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DRAGON oF ICESPIRE PEAK’
Running the Adventure... Falcons Hunting Lodge... Mountain's Toe Gold Mine, 36
Overview. Location Overview... Location Overview nnnnnnnennnnrne 30
‘The Forgotten Realms Arial on “Travel tothe Min€ venom 36
First Session: Character Creation eengirds Asrival pees
eee Bons Location Overview ‘Shrine of Savras, a)
Ascholm.. 2 Arrival = Location Overview nnn nnn 38
Location Overview. "30 Arrival.
Ieespire Hold...
Travel to Axebolm..
Location Overview Tower of Storms 40
Attra a Finding leespte Hod Location Overview 40
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Location Overview are Re ees: 40
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Attra enn Leaving the Manse. ale
ee . Counterattack! a
Location Over ow Ending the Adventure
Temveltothe Barrow. Where Nex?
Arial
Creatures,
Dwarven Excavation,
Location Overview
Creature Stat Blocks.
Creature Deseriptions.
Arrival e
When Ores Attack.RUNNING THE ADVENTURE
‘Tals BOOK 1s WRITTEN FoR THE DUNGEON MASTER. IT
contains a complete DUNGEONS & DRAGONS adventure,
‘as well as descriptions for every creature that appears
in the adventure. It also teaches you how to run
a D&D game.
‘The other book that accompanies this one (called “the
rulebook") contains the information the players ned
to create and advance their characters (the adventurers
and heroes ofthe story), as well as the rules you need to
adjudicate situations that arise during the adventure.
OVERVIEW
AD&D adventure is a collection of locations, quests, and
challenges that inspires you to tell a story. The outcome
of that story is determined by the actions and decisions of
the adventurers—and, of course, the luck of the dice. You
can run Dragon of feespire Peak for as few as one player
as many as five players. Each player starts with a Ist
level character.
‘The adventure is seta short distance from the city of
Neverwinter in the Sword Coast region of the Forgotten
Realms setting. The Sword Coast is part of the North a
vast realm of free settlements surrounded by lawless,
untamed wilderness, You doa't need to be a Forsotten
Realms expert to run the adventure, as everything you
need to know about the setting is contained in this book.
If this is your first time running a D&D adventure, read
the "Role of the Dungeon Mastes" section.
ROLE OF THE DUNGEON MasTER
‘The Dungeon Master (also called “the DM") has a special
role in the D&D game.
‘The DM isa referee. When it’s not clear what ought to
happen next, the DM decides how to apply the rales and
keep the story going,
‘The DM is a storyteller. The DM sets the pace of the
story and presents the various challenges and encounters
that the players must overcome. The DM is the players’
interface to the D&D world, as well as the one who reads
(and sometimes also writes) the adventure and describes
‘what happens in response to the characters’ actions.
‘The DM is a roleplayer. The DM plays the monsters
and villains in the adventure, choosing their actions and
rolling dice for their attacks. The DM also plays the parts
of all the other characters who the adventurers meet, in-
cluding helpful ones,
‘The most important thing to remember about being a
good DM is that the rules are a tool to help you and the
players have fun. The rules aren't in charge. You're the
DM~youte in charge of the game.
CHoosiNc A DUNGEON Master
Who should be the DM for your gaming group? Whoever
‘wants to be! The person who has the most drive to pull a
group together and start up 2 game often ends up being,
the DM by default, but that doesn't have to be the case.DM Ties
‘As the DM, you are the final authority when it comes to
rules questions or disputes during the game. Here are
some guidelines to help you arbitrate issues as they arise.
When in doubt, make it up. I's better to keep the game
‘moving than to get bogged down in the rules.
Embrace the shared story. DAD is about telling a story
asa group, so let the players contribute to the outcome
through the words and deeds of their characters. If
some players are reluctant to speak up, remember to
‘ask them what their characters are doing.
It’s not a competition. The DM isn’t competing against
the player characters. Your job isto referee the rules,
run monsters, and keep the story moving.
Be consistent and fair. [f you decide that a rule works a
certain way, make sure it works that way the next time
itcomes into play. Treat the rules and your players in a
fair, impartial manner.
Modify the adventure to suit your tastes. The adventure
‘has no prescribed outcome. You ean alter any encoun:
ter to make it more interesting and fun for your particu
lar group of players.
Keep a notepad and some graph paper handy. Use the
notepad to keep track of details such as the characters
marching order. Graph paper will be helpful ifyou need
to draw a quick map for your players,
Inprovisine ABILITY CHECKS
‘The adventure often tells you what ability checks char-
acters might try in a certain situation, and the Difficulty
Class (DO) of those checks. Sometimes characters try
things that the adventure can't possibly anticipate. You
decide whether their attempts are successful
“Ability checks only come into play if there's a genuine
chance of succeeding or failing atthe task. Ifit seems
like anyone should have an easy time doing it, don't ask
for an ability check. Just tll the player what happens.
Conversely, if there's no way anyone could accomplish
the task, just tell the player it doesn’t work.
Ifand when you decide that an ability check is required,
ask yourself these questions:
What Kind of Ability Check? Use the descriptions of
the ability scores and their associated skills in the rule
book to help you decide what kind of ability check to use.
How Hard Is It? Decide whether the task’s difficulty is
easy, moderate, or hard, and use the appropriate DC.
DC 10 (Easy). An easy task requires a minimal level of
‘competence or a modicum of luck to accomplish.
DC 15 (Moderate). A moderate task requires a higher
level of competence to accomplish. A character with
natural aptitude and specialized training can accom-
plish a moderate task more often than not.
DC 20 (Hard). Hard tasks include things beyond the
capabilities of most people without aid or exceptional
ability, Even with aptitude and training, a character
needs some amount of luck—or alot of specialized
training—to pull offa hard task.
OTHER COMPONENTS
‘The box containing this adventure includes components,
designed to help you as the Dungeon Master. In addition
to the rulebook, these components are as follows:
DM Screen
‘The inside of the folding screen has information that can
help you while running the adventure. You can also use
the screen to hide your notes and die rolls, thus keeping
the players in suspense.
Poster Mar
‘When you're ready to begin the adventure, unfold the
poster map so that the map of Phandalin faces up. Here
is where the adventure begins. When it comes time for
players to embark on quests, use the Sword Coast map
fon the reverse side to help chart their overland journey.
Carps
‘The box contains the following cards:
Combat Step by Step Cards. These identical cards out
line the order of combat, as described in the rulebook.
Condition Cards. These cards describe various condi
tions that ean affect creatures in the game. A player
‘whose character is suffering from a condition can keep
the card as a reminder, giving it back to you when the
condition ends for that character.
Initiative Cards. After the characters and each group of
monsters involved in a combat roll initiative, distribute
these cards among the combat participants, from the
highest to lowest initiative count. For example, whoever
rolls the highest initiative gets the "I" card and acts
first, whoever rolls the second highest initiative gets the
2" card, and so on. Keep the numbered cards for the
creatures youre running.
‘Magic Charm Card. This card describes a special charm
(Gee “Charm of the Storm,” page 41), Give the card
to the player whose character receives the charm. Col
leet the card when the charm ends for that character.
‘Magic Item Cards. When the characters acquire a magic
item and identify it, give the players the card for that
item. Let the player whose character has the item keep
the card for reference until the item is expended or n0
longer in that character's possession,
Quest Cards. When a new quest becomes available to
the characters, give that quest's card to the players.
Collect the eard if the characters complete the quest or
decide they don't want to complete it
Sidekick Cards. you're running the game for a single
player, give the player these cards and let them choose
sidekick. The sidekick’s corresponding stat block can
be found in the rulebook. Ifthe sidekick dies, collect
the card; the player can't choose that sidekick again,
‘ADVENTURE Maps
Maps that appeat in this book ae for the DM's eyes only. A
‘map not only shows an adventure locaton in its entirety but
also shows secret doors, hidden traps, and other elements
the players aren't meant to see—hence the need for secrecy
‘When the characters arive a location marked on a
map, you can either rely on a verbal description to give
them a clear mental picture of the location, or you can draw
what they ee on a piece oF graph paper, copying what's
fon yout map vile omiting detalls as appropriate t's
nat important that your handdrawn map perfec\y match
Uwhat's in the printed adventure, Facus on getting the shape
‘and dimensions corect, and leave the rest tothe players"
imaginationsTHE FORGOTTEN REALMS
‘The world of the Forgotten Realms is one of high fantasy,
populated by elves, dwarves, halfings, humans, and
‘ther folk. In the Realms, knights dare the erypts ofthe
{allen dwarf kings of Delzoun, seeking glory and trea-
sure. Rogues prow! the dark alleyways of tecming cities
such as Neverwinter and Baldur's Gate. Clerics in the
service of gods wield mace and spell, questing against
the terrifying powers that threaten the land, Wizards
plunder the ruins of the fallen Netherese empire, delving
into seerets too dark for the light of day. Bards sing of
ings, queens, heroes, and tyrants who died long ago.
