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Published by edwardbaz1405, 2019-12-06 16:01:31

Storm King's Thunder

The villagers are accustomed to facing threats from the town couldn't withstand the dragon's attacks. The
the Evermoors, but nothing as formidable as fire giants. castle on the western shore has partially collapsed, the
Three weeks ago, a quartet of fire giants strode through bridge has been destroyed, and the town's defenses have
the village, climbed over the ridge west of town, waded been torn down. Within the town walls, now breached in
across the river, and disappeared into the Surbrin Hills several places, are piles of debris that were once shops,
without so much as a sideward glance. The villagers taverns, inns, and festhalls. Skulls, bones, rusted armor,
were left untouched, and property damage was minimal. and broken weapons are all that remain of those killed
It was clear to the Shield's residents that the giants had by ore axes and the dragon's icy breath.
no interest in the village. It merely stood in their path.
SUGGESTED ENCOUNTER
SUGGESTED ENCOUNTER
Eight Zhentarim thugs (LE male and female humans
After hearing of the fire giants' "attack" on Mornbryn's of various ethnicities) mounted on riding horses are
Shield, Zhentarim operatives in Yartar dispatched mer­ watching the Surbrin Trail. They intercept characters
cenaries to the village, offering protection. The merce­ walking or riding north toward Nesme, threatening to
naries rode into town on warhorses, acting like shining kill them unless they turn back immediately. If the char­
knights. The villagers welcomed them at first, but the acters defeat or circumvent these guards, they arrive at
mercenaries are proving to be more trouble than they're Nesme to find Zhentarim representatives awaiting the
worth. They seem more interested in finding the lost arrival of a female fire giant representing Duke Zalto
tomb of Mornbryn than in guarding the village. The mer­ (see chapter 8, "Forge of the Fire Giants"). Characters
cenary leader, Oboth Thornsteel (NE male Damaran hu­ can eavesdrop on this event about to unfold by hiding
man veteran with 90 hit points), has turned the Troll in behind some rubble. They must each succeed on a DC
Flames-the local inn-into his personal headquarters, 10 Dexterity (Stealth) check to go unnoticed.
with six mercenaries (NE male and female veterans
of various races and ethnicities) posted outside and six The Zhentarim force consists of a negotiator named
more inside. During the day, the remaining twelve mer­ Fylo Nelgorn (LE male Damaran priest of Bane with
cenaries round up villagers from time to time and bring a flying snake curled around his left arm) and twenty
them to the inn for questioning, while Oboth takes notes Zhentarim thugs (LE male and female humans of vari­
in a large book clad in black leather with the Zhentarim ous ethnicities). The Zhents' riding horses are tethered
symbol imprinted on the front. Oboth suspects that to some ruins across town. The fire giant, Gundahella,
someone in town knows where the tomb is hidden, or and her retinue of twenty hobgoblins approach from the
knows some bit of lore hinting at its location. north and enter the meeting area through a gash in the
outer wall. The negotiation lasts only a few minutes.
Not long after the characters arrive, the mercenaries
alert Oboth, who insists on speaking with the newcom­ Fylo pledges the assistance of the Zhentarim to keep
ers. If Oboth thinks the characters are troublemakers, the Lords' Alliance and other groups from interfering
he insists that they look for shelter elsewhere. If they in the fire giants' search for the Vonindod fragments, on
challenge his authority, he promises them quiet accom­ the condition that the adamantine colossus not be used
modations in the local graveyard unless they do as he to attack settlements or parts thereof without the Black
commands. Oboth likes to intimidate others, but doesn't Network's consent. Fylo mentions Moongleam Tower in
like to be intimidated. He has little respect for adven­ Everlund as a likely target to illustrate his point.
turers, but he tolerates their presence if one or more of
them are members or allies of the Black Network. Gundahella agrees to Fylo's terms and tells him that
Duke Zalto is going to release a Zhentarim prisoner cur­
TREASURE rently being held in lronslag as a token of good faith; she
doesn't know the Zhent by name, only that he's a dwarf.
Each mercenary carries 2dl0 gp in a pouch. Oboth also
wears an electrum signet ring (worth 50 gp) bearing the If the characters do nothing but observe, the meeting
symbol of the Zhentarim: a black, winged snake. concludes with Gundahella and her force leaving the
way they came and Fylo dispatching his flying snake
NESME with a scroll to his superiors in Yartar, informing them
that the meeting went as well as could be expected. He
Despite a heroic effort to save the town, Nesme fell and his thugs set up camp amid the ruins and wait for
during the War of the Silver Marches to a horde of ores the flying snake to return with further instructions.
aided by an ancient white dragon named Arauthator. It
was then conquered by drow until they too were forced If the characters interrupt the negotiations, both evil
to abandon it. Today, Nesme lies in ruins, and monsters forces attack them. Regardless of the outcome of the
from the Evermoors thwart efforts to rebuild it. conflict, Gundahella is furious that the Zhentarim failed
to ensure the safety of the meeting site. She ends the
The town stood on the east side of the Surbrin River, negotiation with no agreement reached.
enclosed within a circular wall festooned with ballistae
and catapults, and connected by a fortified bridge to NETHER MOUNTAINS
a formidable castle on the west side of the river. This
western bastion enclosed the docks, paddocks, and The dark, brooding peaks of the Nether Mountains are
stock pens, and also gave the townsfolk and the militia a the source of many legends about lost Netherese magic,
place to fall back to in the event the town was breached. as well as a repository of tangible riches such as granite.
Although the militia put up a good fight against the ores, The mountains are also full of tribes of ores, while the
eastern peaks are home to several blue dragons that

