recursal/Fanatic-Fandom huggingface dataset:
Grick

**Encountered:** Cragmaw Castle

The wormlike grick waits unseen, blending in with the rock of the caves and caverns it haunts. Only when prey comes near does it rear up, its four barbed tentacles unfurling to reveal its hungry, snapping beak.

**Passive Predators**. Gricks rarely hunt. Instead, they drag their rubbery bodies to places where creatures regularly pass, lurking out of sight amid rocky rubble and debris, squeezing into burrows, holes, or crevices, climbing up to ledges, or coiling around stalactites to drop on unwary prey. A grick consumes virtually anything that moves except for other gricks. It targets the nearest prey, grabbing a fallen creature with its tentacles and dragging it off to eat alone.
Neverwinter Wood

The forest east of Neverwinter seems to have a magical quality about it, or at least an air of mystical secrecy. Neverwinter Wood holds countless ruins and more than a few crumbling castles. The always-warm Neverwinter River, which flows out of the wood, has its source deep beneath Mount Hotenow, an active volcano in the northern reaches of the forest. The volcano last erupted three years ago during the Time of Troubles. Lava pouring down from the mountain burned a wide swath through Neverwinter Wood, destroying everything it touched. New trees have begun to grow where the ancient ones once stood, though the effect of the catastrophe is still plain for all to see.
Terico Levan

The halfling proprietor of the Wounded Wanderer Tavern in Neverwinter. Vohrun, in his early bardic career, delivered some of his most formative performances at the Wounded Wanderer and Terico has made it clear he is always welcome to deliver a surprise performance. Vohrun agreed to a month of nightly performances in exchange for Terico arranging for a package of letters to be delivered to his family in Vaasa.
Goblin

**Notable Examples:** Yeemik

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

Goblins are small, black-hearted, selfish humanoids that lair in caves, abandoned mines, despoiled dungeons, and other dismal settings. Individually weak, goblins gather in large- sometimes overwhelming- numbers. They crave power and regularly abuse whatever authority they obtain.

**Goblinoids**. Goblins belong to a family of creatures called goblinoids. Their larger cousins, hobgoblins and bugbears, like to bully goblins into submission. Goblins are lazy and undisciplined, making them poor servants, laborers, and guards.

**Leaders and Followers**. Goblins are ruled by the strongest or smartest among them. A goblin boss might command a single lair, while a goblin king or queen (who is nothing more than a glorified goblin boss) rules hundreds of goblins, spread out among multiple lairs to ensure the tribe's survival. Goblin bosses are easily ousted, and many goblin tribes are taken over by hobgoblin warlords or bugbear chiefs .

**Rat Keepers and Wolf Riders**. Goblins have an affinity for rats and wolves, raising them to serve as companions and mounts, respectively. Like rats, goblins shun sunlight and sleep underground during the day. Like wolves, they are pack hunters, made bolder by their numbers. When they hunt from the backs of wolves, goblins use hit-and-run attacks.
Grell

**Encountered** - In the Sewers beneath Neverwinter

A grell resembles a bulbous floating brain with a wide, sharp beak. Its ten long tentacles are made of hundreds of ring-shaped muscles sheathed in tough fibrous hide. Sharp barbs line the tip each tentacle and inject paralytic venom. The grell can partially retract its barbs into its tentacles to handle or manipulate objects it doesn't want to pierce or tear.

Grells have no eyes and floats by means of a sort of levitation. They have keen hearing, however, and their skin is sensitive to vibrations and electrical fields, allowing them to detect the presence of creatures and objects in their immediate vicinity. The creature's ability to manipulate electricity to sense and move also allow it to absorb lightning without harm.
The Ordening

The Ordening was the social structure to which all giants adhered, dating back to the ancient empire of Ostoria. It was created by Annam All-Father, the creator of the Giant race so that his children would always understand what was expected of them. It was similar to a class-based society, but was much more specific, assigning a social rank to each individual. Therefore, each individual giant knew which other giants were inferior and superior to himself, and there were no equals among giants.

Storm Giants occupied the top of The Ordening, followed, in order by the Cloud Giants, Fire Giants, Frost Giants, Stone Giants and Hill Giants.

Each type of giant used a different combination of skills or qualities to determine the ordening. Giants believed excelling in these skills to be the purpose of their lives. It was considered an maug (evil) act to show disrespect to a superior giant but merely rude to do so to an inferior giant or non-giant.  The ordening is intrinsic to Giant-kind, a part of their collective consciousnesses and they all sensed it’s disruption immediately.
Ava Orcbraid

Diva's Step-Mother Ava was the second wife Diva's father, Karnan Orcbraid. She was also the mother of Dana Orcbraid. She was generally a warm matronly figure but grew exasperated quickly when things didn't work out. She was Karnan's co-conspirator in his faked death, hoping to keep the family holdings at all costs.
City of the Dead

The City of the Dead, sometimes called the Grey City or the Last City is the realm of Kelemvor, the god of the dead in the Fugue Plane. It is from here that the souls of the dead are to their respective deities. Those that had no faith in life are left to wander the city for all eternity, while the souls of those who betrayed their faiths in life are broken down and used as the building blocks for the ever-growing city. The Three visited the city briefly following their deaths by hanging before being raised from the dead by Brother Baxtor.
Sister Garaele

Sister Garaele is a young half-elf and cleric of Tymora that looks after the Shrine of Luck in Phandalin. She is a zealous follower of the goddess of luck. While operating in Phandlin, she had been given the mission of seeking the whereabouts of the spellbook of Bowgentle by her associates. However after a treacherous journey to speak with Agatha, the banshee would not appear for her. After the arrival of the party in Phandalin she took note of their capabilities and tasked them with speaking with Agatha on her behalf, albeit this time with a silver comb to trade with.

