Loudwater Settlement in Not Forgotten Realms | World Anvil

Loudwater

This town of 4,000 inhabitants spans the river, with an arching bridge made a millennia ago by the dwarf lirkos Stoneshoulder for the elves who lived here at the time. The river was cut into a wide pool to provide a lading area for cargo and to carry the river's flow around rocks that caused the rapids for which the town is named. The pool is crowded with flat-bottomed skiffs and barges for fishing or trading. It's a human town today, although a quarter of the town's inhabitants are half-elven descendants of Eaerlann. Loudwater citizens now make their living farming, fishing, and providing caravan services.   Loudwater's lands extend for two days' ride along the river.   Loudwater's a beautiful place. No two buildings are alike, but all are overgrown by vines and hung with plants until they blend back into the forest. The village is a gardener's de­light. Beautifully tended plants are everywhere—in houses, on roofs, every patch of ground, and the roadways. The streets are planted in tanglemoss. Streets wind and curve, me­andering to take the best view or an interesting way, match­ing the town's pace. The town has no walls, just a rampart and a ditch, both planted with flowers. The closest thing to ugliness in Loudwater is its four harborside warehouses and the cooperworks. Loudwater is defended by patrols of 20 warriors, the full guard numbering 300, under the two Gauntlets: Harazos Thel- brimm (LN hm F5) and Kalahar Twohands (CG hem F6). Both are under the command of the High Lord of Loudwater, Nanathlor Greysword (NG hm F11).   Nanathlor is a widely respected warrior and a careful, just, and loved administrator. His gray beard and long, flowing gray hair mark him as much as does the bastard sword riding on his back in its baldric. Nanathlor's a friend of the Harpers, who come to slay the Zhent agents scouting the town. With Orlbar now fallen to Zhentarim control, both Nanalathor and the Harper's are keeping a weary eye trained to the east.   Places of Interest   All Faiths Altar: This is a shrine open to the devout of all non-evil faiths. Travelers sometimes sleep here.   The Enchanter's Ecstasy: This cedar-roofed, fieldstone lodge is a pleasant place to sleep, but it is unexciting unless one fancies statuettes of smiling wizards, mermaids with fish spout­ing cascades into a fountain, enspelled clocks chanting the hours, doors that thank those who open them, chamber pots that light for use in the dark, and so on.   The High Lord's Hall: The Hall is a walled manor at the center of town. Agrath Dundai is spreading rumors of a crypt under the Hall that's haunted by undead to this day. Specifi­cally the haunters are the restless remains of former High Lords, some of whom dabbled in dark magic.   The Merry Mer-She: At night, this place is a tumult of loud music and frequent fights. It is not a place to relax or hold a conversation. The beer is watery, sometimes arriving in a hurtled tankard.   The Nighthunt: This comfortable place is a day's ride east of Loudwater, south of Dawn Pass Trail. This wood construc­tion, heavily enspelled to prevent fire, is cloaked in pines and maples. The Lodge is named for a ghostly boar hunt that gal­lops into the South Wood on certain nights. The owner is Ildur Arntar (NG hm F16;) a former ranger who lost his pow­ers after an incident he won't talk about. He's a friend of the Harpers and a foe of the Zhent. Outspoken about the Zhent's hold on Llorkh, his days are numbered.   The Old Owl: This quiet place is favored by elders given to quiet conversation. Loud revelers are shown the door. The pro­prietor, a retired warrior, sets his prices low.   The Risen Moon Market: Across the street from the High Lord's Hall is the best produce shop in town, selling fresh crops, except in winter. It stocks smoke-flavored mushrooms grown in the store's cellar.   The Scarlet Shield: This roadhouse's furnishings are delib­erately rustic, as are its cleanliness and service. The seldom- seen help is generous when apportioning meals or handing out bedding. The inn is named for a rusting old shield borne in battle by the inn's builder, a warrior who's now dead. His nephew runs the inn and is full of tales that leave one thinking his uncle was the greatest warrior in all Faerhn.   The Smiling Satyr: This delightful place stands on a hill­top. The lane to the tavern is marked by a roadside statue of a dancing satyr with pipes. A permanent magic mouth spell emits soft piping sounds when anyone approaches within 20(FM) of it. Lore says that when the moon is full, the satyr whispers dark secrets of treasure and treachery. Arvyn Umbryl, the proprietor, is an ex-adventurer of un­known accomplishments. He owns two fields on either side of the hill. A stream offers water, and both fields have outhouses, fire pits, and firewood. IF s become a spot for guides, adventur­ers, caravans, and mercenaries to gather.   Inside, the flagstone floor leads to two huge hearths, one at each end of the taproom. The walls festoon with monster skulls, shields, weapons, and other trophies. Of note, two old, crossed battle axes on the wall behind the bar animate to pro­tect Arvyn and his staff. They're battle axes of dancing that obey his command.   Tales of buried loot, treasure maps, and hidden caches cling to the Satyr. If even a tenth of them are true, it holds great riches for those who know where to look.   The Watchful Turtle: The Watchful Turtle rents guarded storage space. The Loudwater bridge next door has fanciful, snarling carved stone heads resembling dragon turtles that stare at the warehouses, giving the place its name. The propri­etor, Agrath Dundai, is full of tales about Loudwater and the lands around.   XXXX       With Zelbross, Orlbar, and Llorkh in ruins, Loudwater IS the last bastion of civilization in the Delimbiyr Vale cast of Secomber. If the town is worried, it doesn't show rt. Loudwater provides a welcome respite for weary cara¬van and riverboat drivers, not to mention adventurers. It lies on both sides of the Delimbiyr River, the two halves linked by an arching stone overpass built by dwarves to honor the elves. Ancient wards placed on the overpass to preserve it had an unintended magical side effect: river trout attempting to swim under the bridge are pro¬pelled over it instead, which is why locals refer to it as the Flying Fish Bridge. People crossing the bridge are occasionally struck by these fish, which deal no damage. Whenever a fish hits a traveler and flops onto the bridge, it’s a local custom (and considered good luck) to toss the fish back into the river.   Once a home to elves, Loudwater is a human town to¬day. Its grand wood-and-stone buildings are overgrown by vines and hung with flowering plants. Streets curl and meander. Huge, old trees line the riverbanks, and gardens and bowers are everywhere. The town replaced its earthen rampart with a wall years ago, but the wall has flowers growing along its foundations both inside and outside the settlement. The river is unusually wide here, providing the town with space for a modest harbor.   