recursal/Fanatic-Fandom huggingface dataset:
Morgur Gardolfdottir

Morgur Gardolfdottir was the sister of the Uthgar, the original leader of the barbarian tribes now known as the Uthgardt. In life she was known as the Beast-Breaker and in death she was interred within the Thunderbeast Spirit Mound, commonly referred to as Morgur's Mound. When the three attempted to rob the spoils of her victories from her barrow tomb her spirit rose once more for battle along with the bones of her faithful mount
Jotenheim

Jotunheim is Annam's realm within the plane of Ysgard. It was his seat of power but also his prison as his departure from that place would allow Tiamat to break The Great Seal and emerge into the world to enact her revenge against his children. Annam's throne sits at the base of a tree stretching for miles into the sky with an endless feasting hall stretching to the horizon. It was in this endless hall that the souls of all departed Giants gathered to try and bring cheer to their mourning father.
Long Road

The Long Road, one of the North's busiest trade routes, begins at the gates of Mirabar and continues for hundreds of miles southward through the Dessarin Valley, meeting the High Road just north of Waterdeep. Many towns and villages lie along the route and depend on the relative safety that the Long Road provides for caravans
Mindwitness

**Encountered:** In the derelict facility beneath Castle Never in Neverwinter

If the beholder can be stunned and subdued by a Mind Flayer it can be converted through an unknown process into a mindwitness. The process transforms four of the beholder's eyestalks into tentacles similar to those of a mind flayer, and alters some of the beholder's eye rays.

Less intelligent than beholders and less liable to endanger the colony, mindwitnesses are psionically imprinted with devotion to their creator and submission to illithid commands, making them almost as obedient as intellect devourers.

**Telepathic Hub**. The primary function of a mindwitness is to improve telepathic communication in a Mind Flayer colony. A creature in telepathic communication with a mindwitness can converse telepathically through it many other beings simultaneously, allowing the rapid spread of commands and other information.
Emhismoda Crownshatterer

A half-orc mercenary who is second-in-command of the Scale and Coil Mercenary Company. Vohrun met him the Anauroch many years ago and bonded through close quarters combat, the great equalizer. Over the years, as Emhismoda moved from company to company, the two have remained in touch and brokered work for each other.  During their return to Neverwinter the party engaged in a contest of Giant hunting with the mercenary and his men, emerging victorious.
Baltior

Baltior is a half blue dragon warrior that attempted to ambush and slay the Hanged Three on the streets of Neverwinter. He was captured by the party and stripped of his belongings, including an amulet that marked him as a disciple of Tiamat. The party having shamed him in defeat allowed him to depart with few wounds but to his pride.
Roper

**Encountered:** Khundrukar

Living in caves and caverns throughout the Underdark, voracious ropers feast on whatever they can catch and seize. A roper eats any creature, from Underdark beasts to adventurers and their gear.

A roper has the appearance of a stalagmite or stalactite, which often allows it to attack with surprise. The creature can move slowly using thousands of sticky cilia beneath its base. It creeps up cave walls and along stone ceilings, finding the best position from which to attack.

**Underdark Hunters.** A roper can hold still for long hours, shutting its single eye to look like nothing more than a mundane formation of rock. Creatures that come too close are surprised when that eye snaps open and sticky tendrils shoot out to seize them. The roper then makes horrible guttural sounds as it reels in its struggling victims, drawing them close for the fatal bite of its stony teeth. A roper can digest anything it eats with the exception of platinum, gemstones, and magic items,which can sometimes be retrieved from the creature's gizzard after death.

**Weakening Tendrils**. A roper has nubs set along its body, through which it extrudes sticky tendrils that bond to whatever they touch. Each tendril sends out hair-like growths that penetrate a creature's flesh and sap its strength, so the victim can struggle only weakly as the roper reels it in. If a tendril is cut through or broken, the roper produces a new one to replace it.
Skeleton

**Encountered:** Redbrand Hideout and Wave Echo Cave

 Skeletons arise when animated by dark magic. They heed the summons of spellcasters who call them from their stony tombs and ancient battlefields, or rise of their own accord in places saturated with death and loss, awakened by stirrings of necromantic energy or the presence of corrupting evil.

**Animated Dead**. Whatever sinister force awakens a skeleton infuses its bones with a dark vitality, adhering joint to joint and reassembling dismantled limbs. This energy motivates a skeleton to move and think in a rudimentary fashion, though only as a pale imitation of the way it behaved in life. An animated skeleton retains no connection to its past, although resurrecting a skeleton restores it body and soul, banishing the hateful undead spirit that empowers it. While most skeletons are the animated remains of dead humans and other humanoids, skeletal undead can be created from the bones of other creatures besides humanoids, giving rise to a host of terrifying and unique forms.

**Undead Nature**. A skeleton doesn't require air, food, drink, or sleep.
Nightstone

This motte-and-bailey settlement lies south of the Ardeep Forest, between Waterdeep and Daggerford. It is the former site of the Nightstone, for which the town was named. The town suffered an attack by cloud giants and subsequent attacks by Orcs and Zhentarim mercenaries. Ultimately the Three restored order and James Nandar was elevated to rule and oversee the recovery of the town following the death of his mother Lady Velrosa Nandar in the attack.
Sending Stones

Sending stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don’t cast the spell.

