TEXT:  
   
  
   
  2 
   
   
  Introduction 
  Terror at Triboar is a Dungeons & Dragons 
  adventure designed to be completed in about 
  4-6 hours of play. The combat encounters 
  have been calculated to present a tough 
  challenge to four 2nd level characters. They 
  will present a less difficult, though still 
  enjoyable, challenge to 3rd level characters or 
  larger parties.  
  Not every loose end is tied up in the following 
  text, nor every possible reaction accounted 
  for. Be ready to improvise, and do so with 
  confidence!  
  In the following sections, the boxed text 
  should be read aloud or paraphrased. Unless 
  stated otherwise, assume NPCs have the 
  stats of a commoner.  
   
  Triboar 
  Triboar is an excellent home base for those 
  wishing to explore the North. It is large 
  enough to provide you with most modern 
  amenities, yet it still retains an exciting 
  frontier disposition. 
  —Teth Farwalker, “Travels in the North” 
  The adventure commences in Triboar -  
  You have plenty of gold jingling in your 
  purse and so you are drinking this afternoon 
  at the Triboar Arms. Good ale and good 
  company make for a good time – but some 
  are complaining about the music. The bard 
  is singing about St Oswin again, just like 
  every other bard in Triboar.    
  You’ve heard the story about a dozen times 
  now - how St Oswin single-handedly killed 
  three enormous boars, how he founded the 
  town of Triboar as a haven for travelers in 
  the North, how he saved many lives over the 
  years, and so on and so forth.  
  “I’m fed up with St Oswin,” mutters someone 
  at the next table, to general agreement.  
  St Oswin’s Day is in two weeks. The 
  celebration involves an assembly of the 
  whole town at St Oswin’s memorial, followed 
  by some dull speeches. But this year there is 
  something different – the election. Every 
  seven years the Lord Protector of Triboar is 
  elected on the anniversary of St Oswin’s Day. 
  After that, everyone will seemingly forget 
  about St Oswin for another year. 
  You drain your tankard as a rather foppish 
  young man enters the Tavern. He comes to 
  your table and gives a short, stiff bow. 
  “Friends, you have been summoned by the 
  Lord Protector. Please follow me!” 
  The young man is Foman Amblesheath, 
  assistant to the Lord Protector of Triboar.  
  For more information about Triboar, see the 
  Guide to Triboar at the end of this 
  document. For a map and detailed 
  description of the town, please see Storm 
  King’s Thunder. 
  
   
  3 
   
   
  The Lord Protector 
  The party are taken to the Lord Protectors 
  Tower, a simple two-story building which 
  overlooks the Market Square. 
  Your escort shows you into a rather 
  extravagantly furnished office, bows again, 
  and leaves. Seated behind an enormous desk 
  you recognise Darathra Shendrel, the Lord 
  Protector of Triboar. She looks weary, with a 
  lined face and graying hair. 
  “Ah, thank you for coming,” she says. “I 
  heard about your recent exploits and 
  thought you might be able to help me. 
  Please, take a seat. 
  “There have recently been some strange 
  reports from the farms around town. 
  Livestock turning up dead, women and 
  children missing, and people claiming to see 
  a strange figure wandering the fields at 
  night.”  
  She pauses, and narrows her eyes. “I 
  wouldn’t normally pay attention to such 
  things, but these reports are starting to 
  cause quite a stir - people are becoming 
  nervous and bringing up old superstitions. It 
  helps no-one.” 
  She sits up straight and looks directly at 
  you. “Here is my offer – I’ll give you forty gold 
  pieces each if you can clear this mystery up.” 
  If asked about the “old superstitions”, 
  Darathra will reluctantly share that there is 
  a legend about a strange monster called the 
  “Terror”, which is said to haunt the fields 
  about the town. 
  Darathra’s offer is non-negotiable. Assuming 
  the party accept, she has one major lead. 
  Dorn Stonewood is a crop farmer with land 
  to the east of town. His wife and baby went 
  missing several nights ago, and he has 
  moved into the Six Windows inn for the time 
  being.  
  Out and About 
  This part of the adventure gives the players a 
  lot of freedom. They will wander in and 
  around Triboar for several hours (or days) 
  looking for clues and having several small 
  adventures.  
  Twelve encounters are described below. You 
  will probably only want to use five or six of 
  these unless you are playing a long session 
  (and the players are having a lot of fun). 
  To help you out, each encounter has been 
  tagged as either a clue encounter or a random 
  encounter. The clue encounters supply 
  important information, and are usually 
  activated by a player action (e.g. “We go to 
  the markets and talk to some farmers”).  
  The key clue encounter occurs in the Market 
  Square, where the players meet Westra 
  Greatdew. Westra will direct them to 
  Tarmock Felaskur the apothecary, who can 
  show them the location of the lost graveyard. 
  If the players are struggling to find the right 
  clues, you might have the Lord Protector’s 
  assistant (Foman Amblesheath) pop up and 
  offer some suggestions. 
  The random encounters are included for 
  colour and fun. Only minimal information 
  has been given for the random encounters – 
  you must improvise! 
  Market Square 
  Clue Encounter 
  If the party go to the Market Square and ask 
  around, they will learn that there have been 
  stories about the “Terror” stretching back 
  
