Nether Mountains Companion Guide
Nether Mountains Companion Guide
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Guide to this adventure:
Regular text can be read to the party at the DM’s Discretion if warranted
Bold words/phrases – key words or words that can be looked up or researched further.
Credits in this adventure: WoTC for making such a terrific system and game.
Abbreviations: PHB – Players Hand Book (5e). DMG – Dungeon Masters Guide (5e). MM –
Monster Manual (5e). SCAG – Swords Coast Adventurers Guide. VGtM – Volo’s Guide to Monsters.
Combat Involving any NPC without stats provided, should use the stat block of Commoner MM
pg.345, or any more relevant stat blocks such as Guard MM pg.347, Bandit MM pg.343, Spy MM
pg.349 Or Veteran MM pg.350.
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Khelb
Ladypeak
Jalanthar
Lhuvenhead
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Background & Setting Current Regional Politics
This companion guide can be used to help After the war of the Silver Marches, the
create a quick and detailed layout of the Luruar, a confederation of regional cities and
Silver Marches Region. Put together using factions fell to infighting and disagreements.
only information from official sources, this This has lead the current political climate to
guide aims to shed lights on recent be rather fractured. The dwarves, due to the
happenings within the Silver March region. events of the sacking of Sundabar, have left
Also known as Luruar, the area is a volatile the alliance due to the inaction of the more
setting with formidable mountain ranges, “bureaucratic” factions. This lead to the fall
wide fast flowing rivers, deep dwarven of the alliance as at least one third were
mining settlements and citadels, ancient dwarven cities and citadels. The dwarves
forests, strange beasts and interesting have also cut most human and elven cities
politics. from transporting their mined goods, and
have built elaborate tunnel systems to link
Information found within this guide
many mines together. This allows them to
encompasses information found in books
transport the goods underground, avoiding a
starting with 3.5e and ranging right through
lot of the typical hazards.
to current lore. All most recent information
has been selected over older more detailed This has left cities like Silverymoon
lore. The setting for this content can be somewhat depleted. A vast portion of their
implemented from anytime ranging from trade and business dwelt on the ore and
1490 DR to 1492 DR. resources sent by the dwarves, along the
Silverymoon Pass or the River Rauvin.
Settlement and cities discussed here often
Having lost out on this work has been a
have detailed maps which can be found at
financial blow to the city which is looking to
various places on the internet. Maps should
new areas to prop up its earnings.
be used where possible, to help flesh out
current differences or help understand Additionally Silverymoon’s reputation has
geographical layouts. needed much work after the War of the
Silver Marches. No longer trusted as a
Some stores and NPC’s have been created as
regional martial power due to their inaction,
no official alternatives can be found. All
the city may need to extend its influence
content found in Bold is official material and
regionally to prove that it cares about the
can be researched further in official WoTC
area, and the threats they face. Ignoring this
releases or online.
could have dire consequences, as other towns
All encounter tables set out within this guide and cities may ignore it as a trading center.
are simply examples for the types of Instead opting to travel overland to other
creatures found within the area. major centers, or dealing directly with the
dwarves instead.
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Encounter Tables
Level 3 & 4 Encounter’s
Typical Regional Encounter Tables
Whilst travelling though this landscape in or Roll
Consequences
1d8
around winter, DM’s should be inclined to roll
2x a day for both the weather and random 1-2 1 Ice wolf hunts the party
encounters.
3-4 6 Ice Mephit’s ambush the party
The weather check is a 1d2, 1 for storms and
cold damage, 2 for clear and bright weather. 4 Bugbear’s happen upon the party
5-6
Each period should proceed for around 8 while hunting for food
hours in length. Using the same rules as
8 Orc raiding party found walking
previously determined, constitution checks 7-8
the road
should be made to determine the party’s
reactions to the weather or environment. (Creature Locations: Winter Wolf MM pg.340, Ice Mephit
MM pg.215, Orc pg.246 & Bugbear pg.33)
For random encounters, DM’s can roll a 1d2
The ice wolf stalks up to the party before
three times a day to determine if they face
lunging to attack the furthest character back.
any form of threat. Once decided, DM’s can
Characters will need to make a DC14
roll on the table found below for the
Wisdom (Perception) Check to spot the wolf
consequence of the encounter.
before it attacks.
Level 1 & 2 Encounter’s The ice mephit’s are spread on both sides of
Roll the road way as the party approaches,
Consequences attacking right as the party passes between
1d8
them.
