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  1. GK1: The Fate of Daggerdale Readme.
  2.  
  3.  
  4. *WARNING SPOILERS BELOW!!*
  5.  
  6.  
  7.  
  8. *Dungeon Master's Information*
  9. -----------------------------
  10.  
  11. There is a Wand of Effect and a DM Helper wand which DM's recieve when they join the module.
  12. When a player enters the game, DM's should be notified the name of the player and which area the player spawned
  13. in.
  14.  
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  25.  
  26.  
  27.  
  28. *Background Story (*SPOILERS*)*
  29. --------------------------------
  30.  
  31. In a nutshell, the evil deities Lolth and Malar are helping each other to achieve a common goal, revenge on the
  32. dalesfolk and domination of the surface lands. Malar and Lolth decided to use a drow necromancer of Vhaerun,
  33. called G'eldiira as their 'puppet'. Malar the Beastlord is worshipped by a feral lycanthropes calling
  34. themeselves People of the Black Blood (POTBB), among others. Lolth is worshipped by the drow.
  35.  
  36. Malar made one of these People of the Blackblood (Krigath) bite G'eldiira and infect her with his lycanthropy. Malar thus
  37. influenced her to go to the village of Bloodstone, to resurrect the spirit of a long passed away necromancer of
  38. Lolth called Gwath. Gwath was punished by Lolth to exist in a haunted world, inhabited by other undead
  39. spirits, which Gwath originally summoned to Faerun to do her bidding. (See the Daggerdale Hall of Lore area for History
  40. of Bloodstone, Gwath and Daggerdale)
  41.  
  42. G'eldirra was possessed by Gwath (now a vampire spirit), and through Gwath, Lolth also exerted her chaotic
  43. control over G'eldiira. (needless to say G'eldiira has gone insane, whenever she is herself).
  44.  
  45. Part I: A Town Under Siege
  46. Leading up to the start of the module, the People of the Blackblood were also infecting goblonoid
  47. chieftains in the area (Like Gulab of the Orcish Shattered Stone tribe in the Dagger Hills). This allowed the POTBB to
  48. influence the humanoids and wrestle control of them from the evil Zhentarim who pay the humanoids to behave, or
  49. do their dirty work. Many Zhentarim troops in the area have been infected also, trying to defend the ruins of
  50. Castle Daggerdale from the humanoids. To make matters worse, some of Daggerdale Constabulary have been
  51. infected too, including Sergeant Laman who would help smuggle contrabands from the Zhentarim into Dagger Falls.
  52.  
  53. Daggerdale thinks the Eastern Zhentarim Ouposts are behind the humanoid attacks and have gone to war with them.
  54. This is just a ruse from Malar and Lolth to weaken both parties, whilst building up a humanoid army.
  55. Lolth's drow's have been busy inside the Desertmouth Mountains preparing a large army of humanoids, Ogres and
  56. Giants to join the humanoids and lycanthropes in Daggerdale controlled by Malar.
  57.  
  58.  
  59. Part II: The Ruin of Daggerdale
  60. This drow army headed by a greedy, but naive young white dragon captures Eagles Eyrie, a dwarven outpost
  61. overlooking Daggerdale. The Ogres and Giants are sent into Daggerdale to help the lycanthropes and humanoids
  62. destroy the weakened dalesfolk troops in the area. The POTBB are ruling the humanoids from castle Daggerdale,
  63. though an ex-Zhentarim Battle Mage called Rolando, who answers to G'eldiira and Krigath the orginal pack leader.
  64. Krigath and Rolando despise each other. Krigath is suspicious of Malar's allegiance to Lolth.
  65. The town of Dagger Falls is the only 'safe' place left for the dalesfolk.
  66.  
  67.  
  68. Part III: The Fate of Daggerdale
  69. In the meanwhile, G'eldiira (Gwath) has been busy preparing a ritual to summon in a massive undead army from
  70. the haunted plane, where gwath originally summoned 15 vampire lords. (See Daggerdale Hall of Lore for History
  71. of Bloodstone, Gwath and Daggerdale). G'eldiira has already summoned a few vampire lieutenants to command the
  72. army. The drow army from the Desertmouth and the lycanthrope force in Castle Daggerdale are waiting for G'eldiira
  73. to lead both them and the powerful summoned undead army against Dagger Falls and the rest of the Dales.
  74. If G'eldirra (Gwath) isnt stopped then this undead army, along with the lycanthropes and their allies will be
  75. unstoppable.
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  101.  
  102.  
  103.  