On the roads and rivers of the Realms travel min.
strels and peddlers, merchants and guards, soldiers and,
sailors, SteeLhearted adventurers from backcountry
farmsteads and sleepy villages follow tales of strange,
tlorious, faraway places. Good maps and clear trails can
take even an inexperienced youth with dreams of glory
far across the world, but these paths are never safe. Fell
and deadly monsters are the perils one faces when
traveling in the Realms. Even farms and frecholds within
a day's walk ofa city can fall prey to monsters, and no
place is safe from the sudden wrath of a dragon,
Map OF THE SworD Coast _
‘The map on the facing page shows a region of the For-
gotten Realms called the Sword Coast. This isa place of
adventure, where daring souls delve into ancient strong-
holds and explore the ruins of long:lost kingdoms. Amid a
lawless wilderness of jagged, snow-capped peaks, alpine
forests, biter winds, and roaming monsters, the coast
holds such great bastions of civilization as the city of
Neverwinter in the shadow of the fuming voleano known
‘as Mount Hotenow.
‘This map is for the DM's eyes only, as it indicates the
locations of places described later in this adventure. A
larger, player friendly version of the map appears on one
side of the poster map included with this adventure. The
poster map of the Sword Coast can be shared freely with
the players as their characters explore the region.
Geographical locations marked on both the DM's map
and the players’ map are described below in alphabetical
order. This information is not secret, and can be shared
with players if they request details about a particu-
larlocation.
ConyBERRY
‘The Triboar Trail runs right through this abandoned
town, which was sacked by barbarians years ago and
‘now lies in ruins. A dirt road extending south of the town
leads to a supposedly abandoned shrine dedicated to
‘Savras (god of divination and fate), For more information
on this location, see “Shrine of Savras” (page 38).
Cracs
These rocky, windswept hills are dotted with old mines
that have become infested with monsters,
Hic Roap
This highway hugs the coast, connecting Neverwinter:
to the coastal cities of Luskaa to the north and Water-
deep to the south. For years, the stretch of road south of
Neverwinter fell into disuse because of frequent monster
attacks, Of late, efforts have been made to keep the road
‘safe, with light patrols of guards on horseback moving
between Neverwinter and Leilon.
Krypr¢arpen Forest
‘This ancient forest tucked behind the Sword Mountains
contains the ruins of bygone dwarven civilizations.
LEILow
‘This small town along the High Road is in the midst of re
building itself after being abandoned for years. Its inhab-
itants hail from Neverwinter and are in the paid service
of the city’s Lord Protector, who has tasked them with
turning Leilon into a fortified settlement that can ward
offthreats from the Mere of Dead Men.
Mere or DEAD MEN
‘Travelers on the High Road, which skirts the mere to the
east, must resist being lured into this cold and desolate
swamp by bobbing will-wisps. Countless adventurers
have perished in the mere, drawn by tales of ruined cas-
‘es half'sunk in the mire.
NEVERWINTER
This city was badly damaged when Mount Hotenow
erupted some fifty years ago. Now, the City of Skilled
Hands works to rebuild under the watchful eye ofits Lord
Protector, Dagult Neverember, who rules in the absence
of an heir to Neverwinter's crown. At present, no legiti-
rate heirs to the old Alagondar royal line are known 10
ccxist, and many believe that the line is ended. Lord Nev-
‘rember, taking no chances, quietly pays off or disposes,
cof anyone claiming a connection to the rulers of old.
NEVERWINTER WOOD
‘The forest east of Neverwinter seems to have a magical
‘quality about it, or at least an air of mystical secrecy. Re-
clusive spellcasters are rumored to dwell deep within,
PHANDALIN
‘This nondescript mining settlement, nestled in the
foothills of the Sword Mountains, serves as the starting
location for the adventure. For more information, see
“Welcome to Phandalin” (page 7).
STARMETAL HILLS
‘This range of rocky knolls is so named because the area
hhas becn the impact site of a number of meteor showers,
over millennia. The hills are haunted by ruthless barbar-
ian tribes, giving others litle reason to visit the area,
Sworp Mountains
‘These steep, craggy, snow-capped mountains are home
to scattered tribes of ores as well as other monsters,
Icespire Peaks the tallest among them. Their foothills
are strowa with the ruins of bygone kingdoms, and more
than a few half-forgotten dungeons and tombs.
Teroan Teare
‘This path south of Neverwinter Wood is the safest route
between Neverwinter and the town of Triboar, located in
the Dessarin Valley to the east (of the map). The tral is
‘not patrolled, and monster attacks arc commonplace.First SESsIon:
CHARACTER CREATION
DUNGEONS & Deacons is a game that requires several
hours to play, but you can stop the game at any time and
continue it later. The first session should focus on charac-
ter creation—one of the most fun aspects of the game. If
the players ereate and equip their characters with time to
spare, you can begin the adventure once they're ready to
0. Otherwise, congratulate them on building their char-
acters and begin the adventure with the next session.
During character creation, your role as the DM is to let,
your players build the characters they want, and to help
them come up with explanations for how their characters
came together to form an adventuring party. Ifyou have
only one player, work with that player to come isp with
their character's backstory, then let the player decide if
they want the character to have a sidekick (see “Running
for One Player" below).
CHARACTER OPTIONS
Bach player has options whea it comes to choosing a
character race, class, and background. These options are
‘summarized in the Character Options table. If there are
‘multiple players in the group, encourage them to choose
different classes so that the party has a range of abilities.
It’s less important that the party include multiple races or
backgrounds, as sometimes it's fun to play an alldwarf
party or a troupe of adventuring entertainers,
CHARACTER OPTIONS
Races Classes Backgrounds
Dwart Bard ‘Aeslyte
ef Cleric Criminal
Halting Fighter Entertainer
Human Rogue sage
Wizard Soldier
While your players follow the steps of character cre-
ation as outlined in the rulebook, pay attention to the
choices they make. The backgrounds they choose define
Who their characters were before becoming adventurers,
land also include roleplaying hooks in the form of ideals,
bonds, and flaws—things that you, as the DM, want to
‘know. For example, ifa player chooses the Criminal
background, one of the options for the character's bond
is, “Im teying to pay off an old debt I owe to a generous,
benefactor” If that's the character's bond, work with the
player to decide who that generous benefactor is.
RUNNING FoR MULTIPLE PLAYERS
Ifyou have two or more players, the easiest way to start
the adventure is to assuine that the characters know each
other and have some sort of history together, however
brief that history might be. The characters might have
‘met in Neverwinter and traveled to Phandalin together,
or they might have arrived in Phandalin separately and
gotten to know each other while staying at the local inn,
Qusrions To Ask
Here are some questions you can ask the players as they
create characters:
+ Are any of the characters related to each other?
+ What keeps the characters together as a party?
+ What does each character like most about every other
mernber of the adventuring party?
RUNNING FOR ONE PLAYER
Ifyou're running this adventure for a single pla
‘can give that player a sidekick as a secondary character.
Let the player choose one of the pregencrated sidekicks
from the selection of Sidekick Cards. Rules and stat
blocks for sidekicks appear in the rulebook. You might
need to help the player run the sidekick for the first few
sessions. Ifa sidekick is lost or no longer needed, the
character can return to Phandalin and acquire a new one,
Ustne StpexicKs
Make sure the player understands the roles and limita-
tions of sidekicks in this adventure:
+ Sidekicks are stalwart companions who ean perform
tasks both in and out of combat, including things such
as setting up camp and carrying gear,
+ Ideally a sidckick's abilities should complement those
ofthe main character, For example, a spelteaster
makes a good sidekick for a ghter or rome.
READING AHEAD
As the players familiarize themselves with the character
options and adventuring gear described in the rulebook,
take advantage of the opportunity to read ahead.
