Varisia world illustration - Fantasy theme
Fantasy

Varisia

R
Ryvian

Varisia is a land of ancient ruins. It hides secrets of Thassilon.


Author's Note: Author's Notes for Rise of the Runelords: Welcome to Varisia, a land of ancient mysteries and untamed wilderness. Here, echoes of a lost empire stir, and shadows of forgotten magic threaten to awaken. In this campaign, you will explore ruined cities, face monstrous foes, and uncover secrets buried for millennia. Your choices will shape the fate of Sandpoint and beyond. Trust is rare, danger is real, and legends are born in moments of courage. Prepare for intrigue, adventure, and a journey that will test your bonds and challenge your destiny. Remember: Heroes are defined not by their power, but by the choices they make. Welcome to Rise of the Runelords.
Played18 times
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Created
51 days ago
Last Updated
6 days ago
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Ancient Prison (B6)

Ancient Prison (B6)

This large chamber was once a prison, as evidenced by the twenty cells lining its perimeter. A rickety wooden platform overlooks the room, with two staircases descending to the prison floor ten feet below. A five-foot-wide wooden walkway extends from the northern platform to an eastern passageway. Though the wood appears old and worn, it remains stable due to an ancient Thassilonian preservative magic that has kept it intact through the ages. The same magic has also prevented the skeletons in the cells—former prisoners, mostly agents of Shalast who ventured too close to Bakrakhani holdings—from crumbling entirely to dust. Two sinspawn lurk here. If an alarm has been raised, they hide in the rafters beneath the platform, waiting to ambush anyone who strays too close. If the alarm hasn’t been sounded, they bicker in the eastern part of the room over crumbling skulls stolen from the remains in the surrounding cells, their guttural snarls echoing through the ancient prison.

Ancient Study (B8)

Ancient Study (B8)

The crumbling remnants of chairs and a long table clutter the floor, remnants of what was once a study. To the south, three stone doors stand, each marked with a strange seven-pointed star. Time and Erylium’s centuries of frustration have left this place in ruin. Scattered among the rubble are countless fragments of books and scrolls, their spiky script now illegible. Once part of the Scribbler’s library, these texts fueled Erylium’s knowledge of witchcraft and devotion to Lamashtu, but now they are worthless. The three southern doors lead to ancient prison cells. Within each lies a skeleton of a deformed humanoid—one with three arms, another with an enormous skull, and a third whose ribcage extends to its pelvis, with stunted leg bones below. A DC 15 Wisdom (Perception) check while searching the ruined pages uncovers a hidden treasure—a scroll of *flaming sphere* (3rd level)—tucked beneath the remains of a shattered chair.

Blocked Stairs (B10)

Blocked Stairs (B10)

This twisting flight of spiral stairs once led down to even deeper complexes below Sandpoint, but like the flight of stairs leading up from area B5, this route was closed by the ancient cataclysm. In time, this rubble will be cleared, in which case these stairs lead to the Scribbler’s realm in Lamashtu’s Shrine.

Bottled Solutions

Bottled Solutions

Bottled Solutions is Sandpoint’s premier alchemy shop, located along the town’s main street with large, colorful glass windows that shimmer in the sunlight. The sign above the door features swirling potion bottles, inviting curious shoppers and adventurers alike.Inside, the shop is vibrant and chaotic, filled with shelves of bubbling potions, strange powders, and alchemical ingredients. The air is tinged with the scent of exotic herbs and volatile chemicals. Display cases showcase colorful elixirs, oils, and tinctures, each labeled with bold, flourishing handwriting. The shop is owned by Nisk Tander, a flamboyant and energetic half-elf known for his dramatic flair and penchant for experimentation. Though his potions are effective and creative, they sometimes have unexpected side effects due to his risky alchemical methods. Despite his eccentric personality, Nisk is respected for his knowledge of potions and alchemy, making Bottled Solutions a must-visit for those seeking magical brews.

Carpenters’ Guild

Carpenters’ Guild

Carpenters’ Guild is one of Sandpoint’s busiest establishments, located near the town’s lumber mill. The building is robust and practical, made of sturdy timber with wide double doors to accommodate large projects. A wooden sign depicting crossed hammers and saws hangs above the entrance, symbolizing the guild’s craftsmanship. Inside, the guild is bustling with activity. Long workbenches are covered in sawdust, tools, and partially assembled furniture. The air is filled with the scent of fresh-cut wood and the rhythmic sounds of sawing and hammering. Finished products, including tables, chairs, and custom carvings, are displayed for sale. The guild is led by Ameiko’s estranged father, Lonjiku Kaijitsu, a strict but talented craftsman. Although his temper is notorious, his skill and high standards are respected throughout Sandpoint. The Carpenters’ Guild not only builds furniture but also repairs buildings and constructs new structures, playing a vital role in the town’s growth.

Cleaning closet (A3)

Cleaning closet (A3)

Cleaning supplies and tools such as brooms are stored here.

Cracktooth’s Tavern

Cracktooth’s Tavern

Cracktooth’s Tavern is a lively, rough-and-tumble watering hole located near the Sandpoint Theater. It has a rustic, worn-down exterior with a creaky wooden sign featuring a grinning, toothless face. The tavern is known for its rowdy atmosphere, hearty drinks, and frequent live entertainment.Inside, the tavern is dimly lit and filled with mismatched tables and chairs, giving it a cluttered, homey feel. The air is thick with the scent of ale and pipe smoke, and the sounds of laughter, music, and heated debates echo throughout. A small stage in the corner hosts local performers, from traveling bards to aspiring comedians.The tavern is owned by Jesk "Cracktooth" Berinni, a sharp-witted and charismatic man known for his booming laughter and love of gossip. Despite his rough appearance, Jesk is surprisingly well-educated and enjoys discussing politics and theater. Cracktooth’s Tavern is a popular spot for locals and travelers seeking entertainment, strong drinks, and lively conversation.

Deverin Manor

Deverin Manor

Deverin Manor is the welcoming estate of the Deverin family, one of Sandpoint’s founding families known for their generosity and leadership. Located on a gentle hill near the town center, the manor is designed with warmth and practicality, featuring wide porches, colorful gardens, and a charming, rustic appearance that reflects the family’s approachable nature. The grounds are open and inviting, with well-tended flower beds, fruit trees, and a vegetable garden. Inside, the manor is cozy and comfortable, with simple yet elegant furnishings, woven rugs, and a large fireplace in the main hall. Family portraits and local artwork decorate the walls, creating a homely and friendly atmosphere. The estate is home to Kendra Deverin, the popular and fair-minded mayor of Sandpoint. Known for her compassion and community spirit, she frequently hosts gatherings and public meetings at the manor. Deverin Manor symbolizes hospitality, leadership, and a deep connection to the community of Sandpoint.

Dining room (A6)

Dining room (A6)

The staff used this room to relax, eat, and play cards in their off hours. The room is a wreck— when Tsuto’s goblins came through here, they made a mess of it.

Display room (A1)

Display room (A1)

This room contains a shop where customers can browse the various glassware produced here. Bottles, windowpanes, and glasswork art are the primary contents.

