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Kamishiro_Rin

Kamishiro_Rin

Date

24 Ches 1490 DR,
The Claw of the Sunsets,
the Year of the Star Walker's Return


Early Afternoon


Temperature: 18 F (−7.8 C)
Winds: Very Strong, at 50 mph (80.5 kmph).
Precipitation: Moderate snow
Relative Humidity: Moderate
Selûne: 2nd Qtr

Chapter 1: A Great Upheaval

image.png.a122128ff06423200479e761d1e2890a.png

   This chapter is designed to advance a party of 1st-level characters to 5th level. The characters gain levels by accomplishing various goals.

   Nightstone is a fortified settlement located a few miles south of the Ardeep Forest, in the untamed hills between Waterdeep and Daggerford. A lonely wooden signpost, standing where the trail to Nightstone meets the High Road, points the way to the settlement.

   Nightstone’s closest neighbors are the elves of the Ardeep Forest. Hunters from Nightstone have incurred the elves’ wrath on multiple occasions. However, elves are the least of the settlement’s problems, as fledgling heroes who come to Nightstone in search of adventure quickly discover.


   You all set out on the morning of the 21st day of Ches, 1490 DR. A lot of the people you spoke with the previous evening are eating a breakfast and slowly making their way out and on with their lives. Even those that said they were headed to Nightstone, for whatever reason either change their minds, or perhaps spend the a few days more in Daggerford, instead, before they head to your destination.

   The six of you are all that is left of the huge group last night, and off you go, each heading to Nightstone for your own reasons.

   It takes you three days, and anyone with any knowledge of the geography can surmise that you have just 15 more miles to go—but you just can’t. After twenty-four miles per day for three days, you’re all absolutely exhausted and simply must make camp for the night.

   On the morning of the 24th day of Ches, you awaken from your camp and continue up the high road. Around 10 in the morning you spot a wooden signpost next to a trail that heads north into the hills. Nailed to the post are three arrow-shaped signs. The two marked “Waterdeep” and “Daggerford” follow the High Road but point in opposite directions. The third, marked “Nightstone,” beckons you to follow the trail. If memory serves, Nightstone is roughly 12 miles up the trail—another four hours . . . the final four hours.

   After following the trail for 12 miles, you hear the ringing of a bell. The sound grows louder as Nightstone comes into view around 2 in the afternoon. A river flows around the settlement, forming a moat. The village itself is contained within a wooden palisade, beyond which you see a windmill, a tall steeple, and the high-pitched rooftops of several other buildings. Apart from the ringing of the bell, you detect no other activity in the village. The trail ends before a lowered drawbridge that spans the moat. Beyond the drawbridge, two stone watchtowers flank an open gap in the palisade.

   South of the village and surrounded by the river moat is a cone-shaped, flat-topped hill on which stands a stone keep enclosed by a wooden wall. The keep, which overlooks the village, has partially collapsed. A wooden bridge that once connected the keep to the village has also partially collapsed.

   DC 13 Intelligence (History) Check   Nightstone got its name from a massive chunk of obsidian that once stood in the middle of the village square. The obsidian megalith had strange glyphs carved into it and radiated magic under the scrutiny of detect magic spells, but its properties and purpose couldn’t be ascertained. The villagers assumed it was a relic of some bygone age or kingdom and left it alone.

   The following warning signs indicate that all is not well in Nightstone:

  • The drawbridge (area 1) is lowered, and the perimeter watchtowers (area 2) are unguarded.
  • The temple bell (area 5) won’t stop ringing.
  • The keep (area 14) and the bridge that connects it to the village (area 11) have partially collapsed.

1. Drawbridge

   The drawbridge is lowered when the party first arrives. It is 20 feet long, 10 feet wide, and made of sturdy oak planks. Iron chains bolted to the drawbridge connect to winch mechanisms in the nearby watchtowers (area 2a).

