TEXT: Not for resale. Permission granted to print or photocopy this document for personal use only.
  Adventure Supplement I
  1
  Adventures by FishPirate - Supplement I:
  People of Phandalin
  NPCs, Backgrounds, Feats, and Adventure Hooks
  for Phandalin
  by Christopher M. Davidson, J.D.
  Phandalin is a great location from which PCs can adventure. The information in this
  supplement can be used in conjunction with Lost Mine of Phandelver, After Lost Mine,
  other adventures set in and around Phandalin, or used to add more flavor to any town.
  Nine of the NPCs featured in this supplement can be found in Lost Mine of Phandalin
  and ten others were introduced in After Lost Mine, but each has added information. The
  rest of the material here is new. Adventures by FishPirate - Supplement II: Monsters
  and
  Adventures
  Near
  Phandalin
  will
  examine
  the
  wildlife
  and
  monsters
  of
  the
  surrounding area as well as additional backgrounds, feats, and adventure hooks.
  ◇
  FP
  New NPCS;
  2 New Backgrounds;
  2 New feats;
  3 New Adventure Hooks
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  Adventure Supplement I
  2
  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. ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA
  98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex,
  UB11 1ET, UK.
  This adventure supplement is brought to you by FishPirate
  Written by Christopher M. Davidson
  Edited by Brandon Josef Thompson
  Props by Billy Merk
  Images by Billy Merk, Brandon Josef Thompson, and Christopher M. Davidson
  Thanks to everyone who downloaded this product.
  Dedicated to DMs that spend more time creating than playing.
  Please review this supplement so we can make the next one better. Check out After Lost Mine and future items. -FishPirate
  Table of Contents
  This Product.............................................................3
  Phandalin..................................................................3
  NPCS...........................................................................3
  Commoners and Militia...................................3
  Toblen Stonehill........................................4
  Elmar Barthen..........................................4
  Linene Graymind.....................................4
  Qelline Alderleaf......................................4
  Militia............................................................4
  Town Leaders.......................................................5
  Daran Edermath......................................5
  Halia Thornton..........................................5
  Sister Garaele............................................5
  Sildar Hallwinter......................................5
  Harbin Wester...........................................5
  Charla “The Cold”...................................6
  Amos Ansel.................................................6
  “Lost” Laura..............................................6
  Elizabeth Baker.........................................7
  The Wolves.............................................................7
  Snal................................................................7
  Ariel...............................................................8
  Larm.............................................................8
  Lebon............................................................9
  Feather.........................................................9
  Amber...........................................................9
  Ingrid............................................................9
  Haergrim Bonedust..............................10
  Sathra Bonedust....................................10
  The Explorer............................................10
  Fariel Blossom.........................................11
  Charlos.......................................................11
  Rorryn Raergel.......................................11
  Augustus Corel........................................11
  Merryl........................................................11
  Backgrounds..........................................................13
  Sword Coast Wolf Hunter.................13
  Wandering Follower of a Path.........14
  Feats.........................................................................15
  Cold Survivor..........................................15
  Wolf Hunter.............................................15
  Adventure Hooks.................................................15
  The Hunt..................................................15
  Assist an Assassin..................................16
  Land Dispute...........................................17
  Appendix.................................................................18
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  Adventure Supplement I
  3
  “Villages are great because I am a big deal
  in villages. Once I was blamed for burning
  one to the ground. You must understand
  that it was not my fault. Yes, I was
  responsible for the orcs poisoning the
  villagers and subsequently many of them
  becoming undead, but the fire was not me.”
  -Herschel Morgan, former adventurer,
  wandering spirit, & habitual liar
  This Product
  Adventures By FishPirate Supplement I:
  People of Phandalin is a supplement to
  the adventure series, After Lost Mine,
  and is based upon the details of the
  NPCs and town of Phandalin in Lost
  Mine of Phandelver (LMOP). This
  product also makes use of The Sword
  Coast Adventurer’s Guide (SCAG) and
  provides references to the publication as
  appropriate. Although those products
  help to add flavor, they are not
  necessary to enjoy and use this
  supplement.
  This supplement is written as though
  the events of After Lost Mine have not
  happened yet. If you use this
  supplement after playing through After
  Lost Mine, some of the NPCs may be
  dead. In fact, if things did not go well
  for the players in the second part of
  After Lost Mine, the whole town of
  Phandalin may be the new home of the
  Ghost Tribe of Orcs. If that is the case,
  then perhaps use the information in the
  supplement to populate another village
  or to create NPCs to help a party retake
  Phandalin from the orcs.
  The Town of Phandalin
  Phandalin is described beginning on page 14
  of Lost Mine of Phandelver and is built on the
  ruins of an older settlement, which was
  overrun by orcs hundreds of years ago. The
  current frontier settlement has grown out of
  the ruins in the last four years as settlers have
  move in to restore the town. Most of the
  inhabitants are farmers, woodcutters, fur
  traders, and prospectors. Until recently, there
  were also bandits who were presumably killed
  or driven out by the PCs during their actions in
  LMOP.
  There are currently 48 wooden building that
  were built by the current inhabitants. Ruins of
  old stone buildings remain throughout town
  and are mostly crumbling stone walls covered
  by ivy and briers. A large ruined manor house
  sits on a hill on the east end of town. There
  appears to be some recent activity here,
  perhaps the start of the restoration of the
  manor house. The remains of a stone wall
  encircle the town though it contains large gaps,
  especially at Alderleaf Farm. The militia
  spends time each day repairing the wall, but it
  is far from ready to repel attackers.
  NPCs
  Phandalin is inhabited by 240 people: 210
  commoners, 10 members of the militia, 5 town
  leaders, and 15 members of the Wolves. New
  people continue to periodically arrive in town.
  Commoners and Militia
  There are 130 able-bodied commoners in town
  (men, women, and teenagers) and 80
  noncombatants. Included in the 130
  commoners located in Phandalin are Toblen
  Stonehill, Elmar Barthen, Linene Graywind,
  and Qelline Alderleaf, who are all briefly
  introduced in LMOP and described in the
  entries below.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  Adventure Supplement I
  4
  Toblen Stonehill, the proprietor of the
  Stonehill Inn, is a short, friendly, young
  human male who is originally from Triboar.
  After trying his hand at mining, Toblen
  decided he would have better chances running
  an inn. He has a wife, Trilena, and a son, Pip.
  Toblen spends too much time each night
  trying to keep his gossipy barmaid, Elsa, from
  spreading tales about other members of the
  town. Toblen knew Charla’s lover, Hawk, and
  remembers tales of the strange blizzard in the
  woods, but does not know that Charla is from
  Triboar or that she was with Hawk. Trilena
  helps out with the inn, but almost never enters
  the bar unless it is empty, as she hates the
  behavior of people who are drunk.
  Elmar Barthen, a lean and balding 50 year-
  old human male, is the owner of Barthen’s
  Provisions, which is the town’s largest trading
  post. Elmar has most necessary pieces of
  adventuring gear for sale, but he does not sell
  weapons. In fact, Elmar wants nothing to do
  with weapons because he once accidentally
  killed a beautiful faerie while hunting. Elmar
  is assisted by two young clerks, Ander and
  Thistle, who often run afoul of Linene
  Graywind.