Fatman’s Feedbag

Fatman’s Feedbag

Fatman’s Feedbag is Sandpoint’s rowdiest tavern, known for its rough clientele and frequent brawls. Located near the docks, the building is shabby and weathered, with creaky wooden walls and a crooked sign depicting an overstuffed sack. It’s a notorious hangout for sailors, drifters, and unsavory characters. Inside, the tavern is dimly lit and smoky, with rickety tables and mismatched chairs scattered across a dirty floor. The air is heavy with the scent of stale ale and sweat. The bar is a makeshift counter covered in sticky spills, where cheap drinks are served in dented metal mugs. Fistfights and shouting matches are common entertainment. Fatman’s Feedbag is owned by Gressel Tenniwar, a surly and overweight man with a greedy nature. He turns a blind eye to the shady dealings and illegal gambling that occur in his establishment. Despite its bad reputation, the tavern thrives as the go-to place for those seeking trouble, cheap ale, or information on the town’s underworld.

Files (A14)

Files (A14)

Several cabinets and shelves containing files and contracts with dozens of exporters and businesses from Magnimar, Korvosa, and other local towns fill this room.

GUARD CAVE (B1)

GUARD CAVE (B1)

A Sinspawn dwells in this cave, charged by Erylium to guard the approach to her realm. The Sinspawn does its job admirably, standing at its post for hours at a time until it is relieved by another.

Glassworking room (A17)

Glassworking room (A17)

A furnace burns along the southeast wall, its rumbling filling the room and imposing a disadvantage check on perception. Marble tables are used to shape raw glass, while wooden tables hold tools of the trade. The main furnace in the northeast burns with a hot blue alchemical fire, melting glass and occasionally disposing of evidence for Sczarni thugs—its heat incinerates bones and teeth. A creature forced inside takes 6d6 fire damage per round, though the narrow opening makes it difficult. The furnace’s stone pipes extend southwest, leading to smaller, cooler furnaces that regulate glass temperatures. When the PCs arrive, they find a gruesome scene of goblin boredom. Eight murdered staff lie in various stages of dismemberment, their limbs burned in the furnace. Melted glass is poured over corpses in an attempt to duplicate Tsuto’s “masterpiece”—Lonjiku’s body, propped in a chair, encased in thick, runny sheets of hardened glass.

Goblin Squash Stables

Goblin Squash Stables

Goblin Squash Stables is Sandpoint’s most reliable livery, known for its well-kept horses and humorous name. Located near the southern gate, the stables are sturdy and practical, with a wooden sign depicting a goblin’s head under a horseshoe, a nod to the owner’s well-known hatred of goblins. Inside, the stables are clean and orderly, with spacious stalls housing healthy, well-groomed horses. The air is filled with the scent of hay and leather, and the tack room is neatly organized with saddles, bridles, and riding gear. Outside, a fenced yard allows the horses to exercise safely. The stables are owned by Daviren Hosk, a retired ranger and expert horseman known for his gruff demeanor and fierce grudge against goblins. His office is decorated with preserved goblin ears, trophies from his past as a goblin hunter. Despite his rough exterior, Daviren is reliable and friendly, ensuring his horses are well-cared for and always ready for travelers or adventurers.

Gorvi's Shack

Gorvi's Shack

Gorvi's Shack is a ramshackle, cluttered hovel located on the outskirts of Sandpoint, near Junker's Edge. Built from mismatched planks and rusty metal sheets, the structure leans precariously to one side, giving it a haphazard and neglected appearance. Surrounding the shack are piles of discarded junk, broken tools, and makeshift contraptions, evidence of Gorvi’s trade as Sandpoint’s dung sweeper and junk collector. The air is tinged with a faint, unpleasant odor, and seagulls often loiter nearby, scavenging for scraps. Inside, the shack is dimly lit and cramped, with crude furniture and a mess of old bottles, stained rags, and odd trinkets scattered about. Gorvi, a gruff and lazy half-orc known for his surly demeanor, lives here in solitude, rarely welcoming visitors. Despite its squalor, the shack serves as his retreat from the prying eyes of the townsfolk.

Grocer’s Hall

Grocer’s Hall

Grocer’s Hall is Sandpoint’s central hub for food supplies and agricultural trade, located near the bustling market square. The large, sturdy building has a wooden sign depicting a basket of fresh produce above the entrance. It serves as both a marketplace and a meeting spot for local farmers and merchants. Inside, the hall is filled with stalls and shelves packed with fruits, vegetables, grains, and dried goods. Barrels of cider, sacks of flour, and baskets of seasonal produce line the walls, creating a colorful and lively atmosphere. The air is fragrant with the scent of fresh herbs and ripe fruits. The hall is managed by Olmur Danvakus, a cheerful halfling known for his excellent negotiating skills and friendly demeanor. He ensures fair prices and smooth trade, maintaining harmony among the local farmers and buyers. Grocer’s Hall is more than just a market; it’s a community hub where locals gather to exchange news, gossip, and stories, keeping Sandpoint connected and vibrant.

Hannah's Herbal Haven

Hannah's Herbal Haven

Hannah’s is Sandpoint’s local healer and herbalist shop, known for its effective remedies and soothing atmosphere. Located near the heart of town, the modest wooden building is surrounded by a small, well-tended garden of medicinal herbs and flowers. A simple sign with a painted mortar and pestle hangs above the door. Inside, the shop is cozy and welcoming, with shelves lined with glass jars of dried herbs, salves, and potions. The air is fragrant with the scent of lavender, chamomile, and other healing plants. A wooden counter is neatly arranged with mortar and pestle sets, tinctures, and handmade soaps. The shop is owned by Hannah Velerin, a gentle and compassionate half-elf known for her healing skills and deep knowledge of herbal medicine. She provides affordable care to the townsfolk and is trusted for her wisdom and kindness. Hannah’s is a place of comfort and healing, where people come for remedies, advice, and a touch of magic from nature.

House of Bluestones

House of Bluestones

House of Bluestones is Sandpoint’s peaceful monastery, located in a quiet part of town. Its polished stone walls and blue-tinted shingles give it a serene, elegant appearance. Surrounded by a tranquil garden of carefully arranged stones, the building exudes calm and harmony. Inside, the temple is orderly and minimalist, with wooden floors, training mats, and meditation cushions. Tapestries depicting flowing water and peaceful landscapes adorn the walls, reflecting its philosophy of balance and inner peace. The temple is overseen by Sabyl Sorn, a disciplined monk who inherited the House from her late father. Known for her contemplative nature and martial prowess, she offers guidance and training to those seeking enlightenment. Though reserved, Sabyl is a skilled mentor, welcoming seekers of wisdom and balance. The House of Bluestones is a refuge of tranquility amid the bustling life of Sandpoint.

Interrogation Chamber (B7)

Interrogation Chamber (B7)

This room contains several ancient relics of what appear to be torture implements, although their function and style seem strange and archaic. In one corner sits a spherical cage with spikes protruding inward from its iron bars. In another stands what appears to be a star-shaped wooden frame, its surface studded with hooks. And in the center of the room is a long table covered with leather straps and a number of cranks that seem designed to rotate and swivel. All of the torture devices here saw plenty of use back in Thassilon’s day, but are far too decayed or rusted to be of much use today.

