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Hamun Kost

DM Guide: The Orcs of Wyvern Tor

September 26, 2019 by Kenji Leave a Comment

Brughor Axe-Biter and Shurtak are Here to Shake up the Scene at Wyvern Tor

As DMs, how can we add flavor and depth to make the Orcs of Wyvern Tor more interesting and memorable? Both times I ran Phandelver, I decided not to develop the Wyvern Tor hook and had presented the quest to my players pretty much as written: there’s a notice on the Townmaster hall’s bulletin board with a 100gp reward for vanquishing some random orcs that they’ve never met and don’t care about. In both runs my party felt that the other quests were far more interesting and they never visited Wyvern Tor. Frankly, I can’t blame them.

In writing this guide, I decided to give the orcs a second look. During the course of my research, I realized that the orc leader Brughor Axe-Biter, far from being a slightly beefier orc with 30hp, could become a campaign defining character. By connecting this orc leader with the horde of orcs who had devastated Phandalin and Wave Echo Cave nearly 500 years ago, Brughor has a very strong reason to want to find the Lost Mine: He has a destiny to fulfill.

Brughor Axe-Biter’s Destiny

The one interesting detail the Lost Mines Module gives us is that Brughor hails from the Kingdom of Many Arrows (the module says “tribe” but it really is a kingdom). The Many Arrows is a (relatively for orcs) pacifist kingdom roughly 350 miles northwest from Phandalin. Unlike many orc tribes, they no longer roam from place to places as a horde sacking villages, but have an established capital and have made peace with their neighbors in the Silver Marches. They still, however, regularly fight the Uthgardt (werewolf barbarians who had sacked Conyberry) and occasionally participate in raids farther south for fun and profit.

Brughor Axe-Biter, Scion of Gruumsh, Descendant of Uruth

If we want to keep it simple, we could infer that Brughor is leading raids far from home so that his band can conduct violence without breaking the peace treaty with their neighbors. However, I believe that there is more we can do with Brughor’s story.

Reclaiming his Ancestor’s Legacy

What if, for example, Brughor believes he is the descendant of the legendary war chief Uruth who had laid waste to Phandalin and Wave Echo Cave nearly 500 years ago? A shaman of Gruumsh, let’s call him Shurtak, has had a vision and tells Brughor that he has Uruth’s blood running through his veins and that he is destined to overthrow the weak, peace-loving king of the Many Arrows and lead them to a glorious new age of war and bloodshed–just as the great god of the orcs Gruumsh had intended.

The Hand of Uruth: A Symbol of Gruumsh’s Favor

Shurtak tells Brughor that even though he has the potential to be king, he needs to bring back proof to the orcs of the Many Arrows that he is indeed a Scion of Gruumsh. This proof happens to reside in Wave Echo Cave where Uruth lost his hand in battle.

Finding the Hand of Uruth

Canonically, Uruth didn’t lose his hand in Wave Echo Cave, so everything that follows is homebrew. Essentially Uruth needs to have left something behind that he wouldn’t go back for, so his hand makes perfect sense.

The Prophecy of the Hand

Although the hand meant nothing to Uruth or his tribe once he lost it in battle, it grew in significance during the founding of the Many Arrows Kingdom. The shaman Achtel Gnarlfingers, who opposed the rule of King Obould, the founder of the Many Arrows Kingdom, prophesied that Obould’s descendants would rule the Many Arrows kingdom until a Scion would come to restore the “true way of Gruumsh.” This scion would find the Hand of Uruth, which Gruumsh had infused with “great power” and claim the throne for himself. Generations of the Many Arrows kings have tried searching for the hand to prevent a possible overthrow, but to no avail. Hartusk, the latest challenger to the Obould dynasty throne, had been defeated and killed, and many believed it was because he chose not to seek the hand of Uruth.

Where is the Hand?

There are three logical places for the Hand of Uruth to exist, depending on where the players go in Wave Echo Cave. The first is Area #9 where the majority of the ghouls are currently located. Every time they bite into the hand, the wounds in the hand reknit and cause necrotic damage. Thus the ghouls have learned to give the hand a wide berth.

