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Eye on Cormyr
Issue #4
by ON THE COVER
JEREMY E. GRENEMYER

COMMONPLACE PUBLISHING
A good game starts with a good story.
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Designed using The Homebrewery
#CormyrStories Drarra Blackrune, leader of the Company of the Bottled
Fiend. For more about the adventures of the Bottled
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Fiend, see Eye on Cormyr #1.
Forgotten Realms, the dragon ampersand, Player’s
Handbook, Monster Manual, Dungeon Master’s Guide, D&D
Adventurers League, all other Wizards of the Coast product "When The Dragon Flies" by Jeremy E. Grenemyer; some
names, and their respective logos are trademarks of Wizards page backgrounds, maps, Thorass tracings by Jeremy E.
of the Coast in the USA and other countries. All characters Grenemyer; © Jeremy E. Grenemyer. "Map of West-Central
and their distinctive likenesses are property of Wizards of the Cormyr" by Ross Cody. Artwork © Jeremy E. Grenemyer.
Coast. This material is protected under the copyright laws of
the United States of America. Any reproduction or Some page backgrounds by Darrin G. Scott (inspired by
unauthorized use of the material or artwork contained herein Dungeons & Dragons products). Icons by Nathanaël Roux;
is prohibited without the express written permission of www.barkalotdesigns.com. Adventure maps courtesy of
Wizards of the Coast. Dyson Logos Commercial Maps. Some treasure parcels
inspired by Treasures & Trinkets for Tier 1 Adventures by
©2019 Wizards of the Coast LLC, PO Box 707, Renton, WA Troy Taylor. Some art and page backgrounds by Publisher’s
98057-0707, USA. Manufactured by Hasbro SA, Rue Emile- Choice Quality Stock Art © Rick Hershey / Fat Goblin
Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Games.
Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex,
UB11 1ET, UK. All other artwork and images by Adobe Stock. Used under
license: © ad_hominem, © artyme, © captblack76,
This work contains material that is copyright Wizards of the DutchScenery, © Effect of Darkness, © Elena Abramova, ©
Coast and/or other authors. Such material is used with jan stopka, © Mikesilent, © okalinichenko, © oldstores, ©
permission under the Community Content Agreement for papi8888, © utah778, © Warpedgalerie, © Zdenek Sasek.
Dungeon Masters Guild.
All other original material in this work is © 2015, 2016, 2017,
FOR PERSONAL USE ONLY. NOT FOR RESALE. 2018, 2019 Commonplace Publishing and published under
the Community Content Agreement for Dungeon Masters
Thanks to @garethgarfoot for help with the collective noun Guild.
for the Darkenbeasts-turned-Wyvernbeasts.
Volume 1, Article 4
Cover art photo © Warpedgalerie. Used under license. OCTOBER 2019

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“I believe we owe it to each other to tell stories. It's as close to a credo as I have or will, I suspect,
ever get.“
— Neil Gaiman
Fragile Things

When the dragon flies


it sees all
the hidden
Places
Hiding in plain sight
where we walk
each day
Unseeing
— Jeremy E. Grenemyer
When The Dragon Flies

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Features
Cormyrean Commentary  Curious to know what the Crown of Cormyr does with the
  Are we having fun yet?........................2 corpses of its soldiers? The Purple Dragons has the answers
to this question, and more. Matters of Magic rounds out this
Background Assistance month's new features with a look at the living legacy of
  Two flavors for the Guild Artisan.......3 Tsharliira, wizard of Eveningstar, and exhibits a few items of
The DM's Workshop magic Tsharliira crafted late in life, such as her Wand of Spell
  Mining for place names.......................5 Parrying.
Several features from Issue #3 make a return appearance
Haunts and Horrors this month. Background Assistance explains the differences
  Lurking ghosts of the King's Forest.....8 between Cormyrean High Guilds and Cormyrean Craft
Guilds, and lists 22 guild businesses for a character with the
Matters of Magic Guild Artisan Background to choose from. The catalogue of
  Tsharliira's Magical Creations..........11 Lady Ruvelle Keskrel's watch in the Hermit's Wood continues
The Purple Dragons in part two of Nobles of Cormyr, which includes a map of the
  Putting old dragons out to pasture....14 Hermit's Woods and vicinity. Words and Phrases describes
the roles of the many Jacks of Cormyr, while Adventure
Words and Phrases Awaits sends adventurers up a tower, down a pond, and off to
  Not all jacks are created equal..........14 the fanged peaks of the Stormhorns. Miscellany caps this
issue's offerings with a useful breakdown of all the things you
Close Encounters didn't know you needed to know about "Elminster Must Die,"
  Two lines to get you started..............15 a novel set in Cormyr
Nobles of Cormyr A friendly reminder: Letter and number combinations (e.g.,
  The Knight of Owl Well (pt.2)...........18 "D19") are map coordinates for a specific hex on the map of
West-Central Cormyr found at the end of this issue.
Adventure Awaits Good gaming to you and yours. Thanks for reading!
  "Dungeon Under the Tower Keep"
—Jeremy E. Grenemyer
    a 1st Level adventure.......................21
for Commonplace Publishing
  "Dungeon Under the Pond"
    a 1st Level adventure.......................31 Two Cormyr Maps
  "Undercellars of the Dread This article includes two versions of a map of West-Central
    Destination" Cormyr drawn by the talented DMs Guild cartographer
    a 1st Level adventure.......................38 Terrlen Darkseeker. I suspect you will find it quite useful.
Miscellany A Free Cormyr Map
  A look at "Elminster Must Die"..........47
Wizards of the Coast has very kindly made Mike Schley's
Map of West Central Cormyr formidable Cormyr map available for free as part of the
  14,175 square miles of terrain............48 Backdrop: Cormyr article by Brian R. James in Dragon 365.
Map of West Central Cormyr
It's the best map of Cormyr ever made. Not to mention a
  6-mile hexes (kingdom scale).............49
useful reference when reading the articles in this issue.
More Free Stuff
Introduction Dragon Dreams of the Forest Kingdom is a free series of
Well met! articles set in Cormyr. Each article focuses on the doings of a
And welcome. The spirit of Halloween permeates this, the dragon that lairs in the vicinity of Cormyr.
fourth installment of Eye on Cormyr. In this issue you will
find a host of brand new features. If you're running low on Dragon Dreams of the Forest Kingdom:
encounter ideas, Close Encounters has thirteen suggestions Dunshield’s Dilemma
to surprise your players with. (Who knew skeletons could
lend adventurers a helping hand?) Check out Haunts and Dragon Dreams of the Forest Kingdom:
Horrors for a taste of the many hauntings, ghostly Death In The Last Drop
apparitions, and horrors lurking in the darkest corners of the USEFUL ABBREVIATIONS FOR THIS ISSUE:
King's Forest. Not sure how to generate place names and
short but interesting descriptions for them to capture the PHB: Player's Handbook
character's attention? The DM's Workshop shows you how to DMG: Dungeon Master's Guide
do just that by mining book indexes, and provides ten MM:   Monster Manual
examples set in Cormyr. (Felsharp's Bonepile is my favorite.) SCAG: Sword Coast Adventurer's Guide
VGtM: Volo's Guide to Monsters

1 CONTENTS
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Cormyrean Commentary: Per Fidem Amet
SOMETIMES IT'S FUN TO CHANGE THINGS UP, don't  Dungeons and Dragons campaigns work best when they are
you think? To imagine the Forest Kingdom as a land ruled not internally consistent. When I use Cormyr, for example, I
by magic, but by steam. Or to wonder what might happen if present the war wizards as horse-riding spell hurlers, a few of
the Wizards of War were turned into a conquering army. which are always present among detachments of Purple
It's fun to think big. Sending a demonic legion from Dragons riding on patrol. Once an adventuring party learns
Impiltur to invade Cormyr? Sounds fun! A mighty dragon there is always at least one capable war wizard who is not
laying waste to the Forest Kingdom and turning the entire afraid to draw their wand and toss a Fireball or Lightning
place into a giant ruin to explore? Great D&D campaigns Bolt if things get out of hand, then the adventurers are less
have been built on ideas just like these. likely to fight Cormyr's law keepers in pursuit of their goals.
Let's not get ahead of ourselves just yet. After all, there is a That, and characters who attempt to negotiate or explain
chance, however slight, that this is your first taste of Cormyr. themselves to the authorities instead of fighting their way
If so, then Well Met! I'm glad you're here. First off, you should through earn a measure of respect. This can translate into a
know that 'Cormyr', "the Forest Kingdom", and 'the Land of willingness by the authorities to look the other way in the
the Purple Dragon' all refer to the same place: a monarchy future, or to pass on adventuring opportunities. Better that
tucked between mountains on three sides ruled by an characters make acquaintances of the authorities than
unbroken line of Kings and Queens for nearly fifteen enemies, am I right?
centuries. Second, that the 'Wizards of War', aka the This way of using Cormyr stands in contrast to official
Brotherhood of the Wizards of War or simply the war Wizards of the Coast products, which present the Wizards of
wizards, is a fraternity of Crownsworn mages committed to War as depending on their reputation as an all seeing, all
the defense of Cormyr. watching force of spies for the Crown to hide an
There's more to learn, but let's take it in small chunks, hey? uncomfortable truth: In modern day Cormyr there are not
What's more important is that you are about to join an august nearly enough war wizards to place one or two among every
league of Dungeon Masters and players that have made the Purple Dragon patrol. Their numbers are just too small. As
Forest Kingdom their backdrop for countless adventures you might imagine, the Brotherhood of the Wizards of War is
across countless D&D campaigns. keen to guard its reputation.
If you are already familiar with Cormyr, then I say to you This reminds me: What a group of players comes to believe
Well Again! It's always a pleasure to be in good company. about your campaign world is always more important that
Thinking about all the ways Cormyr can be shaped and what's written in an official sourcebook. A Dungeon Master
twisted is a fun activity. You don't even have to be a Dungeon owes fidelity to the former, not the later. So I ignore the
Master to do this. After all, Dungeons & Dragons is all about published state of the War Wizards and proceed with my
having fun. The fun happens at the gaming table during play campaign the best way I know how.
of course, but it also happens when you're crafting When you're consistent within your campaign, exceptions
adventures, planning your D&D campaign or creating your to the norm stand out. This is a great way to grab player
first D&D character. attention and hook them into an encounter. If the characters
The essential tool for making all these activities fun is your in one of my campaigns encountered a ride of Purple
imagination. To fortify your imagination, reading official Dragons and there were no war wizards present, they might
sourcebooks and DMs Guild products like this one are the wonder where the mages are at. If the characters asked as
way to go. The more you know about a place like Cormyr, the much but the Dragons were vague in their reply, then they
easier it is to imagine it, right? might think something is amiss. If further questions elicited
The answer to that question is yes. But it's also no. That is, evasive responses or even threats, then they might conclude
don't go down the rabbit hole without a parachute. There these are not Cormyrean soldiers but really hardblade
have been thousands and thousands of words written about mercenaries in stolen Purple Dragon uniforms about to do
Cormyr. In novels, sourcebooks, and online (i.e., places like something nefarious.
the Candlekeep.com forums). It's impossible to read it all. Ah, but I digress.
If you happen to be a Dungeon Master, then you'll need Now, about that steam-powered Cormyr idea: If you were to
more than just your imagination to run a campaign set in decide Cormyrean forge masters have discovered the power
Cormyr. In order to write fun adventures and roleplay of steam, and that the Kingdom of Cormyr wants to keep the
memorable NPCs, you'll need to be creative, because secret of steam from spreading even as its best thinkers
creativity is the skill Dungeon Masters utilize to make playing (including the Wizards of War) figure out how to utilize this
D&D fun for everyone. It's that purpose—figuring out what's new technology, then you would have the makings for a fun
fun—that gives DMs creative license to add to, subtract from, campaign. One a group of players can easily find adventure in
and change Cormyr. It gives DMs the power to pick the parts as they try to thwart spies from other lands, figure out which
of Cormyr that they want to use in their campaigns and to Cormyrean nobles want to use steam power to overthrow the
ignore everything else written about the Forest Kingdom. Obarskyr Royal Family, deal with zealous priests of Gond
The only requirement to utilize your creative license is that come to see the newest inventions, travel far across the
you be consistent within your campaign as it unfolds during Forgotten Realms to retrieve stolen steam technology, and
each play session. utilize (experimental) steam powered contraptions to battle
monsters or even dragons sent to destroy this new
technology before it usurps magic.
Sounds fun, doesn't it?
CORMYREAN COMMENTARY 2
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Background Assistance: Guild Artisan
The Guild Artisan is a useful background for players who
want to equip their character with artisans tools and the Cormyrean Craft Guilds
means to make a living between adventures. This utility d12  Guild Business  Location
extends to Cormyr, where two varieties of guilds exist: High 1  Benevolent Muster of Merchants  Eveningstar
Guilds and Craft Guilds.
With the permission of your DM, you may roll on one of the 2  Brotherhood of Bread and Wine  Monksblade
two tables that follow to determine the type of guild business 3  Devoted Assemblage of Waytraders  Waymoot
you are proficient in and the scope of its territory in Cormyr.
Note: For purposes of downtime and paying for a lifestyle, 4  Dutiful Committee of Metalsmiths  Hillmarch
the territories of a guild listed on the following tables do not 5  Fraternal Order of Thunder Runners  Thunderstone
limit your ability to make a living outside of those territories 6  Guild of Binders, Printers and  Arabel
by utilizing the trade you are proficient in.  Copyists
Cormyrean High Guilds 7  Loyal Council of Coinfellows  Espar
d12   Guild Business 8  Obedient Council of Barge Masters  Hultail
1   Armorers Guild 9  Self-Declared Masters of Wine  Bogbrook
2   Brewers and Cheesemakers Guild 10  Sisterhood of Sailmakers and  Moonever
3   Guild of Carpenters and Joiners  Weavers
4   Guild of Coachlars, Carriers, Waymen and Locksters 11  Unselfish Assembly of Shopkeepers  Immersea
5   Guild of Naturalists 12  Wisened Order of Shipwreck  Marsember
 Salvagers
6   Roofers, Thatchers and Glaziers Guild
7   Sculptors and Masons Guild Whereas the High Guilds concern themselves with one
8   Seafarers Guild profession, Craft Guilds represent several skillsets. Craft
Guilds find common cause through proximity and mutual
9   Tanners and Leatherers Guild economic protection. The strength of a Craft Guild is derived
10   Truebreeds Guild from cooperation between like-minded shopkeepers, crafters
and traders.
11   Vintners and Falconers Guild You have seen firsthand how a properly formed Craft Guild
12   Guild of Weavers and Coopers can exert influence on the nearest King's Lord to keep Crown
levies and fees low, negotiate with shippers and traders for
To be a member of a High Guild is to work for an the lowest costs for raw materials and their transport, and
organization formally recognized by the Crown of Cormyr. A curtail the grasping reach of nobles who desire to control
royal charter binds High Guilds to the Crown, with all the trade and commerce in the parts of Cormyr where they live.
heraldry, badges, yearly membership fees, guild bylaws, You know too that the power of Craft Guilds varies from
edicts and colored wax seals one might expect. one to the next. Whereas the better Craft Guilds easily spot
The result is much pomp and circumstance, but also power swindlers and thieves and run them out of town, the worst
and influence. You know that High Guilds have the right to Craft Guilds do little more than waggle their tongues and
set standards for the quality, shape, size, and ingredients affect no worthwhile change for their members.
used in a wide swath of products crafted under their
collective rooves. Territory
As well, you know that outlander merchants have come to The reach of Craft Guilds is centered on the village or town
rely on these standards when they buy wares from where the guild leaders gather to strategize, resolve disputes
Cormyrean Craft Guilds with the intent of reselling them in and plan for the future. This reach is further modified by the
other ports on the Sea of Fallen Stars. loyalties (or the lack thereof) among the guild membership
and the many non-guild members a Craft Guild must
Territory necessarily interact with in order to do business.
Even with the Crown's approval, the reach of the High Guilds Finally, the Cormyrean Craft Guilds Table lists only a
is limited to Suzail (map hex M40-41), all the lands north of handful of the numerous Craft Guilds active in Cormyr. Your
Suzail as far as Hilp (map hex R15), and east as far as the Dungeon Master is free add or subtract from the list as they
walls of Marsember. see fit, and to move one or more craft guilds to different
As such, you've seen firsthand the friction between the locations.
High Guilds and Cormyr's many nobles, the later quietly but
actively resisting the influence of non-nobles in matters of
craftwork, trade and commerce as it is practiced in wider
Cormyr.

3 BACKGROUND ASSISTANCE
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TOP: MAKING PAPER BY HAND
BOTTOM: GUILD SCROLLS, COFFERS
AND A GUILD SEAL (IN WAX) 4
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The DM's Workshop: Index Mining
The process of creating believable and interesting names for 2-4 Line Treatment
inns, castles, dungeons and other fantasy locations can be a
speedbump you roll over or a wall you run into. I have tailored these descriptions to Cormyr, but you can just
In order to spare you from crashing into a creative as easily place these locations anywhere in the Realms.
roadblock and seeing your campaign prep grind to a halt, I 1. Blackwater's Provisions
would like to share with you a favorite technique of mine for Blackwater's is a roadside provider of traveler's goods (tack
generating place names: index mining. and harness, wagon wheels and canvas, ale, water, biscuits
The process is simple: and other edibles) and repair services (replacing wagon
1. Find the index in a fantasy gaming sourcebook and write wheels, patching canvas, shoeing horses). It's also a moving
down any words that sound interesting to you. target: Blackwater's consists of no less than three enormous
wagons—and as many as six during harvest season—that
2. Start mashing the words together until you come up with roam up and down the Thunder Way from the slowly
ten fun-sounding names. rebuilding city of Wheloon to the nominally independent
3. Pick two or three names and give them the "2-4 line village of Highcastle in the Thunder Peaks.
treatment" by generating at least two descriptive Traders and travelers alike on the Way can easily spot the
sentences, but not more than four, for each place name. Blackwater wagons for their black canvasses, and banners
raised on tentpoles (three white wagon wheels on a black
The trick is not to be picky. Don't worry if a name sounds field) whenever the wagons are stopped on the side of the
ludicrous or too silly to use; if it makes you laugh, makes you road. By night the Blackwater wagons act as a temporary
smile or if the name sounds cool, use it. Same thing for the waystop that accepts other travelers under its banner and
two-line descriptions. Just bang them out like you're lifting offers a safe encampment to rest at.
weights: you lift, quick rest, you lift again.
My all-time favorite sourcebooks for index mining are the 2. Felsharp's Bonepile
Volo's Guides. The indexes are broken down by categories For all the work done by Suzail's Dung-and-Bone
like Bands & Organizations; Temples & Sacred Sites; Shops; Waggoneers to extract bones from the human waste, refuse
Settlements; Homes; Inns & Rooming Houses, and so on, and animal carcasses they collect and cart out of the city
which makes it easy to combine words and parts of names to (Suzail lacks sewers), there remains a substantial amount of
form something new. (And helps to remind me what sort of bone to be had from the dumping ground of Wormpits (map
locations I should be writing place names for.) K42). Felsharp's Bonepile is located one gently rolling hill
If you do this once a week, then you will have several handy east of Wormpits, and mercifully upwind from the stench.
lists of places to pick from for your campaign (useful when Felsharp possesses an encyclopedic knowledge of his
the players zig and you expected them to zag). Even better, collection and is rarely mistaken when it comes to a
sometimes a place name you created demands more than particular bone's provenance.
four lines. If this happens then go for it. Just keep writing. Felsharp built his business by digging out and selling the
bones that even the dung collectors refused to keep for
Name Generation themselves (including the bones of murder victims whose
killers wanted the corpses disappeared quietly), and it has
Here are ten place names I came up with by mashing steadily grown to the point that some dung collectors earn
together words found in the index for Volo's Guide to the better coin by selling to Felsharp directly.
Dalelands .
3. The Thirsty Death Knight
1. Blackwater's Provisions Once a playhouse, the Thirsty Death Knight serves as a
2. Felsharp's Bonepile roofless, three-walled structure with its back to the
Dragonmere. The entrance consists of a total lack of wall on
3. The Thirsty Death Knight one side, the interior walls painted over in flowing, albeit
4. The Abbey of Dancing Fire faded, scenes depicting a once-popular play about an undead
knight from Monksblade that found peace by slaying the last
5. The Tower of the High Leaves nefarious descendant of the knight's slayer and arch rival,
who'd come to live in Marsember (the noble slain at the end
6. Stonebow, Stump and Redmark — Ferrymen of the play always belonged to whichever noble family was
7. The Lion Bell currently the least popular in the City of Spices.)
Now the "Thirsty Knight," as locals call it, is a gathering
8. The Witch Barracks place where Marsembans of high and low station come to
9. Galath's Bellowing Werebat mingle, share gossip, and discuss the popular subjects of the
day. The metallic pigments in the wall paintings glimmer and
10. Spindral's Hand In The Moon sparkle whenever the sun peeks through Marsember's ever
present clouds to warm the structure.

