LMOP
Cragmaw Cave
Area 7 – Klarg’s Cave
Description
- Klarg, his wolf, and one goblin are dead on the entrance stairs. Inside the room, you find a small cooking fire, Klarg's bedroll, and several crates and barrels situated against the south and east walls.
- Klarg's Treasure Chest: 110 SP, 12 GP, 2 Potions of Healing (2d4 + 2), and a jade frog statuette with small gold orbs for eyes (40 GP).
- Quick Claw: On his person, Klarg has a bear claw etched with runes (DC 10 Arcana check to recognize the runes as ones associated with enchantment magic). Identify reveals that the holder of the claw gains a +1 bonus to initiative.
- Amulet of Magic Detection: One small box contains a silver amulet hung from a silver chain. The amulet is round, and its front side is intricately designed, with overlapping silver cords weaved around a blue gemstone (Zircon) at its center. The stone itself gives off a faint glow and the inside appears to swirl slowly with translucent fog. The back of the amulet is etched with a single arcane symbol (DC 10 Arcana check to recognize the symbol as one associated with divination magic). Identify reveals that this amulet has 5 Charges. While holding it, you can use an action to expend 1 of its Charges to cast the detect spell from it. The amulet regains 1d4 + 1 expended Charges daily at dawn. If you expend the amulets last charge, roll a d20. On a 1, the amulet crumbles into ashes and is destroyed.
- Corrosive Arrows (3). Inside a quiver, you find 3 arrows with specially designed iron tips. The tips of these arrow are designed to encase a small glass vial, crushing the vial upon impact with a target. Inside the vials is a black liquid that seems to bubble slightly when disturbed. DC 10 Intelligence check to identify them as corrosive arrows (1d4 acid damage added to damage roll). DC 10 Intelligence check to affix the arrow tip to a cross bolt (on a failed check, take 1d4 acid damage and lose one arrow)
- Wooden crates painted with a blue lion (symbol of the Lionshield Coster). These are presumably part of the shipment headed to Phandalin. Can be returned to the Lionshield Coster for 100 GP. Shipment contains 5 daggers, 3 shortshorts, 2 longswords, 3 handaxes, 1 shortbow. No studded leather armor suggests that this is not the shipment from Waterdeep by way of Leilon, but rather than shipment from Neverwinter.
- The 3 goblins that the party killed are still lying on the floor of the room. Sildar has been left tied up. Goblin Boss (Neemik) and the other goblins are gone.
- Goblins: Searching the goblins, you find 32 CP and 18 SP, as well as a Gold Locket Containing a Small, Hand-Painted Rose worth 10 GP (you suspect one of the goblins decided to keep this for himself instead of turning it over to Klarg).
- When PCs untie Sildar, he asks if they found Gundren.
- “Damn it, it’s too late. I was hoping he’d still be here, but it seems he's already been moved. Listening to the goblins, I’ve been able to piece a few things together. It seems that a short time ago someone using the name the Black Spider tasked the Cragmaw with capturing Gundren. Since then the goblins have been raiding the High Road and the Triboar trying to find him. Obviously they succeeded. After bringing me and Gundren here, the goblins spoke of sending the dwarf to the castle. Now, as you might imagine, the Lords Alliance has a bit of history with the Cragmaw Tribe, and we believe they use some sort of ruined stronghold in Neverwinter Wood as a base of operations. I have to assume that's the castle where they sent Gundren. The problem is, although the Lords Alliance knows of Cragmaw Castle, we've never found it. And, of course, that means, I don’t know where exactly to find Gundren.” [Sildar sighs again and runs a hand through his hair] “Before I reassigned him to Phandalin, one of my subordinates, a man named Iarno, was researching pre-invasion strongholds that the Cragmaw might now be using. I don't know how far he got with his work, but he may have a lead. I need to reach Phandalin and find him. Unfortunately the goblins took my weapon and armor. I hate to ask, but can you escort me to the village?”