  Ander hopes to learn to craft weapons and sell
  them but, there does not seem to be anyone in
  town to teach him. Thistle knows he does not
  have the patience to learn such a skill, so he
  dreams of being a fence for stolen weapons.
  Unlike Ander, Thistle has found someone in
  town to teach him and has already taken the
  first steps on his career path.
  Linene Graywind is a sharp-tongued 35 year-
  old human woman who runs the Lionshield
  Coster trading post of Phandalin. Linene is
  picky about those to whom she sells weapons
  and is concerned about some of the
  interactions she has had with Ander and
  Thistle. She recently had to tell Thistle that he
  is not allowed around her shop because she
  believed him to be casing the place. Linene
  does not get along with most of the other
  women of the town because she does not
  know how to talk about anything aside from
  buying and selling goods, the characteristics of
  various materials used in weapon making, and
  the qualities of particular weapons.
  Qelline Alderleaf is a wise 45 year old
  halfling farmer. She is kind and seems to
  know about everything that goes on in town.
  Qelline’s son, Carp, is ten years old and wants
  to be an adventurer like his father, who has
  been “adventuring” in various towns for
  several years. Qelline is a longtime friend of
  Reidoth, a druid that recently left Phandalin
  for Thundertree. Although the ladies of the
  town love Qelline’s produce and always enjoy
  her pleasant conversation, the wives are all
  convinced she is out to take their husbands.
  Her kindness and playful nature is often
  mistaken for flirting and she would never
  intentionally do anything to harm the marriage
  of another.
  The Phandalin Militia consists of ten
  members who have some experience as
  caravan guards or as adventurers along the
  Sword Coast. All of them have made their way
  to Phandalin with dreams of more autonomy
  in their lives and/or of riches. Each enjoys
  some level of control of his or her daily
  schedule and is dedicated to protecting and
  helping rebuild Phandalin. With the defeat of
  the Redbrand Bandits, the militia has regained
  control of the town and restored peace. When
  members are not at one of three wall posts,
  they are working to rebuild the wall.
  None of the militia members have much
  experience as the caravans they previously
  worked were rarely attacked. Most of their
  adventures consisted of long walks in the
  woods and the occasional killing of a snake or
  lone wolf. One of the members, Roman Harp,
  feeds any information he can scrape together
  to Halia and/or Lost Laura depending on how
  he thinks he will be reimbursed. Halia pays
  him in copper and Laura pays him with
  affection.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  Adventure Supplement I
  5
  Town Leaders
  Five of the NPCs introduced in LMOP are
  considered leaders of the town: Daran
  Edermath, Halia Thornton, Sister Garaele,
  Sildar Hallwinter, and Harbin Wester, all of
  which are further described here. Four other
  town leaders were introduced in After Lost
  Mine and are also further described here. The
  stat blocks for eight of the nine town leaders
  can be found in the appendix.
  Daran Edermath is a silver-haired half-elf
  and retired adventurer who now keeps an
  orchard just outside the northwest wall of
  Phandalin. He is well over one hundred years
  old and although his original home was in
  Neverwinter, Daran has served as a marshal
  and herald in the lands of the Dragon Coast.
  Daran is an inactive member of the Order of
  the Gauntlet, but he continues to remain aware
  of the activities in and around Phandalin and
  occasionally sends information to his former
  order.
  Elizabeth Baker recently approached Daran
  about the possibility of Daran training students
  at a martial academy if Elizabeth were to open
  one at the manor. Daran told her that keeping
  an orchard was a full-time job, but he knew
  that she knew he would consider it. He is very
  interested in the offer and hopes Elizabeth
  approaches him again soon.
  Halia Thornton is an ambitious and
  calculating female agent of the Zhentarim who
  is trying to bring Phandalin under her control.
  As a front, Halia operates the Miner’s
  Exchange, which serves as a trading post and
  the town’s unofficial records office. From the
  Miner’s Exchange, Halia is able to monitor the
  land transactions and the comings and goings
  of most of the town. She buys information
  from Roman Harp, but knows most of it is
  useless. Halia also had another informant in
  town who was supposed to have some very
  “expensive” information about someone’s
  identity, but he disappeared last week.
  Sister Garaele is a scholarly and zealous
  young elf who is responsible for the care of
  the Shrine of Luck, which is Phandalin’s only
  temple. As a member of the Harpers, Sister
  Garaele regularly reports on events in and
  around Phandalin. Sister Garaele has recently
  begun to suspect that there is something going
  on at the Miner’s Exchange and has started to
  spy on it at odd hours. While spying outside
  early this morning, Sister Garaele suddenly
  fell asleep. When she awoke in her bed, she
  had a mark on her neck like a bug had bitten
  her and there was some delicious tea waiting
  on her. Since that time, Sister Garaele is less
  concerned with the Miner’s Exchange and
  more concerned with spreading her faith.
  Sildar Hallwinter is a human warrior who
  was recently held prisoner by goblins. If the
  PCs rescued him, Sildar, who naturally fills a
  void in leadership as an agent of the Lord’s
  Alliance, is established at the Townmaster’s
  Hall. Sildar is a male of 50 years with a kind
  heart who was formerly in the griffon cavalry
  of Waterdeep. He wants to help civilize
  Phandalin by restoring law and order, which
  will return the town to a center of wealth and
  prosperity.
  Harbin Wester is a fat pompous old fool of a
  banker who was elected by the people of
  Phandalin to be townmaster for a year, which
  means he acts as judge for minor disputes and
  maintains official records. His powers have
  been greatly limited first by Halia, who
  quickly took control of recording property
  records, then by the Redbrands, who
  previously terrorized the town, and now by
  Sildar, who is trying to restore law and order.
  Harbin preferred the short time period when
  he controlled the records and the law and gave
  the orders. With all that has happened, Harbin
  is planning on leaving town, but wants to find
  some way to leave with more than he has, no
  matter the source.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  Adventure Supplement I
  6
  Charla “The Cold” is a 24 year old sorceress
  from Mirabar (SCAG 50). She grew tired of
  the materialism of that city and left at an early
  age. After travelling to Triboar with a
  merchant caravan, Charla met and fell in love
  with a ranger, Hawk, who protected the woods
  around Triboar. Charla lived happily with
  Hawk for almost two years.
  When Charla learned that Hawk was killed by
  a pack of wolves, she broke down and
  discovered her power as a wizard, which
  erupted into a blizzard in and around her home.
  Once Charla calmed down, there was nothing
  left of her home. Long-time residents of
  Triboar still refer to that strange weather
  incident as the ‘ice explosion.’
  Scared and alone, Charla wandered west
  towards the coast in hopes of going to
  Neverwinter, but she never made it that far.
  When Charla wandered into Phandalin, she
  felt a sense of calm in the almost empty ruins
  and became one of the town’s first settlers
  almost four years ago.
  Charla quickly began to master her control of
  cold and used it everyday as she went out to
  clear the large number of wolves and orcs in
  the area around Phandalin. Unknown to all, if
  it were not for Charla, Phandalin would not
  have been resettled without dozens if not more
  deaths from wolves. As the days turned into
  years and she found fewer wolves and orcs to
  kill, Charla stopped going out and began to
  create works of art out of ice.