The High Lord’s Hall is a mansion on the north side of the river. The town’s current high lord is Telbor Zazrek (N male Damaran human mage), a retired adventurer and well-paid puppet of the Zhentarim who enjoys the power that has been handed to him. Through Zazrek, the Black Network maintains an invisible stranglehold on the town. All goods that aren't supplied by the Zhen¬tarim are heavily taxed, and the cost of living in Loud¬water is so high that all of its establishments are forced to charge exorbitant prices.   Adding to Loudwater's problems are the stone giants of the Graypeak Mountains (see chapter 6, “Canyon of the Stone Giants”), who have begun laying waste to Llorkh, Orlbar, and the hamlets of Grayvale. Refugees are pouring into Loudwater, and those who can't afford to stay at the local inns are being herded like cows into warehouses overlooking the harbor. As if that weren’t bad enough, stone giants have been seen spying on the town from afar, no doubt trying to determine its defen¬sive capabilities. Since the Black Network keeps its forces well hidden in Loudwater and the town militia is a small force, Loudwater might seem like an easy target.   Шумноводье - последний бастион цивилизации в Долине Делимбийр к востоку от Секомбера, так как Зелброс, Орлбар и Ллорх лежат в руинах. Если город и под угрозой, то не знает об этом. Шумноводье это гостеприимный отдых для уставших караванов и речных лодочников, не говоря об искателях приключений. Оно лежит по обеим берегам Реки Делимбийр, а половинки соединены каменным арочным мостом, возведенным дварфами в честь эльфов. Древние магические стражи наложенные на мост, чтобы сохранить его, дали неожиданный побочный эффект: речная форель, которая пытается проплыть под мостом, вместе этого перелетает через него, поэтому местные называют его Мост Летающих Рыб.   Людей, переходящих мост, иногда бьет рыбой, но не наносит повреждений. Если рыба ударила вас и упала на мост, то есть местная традиция (приносящая удачу) выкидывать рыбу обратно в реку.   Шумноводье - это город людей, но когда-то был домом для эльфов. Его величавые строения из дерева и камня опутаны лозами и цветущими растениями. Улицы плутают и извиваются. Огромные старые деревья растут по берегам реки, а сады и беседки видны повсюду. Много лет назад город сменил восточный вал на стену, но на ней уже растут цветы вдоль фундамента и снаружи и внутри поселения. Река здесь необычайно широка и места хватает на небольшую гавань. Зал Верховного Лорда - это особняк на северном берегу реки. Сейчас этот пост занимает Телбор Зазрек (Н мужчина Дамаранец маг), отставной искатель приключений и хорошо-оплачиваемая марионетка Жентарима, который наслаждается данной ему властью. Благодаря Зазреку, Черная Сеть держит город мертвой хваткой. Все товары, поставляемые не Жентаримом, облагаются большими налогами, а стоимость жизни в Шумноводье так высока, что все заведения вынуждены сильно завышать цены. Благодаря Зазреку, Черная Сеть держит город мертвой хваткой. Все товары, поставляемые не Жентаримом, облагаются большими налогами, а стоимость жизни в Шумноводье так высока, что все заведения вынуждены сильно завышать цены. Беженцы стекаются в Шумноводье, и тех, кто не может позволить себе остановиться в местных тавернах, как скот загоняют в склады у гавани. А кроме того, каменные гиганты наблюдают за городом издалека, без сомнения пытаясь оценить его защитные способности.   Шумноводье кажется легкой добычей, так как Черная Сеть держит свои силы в тени, а городская стража очень немногочисленна.     THE TOWN of Loudwater sits at the confluence of the Delimbiyr and Grayflow rivers. The forested shoulders of the Star Mounts rise above the town in the northwestern sky. These cloud-veiled peaks remind the townspeople that beyond the town’s walls stretch wild lands, where deadly monsters threaten the unwary. Merchants, caravan guards, local craftsfolk, hunters, farmers, and retired adventurers treat the Green Tankard Tavern in Loudwater as a second home. In the tavern’s common room, talk turns to tales of hostile tribes and barrows glimpsed through mists; folk speak warily of goblins in the Southwood, of the serpent folk of Najara, and of ancient, ruined kingdoms. The tavern attracts young and old with its warm company and tall tales. But before buying an ale for one of the inn’s regulars, a visitor should think carefully. Many adventures have started from stories exchanged over cheap ale and greasy food, but not all have ended with the glorious exploits of which bards sing. An old story or a wrinkled map could be the doorway to adventure—or the path to a quick death. PREPARE TO PLAY Help your players create characters appropriate for the FORGOTTEN REALMS setting. Before sitting down for your first game session, read through this chapter. To help your players get a feel for the setting, tell them a little about the town and ask why each of their characters might visit or live in Loudwater. (The Gray Vale entry in the FORGOTTEN REALMS Player’s Guide offers some potential character backgrounds.) Once your players have created their characters and you’ve read through the beginning of the adventure, you’re ready to launch a new FORGOTTEN REALMS campaign. The player characters (PCs) are in Loudwater’s South Square (area 2 on the Loudwater map on page 13) early in the morning. Perhaps they are looking at the display outside Garwan’s Curiosities, leaving Starra’s Knives, or merely passing through. As the ness, goblin raiders from the igh Loudwater’s southern  
    Loudwater is a beautiful place. No two of its wooden buildings are alike, but all are overgrown by vines and hung with plants until they seem to have grown out of the forest. This village is a gardener’s delight. Beautifully tended plants are everywhere—in houses, on roofs, and on every patch of ground, including the roadways. The streets are planted in tanglemoss, though they give way to bare earth in busy areas. Streets wind and curve, meandering to take the best view or an interesting way, and the pace in town is as slow and measured as the lanes that carry it. Huge old trees line the riverbanks, and gardens and bowers are everywhere. The town has no walls, just an earthen rampart and a ditch. Both of these are planted with flowers. The closest thing to ugliness in Loudwater are its four harborside coracles, and barges for fishing or trading up and down the Delimbiyr. The pool was cut to carry the river flow around rocks that caused the rapids for which the town was named. The folk of Loudwater make their livings farming, fishing, and providing caravan services to and from Llorkh and points east. Loudwater’s patrolled lands extend for two days’ ride up and down the river from the town. The shadow of the Zhentarim now hangs over Loudwater, but it still remains independent. The town is defended by 300 warriors, divided into patrols of 20. The militia is com¬manded by two officers known as gauntlets, Harazos Thelbrimm and Kalahar Twohands.1 Loudwater is ruled by its high lord, who for the last fifty-odd years has been Nanathlor Greysword. Nanathlor is a widely respected war¬rior and a careful, just administrator. His gray beard and long, flowing gray hair mark him almost as much as the bastard sword