The other possibilities are in area #19 among the possessions of Nezznar and in area #14 among the possessions of Mormensk the wraith. Both Nezznar and Mormensk would understand that the Hand is a powerful magical artifact and would want to keep it for study and possible use.

A Horrific Scrying Ritual

How would Brughor find the Hand of Uruth? To me, a scrying ritual where the orcs have to commit unspeakably horrific deeds in order to gather the ingredients makes sense. Brughor isn’t raiding along the Triboar Trail just to loot. Shurtak, Brughor’s shaman advisor tells him that he needs the right hands of 33 common folk combined with drop of blood from a descendant of Uruth. The hands would be placed in a circle, their wrists buried in the ground around a cauldron. Upon the surface of the water of the cauldron Bhrugor would contribute his own blood to complete the ritual, and be granted the location of the hand.

Since most of the content in Lost Mines is PG-13, it may be worth mentioning to your group that you’ll be introducing some R-rated horror elements if you choose to use this ritual. In case this is too graphic for some folk, you can scale it back so that the Orcs have potential sacrifices held captive until the ritual was ready–implements nearby prisoner cages would suggest that the prisoners are being kept for a live sacrifice.

This ritual can certainly lead into some more compelling plot hooks (discussed below). Should the party be on the Triboar Trail in pursuit of Hamun Kost or Agatha the Banshee they may run across some of the victims of the Orcs, their right hands removed.

Properties of the Hand of Uruth

Uruth was essentially a paladin of Gruumsh, and as such his flesh already had some minor magical properties. Because the weave was strong in Wave Echo Cave, Gruumsh could connect with the hand more easily, and over the centuries he imbued it with more and more of his divine power.

The Hand of Uruth is a unique wondrous item which has the following properties:

  • Requires Attunement
  • Like many magical items, it’s resistant to damage. The hand of Uruth can burn and bleed but will always heal very quickly. Very powerful magic could destroy it.
  • The possessor of the Hand of Uruth can cast the Thaumaturgy cantrip at will.
  • Orcs or half-orcs who possess the hand have advantage on persuasion and intimidation checks against orcs.
  • “Warrior of Gruumsh” – Once a day, an orc or half-orc can use the hand to call forth the great orc horde leaders of the past (led by Uruth) who will fight on their behalf. This essentially has the same effect as the spirit guardians spell. If you want to make this even more powerful, you could have this power summon 2-3 revenants in the forms of great long dead orc warriors.
  • When “Warrior of Gruumsh” is activated, in addition to the hand granting advantage on persuasion and intimidation ability checks against orcs, orcs will suffer a -5 to any ability check they make contesting the holder of the hand of Uruth’s persuasion or intimidation checks.

While the Hand of Uruth isn’t very useful for most PCs, should an orc like Brughor get his hands on it, he’d quickly take leadership of the Many Arrows Kingdom, unite the disparate orc tribes and we’d have an orc uprising that the Sword Coast hasn’t seen for 500 years. Bad times to not be an orc.

Quest Hooks for Wyvern Tor

The quest hooks we are given for Wyvern Tor are from a bulletin board notice in front of the Phandalin Townmaster’s Hall with a reward for 100gp1 and from Hamun Kost who offers to answer some of the party’s questions should they get rid of the orcs pestering him at Old Owl Well2.

It’s tempting to change these quest hooks to make them more urgent. I saw a YouTube video which suggests that the orcs kidnapped the daughter of Harbin Wester, Ophelia Wester. This would explain why Wester is more interested in the Orcs than the more immediate problem of the redbrands. However, I already have a plot hook where sister Gaerele goes missing investigating Hamun Kost, so for me another missing person quest seems a bit redundant.

Modifying the Bulletin Board Hook

The bulletin board idea actually may be more compelling if we change the details of the request. For example, what if no one knows that the raids on the Triboar trail are orcs? Instead, travelers have found trading wagons ransacked and merchants dead with their right hands cut off for the dark scrying ritual mentioned above? Then the quest becomes more than a kill quest, it becomes a mystery that the party needs to solve. So far, no one has learned who is behind the raids, but party members can investigate the scene(s) of the crime and perhaps find clues as to who is behind the raids. Even if the party decides not to take Harbin Wester up on the Orc quest, they will run across the devastation the Orcs have left behind on the Triboar Trail.