5 DM'S WORKSHOP
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4. The Abbey of Dancing Fire The Tower of High Leaves is an important school of arcane
An unusual collection of squat stone structures comprise this learning and forest lore. In the century since the Tower was
abbey dedicated to the worship of Kossuth, Lord of Fire; no established, the bottom portion of the tree has been slowly
two are alike, and the occupants come from all over the hollowed out and reinforced to allow for additional rooms for
continent of Faerûn. students, as well as the completion of an inn for the exclusive
The abbey's location along the eastern coast of the use of trusted friends and former students of the Tower.
Wyvernwater (halfway between Junirill and Hultail) has not
spared it the attention of the Crown; led by Swordcaptain 6. Stonebow, Stump, and Redmark -
Hannifae Rowanmantle, and based out of Junirill, a ride of Bargemasters
forty mounted Purple Dragons visits the abbey once every The Thunderflow's name conjures up images of impossible
tenday. rapids and precipitous waterfalls—not the sort of river one
The followers of the Lord of Flames cooperate with the would expect to navigate on a barge. However, a great deal of
Dragons, and otherwise go about their business venerating barge traffic flows along the Thunderflow from well up into
their deity. New followers from beyond Cormyr that seek the the Thunder Peaks (where the Thunderflow originates) all
Abbey are oft escorted by the Dragons to the location, and are the way down to Hultail where the river empties into the
given a pointed lesson on Cormyr's laws and customs during eastern arm of the Wyvernwater.
the ride. The bargemasters Haverndask Stonebow, Rorbar Stump
5. The Tower of High Leaves and Doust Redmark formed a shipping cabal by pooling their
The Tower of High Leaves is fashioned out of an enormous resources and purchasing additional barges, the better to
dead Ironwood tree that stands between the southern border extend their collective reach past the Thunderflow and into
of the Hullack Forest and the northeastern coast of the the Wyvernwater as far as Sunset Hill to the north and
Wyvernwater. By means of careful architecture, the rooms Junirill to the south.
within the tower were not so much constructed as carved, Business may be conducted with any one of the three
their placement meant to preserve the tree's stability. bargemasters, who are collectively known for charging fair
rates and for their no questions asked freight policy.

FELSHARP'S SKULLS FOR SALE 6


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7. The Lion Bell A native of Impiltur, Varimbra does not speak of her true
One of a handful of new ale houses founded in the last origins or how she came to Cormyr, insisting instead that she
century in Thunderstone (itself one of the fastest growing is a native of the Forest Kingdom.
"fortress towns" on Cormyr's long border with Sembia), the 8. The Witch Barracks
Lion Bell is a squat, single story building that appears far too An old name for the ale house known today as the Lion Bell.
serious to be a drinking house, with a watch tower attached The Witch Barracks was the less than affectionate name
to one side. given to the building that housed a garrison of Purple
Visitors who notice the doorway leading from the low Dragons near Thunderstone.
building to the tower is walled off or that the tower windows The Dragons never occupied the tower, though there stood
are sealed shut from the outside and thinks to ask why, will a pair of closed doors in the wall shared by the garrison and
be told "the ghosts of the tower are content to remain where the tower that led to the tower's ground floor and three flights
they lurk" by the owner of the Bell, Varimbra Sparrantar. of rotted stares leading to the lookout. Instead, the Dragons
Varimbra claims the tower and barracks building are all constructed a ladder on the face of the tower and used it to
that remains of a keep that stood on one of the many rolling climb to the roof where they kept watch.
hills that border Thunderstone. Her regulars insist the keep The Witch Barracks was abandoned not long after it was
was once an outpost for a realm that existed independently of occupied, owing to nightmares suffered by the Dragons and
Cormyr many centuries in the past, such as Espar or even bouts of sleepwalking that sent them falling to their deaths
fallen Orva. from the atop the watchtower.
9. Galath's Bellowing Werebat
Located south of the Way of the Manticore between
Dreamer's Rock and Monksblade, Galath's Bellowing
Werebat is not a place so much as an attraction—one of many
sprinkled along the farmer Galath's steading, itself situated
on the rolling countryside that separates the Way from the
northern shores of the Dragonmere.
Galath built his "werebat" on a discarded wagon chassis
(the better to house the bladders of air that feed the horns
which sound off when the wings move) to which he attached
overlarge wheels that allow his contraption to be towed
wherever he desires, and wings that when fully extended can
each shade a full-grown horse.
The bellowing werebat is the latest addition to Galath's
collection of "trail signals," each operated by a jack or lass
paid to sound off the contraption whenever "travelers become
trespassers," in Galath's words.
Just where the trail ends and his ancestral family lands
begin is a soon-to-be-loud debate old Galath is eager to have
with the many uninvited travelers that come to see his
creations.
10. Spindral's Hand On The Moon
The ranger Spindral established this minor altar to Selûne in
the lee of a pair of run down towers that stand side by side to
the west of the village of Monksblade and south of the Way of
the Manticore.
The towers were constructed in the days when knights and
priests of several deities banded together to scour the region
of roaming beasts and other fell threats. This era saw the rise
of Cormyr's reputation as a land filled with valiant knights
and bold warriors, and the construction of fortified temples,
towers and small "foursquare" keeps, several of which linger
on as unoccupied ruins in the vicinity of Monksblade.
Though Spindral is long dead and the altar has been
reduced to little more than a shrine, adventurers continue to
search the area for signs of her grave and the treasure
rumored to be buried with her.

7                         DM'S WORKSHOP
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Haunts and Horrors: The King's Forest
The roads that allow passage into and out of the King's A popular tale shared among residents of Waymoot claims
Forest hold no true waystops. That travelers must camp on every King of Cormyr secretly makes a trip to the woods soon
the side of the road without access to a nearby garrison of after ascending to the throne, with the purpose of meeting—
Purple Dragons is by design; the Crown of Cormyr has no and in some cases, confronting—the White Stags. Cormyr's
interest in encouraging travelers to tarry in the woods. newest crowned head is quietly judged by the silent stags.
When sunset approaches, caravan masters traveling on the Waymootans believe the stags telepathically impart words of
Starwater Road, the Way of the Dragon and the Ranger's Way advice to the monarch, then remind the Royal about their
dispatch outriders to secure a campsite. Abandoned sacred responsibility to maintain all the woods of the Forest
woodcutters' glades are preferred. Most of these stand just off Kingdom.
the road, near small winding streams a short walk into the
trees.
Nightfall heralds a count of heads, the watering of horses,
then campfires, cooking, quiet conversation and storytelling.
Travelers unused to the ways of the road might wonder aloud
why a tally of individuals is made. Experienced woodland
travelers wear grim smiles by way of reply.
Travelers' lore holds 'tis best to stay within the bounds of a
roadside campsite: Stay off the road to avoid getting runover
by errant wagons eking out one last mile before sunset; avoid
blundering off into the trees and becoming lost; never cross
to the other side of a forest stream just after sunset so the
hungry ghosts and haunts gathering in the trees on the other
side of the water don't get you.
Stories of the beneficial hauntings within the King's Forest
are saved for the next night, after listeners have spent the day
absorbing the lessons told the previous evening.
Among the haunts and horrors of the King's Forest are
stories of:
The White Stag
Stags of purest white, each as tall at the shoulders as a
covered wagon, with antlers like tree branches. Never less than
three appear, never more than five. From nose to tail they glow
no brighter than a candle, but are impossible to miss by night
among the trees. The stags move unhindered through the
forest, ripples of white light flowing through the leaves and
the ground in their wake.

Travelers’ lore holds that to sight an enormous spectral stag


is to behold a living manifestation of the King’s Forest—the
very spirit of the woodland come to life.
Half-elves believe the White Stags are lingering echoes of
an older time, when enormous varieties of the common
animals and beasts of Cormyr's forests lived and roamed
inside a single woodland that stretched unbroken from the
Stormhorns to the Thunder Peaks.
Among druids and rangers, the mere rumor of the
appearance of White Stags is treated as a call to travel to the
place the apparition is believed to have appeared. Upon their
arrival, the keepers of the forest search for clues to discover
what task the forest wishes to be done.

HAUNTS AND HORRORS 8


/
  Some sages believe the warriors trapped within a battle
haunt were consumed by forest fire or swept away in titanic
waves of magic. Now their spirits are doomed to battle
endlessly in the darkest parts of the woods. With no hope of
eternal rest, only the attention of the living provides them
succor. To gather a living being and share their agony with it
grants the warriors a moment of respite. With each addition
the haunt grows larger.
Every few decades a Battlepriest of Tempus will journey to
the King's Forest and attempt to release the spirits caught in
a Battle Haunt. In the last century, no worshipper of the Lord
of Battles has succeeded in channeling sufficient divine
power to destroy a battle haunt. Today, anyone brave (or
foolish) enough to look into the smoke may glimpse the failed
priests among the spectral warriors battling endlessly in the
dark.
Harps of Silver and Blue
A harp of silver and blue floating on the road or trail and held
by no one. Of the kind that elves and half-elves once used to
play music in Cormyr when more of their kind lived among the
trees. It never approaches closer than a dagger can travel with
a good, hard throw.

Some of the most common apparitions sighted in the King's


Forest (and wider Cormyr), the silent manifestation of ghostly
harps are believed by travelers to be either: a sign of good
luck; a boon of protection; a signpost of sorts that indicates a
safe campsite or a trail cache of useful things is nearby.
Music emanating from a spectral harp is another matter.
Travelers are advised to listen closely, for the harp's song
gives clues as to why it has manifested. Funeral songs may
indicate the body of a fallen hero is nearby. Marching tunes
may warn of the approach of a small force of mercenaries or
brigands. Bards and those educated in music are a boon in
such circumstances.
The Night Rider Shining Bright
A blazing bright rider on horseback barrels down the road
Battle Haunts towards whomever is foolish enough to travel the trails and
roads of the King’s Forest by night. Shouts and warnings do
One must look with eyes unfocused towards the smoke
nothing to avert its charge. Ghostly rider and horse burst into
boiling out of the earth. Shouts of pain, the grunt of warriors
a shower of cold blue sparks a moment before crashing into
stabbed in the gut, swords crashing on shields, throats
the living. The mere touch of a spark sends a chill racing
choking on blood; the sounds of battle careen off the trees
through one’s body that goes right to the heart.
and into your ears. The eye naturally follows movement, but if
this reflex can be overcome then a frightening scene unfolds.
Cormyrean folklore is replete with tales of spectral riders
The smoke stings your eyes while the din of conflict rings
galloping through the night. In the King's Forest it’s widely
louder. The armored warriors come closer, closer. Beware. If held that at least one ghost of a wayward noble—and his
the battle stops then run, don't look. To look into the empty favorite horse—lives on in undeath, not so much warning as
eyes of the warriors is to become part of the battle haunt. freezing on the spot travelers walking the roads and trails
when they are about to encounter lethal danger.
The stuff of nightmares and sleepless nights, battle haunts Cormyreans native to the King's Forest agree that to
are common enough that if Forest locals hear talk of them by encounter a spectral rider anywhere near Stagsteads means
anyone who appears unaccustomed to traveling in the King’s one is either a traitor to the Crown, or one is in the company
Wood, they will interrupt to issue a firm warning: Don’t look. of others who are.
Don’t Listen. Run away. Then: Did you lose anyone to the
haunt?

9 HAUNTS AND HORRORS


/
The Dancing Blades
 The residents of Dhedluk tell the story of a famous ranger
A pair of swords dueling, their wielders nowhere to be seen. who encountered the Dancing Blades on the outskirts of
The spectral blades chase each other between the trees and town. Florin Falconhand wisely did not flee, but observed the
up into the boughs where the dance among the branches and blades parry, thrust, counter and riposte for the better part of
throw showers of blue sparks when they clash. a night, even following the spectral weapons as they moved
about.
Between the settlements of the King’s Forest, fanciful stories When the first hints of sunlight touched the trees, the
involving dueling elf princes run up against tales of magical blades paused in their duel and the ranger is said to have
swords animated by unseen wizard masters, each tale teller exclaimed, “A fight most magnificent! What skill! What
claiming to know the true origin of the Dancing Blades. daring!” The blades stood points up, tipped as one towards
While bards duel with competing stories of the Dancing the ranger in the manner of a proper salute, then returned to
Blades, Crown foresters tell only truth on the subject. Any their upright position before winking out of existence.
forester will tell you it’s best never to run away from the Not long after, when Florin was ambushed by agents of the
Dancing Blades because they’ll chase a fleeing man or Zhentarim lurking in Dhedluk, a pair of translucent blades of
woman even as they race after each other. silver and blue materialized to either side of the ranger and
For a time the swords appeared nightly on the outskirts of together they fought off the attackers.
Waymoot—so much so that adventurers tried repeatedly to The story of the wise ranger is always told with a measure
put the haunts to rest permanently. All they succeeded in of pride. In the years following the incident in Dhedluk,
doing was angering whatever sentience drives the swords to Florin Falconhand would come to save King Azoun IV from
appear and duel, such that the blades hounded the another Zhentarim attack, this time in the company of his
adventurers nightly, forcing the local lord to expel the adventuring companions, the Swords of Eveningstar.
adventurers out of concern for the town residents.

HAUNTS AND HORRORS 10


/
Matters of Magic: Tsharliira's Legacy
Cultured, possessed of superior manners and integrity,   Such sponsorship includes a carriage ride to Suzail,
intolerant of drunken behavior and relentless in the defense spending coins, and a letter of introduction to the head of the
of her home, the wizard Tsharliira of Blackthorne lived her Council of Mages.
life not far from the farming village of Eveningstar. (Map: J3) Tsharliira kept detailed notes for all of her magical
A meticulous crafter of magic items, Tsharliira spent her creations. Rumor among spellcasters holds the formulae are
days before the Devil Dragon War perfecting formulas for somewhere within, or perhaps under, Blackthorne. Thieves
wondrous items that could provide warmth and comfort to and bullyblades sent by wizards and worse occasionally try to
everyday Cormyreans. Her skill at Art is reflected in her root out Tsharliira's notes. Their fresh corpses make a
Warming Chests, all but a handful willed away to the people healthy meal for the wyverns.
of Eveningstar after Tsharliira passed away. After the war, her There is no grave for Tsharliira at Blackthorne. Her fate is
interest turned to wand magic. She crafted specialized wands a subject not spoken of within its walls, nor by its occupants
and wondrous items to draw on their power—power when they travel outside of them. Some say Tsharliira gave
Tsharliira used to fuel her own faltering spells, and to fuel yet herself to the Wyverns—a final meal, just not for her. Others
more magic items that she wore. say she cast one final spell that gave her essence to
It was during the war that Tsharliira's formidable mansion Blackthorne, and that the Mistresses can call upon
guarded Eveningstar's western flank from an onslaught of Tsharliira's powers in time of need. Still others believe
orcs and goblins. So great was the slaughter inflicted by Tsharliira died from doing what she did best: gifting
Tsharliira's spells and her guardian wyverns that patches of something of herself into every item of magic she crafted.
fleshwort (an herb that grows swiftly in the blood-soaked Thus, there was nothing left of her to bury.
earth of battlefields) can still be found in the gardens
surrounding Blackthorne one hundred and twenty years after Beast Lamp
war's end. Wondrous item, uncommon
The heroic death of Azoun IV left a black mark on When you light a candle and place it inside this iron candle
Tsharliira's heart. The king had been a friend and sometimes lamp, it protects you from creatures of the Beast type.
visitor to Blackthorne in the company of outlander nobles. While you are holding the candle lamp, any creature of the
His was the rare presence Tsharliira had welcomed into her Beast type must make a DC 15 Wisdom saving throw each
cloistered life. Dreams of bloodthirsty orcs, evil-eyed goblins time it attacks you. If the creature fails its saving throw, its
and magic drinking ghazneths came to menace her sleep. attack fails and it must spend the remainder of its turn
The scars from wounds received in battle ached whenever moving away from you at its normal movement speed.
Tsharliira cast her spells. The relentless advance of time
eroded her spellcasting prowess. All this, while dark new Ring of Wand Leeching
threats to Cormyr gathered beyond the Stonelands to the Ring, uncommon (requires attunement)
north. Tsharliira’s home had changed from a safe place in While you wear this ring, any spell of 3rd level or lower that
which to practice her Art into a prison defined by fear, you have prepared may be cast into the ring, simply by
sadness, and pain. touching the gem set into it when you cast the spell. If there is
In Suzail, within the Court of the Steel Regent, Tsharliira's already a spell stored in the ring, that spell is removed and
prolific creations were no secret. Nor the fact that she had no the spell you cast is stored in its place.
apprentices and no appointed successor. Concern was voiced If you hold a wand you are attuned to while you wear this
over what might happen to Tsharliira's magical creations ring, you can use an action to expend a number of charges
should the wizard die. At the gentle suggestion of the Lady from the wand to cast the spell stored in the ring. The
Eveningspire, the Dowager Dragon Queen Filfaeril Selazair number of charges you expend is equal to the level of the
Obarskyr agreed to approach Tsharliira unheralded and in spell stored in the ring. This removes the stored spell from
secret. The Dragon Queen apologized to Tsharliira for the the ring. Your wand hand is considered to be free for
Crown's failure to renew the warm friendship her late purposes of making somatic gestures during spellcasting.
husband the king had kept with the wizard. As recompense,
the Crown offered to assist Tsharliira in securing her legacy. Ring of Wand Shielding
It took more than one meeting before Tsharliira relented to Ring, rare
the Queen. Her permission given, the Dragon Queen called This ring attaches to any wand; it automatically resizes to fit
upon certain trustworthy Cormyrean nobles, the Mage Royal over the wand and then stays firmly in place. If you place the
and Lady Eveningspire to transform Tsharliira's solitary ring on a wand you are attuned to, the wand loses its magical
home into a finishing school for Cormyreans of high and low properties except for its number of charges and the ability to
station. For the rare student with an aptitude for the Art, regain new charges daily at dawn.
Tsharliira provided magical training. While you hold the wand this ring is attached to, you may
Today, Tsharliira's successors honor her legacy by teaching use your reaction to expend 1 charge from the wand to gain
integrity, the skill of learning, and service to others. Students advantage on saving throws against spells until the start of
with a talent for the Art that choose to join the Wizards of your next turn. Your wand hand is considered to be free for
War are sponsored by the Mistresses of Blackthorne. purposes of making somatic gestures during spellcasting.

