Calling Horns
Calling Horns was nothing more than a trailside inn until a few years ago, when Tamalin Zoar (N female Tethyrian human noble) bought the establishment and retired here. Using her hard-won wealth and influence, she attracted settlers to the region, giving rise to a small village whose citizens pay monthly “tithes” for Tamalin's protection. Still spry at sixty, Tamalin is “the law" in Calling Horns-an irony that never ceases to amuse her. She employs nine deputies (N male and female veterans of various races) who live in the village proper to help keep the peace. Tamalin also gives free room and board to adventurers who help solve local problems. Given the village's proximity to the Evermoors, few villagers have cause to complain about Tamalin's protection racket.
She keeps them safe from ores, trolls, and other mon-sters, and that’s good enough for them.
Calling Horns stands where Jundar’s Pass meets up with the Evermoor Way. The intersection is marked by a cairn of weathered and lichen-covered ore skulls that commemorates the long-ago slaughter of a horde here. The village proper is made up of rows of small log cot-tages with bark-shingled rooftops. The Calling Horns Inn, a large fieldstone structure with adjoining stables, stands atop a ridge that overlooks the intersection, surrounded by tall, old trees. The inn's cellar contains an impressive selection of ales and wines, as well as a secret tunnel that leads to a hidden exit in the hillside.
SUGGESTED ENCOUNTER
As fire giants scour the Evermoors for fragments of the Vonindod, trolls native to the area are fleeing to avoid becoming enslaved by the giants. If the characters stay at the Calling Horns Inn for a night, they and Tamalin are awakened in the wee hours by a strange racket. Two trolls are trying to claw their way into the inn's stable to feast on the horses inside. The trolls are hungry and fight to the death. Once the trolls are dealt with, Tamalin reveals to the characters that troll attacks are becoming more common, and she offers to give the adventurers a letter of recommendation (see the “Marks of Prestige” section in chapter 7 of the Dungeon Master's Guide) if they find the root cause. Tamalin tells them that her letter can win them a powerful friend in Everlund if they show it to the half-ore innkeeper at Danivarr’s House (see the “Everlund" section), or it can be given to a member of the Hand of Yartar (Yartar’s thieves' guild) in exchange for a special favor.
If the characters take up Tamalin's quest and they spend at least two nights in the Evermoors, they witness a female fire giant slapping around a troll shortly be¬fore highsun on the third day. The fire giant, Zaastrid, carries a rod of the Vonindod (see appendix B). Zaastrid is hungry and upset that her enslaved troll has found nothing to eat. The characters can choose to keep their distance and avoid conflict, or they can engage the rav¬enous fire giant and her troll in battle. Zaastrid and the troll fight to the death. If the characters return to Calling Horns and report their fire giant sighting to Tamalin, she is satisfied and gives them her letter.
Несколько лет назад Зовущие Рога были всего лишь придорожной таверной, но потом Тамалин Зоар (Н благородная женщина Тетирианка) купила заведение и поселилась здесь. Используя добытое с трудом богатство и влияние, она привлекла людей поселиться здесь и образовала небольшую деревню, чьи жители платят месячную "десятину" за защиту Тамалин.
Все еще бойкая в свои шестьдесят, Тамалин это "закон" в Зовущих Рогах - юмор этой ситуации никогда ей не надоедает. Она наняла девятерых депутатов (Н мужчин и женщин ветеранов разных рас), которые живут в деревне и поддерживают порядок. Из-за близости деревни к Вечным Болотам, немногие жалуются на ренту Тамалин для их защиты.
Она охраняет их от орков, троллей и других монстров, и им этого достаточно.
Джерело: <http://notabenoid.org/book/65559/332585?Orig_page=8>
Джерело: <http://notabenoid.org/book/65559/332585?Orig_page=8>
Эверлунд, расположенный на берегах Реки Ровин, это один из самых активных торговых городков. Толстая каменная стена окружает город, пронзенная воротами в пяти местах. Подобно спицам в колесе, широкие и прямые улицы ведут от каждых врат к Звонкому Рынку в центре города.
