100%(1)100% found this document useful (1 vote) 1K views104 pagesScourge of The Sword Coast
Scénario en VO pour D&D 3-4 ou 5e
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Jon Schindehette
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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
oresmore 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 stIsteval 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 adventurepen
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 Tavernpra 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 hismoveinn 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
4ome
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 speakng 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 disposablea1 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 (oaeae
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 eralothe 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 bcities 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 contitonAfshe 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 which2d 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 PingsBm
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 knich 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 cersopeEach 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 ontral 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 ruinstions 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 1The 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 ehaati
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 peris
3
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Wy sak okiAL2ootal 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 15The 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