Dunwood Demons, Druids, & Danger A Compilation of NPCs, Encounters, And Adventures In The Great Dale

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1 Dunwood Demons, Druids & Danger

Credits Lead Designer: Joe Raso Designers: Andrew Bishkinskyi, Chad Lensch, Emily & David Harmon, Jean Lorber, Jeff Stevens, Karl Resch, R P Davis, Shawn Merwin, Steve Fidler, Zeke Gonzalez Editors: Christopher Walz, Alan Tucker Layout: Anna Urbanek Art Direction: Joe Raso Cartography: Chad Lensch, Dyson Logos, Jean Lorber, Joe Raso Cover Art: Nicula Mircea Interior Art: Blake Davis, Christine Cain, Daniel Comerci, Daniel F. Walthall, Dean Spencer, Earl Geier, Eric Lofgren, Fez Inkwright, Gary Dupuis, Henriette Boldt, Jacob E. Blackmon, Jeremy Mohler, John Latta, Leonardo Lambrecht, Louis Porter Jr., Maciej Zagorski, Matt Morrow, Matthew Richmond, Nastya Lehn, Nicula Mircea, Paul Paloma, Penny Mayes, Petar Penev, Rick Hershey, The Forge Studios, William McAusland, Adobe Stock (chainat, Daniel, denzorr, grandfailure, Maclej), DMs Guild Creator Resources (courtesy of ), Wikimedia, Pixabay (openclipart-vectors, TheDigitalArtist-PeteLinforth)

On the Cover An amalgamation of an ancient firbolg druid and a nabassu demon hold an enchanted gem as they struggle for control. This is the final challenge facing adventures in Emily and David Harmon’s adventure “The Flesh Webs of Sinew Forest”.

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, , , , the dragon ampersand, and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright 2020 by Joe Raso and published under the Community Content Agreement for Dungeon Masters Guild. SomeSample artwork by © Blake Davis, © Christine Cain, © Daniel Comerci – danielcomerci.com, © Daniel F. Walthall, © Dean Spencer, © Earl Geier, © Ericfile Lofgren, © Fez Inkwright, © Gary Dupuis, © Henriette Boldt, © Jacob E. Blackmon (Rogue Genius Games), © Jeremy Mohler (Outland Entertainment), © John Latta, © Leonardo Lambrecht, Image Portfolio © Louis Porter, Jr. Design, © Maciej Zagorski (The Forge Studios), © Matt Morrow (Encoded Designs, LLC.), © Matthew Richmond, © Nastya Lehn, © Nicula Mircea, © Paul Paloma, © Petar Penev, © Rick Heshey (Fat Goblin Games), © The Forge Studios, © William McAusland, 2020, used with permission. All rights reserved. Original photograph by Penny Mayes used under Creative Commons Attribution – ShareAlike 2.0 license.

2 In early 2019, when I started working on the Great Dale Campaign Guide, I fell in love with the vast opportunities for adventure in the lands of the Unforgettable East. My focus was to provide an update for the setting, bringing it in step with the current events of D&D’s 5e timeline. I hoped this update would provide DMs with a starting point to build their campaigns in this piece of the realms. I’d always intended to revisit this region and provide adventures to further inspire home campaigns. This publication is a first step in that endeavor. The many wonderful “Encounters In The Savage…” DM’s Guild publications produced by the incomparable Jeff C. Stevens inspired my approach to designing this volume. If you haven’t yet discovered his great work, I highly recommend you do! I’m exceedingly grateful to the support and mentorship Jeff provided me as I’ve undertaken this writing journey. I’m also exceedingly thrilled to have collaborate with such outstanding talent to deliver this collection. It was an utter joy to work with each of these creators, and I can’t wait to do so again!

Joe Raso September 28, 2020

Further Inspiration The following D&D books and sites provided text and inspiration: G , , and Karen S. Martin. Cyclopedia of the Realms. 1987. G R. A. Salvatore. The Bloodstone Lands. 1989. G Ed. Greenwood, Sean K. Reynolds, , and . Forgotten Realms . 2001. G Richard Baker, , and Sean K. Reynolds. Unapproachable East. 2003. G , Will Upchurch, and Eric L. Boyd. Champions of Ruin. 2005. G James Jacobs. Dragon #333 – Demonomicon of : Fraz-Urb’luu. 2005. G George Krashos. Dragon #346 – Impiltur – The Forgotten Kingdom. 2006. G Brian R. James and Ed Greenwood. Grand History of the Realms. 2007. G Bruce R. Cordell, Ed Greenwood, and Chris Sims. Forgotten Realms Campaign Guide. 2008. G Wizard’s RPG Team. Sword Coast Adventurer’s Guide. 2015. G Alex Clippinger, Anne Gregersen, Derek Nekritz, Elise Cretel, Emily Smith, Glenn Magas, Joe Raso, SampleOliver Clegg, R P Davis, and Scott Bean. DM’s Guild. The Great Dale Campaign Guide.file 2019. G Steve Fidler, Bryan Holmes, and E.R.F Jordan. DM’s Guild. Mythic Encounters. 2020. G Candlekeep Forum. http://forum.candlekeep.com

3 About this Book Welcome to Dunwood – Demons, Druids and Danger. In this compendium, you’ll discover a series of short adventures, encounters, and interesting NPCs themed around Dunwood and the Great Dale in eastern Faerûn. This book is organized into the following sections:

Introduction Chapter 2 - Forest Blood Dale The Introduction provides an overview of the lands The once-abandoned dale that surrounds the Forest of Dunwood. Blood River is now a hub of activity. The influx of settlers Dunwood Overview. A summary of the demon-infested must contend with the dangers of waiting within. forest, including its history and groups currently Fort Charity. An enemy within endangers an Order of active in the region. the Triad outpost. Demonlords and Dunwood. For centuries, powerful Veluuthra Reclamation. Some within Forest Blood demon lords have affected the course of events within Dale wish to expunge civilization’s taint. these woods. This section highlights some of the The Dismal. An ancient evil relic threatens all who visit powerful fiends who’ve had a profound influence. an abandoned village.

Chapter 1 - The Great Road Chapter 3 - The Depths of Dunwood Running the length of the Great Dale, this merchant road Only the well prepared or foolhardy venture into the is never far from the branches of Dunwood. deepest reaches of Dunwood. Great Road Overview. An overview of the trade road The Armanite Lance. The new leader of a band of and encounters that adventures may expect to find Nar seeks to recover a weapon of power from a lost traversing its length. demonic temple. Beast of Bezentil. The legacy of the Rotting Man Revenant. The grip of demonic corruption taints the threatens the village of Bezentil. spirit of someone who once watched over the land. The Lost Druid. Thralls of a demonic power look The Flesh Webs of Sinew Forest. An ancient to infect the land, turning all they encounter into druid remains trapped in a battle of wills with their servants. a powerful demon. Toxins and Tinctures. A Talonite grows in strength as she distributes her tainted teas to the unsuspecting. Chapter 4 – Threats and Personalities This section showcases a few creatures and personalities adventurers may encounter while traveling in and around Dunwood.

