TEXT:  
  0 
   
   
   
   
   
  FOR CHARACTERS LEVELS 1-3 
   
  ©2017 Cawood Publishing 
  
   
  1 
   
   
   
  B1 THE ROGUE KNIGHT 
   
   
   
   
  Written by Andrew Cawood 
   
  Illustrated by Brandon chang  
  and John LATTA 
   
  Formatted BY CATHARINE CHEN  
   
  GraPHIC DesIGN BY JEFF PORTER 
   
   
   
   
   
   
   
  
   
  2 
   
   
   
  
   
  3 
  Table of contents 
   
   
  The Village of Daggerford .............................................................. 5 
  Map of Daggerford and Misty Forest .............................................. 7 
  B1 The Rogue Knight ..................................................................... 9 
  NPC Section ................................................................................. 19 
  Encounters .................................................................................. 20 
  Forest Chase Table ...................................................................... 23 
  Inns and Taverns ......................................................................... 24 
  Map of Daggerford and Area ........................................................ 25 
  Map of Daggerford ....................................................................... 26 
  Maps of the River Shining Inn and Tavern .................................... 28 
  Map of the Happy Cow Tavern ...................................................... 30 
  Maps of Worthington Manor ......................................................... 31 
  Maps of Ducal Castle ................................................................... 33 
  Forgotten Realms Calendar ......................................................... 35 
  Pre-Generated Characters ............................................................ 36 
   
   
   
   
  
   
  4 
  
   
  5 
   
  The peaceful town of Daggerford is found on the 
  Sword Coast. This small walled town is ruled by the 
  local duchess, Lady Morwen Daggerford. Her 
  brother, Duke Maldwyn, was the former leader. 
  From day-to-day the Council of the Guilds actually 
  runs the settlement. This organization is made up of 
  the leaders of the various trade groups. The town is 
  seen as a shining light in a dark time. Smaller 
  settlements in the area see Daggerford as their 
  protector. A sturdy stone wall surrounds the 
  settlement. The keep of Lady Morwen can be seen 
  from anywhere in Daggerford. Ducal Castle also has 
  a high wall and is capable of withstanding a lengthy 
  siege. Gates can be found on the north, south, and 
  east ends of the community. To protect Daggerford 
  the leader can call upon the local militia. However, 
  the militia is away at this time and town guards are 
  the only military force. The town guards collect a 
  small toll from anyone who enters. The neighbouring 
  Fields of Wyld are home to all the farms that provide 
  food and other resources for the city.  
  If one was looking for a rowdy tavern, the best bet 
  would be The Shining River Inn. It is owned by the 
  wealthy Magnus family. On the other end of the scale 
  is 
  the 
  Lizzard’s 
  Gizzard. 
  The 
  Hardcheese 
  Strongheart halflings also own a number of 
  businesses in Daggerford. The wealthiest nobles in 
  town are the Worthingtons. However, they are not 
  impressed with Lady Daggerford and hope for a 
  change in leadership. There are a few temples in 
  town: for Chauntea, Eldath, Sunne, and Tempus. 
  Shadowy agents of the infamous Zhentarium are 
  hidden amongst the populace. The Harpers are active 
  in the settlement as well.  
  The nearby hills are beautiful, but bands of evil 
  humanoids can also be found there. It’s not unusual 
  to run into orcs and goblins in these areas. Many 
  merchants form convoys when they travel to 
  Waterdeep or Baldur’s Gate. However, these groups 
  of wagons are almost always accompanied by armed 
  guards.   
   
   Ducal Castle. The building is on a hill and looks 
  down on the rest of the town. It is a large stone 
  building with three levels. A high wall surrounds the 
  entire structure.  Lady Morwen makes her home here. 
  Town guards are stationed here to protect the leader.  
   Riverside Market. Just inside the main gate is a 
  large open market. Foodstuffs, potion ingredients, 
  spell components, clothes, fresh fish, and jewels are 
  some of the items for sale.   
   
  Population: 1200 (mostly humans, a few other races) 
  Government: Absolute monarchy 
  Leader: Lady Morwen Daggerford (human female, 
  2nd level fighter, LG) 
  Resources: armor, fish, foodstuffs, gems, hirelings, 
  potion ingredients, weapons  
  Guard: 30 Town guards, 20 horses, 100 local militia 
  (guards/out of town at the moment) 
  Fortifications: a stone wall surrounds the city 
  Prison: Criminals are taken to Baldur’s Gate  
  Factions: the Harpers, Knights of the Unicorn, the 
  Zhentarium 
  Temples: Chauntea, Eldath, Sunne, Tempus 
   
   
  Daggerford & Misty Forest Map locations on page 6 
  and 24 
  A – Daggerford 
  B – Misty Forest 
  C – The High Moor 
  D – Settlement of Secomber 
   
   
  
   
   
  6 
   
   
   
   
  
   
   
  7 
   
  This module is set in the Forgotten Realms campaign 
  setting. However, it could be located anywhere and 
  the adventure could easily work with other fantasy 
  RPG systems. See Cawood Publishing’s website for 
  more adventures, campaign settings, and Dungeon 
  Master handbooks: www.worldofmyrr.com  
   
  The Adventure 
  This adventure takes place in the town of Daggerford 
  and the surrounding area. Players will meet with the 
  local steward and find out their services are needed. 
  Then the party will head off into the wilderness and 
  the Misty Forest. Eventually the party will return to 
  Daggerford.  
   
  Notes for the Game Master 
  This module is part mystery, part wilderness 
  adventure, and part urban adventure. It starts out as a 
  straight forward request for help from the leadership 
  of a small town. Then the party must track a rogue 
  knight to the Misty Forest. After several wilderness 
  encounters the heroes meet the rogue knight. This is 
  the turning point in the story as the party realize they 
  have been lied to. The rogue knight is a hero, not a 
  villain. Daggerford is in danger, most of the 
  settlement is occupied by a dangerous gang of orcs. 
  They have taken the place of the town guards and 
  wear full helmets to hide their faces. The party must 
  join forces with the knight and return to the town to 
  save the day.  
   
  Adventurers Needed! 
  Your band of adventurers have responded to a notice you 
  found in one of the markets in the small town of 
  Daggerford.  
  The party could make the Sword Coast their home, 
  or arrive on the scene as newcomers. 
   
