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OFFICIAL GAME ADVENTURE

for 4-6 Characters, Levels 0-3

UNDER
ILLEFARN
by Steve Perrin

CREDITS TABLE OF CONTENTS


Editor: Rick Swan Players Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Cover Artist: Jeff Easley
Interior Artist: Luise Perenne DMs Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Cartography: Stephen Sullivan Daggerford . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Typography: Kim Janke Regions.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Keylining: Stephanie Tabat, Personalities of Daggerford . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Colleen OMalley Adventures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Lizard Raid . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
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by TSR UK Ltd. Under Illefarn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
ADVANCED DUNGEONS & DRAGONS, AD&D, Pregenerated Characters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
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Under Illefarn is an AD&D campaign from others. If youd like a preview of the Alignment
book for a Dungeon Master and four to area where your character grew up, skip to For a beginning character, it is best to
eight 1st level characters. It is also possi- the People of the Forgotten Realms choose a lawful or neutral character. Dag-
ble to start as a 0 level character. More section on page 3. gerford is not a place that encourages
about that later. either the chaotic or evil, though a lawful
You start as a character in the trading Abilities evil person could probably hide his base
city of Daggerford. By the law of Dagger- Since everyone is starting out with a 1st nature without too much trouble.
ford, you serve in the militia. As a mem- level character (or lower), it is suggested Generally, chaotic and evil characters
ber of the militia, you have the that the Dungeon Master choose one of tend to disrupt a party of adventurers if
opportunity to participate in several the four methods under Creating the played properly. That alone is a good rea-
adventures which should enable you to Player Character in the Dungeon Mas- son to discourage their use as PCs, since
advance in level. When the campaign is ters Guide. Method I works best, but any 1st level characters need all the coopera-
over, your character should be at 3rd or of them will do. tion they can get.
4th level. A split class character may still
be at 2nd level for some or all of his or her Ability Checks Languages
classes.
If you have a character who reached 1st On several occasions throughout these All characters know the usual languages
level in N4, Treasure Hunt, your adven- adventures, you will be called on to roll of their alignment, class, and race. Liter-
ture took place in the sea to the west of Ability checks against one of your charac- acy is not common. Player characters with
Daggerford. After that adventure, your ters six attributes: Strength, Intelli- Intelligence greater than 5 and NPCs
character decided to see the world and gence, Wisdom, Dexterity, Constitution, with Intelligence greater than 7 can be
ended up in Waterdeep, the main trade and Charisma. The check will be termed expected to write Thorass, the local trade
city to the north. You soon found the big a Dexterity check, a Constitution check, tongue. The ability to read the various
city was a bit much for a simple islander, or whatever is appropriate to the situation runic languages is much more common.
so you gravitated to the smaller town of at hand.
Daggerford, finding out only after you An Ability check is rolled on 1d20. The Secondary Skills
settled into a squalid room at the Lady check is successful if the roll is equal to or Secondary skills in the Daggerford area
Luck Tavern (or a sumptuous suite at the less than the ability in question. For are not quite the same as given in the
River Shining Tavern if youve kept most example, a character with a Dexterity of Dungeon Masters Guide. Every character
of your loot from the treasure hunt) that 13 is trying to cross a log transversing two probably has had some training in some
residence in Daggerford means enlist- sides of a ravine. The Dungeon Master other skill besides his character class
ment in . . . but well get to that in a bit. calls for a Dexterity check, and the player skills. Either pick a background skill from
rolls a 14 on 1d20, a failure. The character the table that follows or roll for it, which-
To the Beginning Player falls to the bottom of the ravine. ever you and the Dungeon Master decide.
Ability Checks are sometimes modi-
If you have never played the ADVANCED fied by the difficulty or ease of the Daggerford Secondary Skill Table
DUNGEONS & DRAGONS game attempted action. The Dungeon Master
before, dont worry. Under Illefarn is will tell you what number needs to be Dice
meant to bring you to full speed as an rolled and what dice to use. Score Result
AD&D game player in as short a time as 01-02 Blacksmith
possible. Character Classes and Races 03-04 Bowyer/fletcher
All you need is the Players Handbook, 05 Armorer
although you might find the options pre- All classes and races can be found in the 06-15 Farmer
Daggerford area, though more urbanized 16-20 Forester
sented in Unearthed Arcana are also
types such as thieves, assassins, and 21-25 Innkeeper
helpful. Most of the decisions as to spell
choice, deities worshipped, weapons pro- monks are in short supply. Daggerford is 26-30 Hunter
ficiencies, and so forth are in the hands of a frontier, and the subtler specialties of Fisher (hook and line)
31-35
civilization have yet to take root. This 36-40 Herder (cattle or sheep)
the Dungeon Master. He will present you
does not mean that a thief, assassin, or 41 Jeweler
with your choices.
monk cannot come to Daggerford from 42-45 Leather worker/tanner
another, larger population center, but 46 Limner/painter
Creating Your Character they are unlikely to be homegrown.
47-50 Mason/carpenter
Various characters and races are more 51-52 Boatwright
likely to come from certain areas than 53-55 Tailor/weaver

2
56-60 Teamster/Freighter gains experience, the Dungeon Master Waterdeep, Secomber, and The Way Inn
61-65 Trader/barterer makes note of the characters inclina- all provide their quota of stalwart fight-
66-70 Trapper tions. Does the character continually pick ers.
71-75 Woodworker/cabinetmaker up new weapons and experiment with Rangers. The ranger population is
76-95 No skill of measurable worth them? Does he express a desire to learn mostly found in Daggerford, Secomber,
96-00 Roll twice, ignoring rolls of 76- magic? Does he try to sneak around and and The Way Inn. The relatively cosmo-
00 hereafter attempt to pick open locks? When the politan Waterdeep is not conducive to a
character finally reaches zero experience rangers way of life.
Possession of a secondary skill may not
points, the player and the Dungeon Mas- Barbarians. The barbarian population
necessarily help in the course of an adven-
ter get together and decide the characters resides on the High Moor and are reluc-
ture, but it cant hurt. It also provides
class, his alignment, and so forth, based tant to stray far from this area. They are
some insight into your characters current
on the characters actions and inclinations nomadic herders in constant warfare with
occupation as well as his past ones.
in his adventuring career so far. the goblinkind on the moor.
You can use a secondary skill by
For more details about 0 level charac- Magic Users /Illusionists. Magic users
reminding the Dungeon Master you have
ters, see Treasure Hunt (N4). of all stripes can be found everywhere,
it when a situation occurs when it might
though they tend to prefer residence in
come in handy. If the DM allows the use
of the skill, he may decide the skill works People of the Forgotten Realms more densely populated areas. Water-
deep is the center of magical activity in
automatically (Yes, because of your inn- The Forgotten Realms are described in these parts, with a recognized guild of
keeper skill, you know the proprietor of some detail in The FORGOTTEN low-level mages. The ruins of Dragon-
the Happy Cow personally and can ask for REALMS Campaign Set. PCs in Under spear Castle are reputed to contain high
a favor from him.), or he may have you Illefarn are usually from the north and level evil magic users.
make an Ability Check. (Since you are a west lands of the continent, though trav- Clerics. Like magic users, clerics are
hunter, make an Intelligence Check on elers might wander up the Trade Way also common throughout the Forgotten
1d20 to see if you recognize this trail.) from Cormyr or the mysterious Amn.
Remember, this means that if your char- Realms, though farming villages such as
Beginning characters are most likely Secomber have little to do with the main
acters Intelligence is 12, and you roll a 12 residents of the area within the 100 mile religions of the region, aside from their
or less, you succeed.) radius around Daggerford. The following resident druids and priests of Chauntea.
information suggests just where within Most adventuring clerics come from
Pre-Generated Characters that radius a particular class or race might Waterdeep, Daggerford, and Dragon-
If all this seems like too much work, come from. spear Castle.
which it certainly could be for a begin- Druids. The primary center for druid
ning player, there are six pre-generated Humans activity in the Daggerford area is the
characters on the last page of this book. If Most humans in the area come from one Misty Forest. Around Waterdeep, the Elf
you want to save yourself some trouble, of four regions: Waterdeep, Daggerford, Wood supports a large number of druids.
ask the Dungeon Master if you can see Secomber, and The Way Inn. Humans Thieves. Daggerford is too small to
these characters and can use one as your who dont actually live in these regions support a real Thieves Guild. Everyone
own. tend to depend on one of them as a mar- knows almost everyone, and serious
ketplace. thievery is virtually unknown. At the
Characters of 0 Level Cavaliers. These worthies mostly come same time, there is a fondness for the
An interesting way of starting a new from Waterdeep and Daggerford, though heroic thief who uses his talents to plun-
adventure is to begin with a 0 level char- a few come from Secomber. Most PC cav- der ruins and fortresses of evil. Therefore,
acter. This style of play was pioneered in aliers in Daggerford are the scions of the Daggerford does have a few adventuring
N4, Treasure Hunt by Aaron Allston. petty nobility that rule various holdings thieves.
At 0 level, your character starts as a nor- around the town. The duke of Dagger- Thieves from a more traditional back-
mal person with only one weapons profi- ford is a cavalier, as is his master of arms. ground come from far or are self-taught.
ciency, no magic, no special skills, and It is possible for a character to be a cousin There is no Thieves Guild in Waterdeep;
1d6 hit points. Its a good idea to allow a of the duke of Daggerford, if the DM its bad for business.
0 level character a full 6 hit points with- wants to deal with that kind of family Assassins. Assassins tend to frequent
out rolling dice. complications. big cities and arent much in demand in
The character also starts with -500 Fighters. True to tradition, fighters these regions. Any assassins in Dagger-
experience points. Thats right, 500 may come from just about anywhere in ford have come from further away than
points less than zero. As the character the Forgotten Realms. Daggerford, Waterdeep, which has also rid itself of
organized assassins. These days, most

3
assassins come from Amn or Westgate on to themselves. in larger communities.
the Inland Sea. Dark Elves. Dark Elves are said to Prices for simple items in Daggerford
Monks. There are no local training reside in the bowels of the mysterious are the same as those given in the Players
areas or monasteries for monks in Dag- Dragonspear Castle. Whether actually Handbook. More complex items, such as
gerford. Some may come to Daggerford there or not, it certainly is their sort of crossbows or chain mail armor, are not
from the Waterdeep area or from larger place. Dark Elves are not recommended manufactured locally. These items may
cities to the east and south. as PCs. be purchased from passing merchants,
but the markup is considerable: typically
Elves Dwarves 100%. A suit of chain mail, for instance,
which normally costs 75 gp will cost 150
Since the demise of the Fallen Kingdom, Whats left of the dwarven population is
in Daggerford, if it is available at all. As a
elves have been in short supply around mostly represented by Derval Ironeaters rule of thumb, any item costing more
Daggerford. However, a few chose not to extended family in Daggerford. A few
than 50 gp in the Players Handbook costs
leave with their former associates, and live in Secomber, a few more live in double in Daggerford.
they and their descendants still live in Waterdeep. There are not many left, but There is no alchemist available in Dag-
some of the more isolated areas. Because among the ones that remain, many long gerford. All potions are double price
of their love of nature, they are particu- to regain some of the lost glory of the van- when available, which is not often.
larly at home in the forests and plains. ishing dwarven race. Owing to their love Potions offered for sale must be brought
Although they are seldom encountered of drink, a tavern is a likely place to in from Waterdeep or from the other end
in the cities, their fascination with fine encounter dwarves. Talk of gold or other of the Trade Way, which gives Daggerford
jewelry and magic may draw them to precious metals is also sure to attract the another excuse to kick up the price. Rare
populated areas on occasion. attention of any eavesdropping dwarves. components for spells are even rarer in
Gold (High) Elves. One noble family Daggerford and again cost more than
of Gold Elves held on when the others Gnomes usual. The only apothecary in town is a
left. Sir Elorfindar and his family main- There are a few gnome merchants in Dag- priest of the Chauntea temple, and his
tain a High Elf presence in the Dagger- gerford, Secomber, and Waterdeep. Like sales are part of the temples income.
ford area to this day. the dwarves, gnomes are fond of drink What goods are available in Dagger-
Moon Elves. Normally, this type of elf and wealth,, but they also enjoy the plea- ford? All types of clothing are for sale,
is in much shorter supply than the Gold sures of nature. Lock for them in a local although garments made of cotton or silk
Elves. This is not the case in the Dagger- tavern or near a beautiful meadow. are high in price. Most clothing is made
ford area, mostly because of the great of wool, provided by local sheep, and
number of Gold Elves left with the Fallen Halflings leather. Forget about exotic furs, unless
Kingdom. Some Moon Elves stayed with the purchaser is willing to pay through
Sir Elorfindar after the Fallen Kingdom Halflings are not very common in Dag-
the nose for them.
broke up. Others stayed in the area for gerford, though the ones who live there
There are several blacksmiths in Dag-
reasons of their own. If not with Sir Elor- are quite prominent. Secomber, however,
gerford who can provide simple weapons,
findar, the Moon Elves can be found in is very much a halfling town. Almost
such as swords and axes, and household
the Misty Forest or the High Forest. They 50% of the population of Secomber is
equipment. Should either weapons or
can also be found in the Waterdeep under four feet tall. A few halflings can
armor be damaged, the local craftsmen
Woods, and some may be found in Dag- be found in Waterdeep and in some of
can mend them. There is much mended
gerford. Most PC elves are either grand- the farming hamlets around The Way
finery and weaponry on the streets of
children or great grandchildren of Sir Inn. They are more open and outgoing
Daggerford, mostly dependable and
Elorfindar or of some of the Moon Elves than either dwarves or elves and get along
mostly at a reasonable price.
who followed him. well with most other races.
Since Daggerford residents largely live
Wild Elves. These elves never consid- off the land, many farming and fishing
ered leaving their ancestral home. They Can You Get It in Daggerford? products are available. Produce, vegeta-
are found these days in the Laughing Daggerford is trying to be a busy metrop- bles, and meats are not hard to come by
Hollow and the Misty Forest. Because of olis, but is still basically a frontier area at affordable prices. Animals are com-
their nature, they do not make good that lacks many of the advantages found mon in Daggerford; animal care services
choices for PCs. However, since the Misty in a big city. It is just not large enough, and facilities abound.
Forest elves do interact with humans and for instance, to support very many crafts- Daggerford jewelers are always on the
other races on occasion, a Wild Elf PC men. Whats more, some of the Dagger- lookout for the occasional odd jewel that
should be from the Misty Forest. The ford craftsmen arent quite as proficient might find its way into town. Because
Wild Elves from Laughing Hollow keep in their chosen trade as their counterparts these come to Daggerford so infrequent-

4
ly, jewelers lucky enough to snag one can action, you are provided with three mili- dead body.
ask and easily get twice their normal sell- tia missions in which the adventurer can Elsewhere, the PCs may encounter
ing price. Magical items are quite rare, hunt down raiding lizard men (Lizard Lady Bronwyn, who is older than her
also selling for twice the price. There are a Raid), protect a caravan (Caravan Duty), brother, the duke, and far more inter-
lot of Daggerford merchants who are and rescue the dukes sister and make a ested in rulership. Are the PCs interested
unfamiliar with magical items and may powerful friend (Rescue Mission). The in helping her prove her worthiness to
inadvertently underprice them if they adventures may be undertaken in any rule? Can the map to Illefarn and the
cant figure out what theyre supposed to order. Besides providing experience and good will of the king of Laughing Hollow
be. A fortunate buyer may walk away the prospect of advancement, these be combined into a successful expedi-
with a treasure at a ridiculously low price adventures offer valuable clues and magi- tion? Is Baron Agwain going to attempt
if he happens to visit the marketplace at cal aid for the main adventure to come. vengeance against the people who
the right time. After the completion of the first three thwarted his courtship of Bronwyn?
adventures, natural disaster strikes in the
What Else? form of an earthquake. The characters are Controlling Storylines It can be frustrat-
given ample opportunity to make impor- ing when the PCs wander off in a direc-
This, of course, is only an overview of tant contacts during the rescue operations tion the DM doesnt want them to take.
life in Daggerford. If you have questions, following the earthquake. Then the town Here are some methods to help keep the
just ask the Dungeon Master. Better yet, discovers that a curse has arisen as a result PCs following the storyline you want
take some time to explore the city before of the quake, and the stalwart militiamen them to explore.
embarking on an adventure. Check out who have done so well in previous mis- For starters, make the characters an
the local businesses, listen in on the gos- sions are sent to find the source of this integral part of the campaign back-
sip at one of the taverns, walk the streets, curse. ground. Is someone playing a cavalier?
introduce yourself to friendly passers-by. Then have him attending the duke at the
Youll be right at home in no time at all. Dungeon Mastering Tips castle. Perhaps Lady Bronwyn is inter-
ested in him. This provides a powerful
Player Stop Reading Under Illefarn is an episodic cam-
motivation to chase after the abductor.
paign. That is, the campaign features
If you are playing a character in the Delfen is an excellent prod for a magic
adventures set in the same general area
Under Illefarn campaign, please stop user. If a character wants to learn more
with no unifying theme other than all of
reading here. Knowing the details of the spells, he will have to do Delfen a favor,
them involve members of the Daggerford
campaign will make it less fun to play for which just so happens to coincide with
militia. There are numerous plot threads
all concerned. the needs of the storyline.
to provide opportunities for future
If you intend to be the Dungeon Mas- The militia of Daggerford provides the
adventures once the campaign adven-
ter for the campaign, continue. most compelling reasons to keep the PCs
tures have been completed. The PCs may
on track. The characters initially have to
also wish to pursue one or more of these
go out on adventures because its their
Dungeon Masters Introduction plot threads between the presented
job, and theyre under orders. The mili-
adventures.
The following is primarily intended for tia also functions as a family unit for the
For example, one item of loot picked
the first-time Dungeon Master. Experi- PCs and encourages ties of allegiance. A
up by the characters in the Lizard Raid
enced DMs will be familiar with much of group that stays together is a lot easier to
adventure is a ceratosaur tooth which has
this material. Bear with us and read along. control; if one member of the group goes
been enchanted to summon ceratosaurs.
You still may pick up a thing or two. someplace, the rest are likely to follow if
The character has no immediate use for
they share this common bond.
this item, since it only works in the vicini-
The Daggerford Campaign Its a good idea to maintain some con-
ty of the Lizard Marsh. The obvious per-
Under Illefarn is focused on the town trol over the types of characters played.
son to sell this to is Redeye, the lizard
of Daggerford and, most importantly, on Evil characters, if played correctly, can
man chief. But how can the character
the institution of the Daggerford militia. create a lot of problems for a group of
make contact with Redeye? This would
The militia brings together characters novice characters. Not only do they instill
seem to call for another expedition into
who might never associate otherwise. distrust, they can destroy the more fragile
the swamp to face hostile lizard men and
Membership in the militia gives novice characters. Later, when everyone has had
dinosaurs and perhaps to discover the
characters a common origin and encour- more role playing experience, these char-
ruins of old forgotten villas from the
ages them to consider themselves part of a acters can be fun, but beginners should
Fallen Kingdom period. And how recep-
team. maintain the same attitudes as the heroes
tive will Redeye be? He might decide to
Once the characters are ready for of sword and sorcery stories and stand
just take the tooth over the characters
united against the forces of evil.

5
Goals for the Dungeon Master In short, immediately apparent? Are the charac- duke or another authority, at least they
the Dungeon Master should keep two ters being groomed for greater things? have found the answer to the mystery.
goals in mind. Why is Delfen in Daggerford? Is he This can give them incentive to gain fur-
The primary goal is to make the adven- recruiting for some secret project of his ther experience until they are ready to
ture fun for everyone. Players should own? Or is the mysterious Sir Elorfindar deal with the dangers of Dragonspear
have a good time running their characters trying to bring back the glories of the themselves.
and experiencing the adventures you Fallen Kingdom by recovering some of
present to them. You should have a good its lost treasures? Modifying Ability Checks
time astonishing them with your intrigu- Someone may have his own purposes Ability checks are sometimes modified
ing plots and interesting encounters. in mind for these adventures, but why he by the difficulty or ease of the task to be
The secondary goal is to keep the play- or she is doing it remains a mystery for the accomplished. The Dungeon Master may
ers guessing. In each of the adventures characters to solve. modify the chance of success in one of two
presented in this package, the PCs begin The Constant Irritation. Using a reoc-
ways.
with one problem and end up dealing curring annoyance can keep the charac- The simplest way is to add a difficulty
with a different one. For instance, they ters occupied and too busy to notice all modifier to a roll. For example, a climb
start out defending a neighboring castle the clues. It can be almost anything, from up a steep slope could call for a Strength
and end up negotiating with Redeye. an imperious council which makes too check. If the slope is particularly steep,
They start out scouting a caravan route many demands, to an irritating non-
add 1-5 to the number rolled before com-
and end up protecting a caravan. They player character (NPC) who tags along
paring it to the characters Strength. If
start out to rescue Bronwyn and end up with the group and gets them into trou-
the modified roll is too high, the Ability
befriending the King of Laughing Hol- ble. One such NPC might be Lady
check fails.
low. They start out investigating a curse Bronwyn. She isnt particularly irritating, Another way to modify an Ability
and end up finding the crown of Devin. but she definitely would get the party in
check is to use different dice. For exam-
These storyline changes are fairly simple, trouble if her brother found out they ple, rolling 3d6 instead of 1d20 means
but they keep the players guessing, and were encouraging her to adventure. that characters with high abilities will
that keeps up their interest. The None-Too-Subtle Clue. Whenever
almost always succeed, while those with
any of the above techniques seems to be low abilities will usually fail. This is
Tricks of the Trade wearing thin and the players are getting because the usual roll on 3d6 is between 9
restless, it is time to give them some satis- and 12. More difficult Ability checks can
Here are a few techniques that can
faction by allowing them to solve the
keep players coming back for more. Some be resolved by calling for the use of 4d6 or
problem or mystery at hand. Usually this even 5d6, making success almost impos-
may also be used as springboards for fur-
can be done by dropping a hint or a clue sible for all but characters with the high-
ther adventures.
to the solution that cant be missed.
The Hidden Enemy. Who is really est abilities.
One way to make the presentation of
behind all the problems that have beset
the clue more interesting is to select one Training and Experience in Daggerford
Daggerford? Who showed the lizard men
player and take him aside from the oth-
how to enter a keep unnoticed, encour- Normally, as described in the Dungeon
ers. Give him the clue in the guise of an
aged the orcs to attack the Trade Way, Masters Guide, training for a higher level
audience with a superior officer or a secret
encouraged Agwain to kidnap Bronwyn, costs 1,500 gp times the current level of
note from a friend. It is then up to the
encouraged the orcs to attack the Laugh- the character per week. The training takes
player whether or not his character shares
ing Hollow, and promoted the orc inva- a number of weeks appropriate to the
this information with his companions.
sion of Illefarn? previous activities of the character, as
Dont overdo this technique, however, as
Is it Kelthas the Dread, the necroman- determined by the DM.
you risk creating division in the group.
cer who has also invaded Illefarn? Is it all In Daggerford and the surrounding
You dont want that.
an elaborate plot by Sir Llewellyn to claim regions, gps are not as common as in rich-
You also can orchestrate a situation
his rights to the duchy? Is it some other er areas such as Waterdeep, Cormyr, or
which allows an important clue to fall
character who hasnt yet made himself Amn. Instead, payment is made in serv-
right into a PCs hands. For example, an
known? ice or as a form of reward.
orc band attacks and is defeated. Examin-
Of course, theres nothing to say that
ing the orc bodies, the PC finds an item
any single person is behind all of the
that was known to belong to old Duke
disasters, but it doesnt hurt for the play-
Pryden which was thought to be lost with
ers to think there is one mastermind.
him in the siege of Dragonspear Castle.
The Hidden Agenda. Is there an over-
Even if their lack of experience compels
all purpose to these adventures that is not
them to pass this information on to the