Once sending is cast through the stones, they can’t be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical.

**Found:** A gift from Matriarch Benezia

**Carried By:** Diva Flinthelm

*Sending Spell*

*You send a short Message of twenty-five words or less to a creature with you are familiar. The creature hears the Message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. You can send the Message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the Message doesn't arrive.*
Hell Hound

**Encountered:** Crossing the Stone Bridge

Monstrous, fire-breathing fiends that take the form of powerful dogs, hell hounds are found on the battlefields of Acheron and throughout the Lower Planes. On the Material Plane, hell hounds are most commonly seen in service to devils, fire giants, and other evil creatures that use them as guard animals and companions.

Monstrous, fire-breathing fiends that take the form of powerful dogs, hell hounds are found on the battlefields of Acheron and throughout the Lower Planes. On the Material Plane, hell hounds are most commonly seen in service to devils, fire giants, and other evil creatures that use them as guard animals and companions.
Reprisal

Reprisal is the name of Melech's Pact weapon bone spear after it was reforged by Durgeddin Foehammer. It functions as a +1 weapon and if Melech scores a critical hit against a creature that has fewer than 100 hit points, it must succeed on a Constitution saving throw (spellcasting save DC) or be slain instantly as the spear tears its life force from its body (a construct or an undead is immune). Once used this way the weapon can't be used this way again until the next dawn.

**Found:** Mephistopheles's Gift reforged by Durgeddin Foehammer

**Carried By:** Melech
Artus Cimber

Artus Cimber is a former Harper agent and current bearer of the powerful artifact the Ring of Winter, which he purportedly found in the Jungles of Chult. His whereabouts are unknown and his former companions in the Harpers act to keep it that way. His only known relation is his bastard son Sirac Cimber.
Githyanki

**Encountered:** Attacking Nihiloor's hidden complex

The warlike githyanki and the contemplative githzerai are a sundered people – two cultures that utterly despise one another. The brutal githyanki are trained from birth as warriors, while the githzerai hone their minds to a razor’s edge in their fortresses within Limbo. But before there were githyanki or githzerai, these creatures were a single race enslaved by the Mind Flayers.

Although they attempted to overthrow their masters many times, their rebellions were repeatedly crushed until a great leader named Gith arose. After much bloodshed, Gith and her followers threw off the yoke of their Mind Flayer masters, but another leader named Zerthimon emerged in the aftermath of battle. Zerthimon challenged Gith's motives, claiming that her strict martial leadership and desire for vengeance amounted to little more than another form of slavery for her people. A rift erupted between followers of each leader, and they eventually became the two races whose enmity endures to this day: the Githyanki in the way of Gith, and the Githzerai in the way of Zerthimon.

Whether these tall, gaunt creatures were peaceful or savage, cultured or primitive before the Mind Flayers enslaved and changed them, none can say. Not even the original name of their race remains from that distant time.

The githyanki plunder countless worlds from the decks of their astral vessels and the backs of red dragons. Feathers, beads, gems, and precious metals decorate their armor and weapons – the legendary silver swords with which they cut through their foes. Since winning their freedom from the Mind Flayers, the githyanki have become ruthless conquerors under the rulership of their dread lich-queen, Vlaakith.
Bedine

The Bedine were a proud, warlike human people that inhabited the southern Anauroch regions but were concentrated in the region known as the Sword. Most folk of the Realms had no idea that the Bedine even existed, and those who did rarely could understand the difficult conditions of survival that drove them to live the way that they did. A group of Bedine were observed by the party serving Imyrith.
Kobold

**Encountered:** Khundrukar in the Stone Tooth within the Starmetal Hills

Kobolds are reptilian humanoids, standing between 2' and 2'6" tall, weighing 35 to 45 pounds, The tribe encountered by the Three had red scaled skin with black mottling and burnt orange to red eyes. Their legs are sinewy and they had long, clawed fingers and a jaw like a crocodile. Small horns protrude from their head, and they have rat-like tails. They speak a dialect of Draconic that incorporates yipping dog-like vocalizations with sibilant speech. While unimposing individually they have been known to exhibit a cruel cunning and a knack for alchemy traps and ambushes.

There seems to be some variance in the morphology of the species, with the Three encountering individuals that have leathery wings and another that was nearly twice the size of the rest of it's kin.
Gavel of the Venn Rune

The Gavel of the Venn (Friend or Peace) Rune is the instrument of office of an Arbiter of giantkind, used by those who settled disputes among Giants. It was shrunk down to a manageable size and gifted to the party by Eigeron, it's former owner. The gavel has the following properties.

**Arbiter’s Shield.** At the start of every combat, attack rolls against you have disadvantage before the start of your first turn, provided that the gavel is on your person.

**Bond of Amity**. As an action, you can use the gavel to strike a point on a hard surface. The first time in the next minute that a creature within 60 feet of that point deals damage to another creature with an attack that hits, the attacker takes psychic damage equal to half the damage it dealt to the target. Once you use this property, you can’t use it again until you finish a long rest.

