The dell is settled by the Brightblade dwarven clan, two old humans families - Blacklock and Talop - and two halfelven families - Snowgold and Winterwood. The dwarves mine silver and emeralds, the humans and half-elves farm and are worshippers of Chauntea who support and are supported by the druids in the area. Members of the four families take care of the Chauntea Temple (No. 8 on the map) and run the brewery there. This village operates basically as a commune.
Traveling up the Tethyamar Trail, you are on a beautiful stretch of rolling road across one low hill after another. This must be a blessed land in some ways. Just about anything suited to the climate must grow here in southern Daggerdale. All sorts of vegetation straddle the sides of the rolling trail, bushes, grasses, wildflowers, trees, even many wild cherries, plums and apples. From all you've heard, inns were non-existent before Randal Morn recaptured Dagger Falls, and that was merely two years ago, so inns probably still are a rarity.
As these thoughts cross your mind, your horses take you to the top of another hill, and you see a long, green valley stretch out before you, with many copses of trees to both sides of it, and in the distance a virtual sea of rolling hills. About 500 yards/450 m ahead of you, you see a crossing, apparently only a trail that leads off the road, but there's also a meadow there that actually could make an ideal campgrounds for the night, and it is getting late.
As you reach the meadow, you notice a still new trail sign pointing along the smaller trail leading west. The smaller trail leads under a larger hill with a red stone crag atop it. The sign says:
Hall in Anathar's Dell
The trail is narrow, wide enough only for two abreast, but nonetheless frequently used. After a few hundred yards/meters, a small stream comes in from the north and follows the road as it winds downward into a narrow valley. Both sides of the road have a heavy growth of weeds and brush, along with frequent copses of trees. After following the trail in the fading daylight for about 3 miles/5km, you begin to hear movement and then grunting in the brush, and now and then you get a quick but shocking glimpse of a tiger cub.
If the PCs attack the tiger cub, it will draw angry parents in 1d4 rounds and equally angry villagers in another 1d4 rounds. Through the druids of Chauntea, the tigers keep watch on the entrances to Anathar's Dell (see also the TSR novel Finder's Bane by Jeff Grubb and Kate Novak and Volo's Guide to the Dalelands).
Within a few minutes, the view in the fading daylight opens onto a valley with a hill in the middle, farm fields and fruit orchards. You hear water running ahead of you, a creek that flows through small village mill. The road leads you to a bridge across the small millstream. On your side of the bridge, the road turns to the northwest and follows the north bank of the stream to a gray stone building about 650 yards/600 m ahead, on the north foot of the hill. It looks like it could be a smithy. On the other side of the bridge, the road winds up the hill into the village, warmly lit with welcoming lanterns. Farms straddle the hillside. Through the trees, it looks like a group of cottages and a larger building, perhaps the inn, stands at the top. Another dirt trail circles the foot of the hill on the other side of the stream.
Map of Anathar's Dell
1. The Brightblade Mines. Visible for the most part are only tailings and the massive, ornate stone entrance to the halls and mines of the Brightblade Clan. The Brightblade Clan, which founded Anathar's Dell, mines mainly silver and emeralds here. The clan also produces silver bars with a value of 25 gold lions that will be accepted almost anywhere in the Realms at face value.
2. Stronghouse. This is a heavily fortified barn the Brightblade Dwarves built for the human and halfelven residents of Anathar's Dell. The families of the village graze large herds of beef cattle on the higher hills to the east of the village from late Tarsakh until mid-Eleint, weather permitting. The barn gives these herds shelter in the winter. But the huge walled barn also serves as a defensive fortress the residents can flee to in time of attack. A deep and bountiful well provides sufficient water, and the village's food cellars are beneath the stronghouse, with easily enough provisions stored there to endure a two-year-siege. In ancient times, the tower of the mage Anathar stood on this site. Anathar had an agreement with the Brightblade Clan to defend the village. He and a dragon killed one another when the dragon attacked the village.
3. Dell Smithy and Stables. This business is run by the master dwarf smith Njolding (dm, fighter lvl 5, AL: LG), but his interest goes only as far as the smithy. An employee of his, the retired ranger Londa Warrin (hef, ranger lvl 10, AL: NG) runs the stable and takes care of the horse trade for him.
4. Guest cottages. See No. 5.
5. Anathar's Hall. This friendly inn is run by a dwarf wife named Kharva. Food and mood are quite good in the inn. The main guest room still serves from time to time as the impromptu headquarters for Randal Morn's Freedom Fighters, and the rooms on the 2nd story (European 1st floor) serve as a barracks for the eight Freedom Fighters (hm, fighter 6 x lvl 1, 1 x lvl 2, 1 x lvl 3, AL: NG,) permanently stationed here. This inn is a communal operation. All food in the inn is provided by the local agriculture, including the beer, which is brewed in the temple brewery. The guest cottages surrounding the hall belong to Kharva's inn operation. A cottage can house up to two persons and costs two gold lions a day. These give the guests the right to eat and drink all they wish in the hall. No money changes hands in the hall. It is open to all local residents and to guest cottage visitors, all of whom eat and drink all they wish at no charge. There is a setting for the PCs' visit to the hall!
6. Dell Drawbridge. The bridge usually is down, but it is raised when trouble is expected and at night. One of the village's residents always is on duty in the small guardhouse at the bridge.
7. Valley Mill. Grain is milled and vegetable oil is pressed by the local worshippers of Chauntea. The mill belongs to the temple.
8. Temple to Chauntea: Most of this temple actually serves as storage for grain and other produce, however, the druids of the area do lead services to Chauntea at the two solstices and the two equinoxes. Local worshippers of Chauntea maintain the temple and run its brewery.
9. Treehouse Family Snowgold: This tree is by far the largest oak in Anathar's Dell. The PCs may or may not notice a large treehouse high in this oak. Some members of the halfelven Snowgold family live in the treehouse and maintain a constant lookout from there, sounding an alarm, if needed. The Snowgolds also take care of the tigers who patrol the village perimeter.
10. Village Cemetery.
Encounter - Anathar's Hall
Anyone could feel at home in Anathar's Hall. The massive stone walls, obviously the work of dwarven masters masons, leave one feeling secure.
