‘route between Icewind Dale and the lands to the south,
travelers are still at risk of attacks from crag cats, yetis,
‘ores, brigands, and even the occasional white dragon,
The trail extends as far south as Fireshear. Characters
traveling the Ten Trail in wintertime are subject to ex-
treme cold temperatures (see the “Wilderness Survival”
‘section in chapter 5 of the Dungeon Master's Guide).
THORNHOLD
Thornhold is a coastal fortress, a castle of gray stone
with a thick, curved wall and a two-towered central keep
‘on the southern tip of the Mere of Dead Men. The cliff
facing the sea is so sheer and smooth that no wall need
be built on the side of the hill where Thornhold sits.
The castle is without adornment; only crenellations and
arrow slits break its solid face of stone. Inside the walls,
‘surrounding the bailey, are small buildings of wood and
plaster that house animals and are used for smithwork,
‘candlemaking, gemcutting, repairing wooden items (in-
cluding wagons and the like), and brewing beer.
Thornhold was once the property of the Margaster
family of Waterdeep and has been held by the Knights
of Samular (paladins of Tyr) and the Zhentarim in the
past. Its current occupants are the shield dwarves of the
‘Stoneshaft clan. They refer to the castle as Stoneshaft
Hold. The Stoneshaft dwarves are reclusive and secre-
tive, yet they are interested to hear what's afoot in Wa-
terdeep, for they suspect the Margaster family is plotting
to attack the fortress and reclaim its ancestral holding.
Travelers are free to visit Thornhold, up to a point. The
‘Stoneshaft dwarves allow adventurers and caravans to
make camp within their walls, but they forbid access to
the keep and the extensive caves below. Thornhold is,
rumored to contain a passage to the Underdark—a claim
that the dwarves neither confirm nor deny.
For more information on Thornhold, see the Sword
Coast Adventurer's Guide.
TRADE Way
The Trade Way begins at Waterdeep and heads south.
ward, though only the stretch between Waterdeep and
‘Daggerford is well traveled. Merchants who can't afford
to transport their goods by ship use the Trade Way, hir-
ing guards to fend off the brigands and monsters that
live in the surrounding wilderness,
TRIBOAR
Triboar, a frontier town in the fertile Dessarin Valley,
sits at the crossroads of two major trade routes: the
Long Road and Evermoor Way. It's a popular way sta-
tion for caravans and rangers. See chapter 2 for more
information on this location.
Ifthe adventure didn't begin in Triboar, you can run
the “Attack on Triboar” encounter (see chapter 2) when
the characters visit the town,
TriBoar TRAIL
This path meanders south of Neverwinter Wood, con-
‘necting the High Road to the Long Road. It's the safest
‘overland route between the Dessarin Valley and Never-
winter. Orcs and goblinoids prey on travelers from time
Map 3.3: Tuean ano Punpce Roews
to time, but copper dragons in the northern foothills of
the Sword Mountains help thin out the monsters’ ranks.
TUERN
‘The merciless Northfolk of Tuern (see map 3.13) pay
tribute to three adult red dragons that live inside and
beneath the island's active volcanoes—a chain of black,
grumbling, lava-filled cauldrons that belch smoke and
ash into the sky. Five Northfolk tribes live on the is
land, each with its own settlement, king, and fleet of