Journey to Phandolin

A Forgotten Realms Campaign — Sword Coast, Late Fall

A merchant caravan races to beat winter through a mountain pass, hauling weapons and secrets to the frontier town of Phandolin. Among its passengers: a disgraced knight, a vengeful healer, a fanatical priest, a gentleman bounty hunter, and a pyromaniac in chains. The dead are waiting.

The Cast

Locations

Items

Enemies

Organizations

Cast of Characters

Setting

Late fall, Sword Coast of the Forgotten Realms.

The Caravan

The party is hired by a Waterdeep merchant house to escort a shipment of seeds and fertilizer to the frontier community of Phandolin. The caravan started in Waterdeep, then stopped at the coastal Dwarven settlement of Thornhold to pick up a supply of weapons; orcish raids have increased in Phandolin.

The merchant house is trying to undercut competition from Neverwinter — they have a lock on supplying Phandolin. They believe they can beat the Neverwinter caravans by taking a route through a pass in the Sword Mountains. The pass is inaccessible during winter, but the caravan believes it can beat the first snows.

Thornhold

Thornhold

A coastal Dwarven settlement that has been transformed by outside investment. The port venture led to others, most notably securing the eastern border of the Mere of Dead Men, unlocking colonization of Kharum's March (The March).

The Stronghold

The Stronghold

The dwarven seat of power, now decadent and ceremonial.

The Port

The Port

Built by outside investors, the engine of Thornhold's prosperity.

The Bank

Merchants Quarter — First Bank

Home to the First Bank of the Sword Coast.

The March (Kharum's March)

The March

A fast-growing province between the mountain ranges, enabled by Thornhold's infrastructure investment. Well-maintained roads transition to dirt and stone as settlements thin toward the mountains.

The Mere of Dead Men

Dead Man's Mare

A vast marshland along the coastal road. Thornhold invested in a defensive bulwark and maintained road to secure passage, enabling the colonization of the March.

The Antareg Pass

Antareg Pass

Twenty years ago, the mountain clans attacked settlements in the foothills, including the fort at this pass. The uprising was put down by a combined army of humans and Dwarves. The clans were forcibly resettled, and this victory led to lasting peace — and the colonization of the March.

Crannogh

Crannogh

A mountain clan settlement destroyed during the uprising. Its men joined the attack on the Antareg fort. In their absence, Brint's survivors visited their fury upon the women, children, and elderly, locking them in the ossuary beneath the chief's hall. The settlement is now cursed, haunted by the undead.

The Ossuary

The Ossuary

The bone chamber beneath the chief's hall where the massacre victims were locked in.

The Longhouse

The Longhouse

Stone shelter where the survivors take refuge. The undead cannot enter.

Phandolin

Phandolin

A frontier town at the end of the route. Vulnerable, indebted, and in need of "modern solutions." The First Bank established a branch here to introduce consumer credit, normalize the gilder over coin, and align the town's future with Waterdeep interests. The bank was robbed and burned by Cinder.

Organizations

The Institute for Modern Endeavor (IME, Ltd.)

A secret society seeking to build a new, modern world power along the Sword Coast. Founded by three visionaries who believe that capital, not gods or kings, should govern civilization.

The Three Pillars

  • Edrin Vale — Shepherd of Capital. Believes obligation persists where wealth decays. Created the gilder (fiat currency) and the First Bank.
  • Lord Ashcombe — Shepherd of Progress. Engineer and infrastructure builder. Proposed systematic resource extraction along the Sword Coast.
  • Octavia Ketter — Shepherd of Knowledge. Natural philosopher who joined reluctantly, providing the intellectual framework and credibility.

The Sigil

A closed eye above balanced scales — Vale's personal mark, appearing on contracts, warrants, and manifests across the Sword Coast.

The Gilder

Fiat currency backed not by metal but by institutional acceptance and legal enforcement. A society governed by capital bypasses kings, bloodlines, and gods entirely.

First Bank of the Sword Coast

Bank Interior

IME's primary instrument. Not built to store wealth but to abstract it. Bonds funded the port at Thornhold. Credit unlocked the March. The gilder converted frontier life into legible obligation.

Branches in Thornhold (managed by Morcant) and Phandolin (managed by Reyne). The Phandolin branch was robbed and burned by Cinder.

Items of Note

Her Most Radiant Majesty Queen Elsbetta — "Betsy"

Betsy

Jasper Laidlow's ornate polished arquebus. A distinctive and deadly weapon, as genteel as its owner. After Jasper's death, Betsy can be claimed by the party.

Cinder's Chain

Cinder's Chain

An enchanted chain binding Cinder wrist-to-wrist with Jasper Laidlow. Suppresses her fire magic. The enchantment breaks upon Jasper's death.

Brint's Sword

Brint's Sword

A clearly magical longsword wielded by Sir Gareth Brint. Its origins and properties are unknown, but it glows when drawn against the undead.

The Stolen Documents

Stolen Documents

Papers Cinder stole from the Phandolin bank before burning it down. Carried in Jasper's satchel. Contains evidence of IME's operations — the manifesto with all three seals. Cinder's parting gift to the caravan.

The Gilder

The Gilder

Fiat currency of the First Bank. Backed by institutional acceptance, not precious metals. The mechanism by which IME converts frontier autonomy into controllable debt.

Pagan Totem

Pagan Totem

Ancient roadside totems with antler motifs and spiral carvings, hung with bone charms. Remnants of the mountain clans. Father Matteus destroys any he encounters.

