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BlueMagus
2005-07-23, 12:54 PM
Introduction: Approaching Rainbow Falls

A cold, harsh wind knocks you back, yet you continue to struggle forward through the rocky badlands. The caravan leader urges his men to keep the horses moving, while weary guards survey the land for orc raiders. Travellers grumble, wondering if the trip to Rainbow Falls is really worthwhile, and worried they may freeze before they ever lay sight upon the city gates. Suddenly, a shadow crosses the road, temporarily blocking out the pale winter sun. Merchants gasp, clutching their purses, and their guards draw short swords and spears, ready to fight whatever monster is attacking. As everyone draws their eyes upward, they realize they are not under attack, but witnessing one of the magic flying ships of Rainbow Falls drift overhead. It glides silently through the air, its sails full of wind. The caravan scouts appear from over a nearby hill. “Around the bend, and a quarter mile away!” they shout. Cheers erupt among the merchants, guardsmen and tourists.

Once you’ve crested the hill, you can see the walls of Rainbow Falls. You see flying ships hovering over the city. Building rooftops peek out over the city’s stone wall. A grove of dark green trees stands between you and the city gates. Now out of the badlands, with the wind at your back, you wind through the hills with renewed spirit, the vision of Rainbow Falls as seen from a distance spurring you on.

The grove is a welcome break from the open ground and the harsh winter wind. Even better, is the shelter provided by the walls and buildings of Rainbow Falls. The streets seem extra warm, as though heated by an unseen underground flame. The shops are bright and cheerful, and full of smells – perfumed candles, baking pies and breads. You hasten to check into an inn and take a dip in one of the famed hot springs of Rainbow Falls

BlueMagus
2005-07-23, 12:57 PM
Stats: Rainbow Falls City Proper
Large City, Population 23,483; Gold Piece Limit 40,000gp; Ready Cash 46,966,000gp
Power Centers: 2 Conventional (LE, LG), 1 Nonstandard (CG);
Constable: Second Highest Level Fighter; 234 full-time soldiers/guards; 1,174 conscripts;
Class breakdown: Adepts 14,11,10; Aristocrat 12,12,11; Barbarian 12,12,10; Bard 15,15,10; Cleric 15,14,10; Commoner 21,21,20; Druid 15,13,13; Expert 20,18,15; Fighter 17,15,14; Monk 13,13,12; Paladin 11,11,10; Ranger 11,10,10; Rogue 17,16,11; Sorcerer 13,13,12; Warrior 15,15,14; Wizard 13,12,11; Population: Integrated; 37% Human (8689); 20%Halfling(4697); 18% Elf(4227); 10%Dwarf(2348), 7% Gnome(1644), 5% half-elf(1174); 3% half-orc(704)

BlueMagus
2005-07-23, 01:00 PM
Background Information: History
0000 – 0500 years beyond founding (BF):

Two nomadic barbarian tribes, the Larenze and Daraobek, roamed the badlands. They fought each other over the region’s natural resources. They battled over food, shelter, water and their women. In one daring raid, the Daraobek slaughtered the Larenze elders and children, stole most of their horses and women, and set fire to the Larenze campgrounds. When the Larenze hunters returned to find their campground destroyed and their loved ones dead, they called to their gods for vengeance. For three days, the Larenze hunters pursued the Daraobek raiding party, chasing them to the edge of the badlands. The Daraobek retreated to a cliff-side cave, where they successfully fended off the Larenze hunters. The Larenze made camp near the cave, on the opposite side of a shallow creek. They waited patiently, swearing they would not leave until the Daraobek had paid fully for their raid. The first winter at the edge of the badlands took many lives, both Larenze and Daraobek. Eventually, the chieftains agreed to a truce in hopes of saving their tribes. Years passed, and the tribes grew in tentative peace.
Within twenty years, the Larenze and Daraobek began constructing permanent villages. In the beginning, they used hide stretched over wood frames. Decades passed, and the villages progressed to stonemasonry, constructing small hovels, and eventually building a keep in each village. Although their technological skills improved, and they advanced as civilizations typically do, they never grew out of their deep-rooted hatred for each other. They carried on for decades in a passive-aggressive struggle over the creek, waterfall, and surrounding area.
Twenty generations passed. The villages grew into small feudalistic towns, centered about each keep. Each town, the descendants of the two tribes, thrived in their struggle for supremacy, banding together when mutually threatened by outside forces. Three hundred years after settlement, a nearby dwarf settlement began to trade with the towns. They employed their new weapons in the defense of their towns from orc and goblin invaders.
As time passed, memories faded and names changed. As the two towns began to merge, the leaders of each allowed the hatred of the past to fade, though they never truly let go of their desire for total control of the city they now named Rainbow Falls.

600-700 years BF: Arrival of the elf refugees.

Lord Tyrin Larenze the First was known for his daring exploration of the Mithral Mountains. On one of his exploratory journeys, Tyrin ran across elf refugees in dire circumstances. Their leaders had angered a great red wyrm, Nexaenion. The ancient dragon set their homelands ablaze, and gathered monstrous forces to hunt down the surviving refugees. Tyrin lead the elf refugees into the mountains, and used his knowledge of the Mithral Mountains to elude their pursuers. He invited the elf refugees to build in the area of Rainbow Falls now known as the Elf Quarter. The elf leaders showed their gratitude by planting a grove of trees to augment the weathered walls of Rainbow Falls.

Not to be outdone, Lord Lei Daraobek led a party across the mountains to slay Nexaenion. Although they were successful in slaying the beast, most of the party died on the return trip, to include Lord Lei Daraobek.

827 years BF: Year of Discovery

In a dilapidated stone house, the great wizard Telstaff Mynel the Innovator toiled at his workbench, working a strange metal into mystic shapes. Telstaff inherited this otherworldly metal along with a sizeable family fortune. He was a direct descendant of a young wizard who traveled with Lord Lei Daraobek on his fateful quest to slay Nexaenion. This wizard detected magic in a substance lining the walls of the dragon’s lair. He brought it back to Rainbow Falls, and since that day, his mission to unravel its secrets passed from first-born son to first-born son.
After many decades of experimentation, Telstaff began his final series of incantations to transform the metal into what he called the Mynellian Drive. A week later, he hired carpenters to begin construction on a small ship. Those who lived near him thought him a fool – no oceans lay nearby, and the creek was too shallow for ship travel. Those involved in the project couldn’t care less – they were getting paid.
The ship took three weeks to construct. Telstaff unveiled his experiment at the Autumn festival. Citizens of Rainbow Falls gathered to watch what they had nicknamed Telstaff’s folly. Telstaff delivered a brief speech, and broke a bottle of elf wine on the bow of his ship, positioned on the edge of Rainbow Falls’s southern cliff, just ten yards west of Rainbow falls. The ship slid out of its sloop and off the edge of the cliff. It drifted ten yards away from the edge before the amassed crowd found their senses and broke into a cheer.

