Features, Sites, Farms,
History, Services
, Town
Old Skull Inn, Mother Tara's Festhall,
Storm Silverhand, Elminster, Mourngrym
Amcathra,
Chauntea,
Lathander, Tymora (Mielikki,
Silvanus)
Shadowdale is the best known of all the Dales because of its history of successful battles against drow, Zhents, and would-be conquerors such as Lashan of Scardale. Although small, Shadowdale makes up in quality what it lacks in quantity of citizens. The dale is notorious as a home for adventurers who now prefer a quieter life but are capable of exerting extreme force when necessary.
Though not quite as spread out as Battledale, Shadowdale's population lives beyond town walls or village fences, in small farms and cottages that may be within eyesight of a neighbor's chimney but not within earshot of that neighbor's disputes.
The folk of Shadowdale have a history of choosing their lords by popular acclaim. The last two lords were suggested by Khelben "Blackstaff" Arunsun of Waterdeep, but the tradition still holds, marking Shadowdale's proud refusal to be ruled by anyone but most deserving heroes. The town of Shadowdale is the center of the dale's civic life and the home of its heroes, its lord, and the lord's militia.
Unlike Mistledale to the west, which was swept clean by a meteorite, Shadowdale alternates patches of cleared land with small forests and thick brush. The Northride between Cormyr and the Moonsea runs south to north through the dale, and the River Ashaba cuts west to east. The town of Shadowdale and the looming presence of the Old Skull dominate the forested area where the Northride and Ashaba cross.
Old Skull:
The Old Skull is 400’ high huge, white granite over black melted lava, lichen-covered, gnarled, and sheep-skeleton-littered height of land that dominates the land north of the town of Shadowdale is well known. When the drow ruled Shadowdale, this white granite promontory located on the north side of the Northride and just east of the River Ashaba loomed over the area like a message from the grave, a sign of bad things to come. Now that the dale is free and has proven itself from many enemies, its folk think of the great white dome fondly.
Sheep farmers have built a hut on the north side as shelter during the rain and for lambing in the winter. The body of Joadath, a former Lord of Shadowdale some 70 years past (late 1290 DR), was burned here, in a hollow at the southwest end of the crest. Many residents use the Old Skull as a lookout, sheep pasture, laundry drying surface, and trysting ground.
Beneath the surface, Old Skull tells a different tale. The Old
Skull’s depths descend into t he Underdark itself. Nowadays, the
monsters from Underdark seldom trouble the townspeople of
Shadowdale, particularly not since 1350 DR when Elminster took up residence.
However, adventurers still travel to Shadowdale to do battle with
the monsters of the Underdark through the secret passages under
Old Skull. The Old Skull Inn takes it’s name from this prominence.
When the drow ruled Shadowdale, this white granite promontory located on the north side of the Northride and just east of the River Ashaba loomed over the town like a message from the grave, a sign of bad things to come. Now that the dale is free and has proven itself against many enemies, its folk think of the big white dome fondly. Shepherds herd their sheep from town into the hills beyond the Skull, which keeps its sparse vegetation from getting any thicker.
Beneath the surface, Old Skull tells a different tale. The Twisted Tower was only the tip of the drow's power in the dale. Old Skull's depths descend to the Underdark itself. Nowadays, Old Skull's monstrous inhabitants seldom trouble the townspeople, particularly not since 1350 DR, when Elminster took up residence in an abandoned windmill on the south side of the hill. Adventurers who insist on finding routes into the old volcanic dome pass beyond Elminster's zone of protection and must rest their hopes for survival upon their wits. Every few years, adventuring groups confide that they have cleaned Old Skull out once and for all, but an equal number of Old Skulls Underdark residents can boast that they taught the Shadowdale fools the price for trespassing.
Shadow Gap: This pass through the Desertsmouth Mountains south of Shadowdale marks several borders. First; Shadow Gap is the place where the Desertsmouth Mountains give way to the Thunder Peaks. Second, Shadow Gap separates the eastern lands controlled by the Dales from the western lands controlled by Cormyr. Third, now that Tilverton is a smoking black pit, Shadow Gap marks the point where travelers from the north gird themselves to pass by that magical ruin.
Spiderhaunt Woods: Sorcerers and wizards whose spell components call for the webs, eggs, or fangs of giant spiders have cause to venture into this dark forest. All others are well advised to keep a wary eye on the tree line as they ride along the Northride Trail toward Shadowdale or Shadow Gap. Ettercaps and chitines are known to swarm out of the woods to seize captives and drag them away.
Most noteworthy sites in the dale cluster in or around the town of Shadowdale in the forest at the valley's western end.
Druid's Grove: Just outside Shadowdale's town limits to the north-west, one of Faerûn's most powerful druidic circles previously met to conduct rituals to increase the strength of the forest. The circle disbanded some time after the Time of Troubles. Powerful druids who may have been members of the Circle occasionally visit the old clearing and its circle of ancient menhirs, but none comment the Circle's current whereabouts.
The grove is undoubtedly a place of power. The ancient standing stones undoubtedly hold many secrets, some of which could be used to help fight the battle against the drow of the forest.
Elminster's Tower: If Elminster is not the most powerful if being in Faerûn, it's not clear who is. He lives in an unpretentious tower that looks like an old silo or windmill on the south side of the Old Skull. He doesn't encourage visitors.
Even Lathander may blush at the grandeur of his temple in the south side of the trail leading into the town of Shadowdale. The buildings is a miracle of unbreakable rose-tinted glass blown into the shape of a giant phoenix, its wing outstretched to greet the dawn. Much of the body is made of exquisite stone-work stained a dull red, with rose-tinted glass making up the many windows throughout the temple. The wings are actually thin stone towers sculpted into the shapes of wings that rise to 200’ into the air at their highest peak, while the head of the phoenix leans gracefully up and away from the main body of the phoenix, with it’s beak pointing to the sky. The main entry doors to the temple are located under the arching neck and head. A beautiful and magnificent design, and admired not only for its beauty, but its craftsmanship and ability to not come apart!