Additional Phandalin Hooks

When the Party visits Barthen’s provisions they will notice that the shelves are sparse. Should the party asks about it, Barthen will mention the goblin raids to the north cutting off supplies from Neverwinter and the mysterious raids (with the missing hands) cutting off supplies from the Triboar trail.

“Raids I understand!” says Barthen, “But hands? Who cuts off hands?? I told old Harbin about it and he put up quite the reward, but no one has taken up the offer. I guess they value their lives more. Don’t blame ’em”

The lack of shipments have affected the Stonehill inn as well. Ale is overpriced as they’re running low. Cider is cheapest since it comes straight from Edermath’s orchard.

Players who visit the Lionshield Coster will notice a similar lack of goods on the shelves. When asking Linene Graywind about the lack of goods. She’s already missing the one shipment from the Goblins and she is hesitant to call for a shipment from Triboar because of the raids.

The Hamun Kost Hook

The Hamun Kost Hook can work as is. However, there should be details around Old Owl Well that would signify this had been an orc outpost for quite some time. Also, Kost may have had his familiar spy on the orcs while they were snooping around and picked up some details about them. He may suggest Wyvern Tor as their hideout as well since he has studied the region rather thoroughly.

Wave Echo Cave Encounter

If the party decides to leave the orcs alone, they will have reached Wave Echo Cave before the party. I think the it makes sense for them to be engaged in combat with the Ghouls in Area #9, because this is where the hand happens to be. The party can stealth and leave the orcs alone as the Brughor picks up of the Hand of Uruth. Should they do that, there will likely be dire consequences in a future campaign.

Approaching Wyvern Tor

When the party approaches Wyvern Tor, it should be clear that these are no ordinary marauding orcs. This is what the party sees:

Placed in a circle around a cauldron are hands partially buried in the ground, sticking straight up. An orc dressed in red robes with a single eye painted on the back chants in front of the circle as the sky starts turning a deep blood red.

To give the sense of a larger band, you could some of Brughor’s henchmen go out on a raid. If the party decides not to move, the ritual commences:

A very large orc in bone armor steps up to the cauldron and makes an incision across his palm with a ritual dagger. In that moment all the hands around the cauldon rot, decay, and turn to dust. The dust turns black, and swirls in the air before surging towards the surface of the water in the cauldron. It boils black and red. The orc in robes nods while the large orc reaches inside the boiling water, grimacing against the pain and pulls out a skeletal arm, red and black. With a howl of triumph the large orc throws it on the ground, and it slowly turns toward the west…

The orc in robes is Shurtak, priest of Gruumsh. The large orc in the bone armor is Brughor. The skeletal arm is pointing toward Wave Echo Cave.

Building the Wyvern Tor Combat Encounter

There isn’t a particularly good Orc Shaman stat block out there for lower levels. The Eye of Gruumsh is fun, though a little overpowered. The Death Priest from the NPC Statblock Compendium developed by /u/gaylordqueen69 on reddit I think is a good choice. Just do a text search for “Death Priest” on the pdf and it should pop up. It’s recommended that you use Kobold Fight Club to adjust the encounter. The encounter is originally structured to be deadly, with the possibility of a TPK if the party approaches the situation unwisely. However, since the orcs are preoccupied with the ritual they may overlook party members sneaking up on them. A surprise round with some early spells released is likely the way to go.

In terms of Orc Tactics in battle, I really must bow down to Keith Amman’s brilliant writeup on Orcs from his excellent site on D&D Monster tactics, The Monsters Know What they’re Doing. Read that twice and you should be good to go. There is also a second orc article from Keith, based on insights from Volo’s Guide to Monsters, although these focus mostly on orcs with abilities that might be too much for a lower level party. Do consider including them, however, if the party meets the orcs in Wave Echo Cave.