   
  Here is the notice:  
  Wanted: Brave adventurers to help Lady Morwen 
  Daggerford. Meet me at Riverside Market. I’ll be the 
  bald man wearing fine clothes.  
  -Pence 
   (see the Daggerford and Misty Forest map, page 6/A 
  is  the location of the town, #1 is first encounter) 
   
  Encounters 
  1. Meeting the Steward in the Market 
  The market is quite busy when your party arrives. 
  Numerous carts and stalls are doing a thriving business. 
  Fresh produce from the nearby fields make up the bulk 
  of the sales in the market. There are a few other items on 
  sale as well. Almost everyone is dressed poorly so it’s 
  easy to notice a well-dressed, slender man. He sees your 
  party and heads over immediately. “Welcome to 
  Daggerford, my name is Pence” he says brightly.  
  Pence says he’s the steward for Lady Morwen 
  Daggerford, the town’s leader. Pence offers the party 
  250gp for their services, which he’ll pay after the 
  task is completed. The steward wants a rogue knight 
  returned to the town.  A few Knights of the Unicorn 
  had arrived to help deal with some local problems. 
  One of the knights went rogue, killed several 
  innocents and left town, Pence explains the town’s 
  guard are busy with other matters at the moment and 
  the militia are training in Baldur’s Gate. However, 
  
   
   
  8 
  this is not the steward of Lady Morwen, it is Silas the 
  doppelganger (See NPC section). He and his gang of 
  orcs have secretly taken over the town! Pence wants 
  the knight dead and is using the party to track the 
  warrior down.  
   
  On the Road 
  The party leave Daggerford and follow the tracks of 
  the knight’s horse to the main road, the Trade Way. 
  See the map on page 24. The tracks then lead south 
  towards the Misty Forest.  
   
  2. Bluebottle the Gnome 
  Just ahead of you a wagon approaches on the main road. 
  The covered wagon is being pulled by two weary horses 
  and the driver is a fat gnome.  
  This is Bluebottle, a local merchant (commoner, 
  CN) on his way home to Daggerford. He sells clothes 
  and has a wide selection from regular to fine 
  clothing. Bluebottle wants to get to town as soon as 
  possible as he’s meeting up with his new wife. He 
  will try to rush through any purchase or discussion 
  with the PCs.  
   
  3. Ilmater Matters  
  Your party approach a procession of people heading 
  south. The lead person is wearing a vest of coarse fur, 
  while the others wear simple clothes. They appear to be 
  traveling light and carry few possessions.  
  An acolyte (N) of Ilmater is taking twenty pilgrims 
  (commoners, N) to the temple in Baldur’s Gate. 
  They are going to help the poor in the southern city. 
  Brother Frederick Fross will preach Ilmater’s 
  teachings about making sacrifices for others, 
  especially those in need. He will also ask for a 
  donation to take to the temple in Baldur’s Gate.  
   
   
   
   
  The Misty Forest 
  The woods fill your lungs with fresh air and rejuvenate 
  the party. Tall evergreens and the earthy brown forest 
  floor dominate the scene. Songs from small birds echo 
  through the lush trees. Your group take in the beauty of 
  the forest.  
  These woods are usually quite peaceful as wood 
  elves patrol their territory on a regular basis. 
  However, times are changing, Silas’ gang have their 
  riverboat hidden here and there are a few other 
  dangers to avoid. See the map on page 25. There are 
  forest encounters on pages 19 and 21, and an optional 
  Forest Chase table on page 23.   
   
  4. Brown Bear  
  A few feet off the trail a brown bear sharpens its claws 
  on the trunk of a tree. It sniffs the forest air and turns to 
  face you.   
  This encounter with the brown bear can go a number 
  of ways. The beast will charge the party if they don’t 
  turn around and leave the area. The PCs could choose 
  to subdue the bear as well.  
   
  5. Mushroom Maniac 
  All of sudden, a bugbear comes dancing down the forest 
  trail. “Tra, la, la, la!” sings the large, orange-skinned 
  humanoid. As the creature dances along, it trails a yellow 
  streamer through the air behind it. In its other hand is a 
  heavy morningstar.  
  The bugbear has eaten a number of hallucinogenic 
  mushrooms and is not in his right mind. He’ll ask the 
  party if they would like to eat some mushrooms. If a 
  PC ingests any of the magic mushrooms, roll on the 
  Short-Term Madness chart on page 259 in the 
  Dungeon Master’s Guide. This effect lasts for 1d10 
  minutes. The humanoid will attack if the players 
  refuse to eat any mushrooms.  
   
   
   
   
   
  
   
   
  9 
  6. Down by the River 
  To the side of the trail you see a river and notice a long 
  riverboat. The vessel is tied to a nearby tree and partially 
  covered by tree branches. Then you see two gray-
  skinned humanoids on the boat’s deck. Orcs!  
  The riverboat is home to Silas’ gang. Most of the 
  gang are in Daggerford, a couple of them have been 
  left behind to guard the boat. These two orcs are on 
  the deck, near a covered cabin. The evil humanoids 
  are armed with longswords and clad in leather armor.  
  The other two missing Knights of the Unicorn are 
  here as well. Well, their bodies are… They were 
  killed by the gang when they killed the town guards 
  in Daggerford and took their places. If the party 
  searches the cabin of the riverboat and they succeed 
  on a DC11 Intelligence (Investigation) check they 
  find a wooden chest holding a potion of healing, 2 
  longswords, a shortbow, and 20 arrows.  
   
  7. The Guardians of the Woods 
  The leaves rustle around you in the dense wood. Half a 
  dozen wood elves in green leather armor slowly emerge 
  on either side of the forest trail. Their longbows are 
  trained on your party.  “What business have you in the 
  Misty Forest,” questions one of the wood elves.  
  The dozen wood elves (scouts) are not too pleased 
  when anyone intrudes into the Misty Forest. If the 
  party explains they are pursuing a criminal or they’re 
  with Jade Everwood, the elves will let the heroes pass 
  through the forest. However, they will be ordered to 
  stay on the trail and to leave the wild animals alone. 
  If the party disagrees they will be forcibly removed 
  by the wood elves. They will call for reinforcements 
  if they need them.   
   
  If the heroes end up in a conflict with the 
  wood elves, you can add this encounter: Not long 
  after the party run into the elves another elf arrives. 
  He is a famous gold elf named Sir Darfin Floshin 
  (See NPC section). This gold elf will help negotiate 
  a peaceful resolution. The wood elves would have 
  heard of this well-known character. Then Darfin will 
  ask the party to help him regain his position as an 
  advisor to Lady Morwen in Daggerford.  
   
