Lost crown of neverwinter pdf download






















Reviews 2. Please log in to add or reply to comments. Does this in fact include the "Bonus Adventure! I'm guessing not The other three haven't made it to DM's Guild yet. If anyone out there is listening, it would be particularly great to get Gates of Neverdeath released, for historical interest, and completeness of Neverwinter setting material, thanks Thank you for your detailed reply!

At the time I had my question, while I was interested in more Neverwinter for my personal interested, I was interested in the Tamoachan because I was on the point of running it via the Tales from the Yawning Portal in 5E, and had wanted to see how it evolved. Still haven't gotten around to picking this up, but as I've found I've not converted much of any of the material I'd planned to, it's not the priority it once was.

Still this will be helpful info for anyone else! Philip M. Gary J. It works well for this purpose, but not as well for a regular game with a group of players with well des [ See All Ratings and Reviews. Browse Categories. Rule System. Apocalypse World Engine. BRP Basic Roleplaying. Modiphius 2d Savage Worlds. Product Type. Core Rulebooks. Non-Core Books. Other Tabletop Games. Gift Certificates. Publisher Resources. Family Gaming. Science Fiction. Phone PDF. Virtual Tabletops. STL 3D Model.

Wizards of the Coast. Pay What You Want. See all titles. Publisher Website. Follow Your Favorites! Sign in to get custom notifications of new products! Recent History. Product Information. Copy Link Tweet This. Original electronic Scanned image These products were created by scanning an original printed edition. Most older books are in scanned image format because original digital layout files never existed or were no longer available from the publisher.

The result of this OCR process is placed invisibly behind the picture of each scanned page, to allow for text searching. However, any text in a given book set on a graphical background or in handwritten fonts would most likely not be picked up by the OCR software, and is therefore not searchable. Also, a few larger books may be resampled to fit into the system, and may not have this searchable text background. For printed books, we have performed high-resolution scans of an original hardcopy of the book.

Until it is bloodied, the dragon is under the Heir's control. Under this control, it will not intentionally hit the Heir, except for a predetermined blast of its breath weapon which the Heir intends to reduce with his crown's absorption ability. The dragon will hit the Heir and at least one of the heroes with his breath at the first opportunity, and thereafter focus on melee attacks and breath weapon strikes when he won't hit the Heir.

The dragon is not particularly adept at "throwing the fight" in this way, but the Heir is more than intelligent enough to guide the dragon to focus on the heroes. Once the dragon is bloodied, however, the Heir loses the ability to control its actions. The beast goes into a frenzy and attacks the nearest enemies, making no exception for the Lost Heir. Lost Heir: The Heir's chief priority in the fight is looking good for the crowd. He doesn't seem duplicitous about it, but when given a choice between attacking the dragon or shielding one of the heroes, he chooses the dragon.

The exception is the first time the dragon uses its breath weapon on both him and at least one of the heroes see above. In that case, he shields all of them, absorbing part of the blast with crown's absorption. When the Lost Heir is bloodied, he fights much more defensively, taking the total defense action about half the time. He is not a coward, but he knows that if he dies, his plan will fail. At that point, he helps out the heroes as best he can, since they are suddenly his only hope to slay the dragon at least in the way he wants.

If the Lost Heir goes down, his spellplaaue vitality power puts him back on his feet in a wave of blue fire that briefly surrounds him. For the purpose of the season, it is essential that the heir survive this encounter and that he retain his crown the entire time. Heir was fully expecting this occurrence during the battle, and he is planning on it as an opportunity for drama.

Read: The armored warrior falls to one knee, breathina powerfully in the wake of the draaon's attack. I will endure! When the dragon is about to fall: The Lost Heir has carefully scripted the end of this battle, and he is prepared for this eventuality.

He can sense the dragon's current condition, and as soon as it is about to fall, he encourages the adventurers to finish the creature, while he begins "casting a spell" to keep the creature from returning.

