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 Vilarejos do Vale da Adaga Anathar's Dell Este vilarejo foi fundado pelo clã de anões Brightblade além de duas das famílias de humanos e meio-elfos, respectivamente, Blacklock e Talop, Snowgold e Winterwood. Os anões mineram prata e esmeraldas, os humanos e meio-elfos são fazendeiros seguidores de Chauntea. Os membros destas famílias cuidam do templo de Chauntea no vilarejo (No 8 no mapa) e auxiliam e são auxiliados pelos druidas da região. Viajando pela estrada (Caminho de Tethyamar ) margeando as colinas é possível observar que esta terra é abençoada em alguns aspectos. A vegetação rica, flores silvestres, todo tipo de vegetação adequada para o clima local apresenta-se com exuberância excepcional. Arvores frutíferas de diversas espécies margeiam a estrada disponibilizando seus frutos para o deleite das aves. Após alguns kilometros de caminhada o vi ajante depara-se com um cruzamento que o leva para fora da estrada. No mesmo observa-se uma placa feita de pedra vermelha com os dizeres.  Anathar - Dell ( 6k m ) Comida e Bebida requintadas & Chales confortáveis. A trilha é estreita, larga o suficiente apenas para comportar duas pessoas lado a lado, a mesma aparenta não ser utilizada com freqüência. Após alguns metros, um pequeno riacho vindo do norte segue a estrada para baixo em um vale estreito. A trilha é margeada por vegetação densa e arvores. Após seguir a trilha mal iluminada por alguns kilometros (5km), percebe-se pequenos movimentos e barulhos nos arbustos, estes, provocados por um filhote de tigre divertindo- se próximo a mesma. Nota: Caso os jogadores ataquem o filhote, seus familiares irão aparecer para defendê-lo em 1d4 rounds, um mesmo numero de moradores aparecerão em outros 1d4 rounds. Os tigres vigiam a entrada do vilarejo sob as ordens dos druidas de Chauntea. Após alguns minutos de caminhada, a trilha mal iluminada culmina em um vale aberto com uma colina situada no centro deste além de fazendas e pomares. Pode-se ouvir água corrente nas proximidades, um riacho que corre em direção ao vilarejo atravessando um pequeno moinho no caminho. Uma pequena estrada de ladrilhos leva a uma ponte que atravessa o riacho. Do seu lado da ponte, a estrada vira para o noroeste e segue a margem norte do rio para um edifício de pedra cinza cerca de 600 metros à frente, no sopé ao norte da colina. A construção lembra uma oficina de ferreiro. Do outro lado da ponte, a estrada serpenteia até a colina para a aldeia, calorosamente iluminada com lanternas de boas-vindas. Uma considerável quantidade de fazendas ficam sobre o morro. Por entre as árvores, vislumbra-se um grupo de casas e um edifício maior, no cume, que se assemelha a uma estalagem. Outra trilha de terra circunda o pé do morro, do outro lado do riacho.

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  • Vilarejos do Vale da Adaga

    Anathar's Dell

    Este vilarejo foi fundado pelo cl de anes Brightblade alm de duas das famlias de humanos e meio-elfos,

    respectivamente, Blacklock e Talop, Snowgold e Winterwood. Os anes mineram prata e esmeraldas, os

    humanos e meio-elfos so fazendeiros seguidores de Chauntea. Os membros destas famlias cuidam do

    templo de Chauntea no vilarejo (No 8 no mapa) e auxiliam e so auxiliados pelos druidas da regio.

    Viajando pela estrada (Caminho de Tethyamar) margeando as colinas possvel observar que esta terra

    abenoada em alguns aspectos. A vegetao rica, flores silvestres, todo tipo de vegetao adequada para o

    clima local apresenta-se com exuberncia excepcional. Arvores frutferas de diversas espcies margeiam a

    estrada disponibilizando seus frutos para o deleite das aves. Aps alguns kilometros de caminhada o viajante

    depara-se com um cruzamento que o leva para fora da estrada. No mesmo observa-se uma placa feita de

    pedra vermelha com os dizeres.

    Anathar - Dell ( 6km )

    Comida e Bebida requintadas & Chales confortveis.

