Personalities of Daggerford
 
Duke Pwyll Greatshout Daggerford - - - -
1st Edition AD&D Forgotten Realms - - -

The following descriptions in Game terms
describe the major movers and shakers of
the town of Daggerford and, in Sir Elorfindar's case, the surrounding regions.

Beginning characters might never meet
most of these people, but a few are of
immediate importance. How important
they can be to the PCs is
shown with each character's description.
All stats and equipment are given as if the
character were ready for battle. Many are
rarely so accoutered.

Duke Pwyll Greatshout Daggerford
(Pwill), about 25 years old, human male,
AC -3 (0); MV 9"; Knight Bachelor; hp
43; #AT 3/2 at +1; DMG 2d4+2; AL
LG; THAC0 15; S 16, I 12, W 14, D 17,
C 15, C 17; plate mail +2 & shield, <shield=x>
basterd sword +1 flame tongue, (INT 15,
EGO 11, speaks lawful, common, elf
dwarf, detects evil 1" radius, detects
magic, clairvoyance. Named LAWFLAME),
ring telekinesis (6 uses), 3000 gp <$30,000>

Duke Pwyll came into his Dukedom very
recently. His father, Duke Pryden, fell
fighting the onslaught of the forces of
Dragonspear Castle. As the oldest, and
only, male heir to the name, Pwyll
became Duke of Daggerford.

Pwyll had A short career as an adventurer,
cut off when his older brother, Merovy,
died adventuring along the Unicorn Run
and Duke Pryden realized that his sole
remaining heir needed training in how to
be a land ruler. Pwyll chafed against this
necessary restriction of his adventuring
life, but saw the necessity and acceeded to
it.

Pwyll recently gained his nickname of
Greatshout after swallowing an unknown
potion he discovered in the sack of Dragonspear
Castle. Apparently the liquid
gave him the ability to shout as if he were
using a fabled Horn of Blasting. His voice
is considerably roughened from when he
set out on that last campaign against evil,
but no one has seen or heard him use the
Great Shout since he came back from the
wars. There are many stories of its use
during the last weeks of THE CAMPAIGN,
though.

The sword Lawflame is the traditional
sword of the dukes of Daggerford, dating
back to the first Duke, who was given it
by Sir Elorfindar Floshin.

Campaign Use. Duke Pwyll is the resident
noble. Unless a character is of noble
birth, he might never have met the Duke
before the events of The Rescue Mission,
but the duke is important in the town,
and is known to all.

Lady Bronwyn Daggerford (BRAWNwin),
about 28 years old, human female,
AC 8; MV 12"; Thaumaturgist; hp
15; AL CN; THAC0 18; #AT 1; D 3-6; S
10, I 17, W 11, D 13, C 15, Ch 14; ring
protection +2, wand of lightning bolts
(12 charges), dagger +2. Spells
Known:
1st level: charm person*,
detect magic, mending*, protection from
evil*, read magic, sleep*, write.
2nd level: continual light, detect evil, invisibility*,
knock, locate object, preserve,
scare*.
3rd level: infravision, phantasmal
force*, protection normal missiles,
tongues, water breathing.
*--Spells she is likely to have ready at a
moment's notice
<detail material components>

The Duke's lovely sister Bronwyn early
developed a DESIRE to rule her father's
dukedom when he retired or died. However,
the Duke was firmly tied to the principle
ov the oldest son gaining his title,
leaving Bronwyn out in the cold.

So Bronwyn developed a Friendship
with the court wizard, Gwydion, and
began studying under him. Now she is a
proficient <thaumaturgist> of her level and anxious
to try her powers in a situation of
true danger--in short, she wants to be an
adventurer.

However, the Ducal advisers are NOT
happy with the idea of either of the old
Duke's remaining children risking their
lives in random adventuring until one or
the other produces an heir to the ducal
coronet. Neither has done so at this Time.

The dagger borne by Bronwyn is
reputed to be the very one used by the
first Daggerford against the lizard men.
Whether it was enchanted to begin with,
enchanted after the fact, or not the same
dagger at all, is open to question.