“The Adventure Begins” section tells you everything
you need to know about what's happening in and around
Phandalin. Italso describes quests that characters can
pursue, leading them to other locations. The adventure is
built around these quests. Hopefully, the characters will
find them tempting enough to undertake.
ee ee
Glossary
“The adventure uses terms that might be unfamiliar to you
A fey ofthese terms are described here. For descriptions of
rules-specife terms, see the rulebook
‘Characters. Tis term refers to the adventurers run bythe
players. They are the protagonists in ary O&D adventure. A
group of characters or adventurers is calle a party
"Nonplayer Characters (NPCS). This term refers to charac-
ters run by the DM. How an NPC behaves is dictated by the
adventure and by the OM,
‘Boxed Text. At various places, the adventure presents de
scriptive text that's meant to be cead or paraphrased aloud
to the players. This read aloud text is offset in bones. Boxed
text's most commonly used to deseribelacations or pres
cent bits oF scripted dalogue,
‘Stat Block. Ary monster o¢ NPC thats likly to be in
volved in corrbat requires game statistics so that the DM
can runit effectively, These statistics are presented in 3 for
‘mat called a stat Bleck. You'll fine the stat blocks needed for
this adventure in the “Creatures” section (page 49),
Tenday.n the Forgotten Realms, a week's ten days long.
and called a tenday, Each month consists of three tendays—
thicty days total
—_———THE ADVENTURE BEGINS
‘The adventure begins in the mining town of Phandalin.
There, the characters receive quests and can choose
which ones to pursue.
‘The ‘Adventure Background” section describes the
events leading up to the adventure and the main threats
the characters will face. The “Welcome to Phandalin”
and “Exploring Phandalin” sections describe the town.
‘where the adventure begins. Knowing Phandalin well
will ensure a smooth start,
ApVENTURE BACKGROUND
Driven from lands farther north by more powerful
dragons, a young white dragon named Cryovain has de-
seended upon the Sword Mountains, claiming the snow-
‘capped range as its domain. Typical of its kind, Cryovain
is dim-witted and eruel. The dragon patrols the skies
around Icespire Peak, surveying its territory while hunt.
ing for food and easy treasure. With each passing day,
the dragon's domain grows as it ranges farther across,
the land, preying on anything it can catch with its claws
‘or freeze to death with its iey breath. Sightings of the
dragon are becoming more common, as are its attacks.
‘A-crumbling fortress on the northeast spur of leespire
Peak serves as the dragon's lair. Cryovain seized the
iey fortress from a tribe of savage ores, killing the ore
war chief and foreing the tribe's survivors to flee into
the foothills and forests. Enraged by the death of their
war chief, the ores have called upon ancient allies—evil,
shapechanging, half-ore spelleasters who bless and
advise them, These halfores worship Talos, an evil god
‘of storms, and many dwell in the dark depths of Never.
swinter Wood. In stormy weather, they gather on remote
hilltops to summon Gorthok the Thunder Boar, a primal
entity that serves Talos. Like the god it serves, Gorthok
delights in destruction.
‘The ores aren't the only creatures thrown into up-
heaval by Cryovain's sudden arrival. A manticore driven
from its mountaintop nest by the roaming white dragon,
hhas migrated to the foothills and begun terrorizing folk
living on the outskirts of the mnining town of Phand-
alin, Other monsters in the region have been similarly
displaced.
WELCOME TO PHANDALIN
‘The frontier town of Phandalin is built on the ruins of a
much older settlement. Hundreds of years ago, the old
Phandalin was a thriving human town whose people
swore firmly allied with neighboring dwarves and gnomes,
Then an ore horde swept through the area and laid waste
to the settlement, and Phandalin was abandoned for
In the last three or four years, settlers from the cities of
Neverwinter and Waterdeep have begun the hard work of
reclaiming the ruins of Phandlalin. The new settlement
is home now to farmers, woodcutters, fur traders, and
prospectors drawn by stories of gold and platinum in
the foothills of the Sword Mountains. The arrival of @
white dragon threatens to dastroy all that they've worked
to rebuild,When you are ready for the adventure to get underway,
show the poster map of Phandalin to the players and read
the following boxed text alouc:
Nestled in the rocky foothills ofthe snow-capped Sword
Mountains isthe mining town of Phandalin, which con:
sists of forty or fit simple log buildings. Crumbling stone
ruins surround the newer houses and shops, showing how
this must have been a much larger town in centuries pest
Phandaln's residents are quit, hard-working folk who
came from distant cities to cke out a if amid the harsh
wilderness. They ae farmers, stonecutters, blacksmiths,
traders, prospectors, end children. The town has na walls
and no garrison, but most ofthe adults keep weapons
“within easy reach in case the need for arms should arise
Visitors are welcome here, particularly if they have coin
to spend or news to share, The Stonehill nn a the center
‘of town offers modest lodging and meals, A couple of
doors dawn from the inn, posted outside the townmase
ter's hall's 2 job board for adventurers,
When the adventurers are ready to inspect the job board,
proceed to the “Townmaster’s Hall” section (page 9).
EXPLORING PHANDALIN
‘The characters might wish to explore key establishments,
within Phandalin. These locations are marked on the
‘map of Phandalin and the corresponding poster map.
STonEHILt Inn
‘This modest, ewo-story roadhouse has six rooms for rent
fon the upper floor. A bed for the night costs 5 sp, while a
‘meal costs 1 sp. The proprietor is a short, friendly male
human named Toblen Stonehill. Toblen is a native of
the town of Triboar to the east. He came to Phandalin to
prospect, but soon realized that he knew a lot more about
‘running an inn than he did about mining. Ifthe char-
acters talk to Toblen, he shares a brief tale told to him
by one of his regular patrons. Roll a d6 and consult the
Phandalin Tales table (page 9) to determine which
tale Toblen knows, or pick tale the characters haven't
heard yet
BARTHEN’S PROVISIONS
The shelves of this gencral store stock most ordinary
goods and supplies, including backpacks, bedrolls, rope,
and rations, Barthen’s doesn't stock weapons or armor,
but characters can purchase other adventuring gear
here, with the exception of items that cost more than 25,
gp. For prices, see the rulebook) Characters in need of
weapons or armor are directed to the Lionshield Coster.
‘Those looking to buy potions of healing are ured to visit
Adabra Gwynn at Umbrage Hill (see the "Potions of Heal-
ing” sidebar on page 9).‘The proprietor, Elmar Barthen, is lean and balding
human man of ity years. He employs a couple of young
clerks (Ander and Thistle) who help load and unload
wagons, and who wait on customers when Barthen isn't
around. Characters who engage Barthen, Ander, or This-
lle in friendly conversation are (old a tale. Roll a d6 and
consult the Phandalin Tales table, or pick a tale the char-
acters haven't heard yet,
Lionsuretp Coster
Hanging above the front door ofthis modest trading post
‘5.2 sign shaped ikea wooden shield with a blue lion
paloted on i.
This building is owned by the Lionshields, a merchant
‘company based in the city of Yartar over a hundred miles
to the east. The company ships finished goods to Phand:
alin and other small settlements throughout the region.
‘The master of the Phandalin post is a sharp-tongued
‘human woman of thirty-five named Linene Graywind,
Linene keeps a supply of armor and weapons, all of
‘which are for sale to interested buyers. (For prices, see
the rulebook) Linene won't sell weapons to anyone she
thinks might be a threat to the town. Ifthe characters
talk to her, she recalls a tale told to her by one of her
ncighbors. Roll a d6 and consult the Phandalia Tales ta-
ble, or pick a tale the characters haven't heard yet.
PHANDALIN MiNER's EXCHANGE
‘Miners come here to have their valuable finds wei
‘measured, and paid out. The exchange also serves as
an unoliicial records office, registecing claims to various
streams and excavations around the area, Enough wealth
is hidden in the nearby streams and valleys to support a
good number of independent prospectors.
‘The exchange is a great place to meet people who
spend a lot of time out and about in the countryside sur-
rounding Phandalin. The guildmaster is a calculating hu
‘man woman named Halfa Thornton. She is also an agent
of the Zhentarim, a shadowy organization that secks to
exert secret control over the North through wealth and
influence. Halia is working slowly to bring Phandalin
under her control, and she can become a valuable patron
to adventurers who don't eross her. Ifthe characters get
om her good side, Halia tells them a tale. Roll a d6 and
consult the Phandalin Tales table, or pick a tale the char-
acters haven't heard yet.
SHRINE oF Luck,
‘Phandalin's only temple is a shrine made of stones
taken from the nearby ruins. Itis dedicated to Tymora
(goddess of luck and good fortune) and is normally in
the care of a zealous elf acolyte named Sister Garaele.
However, she is out of town for the duration of this
adventure.
Sister Garaele is a member of the Harpers, a scattered
network of adventurers and spies who advocate equality
and covertly oppose the abuse of power. The Harpers
gather information throughout the land to thwart tyrants.