CHAPTER 3 I THE SAVAGE FRONTIER
0

were chased out of the northern Anauroch desert by NEWFORT
lymrith and her brood (see the "Anauroch" section).
Newfort is a motte-and-bailey stockade on the south side
NEVERWINTER of the Fork Road, east of Sundabar in the foothills of the
Rauvin Mountains. A few dozen wood-frame cottages
Once known as theJewel of the North, the city of stand outside the stockade, as does a cozy tavern called
Neverwinter was badly damaged when nearby Mount the Hero's Reward, run by an amiable and talkative
Hotenow (see the "Neverwinter Wood" section) erupted young half-elf named Delf Dereldar (LG male half-
about fifty years ago. Now, the City of Skilled Hands elf commoner). Delf spends his idle time gazing at a
works furiously to rebuild itself. Neverwinter's recon­ chessboard on the bar; he plays regular games with the
struction is far from complete, however. Some of its village constable,Jorok Narm (N male half-ore veteran),
outer walls still lie in ruins, and several of its neighbor­ who drops in after work hours for a drink or two before
hoods remain abandoned. Even so, the great chasm retiring for the evening.
to the Underdark that opened within the city has been
magically sealed (at great expense), and that achieve­ Two retired members of the Zhentarim founded New­
ment bodes well for Neverwinter's future. port. They are long dead, and over the years the settle­
ment has become less of a Black Network stronghold
Dagult Neverember is the Lord Protector of Neverwin­ and more of a way station open to anyone in need of a
ter, ruling in the absence of a true heir to Neverwinter's safe place to spend the night. Constable Narm and his
crown. At present, no legitimate heirs are known to militia of twenty guards (N male and female humans of
exist, and many believe that the royal line is dead. Lord various ethnicities) keep the peace.