Campaign Use. The Duke's sister,
Bronwyn, might never be seen up close
by an adventurer. On the other hand,
given the lady's itch for adventuring,
PCs might find themselves
part of a rescue party. Otherwise, she is a
good, off-stage, focus for possible
intrigue and even, dare we say it,
Romance.

Lord Sir Llewellyn Long-Hand (LEW-elen),
Duke's Master of Arms, 45 years old,
human male, AC -5 (-1); MV 9"; Banneret;
hp 60; AL NG; THAC0 9;
#AT 3/2; D 2d4+4; S 17/32, I 13, W10,
D 18/22, C 16/76, Ch 14; field plate
+2, lance +2, BROADSWORD +3 <lance=x>

Sir Llewellyn has been a retainer of the
Dukes of Daggerford since the Time of
Duke Conan, who ruled before the
unlucky Pryden.

Duke Pryden made the faithful Llewellyn
Master at Arms of the dukedom, an
office he has dutifully fulfilled for 15
years. As such, he has both led the Duke's
followers in the field, and defended the
castle while the duke was away. He currently
enjoys his high status as a Banneret
by having earned it with repeated use of
his knightly sword.

Sir Llewellyn was knighted at an early
age by Duke Conan. No one but Llewellyn
himself knows that he is also the illegitimate
son of Duke Conan, though it is
widely speculated on in the town. However,
Llewellyn treasures a statement to
that effect written by the old Duke himself.
While Llewellyn has no wish to displace
Pwyll and Bronwyn, he cheerfully
agrees to any suggestion they make to go
adventuring --READY to put forward his
claim if they don't come back.

Campaign Use: Sir Llewellyn is one resident
of the castle that anyone who wants
to gain proficiency with the sword and
riding is going to meet. How this meeting
might eventually get the character
embroiled with Llewellyn's yen for the
Ducal chair is up to the DM.
 

Kelson Darktreader, Age 58, Master of
the duke's Hunt, half-elf male, AC 1 (2);
MV 12?; 7th level Ranger; hp 65; AL <hunter class>
NG; THAC0 10; #AT 1; D 1d6+8; S 18/
93, I 18, W 19, D 15, C 18, Ch 12; elven
chain +3, longbow +1 with arrows +1
(10) and arrows +3 (3), falchion +2,
dagger +3, medallion of ESP 30' range.

Kelson Darktreader is only beginning
to get some silver hairs among the gold
which have adorned his head since his
youth. The Huntmaster is taciturn and
close-spoken--never using 2 words
where 1 will do.

Kelson's grandfather is Sir Elorfindar,
and his father was Elorfindar's full-elf
son. His mother was a human woodsman
's daughter whom the son, Filvendor,
met while hunting in the Misty <hunter class>
Forests.

Kelson was raised by woodsmen and
then Rangers. He became Master of the
Hunt to Duke Pryden, and has continued <hunter class>
in that position with Pwyll. They say that
no one in Daggerford knows the Misty Forest and High Moor better than
Kelson.

Campaign USE: Anyone with a yen to
learn the bow will meet Kelson
Darktreader. He is also a good source of
otherwise privileged information about
the Misty Forest, Laughing Hollow, etc.
that beginning characters might not have
any other way to know.

Delfen Yellowknife, Age Unknown,
human male, AC 4; MV 12"; Warlock;
hp 30; AL CN; THAC0 16;
#AT 1; D 1d4+2; S 12, I 18, W 15, D 14,
C 15, Ch 16, dagger +2, staff of power
(21 charges), ring of regeneration, ring of
spell turning, wand of fear (37 charges),
bracers AC4.