- If PCs ask about what the Black Spider wants with Gundren, Sildar asks “What do you know of Wave Echo Cave? [PCs already know]. Then you know that no one's succeeded in finding the mine… until about two months ago, when Gundren and his brothers, Tharden and Nundro, found an entrance. Soon after, Gundren approached me in Neverwinter and told me about their discovery. He said that he and his brothers hoped to reopen Wave Echo Cave, but he knew they had no means of holding onto the mine once knowledge of the discovery became public. They wanted the Lords Alliance to help maintain order in Phandalin while they set up their operation. So, in exchange for our help, Gundren offered to finance the construction and outfitting of a garrison in town, which I accepted. I then told Iarno about the arrangement and sent him to Phandalin to speak with the villagemaster about our plans. Gundren, meanwhile, set about gathering supplies in Neverwinter. Now, I don’t know who else Gundren told about the discovery, but I suspect the Black Spider found out about it. And like so many others, I’m sure the Black Spider would be willing to do just about anything to claim the mine for himself, even if it meant kidnapping the dwarf who knows where to find the entrance.”
- As PCs are traveling along the Triboar Trail, ask for perception check (2 people or 1 with advantage). They notice a tiny creature in the roadway.
- Description: It has a roughly humanoid shape, although its entire body is comprised of small moss covered stones held together with compacted dirt and plant roots. It stands upright on two short legs, and its long two arms nearly reach the ground and end in large fists (at least relative to the size of the rest of its body). In the center of the dirt and stone that would be its head, there is rough T shaped indentation, which though crude, gives the creature the impression of having a face.
- PCs can attempt a DC 10 Arcana check to identify it as a tiny earth elemental.
- As PCs move closer, they realize it is straining to stack small stones into a pile in the center of the road.
- As the PCs approach, the elemental takes notice and hides behind a large tree on the side of the trail. He peeks out again if the PCs stop to investigate.
- A DC 10 Investigation check reveals a cart track running through the spot where the elemental was building the pile and almost a dozen other similar stones scattered in the roadway nearby.
- If the PCs stack the remaining small stones together, the earth elemental cautiously moves back into the roadway and approaches the pile. It looks up at the PCs before laying a hand on the pile. A few stones twitch before they all slowly rise into the air and gently swirl. The earth elemental takes a few steps back as the stones begin to pulse with yellow energy, pulling dirt and loose gravel up from the trail and into the swirling mass. PCs watch as the dirt and stone begin to lock into place, slowing taking on the form of a second tiny earth elemental. Once formed, the new elemental lands gently onto the trail. It stretches its arms and wiggles it fingers, then twists its head to crack its neck.
- The first elemental walks up to the second, grabs it by one shoulder and appears to be kind of looking it over. It then gives a small nob before turning back to the PCs.
- The first earth elemental then reaches a stony hand into its own chest, and pulls out a small rock banded with yellow rings. He offers the rock to the PCs before the two earth elemental retreat into the woods.
- Identifying will reveal that this is a Stone of Earth Tremor. The stone has 5 Charges. While holding it, you can use an action to expend 1 or more of its Charges to cast the earth tremor spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The stone regains 1d4 expended Charges daily at midnight. If you expend the stone’s last charge, roll a d20. On a 1, the stone crumbles and is destroyed.
- Toblen Stonehill
- Ava Stonehill
- Random NPCs
- Upon arriving back in Phandalin, Sildar says that he is going to rest at the Stonehill Inn for the evening before inquiring about Iarno at the Villagemaster's Hall in the morning. Sildar requests that the PCs meet him at the Villagemaster’s Hall when they have time.
- If Albero inquires about Shakara at the Stonehill Inn...
- Toblen requires a DC 15 Persuasion check, saying that he doesn’t make a habit of reporting on his guests. Alternatively, he can be paid 5 GP.
- Ava requires no persuasion check, since she is a bit of a gossip, but demands to know why Albero is interested in the woman.
- Either report that an elven noblewoman accompanied by three elven guards came to the inn a few days ago. They left the next day. Either overheard one of the guards talking about how he did not look forward to passing through Conyberry (rumors are that the ruins of Conyberry are haunted), so they were presumably headed east on the Triboar.
- As PCs approacha small farmhouse on the west end of Phandalin, they notice a human man and a dwarven woman taking a few buckets and small ladders out of a shed a short distance from the main house. Beyond them lies a gently rolling field of grape vines.
