D&D 3.5 Adventure - Shadows of Dagger Falls

July 17, 2016 | Author: Joe Morgan | Category: Types, Creative Writing
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Short Description

An original Dungeons and Dragons 3.5 adventure, taking place within the Forgotten Realms campaign setting. Intended for ...

Description

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, they’ll 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 she’s 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 ruse—the 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 matter—nearly 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 civilians—women and children included—among 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 picket—along 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 Mourngrym’s 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 audience—my 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.” • “It’s been years since I’ve seen Mourngrym. I trust he is well?” • “As much as I can see why Mourngrym puts such faith in you, I’m afraid I have bad news. Due to some recent events, our contract with Daggerdale is under review. I’ve just been instructed by my commander that the Band cannot take on any new recruits at this time.” • “I’m terribly sorry. Given the distance you’ve 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 city’s 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. “Or…gold, 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 earlier—certain 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 perform—something I fear will subvert Lord Morn’s legitimacy, if continued.” • “Covert forces within Dagger Falls itself are coordinating illicit activities, overwhelming Morn’s 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 Morn’s men can operate freely without arousing suspicion among the Zhentarim. Finding trustworthy people was the difficult part, but Mourngrym’s integrity and judgement are without question.” • [Wait for the PCs to ask what the problems are] “There are three symptoms to the current crisis—seemingly 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 immune—I 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 it’s 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 smuggler’s paradise, and many goods cost nearly double what they should. The merchants are attempting to form a sort of coalition, intent on challenging Morn’s 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 won’t 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 won’t be able to get Kelemvor’s 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 don’t know is that dealers are able to resupply once per week from dreamhouses, and the organization of these establishments is managed directly through Thund’s 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 Thund’s 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 don’t 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. He’ll 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 Kessla’s 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 Lathander’s 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 lieutenant’s 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 Galius’s 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 Lathander’s 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 town’s 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 suppliers—The 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 Zhentarim’s 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 Ezzek’s 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 isn’t 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-house—if 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 can’t 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 don’t have the balls.” - “Ottkar Bluemantle keeps his lair below Lathander’s 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 doesn’t use the dead drop. He and Galius met in person once, but I don’t 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. Ezzek’s either an elf himself, or has strong enough magic to fool them. Either way, we knew we’d lose out supply without him.”

- “After that, Galius gave up plans for taking charge. He didn’t know enough to run things without the dreammist.”

- “Don’t know where to find them. The locals might have suspicions—the elves have been raiding them for years.” • Caravan Raids

- “‘Fraid I can’t help you there. Not sure how Ezzek arranges the attacks.” • Dead Drop

- “It’s a well, located somewhat near the Constable’s 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 opponent’s 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: • “Lathander’s 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 Lathander’s temple, turning it into a place of darkness and sacrifice. The following descriptions can be read as the players find their way to Ottkar’s hiding place: Lathander’s Light (exterior): Situated within the walls on the east side of town, this solid stone building faces the rising sun. Lathander’s 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 carvings—roses, 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 Ottkar’s 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), owl’s 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 can’t 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 Morn’s 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 there’s 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 druid’s 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, it’s hard to imagine this land as anything but thriving and verdant. Directional descriptions depend on where the players head. Allow for some hours of travel—the 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 you’ve 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 dragon’s 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 they’ll be hit by the green dragon’s 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, isn’t 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 gold’s face seems to cloud over. “It is not wise to disturb a dragon’s 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 you’ve a grievance, you may find them at the stone circle to the north. It is less than a half hour’s 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 you’d 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 trees—you catch a glimpse of a wolf before it speeds off into the brush to the west. The wolf is Edyrm, scouting to determine the group’s 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 (he’ll 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 group’s 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 Aquilan’s 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 nature’s 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 bear’s 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 Lathander’s 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, he’s going to make them pay for it (see first dialogue option). Possible dialogue: • [When the players enter the shop:] “Well, if it isn’t 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 doesn’t want to answer any more questions until the PCs make a major purchase. If Owen buys the scrollcase (75gp), he’ll happily reveal the information below. If not, he may say something like “Oh, I don’t 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. Let’s see:”

-

“There’s 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 Morn’s 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 Morn—when 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 he’ll go along for the ride—this 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 won’t 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 doesn’t 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 won’t 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 Falls—with 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.”



Sudeiman’s 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 doesn’t 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 didn’t 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 leader’s name is Oraris Thisleblade, and he isn’t 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 Ezzek’s questions, he’ll likely be able to call him on it. Have Xanhorn make a Bluff check to lie or otherwise mislead the spy. [To Xanhorn:] You’re sitting down to dinner—actual food instead of rations, courtesy of Sevrin Aporos’s stock—when Erinul Everstar, a halfling wagoner, plops down next to you beside the campfire. “Heya, mind if I join you?” The caravan’s only non-human driver dresses in well-worn traveler’s 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? What’d 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 you’re Harpers. Daud thinks you’re 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 you’re Harpers. Daud thinks you’re part of the Evereskan army.”



“Ever been to Luiren?” [Pause] It’s one of the reasons I started up with caravan work—I want to go there one day.”



“I’m from right here in the Dales, though I’ve 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 (he’ll 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. They’ve 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: bear’s 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: bear’s 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: cat’s 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: bear’s 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), cat’s grace (potion), bear’s 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, Nystul’s magic aura, shield, summon monster I 2: Bear’s 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 Ezzek’s 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 Nystul’s 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 déjà 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 town’s 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 you’ve 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 doesn’t 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: Morn’s gaze sobers somewhat as he turns from watching a bard’s performance—an 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 Anathar’s Dell, inviting them to return to Eagle’s 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 player’s may go to Eagle’s Eyrie to deliver Olar to the dwarves currently in residence. If they do, they will find only one man: Halmyr Brightblade. Halmyr is the clan’s 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 haven’t 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 Anathar’s Dell, along with favorable word of Morn’s 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.

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