Spells Known.
1st level:
alarm, armor,
burning hands, charm person*, comprehend
languages, detect magic*, feather
fall, FRIENDS*, hold portal, light, magic
missile*, protection from evil, read magic,
shocking grasp, sleep*, unseen servant,
write.
2nd level:
bind, continual
light, deeppockets, detect evil*, detect
invisibility, ESP*, forget, invisibility,
knock, know alignment, locate object,
mirror image, pyrotechnics, scare*,
strength, vocalize, web, wizard lock.
3rd level.
blink, haste*, infravision,
lightning bolt, monster summoning I,
protection from evil 10' radius*,
protection from normal missiles*, sepia snake
sigil, slow, suggestion, tongues, wind
wall.
4th level: charm monster,
dimension door, dispel illusion*, fear,
minor globe of invulnerability, polymorph
self*, remove curse, wall of fire,
wizard eye.
* - Spells likely to have at a moment's
notice.
<note material components>

Delfen Yellowknife came to Daggerford
from the East some ten years ago.
Passing adventurers have identified him
as having a good reputation as an adventurer
in distant Iriaebor, but how he came
to effectively retire in Daggerford is a
question he has never felt the need to
answer. His name of Yellowknife might
come from the gold-trimmed magic dagger
he bears--or it might not. No one
actually knows his exact level. Most people,
including his apprentices, think him
of higher level than he is.

He is swarthier and shorter than the
usual in the Daggerford AREA, but has an
agreeable and easy manner. There is no
sign of age in his features, but everyone
knows that some magicians can control
the aging process. Delfen never dwells on
his past, but is always ready to help his
new FRIENDS of Daggerford and has an
excellent reputation in the town. He
refuses to create and sell potions or
enchanted items.

Delfen is always ready to teach, in as
much as he can, and has 3 or 4
apprentices in constant attendance.

Campaign Use: Any new Wizards,
except as shown below, in the campaign
are probably Delfen Yellowknife's
apprentices. Any magic they know MUST
be taken from Delfen's list as given.
Delfen is a likeable sort, but not overly
interested in sticking his neck out where
it's not wanted. He is full of advice for
PCs, but not much real help.
    <Notes From a Semi-Successful D&D Player (bd1)>
    <Be Aware, Take Care (bd4)>

Gwydion pen Dafwyd (GWID-ee-on pen
DAV-ud), Age 65, Wizard to the Duke of
Daggerford, human male, AC 7; MV
12?; 11th level Wizard; hp 33; AL
LN; THAC0 16; #AT 1; D 1d6+3; S 13, I
16, W 15, D 14, C 13, Ch 11, crystal ball,
cloak of protection +3, wand of fireballs
(14 charges), quarterstaff +3.

Spells Known.
1st level:
charm person,
comprehend languages*, detect magic,
find familiar, mending, message*, precipitation,
protection from evil, read
magic*, sleep, write*.
2nd level:
continual
light*, detect evil*, ESP, invisibility,
knock, locate object*, magic mouth,
preserve*, scare, wizard lock, zephyr.
3rd level:
clairaudience, clairvoyance*,
cloudburst, infravision*, phantasmal
force, protection from normal missiles,
sepia snake sigil*, suggestion, tongues*,
water breathing.
4th level:
fumble*,
hallucinatory terrain, ice storm, magic
mirror, plant growth, polymorph other,
remove curse, stoneskin*, ultravision*,
wall of ice.
5th level:
conjure water elemental,
dismissal*, extension II*, hold
monster*, sending, telekinesis.
* - Spells likely to have ready at a
moment's notice

Gwydion has been at the court of the
Dukes of Daggerford since he was
apprenticed to the previous court wizard,
Mab, 55 years ago. He has been the official
court wizard for 30 years, ever since
Mab retired to a wizard's tower near The
Way Inn.

Rumors are that Mab has since died,
but no one has gone to the tower and
knocked on the door to be sure. The tower
was undisturbed during the incursion
from Dragonspear Castle.

Gwydion is very aware of his status as
court wizard and very class-conscious. He
has no time for anyone not of noble
blood, even those of common blood who
have earned the regard of the Duke. His
immediate about-face if any of these
heroes is ennobled is a regular source of
amusement to ducal court regulars.

Duke Pwyll has had little to do with his
court Wizard and is rather afraid of him.
Lady Bronwyn, on the other hand, considers
him a sort of useful uncle and is
very close with her mentor. She acts as go-between
for her brother to the wizard.