&

Abbreviations This book assumes readers have access to the three core Maps rulebooks for the 5th Edition of Dungeons & Dragons: Unless otherwise noted, all tactical maps use a scale of ’s Guide (DMG), 1 square = 5 feet. (MM), and the Player’s Handbook (PHB). For material referencing other publications, wherever possible, references to the source have been included within this DM’s Reminder text as superscripted acronyms as follows: All of the material in this book should be taken as G GoS – a recommendation. Each of this book’s creators G MToF – ’s Tome of Foes approaches the game from their own point of view, G ToA – andSample yours may be different. You as the DM should feel G VGtM – Volo’s Guide to Monstersfile empowered to change anything and everything. Make G XGtE – Xanathar’s Guide to Everything these stories and characters your own. Adjust whatever G And also: GD – Great Dale Campaign Guide you like, and above all, have fun! published on the DM’s Guild.

4 Contents

Dunwood Overview 6 Demon Lords and Dunwood...... 12

The Great Road 18 Locations of Interest...... 18 Encounters on the Great Road...... 22 Beast of Bezentil...... 24 The Lost Druid...... 27 Toxins and Tinctures...... 35

Forest Blood Dale 42 Locations of Interest...... 43 Encounters in Forest Blood Dale...... 44 Fort Charity...... 46 Veluuthra Reclamation...... 59 The Dismal...... 62

Depths of Dunwood 70 Locations of Interest...... 70 Encounters in the Depths of Dunwood...... 73 The Armanite Lance...... 75 Revenant...... 81 The Flesh Webs of Sinew Forest ...... 87

Threats and Personalities 92 The Goblinoids of Kagiskz...... 93 Larnaeril Darakh, “the Fiendwitch”...... 95 Ptur’rk...... 97 Scions of the Queen Abiding...... 99 Vultomendaxius...... 101 SampleAppendix A: Monsters from the Great Dale...... 103 file Appendix B: Project Team...... 108

5 Nastya Lehn Nastya

Dunwood Overview

HE DUNWOOD IS AN ANCIENT FOREST IN Brief History northeastern Faerûn. Its wooden boughs shape the northern border of the Great Dale The earliest texts stored in the Master’s Library at Iron and separate if the lands of current day Dragon Mountain suggest that dark elves were the Narfell farther to the north. first to settle in the lands around Dunwood. Sometime As large as Dunwood is now, it was part around –10,400 DR, these elves were guided to the T of an even greater woodland known as region by a powerful balor, where they then carved the Riildath. Almost four thousand years ago, the Great underground fortress of Narathmault. Candlekeep’s Glacier spread southward, carving a path through sages have corroborated this, suggesting the powerful Riildath to create the Great Dale and leaving the Forest demon was called Wendonai. Within this fortress, the of Lethyr and Dunwood in its wake. dark elves worked terrible magics, summoning fiendish The forest is boreal, containing a mix of spruce, pine, servants. Their evil powers grew for hundreds of years and birch trees. The land grows progressively wetter until the Seldarine transformed the dark elves into the the closer one comes to the Giantspire Mountains, as in an event known as the Descent of the Drow. the warm winds from the south drop their moisture This event also caused the dark elves’ arcane bindings on the Giantspire’s first slopes. Mosquito-infested bogs to fail, unleashing all manner of fiends free and forcing surround the northern highlands, making the region’s the new drow to seek shelter in lands to the south. short summers unbearable for most. Its winters are Centuries later, after had carved bitterlySample cold, with only hardy souls able to survive the the forest of Riildath in two, humanfile Nar tribe’s claimed harsh weather. Dunwood around –1020 DR. A few years later, the Nar

Dunwood Overview

6 Joe Raso chieftain Tharos built a fortress atop the ruins of Narathmault, which was renamed Dun-Tharos. This site became the capital of ancient Narfell. Their rulers, the Nentyarchs, oversaw a mighty empire of demon-binders, and they controlled large portions of eastern Faerûn for over 800 years. Ultimately the empire fell at the end of a terrible with its eastern neighbor Raumathar. The event known as the Great Conflagration saw the god of elemental fire, Kossuth, reign destruction upon both Narfell and Raumathar, obliterating both in the process. The Nar barbarians roaming the grasslands of present-day Narfell are descendants of those who survived the ancient empire’s destruction. Hundreds of years later, in the 700’s DR, the druid circle of Leth formed. They looked to cleanse the land of its demonic taint. They crafted a graceful tree-fortress atop Dun-Tharos’s accursed ruins, and their leader claimed the title of Nentyarch as a symbol of their dominion over lands of the lost Narfell empire. In the 1300’s DR, the land was devastated by the arrival of the Rotting Man, a half-fiend Chosen of Talona, wielding powers of blight and decay. He corrupted creatures of all forms, enabling him to grow an army of blightspawn to assail the lands surrounding Dunwood. The Rotting Man’s forces grew so great that he was able to attack Dun-Tharos and drive the Circle of Leth from Dunwood. The druids took refuge in the Forest of Lethyr to the south. The Rotting Man’s quest for event greater power ultimately led to his downfall. He failed to complete a powerful ritual andSample inadvertently unleashed hordes of demons that had lain file slumbering in the buried ruins beneath Dun-Tharos. The

Rotting Man is believed to have fallen to this horde, but the Penev Petar demons he unleashed continue to haunt the lands.

Dunwood Overview

7 Groups and Factions of Dunwood Grand Council of Impiltur The Grand Council has ruled Impiltur for over 100 Dunwood is massive, extending well over 350 miles years. This group has managed to govern the kingdom from its eastern tip near the Fireward Mountains to without a king despite the incessant scheming by its its western end on the borders of Damara. Across wealthy merchant and influential nobility. They look this great distance, numerous factions pursue wildly to expand the economic reach and political might of different agendas that often involve adventurers based Impiltur while maintaining their hold on power. in or passing through the region. The independent communities of Uthmere and Timbertown are considered within the Grand Council’s Circle of Leth sphere of influence. Different factions within the Council back each settlement. Shadowy agents attempt to Circle of Leth and their agents, the Nentyar Hunters, influence Lord Berold of Uthmere and Barron Ferrand guard the lands against demons and protect the folk of of Timbertown to pursue the interests of individual the Dale. Over a century ago, the Rotting Man cast out council members. the order from their tree-fortress built atop the ruins Adventurers in Dunwood could be approached of Dun-Tharos. Since that time, the Nentyarch has ruled by opposing factions leading to difficult choices. The from Yeshelmar, an ancient elven stronghold in the characters may find they have made enemies with a rich Forest of Lethyr. and powerful group despite their best intentions. Though fiends continue to plague Dunwood and neighboring lands, there Knights of the Triad has been a noticeable but The Order of the Triad are knights who worship unexplained decline in the Triad, a union of Ilmater, Torm, and Tyr. This fiendish attacks along its triumvirate of goodly gods once provided the moral southern edge. Encouraged compass for the nation of Impiltur and still has a strong by this turn of events, some presence in the lands around the Easting Reach. within the Circle have begun The Hall of Brilliant Justice in Uthmere is a temple to whisper that it is time once dedicated to Tyr. It now serves as a base for the to retake Dun-Tharos. Knights of the Triad in the Great Dale. With the backing The Nentyarch has not of Lord Berold, the order is funding Fort Charity in openly addressed these Forest Blood Dale to act as a bastion of light in the ideas, but the Circle may dangers of Dunwood. look for adventurers to The order might seek the adventurer’s assistance to investigate the ancient deal with threats in the region. This Forest Blood Dale ruins and help with the section of this book includes an adventure based in Fort endeavor. Charity that can introduce characters to the Order of the Triad.