6
Service Quick Character Creation Daggerford still controlled the town, but
Those who spend many years in their it was given its own charter by Duke
If your players dont have the time, Conan 50 years ago. The current duke,
professions in service to other characters inclination, or enough experience to cre-
of higher level are paid in training to young Pwyll Greatshout, seems to have
ate their own characters, there are pre- no inclination to revoke the charter. The
attain higher status in their professions. generated characters in the center section town itself is run by the Council of
of this book. Give the players the statis- Guilds.
Rewards tics for these characters and all other nec- In a self-conscious imitation of the
Those who have performed a singular essary information. The physical Lords of Waterdeep, the members of the
service to their community or to a charac- descriptions of the characters are up to Council of Guilds attend meetings in
ter of higher level are rewarded with the players. masks and never reveal their identities to
training. Either the community provides the populace. However, the population
the training, or, if the community lacks Daggerford: History and Political of the town is too small for true secrecy.
the resources to provide the training, it Structure Everyone knows that the guildmasters are
calls in a favor from someone who can the members of the Council of Guilds.
The city of Daggerford got its name
provide it. The community or the charac- The guilds of Daggerford are not as
from an incident that happened about
ter who received the service makes formal as those of larger cities. There is
400 years ago. A wagon master sent his
arrangements for the training. the Smiths Guild, Merchants Guild,
son ahead of the family wagon one eve-
As a rule, adventurers gain training Tanners Guild, Farmers Guild, Water-
ning to locate a safe passage across the
through rewards. The militia of Dagger- mans Guild, Rivermans Guild and Tav-
Shining River. The boy located a ford,
ford in particular is rewarded with this erners Guild, among others. The chief
but was surprised and attacked by a party
training. You will learn more details priests of the towns three main religions
of lizard men. The lad slew six of the crea-
about the militia as you proceed with the (Chauntea, Lathander, and Tymora) are
tures with his only weapon, a dagger, and
campaign. also members of the Council of Guilds.
held off the rest until reinforcements
By the wording of the town charter, the
from the wagon arrived.
In Game Terms duke is not a member, but the head of the
This may be pure fancy or exact truth
A character earns gp credit by slaying militia, who happens to be the dukes
or something in between. The dukes of
monsters, by acquiring magical treasures, master at arms, is a member.
Daggerford claim to be direct descend-
or by any other methods aside from ents of that boy on the ford. The arms of
acquiring money which are normally the duke are represented by a bloody sil- Living in Daggerford
rewarded with experience points. This ver dagger on a blue field. Population
takes the form of a voucher voted to the When the elves of the Fallen Kingdom
character by the Daggerford Council. left for less crowded spaces, a new king- About 300 residents live in the town
This voucher is above and beyond any dom sprang up, known now as the King- and in the dukes castle. Most of them till
money earned in an adventure, and it can dom of Man. It was during that period the fields outside the town walls. There
be spent toward the normal costs of gain- that the dukes of Daggerford gained their are about 20 farming hamlets within a
ing a level. titles and rights to all the lands bordered days walk of Daggerford (15-20 miles),
by the estate of Floshin on the north, the each of which has about five families of
Example of Voucher Cork Sheperdson is a Lizard Marsh on the west, Dragonspear around 20 people. Each hamlet has a for-
1st level fighter who has killed monsters Castle on the south, and the Misty Forest tified town house to which the residents
and acted heroically to gain 1,700 experi- on the east. At times, the dukes have can retreat in case of a raid. There are also
ence points. To advance to 2nd level, he actively controlled the entire area, but some isolated farms and a few estates of
must have 2,000 experience points and these days they do not. minor nobility.
spend at least 1,500 gp for a weeks train- About a century after the dynastic war In all, there are about 1,000 people
ing. Cork also has accumulated 750 gp which destroyed the Kingdom of Man, dependent on the Daggerford market for
worth another 750 experience points. the dukes subjects began building their goods they cannot make themselves, and
Since the Daggerford council votes shops and homes outside the castle who would retreat to Daggerford in case
him a voucher for 1,700 gp worth of proper, closer to the Delimbiyr (Shining) of an invasion.
training for his great efforts on behalf of River. After a couple of problem-free cen-
the militia, Cork does not have to spend turies passed, the town became essential- Other Races
any of his hard earned gold for training. ly independent from the castle, although The racial mix in the Daggerford area is
He can use the money to buy himself a a common wall surrounded them both. predominantly human. Less than 15% of
suit of chain mail instead. For hundreds of years, the duke of the population are demi-humans. A few

7
of the dependent hamlets consist entirely except in times of trouble. Militia mem- dead if possible, but there is only one
of halflings. A couple of halfling families bers must show up for training at least priest in Daggerford with this ability. Vet-
live in Daggerford. There are very few one day per month. Some come more eran militia members have priority for
dwarves, gnomes, and elves (aside from often and gain proficiency earlier than raise dead.
the elves of Laughing Hollow), but the their peers. The militia is split up into Militiamen who participate in combat
ones who do live here are rather promi- various troops, and these troops meet on or other hazardous missions are entitled
nent in the community. different days. Generally, one of the sol- to split any loot they obtain among them.
diers will be training while more experi- The town is entitled to buy any magical
Opportunities for Training enced ones are on guard duty. items deemed necessary for the well-
Militia troops must stand guard three being of the town. Militiamen who train
The Militia days out of the month, acting as both a other militiamen are paid a fee of 5 sp per
By agreement with the duke, the town street patrol and wall guard. Usually, at day of training times their level. Note
maintains its own militia, trained by least two veteran troops are on duty on that 1st level militiamen cannot train
Duke Pwylls soldiers. Every healthy any given day, while the new troops train other militiamen.
human resident of the town between 15 and help the veterans.
and 35 is required to be a member of the Militia training is sufficient to bring a Training in Magic
militia. Halflings between 22 and 60, character up to the 1st level of experience. The main teacher of magic in the area
dwarves between 35 and 120, gnomes Militia members can also gain further is Delfen Yellowknife, a mage who lives
between 50 and 250, and elves between experience in the performance of their in a small tower on the wall of Dagger-
150 and 500 must also serve 20 years in duties, as will be seen. ford. Delfen takes in apprentices, and
the militia. Only pregnant women and Militia members are not just fighters. generally has three or four at any one
mothers with young children are excused, The general success of adventuring orga- time. He is contracted to the town of
and then only until the children are five nizations has taught the village elders Daggerford to provide training in magic
years old. The territory around Dagger- that all walks must participate in the and to provide special spell casting. He
ford is occasionally besieged by evil defense of the area, so clerics and magic also trains his apprentices in knife fight-
invaders, and everyone must be ready to users, too, are pressed into militia service. ing.
defend their homes and lives. Thieves, monks, assassins, and the like Duke Pwylls personal magic user,
Even transients of the right age find are considered to be fighters for the pur- Gwydion Pen Dafwyd, teaches magic to a
themselves either training with the militia poses of the militia. couple of the younger sons of minor
or asked to leave the town. If a person stays Any militiaman who can afford such nobility, as well as to the dukes older sis-
longer than two weeks, a militia soldier weapons as maces and swords is trained in ter, Bronwyn.
shows up at his residence to induct him. Of their use by the dukes master at arms, Sir There are no illusionists openly work-
course, the person can try to evade this Llewellyn Longhand. He also provides ing in Daggerford, though gnomes can
duty, but in a town the size of Daggerford, advanced training in swords and riding to get illusionist training from Korbus
this is difficult. Anyone can avoid the duty the minor nobility. The dukes master of Brighteyes.
by paying the expenses of another militia- the hunt, Kelson Darktreader, gives There are four places of worship in
man, but most residents would rather instruction in bows and other hunting Daggerford. The largest is the temple of
spend the time than the money. weapons to those with talent. Chauntea, the Lady of the Harvest.
Those living in outlying areas are also The main problem of the militia is Priestess Merovyna presides over this tem-
expected to have militia training and hanging on to its veteran members. If ple. Those who worship other deities also
duty. This is mainly accomplished by they gain any significant expertise, the worship at small shrines maintained by
local musters, usually at the estate of a veterans start thinking about hiring out Merovyna and her acolytes. Merovyna
local baron or the common of a hamlet. as mercenaries to Waterdeep or to the car- instructs novices in the ways of religion
Representatives of the Daggerford militia avan masters. Or they might start think- and the soil.
ride out to the muster and help with the ing about doing a little adventuring of Those wishing to learn the druid faith
training. their own. can make contact with the druids of the
New militia recruits are taught to ride All militia equipment aside from Misty Forest through the temple of
and to use a spear. Each militiaman is spears and armor must be supplied by the Chauntea.
given one spear and one suit of studded militia member. The militia has the use The temple of Lathander is on the hill
leather armor. If the armor is ruined in of medium horses owned by the town. next to the dukes castle, The duke him-
any way, the militiaman must replace it. The town must be repaid for the loss of a self worships here, as do most of the cas-
Spears are replaced free. horse, either with money or with extra tles residents. As the highest ranking
Militia duty is actually quite light, militia service. Militia members who die priest in town, Liam Sunmist ministers to
in the line of duty will be raised from the

8
priest in town, Liam Sunmist ministers to 1. Barracks den, a 3rd level priest working out of the
all who need him and trains anyone who temple. He has the ingredients for most
After the invasion from Dragonspear
comes to him for instruction. common spells, but he depends on cara-
Castle, the Council of Guilds decided
The shrine of Tempus is a new addition vans for more exotic ingredients.
that the town needed a central place for
to the town, and its priest, Baergon
on-duty troops to stay, as well as a head-
Bluesword, is a recent addition to the 5. Cisterns
quarters for the troops stationed in the
community. He is there mostly for the
town by Waterdeep. These tall stone structures are kept
Waterdeep troops, but many other mili-
The barracks is a two-story construction filled by the Watermens Guild. The
tia members and adventurers who had to
with a new drill field now used by the water is used for the horses pastured on
fight in the Dragonspear invasion have
militia, much to the relief of the trades- the commons and as storage in case of
developed an interest in Tempus, and his
men who were tired of having to tear siege or fouling of the river water.
small shrine is becoming crowded.
down their stalls in the marketplace so
On the other hand, the shrine of
the militia could drill. 6. Commons
Tymora has been a part of the town for
centuries. This patroness of adventurers This area, which takes up almost half
2. Caravan Gate
has a regular number of worshipers, but of the town, is kept purposely clear as an
not enough to warrant construction of a This is the largest gate in the walls and emergency pasture for the farmers cattle
temple. The current priest/attendant, is usually kept shut, opening only when a and sheep. Otherwise, the horses of the
Bando the Lame, has tended the shrine caravan is camped outside. There are two duke and the militia pasture here. The
for the last five years. 24-foot towers flanking the gate with a only buildings allowed in this area are the
walkway over the gate between them. dukes castle, Lathanders temple, the
Description of the Town The gate itself is 16 feet tall. The flanking town stables, and the cisterns.
towers have arrow slits covering the gate By agreement with the duke, this is
(See Map 3.) area on both stories. considered to be ducal property which he
Daggerford is a walled town built leases to the town.
against the side of a low hill. The town 3. Caravan Quarter
wall also surrounds the castle of the duke This is a section of wooden buildings, 7. Cromachs Smithy
of Daggerford. The wall protects the mostly hotels and shops, with a largely Cromach is a human blacksmith who
town and castle from periodic flooding. transient population. During the winter specializes in household and animal care
Most of the towns buildings are built when the caravans arent moving, the equipment. He is not the weaponsmith
on the low ground below the hill holding quarter is virtually unpopulated. Derval is and knows it, and he does not
the dukes castle. The area surrounding The permanent population in the try to compete. He has a very nice trade in
the castle is almost entirely given over to quarter has traditionally consisted of the useful items and is very comfortable with
the commons, where horses and cattle few demi-human residents of the city, his work.
graze in times of siege and when the river mostly halflings, who are not attached to Cromach is something of an artist. His
floods the lowlands around the castle. major merchant families like those of pots and other ironwork are treasured for
Generally, most of the buildings in the Derval and Korbus. their fine beauty as much as for their util-
town are made of wood and thatch. How- However, for reasons shown later, sev- ity.
ever, since Derval Ironeaters family eral of the farmers who formerly lived in
brought their stone working skills to town the farmers quarter have been moving 8. Delfens Tower
a century ago, a number of people have into the caravan quarter, increasing the
built in stone. The duke replaced the last When the mage, Delfen, came to Dag-
domestic animal population as well as the
wood in his castle with stone, the wall gerford, the northwall tower was under
human one.
towers were rebuilt in stone, and several construction. He paid the town a goodly
important town buildings have been sum to take over the tower in exchange for
4. Chaunteas Temple
built or rebuilt in stone. swearing to keep the town safe from its van-
Most of the residences in the crowded Merovyna the priestess presides over tage point on the hillside. This he has done
living areas are still made of wood. Place- this large stone establishment not far to the best of anyones reckoning.
ment of these wooden buildings is some- from the farmers gate. She has several The towers arrow ports are smaller
times rearranged due to the occasional underpriests between 2nd and 5th level, than usual, since all they are needed for is
fire. Fortunately, proximity to the river and they spend their time fulfilling the room to let a magic user see a target for a
allows the Watermens Guild to quench needs of the temple, including blessing spell. The windows facing in are much
fires quickly. fields and researching new plants. larger, allowing Delfen to look out over
The only apothecary in town is Dune- the town if he desires.

9
Like all the other towers, this one is 11. Farmers Gate he disdains adventurers and soldiers and
three stories tall. The top story is Delfens concentrates on a clientele of farmers and
This is the most used gate in Dagger-
living quarters. The second story is where townsmen. Nothing in the decor or in the
ford, as it is the closest to the fields out-
he teaches his apprentices and where they attitudes of the employees recalls Fulbars
side of town. This gate is usually open,
sleep if they are staying with him. The adventuresome past.
even at night, unless times are trouble-
first story contains a stable for his riding some. The gate is built into a broad tower
mule and is also used for general storage. 16. Korbuss Jewels and Fine Ornaments
and has just enough room for one farm
cart to enter at a time. The gate is about Korbus Brightjewel is a gnomish jewel-
9. Dervals Smith 10 feet tall. er who could have a much higher class of
Derval Ironeater is a dwarf who has the customer in Waterdeep but prefers the
largest smithy in Daggerford. The back 12. Farmers Quarter small town life of Daggerford. Represent-
area is full of construction tools created atives of the great trading companies of
This is the section of town mostly occu-
for the building projects he and his fami- Waterdeep visit Korbus frequently to buy
pied by the farmers who till the soil to the
ly have worked on over the years. anything new he has created.
north of town. Some of them have small
Derval leaves most of the construction His shop is a small one-story building.
herds of cattle and sheep, while others
business to his family. He is primarily As gnomes prefer, the family quarters are
have chickens in the back yard. This area
interested in war gear. He makes the fin- in the basement. Korbus can be seen
is noisy and has a definite odor.
est swords, axes, and spear blades from almost every day in the front part of his
Waterdeep to Baldurs Gate, or so he store, working on some piece of jewelry.
13. Farrels Fine Jewels and Apparel
says. His work is popular, even though his
prices are high compared to the other Farrels is a large store, actually a 17. Lady Luck Tavern
weaponsmith in town. branch of one of the Waterdeep trading
This two-story structure was once a
companies. It acts as a middleman for
warehouse for a trading concern which
10. Ducal Castle interesting jewelry pieces coming
was wiped out by an orc raid. Darryl
through town, including magical ones
The castle was based on the first build- Orcslayer, an adventurer who helped
(which are always sold for double the
ing in Daggerford, but it has changed a destroy the orcs, was given the warehouse
price given in the Dungeon Masters
lot since the old days. For a while, it was as a reward by the survivors of the trading
Guide).
the only building, a simple wooden struc- family.
Farrels sells cloth, usually imported
ture surrounded by a palisade fence. Darryl died some years ago, but his
fabrics from distant regions. If you want
After it was burned down in an orc raid son, Owenden, presides over the tavern
cotton, silk, or rare furs, you go to Farrels
from the High Moor, the duke rebuilt in and encourages the patronage of soldiers
and pay high prices.
stone. He created a three-story stone keep and adventurers. The walls are decorated
on the hillside and surrounded it with a with weapons, armor, and trophies vari-
14. Guildmasters Hall
two-story stone wall. After the orc raiders ous patrons have brought back from their
were hunted down and destroyed, the This imposing two-story structure is battles.
people of the castle began building out- relatively new in town and contains the One interesting feature is a large stone
side the walls of the castle, eventually cre- meeting halls for the guildmasters as well column set in the middle of the floor. On
ating the town as it stands today. as offices for various Waterdeep compan- it are inscribed the unique symbols of
The ducal gate leads to the city and is ies who keep representatives in town to patrons who have died in battle or disap-
always open. Inside the courtyard are the meet incoming caravans. peared on a quest. Any toast given in the
dukes private parade grounds, his own There was some dissatisfaction when tavern must include a libation to those
blacksmith shop, and stables for his ani- the hall was built because several farmers who have fallen before us.
mals. The larder is well-stocked with pre- homes had to be torn down to accommo- Owenden is always eager to hear tales
served food, enough for a years siege. date it. The farmers were forced to move of adventuring and to repeat tales he has
About 50 people live in the castle, and to the caravan quarter. Many of these heard from others, but the only adven-
there is enough room for 100 more. Most farmers objected to having demi-humans turing he has done has been with the
of the dukes men at arms live in town, for new neighbors. militia. He did fight briefly during the
but his select guard lives in the keep. Dragonspear Castle invasion and freely
For a duke, Pwyll and his forebears 15. Happy Cow Tavern embroiders on his modest achievements
keep a very small household. But then, if pressed to tell of his adventures.
This pleasant tavern is the domain of
there arent any comparable nobility Fulbar Hardcheese, an adventurer half-
within 100 miles in any direction. ling who retired to keep the tavern. Now

10
18. Lathanders Temple van gate to the front gate of the dukes ern doubles as the meeting room for the
castle. Council of Guilds.
Lathander is the god worshipped by
Duke Pwyll. His cylindrical temple is the 21d. Tanners Way is actually a street of The Delimbiyr family took their name
largest in the town, the only one to share leatherworkers and other small clothing from the river and named the tavern after
manufacturers and sellers. The actual it, too. The River Shining Tavern is the
the hillside with the castle. Liam Sunmist
tannery is operated communally by all longest established tavern still operating
leads worship of this bright god of new
the tanners and kept outside the wall and in Daggerford and claims to date from
beginnings and lends magical aid to
downstream from the town so that it the towns founding. Certainly, the
those in need. He is the only priest in
doesnt pollute the towns drinking wooden buildings architectural style
town capable of casting a raise dead spell,
water. matches that of the oldest buildings in
and he can only do it once a day. He never
21e. Wall Street circles the town next to town.
charges for this favor, but he has his own
the palisaded wall and gives easy access to The first Delimbiyr was a half-elf
ideas about who gets raised first. Not sur-
the wall for soldiers. known as Kelven. He married a human
prisingly, the ducal household tops the
21f. Hill Road runs along the hillside woman and their children were human,
list.
that separates the castle from most of the as is the norm in the Forgotten Realms.
rest of the town. Still, the family treasures its elven heri-
19. The Marketplace
21g. River Road runs through the river- tage and uses a forest motif throughout
This large empty area is the site of the mans quarter and is noted for its fishsel- the tavern.
market which takes place every fiveday ler stalls and minor merchants who Only the most successful adventurers
and tenday of each ride. Farmers and sometimes have unusual finds collected with much gold to spend are welcomed at
small merchants bring their goods to the from the river. the River Shining Tavern, though no one
market and sell them from temporary 21h. Horse Way leads from the towns is turned away as long as they have the
booths. stables to the drill field. money for their drinks and meals. Meals
Recently, the booths have become start at 1 gp, though some cost as much as
more permanent, thanks to the installa- 22. River Gate 5 gp. The guest rooms in this two-story
tion of the drill field near the southern structure are generally available only to
wall. Before, the militia trained in the This gives access to the river and is usu-
ally closed, especially during flood time. the most noble and influential patrons.
marketplace and the booths had to be The normal price for a room is 2 gp per
Like the farmers gate, there is a tower
taken down at the end of each tradeday, day.
but now the booths can remain. Many built around it. It is mainly used by water
would now take a full day to dismantle. carriers who need to fetch river water for
the town. What few wells there are in the 25. Stables

20. Money Quarter town are normally kept untapped in case This is a general livery stable available
of siege. to the entire town. Militia horses and the
This is where the wealthy people of the water carriers horses are kept here, along
town live. It is a district of larger houses 23. Rivermens Quarter with personal horses belonging to the
that have little parks surrounding them. adventurers and people living in the
The larger merchants who dont live over This section of town is primarily occu-
pied by the people who make their living money quarter.
their places of business live here, as do a
couple of rich former adventurers. Some from the river. This includes fishermen
and some small merchants who make reg- 26. Shrine of Tempus
minor nobility with holdings in the area
also have small townhouses here. ular runs up the river to Secomber and Baergon Bluesword came to town with
back. While most traffic abandons the the Waterdeep troops fighting the Dra-
21. Named Streets river to take the Trade Way at Dagger- gonspear invasion. He found many fight-
ford, some traders continue down the riv- ers ripe for worship of Tempus and
While the town has many anonymous er to sell their goods at other hamlets and established a shrine near the farmers
alleyways, certain streets are broader and holdings. gate. With the construction of the new
distinctive. These have names known by barracks, he has moved his establishment
everyone, though none have been for- 24. River Shining Tavern next to that building. Most of the Water-
mally named. deep troops are his parishioners, as are a
21a. Farmers Road leads from the This is the main entertainment center
for the nobility of the surrounding lands number of men at arms, a few militia,
farmers gate to Dukes Way. and some adventurers. Many of these
and the major notables of Daggerford.
21b. Market Way leads from Farmers people worship at the shrines of both
The duke and his sister have been known
Road to the marketplace. Tymora and Tempus.
21c. Dukes Way leads from the cara- to eat here, and the main hall of the tav-
The shrine is a ramshackle wooden

