Encounters at Wayside Inn
Encounters at Wayside Inn
Ghost of Mirabar 33
TABLE OF CONTENTS
Acolyte 34
Table of Contents 2 Bandit Captain 34
Credits 3 Berserker 35
Map of the Sword Coast North 4 Cult Fanatic 35
Cultist 36
Introduction 5
Gladiator 36
Background 5
Drow Assassin 37
Location Overview 5
Goblin 38
Part1: The Wayside Inn 6
Mage 38
Ground Floor 6
Orc 39
First Floor 7
Priest 39
Second Floor 8
Spy 40
The Cellar 9
Thug 40
The Campground 9
Troll 41
Part 2: The Encounters 9 Veteran 41
The Magnificent Heroes of Miraketh 10 Werewolf 42
The Spice Must Flow 11
Maps 43
The Kaniver Factor 12
Ground Floor (Night) 44
“Three-Dragon Ante” Challenge 13
First Floor (Night) 45
What Price A Dragon’s Egg? 14
Second Floor (Night) 46
When Cometh The Wolfman 15
Campground (Night) 47
Martisha The Cockatrice 16
“The Spice Must Flow” Map 48
By Selune’s Light Cleansed 17
“By Selune’s Light Cleansed” Map 49
Drizzt Do’Urden Is Calling 18
My Other Works 51
Hunted By Ghosts 19
Appendix: Creatures 20
Martisha Vinetalker 21
Cooragh Struckt 21
Backes Dunfield 22
Teega 22
Dorgan Ernheim 23
Ruuk 24
Tolan Kaniver 25
Kyorlin Do’Urden 26
Martek 27
Stor 30
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon
ampersand, Ravnica 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 2021 by Carl Vandal and published under the Community
Content Agreement for Dungeon Masters Guild.
Carl Vandal
NOTES
T
town of Leilon is about fifteen miles to the south of
he encounters in this document are for
the inn. Phandalin is located about a day’s travel to
one to six 1st-9th level Dungeons &
the east. The Neverwinter Woods are about fifteen
Dragons 5th Editions characters. The
miles northeast of the inn, through the hills that
material contained in this document
surround the Triboar Trail.
can serve as a one-shot encounter, or as the starting
point for a side adventure for your established game. Caravans and merchants pass along the High Road at
The encounters are set in the Forgotten Realms but all times of the day, taking goods to Neverwinter,
could be located in any world where there is a Triboar, Yartar or Waterdeep. As a result of this the
roadside inn. inn is always busy.
The Wayside Inn has previously featured in “Storm PART1: THE WAYSIDE INN
Lord’s Wrath”, a follow-on to “Lost Mines of
The Wayside Inn is a substantial structure. It is
Phandelver”. The encounters in this document can
composed of the inn building, a three-story
occur either before, after or concurrent with the
structure, the smithy, the stables, two outhouses and
events of “Storm Lord’s Wrath”.
the surrounding wall.
BACKGROUND Ground Floor
While travelling the High Road between Waterdeep The ground floor of the Wayside Inn includes the
and Neverwinter, the party has stopped at the entrance, common room, kitchen, yard, outhouses,
Wayside Inn. stable and smithy.
The inn is one of a number of places on the road that Entrance
provides travelers with the opportunity of a secure The entrance to the inn is a small ten-foot by fifteen-
resting place, and hot food. Over the years a number foot vestibule. The heavy double doors to the road
of individuals have tried to maintain an inn at the can be easily barred shut. The doors are reinforced
point where the Triboar Trail meets the High Road. (75 hp) and have resistance to piercing and
Some have succeeded for years before falling victim bludgeoning damage. A success on a DC30 Strength
to bandits or monsters. Others gave up relatively (Athletics) check would allow a character to break
quickly when the dangers became apparent. down the doors.
Martisha Vinetalker, a cold, calculating, charismatic Common Room
half-elf, currently owns and runs the Wayside Inn. The main hub of the inn, the common room is
Her ruthless efficiency in running a business, and a seventy foot long by thirty-five feet wide. There is
keen eye for profit, have ensured that the inn has seating for thirty-six people at tables and an
become a great success. additional seven along the bar.