Though Melech's actions prevented them from learning the location of the spellbook from the witch they did manage to track down another lead for the sister. In gratitude she rewarded them with several coins bearing the mark of a Harp, pledging that if needed, "Her friends who Harp" will make good on the favor she owes the party.

The Hanged Three next encountered her in Triboar where she was looking for the Black Spider who had escaped from his cell in Phandalin. She fought alongside the three in the Battle of Triboar.
Queen Neri

Queen Neri was the wife of King Hekaton and the mother of Mirran, Nym and Serissa. She was slain around a year ago by unknown assailants but the manner of her death implicated the small folk. She was friendly with many smallfolk and sometimes visited isolated settlements of fisher-folk to bring gifts from the sea and talk with them for a time. She would sometimes bring her youngest daughter Serissa on these outings.
Cloned Three

Clones of Diva Flinthelm, Melech and Vohrun Deepshale that were created by Manus Kost and Octavious to perform their bidding. Manus told the clones that they have a limited lifetime that must be refreshed periodically by the Thayans or they will degrade away. Each differs slightly from the original as the tampering to the cloning process required to create the fatal defect also produced some mental instabilities. Following their escapades in White Plume Mountain the clones escaped through a portal to Skullport with an expected lifespan of somewhere between 10-1000 days.

#### Members

**Defective Diva** - The Drunk

**Malformed Melech** - The Kleptomanic

**Verminous Vohrun** - The Single Minded
Beholder

**Encountered:** In Skullport beneath Waterdeep by the Cloned Three

One glance at a beholder is enough to assess its foul and otherworldly nature. Aggressive, hateful, and greedy, these aberrations dismiss all other creatures as lesser beings, toying with them or destroying them as they choose. A beholder's spheroid body levitates at all times, and its great bulging eye sits above a wide, toothy maw, while the smaller eyestalks that crown its body twist and turn to keep its foes in sight. When a beholder sleeps, it closes its central eye but leaves its smaller eyes open and alert.

**Xenophobic Isolationists**. Enemies abound, or so every beholder believes. Beholders are convinced that other creatures resent them for their brilliance and magical power, even as they dismiss those lesser creatures as crude and disgusting. Beholders always suspect others of plotting against them, even when no other creatures are around. The disdain a beholder has for other creatures extends to other beholders. Each beholder believes its form to be an ideal, and that any deviation from that form is a flaw in the racial purity of its kind. Beholders vary greatly in their physical forms, making conflict between them inevitable. Some beholders are protected by overlapping chitinous plates. Some have smooth hides. Some have eyestalks that writhe like tentacles, while others' stalks bear crustacean-like joints. Even slight differences of coloration in hide can turn two beholders into lifelong enemies.

**Eye Tyrant**. Some beholders manage to channel their xenophobic tendencies into a terrible despotism. Rather than live in isolation, the aptly named eye tyrants enslave those other creatures, founding and controlling vast empires. An eye tyrant sometimes carves out a domain within or under a major city, commanding networks of agents that operate on their master's behalf.
Clockwork Construct

**Encountered:** Aboard the Falcrest ship, The Toad

Clockwork constructs are animated creatures covered in a shell of metal plating whose internal components are comprised of a dizzying arrangement of gears, sprockets, springs and pistons. When active small amounts of steam issue forth from their mechanisms. Despite their heavy weight and jerky movements they can be surprisingly quick, bearing down on opponents as fast as a man. The Three encountered several configurations varying from lighter framed models with human-like proportions to bulkier heavily armored variants purpose built for combat. A truly massive variant was delivered to the hold of The Toad that had the proportions of an Ogre and many times the weight.

Clockwork WatchmanClockwork Huntsman
Deadstone Cleft

In the desolate, fog-shrouded foothills of the Graypeak Mountains is a dead-end canyon with the petrified bodies of stone giants embedded in its hundred-foot-tall gray walls. The corpses create a sense of unease and dread, warning visitors that Deadstone Cleft is a place of death. As cold wind passes through the canyon, it produces a moan that seems to issue from the gaping mouths of the bodies, adding to the eerie atmosphere.
Melech

Melech is a mysterious Tiefling Warlock from Neverwinter who has shared little of his past other than the fact that he has made a quite literal deal with the devil. He is in pursuit of Perin Falcrest, the man who brutally beat him and left him for dead. He also has a keen mercantile sense and has been using his adventures as a means to build up a network of assets.

## Key Abilities - Level 14 Warlock of the Fiend

Spell Casting - Level 14 Warlock

Pact of the Blade - Allows the summoning of infernal weapons - Be careful with the pointy end

Eldritch Invocations - Mask of Many Faces, Repelling Blast, Thirsting Blade, Sculptor of Flesh, Tomb of Levistus - Gifts not freely given

Dark One's Blessing - Heals Melech as he slays his foes - Sadism is it's own reward

Dark One's Own Luck - Twists fate to allow Melech to come out on top - Better lucky than careful

Polearm Mastery - The pointy end goes toward the enemy... so does the other end

Defensive Duelist - Gotta live long enough to find your opening

Fiendish Resistance - Selective Resistance - Sticks and Stones might not hurt him

Hurl Through Hell - It's nice this time of year

Hellish Resistance - Resistance to fire - If you can't stand the heat...

