningstar to appear in target's square; your allies gain combat advantage vs target; you can move weapon up to 10 squares to another enemy's square as a move action; sustain minor;
+7 vs AC; 1d10+4 damage
Daunting Light (encounter, standard) * Divine, Implement, Radiant
Ranged 10; +7 vs Ref; 2d10+4 radiant damage and 1 ally you see gains combat advantage vs target until end of your next turn
Bless (daily, standard) * Divine
Close burst 20; all targets gain +1 power bonus to attack rolls until end of encounter
Beacon of Hope (daily, standard) * Divine, Healing, Implement
Close burst 3; +7 vs Will; each enemy in burst is weakened until end of its next turn (attacks deal half damage); plus you and allies in burst regain 9 hp and your future healings will restore +5 hp until end of encounter
Cause Fear (encounter, standard) * Divine, Fear, Implement
Ranged 10; +7 vs Will; target moves away from you at its speed +1
Channel Divinity
Divine Fortune
Turn Undead
Solovar's Radiance (as per Pelor's Radiance)
Healing Word (minor, encounter) * Divine, Healing
Close burst 5; targets can spend a healing surge and gain +1d6+4 hp; usuable twice per encounter
Healer's Lore add +4 to powers with the "Healing" descriptor (already figured into above stats)
Align: Good Languages: Common, Draconian
Skills: Diplomacy +9, Heal +12, History +8, Insight +12, Religion +8
Str: 14 (+2) Dex: 12 (+1) Wis: 19 (+4)
Con: 12 (+1) Int: 10 (+0) Cha: 13 (+1)
Feats: Action Surge, Alertness, Human Perseverance, Ritual Caster, Solovar's Radiance, Weapon Proficiency (longbow)

Equipment: mace, longbow, quiver with 20 arrows, chain mail armor, light shield, holy symbol

Good Father Gaudrik is the ranking priest of Solovar, the god of the sun and protection, and a trusted advisor to Count Leowulf. The priest travels with the Count throughout the year moving from castle to castle as the Count moves about his fief territory. Gaudrik is of minor noble birth, the younger son of the Lord of Briarbarn. Like many younger nobles, he chose the life of the religious since he does not stand to inherit any of his father's lands.

Gaudrik is open and honest in his dealings with others. He has received some military training, especially upon receiving the post of his Count's Chaplain, and is quite skilled with the longbow. Though primarily gentle by nature, Father Gaudrik is a realist and is not adverse to take up arms to protect his flock.

The Chaplain generally uses divine prayers that grant range attacks allowing him to strike his enemies at a distant while remaining away from the melee to provide protection and healing to his allies. Gaudrik begins any melee with a simple Blessing upon himself and his closest allies to provide some combat support. He will try to target enemy spellcasters with his Spiritual Weapon and his Searing Light. Enemy leaders will be targeted by his Daunting Light and Lance of Faith.

In an attacker attempts to close in on the priest, Father Gaudrik will attempt to utilize his prayer of Cause Fear. If this fails, he will launch another Lance of Faith before engaging the enemy with his mace.

Injured allies know to move in close to the Chaplain to receive the benefits of his Beacon of Hope, Sacred Flame and Healing Word prayers.
#35

dirtymc11

Dec 01, 2008 15:21:40
I love what you have done here. I borrowed alot of your information on Fuedalism for my own world. You did alot of research and it saved me the time of having to do so myself.

I love the flavor you have going and wish you luck
#36

Book5

Dec 02, 2008 1:15:24
nice with the maps and all!

What I meant though was what if a specific element was absent. Odd to conceive but like "null fire zones" where no fire could exist. I'm thinking Xanth right now, but dry moisturless desert where the living cannot exist at all without some sort of protection. Air and earth .. harder though.
#37

Rhineglade_

Dec 03, 2008 11:41:24
#7 SE Tower

The Southeast Tower is primarily the residence of Melligar Spellslinger (male human, level 10 wizard), the Count's trusted battlemage. Though the upper and lower floors of the tower are used for storage and military needs, the center two floors are reserved for Melligar, his apprentices, and his magical research and laboratory. As such, it is not uncommon for unusual odors and sounds to eminate from the narrow windows of these floors throughout the day. Short of an explosion or obvious cries for help, the castle's guards and staff tend to ignore most anything else as commonplace.

The SE Tower is fifty feet high and composed entirely of stone. The lower levels are dotted with arrow loops used in times of a siege. The top of the tower is decorated with crennallated battlements. Access to the roof is through a wide trap door leading down to the floor below.

A rotating raised platform is mounted on the roof. Fixed to this platform is a catapult. Soldiers are able to rotate the siege weapon 360 degrees as needed allowing a full range of fire. A pile of 20 rocks sits nearby to be used as required. Three soldiers report to this level during an attack. Two load the rocks while the third fires the weapon and then resets it.

The catapult has a Range of 50/100; +8 vs Ref; Hit: 2d8+3 dmg; Miss: Stone bounces to the adjacent square behind the target. If an enemy occupies this square, they must make a save to avoid being hit.

Melligar's private chamber is locked. Only the wizard has the key to this room. It contains a wooden bedframe along with a matress stuffed with goose down. A writing desk and chair sits along the wall near the windows and a small oil map hangs nearby suspended from a chain mounted to the wall. A large bookcase stands to the right of the desk full of enormous bound volumes with such luminous titles as "The Magic Properties of Gemstones," "Faerie Legends and Lore" and "Alchemy for Dummies." A wooden chest of drawers rests along the wall opposite the writing desk and contains simple robes, cloaks and personal clothing. An impressive woven tapestry hangs on the wall above the headboard of the bed depicting a mighty wizard dressed in flowing robes battling a huge green dragon emerging from a gnarled wood. The tapestry is worth 300gp.
#38

Rhineglade_

Dec 04, 2008 11:41:12
Melligar Spellslinger
Court Mage of Castle Briarthorn
Level 10 Wizard
Medium Natural Humanoid (human)
Init:
+9 Senses: Perception +7
HP: 61 Bloodied: 30 Healing Surges: 7
AC: 24 Fort: +8 Ref: +12 Will: +11
Speed: 6 squares
Quarterstaff (at-will, standard) * Weapon
+9 vs AC; Hit: 1d8+2 dmg; Critical: +2d8 dmg; Daily: As a free action, Melligar can increase any one power with the "blast" or "burst" descriptor by 1
Magic Missile (at-will, standard) * Arcane, Force, Implement
Ranged 20; +12 vs Ref; 2d4+7 force damage
Scorching Burst (at-will, standard) * Arcane, Fire, Implement
Area burst 1 withint 10 squares; +12 vs Ref; 1d6+7 fire damage
Cloud of Daggers (at-will, standard) * Arcane, Force, Implement
Area 1 square within 10 squares; +12 vs Ref; 1d6+7 force dmg; cloud remains until end of your next turn; you can dispel it earlier as a minor action; any creature that enters area or starts its turn in cloud takes 2 force dmg
Arcane Gate (daily, minor) * Arcane, Teleportation
Ranged 20; move from 1 unoccupied square to another unoccupied square; sustain minor
Ice Storm (daily, standard) * Arcane, Cold, Implement, Zone
Area burst 3 within 20 squares; +12 vs Fort; 2d8+7 cold dmg and target is immobilized (save ends); Miss: Half dmg and target is slowed (save ends); Ice zone is difficult terrain until end of encounter or for 5 minutes
Lightning Bolt (encounter, standard) * Arcane, Implement, Lightning
Ranged 10; +12 vs Ref; 2d6+7 lightning dmg; Secondary Targets: 2 creatures within 10 squares of primary target: +12 vs Ref for 1d6+7 lightning dmg
Wall of Fog (daily, standard) * Arcane, Conjuration
Area wall 8 within 10 squares; lasts until end of next turn (sustain minor); grants concealment to creatures in space and blocks line of sight
Stinking Cloud (daily, standard) * Arcane, Implement, Poison, Zone
Area burst 2 within 20 squares; +12 vs Fort; 1d10+7 poison dmg; vapor blocks line of sight until end of next turn
Shock Sphere (encounter, standard) * Arcane, Implement, Lightning
Area burst 2 within 10 squares; +12 vs Ref; 2d6+7 lightning dmg
Shield (encounter, immediate interrupt) * Arcane, Force
When you are hit by an attack, you gain +4 to AC and Ref until end of your next turn
Sleep (daily, standard) * Arcane, Implement, Sleep
Area burst 2 within 20 squares; +12 vs Will; target slowed (save ends); if target fails 1st save, it is unconscious (save ends); Miss: Target slowed (save ends)
Ray of Enfeeblement (encounter, standard) * Arcane, Implement, Necrotic
Ranged 10; +12 vs Fort; 1d10+7 necrotic dmg and target is weakened (causes half dmg) until end of next turn)
Cantrips (at-will)
Ghost Sound
Light
Mage Hand
Prestidigitation
Alignment: Good Languages: Common, Elven, Draconic, Primordial, Supernal
Skills: Arcane +18, Diplomacy +11, History +15, Insight +12, Nature +12
Str: 10 (+0) Dex: 11 (+0) Wis: 15 (+2)
Con: 13 (+1) Int: 20 (+5) Cha: 13 (+1)
Feats: Defensive Mobility, Expanded Spellbook, Human Perseverance, Improved Initiative, Linguist, Ritual Caster, Skill Focus (Arcana), Toughness

Equipment: +2 staff of the war mage (implement), +3 cloth armor, spellbook

Melligar's Spellbook contains the following spells and rituals: acid arrow, arcane gate, arcane lock, comprehend language, disguise self, dispel magic, expeditious retreat, feather fall, fireball, freezing cloud, ice storm, lightning serpent, magic circle, magic mouth, mirror image, resistance, shield, silence, sleep, stinking cloud, wall of fire, wall of fog, web

As long as Melligar holds his magical staff, he receives a +1 bonus to AC and a +2 attack and damage bonus to all arcane powers with the "Implement" keyword. These bonuses have already been figured into the above stats.
#39

keltron

Dec 05, 2008 13:09:32
Very well done.
#40

Rhineglade_

Dec 10, 2008 18:25:31
#8 Chapel of the Rising Sun

This three story stone structure serves as the principle center of worship for the inhabitants of Castle Briarthorn. Since the Count and his family are Solovarians (worshipers of the sun god), the majority of the servants and soldiers practice the same faith. Great care and detail went into the construction of the holy chapel as Count Leowulf is a devout follower and seeks to impress and inspire all those who visit the chapel.

The Chapel of the Rising Sun is primarily a place of healing, perhaps unusual within a fortress of war. However, the priesthood of Solovar is also a protective order and well suited in the cause of defense against the agents of evil. The entire building is made of stone with a large staircase leading up to the main entrance on the second floor. The ground level, which is used as a storeroom, is accessible through a wooden door just beyond the staircase. This storage facility is used by the castle to keep supplies and goods that serve an important function. Large clay jars contain fresh water which would be used primarily during a seige. Stacks of lumber, tools and bolts of cloth are also kept here.

The second floor of the chapel is the main worship floor. Visitors climb the stone stairs to a pair of hand carved double doors. Each door depicts scenes from the various myths of the faithful, sun symbols and holy figures. Upon entering the chapel, the visitor is immediately awestruck by the grand design of the place. Especially for a building with a fairly humble outward design.

The interior space is a full two floors with a polished marble floor and marble supports that hold up the loft above. A shallow basin of water is found to the left of the main entrance which is used for various purification rituals. Stone archways divide the entry way from the rest of the chapel forming a narthex. Just past the narthex are two lines of marble columns that form two side aisles and a nave, the largest part of the chapel and the place where worshipers assemble for service.