Jeweler

Jeweler

Sandpoint's jeweler is a modest but elegant shop located along the town's main street. The building is neatly kept, with polished wooden displays showcasing finely crafted jewelry, including rings, necklaces, bracelets, and ornamental trinkets. Owned by Maver Kesk, a meticulous and somewhat reserved craftsman, the shop is known for its high-quality gemstones and custom designs. Maver works alongside his wife, Pennae, who manages the shop’s business dealings with a sharp mind and charming demeanor. Together, they maintain a reputation for fair prices and honest trade, attracting both locals and travelers looking for exquisite gifts or valuable keepsakes.

Junker’s Edge

Junker’s Edge

Garbage gathered by Gorvi's boys is routinely dumped over the edge of this cliff to gather on the beach below. Several of the town's Gozreh worshipers (in particular Hannah Velerin) rankle at this practice, but until an equally cost-effective and convenient option is presented, the town council is reluctant to change its ways. In any event, the sea generally makes short work of the junk, ensuring it never piles up too high. Unknown to the citizens of Sandpoint, another reason the garbage never grows too high is the fact that goblins from the Seven Tooth tribe regularly sneak along the coast to raid the beach for bits of metal, scraps of food, not-quite-broken tools, and other "valuable" prizes. As a result, the Seven Tooth goblins have made a name for themselves among the local goblin tribes as the best traders.

Kaijitsu Manor

Kaijitsu Manor

Kaijitsu Manor is the elegant estate of the Kaijitsu family, one of Sandpoint’s founding families known for their wealth and heritage. Located on a hill overlooking the town, the manor’s architecture reflects its Tian influence, with curved eaves, ornate woodwork, and beautifully landscaped gardens. Its graceful design stands out among the more traditional Varisian homes. The grounds are meticulously maintained, with stone pathways winding through cherry trees, koi ponds, and rock gardens. Inside, the manor is tastefully decorated with silk tapestries, porcelain vases, and finely crafted wooden furniture. The air is scented with incense, creating a calm and refined atmosphere. The estate is ruled by Lonjiku Kaijitsu, a strict and traditional man known for his high standards and stern demeanor. His strained relationship with his daughter, Ameiko Kaijitsu, adds tension to the household. Kaijitsu Manor symbolizes elegance, tradition, and the weight of family duty in Sandpoint.

Kitchen (A8)

Kitchen (A8)

This is where the staff prepared their meals; the goblins tore this place apart looking for food, and the room is in disarray as a result.

Loading Room (A16)

Loading Room (A16)

A wheelbarrow sits against a wall here, and shelves on the walls contain additional reagents to create different colors of glass (manganese for clear glass, cobalt for blue, and tin for white; untreated glass is green, while a high quantity of any reagent makes black glass). A safe on the f loor hangs open after Tsuto used his father’s key to open it and stole the gold and silver used to make red and yellow glass. Through a doorway, stairs lead down to area A19.

Madam Mvashti’s House

Madam Mvashti’s House

Madam Mvashti’s House is one of the oldest and most mysterious buildings in Sandpoint, located on the edge of town. The weathered wooden cottage is surrounded by an overgrown garden of wild herbs and tangled vines. Varisian symbols carved into the doorframe hint at ancient traditions and mystical knowledge. Inside, the house is cluttered with odd trinkets, colorful tapestries, and stacks of old books. The air is heavy with the scent of incense and dried herbs. A round table in the main room is covered with tarot cards, crystal balls, and other fortune-telling tools. The house belongs to Madam Niska Mvashti, an elderly Varisian seer known for her sharp wit and prophetic visions. She is respected and sometimes feared by the townsfolk for her mystical abilities. Despite her age and frail appearance, she possesses a keen mind and ancient wisdom, making her a trusted source of guidance and a figure of intrigue in Sandpoint.

Meeting Room (A11)

Meeting Room (A11)

The staff meets here to discuss work schedules or large projects.

Northgate of Sandpoint

Northgate of Sandpoint

Northgate serves as the primary northern entrance to Sandpoint, bustling with merchants, farmers, and travelers from the Lost Coast Road. The sturdy wooden gate, reinforced with iron bands, is flanked by stone watchtowers and features a heavy portcullis for emergencies. During the day, it is lively with activity, while at night, it is closed and lightly patrolled by guards. A small guardhouse in one tower keeps records of arrivals, and friendly guards offer directions to newcomers. Roadside vendors sell fresh produce and trinkets just outside the gate, welcoming visitors with a cheerful signpost that reads, 'Welcome to Sandpoint – Let the Adventure Begin!'

Office (A13)

Office (A13)

A smaller office for more private meetings with important customers.

Old Storeroom (B2)

Old Storeroom (B2)

The original purpose of this chamber is unclear, but large mounds of rubble lie strewn on its floor. The wall to the west has been torn down to reveal a tunnel leading to the west. STAIRS A flight of spiral stairs winds up around a circular pillar into darkness above. An investigation of the rubble reveals that most of it seems to have consisted of broken urns and other pottery containers that once held food stores, long since crumbled to dust.

Pantry (A9)

Pantry (A9)

This room is a mess; barrels and sacks of grain and crates of dried fish and venison have been completely demolished, and most of the food is missing. A broken 29 A1 A2 SANDPOINT GLASSWORKS A3 A4 A5 A6 A8 A9 A7 A10 A11 A12 A16 A17 A14 A15 N A19 A20 A21 A22 A23 SANDPOINT GLASSWORKS BASEMENT A18 BURNT OFFERINGS PART ONE: FESTIVAL AND FIRE CHAPTER BACKGROUND PART FOUR: THISTLETOP PART THREE: GLASS AND WRATH PART TWO: LOCAL HEROES MAP TWO: SANDPOINT GLASSWORKS 1 1 SQUARE = 5 FEET STAIRS UP DOWN 1 A13 RISE OF THE RUNELORDS dogslicer lies near the northern corner, discarded by a goblin who ruined it trying to get at the food.

Pillbug’s Pantry

Pillbug’s Pantry

Pillbug’s Pantry is Sandpoint’s local herbalist and alchemy shop, tucked away on a quiet side street near the edge of town. The shop is small and dimly lit, with a crooked sign depicting a curled-up pillbug hanging above the door. Inside, the air is thick with the scent of dried herbs, exotic spices, and alchemical concoctions. Shelves are lined with glass jars filled with powders, roots, and potions, neatly labeled in precise handwriting. Bundles of herbs hang from the ceiling, and the countertop is cluttered with mortar and pestle sets, scales, and vials. The shop is owned by Aliver Podiker, a short, round man with a perpetually nervous demeanor. Known for his secretive nature and shady connections, he is nonetheless respected for his skill in brewing potions and remedies. Locals visit Pillbug’s Pantry for medicinal herbs, healing potions, and occasionally more dubious concoctions, but they always watch their words around the cagey shopkeeper.