1-2 4 wolves hunt the party The bugbear’s are making quiet a
commotion as the party approach, characters
3-4 1 ogre strolling through the world
have a chance to ambush if they act quickly.
5-6 2 orcs roaming around for food The orc’s are moving silently along the road
before they and the party see each other
7-8 4 kobolds tunnelling near the road
from around 400ft away. They will charge to
(Creature Locations: Wolf MM pg.341, Ogre MM pg.237, Orc attack which will take roughly 5 rounds to
pg.246 & Kobolds pg.195)
get to the party.
The wolves will attempt to attack any
Each of these encounters should grant 600xp
character slightly separated from the group.
per character and 3 rewards from the
The ogre will attempt to charge and attack
Individual Treasure: Challenge 0-4 Table
any livestock for food.
from the DMG pg.136.
The orcs will attempt to steal from the
characters.
The kobolds will attempt to lead players
away with poorly aimed arrows while 2 raid
any supplies left around.
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Level 5 to 8 Encounter’s
Roll
Consequences
1d8
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Cities & Towns
The falling of the alliance, has left the region
Silverymoon in the past 4 or 5 years, vulnerable to various
Silverymoon is well represented by its forms of exploitation. Primarily by typical
reputation of the “Gem of the North”. threats such as orcs and goblins, but also, by
The city is unlike any other in the enterprising outfits of criminals, strange
known world. With immaculate beasts from the wilderness and powerful
gardens, tree’s that touch the heavens beings, which hope to exert influence over
and what seems to be the blessings of the politically weak region. Silverymoon still
several gods, Silverymoon is a haven acts as a trading hub, with roads travelling,
for magical enthusiasts, bardic too and from cities, such as the likes of
practitioners, holy pilgrims and all
Waterdeep, Yartar, Triboar, Everlund and
walks of civilised life. The City wraps
Nesme.
both banks of the River Rauvin, as it
moves towards the Evermoor’s. The Points of Interest
city is well known as a leader in
Silverymoon has a number of historical and
magical and bardic training, with more
famous landmarks, often heard about by
than a few schools, devoted for specific
domains. The Harpers also consider many of the locals of the region, as well as
Silverymoon a citadel for their quest for most of the Swords Coast. The city lays
knowledge and freedom of information. loosely separated into a number of districts,
The city itself has a reputation for listed as follows, Goodman’s District,
enlightenment, and the scores of free Hunters District, Old City, New City and
thinking types. Palace District. Most points of interest,
include but aren’t limited to the following:
History & Current Situation
Characters should be asked to roll for a DC12 Schools & Places of Learning
Intelligence (History) Check for the recent Arkhen’s Invocatorium – A specialty magic
history of the region and Silverymoon itself. college in the city focusing on sorcery.
If successful, the character should have Rumoured to be filled with various animated
knowledge of the War of the Silver items and constructs.
Marches, from which Silverymoon, delayed Miresk’s School of Thaumaturgy – A school
by infighting and political inefficiency, failed of magic devoted to simpler and more
to contribute to, in any meaningful way. This practical spells. Boasting that most grand
led to the complete destruction of the surface spells are compensating for some deficiency
city of Sundabar and in turn, led to the in the caster, this school focuses on using
dwarves reneging on the confederation of the simple spells to their maximum potential.
Silver Marches. Silverymoon now has been Utrumm’s Music Conservatory – A school
almost ignored as a viable place of business of symphony, this conservatory teaches the
with the dwarves, which has the potential to mastery of musical instruments to the
cost many jobs and degrade the economic population and a number of travellers. Not a
value of the city. bardic institution, this school only focuses on
the discipline of music itself. There are
several bardic institutions to be found
throughout the city.
Vault of the Sages – This grand building
hosts, arguably, the largest and most
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complete collection of knowledge, on the Guard’s and Military
whole continent. The building is made of Silverymoon is home to a few differing
dwarvish design and the first of five levels, martial factions. Most notably is the group
openly hosts any person, wanting to find named Knights in Silver, headed by paladin
recent regional information, meet new Sernius Alathar. Secondly is the magical
people, or gain insight on a topic. contingent known as the Spellguard. Typical
The Moonbridge – Connecting the New City daily running of the city is left to the Grand
district to the Old City, this bridge arcs over Marshal and their Silverwatch. For places of
the River Rauvin as a testament to the beauty import and specialist attention, the High
and magical nature of Silverymoon itself. Guard, made up of Silverwatch veterans can
Almost invisible at day this bridge made of be found.
