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About the Creators. Halla is a Calishite, and her preference for the drink of her home- land pushed her husband, a man with a long family tradition of brewing, to try new things. No exceptions. Hope that's something that can be done in an update, cheers! Pavilion Hatch: Named for his jaw, broken in battle years ago and never properly healed, Tholvar finds it difficult to speak and is quite taciturn. The stairway leads down to area 8.

Town Gates Three gates allow passage through the twenty-foot-high walls of Daggerford. The Caravan Gate area 2 , which opens from the caravan grounds, is the most imposing, with a set of huge ironbound doors twenty feet wide and sixteen feet tall.

The gate that opens from the river is called the River Gate area Gates are customarily left open day and night unless the town is threatened. Guards stationed at the gates are lax in their duties, taking note of new faces but rarely challenging anyone.

Daggerford is a small town where everyone tends to know everyone else. Accommodations Daggerford offers a handful of inns that quickly fill to capacity during busy trade times and festival days. During busier periods, some townsfolk offer accom- modations in their homes or businesses to visitors who seem trustworthy, renting kitchens, shop f loors, and other uncomfortable places to sleep at a steep price.

They offer their own beds at even higher costs. River Shining Tavern The River Shining Tavern area 24 is a massive wooden structure bearing the nickname of the Delimbiyr River, and its owners use Delimbiyr as their family name.

The fine old building looks the part, at any rate. The River Shining Tavern caters to those with money: When the Council of Guilds meets, it does so in the private dining chambers of the River Shining to lend an air of importance to the affair.

Prices are high but the service and setting match, so even those not of the upper crust go to the River Shining when they have something special to celebrate. The tavern offers several richly appointed rooms on its second f loor, as well as three very expensive suites.

One of the suites is currently being rented by Hustil Benzur, a Zhent posing as an agent working on behalf of Amnian investors. During dinners and conversa- tions with various farmers and business owners hopeful of an inf lux of cash, he looks for sources of potential blackmail and business opportunities of which the Zhentarim might take advantage. The building has many small rooms suitable for one or two people, and during busy times the breakfast room doubles as a common room for sleepers at night.

Their arrival and acquiring of the inn is cause of consid- erable gossip. During a nightlong celebration, they and a handful of companions did so much damage to the inn that the militia mustered to arrest them. Their com- panions f led, but Connar and Ganfar instead offered to repay the previous innkeeper.

The duke struck a deal on behalf of the two parties, with the result that the previous innkeeper became a rich man, the duke got a beautiful new diamond ring, and the Northland- ers became property owners.

The truth is that Connar, Ganfar, and their com- panions were celebrating a successful raid on Tuern, a diamond-producing island of dragon-worshiping North- landers far to the north.

They might even be right. Any refugee who has enough coin to afford decent shelter is staying in the Silver Flood. The effort initially back- fired because the gruesome sign made folk think of the potential bloodthirstiness of that owner, a half-orc female named Sasha.

However, Sir Isteval convinced the duke and other folks of her worthiness. Sasha is good-natured and grandmotherly, but townsfolk still worry about her orcish heritage. She also lets them use the laundry. Sir Isteval has given Sasha some money to help out the poorer refugees. The Shanties This collection of one- or two-room shacks serves as long-term housing for transient people who can move in for as long as they care to pay to stay. Usually inhab- ited by merchants waiting out the winter or young families finding their footing, more than half of the shanties have been leased for two years by Calishite humans who f led the genasi rule and warfare of their homeland.

With the help of Isteval and his erstwhile adventuring companion Hadarr also a Calishite and a folk-hero in the shanties , the Calishites have managed to find work. A few of them have even married locals.

Taverns Four full-time taverns operate in Daggerford, which might be three too many for the size of the community. Travelers provide the necessary business. The ready availability of ale in town means that only the farthest- f lung farms bother to brew their own. Happy Cow Tavern The Hardcheese family of strongheart half lings has run the Happy Cow Tavern area 15 , a homey alehouse, for generations.

The drink is cheap, the pace is slow, and the talk is about farms and farming. The Hardcheeses run a large dairy operation and own various pieces of good farmland around Daggerford that they rent out to tenants. These farms provide the tavern with the cheeses that gave the half lings their family name and the other simple staples served at the Happy Cow.

The Hardcheeses are well known for their generos- ity, and they are happy to lend money to folk they know. The half ling priest has given some of his own money to this cause. Inside, most of the first f loor is dedicated to a 17 taproom with second-f loor seating on balconies all around it.

At the center of this space stands a rough stone pillar upon which rests the roof. Iron rungs are set into the pillar so that individuals can climb and mark it with symbols or messages dedicated to those who have died in battle or disappeared on quests. The rest of the tavern is decorated with shields, weapons, and banners.

Gambling occurs at all hours, with Glenys sponsoring a big game on most evenings. Winter proves a quieter time, when locals come for mulled wine and to play a few hands of cards, lanceboard, or other table games. Curran Corvalin spends most evenings here. Daggerthrust Ales Sturgin and Halla Brewer, the human couple that owns Daggerthrust Ales area 31 , have devoted themselves to the production of drink in new styles.

