The Missing Miners: A Phandalin Adventure

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The Missing Miners

A Phandalin Adventure

Introduction: This module is the first in a new campaign arc dealing with the region around
Phandalin and a threat from snakefolk upon the lands. This module adds to the previous updates to
the town found in the adventure: Return to Phandalin, however only the updated town and NPCs
are needed throughout the campaign arc. In this adventure, the PCs start out in the world by taking
on a job searching for several missing miners. An encounter with goblins leads them to an
abandoned tower where they get their first clues of a larger threat.
This is a 10 page module with a mostly straightforward layout consisting of several combat
encounters mixed with investigation and NPC interaction. The module is designed as a beginning to
a new campaign with first level PCs. 1st level characters should advance to 2nd level at the completion
of the module.

A multi-night adventure for 1st-2nd level characters

by Keith Stonefield

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express written permission of Wizards of the Coast.

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Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.

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The Missing Miners Adventure Setup
The Adventure starts with the PCs already out
For Characters of Level 1-2 searching for the missing miners and encounter a group
of goblins. Marks on the goblins reveal an organized
force in the old Castle Whitecloud. The outer tower
around the old estate holds the captured miners and
saving them leads to a final encounter with the goblin
sergeant and his gift of a pet snake servant of Lord Setch.
This sets up a following adventure where the PCs find
and clear out Castle Whitecloud. There they will
encounter Silverclaw and begin to discover the hidden
threat behind the attacks.

#1 The Outside Entrance ___


Read the following at the beginning of play.

Background The trail you have been following for two days is
The town of Phandalin was once a frontier town on the getting old and the rain is not helping. You are beginning
up when the forge at Wave Echo Mines was used to to think that the job you took to locate some missing
create magic weapons and armor. The town was miners may not be worth the 10 gold you are each
destroyed by a horde of orcs hundreds of years ago and getting from the claim owner.
was all but forgotten until last year when the lost mine
was found and re-opened. They are not creating any A week ago, you arrived in Phandalin with one of the
magic items yet, but word has been spreading and an first cargo wagons of the spring. The wages you were
influx of people to the town and region has created a
paid to escort the wagons were drying up and a simple
boom in the mining of the region once again.
lost and found mission looked like quick money. Gytus
A new mining group calling themselves The Bluewater, a dandy out of Neverwinter seems to own a
Goldgrabbers have staked several claims over the last lot of claims, but is clearly not a miner or even a
few months and have begun exploring for gold and silver
woodsman.
deposits. In the last few weeks, a few of the miners have
gone missing. The owner, a human out of Neverwinter
With your provisions and patience running low, you sit
named Gytus Bluewater is worried about goblins and
seeks adventurers to locate them and discover what is around the morning fire deciding if you should go back to
happening. town. A sudden rustling in the brush nearby breaks your
conversation about leaving to more present dangers. A
A hobgoblin chief named Silverclaw recently took over
a few groups of scattered goblins and a few bugbears pair of goblins burst from the bushes on the side of your
that were remnants of a group operating out of camp and charge towards you.
Cragmaw Castle last year. They survived the winter
conducting minor raids and hiding in an abandoned The PCs can make a Wisdom check (Perception DC12)
castle at the foot of the Sword Mountains between the to notice another goblin staying in the woods nearby
towns of Phandalin and Leilon. armed with a bow. The goblins will try to take the PCs
Recently Silverclaw was approached by Lord Setch, a down and capture them once they are knocked out. Any
human-looking snakefolk pureblood that has come from PC below 0 HP will be stabilized and brought to 1 HP.
The Setpent Hills to the south. He has bought off They will bring them to the Border Tower once captured,
Silverclaw and has him capturing slaves. The slaves are to be sold as slaves with the miners.
being transformed into Histachii, a zombie-like If the PCs defeat the goblins, they will discover the
degenerate slave of the snakefolk, in preparation of goblin tracks leading back to another campsite not too
starting a new clutch of eggs in the region. The ultimate far away.
goal is to infiltrate one of the minor towns on the rise
Treasure: The goblins carry little treasure with them as
and create a power base for the snakefolk in the region.
most of their belongings are with the campsite in the

