Thursday, April 18, 2024

Introduction
The Time of Troubles & Era of Upheaval
The current period of time for our Forgotten Realms campaigns are set during the 1st and 2nd edition era.
Inspired By Ed Greenwood

Night has settled heavily over the road to Dagger Falls. For days, a ceiling of dark clouds has followed your company across the northern Dalelands, bringing long hours of steady rain that has turned the road soft beneath your boots and left every cloak, blanket, and leather strap damp to the touch.

Summer is drawing toward its end, and the air has begun to carry the first chill of the approaching autumn. Dagger Falls still lies three days ahead, hidden somewhere beyond the wooded ridges and rain-shrouded hills of Daggerdale. Your campsite rests in a small clearing several hundred paces from the road, sheltered beneath the crooked branches of ancient oak and ash trees.

The ground here is slightly higher and drier than the surrounding woodland, though shallow pools still gather between exposed roots and moss-covered stones. A modest fire burns at the center of the camp, hissing whenever rain slips through the canopy. Bedrolls have been arranged beneath hastily stretched canvas, the animals have been secured nearby, and the remains of the evening meal sit warming beside the flames.

Beyond the circle of firelight, the forest is little more than a wall of dripping branches and shifting darkness. The rain has softened to a cold drizzle, leaving the night unnaturally quiet except for water falling from the leaves and the occasional groan of trees moving in the wind. No travelers have passed along the road since late afternoon, and no distant farmhouse lights can be seen through the woods. For the first time since beginning this journey, you feel entirely alone beneath the overcast sky.

One by one, you settle in for the night while the fire slowly sinks into glowing embers. Tomorrow promises another long day upon the muddy road, followed by two more before the stone walls and rushing falls of your destination finally come into view. For now, however, there is only the wet forest, the failing warmth of the campfire, and the uneasy darkness pressing close around your small clearing. Somewhere beyond the trees, far enough away to remain unseen, something disturbs the undergrowth—and then all is silent once more.

Wednesday, April 17, 2024

Session One:
The Time of Troubles & Era of Upheaval
The current period of time for our Forgotten Realms campaigns are set during the 1st and 2nd edition era.
Inspired By Ed Greenwood

Monday, April 15, 2024

Patisserie Shoppe
The Time of Troubles & Era of Upheaval
The current period of time for our Forgotten Realms campaigns are set during the 1st and 2nd edition era.
Inspired By Ed Greenwood

The Dagger Falls Patisserie Shoppe is one of the town’s most beloved establishments, serving as both a bakery and the home of the Chessa family. The business is owned and operated by Jemma Chessa and her husband Jameson, a pair of talented bakers whose creations have earned a reputation throughout Daggerdale. The inviting aroma of fresh bread, fruit pastries, spiced cakes, and honeyed rolls frequently drifts into the surrounding streets, drawing townsfolk, merchants, and weary travelers through its doors.

In 1367 DR, Dagger Falls remains firmly under Zhentarim control, and the strain of occupation can be felt throughout the town. Armed patrols are common, taxes are burdensome, and residents have learned to be cautious about what they say in public. Despite this atmosphere of suspicion and unease, the bakery remains a place of warmth, comfort, and familiar routine.

The building is modest in size but remarkably well stocked, thanks to the Chessas’ long-standing relationships with isolated farms, mills, and homesteads throughout the dale. The ground floor is devoted almost entirely to the business, while the upper floor serves as the family’s private residence.

Customers entering the shop are greeted by a cozy storefront dominated by wooden display cabinets filled with the day’s baked goods. Fresh loaves rest in a large bread bin, while trays of pastries, meat pies, fruit tarts, biscuits, and cakes tempt visitors from behind polished counters. A small dining area near the front allows patrons to enjoy their purchases alongside a cup of tea, coffee, or warm spiced cider. The bakery attracts people from every part of Dagger Falls, and its tables sometimes bring together farmers, caravan guards, tradesfolk, off-duty soldiers, and travelers who would otherwise have little reason to speak with one another. Behind the public storefront lies the heart of the operation: the bakery itself. Cooling racks, preparation tables, mixing bowls, wooden utensils, and sacks of ingredients crowd a busy workspace centered around a large stone oven. The cellar beneath the building stores flour, sugar, spices, dried fruits, preserves, and other supplies needed to keep the bakery operating through Daggerdale’s long winters.

Unknown to most visitors, the oven possesses a subtle enchantment that automatically regulates its temperature, ensuring that every loaf, pastry, and cake emerges evenly baked. It is the only magical item within the establishment, and the Chessas carefully conceal its nature from Zhentarim officials who might confiscate it—or demand a heavy tax for its continued use. Upstairs, the Chessa family’s living quarters are simple but comfortable, consisting of a sitting room furnished with couches, a woven rug, and a bookcase, along with a bedroom and bathing room.