Footprints

   Characters who search the area west of the drawbridge see several humanoid tracks in the grass and dirt.

   A successful DC 15 Wisdom (Survival) check reveals . . .. . . that most of the tracks (made by several dozen fleeing villagers) lead north. A successful check also reveals smaller humanoid tracks (made by roughly a dozen goblins) heading from the north toward the drawbridge, as well as two sets of unusually large wolf tracks heading in the same direction.

2. Watchtowers

   Seven stone watchtowers stand along the village perimeter. Each tower is 20 feet tall, with a roof enclosed by crenellated battlements. Inside each tower is a wooden ladder that leads to an unlocked trapdoor in the roof.

Worgs2a. West Towers

   Two watchtowers flank the entrance to the village, forming a gatehouse of sorts. Each tower contains a winch, and both mechanisms must be turned to extend or retract the chains that raise and lower the drawbridge. If both winches are operated simultaneously, it takes 1 round to raise or lower the drawbridge by 30 degrees. In other words, the fully lowered drawbridge can be fully raised in 3 rounds.

3. Square

   Two worgs slaughtered a dog and are feasting on its remains in the northeast corner of the village square (near the cart).

   The square is a muddy open area with a 5-foot-deep hole in the middle of it. North of the hole is a covered well. Other features of the village square include an empty wooden cart and a couple of tethering posts planted firmly in the ground. From the square, characters can see signs identifying the Nightstone Inn (area 8) and the Lionshield Coster trading post (area 9).

Nightstone: General Features

   Nightstone is a motte-and-bailey fortification built on the Ardeep River. The settlement’s general features are summarized here.

   Bailey. A 15-foot-high wooden palisade encloses the village bailey. The palisade’s logs rise to sharpened points, and the gaps between the logs are sealed with tar. The palisade and its stone watchtowers (see area 2) can’t be climbed without the aid of climbing gear or magic, such as a spider climb spell. All the buildings in the village, except the watchtowers, are made of wood and have steep, shingled rooftops. Muddy paths connect them.

   Moat. Water from the river fills the moat to a depth of 15 feet. The moat is 30 feet wide, narrowing to a width of 20 feet under the drawbridge (area 1). The moat is home to schools of trout.

   Motte. The keep overlooking the village stands atop a constructed, funnel-shaped hill called a motte. The rocky slopes of the motte are covered with loose shale, and scaling these slopes without climbing gear requires a successful DC 20 Strength (Athletics) check. Encircling the motte’s keep is an 8-foot-high stone parapet with a 15-foot-high outer curtain wall made of thick wooden planks perforated with shuttered archer windows. The outer walls of the keep are made of smooth, tightly fitted stone bricks. The keep and the outer curtain wall can’t be climbed without the aid of climbing gear or magic, such as a spider climb spell.

   Rocks. As the characters explore Nightstone, they see rocks embedded in the earth, holes punched through rooftops, shattered wreckage, and dead villagers buried under piles of debris. The rocks are 3 feet in diameter and weigh 500 pounds each.

image.png.e6aaf435c832930897d26213c2f1d847.png

Kamishiro_Rin

Kamishiro_Rin

Date

24 Ches 1490 DR,
The Claw of the Sunsets,
the Year of the Star Walker's Return


Early Afternoon


Temperature: 18 F (−7.8 C)
Winds: Very Strong, at 50 mph (80.5 kmph).
Precipitation: Moderate snow
Relative Humidity: Moderate
Selûne: 2nd Qtr

Chapter 1: A Great Upheaval

image.png.a122128ff06423200479e761d1e2890a.png

   This chapter is designed to advance a party of 1st-level characters to 5th level. The characters gain levels by accomplishing various goals.

   Nightstone is a fortified settlement located a few miles south of the Ardeep Forest, in the untamed hills between Waterdeep and Daggerford. A lonely wooden signpost, standing where the trail to Nightstone meets the High Road, points the way to the settlement.

