Вы находитесь на странице: 1из 40

SHADOWS OF DAGGER FALLS

BEFORE LEAVING
[TODO: Describe parting encounter with Lady Brynn, who wants the promise of a
favor]

TRAVEL
Player characters can take one of two routes to Dagger Falls:
1. Take the Dagger River west for just over 40 miles, disembarking at
Serpentsbridge, then some 70 miles north along Tethyamar Road. This is the
longer of the two options, especially since the river travel will be against the
current, with rowing speed typically slower than a walking pace. It has the
advantage of avoiding Dagger Hills, which are known to be infested with all
manner of dangerous monsters.
Estimated travel times:

4 days along the Dagger River (plus time spent waiting for someone going
in that direction)

4.25 days (at 20) or 3 days (at 30) along Tethyamar Road

Total 4.25 days (at 20) or 7 days (at 30)

2. Follow the North Ride east, then cut north along a trail that leads through the
Dagger Hills. It eventually meets up with the Tethyamar Road some 20 miles
south of Dagger Falls, and is perhaps a 90-mile journey overall.
Estimated travel time: 6.5 days (at 20) or 4.5 days (at 30)

THE RIVER ROUTE


Taking the first route means the potential for river encounters, as well as more traditional
meetings along well-traveled trails.
[Start of journey description (weather, river, etc)]
E NCOUNTER : F ISHERMEN
This encounter takes place within a day of leaving Shadowdale.
[Description of fishermen, in a boat]
The fishermen are happy to pull alongside the PCs and exchange news. They are cousins,
and they live on a farm not far from Shadowdale with their families.

They have heard that the Wailing Death, which wiped out most of the population of
Neverwinter last year, has spread to the Heartlands (this is not true). They might also
mention that shady characters can be found traveling the Dagger River at night
smugglers, most like.
E NCOUNTER : S MUGGLERS
This encounter takes place at night, two or three days into the river journey.
[Description of smugglers, traveling downriver at night. They use poles to guide their
raft, which is loaded with large crates.]
A small raft crewed by four human smugglers (rough looking, tattooed men, heavily
armed and lightly armored, traveling only at night). They are carrying large amounts of
moradyn powder from Dagger Falls, for distribution in the Dalelands and Sembia. They
are a mix of rogues and fighters, 4th and 5th level.
S ERPENTSBRIDGE
While technically a thorp, Serpentsbridge barely deserves to be considered a
permanent settlement. It contains a roadhouse, a few support buildings, and a
couple residences. The bridge itself is a none-too-sturdy wooden construction with a
toll house on the southern side.
Food and drink can be had at the roadhouse, which is owned and operated by Finnegus
Briar (a quiet, balding Vaasan with no family and only a sturdy (if somewhat dim) lad
named Merk to assist him.
E NCOUNTER : B AND

OF THE

R OSE P ATROL

This encounter takes place along the Tethyamar trail, within a few hours walk to Dagger
Falls.
[Description of patrol]
3 first level fighters (2 humans, one half-elf), one second level ranger (half-orc female);
the members of the patrol are armed with short swords and longbows, and wear leather
armor emblazoned with the image of a blood-red rose. They will stop the group to ask
after their intentions; they seem guarded and cautious, but not unfriendly.

THE DAGGER HILLS


The Dagger Hills are full of monsters, and going this route is more likely to result in a
combat encounter.

[Description of the North Ride as it heads east out of Shadowdale; further describe
taking the unnamed trail into the Dagger Hills]
E NCOUNTER : D EAD

OWLBEARS

[Description of crows, owlbears, etc]


The day after turning off of the North Ride, the group will spot a murder of crows, circling
and swooping down, their activity focused just beyond a rise off to the east. If the PCs
investigate, theyll find a trio of owlbears, recently killed. Their bodies are covered in
long gashes, and the ground around them is well-trodden.
About an hour after moving on, the group will hear a rhythmic scraping sound, which
they might recognize as the sound of a sword being sharpened, coming from just ahead
along the trail, beyond a stand of poplar trees. Proceeding, the group will encounter a
lone moon elf warrior (bladesinger), camped just off the road and sharpening his long
sword. His name is Valanthe Galanodel.
H OWLS I N

THE

D ARKNESS

[Description of hearing howls at night, and seeing the flash of eyes in the distance,
reflected in the firelight]
E NCOUNTER : E TTIN

GIANT

The low hills are covered with dense thickets and stands of low, thorny trees. The
path weaves east and west continually, snaking between the rises to remain roughly
level, and avoiding most of the difficult ground. Around one such bend, skirting a
slope of gravel and fair-sized boulders, you see a prone form just off of the path, half
obscured by bracken.
It appears to be a tall, hefty woman, wearing a tattered dress and stockings, with
long, straw-colored hair. She is either unconscious or dead (difficult to tell which,
since shes lying face down).
This is a fairly cunning trap, laid by the ettin who waits among the boulders on the
opposite side of the path. The woman is actually a male orc, which the Ettin has killed
and dressed to play the part of damsel in distress. The costume has been used too often
in this rusethe wig and dress have seen better days, but they hold up under inspection
unless someone gets within twenty feet or so.
CR 6
Goroomp the Ettin
Large Giant
Hit Dice: 10d8+20 (65hp)
Initiative: +3
Speed: 30 ft. in hide armor; base speed 40 ft.
AC: 18 (-1 size, -1 Dex, +7 natural, +3 hide), touch 8, flat-footed 18
Base Attack/Grapple: +7/+17

Attack: Two morningstars +12 melee (2d6+6), or two javelins +5 ranged (1d8+6)
Space/Reach: 10 ft./10 ft.
Special Attacks:
Special Qualities: Low-light vision, superior two-weapon fighting
Saves: Fort +9, Ref +2, Will +5
Abilities: Str 23, Dex 8, Con 15, Int 6, Wis 10, Cha 11
Skills: Listen +10, Search +1, Spot +10
Feats: Alertness, Improved Initiative, Iron Will, Power Attack
E NCOUNTER : B AND

OF THE

R OSE P ATROL

This encounter takes place along the Tethyamar trail, within a few hours walk to Dagger
Falls.
[Description of patrol]
3 first level fighters (2 humans, one half-elf), one second level ranger (half-orc female);
the members of the patrol are armed with short swords and longbows, and wear leather
armor emblazoned with the image of a blood-red rose. They will stop the group to ask
after their intentions; they seem guarded and cautious, but not unfriendly.

ARRIVING

IN

DAGGER FALLS

The rough stone walls of Dagger Falls aren't pretty, but they offer much needed
protection in a dangerous land. Sitting just northwest of Dagger Ford (and within
earshot of the towering waterfall that gives the town its name), Dagger Falls has the
look of a frontier settlement, despite its obvious age. The stone construction and
steep slate roofs of the buildings appear well suited to long winters and aggressive
neighbors. So do the townsfolk, for that matternearly everyone you see is armed as
they carry about their daily business.
If the players ask where they can find Captain Pierce of the Band of the Rose, they will be
directed to the mercenary camp, on the north side of town (outside the walls, across
from the Red Rock).
Try to work the encounter with the strung out beggar in before the players meet with
Pierce for the second time

THE UNEXPECTED
The Band of the Rose has the appearance of a standing army. Nearly a hundred
white ridge tents crowd the grassy fields to the north of Dagger Falls, each big
enough for four or six mercenaries. Numerous larger, round pavilions show above the
rank and file, near the center of the camp.
[As the players make their way into the camp] You get an impression of controlled
chaos as you approach the camp, and those of you without military experience are
shocked by the number of civilianswomen and children includedamong the tent
lines. The ringing of forge hammers, the smell of fresh baked bread, and a

cacophony of voices greet you before you reach the first picketalong with
questioning looks from the mercenaries on guard.
A squad of four intercept you as you approach the line. They dress identically,
wearing banded armor and carrying medium shields and long swords, with longbows
strung at their backs. The blood-red rose is emblazoned on their gray cloaks.
The men will ask politely what the PCs want, and will send one of their number running
to carry a message if presented with Lord Mourngryms introduction. The messenger will
return with Pierce himself.
P UBLIC A UDIENCE
Captain Pierce is a sturdy Tethyrian man in his middle years. He has a medium build
and an honest face, though something in his eyes speaks to recent stresses. He has
the air of a veteran who has seen much in his career.
The following are possible dialogue options:
I apologize for the public audiencemy tent is somewhat lacking for comfort. He
gestures to the surrounding camp, and you notice that your meeting has attracted
some notice among the mercenaries and camp followers. He continues: It seems
you have the advantage of my name.
Its been years since Ive seen Mourngrym. I trust he is well?
As much as I can see why Mourngrym puts such faith in you, Im afraid I have bad
news. Due to some recent events, our contract with Daggerdale is under review.
Ive just been instructed by my commander that the Band cannot take on any new
recruits at this time.
Im terribly sorry. Given the distance youve traveled, I will personally cover the
cost of inn rooms, should you decide to tarry here in Dagger Falls for a time. Many
guards will soon be needed, once Randal Morn decides to permit caravans to leave
the citys walls again. I seem to recall such work being profitable, though it is
somewhat dangerous in these times.
Inform any one of my men where you are staying, and I will arrange the payment.
E NCOUNTER : S PARE S OME G OLD ?
Only one room is available at the Red Rock. The PCs may choose to split up, or try their
luck with one of the other inns. Read the following once the players enter Dagger Falls,
proper.
There is a nervous energy inside the walls of the town. People go about their daily
business, but you notice more than one suspicious glance (and not all directed your
way). It is clear that something has the folk of Dagger Falls on edge.