‘They aid the weak, the poor, and the oppressed. Sister
Garaele regularly reports to her superiors on events
PHANDALIN TALES
ds Tale
1 "Once again, the ores have come down from the
‘mountains 19 prey on the lowlands! IF Neverwinter
oesrit send help soon, the orcs will averun Phand:
alin and destroy everything we've worked so hard to
rebuild”
2 “As the Trboar Trail runs east, it passes through
the ruins of Conyberry, a town sacked by barbarians
years ago. There's a ruined temple south of Cony
berry where it's said the locals hi their gold” (ifthe
‘characters visit the temple, see "Shrine of Sayras" on
page 38)
3 "Strange magic pervades Neverwinter Wood, con-
founding navigators and obscuring the ancient ruins
foflbygone kingdoms lost inits depths.”
4 “Falcon’s Hunting Lodge isthe ory safe haven in
Neverwinter Wood. It ies deep in the forest along a
river's edge, and wealthy nobles venture there to hunt
while under Faleon's protection, Falcon isa retired
veteran of many wars, and i's aid hel offer free
room and board to anyone who brings him a bottle of
wine” (ifthe characters pay Falcon a vst, see “Fal-
con's Hunting Lodge” on page 24)
5 "West of Phanéalin, on the coast, is en old stone
lighthouse. Ships are drawn to this elearning tower
like mots to flame, and are doomed to crash upon
Its racks. Their wrecks must be filed with tescure!”
(ifthe characters visit the lighthouse, see "Tower of
Storms” on page 40)
5 "Some folk claim to have seen a dragon fying
‘through the high clouds. At that distance, it's hard to
gauge the creature's size, but some say t's as big as
an elephant and has gleaming white scales."
in and around Phandalia, and is eurrently in Never.
‘winter doing exactly that. In her absence, the shrine is
left untended.
‘TownMasrer's HALL
‘The townenaster's hal has sturdy stone walls a pitched
wooden roof, and a bell tower atthe back. The job board
next to the front door features a sparse number of notices,
all written in Common and inthe sare hand
If the characters inspect the notices on the job board,
proceed to the “Phandalin Quests” section (page 10)
ao Ee eee
Portions oF HEALING
[No place in Phandalin sells potions of heoling, However,
characters who wish to purchase one or more such potions
can do so atthe Urbrage Hill windmill, cated afew miles
south of Phandalin. The windmil is home toa micwife
and acolyte of Chauntea (goddess of agriculture) named
‘Adabra Gwynn. For more information an this location, see
“Umbrage Hill (page 3)PHANDALIN QUESTS _
‘The job board outside the towamaster’s hall is where
adventurers can learn about quests. Each quest is printed
‘on a card, which you can give to the players when that
quest becomes available (see “Starting Quests" and
“Follow-Up Quests” befow). Let the players choose which
‘quest to complete first, second, third, and so on. Ifthe
players don't like a particular quest, they are under no ob-
ligation to complete it. However, completing quests helps
the characters become more powerful (see “Leveling Up
‘on page 11).
Hanein Wester, Quest Grver
All the notices on the job board are written by Harbin
‘Wester, Phandalin's duly appointed townmaster. Harbin
isa pompous, middle-aged banker who lives in a house
cast ofthe townmaster's hall. Reports of a white dragon
in the area have turned him into a veritable shut in, and
he rarely goes outside except to get food and post new
notices calling for adventurers.
Characters who knock on Harbin’s door hear his voice
on the other side say, “Ifyou're a dragon, know that I'm
far too thin and bony to make a good meal!” No matter
‘what the adventurers do to allay his fears, Harbin refuses
to open the door, preferring to talk through it. Other resi-
dents who trouble Harbin with complaints receive similar
treatment
Ifthe characters ask him about a quest, Har
them on the right track, offering payment upon th
evurn. When the time comes to pay up he slips the pay-
‘ment under the door one gold coin ata time.
‘ADVENTURE LOCATIONS AND ENCOUNTERS
This adventure encourages characters to exalore locations
‘marked on the DM's map of the Sword Coast (page 5)
When the characters embark on = journey to 2 location,
fp tothe section ofthis book that describes that location
in detail. For example ifthe players choose to undertake
the Umbrage Hill Quest, go to the “Umbrage Hil section
(gage 43). Each location Includes an overview that brie
scribes what characters can expect to find there. This
‘overviews followed by information you'll need to run the
tencounters at that lacation.
‘Running Encounters. This adventure describes what
the characters s0e when they fret arrive ata location, and
wiatthey'l discover as they explore it. The adventure
also tells you how the location's inhabitants react t the
characters arrival
No encounter has a predetermined outcome. For
‘example, characters wha explore Umbrage Hil ar likly to
fencounter a manticare. although fighting the monster is
always an option, characters might decide to negotiate with
the manticore instead. Be fexble, particulary when dealing
Uth intelligent monsters. f every encounter becomes a
fight tothe death, your players might get bored and miss
‘out on some fun roleplaying opportunities, Whenever possi:
bie, reward players for being clever. For example, characters
wn disturb the arkhegs a the Loggers’ Camp (page 34)
_might be able to escape from the burrowing monsters by
jurmping in the nearby rive. Similar, characters who ace
willing to negotiate with the wererats in the Mountain's Toe
old Mine (page 36) might be able t forge a truce be-
‘ween the wererats and the miners, ending their confit so
thatthe mine can be reopened,
SrartiNe Quests
‘When the characters fist visit the job board, there are
three quests posted. Give the players the cards for these
quests so that they can choose which to pursue.
Dwarven Excavation Quest. “Dwarf prospectors found
ancient dwarven ruins in the mountains southwest of
here, and have been working an archaeological dig seek-
ing treasure and relics. They need to be warned that a
white dragon has moved into the area. Take the warning
to them, then return to Townmaster Harbin Wester to
collect a reward of 50 gp.” Ifthe characters undertake
this quest, se “Dwarven Excavation" (page 22)
Gnomengarde Quest. "A clan of reclusive rock gnomes
resides ina small network of caves in the mountains to
the southeast. The gnomes of Gnomengarde are known
for their magical inventions, and they might have some.
thing with which to defeat the dragon. Get whatever
you can from them. If you bring back something uscful
‘and dos't want to keep it for yourselves, Townmaster
Harbin Wester will pay you 50 gp for it” Ifthe char-
acters undertake this quest, proceed with “Gnomen-
garde” (page 26),
Umbrage Hill Quest. “The local midwife—an acolyte of
Chauntea named Adabra Gwynn—lives by herselfin a
stone windmill on the side of a hill a few miles south of
Phandalin, With dragon sightings becoming more com
‘mon, is not safe for her to be alone. Unge Adabra to
return to Phandalin. Once she's safe, visit Townmaster
Harbin Wester to claim a reward of 25 gp.” Ifthe char-
‘acters undertake this quest, proceed with “Umbrage
Hill” (page 43).
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After the characters complete two starting quests, the
following three quests are added to the job board:
Butterskull Ranch Quest. "Ores have attacked Butter-
skull Ranch, five miles east of Conyberry along the Tri-
boar Trail! Travel there with haste, assess the damage,
and help any way you can. Ranch owner Alfonse “Big
AI’ Kalazorn isa retired sheriff who can reward you for
your efforts. If he's dead, return to Townmaster Harbin
Wester with proof of Kalazorn's demise to receive a re-
ward of 100 gp." I'the characters undertake this quest,
proceed with “Butterskull Ranch” (page 16),
Loggers’ Camp Quest. “Deep in Neverwinter Wood,
along the river that lows west toward Neverwinter, is
a logging camp. Every two months, Phandalin delivers
fresh supplies to the camp, which is run by the half
brother of Phandalin’s townmaster, Harbin Wester,
Barthen, the local provisioner, has prepared a new de-
livery. He needs someone to bear the supplies safely to
the camp. Return to Harbin Wester with a notice of de:
livery signed by his half brothers, Tibor Wester, to claim,
‘your reward of 100 gp.” Ifthe characters undertake this
quest, proceed with "Loggers’ Camp” (page 34).
Mountain’s Toe Quest. “The Mountain’s Toe Gold Mine
lies fifteen miles northeast of Phandalin. The new
overseer, Don-Jon Raskin, just made the trip from Nev-
cerwinter to Phandalin and needs to be escorted to the
mine. There's no telling what dangers lie between here
and there. Once you deliver Raskin safe and sound, re-
turn to Townmaster Harbin Wester to collect a reward:
of 100 gp Irthe characters undertake this quest, pro-
‘ceed with “Mountain's Toe Gold Mine” (page 36).