The entire building possesses a welcoming, homey atmosphere that momentarily allows visitors to forget the soldiers in the streets and the dangers lurking beyond the town walls. Over the years, the quality of Jemma and Jameson’s baking has attracted customers from neighboring farms and distant settlements, and many travelers make a point of visiting the shop whenever their journeys bring them through Dagger Falls. Among the townsfolk, the Patisserie Shoppe is regarded not merely as a business, but as one of the few treasured gathering places where life still feels much as it did before the Zhentarim occupation.

BREADS
• Cheese Loaves: 7sp
• Wholemeal Loaves: 4sp
• Kibble Loaves: 6sp

SMALL CAKES
• Fruit Slices, with Apple, Cherry, or Apricot: 2sp
• Cup Cakes: 1sp
• Cream Puffs: 3sp
• Dwarven Rock Cakes: 8cp
• Cream Cheese Rolls: 1sp
• Elven Mini Sponge Cake: 2sp

LARGE CAKES
• Banana Cake: (When in Season): 2sp
• Chocolate Layer Cake (Wild Cherry Filling): 1gp
• Vanilla Layer Cake (Buttermilk Icing): 1gp
• Orange Cake: 1sp
• Walnut Crunch Cake: 5sp
• Five-Layer Black Forest Cake (with Rum Soaked Cherries): 1gp
• Lemon Chiffon Cake (Lemon-Strawberry Glaze): 1gp

PIES
• Apple Pie: 5sp
• Cherry-Walnut Pie: 6sp

COOKIES
• Sugar Cookie: 2cp
• Frosted Sugar Cookie: 5cp
• Spice Cookie: 2cp
• Orange Almond Cookie 2cp

DONUTS
• Cherry Donut: 1cp
• Blueberry Donut: 1cp
• Apple-Spice Donut: 2cp
• Powder-Sugared Donut: 1cp
• Cinnamon Donuts: 1sp

Saturday, April 13, 2024

Winston's Store
The Time of Troubles & Era of Upheaval
The current period of time for our Forgotten Realms campaigns are set during the 1st and 2nd edition era.
Inspired By Ed Greenwood

The sign hanging above the door of Winston’s Store, an adventurers’ outfitter in Dagger Falls, reads “Solid Goods at Honest Prices”. Inside, practical equipment such as rope, lanterns, tents, tools, preserved food, hunting traps, and weatherproof clothing shares crowded shelves with foreign coins, curious trinkets, unusual weapons, and other objects of uncertain origin.

Nearly everything is sold at an outrageously inflated price, despite Winston’s claims of honesty. Nevertheless, the establishment is the largest independently owned shop in town and one of the few mercantile businesses not directly controlled by the Zhentarim. Winston arrived in Dagger Falls approximately five years ago carrying a chest filled with gold coins, which he invested in his new business. A canny merchant, he never knowingly overpays or undercharges and happily deals with adventurers, caravan guards, hunters, trappers, and anyone else seeking “solid goods”.

Winston stands nearly three and a half feet tall, unusually tall for a halfling, and keeps his short blond hair and moustache immaculately trimmed. He has a flair for the ostentatious, favoring gold jewelry, high-collared jackets with polished buttons, and expensive leather boots that he keeps carefully polished despite the muddy streets. Winston keeps several maps of Daggerdale and the surrounding countryside locked inside a cabinet behind his counter.

These depict trails through the Dagger Hills, old roads leading toward the Desertsmouth Mountains, isolated farms, abandoned steadings, suspected monster lairs, and routes reportedly used by bandits and smugglers. Those preparing to explore the region often visit Winston for supplies and guidance, though the halfling charges handsomely for both. While he frequently suggests creative ways that Zhentarim regulations might be bent for everyone’s profit, he is careful never to openly defy Dagger Falls’ rulers or express support for Randal Morn and his resistance. Unknown to the townsfolk, Winston’s knowledge of the region comes from his former life as an outlaw and rogue.

Before settling in Dagger Falls, he spent years robbing travelers and merchant caravans until an attack upon a Zhentarim payroll wagon earned him enough gold to abandon his companions and open the store. By 1367 DR, increased inspections of independent businesses have left Winston deeply uneasy. He fears that one of his former associates will reveal his part in the robbery, allowing the Zhentarim to seize his property and drag him away. Winston therefore listens closely to every rumor passing through his shop and pays generously for warnings about investigations, arrests, or unfamiliar Zhentarim agents arriving in town.