Not for resale. Permission granted to print or photocopy this document for personal use only . (Phandalin: 021) 2
next encounter. Each goblin carries 1d10sp and 1d10cp. believe they can find their way back to town on their
One of them wears a silver-piece that has been made own if the PCs wish to travel to the tower. They can
into a pin bearing what looks like claw marks across the provide a general description on how to get to the tower
front. based on their travel so far and overhearing some of
what the goblins have said. Neither of them are part of
Goblin (3) _____ _Sm. Huoid (goblinoid), LE the miners that work for Gytus.
Armor Class- leather 13
Treasure: The goblin equipment is of little quality or
Hit Points (2d6) 7
worth. They do have 10gp worth of gold dust and 8sp
Speed 30 ft.
among their gear.
STR DEX CON INT WIS CHA
8 14 10 10 8 8 Goblin (1) _____ _Sm. Huoid (goblinoid), LE
(-1) (+2) (+0) (+0) (−1) (−1)
Armor Class- leather 13
Skills Stealth +6 Hit Points (2d6) 7
Senses DV 60’, Perception 0 Speed 30 ft.
Languages Common, Goblin STR DEX CON INT WIS CHA
Challenge 1/4 (50 XP) 8 14 10 10 8 8
Abilities_______________ _____________ (-1) (+2) (+0) (+0) (−1) (−1)
Nimble Escape. Can take Disengage or Hide as a bonus
Skills Stealth +6
action each turn.
Senses DV 60’, Perception 0
Actions________________ _____________
Languages Common, Goblin
Scimitar: +4 to hit, (1d6+2).
Challenge 1/4 (50 XP)
Short Bow: +4 to hit, (1d6+2). 80’/320’
Abilities_______________ _____________
Nimble Escape. Can take Disengage or Hide as a bonus
#2 The Goblin Campsite ___ action each turn.
Actions________________ _____________
The trail from the PCs camp leads roughly ½ mile to the Scimitar: +4 to hit, (1d6+2).
goblins site. There is a crude tarp hanging to provide Short Bow: +4 to hit, (1d6+2). 80’/320’
shelter for the goblins and a pair of humans tied to the
base of a tree.
Read the following when the PCs come to the edge of
Rat, Giant (3) ___ Small beast, UN

the site. Armor Class natural 12


Hit Points (2d6) 7
Speed 30 ft.
The trail you have been following runs roughly ½ mile
STR DEX CON INT WIS CHA
to a small clearing near a large oak tree. An old tarp is 7 15 11 2 10 4
strewn over a branch making a lean-to from the rain. A (-2) (+2) (+0) (−4) (+0) (−3)
pitiful fire burns in front of the shelter containing a stew
pot with some brown mush in it. To the right of the Senses DV 60 ft., Perception 0
Languages —
shelter is a smaller tree with a pair of prisoners tied to it.
Challenge 1/8 (25 XP)
They appear to be sleeping. Abilities________ ____________________
Keen Smell. Adv. on Wisdom (Perception) checks that
Under the shelter you see another goblin playing with a rely on smell.
few giant rats. They appear to be his pets and wriggle Pack Tactics. Adv. on an attack roll against a creature if
around the animal skin blankets. at least one of the rat’s allies is within 5 feet of the
creature and the ally isn’t incapacitated.
The goblin and rats can be surprised by PCs making a Actions___________ __________________
Dexterity check (Stealth DC11). The goblin will try to Bite: +4 to hit, (1d4+2) piercing damage.
fight for a few rounds with the rats, but will try to flee
once any of the rats have been killed. He will try to make
his way back to the tower and inform the goblin
sergeant.
The prisoners are both human miners that have been
captured and are being taken to the Border Tower. They