11
building decorated with recent trophies Water carriers can be identified by suitors already. (0)
donated by parishioners from the Dra- their distinctive blue caps and blue carts. 3. No one knows for sure who Lord Lle-
gonspear invasion and other campaigns. wellyns parents were, though he was
31. Wayfels Smithy raised to nobility by Duke Conan. Some
27. Towers say he was the dukes child. (T)
Wayfel moved into Daggerford a few
The towers of Daggerford are all of years ago and set himself up to compete 4. Gwydion the wizard spends most of
stone and firmly set in the local bedrock. with both Derval and Cromach. His work his time cooped up in the castle library.
They are all about 30 feet tall. The wall He barely associates with anyone these
is about 20% cheaper than theirs, but it
towers are split up into three stories plus also has a 20% chance of breaking under days. (0)
the roof on which watchers keep their hard use. 5. Fulbar Hardcheese has thousands of
lookout. Most of the area in the tower is Wayfel does not compete with Derval gp from his days as an adventurer. He
used for storage of war gear. Off duty keeps them in a secret cache in his tavern.
in the construction business after his river
militiamen often rest in the towers. gate tower fell down following a flood. It (0)
had not been anchored in bedrock. 6. Derval Ironeater and his family
28. Shrine of Tymora As shaky as Wayfels best is a com- came to town about 100 years ago. No
mon phrase in Daggerford, but people one knows where they came from, but
This shrine has moved from place to they brought a lot of coins from the old
still go to him for items that will not get
place since Tymora was first worshipped Fallen Kingdom with them to buy equip-
in Daggerford. Tymora has always been hard wear or when they just cant afford
the competing prices of Derval and Cro- ment. (T)
the second choice god of the ducal family, 7. Baron Cromm Redhand has been
mach. Wayfel is always complaining
but its priests have never been powerful. hunting dinosaurs (and maybe lizard
about the unfair competition, but no one
Currently, the shrine is a fairly neat wood- men) in the Lizard Marsh. (0)
en building next to the drill field where takes him seriously.
8. Elorfindar Floshin has had four full elf
militia and men at arms can go to worship children and several half-elf children. He is
their favorite deity, and perhaps get into a Gossip and Rumors still alive, but rarely leaves his estates to the
dice game with the priest, Bando. Like all towns, there are many rumors north of Daggerford. His children teach
that make the rounds of Daggerford. magic to the local elves. (T)
29. Wall And like all rumors, they are true and 9. Elorfindar Floshins son, Filvendor,
The wall around Daggerford is mostly false to varying degrees. Likewise, Dag- the father of both Kelson Darktreader
an 8-foot tall earthfill mound topped gerford residents accept a certain number and Filarion Filvendorson, is a magician/
with a 10-foot wooden palisade. One of of rumors as common knowledge, and fighter/thief who disappeared into the
the militias various jobs is checking the these rumors are considered to be true east some 20 years ago. (T)
palisade logs for signs of decay and whether they actually are or not. 10. The Delimbyr family originally got
arranging for repair. Following is a list of some of Dagger- their fortune from thievery. You can tell
fords most frequently heard rumors and just by looking at their prices now. (0)
30. Water Carriers gossip. Some items are true, as can be 11. There is a lizard man witch doctor
substantiated in other parts of this book; in the Lizard Marsh who is attempting to
This establishment is the home of the these items are marked with a (T). Other unify the lizard men. His name is Red-
Watermens Guild who are responsible items may or may not be true, and it is up eye, and hes trying to buy metal weapons
for providing most of the water used in to the Dungeon Master to decide which from the town armory. (0)
the town. While there are several wells in ones are factual; these items are marked 12. Dragonspear Castle was the source
Daggerford, most are capped so as not to with a (0). The Dungeon Master is free to of a recent invasion from the Lower
be exhausted in case of siege. The carts of add his own rumors to the list. Planes. There is still a way to get to other
the water carriers go several hundred
The PCs may learn of these rumors planes somewhere in the depths of the
yards upstream of the town to get the
through discussions with NPCs or may castle. (T)
purest possible water for their customers. overhear them in a tavern; exactly when 13. Dragonspear Castle was built over
Everyone in the town pays a tax to sup- and where they are heard (if at all) is up to an ancient site of evil influences. (T)
port the guild. the DM. 14. The Laughing Hollow has many
The Watermens Guild is responsible
1. Both Duke Pwyll and Lady Bronwyn Wild Elves and other creatures such as
for most other water-related activities in
would rather be adventuring than ruling. pixies, centaurs, satyrs, and others. (T)
the town, including suppressing fires and
(T) 15. One of the hills surrounding the
making sure the drainage ways are work-
2. Lady Bronwyn is an accomplished Laughing Hollow is Illefarn. This is where
ing so any excess water flows back into the magic-user who has rejected a number of the dwarves created wonders during the
river.
days of the Fallen Kingdom. (T)
12
Surrounding Regions
Dragonspear Castle
To the east of the Trade Way between
The Way Inn and the Winding Water
over 200 miles from Daggerford, there is
a trio of low hillocks bearing the sprawl-
ing, desolate ruins of Dragonspear Cas-
tle.
This is an evil place. Only very experi-
enced adventurers can expect to enter and
survive. Originally the home of Daeros
Dragonspear, a famous adventurer, the
castle fell on hard times after his death 60
years ago. Recently, an evil agent allied
with the goblinkind of the High Moors
opened a gate to the Nine Hells within
the castle. Outbreaks of creatures leaving
Dragonspear precipitated a war between been reported there, as have pixies and men are unable to take care of them prop-
the evil forces and the trading cities, led other fairy creatures. erly, so they are rarely any more potent
by Waterdeep. The creatures were soon The area was once a quarry worked by than a club in a lizard mans hands.
beaten back to the castle, but the siege of the dwarves of the Fallen Kingdom and is Some of the lizard men are organized
the castle itself lasted two years and took rumored to contain a passageway into the around a leader known to humans as Red-
the lives of many brave men, including dwarves old home. It is reputed to be full eye. He is reputed to have magical powers
Pryden, the former duke of Daggerford. of treasure, but no one has found the and to have used them to rally about half
The war did not reach Daggerford, but entrance and lived to tell about it. the populace of the swamp around him-
the region is still plagued by evil crea- Some travelers report having seen and self. The others feud with this megatribe
tures. Most parties traveling between The even spoken with a King of the Woods, and each other.
Way Inn and Boareskyr Bridge do so in the chieftain of the Wild Elves in the Redeye has actually contacted Dagger-
large, well-armed caravans. area. To travelers simply wishing to pass ford merchants for the purpose of trading
There is a small shrine to Tempus set through, he is said to be gruff and impa- rare swamp bird feathers and certain deli-
up by priests within the ruined walls, but tient at his worst. He has no time for trea- cacies for weapons and other aid, but the
rumors persist of excavations that pre- sure hunters. Council of Guilds is apprehensive about
date Daeros. A gate that is still operation- aiding an old foe.
al is also rumored to exist. Lizard Marsh
This tangled mess is the home of sev- The Misty Forest
The High Moor
eral otherwise rare creatures. The most This forest of pine and other ever-
This is a gorge-scarred plateau rising significant of them are the lizard men greens covers the slopes of the western
from the road, enshrouded in mist. This whose ancestors are said to have approaches to the High Moor. It gets its
is a home for trolls, bugbears, and ambushed the boy whose actions gave name because of the mists and fogs which
goblinoid tribes. Its soil is too thin for Daggerford its name. There are also creep down from the High Moor, making
farming, and its stone, mostly granite, is known to be a number of dinosaurs in the navigation difficult on even the best of
of too poor quality for mining. It is lizard marsh, including some nasty carni- days.
sparsely settled by human barbarian vores. This forest is partially patrolled by the
tribes. These tribes raise goats and sheep The proximity of the lizard men to local rangers. Several druids have shrines
on the moors, guard caravans coming humans has increased their level of civili- here. There is also a small community of
from the east, and fight constantly with zation to the point of using shields, war- Wild Elves who work with the druids and
the various goblinoid tribes. clubs, darts, and javelins. It is rumored have some druids of their own. These
that some of the lizard men have been forces for general good can only cover a
The Laughing Hollow equipped with metal weapons by various small fraction of the forest at any one
evil influences at work in this corner of time.
This area lies up the Shining River
the world. However, these weapons tend The barbarians of the High Moor come
from Daggerford and is known as an area
to rust in the swamp because the lizard down into the forest for hunting and
where fey beings reside. Wild Elves have

13
wood gathering. The orcs of the High interests are felt to be at stake. Waterdeep. The duke, of course, can
Moor use the protection of the forest for The cities of Waterdeep and Dagger- likewise call on Waterdeep for help in
approaches to the Trade Way. ford have a long and deep relationship. similar circumstances. During the last of
Daggerford can be said to be the farthest the invasions from Dragonspear Castle,
Secomber extension of the writ of the Lords of Waterdeep summoned Daggerford for
Waterdeep. What this means is that Dag- help. The duke of Daggerford sent his
This is a major village of about 200
gerford can call on Waterdeep for aid in men at arms to join the Waterdeep sol-
inhabitants. About 600 other people live
case of invasion. Similarly, Waterdeep can diers in fending off an assault of evil crea-
in surrounding dependent hamlets.
Counting the surrounding farms, the send for help from Daggerford in times of tures from Dragonspear.
population is about 50% human and trouble. Considering the approximately
40% halfling. The rest of the population 150 miles between Daggerford and The Way Inn
includes a few dwarves (relatives of Waterdeep, this pact has practical uses
The Way Inn is a small village of about
Derval Ironeater), gnomes, and Moon only in the case of invasions with much
100 souls. Another 400 or so live in
Elves. Several rangers use Secomber as a advance warning. So far, the only use of
dependent hamlets nearby. The village is
base for their forays into the creature- the treaty since it was signed after Dag-
dominated by a large inn. Both the inn
infested areas to the east of town. gerford got its charter was during the
and the village share the same name.
The town is very similar to Daggerford recent invasion from Dragonspear Castle.
The Way Inn is used as a base for
in general design and lifestyle, but it is Nevertheless, the Lords of Waterdeep
adventurers and hunters. The village
farther away from the main trade routes see Daggerford as an essential stepping
maintains a force of archers and spearmen
and is less important commercially. It stone to the civilization of the interior of
armed with firepots. This force is some-
does not have any major resident nobility, this part of the Forgotten Realms. They
times called on to repel trolls and other
though a few barons have holdings in the will take any reasonable actions to main-
wandering creatures.
region. tain a good relationship with Dagger-
The Way Inn was used as an operations
Adventuring parties use Secomber as a ford.
base by forces from Waterdeep in its fight
source of everyday supplies for treasure Waterdeep currently maintains a small
against Dragonspear Castle. However,
hunting expeditions into the eastern wil- mounted force of men at arms and
Waterdeep has no permanent treaties
derness. archers in Daggerford. They are present
with The Way Inn.
as a show of strength and are available to
Both the town and the inn are run by a
Waterdeep help the duke to defend this valuable
stout, middle-aged swashbuckler named
area if the need arises. The Waterdeep
Waterdeep takes its name from the Dauravyn Redbeard. His beard is now
troops are quartered in town and often
deep water sea port it borders. It has used mostly gray.
patrol the High Road north as far as
this advantage to build a mercantile (as Zundbridge and south as far as The Way
opposed to military) empire that reaches Inn.
to the far corners of the Forgotten Several Waterdeep merchants main-
Realms. It is ruled by a secret but lawful tain representation in Daggerford. These
order known as the Lords of Waterdeep. representatives keep an eye on incoming
Their power is acknowledged by all, but caravans. They have been known to strike
their identities remain secret. pre-emptive deals with these caravans for
One exception to this policy of secrecy special merchandise so that their rivals
is Piergeiron (The Paladinson). Pier- cannot bargain for the goods once they
geiron is the warden of Waterdeep and is reach Waterdeep. Daggerford is becom-
also commander of the watch. ing the first market of Waterdeep, and
The trade cities act as the main author- some merchants try to sell all of the their
ity of the region. Waterdeep is the head. goods at Daggerford, letting the Water-
The Lords of Waterdeep maintain the deep representatives in Daggerford
roads for about 200 miles around the arrange for transportation back to Water-
town and provide military force when it is deep while they go back for another load.
absolutely necessary to safeguard the sur- The duke of Daggerford is allied to
rounding area. However, there is no actu- Waterdeep by a separate and much older
al central authority. The individual treaty. By the terms of this treaty, the
fiefdoms and chartered towns operate duke is obligated to come to the aid of
independently for all practical purposes, Waterdeep in times of invasion, the
combining only when their combined request for aid coming from the Lords of

14
The following descriptions in game terms sword of the dukes of Daggerford, dating by an adventurer. On the other hand,
describe the major movers and shakers of back to the first Duke, who was given it given the ladys itch for adventuring,
the town of Daggerford and, in Sir Elor- by Sir Elorfindar Floshin. player characters might find themselves
findars case, the surrounding regions. Campaign Use. Duke Pwyll is the resi- part of a rescue party. Otherwise, she is a
Beginning characters might never meet dent noble. Unless a character is of noble good, off-stage, focus for possible
most of these people, but a few are of birth, he might never have met the Duke intrigue and even, dare we say it,
immediate importance. How important before the events of The Rescue Mission, romance.
they can be to the player characters is but the duke is important in the town,
shown with each characters description. and is known to all. Lord Sir Llewellyn Long-Hand (LEW-el-
All stats and equipment are given as if the en), Dukes Master of Arms, 45 years old,
character were ready for battle. Many are Lady Bronwyn Daggerford (BRAWN- human male, AC -5 (-1); MV 9; 8th
rarely so accoutered. win), about 28 years old, human female, level Cavalier; hp 60; AL NG; THAC0 9;
AC 8; MV 12; 5th level Magic-User; hp #AT 3/2; D 2d4+4; S 17/32, I 13, W10,
Duke Pwyll Greatshout Daggerford 15; AL CN; THAC0 18; #AT 1; D 3-6; S D 18/22, C 16/76, Ch 14; field plate
(Pwill), about 25 years old, human male, 10, I 17, W 11, D 13, C 15, Ch 14; ring +2, lance +2, broad sword +3
AC -3 (0); MV 9; 5th level Cavalier; hp protection +2, wand of lightning bolts Sir Llewellyn has been a retainer of the
43; #AT 3/2 at +1; DMG 2d4+2; AL (12 charges), dagger +2. Spells Dukes of Daggerford since the time of
LG; THAC0 15; S 16, I 12, W 14, D 17, KnownFirst level: charm person*, Duke Conan, who ruled before the
C 15, C 17; plate mail +2 & shield, bas- detect magic, mending*, protection from unlucky Pryden.
tard sword +1 flame tongue, (INT 15, evil*, read magic, sleep*, write. Second Duke Pryden made the faithful Llewel-
EGO 11, speaks lawful, common, elf level: continual light, detect evil, invisi- lyn Master at Arms of the dukedom, an
dwarf, detects evil 1 radius, detects bility*, knock, locate object, preserve, office he has dutifully fulfilled for 15
magic, clairvoyance. Named LAWFLA- scare*. Third level: infravision, phantas- years. As such, he has both led the Dukes
ME), ring telekinesis (6 uses), 3000 gp mal force*, protection normal missiles, followers in the field, and defended the
tongues, water breathing. castle while the duke was away. He cur-
Duke Pwyll came into his Dukedom very *Spells she is likely to have ready at a rently enjoys his high status as a Banneret
recently. His father, Duke Pryden, fell moments notice by having earned it with repeated use of
fighting the onslaught of the forces of The Dukes lovely sister Bronwyn early his knightly sword.
Dragonspear Castle. As the oldest, and developed a desire to rule her fathers Sir Llewellyn was knighted at an early
only, male heir to the name, Pwyll dukedom when he retired or died. How- age by Duke Conan. No one but Llewel-
became Duke of Daggerford. ever, the Duke was firmly tied to the prin- lyn himself knows that he is also the ille-
Pwyll had a short career as an adventur- ciple of the oldest son gaining his title, gitimate son of Duke Conan, though it is
er, cut off when his older brother, Merovy, leaving Bronwyn out in the cold. widely speculated on in the town. How-
died adventuring along the Unicorn Run So Bronwyn developed a friendship ever, Llewellyn treasures a statement to
and Duke Pryden realized that his sole with the court wizard, Gwydion, and that effect written by the old Duke him-
remaining heir needed training in how to began studying under him. Now she is a self. While Llewellyn has no wish to dis-
be a land ruler. Pwyll chafed against this proficient sorceress of her level and anx- place Pwyll and Bronwyn, he cheerfully
necessary restriction of his adventuring ious to try her powers in a situation of agrees to any suggestion they make to go
life, but saw the necessity and acceeded to true dangerin short, she wants to be an adventuring ready to put forward his
it. adventurer. claim if they dont come back.
Pwyll recently gained his nickname of However, the Ducal advisers are not Campaign Use: Sir Llewellyn is one resi-
Greatshout after swallowing an unknown happy with the idea of either of the old dent of the castle that anyone who wants
potion he discovered in the sack of Dra- Dukes remaining children risking their to gain proficiency with the sword and
gonspear Castle. Apparently the liquid lives in random adventuring until one or riding is going to meet. How this meeting
gave him the ability to shout as if he were the other produces an heir to the ducal might eventually get the character
using a fabled Horn of Blasting. His voice coronet. Neither has done so at this time. embroiled with Llewellyns yen for the
is considerably roughened from when he The dagger borne by Bronwyn is Ducal chair is up to the Dungeon Master.
set out on that last campaign against evil, reputed to be the very one used by the
but no one has seen or heard him use the first Daggerford against the lizard men.
Great Shout since he came back from the Whether it was enchanted to begin with,
wars. There are many stories of its use enchanted after the fact, or not the same
during the last weeks of the campaign, dagger at all, is open to question.
though. Campaign Use. The Dukes sister,
The sword Lawflame is the traditional Bronwyn, might never be seen up close

15
DAGGERFORD FAMILY TREE Hunt to Duke Pryden, and has continued tion from normal missiles*, sepia snake
in that position with Pwyll. They say that sigil, slow, suggestions, tongues, wind
no one in Daggerford knows the Misty wall. Fourth level: charm monster,
Forest and High Moor better than dimension door, dispel illusion*, fear,
Kelson. minor globe of invulnerability, poly-
Campaign Use: Anyone with a yen to morph self*, remove curse, wall of fire,
learn the bow will meet Kelson wizard eye.
Darktreader. He is also a good source of * - Spells likely to have at a moments
otherwise privileged information about notice.
the Misty Forest, Laughing Hollow, etc. Delfen Yellowknife came to Dagger-
that beginning characters might not have ford from the East some ten years ago.
any other way to know. Passing adventurers have identified him
as having a good reputation as an adven-
Kelson Darktreader, Age 58, Master of Delfen Yellowknife, Age Unknown, turer in distant Iriaebor, but how he came
the dukes Hunt, half-elf male, AC 1 (2); human male, AC 4; MV 12; 8th level to effectively retire in Daggerford is a
MV 12; 7th level Ranger; hp 65; AL Magic-user; hp 30; AL CN; THAC0 16; question he has never felt the need to
NG; THAC0 10; #AT 1; D 1d6+8; S 18/ #AT 1; D 1d4+2; S 12, I 18, W 15, D 14, answer. His name of Yellowknife might
93, I 18, W 19, D 15, C 18, Ch 12; elven C 15, Ch 16, dagger +2, staff of power come from the gold-trimmed magic dag-
chain +3, longbow +1 with arrows +1 (21 charges), ring of regeneration, ring of ger he bearsor it might not. No one
(10) and arrows +3 (3), falchion +2, spell turning, wand of fear (37 charges), actually knows his exact level. Most peo-
dagger +3, medallion of ESP 30 range. bracers AC4. ple, including his apprentices, think him
Kelson Darktreader is only beginning Spells Known. First level: alarm, armor, of higher level than he is.
to get some silver hairs among the gold burning hands, charm person*, compre- He is swarthier and shorter than the
which have adorned his head since his hend languages, detect magic*, feather usual in the Daggerford area, but has an
youth. The Huntmaster is taciturn and fall, friends*, hold portal, light, magic agreeable and easy manner. There is no
close-spokennever using two words missile*, protection from evil, read mag- sign of age in his features, but everyone
where one will do. ic, shocking grasp, sleep*, unseen ser- knows that some magicians can control
Kelsons grandfather is Sir Elorfindar, vant, write. Second level: bind, continual the aging process. Delfen never dwells on
and his father was Elorfindars full-elf light, deeppockets, detect evil*, detect his past, but is always ready to help his
son. His mother was a human woods- invisibility, ESP*, forget, invisibility, new friends of Daggerford and has an
mans daughter whom the son, Filven- knock, know alignment, locate object, excellent reputation in the town. He
dor, met while hunting in the Misty mirror image, pyrotechnics, scare*, refuses to create and sell potions or
Forests. strength, vocalize, web, wizard lock. enchanted items.
Kelson was raised by woodsmen and Third level: blink, haste*, infravision, Delfen is always ready to teach, in as
then Rangers. He became Master of the lightning bolt, monster summoning I, much as he can, and has three or four
protection from evil 10 radius*, protec- apprentices in constant attendance.

16
Campaign Use: Any new magic users, has no time for anyone not of noble erase, feather fall, friends*, hold portal,
except as shown below, in the campaign blood, even those of common blood who identify, jump, light, magic missile,
are probably Delfen Yellowknifes have earned the regard of the Duke. His melt, mending, message, mount, precip-
apprentices. Any magic they know MUST immediate about-face if any of these itation, protection from evil*, read mag-
be taken from Delfens list as given. heroes is ennobled is a regular source of ic, shield, shocking grasp, sleep, unseen
Delfen is a likeable sort, but not overly amusement to ducal court regulars. servant, ventriloquism, wizard mark,
interested in sticking his neck out where Duke Pwyll has had little to do with his write. Second level: audible glamer, con-
its not wanted. He is full of advice for court Wizard and is rather afraid of him. tinual light*, deeppockets, detect evil*,
player characters, but not much real help. Lady Bronwyn, on the other hand, con- detect invisiblity*, ESP flaming sphere,
siders him a sort of useful uncle and is fools gold, forget, invisibility, irritation,
Gwydion pen Dafwyd (GWID-ee-on pen very close with her mentor. She acts as go- knock, know alignment, levitate, locate
DAV-ud), Age 65, Wizard to the Duke of between for her brother to the wizard. object, magic mouth, mirror image, pre-
Daggerford, human male, AC 7; MV Gwydion prides himself on his grey serve, protection from can trips, pyrotech-
12; 11th level Magic User; hp 33; AL hairs and scholarly appearance. He is a nics, ray of enfeeblement, rope trick,
LN; THAC0 16; #AT 1; D 1d6+3; S 13, I self-pronounced expert on the duke- scare, shatter, stinking cloud, strength,
16, W 15, D 14, C 13, Ch 11, crystal ball, doms history and the geneaology of the vocalize, web*, whip, wizard lock, zeph-
cloak of protection +3, wand of fireballs ducal family. He is, in fact, aware of Lle- yr. Third level: blink, clairaudience, clair-
(14 charges), quarterstaff +3. wellyns tenuous claim to the title, but voyance*, cloudburst, detect illusion*,
Spells Known. First level: charm person, keeps that knowledge to himself: perhaps explosive runes, feign death, fireball,
comprehend languages*, detect magic, thinking it a useful tidbit for some future flame arrow*, fly, gust of wind, haste*,
find familiar, mending, message*, pre- machination. hold person, infravision, invisibility 10
cipitation, protection from evil, read Decisiveness is not Gwydions domi- radius, item, lightning bolt, material,
magic*, sleep, write*. Second level: con- nant trait. He dithers over a decision for monster summoning I, phantasmal force,
tinual light*, detect evil*, ESP invisibili- months before coming to an easily- protection from evil 10 radius, protec-
ty, knock, locate object*, magic mouth, swayed conclusion. tion from normal missiles, secret page,
preserve*, scare, wizard lock, zephyr. Campaign Use: Noble player character sepia snake sigil, slow, suggestion,
Third level: clairaudience, clairvoyance*, magic users, of course, should take their tongues, water breathing, wind wall.
cloudburst, infravision*, phantasmal spell list from Gwydion, not Delfen. See Fourth level: charm monster, confusion,
force, protection from normal missiles, below for the source of elven magic user dig, dimension door*, dispel illusion,
sepia snake sigil*, suggestion, tongues*, spells. Aside from a source of spells, Gwy- enchanted weapon, extension I, fear, fire
water breathing. Fourth level: fumble*, dion can be a source of comic relief and a charm, fire shield, fire trap, fumble, hal-
hallucinatory terrain, ice storm, magic chance for some real role-playing as play- lucinatory terrain, ice storm, magic mir-
mirror, plant growth, polymorph other, er characters attempt to revenge them- ror, minor globe of invulnerability,
remove curse, stoneskin*, ultravision*, selves for snubs given by the unctuous monster summoning II, plant growth,
wall of ice. Fifth level: conjure water ele- mage. polymorph other*, polymorph self,
mental, dismissal*, extension II*, hold remove curse*, shout, stoneskin, ultravi-
monster*, sending, telekinesis. Sir Elorfindar Floshin of the House of sion, wall of fire, wizard eye. Fifth level:
Long Silences, Gold Elf male, AC -6 (- airy water, animal growth, animate dead,
* - Spells likely to have ready at a 2); MV 12; 7th level Fighter, 11th level avoidance, cloudkill, conjure fire ele-
moments notice Magic-User; hp 51; AL NG; THAC0 7; mental, cone of cold*, contact other
Gwydion has been at the court of the #AT 1; D 1d8+10; S 18/93, I 19, W 13, plane, dismissal, distance distortion, col-
Dukes of Daggerford since he was D 18, C 15, Ch 16, Elven mail +4 & or, extension II, fabricate, feeblemind,
apprenticed to the previous court wizard, shield, longsword of dancing, longsword hold monster, magic jar, monster sum-
Mab, 55 years ago. He has been the offi- +5 defender, named ELFHOST (INT 17, moning III, passwall, sending*, stone
cial court wizard for 30 years, ever since EGO 22, NG, detect secret doors, detect shape, telekinesis*, teleport, transmute
Mab retired to a wizards tower near The gems, locate object 12 radius, heal 1/ rock to mud, wall of force, wall of iron,
Way Inn. day, teleportation, special purpose - wall of stone.
Rumors are that Mab has since died, defeat elf enemies, speaks Elf; Human, * = Spells likely to have in mind at any
but no one has gone to the tower and Orc, Pixie, telepathy), longbow +3, time.
knocked on the door to be sure. The tow- arrows +1 (10), arrows +3 (3), arrows of In keeping with their usual preference
er was undisturbed during the incursion slaying goblinoids (2), ring of protection for open spaces, there are no elves living
from Dragonspear Castle. +2, ring of blinking, luckstone. in Daggerford. However, some do work
Gwydion is very aware of his status as Spells Known. First level: charm person, as foresters and hunters in the surround-
court wizard and very class-conscious. He comprehend languages*, detect magic*, ing territory. Mostly, they are Moon elves.