GENERAL GOODS & TRAVEL GEAR
Bedroll, simple: 8cp
Crowbar, iron: 7sp
Rope, braided hemp (50 feet): 2sp
Lantern, shuttered: 7sp
Oil flasks (per flask): 2cp
Torch bundle (6): 6cp
Fire Striker Kit: 2sp
Canvas Sack: 4cp
Traveler’s Pack: 3sp
Wooden Bucket: 5cp
Iron Cooking Pot: 1sp
Fishing Net: 4sp
Hammer & Nails: 3cp
Lock & Iron Key: 9sp
Wool Cloak: 4sp

FOODSTUFFS & PROVISIONS
Trail Rations (1 day): 6cp
Smoked Sausage (per link): 2cp
Goat Cheese Wheel: 4cp
Dried Apples (small pouch): 3cp
Pickled Vegetables (jar): 5cp
Oats (per sack): 2cp
Honeycomb (per slab): 4cp
Salted Nuts (small bag): 2cp
Ale, dark stout (mug): 1cp
Cheap Red Wine (bottle): 8cp

CLOTHING & COMMON WEAR
Linen Shirt: 3sp
Traveler’s Boots: 5sp
Heavy Work Gloves: 2cp
Simple Cloak with Hood: 6sp
Commoner’s Outfit: 4sp
Merchant’s Clothes: 9sp
Leather Belt: 1cp
Rain Cape, waxed cloth: 7sp

ADVENTURING SUPPLIES
Iron Spikes (per 10): 5cp
Chalk Sticks (per 5): 1cp
Mirror, polished steel: 6sp
Grappling Hook: 1gp
Waterskin, stitched leather: 3cp
Small Hand Bell: 2sp
Piton Hammer: 4sp
Map Case, leather: 5sp
Herbal Poultice: 8sp
Bandage Roll: 2cp

WEAPONS & HUNTING GOODS (Limited Stock)
Hunting Knife: 4sp
Hand Axe: 6sp
Short Bow: 15gp
Arrows (per 20): 2sp
Wooden Spear: 5cp
Crossbow Bolts (per 10): 1sp
Hunting Trap: 2gp
Leather Shield: 8gp

RARE & LOCKED CABINET ITEMS
Holy Water Flask: 20gp
Silvered Dagger: 30gp
Fine Ink & Quill Set: 1gp
Spyglass: 900gp
Perfumed Oil: 5gp
Antitoxin Herbs: 12gp
Ancient Regional Map: 15gp

Thursday, April 11, 2024

Garrick’s Supply House
The Time of Troubles & Era of Upheaval
The current period of time for our Forgotten Realms campaigns are set during the 1st and 2nd edition era.
Inspired By Ed Greenwood

Located just inside the southern limits of Dagger Falls, Garrick’s Supply House serves as one of the town’s most dependable sources of provisions and frontier equipment. Positioned near the road leading south into Daggerdale, the sturdy shop caters to caravan workers, travelers, hunters, trappers, and adventurers preparing to venture beyond the relative safety of the town.

Though modest in appearance, the establishment has earned a reputation for reliability, practicality, and fair dealing in a countryside plagued by bandits, dangerous beasts, and the lingering conflict between the Zhentarim and those loyal to Randal Morn. The shop is a rugged, single-story structure built from rough-cut timber and local fieldstone, designed more for durability than comfort. A weathered wooden sign above the entrance bears the image of a rope and pickaxe, marking the building as a place for supplies rather than luxuries.

Stacked crates, bundled firewood, feed sacks, barrels, and wagons waiting to be unloaded frequently crowd the exterior. Zhentarim patrols occasionally inspect incoming shipments for contraband or undeclared goods, forcing Garrick to maintain meticulous records and carefully conceal anything the Black Network might consider suspicious.

Inside, the atmosphere is warm, dimly lit, and crowded with goods packed tightly onto every available shelf. The air carries the mixed scents of cured leather, lamp oil, burlap, dried herbs, and old timber. Coils of hemp rope, lanterns, waterskins, trail rations, arrows, blankets, tools, tents, and other practical necessities fill the cramped interior. Everything is carefully organized despite the clutter, reflecting years of experience serving those who live and travel along Daggerdale’s dangerous frontier. Prices are considered fair and consistent, though firmly non-negotiable, with the cost of certain imported goods rising whenever Zhentarim taxes or raids along the roads disrupt local trade.

Overseeing the shop is Garrick Vane, an older, rugged merchant with a graying beard and sharp, watchful eyes. Dressed in worn but sturdy clothing, Garrick carries himself with the quiet confidence of a man who has spent decades bargaining with mercenaries, traders, hunters, and adventurers. Though not unfriendly, he rarely wastes words and keeps a cautious eye on everyone entering his shop, particularly unfamiliar soldiers or Zhentarim agents. By 1367 DR, Garrick’s Supply House has become more than a simple store—it is a trusted Dagger Falls establishment and, for many travelers, the last reliable place to gather supplies before disappearing into the dangerous wilds beyond town.