11 MATTERS OF MAGIC
/
 

  If you lose attunement to the wand the ring is placed on, the
ring falls off. You may use an action to remove the ring. If you
expend the wand's last charge while the ring is attached to it,
the wand crumbles into ashes and is destroyed.
Wand of Spell Parrying
Wand, rare (requires attunement)
This wand has 7 charges. While holding it, you may use your
reaction to expend a number or charges to prevent any spell
of 3rd level or lower from affecting you. The number of
charges you expend is equal to the level of the spell you are
attempting to prevent.
If the spell you prevent targets more than one creature or
has an area of effect, only you are unaffected. If you attempt
to prevent a spell when the wand has insufficient charges
(e.g., attempting to prevent a 3rd level spell when the wand
has 1 charge remaining), the spell is prevented and the wand
is destroyed.
The wand regains 1d6 + 1 expended charges daily at dawn.
If you expend the wand's last charge, roll a d20. On a 1, the
wand crumbles into ashes and is destroyed.
Warming Chest
Wondrous item, common
This magical chest produces warmth equivalent to a simple
log fireplace whenever the lid of the chest is opened. Objects
placed inside the chest are unaffected by the warmth it
produces.
Once per month the chest must be placed next to a source
of heat (e.g., a fireplace, compost heap, forge, bonfire,
crowded room, etc.) for at least 1 hour. Otherwise the chest
loses its magical properties until it is placed next to a source
of heat for 1 hour.

MATTERS OF MAGIC 12
/
A STUDENT OF BLACKTHORNE
CARRIES THE BEAST LAMP ON
13 A WALK THROUGH THE TREES
/
The Purple Dragons
The Purple Dragons are Cormyr's first line of defense against Retired Dragons in good health are given a pension and a
threats to its people and its crowned heads. Strife and parcel of land on which to live out their remaining days.
conflict are as much a part of Cormyr as anywhere else; it's
rare for someone other than a tabard-wearing Purple Dragon When Dragons Die
to be first to draw steel and attempt to bring peace and order The disposal of a Purple Dragon's remains depends on
to the fray. burial instructions, if any, previously given by the Dragon.
Death in service to the Crown does not end Cormyr's
relationship with those who defend it. Nor does retirement If no instructions were given, then the Dragon's remains
owing to old age, infirmity, or injury. The men and women of are interred as ashes inside stone nameplate blocks
the Purple Dragons are taken care of to the best of the bearing the Dragon's name, rank, and dates of service.
Crown's ability. Some blocks include a stylized carving of the company
When Dragons Retire
badge the Dragon wore in life, and markers denoting
honors the Dragon earned in their time of service to the
Newly retired Purple Dragons are gifted a service dagger Crown. The nameplate blocks are part of the walls that
upon their departure from service. Through a simple act separate the sprawling, tree-filled graveyard on the
of will the Dragon may command their service dagger to northern side of Daunthers from the rolling farmland that
shed light equal to that of a candle, or to extinguish the surrounds the retirement keep.
light.
The bodies of some Dragons are buried in crypts beneath
Retired Dragons suffering from disease are given a the graveyard. Crypt access is found inside any of the
pension and a place to live out their days in Thulser's numerous stone houses around which trees, grass and
Lodge, near Mouth O' Gargoyles, in the King's Forest bushes grow, all of this protected by a select group of
(border of hexes O19 and O20). guardians collectively known as "watchers" among the
A Dragon too old or infirm to live on their own is given a residents of the retirement keep.
pension and housed at no personal cost within the If burial instructions were left by a Dragon, then the
sprawling fortress farm of Daunthers (east of Gladehap Crown does its best to honor them. Only impractical or
and north of Ongul's Water, just north of the Way of the impossible instructions (e.g., bury me next to Cormyr's
Manticore). crowned heads) are left unfulfilled.

Words and Phrases: Know Your Jacks


anandjack jack
The head of a shift of doorjacks in a castle, palace or very A male servant. In contrast to 'maid.'
large mansion.
jacks and lasses
The chief doorjack in smaller buildings. Little boys and girls employed to fetch objects from the
attics and/or cellars of an inn, tavern or rooming house.
chamberjack
Typically found at small inns. An individual manservant Young people that loiter near the entrances to inns,
responsible for seeing to the all the needs of the taverns or other places that see lots of customers. They
occupants staying at an inn, or for a group of rooms. hope to earn coins as message runners or as "guard and
warn" watchers over a traveler's horse or wagon.
doorjack Sometimes act as fetchers of goods, or of food and drink if
A type of uniformed, domestic manservant. none is offered at an establishment.
Someone stationed next to the door of a chamber that is nightjack
responsible for delivering messages between rooms or In the finest and largest inns may be found nightjacks
fetching small items. whose sole responsibility it is to retrieve chamber pots
and disposes of their contents. Known less formally as
flagonjack potjacks.
Fetches and serves drinks to guests at an inn or club
warming jack
housejack Manservants employed at inns of middle size. They fetch
The equivalent of a butler in a castle, palace, or a or deliver chamber pots, ewers, wash water, drinking
mansion. water, towels and basins for guests.

14
/
Close Encounters: Trouble In Two Lines
What follows are thirteen two-line encounter scenarios for
you to keep like an ace up your sleeve. Play them at the
gaming table to change things up or to surprise your players
when they least expect it.
Encounter #1
In the midst of a thunderstorm, while the characters are
resting between adventures at an inn located in the vicinity of
the Stormhorns or the Thunder Peaks, a shrieking bolt of
lightning hammers the building, shakes the place to its
foundations and gives everyone present a rude shock.
No sooner do the characters recover then several of the inn
staff and certain of its customers fall to the ground, the skin
of their faces melting away like hot wax to reveal a hollow
space filled with shining black spiders with blood red eyes
and razor sharp mandibles that swarm out onto the floor,
biting whatever living thing they can find.
Tip: Use the game statistics for the Swarm of Insects on
page 338 of the Monster Manual along with the Swarm of
Spiders variant rules found on the same page.
Encounter #2
During the character's search for an above ground ruin or the
hidden entrance to a dungeon in an out of the way part of
Cormyr, a pair of skeletons in moldering clothes tear
themselves out of the earth within sight of the characters.
If left unmolested, the skeletons will stand and face the
characters, bow, wave the characters forward, then shamble
off in the direction of the place the characters seek.
Encounter #3
Somewhere within the decrepit ruins of an abandoned
upland estate there hangs a grand painting of immense size
and unusual durability that depicts a variety of monsters
found all over the Forgotten Realms.
The only warning the characters receive before the Encounter #4
painting begins to disgorge trolls, nagas, beholderkin and A friendly NPC that the characters have interacted with
worse is the overwhelming smell of ozone tinged with several times before reveals itself to have been a
cinnamon that permeates air. doppelgänger all along.
Tip: Encounters 2 and 3 can be combined. Perhaps the The creature begs the party to stay their swords and spells,
skeletons are the first of several undead the characters might and offers them a bargain: Should the characters require it,
encounter, while the painting was a trap disguised as a the doppelgänger will impersonate anyone on their behalf
generous gift to the head of an extinct Cormyrean noble (except for a member of Cormyr's royal family), if the
family. characters will unmask and slay the mind flayers seeking to
The skeletons are all that is left of the servants and family control the doppelgänger and its resources in Cormyr.
that once lived in a mansion or keep that has since decayed Encounter #5
into ruin. These undead might appear at the last second if the
characters are about to be overwhelmed by the many After their return home through a portal leading from a
painting-spawned monsters that now roam the overgrown distant part of the Forgotten Realms to the ruins of a temple
gardens and outbuildings of the former estate. The undead overlooking Cormyr's southern coast, the characters travel a
are forbidden from entering the main building where the short distance to nearby Monksblade where they are greeted
painting hangs, but they can lead the characters to the front with shocked looks, dismay, weary blades half-drawn, and
door. possibly tears of joy if any important friends or family
Extinct noble families that might serve as candidates for members of the characters live in the village.
these paired encounters include the Houses of Bracebolt, They characters soon discover the people of Monksblade
Mallowbridge, or Tulwood. buried the characters' bodies not long after they left through
the magical portal in the temple ruin, because the characters
returned to Monksblade the very same day and then promptly
died in their sleep at the Firedagger Inn.

15 CLOSE ENCOUNTERS
/
Encounter #6 Encounter #9
When the characters arrive at their village or town 1. A guide hired by the characters—perhaps one they have
destination, they discover every last inn and boarding house employed before—does as promised and sees them safely
has been rented out. to the ruin (or other adventure location) they have been
The characters soon discover all the occupants are all searching for.
female dwarves. 2. Once inside, the characters discover the ruin is in fact a
Encounter #7 murder temple consecrated to Bhaal, while the guide
Howling hobgoblins, ogres, goblins, or a little bit of attempts to use its every trap, hanging spell, caged
everything come boiling up over a nearby hill and run full monster and secret passage to harry, divide and ultimately
speed towards the characters as they are traveling on the slay the characters one at a time in Bhaal's name.
outskirts of Cormyrean territory.
The goblinkin keep right on running past the characters Encounter #10
(even if the characters stop to attack) because a huge, sickly 1. The characters walk through a magical portal somewhere
looking dragon with a broken wing, stump for a tail and green in the wider Realms, and arrive in an unlit maze of old
ooze bubbling out of its mouth comes stumble-running up hallways covered in a blanket of dust and web covered,
and over the hill in pursuit of the terrified goblinkin. ornate rooms.
Encounter #8 2. Only after surviving one harrowing encounter after the
While the characters are enjoying their downtime at an inn, next, with the "sad queens" (the spirits of ladies in
club, tavern, or festhall, a trio of liquored up noble's sons waiting), zombie rotters (undead courtiers), cackling
(easily identifiable by their clothing and the "yes milords" skeletons (the bones of elderly war wizards) and other
uttered by the assorted hangers on following behind them) horrors, do the characters discover they arrived in the
stumble into the establishment. Haunted Wing of the Royal Palace in Suzail.
The lordlings declare the best seats in the house are theirs
by right, and their lackeys would do well to secure the table(s) Encounter #11
the characters are sitting at—by force if necessary. 1. No sooner do the characters escape from the Haunted
Wing in the Royal Palace, then they are set upon by a riot
of noise and revelry in the form of drunken Cormyrean
nobles, war wizards, famous bards, high priests and
priestesses, courtiers, social climbers, noteworthy heroes,
hot-headed Sembians, ambassadors from other lands and
wealthy merchants.
2. Between boasts, song, drunken death challenges and
spilled drinks, the characters may (or may not) discover
they have stumbled into the Open Feast, itself a
celebration held once a year in the Royal Palace absent
any members of the Royal Family.
Encounter #12
1. As the characters approach the building housing one of
their favorite shops in Cormyr, they find the entrance
locked, receive no response if they knock on doors, and
observe no one inside the bottom floor if they pry open
locked shutters.
2. Just as the characters are deciding what to do next, the
shutters of an upper floor window are thrown open, a
flying carpet unfurls out of it, and the bound and gagged
form of the shopkeeper is deposited by a pair of
kidnappers.
Encounter #13
1. The characters encounter a life size statue of a humanoid
with a black hood over its head.
2. If the hood is removed, the statue's flesh and blood eyes
open wide and anyone it makes eye contact with is turned
to stone, save for their own eyes.

CLOSE ENCOUNTERS 16
/
17 THE KNIGHT OF OWL WELL
/
Nobles of Cormyr:
The Knight of Owl Well - Part 2
 (See Eye on Cormyr #3 for Part 1.)  Of the goblins Ruvelle says, “They venture further out from
Inside the cottage, flames dance in the fireplace after Ruvelle the heart of the Woods every year. Once an emaciated pack of
lights it. A bookshelf lists dangerously against one wall. them fell out of the trees like spiders. Some had three arms.
Narrow books fill the bottom two shelves; none have titles on Others, four. They were so hungry they wouldn’t even defend
them. Games of strategy and lanceboards are stacked on the themselves. It was a simple matter to give them my horse. I
third shelf. The top shelf is a mustering area for game pieces ran them through one at a time while they feasted.”
carved from wood, ivory, and bone that are arranged in All of Ruvelle’s mounts are purchased by agents of her
consecutive ranks like a small army. The ranks guard an family from the horse market at Jester’s Green (map: L37).
upright book with its back against the wall. Ruvelle removes Ruvelle prefers horses bred in Waymoot (map: D19) because
the book and sits at a small table by the fireplace. Quill in they don’t panic when made to push through undergrowth or
hand, she dips the tip into an inkwell and writes from to pass between close-growing trees. The gelding carries
memory. Ruvelle records the names of foundlings and the Ruvelle’s armored weight for hours at a time. The coastal
events since her last departure from Owl Well. A book, once storms that thrash the Hermit’s Woods are not enough to
full, goes on the bottom shelf; it is replaced by an empty tome stop her. She rides until stars are visible in the night sky.
from the second shelf. There are no bottles of wine or other When Selûne is full Ruvelle rides a few hours longer.
drinkables in the cottage. Nor are there cooking pots or Among chapbook stories featuring the Hermit’s Woods,
utensils. Ruvelle eats dried meats and raw vegetables stored tales of gallant knights battling monsters and rescuing
in the larder, and drinks well water. The only sounds are the maidens from the clutches of hags are common. One trick of
scratch of quill on parchment and the snap and pop of the hags is to make the trees move so the forest trails won’t
burning wood. No foundling is allowed to stay longer than a take you to the same place twice. Another is to magically
day and night, even if they are dying. When a foundling dies move the hero after he falls asleep so he wakes up in another
Ruvelle hauls the corpse into the clearing, says a brief prayer part of the Woods. Readers take the moral to be that it’s easy
to Umberlee and dumps the corpse down the well. to get lost in the Hermit’s Woods. But according to Ruvelle
Ruvelle’s skin is a deep bronze hue. Her irises are the color the stories are true, to an extent. “Imagine waking up to a
of old gold; they sparkle in firelight. Her long hair runs down forest that is unrecognizable. You are in the same place you
to her sword belt. “The forest would not like it if I cut it. So I fell asleep, but nothing is familiar. Worse, the trail you were
don’t.” Except for a short brushing in the morning she leaves following might be gone.”
it alone. Ruvelle’s voice is pitched low. She doesn’t make Ruvelle says the trees try to confuse travelers. “Every tree
conversation with the people she helps. When she does it is remembers the voice of someone that spoke under its
to give orders. “Eat” or “Don’t leave the trail.” Sometimes, branches. Go far enough into the Woods and the trees will
“You won’t survive the night.” whisper your words back to you. The words sound real
Ruvelle is every inch a knight in the saddle. She wears a enough, but it's all a trick of the mind. Go further and the
breastplate, round besagews and gauntlets over a coat of trees will recite conversations they have overheard to confuse
chain. Her gambeson is the color of dried blood in keeping you or mumble like hungry goblins to scare you. I see it in the
with her faith. If she is in the saddle then her longsword is wild eyes of foundlings on the trail.”
unsheathed. Her gauntlets are made to lock the sword hilt in Ruvelle says the seasons are a factor, too. “The trees sleep
place so she can relax her sword hand. It is no challenge for a in the wintertime. If you avoid the heart of the Woods and
brigand or a monster to spot Ruvelle in the forest; her armor don’t exhaust yourself fighting off hungry wolves while you
gleams under the sun, its light plays over the length of her march through hip-deep snow, you can travel from one end to
longsword. A curious innkeeper once asked Ruvelle how she the other without getting lost. In the Summertime it is best
avoids danger. Her reply: “I do not hide. I am meant to be not to travel more than half a day into the Woods. Any further
found.” A pair of laces fasten a heavy black cloak to her armor. and the trees will keep you.” Few of the villagers that liver
Like a peace string, the knot can be released with a tug. Black near the Hermit’s Woods venture into it. One exception is the
trousers and knee-high black boots gird her feet and legs. If foresters of Blustich, who harvest wild cherries, tend nut
Ruvelle hears the call of an owl she considers it a warning. bearing trees and lay small traps to catch game. It’s taboo for
Her face shows no hint of fear as she dons her helm and anyone in the village to venture so far that it becomes
guides her mount in a slow circle, looking for danger through impossible to reach Wood’s edge by nightfall. “The men of
the eye slit in her helm. Blustich are some of the angriest people I find. Their wives
Her horse is a magnificent chestnut gelding with a mane and sisters will never allow them live down the
and skirt of the same black color as Ruvelle's hair. Of the embarrassment of getting lost. They curse under their breath
seven horses Ruvelle has ridden since the start of her watch, all the way back home.” According to Ruvelle, the foresters
none were given names. She wears out a horse every two or fall quiet once they reach the graveyard that divides the
three years. One died of natural causes. Another was farmland overlooking Blustich. Ruvelle leaves them at
butchered by goblins. graveyard’s edge to finish their walk alone.
 
THE KNIGHT OF OWL WELL 18
/
  Lighting a fire is one way to attract the attention of the trees,
says Ruvelle. Leaving the trails is another. The quickest way
to get lost is to carry magic into the Woods. “Adventurers die
here because their magic draws the attention of the trees. It’s
like banging a drum inside a dragon’s lair.” Worse, she says, is
the mistaken belief shared by adventurers that some great
treasure is hidden in the heart of the Woods. Ruvelle shakes
her head. “The trees of the Wood are not guardians, but
jailers. They keep you until you die.” The discovery of dead
adventurers spurs Ruvelle to move with haste. She alerts
innkeepers and travelers on the Wood’s edge trails of the
latest adventurer deaths. Unfortunately, this is not always
enough to keep other adventurers from looking for those who
never returned.
She rarely hears the trees in her mind. When she does, it’s
in the form of a song. “It’s beautiful. It feels like something
that was started and has not yet ended. Usually it means the
trees have caught someone.” Foundlings tell a different story.
They describe whispers, something heard behind your back
or from up in a tree. The voices multiply the deeper you
venture into the Woods; they become angry, they get louder,
they argue. Then the shouting starts. Next, the screaming.
What began as a distraction becomes an unavoidable
cacophony. The experience is maddening.
Ruvelle is not incapable of getting lost in the Woods. Her
strategy in such situations is to look for trees wrapped in
Duskrose vines. When Ruvelle finds one she dismounts and
squats at the base of the tree, her sword flat across her
knees. She removes gauntlets and gloves, then selects a
flower and inspects the leaves underneath until she discovers
a leaf with veins that curl and loop across its surface. She
traces the veins with a finger. When she finds an unbroken
line that runs from stem to tip, she memorizes it’s pattern by
speaking out loud. “Onward. Count three forks. Turn to the
sinister. Onward. Half-moon bend. Onward. Count two forks.
Turn to the dexter. Onward to Wood’s edge.” She doesn’t
pluck the leaf. Instead she pricks her finger on a vine thorn
and presses it into the soil at the base of the tree, then she
whispers a word of thanks and kisses the trunk. If the
Duskrose leaves are of no help, Ruvelle makes camp.
Ruvelle’s ancestors have a knack for not falling prey to the
trees. If you are in Marsember, watch for women (not men)
that are unusually tall, with piercing eyes and black hair worn
long. If you see someone like this, you are probably looking at
one of Ruvelle’s distant relatives. Among the Keskrels of
Marsember, knowledge of the Hermit's Wood is passed on by
word of mouth. “No single family in Marsember knows all the
lore of the Wood,” she says. "I would wager on the
Mallowbridges knowing more than anyone.”
Ruvelle considers anywhere on the trail to be a suitable
campsite. She draws feed and water for her gelding from
saddlebags hanging on the left side of her saddle. Food and
water for Ruvelle and her foundlings are in saddlebags on the
right. She never builds a campfire. If she is in the company of
a foundling, Ruvelle allows her cloak to be used as for a
blanket. Ruvelle lays on her back with her head resting in a
pool of black hair, one hand resting over sheathed daggers.