17
fighter/thief, Shalendra Dare-all, a cava- Korbus Brightjewel, gnome male, AC 5
lier, Elorshin Highthought, a (7); MV 9; 16; hp 25; AL NN; THAC0
cleric/magic- user in the service of Tyr, 19; #AT 1; D 1-4; S 13, I 17, W 13, D 16,
and Darfin Longwalker, a magic-user/ C 16, Ch 10, ring of protection +3, wand
fighter and Elorfindars heir. of metal and mineral detection, robe of
Campaign Use: As intimated above, Elf- scintillating colors.
in spell casters will probably have learned Spells Known. First level: audible gla-
from one of Elorfindars progeny, which mer, chromatic orb, color spray*, dancing
means they are limited to Sir Elorfin- lights, darkness, hypnotism*, light*,
dars list. This is not much of a limit, phantasmal force, read illusionist
since Sir Elorfindar has access to virtually magic*. Second level: alter self detect
every spell in the Players Handbook and magic*, fascinate*, improved phantas-
Unearthed Arcana. There are a couple of m a l f o r c e * , invisibility magic mouth,
significant omissions, however. misdirection, ventriloquism, whispering
wind. Third level: continual darkness,
Derval Ironeater, dwarf male, AC 0 (1); dispel illusion, fear, non- detection, spec-
MV 9; 6th level Fighter; hp 60; AL NN; tral force, suggestion*.
THAC0 13; #AT 1; D 1d4+4; S 15, I 14, * = Spells likely to have in mind at any
However, Sir Elorfindar Floshin is a W 16, D 15, C 18, Ch 13) plate mail +1 one time
Gold Elf with a friendly interest in & shield, battle axe +3, hammer +3 Korbus Brightjewel is a gnomish jewel-
humans who decided to stay when most dwarven, ring of telekinesis (1,000 gp er who prefers the relative solitude of
of the Fallen Kingdom moved out a thou- maximum, 9 charges) Daggerford to the hustle- bustle of Water-
sand years ago. His father had been one Derval Ironeater is a dwarven black- deep, though the Lords of Waterdeep,
of the elves instrumental in inviting smith who came to the town of Dagger- and particularly their ladies, would love
humans in to aid the Fallen Kingdom ford with his two brothers, Derwin and to have him in residence in their city.
and Elorfindar feels a family responsibili- Korin, and their families about a century Representatives of the Lords come to
ty to watch over the humans. ago. He is highly regarded in Dagger- Daggerford expressly to order special
Sir Elorfindars estate is between ford. They support a fairly large, for work from Korbus and his family.
Waterdeep and Daggerford and he has dwarves, extended family with their Korbus is also appointed court jeweler
served the humans of the Waterdeep area work. Various family members help out to the Duke of Daggerford, an honor he
in his fashion for centuries. His Gold at the forge and hire out for construction did not seek but accepts as his due. There
Elven wife stayed with him in his self- work in the area. Korin disappeared with are those who say he uses magic to
imposed exile and died two hundred several family members about three years enhance his work, but the known final
years ago after presenting him with four ago, and no one wants to discuss where he products do not react to a detect magic
children over six centuries. He has since has gone. spell.
taken three human wives from the nobili- Derval is known affectionately (though Korbus teaches illusion magic only to
ty of Waterdeep and had several more not to his face) as the Short Mask gnomes.
children. among the guildmasters of the Council. Campaign Use: Korbus is the obvious
Since he took up residence among Derval usually wears a pair of trews, a person to show bejeweled geegaws found
humans, Sir Elorfindar has employed sev- blacksmiths apron, and a pair of leather along the trail, or wherever, for evalua-
eral Moon Elves in his retinue who have gloves, dressing up in robe and mask for tion. With his expertise and detect magic
both bred among themselves and with Council meetings. ability, he can worm out the basic secrets
humans. Many of both Elorfindars and He is usually close-mouthed, but as he from almost anything.
his followers children have stayed with works at his forge, people have heard him
the noble elf, but others have made their say things like, Perhaps not as good as Fulbar Hardcheese, halfling male, AC 3
own way in the area as adventurers, sol- they made under Illefarn, but good (7); MV 9; T11; hp 57; AL CN; THAC0
diers, and even farmers and craftsmen. enough, good enough. . . If he notices 13; S 13, I 13, W 9, D 18, C 18, Ch 15,
Sir Elorfindar has also always been a anyone is listening, he self- consciously short sword +3 (named QUIETSTRIKE,
good friend of his close neighbor, the shuts up. INT 13, EGO 15, detect shifting walls &
Duke of Daggerford. He no longer teach- Campaign Use: Derval is a source of rooms, detect secret doors, AL N), stud-
es magic, but his three magic- using chil- equipment and occasional sage advice. ded leather armor, ring of chameleon
dren do, as do their descendants and his His family becomes very important to the power, ring of feather falling.
other followers. His four children are player characters during their adventures, Fulbar Hardcheese is a halfling who
Filvendor Lightfoot, a magic-user/ as will be seen.

18
owns and manages the Happy Cow, one experience for Bando, who has somewhat years. He took the name Sunmist when
of the three taverns in the town. He also abandoned the thiefly way for worship of he reached priestly level, and most peo-
owns a dairy farm just outside of town Tymora, goddess of luck. Bando is now ple call him by that name. As priest of the
which is run by his son, Dickon. The tav- the custodian of the shrine of Tymora in god of new beginnings, Liam is much
ern features the dairys cheese. Daggerford. loved throughout the town, and the tem-
Fulbar is an ex-adventurer who settled Campaign Use: Bando is the priest of the ple of Lathander is well-attended, even
down in Daggerford and set out to just be goddess most likely to be worshipped by by those who also worship Tymora, Tem-
a happy farmer/taverner. The populace adventurers. As such, he should get a lot pus, or Chauntea.
knows he has been an adventurer, but of play in the campaign. Most cleric char- Campaign Use: Liam becomes important
gets no details from him. He never talks acters are probably his acolytes. if anyone is killed and must be Raised
about it, and actively discourages adven- from the Dead. He has his own priority
turers from using his tavern. He prefers Maerovyna, Priestess of Chauntea, list, which puts the Ducal family at the
the company of the regions other farmers human female, AC 8; MV 12; C8; hp top, and any member of nobility next.
and merchants. A p p a r e n t l y h e i s 36; AL LG; THAC0 13: #AT l; D d6+3; Then he must think in terms of who is
ashamed of his previous life as a thief. S 10, I 13, W 16, D 12, C 13, Ch 15, staff most important to the village as a whole.
Fulbar is depicted above as if on a of striking (32 charges), ring of spell stor- His limited capacity with this spell can
thiefly mission. His normal wear is trews, ing (3 spaces, 1 unused): raise dead, dis- make for some serious problems within
shirt, and taverners apron. Quietstrike is pel evil. an adventuring band.
kept on the wall in his private quarters. Spells Carried. First level: bless, cure
Some say that he teaches thiefly skills to light wounds (2), light, precipitation. Baergon Bluesword, Priest of Tempus,
halflings, but no one has ever confirmed Second level: augury aid, detect life, half-elf male, AC 0 (3); MV 9; F/C 5/5;
this. slow poison, speak with animals. Third hp 35; AL CN; #AT 1; D 2d4+2;
Campaign Use: Fulbar may never be seen level: cure disease, remove curse, create THAC0 15; S 16, I 13, W 17, D 17, C 16,
by the player characters, but they will food and water. Fourth level: cure serious Ch 14, broadsword +1 (INT 12 EGO 2
know of him. It is possible that, at some wounds, speak with plants. AL N, detect magic 1 radius), chain
point, player character adventurers might Maerovyna is a motherly woman of mail +1 & shield, ring of regeneration,
have use for Fulbars tavern, talents, or about 53 years who has led the local medallion of ESP 60 range.
sword. This can make for some good role- Chauntea worship for the last 22 years.
playing, as Fulbar has no wish to adven- Her magical items were bestowed on her Spells Carried. First level: bless, cure
ture again (unless, of course, they offer by her superiors, and she has not had light wounds (2), detect evil, remove
him three shares to their one. . . ). much use of them. fear. Second level: aid, detect charm,
Campaign Use: Maerovyna is not meant find traps, hold person, slow poison.
Bando the Lame, halfling male, AC 5 (7); to interact strongly with the player char- Third level: continual light, remove
MV 7; 6th level Cleric; hp 35; AL NG; acters. She is a source of curative spells paralysis.
THAC0 17; S 14, I 11, W 18, D 17, C 16, and knowledge about the earth and its Baergon came to Daggerford recently,
Ch 12, leather +3 and shield, elven processes, but mostly she is the figure- riding in with the Waterdeep fighters
boots, ring of invisibility, mace +1, sling head that everyone looks up to but other-
bullets +2 (5), sling bullet of impact. wise ignores.
Spells Carried. First level: cure light
wounds (2), bless, protection from evil, Liam Sunmist, Priest of Lathander,
portent. Second level: aid, find traps, human male, AC 3; MV 7; C9; hp 53;
know alignment, silence 15 radius, slow AL LG; THAC0 14; #AT 1; D 1d6+3; S
poison. Third level: continual light, dis- 12, I 12, W 15, D 11, C 15, Ch 16, mace
pel magic, remove curse. +2, scale mail +2 & shield, ring of mind
Bando was a thief/ adventurer when his shielding.
party went onto the high Moor in search Spells Known. First level: bless, com-
of orcish treasure. All they found were mand, cure light wounds (2), detect evil,
trolls, who ate the entire party except for protection from evil. Second level: chant,
Bando. He was crippled by the experi- enthrall, hold person (2), resist fire.
ence and must now get about with a Third level: Dispel magic, flame walk,
crutch. remove curse. Fourth level: cure serious
Bando has never begrudged his lame- wounds, divination. Fifth level: raise
ness, considering the fate of his compan- dead.
ions. Instead, this was a religious Liam has served Lathander for about 25

19
during the Dragonspear incursion. He Campaign Use: Filarion is basically the
found Daggerford a place with many true thieves guild in Daggerford. Any thief
worshippers of Tempus, though most of needing training to go up a level must
them didnt know it, so Baergon set out come to Filarion, and he charges hard
to enlighten them. prices to get any better.
Baergon is not necessarily well-liked
among the general populace, for he fol- Sherlen Spearslayer, female human,
lows his patron god very seriously, and is Commander of the Daggerford militia,
continually trying to recruit young mili- AC 0 (2); MV 9; F7; hp 41; #AT 3/2;
tiamen whose parents would rather they DMG 4-9; AL LN; THAC0 12; S 16, I 11,
stuck with the soil and followed Chaun- W 13, D 16, C 13, Ch 14, chain mail +2
teas way, or at least worshipped Lady & shield, spear +2, ring of jumping,
Tymora, a known entity. boots of levitation.
Still, Baergon continues his missionary Sherlen came to Daggerford a few years
work and services the professional fight- back with her husband, another adven-
ers of the town, many of whom are glad turer. While she was having their child,
to have a god they understand to wor- he went off on another adventure, and
ship. hasnt returned yet. After her child was
Campaign Use: Baergon is the second born, she joined the militia and quickly tion. Of course, Gwydion would lecture
most likely priest to be the master of a rose to command it. the user lengthily on its care, and exact a
new acolyte. People wanting him for a Campaign Use: Sherlen is the person promise of three times its value if it is
master will have their work cut out for most of the characters will be interacting lost, stolen, or destroyed.
them, as he is a capricious master with a with as militia warriors. She is a stern Bronwyn can also provide a source of
true wish to die gloriously in battle. taskmaster (rare as a smile on Sherlens adventure above and beyond her role in
face is a common saying in Daggerford the Rescue Mission adventure. Player
Filarion Filvendorson, Adventurer, Elf since the time her husband was supposed characters might sympathize with her
Male, AC 0 (4); MV 9; Th9; hp 41; AL to return passed) but extremely fair and plight as older sibling passed over for the
CN; THAC0 14; S 12, C 15, D 18, I 11, she takes delight in militia troops who do heirship of the Duchy. If they and she can
W 8, Ch 16, sword +2, elven mail +1, well. Shes full of good advice, and has no find a way to supplant Pwyll with his
ring of shocking grasp, ring of chameleon inclination to adventure until she knows cooperation (which they might very well
power; skills pick pockets 75%, open for sure what happened to her husband. get), there is a whole extra adventure
locks 57%, find/remove traps 60%, right there.
move silently 75%, hide in shadows Other Uses for the Characters
66%, hear noise 35%, climb walls 98%,
read languages 45%) One major use for these non-player char-
Like Kelson Darktreader, Filarion is a acters is to serve as a rescue party if the
grandson of Sir Elorfindar and son of player characters get into too much trou-
Filvendor. However, his mother is a Moon ble. Duke Pwyll and Bronwyn would be
elf. This makes him and Kelson happy to lead a rescue party, and Kelson,
Darktreader half brothers, but, since Baergon, Bando, and even Sherlen would
each was raised by his mother, they are be happy to tag along. Delfen might even
barely cordial to each other. come, if the money from the duke is good
Filarion was trained as a thief some- enough.
where to the east, but he has constrained Once these non-player characters have
his thiefly activities to adventuring, so he been established in the campaign, they
is actually regarded highly in Daggerford can provide some higher level fun for
and looked up to by much of the popu- players who want to try out some of the
lace. He teaches thiefly skills to some higher level abilities.
apprentices, though he claims to not Another use for them is a source of use-
teach Picking Pockets. There are some ful items. For instance, the player charac-
who doubt this. Certainly the number of ters are going to be performing some
picked pockets has increased in the last missions for the duke. It would please the
decade as he has concentrated on teach- duke to no end to allow a fledgling magic
ing rather than adventuring. user to borrow Gwydions cloak of protec-

20
Nomenclature 3 Wild Boars himself as Dwergrim. Dwergrim is a her-
4 Hermit mit who has spent his entire adult life in
Monsters and NPCs are described 5 Hunters the wilderness. He comes out to the road
according to the usual AD&D game 6 Wild Cattle occasionally to talk with wayfarers to hear
usage. However, there are a couple of 7 Heads about what is happening in the rest of the
terms which might need clarification. 8 Wolves world.
THAC0: This means To Hit Armor Orcs and Goblins Dwergrim chats with the PCs as long as
9
Class 0 (zero). This is the number that 10 Manticores they like. He is not hostile in any way and
needs to be rolled on 1d20 for the mon- is much too feeble to defend himself. The
ster or being to hit Armor Class 0. To see 1. Ceratosaurs (1-4): AC 5; Mv 15;
only information of interest he can offer
what number needs to be rolled to hit HD 8; hp 36; #AT 3; Dmg 1d6/1d6/
the PCs is that a lot of goblinkind are
another Armor Class, subtract the targets 4d4; THAC0 12; AL N; XP 1032.
wandering around the Misty Forest. Trav-
Armor Class number from the THAC0 Roll 1d6. On a roll of 1, the PCs see
elers on the Trade Way or anyone going to
number. For example, if a creature with a only dinosaur footprints leading into the
Laughing Hollow should be careful, he
THAC0 of 15 attacks a PC with an Armor brush and vanishing in the weeds. On a
warns.
Class of 4, the creature needs to roll an 11 roll of 2-4, the dinosaurs eye the PCs, try-
Dwergrim refuses any invitations to
(15-4) to hit. Using THAC0 numbers ing to decide if they look good enough to
join the party, preferring to remain in the
eliminates the need to check the combat eat. Any show of force from the PCs will
wilderness.
matrices to tell whether an attack hits. frighten the dinosaurs away. On a roll of
5. Hunters (4): This party of hunters is
XP: This is the number of experience 6-5, the dinosaurs attack and fight to the
crossing the road near the PCs. They are
points each individual monster is worth if death.
friendly but are in a hurry and only can be
it is killed during the course of play. 2. Bandits (2-8): (see Nighttime
bothered to converse for a few moments.
Encounter Table for statistics).
They are hunting game animals and are
These rough-looking men will not
Encounter Tables on the trail of wild boars. They sell the
intentionally pick a fight with a militia
The areas to the south and east of Dag- meat to The Way Inn at Secomber or to
company. Unless the PCs surprise them (1
gerford are wilder than the relatively set- merchants at Daggerford, wherever the
on 1d6), the bandits will hide in the grass
tled stretch to the north. Menaces are chase leads them.
along the trail and stay there until the
likely to leap at the unwary at any time, Before they go, the hunters tell the PCs
PCs have passed.
particularly during the night. The follow- they ran into a mixed party of orcs and
If the bandits are surprised, each PC
ing Daytime Encounter Table and Night- goblins last night. Although the hunters
may make an Ability check against his
time Encounter Table simulate these evaded them, the orcs and goblins might
Intelligence to see if they can identify
dangers. They are used for the Caravan still be around.
them as bandits. If they are not identi-
Duty, Rescue Mission, and Into Illefarn 6. Wild Cattle (9-20): AC 7; MV 15;
fied, the bandits quickly move on. If they
adventures; Lizard Raid has its own table. HD 4; hp 18; #AT 1; Dmg 1d8; THAC0
are identified, the bandits flee into the
Each adventure directs the DM when to 15; SA stampede; AL N; XP 132.
countryside. The PCs have one round of
use the tables, although they may be used A herd of wild cattle graze in an open
missile fire at them before they disappear
more frequently at the DMs discretion to field. Wild cattle are common in these
behind a hill or duck into a gulley. If the
give PCs more opportunities to increase rolling planes, though they usually stay
PCs pursue them and corner them, the
their experience. away from the Trade Way. They have no
bandits will fight. All of the bandits are
Some of these encounters should only interest in the PCs.
wanted and have nooses waiting for
be used once and are so indicated. If the The meat and hides of the wild cattle
them. They see no reason to surrender.
DM rolls one of them a second time, re- can be sold at either Daggerford or The
(This encounter occurs only once.)
roll for another. Way Inn, but it will be next to impossible
3. Wild Boars (3): AC 7; MV 15; HD
to pack that much meat and hide on the
3+3; hp 15; #AT 1; Dmg 3-12; THAC0
Daytime Encounter Table PCs horses. It will also slow them down.
16; AL N; XP 130.
It is also dangerous.
Daytime encounters occur on a roll of 1 Wild boars charge from the brush and
If the PCs approach the herd, there is a
on 1d6. Roll 1d10 to determine the nat- attack the PCs for entering their territory.
75% chance they will run away. If pur-
ure of the encounter. Statistics and details As long as the PCs remain in the immedi-
sued, the cattle attack, continuing until
of each encounter follow. ate area, the boars continue their attack,
the PCs leave them alone. There is a 25%
but they will not pursue the PCs.
Roll Encounter chance the cattle will stampede. If the
4. Hermit: The party is approached by
cattle stampede and there is no cover for
1 Ceratosaurs an old man dressed in tattered but com-
the PCs (such as trees or large rocks), each
2 Bandits fortable clothes. He pleasantly identifies
PC in the path of the stampede suffers

21
1d4 points of damage per creature tram- ty, shooting spikes from the air (-1 to hit throw their spears and javelins and rush
pling him. because of their movement). If they have in with axes in hand.
7. Heads: The party finds a stack of orc hit at least one PC after two volleys, the The bugbears have 500 gp divided
and goblin heads piled near the side of manticores land to finish the job. If the among them which they have taken from
the road. Some have arrows sticking in volleys miss, the manticores fly away. If a previous victims. The leader carries a lens
them. Any PC who succeeds in an Ability flying manticore is injured for half its hit of ultravision. (This encounter occurs
check against his Intelligence identifies points, it can no longer fly and must only once.)
the arrows as belonging to Wild Elves. crash, taking 2d6 points of damage. 4. Giant Snake (Constrictor): AC 5;
There is no other evidence of Wild MV 9; HD 6+l; hp 31; #AT 2; Dmg 1-
Elves or orcs in the immediate area. Nighttime Encounter Table 4/2-8; THAC0 13; SA constriction; AL
8. Wolves (2-8): AC 7; MV 18; HD N; XP 598.
Nighttime encounters occur on a roll of
2+2; hp 11; #AT 1; Dmg 1d4+1; When the PCs retire for the night, this
1-2 on 1d6. Roll 1d10 to determine the
THAC0 16; AL N; XP 68. snake will slither down from the trees and
nature of the encounter. Statistics and
Winter is coming on the plains, and crawl into the campsite, drawn by the fire
details of each encounter follow.
although snow hasnt fallen, game is get- or the smell of the horses. The snake isnt
ting harder to find. But even hungry hungry, having recently eaten, but is
Roll Encounter
wolves arent dumb enough to attack a merely curious. If allowed to move about
1 Ceratosaurs
large party in the broad daylight. unmolested, it will not disturb anything
2 Owlbears
The wolves particularly love horse- and will return to the brush when it has
3 Bugbears
meat. If the PCs are traveling in single finished its exploration.
4 Giant Snake
file, the wolves sneak up on the last horse If the PCs attack, however, the snake
5 Bandits
in line and attack. If more than half of fights back, attempting to grab a PC in its
6 Orcs and Goblins
the wolves are killed, the others will flee. coils and constrict. It slithers back into
7 Wolves
If the PCs are traveling in a close group the brush if it takes more than 10 points
8 Strange Sounds
and no opportunity presents itself for an of damage.
9 Werewolves
attack, the wolves remain hidden. Their 5. Bandits (2-8): Jocko the Wily (lead-
10 Nightmare
howling has a 50% chance of causing the er): AC 5; MV 12; F3; hp 15; #AT 1;
horses to panic. 1. Ceratosaurs (1-4): (see Daytime Dmg 1-6 short bow or 1-8 (sword);
9. Orcs (3) and Goblins (8): (see Night- Encounter Table for statistics). THAC0 18; AL NE; XP 133. Equipment:
time Encounter Table for statistics). The dinosaurs are more aggressive at leather armor +2 and shield, arrows +1
This is the same group described in the night. They are drawn by the partys (3).
Nighttime Encounter Table, but they campfire or simply blunder by. They Other bandits: AC 7 (archers are AC
have no interest in conflict with the party attack the horses first until they realize 8); MV 12; F1; hp 5 each; #AT 1; Dmg
during the day. They are sleeping in the they are under attack from the PCs. 1-6 (short bow) or 1-8 (broad sword);
brush when they hear the approach of the 2. Owlbears (1-3): AC 5; MV 12; HD THAC0 20; AL NE; XP 36.
PCs. They panic and scatter to the winds. 5+2; hp 25; #AT 3 and hug; Dmg 1-6/1- Light horses: AC 7; MV 24; HD 2; hp
If the PCs choose to investigate, they 6/2-12 and 2-16; THAC0 15; AL N; 425. 15; #AT 0; AL N; XP 50.
will spot some of the orcs and goblins These owlbears have wandered out of These are the same bandits found on
running away. The PCs are free to pursue the Misty Forest and will first attack the the Daytime Encounter Table, but they
and attack. Any goblins and orcs attacked horses, then the PCs. They are ferocious are a lot braver at night. They want to
by the party will fight to the death. Those and fight to the death. seize the partys horses, sweep up any loot
who escape will recruit some friends and 3. Bugbears (2-5): AC 5; MV 9; HD lying around, and get out quickly.
come back to get the PCs at night. (This 3+1; hp 15 (leader has 25 hp); #AT 1; While half of the bandit group sneaks
encounter occurs only once.) Dmg 1-6 (javelin/spear) or 1-8 (battle- up on the PCs horses, the other half cov-
10. Manticores (1-4): AC 4; MV 12/ axe); THAC0 16; SA surprise on 1-3; AL ers them with short bows at medium
18; HD 6+3; hp 30; #AT 3 or 6 tail CE; XP 145 (185 for leader). range. The bandit archers shoot fire
spikes; Dmg 1-3/1-3/1-8 or 1-6 each; These bugbears are remnants of a band arrows at one of the surrounding trees
THAC0 13; SA tail spikes; AL LE; XP who came out on the losing end of a until it catches fire (20% chance per
765. three-sided territory fight with some orcs shot). With the fiery tree illuminating
These creatures inhabit the High and elves in the Misty Forest. They want the fight, the archers concentrate on any
Moors. They occasionally come to hunt to kill something, and the PCs look like PC targets they can see. The bandits have
wild cattle or anything else that looks good targets. The bugbears will attempt no real desire to engage in combat with
tasty. Figuring the PCs will make a good to sneak up on the PCs and leap among the PCs. If the bandits plan isnt work-
meal, the manticores swoop over the par- the sleepers. If caught sneaking in, they ing, theyll flee into the woods.