everember is taking no chances, though. He quietly NIGHTSTONE
pays off or disposes of anyone who claims to be a mem­
ber of the Alagondar bloodline. This motte-and-bailey settlement lies south of the Ar­
deep Forest, between Waterdeep and Daggerford. See
Neverember was formerly the Open Lord ofWater­ chapter 1, "A Great Upheaval," for more information on
deep as well, maintaining residences and offices in both Nightstone.
cities. In the wake of several political scandals, Never­
ember was deposed as Open Lord and forced to flee Wa­ NOANAR'S HOLD
terdeep. Now he lives in Neverwinter all year round and
strives to see Neverwinter eclipse Waterdeep in wealth This village on the edge of the High Forest grew up
and prosperity. Neverember, who was courted and ulti­ around a famous hunting lodge built over two hundred
mately betrayed by sycophantic nobles and guildmasters years ago. In its heyday, Noanar's Hold hosted wild
inWaterdeep, doesn't want a repeat of those events in hunts that attracted the wealthiest nobles and mer­
Neverwinter. Thus, he levies heavy taxes against the chants of the North. Some who ventured to Noanar's
wealthy, preventing noble families from gaining a politi­ Hold never returned, spurring dark rumors that the five
cal foothold in the city, and has enacted harsh laws that Hunt Lords who ruled Noanar's Hold were arranging
prevent guilds from being formed. wanton slaughters to amuse their guests and even al­
lowing their guests to hunt one another. The place was
everwinter is a member of the Lords' Alliance, and shunned, and the village fell on hard times. Any char­
everember supports the efforts of the organization to acter who has proficiency in the History skill can recall
spread civilization throughout the North and hires ad­ these dark rumors with a successful DC 15 Intelligence
venturers to help protect the city and its interests. Still, (History) check. A successful check also confirms that
bis main concern is to rebuild Neverwinter and its econ­ the Hunt Lords were human.
omy while keeping a tight hold on the reins of power.
The Order of the Gauntlet has a strong presence in As it happens, the rumors are true. The Hunt Lords
everwinter. Most of its resident members are clerics played all sorts of terrible games at the expense of their
and knights of Helm, Torm, and Tyr, along with their ac­ wealthy employers. A century and a half ago, to escape
olytes and squires. their inevitable deaths, the Hunt Lords forged a pact
For a map of Neverwinter and more information about with Orcus, who transformed them into five wights.
see the Sword Coast Adventurer's Guide. Necromancers in the demon lord's service helped the
Hunt Lords turn the inanimate bones of their long-dead
EVERWINTER Woon horses into five animated warhorse skeletons. Every
night, after sunset, the Hunt Lords ride out on their skel­
The forest east of Neverwinter seems to have a magical etal steeds to patrol the lands around Noanar's Hold,
quality about it, or at least an air of mystical secrecy. looking for worthy prey to hunt. They always return to
their keep before sunrise the following morning. They
everwinter Wood holds countless ruins and more than have no interest in harming the local villagers, whom
a few crumbling castles. The always-warm Neverwinter they view as their subjects. The villagers are well aware
River, which flows out of the wood, has its source deep of the Hunt Lords' escapades, but Noanar's Hold is so
beneath Mount Hotenow, an active volcano in the north­ isolated that few others know that the Hunt Lords still
ern reaches of the forest. The volcano last erupted some exist. A handful of villagers have moved away from No­
fifty years ago. Lava pouring down from the mountain anar's Hold over the years, but most are too frightened
burned a wide swath through Neverwinter Wood, de­ to flee, believing the rumors (although they are false)
stroying everything it touched. New trees have begun that the Hunt Lords track down and kill villagers who
to grow where the ancient ones once stood, though the
effect of the catastrophe is still plain for all to see. CHAPTER 3 I THE SAVAGE FRONTIER