The tall stone buildings loom out and over the streets, adding to the feeling of
impending danger. A waifish woman darts out from a shadowed lintel to your left,
forcing you to stop or bowl her over. She has ratty blond hair and appears
malnourished.
Spare some silver, love?, she says, slurring slightly. Orgold, perhaps? This last
is said while gesturing suggestively at her blouse, and you sense from her faraway
gaze that her mind is elsewhere.
S ECRET M EETING
Once the PCs are settled into their inn rooms (likely after having taken care of some
business within the town), they receive a visitor in the night. Captain Pierce arrives
cloaked and hooded.
May I come in?
I apologize for earliercertain things needed to be said where others could hear.
The truth is, I do need your help. Daggerdale is under attack, and it is not the sort
of fight that I and my men can meet on the field. We are already exceeding our
contract in the duties that we performsomething I fear will subvert Lord Morns
legitimacy, if continued.
Covert forces within Dagger Falls itself are coordinating illicit activities,
overwhelming Morns two hundred guardsmen and soldiers, and forcing him to rely
increasingly upon the Band. I arranged for our contract to go under review myself
a means of controlling the battlefield, so to speak.
I have been waiting weeks for just such an opportunity as you present;
adventurers with no ties to the Band or Morns men can operate freely without
arousing suspicion among the Zhentarim. Finding trustworthy people was the
difficult part, but Mourngryms integrity and judgement are without question.
[Wait for the PCs to ask what the problems are] There are three symptoms to the
current crisisseemingly unrelated problems, but they all began at roughly the
same time.
First, large quantities of a drug called dreammist started showing up in the city
after the melting, producing vivid visions for those who inhale its vapor. It is
extremely addictive, and many who take it ultimately die from its effects. The
addicts protect their sources, and those who can be made to talk are of little use;
every rogue and blackguard within the walls seems to have a hand in dealing it,
and no one can point to a common supplier.
Secondly, many townspeople have gone missing within the last two months. Tales
of shadows reaching out to claim victims in the night are circulating the taverns,
and folk fear to leave their houses alone at night. Even the Band is not immuneI
am even forced to hold off-duty men to a sort of curfew, after losing four good
soldiers to this danger.

Lastly, caravan attacks are as bad as I have ever seen. Any trader leaving Dagger
Falls with fewer than thirty guards never reaches its destination, though its easy
enough to find evidence of the attacks afterward. If I send the Band along, even in
secret, the attackers do not show their faces. This makes me believe that someone
among my men is a traitor, or a spy.
Randal Morn has forbidden caravans from forming until the threat can be
uncovered. Dagger Falls has become a smugglers paradise, and many goods cost
nearly double what they should. The merchants are attempting to form a sort of
coalition, intent on challenging Morns right to rule, should these problems go
unresolved much longer.
Should you be able to help with any of these problems, I can guarantee a sizable
reward. 5000 gold pieces would be the start of it, and even land and titles would
not be out of the question, if you reach the root of the matter.

PART 1
Not enough time to plan every possible way that the players could get to the bottom of
the drug problem. Some possibilities are below, along with a few planned encounters.
the generic NPC builds below can be used for either sort of encounter.
They might follow an addict until they are led to a dealer, or think of another way to
locate one (use thug build). Dealers know they will be killed if they begin using
dreammist or lead anyone to their suppliers, and wont betray their source even if
threatened directly (though a successful intimidate check, combined with a vicious
enough act, will be successful). If somehow coerced or tricked (again, maybe followed),
a dealer could lead the group to a dreamhouse.
Dreamhouses are where townsfolk can go to breathe in a safe, private environment,
and be relatively assured that they wont be able to get Kelemvors mist. The drug is
more expensive in these establishments, so they tend to cater to more well-to-do
people. Dreamhouses get shut down frequently, and it takes a DC 20 Gather
Information check to find an active one. What most people dont know is that dealers
are able to resupply once per week from dreamhouses, and the organization of these
establishments is managed directly through Thunds underlings (assassin builds).

- If the PCs case a dreamhouse for long enough (and without being noticed), they may
eventually see one of the deliveries being made. Dreammist is dropped off, and a
significant amount of coin is taken to a house adjacent to Thund s warehouse. The
house is always guarded, inside and out (two thugs outside; six thugs, one assassin,
and Galius the Scorned inside).

- A tunnel in the basement leads to the sub-level of the warehouse, where the cells
are, and where Thunds trusted henchmen may leave messages for him (sticking
them up through the floor boards). The sub-level is sealed off, so that Thund can
deny any knowledge of wrongdoing (though there is a chute, by which Moradyn
powder may be passed into circulation).

The trail should go cold after the discovery of the warehouse, leaving the PCs in doubt as
to who is behind the whole thing. If they get that far, they will have severely weakened
the drug ring, and Thund will have to focus his efforts more on his trade-related schemes
(which will be tackled in the next adventure).

FIRE

IN THE

NIGHT

If the players reveal themselves to the enemies, they will become targets. If more than
one PC is staying in an inn or hotel, the criminals will set fire to it and wait from a far
away vantage (within bowshot but in shadowy illumination caused by the burning
building) to shoot arrows at people as they flee the burning building.
Use one assassin and five thugs in this encounter.
B URNING B UILDING
PCs will notice the smell of smoke, and hear alarmed cries from other guests at the inn. It
takes ten rounds to get out of the building, if all the PC does is attempt to evacuate.
Have the players roll their own hazard chances each round (start at 20%, since the fire
has been going for a minute before it is noticed within the rooms on the fourth floor).
To complicate matters, players will come across two unconscious people on the fourth
floor (man 215lbs, woman 142lbs), one on the stairs (child 91lbs), and one more on the
third floor (woman 110lbs). There is also the sound of a baby crying in a room on the
fourth floor (the mother is the woman on the stairs, who was returning from using the
privy when she went unconscious from the smoke)
The rules for burning buildings are as follows:
Outside of any closed rooms, the third and fourth floors are filled with heavy smoke by
the time the fire is noticed. A creature that breathes heavy smoke must make a Fortitude
save (DC 15, + 1 per previous check) or spend a round choking and coughing. A creature
that chokes for 2 consecutive rounds takes 1d6 points of nonlethal damage. Smoke also
provides concealment to any creatures within it. Finally, it makes Search checks (such as
those made to find unconscious civilians or companions) difficult. Search checks in
smoke are made at a 4 penalty.
Creatures breathing the air in these conditions take 1d6 points of lethal damage per
minute. A character must also make a Fortitude save every 5 minutes (DC 15, + 1 per
previous check) or take an additional 1d4 points of nonlethal damage. Wearing armor or
heavy clothing imposes a 4 penalty on the save, and those wearing metal armor or who
come into contact with hot metal are affected as if by a heat metal spell.
Finally, remember that a creature that takes any nonlethal damage from heat exposure
suffers from heatstroke and is fatigued. The character suffers from this fatigue until

healed of the nonlethal damage. A fatigued character can neither run nor charge and
takes a 2 penalty to Strength and Dexterity. Doing anything that would normally cause
fatigue causes the fatigued character to become exhausted. After 8 hours of complete
rest, fatigued characters are no longer fatigued.
A burning building holds further hazards than fire and smoke. Building structures grow
weak as fire eats away at their supports, and floors and ceilings can collapse around the
unwary. Some buildings also contain hazardous chemicals or explosive materials
(granaries, for instance, are notorious firetraps due to the grain dust filling the air), and
every building with little ventilation might hold a deadly backdraft. In areas of a building
that are on fire, a character has a 10% chance of encountering one of the hazards
described below. This chance increases by 10% for each minute a room has been on fire,
to a maximum hazard encounter chance of 50%. If a hazard is present, roll d20 and
consult the following table.
Collapsing Floor: Collapsing floors can be resolved like a pit trap. Allow a character in a
room with a collapsing floor a DC 15 Reflex save to leap clear. Failure indicates the
character falls to the story below, taking 1d6 points of falling damage per 10 feet that he
falls, along with 2d6 points of fire damage. He is liable to take further fire damage in
ensuing rounds, as described in Heat, above, unless he finds a way out of the new
chamber, which might or might not be in flames itself.
Collapsing Ceiling: Collapsing ceilings also allow a character a DC 15 Reflex save to
leap free, but the results of failure are even more terrifying. Failure means the character
takes 2d6 points of damage and 2d6 points of fire damage from the falling debris. He is
also buried beneath the ceiling debris. A buried creature takes 1d6 points of nonlethal
damage and 2d6 points of fire damage per round. Getting free requires a DC 20 Strength
check (the DC might be higher if you decide that something particularly heavy fell on the
character from above).
Explosion: Many buildings, even normal homes, hold substances that dont mix well
with fire. An oil supply or a cloud of grain dust might catch fire, or maybe an alchemical
formula is exposed to too much heat. Explosions vary in severity based on their cause. At
minimum, an explosion deals 3d6 points of fire damage in a 20-foot-radius burst. More
severe explosions mimic the effects of fireball spells, dealing 5d6 points of fire damage
or more. A good rule of thumb is to set the number of damage dice of the explosion
equal to the level of the party (maximum of 10d6 for a group of 10th level or higher).
Explosions might deal more than fire damage. If a room holds items that can be turned
into shrapnel, consider adding another 2d6 points of damage to the burst. Such shrapnel
might include pieces of metal (jewelry), glass (from windows or display cases), or wood
(from multiple small pieces of furniture).
Backdraft: A backdraft occurs when a fire burns very hot, but has little or no oxygen.
When a source of oxygen is suddenly introduced into the area, fire erupts from the

source of heat, engulfing the unwary and causing terrible burns. A backdraft works like
an explosion, but careful characters can check for its presence (unlike with an explosion).
A DC 20 Search check on a door or wall near a potential backdraft can warn a character
that entering the room is not a good idea until it is ventilated first. Likewise, a DC 25
Spot check near a potential backdraft site results in a character noticing small wisps of
smoke being sucked beneath a door or into cracks in the walls, floor, or ceiling as the
backdraft prepares to ignite if given an appropriate amount of oxygen. A backdraft
explosion deals 5d6 points of fire damage in a 30-foot-radius spread (Reflex DC 15 half).
Other Hazards: Unique environments might contain unusual hazards. At a wizards
laboratory, all manner of odd creatures might be trying to flee the fire. Glass equipment
would be exploding, dangerous materials melting, and toxic clouds of gas forming as a
result of certain substances melting or mixing together. Depending on the nature of a
particular burning building, add one or more hazards of your own to the table above.
K NIFE

IN THE

D ARK

If the group splits up and a PC is alone at some point (preferably when returning to his
room), an assassin will strike (use assassin build, below, and assume taking 10 on hide
check).

PART 2
Players will likely wrap up the drug plot-line this session, so be prepared to introduce
elements of the murder/disappearance plot-line early on.
We left off just after the fight in the street, which only lasted a few rounds. A group of
guards will come running, and their captain, a man named Tersus, will demand to know
what happened.