The two huge roaring fireplaces, the warm light of the lanterns and the happy mood that fills this house make it uplifting, to say nothing of the excellent lager beer the locals brew in their temple. There's also the fine, locally grown food cooked to perfection by the innkeeper, the dwarf wife Kharva. Tonight's fare is local beef roast, local potatoes in a rich forest mushroom source, a large vegetable platter and a huge bowl of salad, all local produce.
Kharva has made it clear that your cottage tab pays for all you can eat and drink, and she seems to suggest the kitchen has an endless supply of food. As the night wears on, she comes over to your table with a piece of parchment. A quick look shows you that it's a map of Daggerdale.
"Randal Morn has been pretty much running things in southern Daggerdale for a few decades already," Kharva tells you. "This use to be his hidden headquarters, this very hall here."
As evening approaches, you come to another of many small dirt roads
that have crossed the Tethyamar Trail. This one, however,
has a small sign pointing left that says:
Black Switch - 2 Miles/3 km
The trail leads you down into another idyllic Dales valley, this one on a creek bed flowing through lightly forested hills. Most of the land in the village below the hills consists of tilled farm fields, but there is a pond in the middle of the village, along with about a dozen farms, a small country inn, a small temple, a mill and a grain storage house. From the looks of the chimney, the inn apparently also has a small house brewery.
The Map of Black Switch
1. Village Granary. This is a community building with several layers of cellars used to store grain and provisions for the entire village.
2. Black Mill. Miller Kenneth Racek runs this water-powered mill, which makes various flours and presses vegetable oil.
3. Village Cemetery.
4. Sunrise House of Bounty. The House holds shrines to Lathander and Chauntea. The Priest is Melfar of Lathander (lvl 2). The Chauntea shrine is maintained by worshippers and local druids.
5. The Ruse's Mage Inn and Brewery: Several hundred years ago, a farmer remembered only by the name of Kimpl stood up against a raiding band of about 20 orcs. They arrived in the early morning hours, and Kimpl was wearing only his night robe. According to local legend, it was an absolutely ridiculous robe - the kind of thing only magic dabblers ordinarily would wear. He supposedly emerged from his farmhouse with a large black stick in his hand about the size of a staff, waved it at the orcs and claimed to be some visiting mage from distant points. He told the orcs if they still were visible in the village - then called Starvale - in another 3 minutes, he would blow the orcs all the way back to Gruumsh.
He apparently put the fear of the god into them, because they hightailed it, turning Kimpl into a local hero and legend. Kimpl was the mage of the ruse. The inn was named after him. The village was renamed after his staff. Even the village pond was named after his ruse. In the Year of the Tankard (1370 DR), Delbert Hiel, a retired militia member from Deepingdale, bought the long closed inn and remodeled it. It was opened in Tarsakh of the current Year of the Unstrung Harp (1371 DR). Hiel calls his delicious lager beer Black Magic Brew. It's available only at his inn, at 4 copper thumbs per quart/liter tankard. He has no plans to sell it elsewhere. His inn also serves local meat and produce at prices ranging from 5 to 8 silver falcons and has 2 single rooms and 9 silver falcons and four doubles at 8 silver falcons per person.
Ruse Pond - The pond is named after Kimpl's ruse. It is a favorite spot for catching rainbow trout and yellow perch. The pond was dammed by Kenneth Racek's ancestors, to run the mill.
Castle Enneth was completed in the Year of the Laughing Gull (799 DR), when Merrydale still was suffering under the vampire plague. The complex was built by a paladin of Torm known as Sir Delhorn Enneth, who is said to have been one of those who marched to Bloodstone and helped to destroy the vampire lords and their followers in the Year of the Patchworked Peace (802 DR). Castle Enneth is not really a castle as such, but rather a fortified village that has Sir Delhorn's castle as its focal point.
Sages claim that no foe succeeded in conquering Castle Enneth from the day it was completed until it was abandoned by its remaining residents shortly before the Time of Troubles in the Year of the Prince (1357 DR). In the years since that time, it had been used as a remote holdout of the Freedom Fighters in their war against the Zhentarim, who never made a serious attempt to take Castle Enneth, although flying Zhentarim mages did wage aerial attacks on a few occasions when Randal Morn was known or believed to be within the complex.
While these mages had done some respectable damage to the village on a few occasions, none of them reckoned with the stolen triple ballista the Freedom Fighters had mounted atop the castle, which succeeded in bringing the mages down for all time.
The visitor to Castle Enneth already can see from some distance the four-tiered hill with its fortress at the very top. An enemy must pass through five walls to reach the castle at the top. The first wall surrounds the hill on the valley floor, and the four subsequent walls skirt each tier of the hill.
However, the castle fortress and the high wall surrounding it are the only parts of Castle Enneth that are in really top condition. The Freedom Fighters have done their best to keep both in good shape. The remaining walls stand unbreached, but the weather and attacks from small, roaming bands of orcs or flying Zhentarim mages have taken their toll on the other levels. In most cases, the wall is merely weakened, however, because of mortar falling out from between the stones that make up the wall. There still is time to strengthen the wall, but if nothing is done, it will begin to collapse within a few more years.
In general, the condition of the walls gets poorer with each lower level. The same is true for the buildings. Flaming orc arrows from outside the walls set many farms on the valley level and the first two tiers of the hill in flames in years gone by, and the burnt frames and hulks of these structures stand in places, beyond repair.
The Freedom Fighters maintained not only the castle and its defensive tower on the hill's crown but also attempted to maintain those buildings on the Village Tier immediately below the castle as well as they could. None of these buildings is fit to use as they stand today. For more than a dozen winters, they all have gone unheated, taking a toll on each and every one of them. Nonetheless, they are salvageable, and their restoration will cost substantially less than it would to tear them down and build anew.
Lord Morn has strong hopes that people will resettle Castle Enneth and bring the village back to life again. There are several reasons for this. Castle Enneth and the surrounding area enjoys rich fertile black soils dating back to a time when more of the area was under water and Enneth Creek perhaps was a large river.
In the time of the Zhentarim, Castle Enneth's economic base gradually deteriorated, as ever more people left the rural regions of Daggerdale, including those surrounding the walled village. The only remaining markets were the Zhentish garrisons in Kellet and Dagger Falls to the north, but after both Kellet and Liethen's Falls were destroyed by dragons in the Year of the Worm (1356 DR), passage to Dagger Falls had become all but impossible, and the farmers had no place left to sell their produce.