**Gift of Truth**. You can transfer the gavel’s magic to a place by tracing the venn rune on the ground with your finger. The point where you trace it becomes the center of a spherical area of magic that has a 30-foot radius and that is fixed to the place. The transfer takes 1 hour of work that requires the gavel to be within 5 feet of you. At the end, the gavel is destroyed, and the area gains the following property:

Whenever a creature utters a lie while within the 30-foot-radius sphere, that creature takes 5 psychic damage and flinches visibly.
Slackrethel

Slackrethel is the name given to the mysterious benefactor of the Children of Slackrethel. Little is known about this being, including whether or not they even exist but their followers beleived he bestowed gifts upon the faithful, culminating with a trip to the "Emerald City" where they would live in peace and prosperity evermore.
Black Pudding

**Encountered:** In the dripping caves outside Nightstone

A black pudding resembles a heaving mound of sticky black sludge. In dim passageways, the pudding appears to be little more than a blot of shadow. Flesh, wood, metal, and bone dissolve when the pudding ebbs over them. Stone remains behind, wiped clean.
Arcane Cypher

This parchment made from a calf skin was found, folded and hidden, in the cover of a book in the Wizard's Quarters deep within Wave Echo Cave. It is covered with a series of Glyphs of unknown origin. When it is examined at length the reader begins to notice runes move slightly, slowly rearranging itself endlessly. The Hanged Three had come to believe it is the key to decoding something but they haven't yet learned what. They left it with Sandyse Thunderquill for additional study.

It was briefly stolen by Hamun Kost to be delivered to Countess Sansuri. The party recovered it and presented it to Zephyros for study. He determined that it was created by one of the "Small Folk" to allow them to interact with the magical artifacts remaining from the empire of Ostoria. Using the Cypher Melech was able to interact with the navigation orb of Zephyros's tower, with unpredictable results
The Lantern Ghost

The "Lantern Ghost" is the moniker given to a serial killer that had stalked the Styes for the last two months. Apparently their victims we gutted like fish and left in the street in macabre poses with their entrails strewn about. The ghost's frequent crimes shocked even the downtrodden people of the Styes who have long been surrounded by violence and neglect. The Cloned Three witnessed a man being executed and burned in the city who was apparently the Lantern Ghost. A note in Mr Dory's home indicated that the Children of Slarkrethel expected Dory to find a suitable replacement for the Ghost and bring him to them.
Duke Zalto

Duke Zalto is the leader of the Fire Giants operating out of the Silver Marches. He has been trying to locate and reassemble the Vonindod, an ancient weapon from the 1,000 year war between Giants and Dragons. He agreed to commit his troops to war against Imyrith on the condition that Hekaton make no attempt to restrict him from resuming his siege of Gauntlgrym after the war concluded.
Beliard

The village of Beliard is a small town center east of the Stone Bridge on the edge of the Sumber Hills in the Dessarin Valley. It is surrounded by numerous ranches and homesteads that sprawl out from the town center for several miles. It was home to the Watchful Knight Inn. When the party arrived in town they found it was sheltering numerous refugees from the surrounding ranches and farms that were under constant assault from Hill Giants.
Wyrmskull Throne

The throne of King Hekaton in the Maelstrom hovers a foot off the ground and is a massive thing made of polished obsidian with oversized feet—the impaled skulls of four ancient blue dragons. Runes glisten in the carved obsidian, winking to life with blue energy. Serissa mentioned that it was the work of the dwarves when speaking to Diva
Stone Giant

**Encountered:** In Deadstone Cleft

**Notable Examples:** Thane Kayalithica

Stone giants are reclusive, quiet, and generally peaceful as long as they are left alone. Their granite-gray skin, gaunt features, and black, sunken eyes endow stone giants with a stern countenance. They are private creatures, hiding their lives and art away from the world.
Jessamine

Jessamine is the owner of Esoteric Oddities in Luskan, she has an odd manner of speaking and is apparently a member of the Arcane Brotherhood. She made casual reference to annihilating thieves and draping their bodies over the ruins as warnings to others though she seemed genuinely surprise that this display resulted in a loss of business.
Atalia

Atalia is a woman the party encountered on the Golden Goose playing Sava. When pressed by the party she confessed to kidnapping Artan Rossolio, as well as several others but claimed she was forced to by a wizard named Oosilith that dwelled in the sewers. She was capable of communicating telepathically but her method for doing so was not determined.
Derrick

Derrick was a sailor on the Morkoth serving under The Blind until they docked in the Styes for repairs. His memory of events is fuzzy but he believed he was being pursued by a group in the oil-slicked long hooded coats commonly worn by fishermen in the Styes. He escaped his pursuers by murdering and exchanging clothing with a vagrant he passed on the street. He was eager to get back off of Toril as quickly as possible. Following their encounter with him Derrick was finally captured by the Children of Slackrethel. He died in the crossfire within the temple beneath the city.
Hobgoblin

**Encountered:** As part of the Cragmaw Tribe, serving King Grol and working for the Black Spider.

Hobgoblins have dark orange or red-orange skin, and hair ranging from dark red-brown to dark gray. Yellow or dark brown eyes peer out beneath their beetling brows, and their wide mouths sport sharp and yellowed teeth. A male hobgoblin might have a large blue or red nose, which symbolizes virility and power among goblinkin. Hobgoblins can live as long as humans, though their love of warfare and battle means that few do.