It is rumored the temple was built using powerful divine and arcane magic fused with expert human craftsmanship. It is the temple and home to priests and acolytes dedicated to Lathander, the Morninglord.
Morningdawn Hall is led by the High Morninglord Rewel
Thunderstorm, and includes 7 clerics of Lathander and 11
followers, along with 9 men-at-arms.
Rewel Thunderstorm, High
Morninglord
Old
Skull Inn, Floorplan
The inn at the base of the Skull is around one hundred years old.
It's known throughout the Heartlands as one of the finest
adventurer lairs in Faerûn, so much so that in lands outside the
Dales, adventurers use "oldskull" as an adjective to describe an
excellent place to drink. The proprietor, Jhaele Silvermane
(female human Exp2/Ftr4), has a no-nonsense approach that endears
her to her regular patrons and rids her quickly of skulkers and
lay-bouts. Many adventurers hint that the tavern's cellars have
passageways into the Underdark beneath Old Skull itself, a rumor
that seems so obviously true to anyone with the least bit of
experience in these matters that whispers to this effect are
enough to mark someone as a novice.
The proprietor has a no-nonsense approach that endears her to her regular patrons and rids the inn quickly of skulkers and lay-abouts (people hanging around the inn for something to happen).
Many adventurers hint that the inn and taverns cellars have
secret passageways into the Underdark beneath the Old Skull
itself, a rumor that seems so obviously true to anyone with the
least bit of experience in these matters that whispers to this
effect are enough to mark any adventurer as a novice (if they have
not heard of the rumors).
Proprieter: Jhaele Silvermane
Staff: The staff of the Old Skull Inn include Jhaele’s family (1 son and 2 daughters + their families) and hirelings. The staff include three bartenders (not including Jhaele herself), eight barmaids & inn-servants, three cooks, three bouncers (unarmored guards), and two stable hands and general labor. The staff also helps out on Jhaele’s small farm, which is behind the Inn on the south side of the “Old Skull”.
Key members of Jhaele’s staff are (as of 1365 DR):
Braun Silvermane; son, age 23, 2nd to
Jhaele, head bartender and militia member. Married to Friya
Silvermane. Thoram and Friya have a young son and daughter
Friya Silvermane; wife to Braun, age 22,
cook, server and helps operate the inn
Delia Prillion; daughter, age 22, head
barmaid and handles inn operations. Married to Kiiron Prillion.
Delia and Kiiron have a young daughter
Kiiron Prillion; husband to Delia, age 26,
bartender, bouncer, and generally helps in all capacities at the
inn
Julia Silvermane, age 16, barmaid
Durman Hilesta; age 45, bouncer, bartender,
carpenter
Bardag Shultu; age 38, hostler, stablemaster
Dora Leen; age 50, maid, chamber lady
Sasha Baddja; age 20, maid, chamber lady
Turko Breem; age 32, cook, waiter
Inside the fest-hall is a large room, 15’ high with old wooden beams holding up the vaulted ceiling. The floor is very old wooden planks that have been stained dark brown many times over, well-worn but in good repair.. Two large stone fireplaces on each end of the hall (one to the north, one to the south) keep the room warm during the winter months. A large platform on the south part of the hall serves performers and speakers, and often times tables and chairs can be moved for dancing or other celebration activities. The hall is filled with heavy, well kept oak tables that hold between 6 and 12 oak arm-less chairs. In large gatherings, tables can be moved and pushed together, if needed. There are at least 20 tables of various sizes across the hall.
On the back, or western wall, is a large bar with about 16 stools. Behind the bar are stacked kegs for patrons, with mugs, plates, and other necessities held on shelves and under the bar. Behind the fest-hall (the last 15’ of the building) houses the kitchen, storage rooms, and has the living areas and rooms for Tara and some of her employees.
Mother Tara’s Festhal is well-known in the lands of Shadowdale, but less well-known outside of the Dale. It is used for parties, celebrations, get-together’s, and town meetings at various times. When not rented for various get-together, Mother Tara’s is usually open as a tavern for local citizens that do not wish to meet at the Old Skull Inn. It is a favorite place for citizens that want to relax after a long Ride’s work, and want some space to stretch their legs. Mother Tara’s is well known for its staff of attractive your barmaids.
Proprieter:
Mother Tara Pruin
Race: Human; Sex: Feale; Age: Late 60’s (as of 1365 DR)
Mother Tara is a short (5’3"), plump, grey haired woman with green
eyes. Though older, se is quick on her feet, an avid talker,
witty, and good humored. Se considers many important people in
Shadowdale as her fiends.
Staff:
Briig (Bouncer)
Race: Human; Sex: Male; Age: Early 30’s (as of 1365 DR)
Briig is a tall (6’1"), broad built and strong. He has long brown
curly hair and short beard, and is always on duty when Mother
Tara’s is open. He serves as the bouncer, and is often equipped
with a short sword and club. Briig is known to me a member of the
Watch, fearless in battle, loyal to Mother Tara & her
employees, slow spoken and not very swift
Twisted Tower: If the ability to withstand overwhelming powerful Zhent invasions is an indicator, the helix-shaped Twisted Tower is the strongest fortress in the Dales. The tower earned its because of its off-balance appearance. The lord of Shadodale, Mourngrym, rules from this former drow stronghold. The tower's garrison is nearly a hundred members strong. The tower is presently used as a landing site for hippogriffs that serve as aerial mounts for several of the Tower's guards.
Before the founding of Shadowdale, Lolth-worshiping drow took advantage of the fall of Myth Drannor to conquer the area known as the Land Under Shadow. Humans and elves fought the drow for nearly two centuries, until the great water wizard Ashaba drove the dark elves from the Twisted Tower in 906 Dk. For his trouble, the people of Shadowdale proclaimed Ashaba their first lord.
