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Scourge of The Sword Coast

Scénario en VO pour D&D 3-4 ou 5e
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100% found this document useful (1 vote)
1K views104 pages

Scourge of The Sword Coast

Scénario en VO pour D&D 3-4 ou 5e
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF or read online on Scribd
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cation | Senioe Creative Decor Jon Schindehette ne (Miles Johnston, Mike Schley, Mark Winters Ft Ue Schuh, Laura Tommervik Shelly Dunlap H PA Monae? ‘Donna Wondeack ied ly | chrracn Playtesters Pag or epi, Andro: Andy adie, tony Care {rendanserSyenbtCaia nce Cs sen Cho Wood Crit pelt Berd team og Gu ce Dee Ror, Edward Kiger bt Levon, Genevicve Miedema, aca Fro, og ‘Wire Hays rear Hore one rn Jorn JO Net een {oir a anh Kaen ‘ogi, Yrt achat ‘rtp gs edema Cot eA ind ther ores A Wits cates dhe dnt eee peg sees rare meagan ee eee eeatemeneceescasien Gesigned fr 2nd eel characters This aver the frst part ofthe Dreams ofthe Red Wizards™ campaign, which continues with the Dead in Thay™ adventure, availabe later in 2014. Over the course ofthese 0 adventures, players can face off with major villains of the Foncorri ReaLms® campaign setting. ‘This adventure is playable at home or through a thirteen session D&D Encounters season. The season begins on the February 15-16 Launch Weekend at ‘your local Wizards Play Network location. The season contiies every Wednesday after that, and conchides ‘on Wednesday. May 7. Playing in the store is fan and a great way to enhance the experience, Here are some of the benefits of playing in stores 4+ Participants receive a twenty-sided die designed especially fr this season. + Players receive a color map of the Daggerfard region. + Dungeon Masters recelve a poster map of Dagger ford as well as its surrounding region. 4 Dungeon Masters receive six nonplayer-character cards that they can use asa playa, + lesa really great way to support your felendly local game storel Launch Weekend kicks off this season. Check which day your local game store plans to run the event. This season, the Launch Weekend portion is built nto the adventure. Allow two to four hours forthe event. Players should have enough time to gain admittance to Daggerford and find a least one ofthe adventure hooks. That way, when they return on Wednesday for D&D Encounters, t's easy to pick up where they left off PREPARING THE ADVENTURE Before youstart the adventure, spend tine familavizing yourself with the locations, events, and characters. The 2edventure's introduction is the most important part to read intaly As characters proceed, get comfortable not ‘only withthe locations they're gong to explore, but also ‘with the statistics ofthe creatures relevant to the area, “This adventure picks up in of Ghosts of Drayospear ‘reams Gol each ae les the efforts ofthe Red Whards to collect foe keys to unlock the power of elemental nodes located in an abandoned temple once dedicated tothe Princes of Hlemental vi, (Over the course of Ghosts of Dragonspear Castle, cha acters faced ff with the Red Wizards and ather threats round Daggerford, They alo encountered many’of the nonplayer characters (NC) featured in this adventure. Ancuding Sir Iteal. who isa the center ofthe effort to thwart the Red Wizards plans Ifyou are running Scourge ofthe Sword Coast for the same group that played through Ghosts of Dragonspoar Castle you might want adjust portions ofthis adventure to acount for events in that one In Ghost of Dragonspear Caste, a ate othe Nine ells ay open forsome tine, spewing devil and smoke. The heroes who closed the gate could not now it but amid the chaos of bate, another threat «merged. This invisible presence is the essence ofa pit fiend who has long had designs on the Sword Coast ‘he devil, named Baka, once marshaled armies fom Dragonspear Case, anit was nt his heart that pest of Temps lodged the mighty Myre, the sword that served asthe hey to closing the gate ‘Smote through dhe heart but not yet dead, Baszka fed through the gate, the blade ofthe sword breaking «ffi hi body Had the blow klled him in the world the devil could have returned after a century to wreak his revenge Had it ile him in the Nine Hell, Baazka woul have ceased to exist Instead, the pt en's black heart continued tobeat arcu the Blade. Fearing that removing the broken sword would mean his end, Baazka has struggled along in the Nine Hell, eminded ois desire for revenge with every plnfl heartbeat, ‘Through sympathetic magic, Baazka was unable cater Facein a long as the gate remained closed by Ih Sral Once the gate opened, he could pass through only inva ghostike state. In this form, the pit end sought and failed to possess a Red Wizard named Mennek ‘The tempt alerted Mennek, who informed his master, Srass Tan: Now Haazka works with the Red Wiaards Inreturn fr Szass Tams promise to fre the fend fon his cursed and pained existence. “The events of Ghont of Dragonspear Case failed to end Sas Tams scheme wo turn the Sword Coast nto bridgehead for Thayan domination of northwestern Faerdn. anything, the Red Wizards tibultions surged thei to act with more cation. ‘On the ruinsaf the abandoned clemental temple, the Thayans have been constructing a seeret strong hold they call Bloadgate Keep, The small ortress isin a f Tar Var. the ed Wid | magie gate to transport their force Sword Coast They plan a connec he gate network a gold elf named Shalendra Ploshin them while under Baazkas influence. ‘To distract nearby inhabitants from the true obj tive and to soften possible future resistance, the Red Wizards have employed Baazka to possess several evil Inamsanoks and persuade their tribes fo come over tO Seass Tans side. As the Red Wizards magi gate nears completion, bands of bloothiesty humanoid prey ln tralic across the Daggerford region raising panic and confusion. News of the attacks has been reaching Daggerford on almost a daily bass, and with this infor. ‘mation have come groups of desperate refugees. aggerford can't take inal the displaced folk, To smake matters worse, Pencheska, a succubus in thrall to Tavul Var, is working to sow chaos in the town. Her efforts have met with no resistance this fr. Ahough the return ofthe Red Wizards snot yet revealed, itis clear that Daggerford needs heroes to stop the scourge currently menacing nearby lands é ADVENTURE SYNOPSIS fae ceeee ee eee eee wih refuges rom otying nds Goblin goals ae Teeter be ul rary Ne Gad starr orl tnaon igh Hare fora thet he ale Selita tbe aces eect den more of the displaced from coming into town. ‘Aer overcoming difcales to enter Daggeford, the charac ear oes soe the rsd A teyBil relic cmtechs ae el aera re i Caceres lodgate Keep. Aiea! Rendsh ambush theyre rey canon he eal ree one STARTING THE ADVENTURE This adventure assumes the characters, due to a call from Si Isteval in Daggerlord for heroic o mercenary aid, are all traveling with a caravan from Waterdeep toward Daggerford. The players might have other ideas (All the characters need not be coming forthe same reasor.) You might take a moment to describe who Sir Isteval i, since the characters are likely to know hin at Feast by reputation. mga i. etme the caravan youre witha day out of Dagger ‘a numberof refugees, mostly displaced farmers and “other commoners have joined the ra, Everyone has heard “fas of widespread and unusual aiding by savage hurnar cd, such as oll ors, and goblins. As the caravan passes “south along the Tale Way, abradoned and burned farm steads and thorps area common sight. The evidence along this part ofthe road suggests gnolls and gobi The caravan circles up forthe night within sight of farm sted tothe east. The place i berefof We A searccrow oans fa partially plowed eld. The foces have beer knocked ovr in places, Doors tothe house and barn stand open Development: Let the players introduce theirchar- acters, Nothing significant happens until the characters, go 1 the farmstead of later in the night. ‘Clues: The farmsteail is ransacked and looted. Only some food stores and ale remain, Clues inchude long arrows, some bloody fangs, and a severed wolf's paw. ‘This evidence points to gnols, as anyone who succeeds $14 DC 10 Intelligence (History or Nature) check ean _fiscert A charaeter who can rack can eventually arm {the gnolls came from the north a couple days ago. a tures: During the night, sx goline snd boss come with two sakeladen wolves to rid the "Temaining stores onthe farm. Ifo one isin the farm stead hey start ransacking te place for fun. With a successful DC 10 Wisdom (Perception) check, chara “ters al the carovan might hear them breaking petery and fences, and sce them light the seareerow on fir. _ [Although the caravan guards keep close watch, the gob lins dont come down tothe road. Therefore, no NPCs from the caravan goto Investigate the disturbance at the farmstead Difficult Admittance ‘Aste characters approach Daggerford’s Caravan Gate {nthe late afternoon the nextday, the town’s situation ng texto the players, ‘Wagons and carts ave parked among tents an eter impro: tied ser onthe caravan ground near Daggerfos southern Caravan Gat. Drat animal and ow haggard fale aren the ramshacke camp. -Alanger group of people tered around the gateway ‘The peopl ey refers ar shouting at asl sx Ieather dad. crosbow armed guards hathasa sturdy but “ Jemale human acts conte. She wars studded eather and ns ona sper. holding her helmet under her lef arm to “which buekler is strapped. ‘A your human mar rear the front ofthe erowa yell, y ‘wifes wit dd! She needs real shelter and sonielelp, for f ce Der ors teflon nd ‘speaks “The duke has decreed that no more refugees cam. center the town, The militia enforces the duuke's will in this. No taceptne Ty “Masry atest adh el ed Shr” tse deed halfng aurea be to oThey rence fori Smo ld di He srr aflc azine ce vik broek et nse a fae cos wi afonclefucon ithe syn of the goddes Tyra Lay Lach "Ne eel, Cran shee Aral toed ofl hse te pte bend the guard Roleplaying: The characters can intervene, See the Local Notables section for more on the important ‘townsfolk (Curran, Sherlen, and Pencheska) invlved, ere are some parameters for the scene. + The pregnant woman's name is Anise Bower, and her husband's name is Jon. + Refugees aren't allowed in because a relic was recently stolen from Duke Maldwyn’s eastle- The duke believes a stranger in town stole the abje ores more iegia eee ens Bloke se + Only those mho can pay or tay atthe River Sting Tavern (2 gop person per day. inclod ing meal en cer Dagger Atte not eeecete Dogger te est ara the ony place in tn wth oon for more gost Ifthe characters fet pay the way fr Jon and Anise Homer and show the arty has the tone edo Shelen ig uncetaln vat od, i eats emp arco de Vir festieaeg fe thenacterad elena eterna esi enna ers then takes a DC 10 Charisma Persuasion) hk to convince Sheen make the exepion. peste tee eee ree eater tee ‘ype bok ike they mightiest ep ITthey dos, Seren fnvtes them tty in the sla barracks + god perfnter or sled rtinn might be {0 appl fra place ne ele by Cl the guldsor as atavern evtertain Anyone anh stcceeds om a DC 0 Inteligence iso) heck noes cavigh bout Dagasfn'sclure Glory lipet peti rece Sele aiicee tieeeete eee eater aT este rarer (Bc 10 Charama{ Performance] or [Persaion Check) A character who volunteers to pay gull ches @ gp gains advantage on the check st someone who suceeded tothe aforementioned ete erent eee ete atthe mila sete options already deserved guidelines forimprovising the interaction, Development: Whether the characters succeed ‘or fail co gain entrance, the refugee crowd becomes ‘unruly, Here are some parameters for this development. 4 Several refugees move toward the guards while shouting. few pick up racks. 4 Curran calls, unheeded, for eal. + Sheslen puts on her helmet and warns the refi sees to back off “# The character who has the highest Wisilom score ‘or proficiency in Wisdom (Insight) notices a male Juman guard (named Grengel is terrified, his hhand twitching on his crossbow trigger. + Bach character has one tuen to calm the situation ‘or otherwise intervene. + The adventurers can then rll ntti Grengel, who attacks one of theft at rand Bene (Greg ta auboel eterhat e a aly ofarrest. + When combat starts, the refugee crowd panies and fles toward the caravan grounds, Several refugees are injured inthe stampede, including Jon Hower, + The succubus Pencheska, inthe form of Natyssa, {s among the locals inside the Caravan Gate, She {sinfluencing Grengel. When Grengel is subdued, she leaves the gate Conclusion: Grengel snaps out ofhis frenzied state Ie takes any damage, then he collapses, sobbing. on the road, Ifthe characters haven't taken him down by the second round, Sheslen clubs him unconscious with her spear haft, bringing an end tothe chaos. the characters helped, Sherlen allows them into Daggerford. She tries to arrest the characters if they Lailed Grengel, but Curran begs her to avoid escalating the tragic situation further. Curran volunteers to keep the characters in town until matters can be worked out. They can always be arrested later, with the help ofthe duke’ soldiers ifneed be. In any case, Sherfen asks 10 see the characters "sometime tomorrow.” The other guards take Grengel or his body, away. As the situation comes toa lose the militia members close the Caravan Gate. j Jonand Anise are admitted tothe town only ifthe characters or Curran arrange for them, i Curran’s Tour After evens at the gate have been resolved, Curran takes the characters under his wing fora tie. While smoking his pipe he shows the characters the places they need see based on how they plan to stayin tows His tour always inchades the Lady Luck Tavern and the River Shining Tavern as wel as Farfortane Hal. tean include any ether place the characters are interested aga in such as the Gulldmastrs Halland the marketplace for artisans, as wells various temples forthe religious. Curran also shows the characters the jail, where Sher- lenlves and Grengelis kept (Sherlen is briefingthe duke, so the jail isclosed up. Characters can try totalk to Grengel later) rie st Isteval has gome to ed Kelson Darktreader 1nd the elflord Darfin Floshin, They were planning to - o some scouting on the way to learn more about raids along the Trade Way. ‘The chatacters then have the evening free. Curran Invites them to the Lady Luck Tavern. [the characters prefer another venue, Curran joins them there. Theft of the Delimbiyr Bloke (Cian liste characters thatthe duke is up n arms cas, a ew day ago, someone stl the Delimbivr Bloke, an ancenral relic n the dal collections, Dake eect ere a responsible, He ha ll but closed Daggerford unt the Bloke is found The objects Hock of shining quartz, the ize of Iriel, carved inthe ilznear ofa bearded acy ta Peete tete Drcyat rete entice be, reading, “Friendship more than a word. Weigh itcareflly= The Blokes nickname comes from the tell that one ofthe dukes ancestors ound the brick in wean ruins. «Gira mentions that ek advaraventarer and DAE GS sir was very iterated nthe Blk 1 Thing pcos einorgaiangaventre t perc creep war opie i srip:sce"Jekdes Departure ater in this section, Curran an arrange fr the characters to meet Jekk sooner it they wish Daggerford Rumors Wa br seer fire cen tech uovcer fe the flloving rumors. Ico ea arse pene et named Ede Thera lls about te ack of wae on the Delimbyt Re rom the east His wife Ya sys Taek Gi ocr lero toe Darel ef tea ing aspen of hah rom Jelkoune ieee ee eaters Itigence ter) DCTO-Jlhoun town noted ae ea erga ere Pride. The Delintiye River passes trough the Laugh ing Holl betes Daggetord or Jlloun The Tela ll ed wt any ey ta ellen (History Region) BC 5 ulkoun has only one temple. The villagers are devotees to. Chant. fs character meron ths fac the cals ot oat that tice price f Chaumton, des eee cetera jeter rancher, talks about gnoll attacks in the te the Trade Way between Waterdeep andthe Delimbiyr THE DELIMBIYR BLOKE ‘The block i, infact, a sacred item, as Jekk rightly believes. A relic of Gorm Gulthyn, dwarven guardian deity, the “Bloke” is actualy the Fac of Gorm, a won: drous item. i came from Fiehammer Hold long ag and is magic power can be recharged there. ‘Aven Gissen told Natyssa about the Bloke She went to the ducal caste to see It and sensed the residual divine magic init Then, seeking to sow more discord ‘nd remove a possible threat, she stole the brik fom the castle. The object's theft not only enraged the duke, but aso made him suspicious ofJokk, Because Jokk is fiend of Sirketval, the due alo considers Ieteval to be potentially responsible. | ‘On the evening ofthe day the characters arrive 4 Daggerford, Pencheska has Alven, whom she has enthralled, take the Bloke to Harpshield Castle. She accompanies him par of the way. until they meet an ‘orc band Wartsnak sends after Baka informs him of Penchesla's pln. | ‘The aftermath can be seen in the adventure pen Route, where hs ranch used tobe, Keli Vonsais rend and the dake: Master ofthe Hi Jef town with Sir steval and Darlin Flshn faking 2 couple scouts to investigte Intligence (sory ot Natur) DC 10: The wilder ness between the Waterdeep outpost of Zundbridge dnd the Foshin Estate, tothe edge ofthe Ardeep Forests usually safe. ts popular hunting triton Waterdhavian nobles Tntligence (History) DC 15: House Phylund of Waterdeep vas famous for organizing exotic hunts the Ardeep Forest and capturing creatures forthe Fld of Trmph, Waterdeep arena, The family had a keep called alodge in the western Ardcep but they shandoned it when thelr fortunes waned ‘Ore Ralds: A himan mii scout named Ledors ‘mentions ores ae raiding outlying communes and encroaching on the Delimbiye Route in the highlands aso the loshin Estate, Ledors knows his mento, Flarion Fivendorson,belped some treasure hunters plan an expedition to that region a few tendays age. Inteligence (History) DC 10: Some of the region north ofthe Delimbiye Route and east ofthe Floshin Fstat comprises whats known locally asthe “Harpshield ands” Itis thought to be the domain ofa seat once ruled from Harpsield Caste. which isa farmoxs ruin inthe southeastern arm ofthe Ardeep Foes. Inteligence History) DC 20: Harpshield Castle was the seat of power for a human kingdom that hoped to survive the fal ofDelimbiyran, also called the King dorm of Man, Delimbiyarn was itselfa sad successor Phalorm, which was an alliance tha included eves, dvvarves and humans, Te kingdom that ult Harp shield Castle lo the drow Meeting Jekk Jekk isa burly dwarf with bushy brown hair and a trimmed beard. His armor is claborately crafted stud ded dragon leather with green and gold accents, and ‘few green gems set Into It. He carries a dwarven greataxe thats similarly appointed. JekK’s girdle has a buckle of gold and silver shaped like a dwarf face and set with green spinels for eyes. A simple gold loop often thangs from one or both of his ears, The dwarf is happy to talk with fellow adventurers, especially i they're buying the beer. Given his back- ground, Jekk was fascinated with the Delimbyr Bloke when he first saw it during a vist to the ducal castle with Sir Isteval, He suspects the Bloke isa dwarven reli sous icon, Jekk tried to borrow Bloke from the duke, and even offered to buy it fora considerable sum. The duke refused, but he allowed Jekk to commission a copy. Alsen Gissen, a seulptor working on Mominglow Tower for Lue Sunbright, made Jekka plaster replica. Then. a fev days later, the original went missing, Duke Maldwyn questioned Jekk and searched Sir Isteval’s house, where Jekck is staying, I's clear to Jekke that the duke suspects him, but hisand Istevalsrepu {ation prevents the duke from taking drastic action: "Nevertheless, Jekk plans to leave for Firehammer Hold, ie along witha few companions, the morning after the characters arrive. He hopes to show the Bloke copy to ‘dwarf priests there to learn what the stone fs and why someone might steal it. He hopes the trip will take no ‘more than two tendays Jedd knows that Alven Gissen is well paid for is work on Morninglow Towser, Amauinator' temple. The seulpor has a room atthe