DaggerFord Campaign 2
Kal’ris and Krell almost get eaten by a Wizard’s desk

Daggerford. The Lady Luck Tavern a week later.
Krell is introduced by Thrace to Kal’ris an associate from Waterdeep.

“Well met, I regret sending you out on such short notice, but I have need of your services quickly.
“A” friend” of mine has agreed to turn over a very important tome to the Twilight Academy at great risk to herself. In return I’m sending you with funds to secure and safely return the manuscript.
“Take this payment to Linna Montrovale at the Academae, and let her know that I sent you. When you present the payment to her, she should provide you with the Alaunti Apprentice’s Codex. Once you have it, make haste returning, and of course, be careful! Others might not take kindly to losing a text they never realized existed under the roof of the Academae,

Thrace drops a clinking bag of valuable gems on the table, with an advance for Krell and Kal’ris.
They meet Spugnoir who is only too happy to introduce a street urchin Petch who is the Apprentice’s apprentice and lead them to his home Delfen’s Academae, Petch foolishly burns all his lvl 0 spell slots testing magic tricks as they walk.
Spugnoir shows them to Linna’s door and is worried to find the door locked and the sound of her cat familiar inside. Kal’ris easily breaks down the door.

This old classroom has been well kept—magical, flameless torches light the room, darkwood bookshelves line the walls, and the hardwood floors are well polished. But the room is marred by signs of a recent scuffle. Books have been pulled down and thrown to the floor, papers are scattered, and in the classroom’s summoning circle near a polished mahogany desk lies the crumpled form of an elderly human female. She lies face up, dressed in a dark-colored professor’s smock. A black cat perches on the woman’s chest, alternately crying out and licking her face, as if trying to awaken its master.

Investigating the room Krell discovers a box of potions, one labelled ”Medicinal Brew” and promptly pockets them and a hand full of the gems whilst no one is looking. Kal’ris inspects Lidda to discover that she is unconscious and has constriction injuries.
Apex the wizard’s cat is mewing and clawing a spot on the bookcase and inspection reveals a concealed safe box. Lacking in thieving skills the party are relieved to discover the matching key on Lidda’s body.
No sooner than the key is turned than large desk that Sam (the watchman that has tagged along to make sure the gem payment goes to the right place) is sitting on morphs into a large mimic all teeth and fists. The mimic has been sent by a rival wizard Khelleck to steal the Manuscript.
Sam is torn to bits in the first strike. A battle follows with Kal’ris bravely facing the monster, the apprentices and Krell hurling magic and missiles.
Kal’ris inflicts damage but is knocked unconscious; Krell hurls the alcohol flask followed by a critical hit with a flaming arrow.
Things are looking bad, Spugnoir is floored. Krell is distracted by Defin’s familiar a monkey who peers though the window. Pure luck prevents Krell from killing it with an arrow.
Delfin arrives and slays the mimic with a deluge of powerful magic. Furious with his students for making so much noise and bringing a creature into his tower.
The manuscript in the safe is fake and Lidda exchanges the real one magically disguised as a brooch for the gem bag,
The party return to Thrace who hadn’t wanted to be seen by Khelleck or his associates and complete their task, having drunk all the healing potions they could find or steal.

XP. 300 Krell. 300 Kal,ris
Gold. 200 in gems each. 2 in earnings for Krell
Loot. Potion of Bulls Strength
Hero Point for Kal’ris for attacking a creature way bigger than himself

Danger At Dunwater


Danger at Dunwater 1

After their successful adventures exposing the secret of the haunted alchemists manor house and the capture of the smugglers ship the SeaGhost the party return as heroes to Daggerford.


Quinn is called away on family business.
Nienna takes training as a wizard with Delfin Yellowknife.
Jespyr takes training from Brother Biter,
Roglud takes training form Golot

During downtime in the Lady luck tavern Nienna and Jespyr befriend a bard Tristan who can tell a fine tale.
After a week whilst Roglud is still on his final bear hunt they are summoned to a meeting of the Council of Guilds.

The discovery that a hitherto unknown colony of lizard men is in close proximity to the town of Daggerford is engaged in
the purchase of weaponry which is sophisticated by lizardman standards, has thrown the Town Council into dismay and alarm.
Greatly troubled and filled with apprehension, they have called an emergency Council meeting which the characters, in recognition of their already proven abilities, are invited to attend.
From the crude map found aboard the smugglers’ vessel and from information provided by the aquatic elf, Oceanus, it seems likely that the lizard men are preparing for war.
The site of the lizard men’s colony has been tentatively identified as a coastal promontory adjacent to a small river, the Dunwater, some thirty miles south west of DaggerFord. The Council considers it essential that a scouting party be sent to reconnoitre the area to ascertain the strength and size of this
colony and the intentions of the lizard men. This would then enable the citizens of Daggerford to undertake proper precautions. It is put to the characters that, on the basis of their past success, they are well suited to undertake this mission. A reward of 5000gp is offered as an inducement, to be paid on
the successful completion of the adventure.