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The Campsites

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Part 2: The Border Tower Treasure: Each goblin has 1d10cp and 1d6sp worth of
coins, some are scattered on the table from the
The tower once provided protection for the soldiers gambling. There is also a potion of healing lying on the
protecting the edge of the ancient kingdom’s border. table.
There was once a farmstead located here serving the
tower, but all that remains are some partial walls and the Goblin (4) _____ _Sm. Huoid (goblinoid), LE
crumbling tower itself. Armor Class- leather 13
Hit Points (2d6) 7
PCs that scout around the tower have a chance to
Speed 30 ft.
notice that the crumbling wall in room 4 can be burst
STR DEX CON INT WIS CHA
open and entered. PCs need to make a Wisdom check
8 14 10 10 8 8
(Perception DC12) to notice. Observing the tower also
(-1) (+2) (+0) (+0) (−1) (−1)
notices smoke coming from the chimney. Goblins also
seem to come and go in groups of 3-4 every hour or so. Skills Stealth +6
If the PCs observe for more than 6 hours they will notice Senses DV 60’, Perception 0
a pair of goblins bring a wolf out to relieve itself and also Languages Common, Goblin
a hobgoblin go to use the latrine set up along the side of Challenge 1/4 (50 XP)
the outer wall. Abilities_______________ _____________
There is a secret tunnel that leads to the basement Nimble Escape. Can take Disengage or Hide as a bonus
from the base of a large tree over 100yards away. PCs action each turn.
have a chance to locate the tunnel with an Intelligence Actions________________ _____________
check (Investigation DC20) if they say that they are Scimitar: +4 to hit, (1d6+2).
looking. Short Bow: +4 to hit, (1d6+2). 80’/320’

#3 Main Entrance __ Wolf _____ __Med. beast, UN


The ground floor was primarily a meeting room and Armor Class- natural 13
armory for the soldiers stationed here. Hit Points (2d8+2) 11
Read the following when the PCs enter the room. Speed 40 ft.
STR DEX CON INT WIS CHA
12 15 12 3 12 6
The front doors open to a brightly lit room measuring
(+1) (+2) (+1) (−4) (+1) (−2)
40x40ft. A large fireplace on your right sits next to a
smaller door leading to the other room on the first floor. Senses DV 60 ft., Perception 0, Stealth +4
A grand set of stone stairs in the rear left of the room Languages —
Challenge 1/4 (50 XP)
lead upstairs. In the middle of the room towards the
Abilities____________________________
rear of the room is a large oak table.
Keen Smell and Hearing. Adv. on Wisdom (Perception)
checks- hearing and smell.
In the room are a few goblins sitting at the table, they
Pack Tactics. Adv. on attacks against a creature if at least
seem to be gambling and drinking so are loud and one of its allies is within 5 feet of the creature and isn’t
unfocused. A wolf sleeps near the fire, but awakens incapacitated.
suddenly upon your entrance and starts growling. Actions_____________________________
Bite: +4 to hit, (2d4 + 2) piercing damage, plus make a
The goblins are surprised on the first round of combat, saving throw (Str DC11) or knocked prone.
but the wolf can act normally. Fighting in this room will
only alert the other rooms if the combat goes on longer Dungeon Features
than 6 rounds. You should mark the rounds using a d6.
After 6 rounds, 2 goblins from upstairs will come down The Border Tower is a well-built tower with 5ft thick walls. It
was built hundreds of years ago and has mostly stood the test
to investigate before returning to warn the sergeant.
of time. The ceiling sags and leaks and the outer wall is
PCs cannot take a rest in this room without being partially crumbled, but it can be repaired.
discovered by the occupants of the other rooms.
Ceilings: Each of the three floors has high ceilings that are 15ft
There is a secret door hidden at the base of the stairs high.
leading to the 2nd floor. A Wisdom check (Perception Doors: Most are reinforced wooden doors and unlocked unless
DC14) or Intelligence (Investigation DC12) is needed to noted. The two doors to the outside are metal clad doors.
locate.

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Light: There are large fires burning in most of the rooms, and Actions________________ _____________
gaps in the ceilings on the areas 4 and 5. The basement Scimitar: +4 to hit, (1d6+2).
contains torches, but the secret tunnel is dark. Short Bow: +4 to hit, (1d6+2). 80’/320’
Treasure: The goblins each have 1d10cp and 1d4sp.
One of the prisoners will reward the PCs with free drinks
#4 Prisoner Room ___ every time they are in town and he sees them.
This room was once a kitchen for the tower outpost.
The large stove was removed long ago and all that #5 The Tower Upstairs ___
remains is the fireplace.
The top floor of the tower was once a lounge and
Read the following when the PCs enter the room. sleeping quarters for the captain of the settlement.