Silver Flood Inn. (Alven | ‘annot be find atthe temple or the inn this night. This fact alarms no one until the next day) a A New Day The next day, the characters have the chance to follow ‘upon previous events, Jekk’s Departure Jekk leaves Daggerford fr Pirchammer Hold carly in the morning. He and his small party of warriors depart after hearty farewell breakfast at dawn inthe Riser Shining Tavern pra meet wth pope fllow pon ie and have not yet hated tthe ns om ESM fal ear ive cath loycr ome of he np “when an NPC gives sich amp tothe character. © Gontact with Julkoun: Ballick, the gnome tallor at ~ the Decorated Man, can confirm that he hasn't received _gos rom flkoun. Most shipment he ceive ome ei clrncr mcat hal yelerday a Bite pepe ac ovate tetas the rien © ofarvest House. sending one ofherasstant ttle “days. almost al the homing pigeons from the temple in ulkoun arrived. with no messages attached, in Harvest, | Mouse. Hadeshah sees the flocks staggered arvval as. “analarming omen he used speak with animals ritual ‘yestereay, but the birds could tll her only that thelr pr et them goad they dit see him again. Some pigeons were shot with arrows while Ming away. *Gnoll Attacks and Grengel survived atthe gate, news of Issuicce has started to spread in the town. The eri hanged himself sometime lastnight. |. Ore Raids: Hlarion Fulendorson-found at his “pi, on the dil eld ng sc, om the Lady Luck Tavern—confirms he helped organize an expedi- i Harpshield Castle more than a month ago. The treasre seckers hoped to find a hidlen val from the times ofthe Kingdom of Man. This hidden trove is | thought tobe in the castle cellars or dungeon, | ilarion knows the explorers also prepared for iting gricks, which are rumored to infest the under- _ground areas ofthe ruins. Ores had also been seen in | the area. The retied thet assumes the treasure hunters ‘met an unfortunate end, or he says witha shrug and a -wrvgrin, they swindled him out of his cu. Tilarion has a map ofthe region. Ifthe characters are willing to come to his house, he can show them the area and the ruins. Hes willing t give the map tothe char- acters they ask frit ~ Sherlen and Grengel fl Shei AB et Dees pte, GGrengel: 1 Grengel survived a the gt, Shrlen westtoned hin then eft him locked incl nt the Tot when she checked on him this morning, eee the dike anda page Shelen Hae © yore playing this adventure as part of D&D jm to shoot He tried not a but twas asifhis boy ignored him and instead heeded the vole. The voice seemed fart him, but malevolent Tnall, Grengel was horefied at is ations and wanted to make amends. Sherlen is shocked he killed himself, since he seemed sincerely prepared to fac the consequences when she lef him ast night. He had no Vistrs and has no relatives although he has friends among the militia. Sherlen suggests the militia regalars ‘might know more about Grengel than she does. The bes place tatalet the regulars isthe dil fiel-see the "Meeting Natyssa section for more. Julkoun: An evening vst from one of Hadeshalis acolytes, combined with Sherlen’s knowledge of the ‘umors about Julkoun as the mia captain con cerned, She openly suggests the characters should go Julhoun w vestigate Ihe characters killed Grengel, doing such service for Daggerford makes some amends and gives lls who cared about Grengel time to cool Off. Inany eae. she expressed her concerns tothe duke yesterday evening, and Maldwyn is willing to pay mee: nates wo lok int the situation 5 gp pe character) ‘Sherlen docs object ifthe characters decide pursue another lead. She reminds them that the duke Isnt paying fr that work. though. I the characters agree o help Daggerird in any way, she also gives them a map ofthe region, saying, "Sir Isteval gave me {histo help out those who are helping ws” The Duke’s Search ‘When they leave the jail, the characters hear a racket and see a erowd down the Horse Way t the south, Under the gaze of Duke Maldwyn on horseback, ducal soldiers are searching the shanties forthe Delimabiyr Bloke. The crovid is mostly tenants whom the duke has briefly forced out of their homes. Maldwyn can be heard shouting, “I dont care ifthese people have to stand here al day I want the Bloke back!” Also present are Curran Corvalin and Lady Morwen, the duke's sister, both of whom try to calm the duke Darrondar Gweth, the priest of Tempus, watches with contempt from the door of his home. Maldwyn gives them only baleful glares until Lady Morwen says the Bloke is just an old stone," and some murmuring and soft laughter comes from the crowd. ‘Mallvyn becomes enraged, saying, “This thet is an affront, and none of you will make light of it! What hhas been stolen must be returned, and the thieves pun {shed,or I'l have al you vagabonds expelled from my ee outside ofmy protection!” Meeting Natyssa__ PPencheska, in the form of Naty people ofinterest in Daggetbed, “Alven Gissen: Ifthe characters look for Alven Gissen, he cant be fod. At Morninglow Tower, Luc Sunbright is peeved because Alven did show up fr work this morning While talking the pres shows the characters con plete work in the temple, Lac knows Aven sna the Silver Flood In, ether, because the priest ent an asi tant to fetch the sculptor. Searching Alen’ room turns up ite fheleft town, he did so without much of his property nd only a portion of his money (coffer in his room contains 2 {gh 35 sp.and 96 cp), Connar and Gants. the owners {ofthe Silver Food, can confirm that Alves en Is pall ‘p for afew tendays While taking about Alven, Connaroffhandedly says aloud, “Come to think o i, didn sce his Natyssa, yesterday evening, elther Seen strange they'd leave with the roads so dangerous” Connar awl Ganfar ‘ently Natysea asa courtesan who has stayed atthe Land's Gizard for a coupe tendays now although she occasionally stays with someone inthe Silver Flood and ica recent regular nthe tavern here. Connar ays "She's a nice lady, Don't blame her that she’s reluctant toleave, what with al thats happening around her.” "And with the money tbe had” sas Gana, elbow: dng Connar inthe ib. (Grengel Ihe players ask among the mula the regulars ere tight lipped. Given what happened with Grenge, takes a successful DC 10 Charisma (Per ssasion check to get anyone aking Ifthe characters lilled Grengel this check made with disadvantage, unless the characters make «good case fr needing ‘more information. Although Grengel was quiet the thers liked him. He spent aloof his re time inthe Tay Lack Tavern, and he was “a klle at lneboar Ashi a female militia member then sys sadly, “He tbccame alot Tess fun when he started spending ine ‘wth tha tavern gil Natya A character who suc eeds on a DC 10 Wisdom lsig) check an tell by Ashll's manner and body language that she was fond of GGrengel and dikes Nays. Ash knows that Naya sally stay at the Lizards Gizeard “when she init being paid to sleep somewhere else” "Natyssa: When the characters know to look for Natytsa, they can find her a the Lizards Giza The proprietor Sasha, etches Natya, who ls anatractive, ‘well-fed young human with dark hat and differently Colored eyes ne brown and one blue), She has nice Clothes ad simple bronze jewelry. Alo, she’ the secu tus Pencheska in disguise has lo of work do here, And the road is ous these days ‘renga: Pencheska feign shock at Grengel’ athe gate saying he was always 30 geal” If of Grengel’s death i out, othe characters mention Pencheska affects the sadness one might express for the passing ofa ond aequaintance.Shesayshe rarely talked about himself soshe dat know him wel, Venturing Forth When the characters are ready. they can leave Dagger- ford, likely for Harpshield Castle or Julkoun. Refer 9 the section appropriate to the site they choose. Use the reglon map and the Wilderness Adventuring rules in the DM Guidelines as aides for playing out the tip DYNAMIC SITES ‘Ac presented, the adventure sites ae staged to portray the world and story and to show the usual habits of 2 ‘it’s creatures. You are free to change these stations to suit your preferences and the needs of your game, even during play. You can add or subtract monsters, and change where adversaries are and how they act. For Instance, Thegger Grynn could be in the Phylund cellars creating undead, or Shalendra Floshin might wander her estate with her guardians. Is especialy fiting to change how some creatures act when they become aware of intruders For example if her falar warns her, Shalendra might start searching her home, hoping to confront the par. ‘Another aspect ofthis adventure’ staging thatthe sites ae intended t0 be explored in two play sessions, ‘oF about four hours of play. Combined with the goal of portraying a world rather than a series of discrete challenges, this staging means the monster groups are not intended to be consistently challenging. Some encounters’ should seem easy, especialy Ifthe play- ers use clever tactics. few of the enemies and enemy groups ae presented tobe a serious threat with iting Fewards, but even these foes ae not an should not be Jmmane to slilled ply. DAGGERFORD “Dagerford, a relic of an earlier age, stands beside the Delimbiys River. The walled village with ts central keep reflects its rigin as the feudal seat ofa lord within ‘a much larger kingdom. ts customs and laws are hold ‘overs from that time. Role is hereditary, and dukedom goes tothe fest bof male. Anyone living in the lands clalmed by Daggerford pays taxes to the duke in coin and goods, Al able-bodied people also serve turns inthe duke's my ane must be ready to answer his cal to arms, inless they pay scutage, buying their way out of ser vice Scutage, in turn, grants the duke funds to pay for full-time soldiers and guards, whom the duke ‘uses fo enforce lw and custom, Those customs and laws include the guilds that control day-to-day affairs through a council of self important busybodies, Despite its small size, Daggerford is an important Inub for trade, The Delimbiyr River becomes shallow at {Paggerford (hus the “ford” in ks name), so boat traffle from the east has to stop. Thistraffie meets with cara ‘ans traveling north or south on the Trade Way. Thus ‘goods. business. and taxes enrich what might otherwise be considered a pets rural flefiom. People particularly pet ‘described here, roughly in arder of appearance. Sir Isteval A former adventurer and Purple Dragon Knight of far off Cormyr, Si Isteval is lving out his retirement In Daggerford (area 10}. Believing thatthe kingdom of Gormyr was a light to the world, a shining exam: ple of everything that a nation should be, he fought boldly against the forces of chaos and evil wherever they threatened the stability ofhis home realm. As his power grew: he assembled several different groups of like-minded adventurers to help spread the vision of Cormyr’ glory ino the Western Heartlands, His former companions are spread up and dawn the Heart: lands and the North, from Cormyr to Baldur's Gate and. the Moonsea to Icewind Dale. Ina fateful battle against an ancient green dragon, Isteval suffered a grievous wound to his eg that has never fully healed. His wounded leg means that Ise vals greatest quests are now behind hit, but he has never lost his vision of Cormyr as it should bea bheacan and bastion against encroaching darkness, Isteval believes that Cormyr’s greatest challenge is f approaching, and unless iis scheming nobles and cor- ‘upt knights and wizards can pall together in unity, the nation isin danger of being conquered by its enemies. Isteval ia paladin of Amaunator, bat he views the god in an outmoded light as Lathander, the god of dawn ‘nd nev beginnings. In these days of chaos, Isteval secs the birth pangs ofa new age, and he believes against all evidence and reason that twill bring unprecedented [peace and prosperity. Many trials yet le ahead, but Isteval i convinced that at the end of his jou fairer place. Although he is no longer able to fight as he di in is youth, Iteval seeks to ring together anew, great com: pany of brave soul wo carry on his legacy, preserving his vision for fature generations. Tsteval isa slender and taveny skinned human with dark brown hair sated with gray: He often wears the plate armor ofa knight, although hisleft leg s braced And he carries a walking sick as well as is greatsword. His armor is decorated withthe holy symbol of Lathander, which some members ofthe church of Amaunator might consider heretical Curran Corvalin The halfling who looks after Falrfortane Hall claims toe from Baldur's Gate and to have “lucked into” hhis money when a relative died, he won abet, he had some investments come through, and he found a chest of jewels thae someone had lost-all on the same day. Curran devotion to Tymora resulted, and hismove inn price of oor es 7 grid pare cal powers People don't begrudge the halfling his wealth and leisurely life, since he's ally fellow as generous as the Hardcheese halflings ofthe Happy Cow Tavern. Each year at Midsummer, he helps fund the town's celebra tion, striving to make each one more magnificent than. the last. Ifhe's notin the shrine during the day or help {ng falks down on thelr lick, sa Iikely bet that Curran {sin the Lady Luck Tavern Sherlen Miller The commander ofthe Daggerford milla and const ble of the town, Sherlen Miller strives every dato lve ‘up toher namesake, a great hero of Daggerford, Serlen ‘Spearslayer”Sherlen considers tan honor to serve in the same role that Spearslayer did a hundred years ago. Heer different roles require disparate aspects of Sher. Jen's personality, As commander of the militia Sherlen 1s responsible for teaching townsfolk basic combat tech niques, She's happy asa trainer, willing to school fellow warriors in advanced tricks, As constable, she mediates disputes and looks afer the duke’ interests a role in Which she is much less comfortable. ‘Sherlen isa young human woman of trong bull, with short brown hair and green eyes. She typically wears studded leather armor and is rarely seen withou a spear, which she earries in honor of her namesake, Jekk Ironfist Jekk Ironfist realized the signiflcance of his last nanve only recently. Like his shield dwarf father, he was a slaciator in Hilsfae's arena, His father, Kellac, was Known as Killer Ironfist, because of his name and because he fought with a black ion cestus. ‘Sir Iseval an the rest ofthe Company of the Sunlit Sea freed Jekk from the arena (too late for Kellacl)- Tek fought beside them until the group disbanded. ‘With time to contemplate his life, Jekk looked into how his father had come tobe a gladiator. jek dis covered that Ironfist was not just a moniker but also the name of a dwarf clan. Fortultousy for Jekk, that clan had put down roots near Daggerford, Isteval. With help from locals, Jekk seeks to learn more about the dwarves he believes tobe his ancestors So far, he's learned that the House of Stone and Firehar: ‘mer Hold likely have some tes tothe Ironfist lan he home of Filarion Filvendorson Filarion Filvendorson is Kelson Darktreader’s half bbrther, born to and raised by a different mother. He fs anephew to Darfin Floshin. Hilarion, a wood elf. is «lose to neither Darfin nor Kelson. Filarion disappeared from Daggerford for many years in search of his father Filvendor, but the death of Hlorfindar drew im back. With Flvendor presumed dead, Filarion had hoped for inkerkance, However, except for a few keepsakes and special tems, Darfin was the sole hele Inan attempt to bridge the gap between them, Darfin recently purchased the house where Filarion once lived and gave it ta his nephew, but Filarion has so far been more resentful than grateful Fillarion was trained asa thie. To win afew friends Sad ater tte ns guard and ‘militia members in stealth skills and scouting. He also provides aid to adventurers the area Pencheska (Natyssa) Seine ois fod he is free to act om her own direct command (asually by magical means) from Taral Var, her lich master. Pencheska uses her capabilites to cause problems in the town. ‘Sometimes she perpetrate surreptitious cts inthe {guise of another person, such as when she took the form (ofa nondeseript human woman to steal the Delimbiyr Bloke. Most often, she uses her powers of seduction and 4 ome domination to cause others to behave chaoticaly. Her plan sto ruin as many of the people who can be of use the coming war as possible Her preferred form is that of Natyssa,an attractive Jhuman courtesan who travels with caravans along the ‘Trade Way. As Natyssa, Pencheskas appearance is very similar to er true form. “Trapped” in town like other refugees; Natyssa has even caught the duke's eye Duke Maldwyn Daggerford Maldwyn, the duke of Daggerford, is a selfish, arro- gant man far ore interested in being respected and fcinred than he sin ruling the ego, He enjoys the Pleasures accorded to him by his sation, conskicring Tmseifaconnolseurof ine ood and wine, Unk otis forebears, he bas ever had an ad find has no interest in facing such terible danger. The dukes a handsome human of ot quite middle age He dresses inthe finest clothing, made from exotic dloths imported from around the world Maliwwyn bears 1 the rational weapon ofthe dukes of Daggerford, a me tngue sword named Lawflae. The Made I sa 0 ave amid personality al its oe ‘th “and serious bi but more ob people in Daggerford know her well although she often {rains alongside the militia and regularly pays visits to the shrine of Tempus. Those who have seen beneath her gruff exterior have become convinced that she i born leader who would be a better rer than Maloy, -Morwen would never say so but she and many others feel that Daggerford should abandon the out ‘moded convention of primogeniture and allow Marwen, to take her brothers place. Recognizing her compe- tence, and perhaps seeking to keep her from agta for his title, Maldwyn has appointed Morwen his “Master of Arms, which gives hee military command of the castle. The tile keeps Morwen content, for nov. Lady Morwen's brown hair has gone prematurely white, but her face looks younger than her forty-ode years. She wears leather or even heavier armor as often as she does the finery appropriate to her station, Kelson Darktreader Grandson of Elorfindar Floshin and a nephew to Darfin, Kelson Datkteeader is a halfelf approaching two hundred years of age. He has served as Master of the Hunt to generations of Daggerford dukes, No-one in Daggerford knows the Misty Forest and High Moor better than Kelson, The Huntmaster is tactturn, never using two words \where one wll do, His long hair is slvr and his face shows the weight of years. He Is still sry, however, lead: {ng hunts and taking angers out into the wilds to teach them the secrets of forests, hills, and moors Sir Darfin Floshin DDaefin "Longwalker” Hoshin inherited two heavy bur. dens from his gold elf father, Elorfindar: his desire to see a new kingdom of Phalorm, and the guardianship fa place of special magic Invhis youth, Darfin's father witnessed the founding of Phalorm, the three-crowned kingdom of the elves of Ardcep, dwarves of Dardath, and hitmans of Delimbi yran. This strongly allied realm also had large gnome ‘and halfling populations, making ta beacon of accep. tance and civilization in an often uncivil time. ‘or nearly a century, Phalorm’s humans, elves, dwarves, gnomes, and halfling fought shoulder to shoulder against ores goblinois, and worse threats in the North. But that period came to a catastrophic cn: claston. While aiding a human kingdom against an ore horde, the entire army of Phalorm was swept from the face of Faern by ach named Iniary Few In the North bbut the eldestetves now realize it bat when folk speak ng te dwarves to do the same. A culture that had lasted for human generations was suddenly over, and at the worst posible time, Hlorfindar did not leave, however. He could not. Duty bound him tothe Ardeep Forest. The House of Long Silences,a portal nexus that the elves used to travel to Evermeet, required a guardian. But even had Elorfindar the opportunity to leave, he would not have done 80, He believed so much i the alliance of goodly races that less than ten years afer the birth of his son Darfin, he led the effort to create a new Phalorm. He