The remaining folk in Castle Enneth were forced to rely on only that which they could produce themselves, and that was too little. They fled and abandoned their historical village to the bands of Freedom Fighters who at least succeeded in keeping it out of orc hands. The Zhentarim were only mildly interested in the castle; it had little strategic value and no economic value for them, although the Freedom Fighters' use of the castle as a hideout was an irritation.
Castle Enneth's fate was similar in the end to that of many settlements in Daggerdale. The Zhentarim never were interested in Daggerdale or its folk as resources in their own right. By taking control of the dale, the Black Network was able to maintain a buffer between "its" territory in the north and on the Moonsea in the east and "enemy" territory in Shadowdale, Mistledale and Cormyr, and it was able to protect a key trade route it had developed through the Tesh Valley to Anauroch.
Randal Morn, of course, has a much different view of Daggerdale. He wishes to bring the dale back to life again. To do that, he needs to revitalize military strongholds like Castle Enneth to protect the heart of the dale from the orcs and renegade Zhentish troops taking refuge in the foothills of the Desertsmouth Mountains, and he needs the fertile fields surrounding Castle Enneth to be sowed again, to feed the new population he hopes to build in Daggerdale.
Late in the Year of the Gauntlet (1369 DR), Lord Morn issued an edict that all former residents of Castle Enneth must return to their old holdings before the end of Kythorn in the Year of the Tankard (1370 DR) or risk losing claim to their property forever. As of the 1st of Flamerule in that year, Lord Morn said his government would honor the claim of others who wished to restore abandoned farms and other buildings and would issue title to them.
If your campaign is running after this deadline and your PCs are adventuring in eastern or central Daggerdale, this could give them a chance to set up a secure base of operations in Castle Enneth. Lord Morn would welcome a claim from such adventurers in Castle Enneth, because their presence would increase the settlement's defensive strength, making it easier to convince others to resettle Castle Enneth.
Whatever course your PCs may take, Lord Morn is aware that much of Castle Enneth still can be restored. It is his hope and goal to do so. If he succeeds, Castle Enneth not only will join Dagger Falls and Anathar's Dell as one of Daggerdale's largest settlements, but it also will provide him and his Freedom Fighters with a strong defensive fortress that faces off against the Zhentish renegades, the orcs and other vile creatures holed up in the Desertsmouth Mountains to the west.
The Map of Castle Enneth
NOTE: The map is, in some respects, deceptive. It shows the walled village of Castle Enneth and all that is in it, but everything appears to be in good condition or to be a ruin. As mentioned above, this is not the case. Only the castle complex itself has been fully maintained. All other buildings that are not ruins are in need of repairs, in most cases substantial repairs. And for some that appear to be perfect buildings on the map, repairs already have gone out of the question financially. Similarly, the farmlands shown on the map are not in production. They have not been tilled for a dozen or more years. These are merely the fertile fields that once were farmed successfully and, with work, that could be successfully farmed again.
Like the rest of the village, the stability of the walls decreases the lower one goes. The two lowest walls are in need of very extensive repairs. If they are not made, many parts of these walls will collapse in less than five years. Only the wall around the castle itself is well maintained or manned regularly. In times of danger, if enough Freedom Fighters are present, the towers of the Village Tier also will be manned, at least in part.
The towers on the three lower tiers never are manned, but the Freedom Fighters keep all of the gatehouses in reasonably good condition. Each gatehouse contains a portcullis that can be raised or lowered, and these function on all levels, although the portcullis in all but the Castle Tier Gate are kept up and open except in times of danger.
The Castle Tier (Top):
1. Signal Fire Tower. Maintained by the Freedom Fighters and used by them in times of danger. Weather permitting, such fires can be seen in Black Switch, Green Orb, Dagger Springs and on parts of the Tethyamar Trail.
2. Sir Delhorn's Castle. Used by the Freedom Fighters. There always is a permanent party of 12 Freedom Fighters in the castle, and when regional units are staying in Castle Enneth, 5d12 Freedom Fighters more will be there. The castle is circled by a bricked dry moat 20 feet/6m deep and 30 feet/9 m wide. Some water usually stands in the middle of the moat.
3. Eye of Torm. This tower stands 100 feet/30 m high and gives the Freedom Fighters a view over parts of Daggerdale up to 50 miles/80 km distant on a clear day.
Village Tier (First From Top):
4. Stables. These buildings need minor repairs, but they are in the best condition after the castle complex above. The Freedom Fighters stable their horses here.
5. Siege Warehouses. In earlier times, grain and other non-perishable foods were stored here to sustain the village in times of attack or siege. The walls have become structurally weak, and some roof tiles are missing, causing leaks at rainy times, but repairs still would be feasible. The warehouses are empty.
6. Weaponsmith's Shop. The building is in relatively good condition, but with the stone furnace built as a part of the structure itself, expensive modifications would be necessary to put the building to a different use. Otherwise, the building could be restored at relatively moderate cost. There are neither anvil nor smith's tools in the building.
7. Desert's Mouth Tavern. The building is for the most part structurally sound, but it did have a leaky roof for a few years that the Freedom Fighters fixed one summer. During the time the roof leaked, the wooden furnishings inside began to rot slightly, and the wooden stairway to the quarters above collapsed.
8. Blacksmith's shop. The description is basically the same as for the weaponsmith's shop, except that the outer walls are in bad need of new mortar.
9. General Store. Most of the store's interior is of wood that has been exposed to the elements, and much of it has to be replaced, but the building is structurally sound.
10. Wainwright's Wagon Works. Wood rot is a serious problem, but the shop is not beyond restoration.
11. Enneth Castle Inn. The outer building itself is structurally sound, but wooden stairways, walkways and floors on the upper story all are in poor condition, and is some places, they are liable to collapse.
12. House of the Steadfast Gauntlet - Shrines. In Sir Delhorn's time, this structure was a temple to Torm. The altar with his symbol of a gauntlet still is the focal point of the building, but Freedom Fighters who worship Tempus and Tymora also have set up small shrines to these deities in other areas of the building. Some maintenance and minor repairs are necessary, but the building is in generally good condition, nearly as good as the stables.
13. Armor Maker's Shop. The description of the weapon maker's shop (No. 6) fits here too, except that one of the wooden beams supporting the upper story and the roof is infested by termites. It's only a matter of time until there is a collapse, if the beam is not replaced.