19 THE KNIGHT OF OWL WELL


/
Map of Hermit's Woods There are too many trails circumventing the Hermit's Woods
to list their names here. Each varies in size from a rutted
and Vicinity track suitable for wagon traffic to a footpath barely wide
enough for travelers to walk in a line. The paths of the most
Settlements commonly used trails (Nesmyth south to Bogbrook and then
Name Size (DMG p.16-17) Moonever; Moonever east to Blustich) are shown on the map.
Blustich Village The same is true of the many ruins inhabiting the Hermit's
Woods, both within its trees and underneath the Wood. Of
Bogbrook Village these, the recent discovery of a castle-like ruin on the
Marsember City northeastern edge of the forest has drawn the attention of
Moonever Village
adventurers and the Crown. Parts of the ruin shift in and out
of reality when certain spells are cast nearby. None as yet
Nesmyth Village have deduced what sequence of spells must be cast to realize
Ongul's Water Village the whole structure. See 'Spellcatch Ruin' on the map.
Wheloon Town

THE KNIGHT OF OWL WELL 20


/
Dungeon Under The Tower Keep
A 1st Level Adventure
The ruins of buildings constructed by petty lords stand not Ground Level
far from the roads used by modern-day Cormyreans to travel
through the King's Forest. Today, the trails to such ruins are A 45 foot tall tower dominates this ruin, its out wall ringed
obscured by undergrowth, the ruins themselves hidden with arrow slits. An uneven wall made of poorly fitted stone
behind ranks of trees. extends 50 feet south-southwest from the tower. The wall
Salvagers hunting for good stone and adventurers seeking makes a hard turn east, extending for nearly 100 before it
lost treasure flock to these ruins. Rangers and Crown joins with the remnants of a gatehouse. There is no gate.
foresters make a point of checking on the ruins too. North of the gatehouse, a 50 foot long building runs east to
Collapsed towers, exposed cellars, signs of monstrous activity west. A single stone door marks the point where the building
and fresh corpses are noted. If the dead are recognized, word and tower touch. The gabled roofs are weather damaged and
of their passing is relayed to the nearest settlement. run through with holes. Some roofs have fallen in.
Unless a danger is sure to spread beyond a ruin, the Crown
does not attempt to eliminate the threat or prevent others Area 1: Courtyard
from exploring a ruin. (Though it will leave warnings in
settlements that "yon tower a half day's walk into the wood is The courtyard is paved moss covered cobblestones overrun
ready to collapse.") Rangers do the same, the better to with wild grass and low bushes. There is no sign of foot
maintain balance between human activity and the wild traffic or other recent activity within the courtyard. Up above,
denizens of the forest that live in ruins. Rangers sometimes a tattered black flag high up on the tower whips back and
leave trail runes on trees near ruins to indicate the presence forth in the wind.
of a newly observed danger.
The Dungeon Under The Tower Keep is an example of one Area 2: Empty Hall
such ruin within the King's Forest. It sports a decaying tower, There is no way to tell whether this 20 foot long by 60 foot
forgotten corpses, lesser beasts of the forest, and a newly wide room was a grand hall, a barracks or both. There
exposed (but not yet discovered) cellar entrance that leads to remains no furniture, rugs, nor wall hangings to indicate the
an assemblage of horrors beneath the earth. room's purpose. Gaps in the north, east and south walls allow
This ruin is located within a few hexes of Waymoot (map creatures of Medium size or smaller to enter without
D19), and a half day's forest walk from either the Way of the difficulty. The double doors in the west wall can be pushed
Dragon or the Ranger's Way. Select a hex to place the ruin in open from the inside or pulled open from the outside. The
and record its map coordinates in your campaign notes. iron brackets that once held a wooden beam that secured the
double doors have become rusted and pitted, the wooden
beam long since plundered. The bones of a roof frame are all
STRUCTURE INFORMATION that remains of the ceiling.
Map Square 10 foot squares.
A rectangular carve out in the southern wall is empty of the
bookcase that formerly stood within it. Any character with a
Arrowslits        Three-quarters cover (PHB p.196): passive Perception score of 14 or higher that stands in the
+5 AC and Dexterity saves. square adjacent to the carve out will notice an iron panel
Doors Stone slabs on hinges. Open inward. Fitted painted the same color as the stone. Characters that search
with brackets for wooden bars. Strength the carve out will discover the panel on a successful DC 12
DC 15 to burst open barred doors. Wisdom (Perception) check. The panel swings open like a
Floors Cracked and broken flagstone. Cracks are small door to reveal a hollowed out rectangular space. A
filled with moss, weeds and dirt. Helm of the Skull Lord is stored inside.
Floors (tower) Thin flagstone over rotted wooden beams
Area 3: North Gatehouse
Rubble Difficult terrain. +5 movement cost.
The stone door in the north wall of this gatehouse is shut and
Roofs Shape: gabled. 15 feet high at eaves, 20 barred from the inside. If characters look through the arrow
feet at ridge. Slate tiles over rotted wooden slits in the east and south walls, they see a patches of floor
beams. illuminated by sunlight passing through large gaps in the
Roof (tower) Shape: conical. 15 feet at eaves, 20 feet at roof. Characters with a passive Perception score of 12 or
apex. Slate tiles over rotted wooden beams. higher notice a hole ringed by broken flagstone in the
Stairs Worked stone steps over mortared stone. northwest corner of the floor.
Characters may attempt to burst open the door to the
Walls Mortared stone. 15 feet tall.
Strength (Athletics) DC 13 to climb.
gatehouse or climb the outer wall and then either climb or
rappel into the room through the gaps in the roof.
There is little of anything inside this room beyond dust, bits
of broken rock, shattered slate ceiling tiles and sprinklings of
wood fibers. No birds nest in the rafters.
21 DUNGEON UNDER THE TOWER KEEP
/
DUNGEON UNDER THE TOWER KEEP 22
/
The square marked "F" indicates a jagged hole in the The squares marked with a red 'X' indicate areas where the
flagstones. If the characters inspect the hole, they see the floor is prone to collapse. Whenever a creature ends its turn
remnants of wooden frames beneath the floor, each eaten in a marked square, roll percentile dice: 1-50% the floor
away by rot and mold. The flagstone covered frames holds; 51-100% the floor collapses and all creatures standing
concealed a 10 foot wide shaft with stone rungs in its south on the square fall 15 feet to the lower level and take 1d6
face, the rungs starting 3 feet down. The air in the shaft is bludgeoning damage. A successful DC 14 Dexterity saving
tainted by a damp mix of rot stench and fetid water. The throw allows a character to leap to an adjacent square and
bottom of the shaft (60 feet below) is swallowed in darkness. fall prone.
Characters that climb down the ladder arrive in Area 11. A successful DC 12 Intelligence (Investigation) check
identifies a square that will collapse. A check result of 14 or
Area 4: South Gatehouse higher informs the investigating character that such squares
The western wall of this gatehouse is missing; a 10 foot wide can be safely crossed provided a character does not end their
gap in the western wall allows for easy access. Arrow slits in movement on one. One 10 foot square may be inspected per
the north wall allowed for a lethal crossfire to be unleashed check. If characters think to inspect the roof below a square
when the north gatehouse was manned. There are more before they investigate it (by descending to Areas 6 and 7 to
arrow slits in the east and south walls. The roof is intact, the have a look at the ceiling), they gain advantage on their check.
chamber devoid of objects of interest. Area 9: Stirge Nest
Area 5: Cart Storage and Stables The eastern half of the tower's 2nd floor is home to a nest of
This space once sheltered horses and a pair of small wooden 5 Stirges (MM p.284). The tiny beasts exit their nest by
carts. All that remains is broken wall. There is no sign of the means of man-sized gaps in the outer tower wall, and the
roof. Rotted heaps of horse feed and ancient dung piles overhead space along the eastern wall where the ceiling has
grown over in red and brown mushrooms stand knee high in fallen in, to hunt. The stirges will attack any creature entering
the southwest corner. If the characters search the heaps, they Area 9. The hungry beasts spread out their attacks between
disturb a nest of harmless rats. all the characters they can see. A stirge that has drawn blood
from a character and is removed, as well as a stirge wounded
in combat, will attempt to fly out of the tower. Survivors
Area 6: Tower Ground Floor South return once the characters are gone.
The door in the southern face of the tower is open. Inside, a A victim of the stirges sits upright in the space marked "C",
wedge-shaped chamber 20 feet long and 40 feet wide is where the outer wall joins the northern side of the wall
devoid of furniture or other objects. Overhead, wooden beams separating Area 8 and Area 9. Decay has reduced the corpse
that look precariously close to collapsing support 1 inch thick to a gaunt, papery skinned skeleton encased in chainmail
flagstones that form the floor of the tower's second story. An rusted red and the remains of a tabard and breaches piled
open door in the northwest corner leads to Area 7. over with black stirge droppings. A lump of coins encased in
a rotted leather pouch can be found under the skeleton if the
Area 7: Tower Ground Floor North corpse is searched. It holds 10 cp, 10 sp, and 15 gp. A leather
backpack holds 6 iron spikes, a grappling hook and 20 feet of
The northern half of the ground floor tower level holds a steel chain (all in good condition).
stone staircase that rises counterclockwise to the tower's The squares marked with a red X collapse like those in
second story. The stairs are water stained and covered in Area 8.
dust.
Double doors in the east wall are closed and secured with Area 10: Tower 3rd Floor
a thick beam of ironwood. The 10 foot long beam is heavy
(requires Strength 16 for one character to lift) and remains Years of rain, snow and ice have reduced much of this floor to
sturdy after centuries spent in the iron door brackets. rot and rubble. The easternmost portion of the outer wall, and
Five arrow slits spaced like numbers on a clock face pierce part of the floor, has fallen away. A precarious island of wall
the tower wall. An arched path fashioned into the stone stands alone beyond the broken edge of the floor. The conical
beneath the stairs leads back to Area 6. The condition of the roof still stands, though numerous holes allow light and
ceiling in this room is identical to the ceiling in Area 6. precipitation in. Several support beams have fallen away on
its eastern side. Shattered slate tiles surround fallen roof on
Area 8: Tower 2nd Floor West the eastern side of the floor, the wood fibrous and chewed
through by wood worms visible to the naked eye. Wind
Characters ascending from Area 7 arrive in a semicircle- whistles through the holes in the roof and the gap in the wall.
shaped chamber. Arrow slits and the opening in the roof Squares marked with a red X collapse like those in Area 8
where the staircase ascends to Area 9 allow meager light and Area 9. Note that some marked squares in Area 10 are
from outside to dimly illuminate this room. The flagstone over similarly marked squares in area 9. Allow characters to
floor is covered in debris—mostly stone and bits of wood make new saving throws to avoid falling twice.
from the roof 15 feet overhead. A door in the southeastern If characters explore the eastern edge of the floor, they
wall is shut. have a chance of seeing a corpse half-hidden by a portion of
wall on the "island" beyond the floor's edge. See the space
marked "C."

23 DUNGEON UNDER THE TOWER KEEP


/
    Another victim of the stirges, this corpse lays on its side Dungeon Level
among the rubble. It faces east. The torso is obscured by the
remnants of the tower wall, but its legs and hips are visible. It Cookie Tastiness
is clothed in rusted chainmail, a tattered black cape that Map Square 10 Foot Squares.
whips back and forth in the wind, and a rotted belt and boots. Ceilings 10 foot high.
Its backpack is obscured by the tower wall. A sheathed
longsword in a scabbard rests on the corpse's hip. Characters Doors Stone slabs on hinges. Open inward.
standing on the southeastern edge of the floor with a passive No bars or locks on the doors.
Perception score of 13 or higher notice the sword hilt is well Floors Mostly level floor. Carved from bare rock.
preserved. Stairs Carved from bare rock.
Characters may attempt to retrieve the corpse by using
mundane or magical means, such as with the chain and Walls Carved from bare rock.
grappling hook found on the corpse in Area 9, or by using
Mage Hand to draw the sword from its sheath (it weighs less Area 11: Landing
than 10 pounds). 60 feet below the floor of Area 3, the shaft opens into a 10
Alternately, characters may attempt to cross the space foot square space covered in wet, mildew and mold.
between the floor and island by means of: Fragments from the collapsed floor in Area 3 litter this space.
Climbing up the interior tower wall from Area 9 to Area The walls and ceiling are uneven and appear to be hewn from
10. Requires one DC 13 Strength (Athletics) check. solid rock. Likewise the floor. Stairs on the northern edge of
the landing descend to a 30 foot long hallway.
Jumping across. Minimum Strength score of 12 required When the characters first arrive on the landing, a narrow
to clear the gap with a 10 foot running start (no ability sliver of yellow light can be seen to extend from the middle of
check needed; PHB p.182) A DC 12 Dexterity (Acrobatics) the eastern wall in the hallway past the stairs; it runs
check is required to land among the rubble on the island diagonally across the floor. Starting at the stairs, the ceiling is
without falling prone. A result that is 1 to 4 less than the 10 feet overhead. There are no racks on the walls to mount
DC means the character lands prone. torches, nor hooks to hang lamps from. Characters with light
sources can see a stone door set into the east wall of the
Characters that fail an Acrobatics or Climbing check with a hallway, 10 feet past the bottom of the stairs. The door is
result that is 5 to 9 less than the DC will suffer a mishap. If open a crack. A gap in the west wall is visible opposite the
Acrobatics, the character lands on the island, slips and falls open door.
over the edge, and ends up hanging from the edge of the
island and holding on for dear life. If Climbing, the character Area 12: Corpse Under the Light
accidentally collapses part of the tower wall holding up the Everything is visible in this chamber thanks to a Glowing
island. The island itself doesn't collapse, but the character Globe that lingers at head height over a corpse shrouded in
must immediately make a DC 12 Dexterity (Acrobatics) check the remains of a heavy bath robe in the south end of the room
to leap to a safe part of the wall, or they will fall to the floor in (see the square marked "C"). Ugly lumpen moldered heaps
Area 9 and suffer 1d6 bludgeoning damage. are all that remains of the soft furniture that once decorated
Characters that fail their Acrobatics or Climbing check by the north, east and south walls of this chamber. The floor is
10 or more suffer a major mishap: They fall to the ground in covered in a 1 inch layer of damp sand.
Area l and taking 4d6 bludgeoning damage. The corpse was the Lady of the Tower Keep. She became
The corpse wears an enchanted longsword with the infected by a single rot grub. That grub has since multiplied,
Levitating minor property (see the Magic Items list at end of its descendants devouring every scrap of flesh from her
this adventure). If the characters search the corpse, they bones. The grub spawn, now mature, have become dormant
recover two Potions of Healing (DMG p.188) and a coin in the absence of fresh flesh to burrow into.
purse with 35 sp and 10 gp from its backpack. The rotted bathrobe begins to ripple and undulate one
round after a character enters the 10 foot square with the
corpse. Characters with a passive Perception score of 13 or
higher that are standing in the square with the corpse notice
the movement. Characters inspecting the corpse
automatically see the movement. Roll initiative. Any
characters that didn't notice the movement are surprised and
may not act on their turn. The Mature Swarm of Rot Grubs
erupts out of the corpse and attempts to bite the nearest
character(s).
If the characters search the corpse, a successful DC 14
Wisdom (Perception) check reveals a key made of fused bone
(finger bones and teeth). The key is not readily visible
because all that remains of the Lady of the Tower are her
bones picked clean by the rot grubs. The key opens the outer
door to Area 21.

DUNGEON UNDER THE TOWER KEEP 24


/
25 DUNGEON UNDER THE TOWER KEEP
/
Area 13: Hot Springs Bath
Swarm of Mature Moisture collects on the walls of this irregular chamber,
Rot Grubs making them appear to sweat. The floor is covered in a half-
Medium swarm of tiny beasts, unaligned
inch thick layer of sand. The north end of the room hosts a
pile of moldering wood and shards of pottery mixed with
Armor Class 8 warped blocks of soap and rotted wool fabric.
Hit Points 22 (5d8) If the characters search the pile, they risk disturbing a
Speed 5 ft., climb 5 ft. patch of Yellow Mold (DMG p.105; see the 5 foot square
marked in yellow on the map), causing it to burst. Its spores
fill the 10 foot square the mold is located in. Because the
STR DEX CON INT WIS CHA yellow mold is fully obscured by the sand and debris, only
4 (-3) 9 (-1) 10 (0) 1 (-5) 2 (-4) 1 (-5) characters that succeed on a DC 13 Wisdom (Perception)
check will notice the bright yellow mold in time to avoid
Damage Resistances piercing, slashing triggering its spores.
Condition Immunities charmed, frightened, A short (2 foot tall) lip of stone in the middle of the
grappled, paralyzed, petrified, prone, restrained chamber forms one end of a natural pool that extends 30 feet
Senses blindsight 10 ft., tremorsense 5 ft., passive to the south wall. The water is hot to the touch, harmless if
Perception 6 consumed, and may be swam in. The bottom of the pool is
Languages — formed of a mix of natural grey and black stone. The pool is
Challenge 1 (200 XP) 10 feet deep for every 10 feet of horizontal space, and is 30
feet deep at the south end. The hot springs are fed by several
Swarm. The swarm can occupy another creature's minute cracks in the bottom of the pool.
space and vice versa, and the swarm can move There are 20 platinum coins in the south end of the pool.
through any opening large enough for a finger-sized These were offerings to Tyche, a since-fallen goddess of good
worm. The swarm can't regain hit points or gain and bad fortune. Retrieving the coins first requires a
temporary hit points. character to discover them by carrying a waterproof light
Burst of Motion. A mature swarm gathers its energy source into the water or by using darkvision (10 foot radius
to attack when senses one or more creatures with visibility in either case). Second, a character must search the
its tremorsense. On its first turn at the start of six 10 foot spaces that make up the bottom of the pool.
combat, a mature swarm of rot grubs moves at Swimming movement costs 2 feet of a character's speed per
double speed and makes three bite attacks. foot of movement (PHB p.182). A character can search one
Slow burrowers. An infested creature suffers terrible
10 foot square per round, and may hold their breath a
agony while infested by a mature rot grub. On the
number of rounds equal to 1 + their Constitution modifier
second and fourth rounds after a creature is (PHB p.183).
infested, it must make a DC 12 Constitution saving This warm spring has overflowed several times down the
throw or fall prone for 1 round. years, flooding this room, the hallway and the rooms as far as
Area 14 in mineral-rich water. The collapsed floor in Area 14
is a result of such flooding.
Actions
Bite: +0 to hit, reach 0 ft., one creature in swarm's Area 14: Collapsed Floor
space. Hit: The target is infested by 1 rot grub. At
the start of each of the target's turns, the target
This 20 foot long by 50 foot wide chamber is devoid of
takes 1d6 piercing damage per rot grub infesting it.
anything save for a wide gap in the northwest corner of the
Applying fire to the bite wound before the end of floor. Water stains and sand cover the floor from the hallway
the target's next turn deals 1 fire damage to the in the south wall to the hole in the floor, suggesting that water
target and kills the rot grub. has flowed over this area in the past. Characters that inspect
the floor see that it has collapsed 10 feet down into a rubble
A successful DC 12 Medicine check allows a and sand-strewn space. Characters can slide down the gap in
character to kill 1 infested rot grub with a melee the floor to Area 22.
weapon, doing 1 hp damage to the infested target. Climbing down the hole to Area 22 to can be accomplished
On a failed check, the infested target suffers 1 hp by any character. The distance is 10 feet. This costs 20 feet of
damage and the rot grub advances closer to the
target's heart.
movement. Characters that drive spikes into the rock and
attach ropes to them can climb up or down the hole at
Any effect that cures disease will destroy infested normal speed.
rot grubs. Poison that does at least 1 hp damage to
the target will kill infested rot grubs.
Five rounds after a rot grub infests a target, it
reaches the target's heart and the target is reduced
to 0 hp. If the rot grub is not removed before the
start of the 6th round, the target dies.