Preperation (A15)

Preperation (A15)

The primary agents for glassmaking (sand, soda ash, and lime) are prepared here.

Prisoner Pits (B9)

Prisoner Pits (B9)

The ceiling of this unnaturally cold chamber arches to a vaulted height of twenty feet. The floor is scattered with eleven wooden lids, haphazardly covering pits in the ground. From the darkness below, eerie shuffling sounds and low moans echo upward. Each pit is 20 feet deep, and the fragile wooden covers collapse under any weight. A DC 13 Dexterity save allows a character to leap to safety; failure results in a fall and a grim fate. Each pit holds a human zombie, undead remnants from an age long past, their flesh sustained by ancient necromantic magic. Once, the Bakrakhani used these pits to torment prisoners—now they serve as Erylium’s playthings. Among them lurks Koruvus, a former Seven Tooth goblin hero. Twisted by drinking from Lamashtu’s altar, he is now a monstrous, insane servant of Erylium. Though she quickly grew weary of him, she tasked him with guarding her "flock" here. He obeys obsessively, only leaving to drink or scavenge for rats in the tunnels.

Reception (A12)

Reception (A12)

Customers seeking custom glass jobs or looking for business opportunities to export glass meet with a representative here to arrange business.

Red Dog Smithy

Red Dog Smithy

Red Dog Smithy is Sandpoint’s main blacksmith shop, known for its sturdy ironwork and reliable craftsmanship. Located near the southern edge of town, it’s easily recognized by the sign depicting two red mastiffs above the entrance, named after the owner’s loyal dogs. Inside, the smithy is hot and noisy, with the steady sound of hammer on anvil as weapons, armor, and tools are forged. The air is thick with the scent of molten metal and soot, and the walls are lined with swords, axes, and practical tools. The forge burns steadily, casting a warm, flickering glow. The smithy is run by Das Korvut, a gruff and ill-tempered man known for his exceptional skill and tragic past. He lost his family during the “Late Unpleasantness,” leaving him bitter and withdrawn. Though surly and reclusive, his craftsmanship is unmatched, and his loyal red mastiffs guard the shop faithfully.

Risa's Place

Risa's Place

Risa's Place is a cozy, dimly lit tavern located on the outskirts of Sandpoint, away from the bustling main street. It has a rustic charm with wooden beams, low ceilings, and a warm hearth that gives it a homely feel. The air is filled with the scent of hearty stews and spiced cider, and the quiet murmur of locals sharing stories. The tavern is owned by Risa Magravi, an elderly Varisian woman known for her wisdom and sharp wit. Though mostly retired, she still watches over the place from her corner seat, occasionally sharing tales of old Varisia and local legends. The day-to-day running is managed by her three adult children, who serve drinks and meals to patrons. Unlike Sandpoint’s more lively taverns, Risa's Place is a quieter, more relaxed gathering spot, favored by locals who want a peaceful evening. It’s a perfect place for travelers seeking a low-key atmosphere and some Varisian storytelling.

Rovanky Tannery

Rovanky Tannery

Rovanky Tannery is Sandpoint’s primary leatherworking shop, located near the edge of town to keep its strong, pungent odors away from the busy streets. Surrounded by drying racks and stacks of animal hides, the building is practical and sturdy, built for function rather than style. Inside, the tannery is filled with the scent of cured leather and tanning chemicals. Shelves are lined with various leather goods, including boots, belts, armor, and saddles, all expertly crafted and durable. The workspace is cluttered with tools, dyes, and unfinished products, reflecting the busy trade. The tannery is owned and operated by Larz Rovanky, a meticulous and hardworking man known for his high standards and no-nonsense demeanor. He is exacting in his craft, tolerating no flaws, and expects the same dedication from his apprentices. Despite his gruff nature, his products are renowned for their quality, making Rovanky Tannery the go-to place for leather goods in Sandpoint.

Sandpoint Boneyard

Sandpoint Boneyard

The Sandpoint Boneyard is a quiet, well-kept cemetery located behind the Sandpoint Cathedral, nestled on a gentle hill overlooking the town. Surrounded by a low stone wall and shaded by ancient oaks, it serves as the final resting place for Sandpoint’s deceased, including many victims of the “Late Unpleasantness.” Orderly rows of headstones and family mausoleums are arranged along winding gravel paths. At the center stands a modest chapel dedicated to Pharasma, the goddess of birth and death. Maintained by Father Zantus and his acolytes, the boneyard is a place of peace and remembrance, though locals occasionally whisper of strange occurrences at night, adding to its eerie, solemn atmosphere.

Sandpoint Boutique

Sandpoint Boutique

Sandpoint Boutique is the town’s top shop for luxury goods and fashionable accessories. Located at the corner of Market Street and Salmon Street, it catches the eye of shoppers heading to and from the bustling market. Colorful displays of jewelry, fine clothing, and exotic trinkets decorate the windows, attracting curious customers. Inside, the boutique is elegantly arranged with shelves of delicate perfumes, silk scarves, and intricate jewelry. Display cases showcase rare collectibles and imported curiosities. The air is scented with fragrant oils, creating a luxurious and inviting atmosphere. The shop is owned by Hayliss Korvaski, known for her keen eye for quality and trendsetting style. Although her demeanor is sometimes cold, she offers personalized service to her loyal, affluent customers. Sandpoint Boutique is the go-to spot for unique gifts, fine fashion, and a touch of elegance, making it popular among Sandpoint’s more sophisticated residents.

Sandpoint Cathedral

Sandpoint Cathedral

The Sandpoint Cathedral is a majestic structure that symbolizes hope and unity for the townsfolk. Recently rebuilt after a devastating fire, it features sturdy stone walls and stunning stained glass windows, dedicated to six deities: Desna, Sarenrae, Shelyn, Gozreh, Abadar, and Erastil.

Sandpoint Garrison

Sandpoint Garrison

The Sandpoint Garrison is a sturdy, stone-built fortress that serves as the town’s primary defense and headquarters for the town guard. Positioned strategically near the southern gate, it oversees the road leading into Sandpoint and keeps watch over the bustling streets below. The garrison is a two-story structure with thick walls and narrow windows designed for defense. Its courtyard is a training ground where guards practice drills and maintain their equipment. Inside, the building houses barracks, an armory, a small jail, and offices for the town’s leadership. The garrison is commanded by Sheriff Belor Hemlock, a stoic and honorable Shoanti man dedicated to maintaining order and protecting Sandpoint from external threats. Under his leadership, the guards are well-disciplined and respected by the townsfolk. Though generally peaceful, the garrison remains vigilant, especially after the events of the “Late Unpleasantness” that shook the town’s sense of security.

Sandpoint General Store

Sandpoint General Store

Sandpoint General Store is the largest and most popular shop in town, located conveniently near the town square. Its wide porch and colorful sign invite locals and travelers to browse its extensive inventory. The building is bustling with activity, reflecting its importance to the community. Inside, the store is packed with shelves stocked with all manner of goods, from food supplies and tools to adventuring gear and household essentials. Barrels of grain, sacks of flour, and crates of fresh produce line the walls, while glass cases display finer goods like jewelry and imported trinkets. The store is owned by Ven Vinder, a gruff but fair man known for his honest prices and hardworking nature. He runs the store with help from his two daughters, Katrine and Shayliss, who are known for their beauty and playful demeanor. The Sandpoint General Store is the go-to place for all supplies, making it a cornerstone of the town’s economy and a hub of daily life.