828 years BF: Year of Exploration and Expansion

Rainbow Falls’s leaders pressured the elf community to grow a larger grove, for shipbuilding. The elf artisans refused. Instead, they grew living ships – trees sculpted by magic as they grew. Nimble fingers of Halfling tailors threaded delicate silk rope made from webs of captive scrag spiders, and dwarf smiths shaped metal into lightweight weaponry fit for the Rainbow Falls Windsailors to wield. Telstaff opened a school to teach young wizards the secrets of flight. The whole city united to meet the challenge of expansion.

Ships glided off Rainbow Falls’s cliffside, and sailed over the badlands. Their crews chased down goblin raiders who had harassed ground-based merchant caravans. They traveled to distant cities and established trade routes throughout the continent. Rainbow Falls became a city of commerce and trade.

925 years BF:
Civic leaders finalize plans for the celebration of the first 100 years of flight. They elicit artists from all around to propose plans for the Monument to Telstaff. After a complex decision making process, the Council chooses a submission and construction begins. The monument is revealed on the anniversary of Telstaff’s revelation of his first ship.

928 years BF (Present):
Rainbow Falls is celebrating the 100th anniversary of Telstaff’s revelation. Telstaff himself is sixty years dead, but citizens still honor him as the bringer of wealth and glory to the city. Wizards all over the continent recognize his skill in the arcane arts, and seek to emulate his style of research and discovery. Regardless the motive, thousands will descend on Rainbow Falls this year for the revelation of the Telstaff Monument.

BlueMagus
2005-07-23, 01:08 PM
Physical Description:
Rainbow Falls balances precariously on the edge of a badlands. To the east lies a wasteland of scraggy canyons, lightly speckled with scrub brush. To the west, the badlands turn into bright green hills punctuated with dark buttes. The pleasantly warm Rainbow Creek runs swiftly through the hills and cuts through Rainbow Falls before turning south and dropping off the 80 foot cliff that marks the city’s southern border. This natural waterfall bears the name adopted by the Lords Larenze and Daraobek when they joined their two villages.

To the north, the rocky crags of the badlands merge with the green foothills of the majestic snowcapped peaks of the Mithral Mountains. Here, deep beneath the stony crust, pools of magma heat subterranean streams of water. In some of the deep caverns, the steam builds, until it blasts through small surface vents in the form of geysers and hot springs. The deep volcanic activity prevents Rainbow Creek and the city that grew around it from completely freezing, even during the coldest winter.

The greatest natural threats to Rainbow Falls are the harsh winds blow into the badlands from the Mithral Mountains, and the storms that roll through every season. The city is protected by a weather-worn wall, enhanced by a small grove of trees planted by elf refugees more than 300 years ago. Part of that grove has crept over a northwestern section of wall into what is now known as the Elf Quarter. The established elf population of Rainbow Falls encourages the growth, and their more influential citizens reside in living houses that resemble their ancestral homes.

The natural flow of Rainbow Creek separates the city proper into four quarters. Rich foliage covers the streets of the northwest quarter, the aforementioned Elf Quarter. Glowing bulbs hang from the tree limbs to light the city streets in the evening, bathing the Elf Quarter in a soft blue light. Ornate bridges link the Elf Quarter and the Daraobek Quarter to the south. Daraobek Keep, positioned on a subtle hill, dominates the quarter. It is constructed directly over the caves the Daraobek tribe used to hide from the Larenze tribe, over 900 years ago. The central tower of Daraobek Keep faces its twin in the Larenze keep to the northeast. Although the central towers are similar, the keeps differ in artistic ornamentation and layout. Both the Larenze and Daraobek Quarters offer the typical inns, taverns, shops and residences. The Larenze is unique for its Halfling block, a city block of Halfling-sized houses, restaurants and shops. The remaining quarter was known simply as the southeast quarter until Telstaff’s discovery. After Telstaff founded his magic school, the district adopted his name as its own. Thus the Telstaff Quarter came to be home to the city docks, warehouses and magic school.

BlueMagus
2005-07-23, 01:16 PM
Arts and Culture:

Influence of Demihuman Immigration:
The integration of the major races in Rainbow Falls (Human, Halfling, Elf and Dwarf) greatly influences the rich culture of the city’s populace. In the Elf Quarter, elf architecture dominates the landscape. The elves who have taken residence here grow trees and shrubbery into walls, constructing their homes out of living wood. A canopy of trees shades the streets and alleys from the harsh sun, and each season brings a spectacle of color. Ancient songs resound in outdoor forums; artists practice growth magic on topiaries. The elf manipulation of nature and magic spreads into the other, human dominant quarters of Rainbow Falls. Citizens of every race know that an elf-grown plant or flower can add life to their homes, perfuming the air and lifting the spirit. Only the harshest, cold-hearted villain would refuse elf artwork in their home. Dwarf craftsmen blend their techniques of jewelry making and stonemasonry with the opulence and elegance of the elves that migrated to Rainbow Falls 300 years ago. The commingling of both elf and dwarf influences result in an architectural and artistic culture unique to Rainbow Falls.

Influence of Natural Resources:
All stone in Rainbow Falls comes from Huin Quarry in the Mithral Mountains to the west or from Labor Quarry in the badlands to the northeast. Both quarries produce solid stone, but Huin Quarry produces larger blocks in a dark grey color, while Labor Quarry produces smaller chunks in a light brown or tan. Labor Quarry also produces clay for brick making, due to the stream that runs through it during the spring. Thus, most buildings start with a dark stone base which progresses upward to a light tan brick. The outer walls of the city are made completely out of the dark solid stone of Huin Quarry.
Farmers grow wheat and barley in the hills to the northwest. The granaries provide for food and alcohol brewing in Rainbow Falls. The past 200 years of trade have brought new grains into the area as well as new animals for farming. A rich variety of food may be found in the carts of vendors that walk the streets of the city in hopes of a quick sale. More expensive restaurants offer foreign meals and bizarre desserts for the more refined palates.

Dominant Musicians:
Three bards dominate the musical scene in Rainbow Falls: Jadolee “the Thirsy” Ruvidia, Alriul Igalonoes, and Gelaio Maix “the Bloodsinger.” Each bard has a different musical and lyrical style, as well as a different following. Some of the lesser bards mimic these three powerhouses, though there are lesser bards that have their own styles and fans.

Jadolee the Thirsy, a Halfling from the Daraobek Quarter, entertains people with her acrobatic antics while singing simple 5-line rhymes. Her peers consider her more of a fool than a bard, but she takes herself seriously, and will defend her art in her own way – usually by making her detractors look like fools themselves.

Alriul Igalonoes embodies the typical elf bard. Graceful, poetic, talented in multiple instruments, Alriul enhances his performances with magic illusions, treating the audience to a spectacle of sight and sound.

Gelaio Maix heralds from the nomadic tribes still roaming the badlands. He sings epic poems of greatness, glory and gore. His deep, thunderous voice can be heard over any tavern crowd, and has been known to occasionally spook horses stabled nearby. Fighters, barbarians and warriors make up his biggest fan base, and he frequently gives inspirational speeches to the guardsmen and soldiers of Rainbow Falls.

