CREDITS INTRODUCTION
Design Welcome to DUNGEONS & D R A G O N S ENCOUNTERS™, an
Erik Scott de Bie
exciting official DUNGEONS & DRAGONS* program. This
Development adventure is a designed to be played i n one-encounter
Chris Sims sessions once per week at your local Wizards Play Net-
work location.
Editing
Ray Vallese Playtesting D&D® Next
Managing Editor This season of D & D ENCOUNTERS™ includes an optional
Kim Mohan online component that allows players and Dungeon
Masters to convert their games to the D & D Next play-
D & D RPG Group Manager test. To participate, follow these five steps.
Mike Mearls
1. Talk to the players at your store and your D & D
Producer ENCOUNTERS organizer. Find out how many people
Greg Bilsland are interested in playtesting D & D Next and how
many want to continue playing 4th Edition. Gauge
Senior Creative Director players' interest, and coordinate with any other DMs
Jon Schindehette to try to ensure that everyone (including you) has the
opportunity to play in his or herpreferred type of
Art Director game.
Kate Irwin
2. Visit dndnext.com and sign up for the playtest.
Cover Illustration
McLean Kendree 3. Download the playtest packet and review the docu-
ments, paying close attention to the H o w to Play and
Cartography D M Guidelines files.
Jason A. Engle
4 . Read a n d p r i n t the Storm over Neverwinter™ conver-
Interior Illustrations sion notes. This file contains instructions, guidelines,
Wayne England, William O'Connor and statistics blocks for adapting the adventure to
D & D Next.
D & D Brand Team
Liz Schuh, Kierin Chase, Laura Tommervik, Shelly Mazzanoble, 5. Familiarize yourself w i t h the adventure, and get
Chris Lindsay, Hilary Ross ready to r u n D & D Next!
Publishing Production Manager PREPARING FOR PLAY
Angie Lokotz
The DUNGEONS & DRAGONS ENCOUNTERS play kit pro-
Prepress Manager vides all you need to D M this adventure, including
Jefferson Dunlap poster maps of encounter areas and a sheet of tokens to
represent monsters, adventurers, and battlefield effects.
Imaging Technician Follow the steps below to prepare for play.
Carmen Cheung
Before you r u n Session 1:
Production Manager
Donna Woodcock • Read the Adventure Background and Adventure
Summary for the flow of the story.
Organized Play
Chris Tulach • Read Session 1: Lady i n Peril, page 8. I f you are
DUNGEONS & DRAGONS, Wizards of the Coast, DCI, DUNGEONS & D R A G O N S s t a r t i n g at another p o i n t , read the appropriate sec-
E N C O U N T E R S , R P G A , Storm over Neverwinter, Heroes of the Fallen Lands, Heroes tions and summarize what has come before.
of the Forgotten Kingdoms, Mordenkainen's Magnificent Emporium, Rules
Compendium, Neverwinter Campaign Setting, all o t h e r W i z a r d s o f t h e C o a s t At the table for Session 1:
product names, and their respective logos aretrademarks of Wizards of the
Coast LLC in the U S A and other countries. All W i z a r d s characters and their • Ensure that each player has a character of the
distinctive likenesses are property of Wizards of the Coast LLC. This material appropriate level to play. Players can use one of the
is p r o t e c t e d under the copyright laws of the U n i t e d States of A m e r i c a . A n y pre-generated characters available for download at
reproduction or unauthorized use of the material or artwork contained herein dndencounters.com, or they can create their own
is prohibited w i t h o u t t h e e x p r e s s w r i t t e n p e r m i s s i o n of W i z a r d s of the C o a s t personas using the DUNGEONS & DRAGONS rules.
LLC. Anysimilarity to actual people, organizations, places, or events included
herein is purely coincidental.
Wizards of the Coast LLC, P O Box 707, Renton, W A 98057-0707, USA.
Manufactured by: Hasbro SA, Rue Emile-Boechat 31, 2 8 0 0 Delemont, C H .
Represented by: Hasbro Europe, 2 Roundwood Ave, Stockley Park, Uxbridge,
Middlesex, UB11 1AZ. UK.
Printed in the U S A ©2013 Wizards ofthe Coast LLC.
300B10591001 EN
• Give each player a D & D ENCOUNTERS Play Tracker. This decisions are easy, since certain items are better suited
sheet, found i n the play kit, allows the players to track for certain characters. I f this is not the case, assign the
treasure and experience earned from each play session. new item to a character who has no nonconsumable
magic items. I f two or more characters lack nonconsum-
• Acquire a session tracking sheet f r o m the organizer. able magic items, have each of those players roll a d20.
Record all the players' W P N (or DCF7RPGA®) n u m - The player w i t h the higher roll receives the new item.
bers on it, along with your own number. If you or
any of the players don't have a W P N number, ask the Selling Items: I f none of the characters want a par-
organizer for a membership card. ticular magic item, the group can sell it at the end of
the session, using the information on pages 277-278
During the session: o f Rules Compendium™. D i v i d e the gold pieces received
evenly among the party members.
• Each session is one encounter. Run the encounter
assigned for that week's session. Typical play time for Random Items
a session is 90 minutes to 2 hours.
Use the following table to determine unspecified magic
• Make decisions and adjudications that enhance items, or choose from it based on the adventuring
the fun of the game. As the D M , you can adjust the group's needs. Numbers i n parentheses indicate the
adventure (see " A C h a n g i n g G r o u p " ) to m a x i m i z e source o f each i t e m , as noted b e l o w the table.
the fun for the players.
TREASURE TABLE
At the end of your first session:
d20 Result
• Have the adventurers take a short rest i f they wish, 1 Two potions of healing (1, 2)
but remind them to track their daily abilities. Heal- 2 +2 magic armor (1, 2)
ing surges used, daily powers expended, and other
daily resources do not refresh between sessions, only 3 +2 magic w e a p o n (1, 2)
at the end of each chapter. Make sure your players 4 +2 amulet of protection (1, 2)
track this information on their D & D ENCOUNTERS 5 +2 magic wand, orb, or staff (1, 2)
Play Trackers.
6 +2 safewing a m u l e t (1)
• Give out treasure and experience points. Make 7 Shield of deflection (1)
sure the players write down rewards on their D & D
ENCOUNTERS Play Trackers. 8 +2 amulet of health (2)
9 +2 delver's armor (2)
• Turn i n your session tracking sheet to the organizer. 10 Gloves of agility (2)
Make sure you've recorded all the DCI/RPGA num- 11 +2 w a r n i n g w e a p o n (3)
bers on it, along with names and the date of the event. 12 Two shiver-strike ammunition (3)
13 +2 lesser cloaked w e a p o n (3)
At the end of chapter 1: 14 +2 ebon a r m o r (3)
• The adventurers take an extended rest, regaining all 15 Elixir of invisibility (3)
their healing surges, hit points, and daily powers.