   
  8. Smiling Satyr  
  The sound of pipes carries to your ears and you notice a 
  half-man/half-goat relaxing on an old tree stump. He 
  smiles as he sees your party of adventurers. The male 
  creature is very handsome and seems to blend into the 
  beautiful surroundings. “Well…well…well,” says the 
  creature casually.   
  This satyr, Caleb (CN), will attempt to charm the 
  party. He will be especially interested in any female 
  members of the party. Caleb has tired of these woods 
  and wants to join a group of adventurers. He will use 
  his guile to convince the party to let him tag along.  
   
  9. The Rogue Knight 
  Standing in the clearing is a knight wearing badly 
  damaged silver chain mail and a full helmet. A healthy 
  looking chestnut-colored horse stands nearby. The 
  warrior slowly takes off the helmet and beautiful brown 
  hair flows out! The knight is a pretty young woman!  
  “Who are you?” she asks.  
  The rogue knight is actually a ranger named Jade 
  Everwood (see NPC section). The young woman is a 
  Knight of the Unicorn who had been sent to 
  Daggerford. She explains the troubling situation. 
  Daggerford has been infiltrated by a gang of orcs. All 
  the town guards have been killed and orc faces hide 
  behind the full helmets. Jade escaped and attempted 
  to meet up with some old friends. However, it seems 
  her old friends have left the woods. Jade insists the 
  party must join her and return to save Daggerford. 
  After the party talk with her she goes behind a tree 
  and changes into leather armor and looks much more 
  like a ranger than before.  
   
  10. Caught in a Web 
  You notice thick spider webs are on either side of the 
  trail.   Suddenly, giant wolf spiders descend from the 
  trees in front of you and behind you. They quickly 
  advance with their pincers snapping menacingly.  
  These two giant wolf spiders attack with advantage 
  after surprising the heroes. If a PC succeeds on a 
  DC12 Intelligence (Investigation) check they find a 
  few items in the spiders’ webs. Stuck into the webs 
  are a potion of climbing and +1 dagger,  
  
   
   
  10 
       JADE EVERWOOD 
  
   
   
  11 
  The Town of 
  Daggerford 
  Town maps are on pages 25-34. The Daggerford 
  locations chart is on page 26. See the Encounters 
  section on pages 20-21 for random encounters in the 
  town.  
  After returning to Daggerford, Jade Everwood 
  and the PCs will attempt to enter the town quietly. 
  The ranger says she knows a way into the settlement. 
  However, it will only work if the party enter under 
  the cover of darkness. Jade says the orcs’ darkvision 
  won’t be of much use as they are carrying the town 
  guards’ torches.  
  The gang of orcs have taken up positions at the 
  gates and the watchtowers. 
  Jade Everwood leads you from the river over to the moat 
  surrounding Daggerford. A couple of orcs in full armor 
  stand at the nearby gate with torches.  
   
  A. Secret Entrance  
  Jade shows the party the way across the moat 
  surrounding the town. A log has been laid over the moat 
  to enable one person to walk across to the town wall. The 
  ranger goes first and presses against a stone panel in the 
  wall. A section of the wall opens and Jade enters.  
  This secret entrance hasn’t been found by Silas’ 
  gang. The only people aware of the entrance are Lady 
  Daggerford and the Knights of the Unicorn.  
   
  B. An Ally at the Stables 
  As you make your way into the town, you see a torch lit 
  outside a building in front of you. Jade urges you to enter 
  the building. As you get closer, you see the structure is a 
  stable. The earthy smell of horses is strong.  
  Jade’s friend, a middle-aged woman named Hannah, 
  is here. The two got to know each other when Hannah 
  looked after the knight’s horse during her stay in 
  Daggerford. Hannah cleans the stables late at night. 
  She is a commoner (LG), and knows about the orcs. 
  Hannah suggests that everyone go to the River 
  Shining Inn and Tavern to speak to a friend of hers 
  to find out what’s happening in the town.  
  C. River Shining Inn and Tavern 
  An open tavern area greets you as you enter the building. 
  It is indeed both a tavern and inn with rooms upstairs.  
  Several peasants are arguing loudly with each other.  
  These two patrons pick a fight with the PCs and 
  attack without warning. The thugs (CE) are violent 
  and are armed with shortswords. Many of the patrons 
  have been bullied by these two men and will stay out 
  of the fight.  
  Hannah’s friend, a grouchy dwarf named 
  Dunkle (commoner, LG), suggests you go see the 
  Hardcheese halflings at the Happy Cow Tavern. See 
  the inn maps on pages 27-28 and more info in the 
  Inns and Taverns section.  
   
  D. Happy Cow Tavern 
  This place is packed with locals enjoying themselves. The 
  establishment is busy with customers arriving for well-
  cooked meals. Pipe smoke floats above the tables.  
  The business is owned and operated by the 
  Hardcheese halfling family. They also own the local 
  general store. Fifteen locals, commoners, are 
  already being served. The owner’s wife, Oma 
  Hardcheese (commoner, LN), tells the party they 
  should go and see her husband Mardy at the market.  
  See map of the tavern on page 29 and more info in 
  the Inns and Taverns section.  
   
  E. Riverside Market 
  You return to the market and find many merchants 
  selling their wares. The strong scent of wood smoke is in 
  the air. You spot a portly halfling selling pies, and an orc 
  on a worg! 
  There are a number of stalls selling goods here. 
  Foodstuffs, 
  fish, 
  spell 
  components, 
  potion 
  ingredients, clothing, and jewels are all for sale. 
  Mardy Hardcheese is manning a stall and will quietly 
  tell the party that the Worthington nobles let some 
  orcs into their manor (see location on page 26).  
  A couple of teens (commoners) attempt to 
  pickpocket the party members. A PC with a 
  successful DC12 Wisdom (Perception) check will 
  notice the pickpockets. One of Silas’ orcs patrols the 
  area riding on a worg. It wears a helm and chain mail 
  
   
   
  12 
  to cover its features. The orc will not interfere with 
  anything that goes on in the market. It will shake its 
  head and remain silent if anyone talks to it.  
   
