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Book 3 - Vaasa and Beyond

Bloodstone Book 3 - Page 2


Bloodstone Book 3 - Page 3

Part 7 of Northern Journey


is dedicated to
Simon Gibbs.

For several years


Simon has been simply
the steadiest,
most reliable
and most valuable helper
our group has had.
- The Vintyri Project
Bloodstone Book 3 - Page 4

Northern Journey
Part 7, Bloodstone
Book 3 - Vaasa and Beyond
Version 1.0

The Vintyri Project™


Bloodstone Project Leader: Trevor Cooke, Scotland.
Co-Author and Online Coordinator: Carl Nielsen, U.S.A.
Co-Author and Webmaster: Mark Oliva, Germany
Editors: Mark Oliva, Germany, and Simon Gibbs, Australia
Illustrator: Joan I. Guardiet, Spain
Co-Authors of the former Project Group 1370:
Stan Allard, USA Bill Farge, USA
Founders of the Northern Journey Campaign:
Marv Olson, USA Greg Waters, USA
This book also makes use of work from the following independent authors:
A. Jason Anatokas Dr. Jeffrey David Bray
Erskine Fincher Paul Hoyak
George Krashos David Olson (a.k.a. Khamsin)
Phillip Wallace (a.k.a. Sleyvas)
The Vintyri Project especially wishes to thank:
Eric L. Boyd Don Caughey
Fernando Puertas Figallo Ed Greenwood
Bob Hall Brian Lindenlaub
Sean Mahoney J.A. Jones Tyler III
Special thanks too for contributions, ideas, suggestions, illuminating online postings, RPG software, CC2 Symbols and other direct and indirect help from the
following members of various Internet mailing lists and contributors to ProFantasy's home page. Your regular postings have made the Realms a better place
and Northern Journey a better adventure:

Charles Jason Albitz, Erol K. Baybert, Jimbo Bean, Fredrik Blom, William Bossier, Allyn Bowker, Jamis Buck, Sam Carter, John Casky, Brad Whitted Chales,
Justin J. Chupp, Eric Comtois, Chris Conboy, Rob Cooper, Jay Cox, Kyle Cretsinger, John Csaky, Dr. Thomas Cullen, Michael Dallaire, Steve Davies, Clay
Derochie, Anna M. Dobritt, Paul George Dooley, Dave Eadie, Lonny Eckart, Jonas Eckerman, Andrew Ellem, Anthony Farrell, Gil Fleming, Jürgen Geppert, Ed
Greaves, Steve Grogan, Gordon Druzzil Gurray, Troy Gustavel, Andrew Hackard, Michael Hahn, Timothy Haney, Lisa Beren Hartjes, Shaun Hately, Jason
Hatter, Chris Heismann, Antje Helfrich, Peter Helfrich, Rick Herron, Teresa Hickam, J.K. Hoffman, Bill Howard, David E. Howerton, Frank Hübner, John Hube
Huebner II, Stuart Hunter, Jonathon Jacobs, Brad Johnston, Alan Jones, Colin Keizer, Linda Kekumu, Kevan, Matthew Klinger, Ben Krauskopf, Paul J. Lareau,
T. Lenti, Mathew Lynn, Ian R. Malcomson, Pat Malone, Tony Marker, Christopher Mathieu, John Draugdur McCaffery, Brian McCallister, Kevin McNeese, Brian
McRoberts, Toby Mekelburg, Robert Merkstallinger, Robert Miller, James Milton, Vic Morales, Steve Mulhern, Scott Murray, Bobby Nichols (a.k.a. the
Cat.Dragon), Roger Nicholls, Lisanne Norman, Alistair Lowe-Norris, Erik Oscarson, Morgen Olden, A. Maarit Pelletier, Jim M. Pierce, Paul Pishnak, Dee Dee
Rand, Rick Ricci, Phil Rhodes, Caroline Ridyard, Notty Ried, Jan-Yves Ruzicka, Rick Saada, David Salvas, Mary Kay Salvas, L. Lee Saunders, Ralf
Schemmann, David Shepheard, Paul Schief, Nancy Schultz, Craig Sefton, Matt Scantronb Selter, Thomas Sevaldrud, Cody Sibley, Clay Van Sickle, Gregory
Simkins, John Simpson, Joe Slayton, Dr. Erin D. Smale, B. (Varl) Smith, Frank F. Smith, Pat Smith, Stephen R. Smith, Ken Snellings, Geoff Spakes, Ken St-
Cyr, Mike Stewart, Pete Storm, Leo Sutherland, ThatOtherGuy, Ed Thomas, Louis Timmer, Colin Tod, Chip Towle, Gary Urvoas,
Maurizio Vaggi, Michael Vaillancourt, Peter Vernon, Wailhorn, Kevin Walker, Waterdeep0 a.k.a. John Smithey, Alex Weinrich, Paul
Westermayer, John Whatmough, Frank Whited, Gary Williams, William Wire, John G. Wood and Melody Yoon.

All maps in the Northern Journey adventure are produced with Campaign Cartographer 2™Pro, Dungeon
Designer 2™ and City Designer 2™ from ProFantasy Ltd. in London. For more information, visit the
following Internet site: http://www.profantasy.com/

The Internet address for Northern Journey (use no capital letters): http://www.vintyri.com

Northern Journey News Reports: When the project group has something new to report, information is posted on our website (see
above) and to the following mailing lists: FRDMing and NJDiscussion at YahooGroups.com, REALMS-L on the WotC server and
ADND-L at the University of Texas. For more information, contact our webmaster at: info@vintyri.com .
Bloodstone Book 3 - Page 5

Bloodstone
Our Open License
COPYRIGHT NOTICE:

Bloodstone is a derivative work that is based upon the games Dungeons & Dragons® and Advanced Dungeons
& Dragons® and the gaming setting Forgotten Realms®, all of which are subject to the copyright restrictions of
Wizards of the Coast Inc., Renton, Washington, U.S.A. The use of this material in Bloodstone does not
constitute a challenge to those trademarks. Dungeons & Dragons, Advanced Dungeons & Dragons, Forgotten
Realms and Wizards of the Coast are registered trademarks of Wizards of the Coast. This adventure is offered
under the Wizards of the Coast online policy for distribution of free, non-commercial gaming material in the
Internet. The policy is available on the company's home page in Internet: http://www.wizards.com.

Original material offered in Bloodstone is a non-commercial product of the Vintyri Project™, solely owned by
Steigerwald EDV™ USA, Copyright © 1993-2005, Steigerwald EDV USA. The license for the use of this
material for free and non-commercial distribution follows. Vintyri™, Vintyri Project™, Northern Journey™ and
Steigerwald EDV™ are trademarks of Steigerwald EDV USA.

LICENSE PROVISIONS:

1. Any of use of this material that violates the online policy or any future policies, rules, restrictions, licenses or
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based upon Bloodstone, you indicate your acceptance of the terms of this license.

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9. The right to use graphic material other than maps and dungeon plans from Bloodstone is limited exclusively
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10. This license will terminate automatically if you fail to comply with all terms herein and fail to end any and all
breaches of this license within 30 days of becoming aware of the breach(es). All sublicenses shall remain valid
after the termination of this license.
Bloodstone Book 3 - Page 6

I heard the bells on Christmas day


Their old familiar carols play,
And wild and sweet,
the words repeat
Of peace on earth, good will to men.

I thought how, as the day had come,


The belfries of all Christendom
Had rolled along
the unbroken song
Of peace on earth, good will to men.

Till ringing, singing, on it's way,


The world revolved from night to day,
a voice, a chime
A chant sublime
Of peace on earth good will to men.

Then from each black, accursed mouth


The cannon thundered in the south
And with the sound
The carols drowned
Of peace on earth good will to men.

It was as if an earthquake rent


The hearthstones of a continent
and made forlorn
The households born
Of peace on earth good will to men.

And in despair I bowed my head


"There is no peace on earth," I said,
"For hate is strong
and mocks the song
Of peace on earth, good will to men."

Then pealed the bells more loud and deep:


"God is not dead, nor doth He sleep;
The wrong shall fail,
the right prevail
With peace on earth, good will to men."
- Henry Wadsworth Longfellow, 1864
Bloodstone Book 3 - Page 7

Bloodstone
Title, Credits, Dedication and Open License
7. The Princedom of Vaasa

Duchy of Ironspur
Ironspur (Ducal seat)

Barony of Palishchuk
Palishchuk (Baronial seat)
Ruins of Castle Perilous
Vaasan War Camp
Gatehold (northern side)
Asfaloth
Moortown (northern side)
Swampgate

Barony of Sunderland
Darmshall (Capital, Princedom of Vaasa)
Hillsafar Hall (Baronial seat of the barony)
Gatehold (southern side)
Moortown (southern side)
Highsong
Mistover
Southgate
Thornleigh
Suncatcher Mountain
Cave of the Whispering Wind

8. The Decisive Encounters

8.1 King Gareth Dragonsbane

8.2 Castle Dragonblood (Suncatcher Mountain)

8.3 The Ruins of Castle Perilous

8.4 The Restoration of Grafvitnir


Bloodstone Book 3 - Page 8

9. The Road Goes Ever On (Optional Continuation)

Appendix

The Standard Map


The Cluttered Map
Bloodstone Book 3 - Page 9

7. The Princedom of Vaasa


Capital: Darmshall. Coat of Arms: Mountains (Northern Journey unofficial, based on
the design of Simon Gibbs). Authority figures: Darren Thunderclap, human male,
AL:NG, Prince of Vaasa (Darmshall), Fighter 8, Aristocrat 3; Murnaros, dwarf male,
AL:LG, Iron Duke of Ironspur, Fighter 20; Wingham, half-orc male, AL: NG, Baron of
Palishchuk, Fighter 10; Bard 8; Garumbelly Hillsafar, dwarf male, AL:LG, Baron of
Sunderland (Hillsafar Hall), Fighter 17; Mariabronne, Commander of the Vaasan
Bloodstone Riders (Darmshall), Ranger 12; Brigadier Kardlnyr, human male, AL:LG,
Commander of the Princely Brigade (Darmshall), Paladin (Ilmater) 18; Dekish, human
male, AL;NG, Druid of Eldath 12.

Vaasa is a land of promise but still little more than that today. The vampire dragons and draconians in the ruins
of Castle Perilous and their unknown masters atop Suncatcher Mountain threaten all lands east of the Dragon
Reach. Swamp trolls have more authority in the bogs and marshes of the Vaasan Plain than Prince Darren. In
addition to the trolls, bands of bandits, remnants of Zhengyi's goblinkind army, surviving goat's head priests of
dead Orcus and a city of drow also make travel without heavy protection impossible in the young princedom.

Nonetheless, the prince, his Iron Duke in Ironspur and his two barons in Hillsafar Hall and Palishchuk all see a
rosy future for Vaasa. Decisive is the war that is brewing with the Bloodstone and Impilturian armies preparing
to attack the denizens of Zhengyi's ruins. If they lose the war, the Bloodstone Kingdom will be little more than a
tiny historical footnote. However, if the victory is theirs, it's only a matter of time - albeit a long time - before the
bandits are eradicated, the trolls are eliminated and the drow city is destroyed or sealed off from the surface.
That at least is how the prince, his duke and his barons see things.

The bandits, the remnants of Zhengyi's horde and the now godless goat's head priests will be the first and
easiest to eliminate. Their ranks already are diminishing, simply because they're starving. Few people are
foolish enough to travel without adequate protection in Vaasa. When the outlaws attack an adequately
protected group, they die. None of the bands are strong enough to attack the settlements of Vaasa. Therefore,
they have little or no food.

Nature and priests of Istishia are taking care of the trolls and at the same time changing Vaasa's surface
gradually in a manner that leads to Prince Darren's unbridled optimism about the princedom's future.

Deep beneath the surface of the Vaasan Plain are layers of heavy soil and rock, but the thick layer of clay that
produces a high moor is missing. Water percolates slowly into the depths, but the swamp waters are indeed
draining. The marshes and bogs of Vaasa were created when the tip of the Great Glacier melted, trapping the
ice water in the surface soils. The Beaumaris River has been the only outlet that can drain the ancient ice
water. Its grade in Vaasa is insufficient to draw large amounts of water downstream.

However, what the Beaumaris can't drain is percolating gradually into the depths. Slowly but surely, ever more
of Vaasa is, in a sense, rising above the swamp. This is best seen in the Mistover area, slightly higher than
most areas along Dead Man's Walk. The swamp waters have withdrawn and left behind them humus-rich soil
that produces bountiful short season crops in Vaasa's come-and-go summer season.

That means that the trolls will become more and more concentrated over the years in shrinking swamplands.
Druids who work in and inspect the swamps and bogs say it also will mean that fertile farmlands will emerge
south of the Beaumaris and wide cattle ranching ranges will arise from the swamps north of the river.

Dekish, human male, AL;NG, Druid of Eldath 12, is the leader of a group of druids and rangers who wander and
guard the swamplands of Vaasa. Haendilnyr, human male, AL:N, Specialty Priest of Istishia, also works with a
band of three Istishian clerics in the swamps north of the Beaumaris in the Barony of Palishchuk, conjuring
severe lightning storms that wreak destruction among troll bands. (Both groups' statistics can be found under
Vaasan Swamps - the Key NPCs in the Section Unofficial NPC Encounters in the Northern Journey Campaign
Guide Version 8).
Bloodstone Book 3 - Page 10
The viewpoint of Eldath's faith is that the Vaasan swamps and bogs are unnatural; therefore they violate the
balance rather than being a part of it. The druids and rangers contend that both the creation of The Great
Glacier and the melt of its southern tip, which produced the swampland, were works of magic that violated the
balance.

The only acceptable solution, they believe, would be to gradually melt the entire Great Glacier and restore the
Cold Ocean that was in its place thousands of years ago. However, they know that this option is unrealistic,
because no one other than a deity has the power to realize it, and their own goddess Eldath has not chosen to
do so.

That being the case, the next best alternative in the eyes of their faith is to purify the water of the Beaumaris
that flow out of Vaasa. This can be achieved only by eliminating the pollution of the swamps with troll filth.
Some argue that the filth is a natural element and therefore a part of the balance, but the druids and rangers of
Eldath counter that the swamp trolls are in Vaasa only because Zhengyi brought them there.

Druids of some other faiths well might challenge such beliefs, but there are no druids in Vaasa who do not serve
Eldath. If, in a distant future the swamps and bogs are eliminated, one can imagine that the Damaran druids of
Silvanus will insist that a respectable part of the emerged plain also must be forested.

The other cleansing operation was initiated by former Bloodstone finance minister and Heliogabalus
Burgomaster Rulmgar after he returned to his native Impiltur. Rulmgar became acquainted with priests and
clerics of Istishia in Impiltur and interested the ordinarily sea-oriented clergy in the Vaasan backwaters, which
Zhengyi had fouled and infested with an unnatural number of trolls.

The Impilturian priests passed word on to members of the Church of the Magnificent Storm Sect of Istishia's
faith, and Haendilnyr's four-man delegation of four priests and clerics came to Vaasa to conjure holy storms
over the swamps and bogs in a slow and painstaking process of purification. This is one of the first working
encounters known in Faerûn between druids of the Goddess of Singing Waters and clerics of the Water Lord.

The future agricultural and ranch lands foreseen by the druids of Eldath are not the only elements that give
Prince Darren and his duke and barons the confidence that Vaasa one day will be a rich land. The dwarven
mines in the Galenas already are a great source of riches and natural resources, and the limited prospecting
that's been done beyond the dwarven mines suggests that there still is much more wealth in the mountains.

The only limiting factor seen by the prince and his nobles is the long winter season with heavy snow preventing
travel for months on end. However, Prince Darren already has speculated that the taxes that could be realized
from the princedom's future wealth would finance the establishment of a network of large magic portals
throughout Vaasa that would make overland travel unnecessary in the winter season.

Today's Vaasa is, of course, far from that future vision. All of the threats mentioned above still trouble the
fledgling kingdom, and the double threat of Suncatcher Mountain and the ruins of Castle Perilous still looms
over the land. Today's population is anything but homogenous, and a large part of the population is there to
serve only its own purposes.

One who enters Vaasa from the Damaran side travels first through the northern side of the Monastery of the
Golden Cup settlement (in Vaasa but described under Bloodstone Village in Damara) and then on to the scurvy
town of Gatehold, built by King Gareth Dragonsbane in the Year of the Sword (1365 DR).

The town was built on a small lake called the Silvermere. The lake really is nothing more than a point where the
heretofore swampy Beaumaris suddenly widens and deepens. At the lake's end, the river remains deeper and
without swamp, but it narrows again.

Gatehold is a free-booting, rough-and-tumble community, unofficially run by the proprietress of the Silvermere
Lodge Inn, Lil Trangolyn, human female, AL:NE, Rogue 8. The village quickly became a haven for adventurers
and an important way station for caravans. Several of the settlers also are employed in service occupations
that support caravans, travelers, adventurers and prospectors. Being near the threshold of Vaasa and Damara,
the village also is a hotbed of intrigue at times.
Bloodstone Book 3 - Page 11
Among the key players in those intrigues are the Iron Throne, the Zhentarim, the Damaran Merchants League
and merchants and adventurers from Melvaunt. Mulmaster also was important in Gatehold at one time, but
since the opening of the Mulman Pass Road, its presence has diminished. Since the beginning of the
Bloodstone and Impilturian armies' march northward in the Year of Wild Magic (1372 DR), Gatehold also
frequently plays host to and earns well from substantial troop movements.

With the founding of Gatehold, Sir Zambelraun, an expatriate Impilturian Ilmatari paladin who had been an
instructor at the Monastery of the Golden Cup, became commanding general of Fort Gatehold after its opening.
Within the fort, the 3rd Battalion of the Bloodstone Army's 4th Regiment is stationed. The king said the soldiers
of Fort Gatehold would have the often difficult task of protecting the Vaasan Plain.

Gatehold is in a sense symbolic for Vaasa. It is a town without a government that is populated to a great extent
by unscrupulous and scurvy characters, in stark contrast to the largely Ilmater-worshipping population of
Damara. The Bloodstone Army could clean Gatehold up, but the town would have little reason to exist
afterward.

King Gareth, following the wisdom of his old advisor Prince Quillan in Heliogabalus, has told Prince Darren,
Baron Garumbelly and Baron Wingham of Palishchuk to see to it as well as possible that violent crime is kept in
check in Vaasa's settlements, but to spend less time enforcing civil law there.

Prince Quillan told the king that Vaasa needs a population to make the realization of the crown's goals possible,
but until the land is freed of the greater threats facing it - Suncatcher Mountain, the ruins of Castle Perilous and
the trolls - the land is likely to draw only those who are seeking something for themselves, by hook or by crook.
Like it or not, the old sage told the king, a base population is necessary to support both the trade and the royal
army.

Gatehold is on the dividing line between the baronies of Sunderland and Palishchuk. Each barony has
jurisdiction over a part of the town. The only legal local governing authority is General Zambelraun, commander
of Fort Gatehold, who has been deputized by Baron Garumbelly of Sunderland and Baron Wingham of
Palishchuk to act as magistrate in their town. The local Bloodstone Riders, who have the police authority, report
to the general, but as a rule, they react rather than act in Gatehold.

There is a rogues guild in Gatehold that calls it self the Princes of the Gate. Lil Trangolyn, the proprietress of
the Silvermere Lodge Inn, is the guildmaster. The Princes of the Gate operate quite differently from ordinary
thieves guilds. They are something of a self-appointed local government with Trangolyn being the unofficial
burgomistress.

The idea behind the guild is to keep things in tow in Gatehold in a matter that keeps the eyes of the Bloodstone
Riders or General Zambelraun from looking too closely upon the town's daily doings. It is, after all, a town that
thrives on questionable and often shady deals, and the more important people who make those deals constitute
the guild's membership.

One doesn't have to live in Gatehold long to learn that it's a bad idea to call upon the Bloodstone Riders if one is
the victim of a crime or a swindle. People who file complaints with the Bloodstone Riders tend to have trouble.
They may be robbed. They may be beaten. They may find that their homes have burned down. They may
even disappear. Those who survive understand in short order that it's a very good idea to depart Gatehold.

The correct thing to do when one is the victim of someone or something is to file a complaint with Trangolyn.
No matter what the complaint is, she will assure the victim that the matter will be investigated thoroughly. It will
be, too. Trangolyn in most cases will see to it that genuine wrongs that have been committed in Gatehold have
been righted, to avoid problems with the real law.

The only reasonable farther direction to travel after leaving Damara and reaching Gatehold is westward, toward
the Moonsea. To the north of Gatehold one finds only the war camp of the Bloodstone and Impilturian armies
and the vampire-dragon-infested ruins of Castle Perilous. The next point on Dead Man's Walk west of Gatehold
is Nigel's Ford, an uninhabited dot on the map where one can cross the relatively swamp-free Beaumaris and
head on to Asfaloth in the Barony of Palishchuk.
Bloodstone Book 3 - Page 12
In Zhengyi's time, the ford was the only place in southern Vaasa where the Witch King's hordes could safely
cross the Beaumaris when traveling between Castle Perilous and Damara. After the war and Zhengyi's fall, the
ford itself went out of use for several years, but its location was and still is a strategic point on Dead Man's Walk.
In a small area south of the ford, about 100 yards/meters in rough diameter, the land rises to a point about
30ft/9m above the river, which made for an excellent camping spot high enough to give travelers an advantage
over trolls attacking from the lower ground.

After the Zhentarim established the settlement of Twilight's Veil in Thar above the Vaasan border, it began
collecting steep tolls from non-Zhentish caravans that wanted to use Garumn's Climb to enter or leave Vaasa.
Merchants running caravans to and from Mulmaster paid the fees begrudgingly while forging a plan of their own.

In the Year of the Wave (1364 DR), the Mulman traders built a highly fortified and magically protected toll
station and wall on Dead Man's Walk just south of the ford and a small settlement to house their mercenaries on
a larger patch of higher land a bit north of the ford, calling it Asfaloth to honor their own leader.

There was no way to detour the Mulman blockade other than to go through the dangerous swamp. All caravans
not licensed by recognized trading organizations from Mulmaster were required to travel north to Asfaloth to pay
a toll before they could continue on past Nigel's Ford.

The Zhent toll station in Twilight's Veil was beyond the jurisdiction of the Bloodstone Kingdom, but the newly
arisen settlement of Asfaloth and the toll station at Nigel's Ford were in Vaasa. As soon as the Bloodstone
Riders informed Baron Wingham of the Mulman action, he sent word to Prince Darren in Darmshall, who had no
intention of letting anyone from anywhere turn Dead Man's Walk into a private toll road. The prince prepared to
send a battalion of the Bloodstone Army to Nigel's Ford and Asfaloth, to destroy the toll station and take the
Mulman traders prisoner, but he was unable to spare the troops until the Year of the Staff (1366 DR).

It was at about this time that the Zhentarim, pursuing its new goals and abandoning the old, decided that the toll
station in Twilight's Veil no longer served its goals. Almost overnight, the Black Network abandoned Twilight's
Veil and the collecting of tolls there. The Mulman traders, no longer having Zhentarim activities against which
they wanted to retaliate, abandoned their toll operation and quit paying the mercenary soldiers they had hired to
run it.

By the time Prince Darren's battalion reached Nigel's Ford, it found only the abandoned toll station, which it
demolished. The foundation stones of the station still stand at the ford. The rest of the large blocks with which
it had been built are scattered in the nearby swamp, where the soldiers left them. If the soldiers had gone on
and taken the now unemployed mercenaries in Asfaloth prisoner, they might have saved Vaasa a number of
problems it still suffers today.

Asfaloth has evolved into something of a combination bandit hamlet and warehousing station for the Iron
Throne. The latter's activities in Asfaloth appear to be legal if not always above board, but the bandits are a
thorn in the sides of Barons Wingham and Garumbelly. Most but not all of the bandits are former Mulman
mercenaries who have accepted former evil rangers and other followers of Zhengyi into their ranks.

Neither Prince Darren nor Baron Wingham is aware of this connection. Were they to learn of it, they might take
strong military action against Asfaloth. The evil rangers know all of the secret but somewhat safe ways through
bogs, marshes and swamps, and they're good at avoiding trolls.

Anytime that watchposts signal into Asfaloth that Bloodstone Riders are approaching the hamlet - which
happens only seldom - the rangers leads their bandit bands out to hideouts in the swamps, and the Bloodstone
Riders, who are less swamp savvy, miss their prey.

Prince Darren and his two barons know that Asfaloth is a bandit town, but the prince cannot afford the military
resources necessary to track down fugitive bandits in the swamps, at least not until the pending war against
Suncatcher and the ruins of Castle Perilous has passed. After the war, he plans to move the 3rd Battalion of the
5th Combat Regiment, Princely Brigade of Vaasa, from Moortown to Asfaloth.
Bloodstone Book 3 - Page 13
Because the prince's hands are tied at present, the bandit hamlet continues to exist. It has no government, nor
does it have a contingent of the Bloodstone Riders. The semblance of law and order that does exist is the
result of fear of the powerful mercenaries who serve the Iron Throne warehousing station there. When things
get too wild in Asfaloth, the Throne's agents usually calm a few of the obnoxious down in a deadly manner, and
things become quiet again.

Fortunately, anyone traveling between Gatehold and Swampgate on Dead Man's Trail can avoid Asfaloth.
Because it's about half a day's ride north of the trail, one usually goes there only because one specifically
decides to do so.

Farther westward, the traveler finds two waytowers of the Damaran Merchants League along the trail and then
Moortown, a village that lay in ruin after the Bloodstone Wars after being razed by Zhengyi's hordes. Old
Moortown had been a haven for a few stubborn farmers and prospectors. It not only is on higher ground above
the fen, but it also has the unusual distinction of being a place that trolls avoid. Just why trolls keep their
distance from Moortown is unknown, but years before Zhengyi's rise, it already was known that swamp trolls
would not come within 3 miles/5 km of Moorrise, as it was known before the town developed.

Today's Moortown exists not only because trolls avoid it but also because two battalions of the Bloodstone Army
are garrisoned there. A ramshackle inn that travelers on Dead Man's Trail always find welcome is near the
garrison along with another waytower of the merchants' league. There also are a general store and some
prospectors' shacks, as well as remnants of a few of the foundations left from old Moortown.

Westward from Moortown, the traveler finds another waytower of the merchants' league and the thorp of
Swampgate at the foot of the border tower of the same name. From there the trail leaves Vaasa, climbing up
into the Galenas within the Grey Land of Thar, where the first stop is the wild frontier town of Twilight's Veil.

A second important route, the Sunderland Trail, leads from the north side of the Vaasan Wall southwestward to
Darmshall and then on to Hillsafar Hall. Until after Zhengyi's fall, the trail ended at the dwarven stronghold. In
the years that followed, however, prospectors and a few merchants cut a crude western extension of the trail
that continues on to Thornleigh at the border with Thar.

In Darmshall, another route known as Gramble's Climb branches off from the Sunderland Trail. This is an old
trail that went out of use before Zhengyi's time. There is little history recorded about it. The trail apparently
once was an attempt to forge a second route into the Moonsea area, shorter than Dead Man's Walk and the
crossing of the pass at Garumn's Climb. However, it is said that those who forged the trail suffered serious
losses in attacks from large hosts of goblinkind, and the route was abandoned quickly.

Due largely to the work of the Harpers and Zhengyi's draining of monsters from the southwestern Galenas, the
pass on Gramble's Climb was reopened after Zhengyi's fall. The Harpers built their outpost of Highsong on the
trail, and the farming settlement of Mistover developed west of Darmshall.

For those following the Sunderland Trail from the Vaasan Wall on the Damaran border, Darmshall, the capital of
the Princedom of Vaasa, is the first stop. Darmshall is in a mountain valley with walls that make a virtual
fortress of it. That is one of the main reasons that the town managed to withstand Zhengyi during the 12 years
of his reign. The town also has large siege cellars beneath it that make it possible to store enough food to
withstand a two-year siege, should foes ever breach the natural defenses. In addition, there is a secret
underground passage that connects the Vaasan capital with the baronial seat, the dwarven Hillsafar Hall.

Most of the land immediately surrounding Darmshall is in crops. The outer lands graze beef cattle, horses,
sheep and lamb. The traditional foundation of business in Darmshall is mining and prospecting. However,
because bandits and claim jumpers have been plaguing individual prospectors, most now work for mining
companies or have formed their own cooperatives, which hire mercenaries to protect them. Gold, silver and
gems are the main items prospectors seek. Lumber, artisan work, textiles and services for traveling caravans
round out the town's economic picture.
Bloodstone Book 3 - Page 14
Traveling westward on the Sunderland Trail from Darmshall, one passes through old Sunderland and beneath
the feared Black Holes before coming to the baronial seat at Hillsafar Hall, where Garumbelly Hillsafar rules as
Baron of Sunderland. Upon arrival, most travelers will find there's little to do or see in the Hillsafar settlement.
Few gain entry to the upper dwarven halls, and almost none except close allies from Darmshall ever make it
beyond the uppermost level.

All most travelers see of the dwarven halls is the huge fortified wooden gate jacketed with studded iron that is
set in a decorative stone frame made by the clan's finest masons of days of yore. The uppermost level contains
the upper defenses of the dwarven halls, guard barracks, meeting rooms where outside merchants can
negotiate the purchase of dwarven wares and the baronial hall where events of state take place.

On the surface outside of the halls one finds several postwar constructions: The baronial administrative center,
barracks of the Bloodstone Army, the detachment of the Bloodstone Riders, an inn, stables and wagon sheds, a
blacksmith and a dwarven supplies and merchandise store. Although relatively few know about it, there also is
an old but sill maintained and used underground passage connecting the dwarven halls with Darmshall.

Hillsafar Hall mines gold, iron ore and precious gems. It sells raw gold and gemstones as well as fashioned
works with these materials by the clan's artisans. The clan also sells a wide variety of iron weapons, tools and
wares and iron bars that are purchased by human blacksmiths in the lowlands. In addition, the clan accepts
contracts for construction projects in Vaasa and northern Damara and for the custom production of weapons,
tools and other metal wares.

Clan Hillsafar is one of the relatively few surviving enclaves of the ancient dwarven nation of Sarphil. The
Clansmen are the descendants of the ancient Sarphilan Clan Hillsafar. Just how long the clan has occupied the
site of Hillsafar Hall is uncertain. It is known that the clan once was active in the Moonsea region and that the
city of Hillsfar there was named after the clan, facts which suggest a move.

However, ancient runestones in the clan's Vaasan halls describe a time when the waves of a great sea -
doubtless the Cold Ocean - rolled beneath the halls at the foot of the mountains, with an uninhabited forest
peninsula north of the mountains.

The Sarphilan Nation was founded in about the year -7500 DR and its decline began in about -4400 DR, when
its halls were raided in several locations by drow and duergar, who at about the same time attacked the Elven
Court. Other runestones stored in the deep halls speak of a time when the ocean below began to turn into a
sea of ice and then into a range of ice mountains. Ulutiu died in -2550 DR, turning the Cold Ocean into the
Great Glacier Pelvuria.

Later runestones tell how the dwarves lived in virtual isolation but in peace and without threats from foes until
after the gradual melt of the southern glacier and the emergence of the Vaasan swamp, when men and
monsters came into the re-emerging lands.

Sages who specialize in dwarven lore believe that Hillsafar was one of the largest Sarphilan clans, perhaps the
largest of them all, and that its halls may indeed have been spread across the old and partly fallen mountains
from the Moonsea to modern day Vaasa. They think that today's Hillsafar Hall probably was only a distant
outpost of the clan, which was centered more in the depths beneath the Hillsfar area on the south shore of the
Moonsea.

Why the outpost in the Galenas was spared destruction from the drow of V'elddrinnsshar, which lay beneath the
Galenas and the Vaasan Plain, is uncertain. It is known that V'elddrinnsshar fell to the Ascomoid Plague in the
Year of Many Bones (1278 DR), but it is not known whether V'elddrinnsshar or any other drow cities existed
near the Galenas at the time that most of Sarphil fell.

Once one leaves Hillsafar Hall to continue westward, conditions degenerate. Bandits are less of a problem
west of Hillsafar Hall; there is too little between Hillsafar Hall and Thornleigh upon which they can prey. But
hungry trolls from the swamps to the north are a constant threat.
Bloodstone Book 3 - Page 15
The Sunderland Trail is well maintained as far as Hillsafar Hall, but only sturdy wagons and sleds can pass over
it west of there. Wagons and riders can use it from mid-Tarsakh through Eleint. It is suitable for sleds from
Marpenoth through mid-Uktar and from Ches to mid-Tarsakh. Only the well-armed should travel it. It takes at
least two days to reach Thornleigh, but bad weather conditions can double the travel time.

Historically, Thornleigh was little more than an unnamed shack settlement used seasonally by prospectors.
That changed in the Year of the Banner (1368 DR), when merchants and mercenaries from Melvaunt fortified
the old camp site and began explorations for bloodstone there. Their arrival was preceded by a Melvaunt
prospector's discovery of small amounts of bloodstone on the surface near the campsite he set up before his
journey home in Eleint of the Year of the Shield (1367 DR).

The gamble of the Melvaunt investors paid off. Exploratory diggings found substantial deposits of bloodstone,
beginning in what now is the southeast corner of Thornleigh and leading on from there to the Galenas toward
the southwest. Sufficient shafts have been discovered to make the venture profitable, although the Thornleigh
mines are small compared to the Bloodstone Mines above Bloodstone Village. The Melvaunt merchants sold a
50-year first option on all Bloodstone taken from the mines to the Damaran Merchants League.

The hamlet is a welcome stop for all travelers following the Sunderland trail between the West Galenas and
Darmshall. For those coming from Hillsafar Hall, Thornleigh also offers a relatively secure night in a bed in an
inn, after one or more nights under the stars watching for and often having to deal with threats from swamp
trolls.

Continuing westward, a day out of Thornleigh, one at last reaches Vaasa's Southgate with its small settlement
and the combined border of the Princedom of Vaasa and the Bloodstone Kingdom. The next stop, a day away
and higher in the Galenas, is the ungoverned caravan town of Threshold in the southeastern corner of Thar.

Before entering Thar and reaching Threshold, however, one still must travel beneath Vaasa's last landmark in
the southwest, Suncatcher Mountain. Atop it but usually unseen is cloud-shrouded Castle Dragonblood.
However, travelers may catch sight of vampire dragons in flight to and from the ruins of Castle Perilous. Castle
Dragonblood is fully documented in Section 8, The Decisive Encounters.

Almost all of the locations described up to this point are in the Barony of Sunderland in the southwestern corner
of Vaasa, south of the Beaumaris and Dead Man's Walk. Most of Vaasa is north and east of the Barony of
Sunderland, in the Duchy of Ironspur and the Barony of Palishchuk. Both of these jurisdictions are almost
unpopulated.

The Duchy of Ironspur consists of almost all of the East Galenas northeast of Bloodstone Pass. Only the
southwestern and northeastern ends of the mountains are in other hands. The Bloodstone Mines are within the
Damaran Barony of Bloodstone, and Justin's Mine in the northeast belongs to the Damaran Duchy of Soravia.

Although it contains other significant sites, the Duchy of Ironspur has but a single settlement, Ironspur, at the
gateway to the halls of the Ironspur Clan of Sarphilan dwarves. The ruler is Iron Duke Murnaros in Ironspur.
The other significant but unpopulated sites are the ruins of the first and second citadels of the Assassins, the
cavity of Dawngreeter and the little known Tower of Feeblemindedness.

The latter has proven to be a tremendous benefit to the duchy, although the duke does not know it. It continues
to keep the East Galenas free of goblinkind within a 50-mile/80-km radius. This, in turn, is stimulating an
increase in prospecting and the discovery of new deposits of iron ore and gold in the mountains.

The telescoping metal tower is an unstable artifact created but never completed by ancient rebel Imaskari
wizards in their settlement of Severny Tajemstvi, now within the Great Glacier. The tower was found by the Iron
Throne wizardess Shandaril and activated in the Galenas against giants, ogres, orcs, goblins and other
goblinkind. Confusion, an inability to concentrate, distrust and a small dose of fear run through the minds of
such monsters when they come within range of the tower, causing their actions to become totally chaotic.
Bloodstone Book 3 - Page 16
The two citadels were destroyed by King Gareth's forces, although one battle took the life of the king's close
friend, the monk Kane. The cavity of Dawngreeter is the base of a huge demolished mountain. In the Year of
Maidens (1361 DR), Marco Wildfeet's 500-man Soravian army unit encountered Knellict's goblinkind host 1,000
strong beneath Dawngreeter.

Knellict attempted to use the ancient Maarish Y'rag artifact, which he did not understand well, to destroy
Wildfeet's army. The unleashed negative energy of the artifact destroyed the entire south face of Dawngreeter,
all of Knellict's remaining army, most of Wildfeet's army, Wildfeet himself and much of Knellict and the Maarish
Y'rag. The site is known today as the Vale of Silence.

The duke's seat, a part of Damaran Soravia before the proclamation of the Bloodstone Kingdom, is a village at
the base of the halls of the Ironspur Clan. Few visitors are invited into the clan's subterranean halls, which
house nearly 5,000 dwarves who live on the fruits of their iron mines, their huge forge and other pursuits dealing
with ore, metals, bloodstone and even slate mining. The village includes a hostelry for visitors. It and the clan
halls offer a full complement of artisans' services and businesses.

Ironspur also marks the southern beginning of the High Walk, the only way to reach the baronial seat of
Palishchuk on the other side of the mountains other than to go through the swamps. The High Walk is one of
the most treacherous trails in the Bloodstone Kingdom, but the Ironspur dwarves and the half-orcs of Palishchuk
are working hard to make it more passable.

It still is impossible to bring wagons or sleds across the High Walk, but most of the thin and treacherous
footpaths up sheer cliff faces have been replaced by wider switchbacks. However, it remains a trail that must
be crossed with pack mules rather than horses. By late summer of the Year of Rogue Dragons (1373 DR), trail
improvements should be completed, making travel by small wagons and sleds also possible.

Caravans also must cross the High Walk well-armed and well-protected. There still are some rag tag bands of
giants and goblinkind who once served Zhengyi lurking in this area, which is beyond the range of the Tower of
Feeblemindedness.

Once one reaches the northwestern foot of the Galenas from the High Walk, the trail improves considerably as
it crosses the border into the Barony of Palishchuk, following a line of high ground through the eastern swamps
of Vaasa. Fortunately, one can cross the entire stretch between the mountains and the village of Palishchuk in
a day's time, making a night under the stars in the troll-infested swamps unnecessary.

Palishchuk is surrounded by swamp, but it is on higher level of ground roughly 6 miles/10 km in diameter that is
quite fertile. Before Zhengyi's time, when there still were no trolls in Vaasa, Palishchuk had been a small and
isolated human farming city that was self-sustaining. It was occupied almost exclusively by worshippers of
Ilmater. Zhengyi's monster hordes attacked the city, laying it in ruin and slaying its entire population.

There also had been many small settlements of half-orcs scattered through old Vaasa before Zhengyi's times.
Many of the half-orcs had been slain in battle, but the survivors found a leader in a fighter named Wingham,
who organized them into a troop nearly 800 strong.

The host came to be known as Weird Wingham's Whacky Weapon Wielders, because of their unusual and
often chaotic but successful battle tactics. Wingham's warriors proved to be valuable albeit unexpected allies of
Sir Gareth Dragonsbane in the war against Zhengyi and his minions.

In the final phases of the war, Wingham conquered the ruins of Palishchuk, slaying all of the orcs and
hobgoblins that had been holed up there. With the blessings of then Baron Gareth, Wingham's host resettled in
the ruins, gradually building their farmers' and artisans' village there.

When Baron Gareth proclaimed the Bloodstone Kingdom, he allocated all of Vaasa northeast of Dead Man's
Walk and northwest of the East Galenas to the new Barony of Palishchuk, and he appointed Wingham as the
new baron.
Bloodstone Book 3 - Page 17
Many would debate whether the new barony really was a reward for Wingham, but the baron believes it is.
Nonetheless, he faces a tremendous challenge in his goal of making something of the new barony. The
outcome of the pending war in Vaasa will determine whether Baron Wingham will succeed in his goals. The
enemy-held ruins of Castle Perilous are in the middle of his barony. Only if Castle Perilous falls is there any
hope of making the barony a reality.

At present, the barony's logistics are horrible. Between Palishchuk and the barony's next settlements, Gatehold
and Asfaloth to the southwest, one finds only some 100 miles/160 km of roadless, troll-infested swamp, the
ruins of Castle Perilous and the war camp of the Bloodstone and Impilturian armies. Asfaloth and the thorp
Swampgate on the border with Thar in the west are the only other settlements completely within the barony.
The halves of Gatehold and Moortown north of Dead Man's Walk also are in the barony.

To avoid jurisdictional problems Baron Wingham and Baron Garumbelly have signed agreements that have the
blessing of Prince Darren in Darmshall. The Barony of Palishchuk provides the Bloodstone Riders who patrol
Dead Man's Walk between Gatehold and Swampgate, and the Barony of Sunderland has the court jurisdiction
over these areas.

The two barons also have discussed the future and are in general agreement that Gatehold should go
completely to Sunderland and Moortown should go completely to Palishchuk, once the enemy in Vaasa has
been defeated and a certain degree of stability has been reached in Vaasa.

The units of the Princely Brigade of the Bloodstone Army in Vaasa serve Prince Darren in Darmshall, which
eliminates jurisdictional problems as far as the military is concerned. Once the coming war has ended, the
Vaasan Brigade will concentrate itself mainly upon destruction of the swamp trolls in all parts of Vaasa.

For Vaasa's Damaran partners in the Bloodstone Kingdom, Vaasa has led to the need for some rethinking in
terms of religion. Traditionally, the faith of Ilmater has been dominant in Damara, almost to the point of being a
state religion. However, that is not at all the case in Vaasa, which tends to have the following religious
preferences:

Asfaloth Waukeen, Mask, Iyachtu Xvim, Tymora


Darmshall Ilmater, Torm
Gatehold Waukeen, Mask, Iyachtu Xvim, Tymora
Highsong Lathander
Hillsafar Hall Moradin
Ironspur Moradin
Mistover Chauntea
Palishchuk Chauntea, Luthic, Shargaas, Tempus
Thornleigh Tymora, Tempus, Mask, Iyachtu Xvim

An important question on the minds of King Gareth and all others who share in the new rule of Vaasa is
Whence this land?

No one person in Faerûn knows the answer, although many, including the druids of Eldath in Vaasa, know key
parts of it. The shaping of Vaasa will be decided above all by the strange geological structure of Faerûn. Most
people know that all rivers sooner or later flow into the ocean, in Faerûn's case, the Shining Sea in the distant
West.

However, the waters of very few Faerûnian rivers reach the Shining Sea in a manner that Faerûnians can
understand. The reason is a large watershed that begins with the magical desert Anauroch in the North,
continuing southward over the Sunset Mountains, the Far Hills and the Snowflake Mountains. All rivers
beginning on the east faces of these ranges or at points in Faerûn farther to the east flow into the great basin of
the Sea of Fallen Stars, which very slowly trickles through several other southern waterways into the Lake of
Steam through which the interior waters at last reach the Shining Sea.
Bloodstone Book 3 - Page 18
Before Ulutiu's great sleep and the forming of the Great Glacier, the Cold Ocean covered the northern lands
east of Netheril. However, this body of water was more like a great mountain lake than an ocean. Its shores
were high above sea level, but it did have an outlet that eventually brought its waters to the Shining Sea.

The great Dragonspike Mountain Range sealed the Cold Ocean from the Moonsea and the Dragon Reach.
There was no Beaumaris River in that era. The Great Imphras, as we know it today, had its source on another
watershed, on the northwestern edge of Auldgloam Forest, now known as Rawlinswood. The single outlet of
the Cold Ocean was Lake Ashane, which opened the way to the Sea of Fallen Stars and later the Lake of
Steam and the Shining Sea.

The forming of the Great Glacier was not the only monumental geological change in this early time. One also
must think of the chains of earthquakes that brought down the irregular star-shaped Dragonspike Mountains,
leaving behind them today several unconnected, smaller ranges: The Dragonspines north of the Moonsea, the
Galenas of the Bloodstone Kingdom and Thar, and the Earthspurs and Earthfasts of the Vast and Impiltur.
These earthquakes, just as much as the attacks of duergar and drow, brought about the downfall of many of the
great halls of the dwarven Sarphil Empire.

Some of the effects of these geological changes could be observed only after the southern tip of Pelvuria began
to melt, unveiling Damara and Vaasa nearly 400 years ago. The Galenas formed their own watershed, with the
Sidewinder, the Goliad, the Galena Snake and the Icelace rivers all forming sources on the Damaran side of the
mountains and then flowing southward through Easting Reach into the Sea of Fallen Stars.

The earthquakes that had broken the old Dragonspikes centuries earlier had created Bloodstone Pass in the
south of Vaasa and Ice Lake Pass in the Northwest, giving Vaasa both an inlet and an outlet. The River
Pelauvir had dead-ended on the surface at the Lake of Ice, then following underground channels that flowed
from the lake bed under the roots of the Great Glacier.

With the melt of the glacier above Vaasa, the waters of the Pelauvir were able to flow out of the Lake of Ice and
into the Vaasan swamps, where the river became known by its Damaran name, the Beaumaris. The new river
cut a swath through the Vaasan Plain and flowed out of Bloodstone Pass, twisting across the Arcatan Plain and
then flowing southward through Lake Mogador to the Zarach area, where it joined the Sidewinder to become the
Great Imphras, which took the Vaasan waters to Easting Reach and the Sea of Fallen Stars.

The flow of the Beaumaris combined with the percolation that takes place on the Vaasa Plain is lowering the
level of the swamps at the rate of about ½ inch/1 cm per year. The average depth of the swamp water at
present is about 4 ft/120 cm. The druids of Eldath who work in the swamps of Sunderland calculate that Vaasa
will be drained within 100 to 125 years, dependent upon the amount of rain and snow that falls during those
years.

The druids also paint a picture of the Vaasa that will exist at that time. The swamps, while mostly shallow, have
deep ravines at many places. These locations are easily identifiable, because one sees only water with no
trace of plant life there. Many of the ravines will become small lakes, and in some areas north of the
Beaumaris, where explorers claim there are hot swamp springs, these lakes will be spring fed with warmer than
average water temperatures.

The first swamp manifestations that will dry out, the druids say, are the shallow mires, fens and quicksand pits
that add to the deadly threat of the swamps already posed by the trolls. The druids expect that fertile farmlands
filled with deposits of ancient organic matter will emerge from the bogs, but they are uncertain on this point,
because the Vaasan swamps have their own peculiarities.

When the tip of Pelvuria melted, it at first left behind a huge ice lake where Vaasa now lies. As the ice melted,
much of the water percolated into the soil beneath, until the substructures became saturated. Most of the water
then flowed out of the Beaumaris. When Damara and small parts of Vaasa began being settled in the Year of
the Spreading Spring (1038 DR), much less of Vaasa was above water than today.
Bloodstone Book 3 - Page 19
The druids of Eldath estimate that the average depth in Vaasa in the Year of the Spreading Spring was about
12 feet/360 cm. They believe that both sides of Dead Man's Walk - which they claim is an old ridge line above
the Beaumaris ravine - were under water. That adds up, because Dead Man's Walk today is about 10 ft/3m
above the swamp terrain to the south of it, which has an average water depth of 2 ft/60 cm.

There were scattered high areas that were above water, the druids say, but they believe that these probably
were in locations like the sites of Moortown, Gatehold, Mistover, Palishchuk and Castle Perilous. The other
high areas, they say, were along the foothills of the Galenas, where there was a natural rise.

The druids say that Vaasa had neither trolls nor swamp vegetation in the Year of the Spreading Spring. Trolls
were imported into Vaasa by Zhengyi the Witch King. It took many years before natural bog vegetation began
growing in Vaasa, as seeds from distant swamps would fall from migratory birds in flight and others were carried
in on high winds. Before natural vegetation could establish itself, the swamp water already had lowered by 2
ft/60 cm.

Nature was unwilling to wait for seed to arrive to deal with the bogs that the glacier's melt had foisted upon it.
Nature needed to process the organic wastes that were accumulating in the swamp. To do so, it created new
forms of bog life unique to Vaasa, according to Eldath's druids.

However, no one knows what all of these life forms are. The druids have identified no animal life to date other
than a few breeds of swamp fish that are unknown elsewhere in Faerûn. Explorers and travelers tell of
creatures with animal heads and snakelike bodies that slink into and disappear in the water before they can be
seen well. Some speculate that these creatures are a new type of naga, but the druids do not know; they have
not yet observed such beings.

Eldath's followers, on the other hand, have collected several new forms of plant life heretofore unfamiliar to
them. Among them is the gas rush (See New Unofficial Monsters in the Northern Journey Campaign Guide
Version 8). However the druids are not yet aware of the troll-killing gas that the rushes release when a lightning
bolt strikes within their vicinity.

What concerns the druids is the fate of the new life forms that have developed within the swamps once the
water sinks to its natural level and their habitat disappears. Will the new plants and perhaps animal forms
slowly and tragically die out? Will some of them adapt themselves and continue to survive in the Beaumaris?
Will others evolve further and perhaps replace trolls as a deadly threat on the Vaasan Plain? The answers, as
one well-known bard has said, are blowing in the wind.

Bandit Encounters
Bandit encounters are possible anywhere on the Vaasan Plain outside of settlements. Template descriptions
for a typical bandit group can be found in Vaasan Plain Encounters under Unofficial NPC Encounters in the
Northern Journey Campaign Guide Version 8.
Bloodstone Book 3 - Page 20

Princedom of Vaasa
Bloodstone Book 3 - Page 21

Princedom of Vaasa, with 12-mile/20km grid


Bloodstone Book 3 - Page 22

Duchy of Ironspur
Ducal seat: Ironspur. Coat of Arms: Axe and Anvil (Northern Journey unofficial,
based on the design of Trevor Cooke). Population: 5,000 (85% mountain dwarf, 10%
Human, 5% Half-Orc, in Ironspur 4,700, outside of Settlements 300. Authority figures:
Murnaros, dwarf male, AL:LG, Iron Duke of Ironspur, Fighter 20; Nufíng, dwarf male,
AL:NG, Commander of the Ironspur Regiment of the Bloodstone Army, Fighter 18;
Dildur, dwarf male, AL:LG, High Priest of Moradin, Cleric 19; Nófi, dwarf male, AL:NG,
Commander of the Ducal Bloodstone Riders, Ranger 16; Narth Tandler, half-orc male,
AL: CE, so-called Bandit King, Ranger 6, Fighter 6. Bloodstone Riders: 60 strong.

NOTE: Statistics for NPCs in the duchy who operate outside of the Ironspur settlement can be found under Unofficial NPC Encounters in
the Northern Journey Campaign Guide, Version 8.

Dwarves have the reputation of being a dour and gruff folk. The Duchy of Ironspur does the dwarves' reputation
honor. It is a dour and gruff state. The duchy consists exclusively of the East Galenas, a dark and unfriendly
mountain range, to say the least, but one that can reward its patrons with incredible riches. These doubtless
are what brought the Ironspur Clan of Old Sarphil (or at least a part of the clan) to the East Galenas thousands
of years ago.

Anyone wishing to work deep within the mountains must plan well to achieve his or her intended goals. Snow
and ice fill the mountains' valleys from early Eleint until mid-Kythorn, making the range useable less than three
months of the year. Avalanches, snow-covered ice passages and deep, snow-covered air pockets make the
East Galenas treacherous during the long rest of the year.

There is very little in the way of flora and fauna southwest of the High Walk, the only half-way reliable trail
across the range from Ironspur into the Barony of Palishchuk. One can cross the High Walk from mid-Mirtul to
early Eleint. Due to improvements the dwarves are making in its more treacherous stretches, small wagons and
sleds should be able to use the trail by the Year of Rogue Dragons (1373 DR).

Southwest of the High Walk one finds only occasional, small pockets of humus, the collected and composted
remnants of what little life there is in this desolate range. Occasionally, a diehard grey stone cony may be seen,
animals that appear to live on nothing other than the berries from the rare stands of manzanita in sun-touched
mountain pockets where enough dust has gathered to form a bit of soil.

The conies have to work hard to gather even this bit of nourishment. The manzanita of the East Galenas grows
quickly in its short season and ripens its berries in late Eleasias, only shortly before the first hard frosts of Eleint
freeze the bushes to the ground. Prospectors believe that the grey stone cony vanishes into mini-caverns in the
mountains during the cold season and hibernates there. Some time in Mirtul, the prospectors claim, the conies
awaken and live on the dry berries they harvested the previous summer.

There may, of course, be more to the conies' story than that. The breed is known to live only in the East
Galenas. It has yet to be observed by druids, who doubtless could shed more light on the matter. Druids also
would be strongly at odds with prospectors and bandits in the mountains, who hunt the conies, because the
breed always appears to teeter on the brink of extinction. But there never have been druids in this part of the
mountains, or at least not in times recorded in known histories of the mountains. What, if anything, the ancient
Imaskari rebels of Nove Ríse did there thousands of years ago is an untold tale.

There are no trees, as such, in the East Galenas southwest of the High Walk. Now and then, one will find a
young mountain pine attempting to take root in a shallow dust pocket of the range, but after three or four years,
the hardiest of them is reduced to a dead skeleton of branches with brown needles.

Giants, ogres, orcs and goblins once were problems throughout the East Galenas, and they overran the
mountains in hordes, all of them in the service of the Grandfather of Assassins, during Zhengyi's time. Most of
those monsters since have been slain or they fled back to the northwest, into the West Galenas of Thar above
the northwest Vaasan Plain.
Bloodstone Book 3 - Page 23
The southwestern part of the East Galenas, from Bloodstone Village northeastward, to a point about halfway to
the High Walk, can be considered to be all but free of monsters. Shandaril's Tower of Feeblemindedness
continues to work its magic and drive monsters away. Northeast of the tower's area of influence, however,
there still are isolated bands of orcs and goblins, once servitude to the Grandfather of Assassins, that
occasionally raid prospectors or parties on the High Walk that they deem weak enough for them to take. The
number of these monsters continually diminishes, as the Bloodstone Riders and headhunters track them down
and destroy them.

More problematical are various bands of brigands operating within the area of influence of the Tower of
Feeblemindedness. These bands consist of humans, half-orcs and a few halflings, all former lower level
members of the Citadel of Assassins who escaped the destruction of the two citadels.

The Bloodstone Riders have learned from captured bands that these bands are loosely organized and take
orders from the so-called Bandit King, one Narth Tandler, half-orc male, age 52, AL:CE, Ranger 6, Fighter 6,
who was a troop leader under the Grandfather of Assassins. The various bands of brigands work in areas
assigned to Tandler, and they must pay 10% of their booty to him as tribute.

The brigands attack parties of prospectors in the mountains and small groups traveling on the Galena Ride at
the foot of the mountains between Ironspur and Windless in the Damaran Barony of Bloodstone. The
Bloodstone Riders from Ironspur hunt such bands in the mountains, but Bloodstone Riders from the Damaran
Duchy of Soravia are responsible for patrolling the Galena Ride, which is within the Soravian border.

Law enforcement duties are divided within the Duchy. The local units of the Bloodstone Army are responsible
for keeping the High Walk secure. There usually are 10 patrols at various locations upon the trail at any given
time. The 60 Bloodstone Riders stationed in Ironspur are responsible for patrolling the mountains' interior.

While the Duchy of Ironspur for the most part offers anyone entering it hard and even gruesome times, it also
pays those who survive its ordeals well. New and rich veins of iron ore, copper, gold, bloodstone and precious
gems are being found regularly by prospectors working in the mountains. The richest veins appear to be on the
Soravian side of the mountains southwest of the High Walk.

Prospectors also work the Soravian side northeast of the High Walk, but the veins there haven't been as rich,
with the sole exception of Justin's Mine, an operation of the Damaran Merchants League that has been included
within Damaran Soravia's borders. The mine is second only to the royal Bloodstone Mines above Damara's
Bloodstone Valley in its production of bloodstone.

But beyond mining, there are other differences in the mountains northeast of the High Walk. The peaks of the
East Galenas reach their highest summits - up to 15,000 ft/4,500 m before dropping off to the small stretch of
Soravian Plain that separates them from the Great Glacier Pelvuria.

In the high mountains at range's end, one finds deep valleys with conifer forests populated with elk, deer, boar,
wolves, foxes, bears and squirrels. Springs on the lower faces of the high peaks gather water and become
small mountain streams that flow down into the Goliad south of Ironspur or into the Galena Snake east of the
mountains. The streams not only are a source of water but also are abundant in fresh trout.

There are fewer prospectors in the northeastern tip of the East Galenas, but more persons are under way there
than southwest of the High Walk. These are the working grounds of the rangers, hunters and trappers of
Ironspur settlement who bring their bag back home to help feed the town.

The valleys of the northeast have a slightly longer warm season than the higher levels. Those who know how to
deal with snow and avoid avalanche areas can prospect, hunt, fish or set and release traps in the valleys from
mid-Mirtul until near the end of Eleint.

There are only three genuine settlements in the East Galenas: The ducal seat of Ironspur, the Soravian
settlement at Justin's Mine and the Bloodstone Mines of the Barony of Bloodstone. The latter two settlements
are within the Princedom of Damara.
Bloodstone Book 3 - Page 24
There also are other places where people live at times. Prospectors' camps may be found almost anywhere in
the mountains during the warm season. Logging camps move from one location to the next in the mountains'
foothills for nearly six months out of the year. The bandits and vanishing monster bands live in the mountains
too, shifting campsites regularly.

The Bandit King and most of his band usually spend the winter in the ruins of the first Citadel of Assassins
above the Bloodstone Mines. Near the end of the warm season, they gather enough construction materials to
patch up parts of the ruins and use its dungeon levels as their winter camp, safe from the Bloodstone Riders,
who cannot run mountain patrols in the heavy snow of the cold season.

They also use the ruins as a temporary camp in the warm season. The band keeps watches stationed in the
heights around the ruins who can give adequate advance warning to their comrades below. When signaled,
they flee the ruins and vanish into other parts of the mountains, if a patrol of the Bloodstone Riders tries to
approach the ruins.

Flying spies are relatively useless over the ruins. When the citadel still was intact and serving the Grandfather
of Assassins, one of its defenses was the natural fog and mist that constantly hovers in the mountain valley
where the citadel was built. Creatures in flight usually cannot see the ruins from above.

The ruins of the 2nd Citadel of Assassins near the northern end of the High Walk often are used as temporary
camps by monster bands remaining in the mountains. They too are shielded by natural fog and mist.

The Bloodstone Riders believe the monster bands use the dungeon ruins there for shelter from the winter,
taking with them whatever dry foods they collect during the warm season. Traces of a winter occupation usually
can be found when the Bloodstone Riders first check out the ruins in the beginning of the warm season.
Nearby, they also usually find the discarded corpses of monsters that did not survive the cold season.

The only other significant sites in the East Galenas are Shandaril's Tower of Silence and the cavity and rocky
rubble left where Dawngreeter Mountain once stood above the Vale of Silence on the Soravian side of the
mountains southwest of Ironspur. Everyone avoids the latter, believing the site to be cursed.

Bloodstone Riders and bandits also have learned to make a large detour around the Tower of
Feeblemindedness. Members of both groups have come to close to the tower and have been slain or badly
injured by the massive electrical attacks it makes upon anyone who approaches too closely, however, no one in
the Bloodstone Kingdom except Shandaril and a few of her followers know what the tower is.

Prince Quillan of Damara has attempted to use his divination magic to learn more about the tower, but his
attempts have failed. Because the pending war at the ruins of Castle Perilous is the kingdom's overriding
priority at present, and because the tower does not seem to be causing harm, no one has made a thorough
attempt to investigate it yet.

NOTE ON THE MAPS: Although the PCs in your campaign should not have a difficult time hearing about the strange telescoping metal
tower in the southwestern part of the Eastern Galenas that attacks those who approach too closely with massive electrical shocks, no one
will be able to tell them what it is or that it's called the Tower of Feeblemindedness or what else the tower does, if anything. Information they
st
receive on its locations will not pinpoint it more exactly than somewhere south of the ruins of the 1 Citadel of Assassins. For this reason,
we have provided separate maps for game masters and for players. Those who are using the downloadable original maps in the FCW-
Format of Campaign Cartographer 2 Pro can hide the map information on the tower by hiding all layers that include GM in their names.
Bloodstone Book 3 - Page 25

Duchy of Ironspur, game master's map


Bloodstone Book 3 - Page 26

Duchy of Ironspur, game master's map, with 10-mile/16km grid


Bloodstone Book 3 - Page 27

Duchy of Ironspur, players' map


Bloodstone Book 3 - Page 28

Duchy of Ironspur, players' map, with 10-mile/16km grid


Bloodstone Book 3 - Page 29

Ironspur
Large Town, Conventional, AL: L-NG, 10,000 gp limit*. Assets: 5,000,000 gp*. Population: 4,700 (85%
mountain dwarf, 10% Human, 5% Half-Orc). Authority figures: Murnaros, dwarf male, AL:LG, Iron Duke
of Ironspur (and ruler of the town), Fighter 20; Nórki, dwarf male, AL:LG, magistrate of Ironspur town,
Aristocrat 8, Fighter 3; Nufíng, dwarf male, AL:NG, Commander of the 3rd Regiment of the Bloodstone
Army's Princely Brigade of Vaasa, Paladin** of Moradin 18; Tarfi, dwarf male, AL:LG, Commander of the
1st Battalion, Paladin** of Clangeddin Silverbeard 13; Dalbor, dwarf male, AL:LG, Commander of the 2nd
Battalion, Fighter 14; Gundbur, dwarf male, AL:LG, Commander of the 3rd Battalion, Paladin** of Moradin
13; Nófi, dwarf male, AL:NG, Commander of the Ducal Bloodstone Riders, Ranger 16; Nyrfyng, dwarf
male, AL:LG, Commander of the Town Watch, Fighter 10. Others: Dildur, dwarf male, AL:LG, High Priest
of Moradin, Specialty Priest 19; Garda Tilding, human female, AL:LG (NE), branch manager of the
Damaran Merchants League and Iron Throne agent, Expert 3, Rogue 10; Nárfi, dwarf male, AL:LG (LE),
owner of the Stick Ogre Tavern and Zhentarim spy, Rogue 19; Numla White, human female, AL:NG,
owner of Numla's Boarding House and Harper agent, Rogue 16. Watch: 100 dwarf male and female,
AL:LG and NG, Fighter and Warrior lvls 1-6. Taxation type: Benevolent.
* Higher than usual, due to the riches of the dwarves.
** In an AD&D 2E campaign, these NPCs have the character class Crusader rather than Paladin. See the accessory Demihuman Deities
by Eric L. Boyd (TSR 1998), available as an ESD download, for more information.

For those who live above the ground, Ironspur is the most dismal town in the Bloodstone Kingdom. The
settlement is tucked between high mountains of grey stone that shield it from both sunrise and sunset. On a
clear day in late Nightal, the sun's rays finally hit Ironspur at about 10 a.m./10 hours. And they already have
vanished behind the western peaks by 2:30 p.m./14.30 hours, giving residents less than five hours of direct
sunshine.

Even when the sun shines, it illuminates only one gray building after another, all of them built with Soravian
lumber harvested from the Galenas' foothills and then roofed and covered with shingles and siding of slate. And
to make things just a bit more dismal, the smell of smoke from the dwarves' deep furnaces always lingers in the
air over Ironspur.

The town at the threshold of the dwarven halls has only a few reasons to exist. Above all, it was founded to
channel the business that the Ironspur dwarven clan does with its Soravian neighbors below and, since the
Bloodstone Wars, with its half-orc customers and allies in Palishchuk, across the High Walk in the north. Since
the wars, the town of Ironspur also provides a center for the government of the new Vaasan Duchy of Ironspur
and a base for the 3rd Regiment of the Bloodstone Army's Princely Brigade of Vaasa, a dwarven unit.

High Iron Duke Murnaros rules the rocky duchy, at most times from the ancient clan halls inside of the
mountain. However, public affairs that involve more than the local dwarven population usual take place in the
ducal palace where government functions are centered. The palace has a mixed staff of dwarves, humans and
half-orcs, representative of the population.

Most of those who live above ground in Ironspur do business with the Ironspur Clan, provide services to the
military and settlers or are prospectors. But the dwarven halls are the true hub of the town and the duchy. Few
non-clan members ever see the interior of the clan's halls, although outsiders are not necessarily forbidden from
entering.

The dwarves simply have built Ironspur in a manner that outsiders can conduct any necessary negotiations,
transactions and other business on the surface, making visits inside the mountain unnecessary. The great
stone-framed wooden gates to the dwarven halls are guarded. Anyone seeking entry who is not a member of
the clan must have a pass from the ducal administration, and passes are issued only to those who have good
grounds to enter the dwarven halls.

On those rare occasions when an outsider is admitted, he or she is escorted to his or her destination, ostensibly
to help the visitor avoid getting lost in the labyrinth like network of tunnels and passages. There are two
openings to the clanhold that are visible from Ironspur.
Bloodstone Book 3 - Page 30
The double wooden gates open onto the main halls and the triple wooden gates open into the staging area,
which is used to bring ores, iron and dwarven products as well as mine tailings up from the depths and out into
the surface world. External bloodstone and other raw materials from outside sources that are brought to the
dwarves for processing enter the clan's halls through these gates.

Dungeon plans for the Ironspur clan's halls are beyond the scope of this accessory, but a game master who
needs a dwarven complex map for this area can use other commercial accessories or download generic mine
plans from the Map of the Week area of WotC. Some Map of the Week entries worth examining are:

Dungeon 1: The Hillside Dungeon


Dungeon 2: The Old Mines
http://www.wizards.com/dnd/article.asp?x=dnd/mw/mw20021226x2002

5-Part December 2000 Dungeon Series:


http://www.wizards.com/dnd/article.asp?x=dnd/mw/mw20020725x2000

Users of Campaign Cartographer 2™ Pro by ProFantasy Ltd. in London also can choose from a wide
selection of maps and dungeon plans available for free download from the ProFantasy website. Use the
following address:

http://www.profantasy.com/library/default.asp

And then pick Maps under the option File Type.

On the upper levels of the Ironspur complex are the ducal and festival halls and the temples as well as business
chambers to the south and artisans' halls farther inside the mountain to the north. The many mines channel off
in multiple directions beneath these levels.

In the depths below the western edge of the surface settlement one finds the huge smelting ovens, the
foundries and the many smithies of the clan. Weapons and armor of the finest dwarven quality are made there
and sold both to the Bloodstone Army and through the trade center in the surface settlement. Blacksmiths on
this level also produce tools, farm implements and a wide variety of other iron-based products.

Iron ore mining, smelting and the production of metal products made from iron are at the core of the Ironspur
clan's economy, but the dwarves in truth have many economic legs upon which they stand, although not all are
immediately apparent to outsiders:

• They sell not only the products they manufacture from iron, but they also export substantial quantities of
iron ingots and bars which are resold to weaponsmiths, armor makers and blacksmiths throughout the
Bloodstone Kingdom and in parts of Impiltur and the Great Dale. All raw iron and all iron products not
sold in the local trade center are marketed exclusively through the Damaran Merchants League.

• There are some bloodstone veins within the areas mined by the dwarves, although they are small in
comparison to those worked in the Bloodstone Mines or Justin's Mine in Soravia. All bloodstone mined
by the Ironspur clan is made into bloodstone bars with the clan's symbol. These are sold exclusively to
the Damaran Merchants League. The clan also receives bloodstone taken by the league from Justin's
Mine in Soravia, and under contract, makes it into bloodstone bars with the league's symbol embossed
into it. This system is economically advantageous for the league, because the bloodstone from Justin's
Mine must be transported past Ironspur anyway, and the knowledge that Ironspur manufactures the
bloodstone bars is a guarantee to the outside world of their purity.

• The dwarves also bring considerable copper out of the depths. Most of it is sold to the Impilturian crown
for use in the mint in Hlammach, to make new copper bites.

• Some subterranean gold veins have been found. All of the gold is sold to clan artisans inside of the
mountain who manufacture products, jewelry and art works with it.
Bloodstone Book 3 - Page 31

• Large fields of slate cover the base of destroyed Dawngreeter Mountain's cavity just above the Galena
Foothills southwest of Ironspur. Most folk avoid the remnants of Dawngreeter, considering the area to be
cursed. However, the Ironspur clan's priests of Moradin say that the tales of a curse are nonsense. The
dwarves bring in slate sheets from the area and make shingles and siding of them. They hope to develop
a slate market in Soravia, but fears of a curse may make this difficult. The town of Ironspur is built with
Dawngreeter slate.

• The Ironspur clan talks little about these things, but in its westernmost explorations deep under the
mountains, the clan is discovering new veins and deposits of precious gemstones and mithral silver.
These riches and treasures go exclusively to the Ironspur artisans within the clan halls for processing.

• A smaller but for dwarves important business in the depths is the distillery. It makes dwarven spirits for
local consumption and for export sale in Palishchuk and in parts of Soravia. The half-orcs of Palishchuk
buy barrels of the spirits and transport them home themselves. The Damaran Merchants League buys
and resells the dwarven spirits in Soravia.

Justice is strict and stern in Ironspur. Duke Murnaros recognizes that emergencies sometimes force one to act
outside of the law, but when there is no justification for a crime, the price to be paid is high. There are dark
dungeons in the depths of the dwarven halls. A criminal can spend the rest of his living days within them.

Non-capital cases usually are tried by the clan's priests of Moradin. Capital cases are tried personally by Iron
Duke Murnaros. Trials of outsiders are conducted in the courtroom of the ducal palace in the town. Trials of
accused dwarves are conducted in a courtroom appendage of the temple of Moradin in the clan halls.

Capital crimes include murder, rape and kidnapping, which makes most of the bandits in the Galenas into
wanted murderers, because few of the bands known to exist have mounted attacks that have taken no lives.
The dwarven headsman executes death sentences with his axe.

While the subterranean dwarven halls are a model of dwarven industriousness, the surface town is a center of
bustling commerce. Some Soravians jokingly call it Little Heliogabalus, although the comparison is rather far-
fetched.

The key facility is the Ironspur Trade Center. Outsiders and surface dwellers regularly demand services from
dwarven artisans, and there is no lack of them, but they usually remain in the clan halls within the mountains. If
an outsider or surface dweller requires the services of a smith, for example, he or she goes to the trade center,
defines what he or she is seeking and then receives recommendations for dwarven artisans who would be
suited for the commission.

Once the outsider or surface dweller has selected one or more artisans with whom he or she wishes to deal, an
appointment is set, and the artisans are called to the trade center to negotiate the potential commission. Of
course, an artisan also can refuse the appointment, if he or she is unable or unwilling to accept the commission.

There are no temples in the Ironspur settlement, although some residents have private shrines. The dwarven
temples are on the highest level of the clan's halls. There are temples to Moradin, Clangeddin Silverbeard,
Berronar Truesilver, Dugmaren Brightmantle and Dumathoin as well as unmanned shrines honoring
Marthammor Duin and Vergadain.

The largest temple, the Spirit's Forge, honors Moradin and is headed by High Priest Dildur, dwarf male, age
239, AL:LG, Specialty Priest 19. Three clerics of Moradin, dwarf male and female, AL:LG, lvls 1-5, serve under
him. The other temples are served by one dwarven cleric each, male or female, of suitable alignment, with
levels between 3 and 5.
Bloodstone Book 3 - Page 32

Adventure Hooks in the Duchy of Ironspur

• Headhunting. Duke Murnaros has posted a reward of 600 bloodstone bars (15,000 gp) for the head of
the so-called Bandit King, Narth Tandler, half-orc male, AL: CE, Ranger 6, Fighter 6, and a reward of 100
bloodstone bars (2,500 gp) for the head of each bandit who works for Tandler. The duke also has posted
a reward of 50 bloodstone bars (1,250 gp) for the head of any other bandit or monster band member that
is brought in. The iron duke says he prefers heads to live prisoners, to spare his headsman work.

• Iron Throne. If Duke Murnaros knew more of the evil of the Iron Throne and became aware of the extent
to which the Damaran Merchants League is influenced and has been infiltrated by the Throne, he would
not renew the clan's many contracts with the League when they expire on the last day of Nightal in the
current year. PCs will have a difficult time proving the truth, but if they do so, they will deal the Throne a
serious blow and place the merchants' league on the brink of bankruptcy, a factor that could lead honest
merchants to at last purge the league of Iron Throne influence. Finding out the truth about Gunda Tilding
could set the PCs on the road to that success.

• Riding Guard. Lower level PCs can earn money riding as guards with caravans of the Damaran
Merchants League. One-way rates follow - Between Ironspur and Justin's Mine, 3 gold talers; between
Ironspur and Palishchuk, 5 gold talers; Ironspur-Helmsdale, 5 silver shiners, and Ironspur-Goliad, 2 gold
talers. At these destinations, the PCs can negotiate pay for accompanying caravans farther along their
way.

Map of Ironspur
A - Smokestacks. The stacks go deep into the clan halls, where the fires of the oven, the foundries and forges
and the smithies burn. Farther westward in the mountains are airshafts that draw fresh air into the depths as
well as providing oxygen for the fires. Needless to say, these shafts are well protected.

B - Gates to the Staging Area. This is the area where dwarven wares are brought out of the depths and
bloodstone brought for making into bars is taken into the dwarven halls. Passes are required to enter through
these gates.

C - Main Gates. The entryway to the main dwarven halls. Passes are required to enter through these gates.

D - Warehouses. Merchandise waiting for transportation as well as wares to be sold in the trade center are
stored here. The warehouses are well guard.

E - Ironspur Trade Center. This is the clan's retail center. Any products made by the clan can be purchased
here by the general public. This also is the place where one can negotiate for the making of master quality
dwarven weapons and armor.

F - Tailings. New tailings are constantly being brought out of the mines through the staging area gates. The
tailing mounds are transported regularly from the town into the mountains nearby.

G - Ducal Palace. The ducal and town government and court are located here along with the duke's throne hall
where he meets with outsiders. The palace is managed by Nórki, dwarf male, age 176, AL:LG, magistrate of
Ironspur town, Aristocrat 8, Fighter 3, who also governs the town as the duke's representative.

H - Damaran Merchants League Regional Branch. The head of this operation is Garda Tilding, human
female, age 36, AL:LG(NE), a key Iron Throne agent, Expert 3, Rogue 10. Tilding, a Sembian native, was
trained by the Throne in commercial spying in Sembian Ordulin. Throne leader Shandaril in Heliogabalus
considers Tilding to be one of her more valuable agents. The Throne has provided Tilding with an Amulet of
Alignments (see New Magic Items in the Northern Journey Campaign Guide Version 8) to disguise her neutral
evil alignment as lawful good. Tilding has the full trust and open ear of her trading partner, High Iron Duke
Murnaros. A PC party will have tremendous difficulty discrediting her with the iron duke.
Bloodstone Book 3 - Page 33
I - Hamstrung Giant Inn. Members of the Ironspur clan believe that the Giant was built by the innkeeper,
retired clan warrior Dylfyng, dwarf male, age 242, AL:NG (NE), Fighter 8. In truth, Dylfyng sold out several
years ago to the Iron Throne and works for it now as a minor agent. The inn was a part of his payoff. The
Throne has given him an Amulet of Alignments (see New Magic Items in the Northern Journey Campaign Guide
Version 8) to disguise his neutral evil alignment as neutral good. Dylfyng's job for the Throne is to maintain
journals that report every bit of news and information he hears in the Giant or elsewhere in Ironspur. Although
he is unaware of it, these journals are passed on to Garda Tilding, the key agent who works as manager of the
Damaran Merchants League. Dylfyng knows nothing about Tilding's Throne affiliation. He passes his news
along to various Throne agents passing through town based upon a pre-arranged code. The agent who
receives the journal from him identifies himself or herself by ordering an ale and paying for it with a copper
thumb from Cormyr, a steel penny from Sembia and a copper oar from Melvaunt. The agent then asks Dylfyng
if he found a small journal the agent claims to have left behind on his last visit to Ironspur. Dylfyng answers
affirmatively, gets his current journal and hands it to the agent. When the agent leaves the Giant, he or she
goes to the regional office of the Damaran Merchants League and hands the journal - now closed with the wax
seal of the league - to the office's porter, saying that the book contains instructions for Tilding from
Heliogabalus. The porter, of course, delivers the journal unopened and still sealed to Tilding. As one might
guess, this work takes up only a small part of Dylfyng's time. He spends most of it seeing that his inn runs well.
He has 24 single guest rooms at 8 silver shiners a night and 8 doubles at 7 shiners per person, double
occupancy. The rooms are good but overpriced, however, Dylfyng has the only inn in Ironspur. His public room
serves dishes with venison, boar and trout at 5 to 8 shiners. He also serves his unnamed house brew, a dark,
stout, top fermented ale at 3 copper bites per quart/liter tankard and Ironspur dwarven spirits at 4 shiners per
shot/0.1l glass.

J - Stuck Ogre Tavern. Where the Iron Throne goes, the Zhentarim usually isn't far behind. It's not hard for
the Black Network to follow the Throne either, because one of the Throne's top three leaders actually is a
Zhentarim agent. The ogre was built by Nárfi, dwarf male, age 201, AL:LG (LE), Rogue 19, tells quite truthfully
that he is one of few survivors of a small clan from the Dragonspines north of the Moonsea. His clan was
mostly wiped out in a series of battles against giants and ogres in the Dragonspines. He had served the clan as
a battle scout. Nárfi fled to the Moonsea area, eventually reaching Mulmaster, where he was recruited by
Xvimist Assassins to work as a spy. After successfully gathering information for the Black Network in
Mulmaster. he was chosen personally by Fzoul Chembryl for his current assignment in Ironspur. Chembryl
believes that the dwarven town will play a key role in the future extraction of great wealth from the East
Galenas. He wants to know exactly how much wealth is being extracted and to whom it is going, to see to it
that the Zhentarim gets its proper share. Chembryl has given Nárfi an Amulet of Alignments (see New Magic
Items in the Northern Journey Campaign Guide Version 8) to disguise his lawful evil alignment as lawful good.
Nárfi knows that Garda Tilding and Dylfyng are Iron Throne agents. The Ogre is the only night spot that
dwarves from the clan halls visit when they come to the surface at night. The house also is popular with visiting
caravan guards and crew members, prospectors and adventurers working the mountains as bounty hunters.
Ironspur dwarves who consume too much dwarven spirits become talkative, as do the ill-sated caravan riders,
prospectors and bounty hunters. Together, they provide Nárfi with most of the information he seeks in the
service of the Zhentarim. The Ogre has dartboards and card tables for private games. One can order wooden
boards with dark rye bread, horseradish, a selection of venison and boar cold cuts and pine nuts for 2 silver
shiners. Nárfi serves ale from the Hamstrung Giant at 3 copper bites per quart/liter tankard and clan-distilled
dwarven spirits at 4 shiners per shot/0.1l glass.

K - Numla's Boarding House. This is yet another listening post, one affiliated with the Shadowdale faction of
the Harpers based in Soravian Stormstar. The owner of the boarding house is Numla White, human female,
age 61, AL:NG, Rogue 16. She's best known in Ironspur as Mother Numla. The only guests she takes in are
adventurers who work the mountains as bounty hunters and prospectors. Most of her guests live year round in
the boarding house, however, they're seldom seen in the warm months, when the mountain trails are open. At
the dinner table, they tend to discuss not only that which they've seen and heard in the mountains but also the
scuttlebutt they pick up in the Stuck Ogre. The Harpers want to keep their fingers too on Ironspur's pulse, for
the same reasons as the Iron Throne and Zhentarim do. Mother Numla charges 2 gold talers per tenday for
room and board but refunds 1 gold taler and 1 silver shiner for each tenday when a guest is not staying in the
house.
Bloodstone Book 3 - Page 34
L - General Store. This two-story business is operated by Marnie Smith, human female, age 47, AL:N,
Commoner 3. She sells a wide variety of wares, ranging from food imported from Damara to equipment for
adventurers and prospectors. Prices are 10% above those in the PHB. Smith employs four human male and
female sales clerks and two dwarven female sales clerks of various alignments, all Commoners 1.

M - Ironspur Slaughterhouse. Under an edict from Duke Murnaros, all meat sold in his duchy must be
slaughtered here. The edict resulted from an epidemic of disease that began with the consumption of
incorrectly slaughtered venison in the Year of the Wave (1364 DR). All meat slaughtered in Ironspur is venison
or wild boar. There are no farms in the duchy. Hunters bring their bag to the slaughterhouse before they sell
the meat - either to the butcher shop of the slaughterhouse or directly to customers. The master butcher is
Tangardh, half-orc male, age 51, AL:N, Expert 2. He employs four journeymen, six apprentices and two
laborers. The slaughterhouse also employs a master furrier, Ned Perkins, human male, AL:NG, Ranger 2, who
pays hunters for the pelts and furs taken from slaughtered animals, treats them and then sells them to the
Damaran Merchants League.