Unlike the sweet, dark ales that other locals make from barley, the Brew- ers experiment with beers in the style of the famous Golden Sands Brewery in Calimshan, as well as with herbal ingredients such as heather from the High Moor and hops specially imported from the south. Halla is a Calishite, and her preference for the drink of her home- land pushed her husband, a man with a long family tradition of brewing, to try new things.

It took a while to win over the locals, but travelers with more varied palates kept the business af loat while Sturgin and Halla made their case with free samples to inf luential folk. Now the release of a new brew is a much-anticipated event. Businesses Daggerford hosts several businesses, with the most obvious being its three smithies.

Competing businesses and individuals manage to profit in the town thanks to its Council of Guilds, which sets prices and adjudicates disputes. It surprises some new- comers that such a small community has guilds, but many guilds have only a handful of members. As with the guilds of large cities, the guilds here regulate competition and set parameters for master- and-apprentice and worker-employer relationships.

But the guilds of Daggerford feel more like families than mere associations. The guild system can bewilder some visitors, but Dagger- ford folk take great pride in their traditions and use the organizations to maintain a close-knit community. Out- siders who are aware of the guilds can pay guild dues 2 gp for access to facilities and members.

Recently, the elderly dwarf died. Since his three children work as stonemasons, his grandson Ignal Ironeater inherited. Named for his jaw, broken in battle years ago and never properly healed, Tholvar finds it difficult to speak and is quite taciturn. He mainly makes tools and home goods, and he serves as the primary farrier and wheelwright for the town.

He takes jobs the other two are too busy for, doing a little bit of everything but none of it as well as the two dwarves. But Jerdan has no one but himself relying on his income, so he does well enough. She carries the name of her trade and the traditional occupation of her family.

The human woman owns and runs three mills: Many suitors have proposed marriage for roman- tic and financial reasons, but Bess has always politely declined. Her shop sells grain, f lour, and various goods for the home. Trade of the Tools Old Ander, an elderly human and lovable eccentric, buys and refurbishes old tools and broken furniture in Trade of the Tools area If you need a block-and-tackle for a few hours or your shears need sharpening, Trade of the Tools is the place to go.

The Decorated Man A rock gnome tailor named Ballick runs the Decorated Man area 16 , living in the tailor shop with a large extended family. Ballick is a minor illusionist, and he uses spells to help show his customers what they might look like in his expensive garments.

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The first f loor, split into equal halves, serves her two busi- nesses. The top f loor is her living quarters, which she shares with her elderly mother, Ranna. Hunnet took over the undertaker business when her father died, but she kept her own vocation cutting and styling hair. The quality of his rope is such that he exports it upriver.

Sullerton Shipbuilders The building housing Sullerton Shipbuilders area 30 has changed hands and names many times, but its purpose has remained the same for over a century: Wilma is eager to push the Council of Guilds to do something about it. It comes as an investment of Lady Belinda Anteos, a daughter of the Anteos noble family in Waterdeep. The plan is for the fortified building to serve as a place where traveling merchants store profits and from which locals might take loans.

The first part of the plan is working. However, locals prefer to rely on friends or the Hardcheeses rather than to take money from the bank. Its chief priest, the human female Hadeshah, has three young assistants to help her in the tasks of blessing fields and animal husbandry. When not far afield helping a farmer through lambing or joining a communal wheat harvest, she spends her time in the relative quiet of the temple garden. Standing over the rest of the town, it shines proudly on the hill next to the outer walls of the ducal castle.

The stone side that faces the town is decorated with rosy stones and glit- tering quartz, creating the image of a shining sun in homage to Amaunator. That side is a facade, since the eastern wall is open to the rising sun and to the arrows of defenders if the tower is ever taken during a siege.

Self-important and blustery Luc Sunbright leads worship in the tower. The priest is very class con- scious, and farmers and merchants who come to rites at this temple can find themselves brushed aside in favor of wealthier folk. Both were built after the last Dragonspear War, but only the barracks has been maintained over the years. Priests of Tempus have come and gone. The shrine, an open-sided hall of thick wood pillars, is in need of repair. Nearly everyone around Daggerford trains for battle, but the need for that training is mercifully rare.

The Lady Luck Tavern also serves as an alternative place to honor the fallen. To many in Daggerford, this Tempus shrine seems superf luous and overly grim. Darrondar Gweth leads the worship of Tempus at the long table in the shrine each midday, when he raises a horn of mead in honor of fallen warriors.

At sunset, he leads a handful of the faithful in song. Darrondar used to be a soldier in Waterdeep, and he came to Dagger- ford after an ill-fated skirmish left most of his company dead.

Although many priests of Tempus are interested in stirring up war, Gweth is more devoted to honor- ing the slain and giving warriors courage in battle. It was recently rebuilt by Ironeater dwarves in grander style due to funding by its current caretaker, Curran Corvalin. Ducal Structures The duke of Daggerford rules the town and the sur- rounding lands. The dungeons that worm through the hill beneath it are even older.

A thousand years ago, a vampire named Artor Morlin ruled the area, but his dark legacy has long passed from history to myth. Even the elves of the Floshin family know little about him.

Secrets the vam- pire lord left behind when he f led to Waterdeep might still remain undiscovered. The ducal gate leads to the town and is usually open. About fifty people live in the castle, including guards and servants. Stables Visitors and locals can shelter livestock in the stables area 25 , but because the small herd kept for the duke and the militia are cared for here, the duke virtually owns the business.