After the characters complete two follow-up quests,
another three follow-up quests are added to the job board:
Axcholm Quest. ‘Within 2 mountain fifteen miles south
‘of Phandalin stands the ancient dwarven fortress of
Axeholm, which has been sealed for years. Ifa dragon
attack is imminent, the people of Phandalin might need
to evacuate and take refuge in Axeholm. To that end,
someone needs to open the fortress and make it safe
for habitation. Once you accomplish these tasks, return
to Townmaster Wester to collect a reward of 250 gp." If
the characters undertake this quest, proceed with “Axe-
holm” (page 12).
Dragon Barrow Quest. “The dragon that besets us is
‘ot the first to threaten this rogion, Between here and
[Neverwinter lies the barrow mound of a warrior whose
‘magical dragon-slaying sword helped fell a green
dragon terrorizing the High Road a century ago. Ru-
mor has it the dragon slayer sword is buried there too.
Retrieve it, and let the sword be its own reward!” Ifthe
characters undertake this quest, proceed with “Dragon
Barrow” (page 20)
Woodland Manse Quest. “The ores have fallen under
the sway of evil spellcasters in Neverwinter Wood, and
have been sighted in growing numbers near Falcon's
Hunting Lodge. The spelicasters dwell in a ruined
‘mane. Falcon needs someone to make a preemptive
strike against it. Destroy the evil in the manse, then
‘expect him to reward you.” Ifthe characters undertake
this quest, run “Falcon's Hunting Lodge” (page 24)
followed by “Woodland Manse” (pase 44).
LevzLine Up
Characters advance in level by completing quests, using
the guidelines for leveling up in the rulebook. Regardless
of the number of characters in the party, the rate of ad
‘vancementis as follows:
+ Characters gain a level each time they complete a
starting quest, until they reach 3rd level. Once they are
3rd level or higher, completing a starting quest has no
effect on their level
+ Characters gain a level cach time they complete two
follow-up quests
+ Characters gain a level if they slay Cryovain the
white dragon,
‘WHERE'S THE WHITE DRAGON?
Cryovain the young white dragon (see page 64 for its
stat block) is a roaming threat that can be encountered
almost anywhere. Each time the characters arrive at a lo-
cation tagged on the map of the Sword Coast (page 5) or
prepare to leave that location, roll a 420 and consult the
Dragon's Location table to determine Cryovain’s current
whereabouts, Make your first roll on the table when the
adventurers leave Phandalin for the first time.
‘When the dragon visits a location that is not its lain, it
‘surveys the location from the sky, beyond the reach of
ranged weapon attacks, It spots nothing it can eat, it
flies off after circling the location for a minute or two. Iit
spots something tasty, such as a mule, a horse, or a char-
acter, the dragon swoops down and attacks it. Once the
dragon kills something, it grabs the carcass and flies off
with it, Whatever it takes is then eaten within the hour:
If Cryovain loses more than 10 hit points in battle, the
dragon disengages from combat and retreats to its lair at
Ieespire Hold, remaining there until it finishes a long rest
and regains all its hit points, Only at Icespire Hold does
the dragon fight to the death,
Dracon’s Location
420 Location
1 Axeholm (page 12)
2 Buttershull Ranch (page 16)
3. Conyberry (page 4)
4 Dragon Barrow (page 20)
5 Dwarven Excavation [page 22)
6 Falcon’s Hunting Lodge (page 24)
7 Gnomengarde (page 26)
3 High Road (poge4)
9 Icespire Hold (page 30)
10 Leilon {page 4)
Tl Loggers’ Camp (page 34)
12 Mountain's Toe Gold Mine (page 36)
YB Neversvinter (page 4)
‘4 Phandalin (page 8)
1S Shrine of Savras (page 38)
16 Starmetal Mills (page 4)
17 Tower of Storms (page 40)
18 Trboar Tal (page 4)
19 Umbrage Hill (page 43)
20 Woodland Manse (page 44)
(0-1HKE ADVENTUREAXEHOLM
“AXEHOLIM” IS BALANCED FOR CHARACTERS OF STH LEVEL,
though characters of 3rd or 4th level can survive its perils
if they are cautious and rest hetween encounters.
LocaTIon OVERVIEW
Axcholm is a dwarven fortress carved into the base of
2 mountain fifteen miles south of Phandalin. The site
‘was abandoned and sealed up long years ago after be-
ing haunted by a banshee~the restless spirit of a moon
elf ambassador named Vyldara who tried and failed to
foment civil unrest among the dwarves. The dwarves im-
prisoned the elf and sent messages to her people, asking
that they come to collect her. Before envoys could be sent,
Vyldara killed two guards trying to escape, only to be eut
down by dwarven axes before she could succeed.
‘When the elf’s evil spirit started filling Axeholm's halls
with deathly wails, the dwarves abandoned their strong-
hold, but aot before several dwarves slain by the banshee
arose as ghouls to feed on their kin. Ghouls and other
creatures now prowl Axeholm, while the banshee con-
tinues to haunt the fortress's upper halls. The banshee
senses the arrival of adventurers with its Detect Life trait.
nits twisted spectral mind, they are invaders who must
be destroyed for their trespass.
Quest GoaLs
‘To complete the Axeholm Quest (page 11), adventurers
must kill or drive out al the monsters in the fortress.
‘AxcHOUM Features
In the dwarves’ absence, Axeholm has becorne a dar,
sullen tomb, full of dust end bad memories. its quiet
‘most of the time, except when the sorrowful wails of the
banshee fl tie place. The fellowing festures are common
throughout.
‘Arrow Sits. When using an arrow sit for protection,
1 creature gains three quarters cove (se the rulebook)
‘agent outelde threats, A Medium charaeter can't squeeze
through an artow sit, but a Small chacacter can witha suc-
cessful DC 10 Dexerity (Acrobatics) check.
Bollstes. Forts defense, Axchoim reled heavily on bal
listas—massve crossbows thet fire heavy bots. A crew of
‘three dvrarves operated each balista, Before it can be fred,
‘a ballista must be loaded and aimed, It takes one action to
lead the weapon, one action to aim it, and one action to fre
it Ranged Weagen Attack: +6 to it, ange 120/480 fe, one
‘target. Hit 16 (3410) piercing éamage.
Ceilings. Ceilings throughout are fficen fet high and fat,
unless the text says otherwise
Chimney. Fireplaces throughout Axeholm have chimneys
‘ut from soamless stone, Sorne of those chirmneys can be
used to ln access to the fortress
Doors. Regular doors are made of thick, sturdy oak
reinforced with iron bands and fited wth iron hinges
ard handles,
Light. The walls are lined with torch sconces, but the
torches bumed dovn long ago. Adventurers requir dark
sion or their own light sources to see inside.
Stench. A foul stench linger in Axeholm, becoming stron:
ger as one gets closer to the resicent ghouls,
TRAVEL TO AXEHOLM
‘The day-long journey to Axehoim from Phandalin takes
the characters across grassy lowlands that skirt the rocky
foothills ofthe Sword Mountains. The trek passes with-
‘ou incident, though cool winds aad rain blowing ia from
the Sword Coast make the trip far from pleasant.
ARRIVAL
‘When the adventurers arrive at Axeholm, read the follow:
ing boxed text aloud:
Career |
ert ee
J Seer ee een
ee
Pi
Ce
Entering the fortress is the characters’ first challenge.
‘The portcullis in area Al is too heavy to lift, and its
bars are too narrowly spaced for even Small characters
to squeeze through. However, a Small character can
squeeze through an arrow slit into area A2 or A3, then
attempt to raise the portcullis using the winches there
‘The winches are rusty and require a successful DC 15
Strength (Athletics) check to turn. Fach successful check
allows the portcullis to be raised 5 feet.
Characters who search for another entrance can at
tempt DC 15 Wisdom (Perception) checks. A successful
check spots aumerous stone chimneys protruding from
the mountainside, but an earthquake after Axeholm was
abandoned closed off most of those to anything but Tiny
creatures. Only the chimneys leading down to area A21
and area A23 can be accessed by the adventurers, Seal
ing the mountain requires a successful DC 10 Strength
(Athletics) check, as there are plenty of handholds and
footholds.
Crawling down a chimney to area A21 or area A23
requires another successful DC 10 Strength (Athletics)
check. If this check fails, the character falls 20 feet to
the botiom of the chimney, landing in the sooty hearth
and taking 2d6 bludgeoning damaye. Characters who
use climbing gear to scale the mountain and lower them-
selves down a chimney have advantage on their checks.
‘See the rulebook for more information on advantage.
Kezyep Locations
‘The following locations are keyed to the map of Axeholm.