DUNGEON UNDER THE TOWER KEEP 26


/
Tower Keep Guardian Area 15: Choose A Path
Medium undead, lawful evil A 20 foot long hallway leads from Area 14 to this irregular
chamber. It holds three exits, one each in the north, south,
Armor Class 16 (Breastplate + Dex) and west walls. The floor is mostly free of sand and water
Hit Points 15 (2d8 + 6) residue. The northern exit hosts one end of a 30 foot long
Speed 30ft. hallway leading to Area 16.
The western exit opens into a tunnel of natural stone that
STR DEX CON INT WIS CHA
bends southwest while slowly descending 5 feet over
roughhewn stairs. Characters that walk down the stairway
14 (+2) 14 (+2) 14 (+2) 6 (-2) 8 (-1) 5 (-3) discover that it bends south and descends another 5 feet. A
Gray Ooze (MM p.243) will attack any character within
Damage Vulnerabilities bludgeoning reach from its position within a gap in the northwest wall that
Damage Immunities poison flanks the stairway. While motionless, the ooze is impossible
Condition Immunities exhaustion, poison to notice. Several large rocks of dark grey and black stone fill
Senses darkvision 60 ft., passive Perception 9 the space where the ooze is hiding.
Languages Common, can't speak
Challenge 1/2 (100 XP) Area 16: Guardian's Chamber
Actions A solitary skeleton (the Tower Keep Guardian) inhabits this
20 foot long by 40 foot wide chamber. Once a warrior tasked
Greatsword. Melee Weapon Attack: +4 to hit, reach with the defense of the Tower Keep, its remains have been
5ft., one target. Hit: 9 (2d6 + 2). charged with one last duty: to guard the entrance to Area 17
forever. The skeleton stands motionless in front of a closed
stone door in the north wall. The Tower Keep Guardian will
only attack characters that enter Area 16, even if ranged
attacks are used against it from the hallways.
To the west, an opening in the wall reveals a landing, and
stairs that descend 5 feet into darkness.
Standing motionless in a wall gap in the southeast corner
of this chamber is a second skeleton: the Tower Keep Lord.
The walking corpse of the former Lord of the Tower Keep
still wears the arrows in its back that slew it. Characters with
a passive Perception score of 15 or higher notice the skeleton
if they are capable of seeing into the 10 foot square it is
located in.
The Tower Keep Lord waits in the shadows for a creature
to open the door to Area 17 (barred from the inside; Burst
Tower Keep Lord DC 15). If the door is opened, the Tower Keep Lord
Medium undead, lawful evil approaches the nearest character and attacks from behind.
That character is surprised unless they have a passive
Armor Class 12 (Dex) Perception score of 13 or higher. If the characters notice it
Hit Points 18 (2d8 + 9) and attack first, the Tower Keep Lord fights until the
Speed 30ft. characters are slain or it is destroyed.
Much of the Tower Keep Lord's clothing has rotted away
STR DEX CON INT WIS CHA during its long vigil; moldered black cloth having become a
solid crust in an irregular ring around the skeleton. If the
16 (+3) 14 (+2) 16 (+3) 6 (-2) 8 (-1) 5 (-3) characters search the space where the skeleton stood, they
discover the remnants of a belt, including a tarnished silver
Damage Vulnerabilities bludgeoning belt buckle and a small brass key that opens the locked chest
Damage Immunities poison in Area 18, and a Necklace of False Life.
Condition Immunities exhaustion, poison
Senses darkvision 60 ft., passive Perception 9 Area 17: Portal Chamber
Languages Common, can't speak
Challenge 1/2 (100 XP) This 20 foot square chamber is empty save for a rectangle of
stone set in the north wall. A mirror-like object is set into the
Actions stone. If the door was burst open, the floor is littered with the
remnants of the wooden bar that kept the door shut. Ripples
Longsword (wielded two-handed). Melee Weapon play across the surface of the object if a character approaches
Attack: +5 to hit, reach 5ft., one target. Hit: 8
(1d10 + 3).
within 10 feet. A character that touches the portal is whisked
away to the portal nexus (Area B3) in the adventure
Undercellars of the Dread Destination.

27 DUNGEON UNDER THE TOWER KEEP


/
 
Area 18: A Test of Patience
Stairs beyond the landing in Area 16 descend 5 feet to a 60
foot long hallway. This portion of the dungeon is relatively dry
and free of the stench of mold. Five doors, two on the north
wall and three on the south wall, stand shut.
The door to Area 18 is unlocked. Inside, the characters see
a 10 foot square chamber that appears empty. In truth, the
north half of the room is empty, while the south half is
cloaked in a simple illusion that makes it appear to be empty
as well.
A character that enters either 10 foot square in the south
end of the room has a 50% chance per round of blundering
into one of the objects stored there, which dispels the entire
illusion: characters see a brief appearance of black smoke
that fades away to reveal what was hidden. The illusion
resets if the door to this room is closed.
Set into the southeast corner are three stone shelves on
triangle-shaped stone brackets. There is an assortment of
glass jars on each shelf. One chest sits in the middle of the
southeast 10 foot square.
Top Shelf: Two jars rest atop this shelf, each as large as a
handkeg and stoppered and sealed in black wax. A dark
green fluid fills the jars. Each holds a pair of objects that
looks like children's mittens, but made out of lizard skin,
with small, flexible, razor sharp spikes covering one side.
The severed hands from a choker, in fact, one pair in each
jar.
Middle Shelf: A single jar of transparent glass, no larger
than a closed fist, sits on this shelf. Its stopper has been
removed. The urn is empty of the rot grub it once held.
Bottom Shelf: Four jars are arranged on this shelf. Each
is sealed and stoppered, and contains pickling fluid
identical to that in the top shelf jars. There is one fist-
sized, grey organ that look like a leather sack covered in
warts inside each jar. If the organs are removed (or their
jars shattered), the organ emits a terrible stench in a 5 foot
radius (filling one 10 foot square). Any creature in the
radius must succeed on a DC 12 Constitution saving
throw or be poisoned until its next turn. A successful save
renders the creature immune to the scent for 1 hour.
These are troglodyte scent glands.
Chest: Closed and locked. Contains a mix of coins: 1,150
cp, 300 sp, 50 gp, and 5 pp. A successful DC 12 Dexterity
check using thieves' tools opens the lock.
Three wooden chests rest on the flagstones in the
southwest 10 foot square. Each is without locks and in good
condition. The symbol of Myrkul is painted on each lid.
Chest 1: Four long black robes lacking any sort of hood
are neatly folded within this chest. Each robe is made of
cotton thread dyed black. The material is soft to the touch
and wearable. Four skulls rest atop the robes. White
cotton thread binds each jaw to its matching skull.
Chest 2: A steel skull cap, a steel dagger in a red leather
sheath, three Potions of Healing and 20 steel-tipped
crossbow bolts are found in this chest.

DUNGEON UNDER THE TOWER KEEP 28


/
  Chest 3: This chest holds a single object: a foot long flute Top right: four black cowls (not magical) that may be worn
made of white bone (worth 35 gp). If played the flute emits during prayer services.
notes as expected, but the sound is twisted as though it Top left: eight small white pouches of powdered bone.
were made to pass through dead tree branches before
reaching a listener's ears. Bottom right: one necklace made of fine steel rings to
which an adamantine holy symbol of Myrkul is attached.
Area 19: Living Quarters
Bottom left: Empty.
A lonely wooden bunk lines the northern wall of this spartan
chamber. Dry rot has made the wood pliable: the bunk will If the characters open the skull's jaw, they release the spirit
bend if a character lays on it; it will collapse if a character of the Lady of the Keep in the form of a Specter (MM p.279)
stands on it. The bunk lacks sheets or mattress. stored inside the skull. (Myrkul answered the Lady's prayer as
A 5 foot long by 2 foot wide stone shelf lines the western she lay dying. The deity transformed her spirit into a specter
wall next to the bunk. A flat wooden dust pan sits on the and caused it to be stored within the marble skull without
ground next to a bent wooden broom, the later leaning suffering damage.)
against the stone shelf. A thin layer of dust covers the shelf
and cleaning implements.
Area 22: Sand Cavern
Area 20: Prayer Chamber The natural state of this cavern suggests it was found as is by
This rectangular chamber is empty save for a harmless whomever carved the dungeon out of the earth. The floor of
wooden stool (in good condition) concealed under a large, the cavern is covered in 6 inches of grey-black sand. The
diamond-shaped black cloth with a skeletal hand, fingers ceiling varies from 10 to fifteen feet in height. Two sets of
slightly curled save for the index finger, which points upward, rough stone stairs descend into the cavern, one from Area 15
embroidered in white thread in its center. The stool is located and one from the hallway in the northwest corner of the
in the middle of the northern 10 foot square. dungeon. A gap in the floor of Area 14 drops into this cavern
Feel free to play on the character's sense of danger when as well.
you describe this room and its contents to them. The black The same geological process that overflows the pool in
cloth is a Cowl of Deathly Contemplation. Area 13 has managed to push water through cracks in the
floor of Area 22. The flow is minor, but the effect over time
Area 21: Altar to The Lord of Bones has left a thick layer of sand on the floor that makes
movement difficult (double movement cost). The cracks in the
The door to this room consists of two parts: an outer door floor are visible if the sand is scooped away. These cracks are
made from black iron bars bent and shaped to create the what allowed the Gray Ooze (lurking near the stairs leading
form of a giant skull within the door, and an inner door made from Area 15) to find its way to the dungeon from the
of vertical wood planks banded over by two horizontal sheets Underdark.
of black iron.
The outer door sports a finger-width keyhole set in a disk
of black iron within the forehead of the skull. The door is Below: The living face of the Lord of the Tower Keep.
hinged into the stone of the hallway at two points on its left
side, and opens outward. Some of the iron bars disappear
into the rock framing the door. The lock can be picked with a
successful DC 14 Dexterity check using thieves' tools, which
causes the iron bars to retract out of the rock. The door
requires a successful DC 20 Strength check to burst open.
The inner door is not locked. It can be pushed open.
The chamber is identical in size to Area 19. The northern
10 foot square is tiled in black. It holds a barrel-sized skull
carved from white marble that rests atop a short (2 foot tall)
plinth of black granite. The 10 foot square between the
entrance and the marble skull is covered in smooth tiles that
depict the symbol of Myrkul, Lord of Bones: an inverted black
shield edged in white finger bones, with a white skull (face-on
towards the viewer) in its center. A thin layer of dust covers
the floor and the brow of the marble skull.
Characters that succeed on a DC 13 Wisdom (Perception)
check discover a notch beneath the chin of the stone skull.
When the notch is pulled, the jaw of the skull lowers to reveal
a square tray divided into four sections.

29 DUNGEON UNDER THE TOWER KEEP


/
XP and Treasure Summary Glowing Globe
Wondrous item; uncommon (requires attunement)
Because this adventure assumes the characters will not find This levitating 1 foot diameter sphere radiates magical
every piece of treasure, there is more than average treasure light. It can be grasped with two hands and moved to a new
available. This section omits mundane items the characters location by a creature with a Strength score of 6 or higher.
may find during the adventure unless the items are of If you are attuned to the globe, it follows you over either
significant value. shoulder (your choice) and moves at your speed. You may
Treasure
spend an action to command the globe to brighten, to dim, or
to go dark. When brightened, the globe radiates light
Area Coins/Gems Items equivalent to the Light spell. When dimmed, the globe sheds
2 N/A Skull Lord's Helm light equivalent to a candle. When made to go dark, the globe
9 10 cp, 10 sp, 15 gp N/A sheds no light.
Additionally, you may spend an action to command the
10 35 sp, 10 gp Levitating Longsword, globe to unleash a blinding flash. This effect emits blinding
2 Potions of Healing light in a 20 foot radius centered on you. Creatures in the
12 N/A Glowing Globe area that can see the light must make a DC 14 Constitution
13 20 pp N/A
saving throw. On a failed save, the creature is blinded for
1d6+1 rounds. When you use this effect, you must wait 24
16 N/A . Necklace of False Life hours before you can use it again.
18 1,150 cp, 300 sp, 3 Potions of Healing Roll percentile dice when a Glowing Globe is first
50 gp, 5 pp Bone Flute (35 gp value) encountered.
21 7 x 50 gp onyx Adamantine Holy Symbol 01-50%: The globe is brightened.
(350 gp value) (50 gp value) 51-80%: The globe is dimmed.
81-00%: The globe is darkened.
Helm of the Skull Lord
XP by Area Wondrous item; common
Area Creature (#) Monster XP Total Difficulty While you wear this war helm made of fused bones, it
9 Stirge (5) 25 XP 125 XP Medium* cloaks your head and neck in the illusion of a fearsome skull,
absent neck bones. The jaw of the skull moves whenever you
12 Sw. Rot Grubs (1) 200 XP 200 XP Medium speak.
15 Grey Ooze (1) 100 XP 100 XP Easy
16 Tower Skeleton (2) 100 XP 200 XP Medium Necklace of False Life
Wondrous item; common
21 Specter (1) 200 XP 200 XP Medium This necklace has 1d4 + 3 beads hanging from it. You can
TOTAL: 825 XP use an action to detach a bead to cast False Life.
* The stirge encounter difficulty is listed as Medium because Balancing the Adventure
of the additional risk of falling through the floor in Area 9.
This adventure is designed to challenge players of all skill
levels. Don't discourage novice players from daring to climb
New Magic Items up or down walls, or from making dangerous leaps,
Minor Properties swimming in the hot springs or bashing down doors. Let
them try everything. Likewise, allow experienced players to
Property Description overthink situations—if they avoid the hot springs believing it
Hovering  This item does not fall to the ground when let to be an obvious danger, don't hint there's something valuable
go. This property ceases to function whenever in its depths. Let them move on.
the item is touched, grasped, or manipulated by If you play through Dungeon Under the Pond and
a creature. When thrown, the item loses its Undercellars of the Dread Destination first, the characters
momentum and stops in midair in a space may arrive to Area 17 of this dungeon having already
adjacent to the creature that threw it. This item
can support up to 5 pounds of weight before it
advanced to 2nd level. You have the option to increase the
drifts to the ground. danger level, or you may leave the dungeon as is to give the
(presumably exhausted and wounded) characters a break.
If you decide to add encounters, a gelatinous cube could
Wondrous Items easily have found its way into in Area 22 from the Underdark,
Cowl of Deathly Contemplation as could a pair of mated Chokers who've since moved to Area
Wondrous item; common 11 or Area 13 to make a lair.
While you wear this diamond-shaped black cowl over your
head, you are blinded, deafened, and lose your sense of touch
except for the sensation of the cloak over your head.

DUNGEON UNDER THE TOWER KEEP 30


/
Dungeon Under the Pond
A 1st Level Adventure
Narrow rivers snake their way between the trees and leap
down the sides of ravines in the King's Forest. Lost travelers   Where the Dathyl makes its turn (hex C24), it curls around
follow game trails in the hope of finding a rill or brook, and a rise of land about a quarter mile across. In the middle of the
water to drink. Rangers walk in the streams to mask their rise, in a clearing devoid of trees but crowded by mounds of
scent and hide their backtrail. Predators sometimes lair near bush-covered earth, is a pond. Thorncanes and eelgrass line
the forest rivulets, the better to catch a meal. the pond's edge. Thawing snow and spring rains overflow the
In the vicinity of Waymoot (D19), a creek runs east and pond, the excess water flowing down the rise into the Dathyl.
then south, following the route of the Way of the Dragon. The Cuts in the rise reveal the paths the runoff takes between
Dathyl is unremarkable as minor rivers go. It's deep enough the bushes. They also reveal stone blocks and the occasional
to sit in for a cold bath, brownfins can be caught from its bit of finished wood or corroded iron half-buried in the earth.
waters, and it flows near a handful of woodcutter's glades A handful of blocks unearthed from the clearing have been
that travelers on the Way use for campgrounds by night. The tossed into the pond. The ducks that make the pond their
Dathyl turns back into the forest to chart its own course home take flight each time something unseen lifts the blocks
about a half day's ride south of Waymoot. out of the water and returns them to pond's edge.

31
/
DUNGEON INFORMATION
Map Square 10 foot squares.
Ceilings           10 feet high. Carved from bare rock.
Doors None.
Entrances Archways of carved stone. 8 feet wide at
and Exits ground level by 8 feet tall.
Floors 2 foot square flagstones, grey in color,
mortared together over bare rock.
(Most are cracked or have broken corners.)
Stairs Carved from bare rock.
Walls Carved from bare rock.

SPECIAL DUNGEON QUALITY: DRYNESS


The dungeon is empty of damp, humidity and moisture. Any
amount of water or other liquid (blood, sweat, skin oils, etc.)
that is exposed to the air of the dungeon for more than 1
round is magically levitated and born aloft at a speed of 10
feet per round to Area 1, where the liquid merges with the
water of the pond.

DUNGEON UNDER THE POND 32


/
   
Area 0 (not pictured):
Suspended Pond Area 2: The Long March
The pond is shaped like an irregular circle approximately 30 A 10 foot wide hallway runs 150 feet north from the archway
feet in diameter. Frogs and lizards hide at pond's edge, in Area 1. 40 feet short of the end of the hallway, an opening
waiting to catch a meal. Brownfins flash about below the in the west wall leads to Area 3. The archway at the end of
surface of the water. A raft of ducks float in the center of the the hallway opens into Area 4.
pond; they pluck insects out of the water with the speed of a Characters that walk at least 100 feet down the hallway
striking snake. experience the effects of the dungeon's Dryness special
Aside from the stone blocks, little remains of the structure quality. Exposed skin starts to dry and lips begin to crack.
that once stood atop the land rise . Tears formed to help moisten dry eyes are stolen away a
If characters toss an object into the water that can sink, few eyeblinks later. Mouths feel parched and throats itch.
that object will mysteriously return to water's edge before The dungeon's magic rides the air into the character's
sunrise of the next day. lungs and steals the moisture out of their bodies. Each
breath exhaled is filled with water vapor.
Water visibility is limited to 10 feet. At night, characters
must utilize a waterproof light source (such as the Light Characters will experience additional deleterious effects
spell) to see underwater. Darkvision is likewise limited to caused by the dryness, as specified in the description for
10 feet. each Area.
Approximately 5 feet underwater, the soil, roots and moss  
that line the edge of the pond give way to bare stone. The
stone forms a square-shaped shaft with rounded corners that
sinks an additional 25 feet below ground.
In the southwest corner of the pond wall, and just a few feet
below the surface of the pond, the first of several 1 foot wide
stone rungs descend to the bottom of the pond. The first and
second rungs are covered in black muck and are not readily
visible. The remaining rungs are visible to any character that
swims 5 feet underwater and within 10 feet of the southwest
corner of the pond.
Swimming: Swimming movement costs 2 feet of a
character's speed per foot of movement (PHB p.182). A
character can search one 10 foot cube per round while
swimming. Characters can hold their breath a number of
rounds equal to 1 + their Constitution modifier (PHB p.183).
Climbing: Characters can climb down the stone ladder
while holding their breath. This costs 2 feet of a character's
speed per foot of movement.
The bottom surface of the pond ends 10 feet above the Area 3: Flensing Chamber
floor of Area 1. A short hallway divided by an archway connects Area 2 with
Area 3. The flagstones in this 20 foot wide by 50 foot long
Area 1: A Dry Landing chamber are arranged in a checkerboard pattern of
The first character to descend to the bottom of the pond alternating white and black granite.
discovers that the water stops 10 feet above the surface of a The interiors of the three alcoves in the western wall are
30 foot square chamber dimly lit by wavering sunlight filtered decorated with humanoid bones that appear to be fused to
through the pond water. By night the chamber is pitch black. the natural stone of the walls. The bones are white and free
The air is dry and quite cold. Being upside down with one's of leftover flesh. The top third of each recess is formed into a
head out of the water is disorienting, but not dangerous. half-dome shape that merges with the ceiling of Area 3.
Characters that reach the bottom of the pond must spend Characters that observe a recess note there is only one
10 feet of movement per round to stay in the water. skull in each, and that each skull is set about 8 feet up so as
Otherwise they fall 10 feet to the floor and take 3 (1d6) to look down upon viewers.
bludgeoning damage. Two of the three alcoves are dormant (your choice). One
The ladder rungs descend a few feet below the bottom of alcove is active. This is a flensing alcove. When a character
the pond. The last rung is located 2 feet above a square stone ends their turn in the alcove's space or while standing in the
platform in the southwest corner. A ramp of stone on the 10 foot square adjacent to it, call for initiative rolls.
north side of the platform descends to the floor of Area 1. No one is surprised.
Characters that exit the water are of course soaked, but
one round later the water on their bodies begins to float away
and merge with the bottom of the pond. A character becomes
dry 1 minute after exiting the water.

