\ D&D" NEXT
. ULESfs
GHOSTS or DRAGONSPEAR CASTLE"
AN EXCLUSIVE D&D* NEXT PREVIEWProject Leads
jeremy Crawford, Christopher Perkins
DBD RAD Team
Grog Bilsland, Bruce R. Cordell, Jeremy Crawford, Chris
hips, toe Lae, Mike Moats, Kim Mahan, Tom Olsen.
Christopher Perkins, Ben Petrcor, Robert}. Schwall, Matt
Sernett, Chris Sims, Rodney Thompson, Steve Winter, James
‘Wyatt, Cheis Youngs
LUAU trang ane Marketing Tear
(Chis Lindsay, Shelly Mazzanoble, Hilary Ross, Liz Schuh,
"Nathan Stewart, Laura Tommervile
Senior Creative Director
Jon Schindohette
‘Act Director
Kate Irwin
Graphic Designer
Emi Tanji
Publishing Procicton Specialist
Jessica Dubey
Prepress Manager
Jefferson Dunlap
Ienmging Technitan
Carmen Cheung,
Production Manager
ynda Callaway
Cover istraton
Keka Kotak
Cartography
Jason A. Engle
Inert tastations
Dave Allsop, Kalman Andrasofszky, Steve Argyle, Dave
‘Arneson, Den Beawnals, Ralph Beisner, Eric Belisle, Greg Bell,
Noah Bradley, Sam Buriey, Milivo} Ceran, Conceptopali
Stephen Crowe, Ned Dameron, Diesel, Tony DiTeitzi,
Vincont Dutrat, Jeff Easley Jesper Esing, Wayne England,
Emily Flegenschuh. Gonzalo Flores. Ken Frank Dan Frazier.
Lars Grant West, Paul Guzenko, Des Hanley, Jared von
Hindman, Tyler Jacobson, Michael Kaluta, Jorge Lacera, Roger
Loveless, Howard lyon, Vietorla Maderna, Sawomir Manial
‘Will MeLean, Christopher Moallr, Lee Moyer, Jin Nelson,
‘William O'Connor, Erol Otus, Patrick Thomas Parnel
Darlene Pekul, Steve Prescott, David Rapoza Scott Roller,
Richard Sardinha, Craig Spearing, David C. Sutherland I,
Gabor Satkoca, Seplien Tapp, Davld A. Teper, Beth
‘Trott, Eva Widermann, and Sam Wood
SCONTENTSESEEaE,
Foreword nnn i
(CHAPTER 1: DAGGERFORD CAMPAIGN ae.
Running the Campaign. 4
‘Adventure 1: Fane of the Sun Swallower.vo0.00.6
Adverts ee Guat Capea
‘Adventure 3: The Fall of Ilefarn.
Adventure 4: Dragonspear Castle.
Deggcsfond and Beyond.
CHAPTER 2: HOW TO PLAY.
Basic Rules.
Ability Scores.
Exploration..
Combat. is
(CHAPTER 3: MAGIC.
Spell Descriptions...
(CHAPTER 4: EQUIPMENT.
Wealth oon
‘Armor and Shields..
Weapons.
Adventuring Gear...
(CHAPTER 5: DM GUIDELINES.
Miscellaneous Rules...
Encounters and Kewards..
CHAPTER 6: BESTIARY.
APPENDIX:
PREGENERATED CHARACTERS.....
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Via oar websteat DungensandDragonscom
RPThe book you hold in your hands is NOT the next edi-
tion of the Duvarons & Dracons® Releplaying Game.
Ita snapshot ofa game stil in the throes of develop-
ment and extensive public playtesting (over 140,000
phaytestere ac af thie writing) T's alen a celirantained
‘gaming experience-something you can pick up and
play with your friends immediately, All you need are
some dice,
‘The book i titled Ghosts of Dragonspear Caste
Why? Because “D&D? Next Gen Con Hotness” isn't
particularly evocative. Also, this product is an adven-
ture first and foremost-or rather, four adventures that
string together to forma thrilling mini-campaign,
{fyoue curious about what a D&D Next campaign
night fect Like, then dis pooduct shoul satisfy yout
‘curiosity. Lots of dungeon exploration, roleplaying
‘opportunities, and awesome surprises await! By the
way if yon're a player, MONT REAT THE ADVEN.
‘TURES! Trust me when I say this: they're alot less fun,
Ifyou know what happens.
will say this much: The adventures take place in
relatively small corner of the Foncorr=n REALMS®
campaign world called the Sword Coast, which, it
turns out, is just a fun place to explore. Here, the char
acters’ decisions and actions can have tar reaching
‘consequences. It’s also a great place to show players
and DMs how much fun it ean be to discover what
made the Foncorrax Ilea1nts setting so popular in the
first place: the unabashed love of detail
‘As you're probably aware, the Foxcorres Reauas
has heen with we for along time, and over the yeare
‘we've seen a lot of big events wreak untold havoc
‘on the world, from the Time of Troubles to the
Speliplague. The latest uber-event is called the Sun-
dering, which, ironically, is as much about restoration
as tis about pulling things apart. Like other world
spanning events inthe setting’s history, the Sundering,
15 what happens when gods try to set things right (or
‘wrong, depending on their disposition) and, even
better, when gods decide to use mortals as their agents
ofchatg
‘Speaking of change, by the time this book is
released, the D&D Next rules will have changed
slightly hosed on the latest playtest feedback: I'you're
2 playtester, you might discover some inconsisten-
ies between what's written in these pages and what
appears in the latest playtest documents on the D&D
‘website. Such is the nature of print publishing! From
the time this book goes to the printer to the time it
arrives at the Gale Force Nine booth at Gen Con, four
months will have passed. You wouldnt believe how
much playtest feedback we receive and process in four
months;it's truly awesome and terrifying. Whatever
the differences might Le, we don't expec team lave
a profound effect on the adventure
overall quality of your play experince.