In effect, this spell is his spellplaaue bindina power. A successful DC 22 Arcana check identifies that the Heir is manipulating the dragon's plaguechanged nature in some way. The check doesn't identify the spell as anything the adventurers are familiar with. In reality, it isn't a spell, but rather the Heir using his spellscar. When the dragon falls, read: The beast recoilsfrom the blow, bellowina in aaony. As you watch. Its scales start to turn from white to way.

It howls in aaony and struaales aaainst the assault, but to no avail. Finally, within the space of two breaths, the draaon stands immobile in the square-a statue. The dragon has been turned to stone and the fight is over.

He shakes off any questions, saying there's no time in the midst of battle. He is a man of single-minded focus. For more on the Lost Heir, see page 6. Although in great pain, the dragon is capable of speech and might taunt the heroes if you deem it dramatically appropriate.

Before the heroes can question the Lost Heir, a crowd surges into the square. Without another word, he moves swiftly out of the square and toward the Winged Wyvern bridge, heading toward Blacklake District. The words on everyone's lips seem to be: 'The kinE! The kinE has returned! Reward At the end of the session, each character gains XP for battling the dragon, protecting Neverwinter, and meeting the Lost Heir. Treasure: The amethyst badges the Lost Heir gives the heroes are worth 50 gp each.

They can sell them before the next session, but have them make a note whether they're holding onto the stone for its symbolic value.

Conclusion Once the dragon is turned to stone, the fight is over. The heroes can attempt to question the Lost Heir, but he deflects their questions, saying the battle for Neverwinter is just beginning.

In gratitude for their help, he hands the nearest friendly adventurer a pouch containing amethyst stones one for each hero set into a silver badge, each about the size of a gold coin. These stones, he explains, mark a bearer as one of his allies. Extended Rest This is the end of chapter 1.

Characters can take an extended rest, and the season continues a tenday later. This chapter begins ten days later, with the heroes in the Beached Leviathan tavern at the Neverwinter docks.

Time is not on New Neverwinter's side. With each passing day, the Lost Heir's popular power grows, while Lord Neverember's support base wanes.

The heroes know the following information: Rumors about the Lost Heir have been circulating and tensions in the city have risen sharply over the last tenday. There have been more attacks by plaguechanged creatures taking place inside the supposedly warded Protector's Enclave-and every time, the Lost Heir is there, fighting against the plaguechanged creatures.

Whether intentionally or not, the Lost Heir is building support in the city. The Sons of Alagondar, a group of rebels who oppose Lord Neverember and his "tyrannical ambitions," seem to have thrown its support behind the Heir.

Businesses are under pressure to choose a sideNeverember or the Lost Heir-and those who maintain loyalty to the Lord Protector have been targeted by vandalism, harassment, and destruction of property. Allow the players to discuss what their characters might have been doing over the past week, and whether they sold off the amethyst badges the Lost Heir gave them, or whether they chose to keep them.

Encourage players to think about how their character themes might factor in to their activities. For example, the Neverwinter noble might have begun searching for evidence of her family ties, or the Dead Rat deserter might have spent time evading his former gang.

Then go to Session 3, Emboldened Patrons. A group of emboldened patrons jump them and the heroes and the whole place erupts into chaos. A Quiet Drink After the initial discussion, read: You sit in a tavern called the Beached Leviathan, so named because it is built into and around the hull of a Bailey called the Leviathan.

Years aBo, it ran ashore and hopelessly punctured its keel. Since then, docks have been built up around it. Today, the Leviathan is a seedy tavern that caters to sailors ranBinBfrom honest merchants to cutthroat pirates.

The Leviathan is run by a human named Harrag, a former pirate and the former captain of the Leviathan. The tavern also houses one of Never ember's chief bureaucrats, a genasi called Len-jes. Constructed from a grounded ship, the Beached Leviathan constantly undergoes reconstruction and alteration, as evidenced by the open terrace for patrons. Give the characters a few minutes to interact with one another and gather information, using the guidelines below.