TOI

try to leave. Today, residents of Noanar's Hold rarely NORTHERN MEANS
stray far from their homes. They don't speak of the Hunt
Lords, nor do they warn visitors away. Fearing the Hunt The Northern Means is a snowy, windswept trail that
Lords' wrath, they keep to themselves and say little or connects the city of Luskan to the frozen lands of the
nothing about their undead masters. high north. The trail all but disappears during the win­
ter, buried under deep snow. Moreover, the area has few
The village's once-famous hunting lodge, the White trees or hills to provide shelter.
Hart Inn, stands amid low stone cottages and stables.
The creaky building is well maintained on the inside, NORTH FURROW
offering a bit of grandeur in an otherwise rustic setting.
The innkeeper is a courteous little man named Avgar The Northfurrow extends from Waterdeep to the forti­
Filroy (N male Chondathan human commoner), who fied farming compound of Goldenfields. Wagons laden
has permanent unseen servants to help with cleaning. with food make their way south under heavy guard to
He is a little delusional and speaks of the Hunt Lords as the city, while empty wagons head north to fetch more
if they are still alive, even though he has seen evidence bounty. The traffic is heaviest after the harvest. Human
to the contrary. He says the Hunt Lords are retired and and halfling cottages and farmsteads have sprung up on
don't wish to be disturbed, and he warns guests to stay both sides of the trail, and the humble rural folk who live
in the lodge at night, claiming the land around Noanar's here refer to themselves as Northfurrowers.
Hold is haunted by the spirits of dead hunters.
0LOSTIN'S HOLD
Characters who seek an audience with the Hunt Lords
must first speak to Amrath Mulnobar (NE male shield A fortified keep stands on the northern side of the Ev­
dwarf veteran), the castellan of the Hunt Lords' keep. ermoor Way between Yartar and Everlund. Enclosed
Amrath has served the Hunt Lords for more than two within the high walls of Olostin's Hold is a small village
centuries, dating back to when they were still alive. Now with a market, a smithy, a caravan supplier, an inn
he's a gray-bearded curmudgeon who hangs about the called the Headless Troll, and a tavern known as the
dark halls of the keep like a bad smell. The keep had a Flaming Flagon. The inn gets its name from an incident
small garrison once, but only Amrath remains. involving a beheaded troll that wandered into village,
caught fire, and nearly burned down the establishment.
The keep is nestled among old pine trees on a hilltop The tavern is the namesake of an ordinary flagon that
overlooking the sleepy village. The building has three was ensorcelled during a wizards' duel long ago and
stories, corner turrets, and rooftop battlements. One of now floats and sheds light in the middle of the taproom.
the turret rooftops has collapsed, leaving a gaping hole
through which birds and other creatures can enter. All ONE STONE
the windows are bricked up, and the heavy oaken doors
on the ground floor are barred from within. Forcing The spirit mound of the Sky Pony tribe of Uthgardt bar­
them open requires a successful DC 27 Strength check. barians lies in a grove of oak trees surrounded by the
If the characters knock on these doors, Amrath arrives a tall pines of the Moonwood, west of the Redrun River.
minute later, opens an iron slit in the door at dwarf's-eye The Sky Ponies' spirit mound is a two-tiered plateau.
level, and demands to know what they want. The dwarf On the lower tier, cairns cover the buried remains of the
doesn't open the doors unless the characters are deliver­ tribe's honored dead. The upper tier is shaped like a sky
ing new saddles for his masters' steeds (see the "Narth pony (a pegasus), though the form of this feature is read­
Tezrin's Quest" section in chapter 2). Amrath allows the ily apparent only from the air. A round, 15-foot-diameter
characters to place the saddles in the entrance foyer, boulder planted firmly in the ground in the northeast­
then quickly tries to usher them out. ern part of the area represents the eye of the sky pony.
The boulder is covered with line engravings chiseled
The Hunt Lords lurk in a dusty ground-floor banquet by an unknown hand, and it's this stone that the spirit
hall, slumped in chairs around a cobweb-draped din­ mound's name refers to. The Sky Ponies use the stone
ing table. They spend their days reminiscing about the as an altar, and Sky Pony shamans believe they can
"good old times" and attack any creature other than Am­ commune with Uthgar simply by touching the boulder
rath who disturbs them. Behind their chairs are piles of while its surface is bathed in the light of the full moon.
horse bones. As a bonus action on its turn, a Hunt Lord
can command the nearest pile of bones to rise up and A swift but shallow stream of sparkling, fresh water
become a warhorse skeleton under its command. encircles the spirit mound like a moat, although it is by
no means defensive in nature. Overlooking the stream
TREASURE at the northeast and southwest ends of the plateau are
At the back of the Hunt Lords' banquet hall is a locked unpainted totem poles, the tops of which are carved to
treasure chest. Amrath wears the key to it around his look like sky ponies with spread wings. The withered
neck, but a character can pick the lock using thieves' and moldering corpses of trespassers are lashed to
tools with a successful DC 20 Dexterity check. The these poles as warnings to others.
chest contains 600 gp in a gray sack made of stitched
ore skin, a leather pouch that holds six 50 gp gems, and Sky Pony warriors patrol the woods surrounding the
ld3 magic items, determined by rolling on Magic Item spirit mound. Adventurers are likely to encounter one or
Table B in chapter 7 of the Dungeon Master's Guide. more of them as they traverse the forest (see the "Moon­
wood" section).