**Goblinoids**. Hobgoblins belong to a family of creatures called goblinoids. They are often found lording over their cousins, the smaller goblins and the ferocious bugbears.

**Martial Might**. A hobgoblin measures virtue by physical strength and martial prowess, caring about nothing except the opportunity to demonstrate skill and cunning in battle. Hobgoblins of high military rank attain their positions by force, then hold those positions by imposing their authority through draconian measures. Hobgoblins train to fight with a variety of weapons, and have great skill at crafting arms, armor, siege engines, and other. military devices. Organized and disciplined, they take exceptional care of their weapons, armor, and personal possessions. They favor the bold colors associated with their tribes, and trim their often-elaborate uniforms with blood-red piping and leather dyed black.
Cragmaw Tribe

The Cragmaw Tribe was a group of Goblinoids including Goblins, Hobgoblins and Bugbears operating between the Neverwinter Woods and the foothills of the Storm Mountains. They were led by the grizzled old Bugbear King Grol out of Cragmaw Castle, a ruined human keep within the Neverwinter Wood. They maintained other hideouts including a cave near the Triboar Trail west of Phandalin to harass travelers. The Black Spider hired the Cragmaws to advance his agenda, using them to abduct Gundren Rockseeker, reinforce the Redbrand Brigade and to explore and clear Wave Echo Cave. The Three inflicted heavy casualties on the Cragmaws and slew their leader King Grol. It is unknown how many survive and whether they are still a coherent force.

## Known Members

**Yeemik** (Deceased) - A viscous goblin who tried to use the party to wrest control of his hideout from Klarg

**Klarg** (Deceased) - A bugbear lieutenant who oversaw the raids on the Triboar Trail from the Cragmaw Hideout

**King Grol** (Deceased) - A massive bugbear who led the Cragmaws from Cragmaw Castle
Eamon Targ

Eamon Targ is a Paladin of Torm at the temple in Neverwinter. He met Vohrun several months ago when one night while Vorhun was belting out verse 31 of 38 of "The scandalous adventures of Bant Underpyre", three drunken deckhands tripped Eamon as he passed - clearly looking for cheap sport on a slow night.

A brawl erupted, and in a beer-soaked fog of sloppy combat Eamon was outnumbered and nearly overwhelmed. Vohrun, bored and a little irritated, stepped forward and crowned one of the deckhands with his viol. With marginally more balanced odds, Eamon was able to subdue the other two.

The tavern master evicted them swiftly but without prejudice, though this didn't keep the two from moving on to the next nearest tavern in the district. Every now and then Eamon would drop in to heckle his friend Vohrun kindly or shout out requests among quiet venues. One night, however, he came with a task - one which he could only entrust with an outsider, and one he trusted...

After Vohrun investigated the Thayan activity near Phandalin Eamon came to the party for a debreifing. He asked them to follow-up on the possible connection between the Thayans and the Arcane Cypher they found. Their only lead was the now missing Nightstone.

Later Eamon and Rhenda Thistlhill requisitioned the Peregrine to seek out the Three, rescuing them from the Eye of the All-Father and delivering them to Svardborg and eventually Neverwinter. Following the attack on Neverwinter and the retirement of Benderin Drogoon he was elevated by his peers to the position of High Priest. Shortly thereafter he formed the Hidden Hands of Torm, naming Vohrun as the first knight of the new order.
Gundren Rockseeker

Gundren Rockseeker is a dwarven business man, his business interests are many and varied but recently involve an unknown source of potential revenue near Phandalin. Working with his brothers Tharden and Nundro, and a veteran warrior named Sildar Hallwinter, Gundren decided to recruit help from Neverwinter.

He hired the party a sum of 10 gold dragons to help bring supplies from Neverwinter safely to Barthen’s Provisions in Phandalin. Gundren went missing, presumed kidnapped, shortly after hiring the party, having been ambushed en-route to Phandalin by the Cragmaw goblins. Several weeks later the party rescued him from Cragmaw Castle with his map to Wave Echo Cave still in hand. At the Stonehill Inn, he has promised the group a 10% share in the profits from the restoration of the lost mine if they clear it of dangers and rescue his brothers. Though one of the brothers perished the remaining brother Nundro was rescued and the mine cleared. Gundren has gotten to work laying the foundations for the renewed activity at the Mine.
Istrid Horn

Istrid Horn is a Gold dwarf living within the city of Mirabar. She financed the expansion of Karnan Orcbraid's mining claim and undertook several shady methods to force him to surrender the holdings to her. At the Balnorran Hot Springs Diva noticed a tattoo on her shoulder that marked her as one of the faithful of Abbathor, the dwarven god of ambition, greed and deceit. She was last seen inside a warehouse in Mirabar as it's volatile contents detonated.
Host Tower of the Arcane

The Host Tower of the Arcane is both an academy of magical training for the Arcane Brotherhood and the headquarters for their political and economic power in the city of Luskan. The Host Tower was located on Cutlass Island at the mouth of the River Mirar in Luskan. It resembled a massive, dead tree with a central spire and four skyward-reaching "limbs" oriented to the cardinal directions. Each of these limbs was covered in lesser spires, towers, and balconies, and contained living quarters, laboratories, summoning chambers, and arcane libraries. The building radiated an aura of magic that many residents found so uncomfortable that they purposely avoided looking at the building.
Matriarch Benezia

Matriarch Benezia is one of the Three Matriarchs that led the worship of Berronar Truesilver in the North. She is based out of Mirabar but travels between the dwarfholds of the North frequently by the deep roads. She is heartened by the recent reclamation's of several dwarven holds in the last few years that had been lost but worries her people may overextend themselves leaving them vulnerable.
Doppelganger

**Encountered:** A Doppelganger named Dorro in Phandalin was working for the Black Spider and posed as Nundro Rockseeker to trick the party into an ambush.