When it looks like they've learned all they're going to, or they seem ready to move on, go to the The General Arrives section. Harrag, Innkeeper of the Beached Leviathan A great, hairy salt-dog of about fifty years, the innkeeper Harrag fills the Beached Leviathan with his gruff voice and booming laughter.

He's very large and is missing one leg-the legacy of a scrape with sahuagin many years ago. He has an honest-to-gods peg leg. Lord Neverember expunged Harrag's record in exchange for loyalty to the New Neverwinter. He is now Neverember's man, loyal to the end. Harrag stands at the entrance to the former captain's cabin which is now the kitchen , barking orders at his handful of serving lads and lasses, trading tales and gossip with patrons. He's grown more irritable than usual lately, as though something weighs on his mind.

He freely expresses his anxieties about the escalating tensions in the city. Heroes can make skill checks to extract additional information from him. Diplomacy DC 12 : Harrag spins a story about his time before Neverwinter, where he was a pirate or at least a sailor, if he's exaggerating. He holds Lord Neverember in high regard. Each hero might have done something different with it: display it openly, keep it hidden, or sell it. Since the stone suggests loyalty to the lost Heir, its presence influences how certain individuals interact with a hero.

Insight DC 12 : Harrag's anxiety betrays his motivations. The way he keeps glancing around, he's worried about a clash between Neverember loyalists and those loyal to the Heir.

Diplomacy or Insight DC 19 : Harrag lets slip the source of his anxieties: He's a Neverember loyalist, and he's worried his opinions will cause him trouble with the rebels in the city. She keeps rooms upstairs, where she does extensive paperwork on the tax code and ledgers of the city. She is currently taking a break from this task and having a quiet drink downstairs in her favorite armchair by a southern window in the tavern.

A private person, Len-jes is not very talkative. Characters can pry information from her with Diplomacy checks see below. Wearing an amethyst badge makes no difference to the difficulty of these checks. Len-jes is unfazed by the Lost Heir's rise to power-she believes he won't last a season without the resources and resolve that Lord Neverember has in abundance. Arcana DC 16, monster knowledge : An elemental humanoid of the water type, Len-jes is a hydromancer-her abilities enhanced over that of a standard genasi.

She appears calm and collected, but a streak of primordial chaos burns in her. She isn't otherwise inclined to discuss the Lord Protector's business. Diplomacy DC 19 : The genasi isn't afraid of the growing anti-Neverember sentiment in the city and feels secure in the Beached Leviathan.

Insight DC 12 : The heroes have the clear sense that Len-jes would be a powerful combatant and they wouldn't want to make her an enemy. Fortunately, she seems interested only in her meal. Streetwise DC 12 : Len-jes is Lord Neverember's master of trade, and he depends on her to keep commerce flowing into the City. Streetwise DC 19 : Len-jes is rumored to take coin from another faction. She keeps her true loyalty a closely guarded secret while presenting Lord Neverember and the rest of the city with the appearance of reliability.

They are not members of the sons of Alagondar, but they are drunk and eager to challenge anyone who says anything against the Lost Heir. Aware of Harrag's loyalties, they spew insults at him and his staf The heroes can interact with the brightblades. If the heroes have the Lost Heir's badges, the ruffians are guardedly polite to them at least until General Sabine and her soldiers show up. Diplomacy DC 12 : The heroes win the confidence of the rowdy patrons, who readily inform him or her of their loyalties to the Lost Heir.

The patrons boast that the Heir's power is growing, and that soon he will take his rightful throne as the ruler of Never winter. The General Arrives General Sabine and two guards show up, looking to hire the heroes. Read: You hear bootedfeet outside the Beached Leviathan. Every eye turns to the front doors, which promptly swinB open to admit two soldiers in the livery of New Neverwinter.

They survey the room, then step aside. A tall, Brim-lookinB woman strides into the common room, her demeanor a picture of military efficiency. She wears plate armor and a sword at her waist. Her eyefinds you, and she crosses to your table.

Sabine see her profile on page 20 has orders to find the heroes and deliver them to an audience with Lord Neverember. She doesn't know exactly what he wants she isn't paid to ask questions but he has a handsome job offer to make them. She has no vested interest in whether they accept or decline the offer-her orders are simply to accompany them.