At the far end of the floor, opposite the narthex, is the apse containing a carved stone alter. The wall beyond the alter is pierced with a multitude of narrow windows, none wide enough to allow attackers to enter, but all facing south to allow maximum light to enter the chapel. This design allows the alter to be bathed in sunlight throughout most of the daylight hours. An open doorway just to the right of the alter leads to the sacristy (#9) where the clerical vestments and religious paraphenalia are stored.

The loft space above, accessible only through archways leading to #10, are used by the noble family and their guests to view the services above the common crowd below.
#41

Rhineglade_

Dec 13, 2008 10:15:09
#9 Sacristy

This small antechamber off to the right of the chapel is the sacristy, a room where sacred vestments and religious objects are stored. The chamber consists of two floors. The lower floor, accessible through a small doorway off the alter serves as the room where Father Gaudrik prepares and dresses for services, often accompanied by one of his assistants, either the novice or the acolyte.

This room contains a number of linen robes of various colors. Each is embroidered with fine silk stitching or embellished with brocade. Various holy symbols of the sun god are applied to each robe. The robes are valued at 50gp each and there are 7 different robes hanging within a massive oak wardrobe at the back of the room. The wardrobe also contains a number of alter cloths and several linens used for washing or purification rituals.

A prep table with a locked iron box below sits against the north wall. Several tapered and unlit candles, a basin and jug of fresh water as well as a number of oil lamps are found on top of the table. A small book of prayers can be found here as well. Next to the table is a large jar of oil fitted with a lead stopper. The iron box beneath the table is locked and contains the more valuable icons of the chapel. The Chaplain has a key to this box and a spare key is kept on the floor above this room.

Within this box are a silver censor (70 gp), a hand carved box of sandalwood containing a dozen sticks of incense (20 gp), a gold chalice embellished with pearls and rubies (300 gp), a gold and platinum sun disk surrounded by a beadwork design with a center stone of red tourmaline (200 gp), a crystal decanter of holy oil (25 gp) and a gold diadem (100 gp). Father Gaudrik also keeps a magical +1 morningstar in this chest. This weapon is primarily a holy relic used for services. However, if there is time to retrieve it, either the Acolyte or the Novice will wield this weapon in the event of a seige to the castle.

The only other pieces of furniture within this room are a wooden screen carved with angelic figures and a number of padded wooden chairs found scattered about the space. Within the south wall is a circular stair leading up to the floor above. In the far southwest corner is a recessed alcove containing a privy.

The second floor of this chamber serves as the sleeping quarters for the Acolyte (Clr 2) and the Novice (Clr 1). These lower level clergymen assist the Chaplain in his daily duties but are also responsible for maintaining the chapel. The second floor contains two simple wood frame beds with straw mattresses, a pair of wooden chests, a table and two chairs. A fireplace is built into the south wall of this floor to provide light and heat for the clerics.
#42

Rhineglade_

Dec 13, 2008 22:35:55
Brother Sager
Acolyte of Briarthorn
Level 2 Cleric
Medium Natural Humanoid (human)
Init:
+7 Senses: Perception +4
HP: 28 Bloodied: 14 Healing Surges: 7
AC: 20 Fort: +5 Ref: +7 Will: +8
Speed: 5 squares
Mace (at-will, standard) * Weapon
+5 vs AC; 1d8+2 damage
Crossbow (at-will, standard) * Weapon
Ranged 15; +5 vs AC; 1d8+2 damage
Cure Light Wounds (daily, standard) * Divine, Healing
Touch restores hp as if target spent healing surge plus 3 hp
Avenging Flame (daily, standard) * Divine, Fire, Weapon
+5 vs AC; 2d8+2 dmg plus ongoing 5 fire dmg (save ends); Miss: half dmg and no ongoing dmg; Special: If target made an attack this turn, he does not get a save
Wrathful Thunder (encounter, standard) * Divine, Thunder, Weapon
+5 vs AC; 1d8+2 thunder dmg and target is dazed until end of your next turn
Priest's Shield (at-will, standard) * Divine, Weapon
+5 vs AC; 1d8+2 dmg and you and 1 adjacent ally gain +1 AC until end of your next turn
Righteous Brand (at-will, standard) * Divine, Weapon
+5 vs AC; 1d8+2 dmg and 1 ally within 5 squares gains +2 power bonus to melee attack against target until end of your next turn
Lance of Faith (at-will, standard) * Divine, Implement, Radiant
Ranged 5; +4 vs AC; 1d8+3 radiant dmg and 1 ally you see gains +2 power bonus on next atk against this target
Healing Word (encounter, minor) * Divine, Healing
Close burst 5; you or one ally can spend a healing surget plus gain an additional 1d6+3 hp; Special: power can be used twice per encounter
Channel Divinity
Divine Fortune
Turn Undead
Fighter Weapon Talent (encounter, free) * Weapon
+1 on next attack roll wtih any one-handed melee weapon; plus you mark target until end of your next turn even if you miss
Alignment: Good Languages: Common, Dwarven
Skills: Diplomacy +7, Heal +9, History +6, Insight +9, Intimidate +7, Religion +6
Str: 14 (+2) Dex: 14 (+2) Wis: 16 (+3)
Con: 11 (+0) Int: 10 (+0) Cha: 13 (+1)
Feats: Human Perserverance, Improved Initiative, Student of the Sword
Equipment: mace, crossbow, quiver with 20 bolts, chain mail armor, heavy shield, holy symbol

Unlike his mentor Father Gaudrik, Brother Sager is a more militant priest within the Solovarian faith. Trained at a young age in the finer points of warfare by local dwarven miners from his small village north, Sager is often more head strong than perhaps wisdom would dictate. The acolyte is a kindly soul but his vigilance against evil is well known and he is much admired by the common soldiers of this military fortress.

If given time to retrieve it, Brother Sager may fight with a magical +1 morningstar found in the locked iron box in room #9 instead of using a mace and shield. His statistics should be adjusted accordingly. The acolyte is well accustomed to joining the men on the front line and fighting side-by-side using his valuable healing powers as needed.
#43

Rhineglade_

Dec 16, 2008 11:53:53
#10 Noble Apartments

This portion of the castle is reserved for the Count, his wife, their noble children, family and guests. As such, it is one of the more auspicious structures within the castle and built entirely with stone though the floors are of wood and the roof is of slate shingles.

The entire building is roughly three floors in height with narrow windows facing the courtyard and arrow loops within the walls facing the exterior of the castle. All of these openings provide moderate light to the rooms within. Only the windows facing the courtyard contain thin planes of glass to keep out the chill. These windows likewise have interior wooden shutters that can be closed and locked from the inside if desired.

The interior space of the apartments is separated into three floors: the ground floor, the main floor and the second floor. Access to the building is only through the doorways between the main floor and the drawing room located at #12. The second floor also allows the noble family and their guests to enter the loft space in the Chapel at #8 for worship services.

The ground floor, which has no window openings whatsoever, is rather austere as it is primarily a space used for storage and valuables. The ground floor space contains storerooms, an armory, a guardroom and a vault. The guardroom is staffed by 4-7 soldiers during the day and roughly half that number in the evening. All soldiers are of higher calliber than the typical guard equal to 4th-level fighters. All rooms on this floor are locked. The guards have keys only for the storerooms, the armory and the guardroom. Only the count, the countess, the Steward and the Chamberlain have a key to the Vault.

There are a total of four storerooms each containing a variety of non-perishable goods. Some are valuable objects while others are quite commonplace. Examples of objects found in these rooms include barrels of water, casks of miscellaneous items, bolts of cloth, tools, spare furnishings, tapestries, linens, seasonal clothing, financial record books, etc. The armory contains six suits of plate mail, two suits of scale mail, twelve suits of chain mail, two dozen heavy shields, two dozen light shields, and a dozen each of the following: helmets, halberds, spears, morningstars, longswords, longbows, crossbows and daggers. A heavy wooden shelf to the left of the doorway contains twelve small wooden boxes. Each box is unlocked and contains two dozens arrows each. There are four additional boxes at the bottom of the shelves. One is locked and contains a dozen +1 arrows. The remaining three contain two dozen crossbow bolts each.

The vault is a central room with no exterior walls and only one locked door. The door has been enchanted by Melligar with a glyph of warding and an arcane lock. Opening this door without saying the password "direwood" will set off the glyph. A successful Thieving Skill Check or Strength Check against DC 23 is required to bypass the magical lock. Within the vault is the treasure of the household. In the center of the room are three locked iron coffers. Coffer #1 contains 3000 sp. Coffer #2 contains 4000 gp. Coffer #3 contains 2000 cp and several small leather pouches containing a total of 100 gem stones each worth 50 gp.


The main floor and the second floor are the living spaces for the nobles and their guests. Each floor is divided into numerous smaller rooms and most all rooms include a large stone hearth for heat and light. Rooms on these floors include drawing rooms, meeting rooms, dressing rooms, sleeping rooms and a smaller eating hall on the main floor.
#44

Rhineglade_

Dec 18, 2008 11:46:28
#11 Guard Tower

The tower adjoining the noble apartments is used almost eclusively by the Count's personal bodyguards. The Countess' ladies-in-waiting likewise sleep here. The tower itself is roughly 40 feet high and composed of stone topped with crennalated battlements.

The floors between consist mainly of sleeping chambers as well as storerooms, a small armory and a day room. Count Leowulf maintains a force of six bodyguards, one of whom serves as Captain of the Guard. Each bodyguard is a 5th-level Fighter while the Captain is an 8th-level Fighter. During off-duty hours, the guards are found either in their day room on the 2nd floor of the tower or on the fourth floor which serves as their communal sleeping quarters. This fourth floor contains six wood bed frames with straw stuffed mattresses, a trestle table with two wooden benches, a wash stand holding a jug and basin of water and six wooden footlockers. Each footlocker is locked and each guard carries their own key. The footlockers contain only personal affects, clothing and a money bag containing 3d6 cp, 2d8 sp and 2d6 gp. The captain's footlocker contains an additional 1d10 gp and 1d6 sp. A modest fireplace on this floor provides heat and light and a small alcove built in the wall serves as a privy.

When not on duty, each guard keeps his armor in the private armory on the other side of the floor. This door is keep unlocked. The guards generally keep their personal weapons near their beds even when not on duty for easy reach.

When the Count is in the Grand Hall #13, the Captain of the Guard and 1-3 guards will likewise be present. All six guards accompany the Count whenever he has business outside of the castle. In the private drawing room at #12, only 2 guards will be present.