- During the conversation, one of the civilians that the group saved from the burning
building, who seems to know the captain by name, will stagger from the alley where
he was left, and will recount the role that the PCs played in saving him and the
others. Hell also tell about the archers that attacked the group, and the sinister man
who pushed past him after attempting to kill Owen.

- Placated, the captain will agree to release the PCs, but will ask where they can be
found in case further questioning is required
Experience from last session:

- CR 2: 6, 3000
- CR 3: 5, 3750
- CR 4: 2, 2000

- CR 5: 1, 3000
- CR 7: 1, 3000
- 14,750 / 4 = 3688
Further happenings: While still trying to bust the drug ring, the players should hear a
rumor of another missing townsperson. If the players visit the Broken Dagger, they may
overhear a man named Paglin telling the story:
Me and Brellis was walkin' home from this very place two nights past, when the
darkness itself rose up and swallowed the poor sod. It woulda had me also, cept for
the charm m old gran gave me. With this, he holds up a roughly shaped copper
pendant, strung on a hemp cord. The night itself turned against me, but I fought my
way
through,
somehow.
Other patrons of the Dagger will chime in, some remarking on how drunk Paglin was
that night, and another saying Now you just need a charm against cowardice, Pag!

- If the group goes somewhere other than the Broken Dagger, they may just hear that
a man named Paglin at the Broken Dagger is telling of the most recent abduction
Over the following days, much of talk the talk of the town concerns the fire at the
Fallsview. No one recognizes the PCs, but many people tell of the group of adventurers
who fought off a group of attackers and arsonists.

- This will eventually draw Kesslas attention. Whether in person (if the PCs go back to
the Red Rock) or via a hand-delivered letter, Kessla will tell the group that she will
make rooms available at her Inn, should they need them.
The players might offer one of their number as bait for whoever is abducting townsfolk.
Before that bears any fruit, there should be one encounter with a group of three run-ofthe-mill ruffians first (see below).
After enough efforts at patrolling the streets at night, the players will eventually
encounter Ottkar and his shadows (see below). The way the encounter plays out
depends on how the PCs go about trying to find the killer. If a lone player is wandering,
he will be attacked. If an illusion is sent out, and the player controlling it is sufficiently
hidden, the illusion will be attacked. If the players aren t careful enough to draw the
attackers out themselves, they may eventually witness an attack in progress (someone
on the ground with Ottkar preparing to carry him or her away)
If his shadows are thwarted, Ottkar will flee to his lair (in a crypt that is accessible
behind the Temple of Lathanders Light). There the PCs will have to fight 18 of his
enhanced skeletons, along with his two shadows (see below). They may also witness
part of his ritual sacrifice to Bane, if they find the lair without fighting the shadows.
Whether the players find the lair of Galius or Ottkar, they should find letters between
the two and Ezzek. These will reveal the nature of the overall plot against Daggerdale

and give clues as to each lieutenants part in it. Detail these letters between
sessions rather than try to make it up on the spot during the game.
A couple days after finding accommodations, Owen will find a letter in his room upon
his return.

PART 3
With the discovery of the letters in Galiuss room, the players have uncovered half of the
mystery plaguing Dagger Falls. They now know that someone named Ottkar is
responsible for the disappearances, and, that he likely resides in a crypt in the northeast
of the town. The inevitable conclusion, if the players manage to put these two facts
together, is that there is some secret lair in the graveyard behind the template of
Lathander. They now have an opportunity to force a battle on their own terms This
encounter is described under Under Lathanders Shadow, below.
The group has also more or less dismantled the dreammist distribution network. Without
Galius and Morvin (who may be able to break out of his cell, but will not likely get far
given his current state of blindness), the towns drug dealers will soon run out of product,
and will have no means of finding more. The only step remaining to deal with the
problem permanently would be to take out the suppliersThe Eldreth Veluuthra of the
Border Forest. This encounter is described under Passive Aggression, below.
The group may finally decide to investigate the caravan attacks. While the only way to
take care of this problem permanently would be to uncover the spy within the ranks of
the Band, they can put a serious damper on the enemy efforts by dispersing or
destroying the band of Zhents that are actually responsible for the raids. Relevant details
are described under On the Road Again.
Lastly, the group now knows that someone is behind the scenes, orchestrating the
Zhentarims plots. Ezzek Sumnar may be anyone, as far as the PCs are concerned. They
may make an intuitive leap and suppose that he is a member of the Merchant League,
based on his reference of that group within one of the letters. Though it is unlikely that
they will penetrate Ezzeks cover at this stage, some information to handle this course of
action is provided under Follow the Money.
CR 9
Galius the Scorned
Medium Human Ranger 1, Paladin 5, Blackguard 2
Hit Dice: 1d8 + 6d10 + 24 (66 hp)
Initiative: +2
Speed: 20 ft. in full plate
AC: 23 (+1 Dex, +9 armor, +3 shield), 11 touch, 22 flat-footed
Base Attack/Grapple: +8/+12
Attack: Long sword +14 melee (1d8+5, 19-20), plus poison (2d12/1d6 Con, DC 16)
Space/Reach: 5 ft./5 ft.
Special Attacks: Sneak attack +1d6, smite good 3/day (+2/+2)

Special Qualities: Aura of Evil (Ex), poison use, Dark Blessing (Su), favored enemy
(human), wild empathy
Saves: Fort +13, Ref +6, Will +5
Abilities: Str 18, Dex 12, Con 16, Int 13, Wis 14, Cha 14
Skills: Hide +6 (-2), Jump +8 (+0), Concentration +14, Listen +4, Spot +4, Survival +6, Use
Rope +4, Search +5, Knowledge (religion) +3, Diplomacy +13, Sense Motive +11,
Feats: Track, Power Attack, Cleave, Improved Sunder, Weapon Focus (long sword)
Detect Good (Sp): As per spell, at will
Lay on Hands (Su): Once per day, 4 hp
Spells: Cure light wounds, cause fear
Equipment: +1 full plate, +1 heavy steel shield, morningstar, belt pouch with unholy
symbol (Bane) and four doses of sassone leaf residue (300gp value, each); Galius has
3,100gp, which he keeps in a locked chest in his room

LOOSE ENDS
The group is camped out in the Zhent safe-house. There are a few details and events
that were not described during the last session:
The tunnel in the basement leads to a secret exit just outside of the town s walls. Read
the following:
The long tunnel appears recently excavated, and the quality of the work is poor. The
dimensions vary every few feet, and it isnt very straight, but it travels in a generally
southward direction for about 120 feet before turning sharply upward, and ending at
a bulkhead door. Roots dangle from the ceiling of the tunnel for much of the last ten
or fifteen feet of its length.

- The bulkhead door is unlocked, and opens up into the middle of a small stand of
trees, just beyond the southern wall of Dagger Falls.
It must seem strange that no one came to investigate the safe-houseif the players
pay any attention to the street outside, they may notice that there is a curious lack of
guardsmen in the area. What they make of that is up to them, of course.
The players may decide to send Captain Pierce a message. If they mention fey at all,
Pierce will not send the pigeon back and will instead have a note delivered to the
players that says Meet me by the tree stump.

- Pierce is somewhat paranoid about fey, and will now be suspicious of the PCs until
they can explain themselves. Even if they manage to allay his worries concerning
them, he will be incredibly disturbed to learn that a fey noblewoman is taking some
interest in him.

- He will not explain why this upsets him so. After awhile, he will refuse to discuss it
any further, telling the PCs to finish their mission and leaving suddenly.
Morvin will attempt his escape at an opportune time, or as soon as he is able to rest
and memorize a new spell (whichever comes first). If able, he will cast instant
locksmith and somehow manage to pick the lock of his cell using a scrap of metal from
his chamber pot bucket (he rolled a 20). He will move silently (24) and attempt to
escape, but cant really hide in his condition. If the players station a guard, or otherwise
indicate some plan other than we all go to sleep, they will have a good chance of
catching him before he makes it to the street.

- Whether they interrogate him before going to sleep, or in the morning (or both),
Morvin will have scant details for them. Here are possible responses for each of the
following plot-lines for information concerning what Morvin can tell the PCs when
asked the appropriate questions, keeping in mind that his first inclination will be to
remain silent unless the group swears his safe conduct from Dagger Falls.

Ottkar Bluemantle

- Those simpering fools? They dont have the balls.


- Ottkar Bluemantle keeps his lair below Lathanders cemetery.
- He is a cleric of Bane; the victims he steals from the streets are sacrificed
to the Black Lord.

- [If asked how to contact Ottkar:] Ottkar doesnt use the dead drop. He
and Galius met in person once, but I dont know how they arranged it.
Ezzek Sumnar

- Galius tried to talk Ottkar into helping him find Ezzek, so he could put a
blade through his gut. He followed the old dogma: Let the strongest lead.
Apparently Ottkar thinks along the new lines. Since Bane returned, he
seems to frown upon infighting.

- I never got close to him. I thought I had him with the first decoy, but after
a few pulled fingernails I realized that Ezzek hires people to hire people to
pick up his notes, and probably uses a different disguise each time he does
it. I killed the second courier just for spite.
Eldreth Veluuthra

- Ezzek told us about them to prove a point. I know better than to put on
some pointy ears and prance into the Border Forest. Ezzeks either an elf
himself, or has strong enough magic to fool them. Either way, we knew
wed lose out supply without him.

- After that, Galius gave up plans for taking charge. He didnt know enough
to run things without the dreammist.