Allow the heroes to interact with Sabine for a minute or two, and then very quickly move to the Bar Brawl encounter. Rowdy Patrons A group of bright blades loud, bragging youths has taken over a couple tables in the tavern, where they carouse and jest loudly-overconfident in their own importance.

Based on their bravado and the disparaging statements they make about New Neverwinter, the. Portray the brawlers as arrogant, hot-headed, and violent. They are the antagonists. Read: The rowdy patrons at the other tables in the tavern have fallen into an uneasy silence since the arrival of the 8eneral and her 8uards. Now, their anxiety has built to a boilin8 point, and one stands up. Immediately, the other patrons stand up tojoin the brawl. Ten patrons loyal to the Heir attack General Sabine, her soldiers, and the heroes, lumping them together as Neverember's stooges.

Half the group those marked B on the map jump the adventurers specifically. The other four brawlers, who are not marked on the map, attack Sabine and her guards. You can remove them from the map, since that conflict has no bearing on the characters' fight. Tactics Bar Brawlers: The patrons are drunk and have no concerted strategy. The brawlers initially attack characters who don't wear the Lost Heir's badges.

They attack with nearby chairs or tankards. They are not zealots, though, and they flee when reduced to one-quarter hit points. General Sabine: The general defends herself and her troops, keeping an eye on the adventurers to see how they handle the battle. The soldiers don't mean to kill anyone, and the general asks the heroes to knock the brawlers unconscious. Other Characters: At the start of the encounter, Harrag flees and hides in the kitchen with his staff.

Len-jes uses her swiftcurrent power to flee upstairs. She has little in the way of a sense of humor and no patience for disobedience. She does her duty efficiently and does not hesitate to use violence to resolve situations. Key Traits: Competent, tactical, pragmatic. Sabine cares little for people's feelings or petty moral quandaries. Goal: Duty and gold. Sabine serves Lord Neverember loyally, as long as he continues to pay her well. Weaknesses: Over-confidence.

Sabine trusts her reputation and intimidating manner to deter attack ers, who can sometimes surprise her. Mannerisms and Physical Characteristics: Gruff, businesslike, taciturn. Sabine is a career soldier, and it shows: She moves like a hardened warrior even in peaceful social situations.

Sabine is a tall, muscular woman of thirty or so winters, with dark hair, vibrant eyes, and numerous small scars on her face and hands. She has a reputation for never smiling. Intoxicated At the end of its turn, the bar brawler must make a saving throw.

On a failure, it falls prone. The brawler can then shift 1 square to a square the target vacated. Effect: The brawler marks the target until the end of the brawler's next turn. The brawler does not provoke opportunity attacks for this use of tankard. Conclusion Once the adventurers have defeated the ruffians either killing them or taking them prisoner , Sabine thanks the heroes for their help.

She curses the brawlers' gall for openly attacking her and her men, and she urges the characters to accompany her to meet with Lord Neverember. If the characters ask for payment, she tells them they can take their request up with the Lord Protector. If the heroes aren't inclined to go, innkeeper Harrag urges them to leave-their continued presence might bring more trouble to his tavern.

Sabine ferries the heroes by boat across the harbor to meet with the Lord Protector at the Hall ofJustice. She is tight-lipped on the specifics of Lord Neverember's summons. However, the battle has shaken her usual taciturn reserve, and she lets out that Neverember wants to hire them to investigate this "Lost Heir" business.

Reward At the end of the session, each character gains XP for interacting with the people in the tavern and fighting off the brawlers. The characters can search the pockets of the brawlers, but they have only copper pieces.

Barrels and Crates: The tavern has barrels and crates lying around to play up the tavern's shiplike interior. These are all difficult terrain. Chairs and Tables: These squares are difficult terrain. Stairs: These stairs are difficult terrain.

They lead to rooms upstairs. Standing Oven: The oven is blocking terrain. Harrag commissioned this massive oven in the center of the room. It radiates a great deal of heat but does not deal fire damage. He wants to hire them to investigate the Lost Heir.