Roleplaying the Orcs

Since the party may succeed in eavesdropping on the orcs or perhaps even be captured by them, it’s worth fleshing them out a bit. Consider giving each of the orcs a name and a one sentence personality. Below are some ideas about Brughor and Shurtak.

Brughor Axe-Biter

Brughor Axe-Biter is extremely cunning and intelligent for an orc. He can read and write and speaks common with an above average vocabulary. He has an above average intelligence (12) and wisdom (12), which means he’s practically a genius for an orc. Role play him as such. Although he may speak gruffly, as do most orcs, inject a little eloquence to take the PCs off guard. He doesn’t seem to listen to many of the other orcs except for Shurtak.

Shurtak

Shurtak absolutely loathes the peace loving ways of the Many Arrows Kingdom. For years he has prayed to Gruumsh to find a way to overthrow the current king. Eventually he was granted a vision of Brughor as a leader of great hordes and as a descendant of Uruth. Shurtak sought Brughor out, convinced him of his birthright, and helped him quietly build a small band of followers. He was the one who suggested that Brughor seek the hand of Uruth, since Hartusk, the last war chief who rebelled against the king failed without it. Shurtak is very protective of Brughor and treats him like a son.

Further Reading/Watching

  • My Realms Blogpost on Wyvern Tor – This post gave me the idea of connecting Brughor with Uruth. Must read.
  • Volo’s Guide to Monsters – If you plan to run adventures with Orcs in them, the section on Orcs is absolutely invaluable. Worth buying.
  • Lutes & Dice Video on the Orcs of Wyvern Tor.
  • “The Monsters Know What They’re Doing” articles on Orc Tactics
    • Orc Tactics Part 1
    • Orc Tactics Part 2
  • Forgotten Realms Wiki Articles
    • Many Arrows Kingdom
    • Uruth Ukrypt – “Uruth Ukrypt” actually means “Home of Uruth.” in Orcish. Uruth’s last name was not Ukrypt. Otherwise a good article.

Looking for more? Check out other articles from the Lost Mines of Phandelver Guide!

Filed Under: Dungeons And Dragons, Lost Mines of Phandelver Guide Tagged With: Brughor Axe-Biter, Hamun Kost, Hand of Uruth, Harbin Wester, Kingdom of Many Arrows, Orcs, Shurtak, Uruth, Wyvern Tor

DM Guide: Hamun Kost and Old Owl Well

September 18, 2019 by Kenji Leave a Comment

The first we hear of the Thayan red wizard Hamun Kost’s activity is through Daran Edermath, a member of the Order of the Gauntlet who has retired from his adventuring life in favor of making cider in Phandalin. Apparently there has been some “undead chasing away prospectors” near Old Owl Well and he wants the party to investigate it. According to the module, “Daran knows that the that the ruins are an old watchtower of an ancient magic empire known as Netheril, and he worries that dangerous magic might be dormant there.”1

Plot Hook: Sister Garaele is Missing!

When I ran through Lost Mines as a player, our DM never mentioned the Old Owl Well quest to us, even though we met Daran Edermath, and after I had read the module, I can see why. First off, Phandalin is beset by the more urgent problem of the Redbrand Menace. Second, all the Daran offers the party in terms of a quest hook is “rumors of undead” and “ancient magical ruins”. While the mention of magical ruins might be enough for adventurers hungry for magical items, for most parties it doesn’t seem more compelling than the main storyline.

If Sister Garaele, the devout cleric and friend of Edermath (I assume so since they’re neighbors) went missing while looking into the activity at Old Owl Well, however, then we have a whole new level of urgency. In both runs I did of Phandelver the party took a vote to decide whether to go after Garaele or the Redbrands first.

Here’s a link to the article about the Sister Garaele plot hook: https://cros.land/2019/09/old-owl-well-agatha-plot-hook-sister-garaele-is-missing/. Since this hook is intertwined with the Agatha the Banshee quest given by Sister Garaele, I created a separate article for it.