33 DUNGEON UNDER THE POND


/
  At the start of combat, the eyes of the skull in the active
Skeletal Alcove alcove glow blood red and bathe its space and the 10 foot
square adjacent to it in sanguine light. The alcove wall
Large undead, lawful evil becomes soft and pliable, the bones in the wall slurping over
Armor Class 12 (natural armor)
its surface and then plucking themselves out with a sickly
Hit Points 19 (3d8 + 6)
popping sound. They join together to form two grotesque
Speed 0ft. barbed bone tentacles. On the Alcove's turn, the tentacles
lash out to snare the nearest character in range.
One round after a creature is hit by a barbed bone tentacle,
STR DEX CON INT WIS CHA blood lost through their wounds levitates into the air and
16 (+3) 1 (-5) 14 (+2) 6 (-2) 10 (+0) 0 (-5)
floats out of the room and back down the hallway to Area 1.
If the skeletal alcove fails its saving throw in response to a
turn undead attempt, it becomes dormant for 1 minute. This
Damage Vulnerabilities bludgeoning
Damage Immunities poison
effect ends if the turning cleric enters the alcove's space or it
Condition Immunities exhaustion, poison, prone
takes damage.
Senses darkvision 10 ft., passive Perception 10 Because the skeletal alcove uses its attacks to grapple and
Languages none, can't speak restrain one creature at a time, it can't attack any other
Challenge 1 (200 XP) creatures in range after it has successfully grappled or
restrained a target.
Dormancy. If a skeletal alcove is reduced to 0 hit If a creature is flensed, then 10 unseen servants arrive one
points, it becomes dormant. A dormant alcove minute later from Area 7. Of these, 8 attempt to collect the
releases creatures it is grappling or restraining. The body of the flensed character and carry it to Area 4 for
alcove can be revived if 1 Medium skeleton is disarticulation. The 2 remaining servants attempt to collect
commanded to step into the alcove's space. The the flensed skin and deliver it to Area 8 for parchment
skeleton merges with the alcove, returning it to full creation.
HP.
Flensing. The skeletal alcove removes one patch of Area 4: Disarticulation Chamber
skin from a restrained creature, doing 2 hp slashing When the characters reach Area 4:
damage and exposing the flesh underneath. A
Medium creature's skin is removed after 5 rounds Each character gains 1 level of exhaustion due to
of flensing. A restrained creature is released by the dehydration (PHB p.291).
alcove one round after its skin is removed.
Each character gains 1 level of exhaustion if they
Disarticulation. The skeletal alcove removes bones participated in combat in Area 3.
from a restrained creature, doing 4 hp piercing
damage and exposing the creature's deep muscle Each character that suffered piercing or slashing damage
and internal organs. A creature's bones are removed suffers 1 hp bleed damage, unless they are at maximum
after 10 rounds of disarticulation. A creature that hit points.
has all of its bones removed is reduced to 0 hp and
dies. The remains of a disarticulated creature are Characters can remove exhaustion levels by drinking
released by the Skeletal Alcove one round after its water: 1 level of exhaustion removed per pint of water
bones are removed. consumed (8 pints in a gallon).
Limited Reach. The skeletal alcove may only attack
creatures in its space and the 10 foot square The floor of this 60 foot wide by 20 foot long chamber is
adjacent to it. covered in the same pattern of alternating black and white
granite flagstones found in Area 3. A wide but steep set of
Actions stairs in the southeast corner of this chamber descends 5 feet
Limited Multiattack. The skeletal alcove makes two to Area 5.
Barbed Bone Tentacle attacks. Both attacks must Three alcoves, each decorated with a looming skull and
target the same creature. cloud-white bones, are set into the walls (two alcoves in the
north wall, one in the west wall). Two of the three are
Barbed Bone Tentacle. Melee Weapon Attack: +5 to disarticulation alcoves (your choice). One alcove is dormant.
hit, reach 10ft., one target. Hit: 5 (1d4 + 3)
slashing and the skeletal alcove makes a grapple
If unseen servants collected a flensed character from Area
check at +5. If the check succeeds, the target is
3, they will deposit the character (alive or dead) into the
grappled. If the alcove hits a creature that it is nearest active alcove. When disarticulation is complete, 4 of
already grappling, the creature is restrained. the unseen servants will dutifully carry the character's bones
   A restrained creature can try to escape by taking to Area 5 for maceration. The remaining 4 unseen servants
an action to make a DC 13 Strength check. On a march off to Area 8 with the character's brains, organs and
success, the creature escapes and enters a space muscles. Fluids from a character's remains float away to
within 5 feet of the skeletal alcove. Area 1.

DUNGEON UNDER THE POND 34


/
 
  There are two exits leading away from this Hall: one in the
Unseen Servant (24) northeast corner and one in the western wall.
The unseen servants have arranged 80 complete humanoid
AC 10, 1 HP Speed 15 ft. skeletons into neat piles, skull on top, in the southern half of
STR 2
Invisible.
the Hall (8 piles per 10 foot square). Additional piles of bones
Can't attack.
sorted by bone type (rib bones with rib bones, femurs with
femurs, etc.) are arranged near the northern wall. There is no
Strength In Numbers. The unseen servants work pile of skulls.
together to lift objects and perform tasks a single
unseen servant would be incapable of doing alone. Area 7: Quarters of the Unseen
   8 unseen servants can lift and carry corpses of
Medium size. 24 unseen servants can lift and carry
When the characters reach Area 7:
corpses of Large size. Each character that suffered piercing or slashing damage
Collective Intelligence. The unseen servants share a
suffers 1 hp bleed damage, unless they are at maximum
common awareness and skill set, thanks to the hit points.
enchantments laid over the dungeon. A 50 foot long hallway runs west from Area 6 to a ramp
   The unseen servants work together to clean,
mend, build, and repair objects in the dungeon, and
that ascends 5 feet to a second, smaller hallway. This hallway
to keep the dungeon clean, as specified in each
runs an additional 20 feet west, then turns south to a ramp.
Area description. The ramp rises 5 feet to an archway that opens into Area 8.
Between the two ramps, an arched opening in the north
wall reveals a 10 foot square room. An obeisance of 20
unseen servants occupy this chamber, less any that are busy
somewhere else in the dungeon when the characters discover
this room.
Area 5: Maceration Chamber The unseen servants perform a variety of specialized tasks,
When the characters reach Area 5: from collecting and transporting corpses to sewing dried skin
into book bindings. If one or more unseen servants are
Each character that suffered piercing or slashing damage destroyed, the enchantments laid over the dungeon conjure
suffers 1 hp bleed damage, unless they are at maximum forth replacements at the rate of 2 unseen servants per day (1
hit points. per 12 hours).
Each character gains 1 level of exhaustion if they
participated in combat in Area 4. Exhaustion levels can be Area 8: Assembly Chamber
removed at the rate of 1 level per pint of water consumed. When the characters reach Area 8:
This chamber is bracketed at top and bottom by ramps. Each character that suffered piercing or slashing damage
The ramp in the north end of the chamber rises 5 feet to Area suffers 1 hp bleed damage, unless they are at maximum
4. A second ramp caps the end of a 20 foot long hallway in hit points.
the south end of the room. This ramp descends 5 feet to Each character gains 1 level of exhaustion from
another hallway, the later running 50 feet to Area 6. dehydration. Exhaustion levels can be removed at the rate
The enchantment laid over this chamber causes bones to of 1 level per pint of water consumed.
float a couple of feet over the ground. The dungeon slowly
sucks away the remaining moisture on and within each bone, Empty frames, shelves, and racks—all made of stone—
causing any leftover flesh to waste away. The unseen servants cover the east, south and west walls of this 40 foot long by 30
judge when a bone has properly dried, at which point an foot wide chamber. The unseen servants assemble and store
unseen servant whittles away whatever flesh remains. objects made from dried humanoid skin, sinew, muscles,
If a character was disarticulated, their bones are left here organs, hair, and fat. There is no dust on anything, as the
to dry. unseen servants keep this chamber spotless.
Bones that have been macerated and cleaned are delivered An impressive yet macabre supply of parchment, cordage
to Area 6. (woven sinew thread), six-sided dice, pouches, rings, sacks,
dried rations (made of human muscle and organs), powders,
Area 6: Hall of Sorting cups, baskets, bedrolls, blankets (of humanoid hair),
When the characters reach Area 6: waterskins, musical instruments (wind and string) and more
can be found on the shelves.
Each character that suffered piercing or slashing damage If a character was flensed, then fresh skin has been hung
suffers 1 hp bleed damage, unless they are at maximum from one of the stone frames by a pair of unseen servants.
hit points. They are busy threading cordage between holes in the skin
Each character gains 1 level of exhaustion from and hooks on the frame to stretch it when the characters
dehydration. Exhaustion levels can be removed at the rate arrive here.
of 1 level per pint of water consumed.

35 DUNGEON UNDER THE POND


/
  A pyramid of skulls, their jaws attached, is stacked six feet   A secret door is set into the eastern wall of this chamber. It
high near the south wall. What purpose this serves is not is made of stone and fits seamlessly into the wall. A character
immediately clear. with a passive Perception score of 15 or higher notices the
Narrow entrances to two storage spaces flank the skull secret door if they are standing in the 10 foot square the door
pyramid. Each space is 3 feet wide, 10 feet deep, and holds a is located in. Finding the secret door while searching
pair of skeletons (MM p.272) dressed in black sleeveless requires a successful DC 13 Wisdom (Perception) check. An
cowls that obscure their skulls. These are Cowls of Skeletal Intelligence (Investigation) check is not required to figure out
Possession, each made from black cotton thread and in how to open the secret door; it simply swings open on
perfect condition. If a cowl is removed from a skeleton, it parallel stone pivots set into the top and bottom of the door.
does nothing. No skeleton will attack unless it is attacked Beyond the secret door, the flagstone floor and a solitary
first. stone shelf lining the eastern wall of this 10 foot square room
Should a character decide to place a cowl over their own are covered in a thick layer of dust.
head, they experience a moment of disorientation and see a The shelf is 3 feet above the floor, and made of 1 inch thick
brief (1 round long) vision of Area 8 from the point of view of black granite set on stone brackets that join with the wall. A
the skeleton that previously wore the cowl, then darkness. large coin and a pouch of black cloth tied shut with white
(Characters must attune to a Cowl before they can control cord are the only objects visible on the shelf. The coin is a
the skeleton linked to it.) Coin of the Necromancer. The black pouch holds 6 Tokens of
Characters that watch while a cowl is donned briefly see Skeletal Sorting and 80 gp.
blood oozing from the face of the cowl that quickly resolves
itself into the shape of a skull surrounded by a circle of blood Area 10: Guardian's Stair
drops. Clerics and paladins recognize this as the symbol of When the characters reach Area 10:
Bhaal, Lord of Murder.
Each character that suffered piercing or slashing damage
suffers 1 hp bleed damage, unless they are at maximum
hit points.
Each character gains 1 level of exhaustion from
dehydration. Exhaustion levels can be removed at the rate
of 1 level per pint of water consumed.
A hulking minotaur skeleton (MM p.273) fills the hallway.
The creature stands 40 feet away from Area 9, and at the top
of a stairway. The stairs are pitched at a 45 degree angle and
descend 30 feet to a 10 foot square landing.
A large rectangle of stone set into the north end of the
hallway holds a mirror-like object. Ripples play across its
surface when a character steps onto the stairway landing.
Should a character touch the surface of the portal they are
whisked away to the portal nexus (Area B3) in the adventure
Undercellars of the Dread Destination.
Area 9: Disposal Chamber XP and Treasure Summary
When the characters reach Area 9: A breakdown of experience points and treasure by Area
Each character that suffered piercing or slashing damage follows. This section omits mundane items the characters
suffers 1 hp bleed damage, unless they are at maximum may find during the adventure unless the items are of
hit points. significant value.
Lowest in priority for the unseen servants is the disposal of XP by Area
clothing, armor and personal items worn by creatures that Monster
were flensed and disarticulated. Any unseen servants not Area Creature (#) XP Total Difficulty
actively cleaning the dungeon or processing a corpse will 3 Skeletal Alcove (1) 200 XP 200 XP Hard
haul objects to Area 9. The objects are left on the floor in the
10 foot square marked with the number '9' on the dungeon 4 Skeletal Alcove (2) 200 XP 400 XP Deadly*
map, in the line of sight of the minotaur skeleton. 8 Skeleton (4) 25 XP 100 XP Easy
10 Minotaur 200 XP 200 XP Deadly
Skeleton (1)
TOTAL: 900 XP  

* This should be considered a Medium encounter if the


characters fought the skeletal alcove in Area 3.

DUNGEON UNDER THE POND 36


/
Treasure
Area Coins/Gems Items Balancing the Adventure
9 80 gp Coin of the Necromancer The Dungeon Under the Pond is an adventure that deals in
6 Tokens of Skeletal Sorting extremes.
For novice players of Dungeons & Dragons, this adventure
may prove too lethal as written. Players might forget their
New Magic Items characters need water and food to survive and so omit water
Wondrous Items on their character's equipment list. They may choose to
conserve healing resources early on, and so allow the
Coin of the Necromancer dungeon to bleed them further. Characters low on hit points
Wondrous item; rare and suffering levels of exhaustion will surely be annihilated
This large coin is engraved with a rune for death on one by the minotaur skeleton.
side, and a rune for undeath on the other. You may spend an For veteran players, this adventure may prove too easy.
action to touch a creature or object with one side of the coin Their characters will likely carry enough water to prevent
in order to activate a rune. exhaustion, and they're sure to heal their characters to
If the rune of death touches a zombie, it automatically maximum HP once they realize the dungeon is bleeding
reverts to a corpse. If the rune of death touches a skeleton, it them. After they've battled a skeletal alcove they could choose
automatically reverts to a pile of bones. If you use the coin in to avoid other alcoves in the dungeon. When they reach Area
this way, you may not use this magical quality again until 24 10 the minotaur will give them a good fight, but they'll win
hours have passed. that fight even if one or two characters drop.
If the rune of undeath touches a corpse, it becomes a This is where you come in.
zombie under your control for 1 hour. If the rune of undeath Go easy on novice players once they realize they can save
is placed in a pile of bones, the pile becomes a skeleton. You their dehydrated characters by returning to Area 1 to gather
control the zombie or skeleton in the manner of Animate water from the pond. Don't penalize them for having their
Dead (PHB p.212). After 1 hour has passed, you lose control characters drink the murky stuff—they've learned their
of the zombie or skeleton unless you find another means of lesson and it's better to keep play going.
controlling it. If you use the coin in this way, you may not use If the characters do make it to Area 10 exhausted and/or
this magical quality again until 24 hours have passed. bleeding, consider swapping out the minotaur skeleton for a
less challenging skeleton. The tower keep guardian from
Cowl of Skeletal Possession page 27 is one alternative. Regardless, should the characters
Wondrous item; uncommon (requires attunement) manage to defeat the Area 10 guardian by the skin of their
While you wear this cowl over your head, your sense of teeth, consider placing a key on the guardian's belt and
sight, hearing and touch is replaced by the senses of a making the secret door in Area 9 into a regular locked door.
skeleton linked to the cowl. You may spend an action to Rewarding heroic perseverance is something Dungeon
mentally command the skeleton in the manner of Animate Masters should learn to do, too. (Just don't tell the players
Dead (PHB p.212). what you did. That's between you and your campaign notes.)
The cowl can be linked to one skeleton at a time. A link In order to give more experienced players a good
may be established by placing the cowl over the head of a challenge, consider removing the Limited Reach of the
skeleton for 1 hour. If another creature is controlling the skeletal alcoves and replacing it with standard 10 foot reach.
skeleton (such as with Animate Dead) when a link is Or give the alcoves two additional barbed bone tentacles and
established, the creature loses control of the skeleton. If the a chance of surprising unwary characters. You may also
cowl and the skeleton are ever on different planes of increase the dungeon's bleed rate to 2 hp.
existence, the link is severed. Another option is to give the dungeon the ability to animate
If no creature is attuned to the cowl when a link is 4-8 bone piles in Area 6 each time the characters enter a
established, the linked skeleton takes no actions other than to room beyond Area 2, and to send the newly animated
defend itself until the cowl is attuned. If a cleric attempts to skeletons their way. Additional combat encounters will force
turn a linked skeleton while you are using its senses, you roll the characters to consume their water supply faster, because
the Wisdom saving throw using your Wisdom score. If you they must rehydrate after every battle or gain 1 level of
fail, the link is severed and the undead attacks the nearest exhaustion.
creature on its turn.
Skeleton, PHB p.310. About the Treasure
Token of Skeletal Sorting This adventure has the potential to reward characters with
Wondrous item; common the ability to control one or more skeletons, and provides the
You may spend an action to drop or throw this token into a means to animate replacement skeletons. In your next
space within range. If you do so, the token unleashes a wave adventure, characters could potentially send a skeleton ahead
of necromantic energy that causes all loose bones in a 5 foot to set off traps or draw out hidden attackers.
sphere to gather into discrete piles. Each pile consists only of And that's a good thing, because 1st level is dangerous.
bones that came from the same creature. After its Even experienced players can't overcome the fact that 1st-
necromantic energy is released, the token becomes a level characters are as low powered as it gets in D&D.
mundane, non-magical object. If the characters find the treasure, then I hope you'll let
them have fun with it. :)

37 DUNGEON UNDER THE POND


/
Undercellars of the Dread
Destination
A 1st Level Adventure
In the days when Cormyr was little more than a coastal
monarchy bordering miles of unclaimed woodland, followers
of Bane, the Black Hand, arrived by boat to Suzail. Some
remained in the capitol. Others spread like a virus into the This dungeon is divided into four Parts: A, B, C, and D. Each
trees. All had been granted visions of a future Cormyr ruled Part identifies a specific layer of the dungeon. The Area
by a succession of True Tyrants, each served body and soul by numbers start at 1 for each Part (e.g., Area A1, Area B1, etc.).
Unholy Champions and Dark Hands drawn from the ranks of
Cormyrean nobility. In feverish dreams Bane carried them up
into the heavens to behold Cormyr's armies spread out like Area A1: Cliff Ruin
fingers to grasp all the lands below. They saw kings and The only visible remains of the tower fortress atop the fang-
queens conquering and enslaving. When the fingers closed, shaped crag is a roofless, rubble-strewn, snow-covered
the armies returned triumphant. They saw Cormyr become ground floor room bordered on its north and south sides by
the blood red fist of Bane. broken down walls, and a lonely, snow-covered stairway that
As Bane foresaw, Cormyr conquered and absorbed the sinks into darkness. The north wall rises 10 feet at its
outlaw kingdoms his followers had covertly fostered. highest point, and appears to be made from black
Cormyr's kings wed outlaw queens. The remaining royals and stone blocks carved from the mountain.
nobles of the fallen realms were married into Cormyrean
noble families. But Cormyr's Crowned Heads never came to
embraced the teachings of the Black Hand. The outlaw
kingdoms are to blame for this, as most fought and slew
Banites wherever they found them.
The Banites of Suzail worked aggressively to encourage
trade and forge mercantile alliances. Coin and laborers
flowed into Suzail, the fresh converts to Bane's cause hidden
in plain sight. These followers disappeared soon after, that
the Dread Destination could be carved from a mountain in
the Stormhorns. The Banites had covertly pooled their
wealth and resources to construct a tower fortress that could
touch the sky. They had hoped to wrest control of the mighty
castles of the giants floating above the mountain peaks, for if
Cormyr would not follow Bane, then Cormyr would be
conquered from above.
But the grandest dreams of gods and mortals oft fail to
come true. The Dread Master of the tower fortress slew the
Dodkong of the giants easily enough, but the power to
summon the storm was not passed to her as foretold.
Indeed, the giant was the storm, a colossal maelstrom
that engulfed the Dread Destination. Its floors and
occupants were ripped apart and scattered for miles
in every direction.
Today, the remains of the crag from which the
tower fortress had been carved resembles
a broken fang. one that cuts the
storm clouds that smother the
mountain peaks. The wounded
clouds cry frozen tears. The
undercellars of the Dread
Destination are never
without snow.