Thereafter, they head to the Wall to aid in the battle against the continuing plaguechanged incursion. Dagult Neverember has significant resources to devote to finding the supposed "Lost Heir. Neverember is a consummate politician and merchant, making deals to enrich himself and strengthen his control over the city.

Goal: Stable rule over Neverwinter. Lord Neverember takes his job seriously, seeking to maintain stability and peace during the reconstruction. Motivation: Variable. It is unclear whether Dagult legitimately seeks to better the lives of the folk of the city, or whether greed for power and wealth drives him to take advantage of the city's dire straits.

Weaknesses: Superiority. Neverember considers himself to be above everyone, so he underestimates or fails to acknowledge enemies. Mannerisms and Physical Characteristics: Proud, charismatic, easy to like. A consummate politician, Lord Neverember enjoys jesting with warriors in the party and flirting with attractive female heroes.

Dagult is around fifty with auburn hair and shining eyes. Read: General Sabine ferries you across the bay of Never winter to a aleamina edifice that is half temple, half castle. The Hall of]ustice serves as the central bastion of authority in rebuilt Neverwinter: that of the Lord Protector.

Once a temple to the dead aod Tyr, the Hall retains its status as one of the most imposina structures in Neverwinter.

The ferry lands at the docks on the south side of the river. General Sabine takes her leave, aivina orders that seeyou quickly ushered up the tall bluff into the Hall, throuah the hiah-ceilina corridors and into a private sittina room. The decor is reaal but lacks any particular siail: after all, the Lord Protector calls himself a servant of Never winter, not a kina. Give the players a few moments to talk, possibly preparing a strategy for dealing with Lord Neverember.

Characters who look around readily notice several objects reminiscent of Water deep, a bustling metropolis to the south and the home of Lord Neverember.

These include a shield bearing the city's coat of arms, an ornamental sword hanging over the mantel, and the use of blue and silver in the room: a subtle but clear homage to that city's colors. There is a side table stocked with various wines and strong liquors in several decanters as well as half a dozen glasses. The room contains nothing of significant material value. After the heroes have had a moment to orient themselves, Lord Neverember arrives. Read: The doors to the audience chamber open to admit a middleaaed man with a powerful build and auburn hair aoina way at the temples.

He smiles when he seesyou, his aray-blue eyes sparklina "Ah, the heroes 1 have heard so much about. We have much to discuss, you and I-butfirst, how can 1 make you more comfortable? I-more than anyone in Neverwinter-am eaaer to see a true heir emerae who can take this burden off my shoulders. Gods know it isn't doina my lordly visaae many favors!

Neverember goes on to explain that the Lost Heir might be the true ruler of the city, or he might be a charlatan trying to seize power to harm Neverwinter. He doesn't know. All he knows is that the Heir has refused his diplomatic advances he doesn't specify exactly what those have been , and that he's been drumming up rebel support to oust the Lord Protector.

If the Lost Heir is legitimate, Neverember asks, why has he not come forward to declare himselfin a public setting, or presented himself to the current lawful authorities? Neverember's resources are stretched thin, which is where the heroes come in. As outsiders and adventurers, they can approach the Heir without obvious patronage from Neverember and arrive at the bottom of the whole mystery. Ultimately, Lord Neverember wants to hire the heroes to figure out who the Lost Heir is, determine the legitimacy of his claim, and measure the extent of his influence.

He is willing to pay them a great sum of coin for this service: gp each with gp up front. Audience with Neverember Lord Neverember is sincere in his offer and accommodates the heroes' requests to the best of his ability. When the heroes are settled and ready to talk, read:. Lord Neverember says that bringing him and the Lost Heir together would be in the best interests of everyone and would earn the heroes the gratitude of powerful allies.

Otherwise, Lord Neverember fears that Neverwinter might descend into civil war. An Insight check DC 19 determines that the silver-tongued lord is not being entirely honest about his eagerness to be rid of the burden of ruling Neverwinter.