that always rides on his back in its baldric. The people of Loudwater love their lord and their town, but in the dark days to come, they may well lose both. Nanathlor is a friend of the warehouses and the cooperworks west of them. Harpers, who come to slay or lead astray the increasingly numerous Zhentarim agents scouting the town. Both groups also seek the elven magic said to be hidden in the grassy elven burial mounds on which the oldest part of Loudwater is built. Some townfolk have cellars linked to the tombs by secret doors. Landmarks The High Lord’s Hall is the walled manor house at the center of town. The local warehouser in Loudwater, Agrath Dundai, told me that there’s a crypt under the High Lord’s Hall that’s haunted by undead to this day. Specifically, he said, its haunters are the restless remains of former high lords, some of whom dabbled in dark magic. Also of note is the All Faiths Altar, a shrine open to the devout of all nonevil faiths. In bad weather, travel¬ers sometimes sleep in its open forechancel. Places of Interest in Louowater All of the sites covered here are on the south side of the river, except for the Enchanter’s Ecstasy. Shops Jolym's Barrels & Packing Cooper Jolym custom-makes packing crates. Prices depend on the sizes, but they go from 5 sp to 5 gp per crate. Most crates that two people can carry go for the minimum. The shop also sells stock crates for 3 sp each, and barrels for 3 gp each. Handkegs sell for 1 gp each. The Risen Moon Market Grocer Across the street from the High Lord’s Hall is the best produce shop in town. The Risen Moon sells fresh farm crops, except in winter. It always stocks delicious, smoky-flavored mushrooms that are grown in the store’s own cellar. The Watchful Turtle Warehouses The Watchful Turtle rents guarded, unheated storage space for 1 sp per crate per month. If you use their space for less than a full month, you still get charged the full rate. If your goods are picked up within a tenday after deposit, though, 4 cp will be refunded. The place is named for the carved stone heads on the arched Loud- water bridge next door-fanciful, snarling pig-snouted things that supposedly resemble the heads of dragon turtles, and stare endlessly at the warehouses. As one might expect, the propri¬etor, Agrath Dundai, a bewhiskered old man, has a wry sense of humor. He’s full of tales about Loudwater and the lands around. Taverns The Merry Mer-She The Old Owl On most nights, this wild place is a tumult of whirling dancers, loud min- strelry, bawdy jest, pranks, and fre¬quent fights. It is not a place to relax in, hold a conversation (or even to hear someone shouting something your way), or to enjoy a drink. The beer is rather watery, and is all too apt to be splashed your way—or worse, come to you still contained in a hurtling tankard. This is a good place to come if you like bawling out endless songs or having mindless fun. Ladies, expect to get pinched; squires, expect to get punched. This quiet, family place is favored by elders. It is given to quiet conversation, card playing, and silent smoking. Loud and boisterous revelers are shown the door. The proprietor, a retired warrior, sets his prices low. Drinkers have little variety to choose from, but his home-brew is surprisingly good. Inns The Enchanter's Ecstasy «« o This cedar-roofed, fieldstone lodge is a pleasant, serviceable place to sleep, but is unexciting unless one fancies cute and kitschy statuettes of smiling wizards, mermaids holding fish that spout endless cascades into a fountain in the lobby, enspelled clocks that chant the passing hour in fluting voices, doors that thank those who open them, chamberpots that light up for easy use in the dark, and soon on. The name of this place says it all—thank the gods and goddesses that the whimsical wizard that enspelled all this has moved on (to parts unknown) and isn't still adding new “delights” to astonish the tasteful traveler. The whole effect of the place is rather overpowering. The inn nestles in the midst of stone-gnome infested gardens on the north bank of the river, just west of the houses of Loudwater. This average roadhouse stands on the “Highbank” (equally away from the river, or south) side of the This delightful place stands on a market. The warm, yeasty smell of rising and baking bread permeates this establishment most days. Its furnishings are deliberately rustic— and one is tempted to say, so are its cleanliness and service. The seldom- seen help is cheerful and generous when apportioning meals or handing out bedding, so a stopover here can be pleasant. The inn is named for a rusting old shield once borne in battle by the inn's builder, a retired warrior who is now dead. His nephew runs the inn and is full of tales that leave one thinking his uncle was the greatest warrior in all Faerun, the tamer of a race or two of dragons, and the founder of Waterdeep, Anm, and Calimshan— all before highsun.               If a character starts in a square that is filled with rubble on the tactical map, he or she was standing near the wall when it fell. That character remains in that square but takes 1d10 damage and is knocked prone. TACTICS The goblins have a round of surprise and use it to rush into the town. Place their miniatures on the battle grid according to their positions on the tactical map. Once regular combat begins, the cutters converge on the nearest enemy creatures, whether townspeo¬ple or PCs. The goblins swarm around an opponent, cutting off escape. The townspeople have 10 for all their defenses and are killed if hit. The townspeople move away from the goblins in the safest way possible on an initiative count of 10. The goblin warriors loose their javelins at the clos¬est enemy creatures in sight. They then move toward Garwan’s Curiosities in an attempt to fulfill their mission (see “Goblins on a Quest,” below). The goblin hexer, meanwhile, uses stinging hex on the closest foe or blinding hex on the most threatening opponent. The hexer tries to stay within 10 squares of at least one ally and use incite bravery. As soon as the goblins become aware of the danger the PCs represent, they focus their attacks on them. The goblins’ ultimate destination is Garwan’s Curi¬osities, and if not stopped, they enter the shop, steal some items, including the horn totem (see page 11), and then attempt to retreat back through the hole in the wall. If the door to Garwan’s Curiosities is locked when the goblins arrive, they break the window (as a standard action) and seize the items on display, including the horn totem. GOBLINS ON A QUEST The goblins are from the Barrow of the Ogre King (see page 18). The goblin raiders seek to recover the horn totem, which was stolen from their lair by a Loudwater resident named Curuvar, who later sold it to Garwan’s Curiosities. 