   Nightstone’s closest neighbors are the elves of the Ardeep Forest. Hunters from Nightstone have incurred the elves’ wrath on multiple occasions. However, elves are the least of the settlement’s problems, as fledgling heroes who come to Nightstone in search of adventure quickly discover.


   You all set out on the morning of the 21st day of Ches, 1490 DR. A lot of the people you spoke with the previous evening are eating a breakfast and slowly making their way out and on with their lives. Even those that said they were headed to Nightstone, for whatever reason either change their minds, or perhaps spend the a few days more in Daggerford, instead, before they head to your destination.

   The six of you are all that is left of the huge group last night, and off you go, each heading to Nightstone for your own reasons.

   It takes you three days, and anyone with any knowledge of the geography can surmise that you have just 15 more miles to go—but you just can’t. After twenty-four miles per day for three days, you’re all absolutely exhausted and simply must make camp for the night.

   On the morning of the 24th day of Ches, you awaken from your camp and continue up the high road. Around 10 in the morning you spot a wooden signpost next to a trail that heads north into the hills. Nailed to the post are three arrow-shaped signs. The two marked “Waterdeep” and “Daggerford” follow the High Road but point in opposite directions. The third, marked “Nightstone,” beckons you to follow the trail. If memory serves, Nightstone is roughly 12 miles up the trail—another four hours . . . the final four hours.

   After following the trail for 12 miles, you hear the ringing of a bell. The sound grows louder as Nightstone comes into view around 2 in the afternoon. A river flows around the settlement, forming a moat. The village itself is contained within a wooden palisade, beyond which you see a windmill, a tall steeple, and the high-pitched rooftops of several other buildings. Apart from the ringing of the bell, you detect no other activity in the village. The trail ends before a lowered drawbridge that spans the moat. Beyond the drawbridge, two stone watchtowers flank an open gap in the palisade.

   South of the village and surrounded by the river moat is a cone-shaped, flat-topped hill on which stands a stone keep enclosed by a wooden wall. The keep, which overlooks the village, has partially collapsed. A wooden bridge that once connected the keep to the village has also partially collapsed.

   DC 13 Intelligence (History) Check   Nightstone got its name from a massive chunk of obsidian that once stood in the middle of the village square. The obsidian megalith had strange glyphs carved into it and radiated magic under the scrutiny of detect magic spells, but its properties and purpose couldn’t be ascertained. The villagers assumed it was a relic of some bygone age or kingdom and left it alone.

   The following warning signs indicate that all is not well in Nightstone:

  • The drawbridge (area 1) is lowered, and the perimeter watchtowers (area 2) are unguarded.
  • The temple bell (area 5) won’t stop ringing.
  • The keep (area 14) and the bridge that connects it to the village (area 11) have partially collapsed.

1. Drawbridge

   The drawbridge is lowered when the party first arrives. It is 20 feet long, 10 feet wide, and made of sturdy oak planks. Iron chains bolted to the drawbridge connect to winch mechanisms in the nearby watchtowers (area 2a).

Footprints

   Characters who search the area west of the drawbridge see several humanoid tracks in the grass and dirt.

   A successful DC 15 Wisdom (Survival) check reveals . . .. . . that most of the tracks (made by several dozen fleeing villagers) lead north. A successful check also reveals smaller humanoid tracks (made by roughly a dozen goblins) heading from the north toward the drawbridge, as well as two sets of unusually large wolf tracks heading in the same direction.

2. Watchtowers

   Seven stone watchtowers stand along the village perimeter. Each tower is 20 feet tall, with a roof enclosed by crenellated battlements. Inside each tower is a wooden ladder that leads to an unlocked trapdoor in the roof.

2a. West Towers

   Two watchtowers flank the entrance to the village, forming a gatehouse of sorts. Each tower contains a winch, and both mechanisms must be turned to extend or retract the chains that raise and lower the drawbridge. If both winches are operated simultaneously, it takes 1 round to raise or lower the drawbridge by 30 degrees. In other words, the fully lowered drawbridge can be fully raised in 3 rounds.