Doppelgangers are devious shapeshifters that take on the appearance of other humanoids, throwing off pursuit or luring victims to their doom with misdirection and disguise. Few creatures spread fear, suspicion, and deceit better than doppelgangers. Found in every land and culture, they can take on the guise of any individual of any race.
Sword Coast

The Sword Coast stretched along the Sea of Swords from the Sea of Moving Ice, to Neverwinter, Waterdeep, and down to the River Chionthar at Baldur's Gate in the south. The Sword Coast took its name from the white cliffs that rose up sharply for hundreds of miles along the coastline, from Baldur's Gate to the south and up to the River Dessarin in the north.

Officially, the coast line north of Waterdeep up to Icewind Dale was not part of the Sword Coast, though most folk simply used the term Sword Coast for this otherwise unnamed stretch of coast line.
Daggerford

Built on a hillside in the floodplain of the Delimbiyr River, the walled town of Daggerford is dominated by a three-story keep that belongs to its duchess, Morwen Daggerford. From atop Daggerford’s walls, dozens of farms and a scattering of hamlets are visible, all under the protection of the duchess and the Lords’ Alliance. The three know it to be the base of operations for Nelkin "The Snail" Danniker.
Loudwater

The town of Loudwater sits at the confluence of the Delimbiyr and Grayflow rivers. The vasts swaths of the High Forest are only a few miles from the town and the distant peaks of the Star Mounts are sometimes visible in the northwestern sky. Loudwater offers a well-defended rest stop for caravans and riverboats. Nearby communities such as Orlbar and Llorkh lie in ruins, yet Loudwater survives. Loudwater used to be a way-station along the Black Road, but those days are over as the towns to the east have been annihilated and the road has been ripped up by Stone Giants.  The town is on edge, fearing that it is next and the gates are kept shut by the Guard, in the employ of the Zhentarim who have de-facto control of the town and aren’t doing much to hide it anymore.  Recently the Zhentarim agent “LD” has been dispatched to help the town’s leader Magister Tashlyn Yafeera to address the crisis.
Magmin

**Encountered:** During the Battle of Triboar

A grinning, mischievous magmin resembles a stumpy humanoid sculpted from a black shell of magma. Even when it isn't ablaze and radiating heat like a bonfire, small jets of flame erupt from its porous skin.

**Summoned Pyromaniacs** Magmins are fire elemental spirits bound into physical forms by magic, and they appear in the Material Plane only when summoned. They view flammable objects as kindling for a grand conflagration, and only the magical control exerted by their summoners keeps them from setting everything they touch ablaze. Their propensity for fire and havoc makes them ideal for spreading chaos and destruction. A mob of magmins summoned inside a castle can reduce it to a burning shell within minutes.

**Fiery Destruction**. Although its flame is potent, the magmin's hard magma shell prevents it from instantly igniting everything it comes into contact with. However, like the fires inside them, magmins are capricious and unpredictable. Moreover, as simple elemental creations, they are oblivious to the harm their native element causes creatures of the Material Plane. If it has the opportunity while in service to its master, a magmin seeks out areas of great heat, such as forest fires or the bubbling magma of an active volcano. At other times, a magmin compulsively looses fire from its fingertips, delighting in setting objects ablaze.
The Jade Jug

From the review by Volothamp Geddarm

*"On the northwest corner of the intersection of the High Road and Waterdeep Way stands what has been called Waterdeep’s plushest inn. It deserves its prime locationmany noble families would envy the spotless, luxurious accommodations. Every detail, from handsoap bowls beside the piped-water baths, within easy reach of a reclining bather, to the bedside icebox filled with shrimp snacks and chilled wine, has been thought of.*

*Guests are attended by a personal servant of their choice for the duration of their stay from those not presently engaged with another customer. The staff is overseen by the incomparably capable Octavious who attends to every detail of their operation. Guests every need is attended to: Food is brought, a coach (or, in icy winter weather, a sledge) is brought around if the guest wishes to go out in the city, and anything a guest gets dirty is instantly whisked away and replaced with a clean duplicate.*

*Decor is muted, not garish or in bad taste (unlike the Unicorn’s Horn across the way). Quite simply I felt like a pampered king during my one-night stay. But with rooms 12 gp to 30 gp/night and suites 25 gp to 50 gp, one night was simply all I could hope to afford!*

*Until you've been bathed by a cheerful, skillful, beautiful maid who wears white gloves as she soaps you, you haven't lived. If you've gold enough, go to the Jade Jug. I'll never sneer at pampering again.*

*—Volo"*
Fossilized Stone Giants

**Encountered:** Within Deadstone Cleft

The walls of Deadstone Cleft are lined with ancient Stone Giant Corpses. Over the centuries these corpses become encrusted in mineral deposits, resembling statues carved into the walls themselves. A number of these ancient corpses have sprung to live to defend the cleft from the intrusion from the Three.
Tiamat

Tiamat is the dragon goddess of greed, and queen of the evil dragons. Tiamat was also the eternal rival of her brother Bahamut, ruler of the good metallic dragons. She was banished to the Nine Hells when Bahamut joined forces with Annam All-Father, and by all accounts she persists there to this day. Due to the machinations of Imyrith she nearly escaped through The Great Seal but was cast back by the Hanged Three and their allies.