SampleRick Hershey file

Dunwood Overview

8 The Elagieros are unhappy with the recent encroachment from Timbertown, though they recognize the benefit that human allies bring to their fight against the ever-present threats of goblinoids and fiends. Recently, Tarathiel, daughter of a clan elder, arrived in Timbertown as an envoy for the clan. The adventurers could encounter Elagieros patrols on their travels through Dunwood. A common cause might encourage the reclusive clan to seek out the heroes to pursue a quest within Dunwood.

Goblins of the Giantspires The Giantspire Mountains were named for the clans of ogres, hill giants, and stone giants found within. Far more numerous, however, are countless tribes of goblinoids that infest the area. There’s a long history of Dean Spencer goblinoid threats against neighboring regions, including repeated forays against both Impiltur to the south and Damara to the west. Of particular note are the hobgoblin hordes that attacked Implitur around 1095 DR. It is believed they passed under western Dunwood using long-abandoned gnomish mining tunnels. Their rapid assault allowed the hobgoblins to sweep through northern Impiltur. was eventually defeated, but the location of the tunnels is now long forgotten. Rumors persist Fellowship of that powerful artifacts once possessed by the succubus The Fellowship of Theros consists of a loose collection Soneillon are still in the hands of these goblin clans. of cultists who fled a purge of demon worshippers in Impiltur. These exiles are slowly building a network of like-minded individuals within Uthmere and the larger communities within the Dale, such as Lethgate, the Coast Solin, Bezentil, and Kront. The group looks to combine of Wizards demon-binding secrets of ancient Narfell with the secrets of the blightlords who ravaged the land over a hundred years ago. The adventurers could easily run into conflict against pockets of cultists belonging to this fellowship. Several adventures in this book involve demon binders and the continuing taint of the Rotting Man.

Elagieros Elves In the forested hills that lie south of the Giantspire Mountains, between branches of the Rawlin river, live a clan of wide-ranging wood elves. The Elagieros have dwelt here for centuries, living in scattered tree-top settlements. The depredations of the Rotting Man and subsequent threats from fiends escaping Dun-Tharos forced many to depart their homeland. However, the elves have recently returned to their lofty tree-dwellings and seek to keepSample their isolated corner of Dunwood as peaceful as file possible. They keep out visitors and enforce their peace with spears, arrows, and magic.

Dunwood Overview

9 There are numerous goblinoid tribes in and around reasons remain a mystery. She commands a great the Giantspires, and the following are a few of the more force of crows who gather information from across the powerful groups. region. If something occurs within Dunwood, there’s a G Blackwolf Bugbears. This tribe of bugbears good chance the Crow Witch knows of it. once claimed most of the southern slopes of the Giantspires. However, conflict with the Razorheart clan has forced them southward. The Nar They are followers of Bane and now control The Nar are human descendants of the ancient empire much of the northern Dunwood together with of Narfell. Many across Faerûn describe the Nar as their worg allies. barbarians who endure a harsh existence in the cold G Bloodmountain Tribe. This brutal tribe of grasslands north of Dunwood. The Nar are known to be bugbears threaten travelers passing through the expert archers, and their horses are prized throughout Giantspire Gap. They typically roam the northern Faerûn. Most live a nomadic existence, hunting herds of side of the pass, avoiding the Razorheart clan, elk and wild ox that roam their lands. who control the southern portion. Once a year, the Nar clans gather in Bildoobaris for a G Razorheart Hobgoblins. This hobgoblin tribe vast trade festival, where for a tenday, a massive tent city has consolidated numerous tribes, particularly blossoms in the shadow of Mount Nar. A council of the along the southern portion of the Giantspires. clans meets to discuss common issues, with votes based Their brilliant leader Queen Maaqua has won the on the size and numbers of each tribe. The festival is right to tax traffic in the Giantspire Gap through filled with feasting, trading, and marriage-making. her diplomatic forays in Damara. Most Nar judge others by their actions. They care little Recently, Queen Maaqua’s tribe was caught off of titles, lineage, or noble birth. The majority of Nar have guard by goblin tribes of Kagiskz Navluuri, who long since foresworn any fiendish affiliations. However, streamed up from beneath the Giantspires. She a few power-hungry souls seek to recover the powers has ceded control of some lands her group has once wielded by their ancient kin. This book includes the once held to these goblins. She frets over their adventure The Armanite Lance by Shawn Merwin, which strange powers, trying to determine how to deal is centered on the actions of one such tribe. with this new threat. Thus far, the Razorheart and Kagiskz clans have been at odds with one another. If Queen Maaqua could somehow ally with the Kagiskz, the two groups could pose a Rawlinswood or Dunwood significant threat to the surrounding regions. The Kagiskz Nalvuuri are described in the Friends Well-read scholars of Faerûn lore may note and Foes section of this book. differing nomenclature for the forests that Redfeather Hobgoblins. A potent force of G define the Northern border of the Great Dale. hobgoblins, goblins, and worgs reside in northern Dunwood. They too were forced out of the Rawlinswood is the name commonly used by Giantspires, claiming lands near the headwaters loremasters in Impliltur and lands to the west. of the Rawlin River. Duergar ascending from the The name is derived from the Rawlin River, pushed out the Refeather tribe. It’s which empties into the northern waters of unclear what forced the duergar up from the the Easting Reach. Many of the maps found in depths. The Redfeather’s leader Zalbuk claims Candlekeep use this name. to not wish for conflict with the softer surface Dunwood is the name commonly used in rural humanoids, but he has sent raiding forces to the parts of the Great Dale, particularly by older south who battled with the Elagieros elves and patrols from Timbertown. Dalesfolk rather than more recent Impilturan settlers. This name is in reference to Dun- Tharos, the demon-filled ruin that was once the The Crow Witch capital of the ancient Empire of Narfell. Powerful evil fey are known to claim portions of In the city of Uthmere, both Rawlinswood Dunwood for themselves. One of these is known as “The and Dunwood are used, though Uthmaar (the Crow Witch,” the mysterious Hag of Denderdale. She formal name for the city’s citizens) differentiate hasSample claimed the ruins of this village in north-central outsiders from Daelen localsfile by their use. Dunwood. Nar tribes whisper she grants boons to A true Daelen always refers to the dark forest any who bring her silk or other fine cloth, though her as Dunwood.