Sandpoint Glasworks

Sandpoint Glasworks

Sandpoint Glasworks is one of the town’s oldest and most prosperous businesses, known for its stunning glass art and functional glassware. The building is elegant, with tall windows showcasing vibrant stained glass that catches the sunlight, casting colorful patterns on the street. Inside, the workshop is filled with the roar of furnaces and the rhythmic sound of glassblowers at work. Skilled artisans craft delicate vases, stained glass panels, and other exquisite pieces. The air is warm and carries the scent of molten sand. Finished products are displayed in the front showroom, attracting both locals and travelers. The Glasworks is owned by Lonjiku Kaijitsu, a wealthy and stern nobleman who demands perfection. His high standards and sharp demeanor make him respected but also feared by his employees. Despite his success, Lonjiku’s strained family relationships and cold nature cast a shadow over his legacy, adding intrigue to Sandpoint’s most famous establishment.

Sandpoint Lumber Mill

Sandpoint Lumber Mill

Sandpoint Lumber Mill is one of the town’s busiest and most vital industries, located along the Turandarok River to take advantage of the flowing water. The building is large and functional, with waterwheels churning steadily, powering the saws inside. The constant hum of machinery and the scent of freshly cut timber fill the air. Inside, massive saw blades slice through logs with precision, turning them into planks and beams for construction. Workers move efficiently, stacking lumber and maintaining the equipment. Sawdust covers the floor, and the rhythmic clatter of gears and chains echoes throughout the building. The mill is owned by Banny Harker and Ibor Thorn, who manage the business with a focus on productivity and profit. Banny is known for his ambition and sharp mind, while Ibor handles the day-to-day operations with diligence. The lumber mill supplies wood for the Carpenters’ Guild and builders in Sandpoint, making it essential to the town’s growth and prosperity.

Sandpoint Market

Sandpoint Market

Sandpoint Market is the bustling heart of the town’s commerce, located in a spacious open square near the center of Sandpoint. It operates twice a week, drawing crowds of locals and travelers eager to buy and sell goods. Colorful stalls and tents fill the square, creating a vibrant and lively atmosphere. Merchants sell a variety of items, including fresh produce, meats, baked goods, clothing, tools, and handmade crafts. The air is filled with the scents of fresh bread, spices, and flowers, and the lively chatter of haggling and gossiping customers. Street performers and musicians add to the energetic vibe. The market is a hub for social interaction, where townsfolk catch up on news and share stories. It also attracts traders from neighboring villages, bringing exotic goods and rare finds. Sandpoint Market is more than just a place to shop; it’s a lively community gathering spot, reflecting the town’s vibrant spirit and culture.

Sandpoint Meat Market

Sandpoint Meat Market

Sandpoint Meat Market is the town’s main source of fresh meat, located near the bustling market square. The building is sturdy and practical, with a wooden sign depicting a cleaver and a slab of meat. Its rustic appearance matches its straightforward purpose, attracting locals seeking quality cuts. Inside, the market is clean and orderly, with counters displaying cuts of beef, pork, poultry, and game. Hooks along the walls hold cured sausages and smoked meats, filling the air with a rich, savory aroma. The butchering area is visible from the counter, showcasing the skill and precision of the butchers at work. The shop is owned by Chod Bevuk, a gruff but good-natured butcher known for his sharp wit and sharper knives. He sources his meat from local hunters and farmers, ensuring freshness and quality. Sandpoint Meat Market is a staple of the community, providing everything from everyday cuts to specialty meats for feasts and festivals.

Sandpoint Mercantile League

Sandpoint Mercantile League

Sandpoint Mercantile League is the town’s most powerful business organization, controlling trade, commerce, and shipping. Located near the harbor, its grand stone building symbolizes wealth and influence, with crossed keys on the sign representing prosperity. The league is crucial to Sandpoint’s economy. Inside, the hall is richly decorated with polished wooden floors, fine tapestries, and ornate chandeliers. Meeting rooms with large oak tables host discussions among the town’s most influential merchants. Maps of trade routes and detailed ledgers line the walls, showcasing the league’s control over commerce. The league is led by Jasper Korvaski, a skilled negotiator known for his integrity and sharp business acumen. He maintains order among the merchants while ensuring fair trade practices. Sandpoint Mercantile League wields great power in local politics and commerce, influencing prices and trade routes, making it vital to the town’s prosperity.

Sandpoint Savories

Sandpoint Savories

Sandpoint Savories is a popular bakery in the heart of Sandpoint, known for its fresh bread, pastries, and sweet treats. The cozy shop has a stone exterior and a colorful sign depicting a steaming pie. The air around the bakery is always filled with the mouth-watering aroma of freshly baked goods. Inside, wooden shelves are lined with loaves of bread, muffins, cookies, and tarts. A glass display case showcases beautifully decorated cakes and pastries, tempting customers with a variety of treats. Small tables by the window offer a cozy spot to enjoy a snack while watching the bustling street outside. The bakery is run by Arika and Aneka Avertin, cheerful twin sisters who took over after their mother’s tragic death during the “Late Unpleasantness.” Despite the sorrow of their past, they pour love and joy into their baking, making Sandpoint Savories a warm and welcoming place. Their friendly smiles and delicious goods make it a favorite spot for locals and travelers alike.

Sandpoint Shipyard

Sandpoint Shipyard

Sandpoint Shipyard is the town’s main hub for shipbuilding and repair, located along the Varisian Gulf’s shoreline. Its large wooden structure and open-air docks are bustling with activity, as skilled workers craft fishing boats, merchant vessels, and sailing ships. The scent of saltwater, sawdust, and tar fills the air. Inside, the shipyard is busy and noisy, with saws cutting timber, hammers echoing on wooden hulls, and sailors negotiating repairs. Stacks of lumber, coils of rope, and barrels of tar are neatly organized around the workspace. The docks are lined with ships in various stages of construction and repair. The shipyard is owned by the Valdemar family, one of Sandpoint’s founding families, known for their wealth and influence in the town’s shipping industry. Ethram Valdemar oversees operations, ensuring high standards of craftsmanship. Sandpoint Shipyard is crucial to the local economy, supporting fishermen, traders, and sailors with reliable, expertly crafted vessels.

Sandpoint Theater

Sandpoint Theater

Sandpoint Theater is the largest and most impressive building in town, known for its grand performances and cultural events. Its elegant facade features tall columns and intricate carvings, with a beautifully painted sign displaying dramatic masks of comedy and tragedy. The theater is a hub of entertainment, attracting locals and travelers alike. Inside, the theater boasts a spacious auditorium with plush red seats arranged in a semi-circle around a grand stage framed by velvet curtains. Crystal chandeliers hang from the ceiling, illuminating gilded balconies and creating an atmosphere of luxury and anticipation. The air is filled with excitement as audiences gather for plays, musicals, and recitals. The theater is owned and operated by Cyrdak Drokkus, a flamboyant showman known for his charisma and scandalous humor. Despite his dramatic flair and gossip-loving nature, Cyrdak is respected for his dedication to the arts, making Sandpoint Theater the cultural heart of the town.