The third floor of the Guard Tower is the private quarters for the Countess' four ladies-in-waiting. These women, all of minor noble birth, serve as the Countess' companions, confidantes and even protectors as each is trained as a 4th-level fighter. Each Lady stays with the Countess at all times of the day save during the evening when they are allowed to retire to their quarters. The Ladies-in-Waiting have similar furnishings as the bodyguards except they do not have their own armory as they wear only leather armor or none at all. The Ladies-in-Waiting also have a few padded chairs and a spinning wheel. A small harp rests nearby as well. Each Lady-in-Waiting owns several pieces of modest jewelry with a collective value of 50gp each.
#45

Rhineglade_

Dec 20, 2008 12:47:18
Osric, Captain of the Companion Guard
Medium Natural Humanoid (Human)
Level 8 Fighter
Init:
+10 Senses: Perception +7
HD: 70 Bloodied: 35 Healing Surges: 10
AC: 23 Fort: +12 Ref: +8 Will: +6
[u]Speed: 5 squares (fast runner feat)[/u]
Bastard Sword (at-will, standard) * Weapon
+15 vs ACl 1d10+5 dmg; Critical +2d6; Daily Power (fear): As a free action, target hit by sword takes a -2 penalty on all defenses (save ends)
Iron Bulwark (encounter, standard) * Weapon
+15 vs AC; 2d10+5 dmg; you gain +2 power bonus to AC until the end of your next turn
Battle Awareness (daily, no action) * Martial
Gain +10 initiative bonus after rolling your initiative check
Dizzying Blow (daily, standard) * Reliable, Weapon
+15 vs AC; 3d10+5 dmg and target is immobilized (save ends)
Dance of Steel (encounter, standard) * Weapon
+15 vs AC; 2d10+5 dmg; target is slowed until end of your next turn
Get Over Here (encounter, move action) * Martial
Slide 1 willing adjacent ally 2 squares to a square adjacent to you
Brute Strike (daily, standard) * Reliable, Weapon
+15 vs AC; 3d10+5 dmg
Covering Attack (encounter, standard) * Weapon
+15 vs AC; 2d10+5 dmg; ally adjacent to you can shift 2 squares
Tide of Iron (at-will, standard) * Weapon
+15 vs AC; 1d10+5 dmg and you push target 1 square if its your size, smaller than you, or 1 category larger; you can also shift into the space target formerly occupied
Cleave (at-will, standard) * Weapon
+15 vs AC; 1d10+5 dmg and enemy adjacent to you takes 5 dmg
Sure Strike (at-will, standard) * Weapon
+15 vs AC; 1d10 dmg
Combat Challenge
Every time you attack an enemy you can choose to mark the target, even if you miss. The mark lasts until end of your next turn. While target is marked it takes -2 penalty to atk rolls for any attack that does not include you as a target; if mark is adjacent to you, you can make a melee basic atk as an immediate interrupt if mark shifts or makes an atk that does not include you
Combat Superiority
+1 atk on opportunity attacks plus enemy struck by your atk stops moving if a move provoked the attack
Fighter Weapon Talent
+1 atk with one-handed weapons (already included in above stats)
Dwarven Armor (daily, free) * Healing
Osric's magical armor allows him to regain 17 hp as if he spent a healing surge.
Align: Lawful good Languages: Common, Giant
Skills: Athletics +13, Endurance +11, Heal +10, Intimidate +9, Perception +7
Str: 20 (+5) Dex: 15 (+2) Wis: 13 (+1)
Con: 13 (+1) Int: 10 (+0) Cha: 11 (+0)
Feats: Alertness, Fast Runner, Improved Initiative, Power Attack, Shield Push, Weapon Proficiency (bastard sword)

Equipment: +2 terror bastard sword, +2 dwarven chain mail, light shield.

Captain Osric is the sworn defender of Count Leowulf having grown as a former adventuring partner with his liege lord for many years. Now that Leowulf has inherited these lands from his father, Osric has taken on the duty of protecting his ally from all possible danger.

Osric is a steadfast character and true to his word. Existing outside of the normal military hierachy, Osric commands on the Companion Guard, that body of warriors assigned to protect the Count. The Captain will rarely be away from the Count's side whenever the Count appears in public, particularly if the Count leaves the safety of his castle. As a bodyguard, Osric's powers and abilities allow him to offer a formidable defense.

With his battle awareness, Captain Osric can almost assuredly strike first in combat. If the Count is in harm's way, Osric will often lead with his Get Over Here power to reposition Count Leowulf away from an enemy. Osric likewise possesses several powers allow him to shift or push an enemy attacker away from the Count if necessary.

In battle, the Captain of the Companion Guard will attempt to take out the strongest threats first. Enemy leader types will be targeted with the magical terror ability of his bastard sword, a gift from the Count himself! Osric will likewise attempt to disable a powerful attacker with a well placed Dizzying Blow. Enemies that rely on movement, such as rangers and rogues, will be targeted by a Dance of Steel to inhibit their movement.

If Osric seems to be hitting with his attacks easily, he will use his Power Attack feat to cause more damage. This is particularly effective when combined with his Brute Strike power or even his Sure Strike.
#46

Rhineglade_

Dec 21, 2008 13:58:53
Count Leowulf of Woodswall
Warder of the Greenmantle Wood
Medium Natural Humanoid (human)
Level 9 Ranger
Init:
+12 Senses: Perception +14
HP: 64 Bloodied: 32 Healing Surges: 7
AC: 22 Fort: +9 Ref: +12 Will: +10
Speed: 6 squares
Longsword (at-will, std) * Martial, Weapon
+9 vs AC; 1d8+5 dmg
Dragonbane Longbow (at-will, std) * Martial, Weapon
Ranged 25; +12 vs AC; 1d10+6 dmg; critical: +2d8 (+2d12 vs dragons); resist 5 vs dragon breath; Daily Power (minor action): +5 power bonus to attack roll until end of turn; ignore dragon resistance
Twin Strike (at-will, std) * Martial, Weapon
Ranged 25; +12 vs AC; gain 2 attacks; 1d10+6 dmg
Nimble Strike (at-will, std) * Martial, Weapon
Ranged 25; +12 vs AC; 1d10+6 dmg; you may shift 1 square before or after attack
Careful Attack (at-will, std) * Martial, Weapon
Ranged 25; +14 vs AC; 1d10 dmg
Attacks on the Run (daily, std) * Martial, Weapon
You can move your speed and make 2 attacks during your move; Ranged 25; +12 vs AC; 3d10+6 dmg; Miss: half dmg
Hawk's Talon (encounter, std) * Martial, Weapon
Ranged 25; +15 vs AC; ignore cover or concealment (but not superior cover or concealment); 2d10+6 dmg
Evade Ambush (daily, no action) * Martial
At start of surprise round, up to 3 allies in sight can avoid being surprised.
Splintering Shot (daily, std) * Martial, Weapon
Ranged 25; +12 vs AC; 3d10+6 dmg plus target takes -2 penalty on attacks until end of encounter; Miss: Half dmg and target takes -1 penalty on attacks until end of encounter
Cut and Run (encounter, std) * Martial, Weapon
Ranged 25; +12 vs AC; gain 2 attacks; after 1st or 2nd atk, you can shift 4 squares; 1d10+6 dmg
Unbalancing Parry (encounter, immediate reaction)
Enemy within 1 square of you who misses you on a melee atk can be slid onto a square adjacent to you and you gain combat advantage against target until end of your next turn
Split the Tree (daily, std) * Martial, Weapon
Ranged 25; Targets: 2 creatures within 3 squares of each other; +12 vs AC (make 2 rolls and apply higher result to both targets); 1d10+6 dmg
Two-Fanged Strike (encounter, std) * Martial, Weapon
Ranged 25; two atks vs the same target; +12 vs AC; 1d10+6 dmg; add additional +3 dmg if both attacks hit
Archer Fighting Style
Gain Defensive Mobility as a bonus feat
Hunters Quarry
Once/turn as a minor action designate the nearest enemy to you as your quarry and receive +1d6 dmg once/round on one atk; quarry effect remains until end of encounter, quarry is defeated or until you designate a new target
Prime Shot
+1 atk to ranged atk if you are closer to enemies than your allies
Align: Good Languages: Common, Elven
Skills: Acrobatics +15, Athletics +11, Diplomacy +10, Nature +12, Perception +14, Stealth +13
Str: 14 (+2) Dex: +18 (+4) Wis: 16 (+3)
Con: 12 (+1) Int: 10 (+0) Cha: 12 (+1)
Feats: Alertness, Defensive Mobility, Escape Artist, Far Shot, Improved Initiative, Precise Hunter, Skill Training (Diplomacy)

Equipment: +2 dragonsbane longbow, +2 leather armor, +2 amulet of physical resolve, longsword

Count Leowulf of Woodswall inherited his title, land and possessions upon the death of his father Count Sunward. Perhaps no where in the Domain of Sanctuary will one find a more good natured ruler than in Woodswall. Leowulf was indeed born to govern as it were. Blessed with natural diplomatic skills, a sense of fairness and justice as well as a high Wisdom, Leowulf does his ancestors proud.

Raised in the tradition of the ranger, as many of his family, Leowulf was born in the woods and is a skilled archer and hunter. Having inherited his magical longbow, the same weapon which is said to have brought the downfall of the green dragon Khloridris almost a century ago, the Count is deadly with ranged attacks which of course he uses to his advantage.

The Count's policies and diplomatic skills have brought the favor of the elven fae of the Greenmantle Wood as well. Having received the honorary title of "Warder of the Greenmantle" by Queen Elianore of Swanhild, Leowulf has formed a loose alliance with the elves which has proved advantageous to both peoples over the years of his reign.
#47

Rhineglade_

Dec 26, 2008 14:11:45
#12 Hall

This small antechamber serves as a form of Drawing Room for the Count, his family and their more important guests and visitors. The room itself is rectagular in shape with stone walls on three sides and hand carved wooden walls and panels between this space and #13 The Great Hall. Simple arches form doorways allowing residents and visitors to pass between these two rooms.

The Hall is a more intimate space similar in some regards to the Great Hall. However, much of the furnishings, etc are at a smaller scale. A great fire place is found on both the North and South walls making this one of the more warmer rooms in the castle, even during the colder months. Narrow window spaces positioned high on the walls are fitted with glass allowing ample light to enter the room but preventing the wind and the elements from intruding.

The Hall is used by the Count and his family as a form of sitting room allowing them to withdraw from the hustle of the Great Hall into a more secluded and private location. Most of the furnishings in this room are more elegant in both form and function made from fine woods and textiles. Elaborate hand-stitched tapestries adorn the walls of this room along with animal trophies such as antlers, furs and hides. A suit of antique bronzed plate mail stands in the Northeast corner of the room. The armor is purely ceremonial and provides little protection but is expertly crafted and worth 500 gp. The armor is a great family heirloom having been in the Count's family for over 6 generations.

For more intimate gatherings or private audiences, the Count may sometimes meet with more important guests and visitors in this room. Doors along the east wall lead to the noble family's private rooms and apartments.
#48

Rhineglade_

Dec 27, 2008 12:01:14
#13 The Great Hall

This room is perhaps the grandest room in the castle and likely the only one most visitors are allowed to see. The Great Hall is used as a central point for most all activities within the castle. The Count greets the majority of his guests and visitors within this chamber. Grand banquets and feasts are a routine event as is entertainment and meetings. The Great Hall is often used as the court to hear pleas from the Count's vassals and serfs. It is here that individuals come to pay fines, appear for trials and answer to the cause of justice as administered by the Count or his seneschal.

The Great Hall is built with a single purpose: to impress all new comers. Truly the room is a wonder to behold. Particularly to the average commoner who would never experience such ambience and granduer. The room itself is rectangular in shape and over 30 feet heigh with lofty beamed ceilings. All four walls are constructed of well fitted stone further augmented by wood paneling along the interior walls from the floor to just under ten feet up the wall. Large double wooden doors near the northeast corner of the room lead out to the Courtyard and serve as the main entrance into the Great Hall.

When visitors and guests arrive at the castle, they are escorted to these grand doors and meet with the lord's Usher who inquires their reason for being here at the castle. He gathers their name and will instruct all petitioners to leave their weapons here. The Usher will likewise summon the Chamberlain who maintains the general order of the hall. Unless the visitor is an obvious threat or the Count's docket is full for the day, all visitors will be duely admitted to the Great Hall.