A portly human male named Umbero Volin, originally from Turmish, runs the stables. Once a trick rider in a circus, Umbero settled in Daggerford after he sustained injuries during a performance for the duke. The circus he was part of was forced to leave him behind.

The towers, entered from the ground and the walls, stand another ten feet taller than the walls and have bartizans at their outer corners. When the wizard Delfen first came to Daggerford, this tower was under construction. He paid the town well to take over the tower in exchange for swearing to help protect Daggerford. Delfen was presumed dead a century ago. Those on duty in the tower frequently complained of unex- plained lights and eerie noises, but nothing came of such phenomena.

Then Delfen returned, looking not a day older. Darfin Floshin and other long-lived citizens confirmed it was Delfen, but the mage would not explain his absence. He again offered a large sum and his oath for the tower.

This time he agreed to terms for dispersal of his goods if he disappears again. Like the other towers, this one is three stories tall. He uses the second story to meet guests, and teach and house stu- dents he takes on. The first story contains a stable for his riding mule and is used for storage.

The windows facing the town are larger, providing a him a good view. The cisterns are a legacy of a time when Daggerford was more frequently under siege, providing a source of pure water for livestock brought in from surrounding farms. Many people prefer cistern water to that from the river or the well in the marketplace, because they associate the spring that is its source with Eldath, a god of nature.

Jail The jail building area 6 houses Sherlen Miller, an office for her roles as town constable and militia com- mander, and a couple cells. The cells rarely hold any prisoners, except rowdies who need time to cool off or sober up. Suspects of serious crimes are held in the castle dungeons until trial. Many Meetings By the time characters return from their first venture, Sir Isteval, Kelson Darktreader, and Darfin Floshin have returned, by boat, from a trip to Waterdeep.

Sir Isteval Upon his return, Sir Isteval is first seen encouraging and helping the refugees. Soon after, the knight invites the characters to his home to offer them a meal, praise, and support.

If the characters have forgotten about talking to Kelson Darktreader, Isteval points out that Kelson has a theory about the gnolls raiding the Trade Way, and might even send for the Huntmaster to join the meal.

Isteval believes the raiders are organized under some greater evil, and any revelation of possible Red Wizard involvement sets him on edge. He vows to keep an eye on events in Daggerford to make sure nothing is further undermining the town.

Although Jekk is fascinated with the object, Isteval sees it as little more than a curiosity. Isteval considers Mald- wyn to be a petty man more concerned with the image of his station than the duty of it. Darfin, likely present at such a gathering, agrees—see the next section. They then gain levels as follows. When the party returns from Julkoun, the characters advance to 3rd level. When the party returns from Firehammer Hold, the characters advance to 4th level. His trip to Waterdeep was partially to help Isteval and partially to buy reagents for himself and Shalendra.

The characters might meet him when he spends time with Isteval, bemoaning the lack of nobility in the current Daggerford duke. Longwalker is leisurely about his trips. He heads back to his estate about the time the characters are exploring Firehammer Hold.

Kelson Darktreader If the characters talk to him, Kelson Darktreader has a theory on the gnolls troubling the Trade Way. He, Isteval, and Darfin Floshin made the trek to Waterdeep through the wilderness along the road. Since Nandar Lodge is little more than a ruined foundation, the Huntmaster believes the gnolls are operating in or near Phylund Lodge—a ruined keep in the western Ardeep Forest. Wealthy Waterdhavian nobles frequented the lodge then, hungry for excitement and trophies.

The object of such hunts was often a fantastic creature the Phylunds had captured and then released into the woods. Kelson uses the opportunity to train scouts. He otherwise takes minimal interest in the missions Sir Isteval finds so vital. Meanwhile, as part of her plan to undermine Dag- gerford, Pencheska fosters a relationship with Maldwyn that is likely to prove detrimental to the characters. Further Adventures When the characters complete a couple ventures into the Daggerford region, other events unfold.

Firehammer Hold After the characters have spent at least three tendays in and around Daggerford, and after they explore at least two adventure sites, Isteval begins to worry about Jekk. The paladin knows the dwarf planned to return in two tendays. As the end of a month approaches, Isteval begins to suspect something happened to his friend.

He asks the characters to go to Firehammer Hold to see if they can find Jekk. He was returning to his estate, but when he got within a couple miles of it, he began to feel pain that grew more excruciating as he neared.

When he retreated, the pain abated. While he remained nearby and investigated the cause with some of his own magic, he found Galan, one of his servants, near the road. Gnolls, elementals, and undead had attacked the estate and taken it. No one else had escaped. Life becomes better for them, since they can at least buy food and take odd jobs.

Maldwyn also stops suspecting Jekk and Isteval of spiriting the Bloke away. The duke even offers a private apology full of self justification. The inhabitants of the shanties receive no such contrition. Most concerned about Shalendra, he carefully describes her, asking that she be rescued if she lives.

The characters recognize her immediately when they encounter her at the estate. Fiendish Works As the characters unravel the web of evil in the area, their enemies are not idle. This section describes what the villains are up to throughout the adventure.

Baazka In spirit form, Baazka occasionally comes to Daggerford to speak with Pencheska.

