C4: Guard Towers Upper Levels

What's in the room?
  • An empty parapet encirlces the top of the tower
  • Arrow slits face both out towards the town and down into the courtyard
  • A heavy stone door leads to the top of the walls
  • Guards patrol every half hour
    • recently the cultists have been lazy and don't walk the full wall
What's happening in the room?
  • There is nothing of note in the top of the towers
  • If the party has not cleared all of the towers, guards from other towers may come across them
Monsters and NPC's
  • NE - Human, Dwarf, Dwarf {Fenton, Amber, Dolmen*}
  • SE - Human, Human, Half-Elf {Ramora*, Tegan, Farrel}
  • SW - Elf, Elf, Human {Keyleth, Rolen, Howard Mulphoon*}
  • NW - Human, Halfling, Halfling {Jensen, Merric, Finnigan*}
Nearby Locations
  • C5: Armory
  • C6: Gatehouse

C5: Armory

What's in the room?
  • A small closet along the top of the wall, just outside the southwest guard tower
What's happening in the room?
  • If any of the cultists catch the party looking in the armory, they will raise the alarm
  • Three cultists and one cult fanatic will arrive to question them
  • NOTE: This may just be a negotiation, not a combat
Monsters and NPC's
  • Keyleth Female Elf Cultist
  • Rolan Male Elf Cultist
  • Howard Mulphoon Male Human Cultist (Mind Controlled)
  • Brocc Gimblefoot Male Gnome Cult Fanatic
Nearby Locations
  • C4: Guard Tower Upper Level
  • C5: Gatehouse

C6: Gatehouse

What's in the room?
  • This chamber is equipped with a system of wheels that raises the portcullises and opens the outer sets of doors
  • In the middle of the floor are murder holes through which arrows can be shot or alchemist’s fire can be poured
  • The south wall has a row of five arrow slits built into it.
  • Two wooden cots covered with furs are in the northeast corner of the room
  • Of the two cult fanatics stationed here, one stands guard while the other sleeps.
What's happening in the room?
  • Felma Thistlebane and Brocc Gimblefoot take turns keeping watch
  • The gates usually remain open now that the castle is protected with the arcane field
  • It takes three actions to fully close or open the gates, but one action will close one set of doors
Monsters and NPC's
  • Brocc is a male gnome that has a particular love of cruelty and treats the other cultists with disdain most of the time
  • Felma is a female tielfling, she is not a cruel as Brocc, but she does have a temper and the cultists know not to cross her
Nearby Locations
  • C4: Guard Towers Upper Level
  • C5: Armory

C7: Great Hall Upper Level

What's in the room?
  • Two long hallways run along the balcony of the Great Hall
  • The halls lead to the more luxiourious bedchambers
What's happening in the room?
  • Cultists rarely come this way, none of them are supposed to be near Crannoc and they know not to bother Kadroth when he is sleeping
Monsters and NPC's
  • There is a 10% chance of catching a patrol of cultists in this area
  • Mere the servant girl may be up here stoking the fires in the bedchambers
  • Touche the castle's pet cat may be wandering the halls looking for a warmer fire to rest near
Nearby Locations
  • C7: Great Hall Lower Levels
  • C12: Kadorth's Bedchamber
  • C13: Soothsayer's Room
  • C14: Speaker's Bedchamber

C12: Kadroth's Bedchamber

What's in the room?
  • A large, gilded mirror covers most of the east wall
  • An ornately carved wooden table and chair sits along one wall
What's happening in the room?
  • This is the most likely place to find Kadroth
  • If he is not he the speaker's office, he will be here
Monsters and NPC's
  • Mere may here stoking the fire [35% chance]
  • Touche might be laying on a small rug in front of the fire, 50% chance if Mere is here
Nearby Locations
  • C7: Great Hall Upper Level
  • C13: Soothsayer's Room