Within the four walls, visitors are met with an abundance of sights, smells and sounds. An enormous stone hearth built right into the western wall provides heat and light to the room. The stone floor is routinely swept by the servants and then covered with rushes and scented herbs, particularly lavendar that provide a very pleasant scent. Brightly colored tapestries adorn the west and east wall while great banners hang from corbels above the wood panels. Along the southern wall is a raised wooden platform where the Count and his advisors and bodyguards can generally be seen. Most all other folk in this room stand about either waiting to be presented to the Court or simply to see and be seen by the numerous nobles, courtesans and sycophants.

The south wall directly behind the platform is decorated with an attractive display of polearms and weapons. Most of these are still in prime fighting condition while a few are either ceremonial or antiques. Count Leowulf continues the cherished tradition set forth by his grandfather and father of collecting such exquisite and well designed weapons of war.

During meal times, great wooden trestle tables are brought forth and set up in a "U" shape. Long benches are positioned for most guests while the Count and Countess and their more important guests are seated in chairs are the central table on the platform. If Melligar the Court Mage and Father Gaudrik are present, they will likewise be seated at this higher table. All diners sit along the outside of the U allowing servants to serve food and drink from the opposite side.

Meals served within the Great Hall are likewise impressive as well as abundant. Never less than 5-7 courses, typical foods include a variety of roasted and seasoned meats including beef, pork, mutton, poultry and game, stews, soups, custards, fish and breads. Onions, garlic, peas and beans are plentiful while honey is often used as a sweetener. Fruit from the Counts orchard include apples, pears, plums and peaches along with wild fruits and nuts gathered from the Count's woodland. Wine is served throughout the meal which is sometimes spiced and sweetened by the butler to go with the final course.

During the meal, visitors and guests are entertained by the court musicians who play from a loft at the northern end of the room just above the Buttery and Pantry. Storytellers, acrobats, jesters, singers, actors and jugglers will likewise entertain depending on the event. The Count's personal bard and jester are always integral parts of the festivities.

At the end of the day, after the noble family has retired to their private quarters and the servants have put away the tables and benches, typical overnight guests will sleep in this room as well! The Chamberlain, bard and court jester likewise sleep in this room.
#49

arsieiuni

Dec 28, 2008 13:52:39
Wow... is no one gonna say it? I have to be the one? Okay...

(Lol.. cookie for the reference above!)

This looks great... I only have one tiny problem that is irking me as I look over it.

Urien? Are you serious? Do you really think ANYONE is going to read/hear/say that name without thinking of Pee?? Goddess of the Waters! You're gonna have a lot of laughter over that one, likely in the form of people not taking her seriously. I'm sorry to suggest this... but maybe you should pick a name that sounds a little less like Urine for the Goddess of the Waters?

Latin for water is Aqua. Greek is Hydro. ... Here.. Just a random baby names site can turn up a lot of inspiration:

http://www.parenthood.com/babynames/baby-names.php?Call=advancedsearch

Just enter the word "water" or anything in the box and click the "Meaning" button and go.

A random search on another site turned up:


* AMADAHY
* AQUA
* AQUARIA
* AQUARIUS
* ARETHUSA
* ATL
* CALDER
* CASCADA
* CASCATA
* CHELAN
* DALIT
* DAMLA
* ICE
* JICARILLA
* KENDA
* KENDRA
* KENDRIA
* KIANDRA
* KUVAL
* MINNESOTA
* MISSISSIPPI
* MIST
* MISU
* MIZU
* MOESHA
* MOSHE
* NAHLA
* NAHUATL
* NAIDA
* NEBRASKA
* NEN
* NILOUFER
* NIXIE
* OKENA
* ONDINE
* POWASHEEK
* QING YUAN
* SEVAN
* SHASA
* SHUI
* TALLULAH
* TALULAH
* TAPA
* THUY
* TROY

All having SOME tie to "water" in their meaning.

Do what you want, but I hope this helps.

Shei
#50

seyon

Dec 28, 2008 18:55:39
My god. You are a genius RhineGlade! Nice world, mind if i steal some ideas?
#51

Rhineglade_

Dec 30, 2008 11:52:36
#14 Southwest Tower

This tower right off the Great Hall is primarily used as storage space. Trestle tables, chairs and benches are kept in this location when not in use. Extra candles, oil lamps and table wear are also stored in this tower.

#15 Postern Town

The Postern Tower is primarily a guard tower. A day room as well as a small garrison is located in this tower. If any trouble should arise in the Great Hall, guards from this location will generally be the first to arrive. Eight 1st level Halberdiers are garrisoned in this tower as well as a 3rd level Sergeant.

More importantly, however, is the fact that the Postern Tower contains a secret exit known only to the Noble Family, the Chamberlain, the Steward, the Court Mage, the Captain of the Companion Guard and the Commander of the Garrison. In the rare event that Briarthorn Castle succombs to a seige, the castle residents can attempt to escape via this hidden passageway.

Located on the ground floor of this tower is a spiral stairwell leading down to a sub chamber used for storage. A secret door (Perception DC 25) in this chamber opens to a long dark and dank tunnel that runs deep beneath the watery moat that surrounds the castle. The tunnel is roughly eight feet wide and seven-nine feet high and runs just over 300 yards to the west emerging near a brush pile sheltered by large stones. The large, circular iron lid that covers this exit hatch is double bolted from the inside as it is only meant to be used as an exit portal.
#52

Rhineglade_

Jan 01, 2009 22:06:01
#16 Kitchen
This room serves as the main kitchen for the castle and provides vast quantities of food and drink for the Great Hall throughout the day and evening. The main meal is often served at 10:00am while an afternoon meal is served at 3pm and a light supper at 7:00pm. The kitchen is connected to a well stocked Pantry and Buttery which contains barrels of wine, mead, ale and beer which is served with all the meals. The Kitchen is rarely unoccupied as staff is busy in this room for most of the day and well into the very late evening. Even the scullery maids remain to clean up the last serving dishes before returning again around 5:00am to stoke the fires.

#17 Well Tower
The main well supplying fresh water for the castle is found within this tower with easy access to the Main Kitchen. The middle floors of this tower serve as sleeping quarters for much of the kitchen staff including the cooks and kitchen maids.

#18 Servant's Hall
This very simple and unadorned structure serves as the barracks for the majority of the domestic staff of the castle. The floors are mostly simple wooden beams with the ground floor being covered with rushes. The walls are basic wattle and daub. Comfort is not the general norm in this portion of the castle as the servants spend only their limited off hours here sleeping and therefore do not require many creature comforts.

#19 North Tower
The North Tower serves as sleeping quarters for many of the senior servants. It is made entirely of stone with wooden floors and a circular stairwell leading up to the roof. Other than this, the rooms are similarly furnished with the simplest of pieces as is the Servant's Hall. However, these rooms include small stone hearths built into the walls to provide some light and heat.

#20 Servant's Kitchen
This much smaller kitchen is where the domestic staff comes for their meals. It is similarly equipped as the Main Kitchen but generally with less quality ingrediants. Most of the meals are light often centered around bread, pottage and beer. The Count does provide this kitchen with a continual supply of fairly well made cheeses produced from his personal demesne farms located out in the countryside.

#21 Garrison and Stables
This stone and wooden structure located in the northwest corner of the castle serves as the main military barracks. The ground floor is simple packed earth with the northern portion used as a stable for the Count's horses. The warhorses for the heavy cavalry is likewise quartered here. The southern portion of the building is used as a smithy. The master smiths provide shod for the horses but are also kept busy repairing armor and weapons. Each smith is equivalent to a 4th-level Fighter and have above average Strength and Constitution scores. There are three smiths kept in service here at the castle.

The upper floors of this building are spartan in appearance and serve as the barracks for the main host of military garrisoned here at the castle. Most of the soldiery slept on simple wooden bunks and are given a wooden footlocker for their personal effects. A small duty room, located in the Prison tower at #22, is used by off-duty guards for relaxation and commaraderie. Discipline is well maintained here by the officers but what goes on in the duty room is generally kept at a whisper.

#22 Prison Tower
The Prison Tower is one of the stronger points in the castle composed entirely of stone. The lower floor just below the ground level serves as the dungeon for prisoners. A Gaoler sleeps on the ground floor along with two guard dogs who obey his commands. The floor above is a duty room for guards coming off-duty while the upper floors are used mainly for storage.
#53

Rhineglade_

Jan 02, 2009 22:18:46
IMAGE(http://legendsofhyerune.com/Maps/Woodswall.JPG)
#54

Rhineglade_

Jan 03, 2009 18:08:53
City of Woodswall

Head of Government: Lord Mayor Cudbert of Woodswall (Good hm, Warlord)
Form of Government: Dependent mayoral-council system; city is owned by the Count of Woodswall but controlled by the local government; wealthy merchant elect the Lord-Mayor; Lord Mayor is served by a 13-member Council
Rule of Law: Good
Population: 6,520
Major Religions: Solovar, Meru, Brannoc, Kronum, Nerthys
Military: City Watch (300 members) and City Militia (950 members)
Average Temperature: Summer: 72F, Winter: 32F
Average Percipitation: Moderate throughout the year

The City of Woodswall is the County Seat within the County of Woodswall, a significant fief territory of the Free-City of Sanctuary. The Count of Woodswall is a vassal to the Speaker of Sanctuary and draws a formidable income from his interests within his capital city.

Woodswall receives its name from an ancient wooden palisade the surrounds much of the city and serves as the initial means of defense. As the city grew in size and influence, the Count's noble ancestors found it necessary to grant the City more independence and thus a formal Charter was granted to the city in the year 1220 of the Fourth Age.

Under the effects of the Charter, the residents are free of many of the duties common with the peasants living in more rural territories. No longer are they bound by labor duties, head tax or marriage tax. Rather they pay an annual tax to the Count based on the value of their "moveable" goods and property. The Charter also allows for the creation of a local government to rule the city and provide for the best interests of its population. Regardless of its intentions, however, only the more wealthy merchants gain any real benefit.

To be considered a "citizen" of the city, one must have lived within the city boundary for more than two years and be at least 18 years of age. Only freeborn folk are considered as serfs and slaves are never eligible for citizenship. Furthermore, a citizen must be a "major contributor" to the city's welfare which is defined as owning more than 50gp in movable goods. Under these terms, only a few hundred residents are therefore official "citizens" and eligible to vote including all of the Guildmasters as well as the more prominent businessfolk of the city. There is no stipulation regarding alignment, gender or race when being considered for citizenship. All other non-citizens of Woodswall are considered either residents, visitors or slaves.

Only official citizens are able to vote to elect the position of Lord Mayor, the chief administrator and executive officer of the city. The Lord Mayor is likewise served by a council of ministers with a membership of 13 seats. The Lord Mayor appoints the 8 secular ministers. The remaining 5 seats are automatically filled by the Patriarchs and Matriarchs of the major faiths of Woodswall as defined by their tithes.
#55

Rhineglade_

Jan 04, 2009 10:54:34
The Charter of Woodswall

Though the Count does conceed some perks by granting the community of Woodswall an official Charter, he also receives a number of benefits. As defined in the document, the inhabitants of Woodswall, no matter their status, are exempt from a number of feudal obligations. No longer are they required to work in the Count's fields or repair his castles. They are no longer required to pay a head tax, a tax-at-will or a marriage tax. They are still required to make an annual tax payment and to contribute to military service if required. There are restrictions on this as well however.

The Charter describes that an inhabitant of Woodswall is required to join a muster if called forth by the Count or his official during times of war. Certain exemptions are made if the inhabitant is injured, too young or too old, or if by leaving the household, the inhabitant's family would "too poorly suffer." (As in the case of an eligible widower who must remain to care for his children still in their minority.) If one can afford it, an inhabitant can foresake this military obligation by paying a specific fee as well.