BlueMagus
2005-07-23, 01:23 PM
Weather:
The Mithral Mountains to the north and west of Rainbow Falls drive most of the weather systems that move through the area. Each zone around Rainbow Falls experiences similar weather, with certain peculiarities. The prevailing northwesterly winds pick up speed as they flow off the mountain ranges and blow across Rainbow Falls into the badlands to the south and east. Seasons are severe in the badlands, due to the lack of protective vegetation and geological features. Travelers risk exposure to high winds, flash floods and grass fires during the spring and summer, and must use caution to avoid frostbite during the fall and winter months.
Table - Weather, Badlands: See DMG Chapter 3 for details.
http://www.oneale.net/gaming/d20/D20RainbowFallsWeather.htm

Rainbow Falls experiences the full effect of four seasons. Rainbow creek and the streets of Rainbow Falls proper never ice over, due to the thermal effects that bless Rainbow Falls and the surrounding area. These thermal effects turn Rainbow Falls into a natural sanctuary from the cold. Spring brings numerous wildflowers to the foothills with the mix of warmer weather and frequent rainfall. Snow melts quickly in the hills, raising the water level of the creek to five feet in its deepest parts, and increasing its speed dramatically. Due to the slow snow melt of the mountains, the water level of Rainbow creek remains constant during the summer and doesn’t begin to drop until the autumn freeze.

Table - Weather, Rainbow Falls / Foothills: See DMG Chapter 3 for details.
http://www.oneale.net/gaming/d20/D20RainbowFallsWeather.htm


Adventurers who attempt to cross the Mithral Mountains are known as foolhardy. Those who make it are considered lucky, while those who don’t are considered popsicles.
Insert Table - Weather, Mithral Mountains (Year Round): See DMG Chapter 3 for details.
http://www.oneale.net/gaming/d20/D20RainbowFallsWeather.htm

BlueMagus
2005-07-23, 01:52 PM
Economics: Overview:
Due solely to the success of Telstaff’s discovery, the citizens of Rainbow Falls enjoy significant wealth. The few beggars that infest the city do so by their own choice, not because of lack of work. Several charity organizations exist for the sole purpose of keeping those incapable of work from being forced to beg, but no matter the city’s wealth, there will always be beggars. The city’s working poor bathe regularly and eat properly nutritious meals. They have enough income to provide decent, though not necessarily fashionable clothing. The easiest way to distinguish the city’s poor from the rest of the citizenry is to look at their residence. The working poor decorate their homes with flowers, plants, and other forms of ornamentation that doesn’t require any silver to purchase. They typically live two to three families per cottage, sleeping one family per bedroom. Many work as servants, and are sometimes quartered with their children in the same building they service.
Experts, Adepts, Warriors and other NPC archetypes make up the middle class. Middle class citizens may have PC levels as well, and may be found running the shops, working as soldiers, constructing buildings and works of art in Rainbow Falls. Shop owners sometimes live above their place of business, or in a nearby residential block.

The upper classes consist of guild leaders, retired adventurers, successful artisans and ship owners. They dress in the latest fashions, and frequently wear jewelry to mark their success. Many hire guards to protect their valuables, and purchase magic wards to offset the fallibility of human guardsmen.
All being said and done, the economic classes of Rainbow Falls treat each other with respect and dignity, and are fairly intermixed. The exceptions to this rule are the two noble houses of Rainbow Falls, the Daraobek and Larenze. The two families trace their lineage back to the original tribesmen that settled the Rainbow Creek area. They generally regard the citizenry as pawns in a game, where the stakes are complete control of Rainbow Falls and the extermination of the opposing family.

Trade and Tourism:
Rainbow Falls would be nothing more than a short stop on a difficult trade route, were it not for Telstaff’s discovery. The flying ships of Rainbow Falls carry goods to and from cities all across the continent. The city earns most of its income from the transport of goods. The flying ships may cost more than overland transport, but is many times faster.

The sailors who operated the flying ships spread tales of the hot springs scattered throughout the city and surrounding area. Rainbow Falls earned a reputation for its bath houses, unique alcohol and clever mixture of culinary delights. Ships began to transport not only goods, but tourists as well. New taverns, inns and bath houses opened in response. Folks from all around the continent have visited Rainbow Falls, and returned feeling rejuvenated, fresh and energetic after their visit.

Taxes:
Roads leading into the city are taxed. Traveling on foot through a city gate costs any non-citizen 1cp. A horse incurs a 1sp tax, and carts are charged 1gp each axle. There is no tax on food or drink, but each inn costs one silver piece in addition to the typical room cost. Property taxes are taken monthly, and vary based on district, size of property and usage. A census is taken yearly, and citizens are charged a 1gp census tax. All taxes go to the upkeep of the city streets, walls, and cost of running a militia.

BlueMagus
2005-07-23, 02:12 PM
Campaign specific religions may be substituted here as needed. The citizens of Rainbow Falls are similar to those of the rest of the continent. However he chooses to adapt Rainbow Falls to his campaign, a DM needs to understand how the history of the city affects its religion. Barbaric gods played a significant historic role in Rainbow Falls and have been adapted to suit its newfound wealth. Demihumans continue to worship their own pantheons, and foreign deities may have found a place in the temples of Rainbow Falls, especially if they involve trade and commerce. Here is an example of how the pantheon presented in the PHB fits into Rainbow Falls.

Boccob:
When Telstaff founded his school of wizardry, he had a small temple to the god of magic constructed on the school grounds. The temple was manned by only three acolytes, and was meant as a place for young wizards to reflect and seek spiritual guidance while investigating the mysteries of the magic arts. Telstaff bequeathed ownership and administration of the school to the acolytes who ran the temple. Upon his death, the acolytes expanded the temple and replaced most of the school’s staff with wizard-priests loyal to Boccob. The school’s curriculum consists of the typical alchemy, magic incantation, item creation and spell-casting regiment, and now includes lessons in spiritualism and faith. Today, wizards world-wide respect the school as one of the top ten on the continent.

Corellon Larethian:
The leaders of the Elf Quarter all pay homage to Corellon Larethian. Every ten years after their migration from their homelands, the elves of Rainbow Falls celebrate their god for leading them out of danger. Young elves participate in annual orc hunts to show their allegiance to the city and to their god. This practice keeps the orc tribes of the badlands from gathering enough strength to raid the city’s surrounding farmlands.

Ehlonna:
A small shrine in the grove north of the city’s outer wall serves as a sacred place for druids, rangers and some elves. Organized worship of the nature goddess hasn’t taken foothold here, due to the lack of natural forests in the local vicinity.

Erythnul:
It is rumored among some that deep within the caves that lie under Daroabek Keep, members of the family still pay tribute to the barbaric god of slaughter. None can be certain of the truth to this rumor, for political intrigue has always been a spawning ground for rumors of this type.

Fharlanghn:
An unusually large shrine to Fharlanghn sits on the cliff edge of the Telstaff Quarter. It stands four stories tall, and it is tradition for ships to pass by and for the captain to toss a silver piece on the roof of the building. If a captain misses, it is considered a bad omen, and sets a crew on edge until they return home. Every week or so, a wandering cleric tends to the shrine. Donated silver pieces purchase the emergency rations and supplies traditionally carried by wandering clerics to offer to travelers in trouble.