magical energy, which shimmers and glows
in the moonlight. Lhuvenhead
Various Inns & Taverns Within the town of Lhuvenhead are 3 small
Bright Blade Brandished – A typical style stores, the Inn and a very modest number of
adventures tavern, this structure is full of homes scattered through the overgrown
folk from various races, class and religion. ruins. Any local will be able to explain that
Aided by a number of magical enchantments, the ruins are due to a massive orc raid which
drinks appear via telekinesis and fights are occurred around 8 or 9 years ago now which
broken up by magical intervention. Rumours essentially ruined the town. Few still remain
and news are often spoken first here in the from what was a vibrant river trading town.
city and it is an excellent place to pick up Folk here seem to be weary of Grilop and his
work. market stand. Seemly having had poor
Golden Oak Inn & Temple to Shiallia – This experiences with him before. NPC characters
is a more sombre Inn, frequented most about town may inform the party on multiple
commonly by elvish types. occasions to avoid trusting him too much.
Inn of the Wayward Sages – A hive of the
Lhuvenhead Shops and Characters
intellectual, this Inn hosts a number of
Iron Piercer (smithy): Blacksmith which
travelling sages and scribes, come to study at
specialises in arrowheads and
the Vault of Sages.
knives/daggers and also regular horse tack.
Son of the Goat – Previously known as the
Run by a young dark bearded dwarf named
Dancing Goat, before a particularly
Punket Ironheart. This store sells arrows,
destructive fire. This Inn is a local favourite,
daggers and Horse Tack at 15% off the
located near to the dock area.
regular price.
Temples
May temples and shrines can be found within Herbal Help (alchemist): An overgrown
the city, these include, shack seemingly standing from before the
The Halls of Inspiration – devoted to orc attack. Run by an old elf named Quina
Oghma and Milil. Aedwin. Has 2 Potions of Healing (50gp
The House Invincible - devoted to Helm. each) in stock if characters can afford them.
Mielikki's Glade – devoted to Mielikki Can produce a number of differing sleep
Rhyester's Matin – devoted to Lathander (DC13), paralysis (DC13) potions or weak
The Temple of Silver Stars – devoted to poisons (1d6) if requested for the same price
Selune. as the healing potions.
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past few months. The clean pine wall boards Everlund
still have the fresh scent of unseasoned wood
The city of Everlund straddles the River
about them. Inside is a middle aged man by
Rauvin and hosts a large population of
the name of Dendlin Ferbid. He sells
around 23,500 souls. This includes mostly
anything found on the Adventuring Gear list
humans and to a lesser extent elves, but
in the PHB pg.150 worth 5gp or less.
additionally Lightfoot Halflings and Shield
Orc’s End (Inn): The Orc’s End is a tiny inn Dwarves wouldn’t be considered uncommon.
sitting beside the village square in This population is protected by a high stone
Lhuvenhead. Run by a half elf man by the wall surrounding the city and a fighting force
name of Lilt Greenwreath, the inn features known as the Army of the Vale.
two rooms, a common room and a single
The city itself has a number of interesting
tapped keg of ale which sits behind a narrow
buildings and points of interest throughout
and short bar. Lilt is an extremely affable
it. They include The Great Armory, a
host who offers you drinks and food as soon
building surrounded by barracks, home to
as you enter.
the Army of the Vale. The Bell Market, a
mercantile district in the heart of the city,
Hilltop Village
bordering the River Rauvin. A harper base
The small Village of Hilltop is around three
known as the Moongleam Tower, situated
days travel up the mountain from
along the northern wall. A number of well
Silverymoon. Its home to a small population
know inns and taverns such as the
of around 120 souls, most of which are
Dreaming Dragon and the Stag at Bay, two
human. There is a small inn named the
more famous examples.
“Northern Vista”, and a general goods store
named “Good Goods”. Two bridges used to cross from the northern
section of town to the southern section, the
Hilltop’s claim to fame is actually a well
western bridge being known as the
sought and historically rich institution
Kightbridge and the eastern one the
named the Drogan Droganson’s
Dwarfbridge. Finally a significant number of
Adventuring School.
temples can be found in or around the town.
The Inn is run by a 50ish year old male Evergreen Hall is devoted to Mielikki, the
named Namel. This hardened man has little Grotto to Shiallia, the Keep of Vigilance to
to say and nothing to offer in terms of Helm and the Startmeadow to Corellon
rumours or work. He can offer the party a Larethian. As well as these temples three
single room with 3 beds in it for the night at shrines devoted to Oghma, Shaundakul and
an inflated 4gp price. Waukeen are also found throughout the city.