In the four centuries since Shadowdale's founding, the Pendant of Ashaba, the magical symbol signifying Shadowdale's lordship, was passed to good men, great men (Aencar the Mantled King), and a couple of false kings. The worst of the lot, a deceiver named Jyordhan, became lord of Shadowdale in 1339 DR, ruling first in secret, then openly, on behalf of the Zhents. Jyordhan was killed six years later by the wizard Khelben of Waterdeep, who later supported a new candidate for lordship, an adventurer named Doust Soulwood.
The present lord, Mourngrym Amcathra (NG male human Ftr8) was suggested by Khelben when Soulwood retired: For services rendered to Lord Soulwood and the dale, the people acclaimed Mourngrym as lord. He wed a Cormyrian agent named Shaerl Rowanmantle (LN female human Rog5), who soon renounced her allegiance to Cormyr to work for the good of her adopted people. The couple has a fourteen-year-old son, Scotti. Mourngrym has raised the boy as if he is to inherit the lordship from his father, a proposition that may test the dale's resolve to avoid hereditary rulers.
Given Shadowdale's history as a battle zone between humans and drow, it's ironic that Lord Mourngrym has thus far kept his military out of the struggle against the Vhaeraunian drow. The surface drow settling into Cormanthor have chosen not to raid or infiltrate Shadowdale. Other dales accuse Mourngrym of turning his back on the Dalelands' common plight. The truth is probably that Mourngrym is more worried about other threats that he does not discuss out loud for fear of distressing the anxious delegates to the Dales Council.
Adventurers come to Shadowdale for three reasons: to explore the Underdark caverns below the Old Skull, to mount forays into the Elven Court, or to pester Elminster for some tiny glimmer of his knowledge. Few of those who come to Shadowdale for the third reason leave with much satisfaction, although on occasion they learn something.
Not from Around Here: A curious group of adventurers accumulates in the Old Skull Inn over the period of a fortnight. Although they drift in from all different roads, they know each other and share a military bearing, even the magicians. As they gather supplies and make plans, it becomes clear that they intend to explore Castle Krag (see 'Known Dungeons of Faerûn') in force. The group could be Silver Ravens from Sembia, or a War Wizard party from Cormyr. In any case, they appear to have a line on information that has eluded the PCs - for one thing, they seem far more competent than necessary for simple exploration of Castle Krag.
If the PCs simply turn their back on the problem, the military group succeeds and takes semipermanent possession of Castle Krag, or fails spectacularly, releasing a gibbering evil upon Shadowdale. Elminster and similar pillars of the community are waging larger battles, forcing the PCs to sort out the mess.
The area around the Old Skull is blessed with rich farmland. In far distant times the flow of the river may have been different, or a blockage may have flooded the area with a shallow lake or swamp, but the thick soil of the region is now perfect for a wide variety of crops - corn, wheat, and oats, as well as vegetables, including pumpkins, gourds, beans, berries, and grapes. Apples and other orchards are rare in this part of the Dalelands.
The farmers of Shadowdale come in two varieties - Dalesmen and retirees. The Dalesmen are the descendants of the first Dalesmen who crossed the Dragon Reach and made their agreement with the elves of Myth Drannor. They are self-reliant, strong-willed, and independent by nature, but also have a strong sense of community and the need to pitch in to help their compatriots. They are taciturn around strangers, if polite, and know enough to clear out should adventurers start swinging swords madly in the area. Given the nature of Shadowdale and its recent turbulent past, all the farmers are proficient with both sword and spear, and can be considered to have 2-12 hit points.
The retirees are former adventurers who have decided to settle in the area and take up a quiet life. Unfortunately for player characters who bully around townspeople, they are often indistinguishable from other farmers, save for perhaps a unique feature such as unusual hair or eye color, or a favorite memento of the past kept on hand. Most of the retirees choose to stay that way unless Shadowdale itself is threatened. A mere lure of gold would not be enough to pull these worthies from their beds. While they might (and the word is might) be willing to part with the knowledge and experience of their lifetime, it would be in exchange for service, as opposed to gold (that service being helping to repair the roof or bring in the harvest as opposed to any monetary award).
Visitors to Shadowdale are advised to be polite to the natives. This is because a good relationship with the area is instrumental to success in trading or adventuring, and because the dirt-splotched farmer one shoulders aside in the bar may have been 20 years ago a dragon-slaying wizard who has lost none of his former power.
The civic center of Shadowdale is nothing more than a triple handful of buildings scattered along the main road (the North Ride) east of the Tower of Ashaba. Here are found the local inn and boardinghouse, the trader and the festhall, as well as a smattering of tradespeople who balance their clientèle between native farmers and travelers along the road.
Most of the buildings in the village of Shadowdale are of wood and built on a stone foundation. Cellars are common, though some are prone to floods in the spring. The structures are wooden frames daubed with mud and clay as patching, with one or two brick or stone homes. Fireplaces are common, and the smoke hangs thick in the vale on cold days. Ceilings are slate on the older and more important buildings (such as the Old Skull inn), and tightly wound and knotted thatch on more recent arrivals. In general, the buildings are constructed with an eye to the long cold winters. Windows are common, but so too are heavy shutters that are securely fastened even in early summer.
The community provides a quiet, tranquil lifestyle for those who are not regularly involved with dragon-slaying and orc-hunting. Many adventurers are lured from their active lives retirement (temporary or not) in quiet communities such as this. The most important day of the week is market day, when the areas in front of the Old Skull and in the shadow of Hangman's Knoll are packed with stands and merchants, both of the local and traveling varieties.
The following text aids DMs in getting the feeling and flavor of Shadowdale and its people, fleshing out the area to be more than just a few buildings for tavern brawls and healing up.