   
  4 
   
   
  years. It is said to stalk the fields of Triboar 
  at midnight, and the commoners blame it for 
  all manner of misfortunes, both great and 
  small.  
  The most credible information comes from 
  Westra Greatdew, a dairy farmer –  
  “About a week ago I was woken by a strange 
  sound – sorta like an animal, but sorta not. 
  When I went out, I saw a gray figure on the 
  edge of my field, about a hundred yards 
  away. I was so scared I couldn’t move. After 
  a few moments, the creature moved on and 
  was soon out of sight.” 
  Westra will also give the party a vital clue – 
  she will mutter darkly that “All the trouble 
  began when that apothecary, Tarmock 
  Felaskur, started meddling with that old 
  graveyard.” Westra will tell the party that 
  Tarmock has a ramshackle old shop on the 
  eastern side of town.  
  Six Windows  
  Clue Encounter 
  Following the clue from the Lord Protector, 
  the party may seek out Dorn Stonewood at 
  the Six Windows inn. When the party ask 
  for Dorn, the barmaid will fetch him down to 
  the common room. The ale at the Six 
  Windows is 3cp/mug, and is watered down. 
  Dorn is a young man who looks gaunt, pale 
  and dark-eyed. He tells his story quickly, 
  with downcast eyes and suppressed sobs.  
  “Three nights ago I was away one from home 
  visiting a friend. When I returned the next 
  morning, I found our little cottage had been 
  knocked flat, and my darling Kelsie and our 
  little babe were missing!” 
  He is now staying in town at night, and 
  searching for his family during the day. He 
  will show the party to his house if they wish.  
  Dorn’s House 
  Clue Encounter 
  Dorn’s tiny cottage was at the center of his 
  farm, a few hundred feet east of town. It has 
  been knocked flat. A DC 15 Perception 
  check will determine there are claw marks 
  on the door and two walls. You may allow an 
  Investigation check instead. 
  If the party search for tracks, a DC 20 
  Perception check will find Kelsie’s 
  footprints, leading north. She went out of her 
  mind with fear when she encountered the 
  Terror, and is now hiding with her baby in a 
  thicket about half a mile north of the 
  cottage. She will be easy to find once the 
  players have found her tracks. She is 
  suffering from severe shock and amnesia, 
  and can tell them nothing. 
  The Twelve 
  Clue Encounter 
  The local law enforcement is handled by a 
  group of veterans known as the Twelve. 
  They are led by a man named Tarth 
  Blackwarden, who can usually be found 
  patrolling the Market Square. He is grumpy 
  and uncooperative, and doesn’t believe a 
  word about the “Terror”. He is also very 
  busy, preparing for St Oswin’s Day. If 
  pressed, he will admit there have been 
  reports recently of livestock killed overnight 
  by some sort of clawed creature.  
  Setting a Watch 
  Clue Encounter 
  Triboar is surrounded by thousands of acres 
  of farmlands and woods, so setting a watch 
  for the Terror is a nearly futile task. If the 
  players do try it, there is a 5% chance on 
  