  F. Worthington Manor 
  The well-built stone manor is brownish-red in color and 
  stands two stories high. It looks up to the east at Ducal 
  Castle, the home of Lady Morwen Daggerford.   
  This manor is being used as a staging area by Silas’ 
  gang. The Worthingtons are not fans of Lady 
  Daggerford and see this as the perfect opportunity to 
  get rid of her. They have let some of the orcs use their 
  home and are helping the gang enter the castle to kill 
  the town’s leader. Jasper Worthington is the head of 
  the household and has met Silas, when he was 
  disguised as a half-orc. Jasper has no idea a 
  doppelganger is behind the plot. This rich family 
  have always felt they deserved more than life has 
  given them.   
   
  F1. Entrance 
  You discover a beautiful entrance area as you enter 
  Worthington Manor. The checkerboard marble floor 
  shines brightly. An elegant wooden door faces you. 
  The servant who is usually here is at the market.   
   
  F2. Dining Area 
  Two finely carved wooden tables sit in the center of this 
  chamber. Delicious smells come from the door at the 
  other side of the room. A striking painting of the Misty 
  Forest is on display on the left wall.   
  This dining area is filled with beautiful items. The 
  furniture is valuable (10gp), and the painting could 
  fetch some gold as well (25gp).   
   
  F3. Kitchen 
  Two of the orcs are indulging in the Worthingtons’ food. 
  They are standing at a table eating smoked salmon and a 
  wheel of cheese, while drinking up delicious squash soup. 
  Their greataxes are propped up near the doorway.   
  This kitchen was full of food. However, these two 
  orcs have eaten most of it. Two of the barrels are 
  filled with water. The other barrel is full of Moor 
  Mead. This is a good quality mead known to be sold 
  in many of the taverns in Baldur’s Gate.  
   
  F4. Storeroom 
  This room is clearly used for storage. Several 
  wooden barrels sit here. Suddenly, you hear a 
  scratching noise. Something is making sounds in the 
  back of the room. 
  This simple chamber is occupied by four giant rats. 
  They 
  are 
  hiding 
  behind 
  the 
  barrels. 
  The 
  Worthingtons asked the orcs to get rid of the 
  creatures but the humanoids have ignored the 
  request.  
   
  F5. Servants Quarters 
  This chamber is obviously one of the living quarters. 
  Three simple beds fill this room. A young man is sleeping 
  in one of the beds.  
  This chamber is home to the three servants who look 
  after the house. Kelso is the servant (commoner, 
  NE) sleeping here, he cleans the house and helps the 
  cook. The other two servants are at the market during 
  the day or out for a walk around town at night.  Kelso 
  is scared of his employers and will refuse to help the 
  party. There is nothing of value here.  
   
  F6. Stairway 
  The door is partially open and a flight of stairs is partially 
  visible.  
  An orc is hiding behind the door. It is guarding the 
  way to the upper level. The evil humanoid is armed 
  with a shortsword. 
   
  F7. Hallway 
  This area is lined with portraits of the noble family.    
  These paintings are portraits of the family members 
  who currently live in the manor: Jasper, Kate, 
  Chastity, and Kyle Worthington. They are of good 
  quality and could be sold for 15gp each. A PC with a 
  successful DC11 Wisdom (Perception) check will 
  spot a shadow in Kyle’s portrait.   
  
   
   
  13 
  F8. Bathing Area 
  This room contains a large stone basin filled with 
  steaming hot water. 
  This room is used by the Worthingtons as a bathing 
  area. Chastity accidentally dropped a moonstone in 
  the bath before she left for Baldur’s Gate.    
   
  F9. Small Bedchamber I 
  You find a nicely furnished room with a carved wooden 
  bed and an iron chest.  
  This chamber is used by Kyle Worthington. He 
  agreed to help Silas’ gang enter Ducal Castle. Kyle 
  is currently with the gang in the castle. A shadow is 
  hiding under the bed and will attack any intruders. 
  The iron chest is trapped, a blade will shoot out and 
  cut someone (1d6 piercing damage). A PC with a 
  successful DC 14 Intelligence (Investigation) check 
  will discover the trap (1d6 damage). Inside the chest 
  are 10gp and three +1 arrows.   
   
  F10. Small Bedchamber II 
  A strong smell of perfume fills a beautifully decorated 
  bedroom.  
  Chastity Worthington usually uses this bedchamber.  
  However, the young noble is currently visiting 
  friends in Baldur’s Gate. Her wooden chest contains 
  15cp, 10gp, and two pieces of turquoise (25gp each).  
   
  F11. Master Bedchamber 
  The door is locked. When you open the door you see a 
  trio of orcs searching a well-furnished bedroom.  
  Jasper and Kate Worthington usually reside here. 
  However, the married couple are at the castle now. 
  They have separate beds in here, as Kate has had 
  enough of her husbands’ snoring.  
  Three orcs are in here and are just about to 
  open the chest. They are armed with longswords. The 
  locked chest is trapped, a DC13 Intelligence 
  (Investigation) check will discover the gas trap (1d8 
  poison damage in a 10ft. radius). Inside the chest are 
  25gp, a potion of healing and boots of speed.  
   
   
   
  
   
   
  14 
  G. The Ducal Castle (maps on page 32 and 34) 
  Looking down at the rest of the town is a small castle 
  resting upon a hill. A high stone wall surrounds Ducal 
  Castle. Two heavily armed guards stand at the gates.  
  The guards wear full helmets and are actually more 
  orcs from Silas’ gang. They are armed with 
  longswords and shortbows. Most of the gang have 
  already entered the castle and are hunting down Lady 
  Daggerford. They dumped all the bodies of the town 
  guards in the nearby river. Some of the orcs are at 
  Worthington Manor and few are at the gates and 
  watchtowers.  
   
  G1. Entrance Area 
  Inside the main doors are two gray-skinned humanoids. 
  They stand facing forward with two large, shiny 
  greataxes.  
  These two orcs are guarding the entrance as the rest 
  of the gang search the castle for Lady Morwen 
  Daggerford. The evil humanoids both carry 5cp.    
   
  G2. North Guard Post 
  Light shines from three flaming braziers. This area is 
  guarded by two more gray orcs. They appear to be 
  watching the door to the entrance area and the stairs.  
  These orcs wield greataxes. They are guarding the 
  area until the other gang members find Lady 
  Daggerford. They are starving and can be bribed with 
  food.  
   
  G3. South Guard Post 
  Braziers and torches light up this area. Stairs to the 
  next level are in the southern corner.  
  This area is patrolled by an orc holding a greataxe. It 
  is hiding behind the pillar by the stairs.  
   