Armor: | Bronn Selgard, smith |
Boardinghouse: | Latha Brannon |
Ceramics: | Meira Lulhannon |
Cloth and Clothing: | Tulba the Weaver, Weregund the Trader |
Employment, Adventuring: | Old Skull inn, Twisted Tower |
Employment, Honest: | Elma Bestil (farmwork) |
Farrier (Home-Shoeing): | Bronn Selgard, smith |
Festhall: | Mother Tara |
Fresh Bread: | Meira Lulhannon |
Fresh Fruit and Vegetables: | Any of the farmers, but Luth Mlennon in particular |
Glass and Glass-Blowing: | Luth Mlennon |
Healing: | Hoareb Nimblefingers |
Healing, Raising from the Dead: | Temples of Chauntea and Lathander |
Healing, Serious: | Temples of Chauntea, Lathander, and Tymora |
Homes: | Bardag Shultu, Old Skull inn stables |
Information: | Elminster*, Meeting Post, Old Skull inn (ask for Jhaele or Luth) |
Magical Items: | Not readily available with the death of Erek the Alchemist |
Masonry: | Tethgar (large jobs include subcontracting to dwarves) |
Merchandise, Exotic: | Weregund the Trader; Jamble; Icehyill; the Twisted Tower |
Merchandise, General: | Weregund the Trader; Jamble |
Taverns: | Old Skull inn |
Wagons: | Hammerhand Bucko |
Weapons: | Bronn Selgard, smith; Weregund the Trader |
Woodworking of All Types: | Hammerhand Bucko; Durman Hilesta, Old Skull inn |
*By appointment only (good luck). |
Of all the Dalelands, the land of Shadowdale is the most common stop for parties of adventurers. The town has long looked to adventuring companies for security and leadership. A large number of ancient ruins, accesses to the Underdark, and hidden treasure caches ensure that most heroes will find something profitable and useful to do in Shadowdale.
Shadowdale lies along the road from Shadow Gap to Voonlar, controlling a major trade route from Cormyr to the cities of the Moonsea. Most people are familiar with the town of Shadowdale, but the greater portion of Shadowdalesmen live as independent farmers and homesteaders in the open lands northeast of the town.
Shadowdale stretches almost 100 miles from the Dagger Hills to the Elvenwoods, and is more than 30 miles wide. Like Mistledale to the south, the Dales lands of the Dale have open since before humans came to Cormanthor. Unlike Mistledale, the lands of Shadowdale are broken by large areas of light woods and rolling hills.
Most travelers come to Shadowdale along the Shadow Gap-Voonlar road, but major trails lead south along the Ashaba to Mistledale and west through the Dagger Hills to Daggerdale. The trails have not been very safe lately, with raiders and brigands reported in the area.
Besides the town of Shadowdale, there are no other communities or villages of note. However, there are some large, remote family freeholds that are home to as many as 20 to 30 kinsmen. These freeholds are usu- ally known by the name of the family: Blackcreek Crossing, the Shallain Hold, and so on.
In recent years, Shadowdale has been the Dalelands front line of defense. The Dale played a part in the alliance against Lashan of Scardale, and contributed forces to King Azouns crusade against the Tuigan Horde. Most importantly, the Dale fended off a major Zhentish invasion during the Time of Troubles.
Shadowdale has also been faced with a number of troubles of its own. In 1339 DR, the ruler of the Dale, Lord Aumry, was assassinated. The warrior Jyordhan captured and executed the murderers, but was later revealed to be a Zhentarim agent. He ruled with a heavy hand until 1345 DR, when he was slain by the mage Khelbun Arunsun of Waterdeep.
Shadowdale was leaderless for three years, although Jyordhans heir Lyran Nathander claimed the throne.
In 1348 DR, the rightful rule of Shadowdale was reestablished by the Knights of Myth Drannor. Doust Sulwood, one of the adventurers, became Lord of Shadowdale and ruled for five years. His successor, Mourngrym Amcathra, has ruled since. He defended the Dale against the forces of Lyran the Pretender in 1357 DR and against the Zhents during the Time of Troubles, in 1358 DR.
The Lord of Shadowdale Shadowdales ruler is Lord Mourngrym Amcatha (NG hm F6), a noble adventurer of Waterdeep. It is the custom in Shadowdale for the lordship of the Dale to pass to whatever hero or adventurer is deemed most worthy by the retiring lord. Mourngrym was named to his position by the Lord Doust Sulwood (CG hm P8), one of the founding members of the Knights of Myth Drannor.
The emblem of the rightful lordship of the Dale is the Pendant of Ashaba, a magical necklace that has been handed down since the time of Shadowdales first human ruler. A few years ago, the Pendant was taken from the usurper Jyordhan by Khelbun Blackstaff, when Jyordhan attacked the archmage. Khelbun held the Pendant in safe keeping in Waterdeep, and finally sent it back to the Dale with the Knights of Myth Drannor.
Mourngrym is a courageous, responsible man who has ruled well and wisely during his tenure as Lord of Shadowdale. Several years ago, he married Shaerl Rowanmantle, a noblelady of Cormyr who was originally sent to keep an eye on him. The two have a young son. Mournygrym is a very popular and wellloved ruler.
Defenses Shadowdales first and foremost line of defense lies in the powerful heroes who make the Dale their home.
While characters like Elminster, Storm Silverhand, or the Knights of Myth Drannor may not be around at any given time, few troublemakers want to take a chance that they are at home. Large numbers of less famous adventurers constantly pass through the town, spoiling for an evil band to hunt down or a horrible monster to defeat.
Shadowdale is also home to the strongest keep in the Dalelands, the Twisted Tower of Ashaba. The Tower is nearly 1,000 years old and was built by the original drow rulers of the land. When Shadowdale was freed, the Tower became the seat of the Lords of Shadowdale.
The Twisted Tower is garrisoned by 90 capable men-at-arms, most of them experienced veterans, The garrison served with merit in the battles against Lyran the Pretender and Zhentil Keep. Shadowdale is also defended by one of the better militias in the Dalelands. While there are no formal musters, drilling companies, or equipment issues, Shadowdale s people have fought off invasions on at least two occasions. The townsfolk also include a number of retired adventurers who are still handy with a sword or a staff.
