Mettledale and Spearsmouth Dale Along the southern border of the Forest of Lethyr lie two small settlements that are part of the Great Dale, of <strong>The</strong>sk, or neither, depending on whom you happen to ask. Spearsmouth Dale is a little more than fifty miles north of Phsant in a narrow vale that arrows another twenty miles or so into the forest. Lord Abraer <strong>The</strong>llblade (CG male human Ftr8), a former adventurer, watches over the sleepy village from a keep he and his companions cleared of vampires several years ago. Its people consider themselves Dalesfolk, but Lord Abraer obtained his writ to govern the land from the ruling council of Phsant. This doesn’t trouble the locals, who know that Abraer saved them from death or worse by destroying the vampire lord of the keep. Mettledale is in a larger vale just north and east of Spearsmouth Dale. Several small villages dot this fertile valley, all under the rule of an arrogant wizard-lord named Vosthor (NE male hagspawn Wiz11). <strong>The</strong> dale has traditionally been ruled by the most powerful wizard in residence, and Vosthor—a wandering troublemaker and tomb-plunderer—unseated the previous ruler two years ago upon learning of the tradition. A brutal gang of brigands and thugs backs up the hagspawn, serving as his “constables” and “tax collectors.” <strong>The</strong> folk of Mettledale are too intimidated to move directly against their wizardly master, but they are growing desperate to get rid of the predacious Vosthor. UTHMERE 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. Breakwater Docks Bloody Hook Southgate Square House of the Master’s Shadow Dalegate Square Lords’ Park Belltower Square Hall of Brilliant Justice Lord Uthlain’s Palace <strong>The</strong> Captain’s Loft <strong>East</strong>ing Reach 0 400 feet W N S 1 E 11 2 10 THE GREAT DALE 9 3 4 Uthmere 126 Uthmere (SMALL CITY) Built where the Dalestream meets the <strong>East</strong>ing Reach, Uthmere is easily the largest settlement in all the Great Dale. <strong>The</strong> river is shallow and not navigable, but a stone breakwater protects a small but bustling harbor. Of course, the people of the wilds don’t consider the “big city” part of their homeland at all. Similarly, the residents of Uthmere have little attachment to the rest of the country. As the saying goes among the people of the Great Dale, “It’s a long way from Uthmere to Kront.” Most of Uthmere’s inhabitants hail from Impiltur, Damara, and <strong>The</strong>sk. For centuries, various Impilturan lords have ruled the city—some, exiles who fled an enemy at court, others, crusaders who dreamed of taming the wilderness to the east and bringing Impilturan law and culture to the benighted Dalesfolk. Although Uthmere is nominally independent of Impiltur, the lordship of the city remains an Impilturan title. As one might expect, the interests of Uthmere don’t always coincide with those of the rest of the Great Dale. <strong>The</strong> current ruler, Lord Uthlain (NG male human Ari12), hopes to see his small city become a major hub of commerce in the region, but the druids and rangers who live along the Great Road have confounded his efforts. <strong>The</strong> Circle of Leth does not concern itself with homesteaders claiming empty lands in the open dale, but entrepreneurs hoping to rake furs, timber, and other 8 <strong>The</strong> Dalestream 5 6 7
iches from the forests find the druids quick to discourage all but the least intrusive of such activities. LORD’S PALACE Lord Uthlain lives in a gray stone palace above the harbor. He maintains his power through a decades-old alliance his family made long ago with a band of seven stone giants. <strong>The</strong>se massive creatures are Uthlain’s muscle in the small city, and they supplement and reinforce the town guard. <strong>The</strong> stone giants have sworn an oath of fealty to Uthlain’s family, a duty that they take seriously. <strong>The</strong>y are compensated well for their efforts and actually live on the first floor of the Lord’s Palace. Nearly everything at this level is built for both joint human and stone giant use. <strong>The</strong> ceilings are 20 feet high, but a railed balcony runs along every room at the floor, raising those standing on them to eye level with the giants who share the place. NOTABLE BUSINESSES <strong>The</strong> city boasts a number of excellent inns, mostly catering to seafarers who wish to spend a night on solid ground for a change. At the top end of the scale, the Captain’s Loft offers luxurious accommodations. Its prices (roughly triple normal) ensure that only the “proper” class of people stay there. Only the captains of the largest and most successful ships can afford it. Toward the bottom of the barrel, there is the legendary dive known as the Bloody Hook. This seedy hole in the wall serves hard drinks to hard people, and at the end of the night, the scullery maid often mops up as much spilled blood as beer. For adventurers looking for action, though, this is the place. MAJOR TEMPLES Most of the major good and neutral deities are represented in Uthmere. <strong>The</strong> Hall of Brilliant Justice is a large, fortified temple to Tyr under the High Master of the Just, Blostin Marsk (LG male human Clr10 of Tyr). <strong>The</strong> hidden House of the Master’s Shadow, a temple dedicated to Mask, lurks in the worst part of town. <strong>The</strong> Shadowmasters of Telflamm venerate Mask, and as they extend their tendrils deeper and deeper into the commerce of the nearby cities, they bring the worship of their nefarious deity with them. <strong>The</strong> Shadowmasters have gained a secure foothold in Uthmere, and they intend to bring the entire city under their dark dominion. cUthmere (Small City): Conventional/nonstandard; AL NG/CE; 15,000 gp limit; Assets 6,615,000 gp; Population 8,820; Mixed (human 82%, half-elf 7%, elf 4%, halfling 3%, dwarf 2%, gnome 1%, half-orc 1%). THE GREAT DALE 127 Authority Figures: Lord Uthlain, NG male human Ari12 (ruler of the city); Master Tintel Farpadden, CN male halfling Rog11 (local leader of the Shadowmasters). Important Characters: Captain Enda Quellinghanter, NG female fire genasi Ftr13 (captain of the guard). City Guard: War11, Ftr9, War9, War8, Ftr7, Pal7, War5 (2), War4 (6), Ftr3 (3), War3 (8), Ftr2 (4), War2 (38), Ftr1 (6), War1 (142); Militia: War5, War4 (2), War3 (8), Com3 (2), War2 (37), Com2 (7), War1 (102), Com1 (91); Other