Skondarr

The Skondarr was a series of caves in the Dragonspine Mountains in the western Moonsea region. It was named after a bandit lord who used it as a stronghold in the early days of the 14 century DR.

Geography
The Skondarr was located beneath Mount Tesh in the western Dragonspine Mountains north of Teshwave. Its entrance was on the southwestern side of the peak. The entrance was well camouflaged and difficult to see even standing two or three strides away. It was often choked with detritus from avalanches, heavy rains, and dead vegetation ranging from brush to trees.

Interior
Every room in this hideout had its own name and story. The descriptions of the rooms given below were accurate around the Year of Wild Magic, 1372 DR, but the contents and occupants changed over time as people and creatures moved in and out, visited and revisited, and were displaced by others.

Dead Bear Cave
After descending the scree at the entrance to the Skondarr, the first room was known as Dead Bear Cave, named for the extraordinarily large bear that was defeated by a group of adventurers at some point in history. This cavern had a few stalactites hanging down and a floor that was mostly covered in rubble and sloped downward. The walls here had a few level ledges jutting out that held sand in which obvious symbols had been traced. These symbols varied over time and appeared to be a form of communication.

Durgath's Death
At the bottom of Dead Bear Cave was a smaller room called Durgath's Death, named for a talkative prospector that fell victim to a trap here, sometime around the Year of the Watching Cold, 1320 DR. The stalactites and stalagmites in this limestone cavern were carved by many hands over the years to hold small items like coffers, drinking flasks, daggers, and the like. Some of them were even labeled in crude letters to say things like "Berith", "Hooks", and "The Best". These open cubbyholes were also known to contain keys, rings, scrolls, nails, kindling, and even coils of fine Calimshan wire. The flame-jet trap that killed Durgath was a hole on the south wall at a height that required a short climb to reach, but blasted anyone who reached inside.

The Altar
At the other end of Durgath's Death was a crawl-way to a larger cavern known as The Altar because it contained a large, dark, flat rock formation that was obviously used as an altar for various rituals. The slab did not match the composition of the cave walls and it was a mystery how it got placed here. Animal carcasses left behind as sacrifices usually attracted scavengers or the occasional carrion crawler, or worse. There were two other exits from this room. The obvious one was through a gap in the back wall, but another was located in the roof of the chamber. The fissure was hard to see without proper lighting and reaching it was very difficult without magic. To access the Hidehole, a regular climber had to navigate an upside-down course on a wet, slippery stalactite-covered ceiling.

The Hidehole
Once a person reached the fissure to the Hidehole, the climb got much easier because it was a short, narrow passage. The Hidehole was a small room that was easy to defend and was often used as a place to rest, sleep, or guard treasure. Potable water with a strong mineral taste slowly dripped into a naturally formed basin on one wall. A horizontal shelf could be used (by a man-sized creature laying prone) to conceal themselves from, or attack, anyone entering the Hidehole. At one end of this shelf were two unusual symbols of unknown power chiseled into the stone wall.

Coronal's Doom
The easier exit from The Altar opened up into another limestone cavern named Coronal's Doom for a plot that was hatched here. In this case, Coronal did not refer to an elven king, but to a human patriarch of a powerful family that lived in Zhentil Keep. Tiny cracks decorated the walls of this room. Most were too thin or shallow to hide much of anything except cave-dwelling insects and invertebrates, but some could be used to hold one edge of a map or a scroll. The most noticeable feature in the room was the 80-foot (24 meter) shaft in the floor, known as Horthal's Neck, that led to the lower reaches of the Skondarr.

Horthal's Neck
Horthal was an adventurer of wide repute, but he met his end falling down this nearly vertical, trap-laden shaft and breaking his neck. The sides of Horthal's Neck were conveniently riddled with niches and holes that made for easy climbing, except for the many magical and mechanical traps that had been placed there over the years, some quite deadly. It was much safer to try and thread the needle by using a rope down the center and avoiding the walls as much as possible. At any given time, for the foolish, brave, or clever, the Neck contained all sorts of items, including, but not limited to: maps, scrolls, potions, wands, coin purses, and even deeds to properties in Selgaunt, Suzail, and Yhaunn.