ua
toward Unicorn Run, a gently flowing river that pours
‘out of the High Forest.
SuccEsTED ENCOUNTER
‘Two teenage cattle ranchers named Albie Grizlow and
Leshonna Daar (CE male and female Tethyrian human
commoners) mounted on riding horses intercept the
characters as they approach within five miles of Uluvin,
‘The teenagers tell the party that the village has fallen
tohill giants and goblins and that many villagers have
taken refuge in the nearby forest.
Characters can give the village a wide berth, or they
can deal with the threat. If they get within three miles
of the village, they start to see scattered farmsteads
surrounded by dry fields. At each farmstead are 346
goblins; they either are searching the cottage and barn
for treasure, chasing chickens and swine in the field, or
dancing around 1d4 tied-up prisoners (commoners),
‘The goblins have covered their captives’ heads with old
buckets, flowerpots, and feedbags so that they can’t see.
There is a 50 percent chance that an ogre is also pres.
ent, trying to catch a pig or lift a cow and take it back to
Grudd Haug (see chapter 5, "Den of the Hill Giants”
The goblins and the ogre are too distracted to notice the
adventurers if they stick to the road. The ogre and most
of the goblins have no treasure, but the goblin leader at
each farmstead carries a trinket (roll on the Trinkets
table in chapter 5 of the Player’s Handbook).
Ifthe characters enter the village, they see dusty
‘wood-frame buildings with tall facades lining the Iron
Road. Three hill giants are outside in plain view, over-
turning wagons, smashing through clay-tiled rooftops
with their greatclubs, and stuffing into their sacks any-
thing that catches their eye. Characters can easily take
these hill giants by surprise. An inn and saloon called
the Black Bull's Tail stands at the intersection where
the road branches. Two more hill giants have ripped
through the inn's facade and destroyed most of the fur.
nishings, including the stairs leading up to the second
floor, and are in the midst of gorging themselves on
food and ale. If they hear sounds of combat outside, they
investigate, hurling benches, rain barrels, and whatever
else they can find in lieu of rocks.
TREASURE
Each hill giant has a sack containing 246 * 100 cp and,
1d4 mundane items, determined by rolling on the Items
ina Giant's Bag table in the introduction.
Once the monsters are driven out, the characters can
travel north to the edge of the High Forest and let the
villagers know that it's safe to return. If they do so, a
grateful old widow named Zoranda Heller (LG female
Chondathan commoner) gives them a ring of protection
that her late husband, a rancher, found in a field.
UTTERSEA
See the “Tuern” section.
‘VALLEY OF KHEDRUN
‘The frozen vale on the southern fringe of the Spine of,
the World is named for a legendary dwarf hero who
‘used his axe to carve out the homeland of the dwarves.
CHAPTER 3 | THE SAVAGE FRONTIER
in the North from lands dark with wolves, orcs, and gob-
linoids. The Valley of Khedrun is haunted by the Great.
Worm tribe of Uthgardt barbarians.
Vorprorn Forest
The pine forest south of Citadel Adbar is sometimes
called the Ghostwood for two reasons. First, its prox-
imity to the Ice Mountains leaves it constantly shrouded,
in cold mists. Second, undead are known to haunt the
Vordrorn Forest, particularly incorporeal types such
as wraiths, specters, and ghosts. These restless spirits
‘seem content to remain in the forest and rarely trouble
travelers who stay away from their territory.
‘WATERDEEP
The City of Splendors is a bustling, walled city on the
‘Sword Coast. Some merchants have dubbed Waterdeep
the best supply center in the world, with the largest col-
lection of superb craft workers, experts, useful contacts,
and potential hirelings to be found anywhere. Others
caution that the city houses a veritable army of potential
‘enemies for those who aren't careful—and everyone
agrees that its wide, crowded streets are full of spies.
‘Waterdhavian noble families and guilds hold tre-
mendous political and economic sway up and down
the Sword Coast, but within the city itself, true power
lies with the Masked Lords of Waterdeep rulers who
convene in secret and whose identities are largely un-
known. The public face of this ruling body is the Open
Lord of Waterdeep. The current Open Lord, Lady Laeral
Silverhand, has held the position for only a few months.
Many of the city’s nobles and guildmasters are vying
{for her attention while conspiring to wrest power away
from her office. There's also trouble brewing between
the Zhentarim, which has gained an economic foothold
in the city, and the Xanathar Thieves’ Guild, which con-
trols much of the city's criminal underworld.
Characters who belong to the Harpers, the Order of
the Gauntlet, the Lords’ Alliance, or the Zhentarim can
find faction representatives in Waterdeep. For a map of,
Waterdeep and more information about its features and
inhabitants, see the Sword Coast Adventurer’s Guide.
SuccEsTED ENCOUNTER
Shortly after the characters arrive in Waterdeep, a cloud
giant castle emerges from the clouds overhead and
Tooms above the city, its ominous shadow causing wide-
spread panic. Lady Laeral Silverhand dispatches her-
alds to calm the people and assure them that no harm
will befall the city. Ifthe adventurers decide to investi-
gate, they must devise a method of reaching the giant
castle, which hangs 1,000 feet in the air. The castle has
configuration similar to that of Lyn Armaal (see chap-
ter 9, "Castle of the Cloud Giants”) and is home to a neu-
tral good clan made up of four adult cloud giants, three
young cloud giants, four pet griffons, and cight stone
that serve as guards. The young cloud giants use
the hill giant statistics, with the following changes:
+ The young cloud giants have an Intelligence score of
10 (+0) and Wisdom and Charisma scores of 12 (+1).