Once he learns of the party, he also comes to observe them. The characters might spot a raven or black cat eyeing them in a disconcert- ing manner. Only the use of Divine Sense, detect good and evil, or a similar ability or spell can detect the subtle fiendishness Baazka imparts to his animal spies. He does little to interfere until he suspects the char- acters know how to find Bloodgate Keep.

Characters who keep tabs on Natyssa learn, after about a month, that Maldwyn has taken her as a lover. He keeps her in fine style in the River Shining tavern. For example, Maldwyn might refuse to pay his normal reward for a successful mission. In the end, Pencheska decides to kill two birds with one stone. Concluding the Adventure As soon as the characters think they have enough infor- mation to seek Bloodgate Keep, the adventure draws to its climax.

It can do so even if the characters have yet to explore all the adventure sites. Bloodgate Keep By the end of the adventure, the characters should know Bloodgate Keep exists and have means to find it. Here are notes for bringing the information together.

During his imprison- ment, Jekk learned the same information. But she has no reason to tell her enemies anything, since death on the Mate- rial Plane means freedom to her. She might be persuaded with the promise of release, though.

The Fiends When the characters finally have enough information to go to Bloodgate Keep, Duke Maldwyn invites them to a private dinner to celebrate their victories and ser- vice to Daggerford.

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The invitation is a trap. Pencheska intends to make it look as if the characters attacked the duke in his home. Maldwyn, with Baazka possessing him, and Pencheska fight the characters. If the characters refuse the invitation, Maldwyn and Pencheska instead find them wherever they are in Daggerford.

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The pair isolates the party. Along with charmed human guards, they then attempt to destroy the characters. When Maldwyn drops to half his hit points or fewer, he regains enough willpower to throw Lawf lame toward a character who can use it. Baazka then appears over the duke as the ghostly image of a huge winged fiend. He mocks the characters, then renews his hold on Mal- dwyn. In any case, Pencheska hopes to slay the duke. If she succeeds and remains unopposed, she then mur- ders Lady Morwen and takes her form.

By these means, Pencheska potentially becomes ruler of the town. If the party defeats Baazka and Pencheska with- out slaying the duke or his guards, the characters are hailed as heroes. Weary and sickened, Maldwyn places them in his personal employ and declares them knights of Daggerford. Sir Isteval congratulates them, apologiz- ing that he was not there when they faced their final test.

Having seen true horror, the duke humbles himself and asks Isteval for tutelage in the ways of Lathander. A party that wins with the duke dead has a lot of explaining to do. Any charmed guards that survive are good witnesses. The ash left when the duke and Pencheska die is also evidence of fiendish presences. In this latter case, Lady Morwen, as the only author- ity left in the town, pardons the characters.

However, she charges them to repay their blood debt by confront- ing the Thayans in Bloodgate Keep. If Shalendra dies, Darfin is less generous, and he uses his means to have her raised from the dead in Waterdeep.

Duke Maldwyn, know- ing all too well what contact with fiends is like, is hesitant to exact the vengeance upon her that he might have only a few months ago. Absent any contrary recommendations, Sir Isteval suggests she help with the assault on Bloodgate Keep, to which she assents. Two prominent rock outcropp- pings, the Flint and the Bump, dominate the landscape near the village. At the village, the Delimbiyr River is contained within artificial embankments, which fur- ther reduces its width to a mere feet.

Julkoun is a rural community, and besides the old mill and the shrine to Chauntea, its buildings are built of wood and straw. The village is home to weavers that produce fine, tough cloth. Much of this cloth is shipped abroad rather than sold in the village. A Red Wizard named Thegger Grynn led them. She arrived before the attack, and she charmed Estor, care- taker of the Shrine to Chauntea, inf luencing him to lock the iron doors leading to the village shelter.

Then she distracted the guards at the northwestern gate while the goblinoids attacked from the west. The villagers had nowhere to retreat, and goblinoids killed many and took the survivors prisoner. Using the prisoners as slaves, the goblinoids crudely fortified the village. That done, a group of hobgoblins took the slaves to Firehammer Hold.

The goblinoids here know where the villagers were taken. Reaching Julkoun The characters can reach Julkoun by land, traveling on the Delimbiyr Route, or by water, borrowing a boat and going up the river. The land around the village lacks the usual activity it sees, with no farmers in fields or fishers on the river. Wolf Riders If the characters travel to Julkoun by land, a patrol of three goblin wolf riders attacks the party somewhere along the path that leads south toward the village.

The goblins prefer to shoot, and they are strapped to their saddles. They retreat to warn their fellows at their camp shown on the map after 3 rounds of shooting at the characters, returning with reinforcements a short time later.

The goblins are bolder at night. Dryad An ancient oak in a grove shown on the map the vil- lagers hold sacred is home to a dryad named Oyfanen. The fey creature watches the forest and, from a dis- tance, Julkoun with the aid of forest animals that serve her.

Saddened by the fate of Julkoun, Oyfanen takes note when she learns the characters are in the area. She sends a small animal to deliver a message to the party, inviting the characters to her grove. Oyfanen knows goblinoids attacked from the north, and later, hobgoblins marched chained villagers toward the north. The dryad also knows the location of the goblin wolf rider camp.