South of the Evermoors is an area of lightly wooded, rolling hills. The exact spot is marked by a cairn of weathered and lichen-covered orc skulls commemorating the slaughter of a horde. Overlooking this point is a hogback topped by a low, massive fieldstone inn and its stables. This inn bears the name Calling Horns and is run by Tosker Nightsword, a retired hunter and guide. Calling Horns takes its name from a battle that took place nearby long ago. During this legendary battle, Humans and Dwarves united to defeat the last real troll army. The Calling Horns was originally built as the hunting lodge for the Zoar family, once-powerful Waterdhavian nobles that are now outlaws. There are persistent rumors of the Zoars using the inn as a base, suggesting that the family is trying to regain its former control in the City of Splendors. There is no evidence to justify this, however, as the surviving Zoars seem to dwell mainly in Amn. AFTER THE FALL of the Zoars, various noble families used the lodge as they pleased until a wandering wizard took up residence in the place. This clever wizard used his spells to dupe the next two families who showed up. His deception was not discovered for a long time. Instead, the lodge was considered haunted, so it was left alone. The wizard Balbannon took over the lodge. While there, he studied the magic of summoning and commanding creatures from other planes. He succeeded beyond his powers, and was tom apart by a babau tanarri. The creature took over the lodge as its own abode. For many years, it preyed on travelers and creatures of the High Forest. After many years, the tanarri was destroyed by the Bright Blade Held High, an adventuring band of half-elves. These folk used the lodge as their base for a decade before disappearing into the depths of the High Forest. The lodge was then used by a succession of brigands, monsters, and orc raiding bands until a dwarven adventuring band from Sundabar, known as the Axe of Thunder, found some ore nearby. Before they located any real riches, however, an orc horde swept out of the north and slaughtered them. The lodge was thereafter taken by a human band of adventurers called the Bored Swords. All members of this party were idle sons and daughters of noble Waterdhavian birth. They enjoyed success finding ruins, but they grew tired of fighting their way into their own abode when they returned. It seems brigands continually came looking for the treasure the adventurers found, so they hired their friend Tosker to run the lodge as an inn. They soon simply gave him the place. Their treasure is certainly hidden somewhere in or near the inn, and they may never return to claim it. The Swords went deep into the High Forest, telling Tosker little. They mentioned theyd found a ruined city cloaked in a field of magic, similar to the mythal around Myth Drannor. Apparently, they hoped to find powerful magic there. They havent returned; with each passing year, the likelihood of their return diminishes. The inn has a slate roof and very thick stone walls. Cellars, kitchens, and a lower floor of rooms are dug into the south face of the ridge. The rooms of the inn are arranged in a single row, and the doors of the rooms all open into a single passage. The passage wall opposite the doors is broken only by a series of arrow-slits. The watchtower at the eastern end overlooks the stables, and a large feasting hall lies at the west end, with meeting rooms and grand suites set into the hill below it. Furnishings are sparse but are of high quality and show a good fashion sense. Driftlights dispel the gloom of the belowground areas. The luminance of these spheres of radiance is controlled by will; they can even be made to trail like a faithful do xxxx Calling Horns South of the Evermoors is an area of lightly wooded, rolling hills. The exact spot is marked by a cairn of weathered and lichen-covered orc skulls commemorating the slaughter of a horde. Overlooking this point is a hogback topped by a low, massive fieldstone inn and its stables. This inn bears the name Calling Horns and is run by Tosker Nightsword, a retired hunter and guide. Calling Horns takes its name from a battle that took place nearby long ago. During this legendary battle, Humans and Dwarves united to defeat the last real troll army. The Calling Horns was originally built as the hunting lodge for the Zoar family, once-powerful Waterdhavian nobles that are now outlaws. There are persistent rumors of the Zoars using the inn as a base, suggesting that the family is trying to regain its former control in the City of Splendors. There is no evidence to justify this, however, as the surviving Zoars seem to dwell mainly in Amn. AFTER THE FALL of the Zoars, various noble families used the lodge as they pleased until a wandering wizard took up residence in the place. This clever wizard used his spells to dupe the next two families who showed up. His deception was not discovered for a long time. Instead, the lodge was considered haunted, so it was left