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Session 52 ingest: create Nuts Deep — the Hellriders' fort outside Elturel, granted to Deez Nuts by Marshal Ulder Ravengard and serving as their crafting bastion
 
Session 52 ingest: correct — the party did reach and tour the fort (the Gray Watch) at session's end; add the walk-through detail and the facility rules
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== Nuts Deep ==
== Nuts Deep ==
'''Nuts Deep''' is a fortified outpost about a mile northeast of [[Elturel]], granted to [[Deez Nuts]] in [[Session 52 - Nuts Deep and the Turnip Wagon Ambush (2026-07-12)|Session 52]] by Marshal [[Ulder Ravengard]] on behalf of High Overseer [[Thavius Kreeg]]. It is the company's first stronghold and their crafting '''bastion'''.
'''Nuts Deep''' — formerly '''the Gray Watch''' — is a fortified outpost about a mile northeast of [[Elturel]], up on a rise overlooking the main road from the east. It was granted to [[Deez Nuts]] in [[Session 52 - Nuts Deep and the Turnip Wagon Ambush (2026-07-12)|Session 52]] by Marshal [[Ulder Ravengard]] on behalf of High Overseer [[Thavius Kreeg]]. It is the company's first stronghold and their crafting '''bastion'''.


It was named by [[Keyleth]], who worked through "Fort Nottingham" and "Nuts Keep" before arriving at '''Nuts Deep''', detonating the table and earning '''super inspiration''' on the spot. The DM renamed it on the map immediately: "Welcome to Nuts Deep." [[Baelgrum]]'s first act as co-lord: "We have to brainstorm the flag situation for that."
It was named by [[Keyleth]], who worked through "Fort Nottingham" and "Nuts Keep" before arriving at '''Nuts Deep''', detonating the table and earning '''super inspiration''' on the spot. The DM renamed it on the map: "Welcome to Nuts Deep." [[Baelgrum]], on first sight of the place: "Oh, f*** yeah." And immediately after: "We have to brainstorm the flag situation for that."


=== The Hellriders' fort ===
=== The Hellriders' fort ===
The fort was the home of the '''Hellriders of Elturel'''. Roughly 500 years ago, with devils "up to no good" in the region, the Hellriders opened a portal and rode ''into Hell'' to drive them back. The gate was closed soon after, but its residue left energies that made the fort hard to inhabit for long stretches — long since dispersed. It has stood largely unused since, because [[Elturel]] has not needed it: '''the Companion''', the great floating orb of light above the city, pushes back darkness, undead and evil and makes a direct assault on Elturel effectively impossible.
The fort was the home of the '''Hellriders of Elturel'''. Roughly 500 years ago, with devils "up to no good" in the region, the Hellriders opened a portal and rode ''into Hell'' to drive them back. The gate was closed soon after, but its residue left energies that made the fort hard to inhabit for long stretches — long since dispersed. It has stood largely unused since, because [[Elturel]] has not needed it: '''the Companion''', the great floating orb of light above the city, pushes back darkness, undead and evil, and makes a direct assault on Elturel effectively impossible.


What has changed is the [[Cult of the Dragon]]. The threat is no longer a siege but infiltration — hidden cultists, treasure caravans, movement on the eastern road — and this fort is the choke point. Ravengard's pitch, delivered to a party freshly returned from an infernal bargain, was pointed: '''"So if you've been to Hell and back, you're going to fit right in."'''
What has changed is the [[Cult of the Dragon]]. The threat is no longer a siege but infiltration — hidden cultists, treasure caravans, movement on the eastern road — and this fort is the choke point. Ravengard's pitch, delivered to a party freshly returned from an infernal bargain, was pointed: '''"So if you've been to Hell and back, you're going to fit right in."'''
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''(Note: the DM described the fort as unused for "a couple hundred years" while dating the Hell portal to ~500 years ago — a minor inconsistency, recorded here rather than silently reconciled.)''
''(Note: the DM described the fort as unused for "a couple hundred years" while dating the Hell portal to ~500 years ago — a minor inconsistency, recorded here rather than silently reconciled.)''


=== Location & condition ===
=== The walk-through ===
Nuts Deep sits on a rise directly on the main road from the east, within sight of Elturel's walls (and of the Companion). The walls are sound and the surrounding ground has been kept clear, but the buildings are empty and long-neglected — "there's mice, tons of spider webs, it obviously has not been used for a couple hundred years… But the bones of the building — bones are still strong."
At the end of Session 52 an administrator of Thavius Kreeg escorted the party out to the fort. It is utterly run-down — bare, empty rooms, mice, spiderwebs, nothing left behind by its last occupants — but structurally intact. '''The walls are sound and need no repair.''' As the DM put it: "the bones of the building — bones are still strong."