LOCATION OVERVIEW A small stage in the northwest corner of the room is
The Wayside Inn is a three-story brick and wood normally utilized by the current bard-in-residence,
structure, located at the point where the Triboar at the moment this is Tolan Kaniver.
Trail and the High Road meet. The inn is on the
Stairs lead upwards to the individual guest rooms
eastern side of the High Road and on the southern
and to the rooms for the main staff members. A small
side of the Triboar Trail.
corridor in the northwest of the room leads to a door
On the western side of the High Road, opposite the to the courtyard.
inn is a large campground that is used by
The bar is tended by either Backes Dunfield, a
adventurers, and others, who chose not to pay for a
human with a scarred face and crooked smile, or by
room at the inn. As Martisha maintains this ground,
Dorgan Ernheim, a red-haired dwarf from Thornhold
she charges a nominal fee to anyone that sets up
(the bartender in residence depends on when the
camp.
events take place—prior to “Storm Lord’s Wrath” it
Neverwinter is about two days travel to the north will be Backes and afterwards it will be Dorgan).
Innkeeper’s Room
Martisha Vinetalker resides in this room. A large bed,
bedside table, desk, and cabinet for clothes are as
standard. The chest containing the takings of the inn
is also located in the room.
On Martisha’s desk are the account ledgers for the
inn.
Opening the chest requires a success on a DC18 The Cellar
Dexterity (Thieves’ Tools) check. Inside the chest is A ladder leads down from the trap door in the kitchen
120gp, 540sp, 620cp and a pouch containing gems to the cellar. Illuminated by a number of lanterns
worth 240gp. attached to wall sconces, the thirty-by-thirty-foot
Bartender’s Room room is accessed by descending a small tunnel from
A single bed, bedside table, desk and chair, and a the kitchen.
cabinet for clothes are the furnishings for the room. The cellar contains numerous barrels of ale, crates of
Other trappings in the room depend upon the food, sacks of grain and a rack filled with bottles of
occupant: wine.
T
he party are approached by two don’t want to be helping these scum. We’re going to
desperate farmers seeking protection wipe them out.” As he speaks, he pulls at Lorzug’s
for their village, located in the foothills wrappings, revealing that the farmer is an orc. He
of the Sword Mountains. While the then adds, “We’ve been hired to deal with these
party is negotiating the deal a group of mercenaries Gruumsh worshipping beasts.”
approaches and hassles the party and the farmers.
OBJECTIVE:
LOCATION: Deal with the mercenaries and convince Lorzug that
The party are resting at the Wayside Inn while the party is capable and willing to defend the orc
journey along the High Road. Read the following: village.
Another evening of entertainment finishes as you enjoy There is one mercenary for each member of the party.
the meal that Cooragh has prepared for you in the This is only a scout force from the mercenary
kitchen of the Wayside Inn. company that has been hired to eliminate Miraketh.
Across the busy common room, Martisha is talking The mercenaries should be scaled to match the ability
loudly with two strangers. They are covered head-to- of the party.
foot in wrappings. Martisha gestures towards your Level Mercenaries
table and they turn and head over. 1-2 Thugs
Their attire is not the only thing that marks them as an 3-4 Bandit Captains
unusual couple—one fairly normal while the second is 5-6 Veterans
a bear of an individual. Neither appears to be armed 7-9 2 Gladiators, rest Veterans
but what is concealed beneath their wrappings is
anyone’s guess.
CONCLUSION:
They stop at the end of your table. The smaller one Once the party has dealt with the intrusion from the
steps closer, and a guttural, female voice issues from mercenaries (either through fighting them or by
beneath the facial coverings. persuading them to depart), they can then finish their
negotiations with Nymarag and Lorzug.
“Please, we have been told that you can aid us.”