Dunwood Overview

10 Currently, Queen Concettina rules the land. She Neighboring Regions ascended to the throne after the death of her much- reviled husband, King Yarin Frostmantle, in 1484 DR. Many nations surround Dunwood, each keeping a wary Many suspect Frostmantle was assassinated, with eye towards the dangers lurking within the ancient wood. more than a few surreptitiously pointing their finger at Concettina. However, most common folk are thankful Impiltur for this turn of events. Concettina has proven to be a A kingdom without a king. The Grand Council has run remarkably resilient leader who quickly learned to play this nation since the last noble in line for the throne fled politics with the independent-minded baronies. for fear of his life. The Grand Council struggles to function It is a poorly kept secret that many noble houses as its wealthy merchant and noble members scheme belong to the pleasure-seeking cults of Graz’zt. Were amongst themselves to promote individual agendas. a charismatic leader to arise from within these cults, Despite this, the nation remains a powerful sea-going Concettina’s rule could be threatened. Damara and the force policing the waters of the Easting Reach. Their surrounding regions may be targets of the demon lord’s merchant reach continues to grow. In the Great Dale, insatiable desire for domination. they’ve invested heavily in Uthmere’s revival, hoping to garner windfalls in the region’s resurgence. Narfell Impiltur remains a bastion for the Order of the Triad. The nomadic Nar clans roam the cold grasslands of The moral code of Tyr, Torm, and Illmater continues to Narfell. It is rumored there are over twenty Nar tribes resonate with the common folk of the land. Knights of the in this harsh northern land. Each clan is independent. Triad continue to root out demonic sects that still hide Their disposition to outsiders can vary from mild within Impiltur. Yet, despite the continued diligence of curiosity to savage anger. Unless a significant threat the order, great evil remains hidden within ancient ruins. arises to endanger all the Nar, most clans will likely If (or when) this evil awakens, all of Faerûn could be continue their isolated existence, sparing little thought in danger. for events occurring outside their borders.

Damara Ashanth The kingdom of Damara was founded over 400 years Storms and tornadoes plague this empty plain hugging ago and grew in wealth and power by trading iron, the western shore of Lake Ashane. Its destructive silver, and bloodstone mined in the Galena Mountains. weather may be a side-effect of the weather-control The nation’s strength crumbled beneath the onslaught magic used by the Red Wizards of Thay far to the south. of Zhengyi, the Witch-King of Vaasa. Though Zhengyi The land remains dotted with dangerous ruins from the was ultimately defeated, the lich’s short rule tore the ancient Narfell and Raumathar, many haunted by the once-united nation apart. and merchants undead victims of the war that ended those two empires. controlling Damara’s baronies continue to scheme for greater control of the country.

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Dunwood Overview

11 Demon Lords and Dunwood

Dunwood stood in the center of the ancient Narfell the land, perhaps now is the time for Eltab to begin his empire. This powerful nation had a long history of campaign of revenge against every group and nation working with fiends of all sorts. Five demon lords have that has wronged him. had a particular interest in the events of this land: Eltab, Ways to introduce Eltab into campaigns in and Fraz-Urb’luu, Graz’zt, Lloth, and Orcus. around Dunwood include: G After farmers complain of deep pits dug in their fields, a rash of demon assaults strike the countryside. Cultists are methodically unearthing Eltab demoncysts to free the slumbering fiends to add Eltab, Lord of the Hidden Layer, is perhaps the demon to Eltab’s growing army. lord with the strongest grip on Dunwood and its G ●While investigating an atrocity committed surroundings. He was summoned to Faerûn by Nar in a nearby village, the adventurers discover demonbinders just before the Great Conflagration the apparent suspect is innocent and that a between the ancient Narfell and Raumanthar empires. mysterious group framed the suspect. Clues lead The mighty demon lord led Narfell’s human and fiendish to a cult of Eltab, enacting revenge for some slight forces to capture the lands of Rashemen. Having to the cult’s leader. succeeded, Eltab ignored all further demands of him, G Ptur’rk is an incubus agent of Eltab, traveling preferring to continue his rule over the Rashemi. extensively in the lands surrounding Dunwood Ultimately the demon lord was chased far to the to further his master’s plans of revenge. This south, where he was imprisoned for a time. Eltab was fiend is a valued servant and has successfully repeatedly freed and bound again over the centuries. established a network of contacts across eastern The Thayan lich, Szass Tam, was the last to attempt Faerûn. Ptur’rk is fully described in the Threats this but failed thanks to the intervention of a group of and Personalities chapter of this book. adventurers. The demon lord has a long memory, and he cultivates festering hate for all who’ve done him harm. He wishes nothing more than to enact painful revenge. The powerful magical bindings that brought Eltab to the realms also infused pieces of the demon lord’s abyssal domain beneath eastern Faerûn. This ancient magic, the Adamantine Binding, also keeps the demon lord bound within the realms. Only the legendary greatsword Hadryllis can sunder these binding enchantments, and finally cast the Lord of the Hidden Layer back to the Abyss.

Using Eltab in your adventures Few mortals in the realms realize that Eltab has not been destroyed or banished. Since the Year of Rogue Dragons (1373 DR), he has schemed and planned in a demon cyst deep beneath the Citadel of Conjurers in Impiltur. In that time, he has gathered a great force of demons, counting many bluzeau, glabrezu, and succubi amongSample his troops. file With the demon lord having gathered his fiendish army and spread a network of mortal agents across

Dunwood Overview | DEMON LORDS AND DUNWOOD John Latta

12 Fraz-Urb’luu Fraz-Urb’luu is one of the most ancient of demon lords. Though not as powerful as some of his peers, the Prince of Deception’s incredible intelligence and powers of manipulation have allowed him to survive for longer than other demon lords. Fraz-Urb’luu is a name rarely whispered within the dark history of ancient Narfell—fewacts are directly attributed to this deceitful demon lord. However, the lorekeeper Vanor Longsleeve has recently uncovered the writings of Renyarch Thurdrar, a powerful demonbinder from Narfell. Within these writings, the last Nentyarch of Narfell is identified as Rheligaun “the Horned” and described as the half-fiend son of Fraz’Urb- luu. Although many Nentyarchs were half-fiend descendants of either Graz’zt or Orcus, it’s curious that the Prince of Deception may have sired the final ruler. Was Fraz-Urb’luu responsible for the downfall of Narfell? The Prince of Lies craves to wreak havoc among mortals. He particularly enjoys corrupting devout demon hunters and tricking them into targeting his rivals. Might the Demon Lord of Illusions have done the same to cull the growing might of Orcus in Narfell?

Using Fraz-Urb’luu in your adventures Fraz-Urb’luu is an expert liar. Though some of his cultists are deceivers who seek to emulate the Prince of Lies, most are unfortunate souls fallen victim to the demon lord’s trickery. Ideas for including Fraz-Urb’luu in your campaigns include: G ●A member of a trusted group asks the adventurers to help defeat an evil threat. This individual becomes a patron to the adventurers sending them on a series of quests. Successive requests require increasingly questionable actions. The patron always claims the ends justify the means. This patron is actually a servant of Fraz-Urb’luu intent on undermining a resurgence of a rival demon lord while also attempting to corrupt the adventurers in the process. G Vultomendaxius is an adult green dragon and agent of Fraz-Urb’luu. The demon lord ensorcelled the dragon who now feverishly works to further his master’s plans. Vultomendaxius is fully described in the Threats and Personalities Samplechapter of this book. file Adobe Art Stock

Dunwood Overview | DEMON LORDS AND DUNWOOD

13 Graz’zt The demon lord Graz’zt has always found cultists attracted to his promises of forbidden delights and unrepentant pleasure. The Dark Prince ingratiated himself into the ruling elite of the ancient Narfell Empire. He seeded the Orgolath dynasty, overthrowing Orcus’s grip on the nation of demonbinders. This line controlled Narfell for over 250 years before a follower of Orcus slew its last heir (see the Nentyarchs of the Narfell Empire sidebar on page 17). Graz’zt seeks to become master of all. He forces all who fall victim to his enticements to become wholly subservient to him. The demon lord seeks a universe where all that is left are those who only adore and delight him. Graz’zt will ruthlessly eliminate anything that gets in his way. It is believed that large numbers of Damaran nobility have fallen victim to Graz’zt’s honeyed words. If so, these cultists will surely focus their attention on growing the Dark Prince’s presence in Impiltur and the Great Dale.