  Although her anger has subsided, Charla has
  had very little interaction with the other people
  of the town. Most people only think of Charla
  as an aloof hunter who used to have a limitless
  supply of wolf hide for sale, but who now is
  rarely seen outdoors. Charla decided that she
  wants to participate more in the affairs of the
  town and is planning to talk soon to Sildar
  about how she can use her powers to help
  Phandalin.
  Amos Ansel is the mostly forgotten child of a
  mostly forgotten but very dead minor noble
  from Waterdeep, Dalton Ansel. Amos’ parents
  were murdered when he was 4. Bruce, the
  only servant of Amos’ parents to survive the
  attack, packed up what valuables he could and
  left Waterdeep in the night with Amos.
  The pair made their way to an old cabin in the
  woods outside Waterdeep where Bruce then
  raised Amos for almost ten years. Last year,
  the authorities finally caught Bruce and
  wrongly executed him for the murder of
  Amos’ parents. Amos is not even aware that
  Bruce was taken, thinking instead that he was
  killed by the bear that Amos found while
  looking for Bruce. Amos was unable to kill the
  bear, but has a scar on his left cheek as a
  reminder.
  Amos, now 15, began to drift and only ended
  up in Phandalin a month ago. He tried to join
  the Wolves, but was turned down. In the
  process, he became infatuated with Ariel, who
  barely noticed him. Amos dreams of one day
  returning to his noble heritage, something
  Bruce stressed to Amos daily, by becoming
  head of the town. He knows he needs to
  impress Sildar and the rest of the town. If he
  does, he thinks it will be easy to become
  townmaster. From there, Amos thinks nothing
  can stop him.
  “Lost” Laura is a 17 year-old human female
  whose parents fled Thundertree 30 years ago
  when Mount Hotenow erupted. They stayed in
  and around Helm’s Hold. When Laura was 7
  years old, both of her parents disappeared and
  Laura was taken in by a group of people who
  were spellscarred. Over time these people,
  including Laura, joined the Dragon Cult. Two
  years ago, the members of the group were
  assigned to travel to different towns to begin
  to recruit members. Laura was sent to
  Phandalin with her lover, but he went out for a
  walk and never returned. Since that time,
  Laura has been trying to recruit members
  without bringing too much attention to herself.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  Adventure Supplement I
  7
  Laura has not been successful on either course.
  So far, Laura has not even remotely convinced
  anyone to join and has also caused almost
  everyone in the town to realize she is a cult
  member and also to feel sorry for her. Almost
  everyone in Phandalin, even most children,
  refer to her as Lost Laura because they see a
  beautiful girl that is full of kindness, but that is
  wasting her efforts on seemingly evil goals.
  No one has bothered to see if Laura is truly
  “lost” or if she is just blindly following the
  path cult set her on.
  Laura thinks she wants to leave Phandalin and
  join other members of the cult in Thundertree,
  but is no longer sure of anything. If anyone
  gives Laura attention and takes the time to
  have a real conversation with her, Laura will
  give up on the cult and try to get her life
  together. Laura wants to be part of a cause.
  With time and hard work, Laura could be a
  productive member of Phandalin and a
  wonderful companion. Otherwise, Laura will
  soon be truly lost.
  Elizabeth Baker, aka Bonita, is a middle-age
  human recently retired to Phandalin with the
  hope of living in peace. During her career as
  an assassin, Bonita killed many men for gold
  and has amassed a small fortune as a result of
  shrewd negotiations, always fulfilling her
  contracts, and rarely spending her earnings.
  Elizabeth wants to open up a bakery in
  Phandalin and is also negotiating to acquire
  and rebuild the manor and in time, turn it into
  an academy. She is not sure what she wants
  taught there, but she hopes to create some sort
  of legacy.
  Elizabeth has begun to taken an interest in the
  activities of the Miner’s Exchange, which led
  to her breaking in and learning there is an
  outside organization that is hoping to have
  great influence over Phandalin. Although
  Elizabeth is trying to move beyond her old
  ways, she has killed a spy and put an innocent
  woman to sleep just in the last week.
  The Wolves
  The Wolves, a law abiding group of fifteen
  hunters and explorers, are based in Phandalin.
  Generally, five members hunt wolves while
  exploring east of town, five hunt and explore
  north, and five sell products in Phandalin or
  traveled west towards the coast to trade. Five
  of the members were introduced in After Lost
  Mine but their descriptions are expanded here.
  The other ten members are introduced and
  described here. Full stat blocks for four of the
  members are included in the appendix.
  Hunters to the East
  Snal is an 18 year-old human druid who is
  somewhat playful and does not spare a single
  thought for the business end of the Wolves.
  His father served one of the noble families in
  Waterdeep but was murdered trying to defend
  the noble who was also murdered. Unknown
  to both Amos Ansel and Snal, the murdered
  noble was Amos’ father.
  Snal barely remembers his father and
  sometimes feels guilty for leaving his mom
  and sister, but these thoughts quickly fade
  when he hears Lebon talk about the Way of
  the Wolves. The druid will not allow the
  indiscriminate killing of wildlife, but knows
  that it is sometimes permissible. Snal wears
  cloth and brandishes a quarterstaff.
  Snal will try to protect his twin sister Ariel,
  but not if it means losing his own life. He is
  not selfish, Snal just has problems
  concentrating. Snal is happy that Ariel
  recently found him and quickly accepted
  Lebon’s teachings about the Way of the Wolf.
  Five years ago, Snal heard Lebon preach about
  the cunning of wolves and has followed Lebon
  ever since. The two now help each other
  understand the wonders of their powers.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  Adventure Supplement I
  8
  Ariel, an 18 year-old human, is the newest
  member of the group and is trying to impress
  Lebon, who only took her in because her
  brother, Snal, convinced Lebon it would be for
  the best and because Ariel seemingly
  embraced the Way of the Wolf after just one
  sermon. Ariel has no interest in the Way, but
  will do almost anything to keep her cover.
  Ariel is trying to find information about the
  location of the Forge of Spells for her
  employer, a wealthy gnome in Waterdeep
  known as “The Book,” nicknamed for the way
  he constantly reads and for the little black
  leather book in which he keeps details about
  every employee, contact, enemy, and debtor
  he has attained. Ariel’s current plan is to
  attract a promising suitor to protect her and
  comfort her while she continues searching for
  the Forge of Spells. Until she finds a suitor,
  Ariel is working with the Wolves, which
  allows her to explore and also provides an
  income.
  So far, no one in Phandalin has caught Ariel’s
  attention, but she continues to look for a
  strong and loving (easily manipulated)
  companion. Ariel is not evil, but she is greedy,
  lazy, and willing to cut corners. Ariel wears
  brown and green cloth under a wolf hide cloak
  that has been dyed brown and green. She has a
  short sword, but prefers her hand crossbow.
  Ariel very much loves being alive and will
  flee if necessary. She has no interest in the
  Wolves other than using them for her own
  goals.