The party are joined by Oceanus the Sea Elf and militia/excise members father and son Will and Tom Stoutly.

The party borrow a cutter to take them into the marshes, leaving instructions for the absent Roglud.

Marching into the marshes in low-tide seems all to easy. Panwyr the Psuedo Dragon scouts the entrances to the lair ahead.

As the party come within a few miles a group of Bullywugs attack, followed by a second and then a third wave, things look difficult and the party can only hope that Roglud will be on his way.

XP to follow, no treasure


Danger at Dunwater 2

A battle Royale in the marshes,

Roglud catches up and proceeds to tear Bullywugs apart with claw and hunting dog.
Oceanus, Tom and Will fight heroically.
Tristan, Nienna and Jespyr use all their resources in the battle.

Finally all the Bullywugs are slain or hunted down. The party stand knee deep in the slain enemies.

The Bullywug treasure hoard that they fought to the death for includes 3 ioun stones, a magical helm inscribed “STYX

5 rubies worth 200gp each
and +1 light steel shield
iridescent spindle ioun stone

The adventurers proceed past the muddy cave entrance to the concealed entrance.

700 XP each

Danger at Dunwater 3

The Party enter the LizardMan lair.
Despite Tristan’s heroic attempt at communication, the guards are slain and the bodies hidden.
The lair is noisy and active.
Roglud manages to control the excited hunting dogs and the party sneak though the lair avoiding occupied rooms.
Rooms are searched treasure is found and returned to where it was found.
A gate barred from the inside is opened and the party proceed down.
Tristan tries his introduction again…
More guards are slain, keys taken and a cell block opened.
The first prisoner is a Lizardman all is lost in translation and he is swiftly locked up again.
Another prisoner in a cell flooded with water introduces himself as Adam and welcomes his rescuers.

Adam the fishman


Treasure Tristan: Oil of Warp wood
XP 400xp each

Danger at Dunwater 4

The party briefly befriend Adam, but as soon as Oceanus sees him the pair immediately start to fight.
Oceanus and Adam both claim the other to be the enemy. The party side with their trusted companion and Adam is slain without mercy by Oceanus.

The party narrowly avoid discovery by a group of Lizard folk taking food to their guests.

More empty rooms are discovered and a few more guards slain.

The party attempt sneak past a guard room. But the clinking of Tom’s chainmail provokes a large battle.
Jespyr flanks the enemy and Nienna casts a distraction illusion.
All are hunted down and slain.

XP 400xp each

Danger at Dunwater 5

The party proceed into the lair.

Discovering Kitchens, A larder stocked with shocking food stuffs including Gnoll and giant frog.
An armory loaded with weapons supplied by the Daggerford smugglers.

The party decide to exit and regroup.
On their exit they are confronted by the chief and his officers.
Fortunately he can speak common and a truce is negotiated.

A Weregild payment in compensation for the slain warriors is agreed.
Gold is paid without hesitation by Nienna.
A rabid giant Crocodile that is devouring patrols must be slain.
The Lizardmen are powerless to respond to this relentless hunter as the Crocodile is a sacred creature to them.

The party rest and regroup within the lizardmen lair in preparation for the Crocodile hunt.

Danger at Dunwater 6

The party are led to the site of the attacks by a lizardman guide.
No sooner then they reach the area than the crocodile attacks.
The huge creature attacks and savagely rends Oceanus.
Unnoticed by the party a Pan Lung Dragon is controlling the beast and watches the battle with some amusement.

The crocodile is slain and the dragon enters the fray with its boiling water breath weapon.
The battle is savage but short, the dragon is slain after a barrage of missiles and the savage claws of the Wolverine Roglud.

The creature has a hoard of coins and magic in its nest.

The LizardMen agree to send an envoy and escort back to Daggerford with the party to negotiate an alliance with humans against the “Final Enemy” the Sahuagin.

Their allies are revealed as Merfolk, Locathah and aquatic hobgoblins the Koalinth.
The Koalinth abandon the alliance and flee the area.

On their return to Daggerford with their Lizardman escort the Council of Guilds immediately summons them.