The orcs are willing to pay the party 500sp and can
MEETING THE STRANGERS add a pouch of gemstones (worth 200gp) if they will
The woman, Nymarag, and Lorzug represent a agree to defending the village.
farming settlement called Miraketh, located south of
Phandalin in the foothills of the Sword Mountains.
The village is being threatened by a “ravaging horde”
and they have heard that the party are the best group
to help defend them.
Nymarag talks openly about the situation and is
eager for the party to assist them. Lorzug is more
belligerent and believes that the party is incapable,
and not required.
Success on a DC15 Wisdom (Perception) check spots
that the farmers have a greyish-tinge to their
leathery-like skin. Anyone succeeding on a DC15
Intelligence check who speaks Orc will recognise that
T
arrival, the party find that the interlopers have built
he party are approached by Marisha
huts and have set up residence in the grove.
Vinetalker, the owner of the Wayside
Inn. There is a problem with the inn OBJECTIVE:
cook and Martisha would like the party The primary objective is to ensure that Cooragh has
to solve the issue. access to a steady supply of the spices that grow in
the grove. This could be achieved by removing the
LOCATION:
interlopers either by chasing them away or by
The party are resting at the Wayside Inn while
persuading them to relocate. Alternatively, the party
journey along the High Road. Read the following:
might be able to persuade the interlopers to tend the
You have settled yourselves down at your table to spice plants and could negotiate a trade agreement
enjoy the fare provided by the inn. The meal is between the interlopers and the Wayside Inn.
unusually bland for one produced in the kitchen of the
The nature of the interlopers depends on the level of
Wayside Inn.
the party:
As you wash down the food with drink from the bar, Level Interlopers
Martisha Vinetalker appears from the kitchen and
1-2 1 Goblin per party member
makes her way towards your table.
3-4 1 Orc per party member
“Ah, how was your meal this evening?” she starts. 5-6 1 Werewolf per two party members
Before you can answer she pulls over a chair and sits 7-9 1 Troll per two party members
down.
“I have a problem and I am hoping you can help me
with it.”
A SPICE SHORTAGE
Martisha reveals to the party the reason that their
meal was bland is that Cooragh has run out of her
favorite spices.
Cooragh normally obtains the spices she uses from a
small grove located in the Neverwinter Woods.
Unfortunately, her last trip to the grove found that it
become the residence of an unsavory group.
Unfortunately, Cooragh was unprepared to deal with
the group and returned to the Wayside Inn without
her supplies.
Martisha would like the party to speak with Cooragh
CONCLUSION:
to get more details regarding the situation and would Having dealt with the interlopers in whatever manner
like them to then deal with the problem. She is is decided upon, the party can then collect the spices
desperate to ensure that Cooragh has her spices, as that Cooragh requires.
the blandness of the food is already impacting on Upon returning to the Wayside Inn with the spices,
people stopping at the inn. the party will be treated to a meal by Cooragh and
Cooragh is more than happy to provide the party will be given free meals at the inn for the next four
with directions to the grove as she is also desperate times that they stay at the location. Martisha shows
to obtain the spices she needs. The grove is located at her appreciation by paying the party 100gp.
the edge of the Neverwinter Woods, about twenty
Encounters At The Wayside Inn ~11~
THE KANIVER FACTOR completing their task.
1) As they are camping enroute they will be set upon
INTRODUCTION
T
by a small group hired by Tarbin. The nature of
he party find themselves dragged into a
the group depends upon the level of the party:
competition between two bards, Tolan
Kaniver and his rival, Tarbin Tul. Level Attackers
T
he party arrive at the Wayside Inn as it player to add performance bonus to opposed dice
is hosting a Three-Dragon Ante roll).
competition. The party are given the • Opposed d20 dice roll to determine the winner
opportunity to either participate or modified as follows: +2 for each successful skill
watch the competition. check made at previous step, + performance
bonus if skill check successful at previous step.
LOCATION:
The party are traveling along the High Road and • Repeat the process for 2nd Gambit and 3rd
approach the Wayside Inn as night is approaching. Gambit.
