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TBeholder
Great Reader

2207 Posts

Posted - 27 Dec 2011 :  16:01:51  Show Profile Send TBeholder a Private Message  Reply with Quote
Could you please give more details about drow aspects of Seldarine (venerated "in the guise of previously unknown drow demipowers" in Sshamath)?
I suppose they have to wrestle with Dark Seldarine whenever they can, so it only makes sense they would try this not only in one city.
Eilistraee's good, but her portfolio limits possibilities; she also doesn't have ready access to as many crystal spheres as Seldarine, and Wildspace drow are easier to steal from under their matrons' heels.
I did ask sages around here, but they couldn't find more about this side either.

People never wonder How the world goes round -Helloween
And even I make no pretense Of having more than common sense -R.W.Wood
It's not good, Eric. It's a gazebo. -Ed Whitchurch
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The Sage
Procrastinator Most High
Moderator

Australia
31701 Posts

Posted - 28 Dec 2011 :  00:47:54  Show Profile Send The Sage a Private Message  Reply with Quote
TBeholder, I'll note that Eric hasn't been active here at Candlekeep in over four years. So you're unlikely to garner a response from him here. I would instead suggest that you visit his website or send him as email with your query.

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Candlekeep - The Library of Forgotten Realms Lore
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-- Candlekeep Forum Code of Conduct

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"So Saith Ed" -- the collected Candlekeep replies of Ed Greenwood

Zhoth'ilam Folio -- The Electronic Misadventures of a Rambling Sage
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Thieran
Learned Scribe

Germany
293 Posts

Posted - 29 Mar 2012 :  12:46:29  Show Profile Send Thieran a Private Message  Reply with Quote
quote:
Originally posted by Thieran

Dear Mr Boyd, I have got a question regarding the Warblade/"Shadowdale: The Scouring of the Land".
It is stated there that the drow of House Dhuurniv are in possession of the Warblade at that time - my question is whether you could tell us a little bit more about the circumstances of its retrieval.
Lost Empires of Faerűn states that the sword is hidden beneath the ruins of Maerimydra - as the city was destroyed only in 1372 DR, and LEoF supposedly mirrors the state of things sometime in 1374 DR, this suggests that the Warblade was recovered at some stage between 1374 DR and the beginning of "Shadowdale: TSotL".
Edit: This is actually confirmed by the Warblade description in "Shadowdale: TSotL" which states that the blade lay hidden beneath the ruins of the Lolth temple in Maerimydra until recently- and as "Shadowdale: TSotL" is set in the winter of 1375, this probably means sometime in 1375.

But did House Dhuurniv initially retrieve the Warblade themselves, or did they obtain it after it had been retrieved by someone else (who came across it more accidentally)? How did they find out about its whereabouts?
Thank you very much in advance!



I recently tried again to e-mail Eric Boyd with my post quoted above, and he was not only kind enough to reply promptly, but he also allowed me to share his enlightening response here:

quote:
Quoted from an e-mail message from Eric Boyd, 29 Mar 2012 (GMT)

I believe page 82 of Shadowdale was deliberately the closest I came to an explanation. If I recall correctly, I was trying to walk a fine line about whether or not the players had already played City of the Spider Queen with different characters in a previous campaign and what had happened, and that's why I left it ambiguous.

I think the most likely explanation is that the events of City of the Spider Queen happened, but the PCs of that module didn't find the warblade. After the module was over, House Dhuurniv returned, tried to resettle the city and failed. While they were there, they retrieved the warblade. When House Dhuurniv left the city to found a new settlement, they took the warblade with them. So, it was the drow who brought it back up to Shadowdale again.

Alternatively, if the PCs of CotSQ did find the Warblade, it was somehow lost afterwards to the drow of House Dhuurniv.

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ericlboyd
Forgotten Realms Designer

USA
2004 Posts

Posted - 18 Apr 2012 :  00:08:42  Show Profile  Visit ericlboyd's Homepage Send ericlboyd a Private Message  Reply with Quote
Hey all,

Long time, no visit.

After many years of absence from the Realms, my wife convinced me to start a campaign for my children, now 7 and 9, a couple of months ago.

We've been slowly making our way through N5 - Under Illefarn (using 3.5e) for the past few months. We are having a blast. My daughter loves magic items while my son loves monsters. We're still working on role-playing ... like fantasy appropriate names (one member of the party is a Morninglord of Lathander named "Mommy"), but the beauty of the Realms is shining through.

I, of course, have been unable to avoid rewriting the module in its entirety, using every obscure tome on my shelf and weaving in every bit of Realmslore I can think of.

Just wanted to say hello,

--Eric

--
http://www.ericlboyd.com/dnd/
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Fellfire
Master of Realmslore

1965 Posts

Posted - 18 Apr 2012 :  00:16:16  Show Profile Send Fellfire a Private Message  Reply with Quote
Looking forward to seeing more of your custom Realms-work, Eric. Welcome back.

Misanthorpe

Love is a lie. Only hate endures. Light is blinding. Only in darkness do we see clearly.

"Oh, you think darkness is your ally? You merely adopted the dark. I was born in it, molded by it. I didn't see the light until I was already a man, by then it was nothing to me but.. blinding. The shadows betray you because they belong to me." - Bane The Dark Knight Rises

Green Dragonscale Dice Bag by Crystalsidyll - check it out

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Wooly Rupert
Master of Mischief
Moderator

USA
36123 Posts

Posted - 18 Apr 2012 :  00:29:35  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
Wow, welcome back, Eric!

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The Sage
Procrastinator Most High
Moderator

Australia
31701 Posts

Posted - 18 Apr 2012 :  01:10:48  Show Profile Send The Sage a Private Message  Reply with Quote
Eric, you've returned.

This is good and welcome news.

Interestingly, I'm intrigued by your experiences with the N5 module. Could you share them here?

Candlekeep Forums Moderator

Candlekeep - The Library of Forgotten Realms Lore
http://www.candlekeep.com
-- Candlekeep Forum Code of Conduct

Scribe for the Candlekeep Compendium -- Volume IX now available (Oct 2007)

"So Saith Ed" -- the collected Candlekeep replies of Ed Greenwood

Zhoth'ilam Folio -- The Electronic Misadventures of a Rambling Sage
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Steven Schend
Forgotten Realms Designer & Author

USA
1686 Posts

Posted - 18 Apr 2012 :  01:49:14  Show Profile  Visit Steven Schend's Homepage Send Steven Schend a Private Message  Reply with Quote
quote:
Originally posted by ericlboyd

Hey all,

Long time, no visit.

After many years of absence from the Realms, my wife convinced me to start a campaign for my children, now 7 and 9, a couple of months ago.

We've been slowly making our way through N5 - Under Illefarn (using 3.5e) for the past few months. We are having a blast. My daughter loves magic items while my son loves monsters. We're still working on role-playing ... like fantasy appropriate names (one member of the party is a Morninglord of Lathander named "Mommy"), but the beauty of the Realms is shining through.