Al. OureR GAUNTLET
Axcholm’s primary entrance and exit is this defensible
passage, which is blocked by a sturdy portcullis (see
“Arrival” above). Arrow slits are spaced along the walls
and murder holes line the ceiling, enabling fortress
defenders to shoot ballistas at invaders or pour boiling
cil on top of them. With the dwarves gone, the onlyremaining defenses are the portcullis and the double
doors fo the south, which are barred shut.
Characters hoping to get through the double doors
‘must break them down, which takes a single character
1 hour. Multiple characters working together can reduce
the time proportionately. The noise created hy smash:
ing down the doors is loud enough to alert all the dwarf
‘ghouls in the fortress, which gather in area Ad and
‘attack once the doors fall (See page 57 for the ghoul!
stat block) The fortress contains three dwarf ghouls plus
three additional ghouls for each character in the party,
not including sidekicks. If these ghouls are killed here,
the characters encounter no more of them in the fortress.
A2. WESTERN BULWARK
‘This area contains seven ballistas pointed at arrow
slits, a winch that raises and lowers the portcullis, and a
stone staircase leading up to area A22. Each ballista is
equipped with five bolts.
AS, EASTERN BULWARK
‘This area has the same features as area A2,
Ag. Musterino HALL
This great hall has a 40-foothigh ceiling supported
by four thick stone pillars. A thick layer of dust covers
the flagstone floor. In the midlle of each wall past the
entrance is a double door. Arrow slits are set high up in
the north and south walls, and 2 small stone balcony pro-
trudes from the wall above the east exit, 20 feet above the
floor. (See areas A22, A24, and A25 for details of these
Teatures)
AS. West Hatt
‘The floor is strewn with bits of armor and the gnawed
bones of dwarves who were killed and eaten by ghouls.
Lurking in the hall is one ghoul (see page 57 for its
‘stat block) for each member of the party, not including
sidekicks, The ghouls pursue prey that flees.
AG. ARMORY
‘The dwarves took all the weapons and armor from this
area when they left. All that remains are empty stone
‘weapon racks, wooden mannequins upon which ar-
‘mor once hung, and iron hooks in the walls that once,
bore shields.
AT. MAIN BARRACKS
Dozens of meager cots lie seattered about the floor. A pair
of fireplaces stand cold and dark, their rubble-choked
chimneys rising 120 feet through the mountain.
A8. Privies
‘Tattered wool curtains conceal three neglected privies,
each with a wooden bench set against the back wall,
AQ. STIRGE IN THE SMITHY
‘Standing before two blackened hearths are a pair of
‘rusty anvils, which dwarves once used to fashion and re-
pair their armor and weapons.
‘A fluttering noise can be heard coming from the south-
cernmost fireplace, indicating the presence ofa stirge
Gee page 63 for its stat block) near the bottom of the
200-foot high chimney. [fanyone shines a light up there,
the stinge panics, flies out, and attacks the nearest char-
acter or sidekiek. Ignores the characters otherwise.Al0. Toor StoracE
Dwarven armorsmniths and weaponsmiths stored their
tools here, which still hang from hooks along the walls.
‘Though a bit rasty, the tools are in serviceable shape if
the characters wish to use them,
All. Inner GAUNTLET
Four arrow sits line the walls of this corridor leading to
Axeholm’s throne room (area AMA).
Al2. West Guarp Post
‘Two ballistas point toward arrow slits in the east wall.
Each ballista is equipped with five bolts. The guard post
is otherwise empty.
AIS, East Guarp Post
‘The gnawed bones, torn armor fragments, and rusty bat-
tdeaxes of two dead dwarf guards lie in the middle of the
room. The guards were trapped here by ghouls, killed,
and eaten.
‘Two ballistas aimed at arrow slits in the west wall
‘come equipped with five bolts apiece,
Ald, THronr Room
Read the following boxed text out loud to describe this
‘The stench of desth hangs heavy in the air ofthis dusty,
pillared hal, which has dark, sootstained fireplace at the
feast end, A deep alcove in the south wall contains dais,
stop which rests a limestone throne flarked by granite
statues of dwarf warriors. Between the throne and the fire
place isa hallway with stairs leading up.
Hiding behind the throne is a ghoul (sce page 57 for
its stat block) with 40 hit points. This undead creature is
all that remains of Axcholm's dwarf castellan, who stayed
behind to seal up the fortress after most of the garrison
fled. The ghoul is the source of the hall's foul stench,
hich gets stronger closer fo the throne. The hidden
ghoul can be detected with a suecessfal DC 13 Wisdom
(Perception) check.
Ifany character inspects the throne, the ghoul lets out
a shrick and attacks. ts shriek is heard by the ghouls in.
area A26, which crawl down the chimney and clamber
ut of the fireplace. This group contains two soot covered
ghouls plus one additional ghoul for each member of the
party, not including sidekicks. Afterall other creatures
in the hall have taken a frst turn in combat, these ghouls
Join the battle, acting on the same initiative count as the
former eastellan,
Treasure. The ghoulish castellan wears a gold signet
ring that bears the Axeholm crest: a handaxe clutched
ina dwarven gauntlet. The signet ring is worth 5 gp and
tunlocks the chest in area A29,
AI5. Divine Room
In the middle of this room, a carved stone dining table
15 feet long by 5 feet wide) is flanked by a pair of equally
ong wooden benches. Above the table hang two iron
chandeliers, their candles long since melted away. North
of the seating area isa sooty fireplace and an alcove con-
taining a rough-hewn pit that descends 60 feet.
‘Abundant handholds and footholds allow a character
to climb up or down the pit with a successful DC 10
Strength (Athletics) check. The bottom of the pit contains
‘moldy animal bones and other refuse discarded by the
dwarves after their meals,
AI6. KitcHen
‘The dusty room has all the trappings one expects to find
in a dwarven kitchen, including metal dishware, stensi
and drinking mugs. A stone sink is equipped with a fas
‘cet which, when turned, spouts hot water channeled from
anaturally heated underground spring.
Al?. East Haut in Rus
‘The earthquake that hit Axcholm triggered a ceiling col
lapse that left this hall in ruins, The eastern half of the
hha is strewn with debris and is difficult terrain (eee the
rulebook). The stench of death hangs heavy here, becom-
ing stronger as the characters move toward area A19,
AI8, Empty Room
This 15 footsquare room was cleaned out by the dwarves
before they evacuated Axcholm, Only dust remains.
AI9. GHOUL DEN
Characters can reach this area by following the naturally
formed tunnel from area A17 or by descending the stone
staircase from area A24. The door to the north has been
smashed open, and its remains are strewn on the floor.
The stench of death and decay grows stronger as the
characters approach this room, and they can hear the
hisses and snarls of the ghouls (see page 57 for their
stat block) that lair here. The room contains one ghoul
plus one additional ghoul for each member of the party,
not including sidekicks.
After dealing with the ghouls, the characters ean i
‘spect the room more closely. Describe it to the playt
follows:
This chamber was once a sine, as evidenced by wall
carvings that depict duarves carrying censers and observ-
Ing teligious ees, However, the eastern section ofthe
room has collapse, filing the area with rubble. Grawed
bones scattered among the debris are the remains of a
number of dwarves,
Treasure. Characters who search through the rubble
{in the eastern portion of the room find two treasures:
+ Aplatinum amulet on a thin but sturdy gold chain. This
amulet is a holy symbol of Moradin (the dwarven god
of creation) and bears his symbol: a hammer and anvil
Any dwarf character recognizes the symbol immedi-
ately, while a non-dwarf recognizes it with a successful
DC 10 Intelligence (Religion) check
An unlocked steel coffer weighing 5 pounds. This small
box is packed with sit, nestled in which is a potion of
superior healing, Give the players the Potion of Supe-
rior Healing card when they find this magic item,A20. NaRzow TuNNEL
Ghouls dug this winding, rubble-strewn tunnel connect-
ing the upper and lower levels of Axeholm, The tunnel is
2 feet wide, 5 feet high, and 60 feet long,
A21. East UrPer BARRACKS
‘The ghouls trashed this room, leaving behind wrecked
cots, chairs, tables, and other furnishings. A blackened
fireplace is set into the east wall, its chimney rising 20
feet to the outside. Characters can use this chimney to
center of exit the fortress (see “Arrival,” page 12).
A22. Upper Basrion
‘This large chamber extends over the outer gauntlet of the
‘main entrance (area A1) and contains many former defen-
sive measures, Arrow slits to the north allow outside light
‘to enter, filling the northern half of the room with sun-
light or moonlight depending on the time of day or night.
Thick webs are strung between the walls and pillars.