TL;DR for the above article:

  • Sister Garaele’s Harper superiors are worried about Hamun Kost’s activity in the region
  • Sister Garaele goes to investigate and Hamun Kost gets the drop on her
  • The party can pursue several clues to determine that she had went to Old Owl Well (clues provided in above article)

How Would Hamun Kost Deal With Sister Garaele?

To me, Hamun Kost’s main motivation is the completion of his research and Sister Garaele is an impediment to it. He’s trying to keep a low profile and he knows that he can’t just let her go. However, he’s not saturday morning cartoon villain evil either, so he’s keeping her tied up until he can decide what to do with. Most likely he will let her go after his research is done. He may even return to Thay after he gets what he wants from the Well.

Hamun Kost’s Quests

When the party visits Kost, they’ll likely confront him about Garaele (both my parties did). Should the party kill off the orcs of Wyvern Tor or successfully parley with Agatha on Kost’s behalf, he’ll let Garaele go free. He may want some assurances from the party that they won’t interrupt with his research after he lets Garaele go, so a few persuasion checks may be involved.

Vanquishing the Orcs of Wyvern Tor

This seems like a pretty straightforward quest for the party. Since orcs have occupied Old Owl Well many times over the ages, it makes sense that the Orcs of Wyvern Tor have used Old Owl Well as a temporary outpost with plans of reclaiming the glory of the 600 strong orc tribe that made the Well their home over 100 years ago. It’s clear that they would consider Old Owl Well their territory, and perhaps have already made some incursions. See this article on the Wyvern Tor Orcs for more background.

Questions for Agatha the Banshee

Although I had originally thought Hamun Kost’s question about who built the tower at Old Owl Well was a useless trivia question, I realized the answer could prove a of great value to a scholar like Hamun Kost. Hamun Kost knows that Old Owl Well was a Netherese outpost, but knowing just who built it could lead to more clues about the place. If Hamun Kost knew the builder of the well, he could focus his studies to just one or two books in the 15 volume history of Netheril he carries around with him.

However, this might not be as interesting as other possible questions. Hamun Kost may, for example, have uncovered one of the entrances to the complex already, but needs to know the answer to a riddle to open it. So the question might be something like: “What is the motto of the Netherese family [insert family name here]?” This may give the party a small hint that there is something more to Old Owl Well than they think. Not only that, but should they revisit the Well later, they would know the password which opens the doors to whatever lies beneath the Well.

It’s also possible that Hamun Kost may want to know the location of an important magical item. Depending on how you play him, he could be arrogant and unwise enough to give this question to the party. This might be even more likely if they earn his trust.

Hamun Kost’s Backstory and Motivation

Since Old Owl Well happens to be an outpost from the massively powerful ancient magical empire of Netheril and because the Red Wizards of Thay are a Nation ruled by power hungry evil wizards who happen to use the undead as slaves, it’s not hard to deduce that Hamun Kost is after magical power himself, either in the form of long-buried magical items or long-forgotten magical knowledge. It’s not clear, however, if Hamun Kost is after something specific or after magic power in general. This is where the DM’s creativity can come into play.

Hamun Kost, the Rebel

In Tyranny of Dragons, there’s a splinter group that seeks to ally itself with the Cult of the Dragon, summon the god Tiamat, and with Tiamat’s aid overthrow Szass Tam, the current lich ruler of Thay. It makes sense that Hamun Kost would be allied with this group in search of powerful artifacts that may aid the Cult in its goals.

However, this splinter group doesn’t necessarily have to be allied with the Cult of the Dragon. Indeed you can easily replace the Cult of the Dragon with any other nefarious group that happens to be the focus of whatever campaign you choose to run after Lost Mines. To me, this opportunity feels too delicious to pass up. In some future session, characters could potentially travel to Thay to meet with the lich Szass Tam’s inner circle and forge an uneasy alliance against this mutual threat some time down the road.

Hamun Kost, the Arrogant Buffoon

I find it amusing that Hamun Kost chose to travel alone to Old Owl Well and decided to keep his rather ostentatious red wizard garb, especially in a land that would treat red wizards with suspicion. Not only that, but he sets up a bright vermillion tent in the middle of nowhere and raises a whole bunch of zombies to do excavation work. For someone who wants to keep a low profile, he’s not doing a great job.