I, of course, have been unable to avoid rewriting the module in its entirety, using every obscure tome on my shelf and weaving in every bit of Realmslore I can think of.

Just wanted to say hello,

--Eric



I can't wait to hear about a campaign moment that leads to the utterance "If Mommy ain't happy, ain't NOBODY happy!" and the cleric unleashes holy mayhem.

Steven
who wishes his old pal and comrade a hearty Hail and Well Met!

For current projects and general natter, see www.steveneschend.com
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Kajehase
Great Reader

Sweden
2104 Posts

Posted - 18 Apr 2012 :  05:53:27  Show Profile Send Kajehase a Private Message  Reply with Quote
Yay! Welcome back Eric with a c.

There is a rumour going around that I have found god. I think is unlikely because I have enough difficulty finding my keys, and there is empirical evidence that they exist.
Terry Pratchett
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Kajehase
Great Reader

Sweden
2104 Posts

Posted - 18 Apr 2012 :  05:55:46  Show Profile Send Kajehase a Private Message  Reply with Quote
quote:
Originally posted by ericlboyd

We're still working on role-playing ... like fantasy appropriate names (one member of the party is a Morninglord of Lathander named "Mommy")...


As long as it ain't Mammy Graul...*shudder*

There is a rumour going around that I have found god. I think is unlikely because I have enough difficulty finding my keys, and there is empirical evidence that they exist.
Terry Pratchett
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ericlboyd
Forgotten Realms Designer

USA
2004 Posts

Posted - 18 Apr 2012 :  06:03:10  Show Profile  Visit ericlboyd's Homepage Send ericlboyd a Private Message  Reply with Quote
quote:
Originally posted by The Sage

Eric, you've returned.

This is good and welcome news.

Interestingly, I'm intrigued by your experiences with the N5 module. Could you share them here?



Anything in particular?

From a design point of view, I ended up going with the module set in 1357, pre-ToT, to keep it consistent with the original storyline. However, with the benefit of foresight, I know where some of the characters are "going" class-wise (e.g. Redeye), I've tried to weave together a story that leads them down the path.

I've also been pretty brutal on keeping the game balanced. So I've stripped the NPCs of extra levels whenever they didn't seem warranted, and rebalanced the treasure radically to make it make sense. (For example, Kelthas was set to level 10 in 1e so he could cast animate dead. A necromancer can now do that at 7th level, so I cut him down to that. Likewise, the crown of Devin was just a ridiculous artifact, but it actually works pretty well as an item of legacy. etc.0

I've also added 2 master villains who account for much of the goings-on that didn't have a lot of explanation.

When I finish rewriting it, I'll make sure to post it in some forum.

--
http://www.ericlboyd.com/dnd/
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Thieran
Learned Scribe

Germany
293 Posts

Posted - 18 Apr 2012 :  07:32:21  Show Profile Send Thieran a Private Message  Reply with Quote
Welcome back, Mr Boyd, and thanks again for your recent answer!
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Brian R. James
Forgotten Realms Game Designer

USA
1097 Posts

Posted - 18 Apr 2012 :  16:23:02  Show Profile  Visit Brian R. James's Homepage Send Brian R. James a Private Message  Reply with Quote
You've been missed Eric, not just at Candlekeep but in the designer community as well. Selfishly, I hope your renewed interest in D&D leads you on a path to future Realms projects.

Brian R. James - Freelance Game Designer

Follow me on Twitter @brianrjames
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The Sage
Procrastinator Most High
Moderator

Australia
31701 Posts

Posted - 19 Apr 2012 :  01:08:30  Show Profile Send The Sage a Private Message  Reply with Quote
quote:
Originally posted by ericlboyd

Anything in particular?

[...]

I've also added 2 master villains who account for much of the goings-on that didn't have a lot of explanation.
Actually, I wouldn't mind hearing more about these two villains, for starters.

Candlekeep Forums Moderator

Candlekeep - The Library of Forgotten Realms Lore
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-- Candlekeep Forum Code of Conduct

Scribe for the Candlekeep Compendium -- Volume IX now available (Oct 2007)

"So Saith Ed" -- the collected Candlekeep replies of Ed Greenwood

Zhoth'ilam Folio -- The Electronic Misadventures of a Rambling Sage
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ericlboyd
Forgotten Realms Designer

USA
2004 Posts

Posted - 19 Apr 2012 :  04:53:36  Show Profile  Visit ericlboyd's Homepage Send ericlboyd a Private Message  Reply with Quote
This is still rough, but gives you a flavor of what I ended up doing.

Antharzyreph, “Scourge of Axe and Arrow”