- Daran Edermath
- Grista Balderk
- Explains that she was forced to leave the Sleeping Giant after being threatened by the Redbrands. They told her that the bar was now theirs and if she came back, they’d kill her.
- She complains that Harbin Wester, the Townmaster, has done nothing in response to the Redbrands.
- She left the tavern quickly and did not have time to collect any of her belongings from her apartment upstairs. She is content to leave nearly everything behind, but there is one thing she does not want to leave without: a music box that belonged to her mother.
- She acknowledges Wellington’s skills as a burglar and asks if he could retrieve the music box.
- She describes the apartment as having two rooms, a main room and a bedroom, and says the music box is on a small side table next to a chair in the main room. She does not have anything to offer the PCs now, but she assures them she never leaves a debt unpaid.
- If PCs retrieve the music box and return it to Grista, she opens an enchanted compartment filled with coins. She pays the PCs 200 GP.
- Welcomes PCs to the orchard, then excuses himself to go work in the field so that Grista can speak to her friends in private.
- Eight Redbrand Mercenaries on the main level.
- One Redbrand Mercenary in the upstairs room closest to the stairs (From the outside, PCs notice candlelight light coming through the window)
- Depending on how PCs want to approach retrieving the music box, there will be different skill challenges. Anticipate PCs scaling the side of building, forcing a locked window, sneaking around the top floor, distracting guards, etc.).
- Two Redbrands walk up to the front entrance and enter the building (Ten total Redbrands on the main level)
- One Redbrand exits from the side entrance, urinates off the back porch, and reenters the building.
- One Redbrand leads a woman up the stairs and into the middle room.
- Window sticks, requiring strength check. Less than 10: Doesn’t move. 10-14: Opens, but slams up. 15+: Opens without making too much noise.
- Harbin Wester
- Elena Green
- Sildar Hallwinter
- As PCs approach the Villagemaster’s Hall, they notice a posting hanging next to the front door. The posting reads: “Orcs near Wyvern Tor. REWARD for Driving Off or Killing the Orc Menace. Inquire within.”
- As PCs enter the Villagemaster’s Hall, they find themselves standing in a large rectangular room with a high ceiling. Windows set high on the walls allow daylight to fill the room. Near the center of the room, they see a pair of comfortable chairs and a side table, and beyond that is a desk, at which is seated a human woman who appears to be in her 50s with long, curly brown hair. Behind her, along the far wall, are two large bookshelves are situated on either side on a closed, wooden door. To your left, another wooden door stands closed with a small plaque affixed to its front. The plaque reads “Harbin Wester – Villagemaster.” As you approach the woman seated at the desk, she looks up from something that she was writing, taking in your group for the first time. A sudden look of apprehension comes over her face, and she says, “Um, yes, how can I help you?”
- After PCs state their business, Elena goes to Wester’s office, and then Harbin, Sildar, Tharden and Nundro come to meet the PCs in the reception area.
- Describe Harbin. Portly halfing. He wears a pair black, wire framed glasses and has thinning blonde hair combed over to one side. At first glance, he's appears dressed in somewhat finer clothes than what you'd expect to see in a village the size of Phandalin, but as he nears you, you notice several small stains and other imperfections that betrays they are not as nice a quality as he perhaps hopes they seem.
- Describe Nundro. Although he is also a middle aged dwarf, he does appear to be the youngest of the Rockseeker brothers. The sides of his head are shaved, and he has a thick streak of dark hair on top that he wears slicked back. He also has a dark beard that nearly reaches his waist, but is tightly held together with three silver ringlets. Like his older brother Tharden, he also wears a heavy cloak, though in the privacy of the villagemaster's hall, he has taken the hood down.
- Sildar greets you, and thanks you for coming, He introduces the party to Harbin Wester, local banker and villagemaster, as well as the two Rockseekers. Sildar asks Harbin if there is somewhere they can all talk. Harbin leads everyone over to the meeting room, which has a long rectangular table and chairs. Harbin calls back to the secretary, “Elena, please see to it that we are not interrupted” and he shuts the door.