GENERAL SUPPLIES & TOOLS
Rope, hempen (50 feet): 1sp
Lamp oil (1 pint flask): 1cp
Lantern, common: 5sp
Torches (per 5): 5cp
Flint and Steel: 1sp
Waterskin: 2cp
Blanket, common: 5cp
Soap (per bar): 2cp
Candles (per 5): 1cp
Pouch or Belt Pouch: 5cp
Backpack: 2sp
Tent, two-person: 2gp

RATIONS & DRY GOODS
Standard Rations (1 day supply): 5cp
Flour (per pound): 1cp
Salt Pork (per pound): 3cp
Dried Beans (per pound): 1cp
Hardtack (per bag): 3cp

CLOTHING & ARMOR
Common clothes: 5sp
Traveler's clothes: 1gp
Worker’s outfit: 2sp
Leather armor (basic set): 10gp (Limited stock)

WEAPONS & DEFENSE (Limited Stock)
Dagger: 2sp
Club: 1cp
Quarterstaff: 2cp
Sling: 1cp
Sling bullets (per 20): 1cp

Wednesday, April 10, 2024

Smithy
The Time of Troubles & Era of Upheaval
The current period of time for our Forgotten Realms campaigns are set during the 1st and 2nd edition era.
Inspired By Ed Greenwood

The smithy of Dagger Falls is a place where the steady rhythm of hammer against anvil echoes from dawn until dusk. Thick stone walls and heavy oak beams contain much of the forge’s intense heat, while the smells of coal smoke and hot iron drift across the nearby streets. Travelers often hear the smithy long before they see it, guided by the ringing of steel and the orange glow spilling from its broad workshop doors.

By 1367 DR, the forge is rarely quiet, as the dangers surrounding Dagger Falls create a constant demand for repaired weapons, reinforced armor, horseshoes, and sturdy tools. Though modest in size, the smithy is one of the busiest and most important buildings in town. Brother Smythe is a capable and hardworking blacksmith whose practical skills have earned him the respect of Dagger Falls’ residents.

Friendly enough to exchange a few words with customers, he is far more comfortable at his anvil than engaged in lengthy conversation. He keeps a careful eye on the quality of every piece leaving his forge, whether it is a farmer’s horseshoe, a woodcutter’s axe, or a sword battered during a skirmish along one of the dale’s dangerous roads.

Brother Smythe’s work is known for reliability rather than ornamentation, and few question the durability of anything bearing his craftsmanship. Weapons can be sharpened and repaired, armor riveted back together, damaged shields reinforced, and horses reshod. The racks and shelves hold nails, spikes, hammers, crowbars, hinges, lantern hooks, horseshoes, and other pieces of ironwork essential to townsfolk and adventurers alike. Brother Smythe will fashion custom items when time permits, though such requests may require several days. Zhentarim soldiers occasionally place large orders or demand that their repairs receive priority, something Smythe endures with a carefully controlled expression and very few words.

The smithy also serves as an informal gathering place for the people of Dagger Falls. Farmers wait outside while tools are mended, merchants pause while wagon fittings are replaced, and adventurers exchange rumors as they prepare to enter the Dagger Hills or travel deeper into the dale. Brother Smythe hears a surprising amount of gossip while he works, including whispers about bandits, monsters, missing travelers, Zhentarim patrols, and the latest movements of Randal Morn’s resistance. He seldom repeats anything without good reason, but newcomers who earn his trust may leave with more than dependable equipment and a sense of Dagger Falls’ hardworking, close-knit community.

Tuesday, April 9, 2024

Thieves Guild
The Time of Troubles & Era of Upheaval
The current period of time for our Forgotten Realms campaigns are set during the 1st and 2nd edition era.
Inspired By Ed Greenwood

Thieves have been gaining more of a foothold in Dagger Falls over the past few years, especially with the influx of treasure-seeking adventurers, mercenaries, and merchants. There are believed to be several "small" rival guilds:

• The filthy Tesh Rats, who work along the riverfront, storehouses, and northern portion of town.
• The well-dressed Golden Brotherhood (The Goldenboys), who control the market and eastern portion of town.
• Tully's Thugs, a gang of violent ruffians who control the western side of town.

The local watch "appointed by Dagger Falls’ Zhentarim rulers" has shown little interest in curbing the rise of petty theft throughout the town, leading some to suggest its members are being paid to look the other way. Zhentarim patrols keep a close watch for rebels and suspected allies of Randal Morn, but show little concern for crimes committed against ordinary citizens. A handful of priests and civic-minded residents patrol the streets at night in an effort to keep the townsfolk safe, but their efforts have done little to halt the growing influence of the thieves’ guilds.