She is willing to help the party defeat the goblins and save the villagers. If the char- acters agree to do so, Oyfanen can help them with her magic and provide a safe area in which to camp. However, a few things are amiss. Ragged black f lags are set into the parapet of each guard tower area 6.

A field of goads—sharp- ened stakes fixed in the ground—and lilies—5-foot-deep, staked pits—has been created around the palisade. Eastern Approach: Those who come from the east see the eastern gate surrounded by a fence of sharp- ened stakes and a barricade.

Northern Approach: Those who come from the north see the town palisade has been breached in one place, and the northern gate is surrounded by a fence of sharpened stakes and a barricade.

Most of the buildings outside the wall are burned. Western Water Approach: Those who come from the west on the river pass through the Laughing Hollow, a forested area recently ravaged by fire. As trav- elers come closer to Julkoun, they see that most of the buildings outside the wall are burned. Structures close to the river, along with the western docks area 7a , are intact. Characters also see the chain pulled tight across the river area 1.

Guards and Response Goblins keeping watch at the gates area 3 and guard towers area 6 are likely to spot anyone approaching the village openly. If a sentry spots intruders, the goblin blows a hunting horn in three short bursts. That guard and any nearby guards stay at their posts and attack if possible, using ranged weapons.

If an alarm is raised, the goblins on watch converge on the site of the battle. Hobgoblins in area 8 respond in 1d4 rounds, leaving the mill on their initiative on the round rolled. They try to prevent intruders from enter- ing the palisade.

If the battle is prolonged, the bugbears from area 11 might come to join the fight. If a battle to hold the lower village goes badly for the goblinoids, one or more of them might retreat to the upper town to warn Shorg, the hobgoblin leader of these goblinoids.

The cap- tain organizes goblin parties, dividing any goblins he can muster up among his three followers. These par- ties patrol the village to root out intruders, while Shorg takes his wolf and cook to guard Gabulla, the goblin shaman, in area Treasure Each goblinoid in Julkoun has personal jewelry and coins worth 1d10 gp. Julkoun Locations The village, built on the grounds of an old castle, is divided into three sections. The northernmost section sits on the rocky feet of the Flint, 40 feet above the river.

The southernmost section stands directly on the embankments, 10 feet over the river.

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The palisade that surrounds these two sections of the village is 15 feet tall, and the moat around the wall is 10 feet deep. The doors of the cel- lars are made of well-maintained reinforced wood, with a few doors of iron that can be locked Strength DC 30 to break, Dexterity DC 20 to pick the lock.

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Most areas are unlit, but the aboveground structures allow daylight in through windows. During the day, such areas are at least dimly lit. Underground areas are dark unless otherwise indicated.

Delimbiyr Chain A thick chain has been stretched between two buildings on opposite sides of the river. The chain can be tightened or loosened with twin winch mechanisms housed in buildings north and south of the river. The goblins keep the chain tight at all times to block water traffic.

Old Mill A two-story structure built at the highest point of the north- ern embankment, this old stone building is f lanked by a foot-high waterwheel that dips in the waterway, foaming and spinning steadily in the brisk river current.

This building houses a large grain grinder, powered by the waterwheel outside. Inside are storage areas, a workshop, a bakery with a shop area, and lodgings. Plenty of f lour and grain is still stored here. Gates A foot-high, foot-wide log gate stands between two guard towers, which rise 5 feet over the foot-high palisade and the surrounding moat.

A bulging fence of 8-foot-high pointed poles has been extended out of the gate to enclose the terrain immediately before it. The earthen foundation of the fence is covered with outward-pointing stakes, some of which are adorned with severed human or half ling heads or limbs.

A temporary crossbeam barrier blocks the entrance to the area within the fence. The goblins built fields of goads and lilies. Anyone who falls prone in these areas takes 2d6 piercing damage. A successful DC 13 Dexterity saving throw halves the damage. Wall and Gates: A guard tower f lanks each side of each gate. Ladders arranged along the inside every feet allow access to the rampart. It would take siege equipment to force any of the gates open, which is why the goblinoids have built the fences and barriers.

Moving a barrier requires shatter- ing it AC 5; immune to necrotic, poison, psychic, all conditions; 50 hp or enough Strength to drag 2, pounds 40 Strength for Medium and smaller crea- tures. Poles connected to the inside of the barriers allow them to be moved with half as much Strength. One goblin sentry is posted in each guard tower adjacent to a gate. Breach Two crossbeam barriers block a foot-wide gap where the village palisade has been breached and the moat filled with logs and debris.

Each barrier can be moved as described in area 3. If the party drags any barriers onto the debris pile, it col- lapses, depositing those on the pile in the moat amid logs and rocks 2d6 bludgeoning damage; a successful DC 10 Dexterity saving throw halves the damage. Barn Traps This foot-high barn is near the burned buildings but it is undamaged. The ground-level doors are closed, but a ladder leads to an open loft door. Barn Doors: The barn doors are barred from the inside. Someone can break the bar by succeeding on a DC 20 Strength check.

Loft Trap: If two or more characters enter the loft at one time, the supports break. The loft collapses and dumps any occupants on the f loor amid splintered wood 2d6 bludgeoning damage, but a successful DC 10 Dexterity saving throw halves the damage. A character who searches the ground f loor can tell the supports have been damaged with axes.