02 CHAPTER 3 THE SAVAGE FRONTIER

ANCIENT RELIC MAP 3.8: ONE STONE

Casting a detect magic spell on the boulder reveals an tribe emerge from the northwest edge of the wo o ds,
aura of transmutation magic emanating from it. The having been drawn here by sounds of combat. They rush
boulder itself is a relic of giantkind that was shaped, forward and attack.
carved, and abandoned long ago by a stone giant
earth shaman. Uthgar and his followers found it in its TREASURE
shrunken form and brought it here. Any character who The cultists' stone breastplates are treated with magical
succeeds on a DC 15 Intelligence (Arcana) check can oil and weigh the same as metal breastplates. They are
tell that the engraved lines adorning its outer surface worth 250 gp each.
are carefully designed to channel magical energy. Cast­
ing an identify spell on the boulder allows one to learn 0RLBAR
its magical properties, each of which is activated by trac­
ing specific lines on its surface: Far removed from civilization, the old village of Oribar
overlooks the confluence of the Loagrann and Grayf:low
• A creature can use an action to cast the control rivers and attracts only those with an adventurous spirit.
weather spell or the divination spell from the stone. The place is all but abandoned now, its few remaining
Once either spell is cast, this property can't be used shepherds driven off by the stone giants of Deadstone
again for 7 days. Cleft (see chapter 6, "Canyon of the Stone Giants").

• A creature can use an action to shrink the stone to the SUGGESTED ENCOUNTER
size of a 6-inch-diameter orb weighing 25 pounds, or Thane Kayalithica's stone giants have flattened every
enlarge the boulder to its normal size (15-foot diame­ building in Orlbar, buried the scrap iron and lumber,
ter) and weight (12 tons). Anything the enlarged boul­ and left behind piles of stones. Io their wake, a mute
der falls on takes 55 (lOdlO) bludgeoning damage. A stone giant named Zorkh has begun stacking the stones
creature can avoid taking this damage by tumbling out in pleasing ways, creating a veritable forest of piled-up
of the way with a successful DC 15 Dexterity saving stones, some as much as 20 feet tall, on the slopes
throw. Once the reducing or enlarging effect is used, where Orlbar once sto od. Six goats follow Zorkh around
this property can't be used again for 24 hours. wherever he goes, eating the grass around him as he
sorts through stones and stacks them. Zorkh, who lives
SUGGESTED ENCOUNTER like a hermit in the Graypeak Mountains, understands
When the characters reach the uppermost tier of the Giant but can't speak. If the characters ask him how
plateau, the ground beneath their feet begins to tremble. to get to Deadstone Cleft, he leads them to the shore
Seconds later, a bulette erupts from the ground 50 feet of the Loagrann River, then points in the direction of
away from them. Mounted on its back is a member of
the Cult of the Black Earth named Tau (NE male Shou
human). He knows the properties of the One Stone and
seeks to claim the relic in the name of Ogremoch, the
Prince of Elemental Earth. He doesn't want any wit­
nesses and attacks the characters on sight. Two rounds
later, on the bulette's initiative count, a second bulette
mounted by a Black Earth cultist named Sharda (NE
female Illuskan human) erupts from the earth and joins
the fray. Tau and Sharda have the statistics of cult fa­
natics, with the following changes:

• These cult fanatics are neutral evil.
• They speak Common and Terran.
• They wear stone breastplates instead of leather armor,

giving them AC 16.
• They wield stone clubs instead of daggers that deal 4

(ld4 + 2) bludgeoning damage on a hit.

The cultists aren't easily frightened or intimidated, but
characters who capture one can attempt an interroga­
tion. Any character who succeeds on a DC 15 Charisma
(Intimidation) check convinces a captured cultist to
reveal that the individual is a member of the Cult of the
Black Earth, which operates in and around the Sumber
Hills, and that the cult worships Ogremoch. These cult­
ists have no connection to the giants; their leaders are
described in Princes of the Apocalypse (see that adven­
ture for more information).

