me
vest Inn, on the west side of the Long Road facing the
‘Stone Trail. The inn’s proprietor is the affable Herivin
Dardragon (CG male strongheart halfling commoner). a
curly-haired collector and reseller of paintings and stat-
uettes of questionable taste.
WesTWwooD
tangled forest cloaking the eastern foothills of the
‘Sword Mountains, the Westwood is home to a shrine
of Mielikki, several woodcutters' camps that are often.
taken over forcibly for a season or a few months at
a time by bandits or Uthgardt barbarians, and a few
‘overgrown remnants of the ancient elven kingdom
of Rilithar,
WHALEBONES
Petty, warmongering kings rule over the small islands
known as the Whalebones, so called because of the
whale skeletons that litter the islands’ beaches. Several
of the larger islands are home to rocs that the storm
giants of Maelstrom use as mounts. The islanders leave
treasure for the giants and food for the birds as tribute.
WomrorpD
village along the Iron Road was known as Iron-
ford until shortly after a dragon was slain nearby. Pass-
ersby began to call the settlement Wyrm Ford—a name
subsequently corrupted, thanks to the thick local accent,
into Womford. The village has a dock on the Dessarin
River for shipping grain from its gristmill. Its also the
market and the source of supplies for the surrounding
farms from which the grain comes. Aside from the mill,
the village has a handful of granaries and a larger hand-
ful of cottages, several of which house tiny shops. West
of the village is the Ironford Bridge, a long, narrow, ram-
shackle wooden bridge that spans the Dessarin River
and leads to Bargewright Inn, which looms atop a hill.
‘Womforders lock and bar their doors and shutter their
windows at night, for fear of the so-called Womford
Bat, a nocturnal predator that snatches folk it can catch
outside after dark; see the "Bargewright Inn” section for
‘more information on this creature.
XANTHARL'S KEEP
‘Xantharl was a well-known ranger and explorer of the
North. The fortified village that bears his name stands
in the middle of nowhere, on the west side of a notori-
‘ously dangerous and rugged stretch of the Long Road.
‘An outer wall with heavy crossbows mounted to its
battlements encloses a keep sheltered by a steep roof to
shed snow. Surrounding the keep are dozens of narrow
stone houses with heavy shutters and steep roofs of
their own. The Falling Ore inn and tavern, a wood-frame
structure built on the remains of an older stone building
that caught fire and burned down, stands near the main
gates next tothe stables. The hulking yet friendly propri-
tor, Arzastra (LG female half-ogre), recently took pity
ona coinless shield dwarf adventurer named Largand
is paying him a few coppers to clean the stables.
“Larg” told Arzastra that he and his adventuring
companions were caught in an avalanche while hunting
[UAPTER 5 | THE SAVAGE FRONTIER
a red dragon in the Valley of Khedrun, and only he sur-
vived. The story is a fabrication, but Arzastra bought it.
‘The shifty dwarf is actually a wanted criminal named.
Worvil "the Weevil” Forkbeard. The characters might
know of him from talking to certain NPCs (such as Sir
Baric Nylef in Bryn Shander or Darz Helgar in Triboar),
or from a wanted poster in Longsaddle, The Weevil can
be found cleaning the inn's stables during the day or
drinking in a private, plainly furnished guest bedroom
on the upper floor of the inn at night. The Weevil avoids
making eye contact with strangers, He has the statistics
of a bandit captain with the following changes:
The Weevil is neutral evil,
His speed is 25 feet.
+ He has advantage on saving throws against poison
and resistance to poison damage.
+ He has darkvision out to a range of 60 feet, and he
‘speaks Common, Draconic, and Dwarvish.
+ Instead of a scimitar and a dagger, he wields a pair
of +1 handaxes (+5 to hit with each). As an action, he
can make three melee attacks, two attacks with one
hhandaxe and one attack with the other handaxe. Each
handaxe deals 6 (1d6 + 3) slashing damage on a hit
The Lord of Xantharl's Keep is Narbeck Horn (N male
shield dwarf knight armed with a greataxe instead of
agreatsword), who reports to the marchion of Mirabar.
Narbeck has a sending stone that allows him to speak to
the marchion directly, ensuring that news of any threat
to Mirabar from the south is quickly relayed. Narbeck
commands a garrison of one hundred fifty veterans,
which is over twice the population of the village itself.
Suocestep ENCOUNTER
Guards on the rooftop of the keep spot a frost giant
approaching from the west with a small army of fifty
goblins and ten hobgoblins, plus five ogres equipped
with goblin huckers (sce the “Goblin Huckers” section in
chapter 2). The hobgoblins form a phalanx in the front of
the group, with the frost giant behind them and the un-
ruly mob of ogres and goblins bringing up the rear.
Even without the characters’ help, the keep can turn
back the attackers with few casualties. (Many goblins
are killed as their bodies are flung against the keep
by the huckers) During the uproar, any character who
succeeds on a DC 20 Wisdom (Insight) check realizes
that the siege is a ruse to draw attention away from the
village's east gate, where the real attack is taking place.
‘Awhile back, Worvil Forkbeard told a few friends that
he needed a place to hide and planned to lie low in Xan.
tharl's Keep. One of his friends betrayed that confidence
to the frost giant now attacking the keep, who is named
Kaltivar. The giant intends to collect on the 5,000 gp re-
ward being offered for the dwarf’s capture and is u
the goblinoids and ogres as a distraction to help him
bag the dwarf. While the garrison is occupied on the
‘westside of town, ten stealthy bugbears climb over the
eastern wall and attempt to capture Worvil Ifthe char-
acters already have the dwarf in custody, the bugbears
try to take Worvil from them. If Worvil is dead and the
bugbears see his corpse, they immediately try tofiee the
keep and report back to Kaltivar. Characters who are