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Published by GloriousRez, 2023-08-30 23:31:56

Ruby Scars - Player Guide

Ruby Scars_ Player Guide

Ruby Scars Neverwinter


Ruby Scars Neverwinter Player Guide


Table Of Contents Adventure Overview 4 Neverwinter 4 History 4 Early history 4 The Alagondar Dynasty 4 Year of the Wailing Death 4 The Spellplague 4 The Ruining 4 Year of the Reborn Hero 5 New Neverwinter 5 Rebirth 6 Lord of Neverwinter 6 Honor Among thieves 6 Year of the Black Regalia 6 Character Creation 7 Character Backgrounds 7 3 PART 1 | SECTION NAME


Adventure Overview ord Alistair Vandermere, scion of one of the many noble houses of Neverwinter has taken up the mantle as mayor of Neverwinter. Soman Galt, the previous mayor, disappeared without a trace. Several rumors have already made it to the streets of the cosmopolitan city, perhaps he fled due to an affair - maybe even kidnapped and held for ransom - or got involved with Thayans! Nevertheless, his dour, sunken presence will hardly be missed at court. Personally appointed by Dagult Neverember himself, Lord Vandermere has taken it upon himself to brew further life into the city. With the High Sun Games banned once again, he is looking outwards to bring prosperity to his city. Looking for adventurers, craftsmen, and everything in between. His first open contract? The investigation of a series of tunnels outside of Neverwinter’s walls that threaten to destabilize the magical sealing of the Chasm. An ancient tomb may be found there - one holding an amulet Lord Vandermere thinks is the source of this instability. Neverwinter Also known as the City of Skilled Hands and the Jewel of the North, Neverwinter is a bustling, cultured, and cosmopolitan city-state in northwest Faerûn. Known for its craftsfolk and gardeners, the city’s multicolored-glass lamps, precision water clocks, exquisite jewelry, and magnificent gardens ensured the warm winters were colorful and the summers were rich with fresh fruit. The secret to its namesake was the heated river that ran through its heart, warmed by the active volcano on mount Hotenow. History Early history, circa -10 DR The first settlement in the Savage Frontier was an elven city known as Illefarn. However, eventually Illefarn was divided into three nations, of which Iliyanbruen was the most prominent. Iliyanbruen frequently fought with the city of Illusk, which was a legacy of the Netherese. In the Year of Burning Glades, −10 DR, Lord Halueth Never, a sun elf hero, led the elves of Iliyanbruen to victory over Illusk. In the site of his victory he commissioned the building of Castle Never. Eventually due to orcish raiders, human settlers came to the lands instead, creating a city around Castle Never. The Alagondar Dynasty, 1329 DR Around the Year of the Lost Helm, 1329 DR, the popular adventurer Nasher Alagondar became ruler of the city of Neverwinter. His rule brought prosperity to the city, and he was much beloved. The Wailing Death, 1372 DR In the Year of Wild Magic, 1372 DR, a disease known as the Wailing Death, that resisted even magical healing, killed much of the population of Neverwinter. The cure was eventually found but the casualties by that time were catastrophic. It was soon discovered that the Wailing Death was merely the precursor of war between Neverwinter and its longtime rival, the city of Luskan. However, this war ended in a stalemate, thanks to an adventurer we only know as the Hero of Neverwinter. The Spellplague, 1385 DR In the Year of Blue Fire, 1385 DR, the Spellplague struck. Neverwinter was not hit as hard as other settlements in the Sword Coast, and when Lord Nasher died, his son, Bann Alagondar, founded the Alagondar royal family that ruled Neverwinter fair and well, allowing to city to prosper in the hard times after the Spellplague. The Ruining, 1451 DR The Alagondar line of kings and queens ruled their city fairly and well until, at some point before Year of Knowledge Unearthed, 1451 DR, the Lords of Waterdeep put Lord Hugo Babris in charge of the city. This was due to Netherese loyalists invading the power structure of neverwinter. Although they did manage to take over the city, they opted not to rule it directly. Instead allowing Lord Babris to rule Neverwinter in their stead. Following these events a group of adventurers inadvertantly managed to awake the primordial underneath Mount Hotenow, forcing an enormous eruption of the volcano. The resultant earthquake and combination of pyroclastic flow and lava destroyed much of Neverwinter. A great rift known as the Chasm ripped apart the southeastern quarter of the city, and strange ash zombies and horrors haunted the ruins, being released from the plagueland below Neverwinter Thousands of citizens died during the cataclysm, including the Alagondar royal family, while many others fled to other cities, leaving only a desperate few to carve out an ill existence among the ruins. 4 PART 1 | Adventure Overview