Using Graz’zt in your adventures. Graz’zt’s message of indulgence and pleasure can attract followers in nearly any settlement. His cults seek out recruits using lewd songs, tales, and art portraying Leonardo Lambrecht mortals engaged in perverted acts with their demon lord. Invariably a few soles are intrigued by these depictions. A few examples of how one could introduce Graz’zt as olth a villain include: L G ●A worried family implores the adventurers to Lolth was once called Araushnee, the elven goddess find a missing family member who disappeared. of artisans, destiny, and fate. She was mother to the The family fears they were abducted by a twins Vhaeraun and Eilistrae that came from her union traveling minstrel group that had visited their with . On multiple occasions she community. The minstrel group is actually attempted to kill her husband, duping others to perform beholden to Graz’zt, corrupting new members to her will, including Gruumsh, Malar, and even trying to the Dark Prince’s cult wherever they entertain. frame her daughter . Ultimately, her scheming G Q’tesh is a merchant overseeing a growing against the Seldarine caused her and those that served mercantile network in eastern Faerûn. In her to be banished to the Abyss. There she took the recent months, Rich clientele have asked her name Lolth, the Mistress of Lies, and the Queen of the for increasingly disturbing items. Intrigued, she Demonweb Pits. hires the adventurers to discreetly investigate According to knowledgeable sages in the Master’s her clientele. Q’tesh could be an ally helping to Library, the earliest recording of demon activity in the uncover a cult to Graz’zt. Alternatively, she may Great Dale was from Lolth. Around –10,400 DR, she is be the cult’s secret leader looking to remove the believed to have sent her balor servant, Wendonai, to meddling adventurers through indoctrination or seduce the dark elves of Ilythiir and bring them to the death. forest of Riildath. This forest would later be divided into Dunwood and the Forest of Lethyr. Within this ancient forest, on a site of great evil, they dug an underground Samplefortress, calling it Narathmault orfile “the Dark Pit.”

Dunwood Overview | DEMON LORDS AND DUNWOOD

14 Therein, the dark elves studied how to bind fiends or the Great Dale. A few ideas include: to their service, and they grew in great power. After G Lolth has discovered that Eltab is active in many centuries, the dark elves were forced to flee when eastern Faerûn. She hires adventurers to root the event known as “the Fall of the Drow” caused their out Eltab’s cultists and thwart any of the demon arcane bindings to fail, releasing countless fiends to lord’s plans while advancing her own. rampage through the land. G ● Lolth is eager to corrupt elves and weaken Many centuries later, Narathmault would become the Seldarine. She might secretly encourage the Dun-Tharos, the capital of the ancient Narfell Empire. Eldreth Veluuthra, the elves bent on cleansing the The demonbinders of Narfell would go on to bind the lands of humanity, to commit greater acts of evil. demon lord Eltab to the realms. Suggestions are that She’d look to further estrange the group from Lolth may have had a hand in this turn of events, hoping the elven pantheon and stoke strife and conflict to remove a powerful rival from the Abyss. Her servant within the elves wherever possible. Perhaps one Wendonai allied with Eltab for several centuries but of the leaders of Eldreth Veluuthra becomes a may have surreptitiously worked for Lolth during this thrall to Lolth’s lies and begins enacting plans time. that inadvertently benefit the Queen of the Demonweb Pits. G ●Lolth might seek to lead the drow to reclaim Using Lolth in your adventures Dun-Tharos. Powerful arcane secrets lie waiting Lolth is bitter and scheming, reveling in betrayal to be discovered. The adventurers might find and bloodshed. She is jealous of those with power themselves working with unexpected allies as working hard to eliminate their threat. She manipulates they and drow NPCs push back against demonic everyone, including those in her service, but preferably threats in Dunwood. others of goodly nature who can be tricked into Wherever Lolth is used, her plans should be enacting her evil plans. disguised and unclear, only recognizable after she, or Lolth can fit nicely into campaigns based in Dunwood the Coast

Wizards of Wizards her servitors, enact a terrible betrayal.

Master’s Library

The Master’s Library is a house of worship to the Lord of All Glyphs, Deneir. Its location on Iron Dragon Mountain in the Earthfast Mountains of Impiltur is a closely guarded secret. Deneir’s faithful are believed to make a pilgrimage to this site at least once in their lives. Those seeking the library usually only get as far as the Reading Room, located miles south of the true temple. The Keeper, a priest of Deneir, sends and receives requested material to the Master’s Library via a secret portal connecting the two locations. The portal can only transport nonliving material, helping to keep the library’s location hidden.

According to the scholars at Candlekeep, the Master’s Library became a temple of Deneir in the centuries between the Great Conflagration (–160 DR) and the founding of Uthmere (543 DR). Librarian Soh’sark the Learned sets the Sampledate as 469 DR duringfile the sacking of Teziir by Myntharan, the Magus King. The High Scrivener of Tometowers, Eldrus Laelinth, apparently saved the vast collection of knowledge from Myntharan’s torch by mysteriously delivering the site’s collection of books and scrolls to the Master’s Library Orcus Orcus is arguably the demon lord with the greatest influence over the lands of ancient Narfell. It was the Demon Prince of Undeath who first tempted the Nar chieftain, Thargaun Crell, to construct Dun-Tharos atop an ancient site of evil. Therein, the demon lord revealed ancient fell secrets that ultimately led to the nation’s rapid growth in power. Centuries later, the demon lord helped create the Darakh Dynasty of Narfell. The demon lord sired a succession of half-fiend children who ruled as the Nentyarchs of Narfell for centuries (see the Nentyarchs of the Narfell Empire sidebar on page 17). Orcus rewards any who submit to him and do his will with the power and might of undeath. The demon lord’s ultimate goal is to end all life and bring the universe to a perfect state of peaceful undeath, unperturbed by the maddening chaos of the living.

Using Orcus in your adventures Orcus wants to spread undeath across the lands. In addition to corrupting fools seeking power, the demon lord is also talented at taking advantage of mortals who are in pain. The cruel demon lord often targets those who’ve lost loved ones before their time. He offers the blessing of undeath, a state where pain, hunger, and sickness are no longer a concern, so long as they do his will. Orcus can easily fit into Dunwood campaigns. Here are a few ideas: G ●The adventurers face an escalating series of attacks from the undead. Following clues, the adventurers uncover an undead cultist of Orcus who has been trying to eliminate them. The cultist blames the adventurers for a loved one’s death. This death is what drove the cultist into embracing Orcus to help with their revenge. G ●The adventurers discover an eldritch tome, including a description of a long-forgotten Narfell ruin. Hidden within the ancient structure are powerful magic items still guarded by the trapped servants of Orcus entombed when the empire collapsed. G Laernaril Darakh was known as the Fiendwitch, who embraced Orcus and bore a half-fiend son who began the Darakh Dynasty of the Narfell Empire. In reward for her submission, she was transformed into a powerful undead creature. She still haunts the depths of Dunwood and is described in the Threats and Personalities Samplechapter of this book. file the Coast Wizards of Wizards

16 Nentyarchs of the Narfell Empire

Reign Notes

Crell Dynasty Thargaun -987/-912 First ruler of Tharos and later Narfell; human worshiper of Orcus Derevan -912/-890 First son of Thargaun Arthauld “the Accursed” -890/-843 Second son of Derevan Belevan “the Unliving” -843/-633 Son and sole heir of Arthauld; became a lich; overthrown by the “Demon Twins,” ulthas and Ulthar.