- Sildar addresses the party, saying, “I don’t know what you have planned for yourselves, but if you’re looking for work, I could use your help. As I told you yesterday, it seems that Gundren was taken by the Cragmaw on orders from someone called the Black Spider. He’s likely being held at Cragmaw Castle, but I don’t know where the goblin stronghold is. I had hoped to meet with Iarno to ask for a lead on castle’s location, but Harbin has given me some more troubling news: Iarno is also missing. He appears to have arrived in town about a month and a half ago and disappeared a few days later.”
- Harbin says, “That’s right. This Iarno fellow came here and introduced himself to me shortly after he arrived in town. He said that he was a member of the Lords Alliance and that he had business to discuss with me. Unfortunately, I was quite busy at the time, so I asked him to schedule an appointment for a few days later. When he didn’t arrive for our meeting, I sent Elena to inquire after him at Stonehill Inn, where I assumed he was staying. Toblen told Elena that he hadn’t seen Iarno since the previous morning. When I heard that, I just assumed Iarno had been called back to Neverwinter.”
- Sildar, sounding the slightest bit annoyed, says, “To be sure, I didn’t call Iarno back to Neverwinter. Iarno's also not one to shirk his duties, which means that something must have happened to him here. Now, unless someone has a better idea, Iarno’s the only hope we have at the moment of finding Cragmaw Castle and, by extension, finding Gundren. Unfortunately, there're no other members of the Lords Alliance in Phandalin that I can call on to search for him, what with the ambushes on the roadways keeping our ranks busy. But you folks proved yourselves quite capable with the goblins at the cave, so, if you’re willing to help me find him, I'm willing to pay."
- Sildar can offer 500 gold on behalf of the Lords Alliance if PCs agree to find Iarno.
- If PCs accept, Sildar says, “Good. Iarno is a human man in his early 30s. He’s fair skinned with blue eyes and a short blonde-beard. He’s also not the most imposing figure, but when you’re good with magic you don’t need a fighter’s build. I’d recommend asking folks around town if they’d seen him before he went missing. Maybe someone will have useful information.”
- If PCs suggest that Tharden and Nundro bring them to Wave Echo Cave to wait for Gundren and his captors, Tharden says, "Look, I appreciate all you've done already to help find my brother. Truly, I do. But the truth of the matter is that we know next to nothing about you. Nundro and I talked last night after I left the inn, and we simply aren't willing to risk this discovery being made public, not yet, not if there are other options. Beside, we don't know for sure that Gundren being taken has anything to do with Wave Echo Cave." Sildar then says to Tharden, "I have a hard time believing its pure coincidence, the Cragmaw taking Gundren not 2 months after you find an entrance to the mine. Nonetheless, I understand not wanting to give up your secret, and I dare say I agree that its best not to. The more people that know about the mine's discovery, the harder it will be to maintain order here. For now, I think it's better to explore other options. Again, if we can find Iarno, we have a chance of finding Gundren ourselves, rather than waiting for him to come to us." Harbin then chimes in, "Speaking of Iarno, do you think his disappearance has anything to do with this." Sildar says, "It's hard to say. Iarno also knew about the Rockseeker's finding Wave Echo Cave. I told him about it myself after agreeing to Gundren's proposal. In fact, I sent him to Phandalin to work with you on a plan for opening the mine and accommodating the Lords Alliance, which you would have known had you made time to meet with him. Anyway, what do you say, are you willing to help find him? "
- At that moment, you hear a bit of a commotion outside the door in the reception area, and Elena says “No, no, Mr. Wester is in a meeting. No, you can’t go in there.”
- A halfling woman (Qelline Alderleaf) bursts into the room. She is fairly thin, with thick, curly brown, and her simple commoner's clothes are a bit disheveled. Her eyes appear a bit bloodshot and puffy, as though she's been crying; her lips are set into a small, hard line across her face; and she is clutching the posting about the orcs that you saw outside in one hand. She scans the room, stopping when she finds Harbin.
- Qelline: “Is this your idea of doing something to find my son?”
- Harbin quickly stands up and walks toward the woman, saying “Ms. Alderleaf, please, I’m in the middle of meeting. If you’d wait outside, we can discuss this when I’ve finished.” He starts to usher the woman toward door.
- Qelline: “We’ll discuss this now, before these orcs kill Garrett.”