hhoped elf refugees from another fallen realm would resetle Atdeep Forest and work with the dwarves of the Forlorn Hills and the humans of Delimbiyran. Young Darfin watched his father attempt to knit this realm together, and he watched his father's efforts fil. ‘Over the next five centuries, lorfindar and Darfin saw the potential fora new Phalorm slip away with. the splintering of Delimbiyran and dissolution of the nearby dovart realms. Even the successor states of Delimbiyran gradually vanished, leaving behind noth {ng but ruins and the fortified town of Daggerford, with its ruler still called a duke because ance Daggerford was held tn fealty to aking ‘Throughout this time, Lord Elorfindar Floshin aed and advised the rulers of Daggerford often with the help of Darfin, Mach ofthe eredit for Daggerford’s success can be laid atthe fect ofthese two elves. The loshin elves also continued to guard the House of Long Silences. This structure in the Ardeep Forest was a rele ‘of ancient elven high magic and a means of accessing anextraplanar nexus conneeted to elven portals all ‘over the World, Horfindar Floshin guarded it out ofa sense of daty to the elven people and tall who dwelt around the Ardeep Forest. ‘Long ago, elves of Florfindars line were gokd-elf supremacists, and they did terrible things in the name oftheir people. A few decades before Elorfindar died, this threat rose anew and attempted to gain control of | the portal nexus, necessitating ts destruction, Elorfin dar spent the last years ofhis life studying what magic remained in the House of Long Silences, once again trying and falling to rebuild what time had taken away. ‘Upon Elorfindars death, Daefin, asthe fist horn, {inherited the Floshin Estate, Aceustomed to years ong journeys to distant lands while his father ned, "Long: walker” now fels tied down, He ts uncertain what to do with the legacies he’ inherited. Duke Makdwyn ‘does not seek or trust his advice, and the House of Long, Silences has been quiet for nearly a century. Darfi takes some consolation from that fact that his sister Dacfin's sister Shalendea (pictured with D Jekkeon the cover) recently returned tothe lendra and #lorfindar had some disagreement buutshe made her tarfl rete she claims, as soon as she heard of her father's passing. In an atonement of her ovr she promised Darlin to continue thet ars work Having studied portal magi in Evermect while she was away, despite first being a warror she brings a wealth of knowledge thet Darfin cannot match. Atleast, that’s what she has led Darfin o believe. ‘Shalendahas kept many secrets from her brother is sisters disagreement with their father was oer Elorfindar’s relationships with human lovers, Shalem drat lng harbored resentnent ove being ted to hhumanrole lands. Humans ruling in the North after the all of elves became a source of bitterness fr het. While in Evermeet, Shalendra met members of Eldeth Veluuthra, a centuries oll group ofl supremacists dedicated to wiping humanity out and reestablishing the elven empites of ol ‘Shalendsa only reccniy revealed herself to Darfin, bout she has been nearby ever since Blorfindars death studying the remaining magi of the House of Long Silences and Eloefinda’eflorts to revive the porta Shalendrasecks to estore the nexus and give to Eldeeth Velunthra, but she found she lacked the mag al power to doso alone. ‘That's where Baazka comes in. Baarka discovered Shalnsra as he was investiga lng her fathers workin Ardeep Forest. Drawn to her bitterness and burgeoning evil he managed infiltrate her mind. Daazka influenced Shalendes to approach the Red Wizards and make a deal. They could se the power ofthe nodes of Elemental Evil to reconstruct the nexus and thereby gain a means of sending their armies allover the North and beyond rete, they eld grant Shalendra (playing the part ofa dispossessed ancl disgruntled hei) rule over the region around Ardeep Forest once they controled the Sword Coast The Red | ‘Wiaards believed her story. Shslendrashinks she can take contol ofthe poral nework once the Thayans = help rebuilt. e Ta, Bark suing Shalenraas one fale contingency plans ageinst what he ses asthe inital treachery ofthe Red Wizards. f'Szas Tao fil to keep his promise to restore Baazka to flesh, the devil plans to use Shalendras connections to Eldreth Veluuthra and the eves of Frermeet to rn the portal network in a ‘means for them to attack Thay I the Thayans do old to their word, Shalendrais disposable a1 Bridge. low stone strueture named after the local legend that tells about the founding of ps cen ceteris yeh rg _ grown to manhood and married the daughter ofthe ruler, took the title of duke and builk Daggerford the ruins of an earlier eat "West of Daggerford, atop alow hill stands the tannery. “The town's Tanners’ Guild used todo its work on the open fill alongside the caravan grounds, and many shallow depressions in the field reveal where half-bur= ‘ed soaking tins once stood. Generations ago a sickness that spread from caravan merchants into the town was ‘blamed on the stinking a from the industry Aer that. the tannery moved tothe drafty structure on the “All Eastrard winds still eary the tannery’ stink, but ovis general odor has improved a great dea avan Grounds pudy field ifilled with wagons and tents al but wier. While caravan masters stay at the Astin he alls and do rade nah marker ‘wagon divers and guards camp nthe fel This hes the caravan grounds a melting po of people from up and down the Sword Coast. Now, the caravan “grounds are packed with refugees forced o camp out Side the own Moat steepsided moat around Daggerford used tobe the ‘dumping place forthe town’s trash and wast. In any ‘year that the river id not load an sit the Water ‘ens Guild opened channels to the Delimbiye to wash the worst away. Not long ago the dike ordered an end tothe practice of dumping ito the moat. Watermens" Gulld members now wheel wagons of waste not needed bythe tannery co Tyndal Bede and dump itover the side, This practice makes for poor welcome to travel cs rom the south, but san improvement over the toren being ringed in ts own refuse “Hace gtes allow passage through the twenty: fot high sof Dagger. The Caravan Gate (rea 2) which from the caravan grounds isthe most imposing. aset of huge irenbound doors twenty feet all The much more hers ale the Rr Gate (re 20) Melly larger than the Farmers’ Gate tallow boats to be carried and «dragged through to and from Sullerton Shipbuilders. Gates are customarily lef open day and night unless the town is threatened. Guards stationed a the gates are lax in their duties, taking note of new faces but rarely challenging anyone. Daggerford isa small own where everyone tends to know everyone els. Unfamll: far folk mean travelers with coin, and that's always 2 welcome sight. Accommodations Daggerford offers a handful oftnns that guicy it tocapacty during busy trade times and festival days, During busier periods some townsfolk ofer accom: ‘modations in their homes or businesses to visors who Senn trustworthy, renting kitchens, shop floors, a other uncomfortable places to slecp ata steep price. They ofer thei own beds at even higher cost River Shining Tavern Tih River Shining Tavern (area 24 fs massive wooden structure bearing the nickname ofthe Delimbiyr River, and its owners use Delimbiy as thelr family name, ‘They've long claimed thatthe tavern i the oldest bud ing nthe toy, and that was the place where Tyndal lived while the frst ducal castle was bul Hs story that Darfn Hshin could decry as false, ut he's spent too many happy evenings nthe tavern to dsabuse the locals ofthe notion, The fine od bldg looks the part atany rate The River Shining Tavern caters to those with mone: visting nobles, wealthy mechan, ane local wsables such as Darfin and Lady Belinda Anteos of the Sword Coast Trader's Bank. When the Councl of Guilds meets, does sn the private dining chambers ofthe River Shining tolend an air of importance tothe slfor. Prices are high but the service and setting match, so-even those not ofthe upper erust ga tothe River Shining when they have something specalto celebrate. The tavern fers several ichly appointed rooms on us second flor aswell as thee very expensive ses, One ofthe sites currently being ented by Hast Denzur, a Zhen posing as an agent working on behalf of Amnian investors. During dinners and conversa tions with various farmers ad business owners hopeful ofan infhxofcash, he loos for sources of potential blackanal and business opportunities of which the Zhentarim might take advantage ‘The Siker Flood Inn (area 22) short ved ster rush in he Sword Hl ago, It maintains this atmosphere with mining decorations and ‘silver eutlery, cups, and plates its small breakfast room (actualy al pve. The building hhas many small rooms sultable for one o two people, and during busy times the breakfast room doubles as @ common room for sleepersat night ‘The current innkeepers are two besterous human Northlanders, Connar Filvarson and Ganfar Redgrin. ‘Their arrival and aequiring ofthe inn is cause of consi erable gossip. During anightlong celebration, they and a handful of companions did so much damage tothe {nn that the militia mustered to arsest them. Tele com. panions fled. but Connar and Ganfar instead offered to repay the previous innkeeper. Thei drunken pro: posal was laughed at until they produced a roughvcut diamond as bg as a halfling’ thumb,'The duke struck «deal on behalf of the two partes, with the result that innkeeper became arich man. the duke new diamond ring, and the Northland rs became property owners. “The truth s that Connar. Ganfar, and their com. panions were celebrating successful raid on Tween, a diamond producing island of dragon-worshiping North- Janders far to the north. The Tuern are infamous for their tress pursuit of revenge, but on reaching Dag serford, Connar, Ganfar, and friends believed they'd ome far enough south wo enjoy thelr riches without worry. They might even be right ‘Any refugee who has enough coin to afford decent The Lizard’s Gizzard ‘The wooden sign hanging outside the Lizan's Glazard (area 29) depiets ayoung boy gutting alizardolk war- rior with a dagger. This sign was a deliberate elfort to remind locas ofthe legend of Tyndal and ingratite the {nas owner tothe community. The effort initially back. fired because the gruesome sign made folk think of the potential bloodthirstiness af that owner, «hal ore female named Sasha, However, Sir Isteval convinced the duke and other folks of hee worthiness “The Lizard’ Gizzard serves no food or drink. The large building is given over almost entirely to providing places to stay, eacept that half ofthe first floor serves the inns side business asa laundry. Sasha ls sympa thetic t outcasts and orphans, and her large staff consists mostly of young women she's helping to get on their fet after some misfortune, Sasha is good natured and grandmothers, but townsfolk still worry about hherorcish heritage. She often says, "I'l bite the head off anyone who threatens one of my gels” and people believe her. Infor as long as they eae to pay to say. Usually in ited by merchants waiting othe winter or young families finding thet footing, more than halfofthe shares have been leased for vo years by Caishite Thumans who Med the genast rule and warfare oftheir homeland. The shanties owner, a human male named Benthil Hugman, was uncertain f taking on foreign renters but to his surprise they've taken well toe in Daggerlord. With the help of steval and his erstwhile adventaring companion Hadare (also a Caishite and a feleheroin the shanties the Calishites have managed tofind work. few afthem have even marsed locals. Taverns Four flume taverns operate n Daggerford, which imightbe three oo many forthe size o the community. Travelers provide the necessary business The ready avallability of al in town means that onl the farthest fang farms bother to brew thelr own. Happy Cow Tavern “The Hardcheese fail of strongheart halfling has ran the Happy Cow Tavern (rea 13), homey alchouse, fr generations. The drinks cheap, the paces low, and the talks about farms and farming. The Hardcheeses run large diry operation and own various peces of goed farmland around Daggerford that they Fen out {otenants. These farms provide the tavern with the cheeses that gave the hallings ther family name ad the other simple staples served atthe Happy Caw. The Hardcheeses are well own forthe generos. sy.and they are happy to lend mony wo flk they know. Thetr bar serves asa bank to most of the farmers of the region, much tothe consternation of Lady Belinda Antes ofthe Sword Coos Tradery Bank, I's unknown toall but the elles Hardcheeses, but the secret oftheir fails success en jst good investments, The Happy Cow stands over a dagonis hoard buried thereby the taverns founder. ‘Curran Corvaln convinced the Hardcheeses to feed refgees staying atthe Liza’ Gizard The halfling Priest has given some of his own money o this cause, Lady Luck Tavern The Lady Lick Tavern (area 17) s named after Tymora, and it has built its reputation around those who take. risks, nse, most ofthe first lori dedicated (oa eae othe pillar so that individuals can climb and itwith symbols or messages dedicated t0 those shave died in battle or disappeared on quests. The estof the tavern is decorated with shields, weapons, “and banners. Any toast given in the tavern must include bation to “those who have fallen before us.” “During the caravan season, the tavern’ female ‘owner, Glenys, runs a roaring trade with clients Gambling curs tall hour with Glenys sponsoring big pane on toca chesing. Wider prov a gueles “time when locals come for mlled wie ant play 3 fewhands of cards lanceboard, or ather tale gemes | Gurran Corvalin spends most evenings here: He “pays toil ymora’ Cup, drink evstomary seaside ‘on the bar for Lady Luck, in case she decides to drop in, The Otter's Run ‘Overs Run area 23) stands near the River Gate sto be the fist tp for anyone coming to Dag ‘oat someone wants news from the eat, Se ean is the place to gala Anoti'ddified and Eat pelt hangs beneath de tavera’spaled sign, BG ia ihe tech cage ceed Haga, also doubles. a a furier. The nave ofthe and ts ostous connection to the owners side business has resledinoters being a rare sight on the banks ofthe Delimbyr fr leagues inland. Daggerthrust Ales Sturgi and Halla Brewer, the human couple that owns | Daggerthrust Ales (area'31), have devoted themselves to the predction of dink in new styles. Unlike the set, ale that othe locals make fom barley the Brew | ersexperiment with beers in the sige ofthe famous “Golden Sands Brewery in Calimshan, aswell as with | erbal ingredients such as heather fom the High Moor | and hops specially imported from the south, Halla isa Calishite and her preference forthe drink of her home: land pushed her husband, aman with along family | tradition of brewing, to try new things. Tt ooka while to win over the lca, but travelers + with more varied palates kept the business afloat while Stuggin and Halla made their ease with Ice simples to nflurtial fll, Now the release ofa new brew isa smich-antcipated event. Daggerthrust Ales-named in onor ofthe legend of Tyndal and the sharper tase of hets—supplies the River Shining Inn, Lady Luck em, the Otters Run, and the castle with drink. pillar upon which rests the root. Iron rungsare a es Other than the ducal Caste, there's hardy a place within the was where ne cant hear the ring ofhammer on anvil Competing businesses and individuals manage to profitin the town thanks to its Council of Guilds, which sets prices and. adjadicates disputes. Noone gets rich under the coun: cfs rule, but no one goes hungry either Guilds ‘The town's charter allows for a council to control affairs fn the duke’s stead, and for centuries, the town's guild leaders have been a part of it. It surprises some new: comers that such a stall community has guilds, but ‘many guilds have only a handful of members. Some, such as the Watermens’ Guild, consis ofa single bu ness. As with the guilds of large cities, the guilds here regulate competition and set parameters for master and-apprentice and worker-employer relationships. But the guilds of Daggerford feel more like families than. ‘mere associations. The guilds include the Smiths’ Guild, Merchants Guild, Tanners’ Guild, Farmers’ Guild, Watermens’ Guild, Rivermens’ Guild, Taverners’ Guild, Scriveners’ Guild, Clothiers’ Guild, and the Carpenters’ Guild. The guilds group together many associated occupations, so innkeepers are part ofthe Taverners’ Guild, and the Scriveners’ Guild includes those who work at the Sword Coast Traders’ Bank. Many folk are members of more than one guild, such as the owner of the Otter's Run, who isa taverner, a tanner furrier), and a merchant. The Guildmasters' Hall (area 14) near the market: place serves as a library of guild records, the offices for guild leaders, and meeting halls forthe guilds. The quild system can bewilder some visitors, but Dagger- ford folk take great pride in their traditions and use the ‘organizations fo maintain a close-knit community. Out siders who are aware of the guilds can pay guild dues (2 8p) for access to facilities and members. Derval’s Smithy ‘Derval [roneater ran Derval’s Smithy (area 34), the largest smithy in Daggerford and served as glldmaser of the Smithy Guill for generation. Recey the yee tele recreated aati ete eee acta pal ae Teer eT te esta eel aera ss teciiat saree wellaskader ofthe loser falls bslness DervalsSnithy faces its wrk on gear forthe o- ders of Daggerford turning outspear tps aroeads, {nd tus arr gal and his appentes le eral othe bya human Bt aver a century ago, Cromaci’s Smithy owned and run by a dwarfnamed distant cousin of Derval rete Natned Sr his, broken in battle years ago and never properly healed, ‘Tholvar finds i dificult to speak and is quite taelturn. He mainly makes tools and hone goods, asthe primary farrier and whoekwright Jerdan’s Smithy Jerdan Went, Daggerford’s only human blacksmith and ‘owner of Jerdan's Smithy (rea 12), survives on the mar- igs ofthe other smiths’ trade, He takes jobs the other {so are too busy for, dong a litle bit of everything but none of tas wel as the two dwarves. Consequently, he can't charge as much unless isa rush job. But Jerdan hhas no one but himself relying on his income, so he oes well enough. Miller's Dry Goods Bess Mille, younger sister of Sherlen Mille, runs Mil fs Dry Goods area 38) She carries the name ofr trade ad the traditional occupation fhe family. The Hhuman woman owns and runs three lone jst ut tte tthe north aather farther north aid the {aro tothe west of te Floto Etat the third in Bowsht,a village to the sont, Shes considered the ost elle bachelorette among the humans inthe tea: Manatee Have proponediatrage fr foman ie eerste eae rere tae Bee cere eee ay tioned Trade of the Tools (Old Ander. an elderly human and lovable eccentric, buys and refurbishes old tols and broken furniture in ‘Trade ofthe Tool (rea 39). In his ras’ nest ofa shop, folks can purchase, rent, or barter for just about any {Implement oF furnishing, from ishing nets to wash tubs to grappling hooks to egg whishs you need a block:anel-tackle fr afew hots or your shears need sharpening, Trade of the Tools i the place to go. Helmick’s Herbs and Oddments ‘The halfelf Helmick Howager specializes in import: {ng and foraging for spices, which he sells at Helmick’s Herbs and Oddments (area 40) He als picks up crystals, strangely shaped roots pretty bird feathers— basically anything he thinks looks "mystical"—and then strings them together in pretty baubles made to ward off bd dreams or win back a lover. The oddments are harmless charms, but many a mage has found material components hidden in Helmick’s stock, pe A es blll - eS ae a Jolt hpeseate pemeete The Clean Chin the Clean Chin (rea 9),a combination barber shop and undertaker’ service, from a two-story building. The % Ars oor, split ino equal halves, serves er wou nesses. The top Moor isher living quarters, which she shares with her elderly mother, anna Hunnct took ver the undertaker business when her father died, bt she