He has a great deal invested in the city and would work bitterly against someone seizing it overnight. He is truthful, however, in his desire to gather information about the Lost Heir and his desire for peace. Lord Neverember suggests they begin their inquiries by inspecting the Wall, the massive structure that keeps the Protector's Enclave safe from the plaguechanged creatures emerging from the Chasm in the southeast.

That way, he says, the heroes will have an idea of what he's up against in trying to rebuild Neverwinter, and why the current unrest sparked by the appearance of the Lost Heir is so dangerous. Lord Neverember gives the party a badge with has seal, which allows them to pass through certain. He suggests that the district might be a good place to investigate after visiting the wall. He then orders a carriage brought to carry the adventurers to the Wall. While they wait for the carriage, the heroes can ask Neverember some additional questions see below.

When they're finished, go to the Gate Defense encounter. Questions for the Lord Protector Neverember can offer a few more details and answer questions the heroes might have.

The Ruling Family of Neverwinter: The Alagondars ruled the city for more than a century until the cataclysm nearly thirty years ago. They haven't been heard from since and are feared dead. The Crown of Neverwinter: The crown has been missing so long most folk were beginning to think it a myth. It seems to be very real, unless of course the Lost Heir has a fake.

Neverember's Claim: Lord Neverember draws his heritage from a lesser cousin of the ruling line-an adventurer called Vers "Never" after'his place of origin who settled in Waterdeep with a woman named Mirtria Ember hence "Neverember".

This, he believes, is a legitimate claim, but of course a more direct heir would take precedence. The Rebels: The Sons of Alagondar have plagued his efforts to rebuild their city since he first arrived years ago, but they have grown bolder recently. In such a circumstance, it would save some of his stretched resources, and he would gladly and quietly see through to increasing the proffered reward by gp to that particular character.

The bandits don't know who hired them. Seldra was cloaked when she recruited them, so even if the characters take one prisoner, he or she doesn't recognize Seldra. The only thing the bandits can tell the characters is that they were hired to test the defenses of the wall. It looks haphazard but sturdy. All seems quiet, but on closer inspection,you notice that the 8uards who should be mannin8 the outpost are absent. Twin watch stations Oank the gate, each of which should be manned by a posted guard.

A closed gate stands between these stations. Heroes who have a sufficiently high passive Perception notice the following: Perception DC 12 : Two cloaked rogues appear along the Wall, near the guard stations. Their clothes are stained with blood. Perception DC 19 : Three other bandits hide in the shadow of the hut in the square, apparently disposing of bodies. Have the players place their characters in the Start Area, and roll initiative.

Tactics Common Bandits: The two bandits by the Wall attempt to move to the cranks to start opening the gate. This will take a full minute, however, so the heroes have plenty of time to stop them. Once interrupted, dits focus on taking out the heroes. Cranks: The cranks are illustrated on the map. The doorways leading to them arc open. Gate: The gate is marked on the tactical map and is blocking terrain.

Fountain: The fountain is difficult terrain. Guard Hut: This small, closed hut is 15 feet tall. The door into the hut is open. Shrubs: The shrubs are difficult terrain and provide partial concealment.

Conclusion After the battle, the heroes hear the sound of a woman's voice from nearby. Read: You see an attractive halfelf woman stridin8 toward you from beyond the carria8e. She is a brunette, who wears leather armor, a russet cloak, and wears a lon8sword at her hip. I didn't realize I. You're a cut above those Mintarn mercenaries. Effect: The bandit. Talking to Seldra The Crown: f players who participated in Gates of Never death are present, Seldra confirms that she.

The Bandits: Seldra tells the adventurers that she has been tracking the bandits' activities for several days. She believes that a gang called the Dead Rats hired them. She says that she suspects the gang is in league with the rebels, the Sons of Alagondar. She says that they can reach the district by crossing the Winged Wyvern bridge.