Sandpoint Town Hall

Sandpoint Town Hall

The Sandpoint Town Hall is a grand, two-story building at the heart of Sandpoint, serving as the political and administrative center. Its sturdy timber and stone architecture features tall windows that fill the spacious interiors with sunlight, while a large wooden sign bearing the town’s crest hangs above the entrance.

Sandpoint Town Square

Sandpoint Town Square

Sandpoint Town Square is the vibrant heart of the Swallowtail Festival, filled with colorful banners, paper lanterns, and the sounds of festive music. Stalls offer delicious food, games, and crafts, while the aroma of spiced meats and sweet pastries fills the air, mingling with the scent of wildflowers adorning the square.

Savah's Armory

Savah's Armory

Savah's Armory is Sandpoint’s top weapon and armor shop, located centrally with a sign shaped like a crossed sword and shield. The building is reinforced and secure, with iron-barred windows. Inside, racks of swords, axes, spears, and bows line the walls, and mannequins display various suits of armor, from leather to plate mail. The shop smells of oiled leather and polished steel, reflecting the care given to every piece. The owner, Savah Bevaniky, is a skilled and charismatic weaponsmith known for her keen eye for quality. She stocks both locally crafted gear and exotic imports and is open to custom commissions for adventurers needing specialized equipment. Savah's reputation for fair prices and practical advice makes her armory a trusted resource for Sandpoint’s defenders and visiting adventurers alike, ensuring they’re well-prepared for the dangers of Varisia.

Scarnetti Manor

Scarnetti Manor

Scarnetti Manor is the imposing estate of the Scarnetti family, one of Sandpoint’s most influential founding families. Perched on a hill overlooking the town, the manor’s stark stone walls and iron gates give it a cold, fortress-like appearance, reflecting the family’s strict values and formidable reputation. The grounds are meticulously kept, with manicured hedges, gravel pathways, and a private garden hidden behind high walls. Inside, the manor is elegantly furnished but austere, with dark wood paneling, antique furniture, and portraits of stern-faced ancestors. The atmosphere is formal and disciplined, mirroring the family’s rigid lifestyle. The estate is ruled by Titus Scarnetti, a shrewd and conservative man known for his strict moral code and control over Sandpoint’s lumber industry. His influence extends into local politics, making him a powerful figure. Scarnetti Manor symbolizes tradition, power, and unyielding authority in Sandpoint.

Scarnetti Mill

Scarnetti Mill

Scarnetti Mill is the largest and most profitable lumber mill in Sandpoint, strategically located along the Turandarok River. Its powerful waterwheel drives saws that cut logs into lumber for local builders and traders. The mill’s imposing wooden structure and constant hum of machinery make it a prominent feature of Sandpoint’s industrial area. Inside, massive saw blades cut through logs with precision, filling the air with the scent of fresh-cut wood and sawdust. Workers move efficiently, stacking planks and maintaining the equipment under strict supervision. The mill operates with clockwork precision, maximizing productivity and profit. Scarnetti Mill is owned by the influential Scarnetti family, led by Titus Scarnetti, a shrewd businessman known for his strict rules and conservative values. Titus runs the mill with an iron fist, demanding discipline and hard work. His control over Sandpoint’s lumber trade gives the Scarnetti family significant power and influence in town politics.

Secret Office (A22)

Secret Office (A22)

Once used by smugglers to track their illicit businesses, this room served Tsuto Kaijitsu for the past few days as a place to orchestrate his actions in Sandpoint. After murdering his father and imprisoning his sister, Tsuto drank himself to sleep in this room. He likely wakes when a goblin f leeing from the PCs races down here to warn him of trouble.

Smugglers entrance (A23)

Smugglers entrance (A23)

The long tunnel from this room winds through the bedrock below Sandpoint, stretching over 1,750 feet northeast before ending at a dead wall. Built by smugglers decades ago, the tunnel remains stable. A DC 15 Perception check reveals a secret door leading to a 30-foot cave overlooking the Varisian Gulf. The cave slopes to a narrow beach, littered with goblin beds and remnants of meals. Two side tunnels branch off the southern half. One, leading east, collapses after 400 feet—it once reached the Turandarok River. The western tunnel was bricked over where it diverged. It runs 50 feet west, then turns north for 100 feet. Smugglers dug it, hoping to break into the garrison basement to smuggle prisoners for profit. Instead, they found the Catacombs of Wrath. Horrified by what they saw, they sealed the tunnel and never spoke of it again. Recently, Nualia tore down the bricks, forging a pact with the quasit queen who lurked within.

Stairs (A18)

Stairs (A18)

These stairs lead down to the beach below.

Stairs (B5)

Stairs (B5)

A flight of spiral stairs winds up around a circular pillar into darkness above. These stairs once led up to a small vault on the surface, but when Thassilon fell, that structure collapsed. If the PCs somehow manage to dig their way up through the 30 feet of rock between the top of the stairs and the surface, they find themselves emerging in an alley in the cluster of buildings between Tower Street and Junker’s Way. Narrow fissures remain in the stone, helping to keep (relatively) fresh air in the catacombs, and providing a route for Erylium’s familiar to come and go.

Stewarts quarters (A5)

Stewarts quarters (A5)

Lonjiku’s staff of skilled laborers lived on site; the eight workers slept here. The beds are all in various states of disarray and blood is spattered over the walls and sheets. No bodies are apparent—they’ve been taken by the goblins to area A17 for entertainment after they murdered the sleeping workers the night before.

Storage (A20)

Storage (A20)

This room is used to store glassware, windows, and other finished goods.

Storeroom (A10)

Storeroom (A10)

This room contains several mounds of firewood for the kitchen stove.

Storeroom (A2)

Storeroom (A2)

Finished products are stored here.

Storeroom (A21)

Storeroom (A21)

This storage room, once filled with forgotten crates and unused tools, now serves a darker purpose. Dust clings to the air, the only light coming from a dim lantern set atop an overturned box. Thick ropes and a discarded blindfold lie on the cold stone floor—waiting. The door is reinforced and locked, its purpose clear. This is an impromptu holding cell, prepared by Tsuto for his sister, Ameiko, should she answer the letter he plans to send. The room is eerily quiet, as if expecting its next unwilling occupant. Footprints in the dust suggest recent activity—someone has been pacing, preparing… waiting. If the party has spent enough time in Sandpoint, Tsuto sends a heartfelt letter to Ameiko, requesting a private meeting in the Glassworks basement. The letter is persuasive, appealing to their shared past and his supposed regrets. If she goes, he ambushes her, binds her, and locks her here as a bargaining tool or a final severance from Sandpoint. She leaves the letter at her inn.