Having stopped at the inn previously, the party • The player that wins two out of the three gambits
decide to avail themselves of the facilities. Read the wins the game and proceeds to the next round.
following:
After each round, the DC checks increase by 2 and the
As you approach the Wayside Inn you notice that it gambits increase by 5gp.
appears to be even busier than usual. The campground Each of the participants in the competition has the
opposite is filled with numerous tents and wagons, and following skill bonuses for their rolls:
the noise emanating from the inn is more than you
Deception +5, Insight +4, Perception +6,
would normally expect.
Performance +5, Sleight of Hand +4
Upon entering the Common Room, you find that
However, if any party member makes it to the final
almost all of the tables are filled with people playing
round their opponent (unless it is another character)
Three-Dragon Ante. In some cases, the size of the pots
has the following skill bonuses:
is quite considerable.
Deception +8, Insight +6, Perception +8,
Martisha nods at you as you enter. “We have one room
Performance +8, Sleight of Hand +6
left upstairs but you will all need to squeeze into it,”
she informs you. “And you’re welcome to try your luck Martisha and Tolan are both taking bets on the
in the competition if you wish, entry fee is 50gp and individual games.
the grand champion wins 800gp, plus their game OBJECTIVE:
winnings, and free room-and-board for a year.” The objective of any party members taking part in the
competition is to win the grand prize. This requires
THE COMPETITION that they beat all other participants, either by winning
There are a total of thirty-two participants in the their games or through other methods.
competition (including any members of the party
that decide to take part). There are therefore five
CONCLUSION:
rounds in the knock-out event. If a party member wins the grand prize Martisha
presents them it gladly, and acknowledges the
Each round of the competition is broken down as individual has the right to stay at the Wayside Inn for
follows: the next year for free.
• Cards are dealt out. If the party does not win, the prize is awarded to the
• 1st Gambit is made - the gambit requires a bet of winning competitor.
5gp.
• Appropriate skill checks are made - DC10
Wisdom (Insight) check to see opponent is
bluffing; DC10 Charisma (Deception) check to
bluff opponent,; DC10 Wisdom (Perception)
T
he party are enjoying a break at The reaches 800gp, he calls a break in the auction. During
Wayside Inn when they become the break Lotharn approaches the party.
embroiled in an auction for a dragon’s
He tries to make a deal with them. If they will help
egg.
raise the final price, he will give them ten percent of
LOCATION: the total.
The party are resting at the Wayside Inn while Bran and Kallista will also both approach the party
journey along the High Road. Read the following: during the break. Kallista offers to provide the party
For once the Common Room of the Wayside Inn with her funds for the auction if they join with her in
appears to be rather quiet. However, the current acquiring the egg and Bran offers the party a bag of
occupants also seem to be more unusual than you have gems worth 1200gp and promises them twice that
grown accustomed to seeing on your visits to the place. again if they will assist him in acquiring the egg.
He claims that the egg is from the hatchery of If the party outbid Etrich he will make plans to
Tesskulladar and Essembramaerytha, and contains acquire the egg in another fashion and will also seek
the embryo of a silver dragon/song dragon hybrid. revenge on the party.
There are five individuals present in the inn that are If the party help Kallista to buy the egg, then they will
interested in bidding on the egg: receive the friendship of the Harpers. Kallista will
ensure that the egg is returned to its parents on
• Etrich Fyrwing - a human, red wizard from Thay Evermeet. She may even hire the party to complete
• Halia Thornton - the owner of the Phandalin this task.
Miners’ Exchange (and a member of the If the party help Bran to acquire the egg he will give
Zhentarim) them the pouch of gems and ask them to join him
• Carric Siannodel - an elven representative of the outside the inn. He will lead them a short distance
Emerald Enclave away from the inn where he will transform into his
true form, an adult bronze dragon called Umsheryoth.
• Kallista Menaridin - a tiefling representative of
He will thank the party and will promise that the
the Harpers
additional payment will be delivered to them within
• “Bran Kulenov” - a “human” with a distinct the ten-day, a promise that he keeps.