    A trilha estreita, larga o suficiente apenas para comportar duas pessoas lado a lado, a mesma aparenta

    no ser utilizada com freqncia. Aps alguns metros, um pequeno riacho vindo do norte segue a estrada

    para baixo em um vale estreito. A trilha margeada por vegetao densa e arvores. Aps seguir a trilha mal

    iluminada por alguns kilometros (5km), percebe-se pequenos movimentos e barulhos nos arbustos, estes,

    provocados por um filhote de tigre divertindo- se prximo a mesma.

    Nota: Caso os jogadores ataquem o filhote, seus familiares iro aparecer para defend-lo em 1d4 rounds, um

    mesmo numero de moradores aparecero em outros 1d4 rounds. Os tigres vigiam a entrada do vilarejo sob

    as ordens dos druidas de Chauntea.

    Aps alguns minutos de caminhada, a trilha mal iluminada culmina em um vale aberto com uma colina

    situada no centro deste alm de fazendas e pomares. Pode-se ouvir gua corrente nas proximidades, um

    riacho que corre em direo ao vilarejo atravessando um pequeno moinho no caminho. Uma pequena

    estrada de ladrilhos leva a uma ponte que atravessa o riacho. Do seu lado da ponte, a estrada vira para o

    noroeste e segue a margem norte do rio para um edifcio de pedra cinza cerca de 600 metros frente, no

    sop ao norte da colina. A construo lembra uma oficina de ferreiro. Do outro lado da ponte, a estrada

    serpenteia at a colina para a aldeia, calorosamente iluminada com lanternas de boas-vindas. Uma

    considervel quantidade de fazendas ficam sobre o morro. Por entre as rvores, vislumbra-se um grupo de

    casas e um edifcio maior, no cume, que se assemelha a uma estalagem. Outra trilha de terra circunda o p

    do morro, do outro lado do riacho.

  • 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."

    Black Switch

    Uma pequena estrada de terra batida corta o Caminho de Tethyamar, uma pequena placa em forma de seta

    aponta para a margem oeste da estrada, nesta esta escrito os dizeres:

    Black Switch 3Km

    Casa do feiticeiro Ruse

    Bebidas e uma boa noite de sono

    A estrada leva a um belo vale, ladeado por um belo bosque no vale de uma colina. A maior parte do vilarejo

    composta de pequenas fazendas, ao centro, uma lagoa. Ladeando a mesma uma pequena aglomerao de

    construes dentre elas uma pequena estalagem, um alambique, um templo, um celeiro e um moinho.

  • 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 themage 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

    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.

    The Walls:

    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

    Cold Springs est abaixo da colina aonde nasce o rio Cold Rush. A aldeia fica em uma depresso leve dentro

    de uma paisagem de floresta esparsa ladeado por suaves colinas. A estrada que leva ao vilarejo nasce no

    Caminho de Tethyamar a Leste. Ao chegar no vilarejo a velha estrada torna-se uma pequena trilha. De l

    possvel vislumbrar as runas Sunstone a poucos kilometros ao norte do mesmo.

    A aldeia est desprotegida e tem problemas ocasionais com orcs errantes , bandidos e Zhentish apesar de os

    Freedom Fighters irem cidade com freqncia suficiente para manter a cidade longe de maiores

    problemas. Cold Springs uma pequena aldeia agrcola que sobrevive nestes tempos difceis devido ao

    comercio de insumos bsicos (farinha e cavalos) com DaggerFalls e Tethyamarside.

  • 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.

  • Dagger Falls

    Com mais um dia chegando ao fim no Caminho de Tethyamar, quando finalmente inicia-se a descida para o

    vale do Rio Tesh. Mais e mais fazendas margeiam os lados da estrada, e, finalmente, ao chegar no fundo do

    vale do rio os viajantes se deparam com a pousada, The Teshford Arms, a esquerda, e a ponte sobre o rio

    Tesh logo a frente.

    O rio Tesh segue para baixo das montanhas Desertsmouth no ocidente atravs do vale, e para as cataratas

    DaggerFalls, diretamente ao sul da muralha da cidade. Estas produzem uma brisa continua agradvel que se

    espalha por todo o vilarejo, tornando o clima mais ameno.

    A pousada Teshford Arms (Mapa n 13) a nica com acomodaes. Pode-se tambm comer e beber neste

    estabelecimento e no Red Rock Tavern (Mapa n 12), que est no lado leste de uma estrada rural a cerca de

    135m ao norte da muralha da cidade

    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: 79; 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)

    Green Orb

    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.

    Goldfields

    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

    Nettle

    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

    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 Faern, 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

    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.