Dragon’s Day in Hammerfast

I like when worlds have days of the week, holidays and other information to make the place seem old and real. For the ending of my campaign in the Nentir Vale I needed to have my heroes do more than just fight the big dragon and save the city. Hammerfast comes built in with some history to use as your backstory if you want to create an epic showdown with Calastryx.

What is Dragon’s Day?

Every year in late summer, the people of Hammerfast celebrate the defeat of the red dragon Calastryx by the wizard Starris in a battle that took place nearly 300 years ago. The Trade Guild constructs an elaborate puppet of the dragon, 30 feet tall. The puppet is paraded trough Hammerfast and the people gather along the street to throw rocks at it. The parade finishes at temple of Moradin, where the puppet is cast into a giant pool of fire.

Final Session – Farewell to the Vale

Thanks to Joseph for writing most of this final farewell to our 4th edition campaign in the Nentir Vale. A great recap of the finale I was DM for.

Trade Ward, Hammerfast

The sounds of battle were almost deafening, as Naivara and Leoric landed. The crackle of fire, and the clashing of steel rang out through the smoke and rubble of the city. Before they landed, Naivara saw countless city guards doing battle with Orcs, Ogres and Humans. Thar had landed before them, they were hot on his heels.

Naivara looked over to Helgrund, who was fighting the female rider from before. Leoric dismounted his griffon, Naivara soon landed and quickly followed. She saw Leoric stab the female rider, who had been blinded. Naivara conjured thick fire, reducing the woman to a pile of ash. From behind the woman, Calastryx entered her vision. Naivara heard her griffon take to the skies behind her. No going back now. She thought.

Out the corner of her eye, she saw Leoric fighting Thar. Turning back to Calastryx, and acting quickly, she escaped Calastryx’s jaws just before they bit down, using magic. “That was too close.” Naivara muttered. She held the Wormspike up, finding resolve in carrying a weapon suited for the task at hand.

Goodbye to 4e & The Nentir Vale

I am officially done with Dungeons & Dragons 4th Edition as both a player and a Dungeon Master. I’m happy and a little sad about boxing up my 4e collection to make room for my growing collection of 5e books. I’ve had a chance to reflect on what I will miss and won’t miss about the 4th Edition of Dungeons & Dragons in the Nentir Vale.

Adventures in the Nentir Vale

The Nentir Vale is the default “Points of Light” setting for Dungeons & Dragons 4th edition. This setting is composed of isolated pockets of civilization surrounded by dark areas of untamed wild. The small communities and even largest cities’ inhabitants are mostly cut off from the world outside their walls. Travel between cities and villages is dangerous, and most people are ignorant about the rest of the world aside from rumor. Bandits, vicious humanoids, and monsters of all kinds inhabit the darkness between settled areas, and those who wish to venture out do so at their own risk.

Ballad of the Silver Six

Here is a fun little ballad I wrote with one of my players for the adventurers to start to hear about themselves after winning a huge battle and gaining fame early on (level 4 and 5). We’re not poets, but anything that helps show the impact the PCs are having on a world is good in my books.

The Silver Six met in Fallcrest from afar
With a dragonborn’s missed punch in a bar
Big Nadarr missed by a whole bunch
But little Ander hit back with a crunch

Coppernight found treasure digging deep
But kolbolds and a dragon invaded the keep
The Six won with blade, shield and magic
But the loss of many dwarves was tragic