Garl Glittergold:
When the first gnomes settled in Rainbow Falls, they had no formal place of worship. A few generations later, an enterprising young cleric turned his residence into a temple to Garl Glittergold. He slowly purchased surrounding properties, and had doors, pathways and bridges constructed to join the houses. The temple now offers all services and is manned by half a dozen gnome acolytes.

Gruumsh:
Gruumsh has no place of worship in Rainbow Falls. Only the nomadic orc tribes of the badlands celebrate this evil deity. Even half-orcs living in Rainbow Falls know not to mention this hated deity’s name.

Heironeous:
The temple of Heironeous doubles as a courthouse. The god of justice and valor is honored by the city watch, and respected by most citizens. The clerics of the temple serve the citizenry of Rainbow Falls by arbitrating local disputes. The temple in Rainbow Falls is smaller than most, and only a complement of 25 acolyte-soldiers are associated with the temple.

Hextor:
No open temples to Hextor exist. It is entirely possible, however, that a secret cabal may have already found its way into the city and is preparing to dedicate an open temple. Needless to say, the acolytes of Heironeous will do whatever it takes to prevent Hextor gaining a foothold in Rainbow Falls.

Kord:
Each located in the competing Larenze and Daroabek Quarters, the two great feasthalls honoring Kord enjoy a friendly competition for followers. Clerics hold wrestling matches in the large, circular common areas of the feasthalls, and pay handsomely for bards to regale the citizens of Rainbow Falls with tales of heroism dating back to the days where the Daroabek and Larenze tribes roamed the badlands. Many of the city guard try to incorporate the red and white colors of Kord into their uniforms, usually by tying a ribbon or band to a weapon or shield.

Moradin:
Moradin’s clerics operate an underground temple dug into a hill just outside the city gates. The dwarf caravans stop here before entering Rainbow Falls to thank their god for a good journey, and to pray for a safe return trip before their journey home.

Nerull:
More than 80 years ago, a sect of Nerull zealots tried to establish a temple in Rainbow Falls. They committed acts of murder, were caught and tried for their crimes. Their temple was burned to the ground, and now serves as a small city park. Stories of the Nerull murders and tales of ghosts wandering the city are told to children to frighten them into bed. Citizens with long memories continue to avoid the area at night.

Obad-Hai:
A shrine to Obad-Hai sits on the edge of the badlands. The clerics who practice here understand that the badlands are a wilderness subject to the rule of their god. They pay homage to Obad-Hai’s role in Rainbow Falls’s history. They believe it was their god that led the nomadic tribes to this region.

Olidammara:
The god of rogues may not have any public temples, but any self-respecting thieves’ guild has a shrine in his honor. It is not uncommon for a bard to lead a toast in his honor after a successful evening of song, wine and dance.

Pelor:
Pelor’s temple is situated on the southern end of the Larenze district and faces east, the direction of the sun rise. The clerics of Pelor are responsible for healing the city’s poorer folk, and preventing disease from rampaging through Rainbow Falls. The clerics have been honored for their work in keeping the citizens from plague and other outbreaks. In addition to their temple, they operate a bath house renowned for its healing properties.

St. Cuthbert:
The temple of St. Cuthbert serves as another courthouse in Rainbow Falls. It sits on the edge of the outer western wall, close to the farmlands of Rainbow Falls. They pursue bandits, thieves and evil-doers with religious zeal, frequently putting the city guard to shame when apprehending criminals is concerned. One of their clerics takes pleasure in operating the city jail, and does so for no fee.

Vecna:
There are no public temples to Vecna. A small cult was revealed roughly 15 years ago, and its members were tarred, feathered, stuffed into barrels and thrown over the edge of Rainbow Falls.

Wee Jas:
Funeral processions follow a meandering, rough road into the badlands, where the followers of Wee Jas await. There, the black robed Wee Jas clerics tend to the cemetery, and preside over funerals for rich and poor alike. Following the old barbaric tradition, the corpses are burned on a pyre, then the ashes are gathered and buried in sacred ground. The Wee Jas clerics assumed the traditions of Rainbow Falls in an attempt to gain support from the city. So far, they have achieved acceptance as those who tend the dead.

Yondalla:
In the Larenze Quarter’s Halfling block, a single-story temple to Yondalla squats. From the street, the humble building looks more like a simple cottage than a temple, but appearances are deceiving. The temple’s partially subterranean structure can house more than 100 Halfling parishioners, and serves as the foundation for many of the taller buildings on the Halfling block.

Adjusting for Evil
Evil is not tolerated openly here, though small cabals may exist under the guise of legitimate establishments. However, the city may be modified to fit an evil environment if the Daraobek achieved the upper hand during the city’s growth. In that scenario, the goodly elf population should be replaced, and the deities should have an openly evil bent. Rather than commerce, Rainbow Falls would have pursued conquest with a fleet of battleships.

BlueMagus
2005-07-23, 02:38 PM
Local Politics:
A council of five rules the day-to-day affairs of Rainbow Falls. The council consists of Lord Eban Larenze, Lord Gustav Daroabek, Alteil Huloradn of the Elf Quarter, Harbormaster Riobi, and Mabive Gitago of the Mercantile Guild. Each member of the council has their own advisors. The Lords Larenze and Daroabek are the head of each respective family, and their position is a birthright passed to the first-born son. The elf leader is chosen by a council of elf clerics. The Harbormaster represents the militia, and the Mercantile Guild representative is elected by the ship’s captains who are members in good standing with the guild.

City Defense and Law Enforcement:
The 235 guards on the city payroll are divided between sectors. Each quarter houses fifty guards. Twenty-five cavalrymen patrol the areas around the city proper. The remaining ten guardsmen are known as detectives, serve as extra patrol for the city docks, and report directly to the Harbormaster. In times of war, over one thousand men can serve as conscripted militiamen. In addition, nearly 200 sailors have pledged to serve as a navy for Rainbow Falls. A single warship docks in the city harbor, manned by a rotating crew of merchant sailors. In times of need, merchant ships could be used to defend the city.
Harbormaster Riobi is ultimately responsible for all aspects of the city’s defense. He delegates oversight of each quarter to a Constable. Each quarter has two defendable barracks of 25 men, to include a Barracks Captain, and four sergeants each in charge of a patrol of five men. A typical patrol lasts 7 hours. The table to the right outlines a typical patrol schedule for any given barracks. As you can see, the patrols overlap by an hour to avoid a slack in security associated with a typical changing of the guard.
Patrolmen are typically assigned to guard their home quarter. Thus, elf guards will be assigned to the Elf Quarter. In addition to monitoring the harbor, one patrol in the Telstaff Quarter is assigned to the city jail. The prison is capable of housing 60 criminals at a time, has two levels of dungeon, and is home to the Harbormaster and his Detectives.