Guard Towers This structure is a foot-high wooden guard tower. One goblin watches from each of the seven towers 6a through 6g , but the goblin in 6d is a goblin boss.

Inside the palisade, stairs lead up each tower to its roof less platform surrounded by parapets. Wharf A sturdy wooden wharf, with a few docked rowboats, stands against the river embankments. The western wharf 7a is a cruder structure, built slightly above water level in a low point of the embank- ment. The eastern wharf 7b is a solid structure built 5 feet above the water and equipped with ladders, hoist ramps, and a crude crane.

Shining River Mill This two-story, half-timbered building has mud-plastered walls decorated in hues of beige, blue, and green.

A foot- tall waterwheel juts out from its southern side. The waterwheel powers a fulling machine. Comprising the first f loor is a large workshop with spinning wheels and weaving looms, storage space for skeins of raw wool and finished bales of fabric, a dyeing workshop, and a small kitchen. On the second f loor are private rooms for several people.

Six hobgoblins, one of them elite, have chosen this building as their quarters. Shrine to Chauntea This single-story, open-space building of stone, with a foot- high timber roof, is crowned by a cupola that has four stained-glass windows depicting roses. A large cage used for pigeons sits empty, open, and bloodstained in a small garden area adjacent to the shrine.

Inside, the temple has been looted and vandalized. The west wall opens in a semicircular apse behind a marble altar carved in the likeness of a rosebush.

The altar and the benches in the temple have been hacked and marred. A door on the south wall has been chopped open at the handle. The door leads to the dwelling of the priest, which has also been ransacked. Ramp A massive ramp of dirt and stone leads up to the higher sec- tion of the village.

Here and there, the ramp is bloodstained. The wooden gate at the top of the ramp has been axed down and repaired recently.

The gate is currently barred, but it is badly damaged. It takes a successful DC 20 Strength check to break through the shoddy repairs. The building next to the mound is a guesthouse, with nice rooms, polished copper tubs, oaken furniture and fine bedding. Rising from the f lattened ground around it, this artificial mound is decorated with ceramic tiles and small standing stones.

The curved stairway that leads to its top is overgrown with moss, and the trees that crown it are old. A straight descending stairway leads to a basement door f lanked by a row of round windows at the foot of the mound.

An elegant two-story wooden building with a roof of red shingles stands on the west side of the mound, partially merged with its rocky mass. Fixed on the wooden staircase that leads to the elevated door of the building is a brightly painted sign with the image of a smiling jester. Three bugbears live in the guesthouse. If the bugbears know about intrud- ers, they band together. If the characters manage to surprise a bugbear inside the guest house, any unin- volved bugbears join the battle over the course of 1d4 rounds roll for each bugbear.

The goblins which could be asleep in area 15 respond to fighting in the guesthouse 1d4 rounds after the last bugbear does. Each bugbear has 30 gp and a pouch con- taining 1d6 semiprecious gems worth 10 gp each. Warehouse This large, foot-high building has a thatched roof, large front doors, and no windows. Nearby is a smaller pavilion with a half wall built around the wooden beams that support the thatched roof. Gaps in two places in the wall provide access to the pavilion.

The f loor inside is wooden and is arrayed with a number of long tables and benches, as well as a stone fire pit and a hatch. The smaller building is a pavilion built over the southern well room area Beside the hatch, it has a large bucket on a chain attached to a small winch. A broken pole with a hook at the end, used to remove the well cover from inside the pavilion, lies on the f loor near the fire pit.

Pavilion Hatch: The hatch in the pavilion f loor has a broken lock and opens 15 feet above the well. If the hatch is opened during daytime while the darkenbeast is in area 20, the creature retreats from the light to area 19, which tells Shorg that something is amiss.

In this case, the beast fights alongside Shorg if he comes under attack, but see area 20 for more details. Warehouse Interior: Inside the warehouse is an open storage area, described as follows: Thick wooden pillars hold up the roof frame. Large platforms mounted between the pillars and the walls increase the avail- able storage space.

On the ground f loor are piles of wood and lumber, as well as huge clay jars of grain and pallets of build- ing materials. Bales of wool have been stored on most of the raised platforms.

This space is used to store stone blocks, bricks, sand, slaked lime, and timber, as well as grain, coal, and lots of wool. A trapdoor leading to the cellars area 19 has been smashed open. Bridge On the north side of the village, the moat turns into a foot- deep chasm overgrown with underbrush. Someone who spends any time scanning the ravine spots a wooden structure like a covered bridge with a tiled roof crossing the chasm. The bridge is 20 feet above the moat f loor and 20 feet below the upper vil- lage.

The window on the west side is closed Strength DC 10 to break, Dexterity DC 15 to jimmy open , but the one on the east side is open.

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The interior of the passage is described in area A rope, tied to a crossbeam inside the covered pas- sage, dangles out of the eastern window. Hanging at the end of the rope near the moat f loor is the body of a human. The corpse is what remains of Estor, the village priest. He still wears a copper and quartz holy symbol of Chauntea, a rose in bloom 10 gp. The door is slightly ajar, and cracked and dented. Stained-glass windows east of the door have many broken panes between their strips of lead.