She can't accompany them, because she needs to report the events at the wall to Lord Neverember and ask Sabine to reinforce the wall with more guards. The Truth These statements weave falsehood with truth. Seldra is very hard to read. A character who succeeds on a DC 19 Insight check can tell she is nervous about the heroes' reaction to her words, but can't determine for certain if she is lying.

Seldra was disconcerted to learn that Lord Neverember hired adventurers to investigate the Lost Heir without consulting her. She hurried to follow them, taking the opportunity to see their capabilities as they battled the bandits at the Wall. Now that she's seen them in action, Seldra is concerned the heroes will ruin her plans. She needs them out of the way. For now, she tries to divide their loyalties and keep the characters guessing until she has time to arrange a more permanent solution.

She's hoping that the Dead Rats will keep the adventurers occupied while she puts her plans in action. She does not disclose the fact that she was previously in possession of the crown if she has not met the heroes before.

The Heir: Seldra is forthcoming about her allegiances. She'd like to put the heroes in contact with the Heir, but she doesn't know where he is at present, since she's been acting on behalf of Lord Neverember. She explains that she took a position with Lord Neverember in order to get close to him and keep an eye on his reactions to the Lost Heir.

She's concerned that Neverember might attempt to assassinate this new threat to his power in the city. If the adventurers threaten to expose her to Neverember as a spy, Seldra asks them to at least do as Neverember requested and investigate before they make a decision.

She thinks that once they witness the Lost Heir's nobility and dedication to the fight against the plaguechanged, they will choose 'the right side.

Roll twice on the Treasure Table page 3 to determine what magic items the characters find on the bandits' bodies. The journey from the wall to the Winged Wyvern bridge is a couple miles. The Protector's Enclave shows evidence of heavy rebuilding. Many of the structures are new or reconstructed from partial foundations. The place is well ordered and soldiers of New Neverwinter are in force on every street corner.

The labyrinthine streets and the juxtapositions between old and new architecture prove particularly fascinating to a character with the Oghma's faithful theme or anyone trained in History or Dungeoneering. Instead, Lord Neverember relies upon ruthless mercenaries hired from Mintarn to keep his adopted city safe and under his thumb.

Setup 2 plaguechanged 3 plaguechanged wretches W grunts G When the adventurers cross the Winged Wyvern, read: Crossina the Winaed Wyvern,you leave behind the Protector's Enclave and all the safety its walls afford. Castle Never rises before you, loomina over the Blacklake District. As you descend from the bridae, the road veers offleft and riaht. Before you can decide where to ao, you hear horrible screams from all around you.

Out of nearby ruined buildinas, plaauechanaed humans come charaina toward you, eyes blazina with madness and skin aliaht in blueflame. The other two, the Sleeping Dragon to the west and the Dolphin to the east , are in poor repair and dangerous to cross.

When the adventurers reach the Winged Wyvern, they discover that the south end of the bridge is heavily guarded by Mintarn mercenaries in Lord Neverember's employ. The mercenaries are standoffish, and they tell the characters that due to recent rebel activity and attacks by plaguechanged monsters, only people on official business from Lord Neverember are currently allowed to cross.

Allow the characters to interact with the mercenaries if they choose. The mercenaries are loyal to General Sabine, and they see their role in Neverwinter as a job and nothing more. If the rebels could pay, they would just as gladly fight for them. The party has the badge given to them by Lord Neverember in Session 4. Revealing the badge allows the characters to pass. The mercenaries can provide directions to the House of a Thousand Faces. Go to the Winged Wyvern Bridge encounter.

Tactics The monsters rush out of the buildings and swarm the heroes near the end of the bridge. Plaguechanged Wretches: These creatures look like skeletal humans crackling with blue fire, gaunt creatures that weep in agony and lash mil mindlessly. They attack the nearest enemies, regardless of the marked condition or defender aura.

Plaguechanged Grunts: These creatures look like the plaguechanged wretches but are bigger and tougher. They team up on a single enemy to grasp and pummel it. Conclusion With the plaguechanged dead, the characters can continue their journey toward the House of a Thousand Faces. Reward After the session, award the heroes XP each for fighting the plaguechanged creatures at Winged Wyvern Bridge. Treasure: The plague changed creatures are dressed in rags, but they do have some equipment and coin.