kept her own vocation cutting and styling hair. Gublin’s Cloth & Cordage Gly Glin th fioman owner of Gubhi's Cloth (coe et eet re ye eet tela ele ete eimeeetg tae retest ating Pee eater tte fier aera ieee Flor of his building entirely given overt along gb lery where ope is twined using special machines on tracks an innovation Gilly purthased fom the High Hse of Wondersin Baldr Gate. The quality of his See ie eee Sullerton Shipbuilders Th balding housing Salton Sicha ier Corea Se tee leet ee a itspunposehesremained the same for ver «centr: balding bots for iver rave The current owners are the Sullertns family of humans who include Wilma Sullerton, mariarch ofthe clan and currenteader of the Carpenter Gul Tete renbiin tr are ese ing lentigo a doindling ofthe Salerno Supplies, Wilma is eager to pash the Connell af Gall todo something about Sword Coast Traders’ Bank ‘Anew fnstiation in Daggctford, Sword Coast ‘Traders’ Bank (area 20) was eagerly encouraged by the duke. Itcomes as an investment of Lady Belinda Anteos,a daughter ofthe Anteos noble family in Waterdeep. ‘The plan is forthe fortified building to serve asa place where traveling merchants store profits and from which locals might take loans, The frst par of the plans working, Merchants «an deposit money in Daggerford and withdleaw icin Waterdeep and Baldur's Gate, withthe information about the deposit transferred through secret magical ‘means. However, locals prefer to rely on friends or Hardcheeses rather than to take money fom the b cities have long held greater importance in town to structures that have stood for generations. House, ea lange balling with an open courtyard nite mile lash with plans. che priest the ternal Hadeshely has three young asstants ei erin the tasks of lating fis and animal BPE twsbaaty. Hadeshah grew upin the ral net of so) Gilans Hil, and she was aectstomed to following her faith at family farms. She's never taken well to spe: efor large eros oo dil ein ow When not fa afc helping a farmer through lingo ong "communal wheat harvest she spends her time i the Peeve ouie ene eet Morninglow Tower Aufl lied rare Mrnalon Tes ea ls ofthe ducal castle. The stone side that quartz, creating the image ofa shining sun in gs to Amaunator. That side sa facade, since the tothe arrows SelFimportant and blustery Lc Sunbright leads orship in the tower, The ducal family worships at this 3 of distinction he has somehow earned, despite the fact ‘that dukes of Daggerford have worshiped here since | Tong before he was born. The priests very elas con | thistemplecan find themselves brushed aiden favor “of wealthier folk, Table of the Sword A shrine to Tempus, Table ofthe Sword (rea 26) stands next to Daggerford’sbarrach (area D. Both were bullt after the last Dragonspear Wat, but only the barracks hhas been maintained over the years. Priests of Temps "have come and gone. The shrine. an open sided hall of {hick wood pillars iin need of rept ‘early everyone around Daggerfod trains fr bate. but the need fr that raining is mercifully rare, The Lady Luck Tavern also serves as an alternative place to enor the fallen. To any in Daggerford this Temps seems superfows and overly grim "Darfudat Gur leads the worship of emp at ‘of mead in honor of fallen warriors. At sunset, he ul ofthe faithful in song. Dartondar use ong table in the shrine each midday, when he raises string up war Gveth is more deveted to honor Ing the slain and giving wareiors courage in bate, His home adjacent co the drill eld gives him any ‘opportunites to interact with soldiers, and he’s slowly winning people over, Fairfortune Hall A shrine toTymora,Fairfortune Hall area 28) was never a main feature ofthe town, It was recently rebuilt by Ironeater dwarves grander style duc to funding by its current caretaker, Curran Corvalin. Ducal Structures “The duke of Daggerford rules the town and the sur rounding lands: That authority represented bythe Caste ts stuctures, and the tows hgh walls Ducal Castle ‘The ducal castle (are 7) stands inthe same spot as ‘Tyndals original wood fortification, rebuilt in stone by the Ironeater clan when iteame to Daggerford over a ‘entry ago. The chiygeons that worm through the hil beneath it are even older. They are all that remains of the Barony of Steeping Falls once known asthe Barony A thousand years ago, vampire named Artor Morin ruled the area, but his dark legacy has long [passed from history to myth, Even the elves ofthe loshin family know little about him. Secrets the vam- pire lord left behind when he fled to Waterdeep might stil remain undiscovered, TThe ducal gate leads to the town and is usually ‘open. Inside the castle courtyard are the dukes private parade grounds, herb and fruit gardens, and the duke’ fortified manor. The castle's larder is well stocked with preserved food. enough for a years siege. About fifty people live in the castle, inchuding guards and servants. Stables Visitors and locals can shelter lestck inthe stables (area 25) but because the small herd kept for the duke and the mili are cared for ere, the ke virtually owns the busines, During the days horses graze on {he cominons around the castle or are taken ont the Farmers’ Gate for exercise and feeding farther field ‘Aporiy human male named Umbro Volin, riginalhy fiom Turmish,runsthe stables. Once a tik ride na circus, Umbero sete in Daggerford after he sustained Injures during a performance fr the duke. The creus hes partof was ced tls hm eka ‘The walls of Daggerford (area 27) are te Och tie ue ctor 1 Dedierk tment et tll abt Salen eyes © nee ag disc Mele ened eg cate Senne ae tn teal acetic na See eee i “Acurlous feature of Daggerford'’s walls is Delfen's Many Meetings ‘Tower (area 8), When the wizard Delfen first came to By the time characters return from their first Daggerford, this tower was under construction. He paid _Sir Isteval, Kelson Darktreader, and Darfin Flos the town well to take over the tower in exchange for 1ave returned, by boat. from a trip to Waterdeep. peers Brae besotted as best of anyone's reckoning, until his disappearance. Sir Isteval Tee flict seer Nia Guratertentar coat oe aa peat Gainer bekagal iceds © | Cnc aoe he eae Les at cael erm ah i orermen ca remeenininte s 7a CaM eran caitney & | Catteries can aan plained lights and eerie noises, but nothing came of duke’s offered reward for taking up missions to inves- such phenomena. tigate the raiders. He starts his generosity by doubling ‘Then Delfen returned, looking not a day older. the party's reward for their first mission or paying 25 Der Hele tac lng ied cites otrmed | goes Meni as land afta Mt DOGS Yu darapevalleolesan a) Le peieeaed need ae feeas he Agererisiagcigacivcersedrpcalst, Muuvatncir mealies hate tee fe elope {asaya de gal begs Trade tiie eect te rus igh ape chan ee” pee sed hsieTa Dana ay siete: tn wether ceeded rer 6 al ec ad esac rae Seon er SeeaNeuls carne hes any euatan ie EP) Cee aaa aoe eee Sere ro eso cea a ere nS cael SED Teck | mane ee ree FE ea ee eI er eng Cisterns itas lite more than a culo. Isteval considers Mal eee oes eens vy to bea petty man mere concerned with the image ang the Watermens Gull takes watrto them from _ofhistation than the duty o it, (Dafin, key preset ‘spring othe northeast The clsterns are legacy of at such a gathering, agrees-see the next section). ‘time when Daggerford was more frequently under sege, providing a source of pure water for livestock [brought in from surrounding farms. Many people prefer cistern water to that from the river or the wellin the marketplace, because they associate the spring that Isits source with Eldath a god of nature. Using it for cooking, ale making, and cleaning is supposed to bring Eldaths blessing of peace and wellbeing, Jail The jail building (area 6) houses Shevlen Miller an office for her roles as town constable and mit com: ‘mander, and acouple cells. The cells rarely hold any prisoners, except rowdies who need time 1 cool off lorsober up. Suspects of serious crimes are held in the castle dungeons until ral. Less serous erimes are handled according Counel of Guilds laws, in which {imprisonment isn ¢ used as punishment GAINING EXPERIENCE Characters start the adventure at 2nd level. They then sin levels as follows 3rd Level When the party returns from ulkoun, the characters advance to 3rd level “Ath Level: When the party returns fom Frchammer Hold, the characters advance to 4th evel Sth Level After the party deals with the fends during the adventure's conclusion, the characters advance to Sth level, ipo Waterdeep was partially to help and partially to buy reagents for himselfand Shalendra. The characters might meet him when he spends the with Isteval, bemoaning the lack of nobility the current Daggerford duke. Longstalker is leisurely shout his trips. He heads back to his estate about the ime the characters are exploring Firchammer Hold. oe "Kelson Darktreader If he characters talk to him, Kelson Darkreader has aheoryom the gn trbling the Trade Way: He, | Isteal end Darin Floshin made the tckto Waterdp tate ilar evel een a ofhis scouts reconnattered the damage their rip 0 ‘Waterdeep didnt allow more Since Nandar Lodge lice more than a ruined foundation, the Hontnaster Ielieves the galls ae operating in or near Phylund Tdgena ruined keepin the western Ardcop Forest “Kelso can recount that. in his youth, he took {some of Lord UrcosPhshind shunts. Wealthy havian nobles frequented the lodge then. B fr excitement ail topes. Te objet af ach ras ofiena fantastic creature the Phlunds had | the story ofthe lodge ast appears in the “Phyund ge" section's introduction. A character who succeeds ‘ona DC 15 Intelligence (History) check doesn't need __ Kelso ecllections to know the lodge’ story “After Kelson’ return from Waterdeep, the duke assigns him the ridiculous (Kelson belies task of searching the countryside near Daggerfor for those _ who might have stolen the Delimbigr Bloke. Kelson the epportunity © tain scouts, Duke Maldwyn ‘\selFmportant man, Dike Maly haste reason tolnteract with the characters unless they return the Delimbiye Bloke him (ce the “Return athe Bloke™ lca), odie fals mini interest the Peal dal Ma edocs erp ees tee eae ceeen ns eee eters omens oe tobe val Nee 6 ie oper e getord, Pencheska fosters a relationship with Maldwyn at sikelyo prove detrimental tothe characters. See ff Wied Wort sethon fa mod on hr nn “the Firehammer Hold “After the characters have spent at least three tendays {in and around Daggerford, and after they explore at least two adventure sites, Iteval begins to worry about Jekk. The paladin knows the dwarf planned to return in two tendays. As the end ofa month approaches, Isteval begins to suspect something happened to his friend. He asks the characters to goto Firchammer Hold to see if they can find Jekk. Floshin Estate After the characters return from Firchammer Hold. avery upset Darfin Foshin comes to Daggerford. He was returning to hisestat. but when he go within a couple mills ofthe began to feel pain that grew more excruciating ashe neared. When he retreated, dhe pain abated. While he remained nearby and investigated the Cause with some of his own may, he found Galan, one ofhis servants, near the road. Gnolls, elementals, and. ‘undead had attacked the esate and taken it. No one lke had escaped. RETURN OF THE BLOKE the characters return the Delimiyr Blok tothe duke, Maldwyn is suspicious of how the party acquired the ‘object. The story of finding itn the hands ofa monster In the uins of Harpshield Castle just doesnt add up. At first he offers only reserved thanks for returning is “rightul property” After a day, perhaps with Isteval’s Influence, he invites the characters tothe marketplace land announces the Blokes recovery while presenting ‘the party with a golden key(100 gp} The key makes the charactets honorary citizens and entitles the party to ‘ties days of ving n town onthe dukes graces (which are limited to shelter and reasonable board). “The Bloke’ return ends Maldwyn's decree against the refugees entering the town. Life becomes better {for them, since they can at least buy food and take odd Jobs. Maldwyn als stops suspecting Je and steval of. sping the Bloke away The duke even offers a private _epolgy fl of self justification. The inhabitant ofthe shanties receive no such contiton Afshe lives. The characters recognize her immediately ‘when they encounter her at the estate. Fiendish Works [As the charaeters unravel the web of evil inthe area, thei enemies are not idle. This section describes what the villains are up to throughout the adventre Baazka In sprit form, Baazka occasionally comes to Daggerford to speak with Pencheska. Once he learns of the party, hie also comes to observe them, The characters might spot a raven or black eat eyeing them ina disconcert- {ng manner. Only the use of Divine Sense, detect good snd evil, ora similar ability or spell can detect the subtle fendishness Baazka imparts to his animal spies. Baazka keeps tabs onthe party's suecesses, and he ‘communes with Pencheska about these new enemies He does litle to interfere until he suspects the char acters know how to find Bloodgate Keep. Then he fcts—see the "Conclding the Adventure” section Pencheska ‘As Natyssa, Pencheska eventually makes a move on, Duke Makdwyn. Although he would normally scoff at relations with such a woman, the duke iso mateh, for Pencheska’s charms. Characters who keep tabs on Natyssa learn, after about a month, that Maldvwyn has taken heras a lover. He keeps her in fine tye in the River Shining tavern. Natyssa ie seldom in her suite, however, spending most ofher time atthe duke’ side. Pencheska's influence is subtle but far from positive. -Maldwyn might engage in other tirades like the search ofthe shanties, but he's more likely to take smaller factions that undermine Si Isteval or the characters, or example, Maldiwyn might refuse to pay his normal reward for a successful mission In the end, Pencheska decides till two birds with ‘one stone. See the "Conchuding the Adventure” section. Concluding the Adventure _Assoon a the characters think they have enough infor sation to seek Bloodgte Keep, the adventure draws toits climax. I can da so even ithe character have set 0 explore all the adventure sites. Ifyou ru ning this adventure as part of D&D Encounters, tr 10 conclude the adventure by May 7th so tat players can partieipate in the Launch Weekend event forthe next adventure, Dead in Tha. + Oresot Harpshield Castle ana crypically,Bloodgste Keeps eaten, The iow the keeps significance, but they gv information up only ling . + Thayan gnolls of Phylund Lodge know the loca tin of Bloodgate Keep, but areas unlikely to give the characters that information asthe Harpe ones Further Theager Gry spelbook his ‘ote en ui is bow apse Wt fete + Nalifam and his dergat know of Bloodgate Keep and ts general ation During hisinprisar ‘ment, Jekclearned the same information, + Shalendra Floshin knows notonly the exact location of Bloodgate Keep but she also news Baazke’ story and what the Red Wizards intend todo with the Fortress ‘+ Tora Var bound Pencheska into Tayan service An Blodgate Keep. But she has no reason tell Ihr enemies anything since death onthe Mate al lang mesa freedoms ther She rag be rea ca eet eta The Fiends When the characters finally have enough information to goto Bloodgate Keep, Duke Maldwyn invites them toa private dinner to celebrate their itores and ser. ‘ce to Daggerford, The invitation satrap. Pencheska intends to make ook as ifthe characters attacked the duke in his home. Charmed human guards bar the doors othe dike dining hall Maldwyn with Baazka possessing htm, ad Pencheska igh the characters, the characters reise the invitation, Maldwyn and Peneheska instead find them wherever they are in Daggerford The par isolates the part. Along with charmed human guards they then attempt w destroy the characters. ‘When Makiwyn drops to half his it point or fewer hh regains enough willpower to throw Lawflane toward’ = aicharacter who can use. Baazka then appears aver the dea the ght ing of ge winged nd He mocks the characters, then renews his halon Male shen They way tose he dee tok hy tunconscous at which pot Baazka’ spit forced fiom Maldwyns body a i ay case, Pencheska hopes to slay the duke. If she succeeds and remains unopposed, she then mur: ders Lady Morwen and takes er form. As Morwen, Pencheska easily influences the Counel of Guilds to - Duchess of Daggerfrd By the chskapotentally becomes rlerof the own ty defeats Haazka and Pencheska with: ‘nis personal employ and declares them knights ford. Sir Isieval congratulates them, spologls- Pets nt there when they aot final "test. Having seen truc horror, the duke humsbles himself as Isteval fr tuclage in the ways of Lathander. © Avpartythat wins with the duke dead has lot of explaining o do. Any charmed guards chat survive fare good witnesses The as left when the dake and __Pencheska dis also evidence of ends presences. © Although the characters word cannot be trsted, | Isteval, Hadeshah, and Darrondar Gweth ean confirm "the desecrated ash sthe remains offend Inthislatter case, Lady Morwen, a the only author 4 lft in the town, pardons the characters. However, she charges them to repay the blood des by confront dng the Thayans in Bloodgate Keep alendra Floshin ia Floshin survives, Darfin Floshin i grte- jaracters who spared his sister He allows them anything they recovered from his estate, per evarding them with additional items that weren't ed from his home. IfShalendra dies, Darfin is ous, and he uses his means to have her raised Shalendras fate is uncertain. Duke Malewyn, know: too well what contact with fiends slike, s jesitant to exact the vengeance upon her that he might hhave only a few months ago. Darina forgiving soul. Is also inclined to chalk his sister crimes upto fiendish "Influence. Absent any contrary recommendations, Sir suggests she help with the assault on Bloodgate oythich se assent 5 ifherantig Jalon stands northeast fhe Laghing Hollow ot a eet eee ote Hie Weecrete erence _ aed of rocky ground. Two prominent rock outcropp- Pings te Flin and the Bump dominate the landscape ea the ill Atthe lage dhe Deinlye River Contained within artical embankments, which far ther reduces is with fo aiere 160 fet Feieeg ie el eee elise sil andthe shrine to Chante tsbldigs are ba ‘wood and straw. The village ts home to weavers that defn. ough oh, Mucho this th shipped oad rather than sold in che village. lays ago. eager Grynn led them: Pencheska als aided inthe lle all She arrived before the attack, and she charmed Estor care taker of the Shrine to Chauntea, influencing him to lock the iron doors leading tothe village shelter. Then she distracted the guards atthe northwestern gate while the goblinolds attacked from the west. The villagers had nowhere to retreat, and goblinolds kalled many an took the survivors prisoner, Using the prisoners as slaves the goblinoids crudely fortified the Village. That done, a group of hobgoblins took the slaves to Firchammer Hold. What livestock the goblinoids didn’t kill and cookin the village was sent to Fireham ‘mer Hold or tothe goblinolds' tribal holdings in the Forlorn Hills, The goblinoids here know where the villagers were taken, They likely to reveal that information under careful questioning and duress. Reaching Julkoun frre art jy ane RGR Deis nate vie eae foie pe re Te lant ced a eae seta ctavay bocca ho rmecs ta Bele is ee Wolf Riders Ifthe characters travel to Julkoun by land, a patrol of three goblin wolf riders atacks the party somewhere along the path that leads south toward the village, The goblins prefer to shoot. and they are strapped to their saddles. They retreat to war their fellows at their camp (Shown on the map) after $ rounds of shooting atthe characters, returning with reinforcements a short tlme later. The goblins are bolder at night, Dryad An ancient oak in a grove (shown on the map) the vil- lagers hold sacred some oa dryad named Oyfanen, They erearare watches the forest and, frm ads tance Jalon withthe id res animals that serve es Sader by te fe aM Peis ete arate ae ret Sends a small animal to deliver a message