Antharzyreph is a rising power in the Lower Delimibyr Vale, enmeshed in a plot to transform the fey wilderness of the Laughing Hollow into a fetid mere suitable for a black dragon to rule. Amongst the inhabitants of the Lizard Marsh, Antharzyreph is known as the Marsh Marauder, for his frequent attacks on small bands of lizardfolk in years past. Kelthas the Dread coined the sobriquets “Scourge of Axe and Arrow” and “Bane of Illefarn” in reference to the long-ago Council of Axe and Arrow on the slopes of Mount Illefarn that united the Fair Folk and Stout Folk in defending their realms in the Delimibyr Vale and to Antharzyreph’s plans to undo all that elves and dwarves held dear.
Antharzyreph’s appearance is fairly typical for his race, with deep-socketed eyes and broad nasal openings that make his face look like a skull. He has segmented horns that curve forward and down, somewhat like a ram’s horns, but not as curly. These horns are bone-colored near their bases, but darken to dead black at the tips. The flesh around his horns and cheekbones has started to deteriorate, as though eaten by acid, leaving only thinning, pockmarked hide covering his skull. Antharzyreph’s teeth protrude when his both his closed, and big spikes stud the lower jaw. The leftmost spike has broken off, the result of attempting to bite down on a hard-shelled ankylosaurus during his youth. A pair of small horns jut up from his chin, and a row of hornlets crown his head. His tongue is flat with a forked tip, and acidic slime drools from his mouth down his neck.
Antharzyreph smells of rotting vegetation and foul water, with an acidic undertone.
When he flies, Antharzyreph cuts a distinctive profile, characteristic of his race. His horns, with their characteristic forward curve, are clearly visible. The wing membranes are marked with blobby stripes, and the leading edges of the wings are scalloped near the tips. Like other black wyrms, Antharzyreph has exceptionally long alar thumbs. The trailing edges of the wing membranes join his body ahead of his back legs.
Antharzyreph’s scales have grown larger and thicker with age, but not lost the glossy sheen characteristic of hatchlings. In Antharzyreph’s case, this glossy sheen has a greenish hue and seems to have intensified due to his regular, prolonged immersions the dwarfhold’s corrupted aquifer.
Hoard: 4,000 gp in mixed coins, 8 blue quartz (10 gp each), 1 jade statue of an elven maiden (120 gp), 2 violet garnets called the “blood of Stonebridge” (400 gp each), armor of Bharaun*, cloak of Shining*, and the crown of Daurvos*.
Lair: Since the Year of the Dragon (1352 DR), Antharzyreph has claimed the abandoned dwarfhold in the bowels of Mount Illefarn, along the northern edge of the Laughing Hollow, as his lair, slumbering atop a bed of coins in bowels of the complex (area #B16). Three years ago, the Scourge of Axe and Arrow withdrew to the dwarfhold’s primary aquifer, a flooded cavern deep beneath area #B16, and hid his treasure in Devin’s Refuge (area #F101). While he claims all of the Laughing Hollow as his domain, Antharzyreph has not yet chosen to enforced his self-appointed rule.
Tactics: Antharzyreph cares first and foremost about his own self-preservation. While he is not particularly cowardly, he quite comfortable retreating to fight another day, even if that disrupts his longstanding plans. When forced into combat, the Scourge of Axe and Arrow attempts to find terrain favorable to his skills, such as the depths of a dark, foul subterranean lake or from the air on a dark, moonless night. Antharzyreph employs his ring of reduction to great effect, enabling him to shrink to Medium size and thereby navigate the narrow shafts in the dwarfhold between #B16 and #F101, between #F98 and #E97, between #F100 and #B36, and between #B25 and #D61.
Known Allies: At heart, Antharzyreph is a selfish creature, wholly unconcerned with any other being. However, the Scourge of Axe and Arrow has found it advantageous to work with Kelthas the Dread, a bandit lord active along the northern High Moor and mid-ranking member of the Cult of the Dragon. In exchange for feigning interest in the teachings of Sammaster, Antharzyreph has received the support of Kelthas and his followers in his schemes.
Known Enemies: Ere his departure from the Lizard Marsh, Antharzyreph preyed heavily on the local tribes of lizardfolk. Eventually his depredations forced the tribes to ally against him under the leadership of a lizardfolk champion by the name of Redeye. Although the Marsh Marauder has long been absent from the Lizard Marsh, the tales of the lizardfolk continue to speak of Antharzyreph’s depradations, not coincidentally supporting Redeye’s case for continued leadership of the united tribes.
Schemes: Antharzyreph’s primary interest is to transform the Laughing Hollow into a festering mere suitable for him to rule, with the dwarfhold beneath Mount Illefarn serving as his lair. The dragon’s initial plan was to work with the Cult of the Dragon to corrupt the waters of the dwarfhold’s primary aquifer and then unleash a wholly unexpected deluge on the Laughing Hollow. While this plan is still in place, the dragon’s schemes have grown more complicated with the introduction of additional actors. At the present time, the dragon seeks to wait until Clan Ironaxe, the Followers of the Scaly Way, and the Direlord Tribe have sufficiently weakened each other that he can sweep in and safely destroy the survivors. The dragon has not yet decided whether to let some of the combatants survive, if they pledge to fight on his behalf after the deluge against the remnants of Melandrach’s tribe, but ultimately the Scourge of Axe and Arrow intends to leave no survivors who might reveal the secrets of his lair.
Knowledge Checks: Locating Antharzyreph’s lair in the Laughing Hollow requires a DC 25 bardic knowledge, Knowledge (geography) or Knowledge (local—Waterdeep) check. PCs who question the lizardfolk of the Lizard Marsh or a Dragon Cultist in the North, Waterdeep, or Western Heartlands region may learn about Antharzyreph’s description, lairs, tactics, known allies, and known enemies with a successful DC 20 Gather Information check. They may learn about his rumored hoard and schemes with a DC 25 Gather Information check.
Adventure Hooks: At present, Antharzyreph seeks to maintain a low profile and rarely leaves his lair beneath Mount Illefarn. When he does emerge to hunt, the Scourge of Axe and Arrow usually confines his depradations to the Lizard Marsh, where he enjoys dining on bands of lizardfolk, or the northern High Moor, where he slakes his hunger with the flesh of goblins and orcs. PCs who have formed a relationship with Redeye might be contacted after a raid in hopes of procuring better weapons and armor from Daggerford to fight off the dragon’s next attack. Alternatively, while escorting a delivery of weapons and armor to Redeye, the PCs might get caught up in an attack by the Marsh Marauder.

--
http://www.ericlboyd.com/dnd/
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Fellfire
Master of Realmslore

1965 Posts

Posted - 19 Apr 2012 :  06:27:14  Show Profile Send Fellfire a Private Message  Reply with Quote
You are the man. You have indeed been missed.

Forgive the very brief reply. I was in no condition to elaborate. I wonder if writing like that comes easily to you? By comparison my own seems rough and disjointed.

Misanthorpe

Love is a lie. Only hate endures. Light is blinding. Only in darkness do we see clearly.

"Oh, you think darkness is your ally? You merely adopted the dark. I was born in it, molded by it. I didn't see the light until I was already a man, by then it was nothing to me but.. blinding. The shadows betray you because they belong to me." - Bane The Dark Knight Rises

Green Dragonscale Dice Bag by Crystalsidyll - check it out


Edited by - Fellfire on 19 Apr 2012 16:23:01
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ericlboyd
Forgotten Realms Designer

USA
2004 Posts

Posted - 20 Apr 2012 :  15:36:49  Show Profile  Visit ericlboyd's Homepage Send ericlboyd a Private Message  Reply with Quote
Feat: Ironstar Bloodline [General]
You are descended from the shield dwarves of Clan Ironstar, famed for their smithcraft and their command of magic.
Prerequisite: Shield dwarf.
Benefits: Knowledge (arcana) is always a class skill. You receive a +2 circumstance bonus to Craft (armorsmithing), Craft (weaponsmithing), and Knowledge (arcana) checks.
You may choose between the following racial traits: -2 Charisma (normal), -2 Intelligence, or -2 Wisdom.
Normal: Shield dwarves have the following racial trait: -2 Charisma.
Special: You may only take this feat as a 1st-level character.