Hellish Legacy - Additional spells from Melech's fiendish bloodline - Some dead-beat dads are still good for something

Proficiency in Arcana, Deception, Sleight of Hand and Stealth

## Magical Items

Rod of the Pact Keeper - Allows Melech to make his spells more potent - Resistance is futile

Ring of the Ram - For when he needs to throw his weight around.

Immovable Rod - A rod that can be fixed in space anywhere - Then again resistance might not be all bad.

Reprisal - A mixture of Fiendish and Mortal weaponry.

Ring of X-Ray Vision - No secrets between friends
Sovereign Glue

This viscous, milky-white substance made by Skeemo Weirdbottle can form a permanent adhesive bond between any two Objects. Once opened it must be used immediately or it will begin to set. There is is enough glue in the bottle to cover a 5 by 5 foot area. The glue sets incredibly quickly, taking on;y 1 round (6 seconds) to set. Once it has done so, the bond it creates cannot by broken by anything short of very powerful magics.
Tamubah

Tamubah is a friendly hermit the party encountered in the Valley of Khedrun on their way to the Eye of the All-Father. He busied himself feeding seven small yellow birds and gave the party some information on the road ahead. Melech later developed a suspicion that the old man was Bahamut in disguise.
Ear Seeker Clan

The Ear Seeker Clan was a tribe of Orcs whose totems were the severed ears of their defeated foes. They were driven from their home in Forlorn Hills by an unknown enemy. They traveled south seeking a new home, eventually arriving at the Ardeep Forest. Entering the wood they were continuously ambushed by the Elves of the Ardeep, who picked off their young, week and elderly to slow the Orcs down and thin their numbers. The Orcs sought shelter in the wet cavern on the southern edge of the forest, slaughtering the small group of goblins that had resided there. While recovering from their ordeal their scouts encountered the villagers of Nightstone fleeing the town after the Giant attack. After interrogating them and learning of the defensible yet unguarded town the Warchief Gurrash sent a group of scouts to the village. When the party arrived in Nightstone they slew the scouts. When his scouts failed to return Garrosh mustered his lieutenant Nogra and his strongest remaining warriors to seize the town for the tribe. This assault was repelled by the party with the assistance of Rond Arrowhome and his elven archers. The party tracked down Garrosh and the remaining orcs in the cavern, dispatching them all, save Garrosh who was blinded and left alone in the dark with the shattered bodies of his people.
Lord Dagult Neverember

Dagult Neverember serves as the Lord Protector of the city of Neverwinter. Previously he served as the Open Lord of Waterdeep. He used his resources to jump-start the the rebuilding of Neverwinter after the cataclysm that devastated the city and killed it's leaders. He claimed to be a descendant of the Alagondar royal family of Neverwinter and has bolstered his claim by pouring his own fortune into the rebuilding of the city. The other masked lords of Waterdeep forced Neverember from his position as open lord and exiled him from the city, but what prompted this falling out is unknown. Following this expulsion Neverember relocated to the Neverwinter to solidify his grasp on the city.
Berronar Truesilver

Berronar Truesilver is a deity in the dwarven pantheon. She was also known as The Revered Mother or the Mother of Safety. Berronar was Moradin's bride and as such the matriarch of the dwarven pantheon. The Revered Mother acted as an authority figure for the other dwarven gods and she used her skills in negotiation and her calm demeanor as a way to keep the pantheon unified when tensions rose. Traditionalists of dwarven culture claimed that without these qualities the pantheon and perhaps even the entire dwarven race would not have survived their slow decline. Her followers were known as The Faenor.

**Known Followers**

Diva Flinthelm - One of the Hanged Three and a disciple of Benezia

Matriarch Benezia - Of the the three Matriarchs of the Faenor in the North
Sea Spawn

**Encountered:** Among the Children of Slackrethel in the Styes

Sea spawn were humanoids that were transformed into hybrid marine creatures by powerful aquatic entities. Sea spawn had a ghastly piscine appearance that resembled their original form. Barnacles and coral were encrusted on their cold skin. Their warped bodies were horrific combinations of marine features crossed with humanoid bodies, sometimes one feature, sometimes many. Tentacle arms, cephalopod eyes, urchin spines, whale fins, and seaweed hair were but some of the terrifying mutations hosted by unfortunate sea spawn.
Gauntlgrym

Gauntlgrym was an ancient dwarven city constructed during the height of Delzoun. It fell with the collapse of them empire and was lost until it was rediscovered several years ago. At the conclusion of the War of the Silver Marches Bruenor Battlehammer took the army that he had organized for the war to the rediscovered halls and cleared them out for resettlement. The massive forges beneath the city are powered by a structure known as the Burning Heart.
Aboleth

**Encountered:** In the sewers beneath Luskan

**Notable Example:** Oosilith

Before the coming of the gods, aboleths lurked in primordial oceans and underground lakes. They reached out with their minds and seized control of the burgeoning life-forms of the mortal realm, making those creatures their slaves. Their dominance made them like gods. Then the true gods appeared, smashing the aboleths' empire and freeing their slaves. Aboleths have never forgotten.