   
  5 
   
   
  any given night that they will sight the 
  Terror, though only from a great distance 
  (there is no chance of catching it). Anyone 
  making a DC 20 Nature check will recognise 
  the creature as “some sort of ghoul”.  
  Sharkey’s Men 
  Random Encounter 
  A group of three thugs intercept the party in 
  a back street, and tell them to “stop what 
  they are doing, or there will be trouble”. They 
  work for Sharkey, a petty crime lord who is 
  trying to prevent the re-election of Darathra 
  Shendrel. Sharkey knows the party are 
  doing something for Darathra, though he is 
  not sure what. If the party ignore the 
  threats, the thugs will set an ambush for 
  them. 
  Upsetting the Apple Cart 
  Random Encounter 
  The party is moving through the crowded 
  Market Square when they upset an apple 
  cart. The owner is a reformed half-orc 
  berserker named Shem who is trying to live 
  a lawful life – but things keep happening 
  that make him lose his temper…  
  The Menagerie 
  Random Encounter 
  The party notice an old farmhouse with a 
  sign on the wall that says Munglewort’s 
  Magnificent Municipal Menagerie. There is a 
  sudden crash as a large brown bear bursts 
  through the door and heads toward a group 
  of youths. A small halfling runs after it 
  yelling, “Ursula! Come back!” 
  Protection Money 
  Random Encounter 
  The party overhear two thugs bullying a 
  shopkeeper for protection money. The thugs 
  aren’t afraid of adventurers and won’t back 
  down. If a fight breaks out, some of the 
  Twelve arrive at the end of the second round, 
  and the party will need to explain 
  themselves. 
  The Magician 
  Random Encounter 
  A halfling magician is performing tricks on a 
  busy street corner. As the characters pass 
  by, he declares that he will perform his 
  greatest trick, and summon a strange and 
  deadly beast from distant lands. The air 
  shimmers in front of him - suddenly a death 
  dog appears and leaps for the crowd with a 
  roar.   
  Damsel in Distress 
  Random Encounter 
  This encounter must take place at night. The 
  party see a young woman about 50 yards 
  ahead of them. She suddenly ducks behind a 
  building and a moment later they hear her 
  screaming terribly. If they follow, they find 
  her in the process of transforming into a 
  wererat.  
  The Apothecary 
  Clue Encounter 
  Tarmock Felaskur has a ramshackle old 
  shop on the eastern side of town, where he 
  also lives. He describes himself as an 
  apothecary, but the only thing he sells is a 
  naturally carbonated “sweet water”, which 
  he draws from a well in his backyard. It is 
  rather delicious; Tarmock sells it for 1gp per 
  flask, claiming it has miscellaneous 
  medicinal benefits. 
  Tarmock will greet the party with a friendly, 
  “May the gods smile upon you” when they 
  enter his shop. Once he understands their 
  quest, however, he will deny any knowledge 
  of the matter and try to get the party to 
  leave. 
  