The Spring Tier (Second From Top):
This tier gets its name from the spring on the eastern face, which is the source of Enneth Creek, near the ruin of the Chauntea Temple. Enneth Creek flows from its source through Black Switch, beneath a small stone bridge spanning the Tethyamar Trail and into the Cold Rush east of the trail. Only one house and two barns on this level are in ruin, but most of the other buildings require fairly extensive repairs.
14. Ruin of the Chauntea Temple. The abandoned temple was struck by lightning during a thunderstorm in the Year of the Helm (1362 DR). Most of the roof was destroyed and the interior was gutted. The stone walls still stand in most places, but they are unstable and always in danger of collapse. The temple is beyond restoration and will be dangerous until it is torn down.
The Lower Tiers
All of the buildings on these levels were farms, most with barns. The buildings on this level are in need of extensive repairs. Most roofs leak as well. About half of the structures that are not in ruin still would be feasible to repair, although at substantial cost. The rest need to be torn down and replaced, along with the ruins.
Cold Springs is just below the hill where the Cold Rush Creek has its source. The village lies in a slight depression within a lightly forested landscape of very low, gently rolling hills. The road that leads into Cold Springs from the Tethyamar Trail dead ends in every direction but the north, where the old road becomes overgrown and soon dwindles into a little used but still visible trail to the ruins of Sunstone, once a village a few miles/kilometers to the north.
The village is unprotected and has occasional troubles with roving orcs, brigands and Zhentish stragglers, but the Freedom Fighters come to town often enough to chase these unwanted visitors off. Cold Springs is a small farming village that survives today as in Zhentish times because it has a market in Tethyamarside and Dagger Falls to the north.
Dagger Falls has no mill. Its only sources of flour are Sidwell's Mill in Tethyamarside (see the map of Tethyamarside on the FR Interactive Atlas CD) and the Coldstone Mill south of Cold Springs. Cold Springs also is one of Dagger Falls' main sources for horses.<3>The Map of Cold Springs
1. Cold Springs. These springs, which bubble out of a hillside rock formation, are the source of the Cold Rush Creek, which runs east of and parallel to the Tethyamar Trail, to a point south of the ruins of Castle Daggerdale, where it turns eastward, flowing into the Ashaba in a gorge in the lower Dagger Hills (see the Daggerdale map).
2. Harmon Dindel, Blacksmith. Dindel, hm, lvl 0, AL: NG, is a skilled smith, but those skills end with farm equipment and similar items. He knows nothing about making or repairing armor or weapons.
3. Waters of the Dales Tavern. Smith Tyler (hm, lvl 0, AL: N), who earns most of his income as a farmer, runs the Waters of the Dales, which is little more than an evening meeting place for many of the village's men. It opens daily at 6 p.m. The tavern is too small to justify having its own brewery or malting house. Tyler simply hitches up his wagon every five days and rides off to Tethyamarside, to buy a barrel of house brew from the Billy-Stoat Inn. Travelers coming to Cold Springs will find only Billy Stoat Beer, at 4 copper thumbs per quart/liter tankard, and cold smoked ham slices on dark rye bread, together with horseradish and a dill pickle, at 5 silver falcons a serving.
4. Tomm Darty's Horse Farm. Darty (hm, lvl 0, AL: LN) runs a small horse breeding operation. The Asquith family operation and the Equine Exchange in Tethyamarside are the only sources of horses for Dagger Falls. Darty's Cold Springs operation is one of Equine Exchange's main purveyors.
5. Mill Pond.
6. Coldstone Mill. Miller Jan Hrethian (hm, lvl 0, AL: LN) grinds wheat, rye and spelt flour, and his hammer produces thistle and sunflower oil. His main customer is Wendell Dunn (hm, lvl 0, AL: N), a marketplace merchant in Dagger Falls, who comes with his wagon to Cold Springs every three days, to get new supplies.
7. Shrine to Chauntea.
Next to Shadowdale, Dagger Falls is doubtless the best defined village in the official Forgotten Realms literature. The main sources for information on Dagger Falls are The Dalelands accessory by Richer L. Baker III (TSR - 1994), Volo's Guide to the Dalelands by Ed Greenwood (TSR - 1996), the TSR modules Doom of Daggerdale by Wolfgang Baur (TSR - 1993) and the Return of Randal Morn by Jim Butler (TSR - 1995), the FR Interactive Atlas CD (TSR - 1999) and the Daggerdale Project.
Another day is drawing to an end on the Tethyamar Trail, when you at last begin the descent into the Tesh River Valley. More and more farms begin straddling both sides of the road, and at last, you reach the floor of the river valley, with the inn, the Teshford Arms, to your left, and the Tesh ford directly ahead of you.
The river roars down from the Desertsmouth Mountains in the West through the valley, and the mighty Dagger Falls, directly south of the city wall, send a spectacular spray into the air in the waning daylight.
The Teshford Arms (Map No. 13) is the only inn with accommodations. One also can eat and drink in the Teshford Arms (Map No. 13) and in the Red Rock Tavern (Map No. 12), which is on the east side of a country road about 150 yards/135 m north of the city wall.
Official NPCs of Dagger Falls
Lord Randal Morn, ruler of Daggerdale. AL: NG, hm Fighter lvl 7, thief lvl 6, AC: 7, THAC0 14, HP: 19; APR 3/2, Attacks: weapon, Str 16, Dex 17, Con 13, Int 12, Wis 10, Cha 15, Size: M (5'10"/178 cm).
Captain Mestin Troll Durmark, deputy ruler of Daggerdale, AL: LG, hf Ranger (Justifier kit) Lvl 5, AC: 2, THAC0 16, HP: 39, APR 5/2, Long Sword +1, Hide in Shadows 31%, Move Silently 40%, Str 16, Dex 16, Con 15, Int 10, Wis 15, Cha 12, Size: M (5'11"/180 cm), Bracers of Defense AC 5, Ring of Protection +1.
Sir Ariton Delmis, commander of the Freedom Fighters Of Daggerdale, A: LG, hm Paladin of Torm, lvl 5, AC: 0 (Chain mail +3, Shield +1), THAC0 16, HP: 35, long sword +2, THAC0: 14, APR: 1, dmg 1d10+5, Str 17, Dex 12, Con 12, Int 11, Wis 15, Cha 18.