Also, their action point total resets to 1. 16 Eyes of charming (3)
17 Floating lantern (3)
• Once you've been the D M for a few sessions, it's easy 18 +2 weapon of surrounding (3)
to prepare for y o u r next session. Read the next ses- 19 +2 w a n d of inevitability (3)
sion's material, and you're ready to go. 20 Roll twice more (reroll if 2 0 comes up again)
1. H e r o e s of the Fallen Lands
TREASURE 2. Heroes of the Forgotten Kingdoms
3 . M o r d e n k a i n e n ' s Magnificent Emporium
As the characters progress, they have the opportunity to
gain treasure i n the form of gold pieces, valuables, and Advancement
magic items. Whenever characters discover treasure,
follow the instructions provided in the adventure. Use At the end of each session, you award experience points
the following rules to divide treasure among the char- and treasure. The "Reward" section at the end of each
acters. The magic items i n this adventure come from session indicates how many XP to award the characters.
Heroes of the Fallen Lands™, Heroes of the Forgotten King- The total includes the encounter reward plus explora-
doms™, a n d Mordenkainen's Magnificent Emporium™. tion and story awards. Each character receives the same
amount of XP. Players record their rewards on their
Awarding Magic Items: W h e n the characters D & D ENCOUNTERS Play Trackers.
obtain a nonconsumable magic item, the players can
decide which character receives it. Usually, these L e v e l i n g : D & D ENCOUNTERS play uses an acceler-
ated XP award system to allow players to r u n their
characters at a succession of levels. I f a player attends
every session, his or her character advances to 4 t h level
A CHANGING GROUP ADVENTURE >
Since you can never tell who's going to show up for a BACKGROUND
You can read or paraphrase this background section to D
DUNGEONS & DRAGONS ENCOUNTERS session, you might
the players during the character creation session, or you
wind up with a different group of players from week
to week. Some players might have missed a session can throw t h e m right into the action and answer ques-
or two, and others might have played sessions w i t h a
different D M . That's fine. Catch new players up with tions as they come u p .
a summary of what has come before, and make sure
that returning players have marked off any resources Rising f r o m the b r o k e n coastline of the Savage ...
they spent (healing surges, daily powers, and so on) North, the frontier city of Neverwinter has weathered
since their last extended rest. calamity after cataclysm and remains standing. Lord •
Dagult Neverember—Open Lord of the cosmopolitan <
Majority Rules: If an element of the adventure
plot hinges on a decision the characters made in a Waterdeep and an imperialistic merchant-has named
previous session, and the group is different in the cur-
rent session, find out what was decided. Go with the himself Lord Protector of Neverwinter, and he is slowly
majority, and if it's an even split, side with the result
that favors the adventuring party. For example, if three rebuilding its residential districts and defenses after an
of the five characters at your table rescued Lady Nid-
ris's son in session 2 and t w o didn't, he is considered earthquake leveled the city twenty years ago.
to be rescued for your session this week.
Neverember's s t a b i l i z i n g presence, as w e l l as his
by the start o f session 3, to 5 t h level b y the start o f ses-
sion 5, a n d to 6 t h level by the start o f session 7. policy of few trade regulations and low tariffs, has
Changing Characters drawn merchants and longtime residents back to the
Players can switch characters during the season. To do city. A m o n g these merchants are wealthy expatriate
so, a player can b r i n g a n e w character w i t h experience
points equal to those of the character he or she previ- traders f r o m faraway lands, such as the C o r m y r e a n
ously played i n the season. The new character cannot
keep treasure or items from the previous character. Elden Vargas, whose trade fleet makes berth i n the city,
Character Death and the elegant Lady Sala Nidris from Calimshan, who
I f a character dies during a session, the player has two brings spices and fine fabrics from the south.
choices. He or she can b r i n g the same character back at
the beginning of the next session w i t h four fewer heal- Despite L o r d Neverember's success, m u c h of the
ing surges, or the player can start a new level-appropriate
character. No other penalty exists for death. city remains untamed and wild, and danger lurks i n
TACTICAL PLACEMENT cracks and crannies. A contingent of Thayans is the
This adventure provides a sample tactical setup for most obvious threat to Neverwinter, but rumors speak
each encounter, including the location of the mon-
sters and a start area for the characters. Tactical maps of werebeasts i n the sewers, shades i n the great forest to
for each encounter present only one way to set up the
encounter. If it doesn't make sense to place monster the east, and a powerful devil cult: the Ashmadai.
or adventurer tokens in the spots indicated on the
map, you can change the placement. The narrative Over the last few months, the Ashmadai have
of h o w your adventure is playing out should be the
major mandate for character and creature placement. ramped up their activities. Every day, the symbol of
For example, if a character was sneaking around
behind the monsters, allow that player to place his their god, Asmodeus, is seen painted i n blood or burned
or her token or miniature in an appropriate location.
into a new building or fence. A n d now rumors are
blaming the cultists for disappearances: common folks
snatched out of their beds or off the street and later
found with the mark of Asmodeus branded on their
bodies. Although the victims survive the ordeal, they
are never quite the same, and they bear terrible scars,
both physical and mental, from their captivity. It falls
to brave and bold characters to get to the bottom of
these kidnappings before they threaten Neverwinter's
stability.
Meanwhile, a fearsome storm is rolling i n , one that
w i l l test the rebuilt city of Neverwinter to its limits.
ADVENTURE SUMMARY
One way or another, the adventurers end up involved
with the kidnappings that plague Neverwinter. They
eventually discover that the Ashmadai are merely
agents: the mastermind behind the abductions is the
• . " :\:::: wizard Elden Vargas, who seeks to rescue his
• wife. Karis, from Helm's Hold and cure her. The
: of the adventure lead up to a final confrontation
amp the cathedral i n the eye of the storm.
Chapter 1 bodies. The New Neverwinter soldiers send the afflicted
to Helm's H o l d for treatment. A t Vargas's townhouse, the
The characters learn about kidnappings, fight their way adventurers confront a gang of Ashmadai and a bound
through Ashmadai cultists, and ultimately foil the cult's devil. Vargas sides w i t h the adventurers against the cult-
attempts to kidnap Vargas, a notable merchant and ists, then attempts to w i n their trust afterward. He wants
former war wizard. A threatening storm brews over the to get i n t o Helm's H o l d to check o n Karis, so he volun-
ocean west of Neverwinter and will arrive soon. teers to help the other maddened victims.
Session 1: The characters stumble into an Ash- Chapter 2
madai attack on Lady Nidris, a Calishite expatriate and
merchant in Neverwinter. They fight off her attackers The party might have thwarted the kidnappings, but a
and possibly escort Nidris to her home, only to discover sinister force has taken over Helm's Hold. Vargas has
that her son Zan is missing, kidnapped by Ashmadai. built a small army of mind-controlled supporters and is
(Vargas needs l i v i n g bodies to use i n tests to see i f he making his move to free his wife, no matter the risk to
can cure his wife's madness.) the city. Meanwhile, the storm reaches its climax, cen-
tered on Helm's Hold.
