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Danger in Daggerford.

Posted by Dungeon MasterFor group 0
Dungeon Master
GM, 1 post
Sat 22 Dec 2012
at 16:58
  • msg #1

Danger in Daggerford

An Advanced Dungeons and Dragons 2nd Edition Game
quote:
'Daggerford is fairly quiet for a frontier town. Sure, lizard men raid the local baron's holding now and then, orcs sneak out of the Misty Forest to raid caravans on the Trade Way, and Lady Bronwyn has a few suitors who are a touch too passionate, but theres nothing going on that a member of the renowned Daggerford militia can't handle.  Except that the Shining River has turned green, and cattle are dying.   Except that the Elf King of Laughing Hollow, a place where no human dares to go without fearing for his life, is asking the militia for help.  Except that strange substances are oozing from the fissures caused by a recent earthquake.  Except that the earthquake also has opened an entrance to the cliffs around Laughing Hollow that might lead to the fabled dwarf mines of Illefarn.  Suddenly, being a militiaman isn't quite as easy as it used to be....'


When designing your character, keep in mind that you should be from nearby (you're low level, can't be from too far away) and you've been living/stranded/abandoned/imprisoned in Daggerford for at least a year.


Humans Most humans in the area come from one of four regions: Waterdeep, Daggerford, Secomber, and The Way Inn. Humans who don't actually live in these regions tend to depend on one of them as a marketplace.

Elves Since the demise of the Fallen Kingdom, elves have been in short supply around Daggerford. However, a few chose not to leave with their former associates, and they and their descendants still live in some of the more isolated areas. Because of their love of nature, they are particularly at home in the forests and plains. Although they are seldom encountered in the cities, their fascination with fine jewelry and magic may draw them to populated areas on occasion.

Gold Elves. One noble family of Gold Elves held on when the others left. Sir Elorfindar and his family maintain a High Elf presence in the Daggerford area to this day.

Moon Elves. Normally, this type of elf is in much shorter supply than the Gold Elves. This is not the case in the Daggerford area, mostly because of the great number of Gold Elves left with the Fallen Kingdom. Some Moon Elves stayed with Sir Elorfindar after the Fallen Kingdom broke up. Others stayed in the area for reasons of their own. If not with Sir Elorfindar, the Moon Elves can be found in the Misty Forest or the High Forest. They can also be found in the Waterdeep Woods, and some may be found in Daggerford. Most PC elves are either grandchildren or great grandchildren of Sir Elorfindar or of some of the Moon Elves who followed him.

Wild Elves. These elves never considered leaving their ancestral home. They are found these days in the Laughing Hollow and the Misty Forest. Because of their nature, they do not make good choices for PCs. However, since the Misty Forest elves do interact with humans and other races on occasion, a Wild Elf PC should be from the Misty Forest. The Wild Elves from Laughing Hollow keep to themselves.Dark Elves.

Dwarves What's left of the dwarven population is mostly represented by Derval Ironeater's extended family in Daggerford. A few live in Secomber, a few more live in Waterdeep. There are not many left, but among the ones that remain, many long to regain some of the lost glory of the vanishing dwarven race. Owing to their love of drink, a tavern is a likely place to encounter dwarves. Talk of gold or other precious metals is also sure to attract the attention of any eavesdropping dwarves.

Gnomes There are a few gnome merchants in Daggerford, Secomber, and Waterdeep. Like the dwarves, gnomes are fond of drink and wealth,, but they also enjoy the pleasures of nature. Lock for them in a local tavern or near a beautiful meadow.

Halflings Halflings are not very common in Daggerford, though the ones who live there are quite prominent. Secomber, however, is very much a halfling town. Almost 50% of the population of Secomber is under four feet tall. A few halflings can be found in Waterdeep and in some of the farming hamlets around The Way Inn. They are more open and outgoing than either dwarves or elves and get along well with most other races.

Fighters. True to tradition, fighters may come from just about anywhere in the Forgotten Realms

Rangers. The ranger population is mostly found in Daggerford, Secomber,and The Way Inn. The relatively cosmopolitan Waterdeep is not conducive to a ranger's way of life.

Magic Users /Illusionists. Magic users of all stripes can be found everywhere, though they tend to prefer residence in more densely populated areas. Waterdeep is the center of magical activity in these parts, with a recognized guild of low-level mages.

Clerics. Like magic users, clerics are also common throughout the Forgotten Realms, though farming villages such as Secomber have little to do with the main religions of the region, aside from their resident druids and priests of Chauntea. Most adventuring clerics come from Waterdeep, Daggerford, and Dragonspear Castle.

Druids. The primary center for druid activity in the Daggerford area is the Misty Forest. Around Waterdeep, the Elf Wood supports a large number of druids.

Thieves. Daggerford is too small to support a real Thieves Guild. Everyone knows almost everyone, and serious thievery is  virtually unknown. At the same time, there is a fondness for the heroic thief who uses his talents to plunder ruins and fortresses of evil. Therefore, Daggerford does have a few adventuring thieves. Thieves from a more traditional background come from far or are self-taught. There is no Thieves Guild in Waterdeep; it's bad for business.

The Nitty Gritty

  1. PC Sheets, notes, maps, pictures, etc, will be dropped in a dropbox folder here: https://www.dropbox.com/sh/wx8...iCdnyPyu49GOxea?dl=0 .
  2. Begin play with 2,500 experience points
  3. Max HP for the first three levels--we'll roll after that.
  4. 600gp worth of equipment
  5. Make sure that your character is willing to work with a group.  I don't mind Evil PCs as long as they are cooperative Evil PCs.
  6. It's easy to create an idealized hero type character.  Be sure to include a flaw or two that will create conflict within yourself and (occasionally) between party members.
  7. Be sure to have a Secondary Skill for a source of income outside of adventuring. No one's been on an adventure in awhile, so you'll need day jobs.
  8. No Psionics.  Never did like them.
  9. All books and kits are allowed on a case by case basis. Except psionics.  Ick.
  10. To get general knowledge about Daggerford, please see this file (https://www.dropbox.com/s/r5lh...0Players%20Guide.pdf).  Please avoid reading Volo's Guide to the Sword Coast, N5 Under Illefarn, or the rest of the Daggerford handout contained in the North boxed set.

This message was last edited by the GM at 20:48, Sun 22 Mar 2020.
Dungeon Master
GM, 8 posts
Sun 23 Dec 2012
at 04:35
  • msg #2

Re: Danger in Daggerford

Added a player file to the original post.
Dungeon Master
GM, 143 posts
Wed 24 Apr 2013
at 11:46
  • msg #3

Re: Danger in Daggerford

In reply to Dungeon Master (msg # 2):

Timeline

1 Mirtul 1360 DR Year of the Turret
Campaign Begins as members of the Daggerford Militia lounge about in the Happy Cow Tavern.

2 Mirtul
Duty at the caravan gate is interrupted by news of a raid on a local barony, the militia men set out to investigate leading them to a scene of carnage.  Infuriated, they head into the swamp to avenge the deaths of their people and enlist the aid of a charismatic red-eyed lizardfolk chieftain.

A day of hard battles and harder travels ends with a night at Red-Eye's camp. Karsis Wands dies at the hands of Lizardmen.

3 Mirtul
The militia men are escorted to the edge of the swamp and set out for home.
This message was last edited by the GM at 00:08, Sat 13 July 2013.
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