Worgs3. Square

   Two worgs slaughtered a dog and are feasting on its remains in the northeast corner of the village square (near the cart).

   The square is a muddy open area with a 5-foot-deep hole in the middle of it. North of the hole is a covered well. Other features of the village square include an empty wooden cart and a couple of tethering posts planted firmly in the ground. From the square, characters can see signs identifying the Nightstone Inn (area 8) and the Lionshield Coster trading post (area 9).

Nightstone: General Features

   Nightstone is a motte-and-bailey fortification built on the Ardeep River. The settlement’s general features are summarized here.

   Bailey. A 15-foot-high wooden palisade encloses the village bailey. The palisade’s logs rise to sharpened points, and the gaps between the logs are sealed with tar. The palisade and its stone watchtowers (see area 2) can’t be climbed without the aid of climbing gear or magic, such as a spider climb spell. All the buildings in the village, except the watchtowers, are made of wood and have steep, shingled rooftops. Muddy paths connect them.

   Moat. Water from the river fills the moat to a depth of 15 feet. The moat is 30 feet wide, narrowing to a width of 20 feet under the drawbridge (area 1). The moat is home to schools of trout.

   Motte. The keep overlooking the village stands atop a constructed, funnel-shaped hill called a motte. The rocky slopes of the motte are covered with loose shale, and scaling these slopes without climbing gear requires a successful DC 20 Strength (Athletics) check. Encircling the motte’s keep is an 8-foot-high stone parapet with a 15-foot-high outer curtain wall made of thick wooden planks perforated with shuttered archer windows. The outer walls of the keep are made of smooth, tightly fitted stone bricks. The keep and the outer curtain wall can’t be climbed without the aid of climbing gear or magic, such as a spider climb spell.

   Rocks. As the characters explore Nightstone, they see rocks embedded in the earth, holes punched through rooftops, shattered wreckage, and dead villagers buried under piles of debris. The rocks are 3 feet in diameter and weigh 500 pounds each.

image.png.e6aaf435c832930897d26213c2f1d847.png

Kamishiro_Rin

Kamishiro_Rin

Date

24 Ches 1490 DR,
The Claw of the Sunsets,
the Year of the Star Walker's Return


Early Afternoon


Temperature: 18 F (−7.8 C)
Winds: Very Strong, at 50 mph (80.5 kmph).
Precipitation: Moderate snow
Relative Humidity: Moderate
Selûne: 2nd Qtr

Chapter 1: A Great Upheaval

image.png.a122128ff06423200479e761d1e2890a.png

   This chapter is designed to advance a party of 1st-level characters to 5th level. The characters gain levels by accomplishing various goals.

   Nightstone is a fortified settlement located a few miles south of the Ardeep Forest, in the untamed hills between Waterdeep and Daggerford. A lonely wooden signpost, standing where the trail to Nightstone meets the High Road, points the way to the settlement.

   Nightstone’s closest neighbors are the elves of the Ardeep Forest. Hunters from Nightstone have incurred the elves’ wrath on multiple occasions. However, elves are the least of the settlement’s problems, as fledgling heroes who come to Nightstone in search of adventure quickly discover.


   You all set out on the morning of the 21st day of Ches, 1490 DR. A lot of the people you spoke with the previous evening are eating a breakfast and slowly making their way out and on with their lives. Even those that said they were headed to Nightstone, for whatever reason either change their minds, or perhaps spend the a few days more in Daggerford, instead, before they head to your destination.

   The six of you are all that is left of the huge group last night, and off you go, each heading to Nightstone for your own reasons.

   It takes you three days, and anyone with any knowledge of the geography can surmise that you have just 15 more miles to go—but you just can’t. After twenty-four miles per day for three days, you’re all absolutely exhausted and simply must make camp for the night.