Session 2: The characters rescue Zan from an Ash-
madai safe house and discover that he has been m a r k e d Session 5: The characters receive a letter from
with the symbol of Asmodeus. The party learns about Helm's Hold pleading for aid. W h e n they investigate,
a string of similar kidnappings i n the city, led by a man they are stopped by acolytes acting under the orders of
called "the Tormentor." the "master" of the asylum, the Tormentor. The char-
acters must find a way into the asylum to confront the
Session 3: While investigating the kidnappings, true threat. Once inside, they interact with various
the characters meet an officer i n the army who tries to inmates and discover that Vargas is the Tormentor.
steer them away f r o m their course. D u r i n g the meeting,
two devils attack, and seemingly normal i n n patrons Session 6: Vargas defeats the Prophet of Helm's
go crazy. After the fight, the adventurers discover that Hold i n psychic combat, but rather than fight the
the lunatics are marked w i t h the symbol of Asmodeus. heroes, he flees w i t h his wife, leaving his newest mind-
Vargas's mind-affecting magic is taking its toll, and his slaves, including several inmates and the green dragon
victims are "activating" all over the city. Chartilifax, to cover his retreat up the tower.
Session 4: Random people in the city start going Session 7: The characters head after Vargas, but a
mad and attacking everyone around them, and all the stormy blast destroys the stairs, forcing them to seek
attackers t u r n out to have Asmodeus's symbol on their
another way up while dealing with elemental creatures WHO'S THE VILLAIN?
and Karis's storm magic. Ultimately, they find Vargas,
who is protecting Karis while she feeds on the storm. The Cormyrean expatriate Elden Vargas is a recent
The stage is set for the f i n a l battle. immigrant to Neverwinter w h o based his highly suc-
cessful trade business in the city. He is a middle-aged
Session 8: The characters confront Vargas, Karis. wizard with a robust build. Obviously trained for
and Chartilifax at the top of Helm's Hold. W h e n Vargas combat, he has a cheerful manner that hides a lack of
is defeated, his mind-control magic fades away, people compassion and a predilection for violence.
regain their willpower, and the symptoms of madness
disappear f r o m the city. I f Karis survives the battle, she A former war wizard in the Purple Dragons, Vargas
regains a hint of her former sanity and laments that her excelled at mind reading and occasional mental torture.
husband fell so far and h u r t so m a n y people for her sake. His partner and wife, the Rashemi wizard Karis, had a
modicum of compassion and specialized in the power
HALLMARKS OF of the elements. In his zeal to ferret out the Crown's
enemies, Vargas went too far, forging a pact w i t h Asmo-
NEVERWINTER deus to enhance his psychic abilities. When his superiors
found out, the other war wizards and the Royal Magician
Neverwinter is a setting designed for the players to of Cormyr attacked Vargas. The battle shattered Karis's
become deeply involved and for their choices to drive mind, and she and Vargas were exiled from Cormyr.
the story at every t u r n . W h a t the player characters
decide to do matters for themselves, for the people of To support his ailing wife and gather resources for
the North, and perhaps for people far beyond. The fol- his eventual revenge, Vargas became a prosperous
lowing section describe some of the key characteristics of trader along the Sword Coast. His success is due in part
the Neverwinter setting. to his natural charm and ruthless business acumen but
also to his mind-burning magic. Although his magic was
Heroes Make a Difference never pleasant, the wizard's conversion to the worship
of Asmodeus has made his mental powers increasingly
The player characters i n a Neverwinter campaign can damaging for his victims. Those w h o have weathered
make a difference and change things, for good or ill. his psychic attack dream of raging fires and devilish
This is not a setting where the heroes are stuck facing laughter. They endure severe psychic turmoil and, over
flunkies of the v i l l a i n because their enemy is an epic- time, exhibit erratic and dangerous behavior. Vargas
level threat. Whether they like it or not, the adventurers found like-minded people in the Ashmadai, who share
are on their own, and what they decide to do matters. his devotion to Asmodeus, and forged a tense alliance
w i t h t h e m to ply his talents as an interrogator.
Frontier Feel
Karis has taken a turn for the worse since she and
The destruction of Neverwinter made the North into her husband arrived in Neverwinter, and Mordai Veil
more of a wilderness than it has been i n centuries. (leader of the Ashmadai) suggested that she be sent
People rebuild the city, but law's reach is not long and to Helm's Hold for treatment. Once Vargas agreed,
order's grasp r e m a i n s weak. T h i n g s as simple as the Mordai exploited the situation to gain leverage over
shipments of food to the city can become sources of the wizard. The cult leader called in favors with the
desperate conflict and dire events. I n such a place, authorities at Helm's Hold, w h o denied Vargas entry.
i n d i v i d u a l s such as the player characters c a n be the Unable to see Karis or try to help her, Vargas has been
linchpin that holds everything together or the factor using his personal Ashmadai cell to kidnap subjects
that forces the wheels to come off the cart. on w h o m he can test his magic to find a cure for his
wife's madness. His experiments leave healthy minds
Intrigue Abounds broken almost beyond repair. Vargas also brands his
victims w i t h the symbol of Asmodeus so that rival
Everyone wants something: the characters, normal Ashmadai are blamed for the crimes.
folk, secret cults, rebels, mercenaries, invaders, assas-
sins, conquerors, looters, would-be kings. Neverwinter The Story Goes On
presents many organizations and nonplayer characters
with a multitude of plans. The heroes can interact with M a n y settings describe the w o r l d as it is and make it seem
all these groups, discovering secret ploys, allying w i t h like it will always be that way. The important individuals
some, making enemies of others, and playing them are necessary to the setting and forever out of reach of the
against one another or taking them all on. Allies can player characters. N o t so i n Neverwinter. I f the characters
become enemies and enemies can become friends: it's do nothing, something w i l l still happen. I f they go after
up to the players to decide. and kill the big names i n the setting, the story doesn't
end—it gets more interesting.
SESSION 0: uprisings by would-be conquerors. For better or worse,
it is a product of a violent history.
CHARACTER CREATION
People here come f r o m all sorts of backgrounds and
The initial session of this DUNGEONS & D R A G O N S places i n Faerun, and the city provides a safe haven.
ENCOUNTERS season is intended to allow players to Settlers on the r u n f r o m ore hordes seek protection
create characters. For this season, players can create b e h i n d Neverwinter's w a l l s , as do religious adherents
characters using any official 4th Edition materials, seeking escape f r o m oppression. Lord Neverember
i n c l u d i n g rulebooks a n d Dragon magazine content. offers no j u d g m e n t as l o n g as newcomers b r i n g c o i n or
muscle to work. Neverwinter also draws people to the
I n contrast to previous seasons of D & D E N C O U N T E R S , cathedral i n Helm's Hold, an asylum dedicated to the
players create 3rdTevel characters at the start of this treatment of those scarred by wild magic.
season. Players who took part i n the D & D ENCOUNTERS
season Lost Crown of Neverwinter c a n reprise t h e i r char- Characters i n Neverwinter find countless opportuni-
acters from that campaign. ( I n terms of X P earned, ties for adventure. Lord Neverember is always happy to
they b e g i n t h i s adventure at the start o f 3 r d level, j u s t as hire more warriors to defend the city from the threat of
other characters do.) Such characters bear the mantle monsters f r o m the less-settled areas w i t h i n the walls,
"hero of Neverwinter" and receive a +2 bonus to all as w e l l as m a r a u d i n g hordes or pirates f r o m outside.