Citizens and residents who do join the Count's Army are limited in terms of how long they must serve as well as how far they must travel. They can only be forced to serve for a year and a day. Furthermore, they may not be forced to cross any natural boundary of the Domain of Sanctuary as they are primarily for the defense of the County rather than to further a Lord's military ambitions.

As for the benefits granted to the Count and his heirs, the Charter reserves all fines and forfeits for major crimes as well as a number of imports such as a monopoly on flour mills and baking ovens as well as fees from noble widows seeking permission to remarry.

Most important, the Count benefits from the semi-annual markets held in Woodswall (said to generate 1700gp per annum). The Count reserves ownership of the stables located in the Old City and has jurisdiction over cases arising in regard to these stables. The Count has the house of the Valorian merchants in the River Quarter. He also has shares in 20 stalls for sale of bread and fish now rented for 20gp 25 sp.
#56

Rhineglade_

Jan 05, 2009 11:37:59
Key to the City Map

1 Castle of the Counts

2 Viscount's Tower

3 Merry Widow Inn & Tavern

4 Church of the Plentiful Harvest (Temple of Meru)

5 House of Gloom (Temple of Nerthys)

6 Latchkey Prison

7 Woodswall College

8 Seven Winds Gaming House

9 Inn of the Bouncing Bugbear

10 Guildhall

11 Green Dragon Inn & Tavern

12 City Hall

13 Palace of the Lord Mayor

14 Temple of the Dawn (Temple of Solovar)

15 Fairfox Estate

16 Archbishop's Palace

17 Noble Estate

18 Noble Townhouse

19 Church of the Exchequer (Temple of Brannoc)

20 Guardhouse

21 Brightflame Estate

22 Noble Estate
#57

Rhineglade_

Jan 07, 2009 11:41:47
City Defenses

Woodswall is surrounded on 3 sides by a ten foot high earthen **** topped with a twenty foot tall spiked wooden pallisade. A small parapet runs along most of the pallisade allowing archers to patrol the walkway during the day. The remaining border of the city relies on the river as a natural defense along with a massive stone castle as icing on the cake.

Other than attempting to scale the **** and storm the pallisade, the only "safe" methods of entering the city are by boat down the river, crossing the Springwind Bridge or via one of the 4 gatehouses that protect the city entrances.

Each gatehouse defends one of 4 gates leading into the city. The main road to Woodswall leads up to the Sanctuary Gate, so named as the road leads Southeast to the great City of Sanctuary. Merchant and visitor traffic is obviously most active along this road. The Old Gate enters into the Ghetto District of the city with a road leading South toward the Village of Briarbarn. The Forest Gate enters the city into the River District with a road leading westward to the vast Greenmantle Wood. Finally, the Harvest Gate near the Business District opens out to expansive farmland leading northward toward the villages of Fengalad and Braemar.

Each gatehouse is composed entirely of stone with an interior space four floors high and a gate tunnel leading through it. Each tunnel can be closed with a thick iron bound wooden door which is barred from the inside. An iron portcullis can also be raised or lowered if necessary. These gatehouses house 1d8+4 1st-level fighters, 1d6 2nd-level fighters and a 4th-level Sergeant. All soldiers are equipped with helmet and chain mail armor. Each carries a spear and either a mace, longsword or morningstar. Soldiers wear a tunic bearing the coat of arms of the city- a green dragon rampant above an upturned arc of laurel leaves on a yellow field.

City Gates remain open from dawn until dusk and are guarded during these times by 4-6 1st-level Fighters armed as indicated above. All visitors to Woodswall are required to register with the guard who will record them names and business in a ledger. All visitors must pay a one time entrance tax of 1cp each.

At night, only the Sanctuary Gate remains open throughout the night. The remaining gates are closed and barred with 3 archers stationed atop each tower as look-outs. In the event of an emergency, the archers can summon one of the soldiers within the gatehouse to open the gate and admit those in need though the constabulary will also be alerted.
#58

Rhineglade_

Jan 08, 2009 17:18:27
Notable NPCs

Count Leowulf of Woodswall (Good human male, Ranger 9)
Countess of Woodswall (Good human female, Bard 8)
Lord Edwyn of Woodswall (Good human male, Ranger 5)

Lord Mayor Cudbert of Woodswall (Good human male, Warlord 13)
Dougal Lawbringer, Minister of Justice (Unaligned human male, Clr 8)
Captain Holt Ironhelm, Minister of Defense (Unaligned human male, Warlord 10)
Geoff Gildstone, Minister of Finance (Unaligned human male, Rog 7)
Odelia Everwhite, Minister of Diplomacy (Good human female, Clr 9)
Nelda, Minister of Commerce (Unaligned human half-elf, Rog 11)
Rinan Pathfinder, Minister of the Interior (Good human half-elf, Ranger 5)
Ethelred, Minister of the Arcane (Unaligned human male, Wizard 7)

Archcleric Lucan Dawnbreaker (Good human male, Clr 18 of Solovar)
Hierarch Hamia Merusdottir (Good human female, Ctr 14 of Meru)
Patriarch Kendrick Brannocson (Unaligned dwarf male, Clr 14 of Brannoc)
Patriarch-General Gareth Kronumson (Good human male, Ctr 13 of Kronum)
Reverend-Mother Devona (Unaligned human female, Clr 10 of Nerthys)

Commander Eamon of the Watch (Unaligned human male, Warlord 14)
Constable Seward (Good human male, Ftr 13)
Chancellor Wregan Winterheart of Woodswall College (Unaligned human male, Wiz 14)
Lord-Warden Godric (Unaligned human male, Ftr 9)

Renward Lord Brightflame (Good human male, Paladin 10)
Sherwin Lord Fairfox (Unaligned human male, Ranger 9)
Squiress Twyla Southbridge (Unaligned halfling female, Rog 11)
Grindan, Guildmaster of Thieves (Evil human male, Rog 16)
#59

Rhineglade_

Jan 09, 2009 11:40:49
Lord Edwyn of Woodswall
Medium Natural Humanoid (human)
Level 5 Ranger (beastmaster*)
Init:
+5 Senses: Perception +9
HP: 44 Bloodied: 22 Healing Surges: 7
AC: 17 Fort: +7 Ref: +8 Will: +6
[u]Speed: 6 squares[/u]
Longsword (at-will, std) * Weapon
+7 vs AC; 1d8+2 dmg
Longbow (at-will, std) * Weapon
Ranged 20; +7 vs AC; 1d10+3 dmg
Hit and Run (at-will, std) * Weapon
+7 vs AC; 1d8+2 dmg; if you move in same turn as this atk, leaving square adjacent to target will not provoke an atk of opportunity
Circling Strike (at-will, std) * Beast, Weapon
+7 vs AC; 1d8+2 dmg; your beast companion can shift 1 square before or after atk
Predator Strike (at-will, std) * Beast
Melee beast 1; +9 vs AC; 1d8+4 dmg; Target: one creature adjacent to you
Close-Combat Shot (daily, immediate reaction) * Martial, Weapon
Trigger: an enemy enters square adjacent to you; +7 vs AC; 3d10+3 dmg; Miss: half dmg; this attack will not provoke an atk of opportunity
Paired Predators (encounter, std) * Beast, Weapon
+7 vs AC; 2d8+2 dmg; your beast can make a melee basic atk at +2 dmg vs target in its reach as a free action
Pack Alertness (at-will, minor) * Beast, Martial
Close burst 10; you and beast in burst make Perception check and share the better result with +2 on checks
Partnered Savaging (daily, std) * Beast, Martial
Melee beast 1; +9 vs AC; 2d8+2 dmg; Miss: half dmg; Effect: if target is currently designated as your quarry, you can shift 3 squares and make a melee basic atk against it
Enclose the Prey (encounter, std) * Beast, Weapon
Melee weapon (beast 1); target: your quarry; before atk, you and beast can shift 2 squares; +7 vs AC; 2d8+4 dmg
Hunter's Quarry (minor action)
Once per turn, you may designate the nearest enemy as your quarry. Once/round, you can deal +1d8 dmg against your quarry
Align: Good Languages: Common, Elven
Skills: Acrobatics +12, Athletics +9, Endurance +8, Nature +7, Perception +9, Stealth +10
Str: 15 (+2) Dex: 17 (+3) Wis: 14 (+2)
Con: 12 (+1) Int: 10 (+0) Cha: 12 (+1)
Feats: Agile Hunter, Escape Artist, Human Perseverance, Lethal Hunter

Equipment: longsword, longbow, leather armor, quiver with (20) arrows; potion of healing

* New class as per "Martial Power"

"Lupan" Wolf Companion
Medium Natural Beast (wolf)
Init:
+4 Senses: Perception +9, low-light vision
HP: 54 Bloodied: 27 Healing Surges: 2
AC: 14 Fort: +4 Ref: +4 Will: +4
Speed: 7 squares
Bite (at-will, std)
+9 vs AC; 1d8+2 dmg
Combat Advantage
If wolf has combat advantage against an enemy, it gains +2 dmg
Align: Unaligned
Skills: Endurance +9, Perception +9
Str: 15 (+2) Dex: 15 (+2) Wis: 14 (+2)
Con: 14 (+2) Int: 6 Cha: 6

As the eldest male childr of Count Leowulf, Lord Edwyn stands to inherit a sizable estate upon the death of his father. Of similar temperment, Edwyn is well liked by those who know him and he is never far from his constant companion, a gray wolf His Lordship raised since the animal was a pup.

Lord Edwyn followed his father in his love and respect for the natural world even going as far as choosing a ranger class. However, Edwyn elected to adapt a keen hunter quality relying on his beast companion to provide a double threat against his enemies. Perhaps not as socially adept or diplomatic as his father, Lord Edwyn still remains a cunning character and a shrewd observer. Young, strong and agile, His Lordship often prefers life in the wilds as opposed to the stuffiness of his father's noble Court.
#60

Rhineglade_

Jan 10, 2009 15:19:43
It Takes a Village

Using the handy guide from the web's Medieval Demographics Made Easy, we also find that the City of Woodswall has the following shops and services:

43 Shoemakers
26 Furriers
26 Tailors
18 Barbers
16 Jewelers
16 Taverns/Restaurants
16 Old Clothes Dealers
13 Pastry Cooks
13 Stone Masons
12 Carpenters
11 Weavers
9 Chandlers (candle maker)
9 Mercers (cloth merchants)
9 Coopers (barrel maker, repairman)
8 Bakers
8 Wine Merchants
7 Water Carriers
7 Scabbard Makers
7 Hatmakers
6 Saddlers
6 Chicken Butchers
6 Pursemakers
6 Meat Butchers
6 Fishmongers
5 Beer Sellers
4 Bucklemakers
4 Plasterers
4 Spice Merchants
4 Blacksmiths
4 Painters
4 Roofers
4 Harness Makers
3 Locksmiths
3 Bath Houses
3 Inns
3 Ropemakers
3 Tanners (leather worker)
3 Copiers
3 Sculptors
3 Rugmakers
3 Hay Merchants
3 Cutlers
3 Wood Sellers
3 Woodcarvers
2 Glovemakers
1 Herbalist
1 Bookseller/Bookbinder
1 Illuminator
1 Alchemist
#61

kingotyugh

Jan 11, 2009 19:41:52
I think it's great.
Wish I knew what Nebraska has to do with water, lol, as I have lived here for....32 years.
#62

Rhineglade_

Jan 12, 2009 11:30:45
Je ne comprend pas.
#63

Rhineglade_

Jan 12, 2009 12:00:02
The City Districts

The Old City
As the name implies, this portion of the city is the oldest of the districts having been founded centuries ago as a minor logging town growing to become the more rustic cosmopolitan it is today. Most of the structures in this area have been here for years and therefore may be a bit more "run down" compared to other districts. The Old City still retains much of its charm however and is a favored spot for tourists and foreigners. The Old City is the location of the Viscount's Tower, home to a aged nobleman who spends most of his time in seclusion. The Merry Widow Inn and Tavern is likewise found here just off of Cobbler's Lane. Important Temples dedicated to Meru and Nerthys are prominent features in the Old City as is the College of Woodswall.