   
   
   
   
  G4. Parade Ground/Courtyard 
  This area lies at the center of the castle. It is a large open 
  space. Two worgs are tied up here on wooden stakes. 
  They stamp their feet on the ground and snarl at you.  
  These two worgs are hungry and ready for a meal! 
  These monsters will break free and attack anyone 
  who isn’t part of Silas’ gang.  
   
  G5. Formal Dining Area 
  The door is partially open. When the party enters you 
  find a gorgeous dining room. A long, dark wooded table 
  is set for eighteen diners. On the north wall is a large 
  portrait of a noble in plate armor. The room smells 
  strongly of perfume and wine.  
  The painting is a depiction of the former duke, Duke 
  Maldwyn (worth 15gp).  A cask of tasty Faern Wine 
  sits next to the dining table. If a PC succeeds on a 
  DC13 Intelligence (Investigation) check they will 
  discover a pair of engraved bone dice (25gp) hidden 
  next to a dinner plate.  
   
  G6. Regular Dining Area 
  Three large tables fill most of this dining area. Fluttering 
  torches illuminate the scene. Large Paintings of the castle 
  are hung throughout the area. There are places set for a 
  dozen people.  The strong smell of wood smoke is in the 
  air.  
  This is the usual dining area for Lady Daggerford, 
  her family, and friends. If a PC succeeds on a DC12 
  Wisdom (Perception) check they will notice one of 
  the paintings isn’t flush against the wall. Two 
  crawling claws have scratched their way out of the 
  wall. They are the remnants of a nasty villain who 
  was sealed up in the walls of the castle. These strange 
  creatures will attack if a PC notices them. The four 
  paintings are worth 10gp each.  
   
   
   
   
   
  
   
   
  15 
  G7. Kitchen 
  This room contains tables, medium-sized wooden 
  casks, and two large barrels. The strong smell of 
  ginger fills the air. A white-haired old man is 
  chopping herbs and vegetables at one of the tables as 
  you enter. He looks up and bellows, “Who are you?! 
  Get out of my kitchen!” “No soup! No soup for 
  anyone! 
  This room is the castle’s kitchen. Yanni is the cook 
  (commoner, N), and will attempt to chase the party 
  out of his work space. He is making a large portion 
  of ginger carrot soup. One of the large barrels 
  contains salt, the other has flour. The smaller casks 
  are full of water, apples, potatoes, carrots, and dried 
  meat.   
   
  G8. Storeroom 
  This space is full of a dozen wooden barrels. Dirty 
  cobwebs hang from the stone ceiling.  
  To withstand a lengthy siege, a supply of extra food 
  is always on hand. This chamber is also home to a 
  patch of green slime. It is sitting on the ceiling 
  waiting to drop on anyone who enters the room. 
  Players who make a DC 11 Wisdom (Perception) 
  check can see it. The barrels contains salt, flour, 
  apples, dried fruit, dried meat, and water.  
   
  G9. Chapel 
  The light in this space is dimmer than other areas. A 
  group of wooden pews face a stone statue. You feel the 
  presence of something holy.  
  The orcs get a good feeling from this room but 
  they’re not sure why.  A DC12 Wisdom (Religion) 
  check will discern that the statue is a representation 
  of Tempus.  
   
  G10. Guard Post 
  A grinning orc stands by the stairs with a longsword.   
  The orc knows that Lady Daggerford has been 
  cornered on the third floor and the battle is almost 
  over.  
   
  G11. Officers’ Quarters 
  This chamber is filled with four comfortable beds. Ten 
  spears are propped up against the walls.  
  This chamber is 10 ft. by 60 ft. This is the quarters 
  for the officers in the town guard. The officers have 
  all been killed by Silas’ gang and dumped in the river 
  with the other guards. Two longswords and two 
  shortbows are hidden under the beds.  
   
  G12. Barracks 
  There are five simple beds in this room. Two suits of 
  leather armor are hung up on the wall.  
  This chamber is 40 ft. by 20 ft. These are the quarters 
  for the regular town guard. They have all been killed 
  by Silas’ gang.   
   
  G13. Armory 
  Hidden behind the secret door is a room full of armor and 
  weapons.  
  A successful DC12 Intelligence (Investigation) 
  check will be needed to find this secret door. Stored 
  in here are three suits of chain mail, four suits of 
  leather armor, four longswords, three longbows, and 
  one hundred arrows. The orcs have not discovered 
  this hidden armory.   
   
  G14. Guard Post 
  You enter an open area lit by a large brazier. Two orcs are 
  playing a loud game of cards, grunting loudly at each 
  other.  
  The two orcs are enraged at each other and ready to 
  kill. They are both armed with longswords and a fight 
  will start if the PCs don’t intervene.  
   
  G15. Guard Room 
  Through the open doorway you see two wooden tables 
  in a small room.  
  This space is usually used by the town guards to relax 
  and eat meals.  The main kitchen sends food here.  
   
  
   
   
  16 
  G16. Guard Post 
  Two grumbling orcs are stationed here. 
  The guard post is manned by orcs with longswords. 
  They want to loot the entire town and have grown 
  weary sneaking around. They want blood! Two 
  quivers full of fifteen arrows each are propped up 
  against the wall. They were left here by the town 
  guards.  
   
  G17. Guest Chamber I 
  This room is furnished with a comfortable bed and an old 
  wooden chest. 
  This room is used by guests of Lady Morwen. The 
  chest contains a set of fine clothes, a traveling cloak, 
  a heavy crossbow, and a dozen crossbow bolts.  
   
  G18. Guest Chamber II 
  After opening the door, you see a room with a medium-
  sized bed and iron chest.   
  This chamber is another room used by guests of Lady 
  Daggerford. The iron chest contains a set of fine 
  clothes and a mace.  
   
  G19. Upper Hall 
  Large plants and stone pillars line the hallway. An orc 
  riding a worg is at the far end of the hall. The beast sees 
  your party and charges.  
  The orc sitting astride the worg charges at anyone 
  who enters this area.  
   
  G20. Bathing Area 
  The unlocked door leads into a bathing area. Two large 
  stone basins are filled with water, and one has a young 
  man! 
  This chamber is used for bathing by the nobles who 
  live in the castle. The water is from the nearby river. 
  Kyle Worthington (noble, NE) is relaxing here.  
  G21. Guest Quarters 
  Two well-dressed people are sitting on one of the three 
  beds in this room. They look up and say, “Oh thank 
  goodness you’ve come! There are orcs everywhere!”  
  This chamber is occupied by Jasper and Kate 
  Worthington (see NPC section). They are plotting 
  their next step after the orcs have killed Lady 
  Daggerford. Thinking quickly, they’ve decided to 
  pretend they are nobles who live in the castle.  
   