The Good Goods is run by an elderly woman The town is governed by a Council of
who offers the party a warm welcome. She Elders, a group with positions earnt through
introduces herself as Gladys Snowfinger. She prominence within the city. A First Elder is
claims to have lived in Hilltop for her entire elected by other members to be the lead and
life, some 60 odd years. Her store stocks final word of the council.
anything found on the Adventurers Gear list
Well known shops within the town include
in the PHB pg.150, worth less then 2gp.
Bent Bow Bowyer, an archery shop and
Hethmeir’s Highboots, a very popular boot
maker. However there would be a number of
other suppliers and merchants that would be
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able to supply almost any typical good, ever nobility from nearby Silverymoon and the
heard of. distant Waterdeep. Behind the bar is a
human by the name of Rojir Waters. He is
Bent Bow Bowyer happy for the new business and declares that
This bowyer and archery supplier is operated
there are a few rooms available.
by a savvy Sun Elf named Roberth Plant. He
has long blonde curly hair that reaches to his Bell Market
shoulders and a very slim frame, from which In a large clearing towards the center of
he wears an open shirt. The shop has risen to town, lay the very beating heart of Everlund,
prominence after implementing the use of the Bell Market. An assortment of permanent
Everbright steel for their arrow heads. structures and tents can be found here, with
Additionally the store can provide custom merchants of every conceivable product all
made bow’s for any purpose. yelling to potential customers and over each
other. To the very outsides of this area, lay
Hethmeir’s Highboot’s the shops and workshops of the various
A particular favourite of the many elves trade’s people. Some guards can be found
within the city, Hethmeir’s boots are wandering the crowds, along with the
renowned for their quality and production
occasional rogue or pickpocket.
speed. Within 3 days, the tanner’s and
leatherworkers can produce a set of practical Khelb
boots, made of almost any leather. These A tiny village which begins the official
boots are often said to aid the user in a Silverymoon Pass route along the hills of
number of ways, depending on the amount the Silver Marches, this town is often seen
paid for them. The shop it run by an elf by solely as a stopping point. Consisting of a
the name of Rageth Hethmeir. small traveller’s inn, and a hand full of
The Dreaming Dragon houses, this town escapes most of the usual
Run by an elderly half elf named Roni Jamesh light shone upon the region.
Dio, this inn is more of a local watering hole,
than a typical adventurers stop off point. The
common room has a number of burly dock
workers and potential “ladies of the night”.
Three young human barmaids rush back and
forth, to the hollering of uncouth patrons.
Most of the common room stop their
conversations and look up at the party as
they enter, unused to seeing outsiders in
their bar. The Innkeeper greets you happily
but, notifies you that there are no rooms
available.
Stag at Bay
The Stag at Bay is your typical adventurer’s
tavern. Items of mysterious origin and
import line the bar. Men and women of
various clothing and race are scattered
throughout the common room. Characters
get the sense, most of these are well to do
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Locations & Features
Ladypeak River Rauvin
Stretching from the north peaks of the Silver
The journey up the mountain to the south Marches and flowing through the Nether
east, known as Ladypeak, is considered a Mountain Range, the River Rauvin eventually
reasonable feat, without any other feeds into the River Surbin, south of Mithral
engagements. The steep and narrow road Hall. Used as a major trade route for a
leading up the mountain is prone to black number of towns along its banks, this river
ice, rockslides and all manner of strange
also functions as a reliable means of
beasts. Toward the peak of the mountain,
transport when overland paths become
lays the small and rarely visited village of
Hilltop, where adventures should be able blocked by rock slides or snowfalls. With
to find a warm bed and a cold ale. major towns such as Sundabar, Everlund
and Silverymoon lining the rivers banks,
The journey up the mountain can use the there is plenty of traffic along it.
same encounter table as found within the The
Journey to Silverymoon chapter. It should
also be noted that 1 day into the journey as
the party moves into higher altitudes that the
temperatures will drop dramatically and the
cold weather affects within that chapter
should also come into effect.
Ladypeak is the inspiration for a number of
infamous rumours. The Lady’s Hand
monastery, which exists within the area has a
somewhat sour reputation. This monastery is
home to around 50 monks, who are devoted to
Loviatar, the “Maiden of Pain” or, The
“Willing Whip”. Many travellers have been
rumoured to have disappeared from around
this area, although no proof of the monasteries
involvement has ever been provided.
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Appendix
Map of Ladypeak
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