- Dont know where to find them. The locals might have suspicionsthe
elves have been raiding them for years.
Caravan Raids

- Fraid I cant help you there. Not sure how Ezzek arranges the attacks.
Dead Drop

- Its a well, located somewhat near the Constables Tower. Many frequent
the well for water throughout the day, so it is easy enough to check the
hollow just under the southern lip without being conspicuous.
CR 7
Morvin
Medium Human Rogue 3, Fighter 2, Assassin 1
Hit Dice: 4d6 + 2d10 + 12 (43 hp)
Initiative: +7
Speed: 35 ft.
AC: 16 (+3 Dex, +3 armor), 13 touch, 13 flat-footed

Base Attack/Grapple: +4/+6


Attack: Dagger +7 melee (1d4+2, 19-20), plus poison (1d6 Str/2d6 Str, DC 25), or sap +7
melee (1d6+2 nonlethal), or dagger +8 ranged (1d4+2, 19-20), plus poison
Space/Reach: 5 ft./5 ft.
Special Attacks: Sneak attack +3d6, death attack
Special Qualities: Poison use
Saves: Fort +5, Ref +8, Will +1
Abilities: Str 14, Dex 16, Con 12, Int 13, Wis 10, Cha 8
Skills: Disguise +7, Move Silently +12, Hide +12, Balance +9, Bluff +5, Jump +7, Tumble
+9, Escape Artist +9, Open Locks +10, Sleight of Hand +11, Climb +8,
Feats: Improved Initiative, Improved Toughness, Dash, Quick Draw, Flick of the Wrist,
Throat Punch (trade 2d6 sneak attack to hinder opponents ability to speak for 3 rounds)
Death Attack (Ex): Study victim for 3 rounds, then attack; Target is paralyzed (1d6 + 1
rounds) or killed, if failing a DC 12 Fort save
Spells: instant locksmith, obscuring mist or disguise self
Equipment: Masterwork studded leather armor, masterwork sap, five masterwork daggers,
each coated with purple worm poison, belt pouch with 1d10 copper, 1d10 silver, 1d10 gold,
and 1d6 platinum

UNDER LATHANDER S SHADOW


The group will likely be suspicious of the Lathanderites, and may confront them or sneak
around the temple. The cleric of Lathander (High Mornmaster Harndarr Oryn) and his
acolytes are ignorant of any wrongdoing, however, and will become blusteringly angry if
there is any accusation. Some possible dialog options:
Lathanders light is all that stands between the people of Dagger Falls and certain
destruction. Do not call our service into question, you who are strangers to this dale.
I have ministered to the people of Dagger Falls for fifteen years. I care not for your
arrogance, and will not be interrogated in my own temple.
The Morning Lord will not stand for such insinuations in his holy house! Begone with
you!
Unbeknownst to the good priest of Lathander, Ottkar Bluemantle has desecrated an old
crypt beneath Lathanders temple, turning it into a place of darkness and sacrifice. The
following descriptions can be read as the players find their way to Ottkars hiding place:
Lathanders Light (exterior):
Situated within the walls on the east side of town, this solid stone building faces the
rising sun.
Lathanders Light (interior):
Although spartanly appointed, the halls within the temple are lit with a rose-red
network of continual flame spells cast by the clergy. Through a large, pillared, entry
chamber and a pair of brass double doors, you can see the main chapel.
Cemetery:

Accessible from the cathedral and through a small lich gate on the west side, the
cemetery attached to the temple of Lathander is a walled square, nearly one
hundred feet per side. A central branching path connects the six stone mausoleums
spread across the grounds. The space between is interspersed with statuary, hickory
trees, and hundreds of common graves.
Mausoleum (general):
The mausoleums of Dagger Falls are square-ish, blocky structures with plain lines.
Intricate carvingsroses, images of the breaking dawn, and other such symbols of
vitality and renewal surround the heavy stone doors.
If they are searched, only one of the tombs (that closest to the cathedral) shows signs of
being recently opened.
Mausoleum (interior):
A low, dark chamber extends some forty feet forward. The stone here is quite old,
and grave dust covers most every surface. There are two table tombs on either side
of the room, each holding the desiccated remains of a warrior (still equipped for
battle). Dozens of small alcoves line the walls behind the tombs, holding more of the
ancient, interred dead.
A Search check (DC 19) will indicate that the dust has been disturbed, though whoever
did it chose his footsteps carefully. A Search check (DC 20; Nym will make this
automatically if he approaches within five feet) at the back of the chamber will reveal
two concealed doors. The triggering mechanisms are at the back of two alcoves, and the
back walls slide apart independently of one another.
Through each secret door:
The door slides aside to reveal a narrow passageway, which turns after about seven
feet. The wall opposite you is covered in a thick tapestry. Of more immediate
concern, another skeletal warrior, armed as the others, stands just in front of you. Its
bones creak and its eyes smolder with a deep red glow as it brings its weapon to
bear and strikes.
The tapestry depicts a clenched black hand on a dark green field.
Final chamber:
Ottkar awaits you as you enter this chamber. He stands aside a sacrificial alter, which
bears the flensed remains of a recently killed man. The walls are completely covered
by more tapestries, these telling of the resurrection of Bane and the triumph of his
followers in battle. More skeletal warriors ring the room.
Ottkar himself is equipped much as Galius was, though his plate armor is less
ostentatious. Approaching middle age, Ottkar has a gruff, plain visage and a spotted,
balding pate.

Unlike the rest of the crypt, this chamber is well lit by half a dozen ensconced torches

CR 3
Enhanced Skeleton
Medium Undead
Hit Dice: 1d12 + 4 (10 hp)
Initiative: +5
Speed: 30 ft.
AC: 21 (+1 Dex, +4 natural, +2 shield, +4 armor)
Base Attack/Grapple: +0/+3
Attack: Morningstar +5 melee (1d8+5 damage) or 2 claws +5 melee (1d4+4 damage)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold,
undead traits, +4 turn resistance, destructive retribution
Saves: Fort +2, Ref +3, Will +4
Abilities: Str 17, Dex 13, Con , Int , Wis 10, Cha 1
Skills: Feats: Improved Initiative
Desecration: The crypt is covered by a series of desecrate spells, focused on the alter to
Bane in Ottkars chambers. This grants each skeleton a +2 profane bonus to attack,
damage, and saving throws, as well as +2 hp per hit die. Turning checks against the
skeletons suffer a -6 profane penalty.
Destructive Retribution: When killed, the skeletons release negative energy in a 10-foot
burst (1d6 damage, DC 15 reflex save for half; heals other undead)
Undead Traits: Immune to mind-affecting effects (charms, compulsions, phantasms,
patterns and morale effects); immune to poison, sleep effects, paralysis, stunning, disease,
and death effects; not subject to critical hits, nonlethal damage, ability drain, or energy
drain; immune to damage to physical ability scores, as well as fatigue and exhaustion;
immune to anything that requires a Fortitude save, unless it works on objects or is harmless;
uses Charisma for Concentration checks
Equipment: Morningstar, chain shirt, heavy steel shield
CR 3
Shadow
Medium Undead (Incorporeal)
Hit Dice: 3d12 (19 hp)
Initiative: +2
Speed: Fly 40 ft. (good)
AC: 14 (+2 Dex, +1 deflection, +1 dodge), touch 13, flat-footed 11
Base Attack/Grapple: +1/
Attack: Incorporeal touch +3 melee (1d6 Str)
Space/Reach: 5 ft./5 ft.
Special Attacks: Create spawn, strength damage
Special Qualities: Darkvision 60 ft., immunity to cold, undead traits, incorporeal traits, +2
turn resistance
Saves: Fort +1, Ref +3, Will +4
Abilities: Str , Dex 14, Con , Int 6, Wis 12, Cha 13
Skills: Hide +8, Listen +7, Search +4, Spot +7
Feats: Alertness, Dodge

Undead Traits: Immune to mind-affecting effects (charms, compulsions, phantasms,


patterns and morale effects); immune to poison, sleep effects, paralysis, stunning, disease,
and death effects; not subject to critical hits, nonlethal damage, ability drain, or energy
drain; immune to damage to physical ability scores, as well as fatigue and exhaustion;
immune to anything that requires a Fortitude save, unless it works on objects or is harmless;
uses Charisma for Concentration checks
Incorporeal Traits: Immune to non-magical attacks (though holy water has an effect); even
when hit by spells or magic weapons, the shadows have a 50% chance to avoid any damage
from a corporeal source (except positive energy, negative energy, and force effects);
Shadows may attack from within an object, but have total concealment (50% miss chance);
in this event, enemies can ready an action to attack, but the shadows will have cover (+2
AC); they move completely silently.
CR 6
Ottkar Bluemantle
Medium Human Cleric 6
Hit Dice: 6d8 + 12 (42 hp)
Initiative: -1
Speed: 20 ft. in full plate
AC: 21 (-1 Dex, +9 armor, +3 shield), 9 touch, 21 flat-footed
Base Attack/Grapple: +4/+5
Attack: Morningstar +5 melee (1d8+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Rebuke undead
Special Qualities: Saves: Fort +8, Ref +2, Will +9
Abilities: Str 13, Dex 8, Con 14, Int 10, Wis 16, Cha 12
Skills: Concentration +11, Heal +12, Knowledge (religion) +9
Feats: Corpsecrafter, Bolster Resistance, Hardened Flesh, Destruction Retribution
Hatred Domain Ability: As a free action, choose one opponent and get +2 attack, save,
and AC for one minute
Tyranny Domain Ability: +2 save DC for compulsion spells
Spells: Detect magic x2, detect poison x2, create water, command x2 (DC 16), faith healing
x2 (10 hp), scare (DC 15), sanctuary (DC 14), owls wisdom, undetectable alignment, hold
person (DC 17) x2, bestow curse (DC 16), remedy moderate wounds (subject gets fast
healing for 13 rounds), plague carrier, animate dead
Equipment: +1 full plate, +1 heavy steel shield, morningstar, cloak of resistance +1,belt
pouch with unholy symbol (Bane) and 87gp, spell component pouch, potion of invisibility,
portable hole.