  Larm is a 6’6” human barbarian of 25 years
  hailing from the north. Larm’s small tribe,
  which contained only a dozen warriors, was
  subsequently secluded for years after an
  avalanche blocked the road to the south. When
  a party of explorers entered their territory after
  the road was cleared, Larm’s people, who had
  forgotten about their previous promise to trade
  in peace with their southern neighbors, killed
  the explorers and then attacked the neighbors
  to the south.
  In retaliation, a party of twenty warriors from
  the neighbors wiped out Larm’s tribe while
  they slept. Larm only escaped because he was
  away fulfilling his right of passage into
  manhood in the tribe. Larm returned as the
  massacre was ending. In the darkness, the
  attackers could not see Larm as he hunted
  them one by one.
  Only fifteen of the attackers made it out of
  Larm’s village. Only ten made it back home.
  Larm had thought about a suicidal attack on
  the village of his neighbors, but the spirit of
  his grandfather led him away from his
  intended target and Larm soon passed out in
  the snow. When he woke, Larm had lost his
  desire for vengeance and heard a beautiful
  female voice singing about finding a purpose
  in life.
  Larm rose and startled a passing wagon train
  of carnival people. The voice Larm had heard
  belonged to an attractive older bard. Larm
  agreed to join the carnival if he could hear the
  rest of the song. The bard sang that song and
  many others over the years and Larm soaked
  up their meanings while he fell in love. Larm
  wanted to do something that would cause
  bards to sing his deeds, but he could not
  decide what he wanted to do. He also did not
  want to leave his best friend and lover, the
  bard. Several years later, the bard died and
  Larm was crushed, but he knew it was time to
  seek his destiny. Larm left the carnival to
  travel to a new settlement that he hoped would
  be the scene of his epic deeds.
  Larm traveled to Phandalin to hunt the
  plentiful wolves of which he had heard bards
  singing, but since he arrived six months ago,
  Larm has seen very few wolves. Larm is well
  built, wears hide armor, has a greataxe, and
  will not leave the field of battle as long as
  there is an enemy still alive on it. Larm
  quickly became enamored with Feather, one of
  the other Wolves, and her beautiful voice that
  sings of lands and creatures completely
  foreign to Larm.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  Adventure Supplement I
  9
  Lebon is a human male in his late 30’s who is
  the leader of the Wolves and an occasional
  priest of sorts for some vague religion, the
  Way of the Wolf, that seeks to destroy wolves
  and lycanthropes. He is intent on finding and
  killing a werewolf that killed his wife and
  child about ten years ago. Lebon was so filled
  with grief that he went to a local temple to
  search for answers. The temple took Lebon in
  and trained him in their ways, but over time
  Lebon began to have angry outbursts and was
  asked to leave.
  Taking what he learned from the temple and
  combining it with the vague teachings of some
  texts he found, Lebon created the Way of the
  Wolf, which teaches that your pack is your
  family and you must protect your family from
  other packs. Lebon seeks revenge on the
  werewolf and he has decided that this
  punishment will be expanded to include all
  wolves. He has crafted the message of the
  Way of the Wolf to convince followers that
  wolves are a threat to his own pack of
  followers.
  Although Lebon is obsessed with killing
  wolves, he seldom goes that far in his sermons
  anymore. Instead, he talks about the good that
  can come from hunting wolves and selling
  their remains. None of the Wolves realize how
  fanatical Lebon truly is. Lebon does care for
  the members of the Wolves and believes he
  must do what he can to protect them as
  members of his tribe.
  Unknown to Lebon, Charla already killed the
  werewolf he seeks. Charla did not realize it
  was a werewolf or that she actually killed it.
  She saw a very large wolf and tried to kill it,
  but thought she missed.
  Lebon wears a chain shirt under his wolf cloak
  and points his mace when he talks. He does
  not really have any attachment to Phandalin
  except as a base of operations from which to
  hunt.
  Feather is a female eladrin bard who was
  accidentally transported from the realm of the
  Feywild and stranded here. When Feather
  sings, she can charm those who hear her.
  Although she misses her home in the Fey,
  Feather is very happy when she is in the
  woods with the Wolves. Feather does not
  enjoy the hunt as much as she does the
  companionship. She loves to hear the stories
  of her companions as much as she loves
  sharing her own through her detailed songs.
  Feather worries that Amber is not as happy
  here as she is and wants to help her longtime
  friend get home. She also wants to hear the
  songs of great bards of the Sword Coast.
  Feather wants to ask Larm to take her to the
  Bardic College of New Olamn near Waterdeep
  (SCAG 123), but she fears Amber will be mad.
  Merchants
  Amber is female eladrin fighter who was
  stranded with Feather after walking through a
  waterfall. Amber does not like the weather
  here or the constant killing of wolves. She also
  is bored with the mundane village of
  Phandalin. She suspects that Charla has magic
  powers and wants to talk to her about it.
  Amber uses her misty step power as often as
  she can in the hope of making it back home.
  Because Feather is focusing more and more on
  Larm, Amber is helping the Wolves more with
  business and less with killing wolves.
  Ingrid is female gnome (rock) bard. She left
  her parents and three siblings to follow
  Feather and Amber after encountering them in
  the forest near her home not far from
  Phandalin. Ingrid has always had a knack for
  music and her instrument of choice is the
  shawm (SCAG 124) but is embarrassed to call
  herself a musician after hearing the beautiful
  music of Feather. Although she has never had
  an urge for adventure, Ingrid will follow her
  new friends anywhere. Ingrid would prefer to
  hunt with Feather, but Lebon will not allow
  her because it is too dangerous.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  Adventure Supplement I
  10
  Haergrim Bonedust is a male shield dwarf
  barbarian. The Bonedust family of dwarves
  were driven from the Yund Clan decades ago
  and were forced to make their home high in
  the Sword Mountains. Haergrim’s parents
  were the sole merchants in the small
  settlement and often had to travel to caravan
  routes to trade with humans for foodstuffs.
  When young, Haergrim would travel with his
  parents and younger sister on the trade trips
  and became fascinated with the customs of the
  humans. When he became old enough to
  venture on his own, Haergrim joined a trade
  caravan and eventually became one of its
  guards. Being a guard on the caravan led him
  to encounter many more humans and their
  variety of customs and traditions.
  Although Haergrim still thirsted to learn more
  about the variety of humans and their customs,
  he also grew weary of the easy life among the
  humans. When he heard Lebon preach about
  the need to have a purpose in life, Haergrim
  left to help rebuild a settlement at Phandalin.
  Haergrim is proud that he is able to contribute
  to the settlement at Phandalin and also to
  continue his parent’s work of being a
  merchant. Haergrim’s skill as a merchant has
  made him the Wolves’ main trader to humans
  and dwarves.
  Sathra Bonedust is a female shield dwarf
  barbarian and is Haergrim Bonedust’s
  younger sister. Unlike her brother, Sathra
  enjoyed the quiet life with her parents and the
  rest of the Bonedust. Sathra enjoyed the
  attentions of Mordraen, her favorite male
  cousin, and was betrothed to him. Sathra was
  very happy until an alliance was made
  between the Bonedust and the rest of the Yund
  Clan, which resulted in Mordraen marrying
  the youngest daughter of the chief of the Yund.
  Since having her heart broken, Sathra has been
  very hesitant to trust anyone other than her
  brother.