There are no formal patrols in the countryside or the village. If serious trouble breaks out in the village, the locals will usually summon guards from the Tower to deal with it. In the countryside, the farmers and freeholders will muster a local band of militiamen to handle things.
The Twisted Tower features an aerial landing stage and stalls for several hippogriffs. Several of the guards and members of Mourngryms court are proficient in airborne riding, and overfly the Dales outlying areas to scout out trouble and keep an eye on things.
Trade Compared to some of the other Dales, Shadowdale is not very big. Battledale and Mistledale grow and sell far more food than Shadowdale, and more urban lands such as Tasseldale or Archendale see much more craftwork and trade.
However, Shadowdale is not as isolated as Daggerdale or the High Dale. A lot of traffic passes through the Dale along the Tilverton-Voonlar road, and the folk of Shadowdale sell their produce to both Moonsea and Cormyrian merchants. Some of the local merchants include Jamble, Weregund the Trader, Icehyill, and Hammerhand Bucko.
Jamble (CN hm T7) is a slick character who trades in interesting and exotic items from Cormyr to the Moonsea. He carries a small stock of everyday supplies, but views his general store as a source of capital for speculative ventures elsewhere. Jamble will buy or sell almost anything for the right price.
Weregund the Trader maintains a larger, less expensive general store than Jamble. His General Store is considered the Dales trading post. Weregund regularly deals with the caravans that pass through town. Most items listed in the PHB for less than 100 gp can be found in his store, and there is a small chance that more expensive items can be purchased here. Weregund is widely known as a greedy, cowardly man, but once you look past those faults hes really not so bad.
Last Updated: 9 Kythorn [JUN], 1365 DR
Weregund the Trader’s is a large, one story building the the south-east corner of the crossroads in the Town of Shadowdale. It is a stone building of nearly 100 years old, with fire-proof wood shingles for the roof. Outside the building is an area for travelers and visitors to tie up their mounts in a large lot next to the trails. Numerous large, locked wooden sheds (not of the best condition) line the east side of the building, and are filled with large goods safe to be stored outside (lumber, fence posts, gates, etc.)
Inside, the front part of the building is filled to the roof with numerous shelves. As the primary trading facility of the Town of Shadowdale, residents come from miles around to buy, sell, and trade goods with Weregund. Everything from household furnishings, linen, clothing, boots, shoes, pottery, iron goods, shovels, axes, nails, wheels, tools, coffers, and food can be found here. Everything a farmer or commoner living in Shadowdale may need day-to-day. Even old or new armor and some weapons of war. Weregund also is quick to tell rich travelers that he has a small assortment of gems and jewels for sale. The shop is roughly organized into sections, but patrons could spend an hour looking through everything to find one item in particular.
The back of the store has a large counter where his transactions
take place. The counter is usually filled with small trinkets and
other items haphazardly are displayed there. Finally, their are 2
stoves in the front store for keeping the shop warm during the
colder months.
The back of the building is were Weregund, his wife and family
live. It can be entered form the store, or a door on the west side
of the building.
Proprieter:
Weregund Loksham
Race: Human; Sex: Male; Age: Early 60’s (as of 1365 DR)
Weregund is a short (5’8"), wiry man with a potbelly. He has gray
hair and a stubbly beard. He has brown eyes and often wears with
thick glasses. He has a calm, pleasant manner, and is not
confrontational. Weregund wears non-descriptive utility clothing
with many pockets.
Staff:
Meershand Loksham
Race: Human; Sex: Female; Age: Early 60’s (as of 1365 DR)
Meershand is shorter than her husband, very plump, with grey hair
always in a bun. Sh e is known to often be telling Weregund what
to do during and between store transactions.
Dabragund Loksham (son) Dletagund (daughter)
Icehyill (NG hf F6) is a retired adventurer who made her fortune on the Suzail-Waterdeep caravan routes, She is a very skilled and canny businesswoman, and will occasionally speculate in small but valuable items. Icehyill has very little stock on hand, but can order many small or fancy items.
Hammerhand Bucko (LG hm F2) is a wainwright and carpenter whose work is excellent. Hammerhand himself is a sarcastic, stubborn individual who wont hesitate to call a fool for what he is. Hammerhands wagons and wheels can be found throughout the Dalelands.
Temples
Shadowdale is home to temples dedicated to Chauntea, Lathander,
and Tymora as well as smaller shrines of Mystra and Tempus.
Outside of town, there is a sacred spot known as the Druids
Grove. Shadowdale is still recovering from Lord Joadaths rule, an
agnostic who drove out all faiths, good and evil.
Morningdawn Hall is the temple of Lathander. It is a building in the shape of a great swan, and is actually the second temple of Lathander to stand on this site the first was destroyed by Bane during the Zhentish invasion of Shadowdale. The High Dawnlord is a Sembite named Munro Cassimar (LG hm P10), a vain and proud man who regards his assignment to the Dalelands as a form of exile. Cassimar will support and heal adventuring companies that are willing to donate significant amounts of treasure for the glory of Lathander.
The House of Plenty is dedicated to Chauntea. It was founded
soon after the Time of Troubles, and in its early days operated
out of Beregon Hillstars barn.
The House of Plenty, temple of Chauntea, is built on the corner of the east-west, and north-south roads that intersect in the Town of Shadowdale, on the north-east side of the intersection. It is an area that was once called “The Bog”, which in the last 15 years was drained by residents of the town, and the temple complex built up it.
The House of Plenty is the main temple which faces the road intersection, a tall, nearly 30’ 2-story stone square structure which is well-built with stained-glass windows and beautiful statues. The main temple faces south west, and has interconnecting 1-story buildings going to the north and east which serve as the priests and followers quarters. each 1-story building ends at 30’ tall square, covered towers which further serve the followers and priests, and also house the House of Plenty’s guards. Each building and tower has a high roof with orange, clay-tiled shingle roofing. The area behind the temple complex is a beautiful garden complex, open to all visitors.