A small fire burns in the fireplace here 50 percent of the time, and one of the goblins from area 15 is cooking using it. Characters can see the light from the windows. Inside the common room is as follows: The interior is in total disarray, and the tiled f loor is covered in a layer of splinters, shards, and bloody grime.

Two corners contain fireplaces, and the rough stone walls and pillars show signs of recent violence and vandalism. Across the ceiling is a network of copper pipes. Most of the furniture is overturned and broken. On the eastern side of the room is a bar with a large set of shelves, all of which has been hacked and smashed.

Doors to the west and north have been torn from their hinges, while a third door on the east wall is mostly intact. The lower portion of the window forms a broad stone counter.

The earthy scent of the stone walls is mixed with a strong odor of beast. If the characters attract no attention, within a few moments, they can hear something rummaging around beyond the curtained window, which leads into area A grizzled specimen that lost its left eye in battle, the worg usually sleeps behind the bar and is slow to attack intruders.

If a fight breaks out here, the goblins which could be asleep from area 15 and the hobgoblin from area 17 are likely to hear and join in as quickly as possible. One of the goblins might run to warn the bugbears in area They could choose not to aid the combatants here, setting up an ambush in the guest house instead.

The hobgoblin can stay in area 17 and attack from the window there. Guesthouse Basement The southern wall of this room is lined with open and empty wooden lockers.

Under the wooden staircase that leads to the guesthouse is a copper tank connected to a copper pipe that runs in from the common room. The tank, which has a spout, sits on an iron wood-burning stove. Alongside it is a stack of firewood and several wooden buckets. Half a dozen bedrolls are spread out in the area. Five goblins and one goblin boss rest here between guard shifts. At any given time, 1d6 of them are asleep. Bugbears in the guest house area 11 might come to investigate any sounds of fighting that occur in this area.

Meeting Room The walls of this room are lined with oiled wood planks and decorated with hanging ceramic or ivory tiles. The room is furnished with a single table and stools.

The ten ivory tiles hanging from the wall can be easily removed and are art objects 1 pound and 10 gp each. Preparation Room This room contains a table, a couple kegs, a pair of stools, and shelves with assorted crockery and condiment f lasks on the north wall. A bedroll is spread on the f loor under the table.

He has six cleavers to use in combat. Kitchen This underground kitchen smells of mushrooms and spices. The walls and the corner fireplace are lined with beige glazed tiles bearing leafy motifs. Lots of copper pots and pans hang from hooks or rest on wall shelves. The room contains two large tables and a halved section of a small tree trunk mounted on stubby pegs as a cutting surface.

Warehouse Basement If Shorg is still here, the brazier is burning low. Charac- ters approaching this area notice its dim light. Supported by two stone pillars, this large space contains boxes and barrels, mostly of food, herbs, and drink. The odor of ale, wine, and scented smoke is strong here. A tripod brazier stands between two pillars. Shorg, the hobgoblin leader, and his three elite bodyguards two female, one male rest or idle here.

The hobgoblins sleep on mats and pelts strewn between boxes. This space is used mainly to store wine, ale, and food. Shorg has two potions of healing. Near his bedding, he keeps a chest that contains a pouch with 60 gp, a pouch with thirteen semiprecious stones 10 gp each , and assorted silverware 5 pounds, gp. The chest also contains a potion of climbing. Shorg also has a key to the iron doors in area 21 and area Southern Well Room A well in the middle of this room is covered by a removable wooden lattice, which is broken into pieces scattered about.

Shelves on the west wall contain buckets and waterskins of various sizes. A wooden crate near the entrance contains empty glass bottles. Unlike the rest of the cellars, the ceiling here is of wood and has a hinged hatch in the middle of it. Ceiling Hatch: The hatch in the ceiling, 15 feet from the f loor, opens easily.

Its lock is broken. It has standing orders from the Red Wizards to f ly back to Bloodgate Keep if it comes under attack. During nighttime, it f lies through the ceiling hatch after a couple rounds of fighting and wings off to the northwest. It is disinclined to help the goblinoids repel intruders, so it stays here unless someone opens the pavilion hatch during the day see area If exposed to sunlight or killed, the darkenbeast reverts to its natural shape, that of a cow, at the end of its next turn.

Those who see the darkenbeast and succeed on a DC 20 Intelligence Arcana check know 29 it is a creature created by the dark magic of the Thay- ans. The well shaft goes down 25 feet to the water, which is 10 feet deep. Roofed Passageway An iron door, half open, leads to a stone passageway. The hall has a window on each side and an iron door at the other end.

On the east side, the window is open. A tight rope secured to a ceiling timber passes through it, hanging outside. A corpse hangs outside see area 13 from the rope lead- ing to the eastern window.

The iron door to the north is closed but unlocked. Underground Shelter A cook fire burns in the fireplace here 50 percent of the time.

If so, the characters notice the light. A central table stands between two stone pillars in the middle, and a copper kettle hangs from a hook over a fire- place in the northwestern corner. The goblins use this area, formerly a refuge for villagers in times of trouble, as a bunkhouse. One of the bunks is missing its mattress. Ten goblins and two goblin bosses bunk here or in area At any given time, assuming they have not been alerted to danger, 2d6 of them are sleep- ing before resuming duties in the village.