Existing structures:
The layout as described:
* '''Barracks''', with space for a substantial garrison and stores enough to outlast a siege of months
* '''Barracks''' (right-hand building) — housing for a garrison, with stores enough to outlast a siege of months
* '''Stables'''
* '''Stables''' — built for cavalry
* '''Forge / armory'''
* '''Armory / forge''' — for repairing weapons and armor
* An '''administrative / war-council building'''
* '''Administrative building''' (top) — purpose-built for war-strategy meetings
* A '''mage tower''', with residual arcane energies still present
* '''Mage tower''' (top) — a mage was ''always'' assigned to this fort, and '''arcane energies still linger''' in the tower
* A '''siege tower''' with a legacy signal-flag apparatus for communicating with Elturel — usable "even if magic is blocked for some reason"
* '''Siege tower''' (bottom left) — raised against siege engines; still holds the old '''signalling equipment''' for communicating with Elturel (visible from the walls) even if magic is somehow blocked


=== Terms of the grant ===
=== Terms of the grant ===
[[Deez Nuts]] hold '''ownership or lordship''' of the fort. They are explicitly '''not''' expected to garrison it — Elturel will assign soldiers once the barracks are restored. Ravengard: "I don't expect y'all to be manning the towers and running the catapults. What we need is leadership and the ability to think strategically… You're much more useful as sort of the mobile strike force that you have shown yourselves to be."
[[Deez Nuts]] hold '''ownership or lordship''' of the fort. They are explicitly '''not''' expected to garrison it — clean up the barracks and Elturel will send soldiers to man it. Ravengard: "I don't expect y'all to be manning the towers and running the catapults. What we need is leadership and the ability to think strategically… You're much more useful as sort of the mobile strike force that you have shown yourselves to be."


Staff can be hired from the population between [[Baldur's Gate]] and Elturel, or recruited '''through a character's faction''', which yields people aligned with that faction's ethos. The party is advised to speak with Thavius Kreeg's representative about specific expectations.
Staff can be hired from the population between [[Baldur's Gate]] and Elturel, or recruited '''through a character's faction''', which yields people aligned with that faction's ethos.


=== The bastion (crafting) ===
=== The bastion (crafting) ===
Confirmed by the DM at Baelgrum's direct question: once restored, Nuts Deep '''is a bastion''' for the campaign's [[Dragon Harvest & Crafting|crafting system]]. Each PC may claim a '''facility'''; facilities are level-gated, and grant a '''discount on both the cost and the time''' of crafting. Options raised at the table:
Confirmed by the DM at Baelgrum's direct question: once restored, Nuts Deep '''is a bastion''' for the campaign's crafting system. Each PC may claim a '''facility'''; facilities are level-gated and grant a '''discount on both the cost and the time''' of crafting. Each character's squire is their one starting helper; as facilities are built, '''specialists are hired''' to run them.


* '''Forge''' — hire a smith from the city
Facilities named at the table:
* '''Forge / smithy''' — hire a smith from the city
* '''Alchemy lab''' — potions
* '''Alchemy lab''' — potions
* '''Arcane study''' — magic items
* '''Arcane study / magic-item workshop'''
* '''Research facility''' — a scholar with connections to the libraries of the Sword Coast, who researches and sends findings back
* '''Research facility''' — a scholar with connections to the libraries of the Sword Coast, who chases lore and sends findings back
* '''Teleportation room''' — becomes a destination for [[Shade]]'s Teleport
* '''Armory'''
* '''Teleportation room''' — would make Nuts Deep a Teleport destination for [[Shade]], alongside [[Neverwinter]], [[Waterdeep]] and [[Baldur's Gate]]
* '''Barracks'''
* '''Barracks'''


'''House rule — no Bastion turns.''' The 5e bastion economy is not used: "We're not really going to do Bastion turns, and we've got the crafting system, so any of those facilities that say you can do this or that, don't worry about that. It's going to be the crafting thing that's on the wiki." (See [[House Rules]].)
'''House rule — no Bastion turns.''' The 5e bastion economy is not used: anything a facility says you "can do on a bastion turn" is ignored, and all making and crafting runs through the campaign's crafting system. (See [[House Rules]].)


Squires are, by default, '''parked at Nuts Deep''' rather than travelling with the party — "we're not just going to have a party of 12 or 13 characters. That'll be ridiculous."
Squires are, by default, '''parked at Nuts Deep''' rather than travelling with the party — "we're not just going to have a party of 12 or 13 characters. That'll be ridiculous."