Orgolath Dynasty Ulthas “the Darkwing” -633/-623 First half-fiend son (twin) of Ayanna Orgolath, who submitted herself to the demon lord Graz’zt; slain leading invasion of Mulhorand and Unther Ulthar “the Darkhorn” -623/-578 Second half-fiend son (twin) of Ayanna Orgolath; succeeded by his brother Vargaun -578/-535 First son of Ulthar Horthaun -535/-482 Third tiefling son of Vargaun Jelethar “the Blackscale” -482/-475 First tifling son of Horthaun; disappeared on expedition to Sunrise Mountains Morthass “the Cloven” -475/-434 Second tiefling son of Horthaun Nardrad -443/-399 Tiefling son and sole heir Orlathaun -399/-399 Human son and sole heir; slain by the Ayarch Jesthren, who claimed the Crown of Narfell

Darakh Dynasty Jesthren -399/-322 Half-fiend son of Larnaeril Darakh, “the Fiendwitch,” who submitted herself to the demon lord Orcus Heldakar -322/-299 Half-fiend son of Orcus; mother is of Darakh line and was sacrificed to Orcus at his birth as becomes tradition Yannos “the Slayer” -299/-270 Half-fiend son of Orcus Garthelaun “the Goreclaw” -270/-235 Half-fiend son of Orcus Ilithkar -235/-181 Half-fiend son of Orcus; overthrown by cousin Rheligaun Rheligaun “the Horned” -181/-150 Half-fiend son of Fraz’Urb-luu; disappeared following fall of Narfell; known as the Hidden Nentyarch SampleExcerpt from The Grand History of the Realms by Brian R. James fileand Ed Greenwood

Dunwood Overview | DEMON LORDS AND DUNWOOD

17 Adobe Art Stock

The Great Road

MERCHANT ROAD OF HARD-PACKED EARTH and ancient stones runs the length of the Great Locations of Interest Dale. “The Road,” as most locals refer to it begins in Uthmere and ends far to the east in The following section describes a few key locations found along the Great Road. Kront. For most of its length, the Road is rarely far from the dangerous boughs of Dunwood. AThe road itself is ancient, one of the enduring legacies of the Narfell Empire, and has fallen to disrepair over the past century. The rejuvenation of Uthermere’s harbor has increased trade along the route, and Lord Berold is investing heavily to upgrade the Road. However, until the threat of demon incursions from Dunwood subsides, traffic remains limited to locals and a fewSample hardy merchant . file

The Great Road

18 Uthmere East Watch Trade Town. Population Trade Village. Population 200 (80% human, 5% 1,000 (75% human, 8% , 15% other races). dwarf, 5% half-, 12% Government. Village Reeve Evendur Blackthorn (CG other races). half-elf bardVGtM). Government. Lord Berold Defense. All villagers are expected to raise arms in (N human veteran) defense of the village. originally from Impiltur Public Domain: Wikimedia Commerce. Trading simple goods and services. Modest oversees a council inn accommodations. of seven local town Organizations: figures who manage G Sheaf House, a temple to Chauntea overseen by the town’s affairs. Fawn Frostfield (CG human priest). Defense. The Watchful Arms of the Lord’s Justice, better known as the Cudgels, enforce laws within the town. The Order of the Triad, knights of Tyr, Ilmater, & and Torm based in the Brilliant Hall of Justice, are This simple hamlet was once a bustling town prior to available to respond to grave threats to the city. the Spellplague. Growth in traffic along the Great Road Commerce. Growing merchant ship traffic ensures has been a boon to East Watch as wealthy merchants most general goods are available, while rare regularly stop in along their routes. The ancient (or illicit) goods may be found with the right temple of Sheaf House is the landmark of East Watch, connections. A number of taverns and inns exist to which was once believed to house the Blessed Bundle, service travelers of all types. a sacred relic of Chauntea. However, sometime in the Organizations: past century, a fiendish incursion from Dunwood broke G Merchant guilds representing the Grand into the temple and is believed to have stolen the Council of Impiltur. artifact. The current High Sheaf Sister would welcome G Order of the Triad based in the Hall of assistance in recovering the missing item. Brilliant Justice. G Hidden agents of Shadowmasters. & A century ago, Uthmere was a bustling city along the Easting Reach with a population approaching 9,000. However, the cataclysmic events of the Spellplague caused the waters of the Easting Reach to recede, making the city’s docks unusable. Following a series of earthquakes and the loss of merchant traffic, the city’s population plummeted, reducing the settlement to little more than a walled trading post for the past century. After the Great Rains of 1485 DR, the Easting Reach’s waters have almost returned to pre-Spellplague levels. Now with a usable port, Uthmere’s fortunes are again on the rise. Settlers from Impiltur and farther afield arrive daily. The Dale and Uthmere specifically are seen as a land of opportunity for ambitious people to seek their fortunes. This influx has also brought unsavory elements such as the Shadowmasters of Telflamme. Lord Berold oversees this growing trade hub, adroitly directing a town council that manages the town’s affairs. Thus far, Uthmere’s townsfolk are pleased with Lord Berold’s leadership, though persistentSample rumors swirl questioning his background file and his legitimacy to rule.

The Great Road

19 The Great Barrow Farmsteads Ancient Ruin. Farmstead Villages. Populations ranging from 40 to 150 (80% human, 5% halfling, 5% half-elf, 10% A few days travel east of Uthmere looms an ancient other races). burial mound encircled by a series of lesser barrows. Government. Governed by individual family groups. Scholars speak of an ancient god-born champion Defenses. Wooden palisades. Villagers raise arms entombed within the Great Barrow, while the smaller in defense of the village. Larger communities may surrounding cairns contain the bodies of his closest maintain a small group of guards. followers, buried alive next to their champion. Locals Commerce. Limited trade goods and services. simply say the Great Barrow is cursed, giving the Organizations: location a wide berth. G Druids from the Circle of Leth or their Nentyar An empty stone keep stands on a nearby hill. A defiant Hunter agents visit and keep watch over the prince failed to heed local warnings and built his small communities. castle near the ancient burial mound. Shortly after construction, the prince and all within the new keep disappeared, never to be seen again. No one has dared & claim this fortification in the 200 years since. Numerous small farming and herding communities dot the Great Dale, a short distance from the Great Road. These settlements are often built using a motte-and- bailey fashion, housing large extended families within. The farmsteads are largely independent, ignoring any political intrigue that might occur in Uthmere. The residents are tough and self-sufficient and look to the Circle of Leth in the forest of Lethyr for aid in times Sampleof trouble. file