Charisma-based checks to influence most natives of Merchants, nobles, and other authority figures often
the city, except Lady Nidris and the enemies i n this need to hire larcenous types to r e c l a i m lost assets or
adventure. holdfasts i n the city, drive out invading monsters, or r u n
off rivals. Priests o f various religious orders, such as the
I f a character a t t a i n e d 4 t h level i n Lost Crown of Nev- C h u r c h of Oghma, seek to lay c l a i m to the hearts and
erwinter, the player can use t h a t character at level 4 i n souls of the settlers. Long-lost arcane secrets lie buried
this season at the D M ' s discretion. I n this case, consider deep within the rubble of centuries of turmoil.
raising the difficulty o f the encounters w i t h the sugges-
tions presented. Neverwinter Themes
A player w h o misses Session 0 can create a character W h e n you are building characters, it is highly recom-
elsewhere or start Session 1 w i t h one of the pregener- mended that you make use of the character themes i n
ated adventurers provided online at dndencounters. the Neverwinter™ Campaign Setting. T h i s section pres-
com. Each player is responsible for bringing his or her ents theme-specific hooks and hints that you can use to
character to each session. inspire your players.
A player who joins midseason should create a 3rd- Neverwinter Noble: The kidnappings represent a
level character for session 2; a 4th-level character for clear and present threat to Neverwinter, and defending
sessions 3 or 4; a 5th-level character for sessions 5 or 6; the city is your priority. You might also be able to ingra-
and a 6th-level character for sessions 7 or 8. tiate yourself with potent allies.
Each character starting at level 3 begins w i t h one Oghma's F a i t h f u l : The kidnappers use some sort of
magic item of 2nd level or lower, one magic item of 3rd mental magic to alter their victim's memories. Learning
level or lower, and one magic item of 4th level or lower. more of this power could glorify the god of knowledge.
Only one of these items can be rare. Each character
has 680 gp to spend on other items, only two of which Dead Rat Deserter or Harper Agent: Intrigue
can be consumable. For characters starting at level 4 or is your life, and you can't help but feel that something
higher, consult Dungeon Master's Guide, page 143. t r u l y devious is at w o r k here. Rumors on the streets say
that a new player has come to Neverwinter, and you
Races need to know the truth.
A player can create a character from any of the races I l i y a n b r u e n G u a r d i a n : You are more sensitive to
available i n official 4th Edition rules. magic t h a n most m o r t a l f o l k are, a n d as y o u look out at
the distant storm, you know that something dark and
Classes destructive is at work.
A player can create a character f r o m any of the classes Uthgardt Barbarian or Pack Outcast: The spirits
available i n official 4th Edition rules. are riled up, warning of a great calamity approaching.
Your dreams are filled with w i n d and lightning.
Neverwinter Background
H e i r of D e l z o u n : A dwarf noble vanished a few
Neverwinter is a frontier city. The city has gone through days ago, just before he could meet w i t h you and dis-
the wringer i n recent centuries, suffering from manu- cuss your quest to find Gauntlgrym. You suspect that
factured plagues, crippling wars, natural disasters, and he, like many others, has been kidnapped.
Renegade R e d W i z a r d : The Ashmadai serve the
Thayans, but now they seem to be m a k i n g their o w n
move. This situation could be an opportunity to get r i d Character Hooks
of the favored dog of your old masters.
Consider using some of the following hooks for one
Scion of Shadow: From your days i n Netheril, you or more o f the characters, i n c o r p o r a t i n g the event as
know what the aftereffects of torture look like. The backstory.
kidnapping victims show signs of a true master's inter-
rogation techniques. 1. You came upon the scene of a gang battle that left
numerous Dead Rats slain, marked w i t h the symbol
Devil's Pawn: You bear a mark similar to that of of Asmodeus. No signs of Ashmadai casualties
the Ashmadai's victims, but until now, you thought you remained, however, and nothing indicated that the
were the only one outside the cult w i t h such a brand. bodies had been moved. Most of the Dead Rats had
not even drawn their weapons. If the Ashmadai can
Spellscarred Harbinger: Through your spellscar, walk away from a battle with a rival gang unscathed,
you sense the madness that infests Helm's H o l d . You they must have a powerful new weapon. You need
feel it spreading throughout the city, leaving Neverwin- to find those responsible before the Ashmadai kill a
ter on the edge of chaos. group of innocent people.
Bregan D'aerthe Spy: The Ashmadai appear to be 2. A friend of yours vanished recently. He reappeared
making a play for dominance i n the city, but you know a few days later, branded w i t h the symbol of Asmo-
t h i n g s are not always as they seem. Bregan D'aerthe deus and traumatized from the experience but
wants you to keep an eye o n the situation. otherwise physically unharmed. Shortly thereafter,
you began to notice quirks of behavior and mood
HELPING THE CHARACTER swings i n your friend. You caught h i m looking at
CREATION PROCESS things that weren't there. These changes must be
related to the kidnapping. Alternatively, perhaps you
If players need help coming up with character con- were the v i c t i m , and now you seek to patch the holes
cepts, ask them the following questions. in your memory.
1. Is your character a noble warrior? 3. Concerned about the kidnappings, the merchant
Suggest Neverwinter noble (fighter/paladin) or heir Lady Nidris of Calimshan has requested your
protection w h e n she goes about her business i n
of Delzoun (dwarf). Neverwinter. The pay isn't great, but it keeps you
in drink and board until you can arrange a bigger
2. Is your character an urban scoundrel? score. O f course, catching the kidnappers could lead
Suggest Harper agent (rogue) or scion of shadow to a much more substantial reward.
(shade rogue or wizard). 4. A family member seeking treatment i n Helm's Hold
for magic-induced insanity has sent you several
3. Is your character a thief or a mercenary? unsettling letters. They contain mostly incoherent
Suggest Bregan D'aerthe spy (drow rogue or ramblings, but the sigil of Asmodeus is clearly drawn
in each. Perhaps if you catch the kidnappers, they
ranger) or Dead Rat deserter (rogue). might provide a clue that w i l l help i n your relative's
treatment.
4. Is your character an arcane spellcaster?
Suggest devil's pawn (warlock) or renegade Red 5. You have suffered frightening dreams of floating i n a
tempest of wind and lightning, surrounded by mad-
Wizard (wizard). dened female screams. Each morn, you awaken and
r u s h to the w i n d o w , e x p e c t i n g to see a d a r k s t o r m .
5. Is your character exotic or from another world? Finally, this morning, you saw a storm approaching
Suggest lliyanbruen guardian (eladrin) or spell- in the distance, one that matches your nightmares.
Trouble is coming, and you must be ready for it.
scarred harbinger (wizard).
6 . Is your character a rugged outdoors type or
primal character?
Suggest Uthgardt barbarian (barbarian/ranger) or
pack outcast (ranger).
C H A P T E R 1: M A R K Denizens of the Moonstone
OF T H E ASHMADAI Below are some of the nonplayer characters (NPCs)
that the adventurers can find i n the Moonstone Mask.