  104. *CHEATSHEET/QUEST GUIDE*
  105. -----------------------
  106.  
  107.  
  108. *Plot Quests*
  109.  
  110.  
  111.  
  112. Organized Vermin
  113.  
  114. -Kill Kobold Chief to complete it.
  115.  
  116.  
  117.  
  118.  
  119.  
  120.  
  121.  
  122.  
  123.  
  124.  
  125.  
  126.  
  127. Mage Lord Tombs
  128.  
  129. -Find the secret door to the secret passage into Dagger Falls Catacombs, located in the lower South East of Map
  130. near kobolds and goblins. You'll complete quest after you pass into Dagger Falls Catacombs.
  131.  
  132.  
  133.  
  134.  
  135.  
  136.  
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  138.  
  139.  
  140.  
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  142.  
  143.  
  144.  
  145. Suspicious Sergeant
  146.  
  147. Part a
  148. -Find a key in the sergeants house, take it back to Cantha to complete quest.
  149.  
  150.  
  151.  
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  153.  
  154.  
  155.  
  156.  
  157.  
  158.  
  159.  
  160.  
  161.  
  162.  
  163. Part b
  164. - A few ways to complete it: either convince Drindell through persuade, perform or intelligence to give you
  165. information, or complete drindell's sidequest, or kill drindell (who drops documents)
  166.  
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  168.  
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  171.  
  172.  
  173.  
  174.  
  175.  
  176.  
  177. Scouting for Daggerdale
  178.  
  179.  
  180. -The only way to complete this quest is to retrieve the document for captain Jameson to see, which the
  181. Zhent Commander drops at the top level of the watchtower.
  182.  
  183.  
  184.  
  185.  
  186.  
  187.  
  188.  
  189.  
  190.  
  191.  
  192. Peace Envoy
  193.  
  194. -Just go and chat to Captain Arto in the area east of Outside Dagger Falls on the Tesh Trail. Make sure you have
  195. a Daggerdale Protectors Seal to complete the quest.
  196.  
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  207.  
  208. Tethyamarside
  209.  
  210.  
  211. - Just Open up the desk (to view contents) in the Sergeants bedroom, located in Tethyamarside Keep,
  212. to complete the quest. This is near where you fight the sergeant.
  213. NOTE: You do not need to complete this quest to complete the module.
  214.  
  215.  
  216.  
  217. (If you are stuck on what to do next, go and see Captain Arto in the Zhentarim Outpost to start the
  218. Castle Daggerdale quest.)
  219.  
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  229.  
  230.  
  231. Castle Daggerdale
  232.  
  233. - Go see Captain Arto in the Zhent Oupost to get the Key to Castle Daggerdale.
  234. Once inside Castle Daggerdale, you'll need another key from Krigath's bedroom to get to the upstairs level.
  235. Where you fight Rolando, there should be a coffin room nearby. Like Tethyamarside quest, just open up the chest
  236. in that room (to view contents), in order to complete the quest.
  237.  
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  250.  
  251. Bloodstone
  252.  
  253.  
  254.  
  255. -Eagles Eyrie: After seeing Calderon Morn under Constable's Tower, you will need to go west to Eagles Eyrie. Use the
  256. scroll he has like a stone of recall to get over the magical bridge door.
  257. You will need to get the bloodstone scroll guarded by the white dragon in Eagles Eyrie, this will tell you the
  258. 'password' to tell the spirit of bloodstone guardian in Bloodstone Tower.
  259.  
  260. -Bloodstone: Type this password in the Talk bar when facing the spirit and the spirit will react by opening up the locked
  261. gates in bloodstone. Inside bloodstone ruins, you will need to use both levers to get past first locked door.
  262.  
  263. -Bloodstone Ruins: To get past the glowing locked door: You'll need to obtain the wardcrystal and portal dust. Use the portal dust
  264. on the magical flame to start the portal. Enter the portal to go to castle daggerdale, with the wardcrystal in
  265. your inventory you will be able to open the warded pedestal and obtain a scroll with magical words.
  266. Use this like Calderon'Scroll to unlock the glowing door.
  267.  
  268. -Bloodstone Dungeons: To get past the glowing locked door: You need to place the spider wardstone in the
  269. web pedestal, sword stone in the sheath pedestal, kingly/prince stone in the palace pedestal and
  270. worship stone in the holy place pedestal. Two items will be created, place the egg into the container and then
  271. the nest container into the tree pedestal for the door to finally open.
  272.  
  273. -Final Battle: You need to first take both the bloodstone gems out of the cauldron to allow the 2 obelisks
  274. which G'eldiira is using, to be destroyable. Destroy both and then you can attack her.