Enemies

Hrothain, Clan Chief of Crannogh

Hrothain the Wight

Now a Wight. The undead remains of the clan chief, guarding the meeting lodge where his people were massacred. Commands the shadows and undead of Crannogh.

The Vengeance of Crannogh

The collective undead of the destroyed clan settlement:

Zombies

Zombies

The reanimated dead, attacking in waves through the blizzard.

Shadows

Shadows

The spirits of the massacred: women, children, the elderly. Including Yrsa, Mara's daughter.

Devil Dogs

Devil Dogs

Undead beasts prowling the settlement ruins.

The Watcher

The Watcher

A gestalt creature formed from the bones in the ossuary, summoned by Matteus's invocation of the Helmic Watchful Eye. The final boss.

IME, Ltd.

IME Sigil

The true antagonist is not undead but institutional. The Institute for Modern Endeavor operates through debt, currency, and legal obligation. Their agents — Morcant in Thornhold, Reyne in Phandolin, Vale in Waterdeep — are more dangerous than any wight.

Plot

Act I: The Pass

Scene 1: Thornhold

The caravan arrives at Thornhold. Qassim meets with Morcant at the First Bank and receives payment (30 GP per party member). They learn they must take the Antareg Pass to beat the Neverwinter caravan. Additional cargo joins: a passenger wagon (Mara, Matteus, Brint) and a sealed weapons wagon escorted by Brenna.

Scene 2: The Road

The journey along the well-maintained road, through the March, and into the foothills. Opportunities to learn about the cast through vignettes: hunting with Hakim, campfire stories with Brint, Matteus destroying a pagan totem, helping Brenna with the cargo. The road deteriorates. Nasir reports snow ahead.

Encounter: Inn Ambush
3 mountain clanspeople raiding the wagons. A clanswoman holds a knife to Nasir's throat. Krug intervenes — players may notice the clanswoman's Burning Hands fails against him (magic resistance).

Scene 3: The Storm

Unnatural blizzard. Wagons stuck. Hakim argues with Qassim. Qassim draws his sword — then zombies attack.

Encounters
Road: 3 zombies; 3 zombies + 1 shadow (woman). Matteus turns undead, vaporizing close zombies. Krug flees with Farid and Rafiq. Brint takes command — shelter ahead.

Scene 4: The Village

Near-zero visibility. Rafiq's body found. A light in a ruined building — Krug fighting zombies outside. Jasper opens the door with his arquebus.

Encounters
Road: 3 zombies; 4 zombies + 2 shadows (child, woman). Outside building: 3 zombies; 1 devil dog + shadow (old man); 1 wight.

Act II: The Lawman

Scene 1: Stories

Jasper proposes weapons on the table, stories shared. He goes first: arquebus and hidden daggers. He introduces Cinder — "The fugitive does not tell her story." Matteus prays in the corner. Krug reluctantly shares his sparse tale. Brint arrives half-dead, supported by Brenna.

Scene 2: Confrontation

Jasper probes Krug. "I know you, friend." A hidden pistol appears. Cinder yanks the chain. Krug strikes. Jasper dies. The chains lose their enchantment. Cinder's flames engulf the longhouse. She takes Jasper's satchel with the bank documents. Everyone flees.

Act III: The Witness

Scene 1: The Settlement

Fighting through the ruins. The clan chief wight emerges from the meeting lodge, shadows forming a ring. Defeated, the party enters and bars the door.

Encounters
Settlement I: 3 zombies (burst from doors); 2 devil dogs; 1 shadow (woman). Settlement II: 2 shadows; 2 zombies (from ground); 2 zombies (from ground). Settlement III: 3 zombies; 1 wight (from roundhouse).

Scene 2: The Ossuary

Stairs to a cellar. A pit of bones. Children's bones. Mara: "I'll never forget the screams. They took their time with my Yrsa." She reveals everything. She arranged this journey so Brint would bear witness.

Brint confesses, weeping. Begs for death. Mara offers mercy. But Matteus intervenes: "You have borne witness. You have confessed. Now you will be punished." He invokes the Helmic Watchful Eye. The bones coalesce into the Watcher.

Boss Encounter
The Watcher — a gestalt creature formed from the remains of the slaughtered clan.

Scene 3: Aftermath

The party returns to the caravan. The snow has melted — no evidence of the storm. Krug organizes a ceremony. On the lead wagon: a dagger pinning a page. The IME manifesto. Three seals. Cinder's handwriting burned into the bottom:

"Found this at the bank in Phandolin. These are the fuckers you're working for."

❤️

Episodes

Three acts, three episodes. Narrated dramatizations of the campaign's key events.

Episode 1 — The Pass

A merchant caravan races through the Sword Mountains before winter closes the Antareg Pass. Among its passengers: a haunted knight, a healer with a secret, and a pyromancer in chains. When an unnatural blizzard strikes and the dead begin to rise, the caravan is shattered.

Episode 2 — The Lawman

Trapped in a ruined longhouse by the undead, Jasper Laidlow proposes a truce: weapons on the table, stories shared. But beneath the genteel exterior, the Marshall is hunting. When he turns his hidden pistol on Krug, it is Cinder who moves first — and the flames follow.

Episode 3 — The Witness

In the ossuary beneath Crannogh, among the bones of women and children, the truth emerges. Mara's twenty-year revenge. Brint's confession. And Father Matteus's final judgment. The Watcher rises from the bones of the slaughtered.