PASSIVE AGGRESSION
Morvin cant give the group much to go on, as far as finding the Eldreth Veluuthra goes.
If the players take his advice and make a Gather Information check, they may learn the
following:

DC 16: The fey of the Border Forest are violent, driven mad by logging, and often
aid the elves in their raids

DC 18: At least one of the hostile elves has powers over nature. Vicious animals and
the very trees themselves fight at his command
DC 20: Some of Morns veterans may be able to map out parts of the Border Forest.
Those who campaigned during the guerrilla warfare days spent a great deal of time in
and around the area
If the PCs go asking around the Garrison (and grease a palm or two), they might be able
to meet a veteran named Elkar Shem. He must have been a teenager when he fought
beside Morn to retake Dagger Falls, because he seems barely into his twenties now.
Average height and coloring for a Chondathan, he wears leather armor and carries two
crossed swords and a longbow on his back.
Elkar will agree to sketch a rough map for one gold piece, assuming materials are
provided (refer to paper). If theres any in particular site the group is interested in
reaching, he can provide some guidance on how to find it, describing various landmarks
and common paths.
Whether the players decide to pick a landmark and head to it (the druids circle would be
nice, given the clues above), or wander the forest at random, they will have the
encounters described below.
G OLD

AND

G REEN

Read the following description once the group enters the Border Forest:
There is an ominous quality to the Border Forest, as if some hostile primal force lurks
just within the tree cover. The forest is a mixture of pines, oaks, and other deciduous
trees; the undergrowth is relatively thick, which makes travel somewhat slow going.
Though summer is just starting, its hard to imagine this land as anything but thriving
and verdant.
Directional descriptions depend on where the players head. Allow for some hours of
travelthe group can really only cover eight miles in a day, so they will have to make
camp within the boundaries of the forest before they reach their destination (hopefully
this is the druid circle). After a suitable interval:
You continue plodding along through the growth, doing your best to keep your
bearings under the thick canopy, when you realize that the forest has become eerily
silent. Before you can so much as draw a breath to say something, there is a great
crash, and a huge serpentine form flings itself from cover and into your path.
The winged beast has a toothy, curving jaw line and rows of hornlets over its eyes. Its
scales radiate with a glowing emerald shine, and the acrid reek of chlorine
permeates the air around it. Though youve never seen one in the flesh, there is no
doubt that it is a dragon, and no wyrmling, at that.
Give the players a chance to declare responses before interrupting.

The dragon rears up, and though its countenance is alien to you, you get the odd
sense that it is surprised, and possibly even confused by your presence. It turns its
head, and seems almost to disregard you as it scans the surrounding forest.
Now the players can take action if they wish. If they attack, the dragon will lash out
almost absentmindedly with a tail slap (+21 melee, 2d6+12 damage), but will not press
the attack unless it is dealt significant damage (more than 23 hit points, after its damage
reduction). Give them a minute to puzzle out what to do before the following:
Suddenly, a great gout of flame pours down through the branches above, immolating
the green dragon and causing it to roar in pain. Immediately following the fire,
another draconic form plunges down from above to land atop its foe, clamping its
jaws on the long, serpentine neck.
The second dragons scales glisten like polished gold. It has large, smooth horns that
sweep back from its nose and brow. Twin frills adorn its long neck, and whiskers
around its mouth look like the barbels of a catfish.
Though the gold dragon seems to have the upper hand, the green is not done
struggling. This just became a very dangerous place for adventurers to be.
If the players retreat, they will be safe. Otherwise there is a good chance theyll be hit by
the green dragons breath weapon (a 12d6 cone of corrosive gas; DC 25). If they stick
around until the fight is over, they will see the gold triumph. The dragon, breathing
heavily, isnt much interested in talking at the moment, but if pressed, will say
something like the following:

This battle was many years in coming. I hope Golosaryx did not injure you, little
ones.

[If anyone asks the gold whether they can harvest scales or hide from Golosaryx:]
The golds face seems to cloud over. It is not wise to disturb a dragons rest, be he
live or dead. Be respectful, when you are in my lands.

[If asked about the Eldreth Veluuthra:] Ah yes, the angry Tel-quessir. They make
war upon the humans to the south. If youve a grievance, you may find them at the
stone circle to the north. It is less than a half hours flight from here.

I must go. Even petty greens have hoards, and it is a danger to leave one such as
his unattended.

H UMAN H ATERS G ONNA H ATE H UMANS


As you begin to approach where youd expect to find the stone circle, you get the
distinct feeling that you are being watched.
Allow a DC 15 Listen check and a DC 18 Spot check to notice the wolf.

There is a flash of fur between the treesyou catch a glimpse of a wolf before it
speeds off into the brush to the west.
The wolf is Edyrm, scouting to determine the groups makeup and intentions. He will
keep pace with the PCs, showing himself occasionally in hopes that they will follow him
deeper into the forest, where they may lose their way. If they are determined, he will
eventually head back to the circle in preparation for a fight (hell cast call lightning,
greater magic fang, and barkskin before their arrival).
Edyrm speaks for the group. His bear, Ammah, rests among the trees just south of the
glade (very near where the PCs will pass to enter or exit the area), and will rush to attack
from behind when combat begins. He will pretend to be affable enough and will even
answer some of the groups questions while he feels them out to gauge what sort of
threat they represent, but the magic he has prepared has made him overconfident and
spoiling for a fight.
Possible dialogue:

[If asked whether they produce the moradyn powder:] Yes, we cultivate the
moradyn powder, may the N-Tel-Quess choke on it.

[If asked who they give the powder to:] I cannot take credit for the plan, much as I
would like to. Adamar Starbrow is the mastermind, and our contact within the city,
though he is not of the Eldreth Veluuthra. He seems to have his own reasons for
distributing the poison, but we are happy to assist him.

[If the PCs move to depart:] Oh, one last thing. The Eldreth Veluuthra are not solely
focused on humans. We also kill those who aid them.

If the players search the area, they may find the elves personal belongings, cached
away in a parcel of oilcloth. Included are Aquilans spellbook, a pouch containing 30 gold
pieces and a two small emeralds (100gp and 500gp), a masterwork lute, and several
days worth of fresh fruits and vegetables.

CR 8
Edyrm Ilbaereth
Medium Elven Druid 8
Hit Dice: 8d8 + 8 (42 hp)
Initiative: +3
Speed: 20 ft. (40 ft. in bear form)
AC: 22 (+3 Dex, +3 armor, +2 shield, +1 Dodge, +3 natural), 14 touch, 18 flat-footed
AC (Bear Form): 19 (-1 size, +1 Dex, +8 natural, +1 Dodge), 11 touch, 14 flat-footed
Base Attack/Grapple: +6/+6
Attack: Long sword +7 melee (1d8+1)
Attack (Bear Form): Claw +15 melee (2d6+10) or 2 Claws +15 melee (2d6+10) and bite
+8 melee (2d6+4)
Space/Reach: 5 ft./5 ft. (10 ft./5 ft.)
Special Attacks: (Improved Grab)
Special Qualities: Animal companion, nature sense, wild empathy, woodland stride,
trackless step, resist natures lure, wild shape (3/day, large), spontaneous casting
Saves: Fort +7 (+10), Ref +5 (+3), Will +9
Abilities: Str 10 (27), Dex 16 (13), Con 12 (19), Int 10, Wis 16, Cha 12
Skills: Concentration +12 (+15), Handle Animal +12, Spellcraft +11, Knowledge (nature)
+14, Survival +14
Feats: Natural Spell, Improved Natural Attack, Dodge
This tattooed elven man has fair, blue-tinged skin and long, black, braided hair. He
wears cunningly wrought hide armor, embroidered in the same whorls and glyphs
that mark his skin.
Spells:
0: Cure minor wounds x3, detect magic, create water, light
1: Entangle, faerie fire, obscuring mist, produce flame, cure light wounds
2: Desiccate (Sandstorm), barkskin (+3 AC), blinding spittle (PGtF), heat metal
3: Call lightning, greater magic fang x2, cure moderate wounds
4: Arc of lightning, boreal wind, cure serious wounds
Equipment: Masterwork hide armor, masterwork heavy wooden shield, spell component
pouch, sprig of holly
CR 4
Ammah (Brown Bear)
Large Animal
Hit Dice: 6d8 + 24 (28 hp)
Initiative: +1
Speed: 40 ft.
AC: 15 (-1 size, +1 Dex, +5 natural), 10 touch, 14 flat-footed
Base Attack/Grapple: +4/+16
Attack: Claw +11 melee (1d8+8) or 2 Claws +11 melee (1d8+8) and bite +6 melee
(2d6+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab
Special Qualities: Low-light vision, scent
Saves: Fort +9, Ref +6, Will +3
Abilities: Str 27, Dex 13, Con 19, Int 2, Wis 12, Cha 6
Skills: Listen +4, Spot +7, Swim +12
Feats: Endurance, Run, Track
The massive grizzly must stand nine feet tall upright and weigh nearly two tons.

CR 4
Aquilan Theah
Medium Elven Wizard 4 (Evoker)
Hit Dice: 4d4 + 16 (28 hp)
Initiative: +2
Speed: 30 ft.
AC: 13 (+2 Dex, +1 armor), 12 touch, 11 flat-footed
Base Attack/Grapple: +2/+2
Attack: Dagger +2 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities:
Saves: Fort +3, Ref +3, Will +5
Abilities: Str 10, Dex 14, Con 14, Int 15, Wis 12, Cha 8
Skills: Concentration +9, Spellcraft +9, Knowledge (local) +9, Decipher Script +9
Feats: Toughness x2
This nondescript moon elf wears the clothing of a common woodsman. He has
angular features, and his shoulder-length black hair is tied back at the nape of his
neck.
School Specialization: Aquilan cannot cast illusion or necromancy spells.
Spells:
0: Detect magic x2, read magic, light, electric jolt
1: Magic missile x2, dawn burst, Horizikaul's boom, shield
2: Palarandusk's fire breath, electric vengeance, whispercast, alter self
Equipment: Spell component pouch, bracers of armor +1, dagger
Spellbook: All spells above plus bears endurance and unseen servant
CR 4
Seirye Melruth
Medium Elven Ranger 4
Hit Dice: 4d8 (21 hp)
Initiative: +4
Speed: 30 ft.
AC: 18 (+4 Dex, +4 armor), 14 touch, 14 flat-footed
Base Attack/Grapple: +4/+6
Attack: Long sword +8 melee (1d8+2), or two long swords +6 melee (1d8+2/1d8+1);
longbow +9 ranged (1d8+2)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Favored enemy (human), animal companion
Saves: Fort +5, Ref +7, Will +4
Abilities: Str 14, Dex 18, Con 11, Int 10, Wis 12, Cha 8
Skills: Listen +8, Spot +8, Hide +11, Move Silently +11, Survival +8, Knowledge (nature)
+8
Feats: Track, Endurance, Two-Weapon Fighting, Iron Will, Oversized Two-Weapon Fighting
Dressed in leathers and carrying a long sword in either hand, this warrior is not what
you would expect from an elven woman. Her silvery hair is cut very short, and her
plain face bears numerous ragged scars. One such line pulls at the left side of her
mouth, giving her a sour, angry looking expression.
Spells:

1: Blades of fire (immediate action, weapons deal +1d8 damage for 1 round)

Equipment: +1 studded leather armor, two masterwork long swords, masterwork


composite longbow (+2), two tanglefoot bags
E XPERIENCE

18 skeletons - CR 3 - 10,800

2 shadows - CR 3 - 1,200

Ottkar Bluemantle - CR 6 - 1,800

Green and Gold story encounter (dragons) - CR 6 - 1,800

Edyrm Ilbaereth (8th level druid) - CR 9 - 5,400

Ammah (brown bear) - CR 4 - 900

Aquilan Theah (4th level evoker) - CR 4 - 900

Seirye Melruth (4th level ranger) - CR 4 - 900

Story completion (Galius in the Mist) - CR 6 - 1,800

Story completion (In Lathanders Shadow) - CR 6 - 1,800

PART 4
It seems that the players will decide to form a caravan in hopes that they can draw out
the attackers. When this happens, Ezzek will likely be able to find the details of the
caravan (including destination, number of guards, etc) in advance and send a pigeon to
the Citadel of the Raven. From there a force is either sent or contacted via magic to
intercept.