--
http://www.ericlboyd.com/dnd/
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ericlboyd
Forgotten Realms Designer

USA
2004 Posts

Posted - 20 Apr 2012 :  15:40:38  Show Profile  Visit ericlboyd's Homepage Send ericlboyd a Private Message  Reply with Quote
Redeye
Redeye (N male lizardfolk barbarian 7, see Appendix 2) is the charismatic leader of the lizardfolk of the Lizard Marsh. He stands nearly eight feet in height, with dark green, almost black, scales. He weighs close to 300 pounds, and his tail extends over four feet in length. His eponymous right eye is blood red with the slitted pupil of a crocodile. It has no lid and cannot close. Redeye wears breastplate fashioned from the hide of a black dragon and wields a powerful, keen-edged greatsword in combat.
In his youth, Redeye was the sole survivor of a murderous rampage by the black dragon Antharzyreph that wiped out the rest of his tribe. Whereas the other resident black dragons were content to prey on the marsh’s infamous dinosaurs and other creatures farther afield, Antharzyreph harbored a voracious hunger for lizardfolk meat. The now-tribeless barbarian swore vengeance against the Marsh Marauder, as the dragon came in time to be known, before leaving the Lizard Marsh to seek his fortune.
In the years that followed, while the Marsh Marauder continued his depradations, the young lizardfolk warrior fought as a mercenary, ranging up and down the Sword Coast in service to all manner of masters. Eventually, he found himself in the employ of a wandering human theurge of Talos, named Trelik Wyrmtongue (see Chapter 4), rumored to be well versed in all things draconic. The Talosian wyrmgrafter, who saw great promise in the now battle-hardened mercenary, saw to it that he was well equipped to take on Antharzyreph, supplying him with a magic breastplate made from the hide of a young black dragon and a dragon bane longspear. The priest even convinced his protégé to allow him to replace the barbarian’s right eye with a draconic graft grown from tissue of the same wyrmling, to better understand the nature of his draconic foe.
In the Year of the Dragon (1352 DR), the lizardfolk barbarian returned to the Lizard Marsh and began to stalk his people’s nemesis. Every time the Marsh Marauder emerged to prey upon the lizardfolk, the longspear-wielding warrior was there to drive him off and unite the survivors. Within a few short months, Redeye, as he came to be known, had combined over half the lizardfolk population in the swamp into a single mega-tribe, known as Redeye’s Ravagers. The combined might of the lizardfolk was enough to drive Antharzyreph from the marsh in search of a new lair.
For the past five years, Redeye has maintained his wary rule, convinced that the Marsh Marauder will return as soon as his people let down their guard. He still communicates periodically with Trelik Wyrmtongue, viewing him as a trusted counselor wise in the ways of the world and wholly unaware that Trelik has set him on a path to become a divine champion of Talos. (In fifteen years, Redeye will be a CE male lizardfolk barbarian 11/ divine champion of Talos 5). Redeye has actually contacted Daggerford merchants for the purpose of trading rare swamp bird feathers and certain delicacies for weapons and other aid, but the Council of Guilds is apprehensive about aiding a potential foe.

Redeye CR 8
Male lizardfolk barbarian 7
N Medium humanoid (reptilian)
Init +3; Senses blindsense 30 ft., Listen +4, Spot +2
Languages Draconic, Common (illiterate)
[rule]
AC 18, touch 12, flat-footed 18; uncanny dodge
(-1 Dex, +6 armor, +5 natural, -2 rage)
hp 97 (9 HD); DR 1/—
Immune frightful presence of dragons, sleep
Fort +10, Ref +4, Will +4 (+8 vs. fear)
[rule]
Speed 40 ft. (8 squares)
Melee +1 dragon bane longspear +16 (1d8+6/x3) or
Melee 2 claws +14 (1d4+6) and
bite +10 (1d4+3)
Space 5 ft.; Reach 5 ft. (10 ft. with +1 dragon bane longspear)
Base Atk +8; Grp +14
Atk Options Cleave, Power Attack, rage 2/day (8 rounds)
[rule]
Abilities Str 22, Dex 8, Con 20, Int 10, Wis 10, Cha 14
SQ hold breath, trap sense +2, uncanny braveryDM
Feats Improved Initiative, Multiattack, Power Attack, Weapon Focus (longspear)
Skills Balance +5, Intimidate +8, Jump +12, Knowledge (religion) +3, Listen +4, Search +2, Spot +2, Survival +2, Swim +18, Tumble +1
Possessions: glaring eyeRoD (draconic graft), +1 dragonhide breastplate, +1 dragon bane longspear
[rule]
Hold Breath (Ex): Redeye can hold his breath for 80 rounds before he risks drowning.

When not raging, Redeye has the following changed statistics:
AC 20, touch 14, flat-footed 20
hp 79 (9 HD)
Fort +10, Will +2 (+6 vs. fear)
Melee +1 dragon bane longspear +14 (1d8+4/x3) or
Melee 2 claws +12 (1d4+4) and
bite +10 (1d4+2)
Grp +12
Abilities Str 18, Con 16
Skills Jump +10, Swim +16
Hold Breath (Ex): Redeye can hold his breath for 64 rounds before he risks drowning.

--
http://www.ericlboyd.com/dnd/
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ericlboyd
Forgotten Realms Designer

USA
2004 Posts

Posted - 20 Apr 2012 :  15:45:24  Show Profile  Visit ericlboyd's Homepage Send ericlboyd a Private Message  Reply with Quote
quote:
Originally posted by Fellfire

You are the man. You have indeed been missed.

Forgive the very brief reply. I was in no condition to elaborate. I wonder if writing like that comes easily to you? By comparison my own seems rough and disjointed.



There are days when the writing flows. There are days when I'm stuck with writer's block. But when I do write, it usually comes out like you see.

--
http://www.ericlboyd.com/dnd/
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ericlboyd
Forgotten Realms Designer