22
The bandits all wear leather armor. their fill (one horse per four wolves), the 4-10; THAC0 13; SD breathes choking
Each of the followers carries 25 gp. Jocko wolves leave the PCs alone, retreating smoke (opponent must make saving
the Wily has 300 gp. Jocko also has a spe- into the woods after with their feast. throw vs. poison or -2 to hit), becomes
cial pouch concealed under his belt con- 8. Strange Sounds: In the middle of ethereal; AL NE; XP 880.
taining a jade necklace worth 3,000 gp, a the night, the PCs hear a strange rustling This demonsteed is a survivor of the
silver ring worth 4,000 gp, and two in the bushes nearby. If they investigate, invasion from Dragonspear Castle. Its
matched golden brooches worth 500 gp the PCs discover a mound of orc and gob- rider did not survive, but it did. It is
each. There is a 500 gp reward for Jockos lin bodies. Any PC who succeeds in an motivated by hatred to destroy all living
head in Daggerford. (This encounter Ability Check against his Intelligence things.
occurs only once.) identifies the arrows piercing some of the The nightmare trots up to the campsite
6. Orcs (3): AC 6; MV 9; HD 1; hp 5; bodies as belonging to Wild Elves. looking like a lost horse. It appears to be
#AT 1; Dmg 1-6 (javelin) or 1-8 (scimi- PCs who are quick to act may catch a perfectly harmless, although its glaring
tar); THAC0 19; AL LE; XP 15. glimpse of the Wild Elves, but owing to red eyes and orange nostrils may arouse
Goblins (8): AC 6; MV 6; HD 1-1; hp their ability to blend into the vegetation, suspicion in observant PCs. As soon as
4; #AT 1; Dmg 1-3 (dart) or 1-6 (spears); this is extremely unlikely. See the Rescue any PC tries to capture it, the nightmare
THAC0 20; AL LE; XP 14. Mission adventure for Wild Elf statistics. attacks. It first attacks with its breath
This group of troublemakers is made 9. Werewolves (1-4): AC 5; MV 15; weapon, then with its fangs and hooves.
up of eight goblins led by three orcs. HD 4+3; hp 21; #AT 1; Dmg 2-8; After two rounds, the nightmare takes to
They scour the countryside looking for THAC0 15; SA surprise on 1-3; SD must the air, circles the campsite, then repeats
looting opportunities. be hit by silver or magical weapons; AL its attack. If the nightmare is reduced to
The goblins lead the attack. Each gob- CE; XP 310. 10 or fewer hit points, it becomes ethereal
lin is armed with two darts. From about These creatures have come from the and flies away. (This encounter occurs
40 feet away, a team of two goblins throw Misty Forest where they usually hunt. To only once.)
their darts at the camp guards. All other convince the party that they are real
goblins will throw their darts randomly wolves, the werewolves crawl into the Using the Adventures
into the camp; a roll of 20 on 1d20 indi- campsite, collapse, and play dead. If a PC
The following three adventures may be
cates that a randomly determined PC has approaches to investigate, the werewolves
run in any order you choose. If you cant
been hit. leap up and attack from close range. If
decide where to begin, try starting with
When the goblins have thrown all of the PCs hesitate and arent lured close,
Lizard Raid. It doesnt require too much
their darts, they charge the camp with the werewolves spring to life and attack
decision-making, and novices will appre-
their spears. Three rounds after the gob- the closest PCs. The werewolves are hun-
ciate the numerous opportunities for
lins attack, the orcs attack from the other gry but not foolish; as soon as one of the
action.
side of the camp. The orcs first use their werewolves is killed, the rest run away.
Regardless of which adventure you use
javelins to take out any revealed magic- Werewolves can only be attacked with sil-
as a starting point, be sure you run all
users and any PCs using missile weapons. ver or magical weapons. If the PCs dont
three of them before attempting the final
The orcs then switch to their scimitars and have either of these, have mercy on them
adventure. Not only do the first three
charge. If more than half of the orcs and and roll for a different encounter.
adventures provide background informa-
goblins are killed, they call off the raid If a PC is bitten by a werewolf and
tion that will be helpful in tackling
and attempt to retreat. takes damage in excess of half his hit
Under Illefarn, they will give the PCs
Each orc carries 15 gp. One of the orcs points but is not killed, he is infected
enough experience to bring up their char-
carries a leather pouch containing five with the disease of lycanthropy. During
acter levels. If the PCs are having a rough
chunks of onyx worth 50 gp each. the hours of darkness, he gains the ability
time, you might want to modify Lizard
7. Wolves (4-16): (see Daytime to change into a wolf. During periods of a
Raid or Caravan Duty and try them
Encounter Table for statistics). full moon, there is a 90% chance he will
again. When the party consists of 3rd
The hungry wolves are braver at night, be compelled to change. Lycanthropy has
level characters (2nd level for the split
and their hunger for horsemeat makes a 25% chance of being cured if the afflict-
classes), theyre ready for Under Illefarn.
them especially vicious. While two of ed person eats belladonna within one
In each adventure, the boxed informa-
them attack a horse, the rest hold off the hour (although there is a 1% chance the
tion may be read directly to the players.
PCs. If more than two of the wolves are treatment will kill him). Otherwise,
Unboxed information is for the DM.
killed before they manage to kill a horse, lycanthropy can be cured with a cure dis-
the remaining wolves will run away. How- ease spell cast by a 12th level or higher
ever, if the wolves kill a horse first, they cleric within three days.
go into a killing frenzy and fight to the 10. Nightmare: AC -4; MV 15/35;
death. If the wolves are allowed to eat HD 6+6; hp 35; #AT 3; Dmg 2-8/4-10/

23
Marsh Encounter Table
Call to Action In the courtyard, the heat from the fire is
intense, but dying. Members of the The following table lists a few of the
You are on militia duty, guarding the household and some of the serfs, mostly many dangers the PCs may encounter in
wall on a beautiful morning in Dag- women, are mourning their dead. the marsh. Statistics and details of each
gerford. The serenity of the day is Suddenly, an ash-stained woman encounter follow.
interrupted b y a r i d e r r a p i d l y accompanied by a forlorn attendant When the PCs first enter the swamp, roll
approaching from the west. As he rush towards you. The woman throws 1d6. A result of 1 indicates an encounter.
nears the wall, he falls off his horse, herself at one of your horses. You must Roll 1d6 again and check the table.
extending an arm in your direction as help him. You must! she sobs. Hes Roll Encounter
if pleading for help. gone after the rest of them, into the
Your commander quickly rushes to 1 Wounded Ceratosaur
swamp!
the mans side. Lizard men . . . he 2 Pteranodon
gasps. Lizard men raided Baron 3 Quicksand
The hysterical womans attendant fills them
Cromms holding . . . need help . . . 4 Giant Toad
in. The woman is Piann, the barons wife.
please . . . He collapses into uncon- 5 Giant Lizard
The baron and his men had been out hunt-
sciousness. 6 Giant Centipede
ing when they returned to find the lizard
men completing their raid. The baron 1. Wounded Ceratosaur: AC 5; MV 15;
The commander wastes no time in sizing slaughtered the looters to a lizard and then, HD 8 (effectively 5, due to wounds); hp
up the situation. Baron Cromm is a seeing that his only son was one of the vic- 15 (normally 40; #AT 2, normally 3, but
friend of Daggerford. The Daggerford tims, swore bloody vengeance against the one paw is hurt); 0 1-6/4-16; THAC0 15;
militia is the nearest help. The com- marauders and left in hot pursuit in the AL N; XP 165.
mander orders the PCs to investigate the direction of the Lizard Marsh. The baron and his men had a run-in
barons holding and find out what hap- If the PCs are reluctant to chase after with several of these dinosaurs and came
pened to the baron. the baron into the swamp, point out to out on the short end. However, he killed
Cromms holding is about 15 miles them that the continued survival of one and his men wounded another. The
away (see Map 2), about two hours of humans in the area depends on maraud- wounded ceratosaur is in a killing rage
steady riding. The commander provides ers knowing their hostile actions will and attacks anything that looks like the
the PCs with fresh horses and sends them bring swift retribution. Also remind the people who hurt him.
on their way. PCs that their commander has ordered a 2. Pteranodon: AC 7; MV 3/15; HD
complete investigation. 3+3; hp 17; #AT 1; Dmg 2-8; THAC0
Fiery Aftermath 16; AL N; XP 128.
Into the Marsh This hungry pteranodon swoops out of
As you ride over a hill, you see a pillar Since the baron was not trying to conceal a tree and attempts to spear one of the
of smoke rising from the tower of his passage, the PCs have little trouble riders and carry him away. If it loses more
Cromms holding. As you watch, a finding and following the trail. If any PC than 5 hit points, it flies away to search
stone wall falls in, the wooden sup- wonders why the lizard men took a land for easier prey.
ports eaten away by fire. A few reptil- trail, have him make an Ability Check 3. Quicksand: One of the horses wan-
ian bodies lie in the dirt. They appear against his Intelligence. If he succeeds, ders into some quicksand and begins to
to have been slain as they ran away. tell him the lizard men wouldnt want to sink, taking the rider with it.
The horse will sink in 2d6 rounds
risk losing their loot in the swamp.
The holding was raided by lizard men unless the PCs do something, but saving
who somehow made their way over the it isnt hard. Any two PCs with a Strength
Entering the marsh is like entering
wall and killed most of the 20-odd people of 10 or higher can pull it out. (Rescuing
another world. It is thick with lush
in the hold. A few of the lizard men were a horse is worth 35 experience points.)
vegetation. Reeds grow as high as a
killed as they tried to escape. They still 4. Giant Toad: AC 6; MV 6+6
man on horseback, making long dis-
clutch some of their loot, mostly cheap hop; HD 2+4; hp 13; #AT 1; Dmg 2-8;
tance viewing impossible. The flat ter-
household items. THAC0 16; AL N; XP 74.
rain is occasionally broken by a hillock
As the PCs approach the holding, The toad leaps from a clump of bushes
which rises above the reeds.
point out to them that the dead lizard over the heads of the PCs on the trail,
men are wearing ornamental belts and intending to land on the opposite side. In
baldrics laced with blue feathers. When mid-leap, it attacks a PC. If the PC is
they enter the courtyard, read them the killed in a single attack, the toad drags
following: the body into the brush and vanishes for-

24
ever into the swamp. If the PC is not Trail of the Raiders trouble with the humans, hed just as soon
killed, the toad gives up and hops away. have them out of the way. Redeye wishes
Pick two unused encounters from the
5. Giant Lizard: AC 5; MV 15; HD the PCs good luck and sends them on their
Marsh Encounter Table, then read the fol-
3+1; hp 16; #AT 1; Dmg 1-8 (2-16 if way. Under no circumstances will Redeye or
lowing:
swallows); THAC0 16; AL N; XP 149. his followers join the party. However, if the
This creature comes out of the mud PCs make peace with Redeye, they will
You are on a path which follows the have made a valuable contact in the Lizard
right next to the party and tries to swallow
edge of a large hillock to your left. To Marsh for future adventures.
a horse and rider, which it can do on a roll
your right is water as far as the eye can On the other hand, if the PCs attack
of 20. The lizard reacts to so slowly that it
see, and it looks deep. You have Redeye or his followers at any time, they
watches the entire party march by before
noticed some small movement in the defend themselves with their weapons.
attacking the last PC in line.
brush uphill of you. Suddenly, you are They fade back into the swamp and disap-
6. Giant Centipede: AC9; MV 15;
looking at a band of hidden lizard pear beneath the water as soon as they can.
HD 1/4; hp 2; #AT; THAC0 20; AL N;
men who are looking back at you. Though the PCs may manage to kill a few,
XP 32.
They are heavily armed, and wears bal- there is no way they can follow them into
A giant black centipede drops out of a
drics of red-brown pelts. the swamp. Redeye will not reappear in the
tree on the neck of a randomly chosen
PC. The centipedes bite does no dam- adventure, but he will consider the PCs to
The largest lizard man is Redeye, a lizard be enemies, as they have reinforced his
age, but a bitten PC who fails his saving
man shaman. The rest are his followers. As basic mistrust of humans.
throw vs. poison is unconscious for 1d4
should be obvious from their baldrics, these
hours.
are not the same lizard men who raided Showdown
Cromms holding. (The raiders wore blue
Massacre The PCs continue following the trail.
feathers.) Redeyes scouts reported to him
that humans were in the swamp, and Red- After another 15 minutes have passed,
After about half an hour in the swamp, eye wants to know what is going on. roll 1d6 on the Marsh Encounter Table.
carrion birds rise from the trail, fright- Redeye, lizard man, 7th level cleric: On a 1, there is another encounter.
ened by your approach. Pushing AC 3; MV 6//12; hp 50; #AT 1; Dmg After the encounter is resolved, the
through some tall weeds, you come 1-8; THAC0 16; S 15, I 13, W 16, D 15, C PCs may continue following the trail. If
upon the remains of a fight. Dead men 14, Ch 18; AL N. Equipment: mace +1, the PCs are excessively noisy, as soon as
and horses are sinking into the mud on shield, javelin. Spells: they come out of an area of tall reeds,
both sides of the path. Across the path is 1st 1evel: cure light wounds, protection they come into a clearing dominated by a
the dead body of an immense cerato- from evil, resist fear huge boulder and a single tree. As the
saur. The livery of one of the dead men 2nd level: augury, chant, snake charm entire party enters the clearing, the reeds
identifies this as the barons party. 3rd level: dispel magic, remove curse part to reveal a band of lizard men. The
4th level: tongues lizard men attack with a flurry of javelins,
This is where the baron and his men were Lizard men (16): AC 4; MV 6//12; then continue their attack as below.
attacked by ceratosaurs. If the PCs look HD 2+1; hp 11 each; #AT 1; Dmg 2-8 However, if the PCs are moving along
over the bodies, they will find the baron, (club), 1-6 (thrown javelin); THAC0 16; the trail with reasonable stealth and care,
thoroughly dead and partially consumed. AL N; XP 93 each. read them the following:
The barons signet ring, reputed to be The lizard men raise their weapons, but
magical, is missing. His armored gaunt- do not attack. If the PCs make no hostile Ahead is the camp of the lizard men,
lets are also missing. Several of the men actions, Redeye steps forward to talk with in a large clearing. The area is domi-
are missing weapons. the PCs, using tongues. If accused of raid- nated by a single large tree and a boul-
After the slaughter, several lizard men ing the barons holding, Redeye firmly der about 20 feet high.
came back to loot the bodies. If the PCs denies it. One of his followers jabbers to There are five lizard men gathered
continue to look around, they spot the him in lizard speech, then Redeye tells the around a heap of household items that
tracks of the ceratosaurs and also of the PCs that he has just been informed that the have been dumped on a wall hanging
lizard men leading into the swamp. Blue Feather Clan might be responsible. spread out under the tree. The lizard
While the PCs are searching the area, PCs who make Ability checks against their men examine the objects with intense
roll 1d6 for an encounter on the Marsh Intelligence remember seeing blue feathers curiosity; they clearly have no idea
Encounter Table. A roll of 4-6 means decorating the dead lizard bodies back at what to do with them. A few yards
there is an encounter. the holding. away is another pile of swords, shields,
Redeye has no grudge with the Blue and various pieces of armor.
Feather Clan, but if theyre stirring up

25
A sixth lizard man is sitting on top
of the large rock. Like the others, he is
armed with a shield, a club, and three
javelins. He appears to be on watch,
but he is too absorbed in the loot
examination to pay much attention to
any intruders.

The PCs have an automatic one round of


surprise on the lizard men. After they are
attacked or otherwise become aware of
the presence of the PCs, the lizard men
on the ground hide behind the rock. The
lizard man on the rock stays there until he
has thrown all three of his javelins, then
he jumps down to join his friends. If the
PCs provide him with no clear target, the
lizard man abandons his post and hides
except for the barons signet ring. Honor- ring is a magical ring of fire resistance.
behind the rock. able PCs naturally will want to return this Experience Points In addition to receiv-
The lizard men stay behind the rock,
to Piann, the barons wife. ing experience points for killing any
forcing the PCs to come to them. There is
monsters, the PCs also receive experience
only water on each side of the path, mak- Getting Home points for getting magical items; the ring
ing it difficult for the PCs to sneak closer
The trip home can be uneventful or quite of fire resistance is worth 1,000, and the
to the lizard men. There is no cover in the
dangerous, depending on whether or not amulet of ceratosaur summoning and
clearing besides the rock and the tree.
the PCs befriended Redeye. If they did, control is worth 250. Each 100 gp is worth
The lizard men will try to first slay the
100 experience points. Finally, if the PCs
horses of the PCs with their javelins along Redeye has dispatched two of his fol-
make friends with Redeye, they divide
with the least armored and most vulnera- lowers to watch over them and guide
550 experience points. If they kill him,
ble PCs. When they have used all of their them past potential dangers. Every now
and then, one of these lizard men will they divide 1,050.
javelins, the lizard men will charge and
engage in hand-to-hand combat with surface from the swamp next to the path
and impart some information, such as, Returning to the Marsh
their clubs.
The leader of the lizard men, who is Go thisss way. Nosssing around thisss The PCs have no real reason to return to
otherwise indistinguishable from the oth- bend. The lizard man then disappears. the Lizard Marsh in the remainder of this
ers, wears an amulet made from the eye- If the PCs were hostile to a Redeye, campaign, but they may be eager to con-
tooth of a dinosaur. If the leader is killed, theyre on their own. Run them into two tinue to explore its mysteries. There are a
the remaining lizard men break for the unused encounters of your choice from number of reasons why they might go
edges of the clearing where they can get the Marsh Encounter Table before they back to this fascinating primeval area.
to the water and swim away. Likewise, if get back to Cromms holding. If the PCs failed to make friends with
three or more lizard men are killed, the Once they have returned to Cromms Redeye, the duke might send them back
rest will attempt to escape. holding, Piann receives them and hears to reinforce diplomatic relations. This
If the PCs are successful in killing or their story. She is devastated to learn the wont be easy, but Redeye would be open
driving away the lizard men, they are free fate of her husband, but thanks the PCs to a peace offering. PCs might have to
to examine the bodies and the loot. The for their help. She gratefully offers each face any unused encounters from the
only item of interest on the lizard mens PC a reward of 100 gp. (Taking rewards is Marsh Encounter Table.
bodies is the leaders amulet. It is a magi- perfectly acceptable for militiamen in Redeye might request the aid of the
cal item, an amulet of ceratosaur sum- this culture.) She also gives them her hus- PCs in solving a particular problem. The
moning and control. This item works if bands signet ring, as there is no longer problem might be eliminating a flock of
there is a ceratosaur within one mile. It anyone to inherit it. She explains that pesky pteranodons, or locating a medici-
has three remaining charges and works there is no claim to the barons holdings nal herb to contain an epidemic of swamp
for an hour per day. The lizard man lead- tied into this ring. If the baroness dies, fever. Since tensions between Redeye and
er has already used it today, of course. the property probably will go to one of the Blue Feather Clan are heating up, the
There is little of value in the loot pile, her relatives from another barony. The PCs could be drawn into their conflicts.

26
This adventure introduces the PCs to sev- At Liams Hold source nearby. Travelers are expected to
eral key locations along the Trade Way. replace the firewood they use. The rolling
They may also acquire a map that plays an You spend the first day riding along plains around the campsites have many
important part in a later adventure. the Trade Way. The traffic is relatively sturdy bushes and trees to provide this
sparse. You meet a few farmers who are wood.
The Days Orders making use of the still mild weather to Once the PCs are camped for the
make final trips to town to get supplies night, roll on the Nighttime Encounter
for the winter to come. Table. After the encounter is resolved,
The time is near the end of Marpenoth
Finally, you reach Liams Hold, a assuming there is one, roll a second time
(October), closing in on Uktar
(November). So far, the winter snows small village of perhaps 50 residents. on the table. If the PCs have two
havent hit Daggerford, but you know The village is guarded by a fortified encounters this night, make sure they
they are on their way. tower built a century ago by Liam, occur on different watches.
You are called before Sherlen from whom the village takes its name.
Spearslayer, the militia commander. The tower is now part of the inn that is On the Road Again
We need you to do some road guard often patronized by passing caravans. Assuming the PCs spent the night at the
duty today, she says. A messenger Near the tower is an extensive field for second campsite, they have only a single
from Waterdeep tells us that there is caravans to park wagons. days riding left to get to their destina-
one last caravan coming down from tion.
Waterdeep before the snows come. If the PCs go in, they find the inn to be
The Waterdeep troops are going to small by Daggerford standards. There is
After a couple of uneventful hours on
meet them on the road from Water- no one here except for Binn, the friendly
the Trade Way, you notice the traffic is
deep. I want you to go south along the proprietor. If asked, he says that nothing
a little heavier, much the same as it is
Trade Way to The Way Inn and make much has happened around here for sev-
on the road near Daggerford. About
sure things are safe for a caravan, sort eral weeks. Only local people have been
midday, you reach the small hamlet of
of as an advance scouting party. customers for the last few days.
Bowshot.
Take it easy, avoid fights if at all Binn looks favorably on the Dagger-
possible, and come back as soon as you ford militia, as they have helped out a
If the PCs want to rest their riding muscles
can after you reach The Way Inn with a number of time in the past. He gener-
for an hour or so, they may visit Bowshots
report of the conditions, including ously offers to let the PCs stay at the inn
tavern. The tavern patrons are friendly, but
anything the folks at The Way Inn can for the night at no charge.
they have no information for the party. If
tell you about conditions further on. they ask, the PCs are told that Bowshot got
Campsite
its name because it used to be just a
Sherlen asks for questions. If the PCs Setting out the next day, the PCs realize bowshot away from the Misty Forest. The
ask about reports of problems, Sherlen they will have to ride all night or camp at PCs may correctly assume that there has
tells them there have been no reports of one of the roadside campsites along the been a lot of lumbering in the last few dec-
orc or bandit activity of any kind along Trade Way. There are two campsites ades since the main forest is now about
the Trade Way. (This is why she feels com- shown on the regional map (see Map 2). eight miles away.
fortable sending relatively inexperienced The second one of south of Liams Hold is There are no incidents in Bowshot, and
militia on this trip.) the obvious one for the PCs to use. the PCs may continue on to The Way Inn.
The PCs are outfitted with one medi- Roll 1d6 on the Daytime Encounter
um horse each, a weeks rations, and any Table when the PCs pass the first camp- At The Way Inn
other normal supplies they need. The site. A roll of 1 means they have an
Way Inn is about 100 miles down the encounter. Roll on the table to see which As you ride into the little village built
Trade Way. It usually takes three days of one. Assuming they continue to the sec- around The Way Inn, you notice that
easy riding to make the trip. The Trade ond campsite, which they can easily reach most of the citizens are wearing armor
Way is well kept with campsites every 20 in a days ride, check the Daytime and are carrying weapons. Approach-
miles or so where there isnt an inn or Encounter Table using the same guide- ing the entrance to the village, you are
homestead to take in travelers. lines. challenged by an armed patrol of six
The PCs leave the next morning with These campsites are maintained for the spearmen. The spearmen are covered
instructions to get as far as Liams Hold use of travelers. Huts and sheds have had by four archers on a nearby rooftop.
the first day. a habit of burning down, so all that is The patrol leader steps forward and
provided now is a fire pit and a stack of asks you to identify yourselves.
firewood. There is always a small water

27
The patrol is being cautious, not hostile. N. Equipment: padded armor, dagger, theyll hide or tremble in fear until the
Once they realize the militiamen are potion of healing (1 dose). danger has passed.
from Daggerford, they let the PCs pass. Animal handlers, 0 level (3: AC 8; MV Roll for a daytime encounter on the
The patrol leader refers any questions to 12; hp 4 each; #AT 1; Dmg 1-6 (short trip from Bowshot to the campsite. Roll
the innkeeper/townmaster, Dauravyn sword) or 1-3 (dart); THAC0 20; AL N. for a nighttime encounter at the camp-
Red beard. Meldar invites the PCs to sit down. He site. If an encounter is indicated, use two
The village is unfortified, but the inn explains that he is in a desperate situa- encounters instead of one. Even if the roll
looks like it could stand a siege, and it tion. He is a trader leading a caravan on indicates no encounters, use the orc and
has. The most recent incursion from Dra- its way from Baldurs Gate to Dagger- goblin encounters.
gonspear Castle assaulted The Way Inn ford. His caravan was attacked by bandits Roll again for a daytime encounter on
until troops from Waterdeep managed to yesterday. His guards were killed, and the trip between the campsite and Liams
break it up. Most of the other buildings now he needs help getting the caravan to Hold, and roll again on the trip between
in town look like they have been dam- Daggerford. Redbeard has been hospita- Liams Hold and Daggerford.
aged and recently repaired. Having suf- ble, but since they are outsiders, they Once the PCs have actually fought for
fered extensively from the Dragonspear arent certain they can count on his hospi- him, Meldar rewards them with a map of
Castle assault, the local citizens are tality much longer. the approaches to Illefarn (see Map 4).
understandably nervous. Delora, who acts as accountant for her The map was discovered in far Scornubel
At the inn, the PCs are welcomed by father, also pleads with the PCs for help. a couple of years ago. Meldar intended to
their host, Dauravyn Redbeard. He seats She says it is vital that they leave soon if sell it in Daggerford, but he now wants
the party at a large table in his common they are to get to Daggerford before the the brave PCs to have it. The map is
room and puts a huge meal before them. last Thousandheads Trading Coster cara- worth 2,500 experience points to be split
If any of the PCs worry about the price, van of the season gets ahead of them. She among the party.
remind them that Daggerford is picking offers the PCs 40 gp each if they agree to If the PCs manage to actually save
up the tab. If the PCs wish to pay for wine accompany them. Meldars or Deloras life, they will be gift-
or other potables, they are available. Escorting a caravan is not outside the ed with one or more of the following
Dauravyn has much to do, but he joins scope of the partys orders, but they are magical items of your choice: buckler
the PCs briefly. He says there have been under no obligation to do so. If the PCs wand (2,000 XP), dagger +2 (200 XP),
no threats on the village lately and hopes hesitate, remind them that its a good three doses of potion of gaseous form
theyve had their share of trouble for a way to pick up some extra money and cer- (300 XP), one dose of potion of heroism
while. Before leaving, Dauravyn says tainly cant hurt their reputation. If the (300 XP), spear +1 (700 XP).
there is someone who wishes to meet PCs still refuse to get involved, they
them. If the PCs are agreeable, Dauravyn return to Daggerford the next day, with
takes them to a smaller table in the back the chances of encounters as outlined
of the inn. At the table are three young below.
men, an older man, and a beautiful However, if the PCs agree, they can
young woman. This is Meldar Far-wan- leave with the caravan the next morning.
der, says Dauravyn, introducing the old- While Meldar and his daughter have
er man. Maybe you can help him out. light horses, the animal handlers walk
Dauravyn then steps away to go back to and lead their animals. At the rate the
his work. pack train can travel, it takes 30 hours to
Meldar seems happy to see the PCs. He get to Daggerford. At this time of year,
introduces his daughter, Delora Sharp- there are only eight hours of daylight,
eye, and his three animal handlers, Ian, plus about four hours of twilight availa-
Finn, and Dooley. ble each day. If they push it, the trip can
Meldar Farwander, 1st level fighter: be made in three days, stopping at the
AC 5; MV 9; hp 8; #AT 1; Dmg 2-9 same places the PCs stopped before.
(long sword); THAC0 18; S 17; I 15; W Meldar is all in favor of this plan.
12; D 14; C 14; Ch 14; AL N. Equip-
ment: long sword +1, leather armor and The Trip Back
shield, ring of protection +2, potion of
The caravan and the PCs have a number
healing (3 doses).
of encounter opportunities on the trip
Delora Sharpeye, 0 level: AC 7 (8); MV
back. Meldar, Delora, and the animal
12; hp 4; #AT 1; Dmg 1-4; THAC0 20;
handlers arent much help in a fight;
S 15, I 15, W 13, D 15, C 14, Ch 17; AL