10 Goblin Cutters (C) Level 1 Minion Small natural humanoid XP 25 each Initiative +3 Senses Perception +1; low-light vision HP 1; a missed attack never damages a minion. AC 16; Fortitude 12, Reflex 14, Will 11 Speed 6; see also goblin tactics m Short Sword (standard; at-will) + Weapon +5 vs. AC; 4 damage (5 damage if the goblin cutter has combat advantage against the target). Goblin Tactics (immediate reaction, when missed by a melee attack; at-will) The goblin shifts 1 square. Alignment Evil Languages Common, Goblin Skills Stealth +5, Thievery +5 Str 14 (+2) Dex 17 (+3) Wis 12 (+1) Con 13 (+1) Int 8 (-1) Cha 8 (-1) Equipment leather armor, short sword 2 Goblin Warriors (W) Level 1 Skirmisher Small natural humanoid XP 100 each Initiative +5 Senses Perception +1; low-light vision HP 29; Bloodied 14 AC 17; Fortitude 13, Reflex 15, Will 12 Speed 6; see also mobile ranged attack and goblin tactics m Spear (standard; at-will) + Weapon +6 vs. AC; 1d8 + 2 damage. R Javelin (standard; at-will) + Weapon Ranged 10/20; +6 vs. AC; 1d6 + 2 damage. R Mobile Ranged Attack (standard; at-will) The goblin warrior can move up to half its speed; at any point during that movement, it makes one ranged attack without provoking an opportunity attack. Great Position If, on its turn, the goblin warrior ends its move at least 4 squares away from its starting point, it deals an extra 1d6 damage on its ranged attacks until the start of its next turn. Goblin Tactics (immediate reaction, when missed by a melee attack; at-will) The goblin shifts 1 square. Alignment Evil Languages Common, Goblin Skills Stealth +10, Thievery +10 Str 14 (+2) Dex 17 (+3) Wis 12 (+1) Con 13 (+1) Int 8 (-1) Cha 8 (-1) Equipment leather armor, spear, 5 javelins in sheaf  Initiative +3 Senses Perception +2; low-light vision HP 46; Bloodied 23 AC 17; Fortitude 14, Reflex 15, Will 16; see also lead from the rear Speed 6; see also goblin tactics m Hexer Rod (standard; at-will) + Weapon +7 vs. AC; 1d6 + 1 damage. R Blinding Hex (standard; at-will) Ranged 10; +7 vs. Fortitude; 2d6 + 1 damage, and the target is blinded (save ends). R Stinging Hex (standard; recharge |R| (n) ) Ranged 10; +7 vs. Will; the target takes 3d6 + 1 damage if it moves during its turn (save ends). Vexing Cloud (standard; sustain minor; encounter) + Zone Area burst 3 within 10; automatic hit; all enemies within the zone take a -2 penalty to attack rolls. The zone grants concealment to the goblin hexer and its allies. The goblin hexer can sustain the zone as a minor action, moving it up to 5 squares. R Incite Bravery (immediate reaction, when an ally uses goblin tactics; at-will) Ranged 10; the targeted ally can shift 2 more squares and make an attack. Goblin Tactics (immediate reaction, when missed by a melee attack; at-will) The goblin shifts 1 square. Lead from the Rear (immediate interrupt, when targeted by a ranged attack; at-will) The goblin hexer can change the attack’s target to an adjacent ally of its level or lower. Alignment Evil Languages Common, Goblin Skills Stealth +10, Thievery +10 Str 10 (+1) Dex 15 (+3) Wis 13 (+2) Con 14 (+3) Int 9 (+0) Cha 18 (+5) Equipment leather robes, hexer rod LOUDWATER RESPONSE The townspeople in the square attempt to flee (speed 6), shifting when necessary to avoid attack. The shop merchants in the area lock their doors at the end of the second round (not including the surprise round). The Loudwater Patrol is capable of dealing with the goblins, but by the time it responds, the creatures will have escaped. FEATURES OF THE AREA Illumination: Bright light. Wall Rubble: These squares are difficult terrain. Merchant Carts: These squares are difficult terrain. Well: The well has a small lip to prevent people from falling in. However, a creature that is forced into one of the well’s squares might fall the 20 feet to the bottom. (The creature is entitled to a saving throw to avoid falling.) The fall deals 2d10 damage, and the water at the bottom is 5 feet deep. The walls are slick and require a DC 20 Athletics check to climb. Doors: A DC 20 Strength check is necessary to break down a door. A locked door can be unlocked with a DC 20 Thievery check. Each door has AC 5, Reflex 5, Fortitude 10, and 20 hit points. Treasure: The goblin hexer has a message scroll among his possessions (see “Finding the Barrow” on page 18 for the scroll’s contents). Also, if the PCs prevent the goblins from escaping, Garwan offers them the horn totem as thanks for pro-tecting his shop. Loudwater offers a well-defended rest stop for caravans and riverboats. Nearby communities such as Llorkh and Zelbross lie in ruins, yet Loudwater survives, albeit with a diminished population, which holds steady at about 2,000. To the north stand the brooding trees of the High Forest. To the south is the High Moor, infamous for monsters that lurk in the mists, guarding the ruins of bygone kingdoms. Loud- water feels like a frontier town despite having once boasted a greater population. Its days of boundless prosperity are a century gone, and most of the town’s current residents, which include primarily humans and half-elves, are not old enough to recall them. Loudwater never fully recovered from the disruption of trade brought about in the wake of the disastrous Spell¬plague, yet unlike many towns, it at least still stands. 1. TOWN GATES A large gateway leads under a tall wall and opens onto the streets of Loudwater. Several bored-looking guards stand watch at the entrance. Two iron gates, East Gate and West Gate, comprise the town’s primary entrances. These gates stand open during the day, leaving a 20-by-20-foot path that leads through the wall and into the town. A walkway crosses over the opening, connecting either side of the wall. Two towers, which are part of the wall, rise 40 feet above a gate. West Gate and East Gate are closed and locked at night, though they are opened for people leaving the town. Each of the gates is staffed by a group of four guards. Lone travelers and small groups can enter and exit for free; traders and merchants pay 5 sp per wagon or cart. Monsters and creatures that resemble monsters are refused entry (this prohibition does not include any races from the Player’s Handbook). 2. SOUTH SQUARE Carts and tents surround a large communal well in the center of this plaza. The citizens of Loudwater bustle about the area, shopping for food, clothing, and crafts. Caravanners and river merchants set up carts and tents along the southern wall near the town’s per¬manent shops. Player characters looking for food, supplies, and miscellaneous items might find what they’re looking for here. 3. GARWAN’S CURIOSITIES A sign bearing the image of a unicorn horn, an hourglass, and the words “Garwan’s Curiosities” hangs at the front of this store. Windows provide a view of bizarre items, includ¬ing a shrunken head, candy wrapped in colorful leaves, playing cards, smoking accessories, fancifully decorated tankards, and more. Locals visit Garwan’s to find interesting gifts or to sell offjunk in which Garwan sees value. Strange items lie tucked away in the dusty nooks of this shop, though few pieces are of any real value. However, sometimes rare items pass through Garwan’s, and a lucky customer comes away with a valuable treasure. Thus, a stop at Garwan’s Curiosities remains a favor¬ite diversion among locals, especially Loudwater’s youth. Garwan: Garwan is a white-bearded, wizened dwarf, and he is happy to let customers browse while he sits at the counter puffing on a prodigious pipe. If asked about a particular item, he remains where he is and points it out from among the clutter. If he doesn’t have the item, he shakes his head sadly. If asked about an item’s origin, he tells the inquirer who sold him the piece and any story behind it. If the PCs ask who sold him the horn totem, he says that the wizard Curuvar recovered the item from a goblin barrow to the south. Roleplaying Opportunity: Garwan has a no-account nephew named Zark. Sometimes Zark hangs around his uncle’s shop, but the young dwarf never does any work. See page 17 for more information on Zark. Items of Note: If a PC is looking for something outlandish, Garwan’s is the best place to find it. If the item is not particularly rare or valuable, the character should find it for sale at a reasonable price. Horn Totem: When the campaign begins, the horn totem is on display in the window.  