**Gods in the Lake**. Aboleths dwell in watery environments, including ocean abysses, deep lakes, and the Elemental Plane of Water. In these domains and the lands that adjoin them, aboleths are like gods, demanding worship and obedience from their subjects. When they consume other creatures, aboleths add the knowledge and experiences of their prey to their eternal memories. Aboleths use their telepathic powers to read the minds of creatures and know their desires. An aboleth uses this knowledge to gain a creature's loyalty, promising to fulfill such wants in exchange for obedience. Within its lair, the aboleth can further use its powers to override senses, granting creatures, such as its followers, the illusion of promised rewards.
Dripping Caves

The Dripping Caves was a small cave system located on the edge of the Ardeep Forest near Nightstone. Evidence found by Vohrun indicated that it may have been the home to a small tribe of Goblins. However, when the Three arrived seeking the lost villagers from Nightstone it was controlled by Gurrash, Chief of the Ear Seeker Tribe.
Slarkrethel

Little is known of Slarkrethel's origins and it is possible that it has taken great lengths to ensure that is the case. Some scholars contend that the Krakens are remnant weapons of a war waged before mortal existence between Gods and some other forgotten foe. What is known in that the master of the Children of Slarkrethel is a titan, enormous beyond reason and powerful beyond reckoning. The Kraken rules over a vast dominion underneath the Trackless Sea and the tentacles of his influence reach far inland through his followers and worshipers. The very waves and winds answer to his call and his arrival is heralded by storms of great fury.
Allies and Adversaries

## Locations and Resources

* The Weatherlight
* The Tower
* Alchemy Lab

## Allies

* Elsa the Adventurer
* Pinny the Great
* Gonabald Trinklewick
* Candice Belmount
* Andros the Paladin
* Temperance
* Igor
* Quill
* Outpost 31
	+ Vorrotryd MacReady
	+ Jagneac Shatterbelt
	+ Farmor 'Pierre' Hjolman
	+ Tyshtin Gembreaker
	+ Brommyl Thulrum
	+ Redwynn Copperhook
	+ Maergwyn Copperhook
* Bob
* A.L.M.A
* Chloe Capashen
* Daisy Yaeldrin
* Bellatrix
* Glamourhook

## Proteges and Hirelings

* Donation Robinson
* Battalion Greenhill
* Isuma Kayada
* Fumio Kayada
* Aranda Beladona
* Krisnda T'yana
* Grog
* Nidis Ahrusath
* Qher
* Rhimne Khan
* Burket
* Snarla
* Alisandre 'Alice' Calrith

## Adversaries

* Dark Jesters
* Nathaniel
* The Murder King
* Eltumil
* Lady Bellista Saryis
* Dalron Bhelnir
* The Crowned Prince of Chaos
* Broken Horn
* Duengar Kigri, Half-Orc Crime Lord
* Coven of the Crooked Shack
	+ Auntie Ethel Knucklebones
	+ Granny Peggy Pigtooth
	+ Rotten Sally Frogwart
* The Shadow Killer
* Durnn

## Associates

* Desiré
* Lucinda
* S'sha
* Preacher
* Concordance Military Alliance
	+ The Trifecta
		- Operations
		- Intelligence
		- Logistics
	+ The Council of Five
		- The Frozen Coast
		- The Central Plains
		- The Enlightened Peaks
		- The Trade Lands
		- The Golden Shores
* Tammy the Dwarven Priestess
* Gary the Goliath
* Alphons Twilit
* Bethany Malar
* Edward Malar
* Casandra Malar
* Tameral the Half-elf
* Dol'rian the Drow
* Hemsworth
* Tamaril the Priestess
* Ossian Portman
* Lord Liam Bernard Candor
* Captain Gaukia Keenworker Nugaligane
* James Edward Harding
* Liam
* Jorfan Chaffinch
* Nagala Gravelhammer
* Tadhg Ní Mhaoilchiaráin
* Gerrard Capashen
* Eragalthy, the Xenophobe
* Xanathar, Crime Lord
* Meepo
* Yusdrayl
* Ser Bradford
* Sharwyn
Rod of the Pact Keeper

One of the last creations of the Phandelver Pact, the Rod of the Pact Keeper is a coal-black smooth rod about an inch thick and two feet in length. Engraved with Dwarven and Infernal runes of binding.

While holding this rod, you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your warlock spells. In addition, you can regain one warlock spell slot as an action while holding the rod. You can't use this property again until you finish a long rest.

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

**Carried By:** Melech
Gurrash

Gurrash was the Chief of the Ear Seeker Tribe of Orcs. He led his people from the Forlorn Hills towards the Ardeep Forest, fleeing some unknown threat. The elves of the Ardeep Forest savaged his forces, thinning their numbers greatly. The Ear-Seekers took refuge in a cave near the edge of the forest and were surprised by the human villagers who fled Nightstone for the caves. He ordered a scouting party and later the bulk of his forces to seize the town but they were ultimately defeated by the Three who followed the trail back to the caves. Gurrash was ultimately defeated and blinded by the Three, left to wallow in darkness and defeat.
Nihiloor

Nihiloor was a Mind Flayer dwelling beneath Neverwinter to assumed control of the Dead Rat Gang within the city. He was a capable spellcaster and was able to create or control a number of abominations including Intellect Devourers, Cranium Rats, Grell, Quaggoths, a Mindwitness and an Otyugh. He implanted Intellect Devourers into an unknown number of people within the city, including a number of people in the employ of Sharn Bliss, a rival of the Dead Rats. He was also involved with the Red Wizards, Hamun Kost indicated they nourished his curiosity in the Arcane in exchange for the use of his network. He was slain by the party after they located his lair deep beneath Castle Never.
Nothic

**Encountered:**Redbrand Hideout

A baleful eye peers out from the darkness, its gleam hinting at a weird intelligence and unnerving malevolence. Most times, a nothic is content to watch, weighing and assessing the creatures it encounters. When driven to violence, it uses its horrific gaze to rot the flesh from its enemies' bones.