  Sathra joined Haergrim in Phandalin earlier
  this year because she needed to get away from
  the clan and became enthralled with the idea
  of the hunt as described in Haergrim’s letters.
  Unlike Haergrim, Sathra has no interest in
  trade and never participates in that activity,
  but acts as a guard for the trade party. Sathra is
  trying to adjust to life away from the tribe and
  wants to try to make it on her own for a while
  but she is not sure the next step.
  The Explorer is a male elf warlock from the
  High Forest east of Yartar who seeks a
  passage to the Feywild to be closer to his
  patron, Oberon (SCAG 138). After finally
  collecting all the items necessary and finding a
  possible crossing point, The Explorer opened a
  portal behind a waterfall, but as he tried to
  cross over to the Fey, Amber and Feather fell
  through the portal from the other side and
  landed on The Explorer, causing him to lose
  his concentration. The portal closed before
  The Explorer could pass through to the
  Feywild.
  The Explorer became convinced that Amber
  and Feather were sent by Oberon to help him
  become more powerful and better prepared for
  the journey to his patron in the Feywild. After
  following Amber and Feather for months, The
  Explorer settled in Phandalin with his two
  “guides.” When the three were accepted as
  members of the Wolves, The Explorer was
  very pleased to be a hunter like his patron and
  thought he understood why Oberon had
  delayed his passage to the Feywild - The
  Explorer had to become a great hunter first.
  Now that The Explorer is beginning to realize
  that Lebon is using him as a guard and not as a
  hunter, he is rethinking his situation. The
  Explorer is concerned that he may have
  missed his chance to make it to the Feywild.
  For now, The Explorer waits for Amber and
  Feather to show him his next step.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  Adventure Supplement I
  11
  Hunters to the North
  Fariel Blossom is a female halfling (lightfoot)
  druid who is a member of the Emerald
  Enclave (SCAG 127). Several months ago
  Fariel came to Phandalin from her home in the
  woods to see the progress being made to
  restore the old town. She was so impressed
  with the change that she stayed the night and
  met several of the Wolves. Fariel realized she
  needed friends that were not fauna and flora
  and joined the Wolves. She is not sure how
  long she will stay, but she enjoys the company
  of her new friends and likes teaching them
  about the plants, trees, and animals they
  encounter on their journeys.
  Although Fariel is a supportive member of the
  Wolves, she is concerned that the number of
  actual wolves in the area has decreased
  enough that there will soon be an imbalance.
  At that time, Fariel will have to decide a new
  course of action.
  Charlos is a male half-elf (moon) monk from
  Yartar. Charlos is a member of the Dark Moon,
  which is a monastic order devoted to Shar.
  Because many people misunderstand
  followers of Shar, Charlos keeps his
  membership a secret. Charlos also never
  speaks about the loss of all of his family and
  friends or how that loss drove him to seek
  solace from the Dark Moon.
  Charlos seeks to help others who are dealing
  with the terrible pain of loss. He came to
  Phandalin because he assumed that many
  people who are willing to settle in such a
  frontier village have faced pain and suffering
  and that he can be useful. Charlos understands
  the concerns of Fariel and Merryl about the
  depletion of the wolves in the area. He also
  senses that Lebon is dealing with a great loss
  and he wants to try and get Lebon to open up
  about whatever is eating his soul. As such,
  Charlos will wait to talk to him about the
  dangers of killing many more wolves.
  Rorryn Raergel is a 34 year old human
  fighter from Yartar. After participating in a
  ruthless attack on an unarmed caravan, Rorryn
  left the bandit gang of which he was a member.
  He fled the area and became very depressed
  and eventually attempted to kill himself with
  poison.
  When the poison did not work, Rorryn figured
  a higher power wanted him to live. The first
  person Rorryn met on the street after he
  recovered from the poison was Charlos, who
  sensed Rorryn needed to talk. It did not take
  much time for Rorryn to let out the agony of
  grief that he felt. Rorryn pledged to go with
  Charlos to find ways to help others deal with
  their own loss.
  Augustus Corel is a human rogue who has
  drifted for so long that he is not entirely sure
  where he is from. Augustus shuns physical
  labor to the point he cannot even fathom why
  those with such jobs don’t drop dead from
  exhaustion. He believes gold solves all
  problems and that the key to happiness is to
  obtain enough gold to make problems go away.
  As stealing is the easiest way to get gold,
  Augustus therefore has taken the path of a
  thief.
  Currently, Augustus’s gambit is to skim gold
  off of the profits from the Wolves while also
  stealing from almost everyone in town.
  Augustus is using Thistle to move the stolen
  items and plans on blaming him for everything.
  Merryl is a female human ranger from near
  Yartar. Like Rorryn, Merryl was helped by
  Charlos and pledged to help him in his quest
  to help others. Merryl was responsible for
  escorting travelers through the woods near
  Yarta. An entire family was brutally killed
  when she accidentally led them into an
  ambush by goblins. Merryl escaped by
  running as soon as she sensed the ambush. The
  family was not so lucky.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  Adventure Supplement I
  12
  Charlos helped Merryl get over the grief and
  Merryl now believes she must help others to
  make up for the loss she caused. She has a
  poisonous snake companion and, like Fariel, is
  becoming concerned about over hunting the
  wolves in the area. Merryl hopes to become a
  member of the Harpers, but has yet to meet
  one.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  Adventure Supplement I
  13
  Backgrounds
  Sword Coast Wolf Hunter
  You have spent much time in the pursuit of the
  elusive wolves of the Sword Coast. You have
  studied their habits and their habitat and
  understand them. You hunt them not because
  you hate them or seek to wipe them out, but
  because they are a worthy foe and hunting them
  makes you stronger. You honor them by properly
  breaking down their remains and ensuring they
  are reused and making their hides into a lasting
  testament to the wolf.
  What drove you to become a hunter of the noble
  wolves of the Sword Coast? Are you the
  descendant of a great hunter or did you seek one
  out for training? Perhaps you encountered a lone
  wolf and became enchanted by its power and
  cunning.
  Skill Proficiencies: (Pick three) Investigation,
  Nature, Perception, Survival
  Languages: Sign Language of the Wolves
  Equipment: A skinning knife, a specially
  prepared wolf’s skin cloak, worn set of warm
  clothes, and a belt pouch containing 5 gp.
  Feature: Shelter from the Hunt
  As a Sword Coast Wolf Hunter, you are known
  throughout the area for your skills and the people
  of the land value your contributions to their
  survival. You and your companions can expect
  to receive food and shelter from other hunters
  and from many farmers.
  You may have trained with the Wolves of
  Phandalin and you thus have a place to stay
  when in the area. While near Phandalin, you can
  call on the other members’ assistance, provided
  the assistance is not unreasonable and you are
  still in good standing with the Wolves.
  Suggested Characteristics
  Sword Coast Wolf Hunters are shaped by their
  times in the outdoors. Their study of the lives
  and anatomy of wolves affect their habits and
  ideals. They may appear to be somewhat of a
  loner but that appearance hides their true selves.
  d4
  Personality Trait
  1
  I belong in the wild and often do not
  follow social customs.