Maps: Garwan has several maps of dungeons and ruins, though the pieces are of questionable accuracy. If you want to make a map available to the characters, this is a good place for them to acquire it. Level 2 The base of this straight, black horn is wrapped in leather, giving the object the semblance of a crude dagger. Holding the totem makes you feel more capable of facing even formidably sized foes. Lvl 2 +1 520 gp Weapon: Dagger Enhancement: Attack rolls and damage rolls Critical: +1d6 damage Property: Your attacks with this weapon against a creature larger than you have an additional +1 bonus to damage rolls. 4. STARRA’S KNIVES This dimly lit shop smells of oil and steel. The southern wall has a large display containing hundreds of different knives and daggers. No other place in Loudwater offers a better selection of knives, daggers, and other small bladed weapons. Many of the blades on display have accompany¬ing names and stories, though the veracity of these embellishments is doubtful. Deanna “Starra” Starr: The proprietor of the knife shop is Deanna Starr, though most people just call her “Starra.” Folks say that Starra hails from Tethyr, but they know little else about her. She seems to have a foul memory attached to her homeland, which she won’t reveal. The story of Starra’s origin is left intentionally vague, allowing you to customize her background and statistics as an adventure hook. Starra prefers to talk about knives—how they’re made, how they feel, and the advantages of one blade over another. In addition to mundane blades, Starra carries a few magic weapons, which the PCs can purchase. 5. GREEN TANKARD TAVERN A sign with a green-painted tankard of ale proclaims the nature of this establishment. The tavern’s large common room holds a gregarious group that includes townspeople, riverboatfolk, merchants, farmers, and one or two indi¬viduals wearing the badges of the Loudwater Patrol. Called simply “the Tankard” by locals, this roomy inn and tavern serves as the public house for the southern portion of Loudwater; the Fisher’s Friend pub (area 15) serves the northern part of the town, including the docks. The Tankard offers beer, spirits, and a variety of expensive wines. Meals are avail¬able throughout the day, and rooms can be rented for overnight stays. Regulars and travelers alike gather each day to drink, gossip, sing, and engage in games of chance. Marsh Laval: This loud, talkative halfling is the Tankard’s proprietor. He enjoys sitting back to tell a long story, even to the exclusion of other patrons who are waiting for his service. If asked about a particular NPC, Marsh indicates that person’s location in the tavern if he or she is pres¬ent or gives the time of day that the person will likely turn up. Roleplaying Opportunity: Many of the NPCs described in the “Key Personalities” section show up in the Tankard at some point during the day. These NPCs provide opportunities to engage the player characters in one or more adventures. NPCs who don’t appear in the “Key Personalities” section also frequent the Tankard, including Darden (area 7), Calla Maran (area 6), and Megana Nistral (area 8), all of whom provide additional opportunities for the PCs to interact with Loudwater’s locals. IMPORTANT NONPLAYER CHARACTERS (NPCS) This list includes some of the characters with whom the PCs can interact. NPCs are also described under Loudwater’s various locations and within the “Key Per¬sonalities” section starting on page 16. Brosha Manx: Owner of Loudwater Apothecary. Brother Griffon: Uthgardt foundling and devotee of Silvanus. Calla Maran: Proprietor of Loudwater’s general store. Captain Harrowleaf Head of the Loudwater Patrol. Curuvar the Brazen: Resident wizard of Loudwater. Darden, Dred, and Drer: Dwarf brothers and owners of Loudwater’s stable. Deanna “Starra” Star: Knife shop owner with a hidden past. Garwan: Owner of the curiosity shop. Karzon Kul: Ruffian who frequents the Fisher’s Friend Pub. Lady Moonfire: Town leader more interested in adven¬ture than civic duties. Marsh Laval: Proprietor of the Green Tankard Tavern. Megana Nistral: Head of the Loudwater Smithy. Old Barnaby: Fisherman and teller of tall tales. Rivermaster Sarl: Overseer of Loudwater’s dock district. Sunsteen Urbeth: Loudwater citizen and potential sycophant of the PCs. Zark: Greedy freeloader and slaver. 6. LOUDWATER GENERAL A hanging sign shows this large building to be Loudwater General. From other signs on the storefront, the place appears to carry everyday goods necessary to those living on the frontier. A person can purchase tools, clothing, food, drink, simple melee and ranged weapons, ammunition, and adventuring gear at this store. In Loudwater General, characters can find items from the Player’s Handbook of 30 gp value or less. Calla Maran: The proprietor, Calla Maran, runs the general store with the help of her stockboy, Rau- mandar. Raumandar is a foundling discovered on the shores of Highstar Lake who has an eldritch quality to him (see the Highstar Lake adventure site on page 36 for more information). Raumandar is quiet and keeps to himself as he obediently goes about his duties for Calla. When Calla speaks of Raumandar, she lauds him for his strength and his devotion to her store. The middle-aged woman regards him as an adopted son. If a PC requests an unusual item, Calla says she might be able to obtain the item at a 20 percent pre-mium over the normal price, but only after a tenday or two. Roleplaying Opportunity: If the PCs have success-fully defused the goblin threat, either by heading to the barrow and destroying the creatures or by nego¬tiating with High Shaman Sancossug (see “Barrow of the Ogre King” on page 18), then Calla asks the PCs for help dealing with Loudwater’s local crime gang. If PCs are amenable to Calla’s plea, then refer to the Lair of Shadows adventure location on page 30. 