The Ghetto
Despite the best of possible intentions of the ruling Counts, the old saying "We will always have the poor" is certainly true for the Ghetto District. The Ghetto District is home to the city's poor, destitute and down-and-outers. Many foreigners to the city also find their way to this region as the rents tend to be the most affordable. Many of the buildings are solid but show their age. A number of condemned buildings and abandoned shops can be found here as well, mostly off of some side alley. As misery loves company, the Thieve's Guild has a prominent hold in this region of Woodswall despite the best efforts of the City Watch. Although not considered out of control, crime is not unheard of in this district and very few residents will venture forth after dark if it can be at all avoided. The only really significant structure here is the infamous Latchkey Prison, so called because of the number of "residents" who find themselves in and out of Prison so often they could almost be issued their own pass keys. The prison warden is somewhat of a gruff and miserable creature who tends to run "his" prison as he sees fit since most of the more important government figures are little concerned with the rehabilitation of convicts.

The Burrows
The smallest region of Woodswall, the Burrows are a verdant region of the city known for its parks and commons. A significant population of halflings have come to call this region home building many of their homes in traditional fashion by excavating shallow burrows just underground. The Burrows are a popular retreat for families who seek to temporarily escape the fast pace of the city. During the Summer months, picnicing is quite common on Weekends and city holidays. The most popular building in the Burrows is without a doubt the Bouncing Bugbear, a busy tavern and inn located along the southern banks of the Nieve River. The owner, Squiress Twyla Southbridge, is a welcoming and gracious hostess and her tavern is a popular destination for adventurers seeking rumors or information.

Business District
The heart of the city, the Business District is the location where most of the city's more prominent shops and marketplaces are found. Many successful merchants and artisans also maintain townhouses in this area. Many of the more prosperous merchants set up their shops in this district. The rents are a bit higher but the volume of street traffic tends to be greater bringing in more customers. Many of the merchants tend to locate within the same general vacinity. The jewelers are found on Jeweler's Row. The wine sellers are found on Vineyard Avenue. Less lucrative merchants can still be found scattered about the Old City. Larger trade will likewise unite together under a common banner forming a Guild. All guildmembers, regardless of trade, are automatic members of the Guild Hall, a commercial and political body of businessfolk gathering together to form a common voice within the city government. Though the individual members lack official positions in government they remain a highly influential organization and the Lord Mayor and Council Members will generally at least listen to pleas of the Guildhall before making legislature. In addition to the Guildhall, the Business District is also home to the wealthy Temple of the Exchequer, the church dedicated to Brannoc, the god of commerce. The temple clergy maintain a unit of Templar Guards that not only protect the temple sanctuary but likewise patrol the important streets of the Business District which is considered an ad hoc holy site.

River District
One of the smaller regions of the city, and also one of the newest, the River District is known for its cobbled streets, manicured shrubs, flowering plants and impressive mansions and townhouses. Very few stores and shop fronts are located in this district as it is primarily residential in nature. A few lesser nobles maintain homes here in addition to their existing country estates. Even some of the wealthiest of merchants and guildmasters will purchase private homes in this neighborhood more as a status symbol than anything else. The River District is home to some of the city luxuries affordable only by the well-to-do including a small art gallery, a theater and even a music hall.


Fair District
With the expansion of the City of Woodswall to both banks of the river, the region just west of the Springwind River became the new Fair District. It is here that the prosperous Commercial and Trade Fair is held twice a year. During these times, the population of the city is booming with inns filled to capacity and many private citizens renting out spare rooms to visiting merchants and buyers. A number of enclosed wood and stone halls are used for the larger trades while all maner of brightly colored tents and banners declare the presence of "lesser" trades scattered up and down the broad boulevards known in this region. Though most of the streets in this district are not paved, they are wider than other regions of the city allowing for much easier flow of cart and wagon traffic. The City coffers and tax revenues likewise expand during this time as the Fairs attract exotic dealers, merchants and visitors from all over the Domain of Sanctuary as well as kingdoms and lands beyond. Other than a few independent dealers, the only other permanent structures within the Fair District are the money changers, guard houses and a number of noble estates.
#64

Rhineglade_

Jan 13, 2009 11:42:35
Random City Encounters

Working on a tentative list. I'll likely divide it eventually into separate districts and then also one for Daytime and one for Nighttime since explorers are likely to encounter different events depending on the time of day and where they are located in the city. You could even go as far as having a separate encounter list for Main roads, side streets and narrow alleyways.

Messenger/Courier
Servants running errands
Gang of Thugs/Bullies
Escaped Prisoners
Chain Gang
Guard Patrol
Merchant caravan
Beggars
Wild Dog, pack
Thief/Pickpocket
Adventurers (rival party?)
Government Official
Lost Child
Pilgrims
Teamsters/Porters
Noble and entourage
Hunting Party
Drunken peasant
Elves
Halflings
Wizard and apprentice
Shapechanger in an assumed guise
Spies
Lumberjacks
Plague victim!
Band of Revellers
Repair crew
Lamplighters
Parade

Random encounters can be used for any variety of reasons. I often like to use them simply to shake up the status quo. Just when the party starts to get a bit complacent- BAM -they run into something unexpected.

The encounter can go in any number of directions depending on what the players have encountered, the NPC attitude and how the players react (if at all). Not everything has to turn into a fight however as something of that magnitude may or may not attract the City Watch! However, NPC encounters can be used to help guide the players in a different direction, provide additional information or even purposely mislead them! How evil indeed!
#65

Rhineglade_

Jan 14, 2009 16:36:06
Griffonwing Castle

"The Castle of the Counts"

Despite the fact that the City of Woodswall has its own form of government, the power to create legislation and the power to collect taxes, the presence of this impressive citadel serves to remind those in its shadow who the real power is in this area.

Griffonwing is a rectangular concentric castle just east of Woodswall on a small series of islets in the River Springwind. The castle serves to protect the eastern borders of the city which is otherwise protected by the rivers and the marshes along the riverbanks.

Although the Woodswall Counts have long utilized the larger Briarthorn Castle to the North as their chief residence, Griffonwing is a secondary military fortress and the chief residence when the Count and his Court are in the City. For the most part, the Count, his wife, their family, guards and servants take up shelter in Griffonwing during the winter season, particularly during the Cold Fair held in January. During other times, the castle supports a permanent garrison of roughly 100 fighters and is commanded by the Count's Seneschal.

Griffonwing is certainly an imposing little pile and well fortified to defend against attack. Simply approaching the castle's outer curtain wall is no simple task as an attacker would have to move through soft, marshy ground and then cross the Springwind River. Visitors of course have it somewhat easier approaching from the west along Castle Road. This main road leads to a small western isle which supports a rounded gatehouse. Similar to Briarthorn, visitors must cross a series of bridges, causeways and drawbridges to reach the gatehouse and ultimately to the castle beyond.

Built entirely from stone, the castle is composed of a massive central keep surrounded by two curtain walls. The Outer Curtain Wall, framed by four square towers, is 30 feet high and topped with crennalations and merlons. The top of each tower is defended by a huge ballista which can swivel atop a metal base granting a firing range of 45 degrees. Longbowmen man the walkway along the perimeter of the Outer Curtain as well.

The Inner Curtain Wall, with its own gatehouse, stands 50 feet high and is built slightly off center of the entrance through the Outer Curtain. This prevents any would be attackers from running directly into the fortress. Any enemy would have to run diagonally across the Outer Ward to the Inner Curtain Gatehouse and across a defender's field of fire. Certainly an imposing task to be sure. The Inner Wall is also flanked with a rounded tower at each of the four corners.

Once within the Inner Ward, only the strongest part of the castle remains- the Great Keep. This massive stone structure rises almost 75 feet into the air and is augmented with multiple towers and turrets! A fan-shaped stone stair leads up from the ground to the great wooden doors leading into the heart of the keep.
#66

Rhineglade_

Jan 16, 2009 11:46:22
Griffonwing Garrison

Throughout the year, the Castle of the Count serves as a garrison of the Lord's military composed of the following:

(1) Baron-General (Pal 11)
(4) Captains (Ftr 8)
(6) Lieutenants (Ftr 6 (x2), Ftr 7 (x3), Wiz 7)
(12) Sergeants (Ftr 5)
(20) Corporals (Ftr 3 or 4)
(60) Warriors (Ftr 2)
(5) War Priests

The soldiers are broken up in heavy infantry, heavy cavalry and light infantry. The Heavy Infantry wears scale mail or plate mail and is armed with either greatsword, halberd, spear or longsword and shield. The Heavy Cavalry, used primarly for crowd control, rides warhorses and wears platemail armor. Each is equiped with lance and one of the following: longsword and shield, mace and shield or flail and shield. Finally, the Light Infantry form the archery units wearing leather armor or hide armor and carrying either longbow, crossbow or greatbow (as per Martial Power).

The Light Infantry is used primarily to disrupt enemy formation with missile fire and is not generally expected to engage in melee combat. Each light infantry soldier does carry some form of hand weapon however if needed. This is usually limited to a simple melee weapon or a simple military weapon. Many of them tend to prefer the scimitar.

Each Captain is responsible for one of four squadrons and is assisted in this duty by a Lieutenant. Two squads form the Heavy Infantry. One squad is the Light Infantry while the final squad is an Auxiliary Unit responsible for the everyday duties of the garrison such as the quartermaster and kitchen.

The remaining two lieutenants report directly to the Baron. One lieutenant possesses arcane abilities and works directly with the special corps of magical support. He is aided by one of the war priests. The final lieutenant commands the Heavy Cavalry and is also aided by one of the War Priests.