SHOPPING

THE IDEA

The group is intent on talking to Dulwar about the prospect of forming a caravan, looking
to him for information concerning the Merchant League. The first time they ask a
question, hes going to make them pay for it (see first dialogue option).
Possible dialogue:
[When the players enter the shop:] Well, if it isnt my inquisitive friends. I was
hoping I would see you again soon. He reaches under the counter and pulls out a
leather scroll case with the symbol of an open book embossed upon it. The item is
masterwork quality. I started working on this after your second visit.
Dulwar doesnt want to answer any more questions until the PCs make a major
purchase. If Owen buys the scrollcase (75gp), hell happily reveal the information
below. If not, he may say something like Oh, I dont know. Business being what it is,
it is hard to think about such matters.
[If asked about the Merchant League:] Technically any merchant in Dagger Falls has
a voice, but all of the big decisions tend to be made behind closed doors, by the most
prosperous and ambitious.
[If asked who the influential members are:] Too low-born for Cormyr, and not rich
enough for Sembia. They think to buy their way into power by ousting Randall Morn.
Lets see:

Theres Lesker Evendusk, who owns more farms and pastures than any two
others in Daggerdale. He has profited the most from our current difficulties,
with the price of food being what it is.

Wariik Nathos deals in gems and metals, and probably runs a secret mine or
two in the Desertsmouth Mountains. He is the most vocal of Lord Morns
detractors, and it is commonly known that he is addicted to dreammist.

The newest and youngest member of the League is Yon Telstaerr. He came to
Dagger Falls two years ago and trades mostly in clothing and textiles. He is
said to have a notorious temper, and some suspect that he was a slaver, back
in Aglarond.

Zeke Thund owns the largest warehouse in Dagger Falls. Many of the other
merchants rent space for their wares therein, but it must be somewhat bare,
given the lack of caravan activity. Thund is notable for his occasional support of
Randal Mornwhen the League fails to reach a unanimous decision, you can
bet that Thund is the odd man out.

The only woman in the group is Sarade Jassan. She still has connections in her
homeland of Calimshan, and deals often in exotic goods from far off lands.

Of the five, it seems most likely that the group will approach Thund, who will happily help
them set up a caravan (and hell go along for the ridethis is his last chance to rid
himself of the adventurers, after all).
The others would each be more difficult to persuade, but could be convinced if it is made
suitably profitable for them. Using a base price of 1000gp, have the group designate one
PC to make a diplomacy check, and adjust the price by 250gp for each increment of 5
away from the base DC of 10 (e.g., 1250gp for a check of 5 or lower, 250gp with a result
of 25 through 29).
The PCs may suspect Yon Telstaerr of being Ezzek Sumnar, and while it may be
interesting to play through a confrontation, it will ultimately lead nowhere (unless they
do something overtly hostile, in which case he will call for guards).
Unless the PCs have specific requirements for the composition of the caravan, it will be
comprised of six wagons, eight drivers, two handlers, and twelve guards. Provide enough
named NPCs that describing one halfling wagon driver wont draw suspicion (one or two
of them should also have minor magic items in case the players decide to draw
conclusions based on the presence of such things):
Daud: Chondathan caravan guard; quiver of +1 arrows
Sudeiman Basha: Calishite caravan guard
Sevrin Aporos: Illuskan merchant; ring of swimming
Erinul Everstar: Lightfoot halfling wagon driver

ON

THE

ROAD AGAIN

For the purposes of the story, it doesnt really matter what destination is chosen for the
caravan. Even the nearest settlement, Teshwave, is 120 miles away, and it is more likely
that the group will decide to head south into the Dales or Cormyr. The caravan will make
16 miles per day, and the Zhentarim wont be in position to attack until about five days
have passed.

It will take three days to arrange things. No preparation is required of the PCs, but they
may meet with any of the drivers, guards, or other members of the caravan if they ask to
do so. Read the following on the dawn of the fourth day:
The days spent in preparation have been overcast and gloomy. Mounting pressure in
the air is mirrored by the mood of Dagger Fallswith dreammist no longer flowing
into the city and a sudden dearth of leadership among the dealers, the price of the
drug has skyrocketed. Things seem likely to get worse before they get better, as the
addicted turn increasingly to theft and robbery in their desperation. All the more
reason to settle this business with the Zhentarim quickly and return to Dagger Falls.
F RIENDS

AND

F OES

A long expedition should provide plenty of opportunities for non-combat encounters and
interactions. Read each of the following at an appropriate time:

T O B OAST AND R ESPECT


Sudeiman Basha will speak with Morlok during the first day of the journey.
[To Morlok:] You notice a caravan guard watching you as he rides along next to one of
the wagons. Marking your attention, he guides his mount closer. He is dressed in odd,
loose-fitting clothing and has dark, nearly black skin that contrasts sharply with
bright white teeth as he speaks.
Everyone say you fight in the night of fire. [Pause] No one say why. [Pause]
Sudeiman say you say why.
Possible dialogue:
[If challenged for demanding response from Morlok:] No make say. Ask say. Yes?

Sudeiman new to soft lands. Him of The Shaar.

Say of I is to boast. Say of him is to respect.

Sudeiman is warrior, free of service. Has own mark. He gestures as if writing a


simple glyph. Has own steel. In Shaar, him has nothing.

Sudeimans palfrey nips at a nearby roan. Stupid weak beast! He glares at his
mount in contempt. You call this horses? Pfeh!
[If asked why he doesnt have a Shaaran horse:] Shaar horses die in not Shaar.

G UERRILLAS IN THE M IST


The day dawns foggy and cool. The mist seems to swallow sounds as you break
camp and set out, but shortly afterward you hear the dull clop of horse hooves
ahead.

Eight mounted men emerge from the murk. Armed with crossbows and swords, they
are lightly armored and have the rough look of men too long away from civilization.
The men are bandits, but they didnt plan for this encounter any more than did the
caravan. If the players are hiding their capabilities to try to draw the Zhentarim out, the
bandit leader may decide to order the attack. If so, use the Zhent Thug entry below,
modified for equipment.
With hands near hilts, some of the riders appear nervous, others excited. All of them
look to one among their number, a diminutive, mustachioed gnome who rides a stout
war pony.
The leaders name is Oraris Thisleblade, and he isnt interested in a (fair) fight. Unless
the caravan appears to be an easy target, he will move his men along.

H ALF AND H ALF


Some time after the encounter with the bandits (ideally at the next camp site), Erinul will
strike up a conversation with Xanhorn. Knowing that the Zhentarim soldiers are not likely
to succeed against the group and unwilling to take action that will risk his cover, Ezzek is
content to seek out information concerning the PCs plans and to attempt to discover for
whom they are working. His primary motivation is to ensure that no one has any means
of finding him once he leaves Dagger Falls.
If Xanhorn tries to evade any of Ezzeks questions, hell likely be able to call him on it.
Have Xanhorn make a Bluff check to lie or otherwise mislead the spy.
[To Xanhorn:] Youre sitting down to dinneractual food instead of rations, courtesy
of Sevrin Apoross stockwhen Erinul Everstar, a halfling wagoner, plops down next
to you beside the campfire. Heya, mind if I join you?
The caravans only non-human driver dresses in well-worn travelers garb and a
variety of charms, rings, and other trinkets. He keeps his sandy-blond hair short and
his sideburns long.
Possible dialogue:

So you guys are adventurers, huh? Whatd you do before picking fights with drug
dealers in Dagger Falls?
[If asked how he knows about the drug dealers:] Oh, people talk. Some of the
others have taken bets on who you work for. Some say youre Harpers. Daud thinks
youre part of the Evereskan army.
[If not asked:] Are you working for someone? [Pause] Some of the others have
taken bets on who you work for. Some say youre Harpers. Daud thinks youre part
of the Evereskan army.

Ever been to Luiren? [Pause] Its one of the reasons I started up with caravan
workI want to go there one day.

Im from right here in the Dales, though Ive been as far as Impiltur. What about
you?

What have you got going on after this? [Pause] I was thinking I might try my luck
on The Sword Coast. I hear Waterdeep is bigger than Suzail and Selgaunt
combined.
[If asked about his jewelry:] Oh I pick up some luck charms wherever I go. You
spend as much time on the road as me, you get into some tough scrapes.
[If catching Xanhorn in a lie (Sense Motive +13):] Erinul looks skeptical. Yeah, sure.
You adventurers and your secrets. I get it.

F LY B Y N IGHT I NTELLIGENCE
Ezzek may send a pigeon once underway, to keep the Zhents informed of the players
plans (hell hide the pigeons among a cargo of chickens in one of the wagons). If this
happens, which would likely be at night, give the players the opportunity to make a
Listen check (DC 18) to hear the pigeon taking wing. The Spot check would be much
more difficult (DC 24), given the lighting conditions. Ezzek will only take this risk if he
believes it will give the Zhents a significant advantage in the upcoming battle.
T HE S TORM B REAKS
Ezzek knows that a small Zhentarim force, which is all they are willing to commit despite
his urging, will not be able to overcome the adventurers. Given this, he has advised the
raiders to draw the PCs away and to destroy the caravan in their absence.
A small, mobile force (4 soldiers, 1 sergeant, and the lieutenant) will come near enough
to engage, but will withdraw quickly at the first sign of major resistance (first casualty or
significant show of magic). A Zhentarim Skymage will provide support, blocking any
attack that will threaten to take out the whole group and otherwise covering their
retreat.
If the players pursue, the main, invisible force (8 soldiers, 1 sergeant, the sorcerer and
the captain) will move in behind them to attack the caravan. Theyve been instructed to
take the caravan drivers and the merchant alive.