By helping a merchant rescue her son from Ashmadai Encourage the players to roleplay their characters' inter-
cultists, the adventurers become involved i n investigat- actions with these people.
ing a rash of kidnappings that has plagued Neverwinter
for weeks. Ultimately, the characters confront cultists • L a d y Sala N i d r i s is a h u m a n Calishite expatriate
t r y i n g to snatch Elden Vargas, w h o is the real master- and merchant, here at the Moonstone to do business.
mind behind the abductions. Elegantly dressed and graceful of form, Lady Nidris
is unflappable and appraises all w i t h a critical eye.
SESSION 1: As the scene opens, she is sitting i n a corner chair,
arguing quietly with a cloaked man who eventually
LADY IN PERIL frowns, stands up, and leaves. To characters w h o
make a good impression, she explains that she was
As the session opens, the evening weather i n Neverwin- speaking w i t h Elden Vargas, a Cormyrean merchant.
ter is producing moderate rain and some w i n d off the The two are friendly business rivals, and a deal just
sea. The characters are t a k i n g refuge f r o m the r a i n i n fell t h r o u g h . She refuses to discuss the r u m o r e d
the Moonstone Mask, a popular inn built on an earth- kidnappings and clams up if the characters persist
mote that floats just off the west cliff of the Protector's i n asking about t h e m . She is a key participant i n the
Enclave. combat that takes place during this session.
A t the start of the session, read: • S w o r d c a p t a i n M u l n H o r a n is a muscular d w a r f
The weather grows ominous in the city of Neverwinter, her- warrior and a close advisor to General Sabine, Nev-
alding afearsome tempest that is brewing afew leagues off erember's strong right hand. W i t h Sabine out on
the coast. Sages in the city predict that the storm will arrive business, H o r a n is i n c o m m a n d of the half-dozen or
infull force within days, and already resources are stretched so M i n t a r n soldiers w h o r e m a i n at the Moonstone.
to their limit to prepare for the coming deluge. Like many H o r a n is d r o w n i n g his unrequited feelings for his
people, you have sought shelter from the inclement weather in commander in a comfortable armchair by the fire.
one ofNeverwinter's inns. Characters who are friendly or impress h i m w i t h
their bluster earn his confidence, and he admits his
The Moonstone Mask isfull of huddled folk this evening- feelings for Sabine. During the combat encounter, he
laborers, merchants, politicians, travelers, and more. Rain is too d r u n k to intervene i n any meaningful way.
patters the roof and wind whistles outside the shuttered win-
dows. The inn stands on afloating chunk of earth that bobs • Sedge is a garrulous male h a l f l i n g bard w h o gladly
lightly in the wind, making the thick chains that hold it to the attends to the characters, flirting, flattering, or com-
mainland clink softly. p a r i n g stories as appropriate. H e makes his l i v i n g as
a fireside companion for hire, bodyguard, and teller
A rope bridge connects the earthmote to the western edge of tales. During the encounter, he scurries from
of the Protector's Enclave. This bridge leads to the main hiding place to hiding place, cheering on characters
entrance of the Moonstone's common room, which can who were nice to h i m and booing the villains.
entertain about forty patrons. A fenced space behind the inn
contains a garden, providing panoramic views and a leisure • M y r i n , a blue-haired, dark-skinned female human
area for guests. The second floor hosts a dozen or so guest wizard, is excited to be i n the Moonstone, smiling
rooms. at everyone and eager to chat about any number of
subjects. Her taciturn bodyguard and companion,
Each of you has a room, paid up through the next month. Kalen—a dark-haired male h u m a n paladin w i t h
a greataxe—gruffly discourages her from drawing
Give the characters some time to interact w i t h one attention. The two travelers are passing through
another and the inhabitants of the common room. Neverwinter on their way from Luskan to Westgate.
During the combat encounter, Kalen hauls Myrin
As inns go, the Moonstone is moderately expensive, out of the i n n , and they are not seen again.
and it has a reputation for being friendly to the Lord
Protector, Dagult Neverember-it houses a number of • Liset Cheldar, innkeeper and owner of the Moon-
his M i n t a r n mercenary soldiers. The characters are stone Mask, is a lovely, middle-aged half-elf w i t h a
staying at the i n n as t h e i r base o f operations. For m o r e w i n k and a smile for friends and strangers alike.
details o n the Moonstone Mask, see page 142 o f the I f approached, she seems sincere i n her affection
Neverwinter Campaign Setting. for everyone she meets, particularly customers and
people of power in the city, but a DC 21 Insight
check suggests that she is w a t c h f u l for something.
D u r i n g the combat encounter, she hides.
• T h e r o n is the inn's aged elf cook, w h o shares the 6. A m i g h t y mage i n \\ aterdeep slew a n d impersonated OS
refined fare of his people with the "noisy and smelly" the archmage o f the city i n a b i d to take over as the
humans of Neverwinter. H e stays near the bar, sighs Blackstaff. The would-be usurper's skeleton now LU
frequently, and irritably supervises the Moonstone's orbits A l g h a i r o n ' s Tower as a w a r n i n g to others. Q.
wait staff: Haedra (female human), Linu (female elf),
Aarin (male human), and Daelan (male half-ore). I f 7. A n o f t - r u m o r e d horde o f ores is f i n a l l y m a r c h i n g Q
attacked, Theron and his charges r u n , screaming. on Neverwinter to join forces with Warchief Fensi <
in the River District. They plan to overthrow Lord
Inn Services Neverember and claim the city.
The Moonstone Mask offers both normal fare and 8. Luskan was recently quarantined to contain a plague Z
exotic beverages. Fine feywine and strong dwarf liquor that drives people mad, causing them to kill one 0_
cost 10 gp per glass or 50 gp per bottle. another before being consumed from within by
demonic insects. LU
A sellboard allows people to offer jobs to mercenar-
ies and adventurers. Several sketches o f missing citizens 9. L o r d Neverember is having an enormous white
are posted on the board w i t h rewards for information, dragon statue moved from the main square and
as w e l l as a request f r o m Lady N i d r i s for bodyguards carved into a new throne for the Hall of Justice.
at a rate to be negotiated. Feel free to create additional
tasks as hooks to tantalize the characters. 10. Under a blanket of darkness, the lands of the Silver
Marches are embroiled i n a war against ores that
A m o n g the items Nidris sells are potions and oint- have formed an unholy alliance w i t h the drow.
ments. She can offer the characters any mundane item,
potion, or o i l of 5 t h level or lower at the n o r m a l price. Kidnappers Make a Move
Tavern Tales As midnight approaches, Ashmadai thugs arrive at the
Moonstone Mask to kidnap Lady Nidris.
A persistent thread of conversation i n the Moonstone
Mask relates to kidnappings that have targeted city resi- W h e n you're ready, read:
dents. Victims reappear a few days later, traumatized A group of cloaked people dripping with rain enters the inn.
but u n h u r t . N o one can say w h y people are being taken Their arrival draws no real attention from other patrons, hut
or what happens to them. your instincts tell you to he wary. The newcomers stalk into
the crowd, their pace and posture suggesting anything but
Sedge tells anyone who's w i l l i n g to listen that his good intentions.
brother, sister, cousin, second cousin, or second cousin's
former traveling companion fell prey to the kidnappers Continue with the Kidnapping Attempt encounter on
and was never seen again! He has no idea what anyone the next page.
would want with the victim, and no demands came
f r o m the kidnappers. (Then again, Sedge is a teller of
tales by trade; maybe the missing person left town.)