alone. The wizard Balbannon took over the lodge. While there, he studied the magic of summoning and commanding creatures from other planes. He succeeded beyond his powers, and was tom apart by a babau tanar'ri. The creature took over the lodge as its own abode. For many years, it preyed on travelers and creatures of the High Forest. After many years, the tanar'ri was destroyed by the Bright Blade Held High, an adventuring band of half-elves. These folk used the lodge as their base for a decade before disappearing into the depths of the High Forest. The lodge was then used by a succession of brigands, monsters, and orc raiding bands until a dwarven adventuring band from Sundabar, known as the Axe of Thunder, found some ore nearby. Before they located any real riches, however, an orc horde swept out of the north and slaughtered them. The lodge was thereafter taken by a human band of adventurers called the Bored Swords. All members of this party were idle sons and daughters of noble Waterdhavian birth. They enjoyed success finding ruins, but they grew tired of fighting their way into their own abode when they returned. It seems Brigands continually came looking for the treasure the adventurers found, so they hired their friend Tosker to run the lodge as an inn. They soon simply gave him the place. Their treasure is certainly hidden somewhere in or near the inn, and they may never return to claim it. The Swords went deep into the High Forest, telling Tosker little. They mentioned they'd found a ruined city cloaked in a field of magic, similar to the mythal around Myth Drannor. Apparently, they hoped to find powerful magic there. They haven't returned; with each passing year, the likelihood of their return diminishes. The inn has a slate roof and very thick stone walls. Cellars, kitchens, and a lower floor of rooms are dug into the south face of the ridge. The rooms of the inn are arranged in a single row, and the doors of the rooms all open into a single passage. The passage wall opposite the doors is broken only by a series of arrow-slits. The watchtower at the eastern end overlooks the stables, and a large feasting hall lies at the west end, with meeting rooms and grand suites set into the hill below it. Furnishings are sparse but are of high quality and show a good fashion sense. Driftlights dispel the gloom of the belowground areas. The luminance of these spheres of radiance is controlled by will; they can even be made to trail like a faithful dog.
South of the Evermoors is an area of lightly wooded, rolling hills. The exact spot is marked by a cairn of weathered and lichen-covered orc skulls commemorating the slaughter of a horde. Overlooking this point is a hogback topped by a low, massive fieldstone inn and its stables. This inn bears the name Calling Horns and is run by Tosker Nightsword, a retired hunter and guide. Calling Horns takes its name from a battle that took place nearby long ago. During this legendary battle, Humans and Dwarves united to defeat the last real troll army. The Calling Horns was originally built as the hunting lodge for the Zoar family, once-powerful Waterdhavian nobles that are now outlaws. There are persistent rumors of the Zoars using the inn as a base, suggesting that the family is trying to regain its former control in the City of Splendors. There is no evidence to justify this, however, as the surviving Zoars seem to dwell mainly in Amn. AFTER THE FALL of the Zoars, various noble families used the lodge as they pleased until a wandering wizard took up residence in the place. This clever wizard used his spells to dupe the next two families who showed up. His deception was not discovered for a long time. Instead, the lodge was considered haunted, so it was left alone. The wizard Balbannon took over the lodge. While there, he studied the magic of summoning and commanding creatures from other planes. He succeeded beyond his powers, and was tom apart by a babau tanarri. The creature took over the lodge as its own abode. For many years, it preyed on travelers and creatures of the High Forest. After many years, the tanarri was destroyed by the Bright Blade Held High, an adventuring band of half-elves. These folk used the lodge as their base for a decade before disappearing into the depths of the High Forest. The lodge was then used by a succession of brigands, monsters, and orc raiding bands until a dwarven adventuring band from Sundabar, known as the Axe of Thunder, found some ore nearby. Before they located any real riches, however, an orc horde swept out of the north and slaughtered them. The lodge was thereafter taken by a human band of adventurers called the Bored Swords. All members of this party were idle sons and daughters of noble Waterdhavian birth. They enjoyed success finding ruins, but they grew tired of fighting their way into their own abode when they returned. It seems brigands continually came looking for the treasure the adventurers found, so they hired their friend Tosker to run the lodge as an inn. They