The 30x30ft room is sparse, save for a large fireplace. Read the following when the PCs enter the room.
Light streams in from several holes in the ceiling and
This 40x40ft room opens to a lounge area taking up
from the fireplace. Around the room are several piles of
half of the space and 2 small bedrooms on the far side of
rags mixed with straw and leaves making crude bedding.
the room, with one having its door closed while the
Metal rings have been nailed into the perimeter of the
other is missing. Light comes in from arrow-slit
walls as well. These hold several humans and a dwarf
windows and a few holes in the ceiling where it is
who are captives. A few are beat up and show several
sagging.
visible wounds.
Sitting at a table eating are 2 goblins and a hobgoblin.
In the room is a pair of goblins guards sitting on some
You also see another pair of goblins sleeping in the
rubble throwing acorns at the dwarf prisoner, while a
bedroom with the missing door. The hobgoblin at the
third tries to sleep in a corner near the fire.
table jumps up and draws a sword when it sees you
coming up the stairs.
The goblins will attack the PCs until two of them are
killed and the third will try to flee. If the PCs found the
loose rubble on the outside of the building, they can The goblins and hobgoblins can be surprised by the PCs
surprise the goblins in the room by coming in from the with a Dexterity check (Stealth DC11). The noise from
hole in the rubble. the fighting will alert the goblins sleeping and the
champion goblin who is in the room with the closed
The prisoners are in various states of injury but are able door. The 2 sleeping goblins will be able to act on the
to move. They will need assistance to get back to second round of combat and the champion will act the
Phandalin. Most of them work for Gytus and will be round after.
grateful to him for sending the PCs to rescue them. One
of them knows that others have been taken before and The goblins will not retreat or surrender if the
were brought someplace else in the mountains. Another champion is still alive and fighting, but will try to flee
will say that the name Silverclaw was spoken and it once their leader and hobgoblin guard are dead.
sounded like the goblin was afraid of him. Searching the bodies and room will discover the
treasure and that the goblin sergeant/champion has a
Goblin (2) _____ _Sm. Huoid (goblinoid), LE brand pressed upon his left cheek. It is in the same
Armor Class- leather, shield 15 shape of the coin pins bearing the claw marks. It is the
Hit Points (2d6) 7 mark of Silverclaw, the hobgoblin leader of the goblin
Speed 30 ft. band found in Castle Whitecloud.
STR DEX CON INT WIS CHA
8 14 10 10 8 8 Treasure: The goblins each have 1d10cp and 1d4sp. The
(-1) (+2) (+0) (+0) (−1) (−1) hobgoblin also carries 1d6gp. The leader goblin has a
potion of healing and a small chest with 30sp, 40cp, and
Skills Stealth +6 20gp.
Senses DV 60’, Perception 0
Languages Common, Goblin
Challenge 1/4 (50 XP)
Abilities_______________ _____________
Nimble Escape. Can take Disengage or Hide as a bonus
action each turn.

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Goblin (2) _____ _Sm. Huoid (goblinoid), LE #6 The Basement ___
Armor Class- leather, shield 15 The secret door from the base of the stairs leads to the
Hit Points (2d6) 7 basement. At one time this was storage for the tower
Speed 30 ft. and held weapons for the armory and foodstuffs for the
STR DEX CON INT WIS CHA soldiers. The escape tunnel was added later.
8 14 10 10 8 8
(-1) (+2) (+0) (+0) (−1) (−1) Read the following when the PCs descend the stairs.