  2
  I get anxious if I spend too much time in
  the same place unless it is with those
  closest to me.
  3
  I often eat the food of others if left out.
  4
  I study problems and use my intellect to
  solve them.
  d4
  Ideal
  1
  Tradition. I value the rules and ways of
  the past. (Lawful)
  2
  Loyalty. I believe in being devoted and
  faithful.
  3
  Instincts. I value my inclinations over
  the input of others. (Any)
  4
  Freedom. I believe choices should not be
  restrained. (Chaotic)
  d4
  Bond
  1
  I would die to protect my group.
  2
  I owe my life to the leader of my group
  who took me in.
  3
  Everything I do is to ensure others are
  free.
  4
  Once I mate, it is for life.
  d4
  Flaw
  1
  I am the alpha (fe)male and others must
  follow me or beat me into submission.
  2
  I submit completely to the leader of the
  pack.
  3
  I am territorial and do not trust outsiders.
  4
  I follow my instincts without listening to
  others.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  Adventure Supplement I
  14
  Wandering Follower of a Path
  You have spent much time wandering while
  spreading the tenets of your faith. You do not
  care as much about creating converts to your
  beliefs as you do to accomplishing some goal.
  Converts are useful to reaching your goal but it is
  accomplishing the final goal that is what your
  efforts go towards.
  You may choose a deity, but most wandering
  priests are followers of a way or path that leads
  to the fulfillment of their goal. Choose a goal
  such as the destruction of some creature or race
  or specific evil (or good) such as an ancient
  artifact. What drove you down your path? Was
  your family or tribe destroyed by the object of
  your obsession? Will the goal give you or
  mankind freedom or salvation? Perhaps you seek
  revenge for some past wrong.
  Skill Proficiencies: Deception, Religion,
  Performance, Persuasion,
  Equipment: A trinket, a set of common clothes,
  a note containing the basic outline of your path,
  and a belt pouch containing d20 + 5 gp.
  Feature: Drawing a Crowd
  As a Wandering Priest, you are known as a great
  orator and people will come to listen to you even
  if they disagree with your path. If you give at
  least two days notice (1 day if in a city), you can
  gather a crowd of 1d20 people (1d100 if a large
  city) to hear you speak.
  Suggested Characteristics
  Although often surrounded by crowds of people,
  wandering priests rarely have lasting
  relationships unless they are able to keep a small
  group of like-minded followers around them.
  d4
  Personality Trait
  1
  Nothing can make me give up on my
  quest.
  2
  I am often longwinded and prone to
  hyperbole.
  3
  I may (or may not) be tolerant of the faith
  of others as long as the faith does not
  interfere with my path.
  4
  Any discussion I am a part of usually
  ends up being about my path.
  d4
  Ideal
  1-2
  Future. All of the traditions of the past
  are only useful if they assist the path.
  (Chaotic)
  3-4
  Destiny. Nothing can lead me from my
  path. (Chaotic)
  d4
  Bond
  1
  I would die to fulfill my goal.
  2
  I owe my life to my followers who I
  expect to die for our goal.
  3
  Everything I do is for my goal.
  4
  I expect my followers to do exactly what
  I order.
  d4
  Flaw
  1
  I am obsessed with meeting my goal to
  the detriment of everything else.
  2
  I cannot see the forest for the trees.
  3
  My obsession makes me blind to the
  needs of others.
  4
  I follow my instincts without listening to
  others.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  Adventure Supplement I
  15
  Feats
  Cold Survivor
  You have adapted to the cold and have resistance
  to damage from cold.
  Wolf Hunter
  You have spent much time studying and hunting
  wolves and know their habits including how they
  fight.
  Wolves have disadvantage on attack rolls against
  you and you have advantage on attack rolls
  against them.
  Adventure Hooks
  The Hunt
  The Wolves are nearing a time of decision. There
  are fewer and fewer wolves in the area around
  Phandalin and several members of the Wolves
  are concerned. Lebon intends to kill all of the
  wolves until he finds and kills the werewolf that
  killed his wife. Charlos will talk to Lebon but
  does not believe the time is right. Fariel and
  Merryl will not go to Lebon behind Charlos’
  back.
  If the PCs talk to the Wolves other than Lebon
  about how hunting is going, the conversation
  will drift towards disappointment and concern
  about how it seems they have to go farther and
  farther away from Phandalin to find wolves.
  They also mention that they see an
  overabundance of rabbit and deer but do not hunt
  these animals unless it is on a return trip from a
  failed wolf hunt.
  If the PCs discuss the issue with Lebon he will
  quickly get defensive. For every question after
  the first four questions about the depletion of
  wolves, there is an additional 10% chance that
  Lebon will no longer be able to contain his
  emotions. Once this happens, roll a d8 and check
  the chart below.
  d8
  1-3
  Lebon says “Enough,” and walks
  away.
  4-5
  Lebon breaks down in tears and tells
  the reason why he must kill the wolves.
  6-7
  Lebon tells the PC to mind his own
  business or he and the Wolves will
  make him.
  8
  Lebon attacks the PC that asked the
  last question. The other Wolves will
  not intercede unless any other PC
  besides the target attacks Lebon or if
  it appears Lebon is about to be killed.
  If the PCs get Lebon to talk about the werewolf,
  he will beg them to help him find and kill it. He
  will offer a reward of 500 gp for proof it has
  been killed and 1000 gp if he gets to kill it. He
  has not seen any evidence of the werewolf since
  he has arrived in Phandalin but knows it is in the
  area because he believes it would not leave its
  territory. Lebon shares that he used to think it
  was Charla because she was one of the first
  settlers and was such a successful hunter, but
  ruled her out because he watched her during a
  full moon and he saw no signs of her being a
  werewolf. If asked, Lebon will admit that he has
  never actually asked Charla if she had ever seen
  the werewolf during her hunts
  If asked, Charla will tell the story of the very
  large wolf she saw and if the word werewolf is
  mentioned she will admit that the animal she saw
  could very well have been one. Charla will tell
  the PCs exactly where she saw the wolf. If the
  PCs travel to the area which is just north of town
  in an area the Wolves never hunted because it
  was too close to Phandalin, they will find the
  skeleton of a man after 1d4 hours of searching. A
  successful nature check (or any reasonable skill
  check) against a DC 12 will halve the amount of
  time it takes. Around the neck of the skeleton is a
  necklace that Lebon can identify as previously
  belonging to his wife.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  Adventure Supplement I
  16
  Once Lebon has the necklace, he will give the
  PCs 500 gp. He will call a meeting of the wolves
  and divide his remaining 500 gp among them
  and thank them for their service to his dead wife.
  He will tell his tale and explain how he may have
  misled some of them. He will then stab himself
  in the heart with a dagger and fall over dead.
  After Lebon’s death, some of the Wolves will
  continue hunting in Phandalin while others will
  move on. Charlos will not handle this additional
  loss well and he, Fariel, and Merryl might
  become adversaries of the PCs. The DM should
  find ways to continue to use the Wolves in his
  campaign. Divide 1200 xp among the PCs.
  Assist an Assassin
  It is obvious that there is some sort of
  construction project beginning at Tresender
  Manor. What is not so obvious is the activity
  going on under the manor.