The Sky Mage will coordinate the attack by use of dancing lights spells, arranging the
lights in predetermined configurations in order to direct both groups of Zhentarim.
If the bait is not taken, the Zhentarim will attempt a coordinated pincer attack, hoping
simply to overwhelm the group and make off with the wagons.
The storm breaks some time before dawn. Oppressive humidity finally gives way to
thunderous downpour, and black clouds stretch to the horizon. The caravan workers
are a slow to rouse from their tents, but the drivers seem to think that the best
course is to cover as much ground as possible before the roads turn to mud. The
wagons are in motion not much later than usual, but it promises to be an
uncomfortable ride.
CR 4
Soldier, Human (x8)
Medium Human Fighter 1
Hit Dice: 1d10 + 2 (12 hp)
Initiative: +1
Speed: 20 ft.
AC: 21 (+1 Dex, +5 armor, +5 shield), 11 touch, 20 flat-footed
Base Attack/Grapple: +1/+3
Attack: Short sword +4 melee (1d6+2, 19-20) or light crossbow +3 ranged (1d8, 19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities:
Saves: Fort +4, Ref +2, Will +1
Abilities: Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8
Skills: Intimidate +3, Swim +0, Climb +0
Feats: Phalanx Fighting, Weapon Focus (short sword), Precise Shot
Phalanx Fighting: Reduce AC by 3 and Reflex saves by 1 if no longer adjacent to a phalanx
fighting ally
Equipment: Breastplate, large metal shield, short sword, masterwork light crossbow, 20
bolts, two potions of cure moderate wounds
CR 3
Soldier, Half-Orc (x4)
Medium Half-Orc Fighter 1
Hit Dice: 1d10 + 2 (12 hp)
Initiative: +1
Speed: 20 ft.
AC: 21 (+1 Dex, +5 armor, +5 shield), 11 touch, 20 flat-footed
Base Attack/Grapple: +1/+4
Attack: Short sword +4 melee (1d6+3, 19-20) or light crossbow +3 ranged (1d8, 19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Darkvision, 60 ft.
Saves: Fort +4, Ref +2, Will +1
Abilities: Str 17, Dex 13, Con 14, Int 8, Wis 12, Cha 6
Skills: Swim +1
Feats: Phalanx Fighting, Precise Shot

Phalanx Fighting: Reduce AC by 3 and Reflex saves by 1 if no longer adjacent to a phalanx


fighting ally
Equipment: Breastplate, large metal shield, short sword, masterwork light crossbow, 20
bolts, two potions of cure moderate wounds
CR 3
Sergeant (x2)
Medium Human Fighter 2
Hit Dice: 2d10 + 11 (28 hp)
Initiative: +1
Speed: 20 ft.
AC: 22 (+7 armor, +5 shield), 10 touch, 22 flat-footed
Base Attack/Grapple: +2/+4
Attack: Short sword +6 melee (1d6+2, 19-20) or light crossbow +4 ranged (1d8, 19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities:
Saves: Fort +7, Ref +2, Will +1
Abilities: Str 15, Dex 13, Con 14 (18), Int 10, Wis 12, Cha 8
Skills: Intimidate +4, Swim -2, Climb -2
Feats: Phalanx Fighting, Weapon Focus (short sword), Precise Shot, Toughness
Active Spells/Effects: bears endurance (potion)
Phalanx Fighting: Reduce AC by 3 and Reflex saves by 1 if no longer adjacent to a phalanx
fighting ally
Equipment: Half plate, large metal shield, masterwork short sword, masterwork light
crossbow, 20 bolts, two potions of cure moderate wounds
CR 4
Lieutenant
Medium Mountain Orc Fighter 4
Hit Dice: 4d10 + 28 (57 hp)
Initiative: +1
Speed: 20 ft.
AC: 25 (+1 Dex, +8 armor, +6 shield), 11 touch, 24 flat-footed
Base Attack/Grapple: +4/+8
Attack: Short sword +10 melee (1d6+6, 19-20) or light crossbow +6 ranged (1d8, 19-20);
-1 to hit in daylight
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Darkvision, 60 ft.
Saves: Fort +8, Ref +3, Will +1
Abilities: Str 20, Dex 13, Con 14 (18), Int 8, Wis 10, Cha 6
Skills: Swim +4
Feats: Phalanx Fighting, Weapon Focus (short sword),Toughness, Weapon Specialization
(short sword), Shield Specialization
Active Spells/Effects: bears endurance (potion)
Phalanx Fighting: Reduce AC by 3 and Reflex saves by 1 if no longer adjacent to a phalanx
fighting ally
Equipment: Full plate, large metal shield, short sword, masterwork light crossbow, 20 bolts,
two potions of cure moderate wounds

CR 5
Sorcerer
Medium Human Sorcerer 5
Hit Dice: 5d4 + 25 (39 hp)
Initiative: +3
Speed: 30 ft.
AC: 14 (+3 Dex, +1 armor), 13 touch, 11 flat-footed
Base Attack/Grapple: +2/+2
Attack: Dagger +2 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities:
Saves: Fort +3, Ref +4, Will +5
Abilities: Str 8, Dex 13 (17), Con 14, Int 10, Wis 12, Cha 16
Skills: Concentration +9, Spellcraft +8, Bluff +11
Feats: Toughness x 3
Active Spells/Effects: cats grace (potion)
Spells (6/7/5):
0: Detect magic, read magic, light, arcane mark, detect poison, mage hand
1: Magic missile, shield, expeditious retreat, obscuring mist
2: Escalating enfeeblement, arcane turmoil
Equipment: Spell component pouch, bracers of armor +1, dagger, Wand of magic missile
(CL 3, 25 charges); Potions: cure moderate wounds, invisibility, protection from elements
(fire); Scrolls: darkvision, dimension door (DC 7 caster level check), dispel magic, fireball,
haste, lightning bolt, protection from arrows

CR 6
Human Captain
Medium Human Fighter 6
Hit Dice: 6d10 + 30 (70 hp)
Initiative: +1
Speed: 20 ft.
AC: 27 (+1 Dex, +10 armor, +6 shield), 20 touch, 26 flat-footed
Base Attack/Grapple: +6/+9
Attack: Short sword +11/+6 melee (1d6+6, 19-20) or light crossbow +8 ranged (1d8, 1920)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities:
Saves: Fort +10, Ref +5, Will +3
Abilities: Str 16, Dex 13, Con 14 (18), Int 10, Wis 12, Cha 8
Skills: Intimidate +8, Swim +4, Climb +0, Ride +5
Feats: Phalanx Fighting, Weapon Focus (short sword), Precise Shot, Toughness, Weapon
Specialization (Short Sword), Shield Specialization, Heavy Armor Optimization,
Active Spells/Effects: bears endurance (potion)
Phalanx Fighting: Reduce AC by 3 and Reflex saves by 1 if no longer adjacent to a phalanx
fighting ally
Equipment: Cloak of resistance +1, +1 full plate, large metal shield, +1 short sword,
masterwork light crossbow, 20 bolts; Potions: cure moderate wounds x2, note from Ezzek

High above you flies a creature that would appear to be a large, jet-black horse.
Flames wreath its steely hooves, trail from its flared nostrils, and smolder in the
depths of its dark eyes. Mounted atop the beast is a dark man in a shining silver
breastplate. His long black beard trails behind him in the wind as his voice calls out
in incantation.
CR 6
Skymage
Medium Human Wizard 5, Zhentarim Skymage 1
Hit Dice: 6d4 + 30 (49 hp)
Initiative: +4
Speed: 30 ft.
AC: 20 (+4 Dex, +6 armor), 14 touch, 16 flat-footed
Base Attack/Grapple: +2/+2
Attack: Dagger +0 melee (1d4), Dagger +4 ranged (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities:
Saves: Fort +8, Ref +8, Will +8
Abilities: Str 10, Dex 14 (18), Con 14 (18), Int 18, Wis 14, Cha 18
Skills: Bluff +13, Concentration +13, Craft (painting) +13, Decipher Script +13, Diplomacy
+6, Disguise +6, Intimidate +6, Knowledge (arcana) +13, Knowledge (geography) +13, Ride
+6, Spellcraft +15
Feats: Toughness, Mercantile Background (Sembia), Fiery Burst (3d6 Ref for 1/2 in 5 ft.
burst, range 30 ft., +1 CL fire), Still Spell, Sudden Metamagic (Still Spell)
Active Spells/Effects: create magic tattoo (+2 reflex saves), cats grace (potion), bears
endurance, protection from arrows (scroll), invisibility sphere (active on main force)
Spells (4/4/4/3):
0: Dancing lights (3), detect magic
1: Feather fall, grease, obscuring mist, protection from winged flyers
2: Lively step, summon monster II (2)
3: fly, fireball
Equipment: +1 mithral breastplate with twilight and thistledown padding (non-proficient: -2
to attacks and all Strength/Dexterity ability/skill checks), Belt pouch with tattoo needles, 9
gp, and 5 sp, spell component pouch, cloak of resistance +1, dagger; Potions: cure light
wounds (5); Scrolls: ray of exhaustion, haste
Spellbook:
1: Feather fall, grease, identify, obscuring mist, protection from winged flyers,
Nystuls magic aura, shield, summon monster I
2: Bears endurance, create magic tattoo, lively step, summon monster II
3: Invisibility sphere, fly, summon monster III, fireball
CR 5
Nightmare
Hit Dice: 6d8 + 18 (45 hp)
Initiative: +6
Speed: 40 ft., fly 90 ft. (good)