Map of Dagger Falls
1. Constable's Tower. Since the Zhentarim mage Ilthond was killed by the demi-shade Gothyl there, the tower is said to be haunted, and dark, deadly magic is said to prevail there.
2. Garrison. During the occupation, these were the Zhentish barracks. They now serve as the Freedom Fighters barracks. A floor plan is included on the FR Interactive Atlas CD.
3. Headquarters of the Freedom Fighters
4. Market Square. Since the liberation of Dagger Falls, the market square has become a bustling place that fills with peddlers on Market Day once each tenday.
5. Forest Gate.
6. Thund's Rental Storage Warehouses. The former Zhentarim warehouses - the most secure buildings in town - now are a rental storage operation run by Zeke Thund.
7. Lathander's Light - Temple to Lathander. The temple is headed by Mornmaster Harndarr Oryn. He is served by 16 priests and three paladins.
8. Broken Dagger Tavern. This still seedy tavern is run by a half-ogre named Dynter.
9. River Gate.
10. Dulwar the Leatherworker, shop. Dulwar, a friend of Randal Morn, makes war harnesses, scabbards, sheaths, bracers, clothing and crude but warm boots.
11. Fulgath's Caravan Supplies. Fulgath is widely hated, with a reputation for overcharging on everything. His prices are triple those in the PHB. Since the liberation, times have gotten harder for Fulgath, due to competition with the market square.
12. Red Rock Tavern. Dagger Falls' favorite watering hole is a Harper outpost run by the retired half elven minstrel Kessla.
13. Teshford Arms Inn. The innkeeper is named Olavia Tsardruyn. The house is cold and uninviting, but it's the only inn in town, and it still costs a gold lion a night for a room.
14. Dagger Falls Cemetery (unofficial)
The name of the village came from the small, green glass dome that once stood upon the old temple to Chauntea just northeast of the village on the edge of the hills. In the 1340s DR, the puppet village leader of the Zhentarim feared the low level but ambitious priest of Bane, Dreadmaster Delidus, who had built a small temple under protection of Zhentish troops in the village. Delidus ordered the Zhents to destroy the Chauntea temple in the Year of the Saddle (1345 DR), and since that time, there has been no more green orb in the village.
The decade Delidus spent in the village was a time of persecution, financial abuse and terror for the native farmers. By the Year of the Morningstar (1350 DR), the last of the locals had packed his or her bags and fled or had died at the hands of Delidus and his henchmen.
Strangely, this was one of the few things Delidus could have done anywhere in Daggerdale that was financially costly to the Zhentarim. Green Orb has miles of fruit orchards beginning in the village and spreading westward, and it has a distillery where fruit juices are made into some of the finest schnapps available west of the Impilturian swamps, schnapps that bring a proud export price.
By the Year of the Bridle (1349 DR), the Black Network had realized the price it had paid for Dedilus' mad persecution of Chauntea's church in Green Orb and the church's followers. Fruit went to waste in the orchards and the doors of the abandoned distillery slammed open and shut in the wind. The lucrative profits that Green Orb Schnapps had earned for Zhentarim traders were no more.
Zhentarim assassins saw to it that Delidus paid for this deed with his life before the Year of the Morningstar had ended. But the assassination did not solve the problems caused by the abandonment of Green Orb and its orchards and distillery. It was then that a young, ambitious Dreadmaster in Fzoul Chembryl's service (who died later in the Battle of Shadowdale in the Time of Troubles) came up with a means to resolve the problem in a very useful manner for the Black Network.
Farmers from the Moonsea who were loyal to the Zhentarim and persons from other areas who had served as Zhentarim spies and were in danger of being discovered were brought into Green Orb to revive the schnapps industry.
As a result, with the exception of a few lean years in the late 1340s and early 1350s DR, Green Orb has been the most prosperous village in Daggerdale, one that the Freedom Fighters now keep a close eye on. A good 25 farms are scattered across the countryside here, along with the orchards. The village has a smithy, a schnapps distillery and a tavern (no accommodations) called the Schnapps Queen, which has two separate guest rooms, one for locals and one for strangers.
People in Green Orb are suspicious of and closed to strangers and natives of other parts of the Dales. They know they are viewed by many as traitors or "the enemy," and they aware that they live at some risk since Randal Morn's return to power in Dagger Falls.
The majority of these folk had been followers of Bane until the Time of Troubles. In the intervening years they rejected Cyric. Three different priests sent to Green Orb by the church of Cyric simply vanished, and dead Bane's symbols quickly replaced those that the Strifeleaders had mounted in Bane's old temple. After the destruction of Zhentil Keep, the people of Green Orb turned to the worship of Iyachtu Xvim.
A low level priest, Ruinlord Radargh from Xvim (hm, now priest lvl 5, AL: LE), came to Green Orb in the Year of the Crown (1351 DR) and restored the Bane temple there, reclaiming it for Xvim. The interior of the temple was burned out in the Year of the Gauntlet (1369 DR) by Lord Morn and his Freedom Fighters. Radargh vanished - into the hills behind Green Orb, where he maintains a small, makeshift cave chapel for the villagers who still worship Xvim.
The main Zhent agent in Green Orb is the town councilor Heldarm Dernesch (hm, thief lvl 4, AL: LE), who also owns the tavern. Dernesch and other village leaders are beginning to believe that Daggerdale is lost to the Zhentarim. However, they do not want to lose their rich farms, and they are trying to come to terms with the shift in way of life that will be necessary to avoid their being evicted from Daggerdale.
Randal Morn's deputy governor, Captain Mestin Troll Durmark of the Freedom Fighters, in her last visit to collect taxes in Green Orb, read an edict from Lord Morn stating that the villagers have very little time left to integrate themselves as loyal Dalesmen, or they will be deported back to the Moonsea.
Dernesch and the others are looking for no new conflicts at present. Instead, many of the immigrant villagers are trying to learn to understand at last what it means to be "good folk." It may not be surprising that many of them are having great difficulty with this task.
Your PCs will not receive a welcome in Green Orb, but they also will not be harmed if they keep their noses out of village secrets.