  G22. Steward’s Quarters 
  The door opens to a well-furnished chamber. You see a 
  gray-haired man lying motionless on the bed.   
  The party recognize this man as Pence, the steward. 
  Silas poisoned him at the Lizard’s Gizzard. Pence 
  returned to the castle and he died a few hours later.  
   
  G23. Lady Morwen’s Chambers 
  This door is open and an orc is fighting a man clad in chain 
  mail and armed with a sword. A noblewoman is cowering 
  in the corner and screaming for help.  
  This is Garnet (see NPC section) fighting with an 
  orc. Silas the doppelganger (see NPC section) has 
  quickly shapechanged into a noblewoman. He will 
  pretend he’s Lady Morwen. The real Lady Morwen 
  is hiding in the next room, ordered to hide there by 
  Garnet.  
  Then you see another noblewoman in chain mail rushing 
  out of the adjacent bedroom. She is wielding a longsword 
  and shouting at the other woman, “Kill her! She’s a 
  shapechanger!” “For Tempus!!!”   
  Lady Morwen (see NPC section) is tired of hiding 
  and has emerged to help Garnet.  
   
   
  If the PCs prevail, the leader of the town will reward 
  them greatly, giving them 300gp and six sturdy 
  riding horses.  
   
  
   
   
  17 
  
   
   
  18 
  Important NPCs 
   
  Pence/Silas, doppelganger, NE. A clever and calculating 
  creature. He is the leader of a gang of orcs. Silas has led 
  the gang on a string of successful raids. His orcs fear and 
  admire him. He appears as Pence, the gray-haired, 
  slender old man.  
   
  Jade Everwood, human female, 2nd level ranger, LG. Jade 
  is very attractive and quite athletic. She has medium 
  length brown hair and blue eyes. She is a brave, 
  thoughtful young woman. Jade is a member of the 
  Knights of the Unicorn. She worships the goddess Sunne.  
   
  Caleb, satyr, CG. He has reddish brown hair and a small 
  goatee. This satyr is handsome and charming. Caleb 
  always carries his pan pipes. He is also armed with a 
  shortsword and a shortbow.  
   
  Garnet, human male, 1st level fighter, LG. A tall, rather 
  ordinary-looking man with short brown hair. He is the 
  most loyal of Lady Morwen Daggerford’s guards. He has 
  stayed by her side and is hiding with her in her 
  bedchamber as the orcs search for them. He is armed 
  with a +1 longsword. Garnet will give this sword to 
  heroes if they save Lady Daggerford.  
   
  Hannah, female human, commoner, LG. Hannah is 
  middle-aged with brown hair and grayish-blue eyes. One 
  of the workers at Hillside Stables. She is a hard-working 
  woman with a lot of integrity.  
   
   
  Mardy Hardcheese, Strongheart halfling male, 1st level 
  fighter, LG. He is a handsome halfling with brown hair 
  and blue eyes. Mardy is the patriarch of the Hardcheese 
  family. This fellow is a loyal and just halfling. He is friends 
  with Lady Daggerford and will help the heroes if he 
  discovers what is going on. The halfling is armed with two 
  shortswords.  
   
  Jasper Worthington, human male, noble, NE. An old man 
  with black hair and a black beard. He is the wealthiest 
  noble in Daggerford. Jasper is opportunistic and cruel. He 
  has become quite disillusioned with Lady Daggerford and 
  wants to get rid of her. Jasper will do whatever he can 
  get away with.  
   
  Sir Darfin Floshin, gold elf (high elf) male, commoner, CG. 
  A very old elf with blonde hair and gold eyes. He wants 
  to see all races living in harmony. He used to advise the 
  dukes of Daggerford. Lady Morwen Daggerford is 
  considering taking him on as an advisor again.  
   
  Kate Worthington, human female, noble, NE. An old 
  woman with gray hair and greenish-blue eyes. She 
  speaks her own mind and thinks Lady Daggerford should 
  be replaced.  
   
  Lady Morwen Daggerford, human female, 2nd level 
  fighter, LE. An older woman with long white hair and blue 
  eyes. Lady Morwen is a bit aloof and not the most 
  charming individual. She is new leader of Daggerford and 
  lives at Ducal Castle. Most of the town’s citizens are 
  confident that she will be a good leader. Her family has 
  led the town for many, many years.  The former leader, 
  Duke Maldwyn, was her brother. 
  
   
   
  19 
  Encounter Table: Misty Forest 
   
  D100 Encounter 
   
  D100 Encounter 
   
  01-02 
  03-04 
  05-06 
  07-08 
  09-10 
  11-12 
  13-14 
  15-16 
  17-18 
  19-20 
  21-22 
  23-24 
  25-26 
  27-28 
  29-30 
  31-32 
  33-34 
  35-36 
  37-38 
  39-40 
  41-42 
  43-44 
  45-46 
  47-48 
  49-50 
  Bugbear 
  Giant Boar 
  Berserker 
  Dire Wolf 
  Commoner 
  Shadow 
  Druid 
  Satyr 
  Swarm of Insects 
  Boar 
  Deer 
  Black Bear 
  Commoner 
  Spy 
  Twig Blight 
  Cult Fanatic 
  Giant Wolf Spider 
  Swarm of Bats 
  Boar 
  Elk 
  Badger 
  Scout 
  Commoner 
  Owl 
  Deer 
  51-52 
  53-54 
  55-56 
  57-58 
  59-60 
  61-62 
  63-64 
  65-66 
  67-68 
  69-70 
  71-72 
  73-74 
  75-76 
  77-78 
  79-80 
  81-82 
  83-84 
  85-86 
  87-88 
  89-90 
  91-92 
  93-94 
  95-96 
  97-98 
  99-00 
  Commoner 
  Scout 
  Twig Blight 
  Deer 
  Boar 
  Commoner 
  Giant Frog 
  Elk 
  Giant Wolf Spider 
  Cultist 
  Black Bear 
  Vine Blight 
  Commoner 
  Giant Frog 
  Swarm of Bats 
  Boar 
  Giant Wolf Spider 
  Black Bear 
  Dryad 
  Commoner 
  Scout 
  Dire Wolf 
  Giant Boar 
  Doppelganger 
  Bugbear 
   
   
   
  
   