- Harbin: “We don’t even know if they have the boy. He probably went off for a bit of adventure and will be back soon. You know how children can be.” Harbin tries to gently push her through the doorway.
- Qelline: “No, no, that can’t be. Keeper Gaelira told me that she spoke with Tymora, that she had a vision…” At that moment, the Halfling looks over Harbin's shoulder and locks eyes with you, Wellington. Her face softens, and she pushes passed Harbin toward you. “Welly, you’ve come back? What are you doing here?”
- Allow Wellington to respond.
- Qelline: “Well, thank the gods you’re here. Your cousin is in danger, and I don’t know what to do.”
- Qelline proceeds to tell the group that a few days ago her son Garret went off to play and never returned home. Daran Edermath, the man who owns the orchard on the west side of town, organized a small group of folks to look for Garret, but they didn’t find him. I didn't know what else to do, so I went to speak with Keeper Gaelira. She prayed to Tymora and received a vision. The Keeper told me that Garret is being held by orcs somewhere near Wyvern Tor. After speaking with her, I came to Harbin to beg for help, but the useless fool's done nothing to save my boy." She shoots a hard look at Harbin.
- Harbin: "Now, Ms. Alderleaf, you have to understand, I simply don't have the resources to go chasing down orcs based on nothing more than the word of the Keeper. I mean, honestly, a vision of..."
- Qelline cuts Harbin off mid-sentence: "Don't you dare speak a word against the gods... or their servants. She's done far more than you to...
- Sildar then shouts, "Enough!" This gets everyone's attention. Sildar takes a deep breath and continues, more calmly, "I think we've heard enough. Now, Ms. Alderleaf, is it?"[Qelline nods, wiping a tear from her eye] "You have reason to believe that orcs have your boy, is that correct?" [Qelline nods again] "And you believe they are holding him somewhere near Wyvern Tor?" [Qelline nods]. Sildar takes a moment to think to himself. "Regardless of our thoughts about the gods and their servants, I think we can all agree that allowing orcs to remain that close to the Triboar isn't good for anyone. No doubt they're some of the ones causing trouble on the roadway near Conyberry. Harbin, how much are you offering to whomever deals with the problem?
- Harbin: I, I... [sighs]. I can only offer 20 gold pieces.
- Sildar sighs. "Well, these orcs are a problem bigger than Phandalin alone." [Sildar turns his head and looks at your group]. "The Lords Alliance can offer another 200 gold pieces. Can you help?"
- At that point, Qelline grabs your hand, Wellington, and says, "Please, Welly. I need my boy."
- If PCs accept, Sildar says, "Good. The Sword Coast will be better off without these orcs." [Sildar looks at Qelline]. "And if Tymora showed the Keeper true, let's pray that your son is safe and that he'll be back home soon."
- Qelline: [Tearfully] "Thank you."
- Sildar: [To the PCs] "Wyvern Tor is a rock formation in the foothills southwest of Conyberry. Take the Triboar Trail east. It's about two days of travel on foot before you reach the town ruins, so keep an eye out as you get close for any signs for orc activity. If you reach Conyberry, you've gone too far. Let me know when you make it back here. Maybe I'll learn something more about Iarno's disappearance by the time you return. Good luck."
- Once PCs set up camp for the night, ask who is going to take the first watch. Roll Perception. Regardless of roll, nothing happens.
- During second watch, roll perception again. Depending on roll, describe owl eyes watching from a nearby tree, glinting in the fire light. As the moon breaks from behind the clouds, PC notices that the creature's silhouette is much larger than a typical owl and as the creature tilts its head to one side, the branches above it appear to tilt with it. At that moment, the creature spreads its wings and swoops down toward the PC.
- Roll initiative.
- As creature enters the area illuminated by the firelight, describe it. Show image.
- As PCs near Conyberry, ask for PCs to roll survival checks (two people each roll, or one person with advantage). 3 survival checks total. First check is DC 15; second check is DC 10; and third check is DC 5. If PCs pass a majority of their checks, they will find the orcs during the day on the second day. If the PCs fail a majority of their checks, they will find the orcs at night on the second day (harder to see and scout out orc camp).
- Orc/Ogre Encounter.