  Elizabeth Baker is not trying to hide the fact that
  she is interested in acquiring and renovating
  Tresender Manor, but she is also not advertising
  the fact. PCs can find out that Elizabeth has
  brought in a dwarf engineer to determine how
  much work will be needed to rebuild the manor.
  The dwarf has begun examining the site and is
  pleased with the remaining structure, but has
  some concerns about the integrity of the area
  under the manor.
  There are several man made rooms and several
  natural tunnels and caves under the manor. The
  dwarf will have to add some supports in these
  areas to support the weight of the rebuilt manor
  without any problem. What concerns the dwarf is
  that there appear to be signs that something large
  has created a tunnel system under the basement.
  Although the dwarf assures Elizabeth that he can
  brace the ground appropriately, he cannot
  guarantee that the creature that created the
  tunnels will not continue to bore out beneath the
  supports or that it will not enter the basement and
  then possibly the house.
  Although Elizabeth does not want to ask for help,
  if the PCs start asking questions or snooping
  around the manor, then Elizabeth will ask them
  to investigate the tunnel system. This will require
  the PCs to use a shovel (of which there are
  several in the basement) and dig up several feet
  of loose dirt at one of the four tunnel entrances in
  the basement. The tunnels were dug by an umber
  hulk, which is waiting a few feet under the loose
  dirt at one of the tunnel entrances. Roll a d4. On
  a 1, the umber hulk is at the tunnel entrance at
  which the PCs are digging. The umber hulk will
  attack 1 round after the digging starts and will
  gain surprise.
  Once underground, the PCs see a freshly dug
  tunnel system connected to four entrances in the
  basement as well as a main tunnel that descends
  at a steep angle for 100 feet. Every round in the
  main tunnel, have each PC make a dexterity
  check of DC 10 or fall and slide the rest of the
  way down the tunnel.
  The main tunnel ends above a horizontal tunnel
  with a diameter of eight feet. The tunnel walls
  form an almost perfect circle and the floor is
  covered in two to three feet of freshly disturbed
  dirt. A PC making an appropriate Intelligence
  Check against DC 10 recognizes the tunnel as
  being made by a purple worm. The worm passed
  through and is now miles away to the south. The
  tunnel runs east near Wyvern Tor where it
  descends deep into the Underdark. It also runs
  west for several hundred yards before it turns
  south. The DM can use this tunnel to lead the
  PCs to an Underdark adventure to the south or
  the tunnel can be used by the PCs to return to
  Phandalin after completing After Lost Mine IV.
  The PCs can use climbing gear to get back out of
  the tunnel and return to the basement. Once the
  dwarf is notified of the death of the umberhulk
  and of the worm tunnel, he will meet with
  Elizabeth and then leave town to get additional
  workers. Elizabeth will give the PCs 100 gp for
  killing the umberhulk and will also start
  observing them to determine if any would be
  good candidates to help her start the academy.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  Adventure Supplement I
  17
  Land Dispute
  Elizabeth is not the only inhabitant of Phandalin
  with an eye on acquiring the manor. Halia also
  wants the property and has even filed a claim on
  it, although the claim is filed in the exchange and
  not with the townmaster. Elizabeth has filed the
  papers to purchase the manor with the
  townmaster. If Sildar is alive, then he will
  enforce Elizabeth’s claim over Halia’s. If
  Harbin is still in control as townmaster, then he
  will find a way to defer to Halia. This will create
  a showdown between several prominent NPCs
  and the PCs will probably have to take sides.
  Several of the NPCs have connections to various
  organizations and it is possible that if the PCs
  make an enemy of a NPC, they will also make an
  enemy of an entire organization. These
  organizations will not forget and will seek
  revenge on the PCs. The DM should create
  NPCS and plot points for future interactions with
  the PCs.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  Adventure Supplement I
  18
  Appendix
  Inhabitants of Phandalin
  (130) Commoners
  Armor Class 10
  Hit Points 4 (1d8)
  Speed 30 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)
  Senses passive perception 10
  Languages Common
  Challenge 0 (10 XP)
  Club. Melee Weapon Attack: +2 to hit, reach 5 ft.
  Hit: 2 (1d4) bludgeoning.
  (10) Militia
  Armor Class 15 (chain shirt)
  Hit Points 10
  Speed 30 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0)
  Skills Perception +2
  Senses passive perception 12
  Languages Common
  Challenge 1/8 (25 XP)
  Spear Melee Weapon Attack: +3 to hit, reach 5 ft.
  Hit: 4 (1d6 + 1) piercing.
  Daran Edermath, Member of the Order of
  Gauntlet (Fighter)
  Armor Class 17 (splint)
  Hit Points 58
  Speed 30 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 13 (+1) 14 (+2) 10 (+0) 10 (+0) 10 (+0)
  Skills Athletics +5, Perception +2
  Senses passive perception 12
  Languages Common
  Challenge 3 (700 XP)
  Multiattack. Daran makes two longsword attacks.
  Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft.
  Hit: 7 (1d8 + 3) slashing.
  Halia Thornton, Member of the Zhentarim
  Armor Class 17 (splint)
  Hit Points 52
  Speed 30 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 12 (+1) 14 (+2) 10 (+0) 10 (+0) 10 (+0)
  Skills Athletics +5, Perception +2
  Senses passive perception 12
  Languages Common
  Challenge 3 (700 XP)
  Multiattack.Halia makes two flail attacks.
  Flail Melee Weapon Attack: +5 to hit, reach 5 ft.
  Hit: 7 (1d8 +3) bludgeoning.
  Sister Garaele, Elf Harper agent (Priest of
  Tymora)
  Armor Class 13 (chain shirt)
  Hit Points 24
  Speed 30 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 10 (+0) 12 (+1) 13 (+1) 16 (+3) 13 (+1)
  Skills Medicine +7, Persuasion +3, Religion +4
  Senses passive perception 13
  Languages Common, Elvish
  Challenge 2 (450 XP)
  Spells 5th Level Spellcaster. Spell Save DC 13. +5 to hit.
  Cantrips: Light, Sacred Flame, Spare the Dying
  1st Level (4 slots) Bless, Command, Cure Wounds,
  Healing Word
  2nd Level (3 slots) Aid, Guiding Bolt, Prayer of
  Healing
  3rd Level (2 slots) Mass Healing Word, Mass Healing
  Word
  Mace. Melee Weapon Attack: +2 to hit, reach 5 ft. Hit: 3
  (1d6) bludgeoning.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  Adventure Supplement I
  19
  Sildar Hallwinter, member of Lords’ Alliance
  Armor Class 18 (plate)
  Hit Points 48
  Speed 30 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 11 (+0) 14 (+2) 11 (+0) 11 (+0) 15 (+2)
  Saving Throws Con +2, Wis +2
  Senses passive perception 10
  Languages Common
  Challenge 3 (700 XP)
  Multiattack. Sildar makes two attacks.
  Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft.
  Hit: 10 (2d6 + 3) slashing.