‘As you flip through the pages, you'll notice that
we're having a bit of fan with the visual presentation
By no means is this design indicative of what D&D
‘books will look like inthe future. We'te experiment
ng with some ideas. but we're stil long way from
seiting the look and fee! of our books going forward.
All I can says that we're trying to learn from our past
successes and failures
‘The art appearing inthis book comes from all past
editions ofthe D&D game, and we mixed in some
D&D Next concept art ust to keep things fresh. Its
really a chance for us to say, “Look where D&D has
‘gone before!” and “Let's see where we can go fram
here!” On pages 280-281 is one of my favorite works
fof art the winning entry fram aur reront DAT) Net
‘Character Sheet Contest, as voted by the fans and a
select panel of judges. Anyone who thinks character
sheet design isnt an art form clearly hasnt tried to
Create onel Props to Brian Morgen for taking top prize.
Let me conclude by saying: A lot of wood elves died
to bring you this product. (A lot of treants, too.) We
hope you put it to good use and have a rollicking good
time stomping around the Sword Coast. Give Isteval
ry regards!
this book oF the
Christopher Perkins
D&D Senior Producer
May 2013CHAPTER 1:
DAGGERFORD
CAMPAIGN
Daggerford is a small but important Sword Coast town
where fledgling adventurers can make names for
themselves. Ir a great starting point for a campsign
because there's so much territory around Daggerford
toexplore, and the town is within reasonable traveling
distance of three very important cities: Neverwinter
and Waterdeep to the north, and Baldur's Gate to the
south, In short, the Sword Coast is where the action is.
Players can choose from the pregenerated charac:
ters starting on page 267 or create their own using the
D&D Next rules. Some of the player characters might
be lifelong residents of Daggerford or hail from farms
for estates within the surrounding Delimbiyr Vale (also
knowns the Shining Valley). You can use the mate-
rial in the “Town of Daggerford” section (page 134) to
help players flesh out interesting backgrounds for their
local characters and forge ties with NPCs who can
serve as mentors and trainers. Other characters might
be travelers passing through town, on their way to
some other destination when they are drawn to Dag
sgerford by the promise of adventure.
Daggerford is. in many ways, the quintessential
rural town, complete with monster infested hills,
spooky forests. ruined castles and mansions, and for
Jorn swamps. What makes Daggerford stand out are
the colorful NPCs and the memorable dungeons that
the player characters get to explore. To get a feel for
what this mini-campaign has to offer, here are the
parts you should review first:
+ The “Running the Campaign” section below.
+ The “Personalities of Daggerford” section (Page
135), which introduces several NPCs that could
have interesting tes to fledgling adventurers
+ The map of Delimbiyr Vale on page 141,
Daggerford contains all the trappings ofa typical
‘medieval settlement built on the shore ofa river that
flows out to the sea. Itsan excellent kick-off point for
a D&D® campaign because ofits proximity to thrill
ing adventure locations such asthe Lizard Marsh,
the High Moor, the dwarven dungeons under Mount
Ilefarn, and the ruins of Dragonspear Castle. Dag:
gerford is situated along a well-traveled trade road
that connects two ofthe Sword Coast's greatest cities:
WHAT THE PLAYERS DON'T KNOW
Waterdeep and Baldur's Gate. Alot of caravans and
‘gossip pass through town, creating even more opportu
nities for adventure and intrigue.
‘tthe end of this long chapter, you'll find a com-
plete description of Daggerford and its inhabitants,
ineluding colorful nonplayer characters (NPCs) that
‘can serve as trainers and mentors for fledgling clerics,
fighters, rogues, and mages. As the DM, you are free
to develop these NPCs or substitute them as you see
fit. The end of this chapter also includes information
‘on other areas of imcerest near Daggerfor along, with
random encounter tables you can use in ease the play
‘ers want to explore other locations and pick up some
‘extra experience points (XP) or loot!
‘The bulk ofthis chapter is devoted to adventures.
‘The four adventures in this book are designed to take
characters from Ist level to 10th level, Each adventure
requires at least 8 hours to play, and ideally you'll have
reliable group of players with whom you can run the
‘adventures in sequence, creating a short but memo-
rable D&D Next campaign.
Everything you need to run the adventures is
included in this book, including the basie game rules
and character crestion rules. You'll ind magic em
{descriptions at the end of chapter 5 and monster statis
tics in chapter 6.
‘While each adventure hac is own story to tell,
there are some overarching plot elements that connect
them. These are described in the next section ("What
the Players Don't Know”). When you're ready to begin
the campaign. go to the “Where to Begin...” section,
‘WHAT THE PLAYERS
Don’t Know
Somewhere along the Sword Coast, tar rom their
homeland, the Red Wizards of Thay are building a
secret fortress. The fortress includes an academy built
‘atop magical portals connected (o four elemental
nodes—vaults of mmense elemental power. The Red
Wizards intend to harness this energy and use it to
threaten and cubjugate the cites of the Sword Coast
‘The elemental portals were built many years ago
by seeret society of bored, wealthy, unscrupulous
Netherese nobles who founded a cult dedicated to the
Elemental Princes of Evil. When the cult's activities
began attracting unwanted attention, its leaders sealed
the portals with four elemental keys, dismantled the
cult and its temple, and fled. The keys were hidden in
scry-proof altars dedicated to the Elemental Princes of
Ait, Barth, Fire, and Water and buried underground.
‘The Red Wiaarus researched the deed elem
tal cult, spoke tothe spirits of former members, and
tracked the four elemental keys to the Sword Coast,
swhero the leaders ofthe elemental cult had retired
long ago. The Red Wizards dispatched operatives to