- Once players find Garret, he tells the PCs that he was exploring the wood’s near Transendor Manor and saw the Redbrands carrying boxes into a tunnel under the ruins. They caught him and knocked him unconscious. When he woke up, he was in a cell in a stone room. Redbrands periodically came in to check on him. Eventually they placed a bag over his head, loaded him onto a cart, and brought him here.
- PCs find 2 letters, one from BS to Orc Chief, directing to continuing raids the trails, and one from Glasstaff, indicating that the Redbrands are holding a noblewoman and attempting to ransom her back to her family. If ransom fails, GS says they will be sending her to the orcs to sell off.
- Treasure: 180 SP, 75 GP; Box with 3 Vials of Perfume (10 GP each).
- Orc Leader: Garnet worth 50 GP in eye socket. Flame Shield - Once per day, after being hit with a melee attack, the holder can use his reaction to momentarily cause flames to surround the shield, forcing the attacker to make a Dexterity saving throw. The attacker takes 1d10 fire damage on a failed save or half as much damage on a successful one.
- Qelline Alderleaf
- Qelline is relieved and overjoyed to have son back. Upon hearing what happened to her son, she urges the PCs to inform Harbin of the Redbrands’ involvement.
- Collect Payment for Orc Quest
- As PCs are leaving a the villagemaster's hall. A block away, PCs notice 2 Redbrands harassing Edermath, steal his coin, and walk off in the direction of the Sleeping Giant.
- If PCs go to help, he thanks them, assuring them that he is okay (if PCs attempt to chase down the Redbrands, he shouts for them to wait, then tells them that its not worth it, that there are more Redbrands nearby that will surely intervene)
- Edermath asks PCs if they are the group that went after Qelline’s son. Edermath asks if they found Garret. He is happy to hear that they did. He says that he organized a small group of townsfolk to search the nearby hills for him after he went missing, but they found nothing. He's been worried ever since. He;s happy that Qelline has her son back.
- He then tells the PCs that he may have a job for a capable group such as them and requests that they meet him at the orchard.
- When PCs visit the orchard, Edermath shows them the property and tells them that he inherited the property and has worked to establish a wine industry for Phandalin in addition to the mining. An old friend of his found a hearty variety of wine grape growing in the ashes near Thundertree that seem well-suited for the hills around Phandalin. Friend is Reidoth in Thundertree. Edermath will pay you to take a few bottles of wine to Reidoth in Thundertree. He tells PCs there is no rush to do this. He says that there are plenty of more pressing matters facing the town, and he understands that PCs may have other priorities.
- The trees and forested areas along the Highroad gradually give way to grassy hills dotted with tracks of farmland. The road curves slightly, and a short distance further on, you see a small cluster of buildings situated on either side of the roadway. Just beyond these buildings stands a large gatehouse set into a wooden defensive wall surrounding a large town. Judging by the size of this wooden perimeter, the town appears to be quite a bit larger than Phandalin, though nowhere near as large as cities such as Neverwinter or Waterdeep. You make your way closer, soon passing under the open gate and into the walled off portion of town. Numerous people, mostly human, hurry through the streets around you as you continue onward, passing by several homes and small shops, as well as a large temple dedicated to Lathander, God of Light. The street eventually opens into the northeast corner of a large town square with a fountain at its center. To your left are several storefronts, as well as what appears to be a respectable looking inn called the Harp and Pearl. To your right, the street is dominated by a two-storied townhall and another large building decorated with blue and silver banners adorned with the silver crown of the Lords Alliance. Several more shops line the west end of the square, and to the south, two stone bridges span a river that cuts through the center of town. The section of town beyond these bridges is filled with structures that, even from this distance appear quite a bit older and not quite as well maintained as the buildings around you in the town square. The most notable feature of this older section is a tall tower (120 Feet) rising above the town a short distance away. Built of dark grey stone and banded with gleaming copper, its equal parts beautiful and foreboding. At any rate, welcome to Leilon. What would you like to do?