Lurking among them are several giant spiders (see page
458 for their stat block)—three spiders plus one addi-
tional spider for each character ia the party, not including
sidekicks. The spiders are spread throughout the south-
‘ern half of the room and move to aetack all interlopers.
Other defenses include two fireplaces, which were
used fo heat cauldrons full of oil that the dwarves poured.
through narrow slits in the floor. Three empty cauldrons
are lined up along one of these slits. Arrow slits along the
south wall open up onto area A4, and stone staircases
descend to areas A2 and A3,
A23. Wrst UPPER BARRACKS
A fireplace is built into the west wall ofthis room. Hang:
ing from a hook above its mantelpiece is a nonmagical
stee! shield bearing the symbol of Axcholm: a dwarven
gauntlet clutching a handaxe, Characters can use the fire
place's soot-stained chimney to enter or exit the fortress
(ee “Arrival,” page 12).
The room's other furnishings~cots, tables, chairs, and
‘empty footlockers—are intact but covered in dust.
A24. Hauntep Ha
‘The banshee (see page 52 for its stat block) haunts
the east-west stretch ofthis L-shaped hall. The creature
floats in the middle ofthe hall, outside the door to area
AQT. Deseribe it to the players as follows:
A
I the characters flee the banshee's presence of their own
‘accord, it lets them go. If they advance toward the un-
dead, attack it, or attempt to parley, it turns violent,
In the first round of combat, the banshee uses Horrify-
ing Visage. On the second round, it uses Wail. After wail:
ing, it withdraws to area A27, passing through the closed
door as though it weren't there. In area A27, the undead
makes its final stand,
A25. Urrer East HALL AND BALCONY
‘The earthquake caused part of this empty hall to co!-
lapse. A double door in the west wall leads to a small
stone balcony overlooking arca Ad,
A26. GHout Barn
‘Several ghouls (see page 87 for their stat block) gather
here—a total of two ghouls plus one additional ghoul for
each member of the party, not including sidekicks. The
shouls enter and leave the room through a 2-footiame-
ter hole in the east wall, which breaks into the chimney
ofarea AMA,
In the middle of this room stands a carved stone tub,
filled with gnawed dwarven bones. The tub is equipped
with a faucet which, when turned, spouts hot water chan-
neled from a naturally heated underground spring. A
‘stone plug seals the drain in the tubs bottom,
A27. Bansuer’s BEDCHAMBER
‘This bedroom was set aside for honored guests, but its
furnishings have decayed with age and are covered with,
dust and cobwebs. Vyldara once stayed here, but the elf's
possessions were taken during her captivity, leaving
nothing of value.
A28. CASTELLAN's BEDCHAMBER
A stone framed bed with a moldy mattress stands in
the middle of this room, covered in dust and cobwebs.
Set into the south wall is a soot-stained fireplace,
Stirges (see page 63 for their stat block) nest in the
rubble-choked chimney~a total of one per party mem-
ber (including sidckicks). The stirges attack anyone who
pokes around in the fireplace.
‘Secret Door. The back wall ofthe fireplace is a secret
door. character who searches the interior of the fire
place and succeeds on a DC 15 Wisdom (Perception)
check notices dwarven hand prints in the soot on the
bback wall, Pushing on the secret door causes it to swing
open on hidden stone hinges, revealing area A29 beyond.
A29. SecRET VAULT
Against the south wall ofthis otherwise empty room,
rests a 80-pound iron chest with clawed feet. Its builtin
Jock bears a tiny circular indentation instead ofa tradi
tional keyhole. Close inspection of the indentation reveals,
a tiny symbol of a handaxe clutched in a gauntlet. This
‘symbol matches the one on the castellan's signet ring.
(found in area AL4), albeit reversed. Ifthe castellan’s,
signet ring is placed in the indentation, the chest unlocks
and remains unlocked until its lid is closed tight. The
chest can also be unlocked with a successful DC 20 Dex:
terity check using thieves’ tools, or by a knock spell or
similar magic.
Treasure. The chest contains a dread helm and a pair
‘of gauntlets of ogre power. Give the players the Dread
Helm and Gauntlets of Ogre Power eards when they find
and identify these two magic items.
A380. Privizs
‘Rusty chain mail curtains conceal a pair of privies, each
‘with a wooden bench set against the back wall. The
chutes for these privies descend deep into the mountain,
passing just east of area A10,BUTTERSKULL RANCH
“BUTTERSKULL RANCH” IS BALANCED FOR CHARACTERS
of 3rd level, but characters of 2nd level can survive this
quest if they avoid combat and focus on rescuing Alfonse
Kalazorn, the ranch owner. Characters of 4th level or
higher should be able to save Big Al and his ranch with-
‘out hardship.
LocaTION OVERVIEW
Alfonse Kalazorn used to be the sheriff of Triboar, a town
tw the east, where he was known as Big Al Kalazorn. He
retired a decade ago, but retirement didnt sit well wi
him, Looking for a new challenge, he claimed a plot of|
fertile land five miles east of Conyberry and turned it
into a cattle and horse ranch. Later, he added a pig farm,
chicken coops, vegetable gardens, corn fields, and an
apple orchard. Most of his money comes from the sale
of butter skulls-tumps of butter cleverly molded into
the shapes of humanoid skulls. He sells his butter skulls
primarily in towns to the east, although a few make their
‘way to Barthen’s Provisions in Phandalin. Big Als butter
ismade from the milk of Petunia, his prized cow.
‘When the white dragon Cryovain drove the ores out of|
Icespire Hold, they descended into the lowlands. A tenday
ago, a small band of them attacked the ranch, freeing
the pigs before setting fre to the barn and the smithy. A
few other animals, including a dozen horses and Petunia
the cow, escaped during the blaze. Big Al and five of his
ranch hands were not so lucky. In their attempt to fend off
the ores, Big Al was captured and the ranch hands were
killed. The only surviving hand escaped on horseback,
fled to Phandalin, and delivered news of the attack.
Quest Goats Es
To complete the Butterskull Ranch Quest (Follow-Up
Quests,” page 11), adventurers must rescue Alfonse
Kalazorn and either convince him to return to Phandalin
or rid his ranch of ores. Alfonse also wants help finding
his prized cow, promising a splendid reward in exchange.
TRAVEL TO THE RANCH
‘The fastest and safest way to Butterskull Ranch from,
Phandalin isto follow the Triboar Trail northeast. The
trek is 60 miles long, and characters can walk about 24
miles in a day, Thus, they can expect to take two long,
rests in the course of the journey.
ENCOUNTERS ON THE WAY
‘The characters have the following encounters as they
travel tothe ranch,
Horses 1 CONYBERRY
‘The abandoned town of Conyberry is eerily silent except
for the whistling ofthe wind as it blows through the set-
‘lement’s burned and crumbled down structures, As the
characters make their way through or around the ruins,
they spot three unsaddled riding horses (see page 62
{or their stat block) grazing near an old well. Anyone who
succeeds on a DC 10 Wisdom (Perception) check sees
that the horses are branded with the letters BAK (lor
Big Al Kalazorn). A character who succeeds on a DC 15,
Wisdom (Animal Handling) check can approach a horse
without startling it, and can even ride it
Prrunia THE Cow
Between Conyberry and the ranch, the characters spot
Petunia the cow (sce page 85 for its stat block) ia a
field a few hundred feet off the Triboar Trail. Petunia
‘wears a cowbell around her neck. Characters who ap-
proach her spot a brand on her hindquarters: the letters
BAK. Petunia has a calm, unflappable demeanor. If
‘cated well, she follows her new benefactors everywhere,
ARRIVAL
The following locations are keyed to the map of Butter-
‘skull Ranch, When the adventurers come within sight of
the ranch, read the following boxed text aloud
‘utters Ranch occupies a urge plot of land on the
noth sid of th Teboar Tal, ested between tio il
Beyond a ramshackle wooden fence stand cor elds, an
apple orchard, gardens, and pasture land, path bresks
off from the tral to lead to two-story farmhouse nent io
2 pond, West ofthe farmhouse are the charred remains of
2 barn and smithy that have been burned tothe ground,
Pigs harmlessly wander the fields, gardens, and orchard.
Between the farmhouse and the gutted barn lie the scat:
tered corpses of two orcs and five humans (ranch hands)
‘swarming with flies. The bodies carry nothing of value.
EXPLORING THE FARMHOUSE
‘The farmhouse is two-story log building with a pitched,
shingled roof and a stone chimney. Its wooden doors are
set with iron handles and hinges. Its windows are fitted
with wooden shutters that can be bolted shut from inside.
Al the shutters are open when the characters arrive.