Cormyrean accent, wearing heavy armor and the
If the party keep the egg, then they will become the
trappings of a Purple Dragon Knight
target of all the other participants in the auction.
T
he party are enjoying a quiet evening at a barbarian bounty hunter, called Stor Ursafrynd, who
the Wayside Inn. As they are relaxing follows the Path of the Beast and has werebear
they witness an altercation between ancestry.
two individuals. In the middle of the
Martek is responsible for a series of crimes in Mirabar
altercation one of the individuals transforms into a
and Stor tracked him to the Wayside Inn. Stor was
wolf-hybrid creature and chaos breaks out in the
trying to persuade Martek to return quietly when
Common Room.
Martek transformed.
LOCATION: The level of challenge posed by Martek and Stor
The party have stopped at the Wayside Inn while depends on the level of the party:
journey along the High Road. Read the following:
Level Assailants
Another busy night at the Wayside Inn and once more,
Martek—level 3 Sorcerer
the meal provided by Cooragh proves to be a great 1-2
success. Washed down by ale from the bar, you feel Stor—level 3 Barbarian
sated. Martek—level 5 Sorcerer
3-4
Sitting back to relax, you notice two men at another Stor—level 5 Barbarian
table who appear to be starting an argument. One is Martek—level 7 Sorcerer
5-6
very slight of build while the other is a hulking brute of Stor—level 7 Barbarian
a man. Martek—level 10 Sorcerer
7-9
The argument becomes more heated, and it looks as Stor—level 10 Barbarian
though the larger of the two is preparing to strike the
OBJECTIVE:
other. As he is being threatened the smaller man
The primary objective for the party is to clear the
stands up and his skin shreds. Within seconds, standing
Common Room and deal with the two antagonists.
in his place is a large wolf-like creature standing on its
hindlegs. The secondary objective is to figure out what is
actually happening.
The wolfman strikes out at his aggressor, sending the
brute flying across the Common Room. CONCLUSION:
The party are successful if they manage to defeat
At the sudden transformation and violence, the other
Martek. If the party are unable to defeat Martek on
patrons of the inn start screaming and rushing for the
their own, Stor will help them.
exits.
Once Martek is defeated, Stor will try to explain the
whole situation to the party and will offer them
LYCANTHROPES IN THE COMMON
100gp to be allowed to take Martek back to Mirabar.
ROOM?
If the party chose to take Martek back themselves, the
Martisha yells at the party, “Help clear the room and
reward for his return is 1000gp.
deal with those two. There’s 50gp in it for you.”
If Martek escapes, he will
The wolfman creature ignores the general crowd and
eventually seek revenge on
advances on his assailant. As the larger man gets to
the party for interfering in
his feet, he two undergoes a transformation, turning
the fight.
into a bear-like creature.
If the party side with
The patrons of the inn are in a complete panic. A
Martek, Stor will likely
success on a DC15 Charisma (Persuasion) check will
return in the future with
allow the party to start calming the crowd and direct
support.
them to the exits.
T
he party are enjoying their meal in the target must succeed on a DC 11 Constitution saving
Wayside Inn when a small lizard-like throw against being magically petrified. On a failed
creature starts flying around the save, the creature begins to turn to stone and
Common Room pursued by a winged is restrained. It must repeat the saving throw at the
cat. end of its next turn. On a success, the effect ends. On a
failure, the creature is petrified for 24 hours.)
LOCATION:
The party are resting at the Wayside Inn while Fleabag will also strike at anyone trying to restrain
journey along the High Road. Read the following: her (AC 13, Dex 16, Acrobatics +5, Claws. Melee
Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1
The fine, though spicy, food prepared by Cooragh fills
slashing damage.)
your stomach. The Common Room is busy, and Tolan is
preparing himself for another evening of entertaining OBJECTIVE:
the crowds. Capture Martisha the cockatrice without all the party
being turned to stone. Prevent Cooragh’s pet tressym
The door from the kitchen suddenly bursts open and
from catching and eating Martisha.
something flies into the Common Room. A small, lizard-
like creature flaps its wings madly as it flies around the CONCLUSION:
room. A second shape appears from the kitchen, a cat If the party capture Martisha without harming the
with wings that appears to be chasing the smaller cockatrice, the blacksmith will be grateful to them,
creature. giving them a discount on any business.