Skills Stealth +6 This 30x30ft room is dimly lit by a few scattered


Senses DV 60’, Perception 0 candles placed around the room on the walls and from a
Languages Common, Goblin central candelabrum holding several. On the far side of
Challenge 1/4 (50 XP)
the room is some sort of crude altar to some sort of
Abilities_______________ _____________
Nimble Escape. Can take Disengage or Hide as a bonus snake god. There is a bearskin rug in front of the altar.
action each turn. Around the room are a few sheets and other animal skins
Actions________________ _____________ hanging like tapestries.
Scimitar: +4 to hit, (1d6+2).
Short Bow: +4 to hit, (1d6+2). 80’/320’ Curled up on the skin in front of the altar is a large
white snake coiled as if it is sleeping. Around the back of
Hobgoblin__ _ __Med. Huoid (goblinoid), LE the altar is a kobold dressed like a spellcaster. He
Armor Class- chain, shield 18 screams something in draconic and moves to cast a spell.
Hit Points (2d8+2) 11
Speed 30 ft. The kobold is a representative of the snakefolk sent to
STR DEX CON INT WIS CHA observe the goblins and Silverclaw. The snake is its
13 12 12 10 10 master and connection to the snakefolk. It will fight to
9 (−1)
(+1) (+1) (+1) (+0) (+0) the death to defend it. The frost snake will fight to the
best of its abilities, but will flee out the escape tunnel if
Senses DV 60’, Perception 0
below half its hit points. The tunnel leads a few hundred
Languages Common, Goblin
feet into the woods and emerges in the base of a large
Challenge 1/2 (100 XP)
tree.
Abilities_______________ _____________
Martial Advantage. 1/turn can deal +2d6 damage if hits PCs in the room can determine the escape tunnel with
creature w/in 5” of ally. a Windom check (Perception DC12). It will become
Actions______________ _______________ automatic once the fight is over and the PCs search the
Longsword: +3 to hit, (1d8+1). room since it is just hidden by a hanging hide.
Long Bow: +3 to hit, (1d8+1). 150’/600’
There is a clue to a larger plot within the room. The
players may wonder why a kobold is working with
Goblin, Champion _Sm. Huoid (goblinoid), LE goblins and what the snake statue means. The gold cup
Armor Class- hide, shield 16 that is part of the treasure is marked with pictures and
Hit Points (5d6+5) 22 drawings of snakes intertwined and a half-snake/ half-
Speed 30 ft. man carving. The makers mark on the bottom can be
STR DEX CON INT WIS CHA traced back to the town of Scornubel to the south.
10 14 12 10 8 8
If the PCs take the cup to Elmar at Barthen’s Provisions
(+0) (+2) (+1) (+0) (−1) (−1)
he has a chance of revealing some of this information.
Skills Stealth +6 Linene at Lionshield Trading will know more information.
Senses DV 60’, Perception 0 She can hint at that region being a hotbed for the
Languages Common, Goblin snakefolk and would fear an infiltration from them. She
Challenge 1/2 (100 XP) would reach out to some of her contacts and seek
Abilities_____________ _______________ answers over the next few weeks.
Nimble Escape. Can take Disengage or Hide as a bonus Treasure: The kobold has a gold cup sitting by the altar
action each turn. worth 25gp and the candle holder is silver worth 10gp.
Actions______________ _______________ There is also an amulet of health draped over the arm of
Multiattack: Make two melee attacks. the statue.
Handaxe: +4 to hit, (1d6+2).

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Snake, Frost Lg. elemental UN What’s Next? _ __
Armor Class- Natural 14 Rescuing the miners and bringing them back to safety
Hit Points (5d10+5) 40 will earn the respect of the owner Gytus Bluewater. As a
Speed 30 ft. swim 30ft. wealthy benefactor he is in the position to employ the
STR DEX CON INT WIS CHA PCs further and will most likely ask the PCs to further
10 16 13 5 12 3 explore the stories the miners bring back concerning
(+0) (+3) (+1) (-2) (+1) (-3) Silverclaw and a hideout in the mountains.
The PCs can also explore Phandalin and investigate the
Senses blindsight 10ft., Perception +3
recovered items. The gold cup will bring clues to the
Languages understands Auran but cannot speak.
larger extent of the serpentfolk infiltration into the
Challenge 1 (200 XP)
region. Also, NPCs in town will hear about the exploits of
Abilities____________ ________________
the PCs and begin to ask them to complete missions in
Frost Touch. Creatures hitting the frost snake with melee
and around town.
weapons take (1d4) cold damage.
Actions________ ____________________ DMs are encouraged to create additional encounters
Bite. +5 to hit, reach 10 ft., (1d6+3) piercing, and the and adventures using the locations in town and create
target must make a saving throw (Con DC10), or take and other adventuring sites in the region. New NPCs
additional (1d6) cold and be slowed, (SE). introduced here and in the Return to Phandalin module
can be used to introduce new rumors and intrigue.
Kobold, Wyrmpriest_ _Sm. Huoid (kobold), LE Silberclaw will also investigate the loss of his slaves to
Armor Class- leather 13 Lord Setch. He will send additional war parties into the
Hit Points (3d6) 12 region to gather more captives and search for the PCs.
Speed 30 ft. Perhaps he will seek resources from his new allies at
STR DEX CON INT WIS CHA Castle Whitecloud.
7 15 10 8
7 (−2) 8 (−1)
(-1) (+2) (+0) (−1) Awarding Experience Points ___
DMs should award experience based on each
Senses DV 60’, Perception -2
encounter and monsters that were overcome. A story
Languages Common, Draconic
award of 500xp should be given for rescuing the miners
Challenge 1/2 (100 XP)
and bringing them back to Phandalin or to their mining
Abilities________ ___________________
camp.
Sunlight Sensitivity. Disadvantage on attacks when he or
target in sunlight.
Pack Tactics. Adv. on an attack roll against a creature if
at least one ally is within 5 feet of the creature and isn’t
incapacitated.
Actions_________________ ___________
Dagger: +4 to hit, (1d4+2).
Energy Orb: +4 to hit, (1d8) cold. 20’/60’
Frost Breath (Rec ): 15ft cone. Dex Save (DC12) for
half. (3d6) cold damage.