=== Open work ===
=== Open work ===
* Restore the buildings; stand up the forge, and the facilities each PC chooses
* Restore the buildings; stand up the forge and each PC's chosen facility
* Hire staff and a garrison; Elturel will man it once the barracks are fit
* Hire staff and specialists; clean the barracks so Elturel garrisons it
* Settle the flag
* Settle the flag
* [[Keyleth]] proposed recruiting labor from the burned-out homesteads north of Neverwinter — a village of people with nothing left and nowhere to be
* [[Keyleth]] proposed recruiting labor from the burned-out homesteads north of Neverwinter — a village of people with nothing left and nowhere to be


=== Appearances ===
=== Appearances ===
* [[Session 52 - Nuts Deep and the Turnip Wagon Ambush (2026-07-12)]] — granted and named ''(the party had not yet reached it when the session ended)''
* [[Session 52 - Nuts Deep and the Turnip Wagon Ambush (2026-07-12)]] — granted, toured, and named


[[Category:Locations]] [[Category:Rise of Tiamat]]
[[Category:Locations]] [[Category:Rise of Tiamat]]

Revision as of 19:17, 13 July 2026

Nuts Deep

Nuts Deep — formerly the Gray Watch — is a fortified outpost about a mile northeast of Elturel, up on a rise overlooking the main road from the east. It was granted to Deez Nuts in Session 52 by Marshal Ulder Ravengard on behalf of High Overseer Thavius Kreeg. It is the company's first stronghold and their crafting bastion.

It was named by Keyleth, who worked through "Fort Nottingham" and "Nuts Keep" before arriving at Nuts Deep, detonating the table and earning super inspiration on the spot. The DM renamed it on the map: "Welcome to Nuts Deep." Baelgrum, on first sight of the place: "Oh, f*** yeah." And immediately after: "We have to brainstorm the flag situation for that."

The Hellriders' fort

The fort was the home of the Hellriders of Elturel. Roughly 500 years ago, with devils "up to no good" in the region, the Hellriders opened a portal and rode into Hell to drive them back. The gate was closed soon after, but its residue left energies that made the fort hard to inhabit for long stretches — long since dispersed. It has stood largely unused since, because Elturel has not needed it: the Companion, the great floating orb of light above the city, pushes back darkness, undead and evil, and makes a direct assault on Elturel effectively impossible.

What has changed is the Cult of the Dragon. The threat is no longer a siege but infiltration — hidden cultists, treasure caravans, movement on the eastern road — and this fort is the choke point. Ravengard's pitch, delivered to a party freshly returned from an infernal bargain, was pointed: "So if you've been to Hell and back, you're going to fit right in."

(Note: the DM described the fort as unused for "a couple hundred years" while dating the Hell portal to ~500 years ago — a minor inconsistency, recorded here rather than silently reconciled.)

The walk-through

At the end of Session 52 an administrator of Thavius Kreeg escorted the party out to the fort. It is utterly run-down — bare, empty rooms, mice, spiderwebs, nothing left behind by its last occupants — but structurally intact. The walls are sound and need no repair. As the DM put it: "the bones of the building — bones are still strong."

The layout as described:

  • Barracks (right-hand building) — housing for a garrison, with stores enough to outlast a siege of months
  • Stables — built for cavalry
  • Armory / forge — for repairing weapons and armor
  • Administrative building (top) — purpose-built for war-strategy meetings
  • Mage tower (top) — a mage was always assigned to this fort, and arcane energies still linger in the tower
  • Siege tower (bottom left) — raised against siege engines; still holds the old signalling equipment for communicating with Elturel (visible from the walls) even if magic is somehow blocked

Terms of the grant

Deez Nuts hold ownership or lordship of the fort. They are explicitly not expected to garrison it — clean up the barracks and Elturel will send soldiers to man it. Ravengard: "I don't expect y'all to be manning the towers and running the catapults. What we need is leadership and the ability to think strategically… You're much more useful as sort of the mobile strike force that you have shown yourselves to be."

Staff can be hired from the population between Baldur's Gate and Elturel, or recruited through a character's faction, which yields people aligned with that faction's ethos.

The bastion (crafting)

Confirmed by the DM at Baelgrum's direct question: once restored, Nuts Deep is a bastion for the campaign's crafting system. Each PC may claim a facility; facilities are level-gated and grant a discount on both the cost and the time of crafting. Each character's squire is their one starting helper; as facilities are built, specialists are hired to run them.

Facilities named at the table:

  • Forge / smithy — hire a smith from the city
  • Alchemy lab — potions
  • Arcane study / magic-item workshop
  • Research facility — a scholar with connections to the libraries of the Sword Coast, who chases lore and sends findings back
  • Armory
  • Teleportation room — would make Nuts Deep a Teleport destination for Shade, alongside Neverwinter, Waterdeep and Baldur's Gate
  • Barracks

House rule — no Bastion turns. The 5e bastion economy is not used: anything a facility says you "can do on a bastion turn" is ignored, and all making and crafting runs through the campaign's crafting system. (See House Rules.)

Squires are, by default, parked at Nuts Deep rather than travelling with the party — "we're not just going to have a party of 12 or 13 characters. That'll be ridiculous."

Open work

  • Restore the buildings; stand up the forge and each PC's chosen facility
  • Hire staff and specialists; clean the barracks so Elturel garrisons it
  • Settle the flag
  • Keyleth proposed recruiting labor from the burned-out homesteads north of Neverwinter — a village of people with nothing left and nowhere to be

Appearances