Professional Documents
Culture Documents
Eye on Cormyr
Issue #4
by ON THE COVER
JEREMY E. GRENEMYER
COMMONPLACE PUBLISHING
A good game starts with a good story.
Visit Commonplace Publishing on Facebook
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
/
“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
/
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.
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.
11 MATTERS OF MAGIC
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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
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A STUDENT OF BLACKTHORNE
CARRIES THE BEAST LAMP ON
13 A WALK THROUGH THE TREES
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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.
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.
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.
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.
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
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.
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
/
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,
/
/
/