Monday, April 8, 2024

Temple of Tyr
The Time of Troubles & Era of Upheaval
The current period of time for our Forgotten Realms campaigns are set during the 1st and 2nd edition era.
Inspired By Ed Greenwood

The Church of Tyr stands as a center of faith and justice in Dagger Falls, its sturdy stone walls and modest bell tower overlooking one of the town’s public squares. Unlike the grand temples found in larger cities, the church was built for strength and practicality rather than splendor. Thick stone blocks, oak doors reinforced with iron bands, and narrow stained-glass windows reflect the disciplined nature of the faith.

Inside, polished wooden pews face a simple stone altar bearing the symbol of Tyr—a balanced set of scales resting upon a warhammer. The sanctuary is quiet and orderly, serving not only as a place of worship but also as a refuge where the people of Dagger Falls can seek guidance during uncertain times.

The church teaches justice, courage, honorable conduct, and obedience to righteous law. Its priests are careful to distinguish between laws that protect the innocent and those imposed merely to serve tyranny. In 1367 DR, with Dagger Falls under Zhentarim control, sermons frequently speak of endurance, moral duty, and the responsibility of good people to oppose injustice without needlessly endangering those around them.

Many of Dagger Falls’ farmers, craftsmen, merchants, and laborers attend services regularly, trusting the church to bless marriages, settle disputes, comfort the grieving, and speak on behalf of those unable to defend themselves. The church is overseen by Canon Tershond, the senior priest of Tyr in Dagger Falls. A respected and capable cleric, Tershond possesses the quiet authority of a man who considers every word before speaking. He is approachable toward honest folk but unwavering when confronting criminals, corrupt officials, or servants of darker powers.

Assisting Canon Tershond are several junior priests and devoted lay brothers who maintain the church, care for the sick, provide aid to travelers, and occasionally patrol the nearby streets after nightfall. The church also contains a modest library of religious writings, legal records, local histories, and accounts of Daggerdale’s former rulers. Adventurers are welcomed with cautious optimism, particularly if they demonstrate respect for Tyr’s teachings. Those who earn Tershond’s confidence may find a steadfast ally, though his refusal to support the Zhentarim’s abuses has placed the church under increasing scrutiny from Dagger Falls’ occupying authorities.

Sunday, April 7, 2024

Watch House
The Time of Troubles & Era of Upheaval
The current period of time for our Forgotten Realms campaigns are set during the 1st and 2nd edition era.
Inspired By Ed Greenwood

Perched atop a low, defensible hill overlooking the muddy streets of Dagger Falls, the town barracks serve as both the headquarters of the local watch and the settlement’s primary jail. Constructed from thick blocks of dark gray stone, with narrow windows and heavy oak doors reinforced by iron bands, the building projects an unmistakable sense of authority.

Unlike most structures in Dagger Falls, the barracks contain a substantial underground level cut directly into the hillside. A small enclosed yard stands behind the main building, where guards assemble, prisoners are unloaded, and horses belonging to mounted patrols are temporarily kept. The facility is overseen by Kraddok Stonehorn, a disciplined veteran who serves as the barracks’ chief jailer. Kraddok believes deeply in order and the impartial enforcement of just laws, a conviction that has become increasingly difficult to uphold under Zhentarim rule.

Although he follows lawful commands and maintains strict discipline among his guards, he has little patience for cruelty, corruption, or prisoners being punished without cause. This has earned him the trust of many townsfolk but also the suspicion of Zhentarim officers, who consider his refusal to mistreat political prisoners a sign of questionable loyalty. The underground jail is divided into two sections. A large communal holding chamber houses drunkards, thieves, brawlers, troublesome mercenaries, and others accused of minor offenses.

A thick oak door fitted with an exceptionally sturdy lock seals the chamber, while a barred viewing hatch allows guards to observe those inside. A narrow stone passage leads farther beneath the barracks to six individual cells reserved for violent criminals, spies, suspected rebels, and prisoners requiring isolation. One cell is protected by old magical wards that suppress teleportation and interfere with divination magic. Captured spellcasters are confined there in heavy manacles and blindfolded to prevent them from employing spells requiring gestures or sight. Zhentarim agents occasionally use the warded chamber for secret interrogations, though Kraddok strongly objects whenever prisoners are questioned without proper charges.

The barracks are intended to hold prisoners serving sentences of no more than a year, as well as suspects awaiting judgment or transfer. Those condemned to lengthy imprisonment, forced labor, or execution are removed under heavy guard to a Zhentarim stronghold elsewhere in the region. In 1367 DR, the building is guarded at all hours by a mixture of Dagger Falls watchmen and Zhentarim soldiers, typically commanded by an experienced officer loyal to the occupation. Their joint presence has created an uneasy atmosphere within the barracks: the local guards see themselves as protectors of the town, while their Zhentarim overseers increasingly treat the jail as a tool for silencing opposition and uncovering supporters of Daggerdale’s rightful resistance.