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The Border Tower

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NPCs
NPC, Gytus Bluewater Med. human, LN NPC Soldier ____ Med humanoid (any), any

Armor Class- chain shirt 14 Armor Class- chain shirt, shield 16


Hit Points (7d8+7) 40 Hit Points (3d8+6) 22
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 14 12 15 12 11 14 12 14 10 11 10
(+1) (+2) (+1) (+2) (+1) (+0) (+2) (+1) (+2) (+0) (+0) (+0)

Skills Athletics +4, Insight +4, Perception +4, Senses Perception +2


Languages Common, Dwarf Languages usually Common
Challenge 2 (450 XP) Challenge 1/4 (50 XP)
Abilities______________________ ______ Actions______________________ _______
Brave, Adv. on saves vs. frightened Spear: +4 to hit, (1d6+2). 20’/60’
Spellcasting. 3rd level caster. DC 13 / +6 hit Long Sword: +4 to hit, (1d8+3).
Cantrip (at-will) light mage hand, shocking grasp (2d8)
1st lev. (3 slots): charm person, magic missile, Typical henchman following Gytus. They can be of any
2nd lev. (2 slots): misty step, scorching ray race and alignment, but tend to good and neutral
Actions_________________________ ____ humans resembling adventurers rather than guards and
Multiattack: Make two melee attacks. family soldiers.
Cane: +6 to hit (1d4+2)
Canesword: +6 to hit (1d6+3) NPC Expert, Miner_ Med humanoid (human),LN
Reactions______ _______________________ Armor Class- leather 13
Parry: +3 to AC against 1 melee attack he can see from Hit Points (1d8) 6
attacker and be wielding a weapon. Speed 30 ft.
Magic; Po. Greater Healing (4d4+4), Ring of the Ram STR DEX CON INT WIS CHA
12 12 10 10 10 10
Gytus is a young dandy from Neverwinter. His family is (+1) (+1) (+0) (+0) (+0) (+0)
involved in sea trade and has many contacts up and
Senses Athletics +3,Perception +1
down the coast. He heard about the lure of fast money
Languages Common
in mining around Phandalin over the last winter and
Challenge 1/8 (25 XP)
mounted an expedition to the region. So far, he has
Actions_____ _______________________
spent most of his money and has little return, but he is
Shovel or Pick: +3 to hit, (1d6+1)
optimistic about the number of sites he purchased.
There is also no shortage of new bodies coming to the
region looking for wealth. He does not want to wire his NPC Expert, Miner_ Med humanoid (dwarf), LG
family for more funds, but will not cheapen his lifestyle Armor Class- leather 13
at the expense of his pride. Hit Points (1d8+1) 8
Speed 30 ft.
Gytus is confident and struts around town acting like a
STR DEX CON INT WIS CHA
lord of the city would. His tone and expectations when
14 10 12 10 10 10
talking to others seems to back this attitude up. He likes
(+2) (+0) (+1) (+0) (+0) (+0)
to spend money and buys friends and henchmen to do
his bidding. He usually has several guards and followers Senses Athletics +3,Perception +1
tagging around in his entourage. Languages Common, Dwarf
When roleplaying Gytus, DMs should play him as an Challenge 1/8 (25 XP)
arrogant businessman who seems to always get his way. Abilities________________ ____________
He does treat his hired help fairly and keeps his end of Resilience. Adv. on ST vs. poison and resistance vs.
deals while expecting this in others he deals with. He poison damage.
also seems to know everyone in town even though he Actions_____ _______________________
has been here a short while. Townsfolk have mixed Shovel or Pick: +4 to hit, (1d6+2)
opinions on him though.

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