othe party, inviting the charsterstoher grove (Oplnen news goblins stacked from the north, td ade bebpeligtagebed Poiccd Villagers tovard the north The dry alas knows the locaton ofthe pli wal dor Cres She gli alt party defeat the goblins and save the ilar. the char acters greet dos, Oyfanen can hel them wt er magi at provide «safe aren : tee water surrounds the ilage on al sides inmaats or the river. Howene, ae things amis Ragged black flags ace et no the parapet, ~ ofeach guard tener (area 6) A eld of goals sharp- ee stakes fed in the groud-and les fotdeep, kd pts-has been created around the to spot the goblins inthe guard towers from far ay that the goblins can't sce the onlooke. "Approach Those who came from the ast see the eastern gate surrounded by a fence of sharp- | ened stakes anda barricade ‘Northern Approach: Those who come from the "north see the town palisade has been breached in one ‘place, and the northern gates surrounded bya fence of “sharpened stakes and a barricade. Most of the buildings ‘outside the wall are burned. ‘Western (Water) Approach: Those who come from the west onthe river passthrough the Laughing Hollow. a forested area recently ravaged by fire, As trav ne closer to Julkoun, they se that most ofthe outside the wall are burned. Structures close along with the western docks (area Ta) are Characters also see the chain pulled tight across Harea I) ds and Response Be Sy ws fo gh re oad fd ies nee ern aecg feroeeiee reae ece teenie elf arte acetate By Aigccate pariiaystiek paint aun © Ian alarms raised, the goblins on watch converge “ante site ofthe battle: Hobgoblin in area 8 respond “in 1d rounds, leaving the mill on thei initiative on the ronind rolled. They try to prevent intruders from enter dng the palisade Ifthe battles prolonged, the bughears from area 11 might come t join the ight. abattle to bold the lower village goes badly for the goblinods. one or more of them might retreat to the upper town to warn Shorg, the habgobiin leader ofthese goblinods. Shory's cook andthe worg move "from ther locations in the i join Shorg. The cap tain organizes goblin partes, dividing any goblins he ‘an muster up amang his three followers. These par~ ties patrol the village to root oat intruders, while Shorg, takes his wolf and cook o guard Gabulla, the goblin shaman, in area 25, obi nfulow penal py an sins worth 110 gp *“aivided Into three sections northemmos section sits on the rocky feet ofthe Flint, 40 feet above the iver. The southernmost section stand directly onthe tembankments 10 fet aver the river. The palisade that surrounds these two sections ofthe village i 15 feet tall, and the moat around the walls 10 feet deep. To the west s the third section, with no defensive wall or ‘moat, comprising barns, sheepfolds, and fishers sheds built on a stretch of floodplain, Under the higher section ofthe village are the “cel Jars" of ulkoun, which are dry subterranean chambers tused as shelter. primary part ofthe cellars the Jest. rs Pride, an inn built partly underground. Julkoun’s cellars have 10-foothigh ceilings inthe corridors and 15 oot high ceilings inthe rooms. The doors ofthe cel lars are made of well maintained reinforced wood, with ‘few doors of ron that can be locked (Strength DC 30 to break, Dexterity DC 20 to pick the lock). ‘Most areas are unlit, bu the aboveground structures allow daylight in through windows. During the day, sel areas are a Teast dimly lit, Underground areas are dark unless otherwise indicated, 1. Delimbiyr Chain Athi dat as been stretched berween two bullgs on rps sides of there. ‘The chain can be tightened or loosened with twin winch mechanisms housed in buildings north and south ofthe river. The goblins keep the chain tight at all times to block wate traffic. 2. Old Mill ‘Atwe stor race bl tthe highest pint ofthe or tmemburknet his od stone bung slated by 30 for high tere that din the watery foaming and sping stein th rire cure ‘This building houses a large grain grinder. powered by the waterwhee! outside. Inside ae storage areas, ‘workshop, abakery with a shop area, and lodgings. Plenty offlour and grain stil stored here, 3. Gates AS foothigh, 10-foot wide log gate stands berween 00 _guard towers which rise 5 fet over the 15fooe high palisade ‘and the surrounding moat, bulging fence of 8o0c high pointed ples hasbeen extended out ofthe gate to enclose the terrain immediately before it The earthen foundation ofthe enceis covered with outward pointing takes, some of which 2d piercing damage. A successful DC 131 saving throw halves the damage. ‘Wall and Gates: ulkoun’ three ates a, 3) are barred from the inside, A guard tower flanks each side ofeach gate. Additionally, a3-footwide wall: walk runs near the top of Julkoun's original palisade. Ladders arranged along the inside every 100 fect allow acces tthe rampart. would take siege equipment wo force any'ofthe gates open, which i hy the goblinoids ave bil the fences and barriers. Moving a barrier requires shatter ing t(AC 5:immane to necro. poison. psychi. all conditions: 50 hp) or enough Strength to drag 2.000 pounds (40 Strength for Medium and smaller rea- {ures Poles connected tthe inside ofthe barriers allow them to be moved with half as mach Strength. Greatures: One goblin sentry is posted in each _auard toner adjacent to agate 4, Breach ‘Two crosbeam barriers block a 20,oot.wide gap where the village paisa has been breached ad the mous fled with loge and debris. ach barrier can be moved as deseribed in area 3. If the party drags any barsiers onto the debris pile, It co. lapses, depositing those on the pile i the moat ami logs and rocks (246 bludgeoning damage:a successful DC 10 Dexterity saving throw halves the damage) 5. Barn Traps This 15 fothigh barns nar the burned bldg but ti tuvdamagel. The ground level dors are coed, bt aadder tend toa open oft dor Barn Doors: The barn doors are barred from the {nse Someone ean break the bar by succeeding on a C20 Strength check. ‘Loft Traps Iftwo or more characters enter the loft atone time, the supports break, The loft collapses and ‘dumps any occupants on the floor amid splintered ‘wood Q2d6 bludgeoning damage, but a successful DE 10 Dexterity saving throw halves the damage). A character who searches the ground floor ean tell the supports have been damaged wit 6. Guard Towers Thisstructureis «20 foo high wooden guard tower. (One gabe echa om cath efthe even tower (6a ‘hog 6). tthe goblin nl sa gain bows. ee rears lead a eto ce roofless platform surrounded by parapets. tne meter has sesso ae slightly above water level in a low 5 feet above the water and equipped with hdd ramps, and a crude crane, 8. Shining River Mill : Ths wostory hacer bung has madplasend wal decorated neo ig, De ad pec A Oot taller jason from ts seth Se ‘The waterwheel powers falling machine. Comprising the first floor sa large workshop with spinning wheels and weaving looms, storage space fr seins of raw wool and finished bales f fabri, dyeing workshop. and a Samal kitchen. On the second floor ae private rooms forseverl people Creatures: Six hobgobins.one of hem elit, have chosen this buikling as their quarters Treasure: trunk nthe largest bedroom contains the hobgoblins lot: coins, simple jewelry, and silver tornaments from the sheine of Chatntea (area), fora total vlc of 150 gp. 9. Shrine to Chauntea This single-story, open-space ulng of stone, with a 15 fot high timber rof crowned bya cupola that hs four stained glass windows depicting roses. lange cage usd for pigeons its empry, open, and Mood:tained in asmull arden fren adjacent the shrine. Inside, the temple has been looted and vandalized. ‘The west wall opensin a semicircular apse behind @ marble altar carved inthe tenes of aroscbush, The altar an he benches in the temple have Been hacked end marred. A dor ‘om the south wall has been chopped open at the handle, ‘The door leads to the ehvelling of the priest, which has also been ransacked, 10. Ramp Amasive ramp of dirt andstone eas up othe higher sc thm ofthe village, Here and here, the ramps lode. The moden gata the top ofthe ramp has ben axed down and vepated een, ‘The gates currently barred, butt isbadly damaged Ietakes a successful DC 20 Strength check to break through the shoddy epi Pings Bm thnice rooms, polished copper tubs, furniture and fine bedding Rist from the flastenel ground around his arial ‘mounds decorated with cera tiles and small strain stones, The curve stairway that least its top isovergrown ith mos, andthe tres that crown itare old. A straight ing stairway loads to. basement door flankelby rt the west side of the mound, partilly merged wit ts rocky ‘mass, Fixed on the wooden staircase that leds to the elevated door ofthe building isa righ painted sign with the image + ofasmiling jester The sign reads "Jesters Pride nn.” Creatures: Three bugbears lve inthe guesthouse. Development: Ifthe bugbeats know about intrud- crs they band together. I the characters manage (0 a bugbear inside the guest house, any unin jin the hattle over the course of Ld 15 Bs cing tn guest 14 cogs ater betas buphear des. re ith ighar has 30 p nd pouch con a scteciisyome wordy cach, it, 15 foot high building has a thatched roo, large FP roe dors and no winds Nery sc serpin with hf el trond “1 ie wenden beams that suport the thatched roof Gays ‘wo places nthe wal provide acess tthe pot. The oor ide wooden ends arrayed ith anne flog bes ikem swell ase tone fp ind hatch Pavilion: The smaller building is « pavilion built “over the southern well room (area 20). Beside the hatch, ithas alarge bucket on a chain attached toa small | _winch, A broken pole with a hook atthe end, used 10 "remove the well cover from inside the pavilion, leon. the floor near the fire pit Pavilion Hatch: The hatch inthe pavilion floor has ‘broken lock and opens 15 feet above the well. Ifthe hatch is opened during daytime while the darkenbeast {sin area 20, the creature retreats from the light to area which tells Shorg that something is amiss In this ‘ease, the beast fights alongside Shorg if he comes under es bul into the hl. ts comman oom 1), The building next othe mound _largesetof of gai and polls of ld ing materi. Bales of woo have ben stored on mast fhe raised playfors. : ‘This space is used to store stone blocks, bricks sand, slaked lime, and timber as wells grain coal, and lots of wool. trapdoor leadingto the cellars area 19)has been smashed open. 13. Bridge On he northside ofthe village, the moa turns int 50, deep has overgrown wih underbrush. Someone whe spends any time seanning the ravine spots a wooden structure like a covered bridge with tiled roof crossing the chasm. The bridge is 20 fect hove the moat floor and 20 feet below the upper vile lage. Climbing down tothe bridge from the village is easy, but since the bridge is covered. entering itrequires creature to climb toa window on the structure's east tenor western sides, ‘The window on the west side is closed (Strength DC 10 to break, Dexterity DC 15 to jimmy open), but the fone on the eastside is open. The interior ofthe passage Is described in area 21 ‘Arope, tied toa crosebeam inside the covered pas: sage, dangles out ofthe eastern window. Hanging at the end ofthe rape near the moat floor i the body of human. The corpse is what remains of Fstor, the village priest. He still wears a copper and quartz holy symbol ‘of Chauntea, arose in bloom (10 gr). 14. Common Room The ront door ofthe Jesters Pride stands under a wooden aning atthe bortom ofa descending stat. The door i sly ajar and cracked and dented, Stained glass windows east ofthe door have many broken panes between ther strips flea. small fie burnsin the fireplace here 50 percent of the time, and one ofthe goblin from area 15 is cooking using it Characters ean See the light from the windows. Inside the common room isa Fallows: The terion ein total sary, an he ed floor covert ina layer of splers shards onl aod rie. Two comers contain fireplaces and he rough tone walls and pillars show sigsof recent idence and vandalism, Acros the cling isa network of copper pipes. Most fhe uriaures overturned and broken. Othe easter sieafthe room sa bar witha heal f which has ben hacked aa smashed. window its bottom hs 1 : thewindow forms a broad sone counter pe Theearly neuf AC pcls mila ase ae dor of beast. Noise: Ifthe characters attract no attention, within «few moments, they can hear something rummaging around beyond the curtained window, which leads into area 17. Creature: An old worg, Shorg’s pet, rests and keeps watch here-A grizzled specimen that lost its lft eye in battle, the worg usually sleeps behind the bar anal is slow to attack intruders, Development: [fa fight breaks out here. the goblins (shich could be asleep) ftom area 15 and the hobygoblin from atea 17 ae likely to hear and oin in as quickly as possible. One ofthe goblins might run wo warn the bbugbears in area 11. (They could choose not to aid the ‘combatants here, setting up an ambush in the guest hhouse instead) The hobgoblin can stay in area 17 and attack from the window there. 15. Guesthouse Basement ‘Thesouthern wall ofthis rors lined with open andlempty wooden lockers. Under the wooden staircase that lads to the guesthouse sa copper tank connected toa copper pip that ‘runs fom the common room. The tank, whick has a spout, ton a ton wood burning stove. Alongside its stack of {firewood ad several wooden buckets Hal a dozen bedolls ‘are spread out inthe are. Creatures: Five goblins and one goblin boss rest here between guard shifts, Atany given time, 146 of them are asleep. Development: Bughears in the guest house (area 1) might come to investigate any sounds of fighting that occur in this area, 16. Meeting Room The alls oft room are ted with ote wd planks and desorted with hanging cern ory tes. The room ie Furnished witha ingle table and sol “The ten ivory ties hanging from the wall ean be easily removed and are art objects (1 pound and 10 gp each) 17. Preparation Room ‘This room contains a table, a couple kegs, a pair of stools, and shelves with assorted crockery and condiment flasks on the north eal, Aber peal on the floor under he table ‘Shorg’s habgoblin coo lives here, He has sixcleavers to use in combat. rain woke es eel see Tao ‘lag tbls nd aed secon ofa al re ‘mounted on stubby pegs as.a cutting surface. 19. Warehouse Basement ¢ {f Shorg is stil here, the brazieris burning low. Charac. ters approaching this area notice its dim light. 3 Supported by two stone pillars thislarge space contains boxes ‘and barrels, mostly of fod, herbs, and drink, The aor of fle, wine, and scented smoke is strong here. tripod brazier stands between two pillars. Creatures Shorg the hobgobin leader, ais three elite bodyguards (vo female, one male) rest or ile here. The hobgollin sleep on mats and pels strewn betven bones. ‘Treasure: Thinspace faxed maint store wine, ale, and food. Shorg has two potions of healing. Near his being. he kees aches that contains poch with 60 0-a pouch wit thirteen semipreciots snes (10 gp ach) and assorted iberware (5 pounds, 100 gp). The aiihtecar eee teeta re are er eee rad 20. Southern Well Room Avwllin the middle of his ron icoered by aremonable seven atic which is bao into pices scateed about Shelve onthe west wll contain bucets and wotersine of various ze. A wooden crate near th entance contains emp lass bores, Une the st ofthe lars the cling hereof wood and has hinged hatch in them oft oiling Hatch: The hatch inthe ceiling. 15 fet from the floor, opens easily. Its locks broken. Creature: A darkenbeast hangs from the well’ lip to sleep, Ithas standing orders from the Red Wizards to ly back to Bloodgate Keep fit comes under attack. During nighttime, flies through the ceiling hatch after a couple rounds of fighting and wings off to the northwest. The darkenlbeast might retreat to the pavil: lon during daytime, but it wont enter a sunlit area willingly. tes disinclined to help the goblinoids repel Intruders, st stays here unless someone opens the pavilion hatch during the day Gee area 12) fexposed to sunlight or killed, the darkenbeast reverts to its natural shape, that of cow, atthe end of las next turn. Development: Those who see the darkenbeast and succeed on a DC 20 Intelligence (Arcana) check kn ich as the eflect of sunlight. ‘The wel shaft goes down 25 feet to the water, ichis 10 feet deep. Be 2 Roofed Passageway Arron door half een, leads a stone passageway: The hall sawn oneal andon ton dora hohe end. side, the window open. A ight roe secure 100 ling timber passes through it, hanging outs. ae BE gee coders nde Te korean ons a bern clon 2 22. Underground Shelter “Acook fire burns inthe fireplace here 50 percent ofthe time. Ifso, the characters notice the light, ‘This lage room comtains more than. doce tiple bunk beds ool mattresses and storage drawers built ino the beds table stand between to stone pillars nthe da copper ketle hang: from a hook over afr the northwestern commer use this area formerly a refuge for villagers of rule asa bunkhouse One fhe bunks gis peice tin gst ar ote plist bank re or in area 24. Atany given time, assuming they not been alerted to danger, 246 of them are slep: before resuming duties in the village. Those who are awake are gambling with dice and chattering. “Development: Ifa battle breaks out, Gabulla and trent tes aryecetesen Latest cs woe a combination of chest barrel and rts, Most of the comtamershave ben moved or apene bt the oom = sill onder: "This storage area forthe village shelter contains non perishable food, wine and ale, and other necessities for enduring hiding underground, such as candles, cloth, Iinens,and other mundane supplies. well covered bya wooden latice opens inthe middle of his eae alte her est mal ble « ie ae ad 5. Defiled Shrine "The irom door into tis root is closed and locked, This room has smooth stone walls, and tends with a square niche in wiih stands a human sized statue of Chauntea, ‘appearing asa wise looking marronly woman dresed in robes and flowers. She holds a sheaf of wheat none arm and abun of rsesin the other Under her isan altar carved to Took lke arse bush. Before the aka areeigit benches, and in ‘ac corner ta brazer. Al dese furnishing have been carved _from the rode ofthe room. Vie symbols have been seraled in dark red on many of the surfaces. The altar hasbeen chipped and cracked. On the status of Chauntsa, the infernal gis are most numerous The altar issprecd with vaiousimplements for writing and painting. aswel as vesels of various sizes, eins. gems and jews: Justin from of he altar fa wool matress draped with wo urs, ‘Symbols: The writing is Infernal. as anyone who \doesit speak Infernal but succeeds on a DC 20 Intel. ligence (Arcana or Religion) check can tell. someone can read Infernal, the symbols repeat a few concepts. “# "The masters heart beats lke a war drum inthe Forlorn Hills, “His fire burns inside me.” + °Master! Whisper to me the secrets of the hells” 4 "He flies in spirit his body bound by the blade.” + “The Red Wizard gave it wings of shadow.” + °Curse this goddess and her servants” Creatures: Gabulla, the goblin shaman Baazka pos: sessed, dvells here with two giant vipers. She spends her time painstakingly defacing the shrine, writing ‘while listening to the woice of her master. ‘Treastre: Scattered on the altar are the most valuable pieces from the looting of Julkoun, includ Ing gems, jewelry. and portable art objects worth 300 gp: Among several pint pots, which contain blood, are two vials of ink, a pot of honey several painter's brushes, anda blondy spindle. Gabulla wears a jeweled lectrum brooch (100 gp) an her wolffur cloak, a belt ofelectrum rings and plates (100 gp), and boot ofstrid: Ing and sprog. She carries the only key to this room, as well as keys o areas 21 and 23. Only note woul describe Pn ng lodge For generations embers ofthe Phslund = noble family of Waterdeep came to the Andeep Forest hhontand trap beasts of the woods, using a small hunt dng lodge as their base. Theyd invite noble friends or those with whom they would make allnces, rating them toa tenday or more af leisure ‘Aste family’ fortes improved and the poplar: fy of thei hunts increased