N - Detachment and Stable of the Bloodstone Riders. Nófi, dwarf male, age 42, AL:NG, Ranger 16,
commands a detachment of 60 rogue scouts, fighters, rangers and two clerics of Moradin, dwarf male and
female, various alignment, Fighter 1-8, Rogue 6-10, Cleric 4-5. At any given time when there is no crisis, 25
Bloodstone Riders will be on patrol in the mountains, 25 will be back in their dwarven halls on standby duty and
10 will be on duty in the detachment. There also are 10 Bloodstone Riders on duty at all times in the
detachment during the cold season after the duchy is snowed in. Those not on duty return to their dwarven
halls but remain on standby.

O - Nargolanh, Wainwright. Master Wainwright Nargolanh, half-orc male, age 48, AL:NG, Fighter 3, Expert 3,
makes wagons and sleds on commission. He employs two journeymen, three apprentices and two laborers.

3rd Regiment, Princely Brigade of Vaasa, Bloodstone Army


The military barracks in Ironspur are somewhat unusual for the Bloodstone Kingdom. There are a few human
and half-orc soldiers who serve with the regiment as rangers and scouts, but all of the rest are dwarven
members of the Ironspur Clan.

Until the end of Tarsakh in the Year of Wild Magic (1372 DR), the regiment will rotate duty with one battalion on
duty on the High Walk for 30 days, one battalion on training duty in the barracks for 30 days and the third
battalion on leave and at home in their dwarven halls below.

That will change on the 1st of Mirtul, when the 3rd Battalion will begin preparing to march to the war camp south
of the ruins of Castle Perilous on the 6th of Mirtul. After that, the 1st and 2nd Battalions will rotate between patrol
duty and detachment duty, with one company of each battalion rotating turns on leave in the Ironspur clan's
halls.

The barracks also are physically different from others in the kingdom. The barracks themselves are above
ground, where the soldiers can move immediately into action, but the regimental and battalion headquarters all
are underground. In the case of the regimental headquarters, the regimental stables are above ground.

P - Regimental Headquarters (subterranean) and regimental stable on the surface. The Regimental
Commander is Nufíng, dwarf male, AL:NG, , Paladin (2E Crusader) of Moradin 18.

Q - 1st Battalion Headquarters (subterranean) with barracks on the surface. The Battalion Commander is
Tarfi, dwarf male, AL:LG, Paladin (2E Crusader) of Clangeddin Silverbeard 13.

R - 2nd Battalion Headquarters (subterranean) with barracks on the surface. The Battalion Commander is
Dalbor, dwarf male, AL:LG, Fighter 14

S - 3rd Battalion Headquarters (subterranean) with barracks on the surface. The Battalion Commander is
Gundbur, dwarf male, AL:LG, Paladin (2E Crusader) of Moradin 13.
Bloodstone Book 3 - Page 35

Ironspur
Bloodstone Book 3 - Page 36

Ironspur, with 50 ft/15m grid


Bloodstone Book 3 - Page 37

Barony of Palishchuk
Baronial seat: Palishchuk. Coat of Arms: Flexed muscle and sword trio (Northern
Journey unofficial, based on the design of Mark Oliva). Conventional. Population:
4,700; 87% half-orc, 11% human, 2% other. Authority figures: Wingham, half-orc male,
AL: NG, Baron of Palishchuk, Fighter 10; Bard 8; Granghat, half-orc male, AL:NG,
Commander of the Palishchuk 4th Regiment of the Bloodstone Army, Fighter 18;
Krighaard, half-orc male, AL:NG, Commander of the 1st Battalion, Fighter 8; Shugra,
half-orc female, AL:NG, Commander of the 2nd Battalion, Fighter 8; Hadurghat, half-orc
male, AL:CG, baronial mage, Sorcerer 17; Rughurd, half-orc male, AL:N, High Priest of
Tempus, Cleric 18; Frighra, half-orc female, AL:LN, Cleric 5 of Luthic; Haendilnyr, human male, AL:N,
Specialty Priest of Istishia 12. Taxation: Benevolent.

In the Year of the Helm (1362 DR), after King Gareth Dragonsbane proclaimed the Bloodstone, the new king
invited surrounding nations to send ambassadors to the new princedoms of Damara and Vaasa and to send
diplomats to a celebration of the new kingdom in Heliogabalus.

Among the guests was a diplomat from Turmish who was aghast that anyone might appoint a half-orc as a
baron but also curious just what such a creature might be like. Because he was a diplomat under the protection
of King Gareth, he assumed he had nothing to fear, so he sought Baron Wingham out.

When he found the half-orc baron, the diplomat used a snide voice to pose his question, but he also doubted
that a half-orc would be intelligent enough to sense that tone. Just what, the diplomat asked Baron Wingham, is
the Barony of Palishchuk, if I might ask?

Wingham grinned and replied, It's not a "what," it's just an idea. Still grinning, he walked away from the diplomat
and sought out better company.

That's about all that the Barony of Palishchuk is today, too, although a decade has passed since the short
exchange with the diplomat. Since that time, Baron Wingham has elaborated a bit more, saying the Barony is a
ridiculous idea too, but one with which he intends to stick.

One when first looks at the idea of the Barony of Palishchuk, it does indeed seem to be ridiculous. Only a churl
would point at that the idea still looks ridiculous when one takes a second look as well.

The barony is a trial of lowlands surrounded by mountains and the Great Glacier. More than 99% of its surface
consists of troll-infested swamp. The miniscule rest consists of small but isolated islands of fertile land
surrounded by the troll-infested swamp. There are no roads and only a few trails that lead through the bogs,
with the exception, of course, of Dead Man's Walk, which forms the barony's southwestern border.

The seemingly endless swamp would and indeed has put off most civilized folk from seeing or even wanting to
see any of Wingham's barony. But the troll swamps are the least of the baron's problems. More critical is the
continuing threat of the ruins of Castle Perilous, in the middle of the barony, which provides a home to 50
vampire dragons and thousands of draconians, although the folk of the barony can identify neither type of
monster so accurately.

Most think that the vampire dragons are living dragons waiting for a signal to avenge Tiamat for the destruction
of her avatar 13 years ago by King Gareth. They consider the draconians to be some kind of creature they
loosely define as dragon-lizardmen.

The largely unsettled swamplands of the barony remain a no man’s land today, however the baron also has
made no serious attempts yet to cleanse them. To do that, Baron Wingham would have to tackle the problem of
Castle Perilous. That is a task beyond the means of Palishchuk; that is a job for the king. Interestingly, it
appears that King Gareth plans to take on that task during the coming summer.
Bloodstone Book 3 - Page 38
Baron Wingham is expected to contribute the 2nd Battalion of the 4th Regiment, Princely Brigade of Vaasa, to
that battle, but he has not been invited by the king to be on the battlefront personally. There is no insult
intended there nor has any been taken.

While the king, his army, General Haelimbrar's Impilturian host and also Wingham's own 2nd Battalion are
battling at the ruins of Castle Perilous, Baron Wingham is expected to wage a behind-the-lines war with his 1st
Battalion against the trolls of his swamps, to prevent their marching on the combined armies of the king and
Haelimbrar.

The task is not an envious one, but many small. wooden tank wagons filled with war oil have been making the
treacherous journey over the High Walk to Palishchuk, to help even the odds when the baron and his half-orcs
begin mounting their front against the swamp trolls. Both King Gareth and Haelimbrar also are lending Baron
Wingham some middle level Bloodstone war wizards and magi who belong to the Wand of Impiltur, and it is
said that some of these are armed with Staffs of Trolls made by the Harpells of Longsaddle, in the distant
northwest of Faerûn (see New Magic Items in the Northern Journey Campaign Guide for a description.)

The idea of the Barony of Palishchuk is very much contingent upon the victory of the Bloodstone and Impilturian
hosts in the coming battle against the denizens of the ruins of Castle Perilous. It also is contingent upon the
abilities of Baron Wingham and his colleague, Baron Garumbelly of Sunderland, to one day cleanse the Vaasan
Plain of swamp trolls.

Both barons already are working toward that end. Haendilnyr, human male, age 42, AL:N, Specialty Priest of
Istishia 12, works with a band of three Istishian clerics in the swamps of the barony, conjuring severe lightning
storms that wreak destruction among troll bands. (Both groups' statistics can be found under Vaasan Swamps -
the Key NPCs in the Section Unofficial NPC Encounters in the Northern Journey Campaign Guide Version 8).

Priests and clerics of Istishia are associated rightfully with the ocean rather than with cold swamp lands. The
fact that these clergy came at all to the Barony of Palishchuk is the doing of Impilturian Finance Minister
Rulmgar. Before honoring his queen's call home, Rulmgar had served Baron of Bloodstone and later King
Gareth Dragonsbane in various positions, including as royal finance minister and as burgomaster of
Heliogabalus.

After taking up his new office in Hlammach, Rulmgar learned that the church of Istishia was attempting to
establish itself in some of Impiltur's coastal cities, and Rulmgar became curious about them. The priests and
clerics with whom he spoke were members of the branch known as the Church of the Watery Paths, which
believes that the rivers and streams of Abeir-Toril are the veins and capillaries of Istishia. (For more information
on the church of Istishia and this branch of it, see Faiths & Avatars By Julia Martin with Eric Boyd, TSR 1996,
available as an ESD download.)

Rulmgar convinced Haendilnyr that the most sensible thing he and his followers could do would be to go to
Vaasa and help clean the swamps there of the unnatural troll population that had been brought to the land by
Zhengyi the Witch King. It would be only reasonable, Rulmgar argued, to combat those fouling Istishia's veins
at the source, before the corruption flowed through his Beaumaris and Great Imphras veins into his oceanic
body, where healing and purifying is a more monumental task.

Haendilnyr agreed with Rulmgar. He and his band of three Istishian clerics traveled to Vaasa to begin their new
work. Ordinarily, a small group of one priest and three clerics would have little impact upon the thousands of
trolls that infest the Vaasan swamps, but the situation that Haendilnyr and his clerics found was not ordinary.

Nature, by whatever name one may choose to call it, already had established a means in Vaasa with which the
trolls could be eliminated, the unique plant that evolved in the Vaasan swamps known as the gas rush. (See
New Unofficial Monsters in the Northern Journey Campaign Guide Version 8.) Haendilnyr and his clerics are
the catalysts that unleash nature's power upon the trolls.

When the Istishians encounter trolls in the Barony of Palishchuk, they call down the purifying storms of the
Water Lord. Each lightning bolt that strikes the water releases the nitric gases stored in the gas rushes, which
in turn are fatally poisonous to all trolls in the vicinity.
Bloodstone Book 3 - Page 39
Haendilnyr and his clerics already have cleansed the swamps on both sides of the High Walk between the
Galenas and Vaasa. So many swamp trolls have been destroyed in this area that the surviving trolls avoid it
like the black plague. The four clergymen now are marching slowly through the swamp from Palishchuk toward
the ruins of Castle Perilous, destroying trolls as they go.

Baron Wingham is grateful for the work of Haendilnyr and his clerics, but he recognizes that the four never will
be able to clear Vaasa's swamps of their trolls. The swamps are too large, the trolls are too numerous and
Haendilnyr's band is too small.

The idea of the Barony of Palishchuk invests its hopes more in the certain knowledge that the unnatural
swamps are draining, albeit slowly. When Wingham looks at his barony today, he sees the Palishchuk
settlement, but not much else other than swamp. The ruins of Castle Perilous are the foulest point of his
swampland, a much worse threat than the trolls. Only if the king and General Haelimbrar succeed in destroying
the denizens of the ruins is there any long term hope for the barony.

As the swamps drain, the trolls will diminish, and ever more farm and range land will emerge. King Gareth,
Prince Darren and Baron Wingham all believe that the Barony of Palishchuk one day will be an important bread
basket for the northern part of the Bloodstone Kingdom and for the Moonsea region. Not only will the Vaasan
plain be suitable for the grazing of cattle and sheep, but it also will be ideal for the raising of grain and short
season crops.

Arable land is limited on the Moonsea and its environs. Those who live in the Moonsea region often are called
fishheads by their neighboring Dalesmen to the south, because meat is relatively rare in the Moonsea area.
Fish is the main dietary staple there. The king, the prince and the baron all are convinced that the northern half
of the barony's plain north of the High Walk one day will be one of the greatest cattle ranges in Faerûn.

The Moonsea then will become a very profitable market for the barony's ranchers, because drovers will be able
to lead large herds of cattle on the hoof over Dead Man's Walk and Gramble's Climb into the Moonsea lands,
where the steers can be slaughtered as needed, giving the Moonsea settlements a year round supply of fresh
beef.

But as Baron Wingham said, this Barony of Palishchuk is only an idea. The reality still is far less positive. In
addition to the threat of the ruins of Castle Perilous and the trolls, the western parts of the barony has Asfaloth
and the northern side of Gatehold, two settlements that require a housecleaning in their own right. The fort
settlements of Swampgate and Moortown (but only the north side), both troll-free and relatively trouble free, also
are in the Barony of Palishchuk. In addition to housing two battalions of the Bloodstone Army, Moortown also is
a prospectors' settlement.

Most outsiders think it strange that King Gareth and Prince Darren divided Gatehold and Moortown between the
two baronies, but they did so for a reason. The leaders of the Bloodstone Kingdom and Vaasa have visions,
ideas and dreams, but none knows for sure how Vaasa will develop, and one could see even less of the future
years ago when the kingdom, princedom and baronies were proclaimed.

The line formed by Dead Man's Walk and the Beaumaris make a good logical dividing line between the two
baronies, but it was difficult then to say whether Gatehold and Moortown, both of which are divided by Dead
Man's Walk, would be better off in the long run in Sunderland or in Palishchuk. King Gareth and Prince Darren
chose to divide the two towns until a well-grounded decision could be made, rather than to make an arbitrary
decision.

The two barons since have discussed the future and are in general agreement that Gatehold should go
completely to Sunderland and Moortown should go completely to Palishchuk, once the enemy in Vaasa has
been defeated and a certain degree of stability has been reached in Vaasa.

The only legal local governing authority in divided Gatehold is General Zambelraun, commander of Fort
Gatehold, who has been deputized by Baron Wingham and Baron Garumbelly of Sunderland to act as
magistrate in their town. The local Bloodstone Riders have the police authority.
Bloodstone Book 3 - Page 40
To avoid jurisdictional problems Baron Wingham and Baron Garumbelly have signed agreements that have the
blessing of Prince Darren in Darmshall. The Barony of Palishchuk provides the Bloodstone Riders who patrol
Dead Man's Walk between Gatehold and Swampgate, and the Barony of Sunderland has the court jurisdiction
over these areas.

Temporarily, until the Barony of Palishchuk is able to establish its own court system outside of the town of
Palishchuk, Baron Wingham has asked Baron Garumbelly to also try cases from Asfaloth and Swampgate, to
avoid the need for plaintiffs and defendants to make the long journey from the western part of the barony over
Damara and the High Walk to Palishchuk.

Wingham's Weird Weapon Wielding Bloodstone Riders


The Bloodstone Riders of the Barony of Palishchuk report first to Duke Wingham, but their high commander is
Mariabronne in Darmshall, the commander of all Vaasan Bloodstone Riders, and he reports directly to Prince
Darren.

Because of the difficulty in traveling over the swampland from Palishchuk to the Beaumaris and Dead Man's
Walk, the normal route used for such journeys is the much longer way over the High Walk in the Duchy of
Ironspur to Ironspur, across Damaran territory through Soravia to Bloodstone Village and then northward, back
into Vaasa.

This makes it difficult for the Palishchuk Bloodstone Riders serving the western part of the barony and Baron
Wingham to communicate with one another. Ordinarily, dwarven Bloodstone Riders of the Barony of
Sunderland serve as go betweens, bearing messages to and from Duke Wingham. These are communicated
with help of the Bloodstone Talismans by Prince Darren and Baron Garumbelly to and from Baron Wingham.

The members of the Bloodstone Riders of the Barony of Palishchuk are, for the most part, low- to middle-level
half-orc rangers, rogue scouts and fighters. This should not, however, automatically make them easy
pushovers for lawless PCs of high levels.

As outlined in FR9 The Bloodstone Lands by R.A. Salvatore (TSR - 1989 - ESD download), Wingham and his
band amassed a respectable collection of unusual weapons during their days as adventurers. Only an
interesting selection of these weapons has been placed in the baron's museum in Palishchuk. The rest are in
the hands of Palishchuk's Bloodstone Riders. If the riders are to have hostile encounters with the PCs, the
game master should create a set of weird weapons that helps even the odds that ordinarily would favor the PCs
because of their higher levels.

The Bloodstone Riders of Palishchuk have scoured old hideouts of Zhengyi's followers in the barony's swamps
and have found a number of valuable magical objects still hidden in them. Baron Wingham has told the riders
to keep these objects for use in their work.

The game master should define or select magical objects that will help balance encounters between the
Bloodstone Riders and hostile PCs. King Gareth also commissioned the Harpells in Longsaddle, in the distant
Northwest of Faerûn, to produce Staffs of Trolls (see New Magical Items in the Northern Journey Campaign
Guide) for his Vaasan Bloodstone Riders. Each patrol has at least one Staff of Trolls.
Bloodstone Book 3 - Page 41

Barony of Palishchuk
Bloodstone Book 3 - Page 42

Barony of Palishchuk, with 10-mile/16-km grid


Bloodstone Book 3 - Page 43

Palishchuk
Small Town, Conventional, AL:NG-N, 800 gp limit; Assets: 60,000 gp. Population: 1,500 (97% half-orc,
3% human - includes 800 Bloodstone soldiers). Authority figures: Wingham, half-orc male, AL: NG,
Baron of Palishchuk, Fighter 10; Bard 8; Oroghun, half-orc male, AL:NG, Burgomaster of Palishchuk,
Fighter 3; Granghat, half-orc male, AL:NG, Commander of the 4th Regiment of the Bloodstone Army,
Fighter 18; Urugardht, half-orc male, AL:N, Commander of the 1st Battalion, Fighter 8; Naghardh, half-
orc male, AL:NG, Commander of the 2nd Battalion, Fighter 8; Varghurd, half-orc male, AL:NG,
Commander of the Bloodstone Riders detachment, Ranger 8; Beroghor, half-orc male, AL:NG,
Commander of the Town Watch, Fighter 3. Others: Hadurghat, half-orc male, AL:CG, baronial mage,
Sorcerer 17; Rughurd, half-orc male, AL:N, Battlelord of Tempus, Cleric 8; Frighra, half-orc female,
AL:LN, Cleric 8 of Luthic. Taxation: Benevolent.

Palishchuk is one of the poorer settlements in the Bloodstone Kingdom, but some say it's one of the happier
towns as well. The baronial seat is growing wealthier, but until improvements are finished in the mountainous
parts of the High Walk, business with the outside world will remain difficult, a factor that limits what the
townspeople can buy. As a result, Palishchuk has learned to be largely self-sufficient.

Two battalions of the 4th Combat Regiment, Princely Brigade of Vaasa, are stationed in Palishchuk. They make
up more than half of the local population, and military wives and families account for 30% of the remaining
population. The two battalions and the regiment's 3rd Battalion, stationed in Gatehold, are made up almost
exclusively of half-orcs.

When Baron Wingham first took office in the Year of the Helm (1362 DR), Palishchuk had a population of nearly
800. But his call for half-orcs elsewhere in Vaasa and also in Damara drew one and a half times that number in
short order, making it possible for him to add an entire half-orc regiment to the Impilturian Army's Princely
Brigade of Vaasa.

Most of the half-orcs who had been scattered throughout the northern Bloodstone Kingdom after the wars were
homeless and desperate, having to scrape for a living. However, they were experienced warriors. The chance
to join the Bloodstone Army at full sold was, by their standards, an invitation to prosperity. The troops' sold is
sent over Ironspur and the High Walk from the royal treasury in Bloodstone Village. The money the soldiers
have to spend is one of the reasons why poverty in the town is diminishing.

On the 10th of Mirtul in the current Year of Wild Magic (1372 DR), Baron Wingham will send the 2nd Battalion of
the 4th Regiment from Palishchuk to the war camp north of Gatehold, to join in the coming battle against the
denizens of the Castle Perilous ruins, but he will not personally take part in the fighting there. Instead, the king
expects Baron Wingham to wage a behind-the-lines war together with his 1st Battalion against the trolls of his
swamps, to prevent their marching on the combined armies of the king and Impilturian General Haelimbrar and
attacking them from the flank.

The task is not an envious one, but many small, wooden tank wagons filled with war oil have been making the
treacherous journey over the High Walk to Palishchuk, to help even the odds when the baron and his half-orcs
begin mounting their front against the swamp trolls. Both King Gareth and Haelimbrar also are lending Baron
Wingham some middle level Bloodstone war wizards and magi who belong to the Wand of Impiltur, and i some
of these are armed with Staffs of Trolls made by the Harpells of Longsaddle, in the distant northwest of Faerûn
(see New Magic Items in the Northern Journey Campaign Guide for a description.)

The pending war in the heart of the barony notwithstanding, the town of Palishchuk is much more an agricultural
settlement than a military town. The soldiers who are stationed in Palishchuk also live there. The only barracks
houses those members of the headquarters company and of both battalions' companies who are single and
alone. Those warriors who live in their own homes also help with family farming operations and other family
businesses in their off-duty times.

Palishchuk also is served by the Bloodstone Riders, with a local detachment of 50 half-orc rangers. The
commander is Varghurd, half-orc male, age 34, Ranger 8.
Bloodstone Book 3 - Page 44
Because of Vaasa's late summer and early winter, only grains and short season crops are raised. Other
produce is considered a luxury, because transportation over the High Walk makes it expensive. Fruits, herbs
and vegetables that are brought to Palishchuk are delivered in dried form.

Farming is done on the high ground surrounding the town that has been cleansed by the priests of Istishia of
most trolls. Some trolls do wander back from time to time with hopes of catching half-orc farmers outside of
town, but they seldom succeed. Baron Wingham knows that Palishchuk's fields and meadows are only partially
secure. As a result, soldiers patrol all of the farming areas when farmers or livestock are in them.

The land on the west side of Palishchuk is used mostly for crop farming, with flax growing in the outer areas to
the west. Grain is grown south of town. Cattle graze on the inner part of the lands to the north and east of
town, while sheep graze on the outer lands in these directions.

Not all residents of Palishchuk farm, however. There are local artisans, and some of the men work as
lumberjacks in the autumn, felling timber in the foothills of the Galenas and transporting it back to town over the
High Walk. The wood is used as fuel and for construction.

Most Palishchuk residents are faithful members of various religions, above all those of Tempus, Chauntea,
Luthic, the orc goddess of fertility, and Shargaas, the deity worshipped by orc thieves. There are two small
temples in Palishchuk. The House of the Vaasan Blade, which serves Tempus, is manned by Rughurd, half-orc
male, age 41, AL:N, Cleric 8. The head of the House of Endless Births, Frighra, half-orc female, age 38, AL:LN,
Cleric 8, serves Luthic.

Most of the town's structures have walls and roofs of thatch, but there are wooden buildings too. A few
structures are roofed with wooden shingles or wood and tarpaper protected from the wind in alpine style with
rocks laid upon the roof. The town itself, like its baron, is rather unassuming. Life is simple in Palishchuk, at
least when there is no combat in the area.

The baronial administration is in Baron Wingham's lodge. The village government itself is Faerûn's purest
democracy. Four times a year, there is a public meeting in which all important decisions for the following
quarter are made in a public vote. The public meeting also elects a burgomaster every four years. The current
officeholder is Oroghun, half-orc male, age 38, AL:NG, Fighter 3. The burgomaster heads the town's
administration and makes minor decisions where no public vote is required.

Theoretically, Baron Wingham is judge and jury for all court cases within the barony. He uses a hall in his lodge
as a courtroom. In practice, he tries only cases from the Palishchuk area. For the time being, he has asked
Baron Garumbelly of Sunderland to try all cases arising in the western part of the barony, due to the present
difficulty in traveling from there to Palishchuk. The Palishchuk jail is in the cellar of Town Hall.

Baron Wingham lives in his own lodge, a wooden structure made of timber from the East Galenas' foothills. A
wooden museum building behind the lodge houses his famous collection of exotic weapons. The well guarded
museum is open to the public.

Evenings, the baron often can be found performing as a bard in the Smirking Snout Inn's public room in
Palishchuk. Only by asking will one learn that he's the baron. Most of those who live in Palishchuk simply call
him Wingham, as they always have.

The Smirking Snout is Palishchuk's only inn. Locals wanting a night out - above all single soldiers who live in
the barracks - alternate between the Snout's public room and the Shorn Lamb tavern.

Adventure Hooks in Palishchuk

• Bounty hunters. Baron Wingham has cash available from the crown to pay bounty hunters who are
prepared to go out on missions with his troops and slay trolls. He pays 1 silver shiner per day plus 1 gold
taler per large scale anti-troll operation in which the hired mercenaries participate. As long as the PCs
are on such a patrol, they are under command of the military, the same as ordinary soldiers.
Bloodstone Book 3 - Page 45

• Caravan guards. Caravans that travel to and from Palishchuk hire guards for the trip over the High Walk
to Ironspur. One reports for such duty at Town Hall. The caravan operators negotiate for themselves.
The average pay is 5 silver shiners a day. Only on some days is work available.

Map of Palishchuk
1 - North Star Furs. This company is the only presence of the Iron Throne in Palishchuk. It is owned by Fallen
Star Holding, a Throne front, but that is unknown locally. The manager is a lower level agent of the Throne,
Tandy North, human male, age 31, AL:NE, Rogue 2, a native of Selgaunt in Sembia, who has registered North
Star with the barony as his own private business. North's job for the Throne is to keep his eyes and ears open
and to send reports on current events and rumors back to Damara with Throne agents who come and go with
caravans. Throne leader Shandaril in Heliogabalus has her eye on Palishchuk's future but isn't very interested
in its present, except for the doings at the ruins of Castle Perilous. North Star Furs buys the pelts of
slaughtered domestic and wild animals that are slaughtered in Palishchuk. The company cleans the pelts and
transports them to Heliogabalus for sale. North employs eight common laborers, all half-orc male, AL: various,
Commoner 1.

2 - House of Endless Births. The temple honors Luthic, the orc goddess of fertility. The only clergy is Frighra,
half-orc female, age 38, AL:LN, Cleric 8. Luthic (AL:LE) usually is associated with feminine fertility among orcs
and with healing, but Frighra, who frequently is called upon for healing, preaches that Luthic also rewards those
non-nomadic worshippers who plant crops with fertile fields. In this respect, she competes directly with
Chauntea (who has no cleric in Palishchuk) for worshippers. Because the town's fields have proven to be quite
fertile, more of Palishchuk's farmers worship the orc goddess than Chauntea, although some pray to both
deities. Among the treasures that Baron Wingham's men found in old hideouts of Zhengyi's minions was a Staff
of Healing, which the baron gave to Frighra.

3 - Wroghardh's Livestock. Wroghardh, half-orc male, age 46, AL:N, Expert 2, buys all kinds of livestock in
Soravia including horses, transports it over the High Walk and sells it in Palischuk. He also buys the newborn of
local farmers, raises it and resells it. Among other things, Wroghardh buys and sells horses, mules, burros,
calves, lamb, piglets and chicks, depending upon what his market is seeking at any given time. He employs
four laborers, all half-orc male, AL: various, Commoner 1.

4 - House of the Vaasan Blade. The temple of Tempus, is manned alone by Rughurd, half-orc male, age 41,
AL:N, Cleric 8.

5 - Nreghen's Smithy. The blacksmith's shop is run by master smith Nreghen, half-orc male, age 39, AL:NG,
Expert 2. Nreghen works neither with weapons nor with armor, but he makes tools, farm implements and all
other types of metal wares. He employs a journeyman blacksmith, Expert 1, and three apprentices, Commoner
1, all half-orc male, AL: various.

6 - Barracks and Stalls of the Bloodstone Riders. 50 half-orc riders are stationed here. Their commander is
Varghurd, half-orc male, age 34, Ranger 8. The other Bloodstone Riders are rangers, rogue scouts and
fighters, all half-orc male, AL: NG and N, lvls 1-5.

7 - Flaming Troll Brewery. Brewmaster Lender Thomas, human male, age 47, AL:N, Expert 3, is the
brewmaster and owner. He also is the master malter. Thomas is a genuine brewmaster and master malter, but
he escaped from an Impilturian prison after being convicted of fraud in Outentown. After his prison escape, he
fled north into Vaasa. Thomas built the brewery with the proceeds from the fraud. Baron Wingham knows his
history and has granted him a pardon, which is valid throughout the Bloodstone Kingdom. It also makes it
impossible for allied Impiltur to extradite Thomas, who now is training his local half-orc journeymen in the art of
brewing. He brews two beers: In the warm months, he brews Flaming Troll Light Bock, a strong, light-colored
beer rich in barley malt with an alcohol content of 6.5%. In the cold months, he brews Flaming Troll Incendator,
an even stronger double bock, very rich in barley malt, with an alcohol content of 7.5%. Thomas employs a
journeyman brewer, a journeyman malter (both Expert 1), four apprentices and four laborers (all Commoner 1),
all half-orc male, various alignments.
Bloodstone Book 3 - Page 46
8 - Smirking Snout Inn. Palishchuk's only hostelry is owned and run by Grugharha, half-orc female, age 44,
AL:NG, Commoner 3, a widow of a member of Baron Wingham's old band. The baron often keeps his bard
skills honed by singing in the Snout evenings. Grugharha has 16 single rooms at 6 silver shiners a night and 5
doubles at 5 shiners per person double occupancy. They are simple but comfortable, although also slightly
drafty. Her public room offer various local meats served with special side dishes made with local grains in
mushroom gravy at 4 to 7 shiners. The only drinks are Ironspur dwarven spirits at 5 shiners per shot/0.5l glass
and the local brewery's Flaming Troll bock beer at 4 copper bites per quart/liter tankard. The common room
does good business most nights. It draws a fair number of locals and most of the outsiders in Palishchuk. On
nights when the baron sings, the house usually is full.

9 - Bloodstone Army Joint Headquarters. The complex houses the headquarters of the 4th Regiment of the
Princely Vaasan Brigade of the Bloodstone Army and of the regiment's 1st and 2nd battalions. The commanders
are Granghat, half-orc male, age 46, AL:NG, regimental commander, Fighter 18; Urugardht, half-orc male, age
33, AL:N, Commander of the 1st Battalion, Fighter 8, and Naghardh, half-orc male, age 32, AL:NG, Commander
of the 2nd Battalion, Fighter 8.

10 - Regimental Barracks. Soldiers of the 1st and 2nd battalions who have no families and no homes of their
own in Palishchuk live in the barracks.

11 - Shorn Lamb Tavern. This is the main night spot for locals, although many also go to the public room of
the Snout at times, particularly when the baron is singing. The tavernkeeper is Zhargardh, half-orc male, age
52, AL:NG, Ranger 10, a retired member of Baron Wingham's old band. Hefty discussions take place at most
tables, but there also are card tables, dartboards and a special table for arm wrestling contests. The only
drinks are Ironspur dwarven spirits at 5 shiners per shot/0.5l glass and the local brewery's Flaming Troll bock
beer at 4 copper bites per quart/liter tankard.

12 - Baron's Lodge. The ground floor serves as the equivalent of a modest baronial palace with
administration. The 2nd story contains the baron's private quarters. The 3rd story is occupied by his court mage,
Hadurghat, half-orc male, age 44, AL:CG, Sorcerer 17.

13 - Baron's Museum. This museum displays many of the exotic weapons used by the baron and his band of
old days, which was known as Whacky Wingham's Weird Weapon Wielders. The caretaker is Vrughnardh, half-
orc male, age 62, AL:NG, Expert 1, the father of a former member of Wingham's band. Three guides and two
maintenance persons work in the museum, all half-orc male and female, various alignments, Commoner 1. Six
soldiers patrol the museum and baronial grounds at all times.

14 - Baron's Stable.

15 - Town Hall. The city administration of Palishchuk is headquartered here. led by Burgomaster Oroghun,
half-orc male, age 54, AL:NG, Fighter 3. The headquarters of the town watch also is here. The head of the
watch is Beroghor, half-orc male, age 24, AL:NG, Fighter 3.

16 - Mill Pond, Park and Cemetery. The Mil Pond was built primarily to serve the grain mill and the sawmill,
but the land surrounding it also serves as a town park in the warm months. The cemetery is on the east side of
the pond. To create the pond, a small swamp creek known in Palishchuk only as The Wash was dammed. The
Wash flows through the town and out into the swamps farther to the northwest, with its water eventually going
into the Beaumaris or percolating.

17 - Palishchuk Mill. Master miller Hreghogardh, half-orc male, age 51, AL:N, Expert 3, owns and runs the
mill, which grinds all of the grain grown in the Palishchuk area and presses vegetable oil from seeds.
Hreghogardh employs a journeyman miller (Expert 1), two apprentices and two laborers, all half-orc male, AL:
various, Commoner 1.

18 - Palishchuk Lumber. Master sawyer Purghurdh, half-orc male, age 50, Expert 3, owns and operates the
town's timber and lumber operations. His 12 lumberjacks (all half-orc male, AL: various, Commoner 1) fell trees
in the Galenas foothills on the border with the Duchy of Ironspur and transport them back to the mill, to be dried
and sawed into lumber. Waste timber is sold as firewood, an alternate to the swamp peat burned by most
residents of Palishchuk. In addition to the lumberjacks, Purghurdh also employs two journeymen sawyers,
Expert 1, four apprentices, Commoner 1, and four laborers, Commoner 1, all half-orc male, AL: various.
Bloodstone Book 3 - Page 47

Palishchuk, with 50-foot/15m grid


Bloodstone Book 3 - Page 48

Palishchuk, with 70-foot/21m grid


Bloodstone Book 3 - Page 49

Ruins of Castle Perilous


Vaasan War Camp
Both of these sites are described under The Ruins of Castle Perilous in Section 8, The Decisive Encounters.

Gatehold
Unofficial town based upon the design of Simon Gibbs

Small Town, Nonstandard (Royal magistrate, rogues' guild and businesses control the town), AL:N-NE,
800 gp limit; Assets: 60,000 gp. Population: 1,500 (90% half-orc, 5% human, 3% dwarven, 2% halfling -
includes 400 Bloodstone soldiers). Authority figures: Wingham, half-orc male, AL: NG, Baron of
Palishchuk (in Palishchuk), Fighter 10; Bard 8; Garumbelly Hillsafar, dwarf male, AL:LG, Baron of
Sunderland (in Hillsafar Hall), Fighter 17; General Zambelraun, human male, AL:LG, commander of Fort
Gatehold and local magistrate, Paladin of Ilmater 15; Tregaszh, half-orc male, AL:N, Commander of the
3rd Battalion, Fighter 14; Nunghar, half-orc male, AL:NG, Commander of the Bloodstone Riders
detachment, Ranger 9. Others: Lil Trangolyn, human female, AL:NE, owner of the Silvermere Lodge inn
and unofficial underground town leader, Rogue 8; Targomar, human male, AL:NE, Leader of the
Hellrazors, Fighter 9, Wizard 9; The Trollblazers: Nabacandra, human female, AL:N, Druid 17 of Kossuth;
Gelnior, human male, AL:N, Sorcerer 15; Talibrar, human male, AL:CN, Wizard 14; Nubryl, human
female, AL:CN, Wizardess 16; Luckbringer Reeda Darby, human female, AL:CG, Cleric 5 of Tymora;
Bendell Gilling, human male, AL:CG, Cleric 2 of Tempus; Nilda Tarnoy, human female, AL;NG;
innkeeper of the Beaumaris Inn and Harper agent, Rogue 10; Nathan Appleby, human male, AL:NE,
Manager of the Damaran Merchants League office and Iron Throne agent, Expert 2; Nestor Wilkins,
human male, AL:LG(LE), Bookkeeper and civilian personnel manager of Fort Gatehold and Zhentarim
spy, Rogue 5, Expert 4; Marda Trugg, human female, AL:LE, Manager of the Moonsea Assurance office
and Zhentarim agent, Rogue 2. Taxation: Benevolent.

Gatehold began as a strategic concept of King Gareth Dragonsbane, who began construction of the wooden
palisade wall and Fort Gatehold in the Year of the Sword (1365 DR). The settlement was intended originally as
an advance defensive post for Damara. The king chose Gatehold's site because it is the first point northwest of
the Damaran border where the landscape begins rising toward the Galenas, which keeps it above the level of
Vaasa's swamp water year round.

On the southeast edge of Gatehold, the land continues to rise gradually, while the Beaumaris sinks just as
gradually, cutting a ravine into the landscape that widens into a valley, eventually becoming Bloodstone Valley
as it passes the Damaran border and enters the narrow gap between the West Galenas of the Barony of
Sunderland and the East Galenas of the Duchy of Ironspur.

The rise in the land decreases the grade of the Beaumaris' descent at Gatehold, causing a backup of the river
that is called Silvermere Lake, although the lake really only is a wide spot in the river. King Gareth built his
palisade wall around the lake and his Fort Gatehold between Dead Man's Walk and the Beaumaris at the lake's
east end, waiting then for enterprising businessmen to move into town and make money providing support
facilities for the 400 half-orc Bloodstone Army soldiers that the king sent there from Palischuk.

The king divided the settlement between two jurisdictions, placing the area northeast of Dead Man's Walk in the
Barony of Palishchuk and the area southwest of the road in the Barony of Sunderland. He then gave Prince
Darren of Vaasa the job of deciding how to rule the town that would develop, and the prince delegated the job to
Baron Garumbelly of Sunderland and Baron Wingham of Palishchuk.

To avoid jurisdictional problems, the two barons have signed agreements that have been blessed by Prince
Darren. The Barony of Palishchuk provides the Bloodstone Riders who patrol Dead Man's Walk between
Gatehold and Swampgate, and the Barony of Sunderland has the court jurisdiction over these areas.

The Bloodstone Riders of Palishchuk and the 3rd Battalion of the 4th Regiment, Princely Vaasan Brigade of the
Bloodstone Army, are responsible for the swamps northeast of Dead Man's Walk, and the Bloodstone Riders
and Bloodstone Army units of Darmshall and Hillsafar Hall are responsible for the swamps in the Barony of
Sunderland.
Bloodstone Book 3 - Page 50
After completion of the palisade wall and the opening of Fort Gatehold, things went somewhat according to King
Gareth's expectations, although in a manner that was not necessarily pleasing to him. The Iron Throne and the
more questionable elements from the Moonsea area that wanted to do business in the new Bloodstone
Kingdom viewed Gatehold as a good base for not always legal activities.

These elements reasoned that with Vaasa still being an untamed, troll-infested wilderness, the Bloodstone
Kingdom would be unable to rule the new town or monitor its doings anywhere near as well as it could in the
well-organized former Kingdom of Damara. As a result, these organizations chose Gatehold as a base for their
more questionable activities, outside of Damara but at its doorstep.

Gatehold might easily have become the center of all corruption in the Bloodstone Kingdom, had Melvaunt not
developed Asfaloth, in the Barony of Palishchuk north of Nigel's Ford. But Asfaloth rather quickly became
branded by General Zambelraun as the armpit of Vaasa, sparing less-evil Gatehold that honor.

The settlement that developed around Fort Gatehold was too divisive and too wild to make the establishment of
a serious town government possible. For that reason, the barons appointed General Zambelraun, commander
of the Fort Gatehold military base, to the additional position of magistrate of Gatehold, an office he continues to
hold today.

As a result, the general is the sole official, local ruler of Gatehold. He also has the power to try minor criminal
cases, with the jurisdiction for major cases resting in the hands of Barony Garumbelly of Sunderland in Hillsafar
Hall. The Bloodstone Riders have police authority. However, the local populace mostly ignores this level of
government, court and police authority, because Gatehold has its own unofficial underground government, a
rogues' guild known as the Princes of the Gate.

Few crimes in Gatehold come to the attention of the Bloodstone Riders or General Zambelraun, although both
are aware that there is crime in the town. The enforcement of the local law, or rather unwritten local laws, is
handled by the unofficial local government headed by Lil Trangolyn, owner and innkeeper of the Silvermere
Lodge Inn and leader of the Princes of the Gate.

Trangolyn is a successful rogue who came to Gatehold from Phlan on the Moonsea, where she was the leader
of a counter thieves' guild, one that was operating without the blessing of the main guild. She amassed a small
fortune in Phlan but also was savvy enough to know that her string of successes there would not last forever,
and that the central thieves' guild sooner or later would achieve its goal of having her slain, if she overdid her
stay in Phlan.

In a sudden and secret action, Trangolyn hired a visiting mage in Phlan to teleport her and her seven top
underlings to Heliogabalus in the Year of the Wave (1364). While in the Damaran capital, Trangolyn got word of
the king's plans to establish Fort Gatehold. She was convinced that the settlement around the new fort would
be ripe for organizing, and she was determined to be the first one on the scene to do so.

Thus, while the crown was building the settlement's palisade wall and Fort Gatehold, Trangolyn's paid dwarven
construction crew from Hillsafar Hall was busy building a stately new inn on the most scenic corner of
Silvermere Lake. Before the first snows fell, the inn Trangolyn called the Silvermere Lodge was in business,
and the five middle level rogues and two middle level assassins she had brought with her to Gatehold were
busy organizing the first elements of the town's local shadow government, the Princes of the Gate.

Minor league crooks who came to town were informed quickly of the rules of the local game, as defined by
Trangolyn, and advised to join the Princes of the Gate. Those who refused to play along vanished quietly in the
swamps west of town. Major league players came to Gatehold too - the Iron Throne, the Zhentarim, the
Damaran Merchants League and powerful merchants from Mulmaster.

At first, the Princes of the Gate and the big league players watched one another. Trangolyn knew that if the
large scale operations wanted her gone, she would have to pull up stakes and move quickly. But that wasn't the
case. All of the big time players studied Trangolyn's operations and, in general, liked what she was doing.
They saw they she had taken the ability to govern Gatehold on a day-to-day basis out of the crown's hands and
had put it onto a functioning, private level, but one that was open to negotiation, where some equals could be
defined as more equal than others.
Bloodstone Book 3 - Page 51
The Throne, the Zhents and the merchants all sent representatives to the Silvermere Lodge one at a time to
negotiate with Trangolyn. The names of the organizations that they truly represented never were mentioned, of
course, but they didn't need to be either. Trangolyn knew with whom she was dealing. She was assured of
their support on a single condition: That Trangolyn see to it that all small time operators in town keep
considerable distance from the property and personnel of the big boys. Trangolyn does that well.

As a result, Gatehold has become a free-wheeling, rough-and-tumble community, unofficially run by Trangolyn.
The village quickly became a haven for adventurers and an important way station for caravans. Several of the
settlers also are employed in service occupations that support caravans, travelers, adventurers, prospectors
and the fort. Being near the threshold of Vaasa and Damara, the village also is a hotbed of intrigue at times.
On the other hand, Gatehold is devoid of the scum elements that have come to Vaasa in the years after the
wars. These are isolated in Asfaloth.

The idea behind the Princes of the Gate is to keep things in tow in Gatehold in a matter that keeps the eyes of
the Bloodstone Riders or General Zambelraun from looking too closely upon the town's daily doings. It is, after
all, a town that thrives on questionable and often shady deals, and the more important people who make those
deals - Iron Throne, Zhents, etc. - constitute the guild's upper echelon membership.

One doesn't have to live in Gatehold long to learn that it's a bad idea to call upon the Bloodstone Riders if one is
the victim of a crime or a swindle. People who file complaints with the Bloodstone Riders tend to have trouble.
They may be robbed. They may be beaten. They may find that their homes have burned down. They may
even disappear in the swamp - forever. Those who survive understand in short order that it's a very good idea
to depart Gatehold.

The correct thing to do when one is the victim of someone or something is to file a complaint with Trangolyn.
No matter what the complaint is, she will assure the victim that the matter will be investigated thoroughly. It will
be, too. Trangolyn in most cases will see to it that genuine wrongs that have been committed in Gatehold have
been righted, to avoid problems with the real law. That's exactly how her partners in the Iron Throne, the Black
Network, the Damaran Merchants League, etc., want it to be.

In the Year of the Shield (1367 DR), a band of mercenary adventurers that called itself the Hellrazors moved
into Gatehold from the northern Moonsea region. The situation became tense in town, because the band's
leader, known only as Targomar, human male, age 48, AL:NE, Fighter 9, Wizard 9, had the potential of being a
powerful foe of the Princes of the Gate, and the other members of his band also were highly competent and
dangerous.

Targomar was viewed at first as Trangolyn's rival, but his arrival also had the unofficial lady burgomaster a bit
stymied. The keystone to Trangolyn's success in Gatehold was her ability to keep the peace in town in a
manner that drew no attention from General Zambelraun or the Bloodstone Riders.

However, if Targomar and his Hellrazors determined to bump heads with the Princes of the Gate, violent gang
wars would be inevitable, and just as inevitably, General Zambelraun, the Bloodstone Army and the Bloodstone
Riders would bring their overwhelming power crashing down mercilessly on the heads of both factions,
destroying them and all that Trangolyn had built in Gatehold.

Trangolyn still was pondering how to deal with this situation, when Targomar came to her in the Silvermere
Lodge with a peace proposal of his own. The leader of the Hellrazors is a shrewd adventurer. He had been in
Gatehold less than two days before he knew exactly who ran the town and how.

He was not interested in cutting in on Trangolyn's guild operation. He was more interested in guarding and
robbing caravans, guarding some customers, performing assassinations for some other customers and similar
work, jobs that often would lead the Hellrazors out of Gatehold, which they intended to use only as a base.
Targomar convinced Trangolyn that the Princes of the Gate and the Hellrazors could and should complement
one another rather than competing with one another. In the end, they agreed to make peace and work together.
The rumor throughout Gatehold says there is even more to it than that. The word is that Targomar and
Trangolyn have become lovers as well.
Bloodstone Book 3 - Page 52
Targomar's arrival in Gatehold also drew the shadowy attention of the Zhentarim, who already were aware of
the Hellrazors' activity in the Moonsea region. Fzoul Chembryl had no objection per se to the Hellrazors
operating out of Gatehold, but he was not willing to tolerate rival assassins for hire there. As a result, in Eleint
of the Year of the Shield (1367 DR), Targomar received a surprise visit in the middle of the night from
Chembryl's key assassin in Vaasa, Hardur Gruust, human male, AL:LE, Assassin Monk of Xvim 10, head of the
covert monastery in Asfaloth.

After Targomar and Gruust had discussed the situation, Targomar was of the strong opinion that assassination
was outside of the scope of activities in which the Hellrazors were interested, and he agreed with Gruust that
assassins' work was best left in other hands. It was a profitable decision for Targomar. In the Year of the
Gauntlet (1369 DR), he became the main recipient of secret contracts to deal with caravans that refuse to buy
insurance from the Zhentarim protection racket, the Moonsea Assurance Co.

In the past two years, the Bloodstone Riders have been watching Targomar and his men and have been
closely, suspecting them of being caravan raiders. Targomar has been putting out feelers to see if he would run
into strong opposition in Asfaloth, farther from official eyes. However, he knows that because he already is
under the government's scrutiny, some in Asfaloth would be opposed to his moving there. The question of a
move, perhaps before year's end, remains open.

A second mercenary band with an unusual bent also has settled in Gatehold. The quartet calls itself the
Trollblazers. Its members are Nabacandra, human female, age 49, AL:N, Druid 17 of Kossuth, a native of the
Lake of Steam area in the Southwest; Gelnior, human male, age 50, AL:N, Sorcerer 15, a native of Chondath,
and two Impilturian magi, Talibrar, human male, age 52, AL:CN, Wizard 16, and his wife, Nubryl, human female,
age 47, AL:CN, Wizardess 16.

Trangolyn already is convinced that this is a high-powered group, but she's also satisfied that the Trollblazers
have no intention of challenging her authority, cutting in on the activities of the Princes of the Gate or otherwise
upsetting any local applecarts. She's certain that the band is interested only in frying trolls, which is fine with
her. She wants no trouble with the Trollblazers. Word is out that anyone in Gatehold who messes with the
Trollblazers will be given a free, one-way trip into the swamps.

Talibrar and Nubryl organized the Trollblazers when they still lived in Impilturian Dilpur. The two magi and the
sorcerer specialize in fire magic, and the druidess specializes in elemental fire magic. They Trollblazers hire out
at high fees to protect caravans with valuable merchandise that are crossing the Vaasan swamps from being
attacked by trolls. They usually are hired to protect caravans carrying large cargos of bloodstone bars, gold or
other precious metals.

Nabacandra summons fire elementals to combat swamp trolls and she uses her druidic fire magic against them.
She believes that she was called by Kossuth to her mission in Vaasa, to establish the elemental superiority of
fire over water in the swamp princedom. Talibrar, Nubryl and Gelnior all employ standard fire spells as well as
magicks of their own invention to set large numbers of swamp trolls aflame.

The four use their summer caravan season earnings to finance their winter research. Nabacandra travels south
in the cold season and spends her winters in the Vilhon Reach. Talibrar, Nubryl and Gelnior remain in Gatehold
and study in their own towers there.

The merchants of the Moonsea city of Mulmaster were the first important economic factor in Gatehold, but their
presence vanished quickly after the opening of Mulman Pass. The Mulman Snowriders Trading Coster at first
registered its headquarters in Gatehold, but after Mulman Pass opened, the coster uprooted itself and moved to
Thimble in the Damaran Duchy of Soravia. Very little commercial traffic between the Bloodstone Kingdom and
Mulmaster moves through Vaasa these days. Almost all of it crosses Mulman Pass above the Damaran Duchy
of Arcata.

The Zhentarim keeps its Xvimist assassins in Asfaloth, but it already has run two other businesses in Gatehold,
Moonsea Assurance and the Vaasan-Moonsea Trading Coster, which was run by former Zhentilar. The coster
had the ostensible purpose of moving non-contraband goods still in Zhentarim warehouses into the Bloodstone
Kingdom and beyond for sale, often at a loss to clear the warehouses.
Bloodstone Book 3 - Page 53
In truth, the Zhentarim had gone out of the caravan business. The main purpose of the coster was to have its
caravans raided by Zhentarim brigands, to scare other businesses into buying insurance. The ploy was
successful. The trading coster went out of business (as planned) in the Year of the Gauntlet (1369 DR). In the
same year, Moonsea Assurance withdrew from Vaasa the bands of former Zhentilar that had been raiding
uninsured caravans and sent them to perform the same work on the pass of Dead Man's Walk in Thar.

Since that time, the Black Network has been doing substantial business with the Hellrazors, paying them to
clear Dead Man's Walk ahead of insured caravans and infrequently also to attack uninsured caravans, although
in most cases, the Zhentarim prefers that such attacks now take place in Thar rather than in Vaasa.

It should be apparent by now that a game master needs to know who's pulling which threads in Gatehold before
he or she can run the town properly:

• The key power in Gatehold is the Iron Throne, although it does little to exercise it. Shandaril recognized
that Gatehold is a key point on Dead Man's Walk, and she intends to have the first and last word there,
even if she never speaks either. Shortly after Trangolyn established herself in the town, two contract
killers from Calimshan appeared in the middle of the night in her bedroom without setting off any alarms.
Before she could scream, she had been bound and gagged and then was tortured for 30 minutes with
stinging nettles, a torture that causes a horrible burning in the skin without causing or leaving any signs of
real damage. The assassins told her if she wanted to survive, she would do whatever she is told to do
when someone gives her orders while rubbing his or nose. Since then, she has had only few nose-
rubbing visitors, and these really have tried only to test her. She always does whatever they say,
because nightmares over another 100 light lashes on her bare back with stinging nettles come
immediately to mind.

• The Zhentarim nonetheless has the upper hand in Gatehold, because it has infiltrated the Iron Throne
and it often manipulates it. The Zhentarim also is difficult to get a grip on in Gatehold, because no one
knows who represents the Black Network there, not even the few who think that Moonsea Assurance is a
Zhentarim operation.

• Targomar and his Hellrazors live dangerously in Gatehold. They think they're big numbers. Both the Iron
Throne and the Zhentarim think they're smalltimers. The Throne knows what services the Hellrazors
offer. It might use them someday, but it hasn't yet. The Zhentarim has used those services but can find
others to perform them. If the Hellrazors ever cross up either group, they probably will make a one-way
trip to the swamps and become a minor footnote in Gatehold's history.

• General Zambelraun could and should be and is in fact the greatest power of all in Gatehold, although he
exercises that power only occasionally. The Iron Throne, the Zhentarim, the Hellrazors and even
Trangolyn and her Princes of the Gate know that anytime the general decides to crack down upon them,
they're without a prayer. Fortunately, they don't think he's about to do so. Shandaril of the Iron Throne
and Fzoul Chembryl of the Zhentarim have learned why the crown is keeping hands off. Neither
Trangolyn nor Targomar has the foggiest idea.

To run adventures in Gatehold properly, the game master also must know how King Gareth, Prince Darren and
Barons Garumbelly and Wingham see matters in Gatehold. In truth, the four have discussed the matter of
Gatehold and Asfaloth intensely, and a fifth participant also has participated in these discussions, Prince Quillan
of Damara, the great diviner who was known as Quillan the Sage during the Bloodstone Wars. The decisive
thread in royal and noble policy regarding Gatehold and Asfaloth grew from the opinions and advice of Prince
Quillan.

The Damaran prince argued that the Bloodstone Kingdom isn't in a position in Vaasa yet to clean up a corrupt
town like Gatehold or a filthy pit like Asfaloth. Gatehold, he argued, needs a support population for the military
fort there. If the current corrupt string-pullers in the town are driven out or jailed, almost no one else will come to
Gatehold to take their place, and the crown will have serious difficulty in maintaining its military base there, to
say nothing of horrendous logistical support costs that would result.
Bloodstone Book 3 - Page 54
The cleansing of Gatehold is an idea whose time has not yet come, according to Prince Quillan. He argued that
the Bloodstone Kingdom must succeed in overthrowing the denizens of the ruins of Castle Perilous and in
destroying the evil powers atop Suncatcher Mountain and it must substantially reduce the threat of swamp trolls
before it has the leisure time it needs to clean up Gatehold and Asfaloth. Until it can afford to take on the two
towns, the kingdom can afford only to prevent the most violent of crimes in Gatehold and Asfaloth, Prince
Quillan argued.

To not immediately eradicate evildoers like those in the two Vaasan towns sticks in the craw of Ilmatari paladins
like King Gareth and General Zambelraun, but both men also are experienced enough military leaders to know
that their goals can be reached only by sticking with their true priorities, and that neither Gatehold nor Asfaloth
is a true priority at this time.

As a result, the Bloodstone Riders - the only official police authority for Gatehold - spend little time patrolling the
town. They step in only when they receive a complaint from a crime victim, which is a rare event in Gatehold, or
when there is evidence that a serious crime has been committed. Such crimes indeed are committed from time
to time, but the evidence seldom ever comes to the attention of the local Bloodstone Riders.

Both the Iron Throne and the Zhentarim have agents in Gatehold. Nathan Appleby, human male, age 36,
AL:NE, Expert 2, is the manager of the Gatehold office of the Damaran Merchants League based in
Heliogabalus. The league is influenced and manipulated by the Throne, but it still is an independent
organization. Appleby is one of the agents the Throne has slipped into the league's operational levels.

In Gatehold, the league operates a way station for caravans and also a large livestock sales yard. The latter
provides fresh horses for the league's caravans, but it also sells draught and riding horses, mules and burros to
other customers, particularly caravan masters and prospectors coming in from the Moonsea who want pack
animals to lead into the Galenas.

The key Zhentarim agent is Nestor Wilkins, human male, age 38, AL:LG(LE), Rogue 5, Expert 4, who keeps the
books and manages the civilian employees at Fort Gatehold. His job for the Black Network is limited to spying
and reporting what he knows to Zhentarim agents who pass through town. The organization has given him an
Amulet of Alignments to disguise his NE alignment as NG. Wilkins also communicates with the Xvimist
assassins in Asfaloth, although he is not directly involved in assassination operations.

Marda Trugg, human female, age 32, AL:LE, Rogue 2, manager of the Gatehold office of the Moonsea
Assurance Co., is the second Zhentarim operative in Gatehold. Her work is limited to the insurance racket. She
has no connections with the Xvimist assassins in Asfaloth and is unaware that Wilkins is a Zhentarim agent.

Finally, the game master needs to know what his or her PCs will see when they enter Gatehold. The first
impression will be one of a somewhat bustling small town, but they should quickly detect certain undercurrents
in the air. These probably will be manifest when they ask someone who appears to be a nobody too many
questions, and the nobody tells them knowingly that asking questions can be a bad idea in Gatehold.

They may run into other people who seem to be nobodies but who have a cocky kind of confidence. Such types
usually are members of the Princes of the Gate. These persons will be inclined to give the PCs a few hints on
how things run in Gatehold, along with a suggestion that the PCs stay in line, or step in line if they're not there
already.

Trolls usually avoid the outer swamps just a bit northwest of Gatehold because they have a long history of being
eradicated there. A few farmers have dared to begin raising crops on the edge of the swamps. There also are
hunters and trappers who work the foothills of the Galenas to the south of town, bring their bag in and slaughter
it themselves. Individual fishermen work the waters of the Silvermere and sell their catch on the market square.
But Gatehold produces no other food. As a matter of fact, it doesn't produce much of anything else either, other
than services, intrigues and conspiracies.
Bloodstone Book 3 - Page 55
For meat, preserved produce and most other supplies, the town is dependent upon the supply convoys that
serve Fort Gatehold. Such a convoy arrives once every 3 days from Bloodstone Village in the warm season.
The merchants who sell their food and wares to the military are quite happy to bring their products to Gatehold's
market square as well. As the cold season approaches, convoys began arriving almost daily, bringing meats
preserved in barrels of brine and other dried and conserved foods, grains, etc., to take care of needs during the
long Vaasan winter.

Beer is the main drink in Gatehold, but the only brew is Silver Lager, from the malting house and brewery at
Trangolyn's Silvermere Lodge Inn. Moderate quantities of dwarven spirits also are imported from Hillsafar Hall.
On the market square in the warm season, merchants from Sunderland's baronial seat also sell weapons, armor
and tools made in the forges and smithies of Hillsafar Hall. Some metal wares also are imported at times from
the Orothiar Clanhold in the Damaran Barony of Bloodstone. In winter, Gatehold is snowed in but also freed
from worries about attacks from hibernating swamp trolls.

Architecture and housing are mixed in Gatehold. Depending upon the finances available, one can build with
brick and clay tile roofing brought in from the Barony of Bloodstone, stone brought in from Hillsafar Hall, locally
produced lumber and wooden roofing tiles or thatch. Some structures also have alpine-style wooden roofs
covered with tarpaper that is held down by rocks. Most housing is modest to poor in quality, by general
Faerûnian standards.

The game master should keep in mind that large numbers of Bloodstone Army soldiers will be passing Gatehold
on their way to the Vaasan war camp. The first contingent will consist of 1,000 Impilturian troops, who will reach
Gatehold on the last day of Tarsakh in the current Year of Wild Magic (1372 DR).

The troops will camp north of the town wall, but those who wish will be allowed to leave the campsite and enter
town. Runners will arrive in Gatehold a tenday before the soldiers to give the town advance notice of the troops
that are arriving and to give Trangolyn notice that she needs to brew large quantities of beer for the camp.

Adventure Hooks in Gatehold

• Fouling Up. The PCs can get on the wrong side of Trangolyn and the Princes of the Gate. They also
might get on the wrong side of the Bloodstone Riders, who are generally suspicious of anyone who
comes to town without any visible business there.

• Intrigues. A lot of people make plots in Gatehold, even though few of their conspiracies ever come to
anything. However, if the PCs should overhear somebody plotting and that somebody is worried about
the PCs getting himself or herself into trouble, the PCs could be put into difficulty by the plotter.

• Wrong Questions, Wrong People. General Zambelraun and the Bloodstone Riders assume that
anyone who comes to Gatehold with no immediate good reason for being there well could be someone
who will make trouble. That assumption already could cost the PCs a bit of the normal benefit of the
doubt, even if they've done nothing to offend anyone. If they come to town and begin asking questions
about the military movements northward, innocent as their questions may be, the PCs could suddenly
become suspected spies. King Gareth's secret war plans make military activity in Vaasa an extremely
sensitive and dangerous topic.

• Caravan Work. If the PCs are short on cash, they should be able to find caravan guard work from
Gatehold to Swampgate or beyond within a few days time after their arrival.

Map of Gatehold
1 - River Gates. Inside of the palisade wall, barred grates are embedded into the river bank where the
Beaumaris flows under the town wall. The gates must be cleaned regularly of flotsam and jetsam. The space
between the bars is too small for even a tiny halfling to slip through, although trolls really are the creatures that
the crown wants to keep from slipping in.
Bloodstone Book 3 - Page 56
2 - Nestor Wilkins House. Wilkins, human male, age 38, AL:LG(LE), Rogue 5, Expert 4, is bookkeeper and
manager of the civilian employees at Fort Gatehold and spy for the Zhentarim. He lives in one of Gatehold's
two most luxurious private homes. The mansion belonged in earlier times to the leader of the Mulmaster
merchant group in Gatehold.

3 - Nathan Appleby's House. Appleby, human male, age 36, AL:NE, Expert 2, is the manager of the Gatehold
office of the Damaran Merchants League and an agent of the Iron Throne. His is the second of Gatehold's two
most luxurious private homes.

4 - Sneezy Barton's Mansion. Norman Sneezy Barton, human male, age 35, AL:N, Commoner 2, owner of
Sneezy's Caravan Center (No. 7), lives in this guarded complex.

5 - Trollblazers Estate. This relatively new complex was commissioned by the four Trollblazers: Nabacandra,
human female, age 49, AL:N, Druid 17 of Kossuth; Gelnior, human male, age 50, AL:N, Sorcerer 15; Talibrar,
human male, age 52, AL:CN, Conjurer 14, and Nubryl, human female, age 47, AL:CN, Conjurer 16. The
golden-domed tower in the northwest corner of the complex belongs to Nubryl. The green tower is Gelnior's.
The grey and red tower belongs to Talibrar. The complex is surrounded by a sandstone wall 10ft/3m high that
also goes into the bed of Silvermere Lake. It is said that the complex is surrounded by potent magic. Trangolyn
has issued orders that no one is to trespass in the complex or otherwise interfere with the Trollblazers.

6 - Beaumaris Inn. Nilda Tarnoy, human female, age 55, AL:NG, Rogue 10, is the owner and innkeeper of one
of the few straight businesses in Gatehold, although less can be said for most of her customers. However,
Tarnoy has her little secrets too. She is a member of the Highsong Circle of the Harpers, which runs the
settlement of Highsong in western Sunderland. The circle is a part of the Twilight Hall faction of the Harpers
from Berdusk in the distant West. The Harpers want to monitor traffic on Dead Man's Walk as well as on the
southern trails which pass through their own territory. Tarnoy has the sharpest eyes and keenest ears of high
circle members, and she can read lips as well, so the Harper circle sent her off to Gatehold with enough money
to build the inn. It was a good investment. One who listens closely to a lot of conversations in Gatehold,
regardless of what kind of double talk may be used, sooner or late will piece together what organizations like the
Iron Throne, the Zhentarim and its fronts are up to. The Beaumaris and not the Silvermere Lodge is the best
place to pay attention. People in the know who have important secrets to discuss always choose the
Beaumaris for dinner. Anyone who discusses important secrets in Gatehold will know enough to be aware of
Trangolyn's role and her connection to the Princes of the Gate. For that reason, they'll choose the Beaumaris
Inn. No one considers Tarnoy to be anything more than a sweet and matronly lady who runs a good inn. And
she does do the latter, when one considers the quality of supplies available in Gatehold. The Beaumaris has 14
single rooms at 7 silver shiners per night and four doubles at 6 shiners per person double occupancy. The
rooms are basic and simple but comfortable. In the cold season, the Beaumaris operates as a boarding house,
with all but two singles rented out from mid-Eleint to mid-Tarsakh. A single costs 100 gold talers per seven-
month season and a double 90 gold talers double occupancy. The price includes breakfast and an evening
meal daily. For visitors, the Beaumaris offers local dishes and entrées with imported, preserved meats at 4 to 8
silver shiners. The fare is good, considering that the cooks have to work with preserved rather than fresh
ingredients for the most part, but it is substandard by general Faerûnian standards. The only drink offered is
Silver Lager brewed by the Silvermere Lodge Inn. It costs 4 copper bites per quart/liter tankard.

7 - Sneezy's Caravan Center. Norman Sneezy Barton, human male, age 35, AL:N, Commoner 2, runs this
thriving business which sells almost any supplies a caravan might need other than food and repairs or parts for
wagons or sleds. Prices average 10-15% above those in the PHB. Barton got his nickname because his
various allergies plague him with a tickling nose and the resulting sneezing throughout most of the warm
season. His nose gives him seven months of peace, however, in the cold season. Barton employs four sales
clerks, all human male and female, AL: various, Commoner 1.

8 - Hellrazors Compound. This complex includes the band's central barracks, a stable, two warehouses and a
corral.
Bloodstone Book 3 - Page 57
9 - Damaran Merchants Livestock. This large complex serves all travelers, not just caravans belonging to the
Damaran Merchants League, which owns the complex. It has a wide assortment of riding, draught and team
horses as well as mules and burros. The company also takes worn horses in trade for fresh stock, charging a
percentile fee based upon the condition of the horse being traded in. The base prices for fresh livestock are
10% above the PHB prices. Marlen Hardwick, human male, age 62, AL:NG, Ranger 12, a retired adventurer,
manages the corral. The entire operation is under the league's Gatehold manager, Nathan Appleby, human
male, age 36, AL:NE, Expert 2. The corral employs four animal handlers, Experts 1-2, and two laborers,
Commoner 1, all human male and female, AL: various.

10 - East Gate. Six Bloodstone Army soldiers, Fighter 1-2, and one sergeant, Fighter 4, all human male and
female, AL: various, are on duty at all times.

11 - Bloodstone Riders Detachment. Commander Nunghar, half-orc male, age 36, AL:NG, Ranger 9,
commands a detachment of 30 Bloodstone Riders, all half-orc male and female, AL: various N, Rangers, Rogue
Scouts and Fighters 1-6.

12 - Kardel's Smithy. Master Blacksmith Harmon Kardel, human male, age 43, AL:N, Expert 2, makes metal
wares of all kinds, but he does not work with weapons or armor. Kardel specializes in summer in replacements
parts for caravans. In the winter months, the smithy concentrates upon producing implements, tools and other
metal wares used locally. Kardel employs a journeyman blacksmith, Expert 1, two apprentices, Commoner 1,
and two laborers, Commoner 1. All are human and half-orc male and female, AL: various.

13 - Fort Gatehold. The base commander and magistrate of Gatehold is General Zambelraun, human male,
age 60, AL:LG, Paladin of Ilmater 15. The fort houses the base headquarters and the headquarters of the 3rd
Battalion, 4th Combat Regiment, Vaasan Princely Brigade of the Bloodstone Army, as well as the battalion's
soldiers. The battalion commander is Tregaszh, half-orc male, age 40, AL:N, Fighter 14. The 400 soldiers
stationed in the fort all are half-orc male and female, AL: various, Fighters and Warriors 1-6.

14 - Fort Gatehold Military Stables.

15 - Nally's Bakery. The owner and master baker is John Nally, human male, age 38, AL:N, Expert 3. He
employs a journeyman baker, Expert 1, three apprentices, two salespersons and a laborer. All are human male
and female, AL: various, and all except the journeyman are Commoner 1.

16 - Last Muster Tavern. Retired Bloodstone Army sergeant Habarghrad, half-orc male, age 58, AL:NG,
Fighter 5, owns and runs the Last Muster. The tavern is the favorite watering hole of the half-orc soldiers
stationed in Fort Gatehold. Locals are extremely rare; they prefer to do all they can to stay out of the army's
way. However, visiting adventurers sometimes pop into the Muster. The half-orc soldiers have no objection;
they enjoy the tales adventurers tell. The tavern's only drink is Silver Lager, brewed by the Silver Lodge Inn, at
four copper bites per quart/liter tankard. Habarghrad's cousin, also a retired soldier who lives near Gatehold's
north wall, has two chicken coops and raises poultry. As a result, Habarghrad sometimes sells half chickens
grilled, at 5 silver shiners. The chickens are a special treat in winter, when only conserved food is available in
Gatehold.

17 - Damaran Merchants League Gatehold Office. Nathan Appleby, an Iron Throne agent (see above), is
manager of the Gatehold Branch office. Appleby employs a deputy manager, a bookkeeper, two clerks and all
of the employees of Damaran Merchants Livestock (see the description of location No. 9 below). In the rear
building, Appleby can store valuable cargos of league caravans spending the night in Gatehold. His complex is
well guarded.

18 - Silvermere Lodge Inn. The inn is the base of the unofficial burgomaster of Gatehold, Lil Trangolyn,
human female, age 44, AL:NE, Rogue 8. The Silvermere is almost always full. It's the first choice of most
caravans in the warm months, and it's a popular boarding house in the cold season. The Silvermere has 18
single rooms at 7 silver shiners per night and six doubles at 6 shiners per person double occupancy. The
rooms are basic and simple but comfortable. In the cold season, all but two singles are rented out on a
boarding house basis from mid-Eleint to mid-Tarsakh. A single costs 100 gold talers per seven-month season
and a double 90 gold talers double occupancy. The price includes breakfast and an evening meal daily.
Bloodstone Book 3 - Page 58
The public room offers standard fare made with food conserves at prices ranging between 4 and 7 silver
shiners. The only drinks are the inn's own Silver Lager beer at 4 copper bites per quart/liter tankard and
dwarven spirits from Hillsafar Hall at 6 silver shiners per shot/0.1l glass. Trangolyn's brewmaster is Hammy
Tweeg, halfling male, age 55, AL:NE, Expert 2, Rogue 6. Tweeg is a native of Halfling Downs in Damaran
Carmathan who was suspected of being involved in a swindle. He skipped town before the case could be
investigated fully.

19 - Vaasan-Moonsea Trading Coster. The Zhentarim closed the former sham operation it ran here earlier.
The building is unused. It is up for sale.

20 - Cemetery.

21 - Lana's General Store. Lana Dreher, human female, age 36, AL:N, Commoner 2, owns and runs this
sizeable emporium. From the Moonsea area and Damara, she imports almost anything locals want to buy and
offers it for sale to them. Her prices usually are about 10% above those in the PHB, but she currently is offering
specials on a number of items that she was able to buy at unusually low prices. Dreher isn't aware of it, but the
bargain merchandise is contraband that was stored in Zhentarim warehouses in the Moonsea area. The
Zhentarim has been closing out this phase of its business activities and is funneling the contraband into
legitimate retail channels to empty its warehouses. Because the merchandise was stolen, the Black Network
still makes a profit, even at bargain prices. Dreher employs six sales clerks and a custodian, all human male
and female, AL: various, Commoner 1, and three guards, human male, AL: various, Warrior 2.

22 - Westgate Tavern. Hobart Trollfoot Bielor, human male, age 52, AL:NE, Fighter 6, owns and operates the
Westgate. Bielor got his nickname after a battle in which a swamp troll bit off and ate his right foot. A priest of
Tempus used his divine magic to regenerate the missing appendage, but something went awry. The foot was
regenerated, but within a month, it had evolved gradually into a troll's foot. (The cause was the Beacon of
Degeneration beneath Moortown, which Bielor visited. See the description of Moortown for more detail.) Bielor
has learned to walk decently and live with the foot. He's wary of all magic, be it divine or arcane, and has
turned down offers by the priest to attempt to rectify the problem, declining to press his luck and possibly get a
worse result. Bielor's tavern draws a mixed crowd, but it's popular above all with mercenaries, caravan guards
and adventurers. At least once a month, there's a good brawl in the Westgate. Bielor serves only Silver Lager
beer brewed by the Silvermere Lodge, at 4 copper bites per quart/liter tankard.

23 - House of the Gambling Troll. The combination temple and gambling casino is run by Luckbringer Reeda
Darby, human female, age 33, AL:CG, Cleric 5 of Tymora. The temple offers card tables, a wheel of fortune,
craps tables and Silver Lager beer brewed in the Silvermere Lodge Inn. It costs 4 copper bites per quart/liter
tankard for spectators but is served free to those who are gambling. The temple employs five dealers and table
operators and a custodian, all human male and female, AL: NG and CG, Commoner 1. The mixed population of
Gatehold worships many deities, but Tymora's faith has the most followers.

24 - West Gate. Six Bloodstone Army soldiers, Fighter 1-2, and one sergeant, Fighter 4, all human male and
female, AL: various, are on duty at all times.

25 - Baldargh's Lumber Center. Master sawyer Baldargh, half-orc male, age 53, AL:N, Expert 3, Fighter 3,
Rogue 1, is the owner of this impressive timber and lumber complex. Baldargh employs a team of 25
lumberjacks (human and half-orc male and female, AL: various, Commoner 1, warrior 1-2), four teamsters
(human male, AL: various, Commoner 1), two journeyman sawyers (human male, AL: various, Expert 1), four
apprentices and four laborers, all human male and female, AL: various, Commoner 1. His operation fells timber
on the northeast face of the Galenas between Darmshall and the Vaasan Wall of Damara. The timber is
brought to the Gatehold center and sawed into lumber. Deliveries of lumber also are made to Asfaloth and the
Moortown and Swampgate settlements west of Gatehold.

26 - Ninghurd's Fine Meats. Ninghurd, half-orc male, AL:N, Warrior 3, claims to be a master butcher, although
he is totally untrained. He buys meat preserved in barrels of salt brine, smoked meats and sausages from the
Bloodstone Pass Slaughterhouse and Meat Packing company in Damaran Virdin and resells them. He does a
booming business. He's the only significant source of meat in Gatehold.
Bloodstone Book 3 - Page 59
27 - House of the Swamp Warrior. The temple in honor of Tempus is in the hands of Bendell Gilling, human
male, age 24, AL:CG, Cleric 2. Most worshippers are members of the Bloodstone Army.

28 - Skeezik's Red Dragon Tavern. This popular watering hole belongs to Herbert Skeezik, human male, age
44, AL:N, Commoner 2. A part of the tavern's success is due to Skeezik's brother, Mervin, human male, age
40, AL:N, Commoner 1, who raises large numbers of rabbits for slaughter in the northeastern part of Gatehold.
Mervin Skeezik slaughters the rabbits and sells the meat to his brother, who makes a rabbit stew that is highly
popular in Gatehold. The stew costs 5 silver shiners per serving. Skeezik also servers Silver Lager brewed by
the Silvermere Lodge Inn, at 4 copper bites per quart/liter tankard.

29 - Marketplace.
Bloodstone Book 3 - Page 60

Gatehold
Bloodstone Book 3 - Page 61

Gatehold, with 30-foot/9-meter grid


Bloodstone Book 3 - Page 62

Asfaloth
Unofficial town based upon the design of Simon Gibbs. The hamlet Asfaloth has no relationship to the horse Asfaloth of the elf
Glorfindel in the book The Fellowship of the Ring by J.R.R. Tolkien.

Hamlet, Nonstandard (within the Barony of Palishchuk but virtually ungoverned), AL:LE-NE, 800 gp*
limit; Assets: 8,000 gp*. Population: Transient but averaging 200 (95% human, 4% half-orc, 1% halfling.
Authority figures: Wingham, half-orc male, AL:NG, Baron of Palishchuk (in Palishchuk), Fighter 10; Bard
8. Others: Landra Freel, human female, AL:NE, so-called Duchess of Asfaloth and Iron Throne leader,
Rogue 12, Wizardess 5; Hardur Gruust, human male, AL:LE, head of the Zhentarim assassins in the
Brothers of the Living Swamp monastery, Assassin Monk of Xvim 10; Marianne Dart, human female,
AL:LE, controller for Vaasa of Moonsea Assurance Co., Rogue 12, Destrin Haun, human male, AL:NE,
agent of Ordulin Personnel (Iron Throne slave trade), Rogue 10, Ningra Tard, human female, AL:LE,
Mistress of the Swamprider's Rest bordello, Cleric of Loviatar 5; Mundul Malag, human male, AL:NE,
leader of the Swamp Rats, Ranger 12. Taxation: None.
* Higher than average due to the special organizations in the Hamlet.

Some claim that Asfaloth is the most evil settlement in the Bloodstone Kingdom. Of course, they don't count the
ruins of Castle Perilous or whatever they think is atop Suncatcher Mountain as settlements. Nonetheless, if
they modified their claim with the term per capita, they probably would be right. In its own right, however,
Asfaloth is far too small to be anywhere near as evil as … say … Heliogabalus, although Heliogabalus must be
viewed more as a city with much evil rather than as an evil city.

One can talk about Asfaloth without such reservations. The hamlet is just plain evil. It was created without the
blessing of King Gareth, Prince Darren or Baron Wingham. It has no government. It pays no taxes. And its
days probably are numbered. The king, prince and baron are occupied at present with the pending war against
the ruins of Castle Perilous, but if they win that, they intend to exorcise Asfaloth of its proverbial demons and
probably leave much of it in a state of ruin.

Merchants from Mulmaster on the Moonsea flaunted all royal and noble authority in the Year of the Wave (1364
DR), when they fortified Nigel's Ford in Sunderland and built the first structures of today's Asfaloth, forcing
merchants from elsewhere to pay them toll. The entire operation was in retaliation for similar activities by the
Zhentarim in the settlement of Twilight's Veil on Garumn's Climb, in the West Galenas of the Grey Land of Thar.

In the Year of the Wave, ancient willows growing along the swampy path of the Beaumaris were felled and
swamp reeds were harvested, dried and cut into thatch. One firetrap structure after another went up, and
Asfaloth began to take shape. At the same time, heavy duty wagons began hauling large stones from Thar's
foothills of the Galenas near what now is the site of the Swampgate border outpost, and the fortified Mulman toll
station at Nigel's Ford became a reality.

But that also occurred in the years when the Zhentarim was busy examining its post-Time-of-Troubles situation,
and it began shifting the focus of its operations in the Realms. The toll racket in Twilight's Veil no longer fit in
the Zhentarim portfolio, so it was abandoned two years later, in the Year of the Staff (1366 DR). The Mulman
merchants no longer had anything against which they needed to retaliate. Two years after Asfaloth had been
founded, they quit paying the mercenaries who had been running their toll operation at Nigel's Ford, and it too
stopped.

From the very start, Vaasan Prince Darren had been determined to bring the Mulman toll operation to an end,
but because of other priorities, he could not send the necessary contingent of Bloodstone Army soldiers to do
the job until the Year of the Staff. When his troops arrived, they found that both the toll station at Nigel's Ford
and the headquarters of the toll operation in Asfaloth had been abandoned. The soldiers demolished the Nigel's
Ford toll station. The foundation stones still stand at the ford. The rest of the large blocks with which it had
been built are scattered in the nearby swamp, where the soldiers left them.

At about the same time that the toll operation was abandoned, a group of Mulman merchants registered a new
Snowriders Trading Coster with the Duchy of Palishchuk, with holdings in Asfaloth. A month later, the coster
also registered with the Barony of Sunderland, naming Gatehold as its operational headquarters. That lasted
until Mulman Pass opened, when the Gatehold headquarters closed and moved to Soravian Thimble in
Damara.
Bloodstone Book 3 - Page 63
Since the opening of Mulman Pass, Mulman traffic over Garumn's Climb and Dead Man's Walk has dwindled to
a trickle. The Snowriders Trading Coster still maintains one of its warehouses in Asfaloth for the fur trade, but it
is considered to be a minor element of the Snowriders' operation.

Today's Asfaloth serves above all as an operational center for both Iron Throne and Zhentarim elements. The
Throne maintains warehouses in Asfaloth that are used by some of its front operations that are of dubious
legality. The Throne warehouses in Asfaloth are believed to contain considerable contraband. There are
rumors that slaves held by Throne fronts sometimes are kept temporarily in Asfaloth too. The rumors are true.

The Iron Throne has not engaged in the general slave trade in the manner that the Zhentarim once did. In fact,
the Throne has avoided it for the same reasons that the Zhentarim left the business. There are ever more
governments and organizations in the western Realms that are dedicated to ending slavery. Their operations
make the successful transportation of slaves over forbidden routes very risky and very expensive. In the end,
the price paid for a slave often is lower than the cost of transporting the slave from the point where he or she
was taken captive to the eventual buyer.

However, the Iron Throne does have a specialized slaving operation that goes under the front name of Ordulin
Personnel Services. The operation does not merely capture and enslave anyone that it can. Instead, it seeks
out in some cases persons who can fulfill the specific demands of customers willing to pay a premium price. In
other cases, it accepts well-paid contracts to take certain persons and enslave them. These usually are cases
where a person or organization wants to rid itself of someone, but rather than contracting for an assassination,
they hire Ordulin Personnel to enslave the victim and sell him or her at some remote location. The Throne
refers to this internally as contracted enslavement.

