The Townmaster's Hall Building / Landmark in Faerun Campaigns, Lore and Settings | World Anvil
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The Townmaster's Hall



The townmaster's hall has sturdy stone walls, a pitched wooden roof, and a bell tower at the back.


Posted on a board next to the front door is a notice written in Common. It reads: "REWARD-Orcs near Wyvern Tor! Those of a mind to face the orc menace should inquire within." The notice bears the town's seal and an indecipherable signature.

Phandalin has no functioning government, but the townsfolk elect someone to serve as town master each year. The townmaster serves as a judge in minor disputes and keeps any records that need to be kept.

The current town master is a male human banker named Harbin Wester -a fat, pompous old fool. Completely intimidated by The Redbrands, he claims that they're "just a mercenary guild, and not all that much trouble, really."

The townmaster's hall has a small but serviceable jail in the cellar. The jail consists of two cells, and Harbin carries keys to the cell doors.

Quest: Orc Trouble.
Harbin is looking for someone to head east on The Triboar Trail, where travelers have reported trouble with a band of orcs near Wyvern Tor. He offers 100 gp to any group that can take care of the problem. If the party pursues this quest, see Wyvern Tor.

Quest: Finding Cragmaw Castle.
After resting at the Stonehill Inn, Sildar Hallwinter establishes himself at the townmaster's hall. As an agent of The Lords' Alliance, his goal is to bring law and order to Phandalin.

As such, he wants to find the lost mine of Wave Echo Cave and help The Rockseeker Brothers put it back into production, believing that bringing prosperity to the region will help civilize the town.

Sildar also encourages the characters to keep up the pressure on the The Cragmaw Tribe of goblins. He offers the party a 500 gp reward if they can locate Cragmaw Castle and defeat or drive off the tribe's chieftain. Sildar suggests the party might find the castle by searching the lands around the Triboar Trail for more raiding parties

Quest: Finding Iarno.
After questioning several locals, Sildar learns that Iarno Albrek, a fellow member of the Lords' Alliance, disappeared while exploring the area around Tresendar Manor about two months ago, shortly after arriving in Phandalin.

Sildar asks the characters to investigate the manor and the surrounding area to find and bring back larno-or what's left of him, if something killed him. Sildar describes larno as "a short, darkbearded human wizard in his thirties."

Unknown to Sildar, larno created the Redbrands, installed himself as their leader, and took the alias Glasstaff to conceal his identity. (The Redbrands call him that because he carries a glass staff.)
Once he learns the truth about larno, Sildar expresses a desire to have the wizard captured and transported to Neverwinter to face the judgment of a higher authority. Regardless of Iarno's fate, Sildar rewards the party with 200 gp for eliminating the threat.

Joining the Lords' Alliance
If the party eliminates the threat from Cragmaw Castle or uncovers Iarno's treachery, Sildar Hallwinter privately approaches certain members of the group to urge them to join the Lords' Alliance. He speaks with those who exemplify a desire for the security of civilization through action. If a character agrees, Sildar Halwinter awards the individual the title of Cloak.

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Homebrewed ...

The Westers own another property not far from the town hall on the road that leads to Alderleaf Farm. At the moment, Harbin is housing his cook, Marti Bloom, in the place.
See Harbin Wester's Cottage 

From Outside
The townmaster's hall is by far the most imposing house on the square. It is built on two levels and a small tower makes one of its corners. The building looks older than most of the places you have seen around town and you sense it harks back to a time when Phandalin was more prosperous. There are two balconies on the first floor and the tower boasts of large cornerstone gargoyles.

The entrance is an ornate double door and a large notice board has been securely tacked to the wall beside it. There seem to be only a few notices, quickly painted on a series of cheap boards. One of them draws your attention: "REWARD-Orcs near Wyvern Tor! Those of a mind to face the orc menace should inquire within."

The town hall has 18 rooms:
First Floor

1 Porch and Entrance
  • see above

  • 2 Hall and Staircase
  • dated stone hall with a few clean but faded tapestries hanging on the wall, a few tasteful hunting trophies along the walls as well as ancestors' portraits, and a very imposing carved staircase leading to the second floor. A few doors open on each side of the hall: two doors on the left and two doors on the right and one behind the staircase.