28
nated. However, neither she nor her
At this time I have no idea why the brother realized that barons in the
baron did this, but I intend to ask Secomber area are more used to getting
him, persistently, until I get an answer what they want than are barons in the
I like. However, first I must get my Daggerford area.
hands on the good baron, and thats Agwain slipped Bronwyn a sleeping
where you all come in. potion and made off with her, killing a
The duke explains that Baron Agwain couple of the dukes guards in the proc-
is from the Secomber region. Consulta- ess. Agwain thinks its just a matter of
tion with the temple of Lathander indi- time before Bronwyn accepts her abduc-
cates that the baron has gone home with tion and acknowledges him as her hus-
his prize. The duke says there are three band. He doesnt know Bronwyn very
routes he might have taken. The first is well.
to the north, avoiding Laughing Hol- Sure enough, the baron decided to cut
low. This seems the most likely, and the through Laughing Hollow. After all, no
duke and his personal forces will follow one would think of following them there
that path. The second route is directly
through Laughing Hollow. A group of Ambush
militiamen will follow this route. The
third possibility is across the river and
The trail you are following leads to a
along its southern bank, a route leading
small rise, the first of many approach-
into orc territory. Kelson Darktreader
At the Dukes Request will take some militia troops through
ing the hills that surround Laughing
Hollow. Suddenly, a volley of arrows
that route. Sir Llewellyn will protect the
Its been an exhausting days tour of showers around you.
town and the castle until the duke has
duty, and you collapsed in bed as soon A man in scale armor rises from
returned.
as it was over to rest up for tomorrows behind some rocks at the top of the
The duke realizes that the militia do
activities. rise to one side of the trail. He looks
not owe him any service, and the council
However, you are awakened by the down on you. Go back where you
cannot call on off-duty militiamen for
dukes men before the cocks crow. came from, folks, he says. The bar-
this kind of work. Therefore, the duke
Still half-asleep, you get dressed and on and his new lady want to be left in
will pay everyone who helps with this
stumble into the stable area where you peace, and we aim to make sure they
task 50 gp. He will also equip them
are given a cup of ale and a chunk of stay that way.
from his personal armory. They may
bread. You notice the other militia- keep the equipment along with what-
men on duty yesterday are there, too. Agwain dismounted six of his followers
ever horse from his herd they choose. If
Before you can manage to ask any and had them set up an ambush at this
anyone is killed on this mission, his des-
questions, the duke walks in, accom- point on the trail. In the meantime, he
ignated heir will receive the reward.
panied by Kelson Darktreader and Sir and his other four men, along with
Llewellyn. The normally open and Bronwyn, took the dismounted fol-
If the PCs agree to help, the duke assigns
friendly duke is grimmer than hes lowers horses as remounts to make their
them the second route, the trail leading
been since he received news of his trip faster.
through Laughing Hollow. The duke can
fathers death at Dragonspear Castle. Barons men, 2nd level fighters (6):
provide any armor up to chain mail, any
Good people, he says, I apolo- AC 5 (6 as archers); MV 9; hp 11; #AT 1;
hand weapon, and any crossbow or long
gize for having roused you from your Dmg 2-8 (broad swords) or 1-6 (short
bow. He also suggests that the party take
much-deserved rest, but I am facing a bows); THAC0 20; AL N; XP 83 each.
two horses each so they can trade off and
personal crisis, and I need your help. The initial volley consisted of six
make better time. However, each PC may
My sister, Bronwyn, seems to have arrows. Roll to hit normally at the lead
only keep one horse; the other must be
been abducted by Baron Agwain, rider.
returned, if it survives. The horses are
whom I hosted last evening. These troopers are loyal to their baron.
medium warhorses.
A murmur ripples through the They fight to the death, if necessary, to
group. All of you remember Agwain prevent the party from advancing. They
Dungeon Masters Background are spread out in pairs, with a 20 foot gap
coming to Daggerford just before sun-
down. The duke continues. Baron Agwain fell in love with Bronwyn between each pair. They are well-hidden
when he met her. She was not so fasci- behind large rocks.

29
The troopers are about 75 feet from the Roll Encounter inclined to talk. If convinced of the par-
PCs. There is plenty of cover for the PCs. tys purpose, the centaurs promise to tell
1 Bears and Bees
The troopers continue attacking with the King of the Woods and perhaps get
2 Centaurs
arrows until the PCs manage to maneuver the party some help.
3 Wild Elves
within 40 feet. The troopers then switch 4 Ghouls
to broad swords and charge. 3. Wild Elves (3-6): AC 7; MV 12; D/F
5 Nixies
1/1/; hp 6; #AT 1; Dmg 1-6 (longbows
6 Pixies
Getting to the Hollow or short swords); THAC0 20; SA spells;
1. Bears (2-4): AC 6; MV 12; HD 5+5; AL N; XP 77.
From the point of the ambush, Laughing hp 25; #AT 3; Dmg 1-6/1-6/1-8; These elves are subjects of Melandrach
Hollow is about 30 miles away. If the par- THAC0 15; SA hugs (Dmg 2-12); AL N; but are not inclined to like any strangers,
ty is traveling slowly enough to keep their XP 375. including other elves. They follow the
horses from foundering, it will be dark Bees (100): AC 10; MV 1/12; HD 1- party for about 50 yards, watching them
before they get there. If they are smart, 1; hp 1; #AT 10; Dmg 1 plus target must closely. They arent particularly afraid of
the PCs will camp during the dark hours make saving throw vs. poison or take 1-3 the party, and the PCs occasionally spot
(about 12 hours) and move on again in points additional damage; THAC0 10; them in the weeds, as if the Wild Elves
the morning twilight. SA stings; AL N; XP 100 (all get 100 if are daring them to attack. If the PCs
While traveling during the day, roll they deal with the swarm). attack, the Wild Elves fight fiercely. If the
once on the Daylight Encounter Table. A Bears are gathered around a large dead PCs leave them alone and are cordial to
roll of 1 on 1d6 means an encounter tree containing a swarm of outraged bees. them, the Wild Elves may help them lat-
occurs. After nightfall, roll on the Night- Half of the bears are eating honey, the er if called upon.
time Encounter Table. A roll of 5-6 on other half have been chased away and are This is a hunting party, so the spells the
1d6 means an encounter occurs. spoiling for a fight. The bears who have elves have are entangle, faerie fire, detect
been chased away attack the PCs on sight. magic, and locate animals. Each carries a
At Laughing Hollow If a bear takes more than 5 points of dam- pouch containing rare herbs worth 3-18
age, he takes a final swipe at his opponent gp back in Daggerford.
Laughing Hollow is an eerie, shad- and runs away.
owed place. Even in the daylight, the The bees attack any PC within 5 feet of 4. Ghouls (3): AC 6; MV 9; HD 2; hp 9;
shade from the omnipresent trees the tree. Individual bees are easy to kill, #AT 3; Dmg 1-3/1-3/1-6; THAC0 16;
gives a perpetual twilight effect. This but the swarm can be deadly. For every 10 SA paralyzation; SD immune to sleep
is a place meant for elves, not men. bees killed, increase the THAC0 by 1, and charm; AL CE; XP 108.
There are obvious game trails and and decrease the AC and number of As the PCs emerge from a dense stretch
hunter trails that have been used by attacks by 1. No matter what weapon is of forest into a glade, they come upon a
the Wild Elves and other Laughing used, each blow kills 1-3 bees. Bees can grisly scene. Three ghouls are chewing on
Hollow residents for hundreds of be affected by sleep spells are other area the remains of a man and a horse. On the
years. One such trail clearly is being effect magic. opposite side of the clearing is a rusty
used by Baron Agwain. The broken Inside the tree is the body of a dwarf. door opening out from a rock face, as if it
branches and torn fronds marking his The body still has all of its gear, including were a door to a hole in the ground.
partys progress make a blazing beacon 18 sp, 7 gp, and 3 pp, a suit of rusty chain The PCs automatically get surprise in
for anyone to follow. a r m o r , a b a t t l e a x e + 1 , a n d cloak of the first round, as the ghouls are totally
The trees and brush are occasionally elvenkind. absorbed. In fact, if the PCs dont bother
broken up by warm, light-filled glades them, the ghouls ignore them and con-
and larger clearings holding small 2. Centaurs (3-12): AC 5 (4); MV 18; tinue their feast (although if the PCs lin-
lakes. HD 4; hp 18; #AT 2; Dmg 1-6/1-6 (short ger too long, the ghouls will consider
bows); THAC0 15; AL CG; XP 157. them for desert).
As the PCs move through Laughing Hol- These centaurs are among the creatures The ghouls attack with their claws and
low, roll three times on the Laughing entrusted with guarding Laughing Hol- fangs. Anyone touched by a ghoul, with
Hollow Encounter Table, rerolling if the low. They challenge the party and ques- the exception of elves, must make a sav-
same item comes up. Alternately, just tion them closely about their purpose. If ing throw vs. paralyzation. Victims of
pick three encounters that look interest- there are no elves in the party, the cen- ghoul paralyzation are paralyzed for 4-16
ing. Statistics and details of each taurs accept no explanations and order rounds.
encounter follow the table. them out of the area, They attack the par- The ghouls have been feasting on one
ty if they insist on staying. If there are of the barons men. He is wearing scale
elves in the party, the centaurs are more armor, and his belt pouch has 13 cp, 7 sp,

30
and 4 ep. He was carrying a short bow, a treasure is remote enough that generat- the bushes ahead. Three men step out
lance, and a broad sword. ing it is left as an exercise for the DM, if Agwain and two followers. They have
Inside the open door is a short tunnel the PCs manage to get to it. been hot on Bronwyns trail since her
with a single room branching off of it. escape.
The end of the tunnel collapsed centuries 6. Pixies (2-8): AC 5; MV 6/12; HD Baron Agwain, 3rd level cavalier: AC
ago; it obviously was once a much longer 1-4 hit points; hp 3; #AT 1; Dmg 1-4 0; MV 6; hp 22; #AT 1; Dmg 2-9 (long
tunnel. In the room are the bones of three (sword) or miniature bows +4 either sword); THAC0 17; AL CG; XP 173 (200
dwarves and the remnants of their armor doing 2-5 points of damage, sleep, or if returned alive to Daggerford).
and weapons. Nothing is usable except a memory loss; THAC0 20; SA spells: poly- Barons men, 2nd level fighters (2):
small vial containing one dose of potion morph at will, create illusions, know AC 5 (6 as archers); MV 9; hp 11; #AT 1;
of flying. alignment, ESP dispel magic, and danc- Dmg 2-8 (broad sword) or 1-6 (short
ing lights once per day; SD naturally bows); THAC0 20; AL N; XP 83.
5. Nixies (20): AC 7; MV 6//12; invisible; MR 25%; AL N; XP 35. In spite of his abduction of Bronwyn,
HD 1-4 hit points; hp 3; THAC0 20; #AT As soon as the PCs enter into a lush the baron is basically an honorable man.
1; Dmg 1-4; THAC0 20; SA charm; MR part of the forest where the pixies live, He knows what the PCs want and makes a
25%; AL N; XP 33. one of the pixies runs off to inform proposition. If you want the lady back,
The PCs come out of the forest into a Melandrach. While they wait for their he says, you can have her if one of you
large clearing that contains a lake. They are companion to return, the pixies harass can defeat me in single combat, or if
following a trail that parallels the edge of the party by firing sleep arrows at ran- three of you defeat my two men and
the lake about 20 feet away. The trail con- domly chosen PCs. The pixies attempt a myself.
tinues along the lake for about 300 yards total of six shots. Any PC hit by one of The PCs are free to accept the barons
before winding back into the forest. these arrows who fails his saving throw vs. challenge. Alternately, the PCs may choose
As the PCs make their way along the magic goes into a comatose state for 1-6 to ignore the challenge and attack him and
trail, a group of nixies appears in the center rounds. The pixies are invisible, but the his men; Bronwyn will gladly assist the PCs
of the lake about 100 feet from the shore. PCs may hear them giggling. The pixies in this and all other attacks. (Before the PCs
The party can see there is one human with wont attempt any grievous harm unless rush into battle, it might be a good idea to
the nixies who stares blankly at them. The attacked themselves. remind them that the duke wants the bar-
human appears to be in the barons livery. When the pixie returns with word of on alive for questioning.)
The nixies generate a powerful charm Melandrachs plight (see the final As the PCs make their decision, but
spell on a randomly selected member of encounter for details), the pixies panic, before they actually take any action, read
the party. The spell requires selected cease their harassment, and fly away. them the following:
member of the party. The spell requires
the victim to make a saving throw vs. Discovery Agwain starts to ready himself for bat-
magic at -2. If a PC is charmed by the tle, then he and his men are suddenly
nixies, they will take the victim to their As you lead the party through a patch struck in the back by a volley of arrows.
lair for one full year; the spell then wears of dense woods, you feel a tap on your You can see movement in the bushes
off and the victim is allowed to go free. shoulder. I believe youre part of the behind the men as several figures race
During his enslavement, the nixies keep a Daggerford militia, whispers a away.
water breathing spell on the captive. female voice. Where is my brother?
The nixies attempt to charm the party A lovely young woman suddenly The attackers are some of the goblin
twice. If a charmed PC has a dispel magic appears before you. archers sent to ambush Melandrach, the
spell cast on him before he enters the king of the woods. The goblins have
water, there is a 75% chance the spell will This is Lady Bronwyn. If the PCs dont already killed the barons horses and have
be broken. But once in the water, the immediately recognize her, she intro- tracked him to this spot. Since they have
chance is only 10%. duces herself and repeats her question. managed to sneak up within only a few
If any of the nixies are hurt, they all When the PCs explain that her brother is feet of the baron and have a clear shot, all
give up the project and dive for the bot- elsewhere, she says shes happy to see of their arrows hit. Each of the barons
tom of the lake. They have no intention them and tells them what happened. I men is hit by three arrows, and the baron
of giving up their current slave. Likewise, finally shook off that drug Agwain is hit by two. Each arrow does 1-6 points
if both charm attempts fail, they retreat slipped me, she says. I immediately of damage; this is not enough to kill the
into the water. turned invisible and left his camp. I baron, but it is quite possible that one or
The nixies have quite a few items of imagine hes rather upset right now. both of his men are killed in the attack.
interest in their underwater lair, but the I certainly am, comes a voice from Since only four goblins participated in
likelihood of the PCs discovering the

31
Melandrach, male Wild Elf, 7th level
fighter, 10th level druid: AC 1; MV 12;
hp 65; #AT 1; Dmg by weapon; THAC0
10; S 17, I 15, W 16, D 17, C 16, Ch 18;
AL N. Equipment: elven chain mail and
shield, battleaxe +2, long bow +3, dag-
ger +1 (all of the magical equipment is
of an old pattern, probably left over from
the Fallen Kingdom).
Spells:
1st level: animal friendship, detect
magic, entangle, faerie fire, locate ani-
mals, pass without trace
2nd level: charm person, cure fight
wounds, obscurement, warp wood
3rd level: call lightning, protection
from fire, pyrotechnics
4th level: cure serious wounds, dispel
the attack, they have no desire to take on the magic
edge of the valley are six goblin archers 5th level: control winds, transmute
party at this time. As soon as they fire their
firing arrows into the valley. There are rock to mud
arrows, they decide it is time to get out.
four other goblin archers guarding To reward them for their help, Melan-
After the attack, the baron loses all
their backs, facing in your direction. drach gives every member a leather pen-
interest in the party. He briefly examines
any of his fallen followers, then chases dant worked with semi-precious stones.
The goblins are firing at a noble- This is his sigil and means that anytime
after the goblins. Any surviving followers
looking elf who is using a clump of thick the PCs are in Laughing Hollow, they are
accompany him.
bushes for cover. The elf appears to be under his protection.
If the party reacts fast enough, they
wounded and unable to walk. Whenever
still have a chance to capture the baron.
he tries to move, the goblins fire again
More likely, however, they will have to Wrapping Up
and laugh.
chase after him through the bushes. The party is allowed to spend the night in
The elf is Melandrach, the elf chieftain
and King of the Woods. The goblins Laughing Hollow and are escorted out
Battle in the Valley the next morning by Melandrachs Wild
ambushed him here. He has been
If the PCs somehow manage to capture wounded in the leg and cant get away. Elves with no incidents. Each PC next 200
the baron he chases the goblins, he begs The goblins have him pinned and are tak- experience points for making friends with
them to help him avenge the cowardly ing their time in finishing him off. Melandrach.
attack. If the PCs agree, they follow in the Goblins (10): AC 7; MV 6; HD 1-1;
direction of the attackers for about 100 hp 4; #AT 1; Dmg 1-6 (short bow or hand
feet; then read them the information axe); THAC0 20; AL CE; XP 14.
below. If the PCs decline to help him, As soon as the goblins become aware of
they are free to return to Daggerford. the PCs, they cease firing into the valley.
If the PCs are pursuing the baron, they They attempt one round of arrow fire at
run through the bushes for about 100 feet, the PCs, then charge them with their
then come upon the baron crouched axes. If half of the goblins are killed, the
behind a large rock. He motions for them rest attempt to escape. The baron will
to join him. If they do, read the following: pursue them and urge the PCs to do the
same. Unless the PCs are unusually slow
From the other side of a large rock, you to respond, they should have no problem
hear the sounds of an intense fight. overtaking any escaping goblins.
Peering over the top of the rock, you When the battle is over, the PCs may
see you are on the summit of a hill want to go into the valley to check on
which slopes into a deep valley about Melandrach. His wounds arent serious
100 feet in diameter. Standing on the and he is grateful for the partys help in
his hour of need.

32
Ancient Heritage stone quarry. From this they made the one make an Ability check against their
now-vanished halls of the elven king. The Dexterity on 1d20. If they fail, they fall to
More than 1,000 years ago, Illefarn and main entrance to their city of Illefarn was the ground, although they take no dam-
Laughing Hollow were part of what is located on the edge of the quarry. Men age.
now called the Fallen Kingdom. This was and elves who visited there could see the Much of the north wall of the second
a flourishing kingdom of Gold Elves, dwarves carving out great hunks of mar- story of the barracks has collapsed on
Moon Elves, and Wild Elves with a sub- ble and granite and carrying it into the Derval Ironeaters brother, Dervin Stone-
structure of dwarves who did most of the mountain. carver, and his two sons.
crafting and mining. The original main entrance to Illefarn Each of the victims is pinned under a
The rise of several strongholds of evil has been lost. The quarry is the home of stone weighing 1,800 cn. It is conceivable
spelled doom for the kingdom. the wild descendants of the elves who that the PCs could rig a tackle similar to
Unable to match the sheer numbers of never went to the west, and they protect the one used by the dwarves to move the
orcs, goblins, trolls, and other creatures their home vigilantly from the inroads of stones originally, but this would take
generated by the forces of evil, the elven orc and man alike. No one knows if there time. If an aftershock occurs, it could eas-
king invited humans to settle the lands. are still dwarves in the mountain. ily bring down the rest of the wall and kill
The humans willingly allied themselves Recently, a band of a dozen adventur- those already trapped.
with the kingdom and fought long and ers set out in search of Illefarn. Only three The best strategy for the PCs is to move
hard against the evil creatures (except, of returned, all of them wounded. The the stones by hand. The stones can be
course, for those humans who decided reported an ambush by an overwhelming moved by anyone with a Strength of 18, if
their best interests were with the forces of number of orcs in Laughing Hollow. he makes an Ability check or less on 4d4.
evil). After an intermittent war lasting Only an attack by Wild Elves drove the PCs with Strength in excess of 18 can
two centuries, the forces of evil were once orcs off. The elves refused to talk much lift the stones at +1 for every point of
again beaten back to the current site of with the adventurers, simply telling them Strength they have above 18. Weaker PCs
Dragonspear Castle. they should leave. The elves then faded make their Ability checks at -1 for every
But when the dust had settled, the away, apparently in search of more orcs. point of Strength they have below 18.
elves looked about and realized that Two PCs may combine their Strengths
much of their forests had been turned to move one stone. Take the weaker
into human towns. Human craftsmen
The Call to Laughing Hollow
Strength, divide it in half, and add it to
had generally supplanted the dwarves, The main entrance to Illefarn caved in the stronger. Use this Strength number to
and the land they had fought for was no centuries ago as a result of the last-ditch make the Ability check.
longer theirs. defense of the complex. None of the cur- Any attempt that fails results in 1d8
Sadly, the elves moved far to the west rent inhabitants even realize it exists. points of damage to the person under the
to Evermeet Island. The dwarves have yet However, this is all about to change. rubble. Each of the trapped victims has
to replenish their losses from that long 1d6+6 hit points left after the accident.
war and a live mostly in seclusion. Today, The Shaking Earth Those participating in the rescue,
little is seen or even known of the Fallen including anyone binding wounds or giv-
Kingdom in the lands of the Trade Cities. You are on militia duty when you feel ing other medical attention, receive 20
Humans tried to establish their own the earth moving under your feet. Sec- experience points each. Dervin and his
kingdoms, but the smaller kingdoms tions of the wall buckle with the posts sons also promise them favors from the
lasted just long enough to establish vari- pointing upward at strange angles, Ironeater clan, though nothing is imme-
ous hereditary nobilities, such as the but the binding holds and and the diately forthcoming.
dukes of Daggerford. They eventually wall stays together. The catwalk
disintegrated in dynastic struggles which behind the wall breaks off in a couple The Curse
left all claimants dead. of places.
The north wall shakes, with mortar Later the same day, reports trickle in from
Illefarn Mountain and loose stone flying everywhere. upriver showing that the earthquake
Slowly, inexorably, the north wall col- originated somewhere in the Laughing
One of the most important places in the Hollow area. PCs who had positive expe-
lapses as you watch. Its supports give
Fallen Kingdom was Illefarn Mountain, riences with King Melandrach in The Res-
way, and as it falls, you can see workers
located north of the area now known as cue Mission may wonder if anything has
caught under the wall. You hear their
Laughing Hollow. Here the dwarves delved happened to him.
continuing screams as the dust settles.
and crafted, making the bright metal Two days later, reports come in from
weapons and tools loved by the elves. the upriver farms that cattle and sheep
To see if the PCs manage to stay on
The Laughing Hollow contained their are dying and riverside crops, such as flax
their feet during the quake, have each