   
  20 
  Encounter Table: Daggerford 
   
  D100 Encounter 
   
  D100 Encounter 
   
  01-02 
  03-04 
  05-06 
  07-08 
  09-10 
  11-12 
  13-14 
  15-16 
  17-18 
  19-20 
  21-22 
  23-24 
  25-26 
  27-28 
  29-30 
  31-32 
  33-34 
  35-36 
  37-38 
  39-40 
  41-42 
  43-44 
  45-46 
  47-48 
  49-50 
  Ghost 
  Berserker 
  Cult Fanatic 
  Spy 
  Cultist 
  Commoner 
  Swarm of Rats 
  Thug 
  Noble 
  Giant Rat 
  Swarm of Insects 
  Commoner 
  Guard 
  Scout 
  Giant Rat 
  Cat 
  Cultist 
  Swarm of Rats 
  Noble 
  Wererat 
  Raven 
  Guard 
  Mastiff 
  Commoner 
  Giant Rat 
  51-52 
  53-54 
  55-56 
  57-58 
  59-60 
  61-62 
  63-64 
  65-66 
  67-68 
  69-70 
  71-72 
  73-74 
  75-76 
  77-78 
  79-80 
  81-82 
  83-84 
  85-86 
  87-88 
  89-90 
  91-92 
  93-94 
  95-96 
  97-98 
  99-00 
  Swarm of Rats 
  Commoner 
  Guard 
  Mastiff 
  Commoner 
  Cultist 
  Acolyte 
  Rat 
  Guard 
  Thug 
  Cultist 
  Commoner 
  Noble 
  Wererat 
  Swarm of Rats 
  Mastiff 
  Thug 
  Acolyte 
  Giant Rat 
  Commoner 
  Guard 
  Thug 
  Shadow 
  Veteran 
  Priest 
   
   
   
  
   
   
  21 
  Monster List: Misty Forest 
   
  Monsters 
  CR 
  Badger, Commoner1, Deer, Owl 
  0 
  Cultist, Twig Blight 
  1/8 
  Boar, Elk, Giant Frog, Giant Wolf Spider, Swarm of Bats 
  1/4 
  Black Bear, Satyr, Scout, Shadow, Vine Blight 
  1/2 
  Bugbear, Dire Wolf, Dryad, Spy 
  1 
  Berserker, Cult Fanatic, Druid, Giant Boar 
  2 
  Doppelganger 
  3 
   
  1Commoner: Cart Driver, Fisherfolk, Hunter, Messenger, Peasant, Pilgrim 
   
  Monster List: Daggerford 
   
  Monsters 
  CR 
  Cat, Rat, Raven 
  0 
  Cultist, Giant Rat, Guard, Mastiff, Noble 
  1/8 
  Acolyte, Swarm of Rats 
  1/4 
  Scout, Shadow, Swarm of Insects, Thug 
  1/2 
  Spy 
  1 
  Berserker, Cult Fanatic, Priest, Wererat 
  2 
  Veteran 
  3 
  Ghost 
  4 
   
  1Commoner: Artist, Baker, Blacksmith, Carpenter, Cart Driver, Farmer, Fisherfolk, Harlot, Herald, Hunter, 
  Jeweler, Mason, Messenger, Moneylender, Peasant, Pilgrim, Tailor, Tavern/Inn worker, Undertaker 
   
   
  
   
   
  22 
   
  After each turn roll a d20 
   
  d20 
  Complication 
  1 
  A stream blocks your way. Make a DC13 Dexterity check to quickly jump over, or fall prone.  
  2 
  You collide with another party member. Make a DC12 Dexterity save or fall prone. 
  3 
  You run into a low hanging branch. Take 1d4 bludgeoning damage.  
  4 
  A number of fallen branches block your path. Next turn you move through difficult terrain for 30 ft. 
  5 
  Three elk block your path. Difficult terrain for 30ft.  
  6 
  A bird almost flies into your face.  
  7 
  Your foot gets stuck in a hole for a moment, but you free yourself.  
  8 
  A branch falls off a tree and hits you. 1d4 bludgeoning damage. 
  9 
  Your path is blocked by a dense group of trees. Difficult terrain for 30 ft.  
  10 
  A wild boar crashes into you. Make a DC12 Dexterity save or you’re knocked prone.  
  11 
  You trip over a branch on the ground and fall prone. 1d4 bludgeoning damage.  
  12 
  A ray of sunlight shines through the trees and blinds you for one turn.  
  13 
  A cart full of logs blocks your way. Lose a turn.  
  14–20 
  No complication 
   
  
   
   
  23 
   
  Location 
  Type 
  Name 
  Rooms 
  Quality 
  Innkeeper/Barkeep 
  Staff 
  Meals 
  Drink 
  Daggerford 
  Tavern 
  The Maiden 
  in the Mist 
  None 
  Poor 
  Ernest 
  human 
  male, 35 
  1st level bard 
  CG 
  6 
  bark soup, 
  chicken stew 
  Realms 
  Mead, Troll 
  Mead 
  Daggerford 
  Tavern 
  The Happy 
  Cow 
  None 
  Modest 
  Mardy Hardcheese 
  halfling 
  male, 38 
  1st level fighter 
  LG 
  8 
  apple pie, 
  chicken stew, 
  roast pig, 
  squash soup, 
  wild boar 
  Realms 
  Mead, Storm 
  Ale, Thorn 
  Mead, Troll 
  Mead 
  Daggerford 
  Inn 
  River Shining 
  Inn and 
  Tavern 
  5sp 
  Modest 
  Sammy 
  human 
  female, 27 
  1st level fighter 
  LG 
  12 
  cherry pie, 
  pike, turkey 
  soup, 
  venison, wild 
  boar chop 
  Faern Wine, 
  Stars Wine, 
  Storm Ale, 
  Thorn Mead 
  Daggerford 
  Inn 
  The Silver 
  Flood Inn 
  1sp 
  Poor 
  Jenna 
  human 
  female, 37 
  LN 
  7 
  apple 
  crumble, 
  baked goat, 
  pike 
  Faern Wine, 
  Realms 
  Mead, Thorn 
  Mead 
  Daggerford 
  Inn 
  Lizard’s 
  Gizzard 
  1sp 
  Poor 
  Loren 
  human  
  male, 29 
  CN 
  6 
  None 
  None 
  Roadside 
  Tavern 
  Two Swords 
  Tavern 
  None 
  Poor 
  Brenna 
  human 
  female, 36 
  1st level wizard 
  CG 
  5 
  apple 
  crumble, 
  pike, trout 
  Moor Mead 
  Stars Wine, 
  Storm Ale, 
  Thorn Mead   
  Roadside 
  Inn 
  The 
  Horseshoe 
  None 
  Modest 
  Nils 
  human 
  male, 27 
  N 
  4 
  baked goat, 
  fish soup, 
  trout 
  Moor Mead, 
  Storm Ale, 
  Thorn Mead, 
  Wyrm Wine 
   