  Charla “The Cold,” Human Female (LG Mage)
  Armor Class 12
  Hit Points 45
  Speed 30 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  9 (-1)
  14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0)
  Saving Throws Int +6, Wis +4
  Skills Arcana +6, History +6
  Senses passive perception 11
  Languages Common, Orc, Gnomish, Draconic
  Challenge 6 (2,300 XP)
  Dagger Melee or Ranged Weapon Attack: +5 to hit,
  reach 5 ft. Or range 20/60. Hit: 4 (1d4 + 2) piercing.
  Spells 9th Level Spellcaster. Spell Save DC 14. +6 to hit.
  Cantrips: Chill Touch, Friends, Light, Ray of Frost.
  1st Level (4 slots) Magic Missile, Magic Missile,
  Sleep, Sleep.
  2nd Level (3 slots) Cloud of Daggers, Cloud of
  Daggers.
  3rd Level (3 slots) Lightning Bolt, Lightning Bolt,
  Sleet Storm,
  4th Level (3 slots) Ice Storm, Ice Storm, Ice Storm
  5th Level (1 slot) Cone of Cold
  Amos Ansel, Human Male, (LN Noble)
  Armor Class 15 (breastplate)
  Hit Points 10
  Speed 30 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3) 12(+1) 18 (+4) 10 (+0) 10 (+0) 17 (+3)
  Skills Deception +5, Insight +4, Persuasion +5
  Senses passive perception 10
  Languages Common, Orc
  Challenge 1/8 (25 XP)
  Rapier Melee Weapon Attack: +3 to hit, reach 5 ft.
  Hit: 5 (1d8 + 1) piercing.
  “Lost” Laura, Human Female (CN Dragon Cult)
  Armor Class 15 (studded leather)
  Hit Points 60
  Speed 30 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2) 16 (+3) 14 (+2) 14 (+2) 11 (+0) 14 (+2)
  Saving Throws Str +4, Dex +5, Wis +2
  Skills Athletics +4, Deception +4
  Senses passive perception 10
  Languages Common, Draconic
  Challenge 2 (450 XP)
  Multiattack Laura makes two melee attacks with her
  scimitar and one with her dagger.
  Scimitar Melee Weapon Attack: +5 to hit, reach 5 ft.
  Hit: 6 (1d6 + 3) slashing
  Dagger Melee or Ranged Weapon Attack: +5 to hit,
  reach 5 ft. Or range 20/60. Hit: 5 (1d4 + 3) piercing.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  Adventure Supplement I
  20
  Bonita Baker, Human Female (N Assassin)
  Armor Class 15 (studded leather)
  Hit Points 80
  Speed 30 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 16 (+3) 14 (+2) 13 (+1) 11 (+0) 10 (+0)
  Saving Throws Dex +7, Int +5
  Skills Acrobatics +7, Deception +4, Perception +4,
  Stealth +11
  Damage Resistance Poison
  Senses passive perception 14
  Languages Thieves cant, Common, Draconic
  Challenge 8 (3900 XP)
  Sneak Attack Bonita Deals an extra 13 (4d6) damage
  when it hits a target and has advantage on the roll.
  Multiattack Laura makes two shortsword attacks.
  Shortsword Melee Weapon Attack: +7 to hit, reach 5 ft.
  Hit: 6 (1d6 + 3) piercing, and the target must make a
  DC 15 Constitution saving throw, taking 24 (7d6)
  poison damage on a failed save, or half as much on a
  successful one.
  Snal, Human Male Druid
  Armor Class 11 (studded leather)
  Hit Points 27
  Speed 30 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 12 (+1) 13 (+1) 12 (+1) 15 (+2) 11 (+0)
  Skills Medicine +4, Nature +3, Perception +4,
  Senses passive perception 14
  Languages Common, Druidic, Elvish
  Challenge 2 (450 XP)
  Dagger Melee Weapon Attack: +2 to hit, reach 5 ft. Hit:
  3 (1d6) bludgeoning.
  Spells 4th Level Spellcaster. Spell Save DC 12. +4 to hit.
  Cantrips: Guidance, Poison Spray, Resistance,
  Thorn Whip
  1st Level (4 slots) Animal Friendship, Cure Wounds,
  Healing Word, Speak With Animals.
  2nd Level (3 slots) Animal Messenger, Flame Blade
  Ariel, Human Female Spy
  Armor Class 12
  Hit Points 27
  Speed 30 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 15 (+2) 10 (+0) 12 (+1) 14 (+2) 16 (+3)
  Skills Deception +5, Insight +4, Investigation +5,
  Perception +6, Sleight of Hand +4, Stealth +4
  Senses passive perception 16
  Languages Common, Elvish
  Challenge 1 (200 XP)
  Multiattack: The spy makes two melee attacks.
  Shortsword: Melee Weapon Attack: +4 to hit, reach 5 ft.
  Hit: 5 (1d6 +2) piercing.
  Hand crossbow. Ranged weapon attack: +4 to hit,
  range 30/120 ft. Hit: 5 (1d6 +2) piercing damage.
  Larm, Human Male Berzerker
  Armor Class 13 (hide armor)
  Hit Points 67
  Speed 30 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 12 (+1) 17 (+3) 9 (-1)
  11 (+0) 9 (-1)
  Saving Throws Str +4, Dex +5, Wis +2
  Skills Athletics +4, Deception +4,
  Senses passive perception 10
  Languages Common, Elvish
  Challenge 2 (450 XP)
  Multiattack: The berzerker makes three melee attacks:
  two with his scimitar and one with its dagger. Scimitar
  Melee Weapon Attack: +5 to hit, reach 5 ft. Hit: 6 (1d6
  +3) slashing.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  Adventure Supplement I
  21
  Lebon, Human Male Priest
  Armor Class 13 (chain shirt)
  Hit Points 27
  Speed 30 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 10 (+0) 12 (+1) 13 (+1) 16 (+3) 13 (+1)
  Skills Medicine +7, Persuasion +3, Religion +4
  Senses passive perception 13
  Languages Common, Elvish
  Challenge 2 (450 XP)
  Spells 5th Level Spellcaster. Spell Save DC 13. +5 to hit.
  Cantrips: Light, Sacred Flame, Spare the Dying
  1st Level (4 slots) Bane, Guiding Bolt, Inflict Wounds,
  Shield of Faith
  2nd Level (3 slots) Blindness/Deafness, Spiritual
  Weapon, Spiritual Weapon
  3rd Level (2 slots) Mass Healing Word, Mass Healing
  Word
  Mace. Melee Weapon Attack: +2 to hit, reach 5 ft. Hit: 3
  (1d6) bludgeoning.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  Adventure Supplement I
  22
  What’s Next?
  Many possible adventures in the
  surrounding area and the creatures
  that make those adventures exciting
  can soon be found in Adventures By
  FishPirate - Supplement II: Monsters
  and Adventures Near Phandalin.
  Existing Adventure
  What happens when a tribe of orcs is
  scared from its home under Wyvern
  Tor? They invade Phandalin of
  course. In After Lost Mine II: Orcs
  Invade Phandalin, the PCs get the
  chance to save Phandalin. For this
  and other adventures and
  supplements, search for Christopher
  Davidson at dmsguild.com
  FISHPIRATE
  ◇
  FP
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Adventures/D&D 5E Adventures/[Lost Mines Of Phandelver]/Additional Suppliments/People_of_Phandalin.pdf