As the battle winds down, before the characters have
time to take a short rest, twenty tribal warriors and
an Uthgardt shaman (see appendix C) of the Sky Pony

CHAPTER 3 I THE SAVAGE FRONTIER

Deadstone Cleft. Any character who succeeds on a DC TREASURE
15 Wisdom (Insight) check realizes that the giant is sug­ Characters who defeat the winter wolves and search the
gesting that the party follow the river. Zorkh won't ac­ greatship find six crates of plundered foodstuffs, fifteen
company the characters, for he believes that Deadstone empty ale barrels, a lidless wooden chest containing
Cleft is cursed. Zorkh has no treasure but carries a sack 3,000 sp, a sleigh laden with animal pelts (worth 300
that holds 2d4 mundane items, determined by rolling on gp for the lot), and twenty giant sacks, each containing
the Items in a Giant's Bag table in the introduction. ld6 x 100 gp and one mundane item. You can roll on the
Items in a Giant's Bag table in the introduction for each
PARNAST mundane item, or forgo the rolls and choose twenty
items from the table.The fattest sack also contains one
Parnast is an unremarkable village nestled between the magic item, determined by rolling on Magic ItemTable
foothills of the Graypeak Mountains and the Weather­
cote Forest. A map and description of Parnast appear in F in chapter 7 of the Dungeon Master's Guide.

the adventure Hoard of the Dragon Queen. PURPLE ROCKS

PHANDALIN A cluster of rocky islands far to the west in the Trackless
Sea is named for the dark purple hue that they take
In the northern foothills of the Sword Mountains lies on under stormy skies. The two largest islands among
the nondescript mining settlement of Phandalin. Al­ the Purple Rocks (see map 3.13) have one settlement
though the village might not look like much, it provides apiece: the town of Vilkstead on the eastern island of
a safe haven for adventurers eager to explore the sur­ Utheraal, and the slightly smaller town called Ulf of
rounding wilderness, which is home to many old ruins Thuger on the island ofTrisk to the west. Each island
and abandoned dwarven mines. also has its own king: Sea-King Frannis of Utheraal
and Sea-King Krulk ofTrisk (CN male Illuskan human
A map of Phandalin appears in the Lost Mine ofPhan­ gladiators).
delver adventure in the D&D Starter Set.
The Northlanders of Utheraal andTrisk are under
PORT LLAST the sway of the kraken Slarkrethel.They show their
devotion, among other ways, by tossing their newborn
This coastal town has been, at various points in its vio­ children into the sea.The islanders wear tattoos of krak­
lent history, plundered by pirates, enslaved by evil cults, ens made with squid ink and build longships that boast
set ablaze, overrun by sahuagin, and even raided by kraken-shaped figureheads.They greet visitors with
drow-yet it weathered every storm and until recently food and shelter, but don't speak of Slarkrethel or the
showed glimmers of renewed prosperity once more. It's absence of children from their communities.
the only port between Luskan and Neverwinter, and the
only place between the two cities where tall cliffs give Visitors who try to investigate the mysteries of the
way to sandy shores. Port Llast's harbor is strewn with Purple Rocks are asked to leave.Those who refuse to
shipwrecks-the tombs of seafarers who fought for the do so are captured and sacrificed to the sea.
town's spoils and lost.
RASSALANTAR
SUGGESTED ENCOUNTER
Port Llast has fallen once more, this time to marauding Many a traveler has come upon the quiet village of Ras­
frost giants whose greatship has run aground on two salantar and taken comfort in the soft beds and rich ale
smaller wrecked ships in the harbor roughly 60 feet of the Sleeping Dragon, a cozy roadside inn. Few pay
from shore. Frost giants have already attacked the town much attention to the walled farms and grazing sheep
once in the past month; this is their second raid. Twenty around the town, and fewer still take notice of the ru­
frost giants have descended upon the fog-shrouded ined keep hidden among the stand of trees west of the
town and are plundering it for food, ale, and other sup­ village. Yet Waterdeep has long maintained a large con­
plies.The streets are littered with the crushed and clo­ tingent of its City Guard here, using a nearby barracks
ven remains of townsfolk who stood their ground. as the base for outriders who infrequently patrol the
road north as far as Amphail and south to Waterdeep.
The heavy fog makes dealing with the frost giants a
bit easier, allowing characters to pick them off one or Yondral Horn (N male shield dwarf spy), a retired ad­
two at a time. A creature can see out to a range of 60 venturer on the Black Network's payroll, runs the Sleep­
feet in the fog. The area beyond that is heavily obscured. ing Dragon and keeps an eye on the activities of the
City Guard and any Lords' Alliance members that come
The giants left two winter wolves aboard the great­ through. Anyone who is a member of the Lords' Alliance
ship to guard it (see the "Svardborg: General Features" receives the finest quarters, which happen to have thin
sidebar in chapter 7, "Berg of the Frost Giants").The walls so that Yondral can spy on his guests.
wolves attack any characters who board the vessel. If
one wolf dies, the other wolf uses its next action to howl Rassalantar's keep has largely been robbed of its
a warning to the frost giants. If there are any frost giants stone to build other structures in the village, and its cel­
still alive in town, they quickly return to the ship. Half of lars and dungeons are waterlogged. A hidden chamber
the giants take 5 rounds to reach the ship; the remain­ in the dungeon holds a permanent teleportation circle
ing giants take 10 rounds. used by the Blackstaff (Waterdeep's highest-ranking
wizard) to send messages and aid to Rassalantar.