7. STABLES The earthy scent of hay and manure is strong in this wide building. The whinny of horses and the snort of oxen indicates that the building houses many beasts of burden. Carts, wagons, and other transports are also parked nearby. Mounts can be kept here for 2 sp per day. Riding horses can also be bought and sold at the stables. Darden, Dred, and Drer: These three dwarf brothers own the stables. They are the sons of Garwan, who owns Garwan’s Curiosities. They manage the facility and employ several assistants who feed, water, brush, clean, and care for the animals. Roleplaying Opportunities: The brothers often grouse about their cousin, Zark. Darden in particular wonders how Zark has come so suddenly into money when he never appears to work and has no skill at cards or luck with dice. Darden expresses concern that Zark has gotten mixed up with Loudwater’s criminals, possibly with the Lady of Shadow’s gang. See page 17 for more information on Zark. 8. LOUDWATER SMITHY The clank of metal on metal, the hiss of steam, and the roar of flames issues through the open door of this establish¬ment. A hammer and anvil decorate a sign hanging over the door. Here characters can purchase a variety of metallic wares, including weapons and armor. The smithy doesn’t have any martial weapons in stock, but custom requests can be fulfilled within several days. Megana Nistral: The head smith is a brawny human female as broad as a dwarf. Megana’s hearty laugh competes with the hammering beats of her great mallet. She employs several apprentice smiths who are in awe of the woman’s stature and black- smithing ability. Roleplaying Opportunities: When Megana meets the PCs, she sizes them up. She is especially drawn to any male PC whose height is equal to or greater than her own 6 feet, 2 inches. She buys the character drinks, engages him in cards, and seeks ways to express romantic interest. 9. LOUDWATER APOTHECARY A sign displaying several oddly shaped bottles hangs over the door of this shop. A dozen different scents waft through the doorway, including tangy musk, cinnamon spice, orange peel, baking bread, and gunpowder. Although the apothecary advertises as a per¬fumery, the proprietor has recently started selling oddments and charms, much to Garwan’s ire. In the apothecary, one might find powdered unicorn horn, dragon claws, and burnt-out Ioun stones. However, the worth or authenticity of many such products is questionable. The apothecary also carries more mun¬dane products, including herbs, roots, and spices, which are mainstays of Loudwater’s cooks and hedge wizards. You might also choose to make a number of low-level rituals available for purchase here. Brosha Manx: The apothecary’s proprietor, a half-elf named Brosha Manx, is a thin and listless individual. His face is scarred, and his hands shake from ill-conceived attempts to brew potions in his youth. He is curt and doesn’t enjoy small talk. Roleplaying Opportunities: Brosha doesn’t pay for protection from the Lady of Shadows (page 28) because he is one of her gang members. If the PCs ask Brosha about Loudwater’s shopkeepers being forced to pay protection money, he shrugs and says some might pay, but not him. He won’t take any action the PCs propose, and he informs the Lady of Shadows that vigilantes could be after her if he suspects that the PCs might take action. See the Lair of Shadows adventure location on page 30 for more information.   CHAPTER 4 | Classes                                                                                                                 10. PATROL HEADQUARTERS The symbol of a crossed sword and axe is blazoned high on this building. The clangs of metal and shouts from within indicate a fight might be underway. This building is the headquarters for the Loudwater Patrol, and it is where Loudwater’s militia comes to train. The members of the militia practice twice per tenday with their fellow volunteers; members of the patrol practice with greater frequency. On average about four Patrol members are on duty at any one time. Loudwater’s patrollers are not well trained. Each patrol is commanded by one of four leaders. All are under the purview of Captain Harrowleaf. Captain Harrowleaf: The head of the Loudwater Patrol is easygoing and remains calm and confident even in the midst of a crisis. This elf ranger is among the few residents of Loud- water who dwelled in the town at the time of the Spellplague. He is glad to talk about Loudwater as it once was, and he makes it clear that he views the town’s reduction in size as a blessing. Roleplaying Opportunities: Harrowleaf is unaware of the extent of the Lady of Shadow’s crime organiza¬tion, and thus he has not taken action to stop her. If Harrowleaf learns that the PCs are going after the Lady of Shadows, he provides them with five patrol¬lers. However, if the PCs’ actions result in the death of any patrollers, Harrowleaf takes an instant dislike to the characters. Use the same statistics block for the citizen patrollers as is used for the human gang mem¬bers in the Lair of Shadows encounter on page 30. If the PCs provide evidence that implicates Zark (see page 17) in a slave ring, Harrowleaf and a patrol arrest the dwarf, who is then exiled. 11. TENEMENTS AND HOMES These dwellings crowd together within the walls, taking advantage of all available space. The buildings vary in quality; some appear well kept and house only one family, while others contain many families that have squeezed in together. Hundreds of people live within the protection of Loudwater’s walls. Some live in multitenant apart¬ments, while more affluent folk possess small houses. The apartments mostly hold farmers, fishers, labor¬ers, and craftspeople who are too poor to own land. 12. TEMPLE A temple is separatedfrom the shops, homes, and tene-ments of Loudwater by a small hedge. The vine-covered walls of the temple rise high above the walls of Loudwater, and the spire’s tip appears to reach a full 100 feet above the ground. The symbol of an oak leaf gleams with its own emerald light above the grand archway leading into the temple. This temple is sacred to Silvanus the Treefather, though worshipers of other benign faiths are also welcome. The temple is holy ground, and characters might find its quiet interior a calming respite from the cares and concerns of adventuring. The interior walls are painted to resemble the sky, and the main floor is one expansive area dominated by a grassy hill around which a crown of trees gently sways in an endless breeze. Brother Griffon: The head of the temple is Brother Griffon. He was an Uthgardt foundling who, after the destruction of his tribe, was fostered and raised by a Loudwater fisher. His loyalties divided, Griffon bridged the gap by becoming a devotee of Silvanus. Griffon knows Heal- and Religion-based rituals of up to 6th level. Brother Griffon is a black-haired, blue-eyed, and well-muscled human—with his rustic dress, he is sometimes mistaken for an Uthgardt warrior. Roleplaying Opportunity: Brother Griffon can be found in the temple at dawn and dusk, but he is oth¬erwise difficult to locate. He spends his days walking the Southwood and occasionally takes longer trips to visit the High Moor and Highstar Lake. If the PCs show interest in the High Moor, Brother Griffon offers to guide them there. Brother Griffon knows most of the stories concerning the High Moor, and he is glad to share his knowledge with the PCs. However, if the PCs do intend to venture into the High Moor, Brother Griffon warns them against going too deep until they are skilled enough to face the deadly crea-tures that lurk within. See the High Moor adventure location on page 36 for more information. 