Moaning Crown of Ndulu

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Moaning Crown of Ndulu FORGOTTEN REALMS THE GREAT DALE UNAPPROACHABLE EAST CAMPAIGN GUIDE Sample file Land and Lore FORGOTTEN REALMS THE GREAT DALE UNAPPROACHABLE EAST CAMPAIGN GUIDE CREDITS ON THE COVER: Lead Designer: Joe Raso Nastya Lehn’s interpretation of Vesholva Yadrova Contributing Writers: Alex Clippinger, Anne graces the cover. Veshlova is a follower of Talona who Gregersen, Derek Nekritz, Elise Cretel, Emily Smith, stalks the Great Dale using poison and disease to Glenn Magas, Joe Raso, Oliver Clegg, R P Davis, influence the future of the region. Scott Bean BIBLIOGRAPHY Editing: Christopher Walz The following Forgotten Realms works were Layout: Travis Legge indispensable in crafting this volume: Cartography: Daniel F. Walthall, Dyson Logos, Joe Ed Greenwood, Jeff Grubb, and Karen S. Martin. Cyclope- Raso dia of the Realms. 1987. Cover Art: Nastya Lehn Ed Greenwood, Sean K. Reynolds, Skip Williams, and Rob Heinsoo. Forgotten Realms Campaign Setting. 2001. Internal Art Commissions: Daniel F. Walthall, Fez Inkwright, John Latta, Petar Penev Richard Baker, Matt Forbeck, and Sean K. Reynolds. Unap- proachable East. 2003. Internal Stock Art: Adela Quiles, Critical Hit, Dave Richard Baker, Ed Bonny, Travis Stout. Lost Empires of Allsop, Daniel Comerci, Dean Spencer, DM’s Guild Faerûn. 2005. Creator Resource (courtesy of Wizard of the Coast), Eric Pommer, Forrest Imel, Gary Dupuis, Jeffery Jeff Crook, Will Upchurch, and Eric L. Boyd. Champions of Koch, Jeremy Hart, Mathew Richmond, Nimgyu, Ruin. 2005. Rick Hershey, Rising Phoenix Games, Vagelio Kaliva, Brian R. James and Ed Greenwood. Grand History of the William McAusland Realms. 2007. Internal Art - Public Domain: Albert Bierstadt, Carl Bruce R. Cordell, Ed Greenwood, and Chris Sims. Forgot- Eduard Ferdinand Blechen, Sidney Richard Percy ten Realms Campaign Guide. 2008. Wizard’s RPG Team. Sword Coast Adventurer’s Guide. Final Proofing: Bob Anger, Cory Repta, Dave 2015. Caughlin, Mark Vickers, Mike VanHooydonk, Stuart Teather Sample file DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright 2019 by Joe Raso and published under the Community Content Agreement for Dungeon Masters Guild. Some artwork by © Adela Quiles, © Critical Hit at www.critical-hit.biz, © 2011 Dave Allsop, © Dean Spencer, © Daniel Comerci–danielcomerci.com, © Daniel F. Walthall, Elite Design Elements © Ris- ing Phoenix Games, © Eric Pommer–[email protected], © Forrest Imel, © Jeremy Hart, © Matt Richmond, Publisher’s Choice Quality Stock Art © Rick Hershey / Fat Goblin Games, Purple Duck Games © Gary Dupuis, © Vagelio Kaliva, and ©William McAusland, used with permission. All rights reserved. CREDITS 1 Land and Lore TABLE OF CONTENTS Introduction 4 About this Book Chapter 6 – Items of Interest 6 This book is an extract of chapters 6, 7, 8, 9, and 11 of the Great Dale campaign guide. These chapters provide a wealth of background material to stoke the Chapter 7 – The Lands 11 imaginations of Dungeon masters to create campaigns The Dunwood 11 ing this exciting part of Faerûn. The book is organized as follows: The Dale 15 The Forest of Lethyr 23 Chapter 6 details magical items that have some tie Neighboring Regions 27 to this region. Chapter 7 provides an overview of the Great Dale Chapter 8 – Historical Overview 34 itself, describing the towns, landmarks, and places of interest, featuring mysterious ruins waiting to be Age of the Crown Wars 34 explored. Age of Humanity 35 Chapter 8 expounds upon the long history of the The Present Age 37 Great Dale, providing a wealth of lore from which new Chapter 9 - Factions 41 adventures could be built. Chapter 9 identifies key factions that hold sway in Organizations 41 this region. Gods of the Great Dale 47 Chapter 11 provides several adventure ideas for Chapter 11 – Adventure Ideas 51 DMs to craft their own adventures in the Great Dale. Appendix – Contribution Summary 53 What treasures will you find within? Appendix –Art Listing 54 Sample file 2 THE GREAT DALE INTRODUCTION Welcome to the Great Dale! his volume details many aspects of a In the western edge of the Great Dale, the large wondrous region located in a remote corner settlement of Uthmere rises expectantly beside the of Faerûn—a land many refer to as the waters of the Easting Reach, rejuvenated from the TUnapproachable East. ravages of the Second Sundering. Dockyards that had The Great Dale is an ancient place. It is still lain useless for a century now bustle with life as its afflicted with the fiendish horrors left behind by piers once again kiss the waters. This has not gone the once-mighty Narfell