   On the morning of the 24th day of Ches, you awaken from your camp and continue up the high road. Around 10 in the morning you spot a wooden signpost next to a trail that heads north into the hills. Nailed to the post are three arrow-shaped signs. The two marked “Waterdeep” and “Daggerford” follow the High Road but point in opposite directions. The third, marked “Nightstone,” beckons you to follow the trail. If memory serves, Nightstone is roughly 12 miles up the trail—another four hours . . . the final four hours.

   After following the trail for 12 miles, you hear the ringing of a bell. The sound grows louder as Nightstone comes into view around 2 in the afternoon. A river flows around the settlement, forming a moat. The village itself is contained within a wooden palisade, beyond which you see a windmill, a tall steeple, and the high-pitched rooftops of several other buildings. Apart from the ringing of the bell, you detect no other activity in the village. The trail ends before a lowered drawbridge that spans the moat. Beyond the drawbridge, two stone watchtowers flank an open gap in the palisade.

   South of the village and surrounded by the river moat is a cone-shaped, flat-topped hill on which stands a stone keep enclosed by a wooden wall. The keep, which overlooks the village, has partially collapsed. A wooden bridge that once connected the keep to the village has also partially collapsed.

   DC 13 Intelligence (History) Check   Nightstone got its name from a massive chunk of obsidian that once stood in the middle of the village square. The obsidian megalith had strange glyphs carved into it and radiated magic under the scrutiny of detect magic spells, but its properties and purpose couldn’t be ascertained. The villagers assumed it was a relic of some bygone age or kingdom and left it alone.

   The following warning signs indicate that all is not well in Nightstone:

  • The drawbridge (area 1) is lowered, and the perimeter watchtowers (area 2) are unguarded.
  • The temple bell (area 5) won’t stop ringing.
  • The keep (area 14) and the bridge that connects it to the village (area 11) have partially collapsed.

1. Drawbridge

   The drawbridge is lowered when the party first arrives. It is 20 feet long, 10 feet wide, and made of sturdy oak planks. Iron chains bolted to the drawbridge connect to winch mechanisms in the nearby watchtowers (area 2a).

Footprints

   Characters who search the area west of the drawbridge see several humanoid tracks in the grass and dirt.

   A successful DC 15 Wisdom (Survival) check reveals . . .. . . that most of the tracks (made by several dozen fleeing villagers) lead north. A successful check also reveals smaller humanoid tracks (made by roughly a dozen goblins) heading from the north toward the drawbridge, as well as two sets of unusually large wolf tracks heading in the same direction.

2. Watchtowers

   Seven stone watchtowers stand along the village perimeter. Each tower is 20 feet tall, with a roof enclosed by crenellated battlements. Inside each tower is a wooden ladder that leads to an unlocked trapdoor in the roof.

2a. West Towers

   Two watchtowers flank the entrance to the village, forming a gatehouse of sorts. Each tower contains a winch, and both mechanisms must be turned to extend or retract the chains that raise and lower the drawbridge. If both winches are operated simultaneously, it takes 1 round to raise or lower the drawbridge by 30 degrees. In other words, the fully lowered drawbridge can be fully raised in 3 rounds.

Worgs3. Square

   Two worgs slaughtered a dog and are feasting on its remains in the northeast corner of the village square (near the cart). The worgs move to attack any characters who enter the square.

   The square is a muddy open area with a 5-foot-deep hole in the middle of it. North of the hole is a covered well. Other features of the village square include an empty wooden cart and a couple of tethering posts planted firmly in the ground. From the square, characters can see signs identifying the Nightstone Inn (area 8) and the Lionshield Coster trading post (area 9).

Nightstone: General Features

   Nightstone is a motte-and-bailey fortification built on the Ardeep River. The settlement’s general features are summarized here.