13. DOCKS GATE An inner wall, smaller than the walls surrounding Loud- water, separates the town’s northern dock district from the rest of the town. The gate between the two areas stands open and unguarded. This gate remains open unless the town is attacked from the river, in which case it is closed and pro¬tected by guards. 14. DOCKS Several large log structures in the northeast section of Loudwater store the goods of merchants doing business in the town. By day, people bustle about the area, transferring barrels and crates between the storehouses and trade ships. The docks are small and allow only a limited number of ships to moor. Several smallfishing boats vie with larger  ships for space along the docks. By night, raucous noises issue from the pub situated along the west wall. Between the docks, storehouses, boats, and pub, this district is active regardless of the time. Rivermaster Sarl: The rivermaster sees to it that ships are loaded and unloaded, fees are levied and collected, dock space is reserved and transferred, and the docks are managed efficiently. Sarl is a thin, weathered man who has more gray hair than brown; however, his energy never seems to ebb. Roleplaying Opportunities: Rivermaster Sarl is quick to notice newcomers to the docks, and he wastes little time in accosting them and asking about their busi¬ness. Sarl is suspicious of those who don’t have jobs, and he doesn’t regard “adventuring” as a profession. He sizes up the PCs and offers any strong-looking characters the opportunity to work as dockhands for 6 sp per day. PCs might also encounter Old Barnaby along the docks. Old Barnaby is an elderly former fisherman who likes to recount tall tales. He often tells stories about the High Forest; in particular, he tells a story about a ring of albino oaks that surrounds an area of blackened, petrified trees. He says that folks call the area the Dire Wood. If the PCs decide to investigate Old Barnaby’s story, he can tell them where the Dire Wood is located (see the High Forest adventure loca¬tion on page 28). 15. FISHER’S FRIEND PUB The overwhelming odor of spirits and smoke wreathes this tavern. Calloused dockworkers and fishers drink and gamble away their pay. Wizened old men and women sip their ale in silence, waiting for an opportunity to tell a tale of the river. This pub attracts a rougher crowd than the Green Tankard does. Most folks come to the Fisher’s Friend to drink and gamble rather than to socialize. Roleplaying Opportunity: Bar fights are common in the Fisher’s Friend, and characters looking for a brawl don’t have to wait long before one sparks up. One par¬ticularly notorious brawler, a dwarf named Karzon Kul, might even pick a fight with a PC. Karzon is a crony of the Lady of Shadows, so if the PCs humiliate him in a fight, they could draw unwelcome attention from Loudwater’s criminal gang. Karzon has a shaved head and wears tattoos across his body. Another notable regular of the Fisher’s Friend is Kyos, who was a pickpocket before the Lady of Shad¬ows had his eye and hand removed for refusing to join her gang. PCs interested in locating the Lady of Shadows or learning more about her can speak to Kyos. See “Finding the Lady of Shadows” on page 29 for more information on Kyos. 16. MANOR HOUSE This grand manor house is a jewel of dwarven craftsman-ship. The building includes its own stable, buttery, and servants’ home. The manor appears to be over two hundred years old, and it looks as though it might weather another two hundred. Built by a dwarf artisan for a self-styled elf lord, this manor house was the seed from which Loudwater grew. The mansion is currently home to a family of half-elves descended from the original lord. Lady Moonfire: This half-elf warlock is regarded as the head of the town. Her duties include paying the town officials, collecting property taxes, and overseeing the conduct of the rivermaster and his dockhands. However, Lady Moonfire prefers to leave these obligations to others. She is more interested in throwing grand balls and social events to which she can invite rich merchants, caravan captains, well-to- do Loudwater citizens, and famous visitors. Roleplaying Opportunity: If PCs defend the town from the goblin raiders, Lady Moonfire soon hears of it and sends invitations to the PCs. On white cards with inlaid gold script, she entreats them to attend the next grand ball, which is to occur in two days. The invitation indicates that the ball is a costume party, and no one will be admitted without a mask. If PCs take advantage of this invitation, they have the opportunity to mingle with Loudwater’s impor¬tant personages and hear stories of trade, travel, and far off places, such as Waterdeep, Amn, and Netheril. Lady Moonfire makes an effort to speak with the characters, especially if at least one PC is a tiefling. Lady Moonfire is attracted to tieflings, and she might court a tiefling character who at any point succeeds on a DC 15 Diplomacy check while around her. Lady Moonfire has developed a fascination for the High Forest, and she is seeking a band of explorers to accompany and safeguard her on a trip into the woods. See Lady Moonfire’s description on page 17 for more information. 17. RUN-DOWN TENEMENT This decrepit, abandoned tenement building sits dejectedly in Loudwater’s northwestern corner. No doors or windows keep out the elements or the squatters. Everyone in the neighborhood ignores this building because the abandoned tenement stands over the subterranean lair of the Lady of Shadows. Members of the Loudwater Patrol were bribed to overlook the gang’s presence, and the locals have no one to turn to for help. If PCs learn of the Lady of Shadows and come here to investigate, see the Lair of Shadows adventure location on page 30.  About two thousand people live in and around Loudwater. A few particularly interesting NPCs are presented here. Each has information he or she might impart to the PCs. CURUVAR THE BRAZEN This middle-aged man looks as though he might have steppedfrom the pages of an illustrated history of wiz¬ards. With a long black beard, a robe stitched with stars and moons, a staff set with a fossilized raven, and a pointed hat, Curuvar would stand out even among other wizards. Personality Traits: Curuvar is an eccentric wizard who is suspicious of strangers and notoriously close-mouthed. However, once his trust is earned, it becomes clear he is fond of the phrase “by Mystra’s lost spell.” Favorite Locations: The Green Tankard tavern (area 5). Motivation: Curuvar seeks information pertain¬ing to the Dire Wood. Information: Curuvar doesn’t often share what he knows. However, if the PCs press him for information on the Barrow of the Ogre King and the horn totem, he relates to them the directions described under “Barrow of the Ogre King” on page 18. He also relates the following: “Yes, I did indeed sneak into the barrow. By Mystra’s lost spell, you wouldn’t believe what a dull race goblins are! My wizardry easily incapacitated them. How¬ever, I didn’t find what I wanted. I took the horn totem as a souvenir. Tell you what—if you recover the matching skull