By spending time in the Moonstone Mask, the
characters can pick up plenty of gossip. Below are ten
rumors; the first four are relevant to this adventure, and
the others are irrelevant or false. To learn one of these
rumors, the characters can spend 1 gp or make a DC
13 Diplomacy check or Streetwise check.
1. Victims of the kidnappings i n the city have consis-
tently been branded with the symbol of Asmodeus.
2. Elden Vargas, a merchant from Cormyr. is spending
vast sums of coin for his magic-maddened wife's
treatment at Helm's H o l d .
3. Victims of the kidnappings seem odd afterward.
They have violent m o o d swings and stare too long at
you when you're speaking.
4. Helm's H o l d is locked d o w n tight, and its inmates
have been more boisterous than usual.
5. By withholding regular sacrifices to L'mberlee. evil
goddess of the sea. Lord Neverember offended her.
She has sent a storm to punish h i m for insolence.
KIDNAPPING ATTEMPT Ashmadai Garroter (G) Level 4 Lurker
Encounter Level 3 Medium fey humanoid, half-elf
Setup HP 42; Bloodied 21 Initiative +10
1 Ashmadai garroter (G) AC 18, Fortitude 16, Reflex 17, W i l l 15 Perception +8
4 Ashmadai thugs (T)
Lady Nidris (N) Speed 6 Low-light vision
The Ashmadai garroter hides just outside the back door TRAITS
o f the i n n , so place h i m o n l y w h e n he enters the i n n on
his first turn. The Ashmadai thugs believe that drawing Unrelenting Grab
attention to their cause and intimidating people gives
glory to their deity. They might briefly interact with the If the garroter moves, any creature grabbed by the garroter moves
characters before attacking.
with it, staying grabbed in a space of the garroter's choice adja-
You can place additional tokens or miniatures to
represent noncombatant tavern patrons. They can cent to the garroter.
add flavor and tactical interest to the scene, but when
combat breaks out, all of t h e m flee for hiding places or Creature Shield
rush out into the street.
W h i l e the garroter has a creature grabbed, the garroter gains a +5
W h e n the Ashmadai attack, read:
The cloaked people draw clubs burned with a symbol of three bonus to all defenses.
triangles that resembles a winged devil. One of the thugs
shouts "For Asmodeus!" and smashes the nearest patron to STANDARD ACTIONS
the floor. The common room erupts i n violence, with people
scattering in all directions. The cultists make straight for you. © Short Sword (weapon) • At-Will
Attack: Melee 1 (one creature); +9 vs. AC
Hit: 2d6 + 5 damage.
•(• G a r r o t e ( w e a p o n ) • A t - W i l l
Attack: M e l e e 1 (one c r e a t u r e g r a n t i n g c o m b a t a d v a n t a g e t o t h e
garroter); +7 vs. Reflex
H i t : 2 d 8 + 3 d a m a g e , a n d t h e t a r g e t is g r a b b e d (escape D C 14)
until the end of the garroter's next turn.
Sustain Standard: 2 d 8 + 3 d a m a g e , a n d t h e g r a b persists u n t i l t h e
end of the garroter's next turn.
MINOR ACTIONS
«<* B r i m s t o n e C l o u d (zone) • E n c o u n t e r
Effect: Close b u r s t 1 . T h e b u r s t c r e a t e s a z o n e t h a t lasts u n t i l t h e
end of the garroter's next turn. The zone blocks line of sight for
all creatures except the garroter. While entirely in the zone, any
creature o t h e r t h a n t h e garroter is blinded.
Skills Stealth +11
Str 16 (+5) Dex 18 (+6) W i s 12 (+3)
Con 12 (+3) I n t 11 (+2) Cha 14 (+4)
4 Ashmadai Thugs (T) Level 3 Brute Alignment evil Languages Common, Elven
Medium natural humanoid, human Equipment leather armor, short sword, wire garrote
HP 56; Bloodied 28 Initiative +1
AC 15, F o r t i t u d e 16, Reflex 14, W i l l 15 Perception +2 Tactics
Speed 6 The Ashmadai's p r i m a r y goal i n this encounter is to
kidnap Nidris. Their plan is for the thugs to draw every-
TRAITS one's attention while the garroter hauls Nidris away.
The presence o f seasoned opponents such as the adven-
Thug Tactics turers, however, means that the cultists must improvise.
The easiest escape route is through the back door, but i f
T h e t h u g has c o m b a t advantage against any e n e m y t h a t is adja- that way is blocked, the garroter takes Nidris out one o f
the other ways.
cent to at least one of the thug's allies.
STANDARD ACTIONS
© Club (weapon) • At-Will
Attack: Melee 1 (one creature); +8 vs. AC
Hit: 2d6 + 7 damage,
•f C r i p p l i n g S t r i k e ( w e a p o n ) • R e c h a r g e : !
Attack: M e l e e 1 (one c r e a t u r e ) ; + 8 v s . A C
Hit: 3 d 6 + 10 damage, and t h e target is slowed (save ends).
Miss: Half damage. ADJUSTING DIFFICULTY
•1 I n v o k e A s m o d e u s (fire) • E n c o u n t e r If you have a party of experienced players or more
than five players, add a second garroter to assist in
Requirement: T h e t h u g m u s t be b l o o d i e d . grabbing Nidris or covering for his partner. If the char-
acters are having too much trouble in the fight, have a
Effect: T h e t h u g uses club. If t h e a t t a c k h i t s , t h e t a r g e t t a k e s 2 d 6 garroter or a thug seize one of the NPCs in the tavern
extra fire damage. If the attack misses, the thug takes 1d6 fire and retreat, which might lead to more complications
in a future encounter.
damage.
For a party of four, remove one thug.
Skills Athletics +9, Intimidate + 6, Streetwise +6
Str 17 (+4) Dex 10 (+1) W i s 12 (+2)
Con 16 (+4) Int 9 (+0) Cha 11 (+1)
Alignment evil Languages Common
Equipment leather armor, club
A s h m a d a i T h u g s : The thugs use crippling strike Conclusion
i m m e d i a t e l y , t r y i n g to slow as m a n y characters as pos-
sible to cover the retreat of the garroter. Once bloodied, After defeating the cultists, the characters can take a
they go berserk w i t h rage a n d use invoke Asmodeus to short rest.
damage the nearest character as m u c h as possible.
A s h m a d a i : These cultists wear soaked clothes and
A s h m a d a i Garroter: I f he wins initiative, the gar- bear the mark of Asmodeus branded onto their bodies.
roter delays until the thugs create a distraction and he A character who inspects the Ashmadai notices (DC
c a n get i n t o the b u i l d i n g a n d use garrote o n N i d r i s (an 13 Perception check) that their boots are stained w i t h
automatic hit that knocks her unconscious). He then reddish m u d . A character familiar w i t h the city (DC 13
drags her away o n his next t u r n . H e uses brimstone cloud Streetwise check) identifies the m u d as c o m i n g f r o m
to distract characters who t r y to stop h i m . I f Nidris is the docks in the Blacklake District.
removed from the garroter's grasp, he turns his atten-
tion to the nearest character. L a d y N i d r i s : I f the garroter escapes, he might aban-
don his captive because she is too d i f f i c u l t to h a u l o f f
Features of the Area alone. Alternatively, Nidris could fight her way free, or
you can allow the characters to chase the garroter.