   Bailey. A 15-foot-high wooden palisade encloses the village bailey. The palisade’s logs rise to sharpened points, and the gaps between the logs are sealed with tar. The palisade and its stone watchtowers (see area 2) can’t be climbed without the aid of climbing gear or magic, such as a spider climb spell. All the buildings in the village, except the watchtowers, are made of wood and have steep, shingled rooftops. Muddy paths connect them.

   Moat. Water from the river fills the moat to a depth of 15 feet. The moat is 30 feet wide, narrowing to a width of 20 feet under the drawbridge (area 1). The moat is home to schools of trout.

   Motte. The keep overlooking the village stands atop a constructed, funnel-shaped hill called a motte. The rocky slopes of the motte are covered with loose shale, and scaling these slopes without climbing gear requires a successful DC 20 Strength (Athletics) check. Encircling the motte’s keep is an 8-foot-high stone parapet with a 15-foot-high outer curtain wall made of thick wooden planks perforated with shuttered archer windows. The outer walls of the keep are made of smooth, tightly fitted stone bricks. The keep and the outer curtain wall can’t be climbed without the aid of climbing gear or magic, such as a spider climb spell.

   Rocks. As the characters explore Nightstone, they see rocks embedded in the earth, holes punched through rooftops, shattered wreckage, and dead villagers buried under piles of debris. The rocks are 3 feet in diameter and weigh 500 pounds each.

image.png.e6aaf435c832930897d26213c2f1d847.png

Kamishiro_Rin

Kamishiro_Rin

Date

24 Ches 1490 DR,
The Claw of the Sunsets,
the Year of the Star Walker's Return


Early Afternoon


Temperature: 18 F (−7.8 C)
Winds: Very Strong, at 50 mph (80.5 kmph).
Precipitation: Moderate snow
Relative Humidity: Moderate
Selûne: 2nd Qtr

Chapter 1: A Great Upheaval

image.png.a122128ff06423200479e761d1e2890a.png

   This chapter is designed to advance a party of 1st-level characters to 5th level. The characters gain levels by accomplishing various goals.

   Nightstone is a fortified settlement located a few miles south of the Ardeep Forest, in the untamed hills between Waterdeep and Daggerford. A lonely wooden signpost, standing where the trail to Nightstone meets the High Road, points the way to the settlement.

   Nightstone’s closest neighbors are the elves of the Ardeep Forest. Hunters from Nightstone have incurred the elves’ wrath on multiple occasions. However, elves are the least of the settlement’s problems, as fledgling heroes who come to Nightstone in search of adventure quickly discover.


   You all set out on the morning of the 21st day of Ches, 1490 DR. A lot of the people you spoke with the previous evening are eating a breakfast and slowly making their way out and on with their lives. Even those that said they were headed to Nightstone, for whatever reason either change their minds, or perhaps spend the a few days more in Daggerford, instead, before they head to your destination.

   The six of you are all that is left of the huge group last night, and off you go, each heading to Nightstone for your own reasons.

   It takes you three days, and anyone with any knowledge of the geography can surmise that you have just 15 more miles to go—but you just can’t. After twenty-four miles per day for three days, you’re all absolutely exhausted and simply must make camp for the night.

   On the morning of the 24th day of Ches, you awaken from your camp and continue up the high road. Around 10 in the morning you spot a wooden signpost next to a trail that heads north into the hills. Nailed to the post are three arrow-shaped signs. The two marked “Waterdeep” and “Daggerford” follow the High Road but point in opposite directions. The third, marked “Nightstone,” beckons you to follow the trail. If memory serves, Nightstone is roughly 12 miles up the trail—another four hours . . . the final four hours.

   After following the trail for 12 miles, you hear the ringing of a bell. The sound grows louder as Nightstone comes into view around 2 in the afternoon. A river flows around the settlement, forming a moat. The village itself is contained within a wooden palisade, beyond which you see a windmill, a tall steeple, and the high-pitched rooftops of several other buildings. Apart from the ringing of the bell, you detect no other activity in the village. The trail ends before a lowered drawbridge that spans the moat. Beyond the drawbridge, two stone watchtowers flank an open gap in the palisade.