ro4 CHAPTER 3 I THE SAVAGE FRONTIER

RAUVIN MOUNTAINS MAP 3.9: RAVEN RocK

This purple-hued mountain range has peaks rising to To reach the relic buried under the Gray Wolves' altar,
heights of seven and eight thousand feet. Ores live here the characters must smash through the altar or burrow
in seemingly infinite numbers, boiling forth every few underneath it. One character can accomplish either
decades to raid the lands around. task in 10 hours; reduce the amount of time proportion­
ately if other party members help. The buried relic is a
RAUVIN ROAD 14-foot-long, 250-pound red dragon's thighbone. Part
of the bone is wrapped in old leather, suggesting that
The lightly patrolled Rauvin Road follows the Rauvin it was once used as a giant's greatclub. If a creature
River from Rivermoot to Jalanthar, passing through Sil­ attunes to the greatclub, it magically shrinks to a size
verymoon, Everlund, and numerous smaller settlements that the creature can wield effectively. The greatclub
along the way. is considered a magic weapon that deals an extra 2d8
bludgeoning damage whenever it hits a dragon (includ­
RAVEN ROCK ing any creature of the dragon type).

On the icy slopes of the Spine of the World stands the SUGGESTED ENCOUNTER (DAY)
spirit mound of the Black Raven and Gray Wolf tribes of
Uthgardt barbarians. Raven Rock gets its name from a If the characters arrive at Raven Rock in the morning or
100-foot-tall stone carved in the likeness of a perching the afternoon, they see 2d4 giant ravens (use the giant
raven, sitting in the center of the highest plateau of the vulture statistics) flying lazy circles at a height of 300
mound and facing west. The Black Ravens leave car­ feet above the spirit mound. If the characters arrive in
casses by the stone raven's feet as offerings. At dusk, gi­ the evening, the giant ravens are perched quietly on
ant ravens gather to feast on the remains. After devour­ their wooden roosts. The ravens aren't present at night.
ing the carrion, the giant ravens perch on timber roosts The giant ravens don't attack intruders or squawk at
and squawk at one another until nightfall, when they fly them, but they remember with perfect clarity any tres­
off. Warriors of the Black Raven tribe sometimes ride passers they see and describe them to the next group of
these giant ravens into battle. Black Raven barbarians they meet.

Surrounding Raven Rock are four SO-foot-tall menhirs If the giant ravens see the characters take the magma
that the Uthgardt shamans use to track the changing of ring, the Black Raven barbarians learn about the theft
the seasons and the movement of the stars. ld4 days later. After that time, there is a cumulative 5
percent chance per day that the Black Ravens locate the
The Gray Wolves aren't allowed atop the high plateau. characters (or a subset of them, if the party splits up).
Instead, they gather around an altar mound in the heart Alternatively, you can have them catch up to the party at
of a wolf-shaped depression southwest of Raven Rock.
Their altar is a rectangular slab of stone with the phases
of the moon carved into its sides.

In winter, everything is under a foot or more of snow.

ANCIENT RELICS

Two ancient giant relics are buried here-one in the
ground before the giant stone raven, and another under
the Gray Wolves' altar. Uthgar's early followers planted
these objects here to empower and ward their spirit
mound. A detect magic spell reveals an aura of conju­
ration magic emanating from the ground in front of the
giant stone raven, and an aura of transmutation magic
from underneath the altar. The ground in both locations
as frozen solid year-round.