Empire. Terrible secrets unnoticed, however, as enterprising individuals now lie hidden within ruins of broken stone or buried descended on Uthmere hoping to win some fortune in beneath the earth. this growing frontier town. A powerful council of druids now act as caretakers For those who dislike the bustle of city life, isolated for much of its sparsely populated territory. They farmsteads dot the Great Dale’s interior. Their seek to purge the demonic evils that still infest the residents live a simple existence dealing with the Dale and the great forests that surround it. These old persistent dangers that threaten any seeking to survive woods stand on ground where the veil that hides the here. Feywild is thin and its influence is still felt. Sample file TablE OF CONTENTS 3 Crown of Whispers CHAPTER 6 – ITEMS OF Wondrous item, very rare (requires attunement) In the Year of the Fearless Peasant (926 DR), a pair of INTEREST coronation crowns were fashioned for Princess Aliia of Impiltur and her betrothed, Rhiigard of Cormyr. vents around the Great Dale have been However, the ship carrying the princess and her affected by a number of powerful magic items. crowns were lost to the depths of the Inner Sea due It’s likely that the ultimate fate of this land may to the scheming of Soneillon, a succubus known as Enecessitate a hero to pursue a quest for one of these the Queen of Whispers. The succubus later recovered rare relics so they may vanquish a terrible evil. these crowns and used them to cement her rule within The following chapter provides a selection of both the Giantspire Mountains by periodically lending them powerful and mundane items that can be added to to the hobgoblin tribes who pledged their fealty to her. your campaign. Soneillon is now gone, banished to the Abyss, but it is believed these two crowns are still are worn by the Bluewood hobgoblin leaders who once served the demon. Mundane Item, rare While wearing one of these crowns, your Charisma The Forest of Lethyr and Dunwood both support small score increases by 2, to a maximum of 20. You have populations of blueleaf trees scattered within. The advantage on any opposed Charisma checks made volodni have mastered the ability to craft bluewood with creatures who are not hostile towards you. weapons and armor from these trees through the Crowsinger’s Locket careful application of natural and arcane magic. The items crafted from bluewood are effectively as strong Wondrous item, rare (requires attunement) as their metal equivalents, but at half the weight. The This black locket in the shape of a crow’s skull has volodni are exceptionally protective of the secrets been in the possession of the Crow Witch for as to crafting these bluewood items and are greatly long as anyone can remember. It is made out of pure suspicious of any outsiders possessing them. In most obsidian, and when it is shaken something can be commercial markets, bluewood items sell at double heard rattling inside. the cost of a similar weapon or piece of armor. While wearing the locket, you can use an action to target one flying beast with a challenge rating of 0 and enter into its mind. The beast must succeed on a DC 15 Wisdom saving throw or you partially seize its mind. If the creature succeeds on a saving throw against this effect, they are immune to this ability for the next 24 hours. While its mind is seized and it is within 8 miles of you, you can see through the creature’s eyes and hear what it hears, gaining the benefits of any special senses that the creature has. You can also control its movement. During this time, you are deaf and blind with regard to your own senses. This effect lasts for 8 hours, and you can end it early at any point using a bonus action. Fiend Ring Ring, very rare (requires attunement) Nar Demonbinders of the ancient Empire of Narfell Sampleare said to have fashioned thesefile small rusty bands of jagged iron. They are believed to have been used to fight alongside the demons they summoned, and to take more durable forms in order to mate with these fiends. 4 THE GREAT DALE While wearing this ring, you may use an action to Greatsword of Impiltur speak its command word to cast polymorph on yourself with the following adjustments: Weapon (greatsword), legendary (requires attun- • You may only polymorph yourself into the form of a ement) fiend of challenge rating 1 or lower. This mighty sword was given to the king of Impiltur • If you are polymorphed into the form of a fiend and in the Year of the Splendid Stag (734 DR) by the you are the target of an effect that would otherwise dwarves of the Earthfast Mountains.
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