Characters: Bbn10, Bbn8, Bbn6, Bbn5, Bbn4 (2), Bbn3 (3), Bbn2 (5), Bbn1 (15); Brd8, Brd7, Brd5 (2), Brd4 (2), Brd3 (2), Brd2 (4), Brd1 (10); Clr11, Clr7, Clr6, Clr5, Clr4 (3), Clr3 (3), Clr2 (4), Clr1 (8); Drd9, Drd8, Drd6, Drd5, Drd4 (2), Drd3 (4), Drd2 (6), Drd1 (14); Ftr7, Ftr6, Ftr5 (2), Ftr4, Ftr3, Ftr2 (2), Ftr1 (8); Mnk9, Mnk8, Mnk6, Mnk5, Mnk4 (2), Mnk3 (3), Mnk2 (6), Mnk1 (7); Pal7, Pal5, Pal4, Pal3 (2), Pal2, Pal1 (7); Rgr9, Rgr8, Rgr5, Rgr4 (3), Rgr3 (4), Rgr2 (7), Rgr1 (13); Rog9, Rog8, Rog5, Rog4 (2), Rog3 (4), Rog2 (8), Rog1 (12); Sor11, Sor8, Sor5 (2), Sor4 (2), Sor3 (4), Sor2 (5), Sor1 (15); Wiz11, Wiz7 (2), Wiz6, Wiz5, Wiz4 (2), Wiz3 (2), Wiz2 (9), Wiz1 (14); Adp11, Adp9, Adp6, Adp5, Adp4 (2), Adp3 (4), Adp2 (7), Adp1 (29); Ari8, Ari5 (3), Ari4 (2), Ari3 (3), Ari2 (7), Ari1 (39); Exp11, Exp9, Exp6, Exp5 (2), Exp4 (3), Exp3 (7), Exp2 (21), Exp1 (231); War7, War5 (2), War4 (2), War3 (5), War2 (14), War1 (59); Com15, Com10, Com7 (2), Com5 (3), Com4 (3), Com3 (34), Com2 (166), Com1 (7,414). Heroes and Monsters Most characters from the Great Dale are humans, wood elves, half-elves, or volodnis. Adventurers are most often druids or rangers. Volodnis, the hardy pine folk of the northern forests, are described in Chapter 1: Races of the <strong>East</strong>. Chapter 2: Prestige Classes describes the Nentyar hunter, Nar demonbinder, and Talontar blightlord prestige class. Although the demonbinder is rarely (if ever) a heroic figure, and the blightlord is always a black-hearted villain of the worst sort, these classes are useful when designing NPC villains. New monsters in Chapter 6: Monsters of the <strong>East</strong> that are common to the Great Dale include the blightspawned (often treants or volodnis), juju zombies, fell trolls, mur-zhagul (demon trolls), and volodnis. Blooded ones (usually orcs or ogres) and dread warriors are not uncommon in the vicinity of Ashanath, which borders the Great Dale to the southeast. Some of these creatures are left over from the last war between <strong>The</strong>sk and Thay. Others have wandered up the coast or were sent out more recently to scout in this direction.
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Contents Introduction . . . . . . .
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Across the wide lands of Faerûn, b
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Chapter 5: Magic Items. The Red Wiz
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Races The races commonly found in o
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Star Elf Racial Traits Star elves h
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of adventuring party. At best, a gn
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ability, regardless of actual level
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Alignment: Volodnis are not activel
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The Unapproachable East is home to
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The griffon retains its own type an
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CLASS FEATURES All the following ar
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Telthor Companion: Beginning at 3rd
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Nar demonbinders are most often cle
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8th level—flensing (FRCS), greate
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CLASS FEATURES All the following ar
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Scribe Runescar (Sp): At 1st level,
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to his monk levels and use the unar
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+1d6 points of bonus cold damage on
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extension of their aggression, as w
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As a crossroads of Faerûn, the lan
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human lands around them to take oth
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Great Stag Berserker REGIONS AND FE
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The Unapproachable East is known th
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other monsters or beings of the sha
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You fire a brilliant blue ray at a
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Focus: A slender gold-chased adaman
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The Red Wizards are renowned as Fae
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Caster Level: 9th; Prerequisites: C
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The following spell powers drain on
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all respects. Animated trees lose t
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Dread Warrior Dread Warrior Human W
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MONSTERS OF THE EAST Shrieking Hag
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Hagspawn have the following abiliti
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divide at the end into stubby, stro
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work normally. Orglashes can be rai
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Spirit folk are the descendants of
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• +4 Strength, +2 Constitution, -
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slaves of the Tuigan Horde or refug
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disciplined mercenary companies. Th
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Today, the Shadowmasters control or
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on supplies. Orc miners take over P
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his prodigious fortune and business
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hands just outside its walls. The 3
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The Wizards’ Reach Between the Th
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sinister past, concerned as they ar
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An Unapproachable East FORGOTTEN RE
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20 ft.; AC 16, touch 12, flat-foote
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usiness. Use the statistics below,
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from the next encounter called The