Storeroom 2 (A4)

Storeroom 2 (A4)

Tools, clothing for servants, firewood, and other miscellaneous supplies are kept here.

The Curious Goblin

The Curious Goblin

The Curious Goblin is Sandpoint’s charming bookstore, located on the town’s main street with large windows showcasing neatly stacked books. A quirky sign featuring a goblin peeking over a book adds to its whimsical appeal. The shop has a cozy, inviting atmosphere, drawing in locals and travelers alike. Inside, the store is packed with shelves overflowing with books of all kinds, from historical records and ancient tomes to adventure novels and magical texts. The air carries the scent of old parchment and leather bindings. A comfortable reading nook with plush chairs sits in one corner, perfect for browsing through new finds. The bookstore is owned by Chask Haladan, an elderly bibliophile known for his warm smile and vast knowledge of literature. He loves chatting with customers about stories, history, and local gossip. With its welcoming ambiance and Chask’s passion for books, The Curious Goblin is a favorite stop for anyone seeking knowledge or a good story.

The Desecrated Vault

The Desecrated Vault

In the raid’s aftermath, Father Zantus doesn’t at first notice Ezakien Tobyn’s desecrated vault. But soon after, he sees the stone door ajar and alerts Sheriff Hemlock, who asks the heroes to assist him in the Sandpoint Boneyard. Hemlock suspects little—maybe a trapped goblin—but wants to appraise the heroes. As they walk, he thanks them for their aid and asks about their future plans, hoping to build an alliance. At the Boneyard, he has Zantus wait at the Cathedral while the heroes help investigate. The 20-foot vault’s door is open, and the ground is churned up. A DC 12 Perception check reveals goblin and humanoid footprints. Inside, two animate dead scrolls were used to raise skeletons, left as a deadly trap. They attack immediately. A search finds the discarded scrolls and an empty sarcophagus—Tobyn’s bones are gone. Hemlock suspects the goblin raid was a distraction for the theft and urges secrecy to avoid further panic in town.

The Feathered Serpent

The Feathered Serpent

The Feathered Serpent is Sandpoint’s exotic shop for magical items and rare curiosities. Located on a quiet street, its carved serpents and coiled, winged serpent sign give it an air of mystique. Inside, the shop is dimly lit and packed with magical trinkets, potions, ancient scrolls, and strange artifacts. The air is scented with incense and old parchment, adding to its mystical ambiance. The shop is owned by Vorvashali Voon, an eccentric man known for his vast knowledge of magic and love for rare collectibles. He eagerly shares stories about his artifacts, enhancing the shop’s intrigue. The Feathered Serpent is a treasure trove for adventurers seeking magical tools or forbidden knowledge.

The Hagfish

The Hagfish

The Hagfish is Sandpoint’s most popular tavern, known for its lively atmosphere and infamous drinking challenge. Located near the docks, the building has a rustic, nautical charm, with fishing nets and sea trinkets decorating the walls. A wooden sign depicting a grinning hagfish hangs above the entrance. Inside, the tavern is bustling with activity. Wooden tables and benches are packed with locals and sailors enjoying hearty food and strong ale. At the center of attention is Nora, the live hagfish swimming in a murky tank behind the bar. Patrons try to drink a mug of its slimy water for a cash prize, but few succeed. The tavern is owned by Jargie Quinn, a friendly and boisterous man with a loud laugh and a love for storytelling. He is known for his generosity and easygoing nature, making The Hagfish a welcoming spot for travelers, adventurers, and locals looking for good company and entertainment.

The Locksmith

The Locksmith

The Locksmith in Sandpoint is a small, unassuming shop located along one of the quieter streets near the town’s edge. Its sturdy wooden door is reinforced with iron bands, and a sign depicting an intricate key hangs above the entrance. Inside, the shop is meticulously organized, with shelves displaying an array of locks, keys, bolts, and security mechanisms of all shapes and sizes. The faint scent of metal polish lingers in the air, and the rhythmic sound of filing or tinkering can often be heard from the back room. The locksmith is owned and operated by Volioker Briskalberd, a grizzled but good-natured dwarf known for his exceptional skill and attention to detail. He is trusted by the townsfolk for his discretion and reliability, and his custom-made locks are reputed to be nearly impossible to pick. Despite his gruff demeanor, Volioker is known to share stories of his adventuring days with customers he trusts.

The Pixie’s Kitten

The Pixie’s Kitten

The Pixie’s Kitten is Sandpoint’s most notorious establishment, known for its playful charm and risqué entertainment. Located near the docks, its bright colors and whimsical sign featuring a winking pixie attract curious visitors. Inside, the atmosphere is lavish and intimate, with velvet cushions, silk drapes, and soft music. The air is scented with exotic perfumes, creating an inviting ambiance. Despite its reputation, the decor is tasteful and elegant. The house is run by Kaye Tesarani, a charismatic and savvy businesswoman known for treating her employees with respect and ensuring their safety. The Pixie’s Kitten is more than just a brothel; it’s a place of charm, entertainment, and discretion, attracting a diverse clientele and adding intrigue to Sandpoint’s social scene.

The Rusty Dragon

The Rusty Dragon

The Rusty Dragon is Sandpoint’s most popular inn and tavern, known for its lively atmosphere and exotic cuisine. Located near the bustling Sandpoint Market, its rustic charm and the distinctive rusty metal dragon above the entrance make it a local landmark. Its warm glow and cheerful noise attract travelers and locals alike. Inside, the tavern is lively and welcoming. Wooden tables fill the spacious common room, where patrons enjoy hearty meals and strong drinks. A large fireplace provides warmth and a cozy ambiance. The air is filled with the scent of exotic spices and sizzling dishes, giving the place a unique appeal. The inn is owned by Ameiko Kaijitsu, a former adventurer known for her bold personality and cooking skills. Her Tian-inspired dishes are a favorite, and her vibrant storytelling entertains guests. The Rusty Dragon is more than just a place to eat and sleep; it’s a hub of gossip, tales, and intrigue, making it a cornerstone of Sandpoint’s social life.

The Sage

The Sage

The Sage is Sandpoint’s local library and arcane study, a modest two-story building of stone and timber, adorned with creeping ivy. Inside, the air is thick with the scent of old parchment and candle wax, filled with shelves of books, scrolls, and tomes, making it a treasure trove for knowledge seekers.

The Way North

The Way North

The Way North is Sandpoint’s premier map and cartography shop, located near the northern edge of town. It is a cozy, cluttered store filled with rolled-up maps, charts, and navigation tools hanging from every wall and shelf. Owned and operated by Veznutt Parooh, a cheerful and curious gnome, the shop is a hub for explorers, travelers, and scholars seeking knowledge of Varisia’s wild frontiers. Veznutt’s extensive collection includes maps of ancient Thassilonian ruins, hidden trails, and uncharted territories. His friendly demeanor and eagerness to share tales of adventure make The Way North a favorite stop for adventurers passing through Sandpoint.