- Eravel Silvermoon – Male Half-Elf, Young Adult; Owner
- If PCs ask about the shipment from Waterdeep, Eravel tells them that there was some trouble on the Highroad near the Mere of Dead Men. The merchant bringing up the shipment arrived in Leilon a few days ago with his daughter and one of their escorts. They escaped with their lives after being ambushed by troglodytes from the Mere. The merchant stopped at the Lionshield Coster shortly after arriving in town to tell Eravel that the shipment was lost. Eravel believes the merchant, a human man with a thick, black beard, is currently staying at the Harp and Pearl trying to arrange safe passage back to Waterdeep. If the PCs want to learn more about what happened, they can probably find him there.
- Andara Sorrenith – Female Elf, Adult; Owner
- Orvik Brekken – Male Human, 36; Merchant; Relatives: Lilly (Daughter)
- Lilly Brekken – Female Human, 6; Relatives: Orvik (Father)
- Wren – Female Human, 32; Mercenary, Warlock; Client: Orvik
- If PCs ask Orvik about the shipment from Waterdeep, he tells them about being ambushed on the Highroad about 15 miles south of Leilon. Several troglodytes attacked them from the Mere of Dead Men. Two other mercenary escorts died as Orvik, Lilly and Wren made their escape. Orvik laments the loss.
- Dusty broken furniture in every room. Anything of value looks to have been taken long ago.
- The only thing that stands out amid the dirt and debris is an ornate metal door. Intricately arranged metal plates and gear are layered on top of each other and etched with arcane runes. In the center of the door, is a smooth rounded piece of metal with a hole in the center. It appears that designed to fit a sort of key.
- If PCs ask anyone in town about the tower, they will be directed to speak with Pramble Scheppen, who lives above Burnished Bindings.
- Pramble can be persuaded to give the PCs the key. He found it on the grounded floor of the tower when Leilon was first being resettled. However, despite slotting the key into the hole in the door, the door remained locked. He could not figure out how to work the device.
- If PCs use a lightning spell of 1st level or above or 2 lightning cantrips on the key, the key will glow with arcane energy. If the key is then slotted into the door, the door will open.
- Stairs on the inside are much taller than seems to be possible, based on the height of the tower from the outside. Halfway up the stairs, one of the steps triggers an electricity trap. Lightning arcs from the central pillar around the stone cylinder that it the tower. 3 dexterity checks before PCs reach the top. Failed check = dex save. 2d8 lightning damage per hit. ½ is successful save.
- Clockwork soldier encounter; Teleportation circle on the second story
- Azure gremlin - Work a way for this to be Wellington's Familiar, if he wants it.
- Treasure: Darkvision Googles; Prototype firearm
- Closed off
- Check Module for details.
- Venomfang encounter as PCs search around the town. Reidoth (wood elf druid) appears after PCs engage Venomfang (2 wolves rush from the nearby woods toward the dragon as Reidoth steps forward firing an arrow)(2 wolves transform into two more wood elves as they leap toward the dragon and slash at the dragon with scimitars)
- Sister Gaelira
- Saw a man matching Iarno's description coming out of the Sleeping Giant in the middle of the night [when? after redbrands took over; check timeline]. He shook hands with one of the Redbrands before heading toward Transender Manor. Returned to town with injuries. Attempted to seek out Agatha but was thwarted by a group of zombies (Kost’s). She tells the party about the vision she received from Tymora – needing to seek out Agatha and find a lost spellbook belonging to a long dead archwizard/necromancer. Tymora told Gaelira that finding the spellbook is necessary to slow the spread of a growing evil. Asks PCs to seek out Agatha themselves, tells them to be very careful not to upset her (alludes to how powerful she is). Offers Tymora’s Favor (item) as a reward for helping her.
- Return with book.
- Sildar informs PCs that Redbrand have killed Thel Dendral. He is outraged. Explains that role of Lords Alliance is to help maintain order, but they are very careful about the appearance of usurping power. However, he cannot sit back while Harbin blunders any longer. Harbin has not taken Sildar’s advice and Sildar feel he must take action. (Figure out way that he locates Redbrand Hideout)
- Run LMOP Module. 5. Slave Pens: Replace Mirna Dendral with Shakara (redbrands captured her after they left Phandalin and plan to ransom her back to her family). 6. Armory: Add mimic.
- Run LMOP Module with mods. Gundren is in an enchanted sleep. Bring Gundren to Sister Gareale, who says she needs time to consult Tymora.
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