However, that's only one facet of the operation. Ordulin Personnel also operates on the basis of extortionary
enslavement. Regardless of how good a contract offer might be, Ordulin Personnel will take a slave only if he
or she can be extorted into non-resistance. Any target slave must have other persons in his or her life - usually
parents, children or a spouse - who can be threatened with death, torture or enslavement - if the slave resists in
any manner.

As a result, a person taken prisoner by Ordulin Personnel could be transported, as an example, from Suzail in
Cormyr to Thay to be sold there, without having to keep the slave hidden in chains. The so-called merchandise
rides unfettered and in the open, as if the trip is voluntary. Ordulin Personnel does not have to worry about the
slave betraying his or her status to the authorities because of the threat that hangs over loved ones.

Destrin Haun, human male, age 46, AL:NE, Rogue 10, is the sole representative of Ordulin Personnel in
Asfaloth. He has his office next to the Swamprider's Rest bordello. All of the male and female prostitutes in the
bordello are slaves sold by Ordulin Personnel to the church of Loviatar, which operates the bordello under the
direction of Ningra Tard, human female, age 35, AL:LE, Cleric of Loviatar 5. If a customer has money enough,
he or she can buy any services desired from a slave. If business results in a death, the bordello simply buys a
new replacement slave from Haun.

The head of all Throne operations in Asfaloth is Duchess Landra Freel, human female, age 46, AL:NE, Rogue
12, Wizardess 5, an upper middle echelon Throne operative native to Sembian Selgaunt. Freel is the only
person in Asfaloth who knows who and what all of the Throne operatives and operations there are. Individual
Throne operatives like slavemaster Haun know that the Duchess is their boss, but they do not know who else is
affiliated with Throne in town, although they may guess in some cases.

Freel lives in and works out of the Flaming Troll Inn. She is the permanent renter of the inn's only suite, which
she uses as both quarters and office. Freel has been nicknamed the Duchess by the denizens of Asfaloth, who
believe that she rules the hamlet with an iron hand. Freel believes that too, although Hardur Gruust, human
male, age 36, AL:LE, Assassin Monk of Xvim 10 and head of the Brothers of the Living Swamp monastery,
could debate that but doesn't. There is no need for Gruust to challenge Freel's claims. The Duchess is afraid of
Gruust and would do nothing to attempt to convince him that she's the boss.
Bloodstone Book 3 - Page 64
Gruust and his assassins serve as Freel's enforcers in Asfaloth. When someone in Asfaloth defies the Duchess
or steps out of line, Freel hires Gruust, who has his assassin monks deal with the problem. Gruust is the main
presence of the Zhentarim in Asfaloth. The Black Network uses the hamlet to house the assassins it has
available for work in the Bloodstone Kingdom and to keep them fit through training. Gruust and his assassins
also have a second monastery complex hidden in a cave in Thar, at the foot of the west face of the Galenas,
about 10 miles/16 km north of the point where Garumn's Climb begins its ascent toward Vaasa.

The Asfaloth assassin monks spend the winter season in the Thar monastery, because they can move freely
there. Asfaloth is snowed shut during much of the cold season. Gruust has a low level Zhentarim mage,
Matthias Tingel, human male, age 26, AL:LE, Wizard 3, assigned to the monastery who has magical items
capable of teleporting all of the assassin monks and all of Gruust's documentation to the Thar cave monastery
at any time that the Bloodstone Kingdom might mount a raid on the Asfaloth monastery.

The assassin monks receive their administrative support from Zhentarim agent Nestor Wilkins, human male,
age 38, AL:LG(LE), Rogue 5, Expert 4, in Gatehold. Openly, Wilkins is an employee of the Bloodstone Army
who keeps the books and manages the civilian employees at Fort Gatehold. Wilkins communicates with the
Xvimist assassins in Asfaloth, although he is not directly involved in their operations.

The second key Zhent agent in Asfaloth is Marianne Dart, human female, age 33, AL:LE, Rogue 12, the
controller for Vaasa of Moonsea Assurance Co., the Zhentarim protection racket. She has her office in the
Moonsea Assurance building. Dart is not involved in the day-to-day affairs of Moonsea Assurance. Instead,
she keeps the books in Vaasa and maintains an overview of all "insurable" activities in Vaasa, the degree of
insurance coverage, etc.

When lesser operatives decide that a non-insured operation needs to be "invited to an educational seminar," the
recommendation goes to Dart. She analyzes the situation and decides whether the operation should be
subjected to caravan raids that result in painful losses, to educate it in the need to be insured in these modern
times. Only when Dart approves a "seminar" may other Moonsea Assurance operatives hire the Hellrazors of
Gatehold or other organizations to raid caravans.

The Snowriders Trading Coster of Mulmaster has but a single employee left in Asfaloth: Brace Beemer, human
male, age 56, AL:NE, Commoner 3. Once a year, the coster sends a large caravan to Asfaloth with a huge load
of coats, hats and other heavy winter apparel made of fur. Other branches of the coster order furs from the
Asfaloth warehouse, and Beemer also sells furs locally.

There also are several fugitives in Asfaloth who are wanted for crimes elsewhere. They fled into the swamp
hamlet with the winnings from their crimes. They use the money to pay their way, seeing that they have no
incomes of their own.

Most such hamlets have another population group that is missing in Asfaloth: The indigents and beggars.
Asfaloth produces absolutely nothing, including food. Anyone living in the hamlet must purchase of all of life's
necessities, and everything one purchases is expensive. There are no charitable hearts in Asfaloth. Anyone
who arrives there must be prepared to pay his or her own way. The alternative is to freeze or starve to death.

One also must acquire provisions on time. Some in Asfaloth provide for their own peat and firewood, but others
must be on hand and prepared to buy their winter fuel when the caravans of wagons bringing firewood from
Gatehold and peat from Moortown arrive in town during the month of Eleasias. The caravans all are run by Iron
Throne fronts. Their prices are three times what's charged in Gatehold or Moortown.

There is yet another group of people operating in Asfaloth, one that gives itself no name but is called the
Swamp Rats by locals. Mundul Malag, human male, age 34, AL:NE, Ranger 12, leads the operation. Malag
and the five evil rangers who follow him all served Zhengyi the Witch King during the Bloodstone Wars. No one
knows the swamps of central Vaasa like Malag and his men.

When advance warnings come that the Bloodstone Riders or a detachment of the Bloodstone Army are heading
towards Asfaloth, Malag and his men - for a proud fee, of course - lead anyone who would prefer not to be in
town when they arrive out through secret ways into swamp hideouts.
Bloodstone Book 3 - Page 65
Malag can lead his customers safely to their destination because he still has a talisman that wards off trolls, a
precious magical item that was given to him by the wizard Knellict when Malag was in Zhengyi's service. Most
of those who require such services are bandits who prey upon caravans. Many of them are former mercenaries
who worked earlier for the Mulman merchants who settled Asfaloth.

There still are several such bands, although they are diminishing in number. The heavy guards that accompany
most caravans make it difficult for attacking bandits to actually gain anything. When hunger makes them
desperate, they often are slain in battle.

The organizations that are using Asfaloth consider it to be an inexpensive, temporary sanctuary from the
paladin-driven lawful good government of the Bloodstone Kingdom. They know that they will have to flee
Asfaloth during or shortly after the war that is about to break out in the ruins of Castle Perilous.

If the Bloodstone Army wins the war, there is little doubt that King Gareth, Prince Darren and Baron Wingham
will march in and destroy the entire evil infrastructure of Asfaloth. If the king and his nobles lose the war, a
wave of evil will roll across Vaasa, Damara, Impiltur and perhaps parts of the Vast and the Great Dale as well.
No one now in Asfaloth has any desire to be caught in such a wave.

For a long time, the denizens of Asfaloth speculated that King Gareth would level the town if he wins the coming
war. He and Prince Darren not only have convinced the town's residents that this is untrue but also have shown
how firm their commitment is to remain there. In Tarsakh of the current Year of Wild Magic (1372 DR), dwarves
from Hillsafar Hall accompanied by Bloodstone Army soldiers and Bloodstone Riders began arriving in
caravans.

They brought large building stones and other construction materials to the south entrance of Asfaloth, where
they began construction of a new central prison for the Princedom of Vaasa. After laying the foundation, the
first thing the dwarves built was a large gallows capable of hanging up to 10 men simultaneously. The prison
will not be completed until the Year of Rogue Dragons (1373 DR), and the gallows is not in use yet, but it
already has strong symbolic value.

The prison project and gallows make it clear that the crown has every intention of claiming Asfaloth after the
coming war, and the gallows shows clearly what the crown intends to do with the scum that remains after that
time. Word also has reached Asfaloth that King Gareth intends after the war to move the 3rd Battalion of the 5th
Combat Regiment, Princely Brigade of Vaasa, from Moortown to Asfaloth.

The Bloodstone Riders visit Asfaloth seldom, and when they do come, arrests are rare. However, when there is
an arrest, it is tried by Baron Garumbelly of Sunderland. Temporarily, until the Barony of Palishchuk is able to
establish its own court system outside of the town of Palishchuk, Baron Wingham has asked Baron Garumbelly
to also try cases from Asfaloth and Swampgate, to avoid the need for plaintiffs and defendants to make the long
journey from the western part of the barony over Damara and the High Walk to Palishchuk.

There are no stores or shops in Asfaloth. When someone in the hamlet needs supplies of some sort, and he or
she does not wish to travel personally to Gatehold or beyond, one usually can commission caravan riders to buy
the supplies and bring them back on the next return run. The only source of food in Asfaloth is the Flaming Troll
Inn, where most people eat their meals. The Troll has a large public room that can serve up to 250 guests. The
prices are expensive and the food is mediocre to bad, but those who intend to live in Asfaloth must put up with
both the prices and the fare.

Anyone planning construction in Asfaloth needs to start with a wooden building frame. He or she then can
make walls of thatch (inexpensive) or wood (expensive). Baldargh's Lumber Center in Gatehold will deliver
building lumber to Asfaloth in the warm months, on a cash-in-advance basis.

Other than caravan riders, Asfaloth gets few outside visitors. Those who do come usually are travelers on Dead
Man's Walk who detour north at Nigel's Ford and stop for a day or two to enjoy the special but expensive
pleasures offered at the Swamprider's Rest Bordello.
Bloodstone Book 3 - Page 66
Asfaloth is surrounded by a wooden palisade wall 20ft/6m high. There always are guards on the wall, although
there is no organized watch in the hamlet. The various organizations in Asfaloth usually send their own guards
out on wall patrol. At any given time, there usually will be a few guards each from the various Iron Throne
organizations currently storing merchandise in the hamlet, from the Xvimist Brothers of the Living Swamp
monastery and from the swamp riders.

The new prison is being built outside of the wooden wall, at the sole gate leading into the hamlet, leading to
speculation over the crown's plans with the wall and the mostly thatch structures inside of it. Anyone riding
through the gate will find a hodgepodge of large buildings, mostly of thatch, and small huts and hovels as well
as ruins of old Mulman structures that were abandoned.

The soil in and around Asfaloth is fertile, leading to more speculation that the crown may be planning to level
Asfaloth and its wall one day, to replace it with a farming settlement.

Adventure Hooks in Asfaloth

• Getting into Trouble. There usually is no trouble getting this hook in motion. Making problems for any
of the groups described above is sufficient. Drawing the attention of the Bloodstone Riders or the
Bloodstone Army to the doings of Asfaloth will suffice too. Not paying one's bill at the Flaming Troll Inn or
the Swamprider's Rest Bordello is good for a one-way trip to the swamps. The situation is further
complicated by the Moonsea Assurance Co. There are few genuinely high and no epic level opponents
in Asfaloth. One could imagine that a high level party of PCs might clobber the hamlet and exit it alive.
That indeed could happen, but there would be an aftermath, because almost every operation has
purchased protection from Moonsea Assurance. If the PCs damage someone who is insured, Moonsea
Assurance has to make their losses good, or it no longer will be able to sell protection. Usually, a
protection racket is run by the biggest boys in town, and the smaller fish are afraid to attack its victims.
The racket extorts money from its customers, but few will pay if they will be damaged whether they pay or
not. When there is damage, the protection racket has to make good on the claims. However, such
damage also shows that the people running the protection racket haven't sufficiently frightened those who
did the damage. In power circles on all levels, this will be realized. Therefore, to maintain its own
reputation, the protection racket also needs to deal with the damage-doers who caused their losses.
Thus, if a PC party or anyone else comes to Asfaloth and gets away with doing damage because the
locals aren't powerful enough to handle them, one can be certain that Fzoul Chembryl will set assassin
monks on their trails and keep them there until the entire party has been slain. If the PCs use magic to
lose the assassins, Chembryl will buy the magic needed to find them again.

Map of Asfaloth
1 - Cemetery.

2 - Monastery of the Living Swamp. All Xvimist assassin monks in transit between the Moonsea area and the
Bloodstone Kingdom or Impiltur as well as those in Vaasa who are awaiting an assignment are quartered here.
The monastery has full training facilities. The abbot is Hardur Gruust, human male, age 36, AL:LE, Assassin
Monk of Xvim 10. Gruust has registered the monastery in Palishchuk as a religious facility serving a fictitious
swamp deity called Anderbat. A low level Zhentarim mage, Matthias Tingel, human male, age 26, AL:LE,
Wizard 3, also has been assigned to the monastery. He has magical items capable of teleporting all of the
assassin monks and all of Gruust's documentation to an alternative cave monastery in Thar at any time that the
Bloodstone Kingdom might mount a raid on the Asfaloth monastery. Gruust has an average of 10 assassin
monks with levels between 6 and 9 in the monastery at any given time.

3 - Moonsea Assurance Co. The controlling office of the Zhentarim protection racket together with important
business records are in Asfaloth. Marianne Dart, human female, age 33, AL:LE, Rogue 12, is the controller.
She is not involved in the day-to-day affairs of Moonsea Assurance. Instead, she keeps the books in Vaasa
and maintains an overview of all "insurable" activities in Vaasa, the degree of insurance coverage, etc.
Bloodstone Book 3 - Page 67
4 - Iron Throne Warehouses. The warehouses are registered in Palishchuk under the name of the Fallen Star
Holding Co. in Impilturian Hlammach, which is a front of the Iron Throne. The warehouses are under the control
of Duchess Landra Freel, human female, age 46, AL:NE, Rogue 12, Wizardess 5, the leading Throne agent in
Asfaloth. A large share of the goods stored in the warehouses is contraband. However, in-transit slaves of the
Throne's Ordulin Personnel Services sometimes also are kept temporarily in the warehouses.

5 - Snowriders Trading Coster. This store and warehouse is all that's left of the original Mulman facilities
around which Asfaloth was built. Brace Beemer, human male, age 56, AL:NE, Commoner 3, runs the
operation. He employs two laborers, human male, AL: various, Commoner 1. Once a year, the coster sends a
large caravan to Asfaloth with a huge load of coats, hats and other heavy winter apparel made of fur. Other
branches of the coster order furs from the Asfaloth warehouse, and Beemer also sells furs locally.

6 - Ordulin Personnel Services. Iron Throne agent Destrin Haun, human male, age 46, AL:NE, Rogue 10,
runs the only Bloodstone Kingdom office of the Throne's slave operations. From it, he steers the company's
operations and maintains the business records of slave transactions. Were anyone to successfully break into
his office and steal his records, one would gain documentation of numerous illegal slaving operations in Impiltur,
the Vast and the Bloodstone Kingdom.

7 - Swamprider's Rest Bordello. The house of pleasure is an operation of the church of Loviatar run by
Ningra Tard, human female, age 35, AL:LE, Cleric of Loviatar 5. The men and women whose services are sold
all are slaves whom the bordello bought from Ordulin Personnel Services. The Swamprider's Rest does a
respectable business with locals and also draws caravan riders who can afford to lose a day's time to dalliance.
If a customer has money enough, he or she can buy any services desired from a slave. If business results in a
death, the bordello simply buys a new replacement slave from Haun.

8 - Flaming Troll Inn. The Troll is registered in Palishchuk as the property of Meryvn Marl, human male, age
52, AL:NE, Rogue 2, a lesser agent of the Iron Throne. In truth, the inn belongs to the Fallen Star Holding Co.,
a front of the Throne, and Marl works there as innkeeper. Two years ago, the Bloodstone Riders served Marl
with an order to tear the inn down because of the danger of fire. The entire complex is built of thatch woven
between wooden beams. Marl has ignored the order. Physically, the Troll is the biggest inn in the Bloodstone
Kingdom. It has not only 16 single rooms and two doubles available for travelers but also 24 rooms and suites
for permanent guests. The travelers' rooms cost 7 silver shiners for a single and 6 shiners for a double with
double occupancy. Almost all of Asfaloth eats in the gigantic public room of the Troll, which can seat and feed
up to 250. (There is no other source of food in Asfaloth.) The menu is mediocre to bad and is served cafeteria
style. All fruit and vegetable dishes are made of canned and dried produce. All meats are smoked sausages or
brine-packed cuts and fish from the Bloodstone Pass Slaughterhouse and Meat Packing Plant in Gatehold.
Breakfast is served only to guests and residents of the inn. The noon meal costs 5 silver shiners, the larger
evening meal 8 shiners. The Troll always has Moonsea spirits available at 7 shiners for a shot/0.1l glass. In the
warmer months when the road is open, the Troll usually also offers Silver Lager beer from Gatehold, but the
suds often are flat from the transportation, and the beer sometimes goes slightly sour. Nonetheless, it costs 5
copper bites per quart/liter tankard. There is no beer in the Troll in the winter when the roads are closed.

9 - Lair of the Swamp Rats. The former toll office of the Mulman merchants has been taken over by Mundul
Malag, human male, age 34, AL:NE, Ranger 12, and his Swamp Rats. Malag and the five evil rangers who
follow him all served Zhengyi the Witch King during the Bloodstone Wars. The Swamp Rats will lead paying
customers to safe hideouts in the outlying swamps.

10 - Central Prison of the Princedom of Vaasa. To date, the foundation and the main walls have been laid
and, on the north wall, a long gallows that can hang 10 prisoners simultaneously has been built. The prison still
is in construction. The dwarven construction crews and the Bloodstone Army soldiers who guard them live on
high land about half a mile/800m south of the hamlet, beyond the bounds of the map.
Bloodstone Book 3 - Page 68

Asfaloth
Bloodstone Book 3 - Page 69

Asfaloth, with 25-foot/7.5-meter grid


Bloodstone Book 3 - Page 70

Moortown
Small town (Hamlet), Conventional, AL:NG, 300 gp* limit; Assets: 15,000 gp*. Population: Seasonal high
200 (98% human, 2% other) + 800 Bloodstone Soldiers (100% half-orc). Authority figures: Wingham,
half-orc male, AL:NG, Baron of Palishchuk (in Palishchuk), Fighter 10; Bard 8 Garumbelly Hillsafar,
dwarf male, AL:LG, Baron of Sunderland (in Hillsafar Hall), Fighter 17; Kranghar, half-orc male, AL:N,
Commander of the 3rd Battalion, Fighter 14. Others: Meldon Haran, human male, AL:NG, innkeeper of
the Hibernating Troll and appointed Alderman, Expert 2, Sorcerer 3. Taxation: Benevolent.

The only reason anything ever was built in Moortown is due to two peculiarities of the hamlet's site: It is on a
strip of Dead Man's Walk about 3 miles/5 km long and 700 feet/210m wide that rises to a height of about 30
feet/9m above the surrounding moor and swamp, and it has a magic about it that keeps swamp trolls away.

Before Moortown was settled - well before Zhengyi's time - the rare travelers on Dead Man's Walk referred to
this strip as Moorrise. It gained a reputation as being safe ground, because the swamp trolls of the surrounding
moor clearly would not enter it. Camps on the Moorrise never were threatened.

Some of those who crossed Dead Man's Swamp noticed too that the former moor soil of the rise was rich and
fertile. With time, a few hearty souls began settling on the rise, building summer farms there to grow short term
crops, mostly grains, and to graze livestock. The settlement evolved gradually into a hamlet and then into a
village that the settlers called Moortown.

When Zhengyi the Witch King arose in the Year of the Bright Blade (1347 DR), Moortown already had grown
into a prosperous but isolated village with a population of about 500, including a few farms and a rural inn. But
before that year was out, Zhengyi's denizens had begun entering the town and demanding tribute for their new
"king." Many settlers began to flee westward, into the Moonsea region. In the Year of the Spur (1348 DR),
Zhengyi's horde destroyed the village and slew all the villagers who still remained. Until the war's end,
Moortown was nothing more than charred foundation stones.

In the years after Zhengyi's fall, some prospectors and peat diggers built summer shacks in the ruins of
Moortown, knowing they were safe from trolls there, but little else occurred on the rise until the Year of the
Gauntlet (1369 DR), when the Damaran Merchants League began construction of a waytower in the ruins, and
the crown began building large military barracks there to house the half-orc warriors of Palishchuk's 2nd and 3rd
Battalions of the 5th Combat Regiment, Princely Bloodstone Army Brigade of Vaasa. (The game master should
note that these battalions will not be called into the battle for the ruins of Castle Perilous).

In the following Year of the Tankard (1370 DR), Meldon Haran, human male, age 38, AL:NG, Expert 2, Sorcerer
3, a moneyed ex-adventurer from Melvaunt on the Moonsea came to Moortown to begin building his
Hibernating Troll inn. He brought with him his lover, another member of his old band, Kiela Turann, half-elf
female, age 144, Expert 2, Ranger 6, who works as the inn's brewmistress. Turann is one of very few half-elves
in the entire Bloodstone Kingdom.

Dieth Tals, human male, age 44, AL:N, Rogue 3, came to the ruins from Mulmaster to begin construction of his
general store, which does a good summer business. Tals locks the shop in Eleint and returns to Melvaunt for
the winter, returning and reopening in Mirtul.

In the years since, descendants of four farming families who fled Moortown in the Year of the Bright Blade
(1347 DR) have returned, to rebuild farms. However, that's the extent of development in Moortown since
Zhengyi's fall. Much of the rise still remains in ruin. There has been no rush to claim the abandoned farm sites
there, simply because the season is so short and Moortown is so isolated.

As mentioned, Moortown has its peculiarities. Above all, Moortown has its strange ability to ward off trolls.
Several magi have visited Moortown already in hopes of learning the secrets of the warding magic, but they
have discovered nothing more than the fact the invisible rays seem to radiate from the soil of the rise that hold
the swamp trolls at bay.
Bloodstone Book 3 - Page 71
The true story behind these rays (known only to the game master) is an ancient artifact of the Imaskari rebels
who founded the long fallen realm of Nove Rise on the shores of the Cold Ocean, before it was turned into
Pelvuria, the Great Glacier. The west island of Nove Rise was plagued by a breed of now extinct monsters that
had the same regenerative abilities as trolls.

To counter these monsters, the archwizards of Nove Rise created a powerful artifact that they called the
Beacon of Degeneration. The beacon worked upon any creature with natural regenerative abilities, leading to
its rapid destruction. The instant a regenerative creature came within the beacon's rays, it began degenerating
at the rate of 3 hp per round, until it reached 0 hp and was permanently dead.

The beacon also had an adverse secondary effect that the Nove Rise wizards never succeeded in eliminating:
When beings who have had body parts restored through regenerative magic come within the beacon's rays,
those parts are permanently transmuted into body parts from regenerative beings, and a transmutation back
into the original form through normal magic no longer is possible.

When the Raurin Empire destroyed both Nove Rise and the rebel Imaskari wizards of the realm, the beacon
toppled into the Cold Ocean on the south shore of the west island. From there, it was washed slowly along the
ocean bed to the southwest. By the time that the southern tip of the glacier melted and the Vaasan swamp
emerged nearly four centuries ago, it had reached the point where the Vaasan moor rise now is.

The beacon is, in fact, buried now in swamp soil some 50 feet/15m beneath the surface about 60 feet/18m
southeast of Baxter Trann's farm (No. 4 on the map). From there, it continues to radiate the magic that repels
trolls. When trolls come within about 3 miles/5 km of Moortown, they sense that they are beginning to
degenerate, and they flee back into deeper swamp, before they are destroyed.

The negative effects of the radiation have not yet been noted. The troll foot that tavernkeeper Trollfoot Bielor of
Gatehold bears is such an effect. Bielor lost a foot to a troll in a battle. The troll bit the foot off and ate it. A
priest's magic regenerated the foot, but after a visit to Moortown, Bielor's regenerated foot transmuted itself into
a troll's foot. No one in Faerûn knows why.

A lesser peculiarity of Moortown is its seasonal character. In the warm season, the town bustles on many days,
living off of the traffic between the Bloodstone Kingdom and the Moonsea region that travels Dead Man's Walk.
But in the long cold season, Moortown is snowed in. The hamlet virtually closes down.

Most prospectors and peat diggers pack their bags and return to their homes elsewhere until spring. Only the
four farming families, the soldiers in the garrison and the innkeeper with his few winter guests remain. New
guests appearing in the winter are rare. These always are brave souls - regardless of whether they are in the
service of good or evil - plunging forward to reach their goal.

Like Gatehold, Moortown is divided between the baronies of Palishchuk and Sunderland. The local government
as such consists of an alderman appointed by the two barons. The first and still current alderman is Meldon
Haran, human male, age 38, AL:NG, Expert 2, Sorcerer 3. Haran is the innkeeper of the Hibernating Troll.

The two barons also have discussed the future and are in general agreement that Gatehold should go
completely to Sunderland and Moortown should go completely to Palishchuk, once the enemy in Vaasa has
been defeated and a certain degree of stability has been reached in Vaasa.

Although the hamlet is divided, it houses two battalions of the Bloodstone Army under Baron Wingham in
Palischuk. The 2nd and 3rd Battalions of the 5th Combat Regiment, Princely Brigade of Vaasa, each has its own
garrison in Moortown, with the 2nd Battalion on the Palishchuk side of Dead Man's Walk and the 3rd Battalion on
the Sunderland side. After the war, Baron Wingham plans to move the 3rd Battalion from Moortown to Asfaloth
and then sell the 3rd Battalion's garrison in Moortown.

There are rumors of magical hot springs in the swampy area south of Dead Man's Walk between Nigel's Ford
and Moortown, on the Sunderland side, but there has been no proof of these claims to date. However, the
Hibernating Troll has played host to visitors who have sought the springs, apparently unsuccessfully.
Bloodstone Book 3 - Page 72

Adventure Hooks in Moortown

• Seeking the Beacon. A PC group might try to track down the magical emanations that hold trolls back
from Moortown. Their chances of success must be determined by the individual game master based
upon the needs of the campaign. Tunneling 50ft/15m below the hamlet should be a major project. It also
might be stopped by Baron Wingham, Prince Darren or the king. Actually finding the Beacon of
Degeneration after the tunnels have been dug could and perhaps should be like finding the proverbial
needle in a haystack. If it is found, the PCs then need to determine what it is and how it works. The
game master can begin with the brief information on the artifact given above and then develop the
artifact's other attributes based upon the individual campaign's needs. If the PCs take the artifact away
from Moortown, the hamlet again will be open to attack from trolls. How the crown will react to this, or
whether it even will be aware of the cause of the trolls advance on Moortown, is a matter for the game
master to decide.

• Seeking the Hot Springs. There are indeed magical hot springs in the swampy area south of Dead
Man's Walk, halfway between Nigel's Ford and Moortown 3 miles/5 km southwest of Dead Man's Walk. If
the PCs seek and find the springs, the game master should determine what their magical properties are.

• Time off. Among the permanent cold season guests in the Hibernating Troll Inn, there always are a few
magi who have retreated to the winter isolation of Moortown to spend the cold months in uninterrupted
magical research. If you have a mage in your PC group who needs research time, the Hibernating Troll
is an excellent location.

Map of Moortown
1 - Garrison, 2nd Battalion.

2 - Garrison, 3rd Battalion.

3 - Nathan Beedle's farm.

4 - Baxter Trann's Farm.

5 - George Murnan's Farm.

6 - Thomas Delton's Farm.

7 - General store. Dieth Tals, human male, age 44, AL:N, Rogue 3, a native Mulmaster owns and runs the
store in the warm season. Tals locks the shop in Eleint and returns to Melvaunt for the winter, returning and
reopening in Mirtul. The store has a good selection of basic supplies and wares, at prices 15% above those in
the PHB.

8 - Waytower. The Damaran Merchants League runs this tower, but it is considering selling the tower to Baron
Wingham for use as a new Bloodstone Riders station and then buying the 3rd Battalion's garrison for its own
operations, once the battalion moves to Asfaloth. The lower level of the tower holds fresh horses for caravans.
The cellar is a supply room. The upper levels contain quarters, a dining area and defensive positions. Taylor
Newell, human male, age 35, AL:N, Fighter 5, is head of the station. The waytower is closed from mid-Eleint to
mid-Tarsakh.

9 - Hibernating Troll Inn. Although it's only 3 years old, the Troll is a ramshackle but homey house. Meldon
Haran, human male, age 38, AL:NG, Expert 2, Sorcerer 3, a moneyed ex-adventurer from Melvaunt on the
Moonsea came to Moortown to begin building the Troll in the Year of the Tankard (1370 DR). He brought with
him his lover, another member of his old band, Kiela Turann, half-elf female, age 144, Expert 2, Ranger 6, who
works as the inn's brewmistress.
Bloodstone Book 3 - Page 73
She brews year-round, with delivery in all seasons to her main customers, the two garrisons. Caravan riders
claim that her unnamed house lager is the last chance to get good beer on the journey westward (Moonsea
beers have a poor reputation). A quart/liter tankard costs 3 copper bites. In season, the Troll has good home
cooking, with local produce and meat. In the cold season, the fare is less exciting, with all entrées made of
dried and canned produce, cellar crops, smoked sausages and meats and brine-packed meats from the
Bloodstone Pass Slaughterhouse and Meat Packing in Damaran Virdin.
Bloodstone Book 3 - Page 74

Moortown
Bloodstone Book 3 - Page 75

Moortown, with 50-foot/15-meter grid


Bloodstone Book 3 - Page 76

Swampgate
Unofficial settlement designed by the Vintyri Project

Village (Thorp without military population), Conventional, AL:NG, 200 gp limit; Assets: 4,400.
Population: Seasonal about 40 (97% human, 3% other) + 400 Bloodstone Soldiers (100% half-orc).
Authority figures: Wingham, half-orc male, AL:NG, Baron of Palishchuk (in Palishchuk), Fighter 10; Bard
8; Redhgravh, half-orc male, age 50, commander of the 5th Combat Regiment and magistrate of the
settlement, Fighter 16; Guhldrigh, half-orc male, AL:N, Commander of the 1st Battalion, Fighter 14; Lon
Snigby, human male, AL:CG, War Wizard 10. Taxation: Benevolent.

The actual settlement of Swampgate - military base excluded - is a thorp that serves caravans before or after
crossing the West Galenas on Garumn's Climb and that offers a home base for seasonal prospectors working in
the Galenas. In the summer months, the population can reach 40. However, from the end of Eleint until early
Kythorn, when snow closes Garumn's Climb in Thar, the local population sinks to about 25.

Swampgate is a new settlement that has emerged since Zhengyi's time. After proclaiming the Bloodstone
Kingdom, the crown also decided to build fortified border towers at the points where Garumn's Climb and
Gramble's Climb (farther to the south) leave the Galenas and Thar, crossing into the Princedom of Vaasa and
the Bloodstone Kingdom.

The Swampgate tower, completed in the Year of the Staff (1366 DR), houses the command of the 5th Combat
Regiment, Princely Vaasan Brigade of the Bloodstone Army, and the regiment's 1st Battalion, a total of some
400 soldiers, all half-orcs. The regiments two other battalions are in Moortown. (Game masters should note
that the regiment headquarters and the 1st Battalion will not go to battle at the ruins of Castle Perilous.)

The Swampgate tower and its sister on Gramble's Climb, Southgate Tower, have the responsibility for
monitoring traffic into and out of Vaasa from the Moonsea Region. A royal customs station also is a part of the
tower complex.

Theoretically, it would be possible to avoid either of the two towers and enter Vaasa through the long wilderness
border, but anyone making such a move is placing him- or herself in jeopardy, because that involves making
one's way through the quicksand, vegetation-covered waterholes, poisonous snakes and trolls of the Vaasan
swamp.

Within two years after the tower was finished and occupied, small service businesses and an inn had arisen
around it, and several prospectors built makeshift shacks and shanties to serve as their base in the warm
season. Most of the prospectors return to their native Moonsea region in autumn, to escape the severe winter
of the Vaasan swamp.

Temporarily, until the Barony of Palishchuk is able to establish its own court system outside of the town of
Palishchuk, Baron Wingham has asked Baron Garumbelly of Sunderland to also try cases from Swampgate, to
avoid the need for plaintiffs and defendants to make the long journey from the western part of the barony over
Damara and the High Walk to Palishchuk.

To avoid jurisdictional problems, the two barons have signed agreements that have been blessed by Prince
Darren. The Barony of Palishchuk provides the Bloodstone Riders who patrol Dead Man's Walk between
Gatehold and Swampgate, and the Barony of Sunderland has the court jurisdiction over these areas.

Adventure Hooks in Swampgate

• In the Vaasan Gate Inn or the Groaning Tavern, the PCs can pick up scuttlebutt that Baron Garumbelly of
Sunderland is looking to hire adventurers. The baron is concerned about signs that the Iron Throne is
gaining influence in the barony, however, the Throne is a shadowy organization, and the Bloodstone
Riders are having a hard time getting a grip on it. The baron wants to try hiring a group of seemingly
insignificant adventurers to dig into things. This opens a nearly endless thread. While fulfilling the
assignment, the PCs also may pick up and follow threads on the activities of the Zhentarim, the Xvimist
assassin monks, the church of Mask, etc.
Bloodstone Book 3 - Page 77

• The PCs might hire on as mercenaries protecting caravans. If they have their eyes open, they should
see several possibilities for adventure along the way. At the next city or village, they can draw their
caravan pay and set out on their own. Such open-ended campaigns can be a lot of fun in the hands of
the right game master and the right PCs.

Map of Swampgate
1 - Swampgate Tower. Redhgravh, half-orc male, age 50, AL:NG, Fighter 16, is stationed here as commander
of the 5th Combat Regiment and magistrate of the settlement. Guhldrigh, half-orc male, age 44, AL:NG,
Commander of the regiment's 1st Battalion, Fighter 14, and his 400 half-orc fighters and warriors also are
quartered in the garrison. Neidhard Mason, human male, age 39, AL:NG, Expert 3, and his three customs
inspectors have their quarters and offices in the tower complex. One of the kingdom's new war wizards, Lon
Snigby, human male, age 47, AL:CG, Wizard 10, also lives in the tower. He has been assigned to aid Regiment
Commander Redhgravh.

2 - Groaning Giant Tavern. The owner and barkeeper is Froghndahr, half-orc male, age 58, AL:NG, retired
Ranger 12. Froghndahr sells the local ale brewed in the Vaasan Inn at 3 copper bites per quart/liter tankard.
The Giant is a favorite watering hole of the garrison's half-orc soldiers and of adventurers passing through
Swampgate.

3 - Lenny's Trail Shop. Lenny Taggart, human male, age 41, AL:N, Commoner 1, an emigrant from Voonlar in
the Moonsea area, built the general store that contains most wares a caravan might need and prospectors'
supplies. Taggart isn't getting rich in Swampgate, but he's making a living. His family members help run the
store. Prices average about 10% above those in the PHB.

4 - Vaasan Gate Inn. Senja Marden, human female, age 38, AL:N, Expert 2, built her inn custom tailored to
satisfy caravan riders and traveling merchants about to begin the difficult crossing of Garumn's Climb or those
who just finished the descent. The complex also includes sheds for caravan wagons. Marden has 16 single
rooms at 7 silver shiners and 3 doubles at 6 shiners per person double occupancy. She serves the freshest
food possible, with meals ranging fro 4 to 8 silver shiners. Her husband, Ward Marden, runs the inn's malting
house and brewery, producing a decent light house ale at 3 copper bites per quart/liter tankard.

5 - Muldan's Livestock. Jasper Muldan, human male, age 47, AL:N, Expert 2, a native of Thentia on the
Moonsea, runs his livestock operation year-round, although he usually does business only in the warm season,
when caravans and merchants are under way. He spends the winters in Swampgate only because it would be
too expensive to drive his animals back and forth over Garumn's Climb twice a year. Muldan sells riding horses,
draft horses, burros and mules. His main business, however, is to take tired animals coming in from Threshold
or Moortown and to trade them for fresh stock.
Bloodstone Book 3 - Page 78

Swampgate
Bloodstone Book 3 - Page 79

Swampgate, with 25-foot/7.5-meter grid


Bloodstone Book 3 - Page 80

Barony of Sunderland
Baronial seat: Hillsafar Hall. Coat of Arms: Crossed sword and axe (Northern
Journey unofficial, based on the design of Carl Nielsen). Population: 8,500, 32%
dwarven, 53% human, 11% half-orc, 4% other. Authority figures: Garumbelly Hillsafar,
dwarf male, AL:LG, Baron of Sunderland (Hillsafar Hall), Fighter 17; Bífla, AL:LG,
Commander of the Sunderland Regiment of the Bloodstone Army (Hillsafar Hall),
Fighter 18. Others: Hroin, dwarf male, AL:LG, High Priest of Moradin, Cleric 22
(Hillsafar Hall), Fidh, dwarf male, AL:LG, Runecutter 20.

The name Sunderland refers historically to the strip of land along the northwestern foot of the Galenas between
Hillsafar Hall and Darmshall. Because this area held out against Zhengyi the Witch King, King Gareth gave the
new barony its name.

Of all the Bloodstone Kingdom's provinces, only the Vaasan Barony of Palishchuk is more dangerous than
dwarven nobleman Garumbelly Hillsafar's Barony of Sunderland. The deadliest areas of the barony are the
swamps south of Dead Man's Walk, although they certainly are less threatening than the Bottomless Bogs north
of the road. Equally dangerous are the notorious Black Holes of Sunderland, a series of monster-infested caves
in the mountains between Darmshall and Hillsafar Hall.

The Black Holes, which lead into the Underdark beneath Sunderland, had been troubled areas long before
Zhengyi's time. After the Witch King's defeat, they became lairs of refuge for numerous members of his
monster army and many of the goat's head priests who had served Zhengyi as spiritual leaders of the monster
hordes.

However, it became apparent in short order that the inhabitants of the Black Holes had worse problems on their
hands than the Bloodstone Riders. The goat’s head priests and monsters who had taken refuge in the Black
Holes found themselves being attacked from below as well as above, by drow from V'elddrinnsshar, the
Underdark city where Kiaransalee is worshipped in her Vault of Gnashing Teeth temple.

No one in the Bloodstone Kingdom knows yet of V'elddrinnsshar specifically, but Baron Garumbelly, Prince
Darren in Darmshall and the crown in Bloodstone Village all believe there probably is a heretofore unknown
drow settlement or city beneath parts of the barony. This belief was substantiated by deep explorations by the
dwarves of Hillsafar Hall, who managed to burrow into underground drow chambers.

After a few skirmishes, the dwarves manage to bring about the collapse of their entrance into the black elves'
territory, and they also caused the entire mining tunnel that led to the drow domain to collapse. The drow
themselves have made no attempts to date to break into the dwarven halls, but there is no guarantee that they
will not do so in the future. There are continuing indications that some of Zhengyi's monsters and priests
survive today in the Black Holes and that they continue to do battle with the dark elves below.

Baron Garumbelly has been waging and slowly winning his own war against the Black Holes' inhabitants.
Dwarven contingents of the Bloodstone Riders have been accompanying dwarven engineers and crews in the
warm season into the mountains, where they have been causing the cave-in of one Black Hole after another.

However, the baron of necessity views the elimination of the Black Holes as a long-term project. There are
hundreds and maybe even more than a thousand Black Holes in the East Galenas. The barony does not even
know where all of them are. Therefore, one must assume that their destruction will take many years.

The glories and fears of the Barony of Sunderland are a tale that is told from early Kythorn until the end of
Eleasias. The rest of the year, when Vaasa stands frozen in winter and under often treacherous snow, the land
is mostly still. Even the trolls of the swamp have evolved in a manner that leads them to hibernate in the cold
season when food and prey vanish from the swamps.
Bloodstone Book 3 - Page 81
The Barony of Sunderland is shielded somewhat from winter's snows by the East Galenas, which makes it
possible for experienced rangers and guides to bring sleds across Dead Man's Walk and some other trails, but
for others, the winter landscape can be deadly and impassable. The winds that blow across the openness of
the Vaasan Plain in winter quickly form deep banks and drifts of powdery snow where a draft horse can stumble
and break a leg, a sled can become hopelessly stuck and a wanderer can sink to his or her neck in snow, with
little hope of making it out again.

Although sleds can be guided safely across Dead Man's Walk and most other roads in the barony in winter, they
seldom are seen. Those that are observed usually are in the service of the Bloodstone Riders. There is little
purpose in sending commercial sleds across Vaasa in winter, because the passes across the West Galenas
into the Moonsea region usually are closed by high snows.

Most of the barony's income is won from the mining of bloodstone, gold, silver, iron ore and some gems in the
East Galenas. The secondary income source is from services provided to commercial caravans and other
traffic on Dead Man's Walk, the Sunderland Trail and Gramble's Climb.

There are rumors of magical hot springs in the swampy area south of Dead Man's Walk between Nigel's Ford
and the ruins of Moortown, but there has been no proof of these claims to date.

The settlements of Darmshall, Hillsafar Hall, Gatehold and Thornleigh are the only parts of the barony that can
be considered relatively safe. Thornleigh is in this category largely by default. It is in the lower foothills of the
Galenas, above the levels where swamp trolls are a serious threat. The giants, ogres, orcs and goblins that
once claimed the lower mountains above Thornleigh marched off to Zhengyi's war. Most did not return.

Darmshall, Hillsafar Hall and Gatehold are sufficiently fortified to protect themselves against any attack that
trolls, orcs, goblins or other native creatures might launch against them, but anyone would be a fool to go more
than a few miles/kilometers from their walls by day and a few hundred meters/yards by night.

Mistover, Highsong and Moortown are defended to a certain extent by their citizen warriors or the Bloodstone
Riders, but if any of these settlements were to note a large movement of trolls heading their direction, they
would have to evacuate rapidly.

Outside of the Duchy of Ironspur, perhaps, there are no areas anywhere in today's Vaasa where the unarmed,
single individuals or small groups can travel safely after they pass a mile or two beyond the sight of a city. In
the Barony of Sunderland, there still are bands of bandits holed up in the Galenas in the South. Only around
Darmshall and Hillsafar Hall do they keep a good distance. The stretch where bandits are a problem is primarily
between Gramble's Climb and the Sunderland Trail west of Mistover and Hillsafar Hall.

The threats from the Black Holes are limited to old Sunderland, between Gramble's Climb and the Sunderland
Trail in the north and south and between Darmshall in the east and Mistover and Hillsafar Hall in the West.
Although one hardly can rate the area around Mistover as being safe, it is somewhat less dangerous than most
parts of the barony because it is relatively thickly settled for a farming area, it is heavily patrolled by the
Bloodstone Riders, it has a wall and it has help from the Harpers. Nonetheless, it would have no chance of
withstanding a massive troll attack.

Mistover is in a sense the tongue that Baron Garumbelly sticks out at the evil forces threatening his barony.
The unnatural swamps created by the melting of the Great Glacier have been draining, very slowly but surely.
During Zhengyi's time, the Mistover area rose from the swamps and slowly dried, a rise in the land with
extraordinarily fertile soil. With the baron's encouragement, farmers who had lost their holdings in Damara
during the Bloodstone Wars came to the Barony of Sunderland to stake their free claims, responding to an offer
from Baron Garumbelly for free farmland.

The move has been psychologically profitable to date. Baron Garumbelly has made the clear point that his
domain has a bright future before it. However, the Mistover experiment has drawn the attention of many eyes,
not all of them well-meaning. The Iron Throne already is looking at the potential of the Barony of Sunderland.
There is no doubt that all or almost all of the Vaasan Plain one day will drain, and the Barony of Sunderland will
be free before the Barony of Palishchuk. The swamp is unnatural.
Bloodstone Book 3 - Page 82
The water has difficulty draining, but the conditions are not right to create a high moor. The heavy clay layer
that is required for high moor does not exist beneath the plain. Therefore, the water caught from the glacial melt
several centuries ago not only will flow gradually out of Vaasa through the Beaumaris River but it also slowly will
percolate into the soil below, ironically flooding outer areas of the drow city beneath the plain. What will happen
then is anyone's guess, but this is not likely to occur before at least another century passes.

The nobles of Vaasa and the Bloodstone crown both are keeping an eye on the drow, but they are taking no
action to deal with them at present. However, once the pending war in Vaasa has ended and losses are
recouped, King Gareth knows his kingdom must determine how big the drow threat is and then contain or
eliminate it, if possible.

The greatest surface fortification in the barony is the large mountain town of Darmshall, capital of the Princedom
of Vaasa and seat of Prince Darren Thunderclap. With a population of 2,200, Darmshall also is the largest
settlement in the barony, about 10% bigger than dwarven Hillsafar Hall, the baronial seat, when all of the clan
members are at home.

Because of its natural and manmade fortifications, Darmshall and its agricultural valley are secure enough to be
able to raise crops and graze cattle even in times of siege. Beneath the town, huge storerooms of food and
supplies fill a secret tunnel complex, stockpiled for times of need. There also is a tunnel to Hillsafar Hall,
making the exchange of necessities between the two settlements possible in times of emergency, as was the
case during Zhengyi’s reign.

Most of the land immediately surrounding the town is in crops. The outer lands graze beef cattle and horses.
However, the traditional foundation of business in Darmshall is mining and prospecting. Most prospectors work
for mining companies or have formed their own cooperatives, which hire mercenaries to protect them. Gold,
silver and gems are the main items prospectors seek.

In summer, Darmshall is an important station on the caravan routes from Bloodstone Pass into the Moonsea
area over Gramble’s Climb. The mercenary business itself is rather sizeable in Darmshall. Warriors and magic
users are sought to guard caravans and prospector cooperatives.

The Heliogabalus Cooperative runs a large slaughterhouse, tannery and leather factory in Darmshall. It
slaughters the cattle, lamb and sheep raised locally. The meat is sent into town for further processing. The
plant also produces all varieties of leather goods that are sold throughout the Bloodstone Kingdom and, in the
case of leather wares, exported elsewhere.

A grain, vegetable oil and feed mill and the Darmshall Woodworks Cooperative also are important economic
factors in the Vaasan capital. A number of artisans work in Darmshall, however most concentrate upon serving
local needs and maintaining a solid local customer base rather than focusing upon customers who are in town
only during the three summer months.

Some of Darmshall's women work at home at their looms in the winter months, making goods of the wool shorn
from local sheep. The woolen wares are sold for export. Horse ranchers also do a brisk summer business.

Prince Darren is a strong advocate of promoting prospecting and mining in the East Galenas. He believes that
the mountains are rich in precious metals and gems and that Vaasa will become a rich princedom if its
prospectors are free to seek the mountains’ rich lodes and mine them in peace.

Better fortified than Darmshall although slightly smaller is the baronial seat of Hillsafar Hall. Until the end of the
Bloodstone Wars, the surface of Hillsafar Hall consisted of a single, huge door into the mountainside.
Everything else was within the mountain. However, it's a rare day when outsiders are allowed to go deeper
than the uppermost level of Hillsafar Hall - allies from Darmshall excepted. Today, there is a small surface
settlement outside of the gate.
Bloodstone Book 3 - Page 83
Traders from Darmshall can travel underground to Hillsafar Hall and when there, enter the 2nd and 3rd
subterranean levels. The dwarves' living chambers, storehouses, businesses, temples, taverns, great public
halls and Bloodstone Army garrison are on this level. However, not even visitors from Darmshall are allowed to
go deeper, where the Hillsafar clan has its smithies and mines, and where it hides and keeps secret the last
runestainers of Sarphilan lineage.

After the Bloodstone Wars, Baron Garumbelly called upon his hidden runestainers to learn more about the
dragons of the ruins of Castle Perilous in the Barony of Palishchuk. He paid dearly for that mistake. The
dragons - in truth vampire dragons - attacked Hillsafar Hall and destroyed large parts of the upper level, which
since have been repaired.

The dwarves of Hillsafar Hall have become highly dependent upon Darmshall for food supplies. The clan still
does maintain some mushroom farms in the depths of Hillsafar Hall, but mushrooms are the full extent of the
food raised by the dwarves. The supply lines between Darmshall and Hillsafar Hall are the best in Vaasa.
Once the Sunderland Trail is snowed in, supplies move through the underground passage connecting the
dwarven and human settlements.

Most travelers who pass through the Hillsafar Hall settlement see little of it or of anything else. On the surface,
one finds only a thorp with services for travelers and the large gate in the mountain's face that leads into the
dwarven halls.

One must have a legitimate reason to enter that gate. It does not open to the curious. However, anyone who
needs to conduct business discussions with the dwarves or has other legitimate reasons to enter will be
admitted. Visitors usually have access only to the upper level of the clan halls. An outsider always is escorted
by dwarven guards when in the halls.

Westward from Hillsafar Hall, the Sunderland Trail degenerates into a crude track that just barely supports
wagon and sled traffic. Until the end of the Bloodstone Wars, the trail ended at the dwarven halls, but it since
has been extended to reach the new settlement of Thornleigh and provide an alternate route to Southgate,
which leads to Gramble's Climb over the Galenas into the Moonsea region.

Gramble's Climb was nothing more than an overgrown, unused and all but forgotten trail until after the
Bloodstone Wars, when agents of the Harpers worked to reopen it. The Harpers who are active in this area
come from the Moonsea region and are affiliated with the Twilight Hall faction in Berdusk.

The rugged extension of the Sunderland Trail between Hillsafar Hall and Southgate was not the work of the
Harpers, however, but rather that of the merchants from Melvaunt who developed Thornleigh. For many years,
the site of the hamlet, deep under Suncatcher Mountain and the Triple Ridge, served as a place where
prospectors made temporary camps.

Whenever prospectors seeking platinum, gold and silver began their annual trek up into the Galenas in Mirtul,
they would congregate first upon the somewhat higher ground where the hamlet now stands and make a joint
camp there, where all could defend one another if needed. They would do the same in Eleint, when they left
their mines before winter's onslaught, to travel in caravans back to Damara or to the Moonsea region, where
they lived.

The hamlet itself came into existence only as recently as the Year of the Banner (1368 DR), when merchants
and mercenaries from Melvaunt fortified the old campsite to begin successful explorations for bloodstone.
Sufficient shafts have been discovered to make the venture profitable, although the Thornleigh mines are small
compared to the Bloodstone Mines.

The area around Thornleigh to the north and east is swampy, while the land to the south and west is rocky, the
beginning of the Galena foothills. All of it is agriculturally useless. The hamlet produces only bloodstone, the
relatively small amount of precious metal mined by summer prospectors and lumber. Everything else is
imported, including food of all types.
Bloodstone Book 3 - Page 84
The few orcs and goblins that still survive in the mountains above Thornleigh are weak and gathered in small
bands. Most are on the verge of starvation. They sometimes trouble prospectors in the mountains in the warm
months, and they might attack lone travelers or very small groups on the Sunderland Trail, but few travelers are
foolish enough to use the trail in that manner. There seldom is news of those who have done so.

The main threat to Thornleigh comes from the large tribes of trolls in the Bottomless Bogs and other
swamplands to the East. Fortunately, the hamlet is surrounded by thick, short-lived brush including varieties of
sage and tumbleweed that ignite like burning oil.

The other threat hovering over Thornleigh today is Castle Dragonblood atop Suncatcher Mountain, although
locals do not know it by that name. They know only that on rare days, the clouds surrounding Suncatcher's
Peak part enough to allow a glimpse of a strange castle atop the peak, and they know that dragons fly at times
between the mountain castle and the ruins of Castle Perilous in the swampland of the Barony of Palishchuk.

In the Year of the Staff (1366 DR), King Gareth ordered the construction of fortified border towers at the points
where Dead Man's Walk and Gramble's Climb cross the border with Thar at the foot of the Galenas. The tower
below Gramble’s Climb is called Southgate. Like its sister, Swampgate, in the Barony of Palishchuk to the
north, Southgate has a thorp that has developed around it. There is an inn in Southgate, along with facilities
where caravans can buy supplies and change horses.

The Sunderland Trail splits in Darmshall. The southern tine of the road's fork leads on through old Sunderland
to Hillsafar Hall, as already described. The northern tine is the swamp extension of Gramble's Climb. In the
early days of exploration in Vaasa, long before Zhengyi's time and the coming of trolls, this trail went on
westward through the swamps from Darmshall to the southern pass, Gramble's Climb, into the Moonsea region.

In those days, however, there was too little traffic to maintain the trail, and the large bands of giants, goblins and
orcs in the Galenas to the south of the trail saw to it that only very few of those who set out upon the road
reached the opposite end alive. The trail fell quickly into disuse and became overgrown, as was the Gramble's
Climb pass, which was more treacherous than Dead Man's Walk to the north - a deadly trail in its own right.

Although the eastern Vaasan leg of Gramble's Climb vanished beneath tall grasses, it remained intact. The trail
is on a natural high line of land that remains above the swamp waters. To restore it, one needed only begin
using it again, to keep the grasses that hide the trail low.

Once Zhengyi had fallen and the Bloodstone Kingdom began to take shape, the Harpers in the West became
concerned over the emergence of a new empire in the East consisting of Damara, Vaasa and Impiltur. In
general, the Harpers are opposed to such empires, even if they are ruled by lawful good paladins of Ilmater,
simply because of the amount of power they amass and the ease with which such power can go from good
hands into those that are corrupt and evil.

However, as usual, the two factions of the Harpers were divided on the matter. The Twilight Hall faction from
Berdusk felt that a second serious threat was the Zhentarim, which then was moving to control caravan traffic
over Dead Man's Walk in liberated Vaasa. The Shadowdale faction thought the Zhentarim activities were
relatively unimportant and that it was necessary to attempt to watch the Iron Throne in the fledgling Bloodstone
Kingdom instead.

For both factions, however, the prime danger was viewed as the alliance between the Bloodstone Kingdom and
Impiltur. The Harpers think that it is not unlikely that the two kingdoms might merge into a gigantic empire, and
they also believe this could happen shortly after the death of the nonagenarian Impilturian Queen Sambryl, who
has no heir.

Believing that the development of the huge Damaran Duchy of Soravia will play the key role in determining the
future path of the Bloodstone Kingdom, the Shadowdale faction settled in the Soravian Stormhaven Hills. The
Berdusk faction sees Vaasa as the key to the kingdom's future and the Zhentarim as a large secondary danger.
Therefore, the Berdusk faction chose to settle in Vaasa and at the same time, to open alternatives to Zhentarim
control.
Bloodstone Book 3 - Page 85
The rulers of the Bloodstone Kingdom and Impiltur are aware of the two Harper settlements and of the Harper
philosophy against large kingdoms and empires. As a result, the Bloodstone and Impilturian governments on
the one side and the two Harper factions on the other side are watching one another closely. In addition, Duke
Olwen of Soravia and Baron Garumbelly of Sunderland both make certain that all Harper activity in their
domains is within the framework of the kingdom's laws.

Moonsea Harpers aligned with the Twilight Hall faction expended considerable time, money and manpower to
reopen Gramble's Climb, until once more a crude but alternative path of travel was open to Darmshall and the
gate to Bloodstone Pass and Damara.

This was possible only because Zhengyi had drawn the large population of giants, orcs and goblins that had
been native to the Suncatcher area of the Galenas to Castle Perilous, to form his army. After the Witch King's
defeat, most of the survivors among his monster hordes retreated into the northernmost part of the West
Galenas in the Grey Land of Thar, well north of Dead Man's Walk, where they remain today. As a result, the
Harpers needed to deal only with physical obstacles, starving bandits and two remaining goblin clans to reopen
the old trail.

By early summer of the Year of Maidens (1361 DR), the Harpers had made the ancient Gramble's Climb
Mountain relatively passable and reasonably safe for guarded caravans, and they had reached a high point
along the trail 15 miles/25 km inside of Vaasa. There they made their camp, establishing defenses against
nearby swamp trolls and began constructing a new, permanent settlement intended to be a Harper stronghold.

The Harpers named the new settlement Highsong. It benefits from Harper capital and protection as well as the
efforts of the Harper-friendly church of Lathander under High Morninglord Calamastyrr. He and his clerics
magically manipulate the weather to aid agriculture in Highsong and in Mistover, to the east. Highsong offers
an inn known as Gramble’s Foot and service facilities for caravans.

In the years before the proclamation of the Bloodstone Kingdom, Spysong already had reported to Baron
Gareth of Bloodstone that a number of high level magi, rangers and fighters affiliated with the Harpers had
settled in Highsong. The number of powerful Harpers in Highsong has diminished since that time, but enough
of them remain that Highsong must be considered a regional power base for the Twilight Hall faction.

In the course of the Year of the Shield (1367 DR), the Harpers eliminated the last two goblin clans in the
Western Galenas, further reducing risks for caravan traffic over Gramble's Climb. Harper adventurers from
Highsong had joined with mercenaries working for various Moonsea region trading alliances and spent the
summer rooting out the Lungharrower and Devilsfist goblin clans.

In the same year, a loose but growing collection of farms in a high area along the trail between Darmshall and
Highsong united into the small but spread-out hamlet of Mistover. Leading citizens won Baron Garumbelly's
blessings for formation of a local government after traders, mercenaries and immigrants had built an inn and
other central facilities in the middle of the farm belt.

The baron agreed to send dwarven workers in the Year of the Banner (1368 DR) to build a modest wall around
the hamlet's center, if the settlers would establish a granary and other facilities there to withstand a siege. The
barony agreed to finance construction of the wall.

The settlers paid for the construction of the granary and for the boring of deep wells to serve in times of siege,
and Hillsafar dwarves, working for the Barony of Sunderland, built a 20-foot/6 m high stone wall a yard/meter
thick around the hamlet's center. The barony also built a small garrison within the wall where a company of the
Bloodstone Army is stationed.

The Mistover area is somewhat higher than most of the land along Dead Man's Walk. The swamp waters have
withdrawn and left behind them humus-rich soil that produces bountiful short season crops in Vaasa's come-
and-go summer season.
Bloodstone Book 3 - Page 86
Although one hardly can rate the area around Mistover as being safe, it is somewhat less dangerous than most
parts of the barony because it is relatively thickly settled for a farming area, it is heavily patrolled by the
Bloodstone Riders and it has help from the Harpers. Nonetheless, it would have no chance of withstanding a
massive troll attack.

The last two settlements of the barony are only partly within it. Gatehold and Moortown are in the north of the
barony with both of them straddling Dead Man's Walk, the border line between the baronies of Sunderland and
Palishchuk. As a result, both baronies have parts of each of these settlements. After the pending war at the
ruins of Castle Perilous is over, Barons Garumbelly of Sunderland and Wingham of Palishchuk plan to
recommend to King Gareth and Prince Darren that Gatehold should go completely to Sunderland and Moortown
should go to Palishchuk.

Gatehold is something of a scurvy town that serves caravans and plays host to many dubious personalities.
Moortown is in an area that magically repels trolls. It is above all a farming area, but it also has facilities to
serve caravans. Both the Sunderland and Palishchuk parts of Gatehold and Moortown are described in the
section on the Barony of Palishchuk farther above.

The last important site in the Barony of Sunderland is the Cave of the Whispering Wind, which served as the
headquarters of Spysong in the days when Baron Gareth still was opposed by the Grandfather of Assassins.
The cave is in the Galenas northeast of Hillsafar Hall. Few persons know of the cave, and many of these would
be unable to find it, because it is hidden with magic, although there are trails on both the Vaasan and Damaran
sides of the range that lead to it.

Today, the cave serves as a hidden retreat for the king and high members of his government. It also is the
place where the clones of many important leaders of the Bloodstone Kingdom are hidden.

As with the Duchy of Ironspur and the Barony of Palishchuk, the tale of the Barony of Sunderland still is
unfolding its beginning chapters. Like all of Vaasa, the barony has the potential for reaping substantial riches in
a short warm season and then enjoying an isolated peace during the long cold months. But before a happy
ending can be written to the tale, much must happen.

First and foremost, the double threat of Suncatcher Mountain in the Barony of Sunderland and the ruins of
Castle Perilous in the Barony of Palishchuk must be eliminated. The war that will begin in the summer of the
Year of Wild Magic (1372 DR) will determine that outcome. If the combined hosts of the Bloodstone Kingdom
and Impiltur lose the battle, both kingdoms as well as the Great Dale and the Vast will be threatened by the
Tiamatist forces that Kargmelchina and Sammaster are steering from their abode atop Suncatcher Mountain.

If the Bloodstone Kingdom and Impiltur are defeated, Vaasa will be lost, and the Impilturian and Bloodstone
armies will have been weakened to the point where their ability to defend Damara and the Impilturian homeland
will be questionable. The Great Dale, already in a state of civil war, probably would fall easily, although it might
be difficult for the Tiamatists to control. The Vast, divided into small sovereignties, also would have a difficult
time withstanding the onslaught of vampire dragons and draconians.

If, on the other hand, the Bloodstone Kingdom and Impiltur win the war in Vaasa, there still will remain much to
be done before the future visions of the Vaasan princedom and the Barony of Sunderland can be realized.
Throughout Vaasa, the swamps must drain and the swamp trolls must be eliminated.

The large host of giants, ogres, orcs and goblins that once served Zhengyi remains above the Barony of
Palishchuk in the northern leg of the West Galenas, within the borders of Thar. Rangers who dare wander
those mountains estimate the monster population between 6,000 and 12,000. Today, the giants and goblinkind
devote their attention to the Grey Land to the West and ignore the Vaasan swamps.

However, if prosperity and development begin to spread into the western reaches of the Barony of Palishchuk,
the focus of the horde in the West Galenas could shift quickly back to Vaasa, which would be a threat to the
Barony of Sunderland as well as the Barony of Palishchuk.

As if that weren't enough, the Barony of Sunderland also faces the continuing challenge of cleansing the Black
Holes, and it shares with the Barony of Palishchuk the threat of the drow city V'elddrinnsshar below.
Bloodstone Book 3 - Page 87
Should all of these threats be eliminated, the Barony of Sunderland could one day become an important short-
season farming center north of the Galenas, with cattle grazing in the area south of Swampgate. The southern
part of the barony in the Galenas is rich in gems, precious metals, ore and bloodstone.

Of course, once the barony begins realizing this potential, it also will have to resist the Iron Throne's clandestine
attempts to gain control of it. Much remains to be done!
Bloodstone Book 3 - Page 88

The Barony of Sunderland - bordered in the north by Dead Man's Walk


Bloodstone Book 3 - Page 89

The Barony of Sunderland - bordered in the north by Dead Man's Walk, with 7-mile/12-km grid
Bloodstone Book 3 - Page 90

Darmshall
Large town, Conventional, AL: L-NG, 3,000 gp limit. Assets: 330,000 gp. Population: 2,200; 90% human,
7% dwarven, 2% halfling, 1% other; Summer population: about 2,900, Summer assets: about 435,000 gp.
Authority figures: Darren Thunderclap, human male, AL:NG, Prince of Vaasa, Fighter 8, Aristocrat 3;
Wendell Teegis, human male, AL: LG, Burgomaster of Darmshall, Expert 8, Aristocrat 2, Warrior 2;
Mariabronne, human male, AL:NG, Commander of the Vaasan Bloodstone Riders, Ranger 12; Brigadier
Kardlnyr, human male, AL:LG, Commander of the Princely Brigade, Paladin (Ilmater) 18; Colonel Kili,
dwarf male, AL:LG, Commander of the 1st Regiment of the Bloodstone Army, Fighter 15. Captain Alston
Davis, human male, AL:LG, Commander of the Town Watch, Paladin (Ilmater) 5. Other important
figures: Painbearer Tavish Doogan, human male, AL:LG, Cleric of Ilmater 10; Holy Champion Jenny
O'Faffell, human female, AL:LG, Cleric of Torm 1; Nebber Tendel, human male, AL: LN(E), manager
Heliogabalus Cooperative branch office and Iron Throne agent, Rogue 4, Expert 1; Gardor Wrugg,
human male, AL: NE, manager Moonsea Assurance, Zhentarim Rogue 8; Niela Dilby, human female,
AL:LE, Xvimist Assassin Monk, lvl 10. leader of the covert Zhentarim Xvimist assassins in Darmshall;
Others: 1,100 Vaasan soldiers, human male and female, AL: various good, Fighter lvls 1-5; 100 town
watch members, human male and female, AL: various good; Fighters and Warriors lvls 1-5; 24
Bloodstone Riders, human male and female, AL: various good; Fighters, Rangers, Rogues and Magi,
lvls 1-10. Taxation type: Benevolent.

The construction of Darmshall, the largest and first human settlement in Vaasa, was financed some 300 years
ago by an adventuring band of southern Turami origin that called itself the Tenblades. After two members of
the group were murdered in the wilds of Vaasa, the leader, a priest of Torm, built Darmshall, a fortress, to stand
as a monument to his deity and to be perpetual salt in the wounds of the evil creatures who then had the upper
hand in Vaasa.

The priest had been named Romurd Talfíssonur, but he used instead the name Romas Thunderclap. He
named his settlement Tormshalla (Torm's Hall in old Turami). With time, the worship of Torm faded in the
fortified settlement and the name evolved into Darmshall. Nonetheless, many of Thunderclap's original slate-
roofed structures still stand in Darmshall, among them his original temple to Torm, which is in partial ruin.

Thunderclap's own family remained loyal to Torm, but few others shared in that worship in later times.
Perseverance is the key to survival in Darmshall, and most residents worship above all Ilmater, the deity of
perseverance. Vaasan 49-year-old Prince Darren Thunderclap is an exception.

In summer of the Year of the Unstrung Harp (1371 DR), a young Damaran priestess of Torm named Jenny
O'Faffell came with a group of adventurers to Darmshall. Prince Darren persuaded her to stay and turned the
old Tormshús (House of Torm) temple over to her, agreeing to finance restoration work if she would began
spreading the word of Torm and gaining worshippers in Vaasa, first and foremost in Darmshall.

The town’s largest temple is the House of the Burdensome Boulder, the temple to Ilmater, led by Painbearer
Tavish Doogan. Although O'Faffell is gaining a modest number of followers for Torm, there is no competition
between the two temples. Instead, they cooperate with one another. There also are worshippers of Tempus,
Iyachtu Xvim and some dwarven and halfling deities in Darmshall, but the only Xvim has a secret shrine in the
assassins’ den.

Darmshall is a proud town with a well-earned right to that pride. While most of Damara fell or yielded to Zhengyi
and his hordes, Darmshall and its dwarven sister settlement in the East Galenas, Hillsafar Hall, held out against
the Witch King for all of the more than 12 years of his reign. During much of that time, they were besieged.

In the Year of the Bridle (1349 DR), Zhengyi's hordes did attempt to overrun Hillsafar Hall and Darmshall, but
they were slaughtered. The mountains were filled with the corpses of giants, orcs and goblins who had died in
their attempts to take the two highly fortified settlements.

After the massacre, Zhengyi's horde encircled both - Darmshall at a distance - but the humans and the dwarves
had sufficient provisions stored to bring them through several years of siege. Their fortifications and battle fury
reduced the enemy to piles of gore beneath their walls, and the remaining siege troops had been forced to keep
distant from the walls to avoid being slain.
Bloodstone Book 3 - Page 91
In early summer of the Year of Shadows (1358 DR), the warriors of Hillsafar Hall and Darmshall noted the
disarray within the orc and giant forces besieging them. Both fortresses sounded the call to battle and with little
effort, broke the siege and liquidated the giants and goblinkind who had encircled them.

In Darmshall's case, the siege posed few problems for the settlement due to its mountain defenses and its
double ring of walls (see the map Darmshall Area). Darmshall itself is in the center of an oval-shaped fertile
mountain valley crossed by the many arteries of a creek known as Darm’s Flood - originally called Tormsflód -
and fed by small springs in the fields. The map shows only the main arteries of Darm’s Flood which have their
sources in the Galenas to the south and east, but there also are many tiny rivulets that spring from the valley
floor and flow into the creek.

The mountainsides surrounding the Darmshall Valley are steep, craggy and in many areas prone to rockslides.
Any invading army that might try to enter the town through the mountains would be able to descend the
mountainsides only slowly, often single file, and at great risk. That is, in fact, what Zhengyi’s horde attempted
unsuccessfully to do. Defending Darmshall archers picked the invaders off easily.

The green valley is about 2 miles/3.5 km wide from east to west and about a mile and a half/2.5 km long from
north to south. Before Zhengyi’s time already, the rulers of Darmshall had encircled the entire valley with a
fortified outer stone wall 20 feet/6 m high and a meter/yard thick with defensive towers at regular intervals of
about 100 yards/meters. Zhengyi’s horde never succeeded in breaching or crossing this outer wall.

Since Zhengyi’s fall, Darmshall has attempted to use the strategically best points in the surrounding mountains
as something of an additional defensive wall. Eleven fortified watchtowers, each with stables, mountain ponies
and a contingent of 24 soldiers, form an oval around the valley. In between the watchtowers are smaller,
unmanned but fortified semaphore towers. If soldiers going through the mountains come under attack, these
towers too have defensive facilities. However, their prime purpose is to make warning beacons possible to alert
the defenders below to a possible attack. Such beacon fires also can be ignited atop the 11 manned
watchtowers.

There also is an old underground dwarf-built tunnel system beneath the Galenas that connects Darmshall with
Hillsafar Hall, which was used extensively during Zhengyi’s siege. The tunnel is large enough to allow the
passage of small wagons. Troops from both Darmshall and Hillsafar Hall still patrol the tunnel, but it is used
less these days for other forms of travel. Travel between the two settlements on the Sunderland Trail is faster,
and it also is relatively safe when large numbers travel well guarded on the road.

The tunnel contains a serious flaw in the defenses of Darmshall and Hillsafar Hall, although neither settlement is
aware of it yet. The Kiaransalee-worshipping drow of V’elddrinnsshar in the Underdark below have found the
tunnel and opened a breach connecting it with one of their own tunnels, which they have disguised with magic.

The breach, about 12 miles west of Darmshall, would not be difficult to find with a magical search, but no one
has suspected the existence of such an opening, therefore, no one has looked for it either. The drow have
made no use of their entryway to date. What plans they may have to use it in the future are unknown.

After Zhengyi's fall the Black Holes of Sunderland between Darmshall and Hillsafar Hall became a refuge for
many of the goat's head priests of Orcus who had served Zhengyi as spiritual leaders of the monster hordes. In
the years that followed, most of the goat's head priests fled or were liquidated, either in battles with the Vaasan
militia or with the drow in the Underdark. Soldiers serving Prince Darren and the Barony of Sunderland have
been working since Zhengyi’s fall to destroy the Black Holes, but there are many of them. This is a project that
will take years.

The head of Darmshall’s local government is Burgomaster Wendell Teegis, who was the first aide to former
Lord Burgomaster Darren Thunderclap, a descendant of the town’s founder, Romas Thunderclap. Teegis was
appointed burgomaster after King Gareth appointed Thunderclap as the first prince of Damara.

Although Darmshall is the capital of the princedom, Prince Darren does not interfere in local affairs. However,
he does give Teegis advice when asked, and Teegis does indeed confer regularly with the prince. Most of the
time, however, Prince Darren and his staff either are in his castle in town or visiting the iron duke of Ironspur or
the barons of Sunderland and Palishchuk, attending to matters that affect all of or large parts of Vaasa.
Bloodstone Book 3 - Page 92
One of Prince Darren’s main tasks is to work with the ranger Mariabronne, head of the Vaasan wing of the
Bloodstone Riders, to maintain surveillance over the ruins of Castle Perilous and, as well as possible, the
activities far above atop Suncatcher Mountain. Prince Darren and Barons Garumbelly Hillsafar and Wingham
know the day will come when King Gareth calls them as well as the forces of the Damaran princedom into battle
against the evils in Zhengyi’s ruins and atop Suncatcher.

Prince Darren also has the high command over the operations to scour the Black Holes of Sunderland. In
Darmshall, he has a brigade 1,100 strong at his disposal. Two battalions of his brigade and a battalion serving
Baron Garumbelly of Sunderland are carrying out the Black Holes project. Mariabronne and his 24 Bloodstone
Riders in Darmshall report directly to the prince. Sub-detachments in Hillsafar Hall, Palishchuk and Ironspur
report instead to the local nobles there.

Burgomaster Teegis has no troops at his disposal, but he is in charge of the town watch, 100 strong. On the
other hand, Prince Darren’s soldiers have no authority or police powers within the town, although Teegis can
request their services in times of emergency.

Because of its natural and manmade fortifications, Darmshall is a secure haven in an otherwise still dangerous
land. The fortifications protect the agricultural valley, allowing the town to raise crops and graze cattle even in
times of siege. The town proper is enclosed by a 50-foot/15 m high stone wall two yards/meters thick with but a
single gate. Its watchtowers are always manned.

Beneath the town, huge storerooms of food and supplies fill a secret tunnel complex, stockpiled for times of
need. The tunnel to Hillsafar Hall also is open, making the exchange of necessities between the two
settlements possible in times of emergency, as was the case during Zhengyi’s reign.

Most of the land immediately surrounding the town is in crops (see the map Darmshall Area). The outer lands
graze beef cattle to the northwest and horses in a small part of the northeast, both of them sunny stretches
where lush grasses grow. The outer lands to the south are in the shadow of the mountains part of the day and
yield only scrubby vegetation which still is suitable for grazing sheep and lamb.

The town itself, seen from the mountains above, is a strange mix of wooden shingle and slate roofs. Slate was
used exclusively until the years after Zhengyi’s fall, when the Darmshall Woodworks Cooperative was founded
and built. Since then, most who build choose the less expansive wooden shingles from the woodworks.

Darmshall is to a certain extent a seasonal town. But its permanent population also has grown since Zhengyi’s
fall. The civilian population has grown from 600 in the Year of the Serpent (1359 DR) to 1,100 today, and the
town also has a military population of 1,100.

The population swells by an additional 700 or so in the summer months, from Kythorn through Eleasias, during
the short but hectic trade season. In Mirtul und Eleasias, activity winds up and down, while most Darmshaller
who aren’t on military duty move within the walls and stay snuggled in town through the cold months, from
Marpenoth through Tarsakh.

Because of the summer influx, there is a critical shortage of temporary housing from Kythorn through Eleasias.
Most visitors have to stay in tents outside of the inner wall during these months. This situation is not likely to
change; a three-month visitor season is not sufficient to warrant construction of new inns.

Wagons and riders can pass over the mountains into Darmshall from early Kythorn until the end of Eleasias.
The rest of the year, high snow usually closes the mountain trail. The stretch between Southgate and
Darmshall can be used from mid-Mirtul to the end of Eleasias. Sleds can use this stretch most of the year, due
to the low degree of winter precipitation in this area. Only larger, well-armed groups can survive this trail, which
is subject to bandit and monster attacks.

Darmshall has several sources of income:


Bloodstone Book 3 - Page 93

• The traditional foundation of business in Darmshall is mining and prospecting. However, ever fewer
prospectors go into the mountains alone in the warm months to search for minerals, valuable metals and
the like. The danger of monster attacks has diminished since Zhengyi’s time, but bandits and claim
jumpers plague prospectors who are unable to defend themselves. As a result, most prospectors work
for mining companies or have formed their own cooperatives, which hire mercenaries to protect them.
Gold, silver and gems are the main items prospectors seek.

• In the summer months, Darmshall is an important station on the caravan route from Bloodstone Pass into
the Moonsea area over Gramble’s Climb. Seasonal businesses can earn considerable money providing
services to caravans.

• The mercenary business itself is rather sizeable in Darmshall. Warriors and magic users are sought
regularly to guard caravans and prospector cooperatives.

• North of the town proper between the two walls the Heliogabalus Cooperative runs a large
slaughterhouse, tannery and leather factory. This sizeable operation slaughters the cattle, lamb and
sheep raised in the Darmshall area. The meat is sent into town for further processing. The plant also
produces all varieties of leather goods that are sold throughout the Bloodstone Kingdom and, in the case
of leather wares, exported elsewhere (see the map Darmshall Area). The Heliogabalus Cooperative,
which is heavily influenced by the Iron Throne, has a complete monopoly on Darmshall’s beef and leather
trade. The complex employs 100 residents of the town, who travel to and from work in large company
coaches in the warm months and coach sleds in winter. The town council required the plant to be
constructed north of town to keep tannery fumes out of Darmshall.

• Just northwest of the town gate one finds Darmshall’s two other larger industries: A grain, vegetable oil
and feed mill and the Darmshall Woodworks Cooperative. Both serve primarily the Darmshall area and
Hillsafar Hall. In summer, the lumberjacks of the woodworks cooperative fell timber in the foothills of the
Galenas beyond the outer wall. The cooperative’s artisans produce construction lumber in their sawmill
and build furniture and other wooden products in their expansive carpentry shops.

• A number of artisans work in Darmshall, however most concentrate upon serving local needs and
maintaining a solid local customer base rather than focusing upon customers who are in town only during
the three summer months.

• A seasonal service industry has developed in town, but it’s a risky business with annual failures. Those
who venture into this field either need to earn so much from Kythorn through Eleasias that they can
survive yearlong on their profits, or they need another source of income from Eleint through Mirtul.

• Support services for the 1,100 soldiers in Prince Darren’s garrisoned brigade are a business branch of
their own.

• Some of the women work at home at their looms in the winter months, making goods of the wool shorn
from local sheep. The women sell their woolen wares to the Heliogabalus Cooperative. Their work then
is distributed to outlets of the Damaran Merchants League for sale in Damara and for export.

• Horse ranchers outside of town do a brisk summer business sealing horses.

Before Zhengyi’s time, prospecting was a dangerous business in Vaasa. Those who sought gold, silver, gems
or other precious natural resources were in constant danger from monsters, and when a prospector found
riches, he often was slain by bandits who jumped the claim to mine the stolen riches he had found.

Price Darren is a strong advocate of promoting prospecting and mining in the East Galenas. He believes that
the mountains are rich in precious metals and gems and that Vaasa will become a rich princedom if its
prospectors are free to seek the mountains’ rich lodes and mine them in peace.
Bloodstone Book 3 - Page 94
To promote this end, the prince had instituted a mine claiming system in Vaasa similar to that used in the U.S.A.
in the days of its Wild West. The East Galenas are open to prospecting by all, but prospectors must register
first with an assaying office, which gives them a unique mark. When prospectors find a site with ore or another
valuable lode, they must mark the site they wish to claim with stakes and then place their own mark upon the
stakes. After that, they register the staked site with the assaying office, giving them the sole rights to mine it.

The prince’s system was intended to make claim jumping difficult, but it hasn’t worked quite as well as had been
hoped. Claim-jumping bandits outside of Darmshall began slaying those who remained behind to guard newly-
staked claims while other members of the prospecting group traveled to Darmshall to register the claim, bringing
along the required ore or mineral samples.

The claim jumpers then would move the stakes to worthless land and restake the claim with a mark assigned to
their own accomplices in town, who then would register the claim in their own name and sell it. It always has
been difficult to prove that such claims have been jumped, because there are no precise maps of Vaasa upon
which the exact location of a claim can be designated. The locations of claim stakes are the only means for
precisely defining a claim.

In the Year of the Tankard (1370 DR), a merchant from the Moonsea area named Lender Teeling came with
several associates to Darmshall and formed a mining group that registered in the assay office and was issued
its own mark.

Teeling and his followers did not, however, do any prospecting personally but rather bought the winnings of
jumped claims from the bandits. As a result, the Bloodstone Riders began looking closely at Teeling’s activities
a year later. However, before they had gained sufficient evidence to deal with him, Teeling and all of his
followers died when their house burned to the ground.

There are many things in this matter of which the authorities remain unaware. Teeling was a disguised priest of
Cyric from Mulmaster who was saving his profits from the stolen mining claims to eventually finance the spread
of Cyric’s faith within the Bloodstone Kingdom.

Xvimist High Tyrannar Fzoul Chembryl in Zhentil Keep learned the truth of this operation, but instead of sending
his assassin monks in Darmshall to slay Teeling and his followers, he decided to kill several birds with one
stone and have Teeling assassinated at a profit.

A Zhentarim agent within the Iron Throne, following Chembryl’s instructions, brought up the point that Teeling’s
mining holdings had become quite valuable. He also pointed out that Teeling had no heirs in Vaasa, therefore,
if he were slain, his holdings would fall back to the Princedom of Vaasa, which would auction them.