Gwydion prides himself on his grey
hairs and scholarly appearance. He is a
self-pronounced expert on the dukedom's history
and the geneaology of the
ducal family. He is, in fact, aware of Llewellyn
's tenuous claim to the title, but
keeps that knowledge to himself: perhaps
thinking it a useful tidbit for some future
machination.

Decisiveness is NOT Gwydion's dominant
trait. He dithers over a decision for
months before coming to an easily swayed
conclusion.

Campaign Use: Noble PC
Wizards, of course, should take their
spell list from Gwydion, not Delfen. See
below for the source of elven _ magic user
spells. Aside from a source of spells, Gwydion
can be a source of comic relief and a
chance for some real role-playing as player
characters attempt to revenge themselves
for snubs given by the unctuous
mage.

Sir Elorfindar Floshin of the House of
Long Silences, Gold Elf male, AC -6 (-
2); MV 12"; 7th level Fighter, 11th level
Wizard; hp 51; AL NG; THAC0 7;
#AT 1; D 1d8+10; S 18/93, I 19, W 13,
D 18, C 15, Ch 16, Elven mail +4 &
medium shield, longsword of dancing, longsword
+5 defender, named ELFHOST (INT 17,
EGO 22, NG, detect secret doors, detect
gems, locate object 12" radius, heal 1/
day, teleportation, special purpose -
defeat elf enemies, speaks Elf; HumanCommon,
Orc, Pixie, telepathy), longbow +3,
arrows +1 (10), arrows +3 (3), arrows of
SLAYING _ goblinoids (2), ring of protection <link=goblinoid>
+2, ring of blinking, luckstone.

Spells Known.
1st level: charm person,
comprehend languages*, detect magick*,
erase, feather fall, FRIENDS*, hold portal,
identify, jump, light, magick missile,
melt, mending, message, mount, precipitation,
protection from evil*, read magick,
shield, shocking grasp, sleep, unseen
servant, ventriloquism, wizard mark,
write.
    <A pinch of soot && a few grains of salt>
    <Chalk (or white flour), lampblack (or soot), and vermillion <Chinese red> <#E34234> applied to the face before casting the spell>
    <To complete this spell, the caster must trace a 3’ diameter circle upon the floor (or ground) with holy water for protection from evil>

2nd level: audible glamer, continual
light*, deeppockets, detect evil*,
detect invisiblity*, ESP, flaming sphere,
fools gold, forget, invisibility, irritation,
knock, know alignment, levitate, locate
object, magick mouth, mirror image, preserve,
protection from can trips, pyrotechnics,
ray of enfeeblement, rope trick,
scare, shatter, stinking cloud, strength,
vocalize, web*, whip, wizard lock, zephyr.
    <A pinch of talc and a small sprinkling of powdered silver>
    <A bit of spider web>

3rd level: blink, clairaudience, clairvoyance*,
cloudburst, detect illusion*,
explosive runes, feign death, fireball,
flame arrow*, fly, gust of wind, haste*,
hold person, infravision, invisibility 10'
radius, item, lightning bolt, material,
monster summoning I, phantasmal force,
protection from evil 10' radius, protection
from normal missiles, secret page,
sepia snake sigil, slow, suggestion,
tongues, water breathing, wind wall.
    <A pinch of powdered pineal gland from a human or humanoid creature>
    <A piece of yellow tinted crystal, glass, or mica>
    <A drop of oil and a small piece of flint.>
    <A shaving of licorice root>
4th level: charm monster, confusion,
dig, dimension door*, dispel illusion,
enchanted weapon, extension I, fear, fire
charm, fire shield, fire trap, fumble, hallucinatory
terrain, ice storm, magick mirror,
minor globe of invulnerability,
monster summoning II, plant growth,
polymorph other*, polymorph self,
remove curse*, SHOUT, stoneskin, ultravision,
wall of fire, wizard eye.
    <A caterpillar cocoon>

5th level: airy water, animal growth, animate dead,
avoidance, cloudkill, conjure fire elemental,
cone of cold*, contact other
plane, dismissal, distance distortion, color<?>,
extension II, fabricate, feeblemind,
hold monster, magick jar, monster summoning
III, passwall, sending*, stone
shape, TK*, teleport, transmute
rock to mud, wall of force, wall of iron,
wall of stone.
    <A crystal or glass cone of very small size>
    <Two tiny cylinders, each with one open end, connected by a short piece of copper wire>
* = Spells likely to have in mind at any Time.