They carry a total of20 gp x the number of heroes in jewelry and coins, and one magic item. Roll on the Treasure Table table page 3 to determine which item the party finds. Buildings: The sturdy buildings near the river are 15 feet in height. Crates and Barrels: These squares are difficult terrain. They are rotted and contain nothing of value. It is filled with algae and muck.

Neverwinter River: The current in this section of the river is not moving swiftly. A creature can maintain its position in the river without difficulty. Moving while in the river requires a DC 8 Athletics check.

Statues: These statues are blocking terrain. They depict members of the Alagondar family. Lord Neverember's soldiers are rare here any time, and during the unrest surrounding the Lost Heir's emergence, they've pulled back to their holdings in the Protector's Enclave. The adventurers are largely on their own, without Neverember's tacit support. Read the following to set the scene: The wealthy nobles of Never winter once dwelled in the Blacklake District.

Now, their estates and mansions stand mostly empty, scorched byfire but lar8e1yintact. Althou8h the area seems idealfor rebuildin8, resentment a8ainst the Lord Protector remains stron8 amon8 the district's inhabitants. The construction scaffolds that line the streets in the Protector's Enclave are nowhere to befound, replaced with anti-Neverember Waffiti and darker markin8s on the otherwise quiet streets. When the party reaches the tavern, the adventurers encounter a Dead Rat and his gang.

The House of a Thousand Faces Read the following when the adventurers inn: head to the A bri8htly lit and welcomin8 buildin8, the House of a Thousand Faces stands like an oasis ofli8ht amon8 the darkened streets of Blacklake. Atfirst, you think people are standin8 in the windows, starin8 out at you, but upon closer inspection you realize they are manikins in colorful dresses and tunics.

Their arms are arran8ed to beckon you inside. As quickly becomes apparent to a new visitor, this salon-turned-tavern takes its name from the dozens of mirrors and manikins positioned about the common room southeast section. The dresses and tunics on the manikins are finely made but obviously old "classic," the proprietor would say. The place has a reputation for good food, better drinks, and lively, scheming patrons.

Any reproduction or unauthorized use of the material orartwork contained herein is prohibited without the express written. Printed in the U. This adventure is a mini-campaign season designed tobe played in one-encounter sessions once per week atyour local Wizards Play Network location. Follow the steps below to prepare for play. If you arestarting at another point, read the appropriate sec-tions and what has come before. Ensure that each player has a character to play.

This sheet, found in the play kit, allows the playersto track treasure, experience, and Renown Pointsearned for each play session. Get a session tracking sheet from the organizer. Make decisions and adjudications that enhance thefun of the game. As the OM, you can make adjust-ments to the adventure see the A Changing Groupsidebar on page 2 to facilitate player fun. Have the adventurers take a short rest if they want,but remind them to track their daily abilities.

Heal-ing surges used, daily powers expended, and otherdaily resources do not refresh in between sessions,only at the end of each chapter. Turn in your session tracking sheet to the organizer. Report Renown Point totals earned for each playerto the organizer. Give out treasure and experience points. Collect your special reward for providing your timeas a DM to make the event happen. Your organizerhas more details on this reward.

The adventurers take an extended rest, regaining allof their healing surges, hit points, and daily powers. Also, their action point total resets to 1. Once you've been the DM for a few sessions, it's easyto prepare for your next session. Simply skim thenext session's material, and you're ready to go.

Some players might have missed a sessionor two, and others might have played sessions with adifferent OM. That's fine. Catch new players up witha brief summary of what has come before, and makesure that returning players have marked off resourcesthey spent healing surges, daily powers, and so on since their last extended rest. Majority Rules: If some element of the adventureplot hinges on the adventurers making a decision ina previous session, and the group is different duringthe current session, find out how the decision went.

Go with the majority, and ifit's an even split, side with the most positive result.



0コメント

  • 1000 / 1000