In addition to guarding the castle year round, the garrison also patrols the eastern and southern roads to and from Woodswall, the river road along the Nieve and the Fair District.
#67

Rhineglade_

Jan 18, 2009 10:22:52
Baron Randulf
Senechal and Commander of the Griffonwing Garrison
Medium Natural Humanoid
Level 11 Paladin
(Champion of Order)
Init: +10 Senses: Perception +7
HP: 85 Bloodied: 42 Healing Surges: 10
AC: 25 (uncanny dodge) Fort: +12 Ref: +11 Will: +12
Resist: Lightning 5, Thunder 5 (when shield is held)
Speed: 5 squares
Broadsword (at-will, std) * Weapon
+11 vs AC; 1d10+6 dmg
Longbow (at-will, std) * Weapon
Ranged 20; +8 vs AC; 1d10+3 dmg
Bolstering Strike (at-will, std) * Divine, Weapon
+11 vs AC; 1d10+6 dmg and you gain 2 temporary hp
Enfeebling Strike (at-will, std) * Divine, Weapon
+11 vs AC; 1d10+6 dmg and if you marked target, it takes -2 penalty to atk rolls until end of your next turn
Valiant Strike (at-will, std) * Divine, Weapon
+11 vs AC; +1 bonus to atk roll for each adjacent enemy; Hit: 1d10+6 dmg
Certain Justice (encounter, std) * Divine, Weapon
+15 vs AC; 1d10+2 dmg and if target is marked, it is also weakened and dazed for as long as the mark remains in effect
In Defense of Order
When you are adjacent to your mark, the target provokes an attack of opportunity from you if it makes an atk that does not include you; you also gain +2d6 radiant dmg against dmg rolls against demon and elemental targets
Cleansing Spirit (encounter, minor) * Divine
Ranged 5; you or 1 ally within range makes a save with a +2 bonus
Crown of Glory (daily, std) * Divine, Implement, Radiant
Close burst 1; Target: each enemy in burst; +9 vs Will; 2d8+4 radiant dmg and any enemy starting its turn adjacent to you is slowed until end of your next turn (sustain minor)
Beckon Foe (encounter, std) * Divine, Implement
Ranged 5, +9 vs Will; 2d10+6 dmg and you pull target 2 squares
One Heart, One Mind (daily, minor) * Divine
Close burst 6; you and each ally in burst can communicate telepathically with each other until end of encounter out to a range of 20 squares; your "aid anothers action" gives a +4 bonus instead of +2
Martyr's Retribution (daily, std) * Divine, Radiant, Weapon
+11 vs AC and you spend a healing surge without gaining hit points; 4d10+6 radiant dmg; Miss: half dmg
Invigorating Strike (encounter, std) * Divine, Healing, Weapon
+11 vs Will; 2d10+6 dmg and if you or your allies within 5 suares are bloodied, you and your allies also regain 7 hp
Astral Speech (daily, minor) * Divine
You gain +4 bonus to Diplomacy checks until end of encounter
Paladin's Judgement (daily, std) * Divine, Healing, Weapon
+11 vs AC; 3d10+6 dmg and 1 ally in 5 squares can spend a healing surge; Miss: no dmg but 1 ally in 5 squares can still spend a healing surge
Fearsome Smite (encounter, std) * Divine, Fear, Weapon
+11 vs AC; 2d10+6 dmg; until end of your next turn, target takes -2 penalty to atk rolls
Lay on Hands (at-will, minor) * Divine, Healing
You can use this power up to 2/day but only 1/round; you spend a healing surge without gaining hp and your touch allows target to regain hp as if they spent a healing surge + 4
Divine Challenge (at-will, minor) * Divine, Radiant
Close burst 5; you mark target in burst; while marked, target takes -2 penalth to any atk rolls that do not include you as a target; marked target takes 10 radiant dmg the first time it does make an atk that does not include you as a target; as a condition of the mark, you MUST engage the target by attacking or end your turn adjacent to each turn otherwise the mark ends
Channel Divinity: Divine Strength (encounter, minor) * Divine
You gain +4 dmg on your next atk roll this turn
Channel Divinity: Divine Mettle (encounter, minor) * Divine
Close burst 10; target in burst can make a saving throw with a +4 bonus
Storm Shield
You gain resist lightning 5 and resist thunder 5 when you hold your shield. In addition, as an immediate reaction when you are hit by a melee atk, you can use the shield's power 1/day to deal 2d6 lightning and thunder dmg to that attacker
Align: Good Languages: Commmon, Elven
Skills: Diplomacy +14, Heal +12, Insight +12, Intimidate +14, Religion +11
Str: 18 (+4) Dex: 13 (+1) Wis: 15 (+2)
Con: 11 (+0) Int: 12 (+1) Cha: 19 (+4)
Feats: Action Surge, Combat Reflexes, Healing Hands, Human Perseverance, Improved Initiative, Mounted Combat, Powerful Charge, Uncanny Dodge

Equipment: storm shield, iron bands of power, plate mail armor, broadsword, longbow, quiver with (20) arrows, divine implement of Kronum

A highly accomplished and respected war veteran, Baron Randulf is a close friend and ally of Count Leowulf of Woodswall. The Baron serves as the Count's seneschal at Castle Griffonwing governing the castle while the Count is away. Highly personable and wise, the Baron is a shrewd and insightful diplomat who prefers to let his words to the taking rather than his weapons if at all possible, an unusal trait for one who worships the god of war.

Baron Randulf is certainly no fool though and knows when arms are necessary. He realizes that direct combat is his forte and will attempt to bull run his nearest opponent while slowly working his way to engage in an enemy leader as soon as possible. If necessary, the baron can use his Beckon Foe ability to bring his opponent to him which he will often follow with a Certain Justice or Martyr's Retribution.

The baron will use judicious applications of his paladin powers including Cleansing Spirit, Paladin's Judgement and Invigorating Strike to protect his allies.

Baron Randulf is a charming character but quite willful and stubborn at times. Perhaps his biggest fault is his pride.
#68

Rhineglade_

Jan 19, 2009 12:06:53
Garden of Blight
Adventure Idea

Well over a century ago, the southern portions of the Greenmantle Wood were known as the hunting grounds of a monstrous green dragon known as Khloridris. For years, the surrounding countryside was plagued by the dragon's wrath and deadly poisons.

As the wyrm's reputation and wealth grew, she attracted numerous like-minded creatures equally as villianous to her cause. Those who pleased her were taken on as servants and servitors. Those who did not were simply eaten. The dragon's lair, known as the 'Garden of Blight,' was said to have been built upon the decaying remains on countless victims of the creature's insatiable desires.

Perhaps no one suffered more at the hands of the green dragon and her followers than the simple folk of Woodswall and the surrounding lands. Desparate times soon lead to desparate measures however and the reigning Count of Woodswall at the time lead a stealth band deep into the heart of the dark woods. With the skill of the Ranger-Knights of Woodswall, the heroic band bypassed many of Khloridris' venomous traps and sentries until finally entering the dragon's lair.

After a climactic battle, and the loss of many lives, the Count struck a final blow deep into the dragon's heart using his dragonbane longbow. With the death of their mistress, many of Khloridris' followers broke morale and fled into hiding or perished at the hands of the retreating enemy. For many decades, the verdant forest reclaimed the so-called Garden of Blight covering much of the stronghold with groundcover and creeping vines. The former terror of the woods had finally grown silent as a seed lying dorment in winter.

Recently, however, whispers have risen that a new life has infested the Gardens. Though yet to show a direct hand, the taint of evil has been felt by some of the elven patrols who long have watched these haunted lands.

For DM Eyes Only:
Show

Suggested Level: 10-12

The ancient wyrm Khloridris is indeed long dead but upon her rotting remains and that of her former followers a new evil has since taken hold within the Garden of Blight.

Now a degenerate clan of elves have taken control of this stronghold. They worship death and decay and thrive in an atmosphere of rot.

This simple adventure can become as expansive as the DM desires. Suggested monsters include elves and evil fae, plant and fungus creatures as well as creatures that dwell in decaying vegetable matter.

Possible Monsters:
carrion crawler
feymire crocodile
displacer beast
green dragonkin
dryad/briar witch dryad
ettin marauder
otyugh
shambling mound/stormrage shambler
troll
vine horror
#69

Rhineglade_

Jan 20, 2009 11:59:40
Dishonor Amoung Thieves
Adventure Idea

What city would be complete without its own Thieve's Guild, an organization united for a common goal: taking advantage of the hard working citizen. Woodswall is no different of course and the Thieve's Guild is known as a well structured association with its own ruling hierarchy, associates and cohorts.

When a number of high level local crimes however begin to upset the status quo and directly effect even the high ranking bureaucrats of Woodswall, the city Constabulary starts to crack down on the rogues. Dragging the streets, hauling in the snitches and spies, the Lord Constable has really turned up the heat of the Guild to the point of desperation.

Soon, an anonymous letter arrives at the Constable's office from the Guildmaster of Thieves himself! Disavowing all knowledge of this sudden rash of high profile crimes, the Guildmaster states that his organization had nothing to do with these events. But if the Guild membership is not to blame, then who is? Can the Guildmaster even be trusted based on his shady profession? Is there a rival guild forming and if so what will that mean to the safety and security of the city?

For DM Eyes Only:
Show

Suggested Level: 5-7

Though deceitful, unlawful and greedy to a fault, even the Guild of Thieves has a Code which includes a "no kill" clause unless absolutely necessary. To add murder and homicide to their list would indeed infringe upon the exclusive domain of the League of Assassins and Bounty Hunters within the City of Sanctuary. And this is one organization the Thieves Guild is certainly not foolish enough to cross.

If matters are not resolved soon, however, and these unexplained deaths continue, the League may send representatives to Woodswall to investigate. Once they become involved, they likely will remain as a steady and uneasy presense within this normally good natured community.

In truth, the Thieves Guild is being framed by a Cabal of highly unscrupulous warlocks, wizards and free rogues operating outside of the Guild's influence. This Cabal wishes to become a much more viable presense within Woodswall and to do so would mean removing their chief rival: the Guild. What better way than to frame their operatives with a number of high profile crimes and let the local law enforcement do the job for them.

In this investigative schenario, the adventuring party will need to journey through the Ghetto District and make contact with one of the Guild's operatives in order to ingratiate themselves with the Guildmaster and uncover the truth behind these dastardly deeds.

With perhaps a few elusive clues along the way, the players will be pointed toward the correct direction and perhaps expose the Cabal once and for all. Having done so though may just bring the wrath of this new group down upon the players too!

NOTE: Did I mention that the honorable and upstanding citizen Squiress Twyla Southbridge, Proprietress of the Bouncing Bugbear Inn and Tavern, is a mouthpiece of the Guild of Thieves and their fence for stolen goods?
#70

Rhineglade_

Jan 21, 2009 11:57:49
Lost Dwarven Delve of Kazak-Zidil
For almost a thousand years, the powerful dwarf city-state of Kazak-Zidil stood as a balwark of civilization within the great mountain chain north of the Domain of Sanctuary. Within the safety of their deep delvings, the dwarves labored night and day mining valuable ores, stones and metals. Over the ages, the city grew not only wealthy but somewhat complacent believing that their impregnable fortress was far beyond the reach of any potential enemy. This belief was shattered of course.

From deep within the bowels of the world, arose horrors from the Underworld in the form of an Aboleth nightmarish slave army. The monstrous abominations struck at three different locations within Kazak-Zidil dividing the dwarven resistance and therefore weakening their resolve. It was only a matter of time before the once mighty kingdom of the dwarves fell to the foul creatures but not before seriously weakening the attacker's numbers. Only a smaller dwarf outpost remains under the shadow of the mountains.

These events occurred years ago but the dwarf delvings remain an ever-present temptation to adventurers. What lost treasures and ancient artifacts remain perhaps hidden in some overlooked chamber?

For DM Eyes Only:
Show

Suggested Level 12-14

The kingdom of Kazak-Zidil was centered around a great fissure deep beneath the mountains dividing the city into three major hubs each consisting of seemingly endless rooms, chambers, halls, caverns, passageways, tunnels and mine shafts.

Over the many years after the surviving dwarves were forced to abandon their kingdom, three new factions have risen from the deeps each claiming a portion of the delving. Each with its own agenda and goals, the three factions continually fight with one another in an attempt to gain an upper hand and take complete control of the mighty stronghold.

In one faction, a powerful drow priestess answers the call of her demoness goddess by launching an assault on the delving in an attempt to gain a foothold close to the City of Sanctuary.

Possible Monsters:
drow priestess
demonweb terror spider
drow arachnomancer
drow warriors
mezzodemon
orc warriors


In another faction, dark and foul undead creatures shamble under the leadership of a brilliant vampire lord, a former human noble from the County of Woodswall who retreated to this sunless world simply to increase his own personal holdings.

Possible Monsters:
Vampire wizard
Battle Wight
spirit devourer
gargoyles
flesh golem
shadar-kai


Finally, the last remants of the aboleth army seek to regain their numbers and rebuild their strength under the leadership of a mighty Aboleth Overseer and her mates. The abomination is served by an almost mindless army of insane soldiers gathered from many different races.