the lodge was replaced with ver mare elaborate structres, It became the primary residence ofthe heads of the Phylund family who used sc asa center fr their beast training trade and hunt ude businesses. Thus te ledge was equipped with Stables gardens, guestrooms, wine elas and even underground ells forthe more dangerous ereataces the Phylands captured. “The fortunes ofthe family eventually later a jes of deadly “accidents” tthe lodge culminating nthe bloody revelation that Lord Urtos Phylund It \wasatflicted with ycanthtopy.To help put that period byhind the family the Phykinds departed the lodge to live in Waterdeep, “They left servants to protect the lodge fom loot ing fly intending return wo ther family seat when fortunes improved. They didnot. When slay pa ments became delayed and finally eased, the servants departed, leaving nature to takeover thee watch Situation at the Lodge A Red Wizard named Thegger Grynn was interested in the content ofthe crypts under the lodge Along with afew Thayan glls, he made contact with a local gl tribe ater Baazka possessed the tribe's leader. Promis ing loot from Trade Way caravans. Thegger suggested the gnolls operate from a camp near the lodge and the lodge sell After driving out the creatures living in the lodge, the gnolls followed Thegger's plan, While the lls conduc thei ads, the hed Wizard has been practicing necromancy in the Phykund erypts. Soon, he plans to take his creations back to Bloodgate Keep 0 bolster Thayan forces He andthe gnolls of Phylund lodge know the loca tion of Bloodgate Keep, They alo know is intended pporpose. That said, none ofthe villain in the lodge are willing to give aid to the enemy except under severe duress or maggeal compulsion. Grynn prefers death 0 ‘what might happen to him ihe betrays his masters Reaching the Lodge ‘The characters can reach Phylund Hunting Lodge traveling onthe High Road and then taking footpath «ast abot 30 miles south of Waterdeep. The foospath forks halfeay fom the High Read tthe lodge, and the reeetati Josh, mist shrouded wall of trees oft comes into sight. Gnoll Hunters ‘Local gnolls maintain a detached camp in the woods south of the lodge. Ifthe characters approach the lodge ‘on one ofthe two paths leading from the High Road, a group of four gnoll hunters on patrol might attack the party unless they're taking precautions to remain hidden. The hunters hide in the bushes and shoot from 150 feet away: They maintain a running battle, retreat- ing when wounded. When two have fallen or retreated, the whole hunting party retreats to the camp, ‘Twelve gnolls reside at the camp. They might rein- force the lodge if they think an attack has occurred there. Ifthe camping gnolls encounter the characters and survive, within the same day, the gnolls in the lodge know well-armed strangers have been in the area. The gnolls in the lodge are more alert for 24 hours, and ‘Thegger Grynn might take the dread warriors from. area 31 to guard him in area 16. Lf the gnolls suspect that the party is camped nearby at night, six gnolls sortie out to find the enemy. Ifthe characters have an encounter, the gnolls find the party's ‘camp. The gnolls attack with surprise ifpossible, Spring Cave Ifthe characters search the area, ample gl racks can be fund, Some older ones lead back oa cave, outa quarter ofall fom the lodge, from which flows a stream, The caver cay to spot and big enough forahumanod the size ofa gallo walk in without hindrance. This cave eventually leads to area 35, Approach ‘ies he characte ppronch eevee the ire sayatrechae Pace ea a ere palisade and other wooden structures must once have Surrounded the keep These buildings hav called Guards we Sansa eae ote and ae sonny ir pert cana Sa mater eons Benin neaee et § RT soy Se ee ee Re ee eee ieee beedeerrant gel cersope Each gnol that has no other simple jewelry worth 348 gp. Lodge Locations Unless otherwise noted the ceilings in the lodge are 10 fect igh. The doors ofthe cellars are made ofr inforced wood, mostly swollen and partially oten. The doors ofthe eryps (areas 25 to 32) are made of stone and mounted on pivot hinges. The natural caves have Ceilings and passages of variable height, normaly 10 co 15 feet. All areas are wnt, but in aboveground sections, the windows are enongh to provide dim ight ering daylight hours. The goals sometimes light Bes 1, Western Courtyard Agap berween two weedy heaps of rotting wood, which once ‘vere watctowers leas int courtyard 0 overgrown that it almost meld withthe grasland beyond. A couple mature tres stand abowe the weeds and grass between the gate and an enormous two-story dilapidated stone bull. (On the ground flor. hebulding has three sections The aloes corner ofthe nore section isa greusanding ‘stone. Prominent on the lng mi section tsalarge wooden double door, cracked and Wlackened, and decorate wi panels ofembossed bronze depicting animals and plants, On the northern side ofthat same section isa wel over which cared a wos had pcre through the ears by spear: Creatures: Two hyenas prow! the courtyard. Ia fight breaks out, the two hyenas from area 2 arrive at the start ofthe third round of combat ana join in. ‘The window from area 5 allows gnoll there to fire from the hall to aid the hyenas. The gnolls wont leave their shelter to confront characters in the courtyard. Doors: Two doors at either side ofthe standing stone allow access into area3 from the west and the south, while a st of double doors on the west wall ofthe main building leads to area 5. Phylund Lith: This ancient standing stone is carved and scrawled with various symbols, phrases, and ~lyphs. Someone who succeeds on a DC 15 Intelligence (istry oF Religion) cheek recognizes afew old Mala rite symbols and oaths, as well as oaths to Tempus. ‘Well: The wel goes down 15 feet tothe water in area 33 through a 3-fooewide circular shaft. 2. Eastern Courtyard Inthe wey courtyard ofthe apa wo story lodge. a lage, snl story stable stands tothe south anda cster of wil apple tres othe north Near the apple ess a ooden door to the northern secon of teed «wo galls to frefem those area Since they're resting. the gl dont attack w third round of combat. They wor ae the Fe eer 3. Old Keep Hall ‘The gnolls enter this room only by descending the stairs fromarea 9A hee dors tothe outside aye been barred witha wooden ld pn the insides doce forced open from ouside Strength DC 10) aplked plank drops from above the door (2d4 plercing damage, but suceessfil DC 12 Dexterity saving throw allows the character to avoid the plank The fe ofthe fling plank alerts the sctsenia ea ieee feels ree ened Baby eet alts tar eta these creatures atin ambush in area 9 The stone walls of this room are bare an aged. Partof the raune-engraved monolith on which the structure i founded Isis inthe southwest corner. anda fireplace hasbeen ‘carved int it. The rom contains disorderly ples of contatn- sas well as rugs, blankets, cloaks furs, vases, and other earthenware. Inthe northern portion ofthe room is stairway leading up. Ina aleve to the southeast descending stairway. Stairs To the nocth, the stairway leads to area 9. stairway inthe southeast corner leads down to area 21. ‘Treasure: The various items stored here are bulky (200 pounds) bu somewhat valuable (150 gp) 4. Kitchen Ths old then has recently een cleaned an put ack se Near the freplace, neatly stored na won ase, are several coking ters A tarnished copper pan punched ik rpc hols hangs cmc wall earth entrance. ‘Thegget Grynn wanted to cook, so he leaned this area. [Abbeap of sacks ful of chestnuts partially blocks the door that leads to area 3. 5. Entrance Hall ‘The outer doors open easly, creaking on rusty hinges. Buin brick planed with woodsand decorated wise reads, this entrance hal hasan aged rast majesty ‘Ween double dors stand closed across rom the entra ‘Two gnolls are always stationed here. Afight here is likely to attract the attention of gnols in area 6. ‘Thewalls are cracked and damp, faded frescoes vere the plaster hasn' fallen off the underlying | Brick. Tong, rectangular able stands before a huge replace, ‘wih several chairs catered here and there, some broken or L Bones, dried skin, and pieces of rotting meat are across the floor. brick staircase leads up along the Creatures: Four gnolls ive in this room, and 1d asleep Those that are awake are eating engaged In ight activity, Aight with the creatures here is likely to attract the “attention of gnolls in areas 5, 7, and 15. Stairs: The stairs lead to area 15. 7. Stable The shingled rof ofthis stable hasbeen severely damaged, sky tvs through many cracks and hols, Wooden oid cage bas or poles is pled onthe loo just trance. Ol stalls, separated by barriers of perfo- built onthe southern wal ave een led wid leaves, straw, and dirty rags, Other crude beds placed along the ther wall, r gnols live in this room, and 1d4are asleep. Those that are awake are eating or engaged in light activity. "Afight with the creatures here Is Ukely to attract the on of goolls in area 6, 8. Service Room “The door here Is barred and trapped like the ones in ‘area 3. If the trap goes off, gnolsfrom area 19 call the matching washing boards, few buckets brooms diy aps, another ruined housekeeping tems. A rusted ro cauron hangs fom a hook ove th feplce. Ta he east stairway leads up. a |The stairs lead to area 19, "9. Landing The malls ofthis landing re dcoratd wh hundred of en crests bearing ie emblems of able fares Some have een remove, sme have fallen the flor and Dee ee et ‘Stair: The stalreny connect oar 3 10. Privy i This privy ined with ceramics is musty with age. 11. Large Guest Room This large room, once richly furnished, now contains the rot- ing remains of hc eds, wth matching chet al chars 12. Guest Rooms This room conta a bed and other furniture, now warped and rotten, 13. Lounge The was here ae lined wth weathered wood and hung with ‘moldy tapestries, a few of which We in heaps on the floor. 14. Bathroom ‘Thisrom ont copper tub covered in verdigrs, 2 wooden bucket anda ly bo The room sea andthe roof has ben putcha wth res planks ‘The tb has been used recently, and the bow contains a scrub brush and a partially used bar of scented soap. 15. Sitting Room nthe wal of ths rom are many hooks and ring wooden frames that coud be sed to han objec of various ces and Shapes Around able sts inthe mide of the chamber, and ‘rusty suo decorative plate armor stands onthe east wall rear the massive fireplace othe noth To the west isa seof double dors and wo door are closed on the other wall Opposite th replace, onthe south wal a tain edn de, ust north f the sts another dosed door Creatures: Two gnolls stand sentinel inthis room. Ifa battle starts here, Thegger Grynn (area 16) and the gnolls from areas 9 and 19 jon the fightin 1d rounds (roll fr each). Noyerghu, the gooll chieftain, also joins the combat from area 20. ‘Stairs: A stairway leads down to area 6, 16. Suite The door to this room is banded oak, and itis kept closed and locked at most times (Strength DC 20t0 break, Dexterity DC 15 to pick the loc This roo has a patched roof repre shuts, few decent fe offer tie ond eb on tral year erate Tigent and devious look. His h wht the Thyan symbol rte choo of necromancy ‘Treasure: Thegger carries a1 dager apion of felrg and a pttono amination. He wears platinum ing set wth a black peal (250 gp). key rng on They: {g's belt contains keys to thisroom and his chest. 05 Well asthe hey to the secret doors in area 29. ‘On the desk s Thegger’sspllbook and journal Gee AheSpelbook” section, as well sa white bow and copper cup (gp) Also heres a black ceramie bow with a spindle-shaped magic lndestone (vination and tarsmutation) nit The bow coated with dred bod. I place in water. the lodestone floats al points {othe north placed in blood the lodestone floats and points award Bloogate Keep. i paced in water mixed With blood, the lodestone alternates between noeth and the direction of Blagate Keep. Inside the chest (Denterity DC 20 pick the Tock) are clothes and a small satchel containing a stel razor and trop, asihver mirror (5 gp). and. eoppex toothpick (gp). Under the clothes isa sack of 16 onyx gems 25 ap each) and an ebony cflr carved took lke asleep ing dragon (50 gp. Ieoniains 204 gp. “The barrel contain fresh water, Hang onthe side x a tarnished silver ladle (10 gp. Spellbook: Thezger’sspellbook has afant aura of evocation magic if dtect magic is used on “The ist page has anes on it that, whe eal by anyone other than Ther cause the book to explode Everyone within 10 feet af the book then takes 14 (46) force damage, or half that ona succesfal DC 12 Dexterity saving throw, which the reader makes with disadvantage The book is destroyed ifthe ranes goof. ‘The runes can be disabled by using displ magic on the book or wth a succesfal DC 15 Intelligence check. “The check involves carefully slicing out the page with cout adverts reading the runes. nd folding the page so the runes are no longer vise, Failure on this ‘heck indicates the eharacter read the runes without ‘ncaning to, settng them off Ifthe book is preserved, it contains the spell noted sn Thegger’ statistics. Italo halls notes an diagrams, inthe Thayan language. These notes desribe what ‘Thegger has been upto, fom organizing the gall to pticing necromaney and creating dread warriors ‘Te nates mention the possession of Flabnakin passing fncading Baazkais name but not his nate. They also speak of taking the undead tothe keep” by propery ‘sing the lodestone to stay on course 17. Cloakroom ‘Thissmall room has hooks and pegs ied tothe wal. few rags liter the floor This oom hols the rematnsof sores of hunting hess, mounted eas, ul, and smal lef which only fowl hang rom he walls wooden baka. her shes rae ot have been on the lor adil wih as and fas. Asta south eas dayrovard. Creatures Four gnols Ive bere, with vo guarding area 15 and two resting here at any one time. fa battle ccurs here, Neyerghu fiom area 20jolns a the start of the second round. ‘Stale: The stairway lends down to area 8, 20. Master's Room Thisroom contains a large writing desk near the mile and ‘acupboatd on the east wal. bed in the northwest corner hasbeen covered witha meszy heap of straw and furs Creature: Noyerghu a Thayan gnoll leader, guards the gnoll treasure hee ‘Treasure: Noyerghu carries a potion ofhealing. Under hished, chest contains an agate lancchoard set (200 gp). 23 gems (60 gp-cach),42 gp, and 392 sp. 21. Wine Cellar Bricks lin the walls hore. The western wall i covered in shelveson which stand afew dusty bottles. Countless other botiles have been shattered onthe ston floor. \ banded door on te eastern wallis slightly ajar, and a spiral staircase tothe south leads upward. ‘The stairway connects to area 3, 22. Flubnak’s Lair ‘Within the bridetined walls ofthis damp. square oom are three empty barrels and am uprurned chest. The roting turds aa rsty hoop eae broken bre re scat tered here and there onthe floor ‘To the south is a pl of urs and saw. Nexto thar isa small cask, a copper pot, and a metal bucket ie ‘Short halls open to the suth, east, and north, bey Creature: Flubnak, a gnoll trapper and former chief, and his two pet wolves live here. Baazka has possessed ubnak altering the gnoll so that he prefers tobe alone when not speaking to Noyerghu or Thegger Grynn, ‘Treasure: In the copper pot isa palrof ivory dice 6 gp). 6 gp. 1ep. 13 sp. and 35 ep. lay an glassvases. Similar contanersare rake on the shelves ad flor. To the west isa banded door covered in mod, door to this chamber is ajar and hangs free of one Ininge. Running water can be heard at the same time the door can be seen, Thc esera hal ofits camber ocape yee isn Geb eth ring wae “The basin is 2 feet deep. A 2-foot wide tunnel leads: from the south, and another goes out tothe north 25. Crypt Vestibule of cach crypt i finely chiscled marble deco the Phylund erest ofa wolf speared through A Phylund lord's name is earved on each one Phylund (26a), Urtos Phylund (268), and Urtos onthe hfesice stare ofa crouching beast. The tp ofthe ‘casket hasbeen removed ales on the floor nearby. ‘The casket opin aren 260 shattered. 27. Common Crypt rhis large crypt contains burial niches for wooden coffins. All the niches are empty, and a dozen or so coffins have been, pened and cst othe flo reed against the al Ee Six of the standing coffins contain unarmed skeletons, | which attack anyone other than Thegger Grynn, the _gnollsor the other undead inthis area. 28. Phylund Family Crypt Fie clone on sont ih Plan fama ees Inside this crypt are sx stone slabs. The walls ae led with empty burial niches. Creatures: Six skeletons are here, one cach lab They attack anyone other thon Thegger an. the gnolls. othe other undead in his area. ros 1). daughter (Reat) and the frst son of Urtos (Bartos), who died before coming of age. 29. Cleansing Chamber : ocelot dee ey ths chamber oppose uo sine bends nthe west wall On thebenhesarsera ly plats Boise. Secret Doors: A secret door (DC 15 Intelligence [Search] check to find) i built into each ofthe north: erm and southern walls. The triggering mechanism is locked (Deaterity DC 15 to open. Treasure: The secret alcove tothe north contains afine bronze bowl embellished with semiprecious Stones, rare pigments. and gold leaf (10 pounds, 100 gp). Images on it depict Tempus watching humans hunt Ing wolves, with several wolves impaled on spears. The bow still hols five pins (flasks) of holy water 30. Vault This chamber has walls hewn stone with shoes cut into them. A square tne pedestal stands in the outhwest corner ‘and aston table ests nea the east wal. Resting onthe table tare aback human seul abrasscone, anda erysal val A an biter smell hangs thea, ‘Trap: Roll initiative when anyone opens the door. Unless someone speaks the pass phrase (Hall Szass ‘Tam\"), which only Thegger Grynn knows, the skull fices two jets of flame (246 fire damage: DC 13 Dex terity save negates, one from each eye and each at a different target, on it initiative count, The skull fies {sro eye rays each round on its initiative until intrud ersleave, the pass phrase is spoken, or the skull is destroyed (AC 5; immune to cold fire, necrotic, poison, psychic all conditions: 15 hp. It fres rays for 10 rounds or Is destroyed, the skull turns to ash, Other- wise the magie within it resets after 1 hour, ‘Treasure: On the table isa brass incense burner shaped like an abstract toothed maw (25 gp). The vi potion of mind reading. 