USA
2004 Posts

Posted - 21 Apr 2012 :  17:54:46  Show Profile  Visit ericlboyd's Homepage Send ericlboyd a Private Message  Reply with Quote
Dardath
=======
The shield dwarven realm of Dardath has long claimed the Dark Hills, now known as the Forlorn Hills or, less commonly, the Fallen Hills. Dardath began as a loose alliance of clanholds, most of which were founded in the wake of the Northkingdom of Delzoun’s fall in the Year of the Black Unicorn (-100 DR).
The name “Dardath” did not come in to common usage until the Year of the Five Mountains (-26 DR), when traders from Tavaray began trading with the Stout Folk, and is believed to have been named for a prominent clan leader, who first united the scattered dwarfholds into an alliance of common defense.
In the Year of the Majestic Mace (207 DR), the fall of the dwarven realm of Ironstar forced the surviving dwarves of Clan Ironstar to flee south down the Dessarin river valley, harried all the while by a horde of orcs. After the death of King Daurvos Frostbeard on the Stone Bridge, his daughter, Tammas Forkbeard, led the survivors—mostly women and children—south to Dardath, escorted by an avatar of Moradin Soulforger. The Ironstar survivors did not establish their own hold in Dardath but spread out the existing settlements and eventually married in to many clans. Tammas Forkbeard was elected arcrown (essentially “queen”), a title thereafter inherited by her descendants, all of whome bore the crown of Daurvos*.
In the Year of the Cantobele Stalking (342 DR), an orc horde overran Athalantar and nearly conquered the dwarholds of Dardath. Only the unexpected help of an army of moon elves from Ardeep and wood elves from Iliyanbruen and Rilithar allowed the Stout Folk to prevail. In the wake of that victory, the Fair Folk called a Council of Illefarn on the slopes of what came to be known as Mount Illefarn, above the dwarfhold that served as Dardath’s royal seat. At that council, the Fair Folk dissolved the long-fragmented realm of Illefarn and many wood elves finally joined the Reterat. With their numbers greatly reduced and the benefits of working together still fresh in their minds, the rulers of Ardeep and Dardath entered the Alliance of Illefarn, pleding to work towards a common defense.
In the Year of Trials Arcane (523 DR), the rising power of orc hordes in the North led to the calling of the Council of Axe and Arrow. There, the humans of Delimbiyran, the shield dwarves of Dardath, the elves of Ardeep, the rock gnomes of Dolblunde, and displaced halflings from Meiritin collectively found the Tri-Crowned Kingdom of Phalorm, the Realm of Three Crowns. Dardath’s king became one of the three kings of Phalorm and the realm of Dardath was accorded the status of a duchy in Phalorm.
The fall of Phalorm in the Year of the Shattered Scepter (614 DR) began the long-slow decline of Dardath. The Stout Folk who survived the hordes that beset the Realm of Three Crowns retreated to their isolated holdings within the Forlorn Hills and largely withdrew from their neighbors. While the dwarven holdings of Dardath technically fell within the territory claimed by Delimibyran, the Kingdom of Man, the Stout Folk considered themselves independent, and restricted their interactions with their neighbors to the trading of goods. Dardath itself existed only in name, with the writ of its kings restricted to the dwarfhold beneath Mount Illefarn, although they usually spoke on behalf of the Stout Folk of the region.
Scholars still debate how to mark the fall of Dardath. The realm conceded some of its sovereignty to the Alliance of Illefarn (342 DR) and all of its sovereignty with the establishment of Phalorm (523 DR). After the fall of Phalorm, its territory was absorbed into Delimbiyran, even if the Stout Folk maintained their independence. The failure to refound the Alliance of Illefarn in the Year of the Curse (882 DR) marked the abandonment of many of Dardath’s dwarfholds. Arcrown Devin, the last king in the line of Tammas Forkbeard to bear the crown of Daurvos* died without an heir in the Year of the Black Horde (1235 DR). And yet, even today, small groups of dwarves dwell in the Forlorn Hills and refer to the region as dwarf-ruled Dardath.

--
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The Sage
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Posted - 22 Apr 2012 :  02:41:26  Show Profile Send The Sage a Private Message  Reply with Quote
This is awesome stuff, Eric!

Especially the tidbits for Dardath. I can see a lot of potential for making use of this in my Realms.

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crazedventurers
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Posted - 22 Apr 2012 :  10:30:46  Show Profile  Visit crazedventurers's Homepage Send crazedventurers a Private Message  Reply with Quote
quote:
Originally posted by The Sage

This is awesome stuff, Eric!

Especially the tidbits for Dardath. I can see a lot of potential for making use of this in my Realms.


Aye indeed - its good to see you back here Eric and great to see more 'lost lore' emerging.

Hope the game with the children goes well and we get to see some game logs

Kind regards

Damian

So saith Ed. I've never said he was sane, have I?
Gods, all this writing and he's running a constant fantasy version of Coronation Street in his head, too. .
shudder,
love to all,
THO
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ericlboyd
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Posted - 22 Apr 2012 :  12:27:24  Show Profile  Visit ericlboyd's Homepage Send ericlboyd a Private Message  Reply with Quote
Not sure I have the size of the hollow correct below, but the rest should be close.

History of the Laughing Hollow
==============================
The earliest recorded dwarven delvings in what would eventually become the Laughing Hollow date back to the Year of the Black Marble (-148 DR). The first dwarves to dig for marble and granite in the vale were wandering prospectors, seeking new territories in which to settle down.
In the decades that followed the fall of the Northkingdom (-100 DR), dwarves began to settle what were then known as the Dark Hills, in hopes of mining for the deposits of rich black marble that lay beneath the slopes. Great chunks of black marble were hewn from the natural valley that lay between the Dark Hills and the River Delimbiyr, gradually lowering the elevation of the vale below the banks of the river. In time, the Stout Folk were forced to create a stone embankment that ran along the length of the quarry to keep the river out of their delvings (except for the annual spring flood).
By the Year of the Cantobele Stalking (342 DR), the Hollow, as it came to be known, was a massive quarry stretching over 150 miles in length and 75 miles in width at its widest point. Little grew in this open mining pit, as the dwarves methodically stripped off the earth to reach the black marble below. Humans and elves who visited the quarry during this period could see the Stout Folk carving out great hunks of marble and granite and carrying it into the mountain to carve. Many ancient ruins found in the Lower Delimbyr Vale today were originally constructed of stone excavated from the Hollow.
The fall of Phalorm in the Year of the Lamia’s Kiss (615 DR) marked the beginning of the end of the dwarves’ centuries-old mining operation. In the decades that followed, the annual spring flood washed new soil into the Hollow, while the Stout Folk kept reducing the area of active digging.
By the Year of Flourishing Forests (789 DR), the Hollow had once again become a forested vale full of the laughter of fey pranksters under the watchful eye of a tribe of wild elves, and bards began referring to it as the Laughing Hollow. While many credit the wild elves for cultivating a homeland for the fey races, the Fair Folk speak of a powerful spirit of the landMM2 that awoke to reclaim the land from the dwarven delvings.
Over the last six centuries, the leader of the wild elf tribe came to be known as the King of the Woods, acting as leader for all the inhabitants of the vale. Melandrach is the third wild elf of his lineage to hold that title and, by all accounts he has made his predecessors proud.

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ericlboyd
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Posted - 22 Apr 2012 :  18:54:43  Show Profile  Visit ericlboyd's Homepage Send ericlboyd a Private Message  Reply with Quote
This is still rough, but should be pretty close.

Note: "Runedar" is dwarven for "home/familiar place/haven." Runedardath is the name for the dwarfhold beneath Mount Illefarn that served as the royal seat of Dardath.