The remaining Neverwintians were determined to survive in spite of the tragedy, however, and put a brave resistance against the plaguechanged horrors. They eventually built the Wall, using debris and other materials, sacrificing the southeastern quadrant but securing the rest of the city. The Blacklake District endured the cataclysm almost unscathed, and for a time it became the center of the city. Year of the Reborn Hero, 1463 DR hayans and their fiendish allies attacked Neverwinter, hoping to cause enough deaths to fuel an evil artefact. Due to the help given by the Netherese, the shadovar attempted a power grab in the city but were driven out when Herzgo Alegni was defeated in combat by Artemis Entreri and Dahlia Sin’felle, which inspired the citizens to revolt against Herzgo’s Netherese ‘Shadow Guard’ and to evict the Netherese from their city. New Neverwinter, 1469 DR Open Lord Dagult Neverember of Waterdeep, seeing an opportunity to add to his financial empire, proclaimed to be a descendant of Neverwinter’s former rulers and thus the rightful “Lord Protector” of the city. This started the New Neverwinter movement. As Lord Neverember had to fulfill his obligations being also Open Lord of Waterdeep, Lord Neverember left the day-to-day running of the city to General Sabine and Mayor Soman Galt. Lord Neverember invested a great deal of his own personal fortune to hire workers to help to rebuild the city’s infrastructure, and Mintarn mercenaries to protect it from monsters and bandits; he also began a strong campaign to buy the interest of merchants to send their caravans again to Neverwinter, and even ensured Neverwintian survivors had enough food and gold in hand. At some point during his reign, in the late 1470s DR, a contingent of Orcs from Many-Arrows invaded the River District. Unable to deal with the orc forces from Many-Arrows, Lord Neverember signed a peace treaty with them, declaring The Fallen Tower neutral grounds and the River District off-limits to his forces. TTTTThhhhheeeeeRRRRRuuuuuinininininininininingggggdddddeeeeevvvvvaaaaassssstttttaaaaattttt ininininingggggnnnnneeeeevvvvveeeeerrrrrwwwwwinininininttttteeeeerrrrr 5 PART 1 | Adventure Overview


Rebirth, 1486 DR Around the Year of the Nether Mountain Scrolls, Neverember’s efforts to rebuild the city began to bear fruit, although reconstruction would continue for at least another decade. He ordered the use of magical means to seal the Chasm, although at a huge expense to the city’s coffers that other parts of the city were neglected for years. Trade with Waterdeep and other cities of the south was resumed, and Neverwinter was slowly being restored as a center of civilization in the North. At some point, Lord Neverember banned the High Sun Games that were being held in the city, which he considered overly brutal. Lord of Neverwinter, 1489 DR Neverember was expelled from his position as Open Lord of Waterdeep in the Year of the Warrior Princess, 1489 DR, and turned his full attention to Neverwinter. Blaming sycophantic nobles and scheming guildmasters for his political ouster, Neverember taxed the Neverwinter nobility heavily to prevent them from challenging his power, and enacted laws that banned the formation of most guilds. Through the early 1490s DR, Neverember would claim that Neverwinter’s guilds and aristocracy were responsible for the city’s various woes, using them as scapegoats both to rally support among the common folk and to exert more control over the city. During this time, he also imposed a steep “devastation tax” on essential goods like food and alcohol. By the Year of the Duplicitous Courtier, 1496 DR, he had begun levying hefty taxes specifically against wealthy merchants and adventuring companies in order to fund further rebuilding efforts. Honor Among thieves, 1497 DR In the year of the Palls Purple, Neverember was taken ill through the machinations of the conman Forge Fitzwilliam with the backing of Sofina, a Red Wizard. Forge then assumed the role of Lord of Neverwinter, revived the High Sun Games, and made every effort to enrich himself while plotting the deaths of many of the city’s inhabitants. He ruled for only about one year before his nefarious intentions and his alliance with the Red Wizards were revealed, at which point Neverember was restored as ruler of the city and promised the Emerald Enclave his protection A Movie?! You should probably watch the movie, as this campaign will be set a year after the events in the Year of the Black Regallia. It will be the talk of the town, and who knows what other lasting consequences Sofina’s actions caused! Year of the Black Regalia, 1498 DR Mayor Soman Galt mysteriously disappeared, many citing that the man had Thayan connections or other uncouth dealings with less reputable organizations. In his stead, Lord Alistair Vandermere was appointed as the new myor of Neverwinter. Lord Dagult Neverember lessened taxation on the adventuring guilds and started a new drive to offer work for adventurers.