   
  6 
   
   
  If they persist, he will finally break down in 
  tears. He blames himself for the coming of 
  the Terror. His hobby is “archaeology”, he 
  says, and some months ago he stumbled 
  across a small graveyard in the western hills.  
  Several the gravestones were marked with 
  strange, eldritch symbols. These piqued his 
  interest, and he began excavating (he was 
  intending to raid the graves for buried 
  valuables - but he is unlikely to admit this).  
  One evening he stayed late at his morbid 
  work - well past midnight. A gravestone 
  suddenly lit up with occult light, and he 
  beheld a terrible apparition which uttered 
  dire imprecations. Tarmock fled in terror and 
  has never returned to the graveyard. The 
  Terror appeared soon afterward, and 
  Tarmock believes the events are linked.  
  The Lost Graveyard 
  After some persuasion, Tarmock will 
  reluctantly agree to take the party to the 
  graveyard; it is about 2 miles northwest of 
  the town. When they arrive, read the 
  following –  
  The graveyard lies near the base of a low hill, 
  and is well hidden by a grove of ash and oak 
  trees. The site is only about twenty feet 
  square, and is marked off by an old and 
  decrepit fence of iron pickets.  
  A large and elaborately carved cenotaph 
  dominates the yard, and it is surrounded by 
  perhaps a dozen smaller headstones. You 
  notice that two of the graves have been dug 
  up. 
  Tarmock will want to leave immediately. 
  Under no circumstances will he remain at 
  the graveyard after nightfall.  
  The name on the main cenotaph is Alberich 
  Grimstone. No year or other information is 
  provided, though a DC 15 Arcana check will 
  identify some of the carvings as necromantic 
  runes. The smaller headstones are also 
  dedicated to members of the Grimstone 
  family. 
  Digging up the smaller gravesites will yield 
  nothing beyond some fragments of bone and 
  cloth. If the party try to dig near the main 
  cenotaph, after they get about a foot down 
  the soil will turn revolting and putrid, and 
  they will sustain 1d4 necrotic damage each 
  time they touch it. 
  Skeletal Guards 
  If the party are still in or near the graveyard 
  after sunset, read the following –  
  There is a low roar as the ground begins 
  trembling, and then a muffled boom as the 
  earth bursts open before you. Six skeletons 
  climb out of the ground, clad in rusty armor 
  and wielding short-swords. They 
  immediately charge. 
  The six skeletons are bound by a magical 
  charm that causes them to rise and attack 
  any armed intruders. They will fight until 
  destroyed. 
  Alberich Grimstone 
  After the party defeats the skeletons, read 
  the following – 
  The main cenotaph begins to glow with a 
  sickly emerald light. Cobalt flames begin 
  dancing around the edges, and then a dark 
  shadow emerges from the top. It has large 
  and menacing eyes that flash with eldritch 
  light.  
  “Who dares disturb my rest?” it thunders. 
  The voice is loud but also sounds, somehow, 
  as if it is coming from a great distance. 
  
   
  7 
   
   
  In life, this wraith was Alberich Grimstone, 
  a necromancer and contemporary of St 
  Oswin.  
  If the party talk to the wraith and are polite, 
  it will provide them with information. It will 
  become increasingly angry, however, if the 
  party display stupidity or disrespect. 
  The wraith is not the Terror, but it knows 
  who is. The Terror is St Oswin himself! 
  Shortly before he died, St Oswin angered the 
  High Priestess of Shar, who then laid a curse 
  on him. Every fifty years he rises as a ghast 
  and spends several months terrorizing the 
  town.  
  The wraith suggests the party go to the St 
  Oswin memorial and wait until midnight, 
  when the ghast will emerge.    
  If the party attack the wraith, it will simply 
  disappear. If they return the next night, a 
  groveling apology will set things right. If they 
  attack again, the wraith will fight and 
  probably destroy them. Roll up a new party. 
  If they somehow defeat it, they will never 
  learn the secret of the Terror – but hey, they 
  beat a wraith!  
  The Terror 
  St Oswin’s memorial lies near the center of 
  the old graveyard on the south side of the 
  town - just about anyone in Triboar can 
  show them the location. When the party 
  arrive, read the following –  
  St Oswin’s memorial consists of a raised 
  stone sarcophagus and statue. The words 
  “Here lies Oswin Boldfist, founder of Triboar” 
  are engraved on the side of the sarcophagus, 
  alongside relief carvings of various scenes 
  from his life. 
  The statue depicts a fully armoured figure 
  with a spear, and three dead boars at its 
  feet.    
  The party are unable to open the 
  sarcophagus by either might or magic. If 
  they wait until midnight, however, the lid 
  will suddenly burn with cerulean fire, then 
  slide open and a ghast will emerge. When it 
  spies the party, it will immediately attack. 
  If the party defeat the ghast and search the 
  sarcophagus, they will find a gold necklace 
  worth 300gp, and 3 silver rings worth 50gp 
  each.   
  Conclusion 
  About a week after they destroy the ghast, 
  the party will be summoned by Darathra 
  Shendrel. She will tell them that the 
  sightings of the Terror have stopped, and will 
  pay them the promised 50gp each.  
  She will also invite the party to attend the St 
  Oswin’s Day celebration as her special 
  guests, and will request that one of them 
  give the “St Oswin’s Day Memorial Address” 
  – a short speech praising the virtues of St 
  Oswin.  
  If the PCs attend the celebration, they will 
  see no sign of a struggle taking place. They 
  will also see Darathra Shendrel successfully 
  re-elected Lord Protector of Triboar.  
  And as it happens, no-one in town will ever 
  believe their wild story about St Oswin…  
   