History of Runedardath
======================
The larger history of the Fallen Kingdoms of the Lower Delimibyr Vale is recounted in Chapter 1. Mount Illefarn’s history is intimately tied to the larger history of Dardath and the larger alliances of which it once played a key role.
After the death of King Oskilar of Phalorm, in the Year of the Shattered Scepter (614 DR), the dwarven realm of Dardath began its long, slow decline. The Stout Folk who survived the hordes that beset the Realm of Three Crowns retreated to their isolated holdings within the Forlorn Hills and largely withdrew from their neighbors. While the dwarven holdings technically fell within the territory claimed by Delimibyran, the Kingdom of Man, the Stout Folk considered themselves independent, and restricted their interactions with their neighbors to the trading of goods. No longer did dwarven tithes support the armies of Delimbyran or did the Stout Folk march alongside the humans, halflings, and gnomes of Delimibyr Vale. Mount Illefarn was still considered the hub of the dwarven holdings of the Forlorn Hills, and its arcrown (king) usually spoke on behalf of the Stout Folk of the region even though his writ did not technically extend beyond the halls of Runedardath.
In the Year of the Clutching Death (702 DR), orcs from the High Forest directly besieged Runedardath, as part of a larger wave of attacks on the splinter kingdoms of Delimbiyran. While the Stout Folk successfully defended their home, their numbers were much depleted and many of the nearby dwarven holds were abandoned after this time.
By the Year of the Curse (882 DR), the Stout Folk of the Forlorn Hills had come to the realization that their diminishing numbers were not enough to retain control of their traditional lands. As such, the dwarves cautiously embraced a new alliance with the humans dwelling along the River Delimbiyr and with the Fair Folk of Ardeep. The alliance quickly collapsed because of lingering suspicions about the role of humans in the fall of Ascalhorn, and the shield dwarves of Dardath once again either retreated into morose isolationism or fled for more prosperous human-dominated cities. Runedardath was largely abandoned, leaving only a handful of clans to defend its nigh-empty halls and mines.
In the Year of the Black Horde (1235 DR), the largest orc horde in history massed in the North and swept down the Delimibyr and Dessarin river valleys. One small battle in this larger wave of slaughter unfolded in the waning days of Uktar, when a large orc army attacked the doors of Runedardath, in hopes of seizing the riches held within. The Stout Folk beneath Mount Illefarn, having long abandoned any pretense of alliance with their non-dwarven neighbors, were forced to defend their halls without any outside aid. Although the dwarves eventually prevailed, they were forced to cave in the main entrance as a result of the last-ditch defense of the complex and Arcrown Devin of Dardath, the last in the long line of Dardath’s rulers, collapsed beneath a towering pile of orcish warriors.
In the wake of this pyrrhic victory, the surviving clans of Mount Illefarn reluctantly decided to abandon their ancestral home. Clan Ironaxe, under the leadership of by Derval “Ironeater” Ironaxe, relocated to the human city of Daggerford, where they found employ as smiths and stonecutters. The other clans moved north to Waterdeep or elsewhere along the Sword Coast, and, within a year, the halls of Runedardath had fallen silent.
In the Year of Dragon (1352 DR), Antharzyreph, a male adult black dragon born in the Lizard Marsh, began scouting the Delimbiyr Vale for an appropriate lair beyond the territory claimed by his more powerful kin and beyond the reach of Redeye’s Ravagers, whose fury he had provoked. After the chance discovery of a sinkhole on the slopes of Mount Illefarn, Antharzyreph made his way into the upper reaches of Runedardath and then feasted on the various lesser monsters that laired within. After exploring the entire complex, Antharzyreph decided it could serve as a suitable lair, if the surrounding terrain could be transformed into an environment more to his liking and suitable for his rule. By nature ambitious and patient, Antharzyreph hatched a plot to transform the fey woodland the Laughing Hollow had become into a festering mere. The dragon decided to inundate the entire Laughing Hollow with corrupted water by slowly tainting the dwarfhold’s primary aquifer and then unleashing a life-killing flood across the land.
In the Year of the Bow (1354 DR), an ambitious, mid-ranking necromancer in the Cult of the Dragon named Kelthas the Dread deduced that the Marsh Marauder had resettled in the immediate vicinity of the Laughing Hollow. Having long harbored ambitions of forming his own cell, Kelthas reached out to the dragon, whom he called the Scourge of Axe and Arrow, through the magic in his ring of dragons and offered his service to further the dragon’s ambitions, as the first step towards cultivating a relationship that might someday lead to transforming Antharzyreph into a dracolich. Although wholly uninterested in the teachings of Sammaster, Antharzyreph feigned interest in becoming a Sacred One of the Dragon Cult in order to accelerate his plans. After a series of meetings and the delivery of appropriate tithes, the necromancer agreed to procure the appropriate alchemical formulas, ingredients, spells necessary to create a toxic concoction known as black dragon brew from the markets of Skullport.
Once his plans were in motion, the Scourge of Axe and Arrow began to grow tired of the necromancer’s cloying entreaties and concerned that the Dragon Cult’s all-to-regular visits might draw the attention of the Laughing Hollow’s resident wild elves, ere his plan was ready. Seeing the need to put a buffer between himself and the Followers of the Scaly Way, Antharzyreph allowed an enterprising orc chieftain named Wartsnak Direlord, who had long been scouting the region based on old stories passed down from the days of the Black Horde, to finally discover a way into the dwarfhold. With the dragon’s blessing (revealed only to Wartsnak), the Direlord tribe relocated from the contested northern reaches of the High Moor to the relatively quiet upper levels of the abandoned dwarfhold.
The first setback in Antharzyreph’s plans came later that year when Korin Ironaxe, younger brother of Derval and Dervin, and his kin returned to Mount Illefarn to reclaim the hold of their ancestors. Although he had long been haunted by the decision of his clan to abandon their ancestral clanhold, Korin’s action was precipitated by a vision revealed to him by Dumathoin, Keeper of Secrets Under the Mountain. That vision depicted the crown of Daurvos dissolving amidst a fountain of bilious acid that then spread into the surrounding lands.
Korin mustered up a small band of Stout Folk (including both shield dwarves and an azerblood) to retake the halls of Runedardath, only to find the abandoned dwarfhold occupied by the humanoids of the Direlord tribe. In hopes of concealing his existence from the dwarves, Antharzyreph withdrew from much of the dwarfhold into __ (__), leaving the Stout Folk and Wartsnak’s horde to battle for control of the complex under his watchful eye. In so doing, he also abruptly broke off communication with Kelthas, prompting the Dragon Cult leader to dispatch his own force to investigate the dragon’s fate.
Now, three years later, the three factions have settled into an uneasy stalemate, with each group controlling part of Runedardath and battling their rivals for control of the rest. Antharzyreph has been content to let the situation play out for now, hoping to let the three factions diminish each other’s numbers, before destroying all of the survivors and resuming his plan to transform the Laughing Hollow into a festering mere of corruption. But, once again, the hidden hand of Dumathoin has interrupted Antharzyreph’s ambitions, by unleashing a minor earthquake that opened up a new channel for water held in the corrupted aquifer. Although the leaking water is leaving a path of destruction in its wake, it is nothing like what will happen should Antharzyreph be allowed to complete his corruption of the entire aquifer and then unleash it in a devastating flood. If Korin and his kin are not up to stopping this incipient blight upon the land, the Keeper of Secrets Under the Mountain is not above manipulating brave adventurers into investigating the source of the corruption and thereby tip the balance in this subterranean struggle against the machinations of the draconic scourge.