The crowd in the room starts to react to the two If the party cause injury to either Martisha or Fleabag,
animals, swatting at them with their plates. As the they will incur the wrath of the respective owner. In
madness continues, the blacksmith dashes into the the case of Cooragh, they will find their meals are
Common Room shouting, “No! Please, don’t hurt even more spicy, with the accompanying
Martisha!” consequences. In the case of the blacksmith, they will
find that their services are no longer available to the
party.
UNUSUAL PETS
The lizard-like creature flying around the Common Once the cockatrice is captured, Martisha the bar
Room is a cockatrice that the blacksmith has been owner will appear from upstairs, investigating the
raising as a pet. In a moment of madness, the commotion. This may prove a surprise to the party as
blacksmith named their pet Martisha, after the they may have assumed that the cockatrice is
owner of the Wayside Inn. Martisha under the effect of a spell.
T
he party are resting at the Wayside Inn
Traveling to the Circle of Selune will take just over a
when they are accosted by a severely
day. The next full moon coincides with that timing.
injured adventurer. In his dying
moments, the adventurer passes to If the party choose to complete the quest they will
them a rare diamond that they need to take to a encounter two groups opposing them, one enroute
nearby stone circle so that it can be destroyed. and one upon arriving at the Circle of Selune. The
strength of the forces is based on the level of the
LOCATION:
Level Demon Worshippers
The party are resting at the Wayside Inn while
journey along the High Road. Read the following: 1-2 Two Cultists per member of the party
Three Acolytes supported by one Cultist per
The serving girl starts to clear away the plates from 3-4
member of the party
your meal as the sounds of the Common Room wash One Priest supported by one Cult Fanatic per
over you. Tolan is on the stage playing his lute and 5-6
member of the party
singing. One Mage, one Priest supported by one Cult
7-9
Suddenly he is thrown from the stage as a figure a Fanatic per member of the party
portal opens and a robed figure stumbles though party, and is the same at both encounters:
before collapsing to one knee. The mage struggles to
OBJECTIVE:
his feet, using his staff for support as he surveys the
Take the diamond to the Circle of Selune before the
room.
next full moon. Place it on the altar stone and let the
His eyes settle upon yourselves, and he drags himself light of Selune destroy it.
across the Common Room towards your table, leaving
CONCLUSION:
a trail of blood behind him.
If the party carry out the quest and destroy the
As he approaches, he gestures at all of you, “Please, diamond, they will earn the wrath of the demon
you must complete my quest. The gem must be bound within and his worshippers.
destroyed by the next full moon at the Circle of
If the party decide to keep the diamond, they will be
Selune.”
pursued by the worshippers of the demon trapped
He tumbles forward, prostrate on the floor and a large within the gem.
diamond rolls from his grasp and comes to rest at your If the party try to sell the gem, they will find it returns
feet. to their possession every morning at dawn, and any
monies received for it disappear.
DESTROYING THE DIAMOND
The mage has suffered fatal injuries and the magical
nature of these prevents him being brought back by
any healing magic.
The diamond has been used to bind a powerful
demon within it, and its destruction will exile the
demon back to its own plane.
The demon’s cult is responsible for the death of the
mage and will try to reclaim the diamond to enable
them to free the demon.
Any member of the party who succeeds on a DC12
Intelligence (History) check will recall that the Circle
of Selune is a ring of stones located in the foothills of
Encounters At The Wayside Inn ~17~
DRIZZT DO’URDEN IS CALLING and pretending to be his cousin. This has served him
well but his lack of knowledge about the real
INTRODUCTION incidents and adventurers of his cousin limit the
T
he party are enjoying a meal at the accuracy of the pretense.