33
and rice, are failing. Whats more, the river If the PCs ask how they can help investi- stride of a veteran stalker. If the party
has changed color to a bilious green. The gate the problem, the messenger says that encounters any dangers, Deldrach fights
council immediately orders the town to a long-buried entrance to the mines of robustly at their sides.
cease using river water and only consume the dwarves of the Fallen Kingdom was Deldrach Longarrow, male Wild Elf,
water from the cisterns and town wells. uncovered by the rockslides. King Melan- 4th level fighter, 4th level druid: AC 4;
If the PCs drink the river water, they drach thinks that the PCs could go in this MV 12; hp 20; #AT 1; Dmg 2-7 (short
may discover the problem the hard way. entrance and find the cause of the poi- sword) or 1-6 (longbow); THAC0 17; AL
Imbibing the polluted water causes 2d6 soned water and determine how to stop N. Equipment: leather armor, short
points of damage unless a saving throw it. sword +1, long bow +1. Spells:
vs. poison is made, which means the If the PCs have the map given to them 1st level: animal friendship, detect
damage is only 1d6. by Meldar Farwander (from Caravan snares and pits, locate animals, predict
Duty), they may match it with Deldrachs weather, speak with animals
The Message description of the uncovered entrance. 2nd level: cure light wounds, good-
They will discover that, allowing for the berry, produce flame
On the following day, a Wild Elf appears passage of 1,000 years since the map was 3rd level: cure disease, snare
outside the wall. He says he has been sent made, the uncovered entrance is proba-
by King Melandrach, and he wants to talk bly the main entrance to the dwarf city. At Laughing Hollow
to the people who last came to his forest. This was the entrance where the quarried
The messenger refuses to talk to anyone When the PCs reach Laughing Hollow,
stone was taken into the mountain for
besides the PCs. they are met by Melandrach who wel-
working.
If the PCs agree to talk with him, read comes them and suggests they camp with
The duke and the council agree that
the following: him outside the mountain so they can
this expedition should be made. They
enter at the crack of dawn. If the PCs
provide food and other reasonable gear
The messenger is Deldrach Longar- agree, allow them to use any experience
for the PCs. They also supply them with a
row, a Wild Elf from the court of King points they gained from killing monsters
stone enchanted with a continual light
Melandrach. The great earthshaking or acquiring magical items during the
spell and six vials of holy water provided
has caused much destruction in the trip so far. Experience earned with money
by Mother Maerovyna.
hollow, he says. Trees have fallen, has to wait until the PCs get back to Dag-
dryads have died, the nixies lake has gerford.
The Sigil
drained half away. During the exploration of Illefarn, the
But the greatest damage was not in PCs can make use of this option as often
As you are leaving Daggerford, you are as they like. They can come back to
the hollow itself. The earthquake was stopped by Derval Ironeater. He goes
centered in a hill just on the border of Melandrach, rest for the day, and make
to each of you who came to the aid of use of the experience theyve gained in
Laughing Hollow. There were rock- his brother and nephews after the
slides, and a large crack opened up in combat and acquiring magical items.
earthquake. Please take this with If the PCs ask Melandrach for assist-
the rock face. From out of this crack you, he says. It is a symbol of my
pours a stream of bile-green water that ance in exploring Illefarn, read them the
friendship. I think you might find it following:
follows an old creek bed to the Shining useful under Illefarn.
River. Perhaps it is the way the water He bows and leaves before you can
flowed many years ago. Melandrach looks at you and shakes
ask any questions.
I am sure you wonder how the his head sadly. I fear that my fol-
stream could reach the river through lowers and I are too used to the open
Derval gave each of the rescuers an amu-
the embankment. The earthquake sky to be able to breathe beneath the
let made in the shape of a dwarven ham-
also breached the embankment mountain, he says. We are not crea-
mer. The hammers do not react to a
between the hollow and the river, let- tures of earth and darkness, and I fear
detect magic spell.
ting the stream into the river. The hol- we would be more of a hindrance than
low is not being flooded. . . yet. When help to you. If we could make such a
To Laughing Hollow
flood season comes in the spring, how- trip, I assure you we would never have
ever, it might be a different story. The trip to Laughing Hollow is identical sent for you. We would have marched
The plants and animals around to the one made in The Rescue Mission, bravely into the shadows as our ances-
the streambed are dying. My king asks including the possibilities for random tors did many centuries ago.
for your help in stopping this river of encounters. The adventurers are accom-
poison. panied by Deldrach, who refuses a horse Although Melandrach is expressing the
and walks, eating up the miles with the basic attitude of his people, he does not

34
necessarily speak for all of them. If any map) are alive, and he doesnt know any tion.
PCs are killed in Illefarn, Wild Elf other way in, except by the long-lost ref- Korin Ironaxe, male dwarf, 7th level
replacements may be rolled up as fight- uge of King Devin. There used to be a fighter: AC 1; MV 6; hp 53; #AT 1;
ers, druids, or fighter/ druids. These bridge/stairway to the battlement, but Dmg 8-11; THAC0 9; S 18/65, I 12, W
characters are considered to be young that was destroyed by invaders centuries 11, D 15, C 16, Ch 16; AL LN. Equip-
enough to discard their conditioning and ago. He encourages them to find this ment: dwarven throwing hammer +2
join the party. Similarly, if Melandrach place and promises them all the help he and shield, ring of regeneration, amulet
doesnt see anyone coming out for a can give. If the PCs ask for mapping help, of proof against detection and location,
couple of days, hell start recruiting any- he can give them general information dust of disappearance (3 uses).
one who passes near. about all of Illefarn except the refuge. Ibin, male dwarf, 3rd level cleric: AC
If the PCs dont bring the sigils with 4, MV 6; hp 15; #AT 1; Dmg 3-6;
The Battle in Illefarn them, Korin is naturally suspicious of THAC0 20; AL LG. Equipment: chain
them. If convinced of their sincerity, he mail and shield, hammer. Spells:
As the adventurers explore Illefarn, they will offer his help as outlined above. 1st level: cure light wounds (2)
will encounter members of three distinct However, when swords start flying, 2nd level: hold person
groups fighting for control: the dwarf fac- Korins dwarves and gnomes wont be Kain, male dwarf, 5th level cleric: AC
tion, the orc faction, and the necroman- much help. They are more concerned 4; MV 6; hp 28; #AT 1; Dmg 3-8;
cer faction. Each group is described with saving their own skins than aiding THAC0 17; AL LG. Equipment: chain
below. the PCs in combat. Even if Korin sends mail and shield, mace +1. Spells:
some troops along with the PCs, they will 1st level: cure light wounds (2), protec-
The Dwarf Faction hang back and protect themselves in tion from evil
The last of the dwarves, along with a few hopes that the PCs take the brunt of the 2nd level: aid, detect life, silence 15
gnomes, are led by Derval Ironeaters fighting and the brunt of the dying. radius
brother, Korin Ironaxe. In all, 21 dwarves Korin figures that the more orcs and ban- 3rd level: remove curse
and five gnomes are left of the brave band dits that get killed without sacrificing the Gorn, male dwarf, 9th level cleric: AC
that took up the occupation of Illefarn lives of dwarves, the better. If the PCs do 3; MV 6; hp 50; #AT 1; Dmg 4-9;
some three years ago. There were origi- a good job, Korin just might get Illefarn THAC0 13; AL LG. Equipment: chain
nally 11 others with them, but they have back. mail +1 and shield, staff of striking (13
all died in combat with the other two fac- Korin, however, would be grateful to charges), ring of faerie, figurines of gold-
tions. any PCs who found the crown of Devin en lions. Spells:
Korins family has tried to protect Ille- for him or otherwise aided him in clean- 1st level: bless, cure light wounds,
farn since the main body of dwarves left ing up the old homestead. Korin will detect evil, protection from evil, purify
many centuries ago. They had occupied reward adventurers with money from his food and drink
Illefarn for hundreds of years until about treasure hoard and will let them keep 2nd level: augury, chant, hold person,
a century ago when the lack of numbers most of the loot they find. His gratitude slow poison, speak with animals
forced Derval to bring his family out of does not extend to risking dwarf lives 3rd level: continual light, dispel mag-
Illefarn and take up residence in Dagger- when an adventurer is on hand to take the ic, cure disease
ford. risks. 4th level: cure serious wounds, protec-
But Korin disagreed. He felt that Korin will also offer the PCs the sanc- tion from evil 10 radius
dwarves should occupy Illefarn, so he led tuary of his holding inside Illefarn. In the 5th level: dispel evil
all the allies he could find back into the same way that the PCs can return to Dorus, male gnome, 3rd level illusion-
warren three years ago. When he did, he Melandrach, they can also rest up in ist: AC 7; MV 6; hp 10; #AT 1; Dmg 1-
found that orcs had occupied part of it. Korins holding and utilize experience 4; THAC0 20; AL NG. Equipment:
These days, Korin is primarily inter- points earned from killing orcs and ban- wand of illusion (42 charges), dust of
ested in recovering the crown of Devin, dits and acquiring magical items to appearance (2 uses). Spells:
the ancient dwarf king, and bringing it advance in levels. Again, experience from 1st level: color spray, detect illusion
out of Illefarn to honor it in a more money must wait to be used until they 2nd level: hypnotic pattern
defensible place. Unfortunately, Korins can get back to Daggerford. Morri, male gnome, 5th level illusion-
family has lost track of just where the Korin does not want his presence men- ist: AC 4; MV 6; hp 13; #AT 1; Dmg 1-
crown is located. tioned to Melandrach. The party may try 4; THAC0 20; AL LG. Equipment: ring
If the PCs arrive in Illefarn with the to tell him that the Wild Elves dont want of protection +3, bag of tricks, dust of
sigils given to them that the gargoyles on to come into the mountain, but Korin illusion (2 uses). Spells:
the balcony in room 41 (in Area B see isnt taking any chances. 1st level: change self detect illusion,
Following are the members of this fac- phantasmal force (2)

35
2nd level: detect magic, improved 3rd level: cause blindness However, its unpleasant negotiating
phantasmal force Emee, male goblin, 4th level cleric: with someone who smells like an open
3rd level: fear AC 6; MV 6; hp 18; #AT 1; Dmg 1-6; grave. And, of course, you cant trust
Dwarf fighters (17): AC 3; MV 6; hp THAC0 20; AL LE; XP 220. Spells: Kelthas. If the mood strikes him, he is
21 each; #AT 1; Dmg 1-8; THAC0 18; 1st level: cure light wounds, detect likely to kill anyone with whom he has
AL LG. magic, protection from evil made an agreement.
Gnome fighters (3): AC 3; MV 6; hp 2nd level: chant, detect charm The three apprentices of Kelthas are
25 each; #AT 1; Dmg 2-9; THAC0 18; Ellisin, male goblin, 7th level cleric: named Bryn, Karri, and Duggwell. Jory-
AL NG. AC 6; MV 6; hp 30; #AT 1; Dmg 1-8; kuls half-orc acolytes are Izeley and Dap-
There are usually three or four mem- THAC0 18; AL LE; XP 850. Spells: pleford. A number of human, half-orc,
bers in one of Korins patrols, including 1st level: cause light wounds, cure light half-elf, dwarf, and halfling bandits are
at least one spell caster. Their objective is wounds, dark among their followers. Kelthas has also
to scout around and safely eliminate any 2nd level: augury, chant, speak with raised a number of dwarf, human, orc
of their enemies. animals and goblin skeletons to assist his forces in
3rd level: dispel magic, locate object guarding various areas against orc incur-
The Orc Faction 4th level: neutralize poison sions.
Orcs (40): AC 5; MV 9; HD 1; hp 5 Kelthas the Dread, 10th level magic-
Orc leader Wartsnak Direlord brought 43
each; #AT 1; Dmg 1-8; THAC0 19; AL user: AC 6; MV 12; hp 30; #AT 1; Dmg
orcs and 80 goblins from the High Moor
LE; XP 15. 3-6; THAC0 16; AL CE; XP 1,920.
along with two trolls and four ogres.
Goblins (80): AC 6; MV 6; hp 4 each; Equipment: potion of undead control (3
Wartsnak led his followers into Illefarn
#AT 1; Dmg 1-6; THAC0 20; AL LE; XP uses), ring of human influence, staff of
after hearing the story handed down from
14. power (13 charges), wand of magic mis-
his ancestors about an entrance. They
Trolls(2): AC 4; MV 12; HD 6+6; hp siles (12 charges), silver horn of Valhalla
entered a few months before Korins
33, 30; #AT 3; Dmg 1d4+4/1d4+4/2- (4-10 2nd level berserkers), scroll with
group. They had just settled down and
12; SA attacks three foes at once; SD animate dead (2 uses), clairvoyance, wiz-
were beginning to seriously explore when
regenerates 3 points per round at third ard eye. Spells:
the dwarves arrived.
round, all parts continue to fight unless 1st level: detect magic, identify, read
Wartsnak has no interest in sharing
burned; AL CE; XP 614. magic, light
Illefarn with anyone. His followers attack
Ogres (4): AC 5; MV 9; MD 4+1; hp 2nd level: ESP, knock, scare, web
anything not orcish that enters.
19 each; #AT 1; Dmg 1-10; AL CE; XP 3rd level: dispel magic, infravision
Following are the members of this fac-
185. protection from normal missiles
tion.
Normal orc patrols consist of three orcs 4th level: charm monster, polymorph
Wartsnak Direlord, male orc, 5th level
and seven goblins. Once they realize that a other, wall of ice
fighter: AC 2; MV 12; hp 25; #AT 1;
party of explorers has invaded their 5th level: cloudkill, passwall
Dmg 3-10; THAC0 15; AL LE; XP 300.
domain, they send a second patrol after the Kelthas has three magic books. One
Equipment: plate mail and shield, bat-
first. The second patrol stays just within contains all of the mentioned 1st and 2nd
tleaxe +2, ring of spell storing with
infravision range of the first, and contains level spells, plus sleep, hold portal, pro-
feather fall, stinking cloud, slow.
either a spellcaster, an ogre, or a troll. tection from evil, shield, unseen servant,
Stub, male orc, 2nd level cleric: AC 5;
continual light, forget, invisibility, levi-
MV 9; hp 8; #AT 1; Dmg 1-8; THAC0
The Necromancer Faction tate, rope trick, and strength. The second
20; AL LE; XP 74. Spells:
contains the 3rd and 4th level spells
1st level: dark, resist fear A force of bandit adventurers led by Kel-
shown above, plus clairvoyance, fire ball,
Zurch, male orc, 3rd level cleric: AC 5; thas the Dread, a necromancer with three
gust of wind, lightning bolt, slow, water
MV 9; hp 10; #AT 1; Dmg 1-8; THAC0 apprentices, and Jorykul, a half-orc priest
breathing, dimension door, enchanted
20; AL LE; XP 125. Spells: with two acolytes, entered Illefarn about
weapon, fear, and wizard eye. The third
1st level: cure light wounds (2) the same time Korin did. They entered
book has many blank pages. It holds the
2nd level: chant through the collapsed roof leading to
5th level spells above, plus animate dead,
Prollot, male orc, 5th level cleric: AC Area J (see map) and began a slow explo-
feeblemind, and telekinesis. His appren-
5; MV 9; hp 19: #AT 1; Dmg 1-8; ration, running into orcs and dwarves
tices use his magic books and have none
THAC0 18; AL LE; XP 339. Spells: almost immediately. However, they
of their own.
1st level: cause light wounds, detect found some good loot and are here for as
Bryn, 2nd level magic-user: AC 10;
good, protection from evil much more as they can get.
MV 12; hp 5; #AT 1; Dmg 1-6; THAC0
2nd level: augury, resist fire, snake Kelthas will gladly make a deal with
charm 20; AL LE; XP 65. Spells:
anyone who wants to make one with him.
1st level: light, protection from evil

36
orcs and dwarves almost immediately. AL CE; XP 141. Most of the rooms have walls and ceil-
However, they found some good loot and Skeletons (45): AC 7; MV 12; HD 1; ings made of worked stone. The floors are
are here for as much more as they can get. hp 5 each; #AT 1; Dmg 1-6; THAC0 20; cobblestone. Many of the rooms have
Karri, 3rd level magic-user: AC 10; SD half damage from sharp and edged faded and defaced wall paintings and
MV 12; hp 8; #AT 1; Dmg 1-4; THAC0 weapons, sleep, charm, and cold- based carvings.
20; AL LE; XP 117. Equipment: ring of spells have no effect, holy water causes 2-
feather fall. Spells: 8 points of damage; AL N; XP 38. Treasure
1st level: shield, sleep The necromancers patrols consist of
The dwarves who left Illefarn took most
2nd level: invisibility seven or eight members, usually includ-
of their furnishings with them. However,
Duggwell, 4th level magic-user: AC 9; ing one spellcaster. Skeletons are not used
they did leave behind some treasures,
MV 12; hp 10; #AT 1; Dmg 2-5; for patrols, only for guard duty.
expecting to come back later to reclaim
THAC0 20; AL LE; XP 180. Equipment: When confronting another party, the
them. Moreover, most of the remaining
dagger +1, ring of protection +1. fighters and magic users move to a defen-
dwarves were driven out of their dwell-
Spells: sible position, usually the end of a corri-
ings and often did not have time to
1st level: detect magic, hold portal, dor where it goes into a larger chamber.
remove their personal valuables. Some
read magic The rest of the group lurks in the
they hid just before they died.
2nd level: continual light, web shadows, attempting to attack their ene-
Jorykul, half-orc, 7th level cleric: AC mies by surprise.
Traps
3; MV 9; hp 32; #AT 1; Dmg 1d6+2; If more than one patrol doesnt report
THAC0 15; AL NE; XP 656. Equipment: back to him, Kelthas pulls in his fol- Old Traps
footmans flail +1, banded mail +1, lowers, reorganizes them, and starts seri- The original inhabitants of Illefarn had
staff of curing (11 charges), ring of spell ously cleaning out all the areas he knows no reason to set traps for intruders, as
turning, cloak of arachnidia. Spells: have orcs and dwarves, using his skeletons they had a strong guard of dwarven fight-
1st level: command, cause light as an advance force. Note that the skele- ers to protect them. However, once most
wounds (2) tons listed in the room descriptions are of the original inhabitants left, those
2nd level: augury, find traps, hold per- the only ones he has. He cant get any staying behind had to protect them-
son more unless his followers kill more foes selves, so they set up several traps in areas
3rd level: animate dead, cause disease and bring back the bodies. He may also they were no longer using and were
4th level: cause serious wounds bring back the bodies of his own fallen unable to guard. Over the centuries,
Izeley, half-orc, 2nd level cleric: AC 5; followers. many of these traps have lost their poten-
MV 12; hp 9; #AT 1; Dmg 1-6; THAC0 cy, but some are still deadly.
20; AL NE; XP 77. Spells: General Description of Illefarn Roll 1d6 on the Old Trap Table when-
1st level: cause light wounds, cure light ever a PC enters an area on a map marked
wounds, light Illefarn is divided into several areas, each with OT. Details of each trap follow the
Dappleford, half-orc, 4th level cleric: containing a number of rooms (see Maps table.
AC 5; MV 12; hp 20; #AT 1; Dmg 2-7; 8-18). The various levels of Illefarn are
connected by stairways, ramps, and shafts Roll Result
THAC0 20; AL NE; XP 230. Spells:
1st level: cause light wounds (2), detect (see Map 19). While many of the rooms 1 Acid
magic, protection from evil are empty, others contain monsters, trea- 2 Crossbows
2nd level: find traps, slow poison sures and obstacles; these are detailed in 3 Pit
Human bandits (10): AC 4; MV 12; the room descriptions. The PCs will also 4 Deadfall
hp 17 each; #AT 1; Dmg 1-8; THAC0 18; have to deal with a variety of traps as well 5 Moving Wall
AL CE; XP 120. as wandering patrols representing the 6 Cage
Half-orc bandits (4): AC 2; MV 12; dwarf, orc, and necromancer factions.
1. Acid. A panel in the ceiling opens
hp 18 each; #AT 1; Dmg 1-8; THAC0 18; up and a pot of acid upends on the person
AL NE; XP 128. Appearance
below. The acid has long since evapo-
Half-elf bandits (2): AC 5; MV 12; hp Illefarn is a dark place. The dwarves and rated, but the pot has a 50% chance of
22 each; #AT 1; Dmg 1-8; THAC0 18; orcs who live here can see in the dark and coming off its supports and hitting the
AL NE; XP 300. have no reason to light it up with torches. victim. If the victim fails an Ability check
Dwarf bandits (4): AC 4; MV 6; hp 16 Only the areas occupied by Kelthas and against his Dexterity, he takes 2-8 points
each; #AT 1; Dmg 1-8; THAC0 20; AL his followers are lit by torches. The areas of damage.
CE; XP 82. are ventilated by small air shafts located 2. Crossbows. A volley of arrows fires
Halfling bandits (5): AC 4; MV 6; hp throughout the complex. from crossbows hidden in the corner of
21 each; #AT 1; Dmg 1-8; THAC0 18;

37
the ceiling. They fire as if from an F7 1-3 Pit. This is identical to the pit trigger it. Feel free to roll randomly to
archer and hit everyone in the 10-by-10- described in the Old Trap Table, but this determine which party member actually
foot area. Roll 1d10 to see how many one opens every time. triggers the mechanism. If the party spec-
arrows actually fire, and distribute the 4. Deadfall. This is identical to the ifies that everyone is walking in the foot-
attacks randomly among the targets in deadfall described in the Old Trap Table, steps of the leader, roll for the leader
this area. but this one works every time. activating the trap. If he doesnt, roll
3. Pit. A 10-foot deep pit opens in the 5. Net. This net drops from the ceiling Ability checks against the Intelligence
floor. The trap has a 50% chance of open- on everyone in the 10-by-10-foot area. It and Dexterity of each member of the par-
ing all the way, otherwise, a successful has an AC of 7 and 15 hit points. ty to see if any were distracted or clumsy
Ability check against the victims Dexter- 6. Firebomb. A flask of oil drops from and thus activated the trap anyway.
ity prevents him from falling in. Anyone a nook in the ceiling and hits the floor. Finally, remember that traps are used
with a Dexterity of 12 or less must make There is a 60% chance that the striking most effectively if they are only encoun-
an Ability check to pass safely around it. mechanism built into the flask works. If it tered occasionally. It isnt much fun for the
Anyone who falls into the pit lands on does, there is an explosion in a radius of party to run into one trap after another with
rusty iron stakes and takes 2d4 points of 10 feet. Anyone caught in the explosion nothing else to break up the action.
damage. area must make a saving throw vs. dragon
4. Deadfall. There is a 50% chance breath. Anyone who fails takes 4d6 Patrols
that this deadfall may have already been points of damage. Additionally, the gear
As the PCs explore the various areas of
sprung. If so, there is a mound of rubble of those who fail their saving throws
Illefarn, there is a chance they will
on the floor, with a further 50% chance catches fire. They take an extra 1d6 points
encounter patrols from one or more of the
of a dead orc underneath it. If not already damage in the next round and any fur-
dwarf, orc, and necromancer factions. In
sprung, it does 1d10 points of damage to ther rounds until someone spends a
most cases, the Dungeon Master decides
the victim. round putting the fire out.
the composition of these patrols, using
5. Moving Wall. This moving wall has a
the guidelines given in the previous
50% chance of working. If it works, it will Dealing with Traps
descriptions of each faction.
crush its victims into the opposite wall. All of the traps presented here are prog- Each area description contains its own
The mechanism is old, however, and ress traps meant to slow up or kill anyone Patrol Table that gives the chances for
takes three rounds to work; anyone dumb entering certain areas. There are several encountering a patrol from each faction
enough to stand still will die. ways these traps are triggered. One is by in that area. Each time the party is about
6. Cage. There is a 50% chance that a activating a pressure-sensitive plate on to enter a room, roll 1d6 on the Patrol
cage will fall from the ceiling to capture the floor. Pit traps collapse the victim into Table for that area to see which patrols are
anyone in the 10-by-10-foot area. It has the pit if he weighs more than 10 lbs. or present. If two patrols are present, there
an AC of 4 and 20 hit points. so. Other traps may be activated by a is a potential three-way battle. If a room
tripwire at ankle height. has two or more entrances, the patrols are
New Traps There is always a chance that PCs will encountered inside the room. If the room
Since Korin Ironaxe and his followers are find a trap before it springs on them. has only one entrance, the encounter
gravely outnumbered, they have rigged a Thieves and dwarves have natural abili- takes place outside the room in the corri-
number of new traps. Their traps are not ties to find traps, but any seasoned dor.
as elaborate as those of their ancestors, adventurer will likely have an eye out for As explained before, the different fac-
because they dont have the time or traps, especially if one has wounded or tions have different motivations and pri-
materials. They have occasionally sprung killed a comrade. Any PC moving slowly orities. The orc faction wants to destroy
an old trap and have repaired the mecha- through a corridor or chamber can be everyone else. The dwarf faction wants to
nism to make it work again. assumed to be looking for a triggering destroy everyone else. The dwarf faction
Roll 1d6 on the New Trap Table when- mechanism. In this case, succeeding in an are potential allies whose first priority is
ever a PC enters an area on a map marked Ability check against half the PCs Intelli- to get back to their leaders with informa-
with NT. Details of each trap follow the gence means he spots the trap. (For tion. The necromancer faction could go
table. instance, a PC with an Intelligence of 12 either way; their unpredictability makes
Roll Result spots the trap on a roll of 6 or less on them dangerous. The Dungeon Master
1d20. A PC with an Intelligence of 13 should emphasize consistency and com-
1-3 Pit
spots the trap on a roll of 7 or less.) mon sense in determining the reactions
4 Deadfall
Since only a single cobblestone is com- of the patrols.
5 Net
monly used as a pressure plate, the first
6 Firebomb
person over the trap will not necessarily

38
If a patrol spots the PCs or learns of dis- first enter, havent been visited in quite a indicate that anywhere from three to nine
turbing activities of an opposing faction, while. Since the dust is thick on the people (or creatures) have walked from
the news should eventually get back to floors, indications of previous occupants one door of the room to another, or cir-
their leaders. Likewise, if a patrol is are obvious. In other rooms, such as ones cled around and gone back through the
killed, the leaders of that faction will used as living quarters for the various fac- same door, if it only has one.
become concerned and will start sending tions, there is little dust and therefore few 3. Cobwebs. In a corner of the room is
out scouting parties. To stimulate this, ways of telling whether one occupant or a a pile of broken stone furniture covered
the chance of encountering a patrol in a thousand have been there. with dusty cobwebs. There are no signs of
given area increases by 1 for every To help with descriptions of uninhabit- spiders.
encounter that has taken place, up to a ed rooms, a Room Description Table is 4. Rats. A small pack of rats scatters as
chance of 1-3 on a 1d6. This increased provided below. Roll up to four times on the party enters the room. Any PC with
chance goes into effect two hours after the 1d6, ignoring any obviously contradicto- speak to animals may talk with them. The
first encounter. ry results. Incorporate these results in rats tell about big feet wandering
describing rooms. Use of this table is around and killing each other.
Area and Room Descriptions entirely optional. 5. Body. In a dark corner is a rat-
gnawed body of an orc. The body is
Many rooms are essentially empty, except Roll Result
decomposing, obviously dead for several
for the possibility of patrols. It is up to 1 Empty Room weeks. From the tracks in the dust, it
the Dungeon Master to describe these 2 Footprints appears he crawled into the room to
rooms. Here are a few things to keep in 3 Cobwebs escape and died.
mind. 4 Rats 6. Meal Remnants. Someone has used
First, some of the rooms are very small, 5 Body this room to have a meal. There are
but some are very large, larger than a 6 Meal Remnants cooked bones of small animals and fabric
torch or continual light spell could reveal food wrappings scattered on the floor.
entirely. Be sure to describe only what the 1. Empty Room. No one has been here
PCs can actually see. in ages.
Some rooms, such as the one the PCs 2. Footprints. Footprints in the dust