**Dark Oracles**. Nothics possess a strange magical insight that allows them to extract knowledge from other creatures. This grants them unique understanding of secret and forbidden lore, which they share for a price. A nothic covets magic items, greedily accepting such gifts from creatures that seek out its knowledge.
Immovable Rod

One of the works of the smith Durgeddin Foehammer, this adamantine rod has the bust of a braying donkey on each end. When the command word is spoken by one holding the rod it causes the rod to become magically fixed in place. Until you or another creature speaks the command word again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.

**Found:** Pinning the corpse of Durgeddin to a desecrated altar within Khundrukar

**Carried By:** Melech
The Harpers

The Harpers are an enigmatic group of individuals who oppose the abuse of power and protect the north from the shadows. Their membership is secret and their true size and influence is unknown. They have granted the party access to their teleportation circle network known as the Inner Circle under the condition that it be kept a secret.

## **Known Members:**

**Sister Garaele** - Priestess of Tymora in Phandalin

**Tylander Roaringhorn** - Noble in Waterdeep who maintains an estate in Amphail

**Daratha Shendrel** - Lord Protector of Triboar.

**Sandyse Thunderquill** - Keeper of the Neverwinter Inner Circle

**Artus Cimber (Former)** - Protector of the Ring of Winter
Benderin Drogoon

Benderin Drogoon, also known as the "Golden Lion" is the leader of the Paladins of Torm based in Neverwinter. His age has left him infirm and hard of hearing, resulting in most of his duties being performed by his subordinates Yorrick Farren and until recently, Eamon Targ. He still dons his ceremonial armor despite his weight and is accompanied by a white hound who seems to never leave his side.

Following Jarl Storvald's attack on the temple and the slaughter of many knights he retired his position and left the temple, presumably to seek his death in honorable combat.
Frost Giant

**Notable Examples:** Harshnag, Drufi, Jarl Storvald

**Encountered:** South of Neverwinter and Port Llast

Frost giants are creatures of ice and snow. Their hair and beards are pale white or light blue, matted with frost and clattering with icicles. Their flesh is as blue as glacial ice. Frost giants are fierce, hardy warriors that survive on the spoils of their raids and pillaging. They respect only brute strength and skill in battle, demonstrating both with their scars and the grisly trophies they take from their enemies.
Chief Guh

Chief Guh is the leader of the Hill Giant tribe infesting the Dessarin Valley. She had seized all the males of her tribe declaring them all to be her husbands and tasked them with gathering food for her to consume. According to the Oracle of Annam she intended to lead the Ordening by becoming larger than any giant in history. When the party found her sleeping in her home of Grudd Haug, she had swollen so large that it was clear she was unable to move under her own power. Melech polymorphed her into a turtle and threw her into the pig-pen below.
Bag of Holding

This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.

**Found:** On the Kobold Chieftain in Khundrukar

**Carried By:** Diva Flinthelm
Red Wizards of Thay

The Red Wizards of Thay are the ruling class of the far-away land of Thay. There mages rule with absolute power. They are frequently divided by internal strife but when they have a common objective they are among the most powerful groups in the realms. They are frequently identifiable by their hairless bodies, facial tattoos and red robes.

## Known Members:

**Manus Kost** - Magister in charge of Red wizard operations in the North

**Octavious** - Agent of the Red Wizards posing as an Inn keeper at Waterdeep

**Hamun Kost** (Deceased) - Red wizard archaeologist and necromancer killed at Old Owl Well

**Keraptis** - Mad wizard responsible for creating White Plume Mountain
Roc

**Encountered:** As one of Drufi's alternate forms.

At first sight, a roc's silhouette looks much like any other bird of prey. As it descends, however, its unearthly size
becomes terrifyingly clear. In flight, a roc's wingspan spreads two hundred feet or more. At rest, perched upon
the mountain peaks that are its home, this monstrous bird rivals the oldest dragons in size.

**Sky Titans**. In the ancient days when giants battled dragons for control of the world, Annam, the father of the giant gods, created the rocs so that his worshipers might challenge the dragons' dominance of the air.
When the war ended, the roes were freed from giant domination and spread throughout the world. Though cloud giants and storm giants sometimes tame these great birds, rocs treat even giants as potential prey. They fly great distances in search of food, soaring high above the clouds to reach their favored hunting grounds. A roc seldom hunts swift or small creatures, and it ignores towns and forests where prey can easily take cover. When it locates a large and slow-moving target such as a giant, a whale, or an elephant, a roc dives down to snatch its prey in its massive talons.