The White Deer Inn

The White Deer Inn

The White Deer is one of Sandpoint's two main inns, known for its cozy atmosphere and stunning view of the Varisian Gulf. Perched on a bluff at the northern edge of town, it offers spacious, comfortable rooms and a large common room with a roaring hearth. Named after a legendary white stag said to wander the nearby woods, the inn features rustic wooden decor and tapestries depicting Varisian myths. It is owned and run by Garridan Viskalai, a stern but fair Shoanti man who keeps a respectful, quiet establishment. Popular among travelers and locals seeking a peaceful retreat, The White Deer is known for its hearty meals and breathtaking sunsets.

Turandarok Academy

Turandarok Academy

Turandarok Academy is both a school and orphanage, providing education and shelter to Sandpoint’s youth. Built early in the town’s history, it was designed to keep children from idleness and trouble while offering a safe haven for orphans. The ground floor serves as a classroom, where students learn reading, arithmetic, and history, while the upper floor houses orphans in simple but comfortable dormitories. Though the building shows signs of wear, it remains well-maintained and welcoming. Beneath the academy lies its most mysterious feature—a locked basement, claimed entirely by Headmaster Ilsoari Gandethus. The children whisper wild rumors about what lurks below—goblin farms, phantom spiders, or even the Sandpoint Devil. In truth, it holds Ilsoari’s collection of relics, maps, and adventuring trophies, though he enjoys letting the myths persist. Despite these mysteries, the academy remains a pillar of learning and security in Sandpoint.

Two Knights Brewery

Two Knights Brewery

Two Knights Brewery is Sandpoint’s local brewery, famous for its hearty ales and welcoming atmosphere. Located near the edge of town, the rustic building features a sign with two crossed knight helmets. The rich scent of hops and malt drifts from the open windows, inviting locals and travelers to stop in for a drink. Inside, the brewery is warm and lively, with long wooden tables where patrons gather to enjoy freshly brewed ales and ciders. Behind the bar, massive copper kettles gleam as the brewing process continues. The walls are decorated with tapestries of heroic knights, giving the place a rustic, charming vibe. The brewery is owned by Gaven Deverin, a cheerful and hardworking man who takes great pride in his craft. He inherited the business from his family and continues the tradition of brewing quality ales that are beloved by the community. Two Knights Brewery is more than just a tavern; it’s a social hub where stories are shared, friendships are made, and pints are enjoyed.

Underground storage (A19)

Underground storage (A19)

This room is used to store sand and other raw materials. Two wheelbarrows sit against the wall. Just east of the stairs up to area A16, a brick wall has been dismantled to reveal an older passageway leading south. This is one of two walls Rokuro Kaijitsu bricked over after he learned that several of his employees were using the basement as a staging ground for their smuggling operation. Tsuto’s goblins removed this wall and the one north of area A22 the night before the raid. With his father blackmailed, Tsuto had no worries that word of his actions unblocking these tunnels would spread.

Valdemar Fish Market

Valdemar Fish Market

Valdemar Fish Market is Sandpoint’s bustling hub for fresh seafood, located near the docks with a clear view of the Varisian Gulf. The market is a sturdy, open-air building with wooden stalls overflowing with the day’s catch. The salty sea breeze mixes with the smell of fish, creating a lively, coastal atmosphere. Inside, fishmongers shout their prices as they gut and clean fish, crabs, and shellfish. Barrels of salted fish and baskets of clams line the walls, while ice-packed displays showcase the freshest catches. Locals and travelers crowd the market, haggling for the best deals. The market is owned by the Valdemar family, one of Sandpoint’s founding families, known for their wealth and influence in the town’s shipping industry. Ethram Valdemar, the family patriarch, oversees the business, ensuring the market remains a cornerstone of Sandpoint’s economy. Valdemar Fish Market is the go-to spot for fresh seafood and a lively glimpse into Sandpoint’s daily life.

Valdemar Manor

Valdemar Manor

Valdemar Manor is the grand estate of the Valdemar family, perched on a hill overlooking the Varisian Gulf. Its imposing stone walls and elegant architecture reflect the family's wealth, while the lavishly decorated interior showcases polished marble floors and fine tapestries, all surrounded by well-kept gardens and a winding stone pathway.

Vernah’s Fine Clothing

Vernah’s Fine Clothing

Vernah’s Fine Clothing is Sandpoint’s go-to shop for tailored clothing and elegant designs. Located on the main street, its charming storefront displays stylish outfits, attracting locals and travelers alike. Inside, the shop is neatly organized, with bolts of fine fabric and expertly crafted garments on display. The air is scented with lavender, creating a pleasant shopping atmosphere. The shop is owned by Rynshinn Povalli, a skilled half-elf seamstress known for her exquisite taste and attention to detail. Despite her reserved nature, she is friendly and attentive to customers. Vernah’s Fine Clothing is known for custom designs and high-quality fabrics, making it popular among Sandpoint’s fashionable residents.

Washing Pool (B4)

Washing Pool (B4)

Water ripples quietly in this circular stone pool, the rim of which is lined with skulls. This pool was once used as a place to wash the grime of the world above from the feet of visitors to the Catacombs of Wrath. Once per hour, the waters of the pool magically replenish and are purified. CREATURE: This approach to the Catacombs of Wrath is still guarded by an ancient creature, a hideous vargouille that generally rests in the shadows near the wall. The monster was placed here by the Scribbler, and over the centuries has remained, patiently waiting for a release from its duties and eager to attack anything that enters the room save sinspawn, Koruvus, Erylium, or anyone who openly displays a symbol of Lamashtu.

Washroom (A7)

Washroom (A7)

This room contains several washtubs for bathing and laundry; the small room adjacent is a toilet.

Welcoming Chamber (B3)

Welcoming Chamber (B3)

A red marble statue of a strikingly beautiful but, at the same time, monstrously enraged human woman stands in the middle of this room, her stony expression twisted in fury. The woman wears flowing robes, and her long hair is held back from her face by an intricate headdress of hooks and blades. In her left hand she carries a large book, the face of which is inscribed with a seven-pointed star. Her right hand holds a glittering metal-and-ivory Trident. The statue depicts Runelord Alaznist, identifiable as such with a DC 20 Intelligence (history) check. TREASURE: The Silvered Trident clutched by the statue can be removed with a little tugging. As a replica of Runelord Alaznist’s signature weapon, the Trident is a work of art as much as a weapon. It’s worth 400 gp.

Wheen’s Wagons

Wheen’s Wagons

Wheen’s Wagons is Sandpoint’s reliable wagon and cart shop, located near the edge of town. The workshop is simple but sturdy, surrounded by half-finished wagons, spare wheels, and wooden planks. A modest sign with a painted wagon wheel hangs above the door. Inside, the air smells of sawdust and varnish. The workshop is filled with tools, wood shavings, and workbenches cluttered with wagon parts. Finished wagons and carts are displayed outside, ready for sale or custom orders. The shop is run by Bilivar Wheen, a skilled but melancholy carpenter known for his durable, well-crafted wagons. Since the tragic death of his young daughter, he has become withdrawn and quiet, but his craftsmanship remains excellent. Wheen’s Wagons is the go-to place for farmers, merchants, and travelers needing reliable carts and repairs.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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