Raucous ores (see page 62 for their stat block) dwell
in the farmhouse, consuming Big Al's ale and food stores.
‘There are three times as many ores as there are charac-
ters in the party, not including sidekicks. Place the ores
in areas BI through B9 as you see fit. The ores are not
expecting trouble, but they fight to the death,
BI. Krenn
‘The front door of the house leads into this area, which
holds a large butter churn, worktables, shelves of food=
stuffs and ale, and hanging pots and pans. Atop a small
table isa skullshaped wooden butter mold.
B2. Empry Foyer
‘Acreaky wooden staircase ascends from here to area BS.
B3. Dintnc Room
This room contains two wooden trestle tables flanked by
benches. Cattle skulls on the walls add to the decor.B4, Downstairs CLoser
This closet contains shelves holding dinnerware.
B5. Coumon Room
Padded chairs and game tables are arranged about this
room. Scattered on the floor are Three Dragon Ante play-
ing cards and wooden Dragonchess pieces.
BG, Bic At’s Beproom
A large bed and a bulky cedar wardrobe dominate this
oom, which also has framed paintings of landscapes
hanging on the walls,
Treasure. Any character who searches the wardrobe
and succeeds on a DC 15 Wisdom (Perception) check
finds a secret compartment at the bottom, stuffed inside
which is a suit of mithral chain mail. (Ifthe characters ac-
quire and identify this magic item, give them the Mithral
Chain Mail card.)
B7. Rancw Hanps’ Beprooms
Each of these rooms contains two beds and two footlock-
ers. Bach footlocker contains neatly folded clothing and
worthless personal effects,
BB. Br Aus OrricE
Big Als desk is buried under stacks of ledgers and papers
chronicling ten years’ worth of business transactions.
Treasure. Characters who search the messy office find
a small sack buried under the paperwork. It contains
earnings and wages: a total of 65 gp, 145 sp, and 220 ep.
BO. Upstarrs CLOSET
© This closet contains a mop, a broom, and a bucket.
BIO. Cop Srorace CELLAR
Wooden doors set against the north side of the farm-
house cover stone stairs leading down to the cellar. When
the characters explore the cellar, read the following text:
‘The cellar has a dit floor, walls of mortared stone, and
an eight-footshigh plank ceiling braced by wooden pillars.
Tied 10 a chairs. large figure with a burlap sack pulled
‘over his head, Shelves along the walls are lines with skulls
‘made of butter and protected by 2 thia coating of vax.
‘The bound figure is Alfonse Kalazorn, a human veteran,
(Gee page 63 for his stat blocis. It takes 1 minute for
a character to free Big Al from his rope bonds. Having
been beaten by the orcs, he has 9 hit points remaining
and appreciates any healing the characters can provide,
He is also without weapons and armor (AC 11).
Once liberated, Big Alcan be convinced to abandon
his ranch by any character who succeeds on a DC 10
Charisma (Intimidation or Persuasion) check. But he
would rather stay, borrow a weapon, and kill any ores
that remain.
Big Al can't turn a profit without his prized cow. He
offers his cuit of michral chain mail (hidden in area B6)
asa reward for her safe return. Ifthe characters didn't
bring Petunia with them, they can scour the countryside
for her. At the end of each hour spent searching, rll a
66. On a roll of 6, the party finds Petunia. If one or more
characters search on horseback, they find Petunia on a
rollof5 or 6.CIRCLE OF THUNDER
“CIRCLE OF THUNDER" IS BALANCED FOR CHARACTERS
of 6th level, though characters of 4th or Sth level ean
‘weather its challenges if they are cautious.
No quest leads the party to this location. However,
characters who brave Dragon Barrow might come here.
with Xanth the centaur (see page 20), while those who
raid the Woodland Manse (page 44) might be led here
by Grannoc’s map. In the aftermath of the counterattack
on Falcon’s Hunting Lodge (sec “Counterattack!” on page
47), characters can follow Gorthok’s trail back to the
Circle of Thunder, where that creature was summoned,
LOCATION OVERVIEW
‘The reclusive anchorites of the Circle of Thunder gather
on this hill to make sacrifices to Talos the storm god. In
stormy weather, the anchortes also perform rituals to
‘summon Gorthok the Thunder Boar, a destructive force
they can unleash against their enemies. circle of stand
ing tones atop the hill helps to focus the anchortes
‘magic to make the summoning of Gothok possible
Three anchoritesFlenz, Narux, and Yareath-de
fend the hil, When aot performing rituals inthe circle
of standing stones, they patrol the surrounding woods,
forage for food, and lurk im caves dugout ofthe hillside.
When the characters arvve, the anchortes are gathered
on the hilltop. If Gorthok has not been defeated yet, the
anchortes are in the midst of summoning the great boar
Otherwise, they are conjuring a storm
2 a
Cave DescripTions
Three caves are set beneath the hilkop, each serving as
the lar ofan anchorit of Talos, The caves are dug out of
the earth, with each cave mouth braced by two rectangular
stone slabs topped with a heavy lintel store, Al the eaves,
have 7-oo'-high celings and crude wooden gates for
doors. Each cave features a diferent layout but has simi-
lar contents
‘A: Emiryway, Situated in the middle ofthis intersection,
facing the cave mouth, the skull ofa boar rests atop a pile
‘of humanoid and animal bores, A character who succeeds
‘on a DC 10 Inteligence (Religion) check can ascertain that
the bones area warning to stay away.
£B: Boar Pen. the gate to this room is lashed shut with
rope I holds a boar (see page 54 forts stat block) thats
the anchorit's companion and garbage disposal, The boar
can't harm anyone while trapped inthis roam. IFthe gate is
‘opened by anyone other than an anchorite of Talos, the boar
‘tes to flee the cave attacking anyone in its path
:Cell. The gate to this cell is lashed shut with ope. The
cel is used to hold animals doomed to be sacrificed in it.
uals to Talos. There's &25 percent chance that a harmless
deers trapped inside. Otherwise, the cel is empty,
D: Anchorit’s Retreat. This unfurnished room serves as
the anchorite's quarters. Niches inthe walls old clay ish
‘ware, wooden utensils, gathered berries, bundled herbs,
and creepy totems, In areas C2 and C3, the anchortes have
hidden treasure buried under the earthen floor in a random
Sroot square. See those areas for details of the treasure,
: Secret Ext. This tunnel slopes up toa secret trapdoor
is plainly visible rom the underside.
EEE REE
‘TRAVEL TO THE CIRCLE
‘Characters traveling to the Ciele of Thunder have the
following two encounters en route.
‘TREE TRAP
This encounter can occur anywhere in Neverwinter
Wood. Set the scenc by reading the following baxed text
You come upon a sixty foot-wide forest clearing, in the
middle of which is 2 black, needle-like spire—aforty-foot-
tal pine tre ravaged by fire long ago, its limbs burned off
Tied tothe dead tree near its base are several ghastly dolls
‘made of twigs bound with black hair
Ten twig dolls are bound to the charred tree, all within
‘easy reach, A detect magic spell reveals an aiira of trans-
‘mutation magic emanating from the tree and the ground
in a 60-foot radius around it
Close examination of a twig doll reveals something
‘wrapped inside it By breaking a doll apart, characters,
can sec that it contains a still-beating pig's heart. Any.
damage to a heart kills it and causes the dead tree's roots
to magically animate and erupt from the ground,
When the constricting roots erupt, each creature stand-
ing in the clearing must succeed on a DC 12 Dexterity
saving throw or take 5 (2d4) bludgeoning damage and be
restrained, The creature takes this damage again at the
start of each of its turns until iteseapes, A creature can
use an action to free itself or another creature within its
reach with a successful DC 15 Strength (Athletics) check,
or by dealing 5 or more slashing damage against a root
with a single melee weapon attack. The roots have AC 13
and immunity to all damage except slashing.
YARGATH’Ss PATROL
As they move through the forest, the characters are beset
by Yargath, an anchorite of Talos (see page 51 for her
stat block), and a band of ores (see page 62 for their
stat block)—two ores per character in the party, including
sidekicks, Set the scene as follows:
As you make your way across uneven ground rising to a
ridge, several hulking ores ascend a similar ridge across
{rom you, separaced from you by 2 sixty foot-wide, ter
oot-deep gully The ores unleash tervble battle cries as
they are joined by 2 humanoid with elongated claws.
On the first round of combat, Yargath casts bless on up to
three ores. Meanwhile, the ores charge across the ravine
and close to melee range.
Treasure. Yargath carries a potion of greater healing.
Ifthe characters acquire this potion, give the players the
Potion of Greater Healing card,