The alarm which the Town Council members felt when they first heard about the possibility of an attack by lizard men is as nothing
compared with their abject terror on hearing about the sahuagin. The reputation of these wicked creatures is well
known in Daggerford; the knowledge that a sahuagin horde is established only 50 miles from Daggerford fills the Town
Council with dread. Some members of the Council go so far as to suggest evacuating Daggerford altogether, for the
meagre resources of the town would be quite inadequate to counter a sahuagin attack if this were to come. The lizard
men explain the arrangements they have made for an alliance with the mermen and the locathah .Oceanus will try to persuade the
aquatic elves to join the alliance and this goes some way towards appeasing the Councillors. But there remains a very serious problem
the lizard men’s preparations are by no means complete and it will be some time before the forces of the various races – lizard men, locathah, mermen and possibly aquatic elves – can be assembled for an assault on the sahuagin fortress. In the meantime, an attack on Daggerford could come any day immediate action is needed. The Councillors want an immediate attack on the sahuagin, despite the fact that
inadequate resources exist to ensure the success of such a venture.
After a long debate, a compromise is reached. The representatives of the locathah and mermen will go immediately to their homes and hasten the assembly of fighting forces which will return to Daggerford as quickly as possible .
In the meantime a small advance party of humans and lizard-men will mount a reconnaissance in force on the sahuagin fortress, to test its strengths and probe its weaknesses.
The representatives of the lizard men agree to provide a force of 12 warriors and 2 officers to join such a party.
Humanity will be represented by the party of adventurers who have been shown themselves so capable in the past.
A reward of 10,000gp is to be given to the party on completion of the mission.
Additionally the Town Council will send a squad of 6 marines – local men – to add support.
Oceanus is in something of a quandary. Should he go with the party on their mission or return to his tribe and persuade his chief to send a force of warriors for the combined assault? In the end his loyalty to the party and his lust for adventure win his internal debate — he will go on
the reconnaissance with the party. The Town Council agree to send a messenger to the aquatic elves who will convey Oceanus’ request,

The objectives of the mission, which must be accomplished if the reward is to be gained, are fourfold:

1. Determine the strength of the sahuagin force — how
many warriors, lieutenants, barons etc. are present.
2. Locate important areas within the fortress — e.g. where
are the warriors barracked, where are the officers
quartered, etc.
3. Discover any significant defensive measures — where are
there traps, areas readied specifically for defense and
so forth.
4. Discover how advanced are the sahuagin preparations
and when they might mount their first attack.

XP 500xp each

Treasure lots:
1000gp each reward money
+2 scimitar
potion of Heroism (2 draughts)
Restorative ointment
Scroll of halt Undead in a stoppered bone tube.
“Skull witness” a sentient +1 long sword with X-ray vision.
necklace studded with diamonds and rubies value 3500gp



The Council Of Guilds plans for the attack on the Sahuagin lair.

The party will rendezvous with an advance group from the Daggerford watch and a scout party of lizardmen at The Priory of Cymer.
The Priory is devoted to Tyr the god of justice and has fallen out of favor with the local population after a failed prophecy.
The fortified priory will be a secure location for the various groups of the reconnaissance group to assemble.
Rumors of a White Dragon sinking fishing boats are overheard in Daggerford.
Jespyr is offered a reward for the return of stolen earrings. Thieves guild information says the thief a woman named Eiravel is at the priory.

The party prepares
Healing potions and swimming potions are purchased,
With mead and meat laden mules, for the priests of the maimed god in way of compensation, the party departs.

The day starts well with a late breakfast at Gillian’s Hill and an uneventful nights camp.
The next day the weather rapidly changes, mist becomes sleet, temperatures drop quickly.

On the second day the party are ambushed by Hobgoblins and goblins in the woods.
Many arrows are exchanged and the goblins flee or are cut down.
The battle doesn’t all go the party’s way, Nienna’s illusion spell helps swing the tide.
The weather turns to snow and quickly starts to settle. This is an unnatural storm even for Faerun.

Hypothermia starts to set in and the protecting Ioun stone is passed back and forth.
The party must reach the Priory or perish in the blizzard.
The Priory is getting closer but the weather makes progress difficult.
Wolves and Dire wolves circle the party eyeing the mules.
A few of the wolf pack test the parties strength and move in to attack.

XP 300 ea

masterwork theives tools (Jespyr)
masterwork silver dagger (Tristan)
2 vials Holy warter (Nienna)
3 bronze goblets 25gp each
147cp 207sp 18gp

Retribution 2

Roglud force marches to catch up with the party after spying on the Lizardmen.
The first wolves are slain after a quick battle that saw arrows snatched by the wind and injuries to several members.
Roglud saw larger Dire wolves among the pack and the party forge on.
The weather and wolves will make their survival outside the Priory questionable.

Upon reaching the gates Malvanos the half elven guard welcomes them.
They are taken to meet the venerable Curate Ruan who is pleased to meet outsiders and keen to help with the mission.
Over a pleasant but simple supper there is talk of the decline of the priory, strange lights and footprints in the woods below.
A traveler Eiravel was rescued unconscious in the woods and is recovering in the infirmary.

Tomas youthful, helpful and slightly annoying.

Rosenn. the librarian, shy and very afraid of Orcs and their kind.

Ythel Acolyte, chef, dishwasher.

The party sleeps well without feeling the need for a gaurd.
The next morning the call to prayer is interrupted by a women’s screams.
The party with Roglud dresssed for war find Rossenn hysterical and upset by the discovery of the bodies of birds that she had been feeding.
Nienna inspects the tiny frozen corpses and discovers blue staining on their beaks from poison.

XP 300 each


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