Map of Green Orb
1. Village Cemetery.
2. Mill Pond.
3. Grain Elevator and Storage Barns. A part of the Dagger Wash Mill (see below).
4. Dagger Wash Mill. The millstones here grind flour from wheat, rye and spelt grown in the fields east of the village, and the hammer makes oat meal and vegetable oil from sunflower and thistle seeds. The miller, Danus Treagh (hm, thief lvl 5, AL: NE), used to own and run the mill in Corm Orp in Sunset Vale. He was the secret head of Zhentarim operations there, until the Black Network learned that a Harper agent from Twilight Hall in Berdusk was given the mission to eliminate Treagh. The Harper still is seeking the miller, who was spirited off to Green Orb by the Black Network in the Year of the Banner (1368 DR), and who was magically given a new appearance.
5. Home of Heldarm Dernesch, the village leader.
6. Schnapps Queen Tavern. Owned by Heldarm Dernesch. On the east side of the building, Dernesch also has a small malting house and brewery. His light, top-fermented house ale (which he has not named) is sold only in the tavern. However, in the course of the evening, some locals who aren't occupying a seat at one of the tables will enter with a ceramic quart/liter tankard with a tin cap, have Dernesch fill it, and then return home to enjoy their nightcap.
Dernesch's employees live in the east wing, next to the brewery. Locals use the west wing, which is entered through a rear door. Anyone else who enters the Schnapps Queen is seated in the main guest room, which often is empty. The locals of Green Orb are not willing to mix with strangers, often out of fear that such strangers may be ghosts of their Zhentish past coming to haunt them, or worse.
The Schnapps Queen has no rooms where travelers can spend the night, nor is there any other facility in Green Orb with guest rooms. The only food available is thin, hard, smoked ham slices on dark rye bread with lard and horseradish sauce, served on a small bread board, at 5 silver falcons. Dernesch's beer costs 3 coope4r thubs for a quart/liter tankard, and local fruit schnapps goes for 3 silver falcons a shot/0.1 liter glass.
The Queen's waitress, Nella Weibhardt (hf, thief lvl 3, CE), who lives in a room in the east wing, has no fixed prices. She starts out asking for what she wants and usually ends up settling for what she can get. If one is bound and determined to spend the night indoors in Green Orb, a deal with Nella usually is the only road to success.
7. Green Orb Distillery. The distillery is a cooperative, owned by master distiller Hieb Jenton (hm, lvl 0, AL: LE) and the farmers of Green Orb who own the fruit orchards. Jenton was a successful businessmen in Melvaunt, heading the distillery there, until his cover as a master agent of the Zhentarim threatened to be blown, and the Black Network spirited him out and to Green Orb in the Year of the Shield (1367 DR). After the fall of Dagger Falls to Randal Morn, Jenton concluded that the days of the Zhentarim in Daggerdale are past, and he accepted an offer from an agent of the Iron Throne to keep his eyes and ears open on behalf of the Throne.
8. Ruin of the Xvim Temple. All that still stands of the temple are the roof and parts of the unstable walls, which threat to collapse soon. The interior of the temple was gutted by Randal Morn and his Freedom Fighters in the Year of the Gauntlet (1369 DR).
9. Green Orb Keep. The Zhents built this small, fortified keep in the Year of the Boot (1343 DR), when the late Dreadmaster Delidus was at the peak of his power. It had a permanent garrison of 10 Zhentish soldiers. Since late in the Year of the Gauntlet (1369 DR), it has been in the hands of the Freedom Fighters, who have a contingent of eight men stationed there. Some of the Freedom Fighters can be found in the public room of the Schnapps Queen evenings, drinking local ale. The Freedom Fighters are not seated in the wing used by the locals, who do not mix with them, although they do treat them civilly when they come in contact with one another.
10. Ruins of the Chauntea Temple. Only the overgrown, charred foundations remain. The temple was destroyed by Delidus in the Year of the Saddle (1345 DR).
11. Cave of Ruinlord Radargh from Xvim. After Dagger Falls fell to Randal Morn and the Zhentish troops fled from Green Orb, Radargh hightailed it to out of the village. Unknown to the Freedom Fighters, he's holed up in this hillside cave, which he's also turned into a makeshift Xvimist temple. Villagers bring food and offerings to Radargh and Xvim, but the longer the Zhents remain out of power, the fewer villagers come to him. It's only a matter of time until someone tips off someone else to his whereabouts.
The fishermen and farmers of abandoned Goldfields were known for their ingenuity, until a foolish Zhentarim mage caused Tear Creek and the three small village lakes to go dry in the Year of the Spur, leading to the abandonment of the village. The mage had been in the hills south of Goldfields, near the spring that had been the source of Tear Creek doing experiments of a no longer known nature.
One of the experiments went awry, not only killing the wizard but also causing a tremendous explosion on the hill near the source of Tear Creek, sealing the spring. The creek's waters found another path, underground, and Tear Creek now flows about 50 feet beneath the ghost town, emerging again as a new spring from a hillside above the old creek bed some 3 miles/5 km north of Goldfields, where it flows on into the Tesh, as it always had.
The creek and the three lakes (the Zhentish who hale from the Moonsea area considered them to be ponds) dried up within a few day's time and come back to life only briefly, when summer storms bring down rain enough to cause flash floods. Within less than a year after the creek and lakes dried up, the last villager had abandoned Goldfields.
During the latter years of the Zhent occupation, some of the abandoned cottages and farmhouses served as shelter for Zhentish soldiers and for orcs and other monsters in the service of the Zhentarim. In this manner, a band of dopplegangers serving the Black Network discovered the village, and they have been using it as a hideout and base of operations ever since the fall of Dagger Falls in the Year of the Gauntlet (1369 DR).
A dozen fishing cottages - some of them in ruin - still stand on the shores of the small dry lakes, really little more than large ponds, that an earlier generation of Goldfields residents created with a trio of bridge dams on Tear Creek. The bridge dams all are intact, although the gears to open the dam gates are permanently rusted into their last position. There are 20 farms spread across the relatively flat Tear Creek Valley east and west of the village, most still intact, although some are ruins. Only four of these farms, one a ruin, are shown on the village map.
Goldfields once had a tavern, an inn and a shrine to Chauntea. The shrine was gutted by Zhentish soldiers in the Year of the Behir (1342 DR). The small inn - the Bountiful Sheaf - burned to the ground in the Year of the Bridle (1349 DR), when a band of orcs in Zhentish service camping in the ghost town found several barrels of sour beer in the inn's cellar and had a celebration that got out of hand. The Three Lakes Tavern still is intact and could, at some expense, be restored.