To me, this can be easily explained both by the arrogance of the red wizards (they believe they can go where they please without hiding) as well as the fact that Hamun Kost is oblivious to anything not pertaining to his beloved research–very much like an absent minded professor. Hamun Kost will likely be preoccupied and want to get the adventurers out of his hair as soon as possible.

What is Hamun Kost Looking For?

According to Forgotten Realms lore, it turns out that beneath Old Owl Well there was a vault full of chardalyn, priceless gems that could hold spells indefinitely. These gems could be used for epic spells that the Netherese had been known to cast:

The Netherese could:

  • Make a volcano
  • Uproot a mountain and make it float for an indefinite time
  • Turn everyone in sight to dust and gain a year of life for each person killed.
  • Create a massive cloud of poison over a battlefield or city and essentially killing most people in it.
  • Create a magic spaceship and travel to other planets.

These epic 10th level spells can no longer be cast because reasons. However, learning the secrets behind these spells could lead to creation of new 9th level spells with similar though lesser effects. Furthermore, there may be a magical item or chardalyn left behind with a single charge of one of these spells left in them. If a Hamun Kost and his allies got their hands on this item, Faerûn is going to have a bad time.

Since chardalyn seem to be an essential component for these epic spells it follows that a powerful arcanist may have wanted to set up a secret stronghold where there happen to be large amounts of these gems. This is a prime opportunity for to insert a dungeon. In fact I plan on creating a dungeon for my players, so stay tuned!

What Does Hamun Kost Know?

Old Owl Well has a long history of being occupied by various powers, so if Hamun Kost is after magical power, he has to be in possession of some knowledge about this place that others who came searching for it did not have. Perhaps when players enter Kost’s tent they see a large stack of books written in Thayan on the history of Netheril. Somewhere in this mountain of books Hamun Kost found mention of an underground complex in the form of an ancient vault (or laboratory or temple or library etc) and thus he has sent his zombies digging in search of it.

Since this underground complex was built by a mega-powerful magic empire, it may make sense for the party to revisit the area beneath Old Owl Well when they reach a higher level. If left alone, I imagine that Hamun Kost would spend several more weeks digging until he found the entrance to the the complex beneath the Well. Eventually, he would be chased away by the magical construct guardians the Netherese left behind. Perhaps later, Hamun Kost would manage to recruit some adventurers, fellow Red Wizards or evil allies like the Cultists in Tyranny of Dragons (or your minions of choice) to aid him with further excavation of the vault. The party would catch wind of this through various clues, and revisit the well.

Old Owl Well History (Cliffs Notes Version)

The ideas above have taken some liberties with Forgotten Realms lore and history, so I thought it might be good to provide a cliffs notes version of the actual history of Old Owl Well so that DMs can get a little more background.

Who Built The Well?

Old Owl Well is an old outpost built by the Netherese, an ancient civilization so advanced in their command of magic that they could, as mentioned above, literally uproot a mountain and make it float in mid air. The Netherese drilled a hole five miles deep as well as a complicating piping system so that the well in the courtyard supplies fresh water to this day.

Why Was Old Owl Well Built?

The Netherese built the well under the direction of a mysterious Sarrukh (powerful ancient lizard race) named Arthindol. Arthindol was a shapeshifter, lich, and powerful mage who took the form of a human and as far as I can tell, the Netherese didn’t know about Arthindol’s true form. Arthindol had been dubbed the “Terraseer” for his ability to see events happening everywhere in the world. Ostensibly, Arthindol set up the well and watchtower to spy on some nearby elves and to supply trade in the area.

A Vault of Magic Gems

This appears to be a cover story, however. What the Terraseer was really after was an ancient vault left over by a Sarrukh empire that was ancient even when Netheril existed. This vault was filled with valuable chardalyn gems which had the ability to store magic spells. Arthindol wasn’t the only one after these gems, as the area had been protected by over 3000 owlbears that evil deepspawn had created. Eventually, the Netherese slaughtered the owlbears and the deepspawn. The gems (probably not all of them) were secured and from then on the outpost became known as Old Owl Well in honor of the dead owlbears.