  275. Either Kill her, or one of her incarnations and her spirit will flee to the haunted plane, follow her there to
  276. finally destroy her and complete the module.
  277.  
  278.  
  279.  
  280.  
  281.  
  282. *Side Quests*
  283.  
  284.  
  285.  
  286.  
  287. Dar'nir's Family Heirloom
  288.  
  289. Go behind the marketplace, behind the garrison walls and at the north west corner of the map will be brigands
  290. you will fight to claim Dar'nir's heirloom, bring it back to him in the Broken Dagger Inn.
  291.  
  292.  
  293.  
  294.  
  295.  
  296. Gemli's Debt
  297.  
  298. You must free Gemli from Drindell's Basement, which can be reached via a secret door in the Dagger Falls
  299. Sewers, or obtaining Sergeant Laman's key to Drindell's Gambling House. Get gemli to follow you out of the
  300. Basement or Sewers. See Tobur in the Broken Dagger Inn for reward.
  301.  
  302.  
  303.  
  304.  
  305. Gambler's Debt
  306.  
  307. You must rescue Alisha in the East of Daggerdale area, get her to follow you back to Dagger Falls. Her husband
  308. Bens Swift will reward you 1000gp.
  309.  
  310.  
  311.  
  312.  
  313.  
  314. Tethyamarside Keep
  315.  
  316. Get the Councilman's daughter to follow you from the prison cell in Tethyamarside Keep all the way back to
  317. Dagger Falls safely.
  318.  
  319.  
  320.  
  321.  
  322.  
  323. Buppi's Quest/Dagger Hills Mine
  324.  
  325. Buppi's mine is on the highest hill in the Dagger Hills at the north end.
  326. This quest isnt meant to be completed as far as Buppi is concerned, but will shed more light on the main
  327. plot. There is also a bevvy of loot to be found there.
  328.  
  329.  
  330.  
  331.  
  332.  
  333. Ancient Manuscript
  334.  
  335. Locate the cave in the NW corner of the Dagger Hills, there you will find 2 corpses and some treasure.
  336. Search the human corpse to get the manuscript then take it back to Andras Snilp at the Garrison in
  337. Dagger Falls.
  338.  
  339.  
  340.  
  341.  
  342.  
  343.  
  344. Twins of Evil?
  345.  
  346. Grab the first Ornate Necklace at the Bloodstone Ruins, it is in an altar called the Altar of the Hand.
  347. The second Ornate Necklace is at the Bloodstone Dungeons in one of the black containers with 4 red
  348. arrows underneath it. When you have retrieved both, take them back to Madoyln at the
  349. Garrison Headquarters.
  350.  
  351.  
  352.  
  353.  
  354.  
  355.  
  356. Drindell
  357.  
  358. Drindell may have you go on a side quest to kill an enemy. This enemy is located in the nobleman's home
  359. opposite the Council hall.
  360.  
  361.  
  362.  
  363.  
  364. *Other ways of getting more XP/treasure*
  365.  
  366.  
  367.  
  368. i. Rescue Brent from the Zhent Watchtower in the East of Daggerdale. You'll need the Zhent Commander's Jail Key.
  369. Have Brent follow you back to Daggerdale for an XP reward.
  370.  
  371. ii. 3 Dalesfolk are imprisoned in Tethyamarside Keep, rescue them like you did Brent and you will get XP rewards.
  372.  
  373. iii. There is a mine in the Dagger Hills area which the gnome in the Refugee Living Quarters (next to the Garrison),
  374. talks about. There is some tasty treasure to be found there.
  375.  
  376. iv. There is a cave nearby the Dagger Hills mine which has some valuable treasure too.
  377.  
  378. v. Merchants have a small amount of Appraise skill, so taking a few skill points in Appraise may help bartering.
  379.  
  380. vi. You will be given a Ring of Lore at the start of the adventure, you can sell that if you think
  381. you will not need it, which chances are you may not if you are a magic user.
  382.  
  383.  
  384. vi. the marketkeep generally gives much more favorable prices for treasure than other merchants.
  385.  
  386.  
  387.  
  388.  
  389. *Dealing with vampires*
  390.  
  391. The Vampires will follow (and eventually teleport near) to the PC which last killed it to seek revenge.
  392.  
  393. The only way to kill a vampire, is to destroy it's coffin or kill the vampire 5 times. The Cormanthyrean Diving
  394. item in the temple you can use on a vampire to reveal the area of it's coffin.
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