   South of the village and surrounded by the river moat is a cone-shaped, flat-topped hill on which stands a stone keep enclosed by a wooden wall. The keep, which overlooks the village, has partially collapsed. A wooden bridge that once connected the keep to the village has also partially collapsed.

   DC 13 Intelligence (History) Check   Nightstone got its name from a massive chunk of obsidian that once stood in the middle of the village square. The obsidian megalith had strange glyphs carved into it and radiated magic under the scrutiny of detect magic spells, but its properties and purpose couldn’t be ascertained. The villagers assumed it was a relic of some bygone age or kingdom and left it alone.

   The following warning signs indicate that all is not well in Nightstone:

  • The drawbridge (area 1) is lowered, and the perimeter watchtowers (area 2) are unguarded.
  • The temple bell (area 5) won’t stop ringing.
  • The keep (area 14) and the bridge that connects it to the village (area 11) have partially collapsed.

1. Drawbridge

   The drawbridge is lowered when the party first arrives. It is 20 feet long, 10 feet wide, and made of sturdy oak planks. Iron chains bolted to the drawbridge connect to winch mechanisms in the nearby watchtowers (area 2a).

Footprints

   Characters who search the area west of the drawbridge see several humanoid tracks in the grass and dirt.

   A successful DC 15 Wisdom (Survival) check reveals . . .. . . that most of the tracks (made by several dozen fleeing villagers) lead north. A successful check also reveals smaller humanoid tracks (made by roughly a dozen goblins) heading from the north toward the drawbridge, as well as two sets of unusually large wolf tracks heading in the same direction.

2. Watchtowers

   Seven stone watchtowers stand along the village perimeter. Each tower is 20 feet tall, with a roof enclosed by crenellated battlements. Inside each tower is a wooden ladder that leads to an unlocked trapdoor in the roof.

2a. West Towers

   Two watchtowers flank the entrance to the village, forming a gatehouse of sorts. Each tower contains a winch, and both mechanisms must be turned to extend or retract the chains that raise and lower the drawbridge. If both winches are operated simultaneously, it takes 1 round to raise or lower the drawbridge by 30 degrees. In other words, the fully lowered drawbridge can be fully raised in 3 rounds.

Nightstone: General Features

   Nightstone is a motte-and-bailey fortification built on the Ardeep River. The settlement’s general features are summarized here.

   Bailey. A 15-foot-high wooden palisade encloses the village bailey. The palisade’s logs rise to sharpened points, and the gaps between the logs are sealed with tar. The palisade and its stone watchtowers (see area 2) can’t be climbed without the aid of climbing gear or magic, such as a spider climb spell. All the buildings in the village, except the watchtowers, are made of wood and have steep, shingled rooftops. Muddy paths connect them.

   Moat. Water from the river fills the moat to a depth of 15 feet. The moat is 30 feet wide, narrowing to a width of 20 feet under the drawbridge (area 1). The moat is home to schools of trout.

   Motte. The keep overlooking the village stands atop a constructed, funnel-shaped hill called a motte. The rocky slopes of the motte are covered with loose shale, and scaling these slopes without climbing gear requires a successful DC 20 Strength (Athletics) check. Encircling the motte’s keep is an 8-foot-high stone parapet with a 15-foot-high outer curtain wall made of thick wooden planks perforated with shuttered archer windows. The outer walls of the keep are made of smooth, tightly fitted stone bricks. The keep and the outer curtain wall can’t be climbed without the aid of climbing gear or magic, such as a spider climb spell.

   Rocks. As the characters explore Nightstone, they see rocks embedded in the earth, holes punched through rooftops, shattered wreckage, and dead villagers buried under piles of debris. The rocks are 3 feet in diameter and weigh 500 pounds each.

image.png.e6aaf435c832930897d26213c2f1d847.png

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