**Remote and Alone**. Rocs are solitary creatures that can live for centuries. They lair in nests made from trees, tents, broken ships, and the remains of caravans they carry off, placing these massive tangles in mountain clefts out of the reach of lesser creatures. Sometimes a roc's nest contains treasures from the caravans or ships they raid, but these creatures are heedless of such baubles. More rarely, a nest holds eggs that are taller than a human, produced by the rocs' infrequent mating.
Hamun Kost

Hamun Kost was the Thayan Red Wizard encountered by the Three at Old Owl Well that Eamon Targ had dispatched Vohrun to investigate. The party dispatched a group of Orcs and Wyvern Tor nearby for the wizard to gain information on the location of Bowgentle's Spellbook for Sister Garaele. When they had the information they needed the party slew Hamun for his practice of debased necromancy. Unbeknowst to the party, he was the son of Manus Kost, the magister in charge of Red Wizard activities in the North.

He has been given fresh life by father and has sought after the party in order to retrieve the Arcane Cypher. He has offered them the same immortality he seems to possess in exchange for the Cypher. They had 10 days to decide.

His offer turned out to be a ruse, with the party trapped in a magical simulation created by Nihiloor. Hamun stole the cypher and fled the city until the party chased him down and killed him once more.
Kella Darkhope

Melech found this woman hiding in the upstairs of the damaged Nightstone Inn. She told him she was an Acolyte of Lathander who had come to town immediately before the attack to assist the aging priest of the temple. She is later revealed to be an associate of Xolkin Alassandar and a member of the Zhentarim. She was slain by the party as they attacked Xolkin's forces. She is survived by a living sister known to the party only as "LD" who attempted to avenge Kella's death in a roadside ambush.
Ghelryn Foehammer

A longtime resident of Triboar, the blacksmith Ghelryn has a good heart, but he hates orcs and giants—hates them with a fiery passion. He considers it the solemn duty of all dwarves to cave in their skulls! He provided the Three with a crude map to the Stone Tooth, where the lost dwarven hold of Khundrukar was rumored to be hidden.
Carnath Roadhouse

This walled compound served as a hostelry on the High Road between Waterdeep and Neverwinter in the days when trade between the two cities flourished. It fell into disuse when that trade slowed when the road became too dangerous. Now that Neverwinter is resurgent and commerce has resumed, the road has been rebuilt and the roadhouse repaired and put to use as a supply depot and wagon park.

It stands on the west side of the road, a stone's throw from the edge of the Mere of Dead Men. Fog drifting off the mere engulfs the roadhouse at night and lingers well into the following afternoon. The sounds of the marsh, from croaking frogs to buzzing insects, are only somewhat dampened by the roadhouse's walls and doors.

The superintendent of the Carnath Roadhouse is a brusque but well-educated half-ore named Bog Luck. Bog bought the roadhouse a few years ago at a bargain. Bog Luck employed Ardred Briferhew to lead his security detail, a number of guards, four stable boys and a cook named Gristle Pete, though he didn't pay them much.

The roadhouse was attacked by a Bodak the night that the Three stayed there. From it's corpse ashes they collected a pinch of ashes from the dead god Myrkul.
Bananas

**Bananas** are items in Minion Rush. They appear as the main currency in the game, along with tokens. They appear scattered throughout every location and can be collected while running. They also appear when certain items such as Gru's Rocket and the Fluffy Unicorn are used. Bananas come in large amounts when a secret or special area is accessed in a location. Certain items such as the Banana Splitter increase the amount of Bananas collected by the player's Minion. The Moon and Mega Minion are the only items that do not have Bananas within them when used.
Mere of Dead Men

A kingdom that stood here long ago was washed away when a lich named Iniarv caused the sea to flow inland. The swamp gets its name from the thousands who died in the flood. Travelers on the High Road, which skirts the Mere to the east, must resist the urge to be lured into the swamp by bobbing will-o'-wisps. Countless adventurers have perished in the Mere, drawn by true tales of ruined castles half-sunk in the mire. During the Time of Troubles the ashes of the old God of Death, Myrkul, floated on the wind here following his destruction, further polluting this forsaken land.
Giant

Ancient empires such as Ostoria once cast long shadows over a world that quaked beneath the giants' feet. In those lost days, these towering figures were dragon slayers, dreamers, crafters, and kings, but their kind fell from glory long ago. However, even divided among secluded clans scattered throughout the world, the giants maintain the customs and traditions of old.

In remote regions of the world, the last remaining plinths, monoliths, and statues of the great giant empires bow their heads in desolate obscurity. Where once those empires sprawled across all lands, now the giants dwell in isolated tribes and clans. Every true giant, regardless of type, can trace its ancestry directly to Annam the All-Father. Most giants believe that Annam took a number of consorts in addition to his mate Othea, accounting for the variety in appearance and abilities among the types of giantkind.

Giants and giant kin rank among the world's most fearsome creatures, literally towering over the other, younger beings that crowd the world. Yet nowadays most giants live in isolation or in obscure locations, exhibiting none of the collective grandeur and power of their forebears.

### **Subtypes**

**Hill Giants -** Hill giants are selfish, dimwitted brutes that hunt forage, and raid in constant search of food. They blunder through hills and forests devouring what they can, bullying smaller creatures into feeding them. Their laziness and dullness would long ago have spelled their end if not for their formidable size and strength.

**Stone Giants -** Stone giants are reclusive, quiet, and 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.

**Frost Giants -** Gigantic reavers from the freezing lands beyond civilization, frost giants are fierce, hardy warriors that survive on the spoils of their raids and pillaging. They respect only brute strength and skill in battle, demonstrating both with their scars and the grisly trophies they take from their enemies.