In keeping with their usual preference
for open spaces, there are no elves living
in Daggerford. However, some do work
as foresters and hunters in the surrounding <link=hunter>
territory. Mostly, they are Moon elves. <link>

However, Sir Elorfindar Floshin is a
Gold Elf with a friendly interest in
humans who decided to stay when most
of the Fallen Kingdom moved out a thousand
years ago. His father had been one
of the elves instrumental in inviting
humans in to aid the Fallen Kingdom
and Elorfindar feels a family responsibility
to watch over the humans.

Sir Elorfindar's estate is between
Waterdeep and Daggerford and he has
served the humans of the Waterdeep area
in his fashion for centuries. His Gold
Elven wife stayed with him in his self-imposed
exile and died two hundred
years ago after presenting him with four
children over six centuries. He has since
taken 3 human wives from the nobility <link>
of Waterdeep and had several more
children.

Since he took up residence among
humans, Sir Elorfindar has employed several
Moon Elves in his retinue who have
both bred among themselves and with
humans. Many of both Elorfindar's and
his followers' children have stayed with
the noble elf, but others have made their
own way in the area as adventurers, soldiers,
and even farmers and craftsmen.

Sir Elorfindar has also always been a
good friend of his close neighbor, the
Duke of Daggerford. He no longer teaches
magick, but his three magic-using children
do, as do their descendants and his
other followers. His 4 children are

Filvendor Lightfoot, a <Shadow>,

Shalendra Dare-all, an <elven Knight>,

Elorshin Highthought,
<Adeptus> in the service of Tyr,

and Darfin Longwalker, a <Spellblade> and Elorfindar's heir.

Campaign Use: As intimated above, Elfin
spell casters will probably have learned
from one of Elorfindar's progeny, which
means they are "limited" to Sir Elorfindar
's list. This is not much of a limit,
since Sir Elorfindar has access to virtually
every spell in the Players Handbook and
Unearthed Arcana. There are a couple of
significant omissions, however.
 

Derval Ironeater, dwarf male, AC 0 (1);
MV 9"; Myrmidon <Master Armorer>; hp 60; AL NN;
THAC0 13; #AT 1; D 1d4+4; S 15, I 14,
W 16, D 15, C 18, Ch 13) plate mail +1
& shield, battle axe +3, hammer +3
dwarven, ring of telekinesis (1,000 gp
maximum, 9 charges)

Derval Ironeater is a dwarven blacksmith <Master Armorer>
who came to the town of Daggerford
with his 2 brothers, Derwin and
Korin, and their families about a century
ago. He is highly regarded in Daggerford.
They support a fairly large, for
dwarves, extended family with their
work. Various family members help out
at the forge and hire out for construction
verk in the area. Korin disappeared with
several family members about three years
ago, and no one wants to discuss where he
has gone.

Derval is known affectionately (though
NOT to his face) as the "Short Mask"
among the guildmasters of the Council.

Derval usually wears a pair of trews, a <trews=x>
blacksmith's apron, and a pair of leather
gloves, dressing up in robe and mask for
Council meetings.

He is usually close-mouthed, but as he
works at his forge, people have heard him
say things like, "Perhaps not as good as
they made under Illefarn, but good <link=Illefarn>
enough, good enough. . ." If he notices
anyone is listening, he self-consciously
shuts up.

Campaign Use: Derval is a source of
equipment and occasional sage advice.
His family becomes very important to the
player characters during their adventures,
as will be seen.
 

Korbus Brightjewel, gnome male, AC 5
(7); MV 9"; 16; hp 25; AL NN; THAC0
19; #AT 1; D 1-4; S 13, I 17, W 13, D 16,
C 16, Ch 10, ring of protection +3, wand
of metal and mineral detection, robe of
scintillating colors.

Spells Known.