The House of Plenty is led by the High Harvestmistress Glamaerie
Windbough, and includes 16 clerics of Chauntea, 36 acolytes and
followers, and 12 men-at-arms.
Glamaerie Windbough, High
Harvestmistress
A temple was raised a few years ago in a swampy area known as
the Bog, which the followers of Chauntea drained. The House of
Plenty is overseen by High Harvestmistress Glamerie Windbough (NG
hf P9) and 16 priests of lower level. Glamerie believes in the
cyclic philosophy of her temple, and will only raise dead if
adventurers have been in Chaunteas direct service.
House of the Lady, Temple of Tyche (Tymora)
The Temple of Tymora is a beautiful stone rotunda over 80’
diameter with a rectangular 2 story stone building built around it
and columned entrance which is a home for the priests and
followers that work at the temple. The temple dome rises about 30’
above the trade route. The Temple was built over the remains of
one of the first human buildings to be built in what became the
town of Shadowdale, which was originally built as a defendable
position for the protection of its peoples in those days.
The inner temple was constructed with elegant stone-work columns and statues throughout, with a floor of marble from the mountains to the west. The stone walls surrounding the temple are less impressive, and actually form the walls defining the edges of the the stone and dirt the temple was built upon. Thus, the walls rise about 10’ above the ground the temple is built upon, the top of which is 20’ above the land surrounding the temple complex. Temple guards can walk wooden platforms built on the inner side of the walls to look down over the walls down 20 to the lands surrounding (partially protected by the walls). The inclined stone path leading from the road to the temple can be blocked by 10’ tall iron-bound wood doors, blocking access into the inner courtyard.
The Temple of Tyche is led by the Preceptress Ereesa Ambergyles, and includes 21 clerics of Tymora, 28 followers, and 18 men-at-arms.
Ereesa Ambergyles, Temple of Tymora Preceptress
The House of the Lady is the oldest temple in the Shadowdale area, and is dedicated to Tymora. It is frequented by adventurers seeking information, advice, and healing. The local high priestess is the Preceptress Eressea Ambergyles (CG hf P8), a woman of boundless energy and devotion who has seen her faith through some very tough times. She is aided by more than 20 lesser priests and acolytes, as well as a large lay following.
The Druids Grove is not an organized temple of any kind, but simply a clearing of ancient menhirs, or standing stones, surrounded by a grove of oak and mistletoe. It is maintained by a small organization known as the Circle. The members of the Circle are good and neutral druids and rangers who watch over the forests in the area.
The Village of Shadowdale Perhaps the most famous small town of Faerûn, Shadowdale has withstood Zhentish invasions, treachery, attackers from the Underdark, bandits, raiders, rampaging dragons, and the wrath of an angry god.
Needless to say, the locals are tough to impress or intimidate.
The village of Shadowdale covers a rather extensive area people living on farms as far as 10 miles away are almost considered to be townsfolk. In addition to the local population, a number of traders, wanderers, and adventuring companies are often passing through.
3. Sylunes Hut. This small cottage was once the residence of Sylune, Witch of Shadowdale. Sylune died more than 10 years ago, defending the Dale against the attack of a huge red dragon during the Dragon Flight. She is interred with her husband, Lord Aumry, on top of Watchers Knoll. It is rumored that Sylune somehow survived her apparent death, and Lord Mourngrym refuses to sell or raze this property in the event Sylune returns.
4. Mirrormans Mill. Raised in the time of Lord Aumrys rule by the first of the Mirrorman line, the mill passed into the hands of Mirror-mans son when the old miller passed away. Mirrormans son turned out to be a Zhentish spy. When Jyordhan fell, the younger Mirrorman disappeared. The mill has been held since by the Lord of Shadowdale, who assigns his guardsmen to watch over and operate the mill when it is needed.
6. Elminsters Tower. This small tower is home to Elminster, the Sage of Shadowdale, and his scribe and assistant Lhaeo. The path to Elminsters tower is wellmarked with warning signs such as, Trespassers may be polymorphed, and Enter at your own risk. Have you notified your next of kin? Elminster (CG hm W29) has little time for just any band of adventurers that wants to bother him, and cannot be hired. However, he will occasionally aid good-aligned adventurers who serve the Dale or who have come across unusual magic.
You can use Elminster as a plot device of sorts, a voice of authority to give floundering players a clue or to help PCs against tough opposition by providing them with information, safe shelter, and identification of interesting magical items. Be careful not to overuse Elminster in this role; the mage usually has better things to do with his time in all but the most dire circumstances.
7. Tulba the Weaver. Tulba is a tubby, genial man who lives and works with his wife, Lella. He works wool and flax into bolts of sturdy cloth. Tulba (N hm F0) is also secretly employed by the Merchants League of Amn to keep an eye on new caravan arrivals.
13. Mother Taras Festhall. Mother Tara is a stout halfling matron who provides fine wines, dining, music, and dancing for just 10 gp. Mother Tara holds the deed on a house next to her festhall known as Manes Manor, and will rent the place out to adventurers or other large parties for 15 gp per month.
15. Storm Silverhands Farm. Storm (NG hf B22) is one of the Seven Sisters, and is known as the Harper of Shadowdale. In recent years she has turned away from adventuring, spending more time on her small farm. Despite this, she is often gone for long periods of time. Storm is less jealous of her privacy than Elminster, and will keep an eye on good-aligned heroes for the Harpers.
16. Earthworks. The forces of Zhentil Keep have invaded Shadowdale several times in living memory, always using the north road to attack the village.
Before the Second Battle of Shadowdale, during the Time of Troubles, earthen ramparts were raised to defend this road. The earthworks were left standing against the day that Zhentil Keep would resume its attacks.
17. Castle Krag. This ruin was the seat of Jyordhan, the
Zhentarim agent who ruled Shadowdale after Lord Aumrys murder. In
Jyordhans time, the castle was filled with Zhentish soldiers and
spies. Castle Krag was burned by the people of Shadowdale when
they finally rose and drove out the Zhents.