The left, right, and top edges of the battle map represent
the edges of the roughly oval earthmote and are fringed Regardless of how it happens, the characters foil
w i t h a short fence. The back edge borders a high fence, the k i d n a p attempt and save Lady N i d r i s . Shaken, she
beyond w h i c h is a garden. A creature forced over the promises to reward them for their efforts (100 gp each)
left, right, or top edge of the battle map must make a if they escort her to her home i n the Blacklake District.
saving t h r o w to catch itself rather t h a n go over; suc- She also opens u p about the kidnappings. Lately, the
cess means that the creature falls prone at the edge. A sign of Asmodeus has appeared on the walls around her
creature that goes over the edge but is capable o f t a k i n g compound, painted i n ash or blood.
actions can make a saving throw to grab the chains
that anchor the earthmote; a D C 15 Athletics check Other Moonstone Patrons: The other people in the
allows the creature to c l i m b back up to the edge of the Moonstone have little information, other than praise for
map near where it fell. A creature that fails both saving a battle well fought or condolences for injuries suffered.
throws falls 100 feet to the rocks below. It can use the Unless the characters have been rude to Liset Cheldar,
chains to c l i m b back up ( D C 15 Athletics checks). she insists on paying for repairs and housing them for
free (refunding the 10 gp each has paid for quarters).
Illumination: Inside the Moonstone Mask, the Unless the characters have offended Swordcaptain
hearth and the oil lamps hung around the room pro- H o r a n , he swears to "get to the b o t t o m of this violence!"
vide bright light. Outside, in the rain, the illumination by investigating the Ashmadai, but his efforts yield no
is d i m light f r o m the cloudy evening sky and whatever useful leads.
shines out through the inn's windows.
B a r : The w o o d e n bar is 4 feet i n height. A creature
can scramble onto the bar w i t h a move action or treat
it as d i f f i c u l t t e r r a i n w i t h a D C 13 Acrobatics check or
Athletics check.
Fountain: The fountain depicts dancing nymphs
and a gigantic squid. It is difficult terrain.
Furniture: The furnishings are difficult terrain.
Chairs and various utensils and containers on the tables
c a n be used as i m p r o v i s e d weapons.
Hearth: A creature that enters the fireplace or starts
its turn there takes 5 fire damage. A creature can take
this damage only once per turn.
Patrons: Most of the customers are minions with all
defenses 10 a n d 1 h i t point. Some hide and stay out o f
harm's way; others flee the scene.
R a i n : Outdoors, any area more than 5 squares from
a given creature is lightly obscured to that creature.
Staircase: The stairs are difficult terrain for crea-
tures moving up them.
W i n d o w s : A window can be broken open with a
D C 9 Athletics check or a successful attack that deals
damage. A n open w i n d o w is d i f f i c u l t t e r r a i n .
mm
Reward SESSION 2: LOST BOY
Each character gains 750 X P for r o l e p l a y i n g . r u m o r The characters have helped to foil the kidnapping of
gathering, combat, and rescuing Nidris. Since the Lady Nidris, but another band of Ashmadai under the
characters started at 3 r d level, they n o w stand at the command of Vargas has abducted her son, Zan.
midpoint between 3rd level and 4th level.
At the start of the session, read:
Treasure: Together, the cultists carry coins and The home of Lady Sala Nidris is a scene of violence. The front
jewelry worth 50 gp per character. I f the adventurers door is smashed in, the heavy, windblown rain soaking the
escort Lady Nidris to her home, she gives t h e m 100 foyer. Mud and blood stain the exotic carpets, mirrors hang
gp each. A character can use this money to purchase broken on the walls, and the symbol of Asmodeus is scrawled
potions or other items from Nidris. in blood or burned into various surfaces. Several of Nidris's
guards are dead, and her son, Zan, is gone.
Ending the Session
The distraught lady utters curses in her native Calishite
I f the characters escort Lady Nidris home, they find that tongue, then turns to you for aid. "Catch the monsters who
her son, Zan, has been kidnapped. did this. I will rewardyou with gold or whatever favor is
within my power to bestow. But please, make haste!"
Read:
Even through the heavy rain, which has increased in intensity Clues in the House
in the last hour, it's easy to see that Lady Nidris's compound
has been the site of foul play. The bodies of two Calishite Lady Nidris's house offers clues. As the characters
guards are crumpled on the porch. One of the front doors is search, note how many skill check failures they accrue
broken and hangs from a single hinge, and the mark of Asmo- because the total w i l l dictate Zan's mental state w h e n
deus is scrawled in blood on the other door. Lady Nidris cries he is rescued (see page 15).
out, over and over: "My son!"
Blacklake Smell: The air has the faint smell of rot-
For help i n recovering her son, Lady Nidris offers the ting fish and saltwater, which someone who makes a
party a substantial reward (250 gp per character or D C 21 Perception check can identify. Further, a D C 13
an equally valuable favor). I f the characters refused Streetwise check can determine that the smell is like
to escort Nidris home f r o m the Moonstone Mask, she that of the Blacklake docks.
heads home on her o w n . Less than an hour later, a cou-
rier brings the party a message from her, pleading for Blacklake Mud: The Ashmadai tracked a consider-
help i n rescuing her missing son. The message promises able amount of reddish m u d into the house. A character
the same reward (250 gp per character or an equally familiar w i t h the city (DC 13 Streetwise check) identi-
valuable favor). I f the characters then go to her manor, fies t h i s m u d as t h a t f o u n d near the Blacklake docks.
you can adapt the readaloud text above. A D C 13 Perception check or Nature check identifies
recognizable hobnailed boot prints from about half a
dozen warriors. A DC 21 Perception check or Nature
check also identifies a separate set o f prints that appear
to be softer-edged, as i f they w e r e left b y fashionable
shoes rather t h a n boots.
Fallen G u a r d : The firesoul genasi Vees, one of Lady
Nidris's Calishite guards, survived the attack, albeit
w i t h a large scorch mark on his chest. He was burned
despite his innate fire resistance; a D C 21 Arcana
check or H e a l check recognizes his w o u n d as originat-
ing from a lightning bolt.
A DC 21 Heal check or any healing magic makes
Vees strong enough to speak. He identifies the attackers
as t h r e e w a r r i o r s w i t h f l a m i n g chains a n d t w o arcan-
ists w h o channeled power f r o m fiery brands on their
chests. They smelled l i k e r o t t i n g fish, so Vees t h o u g h t
they came from the docks. They had a leader-a man
in a dark cloak w h o issued orders i n a cold voice. Vees
would recognize the voice i f he heard it again, but he
can provide no other details about the man. (This indi-
vidual is Vargas.)