In this manner, the agent said, the Throne-influenced Heliogabalus Cooperative could acquire Teeling’s mines
at a relatively low price, because no one else in Darmshall could afford to outbid the Throne. The idea went
through the Throne's chain of command, and, in the end, Nebber Tendel, covert Throne operative and head of
the Darmshall office of the Heliogabalus Cooperative, a subsidiary of the Damaran Merchants League,
contracted with the covert head of the Xvimist assassin Monks in Darmshall, Niela Dilby, to have Teeling and
his followers slain.

The murders were conducted in a manner that left no suspicion of foul play. It appeared that Teeling’s people
had left a lantern burning through the night in their house and that the lantern had caused he fire. The latter
point is correct, but the assassins had killed Teeling and his followers with poisoned food before starting the fire.

Tendel was not aware that he had hired the Zhentarim to assassinate Teeling for him, but in doing so, he
managed to pay Fzoul Chembryl’s followers a substantial sum to eliminate their own archenemy. Be that as it
may, the Heliogabalus Cooperative did succeed in buying Teeling’s holdings at a low price, and it now pays the
bandit prospectors who originally jumped the claims to manage the mining of these holdings. However, Tendel
is not interested in getting into trouble and is not sponsoring any other claim jumping operations at the moment.
Bloodstone Book 3 - Page 95
The bandits who still prey on miners and prospectors have fallen on hard times, although they do still strike it
rich occasionally when they come upon an unguarded or underguarded mining camp. But most prospectors
and miners in the Darmshall area have learned their lesson and have joined cooperatives which have the
firepower to guard their operations.

In addition to Niela Dilby and her other covert assassin monks, the Zhentarim also have a branch office of
Moonsea Assurance operating in Darmshall. Caravans that have missed earlier chances and are heading for
the Moonsea over Garumn’s Climb or Gramble’s Climb still can buy protection in Darmshall.

Adventure Hooks in Darmshall

• Mercenary Work. If your PCs are looking for work and money, they always can hire out as guards for
mining cooperatives and caravans, or they can sign on as mercenaries working with soldiers on the
scouring of the Black Holes.

• Claim Jumpers: Prince Darren and Mariabronne along with his Bloodstone Riders still are interested in
getting behind the deaths of Teeling and his followers. They were certain all of Teeling’s holdings were
taken through claim jumping, and they suspect that Teeling and his men were murdered. They find it
highly interesting that the supposedly respectable Heliogabalus Cooperative jumped in quickly and
bought Teeling’s interests, but they have no proof of anything. If a PC group were to come into contact
with Mariabronne, and he were to be impressed by their abilities, he might suggest to Prince Darren that
he hire the adventurers to snoop into the matter. If the PCs are successful, they could cause the
Damaran Merchants League to come under suspicion throughout the Bloodstone Kingdom, and they also
might begin to make clearer the links between the organization and the Iron Throne. There may be
papers in Tendel’s office which implicate other Throne agents within the merchant’s league.

• Assassins. Continuing with the last thread, the PCs might find clues that lead them back to Mother
Niela’s Boarding House. If they succeed in searching the house, they will find Xvimist assassin weapons
and the secret shrine to Xvim within the house. In a non-Northern-Journey-campaign, such a move might
set other Zhentarim Xvimist assassins on the PCs’ trail. In Northern Journey adventure campaigns, this
might be less likely, because Fzoul Chembryl still may believe that the PCs’ sigylls are drawing them to
the destruction of Tiamatists, which also would serve Xvimist goals.

• Drow. Your PCs might have reasons to go through the long tunnel connecting Darmshall with Hillsafar
Hall. If so, they might be the first to detect the magically hidden drow breach that opens onto a tunnel
which connects to the black elven city in the Underdark below.

• Competition. Your PCs could come upon the idea that with a modest investment, they could offer local
merchants lower prices for caravan services than those they now pay to Nebber Tendel of the
Heliogabalus Cooperative. If they do so, Tendel will hire Niela Dilby’s Xvimist assassin monks to liquidate
the PCs.

The Map of Darmshall


1 - Compound of the Bloodstone Riders. This is the headquarters of the Vaasan Bloodstone Riders, where
Mariabronne is personally stationed. There are 24 Bloodstone Riders stationed in Darmshall, although usually
only about a third of them will be in town at any given time. The Darmshall detachment is responsible for
manning the stations in Mistover and High Song and patrolling Gramble’s Climb west of Darmshall. It also
handles special assignments from Prince Darren.

2 - Bloodstone Riders Horse Stalls.

3 - Bloodstone Army Brigade Stalls.


Bloodstone Book 3 - Page 96
4 - Bloodstone Army Brigade Headquarters. This is the operating center of Prince Darren’s Vaasan Princely
Brigade. The commander is Brigadier Kardlnyr (human male, AL: LG, Paladin 16 of Ilmater), who also is the
high commander of the Vaasan regiments in Hillsafar Hall, Palishchuk and Ironspur. Kardlnyr reports directly to
Prince Darren. This also is the heaquarters of the brigade's 1st Regiment, commanded by Colonel Kili (dwarf
male, age 224, AL:LG, Fighter 5).

5 - Garrison Barracks of the 1st and 2nd Battalions of the 1st Regiment (west and east respectively) of the
Vaasan Brigade. Each Battalion includes 500 soldiers. (The 3rd Battalion is stationed in Gatehold.) Brigadier
Kardlnyr and Colonel Kili have their quarters in Darmshall Castle. The officers of the two battalions have their
quarters in the buildings in the courtyard of barracks complexes.

6 - Training Grounds of the Vaasan Brigade.

7 - Darmshall Castle. For years, this building served as city hall for the former lord burgomasters of Darmshall.
It now is the seat of government for all of Vaasa, under the rule of Prince Darren Thunderclap.

8 - Vaasan Government Center. The rebuilt castle stalls now are the administrative center for Prince Darren’s
Vaasan government.

9 - Stalls of City Hall and the Town Watch. These were the stalls of the Darmshall Militia, in the days before
the Princedom of Vaasa was founded and incorporated into the Bloodstone Kingdom.

10 - City Hall. Burgomaster Wendell Teegis governs the city from here. This building served as the
headquarters and barracks of the Darmshall Militia in the days before the Princedom of Vaasa was founded and
incorporated into the Bloodstone Kingdom. The eastern wing today serves as the headquarters of the town
watch and the town court. The jail still is in the dungeon beneath Darmshall Castle.

11 - Town Granaries. These surface buildings store food supplies that are best kept above ground. They also
provide entrance to the secret network of underground supply tunnels that kept Darmshall fed during Zhengyi’s
siege and the tunnel that connects Darmshall with Hillsafar Hall.

12 - Black Hole Inn. Despite its ominous name, this is Darmshall’s best inn, run by a Damaran innkeeper and
cook named Nerbil Thousandfair, halfling male, AL: N, Expert 7. House specialties are from local beef, mutton
and lamb. Meals run from 5 to 9 silver shiners. Thousandfair usually has some imported wine and whisky, but
its quality and prices vary constantly. Like every other inn- or tavernkeeper in Darmshall, he sells his own
house brew, a dark, top-fermented ale, at 3 copper bites per quart/liter tankard. All beer and ale in Darmshall is
brewed in the community brewery. The Black Hole is entiteled to brew on the first, fourth and seventh days of
every ride or tenday. His brewmaster is his brother, Worbig Thousandfair, halfling male, AL: NG, Expert 5. The
Black Hole has 16 comfortable singles at one gold taler and 10 doubles at 9 silver shiners per person. From
Kythorn through Eleasias, the house is completely booked in advance. During this time, meals are available on
a reservations-only base with house guests having priority. Before Zhengyi’s fall, this was Darmshall’s only inn.
It was known as the Citadel Inn until Thousandfair bought it. Locals often still call it the Citadel.

13 - Giriagh mac Nurg, Smith. Mac Nurg, dwarf male, AL: LN, Expert 12, Fighter 5, left his clan in Earthfast
City above Impiltur in the Year of the Turret (1360 DR) after a religious squabble and came to Darmshall where
he established his own smithy. Mac Nurg is a grumbler who refuses to bargain over anything. The first price he
names is the one with which he sticks. He personally is a master armor maker. In his employ are his cousins,
Nifing mac Nurg, dwarf male, AL: LN, Expert 10, Fighter 3, a master weaponsmith, and Dolfya mac Nurg, dwarf
female, AL: LN, Expert 9, Fighter 4, a master blacksmith. The mac Nurg operation is the only smithy left in
Darmshall, but it takes care of all of the town’s needs. Mac Nurg employs three journeyman armor makers, a
journeyman weaponsmith, two journeyman blacksmiths, six apprentices, six miners who work a small coal mine
in the Galenas south of town, to provide fuel for the forge fires, and six guards who protect the mine. All of
these employees are human males of various alignments. Mac Nurg’s prices compared to those in the PHB are
20% above for weapons and armor and 15% above for blacksmith work. The higher prices are caused by the
higher costs of having to mine his own coal.
Bloodstone Book 3 - Page 97
14 - Tavis McTuring, Wainwright (human male, AL: NG, Expert 4). McTuring, his three journeymen and his
four apprentices build all of the wagons and sleds sold in Darmshall.

15 - Darmshall Assaying. This facility assays metals, gems and ores brought in by prospectors, registers
claims and issues claim marks. This is a service of Prince Darren’s government that is rendered without fee to
encourage more mining. The chief assayer is Paddy Tigham (human male, AL; LG, Aristocrat 1, Expert 8).

16 - Pindala’s Provisions. This three-story building offers most of the products listed in the D&D Players
Handbook at varying prices. Locally produced goods usually run about 10% below PHB prices. Damaran
goods run at about the same level as in the PHB. Goods imported from the Moonsea average 5% above the
PHB. Those imported from elsewhere are about 10% higher than in the PHB. The owner is Pindala McGairgh,
human female, AL: N, Rogue 1, Expert 2. She has a sales staff of six, with four of them on duty at any given
time.

17 - Moonsea Assurance. This is the local branch office of the Zhentarim protection racket. It’s a one-man
operation run by insurance agent Gardor Wrugg, human male, AL: NE, Rogue 8. A policy for insurance
protection from Darmshall to the Moonsea side of the West Galenas costs 5% of the value of the merchandise
being transported.

18 - Heliogabalus Cooperative. The local head of this subsidiary of the Damaran Merchants League is Iron
Throne agent Nebber Tendel, human male, AL: LN(E), Rogue 4, Expert 1. Tendel wears a magical talisman
that shows his lawful evil alignment as lawful neutral. He organizes the caravans that export goods from the
Darmshall area and import other goods into it. Tendel also is a longtime worshipper of Waukeen. If the
goddess still is missing in your campaign, Tendel will insist to anyone who listens that she still survives and will
return one day. When that day comes, Tendel says, he will build a temple to her in Darmshall. If Waukeen
already has returned in your campaign, Tendel will be actively trying to raise funds for his temple project.
Tendel often hires guards and teamsters for the cooperative’s caravans. Under orders from Heliogabalus, he
buys insurance from Moonsea Assurance for all of his caravans that cross the West Galenas. In fact, he is
Gardor Wrugg’s only important customer. Tendel’s goal, at which he usually succeeds, is to monopolize all
caravan traffic into and out of Darmshall. Tendel will hire Niela Dilby’s Xvimist assassin monks to liquidate any
potential competition. He continues to be unaware of their religious affiliation or their being a Zhentarim
operation.

19 - Heliogabalus Cooperative Stall. The draught horses used by the cooperative’s caravans are housed
here. Caravan wagons not in use are kept in the yards around the stall.

20 - Pride of Vaasa Inn. The Pride was built in the Year of the Banner (1368 DR) by Merdie Callahan, human
female, AL: NG, Expert 5. Callahan gives Nerbil Thousandfair of the Black Hole a good run for his money, but
most customers in Darmshall consider the halfling to be a somewhat better cook. However, few customers ever
leave Callahan’s guest room disappointed with the fare they’ve eaten. Her specialties also are from local beef,
mutton and lamb. Meals run from 4 to 9 silver shiners. Callahan sells only her own house brew, a dark, top-
fermented stout ale, at 4 copper bites per quart/liter tankard. Her husband, Aengus Callahan, a former ranger
of the Twilight Riders from Damaran Goliad, human male, AL: NG, Ranger 8, Expert 2, is her brewmaster. The
Pride is entiteled to brew on the second, eighth and 10th days of every ride or tenday. The inn has 20
comfortable singles at 8 silver shiners and 12 doubles at 7 silver shiners per person. From Kythorn through
Eleasias, the house is completely booked in advance. During this time, meals are available on a reservations
only base with house guests having priority.

21 - Zhengyi’s Grave Tavern. A retired Damaran soldier named Seamus Dart, human male, AL: NG, Fighter
8, Expert 4, runs Darmshall’s favorite night spot, a loud and happy place where traveling bards who can meet
the demands of Dart’s critical taste sing for their room and board and the many coins they receive from patrons.
Dart brews a rich, bottom-fermented lager beer that he sells for 3 copper bites a quart/liter tankard. He is
entitled to brew in the community brewery on the third and sixth days of every ride. He also has a wide variety
of cold and warm dishes made from beef, lamb and mutton running from 2 silver shiners to a gold taler. Dart
does not call Zhengyi’s Grave an inn, but it does have six single guest rooms.
Bloodstone Book 3 - Page 98
Two always are reserved for wandering bards from mid-Mirtul until mid-Eleint and one the rest of the year. In
the summer season, Dart’s friends among travelers get to rent the remaining rooms. They simply aren’t offered
publicly. In the winter, one or more of the rooms may be empty. If so, and if asked by a reputable looking
stranger, Dart may offer them at 5 silver shiners each. However, he does not advertise the rooms and makes
no attempt to offer them on his own. Anyone wishing to eat or drink in the Grave during the summer season
needs to arrive early. Bouncers bar new customers once the house is full.

22 - Darmshall Meats. This operation is managed by Deaver Hogan, human male, AL: N, Expert 4, who runs it
for the Damaran Merchants League. The league purchased the plant in the Year of the Helm (1362 DR) and
expanded it in the years that followed. All cattle, sheep and lamb from the Darmshall area that are slaughtered
in the combination slaughterhouse, tannery and leather works north of town are butchered here. The plant has
a retail butcher shop that sells fresh beef, lamb and mutton to locals and to the two inns. Other meat is made
into sausage, most of which also is sold within the Barony of Sunderland, although some smoked sausage
specialties are exported into Damara, the Moonsea region and beyond. Hogan employs three master butchers,
seven journeymen, 12 apprentices and 28 laborers.

23 - Mother Niela’s Boarding House. Adventurers and mercenaries who come to Darmshall seldom room in
the inns. Rather, they arrange for long-term accommodations in one of the town’s many boarding houses. To
most locals, Mother Niela’s appears to be just another such boarding house. In truth, it’s the home of a band of
Zhentarim Xvimist assassin monks who word for hire. The leader is Niela Dilby, human female, age 26, AL:LE,
Xvimist Assassin Monk, lvl 10. Working for her are five other monks - ostensibly her roomers - all human male
and female, AL:LE, Xvimist Assassin Monks, lvls 6, 6, 7, 7 and 9. A shrine to Xvim can be found in the cellar.
A search of the house also will turn up two Xvimist Maces of the Green Eyes (for details see the Northern
Journey Campaign Guide) and large collection of poisons as well as various magical potions.

24 - Torm’s Flood Mill. The communal mill is owned by the town government and managed for it by master
miller Horace Grogan, human male, AL: NG, Expert 5. All of the grain and oil seed crops produced in the
Darmshall area are milled here or stamped for vegetable oil. The mill produces flours, feed, processed edible
grains such as oatmeal and various vegetable oils. None of its products are sold outside of the Barony of
Sunderland. Grogan employs two journeyman millers and four apprentices, all human male of various
alignments.

25 - Darmshall Woodworks Cooperative. The cooperative is owned by an association of lumberjacks,


sawyers and carpenters in the Darmshall area. It is managed by a Damaran merchant named Ewing Pickard,
human male, AL:N, Expert 6, who is a covert agent of the Iron Throne. The plant saws timber brought to it on
wagons, produces lumber and makes a wide variety of wooden wares. Many of the people who work in the
plant are artisans who are members of the coop and therefore co-owners. There are two master sawyers and
eight master carpenters in the operation, with another 35 journeymen and apprentices. Many of the
lumberjacks in the timber camps outside of town also are coop members. Pickard receives a salary. The coop
members receive an equal share of the profits for each share of the coop that they hold.

26 - Mill Pond.

27 - Darm’s Flood Creek, also sometimes called by its original name, Tormsflód, or the translated variation,
Torm’s Flood.

28 - Community Brewhouse. The relatively large brewery is owned by the town government. It is managed
for the town by the merchant Sean Tennant, human male, AL: NG, Expert 2. Tennant has no employees. Use
of the brewery is rotated among the two inns and taverns, which use it to brew according to their own recipes.
The taverns and inn are responsible for cleaning at the end of their brew days. Maintenance is Tennant’s
responsibility. When work needs to be done, he contracts local artisans to do it. The inns and taverns pay fees,
based upon the number of gallons/liters of beer or ale that they brew. These pay the common costs of running
and maintaining the brewery.

29 - Darmshall Gate. The only entrance to the town consists of wall, four gates and eight watchtowers manned
at all times by 24 well-armed warriors from the prince’s brigade and four members of the town watch.

30 - Cemetery.
Bloodstone Book 3 - Page 99
31 - Tormshús. The centuries-old and long abandoned temple to Torm, built by Romas Thunderclap, is being
restored with private financing from his descendant, Vaasan Prince Darren Thunderclap. However, a part of the
temple still is in a state of ruin. Recently, the temple started being manned again by Holy Champion Jenny
O’Faffell, human female, AL:LG, Cleric of Torm 1.

32 - House of the Burdensome Boulder. Temple to Ilmater. The leading priest is Painbearer Tavish Doogan,
human male, AL:LG, Cleric of Ilmater 10. The temple also has two other priests, lvls 7 and 2.

33 - Nestor’s Nest Tavern. A retired Darmshall farmer named Nestor Shannon, human male, AL: NG,
Commoner 3, runs Darmshall’s quiet night spot, where locals meet in the off season, when the house isn’t filled
with the so-called summer people. He brews a golden-orange, top-fermented, heather ale which uses heather
from the Mistover area as gruit. He is entitled to brew in the community brewery on the fifth and ninth days of
every ride. He also has a wide variety of cold and warm dishes made from beef, lamb and mutton running from
2 silver shiners to a gold taler. Bouncers bar new customers once the house is full.
Bloodstone Book 3 - Page 100
Bloodstone Book 3 - Page 101

Darmshall
Bloodstone Book 3 - Page 102

Darmshall with 100ft/30m grid


Bloodstone Book 3 - Page 103

Hillsafar Hall
Large town, Conventional, AL: L-NG, 40,000 gp* limit. Assets: 4,200,000 gp*. Permanent population:
2,100; 97% dwarven, 3% human; Average warm season population: 1,400 (700 soldiers and artisans
temporarily at other locations). Average cold season population: 1,700 (400 soldiers at Southgate).
Authority figures: Garumbelly Hillsafar, dwarf male, AL:LG, Baron of Sunderland and thane of the clan,
Fighter 17; Bóri, dwarf male, AL:LG, baronial chancellor, Fighter 13; Bífla, AL:LG, Commander of the
Sunderland Regiment of the Bloodstone Army, Fighter 18; Gúrfi, dwarf male, AL:NG, commander of the
Bloodstone Riders detachment, Ranger 11; Others: Hroin, dwarf male, AL:LG, High Priest of Moradin,
Cleric 22; Fidh, dwarf male, AL:LG, Runecutter 20. Taxation type: Benevolent.
* Far above average, due to the wealth of the Hillsafar Clan

In certain respects, the relationship of Hillsafar Hall to the rest of the Bloodstone Kingdom might best be
described as ambivalent. Clan Hillsafar has been in what men now call the Galenas for some 10,000 years,
being survivors of the ancient dwarven Sarphil Empire who came from what now is the Hillsfar area of the
Moonsea region. During the 10 millennia that followed, the dwarves have watched more than one rise and fall
of men, while the Hillsafar Clan survived these ages.

When the Sarphilan Clan reached its eventual home, it settled in the lower levels of the range then known as
the Dragonspikes, just above the southwestern coast of the great Cold Ocean that no longer exists. The
dwarves' nearest neighbors were the elves of Cormanthor to the west, the Mal T'unan elves of Auldgloam (now
Rawlinswood) to the east and the hidden human Pescheour Kingdom to the northwest.

After the clan had spent more than two millennia in the Dragonspikes halls, refugee rebel Imaskari wizards from
the Raurin Empire came into the region, occupying the woodland peninsula and the two forested islands on the
Cold Ocean as well its wooded northeast shore, southeast of the Novularond Mountains (now within the Great
Glacier).

The dwarves watched as the refugee Imaskari nation of Nove Rise was proclaimed and grew, but they kept
themselves hidden from the magically powerful men from the Southeast. They were grateful for their decision to
remain concealed, when the Imaskari wizards of the Raurin Empire brought about the destruction of Nove Rise,
ending the first attempt of humans to settle in the region. Clan Hillsafar remained oblivious to the later fall of the
Raurin Empire in the distant southeast.

The clan lived again through another 2,000 years of blissful isolation, before Ulutiu entered his great sleep and
brought about the icy congealing of the Cold Ocean and parts of its surroundings into Pelvuria, the Great
Glacier.

In the years that followed, scouts of the clan brought tales to the halls of the human nations of Narfell and
Raumathar that had formed beyond the glacier to the east of their mountains, and then came the scouts' further
reports of the mutual destruction of Narfell and Raumathar, leaving only the fledgling human nation of Impiltur
south of the Dragonspikes and far to the south of the clan halls.

The dwarves remained isolated, troubled only by the native giants, ogres, orcs and goblins of the mountains,
until nearly 400 years ago, when the melting of Pelvuria's southwestern tip bared what now are the swamps of
Vaasa and the plains of Damara, drawing men back to the dwarves' doorstep.

The humans found little use for Vaasa, but the Kingdom of Damara arose in the south, and Clan Hillsafar found
it profitable to begin trading with the Damaran kings' subjects. However, Damara had existed only a little more
than the average dwarf's lifespan, when the Red Wizard lich Zhengyi came to Vaasa and magically raised his
Castle Perilous from the swamps. Only a decade or so later, the witch king had destroyed the young Damaran
kingdom and was threatening Clan Hillsafar as well.

Zhengyi did not succeed in conquering Hillsafar Hall, but the clan reluctantly acknowledges that it would have
fallen eventually, had the humans of Damara not waged their successful war against the Witch King. As a
result, the clan has great hope but little faith that the new Bloodstone Kingdom will endure.
Bloodstone Book 3 - Page 104
As is the case with most dwarven domains, the population of Hillsafar Hall dwindles gradually. Baron
Garumbelly knows that final last chapter of his clan's long Sarphilan history will be written if another foe like
Zhengyi comes to the region and if his clansmen must stand along against this foe. The draconians and
vampire dragons atop Suncatcher and in the ruins of Castle Perilous probably are the enemy that will seal the
clan's fate, should they succeed. For this reason, Clan Hillsafar strongly supports King Gareth and actively
participates in the kingdom's defense.

That notwithstanding, the clan remembers the dismal and unsuccessful history of humans in its area. The
dwarves have little hope that the Bloodstone Kingdom will endure, but it is their only hope. However, the clan is
determined to survive as long as possible, even if King Gareth and his monarchy were to fall. For this reason,
Clan Hillsafar keeps its halls closed to most outsiders and its layout secret, making some exceptions for its allies
in Darmshall.

Hillsafar Hall mines gold, iron ore and precious gems. It sells raw gold and gemstones as well as fashioned
works with these materials that are made by the clan's artisans. The clan also sells a wide variety of iron
weapons, tools and wares and iron bars that are purchased by human blacksmiths in the lowlands. In addition,
the clan accepts contracts for the custom production of weapons, tools and other metal wares.

Another profitable product of Hillsafar Hall comes from the great distillery on the 4th underground level, where
clan specialists still use ancient Sarphilan recipes to make dwarven spirits of the highest quality. In addition to
the products made in the halls, the clan also earns considerable money on commissioned construction projects
elsewhere in the Bloodstone Kingdom. In the warm season, there usually is an average of about 300 clan
members working on such projects at other places.

The mines, smithies, forges and great foundry all are in the depths of Hillsafar Hall, below the levels to which
even the allies of Darmshall usually are admitted. The details of these areas are outside the framework of this
accessory. Those game masters who want to bring their campaign into the deeper subterranean levels can do
so rather easily by adapting dungeon plans from another gaming accessory or module.

Another alternative is to use and adapt some of the generic D&D Map of the Week dungeon plans that Wizards
of the Coast offers for free downloading from its website. Dungeons from this source that we find particularly
useful as Bloodstone Kingdom dwarven complexes are:

Wedge Mountain dungeon:


http://www.wizards.com/default.asp?x=dnd/mwa/archive2004

The Winding Passage and Dwarven Dungeon or Fortress Dungeon:


http://www.wizards.com/default.asp?x=dnd/mwa/archive2003

Dungeon 1: The Hillside Dungeon


Dungeon 2: The Old Mines
http://www.wizards.com/dnd/article.asp?x=dnd/mw/mw20021226x2002

5-Part December 2000 Dungeon Series:


http://www.wizards.com/dnd/article.asp?x=dnd/mw/mw20020725x2000

This list was made in the summer of 2004. It well may be that newer and even more useful dungeon plans have
been added to the Map of the Week downloads since that time. Users of Campaign Cartographer 2™ Pro by
ProFantasy Ltd. in London also can choose from a wide selection of maps and dungeon plans available for free
downloading from the ProFantasy website. Use the following address:

http://www.profantasy.com/library/default.asp

And then pick Maps under the option File Type. In Summer 2004, there were more than 550 maps available in
this catalog.
Bloodstone Book 3 - Page 105
The upper level of Hillsafar Hall is open to anyone who has legitimate business there. Merchants and traders
who come to negotiate the quantity purchase of dwarven materials or goods conduct their discussions in
conference rooms of the hall's upper level.

One of the great secrets hidden by the clan's thane, Baron Garumbelly, dwarf male, age 242, AL:LG, Fighter 17,
nearly led to the destruction of the upper level in the Year of the Sword (1365 DR). In the very depths of
Hillsafar Hall dwells the great runestainer Fidh, dwarf male, age 3,214, AL:LG, Runecutter 20. For reasons no
one in Hillsafar Hall can explain, Fidh retained his command over dwarven runic magic after it was lost to most
other clanholds following Ao's ban in the wake of the disastrous Battle of Horindon Lhar in -1591 DR.

The runestainer was unable to teach his art to other successors, but he was able to make and cut staves that
have extended his own life over that of eight dwarven generations. Fidh’s talent as a runecutter is great, and he
also is one of few of the stout folk ever to have mastered the art of sending runes well.

Fidh had used runes of scrying to learn the names and identities of several of the dragons lairing in Zhengyi’s
ruins. He was surprised to find that the dragons had human type names rather than those traditional for
dragons. Fidh and Baron Garumbelly decided that Fidh should send a rune of summoning to an adult blue
dragon in the ruins named Tornus Blitsen, with the intention of forcing him to come to Hillsafar Hall, where a
second rune was to have compelled him to tell all he knew of what was happening in the ruins and why.

The conspiracy doubtless would have succeeded, had Fidh’s runes been directed to a genuine living dragon.
However, neither he nor Baron Garumbelly knew that the occupants of Zhengyi’s ruins were vampire dragons
rather than living dragons. Thus, they were unaware that the rune Fidh was sending would be largely
ineffective.

Tornus Blitsen did indeed receive Fidh’s rune, but the magic was unable to force the vampire dragon to obey
the summons. Tornus Blitsen, however, understood the rune's intended effect well, and he was angered at the
dwarves’ audacity. Despite the orders of Sammaster and Kargmelchina, he decided to teach the sender a
lesson, and he recruited seven other vampire dragons to join him on a short flight to Hillsafar Hall.

Tornus Blitsen and his wave of seven other vampire dragons winged toward Hillsafar Hall bent upon
destruction. Baron Garumbelly and his clan were ill equipped to combat the dragon flight. Availing over little
magic that was useful against undead dragons, their effective arsenal was limited mainly to catapults, ballistae
and crossbows.

Blitsen was a particularly troublesome enemy, because he had spent much of the human side of his life as a
mage who led a band of brigands that attacked and robbed dwarven mines in the Great Rift. He knew well how
dwarven shafts and halls were constructed and what signs they left upon the surface.

While the seven other vampire dragons warred with their breath weapons against the dwarven defenders of
Hillsafar Hall, Blitsen concentrated on doing the maximum damage possible to the first underground level of the
halls, picking what he believed to be key structural points and blasting them with lightning in the hopes of
causing as many underground cave-ins as possible. He was surprisingly successful, and Baron Garumbelly
was becoming desperate, as he saw much of his hold's upper level crumbling in ruin.

Ironically, the tide was turned, Blitsen was destroyed and the other seven vampire dragons fled back to the
ruins of Castle Perilous after being attacked by a band of half-orc Bloodstone Riders from Fort Gatehold. This
marked a turning point in the clan's relationship with half-orcs.

At the time of the battle, the dwarves of Ironspur in eastern Vaasa and of the Orothiar Clan in Damara's
Bloodstone Pass had sealed friendships and alliances with the half-orcs of Baron Wingham in Vaasan
Palishchuk, but Baron Garumbelly refused to do the same. He was forced to rethink his position after being
saved by Wingham's half-orcs, and he too now is a close ally of the people of Palishchuk.

The upper level of Hillsafar Hall has been repaired and altered somewhat. In Zhengyi's time, the upper level
had become almost totally fortified, with little remaining other than deadly defensive mechanisms and traps.
Many of them still are in place today, but others have been dismantled to make room for negotiating chambers
and the like.
Bloodstone Book 3 - Page 106
The original plan for the upper level can be found in the accessory FR9 The Bloodstone Lands by R.A.
Salvatore (TSR - 1989), which is available as an ESD download.

Upon arrival in the Hillsafar Hall settlement, most travelers will find little to do or see. Few gain entry to the
upper dwarven halls, and almost none except close allies from Darmshall ever make it beyond the uppermost
level. The tunnel passage to Darmshall connects to the second and third subterranean layers, where travelers
from Darmshall are accepted.

All that most visitors see of the dwarven halls is the huge fortified wooden gate jacketed with studded iron that is
set in a decorative stone frame made by the clan's finest masons of days of yore. The uppermost level contains
the upper defenses of the dwarven halls, guard barracks, meeting rooms where outside merchants can
negotiate the purchase of dwarven wares and the baronial hall where events of state take place.

On the surface outside of the halls one finds several postwar constructions: The baronial administrative center,
barracks of the Bloodstone Riders, an inn, stables and wagon sheds, a blacksmith and a dwarven supplies and
merchandise store.

Baron Garumbelly contributes one regiment of about 1,200 dwarven soldiers to the Bloodstone Army's Princely
Brigade of Vaasa. His 2nd Regiment has its headquarters and two of its battalions stationed in Hillsafar Hall,
with a third battalion in Southgate.

The Hillsafar regiment operates a bit differently from other regiments of the Bloodstone Army. The 3rd Battalion,
which is stationed in Southgate, is made up of fulltime soldiers. The 1st and 2nd Battalions in Hillsafar Hall are
citizen soldiers, who train intensively but also continue to lead their normal civilian lives in Hillsafar Hall.

That routine will be disrupted, which in turn also will disrupt the clan's economy, when the 1st Battalion begins
preparing for its match northward in Tarsakh of the Year of Wild Magic (1372 DR). On the 27th of Tarsakh, the
1st Battalion will march to the war camp south of the ruins of Castle Perilous. Baron Garumbelly will march with
his troops to the war camp, where he will take command of the units of the Vaasan regiments engaging in the
battle. The High Cleric of Moradin, Hroin, dwarf male, age 240, AL:LG, Cleric 22, will accompany the baron.

Until the battalion returns, Hillsafar Hall will be deprived of many of its artisans, with an average warm season
population of only 1,000 and an average winter season population of 1,300. Once the war ends, those totals
will be incremented by the number of returning survivors. During the baron's absence, Hillsafar Hall and the
barony will be ruled by the head of the baronial administration, Chancellor Bóri, dwarf male, age 198, AL:LG,
Fighter 13.

Adventure Hooks in the Hillsafar Hall Settlement

• Mercenary Work. Baron Garumbelly and Chancellor Bóri hire mercenaries to eradicate swamp trolls and
to aid patrols cleaning out the Black Holes of Sunderland. Such work will be available to any PCs who
are interested.

• In the Depths. Those game masters who wish to expand upon Hillsafar Hall with additional external
dungeon material for the lower levels (see the recommendations above) have a wide number of
possibilities. Perhaps the dwarves make an exception and allow the PCs into the depths to fulfill an
assignment, possibly seeking information on the drow city below. Or it may be that the PCs for whatever
reason infiltrate the depths without the dwarves' knowledge or position, in which case they may find
themselves at the mercy of both the clan and its enemies.

Map of the Hillsafar Hall Settlement


A - Mendel's Livestock. Horse trader Garth Mendel, human male, AL:N, Commoner 2, a native of Damaran
Goliad, trades spent draught and riding horses for new steeds. His fee is 5% the price of a new steed as listed
in the PHB. He employs two stable boys, dwarf male, AL:LG, Warrior 1.
Bloodstone Book 3 - Page 107
B - Baronial Mansion. Despite the name, Baron Garumbelly seldom is found here. The building houses the
offices of the baronial government administration. The key figure is Chancellor Bóri, dwarf male, age 198,
AL:LG, Fighter 13.

C - Bloodstone Riders Detachment and Stable. Detachment Commander Gúrfi, ,dwarf male, age 164,
AL:NG, Ranger 11, commands the detachment's 15 Bloodstone Riders, all dwarf male and female, AL:LG and
NG, Ranger 1-6 and Fighter 1-6.

D - Hillsafar Hall Market. Almost anything manufactured in the depths of Hillsafar Hall, from dwarven spirits to
weapons, can be purchased or ordered here. The store is a cooperative effort that belongs to the clan. The
manager is Óra, dwarf female, age 155, AL:LG, Expert 2, Fighter 1. She employs five salespersons, all dwarf
male and female, AL: LG and NG, Commoner 1-2, Fighter or Warrior 1-2.

E - Old Rune Inn. The settlement's only hostelry and watering hole is registered as being in the ownership of
Martha Naping, human female, age 47, AL:N, Expert 1. Naping really is only the hired innkeeper. The real
owner is Fallen Star Holding Co., a front of the Iron Throne. The Old Rune has 22 single rooms at 7 silver
shiners a night and six doubles at 6 shiners per person double occupancy. Quality food from Darmshall is on
the menu, with meals ranging from 4 to 8 silver shiners. The inn's master malter and brewmaster Gernot Pinkly,
human male, age 52, AL:N, Expert 3, brews a house double bock, rich in barley malt and alcohol, year round.
The dark beer, with an 8% alcohol content, costs 4 copper bites per quart/liter tankard. Dwarven spirits from the
Hillsafar Hall distillery cost 3 silver shiners per shot/0.1l glass.

F - Nidhi's Forge. Master smith Nidhi, dwarf male, age 216, AL:LG, Expert 2, takes on any kind of metal work
including weapon and armor repairs, but he does warn customers seeking such services that his talents in
those areas are below masterwork level. Most of his business involves horseshoeing and providing and
mounting replacement parts for traveling caravans. Nidhi has three apprentices, all dwarf male, AL:LG,
Commoner 1, Fighter 1.

G - Hillsafar Hall - Upper Level:

• 1 - Entry Hall. Dwarven guards stand at both ends of the hall, which is decorated with artisans'
trimmings made of gold and silver. The squares marked T represent 10-foot/3m deep pit traps which are
set only when Hillsafar Hall is under attack. The inner walls have arrow slits at regular intervals.
Crossbow marksmen can be stationed inside the inner walls if the dwarves come under attack.

• 2 - Reception Hall. Historical dwarven paintings depicting ancient battle scenes decorate the walls.
Chairs are lined up in the middle for visitors waiting to meet with clan members. The corner chambers
contain ballistae that are manned only when the halls are under attack. The bolt holes in the wall are
hidden by paintings. The squares marked T represent 10-foot/3m deep pit traps which are set only when
Hillsafar Hall is under attack.

• 3 - Entry to the Ballista Chambers.

• 4 - Storage Areas for Ballista Bolts.

• 5 - Inner Hall. This passage also is decorated with historical paintings and watched by dwarven guards.
The portcullis in the middle of the room can be lowered in times of attack.

• 6 - Ballista Chambers. The bolt holes in the wall are hidden by paintings.

• 7 - Guard Command Room.

• 8 - Guard Barracks.

• 9 - Conference Rooms.

• 10 - Main Guest Hall. Baron Garumbelly entertains visitors in this hall.


Bloodstone Book 3 - Page 108

• 11 - Guards' Armory.

• 12 - Warehouse for Valuables. Gems and precious metals offered for sale but too valuable to be
displayed in the Hillsafar Hall Market (Location D) are stored here.

• 13 - Entry to the Lower Levels.


Bloodstone Book 3 - Page 109

Hillsafar Hall settlement


Bloodstone Book 3 - Page 110

Hillsafar Hall Settlement, with 10-foot/3-meter grid


Bloodstone Book 3 - Page 111

Gatehold and Moortown


Both of these towns are divided between the baronies of Palishchuk and Sunderland. Their descriptions can be
found in the section on the Barony of Palishchuk farther above.

Mistover
Unofficial hamlet based upon the design of Simon Gibbs

Hamlet, Conventional, AL: L-NG, 100 gp limit. Assets: 1,900 gp. Population: 380; 99% human, 1% other.
Authority figures: Garumbelly Hillsafar, dwarf male, AL:LG, Baron of Sunderland, Fighter 17 (in Hillsafar
Hall); Millard Wright, human male, AL:NG, Burgomaster of Mistover and Innkeeper at the Swampbait Inn,
Ranger 10; Gúrki, dwarf male, AL:LG, commander of the Bloodstone Riders detachment, Fighter 10.
Others: Kendall Harrington, human male, AL:NG, owner of Midswamp Livestock and Harper agent,
Ranger 12; Milton Biggs, human male, AL:NE, manager of the Mistover General Store and Iron Throne
agent; Rogue 4. Taxation type: Benevolent.

In the Year of the Shield (1367 DR), a few courageous (some say reckless) former members of the Bloodstone
Army decided to take up farming and cattle breeding along a high stretch of Gramble's Climb 35 miles/55 km
west of Darmshall. The arable but fallow land, a strip some 5 miles/8 km long and 3 miles/5 km wide, stood a
good 20 feet/6m above swamp water level, although it offered no security from trolls. A swamp drainage that
locals call Swamp Snake Creek flows through the middle of the area.

One of the leaders of this development movement was retired Bloodstone Army Ranger Millard Wright, human
male, age 57, AL:NG, Ranger 10, who had expensive building materials brought to the site and paid dwarves
from Hillsafar Hall to construct his Swampbait Inn. With the increasing amount of traffic crossing Gramble's
Climb, and with the combat abilities of the others who had settled the area to help battle trolls, Wright thought
his investment in the inn was a good gamble.

Others who joined Wright in settling the high stretch built their farms on both sides of Swamp Snake Creek, near
the inn. They called the settlement Mistover, because it was just above the cloudy morning mists that hid the
surrounding swamps in spring and summer. The settlers' farmlands, of course, were farther outside of Mistover,
but with the farm buildings huddled together within a small area, the settlers had a greater degree of security
that compensated for the need to ride out to pastures and fields. However, the one thing that really was missing
was a good defensive wall.

Baron Garumbelly provided for that in the Year of the Banner (1368 DR). The dwarven noble considered
Mistover to be something of a badge for his commitment to the future development of the Barony of Sunderland,
but he also wanted it to have an aura of permanence. As a result, he offered to give Mistover its wall if the
settlers would build a central granary and bore wells to withstand sieges.

They did, and before the year was out, dwarven stonemasons has surrounded the central hamlet in a stone wall
20 feet/6 m high and a foot/30 cm thick, protected with two road gates, two creek gates and regular towers
roofed with red clay tiles from Bloodstone Pass. The dwarves chose tiles because they do not burn. During this
year, the baron also gave Mistover the right to establish a local government. In a public meeting, Innkeeper
Wright was chosen as Mistover's first burgomaster.

The wall drew Master Miller Ned Parkinson, human male, age 36, AL:NG, Expert 2, who built the Mistover Grain
and Oil Mill in the Year of the Gauntlet (1369 DR). In the same year, Prince Darren of Darmshall made another
contribution. There still were many penniless refugees from other troubled areas in the Bloodstone Kingdom.
The prince dedicated the still unsettled southeast corner of Mistover as a settlement area and provided free
Darmshall lumber for any who wished to settle and build themselves a hut there.

The prince also built two large community sheds, roofed with clay tiles from Bloodstone Valley, where refugee
settlers could keep their wagons and other small equipment they might use to work small farm parcels they
could claim outside the wall. In the last three years, more than 50 such huts have been built. All are less than
20 x 20 feet/6 x 6 m in size.
Bloodstone Book 3 - Page 112
The earlier settlers call the refugees' corner Shantytown. Those who live there work in local businesses or as
farmhands on the larger farms of earlier settlers. Most of them also have small fields outside of town where
they grow some crops, and many also have a small wagon in the community sheds.

Today, Mistover produces not only sufficient meat and crops to feed itself, but it also brings livestock, crops and
grains to Darmshall for sale elsewhere. The hamlet also offers a safe stopping point for caravans from
Darmshall in the east or a swamp camp on the trail to the west. Both groups reach Mistover weary. Those who
come from Darmshall need to ride two hours than longer before they're within Mistover's wall. Those who come
from the west have spent the previous night standing a heavy watch against trolls, if luck was on their side. If
not, they may have spent a good part of the night fighting trolls.

The success of Mistover gives Prince Darren and Baron Garumbelly hope for realizing their future dreams for
Vaasa. Their next goals are to encourage the development of new settlements halfway between Mistover and
Highsong on Gramble's Climb and halfway between Hillsafar Hall and Thornleigh on the Sunderland Trail. With
that, two of the three trade routes across Vaasa will be able to provide caravans and other travelers a relatively
safe place to spend each night on the trail.

The oldest of Vaasa's trails, Dead Man's Walk, is a more difficult matter. Three settlements are needed to
provide for safe nights, two located between Gatehold and Moortown and another between Moortown and
Swampgate, where only waytowers of the Damaran Merchants League now stand.

However, it makes little sense to encourage settlement in those areas before the threat of the ruins of Castle
Perilous is resolved. The issue of nighttime safety is nonetheless critical to Vaasa's future development.
Swamp trolls are for the most part creatures of the night. Merchants will be less reluctant to send caravans
across Vaasa and their costs will be lower if they are reasonably well assured that their riders and wagons can
be within safe walls when the trolls begin their nocturnal hunts.

Although the hamlet is walled, one hardly can rate the area around Mistover as being safe. However, it is
somewhat less dangerous than most parts of the barony because it is relatively thickly settled for a farming
area, it is heavily patrolled by the Bloodstone Riders and it has help from the Harpers. Nonetheless, it would
have no chance of withstanding a massive troll attack.

Members of the Twilight Hall branch of the Harpers reopened Gramble's Climb after the Bloodstone Wars and
developed the gateway town of Highsong to the west. Their main goal was to provide Moonsea travelers an
alternative to the then Zhentarim-dominated Dead Man's Walk. The Harpers of Highsong view all of Gramble's
Climb between Threshold in Thar and Darmshall as their sphere of influence.

As a result, some passing Harpers always are in Mistover and Southgate, and the organization doubtless also
will keep its thumb on any new settlement that might develop between Mistover and Highsong. However, the
only permanent Harper agent in Mistover is Kendall Harrington, human male, age 50, AL:NG, owner of
Midswamp Livestock, Ranger 12. His company, which sells farm livestock as well as riding horses, draught
horses and burros, is financed by the Harpers, although it is registered in Hillsafar Hall only in Harrington's
name.

The Iron Throne's presence is the seeming owner of the Mistover General Store, Milton Biggs, human male,
age 34, AL:NE, Rogue 4. The Throne front Fallen Star Holding is the true owner of the store, although it is
registered in Hillsafar Hall in Biggs' name. Biggs' duties as an agent are limited at present to passing on news
and information to other Throne agents who pass through Mistover.

Law enforcement is provided by the local detachment of the Bloodstone Riders, led by Gúrki, dwarf male, age
154, AL:LG, .Fighter 10. Gúrki commands a detachment of four fighters, all dwarf male and female, AL:LG,
Fighter 1-8, and four rangers, all human male and female, AL: various N, Ranger 1-7. One company of soldiers
from the 2nd Battalion, 2nd Regiment of the Bloodstone Army's Princely Vaasan Brigade, based in Hillsafar Hall,
usually is on troll patrol somewhere within the Mistover area.
Bloodstone Book 3 - Page 113
Like other Vaasan settlements, Mistover virtually shuts down from late Eleint until early Mirtul after snow covers
the swamplands and trails. Unlike most other Vaasan settlements, however, Mistover has visitors about twice a
month, regardless of weather, when the unofficial patrols of the Highsong Harpers come to town in their sleds.
The patrols, which travel Gramble's Climb between Mistover and Southgate, also will bring any needed supplies
that can be obtained in Highsong or in Southgate.

Adventure Hooks in Mistover

• Mercenary Work. Baron Garumbelly hires mercenaries to eradicate swamp trolls. Such work will be
available to any PCs who are interested. They need only apply by commander Gúrki in the Bloodstone
Riders' detachment.

• Caravan and Driver Work. If caravans suffer losses en route to Mistover, their leaders will be happy to
take PCs on as new guides. In autumn, when livestock is led to market in Darmshall and accompanying
wagons bring part of the hamlet's harvest to market, the PCs easily can find work as caravan guards.

Map of Mistover
The settlement of small buildings in the lower right hand corner of the map is Shantytown (described above).
Other unnumbered buildings are large farms.

1 - Randall's Anvil. Master Blacksmith Randall Tinman, human male, age 46, AL:NG, Expert 2, repairs metal
parts for caravans, shoes horses and makes a wide variety of tools, implements and other metal wares for local
use. He does no work with weapons or armor. Tinman employs a journeyman, human male, AL:N, Expert 1,
and two apprentices, human male, AL: various N, Commoner 1.

2 - Bloodstone Riders Detachment. Gúrki, dwarf male, age 154, AL:LG, .Fighter 10, commands a
detachment of four fighters, all dwarf male and female, AL:LG, Fighter 1-8, and four rangers, all human male
and female, AL: various N, Ranger 1-7.

3 - Mistover General Store. Milton Biggs, human male, age 34, AL:NE, Rogue 4, an Iron Throne agent, runs
the store, which really belongs to the Throne front Fallen Star Holding. Biggs employs a bookkeeper and two
salespersons, all human male and female, AL: various, Commoner 1-2. His prices are about 10% above those
in the PHB.

4 - Swamp Snake Creek.

5 - Cemetery.

6 - Millstream.

7 - Swampbait Inn. The innkeeper is Millard Wright, human male, age 57, AL:NG, Ranger 10, a retired soldier
of the Bloodstone Army. The Swampbait is a half-timbered complex consisting of a main building with public
room, a guest wing and sheds where wagons can be brought under cover. Guests' horses can be stabled for a
fee at Midswamp Livestock (Location No. 9). The main building and the sheds have wood shingle roofs. The
guest wing is roofed with red clay tiles from Bloodstone Pass. The 16 single rooms cost 7 silver shiners a night.
The four doubles cost six shiners per person double occupancy. Meals, made almost exclusively with meats,
produce and grains from Mistover and Darmshall, cost between 4 and 8 silver shiners. The Swampbait has no
brewery and serves no beer or ale, although Wright is considering building a small brewing house. The inn
serves both Damaran fruit wines at 2 silver shiners per 8 oz./0.25l chalice and dwarven spirits from Hillsafar Hall
at 4 shiners per shot/0.1l glass. The public room is relatively full most evenings.

8 - Community Sheds. The sheds are for the use of small farmers without their own barns.
Bloodstone Book 3 - Page 114
9 - Midswamp Livestock. Kendall Harrington, human male, age 50, AL:NG, retired Ranger 12, sells burros,
draught horses and riding horses. He also will special order and import new calves, piglets and chicks from
Darmshall when farmers need them. His main business is the exchange of new horses for those that are trail
tired when caravans pass through Mistover. Harrington employs three stable boys, all human male, AL:
various, Commoner 1. Harrington is a Harper agent who keeps an eye on Mistover for the Harpers of
Highsong.

10 - Siege Wells. These deep wells can provide sufficient water year round, even if trolls besiege Mistover for
months on end.

11 - Swamp Snake Mill. Master Miller Ned Parkinson, human male, age 36, AL:NG, Expert 2, owns and
operates the grain and oil mill. His milling fee is 10% of the grain brought to the mill by farmers. He sells flour
and vegetable oil at the mill. Parkinson employs three apprentices, all human male and female, AL: various,
Commoner 1.

12 - Granary. In the corn chambers above ground and the root cellars below, the hamlet stores sufficient grain,
root crops, conserves and preserved meat to withstand a three-month siege.

13 - Shrine to Chauntea. The shrine is unmanned.

14 - Mill Pond.
Bloodstone Book 3 - Page 115

Mistover
Bloodstone Book 3 - Page 116

Mistover, with 50-foot/15-meter grid


Bloodstone Book 3 - Page 117

Highsong
Unofficial town based upon the design of Simon Gibbs

Village, Conventional, AL: NG, 200 gp limit. Assets: 8,500 gp. Population: 850; 97% human, 1%
dwarven, 2% other. Authority figures: Garumbelly Hillsafar, dwarf male, AL:LG, Baron of Sunderland,
Fighter 17 (in Hillsafar Hall); Narban Eaststar, human male, AL:NG, Burgomaster, owner of Narban's
General Store and Harper agent, Fighter 12; Gukír, dwarf male, AL:LG, commander of the Bloodstone
Riders detachment, Fighter 12. Others: Nala Tendly, human female, AL:CG, leading Harper mage,
Wizardess 17; Muring Daltabell, human male, AL:NG, Harper leader and manager of the Highsong
Ranch, Ranger 14; Calamastyrr, human male, AL:LG, Harper agent and Cleric of Lathander 16; Mirka
Neely, human female, AL:CG, Cleric of Tymora 5; Martha Wellby, human female, AL:NG, Druid of
Chauntea 6; Teldo Dabney, human male, AL:NG (NE), Owner of the Gramble's Foot Inn and Iron Throne
agent, Expert 4; Minna Hammil, human female, AL:LE, manager of Moonsea Assurance (Zhentarim),
Rogue 3. Taxation type: Benevolent.

In the first years after the Bloodstone Wars, it became clear that the Zhentarim and the merchants of Mulmaster
were in a contest to gain de facto control of Vaasa's Dead Man's Walk to the north. Moonsea-based Harpers of
the Twilight Hall faction became quite concerned about the Zhentarim activity. Since then, of course, both the
Black Network and the Mulman interests have withdrawn from Dead Man's Walk.

In the Year of the Serpent (1359 DR), however, the competition between the Zhentarim and Mulman interests in
Vaasa was just becoming apparent. The Moonsea Harpers were convinced that the Zhentarim would defeat
the Mulman merchants eventually, but they wanted to assure the free flow of trade between the Moonsea and
the Bloodstone Kingdom, regardless of what success the Black Network might enjoy on Dead Man's Walk.

Rather than entering the competition for Dead Man's Walk and getting into a triangular trade war, the Harpers
looked at old documents found in libraries in Melvaunt. There they learned of a short-lived trail once called
Gramble's Climb. It had been an extension of the road that links Melvaunt, Thentia and old Hulburg (now
known as Falconstar) on the north shore of the Moonsea.

With a tremendous investment of time and work as well as the resources of Twilight Hall, Harpers from
throughout the Moonsea area restored parts of Hulburg in the Years of the Serpent and the Turret (1359 and
1360 DR), giving the settlement its new name of Falconstar.

At the same time, a Harper exploratory party consisting of fighters, rangers, a mage and a cleric of Lathander
began tracing the path of Gramble's Climb across the West Galenas of Thar to the border of the new
Bloodstone Kingdom at the mountains' eastern foot. Although Gramble's Climb was overgrown after some two
centuries of disuse, its path still was easy to find and follow, as was the remainder of the way over the swamps
to Darmshall. The entire swamp trail was on a low ridge above the waterline that crossed the bogs.

Early in the Year of the Turret, Harper agents hired mercenaries and workers from Melvaunt to begin clearing
the trail across the mountains and to post trail markers across the wastelands of Thar that ran from Melvaunt to
the point where Gramble's Climb began its ascent through the mountain pass. At that point, on the western side
of the pass, the Harpers also established a ramshackle inn and a livestock yard. Both were in operation by the
end of the Year of the Turret. The Harpers named the location Threshold.

In the following Year of Maidens (1361 DR), the Harpers then began building a second settlement on the first
area of some height within the Vaasan swamp, naming it Highsong. Before the first snow came, it too had
taken shape as a ramshackle thorp with an inn and facilities for changing horses. In the following 11 years,
both Threshold and Highsong have prospered and grown.

The Berdusk Harper faction intends to keep control of Threshold, Highsong and all of Gramble's Climb, from
Melvaunt and Falconstar to the fringes of Darmshall. The Harpers already have gained strong influence in
Mistover, west of Darmshall, and they doubtless will attempt to do the same with any new settlement that might
develop between Highsong and Mistover.
Bloodstone Book 3 - Page 118
To date, the Bloodstone crown and its nobles on the one side and the Harpers on the other have been keeping
a close eye on one another, but there have been no conflicts. In the Year of the Staff (1366 DR), Highsong was
recognized by Baron Garumbelly and given the right to establish a local government. In the same year, a public
meeting conducted in the Gramble's Foot Inn elected Narban Eaststar, human male, age 42, AL:NG, owner of
Narban's General Store and Harper agent, Fighter 12, as Highsong's first and still current burgomaster.

One key power in Highsong is Nala Tendly, human female, age 59, AL:CG, Wizardess 17, who is co-leader of
all local Harper operations. Openly, Tendly claims to be a mage who settled in Highsong to do research in the
peace and quiet of the village, where she built her tower in the Year of Maidens (1361 DR). While Tendly
admits to no affiliations, it is openly assumed that she's one of Highsong's leading Harpers. Her partner and
equal is horse breeder Muring Daltabell, human male, age 48, AL:NG, Ranger 14, owner of the Highsong
Ranch.

The central point in Highsong is Teldo Dabney's inn, called Gramble's Foot. The original inn was built by the
Harpers in the Year of Maidens (1361 DR), and the rather ramshackle affair was run by them until the Year of
the Staff, when Dabney purchased it and began constructing the new, current inn.

Dabney, human male, age 46, AL:NG (NE), Expert 4, a native of Melvaunt, is a middle level agent of the Iron
Throne who disguises his true NE alignment with an Amulet of Alignments (for more details, see the Northern
Journey Campaign Guide). Dabney not only serves as the eyes and ears of the Throne in Highsong, but it also
is his job as a member of the village council to slip pointed hints into conversations that help steer local thinking
in directions useful to the Throne. The Harpers do not suspect Dabney of anything.

Highsong has two known temples and one known shrine, the latter to the goddess of agriculture, Chauntea.
The shrine is tended at times by the local druidess of the goddess, Martha Wellby, human female, age 32,
AL:NG, Druidess 6.

The largest temple is the House of the Vaasan Sunrise, serving Lathander. It is headed by the Harper cleric
Calamastyrr, human male, age 62, AL:LG, Cleric 16, who is a retired adventurer. The temple also is served by
two junior clerics of Lathander, human male and female, AL:LG, Clerics 4 and 2.

Mirka Neely, human female, age 38, AL:CG, Cleric of Tymora 5, runs the Swampland Winning Streak, the local
Tymora temple and gambling casino. She was joined recently by a novice Luckbringer, Ward Gimble, human
male, age 18, AL:CG, Cleric 1.

The Harpers and the Iron Throne are not the only key figures in Highsong. In the Year of the Staff (1366 DR),
Northwatch visited the town for the first time. The adventuring band from the Moonsea region is affiliated with
the Knights of the North, the fraternity of veteran defenders of the Citadel of the Raven in the time before the
Zhentarim brought it under its control.

Northwatch originally was organized to protect civilized areas from human and goblinoid barbarians of the Ride,
the region north of the Moonsea. Northwatch also was friendly to although not directly affiliated with the
Berdusk Harper faction. Beginning in late Kythorn, riders from Northwatch began riding voluntary patrols on
Gramble’s Climb and Garumn’s Climb. Their work was supported and sponsored by the free trade councils of
Thentia, Glister, Highsong and Twilight’s Veil, the latter of which had won free of its Zhentarim taint.

Riders of Northwatch also were among those who fought briefly intensified attacks by ogre tribesmen of Thar
against caravans in the Grey Land. With caravan traffic into and out of Vaasa increasing and carrying ever
more valuable cargoes, the fighting ability of those guarding the caravans grew as well. As a result, the ogres
and human bandit nomads who worked with them were being pushed farther back from the trade routes of
Thar.

In the course of the following Year of the Shield (1367 DR), the elimination of two goblin clans in the Western
Galenas reduced some of the risks for caravan traffic over Gramble's Climb. Adventurers from the Highsong
Harpers joined with Northwatch and mercenaries working for various Moonsea region trading alliances and
spent the summer rooting out the Lungharrower and Devilsfist goblin tribes. By the beginning of Eleint, both
clans were believed to have been largely destroyed, with the few survivors scattered.
Bloodstone Book 3 - Page 119
Another important player in Highsong is Moonsea Assurance, the Zhentarim insurance company and protection
racket that sells insurance to companies and entrepreneurs who run caravans between the Bloodstone
Kingdom and the Moonsea Region. Moonsea Assurance has a branch office in Highsong headed by Minna
Hammil, human female, age 31, AL:LE, Rogue 3.

In the Year of the Unstrung Harp (1371 DR), both the Iron Throne front Fallen Star Trading and the Damaran
Merchants League signed insurance contracts with Moonsea Assurance. The operations now has its
headquarters in Damaran Heliogabalus with Vaasan branch offices in Asfaloth, Highsong, Darmshall, Gatehold
and Ironspur and Damaran branch offices in Bloodstone Village, Ostrav and Lenchford. The company also has
offices in Twilight's Veil, Threshold and Mulmaster outside of the Kingdom.

The Harpers are certain that Moonsea Assurance is a Zhentarim operation, but they do not have the evidence
they need to accuse the organization before Baron Garumbelly, Prince Darren or King Gareth. They also know
better than to act openly against the organization in violation of local and royal law. Hammil is not of great
interest to the Harpers; they consider her to be little more than a pawn of the Black Network.

Highsong is enclosed within a wooden palisade wall 20 feet/6 meters high. The only through-road is Gramble's
Climb, with iron-fortified wooden gates in the east and west faces of the wall. A swamp drainage creek that
locals call the Galena Wash flows through the village. It has been dammed to create a millstream and millpond
within the village.

Two additional streams - both swamp drainage washes - also flow through the Highsong area during and after
heavy rains. Locals call them simply the East Wash and the West Wash. The East Wash cuts across
Highsong. The West Wash cuts across the village's southwest corner but otherwise flows along Highsong's
west wall.

Barred grates prevent trolls or other creatures from entering Highsong through the washes. There is a wooden
watch tower in the wall near each grate, but these are manned only when the village is under attack. Stone
bridges span the Galena Wash and the millstream, which flow year round. Wooden bridges cross the two
smaller seasonal washes.

Most structures in Highsong are made of wood, but many have clay tile roofs made of tile imported from
Bloodstone Pass. The building lumber comes from the Galena foothills near Southgate. The Harpers now are
in the early stages of planning for a road to connect Highsong with Thornleigh in the south. The project will be
both time-consuming and expensive, because it will require the mounding of land in several areas to keep the
road above the swamp waters.

The residents of Highsong are a mix of prospectors, farmers and simple settlers who work in the various local
businesses and who perhaps farm a bit of their own land for self-supply.

Adventure Hooks in Highsong

• Recruitment. Harper agents might attempt to recruit the PCs to work for their organization, however,
they will not recruit the PCs as Harpers, at least not until after the PCs have spent much time in their
service. If your PCs are seeking to join the Harpers, we suggest you use the guidelines published in
Code of the Harpers by Ed Greenwood (TSR - 1993, available as an ESD download). Remember that
any PC who joins with the Harpers in Highsong will be affiliated with the Twilight Hall faction in Berdusk
and not with the Shadowdale faction.

• Moonsea Assurance. The Harpers will reward the PCs generously if they bring in evidence that will help
convince the crown to outlaw Moonsea Assurance in the Bloodstone Kingdom. However, the PCs will not
find such evidence in the Highsong office of Minna Hammil.

• Hiring Out. PCs seeking to earn money often can hire out as caravan guards or to ride patrols.
Bloodstone Book 3 - Page 120

Important NPCs in Highsong


Detailed statistics on the important NPCs in the Highsong area can be found in the section Unofficial NPC
Encounters of the Northern Journey Campaign Guide Version 8.

Map of Highsong
1 - West Wash.

2 - Goblin Wash.

3 - Millstream.

4 - Highsong Ranch. This ostensibly is a horse-breeding ranch owned by Muring Daltabell, human male, age
48, AL:NG, Ranger 14, a key agent of the Berdusk branch of the Harpers in Highsong. Daltabell and Nala
Tendly are the co-leaders of Twilight Hall Harper operations in Vaasa. As far as is publicly acknowledged, the
ranch has two businesses: It breeds and sells quality riding horses and ponies and draught horses, and it is a
boarding house run on a work-for-your-board basis. Those who stay on the ranch supposedly are required to
help in ranching operations in return for their room and board. Most guests do just that. However, if a visitor to
Highsong seeks a room at the ranch, he or she will be told with regret that the house is full at present. In truth,
this is the base of the Harpers in Highsong, and all of the so-called guests are Harpers who are stationed there
or who are assigned temporarily to Highsong. There usually are at least 16 Harper agents at the ranch. One or
two of them are Rogues. The remaining agents are divided evenly between Fighters and Rangers. The ranch
consists not only of the facilities in the village but also of large grazing highlands along Gramble's Climb west of
Highsong. Most of the Harpers who work on the ranch also help train draught horses to pull wagons and sleds
on Gramble's Climb.

5 - East Wash.

6 - Flaming Troll Tavern. Menglee Gurvin, human male, age 58, AL:N, Commoner 2, a native of Melvaunt,
owns this popular watering hole. Gurvin moonlights as an agent of the Blue Wave Trading Coster in Melvaunt,
an organization of merchants in the Moonsea city who run caravans back and forth across Gramble's Climb
during the warm season. Gurvin is not a spy, as such, and the information he passes on is not used to the
detriment of the Bloodstone Kingdom, but his bosses do want to know what's happening and what's being said
in the kingdom, in order that they might make the best business decisions. All in all, that involves little work for
Gurvin. Most of his time is spent running the Troll. He serves Big Toe lager beer brewed at the Gramble's Foot
Inn (No. 8) at 4 copper bites per quart/liter tankard. He also has dwarven spirits from Hillsafar Hall at 5 silver
shiners per shot/0.1l glass. The Troll is full most nights, drawing transient adventurers, caravan riders and
some local Harpers. The atmosphere in the Troll is loud and happy. In addition to his other businesses, Gurvin
runs a money changing operation. He will exchange most Moonsea currencies for Impilturian coin at a 5%
commission, but he charges a 10% commission for current coins from Zhentil Keep and a 25% commission for
older mintings from the keep. For those going westward, he sells most Moonsea coins at 105% of face value,
current Zhentil Keep coins at 95% of face value and old keep mintings at 80% of face value.

7 - Narban's General Store. The shop is owned and operated by Burgomaster Narban Eaststar, human male,
age 42, AL:NG; Fighter 12, one of the village's leading Harper agents. Eaststar sells most non-magical items
that locals and transients might wish - weapons, armor, wagons, sleds and livestock excepted. His selection of
weapons is limited to standard quality knives, arrows and crossbow bolts imported from Melvaunt. His staff
includes his wife Helga, human female, age 40, AL:CG, Sorcerer 4 (also a Harper agent), and his son Arbdar,
human male, age 20, AL:NG, Fighter 2. Eaststar also employs two local salespersons, human male and
female, AL: various N, Commoner 1.
Bloodstone Book 3 - Page 121
8 - Gramble's Foot Inn. The original inn was given its name by the Harpers who built it. It stood on the now-
vacant land on the southwest side of the Moonsea Assurance branch office. It was a somewhat ramshackle
affair, but guests were a lot happier in the old Foot than camping on swamp's edge under the stars. In the Year
of the Staff (1366 DR), Iron Throne leader Shandaril in Damaran Heliogabalus decided it was time for the
Throne to plant its foot firmly in Highsong's door. Teldo Dabney, age 46, AL:NE, Expert 4, was a merchant who
had served the Throne well in Sembia, raising the profits of several businesses that the Throne had taken over
there. However, his successes were in part at the price of some employees' well-being. With time, a few
threats were made upon his life. The Throne leaders in Sembia decided that Dabney needed a well-deserved
change of scenery. The sent him to Highsong with enough money to buy the old inn and to build a new one.
They also provided Dabney with an Amulet of Alignments (see the Northern Journey Campaign Guide Version
8) to cover his neutral evil alignment with the appearances of being neutral good, and they gave him a cover
story that passed the rather cursory check Harpers in Sembia made when Dabney showed interest in buying
the Foot. Dabney's job for the Throne is to collect information and pass it on and to make subtle suggestions
that could lead to actions being taken that are in the Throne's interest. He uses his position as a town councilor
to do this. While the old inn had its charms, it was a fire trap and needed substantial renovation. The costs -
seen in relation to the Berdusk Harper faction's already high expenditures in Highsong - led to the decision to
put the Foot on the market. Before the Year of the Staff had ended, Dabney already had begun construction of
the new inn. It opened in late summer of the Year of the Shield (1367 DR). Because of the fire danger with the
old, smaller inn building, Dabney had it torn down. The new inn complex includes a stable for guests' horses
and a small brewery and malting house. Freckles Dayton, human male, age 54, AL:NE, Expert 3, a native of
Wheloon in Cormyr, once was a brewmaster there. He struck up a deal with an Iron Throne operation in
Daerlun, to sell diluted beer for distribution to inns and taverns in eastern Sembia, but was caught by the
authorities in Cormyr. The Throne managed to arrange for his escape from jail in Wheloon before his case
could be tried, and he was smuggled off to work as Dabney's brewmaster. Most travelers from the Moonsea
region say that his Big Toe lager beer is better than anything brewed in the Moonsea area, but travelers from
the south say that it falls short of the beers and ales brewed in Damara, Impiltur and the Great Dale. The point
is moot; it's the only beer available in Highsong. The new Foot is a simple road inn, but it's comfortable and not
drafty, unlike its predecessor. However, no one would mention the word luxury in describing it. The Foot has
18 single rooms at 8 silver shiners a night and 4 doubles at 7 shiners per person double occupancy. Dabney's
public room offers a maturbordh in Great Dale style. The entrées can vary considerably, depending upon what
is available from local farmers, if anything, what hunters have brought in and what's been imported from the
Moonsea region or Darmshall. The maturbordh costs 6 silver shiners. Big Toe lager costs 4 copper bites per
quart/liter tankard. Dabney also sells dwarven spirits from Hillsafar Hall at 5 shiners per shot/0.1l glass. The
public room does its biggest business at meal times, when it usually is full. It's the only public eatery in
Highsong. At noontime and again evenings, it tends to draw a wide variety of customers, producing a loud but
happy atmosphere. After the evening rush is past, the house quiets down. Most adventurers, caravan riders
and blue collar workers looking for more entertainment tend to head to the Flaming Troll (No. 6), while
merchants, well-to-do travelers and the upper crust of Highsong's society, as it were, tend to stay on in the
public room of the Foot.

9 - Village Hall. The building houses a small administrative office that employs two clerks, human male and
female, AL: NG, Commoner 1, and a bookkeeper, human male, AL:LG, Expert 2. Burgomaster Eaststar has an
office here, which he uses only occasionally, and the village council meets in its chamber here once every 10
days.

10 - Damaran Merchants League Branch Office. Warren Cagall, human male, age 56, AL:N, Commoner 2, is
the office manager. He employs two stable boys, both human male, AL: various, Commoner 1. The branch
office keeps four draught horses for league caravans to trade for tired horses. It also has a supply of petty cash
and replacement parts, to deal with problems that league caravans might have while traveling between Damara
and Melvaunt.

11 - Moonsea Assurance Branch Office. Minna Hammil, human female, age 31, AL:LE, Rogue 3, runs this
rather insignificant branch office of the Zhentarim protection racket. Occasionally, she sells insurance policies
to caravan leaders who have hesitated until the last before crossing the Galenas in Thar. At times, she also
receives insurance claims from customers. She has sufficient cash to pay for small claims. Larger claims are
sent on to Falconstar or Darmshall, depending upon the direction in which the claimant is traveling.
Bloodstone Book 3 - Page 122
12 - Mooley's Transportation. Mooley Smith, human male, age 49, AL:N, Expert 3, a master wainwright from
Melvaunt, makes, sells and repairs wagons and sleds. He employs a journeyman, Expert 1, and two
apprentices, Commoner 1, all human male, AL: various.

13 - Shaghrardh's Iron Works. Highsong's smithy belongs to master blacksmith Shaghrardh, half-orc male,
age 38, AL:NG, Expert 5. Shaghrardh comes from the Palishchuk area and is indeed one of the best
blacksmiths in all of Vaasa. He has no particular talents with weapons or armor and he will give customers fair
warning of that. Nonetheless, his natural talent in working metals is so great that he has a success chance of
90% (1 to 9 auf W10) when he repairs any metal weapon or armor. The focal point of his business, however, is
the manufacture of tools and implements made from iron bars imported from Ironspur in Eastern Vaasa.
Shaghrardh employs a journeyman, Expert 1, and three apprentice smiths, Commoner 1. All are human male,
AL: various, Commoner 1.

14 - Swampland Winning Streak. This house is a combination gaming casino and temple to Tymora run by
Mirka Neely, human female, age 38, AL:CG, Cleric of Tymora 5. A novice Luckbringer, human male, AL:CG,
Cleric 1, also works in the temple. The house does a good business with Tymora-worshipping Harpers and with
some transient adventurers, but it has drawn fewer people to date than Neely had hoped. She serves Big Toe
lager beer free to those who are actively gaming. Spectators pay 4 copper bites per quart/liter tankard.

15 - Dawnbreak Mill. The grain and vegetable oil mill is owned by master miller Sean Bartley, human male,
age 41, AL:LG, Expert 4, a low-level Harper operative and member of the village council. Although Highsong is
closely tied to the Twilight Hall faction of the Harpers in Berdusk, Bartley is the only Harper in the village who
ever has been in Berdusk. It is his hometown. He was an employed master miller in a mill there. As a reward
for his loyalty, and because Highsong needed a mill, he was given money enough to build one and sent there,
both as a reward and to serve the Harpers' needs. Bartley employs a journeyman miller, Expert 1, and two
apprentice millers, Commoner 1. All are human male, AL: various.

16 - House of the Vaasan Sunrise. Highsong's Lathander Temple is headed by the Harper cleric Calamastyrr,
human male, age 62, AL:LG, Cleric 16, who is a retired adventurer and a longtime member of the Twilight Hall
Harper faction. The temple also is served by two junior clerics of Lathander, human male and female, AL:LG,
Clerics 4 and 2.

17 - Cemetery.

18 - Shrine to Chauntea. The shrine is tended at times by the local druid of the goddess, Martha Wellby,
human female, age 32, AL:NG, Druid 6, but she tends more to be under way than in the village.

19 - Mill Pond.

20 - Sapphire Estate. This complex belongs to one of the two covert leaders of the Twilight Hall Harpers in
Highsong, Nala Tendly, human female, age 59, AL:CG, Wizardess 17, a native of Scornubel in the West.
Tendly is prepared to use her magic to defend Highsong and the Harper's operations there.

21 - Northwatch House. The members of Northwatch spend their time here when in Highsong. Their leader is
Fjustin Jard, human male, age 44, AL:LG, Paladin of Torm 14. The band's housekeeper, Jamime Snarren,
human female, age 39, AL:NG, Rogue 8, always is in the house.

22 - Detachment of the Bloodstone Riders. Gukír, dwarf male, age 167, AL:LG, Fighter 12, is the
detachment's commander. His unit includes eight fighters, human and dwarf male and female, AL: LG and NG,
Fighter 1-6, and seven rangers, human and dwarf male and female, AL: LG and NG, Ranger 1-6.
Bloodstone Book 3 - Page 123

Highsong
Bloodstone Book 3 - Page 124

Highsong, with 100-foot/30-meter grid


Bloodstone Book 3 - Page 125

Southgate
Unofficial settlement designed by the Vintyri Project

Village (Thorp without military population), Conventional, AL:NG, 200 gp limit; Assets: 4,400.
Population: Seasonal about 60 (98% human, 2% other) + 400 Bloodstone Soldiers (100% dwarf).
Authority figures: Garumbelly Hillsafar, dwarf male, AL:LG, Baron of Sunderland, Fighter 17 (in Hillsafar
Hall); Nárkur, dwarf male, AL:LG, Commander of the 3rd Battalion, Fighter 14; Jandalar, human male,
AL:CG, War Wizard 9; Garbur, dwarf male, AL:LG, commander of the Bloodstone Riders detachment,
Fighter 9. Taxation: Benevolent.

Southgate is almost the twin of Swampgate in the Barony of Palishchuk to the north. The actual settlement -
military base excluded - is a thorp that serves caravans before or after crossing the West Galenas on Gramble's
Climb and that offers a home base for seasonal prospectors working in the Galenas. In the summer months,
the population can reach 60. However, from the end of Eleint until early Kythorn, when snow closes Gramble's
Climb in Thar, the local population sinks to about 35.

Southgate is a new settlement that has emerged since Zhengyi's time. After proclaiming the Bloodstone
Kingdom, the crown also decided to build fortified border towers at the points where Gramble's Climb and
Garumn's Climb (farther to the north) leave the Galenas and Thar, crossing into the Princedom of Vaasa and
the Bloodstone Kingdom.

The Southgate tower, completed in the Year of the Staff (1366 DR), houses the 3rd Battalion of the 2nd Combat
Regiment, Princely Vaasan Brigade of the Bloodstone Army, with a total of some 400 soldiers, all dwarves. The
regiment's two other battalions are in Hillsafar Hall. (Game masters should note that the 3rd Battalion will not go
to war at the ruins of Castle Perilous.)

The Southgate tower and its sister on Garumn's Climb, Swampgate Tower, have the responsibility for
monitoring traffic into and out of Vaasa from the Moonsea Region. A royal customs station also is a part of the
tower complex.

Theoretically, it would be possible to avoid either of the two towers and enter Vaasa through the long wilderness
border, but anyone making such a move is placing him- or herself in jeopardy, because that involves making
one's way through the quicksand, vegetation-covered waterholes, poisonous snakes and trolls of the Vaasan
swamp.

After the tower was finished and occupied, small service businesses and an inn arose around it, and several
prospectors built makeshift shacks and shanties to serve as their base in the warm season. Most of the
prospectors return to their native Moonsea region in autumn, to escape the severe winter of the Vaasan swamp.

Adventure Hooks in Southgate

• In the Songtrail Inn, one can pick up scuttlebutt that Baron Garumbelly of Sunderland is looking to hire
adventurers. The baron is concerned about signs that the Iron Throne is gaining influence in the barony,
however, the Throne is a shadowy organization, and the Bloodstone Riders are having a hard time
getting a grip on it. The baron wants to try hiring a group of seemingly insignificant adventurers to dig into
things. This opens a nearly endless thread. While fulfilling the assignment, the PCs also may pick up
and follow threads on the activities of the Zhentarim, the Xvimist assassin monks, the church of Mask,
etc.

• The PCs might hire on as mercenaries protecting caravans. If they have their eyes open, they should
see several possibilities for adventure along the way. At the next city or village, they can draw their
caravan pay and set out on their own. Such open-ended campaigns can be a lot of fun in the hands of
the right game master and the right PCs.
Bloodstone Book 3 - Page 126

Map of Southgate
1 - Southgate Tower. Nárkur, dwarf male, age 174, AL:LG, Fighter 14, is stationed here as commander of the
2nd Regiment's 3rd Battalion. He and his 400 dwarven fighters and warriors are quartered in the garrison.
Gjúkur, dwarf male, age 139, AL:LG, Expert 3, Fighter 3, and his three customs inspectors also have their
quarters and offices in the tower complex. One of the kingdom's new war wizards, Jandalar, human male, age
37, AL:CG, War Wizard 9, also lives in the tower. He has been assigned to aid Nárkur. The battalion
commander has the additional duty of acting as magistrate over the settlement.

2 - Tinker Dillie's Shop. The owner, Tom Dillie, human male, age 62, AL:NG, Expert 3, can repair almost
anything that isn't of masterpiece quality. He has an extraordinary collection of spare parts in his shop, and if he
doesn't have the spare part he needs, he's usually quite capable of modifying another part that's on hand to do
the job that's needed. If possible, he'll make repairs while customers wait, but that can be a mistake. Dillie is a
devout worshipper of Gond. He can talk endlessly about the virtue and reliability of mechanics, as opposed to
magic.

3 - Bloodstone Riders Detachment. Garbur, dwarf male, age 121, AL:LG, Fighter 9, commands the
detachment of 13 fighters, warriors and rangers, all dwarf male and female, AL:LG, lvls 1-6.

4 - Songtrail Inn. Lunwindel, half-elf male, age 128, AL:NG, Bard 12, is the innkeeper and registered owner of
the Songtrail. In truth, Lunwindel is a Harper agent, and he runs the inn on behalf of the Twilight Hall branch of
the Harpers, who are the true owners. The Songtrail is a listening and watchpost for the organization. The inn
has a large public room, 20 single rooms and 6 doubles. It also has stables for guests' horses and a small
malting house and brewery. The brewmaster is Narl Seeley, human male, age 60, AL:NG, Expert 3, a Harper
friend from Hillsfar on the Moonsea. Lunwindel, one of the rare half-elves in the Bloodstone Kingdom, charges
8 silver shiners for a single room and 7 shiners per person double occupancy for a double. Meals run between
5 and 9 silver shiners. The Songtrail serves only its own unnamed top-fermented house ale at 4 copper bites
per quart/liter tankard and dwarven spirits from Hillsafar Hall at 6 shiners per shot/0.1l glass. Lunwindel often
uses his bardic talents to entertain evening guests with song and poetry. Frequently, the house is full, because
it draws a large number of dwarven soldiers from the military keep. The Songtrail's public room is, after all, the
only watering hole in Southgate.

5 - Gith's General Merchandise. This shop belongs to Jasper Gith, human male, age 56, AL:N, Rogue 5, a
fugitive wanted in Mulmaster who works as a low level agent for the Zhentarim. Gith passes news of caravan
traffic to covert agents of the Black Network and receives a nominal fee for his services. His store has most
items caravan riders and other travelers might seek including knives, arrows and crossbow darts of standard
quality. However, he sells no armor or other weapons.
Bloodstone Book 3 - Page 127

Southgate
Bloodstone Book 3 - Page 128

Southgate, with 25-foot/7.5-meter grid


Bloodstone Book 3 - Page 129

Thornleigh
Unofficial town based upon the design of Simon Gibbs

Hamlet, Conventional, AL: NG-N, 100 gp limit. Assets: 1,200 gp. Population: 240; 92% human, 7% half-
orc, 1% dwarf. Authority figures: Wurgahrd, half-orc male, AL:NG, town chairman, Ranger 9; Bargidh
Hendell, human male, AL: NG, Commander of the Southgate Outpost, Damaran army, Fighter 9; Belthlin,
human female, AL:NG, local Bloodstone Rider, Ranger 7. Other important figures: Niegern Hilth,
human male, AL:N, Manager of the Thornleigh Bloodstone Mines, Expert 2; Garbath, half-orc male,
AL:NG, Innkeeper, Ranger 7; Keenan Duhl, human male, AL: LE, Commoner 3, horse dealer and spy for
the Chembryl branch of the Zhentarim; Narpung, dwarf male, AL:LG, weapon- and blacksmith, Expert 9,
Fighter 9; Manda Nalor, human female, AL:N, general storekeeper, Rogue 2. Coinage accepted:
Impiltur, Hillsfar, Melvaunt, Mulmaster and Sembia. Taxation type: Benevolent.