--
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Jeremy Grenemyer
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Posted - 23 Apr 2012 :  04:48:05  Show Profile Send Jeremy Grenemyer a Private Message  Reply with Quote
quote:
Originally posted by ericlboyd

The fall of Phalorm in the Year of the Lamia’s Kiss (615 DR) marked the beginning of the end of the dwarves’ centuries-old mining operation. In the decades that followed, the annual spring flood washed new soil into the Hollow, while the Stout Folk kept reducing the area of active digging.
By the Year of Flourishing Forests (789 DR), the Hollow had once again become a forested vale full of the laughter of fey pranksters under the watchful eye of a tribe of wild elves,
This bit right here is particularly awesome. I like how you depict the transition; how you show something becoming something else, then changing yet again over time--all in a realistic manner.

This is the kind of style I hope can be found in 5E Realms products.

Look for me and my content at EN World (user name: sanishiver).
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ericlboyd
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Posted - 24 Apr 2012 :  20:06:02  Show Profile  Visit ericlboyd's Homepage Send ericlboyd a Private Message  Reply with Quote
Greetings,

Just realized I had a complete high level adventure I wrote about Dragonspear Castle entitled "Dragonspear Rift: Into the Breach" but never figured out how to publish. Here's part of the history I wrote for it. (I left out the post-1356 history, which I also completed, as that is directly tied into the adventure.)

Will have to figure out what I can do with a 3.5e adventure set post 1363 (probably post 1372).

--Eric

History of Dragonspear Castle
==============================

A century ago, Daeros Dragonspear was a famed half-dwarven adventurer of the North. Early in his career, the bearded half-dwarf rescued and befriended Halatathlaer, an ancient copper dragon who laired beneath three hillocks on the western edge of the High Moor, south of the Misty Forest.
In the Year of the Raging Flame (1255 DR), Daeros seized a fortune in gems from a beholder lairing in the lost, subterranean city of Kanaglym, in the depths of what was once Phalorm’s Duchy of Hunnabar, and decided to retire. The bearded half-dwarf chose the site of Halatathlaer’s lair to build his castle. The copper dragon had grown tired of constantly fighting off thieving orcs and goblins, but he was loathe to leave his lair.
Daeros gathered humans and dwarves loyal to him and built a large and splendid structure, composed of a massive central keep surrounded by a strong ring of four towers (the inner ward). Around the keep was a spear-head shaped outer wall linking nine great towers (the outer ward). Dwarves were welcome at Daeros’ castle, and soon the outer ward filled with small stone cottages and delvings beneath them. The Stout Folk included many members of Clan Arlspar and Clan Dragonsteel, whose ancestors had once dominated the Duchy of Hunnabar.
In the years that followed, Daeros and Halatathlaer were often seen in the skies above the High Moor, with Daeros wielding a massive spear against foes on the ground and employing a magical horn to summon his troops when needed. Daeros’ great weapon earned him the sobriquet “Dragonspear,” and, in time, his castle came to bear the same name. The pair’s energetic raids hurled back the orcs and trolls of the High Moor, and, for a brief time, they succeeded in purging much of the southeastern moorlands of their influence. However, nearly three decades after the castle’s completion, Halatathlaer succumbed to a wasting disease, which left him increasingly tired and weak. As word of the dragon’s plight spread, more than one wizard who coveted the copper dragon’s hoard used shape-shifting magics to infiltrate the ranks of Dragonspear Castle’s residents and investigate how the treasure was guarded.
In the Year of the Whelm (1290 DR), a Calishite mage named Ithtaerus Casalia crafted a spell that allowed him to teleport Halatathlaer away to the Fallen Lands, bound in slumber. Ithtaerus then revealed to Daeros what he had done by means of a false nightmare that showed the wizard creating a portal in the dragon’s lair through which Halatathlaer was taken.
In truth, the portal was created by an outcast devil named Armaros, known as “the Resolver of Enchantments,” who Ithtaerus had called. The Dragonspear portal† led to Avernus, first of the Nine Hells of Baator, but required the sacrifice of a mortal to activate it. When the enraged Daeros plunged through the portal, he triggered the devil sorcerer’s spells, which immediately trapped the half-dwarf and opened the portal in both directions.
The newly opened portal quickly disgorged several devils in Armaros’ employ into the bowels of Dragonspear Castle. While Daeros’s followers battled the incursion, Ithtaerus looted the dragon’s hoard and then returned Halatathlaer to the inner ward, bound in magical slumber. Armaros returned to Avernus, content to have created a powerful new form of portal, known as a soulbind portal (detailed in a future adventure), but Ithtaerus lingered near, observing the destruction he had unleashed.
Once the devils were defeated, Ithtaerus called upon several dragons he knew, telling them that the copper dragon of Dragonspear Castle slept, near death, and it and its hoard were easy prey. Three young and ambitious dragons heeded his words and took wing to Dragonspear Castle. They met over the fortress and fought, destroying Halatathlaer and much of the castle before slaughtering each other. The last survivor, a black dragon named Sharndrel, was enraged to find the hoard it had fought so hard for looted so that only a few coins were left. It went seeking the triumphant and overconfident Ithaerus, found him gloating over the best wine of the castle in the upper chambers of the central keep, and blasted him with its acid until his bones crumbled to powder.
The castle was left as a shattered ruin, eagerly raided by orcs, hobgoblins, bugbears, goblins, and trolls from the High Moor as well as other evil spellcasters and brigands, until all the dwarves were dead or had fled. The Serpent Folk of the Serpent Hills even sent a large party to search the ruins for magic, and they bore away all they found. In the years that followed, the ruins fell empty for a time, and thereafter served as a temporary home to small groups of bandits or outcast mages.
In the Year of the Creeping Fang (1305 DR), an alliance of hobgoblin chiefs from the High Moor seized the castle. They used it as a base from which to raid the caravan road and the lands around it, gathering orcs and trolls into ever-larger bands until Waterdeep and Baldur’s Gate raised armies and cleaned the castle out in the Year of Spilled Blood (1315 DR). The victors set an armed temple to Tempus, called the Hold of Battle Lions, in the cellars to guard against creatures using the portal, for it seemed indestructible. The magical gateway hurled back magics used against it and sent forth ghosts of creatures slain in the castle to attack those approaching it.
Seasons passed, and more devils from Avernus discovered the Dragonspear portal. In time, word of the portal’s existence reached the ears of Azazel, another outcast devil of Avernus. “The Serpent,” whose name had been changed from Hazzael to that of a demon prince by Asmodeus to reduce the chances of his being summoned, had long sought a base on the Material Plane. With such a base, he could work against the plans of the archdevils and gather strength to challenge for a place among the Lords of the Nine. The Dragonspear portal provided him the perfect opportunity.
In the Year of the Bow (1354 DR), Azazel began dispatching minions through the Dragonspear portal in increasing numbers until the devils overwhelmed the Tempuran defenders and claimed the castle for their own. Led by the pit fiend Baazka, the Serpent’s lieutenants then dispatched emissaries to the various humanoid tribes of the High Moor and slowly assembled them into a great alliance. In the year that followed, they began attacking travelers along the Trade Way and the isolated settlements of the region.
By the Year of the Worm (1356 DR), the Alliance of Avernus had devastated the region from the Way Inn to Boarskyr Bridge, such that travel along the Trade Way dwindled to almost nothing. In response, Waterdeep mustered an army to besiege Dragonspear Castle and battle the devil-led tribes wandering the Open Marches. By Tarskah, a strange, sorcerous mist (the Breath of Baerendurr) had enveloped the region, pouring forth through the portal and reducing the fighting to scattered skirmishes throughout the region. By summer, the Dragonspear War had spread from Triboar to the northern borders of Amn.
The war came to a sudden, anticlimatic conclusion when word of Azazel’s incursion into the Material Plane reached the ears of Asmodeus. Asmodeus then ordered Armaros to cast seal portalMotP, SC (also known as gate sealFRCS) on his creation. The Resolver of Enchantments complied at the worst possible moment for Azazel, trapping the Serpent’s lieutenants in Avernus, where they had gathered to consult with their lord, and abruptly depriving the Alliance of Avernus of much of its infernal leadership. Finally, the Lord of the Nine forced upon Azazel the planar commitmentMotP trait, normally associated only with petitioners, to prevent the Serpent from escaping the Nine Hells.
By the Feast of the Moon, the Sword Coast was quiet again, with the sorcerous mist dispersed and the devils largely dead or scattered. Once again, the followers of Tempus set up a small shrine in the ruins, and the region returned to normalcy.