31. Tempus Shrine The flor of hs circular room ts pl into two sections by a Shallow depression fl of clear running water. On the cling all bas elf represent various hurts, fomta boar hut 0 sn wear hurt, At the southern end of the room, standing on 3 fot high stone pedestal isthe statue of «helmeted vwariornbttered plate mat The figure’ hand est onthe haftofancicadbaticare. Pedestal The perlesal geste twowathones sell athe pol Tempers Ingovorden dl Eee the psc bate Sar (DC 15 Inc gace Searle hn Meer Opeth ead vara St Inger it ear Pgh th Py eee 32. Malar Shrine ‘This square room has a central depression with ear water running int i. The was are rough hewn. Opposite tothe ‘entrance sa stone altar dark with old stains. ‘The altar has a basin in it, carved into the center of a bestial hand with long talons. Any character who succeeds on a DC 15 Intelligence (Religion) check re: ‘ognizes the symbol of Malar, a deity desicated to the savage aspects ofthe hunt. From the basin, a channel is carved from the altar into the floor leading tothe water that flows east to west. Stains on the altar are most prominent in and around the basin, as well asin the channel, Close inspection reveals they are bloodstains. Although Malar fs an evil deity, itis common for nom evil hunters such as the Phylunds to propitiate him, 33. Well Cave An underground stream traverses his cave, forming a lear poolin the northeastern section. A small hole has been carved fn thecellng above the poo. The remains of a bucket ona chain ar submerge in the pol below the hale 34. Low Cave ‘This natural cave as low cllng at about 5 fet. Te descends into a wide pol 35. Ancient Malar Shrine Crue figures representing humanoid hunting beats are painted n white on the cave walls this pungent chamber A Stalagnite in the western section Is roughly carved to resem bea crouching bestil ua with red musa. clawed hhandis emblazoned in reverse om a field of ed onthe fiqure’s chest. Behind the rude iol iva 10 foo wide, 5 foot high crew {ce filled with debris, The remains of several asi in various stages of decay about the chamber. Debris: The debrisin the crevice isa cave rat 1midden (a hivelike structure) Given the rat remains. someone who succeeds on a DC 10 Intelligence (Nature) check can identify the midden, (Creatures: The rats avoid the characters unless someone defies the idol. that happens, a dozen cave tals, ther bodies bulging and eves glowing red, pour from the midden and ight wot slain. painted al stort tre mt ‘The hemispherical stone sacreligan voto “Malar in old Common. < 37. Disposal Cave Ths cave contains the bones of various animal and human ids. A 3.foot wide hemispherical stone ts partly buried tn ‘middle of the room, ‘The hemispherical stone i ike the one in area 36. HARPSHIELD CASTLE Around bil rss fom the southeastern ip ofthe nate Tree eee ea ete eet eee eee thie wha dir tral elimbing ts southern slope andl Teena oemaa ae one of thes te trals one comes tothe ils bread topand ces he rlns that stand there They are he Festntss of Harpshick Ceteso named ore chet ace tte gest cease tons seine walls ‘With the exception of a cylindrical stone tower, only the castle’ franation walls remain, he storks leet the sot and pee contraction of dares but blltosopprt scan in man spl: Over le ieee orate eee the wood forticains that sod a these wale: ria ee eT a ao sie ees pete te Cae Eee eee {suction of nomad bani and monsters Mat ‘eee the rl served sa Wie? teeing 16% Ba ‘lege rtp of Gore noma hima hs CE ic about cade ogo. tas the Gurs OME ‘ode structures now onthe ste. Situation at the Castle ‘The ores who now occupy Herpshield Castle are a mised group from among three tribes ofthe Foon Hills-Fanged Moon, Gory Maul, and Jagged Seythe, Only fear of theie leader, the “pale ciel makes seh group possible. This leader is Wartsnak, an ore wight that Baazka possessed, Wartsnak broods in the dungeons. allowing Sezibul the Fanged Moon shaman and the only leader among the ores to survive Wartsnak’s brutal tse to power. to command day-(o-day events. Members ofthe Fanged “Moon tribe are camped at the castle while the Gory _ “Mauls and the Jagged Seythes have setup their tents, downhill from the ruins tions in the area, eee See ee from the duergarat Firehammer Hold, to which th lores send the few prisoners the tribes dont keep for sport. Although only afew of the ore warriors have ine ‘weapons and armor, almost all the orogs and the ore Teaders do. To anyone with an eye for such work, these armaments are clearly of dwarven make, Lesser ores here are likely o tell what they know under duress. The questions have to be specific, though. ‘The oes volunteer litle information freely. Reaching the Castle Characters can reach Harpshield Castle ona path that borders the ruins of Delimbiyean and the Floshin state, The forest almost encirles the castle bil. Ore Activity Gory Maul and Jagged Scythes hunt and despa the castle fll supplying all the ores here. Ther camps fare clusters of tents northeast Gory Maul) and south (Gagged Seythe) ofthe ease Each group keeps watch along the path nearest is camp. If characters approach ‘long sch a path four ore warrors attack the party, pening with ranged attacks then closing for mee. ‘Adesire for glory makes these orcs walikey to retest Guley enough o escape. I they do, they warn thelr amp rather than the castle Fifeen ores reside at each eamp. I these ores encounter the charactersand survive, the ore inthe Castle knew abou intetders within coupe hours, The ores inthe caste are then more alert. They keep a close twatch onthe castle environs for 24 hours alr the last reported contact with intrudes. Ifthe ores suspect thatthe party Is camped nearby aight, patrols five ors cach earch the area, Each time the characters have an encounter a nigh he orcs find the party’ camp and attack RITUAL COMBAT In addition to hunting partes, the orcs sometimes gther a dusk in area 1 to engage in ritual unarmed combat to settle disputes: During such gatherings Sezibul evokes Baghtru Son of Graumsh and orc ity (of strength, and oversees the rites. At this time, twenty ‘or more orcs might mingle in area 1. Once per tenday. these matches determine which tbe gets to live on the castle grounds with Sezbul, The Fanged Moor bas always triumphed in such games. © Hunting Gr the castle, hopleaee Wher the cia pvecaehaea Erongh ig they can ec he 10th ol wlan hc pre archer te igs ton the breach nth eran wall ote a tpparet ais tbe 4 otal northeast owe, iowa charecerrena iy he clang palluie te Gusbulk prac teat ke hacia wach ra whe Codon egy ben ey eat ti ats pal arose trae L uey thous be peel se ed fea Me cee ares eal rage theores nthe efaryard swell abit, the grein eke Marea dle ial aoc ace nee ya ca coe Guards ‘The castle is poorly defended, Sezibal isa mystic, not a warlord. He relies on smal patrols, as described in later sections, as well asthe watehersin area 12 Treasure Each ore that has no other treasure has coins and simple jewelry worth 248 gp, Castle Locations ‘The foundation walls are 10 fest high and thick, but they are rough and ea5yo climb. Aboveground wooden structures have 10-othigh clings and functional ‘wonder doors and shutered windows, The dungeons also have 10-oot high clings. Dungeon doors are tmade of enforced wood. Allareas not subject day: Hightare unlit unless otherwise noted 1. Harpshield Arch Therising patho Hapoel Cat eae under ager é stone ee hat comers fe fundatons of rca ae wlth bse of «detached tower tthe oth The hystee {fear dona heal ofan titled art A rfel wcodn rachel eee ‘lor so the ome fe rch Nee earl Stable portion ofthe foundation wal has layed, leaving a gappartaly obstructed by aheap ofr. Two ores lazy watch this entrance from area 12. They shoot arrows from windows at any non-ores spotted approaching the castle, Combat here quickly alerts all | Gate: Ores made a crude wooden gate to keep beasts = ou wooden bot hots the gate shut. The gates il “elo force open (Stength DC 15), bat the bolts easy Greatures: Two ores patrol area 3 every Hiften min | ses Theyheepaneye nthe gate and go peach np G@rea5) to look over the wall, The orc sentry at area 9 an see anyone entering the gate 3. Castle Courtyard e “The ire here iit at night and smokers throughout the day. At night, provides bright ight for 30 feet nd dim ight for 30 more although the tents block he light in some places. Once paved in stone th cast courtyards nw overgrown A chister of crude hide tes stand around a ies the suthwester par. In che middle net 00 stone wel, a standard depiting an upturned crescent by wo slashes hag fiom ple oped with lA crude wooden hall stands east the rot hf the curtain wall A-40 fot igh tower sands in at other wooden buildng stn twa the “ast of he ela gap the foundation wallleads to has of what wa once large etangula tower “Shelter the fifteen ore warsiors that liv in the caste. Normally five rest inthe tents, ive idle in area 10, one “Ison sentry duty in area 9, evo keep watch in area 12, ‘and two patrol the curtain wall (areas 3 and 5). "Development: Ifthe ores come under attack here, ~ ores dispersed to other areas join the bate in 1a | rounds (el foreach group)-The ogre in area 4 joins the fight in a similar amount of ime Sezbul joins combat from area 16 in 3 rounds ‘Well: The well has a 3-fottall stone wall around and a bucket on a50-fot chain near it The 7-footwide © shait drops 35 fet to the water through area 24 ~ 4, Lutha’s Pen “Almost completely enclosed bythe foundation wall, this space ‘might once have been the hase ofa raat tower An enormous hg of rusted ron or tel juts Jom the eastern wall, Under ren he was younger, Sezibul found a 2 female ogee whose head injury had rendered Title smarter than a beast She became Seaibul's ‘sand he named her Lutha, Between rity DCIS she's pre ‘vented from wandering off, Lutha spends most of her time asleep, and the rest of eating or watching the bres at the camp in area 3. She has club, and she ean pick up fallen masonry wo throw: IF Luthais desperate, she ean break free ifshe sue: ceeds on two DC 20 Strength checks, pulling hee chain and its anchoring ring out of the wall Ifshe does. she 8a weapon (as herelub, but with anattack deals target 14 oF more damage, the target falls prone) Obstructed Trapdoor: The opening for a trapdoor in the southwest corner has been obstructed fom below with apile of masonry I would take one person 4 hoursto uncover the stalrwayto area 27 5. Stone Ramps Aeter reet tetas eftereerea cet ‘ramp migitt have been for posts for wooden structures, The two-ore patrol from area 3 might be found on one ofthe ramps. 6. Old Latrine This smelly dirty wooden shack has several bloody hand prints onthe door and the outer wall Set in the flor isa grid of wooden bars over area 22, whieh is 10 fet below. The ged is caked with fh. Ie can be pulled apart (Strength DC 15) or destroyed (AC 5:immune to poison, psychic, forced movement, all conditions 35 hp). 7. Lift Trap Avooden shack with an wnsually Tage dor juts ou the rain ding near the fendation wal Kes dor leans pe tnd paral unhinged esd irae. ‘This room contains a crude wooden platform that was ‘once moved to or from area 17 with a block and-tackle ‘mechanism. The lft no longer works. and the ores have ged the platform to collapse (DC 10 Intelligence [Search] to detec) If 100 or more pounds s placed on the platform, it collapses, Those on the platform then take 17 Gd6 bludgeoning damage) from falling 20 feet ‘onto Jagged rubble the ores have plled in the area. 8. Entry Hall Tb roe mio athe fe ols ona ack of firewood in the northeast corner. On the wooden walls, ‘among other obscene and. conser am are He ain of parr a Bloody ‘Thewooden walls ofthis room. ct into the west and south walls ‘An ore from area 3is on guard duty here, keeping watch on area 2 through the arrow loops. 10. Common Room ‘The fireplace here contains a small fire 50 percent of the time during the day and always at night. Then it provides bright light for 30 feet and dim light through: ‘out the room. This room contains a huge stone fireplace, twolong tables, _scveral stools, and two sets of shelves. pig carcasses half eaten on on of the ables. Bones, bit of rotten food, and other ‘lebrs liters thehallThe stench of rote pervasive. Creatures: Five orcs from area 3 prepare food, et, and amuse themselves here. “Trapdoor: In the southeastern comer isa trapdoor that opens onto a stairway that leads down to area 17, 11, Arming Room ‘This roo contains table several tos aa weapon rack ‘Wooden tarsal up toa door on the souher wal. The rack holds a halberd, two short swords, along sword, and a flail 12. Arch Guard Hall This clongated wooden room cantains a couple stool. thas windawson the west and east walls, and a replace tthe northeast. The southern wal has a wooden door tn Creatures: Two orcs fom area 3 stay here to lazily keep an cye on both sides ofthe arch. ‘Development: Zikosh fiom area 13 joins a fight here in 1d4 rounds. He might even drive some pigs into this chamber to throw enemies off balance. 13. Pigsty ‘This whole place reeks ofl and rot. rudely lags part ton the southern section of this roofless area into several pig pens. In the northern part ofthe room are a watering rough fd wo mangers A large water bre stands nthe nor st commer In the centro the northern wall short light of ‘wooden stir axcendsta woe dove. Inthe northwestern comer an.arow st os out on the path the castle gates Zukosh, a normal orog, waiches over eleven pigs here. If hae thinks intruders are coming, he crouches behind the water barrel and ambushes them. The pigs do not fight, but might become obstacles. ‘The containers here hold wild potatoes, chest ‘cured pork, sausages, blood puddings and afew cured and spiced grick tentacles, The larger barrels contain ‘watered beer, while smaller casks hold watered whi or wine. 15. Lower Tower ‘The banded wooden door is always locked (Strength DC 20 to break: Dexterity DC 20 to pik the lock). This area has central pillar with a bara near it. A crear wooden staircase leads 20 fet upto another floor made of woo! mounted on masive ake beans Creature: Two orogs guard this area. Ifbattle breaks ‘out here, Sezibul joins the fight 1d roands later from the stairway. See area 16. Barrel: The barrel contains water Trapdoor: Northeast of the central pillars trap door that opens toa ladder leading down the northern wal of area 18, 16. Upper Tower This chamber asa conical shape eto the tower roof Six windows open nthe ter wall athoghal re covered wih enter curtains Purihings include astra bed a table. a chat asl bare anda large wooden binlcge on arta Creatures Sel es ere Ath art af ih he blows signal whistle. Development: Sevibals whistle rouses Latha in arca 4, who belles and moves to the tower door in area 15. he opens itor ts stil locke tres to batter itopen. Her actions alert the ore in and around area 5. Latha cant fino the tower, but 144 —1 ores (sin ‘mum 0) arive cach round through the open tower door! = titi ll the ores inthe upper rains have come to fight. Tnreponse toa ghthereorSesbuls wile one orog from area 17 comes through the trapdoor into area 15 in 1d rounds. The other orog there peeks through 2 3 the trapdoot.then goes to warn Wartsnak (rea 20. Faced with the possibilty of death, Sezibul flees by jumping out the window ove the tower door. He lands ‘on Latha ifshe' there, taking no damage. Otherwise, he falls 20 fet. BarrelThe sl bel ll conta? gallons of strong biter beer. parts. On a wooden trencher le twa pieces of +fst-szed blue-green eggshell (a grick’). A silver crusted with amethysts (150 gp) stands next to rencher Br Seta rave ter (5g) acabey on which he has keys tthe pantry (rea 1) the F door (rea 15) the tower basement area 18), and ht collar He also has a key tothe chest in area 26, 17. Barracks Ae is always litin the replace here so the orogs can | cook and provide embers to Wartsnak, who demands Gin light throughout the room SSE er ples rapport che eting of igre bere Many sn bd cnered wth woolen rigs ond hes re Iaiaong the walls The southern wal has age fea. tg rope ge ae ae Pe nD ect e clact lea teat eas oe wea Hubble hs been pled hte 18 ‘Tower Basement ded wooden door is always locked (Strength Mo breaks Desterty DC 20 tock eo re oom has central plas aroun whichisa bose ofrope ATaddr leads toa rapdeor nthe cing ofthe orteastern corner calle constructed of wooden bars, Each cll contains filthy ples of straw and a wooden bucket. Thecell are open, chains and padlocks hanging loosely from the bars. Inthe northern ellis he pal corpse ofa human, whose ruse nee and stamed clothes contrat with his serene expresionn death. Creature: Wartsnak strangled Alven Gissen, who is now a zombie. It attacks anyone in or near the cel, Development: Ifcombat occurs here, the zombies in round. Wartsnak arrives fom “Treasure: Aken wearsa bras and scr symbol of that Le Sinbright gov him and Wart esto clos lft cordor andthe gic tunnels In themida ofthe aster wal of thisoom sa makes throne of stones, bones, severed heads, an sls Tw ron bnaciers lof smoldering coal stan in the corners flanking the throne. Creatures: Possessed by Baazka, Wartsnak broods on the throne while holding the Delimbir Bloke. He looks like a mighty albino orc, although his glowing red eyes betray his unnatural nature. The “pale chief pre- fers to stay undexground to confront enemies. ‘Treasire: Wartsnak has the Delimbig Bloke He also wears a gold tore (250 gp), and his battleaxe appears nev, bearing the Flaming maul seal of Fire hammer Hold. 21. Abandoned Storage This rom contains arg wooden crates, mostly open or broken and empry Creatures: Four zombies, the remalns ofthe human treasure-hunters who came here recently, ie hidden among the crates. Secret Door: A pivoting slab of stone, 5 fect om each slide and 6 inches thick, can be opened in the wall 5 fet above the floor. character who succeeds on a DC 15 Intelligence (Search) check while investigating the oom can spot the doors seam, The secret door leads to tunnel, Atthe other end, {85 feet above the floor of area 33. 22. Isolation Cell This reking cll has. depres flor and iti fullof ting sete adi ‘The floor is 3 feet below the hall. Inside partially eov cred by mud and filth isthe body of an elf who was tortured to death, 23. Grick Trap A makeshift but sturdy looking barrie of lags locks the cor rao Two narrow windows lee te bare. Creature: The first time the characters approach this area the corridor is empty. The second time they come here, a grickis in the isolated corridor. I attacked from the oppesite side of a barrier the grck tiesto get at its attackers foe 2 rounds, then retreats. Barriers: The ors placed two 4-foot thik log bar “The passageway beyond the yellow-green ichor and dark blood, as wel s att arrows and a few broken spears. Grick Tunnels: Two 4-foot-wide circular passages ‘open in the south wall near the floor. 24. Well Passage Daring daylight hours, the closed double doors here let inaltilelightaround thei seams. The wel area self is full ofbrigh ight in thiscase. ‘A shaft hasbeen carved into the floor here ‘The well passage is open, the shaft dropping 15 feet 10 the water Inthe ceiling the well shaft goes to thes: face 13 feet above, counting the well wall in area 3, The wal is slippery, so t's not easy to climb (DC 10 Strength {Athletics} upto or down from area 3, 25. Abandoned Tavern This room contains the reas of tables and chairs, shelves, crates, empty battles, an small hegs. A banded wooden door stands closed in each wall “Three once-human zombies stand in place until anon: ore enters the area, Then they attack. 26. Ore Treasure Room ‘This chamber holds large fo chest and seven cass. The area smells of ber, asks: Each cask contains 5 gallons of strong, biter ber and bears stylized flaming maul branded on ts side, the symbol of Freharnmer Hol Chest: The chests locked (Dexterity DC 15 to pick the lock. teontans a pouch with 35 gp. sack with 205 sp. a wonden coffer with 12 gems (25 gp cach) and jet statuette of female ore with enormous claws on her hands (he ore goddess Lthic, 150 gp. ‘Also incde sarge roll of new parchment. The sheet isa map ofthe Daggerford region, originally eyed in Common. FilarionFivendorson can identity thismap, which he helped the treasure seckers prepare. In Oreish using Dwarven runs, territory onthe map Ismarked asa“new domain’ (sland tobe given to the cre afer the Red Wlaards come power) The area Inches all the land between the Ardeep Forest and the Forlorn Hills, including the House of Stone a for tres. loodgate Keep is noted much ike Harpshield is itscemsto bean important but unnamed site fr future orc holdings. ‘The floor of hs room Uitered with wooden wre varius broken crates piles and het spider he of ado crouches inthe dst nar he northern wll Aste strete aeondsto ape of ruben the owe corner thesouthern wal sa fotvide crear tama Creatures: grick siding on the stars near the rubble when the characters arrive ‘Rubble: At the top ofthe stairs sa pile of masoney that obstructs an pen trapdoor into area t would take one person 4 hours remove all he rubble and create an exit Secret Door: Hiden in the eastern wall isa narrow secret door (DC 15 Intelligence [Search] find that leads toa tunnel 5 fet wide and 8 fet tl ‘Spider: The spider" is actualy the desiccated exo. sheleton of amonstrous specimen. 