For many years, the site of Thornleigh, deep under Suncatcher and the Triple Ridge, served as a place where
prospectors made camps. Much of the time, the site was unoccupied, but whenever prospectors seeking
platinum, gold and silver began venturing up into the Galenas in Mirtul, they would congregate first upon the
somewhat higher ground where the hamlet now stands and make a joint camp there, where all could defend
one another if needed. They would do the same in Eleint, when they left their mines before winter's onslaught,
to travel in caravans back to Damara or to the Moonsea region, where they lived.

The hamlet itself came into existence only as recently as the Year of the Banner (1368 DR), when merchants
and mercenaries from Melvaunt fortified the old camp site and began explorations for bloodstone there. Their
arrival was preceded by a Melvaunt prospector's discovery of small amounts of bloodstone on the surface near
the campsite he set up before his journey home in Eleint of the Year of the Shield (1367 DR).

The gamble of the Melvaunt investors paid off. Exploratory diggings found substantial deposits of bloodstone,
beginning in what now is the southeast corner of Thornleigh and leading on from there to the Galenas toward
the southwest. Sufficient shafts have been discovered to make the venture profitable, although the Thornleigh
mines are small compared to the Bloodstone Mines above Bloodstone Village or the dwarven mines to the east.

The hamlet bears the name of the prospector from Melvaunt who found the first traces of bloodstone. The
Melvaunt crews that began opening the mines four years ago named their first shaft Thornleigh in his honor,
and that evolved into the name of the hamlet.

In the spring of the Year of the Gauntlet (1369 DR), after it had become clear that the mines would produce a
steady yield of Bloodstone, representatives of the Damaran Merchants League traveled to Thornleigh and
negotiated a contract for the first option on all bloodstone taken from the mines. The Iron-Throne-influenced
league can exercise that option for 50 years, until Mirtul of the Year of the Empty Necropolis (1419 DR).

Thornleigh remains small, but it has grown in its four years. Garbath, half-orc male, age 47, AL:NG, a retired
ranger (level 7) who used to work the Thornleigh area, built his inn, the House of the Captive Sun, in the Year of
the Gauntlet (1369 DR). Growing caravan travel along the Sunderland Trail provides him with a modest but
profitable flow of overnight guests between Mirtul and Eleint. Miners provide his common room with steady
business throughout the year.

Garbath's overnight guests travel between Vaasa and the Moonsea region. The retired ranger sometimes
complains that too many of these guests have Zhentish or Mulman smells about them, but he doesn't refuse
their business, at least not as long as they pay in Impilturian or other acceptable coin, but he will accept nothing
minted in Zhentil Keep.

In addition to the inn, travelers also can do business with Narpung, dwarf male, age 266, AL:LG, weapon- and
blacksmith, Expert 9, Fighter 9. Narpung is a member of the Orothiar Clan who left his halls in the Year of the
Gauntlet (1369 DR), because they were getting too busy. By that, he meant that the tribe was too busy doing
human type business with the humans of the Bloodstone Kingdom. Thornleigh is an isolated patch of
wasteland where most people go to avoid the madding crowd. Whether human, half-orc or dwarf, most settlers
are, simply put, loners.
Bloodstone Book 3 - Page 130
However, one shouldn't assume that strangers are unwelcome in Thornleigh. The people of the hamlet are by
and large appreciative of visitors and are friendly and to some extent even helpful. After all, the caravans that
travel from or to the Moonsea region provide the economic base that brings commodities to the hamlet which
permit it to enjoy more than the most basic comforts of civilization. The locals like having a tavern in the inn, a
general store and a smithy. None of these would pay for themselves without the caravan trade.

The hamlet also has a horse dealer, the latter an agent of the Zhentarim. Prices in Thornleigh are high, to no
one's wonder. Almost everything sold in the hamlet must be transported into it from Damara or the Moonsea
region.

All of the area around Thornleigh is swampy and agriculturally useless. The hamlet produces only bloodstone,
the relatively small amount of precious metal mined by summer prospectors and lumber. Everything else is
imported, including food of all types.

The hamlet also is located in an extremely dangerous area, although less so than before or during Zhengyi's
time. In those days, there ware large numbers of goblinkind in the Galenas above the hamlet's site, but most of
these answered Zhengyi's call and were destroyed or driven into other areas during the Bloodstone Wars and
after the Witch King's defeat and fall. The survivors now are in the West Galenas that separate Vaasa from
Thar.

The orcs and goblins who still survive in the mountains above Thornleigh are weak and gathered in small
bands. They sometimes trouble prospectors in the mountains in the warm months, and they might attack lone
travelers or very small groups on the Sunderland Trail, but few travelers are foolish enough to use the trail in
that manner. There seldom is news of those who have done so.

The main threat to Thornleigh comes from the large tribes of trolls in the Bottomless Bogs and other
swamplands to the East. Fortunately, the hamlet is surrounded by thick, short-lived brush including varieties of
sage and tumbleweed that ignite like burning oil.

In the summer of the Year of the Gauntlet (1369 DR), several thousand swamp trolls marched upon Thornleigh.
Fortunately, the Bloodstone Riders were able to give the people advance warning. A small group of rangers
and warriors concealed itself in the foothills above Thornleigh. When the troll host approached the wooden
palisade wall, archers in the watchtowers shot flaming arrows into the dry brush below, while the warriors who
had ridden out in advance ignited the brush on the trolls' retreat path homeward.

A few hundred trolls did manage to flee to the north and then skirt the flames, reaching their native swamps
again, but an estimated 2,000 trolls died in the flames on that day. Since that time, the trolls have mounted no
other attacks upon Thornleigh, but the town chairman, the half-orc ranger Wurgahrd, male, AL:NG, Ranger 9,
thinks its only a matter of time until they return.

Other newer dangers face Thornleigh, although they do not appear to have cost any lives yet. Ever since the
wall was being completed and the mines were being opened in the Year of the Banner (1368 DR), there have
been about a half dozen cases of vampire bites yearly, although none have been fatal to date and no resident
has been turned to a vampire.

Town Chairman Wurgahrd credits the vampire attacks (correctly) to the foreboding castle that stands atop
Suncatcher Mountain, about 75 miles/120 km west of and 24,000 feet/7,200 meters above Thornleigh.
However, Wurgahrd knows nothing specific about the castle or its inhabitants. He also is troubled by the
dragon-lizardman type of creatures (draconians and vampire dragons) who have been seen from time-to-time
hunting in the Galenas south and southwest of the hamlet.

Although no one in Thornleigh knows anything of such matters, these creatures have gated into the Thornleigh
area from the ruins of Castle Perilous to hunt down a cell of anti-Tiamatist Dragon Cult members who were
attempting to cross the Triple Ridge and enter Castle Dragonblood to slay whatever Tiamatist elements they
might have believed to be there.
Bloodstone Book 3 - Page 131
The members of the Dragon Cult expedition are, in fact, dead. They followed the false prospecting trail out of
Thornleigh, the trail marked ” , which led them to a cave heated and fed by a warm spring. The cult members
took shelter there, were snowed in, and most starved before the weather permitted a retreat back to the junction
of prospectors' trails.

Rather than starve, a part of the expedition attempted to makes its way back to the junction through heavy
snow, but it was buried in an avalanche it set off. The entire expedition died in Hammer of the Year of Wild
Magic (1372 DR), but Kargmelchina and Sammaster do not appear to know this.

Although the Sunderland Trail is a trade route of slowly growing importance, connecting dwarven Hillsafar Hall
with the Moonsea region, it is a poor road consisting mostly of well-traveled wagon ruts. Large stretches of the
trail pass through somewhat swampy land, which causes frequent potholes in some areas, and it is not unusual
to find some stretches under water after heavy rains.

Only sturdy wagons and sleds can pass over the trail west of Hillsafar Hall. With luck, wagons and riders can
use the route from mid-Tarsakh through Eleint. It is suitable for sleds from Marpenoth through mid-Uktar and
from Ches to mid-Tarsakh. Only the well-armed should travel it.

The Law in Thornleigh


The long and short of it is, there isn't much of it, nor is there much need for it. Law enforcement is in the hands
of town chairman Wurgahrd, who was appointed to his position by Baron Garumbelly in Hillsafar Hall, and by
the Vaasan branch of the Bloodstone Riders. That usually boils down to one person in Thornleigh's case, the
Bloodstone Rider Belthlin, human female, age 33, AL:NG, Ranger 7. Belthlin has a permanent room in
Garbath's inn, but in the warm months, she spends much of her time patrolling the wilderness surrounding the
hamlet. She seldom leaves Thornleigh in winter.

If someone must be arrested for something, and Wurgahrd and the defendant can't agree on a suitable
punishment, Belthlin takes the prisoner to Southgate, where he or she is tried by Bargidh Hendell, human male,
age 44, AL: NG, Commander of the Southgate Outpost of the Damaran army, Fighter 9. Hendell has the overall
responsibility for justice and defense in Thornleigh, but he has no objection when Wurgahrd and a defendant
agree on a punishment in minor cases. Such punishment usually involves doing necessary communal work in
the hamlet.

Adventure Hook in Thornleigh


Suncatcher Mountain - If trolls are attacking, your PCs may want or even need to help defend the hamlet, but
trolls will attack only if you as a game master have them do so. This situation also is true with other events that
may lead to adventure in Thornleigh; they will be there only if you place them there. Normally, the one thing
that occurs in Thornleigh is the day-to-day life of a small settlement of 240. That provides little excitement.

The only other thing Thornleigh has to offer is the one known path to the peak of Suncatcher Mountain, which is
only some 3,000 feet or 900 meters lower than Mt. Everest of the real world. There are natives in Thornleigh
who know something about that path, but no one knows exactly which path it is. Among those who can tell the
known tale of the summit path are Town Chairman Wurgahrd, the local ranger of the Bloodstone Riders Belthlin,
Innkeeper Garbath and some prospectors, if the PCs are in town during any of the short periods when the
prospectors are there. The story follows:

Before Zhengyi's time, a small group of now retired prospectors worked platinum, gold and silver mines in the
foothills of the Triple Ridge and on the lower part of its northern face. Their mines were modestly productive,
enough so to be profitable, but they had found no rich veins. However, the higher they explored, the richer the
veins became and the more often they found platinum deposits. Unfortunately, the snow line wavered between
12,000 and 13,000 feet/3,600 and 4,800 meters. Anything above that usually was covered by a yard/meter of
snow and sometimes more.
Bloodstone Book 3 - Page 132
More than half a century before Zhengyi's appearance, a still older prospector generation had marked two trails
to its best mining areas, one believed to be in the lower eastern elevations of the Triple Ridge and another
higher, perhaps at about 12,000 feet/4,800 meters, on the north face of the Triple Ridge.

The Year of the Great Harvests (1325 DR) gave the older prospectors an opportunity to do what they had long
wished, to explore higher in the mountains than man ever had done before. Throughout the month of Tarsakh
in that year, horrible winds blew constantly across the highest elevations of the Galenas, driving most of the
snow from the mountains, despite their intense cold.

That year was said to be the only time in the remembered history of humans in Vaasa when one could look up
to the peak of Suncatcher, some 75 miles/110 km west of Thornleigh and see the rock of the lifeless peak,
rather than the heavy snow that usually covered it year round.

A totally dry summer followed, and it was one of the hottest in Vaasa's history. That prompted a team of five
prospectors to attempt to go as high as it could in the Galenas, to explore for signs of whatever riches might be
there. All five survived and came back with extraordinary tales. They claimed to have made it to within 500
feet/150 meters of Suncatcher's summit.

During their three months in the heights, there had not been a single drop of rain or flake of snow. For much of
that time, the frost line had risen from 12,000 to 15,000 feet/3600 to 4,500 meters, the prospectors claimed. But
the most important part of their story told of frequent hot springs in the heights that would freeze in place as they
tried to flow down the cold mountainsides.

The prospectors concluded that most of these springs flowed out of deep, warm caves in which they found
richer veins of silver and gold than they ever had imagined might exist. And in the upper 1,000 feet/300 meters
of Suncatcher, they claimed there was enough platinum to buy several kings' treasuries. To make it possible to
retrace their route, they used stakes bearing symbols on the way down to mark it, just as they had done with
their two other mining trails.

The prospectors said the many caverns with warm springs were the source of the high mists that swirled around
Suncatcher and to a lesser extent the Triple Ridge, keeping Suncatcher enveloped in clouds on all but the
windiest of days.

The summers that followed, however, did not offer weather suitable for further explorations on the Triple Ridge,
to say nothing of Suncatcher, and the prospectors had not yet managed to follow their markings above the
12,000-foot/3,600-meter level when Zhengyi and Castle Perilous arose in the Vaasan Plain in the Year of the
Bright Blade (1347 DR). At that time, they and all other prospectors who had used the base camp on the site
where Thornleigh would be built fled back across Gramble's Climb into the Moonsea region.

Another 12 years passed before King Gareth and his companions threw Zhengyi down. By that time, the
prospectors had become old men, and none of them is known to have ever returned to Vaasa. With their
departure died the answer to the riddle of their three marked trails: Which of the three marks the way to the
summit?

One symbol shows an ornamented star with eight points, one shows a snowflake, and another shows a
starburst with 12 points. These symbols can be seen on the map of Thornleigh and the topographical map of
Suncatcher and the Triple Ridge (in Section 8, The Decisive Encounters). The first markings are together on
the prospectors' trail out of the hamlet, just outside of the south gate.

These and other prospectors' trails run together until about 7,000 feet/2,100 meters, when the first newer trails
(marked neither with symbols nor mapped) break off from the combined trail. Between 8,000 and 9,000 feet/
2,400 and 2,700 meters, one finally reaches a junction, where both the three older marked trails and the
remaining new trails all branch off separately and in different directions.

The newer trails play no role in the adventure, and any PC group going to Thornleigh should have no difficulty
learning the tale of the three marked trails, therefore, we have shown only these trails to keep the map
uncluttered.
Bloodstone Book 3 - Page 133
However, the tale goes on. In the Year of the Wyvern (1363 DR), long before Thornleigh was founded, a band
of younger prospectors decided to research the old markings, in an attempt to find not only the rich veins
discovered by the older prospectors but also to learn which trail leads to the summit of Suncatcher. The new
band was concerned over but not frightened off by the castle that had appeared a few years earlier atop the
usually cloud-surrounded summit.

Although no one in Thornleigh has any factual information on the matter, most believe the following, and they
will tell this to any PCs that might ask:

• The trail marked with the eight-point ornamented star leads to Suncatcher (This is the trail the
prospectors attempted to follow in the Year of the Wyvern.).

• The trail marked with the snowflake leads to the mine on the north face of Suncatcher.

• The trail marked with the 12-point starburst leads to the mine in the eastern foothills of the Triple Ridge.

This information is well meant and sincere, but also incorrect. Information on means the PCs might use to
figure out which trail is the correct one can be found in the description of the Castle Dragonblood encounter in
the pages that follow. Where each of these trails really leads can be seen on the game master's version of the
topographical map for Suncatcher and the Triple Ridge.

As mentioned, the prospectors who set out in the Year of the Wyvern chose the trail marked with the eight-point
star. They had not yet reached the 10,000-foot level when they saw a white dragon, more than 15 feet/450 cm
long, a few miles away in flight from Suncatcher, zeroing in on them. The prospectors panicked and fled into
the rocks and boulders to shield themselves from the blast of cold they expected, but when it arrived, the
dragon did not attack.

Instead the wyrm circled over the group, warning the prospectors to turn back, telling them that the land where
they were trespassing belonged to Castle Dragonblood, and they would be slain if they continued onward. After
the dragon was well on its way in flight back to Suncatcher, the prospectors fled in as hasty a retreat as was
possible back down the mountain.

The dragon's warning was the first time the prospectors had heard the name Castle Dragonblood, and the
narration your PCs hear in Thornleigh also may be their first encounter with this name. In any case, eight years
passed before a second attempt was made to find the old trail to Suncatcher.

In mid-Mirtul of the Year of the Tankard (1370 DR), an expedition from Melvaunt showed up in Thornleigh
intending to renew the search after having heard the earlier tales from travelers who had passed through
Thornleigh. Although the party members said nothing about their abilities, Wurgahrd guessed that the members
were four experienced and well-armed fighters, a tough mage or sorcerer and a wiry, agile rogue.

After listening to all the information that locals could supply, the Melvaunt group also came to the conclusion
that the trail marked with the eight-point star was the most logical choice. The six adventurers went the same
way as the prospectors had done eight years earlier, and at nearly the same point, they were encountered by a
white dragon coming from Suncatcher, perhaps the same wyrm as had greeted the prospectors. It also
delivered the same message.

However, the dragon caused no fear in these adventurers, who guessed from its length that it probably had not
reached more than young adult stage. The adventurers attacked the dragon, and it fought back, slaying one of
its foes before being destroyed. The party was surprised at what happened next: After it had fallen, the
dragon's scales and flesh had begun decomposing, leaving nothing more than rotting flesh hanging from its
skeleton within a few minutes time.

One of the men whom Wurgahrd had guessed to be a fighter was in truth a cleric. With the help of a staff, he
brought the slain fighter from his party back to life. The group then pressed on and made it above the snow line
of the first ridge of the Triple Ridge before being attacked again at about 14,000 feet/4,200 meters.
Bloodstone Book 3 - Page 134
This time, the attacker was a huge red dragon, about 30 feet/9 meters in length. The group spotted it from a
distance of about 5 miles/8 km. From its flight, the adventurers could tell that this wyrm had no intention of
discussing the matter but instead was preparing for a high speed dive attack. The party took cover as well as it
could and prepared to fight back.

The battle had gone on for only a few rounds when the adventurers were surprised by another attack from the
rear. Eight armed creatures that looked like a cross between baby dragons and lizardmen charged the group.
They seemed to be led by a figure that stayed back, well out of range. It looked like a human man in black,
except that it had dragon wings on its back.

The battle was furious, with the red dragon the worst foe. After much fighting and the loss of four of their six
members, the adventuring party had won the battle. The second dragon too lay on the ground, degenerating
into bones and rotting flesh. The lizard-dragon-men also had died, but often in strange and devastating fashion.
Some turned into puddles of acid, some turned to stone, one exploded and one took the form of the party's slain
cleric and had to be slain a second time. The enemy leader, the man in black with dragon wings, had vanished.

Only the mage and the fighter survived the battle, and both were too severely wounded to continue on their
quest. The barely made it back to Thornleigh alive, where they told their tale, before heading back to Melvaunt.
Since that time, no one else has taken up the quest for Suncatcher anew. The prospectors who use Thornleigh
as their base have no ability to fight dragons. In their search for new veins, they will not venture above the
snow line or within 20 miles of the first ridge of the Triple Ridge.

They also have another cause for concern. Several times in the past year, bands of the dragon-lizardmen fitting
the same description given by the adventurers from Melvaunt have seemed to simply materialize near the
prospectors' trail junction and then head up into the Triple Ridge or the high elevations south of it. Although
these creatures already have spotted some of the prospectors working at lower levels, they have ignored them.
The prospectors would like to keep it that way.

Anyone who wishes to seek the Suncatcher Trail not only needs to be prepared for attacks but also must be
well-outfitted and lightly packed, even if that's a virtual contradiction. Most areas above the snow level are
covered with a yard/meter and more of snow. With sturdy but light snow shoes - the kind that look like tennis
rackets - and lightly packed, one can make it over the hard crust of such snow without breaking through and
getting bogged down.

Wurgahrd, speaking from his experience as a ranger, or anyone else with a bit of knowledge will tell the PCs
that they have almost no chance of surviving without a magical source of food. Snow water from below the
surface can be boiled to drink, he will say, but above the snow line, the PCs will find no animals to hunt and no
edible vegetation beneath the permanent snow cover.

The PCs also will be warned not to underestimate the distance they must travel. The trip across the mountain
will involve many switchbacks. What is about 75 miles as the crow flies, he will say, can easily be four to five
times that amount when following a mountain trail. He will guess that the PCs will need four to five rides or
tendays to reach Castle Dragonblood.

The true travel times (without subtracting for encounters) and distances are:

Stretch Distance Movement Rate Time in Days


Thornleigh - Trail Junction 125 miles/200 km Near Normal 6 days
Trail Junction - Snowline 40 miles/65 km About one-half 4 days
Snowline-Castle Dragonblood 170 miles/270 km About one-fourth 34 days
TOTAL 335 miles/535 km - 44 days

These are the things that the PCs can learn in Thornleigh. They need only ask, and the information will be
theirs.
Bloodstone Book 3 - Page 135

The Map of Thornleigh


1 - The Combined Prospectors' Trails at the south gate. The wooden palisade wall is 20 feet/6 meters high.

2 - Sunderland Trail.

3 - House of the Captive Sun Inn. The hostelry is primitive pioneer construction, mostly wood with clay tile
roofing, but the inn is comfortable and a welcome refuge after a night or two on the trail, perhaps with a battle
against trolls thrown in for good measure. A guest coming from the Moonsea region can reach Southgate from
Threshold and spent a secure night there under the tower's eye, but the wagon rut known as the Sunderland
Trail will take two days time between Southgate and Thornleigh, and that means one night on the Vaasan Plain.
For those coming from Hillsafar Hall, the Sun is an even more welcome sight. The journey on the wagon-rut
Sunderland Trail takes three to four days and two to three nights on the road. Encounters with trolls on one or
both nights are by no means a certainty, nor are they unlikely. This stretch runs through dangerous country.
When one reaches the inn, one finds simple, basic guest rooms that are wind tight with a wood stove and more
than enough wood in each. When the innkeeper, Garbath, half-orc male, age 57, AL:NG, a retired level 7
ranger who used to work the Thornleigh area, knows that a guest is coming, he builds a fire in the stoves in
advance. There are 14 singles at 1 gold taler a night and 6 doubles at 1 gold taler and 8 silver shiners for a
double occupancy. Garbath brews his own house lager. It's drinkable, but most will think it has a slight off-
taste. There's not much that Garbath can do about that. The local water table is close to the surface. The
regional swamp water does not percolate through enough soil to filter it properly, and this shows in the beer too.
Garbath brews with barley malt and hops from the Moonsea area, a costly proposition reflected in the price: 1
silver shiner for a quart/liter tankard. Meals are variable in quality, depending upon the season. Potatoes and
conserved vegetables come from the Moonsea region. In the warm months, when local hunters work the
foothills, Garbath's cook, Milly Windel, human female, age 49, AL: NG, Expert 3, makes delicious cooked
venison dishes. In the cold season, when the hunters stay home, guests can choose between warm and cold
venison sausages, cold smoked fish from the Moonsea, warm dishes made salt-brine fish from the Moonsea
and hot soups made of imported rice, conserved vegetable and canned venison. Garbath serves his meals in
Great Dale maturbordh style. Although Milly Windel is a good cook, she lacks decent resources for her winter
cuisine. It would win no awards in a city where fresh food is available. But for anyone arriving in Thornleigh in
the cold season, it's gourmet fare compared to the things for which one must settle when camping out at night.
Meals cost 7 silver shiners and 5 copper nibs per person.

4 - Manda Nalor's Shop. Manda Nalor, human female, age 34, AL:N, Rogue 2, runs this general store. It has
most basic items that locals, travelers and caravans want or need, but if the sought item is the least bit exotic,
it's doubtful that she'll have it in stock. Prices run about 35% above those in the PHB. Nalor is a fugitive thief
from Moondale who is sought there. However, if authorities from the Dale ever find her, Prince Darren would
not allow them to take her prisoner. Law in the Dalelands is not recognized in the Bloodstone Kingdom. Before
it would be recognized, negotiations would have to take place with the king and his advisors, a topic that's not
on anyone's agenda.

5 - Thornleigh Iron. This is the business of master smith Narpung, dwarf male, age 266, AL:LG, weapon- and
blacksmith, Expert 9, Fighter 9. Narpung is a rare master, equally at home with weapons, armor or
blacksmithing, although he seldom does the latter and makes none of the former. The dwarf from the Orothiar
Clan has hired two journeymen and two apprentices from Melvaunt, and he spends most of his time teaching
them, but he will return to his fires if someone brings quality weaponry or armor in for repairs, particularly if it's of
dwarven manufacture. His prices are about 25% above normal. Both his raw materials and coal must be
brought in from the Moonsea area, and that's expensive.

6 - Suncatcher Steeds. Keenan Duhl, human male, age 48, AL: LE, Commoner 3, is openly active as
Thornleigh's horse dealer and secretly active as the Zhentarim's spy in the hamlet. His prices run above 20%
above those in the PHB. He breeds his own stock. Duhl works for the Xvimist branch of the Black Network that
is loyal to Fzoul Chembryl in Zhentil Keep. He writes regular reports of all of the news he hears in Thornleigh
and passes them on to covert Zhentarim couriers who pass through the hamlet about once a month during the
warm season. His winter reports, which usually hold little news, pile up until Mirtul, when the first Zhentarim
courier for the new year descends Gramble's Climb.
Bloodstone Book 3 - Page 136
7 - Prospectors Shacks. This is the part of Thornleigh where prospectors once set up a camp before the
hamlet existed. The property still is theirs, and they've built shacks upon it that they use before going up into
the mountains in Mirtul and after coming down again in Eleint. Most then leave Vaasa and head back to the
areas they call home, although a few have been remaining since the establishment of the hamlet and the
construction of the palisade wall.

8 - Thornleigh Bloodstone Mines. More than 100 people work here, under manager Niegern Hilth, human
male, age 37, AL:N, Expert 2. The Iron Throne-influenced Damaran Merchants League holds the option on all
bloodstone mined in Thornleigh, and it buys all of it, shipping it under heavy guard over Gramble's Climb in the
warm months. The league has a new plant in Falconstar on the Moonsea that makes bloodstone bars of the
raw bloodstone. These then are sold on the Moonsea money markets.
Bloodstone Book 3 - Page 137

Thornleigh
Bloodstone Book 3 - Page 138

Thornleigh, with 50-foot/15-meter grid


Bloodstone Book 3 - Page 139

Suncatcher Mountain
Both the mountain's trails and dangers and Castle Dragonblood are detailed in Section 8, The Decisive
Encounters.

Cave of the Whispering Wind


Thorp-sized hideout, No government, AL: LG-NG, gp limit variable based upon guests. Assets: variable
based upon guests. Population: 20 permanent. Authority figures: Detachment commander (rotates).
Taxation type: None.

The last important site in the Barony of Sunderland is the Cave of the Whispering Wind, which served as the
headquarters of Spysong in the days when Baron Gareth still was opposed by the Grandfather of Assassins.
Few persons know of the cave, and many of these would be unable to find it, because it is hidden with magic,
although there are trails on both the Vaasan and Damaran sides of the range that lead to it.

The cave was discovered during Zhengyi's time by Celedon Kierney and Riordan Parnell, who now are the
Baron of Morov and the Duke of Carmathian, respectively. They used the cave as the hidden headquarters of
their Spysong organization, and later it was a hidden meeting place for the Bloodstone Riders. Since the Year
of the Staff (1366 DR), it has been a hidden retreat for the king and for high members of his government.

It also is the place where the clones of 10 of the most important figures leaders of the Bloodstone Kingdom are
hidden. The clones belong to Queen Christine Dragonsbane, Baron Celedon of Morov, Vaasan Prince Darren
of Darmshall, Duke Dormythyrr of Brandiar, Emelyn the Grey, Mariabronne, Myrddin Viligoth, Duke Olwen of
Soravia, Court Mage Panus Anghelkhus of Bloodstone Village and Duke Riordan of Carmathan.

One might note that some important figures such as the king or Friar Dugald have no clones in the cave. They
have decided against taking such a step because they believe it to be inconsistent with their Ilmatari faith.
Prince Quillan of Damara, who is 83 years old, also has no clone. Because of his advanced age, he considers
a cloning of himself to be pointless. All of the clones in the cave were created by court mage Panus
Anghelkhus of Bloodstone Village.

When Celedon Kierney and Riordan Parnell first found the site, it contained a series of caves with narrow
natural passages. These passages since have been widened by trustworthy dwarven stonemasons from
Hillsafar Hall in the service of Baron Garumbelly of Sunderland. All of the areas are illuminated by simple,
overhead wooden chandeliers in which large candles burn.

The cave always is staffed by a guard unit consisting of 13 paladins from the Monastery of the Golden Cup in
Bloodstone Valley, a war wizard from the monastery and three rangers and three rogue scouts of the Damaran
Bloodstone Riders. The duty guard rotates monthly, with three different units assigned to duty in the cave.
Although the cave is within the Barony of Sunderland in Vaasa, most visitors who enter it by physical means do
so from a hidden trail in the Damaran Duchy of Arcata. However, the detachment members and most visitors
use magic to reach the cave.

Most of the time, there are no visitors in the cave, but occasionally, when King Gareth or the other lords of the
Bloodstone Kingdom want to conduct highly confidential discussions, they do so in they cave. Large lead
deposits in the mountains above the caves block all magical attempts at spying.

The cave is protected by glyphs and wards that Emelyn the Grey and Friar Dugald cut into the mountainside
above the cave opening several years ago. No foe ever has passed through the cave entrance. Most who
have tried have ended up as charred corpses.

It is highly unlikely that anyone not escorted to the cave ever would find it, except by coincidence. Terrain
alteration spells worked by the druid queen and illusions created by the king's war wizards have hidden both the
Damaran and Vaasan ends of the trail that crosses the Galenas and leads to the cave.
Bloodstone Book 3 - Page 140
In times of trouble, the paladins commanding the cave detachment will have little difficulty in getting quick help.
The wizards' lab in the cave complex contains a portal to Bloodstone Village and two-way teleports to the
Monastery of the Golden cup and the tower of Court Mage Panus Anghelkhus in Bloodstone Village. Neither
the portal nor the teleports will function without the necessary word of command.

Adventure Hook in the Cave of the Whispering Wind

• Encounter. If the PCs come to the cave uninvited and seek forcible entry, the glyphs and wards will
react immediately. If they fail, the power of the Bloodstone Army and its war wizards will retaliate quickly.
Of course, if the PCs are evil and they gain control of the cave, they can destroy the 10 clones stored
there, if they can find them.

Map of the Cave of the Whispering Wind


1 - Guarded Entry. Two paladins of Ilmater, human male and female, AL:LG, Paladin 1-5, from the Monastery
of the Golden cup always are on guard duty here. Two more paladins of like statistics, a ranger level 3-5,
human male or female, AL:NG, and a rogue scout, level 3-5, human male or female, AL:NG, are on guard duty
outside the cave at all times when the weather conditions permit and warrant posting a guard. The area outside
of the cave complex is watched only casually during the cold months, when almost nothing is in motion in the
mountains.

2 - Extra Weapons. Both long swords and range weapons are available.

3 - Wizards' Lab. This area is available to any visiting wizards or sorcerers. Detachment members also may
use the portal and teleports. The red symbol to the right near the south (bottom) wall is a two-way portal to
Bloodstone Village. The blue symbol is a two-way teleport to the Monastery of the Golden cup. The green
symbol is a two-way teleport to the tower of Court Mage Panus Anghelkhus in Bloodstone Village.

4 - Supply Chamber.

5 - Guard Chamber.

6 - Conference and Dining Area.

7 - Guest Chamber. The secret door to the Hall of Clones is not visible. The door bears an invisible glyph of
confusion. Anyone using normal means to find the secret door must save for will against DC 27 in D&D 3E or at
a penalty of -3 for magic in AD&D 2E, before he or she has any chance at all of finding the door. The door is
visible and easy to open from the opposite Hall of Clones side.

8 - Royal Chamber. These quarters are used by the king and/or queen when in the cave complex. When not,
they are available to the highest lord of the kingdom staying in the complex.

9 - Hall of Clones. Starting near the northern (top) wall and going clockwise, the static clones are of
Mariabronne, Baron Celedon, Duke Riordan, Emelyn the Grey, Duke Olwen, Duke Dormythyrr, Myrddin Viligoth,
Prince Darren, Panus Anghelkhus and Queen Christine. A magical fire burns perpetually in the center of the
hall, giving any awakening clone light.
Bloodstone Book 3 - Page 141

Trail to the Cave of the Whispering Wind


Bloodstone Book 3 - Page 142

Trail to the Cave of the Whispering Wind, with 2-mile/3-km grid


Bloodstone Book 3 - Page 143

Cave of the Whispering Wind


Bloodstone Book 3 - Page 144

Cave of the Whispering Wind, with 10-foot/3-meter grid


Bloodstone Book 3 - Page 145

8. The Decisive Encounters


This accessory offers four key encounters, one friendly, two of them hostile and one open:

• The meeting with King Gareth Dragonsbane (friendly)

• The war against a large host of vampire dragons and draconians in the ruins of Castle Perilous (hostile)

• The battle against Kargmelchina and Sammaster or his facet in Castle Dragonblood atop Suncatcher
Mountain (hostile)

• The restoration of Grafvitnir, a result that could go in several directions, as yet to be explained

Non-Northern Journey Campaigns


The first question is whether your campaign can, will or even should use these decisive encounters. The
obvious answer is that this will depend upon what your PCs are doing in your campaign!

Bloodstone was developed with open alpha and beta testing. This means that any user anywhere could
download incomplete alpha versions of Bloodstone, use what was available, and comment to us upon their
experiences.

This gave us considerable information from users at a time when we still were developing and writing parts of
Bloodstone, which in turn made it possible for us to improve the product based upon user input while the
product still was being made. Through this experience, we learned of a number of creative ways in which game
masters who were not running the Northern Journey campaign adventure were employing this accessory as a
campaign setting expansion.

Some game masters who use this product will be employing it as an expansion for the Forgotten Realms
campaign setting. They will be running their own adventures, perhaps even for low-level characters, within the
Bloodstone Kingdom. In such campaigns, the high-level NJ elements described in this accessory will, at best,
be tumultuous historical events that are talking place in the background, while the PCs are occupied with much
different local problems.

In such a campaign, the decisive encounters described here may reach the PCs only as news, if indeed at all.
In these campaigns, the PCs will not be climbing up to the summit of Suncatcher or going to the depths of the
ruins of Castle Perilous. They will have no reason for seeking an audience with King Gareth, nor will he have
any reason to grant them one. Grafvitnir's fate will be resolved completely apart from the actions of the PCs.

Other game masters have chosen not to run the NJ adventure, have not shown the Coins of Binding to the PCs,
have not placed the Sigylls of Contagion on their PCs' arms, etc., but their PCs are on the road to Suncatcher
and/or the ruins of Castle Perilous for reasons developed within the campaign itself. In such campaigns, the
information that follows may be just as pertinent for a non-NJ campaign as for a campaign running NJ by the
book.

Northern Journey Campaigns


As you might already have suspected, there can be neither a fixed sequence nor firm definitions for these
meetings, and in some non-NJ campaigns, there may be no reason for the PCs to encounter the king.

If you're running the Northern Journey adventure, the Sigylls of Contagion already are ineffective, because
Sammaster and Kargmelchina no longer are concentrating upon them. Grafvitnir's Coins of Binding will attempt
to pull the PCs toward Castle Dragonblood, but the PCs' ability to resist that pull is strong, and they may choose
to go to the ruins of Castle Perilous instead and succeed in doing so.
Bloodstone Book 3 - Page 146
If the PCs encounter King Gareth, he will do his best to convince them to go to Castle Dragonblood first.
Neither he nor the Impilturian army is in a position to do so.

However, if you want your PCs to take on Castle Dragonblood before they go through the ruins of Castle
Perilous, you can arrange for them to bump into one of the magical gates in the Castle Perilous ruins that will
dump them near Thornleigh beneath Suncatcher Mountain.

If the PCs go first to the ruins of Castle Perilous and the fall of this stronghold seems imminent, Kargmelchina
and perhaps Sammaster's facet are certain to join in the final battle at the ruins. If the PCs and the Bloodstone-
Impilturian host are on the verge of victory, Kargmelchina and Sammaster will flee with some of their surviving
vampire dragons back to Castle Dragonblood, to prepare to start their campaign anew there.

8.1 King Gareth Dragonsbane


In this accessory, King Gareth is involved in events that are running according to their own already-described
timetable. Unlike most encounters in many other adventures, the NJ game master has no way to know in
advance when or where the PCs will find the monarch and be able to discuss things with him. If events unfold
in an ideal manner, the PCs will be able to meet the king in the relative peace and quiet of his modest castle in
Bloodstone Village, before the king personally rides to the Vaasan Battleplain.

The PCs may indeed arrive in Bloodstone Village on time to meet the king there. They find him on the way
northward to Vaasa, they may find him in Gatehold, they may find him still pretending to be conducting
maneuvers on the battleplain, or he may be commanding a huge army already waging a difficult war against the
denizens of the ruins.

By the time the king and the PCs meet, he already should know much about the party, if that is at all possible
within the scope of your campaign. In most cases, the PCs' reputations will have preceded them, and the king
will have learned of the party from the epic diviner Prince Quillan and his other advisors.

If you're running the NJ campaign, the king will know of the PCs' sigylls, and he will believe that the PCs are
destined to go to Suncatcher. In all cases, he will view the high level PCs as his hope to keep the denizens of
Castle Dragonblood from interfering in the battle at the ruins of Castle Perilous.

King Gareth knows that his joint host may suffer serious losses at the battle in the ruins of Castle Perilous, but
he is confident that his Bloodstone army and the allied Impilturian host will win the day in the end, even if the
price is high. However, he also believes that a victory in the ruins of Castle Perilous will be only a short-term
triumph, if the figures atop Suncatcher who are responsible for the occupation of Castle Perilous are not
conquered as well.

This is the crux of the king's problem. Castle Dragonblood stands atop the highest peak in the Galenas,
Suncatcher Mountain, with an altitude of 26,000 feet/7,800 meters, only some 3,000 feet/900 meters lower than
Mt. Everest in the real world. The summit is all but impossible to reach.

The king will tell the PCs that the geography of the mountain makes it impossible to send an army up to the
mysterious castle. Most of the slopes are too steep for even a master mountain climber to conquer, with grades
of up to 70%. The only exception is on Suncatcher's southeast wall, where the approach is more gradual if one
crosses the other difficult mountains known as the Triple Ridge. In the Year of the Great Harvests (1325 DR),
when Vaasa enjoyed unusually mild weather, a team of prospectors traveling from that direction came within
500 feet/150 meters of the summit, the king will say.

Today, he will add, that task is much more difficult, because the strange, cloud-shrouded castle has emerged
upon the peak, and it is guarded by dragons, probably undead dragons. Impiltur already has attempted to send
flying wizards to reconnoiter the castle, but sudden, strange winds and attacks by dragons send them into
retreat, and some die before they could make that retreat.
Bloodstone Book 3 - Page 147
What's more, the king will say, the magi of the Wand of Impiltur who returned from the unsuccessful
reconnaissance flights have reported that they had the clear impression that the powers in the castle atop
Suncatcher do not track intruders with normal vision but rather by detecting active magic being used by the
intruders as they approach the castle.

Under other circumstances, when he and the Impilturian commanders were not committing so many resources
to the battle for the ruins of Castle Perilous, the kings says he would personally form a commando troop to
cross the Triple Ridge and attack the foe on Suncatcher, but he is unable to do that at present.

The PCs, on the other hand, appear to be destined to meet their antagonists atop Suncatcher. The red sigylls
that have been driving the PCs onward and to some extent have enslaved them should be all the evidence the
PCs would need that Suncatcher is their destiny. If the PCs are more inclined to fight in the ruins of Castle
Perilous than upon Suncatcher, the king will insist that they are superfluous there, that the combined
Bloodstone and Impilturian host can win this battle and the PCs' help is not needed,

Cold, snow and magic, the king will predict, will be both friend and foe to the PCs, if they attempt to reach
Suncatcher. These three factors doubtless will make their journey extremely difficult, but they also will make it
impossible to track the PCs and make it difficult for flying foes to attack the PCs with any accuracy. In addition,
King Gareth will say, the Wand of Impiltur has determined that the seemingly magical weather atop Suncatcher
makes scrying nigh impossible.

One key to success, the king believes, is to reach the castle using as little magic as possible. He says that
Impilturian Archwand Daerthnur is convinced that the occupants of the Suncatcher castle have great difficulty
watching what is happening on the mountain's slopes or on neighboring mountains, and that the strange clouds
above the mountains making scrying difficult, but that they quickly can detect any active magic on Suncatcher or
the Triple Ridge.

If the PCs are inclined to do the king's will and take on Suncatcher, he will do almost anything within his power
to help them. He can arrange for magi familiar with the terrain there to teleport the PCs to Thornleigh, which is
where a journey to Suncatcher must begin. He can supply them with a limited amount of magical items that
might offset weaknesses in their abilities.

If the PCs follow the king's bidding and choose Castle Dragonblood as their first goal, this will not rule out their
participation in the battle for the ruins of Castle Perilous. If they seem to be succeeding in destroying
Sammaster and Kargmelchina, the two can teleport to the ruins to make their last stand there. King Gareth
believes that if the PCs are successful atop Suncatcher, they will be able to gate or teleport themselves from
there into the ruins, where they will be able to fight the enemy from within while the two armies battle it on the
outside.

If the PCs insist on going first to Castle Perilous, the king not only will refuse to help them but also will tell them
that his commanders will be ordered to block their passage. He will remind the PCs that this is a war, he is the
commander of one of the warring armies, and he will not tolerate interference from outsiders on the battlefront.
Because of the situation on the front, he cannot guarantee the PCs' safety from the attacks of his own host. As
long as that is the case, he will deny them passage to the ruins.

However, if the PCs agree to take on Suncatcher before the ruins of Castle Perilous, King Gareth will give the
them the Bloodstone Army's last sketch of the ruins (see the following pages). The king will tell the PCs that the
map is neither complete nor current. It shows the status of the known remnants of Castle Perilous late in the
Year of the Serpent (1359 DR), when dragons arriving in the ruins began slaying some of his soldiers and
forcing others to flee.

The last time the king or any of his men were in the ruins was more than a dozen years ago, and he does not
know what has changed since that time. All attempts to magically scry the ruins have been blocked. Several
times both the king's men and adventurers have attempted to investigate the ruins, but they have come under
heavy attack from large numbers of draconians and on some occasions from dragons flying up out of the ruins
as well. In all cases, they have been forced to flee without entering the ruins.
Bloodstone Book 3 - Page 148
The king will tell the PCs that the attacks seem to begin once the intruders come within 10 miles/16 km of the
ruins. Dragons have entered battle only on those few occasions when intruders have managed to come within
2 miles/3.2 km of the ruins. When the intruders have fled the ruins, they have been pursued only until they have
gotten more than 10 miles/16 km distant from the ruins again. At that point, the defending draconians and
dragons always have turned back.

The king will explain that he and his own party entered Zhengyi's castle while it still stood and then magically
descended the mile-long shaft to the bridge over the lava stream that led to the mercury pool of Orcus and the
passage they followed into the Abyss. He has no personal knowledge of the dungeon areas on the north and
south sides of the shaft between the surface and the bottom of the shaft.

When Castle Perilous still stood, according to the king, the shaft was much narrower, about 30ft/9m in uniform
diameter. However, the localized earthquakes that accompanied the destruction of Castle Perilous caused the
sides of the shaft to cave in. The diameter no longer is uniform. It extends to as much as 60ft/18m in places
now. The walls of the shaft are unstable and continue to cave in easily. It is absolutely unsafe to climb the mile
downward to the mercury pool.

King Gareth will explain that his men found about two dozen orcs holed up in area E on the cross section map
and 70 goblins hiding in area F. All of these monsters surrendered without a fight. They were promised they
would be spared if they helped the soldiers fulfill their assignment of collapsing the entryway into the Abyss.
The orcs and goblins were terrified of this entryway and were more than willing to seal it, according to the king.

They also were able to show the soldiers a narrower secondary passage. In its own twisting way, the tunnel
descended from area F into area I, however, when the soldiers and their prisoners reached area I, they
discovered that the central part of the chamber beneath the shaft in a rough diameter of nearly 80ft/24m was
totally filled with mud from the shaft cave-ins above.

The prisoners then were put to work clearing the cave-in and after that blocking the passage to the abyss.
While part of the mud from the cave-ins could be used to block the passage, the rest was piled on the east and
west sides of area I, making it narrower than it was in Zhengyi's time.

In the waning days of the Year of the Serpent (1359 DR), the orcs and goblins together with a guard troop of
soldiers were in the last phases of clearing area I when the first white dragons began arriving at the ruins and
immediately engaged those soldiers who were on the surface in battle. One of the attacking dragons flew
directly into the main shaft, the king will say, but it was not seen returning to the surface again.

However, the dragon's flight through the shaft was believed to have caused additional cave-ins, and it also
caused the collapse of the secondary passage the soldiers had used to reach area I. As a result, the orc and
goblin prisoners as well as the Bloodstone soldiers who had guarded them were trapped upon area I, and their
fate remains unknown.

The king will add that the ruins have been occupied for more than a decade by some 50 dragons, large
numbers of draconians and probably other evil creatures as well. What changes they have wrought in this time
and what new evils they may have brought with them into the ruin are unknown to the king or the other leaders
of the Bloodstone Kingdom, but he and his men are prepared and willing to destroy whatever they find there.

King Gareth will explain that he and his followers did not understand the important role the mercury pool
beneath Castle Perilous played, nor did they have any idea how to destroy the pool. For these reasons alone it
survived Zhengyi's fall.

In the course of the 13 years that have passed since Zhengyi's destruction, the king and his advisors now
understand that the pool was incredibly evil and that it could have been destroyed by pouring large quantities of
nitric or sulfuric acid into it.

The king and his followers were unaware of this at that time, and they also lacked the necessary acid when they
were in the depths. In recent years, however, the king says that he has learned that the current denizens of the
ruins have imported 50 barrels each of both acids from the Moonsea as magical components.
Bloodstone Book 3 - Page 149

King Gareth's map of the Castle Perilous ruins for the PCs
Bloodstone Book 3 - Page 150

The King's Map


(The following information is current to the end of the Year of the Serpent (1359 DR.)

A - The Ruins of the Foundation of Castle Perilous. This area was thinly overgrown by rank weeds but
remained mostly bare soil.

B - Remnants of the Foundation of the Castle Wall. The Wall was 30ft/9m thick.

NOTE: Areas D through I were reached through secondary tunnels that collapsed during the time of the first
dragon flight into the shaft.
C - Shaft Entryway.

D - Collapsed Chambers. These chambers were caved in almost fully and highly unstable. The Bloodstone
soldiers did not risk exploring them.

E - Shrine Ruins. The remnants of a shrine to Orcus were found here. This also is the area where 24 orcs
were holed up.

F - Ruins of a Magical Laboratory. Little of value was left here. This is where the soldiers found the 70
hidden goblins.

G - Necromantic Chamber. The ruins in this area suggested that it was a chamber where necromantic
experiments were performed upon victims held to operating tables by manacles.

H - Chamber of Vampires. Most of this area had caved in before the soldiers reached it. In the front area
which was spared ruin were four coffins holding the bodies of four vampires. Military clerics could verify that the
vampires were truly dead and not merely in undead stasis, but they could not determine what slew the
vampires.

NOTE: The break in the shaft is symbolic. The shaft penetrates the earth a mile deep. Showing the shaft in its
entirety would have forced the use of a scale so fine that the map would have been of limited value.

I - Threshold Chamber to the Pool of Mercury.

J - Iron Bridge of Alien Construction. The bridge spans a flowing river of lava about 50ft/15m wide. The
bridge itself is a mere 10ft/3m above the lava. A PC doing double time, include those of small size, can cross
the bridge in 1 round without damage. Anyone remaining on the bridge longer sustains 1d8 hp heat damage
per round. The temperature atop the bridge is at about 135°F/60°C.

K - The Mercury Pool of Orcus. This pool was intended as the point through which Orcus would have entered
the Realms. It is unknown what magic the pool might command today.

L - Blocked Gate to the Abyss.


Bloodstone Book 3 - Page 151

8.2 Castle Dragonblood (Suncatcher Mountain)


Before your PCs begin their attempt to reach Castle Dragonblood, the game master must resolve
the Tiamat question, if this has not yet been done. This issue already has been discussed at
length in the Northern Journey Campaign Guide.

A basic issue for each game master is whether Tiamat still will be using Kargmelchina as her
avatar at the time when the PCs encounter Kargmelchina. That really is under most
circumstances a personal decision each game master must make, based upon the ingredients
and flavor he or she wants to have in his or her campaign. Whatever the decision is, the
adventure will run best if it is made before the PCs cross the Triple Ridge.

Regardless of that decision, there are conditions under which Tiamat will simply abandon Kargmelchina, and
Kargmelchina will return to her own state as a vampire dragon lich. Tiamat came to her current level of power
and to her status in the Realms in part by dealing mercilessly with others, particularly the slain deity Gilgeam,
attacking when her foe was at the ebb of his or her powers.

With that in mind, the Dark Lady is taking every precaution to avoid being caught herself when she is at her
weakest. Kargmelchina is but one of three avatars Tiamat currently has active in the Realms. She still enjoys
only the standing of a lesser power, and she will lose that standing and revert to a demipower if she incurs the
losses that result from the destruction of one of her avatars. At anytime that Tiamat believes that the
destruction of an avatar is imminent, she will abandon the avatar and reclaim the resources she has invested in
it before that destruction can occur.

If you decide that Kargmelchina still is an avatar at the time the PCs encounter her, keep Tiamat's position in
mind. However, do not interpret this to mean that Tiamat will successfully abandon her avatar in all cases
before the PCs can deal a destructive blow. It always is possible that she might underestimate the damage that
the PCs can deliver within a round of combat, and that the avatar indeed will be destroyed before she has
succeeded in abandoning it.

Statistics for Kargmelchina as herself and as Tiamat's avatar can be found in the Northern Journey Campaign
Guide Version 8.

Conquering Castle Dragonblood is a challenge of epic proportions:

• After succeeding, some of your PCs may have earned epic levels in a D&D 3E campaign, and the others
should be nearing those levels.

• In an AD&D 2E campaign, the battle of Castle Dragonblood should start bringing some of your PCs over
the threshold of the 20th level, to the point where they can start having the special abilities described in
the AD&D rulebook Dungeon Master® Option: High Level Campaigns by Skip Williams (TSR - 1995),
which is available as an ESD download.

There is only one known and useable route to the summit of Suncatcher Mountain. It begins in the Vaasan
village of Thornleigh and continues up into the Galenas over the Triple Ridge. In most campaigns, The PCs
already will know this and will be sensible enough to start their march to Suncatcher in Thornleigh.

However, no campaign and no PC group are or should be absolutely predictable. Some game masters may
have PCs in their campaigns who insist on avoiding Thornleigh and starting their trek somewhere else. They
can begin that trek only where it is possible and with means that are possible. The slopes of Suncatcher are -
for all practical purposes - impossible. They are too steep to climb, and they are buffeted with winds that will
make flying extremely difficult.

If a PC group attempts to fly or use other magical means to travel through the air to Castle Dragonblood,
Kargmelchina and Sammaster will send one vampire dragon after another to attack them. In the unlikely event
that the flying PCs manage to destroy all of the vampire dragons, Kargmelchina, a vampire dragon lich, will
attack the PCs personally. In flight, the PCs have almost no chance of defeating her.
Bloodstone Book 3 - Page 152
Kargmelchina can detect any use of magic by the PCs and immediately know precisely where
that active magic is or was. Being able to detect magic is one of her greatest advantages over
the PCs, but her inability to scry the PCs (through magic of the creator god Annam) and her
inability to visually monitor the PCs are her greatest disadvantages.

The PCs have their only genuine chance to reach Suncatcher if they march to it over the Triple
Ridge. Even on this route, they will not be able to completely avoid Kargmelchina's
hindrances. She knows that the bearers of her sigylls may try to reach Castle Dragonblood
despite the fact that she no longer is trying to draw them there, and she has surprises waiting
for them upon the Triple Ridge.

However, some PC groups doubtless will try to reach the Triple Ridge without going to Thornleigh. Such a
decision is foolish, because the PCs can learn much in Thornleigh that will help them succeed. However,
sometimes PCs do foolish things.

If your PCs are fixed upon reaching the Triple Ridge without going to Thornleigh first, there are means to do so.
If the PCs ask questions in the right places, they can learn of these alternate routes:

• They can leave the Sunderland Trail before reaching Thornleigh, climb up into the Galenas and then
attempt to head westward toward the Triple Ridge. Such a route is extremely difficult to cross. The
strewn rock fields atop the formerly volcanic mountains in this area are extremely difficult to cross. The
PCs often will run into dead ends and have to turn back. In many areas they may unleash rockslides or
avalanches. It's also possible that they may run into various prospectors' trails. They may spend months
wandering the mountaintops without ever finding the trail to Suncatcher. In fact, this is quite likely.

• The PCs may learn of a difficult but still used (and unmapped) prospectors' trail that leads upward from
Sulasspryn on the Moonsea to the heights east of the Triple Ridge. If the PCs take this route, they will be
in the same straits afterward as with the previous possibility.

• The PCs also may learn of (an unmapped) prospectors' trail that begins in Ostrav, circles the north edge
of the Snow Wood, bypasses the ruins of Monte Veldelio and then leads to the heights east of the Triple
Ridge. If the PCs take this route, they will be in the same straits afterward as with the two previous
possibilities.

On the pages that follow are three versions of a topographic map for Suncatcher and the Triple Ridge combined
and two views of the Triple Ridge. If the PCs make any attempts whatsoever to learn about the physical nature
of these mountains, they will be given information that corresponds to the map named Players' Topographical
View: Thornleigh, Triple Ridge and Suncatcher - Without Information.

In that case, the game master should give the PCs a copy of this version of the map. This map corresponds to
what the PCs or an NPC with whom they are talking would sketch. This degree of information is available
because of the amount of prospecting that has taken place in the Suncatcher area of the Galenas.

If the PCs do go to Thornleigh, as most sensible PCs will do, and they attempt to get the information that's
available there, they should at that time be given the somewhat more detailed map entitled Players'
Topographical View: Thornleigh, Triple Ridge and Suncatcher in the versions with and without the mileage
grid. This map corresponds to what the PCs or an NPC with whom they are talking would sketch.

Regardless of how the PCs start out, game masters should begin the description of the Suncatcher adventure
found in the description of the Vaasan hamlet of Thornleigh on previous pages. The game master must be
thoroughly familiar with the information offered there before proceeding onward from this point.
Bloodstone Book 3 - Page 153

Game Master's Topographical View: Thornleigh, Triple Ridge and Suncatcher


Bloodstone Book 3 - Page 154

Game Master's Topographical View: Thornleigh, Triple Ridge and Suncatcher - Grid: 5 Miles/8 km
Bloodstone Book 3 - Page 155

Players' Topographical View: Thornleigh, Triple Ridge and Suncatcher


Bloodstone Book 3 - Page 156

Players' Topographical View: Thornleigh, Triple Ridge and Suncatcher - Grid: 5 Miles/8 km
Bloodstone Book 3 - Page 157

Players' Topographical View: Thornleigh, Triple Ridge and Suncatcher - Without Information
Bloodstone Book 3 - Page 158

Topographical View of the Triple Ridge

Topographical View of the Triple Ridge - With 2-mile/3.2 km Grid

The Players' Maps


If the PCs have been to Thornleigh and the have obtained the information available there, they should be given
copies of the maps labeled Players' Topographical View: Thornleigh, Triple Ridge and Suncatcher, with and
without mileage grids. These maps represent the information they have received.

If they have not been to Thornleigh, they should be given only the map labeled Players' Topographical View:
Thornleigh, Triple Ridge and Suncatcher - Without Information. This map will make it easier for them to
understand what they see.
Bloodstone Book 3 - Page 159

The Game Master's Maps


Steam Spouts
Wherever a steam spout is shown, there is a cave that contains a warm spring. Although the people of
Thornleigh know from prospectors' tales that such warm springs and caves are on the mountainsides, they do
not know how many there are or what there precise locations are. From below, one can see only constantly
swirling clouds that really are steam escaping from the caves. These clouds mask their own origin from view
and hide Castle Dragonblood from sight on all but 1d20 + 10 days each year.

Neither the greatest sages of Impiltur nor Tiamat-Kargmelchina and Sammaster are aware of the true nature of
these steam spouts, therefore, the PCs will not learn their secrets in advance. Thousands of years ago, before
the Great Glacier formed, there was considerable animosity between the deity Ulutiu, who sleeps beneath the
ice of Pelvuria, and Annam, a greater power of the giants who is known as The Prime and The Great Creator.

NOTE: The official details on Annam are available in the AD&D 2E Monster
Mythology by Carl Sargent (TSR - 1992). The official details on Ulutiu as
well as Othea and their conflict with Annam are explained in the AD&D 2E
Forgotten Realms accessory Powers & Pantheons by Eric L. Boyd (TSR -
1997). Both of these accessories are out of print in paper form but can be
purchased in Internet as ESD downloads in Adobe Acrobat PDF-Format.
Annam's magical awakening of volcanic activity in Suncatcher is an
invention of the Vintyri Project and is not official FR history.

Ulutiu was one of several deities who had been involved in an affair with Othea, the wife of Annam. As a result
of this relationship, Annam threatened to kill both Ulutiu and Othea. Eventually, Ulutiu convinced Annam to
spare Othea if he, Ulutiu, would go into exile in his slumber beneath the Great Glacier that he created. Annam
agreed to this.

The creation of the Great Glacier was Ulutiu's revenge. It eventually covered much of Annam's giant kingdom
of Ostoria and destroyed it. Because he was responsible for this deed, Annam too was forced into exile, but
before it came to that, Annam decided to wreak a terrible revenge upon the sleeping Ulutiu.

Before Pelvuria had been created, the West Galena Mountains had been formed by volcanic activity that was
still simmering but slowly was growing extinct. Annam rekindled the volcanic powers, weaving into them anti-
magical powers. His goal was to use the fires within Suncatcher to slowly melt the Great Glacier, and the anti-
magical component was intended to thwart any magical defense that might stop this process.

However, when Annam was forced into exile, he no longer was able to maintain and concentrate upon his
magic, to force its continual spread throughout the Great Glacier. This magic alarmed both Umberlee and Auril,
and they joined forces to stop the spread of Annam's magic, but because they did not perceive of and
understand its anti-magical element, they were unable to still those volcanic fires that Annam already had
kindled within Suncatcher.

Umberlee's interest in Annam's magic faded with time, but Auril has continued over the millennia to feel
threatened by it. It is not so much the threat to the Great Glacier that irks Auril but rather the presence of a
magic that spreads heat and is beyond her ability to dispel or unweave. Any magic that the Cold Goddess ever
has fired into Amman's dweomer simply has been neutralized by the antimagical element.

It is unknown how many other deities have examined Annam's dweomer. Shortly after Annam's exile, Auril and
Umberlee did urge Mystryl to ban the effect, but the then-goddess of magic replied that it was of no threat to the
Weave, because the steam and its magical effect dissipate quickly and harmlessly. She said that Amman's
magic represents progress in the development of the Art, and it was her goal, above all, to support such
progress. After her fall, which led to the collapse of Netheril, Auril pleaded with the new goddess of magic,
Mystra, to unweave the spell, but she refused on similar grounds.
Bloodstone Book 3 - Page 160
In the Year of the Shadows (1358 DR) when the human wizardess Ariel Manx, known as
Midnight, ascended to godhood after the Time of Troubles to become the new Mystra, the
Frostmaiden renewed her plea. The new Mystra said she would consider the matter, but the
situation has not changed to date.

As a result, Auril has taken the matter back into her own hands and is attempting anew to find a
means to destroy Annam's dweomer. But these efforts will not be fruitful in time to affect an
attempt by the PCs to reach Suncatcher's summit, therefore, we will not go into detail here. The
details on what Auril is doing can, however, be found in the description of White Retreat in
Soravia.

When your PCs cross the Triple Ridge and climb Suncatcher, they frequently will see caves that spout the
steam from Annam's hot volcanic springs. Anyone, including the PCs, who is within 5 feet/150 cm of steam
from one of these warm springs will immediately feel the effect of all magic being cancelled where he or she is,
to whatever extent that person is aware of active magic.

Within the 5-foot/150-cm radius of the steam, all links to the Weave are broken and all magic that draws in
anyway from the power of the Weave is broken, but only for as long as the magic is within the area of effect,
that is, within 5 feet/150 cm of the steam.

The effects of Annam's dweomer are broad and absolutely neutral, as far as events in this day and age are
concerned. This can work to and against the advantage of the PCs; they also can work to and against the
advantage of Tiamat-Kargmelchina, Sammaster and their minions. A lengthy list of examples of effects follows:

• A magic range weapon fired toward a target within the area of effect uses its magic bonus to hit, because
the projectile was set on its course while the magic still worked, but the magical bonus for damage is lost,
because the projectile strikes within the shielded area.

• No spell or magic item can activate its magic within the area of effect. The magical effects of weapons
are suspended until the weapon exits the area of effect.

• The magic of a potion that has been consumed is suspended until the drinker leaves the area of effect or
until the potion has been digested, whatever occurs sooner. Digestion occurs within 1d10 + 10 rounds. If
a creature drinks a potion of healing and leaves the area effect before digesting the potion, it takes effect
as soon as the creature leaves the area of effect. If the creature digests the potion before leaving the
area of effect, both the potion and its healing effect are lost.

• The results of spells that effect genuine physical changes are not altered when those results enter an
area of effect, if the spell already has finished working. The statue of a creature petrified by the glance of
a medusa will not be restored to flesh by being placed within the area of effect.

• A creature flying magically will begin to fall while within the area of effect, but will begin flying again upon
leaving it, provided the creature still is alive at that point. The time in which the magic is suspended does
not count against the magic's duration.

• No magic whatsoever can penetrate through an area of effect. Such magic will rebound chaotically in a
direction to be determined on a random basis by the game master. Spells with shifting areas of effect,
such as Scrying and Detect Magic, seldom work at all upon Suncatcher, because there are too many
patches of steam that they must penetrate to be effective. When such spells work at all, it is only over a
very short range, to the first patch of steam.

• Illusions cease in the area of effect and resume again when they move out of the area of effect. An
invisible creature becomes visible when it enters an area of effect and becomes invisible again when it
leaves the area of effect.

• A summoned creature that enters an area of effect will be returned immediately to its original location and
will remain there.
Bloodstone Book 3 - Page 161

• If a creature attempts to teleport into an area of effect, it will arrive instead at the nearest position outside
of the area of effect, as determined by the game master, provided that there is such an unprotected
position within 100 feet/30 meters of the intended goal. If not, the creature will be teleported to an
unaffected point in the air 1d20 - 1 yards/meters above the next nearest unprotected position, regardless
of its distance from the goal. In this case, a throw of 1 indicates landing upon the ground, and a throw of
20 indicates arrival in the air 19 meters/yards above the ground.

• Creatures with natural magic retain their physical abilities within the area of effect but cannot use these
magical abilities. A dragon can fly and fight, but it cannot use spells, spell-like powers or its breath
weapon.

• Spells with an instantaneous duration that strike a target in an area of effect are ineffective and lost.
Fireballs will not go off in an area of effect, nor will Magic Missiles strike or damage anything. However, if
a Sleep spell hits a creature outside of an area of effect, the victim will sleep, awake when the area of
effect moves over it, and immediately fall asleep again once it is out of the area of effect. The time in
which the magic is suspended does not count against the magic's duration.

• A druid who has cast Changestaff will resume his or her normal form when moving into an area of effect
and return to treant form after moving out of it. The time in which the magic is suspended does not count
against the magic's duration.

• A Continual Flame will go out if it enters an area of effect and immediately flame up again above leaving
it.

• A Levitated object will fall to the ground when entering an area of effect and resume its levitated position
after leaving it, but damage caused by the fall will remain.

• A Phantom Steed will vanish when entering an area of effect, dumping its rider and anything itself it
carries to the ground. It will reappear when the creature it serves leaves the area of effect and await
further orders.

• The steam spouts also affect the magic of artifacts, but such effects can, under circumstances, lead to
the same problems as a successful attempt to employ Mordenkainen's Disjunction upon an artifact.

• Unlike dead magic zones, the steam causes no physical discomfort in spellcasters. However, their minds
are completely blank of spells and magical knowledge.

Tiamat-Kargmelchina, Sammaster and their vampire dragons are not aware of Annam's magic. They all are
aware that there are patches of anti-magic constantly moving across the slopes of Suncatcher and the Triple
Ridge, but they do not know what causes this. Tiamat-Kargmelchina believes that this is a part of the aftermath
of the Time of Troubles, and she readily makes her opinion known to Sammaster and her vampire dragons.

Sammaster did not experience the Time of Troubles in a conscious state. He is still in the process of grasping
this momentous event and its repercussions. He has no reason to doubt the conclusion of Tiamat-
Kargmelchina, but he also makes no automatic assumption that her interpretation is correct.

Regardless of these interpretations, the vampire dragons all have been warned to be certain that they can
sense their magical abilities before trying to use them. They understand this but are not always successful in
putting it into practice.

The caves around steam spouts can make excellent campsites for PCs, if the can reach them successfully.
They can do that automatically with any cave that is within 2 miles/3.2 km of the trail, as shown on the
Topographical View of the Triple Ridge on the previous page and on the map Topographical View of
Suncatcher Mountain in the following pages. If the PCs wander farther to a steam spout more than
2 miles/3.2 km from the trail, use the appropriate rules for Leaving or Losing the Trail in the following pages.
Bloodstone Book 3 - Page 162

Magic Gate
This is a one-way gate from Castle Perilous. Tiamat-Kargmelchina created this gate to bring in draconians and
vampire dragons to track down the members of the opposing faction of the Dragon Cult whom she still believes
to be in the area. (They are, in fact, dead.)

One band consisting of a vampire dragon, two goblin draconians, two orc draconians, a hobgoblin draconian,
two ogre draconians and a troll draconian. This band is available for random encounters, if you wish to add it.
The band has no orders regarding the PCs but may mistake them from the cultists.

Dragon Bones
These markings designate the places where a band of adventurers from Melvaunt once encountered vampire
dragons, and, in the second case, also draconians. For more details, see the description of the Vaasan hamlet
of Thornleigh.

At the lower position, the PCs will find the bones of a white dragon, about 15 feet/450 cm long. At the higher
position they will find the bones of a red dragon, about 30 feet/9 meters long, as well as the remains of six
humans and their possessions. Among them are:

• Long sword +3
• Long sword +1
• Short sword +1
• Mace +2
• 2 Daggers
• 3 Sets of Chain Mail, Human Size
• Magical Skeleton Key (opens all non-magical locks in which the key fits)
• Coins from Melvaunt: 18 Copper Oars, 22 Silver Waves, 160 Gold Hatters

Numbered Locations
These represent planned encounters. The things that the PC find at these locations are described under Triple
Ridge Encounters and Suncatcher Encounters on the following pages.
Bloodstone Book 3 - Page 163

Preparing for Suncatcher Summit


Once the PCs leave Thornleigh (or reach whatever starting point they're using to begin their ascent), they begin
a new leg of their Northern Journey that can be as difficult for a game master to run as it is for the PCs to
achieve. A successful game master has to avoid a common tendency to think too small in running the trip
across the Triple Ridge and up Suncatcher.

In Thornleigh, the PCs will start out at an altitude of 2000 feet/600 meters above sea level and have to ascend
to a height of 26,000 feet/7,800 meters. That's only about 3,000 feet/900 meters less than the peak of Mt.
Everest in the real world.

As the crow flies, the peak of Suncatcher is about 75 miles/120 km away from Thornleigh. As the mountain trail
twists, the distance is 335 miles/535 km. The journey will take a base time of 44 days, but interruptions and
delays may have to be added to that.

The PCs can use beasts of burden to help them up the first half of the trail (165 miles/265 km), but they have to
make it over the last half (170 miles/270 km) on foot, or better said, on snow shoes, lightly packed, with no food
available. The challenge facing the PCs is anything but a piece of cake.

Running such an endurance test is difficult, if the overall goal remains to make the game and the adventure
enjoyable for the players who are running the PCs. Although the journey will take a long time in terms of your
campaign world calendar, you should keep the tempo fairly snappy in real time at the gaming table. The march
to Suncatcher is a hard grind, not only for the PCs but also for the players, and the journey itself will offer few
rewards.

If you play out all 44 days on the slopes in detail, the chances are good that your campaign will flounder, due to
frustration and boredom. The march across the mountain is a means, but the inhabitants of Suncatcher are the
end to which those means are intended to bring your PCs. Most game masters who run this part of the
adventure successfully will keep that in mind:

At last encountering Tiamat-Kargmelchina and Sammaster is what this segment is about, not torturing PCs and
players with too much of a grueling, unrewarding and seemingly endless trek across horrible mountains. There
are encounters planned on this journey that will give your PCs their fill of unpleasantness in action, where they
can do something about their problems.

A good key for keeping the mountain trek interesting and enjoyable is to limit the amount of additional obstacles
with which you intended to confront your party. Secondary problems and successes - the number of times
various PCs have slipped, fallen but then got back on the path again, for instance - are sometimes better
recreated by the game master in a summary explanation of what has happened when the PCs are camping at
the end of a day's marching.

Each time you run a night camp, look at where the PCs are likely to go in the next days. See if there are things
on the path that need to be played out during that time. If there are, run them. If not, when the PCs are
camping for the night, ask the players if their PCs plan to take any special actions during the next X days. If the
answer is yes, give the PCs a chance to do so, by all means.

If the answer is no, after the PCs have camped for the night, tell them that they make it through the next X days
without serious problems and without encountering foes or losing themselves. Give them a colorful summary of
the "little" things that have happened, like slips and falls, a brief but threatening storm with snow or ice rain, a
trail sign missed followed by successful back-tracking at the cost of three hours time, etc.

However, do not invent any small problems that have cost the PCs hit points or ability points, that have caused
the loss of any possessions or that have incapacitated the PCs in any manner. Such things must be played out,
to determine what really happens.
Bloodstone Book 3 - Page 164

View across the Triple Ridge toward Suncatcher, distant to the middle right

Adjusting Weather
Deciding what weather occurs on the mountains is easily done, but if one isn't careful, such decisions can make
the PCs' journey impossible. The year round snow line begins at an altitude of about 12,000 feet/3,600 meters
in the West Galenas. At that level, there are strong winds almost all of the time, and new snow, when it falls, is
powdery, not heavy and wet.

The wind tends to blow most new snow off of the higher mountain levels, but deep snow does lodge on pockets.
See the photo above for a view of the mountains when there is no snow storm. See the view of the mountains
by our illustrator, Joan I. Guardiet, on the cover of this accessory for the view on a day when the weather is
raging. These depict the range of weather your PCs will experience.

Usually only enough new snow will remain to replace that which has evaporated. The higher that one goes, the
colder the temperature will be. To determine the weather for any given day, start with the weather tables in the
Northern Journey Campaign Guide and modify them according to the guidelines below.

However, we urge you not to let our tables wrest control of the adventure from you. Our weather tables can
under circumstances make it impossible to proceed. While such conditions may make for suspenseful elements
in a fantasy novel, they can quickly bog down an RPG adventure and take the fun out of it. Always remember
that the goal of this trek is Castle Dragonblood rather than bogging down your PCs in the mountains. The
adventure will run best if the PCs feel the weather could bog them down at anytime but it in fact seldom does.

The snowline of the Triple Ridge and Suncatcher hardly ever rises above 12,000 feet/3,600 meters. This is the
point in the topographic maps where the altitude shading shifts from dark grey to dark blue. Any area in any
shade of blue or white always should be considered to be under snow with blank patches of rock on the slope at
wind-blown places. Again, use the photo above as a guideline.

At altitudes up to 4,000 feet/1,200 meters, you should be able to use the Campaign Guide weather tables as
they are, as long as they do not indicate weather or snow depths that make the first part of their journey
impossible. If the do, then modify the weather pattern in advance of their arrival in the Thornleigh area to avoid
that. The following tables suggest overall conditions that occur as the PCs go higher. After looking at the
tables, we'll consider possible modifications, based upon the weather indicated in the Campaign Guide.
Bloodstone Book 3 - Page 165

Altitude Max High Max Low Min Snow Min Wind Steam Spout Range
3000 80 65 0 inches 0 mph NA
4000 75 60 0 inches 0 mph NA
5000 70 55 0 inches 0 mph NA
6000 65 55 0 inches 5 mph NA
7000 65 50 0 inches 5 mph NA
8000 60 50 0 inches 10 mph NA
9000 55 45 0 inches 10 mph NA
10000 50 40 0 inches 10 mph NA
11000 45 35 0 inches 15 mph NA
12000 40 30 12 inches 15 mph NA
13000 35 25 18 inches 15 mph 70 feet
14000 32 23 24 inches 20 mph 60 feet
15000 30 20 30 inches 20 mph 50 feet
16000 27 17 36 inches 20 mph 40 feet
17000 25 15 36 inches 25 mph 30 feet
18000 22 12 36 inches 25 mph 20 feet
19000 20 10 36 inches 25 mph 10 feet
20000 17 7 36 inches 30 mph 5 feet
21000 15 5 36 inches 30 mph NA
22000 12 2 36 inches 30 mph NA
23000 10 0 36 inches 35 mph NA
24000 7 -3 36 inches 35 mph NA
25000 5 -5 36 inches 35 mph NA
26000 2 -8 36 inches 40 mph NA
Weather impact tables in degrees Fahrenheit, miles, inches and feet. Blue
fields are above the snow line.

Altitude Max High Max Low Min Snow Min Wind Steam Spout Range
900 27 18 0 cm 0 mph NA
1200 24 16 0 cm 0 mph NA
1500 21 13 0 cm 0 mph NA
1800 18 13 0 cm 8 kmh NA
2100 18 10 0 cm 8 kmh NA
2400 16 10 0 cm 16 kmh NA
2700 13 7 0 cm 16 kmh NA
3000 10 4 0 cm 16 kmh NA
3300 7 2 0 cm 24 kmh NA
3600 4 -1 30 cm 24 kmh NA
3900 2 -4 50 cm 24 kmh 21 meters
4200 0 -5 60 cm 32 kmh 18 meters
4500 -1 -7 75 cm 32 kmh 15 meters
4800 -3 -8 1m 32 kmh 12 meters
5100 -4 -9 1m 40 kmh 9 meters
5400 -6 -11 1m 40 kmh 6 meters
5700 -7 -12 1m 40 kmh 3 meters
6000 -8 -14 1m 48 kmh 150 cm
6300 -9 -15 1m 48 kmh NA
6600 -11 -17 1m 48 kmh NA
6900 -12 -18 1m 56 kmh NA
7200 -14 -19 1m 56 kmh NA
7500 -15 -21 1m 56 kmh NA
7800 -17 -22 1m 64 kmh NA
Weather impact tables in degrees Celsius with metrics. Blue fields are above
the snow line.
Bloodstone Book 3 - Page 166
The Tables:

Once your PCs reach 3,000 feet/900 m, you may need to modify the information gained from the weather tables
in the Northern Journey Campaign Guide as follows. If there are differences in temperature within a height
change of 1,000 feet/300 meters that amount to more than 9° F/5° C, you should modify the temperatures below
3,000 feet/900 meters, not those that are above 3,000 feet/900 meters in order to make the temperature
transition more credible!

• Altitude - The altitude above sea level in feet (1st table) and in meters (2nd table).

• Max High - The highest possible daily high temperature in degrees Fahrenheit (1st table) and in degrees
Celsius (2nd table).

• Max Low - The highest possible nightly low temperature in degrees Fahrenheit (1st table) and in degrees
Celsius (2nd table).

• Min Snow - The least possible amount of snow on the ground, measured in inches (1st table) and in
metric units (2nd table).

• Min Wind - The minimum wind velocity measured in miles per hour (1st table) and in kilometers per hour
(2nd table).

• Steam Spout Range*: The distance that steam from a steam spout will travel before dissipating and
losing its antimagical effect, measured in feet (1st table) and in meters (2nd table). NA means not
applicable. This means that there are no steam spouts at this level.
* All steam from steam spouts travels at a rate equal to the current wind velocity plus 5 mph/8 kmh. Regardless of the wind strength, the
direction of the movement is that of the wind but also a bit upward.

It is, of course, possible that the heavy precipitation will occur when the PCs are on the slope, as illustrated

The prevailing wind on Suncatcher and the Triple Ridge is from the east. The wind almost never comes from
the south. In determining wind direction, please ignore the information in the weather tables and use the
following tables instead:

Result 1d20 Wind Direction


1-2 West
3-4 Northwest
5-6 North
7-9 Northeast
10-15 East
16-17 Southeast
18 South
19.20 Southwest

Carrying Capacity
The PCs can use beats of burden to carry them and their equipment as far up as the snow line. Horses, ponies,
mules and burros all are capable of reaching the snow line, but they are unable to go beyond it. These pack
animals will not, however, have a rate of movement on the slope trails that is any faster than the PCs' tempo on
foot.

Keenan Duhl of Suncatcher Steeds in Thornleigh will sell such pack animals to the PCs at prices 20% above
those in the PHB. These are things the PCs should be able to learn very easily in Thornleigh. However, Duhl
also will pass on whatever he knows about the PCs to the next courier of the Zhentarim that passes through
Thornleigh.
Bloodstone Book 3 - Page 167
The PCs also will have no difficulty hiring prospectors or low-level rangers in Thornleigh to guide them as far as
the trail junction and then return down the hill with the PCs' pack animals. Under no circumstances, however,
will these NPCs accompany the PCs above the junction, which still is 4,000 feet/1,200 meters below the snow
line.

If the PCs seek such guides, both town chairman Wurgahrd and innkeeper Garbath at the House of the Captive
Sun Inn will point them to the right people. The guides will charge a gold taler per day on the trail, calculating
that they have completed half of the trail when the PCs dismiss them. If, for instance, the guides spend the
normal time of 10 days leading the PCs to the trail junction, they will charge 20 gold talers per guide, 10 for the
10 days up and another 10 for 10 days going back down.

Ordinarily, the strongest PCs in a party are the ones who can carry the most equipment. In journeying over the
mountains, the opposite often will be true, when one considers that the strongest PCs often also are the
heaviest.

In Thornleigh, the PCs will learn that it is impossible to cross the Triple Ridge
and ascend Suncatcher without having snowshoes, referring to the type that
look like tennis rackets, as pictured here. The PCs can buy such shoes at
Manda Nalor's general store in Thornleigh for 2 gold talers a pair. They're
well-made and weigh little - 1 pound/500 grams. However, any ranger or
prospector in Thornleigh will warn the PCs that a set of such shoes can carry
a maximum of 200 pounds/100 kg.

Normally, you should allow no exceptions to this rule, but if your party includes an exceptionally heavy PC,
perhaps a fighter who weighs more than 200 pounds/100 kg or a half-orc barbarian who is even heavier, you
can as an optional solution have Nalor offer to have custom made snowshoes fashioned that are somewhat
larger and that can bear the heavy PC's weight + 25 pounds/12.5 kg.

The weight of the snowshoes also will increase at the rate of 5 ounces/125 grams per extra 10 pounds/5 kg of
weight they will bear. Nalor will charge 12 gold talers for such custom snowshoes, and it will take 1d4 days for
them to be completed.

The game master should make certain that Nalor and others in Thornleigh inform the PCs of the consequences
they must pay if they attempt to cross the Triple Ridge without snowshoes. They also will make clear exactly
how much weight a set of snowshoes can bear without breaking through the snow cover in the mountains
above.

A PC who attempts to cross the Triple Ridge always is in great danger that the snow will not support him or her.
The table above shows the minimum average level of snow that can be expected in the areas being crossed.
As already mentioned, some areas are bare rock, blown free of snow, while others contain deep pockets of
snow, often much deeper than the average cover of a yard/meter. The photo of the Triple Ridge a few pages
back illustrates this.

If a PC breaks through the hard, icy cover atop the snow, he or she easily can sink over his or her head in the
loose, powdery snow beneath. Even more threatening are treacherous snow bridges that span chasms
hundreds of yards/meters deep. A PC falling through such a snow bridge has only limited chances of rescue
and survival.

When a PC walks across a snow bridge wearing snowshoes that will bear his or her weight, there is only a 5%
chance (20 on 1d20) that a part of the snow bridge will collapse into the chasm. The PC also is entitled to a
saving throw for Reflex against a DC of 20 in D&D 3E and a Dexterity check in AD&D 2E. If he or she
succeeds, he or she manages to step aside in time onto a part of the snow bridge that does not collapse.

A PC who succeeds in saving must choose whether he or she will continue on toward the other side. The
safest choice is the shortest distance. If the PC chooses to cross the shortest distance, or if the PC is directly in
the middle of the snow bridge, success is automatic and no further checks are required.
Bloodstone Book 3 - Page 168
However, if the PC chooses the longer distance, a new check for Reflex or Dexterity (dependant upon your
rules system) is required. If the PC fails the check, he or she falls. Damage is determined by the standard rules
for falling defined for your (A)D&D-version.

If a PC loses his or her snowshoes or is foolish enough to venture out onto deep snow without snowshoes, he
or she must save for Reflex against DC 40 in D&D 3E to avoid breaking through, and a save must be repeated
every 20 feet/6m. In AD&D 2E the PC must save for Dexterity at a penalty of 15.