Harbormaster Riobi recently delgated his prison warden responsibilities to Onavur Cruza, a priest of St. Cuthbert. Onavur strictly controls the prison, and views his duties as a service to his god. As warden, Onavur carries keys to all the cells, and wards against all magic traps on the second level. Onavur escorts all serious offenders to the execution yard, and personally ensures timely delivery of all extraditions. Crimes that result in execution are murder, rape, treason, piracy, and the purposeful destruction of a city structure or ship. Theft of goods results in time served in a quarry, and the return of the goods or repayment of worth. The magistrates, known for being unusually just, are fans of using magic in determining innocence of an alleged criminal.
Table: Guard Duty
{table] Patrol (1 sergeant, 5 patrolmen) Duty Begins Duty Ends
Patrol #112:00 midnight7:00am
Patrol #26:00am1:00pm

Patrol #312:00noon7:00pm
Patrol #46:00pm1:00am
[/table]

BlueMagus
2005-07-23, 02:42 PM
Despite the best intentions of the city patrols, the Harbormaster, Detectives and Magistrates, a few criminals do achieve success in Rainbow Falls. The city currently houses a thieves’ guild, an independently operating pirate ship, and a number of evil villains in hiding.

Thieves of Eternity
Alignment: Lawful Good; Type: Thieves’ Guild; Leadership: Nadbuan Shadowdragon (Elf Female Rog 16), (L13,L11 cohorts, Followers: 80/1, 8/2, 2 / 4, 2/5); Reach: City of Rainbow Falls, extending to the foothills of Mithral Mountains; Income: 8,360gp/month; Resources: 120,000gp, 3 safe houses; Allies: Detective Lamont Fogg (NG Male Human Ranger 10), Captain Trask of the airship “Oak-Shadow” (NG Female Halfelf Expert 8), Rnoevya Gutfiller, Owner of “The Earl and the Hobgoblin” tavern and inn (NG Female Halfling Expert 4); Loyalty: 28; Activity: 12; Visibility: 15.

The Thieves of Eternity began over 150 years ago as a small band of elf vigilantes. The group focused on preventing the flow of illegal arms into the hands of bandits operating in the hills of the Mithral Mountains. Eventually, the bandits were crushed and the arms trade shut down. During the life of the guild, the Thieves of Eternity survived war with other thieves’ guilds, a crackdown on illegal activity within Rainbow Falls, the death of a leader and retirement of two more. Nadbuan Shadowdragon has been running the guild since the retirement of her master, Able the Fox.

The Thieves of Eternity play the Lords Larenze and Daroabek against each other, committing espionage just as frequently as theft. Nadbuan tightly controls who her thieves target, focusing on evil organizations active within Rainbow Falls. The guild has been responsible for disrupting a Vecna cult, was active in gathering information on the Nerull cult, and instrumental in defeating several opposing thieves’ guilds. The Thieves of Eternity are tolerated by the Harbormaster, who recognizes their value as a source of information on local underworld activities.

Captain Striker and the Dread Necromancer
The “Silver Purse” drifts in and out of its sloop on a monthly basis. Its captain, Virgil Cowan, is the most successful merchant captain in the guild. According to his paperwork, he continually negotiates higher prices than the competing vessels. His paperwork, however, is forged by a talented rogue named Poule Blanche. Poule lives in a surprisingly luxurious cavern in the Mithral Mountains. Three other individuals also live full-time in the cavern. A gnome engineer named Dimitri Mortarward, a one-armed dwarf weaponsmith called Bruiser, and a nameless priest of Hextor.
The cavern, known to a select few as “The Necromancer’s Hovel” serves as a dry dock for the “Silver Purse” after it leaves Rainbow Falls. The Purse slips into the cavern, and Dimitri Mortarward begins his work. At the request of Captain Cowan, Dimitri designed an armored cast to slide over the Purse’s hull. The cast strengthens the hull against attack and masks the identity of the Purse. With the cast installed, the ship transforms into “The Dread Necromancer.” Her captain assumes the identity of Captain Striker, and her mission turns into one of piracy.

The Silver Purse, while in the guise of the Dread Necromancer, may be a touch slower than the other flying ships of Rainbow Falls, but Captain Striker isn’t worried about pursuit, since most of the ships are too involved in trade to be concerned with hunting a pirate vessel. If paid enough, the ship captains of Rainbow Falls may entertain the idea of pirate hunting, but only in packs of five or more. The ships are just too valuable to the captains and to the city to participate in risky activity. Therefore, the Dread Necromancer goes unchallenged as she and her crew raids the sea-bound shipping lanes and land-based caravan routes.

Otha Utuitha, Evil Blackguard of Vecna
Otha seeks revenge against Rainbow Falls. Roughly 15 years ago, he was a young cleric, and a member of a fledgling cult dedicated to the worship of Vecna. The cult was run out of town; the leaders were tarred, feathered and thrown over the edge of Rainbow Falls in a barrel. Although Otha wasn’t subject to that specific form of disgrace, he endured the continuing pain of being ridiculed by church leaders for being a member of the failed cabal. The continuing abuse added to Otha’s thirst for revenge. The cleric learned how to communicate with otherworldly evil, and trained in the use of the sword. Otha is now in hiding, using a hat of disguise to keep anyone from recognizing him. Otha plans to sabotage the unveiling of the Monument to Telstaff. He has a small company working for him, and desires nothing more than to see the leaders of Rainbow Falls disgraced.

Foreign Slave Traders Miguel and Verdana
The citizens of Rainbow Falls despise human and demihuman slavery. Thus, no ship will transport slaves anywhere within the continent. Unbeknownst to the citizens, or to the Harbormaster, a shipment of slaves runs through Rainbow Falls. The key to smuggling intelligent life through the city lies within the dreaded Rods of Slavery. Two slave traders, Miguel and Verdana each have in their possession a Rod of Slavery. The rods enable Miguel and Verdana to transform their slaves into easily transportable animals. Those involved in bidding use Goggles of true form to see through the polymorph disguise. This allows bidding to take place in open markets and forums. To bystanders, it merely appears as though those involved in bidding are paying too much for livestock. Upon completion of a sale, a scroll is passed to the buyer with the cancellation word written in invisible ink. The buyer returns to his residence, holds the scroll up to a candle and speaks the cancellation word to turn his newly purchased slave into its true form.

BlueMagus
2005-07-23, 02:44 PM
The Monument: The Telstaff Lighthouse
Currently, the monument is under wraps. It sits in the center of the city, obscured from view by a gargantuan canvas. Those involved in its creation are sworn to secrecy, and are nearly impossible to bribe. Players who wish to gather information or intimidate a worker into revealing the secrets of the monument are up for a challenge (+10 DC for Intimidate; DC 35 for Gather Information).

The designer of the monument is Tristan Alligoire, an architect from a coastal city. Having spent his life on the coast, he feels familiar with ships, sailing, and the support structures associated with the activity. As such, he recognized that even though Rainbow Falls is not near a coast, it is in fact a shipping center, and lacks something found in most coastal towns – a lighthouse. Thus, his grandiose design for the monument resembles a spectacular lighthouse, unique in form and function.

The Telstaff Lighthouse, as it will be named during the opening ceremony, will stand taller than any building in the city. Its base and main building serves as a museum dedicated to the history of Rainbow Falls, and as an anchor to which a floating beacon is tethered. The beacon is powered by the magic Telstaff Device, the source of magic that propels each ship that flies out of the harbor. The beacon’s five tethers are thickly wound strands of scrag spider silk (each tether has AC 22, 180 Hit Points, Hardness 15, and 12 for all saves, due to the material and procedures used in creating each tether).