First level:
audible glamer,
chromatic orb, color spray*, dancing
lights, darkness, hypnotism*, light*,
phantasmal force,
read illusionist magic.

Second level:
alter self, detect
magick*, fascinate*, improved phantasmal
force*, invisibility, magick mouth,
misdirection, ventriloquism, whispering
wind.

Third level: continual darkness,
dispel illusion, FEAR, non-detection, spectral
force, inception*.

<A pinch each of powder |or| sand colored red, yellow and blue>
<Fleece>
<Snake's tongue, sweet oil>
* = Spells likely to have in mind at any
one time

Korbus Brightjewel is a gnomish jeweler
who prefers the relative SOLITUDE of
Daggerford to the hustle-bustle of Waterdeep,
though the Lords of Waterdeep,
and particularly their ladies, would Love
to have him in residence in their city.
Representatives of the Lords come to
Daggerford expressly to order special
work from Korbus and his family.

Korbus is also appointed court jeweler
to the Duke of Daggerford, an honor he
did not seek but accepts as his due. There
are those who say he uses magic to
enhance his work, but the known final
products do not react to a detect magic
spell. <?>

Korbus teaches illusion magic only to
gnomes.

Campaign Use: Korbus is the obvious
person to show bejeweled geegaws found
along the trail, or wherever, for evaluation.
With his expertise and detect magick
ability, he can worm out the basic secrets
from almost anything.
 

Fulbar Hardcheese, hobbit male, AC 3
(7); MV 9"; Master Thief 11; hp 57; AL CN; THAC0
13; S 13, I 13, W 9, D 18, C 18, Ch 15,
short sword +3 (named QUIETSTRIKE,
INT 13, EGO 15, detect shifting walls &
rooms, detect secret doors, AL N), studded
leather armor, ring of chameleon
power, ring of feather falling.

Fulbar Hardcheese is a hobbit who
owns and manages the Happy Cow, one
of the three taverns in the town. He also
owns a dairy farm just outside of town
which is run by his son, Dickon. The tavern
features the dairy's cheese.

Fulbar is an ex-adventurer who settled
down in Daggerford and set out to just be
a happy farmer/taverner. The populace
knows he has been an adventurer, but
gets no details from him. He never talks
about it, and actively discourages adventurers
from using his tavern. He prefers
the company of the region's other farmers
and merchants. Apparently he is
ashamed of his previous life as a thief.

Fulbar is depicted above as if on a <link>
thiefly mission. His normal wear is trews, <trews=x>
shirt, and taverner's apron. Quietstrike is
kept on the wall in his private quarters.
Some say that he teaches thiefly skills to
hobbits, but no one has ever confirmed
this.

Campaign Use: Fulbar may never be seen
by the player characters, but they will
know of him. It is possible that, at some
point, player character adventurers might
have use for Fulbar's tavern, talents, or
sword. This can make for some good roleplaying,
as Fulbar has no wish to adventure
again (unless, of course, they offer
him three shares to their one. . . ).

Bando the Lame, hobbit male, AC 5 (7);
MV 7"; Canon; hp 35; AL NG;
THAC0 17; S 14, I 11, W 18, D 17, C 16,
Ch 12, leather +3 and shield, elven
boots, ring of invisibility, <horseman's> mace +1, sling <low, soft>
bullets +2 (5), sling bullet of impact.
Spells Carried.

First level: cure light
wounds (2), bless, protection from evil,
portent.

Second level: aid, find traps,
know alignment, silence 15' radius, slow
poison.

Third level: continual light, dispel
magick, remove curse.

Bando was a thief/ adventurer when his
party went onto the High Moor in search
of orcish treasure. All they found were
trolls, who ate the entire party except for
Bando. He was crippled by the experience
and must now get about with a
crutch.

Bando has never begrudged his lameness,
considering the fate of his companions.
Instead, this was a religious
experience for Bando, who has somewhat
abandoned the thiefly way for worship of
Tymora, goddess of luck. Bando is Now
the custodian of the shrine of Tymora in
Daggerford.