39
Area A rooms is unclear, although 6 and 11 were coming up the stairs from Area B. This is
probably latrines. If a PC stands on the their entry point to Area A. Retreating
This was originally a workshop area where
northern floor of room 3 and looks down bandits head for this room and are likely
stone was brought in from the quarries
the ramp which leads to Area B, he will to leave it open when running for help.
outside to be formed into whatever was
see it is filled with rubble from the earth- Section 15. This section contains a
needed. This area is largely empty.
quake and can no longer be passed stairway used by orcs and goblins to enter
Section 1. The massive metal doors
through. Area A from Area D.
open into the hallway strewn with debris
Room 8. This room contains a ramp
which leads to room 2.
leading down to Area B. This is how the Area A Patrol Table
Room 2. The ceiling and walls of this
orcs usually get to that area. The passage
room are laced with cracks, all running Roll Faction
leading to this room has been reduced to
north and south, just like the earthquake
a width of 5 feet by a moving wall trap 1 Dwarf and Necromancer
line.
which was sprung by orcs but did not 2 Dwarf
Rooms 2-7, 9, 11-14. These are all
work properly. 3-4 Necromancer
empty; extensive orcish graffiti decorates
Room 10. Kelthas and his followers 5 Necromancer and Orc
the walls. The original uses of these
discovered the secret door in this room by 6 Orc

Area B southeast corner of the pillar to the edge Dervan Ironeater, the followers of Korin
of the pool facing the balcony are the attack.
Room 16. A large crack runs through this
remnants of what might have once been a Section 33. This is a tunnel to some
room from the north wall to the south wall.
bridge. other portion of the dwarven mines, now
The crack is about 6 feet deep and from 3 to
Section 22. This is a tunnel leading to totally collapsed and impassable.
5 feet wide. In the center of the room is a
some other portion of the dwarven Room 36. This room contains a shaft
pillar 2020 feet that rises to the ceiling,
mines. It is now totally collapsed and leading up to room 100. The shaft is
with the exception of the southeast corner
unpassable. unknown to any of the current occupants
of the pillar. There, it ends in a balcony
Section 24. This section contains a of Illefarn.
about 20 feet above the floor. The entire
ramp linking 23 and 47. Room 41. This room is actually the pil-
pillar is surrounded by a large pool; the
Room 25. Four of Korins followers are lar in the center of the pool in room 16.
pool, however, is dry. Water spilling from
always in this room, ready to stop any orcs The pillar contains the mechanism for the
the fountains on the pillar which would
coming down the shaft from room 61. One fountains that are now pouring polluted
normally fill the pool now runs into the
of them is usually a spellcaster, either a water.
crack. Water runs through the crack in the
dwarf cleric or gnome illusionist. If some- There is only one obvious way to gain
south wall, into the mountain, and out
one approaches the door from room 23, access to the interior of the pillar; PCs must
again into Laughing Hollow. This is the
they stand ready to repel them, but they do climb the 20-foot wall to the open balcony
source of the pollution contaminating the
not open the door themselves. on the southeast corner and then look for
Delimbiyr River.
If anyone entering the room does not an entrance. The wall can be climbed by
Leading from the balcony on the
have the hammer amulet provided by any PC who makes two successful Ability
40
41
checks, one against his Dexterity and the
other against his Strength.
There are two gargoyles on the rails of
the balcony who come to life when anyone
attempts to climb the wall. They come to
life when a PC has climbed more than 10
feet up the wall. Once the gargoyles come
to life, they continue to attack as long as
anyone is within 20 feet of the wall. A PC
with the thief climbing ability can fight
normally, but any other PC fighting while
climbing will do so at -2.
Gargoyles (2): AC 5; MV 9/15; HD
4+4; hp 22, 24; #AT 4; Dmg 1-3/1-3/1-
6/1-4; THAC0 15; SD +1 or better
weapon to hit; AL CE; XP 240.
Once past the gargoyles, a door in the
north wall of the balcony section of the
pillar leads to a 10x10 foot room. This
is the control room. There is a door on the
west wall of this room leading to the air-
lock described in room 101.
There are four large switches set
around a thick central pillar in this room.
All but the northern switch have been
pulled up. If the east and west switches
are pulled down, the fountains of con-
taminated water are shut off. If the
southern switch is pulled down, there is a
change in the sounds of the running
water and the machinery, but there is no
other obvious effect. However, see room
101 for the actual effect of pulling down
this switch.
If the northern switch is pulled up, sev-
eral concealed fountain mouths open up
and pure water starts flowing into the Area C Room 45. Five dwarves and the three
pool and into the crack. This switch acti- gnome fighters live here. Four of the
This was originally a dwarf living area.
vates the alternate water source which has members of this group are usually the
Some of the food of the dwarves was
not been polluted. If the northern switch ones on guard duty in room 42.
stored here. Live animals were also kept
is pulled up while the eastern and western Room 46. This room contains the sta-
here in the stables. Now it is used as the
are still up, the polluted water is diluted, bles. Korin keeps the four mules his
headquarters for Korin Ironaxe and his
but not enough to make any significant group uses as pack animals for their expe-
followers.
difference. ditions here. One dwarf is always on sta-
Room 42. Four of Korins followers are
ble duty.
on duty here at all times. They are guard-
Area B Patrol Table Section 47. This section contains a
ing the stairs that lead down to room 31
ramp leading to room 23.
Roll Faction below.
Room 48. Korin Ironaxe has adopted
1 Dwarf and Necromancer Room 43. The dwarves and gnomes use
this room as his permanent domicile. The
2 Dwarf this room as a workshop for armor and
treasure he and his men have accumu-
3-4 Necromancer weapons maintenance.
lated so far is kept here. In three locked
5 Necromancer and Orc Room 44. This room is used as living
iron chests he has 1,250 sp, 500 ep, 400
6 Orc quarters for the gnome illusionists.

42
gp, 50 pp, and a necklace of missiles with Area D room leads up to room 89.
one 7d6, one 5d6, and three 3d6 fire- Room 61. The notable feature of this
This was a general living area for the
balls. Korin doesnt trust using the neck- room is the shaft leading to room 25 in
dwarves. There were small domiciles for
lace in close quarters, so he hasnt worn Area B. Waiting at the bottom of this
families and larger ones for groups of bach-
it. He also hasnt allowed any of his fol- shaft are dwarves ready to kill anything
elors. There were also some rooms used for
lowers to use it. that climbs down the rungs.
recreation areas and personal workshops.
Room 49-51. Two of these rooms were Room 65. This room is used as a latrine
The dwarves originally came through the
used as concealed treasure rooms. The by the orcs.
outside entrance located in this area. It is
third was used for general storage. This Room 76. This room is used as a head-
still used occasionally to get supplies and
changed after Korin and company quarters by the orcs. There are always
news from relatives in Daggerford.
arrived. Now all three are used as latrines. nine orcs, 21 goblins, and one ogre here.
Room 56. There are always three of
Room 52. Ibin, Kain, and Gorn live Of this group, three orcs and seven gob-
Korins followers on duty here, including
here when they are not on guard or patrol lins are always on patrol in the area. The
one cleric. Through concealed viewslots,
duty or when they are not leading wor- rest guard the stairway which extends into
they keep their eyes on room 57 to see
ship in room 94. the center of the room.
whos using the entrance and also on the
Room 53. This room contains a stair- Rooms 66-75, 77-78. These rooms are
north passage leading to the temple of
way leading to room 94. regularly patrolled by the orcs. The
Moradin.
Room 54. There are always two of chance for an encounter with orcs in these
Room 57. The south passage of this
Korwins followers standing guard here, rooms is 1-4 on 1d6.
room leads to the secret entrance to the
ready to aid or cover their comrades from
outside used by the dwarves.
room 32 below should the need arise. Area D Patrol Table
Room 58. The walls of the corridor
Room 55. This is the cooking area for
leading to this room are decorated with Roll Faction
the dwarves. Vents in the ceiling take the
paintings illustrating the legendary feats 1 Dwarf and Orc
smoke outside.
of Moradin Soul Forger and his lesser 2 Dwarf
associated deities. The stairway in this 3-6 Orc

43
switch has been pulled up, in which case the
pool has refilled from the alternate water
source.
On the shelf on the north wall in this room
is a helm of underwater action and gloves of
swimming and climbing. These are used to
dive into the south end of the pool and swim
to an airlock door. Entering that door and
closing the door behind the diver automati-
cally drains the water out of the room. This
allows the diver to open the opposite door
which leads to room 41 and the controls for
the fountains.
If the party is working directly with the
dwarves, the dwarves insist on retaining the
helmet and gloves for future use. They allow
the party to use these items as long as they are
in Illefarn.
Room 103. This room was King Devins
Area E their return is 30,000 gp. There is also a collec- robing room. In a chest along the eastern wail
tion of pendants, scepters, and other religious is a suit of bronze plate mail +1. Because of
This was a temple to Moradin Soul Forger, the items not connected directly with the worship its fine craftsmanship and many jewels, it is
main god of the dwarves. The walls and ceil- of Moradin worth a total of 50,000 gp. These valued at 28,000 gp. This is the ancestral royal
ings are covered with paintings and carvings items have no particular religious significance armor of the dwarves of Illefarn, and dwarves
which have been chipped and defaced by the for the dwarves. Finally, there is a stone of con- will pay its full value in gold or trade to get it
orcs. Some of this artwork has been partially trolling earth elementals, a spade of colossal back.
restored, thanks to Korin and his followers. excavation, and a mirror of mental prowess. Hanging on a rack on the western wall is a
Most of the rooms are empty and therefore If the PCs are working with the dwarves when cloak of elvenkind. Any old elf, such as Sir
are not described below. Room 97 is protected they make this discovery, the dwarves claim the Elorfindar, will recognize this as the cloak
by a secret door, and none of the current occu- religious items, the stone of controlling earth given to the king of the dwarves by the royal
pants of Illefarn knows about it. elementals, and the spade of colossal excavation. house of the Fallen Kingdom.
Patrol encounters are handled differently in They allow the PCs to use the magical items as On a padded shelf on the southern wall is
this area. When the PCs first enter this area, long as they are working for the benefit of the Devins crown. The crown is studded with 5
roll 1d6. A result of 1 means that room 94 is dwarves in Illefarn. They give the mirror of men- diamonds, 10 rubies, and 15 fire opals
occupied by a patrol; roll on the Patrol Table tal prowess and the non-religious items to the enchanted in the same manner as a helm of
to find out which. Roll 1d6 after each room is party as a reward. brilliance, but these can be recharged. The
explored. A roll of 1 means that a patrol is crown also has a double strength fire resist-
coming up the steps into room 89. Area E Patrol Table ance, just as a helm of brilliance does. Addi-
Room 97. No one has found the secret door tionally, it acts as a helm of telepathy, a stone
leading to this room since the last regular Roll Faction
dwarven priest died defending his shrine cen- 1-3 Dwarf
turies ago. The room contains six gold and 4 Dwarf and Orc
platinum statuettes depicting a dwarven god 5-6 Orc
in a swirl of stars. The statuettes are worth a
total of 300,000 gp. The dwarven reward for

Area F Room 101. Entering this room can be dead-


ly. The pool in this room is full of contami-
Room 99. This room contains a stone statue nated water from room 16. Since the room is
of an armored dwarf. The statue comes to life so small, it is filled with poisonous fumes.
when anyone enters from either 98 or 100. It Anyone entering the room or standing in
attacks unless the person entering gives the room 102 suffers the equivalent of a class C
password, which is known to Korin Ironaxe. ingestive poison attack (see the Dungeon Mas-
(The password is peace.) It freezes to immo- ters Guide for details of this kind of attack).
bility again if the person entering goes back to Because the contaminant in the water is a vari-
98 or 100, but it chases anyone moving from ant of green slime, a cure disease spell is need-
99 into 102 and beyond. ed to help a victim, not a neutralize poison.
Stone golem dwarf: AC 5; MV 4; hp 50; This is obvious to any cleric.
#AT 1; Dmg 3-18; THAC0 10; SA slow spell This pool is fed by the southern switch in
every other round; SD only +2 weapons can the pillar at 41. If that switch has been pulled
hit, immune to most spells; AL N; XP 3,250. down, the pool is empty, unless the northern
44
of controlling earth elementals, a ring of pro- base by Kelthas for some of his followers. Room 119. This room has been made into a
tection +3, and a periapt of proof against poi- Section 105. A force of six skeletons guards shrine to Myrkul by Jorykul and his acolytes,
son. The crown is valued at 50,000 gp. this ramp for Kelthas. The ramp leads to Area who also live here. Heaped before the altar is
Room 104. This room is a secret armory. B. the treasure thus far found by Kelthass min-
King Devin established it as a hideaway in Rooms 106-109. These are the quarters for ions: 1,400 sp, 2,000 ep, 1,500 gp, 300 pp,
case he was caught without his normal gear. many of the demi-human followers of Kel- five turquoise pieces (worth 15 gp each), six
However, Devin never got a chance to use it, thas. The dwarves live in 106, the non-clerical pink pearls (150 gp each), two black opals
as he was killed fighting invaders along with half-orcs live in 107, the half-elves in 105, and (1,200 gp each), three silver necklaces (300
everyone else who knew about the refuge. the halflings in 109. gp, 1,100 gp, 2,500 gp), a battle axe +2 and a
In this room is a helm of brilliance with 7 Room 110. This is the latrine for this group sword, flame tongue. Jorykul intends to
diamonds, 12 rubies, 24 fire opals, and 40 of Kelthass followers. destroy these last two items in a sacred cere-
opals still intact. There is also a set of plate Room 111. This is the residence of Karri mony in honor of Myrkul.
mail +2 meant to go with the helm, gauntlets and Duggwell. They have no idea of the exist- Room 120. This is the headquarters and liv-
of ogre power, a short sword of quickness +2, ence of room 112. ing quarters for Kelthas. Bryn also lives here.
and a crossbow of speed with 24 bolts +1. Room 112. This is an ancient dwarf treasure Room 121. This room contains a stairway
If the party is working with the dwarves, the room. No one has disturbed this room for cen- leading to 113.
dwarves are willing to give the party these turies. Inside are five pots and four vases, all Room 122. Six skeletons stand guard here
items if they can use them. If there are no superbly crafted and worth 500 gp each. at the north door. They attack anyone who
dwarves in the party, the plate mail +2 is use- Room 113. Six skeletons guard this stairway attempts to enter room 123. Otherwise they
less to them. If no one has a proficiency in leading to room 121 in Area H. are immobile.
short sword or crossbow, those items are use- Room 123. The roof of this room has an
less to them. However, the helm of brilliance Area J opening to the outside, currently covered by a
and gauntlets of ogre power should be useful camouflaged tarpaulin. The bandits entered
This area contains some living quarters and is
to anyone. through this opening. There are several small
also a landing for the stairs going up to the
puddles of uncontaminated water on the floor
next level.
Area G from leaks from outside storms.
Room 118. This is the bunkroom for the
This was an area of workshops and living areas remainder of Kelthass human followers who
for apprentice craftsmen. It is now used as a guard the stairway coming up from room 115.

45
block falls if the items are removed from
the shelf in any order but chain, statu-
ettes, emeralds. If the block falls, it also
obstructs the doorway; it weighs 10,000
gp. Anyone making a successful Dexteri-
ty check is able to duck out of the room
before the block drops. Anyone left in
the room not killed by the block is pinned
under it.
Rooms 136-138, 147-148: These rooms
are essentially empty, although they are
strewn with disgusting orcish debris.
Room 139. This a guard station. There
are always five orcs on duty.
Room 140-144. These are the main orc
quarters. There are three orcs living in
each. Room 141 is a latrine.
Room 145. This is Wartsnaks head-
quarters and living area.
Room 146. The trolls live here, and
one is present at all times. The trolls per-
sonal treasure is hidden under some rot-
ting meat in the northeast corner. The
treasure includes 400 cp, 300 sp, 55 ep,
40 gp, 3 pp, and a gold necklace worth
3,500 gp.
Room 149. This is an orc guardsroom
with 10 orcs living in it. At least two orcs
are on duty at all times.
Room 150. This is the orc treasure
room. One of the trolls is on guard at all
times. In this room 500 sp, 450 gp, and
Area K Area L three fine granite carvings of dwarves
worth 400 gp each.
This was originally a storage area. It is This was originally the living area for the
Rooms 151-152. Stub, Zurch. and
occupied by orcs, who periodically attack dwarven quarry workers. Now it is the
Prollot live in these rooms.
Kelthas and his followers in Area G. headquarters for the orcs. They found the
Room 124. Six goblins occupy this entrance many years ago.
room and guard the stairway. Room 134. This is the residence and
Room 125. Two ogres live here and guardroom for 17 goblins.
guard against attacks from 124 and 126. Room 135. This secret treasure room
Room 126-128. These rooms are occu- has never been found by the orcs. It holds
pied by goblins who arent on patrol. the treasure of a guild of quarry workers.
Room 129. This is the treasure room On a shelf in the northeast corner is a sil-
for the goblins. Three goblins are on duty ver chain of office set with many precious
here at all time. So far, their loot consists stones worth 3,000 gp, five matched
only of three stone carvings of mules emeralds worth 500 gp each, and a gold
(worth 75 gp each), four turquoise pieces statuette of one of the founders of Illefarn
(15 gp each), and 60 gp. worth 5,000 gp (and weighing 3,000 gp).
Rooms 130-133. These rooms are all The treasure is protected by a deadfall,
occupied by goblins. Six are on guard a single granite block which descends
duty in corridor 130 and eight each are from the ceiling and does 6d6 points of
relaxing in the other three rooms. damage to anyone in the room not stand-
ing within three feet of the shelf. The

46
Success: Stopping the Flow they are thanked by a very pleased Melan- (if they can smuggle them out), but if the
drach. The Council of Daggerford is also dwarves learn of these thefts, their anger
There is one and only one goal the party
very pleased. For their efforts, the PCs is permanent, possibly doing serious dip-
must accomplish to succeed in this adven-
each receive 2,000 gp and 500 experience lomatic damage between the dwarves and
ture: stopping the flow of contaminated
points. Daggerford.
water. To do this, they must get inside the
Failure to complete the mission is The PCs may wish to clean out as many
pillar at 41 and turn off the east and west
another story. Melandrach just shrugs and of the members of the orc and necroman-
switches to shut off the fountains.
thanks them for their trouble, but secret- cer factions as they wish, accumulating
Just turning the northern switch up
ly he wonders about the competence of experience points as they do. Note, how-
will not in itself do the trick. Remember,
the Daggerford militia and will be reluc- ever, that PCs of 1st through 3rd level will
all that does is activate the alternative
tant to associate with any of them in the have their hands full tackling Kelthas and
water source which dilutes the contami-
future. The Council of Daggerford is some of his more powerful followers.
nated water, but not enough to make any
more vocal in their disapproval and is They may wish to battle the more power-
real difference. It is not necessary start up
likely to order them back to try again so as ful forces in Illefarn when they are rested
the fountains with clean water in this way.
not to tarnish the reputation of the mili- and are at full strength. Better yet, the
If the party starts up these fountains after
tia. Requests for help or additional PCs would do well to ally themselves with
shutting off the polluted water, the
equipment are denied. If the PCs drag a solid force of dwarves before they take
dwarves will be upset that the PCs are
their feet or are perceived as whining, the on Kelthas.
wasting the water from their alternate
duke concludes that these militiamen are To prevent further incursions of
water source, as this water can never be
not cut out for adventuring and assigns unwanted explorers, the PCs may wish to
replaced. In fact, it is entirely possible
them to latrine duty for an indefinite per- seal up some of the entrances to Illefarn.
that the dwarves will send the PCs back to
iod. They may do this at their own initiative or
shut off the northern switch if they pulled
at the request of the dwarves.
it up.
Additional Accomplishments Finally, the Council of Daggerford may
The best method for fixing the foun-
There are other goals the PCs may accom- order the PCs to return to Illefarn to wipe
tains is to wait until the fountains are dry
plish in Illefarn, although these are all out the orc and necromancer factions,
after they are turned off. The fountains
secondary to shutting off the polluted assuming they havent already, before the
and pool can then be cleaned, and the conflict grows and spills into other
crack can be repaired. The cisterns can fountains. They can, for instance, recover
the religious artifacts in Area F and return regions.
also be rebuilt. It is not necessary or
expected that the PCs make these repairs, them to the dwarves. Korin is especially
although their help would certainly be interested in the crown of Devin. If the
welcomed by the dwarves. PCs get it to him, Korin and his followers
If the PCs complete their mission and are loyal to the PCs for the rest of their
shut off the contaminated fountains, days. The PCs are free to keep the items

47
The following characters have been pre- Edrie Graf Kira
generated for players to use if they dont Human female, 1st level magic-user: AC Elf female, 1st level magic user: AC 6;
have 1st level Forgotten Realms charac- 9; MV 12; hp 5; #AT 1; Dmg by weap- MV 12; hp 6; #AT 1; Dmg by weapon;
ters ready for the game. Players may feel on; THAC0 20; S 15, I 17, W 10, D 12, C THAC0 20; S 12, I 14, W 15, D 13, C 16,
free to change the names, backgrounds, 17, Ch 13; AL NG. Spells: Ch 13; AL LG. Spells:
proficiencies, and secondary skills to 1st level: magic missile, protection 1st level: feather fall, jump, magic
make them more like the characters from evil, sleep, unseen servant missile, shield
theyd prefer to play. Edrie Graf is an apprentice of Delfen Kira is the great-granddaughter of Sir
Yellowknife. She has been an apprentice Elorfindar. She has both Gold Elf and
Aswansea since she was very young and has no other Moon Elf in her background. She is an
Elf female, 1st level cleric: AC 4; MV skills besides magic. All of her spells acolyte of Tymora. Kira is a favorite of
12; hp 5; #AT 1: Dmg by weapon; come from Delfens spellbook. She is very Bando the Lame and is never seen with-
THAC0 20; S 14, I 15, W 18, D 17, C 10, suspicious of any cleric, even those in her out the dice he gave her when she became
Ch 16; AL LG. Spells: own party. an acolyte. She learns her magic from Sir
1st level: cure light wounds, bless, Elorfindars spellcasters, and her spells
detect magic, light Garth are from his spellbook. Her weapon spe-
Aswansea always wanted to be a rang- cialties are mace and staff.
Human male, 1st level fighter: AC 4; MV
er, but she tended to fall behind on train- 12 ; hp 7; #AT 1; Dmg by weapon;
ing hikes. She is proficient with longbow Maelwyn
THAC0 20; S 17, I 14, W 10, D 16, C 14,
and great sword, specializing in long Ch 12; AL NG. Human male, 1st level cavalier: AC 4;
sword. Her parents are Moon Elves from MV 12; hp 11; #AT 1; Dmg by weapon;
Sir Elorfindars household. Garth is a son of the Delimbiyr family.
THAC0 20; S 16, I 12, W 15, D 16, C 17,
He has more than a little fondness for the
Ch 16; AL LG.
Cork grape. Since his family fears he will drink
Maelwyn is the son of one of the local
up all the profits, they encourage him to
Human male, 1st level fighter: AC 4; MV barons. He is being taught his duties as a
be an adventurer. A born chance-taker,
12; hp 11; #AT 1; Dmg by weapon; cavalier in the court of Duke Pwyll. As
he worships Tymora. He is proficient
THAC0 20; S 16, I 11, W 11, D 16, C 18, such, he receives much personal attention
with bow and short sword, and he special-
Ch 9; AL NG. from Sir Llewellyn and the duke, and
ized in long sword. He knows enough
Cork is the son of a shepherd who was Bronwyn occasionally flirts with him. His
about the family business to have
once an adventurer, and he wants to be an weapon proficiencies are lance, long
innkeeping as a secondary skill.
adventurer like his father. Thanks to his sword, and horsemans mace. As a mem-
fathers training, Cork is proficient with ber of the middle upper class, he starts
shortbow and javelin, specializing in broad with field plate armor, dagger, long
sword. He is skilled in animal husbandry. sword, lance, and a heavy warhorse.

48

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