The beacon itself is a wondrous invention. Born of magic, it harnesses the power of the sun and moon to produce an emerald green and ruby red pulsating light, visible as far away as the Mithral Mountains. The light cuts through the darkest night, brightest day, or thickest fog. Its designers granted it immunity from magical darkness as well as most other spells. The whole monument has a spell resistance of 40. Only the most powerful wizard could even think of brining harm to the monument dedicated to the greatest citizen of Rainbow Falls.

Rumors of the processes involved in the creation of the Telstaff Lighthouse are quite prevalent, but most are merely speculation. Some say that the beacon was crafted by celestials and the stone was molten lava, taken from the pools of hell and cooled on the peaks of the Mithral Mountains. These rumors only add to the mystery surrounding the lighthouse; its mystique, as well as its beautiful and unique construction draw tourists from thousands of miles away.

BlueMagus
2005-07-23, 02:46 PM
Otha Utuitha vs Henrietta Dubois:
Otha Utuitha spent the last few years recruiting fellow evil-doers for his new enclave. He seeks to disrupt trade in Rainbow Falls and to bring disgrace on it leaders. He is opposed only by a young mage named Henrietta Dubois. She discovered Otha’s plot by accident, while spying on her older brother, Gabe (Human, CN, Wizard/Fighter 2/6. She had suspected Gabe was wasting his money at a gambling hall, but learned through his diary that he had fallen in with a dark group of cabalists. She is currently unable to prove to anyone significant that this cabal exists, and she is still uncertain as to whom is leader may be. She is a little worried that it may be lead by her very brother. She seeks to unravel the mystery of her brother’s midnight rendezvous, and the man he calls “Kim.”
Otha does not yet know of the impending conflict with his servant’s younger sister. He is more concerned with the eventual downfall of the city’s two noble houses, and the defense of his cabal from prying eyes.

Corbin Wythermere vs. Datin Northcrest
The Wythermere and Northcrest houses compete in all things mercantile. They each have three vessels under their command, and seek to undo each other’s hold on certain trade routes. The Wythermeres have recently employed a member of the Thieves of Eternity to commit arson. The arson was quite successful, setting a warehouse ablaze in the middle of the night. The fire burned for two hours before being extinguished by the night watch. Though the warehouse was lost, the goods were not harmed, since the ship slated for the cargo was loaded early. The premature loading of the cargo has raised suspicion of espionage in the Wythermere house.
As dirty as the Wythermeres may seem, the Northcrests aren’t much better. An orc band lies in wait for one of the Northcrest ships. Their plans, as outlined by Datin Northcrest himself, involve luring the ship close to rescue a noble’s carriage, apparently endangered by raiding orcs. The orcs have hidden two giant ballistae in the brush. When the ship reaches position, the orc captain will give the command, and huge bolts will fly from the ballistae. The bolts, carrying trails of strong hemp, will dig into the ship’s hull, tethering the ship to the ground. Orc raiding parties will climb aboard the helpless vessel, slaughter the crew and destroy the ship.
The loss of a ship will greatly impact the Wythermeres’ capability to compete with the Northcrests. Fortunately, Mabive Gitago (leader of the merchants’ guild) suspects trouble with the two families. If the struggle between the families escalates, Mr. Gitago will attempt a negotiation. If he fails to calm the two families, their conflict may erupt in a street war, and their ships may be seen battling for supremacy above the skies of Rainbow Falls.

Lord Eban Larenze vs. Lord Gustav Daroabek
Fortunately for the city of Rainbow Falls, the struggle between the Larenze and Daroabek families is at a stalemate, as it has been for the past three centuries. Ateil Huloradn of the Elf Quarter does his best to keep the noble families in check, and so far he has done masterfully well.

However, there is a new struggle for power in the Larenze family. Farino Larenze, the younger of the two eldest sons to Lord Eban, is plotting to disgrace his older brother. He has introduced him to Krista Daroabek (Human, Aristocrat 1, LG), younger daughter to Lord Gustav. He had them meet at a Merchants’ Guild social, and spiked their drinks with a potent love potion. The two teenagers know not each other’s names or family backgrounds, but only know they must meet again to profess their undying love. Farino knows that if his brother, Johann, declares love for a Daroabek, he will be disowned by his Lord Eban, and lose his place in line for the family name and fortune.

BlueMagus
2005-07-23, 02:47 PM
Help poor Henrietta:
A compassionate PC notices Henrietta quietly crying in a dark corner of a local tavern. Being a character with empathy, the PC engages Henrietta in conversation. Henrietta tells the friendly character everything: her brother has gone missing for four nights. She found his diary, and it seems like he’s gotten mixed up in the wrong crowd. She needs help finding him, and pulling him back into the family fold. To make matters worse, she and her brother move here to learn middle-class skills (her parents are farmers, near the foothills of the Mithral Mountains, and they know nothing of Gabe’s recent activity).
If the PCs are reluctant to help Henrietta, she may try to entice them with pay, or a made up story about an evil magic-user who is using a mind control item to bend her brother to his will. Henrietta is a quick judge of character, and talented manipulator. She will do whatever she can to save her brother.
Through a few days of detective work, the PCs may learn of Gabe’s plot to disrupt the opening of the Telstaff Lighthouse. His plot could be anything from the assassination of a political figure to the destruction of the lighthouse. Gabe believes the city sewers run right under the lighthouse, and with enough explosives, the lighthouse can be demolished. He doesn’t know that his calculations are off by 30 feet, and the sewer junction actually lies under a local shop.
Gabe’s diary is a journal detailing his attempt at learning spellcraft, and his transition to a sword-swinger. Gabe himself should be at least level 2, with one level wizard and one level fighter. If the party is higher level, and the adventure needs to be scaled upward, give Gabe one level wizard for every three levels fighter.
For younger PCs, don’t have them directly challenge Otha. Instead, have them simply foil Gabe’s attempt at disrupting the Telstaff Lighthouse’s opening ceremony, and attempt to convince Gabe to return to his sister.

Hunt for a former enemy:
A nearly defeated enemy of the PCs flees aboard a flying ship to Rainbow Falls. The PCs may have used divination to locate their foe, or perhaps just as they are about to slay their foe, he grabs a passing mooring line on a departing ship and laughs as it carries him to safety. However the method, he has fled to Rainbow Falls, and hides while recovering from his last battle with the PCs. Perhaps he seeks to rebuild his power-base, or perhaps he merely seeks to lick his wounds in the healing waters of a spring-fed spa. Perhaps he lies in wait, expecting the party’s pursuit. He crafts an ingenious trap, where the lighthouse is sabotaged and the PCs are blamed. They may be unable to prove their innocence, but perhaps a member of the Thieves of Eternity knows the truth and sets out to aid the PCs. The rogue’s aid may come at a price the PCs might not be willing to pay. But, if they are forced to take blame for the sabotage of a city monument, they will have made a number of proud, powerful enemies.