**Known Followers**

**Baltior -** Half Blue Dragon warrior
Sildar Hallwinter

Sildar Hallwinter is a kindhearted human male of nearly fifty years who held a place of honor in the famous griffon cavalry of the great city of Waterdeep. He is an agent of the Lords' Alliance, a group of allied political powers concerned with mutual security and prosperity. Members of the order ensure the safety of cities and other settlements by proactively eliminating threats by any means, while bringing honor and glory to their leaders and homelands.

Sildar met Gundren Rockseeker in Neverwinter and agreed to accompany him back to Phandalin. He was found by the Three in a goblin cave near an ambush site. After being rescued Sildar asked the Three to investigate the fate of Iarno Albrek, a human wizard and fellow member of the Lords' Alliance who disappeared shortly after arriving in Phandalin. Sildar hoped to learn what happened to larno, assist Gundren in reopening the old mine, and help restore Phandalin to a civilized center of wealth and prosperity.

After learning about Iarno's treachery Sildar accompanied the Three into Wave Echo Cave to confront the Black Spider. Following the cleansing of the cave he stayed on in Phandalin to try and bring a sense of law and order to the region. He was encountered by the Three in Triboar where he was searching for the Black Spider, who had escaped his cell. He fought alongside the three in the Battle of Triboar before leaving for Neverwinter by way of Phandalin to report to his superiors. Upon arriving in Neverwinter he was placed in charge of the city's response to the giant threat by the Lord Protector Dagult Neverember.

He rides the griffon Notch, who accompanied Sildar when he retired from the griffon cavalry as he would accept no other rider.
Angus Prost

Angus Prost is a soft-spoken monk the party encounters within The House of Knowledge. He aids the party in their research and coordinates several of his brothers to pull relevant documents for the parties review. He seems quite proud of the collection of the Temple and visibly beams with excitement each time he enters the hall.
Invisible Stalker

**Encountered:** Attacking the party aboard the Peregrine

An invisible stalker is an air elemental that has been summoned from its native plane and transformed by powerful magic. Its sole purpose is to hunt down creatures and retrieve objects for its summoner. When it is defeated or the magic that binds it expires, an invisible stalker vanishes in a gust of wind.

**Directed Hunter**. When an invisible stalker is created, it stays at its summoner's side until it is given a task to perform. If an assignment doesn't involve hunting down and slaying a specific creature or recovering an object, the magic that created the invisible stalker ends and the elemental is released. Otherwise, it completes the task, then returns to its summoner for more commands, forced to serve until the magic that binds it expires. If its summoner dies in the interim, the invisible stalker vanishes after completing its task.

An invisible stalker is an unwilling servant at best. It resents any undertaking assigned to it. A mission that requires significant time might drive the invisible stalker to pervert the intent of a command unless it is worded carefully.

**Unseen Threat**. Invisible stalkers are composed of air and are naturally invisible. A creature might hear and feel an invisible stalker in passing, but the elemental remains invisible even when it attacks. A spell that allows someone to see the invisible reveals only the invisible stalker's vague outline.
The Faenor

Berronar's clerics are known as Faenor,which translates as "those of the home". Faenor serve as the guardians and protectors of dwarven clans. They archive the lore, traditions, and family histories of the dwarves. By acting as teachers and healers, they aimed to further the good health and good character of the dwarven race. Serving as the moral compass of the dwarves, they could be very conservative and they did not tolerate foolhardiness and controversial ideas in young dwarves. In the rigid church structure, every cleric knew his or her place, and every clan's church was built to look alike. This was done so visitors from other clans knew exactly where they fit in. Berronar ran her church like a strict, but loving mother.

## Known Members

**Matriarch Benezia** - One of the three Matriarchs guiding the faith

**Diva Flinthelm** - Strong Right Hand of the Matriarch

**Sister Helga** - A messenger for Benezia
Tylander Roaringhorn

Patriarch of the Roaringhorn Family. Tylander, who prefer's to be called Ty in private is a heavy-set jovial man who has expressed an interest in collecting magical items, using auctions by the city guard to bolster his collection. He informed the party of their impending execution after purchasing their equipment and finding the Harper's coin. He arranged for their resurrection by Brother Baxtor to pay off Sister Garaele's debt to them, referring to her as an old friend. A letter left for the party requested that they join him in Amphail. After his birthday celebration was attacked by Hill Giants he requested that the Three check in on another Harper, Daratha Shendrel, the lord protector of Triboar.

In Neverwinter he provided the party with access to the Harper's Inner Circle teleportation network, in exchange for dropping any investigation into Artus Cimber.