Mourngrym Amcathra is a tall and powerful fighter, standing about 6’4" and weighing well over 230 pounds. He has steely blue eyes, thick trimmed brown hair and beard. He has a steady, deep, commanding voice. He can equally smile with friends, or take a serious turn in times of trouble. Mourngrym is a cautious but shrewd leader and able diplomat. He is charismatic and honrable. At times he is authoritative with abundant foresight. Mourngrym is benevolent and protective, but at times can come off as smothering, and overly paternalistic, and condescending.
At home in the Tower of Ashaba or when meeting with the Court or local, Mourngrym prefers colorful, artisan clothing befitting the Lord of Shadowdale . However, when on duty as the commander of Shadowdale forces, Mourngrym wears highly shined full-plate, shield, and long sword.
Female human (Chosen of Mystra) Rog1/Ftr4/Sor12/Brd1/Hrp3: CR 32; Medium-size humanoid (human); HD 1d6+8 plus 4d10+32 plus 12d4+96 plus 3d6+24; hp 226; Init +8; Spd 30 ft.; AC 28 (touch 16, flat-footed 24); Atk +18/+13/+8 melee (1d8+9/19-20, +1 luck longsword) +16/+11/+6 ranged touch (by spell); SA Sneak attack +1d6; SQ Bardic music, bardic knowledge +10, Chosen immunities, Chosen spell-like abilities, detect magic, enhanced Constitution, favored enemy (Zhentarim +1); Harper abilities, Harper knowledge, epic-level benefits, electricity immunity, locate traps, silver fire, spell healing, AL CG; SV Fort +18, Ref +15, Will +18; Str 18, Con 26, Int 15, Wis 16, Cha 18. Height 6 ft. 2 in.
Skills and Feats: Balance +9, Bluff +6, Climb +8, Concentration +23, Decipher Script +6, Diplomacy +12, Disable Device +6, Disguise +6, Gather Information +9, Heal +10, Hide +18, Jump +5, Knowledge (arcana) +12, Knowledge (the Dales local) +6, Knowledge (religion) +6, Listen +15, Move Silently +24, Open Lock +8, Perform (dance, sing) +14, Pick Pocket +8, Profession (herbalist) +8, Ride +9, Search +8, Sense Motive +9, Spellcraft +17, Spot +11, Tumble +8, Use Magic Device +9, Use Rope +8, Survival +6; Alertness, Blind-Fight, Combat Casting, Craft Wondrous Item, Dodge, Endurance, Improved Initiative, Iron Will, Luck of Heroes, Weapon Focus (longsword), Weapon Specialization (longsword). Special Abilities: Bardic Music: Countersong, fascinate, inspire competence, inspire courage, suggestion;
Chosen Immunities: Storm is unaffected by attacks that
duplicate these effects: charm person, circle of death,
disintegrate, fear, feeblemind, fireball, maze, meteor swarm,
misdirection, prismatic spray.
Chosen Spell-like Abilities:1/day- detect thoughts, identify,
legend lore, Simbul's synostodweomer (converts prepared
spells into 2 hit points of healing per spell level), stone-skin,
teleport, water breathing.
Detect Magic (Su): Line of sight.
Electricity Immunity: Storm is immune to natural forms of
electricity such as lightning.
Enhanced Constitution: The Chosen
of Mystra template adds +10 to Storm's Constitution.
Epic-level benefits: Five effective levels of bard and three of
Harper scout (included in the above totals).
Harper Abilities: Deneir's eye (+2 holy bonus against glyphs,
runes and symbols), Skill Focus (perform), Skill Focus (Sense
Motive), Tymora's smile (+2 luck bonus on one saving throw each
day). Silver Fire (Su).
Spell Healing: These spells give her temporary hit points
(expiring after 1 hour) instead of causing harm: magic
missile, lightning bolt, ice storm, chain lightning.
Bard Spells Known (3/4/4/2; base DC 14+ spell level (arcane failure 20%): 0-dancing lights, daze, flare; open/close, read magic, resistance, 1st-charm person, cure light wounds, feather fall, identify, 2nd-cure moderate wounds, daylight, invisibility, suggestion, 3rd-blink, cure serious wounds, scrying.
Sorcerer Spells Known (6/7/7/7/7/5/3; base DC 14+ spell (arcane spell failure 20%): 0-arcane mark, detect magic, disrupt undead, ghost sound, light, mage hand, mending, ray of frost, read magic; 1st-cause fear, comprehend languages, jump, magic missile, spider climb; 2nd-arcane lock, cat's grace, mirror image, see invisibility, web; 3rd-dispel magic, fly, hold person, tongues, 4th-charm monster, dimension door, minor creation; 5th-hold monster, teleport 6th- antimagic field.
Harper Spells Known (2/1; base DC 14+ spell level (arcane failure 20%): 1st-change self, charm person, comprehend language, erase, feather fall, jump, light, message, mount, read magic, scatter spray, sleep, spider climb, 2nd-cat's grace, darkvision, detect thoughts, eagle's splendor, invisibility, knock, locate object, magic mouth, misdirection, see invisibility, shadow mask.
Possessions: Amulet of natural armor +5; + 2 elven chain cloak of elvenkind, boots of elvenkind, ring of protection + 2, ring of spell storing, amulet of proof against detection and location, tiara of major fire resistance, +1 luck longsword (1 wish remaining), 2 potions of cure serious wounds (10th), buckle of feather falling and warmth. Through her Harper connections, Storm has access to many other items given sufficient time.
The famous Bard of Shadowdale is known for her merry manner and her bold adventures as a leader of the Harpers. She approaches life with endless high spirit and gusto, has little personal arrogance, and spends much time training young Harpers, protecting Shadowdale against its foes, and aiding unhappy youngsters. About all that upsets Storm is the unhappiness of good folk; working to make others happy drives her through the days.