**Fire Giants -** Master crafters and organized warriors, fire giants dwell among volcanoes, lava floes, and rocky mountains. They are ruthless militaristic brutes whose mastery of metalwork is legendary.

**Cloud Giants -** Cloud giants live extravagant lives high above the world, showing little concern for the plights of other races except as amusement. They are muscular with light skin and have hair of silver or blue.

**Storm Giants -** Storm giants are contemplative seers that live in places far removed from mortal civilization. Most have pale purple-gray skin and hair, and glittering emerald eyes. Some rare storm giants are violet-skinned, with deep violet or blue-black hair and silvery gray or purple eyes. They are benevolent and wise unless angered, in response to which the fury of a storm giant can affect the fate of thousands
Bodak

**Encountered:** Carnath Roadhouse

A bodak is the undead remains of someone who revered Myrkul, the God of Death slain during the time of troubles. Devoid of life and soul, it exists only to cause death.

**Marked by Myrkul**. A worshiper of Myrkul can take ritual vows while carving the dark lord's symbol on its chest over the heart. Myrkul's power flays body, mind, and soul, leaving behind a sentient husk that sucks in all life energy near it. Most bodaks come into being in this way, then unleashed to spread death in Myrkul's name. Every bodak bears the mark of Myrkul as a chest wound, an opening where a mortal humanoid's heart would be. Myrkul can recall anything a bodak sees or hears. If he so chooses, he can speak through a bodak to address his enemies and followers directly. Bodaks are extensions of Myrkul's will outside the Abyss, serving the dark prince's aims and other minions.

**Unhallowed Fragments** Even nature despises bodaks. The sun burns away a bodak's tainted flesh. The creature's gaze lays waste to the living. Anyone a bodak slays with its gaze withers, its face frozen in a mask of terror. The monster's mere presence is so unnatural that it chills the soul. Animals untrained for war instinctively flee just before a bodak arrives.

**Undead Nature**. A bodak doesn't require air, food, drink, or sleep.
Grista

The surly female halfling proprietress of the Sleeping Giant Taproom in Phandalin. When the party provoked a confrontation with the Redbrands who frequented her bar she was taken hostage. A badly aimed shot from the party hit her leg, wounding her grievously. The party took her to Sister Garaele for healing but she still has a limp as a reminder of that day.
Halls of Justice

The Hall of Justice is the temple of Tyr, God of Justice in the city of Neverwinter. The Hall of Justice was located on a cliff overlooking the Sea of Swords on the north bank of the Neverwinter River near its mouth. It was directly across the Sleeping Dragon Bridge from Castle Never. The church was built from stone, iron, and wood and was beautiful to look upon. With Castle Never a haunted ruin the Halls of Justice are the center of governance within Neverwinter. Many of the cities offices are housed in the buildings built into the edges of the courtyards surround the temple.
Reidoth

Reidoth is a gaunt, white-bearded human who doesn't use two words when one word will do. Though he receives very few visitors, he is reasonably hospitable. He is a member of the Emerald Enclave, a widespread group of wilderness survivalists who preserve the natural order while rooting out troublesome threats. He determined that the goblins in the southern Neverwinter Wood were a threat to the delicate balance and culled them occasionally.
Blackrazor

Hidden in the dungeon of White Plume Mountain, Blackrazor shines like a piece of night sky filled with stars. Its black scabbard is decorated with pieces of cut obsidian. The weapon can speak with its wielder or those nearby telepathically. Its voice is deep and echoing. Blackrazor speaks with an imperious tone, as though accustomed to being obeyed. The sword’s purpose is to consume souls. It doesn’t care whose souls it eats, including the wielder’s. The sword believes that all matter and energy sprang from a void of negative energy and will one day return to it. Blackrazor is meant to hurry that process along. The sword was made into Malformed Melech's pact weapon before being given to Octavious.
Skum

The creatures that assaulted the Cloned Three on Mr Dory's ship had an odd assemblage of aquatic features including long writhing tentacles that served as legs on land. Their touch caused intense pain and and an attack on the senses. Their arms appeared to but thin but apparently had significant musculature making the creatures powerful combatants.
Silver Marches

The Silver Marches are the North-easternmost settled region of the North. It is bordered by the Anauroch Desert to the east, the High Forest to the south, the Savage Frontier and Dessarin Valley to the west and the Spine of the World mountain range to the north. Major settlements included Silverymoon, Citadel Adbar, Citadel Felbarr, Everlund, Mithral Hall, and Sundabar.
Grudd Haug

Grudd Haug is the home of the Hill Giant tribe led by Chief Guh in the Dessarin Valley. The structure was composed of a massive mud and log structure resembling a beaver dam which held back one of the tributaries of the Dessarin River, swelling the river into a long lake. A large lodge was perched on top of the dam and several defensive structures surrounded the steading.
Arcane Brotherhood

The Arcane Brotherhood was a wizards' guild that operated out of the Host Tower of the Arcane in Luskan. The organization was shrouded in mystery, as even its most high-ranking members were unknown. It was known however that their primary goal was the political and economic control of the North.