Those who are awake are gambling with dice and chattering. If a battle breaks out, Gabulla and her vipers area 25 join the fight in 3 rounds. Storage The iron door into this room is closed and locked. This room contains two large shelves on the western wall, as well as a combination of chests, barrels, and crates. Most of the containers have been moved or opened, but the room is still in order. This storage area for the village shelter contains non- perishable food, wine and ale, and other necessities for enduring hiding underground, such as candles, cloth, linens, and other mundane supplies.

Northern Well Room A well covered by a wooden lattice opens in the middle of this room, which contains half a dozen triple bunk beds, a few shelves, and a small table. The well shaft goes down 20 feet to the water, which is 10 feet deep. Defiled Shrine The iron door into this room is closed and locked. This room has smooth stone walls, and it ends with a square niche in which stands a human-sized statue of Chauntea, appearing as a wise-looking matronly woman dressed in robes and f lowers.

She holds a sheaf of wheat in one arm and a bunch of roses in the other. Under her is an altar carved to look like a rose bush.

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Before the altar are eight benches, and in each corner is a brazier. All these furnishing have been carved from the rock of the room. Vile symbols have been scrawled in dark red on many of the surfaces. The altar has been chipped and cracked. On the statue of Chauntea, the infernal sigils are most numerous. The altar is spread with various implements for writing and painting, as well as vessels of various sizes, coins, gems, and jewelry. Just in front of the altar is a wool mattress draped with wolf furs.

If someone can read Infernal, the symbols repeat a few concepts. Whisper to me the secrets of the hells. Gabulla, the goblin shaman Baazka pos- sessed, dwells here with two giant vipers. She spends her time painstakingly defacing the shrine, writing while listening to the voice of her master.

Scattered on the altar are the most valuable pieces from the looting of Julkoun, includ- ing gems, jewelry, and portable art objects worth gp. Gabulla wears a jeweled electrum brooch gp on her wolf-fur cloak, a belt of electrum rings and plates gp , and boots of strid- ing and springing. She carries the only key to this room, as well as keys to areas 21 and For generations, members of the Phylund noble family of Waterdeep came to the Ardeep Forest to hunt and trap beasts of the woods, using a small hunt- ing lodge as their base.

It became the primary residence of the heads of the Phylund family, who used it as a center for their beast-training trade and hunt- guide businesses. Thus the lodge was equipped with stables, gardens, guest rooms, wine cellars, and even underground cells for the more dangerous creatures the Phylunds captured. To help put that period behind the family, the Phylunds departed the lodge to live in Waterdeep.

They left servants to protect the lodge from loot- ing, fully intending to return to their family seat when fortunes improved. They did not. When salary pay- ments became delayed and finally ceased, the servants departed, leaving nature to take over their watch. Promis- ing loot from Trade Way caravans, Thegger suggested the gnolls operate from a camp near the lodge and the lodge itself.

While the gnolls conduct their raids, the Red Wizard has been practicing necromancy in the Phylund crypts. Soon, he plans to take his creations back to Bloodgate Keep to bolster Thayan forces. He and the gnolls of Phylund lodge know the loca- tion of Bloodgate Keep. They also know its intended purpose. That said, none of the villains in the lodge are willing to give aid to the enemy except under severe duress or magical compulsion.

Grynn prefers death to what might happen to him if he betrays his masters. Reaching the Lodge The characters can reach Phylund Hunting Lodge traveling on the High Road and then taking a footpath east about 30 miles south of Waterdeep. The footpath forks halfway from the High Road to the lodge, and the characters can choose whether to approach their des- tination from the south or the west.

As the characters move away from the High Road, the landscape becomes wild and rugged. Natural vegetation thickens until the lush, mist-shrouded wall of trees of the Ardeep Forest comes into sight.

Gnoll Hunters Local gnolls maintain a detached camp in the woods south of the lodge. The hunters hide in the bushes and shoot from feet away. They maintain a running battle, retreat- ing when wounded. When two have fallen or retreated, the whole hunting party retreats to the camp. Twelve gnolls reside at the camp. They might rein- force the lodge if they think an attack has occurred there. If the camping gnolls encounter the characters and survive, within the same day, the gnolls in the lodge know well-armed strangers have been in the area.

The gnolls in the lodge are more alert for 24 hours, and Thegger Grynn might take the dread warriors from area 31 to guard him in area If the gnolls suspect that the party is camped nearby at night, six gnolls sortie out to find the enemy. The gnolls attack with surprise if possible.

Spring Cave If the characters search the area, ample gnoll tracks can be found. It reminds me of a more thoroughly fleshed out Lost Mines of Phalandrin. I enjoyed it overall and it was a good intro into the Realms even if I didn't read it in proper chronological order.

It's got a lot going for it, in terms of open ended-ness and good ole dungeon crawling. However, I absolutely don't recommend using Dead in Thay as the follow-up adventure: Thursday, 31st July, , Saturday, 3rd May, , Sunday, 16th March, , Friday, 7th February, , Saturday, 21st December, , Worlds of AD. Latest News. Posted By Morrus Friday, 12th April, , News Digest: Posted By Abstruse Friday, 12th April, , Podcast Posted By Abstruse Wednesday, 10th April, , All rights reserved.

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