Although there are no humans living in Goldfields, travelers coming to or passing by the ghost town will believe they see several of them, most about to go to work on their farms or come in from the fields, dependent upon the time of day. What they really are seeing are, of course, dopplegangers.
Any PC who is at all on the ball should see that things don't add up in Goldfields. The humans they think they see have no fields to go to work in. The fertile land east and west of the village all is fallow and has been overgrown with weeds, brush and small trees for nearly 25 years. Many of the buildings in Goldfields look like they could be restored with some considerable work, but it's also clear that they haven't been maintained at all in the last two dozen years.
If the PCs begin talking to the dopplegangers, they will claim that they're all former residents of the village who have returned to reclaim it, now that the Zhents have been defeated, and that they've been in the ghost town for only a few days. The dopplegangers also will open the Three Lakes Tavern if the PCs can be convinced to enter. All they have to serve are two barrels of stolen plum schnapps from Green Orb, which the dopplegangers will lace with a sleeping potion, save vs. magic with a penalty of 2 or sleep for 1d10 + 5 turns.
If the PCs can be put to sleep, the dopplegangers will slay them before they awaken and take their places.
NPCs of Goldfields
DOPPLEGANGERS (12) - HD 4, HP: 4-32, AC: 5, AL: N, Move 9, THAC0: 17, APR 1, Damage: 1d12, Saves: 6-10-9-9-11. XP-Value: 450. Dopplegangers are immune to sleep and charm spells and roll all saving throws as if they were 10th-level fighters.
Map of Goldfields
1. Three Lakes Tavern. If the PCs enter, 1d4+2 of the 12 dopplegangers in Goldfields will be in the tavern, which is in useable but dilapidated condition. The PCs will be served the only drink available, stolen plum schnapps from Green Orb. The schnapps is laced with a sleeping potion, save vs. magic at a penalty of 2 or sleep for 1d10 + 5 turns. It takes 1d4 rounds from the onset until sleep fully sets in. The dopplegangers will immediately slay and take over the shape of all sleeping PCs.
2. Ruins of the Bountiful Sheaf Inn. Only the overgrown foundations remain.
3 and 4. Occupied Fishing Cottages. Two dopplegangers live in each of these cottages, both dilapidated but marginally useable.
5. Ruin of the Chauntea Shrine. Parts of the walls and the roof still stand, charred and overgrown, but it would be easy to bring them to collapse.
6, 7 and 8. Occupied Farmhouses. Three dopplegangers each live in 6 and 7 and two live in 8, all dilapidated but marginally useable.
9. Bridge Dams. The dams still are sturdy and reliable, but the gates and gear works are forever rusted tight into the positions they were in when Goldfields was abandoned
The trail from Anathar's Dell leads you down into a small and beautiful farming valley that straddles Nettle Creek and shelters the village of Nettle. Just before the first bridge, you see a large combination grain storage house and Chauntea Temple to your right. In the village itself you spot a windmill, a mill powered by a waterwheel, a small inn with smoking chimney and a smithy. There are also about 10 farms in the village, another 10 in the farm valley spreading out toward the west (not shown on the map) and 10 more straddling the road to Upper Nettle in the hills above the village proper to the North (also not shown on the map).
Map of Nettle
1. Mill pond.
2. Manfreds Smithy: Manfred Ronning (hm) runs the village blacksmith shop.
3. Nettle Mill: A halfelven miller named Darius Redleaf runs the mill, which mills various flours and presses vegetable oil.
4. The Silver Nettle: The newly rebuilt inn and brewery is run by a human female named Rassa. The inn is small, with only six beds at 7 silver falcons a night. Rassa serves local produce, beef from Upper Nettle at prices ranging from 5 to 8 silver falcons. She brews her own Nettle Beer, which sells at 3 copper thumbs per quart/liter tankard.
5. Windmill: An experiment built by the Brightblade dwarves of Anathar's Dell. Although the water in Nettle Creek is relatively clean, mineral deposits between the village and Anathar's Dell upstream give it an off-taste. A steady wind of 10-20 mph (16-32 kmph) usually blow through the valley from the East toward the mountains. The Brightblade Dwarves built the windmill to pump drinking water for the village.
6. Grain storage and Temple to Chauntea.
Sunstone was a tiny village on Stone Creek, which winds northward east of the ghost town and flows into the Tesh. Five farms were located on the creek, and four garden cottages belonging to wealthy merchants from Dagger Falls stood atop a forested hill rising from the creek upwards to the southeast. Sunstone was abandoned by the Year of the Dragon (1352 DR) at the latest.
In the Year of the Shadows (1358 DR), when the avatars came to Faerūn, a band of Malaugrym had established a powerful gate in the ruins of Sunstone. They were holed up in one of the five abandoned farmhouses but hunted down by Elminster of Shadowdale and three Harpers who later became known as the Rangers Three: Sharantyr, then a member of the Knights of Myth Drannor, and two of Storm Silverhand's students, Belkram and Itharr.
A battle followed in which mighty magic was hurled both by Elminster and the Malaugrym, who were slain before they could return to Shadow Castle on the Plane of Shadows. Anyone who stumbles upon the decrepit buildings and ruins of Sunstone today still will find the remnants of the farmhouse and the large patch of scorched ground where the battle took place, although the soil is again slowly becoming fertile, and small weeds and grasses are beginning to emerge through the black, magic-singed surface. What else might be found in Sunstone today-- if indeed anything-- is unknown.
Map of Sunstone
The sight of the great magical battle is in the ruins of the farmhouse on the north side of Stone Creek. The four remaining farmhouses at the foot of the hill, where they were sheltered somewhat from the wind, still are partially intact and probably could be restored at some expense and effort, although parts of these buildings may be structurally unsafe in their present condition. Moss is starting to grow across the roofs, and wild vines are beginning to creep over the structures.
The wind-laced hillside cottages abandoned by the merchants are in considerably poorer condition. All of them already have collapsed to some extent, and further deterioration will come rapidly. It would be easier to tear down these ruins and build entirely new structures rather than to try repairing what remains.