Saturday, April 6, 2024

Constable’s Tower
The Time of Troubles & Era of Upheaval
The current period of time for our Forgotten Realms campaigns are set during the 1st and 2nd edition era.
Inspired By Ed Greenwood

Constable’s Tower rises above Dagger Falls from the summit of the Spur, a steep hill standing nearly one hundred feet above the surrounding streets. Located at the highest point within the northern town walls, opposite the Forest Gate, the stronghold commands an unobstructed view of the settlement, its gates, and the countryside beyond. The fortress consists of a formidable stone keep dominated by a tall, crenelated round tower.

Its imposing height and massive construction make it the largest stronghold of its kind between the Citadel of the Raven and the borders of Cormyr. Two enclosed wooden galleries extend from the tower toward the east and west. Their slate-shingled roofs and protective metal plating help defend them against flaming arrows and other attempts to set the structure alight.

Each gallery ends in a guarded balcony from which sentries can observe the streets and walls below. Ballistae and mangonels stand ready upon the keep’s battlements, while Zhentarim soldiers patrol the walls and control access through the heavily reinforced gatehouse. At night, watch fires burn along the parapets, ensuring that the tower remains visible from nearly every quarter of Dagger Falls.

In 1367 DR, the stronghold serves as the residence and headquarters of Constable Tren Noemfor, the Zhentarim official charged with maintaining control over Dagger Falls. From within its stone halls, Noemfor directs patrols, receives reports from informants, questions suspected rebels, and enforces the authority of the occupying government. The tower houses soldiers, officers, servants, scribes, and visiting Zhentarim agents, while its secured chambers contain military records, confiscated property, weapons, and supplies. Few residents enter the fortress willingly, for an invitation to Constable’s Tower often means interrogation, imprisonment, or accusations of aiding Daggerdale’s resistance.

Beneath the keep lies an extensive network of cellars, storerooms, guardrooms, and dungeons carved deep into the Spur. Some passages are believed to predate the present fortress, surviving from the days when the stronghold belonged to Colderan Morn. Rumors claim that hidden tunnels connect the lowest levels to Colderan Morn’s tomb and descend still farther toward the Underdark, though Tren Noemfor has ordered several suspected passages sealed. Unlike in later years, the tower remains stable and fully habitable in 1367 DR, untouched by the destructive wild magic that would eventually plague it. For now, it stands as the most visible symbol of Zhentarim power in Dagger Falls, looming over the town as both fortress and warning.

Friday, April 5, 2024

Dagger Bridge
The Time of Troubles & Era of Upheaval
The current period of time for our Forgotten Realms campaigns are set during the 1st and 2nd edition era.
Inspired By Ed Greenwood

Dagger Bridge is a sturdy stone crossing spanning the rushing waters of the River Tesh, serving as one of the principal routes into Dagger Falls and an important passage for merchants, farmers, and travelers moving through Daggerdale. Constructed from weathered gray stone, the bridge rests upon several broad arches supported by massive foundations that have endured generations of spring floods and harsh winters. Low stone parapets line either side of the crossing, while iron lanterns mounted upon heavy posts provide limited illumination after sunset. From the bridge, travelers are afforded an impressive view of the surrounding hills, the fortified walls of Dagger Falls, and the turbulent waters cascading over the rocky falls nearby.

The constant roar of rushing water mingles with the clatter of wagon wheels, the steady footsteps of pedestrians, and the occasional shouts of merchants urging their animals across. Since the Zhentarim occupation, a small detachment of armed soldiers has maintained a checkpoint near the townward end of the bridge, inspecting wagons, questioning unfamiliar travelers, and occasionally demanding passage fees under the authority of the Zhentarim-appointed constable. Although most travelers are permitted to cross without serious difficulty, those carrying valuable merchandise, unusual weapons, or conspicuous magical equipment may attract additional scrutiny. Despite the oppressive presence of the occupying soldiers, Dagger Bridge remains an essential landmark of the settlement, connecting the people of Dagger Falls with the surrounding countryside and the roads leading deeper into the Dalelands.