Campaign Use: Bando is the priest of the
goddess most likely to be worshipped by
adventurers. As such, he should get a lot
of play in the campaign. Most cleric characters
are probably his Acolytes.
 

Maerovyna, Priestess of Chauntea,
human female, AC 8; MV 12"; Matriarch; hp
36; AL LG; THAC0 13: #AT l; D d6+3;
S 10, I 13, W 16, D 12, C 13, Ch 15, staff
of striking (32 charges), ring of spell storing
(3 spaces, 1 unused): raise dead, dispel
evil.

Spells Carried.

1st level: bless, cure light wounds (2), light, precipitation.
    <holy water>
    <a pinch of silver dust>

2nd level: augury, aid, detect life,
slow poison, speak with animals.
    <The wet leaves of an infusion which remain in the container after the infused brew is consumed
        If the last method is used, a crushed pearl of at least 100 g.p. ($1000) value must be added to the concoction before it is consumed>
    <a tiny strip of white cloth with a sticky substance (such as tree sap) on the ends, plus the cleric's holy symbol>
    <a bud of garlic which must be crushed and smeared on the victim's bare feet>

3rd level: cure disease, remove curse, create food and water.

4th level: cure serious wounds, speak with plants.
    <water, shit, tinderbox>

Maerovyna is a motherly woman of
about 53 years who has led the local
Chauntea worship for the last 22 years.
Her magickal items were bestowed on her
by her superiors, and she has not had
much use of them.

Campaign Use: Maerovyna is not meant
to interact strongly with the PCs.
She is a source of curative spells
and knowledge about the earth and its
processes, but mostly she is the figurehead
that everyone looks up to but otherwise
ignores.
 

Liam Sunmist, Priest of Lathander,
human male, AC 3; MV 7"; High Priest 9th; hp 53;
AL LG; THAC0 14; #AT 1; D 1d6+3; S
12, I 12, W 15, D 11, C 15, Ch 16, mace <horseman's>
+2, scale mail +2 & <large> shield, ring of mind
shielding.

Spells Known.
First level: bless, command,
cure light wounds (2), detect evil,
protection from evil.
<holy water, holy symbol, holy water>

Second level: chant,
enthrall, hold person (2), resist fire.
    <iron spikes (10)>
    <A tube of silvery fluid (quicksilver, 1# weight, worth 100 gp): T1-4.59>

Third level: dispel magick, flame walk,
remove curse.
    <500 GP ($5000) of ruby dust>

Fourth level: cure serious wounds, divination.
    <sacrificial goat, incense>

Fifth level: raise dead.

Liam has served Lathander for about 25
years. He took the name Sunmist when
he reached priestly level, and most people
call him by that Name. As priest of the
god of new beginnings, Liam is much
loved throughout the town, and the temple
of Lathander is well-attended, even
by those who also worship Tymora, Tempus,
or Chauntea.

Campaign Use: Liam becomes important
if anyone is killed and must be Raised
from the Dead. He has his own priority
list, which puts the Ducal family at the
top, and any member of nobility next.
Then he must think in terms of who is
most important to the village as a whole.
His limited capacity with this spell can
make for some serious problems within
an adventuring band.

Baergon Bluesword, Priest of Tempus,
half-elf male, AC 0 (3); MV 9"; Crusader (Swashbuckler + Perfect);
hp 35; AL CN; #AT 1; D 2d4+2;
THAC0 15; S 16, I 13, W 17, D 17, C 16,
Ch 14, BROADSWORD +1 (INT 12 EGO 2
AL N, detect magick 1" radius), chain
mail +1 & shield <buckler>, ring of regeneration,
medallion of ESP 60' range.

Spells Carried.
First level: bless, cure
light wounds (2), detect evil, remove
fear.
<holy water, holy symbol>

Second level: aid, detect charm,
find traps, hold person, slow poison.
<a tiny strip of white cloth with a sticky substance (such as tree sap) on the ends>
<5 iron spikes, garlic buds>

Third level: continual light, remove paralysis.

Baergon came to Daggerford recently,
riding in with the Waterdeep fighters
during the Dragonspear incursion. He
found Daggerford a place with many true
worshippers of Tempus, though most of
them didn't know it, so Baergon set out
to enlighten them.