Upper Nettle is 6 miles/8 km downstream from Nettle, but it is no village as such. The creek cuts a gorge through the landscape, and Upper Nettle consists of six, spread-out cattle ranches above the gorge. A point there where the trail from Nettle turns into a switchback cutting up the sides of the gorge and heading to the ranches. That's the end of the trail for all intents and purposes. Beyond there is just the Nettle Creek and swamp and quicksand to both sides of it.
However, there is more than meets the eye there. Shortly after the Time of Troubles, the archmage Rhauntides in Highmoon, in Deepingdale, sent two of his students out on a mission to test the magic they had learned, with the assignment that they help the Freedom Fighters of Daggerdale. Using powerful scrolls given them by Rhauntides, the students created the swamp and quicksand, which are nothing more than powerful illusions.
Before Randal Morn's reconquest of Dagger Falls, when the Zhentarim were a stronger power in Daggerdale, escape routes often were the only thing coming between the necks of Randal's men and a Zhent noose. One of the key escape routes in this area is a well-maintained trail through the illusionary swamp and quicksand.
Instead of swamp, the true landscape is a beautiful, rocky stream bed through which Nettle Creek flows rapidly downstream into the confluence with the Dagger River. After one penetrates the first 50 yards/45m of the illusion, it simply vanishes, and it's easy then to follow Nettle Creek all the way up to the confluence with the Dagger River, a mile/1,5 km or so west of the Serpentsbridge.
The illusion, however, is both tricky and dangerous. If one group follows the hidden trail into the illusion, a pursuing group will believe it sees the first group sink into quicksand, and it also will believe it hears the rapidly sinking group members' desperate cries for help. No one can safely enter the illusion without successfully disbelieving it.
Disbelief is no problem when a party has been informed in advance that the terrain is illusory. However, anyone who enters the swamp believing it to be real has a percentage chance as high as his or her experience level of actually making it through. Dual- and multi-class characters have a percentage chance as high as their highest level plus one. Those who fail are convinced they are sinking in quicksand and do indeed die.
Those who penetrate the first 50 yards/45 m will see 1d4+4 rotting corpses and skeletons of Zhentish soldiers who failed to penetrate the illusion. True Seeing and similar spells that invalidate illusions are effective against the swamp illusion, but those with permanent durations, such as Dispel Illusion, deactivate the illusion only for 1d10+10 turns. To date, it has not occurred to the Zhentish that the terrain here is illusory, and they have made no attempt to defeat or disbelieve in the illusion.
Map of Upper Nettle
1. Dabbert Harny's Ranch. Breeder of draught horses, donkeys and mules. Harny (hm lvl 0, AL: NG) inherited the ranch from his father and has operated it since that time. He can recall a time before Nettle Creek began backing up, creating the swamp in the gorge below.
2. Rulth Tardell's Ranch. Breeder of fine riding and war horses. Tardell (hm, lvl 0, AL: NG) is a friend of Randal Morn and was an important purveyor of horses to the Freedom Fighters during the Zhent occupation. When Zhentish troops came to Upper Nettle, they used to commandeer Tardell's finest steeds, paying only a fraction of their true price, until Morn brought a visiting mage to Upper Nettle who created a two-way teleportation door into the illusionary swamp in the gorge below, where Tardell hid his best stock until after the Zhentish troops had left town. Tardell is one of only two ranchers in Upper Nettle who know the swamp is an illusion.
3. Kevett Tuhrn's Ranch. Breeder of draught and riding horses. Tuhrn (hm, Fighter lvl 2, AL: LG), aged 60, is a former Freedom Fighter in retirement, who received the abandoned ranch as a grant from Randal Morn in the Year of the Gauntlet (1369 DR). From his days as a Freedom Fighter, he knows that the swamp in the gorge is an illusion, having used it himself as an escape route.
4. Tarath Dulwin's Ranch. Breeder of quality riding and draught horses. Dulwin (hm, lvl 0, AL: NE) always has earned whatever money he could, and so, he sold horses during the time of occupation to both Zhentish procurers and the Freedom Fighters. He viewed the Zhentish as a band of skinflint horse thieves who paid only a part of a horse's value and the Freedom Fighters as a rag tag band of hopeless romantics he couldn't afford to pay more than they did. He viewed himself as the underprivileged horse breeder who never could get a fair price, but had to sell his horses for what he could get, because there were no other customers. Although the other ranchers are not unfriendly to him, they also do not particularly like him but simply get along with him, because Dulwin appears to be there to stay. Dulwin noted with great and skeptical interest how quickly the swamp developed in the gorge below, and it always has been his theory that it was a product of Zhentarim magic intended to trap fleeing Freedom Fighters. He also noted how the Zhentish horse buyers always ended up with Tardell's poorer stock and the Freedom Fighters with his better horses. He doesn't know how that succeeded, but he takes glee in his certainty that Tardell earned no more than he did, regardless of who got the horses in the end. Dulwin also has other conspiracy theories he gladly will reveal to anyone with an open or captive ear.
5. Dulb Winton's Ranch. This ranch, abandoned for years, was obtained by Winton (hm lvl 0, AL: LE), an immigrant from Ashabenford in Mistledale, under a grant from Randal Morn in the Year of the Gauntlet (1369 DR). Morn wanted very much for Winton to settle in Daggerdale, because Winton is a contract breeder of the famous new Sembian Stoalzaner horses, a prize race that is much desired by adventurers and patrol riders. The Stoalzaner are a cross-breed of purebred riding and warhorse races that have the best qualities of both. At present, Winton also has an exclusive contract with Lord Morn to sell all of his Stoalzaner to the Freedom Fighters. The Stoalzaner are faster than war horses and tougher than riding horses, with an outstanding degree of endurance. They can ride harder and longer than other breeds without rest. The Stoalzaner, like mules, are sterile. Only the Moondale Equine Breeders Society of Ordulin knows how to breed this race. What Randal Morn does not know is that Moondale Equine is a wholly owned subsidiary of the Iron Throne, and that Winton is a valuable Throne agent whose main task is to use his good relationship with Lord Morn to learn all that he can which might be of value to the Throne in the future. At times, the Throne also may use Winton to plant ideas in Morn's thoughts.
6. Kilby Werret's Ranch. Breeder of beef cattle and draught horses. Werret (hm lvl 0, AL: LN) has lived all of his life in Upper Nettle. He well may have some thoughts on the manner in which Nettle Creek suddenly backed up and produced a swamp, but if so, he keeps his opinions on this issue, like all of his other opinions, to himself.
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