If a PC walks across a snow bridge without snowshoes that will bear his or her weight, there is a 95% chance
(1-19 on 1W20) that a part of the snow bridge will collapse into the chasm. The PC then is entitled to a saving
throw for Reflex against a DC of 40 in D&D 3E and a Dexterity at a penalty of 15 in AD&D 2E. If he or she
succeeds, he or she manages to step aside in time onto a part of the snow bridge that does not collapse.
However, if he or she continues on in any direction, a new check must be made every 10 feet/3 meters.

Shelter on the Mountain


As long as the PCs are not in show, the can make normal camps. In Thornleigh, both town chairman Wurgahrd
and innkeeper Garbath can arrange for low-level rangers to teach the PCs how to build igloos to shelter them in
snow-covered areas. Such instruction requires a full day's time and costs one gold taler.

PCs who do not know how to shelter themselves at night and are above the snowline have a 25% chance (16-
20 on 1d20) nightly of being buried under snowdrifts 1d4 times per night if the wind is blowing at 20 mph/32 kmh
or more. This will not directly damage the PCs. When the snow begins to cover them, it will awaken them, but
being awakened regularly can make it impossible for spellcasters to use their magic and can, with time, lead to
exhaustion.

If the PCs find a means to take tents with them, the tents too will supply suitable shelter, as long as they hold,
but if winds reach more than 40 mph/64 kmh, there is a 25% chance (16-20 on 1d20) nightly that the tent(s) will
collapse (16-18) or be blown away (19-20).

After the PCs reach an altitude of 13,000 feet/3,900 meters, they regularly will be in reach of steam-spouting
caves with warm springs. No one in Thornleigh has experience with these caves, so the PCs will receive no
advice there regarding them. However, these caves are in most respects an ideal shelter. They are warm, with
temperatures night and day ranging between 65° and 75° F/18°-24° C. The PCs also are absolutely safe from
attack there.

The PCs automatically reach any cave that is within 2 miles/3.2 km of the trail, as shown on the map the
Topographical View of the Triple Ridge a few pages back and on the map Topographical View of Suncatcher
Mountain in the following pages. If the PCs wander farther to a steam spout more than 2 miles/3.2 km from the
trail, use the appropriate rules for Leaving or Losing the Trail in the following pages.

The caves are completely magic dead. No one and nothing can scry them there. Even if vampire dragons spot
the PCs going into the cave, they will not come within range of it, because they fear the caves and associate
them with the magical chaos on the mountain slopes.

Of course, the caves do have their disadvantage as well. While in a cave, the PCs have absolutely no access
to magic of any kind. Their magical items do not perform. Spellbooks and scrolls are unreadable, and
spellcasters are unable to learn or gain new spells. The PCs must emerge from the caves and gain the
necessary distance from their steam to once again use or learn magic.

Travel Times
The following table was included with the description of Thornleigh, but we're including it here too to eliminate
the need for frequent paging back and forth.
Bloodstone Book 3 - Page 169

Stretch Distance Movement Rate Time in Days


Thornleigh - Trail Junction 125 miles/200 km Near Normal 6 days
Trail Junction - Snowline 40 miles/65 km About one-half 4 days
Snowline-Castle Dragonblood 170 miles/270 km About one-fourth 34 days
TOTAL 335 miles/535 km - 44 days

Please remember that the times here do not take delays into consideration!

Significant Altitudes
The higher the PCs go, the thinner the air becomes and the more difficulty they will have using their abilities.
Beginning at 17,000 feet/5,100 meters, the PCs must start making checks to determine how the altitude is
affecting them, and they must check anew each time they climb another 1,000 feet/300 meters.

In D&D 3E, the check is a saving throw for Fortitude against DC 20 at 17,000 feet/5,100 meters. In AD&D 2E it
is a standard check for Constitution. In D&D 3E, the difficulty class increases by 1 for every additional 1,000
feet/300 meters climbed. In AD&D 2E the Constitution check gains a cumulative penalty of -1 for every
additional 2,000 feet/600 meters of altitude. In other words, the penalty is -1 at 19,000 feet/5,700 meters, -2 at
21,000 feet/6,300 meters, etc.

Each time the PC fails at this check, he or she has a penalty of 2 on all other checks for 1d4 days. These
penalties are universal on all decisive dice rolls. In addition, spellcasters require double the normal casting time
to work spells.

Leaving or Losing the Trail


Some PCs may try to find their own way to Suncatcher without going to Thornleigh and learning about the one
trail that leads to their destination. Such PCs have the status of having lost the trail right from the start and use
the rules below for such a situation. Some PCs may intentionally leave the trail. Other PCs may miss a
marking sign and lose the trail.

PCs who are on the correct trail “ almost always can leave the trail and go to a point that they can see from the
trail without being in danger of losing it. The only exception is when a blinding snowstorm occurs that keeps
them from seeing the point in their memory.

If the PCs wait until after the blinding snowstorm has passed, and they see that the new snow has changed the
appearance of the landscape somewhat, any PC still will be able to determine where the point is where he or
she left the trail, if he or she checks successfully for Intelligence or Wisdom, whichever is higher. If all PCs fail
this check, the group has lost the trail.

There is no marking sign that ever is totally buried by snow. There are some marking signs that are partially
covered by snow and are difficult to see. In general, each time that the PCs reach a point where it is
conceivable that they could go in more than one direction (no mountain walls or chasms), the game master
should state this. If a marking sign also is clearly visible, the game master should state this as well. If no
marking sign is clearly visible, the game master should not state this. Instead, he should ask the PCs which
direction they intend to take.

If the PCs simply pick a direction without seeking a sign, make the following check:

Result 1d20 Result


1-5 PCs lose the trail.
6-10 PCs lose the trail for 1d20 rounds after walking the distance that they are removed from the
trail. When they find the trail, the find a point behind that where they lost it equal to 10 feet/3
meters per round lost.
11-20 PCs find the trail.
Bloodstone Book 3 - Page 170
If the PCs lose the trail, regardless of the reason or cause, they will continue going the wrong direction for 1d20
rounds. At that point, the game master should determine what occurs. The weather also plays a factor. At
these heights, there are only two classes of visibility, clear sight and blinding snow. This factor also plays a role
in deciding what will happen:

Result 1d20 Clear Visibility Blinding Snow


1-10 The PCs can continue in the same false The PCs can continue in the same false
direction. direction.
11-12 The PCs reach a chasm at least 100 The PCs reach a chasm at least 100 feet/30
feet/30 meters wide and 50 feet/15 meters wide and 50 feet/15 meters deep.
meters deep.
13-14 The PCs reach a dangerous snow bridge The PCs reach a dangerous snow bridge over a
over a chasm at least 100 feet/30 meters chasm at least 100 feet/30 meters wide and 50
wide and 50 feet/15 meters deep. feet/15 meters deep.
15-16 The PCs reach an area enclosed by steep The PCs reach an area enclosed by steep stone
stone walls ahead and to the left and right walls ahead and to the left and right that are at
that are at least 50 feet/15 meters high. least 50 feet/15 meters high.
17-20 The PCs see an area nearby that looks The PCs can continue in the same false
like a more reasonable trail. direction.

If the dice roll determines that the PCs have clear visibility and see an area that looks like a more reasonable
trail and they use this trail, the next result also is determined with 1d20:

Result 1d20 Result


1-14 The PCs find the correct trail.
15-20 The PCs find another false trail.

Using Magic
As already mentioned, the denizens of Castle Dragonblood are unable to scry upon the PCs, at least until
they've risen above an altitude of 21,000 feet/6,300 meters, where they leave Annam's antimagical steam
spouts behind them. However, the commander of Tiamat-Kargmelchina's vampire dragons, Knellict, has the
duty of watching for magic upon the Triple Ridge and Suncatcher.

Nonetheless, Knellict also has other duties, and these will increase once it comes to battle between the
Bloodstone and Impilturian hosts on the one side and the denizens of the ruins of Castle Perilous on the other.
When Knellict is watching for magic on the mountains, he employs the same spell that Damaran Prince Quillan
frequently uses, Realms Sight (see the Northern Journey Campaign Guide Version 8).

If the PCs use magic that might cause a noticeable physical effect of any kind upon Suncatcher, it will be
noticed regardless of whether Knellict is seeking magic. In this case, Knellict will immediately employ Realms
Sight to determine where they Weave has been accessed and then react, as defined below.

If the PCs unleash any magic of Level 7 or higher that physically affects matter upon the Triple Ridge or
Suncatcher, if they use non-illusionary conjurations of level 7 or higher, if they use interplanar magic of level 7
or higher or if they use magic that affects Castle Dragonblood or its inhabitants in any manner, Tiamat-
Kargmelchina will sense this immediately along with the location where the magic was released, and she will
order Knellict to react immediately. (This occurs only as long as Kargmelchina continues to be an avatar of
Tiamat.)

If the PCs unleash any other magic of Level 7 or higher while upon the Triple Ridge or Suncatcher, there is a
50% chance that Tiamat-Kargmelchina will sense this immediately along with the location where the magic was
released, and she will order Knellict to react immediately. (This occurs only as long as Kargmelchina continues
to be an avatar of Tiamat.)
Bloodstone Book 3 - Page 171
If Knellict reacts to magic upon the Triple Ridge or Suncatcher, it will be as follows:

• First instance: Knellict will teleport Rark and his group of two goblin draconians, two orc draconians,
one hobgoblin draconian, one ogre draconian and one troll draconian to the PCs' location. They will fight
until destroyed. Under no circumstance will they retreat to Castle Dragonblood.

• Second instance: Knellict will teleport Multar and his group of two goblin draconians, two orc
draconians, one hobgoblin draconian, one ogre draconian and one troll draconian to the PCs' location.
They will fight until destroyed. Under no circumstance will they retreat to Castle Dragonblood.

• Third instance: Knellict will teleport Sarbina and her group of two goblin draconians, two orc
draconians, one hobgoblin draconian, one ogre draconian and one troll draconian to the PCs' location.
They will fight until destroyed. Under no circumstance will they retreat to Castle Dragonblood.

• Fourth instance: Knellict will teleport Randgha alone to the PCs' location. She will fight until destroyed.
Under no circumstance will she retreat to Castle Dragonblood.

• Fifth instance: All remaining occupants of Castle Dragonblood will stay in the fortress and prepare
themselves fully for an attack by the PCs upon the castle.

The statistics for Tiamat-Kargmelchina, Sammaster, Knellict and the vampire dragon Ragzigul can be found
under New Unofficial NPCs in the Northern Journey Campaign Guide Version 8. The statistics for Rark, Multar,
Sarbina, Randgha and their draconians can be found under Castle Dragonblood Inhabitants in the section
Unofficial NPC Encounters of the Northern Journey Campaign Guide Version 8. Also remember to track
possible enemy losses from such encounters in the tables under Part 5, Campaigning in the Bloodstone
Kingdom of this accessory.

Countering Misleading Information


When the PCs are in Thornleigh, the NPCs there try very sincerely to help the PCs. They also tell them often
that they believe the proper trail to Suncatcher to be the one marked with an 8-sided star ”. This information is
incorrect. This trail leads to the Silver Star mine, a steam spout cave with rich, only partially worked veins of
silver ore on the north wall of the Triple Ridge. The people of Thornleigh are not aware of this.

A second trail marked with a snowflake 7 leads to the Snowflake mine, another steam spout cave with rich,
only partially worked veins of gold ore on the eastern side of the Triple Ridge. The people of Thornleigh are not
aware of this either.

The people of Thornleigh describe the symbol of the third trail “ as a 12-sided star. This is a misinterpretation.
The old prospectors who made it intended it to be a sunburst, not a star, and the sunburst symbolized
Suncatcher. This is the correct trail.

The misinformation from the residents of Thornleigh may mislead your players, but their PCs may have abilities
not available to the players with which they can see through this error. When the PCs reach the point where
they have to actually pick a trail, deal with this situation as follows:

Any D&D 3E PC with the skill Knowledge: Dungeoneering should make a check against DC 15. If he or she
succeeds, he or she will come to the correct conclusion. All other D&D 3E PCs and all AD&D 2E PCs should
make a Wisdom check. Those who succeed also will come to the correct conclusion.

Those who come to the correct conclusion will be strongly convinced that the correct trail is the one marked with
the sunburst “. From that point, however, it is up to the PC or PCs who come to the correct conclusion to
convince the other PCs of this conviction.
Bloodstone Book 3 - Page 172

Triple Ridge Encounters


For these encounters, please use the map Topographical View of the Triple Ridge several pages back as a
reference point.

As long as the PCs remain on the trail, they will have no problems with unsafe snow, snow bridges, etc. There
is only one type of random encounter on the Triple Ridge or upon Suncatcher (described below). There also
are six fixed encounters (described below), and there may be provoked encounters.

Provoked Encounters
The game master should make clear to the PCs that no steam from the spouts comes to the crest of each of the
three ridges. They always are free of antimagic.

There are two actions on the part of the PCs that can provoke an encounter. The first of these is a large scale
physical (no-magical) action that would draw great attention. This could be such things as the triggering of a
sizeable avalanche, the collapse of a huge snow bridge, etc. In this case, the game master must make the final
decision, whether the action is large scale enough to provoke and encounter. Two measuring sticks, however,
are events that send snow flying in the air above the clouds of the steam spouts or that cause the mountains to
shake or rumble.

The other action that can provoke an encounter is the use of arcane or divine magic upon the Triple Ridge or
Suncatcher. If the PCs employ any such magic, use the following table to determine whether it has been
detected in Castle Dragonblood:

Spell Level Type of Magic When Detected


1-9 Affects Castle Dragonblood or its inhabitants Always
1-9 Physically affects Triple Ridge or Suncatcher Always*
1-6 Other effects 1-5 on 1d20
7-9 Non-illusionary conjuration Always*
7-9 Interplanar magic Always*
7-9 Other effects 1-10 on 1d20
10 or above Any magic Always*
Epic Any magic Always*
* If Kargmelchina has ceased to be an avatar, this is reduced to 1-15 on 1d20.

In some campaigns, the PCs also may be using dwarven runic magic or elven spellsong. The occupants
always will detect magic that affects any or all of them. Otherwise, the occupants are somewhat less likely to
discover the use of such magic. Check first with 1d20. If the result is 16 to 20 the magic has gone undetected.
If the result is 1-15, the table above applies. Throw again to determine the result.

At the most, there will be four provoked encounters:

• First encounter: Rark and his group of two goblin draconians, two orc draconians, one hobgoblin
draconian, one ogre draconian and one troll draconian will fight the PCs until they or the PCs are
destroyed. Under no circumstance will they retreat to Castle Dragonblood.

• Second instance: Multar and his group of two goblin draconians, two orc draconians, one hobgoblin
draconian, one ogre draconian and one troll draconian will fight the PCs until they or the PCs are
destroyed. Under no circumstance will they retreat to Castle Dragonblood.

• Third instance: Sarbina and her group of two goblin draconians, two orc draconians, one hobgoblin
draconian, one ogre draconian and one troll draconian will fight the PCs until they or the PCs are
destroyed. Under no circumstance will they retreat to Castle Dragonblood.

• Fourth instance: Randgha alone will fight until she or the PCs are destroyed. Under no circumstance
will she retreat to Castle Dragonblood.
Bloodstone Book 3 - Page 173
If the PCs emerge victorious from all four of these encounters, the rest of Castle Dragonblood's inhabitants will
barricade themselves in the forest and wait to defend it against the PCs.

Fixed Encounters - On the Ridges


The first three of these encounters require some special efforts on the part of the game master:

Northern Journey Campaigns - Collect the records of all of the PCs who have died in the course of
your NJ campaign. As explained in some individual segments of NJ, every PC who has borne the red sigylls
has is considered by Tiamat-Kargmelchina top be a failure. She had captured all of their souls and spirits,
made ghosts of them and damned them to wander the snows of the Triple Ridge until their successors come,
whom they are to slay.

As extra punishment, the Dragon Queen has given the PCs' ghosts the ability to know fear and to feel the cold
on the ridge, despite their undead state. She also sends vampire dragons out daily to fly over the PCs' ghosts
and torture them with waves of fear.

As a final form of punishment, the ghosts of the former have retained their personalities and alignments. They
will not want to destroy the new PCs, but they are compelled to do so and have no means of breaking this
compulsion. It will horrify them to have to mount their undead attacks, but they will do it.

In the unlikely case that your campaign has no dead PCs yet or too few of them, use the alternative for non-NJ
game masters below.

Encounter Point A - Choose a number of dead PCs equal to the number of active PCs and place them upon
the ridge at Point A. These ghosts tell the newer PCs their story, pleading with them to turn back and saying
they will be forced to destroy them if they do not. They also will warn the newer PCs that any who fall will
become ghosts themselves.

Encounter Point B - Choose another number of dead PCs equal to the number of active PCs and repeat the
encounter for Point A.

Encounter Point C - Bring out all of the remaining dead PCs as ghosts and repeat the encounter for Point A.

Non-Northern Journey Campaigns -

Create at least 12 ghosts. If your campaign is using the sigyll bearers but has them as NPCs who are on their
journey in the background and of whom the PCs have heard, place them as ghosts atop the ridge and run the
encounter the same as for NJ-campaigns.

If the sigyll bearers do not play any role whatsoever in your campaign, have the ghosts explain that they are
former followers of Kargmelchina who have been damned to guard the ridges as ghosts. Then run the
encounter the same as for NJ-campaigns.

In Northern Journey Campaigns, the PCs should be in possession of the three-part artifact known as the
Weapons of Learning. The game master should not forget the special properties that one part of this artifact,
the Reaper's Scythe, has in combat against ghosts. The steam spouts of Annam do not cancel the magical
effects of these artifact elements.

NOTE: Except in the case that vampire dragons are harassing the ghosts, there will be no vampire dragons
and draconians sent to intercept the PCs during or directly after the encounters with the ghosts. Knellict views
the ghosts as an integral part of the castle's defense line and then only if the level of acceptable losses has not
been crossed. He will begin reacting again only after all three lines of ghosts have been defeated. This also is
the case when the PCs use magic against the ghosts.
Bloodstone Book 3 - Page 174

The View into Dinderuc's Valley


As the PCs descend the last of the three ridges and cross the map line between 17,000 and 18000 feet/5,100
and 5,400 meters, the game master should inform them that they have a clear view into the valley 3,000
feet/900 meters below. If the PCs look closely into the valley, throw 1d20. With 1-5, the PCs see Nazerac, with
6-10 Karzor, with 11-15 Dinderuc and with 16-20 nothing (Information on these monsters follow).

If the PCs spot one of these three monsters, they will not be able to make out any details. The will see only a
creature of at least man size and shiny in the case of the two winterwights or black in Dinderuc's case. More
cannot be discerned from the heights.

Fixed Encounters - Dinderuc's Valley


Dinderuc, for whom this valley was named, had the title of Lord Annundur of the church of Gilgeam in Unther,
before Tiamat slew Gilgeam. Dinderuc afterward was taken prisoner by Tiamat's Dark Scaly Ones and turned
over to Tiamat's Dark Lady avatar in Unther.

With her deific magic, she enslaved Dinderuc, condemning him in the afterlife to spend eternity
as a Shadow of the Void who guards Suncatcher Mountain. He also carries out orders to slay
mortals who enter his domain and to spawn them anew as Winterwights. These all are epic
level monsters that are depicted and described fully in the D&D Epic Level Handbook.

To date, Dinderuc has captured two Wearers of the Purple of anti-Tiamatist factions of the
Dragon Cult on the southwest face of Suncatcher. He has slain both of them and made
winterwights of them.

Topographic Map of Dinderuc's Valley, Right with Half-Mile/800-Meter Grid


Bloodstone Book 3 - Page 175
The Winterwight Nazerac lairs in the steam spout cave just northeast of Point D on the maps. The Winterwight
Karzor lairs in the steam spout cave about 3 miles north of Point E. Dinderuc lairs in a steam spout cave east of
Point F. The statistics for these epic level monsters can be found under Dinderuc's Valley in the Section
Unofficial NPC Encounters of the Northern Journey Campaign Guide Version 8.0.

Each winterwight is under orders to capture at least one member of any party and bring it at least somewhat
alive to Dinderuc, who will slay the person and spawn it anew as a winterwight. Nazerac also has orders to let
two members of any party flee, so that Karzor can capture a second intruder for Dinderuc, and Dinderuc can
handle a third PC of any others who may have survived.

Each of these epic undead lairs in its own steam spout cave, where its magical abilities including blightfire
become inactive. Because nothing threatens them in the valley, the monsters are not concerned about this
secondary effect. When the PCs enter any of the threatened areas, there is a 40% chance (1-8 on 1d20) that
the monster in the area is in its cave.

If the PCs travel quietly through one of the monster's areas and the monster is in its cave, there is only a 10%
chance (1-2 on 1d20) that the monster will detect it. That chance drops to 5% (1 on 1d20) at times when a
blizzard is blowing. When no blizzard is blowing, the monsters will hear conversations in a normal voice level or
ordinary tramping through the snow, but they will not hear voices that stay slightly above a whisper or
successful attempts by the PCs to walk across the snow.

Such an attempt succeeds with a successful save for Reflex against DC 20 in D&D 3E and a successful
Dexterity check with a penalty of 2 in AD&D 2E. Regardless of what the PCs do, the result of Spot or Listen
checks by the monster, should the game master deem them necessary, override other dice rolls.

If a monster is not in its cave, it is wandering the trail and will encounter the PCs at the lettered point noted on
the map - D for Nazerac, E for Karzor and F for Dinderuc.

At the beginning of any trail encounter, throw 1d6 to determine in which round magic-canceling steam crosses
the encounter. Then throw 1d4 to determine how many rounds the steam remains over the encounter. After
the steam has passed, roll 1d6 again to determine when the steam returns, and so on. Remember that the
magical abilities of both the PCs and the monsters are inactive when under steam. For the monsters, this
means the dying out of their blightfire too.

Because all three caves are within 2 miles/3.2 km of the trail, it's also possible that the PCs will attempt to use
one of these lairs as an overnight shelter, which, of course, is dangerous if the monster that inhabits it hasn't
been destroyed. Any of the three monsters automatically will sense the PCs when they are within 100 feet/30
meters of the cave entrance. The monster will attempt to leave the cave and fight the PCs outside of it, where
its magical powers can be called upon.

Within 200 feet/60 meters but more than 5ft/150cm of a cave's opening, throw 1d4 to determine in which round
magic-canceling steam crosses the encounter. Then throw 2d4 to determine how many rounds the steam
remains over the encounter. After the steam has passed, roll 1d4 again to determine when the steam returns,
and so on. In the cave or within 5ft/150cm of its opening the steam is constantly present. Remember that the
magical abilities of both the PCs and the monsters are inactive when under steam.

In Northern Journey Campaigns, the PCs should be in possession of the Weapons of Learning. The game
master should not forget the special properties that one part of this artifact, the Reaper's Scythe, has in combat
against shadows of the void and winterwights. The steam spouts of Annam do not cancel the magical effects of
these deific artifact elements.

Random Encounters
When the PCs reach each ridge of the Triple Ridge, there is a 10% chance (1-2 on 1d20) that Rark, Multar and
Sabrina will be harassing the ghosts. No other vampire dragons will perform this task. If any or all of them have
been destroyed, the encounter with that or those vampire dragons simply does not take place. After the PCs
leave the Triple Ridge and Dinderuc's Valley behind them, there will be no more encounters with the denizens
of Castle Dragonblood until the castle's occupants begin their defensive attack.
Bloodstone Book 3 - Page 176

Suncatcher Mountain Encounters

Castle Dragonblood atop Suncatcher, Seen from the Triple Ridge in a Snowstorm By Joan I. Guardiet
Copyright 2004-2005, The Vintyri Project, not open content

Once the PCs have crossed the Triple Ridge and passed through Dinderuc's Valley, they'll begin the steep
climb up to the summit of Suncatcher. After departing Dinderuc's Valley, the PCs already are at an altitude of
17,000 feet/5,100 meters. You need to remember to make Constitution checks as the PCs go into the higher
levels with thin air. The feat the PCs are attempting is only a bit less difficult than climbing Mt. Everest, as far as
altitude is concerned.

During the ascent, other conditions will remain much as they have been up to this point until they reach an
altitude of 21,000 feet/6,300 meters. Between 17,000 and 21,000 feet/5,100 and 6,300 meters, the path often
will wind along the side of steep slopes, with a fall to the other side of the path of 1d3 times 1,000 feet/300
meters.
Bloodstone Book 3 - Page 177

Topographical Map of Suncatcher Mountain - Below with 1-Mile/1.6-Kilometer Grid


Bloodstone Book 3 - Page 178

Below 21,000 feet/6,300 meters


When the PCs cross this part of the trail, Dexterity checks against DC 15 should be made twice daily by each
PC. If the check fails, the PC begins to fall, using the rules for falling that are described in the DMG. Anytime
one or more PCs fall more than 30ft/9m, there is a 25% chance (1-5 on 1d20) that an avalanche will begin
below the falling PCs.

If such an avalanche occurs, there is an additional 50% chance (1-10 on 1d20) that its noise and rumbling will
set off a second avalanche above the PCs' level. With a third roll of 1d20, a result of 1-7 means that this
avalanche will be 1d4 times 100 feet/30m behind the PCs, 8-13 means it will be starting 1d4 times 100
feet/30m directly above the PCs, and 14-20 means that this avalanche is 1d4 times 100 feet/30m ahead of the
PCs. Such situations should be further adjudicated using the rules for avalanches in the DMG.

If the PCs have been wise enough to tie themselves together and one of them falls, the PC before or after the
falling PC can stop the fall with two successful checks each against DC 15, one for Dexterity and one for
Strength. If there are PCs on both sides of the falling PC, a successful check by one of those PCs ends the fall
at 1d10 feet or 1d10 times 30cm.

If the PCs on both sides of the falling PC make unsuccessful checks, the PC with the poorer check result also
will fall. If both fail with the same result, the PC in front of the falling also falls. Using a domino sequence if
applicable, the next PC in line must try to break the fall, this time with Dexterity and Strength checks against DC
20. For each additional falling PC, the DC increases by 3, until the fall is broken or all the PCs have fallen.

If a fall takes place, the PCs are not falling into a slide, but instead down the side of a mountain that is covered
in many places by snow. Use the following table to decide how far a single PC falls, if the PCs are not tied
together, or how far the entire group falls, if that is the case. Where no impact damage is indicated at the end of
the fall, standard falling damage still should be calculated. Breaking a fall upon rock causes an additional point
of impact damage for every 30ft/9m increment fallen.

Result 1d20 End of Fall


1 The PC(s) fall(s) to the very bottom of the chasm.
2-4 The PC(s) break(s) the fall on soft snow (no impact damage) after 30ft/9m
5-7 The PC(s) break(s) the fall on soft snow (no impact damage) after 60ft/18m
8-10 The PC(s) break(s) the fall on soft snow (no impact damage) after 90ft/27m
11-12 The PC(s) break(s) the fall on soft snow (no impact damage) after 120ft/36m
13-14 The PC(s) break(s) the fall on rock after 30ft/9m
15-16 The PC(s) break(s) the fall on rock after 60ft/18m
17-18 The PC(s) break(s) the fall on rock after 90ft/27m
19-20 The PC(s) break(s) the fall on rock after 120ft/36m

At and Above 21,000 feet/6,300 meters


Once the PCs cross above the 21,000ft/6,300m-line, they will leave the antimagical clouds of the steam spouts
behind them, and they can become visible to the occupants of Castle Dragonblood. The castle is a mere 3
miles or 5 km from the PCs, as the crow flies, although the trail twists steeply upward over a stretch of 6
miles/10 km. Because the trail is so difficult, the PCs will need three days to climb to the castle (a rate of 2
miles or 3.3 km daily).

With the exception of the steam spouts, the climb will be about the same as at lower levels for the first
2,000ft/600m of ascent, but when the PCs are about to cross from 22,000 to 23,000 feet/6,600 to 6,900 meters,
the situation changes, although it at first looks like it will continue to be the same. The point of change is Point
G on the Topographical Map of Suncatcher Peak on the following page.
Bloodstone Book 3 - Page 179

Topographical Map of Suncatcher Peak, below with ¼ Mile-400m grid. Please note that the castle
complex is not to scale but rather a 10x enlargement!
Bloodstone Book 3 - Page 180

Knellict's Run

Kargmelchina's commanding vampire dragon, Knellict, learned to enjoy being entertained by


victims running through the deadly Assassin's Run of the Citadel Assassins in his human days
when he served the late Grandfather of Assassins. Game masters who wish to take a look at
the real Assassin's Run and perhaps even add elements of it to what we've defined here
should acquire the FR module H3 The Bloodstone Wars by Michael Dobson and Douglas
Niles with Ed Greenwood (TSR - 1987), which is available as an ESD download.

After it became apparent that Kargmelchina no longer had full control over her sigyll bearers, Knellict still
remained convinced that the day would come when the group would make its way to Suncatcher, doubtless with
Kargmelchina's destruction (and his own) as their goal.

Knellict thought it would be amusing to send the doomed sigyll bearers through his own mini-version of the run,
and Kargmelchina agreed. She allowed him to build him it in former steam spout caves higher up the slope, left
extinct when the power of Annam's magic began dwindling and the boiling magical waters no longer could reach
Suncatcher's higher levels.

However, one must remember that Knellict was a different person from the Grandfather of Assassins. The
Grandfather usually preferred to place his bets on what he considered to be a sure thing. Knellict is a true
gambler. He's not satisfied with a bet unless he has a chance to lose as well as to win. As a result, it's possible
for the PCs to completely bypass his run at very little inconvenience. In addition, his dungeon, a killer for low
level PCs, is relatively easy for high level types. It's a spectator sport for Knellict, who also is betting that the
PCs will let the dungeon's relative ease delude them into underestimating their foe.

Site of the trap entrance to Knellict's Run, right with 10-foot/3-meter grid
Bloodstone Book 3 - Page 181

Point G:
Once the PCs turn the corner northward at Point G, the inhabitants of Castle Dragonblood will constantly scry
their actions, unless blocked. At point G, you should read the following text to the PCs. Use the maps on the
previous page as a reference. It also will help the PCs to understand better what they see if you give them
copies of these maps. The section area mentioned in the text below is Point H.

As soon as you turn the bend in the trail northward, you see two small but strange areas along the
way ahead of you. The first area is a little less than 700ft/210m ahead of you, the second is
another quarter mile/400m beyond the first. These two areas look almost identical.

Each of these areas straddles the trail for about 200ft/60m. On both sides of the trail are huge
mounds of loose rocks directly beneath avalanche-threatening slopes covered with snow. The rock
piles stretch out from the slopes to the road over a space of roughly 30ft/18m, and they also are
about 30ft/18m high, an incline of about 45 degrees.

It's obvious that these rocks were piled intentionally here. They are no natural phenomenon. One
also does not have to be a dwarven mining expert to see that any attempt to walk over the rocks
would cause a landslide that likely would lead to an avalanche which probably would bury the
entire pass.

To either side of the trail, there is snow, roughly a yard/meter high, but one can see without
difficulty that this now did not simply fall there. It was moved there from somewhere else and
spread across the terrain to the sides of the road, as if it was intended to hide something.

The trail itself appears open and free of obstacles.

The second area, a quarter mile/400m to the north, looks almost identical.

As you take in this sight, you also hear a deep rumbling above you. Looking up, you see a huge
red dragon circling lazily in the sky about 1,000ft/300m above you. From the ground, you would
guess the wyrm's length to be about 100ft/30m.

The dragon shows no signs of intending to do anything to you at present. It's just making lazy
circles. It's even possible that it hasn't noticed you.

Knellict's trap at this point is 20 feet/6m long and spans all of the way across the road at about the midway point
on the road's path through the mounded snow. A pyramid shaped underground trap (described in the following
pages) is hidden at that point. The opening to the trap has been covered with a thin, cut sheet of stone. Water
was flooded across this sheet to force the formation of ice, to help hide the sheet. Snow then was blown with
magical winds onto the ice, and it became a part of the permanent cover. The spell Dweomer Shield foils
detection attempts from finding magic hidden within the trap below. The trap's cover can support about 400
pounds/200 kg weight before it breaks, dumping the intruders into the trap.

The safe way past the trap is to go through the snow. The upper level of the snow, which makes it look as
though it was placed there intentionally, is a large scale illusion made with several castings of the 6th level spell
Permanent Image.

The rocks were placed in a manner to make them totally instable. If anyone attempts to cross them, there is a
100% chance of a rockslide occurring. Each rockslide had a 50% chance of setting off an avalanche. Details
farther above explain how to handle avalanches.

Kargmelchina has cast an epic spell of her own twice across the center of the valley. It too is hidden by a
Dweomer Shield. It is a thin antimagical wall that will stop all teleportation and flying attempts from proceeding
past a point 20ft/6m south of the position of the trap in the trail. The wall will simply deposit those being
teleported at a point on the trail 20 feet/6m south of the trap, and it will dump fliers unceremoniously to the
ground at the point where they hit the wall.
Bloodstone Book 3 - Page 182
Knellict is mostly there for his own entertainment, but if a party attempts to use any other magical means to get
past this area, he will attempt to use his magic to stop them. However, he will not interfere with anyone taking
the safe route through the snow. In his opinion, this means that the other gambler has won honorably and
Knellict has lost.

The PCs may use Detect Magic, Arcane Sight or other divination spells to check the area, but these will turn up
only the illusionary magic of the snow fields without explaining what the illusion is. The spell Greater Arcane
Sight will do the same and also find that the spell Permanent Image has been worked several times on both
sides of the street. No magic will be detected on the trail, in the air or in the rock piles.

The PCs may begin dispelling or unweaving the illusionary magic of the snow fields. Each successful casting
disperses the illusory snow on top and reveals the real snow beneath the illusory snow. The game master
should allow the PCs to draw whatever conclusions they wish in this case. Knellict's whole purpose in having
these illusions created was to leave the PCs with the impression that the snowfields conceal some danger to
the trail, even though the trail itself is safe. The opposite is, of course, true.

Some PCs may begin investigating the trail closely. If they pick the beginning of the trap as a point to
investigate, they will need to clean the snow off of the ice and smooth the top of the ice before there is any
chance of success. At that point, if they are looking at exactly the point where the trap begins, any PC making a
successful Spot check against DC 30 will believe that he or she sees an unusual line or seam in the stone.

Remember that dwarves have a bonus for such check. A dwarf who succeeds at such a check will be certain
automatically that it is an unnatural seam in the stone and not some type of line.

If the PCs choose the safe way through the snow or if they succeed in finding another way across, they should
be able to proceed to point H without any particular difficulty.

Level 1:
If the PCs break through the stone sheet, they fall through a shaft that enters the roof of an underground
pyramid. They fall a total of 100ft/30m, but the shaft triggers a Feather Fall that makes the first 94ft/28.2m of
the fall gentle and painless for all of the victims. The fall accelerates noticeably in the last 6ft/180cm, bringing
the descent to an abrupt and jarring but undamaging end. As soon as the PCs hit the floor, the Feather Fall
expires. At that point the PCs can hear the noise of a series of bars closing the top of the shaft through which
they fell. The bars are 2 in/5 cm thick and made of adamantite. The map grids mark off 5ft/150cm.

1 - The Pyramid Chamber. The chamber has three sides each 100ft/30m long. The highest point in the center
of the pyramid also is 100ft/30m, on the same level as the top of the shaft. All three walls of the pyramid are
completely smeared with thick grease, raising the DC for Climbing to 70 in D&D 3E. In AD&D 2E, a climbing
check has a penalty of 85%. The floor of the pyramid is made of slabs made of stone cut from stone of the
mountains. Most of the slabs are 6ft/180cm long and 3ft/90cm wide, but those along the wall are smaller with
the necessary angular cuts. If the PCs carefully check the slabs, they can find that four of the slabs with about
an equal distance from one another and from the walls were laid very recently, probably in the last day or two.
Dwarves will see this automatically simply by examining the stone carefully. Others must make a successful
Spot check against DC 10 in D&D 3E or with 1-7 on 1d8 in AD&D 2E. These slabs are indeed newly placed.
Draconians from Castle Dragonblood cut them a day earlier in a steam spout cave and placed them here.
These stone slabs have temporary charges of antimagic from Annam's steam spouts. The charges have a
duration of 1d4+2 days from the day the PCs fall into the chamber. For that period of time, no magic will work
within 6ft/180cm of the pyramid's floor. Above that level, magic works normally. There are no other objects in
the chamber, but there is a secret door (3) in the south wall.

2 - The Shaft. The barred shaft in the pyramid ceiling through which the PCs fell. The bars are 2in/5cm thick
and made of adamantite.
Bloodstone Book 3 - Page 183

Knellict's Run - Level 1


Bloodstone Book 3 - Page 184

Knellict's Run - Level 1 - with 5-foot/150-cm grid


Bloodstone Book 3 - Page 185
3 - The Secret Door (Trap CR1). The door opens into the tunnel shaft. It can be found with normal secret door
checks. In D&D 3E the DC is 20 for a Search check. The door is not locked. Although the PCs probably will
not notice immediately, the antimagic expires within 5ft/150cm of the doorway, or immediately, once the door is
closed. If the PCs do not close the door, there is a mechanism in its hinges that will shut the door automatically
after a 10-minute delay. This mechanism can be found with a successful Search check against DC 20 in D&D
3E and with the thieves' ability Find/Remove Traps in AD&D 2E. The mechanism can be disabled with a
successful Disable Device check against DC 20 in D&D 3E or a second successful thieves' ability check for
Find/Remove Traps in AD&D 2E. It also is possible to block the door. The game master should confirm
specifically that the door has been closed, because the action of closing the door triggers a time delay trap. Not
closing the door delays the trap for another 10 minutes. If the time delay trap is triggered, it will cause the
passage from the door to the bend (No. 4) to cave in completely as soon as no one is standing in the passage.

4 - Trapped Passage. This 15ft/450cm long passage, from the secret door to and including the area marked X,
will cave in completely once the secret door has closed. This passage and the rest of the dungeon have a
ceiling height of 10ft/3m unless otherwise noted.

5 - Backward and Downward. Each of these passages leads steeply downward to one of two the steam spout
caves (random selection by the game master) where the draconians cut the four stone floor slabs for the
pyramid chamber.

6 - Safe Passage. This passage will take the PCs through the Gauntlet of Illusions to their possible exit. See
the map Knellict's Run - Level 2. The PCs will notice that the straight passage makes a steep climb.

7 - Entrances to Knellict's Gauntlet. Inspired by the Assassin's Run, Knellict made this passage into a
gauntlet of conventional, magical and illusionary traps.

8 - Ceiling Traps (CR9). The symbols at Position 8 represent stone slab ceilings that will crash down upon any
PCs standing on the square below. The floor slab requires a weight of 100lb/50kg to trigger the trap. The open
outlines of the floor and ceiling slabs are easy to see. No check is required, only enough light to make them
visible. However, it is impossible to disable the trap without reaching its mechanism, either above the ceiling
slab or below the floor slab. The PCs will hear the slab falling, and any PC who has room to do so can jump out
of the way on time with a successful for Reflex against DC 25 in D&D 3E or a successful Dexterity check at a
penalty of 2 in AD&D 2E. On both sides of the trap, one can see two levers in the wall. One is up and one is
down. Reversing one set of levers disables the trap. Any other combination sets the trap. Anyone hit by the
trap suffers 1d6 hp crushing damage.

9 - Gas Traps (CR8). This is a series of three wall pipes that spout poisonous gas. Each is triggered when a
weight of 100lb/50 kg or more is place on the floor slab before the spout. Each of these traps causes 6d10 hp
dmg from acidic gas. A PC who tries to avoid breathing the gas can save for Will against DC 19 for half
damage. If the PC runs through all of the traps, only one save is allowed, and its results are valid for all three of
the traps. The pipes in the wall are visible enough that any PC will spot them without a check, if the PC has
illumination and looks at the wall. The floor slabs that trigger the gas are less obvious. They can be found with
a Search check against DC 25 in D&D 3E or a successful Find/Remove Traps check in AD&D 2E. Once found,
the slabs can be lifted (they are thin, weighing only 200 lb/100kg). Beneath the slabs are spring plates that can
be disabled with a successful Disable Device check against DC 10 in D&D 3E or Find/Remove Traps check with
a 10% bonus in AD&D 2E. However, remember that a disabling check must be made for each of the three
trapped slabs. No search check is necessary for the subsequent slabs. In disabling the first, one already will
see that the next slab is similarly trapped.

10 - Whirling Meat Cleavers (CR 15). This is Knellict's first really nasty trap, because it snares the PCs' false
assumptions. The PCs will find a metal pressure plate 5x5ft/150x150cm spanning the floor at Point 10. No
check is needed to find the pressure plate. With illumination, it is clearly visible to one and all. The plate can be
lifted without any negative effects (75lb/36kg). Anyone will be able to see a complete trap mechanism that is
connected to a single metal rod which goes through the wall. The trap can be disabled with a successful
Disable Device check against DC 15 in D&D 3E or a successful Find/Remove Traps check in AD&D 2E.
However, disarming the mechanism does nothing. It is a decoy. The real trap is a magically invisible and
silenced but rapidly spinning wooden wheel with eight very sharp meat cleavers at a height of 3ft/90cm.
Bloodstone Book 3 - Page 186
Any PC who steps unwittingly into this trap will be struck by 1d4 meat cleavers before being pushed back. If the
PC makes a successful Reflex save against DC 25 in D&D 3E or a Dexterity check at -2 in AD&D 2E, he or she
will be struck by only one meat cleaver. Most characters will suffer 2d8 hp dmg per meat cleaver blow, but
characters with the tops of their heads at a height between 3ft/90cm and 3'8"/110cm will suffer quadruple
damage. The meat cleaver trap can be disabled by destroying it, or one can climb the wall (DC 20 in D&D 3E,
normal in AD&D 2E) and stop it with a Disable Device check against DC 25 in D&D 3E or a Find/Remove Traps
check with a 5% penalty in AD&D 2E.

11 - Hidden Scythe Trap (CR 6). When the PCs reach this point, if they have a source of illumination that
reaches at least 15ft/450cm, you should describe the wall slit at Point 12 (see below). The slit already is quite
visible from this point, and it is the only sign of a trap that can be readily seen with the naked eye, although it
has nothing to do with the hidden scythe trap at Point 11. This normally would be a CR4 trap if it were not
hidden and tricky. This trap also is not set, at least not as long as the PCs have not destroyed the whirling meat
cleaver trap (No. 10). The trap is set by releasing the weight of the meat cleavers trap, which means that if the
PCs disable the meat cleaver trap rather than destroying it, this trap will not go off at all. The trigger is magical,
powered by a 3rd level Clairvoyance spell upon the seam at the beginning of the square that contains the trap.
As soon as there is movement (also from an object) across the seam, the trap will be sprung, unleashing a
hidden scythe in the wall that strikes legs 1ft/30cm above the floor for (2d8+4)x4 hp dmg. To hit, the scythe
must make a successful hit with a melee attack bonus of +20 in D&D 3E or a THAC0 of 2 in AD&D 2E. To
locate the scythe, the Permanent Image of a wall where the scythe's slit is must be dispelled or unwoven. Only
a rogue can find the visual trigger, but he or she can do s0 easily with a successful Search check against DC 8
(Base 25, Spell level +3, Easily visible -20) in D&D 3E or a successful Find/Remove Traps check at a bonus of
+12% in AD&D 2E. Note that a rogue can find the trigger and disable the trap without the party ever
determining what the trap itself is.

12 - Fusillade of Spears (CR8). This trap seems to be too obvious - intentionally so. The full length slit in the
wall is easily visible to the naked eye, even from a bit of a distance, if the area is well illuminated. A party
disarming the hidden scythe trap at Point 11 well may believe they are disarming the trap at this point instead.
Normally, this would be a CR6 trap, but the challenge has been raised due to the visual trigger and the
deception involving trap No. 11. This trap also has a visual trigger identical to that of No. 11 but better hidden.
The trigger is released by a person or object passing the slit in the wall. It releases six spears every 30cm,
beginning 30cm from the ground. Whether the fourth, fifth and sixth spears can strike a target at all is
dependent upon the target's height. Each spear that can hit a target must throw a successful hit with Attack
Bonus +21 in D&D 3E and THAC0 2 in AD&D 2E. Each spear that hits causes 1d8 hp dmg. The visual trigger
can be found only by a rogue with a Search check against DC 26 in D&D 3E and a Find/Remove Traps check at
-6% in AD&D 2E. The trap itself can be disarmed with a successful Disable Device check against DC 20 in
D&D 3E or a normal Find/Remove Traps check in AD&D 2E.

13 - Ceiling Pendulum with Trapped Passage (CR 11). The first part of this double trap is released as soon
as the last of the PCs has passed the spear trap at Point 12 and at least one PC has reached the square
marked X. If he or she is seeking it, a rogue can find the triggers, powered with the 3rd level spell Clairvoyance,
with a successful Search check against DC 28 in D&D 3E and with a Find/Remove Traps check at a penalty of -
3 in AD&D 2E. They can be disarmed with a repeat of the same checks. At that point, the entire passage
between Points 9 and 12 will collapse completely, and the PCs will hear the sound of a large door opening,
something heavy falling but not hitting the floor and then the creaking of large machinery ahead of them, but
they will see nothing for 3d4 rounds because of the amount of dust in the air. The collapse and the sound of the
machinery are started by two visual triggers. The noise is from a set of three double pendulum blades as
shown at Position 15. All six blades are 3ft/90cm wide, 1ft/30cm thick at the middle and 6ft/180cm high and
have keen edges. The blades in the northernmost row swing in one direction, those in the southernmost row in
the opposite direction, but in their own rows they are in unison. The blades in the two rows are parallel to each
other only at the middle point of each stroke. Otherwise one always is coming toward the PCs and one always
is moving away from them. They swing constantly with a short full arc of only 10ft/3m at a speed of 60ft/18m.
At its lowest point, each blade is only 6"/15cm from the floor. There is 1ft/30cm space between the blades and
the wall and 30cm space between the two blades. Any PC who tries to walk sideways through the blades must
be physically thinner than 1ft/30cm from front to back and must save for Reflex against DC 40 to avoid being hit
in D&D 3E or a Dexterity check with a penalty of -16 in AD&D 2E.
Bloodstone Book 3 - Page 187
If one or more PCs wants to make a running start and then jump onto a pendulum and ride the dull tops of three
swinging blades across the guarded space, the PC may chose between Jump and Tumble Checks in D&D 3E.
The check is against DC 35 for the first blade and against DC 40 for each of the other blades. In AD&D 2E
make a Dexterity Check with a penalty of -11 for the first blade and -16 for each of the other blades. A PC who
reaches the other side (including dead) will set off another visual trigger when passing between the second and
third squares beyond the blades. This will bring all six pendulums to an immediate stop and cause them to
withdraw into the ceiling within 1d4+2 rounds. They will not return without having a creature from the castle
reset their triggers. Any PC who walks into a blade will suffer triple damage calculated with 1d12+8. No attack
roll is necessary because a victim is hit only by intentionally or accidentally walking into the moving blade. If a
PC attempts to ride the blades or walk between them and fails his or her check, he or she automatically is hit by
the blade. If a PC is struck by one of the two outer blades, he or she must make a new check to avoid being hit
again before being tossed out of the pendulums. If the PC is hit by a middle pendulum, roll 1d20 to determine
whether the PC is thrown back in the direction from which he or she came (1-10) or farther in the direction in
which he or she wishes to go (11-20). The PC then must make a new check to avoid being hit a second time by
the middle pendulum and a third check to avoid being hit by an outer pendulum. The PCs also can use many
varieties of magic against the pendulums. The wooden shaft of each pendulum is 8"/20cm in diameter. If it is
caused to break while still in motion, it will be thrown 10ft/3m from its axis in the direction it is traveling (1d20: 1-
10 toward the PCs, 11-20 away from the PCs). If any PC is within this range, the nearest will be hit with a
successful pendulum melee attack roll at BAB +15. If the PCs attack the shafts with fire, it will take 1d20+40
minutes for a shaft to burn through to the point where it will break.

14 - Scalding Rehearsal Steam. This gauntlet was intended as a preparation for the Hall of Illusions, which
may be found later. All of area 14 is, in fact, empty, but the PCs believe it is filled with spouts of scalding steam.
to create this magnificent illusion, Knellict and Randgha together used as ancient 10th level Imaskari scroll at
caster level 18 (and 3E bonus of 5) that Kargmelchina had found in Grafvitnir's cave. The only effective means
of combating this magic is to unweave it. Until the PCs do that, they will believe that they are sustaining 5d8 hp
damage for each steam spout shown. They can halve this illusionary damage with a successful save for
Fortitude in D&D 3E and a successful Constitution check in AD&D 2E. Reflex and Dexterity checks do not work
in this case, because there is no place in the passage where the PCs can even partially avoid the illusionary
steam. Each PC, as he or she goes through the illusionary gauntlet, will believe that he or she is suffering
severe damage, and some may believe that they have died. If the PCs do not unweave this magic, it will
unweave itself as soon as one PC reaches the first square on the opposite side of the 12 illusionary steam
spouts. At that time, they all will vanish, and each PC will realize that none of them has been injured or
otherwise damaged.

15 - Singeing Fire. In this area, the passage is filled constantly from ceiling to floor at the seven points shown
with sheets of real fire that each are 1ft/30cm thick. Each sheet causes 6d8 hp fire damage. There are no
saving throws, because a PC will be damaged only if he or she intentionally or accidentally walks into the fire.
Probably the only solutions available are fire protection, putting out the fires or taking the damage.

What happens next is dependent upon the direct the PCs choose. If they follow an outlet numbered 5 to its
end, they will be back on the mountain at a much lower point and will have to ascend it or the tunnel again. If
they follow No. 6, it will take them to the Hall of Illusions. The red arrow points to Level 1's connection to the
Level 2 map.

Level 2:
After leaving Level 1, the PCs will travel nearly a quarter mile/400 meters through an empty passage before
they reach Level 2, where they encounter Knellict's grand finale, a huge 11th level Imaskari illusion, created by
using a scroll Kargmelchina found in Grafvitnir's cave in ritual magic reading performed not only by Knellict and
Randgha, as the lead magi, but also by the vampire dragons Tarflea (blue), Ninnea (black), Larthur (green) and
Sarbina (white).

It is quite possible that some of these vampire dragons may be dead already in your campaign by the time the
PCs reach this area. If that is the case, Knellict will use vampire dragons temporarily ordered to Castle
Dragonblood from the ruins of Castle Perilous.
Bloodstone Book 3 - Page 188

Knellict's Run - Level 2


Bloodstone Book 3 - Page 189

Knellict's Run - Level 2 - with 5-foot/150-cm grid


Bloodstone Book 3 - Page 190
The grand illusion recreates a rocky, mountainous landscape that looks as though it is a part of Suncatcher
Peak, and the PCs will be able to make out Castle Dragonblood above them. All visual, sensual, audible and
other elements are parts of this illusion. By all appearances, they are about a quarter mile/400 meters farther
up the trail than they were when they fell into Knellict's trap. And they are on what appears to be the trail to the
castle and the summit.

If at any time a PC begins to doubt the reality of what he or she sees and can give a credible explanation for
those doubts, he or she is entitled for a save for Will against DC 29. With a successful save, the PC will see
what really is there. If a PC with a successful save explains what he or she sees to the other PCs, they too are
untitled to a save against DC 30. If you are running AD&D 2E, substitute saves for magic with penalties of 8
and 9 respectively for CD 29 and 30.

If the PCs overcome the illusion, they can walk easily to any point they wish and avoid the five traps, which will
be visible to them. In addition, those who overcome the illusion will discover that all damage that they have
sustained was illusory, and it no longer exists.

The moment a PC believes that he or she has been slain by the illusory vampire dragons, he or she no longer
will be directly subject to the illusion but rather will into a deep sleep from which there is no awakening as long
as long as he/she remains in the cave and the illusion endures. If a party abandons seemingly dead
companions and departs the cavern without dispelling the illusion, the abandoned companions will sleep there
eternally.

Each PC can make only one justified save against DC 29, but all PCs can make a secondary save against DC
30 each time a new PC sees reality and explains what he or she really sees. Each PC also may doubt again
and save against DC 29 each time he or she is damaged by the magic of any of the five trapped positions.

The PCs really are entering a large, artificial underground cavern, perfectly round, with a diameter of 32 square
(160ft/48m). Except for the five traps, the cavern is completely empty. If the PCs attempt to climb any of the
illusionary mountains or otherwise pass through any of the illusionary terrain, they must make the same checks
as if they really were back on Suncatcher Peak.

This illusion has another special dimension. The dragons the PCs see are illusionary images that are being
steered through the mental concentration of Knellict (red), Tarflea (blue), Ninnea (black), Larthur (green) and
Sarbina (white) or the substitute vampire dragons, if any of these already have been slain.

This element will add such a dimension of reality to the illusionary combat that the DC for the illusions during
combat will increase by 2 in D&D 3E and the penalty for saves will increase by -2 in AD&D 2E.

If the PCs engage in combat with one or more vampire dragons, the encounter should be played out as though
it is 100% real, including the illusionary fall and decomposition of a dragon body, should the PCs cause
sufficient illusionary damage to slay such a dragon.

16 - The Passage. This is the continuation of the passage that begins with Point 6 on the map for Level 1.

17 - The Opening to the Hall. The PCs already will begin feeling the illusionary cold of the outdoors 8 squares
(40ft/12m) before reaching the opening. One of the PCs may ask if they can see the area behind them where
they fell through the trap. The answer is no, even after they have stepped some way into the great round
cavern. Behind them, the PCs see only the cave opening from which they emerged and the rock outcroppings
in which the cave opening stands. Before them, they see the slope, and after a second of scanning the scene,
they see five chromatic dragons - one red, one blue, one green, one black and one white. All are circling about
600ft/200m above them.

18 - Cloud of Cold. As soon as the PCs reach this point, Sarbina or her substitute will appear to make a dive
attack against the PCs, attack with her breath weapon and continue to do so as long as the PCs remain within
the cold trap. Any PC that manages to maneuver him- or herself out of the cold cloud during battle no longer
will be a target of Sarbina's attacks. When all PCs leave the trap, Sarbina will appear to withdraw from the
engagement.
Bloodstone Book 3 - Page 191
19 - Pool of Acid. As soon as the PCs reach this point, Ninnea or her substitute will appear to make a dive
attack against the PCs, attack with her breath weapon and continue to do so as long as the PCs remain within
the acid trap. Any PC that manages to maneuver him- or herself out of the acid trap during battle no longer will
be a target of Ninnea's attacks. When all PCs leave the trap, Ninnea will appear to withdraw from the
engagement.

20 - Cloud of Acid Gas. As soon as the PCs reach this point, Larthur or his substitute will appear to make a
dive attack against the PCs, attack with his breath weapon and continue to do so as long as the PCs remain
within the gas trap. Any PC that manages to maneuver him- or herself out of the gas trap during battle no
longer will be a target of Larthur's attacks. When all PCs leave the trap, Larthur will appear to withdraw from the
engagement.

21 - Electrical Trap. As soon as the PCs reach this point, Tarflea or his substitute will appear to make a dive
attack against the PCs, attack with his breath weapon and continue to do so as long as the PCs remain within
the electrical trap. Any PC that manages to maneuver him- or herself out of the electrical trap during battle no
longer will be a target of Tarflea's attacks. When all PCs leave the trap, Tarflea will appear to withdraw from the
engagement.

22 - Pool of Fire. As soon as the PCs reach this point, Knellict or his substitute will appear to make a dive
attack against the PCs, attack with his breath weapon and continue to do so as long as the PCs remain within
the pool of fire. Any PC that manages to maneuver him- or herself out of the pool of fire during battle no longer
will be a target of Knellict's attacks. When all PCs leave the trap, Knellict will appear to withdraw from the
engagement.

23, 24 and 25 - Chamber of Fate. Other than returning to Level 1, this is the only exit available to the PCs.
The PCs find themselves in a chamber 10 squares (50ft/15m) wide and 8 squares (40ft/12m) deep. Within the
chamber are three columns of light - blue (23), green (24) and red (25) - all about 2 squares (10ft/3m) in
diameter. When a PC steps into one of these columns of light, the following occurs:

• 23 - Blue Column. The PC will be teleported to Point H on the Topographical Map of Suncatcher Peak
several pages back. (Conjuration)

• 24 - Green Column. A Flesh to Stone spell is worked immediately upon the PC. The saving throw
applies, and the victim can be restored, but only after the statue is removed from the column of light.
(Transmutation)

• 25 - Red Column. A Disintegrate spell is worked immediately upon the PC. The saving throw applies,
and the victim can be restored, but only after its dust is removed from the column of light.
(Transmutation)

Point H - Knellict's Last Stand


The PCs are back on the trail, and they see 100ft/30m before them a visual duplicate of the scene they found at
Point G. You can once again use the same description and the map Site of the trap entrance to Knellict's Run.

Farther ahead, they now also have their first clear view of the many-spired castle atop Suncatcher, as though
who have caught a glimpse of it from the distance have described it. One can see now that the spires actually
are a string of towers inside the castle complex. From this angle, however, it still is impossible to count how
many towers there are.

The castle is one of the most incredible structures the PCs ever have seen, not because of its majesty or beauty
- it has neither - but because of its otherworldliness. The walls of the buildings and even the outer defensive
wall each look like they were sculpted from a single, huge rock. There are no brick lines or seems to be seen
anywhere, and the walls flow in bizarrely graceful curving lines.
Bloodstone Book 3 - Page 192
The only things that look natural are the ramparts and battlements on the wall, the tower tops and the paneless
window openings in the castle walls. All of these obviously have been made and cut by beings of some sort,
but the rest looks like it simply rose magically from the mountain, much as Zhengyi's Castle Perilous rose
magically from the Vaasan Plain.

That is, indeed, exactly what happened. Tiamat's deific magic drew the castle from the very fiber of Suncatcher
and molded a fortress and wall out of the mountain's stone. Later, draconians were sent in to take care of such
refinements as stone slab roofing, the construction of battlements and the cutting of the paneless windows,
which were made for keeping the watch rather than to merely let the light of day into the gloomy grey castle.

However, before the PCs can deal with the castle, they must reach it. And to do that, they have to pass the
terrain before them.

Although everything looks identical to what the PCs saw at Point G, there are some critical differences. At Point
H, the trail is real and untrapped, while all of the snow left and right of the trail is illusion. The illusory snow
covers on each side covers a deep chasm about 200ft/60m deep. If a PC falls through the illusion into the
chasm, the other PCs will hear his or her scream, if there is one, but only see the PC fall over his or her head
into the snow.

The ordinary falling penalties apply.

Point I - Kargmelchina's Efficient Disposition


Kargmelchina has laid one, invisible raveled Annihilate spell for each member of the PC party at this point.
While this trap is invisible, it is not protected by a Dweomer Shield.

Suncatcher Summit
When and if the PCs get past Kargmelchina's trap, they've finished their trip to the castle, but this may be the
where the real work begins. After all, arriving at the castle and entering it are two different matters. Just
beyond the trap, the PCs come into firing range of the castle. The trapped is marked with a red X at Point I on
the map Suncatcher Summit on the following page.

After the PCs cross the line the broken red line near this point, the castle's guard will begin firing arrows tipped
with monkshood poison. The statistics for this poison are listed in the description of the castle's zombies and
skeletons under Castle Dragonblood Inhabitants in the section Unofficial NPC Encounters of the Northern
Journey Campaign Guide Version 8.

At this point, game masters are advised to gather the statistics from the campaign guide for all encounters in the
castle. Separate D&D 3E and AD&D 2E statistics are available in the two distinct versions of the campaign
guide for the two different rules systems. Please use the version applicable for your campaign. The castle
houses the following inhabitants:

• Kargmelchina and Sammaster, two vampire dragon liches. They are described separately in the
campaign guide section New Unofficial NPCs.

• Knellict and Ragzigul Szurkh, two key vampire dragons. They are described separately in the
campaign guide section New Unofficial NPCs.

• 7 Vampire Dragons named Randgha, Tarflea, Ninnea, Larthur, Sarbina, Multar and Rark. They are
described separately under Castle Dragonblood Inhabitants in the campaign guide section Unofficial NPC
Encounters.
Bloodstone Book 3 - Page 193

Suncatcher Summit
Bloodstone Book 3 - Page 194

Suncatcher Summit with 50-foot/15-meter grid


Bloodstone Book 3 - Page 195

• 42 Draconians, comprising 6 combat groups of 7 draconians each. Each group includes 1 troll
draconian, 1 ogre draconian, 1 hobgoblin draconian, 2 orc draconians and 2 goblin draconians. They are
described separately under Castle Dragonblood Inhabitants in the campaign guide section Unofficial NPC
Encounters.

• 50 Zombies. They are described separately in the campaign guide section Unofficial NPC Encounters.

• 50 Skeletons. They are described separately in the campaign guide section Unofficial NPC Encounters.

It's probable that your PCs already have destroyed some of the vampire dragons and draconians on their way
up to Castle Dragonblood. These should, of course, be removed from the list of castle inhabitants above who
are prepared to battle the PCs. The list of destroyed would - at the most - include Rark, Multar, Sarbina and
their 21 draconians as well as Randgha, who may have encountered the PCs without a draconian group.

At the time the PCs and the castle inhabitants engage in combat, the castle wall's gate, battlements and
parapets are manned by the 50 zombies and 50 skeletons. Each zombie and each skeleton is armed with a
long sword and a long bow. Each carries 12 arrows tipped with monkshood root juice, but when they have fired
all of their arrows, there are central positions where they can restock. 5,000 additional poisonous arrows are
stocked at various reloading points along the wall, in the parapets and in the gate house, which adds up to an
additional average of 50 arrows per zombie and skeleton.

None of the vampire dragons are immediately involved in combat, nor are any draconians, with one exception.
The vampire dragon Larthur is in command of the draconian unit responsible for the watch at the time the PCs
reach encounter point I. The one exception is the goblin draconian Chanduh, who is stationed in the gatehouse
with the undead soldiers.

Chanduh has orders to sound a large alarm horn at the moment that combat is engaged. As soon as the horn
sounds, Larthur and the rest of his draconians will move within 1d4 rounds to whatever defensive positions they
choose to take. In addition, the horn will alert Commander of the Guard Randgha and also Tarflea, Ninnea and
their draconians and any other of the lesser dragon vampires and their draconians who have survived to move
to battle positions. They all will be in position within 4d4 rounds.

Kargmelchina, Sammaster, Knellict and Ragzigul will not show themselves or involve themselves in combat at
this point.

Because the number of remaining vampire dragons and draconians will vary from one campaign to another, the
game master must decide where they are stationed when this is not specified below. For purposes of
calculating range, the broken red line is 120ft/36m from the wall. At the start, the enemy's cover also must be
calculated:

• D&D 3E: 10% of the zombies and skeletons have no cover. 10% have almost full cover with bonuses to
AC and Reflex saves of +8 and +4 respectively. The remaining 80% have cover with bonuses to AC and
Reflex saves of +4 and +2 respectively.

• AD&D 2E: 10% of the zombies and skeletons have 25% cover, 10% have 90% cover, 40% have 50%
cover and 40% have 75% cover.

There are frequent boulders scattered across the terrain between the broken red line and the wall. The
following guidelines should be used to calculate the PCs' cover:

• D&D 3E: When a PC is behind a boulder, he or she has cover with bonuses to AC and Reflex saves of
+4 and +2 respectively. When running between boulders, the PCs have no cover.

• AD&D 2E: When a PC is behind a boulder, he or she has 50% cover. When running between boulders,
the PCs have no cover.
Bloodstone Book 3 - Page 196

Castle Dragonblood - aerial view


Bloodstone Book 3 - Page 197

Castle Dragonblood - aerial view with 20-foot/6-meter grid


Bloodstone Book 3 - Page 198
As soon as the PCs have a good view of the gatehouse, they see the following written in common tongue runes
above the gate:

castle Dragonblood
If you're using the German language maps provided for Northern Journey, show your PCs the following runes
instead:

burg drachenblut
Until the PCs breach or cross the wall, they will not be in combat with vampire dragons or draconians. That will
begin as soon as the PCs are inside the wall. Once that point is reached, the draconians will be firing poisoned
arrows at the PCs from arrow slits in the castle building walls, and all of the surviving vampire dragons of the
following group will attack the PCs in dragon form: Tarflea, Ninnea, Larthur, Sarbina, Multar and Rark.
Randgha - if she still has survived - will join the battle when only when all but one of the six named vampire
dragons survives.

The map Castle Dragonblood - aerial view on the previous pages, shows the campaign scene when the PCs
are between the wall and the castle buildings. At this point, the game master should stress again the bizarre
appearance of the castle buildings. All of their walls look as if they were magically drawn from the stone of the
mountain itself, which is precisely what happened.

Only the paneless windows in the towers, the doors, the arrow slits in the main buildings and the roofs, covered
with shingles made of thin stone slabs, show evidence of being made by creatures. All surfaces of the strange
structures are of dark grey stone. There are only two doors on the outer ground level. They are at the points
where the two branches of the trail meet the buildings on the maps on the previous pages.

Use the following cover rules for this area:

• D&D 3E: Draconians AC Bonus +8, Reflex save bonus +4. Vampire dragons and PCs no cover.

• AD&D 2E: Draconians 90% cover. Vampire dragons and PCs no cover.

A - Gatehouse and Parapets. With one exception, these positions are manned by zombies and skeletons.
The exception is the goblin draconian Chanduh in the gatehouse.

B - Draconian Defensive Posts and Staging areas. The doorways are made of stone slabs 1ft/30cm thick
and are triple barred. Window openings face only upon the inner courtyard. The outer wall has only countless
arrow slits. Within this area are eight barrels, each containing a supply of 50 arrows tipped with monkshood
poison.

C - Administrative Center of the Dragon Empire. This area is planned as the governmental center for the
Cold Lands, once Kargmelchina and Sammaster conquer them. The area is little used at present, but it does
have a chapel to Tiamat where the vampire dragons and draconians worship. The outer walls have no
openings. The courtyard walls have paneless windows.

D - The Library of Castle Dragonblood. The outer walls have no openings. The courtyard walls have
paneless windows.

E - Kargmelchina's and Sammaster's Tower. The tower has a base of 58ft/17.4m and a height of 100ft/30m.
The door is on the ground floor. Windows begin at a height of 80'/24m.

F - Knellict's Tower. The tower has a base of 45ft/13.5m and a height of 80ft/24m. The door is on the ground
floor. Windows begin at a height of 60'/18m.
Bloodstone Book 3 - Page 199
G - Ragzigul's Tower. The tower has a base of 40ft/12m and a height of 70ft/21m. The door is on the ground
floor. Windows begin at a height of 50'/15m.

H and I - Randgha's (H) and Tarflea's (I) Towers. Each tower has a base of 24ft/7.2m and a height of
60ft/18m. The door is on the ground floor. Windows begin at a height of 40'/12m.

J and K - Ninnea's (J) and Larthur's (K) Towers. Each tower has a base of 17ft/5.1m and a height of
50ft/15m. The door is on the ground floor. Windows begin at a height of 30'/9m.

L, M and N - Sarbina's (L), Multar's (M) and Rark's (N) Towers. Each tower has a base of 10ft/3m and a
height of 30ft/9m. The door is on the ground floor. Windows begin at a height of 20'/6m.

Understanding the Castle


Before the PCs enter the castle, the game master should build a very good visual image for himself or herself of
the kind of structural complex this is and the purpose it serves. Castle Dragonblood is a fortress of power-
hungry undead. It is anything but a palace of luxury and splendor. It was made with Tiamat's deific magic and
with a single purpose - to be functional.

Kargmelchina, Sammaster and the vampire dragons have no love or need for and no interest in items of
splendor and luxury. As undead, they eat and drink nothing with the exception of the strengthening blood of
their victims.

For the time being, Castle Dragonblood is here to provide them a place to plan their strategies, monitor their
enemy and do extensive magical research and development without being disturbed or interrupted. One will
find no nonsense in the castle buildings, only things that serve a purpose. The walls are bare and poorly lit.
Riches are confined to the dungeon level treasury, and those riches are accumulated for the purchasing power,
not for self-aggrandizement.

Castle Dragonblood has no chimneys because it has no need for heating. There also is no natural fuel
anywhere near the castle, which is far above the treeline. Vampire dragon liches, vampire dragons, zombies
and skeletons are immune to cold. The 42 draconians based at the castle (some perhaps dead by now) are
warm-blooded creatures. However, they can survive well in temperatures above 40°F/4°C, and they find that
degree of warmth in their lair in the deep dungeon, where the temperature averages 45°F/7°C.

The draconians also need to eat and drink. A well in their lair brings hot water up from Annam's higher steam
arteries in the mountains. The draconians are carnivorous, but their needs for food are taken care of through
the teleportation of goblin meat from the ruins of Castle Perilous. Kargmelchina, Sammaster and the vampire
dragons consider the draconians to be expendable but not wasteable. They will sacrifice any or all of the
draconians, if the purpose merits it.

The castle's denizens consider the zombies and skeletons to be almost worthless and easy to replace. They
serve only as a hopefully deadly barrier to intruders, one that will hold attackers off until the entire castle inside
the wall has taken up a defense posture.

PCs hoping to find treasure will be successful only in limited areas - the treasury in the dungeon, the library of
magic on the ground floor and the individual magical treasures to be found in the 10 towers. Traps are few and
far between, in part because Kargmelchina and Sammaster do not expect anyone ever to penetrate the castle's
wall, and in part because they do not want to pointlessly destroy draconians who doubtless would set some of
the traps off unwittingly.

From a gaming point of view, Castle Dragonblood should set the stage for a high level battle and give the PCs
the opportunity to find some treasure of value, but in most cases, Kargmelchina, Sammaster, Knellict and
Ragzigul - at a minimum - should succeed in teleporting to the ruins of Castle Perilous, where the decisive battle
should take place. The PCs will have no trouble teleporting there, once they have made good progress in
conquering the castle. Teleportation points are easy to find.
Bloodstone Book 3 - Page 200

Fighting Strategy
At the time that the PCs breach the wall and attack the castle, the key PCs will be doing the following:

Kargmelchina and Sammaster are in Kargmelchina's tower working on magical experiments. They will react
to no attack until Kargmelchina's tower is entered. At that time, they will analyze the situation. They may
engage briefly in combat with the PCs, if they deem it wise, but they will not remain long enough in the castle to
engage in a serious encounter with the PCs. They simply will go through the teleportation portal in
Kargmelchina's chamber to the ruins of Castle Perilous and destroy the portal behind them.

The only creatures upon Suncatcher who have free will are Kargmelchina and Sammaster. All of the vampire
dragons, draconians and undead are bound to their will. None of them is capable of defying the orders of
Sammaster and Kargmelchina, no matter how much they may wish to do so.

Knellict is responsible for everything, in a sense. He will be in his tower, watching the Realms at first but
shifting his watch to local affairs once dangers become imminent. After that point, if he chooses to issue
commands, he will do so telepathically to the surviving vampire dragons, all of whom are in his service. Details
of his strategies are listed under his description in the Northern Journey Campaign Guide Version 8. These are
tailored separately for D&D 3E and AD&D 2E.

Knellict's main orders are threefold: Defend Castle Dragonblood until the order to evacuate to the ruins of
Castle Perilous is given, teleport all magic above level 6 in the castle to the ruins of Castle Perilous and order
Ragzigul to evacuate as well and to teleport his primary materials there.

All of the vampire dragons, draconians and undead are bound to Knellict's will. None of them is capable of
defying his orders, no matter how much they may wish to do so.

Ragzigul is responsible for all necromantic work at the castle. He has orders in case he becomes endangered
from an attack is to use the spell Teleport Object to teleport the chest with the texts on vampire dragon
transformations, and then the spell Teleport to teleport himself as quickly as possible to the mercury pool
beneath the ruins of Castle Perilous, and he will do so only too gladly. Ragzigul is not interested in fighting; he
is interested only necromancy. For more information see his description in the Northern Journey Campaign
Guide Version 8. It is tailored separately for D&D 3E and AD&D 2E.

Randgha and all other surviving vampire dragons and draconians have orders to defend Castle Dragonblood to
the bitter end. Sammaster, Kargmelchina and Knellict have no desire to need to reconquer it. All of the dragon
vampires will be in their towers until the last of the draconians fall.

All of the lesser vampire dragons, draconians and undead are bound to Randgha's will. None of them is
capable of defying his orders, no matter how much they may wish to do so. The draconians all are bound to
their own commanding vampire dragon's will. They too are incapable of defying orders.

The draconians will defend the ground floor and dungeon of the complex until the last of them is dead. At that
point, Knellict and all other surviving vampire dragons will attack the PCs in dragon form, although Knellict will
retreat from the battle when he believes he is becoming endangered or when he is ordered to retreat.

Please note that these descriptions assume a rather standard battle progress through the castle to the tower of
the magi. If the PCs use their high level powers to reach and perhaps even enter towers, the vampire dragons,
if they detect this, will react accordingly.
Bloodstone Book 3 - Page 201

Gatehouse and wall tower with parapet - above, a bird's eye view, below, the interior. Grid: 3ft/90cm.
Bloodstone Book 3 - Page 202

Wall, Parapet Towers and Gatehouse


If the PCs want to enter Castle Dragonblood, they need to get over, under or through at least one of these
obstacles. Surprisingly, perhaps, that isn't all that difficult.

This is another case where one must understand Castle Dragonblood. Kargmelchina and Sammaster cannot
conceive of any mortal army marching up Suncatcher and attacking Castle Dragonblood. In their minds, if the
castle ever were to come under attack, it would be by a much smaller unit than an army but one of considerable
power. Anything less would fail to reach the summit.

From such a point of view, a wall around the castle also would be pointless - almost, but not quite. The nine
vampire dragons and 42 draconians that Kargmelchina and Sammaster originally brought to Castle
Dragonblood were there to work, not to walk walls in the castle's defense. In the case of a really serious threat,
Kargmelchina wants at least time enough to call the draconians and vampire dragons from their work and move
them into useful defensive positions, once an attack is imminent or perhaps already under way.

The relatively weak wall, gatehouse and gate provide the amount of advantage that Kargmelchina wants. The
skeletons and zombies will send a rather steady rain of poisoned arrows down upon any attackers once they
are within 120ft/36m of the wall. With some luck, the zombie and skeleton archers may even remove one or
more of the opponents through poisoning or massive wounds.

Regardless, the undead archers and the weak walls should keep most intruders out until the vampire dragons
and draconians have succeeded in shifting from other work to their defensive positions. The wall, the zombies
and the skeletons make it unnecessary for the castle's real defense to maintain a prepared watch, and that is all
that was intended.

At the beginning of any engagement, there will be 5 skeletons and 5 zombies inside each of the two gatehouse
towers. There also will be 5 skeletons and 5 zombies within the parapets atop each of the two towers, and the
goblin draconian Chanduh will be atop the tower to the right, from the players' viewpoint. As soon as the PCs
are almost within the 120ft/36m range, Chanduh will blow the alarm horn, descend a latter on the rear side of
the tower and then retreat into the draconian defensive post and staging area in the main castle building.

The wall is 30ft/6m high and 5ft/150cm thick. There are no parapets or other battlements on the wall, just the
towers with parapets shown on the map. Each of these towers is 40ft/12m high. There are two floors within
each tower with arrow slits in the walls, and more archers can fire from the parapets atop the towers.

Before the PCs breach the walls, only the single towers to the two sides of the gatehouse will be manned by
skeletons and zombies. There are 4 zombies and 4 skeletons on each floor of the two towers and another 4
skeletons and 4 zombies on the parapets of each of these towers. The remaining 11 zombies and 11 skeletons
are standing in line at the stairs behind each of the towers, ready to replace any destroyed undead.

Any of these lesser undead that still survive after the PCs have passed the wall will continue firing until they are
within melee range. At that point, they will drop their bows, draw the swords and continue to follow the PCs and
fight until they or the PCs are destroyed.

Draconian Defensive Posts and Staging Areas


Normally, only Larthur's seven draconians are stationed here, but if the alarm has been sounded, all of the
surviving draconians in the castle complex (except for Chanduh in the gatehouse) will come within 1d4+4
rounds this area and defend it to their deaths. If the PCs manage to break into another part of the castle
complex, all surviving draconians will flee this area and follow the PCs, again fighting until either all of the PCs
or all of the draconians are dead.

At the beginning of the battle, as long as the draconians remain within this area, they will fight with their range
weapons. Once the PCs breach the complex, they will drop their bows (perhaps not later retrievable) and
engage in melee. Spell users use their magic when necessary.
Bloodstone Book 3 - Page 203

Draconian Defensive Posts and Staging Areas, below with 5-foot/150cm grid
Bloodstone Book 3 - Page 204
One should note the many arrow slits in the outer wall of this area. Anytime the PCs are within range, the
draconians will rain poison arrows upon them. The draconians have 400 arrows, all dipped in monkshood
poison, available to them.

Monkshood Poison - D&D 3E: Type injury DC 20, Initial dmg 1d6 points Constitution, Secondary dmg 2d6
points Constitution. AD&D 2E: Type P, Save vs. Poison at penalty -2.

Locked Doors - Each draconian has a key for every locked door.

Map Notes: Users of Campaign Cartographer 2 Pro will find both the surface and dungeon maps for this area
in the file DRACONIANPOSTS.FCW. One can switch between the surface and the dungeon by changing
layers.

A - Acid Baths. Directly inside both doors are two thin floor slabs of thin stone. Normally, a second thick but
moveable slab is in place in the dungeon area beneath this slab, but when the alarm is sounded, the draconians
will slide the second slab back. The top slab can support a maximum weight of 220lbs/100kg. When more
weight is upon the slab, it will break, dumping anyone standing upon it into an acid pit in the draconians
dungeon. With a successful save for Reflex in D&D 3E and a successful Dexterity check in AD&D 2E, a PC will
succeed in leaping to the opposite side pf the slab and avoid the fall. If a large number of PCs stand upon the
slab at the same time and cause it to cave in, there may not be room for all of them in the safe area on the other
side of the trap and to its sides. In this case, those PCs with the best checks make it to safety, until there is no
more room. Damage to PCs and objects that fall into the pit are standard for immersion in corrosive acid.
Because the two rules systems have different methods of calculating such damage, the game master should
consult the PHB and DMG for D&D or AD&D, as applicable, to determine damage.

B - Raveled Annihilation. The door leading to this area is locked. It can be opened with an open doors check
against DC 30 in D&D 3E and with a penalty of 20% in AD&D 2E. It also can be opened with a Strength check
against DC 17 in D&D 3E or an Open Doors check at a penalty of 10 in AD&D 2E. All the while the characters
are trying to open the door, the draconians will attempt to fire arrows at them. Inside the door are four raveled
Annihilate spells. Their dweomer is not hidden. Each is raveled in its own Conduit and is triggered when a
creature that is not shielded by Knellict's Arcane Mark enters the area. See Version 8 of the Northern Journey
Campaign Guide for more information on this magic.

C - Entrance to the Administrative Center. The door to this area from area B is locked. Use the same
statistics as for the door from area A to area B. If the PCs attempt to advance from the draconians' defensive
posts and staging areas into the castle through this room, the draconians will make their last stand there. The
door to the Administrative Center is not locked.

D - Entrance to the Library. The door to this area from area B is locked. Use the same statistics as for the
door from area A to area B. If the PCs attempt to advance from the draconians' defensive posts and staging
areas into the castle through this room, the draconians will make their last stand there.

E - Outer Defensive Chamber.

F - Inner Defensive Chamber.

G - Spiral Staircase to the Draconians' Dungeon. The dungeon is 30ft/9m below the surface level.

Draconians' Dungeon
At the onset, all surviving draconians except for Larthur's unit will be found here. In the unlikely event that the
PCs enter the dungeon without having set off any alarms, the draconians will be unprepared and will need
1d4+1 rounds to arm themselves and to be ready for combat. The spiral staircase from the ground floor (Point
K) leads 30ft/9m deep beneath the surface.
Bloodstone Book 3 - Page 205

Draconians' Dungeon, below with 5ft/150cm grid

Because they are warm-blooded creatures, the draconians need quarters with temperatures above 40°F/4°C,
and they find that degree of warmth in the dungeon, where the temperature averages 45°F/7°C. There is no
food supply atop Suncatcher, but the draconians must eat. Therefore, goblin meat from the slaughter chamber
in the ruins of Castle Perilous must be teleported daily to the dungeon. Orc and goblin draconians are assigned
to mess duty on a regular rotation, and they serve the raw goblin meat to their comrades. The barrel of
monkshood poison for arrows also was teleported from the ruins to the dungeon.
Bloodstone Book 3 - Page 206
A - Bunk beds (6 beds) of the Troll Draconians.

B - Bunk beds (6 beds) of the Ogre Draconians.