Character Creation Before starting the adventure, spend time with your players to help them situate their characters. Were they born and raised in Neverwinter? How long have they known each other? What secrets are they hiding? Character Backgrounds The Player’s Handbook contains character backgrounds that are well suited for this adventure. However, additional Backgrounds may be found after the following table. Character Hooks Tied to Backgrounds Backgroung Character Hook Acolyte My faith has never wavered, yet now, even in the brightest days I sense shadows obscuring heavenly light. Turmoil is brewing, and I know not where it comes from. I will seek to discern the meaning of these premonitions. Charlatan Master of disguise and manipulation, I am drawn to the enigma that is Lord Alistair Vandermere. He offers wealth and work, and beneath his alluring exterior lies a potential mystery waiting to be uncovered. Is he an ambitious conman, or a guardian angel? Criminal The rise of Lord Alistair Vandermere draws my attention. His offers of prosperity and employment make him appear as a true humanitarian. But I know better. He’s either an easy mark, or a problem. So, I shall tread the fine line between his promises and the city’s hidden currents. Entertainer I came to Neverwinter three years ago, seeking inspiration for a new song or poem, drawn in by the tales of the city’s legendary heroes, stories and more. Since then, the city was an unending font of inspiration. But now - it is my time to create my story, dare I shine a spotlight on the unknown? Of course. Folk Hero As one of Neverwinter’s protectors, I can sense the city’s tremors of unrest. Drawn to the promises of Lord Vandermere, I now seek to work with him to further bring stability and peace to my home. Guild Artisan The tunnels underneath my city are rumored to hold great bounties of wealth. Rare materials, creatures and more to be found. I will be the first to lay claim to these bounties, and make the first steps towards a trading empire. Hermit Solitude used to offer clarity, yet now I wish for release. Dreams of fire plague my nights, shadows on the walls whisper unknowable names. The city is begging me to step out of my exile. Perhaps, should I help it, it may help me. Noble My lineage opens doors. Until… Dagult’s reign. My house and others were kept under his tyrannical thumb. But now times are changing. Perhaps these Vandermeres have deeper pockets, or play an entirely different political game than me. I will find out and make them a springboard for my house to once again be in Neverwinter’s good graces. Outlander I was once part of the Thunderbeast Tribe, yet never felt at home. The allure of adventure called to me, and I found myself within the metropolis of Neverwinter. Soon enough I will prove my worth to these people, show them what I am worth. Sage An expedition near the Chasm, one of the first that is sanctioned by the governing body of Neverwinter. What secrets lie hidden deep within Neverwinter’s bowels? Only my actions may unearth them. Sailor I’ve sailed all my life, but a shipwreck has made me reevaluate my life choices. Two years ago, I settled down in this city, bought myself a home and a fishing boat, becoming a fisher. I was told this city was safe, peaceful even. I have yet to see such. Soldier Battle has honed my senses. As a member of the Neverwinter Guard, I have protected this city both from forces within, and without. Now, I am given the task to aid in unearthing the latest, and newest, threat. Urchin I grew up in Neverwinter, my familiarity with the residents makes me useful to the right - and wrong - people. Recently, I’ve finally been able to crawl from the muck, had myself a big break. Now I can focus on furthering my prosperity. First order of business? Friends in high places.


Sons of Alagondar Agent As a dedicated member of the Sons of Alagondar, you are driven by a deep loyalty to the people of Neverwinter. Your goal is to free the city from the grasp of outside powers and maintain its sovereignty. Moreover, your ultimate goal is to remove the usurper, Lord Dagult Neverember. Proficiencies Tools: Choose one from Thieves’ Tools or Forgery Kit Skills: Choose two from Intimidation, Insight, Sleight of Hand Feature: Underground Network Your affiliation with the Sons of Alagondar grants you access to a hidden network of contacts and safehouses within Neverwinter. Members of the faction recognize your commitment to their cause and are willing to offer you assistance when needed. You can rely on the help of sympathizers who share your dedication to the city’s sovereignty. Feature Benefits. You have a reliable contact network consisting of fellow Sons of Alagondar members, informants, and supporters across the city. You can use your connections to gather information, acquire supplies, and find safe places to hide. When interacting with other members of the Sons of Alagondar, you can invoke your affiliation to gain their trust and cooperation. Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) an insignia holding the symbol of a minotaur - signifying allegiance to the Nashers, or (b) a frayed gray cloak -signifying allegiance to the Graycloaks (a) A set of Thieves’ Tools, or (b) a Forgery Kit. Sealed Parchment. A letter of introduction or a secret message from your superiors within the Sons of Alagondar, granting you access to the faction’s resources and safehouses. Oghmanyte Scholar You are a dedicated scholar of the House of Knowledge, driven by a relentless pursuit of knowledge. Drawn to the mysteries of the Spellplague and the hidden forces shaping Neverwinter, you see Alistair Vandermere as a font of potentially invaluable information. Proficiencies Tools: Calligrapher’s supplies Skills: Arcana, History Language: Any two languages. Feature: Arcane Insights Your extensive research at the House of Knowledge have honed your ability to unravel the arcane threads that shape the world. You possess an innate sense for the hidden magical intricacies of your surroundings, allowing you to uncover secrets that might elude others. Feature Benefits. You have advantage on Intelligence (Arcana) checks to identify and understand magical phenomena, runes, glyphs, and enchantments. When investigating an area or object with magical significance, you can ask the DM for additional insights or clues related to the magic present. Equipment You start with the following equipment granted by your background: Calligrapher’s Supplies A thesis about your current research project (to be discussed with your DM) 8 PART 2 | Character Creation


RubyScars Explore a vast city with deep intrigue and incredible adventures! Shape the city’s future with your actions. For use with Dungeons and Dragons 5th Edition. Play the best game of your life! Homebrewery.Naturalcrit.com


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