28. Grick Burrows Thissmal chamber hasbeen excavated in stony earth Ithas multpecirclar tunnels exiting from it, The floors itered with masonry, gravel, and loose de, (Creatures: Each time the characters spend more than few moments in 28a and 28, there Is 250 per: cent chance that agrick squeezes through one of the hidden tunnels ad attacks, Exit Tunnels: The westernmost tunnel out of area 28ais 5 feet wide and eventually reaches the grick hole ‘on the surface. The easternmost tunnel out of area 28b {s similar, but it leads to atea 29, $ Ground Tunnels: Hidden under the debris in each cave is a smaller tunnel, 2 to 3 feet wide, that leads downward, These tunnels lead tothe Underdark, and possibly toa larger grick lair. 29. Grick Hatchery Aap of masonry rubble fils the sou half ofthis large burrows. Larger pieces of masonry lin other prt of he room. Rainwater lering rom above keeps this area damp, fd a Banket of dimly glowing elow-green mold covers partsofthe flor Armong the furry fugu are several oblong Hue geen eggsthe sie ofa humanist. Creatures: Three gricks guard the hatchery If anyone takes or destroys an egg all the gricks focus their attacks on that creature. Development: anyone takes an egg from this area, five gricks emerge from the ground tunnel in 1 The remaining gricks, instinctively seeking the threat to their nes, fan out o attack non- 30. Grick Burrow | This small chamber has been excavated i tony’ earth A cir lar uncles each ofthe east and wes walls 31. Empty Room ‘Thissmall rom seems empty except for a pleco fallen masonry inthe northwestern corer. The ar ees stale 32. Dead Portal ‘This room contains two tll bookcases onthe east walla table rear the north lla brome Brasies a he four comers, Inthe mile ofthe south walls an arc tha opens nto val f he walls ofthis room are dressed white stone al contain _scveral empty niches. stairway near the mid ofthe north ‘wall choked with rabble. Another passage leads north at the | west end ofthe room, Fier cats ep cena andfullefetnn nda Ao ete da a el nee Secret Door: In the northeastern comer isa swivel: {ng stone slab hielden inthe wall (DC 15 Intelligence ___ [Search] to find, Itopens into area 35, ‘Treasure: The chest holds 230 sp and 790 cp.'The "decanter (25 gp) contains four doses of potion of poison. labeled as potion of healing. 35. Old Treasure Room 700m contains 99 sll chess, ve display tans, ‘nee ge ay urs anda bench on wich tsa gid, ie state facut ‘The al tae anes corn mage vith a detect magic spell. ft ‘magically releasing a see "gpeachy 1,100 gp tal). nd ‘hain mail another bods a =1 warhammer and the hid ‘holds a spellguard shield. All the urns are old Kingdom of “Man arwwork 10 pounds each: 100 gp each, although Duke Maldwyn will pay up to twice tha FIREHAMMER HoLp Since ancient times, rchammer Hold hasbeen 2 empe fortress dediaed( ela Brighase, a ieee pcs papel ed ne de ieee tee eee te reece faut ataained conaol ofthe hold up wl ee months ag, wen the Tyan plan to capture the fed bean to unl Through Batzk, the Red Wizards made a pact petits letters center Tem pee eae eee eee taking over its forges to manufacture armaments for Thayan forces. With the help of elemental creatures the Red Wiards summoned. te gray dwarves opened & pasage othe hol rom the Underdark and attached teers eee reer Pectin Neees ties eel ree eee cllly haba, have supplied the gay dares with prisoners captured inte arousing lands Dueigar Fathi fre tee slaves to work athe bli mie, [Ales pert falar option hated aero in Prchamimer Hold otis cn Situation at the Hold “Te duergar have been making arms for Thay forse eral tendays now, and aeyee of labor has recently ben competed and the arms shipped. Now the daexgar have turned their atetion fo mining more ore under the hold for another round ofsmithing, Theyre working qc, ith ithe regard for theie slaves, anticipating tore prisoners fom raids inthe are ‘Nalifarn alo pushes hie clan to refit Flreharomer old asa permanent caergar dveling, His followers, have hegun converting the religous icons a these In communion with (athe than possessed by) Baazka by ‘means ofis endish heritage, Nalifar has also started totap the power ofthe Nine Hell to ald the durgar Given a chance this diabolical power can only grow ‘Duecrga here ate a support and supply force for the Thayans The gay dwarves do not venture ott of the hold to deliver ther goods, Instead, a contingent of Thayan gnoll, sometimes with an attendant Red Wizard, comes tothe bold to gather supplies and red ht the One nck plored eh aati Reaching the Hold Approaching Firehummer Hold requires travel along the Tron Road, From the fron Road gravel path climbs toro thousand feet along the wall of valle, The hold’ entrance opens where the gravel path runs near the top of an escarpment, which overlooks a wooded area and an abandoned logging thorp. Around the hold are sign of tense logging activy. During the day. ravens and buzzards cle the mass grave, soa observer knows something dead isn that area Statue of Vergadain ‘Along the gravel path west ofthe hold ia 10-oottll satue of Vergadain the dwarven god ofluck and mer Canta, Kis erected where the maln path crosses a secondary path leading oa loggers thorp, The statue depicts the dey pointing oh right (up the hill) with abroad stile holding coun (his holy slo) in is Jefthand. Any character who succeeds on a DC 10 Invelligence (Religion) check recognize the statue as YVergalain “the Laughing Dwar (dwarves know this factantomatical). ‘alle to the statue's chest san ron shield that has a broken crossbow bok painted in ed on Any char. acter who succeeds on 8 DC 20 Intelligence Religion) heck recognizes the symbal as that of Laduguer, the {grim dei ofthe duergar warves have advantage on thischeeh.A phrase in Dwarvish onthe pedestal, just Ilo a shallow basin fll of alge filled rainwater. reads, "Go west Bull wealth ‘ergadan rewazds cleverness and enterprise. The frst tme a character pus gold pce inthe bain that character guns Vergaali’s blessing For the next hou, the character has the benefit of Bes spell the characters pull the symbol of Ladugueroff the tate (few minutes’ work wth the right tools or immediately with a succesful DC 15 Strength chec, the statue's eyes lash and gle laughter erupts from Ae Rainwater the basin which refills empty, shim nets and iscleansed af algae, becoming as many doses potion of hang as there are characters preset. Loggers’ Thorp ‘Acharacter who ean track ses the gravel path tothe ald loggers thorp shows recent trafic mosty hua tds on foot, Bulldingsn the thor ae sturdy stone Structures tha lst ther thatched roofs long ago. ‘Nothing of value remains, but smal logging path Jeads fom the thorp n lop through the nearby ‘woodlands, Someone wo can tack sees tha sal pr ave wsed the trail recendy. ‘caring where a 50 foot long, 10fot wd ben gta depth of feet and covered with sol for half ts length Sel ible nthe tion area hal-doen human corpses sme de {Inelgence [Nature] DC 15 te discern the sig ap eled eting ed glee TA dead el ieee down fre alana ee ata ‘Theyre laden with 144 corps aves that dled that deg wlitigeireete fechas eed who atac have advantage on attack lls agains the dlergar until they drop the corpses Every ew day pup of elt dacrpar comesta cover the Bost ae euiviiliegerny tiem pave eenere distracted enough that attempts to sneak up on them: ae made with advantage While the grave details ou ofthe mine, the gate at tet 13 ope tall bch aire Foc hat ara a feet reat eee tee et Eta cece arte ncaa pets parti eee eerie amiss, they find thelr comrades slain or missing, or the sore falls to return the hold goes on alert, ‘Any durgar warrior defeated outside the hod should be subtracted fon the ttl mumbe ving in ra Hold Locations serene ee etree tere pats eee eternal eee the ceilings ae 15 fet igh, akhough higher clings ae common in arge chambers. Wallsare lined wih Smooth, well ined sone. Inner doors are mad of Neel reinforced wood are maintained well and are Casi opened. Scere doors ae panels of sone, pe fectly concealed in the masonry (Intelligence [Search} 1DC 20 detec and open smoothly once cated. The ting areas ae roughly hewn: especialy the moat recent onc and have eli p 1S ee Guards Guards keep strict watch on several sections ofthe hk, nl duergar come to the aid of thei fellows, the diergarare winning a battle the attempt subdueas ‘many characters as they can. Captured characters are stripped, tortured, imprisoned in area 20, nd putto work in the mine. Treasure Each ducrgar without predetermined treasure has per is 3 iP H aoe Anaiene Sarat nee be ae 7 ‘ As r a 5 : we El é : f 2 i f F saa a vA ; s we he, % : “4 bs 46 ‘ Wy sak oki AL2ootal 10 fo west «smooth stone wallformsan entrance that pes almes direction te gravel road Inocker ofstone safe to the center of each door 4 feet off the ground, Two 9:fot al bas elif of stern dwarf warriors with ll helms, braided beards, and axes have ben carved on the rock walla both sides ofthe entrance, Above the door is the stylized symbol of Mazing maul. Gate: The stone doors ofthe gate are immensely heavy, but are designed to turn smoothly on pivot Jhinges. It is bolted shut, and opening itrequitesa siege scale attack or aod spell Knockers: Ifthe charaeters use the knockers, the sound echoes deeply inthe halls beyond the gate. No fone responds. Inner Hall: The hall beyond the stone doors has a 10-foot high celing supported by four pillars. Six large stone basins along the west and east wall collect ray water from a drainage system in the ceiling 2. Hostel Entrance Ava structurejutsou from the natal ciface. On she southeastern comer isa 7Sootsalleaving offal arf Leong ona shel emblazoned with two ntrocked rings ‘The outer door ismadeof stone, the stylized symbol of ablaz sng mau carved i elon it wooden plaguenesto the dor-engraveln Doar, Eis, and Conmon-reus, "Wlcome. Hest easy unt audience granted” Entry Door: The door opens easily. The Inner bolt has been removed, which is obvious to anyone who ‘examines the door. Living Room: Beyond the entrance, the living room ofthe hostel has wood-pancled walls, a fireplace, a fine table with stools, and a well-worn earpet on the floor. 3. Southern Bedroom ‘This room has wood paneled walls, andi is furnished with ‘vo bunk bed an four small chests. ‘A search ofthe room, along with a successful DC 15 Intelligence (Search) check, reveals an inscription crudely carved on the wood of one of the bunk beds. ‘The writing (in Common) reads,"Were doomed!" The Inscription was carved recently. Intelligence a check to cae (DC 20 Intelligence [Search] check loot cat poeta frat her sulle aman secret passage. The duergar blocked the door with a stone wedge from inside the passage (Strength DC 20 to force it open from area 4) Development: Fach day at dusk and dawn, four ‘duergar warriors come tothe peephole to see anyone for anything is inside the hostel If they ee no one in area, they reconnoter the whole hostel, then leave ‘again through the secret passage. Ife ducrgar suspect someone fs snooping around the hold, the same patrol comes bat tres to draw intruders ito area 2 or 4. Another for daergar war tors come from the main gate tothe hostel entrance, ‘They move into the hostel to outflank enemies, overwhelmed, the warriors engage ina fighting retreat tarea 5. I they are defeated. remove those that fall fom among the dergar in area 12, 5. Guardroom Inthis room, asmal fein on caster fireplace tlluinates ‘table with four tal. Two empty weapon racks flank a banded wooden door tothe west. Archways open tothe north ‘and south, the southern ne athe base of a stairway. “Two duergar warriors are here at all times. They engage Ina fighting retreat o area 10 while raising an alarm, 6. Armory ‘The door athis room ilocked (StrengthDC 2010 break, Dexteriy DC 20 o plekthe lock). Inside his room are wo large weapon racks an four large sone basins holding ammunition, Creatures: cave lizard is confined here to watch | cover the weapons. The lizard attacks any creature that ‘snot a duerger, ‘Treasure: The weapon racks hold 9 spears, 5 maces, 7 shields, 4 heavy crossbows, and 6 battleaxes. Three basins contain 200 crossbow bolts each, and the fourth holds 350 sling bullets, are pillars. 810 fot all statue ofan armored female a greatsword wreaed in two spiral of flame ‘imarecess nthe northern wall. The southwest and “suteast comers contain stools and benches armanged before ‘wo frelacs, Halls ext the room tothe northwest south, “rad west The eastern wall instead has narrow 3:fottal et starting 3 ft off the flor. Arrow Loops: The niches are actully arrow loops "from the guard post t area 12. Any character who 10 eet ofthe loops realizes this fet Greatures: Duergar wareots in area 12b can see “ino this shrine trough the arrow loops. Warriors in "area 12a ean see the tapped erekor at the base ofthe “northern stats leading ou of this rom Signs of Battle: A successful DC 15 Intelligence (Search) check, a sucessful DC 20 Wisdom Pereep tion) check, or careful examination of the area reveals ble signs (boodstans, chipped furniture, notched ‘The statue i of Hala Brightaxe, Lady of dvvarfdemigod of heroic batle. A character ceeds on DC 15 Intelligence (History check ‘was dain over a century ago a dwar'sue- ‘on this check automatiealls), Ona Suecessful DC Tintelligence (History or Religion) check, a character nos that Hela was actively worshiped herein Fee- old (dwarves have advantage on this check). Someone who pays respect to Hala atthe shrine feels an intuitive desire to bring a token of defeated such asthe banner of Laduguerin area 11,10 “the shrine as proof of righteous batle against the holds ‘any'character does so, the whole party hears a female voice shouting abate cry in Dovarvsh, ‘ifthe banner was brought, burs up in twin coll of flame) The statue's eyes flash, and each characteris | affected by an aid spell. Further, in the next battle the party fights against the ducngat abs spel affects cach character untl the batle ends ‘Trap: The corridor that eas from the shrine to area 18 js trapped with large pressure plate that act " vates when more than 100 pounds is placed on it (DC 15 Ineligence |Search] to find: DC 15 Dexterity to disarm). I the trap activates, an iron portellis fll either end ofthe tripped area (DX 20 Strength to lif) ny dvergar that wants to use this passageway call out ‘othe guards in area 12a, who disarm the trap with the veri that room, 9. Hallway of Dragons : Stone double doors that allow ces oth pase are armed wih sees of darcsin bl with various foes The lives su val er decal i oraat bras tochsconces onde eae fare leh dpict dwarves fighting dragons. 10. Drinking Hall Tw rows of our quae plas support the 30 fot high ce ingin this chamber. 10 footie ef of an ancient dvanf ‘king, carved into a disk of azure slate, adorns the east wall been wo fireplaces with mantescovered in shiny Brass aes. The wall are decorated wth as res depicting festing and carousing dvarves. A massive stone table wih Tigh backed har fl thespacebrwern the rows of pars. The western double dors anda door te he south ar the roontsonlexs Alchemist’s Fire Traps: Small windows and pipes center the room from areas 12h and 12d. A character within 10 feet of sich a pipe can see its brass opening as well asthe small square window above it. Otherwise, ‘acharacter must sueceed on a DC 15 Wisdom (Pereep- tdon) or Intelligence (Search) check to notice the pipes and windows as something distinct from the norinal wal carvings ‘Duergar in areas 12b and 12d can activate bellows there to launch a 10-foot wide line of fire up to 50 feet. creature inthe area must make a DC 11 Dexterity saving throw. On a failure the fire deals 7 (246) fire damage, and 1d fire damage atthe start ofeach of an affected creature's tarns until it uses its action to make ‘DC 11 Dexterity check to extinguish the Flames. Suc: ‘esson the saving throw indicates the creature takes ‘only half damage and no further damage. Fach bellows thas enough fue! for only one attack. Creatures: After the daergar in areas 12 and 12d activate the fire traps they scal the window with a brass plate. Those duerger and any ducrgar in 1c then prepare fr intruders to come through the sceret door. ‘The duergarin area 11 hide, They ambush intruders in area 11 or fallow the party through the seeret door if the characters go that way without exploring area L1- Secret Door: The stone secret door has a narrows window ini ike those ofthe traps, Someone who shines light on the door can see that the window passes through the wall here. The door is still hidden inthe yell carvings very well requiring a succesful DC 15 The alls ft roo are cover fing ancien dwarf Rings and quens. Ano throne of azure stone tands nthe mid fd Ae has Been tina replace with ars pated mame inthe middle of the south wll. ite sild shaped Black Base showing a broken crossbow bitin re hangs rom he ‘mantle, Four bells are prea before he replace, and sive boy itso the lor nea them holding down several toledo Creatures: Two dure pests nd wo dre warrlors can be found here at any given tine, planning eee a HED incor to ec roand the worship of Ladiguer. Although the dergar deity was supposedly slain over a centr ago, he has begun speaking to is people once again. “Treasure: One of he press has ake area 6 ‘The iver bowl (25 gp) is ofdwarven make. I eantalns sever gems (10 gp each) aswell as numerous human crhallling molars, Nea it are three ink pots, several «ql, and chunk of eal “The sroll contains diagrams and plans fr altering the hol, including removing the statue of Haca from tea 7. Those who can read Duvarvish learn about the poreulistrap near area 7 aswell sits operation from sea 128, from these plans 12. Barracks Posts ‘This octagonal chamber contains a feplace, around table with stools, ands bunk beds. Thre narrow windows perce cone wal, 1a and 12c: These rooms also contain k winches connected to chains o operate the nearby portcullis traps. In 12a, the lever can be used to drop, the portcullises near area 7,and the winch can lift the same. second lever locks or unlocks the traps pres sure plate (currentiy unlocked), The winch and first lever in area 12c are nonfunctional because the trap, fs damaged, The second lever in 12c can still lock or unlock the traps preseure plate (currently unlocked), 12b and 124: Each of these rooms hasa 5-foot- tall bellows apparatus fixed to one ofthe walls outh ‘narea 12b and west in area 124). Each apparatus is below a small square window with a losable brass plate attached to it with hinges. brass pipe leads from each apparatus into the wall underneath the window. “These apparatuses are the source of the alchemists fire trapsin area 10. ‘Arrow Loops: The windows are arrow loops, From area 12a, the rapped corridor near area 7 can be ‘observed, while 12b§ loops look into area 7 itself. Area 12c loops look into area 16 toward the corridor to area 15, The loops in area 12d allow a view of area 17. three warriors aren each post at isaslep. Fewer ducrgar might be heed terscatierinuhe advemtune.° 5 8? Secret Doon The oe beige 12d asa narrow passage leading ta scretd {his ade the secret doors obvious, because the have placed several stone wedges to inhibit entry fern area 16. When duergr frm area 15 need to ete: ot Call through the aro loops to the dengan ares I2e iaflara ieee erate eee aso ecto es ree set ofthe uel forthe trap issn the apparatuses Each apparatus has a siphoning device attached, which an be ue to extract the alchemists fire int other contains but doing so requires succesful DC 15 Desert chek foreach pnt xtc On a alae by Sor mote, or ithe fuels exposed oat for more than a moment, the trap ignites, dealing damage ike the tap itarea 10, but in a5 foo radius around the appara Upto our pints ofalchemis fre ean be extracted from each 13. Side Entrance ‘This oom conta singe chair near the entrance and an immense tad of died rewood lang the souther wll 14. Charcoal Storage Large stone basins fll of charcoal lin the northern part of this toom. 15. Guardroom This room contbns arable with fur stools, replace tn ‘he south wal flanked by two weapon acs, and a couple of bracers inthe northwest and northeast corner (Ceostive: Tro doce rerio aa an eo (lecair ee ey Siem ieres 2 Damaged Portcullises: The palrdfportculss between areas 15 and 16 were dropped during the doergarivaso, Both have asta section ed tnd based say hes nia spl and barnes DE HD etligec Arar odlerrn) nal Cage mesreie ater ‘The mekingproces damaged the mechanism andthe dloeipar have ytto ix The pressure pate between at the pores ce (alerts been ced in 126) ten be ted ded dared lit tio Eatin aa

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