Baergon is not necessarily well-liked
among the general populace, for he follows
his patron god very seriously, and is
continually trying to recruit young militiamen
whose parents would rather they
stuck with the soil and followed Chauntea
's way, or at least worshipped Lady
Tymora, a known entity.

Still, Baergon continues his missionary
work and services the professional fighters
of the town, many of whom are glad
to have a god they understand to worship.

Campaign Use: Baergon is the second
most likely priest to be the master of a
new Acolyte. People wanting him for a
master will have their work cut out for
them, as he is a capricious master with a
true wish to die gloriously in battle.

Filarion Filvendorson, Adventurer, Elf
Male, AC 0 (4); MV 9"; 9th Thief; hp 41; AL
CN; THAC0 14; S 12, C 15, D 18, I 11,
W 8, Ch 16, <long sword> +2, elven mail +1,
ring of shocking grasp, ring of chameleon
power; skills pick pockets 75%, open
locks 57%, find/remove traps 60%,
move silently 75%, hide in shadows
66%, hear noise 35%, climb walls 98%,
read languages 45%)

Like Kelson Darktreader, Filarion is a
grandson of Sir Elorfindar and son of
Filvendor. However, his mother is a Moon
elf. This makes him and Kelson
Darktreader half brothers, but, since
each was raised by his mother, they are
barely cordial to each other.

Filarion was trained as a thief somewhere
to the east, but he has constrained
his thiefly activities to adventuring, so he
is actually regarded highly in Daggerford
and looked up to by much of the populace.
He teaches thiefly skills to some
apprentices, though he claims to not
teach Picking Pockets. There are some
who doubt this. Certainly the number of
picked pockets has increased in the last
decade as he has concentrated on teaching
rather than adventuring.

Campaign Use: Filarion is BASSICALLY the
thieves' guild in Daggerford. Any thief
needing training to go up a level must
come to Filarion, and he charges hard
prices to get any better.
 

Sherlen SPEARSLAYER, female human,
Commander of the Daggerford militia,
AC 0 (2); MV 9"; Champion; hp 41; #AT 3/2;
DMG 4-9; AL LN; THAC0 12; S 16, I 11,
W 13, D 16, C 13, Ch 14, chain mail +2
& <large> shield, spear +2, ring of jumping,
boots of levitation.

Sherlen came to Daggerford a few years
back with her husband, another adventurer.
While she was having their child,
he went off on another adventure, and
hasn't returned yet. After her child was
born, she joined the militia and quickly
rose to command it.

Campaign Use: Sherlen is the person
most of the characters will be interacting
with as militia warriors. She is a stern
taskmaster ("rare as a smile on Sherlen's
face" is a common saying in Daggerford
since the time her husband was supposed
to return passed) but extremely fair and
she takes delight in militia troops who do
well. She's full of good advice, and has no
inclination to adventure until she knows
for sure what happened to her husband.

Other Uses for the Characters
One major use for these NPCs
is to serve as a rescue party if the
PCs get into too much trouble.
Duke Pwyll and Bronwyn would be
happy to lead a rescue party, and Kelson,
Baergon, Bando, and even Sherlen would
be happy to tag along. Delfen might even
come, if the money from the duke is good
enough.

Once these NPCs have
been established in THE CAMPAIGN, they
can provide some higher level FUN for
players who want to try out some of the
higher level abilities.

Another use for them is a source of useful
items. For instance, the PCs
are going to be performing some
missions for the duke. It would please the
duke to no end to allow a fledgling wizard to borrow
Gwydion's cloak of protection +3.
Of course, Gwydion would lecture
the user lengthily on its care, and exact a
promise of 3 times its value if it is
lost, stolen, or destroyed.

Bronwyn can also provide a source of
adventure above and beyond her role in
the Rescue Mission adventure. PCs might sympathize with her
plight as older sibling passed over for the
heirship of the Duchy. If they and she can
find a way to supplant Pwyll with his
cooperation (which they might very well
get), there is a whole extra adventure
right there.