AC: 24 (-1 size, +2 Dex, +13 natural), 12 touch, 22 flat-footed


Base Attack/Grapple: +6/+14
Attack: 2 hooves +9 melee (1d8+4 plus fire) and bite +4 melee (1d8+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Flaming hooves, smoke
Special Qualities: Astral projection, darkvision 60 ft., etherealness
Saves: Fort +8, Ref +7, Will +6
Abilities: Str 18, Dex 15, Con 16, Int 13, Wis 13, Cha 12
Skills: Concentration +12, Diplomacy +3, Intimidate +10, Knowledge (the planes) +10,
Listen +12, Move Silently +11, Search +10, Sense Motive +10, Spot +12, Survival +10,
Feats: Alertness, Improved Initiative, Run
Smoke (su): Free action to create a 15 ft. cone that chokes and blinds opponents; DC 16
Fort save or -2 attack/damage until 1d6 minutes after leaving the cone; cone lasts 1 round;
Nightmare and rider have concealment against creatures 5 ft. away and total concealment
against creatures 10 ft. or more away
Astral Projection and Etherealness (Su): CL 20, at will;

CR 8
Ezzek Sumnar
Medium Human Rogue 4, Ranger 2, Zhentarim Spy 5
Hit Dice: 9d6 + 2d8 + 8 (55 hp)
Initiative: +2
Speed: 30 ft.
AC: 13 (+2 Dex, +1 dodge), touch 13, flat-footed 10
Base Attack/Grapple: +8/+8
Attack: Two daggers +8 melee or two daggers +10 ranged (1d4), plus poison (see below)
Space/Reach: 5 ft./5 ft.
Special Attacks: Sneak attack +4d6
Special Qualities: Favored enemy (human), undetectable alignment, poison use, slippery
mind
Saves: Fort +5, Ref +8, Will +5
Abilities: Str 10, Dex 14, Con 12, Int 18, Wis 8, Cha 16
Skills (168): Bluff +22 (+38), Decipher Script +18, Diplomacy +17, Disguise +24 (+46),
Forgery +18, Gather Information +17 (+33), Sense Motive +13, Sleight of Hand +18,
Profession (Clerk) +13, Profession (Merchant) +13, Profession (Guardsman) +13, Profession
(Driver) +13
Feats: Able Learner, Deceitful, Skill Focus (Disguise), Dodge, Skill Focus (Bluff), Urban
Tracking, Two-Weapon Fighting
Poison: Each of Ezzeks three daggers are coated with black lotus extract. He has two extra
doses folded in a piece of waxed paper in his belt pouch (4,500gp value each). Contact, DC
20, 3d6 Con/3d6 Con
Equipment: Ezzek dresses appropriately for his cover. As Zeke, he dresses in fine clothing,
wears a signet ring, and carries at least fifty gold in coin on him at all times. As Tenya, he
wears the uniform of the Band and carries just a few copper and silver pieces. When in
halfling guise, he uses a specially made ring of reduction (transmutation, CL 1st, 2000gp),
which has Nystuls Magic Aura cast upon it in order to make it appear non-magical. This
effect will last for 8 days.
In any event, Ezzek carries hidden daggers on his person unless entering a situation where
he suspects he may be searched thoroughly.
Cover Identities:
Zeke Thund (unlikely, deep) - Middle aged merchant lord
Tenya Felson (unlikely, deep) - Female clerk
Erinul Everstar (unlikely, deep) - Halfling caravan driver
Telman Whiteshadow (unlikely, deep) - Overweight guardsman

EPILOGUE
A return to Dagger Falls probably means that the Zhentarim were defeated. A group of
Band of the Rose mercenaries is camped along the road and will meet the PCs a day out
from town. Their leader has been instructed to give the shadow pigeon to the group and
to tell them that Pierce would like a report in advance of their arrival.
Still a day out from town, you see a group of soldiers encamped along the road. You
realize, with a growing sense of dj vu, that it is the same four members of the
Band of the Rose that questioned you upon your first approach to Dagger Falls. One
of their number, the female half-orc patrol leader, has seen you and is approaching
on foot.
C OMING

IN TO

D AGGER F ALLS

It seems almost as if the entire town has turned out for your return to Dagger Falls.
Crowds line the Tethyamar Trail as it leads to the towns walls, though in a fashion
typical of the hardy Daggerdale folk, they gather for the most part calmly and
quietly.
A smaller group stands apart from the masses just in front of the River Gate. Most of
these dozen or so look like fighting men, Captain Pierce and one or two of the guard
captains youve met in the past among them, but Dulwar and a few other merchants
are present as well.
At their head is a middle aged man of medium build, with long brown hair and
handsome features. Randal Morn holds his hand high in salute as you approach, and
calls out in a clear, ringing voice: Welcome back, adventurers! Pray tell us, are the
Zhentarim defeated?
[If the group members answer in the affirmative, read the following:] The crowd
erupts in a great cheer, and those nearest you shout their thanks as they clap you
heartily on the backs. Morn now holds both hands aloft, attempting to quiet the
townsfolk.
Possible dialogue options:

You are welcome to your reward, as agreed. Five thousand gold, in trade bars,
shall be delivered to your new residence.

[If asked what he means by new residence:] The Zhent safe house was obtained
legally, and with its former owners gone, the city would like you to have it. The
tunnel to the outside has been filled in, of course.

Dagger Falls owes you a debt of gratitude. Tonight a feast will be held in your
honor, in the Market Square. I would be honored if you would sit at my table.

F EASTING
The group can do as they wish until the feast. If they go through Market Square, they will
see preparations underway:
Dozens of long wooden tables are being set up, and the air is thick with the smell of
roasting meat, cooking over makeshift fire pits that were brought in for the occasion.
Barrels of ale, marked with the Morn family sigil, are being stacked along the
southern wall of the square.
Otherwise read a similar description when they show up for the feast:
Dozens of long wooden tables have been set up, and the air is thick with the smell of
roasting meat, cooked over makeshift fire pits that were dug for the occasion. Barrels
of ale, marked with the Morn family sigil, have been stacked along the southern wall
of the square, and various musicians have already started filling the night with the
lively sounds of their drums, flutes, and lyres.
Morn doesnt stand on ceremony during the feast. There is nothing to set his table
apart from any other, and most of the conversation is casual and unrelated to official
matters.
Allow the players the opportunity to engage in casual conversation, and as things wind
down, move on to business:
Morns gaze sobers somewhat as he turns from watching a bards performancean
epic tale of the old north, accompanied by lute and minor illusion magic: Grateful as
I am for your assistance, I am afraid I must ask for yet another favor. [Pause for
response.] There has long been bad blood between the Morn family and the
Brightblade dwarves of Daggerdale. I would have you be my ambassadors to the
dwarves of Anathars Dell, inviting them to return to Eagles Eyrie, if they wish.
[If the dwarves agree to this task:] Excellent. The dwarves sometimes return to the
Eyrie in small numbers, to make sacrifices upon the alters of Dumathoin still housed
in that sacred place. My scouts tell me that some are there even now. I would have
you bring them this as a token of my good will. He draws a fine blade that seems
almost to shimmer in the light of the nearby cook fires. [Pause for reaction.] This is
Olar, taken from the Brightblades by my ancestor, the Mage-lord Colderan.
Once again you have my thanks. Daggerdale is a hard land, and I fear I will always
be in need of powerful friends.
E AGLE S E YRIE
The players may go to Eagles Eyrie to deliver Olar to the dwarves currently in
residence. If they do, they will find only one man: Halmyr Brightblade. Halmyr is the
clans artificer and will be very pleased by the return of Olar.
Exterior description:

The climb to the Eryie is long and challenging. The roar of the falls makes
conversation difficult as you make your final summit, which is well enough since the
Eyrie itself leaves you speechless. This is dwarven construction as you havent seen
in years; grand and masterfully carved from the mountainside, the entrance is
fronted by massive columns some forty feet high, with intricately carved friezes and
cornices.
Interior description:
The inside is no less grand, and on a scale more appropriate for giants than men. The
entry hall leads into a sequence of chambers, each larger than the next and,
surprisingly, brightly lit. The end effect is that before you even enter, you can see
into the heart of the mountain, where a lone figure stands at a huge central alter,
some five hundred feet distant from you.
Halmyr may say something like the following:
I will take Olar to my people in Anathars Dell, along with favorable word of Morns
desire for peace. Dwarven memory is long, and I can make no guarantees for them.
But for myself, I am through with grudges. I and my brothers will come to live here in
the Eyrie, and will once more welcome trade from the people of Dagger Falls. Tell
Randal Morn that the artificer Halmyr Brightblade will accept his commissions.

APPENDIX: REUSABLE STAT BLOCKS


CR 1
Ruffian
Medium Human Warrior 1
Hit Dice: 1d8 + 1 (9hp)
Initiative: +1
Speed: 30 ft.
AC: 12 (+1 Dex, +1 armor), touch 11, flat-footed 11
Base Attack/Grapple: +1/+2
Attack: Club +2 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities:
Saves: Fort +3, Ref +1, Will +0
Abilities: Str 13, Dex 11, Con 12, Int 8, Wis 10, Cha 9
Skills: Intimidate +3
Feats:
Equipment: Club, padded armor, dagger, belt pouch with 1d10 copper, 1d10 silver.
CR 2
Zhent Thug
Medium Human Fighter 2 (Thug Variant)
Hit Dice: 2d10 + 2 (20hp)
Initiative: +2
Speed: 30 ft.
AC: 17 (+2 Dex, +1 dodge, +4 armor), touch 13, flat-footed 14
Base Attack/Grapple: +2/+4
Attack: Short sword +5 melee (1d6+2, 19-20) or composite short bow +4 (1d6+2, x3)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities:
Saves: Fort +4, Ref +2, Will +1
Abilities: Str 15, Dex 14, Con 13, Int 8, Wis 12, Cha 10
Skills: Intimidate +9, Bluff +7, Sleight of Hand +9, Diplomacy +2, Gather Information +5
Feats: Dodge, Weapon Focus (short sword), Toughness, Persuasive
Equipment: Chain shirt, short sword, dagger, belt pouch with 1d10 copper, 1d10 silver, 1d6
gold, 1d6 doses of dreammist (value 10gp per dose in Dagger Falls, 200gp per dose
elsewhere); archer builds will also carry a composite short bow (+2 strength bonus) and a
quiver with 20 arrows.

Вам также может понравиться