   
  
   
  8 
   
   
  A Guide to Triboar 
  Triboar is a bustling frontier town that sits 
  at the junction of the Long Road and the 
  Evermore Way. It is a favorite stopover for 
  merchants, traders, travelers and 
  adventurers.   
  Brief History 
  Legend states that Triboar was founded 
  about 400 years ago by Oswin Boldfist, who 
  established a traveler’s hostel near the place 
  where he once slew three boars. Years after 
  his death, Oswin was (controversially) 
  canonised by the cult of Gwaeron 
  Windstrom, and he has been known as St 
  Oswin ever since. The town’s founding is 
  celebrated every year on St Oswin’s Day. 
  Population 
  The resident population is about two 
  thousand souls, though hundreds of visiting 
  travelers, adventurers and traders may be 
  found there at any given time. About half of 
  the population live in the town proper, while 
  the rest live on the surrounding farms and 
  ranches. The resident population is mostly 
  human, with a sizable minority of halflings.  
  Government 
  Triboar is ruled by the Lord Protector, who is 
  elected every seven years on St Oswin’s day. 
  The current Lord Protector is Darathra 
  Shendrel. The laws of Triboar are called the 
  Lord’s Decrees.  
  Law Enforcement 
  Triboar has a frontier feel, with folk mostly 
  obliged to protect their own interests. The 
  Lord’s Decrees are enforced by a mounted 
  squadron known as the Twelve. They are 
  drawn from a larger militia of at least fifty 
  (part-time) soldiers.  
   
  Economy 
  Trade is the major source of wealth in 
  Triboar, with large caravans arriving and 
  departing every week. Agriculture is also a 
  significant part of the economy, with many 
  thousands of acres around the town under 
  cultivation.  
  Triboar is nicknamed “The Town That Never 
  Sleeps”, and is a hive of commercial activity 
  both day and night. In the middle of the 
  town is the famous Market Square, which is 
  packed full of vendors, storekeepers, 
  merchants, tradesmen, stallholders and 
  more.  
  Some of the more popular shops are – 
   Foehammer’s Forge 
   Happy Horse Ranch 
   Merivold Pony Park 
   Othovir’s Harness Shop 
   Uldinath’s Arms 
   Wainwright’s Wagons 
  Taverns & Inns 
  Drinking is popular in Triboar, and the town 
  is home to the following taverns and inns –  
   Boar’s Rest 
   Everwyvern House 
   Northshield House 
   Six Windows 
   The Pleasing Platter 
   The Talking Troll 
   The Triboar Arms 
  Religion 
  There is little formal religion in Triboar, 
  though the town is always full of itinerant 
  clerics. The exception is a small wood to the 
  west of the town; it is known as Gwaeron’s 
  Slumber, and is considered a holy site by the 
  cult of Gwaeron Windstrom. The Lord’s 
  Decrees prohibit anyone from felling a tree in 
  this wood. 
  
   
  9 
   
   
  Credits & Legals 
  Design: M.T. Black 
  Proofing: Ken Carcas 
  Cover: Konstantinos Skenteridis 
  DUNGEONS & DRAGONS, D&D, Wizards of 
  the Coast, Forgotten Realms, the dragon 
  ampersand, Player’s Handbook, Monster 
  Manual, Dungeon Master’s Guide, D&D 
  Adventurers League, all other Wizards of the 
  Coast product names, and their respective 
  logos are trademarks of Wizards of the Coast 
  in the USA and other countries. All 
  characters and their distinctive likenesses 
  are property of Wizards of the Coast. This 
  material is protected under the copyright 
  laws of the United States of America. Any 
  reproduction or unauthorized use of the 
  material or artwork contained herein is 
  prohibited without the express written 
  permission of Wizards of the Coast. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/M.T. Black/Terror at Triboar.pdf