Teshwave serves as a military base for Zhentil Keep’s forces and a caravan launching point for expeditions to Daggerdale. The Black Network and the Zhentilar also use Teshwave as a bivouac area for mercenaries and their nonhuman armies.good-sized tribes of orcs, gnolls, and ogres’that trail the Keep’s main force.
These nonhuman units aren’t paid, but they are given gear, food, and permission to sack the surrounding areas and attack caravans at will. Small-tomedium groups of these mercenaries are always roaming within 10 miles of Teshwave at any given time, looking for likely targets.
There is no government in Teshwave; the only law is the whim of the Zhents. The garrison commander is the ultimate decision-maker, but even his commands are subject to change at any time.
Locations
There are so few intact buildings in Teshwave that they all can be listed below. (DMs should place them within about 150 yards of each other.)
The Rapids. The Rapids is the last inn left standing in Teshwave, run by four citizens. These people are now little more than indentured servants, forced by the Zhentilar to cook, brew ale, and accommodate the customers.
Hallorfan Teshdale (CG hm) is a man in his late 60’s and the original proprietor of The Rapids. Hallorfan is resigned to his fate; he is too old to fight back and he has nowhere else to go.
Tula Woodsbridge (NG hf R1 ) is a young woman with a secret: She is a Harper, here to assess the situation in Teshwave. She plays the role of the serving wench (and all it implies) but takes it all stoically, marking what debts will be repaid when the time comes. She will shower attention on any strangers who might be adventurers and who could take a message to the other Harpers.
Doryn No-Mouth (LG hm) is a mute young man of about 17, fair of face, who acts as stable boy and handyman. He’s regularly taunted by the Zhentilar for his muteness, but he sees plenty. He can read and write’skills the Zhents do not know he possesses. Tula keeps a close eye on him.
Calla Ayetes (LG hf) is a stout young woman in her 20s with a pretty face and a quiet disposition. She helps Tula tend bar and is resigned to her fate.
Vergun’s Caravan Stop. Vergun is an unscrupulous merchant who, through a series of bribes to the ruling powers, has been allowed to set up shop in Teshwave. His prices are exorbitant and his goods are shoddy. PCs can buy anything from the Player’s Handbook Equipment section here at 50% markup.
The Pit. A ramshackle gambling den, festhall, and ale house, the Pit is run by off-duty soldiers and is a sought-after assignment. It is usually filled with Zhentilar, mercenaries, and nonhuman troops.
Shrine. This building is little more than a rough altar of stones and several canvas sheets set up as a shelter. Asdag, the Black Network priest of Cyric, conducts his services (some say sacrifices) here. The area radiates a protection from good 10. radius.
Manor House. This modestly-sized manor house is conspicuous: it is the largest and cleanest looking structure still standing. The manor was taken over by Guthbert Golthammer, the garrison commander. Asdag also lives here. The entry to the manor is always guarded by four Zhentilar commanders (F3, hp 24, AC 2 plate and shield, long sword). The Lair. This is a series of walls and building remains clumped together to form a large group of lean-tos. This area is so named because it is where the nonhumans normally sleep.
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