--
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Thieran
Learned Scribe

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Posted - 24 Apr 2012 :  21:22:16  Show Profile Send Thieran a Private Message  Reply with Quote
Great stuff!
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ericlboyd
Forgotten Realms Designer

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Posted - 25 Apr 2012 :  23:40:07  Show Profile  Visit ericlboyd's Homepage Send ericlboyd a Private Message  Reply with Quote
Still rough, but close enough.

Crypt of the Worm
=================
The Crypt of the Worm is a centuries-old dungeon that lies beneath Gillian’s Hill, on the western edge of the Sword Hills, a half-day’s ride south of Daggerford. The crypt is actually a massive mausoleum constructed above-ground and then buried beneath a huge pile of rocks and debris to form Gillian’s Hill. Tunnels beneath the crypt are said to lead down into the Underdark beneath the High Moor.
From the surface, the tomb in the hill can only be entered by wandering about until one finds the precise location of one of several invisible portals—snatch gates that whisk any person or object entering them into the heart of the hill. Egress is by the same method, although the exit spots inside the tomb are apparently different sites than the entry or arrival locales, and hard to find.
Attempts to tunnel into the hill uncover stone walls that emit bolts of lightning (treat as chain lightning, CL 12th) when exposed to air—bolts that continue to lash out until earth is thrown onto them, and they are covered again. This magical lightning can easily stab across the trade road, imperiling all passing traffic. Several mages of power have tried and failed to remove the spells that cause this deadly effect, thanks to the divine hand of Talos.
Once known as the Tomb of the Doomsayer, the crypt was fashioned in secret by worshipers of Kozah (Talos) after the death of the last of the Doomsayers, an ancient Netherese order dedicated to the destruction of Netheril’s great cities, in the Year of Unfurled Sails (-670 DR). Unlike most tombs of its era, the body of the last Doomsayer was left on an open slab at the heart of the crypt and sprinkled with maggots to quickly consume it, symbolizing the Kozahyn belief that destruction comes to all in good time.
The existence of the crypt was revealed in the Year of the Cruel Storms (268 DR), when a landslide revealed one wall of the buried mausoleum, sparking an eruption of lightning bolts until it could be reburied and forgotten.
It was not until the Year of the Sundered Crypt (684 DR) that the Tomb of the Doomsayer was finally breached. Wizards and ophidians in the employ of House Orogoth tunneled beneath the crypt and attempted to loot it from below without drawing the attention of the defenders of Delimbyran. Upon entering the tomb, they discovered that the Last Doomsayer had arisen as a worm that walksELH. The resulting spell-battle revealed the existence of several previously unknown one-way portals into and out of the crypt beneath what is now known as Gillian’s Hill. When the battle finally subsided, the corpses of dozens of snake-men littered the sides of the hill and the undead horror that once been the Last Doomsayer had vanished into the depths.
In the centuries that followed, the Crypt of the Worm, as it came to be known, was occupied from time to time by various denizens of the Underdark, who found that the ancient and mighty binding spells originally set to stabilize and guard the tomb made it an ideal lair. Many adventurers explored the crypt, only some of whom ever emerged.
The most recent group from the Realms Below to occupy the Crypt of the Worm was a druuth—a band of four to six doppelgangers, led by an illithid named Ulithdaraeyl. This druuth—known as Ulithdarae—used the crypt as a base a base from which they stealthily stalked and raided passing caravan merchants, controlling the minds of unfortunate victims to make them lure many others to a mindless doom. In the Year of the Bright Blade (1347 DR), a brave band of adventurers defeated the mind flayer and its minions, but warned that the danger could well recur.

--
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The Sage
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Posted - 26 Apr 2012 :  01:41:08  Show Profile Send The Sage a Private Message  Reply with Quote
Oooo! This rendition of the Crypt of the Worm -- and a druuth for that matter -- given me some wild ideas for a new Waterdeep campaign I've been planning.

Much appreciated Eric.

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ericlboyd
Forgotten Realms Designer

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Posted - 28 Apr 2012 :  00:06:31  Show Profile  Visit ericlboyd's Homepage Send ericlboyd a Private Message  Reply with Quote
Dryadkissed Chainmail
Price (Item Level): 14,650 gp (14th)
Body Slot: Body
Caster Level: 9th
Aura: Moderate; (DC 19) conjuration
Activation: Standard (command)
Weight: 18 lb.

This suit of chainmail is made of very fine mithral links. It has a coppery green patina that varies subtly in hue, making it resemble autumn leaves.

Dryadkissed armor is a +1 feycraft woodwalk elven chain.
Effect: This extremely light chainmail is made of very fine mithral links. Speed while wearing dryadkissed chainmail is 30 feet for Medium creatures, or 20 feet for Small. The armor has an arcane spell failure chance of 15%, a maximum Dexterity bonus of +4, and an armor check penalty of -2. It is considered light armor.
If you have the woodland stride class feature (or unfettered stride clas feature), you can activate armor with the woodwalk property to step into a tree and exit from another, as if affected by the tree stride spell. The woodwalk property functions three times pre day, and the effect lasts for 1 round.
They delicate beauty of dryadkissed armor makes the wearer feel more confident, granting him a +1 bonus on Bluff checks made to deceive another creature with words. This bonus does not apply to any other use of the Bluff skill, such as for feinting.
Hardness 16. Hit Points 30.
Prerequisites: Craft Magic Arms and Armor, tree stride, creator must be fey or under a fey creature’s magical influence.
Cost to Create: 10,000 gp (plus 4,650 for feycraft elven chain), 360 XP, 9 days.

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