Personally, I don’t find the Sarrukh or deepspawn very compelling, so instead of a Sarrukh vault, I like the idea that there’s a natural deposit of chardalyn under the well. That way the story is more focused on the Netherese and their arcanists and is not muddied by details about the Sarrukh.

What Happened to the Well After the Fall of Netheril?

Because the well was an endless source of fresh water, and because there wasn’t another reliable water source in miles, various powers have vied for possession of the well over the ages after Netheril fell. The last power to occupy the well were soldiers of Neverwinter. My guess is that after Neverwinter was destroyed by the eruption of Mt. Hotenow, nobody was around to pay the soldiers and they disbanded, leaving the ruins unoccupied except for the occasional roving band of orcs that made camp there.

If we’re going to be true to the lore of the Well, the description of a crumbling watchtower with a courtyard could use a little more work. There should be evidence of the many civilizations who had made this place their outpost. The Well, could, for example be surrounded by crumbling stone wall of various architectural styles. The latest defenses by the Neverwinter soldiers, perhaps some hastily set up stockades, still remain in fragments, and since orcs (perhaps the orcs of Wyvern Tor?) have made camp here in the past, perhaps there are crude shrines left behind to the God Gruumsh as well as graffiti of the Wyvern Tor orcs on the stone walls.

Further Reading/Watching

  • Battle Maps of Old Owl Well and Wyvern Tor by Venatus Maps
  • Lutes and Dice Video on Hamun Kost
  • My Realms Blog Post on Old Well
  • History of Netheril Videos by Jorphdan:
    • Part 1: Magic, The Weave, and the Netherese
    • Part 2: The Fall of Netheril
  • Red Wizards of Thay, Video by Jorphdan
  • History of the Forgotten Realms – Terraseer
  • Forgotten Realms Wiki Pages:
    • Old Owl Well
    • Chardalyn
    • Sarrukh
    • Epic Spells

Looking for more? Check out other articles from the Lost Mines of Phandelver Guide!

Filed Under: Dungeons And Dragons, Lost Mines of Phandelver Guide Tagged With: Chardalyn, Hamun Kost, Netheril, Old Owl Well, Red Wizards, Sister Gaerele

Old Owl Well/Agatha Story Hook: Sister Garaele is Missing!

September 3, 2019 by Kenji Leave a Comment

Related Article: NPC guide to Agatha the Banshee.

The only two hooks we’re given for the Agatha the Banshee quest are from sister Garaele, a Harper who lives in Phandalin and Hamun Kost, a lone red wizard digging around Old Owl Well. Both of them want the answers to trivia questions which aren’t very interesting. Sister Garaele wants to know the “location of a spell book belonging to a legendary mage named Bowgentle” for which she offers 3 healing potions.1. Hamun kost wants to know “the name of the wizard who built the tower at old owl well”. In return Kost may give the party some “information they need”.2.

Not only are the questions a bit lackluster, but the party may not even meet sister Garaele in the first place because the rumor that “she came back from somewhere a little haggard” is not as compelling as the more immediate issue of the Redbrands bleeding the town dry.

This problem, however, is easily solved if sister Garaele left town for some reason and never came back. Further investigation by the party reveals that she has received word from her Harper contacts that a red wizard has arrived in the region and they task her to investigate it. Through various clues, the party can discover that Sister Garaele has been captured by Hamun Kost. Should they rescue her, she may trust them enough to give them the Agatha quest.