Wayside Inn when a legendary
More recently, Kyorlin has made his way south from
individual makes a sudden appearance.
Icewind Dale, and had to flee Neverwinter when his
LOCATION: sham was discovered. His plan is to make his way to
The party are resting at the Wayside Inn while Waterdeep and establish himself there.
journey along the High Road. Read the following: Martisha is more concerned that the presence of
The storm outside batters against the shutters of the “Drizzt” at the Wayside Inn could prove more trouble
Common Room. Another of Cooragh’s finest meals sits than it is worth and asks the party to find out why he
upon your table as you enjoy the wine and cuisine that is here.
the Wayside Inn offers. OBJECTIVE:
Suddenly the main doors to the inn burst open and a Approach “Drizzt” and start up a conversation with
figure stands in the doorway, outlined by the lightning him. Learn his reason for being at the Wayside Inn
of the storm. and determine if the inn is any danger from his
presence.
Wrapped in a forest-green cloak, the lithe figure strides
Kyorlin will try to maintain the pretense. Anyone
purposefully into the inn, a lock of white hair slipping
succeeding on a DC18 Wisdom (Insight) check will
from beneath their hood.
realize that the drow is not being entirely honest.
As he approaches the bar, the figure lowers his hood Anyone who has a lengthy conversation with Kyorlin
and pushes back his cloak. Instantly there is murmur and who succeeds on a DC18 Intelligence (History)
throughout the Common Room and then it falls silent. check will recognise some inconsistencies in his
The dark skin of the man beneath the hood marks him stories regarding the exploits of Drizzt.
as a drow. As he opens his cloak, two scimitars can be
CONCLUSION:
seen hanging from his belt.
To the best of Kyorlin’s knowledge, he is not being
He orders an ale from the bar and retreats to one of pursued by anyone and his presence should not bring
the single tables, his back to the wall and his lavender any additional danger to the residents of the inn.
eyes watching the room intently. However, there is every possibility that he might be
the target of a Drow Assassin or he may be being
“WHAT BRINGS YOU HERE?” pursued by forces from Neverwinter.
Although the individual that has entered the bar Once the party is satisfied that the inn is safe, they can
bears a striking resemblance to the legendary ranger, report back to Martisha, who will buy them all a
Drizzt Do’Urden, it is in actuality a distant relative of round of drinks to celebrate.
the famous drow, Kyorlin Do’Urden.
Kyorlin grew up in Menzoberranzan hearing tales of
his “infamous” cousin, and how evil he was for
shunning the ways of the drow. Unfortunately, for
Kyorlin, the stories struck a different chord and he
started to secretly hero-worship his cousin.
When he finally got to an age that he could himself,
flee from Menzoberranzan, he did so. Making his way
North to Icewind Dale, he tried to emulate his cousin.
Unfortunately, Kyorlin did not possess the same level
of skills or good fortune as Drizzt.
Eventually he hit upon the idea of disguising himself
Encounters At The Wayside Inn ~18~
HUNTED BY GHOSTS family estate will be enough of a deterrent to stop the
Ghosts from making further attempts on his life.
INTRODUCTION
T
he party are resting at the Wayside Inn
OBJECTIVE:
when they are approached by a wealthy Escort Randal on the remainder of his journey to
noble in a state of absolute panic. Neverwinter. Ensure that he reaches his family estate
in the city safely. This is a two-day journey, and the
LOCATION: Ghosts will make an attempt on Randal once per day
The party are resting at the Wayside Inn while of the journey.
journey along the High Road. Read the following:
The challenge that faces the party will depend on the
As the well-dressed man enters the Wayside Inn, it is level of the party:
clear that there is something concerning him. He Level Demon Worshippers
continuously looks over his shoulders and is
1-2 One Ghost of Mirabar.
exceptionally jumpy whenever anyone approaches
One Ghost of Mirabar per three members of
him. 3-4
the party.