totem from the barrow, I’ll tell you the truth about the Ogre King.” If the PCs enter the Barrow of the Ogre King and return with the skull totem, Curuvar is impressed. He doesn’t want the totem; he wanted only to see if the mough to survive the dun- r, he relates the following: “Your abilities match your ambitions, it seems. By Mystra’s lost spell, it’s been too long since adventurers explored the secrets in this area. Anyhow, listen well—the so-called Ogre King was no mere ogre—it was a being called an oni, an ogrelike beast with mystical powers. This par¬ticular oni inhabited the barrow with a specific purpose in mind—it sought to learn about the Dire Wood. Those silly goblins revere the dead oni like it was some sort of demigod. The goblins never realized the oni was using them as fodder for its explorations. Ridiculous creatures, goblins.” If the characters tackle the Snake Folk of Najara adventure (see page 32) or the Lair of Shadows adventure (see page 28), then Curuvar is suf¬ficiently impressed to tell them what he knows of the Dire Wood. Until the PCs prove themselves, he remains tight-lipped. Like Lady Moonfire, Curuvar is interested in Draig- durroch Tower. See the High Forest adventure location on page 28 for additional information. SUNSTEEN URBETH This balding man, probably in his early thirties, is in excellent shape except for his right leg, which is withered and shrunken. He uses a cane to hobble around. Personality Traits: Sunsteen is polite and syco¬phantic, and he ends many of his statements with a second’s pause before saying, “right?” Spellscar: When Sunsteen becomes agitated, a spellscar visibly manifests (see page 51 in Chapter 3 for some informa¬tion on spellscars), though it bestows no powers. When his scar activates, it burns with blue fire. Whenever he feels the scar activating, Sunsteen tries to suppress it, though he doesn’t always succeed. If the spellscar activates, the charac¬ters see him collapse to the ground, clutching his thigh as the rest of his leg becomes wreathed in blue flame. Favorite Locations: South Square (area 2) and the Green Tankard tavern (area 5). Motivation: Sunsteen is one of the townspeople the PCs save when goblins attack the South Square. Sunsteen is motivated by gratitude, believing that he remains alive only because of the PCs’ heroic actions. After fleeing from the goblins, he seeks out the char¬acters to thank them. He then continues to frequently find them and express gratitude, hoping to ingratiate himself with the adventurers. Sunsteen is an assistant to the town’s magistrate, and he is happy to vouch for the characters if they have a run-in with the law. He is also aware of the criminal activities around Loudwater, and he divulges his knowledge to characters interested in the information. Information: In the course of conversation, Sunsteen is likely to share any of the following information with characters. If the PCs ask about the Zel- bross Bandits: “Brigands attack the caravans that travel west down the Delim- biyr Road... right? They live in the ruins of Zelbross. Folks say Zark had a close call a few years ago—the bandits nearly got him.” If the characters seek Zark, refer to the next section or to the Snake Folk of Najara adventure location on page 32 If the PCs ask about Sunsteen’s spellscar: “Yeah, I have a spellscar. First time it manifested, my leg shriveled up. The thing’s a curse, not a blessing like some try to tell you... right?” If the PCs ask about the Lady of Shadows: “We got us a crime lord in Loudwater... right? Don’t know her real name, but we call her the Lady of Shadows. We think she runs her gang out of a lair hidden somewhere beneath the town. People say she’s a shade, so everyone’s afraid to take action against her.” ZARK This young dwarf wears black leathers, sports several tattoos, and wears a belt ostentatiously set with several silver-hilted daggers. Personality Traits: Zark is moody and cruel, and his favorite phrase is “poxed bastard.” Favorite Locations: Garwan’s Curiosities (area 3), the Green Tankard tavern (area 5), and the docks (area 14). Motivation: Zark is a no-account miscreant who seeks to acquire gold with as little effort as possible. He cares little if his actions result in the injury of another. Information: Zark needs a few people to help him move cargo arriving at the docks. A ship called the Pale Minnow is set to unload barrels of cider during the night, and Zark is the receiver. Zark can’t unload the crates alone, and the rivermaster won’t assign dockhands to help at such a late hour. Zark pays up to three people 5 gp each for their aid. The barrels actually contain several children des¬tined to be slaves. These children were kidnapped from outlying farms. The buyer is a lizardfolk from Najara. If the PCs take Zark’s job, see “Helping Zark” on page 32. If the PCs ask about the Zel¬bross Bandits, Zark gladly tells how he was ambushed while on the road with friends. He was the sole survivor, but he gave as good as he got. He is still angry over the incident and will show the PCs where he was attacked if he can accompany them and get his revenge on the “poxed bastards.” In reality, Zark is con¬spiring with the Zelbross Bandits, who are part of a slave ring. Zark wants to accompany the PCs so he can keep an eye on his interests. LADY MOONFIRE This youthful half-elf favors a black gown sewn with silver thread. Glittering rings decorate her deli¬cate fingers, and a silver amulet hangs regally from her neck. Personality Traits: Lady Moonl lie is given to l.lllglllel and light-hearted jest. She is lik¬able, though some of the elderly residents in town regard her as flippant and flighty. Favorite Locations: The Green Tankard tavern (area 5) and her home (area 16). Motivation: Lady Moonfire is the town leader, though she has little interest in civic duties. She would like to visit the High Forest because she feels it would be a grand adventure. She is also interested in a tower called Draigdurroch, which lies on the edge of the Dire Wood. According t ’ ’ ~ durroch once held a small libr the PCs decide to visit the towi adventure on page 28.    
Show spoiler

Loudwater Circle

The teleportation circle in Loudwater is located in a 30-foot-square cellar under a tavern called the Smiling Satyr. Tucked underneath a wooden staircase is an unmade bed where the circle’s attending mage sleeps. His name is Revil Slombarr (CG male Chondathan human mage). He’s a heavyset young man who shirks his duties from time to time to visit nearby festhalls. There is a 50 percent chance that Revil is absent when the characters arrive, in which case he returns after 1d4 hours.   The stairs leads up to a secret door that opens inside a large wooden trunk bolted to the floor above. Characters who climb out of the trunk find themselves in a curtained cloakroom near the taproom. A Harper sympathizer named Gharwin Umbryl (LG male human commoner) runs the Smiling Satyr and does his best to cover for Revil.

 
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Maps

  • Loudwater East environs
  • Loudwater environs 4
  • Loudwater and Grey Vale area

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