C - Bunk beds (6 beds) of the Hobgoblin Draconians.

D - Bunk beds (12 beds) of the Orc Draconians.

E - Bunk beds (12 beds) of the Goblin Draconians.

F - Acid Baths. Not shown but above these baths in the ceiling 30ft/9m above the dungeon floor are moveable
slabs that set the trap on the ground floor to dump intruders into the baths. If the PCs enter the castle
unexpectedly or unseen, these traps will not be set. Damage to PCs and objects that fall into the pit are
standard for immersion in corrosive acid. Because the two rules systems have different methods of calculating
such damage, the game master should consult the PHB and DMG for D&D or AD&D, as applicable, to
determine damage. If one or more PCs fall into one of these baths and dies there, the draconians will fish the
body out, intending to eat it after whatever battle may be taking place.

G - Stone Supporting Pillars with torches mounted.

H - Weapon Racks.

I - Teleportation Point to the ruins of Castle Perilous. The draconians are allowed to use this point only if they
have been summoned to the ruins. They will not use it to flee battle.

J - Dining Table.

K - Spiral Staircase to the ground floor. The staircase ascends 30ft/9m to the ground floor.

L - Teleportation Point from the ruins of Castle Perilous. This point is used to send goblin meat and other
supplies to the draconians from the ruins.

M - Mess Serving Area. At mess times, the draconians receive their portions of goblin meat here.

N - Barrel of Monkshood Poison. Before battle, all of the draconians dip their arrows in the poison.

O - Well.

P - Whisky Barrels. Teleported from the ruins of Castle Perilous.

Q - Tables & Chairs, for conversations, card playing, etc.

R - Worship Site. Consists of a statue of Tiamat and of a red dragon. The draconians worship red dragons as
the mightiest of all chromatic dragons in battle.

S - Battle Drill & Training Area.

Administrative Center of the Dragon Empire


If Kargmelchina and Sammaster one day realize their goal of creating out of the Vast, Impiltur, Vaasa, Damara,
the Great Dale and Thesk the Tiamatist Dragon Empire that they envision, this huge hall (390ft x 50ft/117m x
15m) one day will be buzzing with the busy, undead vampire dragons who administer their realm. Today, it
remains a mostly empty hall. Only in its center are their furnishings and the one small bit of luxury that can be
found within Castle Dragonblood.
Bloodstone Book 3 - Page 207
Today, the only hint of the two vampire dragon liches' dreams
is to be found in the inscription carved above both doors
(Points L and M):

the dragon empire


If your campaign is using the German language CC2 maps and
dungeon plans, use this inscription instead:

kaiserliches drachenreich
The center of this area contains what Kargmelchina and
Sammaster one day intend to be their throne room. The area
serves today as a point where the two vampire dragon liches
confer with their dragon vampires. It consists of two costly
class chandeliers, three thrones, eight chairs and a three-tiered
dais 3ft/90cm above floor level. Each step of the dais is
1ft/30cm high. The room is unoccupied when the PCs arrive.
Administrative Center of the Dragon Empire, below with 5ft/150cm grid

The thrones and chair's belong to the following:

• A - Kargmelchina
• B- Sammaster
• C - Rark
• D -Sarbina
• E - Ninnea
• F - Ragzigul
• G - Knellict
• H - Randgha
• I - Tarflea
• J -Larthur
• K Multar

The room also has two doors:

• L - Leads to Library
• M - Leads to Draconian Defensive Posts and Staging
Areas

The thrones (1,000 gold talers each), chairs (40 gold talers
each and chandeliers (5,000 gold talers each) are the only
treasure in this area.
Bloodstone Book 3 - Page 208

The Library

The Library of Castle Dragonblood, right with 5ft/150cm grid

When the PCs arrive at Castle Dragonblood, the library will contain:

• Countless volumes on magical lore


• All arcane spells in the Players' Handbook
• All arcane spells in the Cult of the Dragon accessory
• All spells in the Northern Journey Campaign Guide that are not listed as being inventions of the Wand of
Impiltur, the Simbul, Shandaril, etc.
• Most spells from other Forgotten Realms accessories (a 90% chance for any given spell)

The library does not contain:

• Any of the spells from Grafvitnir's library (some of these might be found in Kargmelchina's tower)
• Any epic level spells (personalized spells might be found in the towers of Kargmelchina, Sammaster and
Knellict)

Treasure - The 16 glass chandeliers, each with a value of 5,000 gold talers, are the only treasure in this area
other than the books.

Traps - An Annihilate spell is raveled in a Conduit together with Read Arcane Mark at each entrance. The
spells will be triggered anytime that a creature not bearing Kargmelchina's arcane mark crosses the threshold.
The dweomer is not hidden.

Strategy - Remember that Knellict has orders to teleport all bookshelves with spells of level 7 and above to the
ruins of Castle Perilous if the library is threatened.
Bloodstone Book 3 - Page 209

The Towers of Sarbina, Multar and Rark

The Towers of Sarbina, Multar and Rark, with 5ft/150cm grid

The three lowest level vampire dragons have modest


towers corresponding to their rank, each about
12ft/360cm in diameter and 30ft/9m high.

The towers have three stories, each 9ft/270cm high with


ceilings 1ft/30cm thick. The second story is reached by
a spiral staircase, the third by a collapsing wooden
ladder that can be drawn up, giving the resident vampire
dragon a bit of advantage, should an intruder break into
his or her tower.

There is nothing on the first two stories except for a


door, the staircase and the ladder. The door is raveled
with magic. If anyone not bearing Knellict's Arcane Mark
passes through it, he or she will be teleported to the
gatehouse outside the castle complex.

The door also is sealed by a physical lock that can be


opened only with a successful Open Locks check
against DC 25 in D&D 3E and with and with a penalty of
10% in AD&D 2E.

The 3rd story is a small magical laboratory with windows on all sides to afford a view outward and to protect the
chambers contents from the elements that would enter were the openings paneless. The rooms also contain
two chests with spell components, a lab bench and stool for magical research work and two bookshelves.

Sorcerer Sarbina's library has not only tomes of magical lore but also works on Faerûnian dungeons, both
famous and obscure, which are among her specialties. Sorcerer Rark's library is similar, but it also contains
some volumes on architecture and engineering and their application in mounting breath attacks, another of his
specialties. Wizard Multar's bookshelf contains spellbooks with 90% of all spells of levels 0-3 that can be found
in the PHB and the Cult of the Dragon accessory.
Bloodstone Book 3 - Page 210

The Towers of Ninnea and Larthur

The Towers of Ninnea and Larthur with 5ft/150cm grid

The two middle level vampire dragons have somewhat larger towers corresponding to their rank, each about
18ft/540cm in diameter and 40ft/12m high.

The towers have four stories, each 9ft/270cm high with ceilings 1ft/30cm thick. The second and third stories are
reached by a spiral staircase, the fourth by a collapsing wooden ladder that can be drawn up, giving the resident
vampire dragon a bit of advantage, should an intruder break into his or her tower.

There is nothing on the ground floor except for a door and the staircase. The door is raveled with magic. If
anyone not bearing Knellict's Arcane Mark passes through it, he or she will be teleported to the gatehouse
outside the castle complex.
Bloodstone Book 3 - Page 211
The door also is sealed by a physical lock that can be opened only with a successful Open Locks check against
DC 25 in D&D 3E and with and with a penalty of 10% in AD&D 2E.

The 2nd story holds several chests containing spell components for secondary spells. The 3rd story holds
Ninnea's library of books on the planes, nature, architecture and alchemy and most of Larthur's spellbooks.

The 4th story is a magical laboratory with windows on all sides to afford a view outward and to protect the
chamber's contents from the elements that would enter were the openings paneless. The rooms also contain
two chests with spell components, a lab bench and stool for magical research work and two bookshelves.

Sorcerer Ninnea's library has tomes of magical lore. Wizard Larthur's bookshelf contains spellbooks with 90%
of all spells of levels 0-5 that can be found in the PHB and the Cult of the Dragon accessory.

The Towers of Randgha and Tarflea

The Towers of Randgha and Tarflea with a 5ft/150cm grid


Bloodstone Book 3 - Page 212
The two higher level blue sorcerer vampire dragons
have high towers corresponding to their rank, each
about 24ft/7,2m in diameter and 50ft/15m high. The
towers have five stories, each 9ft/270cm high with
ceilings 1ft/30cm thick. The upper stories are reached
by a spiral staircase.

The ground floor of both towers is protected by a golem


with orders to destroy any intruder that does not bear
Knellict's Arcane Mark. Randgha's tower is protected by
a squat and somewhat smaller than normal iron golem.
Tarflea's tower is protected by a stone golem.

The statistics for both golems can be found in the


section Castle Dragonblood Inhabitants under Unofficial
NPC Encounters in the Northern Journey Campaign
Guide Version 8.

The first story door is raveled with magic. If anyone not


bearing Knellict's Arcane Mark passes through it, he or
she will be teleported to the gatehouse outside the
castle complex.

The door also is sealed by a physical lock that can be opened only with a successful Open Locks check against
DC 25 in D&D 3E and with and with a penalty of 10% in AD&D 2E.

The second stories of both towers are protected by a not yet quite successful magic being developed by
Knellict. The high vampire dragon is working at present on a spell that would capture the essence of a dragon's
breath weapon, multiply it and then hold it in place, waiting for victims. The spell already works to a certain
extent, but the dragon breath trap dissipates itself.

Randgha's tower can be protected with six lightning bolts that cause 18d8 hp dmg with no save because there
is no area where a PC can sidestep the bolt. Tarflea's tower causes the same damage but only to a maximum
of 14d8 hp dmg.

Knellict still is trying to perfect his spell so that a vampire dragon can breathe into the empty second story
chamber, and the dweomer will capture the dragon's breath, holding it there in stasis until one or more victims
arrive and are hit. At present, this effect does not work correctly.

However, the electrical potential still builds up quickly, and the six lightning bolts begin firing at a rate of one bolt
per round beginning 1d10+10 rounds after the vampire dragon breathes into it. After the six bolts have been
dissipated and the magic is harmless, until the vampire dragon again breathes into it.

The 3rd story holds chests and other containers with spell components for secondary spells and items needed
for magical research. If a PC reaches this level, he or she has a 60% chance of finding any component or
research material he or she may be seeking.

The 4th story has 10 bookshelves with tomes containing lore on the creation of magical items as well as
technical treatises in the two vampire dragons' other areas of specialty - nature, divine magic and stonemasonry
in Randgha's case and nature and noble bloodlines in Tarflea's case.

The 5th story is a magical laboratory with windows on all sides to afford a view outward and to protect the
chamber's contents from the elements that would enter were the openings paneless. The rooms also hold two
containers with spell components, a lab bench and stool for magical research work and bookshelves.
Bloodstone Book 3 - Page 213

Ragzigul's Tower

Ragzigul's Tower with 5ft/150cm grid

As the personal and trusted necromancer of Kargmelchina and Sammaster, Ragzigul enjoys privileges not
enjoyed by the other vampire dragons, Knellict excepted. Ragzigul is entitled to amass his own treasure, and
he also may travel at will between Castle Dragonblood and the ruins of Castle Perilous. In the ruins, he also
has the right to commandeer draconians or human members of the Tiamatist Dragon Cult to do his bidding.

The size of Ragzigul's tower corresponds to his rank. It is about 42ft/12,6m in diameter and 60ft/18m high. The
tower has six stories, each 9ft/270cm high with ceilings 1ft/30cm thick. All stories are reached by a spiral
staircase.
Bloodstone Book 3 - Page 214

From the outside, one notices two glowing patches of light, each about 5ft/150cm in diameter, one blue and one
green, at the south foot of the tower, arrow slits that have been glassed in strangely on the second story and a
row of 16 windows on the top floor, directly beneath the roof. Above all, however, one notices that the tower
has no door. Ragzigul has a Key of Teleportation with which he can enter or leave his own tower at will.

There is no difficulty determining what's behind the two patches of light, which hover over the ground to a height
of about a foot/30cm. Signs in the common language on the tower wall identify their purposes. Above the blue
light at the tower's southwest foot is the inscription Teleport to Castle Perilous. Above the green light at the
tower's southeast foot, the sign says Teleport from Castle Perilous.

These teleportation points are used by vampire dragons below Ragzigul's level, draconians and others to move
back and forth between Castle Dragonblood and the ruins of Castle Perilous. However, one must keep in mind
that the vampire dragons and draconians have no free will. They are controlled by Sammaster, Kargmelchina
and Knellict and are able only to follow their commands. All except for Knellict and Ragzigul have orders not to
use the teleportation points unless specifically ordered to do so. Nothing, of course, will stop the PCs from
using these teleportation points, if they choose to do so.

The PCs also can gain entry to Ragzigul's tower with teleportation magic, but regardless of which goal they
define within the tower, they always will emerge on its ground floor, where they immediately will be attacked by
eight ghosts of former magi of the anti-Tiamatist faction of the Dragon Cult from the Moonsea area. These magi
were slain and forced by Kargmelchina's magic to serve as bound guards of Ragzigul's tower. However, to
prevent the ghosts from causing trouble, she has destroyed their ability to use spells or other magic. Statistics
for the ghosts can be found in the section Castle Dragonblood Inhabitants under Unofficial NPC Encounters in
the Northern Journey Campaign Guide Version 8.

The PCs must destroy the ghosts or get past them before they can ascend the spiral staircase of Ragzigul's
tower. As they ascend to the second story, they will begin to smell rotting flesh. The outer perimeter of the
second story is enclosed in bars with a locked door in the bars to the south. The outer wall has eight glassed-in
arrow slits that serve as narrow windows. Inside the cage are four living human fighters and two who have died,
the cause of the repugnant odor.

All of the prisoners wear ankle chains fastened to large metal balls. They are former fighters allied with anti-
Tiamatist factions of the Dragon Cult in the Moonsea area. The prisoners receive the same raw goblin meat as
the castle's draconians. Their statistics can be found in the section Castle Dragonblood Inhabitants under
Unofficial NPC Encounters in the Northern Journey Campaign Guide Version 8. Ragzigul intends to use the
men for necromantic experiments.
Bloodstone Book 3 - Page 215
The third story houses Ragzigul's necromantic chamber, where he experiments with the creation of new undead
forms. The items in this area are:

• A - Five Operating Slabs. These slabs have wrist and ankle manacles fastened to the stone of the slab
as well as many dried bloodstains. Ragzigul uses those slabs to hold those prisoners in place upon
whom he is performing necromantic operations.

• B - Braziers.

• C - Water Fonts.

• D - Laboratory Table.

• E - Pool of Magical Mercury, taken from the larger pool beneath the ruins pf Castle Perilous.

• F - Fire.

• G - Rack. Ragzigul uses the rack to force information from prisoners, when necessary.

• H - Smith's Force. Ragzigul uses the forge to heat metals for his necromantic experiments and to heat
torture instruments.

• I - Quenching Basin for hot metals.

The fourth story is a storage area where Ragzigul keeps his spell components and materials used in his
necromantic experiments and his magical research. He also keeps his treasure on this level. It consists of
100,000 copper pieces, 50,000 silver pieces, 5,000 electrum pieces, 50,000 gold pieces and 10,000 platinum
pieces, all of various Faerûnian minting.

The red necromancer vampire dragon is no lover of gold and such, but he uses the coins to pay for materials
that the denizens of the ruins of Castle Perilous buy for him. PCs searching the area have a 100% chance of
finding any necromantic spell components they seek here and a 70% chance of finding any other components,
except for those that are exclusive to the schools of enchantment and illusion, which Ragzigul does not learn.

The fifth story holds Ragzigul's library, which contains all necromantic spells of levels 0-9 in the PHB and the
Cult of the Dragon accessory and 90% of all necromantic spells of levels 0-9 in other FR products. The library
also contains all necromantic spells of levels 0-9 in the Northern Journey Campaign Guide Version 8, except for
those that are attributed as being the personal magic of specific magi.

The sixth story, the highest, is Ragzigul's research chamber. Its purpose differs from that of the 3rd story. In the
research chamber, Ragzigul studies his black magic and calculates the formulas and recipes he later puts to
practice in the necromantic chamber on the 3rd story. The top floor, with its row of 16 glass windows, also is
Ragzigul's observation chamber. And finally, this is an area where he has teleportation points available. The
items on this level area:

• A - Lab Table.

• B - Brazier.

• C - Chests with Spell Components.

• D - Bookshelves with Ragzigul's most frequently used necromantic tomes.

• E - Pool of Magical Mercury taken from the great pool beneath the ruins of Castle Perilous.

• F - Various Magic Circles and a Pentagram.


Bloodstone Book 3 - Page 216

• G - Arrival Point - Teleport from Castle Perilous.

• H - Teleport to the Land behind Castle Dragonblood to the west. Ragzigul uses this two-way
teleportation point to reach the open area where he can assume dragon form.

• I - Teleport to Kargmelchina's and Sammaster's Tower

Knellict's Tower

Knellict's Tower with 5ft/150cm grid


Bloodstone Book 3 - Page 217

As the high vampire dragon of Kargmelchina and Sammaster, Knellict too enjoys privileges not enjoyed by the
other vampire dragons, Ragzigul excepted. Knellict has been promised elevation to existence as a vampire
dragon lich, once the Dragon Empire arises, and he is working hard to attain this promised goal.

Knellict is entitled to amass his own treasure, and he also may travel at will between Castle Dragonblood and
the ruins of Castle Perilous. In the ruins, he also has the right to commandeer draconians or human members
of the Tiamatist Dragon Cult to do his bidding.

The size of Knellict's tower corresponds to his rank. It is about 60ft/18m in diameter and 70ft/21m high. The
tower has seven stories, each 9ft/270cm high with ceilings 1ft/30cm thick. All stories are reached by a spiral
staircase. Arrow slits with glass panes can be seen circling the two lower stories. Thirty six large glass
windows surround each of the top two stories. The walls of the three middle stories are completely closed.
Bloodstone Book 3 - Page 218

The PCs also can gain entry to Knellict's tower with teleportation magic, but regardless of which goal they define
within the tower, they always will emerge on its ground floor, where they immediately will be attacked by six
barghests. Statistics for these monsters can be found in the section Castle Dragonblood Inhabitants under
Unofficial NPC Encounters in the Northern Journey Campaign Guide Version 8. Knellict can enter it with his
Key of Teleportation.

The PCs must destroy the barghests or get past them and make their way through the cage cars before they
can ascend the spiral staircase of Knellict's tower. As they ascend to the second story, they will a similar cage
just beyond the staircase holding six winter wolves.

Although the barghests will attack the PCs if they can reach them on the ground floor, neither they nor the
winter wolves on the second story are there to protect the tower. Instead, they are there for research purposes.
Bloodstone Book 3 - Page 219

While Randgha and the lesser vampire dragons as well as the draconians, zombies and skeletons are
responsible for protecting and defending Castle Dragonblood, Ragzigul, Knellict, Sammaster and Kargmelchina
have other priorities.

Just as Ragzigul takes care of Kargmelchina's necromantic tasks, Knellict serves not only as commander of the
castle's forces but also is responsible for researching vampire characteristics lost to vampire dragons. His first
priority deals with a vampire's power to summon wolves, a power that vampire dragons do not have.

Gaining control over beasts of the wolf family would be of considerable value to the would-be Dragon Empire.
The large hordes of monster tribes that once populated the Galenas has been reduced tremendously, first
through Zhengyi's lost wars and now through their conversion into draconians, which are sterile. They can be
produced from other living beings, but they cannot reproduce.
Bloodstone Book 3 - Page 220

Sammaster is busy researching the possible production of human draconians. Kargmelchina and Knellict are
studying other beings capable of reproducing that might be brought into the unwavering service of the future
Dragon Empire and the church of Tiamat. Kargmelchina's current subject of study is the Dragonkin race that is
only newly known to the Tiamatist branch of the Dragon Cult, while Knellict studies wolves. This breed is of
particular interest, because wolves are breeding heavily and increasing rapidly in number in the Galenas, now
that the monster population is receding.

Knellict began his research with normal wolves, but he concluded quickly that their low intelligence made it
impossible to bond them reliably. Although his magical binding of wolves remained unbroken, Knellict found
that their understanding of the orders that they were to fill was extremely limited. However, he also has
observed that wolves subjugate themselves instinctively to superior worg wolves and winter wolves. He chose
to do research on winter wolves, because their intelligence is notably higher than that of worgs.
Bloodstone Book 3 - Page 221

The barghests, until recently unknown to Kargmelchina or Tiamat, also appear to be possibly good candidates
due to their high intelligence, although they are somewhat weaker than winter wolves and may not be able to
dominate them. Nonetheless, Knellict dreams of having even greater command over wolves than the mightiest
of all vampires.

He hopes to realize that dream by making barghests and winter wolves the commanders of his lupine host and
later bind the worgs to at as his sergeants. To this end, he has barghests captive on his tower's ground floor
and is holding winter wolves on the second story. The animals are fed goblin meat teleported in from the ruins
of Castle Perilous. Magic warmth holds the temperature of both floors near the freezing point, an ideal
temperature for survival of the captives.

Statistics for the barghests and the winter wolves can be found in the Northern Journey Campaign Guide
Version 8.
Bloodstone Book 3 - Page 222

The third story of the tower contains Knellict's treasure. Among the items found here are crates of fine silks
from Shou-Lung with a combined value of 1,200,000 gold pieces, chests containing jewelry, jewels, gems and
the like with a combined value of 1,100,000 gold pieces, 120 magical items to be selected from the DMG and
other sourcebooks, 400 bloodstone bars with a combined value of 25,000 gold pieces and the following coins of
various minting: 600,000 platinum pieces, 2,000,000 gold pieces, 300,000 electrum pieces, 3,000,000 silver
pieces and 4,000,000 copper pieces.

The bulk of this treasure belonged to the slain the red great wyrm Grueselostipeles, whose body Knellict now
possesses when he is in dragon form.

The tower's fourth floor holds Knellict's collection of materials for magical research and a large stock of spell
components. If the PCs search long enough, they will find any material or spell component that they might seek
here.
Bloodstone Book 3 - Page 223
The fifth floor holds Knellict's library and work area for lore research. If the PCs search long enough, they can
find any spell known anywhere in Faerûn from levels 0-9. That includes all such spells that are described in the
section New Spells of the Northern Journey Campaign Guide Version 8, provided that these are not described
as being exclusive to the mage who developed them.

The library also includes the magical secrets of the epic level spells known by Knellict (for more information, see
his detailed description in the Northern Journey Campaign Guide Version 8) and it contains the following
ancient non-epic, 10th level spells: Mental Door, Major Power Word Kill, Ravel Magic, Summon Object, Unravel
Magic, War Shield and Wizard Shield see the Northern Journey Campaign Guide Version 8 for more details).

The sixth floor is Knellict's laboratory:

• A - Scroll Rack. Contains the 9th level following scrolls - Teleport Object (2), Polymorph Any Object (2),
Greater Contingency (1), Power Word Kill (2), Time Stop (2).

• B - Desk With Documents - Five spellbooks, 10 scrolls and one map, contents all game master's choice.

• C - Chests with Spell Components.

• D - Bookshelves. These contain a broad collection of lore. All spells currently memorized by Knellict are
contained here, and the PCs have a 65% chance of finding any spell here that is in the library on the 5th
story.

• E - Laboratory with Multiple Still.

• F - Spell and Laboratory Components.

• G - Mercury Pool, taken from the great pool beneath the ruins of Castle Perilous.

• H - Teleport to the Ruins of Castle Perilous (labeled)

• I - Teleport to the Land Behind Castle Dragonblood where Knellict has room to take dragon form (not
labeled).

• J - Teleport - Arrival from the Ruins of Castle Perilous (labeled)

The top level, the 7th story, is Knellict's observation and meditation deck. The great vampire dragon often sits
here for hours on end, pondering new knowledge he has gained and how he might best apply it. At other times,
he uses the spell Realms Sight or his Crystal Ball with True Seeing (see the DMG for details) to observe what is
happening at distant locations.

On a clear day, the visibility from this deck stretches out over 150 miles/250 km. Game masters should
remember that the summit of Suncatcher usually is above the clouds that surround the lower part of the
mountain.
Bloodstone Book 3 - Page 224

Preparing for Kargmelchina's and Sammaster's Tower


Before taking your adventurers into the power center of Castle Dragonblood, it's important that you decide
exactly who is occupying it - if you haven't done so already - and also that you examine what purpose the
mountain fortress is intended to serve at the time your PCs arrive there.

On the first point, the following must be decided:

• Is Kargmelchina still an avatar of Tiamat, is she once again a vampire dragon lich who is, first and
foremost, the mistress of Sammaster, or will Tiamat's avatar makes its departure from Kargmelchina
during her stand against the PCs?

• Is Sammaster a vampire dragon lich and nothing more, or is Sammaster in Castle Dragonblood the
weaker of two facets of Sammaster, with the dominant facet far away in the Greypeak Mountains of the
Northwest?

If your PCs will encounter Kargmelchina and/or Sammaster in their tower, this decision must be made, or you
will know neither which statistics to use nor precisely what Sammaster and Kargmelchina are doing in the tower
and why they are doing it.

On many adventure scenarios, the villains would defend a fortress like Castle Dragonblood until their own death
or destruction, but that's not the case with Kargmelchina and Sammaster. They do indeed envision Castle
Dragonblood as the seat of government of their future Dragon Empire, but that empire does not yet exist. Until
now, the greatest value has been in the fact that it has shielded them from unwanted disturbances from
outsiders.

However, if the PCs in you campaign have breached the castle complex and now are advancing upon the wall
of their tower, it will be clear to them that the time has past when Castle Dragonblood offers them that shield.
Kargmelchina and Sammaster will not defend the complex at the cost of their own existence, at least not
intentionally. Nor will they give it up without a good fight.

The important center for their current efforts is in the ruins of Castle Perilous, where the bulk of their army and
also the mercury pool, which is a source of much of their power, are found. All that is missing in the ruins are
the castle's library of spells of level 7 and above, books of lore and Grafvitnir's Imaskari library. Knellict,
Ragzigul, Sammaster and Kargmelchina all are prepared to magically transport these materials to the ruins,
should the PCs or anyone else pose such a threat to the castle that they decide to evacuate it.

In short, it is unlikely that the PCs will destroy Kargmelchina, Sammaster, Knellict or Ragzigul in Castle
Dragonblood and it is equally unlikely that they will gain their foes' most powerful magic while there. On the
other hand, it is quite likely that the PCs will not succeed in fleeing Castle Dragonblood until they have
destroyed all of the vampire dragons, draconians, zombies and skeletons that protect it.

Kargmelchina's and Sammaster's Mindsets


Kargmelchina as Tiamat's Avatar - As long as Kargmelchina continues to be a host to Tiamat's avatar, her
mind will be filled with a deific level of conspiring and plotting that would boggle the minds of mortals and even
liches. All of Kargmelchina's actions will be predicated upon the issue of what she should do to fulfill as many of
Tiamat's goals as possible without incurring any substantial losses.

The Dragon Queen values Kargmelchina both as a loyal and useful follower and also as a host to her avatar.
Sammaster, on the other hand, is nothing more than a means to an end for Tiamat. In most respects, she
considers him to be useless due to the unpredictability of his insanity.

However, Sammaster also is the founder and father of the Dragon Cult she was to take over. Her future plans
to reveal that Sammaster has returned to align himself with Tiamat and her church would be a severe and
perhaps even crushing psychological blow to her opponents within the cult, the goddess believes.
Bloodstone Book 3 - Page 225
In this sense, she considers Sammaster to be useful, but he by no means is indispensable to her. Tiamat
believes she can succeed in winning over the Dragon Cult without Sammaster too. His fall would be a loss to
her, but by no means a critical loss.

The creation of the Dragon Empire certainly is among Tiamat's goals, but it is one that seems to be slipping
from the goddess' grip, and it is one that she may of necessity release soon, placing her hopes upon the small
chance the Kargmelchina, Sammaster and her army might succeed without the strength of her avatar.

Much of the time, her goal of taking control of the Dragon Cult is the main thought that occupies her. She is not
ready to abandon this hope yet, but the task is much more difficult than she thought it would be. The faction of
the cult that wants it to remain free of religion, as it has been traditionally, has proven to be able to resist her
strength with a balance of successes and failures on both sides.

Tiamat attributes a part of the foes' success to the underground war the Xvimist church is waging against both
her clerical ranks and her Dragon Cult faction. In addition, she suspects that Xvim's arch-enemy, Cyric the
Mad, may have his fingers in the soup in some way she does not yet understand, although she has a false
suspicion.

The PCs do not worry Tiamat-Kargmelchina as much as they perhaps should, not that they are in the process of
violating the threshold of Castle Dragonblood. But that is only because she is concerned about the mystery of
the being that is steering them. Neither the goddess nor the avatar know anything of the mighty spirit of
Grafvitnir, but they do know that despite the powerful Sigylls of Contagion that the PCs bear, someone or
something else is forcing the PCs to move in a direction that is against Tiamat's will.

Tiamat has an instinctive but mistaken suspicion that this power might be none less than Cyric, the Dark Sun,
and that is indeed cause for concern. She already is at sword's edge with a more powerful deity in Xvim. If she
comes into conflict with a great power like Cyric, she could lose all she has gained and perhaps even share the
fate of dead Gilgeam, whom she slew. The Dragon Queen intends to avoid that.

Game master seeking more information on the activities of Tiamat and her
avatars in the Realms as well as her history would do well to acquire the FR
2E accessory Powers & Pantheons by Eric L. Boyd (TSR - 1997), available as
an ESD download.

Additional information can be found in the FR 2E accessory Cult of the


Dragon by Dale Donovan (TSR - 1998), which is available as a free download
from the WotC Internet site.

At present, Tiamat is working with three avatar forms in the Realms, and all are so occupied that her ability to
temporarily abandon one or more avatars and concentrate upon the problems of another is dwindling. The
other avatar forms also are in danger, but none are as endangered as Kargmelchina.

If Kargmelchina were to be destroyed while she still was hosting Tiamat's avatar, the goddess would lose about
25% of her substance and power, immediately throwing her back from her newly-gained station as a lesser
power into the ranks of demi-powers. Such a devastating blow would become known to other gods, inviting her
arch-enemy Xvim to dispatch her in her time of weakness much as she had done with Gilgeam.

The only merciful element of such a defeat would lie in the fact that she has kept secret the fact that
Kargmelchina is her host. Thus, Kargmelchina's defeat would not lead to the loss of worshippers who would
lose their faith in the goddess after such a fall.

The Kargmelchina avatar uses a second form as well, that of the Undying Queen, and this form of the
Kargmelchina avatar, which has no human host, has been highly successful in organizing large but heretofore
little known cult cells on the Ride in the North into Tiamat's church. These cult cells have begun drawing the
attention of Xvimists in the Moonsea region, but there has been no conflict to date.
Bloodstone Book 3 - Page 226
Many of these cultists from the Ride already have traveled on to begin building the new Wings of the Queen
Reborn temple to Tiamat in the ruins of Castle Perilous. They are unaware that the spirit of Kargmelchina and
the spirit of the Undying Queen are one and the same.

In the Empires of the Sands and particularly in Unther the Dark Lady avatar form strikes fear into the heart of
foe and follower alike. The only threat to this avatar form is from those who had been loyal to Gilgeam. The
Dragon Queen does not view this as a serious threat in its own right, although it could become deadly serious,
were she to be weakened through the destruction of another avatar form.

The Chromatic Dragon avatar has a strong follow in parts of the Vilhon Reach and in Chessenta, where the
avatar appears in the guise of Tchazzar, but this avatar too is threatened to a certain extent by anti-Tiamatist
cultists closely aligned with the greatest anti-Tiamat cult cell of all, the Wearers of the Purple from Sembia.

As a result of all of these matters, the fate of the Kargmelchina avatar is riding sword's edge at present. One
close shave with the destruction at the hands of the PCs, and Tiamat will abandon her Kargmelchina avatar for
the foreseeable future.

Fortunately for the Realms as well as those who reside in other worlds, not even gods and goddesses know and
understand and there is to be known and understood. Among the things Tiamat has yet to learn and
understand are the dangers in binding the spirit of an avatar to a lich of any kind, because the avatar's spirit
becomes as entwined and bound to the lich's phylactery as the lich is itself.

Thus, the avatar spirit of Kargmelchina and the Undying Queen can be destroyed irrevocably through the
destruction of Kargmelchina's phylactery, which ironically would wreak the very damage upon Tiamat that she
fears the most, and that would happen at precisely the point when she had left Kargmelchina as her host to
remove herself from the threat of the PCs, Kargmelchina's enemies.

Tiamat also does not know that mad Sammaster has sketched a map showing the way to Grafvitnir's cave and
also a plan of the cave showing precisely where his and Kargmelchina's phylacteries can be found. Nor does
she know that these sketches are lying upon the desk in his tower chamber in open sight, just waiting for the
PCs to stumble upon them.

Kargmelchina as Herself Again - As host to Tiamat's avatar, Kargmelchina always was aware of the Dragon
Queen's thought of abandoning her. As one of Tiamat's most devout and loyal worshippers, the blue vampire
dragon lich is fully agreement with such an action. It not only would help to save Kargmelchina's deity from
great danger, but it also will give Kargmelchina a chance to destroy the PCs on her own, which will prove her
value to Tiamat.

Kargmelchina is a rare lich. Rather than serving herself, she serves two gods, Tiamat and Sammaster. Of
course, the latter is not a deity, yet, although he is striving to become one. But for many centuries, he has been
a god in Kargmelchina's eyes. Kargmelchina might best be described as a lich in love.

Had she been the same as most others of her cut, she would have abandoned Sammaster ages ago and cut
her own evil path through Faerûn. The deadly competence she has shown in serving Sammaster's interests
and in preserving despite repeated destruction and attempted destruction give ample evidence that
Kargmelchina could have been an evil wizard with few peers, had she chosen to do so.

Instead, however, she has devoted herself to Sammaster and, in more recent times, to the deity that she
believes will be the key to the glorious future that she wants and intends to build together with Sammaster.
Kargmelchina fails to recognize that Sammaster is hopelessly insane, a failure that has plagued her efforts for
many centuries.

She believes that Sammaster is a genius who is overwhelmed by his tremendous intelligence and lack of
wisdom in knowing how to apply it properly. Herein Kargmelchina envisions the position that she wishes to
have at Sammaster's side. She is convinced that she alone can guide the genius of her lover down the paths of
her own wisdom, thereby making Sammaster the successful ruler of dragons and men that she wants him to be.
Bloodstone Book 3 - Page 227
As a host of Tiamat's avatar, Kargmelchina is aware that her goddess holds Sammaster in considerably lower
esteem, deeming him to be hopelessly insane, but she believes that the goddess has not gotten to know
Sammaster sufficiently to see his hidden genius. It is her personal goal to employ Sammaster's genius in the
establishment of the Dragon Empire in a manner so that Tiamat at last will understand Sammaster to be her
most important follower in Faerûn.

Ironically, Kargmelchina is less afraid of the advancing PCs than Tiamat is. Throughout both her life and then
her later undead existence, Kargmelchina has done nothing so much as facing impossible foes and adversities.
She not only has survived all of them but has managed to maintain and protect the essence of Sammaster
through all of them.

These experiences have given Kargmelchina a dangerous feeling of being invincible, and that is her greatest
weakness. In her encounters with the PCs, if she is playing a losing hand, she may stay in the game too long.
If she does so, however, she is more likely to make this mistake in the ruins of Castle Perilous than in Castle
Dragonblood.

Kargmelchina will place herself in particular danger if Sammaster is threatened. She has his phylactery hidden
safely - she believes - in Grafvitnir's cave, next to her own. She does not want to go though a search for a new
body for Sammaster to occupy, should his chaotic wisdom lead him to remain in a hopeless battle. She is
confident that Sammaster will bring a new vessel to her phylactery if her lich should be destroyed, therefore,
she will sacrifice her dragon body, if necessary, to prevent the physical destruction of Sammaster.

Sammaster Without Facets - If you're running the short version of NJ, Sammaster in Castle Dragonblood is
the only Sammaster, and his phylactery in Grafvitnir's Cave is his only phylactery. The chaotic madness that
haunts Sammaster traces back five centuries, to the time when he was a wizard and Chosen of Mystra but was
mentally unable to bear the power the goddess had vested in him.

In the Year of Cornerstones (855 DR), Sammaster came upon a slave caravan from Zhentil Keep and watched
as Zhentish slave masters butchered helpless peasant slaves. In an uncontrollable rage, he unleashed the
Silver Fire of Mystra upon the Zhents, destroying them, all of the peasants he had intended to save and even
his own horse.

However, he was not able to digest mentally the massage carnage he had caused. His sanity snapped, his
revulsion at his own deeds vanished, and calmly and coolly, he turned his attention to the Zhent camp,
individually destroying every single surviving Zhent with the silver fire. Since that day, there has been no trace
of sanity in Sammaster.

Sammaster has had several existences, and all have ended in his destruction. In the Year of the Stricken Star
(875 DR), Sammaster at last was slain in the Battle of the Four Chosen, when he dueled against Lady Alustriel
of Silverymoon, her sister Laeral Silverhand and Khelben Blackstaff Arunsun.

He did not remain dead, however. His ally, the Banite priest Algashon Nathaire, using a special spell given to
him by his deity, restored Sammaster to life and captured within his soul the spark of immortality that Mystra had
granted him as a Chosen. But this second life lasted only until the Year of the Sinhala (916 DR), when
Sammaster went into battle with a group of Harpers.

No less than the deity Lathander himself joined in that battle, snuffing the life of immortal Sammaster out
forever. Sammaster's spirit then wandered the desolate plans for some three centuries, before his return at last
as a lich in the Year of the Many Mists (1282 DR). But this existence too was doomed to brevity, when the
Harpers learned of his undead return and sent the Company of 12, a band of paladins, out to destroy him. They
fulfilled their mission in the Year of the Blacksnake (1285 DR), but they failed to find and destroy his phylactery,
which was under Kargmelchina's protection.

These tales are told in full in the Cult of the Dragon accessory by Dale Donovan (TSR - 1998), now available as
a free download from the WotC Internet site, as mentioned on a previous page.
Bloodstone Book 3 - Page 228
Again, Sammaster was exiled for nearly a century without a physical manifestation, until Kargmelchina restored
him in the body of sleeping Grafvitnir as a vampire dragon lich. That tale is told in the section Sammaster's
Mistress in the Northern Journey Campaign Guide.

Sammaster is in his fourth existence as the tale of North Journey unfolds. Thrice he has been destroyed and
returned, and with each fall, his madness has grown stronger.

This madness manifests itself first and foremost in Sammaster's inability to keep his mind focused upon a single
matter. It also prevents him from building or understanding the threads that may or should connect the various
matters that are upon his mind. At present, those matters are:

• Building the Dragon Empire.

• Avenging himself upon those responsible for the destruction of his first lich.

• Studying an ancient Imaskari tome from Grafvitnir's library that claims to reveal the secrets of ascension
to godhood.

• Observing captive members of the Dragonkin race, a folk of which he, Kargmelchina and Tiamat only
recently became aware.

• Developing an epic level spell that would clone liches.

• Conducting numerous other magical experiments in his laboratory, most of which he forgets and a result
abandons midway.

It should be mentioned that Sammaster's inability to keep his mind focused upon matters intellectual and
magical does not apply to his combat abilities. In battle, he is quite capable of using all of his own abilities as
well as those he has acquired from Grafvitnir's body. The latter applies particularly when he is in dragon form.

Sammaster is loyal to Kargmelchina, above all because she is the most loyal and reliable supporter he ever has
had, but Sammaster does not love her; he is incapable of feeling love. If forced to make the choice between his
own survival and Kargmelchina's, he will abandon her. He will do so with great reluctance and sadness, not out
of love, but rather because of the loss he will be incurring.

Sammaster as a Second Facet - If you're running the long version of NJ, the information above continues to
apply for the facet in Castle Dragonblood, but there is much more to know.

The true Sammaster is a much more dangerous foe than the lone Sammaster of Castle Dragonblood in the
short version. In this version, Sammaster has succeeded not only in dividing himself between an 80% facet (in
the Greypeak Mountains) and a 20% facet (in Castle Dragonblood), but he also has succeeded in driving 80%
of his madness into the lesser facet, while the greater facet is only 20% mad.

What's more, the madness of the greater facet is concentrated largely upon a hunger power and a thirst for
godhood. However, that's not an issue for the PCs when they are in Castle Dragonblood. They will not have an
opportunity to meet the greater facet until the travel to the optional Land of the Lich Lords, if, indeed, they do
that at all.

The Castle Dragonblood facet will be even more remote from reality than the Sammaster of the short version.
The lesser facet serves little purpose in Sammaster's grand designs. It is there mostly to keep his finger in the
soup that Kargmelchina or Kargmelchina-Tiamat is cooking. He still wants his revenge against the five
conspirators who are symbolized in the PCs' sigylls. He also is very much interested in seeing the Dragon
Reach become a reality, because his mad, long term dreams envisions a day when he overthrows Tiamat and
takes over her portfolio.
Bloodstone Book 3 - Page 229
Nonetheless, there often is little that Sammaster's facet needs to do in Castle Dragonblood. Kargmelchina or
Kargmelchina-Tiamat is quite content to keep the rudder in hand that steers daily events there. If Kargmelchina
is herself, she will be happy to leave Sammaster in peace, convinced that his genius mind is busy concocting
grand designs that she will steer into becoming practical realities. If Tiamat's avatar remains present, it will
ignore Sammaster for the most part, believing that whatever he is doing will lead to no rational or purposeful
end.

Neither Kargmelchina in her own right nor Tiamat's avatar is aware that Sammaster has ascended to demi
lichdom or that he has faceted himself. The events taking place in the Land of the Lich Lords far to the
northwest have not come to their attention.

Thus, the greater facet of Sammaster often draws upon the lesser facet's resources, while the latter appears to
be deep in meditation upon the upper observation deck of the tower shared with Kargmelchina. When those
resources are not needed, the greater facet releases the lesser, which returns to the disoriented activities
described above.

Sammaster's greater facet is aware that the destruction of the lesser facet's phylactery will weaken him as a
whole, but he does not feel threatened by this knowledge at present, because he believes there is no real
chance that anyone ever will find Grafvitnir's cave, where the phylactery is hidden.

Both facets of Sammaster share the same knowledge, but the knowledge that the Castle Dragonblood facet has
made a map of the route to Grafvitnir's cave and a plan that shows the location of the phylacteries is buried
deep within the pockets of memory created by the lesser facet. The greater facet of Sammaster has not
entered this region of memory yet, therefore he is oblivious to this threat.

Dragonkin
This race of reptilian monsters, perhaps of draconic origin, only recently came to Tiamat's attention, when she
discovered the Dragon Cult cells on the Ride in the North. Large numbers of dragon kin tribes have settled in
the Ride, and many of their number had been recruited by the cult to serve as warriors.

After creating a fissure in the branch of the cult on the Ride, Tiamat won a majority to her cause. A brief war
flared between the two factions before the Tiamatists won the day, a victory highlighted by Tiamat's own
appearance as the Undying Queen, in which she entered battle and destroyed the anti-Tiamatists sole
dracolich.

The ghosts and human prisoners in Ragzigul's tower as well as the living dragonkin and human corpses and
skeletons in Kargmelchina's and Sammaster's tower all were members of the anti-Tiamatist faction who were
captured after the battles. The humans have amounted to little more than material for experiments.

The dragonkin are another matter. Six captured anti-Tiamatist dragonkin are being held and observed in
Kargmelchina's and Sammaster's tower, to determine how useful and reliable they could be and also to learn
how susceptible they may be to magical domination. Kargmelchina views the dragonkin as perhaps being a
solution to a growing problem in maintaining a draconian army. The dragonkin are fed goblin meat from Castle
Perilous, which seems to suit them well.

Draconians are sterile. They must be created and cannot be bred. Now that Kargmelchina
and Sammaster have drawn most of the monsters from the Galenas, they are running out of
additional raw material for their draconian army. As a result, they are interested in learning
they can magical increase the breeding and maturation rates of dragonkin who not only would
augment their host by also supply a naturally renewable source of new warriors for them.

Full details on the dragonkin folk can be found in the D&D 3E accessory Monsters of Faerûn
by James Wyatt and Ron Heinsoo (WotC - 2001).
Bloodstone Book 3 - Page 230

Kargmelchina's and Sammaster's Tower


The size of this tower corresponds to the two vampire dragon liches' rank. It is about 80ft/24m in diameter and
80ft/24m high. The tower has eight stories, each 9ft/270cm high with ceilings 1ft/30cm thick. All stories are
reached by a spiral staircase. Arrow slits with glass panes can be seen circling the three lower stories. A large
number of glass windows surround the top story. The walls of the four middle stories are completely closed.

The PCs can gain entry to the tower with teleportation magic, but regardless of which goal they define within the
tower, they always will emerge on its ground floor, where they immediately will be attacked by six dragonkin.
Statistics for these monsters can be found in the section Castle Dragonblood Inhabitants under Unofficial NPC
Encounters in the Northern Journey Campaign Guide Version 8. Kargmelchina and Sammaster can enter their
own chambers of the tower with their Keys of Teleportation.

The ground floor is enclosed by a circle of bars with a locked door around the spiral staircase. The six captured
dragonkin - four male and two female - are being held in the area between the bars and the tower's outer wall.
The statistics for the dragonkin can be found under Castle Dragonblood Inhabitants in the section Unofficial
NPC Encounters of the Northern Journey Campaign Guide Version 8. The statistics for Kargmelchina and
Sammaster can be found under New Unofficial NPCs in the same book.

Three huts from the dragonkin settlement along the Ride have been transported to the tower to allow the
captives to live under somewhat normal conditions. Kargmelchina wants the dragonkin to feel as little as
possible as prisoners, even though they are in fact barred from leaving the tower. Toward that end, they also
have been allowed to keep their weapons.

The second and third stories are architectural identical to the first except that they are uninhabited at present.
These areas too are reserved for prisoners that either will be used as material in experiments or that will be
observed.

The fourth story is a general supply room. In addition to many normal materials, this floor contains all spell
components and magical research ingredients that the PCs might need. It also contains the small treasury
Kargmelchina maintains at Castle Dragonblood, with 50,000 platinum pieces, 100,000 gold pieces, 100,000
silver pieces and 200,000 copper pieces of various minting and, 10,000 bloodstone bars.

The fifth story houses Kargmelchina's and Sammaster's library, which includes the entire Imaskari library taken
from Grafvitnir. Both Sammaster and Kargmelchina always are prepared to teleport all shelves with spellbooks
containing magic of level 7 and above and all Imaskari lore to the ruins of Castle Perilous within one round's
time. There is almost no chance for the PCs to gain access to this library here.

However, Kargmelchina will leave behind the shelves containing the spellbooks with non-Imaskari magic of
levels 6 and less. These will contain all spells below level 7 in any publication the game master chooses and
also all spells below level 7 in the Northern Journey Campaign Guide that are not described as being the
exclusive magic of a specific wizard.

The sixth story is Sammaster's rather chaotic chamber:

• A - Cell with Dead Prisoners. Four human skeletons and two human male corpses lie on the cell's floor.
All were fighters serving anti-Tiamatist elements of the Dragon Cult on the Ride. Sammaster intended to
use them for experiments, but he apparently forgot, and they slowly died of dehydration.

• B - Bookcases. These contains spellbooks with Sammaster's most frequently used spells and also
books of Imaskari lore.

• C - Teleport to Castle Perilous.

• D - Teleport to the Land Behind Castle Dragonblood, where Sammaster can assume dragon form.

• E - Teleport from Castle Perilous.


Bloodstone Book 3 - Page 231

• F - Desk

• G - Workbench

• H - Component Shelves

• I - Laboratory

• J - Lab Still

• K - Pool with Mercury taken from the great pool beneath the ruins of Castle Perilous

• L - Experimental Operating Tables with manacles

• M - Brazier

• N - Spell and Research Components

• O - Magical Circles

It is on the desk in this chamber that Sammaster has left his map to the location of Grafvitnir's cave and his floor
plan of the cave. The map and floor plan can be found on the following pages, after the floor plans of the tower.

The seventh story is Kargmelchina's chamber:

• A - Laboratory

• B - Desk

• C - Spell and Research Components

• D - Bookshelves with Frequently Used Spell- and Lorebooks

• E - Pool of Mercury taken from the greater pool in the ruins of Castle Perilous

• F - Magic Circles

• G - Portal to and from the Tiamatist Dragon Cult temple in Surkh

• H - The Living Realms Diorama (see below)

• I - Teleport from Castle Perilous

• J - Telport to the Land Behind Castle Dragonblood where Kargmelchina can assume dragon form

• K - Teleport to Castle Perilous

Living Realms Diorama - This is a creation of Tiamat. It serves among other things as an immense scrying
device. At first, it appears to be a large, sunken floor model of Abeir-Toril, but when one observes it more
closely, when can see banks of clouds moving, the light of the rising and setting sun, large scale physical
movements on the surface, etc. One also can see blue haloes of light anywhere where large amounts of magic
are being expended. The longer one works with the diorama, the more information one can glean from it.
Among Castle Dragonblood's residents, only Kargmelchina has mastered it to date.
Bloodstone Book 3 - Page 232
The 8th story is the tower's observation and strategy deck. Kargmelchina and Sammaster use this area to
meditate over their plans and the events going on around them. Often, they call their vampire dragons and
leaders of their occupation forces in the ruins of Castle Perilous here to discuss and plan strategy.

They also use this area for scrying and to observe the lands around them. On a clear day, the visibility from this
deck stretches out over 150 miles/250 km. Game masters should remember that the summit of Suncatcher
usually is above the clouds that surround the lower part of the mountain.

The entire outer wall on this is made of glass window panes, interrupted only by small vertical supports (see the
floor plan on the following pages). Within the outer wall is a huge, round table about 5ft/150cm across and
5ft/150cm from the wall. Another 2.5ft/75cm distant from the table is a large, circular dais, about 8ft/240cm
across and 18 inches/45cm above the rest of the floor. Upon it are 12 thrones.

In the center of the chamber encircling the spiral staircase is an open area with two small conference tables,
each of them with six chairs.

The details:

• A - Crystal Balls and Stools. At various points along the table are five stools and five crystal balls with
true seeing. These are not fixed to their locations. They can be moved to any desired position. By
having several crystal balls, several beings that might be called to this level for a strategy session can
scry separately but simultaneously.

• B - The 12 Thrones are intended for scrying, observing the surrounding lands about meditation.

• C - The Conference Tables are used for strategy sessions.


Bloodstone Book 3 - Page 233

Sammaster's and Kargmelchina's Tower with 5ft/150cm grid


Bloodstone Book 3 - Page 234
Bloodstone Book 3 - Page 235
Bloodstone Book 3 - Page 236
Bloodstone Book 3 - Page 237
Bloodstone Book 3 - Page 238
Bloodstone Book 3 - Page 239

Sammaster's map of the trail to Grafvitnir's Cave


Bloodstone Book 3 - Page 240

Sammaster's plan of Grafvitnir's cave


Bloodstone Book 3 - Page 241

8.3 Ruins of Castle Perilous


When Sir Gareth Dragonsbane and his party marched upon Castle Perilous in the Year of the Serpent (1359
DR), they had to make their way without a map or other guide through the many dangers of the Vaasan bogs
and swamps. And when they reached their goal, the castle stood against them, along with its denizens, the
white dragon Arctigis and Zhengyi the Witch King, who was a level 30 (AD&D 1E rules) lich wizard.

Some game masters may be using the original module H4 Throne of Bloodstone by Douglas Niles and Michael
Hobson (TSR - 1988, available as an ESD download) together with this Bloodstone segment of Northern
Journey. In that case, one should be aware of the changes that have taken place in the last 13 years.

In most campaigns, we assume that the PCs will march to the ruins of Castle Perilous on the trail of the
Bloodstone and Impilturian armies. However, that won't always be the case. In all campaigns, however, the
PCs probably will cross a part of the bogs of Vaasa, just as the king-to-be and his party did.

Central Vaasa - the ruins of Castle perilous and their environs

The game master must first and foremost determine the conditions the party will meet. During the growing
season, isolated brush, coarse grasses and long reeds grow in the bogs, interspersed with pockets of water and
pits of quicksand. The former are relatively easy to see, but the latter is trickier at times. The bogs also are the
home of many trolls. Several situations are possible:
Bloodstone Book 3 - Page 242

The PCs follow the armies. Winter conditions prevail.


If the PCs follow the armies' trail, the chances of going astray are small, provided the PCs have the intelligence
and wisdom that one should be able to expect of adventurers of their levels. You can determine this with an
ability check against DC 10 in D&D 3E and a simple ability check in AD&D 2E.

Even in the unlikely event that only one party member succeeds with his or her ability check, that party member
can warn the others, should they choose a foolish direction. Normally, even the check will be superfluous,
because most PCs will choose the right trail after hearing the description.

In winter, when the bogs are under snow, the quicksand pits, some of the waterholes, the grasses and the lower
brush will be hidden by snow. But the forms of most of the brush, although perhaps covered by snow, will
protrude through it, as will most of the taller reeds. Some of the waterholes also remain open.

The trail used by the Impilturian and Bloodstone armies, even if is covered by fresh snow, is relatively easy to
make out. It is the only swath through the bogs where the way is totally clear of brush and reeds and free of
waterholes. The armies trampled everything that had grown in their path. No other part of the bogs is so clear
of obstacles.

If there is no snow cover at present, the PCs will be able to see the armies' trail easily. It will take a year or two
for the bogs to heal to the point where the trail is somewhat covered by coarse bog vegetation again. The PCs
also will see the burnt carcasses of trolls frequently.

In the wintertime, there is a daily 1% chance (1 on 1d100) that the PCs will encounter a party of 1d4+1 trolls.
For statistics, see Vaasan Bog Encounters under Unofficial NPC Encounters in the Northern Journey Campaign
Guide Version 8. Most of the trolls either were burned or driven deeper into the bogs by the marching armies.
Many of those that survived spend much of their time in their swamp caves during the winter, but hunger will
drive a few out occasionally.

The PCs follow the armies. Warmer conditions prevail.


The PCs will have no difficulty following the armies' trail. The armies trampled everything that had grown in their
path. No other part of the bogs is so clear of obstacles. It is easy to make out. It will take a year or two for the
bogs to heal to the point where the trail is somewhat covered by coarse bog vegetation again. The PCs also
will see the burnt carcasses of trolls frequently.

In the warmer season, there is a daily 5% chance (1 on 1d20) that the PCs will encounter a party of 3d4 trolls.
There also is a chance of 10% daily (1-2 on 1d20) that they will encounter a poisonous swamp snake. For
statistics, see Vaasan Bog Encounters under Unofficial NPC Encounters in the Northern Journey Campaign
Guide Version 8. Most of the trolls either were burned or driven deeper into the bogs by the marching armies.

The PCs do not follow the armies. Winter conditions prevail.


The fresher the snow cover, the more difficult the PCs' trek through the Vaasan bogs will be. In winter, when
the bogs are under snow, the quicksand pits, some of the waterholes, the grasses and the lower brush will be
hidden by snow. But the forms of most of the brush, although perhaps covered by snow, will protrude through
it, as will most of the taller reeds. Some of the waterholes also remain open.

Under ordinary circumstances, there is a 25% chance (1-5 on 1d20) that the PCs will come to a snow-covered
waterhole or quicksand pit once every 2 hours that they are under way in the bogs. Whether the PCs will break
through the frozen surface is dependent both upon the precautions that they take and the degree and duration
of the current cold. If the weather has been consistently under the freezing point for 5 days or more, the upper
areas of snow-covered waterholes and quicksand pits will be too deeply frozen to pose a threat to the PCs.
Bloodstone Book 3 - Page 243
In the wintertime, there is a daily 5% chance (1-5 on 1d20) that the PCs will encounter a party of 1d4+1 trolls.
For statistics, see Vaasan Bog Encounters under Unofficial NPC Encounters in the Northern Journey Campaign
Guide Version 8.

The PCs do not follow the armies. Warmer conditions prevail.


If the PCs move carefully through the bogs, their movement will be reduced to one-third the normal rate, but
they will be able to see most waterholes and quicksand pits. The only ones that are hidden are small in
diameter and are covered by thick stands of bent-over reeds. There is only a 5% chance daily (1 on 1d20) that
they will come upon a hidden waterhole and a 5% chance daily (1 on 1d20) that they will come upon a hidden
quicksand pit. The result is dependent upon the PCs' actions and precautions.

In the warmer season, there is a daily 10% chance (1-2 on 1d20) that the PCs will encounter a party of 3d4
trolls. There also is a chance of 20% every six hours (1-4 on 1d20) that they will encounter a poisonous swamp
snake. For statistics, see Vaasan Bog Encounters under Unofficial NPC Encounters in the Northern Journey
Campaign Guide Version 8.

The War Camp


Whether the PCs reach the war camp at all is dependent upon whether it exists yet (Do the PCs go to the ruins
before the armies march?) and the route the PCs take (Do they bypass it?).

What the PCs find there - if they reach it - depends upon when the PCs reach the camp, because that
determines how many soldiers have arrived. There will be a large sleeping tent for every four soldiers who have
arrived at the camp, plus a headquarters tent for each battalion headquarters and higher headquarters unit and
later large tent complexes for the headquarters of the Bloodstone and Impilturian armies.

After all of the troops have arrived, there will be 2,500 tents housing soldiers of both armies, 12 large
Bloodstone battalion headquarters tents, 12 huge Bloodstone battalion mess tents, 5 Bloodstone Regiment
headquarters tents, 10 tents for the headquarters and supply units of the Bloodstone army, 10 large Impilturian
battalion headquarters tents, 10 huge Impilturian battalion mess tents, 3 headquarters tents for the three
Impilturian swords and eight tents for the headquarters and supply units of the Impilturian army.

At night, weather permitting, the more than a thousand bog peat fires burning within it will make the camp visible
for distances as much as 30 miles/50km.

Approaching the Ruins of Castle Perilous


If King Gareth passed on his knowledge of Castle Perilous to the PCs, he will have told them of the terrain he
found on the way to the castle, of the strange weather he found when he and his party entered the castle and
how that weather persisted after Zhengyi's fall and the castle's destruction.

The weather patterns remain almost - but not entirely - the same today, 13 years later. The terrain near the
ruins has changed substantially since vampire dragons drove the last of the Bloodstone soldiers stationed there
from the ruins toward the end of the Year of the Serpent (1359 DR).

No one knows what has happened in the subterranean ruins in the past 13 years. In truth, however, they have
been totally rebuilt and expanded. As a result, the terrain surrounding the castle now is filled with large hills of
tailings brought up from below.

The weather conditions surrounding the ruins, as in Zhengyi's time, result from the gate to the Abyss deep
beneath the ruins. That gate, created by Zhengyi, never was closed or destroyed. It remains open today, then
as now. However, its chaotic nature has evolved somewhat, producing even more annoying weather than it did
then.
Bloodstone Book 3 - Page 244
By day, the PCs usually will be able to spot the ruins once they are within 10 miles/16 km of them. At night, the
most one will be able to make out is pinpoints of light moving far away, all coming from the torches of
draconians on patrol.

The first shift in terrain also begins 10 miles/16 km from the ruins (see the map Vaasan Battleplain on the
following pages). The ground begins getting drier, and the number of still living shrubs dwindles, although there
are many that have died but still stand leafless on the plain. The grasses grow thinner, and only grey shoots
remain of the reeds that once stood there. The surface of the soil is a bit dusty.

As in Zhengyi's time, the castle ruins always are under a heavy and unnatural bank of clouds, another chaotic
creation of the abyssal chaos. The cloudbank causes no direct damage, but it makes for pitch black nights in
the ruins, and it spreads an atmosphere of gloom across the ruins during the daylight hours. A daily save for
Will against DC 15 in D&D 3E and for magic in AD&D 2E is necessary to avoid falling victim to the special
demoralization that the cloudbank can cause.

Those who are demoralized become somewhat unmotivated and a bit sluggish. This causes penalties of -1 for
Dexterity and Initiative as well as upon the Base Attack Bonus in D&D 3E and a penalty of +1 to THAC0 in
AD&D 2E. The cloudbank extends outward for a radius of 3 miles/5 km from the castle ruins.

At the same point where the clouds begin, 3 miles/5 km from the castle ruins, the terrain and weather change
dramatically, somewhat as they did in Zhengyi's time. There is constant fog in the air, limiting visibility to 1d4 x
100ft/30m. The thickness of the fog shifts constantly, so this should be checked hourly. When the PCs near
the castle ruin's foundation, they will see that the fog arises from a large shaft that runs from the ruins deep into
the earth.

Year-round, the temperature is much warmer than in the rest of the bog. The air is humid, like on a muggy
spring day after a heavy rainstorm, but the ground is dry. There are no quicksand pits, waterholes or other
sources of water, running or stagnant, within 3 miles/5 km of the ruins. The once swampy soil around the castle
has dried up completely. It is hard and dusty with no sign of vegetation.

The many snaking ravines, also elements King Gareth would have mentioned to the PCs, are perhaps the most
disturbing element of the terrain, followed by the huge piles of tailings mounded between them. Even worse, of
course, if the two armies already have engaged in battle, are the rotting corpses of Bloodstone and Impilturian
soldiers and the remnants of self-destructing draconians scattered throughout the area. If the war has been
raging for some time, there may be vampire dragon skeletons as well.

The ravines have an average depth of 100ft/30m, while the tailings reach as high 50ft/15m. The tailings also
are the only element of the terrain that has not yet become hard and dusty. The soil from the diggings still is
settling. Any attempt by a PC to climb upon the tailings has an 80% chance of causing a mudslide that will in
part dump loose soil into an adjacent ravine.

Any PC caught in such a mudslide must make a save for Reflex against DC 28 in D&D 3E, or he or she will fall
within the mud into the ravine, incurring standard damage for a 100ft/30m fall. If the PC survives the fall, he or
she must make a second save for Reflex against DC 15 to avoid being buried alive. In AD&D 2E, the PC must
make a Dexterity check at a penalty of -8 to avoid the fall and a Dexterity check at a penalty of -2 to avoid being
buried alive. A character who is buried alive must be rescued within 1d4+1 rounds, or he or she will die of
suffocation.

Invading the Ruins


When and if your PCs are ready to enter the ruins of Castle Perilous, it's up to you as the game master to look
at the calendar and determine what they will meet there. Shortly before the middle of this book is subsection
5.1 The Running of the Clock of the Year of Wild Magic. In this section and in the campaign guide, we've tried
to give you all the tools we can to make this task as easy as possible.
Bloodstone Book 3 - Page 245
There are still more tools in the form of NPC statistics under Castle Perilous Inhabitants in the section Unofficial
NPC Encounters of the Northern Journey Campaign Guide Version 8. The campaign guide is in two versions,
one for D&D 3E and one for AD&D 2E. Each version gives you the proper encounter statistics for the gaming
system that you're using.

The crucial factor for you is the date upon which the PCs attempt to enter the ruins. The calendars in The
Running of the Clock of the Year of Wild Magic will give you complete information on all of the enemy elements
that are active in the ruins on that date as well as the number of Bloodstone and Impilturian soldiers who have
reached the war camp.

If your PCs enter the ruins in Flamerule of the Year of Wild Magic, the war between the Bloodstone and
Impilturian forces on one side and the ruins' inhabitants on the other already will have started. If you took our
earlier advice and used the tracking tables offered in The Running of the Clock of the Year of Wild Magic, you
know exactly how many vampire dragons and draconians there were in the ruins up until this time and how
many of them already have been destroyed. You also know how many Bloodstone and Impilturian soldiers
reached the war camp and how many of them have been slain.

As soon as you've siphoned these figures out of the tables you've been maintaining in The Running of the Clock
of the Year of Wild Magic, you know not only what you have available to populate the dungeons of the ruins but
also how many of your own Impilturian allies are on hand to keep a large share of the ruins' denizens occupied
while the PCs go about their business.

However, in the following descriptions, we can give you no assurances that - for example - the vampire dragons
Grandl, Dagget and Wiluna are in their chambers. That's impossible for us to determine. As far as we know,
one of the three or perhaps even all of them will have been destroyed by the time the PCs enter the ruins.

As soon as the PCs are observed entering the 3-mile/5km zone, they will come under attack by a party of 17 to
18 draconians - 1 troll draconian, two ogre draconians, eight orc draconians and six goblin draconians. There
also is a 10% chance (1-2 on 1d20) that such a party will include one hobgoblin draconian. After a party of
draconians is defeated, a new one will join battle every 1d4 + 6 rounds. However, if the PCs retreat out of the
10-mile/16-km zone, the enemy will not follow them beyond that point.

These attacks will continue until there are no more draconians. Twenty minutes after the PCs penetrate the
next limit, the 2-mile/3.2-km zone, vampire dragons in dragon form also will start attacking them. These are
vampire dragons without listed names under Castle Perilous Inhabitants in the section Unofficial NPC
Encounters in the Northern Journey Campaign Guide Version 8.

Each time a vampire dragon is slain, another will appear within 20 + 1d10 rounds. This will continue until all the
vampire dragons without names have been slain. At that time, the game master must decide how the minions
of the ruins will proceed with their defense.

On the other hand, only a game master trying to run the biggest Munchkin + Monty Haul campaign in the 30-
year history of D&D is likely to face this problem. A PC party that has reached this pinnacle of accomplishment
will have destroyed about 8,000 draconians and 23 vampire dragons and still be swinging. It is conceivable that
at that point that Kargmelchina, Sammaster and the rest of the vampire dragons may have committed suicide in
hopes of being reincarnated in a sensible campaign.

In a sensible campaign, a PC group probably will try to enter the ruins unseen, with the aid of powerful magic
and trying to avoid all but the most necessary and most decisive combat.

Quicksand: If your PCs run into quicksand, please use the standard rules under Terrain in your DMG.

The sets of maps on the following pages will help illustrate what the PCs see as they approach the ruins and
how Kargmelchina's and Sammaster's new dungeons beneath the ruins have been built. The first is an
overland map, showing the war camp and the Vaasan battleplain.
Bloodstone Book 3 - Page 246

Map - Vaasan Battleplain


1 - The Surrounding Bog.

2 - Tents of the War Camp, which is directly on the edge of the 10-mile/16-km zone.

3 - Inside the 10-Mile/16-km Zone. The land is mostly dried out, and almost all of the vegetation is dead (see
above for more details).

4 - The Three-Mile/5-km Zone. The soil is hard, dry and dusty. All vegetation is dead. The ravines have an
average depth of about 100ft/30m. Tailings are piled up to 50ft/15m between the ravines.

5 - The Two-Mile/3.2-km Zone. The soil is hard, dry and dusty. All vegetation is dead. The ravines have an
average depth of about 100ft/30m. Tailings are piled up to 50ft/15m between the ravines.

6 - Ruins of Castle Perilous (Center Point).

Map - Castle Perilous Area From Above


This is a layout map. It is intended to show only how things are arranged at present. Anyone actually flying
over the ruins would see only areas A, C and D. Areas B and E through L are subterranean levels. All of the
draconian caverns (areas H through L) each have several airshafts to the surface. The PCs may find these
airshafts and choose to use them in some manner. The shafts have a diameter of 18in/45cm each, and they
penetrate to a depth 30ft/9m, to the ceiling of the cavern. They are not protected. There also are wells in each
cave.

A - Remnants of the Old Wall. In Zhengyi's time the wall was 30ft/9m thick and 50ft/15m high. Only the wall's
foundation remains, still 30ft/9m thick but seldom more than a foot/30cm high. It also has several breaches,
although these are not shown on the map.

B - Position of Upper Dungeon Level in relation to the surface elements.

C - Remnants of the Ground Floor of the Castle

D - The Shaft into the Depths

E - Passage into the Excavated Caverns.

F - Heavily Guarded Area. One lesser (unnamed) vampire dragon is the commander of this area. Under its
command are 4 troll draconians, 8 ogre draconians, 2 hobgoblin draconians, 50 orc draconians and 40 goblin
draconians. They will violently contain any creature trying to cross this area without a pass. That includes other
draconians as well.

G - End of the Migration Tunnel. All goblinkind called to the ruins by magic disappear into a migration tunnel
near the largest of the hot springs. The roof of the tunnel runs about 6ft/180 cm beneath the surface, ending at
area F on the map. A similar tunnel is used by trolls called to the ruins. Their tunnel merges into Tunnel G
about 500ft/150m west of the map's western border. It begins at a tunnel entry south of Dead Man's Walk about
halfway between Nigel's Ford and Moortown.

H - Tunnel to the Goblin Draconians Caverns.

I - Tunnel to the Orc Draconians Caverns.

J - Tunnel to the Hobgoblin Draconians Caverns.


Bloodstone Book 3 - Page 247

The Vaasan Battleplain area, below with 1-square-mile/1.6-square-km Grid


Bloodstone Book 3 - Page 248

The Castle Perilous Area from Above, right with 60ft/18m grid

K - Tunnel to the Ogre Draconians Caverns.

L - Tunnel to the Troll Draconians Caverns.

NOTE: Areas H through J are large artificial caverns without any special defense mechanisms or other
facilities. Draconians eat and sleep in these chambers. Each has its own well. In these caverns, the PCs will
find only draconians, mess tables and weapon racks.

Map - Cross-Section of Castle Perilous from the East


This map shows the main details of the dungeon in a cross section view. Some smaller details are missing.
There are systems of air shafts that are not illustrated. These ventilate the upper levels (but not the depths)

A - Zhengyi's shaft into the depths. In Zhengyi's time, this was a well-formed shaft in good condition. It was
the only means to travel from Castle Perilous to the depths a mile beneath the surface (Areas L to O on the
cross-section map). To descend the shaft, one needed to reach a chamber high in Zhengyi's castle where it
could be entered. The shaft itself was permanently enchanted with Feather Fall, making an easy descent
possible. When the castle was destroyed, the enchantment was destroyed as well, and parts of the shaft walls
caved-in. Since that time, the remaining shaft walls have been stabilized, but it is used now only to carry out
death sentences. The condemned are bound and thrown down the shaft to their death.

B - Muster area for on-duty draconians. This is the base for all draconian units currently on guard duty. It is
detailed separately.
Bloodstone Book 3 - Page 249

Subterranean Cross-Section of the Castle Perilous Ruins seen from the east, right with 30ft/9m grid

C - Slaughterhouse and meat packing area. The weakest goblins drawn to the ruins are not transformed into
draconians but rather are selected for "special assignment," or so they are informed. Their special assignment
is to solve the problem that the ruins have no natural food supply for the arriving goblinkind and trolls and the
draconians. The same is true of Castle Dragonblood, where no food is available for the draconians stationed
there. All of the goblins are taken to this level, where they are slain and slaughtered. After the slaughtered
carcasses hang for four days, they are butchered, and the meat feeds the living population of both the ruins and
Castle Dragonblood. This area is detailed separately.

D - Vaasan Dragon Cult Cell. Kargmelchina and Sammaster have built a clandestine Vaasan Tiamatist
Dragon Cult cell on this level. Little is known about this cell outside of Vaasa. It is headquartered on this level
of the dungeon beneath the ruins. This area is detailed separately.

E - Lair of the vampire dragons. The 15 unnamed vampire dragons all have quarters on this level. This area
is detailed separately.

F - Pool of Blood and preparation rooms. This is Ragzigul Szurkh's domain when he comes from Castle
Dragonblood to the Castle Perilous ruins. The mage not only has quarters here but also a large laboratory and
the preparation area, where trolls, ogres, hobgoblins, orcs and goblins go through the initial stage of
transformation into draconians. This area is detailed separately.

G - Command chambers. The vampire dragon command center for the ruins of Castle Perilous is on this level.
This is the center where the normal command works, not Kargmelchina or Sammaster. The vampire dragons
Grandl, Dagget, Wiluna, Zurn, Ghiela, Siehbar, Wrultar and Narma also have their quarters on this level. This
area is detailed separately. Knellict also has chambers here and works on this level when he is in the dungeon.
Bloodstone Book 3 - Page 250
H - Remnants of castle defensive wall.

I - Spiral stairway to level B.

J - Spiral stairway connecting all upper levels

K - Spiral stairway into the depths. This is a staircase that seems to go on forever. It plunges about a
mile/1.6km into the depths. Any standard PC who attempts to ascend the staircase will have a movement rate
of 5ft/150 cm. At that rate, it will take nearly 18 hours to go from the depths to the top. Any PC ascending the
stairs must make a Constitution check every 50ft/15m. Each time he or she fails a check, he or she must rest
for 2d6 rounds.

The Depths
L - Treasure chamber and lava stream bridge. The treasure chamber is south of the bridge (to the left on the
map above). It contains the main treasure of Sammaster and Kargmelchina if they have flown from Castle
Dragonblood. The bridge crosses a river of lava that flows out of the walls on the east and west sides. This
area is detailed separately.

M - Mercury pool. This is the area where draconians and earlier vampire dragons were transformed. It is
Szurkh's main work area. The only means to permanently dispel the evil of the ruins is to destroy the pool by
polluting it with large amounts of nitric or sulfuric acid. The pool area is detailed separately.

N - Kargmelchina's and Sammaster's chambers. This area is detailed separately.

O - Hidden passage to the Abyss. If you are planning to end Northern Journey with this Bloodstone segment,
there is but one way into the Abyss from the ruins of Castle Perilous. It is to pass through the mercury pool.
However, all knowledge of the means to use this route was lost with the passing of Orcus and Zhengyi.

If you are planning to use In the Land of the Lich Lords, the optional 8th segment of Northern Journey after
Bloodstone, this point offers a second way into the Abyss. This entry was found in Zhengyi's time by going into
a passage at this point that led into deep tunnels. After about half a mile, the tunnels run along the borders of
the drow city named V'elddrinnsshar where dark elves worship Kiaransalee in her great temple, the Acropolis of
Thanatos. This area is described in more detail in The Road Goes Ever On, Part 9 of this segment.

One must travel for about a mile and a half/2.6km along the drow city's border before reaching a dead end in a
chamber that is a hidden gate into other tunnels on the plane of the Abyss. The magic of this gate blocks the
drow from using it, it blocked Zhengyi from using it, and it also blocks Kargmelchina, Sammaster and their
denizens from using it. The gate will transport only humans, elves (non-drow), half-elves, dwarves, gnomes and
halflings.

However, to reach that chamber, one first must succeed in entering the tunnel at area O. Kargmelchina caused
the tunnel to be blocked at this point with tailings. A 100ft/30m stretch of tunnel is blocked. However, she also
placed a power dweomer upon the blocked area that makes it possible to pass to the other side of the blockage
with ease.

To pass through the blocked area, one simply must walk decisively and without hesitation into it. The blockage
then will yield, and the PC will appear automatically in the farther extension of the tunnel on the other side.

Special Encounter:
The gold dragon Sir Targhomet, a paladin of Bahamut, is being held prisoner on Level F of the dungeon. He is
an invaluable source of information. He can lead the PCs out of Part 7 and into the optional Part 8. As soon as
a PC group enters the dungeon, its members will develop a strong conviction that something below must be
found. Bahamut is causing this seemingly intuitive compulsion. It will lead the PCs to Sir Targhomet on Level
F,
Bloodstone Book 3 - Page 251

In the Dungeon
If the PCs penetrate the three- and two-mile zones, they will eventually reach and cross the stubble left of the
old wall that once encircled Castle Perilous and finally come to the remnants of its foundation. After crossing
the wall, the PCs will see large chunks of metal that had been melted during the destruction of Castle Perilous.
They have, of course, long since cooled and hardened again. They're now partially buried under the dust of the
lifeless soil surrounding the ruined castle's foundation.

The foundation itself is 300ft'/90m in diameter. Most of it consists of a hard metal surface that once was melted
but then cooled and hardened again, giving it an uneven, sometimes slippery surface over which one can walk
only with a bit of difficulty. Movement across this surface is possible only at half the normal rate.

In the center of the foundation is a large, open gap, 70ft/21m in diameter. This is the opening to Zhengyi's old
shaft into the depths.

In the northern part of the metal foundation ruin, the PCs will find a large, open spiral stairway leading down into
the dungeon (Area I on the cross-section map). The staircase is 30ft/9m in diameter. The steps are 13ft/4m
wide - wide enough to allow three draconians or five PCs to ascend or descend side by side.

The dungeon levels below are large, but many of them are partly empty. The Castle Perilous ruins still are at
only the beginning of Kargmelchina's and Sammaster's plans for them. Once they conquer and establish the
Dragon Empire they envision, they intend to dominate its mostly human population with a large army of
draconians. Those that have been bred to date make up only a small part of the draconian army they intend to
breed. For that reason, the dungeon is much larger than it needs to be at present.

Dagget,
Commander

Wiluna
Deputy Cmdr.

Zurn, South Ghiela, East Siehbar, West Wrultar, North Narma, Base
Wing Cmdr. Wing Cmdr. Wing Cmdr. Wing Cmdr. Wing Cmdr.

The upper command level in the ruins of Castle Perilous

Vampire Dragon
Wing Commander

Troll Draconian
Wizards

Vampire Dragon Vampire Dragon Vampire Dragon


Claw Commander Claw Commander Claw Commander

Ogre Draconian Ogre Draconian Ogre Draconian


Sergeants Sergeants Sergeants

650 Orc Draconians 650 Orc Draconians 650 Orc Draconians


650 Goblin Draconians 650 Goblin Draconians 650 Goblin Draconians

Wing command level in the ruins of Castle Perilous


Bloodstone Book 3 - Page 252
Once the PCs near this area, the military structure inside the ruins may become significant. Additional
information on this structure can be found under Castle Perilous Inhabitants in the section Unofficial NPC
Encounters of the Northern Journey Campaign Guide Version 8. For easy reference purposes, we'll repeat part
of that information here, including the structure diagrams above. All military actions carried out by the ruins'
denizens are within the military structures shown in the tables above.

The wings are assigned to handle actions in the following areas:

• Zurn's South Wing: All lands south of the Lake of Dragons and west of Turmish, Sespech, the Border
Kingdoms, the Shaar and Shaareach and south of the Shining Sea.

• Ghiela's East Wing: The Bloodstone Kingdom, the Great Dale, Impiltur and all lands east of them and
north of Thay, Mulhorand and Murghom. Kara-Tur also will be under Ghiela's wing, but draconians have
not yet been sent into that area.

• Siehbar's West Wing: Sembia, the Dalelands, Cormyr, the Western Heartlands south of the Chionthar
and Amn, Tellerth, Calimshan.

• Wrultar's North Wing: Thar, the Moonsea region, lands north of the Moonsea, Anauroch, and all lands
west of Anauroch and north of the Chionthar.

• Narma's Base Wing: The ruins of Castle Perilous.

The organization charts above show 15 unnamed vampire dragons serving as claw commanders. In addition,
once the full possible complement of draconians listed in the tables has been reached, there also will be a
surplus of eight vampire dragons and numerous draconians that are not assigned to a wing. These are directly
under Wiluna's command. There are sent into wings to replace vampire dragons and draconians that have
been destroyed.

Any vampire dragons or draconians that were slain outside of the Bloodstone Kingdom in Segments 1-6 of
Northern Journey (Silverymoon through The Great Dale) already were subtracted from the tally tables.

Castle Dragonblood's vampire dragons and draconians were not a part of the Castle Perilous wings. Those that
the PCs have destroyed should be subtracted from the Castle Dragonblood list. Any vampire dragons or
draconians that already have been destroyed by the Bloodstone and Impilturian armies or that are destroyed in
the Castle Perilous ruins by the PCs should be subtracted from Narma's Base Wing, which defends the ruins.
However, these losses also will be replaced as long as it is possible.

Once losses begin to run high among the ruins' denizens, other wings will join in the battle, in the following
sequence:

• Zurn's South Wing


• Siehbar's West Wing
• Wrultar's North Wing
• Ghiela's East Wing

The rules for running the background battle between the denizens of the ruins on one side and the Bloodstone
and Impilturian armies on the other can be found following the tally tables in the middle of this book.

Dungeon Level B, Muster Area for On-Duty Draconians


In routine times, when the ruins are not under attack, this is the staging area for all of the draconians who are on
guard duty. The ancient white sorcerer vampire dragon Narma commands the base wing, which is in charge of
guarding the ruins. When you delete draconians that are destroyed in battle at the castle ruins, these will be
members of Narma's wing until there are no replacements left. After that, see the sequence above.
Bloodstone Book 3 - Page 253

Dungeon Level B, muster area for on-duty draconians

There is an 80% chance (1-16 on 1d20) at any given time that Narma is on this level and a 20% chance that
she is in her chambers. Her three wings work in shifts, one claw on duty at a time, with one vampire dragon
claw commander seeing over a troop of more than 1,200 orc and goblin draconians. These in turn are led by
ogre dragon sergeants at a ratio of one sergeant per squad of five orc and five goblin draconians. Another 40
spellcasting troll draconians serve Narma and her wing commanders directly. The front squads that are most
likely to engage in combat usually often are bolstered by a hobgoblin draconian corporal.