   
   
  
   
   
  24 
   
   
   
   
   
   
   
  
   
   
  25 
  Town of Daggerford 
   
   
   
   
   
  
   
   
  26 
  Town of Daggerford Locations 
   
   
  1More info on these establishments can be found in the Inns and Taverns section 
   
   
   
   
   
   
   
   
   
  Location 
  Name 
  Details 
  1 
  Town Gates 
  Two orcs are guarding each gate, disguised as guards.  
  2 
  Watch Towers 
  An orc is occupying each 30 ft. tower, disguised as guards.  
  3 
  River Docks 
  Piers with a number of boats. Many fisherfolk are here.  
  4 
  Riverside Market 
  Foodstuffs, potion ingredients, spell components, clothes, fresh 
  fish, and jewels 
  5 
  The Silver Flood Inn1 
  Rooms cost 1sp /Poor quality accommodation 
  6 
  Hard Steel 
  Armor and Weapons store. Four guards 
  7 
  Worthington Manor 
  Home of the Worthington family. Occupied by Silas’ gang 
  8 
  Daggerford Town Hall 
  Used for town meetings, dances, and other social events. 
  9 
  Hardcheeses’ 
  General store run by Hardcheese halflings. Two guards 
  10 
  Happy Cow Tavern1  
  Barkeep: Jemma/Modest quality tavern 
  11 
  Lizard’s Gizzard1 
  Rooms cost 1sp/Poor quality accommodation/No food 
  available.  
  12 
  Daggerford Stables  
  The less expensive stables used by most visitors to the town. 
  Cost: 5sp/day 
  13 
  Magnus Manor 
  Home of the Magnus family. Two guards 
  14 
  River Shining Inn and Tavern1 
  Rooms cost 5sp /Modest quality accommodation 
  15 
  Hillside Stables  
  The more expensive stables in town. Cost: 1gp/day 
  16 
  The Ducal Castle 
  Home of the town’s leader, Lady Morwen Daggerford.  
  
   
   
  27 
   
  River Shining Inn and Tavern Main Level 
   
   
   
   
   
  
   
   
  28 
  River Shining Inn and Tavern Upper Floor 
   
   
   
   
   
  
   
   
  29 
  Happy Cow Tavern 
   
   
   
   
   
  
   
   
  30 
  Worthington Manor Main Level 
   
   
   
   
   
  
   
   
  31 
  Worthington Manor Upper Level 
   
   
   
   
   
  
   
   
  32 
  Ducal Castle Main Level 
   
   
   
   
   
  
   
   
  33 
  Ducal Castle Second Level 
   
   
   
   
   
  
   
   
  34 
  Ducal Castle Third Level 
   
   
   
   
   
  
   
   
  35 
   
  The Calendar of Harptos 
  Faerun is found in the World of Toril where a year lasts 365 days. 
  There are twelve months of thirty days which follow the approximate cycle of the moon.  
  The thirty day month is made up of three tendays, also known as rides.  
   
  Month  
  Name  
   
   
  Common Name 
  1 
   
  Hammer 
   
   
  Deepwinter 
                          Annual Holiday: Midwinter 
  2 
   
  Alturiak 
   
   
  The Claw of Winter 
  3 
   
  Ches  
   
   
  The Claw of Sunsets 
  4 
   
  Tarsahk 
   
   
  The Claw of Storms 
                          Annual Holiday: Greengrass 
  5 
   
  Mirtul  
   
   
  The Melting 
  6 
   
  Kythorn 
   
   
  The Time of Flowers 
  7 
   
  Flamerule 
   
   
  Summertide 
                          Annual Holiday: Midsummer 
                          Quadrennial Holiday: Shieldmeet 
  8 
   
  Eleasis  
   
   
  Highsun 
  9 
   
  Elient  
   
   
  The Fading 
                          Annual Holiday: Highharvestide 
  10 
   
  Marpenoth 
   
   
  Leaffall 
  11 
   
  Uktar  
   
   
  The Rotting 
                          Annual Holiday: The Feast of the Moon 
  12 
   
  Nightal 
   
   
  The Drawing Down 
   
   
   
  
   
   
  36 
   
   
  Rolen    
  Wood Elf    Wizard       CN 
  Str 8 Dex 15 Con 10 Int 18 Wis 9 Cha 10 
  Rolen is an unpredictable, aloof mage. He has long dark hair and green eyes. He specializes in casting 
  destructive spells. This wood elf often causes mayhem with his spells and then walks away whistling.   
   
  Vaelarian   Half-Elf       Paladin 
  LG 
  Str 18 Dex 10 Con 19 Int 11 Wis 5 Cha 16 
  Vaelarian is a courtly Knight of the Unicorn. He is always looking for romance. This paladin wears chain mail 
  and uses a shield. His favourite weapon is a longsword.   
   
  Dark         Duergar 
  Ranger 
  CN 
  Str 18 Dex 16 Con 16 Int 11 Wis 15 Cha 10 
  Dark is a grumpy, secretive fellow. He is a loyal agent of the infamous Zhentarium. Black hair, red eyes, and 
  pale skin. Dark wears a massive wide-brimmed hat to keep the sun out of his eyes.  
   
  Kavann 
  Dragonborn Barbarian CG 
  Str 17 Dex 12 Con 16 Int 7 Wis 10 Cha 14 
  Kavann is a brave, bold dragonborn. This fellow believes he is the greatest warrior in the history of the 
  Forgotten Realms. He is a red dragonborn and wears no armor.  
   
  Hanno        Halfling      Fighter 
  CG 
  Str 16 Dex 7 Con 10 Int 12 Wis 9 Cha 16 
  Hanno is a charming, friendly halfling. He is also incredibly clumsy and relies on brute force rather than his 
  dexterity. Hanno wears leather armor and wields a longsword.   
   
   
  Thanks to Sarah Bagshaw for letting me include her character (Dark). 
   
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Cawood/B1 - The Rogue Knight.pdf