38
/
 
   The remnants of the walls are scattered atop the cliff, their   Beyond the edge of the cliff, the mountain crag widens as it
presence betrayed by lumpen shapes rising out of the four descends, forming a steep, snow-covered slope. Starting 100
foot deep snow. feet below the landing, enormous black lumpen shapes half
The wind moans like a wounded dragon as it winds its way submerged in snow liter the mountainside.
between the mountain crags. When the storm clouds part, Characters that attempt to climb down the mountain must
the view of the Stormhorns at this elevation is breathtaking— succeed on a DC 15 Strength (Athletics) check. Characters
literally: characters not equipped with cold weather gear, that fail their check by 10 or more suffer a mishap: they fall
characters not resistant or immune to cold damage, and 20 feet, suffer 7 (2d6) bludgeoning damage, and must
characters not naturally adapted to cold climates, must succeed on a DC 13 Strength (Athletics) or Dexterity
succeed on a DC 10 Constitution saving throw or become (Acrobatics) check to suspend their fall. On a failed check, the
stunned for 3 (1d6) rounds. character falls another 20 feet and suffers an additional 7 hp
The stairway is covered in a 4 foot thick layer of snow, and bludgeoning damage. The checks repeat until the fall is
descends 10 feet at a sharp (45 degree) angle to a 10 foot suspended or the character dies.
square landing. Stairs on the south side of the landing Characters that explore Area A1 after sunset risk being
descend another 10 feet. The hazardous stairway footing is attacked by 1 wyvernbeast from Area C2.
complicated by broken stone scattered among the stairs that
is hidden by the snow. The first time characters take the DUNGEON INFORMATION
stairs, they must succeed on a DC 12 Dexterity (Acrobatics) Map Square 10 foot squares.
check or fall prone. Characters that fail their check by 5 or Ceilings           10 feet high. Smooth, finished stonework.
more fall onto the rubble or down the stairs, and take 1 (1d2)
hp bludgeoning damage. Doors Black granite mounted on stone sockets.
Brass pull rings. VERY noisy when opened.
Default: unlocked. Burst DC 25.
Dungeon 10,123 feet at Area C3.
Elevation
Floors 4 foot square flagstones, black in color,
mortared together over finished rock.
Stairs 45 degree angle. Double movement cost.
Alternating black and red granite steps laid
down over finished stonework.
Walls Smooth, finished stonework.

ENVIRONMENTAL HAZARDS (DMG p.110)


Type Effect
Extreme Cold: Daytime temperature: 20 degrees
Layer A Fahrenheit. Nighttime temperature: 0 to
-20 degrees Fahrenheit. Characters
without access to a constant source of
heat and cold weather gear gain no benefit
from short and long rests on this level.
High Altitude: Characters that are active* for more than 4
Layer A hours on this dungeon level must make a
Constitution saving throw. The DC is 10 +
1 for each hour past 4. On a failed save,
the character suffers 1 level of exhaustion.
Extreme Cold: The temperature remains a steady 40
Layers B, C, D degrees Fahrenheit. Characters must have
access to a constant source of heat or to
cold weather gear, or they gain no benefit
from short and long rests on this level.
High Altitude: Some of the portals circulate air from
Layers B, C, D lower elevations into the dungeon.
Characters that are active for more than 6
hours on these dungeon levels must make
a Constitution saving throw. The DC is 10
+ 1 for each hour past 6. On a failed save,
the character suffers 1 level of exhaustion.

[ * ] Characters that rest or perform non-strenuous activities


are not considered to be active.

39 DREAD DESTINATION
/
Area B1: Entryway
Two featureless, lockless doors of black stone with brass pull
rings gone green from corrosion are set one each into the
south and east walls of this 30 foot wide by 20 foot long
chamber. The door in the eastern wall is open.
The flagstones are stained from decades of snowmelt.
Layers of mineral deposits spread out from the foot of the
stairs like frozen ripples in a pond. (Even at this elevation
snow can melt, which it has from time to time over the last
600 years).
A sound like growling earth elemental emanates from the
door in the south wall if it is opened. The noise is a feature of
the undercellars, not an error of architecture. Within the
coldly correct hierarchy of the Dark Destination, the Adjunct
to the Undercellars was master of everything in the
mountain. One could not simply walk about and open doors
at will unless they were a high priest or the Dread Master of
the tower. The adjunct kept a strict schedule of guard
rotations and assigned duties. The unscheduled sound of a
door being opened meant someone had failed to adhere. This
brought punishment of the kind the adjunct was only too
eager to mete out.
Area B2: Chamber of the Adjunct
A short hallway leads to a set of stairs that rise 10 feet up to a
20 foot square chamber. An archway in the north wall of the
chamber opens into a 20 foot long by 10 foot wide space.
The stairs served to catch the attention of visitors to the
adjunct, making it easy to miss the secret door set into the
south wall of the hallway. Characters with passive Perception
scores of 15 or higher will notice the outline of the secret
door. Characters that search the short hallway find the secret
door with a successful DC 13 Wisdom (Perception) check.
The door opens inward if pushed, and without noise thanks
to an ancient layer of grease applied to its stone sockets.
Within the adjunct's chambers, the south wall is equipped
with a 3 foot tall bookshelf, a long table and a sleeping bunk,
all carved from the same ironwood tree. The furniture is
aged, but sturdy. The east and north walls lack furnishings.
The bunk holds a shrunken mattress of burlap filled with
moldered straw. If characters search the bunk, they discover
a sheathed dagger fastened to the underside of one side rail
(no ability check required). The dagger is of dwarf make:
folded steel sharp as a dragon's claw, the blade oiled and free
of rust.
Among the items on the bookshelf are three matched
tomes, the black fist of Bane burned into their leather
bindings. If the characters inspect the tomes, they discover
the middle book is made from blank pages that have been
hollowed out. Within the hollow are two triangle shaped
black stones; these are ward tokens linked to the ward in
area B3. A character with the Sage background may be
interested to know two of the books contain writings by
Scyllua Darkhope (Rightful Champion of Bane), Aumarrath
the Tyrant-King (an early prophet of Bane), Zana'eesh Harper
Slayer, and other noteworthy Dark Hands.
A set of 10 flat tomes with spines of brass made to
unfasten so new sheets of parchment can be placed into them
are stacked on the bottom layer of the bookshelf. These were
the adjunct's logbooks.

DREAD DESTINATION 40
/
      A cold layer of dust blankets the table surface and the Portal Table
objects atop it: a small iron key, a jar of dried black ink and a Number   Status Destination
shriveled feather quill. 1 Active Dungeon Under the Tower Keep
The narrow chamber holds four sets of empty iron
manacles on the east wall. The adjunct personally dispensed 2 Inactive N/A
punishments to undercellar occupants that failed to heed his 3 N/A Warded Secret Passage
orders. The key to the manacles rests on the table in this
room. It is a master key, and opens all the manacles in Layers 4 Inactive N/A
B and C of the undercellars. 5 Active Dungeon Under the Pond
6 Malfunctioning N/A

Crazed Wizard 7 Inactive N/A


Medium humanoid (human), chaotic evil     Portal 3 is a false portal. A ward placed in the passage
Armor Class 14 (17 with mage armor)
connecting Area B3 to Area B4 mimics the appearance of the
Hit Points 32 (5d8 + 10) other portals. Creatures that pass through the ward from
Speed 30ft. either side without carrying the proper ward token must
succeed on a DC 13 Constitution saving throw or become
paralyzed for 10 (2d10) rounds. Characters that succeed on
STR DEX CON INT WIS CHA their saving throw are stunned for 1 round. The ward
10 (+0) 14 (+2) 14 (+2) 16 (+3) 13 (+1) 11 (+0) prevents light and sound from passing between Area B3 and
Area B4.
Skills Arcana +5, Perception +3
Portal 6 appears active, but it has no destination. The last
Senses passive Perception 13
creature to use the portal was a duty wizard of the
Languages Common, Chondathan undercellars who'd disobeyed orders to remain at his post
Challenge 1 (200 XP) when the fortress tower came under attack. He stole all he
could from the bunks of his fellow duty mages, then fled
Unpredictable. The crazed wizard moves about through portal 6 at the same moment the link between the
uncontrollably. +2 AC. portal and its destination was severed. For 600 long years the
wizard could see where he came from, but had not the means
Spellcasting. The crazed wizard is a 4th-level to escape. He went insane a long, long time ago.
spellcaster. His spellcasting ability is Intelligence If a creature uses portal 6, it becomes trapped. While
(spell save DC 13, +5 to hit with spell attacks). He trapped, a creature stops aging and has no need for food,
has the following wizard spells prepared: drink or sleep. If a creature is trapped inside portal 6 when
Cantrips (at will): burning hands, mage hand, another creature uses it, the trapped creature is ejected into
    prestidigitation, ray of frost the square adjacent to portal 6 and falls prone.
1st level (4 slots): disguise self, fog cloud, mage Upon his return, the crazed wizard ignores characters
   armor, witch bolt that attempt to communicate with him or help him. Roll
2nd level (3 slots): gust of wind, Melf's acid arrow, initiative. On his turn, the duty wizard attempts to slay all
   misty step living creatures he can see. The wizard absolutely will not go
into another portal, even to save his own life.
Actions Equipment: ward token, strongchest master key, large
Dagger. Melee Weapon Attack: +2 to hit, reach 5ft., wrought iron key, two spellbooks, one pouch (material
one target. Hit 2 (1d4 + 0) components), one arcane focus, three potions of healing, one
waterskin (full), 65 sp, and an explorer's pack (PHB p.151).

Area B3: Portal Nexus Spellbook 1 Contents


1st level - 8 spells (8 pages): Alarm, Fog Cloud, Identify,
NOTE: Characters traveling through the portals in Dungeon Illusory Script, Jump, Sleep, Tasha's Hideous Laughter,
Under the Tower Keep and Dungeon Under the Pond emerge Unseen Servant.
into this Area. 2nd level - 6 spells (12 pages): Flaming Sphere, Hold Person,
A hallway runs 60 feet south from the door to Area B1, Melf's Acid Arrow, Misty Step, Ray of Enfeeblement,
then turns east for an additional 30 feet. Alternating niches Scorching Ray.
set into the walls hold portals that shed dim light. The 3rd level - 2 spells (6 pages): Glyph of Warding, Sending.
inactive portals resemble lonely door frames absent a door. (Formulae - 21 pages) Formula for crafting a Wand of Magic
Each portal is numbered in sequence on the dungeon map Missile. 53 blank pages.
for Layer B.
A stairway in the southeast corner of Area B3 descends 20 Spellbook 2 Contents
feet to a landing that turns west, where a second stairway 1st level - 5 spells (5 pages): Alarm, Disguise Self, Fog Cloud,
descends an additional 20 feet to an opening in the northeast Mage Armor, Witch Bolt.
wall of Area B5. 2nd level - 5 spells (10 pages): Gust of Wind, Knock, Melf's
Acid Arrow, Misty Step, Ray of Enfeeblement.
85 blank pages.

41 DREAD DESTINATION
/
Area B4: Duty Wizards' Quarters A thick iron hand crank is set into the wall near each door.
The hand crank in the eastern gatehouse operates the north
The secret door in the north wall, and the warded entrance in portcullis. The hand crank in the western gatehouse operates
the west wall, prevent light and sound from escaping this 40 the south portcullis
foot wide by 30 foot deep chamber. There are no oil lamps, A large wrought iron key is secured to three pegs set into
torches or other obvious sources of light (or heat). Frayed the back of the door to the eastern barracks room. If the
black curtains hang from brass rails attached to the ceiling in characters compare this key to the one carried by the crazed
the north and east walls. Behind the curtains, a wooden wizard from portal 6, they observe the keys are of the same
bunk, strongbox (2 foot square by 1 foot deep lidded material and size, but the teeth of the keys differ.
container, with reinforced corners and lock), small table and
three-legged stool fill each of four 10 foot square bunkrooms. Area B7: Armory
The ironwood furniture is in disarray: bunks flipped over, Blood red fists as tall as a human decorate the surface of the
mattresses cut open, tables on their side, strongboxes two iron shod stone doors fronting this chamber. Two
emptied. Characters that inspect the southeast bunkroom different keys must be inserted one each into keyholes within
notice its strongbox is closed; if turned right side up, its the red fists. The senior duty mage (trapped in portal 6)
contents shift and rattle. This strongbox is locked. A DC 13 carries the key for the east door. (A poorly made—but useable
Dexterity check using thieves' tools is required to pick the —copy of the east door key is located in the locked strongbox
lock. in Area B4.) The west door key is found in Area B6.
When the strongbox is opened, the ringing sound of a hand The locking mechanism is spread between both doors and
bell fills Area 4 for 10 seconds. Inside are one potion of the interior of the stone monolith to which the doors are
healing, one spellbook, a large and malformed brass key, a attached (see map). Two characters using thieves' tools must
carving knife, a small block of moldered cheese (perfectly simultaneously succeed on a DC 20 Dexterity check to
edible if the mold is cut away), and a pouch of ball bearings. unlock the doors. Burst DC 30. Opening either door sends a
If the spellbook is opened, a Magic Mouth appears on the rumble like the warning growl of an angry dragon throughout
cover. The cold, calculating voice of a woman is heard by all, Layer B that can be heard as far away as the adjunct's
"Petty theft is beneath a servant of Bane. Your punishment chambers.
will be slow, agonizing and final." The interior walls of this 20 foot square chamber are
Spellbook Contents dominated by iron racks holding battleaxes, flails, serrated
1st level - 6 spells (6 pages): Alarm, Comprehend Languages, daggers, spears, morningstars, crossbows, barb-tipped
Feather Fall, Grease, Illusory Script, Identify. crossbow bolts, warhammers with fist-shaped hammer
2nd level - 2 spells (4 pages): Cloud of Daggers, Magic Mouth. heads, spiked shields, and iron mannequins wearing suits of
3rd level - 1 spell (3 pages): Fireball. chainmail and razor-edged plate armor.
87 blank pages . In the center of the armory, a barrel-sized vat of black stone
is filled to the brim with a dung-brown fluid. Ripples flow like
Area B5: Gate Hall time reversed over the liquid, each peak and trough forming
at the perimeter of the vat and then flowing inward to
At the north end of the gate hall, the east and west walls turn oblivion. A 1 inch thick round lid of black stone rests against
inward for 5 feet, each forming part of the north wall of a the vat.
gatehouse. A portcullis hangs half open in the gap between The vat holds pure liquid anathema to all giant kind:
the gatehouse walls. 20 feet beyond the portcullis, a second Giantbane poison. Identify allows a character to determine
portcullis prevents passage to the south end of the gate hall. . the nature and effect of the liquid. Priests of Bhaal (see Layer
Two identical stone doors face-off between the portcullises. D) worked for decades to procure and mix the ingredients
Each is closed. necessary to create the Giantbane. They filled the vat
The south end of the hall is formed of an intersection. To infrequently, one cup at a time.
the east, a 10 foot hallway leads to a shrine. To the west, a 20
foot long hallway ends at a stairwell that descends 30 feet to Area B8: Shrine to Bane
Layer C. To the south, a pair of floor-to-ceiling, iron shod
stone doors with blood red fists painted on them suggest it is This 30 foot square chamber is dominated by a 20 foot tall
easier to go in another direction. altar to Bane, the Black Hand. The high ceiling is domed; the
altar joins with the ceiling over the center of the chamber.
Area B6: Gatehouse Two renderings of Bane are worked into the surface of each
side of the altar: Bane in all His brutal glory on the north side,
Two stone doors, currently shut, open into identical and Bane seated upon the Throne of the One True Tyrant on
gatehouses that served double duty as guard barracks. Each the other. A niche in the south wall holds a smaller throne,
door opens inward to reveal a narrow ironwood table set one reserved for the exalted backsides of priests from higher
against the wall opposite the door. A bench beneath the table up in the tower when they deigned to oversee worship in this
sat six guards at a time. A wrought iron stand holding a glass chamber. In the northeast corner, an opening in the wall
bowl filled with oil and a wick graces the table. The table heralds a stairway that descends 30 feet to Layer D.
lamps are well preserved and shed light in a 15 foot radius if Daily worship of Bane was of course mandatory for the
lit. (15 gp each; bowl holds 4 pints of oil.) Triple-tiered bunks occupants of the Dread Destination. The occupants of the
line the north and south walls. A total of 24 soldiers lived and undercellars worshipped here in shifts.
slept here in shifts.

DREAD DESTINATION 42
/
 
  Servants within the tower fortress hauled chamber pots
down into the undercellars and dumped them over holes
carved into the flagstones lining the floor on the north and
south walls of the privy. The servants' terrible aim while
emptying their burdens (and their bowels) in this room
served to remind the adjunct that not even he possessed the
authority to punish them.
The Banites kept slaves, captured enemies and kidnap
victims (mostly from Cormyr) manacled to the south and
west walls in the eastern half of Area C1. The restraints—still
in working order—hold no prisoners when the characters
first arrive here.
Instead, prisoner corpses litter the flagstone floor, their
arm and wrist bones having long ago failed to support the
dead weight. An iron hand crank forged like a ship's wheel is
set into the northeast wall. Turning the crank raises a
portcullis in the northeast wall.
Guards opened the portcullis and allowed one wyvernbeast
at a time inside to choose a non-spellcasting captive to stab.
The guards unlocked the dying captive and the wyvernbeast
hauled them back into C2 for a meal.

   A corpse sits on the lesser throne. It appears to have been


posed. Its clothes, armor, sword and hair are unusually well
preserved. A palpable aura of unholy power is felt by any
creature within 10 feet of the throne.
The severity of the attack on the Dread Destination left no
doubt in the adjunct's mind that it was doomed to
destruction. The adjunct had rushed to the shrine and
kneeled before the altar to offer his soul up to Bane that it be
used to prevent the tower fortress from being destroyed.
Bane accepted the sacrifice and made a shield from
adjunct's soul. The power of a soul freely given is
tremendous, but not infinite. The adjunct's devotion
preserved the undercellars, less the damage already done.
The tower above was not protected.
Bane's power carried the adjunct's lifeless corpse to the
small throne, and preserves it to this day. The adjunct's
corpse remains a silent testament to unswerving loyalty.
Characters that damage or deface the corpse reserve for
themselves the dark attention of Bane. Followers of the Black
Hand are sure to visit the offending characters at a most
inopportune time in the future.
Area C1: Food Storage
30 feet below Layer B, the stairs open into a short east-west
hallway. 20 feet to the east stands a 30 foot long by 15 foot
wide chamber. To the west, an archway fronts a privy.