BlueMagus
2005-07-24, 02:16 AM
Supplement 1: NPC Statblocks

Alriul Igalonoes, Renowned Entertainer:
Alriul Igalonoes : CR 15; Medium Humanoid (Elf); HD 15d6+45 (97 hp); Init +1; Spd 30 ft.; AC 12, touch 12, flatfooted 11; Base Atk +11; Grp +11; Atk +15 melee (1d6+2, Rapier of Puncturing); Full Atk +15 melee (1d6+2, rapier of puncturing) ,+12 melee (1d4, dagger) ; Space/Reach 5ft./5ft.; SA; SQ immunity to sleep effects , low-light vision, ; AL CG; SV Fort +8, Ref +10, Will +10; Str 10, Dex 13, Con 17, Int 16, Wis 13, Cha 19. Skills and Feats: Diplomacy +8, Disguise +14, Gather Information +22, Hide +11, Listen +21, Move Silently +11, Perform (Oratory) +22, Perform (Sing) +22, Perform (String Instruments) +22, Search +5, Sense Motive +14, Sleight of Hand +10, Spot +3, Use Magic Device +22; Armor Proficiency: light, Combat Casting, Dodge, Extend Spell, Shield Proficiency, Simple Weapon Proficiency, Weapon Finesse, Weapon Focus: Rapier, Widen Spell. Immunity: Sleep Effects (Ex), Low-light Vision (Ex) Spells: Casts as 5th-level Bard; Typical Bard Spells Known (4/4/4/4/4/2): 0- Detect Magic, Lullaby, Mage Hand, Open/Close, Prestidigitation, Read Magic; 1st- Charm Person, Comprehend Languages, Hypnotism, Unseen Servant; 2nd- Hypnotic Pattern, Scare, Suggestion, Tongues; 2nd- Good Hope, Scrying, See Invisibility, Speak with Animals; 2nd- Break Enchantment, Hallucinatory Terrain, Shadow Conjuration, Speak with Plants; 2nd- Dispel Magic, Greater, Mislead, Suggestion, Mass. Possessions: Weapons: Rapier of Puncturing (50,320 gp); Dagger (2 gp); Dagger (2 gp). Goods: Magic: Ring: Protection +1 (2,000 gp); Wondrous: Amulet of Health +6 (36,000 gp).

Alteil Huloradn of the Elf Quarter, Member of City Council:
Alteil Huloradn of the Elf Quarter: CR 13; Medium Humanoid (Elf); HD 13d4+13 (60 hp); Init +2; Spd 30 ft.; AC 16, touch 16, flatfooted 14; Base Atk +6; Grp +7; Atk +10 melee (1d6+4+1d6, +3 Rapier); Full Atk +10 melee (1d6+4+1d6, +3 rapier) ,+8 melee (1d4+1, dagger, masterwork) ; Space/Reach 5ft./5ft.; SA ; SQ immunity to sleep effects , low-light vision, ; AL NG; SV Fort +5, Ref +6, Will +10; Str 12, Dex 15, Con 12, Int 18, Wis 14, Cha 21. Skills and Feats: Bluff +23, Concentration +17, Diplomacy +16, Hide +7, Intimidate +9, Knowledge (Local) +7, Listen +4, Move Silently +7, Search +6, Sense Motive +12, Spellcraft +20, Spot +4; Combat Casting, Eschew Materials, Negotiator, Persuasive, Silent Spell, Simple Weapon Proficiency.Immunity: Sleep Effects (Ex) Low-light Vision (Ex) Spells: Casts as 6th-level Sorcerer Typical Sorcerer Spells Known (6/8/7/7/7/7/4): 0- Flare, Ghost Sound, Light, Mage Hand, Message, Open/Close, Prestidigitation, Read Magic, Touch of Fatigue; 1st- Magic Missile, Shield, Sleep, True Strike, Unseen Servant; 2nd- Gust of Wind, Invisibility, Melf`s Acid Arrow, See Invisibility, Tasha`s Hideous Laughter; 2nd- Daylight, Magic Circle against Evil, Phantom Steed, Tongues; 2nd- Dimension Door, Fear, Minor Creation, Wall of Ice; 2nd- Break Enchantment, Feeblemind, Mind Fog; 2nd- Heroism, Greater, Legend Lore. Possessions: Weapons: +3 Rapier: Frost (32,320 gp); Dagger, Masterwork (302 gp).Goods: Coin: gp (36378) (36,378 gp).Magic: Wondrous: Boots of Elvenkind (2,500 gp); Wondrous: Bracers of Armor +4 (16,000 gp); Wondrous: Cloak of Elvenkind (2,500 gp); Wondrous: Ioun Stone, Pale Lavender [Ellipsoid] (20,000 gp).Animal, Owl, Male Animal, Owl : CR 1/4; Tiny Animal ; HD 13d8 ( Animal) ; hp 30; Init + 3; Spd 10, Fly, Average 40; AC 24; Atk + 5 base melee, + 11 base ranged; +11 ( 1d4-3, Talon ); SQ: Low-light Vision (Ex); AL N; SV Fort + 4, Ref + 7, Will + 10; STR 4, DEX 17, CON 10, INT 12, WIS 14, CHA 4.Skills: Bluff +23, Concentration +17, Diplomacy +16, Hide +11, Intimidate +9, Listen +14, Move Silently +17, Search +6, Sense Motive +12, Spot +6. Feats: Alertness, Weapon Finesse.

Captain Trask, of the “Oak Shadow” Captain Trask , Female Half-Elf Exp8: CR 7; Medium Humanoid (Elf); HD 8d6-8(Expert) ; hp 31; Init +2; Spd 30; AC:12 (Flatfooted:10 Touch:12); Atk +7/2 base melee, +9/4 base ranged; +7/2 (1d6, Club); +5/0 (1d8, Crossbow, light); +7/2 (1d4, Silver Dagger, Masterwork); SQ: Immunity: Sleep Effects (Ex), Low-light Vision (Ex), +2 Saves vs. Spells and Spell-like Effects; RF: Elven Blood; AL NG; SV Fort +1, Ref +4, Will +6; STR 11, DEX 15, CON 8, INT 18, WIS 11, CHA 12. Skills: Appraise +15, Balance +13, Bluff +12, Climb +11, Concentration +4, Decipher Script +5, Diplomacy +18, Disguise +3, Forgery +6, Gather Information +16, Intimidate +14, Jump +2, Listen +1, Search +7, Sense Motive +11, Speak Language +1, Spot +1, Swim +2. Feats: Armor Proficiency: light, Deceitful, Investigator, Leadership, Simple Weapon Proficiency. Possessions: Weapons: Silver Dagger, Masterwork (322 gp); Crossbow, light (35 gp); Club (0 gp). Goods: Coin: (43 gp).
Corbin Wythermere, Head of Shipping Company
Corbin Wythermere , Male Human Exp5: CR 4; Medium Humanoid ; HD 5d6+10(Expert) ; hp 32; Init +1; Spd 30; AC:11 (Flatfooted:10 Touch:11); Atk +4 base melee, +4 base ranged; +5 (1d4+1, Dagger, Masterwork); AL NE; SV Fort +3, Ref +2, Will +7; STR 12, DEX 12, CON 14, INT 16, WIS 16, CHA 17. Skills: Appraise +7, Bluff +11, Diplomacy +15, Disguise +5, Forgery +9, Gather Information +7, Handle Animal +7, Intimidate +13, Listen +7, Ride +9, Sense Motive +7. Feats: Armor Proficiency: light, Deceitful, Negotiator, Simple Weapon Proficiency, Toughness. Possessions: Weapons: Dagger, Masterwork (302 gp). Goods: Coin: (8,698gp not tied to business).