Thursday, April 4, 2024

Ready For Content
The Time of Troubles & Era of Upheaval
The current period of time for our Forgotten Realms campaigns are set during the 1st and 2nd edition era.
Inspired By Ed Greenwood

Wednesday, April 3, 2024

Ready For Content
The Time of Troubles & Era of Upheaval
The current period of time for our Forgotten Realms campaigns are set during the 1st and 2nd edition era.
Inspired By Ed Greenwood

Tuesday, April 2, 2024

Ready For Content
The Time of Troubles & Era of Upheaval
The current period of time for our Forgotten Realms campaigns are set during the 1st and 2nd edition era.
Inspired By Ed Greenwood

Monday, April 1, 2024

Ready For Content
The Time of Troubles & Era of Upheaval
The current period of time for our Forgotten Realms campaigns are set during the 1st and 2nd edition era.
Inspired By Ed Greenwood

Sunday, March 31, 2024

Ready For Content
The Time of Troubles & Era of Upheaval
The current period of time for our Forgotten Realms campaigns are set during the 1st and 2nd edition era.
Inspired By Ed Greenwood

Saturday, March 30, 2024

Ready For Content
The Time of Troubles & Era of Upheaval
The current period of time for our Forgotten Realms campaigns are set during the 1st and 2nd edition era.
Inspired By Ed Greenwood

Friday, March 29, 2024

Ready For Content
The Time of Troubles & Era of Upheaval
The current period of time for our Forgotten Realms campaigns are set during the 1st and 2nd edition era.
Inspired By Ed Greenwood

Thursday, March 28, 2024

Ready For Content
The Time of Troubles & Era of Upheaval
The current period of time for our Forgotten Realms campaigns are set during the 1st and 2nd edition era.
Inspired By Ed Greenwood

Wednesday, March 27, 2024

Ready For Content
The Time of Troubles & Era of Upheaval
The current period of time for our Forgotten Realms campaigns are set during the 1st and 2nd edition era.
Inspired By Ed Greenwood

Tuesday, March 26, 2024

Ready For Content
The Time of Troubles & Era of Upheaval
The current period of time for our Forgotten Realms campaigns are set during the 1st and 2nd edition era.
Inspired By Ed Greenwood

Monday, March 25, 2024

Ready For Content
The Time of Troubles & Era of Upheaval
The current period of time for our Forgotten Realms campaigns are set during the 1st and 2nd edition era.
Inspired By Ed Greenwood

Saturday, March 23, 2024

Ready For Content
The Time of Troubles & Era of Upheaval
The current period of time for our Forgotten Realms campaigns are set during the 1st and 2nd edition era.
Inspired By Ed Greenwood

Friday, March 22, 2024

Ready For Content
The Time of Troubles & Era of Upheaval
The current period of time for our Forgotten Realms campaigns are set during the 1st and 2nd edition era.
Inspired By Ed Greenwood

Thursday, March 21, 2024

Ready For Content
The Time of Troubles & Era of Upheaval
The current period of time for our Forgotten Realms campaigns are set during the 1st and 2nd edition era.
Inspired By Ed Greenwood

Wednesday, March 20, 2024

Ready For Content
The Time of Troubles & Era of Upheaval
The current period of time for our Forgotten Realms campaigns are set during the 1st and 2nd edition era.
Inspired By Ed Greenwood

Tuesday, March 19, 2024

Ready For Content
The Time of Troubles & Era of Upheaval
The current period of time for our Forgotten Realms campaigns are set during the 1st and 2nd edition era.
Inspired By Ed Greenwood

Monday, March 18, 2024

Ready For Content
The Time of Troubles & Era of Upheaval
The current period of time for our Forgotten Realms campaigns are set during the 1st and 2nd edition era.
Inspired By Ed Greenwood

Sunday, March 17, 2024

Deities of the Forgotten Realms
The Time of Troubles & Era of Upheaval
The current period of time for our Forgotten Realms campaigns are set during the 1st and 2nd edition era.
Inspired By Ed Greenwood

The Gods of the Forgotten Realms

Saturday, March 16, 2024

Tables, Charts & Links
The Time of Troubles & Era of Upheaval
The current period of time for our Forgotten Realms campaigns are set during the 1st and 2nd edition era.
Inspired By Ed Greenwood

Character Related
Secondary Skills
Starting Money

Attacking From behind
Coin Conversion
Difficulty Checks
Movement
Our Initiative System
Two Weapon Combat

Friday, March 15, 2024

Locations
The Time of Troubles & Era of Upheaval
The current period of time for our Forgotten Realms campaigns are set during the 1st and 2nd edition era.
Inspired By Ed Greenwood

The Underdark

Daggerdale

Thursday, March 14, 2024

Kingdoms & Nations
The Time of Troubles & Era of Upheaval
The current period of time for our Forgotten Realms campaigns are set during the 1st and 2nd edition era.
Inspired By Ed Greenwood

Wednesday, March 13, 2024

Independent Cities
The Time of Troubles & Era of Upheaval
The current period of time for our Forgotten Realms campaigns are set during the 1st and 2nd edition era.
Inspired By Ed Greenwood