The Great Road

20 Joe Raso

Bezentil Kront Trade Village. Population 150 (95% human, Trade Village. Population 450 (90% human, 5% 5% other races). half-elf, 5% other races). Government. Village council lead by Lisel Strick (NG Government. Lady Chinilvur (N human noble) governs human commoner). with a light hand. Defenses. Small village guard with a single full-time Defense. Wyr Stodder (N human gladiator) leads a Sheriff Maek Fen (LN human veteran). small local militia, while Ginty Elkstring (CG half-elf Commerce. Most trade goods and services available but archerVGtM) leads a unit of rangers. at significantly higher prices. Commerce. Most trade goods and services available. Organizations: A selection of taverns and inns cater to travelers. G Trabbar Daine (N human nonbinary priest) Organizations: is overseeing the construction of a new temple G Small shrines to various deities exist. to Waukeen. G Merchant representatives from the surrounding lands are found here. G Shadowmasters of Telflamme and rival Shou & organizations are looking to gain a foothold. Many of the villagers from farmsteads throughout central Great Dale travel to this trade hub during the year to trade for supplies they need throughout the year. & Like the rest of the larger settlements in the region, the Kront is found where the Great Road meets the road to trade village is seeing a slow recovery after a century Tammar and the Cold Road as well as the Cold Road that of financial hardship. Merchants from Impiltur are descends from Narfell all the way to Thay. This trade financing the construction of a new temple to Waukeen, cross-road never felt the economic downturn that the in hopes it will aid in the development of a new east/ rest of the Great Dale experienced in the past century. west trade route to rival the Golden Way in Thesk. Traders from all nearby lands can be found plying Sampletheir trade here. A recent stringfile of visitors found dead apparently of natural causes has caused Lady Chinilvur to grow concerned that something is amiss.

The Great Road

21 Encounters Denizens of the Great Road on the Great Road D12 Encounter Traveling along the Great Road is a great way to 1 Traveling Monks. 1d3 acolytes and 1 martial arts VGtM introduce new campaign hooks and interesting NPCs. adept from the Monastery of the Yellow Rose People from almost any background might be found are on an annual pilgrimage to gather news and record births and deaths in the region. traveling the route’s length, friend and foe alike. Below are random encounter tables to help you generate ideas 2 Nentyar Hunters. 1d4 scouts cautiously approach for your own campaigns. the adventures to determine if they represent a threat to the region with an intent to report their findings to the Circle of Leth. Denizens of the Great Road 3 Druid on the Hunt. 1 druid and 2d4 wolf compan- Most who travel the Great Road have no interest in ions cross the road near the adventurers. They confrontation, and are simply eager to get to their are tracking a demon that has attacked a nearby destination. The following list provides ideas for social farmstead. encounters along the the Great Road. 4 Merchant Caravan. 2d4 trade wagons travel along the road, heading to either Uthmere or Kront. Each wagon has a merchant (noble), 1d4 helpers (commoners), and 1d4 guards. Genealogy and the Monastery of the Yellow Rose 5 Bandits. 2d6 bandits and 1 bandit captain ap- proach the adventurers, demanding payment for using the road. Hidden deep within the Earthspur Mountains between Impiltur and Damara is a monastery 6 Knights. 1d4 knights of the Order of the Triad patrol the road looking for bandits. dedicated to St. Stollars the Twice-Martyred, a saint of Ilmater the Crying God. The monks 7 Volodni. A family of volodniGD consisting of 1d4 within keep detailed genealogical records adults and 1d6 children (with half normal hit points) are the survivors of a demonic assault on and are experts in matters of heritage and their homestead in Dunwood. They’re hoping to nobility. They annually send monks out to find shelter and a new life in Yeshelmaar in the visit nearby lands to gather news of recent Forest of Lethyr. events and to record births and deaths for 8 Settlers. 1d4 wagons filled Impilturan settlers are their genealogical archives. looking to join a nearby farmstead. Each wagon has 1d6 commoners and either a berserker (25%), guard (50%) or a veteran (25%) among them. 9 Rashemen Pilgrimage. 1d6 Rashemi youth are undertaking their coming of age “dajemma” to ex- plore the wider world before returning home and starting their adult lives. The groups can consist of your choice of the following: acolyte, apprentice wizardVGtM, berserker, commoner, guard, or scout. 10 Cultists. A group of cultists consisting of 1 cult fanatic and 2d4 cultists posing as entertainers are heading to a nearby settlement for nefarious reasons. They might belong to the Fellowship of Theros or are followers of Eltab, Graz’zt, or Orcus.

11 Entertainers. A troupe of entertainers consisting of 2d4 commoners and possibly a bardVGtM are travel- ing to a nearby settlement for a local celebration.

12 Desperate Criminals. 1d4 thugs travel the road Samplehoping to put miles betweenfile them and where they committed a terrible crime. Dean Spencer

The Great Road

22 Threats of the Great Road (see pages 92–112). Given the Great Road passes close Dangerous encounters are always a possibility for to Forests, across Grasslands, and through Hills, any anyone traveling the Great Road. The proximity to of the similarly themed tables from Xanathar’s Guide Dunwood always presents a concern that some fiendish work well. During winter months, consider using the beast or ravenous creature might fall upon a traveller. Arctic Encounters tables. If near a large settlement, like Good themes to consider for dangerous encounters on Uthmere, Bezentil, or Kront, you could consider the the road might include: bandits, barbarians, blights and Urban Encounter tables as well. blightspawn, cultists, demons, goblinoids, ogres and Alternatively, the following Great Road Threats table trolls, wild animals, and undead. provides suggestions for encounters on the Great Road. Xanathar’s Guide to Everything includes random Use the table as frequently as needed and re-roll if you encounter tables based on environmental categories don’t like the result.

Threats of the Great Road

D1oo Encounter D1oo Encounter D1oo Encounter

1d8+1 acolytes on draft 36 1d4 giant boar 63-64 1d4 priests 1­-2 horses 37 2d6 manes 65 1 remorhaz 3-4 1d4 ankhegs 38 1d4 giant elks 66 1d4 revenants VGtM 5 1d4 vargouilles 39 1 giant owl 67 1d6 scarecrows 6 1 assassin 40 1d6 dretches 68 1d8 shadows 7 1 awakened tree 1 goblin boss, 1d4 dire 69 1 shambling mound 41 8-9 2d4 bandits wolves, and 2d6 goblins 70 2d6 skeletons 1 bandit captain and 2d6 1d6+3 goblins riding 10 42-43 71 1d6 specters bandits wolves 72 1d4 spies 11 1 banshee 44 1d3 green hags 73 2d4 stirges 12 1 barghestVGtM 45 1d4 griffons 74 1 swarm of insects 13 1 bheur hagVGtM 46 1d4 half-ogre 75-76 2d6 thugs 14 1d6 black bears 47 1d4 maw demonsVGtM 77 1d3 trolls 1d4 blightspawned zom- 48-49 1d6 hobgoblins 15 GD 78-79 1d8 twig blights bies 1 hobgoblin captain, 16 2d6 blood hawks 50 1d4 giant boar, and 1d6 80 1 vampire spawn 17 2 brown bears hobgoblins 81-82 1d4 veterans 18 1d6+1 bugbears 51 1d4 ice mephits 83-84 1d6 volodniGD 19 1 shadow demon 52 1d3 knights on warhorses 85 1 wereboar 20 1 cambion 53 1 mage 86 1d4 wererats 21 1 chimera 54 1d3 manticores 87 1d3 werewolves 2d4 Nar Barbarians (ber- 22-23 1d6 cultists 55-56 88 1d3 wights serkers) 1d4 cultist fanatics and 89 1d2 will-’o-wisp 24 1d3 blights and 2d6 cultists 57 90 1d4 winter wolves 1d6 twig blights 25-26 1d6 dire wolves 91-95 2d4 wolves 1d6 nentyar hunters 58-59 27-28 1d3 druids (scouts) 96-97 1d6 worgs 29-33 1d6+2 elks 1d4 nobles on riding 98 1d4 yetis 60 1d4 ghasts and 1d6 horse with 1d6+2 guards 34 99 1d3 young remorhazes Sampleghouls file 61 1 ogre 100 2d8 zombies 35 1d4 ghosts 62 1d4 ogres