43 DREAD DESTINATION
/
Wyvernbeasts resemble shrunken wyverns papered over in
lizard skin. Though similar to the darkenbeasts utilized to
Wyvernbeast devastating effect by the Red Wizards of Thay, wyvernbeasts
Medium beast, neutral evil are made from captive humanoid spellcasters and not
creatures of the Beast type.
Armor Class 12 (Dex) Fully extended, a wyvernbeast's wings can reach from one
Hit Points 9 (2d8 + 0) side to the other of a 10 foot square, each sporting one
Speed 10 ft., fly 50 ft. dagger-length talon mounted on the first wing joint. A similar
talon grows from its tail. The skeleton of a wyvernbeast
STR DEX CON INT WIS CHA (including talons, fangs and claws) glows in vivid hues of
purple, green, blue, and (rarely) silver when it casts spells, or
10 (+0) 14 (+2) 10 (+0) 6 (-2) 12 (+1) 12 (+1) while in the presence of strong magic. This effect is visible
through its thin skin.
Damage Resistances cold Wyvernbeasts are nocturnal hunters that fly down the
Senses: darkvision 120 ft., passive Perception 13 fangs of the Stormhorns to skewer unsuspecting creatures
Languages: Can't speak. with their talons. They return to their lairs well before
Challenge: 1/2 (100 XP) sunrise. They avoid sunlight at all costs.
Solitary Feeders. If a wyvernbeast drops a character to 0
Keen Senses. The wyvernbeast has proficiency in the hit points, it drags the fallen character to the part of the aerie
Perception skill. the wyvernbeast has claimed for itself.
Innate Spellcasting. The wyvernbeast's innate Savvy Predators. Wyvernbeasts learn to use their spells to
spellcasting ability is Charisma (spell save DC 11, assist with stalking and slaying prey. For example,
+3 to hit with spell attacks). wyvernbeast #1 uses thunderwave to knock creatures off of
At will: booming blade, lightning lure (SCAG p.142,
mountain crags, then it retrieves the corpse. Wyvernbeast #3
143)
uses disguise self to appear like its prey in order to get close,
2 1st-level spells/day: spells vary by individual. then attack.
Innate Spellcasters. Wyvernbeasts can cast two cantrips
Sunlight Sensitivity - Moderate. While in sunlight, the at will, and up to two 1st level spells per day drawn from the
wyvernbeast has disadvantage on attack rolls and Sorcerer spell list. Cantrips are typically the same for each
ability checks. wyvernbeast in a corruption, while 1st level spells vary by
Actions individual. Their magic echoes the environment the
corruption lives in.
Talon. Melee Weapon Attack: +2 to hit, reach 5 ft.,
one target. Hit: 2 (1d4) piercing damage. 1st-level Spells by wyvernbeast (5):
1. Charm Person, Thunderwave
2. Magic Missile, Sleep
Area C2: Aerie of the Wyvernbeasts 3. Disguise Self, Ray of Sickness
4. False Life, Fog Cloud
Absent a natural ability to fly or to move about by means of 5. Burning Hands, Silent Image
magic, the Stormhorns cannot be easily explored. And while
giants were the ultimate target of the Dread Master, she was Area D1: Special Punishment
not ignorant of the many dragons and other powerful The stairs here mirror those of Area C1. They descend 30
creatures lairing in the vicinity of the Dread Destination. She feet from Layer B to a T-shaped intersection. Through the
ordered the winding cave comprising Area C2 to be set aside archway to the west is a privy. To the east, stairs descend 10
for the creation and feeding of Wyvernbeasts, the later to be additional feet to a cross-shaped chamber. Manacles for neck,
used as unswervingly loyal scouts and lookouts. hands and feet are set into the north, east and south walls.
Captives from Area C1 transformed into wyvernbeasts The north wall is an illusion; the manacles within the wall are
were made to breed with the resident corruption in Area C2. real enough, but they are attached to a wrought iron rack
(Corruption is the collective noun for a group of sporting two oiled wheels (not unlike a real world dolly or box
wyvernbeasts.) Since the fall of the tower fortress, cart) hidden inside the illusion.
wyvernbeasts have multiplied and spread across the high Priests of Bane are not above punishment. Within the
crags of the Stormhorns. Dread Destination a priest's status afforded them their own
5 descendants of the original corruption still live in the space in which to suffer. The first kind of suffering came from
aerie. They have become resistant to cold, their wings larger, elevation: imprisonment at the bottom of the undercellars
their bodies lighter, their senses the equal of any aerial was akin to being lowest in rank—a position no sensible
predator. Unlike their ancestors, spells are not imprinted in Banite wanted to be in. The second kind occurred when a
these wyvernbeasts. Rather, their spells manifest when they Banite was sucked into the walls, manacles and all.
reach maturity, the magic resembling that of a sorcerer and Observing one of their number howling for mercy as they
not the arcane power of the duty wizards that first bred them. disappeared into oily black stone was usually all it took for
The first of the five wyvernbeasts alights atop Area A1 after misbehaving Black Hands to amend their behavior.
sunset. It waits until its kin have flown far down the mountain
before it starts its own hunt.

DREAD DESTINATION 44
/
 

  If a creature offers prayers to Bhaal while occupying the


square adjacent to the alcove in the north wall, the spaces
between the tiles ooze blood that coalesces into several
thumb-sized drops that begin to turn counterclockwise. More
blood forms the outline of a humanoid skull within the
turning circle. This is the symbol of Bhaal, Lord of Murder. It
remains for 1 hour after prayers are rendered.
When Doombringers were not worshipping in this temple,
they taught the ways of murder to acolytes in training, and to
followers Bhaal brought here from all over Cormyr. The
captive priests of Bane were put to good use.
Area D3: Hidden Nexus
The door from Area D2 opens into a 10 foot square entryway.
Beyond the entry, a 20 foot square chamber hosts three
massive stone monoliths of black granite. Rippling blue fields
of magic that resemble suspended sheets of water play
across the face of two monoliths, bathing the nexus in a
muted blue radiance.
Portal Table
Number Status Destination
1 Active The Old Man
2 Inactive N/A
3 Active Trolldoom Manor

  The exits for portal 1 and portal 3 are blank walls. Neither
exit sports a frame, arch, or any other construction that
suggests a portal is present. To return to Area D3, one need
only square up with a given wall and walk into it.
Portal 1 exits into a cramped space accessible by a secret
door set into the back wall in the jakes of the Old Man. A
Area D2: Hidden Temple cozy, quiet tavern popular among retired Purple Dragons and
Upon seeing this chamber, any hope of salvation a Banite the elderly residents of Waymoot, and referred to by locals as
might have entertained evaporated the instant they realized "the little labyrinth" for its many secret passages, the Old
they were in the hands of the followers of Bhaal. Man's fireplaces are kept lit day and night. The tavern is filled
The temple is 40 long by 30 feet wide. There are no visible round the clock with guests that sip brandy distilled locally,
exits, but for the stone door with a round brass ring handle in and trade stories of the many conflicts seen by the battle-
the west wall. An alcove in the north wall is covered over in scarred shields that cover the tavern walls and the heroes
smooth black tiles that glimmer in torchlight. The handles for that once carried them.
the iron prisoner rack extend into this room from the alcove Portal 3 exits from an interior wall in an outbuilding of
in the south wall, where the illusion cloaking the passage Trolldoom Manor, "Trolldoom" being the name given to the
between Area D1 and D2 is located. ancestral family home of House Irlingstar by the founder of
The illusion is one part of the ward that fills the passage. that House. Any living Irlingstar will tell you the name is
The passage is also warded by an effect that prevents sounds, more of a promise made than a fact of troll battles previously
smells, sudden bursts of air, and light from crossing between fought and won in the vicinity of Waymoot.
Area D1 and Area D2. The Irlingstars have no idea this portal exists, though it is
The iron prisoner rack is heavy. It required two of the six not the only portal to be found on their lands. The presence
Doombringers that worshipped here to move it, and any of armed novice adventurers will elicit a swift armed
prisoner manacled to it, about the temple space. response should the characters be discovered. Some
Characters that attempt to move the rack find it is silent measure of diplomacy is necessary if the characters wish to
(bone grease on the rack's wheel axles still works). avoid bloodshed and the earning of a new, powerful enemy.

45 DREAD DESTINATION
/
       (Characters with the Noble background know that the Equipment of Interest
Irlingstars have a reputation as pleasure-seeking dandies that
avoid having to do much work, but they are capable of Giantbane
fighting as hard as any noble to protect what is theirs.) Giantbane only effects creatures of the Giant type. It readily
The Doombringers of Bhaal did not keep residences within clings to weapons, shields and armor, and may be delivered
the Dread Destination; they lived elsewhere in Cormyr. Most by contact or injury (poisons, DMG p.257). Exposure causes a
were foresters that raised large families, taught the Dark giant to suffer the poisoned condition (PHB p.292). Each
Lessons to their followers, and prayed daily to the Lord of round after exposure, a giant suffers damage equal to their
Murder for guidance in protecting the plants and creatures average hit points per hit die, plus Constitution modifier. E.g.,
living in the trees that the deity had commanded to be A storm giant suffers 6 + 5 = 11 hp poison damage per round,
preserved at all costs. They and their followers were Bhaal's starting one round after exposure.
eyes and ears in the Forest Kingdom. Through them, Bhaal Effects that remove conditions, neutralize poison or confer
came to see all of Cormyr for what it truly was—a garden that poison immunity have limited effect on Giantbane. If the
had gone to seed. Originally tended by the mighty dragon effect was a spell (including spells cast from magic items), the
Thauglor, the Land of the Purple Dragon had been sown effect provides a temporary respite for a number of rounds
from end to end with things useful to the dragon. Not merely equal to the level of the spell used to create the effect. Thus,
seeds, though there were plenty of those, but rare insects, the 2nd level spells Lesser Restoration and Protection from
beasts, monstrosities, and ancient forms of living magic. After Poisons remove the poisoned condition from a giant exposed
Thauglor's defeat, the elves of the Lithtlorn tended to the to Giantbane for two rounds.
forest, not realizing the hidden potential in all they had won If the effect was a magic item, such as the poison immunity
from the dragon. But Bhaal did. Soon after humans gained granted by a Periapt of Proof Against Poison (DMG p.184),
the power to rule Cormyr from the elves, the Lord of Murder the magic item confers only 1 hour of respite per day from
saw what the Purple Dragon of old had planned, and the god the deleterious effects of Giantbane.
smiled at the murders soon to come. A Wish, Miracle, or a blessing granted by a deity removes
Giantbane.
XP and Treasure Summary Ward Token
This section omits mundane items the characters may find This object is linked to a specific magical ward. Any creature
during the adventure unless the items are of significant value. that carries the token while passing through a ward's space is
unaffected by some or all of the ward's powers, as specified in
XP by Area the ward's description.
Area Creature (#) Monster XP Total Difficulty Both magical and non-magical objects can be linked to a
A1 Wyvernbeast (1) (Included (Included Easy ward. Most ward tokens are small, non-magical, and bear a
with C2) with C2) rune or other mark that indicates the ward token's purpose.
B3 Crazed Wizard (1) 200 XP 200 XP Medium
C2 Wyvernbeast (5) 100 XP 500 XP Deadly
Running the Adventure
TOTAL: 700 XP The encounters at A1 and B3 are designed to challenge
exhausted and/or wounded adventurers freshly arrived from
Treasure
another dungeon environment. If the characters are rested
Area    Coins/Gems Items
and at full hp when they arrive in the undercellars, feel free to
add an additional wyvernbeast to A1 (mayhap wyvernbeasts
B2 Masterwork dagger (30 gp value) hunt in pairs before they mate each year), or pack a trio of
Set of 3 tomes (10 gp value) guards (MM p.347) in with the trapped duty mage in portal 6.
B3 65 sp 3 potions of healing, 2 spellbooks The wyvernbeast encounter in Area C2 is designed to be
1 explorer's pack, 1 arcane focus (rod) run as a gauntlet. The wyvernbeasts attack in waves of one or
B4 1 potion of healing
two at a time, not en masse. Characters have the option to
1 spellbook retreat and close the portcullis between C1 and C2, so let
them battle as far into C2 as they dare to go.
B7 Giantbane [1] Because each wyvernbeast has claimed a space for itself
C2 50 cp, 550 Small hand mirror engraved with inside the winding cave, the treasure for Area C2 is spread
sp, 35 gp "Never Forget the Summer Court” on out, not lumped together in one spot.
its back (25 gp).

[1] Convincing anyone this is really Giantbane, much less Further Adventures
finding a buyer, is an adventure in its own right. The Crown of The portals marked inactive in this adventure need not be. If
Cormyr will of course investigate if word spreads that real you want to link the Dread Destination to another adventure
Giantbane is on the market. If the characters manage to sell a you're planning to run in Cormyr or the wider Realms, then
quantity of Giantbane, the balance of power in Cormyr may by all means do so. Perhaps a special key in the form of a
well shift if giants are poisoned with it. The surviving giants mundane or magical object is required to awaken a
will track down the source of the poison and make certain it seemingly inactive portal.
harms none of their kind again. Other giants may seek to
steal it for their own nefarious ends.
DREAD DESTINATION 46
/
Miscellany: "Elminster Must Die"
VITAL STATISTICS: Ormblade, Ormkok, Reinlake, Rendarth, Rhardantan,
SOFTCOVER EDITION Rhauligan, Roray, Sage, Sandrael, Sentinel, Silverhand,
Author.........................................................................Ed Greenwood Sornstern, Stillsilver, Stonestable, Stormserpent,
Publisher...............................................Wizards of the Coast LLC Stormspells, Taelinth, Taerl, Tarandar, Treln, Vandurn,
Page Count....................................................................................342 Whitewave, Windstag
Date of Publication...................................................................2011
Preceded By...................................................Elminster Ascending BALLADS EXCERPTED
Followed By...................................................Bury Elminster Deep A Little Dark Wisdom......................................Tamyth Larandree
                                                                Lady Minstrel of Mintarn
A ROSTER OF CHARACTERS Another Bold Night in Brave Cormyr........Andrur Hallowstake
NAMES                                                                              Bard of Wheloon
Alassra, Alusair, Amaelia, Amarune, Ammarantus, Ammaura, My Dark Rune Gone Away..........................Laramond Stillsilver
Amrathgus, Andram, Andrur, Arbrace, Arclath, Arkrashos,                                                                    Lord Bard of Lalambril
Arlond, Arskrel, Asper, Asult, Athlar, Aumanus, Baerendrith, Old Lord Raturburry.......................................Lalanth Tarntapple
Baerengard, Baerold, Baerovus, Belandroon, Belgryn, Belnar,                                                                  Bard Wayward of Suzail
Belsarth, Beltar, Bereth, Broryn, Caladnei, Corleth, The Dockhand's Lament...........Lune "Minstrelcloak" Ardratha
Daeclander, Danthalus, Darantha, Darindral, Darlakan, We Go On.................................Marandur Erilogan of Waterdeep
Darrake, Delasko, Delgar, Delnor, Denneth, Dhedluk, Dralkin,                                                                                                    Bard
Draskos, Durnan, Eldran, Elgorn, Elminster, Emmur, Emsra, Your Castle or Mine?....................................Rauleth "Rory" Treln
Emvar, Erzoured, Esheena, Eskrel, Essard, Ethena, Flamdar,                                                           Minstrel of the Many Cloaks
Flarm, Foril, Fzoul, Gaerond, Galaunt, Ganrahast, Gantharla, Our Wizards of War...........................................................unknown
Garangor, Gariskar, Gaskur, Glarasteer, Glathra, Haelana, PLAYS QUOTED
Halance, Harmond, Hawksar, Helharbras, Hondryn, Ilvellund, Azuth Meets Magic........................................................anonymous
Imbrel, Irlin, Irvel, Jalavarr, Jamaldro, Jhalikoe, Jharakphred, Darkheart's Fall, and the Price of It..................Amrathgus Taerl
Jusprar, Kathkote, Kelgantor, Khaladan, Khelben, Kreane,                                                                                Bard of Daerlun
Krimsal, Laeral, Laethla, Laramond, Leece, Lemmeth, Defending the Dragon Throne....................................anonymous
Lorton, Lothrae, Lune, Lylar, Malkym, Manshoon, Maraedra, Mad King Triumphant........................................Haelana Ormkok
Marandur, Marantine, Mardrukh, Markuld, Marlazander,                                                                                          Lady Bard
Marlin, Mellast, Mereld, Merlar, Mhedarlakh, Mirt, Morlen, Mad Mrodran's Fate.....................................................anonymous
Morthran, Mrarie, Murlanth, Myrkul, Nargreth, Narmitra, Old King Sorrowhelm.....................................Stornald Merritree
Narnra, Narulph, Nelezmur, Nestrel, Nestur, Nethglas, Roray's Old Plays........................................................Eldran Roray
Orinskarr, Ormantor, Oskrul, Ospra, Ostramagarus, Paereth,                                                                                     of Waterdeep
Paradur, Parandur, Parespur, Raedra, Raereene, Randelo, The Fall of the Proud House...........................Darindral Haeleth
Raoryndar, Rauleth, Relve, Rendarth, Rhigaerd, Rindlar, The Galloping Knight of Cormyr................................anonymous
Rondrand, Rondras, Rornagar, Rorskryn, Rorsorn, Rorstal, The Harrowing of House Drauth...............................anonymous
Rorstil, Rothglar, Ruskar, Ruthgul, Ryaun, Sacrast, The Shunned King's Doom.............................Morthran Taelinth
Sammaster, Scorlound, Seszgar, Shuldroon, Skult, Solatha,                                                                                                    Bard
Storm, Stornald, Stornara, Symgharhl, Taerlene, Talane, Too Many Skulls Underfoot.........................................anonymous
Tamyth, Tannath, Targrael, Tethlor, Thal, Therlon, Thirsty, War Comes to Spanglamar..............................Imbrel Hawksoun
Thol, Tomarr, Tress, Treth, Trezmur, Ulth, Unseen, Vainrence,
Vandarl, Vangerdahast, Varimbra, Velyandra, Verrin, EXCLAMATIONS UTTERED
Whelandrin, Yarauva, Yelada, Zorsin By the Diligence of Torm! ● By the Dragon! ● Farruking
SURNAMES Tempus forfend! ● Felldragon forfend! ● Happy dancing
Amryntur, Anvilstone, Ardratha, Askalan, Barcantle, hobgoblins! ● May ye taste victory! ● Name of the Dragon!
Bloodbright, Blue Seer, Boldtree, Breakblade, Cobler, ● Watching Gods above!
Crownsilver, Dauntinghorn, Dawntard, Delcastle, Doomed
King, Erilogan, Fentable, Gaerld, Haeleth, Haelwing, WORDS OF MAGIC
Hallowdant, Hallowstake, Halonger, Handragon, Harnwood, Arruthro.
Hawkblade, Hawklin, Hawksoun, Helhondreth, Huntcrown, Tar lammitruh arondur halamoata.
Illance, Ilmbrights, Ironstone, Jester, King Darkheart, Tan thom tanlartar.
Kordran, Laklantur, Langral, Larandree, Lion-Tamer, Mage, Larasse larasse thulea.
Maid, Mallowfaer, Manycoats, Meddanthyr, Merritree,
Mharrokh, Mhorauk, Morand, Mrelburn, Murandrake,
Murenstur, Noraeyn, Obarskyr, Old Warrior,
 

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