soon simply gave him the place. Their treasure is certainly hidden somewhere in or near the inn, and they may never return to claim it. The Swords went deep into the High Forest, telling Tosker little. They mentioned theyd found a ruined city cloaked in a field of magic, similar to the mythal around Myth Drannor. Apparently, they hoped to find powerful magic there. They havent returned; with each passing year, the likelihood of their return diminishes. The inn has a slate roof and very thick stone walls. Cellars, kitchens, and a lower floor of rooms are dug into the south face of the ridge. The rooms of the inn are arranged in a single row, and the doors of the rooms all open into a single passage. The passage wall opposite the doors is broken only by a series of arrow-slits. The watchtower at the eastern end overlooks the stables, and a large feasting hall lies at the west end, with meeting rooms and grand suites set into the hill below it. Furnishings are sparse but are of high quality and show a good fashion sense. Driftlights dispel the gloom of the belowground areas. The luminance of these spheres of radiance is controlled by will; they can even be made to trail like a faithful do xxxx Calling Horns South of the Evermoors is an area of lightly wooded, rolling hills. The exact spot is marked by a cairn of weathered and lichen-covered orc skulls commemorating the slaughter of a horde. Overlooking this point is a hogback topped by a low, massive fieldstone inn and its stables. This inn bears the name Calling Horns and is run by Tosker Nightsword, a retired hunter and guide. Calling Horns takes its name from a battle that took place nearby long ago. During this legendary battle, Humans and Dwarves united to defeat the last real troll army. The Calling Horns was originally built as the hunting lodge for the Zoar family, once-powerful Waterdhavian nobles that are now outlaws. There are persistent rumors of the Zoars using the inn as a base, suggesting that the family is trying to regain its former control in the City of Splendors. There is no evidence to justify this, however, as the surviving Zoars seem to dwell mainly in Amn. AFTER THE FALL of the Zoars, various noble families used the lodge as they pleased until a wandering wizard took up residence in the place. This clever wizard used his spells to dupe the next two families who showed up. His deception was not discovered for a long time. Instead, the lodge was considered haunted, so it was left alone. The wizard Balbannon took over the lodge. While there, he studied the magic of summoning and commanding creatures from other planes. He succeeded beyond his powers, and was tom apart by a babau tanar'ri. The creature took over the lodge as its own abode. For many years, it preyed on travelers and creatures of the High Forest. After many years, the tanar'ri was destroyed by the Bright Blade Held High, an adventuring band of half-elves. These folk used the lodge as their base for a decade before disappearing into the depths of the High Forest. The lodge was then used by a succession of brigands, monsters, and orc raiding bands until a dwarven adventuring band from Sundabar, known as the Axe of Thunder, found some ore nearby. Before they located any real riches, however, an orc horde swept out of the north and slaughtered them. The lodge was thereafter taken by a human band of adventurers called the Bored Swords. All members of this party were idle sons and daughters of noble Waterdhavian birth. They enjoyed success finding ruins, but they grew tired of fighting their way into their own abode when they returned. It seems Brigands continually came looking for the treasure the adventurers found, so they hired their friend Tosker to run the lodge as an inn. They soon simply gave him the place. Their treasure is certainly hidden somewhere in or near the inn, and they may never return to claim it. The Swords went deep into the High Forest, telling Tosker little. They mentioned they'd found a ruined city cloaked in a field of magic, similar to the mythal around Myth Drannor. Apparently, they hoped to find powerful magic there. They haven't returned; with each passing year, the likelihood of their return diminishes. The inn has a slate roof and very thick stone walls. Cellars, kitchens, and a lower floor of rooms are dug into the south face of the ridge. The rooms of the inn are arranged in a single row, and the doors of the rooms all open into a single passage. The passage wall opposite the doors is broken only by a series of arrow-slits. The watchtower at the eastern end overlooks the stables, and a large feasting hall lies at the west end, with meeting rooms and grand suites set into the hill below it. Furnishings are sparse but are of high quality and show a good fashion sense. Driftlights dispel the gloom of the belowground areas. The luminance of these spheres of radiance is controlled by will; they can even be made to trail like a faithful dog.
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