The Great Road

23 Beast of Bezentil By Zeke Gonzalez

A Tier 2 encounter designed for five 5th-6th level characters. Estimated run-time: 60 minutes

Background Adventure Hooks This encounter takes place just outside the trade village Orion’s Herbs & Remedies. The characters seek of Bezentil, one of the few along the east–west tradeway potions of healing and are directed to Orion’s Herbs of the Great Dale. Bezentil’s people are mostly farmers, & Remedies, where they discover Orion Teascald (CG small-time merchants, or foresters. Adventurers who human acolyte) has closed their potion shop until they pass through Bezentil undoubtedly hear of Bezentil’s can recover their child Charlie from the nearby ruin. major claim to fame: they rebuffed a demon attack Dark Prophecy. A character connected to a good- in the recent past with the assistance of a band of aligned deity has nightmares of a child being dragged adventurers. Stories of this battle have seeped into the through a vine-choked ruin outside Bezentil. local superstitions. One such urban legend revolves around an Charlie? Who’s Charlie? Replace Charlie with a young overgrown ruin near Bezentil. The locals believe NPC relevant to one or more character’s backstory. This it is haunted by those who died fighting back the could be a cousin, the child of a mentor or hero, or a demonic incursion; children visit the ruin at night young sibling. Before putting a character from a player’s and taunt one another with dares. These challenges backstory in danger, discuss the possibility with that have recently escalated. However, what the locals player. If a player does not want their families to be at do not know is that the structure was ruined not by risk in your game, it is tantamount to the enjoyment of demons, but by an advance of the Rotting Man and his the table that you respect their wishes. blightspawn. Trapped deep within the ruin is tangled poisonous vegetation and the malicious spirit of one of Talona’s blightlords. A few nights ago, an injured wolf found its way to the heart of the ruin and died there, where its body was twisted and corrupted by the spirit to create a new blightspawn. Not long after, a group of children dared one of their peers, Charlie Teascald (CG half-elf commoner) to enter the ruin. Charlie did not return and, deeply frightened, the rest of the children scattered home. Charlie has been dragged deeper into the ruin by the blightspawn to become a vessel for a horrific pestilence created by the blightlord spirit unless the characters can stop it. Sample file Daniel Comerci Daniel

The Great Road | BEAST OF BEZENTIL

24 Blighted Ruin When the characters approach the ruin, the sickly sweet smell of rotting fruit betrays the ruin’s presence before it can be seen through the trees. Once the characters arrive, read or paraphrase the following:

A ruined sentry tower casts wavering shadows. Thick green vines enshrine the crumbling structure. Rotting fruit droops from the vines and lies splattered across the ruin. The buzz of feasting insects drones in the air.

The ruin is avoided by the locals not just because it’s unsettling, but also because it can be dangerous:

G The vines can be identified with a successful DC Paloma Paul 14 Wisdom (Nature) check as king’s courtesan. A character who touches a vine must succeed on a DC 12 Strength saving throw or be grappled by lashing vines. G The fruits of the king’s courtesan vine are usually sweet and safe to eat, but these are corrupted The corpse of a giant wolf stands between you and by the blightlord within the ruin. A character the child, body overgrown with vines and fur matted who tastes the fruit must succeed on a DC 12 with pulpy fruit. The smell of rot fills the air. Constitution saving throw or become poisoned for 1 hour. While poisoned this way, a character When the characters enter, the blightspawn wolf is woozy and must subtract 1d4 from all (use shambling mound statistics) and ghostly saving throws. blightlord Mourethan (CE eladrin spectre) immediately G Some insects have been transformed by the attack and fight to the death. blightlord’s influence. Six of these bloated, G Mourethan moans and gasps about “executing bloodthirsty bugs (use stirge statistics) wait for Talona’s will” and “the Rotting Man’s return” an opportunity to attack any adults who move to while fighting. enter the ruin. G The unconscious but stable child is Charlie. Mourethan aims to seed Charlie with a terrible A character who succeeds on a DC 10 Wisdom new disease to wipe out Bezentil. (Survival) check finds tracks in the fruit pulp that reveal G The light on the ceiling comes from wrackmoss, a narrow entryway where the children sneak into the which can be identified with a DC 14 Wisdom ruin. A check that succeeds by 5 or more also discovers (Nature) check. On initiative count 20, this moss large, distorted pawprints leading inside. drips poison onto a random character, who must succeed on a DC 14 Constitution saving throw, taking 7 (2d6) poison damage on a failed save. Blightlord’s Curse The characters must navigate a dark and jagged tunnel through collapsed stone and twisting vines. Each Conclusion character must succeed on DC 14 Strength (Athletics) When the party returns Charlie to Orion, they are or Dexterity (Acrobatics) check in order to safely ecstatic and grateful, and reopens their potion shops. If climb and crawl into the ruin. Any character who fails you wish to extend the implications of this encounter takes 2d6 slashing damage from the vines and jagged to cast a longer shadow over your coming adventures, stones. When they emerge from the passage, a terrible perhaps Mourethan succeeds in seeding Charlie with spectacle lies before them: a new disease in the name of the Rotting Man. Should other locals from Bezentil get sick, their position on the The low ceiling of this claustrophobic room glows traderoads would mean the risk is high for the disease with a sickening green light, illuminating a terrible to spread through the Great Dale. Perhaps such an event scene.Sample A flickering, misshapen spirit paints symbols file could embolden Talona’s other followers or trigger of strange geometry on a filthy, unconscious child. terrors from the dark legacy of the Rotting Man.

The Great Road | BEAST OF BEZENTIL

25 Rewards and Treasure Orion’s Herbs & Remedies. Orion not only reopens Adjusting the Encounter their shop, but gifts the party a potion of healing and Here are recommendations for adjusting gives them a 10% discount on other wares, such as a this combat encounter. potion of invisibility or a potion of mind-reading. These are not cumulative. Dark Prophecy. The party is granted a charm of purify food & drink by the deity who sent the warning. Weak Party. Reduce the shambling mound’s Once a character uses this charm its magic is lost and hit points to 100. The wrackmoss does not is destroyed. drip poison. Charlie? Who’s Charlie? Saving such an important Strong Party. Add a vine blight. The NPC should be reward enough… But if not, the NPC had wrackmoss deals half damage on a fever dream while resting at death’s edge that gives a successful save. the party a hint as to important backstory information.

Sample file Chad Lensch

The Great Road | BEAST OF BEZENTIL

26