  • 3 Waiting Room
    The first door as you come in on the left-hand side is open: you can see what seems to be a community waiting room. It is plain but comfortable and there are chairs and benches along the wall around a cold fireplace. Everything is covered in a drab, marroon, hard-wearing twill. A plain, large empty table stands in the middle of the room.
    4 Meeting Room
    The first door on the left-hand side of the entrance is also open, and looks very similar to the waiting-room: same maroon twill on the furniture and a magnificent, but faded tapestry at the end. It looks as if this is another community room, likely to be a meeting room: a long, sturdy, simple table takes most of the space in the room and is surrounded by a set of 8 chairs. The fireplace is empty, and it seems that the room has not been used for a while.
    5 Music Room
  • a room for private or public concerts: a range of musical instruments including an ancient clavecin /harpsichord has been careful placed on a raised platform at the end of the room. The room has a musty smell, and once again has not seen much use in recent times. It is a pleasant enough room but the green curtains have seen better days and are arranged in a fashion dating back 50 years or more.
  • 6 Kitchen
  • the kitchen is large and full of gleaming pots and pans and a hive of activity. The cook is busy preparing dinner/lunch and is hard at work on a pastry dish. He is a jovial human male going by the name of Marti Bloom. You can see that no money has been spared on the kitchen: it seems that this is one area that the Townmaster is not ready to skimp on.

  • 7 Servant's Quarters
    A simple room with a bed, and washstand. All very warm, simple, and tidy. It is used to put the additional servants needed at times to run the 'big house'. Marti uses it to as a larder and store room mostly. 8 Banquet Room and Bathroom
    The largest room on the first floor: a reception room. This room was furnished to impress ... a hundred years ago or so. It does retain a certain charm and is very well appointed if somewhat dusty. The furnishings are all coordinated in plush royal blue velvet and a very pretty china tureen and silver candlesticks sit in the middle of the long ornate table. The table can sit many: maybe 20 guests or so. There are more fine paintings on the wall and two more now faded tapestries.

    Second Floor

    9 Upper Staircase and Landing
  • a large stone landing with similar decoration as the downstairs one. Off the landing four doors lead to the private quarters of Townmaster Harbin Wester and his wife Gertie.
  • 10 Master Bedroom - Harbin and Gertie's
    13 Balcony

  • the main master bedroom, decorated with some flair by Gertie. It is a lot more modern than some of the rooms downstairs: pretty yellow and blue curtains frame large windows that lead to a large balcony overlooking the main square. A four-poster bed is filled with soft blue cushions, and there is the usual furniture associated with elegant Faerunian bedrooms: a dresser with a large oval mirror, a matching set of wardrobes and chests, an elegant women's writing desk. The door to the left leads to a spacious en suite bathroom, the door to the right leads to a private study.

  • 11 Small Bathroom
    Some of you might never have seen such a room in your life - having such a large dedicated washroom is not common in Faerun. A huge, gleaming, brass tub fills in most of the room. Along the wall are rows of charming ceramic tiles arranged in a pleasing blue/white pattern. Another elegant dresser is squeezed in against the wall as you come in on the left-hand side, full of small delicate vials. A carved wooden toilet is set up on the opposite side.
    12 Private Study
  • a small room off Harbin and Gertie's bedroom serves as Harbin's private study and 'den'. It is definitely more untidy than the rest of the house and smells strongly of alcohol and tobacco. You see a well-stocked drinking cabinet in the left-hand corner of the room, not too far from the huge ornate, vintage desk. The desk is full of ledgers, papers, inkpots, and quills - it is a bit of a mess. A range of ill-assorted shelves is full of old and dusty binders, as well as some newer books in brighter colored leather bindings. There are two comfy well-worn upholstered red armchairs in front of a lit fireplace. You notice a half-drank glass of spirits lying on the floor beside one of them.

  • 14 Guest Bedroom 1 (Sildar's)
    Sildar's bedroom is well-appointed and comfortable. It boasts a mismatch of quaint quality furniture and newer brashier pieces: the four-poster bed is in white wood and covered by light veils of green color. This contrasts interestingly with the darker ornate wood of the older dresser and wardrobe. An elegant stone fireplace, a small writing desk, and a fine washstand complete the room. The window overlooks the rough street that finally leads to Alderleaf Farm.
    15 Guest Bedroom 2
  • another comfortable room, this time the white four-poster bed's veil is of an old-rose colour and a chaise longue upholstered in the same colour has been placed by the window.

  • 16 Private Bathroom/Library

    - a set of rooms set up for guests of the Westers: a bathroom leads on to a library/sitting room. The bathroom contains a bathtub, toilets, and washstand.
    17 Cellar and Prison Cells 1
    18 Cellar and Prison Cells 2
    The cellar of the townhouse has been transformed into two basic prison cells - the cells have not been used for ages since the old guard that used to man the cells from one of the common rooms on the ground floor passed away. Not one of the villagers have volunteered for the job now that the Redbrands have taken over the town: too dangerous.
    To be slightly cropped and adapted ...

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