When there are intruders - usually attacking units of the Bloodstone and Impilturian armies - all but a small shell
of Narma's draconians will be on the surface. The remainder will be on Dungeon Level B, taking care of
administrative and command duties. If it appears that a complete claw is on the verge of destruction, the claw
that normally would have the next shift is called into battle. If the second claw also is on the verge of
destruction, the third will be called to battle.
Bloodstone Book 3 - Page 254

Dungeon Level B, muster area for on-duty draconians with 15ft/450cm grid

The game master also should keep in mind that Dagget will order unassigned vampire dragons into flight to
assist the ground troops, should large numbers of draconians begin being slain. If the enemy forces are so
successful that Narma's entire wing seems to be on the verge of destruction, Dagget will begin calling other
wings into battle, in the sequence listed above.

The dungeon:

1 - Zhengyi's shaft. The area is walled in, but there are four doors in the wall that open onto the shaft. The
shaft is unguarded.
Bloodstone Book 3 - Page 255
2 - Spiral staircase to the dungeon. The staircase is open and unguarded on the surface. However, there
really is no need to specifically guard it, because it always is in sight of large groups of draconians. On Level B,
it is ringed by a wall with arrow slits that are constantly manned by draconian archers. They fire arrows tipped
with monkshood poison made from wild monkshood that grows in the West Galenas. The arrows are poisoned
with monkshood root juice of poison type injury with DC 20. The initial damage is 1d6 points Constitution.
Secondary damage is 2d6 points Constitution. The door is 180 degrees behind the stairs' landing, which forces
any intruder descending the stairs to make a half circle to the door and to break it open while under a hail or
arrow fire.

3 - Training area. Orc and goblin draconians that are not on duty train in this area. Their ogre draconian
sergeants teach the somewhat undisciplined ranks how to join and remain in close combat. The draconians
usually engage in pairs of like race in mock combat within the circles, and they are required to remain within the
circles while they fight.

4 - Mess area. The on-duty claw receives its ration of goblin meat here. Draconians that are not in a training
round and that have no immediate assignment often sit here and play a dice game they have invented.

5 - Serving table. The draconians on mess duty serve goblin meat to the other draconians here.

6 - Spiral staircase to the lower levels. The staircase is not specifically guarded, but it always is in clear sight
of many draconians.

7 - Well.

8 - Gates to the outer shafts.

Dungeon Level C, Slaughterhouse and Meat Packing Area


Until the war is won and Kargmelchina and Sammaster have built the Dragon Empire they envision, there two
bases - Castle Dragonblood and the ruins of Castle Perilous - have serious logistical problems, above all in
terms of food. Castle Dragonblood is far above the altitude where anything edible grows or can be raised, and
the Vaasan bogs can produce no edible food other than certain mushroom strains. Nonetheless, the
draconians in both castles are living beings with a need for large supplies of food.

Any attempt to bring conventional food in from the Moonsea would be foiled easily by the patrols of the
Bloodstone Kingdom, although some conventional food is smuggled in for the human members of the Vaasan
Dragon Cult cell.

Another method for feeding the draconians and the goblinkind and trolls called to the ruins to be transformed
was found in the realization that not even Tiamat's magic will turn a weak goblin into a strong goblin draconian.
More goblins are called to the ruins than any other race, and a large number of these are slaughtered to feed
the draconians of the two castles, rather than to be transformed into draconians themselves. In each group of
arriving goblins, the weakest of the lot are sorted out for "special assignment."

Level C is where they fulfill that special assignment. The chosen goblins are slain and slaughtered here, the
meat is hung to age and to be butchered, and a part of the meat is packed and teleported on to Castle Perilous.
However, the butchers do not provide goblin meat to the draconians in the Great Dale. They are in an
environment where they can fend for themselves.

1 - Zhengyi's shaft. The area is walled in, but there are four doors in the wall that open onto the shaft.

2 - Gate to the lair caverns. Goblins selected for slaughter are marched into the level through this gate.

3 - Gas chamber. Goblins selected for slaughter are marched into this chamber and told to take seats and wait
for further orders. Once all the goblins are in the chamber, the doors are locked and poison gas is released
from area 4 into the chamber. A goblin breathing the gas dies within 1d10 rounds. Draconians are immune to
the poison gas that is used.
Bloodstone Book 3 - Page 256

Dungeon Level C, slaughterhouse and meat packing area

4 - Gas release. The poison gas urns and valves to release the gas into the death chamber are on this level.

5 - Slaughtering area - chopping blocks. The dead goblins are beheaded here.

6 - Slaughtering area - slaughter tables. The corpses of the dead, headless goblins are chopped open here
and the innards are removed, to prepare the meat for hanging and later butchering. After the corpses are
cleaned, they are halved.

7 - Stoves. These are used to heat the water used by the slaughterers who clean the goblin meat.

8 - Meat hooks. The slaughtered goblin halves hang here for four days to age the meat.
Bloodstone Book 3 - Page 257

Dungeon Level C, slaughterhouse and meat packing area with 15ft/450cm grid

9 - Spiral staircase connecting the dungeon levels.

10 - Well.

11 - Well shaft for Level B.

12 - Butchering area. After the goblin meat has aged, draconian butchers cut it into edible portions here.

13 - Packing area. Meat intended for Castle Dragonblood is packed in transportation crates here.

14 - One-Way teleport to Castle Dragonblood. This teleport is used to transport meat to Castle Dragonblood.
Bloodstone Book 3 - Page 258
The Population:

When slaughtering is being done, there are 6d6 goblin draconians butchers and a hobgoblin draconian overseer
working in area 6. When butchering is being done, there are 6d6 goblin draconians butchers and a hobgoblin
draconian overseer working in area 12. There always are 1d4+2 orc draconian guards from Narma's wing on
duty in area 2.

Dungeon Level D, Vaasan Dragon Cult cell

Dungeon Level D, Vaasan Dragon Cult Cell


It is the dream of Tiamat and her church that this and three other key Tiamatist Dragon Cult cells be established
within her planned Dragon Empire.
Bloodstone Book 3 - Page 259

Dungeon Level D, Vaasan Dragon Cult cell with 15ft/450cm grid

The other cells are the existing enclave in Tower Threespires in the Great Dale and two planned cells in
Impilturian Hlammach and Calaunt in the Vast. The Vaasan cell still is in its early stages of formation. The
headquarters on Level D of the dungeon beneath the ruins of Castle Perilous is complete but only partly
populated. The church has been moving members of the Dragon Cult cell in the Ride to the northwest into the
dungeon.

While the cult cell on the Ride is among the most loyal to Tiamat in Faerûn, it is in a largely unpopulated area
and therefore is unable to influence many outside of its own membership. In addition, the cell has come to the
attention of Xvimists in the Moonsea region. It is not large enough to survive any serious attempt Fzoul
Chembryl might make to destroy it. In Vaasa, however, the Tiamatists consider the cell to have a relatively safe
future in what they believe will be the heart of the new Dragon Empire.
Bloodstone Book 3 - Page 260

Bird's eye view - areas A to J

The Tiamatist faction of the Dragon Cult is intended to play a substantial role in the new Dragon Empire.
Kargmelchina intends to ban all other religions in the new empire and to persecute those who continue to
worship other deities. To establish Tiamat's faith as the state religion and only religion within the empire, the
church will need a strong contingent of magi, warriors and rogues as well as priests of the Dragon Queen.
Kargmelchina believes the Tiamatist faction of the Dragon Cult can best present this arm of strength. And she
intends to destroy all opposing cells of the cult.

There is a slow but continual flow of cult members into the dungeon beneath the ruins of Castle Perilous. They
come both from the Ride and from the Moonsea region. Before the end of Eleint in the Year of Wild Magic
(1372 DR), the complete cult cell from the Ride will have relocated in the ruins of Castle Perilous, if they still
stand. The Moonsea cultists come seldom and then alone or as pairs. All are pro-Tiamatist members of cult
cells who are being persecuted and hunted down by the anti-Tiamatists or Xvimists.

The leaders of the Vaasan cell are Dark Scaly One Rinorgh (human male, AL:LE, age 52, Specialty Priest of
Tiamat 18) and Gardagha (human female, AL:CE, age 48, Necromancer 17). Their assistants are Red Ravager
Thunghla, (human female, AL:LE, age 33, Specialty Priest of Tiamat 10) and Draagh (human male, AL:CE,
Necromancer 11). Their statistics and those of the other inhabitants of this dungeon level can be found under
Castle Perilous Ruins Inhabitants in the section Unofficial NPC Encounters of the Northern Journey Campaign
Guide Version 8.
Bloodstone Book 3 - Page 261

Bird's eye view - areas A to J

The dungeon description:

A - Dining hall. All inhabitants of this dungeon level except Rinorgh and Gardagha dine here. Unlike other
inhabitants of the castle ruins, they receive normal food for humans that is brought in from the Moonsea areas
and smuggled into the ruins. Overhead wooden chandeliers illuminate the room.

B - Kitchen. The room contains two stoves, three work tables, two cupboards with supplies and a well. Three
cooks who are cult members (human male and female, AL: various evil, Expert 1-3) work here. Overhead
wooden chandeliers illuminate the room.

C - Gardagha's laboratory. This room contains Gardagha's library of arcane books, workbench, magical
circles, spell components and a pool containing mercury from the larger pool beneath the ruins. Gardagha's
library contains all necromantic magic spells in the PHB and the PCs have a 50% chance of finding any other
PHB spell not in the schools of Illusion and Enchantment. Overhead glass chandeliers illuminate the room.

D - Gardagha's private chamber. The bookshelves in this room are a continuation of the library in Room C.
Overhead glass chandeliers illuminate the room.
Bloodstone Book 3 - Page 262
E - Draagh's library. Here the PCs have an 80% chance of finding any PHB or Cult of the Dragon necromantic
spell of levels 0-6 and a 40% chance of finding any other level 0-6 spell excluding Illusion and Enchantment.
Overhead wooden chandeliers illuminate the room.

F - Draagh's conference room. Draagh serves directly under Gardagha and has the day-to-day command of
the lesser magi in the cell. There is the area where they meet. Overhead wooden chandeliers illuminate the
room.

G - Draagh's chamber. Overhead wooden chandeliers illuminate the room.

H - Chambers of the lesser magi. Only the northwestern chamber is occupied to date. It is the chamber of
Nurghin (human female, AL:CE, age 24, Conjurer 5). The PCs have a 35% chance of finding any PHB spells of
levels 0-3 excluding necromancy and abjuration. Overhead wooden chandeliers illuminate the room.

I - Corridors.

J - Barracks of the fighters and rogues. Only 8 fighters and 3 rogues occupy these areas at present.
Overhead wooden chandeliers illuminate the room.

K - Thunghla's library. Here the PCs have a 75% chance of finding any historical or botanical information they
might seek regarding dragons, the Dragon Cult or the faith of Tiamat. Overhead wooden chandeliers illuminate
the room.

L - Thunghla's conference room. Thunghla serves directly under Rinorgh and has the day-to-day command
of the lesser priests in the cell. This is the area where they meet. Overhead wooden chandeliers illuminate the
room.

M - Thunghla's chamber. Overhead wooden chandeliers illuminate the room.

N - Chambers of the lesser priests. Only the southeastern chamber is occupied to date. It is the chamber of
Tandhar (human male, AL:LE, age 25, Cleric of Tiamat 4). The PCs have a 30% chance of finding any
historical or botanical information they might seek regarding dragons, the Dragon Cult or the faith of Tiamat in
his library. Overhead wooden chandeliers illuminate the room.

O - The chamber of the secret hoard. In this room, the priests of Tiamat guard the treasury of the dungeon in
the ruins of Castle Perilous (but not teleported treasure from Castle Dragonblood). The treasury was entrusted
to their care by Kargmelchina. Inside the door is Rinorgh's small, private, jewel-laden altar in Tiamat's honor
and directly behind it a statue of the goddess in her Dark Lady form. This area is encircled by a group of dragon
golems in each of the five colors (see the description under New Unofficial Monsters in the Northern Journey
Campaign Guide Version 8). The golems recognize the arcane marks of Kargmelchina, Sammaster and
Gardagha. Any creature that comes within 10ft/3m of a golem and that does not bear one of these marks will
be attacked immediately by all five golems. They will continue to fight until they or the intruders have been
destroyed. There is less than 10ft/3m between the golems, and their magic immunity makes invisibility
ineffective, therefore, it is difficult if not impossible to slip past them. Behind the five golems is the secret hoard.
The entire area before the treasury is protected by raveled spells laid by Kargmelchina. If any creature that
does not bear the arcane mark of Kargmelchina, Sammaster or Gardagha comes within 10ft/3m of the treasure,
it will be immediately teleported to Tiamat's lair in Avernus upon Baator on the outer planes. The treasure will
remain there for 1d4 days and then be teleported automatically back to the chamber of the secret hoard. The
chamber contains 300,000 platinum pieces, 1,000,000 gold pieces, 100,000 electrum pieces, 1,000,000 silver
pieces and 500,000 copper pieces of various minting, jewels and precious metals with a combined value of
2,500,000 gold pieces and 2d20+60 magical items of the game master's choice. Overhead glass chandeliers
illuminate the room.

P - Rinorgh's chamber. The PCs have a 75% chance of finding any historical or botanical information they
might seek regarding dragons, the Dragon Cult or the faith of Tiamat in his library. Overhead glass chandeliers
illuminate the room.
Bloodstone Book 3 - Page 263
Q - Gardagha's conference chamber. The bookshelves contain magical and historical lore but no spellbooks.
Overhead glass chandeliers illuminate the room.

R - Corridor. Each wing is guarded by one troll draconian and one ogre draconian. See the Northern Journey
Campaign Guide Version 8 for statistics.

S - Zhengyi's shaft. Four doors open onto the shaft.

T - Rinorgh's conference chamber. Overhead glass chandeliers illuminate the room.

U - Temple - Dragon statues. There is one statue for each of the five chromatic dragon colors. These are
harmless, non-magical statues.

V - Temple - Altar. This is a temple of Tiamat served by the three priests on this level. All of the draconians in
the dungeon are required to worship here regularly. Overhead wooden chandeliers illuminate the entire temple.

W - Temple - Pews.

X - Temple - Statue of Tiamat in her Dark Lady form. This is a harmless, non-magical statue.

Y - Stairway connecting the dungeon levels.

Z - Well and well shafts.

Dungeon Level E, Lair of the Vampire Dragons


Kargmelchina and Sammaster had intended to fill this layer with chambers of vampire dragons, but those plans
were dashed when the Dragon Diamond ceased to summon new victims. Neither the two vampire dragon
liches nor Tiamat is aware that this part of the Tulufahr artifact works only a certain number of times for any
given user. Kargmelchina has exhausted her ability to use the Dragon Diamond. Sammaster could use it to
draw another wave of dragons and to make vampire dragons of them, but he and Kargmelchina are unaware of
this, therefore, they have not attempted it.

As a result of the Dragon Diamond's refusal to work more magic for Kargmelchina, construction was halted on
this level after 16 chambers were completed. The lever houses the 15 unnamed vampire dragons listed in the
Northern Journey Campaign Guide Version 8.

In using this level, the game master should keep in mind that the vampire dragons are undead and do not sleep.
That also is the reason that no beds are shown in any of the chambers.

The Dungeon:

A - Zhengyi's shaft.

B - Empty chamber. Sixteen chambers were built, but only 15 vampire dragons occupy this level. As a result,
this chamber is empty and unused.

C - Chambers of the vampire dragons. Each chamber contains a desk, a table with chairs and four
bookcases. The game master should assign each of these chambers to one of the 15 unnamed vampire
dragons. There is a 50% chance that any spell that could be known by the occupant vampire dragon can be
found in the documentation on his or her bookshelves. These chambers are illuminated by wooden
chandeliers.
Bloodstone Book 3 - Page 264

Dungeon Level E, Vampire Dragons' lair

D - Corridors.

E - Staircase and well. The spiral staircase connects all of the dungeon levels. The chamber also contains a
well and the well shafts for the upper levels. This chamber always is guarded by two orc draconians and two
goblin draconians. See Castle Perilous Ruins Inhabitants in the Northern Journey Campaign Guide Version 8
for their statistics.

F - Common laboratory area. This area is intended for the vampire dragons (all of them wizards or sorcerers)
to use to further develop their magic. The area has 15 workbenches, one assigned to each vampire dragon,
and a large collection of spell components in chests, barrels and urns. The laboratory is illuminated by wooden
chandeliers.
Bloodstone Book 3 - Page 265

Dungeon Level E, Vampire Dragons' lair with 15ft/450cm grid

G - Magical research area and library. This area is reserved for magical research. The bookshelves contain
many volumes on magical lore and spellbooks. There is an 80% chance that the PCs can find any PHB or Cult
of the Dragon spell from levels 0 to 5 in this library.

H - Undeveloped area. This area was intended to house more vampire dragons, but construction was halted
when the Dragon Diamond ceased to do its work. The entire area is empty.
Bloodstone Book 3 - Page 266

Bird's eye view of the vampire dragons' lair

Dungeon Level F, Pool of Blood and Preparation Area


This level is the domain of Ragzigul Szurkh, the old red necromancer vampire dragon resident in Castle
Dragonblood atop Suncatcher Mountain. Szurkh has a chamber on this level that he uses when he comes to
the ruins, but first and foremost, this is the area where he begins the magical work that transforms goblins, orcs,
hobgoblins, ogres and trolls into Realms draconians.

Until Kargmelchina lost her ability to summon new dragons and magi, Szurkh also used the sacrificial slabs in
his chamber to slay the magi and drain them of their blood. Their bodies then were submerged in the mercury
pool deeper in the ruins, which animated them as sleeping vampire dragons. These were teleported back to
Castle Dragonblood, where Szurkh performed the final rites in his laboratory there to awaken and bind the new
vampire dragons.

With no new magi or dragons arriving, Szurkh no longer can make new vampire dragons, but large numbers of
goblinkind and trolls are arriving regularly in the ruins. It is Szurkh's job to turn all of these monsters except the
goblins chosen for the slaughterhouse into draconians. The summoned monsters are marched into this level,
manacled to slabs and then painted with blood from the Pool of Blood while Szurkh works magical incantations
upon them. In this phase, the monsters fall into a deep coma and undergo the physical transformation into
draconians.
Bloodstone Book 3 - Page 267
The half-transformed creatures then are taken through the portals to the Pool of Mercury in the depths, in which
they are submerged. The pool unravels their life force and rebinds it into a mixture of elements of positive and
negative energy that gives the draconians their special powers but also causes them to die in the way they do.
After passing through the Pool of Mercury, they are put into service in draconian units.

The adult gold dragon Sir Targhomet, who was taken prisoner, also is being held captive in this area. Sir
Targhomet is a paladin of the great gold dragon deity Bahamut, who is the nemesis of Tiamat. Sir Targhomet
had been scouting the area of the ruins, when several attacking vampire dragons captured him. He was turned
over to Szurkh, who intends to use the gold dragon for experiments in the future. Until then, Szurkh allows a
limited number of vampire dragons to feed on Sir Targhomet's blood in order to keep him in a highly weakened
state.

Special Encounter Information:


Occupants - When Szurkh is in the process of creating new draconians, up to 240 goblins, orcs, hobgoblins,
ogres and trolls will be manacled to the slabs. There will be one goblin draconian helper and one orc draconian
helper per 10 manacled monsters and four vampire dragons present to assist. These should be chosen at
random by the game master from those vampire dragons that are available from the 15 unnamed vampire
dragons. At other times, with only two possible exceptions, this level is empty and locked, guarded only by four
orc draconians in the staircase chamber. One exception is Sir Targhomet, who always remains a prisoner on
this level. The other exception is a feeding vampire dragon. As long as the level remains empty, there is a 1%
cumulative chance per hour that a random vampire dragon will be feeding on Sir Targhomet's blood.

Bahamut's Influence: The great gold dragon deity and nemesis of Tiamat is aware of the PCs and will try
indirectly to lead them into destroying the Pool of Mercury, which in turn will destroy all of the vampire dragons
and draconians who serve Kargmelchina and Sammaster and also collapse the dungeon. Bahamut's strong
telepathic influence will convince the PCs that there is something in the dungeon that is of critical necessity for
them to find. The PCs will not know that Bahamut is influencing them. Without lying directly, the game master
should mislead the PCs into thinking that this conviction is being imparted to them by whatever weapon(s) of
learning is/are in their possession.

Sir Targhomet - The adult gold dragon is a key encounter for PC groups. He knows much about the ruins of
Castle Perilous and its denizens and can provide critical help to the PCs, who should be able to heal any
damage he has sustained through blood loss. The magic of the Pool of Blood affects Sir Targhomet in a much
different manner than it affects chromatic dragons. The pool's magic opens to Sir Targhomet's mind the
thoughts of all evilly-aligned creatures that are anywhere on this dungeon level. As a result, he knows the
thoughts of Szurkh and all of the other vampire dragons and other dungeon denizens who have been upon this
level. He also knows what Kargmelchina and Sammaster have thought during the few times that they visited
this level.

Among the things that Sir Targhomet can tell the PCs:

• Kargmelchina was or still is an avatar of Tiamat (dependent upon the situation in your campaign).

• If Kargmelchina still is an avatar, the Wand of Orcus can destroy her. PCs who use it in the dungeon are
immune to its deadly effects there because of the negative energy that wafts up the shaft from the Pool of
Mercury through the dungeon.

• The Weapon of Learning known as the Sword of Baergil has a special power against avatars of gods,
should it come into combat with an avatar. This is divine knowledge given Sir Targhomet by Bahamut.
The sword endows its bearer with at least the same armor class, saving throws and spell resistance
against attacks from the avatar, as the avatar itself has. Any magical protections in which the avatar
cloaks itself also will apply to the sword bearer.

• Kargmelchina and Sammaster are vampire dragon liches.

• Kargmelchina and Sammaster intend to conquer Vaasa, Damara, Impiltur, the Great Dale and the Vast,
making of them their Dragon Empire.
Bloodstone Book 3 - Page 268

• Destroying the Pool of Mercury will destroy all of the surviving draconians and vampire dragons (but not
vampire dragon liches) and cause the collapse of the dungeon.

• Pouring a large amount of nitric acid into it can destroy the Pool of Mercury. There are three large barrels
of nitric acid among the spell components in Szurkh's chamber. They contain enough nitric acid to
destroy the Pool of Mercury.

• If a large quantity of nitric acid is poured into the Pool of Mercury, the pool will bubble and boil for
1d10+10 rounds and then explode, causing the total and absolute destruction of all of the ruins.

• If blood drawn from a vampire dragon is poured into the Pool of Blood, it will contaminate it, destroying its
power. The pool then will contain nothing more than foul blood without magical power.

• Where the teleports and portals in the dungeon are and how they work.

• Sir Targhomet will remind the PCs that they need to find Kargmelchina's and Sammaster's phylacteries.

If you are planning to run In the Land of the Lich Lords, the optional 8th part of Northern Journey for epic D&D
3E, Sir Targhomet also will be able to tell the PCs the following after Kargmelchina and Sammaster have been
defeated:

• Even if they believe that they have destroyed Kargmelchina and Sammaster, the symbol of Castle
Dragonblood still is on their arms (divine knowledge imparted by Bahamut).

• The symbol remains because they have not really destroyed Sammaster but only a small facet of him.
His magic continues to be upon the PCs and it will interfere forever with their lives if they fail to destroy
Sammaster (divine knowledge imparted by Bahamut).

• Sir Targhomet does not know where the rest of Sammaster is (true), but he knows that the way to
Sammaster is through the magical exit from the depths (divine knowledge imparted by Bahamut).

• He knows the exit is of hard rock, but the magic will allow the PCs to pass through it if they do so with
confidence and without fear, walking firmly and without hesitation through the gate (knowledge gained
telepathically).

• Once through the gate, the PCs must seek the Abyss and avoid the paths of the dark elves (divine
knowledge imparted by Bahamut).

Sir Targhomet will not accompany the PCs into the Abyss.

The Dungeon:

A - Zhengyi's shaft. The doorways into the shaft always are locked.

B - Gates to the outer caverns. These gates lead to the underground caverns beyond the ruins where the
draconians and still untransformed goblinkind and trolls are quartered.

C - Preparation chamber. In this area are 240 stone slabs with manacles. The goblins, orcs, hobgoblins,
ogres and trolls that are about to be transformed into draconians are marched into the chamber, ordered to lie
upon the slabs and then are chained to them with the manacles. The monsters offer no resistance because
their will power has been subjugated completely by magic, but the physical transformations that take place in
this chamber sometimes cause involuntary, violent reactions. The monsters are restrained only to keep them
from causing damaging. The assisting draconians and vampire dragons paint the monsters with blood from the
Pool of Blood while Szurkh speaks the words of the Imaskari incantations over them. After this process is
completed, the monsters have been transformed physically into draconians but they still retain their own spirits.
The helpers then free them of their restraints, and the creatures are marched in groups into the two areas
marked D, where the transformation rites continue.
Bloodstone Book 3 - Page 269

Dungeon Level F, Pool of Blood and Preparation Area

D - Portals to the depths. These are two-way portals that lead directly into the pool chamber (area M on the
cross-section map farther above) in the depths. Partially transformed draconians come out of the portal and are
marched into the Pool of Mercury. Each draconian is marched into the mercury and is submerged in it. After
emerging from the pool, they are true draconians. They return through the portals, back into the preparation
chamber. From there, they are marched separately into the caverns where draconians of their kind are
quartered.

E - The Pool of Blood. The magic of the pool makes it a dangerous place. Any living creature that might fall
into it is in grave danger of being completely dissolved. The dissolution advances at a rate of 20 hp damage per
round, completing its work in the 3rd round (cumulative massage damage in D&D 3E), when the victim's physical
essence ceases to access. Resurrection and restoration spells do not function, because there is no physical
essence left.
Bloodstone Book 3 - Page 270

Dungeon Level F, Pool of Blood and Preparation Area with 15ft/450cm grid

F - Statues of the chromatic dragons. These are mere statues of black, blue, green, red and white dragons in
Tiamat's honor. They can do no harm, although they may cause an inkling of fear in the PCs as well as the
impression that they move slightly. Both are the result of permanent dweomers upon the statues that were
intended to impress the occasional draconians that must enter the pool chamber. There is a permanent Fear
spell upon each statue as well as a permanent illusion of slight movement. These can be detected and
unwoven or dispelled.

G - Szurkh's chamber. The room contains a large workbench, spell components, bookshelves and the slabs
where summoned magi once were manacled and slain before being turned into vampire dragons. The
bookshelves holds copies of all the spellbooks in Szurkh's Castle Dragonblood library, which contains all
necromantic spells of levels 0-9 in the PHB and the Cult of the Dragon accessory and 90% of all necromantic
spells of levels 0-9 in other FR products. The library also contains all necromantic spells of levels 0-9 in the
Northern Journey Campaign Guide Version 8, except for those that are attributed as being the personal magic
of specific magi.
Bloodstone Book 3 - Page 271

Bird's eye view into the preparation area, above, and of Szurkh's chamber, below
Bloodstone Book 3 - Page 272
The chamber has three teleports: Blue - from Castle Dragonblood, Red - to the depths, Green - to Castle
Dragonblood.

H - Szurkh's Mercury Pool. When mercury is removed from the pool in the depths, it immediately loses much
of its magical power. However, this is one of several such pools that Szurkh and others have created with
mercury from the depths for research, both to determine what magical properties the liquid metal has and to
trace whatever magic the dead demon god Orcus may have used upon it.

I - Sir Targhomet's prison. The statistics for Sir Targhomet in his various forms and
conditions can be found under in the section Unofficial NPC Encounters in the
Northern Journey Campaign Guide Version 8. When the PCs discover him, Sir
Targhomet will be in weakened condition. His captors feed upon him regularly
enough to keep him in this condition. He also suffers from a diet of goblin meat. By
keeping him weak, the vampire dragons have no need to worry about attacks or
escape attempts on Sir Targhomet's part. In this condition, he also is unable to resist
their attempts to feed upon his blood, and he is too weak to risk the shift into human
shape. However, his ailments can be remedied by normal healing. If the PCs heal
Sir Targhomet, he will shift to human form, so that he can make his way better
Symbol of Bahamut, through the dungeon. He will accompany the PCs as far as the depths, leading them
Herald of Sir Targhomet as well as he can to their goals and fighting for them, but he will not follow them into
the Abyss.

J - Spiral staircase. Four orc draconians always guard the locked doors to this level. The area also contains a
well and four well shafts.

Dungeon Level G, Command Center


This level is the lair of the higher powered vampire dragons in Castle Perilous, those who are identified by name
in the Northern Journey Campaign Guide Version 8. Of the four key figures in Castle Dragonblood -
Kargmelchina, Sammaster, Knellict and Ragzigul Szurkh - only Knellict and Szurkh maintain secondary quarters
in the dungeons beneath the ruins. Szurkh's quarters on level F already have been defined. Should
Kargmelchina and Sammaster be forced to flee from Castle Dragonblood to the ruins, they would lair near the
Pool of Mercury in the depths.

The quarters on this level are assigned to Knellict, Grandl and the seven other vampire dragons who are
identified by name in the campaign guide. These are Base Commander Dagget, Deputy Commander Wiluna,
South Wing Commander Zurn, East Wing Commander Ghiela, West Wing Commander Siehbar, North Wing
Commander Wrultar and Base Wing Commander Narma. All nine of these vampire dragons are either wizards
or sorcerers. Each has his or her own laboratory area.

All nine of them also will defend the dungeon to their own destruction. They have no choice. Kargmelchina has
robbed them of their free will. They have no ability to challenge her commands, and she has ordered them to
make the dungeon beneath the ruins into their end station, if necessary.

On this level, the vampire dragons use only their human and hybrid forms. They teleport to a surface area north
of the ruins to take dragon form.

The Dungeon:

A - Zhengyi's shaft. The doors always are locked.

B - Knellict's quarters - conference room. Here Knellict conducts his meetings with other vampire dragons
and leading draconians. In the north wall is the entrance to the mile-long spiral stairway into the depths. (If
Castle Dragonblood has not yet been destroyed in your campaign, remember that Knellict spends most of his
time there and not here.)
Bloodstone Book 3 - Page 273
C - Knellict's quarters - private chamber. The bookshelves contain spellbooks and tomes of magical lore.
There is an 80% chance that the PCs will find any level 0-9 spell from the PHB or the Cult of the Dragon
accessory that they might be seeking.

Dungeon Level G, Command Center

D - Knellict's quarters - laboratory. There is an 80% chance that the PCs will find the spell components for
any level 0-9 spell from the PHB or the Cult of the Dragon accessory that they might be seeking.

E to H and M to P - Quarters of the other vampire dragons. There is an 80% chance that the PCs will find
any spell from the PHB or the Cult of the Dragon accessory that they might be seeking, if it is within the range
the occupant vampire dragon can use. There also is an 80% chance that they will find the components
necessary for any spell that they find in the chamber. The occupancy:

• E - Grandl's chamber. Grand necromancer, Necromancer 24 (epic) wyrm red vampire dragon, male.
• F - Dagget's chamber. Base commander, Wizard 22 (epic) wyrm blue vampire dragon, male.
Bloodstone Book 3 - Page 274

Dungeon Level G, Command Center, with 15ft/450cm grid

• G - Wiluna's chamber. Deputy base commander, Sorcerer 22 (epic) wyrm green vampire dragon,
female.

• H - Zurn's chamber. South Wing commander, Sorcerer 19, ancient red vampire dragon, male.

• M - Ghiela's chamber. East wing commander, Wizard 18, ancient blue vampire dragon, female.

• N - Siehbar's chamber. West wing commander, Sorcerer 16, ancient green vampire dragon, male.

• O - Wrultar's chamber. North wing commander, Wizard 10, ancient black vampire dragon, male.

• P - Narma's chamber. Base wing commander, Sorcerer 9, ancient white vampire dragon, female.
Bloodstone Book 3 - Page 275
I - Corridors.

J - War room.

K - War library. These bookshelves contain maps and tomes of statistical, political and historical data for the
Bloodstone Kingdom, Impiltur, the Great Dale and the Vast.

L - Staircase and well chamber. Along with the well for this level are shafts of the wells on other levels. This
area always is guard by one troll draconian, one ogre draconian, one hobgoblin draconian and two orc
draconians.

Critical Encounters: If Knellict has fled Castle Dragonblood, he will make his last stand on this level. All the
other surviving dragon vampires with quarters on this level will do the same. If possible, Knellict will break his
Staff of the Magi as his last act, causing a retributive strike, which causes damage in hit points totaling 8 times
the number of remaining charges within 10ft/3m, 6 times the number of remaining charges within 20ft/6m and 4
times the number of remaining charges within 20ft/9m. In D&D 3E, a successful Reflex save against DC 17
causes half damage. In AD&D 2E damage is halved with a successful save for magic.

The Depths
In most campaigns, this set of stalagmite- and stalactite-studded caverns is the place where the grand finale of
the Northern Journey adventure should take place. If the game master has steered the key NPCs -
Kargmelchina, Sammaster and Ragzigul Szurkh - well, all three should have survived and sought refuge on this
level. (Knellict will defend Level G until he is destroyed.)

• Campaigns that end here - If you're running the AD&D 2E version of NJ, or if you're running the D&D 3E
version but do not intend to use the optional 8th segment, In the Land of the Lich Lords, any of the key
NPCs whom the PCs encounter here will be cornered and will fight until they have been destroyed. If
Castle Dragonblood already has been vanquished, they have no remaining refuge to which they can go.

• Campaigns that continue on - If you intend to follow the NJ adventure with the optional 8th segment for
Epic D&D 3E, In the Land of the Lich Lords, Sammaster's facet should manage to escape through the
magical exit, but Kargmelchina and Szurkh, if he is present, will fight the PCs to the bitter end.

Szurkh will make his last stand defending the Pool of Mercury. Kargmelchina will make her last stand in the
cavern she shares with Sammaster just beyond the Pool of Mercury to the north. If you are ending your NJ
adventure here, Sammaster also will make his last stand here. If your are planning to run In the Land of the
Lich Lords, the optional 8th part of Northern Journey, see the section Special Event - Sammaster's Flight below.

As their last act before allowing themselves to be destroyed, Kargmelchina and Szurkh will break their staffs,
unleashing Retributive Strikes. Kargmelchina has a Staff of Necromancy with the Retributive Strike ability and
Szurkh has a Staff of Power, which also has the Retributive Strike ability. Sammaster also has a Staff of Power.
If you are ending your NJ campaign here and not using In the Land of the Lich Lords, Sammaster also will break
his Staff of Power as his last act, causing a third possible Retributive Strike.

A Retributive Strike causes damage in hit points totaling 8 times the number of remaining charges within
10ft/3m, 6 times the number of remaining charges within 20ft/6m and 4 times the number of remaining charges
within 30ft/9m. In D&D 3E, a successful Reflex save against DC 17 halves damage. In AD&D 2E damage is
halved with a successful save for magic.

The game master must remember that the phylacteries of Kargmelchina and Sammaster are hidden in
Grafvitnir's cave above Palishchuk in the East Galenas. This secret can be found in a document in
Kargmelchina's laboratory desk (see descriptions below). If the PCs do not find and destroy the phylacteries,
Kargmelchina and Sammaster will return, hell bent upon destroying the PCs. For more details, see Section 9.4
The Restoration of Grafvitnir below.
Bloodstone Book 3 - Page 276

Special Event - Sammaster's Flight


This event occurs only if you plan to run In the Land of the Lich Lords and if you intend to use Sammaster rather
than Acererak there:

As soon as Sammaster thinks that his situation is hopeless, his Vaasan facet will desert Kargmelchina and
escape through the secret exit (Point A) in the north wall of his and Kargmelchina's chamber in the dungeon
depths. From there, he will use the double teleport to Grafvitnir's cave (see Section 9, The Road Goes Ever
On) to retrieve his spirit from his Vaasan phylactery. He then will teleport to a point to his lair in the Greypeak
Mountains in the northwest of Faerûn, where the lesser facet will merge back into the greater facet, making a
single demilich of him.

The Gauntlet of Traps


There are no mechanical traps in the depths, but the PCs will have to get past a number of highly lethal magical
traps. Each of them is raveled into a Conduit, and the Conduit is hidden in each case by the spell Dweomer
Shield. These traps are difficult but not impossible to detect:

• If a spellcaster has reason to believe that a certain area is trapped (the game master determines whether
that reason is sufficient), he or she may make a saving throw for Will against DC 39 in D&D 3E to
successfully find the magical trap. In AD&D 2E, a saving throw for magic at a penalty of 10 determines
success.

• A rogue can detect these traps if he or she has sufficient reason (game master's decision) to believe a
trap is in place. A rogue in D&D 3E can make a successful Search check against DC 42. A thief in
AD&D 2E can detect such traps with a successful Find/Remove Traps check at a penalty of 40%

• If a thief or rogue finds a magical trap, a spellcaster can unweave it. Before he or she can do that,
however, he or she must personally detect it. In this case, the spellcaster can make one (and only one)
attempt to detect the magic with a save for Will at a lowered DC of 20 in D&D 3E or with a successful
saving throw for magic without penalty in AD&D 2E. If this check fails, the spellcaster is unable to
unweave the magic that the rogue or thief has detected.

Destroying the Pool of Mercury


Before the PCs can destroy the Pool of Mercury, they may have to defeat Ragzigul Szurkh and possibly
Kargmelchina and Sammaster as well before they can do so. If Kargmelchina and/or Sammaster are in their
own cavern at the north end of the dungeon's depths and they became aware that the pool is threatened, they
will do their utmost to defend it.

If Szarkh has not been destroyed yet, he is certain to defend the pool. He knows its destruction will mean his
own end, therefore, he will defend the pool to his own destruction, if needs be, and his last act will be to break
his Staff of Power, causing a Retributive Strike (see above).

If Szarkh sees the PCs moving the urns of nitric acid from his laboratory into the pool chamber, he will use
whatever magic he can to cause the urns to break before they can contaminate the pool. If Kargmelchina
and/or Sammaster are on the scene, they will do the same. Kargmelchina also will make her last stand by
breaking her Staff of Necromancy, and if you're ending NJ with this segment, Sammaster will fight to his end
here too. His last act will be to break his Staff of Power, causing another Retributive Strike.

If a large quantity of nitric acid (at least two of Szarkh's urns) is poured into the Pool of Mercury, the pool will
bubble and boil for 1d10+10 rounds and then explode, causing the total and absolute destruction of all of the
ruins, the dungeons and the depths. The contamination of the pool also will cause the immediate destruction of
all vampire dragons and draconians.
Bloodstone Book 3 - Page 277
If it doesn't occur to the PCs on their own, Sir Targhomet will warn them not to destroy the pool until after they
have destroyed Sammaster and Kargmelchina and have had an opportunity to search for their phylacteries.

The Dungeon Plan


Based loosely upon the dungeon plan in H4 Throne of Bloodstone by Douglas Niles and Michael Dobson

Some game masters may wish to give their PCs the plan of the dungeon, perhaps in a piecemeal manner, to
better illustrate what they see there. For that reason, we have prepared two versions of the plan. The game
master's version shows the locations of the traps and the secret exit. The players' version conceals these
things. Our description begins with the numbered elements visible in both versions.

If you are using the separate versions of these maps for Campaign Cartographer 2 Pro, the game master's
extra elements are on layers with names beginning with GAME MASTER. These layers can be hidden to
produce players' versions.

Kargmelchina's and Sammaster's Chamber:

1 - Magical libraries. If the libraries were teleported from Castle Dragonblood, this is where they landed.
Otherwise the bookshelves will contain only a small collection of duplicate spellbooks from Kargmelchina's and
Sammaster's libraries, game master's choice. See the section on Castle Dragonblood for descriptions.
Wooden chandeliers illuminate the area.

2 - Laboratory. Wooden chandeliers illuminate the area.

3 - Spell components. If Kargmelchina and Sammaster have fled Castle Dragonblood, the PCs can find any
components they seek in this area. Otherwise it is empty. Wooden chandeliers illuminate the area.

4 - Desks. Sammaster's desk is to the left or north, Kargmelchina's to the right or the south. If Kargmelchina
and Sammaster still are in Castle Dragonblood, these desks are empty. Otherwise, there is a journal in
Kargmelchina's desk that contains the information that her phylactery and Sammaster's are hidden in
Grafvitnir's cave. Furthermore, the journal should provide one of the two following bits of information on how to
reach the cave quickly:

• If you are ending the journey here, a teleportation token should be found together with the journal. It will
teleport the PCs safely out of the cavern and into Grafvitnir's cave.

• If you intend to run In the Land of the Lich Lords, the journal will describe the teleportation grotto beyond
the secret exit (described in more detail in Section 9 The Road Goes Ever On). The journal will mention
that the grotto will take the PCs to the cave.

The PCs already should have found the maps to Grafvitnir's cave in Castle Dragonblood. If for some reason
they did not find the maps or no longer have them, they can find additional copies in Sammaster's desk,
provided that he and Kargmelchina already have fled Castle Dragonblood.

5 - Stairs from Level G. This is a staircase that seems to go on forever. It spirals upward for about a
mile/1.6km ending at Knellict's chamber on Level G. Any standard PC who attempts to ascend the staircase will
have a movement rate of 5ft/150 cm. At that rate, it will take nearly 18 hours to go from the depths to the top.
Any PC ascending the stairs must make a Constitution check every 50ft/15m. Each time he or she fails a
check, he or she must rest for 2d6 rounds.

6 - Teleports. The green teleport takes its occupant to Kargmelchina's and Sammaster's tower in Castle
Dragonblood. The blue teleport is where Kargmelchina or Sammaster will arrive from Castle Dragonblood. If
anyone else in Castle Dragonblood bearing their Arcane Mark uses the blue teleport in their tower there, it will
teleport them instead to the blue teleport by the Pool of Mercury in the outer cavern. All others will land on the
surface in the ruins above.
Bloodstone Book 3 - Page 278
Outer Cavern:

7 - The Pool of Mercury. Zhengyi's gate to the Abyss is at the bottom of the pool. Sir Gareth Dragonsbane
and his companions used that gate to travel into the domain of Orcus. The gate still exists, accounting for the
abyssal influences in the ruins' vicinity. If the pool is contaminated by nitric or sulfuric acid, the gate will be
destroyed permanently. Any living PC who enters the pool will die of mercury poisoning within 1d4+2 rounds
without a saving throw if he or she is not treated for poison damage. PCs who die in this manner can be
restored magically to life.

8 - Benches. Half-transformed draconians await their turn to swim the Pool of Mercury here. From the lectern
before the benches, Ragzigul Szurkh gives the draconians a speech after completion of their transformation.
He informs them of their new lives and the duties that they must fulfill.

9 - Starting Point. This is the point where the half-transformed draconians begin their march through the Pool
of Mercury.

10 - Szurkh's rostrum. From the rostrum, Ragzigul Szurkh speaks the words of Imaskari magic upon passing
draconians that enable them to swim the Pool of Mercury without being poisoned. After Szurkh's enchantment,
the draconians march along the trail to the far end of the pool, go onto the board, jump into the mercury and
swim to the dock on the near shore. Fully transformed, they then march back to Point 11.

11 - End point. This is the end of the draconians' march.

12 - Szurkh's teleports. Ragzigul Szurkh can return to his Castle Dragonblood tower with the green teleport.
The red teleport works two ways, connecting to Szurkh's chamber on Level F. He can travel into the Pool of
Mercury cavern from Castle Dragonblood at the blue teleport. Anyone other than Kargmelchina or Sammaster
who uses the blue teleport in their own Castle Dragonblood tower and bears their Arcane Mark also will arrive at
Szurkh's blue teleport. Anyone without their Arcane Mark who travels from the teleport in Kargmelchina's and
Sammaster's tower in Castle Dragonblood will be teleported instead to the surface of the Castle Perilous ruins.
However, anyone, regardless of Arcane Mark, who uses Szurkh's blue teleport in Castle Dragonblood, will
arrive here by the mercury pool.

13 - Portals. The two-way portals transport draconians in transformation to and from the other side of the
portals on Level F.

14 - Adamantine bridge. The bridge was made for Zhengyi by captive drow. It is made of adamantite.

15 - Lava stream. Any PC who falls in will suffer 10d6 hp heat damage per round with no saving throw.

16 - End of Zhengyi's shaft.

17 - Treasure. If treasure was teleported from Castle Dragonblood, it is stored here. Else the area is empty.

The Dungeon Plan - Game Master's Version


A - Hidden passage to the Abyss. This point exists only for D&D 3E campaigns that intend to run the optional
epic level 8th part, In the Land of the Lich Lords. If you are planning to end Northern Journey with this
Bloodstone segment, there is only stone wall here. In this case, there is but one way into the Abyss from the
ruins of Castle Perilous. It is to pass through the mercury pool. However, all knowledge of the means to use
this route was lost with the passing of Orcus and Zhengyi.

If you are planning to use In the Land of the Lich Lords, the optional 8th segment of Northern Journey after
Bloodstone, this point offers a second way into the Abyss. In Zhengyi's time, this entry could be found by going
into a passage at Point A that led into deep tunnels. Kargmelchina caused the tunnel to be blocked at this point
with tailings, to prevent curious drow from finding the dungeon. A 50ft/15m stretch of tunnel is blocked.
Bloodstone Book 3 - Page 279

The Depths, game master's map


Bloodstone Book 3 - Page 280

The Depths, game master's map with 10ft/3m grid


Bloodstone Book 3 - Page 281

The Depths, players' map


Bloodstone Book 3 - Page 282

The Depths, players' map with 10ft/3m grid


Bloodstone Book 3 - Page 283
However, Kargmelchina also placed a power dweomer upon the blocked area that makes it possible to pass to
the other side of the blockage with ease. To pass through the blocked area, one simply must walk decisively
and without hesitation into it. The blockage then will yield, and the PC will appear automatically in the farther
extension of the tunnel on the other side. The dweomer works one way. This method will not bring the PCs
back into the dungeon.

After about half a mile, the tunnels run along the borders of the drow city named V'elddrinnsshar where dark
elves worship Kiaransalee in her great temple, the Acropolis of Thanatos. This area is described in more detail
in The Road Goes Ever On, Part 9 of this segment.

One must travel for about a mile and a half/2.6km along the drow city's border before reaching a dead end in a
chamber that is a hidden a tunnel on the plane of the Abyss. The magic of this gate blocks the drow from using
it, it blocked Zhengyi from using it, and it also blocks Kargmelchina, Sammaster and their denizens from using it.
The gate will transport only humans, elves (non-drow), half-elves, dwarves, gnomes and halflings.

If the PCs pass through the magic passage at Point A, go immediately to Section 9, The Road Goes Ever On.

B - Death magic traps. There are two hidden Conduits. One is at the threshold of the passage from the outer
cavern and the other is at the base of the mile-high staircase. The Conduit is hidden with a Dweomer Shield. In
the Conduit, Kargmelchina has raveled 50 Read Aura Spells that each set off one of 50 Trigger spells. These in
turn each unleash one of 50 Major Power Word, Kill, spells upon any intruder not bearing her Arcane Mark.

C - Cave-in trap. In a Conduit hidden with a Dweomer Shield, Kargmelchina has raveled 50 Read Aura Spells
that each set off one of 50 Trigger spells. Each of these unleashes one of 50 Polymorph Any Object spells
upon detection of any intruder not bearing her Arcane Mark. The spells turn the first 2,400 cubic feet of air
starting at the passage's entrance into stone, trapping the intruders in stone.

D - Swimming traps. There are two hidden Conduits. One is at each end of the adamantine bridge. Both
Conduits are hidden with Dweomer Shields. In each Conduit, Kargmelchina has raveled a Read Aura Spell that
each set off a Trigger spell. It unleashes an Annihilate spell when an intruder not bearing her Arcane Mark
passes, causing the bridge supports to disintegrate. Within 1d4 rounds, the bridge completely collapses into the
lava stream.

E - Lightning trap. In a Conduit hidden with a Dweomer Shield, Kargmelchina has raveled 50 Read Aura
Spells that each set off one of 50 Trigger spells. Each of these unleashes one of 50 Lightning Bolt spells upon
any intruder not bearing her Arcane Mark. The spells each cause 10d6 hp damage with half damage for a
successful save for Reflex against DC 26.

F - Treasure Ward. In a Conduit hidden with a Dweomer Shield, Kargmelchina has raveled a Read Aura Spell
that sets off a Trigger spell. It simultaneously activates 20 Teleport Object spells when an intruder not bearing
her Arcane Mark passes. The Treasure will be immediately teleported to Tiamat's lair in Avernus upon Baator
on the outer planes.
Bloodstone Book 3 - Page 284

8.4 The Restoration of Grafvitnir


Once the PCs have completed their main mission in Northern Journey, they also will hatch a new problem.
When the vampire dragon lich Sammaster loses control of Grafvitnir's body, it will return to the advanced red
great wyrm dragon, and for the first time in three millennia, the Forgotten Realms again will have to deal with
this greatest of all red dragons. This is another NJ element that runs on two separate tracks, depending upon
whether you're ending NJ here or going on with In the Land of the Lich Lords, the optional eighth part of NJ for
epic D&D 3E.

Before Sammaster and Kargmelchina can truly be destroyed, however, their phylacteries must be destroyed,
and these are hidden in Grafvitnir's cave. When running action in Grafvitnir's cave, the game master also
should keep the status of Grafvitnir's dragon body in mind. As long as Sammaster's phylactery has not been
destroyed, Grafvitnir will not be able to reclaim control of his body.

The dragon bodies taken by Kargmelchina and her vampire dragons are kept in stasis in Tiamat's lair in
Avernus when the vampire dragons are using their human or hybrid forms. However, Kargmelchina's magic did
not succeed in binding Grafvitnir's body to Avernus. The Imaskari magic that Grafvitnir used to enter his
magical sleep of restoration was stronger than Kargmelchina's spells, and that magic bound Grafvitnir's body to
his cave in the East Galenas west of the High Walk between Palishchuk and Ironspur.

Kargmelchina did not want to take the time to learn what magical effect kept the dragon body bound to the cave.
Instead, she settled for that result. Therefore, at any time that Sammaster is not using his dragon form (and that
is almost all of the time), Grafvitnir's body is in a state of hibernation-like stasis in Grafvitnir's cave.

When the dragon body is in this state, it can be awakened only by Sammaster entering its form. If the body is
discovered and subjected to damaging attacks, Sammaster will become immediately aware of the attack and
can awaken in the dragon form within the cave within a single round (an exception to the time required for
shifting into dragon form at other locations).

If Kargmelchina has not yet been destroyed, she will teleport into Grafvitnir's cave in the second round after an
attack upon the body has begun (in the same round that Sammaster reclaims active control of the body), and
the intruders will find themselves in deadly battle against Kargmelchina in human form and Sammaster in
dragon form.

If Sammaster prefers to battle the intruders in human form, he can switch inside of the cave between human
and dragon form at will. Each transformation requires only a single round, as long as he remains within the
cave.

However, if the PCs destroyed Sammaster in human or hybrid form, he will be a bodiless lich. Neither he nor
Grafvitnir will be able to take control of Grafvitnir's dragon body. As with all liches whose physical forms have
been destroyed, Sammaster's spirit will continue to exist within the phylactery, and it will attempt to steal the
body of the first appropriately powerful character to come within its reach. Grafvitnir, on the other hand, can
reclaim his body only if Sammaster's phylactery is destroyed.

Regardless of which track you're upon, then, the first logical step for your PCs will be to seek out and destroy
the phylactery. The wiser step, of course, would be to first destroy Grafvitnir's body, which could save Faerûn
from experiencing some serious future problems.

8.4.1 Grafvitnir - the Northern Journey ends


Once Sammaster and Kargmelchina have been destroyed, Grafvitnir already will have gained the revenge that
he seeks. The game master now is free to turn this huge menace loose upon any part of Faerûn, and he also
has a second menace to foist upon Faerûn - Szarkh Gortth. Grafvitnir is an evil dragon but also a wyrm of his
word. If he regains his body, he will reward Gortth as promised, transforming him from a vampire dragon into a
lich and freeing him from Grafvitnir's bonds.
Bloodstone Book 3 - Page 285
Some game masters my have their own ideas where they wish to have Grafvitnir and Gortth making trouble in
the Realms, while others may want the two to simply fade out of their campaigns. Both possibilities can be
realized without any difficulty.

If you have no particular designs for Grafvitnir and/or Gortth, it's our opinion that both probably will head
southward. The treasure the great red dragon took with him into the north probably has been destroyed or lies
buried in the ruins beneath those of Castle Perilous. The small bit of treasure still in his cave will be a mere
pittance to Grafvitnir, hardly worth the trouble it will take to transport it out again.

Grafvitnir is a southerner. His living history was written in the fallen Raurin Empire of the Imaskari and in the
Great Rift, not in the Bloodstone Lands. And he doubtless has large caches of treasure and magic well hidden
in the South. We think he will abandon his Vaasan cave and head posthaste in that direction. Once he has
established his new domain, we think Grafvitnir will begin seeking revenge against his one remaining enemy,
Tiamat. We think the great dragon will attempt to destroy any temples or Dragon Cult cells he can find that are
loyal to the Dragon Queen.

Gortth is a Thayan refugee who has open scores to settle in his homeland. Now that he's a powerful lich, one to
whom his enemies are oblivious, we think he will start a trek southward, over Damara, the Great Dale and
Thesk, back into Thay, where he will start attempting to wreak revenge.

8.4.2 Grafvitnir - the Road Goes Ever on


If you're running In the Land of the Lich Lords after this segment, Sammaster's demilich facet in Vaasa will do all
he can to avoid being destroyed and to escape through the depths of the dungeon beneath the ruins of Castle
Perilous. He will come to Grafvitnir's cave to withdraw the spirit from his Vaasan phylactery and then set in
motion the events described in the following Section 9, The Road Goes Ever On.

If he succeeds, Sammaster will merge his Vaasan facet back into a single demilich. His Vaasan phylactery will
remain intact but be simply a dragon jewel. Once Sammaster leaves the cave, Grafvitnir will begin to awaken in
his own body. This process will take 5 rounds. If the PCs attack Grafvitnir while he still is awakening, he will
respond with a full blast of his breath before departing his cave.

The game master should endow the epic wyrm with whatever protections are necessary to see that the PCs do
not destroy or subdue him in the few minutes available to them. Grafvitnir is not interested in the PCs. He will
not stay to fight them.

Grafvitnir's thoughts will be upon completing his revenge, and his goals will be of both long and short range. His
first goal will be to complete the destruction of Sammaster, and he will fly immediately northward to begin doing
that job, heading for the Greypeak Mountains north of Loudwater. The PCs will continue to have experiences
with Grafvitnir in the North, as they go through the Land of the Lich Lords.

When and if Sammaster meets his end in the North, Grafvitnir's long-term thoughts will turn to his one remaining
enemy, the goddess Tiamat. The great dragon will begin a lengthy crusade against the Dragon Queen,
attempting to destroy any temples or Dragon Cult cells he can find that are loyal to her.

The game master also is free to turn a second menace loose upon Faerûn - Szarkh Gortth. Grafvitnir is an evil
dragon but also a wyrm of his word. If he regains his body, he will reward Gortth as promised, transforming him
from a vampire dragon into a lich and freeing him from Grafvitnir's bonds.

In the optional 8th Segment of Northern Journey, In the Land of the Lich Lords, Gortth plays no further role,
although each game master is free to insert him back into the adventure.

Gortth is a Thayan refugee who has open scores to settle in his homeland. Now that he's a powerful lich, one to
whom his enemies are oblivious, we think he will start a trek southward, over Damara, the Great Dale and
Thesk, back into Thay, where he will start attempting to wreak revenge, far away from the continued action of
the Northern Journey campaign.
Bloodstone Book 3 - Page 286

8.4.3 Grafvitnir's Cave - the Dungeon


The statistics for Grafvitnir can be found under New Unofficial NPCs in the Northern Journey Campaign Guide
Version 8.

A - Disguised cave entrance. The mouth of the cave is hidden by low hills covered with spruce forests. One
must walk almost directly to the mouth of the cave before it becomes discernible. Because of the thick wall of
trees blocking the cave opening, Grafvitnir cannot immediately fly out of the cave. He either has to break down
a large swath of trees to give him a path for his flight takeoff, or he has to take human form and stay in it until he
reaches a place better suited to his dragon form.

B - Cave entry passage. From this point on, there are many stalagmites and stalactites as well as occasional
piles of rock in the cave. Several of the stalagmites and stalactites were broken off when Grafvitnir forced his
way into the cave three millennia ago. Some of them have begun growing again since then. If you are going to
run In the Land of the Lich Lords, when Sammaster departs the cave, he will place an invisible teleport trap on
the opening that will send the PCs back to the tunnel from which they were teleported here.

C - Grafvitnir's lair. This is where the red advanced great wyrm's body can be found. Until Sammaster's
phylactery is destroyed or his facet's spirit is withdrawn from it, the body will remain inert in stasis.

D - Empty chamber. Grafvitnir did not use this area. However, it is occupied by several green slimes and
purple cap mushrooms, all of which are dangerous. The statistics can be found under the title Grafvitnir's Cave
Encounters under Unofficial NPC Encounters in the Northern Journey Campaign Guide Version 8.

E - Library and laboratory. The chamber no longer is of great value to any exploring party. The lab table is
filled with empty vials and the like. The contents, if any, are the dust left of spell components that evaporated,
decomposed, etc. over Grafvitnir's 3,000 years in the cave. The bookshelves are mostly empty. Kargmelchina
teleported all texts and tomes of any significant value to Castle Dragonblood more than a dozen years ago. All
that's left are tomes that disintegrated years ago. Two teleports are shown in this room. These exist only for
those campaigns that will go on to the Land of the Lich Lords. The teleports are to and from the grotto in the
caverns described in Section 9, The Road Goes Ever On.

F - Treasure room. Kargmelchina also took most of the treasure from this chamber, leaving behind only a
"small" emergency reserve. There are various gemstones with a total value of 500,000 gold pieces and a large
selection of coins with dwarven markings (the same as the Coins of Binding) of ancient vintage. Their origin
was in old dwarven mints in the halls of the Great Rift in the South. They include 600,000 gold pieces, 500,000
silver pieces and 400,000 copper pieces.

G - Exit passages. These passages lead to unknown areas of the Underdark that are outside the framework of
Northern Journey. It well may be that one or more of these passages connect to remote areas of
V'elddrinnsshar, the ancient drow city that has been reoccupied by followers of Kiaransalee. If so, the current
drow occupants have not yet found the opposite end of these passages. However, the end decision on what's
at the end of these passages lies with the game master.

H - Phylactery vault. Nothing is apparent at this point. A small vault is in the cave wall here, but its opening is
a secret door that must be detected as such. It is locked with an Arcane Lock, but it is not trapped. Inside are
the carved, uncolored ivory likenesses of a red dragon and a blue dragon. That the likenesses are of such
dragons can be determined only upon close examination and then only if the observer is well familiar with the
appearances of red and blue dragons. The statue of the blue dragon is Kargmelchina's avatar and the statue of
a red is Sammaster's. The phylacteries can be destroyed by smashing or breaking them (with a hammer, axe,
etc.). However, before either phylactery can be broken, the lich spirit occupants will try to take over the bodies
of some of the PCs.
Bloodstone Book 3 - Page 287

The route to Grafvitnir's cave


Bloodstone Book 3 - Page 288

Grafvitnir's cave
Bloodstone Book 3 - Page 289

Grafvitnir's cave, with 20ft/6m grid


Bloodstone Book 3 - Page 290

9. The Road Goes Ever On (Optional Continuation)


For D&D 3E only
If you've reached this point, then you've already used the special event Sammaster's Flight farther above, and
the PCs will have broken through the wall that Sammaster used for his escape. The PCs find themselves at
Point 1 on the map Outside V'elddrinnsshar on the following pages.

9.1 To Grafvitnir's Cave


In his first round after going through the invisible wall in the Castle Perilous dungeon, Sammaster will use a
magical Powder of False Trails (unique) to leave what appears to be his own trail of skeletal footprints in the
dust of the underground road leading northeastward.

Sammaster knows that there is a drow settlement beyond the dungeon's of Castle Perilous, but he knows little
else about it. It is his hope that if he is pursued, Grafvitnir will destroy those who are on his trail. If that fails, he
hopes to lead his pursuers into the clutches of the drow. However:

• If you are going to use For Duty & Deity (see Section 9.2), Sammaster does not know about the magical
portal at the other end of the underground road down which he wishes to lead the PCs.

• If you are not going to use For Duty & Deity (see Section 9.2), then Sammaster created the portal at the
other end of the tunnel as a reserve means to reach the Northwest. He will not take the time to close it.

In his second round through the wall, Sammaster places a delayed teleport spell upon the point where the PCs
arrive (Point 1 on the map). In the third round, Sammaster teleports himself to the location of his phylactery in
Grafvitnir's cave. If the PCs are really quick to go through the wall, they might get one attack in while
Sammaster is teleporting himself. Sammaster is using a Ring of Teleportation, so concentration is not a factor.

If the PCs arrive when Sammaster still is in the chamber, they need to make a check against his delayed
teleportation spell to see if they can act before they are teleported. The spell has Sammaster's initiative bonus
of +3.

Once the PCs are teleported, they land at the point marked A on the map of Grafvitnir's cave in the previous
section. Sammaster is at point H. They are separated by a distance of 1,200 feet/360m, making it highly
unlikely that they will catch up with him there. It is much more likely that they will find the cave when Grafvitnir
roars out of it and begins his flight to the northwest, to hunt down Sammaster.

All of this time, the PCs will be quite aware that Sammaster has survived, because the symbol of Castle
Dragonblood remains active on their arms, although they no longer feel its pull. Sammaster also has placed an
epic delayed teleportation spell on the cave's entrance, designed to be triggered when human-sized creatures
leave the cave.

If the PCs enter the cave, Sammaster's skeletal footprints will lead them to his own empty Vaasan phylactery
and Kargmelchina's phylactery. Her spirit probably still is within. If so, it will try to possess one of the PCs, but
remember that this is the spirit of the vampire dragon lich Kargmelchina and not that of Tiamat's avatar. The
PCs will notice that Sammaster's tracks lead to the phylactery but not away from it. After drawing his spirit from
the phylactery, Sammaster teleported to the Greypeak Mountains in the Northwest.

The PCs may do whatever they choose, however, as soon as they go out the cave's entrance, they will be
teleported back to Point 1 on the map Outside V'elddrinnsshar.
Bloodstone Book 3 - Page 291

9.2 The Choice


At this point, the game master must decide which way he or she wants his or her campaign to go.

A. Do you want your PCs to adventure first in the drow city of V'elddrinnsshar?

V'elddrinnsshar is beyond the scope of this accessory, but it still is relatively easy for a game
master to insert. We suggest you use the boxed set Menzoberranzan by Ed Greenwood,
Douglas Niles and R.A. Salvatore (TSR – 1992). This set no longer is available as a paper
product, but it can be purchased in PDF form as an ESD download from RPG Now or SV
Games. If you use this set, you need to do advance preparation to convert it to
V'elddrinnsshar, where drow worship Kiaransalee at the great Acropolis of Thanatos temple.
We suggest that you have some or all of the shafts (Point 2 on the map Outside
V'elddrinnsshar) lead to the area called the Dark Domain, described on Page 11 of the first
Menzoberranzan book.

B. Do you want to save the goddess Waukeen before the PCs head off to the Land of the Lich Lords?

If so, the portal at Point 4 on the map Outside V'elddrinnsshar should lead into the fragment of
the Abyss where she is being kept prisoner by the Abyssal Lord Graz'zt. More information on
this possibility follows below under Section 9.4 For Duty & Deity. To follow this route, you need
to acquire the module For Duty & Deity by Dale Donovan (TSR – 1998). It's available as a free
PDF download from the Wizards of the Coast website at:

http://www.wizards.com/default.asp?x=dnd/dnd/downloads

C. Do you want your PCs to go directly to the Land of the Lich Lords?

If so, download the optional In the Land of the Lich Lords accessory from our Vintyri website.
We hope to have this product available as a free PDF late in 2005. In this case, the portal at
Point 4 on the map Outside V'elddrinnsshar will take the PCs directly to the arrival area near
Loudwater. Please note that this accessory is available exclusively for D&D 3E epic level
campaigns.
Bloodstone Book 3 - Page 292

9.3 Outside V'elddrinnsshar


During Zhengyi's time, an underground road tunneled from the lowest level of his dungeon off to a great
crossroads that led to several other realms of the Underdark in the area just south of Pelvuria the Great Glacier.
The entry to the dungeons of Castle Perilous was sealed when Kargmelchina and Sammaster took over the
ruins.

The crossroads vanished when the tunnel was blocked with a magic portal that most denizens of the Underdark
are unable to pass. As a result, there is a great underground highway only 2 miles/3.2 km long beneath Castle
Perilous that leads from nowhere to nowhere for most beings of the Underdark.

Driders forced to guard the outer perimeters of the drow city of V'elddrinnsshar look out onto the road from
shafts that lead to their city, but they are not allowed to go onto it. Nor do they see anything else there. They
live from one day to the next inside their lifeless shafts, having brief entertainment only when fugitive drow
whom they are allowed to slay are foolish enough to leave V'elddrinnsshar and flee in their direction. NPC
statistics can be found in Version 8 of the Northern Journey Campaign Guide.

The Map
1 – The Magic Exit from Castle Perilous. Sammaster may know how to return through this gate to the
dungeon of Castle Perilous, but anyone else wishing to do so will have to make his or her way through 50
feet/15 meters of stone. When the PCs return here from their teleported trip to Grafvitnir's cave, they will find
themselves in a large, crudely circular chamber about 50 feet/15 meters in diameter. There is nothing and no
one in the chamber, but they will see the tracks of skeletal feet in the dust on the ground, heading off to the
northeast through a large, tunneled underground road 30 feet/9 meters wide and 10 feet/3 meters high. The
road appears to be in excellent condition but little used. The only tracks are those of the skeletal feet.

2 – Shafts to V'elddrinnsshar. These seemingly abandoned shafts lead through the outer, middle and inner
perimeters of the drow city but are outside of the city itself. The grey shaded area shows outer V'elddrinnsshar,
which is unpopulated and used only to guard the city. The shafts are in poor condition. A battle or other rough
activity could cause any of the shafts to cave in. If your PCs are determined to enter V'elddrinnsshar but you
lack the time or interest to flesh out the drow city, you can use cave-ins to close it to them.

3 – Perimeter Boundary. The red dotted line shows the perimeter boundary between the outer and middle
perimeters. Drider patrols guard the outer perimeter, and drow patrols guard the middle and inner perimeter.
The driders second-most disliked by the high priestess are sent to this area, where they lead lives of terrible
boredom. Usually they see nothing at all but each other and they are not allowed to fight one another. If they
violate this rule, they join the most unfavored class. These are slain and resurrected as undead driders who
guard the other more threatened perimeters of the city. The driders here never are allowed to cross the
boundary into the middle perimeter, much less enter the city. Nor may they go onto the tunneled road.
Likewise, the drow patrolling the middle perimeter may not enter the outer perimeter. If they do, they are fair
game for the driders, who like to slay the drow they once were above all. The driders get rare entertainment
only when a fugitive from the city attempts foolishly to flee in this direction, not knowing that the shafts lead to
nothing, even if he or she were to succeed in getting past the drow and drider patrols.

4 – The Portal. Where this portal leads depends upon the decision the game master made in Section 9.2
above:

• If you've decided to run For Duty & Deity, jump ahead to Section 9.4 in the following pages. In this case,
the portal is the creation of none lesser than Master Ao.

• If you've decided to skip For Duty & Deity and go directly to the Land of the Lich Lords, then you're
finished with this accessory. The portal will transport the PCs to a point outside of Loudwater on the
Delimbyir River in the northwest of Faerûn. Go now to the accessory In the Land of the Lich Lords and
begin with the section entitled Arrival. In this case, the portal is a reserve escape hatch created by
Sammaster.
Bloodstone Book 3 - Page 293

Outside V'elddrinnsshar, with ⅛mile/200m grid


Bloodstone Book 3 - Page 294

Outside V'elddrinnsshar, with ⅛mile/200m grid


Bloodstone Book 3 - Page 295

9.4 For Duty & Deity


This section is not a conversion of For Duty & Deity für D&D 3E per se. You need to have
either the original paper version of this module of the free PDF-download from the Wizards of
the Coast website before you can begin to use this section. The free download is available at:

http://www.wizards.com/default.asp?x=dnd/dnd/downloads

If at the time you read this accessory, the free download no longer is available from WotC, you
also should be able to buy the download at low cost from RPG Now. In that case, go to:

http://www.rpgnow.com

and use the search function seeking For Duty and Deity. Please note that RPG Now lists this module with the
word and, not with an ampersand (&) as in the original printed title!

After you have For Duty & Deity at hand, go to Page 2 of the module and read the Introduction and Background
on pages 2 to 4 before continuing here. The information contained in that part of the module is necessary to
understand the following paragraphs!

[\

In the modified Northern Journey version of For Duty & Deity, Waukeen, Graz'zt, the town of Samora, the city of
Zelatar and all of Azzagrat no longer are in the Abyss proper. Rather, they are lost between the planes, with
only two connections that lead inward and outward, both of them connected to Faerûn.

Graz'zt and his followers as well as his captive guest Waukeen were jolted out of the Abyss in the Year of the
Serpent (1359 DR) after the Time of Troubles, when the Realm of Orcus fell. This was not an accident, but
rather a punishment Ao had meted out to the infernal lord and the goddess of commerce for their plotting to
circumvent his orders in the Time of Troubles.

They landed between planes on the border of the material plane beneath Zhengyi's ruins. The destruction of
the Realm of Orcus at the hands of Sir Gareth Dragonsbane and his companions triggered the events that Ao
had set in motion to strand Graz'zt and his Abyssal layer Azzagrat in no demon's land. Ao did create two
portals, one into and one out of Azzagrat. He created them in such a manner that only humans, elves, dwarves,
gnomes, halflings, half-elves and half-orcs may pass through them. They are closed to all other beings alive,
dead and undead.

Ao apparently felt some pity for stranded Waukeen, who now is nothing more than a powerful human woman,
because he made it possible for her to escape through one of these portals. His attitude toward Graz'zt
apparently is less kind. We have found no means by which the infernal tanar'ri lord or Azzagrat can return into
the known planes, although such a possibility indeed may exist.

In addition to the information presented in the module, Graz'zt claims he is fully convinced that it will be within
Waukeen's power to restore Azzagrat to its place in the Abyss, should she be restored as a goddess. Before he
is willing to release her, he is insisting upon magically binding pledges that she will restore Azzagrat.

Waukeen refuses to make these pledges. She knows that the Weave will not release her from such a pledge,
should she make it, and she doubts very much that she will have the power to fulfill it. In addition, she
considers the matter to be moot at present. She knows that Graz'zt cannot free her from their mutual trap, even
if he wanted to do so.

On the other hand, at the time when she escaped from Graz'zt for awhile, she did find the portal leading out of
Graz'zt's realm, but she does not now have the magical power necessary to break its seal to open it. Mystra
sealed the portal, acting upon Ao's orders. Waukeen does not know this, but she suspects that Ao in some way
is responsible for the seal. She also senses that the portal leads to the Loudwater area, and she suspects that
if she is freed, Ao has designs for her or her rescuers in that area.
Bloodstone Book 3 - Page 296
To escape Graz'zt's clutches then, Waukeen knows she needs the bearers of the three Weapons of Learning,
which can open the seal, or at least one rescuer who is a powerful epic wizard. She knows what is necessary
to develop an epic spell that will break the portal's seal, but in her depowered form, she cannot work such magic
herself, because Mystra has blocked her from using the spell.

If she encounters potential rescuers, she will promise them a mighty reward, should they succeed in returning
her to Faerûn. She will place her symbol upon them, which will guarantee them the full services of any her
temples anywhere and also give them the ability to detect all lies. In addition, she will promise to resurrect any
dead PCs once she's back in Faerûn.

[\

There are a number of elements of For Duty & Deity that are not used in this version. In the original module, the
PCs start their adventure in the Goldspires temple above the city of Athkatla in Amn. In the module, Graz'zt and
his realm still are in the Abyss, and the PCs must use the Celestial or Infinite Staircase (the former TSR used
different names in different products) to reach the area where Waukeen is being kept.

As already mentioned, in the Northern Journey version, Azzagrat and Waukeen are stranded between the
planes outside of the Abyss, and the means of entry is the portal beneath the ruins of Castle Perilous. For this
reason, pages 5 through 22 of the module are not used at all in this adaptation of the adventure.

Before you begin the adventure, however, it is necessary to familiarize yourself with the alternate and extended
rules found in the Section Surviving the Abyss on pages 23 to 28 of the original module. After that, continue on
with the next paragraph here.

[\

The Arrival
The PCs arrive at the point in the City of Samora shown on the right side of page 37 in the original module. The
description of their arrival and the events that follow begins in the section Into the Abyss on Page 29. Attempts
to return are futile. The portal works in only one direction. Attempts at planar travel or attempts to summon
objects or creatures from other planes will fail.

Please ignore all references to the Infinite or Celestial Staircase. As already discussed, it plays no role in this
version of the adventure. The staircase also does not exist at the points shown on some maps. When Ao jolted
Azzagrat out of the Abyss, the staircase was left far behind.

• NPC CONVERSIONS for D&D 3E can be found in Version 8 of the Northern Journey Campaign Guide.

Before proceeding with The Home of Evil on page 31 of the original module, you must consider the effects of a
time shift that is a part of Ao's punishment in the Northern Journey adaptation of For Duty & Deity. The module
describes many denizens of and visitors to Samora, but all of these are out of step with real time.

In fact, they all keep repeating the same day over and over again, without any memory of it having occurred
before. As a result, despite the fact that Azzagrat is stranded, life goes on as it normally would there, and none
of the inhabitants are aware of heir situation.

The only exceptions to this trick of time are the PCs who arrive from the outside and the two figures whom Ao is
punishing: The infernal lord Graz'zt and the depowered goddess Waukeen. For them, life continues at a
normal pace. This should not be explained to the PCs before they encounter Waukeen. They either should
have to discover it through experience, or remain ignorant until they meet Waukeen and she explains it to them.

This makes for a complex situation, which, in turn, can require the PCs to make some rather complex decisions.
No one in Samora will remember what occurred the day before, because today is the beginning of yesterday
again, and yesterday, for all practical purposes, hasn't occurred yet. To the denizens, yesterday is the last day
before they were jolted out of the wheels of time several years ago.
Bloodstone Book 3 - Page 297
This situation is made more complex by the fact that Graz'zt, Waukeen and the PCs continue going through
time at its normal tempo, and their deeds are predominate and lasting. If, for instance, the PCs slay some of
the denizens of Samora, their deed will be remembered only through the remainder of that day.

On the following day, the PCs again will be unknown new arrivals, and those whom they slew will be
mysteriously missing. No one but Graz'zt, Waukeen or the PCs is capable of knowing what happened, because
it occurred on a day that never existed for them. Similarly, if the PCs set fire to a building and it burns to the
ground, the building will be gone on the denizen's new yesterday, and they will puzzle how the building could
burn down during the night without anyone noticing.

On the other hand, if the PCs come under attack, and other denizens of Samora slay their attackers, the dead
well may be alive again on the following day, suffering only from the wounds the PCs caused and puzzling over
how they obtained them. If the PCs decide not to repeat the events of the following day, the slain of the
previous day well may have long but repetitive lives (of which they are oblivious) ahead of them.

The game master should not underestimate the effects of this time switch. Changing history can have wide-
reaching chain effects that lead to dire consequences, particularly in view of the fact that Graz'zt will notice
when events unfold differently on one day than they did on the past. If he knows that neither he nor Waukeen
caused these changes, he will be aware that dangerous outsiders are responsible.

Graz'zt's Master Plan


This is explained on page 33 of the original module. All elements of it continue to be valid, but Graz'zt's priority
at present is his search for a way to bring Azzagrat back to its rightful position in the Abyss. The infernal lord is
not in the least panic-driven. He plans in terms of centuries or millennia. To date, Azzagrat has been
dislocated only for the blink of an eye from his perspective.

The Adventure
The course of the adventure follows the descriptions on pages 34 to 55 of the original module. From time to
time, of course, the game master will have to disregard certain lesser points in the module that are inconsistent
with the Northern Journey version.

The game master should not underestimate the power of Waukeen in the course of this adventure. In a
departure from the original module, she should not be viewed as a helpless creature. Graz'zt has blocked her
access to her spell powers, but she can hold her own , although she has no means of escaping her trap. Only
the three Weapons of Learning or an arcane epic spell that she has been unable to develop will unseal the
portal out of Azzagrat and back to Faerûn. Because of her long residence in Azzagrat, she requires no spell
keys.

Departure
Waukeen knows that the exit portal is at the crossroads outside of Samora on the lower left to center part of the
map on page 37 of the original module. She also knows there are two methods to do this:

• Learning Weapons – If the PCs are in possession of all three Weapons of Learning, they can draw them
simultaneously while standing in the crossroads, and the portal will work immediately, transporting only
humans, elves, dwarves, gnomes, halflings, half-elves and half-orcs. Waukeen will not be able to explain
exactly why this will work, but she senses that the three weapons have a mission to fulfill in the Northwest
and is certain that this is where the portal leads. She suspects that Ao is behind the portal, but she will
not say this to the PCs. Waukeen is right.
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The PCs are to right the wrongs of the Battle of Horindon Lhar and the creation of the Apocalypse Stone.
They are the only beings in Faerûn who have a chance to keep the stone from falling into the hands of
the Lich Emperor Agranthalodar. If the PCs fail, Abeir-Toril will be destroyed. But that tale is told in the
accessory In the Land of the Lich Lords, the optional 8th part of Northern Journey.

• The Break Epic Seal Spell – If the PCs are unable to use the solution involving the three Weapons of
Learning, this is the only alternative. Waukeen knows how to develop the epic spell and can tell an epic
PC spellcaster how to do it, but in the end, the PC must do the work his- or herself. In addition, the PCs
must stay out of Graz'zt's clutches for eight days, the time it takes to develop the spell, and they will need
to accumulate within Azzagrat the raw materials with a total value of 306,000 gold pieces necessary to
develop it. The spell description follows:

Break Epic Seal


Abjuration

Spellcraft DC: 41
Components: V,S
Casting Time: 1 Minute
Range: 300 feet/90m
Object: A seal created by an epic level spell or lower
Duration: Instantaneous
Saving Throw: None
Spell Resistance: None
To Develop: 306,000 gp, 8 days, 12,240 EP. Factors: Dispel check increased by +25. Mitigating factors:
Burn 1,000 EP at casting time.

With a successful Spellcraft DC check, the spell will break any magical seal including those created by
specialized epic level spells with unusual contingencies and protections against dispelling. In addition to the
check for the Spellcraft DC, the spellcaster also must check against the level of the caster who created the seal.
The formula:

The caster of Break Epic Seal checks at 1d20 + 10 + Factor +25 against a DC of 11 + the caster of the seal's
level. Waukeen senses that Mystra has put only a part of her power into the seal, probably hoping that it will be
broken at the right time. For that reason, Mystra's effective caster level for this spell is only 30, giving the spell a
check DC of 41.

The Arrival in the North


If the PCs and Waukeen succeed in escaping Azzagrat through the portal, they will arrive at the point near
Loudwater described under Arrival in the accessory In the Land of the Lich Lords. Within four rounds of their
arrival, the goddess Lliira will appear and return Waukeen's deific powers to her.

Waukeen will notice that her powers have lessened considerably. Where she once was a lesser power she
now is a demi-power. Lliira will explain Ao's edict that the power of all deities henceforth will be based upon the
number and devotion of their followers. Waukeen, she will say, lost many followers during her absence; she
now must rebuild her church to regain her old power.

The goddess of trade then will turn to the PCs, thanking them again for their help. She will tell them that she will
place a symbol upon their arms that will automatically inform them when someone is knowingly telling them an
untruth.

(GAME MASTER: This ability will not detect a lie if the person in question believes that he or she is telling the
truth, nor will it detect the fact that someone is not telling the entire truth, as long as what is told contains no
untruths.)
Bloodstone Book 3 - Page 299
The goddess then will touch the arm of each of the PCs, and her holy symbol will be
emblazoned upon each arm. Any time the PCs are in need of aid and are in the vicinity of
a Waukeenar temple, she will say, they need only show the symbol to the priests or clerics
there, and they will know immediately that they are to place the full services of the temple
at the PCs' disposal. She also will resurrect all dead PCs.

After that, Waukeen and Lliira will fade away, returning to their own homes in the planes,
and the PCs will be able to begin their epic adventure In the Land of the Lich Lords.
Bloodstone Book 3 - Page 300

Appendix - The Standard Map


Bloodstone Book 3 - Page 301

The Cluttered Map


Bloodstone

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