Without the aid of magic, it takes 5 hours for one
character to dig up the relic hidden in the ground by the
giant stone raven; reduce the amount of time proportion­
ately if other party members help. The relic is a ring of
hardened magma sized for a fire giant's finger. When a
creature attunes to the ring, it magically shrinks to fit
that creature's index finger, and warm orange light spills
from minuscule cracks that form on its outer surface.
The ring has 6 charges left. While attuned to the ring,
a creature can expend 1 charge to cast conjure minor
elementals (summoning either four magma mephits
or four magmins, as the wearer wishes) or fire shield
warm shield version only) from the ring. Once all of its
charges are spent, the ring loses its spellcasting proper­
ties but retains its resizing property.

CHAPTER 3 I THE SAVAGE FRONTIER 105

MAP 3.10: GuNOARLUN AND RuATHVM able three-story stone inn with a high-pitched roof; and
the Helm at Highsun, a ramshackle yet lively tavern.
a dramatic moment of your choice. Wherever the char­
acters happen to be, an Uthgardt shaman (see appen­ A map of Red Larch and a detailed description of the
dix C) and six tribalwarriors, each mounted on a giant village and its inhabitants can be found in the adventure
raven, attack the characters. Rules for mounted combat Princes ofthe Apocalypse.
appear in chapter 9 of the Player's Handbook.
RED ROCKS
SUGGESTED ENCOUNTER (NIGHT)
Characters who explore Raven Rock in the dead of Off the coast lies a collection of tiny islets known collec­
night encounter 2d4 wolves and ld4 + 1 werewolves tively as the Red Rocks. Most of these landforms are sea
in wolf form. The werewolves are members of the Gray stacks carved by the waves of the Sea of Swords, but
Wolf tribe. some are little more than boulders peeking up above the
waves. The Red Rocks have sunk countless ships over
RED LARCH the centuries, so sailors tend to give the area a wide
berth. Fishers in small vessels frequent these waters,
Named for a distinctive stand of red larch trees that however, since the area is home to a huge variety of fish
were cut down when the village was founded, Red Larch and shellfish, many of which are prized in Waterdeep.
is situated on a fertile patch of land on the western out­
skirts of the Sumber Hills, at a place where the Kheldell REGHED GLACIER
Path and the Cairn Road meet the Long Road. Despite
its small size, Red Larch offers many fine amenities, The cold winds that give Icewind Dale its name blow
including the Allfaiths Shrine, a place of worship that down off this high, frozen landscape. Few dare to ven­
caters to multiple faiths; the Swinging Sword, a respect- ture near the high walls of its easternmost edge, and lit­
tle is known of what might live on or within the glacier.

RIVERMOOT

This small village stands at the west end of the Rauvin
Road, where the Rauvin and Surbrin rivers meet. River­
moot's wood-frame dwellings are built on stilts because
the rivers swell during the spring and flood the ground
around them. The villagers tether canoes to their cot­
tages so that they can move about during the river's rise.

RUATHYM

The barbarians of Ruathym (see map 3.10) are at war
with Luskan and have been for as long as any of them
can remember. Luskanite raiders have plundered and
razed the island's settlements more than once, but the
natives keep rebuilding their villages and their ships
while singing songs of bloody vengeance.

The reigning king of Ruathym is First Axe Vok Dorrg
(CE male Illuskan human priest), a blind and vindictive
old man who worships Valkur, a lesser god of the sea.
The king rules from the Hall of Black Waves, a temple
in the seaside town of Ruathym. Although he's too old to
take up arms himself, Vok Dorrg has many fierce sons,
daughters, and grandchildren to captain his ships and
terrorize his enemies.

SEA OF MOVING ICE

The sea west of Icewind Dale is a maze of shifting ice
sheets and icebergs. A few frozen islands are inhabited
by tribes of Ice Hunters, a group of humans the North­
landers pushed toward the pole long ago. An armada of
frost giant greatships under the command ofJarl Stor­
vald hunts whales, walruses, and seals in these waters.

The Sea of Moving Ice is also the domain of several
white dragons, the largest and most powerful of which
are two ancient white dragons named Arauthator and
Arveiaturace. Each dragon makes its lair inside a hol­
lowed-out iceberg. Arauthator's iceberg, Oyaviggaton,
has Northfolk barbarians living on it and is described
in the adventure The Rise ofTiamat. Arveiaturace is

r b '1. ffR 3 THE SAVAGE FRONTIER






















































































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