Tuesday, March 12, 2024

Independent Castles & Keeps
The Time of Troubles & Era of Upheaval
The current period of time for our Forgotten Realms campaigns are set during the 1st and 2nd edition era.
Inspired By Ed Greenwood

Monday, March 11, 2024

Independent Towns & Villages
The Time of Troubles & Era of Upheaval
The current period of time for our Forgotten Realms campaigns are set during the 1st and 2nd edition era.
Inspired By Ed Greenwood

Sunday, March 10, 2024

Organizations & Groups
The Time of Troubles & Era of Upheaval
The current period of time for our Forgotten Realms campaigns are set during the 1st and 2nd edition era.
Inspired By Ed Greenwood

Saturday, March 9, 2024

The Herald
The Time of Troubles & Era of Upheaval
The current period of time for our Forgotten Realms campaigns are set during the 1st and 2nd edition era.
Inspired By Ed Greenwood

Friday, March 8, 2024

House Rules
The Time of Troubles & Era of Upheaval
The current period of time for our Forgotten Realms campaigns are set during the 1st and 2nd edition era.
Inspired By Ed Greenwood

▶ Level One Hit Points: We give all level 1 characters max hitpoints. This is done "only" for level One. This gives the characters a fighting chance, especially the Wizard who could easily have 1-2 hit points. Yea I know, it is babying them at level 1. We try to make sure our players have a good time and not worry about tripping and taking lethal damage from a pebble. From level Two and higher, hit points are rolled normal.

▶ Death's Door: A character that is reduced to -1 or fewer hit points (no more than -10) is unconscious, bleeding out, and at risk of dying. They will continue to lose 1 hit point per round and if they reach -10, they dead. If a character is brought back up to 1+ hit points before dying, they will still require 1d10 rounds to regain consciousness and recover their footing before they can once again function normally. A PC who dies and is later Raised or Resurrected loses 1 point of CON permanently. This will also result in losing any bonus hit points previously acquired due to having an exceptionally high CON.

▶ Wizard Starting Spellbook: The way we handle a Wizard's starting spellbook at character creation is, the player chooses one spell (any spell) from the 1st level list of Magic-User spells in the Old-School Essentials books as the starting spell for that character. Their spellbook does have a cap on the number of spells it can hold. As the DM, I also "gift" the following spells to the Wizards spellbook―Read Languages, Identify, Write & Detect Magic.

▶ Spell Recovery: We use the spell recovery rules located here.

▶ Post Combat Arrow Recovery: 1, 2, or 3: The arrow is lost or broken. 4, 5, or 6: The arrow is found and put back in the quiver.

▶ Critical Hits & Fumbles: On a critical hit (nat20) that character does max weapon damage "then adds whatever modifiers it has to that max damage", on a fumble (nat1) that character automatically misses "that player rolls a d100, 50% or less something happens (DM's choice, character drops his weapon, he slips and falls . . . that sort of thing).

▶ Clerics & Level One Spells: In Old-School Essentials, Clerics do not normally start out with an opening spell at level One which I find a bit harsh so we have house ruled in that Clerics will gain one level One spell at level One. Level two and beyond the Cleric follows the spell chart as it is written. Basically, to put it in simple terms, I have a kind heart . . . "occasionally".

▶ Initiative: For Initiative, each side uses 1d10 instead of 1d6. This reduces the chances of a tie and more easily allows for the implementation of the Dexterity Initiative Adjustment.

▶ Spell Casting During Combat: Spells interrupted during casting due to damage received, being accidentally jostled, etc. are lost, regardless of which side won initiative. Spells voluntarily aborted while being cast are not lost. Once casting begins, the caster may not perform any other actions during that round, whether the spell is completed or not.

▶ Elves Resistances: In AD&D Elves have a 90% resistance to spells/abilities that charm or unnaturally cause sleep, and Half-Elves have 30%. We use this rule in our modified system.

▶ Ranger Highlander Rule: Where a Ranger is concerned in a group, we use the highlander rule where only a single Ranger may be in the group at the same time.

▶ Armor (Putting On): See this ruling.

▶ Critical Hits & Fumbles: Critical Hit or Nat20 (Double Damage) + Modifiers. Fumble or Nat1 (Automatic miss and loss of rest of the round), some minor thing happens, they trip and fall, lose balance or some other similar thing.

▶ Exceeding Level 14: In our modified Old-School Essentials Advanced Fantasy system, human classes have a maximum level of 14 & demihuman classes have specific level limits according to a specific racial class. For our system, we use an optional rule requiring characters to earn double experience points to advance beyond their maximum racial limits.

▶ Alignments: We use the 5 alignment system that was used briefly in B/X in 1977. You can view those alignments at this link.