His birthday is the 9th of Uktar
Valindra Shadowmantle

Valindra Shadowmantle is an archmage of the Arcane Brotherhood who the party met within the Host Tower of the Arcane. She was engaged in investigation of "The Children" but had yet to decide whether to destroy or co-opt them. She allowed the party to interrogate a prisoner, the owner of the Golden Goose. She had used a custom built magical apparatus to prevent the man's master from remotely melting the man's mind allowing her to loosen his lips through a variety of methods. She was cordial with the party, seemingly charmed by their pluck and initiative.
Imyrith

Imyrith is the name of the Ancient Blue Dragon first encountered by the party in the Eye of the Allfather. The dragon has apparently taken an interest in the capture or killing of the party, having dispatched Baltior, Gargoyles and Human-fish abominations to capture them. She is also referred to as the Doom of the Desert. The location of her lair is not known but is suspected by the party to be within the Anauroch Desert. She infiltrated Hekaton's court by assuming the form of of a female storm giant named Mithyri
Otyugh

**Encountered:** In the derelict facility beneath Castle Never in Neverwinter

An otyugh is a grotesque, bulbous creature borne along on three sturdy legs, its eyes and nose set along a vine-like stalk that snakes from the top of its bloated body. Two rubbery tentacles end in spiky, leaf-like appendages that the otyugh uses to shovel food into its gaping maw.

An otyugh buries itself under mounds of offal and carrion, leaving only its sensory stalk exposed. When an edible creature happens by, the otyugh's tentacles erupt from the filth and grab hold of it. Otyughs make the most of any opportunity to ambush and devour prey. They use a limited form of telepathy to urge sentient creatures toward their lairs, sometimes by pretending to be something else.

**Dwellers in Darkness**. Otyughs tolerate bright light only when considerable stores of carrion or garbage lie within reach. In the wilderness, they dwell in stagnant swamps, scum-filled ponds, and damp forest dells. The scent of graveyards, city sewers, village middens, and manure-filled animal pens attracts them to civilized areas.

Since otyughs lack concern for anything but food, their nests sometimes accumulate a variety of treasures shed from their victims and mixed among the junk.

**Symbiotic Guardians**. Sentient subterranean beings can coexist with otyughs, employing them as garbage disposals. With such plentiful sustenance, otyughs grow fat in their wallows, unmoved by any other drive or desire. This sedentary gluttony makes them reliable guardians. As long as it is fed, an otyugh refrains from attacking other creatures. However, would-be otyugh masters can easily underestimate the quantity of waste, carrion, and meat necessary to keep an otyugh from wandering off in search of food. More than one "trained" otyugh has eaten its keeper after devouring all the waste in its wallow.
Ring of X-Ray Vision

While wearing this ring, you can use an action to speak its Command Word. When you do so, you can see into and through solid matter for 1 minute. This vision has a radius of 30 feet. To you, solid Objects within that radius appear transparent and don't prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of Common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead. Whenever you use the ring again before taking a Long Rest, you must succeed on a DC 15 Constitution saving throw or gain one level of Exhaustion.

**Found:** Within Deadstone Cleft

**Carried by:** Melech
Sirac Cimber

Sirac Cimber is a trout fisherman from Bryn Shander, though he originally hails from Suzail in Cormyr. He is a lay follower of Ilmater, the suffering god of compassion and sought out a harsher life to become closer to his god. He believes that he is being pursued by the Frost Giants that attacked that town looking "Cimber" and recent events seem to indicate that he is right. The party found him already in the literal clutches of the giantess Drufi. They rescued him and delivered him to the Paladins of Torm in Neverwinter to seek refuge. They later learned that he was the bastard son of Artus Cimber, the bearer of the Ring of Winter

When Jarl Storvald attacked the temple searching for Artus crushed the terrified Sirac into the floor of the temple.
Bugbear

**Notable Examples:**  King Grol and Klarg

**Encountered**: As part of the Cragmaw Tribe serving King Grol and working for the Black Spider.

Bugbears are born for battle and mayhem. Surviving by raiding and hunting, they bully the weak and despise being bossed around, but their love of carnage means they will fight for powerful masters if bloodshed and treasure are assured.

**Goblinoids**. Bugbears are often found in the company of their cousins, hobgoblins and goblins. Bugbears usually enslave goblins they encounter, and they bully hobgoblins into giving them gold and food in return for serving as scouts and shock troops. Even when paid, bugbears are at best unreliable allies, yet goblins and hobgoblins understand that no matter how much bugbears might drain a tribe of resources, these creatures are a potent force.
The Krigvind

The Krigvind is the capital ship of Jarl Storvald's fleet. It measured more than 500 feet long and was rowed by a crew of 20 Frost Giants. According to Harshnag the vessel was constructed in the Age of Ostoria and recovered when Harshnag and Storvald located it frozen in the ice that had overtaken Svardborg.
Dana Orcbraid

Dana Orcbraid is the younger Step-Sister of Diva and the child of Karnan Orcbraid and Ava Orcbraid. Little is known about her as she was apparently abducted shortly after her introduction to the party, presumably by Istrid Horn. She was rescued by the party that evening and Diva learned that she had been manipulated somehow into staging her own abduction.
Sea of Moving Ice

The Sea of Moving Ice is the frigid northern extent of the Sword Coast. In this region massive floating icebergs fill the waters, colliding with each other frequently, breaking and rolling over sending up large waves. It is a body of water that most vessels can't survive and is the location of the hidden berg of the Frost Giants Svardborg.
Morgur’s Mound

Morgur's Mound is the Spirit mound of the Thunderbeast Tribe of Uthgardt barbarians. It was constructed at the location where Uthgar defeated the legendary frost giant leader Gurt. It also served as the burial barrow for Uthgar's sister Morgur Gardolfdottir.