Possible Monsters:
Aboleth Overseer
Aboleth lashers (mates)
foulspawn
kuo-toa marauders
troglodyte warriors
bugbear stranglers
ogre skirmishers
#71

Rhineglade_

Jan 23, 2009 11:56:38
Elf Haven of Swanhild
Near the headwaters of the gentle Nieve River lies the peaceful elven dwelling of Swanhild, a community of wood elves nestled within the northern expanse of the Greenmantle Wood.

Ruled by the wise and powerful Queen Elianore Whitewing (good female elf, Warlock Level 25), the elf haven is primarily one of healing and knowledge. Many elven scholars and sages come from all over to view the priceless tomes sheltered with the Swanhild Libraries. The reputation of the elf-witch Queen is enough to prevent evil from encroaching upon the elven hunting grounds unless it is exceptionally powerful or exceptionally foolish.

Swanhild lacks a formal standing army yet many of its inhabitants are skilled in the use of the sword and bow. Sheltered within the leafy canopy above, the reign of deadly arrows from concealed locations proves a formidable force against most enemies. To augment this defense, the Queen is maintain two psuedo-military units. The Honor Guard is charged with the defense of the Queen as well as Swanhild itself. Most members of the Honor Guard are experienced Rangers with the two-weapon combat skill.

In addition to this local unit, Queen Elianore also sponsors the Vanguard of the Wildwood, an expert band of querrilla warriors well practiced in the art of espionage, intelligence-gathering and moving without being seen. These warriors, whose exact numbers are unknown, largely patrol the western shores of the river and the wooded glades within the western expanse of the woods.
#72

Rhineglade_

Jan 24, 2009 9:47:05
Queen Elianore Whitewing
Medium Fey Humanoid (elf)
Level 25 Warlock
(feytouched)
Aura 5: Non-elf allies within aura gain +1 bonus to Perception
Init: +20 Senses: Perception +17, low-light vision
HP: 144 Bloodied: 72 Healing Surges: 8
AC: 19 Fort: +19 Ref: +22 Will: +28
Resist: poison 15 (when wearing cloth armor)
Speed: 8 squares
Bronzewood Quarterstaff (at-will, std) * Weapon
+21 vs AC; 1d8+7 dmg; Crit: +5d6 dmg or +5d10 versus shadow creatures; Golden Nimbus (daily, free): when you hit target, it is outlined with gold light and does not gain benefit of concealment or cover (save ends); if target is of shadow origin, it also takes -2 penalty on atk rolls (ends on same save as above)
Eldritch Blast (at-will, std) * Arcane, Implement
Ranged 10; +24 vs Ref; 2d10+12 dmg; can be used as a basic ranged atk
Curse of the Twin Princes (daily, std) * Arcane, Illusion, Implement, Psychic
Ranged 5; +24 vs Will; 4d10+15 psychic dmg; until end of encounter, everytime you take dmg you make +24 vs Will Atk vs target; if atk hits, you only take half dmg and target takes the other half
Thorns of Venom (encounter, std) * Arcane, Implement, Poison
Ranged 10; +24 vs Fort; 3d8+12 poison dmg and target is immobilized and takes -5 penalty to AC and Reflex until end of your next turn
Raven's Glamor (daily, move) * Arcane, Illusion, Teleport
You become invisible until start of your next turn (sustain std) and teleport 20 squares leaving behind an illusionary duplicate
Delusions of Loyalty (daily, std) * Arcane, Charm, Implement
Ranged 10; +24 vs Will; on its next turn, target uses std action to make a basic atk vs the last creature that attacked you since your last turn; if no one attacked you, target loses a std action (sustain minor)
Thirsting Tendrils (encounter, std) * Arcane, Healing, Implement
Ranged 10; +24 vs Fort; 3d6+12 dmg and you can spend a healing surge for 42 hp
Infuriating Elusiveness (encounter, move) * Arcane, Illusion, Teleport
You become invisible then teleport 4 squares; invisibility lasts until start of your next turn
Bewitching Whispers (encounter, std) * Arcane, Charm, Implement
Ranged 10; +24 vs Will; until end of your next turnm target treats all creatures as enemies for purposes of making opportunity atks; such opp. atks will be made at +4
Warlock's Leap (daily, move) * Arcane, Teleport
You teleport 6 squares; you don't need line of sight to make this teleport but if space is occupied you don't move
Curse of the Black Frost (daily, std) * Arcane, Cold, Implement
Ranged 10; +24 vs Ref; 2d8+12 cold dmg; if target moves, it takes 1d8 cold dmg (save ends); sustain minor for 2d8 cold dmg (unless saved)
Mire the Mind (encounter, std) * Arcane, Illusion, Implement, Psychic
Ranged 10; +24 vs Will; 1d10+15 psychic dmg and you and your allies are invisible to target until end of your next turn; you also gain +4 Stealth checks until end of the encounter
Dark One's Own Luck (daily, free) * Arcane
If you make a roll you dislike, you can reroll dice and use the higher of the two results
Shielding Shades (daily, immediate reaction) * Arcane
When you are hit by an atk, reduce the dmg to 0; other targets (if any) of this atk will still take dmg as normal
Ethereal Stride (encounter, move) * Arcane, Teleport
You can teleport 3 squares and gain +2 bonus to all defenses until end of your next turn
Eyebite (at-will, std) * Arcane, Charm, Implement, Psychic
Ranged 10; +24 vs Will; 2d6+ 15 psychic dmg and you are invisible to target until start of your next turn; Crit: +6d8 psychic dmg
Slashing Wake
When you leave a square by teleporting, adjacent enemies take 4 dmg
Patron's Favor
Use this power in place of your Misty Step ability; when enemy under your Warlock's Curse drops to 0 hp or fewer, roll 1d6 and use that result: 1 or 2: Use Misty Step as usual +2 sq, 3: Immediately make a saving throw, 4: Teleport 10 squares as a free action, 5: Gain +2 speed until end of your next turn, 6: Roll d8s instead of d6s for your Warlock's Curse extra dmg until end of encounter
Feytouched Action
When you spend an action point to take an extra action, you also gain +4 bonus to atk rolls until start of your next turn
Will of the Feywild (encounter, std) * Arcane, Charm, Implement, Psychic, Teleport
Ranged 10; +24 vs Will; 2d8+15 psychic dmg; you can teleport target 5 squares where it can make a melee basic atk vs adjacent creature of your choice; target also dazed until end of its next turn
Twilight Teleport (daily, free) * Arcane, Teleport
Ranged 20; when creature under your Warlock's Curse drops to 0 hp or less and is within range, you teleport yourself or another creature into the triggering creature's space
Whispers of the Fey (daily, std) * Arcane, Implement, Psychic
Close burst 5; +24 vs Will; each enemy hit in burst must make a basic atk against its nearest ally (you choose if there are multiple targets); if it can't make the atk, target takes 2d8+15 psychic dmg; Crit: +6d8 psychic dmg
Warlock's Curse (minor)
Once/turn, you can curse nearest 2 enemies (due to twofold curse feat) that you can see. When you dmg a cursed enemy, you deal +3d6 dmg (once/round). You can't curse a creature already under another Warlock's curse
Prime Shot
You gain +1 bonus to ranged atk if you are the nearest ally to the target.
Shadow Walk
On your turn, if you move at least 3 squares away from where you started your turn, you gain concealment until end of your next turn.
Spell Recall
Choose a daily spell. You can use that spell 2/day instead of once.
Arcane Spirit
Once/day, if you die, you can assume an Arcane Spirit Form. In this form you are healed to your max hp and are insubstantial and phased. You can still cast encounter and at-will spells but not daily or ritual spells nor can you activate magic items; at the end of the encounter you can rejoin your body.
Align: Good Languages: Common, Draconic, Elven, Goblin, Primordial
Skills: Arcana +21, Diplomacy +23, Insight +20, Perception +17, Intimidate +23, Nature +17, Stealth +19, Thievery +19
Str: 15 (+2) Dex: 15 (+2) Wis: 16 (+3)
Con: 15 (+2) Int: 18 (+4) Cha: 23 (+6)
Feats: Blind-Fight, Elven Precision, Epic Resurgence, Fleet Footed, Improved Initiative, Improved Misty Step, Iron Will, Linguist, Psychic Lock, Ritual Caster, Running Shot, Secret Stride, Skill Training (diplomacy), Triumphant Attack, Twofold Curse
Equipment: +5 bronzewood quarterstaff, +5 cloth armor of poison resistance 15, +6 wand of psychic ravaging, lightstep slippers, +2 circlet of indomitability, +5 life charm, premonition ring

Possessed of an almost otherworldly beauty, the fey queen of the woodland elves of Swanhild is perhaps one of the most powerful creatures within the Domain of Sanctuary after the Speaker herself and surely not one to triffle with lightly. Though good natured with a wisdom of the ages, Elianore is also somewhat elusive in tempermate and often appears distant and aloof. Her consort, the Lord Eomire, will generally speak on her behalf especially during initial contacts.

The Queen is one of the rare "feytouched," a being blessed, or perhaps cursed, by the powers of the immortal fey. This blessing bestows great powers but also seems to weigh heavy on her mind as she perhaps perceives things that might normally escape the average mortal being. Certainly evil creatures greatly fear the elf witch and few are brave or bold enough to even enter the seemingly enchanted woods that surround the Swanhild elven dwelling.

Elianore is a potent witch with a wide array of arcane attacks. She prefers using attacks of the mind rather than perhaps a more "primitive" attack and such a psychic assault is made by far more deadly when she grasps her magical wand implement.
#73

Rhineglade_

Jan 27, 2009 11:42:52
Briarbarn
A small rural village nestled between the Fenwood Forest and the Greenmantle, Briarbarn is a farming community of roughly 400 souls. The village and its surrounding rich and fertile soil was granted to the Baron Sherard by the Viscount of Edgewood. The village remains in the baron's noble house to this day and is home to a number of retired Knights of the Realm who built modest castles known for his tranquil setting.

Craghead
A remoted mining town along the northwestern frontiers of the County of Woodswall, Craghead is controlled by the Baron of Riverglade. The village itself sits within the foothills that separate the County of Woodswall with the County of Ravenroost. Most of the citizenry of Craghead work as miners shipping their ore down the Carrock River eventually ending up at Woodswall. The rich silver mines have produced valuable metals for generations and the folk of this region are a fiercely independent bunch. The village is lead by Elder Eomon (Ftr 6), a retired soldier who had once served the Baron of Riverglade.

Deepwell
An independent dwarven town within the Vanguard Hills, Deepwell is the last outpost of the ill-fated Kazak-Zidil. When that once powerful dwarven kingdom fell from an assault of the Underworld ages ago, the last remants of the dwarven refugees adopted this mining community as their new home. Now home to around 4000 dwarves, Deepwell is under the authority of Prince Deogol (Ftr 8), the scion of a junior branch of the former dwarven Royal House.

Dingwell
The easternmost point within the County of Woodswall, Dingwell is a humble farming village of around 250 folk under the authority of the Viscount of Edgewood. Despite its small size, Dingwell constructed a wooden pallisade some years ago to aid in the defense of their town from a number of raids from creatures of the hilly country to the north. Though the Viscount's forces helped repel any serious threat, the lands to the north of Dingwell are known to be inhospitable to travellers and so the pallisade remains.

Falconcrest
A modest hill community of around 700 folk under the authority of the Baron of Hillshire. Falconcrest is known for its wool production and the surrounding hills are a common destination of the local sheep under the watchful eyes of the Falconcrest shepards. The soil within this region also produces a variety of grape known for its sweet flavor. The grapes are processed into wine and highly prized by not only the locals but the people of Sanctuary as well.