Datin Northcrest, Head of Shipping Company
Datin Northcrest , Male Halfling, Lightfoot Ari6: CR 5; Small Humanoid (Halfling); HD 6d8(Aristocrat) ; hp 31; Init -1; Spd 20; AC:10 (Flatfooted:10 Touch:10); Atk +5 base melee, +4 base ranged; +6 (1d3, Dagger, Masterwork); RF: +2 Bonus on Saves vs. Fear, +1 attack bonus with thrown weapons; AL N; SV Fort +3, Ref +2, Will +6; STR 10, DEX 8, CON 10, INT 14, WIS 11, CHA 16. Skills: Appraise +11, Bluff +12, Climb +2, Diplomacy +14, Disguise +5, Forgery +4, Gather Information +7, Hide +3, Jump -4, Knowledge (Local) +11, Listen +13, Move Silently +1, Profession (Bookkeeper) +3.5, Spot +2. Feats: Alertness, Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Deceitful, Endurance, Shield Proficiency, Simple Weapon Proficiency. Possessions: Weapons: Dagger, Masterwork (302 gp). Goods: Coin – not tied to business (12,698 gp).

Detective Lamont Fogg
Medium Humanoid ; HD 10d8+20(Ranger) ; hp 88; Init +0; Spd 30; AC:10 (Flatfooted:10 Touch:10); Atk +11/6 base melee, +10/5 base ranged; +11/6/+11/6 (1d8+3, +2 Longsword; 1d6+2+1d6, +2 Mace, light); +13/8 (1d8+3, +2 Longsword); +13/8 (1d6+3+1d6, +2 Mace, light); AL NG; SV Fort +9, Ref +7, Will +7; STR 13, DEX 11, CON 15, INT 17, WIS 18, CHA 18. Skills: Bluff +7, Climb +6, Concentration +10, Diplomacy +8, Gather Information +7.5, Handle Animal +7, Heal +9, Hide +10, Intimidate +7, Jump +5, Listen +16, Move Silently +10, Ride +6, Search +18, Sense Motive +12.5, Spot +16, Survival +10, Use Rope +2. Feats: Alertness, Armor Proficiency: light, Combat Expertise, Endurance, Improved Disarm, Improved Two-Weapon Fighting, Investigator, Negotiator, Shield Proficiency, Simple Weapon Proficiency, Track, Two-Weapon Fighting. Spells Known (Rgr --/2/2): 1st -- Alarm, Animal Messenger, Calm Animals, Charm Animal, Delay Poison, Detect Animals or Plants, Detect Poison, Detect Snares and Pits, Endure Elements, Entangle, Hide from Animals, Jump, Longstrider, Magic Fang, Pass without Trace, Read Magic, Resist Energy, Speak with Animals, Summon Nature`s Ally I; 2nd -- Barkskin, Bear`s Endurance, Cat`s Grace, Cure Light Wounds, Hold Animal, Owl`s Wisdom, Protection from Energy, Snare, Speak with Plants, Spike Growth, Summon Nature`s Ally II, Wind Wall. Spells Prepared (Rgr --/2/2): 1st - Alarm, Animal Messenger; 2nd - Snare, Wind Wall. Possessions: Weapons: +2 Longsword: Defending (18,315 gp); +2 Mace, light: Merciful (18,305 gp). Armor: +3 Leather (9,160 gp). Goods: Coin: gp (2470) (2,470 gp). Magic: Potion: Cure Serious Wounds (5) (750 gp). Wiley, Male, Cat : CR 1/4; Tiny Magical Beast (Augmented,Extraplanar); HD 2d8 ( Animal) ; hp 3; Init + 3; Spd 30; AC 17; Atk -1 base melee, + 5 base ranged; +5/+0 ( 1d2-3, 2 Claw; 1d3-3, Bite ); SA: Smite Evil (Su) ; SQ: Low-light Vision (Ex), Scent (Ex), , , Darkvision (Ex): 60 ft., Spell Resistance (Ex): 2 + 5; AL N; SV Fort + 3, Ref + 6, Will + 1; STR 4, DEX 16, CON 10, INT 3, WIS 12, CHA 7. Skills: Balance +10, Climb +0, Hide +14, Jump +4, Listen +3, Move Silently +6, Spot +3. Feats: Weapon Finesse.

Gelaio Max, the Bloodsinger
Gelaio Maix "the Bloodsinger" , Male Human Brd15: CR 15; Medium Humanoid ; HD 15d6(Bard) ; hp 81; Init +1; Spd 30; AC:21 (Flatfooted:20 Touch:14); Atk +15/10/5 base melee, +12/7/2 base ranged; +18/13/8 (1d8+6, Battleaxe of the Bull); AL NG; SV Fort +7, Ref +10, Will +12; STR 19, DEX 13, CON 11, INT 17, WIS 12, CHA 19. Skills: Bluff +22, Diplomacy +15, Escape Artist +5, Gather Information +12, Hide +10, Intimidate +15, Move Silently +11, Perform (Oratory) +22, Perform (Sing) +22, Sleight of Hand +11, Spellcraft +11, Spot +7, Tumble +18, Use Magic Device +12. Feats: Armor Proficiency: light, Cleave, Dodge, Great Fortitude, Iron Will, Martial Weapon Proficiency: Battleaxe, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Weapon Focus: Battleaxe. Spells Known (Brd 4/4/4/4/4/2): 0 -- Dancing Lights, Detect Magic, Know Direction, Lullaby, Prestidigitation, Read Magic; 1st -- Comprehend Languages, Hypnotism, Magic Mouth, Sorrow; 2nd -- Cure Moderate Wounds, Enthrall, Silence, Sound Burst; 3rd -- Charm Monster, Fear, See Invisibility, Summon Monster III; 4th -- Dimension Door, Hallucinatory Terrain, Shout, Summon Monster IV; 5th -- Cure Light Wounds, Mass, Dispel Magic, Greater, Suggestion, Mass. Possessions: Weapons: Battleaxe of the Bull (32,310 gp). Armor: Rhino Hide (5,165 gp). Goods: Coin: gp (120525) (120,525 gp). Magic: Ring: Protection +3 (18,000 gp); Wondrous: Amulet of Natural Armor +2 (8,000 gp); Wondrous: Belt of Giant Strength +4 (16,000 gp).

BlueMagus
2005-07-24, 02:19 AM
Hope nobody minds the format. I tried posting tables, but it was just too difficult. So, for the weather, you have to check out an off-site link, with pretty tables. ;D

Also, this entry is done. I've gone as far as I can in the short week I worked on it, and since classes start next week, I won't be able to do any more design.

You can see the city as it evolves at the following location: http://www.oneale.net/gaming/d20/rainbowfalls/city.htm In the future, I will detail locations, people and wonderous objects (the ships).

Oh, and vote for me! ;D