**Known Members**

Valindra Shadowmantle - The archmage conducting the Brotherhood's investigation into the Golden Goose

Jessamine - The peculiar wizard owner of Esoteric Oddities in Luskan

Seneschal - The cantankerous caretaker of the Host Tower of the Arcane
Hill Giant

**Encountered:** Attempting to loot food from Tylander Roaringhorn's birthday party in Amphail and within Grudd Haug

**Notable Examples:** Chief Guh, Moog

Hill giants are selfish, dimwitted brutes about 16 feet tall that hunt forage, and raid in constant search of food. They blunder through hills and forests devouring what they can, bullying smaller creatures into feeding them. Their laziness and dullness would long ago have spelled their end if not for their formidable size and strength
Khundrukar

A dwarven lost hold reported to of been the home of Durgeddin Foehammer, the legendary Wrathful Smith of Clan Foehammer. The three discovered the entrance to this lost hold on the slopes of the Stone Tooth with the help of a map provided by Ghelryn Foehammer

The three found it was occupied by a tribe of kobolds serving the dragon Nightscale which ruled from the depths of the complex.
Paladins of Torm

Members of the Paladins of Torm seek to protect others from the depredations of evildoers. Placing their faith in the god of duty Torm, they bring the strength of their faith, their hearts, and their weapons to bear against villainy. They are affiliated with the Hidden Hands of Torm.

## **Known Members**

**Benderin Drogoon** **(Retired)** - The elderly leader of the Paladins of Torm within Neverwinter.

**Eamon Targ** - Paladin of Torm in the Temple of Neverwinter. Investigating Thayan activity in the North and how it relates to the Arcane Cypher and the Nightstone. Following the attack on Neverwinter he was elevated to the High Priest of the temple.

**Rhenda Thistlehill** - Paladin of Torm in the Temple of Neverwinter. Tasked by Eamon to serve as a bodyguard for the Three before she was recalled by Yorrick Farren.

**Knight Commander Yorrick Farren** **(Deceased)** - A high-ranking Paladin of Torm in the Temple of Neverwinter. He ran the temple in Eamon's absence and Benderin's infirmity. He was later found to have betrayed his oath and was a puppet of the Thayans.
The Lovely Fiend

The Lovely Fiend is a seedy tavern and inn by the Docks of Neverwinter. The drinks are cheap, the food greasy and the beds infested. It sports large decks facing the street and harbor, providing a welcome escape from the smokey interior. It is run by Olgana, a brusque woman whose staff seems to be composed of drunks who never left.
Shield Guardian

**Encountered**:Within the Thayan Enclave beneath Waterdeep

Wizards and other spell casters create shield guardians for protection. A shield guardian treads beside its master, absorbing damage to keep its master alive as long as possible.

**Master's Amulet**. Every shield guardian has an amulet magically linked to it. A shield guardian can have only one corresponding amulet, and if that amulet is destroyed, the shield guardian is incapacitated until a replacement amulet is created. A shield guardian's solitary focus is to protect the amulet's wearer. The amulet's wearer can command the guardian to attack its enemies or to guard the wielder against attack.

**Magnificent Treasure**. Because a shield guardian's ownership can be transferred by giving its matching amulet to another creature, some wizards collect exorbitant sums from princes, nobles, and crime lords to create shield guardians for them. At the same time, a shield guardian makes a mighty prize for anyone who slays its master and claims its amulet.

**Construct Nature**. A shield guardian doesn't require air, food, drink, or sleep.
Lionshield Coster

The Lionshield Coster is a trading company based out of Yartar. They have local branches in several towns along the High Road and Long Road. They were owned by a number of Bondholders who purchase their shares at auction in Yartar.

## Known Members

**Linene Graywind** - Operator of the Coster Trading Post in Phandalin.

**Alexander Hebar** - A clerk in the Waterdeep office Melech leveraged to gain an audience.

**Boln Condar** - Bondholder managing the regional office in Waterdeep.
Orog

**Encountered:** Among the Ear Seeker Tribe near Nightstone and assaulting Triboar.

Orogs are orcs blessed with a surprisingly keen intellect that ordinary orcs believe is a gift from the ore goddess Luthic. Like Luthic, orogs prefer to live underground, although the scarcity of food often brings them to the surface to hunt. Orcs respect an orog's strength and cunning, and a lone orog might command an orc war band.

**Stronger and Smarter**. An orog uses its strength to bully other orcs and its intelligence to surprise enemies on the battlefield. Many an overconfident elf, human, or dwarf commander has watched a "simple" orc warlord execute a clever maneuver to outflank and destroy an opposing force, not realizing the orc is an orog. When encountered in great numbers, orogs form their own detachments within much larger orc hordes, and they are always at the forefront of any attack, relying on their superior strength and tactical insight to overcome anything that stands in their way. Few orc tribes actively seek out orogs to bolster their ranks. The orogs' superiority makes them ideal leaders, and thus deadly rivals to orc war chiefs, who must be wary of orog treachery.

**Detached Killers**. Wanting nothing more than to hack their enemies to pieces, orogs are a terrifying presence on the battlefield. They form no attachments, even to their parents and siblings, and have no concept of love or dedication. They worship the orc pantheon of gods Gruumsh and Luthic foremost because they believe that the gods have strength beyond reason, and physical might is all they respect.

**Servants of Darkness**. Mistrusted by orcs, some orogs form independent mercenary war bands that sell themselves to the highest bidder. As long as they are rewarded, orog mercenaries gladly serve as elite warriors and shock troops for evil wizards, depraved giants, and other villains.