When the three excavated Morgur's barrow within the mound they came to face her spirit and the animated bones of her Wyvern Mount.
Spine of the World

The Spine of the World is a mountain range that stretches across the northwest region of Faerûn from the Cold Run near the Sea of Moving Ice, to the Ice Spires north of the Silver Marches. Folks all across the lands of the Savage Frontier and the Silver Marches referred to the Spine as "the Wall". On the winter days when the white snow covered faces of the peaks met the iron-gray of the sunless winter sky, it appeared as though the peaks were holding up sky. To others, it simply marked the end of the world as they saw it. Within these peaks the party found the ancient Ostorian Temple, the Eye of the All-Father.
Skeemo's Concoctions

The place of business of the alchemist Skeemo Weirdbottle in the Protectors Enclave in Neverwinter. The small shop is seemingly constructed within a gap between two conventionally sized buildings. It is a claustrophobic place, cluttered will all manner of oddity sandwiched between a low ceiling and the all to near floor that seem to pinch together as you move through the room.

Melech has made repeated use of Skeemo's talents, purchasing the Switcheroo, the Miraculous Concoction, potions of invisibility and a custom poison.
Owlbear

**Encountered:** In the entrance to Wave Echo Cave

 An owlbear's screech echoes through dark valleys and benighted forests, piercing the quiet night to announce the death of its prey. Feathers cover the thick, shaggy coat of its bearlike body, and the limpid pupils of its great round eyes stare furiously from its owlish head.

**Deadly Ferocity**. The owlbear's reputation for ferocity, aggression, stubbornness. and sheer ill temper makes it one of the most feared predators of the wild. There is little, if anything, that a hungry owlbear fears. Even monsters that outmatch an owlbear in size and strength avoid tangling with it, for this creature cares nothing about a foe's superior strength as it attacks without provocation.

**Consummate Predators**. An owl bear emerges from its den around sunset and hunts into the darkest hours of the night, hooting or screeching to declare its territory, to search for a mate, or to flush prey into its hunting grounds. These are typically forests familiar to the owlbear, and dense enough to limit its quarry's escape routes. An owlbear makes its den in a cave or ruin littered with the bones of its prey. It drags partially devoured kills back to its den, storing portions of the carcass among the surrounding rocks, bushes, and trees. The scent of blood and rotting flesh hangs heavy near an owlbear's lair, attracting scavengers and thus luring more prey. Owl bears hunt alone or in mated pairs. If quarry is plentiful, a family of owlbears might remain together for longer than is required to rear offspring. Otherwise, they part ways as soon as the young are ready to hunt.
Lightbringer

One of the last creations of the Phandelver Pact, Lightbringer is a steel warhammer +2 with silver inlays. When the command is spoken the weapon gives off a bluish-white light with the brightness of a torch and deals an additional 1d6 damage to undead. It was reforged by Durgeddin Foehammer with additional enchantments that provide a stalwart defense, granting Diva +1 to AC and advantage on Death Saving Throws while it is wielded.

**Found:** In the Spellforge in Wave Echo Cave

**Carried By:** Diva Flinthelm
Doss Lute

This type of instrument originates from One of the greatest Bard's of all time, a Half-Elf by the name of Falataer became so well renown he eventually decided to open his own college. At his Bardic Academy, he taught many forms of music and many means to make it. It was there he was able to first craft the seven legendary instruments that all bards eventually learn about, and some even spend their whole lives seeking:  A Harp, A Mandolin, A Lyre, A Lute, A Bandore, A Cittern, and finally A second Harp.

To each of his best students, his protege, he gifted a different instrument. With these gifts, and their own natural talent and incredible education, they all set forward to become famous bards. Eventually, each of them would settle down and create their own College to train their own students and craft instruments inspired by the original legendary seven. This is how the seven greatest Bardic schools came into being.

One of these school was the College of Doss: Here, the student would become experts on sound. All forms of music were discussed, including some obscure instruments. Those who demonstrated an exceptional appreciation for the nuances of sound would have been allowed/encourage to mimic famous works, but the acclaim of fellow students for their successful approximations was their only reward; their grades were based solely on their understanding of music.

Doss conservatories can still be found in several nations, the nearest of which is nurtured within the city of Silverymoon, within the Conclave of Silverymoon. The famous Doss Lutes are still crafted and played within the halls of the conservatories through they can only leave those halls in the hands of a master.

Vohrun has so far developed a single composition on the lute, allowing him to cast Confusion once per day without using a spell slot.

**Found:** On a long dead dwarf imprisoned with the cells of Khundrukar

**Carried by:** Vohrun Deepshale