Folk of Shadowdale see her as their local healer, mid wife, herbalist, and a fellow farmer who'll pitch in to help them at Harvesttide, bringing along several willing Harpers to serve as unpaid, somewhat skilled "hands." They bring their injured and sick to her - and no matter what the hour, Storm greets them all with a smile and a gentle hand. Children love her, the common folk adore her, and the elves of Evereska awarded her with high noble titles never before given to a human.
The stupidity of rulers causes her exasperation but deliberate
misuse of authority infuriates her. Storm's grim, get-even temper
leads her to arrange "poetic justice" (punishment fitting the
crime) for swindlers, thieves, arsonists and vandals, and tyrants-
and she'll combat such foes with no thought for her personal
safety, but a deep regard for what danger her actions may bring
upon others. Rulers whom she thinks can be "rescued" by education
or guidance, she'll work with. The Harpers regard her as their
most valuable member. Others may be more powerful or wiser, but
Storm is the perfect teacher and inspiration. She's also a
personal favorite of the goddess Mystra, who several times whisked
her away from certain death (though Storm never expects or counts
on such aid).
Male human (Chosen of Mystra) Ftr1/Rog1/Clr3/Wiz20/Acm5/Epic4: CR 45; Medium-size humanoid (human); HD 1d10 plus 2d6 plus 3d8 plus 14d4 plus 140; hp 219; Init +10; Spd 30 ft.; AC 29 (touch 17, flat-footed 25); atk +17/+12/+7 melee (1d8+6/19-20, +5 thundering longsword) or +15/+10/+5 ranged touch by spell); SA Sneak attack +1d6, turn undead 6/day; SQ Archmage high arcana, Chosen immunities, Chosen spell-like abilities, detect magic, enhanced Constitution, enhanced Intelligence, epic-level benefits, evasion, silver fire; SR 21; AL CG; SV Fort +17, Ref +13, Will +17; Str 13, Dex 18, Con 24, Int 24, Wis 18, Cha 17. Height 6 ft. 2 in.
Skills and Feats: Balance +6, Climb +5, Concentration +34, Craft (Alchemy) +27, Decipher Script +9, Diplomacy +6, Handle Animal +7, Heal +8, Hide +8, Intimidate +11, Jump +5, Knowledge (arcana) +27, Knowledge (geography) +22, Knowledge (history) +17, Knowledge (local) +17, Knowledge (nature) +17, Knowledge (nobility) +17, Knowledge (the planes) +22, Knowledge (religion) +12, Listen +13, Move Silently +8, Open Lock +6, Perform (dance) +6, Ride +8, Search +9, Sense Motive +11, Spellcraft +29, Spot +14, Survival +6, Swim +5, Tumble +5; Blooded, Craft Staff, Craft Wondrous Item, Expertise, Forge Ring, Heighten Spell, Improved Initiative, Luck of Heroes, Scribe Scroll, Skill Focus (Spellcraft), Spell Focus (Enchantment), Spell Focus (Evocation), Spell Penetration, Twin Spell.
Special Qualities: Archmage High Arcana: Arcane reach, mastery of counterspelling, mastery of elements, spell power +4 (total). Chosen Immunities: Elminster is completely unaffected by attacks that duplicate these effects: detect thoughts, disintegrate, Evard's black tentacles, feeblemind, finger of death, fire ball, magic missile, sunburst, time stop. Chosen Spell-like Abilities (all 1/day): dispel magic, lesser ironguard, see invisibility, shapechange, Simbul's synostodweomer (converts prepared spells into 2 points of healing per spell level), spider climb, teleport without error, thunderlance, true seeing. Detect Magic (Su): Line of sight. Enhanced Constitution: The Chosen of Mystra template adds +10 to Elminster's Constitution. Enhanced Intelligence: Elminster used wish spells to increase his Intelligence. His Intelligence score has a +4 inherent bonus included in its value. Epic-Level Benefits: Bonus spell level x4 (included in the listing below), six effective levels of wizard and five of archmage (included in above total} Silver Fire (Su).
Cleric Spells per Day: 4/4/3. Base DC = 14 + spell level, 16 + spell level for evocation and enchantment spells. Domains: Magic (use spell trigger or spell completion devices as a 26th-level wizard), Spell (+2 bonus on Concentration and Spellcraft checks). Caster level 3rd.
Wizard Spells per Day: 4/6/6/6/54/5/3/3/3/1/1/1/1. Base DC spell level 23 + spell level for evocation and enchantment spells. Caster level 25th.
Signature possessions: Ring of protection +3, amulet of natural armor +5, bracers of armor +7; ring of regeneration, mantle of spell resistance, +5 thundering longsword, Elminster's eversmoking pipe. As a very powerful wizard, Elminster has access to incredible resources and can acquire or make almost any non-artifact item he might need, given time.
Like his onetime apprentice Vangerdahast, this ancient wizard is finally starting to seem truly old, prone to long reveries in which he sees again people and places now long vanished. The strongest of Mystra's Chosen rarely moves directly against his foes, preferring to work through younger and more vigorous heroes.
The Sage of Shadowdale for years confounded the Zhentarim, the Red Wizards of Thay, and a hundred rival mages while at the same time training and rearing a long succession of apprentices who all became superb spellcasters in their own right. Before that, he foiled renegade Chosen, helped found the Harpers, and raised several of the Seven Sisters. During the Time of Troubles, he saved Toril by holding Mystra's power inside himself, surviving by his wits and the aid of the ranger Shatantyr rather than by his magic. He's also a passable fighter and thief and a superb dancer.
Elminster is a consummate actor and delights in acts of whimsy, helping the needy and lovelorn, and dispensing poetic justice to those who deserve it. He has a heart of gold, a deep need to bring tyrannical, pompous, and cruel persons low, and a crotchety, "Don't push me" manner. After knowing the love of the goddess Mystra, nothing awes him or leaves him much afraid.
Elminster rarely receives visitors and is often away from his tower for extended periods