He speaks with Martisha, who appears to direct him One Ghost of Mirabar per two members of
5-6
towards your table, and makes his way across the the party.
Common Room to where you are sat. One Ghost of Mirabar per member of the
7-9
party.
“Please, I need your protection. I can pay you
handsomely for your time,” and with that he drops a CONCLUSION:
bag of gems onto the table, worth at least 500gp. If the party succeed in escorting Randal to
Neverwinter he will reward them with an additional
500gp. Unfortunately, he will be killed by the Ghosts
WHAT IS THERE TO FEAR FROM
within a week of reaching the “safety” of his family
GHOSTS? estate.
The worried individual is Randal Caradon, the third
son of a minor noble house of Neverwinter. He The Ghosts do not hold grudges and so will not
recently visited Mirabar as part of a trade party, continue to target the party. However, if the party
representing his family’s interests in the mines. learn the secrets that Randal became aware of then
While in Mirabar he accidently acquired knowledge the Ghosts will add them to the list of targets that
of some secrets regarding the defenses of Mirabar need to be eliminated to ensure the safety of Mirabar.
and openly discussed these at a banquet he attended.
Unfortunately, these actions brought him to the
attention of the Ghosts of Mirabar, an elite force of
spies and assassins that protect the secrets of
Mirabar. They attempted to silence him initially in
Mirabar, but he swapped his dinner with his
companion, and they ended up being poisoned in
Randal’s stead.
Through sheer stupidity and asinine luck, Randal has
managed to survive long enough to reach the
Wayside Inn. His numerous companions, however,
have not fared so well, though Randal will carefully
avoid mentioning this to the party.
Randal knows that the Ghosts are still after him and
wants the party to protect him and escort him to
Neverwinter, where he believes the guards on his
Description
Cooragh Struckt is a half-orc who has been a close friend and confidante of Martisha for many years. Cooragh
is famous for her incredibly tasty, and alarmingly well-spiced, stews and meat pies. On her neck, beneath each
ear, are tattoos of curved daggers. If asked, she admits she got them because she knew it would upset her
mother, a human from Luskan.
Description
Teega is a strapping woman who can wield a hammer in each hand like a titan. Her anvil is forged in the shape
of a dolphin, and at night she drinks at the bar with the other patrons. She met Backes after his life as a pirate
ended, and she hopes to join him in setting up a business in a city at some point. She makes jewelry in her
spare time and wears a set of bronze bracers shaped like three lightning bolts.
Description
It takes a strong personality, ruthless cunning, and a silver tongue to keep a gang of bandits in line. The bandit
captain has these qualities in spades. In addition to managing a crew of selfish malcontents, the pirate captain
is a variation of the bandit captain, with a ship to protect and command. To keep the crew in line, the captain
must mete out rewards and punishment on a regular basis. More than treasure, a bandit captain or pirate
captain craves infamy. A prisoner who appeals to the captain's vanity or ego is more likely to be treated fairly
than a prisoner who does not or claims not to know anything of the captain's colorful reputation.
Description
Fanatics are often part of a cult's leadership, using their charisma and dogma to influence and prey on those of
weak will. Most are interested in personal power above all else.
Description
Gladiators battle for the entertainment of raucous crowds. Some gladiators are brutal pit fighters who treat
each match as a life-or-death struggle, while others are professional duelists who command huge fees but
rarely fight to the death.
Description
Mages spend their lives in the study and practice of magic.
Description
Priests bring the teachings of their gods to the common folk. They are the spiritual leaders of temples and
shrines and often hold positions of influence in their communities. Evil priests might work openly under a
tyrant, or they might be the leaders of religious sects hidden in the shadows of good society, overseeing
depraved rites.
Description
Thugs are ruthless enforcers skilled at intimidation and violence. They work for money and have few
scruples.
Description
Veterans are professional fighters that take up arms for pay or to protect something they believe in or value.
Their ranks include soldiers retired from long service and warriors who never served anyone but themselves.