Clues to Old Owl Well

At this point you may want to brainstorm possible clues that sister Garaele or her harper contacts may have left behind to lead the party to Old Owl Well. Here are some possibilities:

  • Garaele could leave behind a silver mirror (used in scrying) and beside it is a sketch of Old Owl Well. However, this would make her at least a 9th high cleric and you’d have to explain how Hamun Kost, a less accomplished wizard, got the jump on her–which could be doable if she had let her guard down.
  • The Harper letter to Garaele mentions Old Owl Well to begin with.
  • The Harper letter to Garaele states that Hamun Kost was seen headed up the Triboar Trail. On the trail, the party could encounter two zombies carrying a handcart full of dead bodies toward Old Owl Well (more diggers for Hamun Kost’s excavation). The zombies would ignore they party unless attacked, and the wheel ruts obviously turn off to the location of the Well. The “squeak-squeak” of the handcart in the middle of the night is a lot of fun to play out.
  • Someone close to sister Garaele tells the party where she went. Daran Edermath would be a good candidate for this, since they’re neighbors.
  • Of course, you can always have the Daran Edermath hook3. Although I envision Edermath as a retired adventurer who has “seen too much” and just wants to make his cider. Having him as an active agent of the Order of the Gauntlet doesn’t fit for me.

You can also try the Scryberries hook below. In the two runs I’ve done of Lost Mines both parties actually had to cast a vote to decide whether or not to rescue Garaele or deal with the Redbrands. One party voted to go after Garaele first, and the other went to rescue Garaele after they had cleansed Phandalin.

How I ran it: Scryberries!

When the party approaches sister Garaele’s house, they notice that a faint blue light emanates from one of the windows. When they open the door, they find a stalk growing out of the ground from which 3 glowing berries hang. Sister Garaele, through her connection to her Goddess (I changed it from Tymora to Mielikki because the scryberries had more of a nature goddess vibe to them) has, through her divine magic fostered the growth of these berries. Should someone ingest a berry, they’re granted a vision of the the Red Wizard, Old Owl Well, and the surrounding Sword Mountains. You may even grant a vision of the zombies and Sister Garaele being tied up. A nature check (because of the mountains) or a history check (because of the well) will reveal a more specific location. If they fail the check, they can always ask people in the town about it. Sister Garaele had already eaten one berry, found where Hamun Kost was and left these for whomever might come after (perhaps another Harper).

Better Questions for Agatha

Finally we need to address the trivia question issue. The questions that Hamun Kost and sister Garaele ask Agatha should have more stakes and make the party think twice about asking the question. Hamun Kost should feel reluctant to give the question to the party, as it gives them a clue as to what he’s searching for at Owl Well or perhaps his greater plans. He considers having sister Garaele captive good enough leverage, however, to ensure that the party won’t betray him.

Similarly Sister Garaele’s question should be vital to Harper interests, and while perhaps Bowgentle’s spellbook may have some rare 9th level spells, magic items, and locations of powerful enemies are much more interesting.

Some possible questions for Hamun Kost

  • Where is the [powerful sounding magical item]? This could be an important item for later in the campaign. Perhaps it’s currently in possession of some powerful being so pursuing it would be foolhardy.
  • A weird question like: “What was Arthindol’s favorite animal?” Perhaps down in Old Owl well there’s a magic door that can only be opened by knowledge of this odd bit of information.

Some possible questions for Sister Garaele

  • Where is the [powerful sounding magical item]? This works just as well for Sister Garaele and her harper interests.
  • Who is the leader of [insert evil organization here] and where can they be found?
  • What is the reason for the red wizard activity on the Sword Coast?

It should be noted that the answers to some of these questions go beyond the scope of divination magic in DnD 5e. However, since Agatha is an ethereal being, it can be explained that she has access to greater divination magics than mere mortals do.

Looking for more? Check out other articles from the Lost Mines of Phandelver Guide!

Any Additional Hooks?

What about you? How have you brought your players to Agatha the Banshee/Old Owl Well?

Filed Under: Dungeons And Dragons, Lost Mines of Phandelver Guide Tagged With: Agatha, Auglatha, Daran Edermath, Hamun Kost, Harpers, Old Owl Well, Red Wizards, Sister Gaerele, Story Hooks

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Hello! My name is Kenji Crosland and welcome to my blog. I recently spent nearly a year traveling the Southern US looking for a new home. I also write about how to run pen and paper RPGs. I'm on twitter @KenjiCrosland. Say hello!

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