C13: Soothsayer's Room

What's in the room?
  • A chilly draft wafts through this bedroom despite a roaring fire in the hearth
  • Bundled under a thick quilt and seated in a squat rocking chair in front of the fire is a venerable dwarf with a wooden peg where her right foot should be
  • Next to her, on a small table, is a plate of food
  • “I’ve been dreading this moment,” she says
What's happening in the room?
  • The shield dwarf in the rocking chair is Hethyl Arkorran, a noncombatant
  • She is a soothsayer
  • On the plate next to her is a knucklehead trout fillet topped with goat’s milk
    • She will not eat the food, she is sick of fish
Monsters and NPC's
  • Hethyl Arkorran - Hethyl is a heartless creature—not cruel out of spite, just blunt in a mean, uncaring way.
  • Roleplay Notes:
  • She doesn’t hide the truth or mince words
  • She makes faces at the food on her plate, she is sick of trout
  • She sees glimpses of the future, which means she’s rarely shocked by what happens around her.
    • These revelations have kept the cultists one step ahead of their enemies for a long time
  • Hethyl’s health is failing, and there’s nothing that can be done for her given her age.
  • She considers Kadroth a worthy leader but lost his respect when she told him that Levistus hates his guts.
    • ○ Kadroth has tried hard to forget that conversation and looks forward to the day when Hethyl drops dead.
  • What Hethyl Knows
  • She knows the following information, and will give the party more information if they have food other than trout, or if they offer her other comforts.
  • Hethyl has foreseen her doom. She dies of natural causes immediately after sharing the following information with the characters:
    • There is an ancient fortress of the giants afloat in the sea to the north, where the key to a lost city is buried
    • Getting to the island is no easy task, its location is always changing, and its several miles out in the water
    • Four member of the Arcane brotherhood are wandering around Icewind Dale
      • Two of them are dead, but their spirits live on, one of them is here in the castle, and the last one may be a useful ally should you accept their aide
Nearby Locations
  • C7: Great Hall Upper Level
  • C12: Kadroth's Bedchamber

C14: Speaker's Bedchamber

What's in the room?
  • This immaculately furnished room features a soft bed, warm quilts, elegant tapestries, and a gilded chamber pot
  • There are bars over the windows degrading the air of luxury somewhat, as does the guard standing just inside the door
  • A pale faced man with an unkempt beard, wearing a shabby nightgown struggles over the gilded chamber pot
  • He mutters sarcastically "perfect timing"
What's happening in the room?
  • Jeice is standing guard in this room to ensure the speaker doesn't cause any truoble
  • He is usually bored and pays very little attention unless the door is opened
  • There is a 10% chance that there is a wandering patrol of cultists that can arrive after 1 round
Monsters and NPC's
  • Crannoc Seiver
  • lawful neutral human commoner
    • A 49-year-old unmarried man, has been under house arrest for the past several months
    • Although he’s not the picture of good health, he’s not deathly ill, as the cult’s propaganda would have others believe
    • The only time Crannoc is permitted to leave this room is when Kadroth needs him to sign paperwork in his office
  • Roleplaying Crannoc:
    • The cultists slew the speaker’s guards but are keeping his servants alive
    • Crannoc has been warned to behave himself, lest his servants pay the ultimate price
    • He doesn’t know where the servants are being held, but he knows the cook is still making meals
    • He suspects the rest are being kept in the cistern under the castle
    • Crannoc won’t be happy until he regains control of the castle and his captors are punished for their crimes
    • He has little to say about his captors, since they don’t share information with him:
    • His captors arrived under false pretenses, claiming to be neutral arbiters employed by the Council of Speakers to help Caer-Dineval resolve its fishing disputes with Easthaven and Caer-Konig
    • The one calling the shots is a Tiefling named Kadroth, who answers to someone named Levistus
  • Jeice
    • Human cultist guard for Crannoc
    • Spends most of the day inside the speakers bedchamber
    • Considers his job to be the most boring assignment, as all he does is watch the speaker eat and go to the privy
Nearby Locations
  • C7: Great Hall Upper Level
  • C15: Old Library

C15: Old Library

What's in the room?
  • Floor to ceiling shelving, filled to the brim with books, maps, and loose notes wrap around all 4 walls of this room
  • Some of the book bindings look old, and cracked
  • Faded titles and patched maps represent the vast history of knowledge stored here
  • The smell of old leather, stale glue mingle with the smell of inks and parchment
  • Several cozy chairs sit in one corner of the room, a small desk with several half melted candles sit opposite it in another corner
What's happening in the room?
  • The party may be able to spend several hours here without being noticed
  • A fine layer of dust on the floors may tell them that no one currently occupying the castle visits this room
  • If they are noisy, a cultist passing by, or Jeice in the Speaker's bedchamber might hear them
  • Sections of books seem to be missing, they are currently being poured over by Avarice in her quarters below the castle
Information
  • The party can spend time here to look up any topics they wish, and may find information on the towns, the surrounding areas, and Chardalyn
  • There is very limited information on Ythrin, but they may find information about the vast floating cities, and the event known as Karsus' Folly
  • History of the Caer
    • Caer-Dineval was built over 400 years ago by the Dinev family from Cormyr, before Ten-Towns was established
    • The Dinevs sought to claim sovereignty over Icewind Dale and founded a small settlement near the castle
    • As the town began to grow, marauding orcs attacked and burned it
    • The Dinevs refused to shelter the townsfolk inside the castle; the stranded residents were slaughtered
    • The Dinevs survived the initial assault but were starved during a three-week siege and ultimately killed when orcs scaled the walls
    • The orcs held the Caer for several years before being driven out by a coalition of human settlers
    • The victors claimed the castle, settled there with their families, and their descendants maintain it while honoring their ancestors’ deeds
Nearby Locations
  • C7: Great Hall Upper Level
  • C14: Speaker's Bedchamber