T1. MARKET SQUARE AND TOWER
The center of town, where the Long Road meets Evermoor Way. This large area is used by local farmers and traveling peddlers as a market. The leaning 2 story stone tower, is home to the Lord Protector (governer) Darathra Shendrel and base of operations for the mounted militia known as the Twelve.
T2. NORTH CARAVAN CAMPGROUND
A fenced in field where traveling caravans could park their wagons, pitch tents, light campfires, etc.
T3. WEST CARAVAN CAMPGROUND
Same as T2.
T4. HAPPY HORSE RANCH
Need a horse? a new bit and bridle? Perhaps a used saddle retored to near new condition? The Karnwellers will be happy to give you a good deal.
T5. WAINWRIGHT'S WAGONS
If you know anything about wagons, then you know the brand "Wainwright's Wagons"… at least that's what everyone says up and down the Sword Coast.
T6. THE LION'S SHARE
Above the store's entrance hangs a polished shield emblazoned with the head of a stylized golden lion on a blue background. Need to replenish your rations, adventuring gear, armor, weapons? Just ask for Alaestra, she'll be happy to cut you a good deal. Just don't let any of the locals spot you shopping here if you want to keep them on your good side.
T7. RANSOR'S OPEN ROAD
This shingle stripped, skeleton of a building has seen better days. The yard is overrun by weeds and shrubbery.
T8. THE CART AND COIN
In a hurry? Looking for a fresh horse to get you to the next town before dawn? Maybe you just need some feed or some new horseshoes Whatever it takes the Widdens and their knowledgeable staff will keep you and your steed on the trail… provided you have the coin.
T9. THE TRIBOAR TRAVELER
Run by the very stern businessman, Urlam Stockspool, the Triboar Travelers has a good reputation of getting your goods to where they need to go. Caravans to Waterdeep and back: 600 gold, plus 25 gold for each wagon beyond the tenth. Runs to Everlund and back: 800 gold each way, plus 30 gold for each wagon beyond the tenth. Urlam employs the finest swordsmen, mercenaries and adventurers to protect his clients… but as of late he has had to resort to hiring just about anyone that can wield weapon (insert 1st level party here). The erratic weather for this time of year has the campgrounds stocked to the hilt with customers but until this monsoon resides all the caravans are stuck…literally. But alas the rains will cease and when they do, Urlam will be very busy indeed. Counting all his coin.
T1O. NORTHSHIELD HOUSE
A very nice local inn. Urgala Meltimer will make sure your stay here is pleasant, just as long as you follow one simple rule "keep your blades in their skins".
T11. OTHOVIR'S HARNESS SHOP
A skilled harness-maker named Othovir lives and works here, making the finest elk-skin harnesses in the Dessarin Valley. Othovir comes from a very prominent Waterdeep family (the Margasters) but you wouldn't know it by looking at him.
T12. THE TALKING TROLL
Smelly, dim, low-beamed tavern, where the ale is warm and wenches are cold. A couple weeks back a rogue thunder cloud was said to hit a nearby tree, which in turn caught the tree on fire. A sudden wind managed to break a burning limb off and carry the searing piece of wood unto the roof of this dive bar and well, damn near burnt the whole place down. At least that's how the inebriated customers recanted the tale… Now the place has a new sunroof or should I say rainroof. Lil' tip… don't sit at the southern end of the bar.
T13. THE FROST-TOUCHED FROG
An old abandoned inn that is boarded up and covered in lewd graffiti.
T14. SIX WINDOW
This decrepit and creepy looking wooden building serves as a rooming house. If you've tried the Everwyvern House and Northshield and still haven't booked a room, then chances are you are "sleeping" here tonight… but hey it beats a bedroll in the woods right?
T15. BOAR'S REST
This stone mansion is built on a ridge that overlooks the entire town and is owned by a retired adventurer known only as "Jeb". Said to have killed a hydra with bare hands and wrestled an otyugh into submission, this once cleric of Tempus, has hung up his wyvern wings and now insists on being left alone. There are four gargoyles perched on each corner of this mansion and everyone knows to steer clear of this place.
T16. THE TRIBOAR ARMS
A friendly bar with a cordial staff. This place is popular with ranger and scout types. There is always someone here willing to sell their guide services to anyone who's buying drinks.
T17. ULDINATH'S ARMS
Need those dents in your armor made gone? Harriet can do that or forge you a brand new sword.
T18. FOEHAMMER'S FORGE
Got a dwarven axe, needs sharpening and you only trust one of your kin to do it? Ghelryn will take care of all your metalworking needs… just don't rush him, these things take time.
T19. MERIVOLD PONY PARK
Halfing and Gnome steeds/children pony rides.
T20. EVERWYVERN HOUSE
A very fine and stately establishment. The suites are large and warm and the beds and pillows are stuffed with down feathers… but of course. There is nothing the Draven Millovyr will not do to keep his aristocrat guests happy. Unfortunately, they do not accommodate half-elves… sorry Enallis… j/k. But indeed no "nobodies" or scandrals allowed!
T21. THE PLEASING PLATTER
Want some mutton and potatoes? Not here. However, if you have a refined palate and wish to dine on smoke quail while walking minstrels softly serenade you… then make a reservation.
The town apothecary, a slouched wooden cottage with ivy-covered walls. A wooden sign is shaped like a potion bottle. Herbs, salves, potions… Tarmock Felaskur is the only game in town.
T24. GWAERON'S SLUMBER
A grove where rangers who venerate Gwaeron, the god of tracking or Mielikki, the goddess of forests, come for inspiration.
T25. MARSHALING FIELD
An old, partially ruined wooden fence encloses a large, muddy field south of town.