Senseless Seneschal: Talzu, Nidris's Calishite ASHMADAI
seneschal, fought the attackers but suffered a blow to
the head that left h i m unconscious while Zan was car- SAFE HOUSE
ried off. A D C 13 Heal check or any healing magic is
sufficient to treat Talzu's concussion, and he gives the Encounter Level 4
characters most of the same information that Vees
knows, except that Talzu never saw the gang's leader. Setup
Servant Staff: The half-elf Arris, chief butler of 3 branded zealots (B)
Nidris's house and Talzu's partner, locked himself and 2 hellfire warlocks (H)
the rest of the house staff in a sitting room during the Zan (Z)
attack. They are terrified and i n shock. A D C 9 Intimi-
date check or D C 13 Diplomacy check convinces them The A s h m a d a i w h o k i d n a p p e d Z a n reside i n a safe
to open up and describe the ordeal, information that house under the docks near the Beached Leviathan
amounts to what Talzu also knows. tavern. The entrance is hidden behind a curtain of pol-
luted water, through which firelight shines. Two cultists
Heading for the Docks keep watch outside, while the others are inside.
I f the characters don't yet know to head for the docks i n Stealth: Sneaking undetected while more than 5
the Blacklake District, they find witnesses on the street squares away f r o m a sentry requires a D C 13 group
who tell them the Ashmadai went toward that part of Stealth check. Sneaking while closer to a sentry
town. They can also track the cultists by making D C requires a DC 21 group Stealth check. The darkness
13 Perception checks. Once the characters reach the and rain provide sufficient concealment for intruders to
docks, a stroke of luck leads them to the cultists, but i f remain hidden right up to the entrance to the sewer. I f
your players are having a good time w i t h the investi- the sentries detect an intruder, they cry out a warning
gation, feel free to improvise a scene w i t h more clues to their allies.
and leads, using easy (9) and moderate (13) DCs. For
instance, the characters might find someone who ran Talk: The characters can tryto talk their way in. The
afoul of the fleeing cultists. zealot sentries are extremely suspicious and prone to
rash action, so a n attempt to use D i p l o m a c y o n t h e m
W h e n the characters head to the docks, read: fails (and a second attempt results i n a cry of alarm). I f
Heavy rainfalls as you make your way down the hill to the the characters succeed i n tricking or frightening the
docks. Mud on the uncohhled streets sucks at your feet. Search- sentries (DC 21 Bluff check or Intimidate check), they
ing the area seems like a miserable and futile task, since no can then attempt to talk their way through to the sewer
one else is out at this hour and in this weather, but Tymora entrance (DC 21 Diplomacy check). I f the characters
smiles on your efforts. You see aflicker of firelight beneath a fail any of these checks, the sentries raise the alarm.
dock near the Beached Leviathan tavern and dimly hear the
chanting of infernal syllables. Vargas: Regardless of how close the characters get
to the safe house, Vargas is not fooled. H e detects t h e m
Continue with the A s h m a d a i Safe House encounter. with his magic, directs the Ashmadai to kill the intrud-
ers, and teleports away. Characters who succeeded on
their Stealth checks remain hidden from the Ashmadai
even i f Vargas detects them.
W h e n Vargas senses the characters, read:
Abruptly, a wave of mental static strikes you, leaving a burn-
ing headache in its wake. "We have intruders," says a cold
voice thatyou hear inyour minds. "Kill them all now." The
Ashmadai, alerted to your presence, attack.
I f any character can see into the sewers, read:
You catch a glimpse of a man in a black cloak and a leering
devil mask standing over the bound form of a boy. As though
the man can sense you, he turns to glare at you in such a way
that you feel his rage. He then vanishes into a black portal,
and the others in the room cry, "For Asmodeus!"
The Ashmadai do not respond to any further communi-
cation f r o m the characters. Begin combat at this point.
3 Branded Zealots (B) Level 4 Brute characters i n t o the m u d , a n d they reserve ride the fire to
escape a poor tactical position.
Medium natural humanoid, human
Z a n : The child sits catatonic i n the corner of the
HP 66: Bloodied 33 Initiative +4 sewer safe house a n d takes no actions. A l l his defenses
are 10, and he has 20 hit points. I f he drops to 0 hit
AC 16. Fortitude 17, Reflex 16, W i l l 15 Perception +4 points, he falls unconscious. He dies at -10 hit points.
Speed 6 At the end of every round, Zan mutters something
c r y p t i c or o t h e r w i s e u n s e t t l i n g , such as "Obey the m a n
STANDARD ACTIONS in the devil face," or "Smile and kill them all," or "Blood
and burn, bone and black."
: Branding Iron (fire, weapon) • At-Will
A creature adjacent to Zan can take a standard
Artoclc: Melee 1 (one creature); +9 vs. AC action to grab h i m i n one hand, gaining partial cover. I f
an attack misses because of this cover, it hits Zan. The
H i t 2d6 - 8 fire damage. cultists might use h i m this way.
>• Hellfire Chain (fire) • A t - W i l l Z a n can be d r o p p e d as a free action. I f a creature
drops the boy, he stirs from his lethargy and shrieks,
Attack: Ranged 3 (one creature): +7 vs. Fortitude "Stay away, devil! Stay away!" He then lapses back into
catatonia.
Hit: 2d6 - 5 fire damage. The zealot pulls the target up to 2
Features of the Area
squares, a n d t h e t a r g e t is s l o w e d u n t i l t h e e n d o f its n e x t t u r n .
I l l u m i n a t i o n : The exterior is i n d i m light. The
Bow to Your Master • Recharge if neither attack hits sewer is lit w i t h bright light f r o m torches and cook fires.
Effect: T h e z e a l o t uses hellfire chain. If t h e t a r g e t is t h e n a d j a c e n t B l o c k e d S e w e r : The disused sewer extends o n l y as
far as the m a p edges, w h e r e i t is blocked by cave-ins.
t o t h e z e a l o t , t h e z e a l o t uses branding iron a g a i n s t i t . If b o t h
Curtain of Water: The curtain of water provides
attacks hit, the target falls prone. partial cover against attacks that pass t h r o u g h it.
Skills Intimidate +8, Stealth +9 R a i n : Outdoors, any area more than 3 squares from
a given creature is lightly obscured to that creature.
Str 17 (+5) Dex 15 (+4) Wis 14 (+4)
S e a of S w o r d s : O f f the edge of the map, the Sea of
Con 16 (+5) lnt11(+2) Cha 12 (+3) Swords extends to the horizon.
Alignment evil Languages Common Sewer C h a n n e l : The sewer water is about 1 foot
deep and is difficult terrain. These spaces are 3 feet
Equipment robes, branding iron (mace) lower t h a n the sewer f l o o r , so a creature s t a n d i n g i n the
sewer channel has partial cover against ranged attacks
2 Hellfire Warlocks (H) Level 4 Artillery from creatures not in or adjacent to the channel.
Medium natural humanoid, human S u c k i n g M u d : Exterior spaces marked w i t h trian-
gles and spaces that are h a l f or more filled w i t h water
HP 48; Bloodied 24 Initiative +5 are difficult terrain.
AC 18, Fortitude 17, Reflex 15, W i l l 16 Perception +3 Conclusion
Speed 6 W h e n the battle is over, the adventurers can take a
short rest.
TRAITS
Ashmadai: The Ashmadai organize themselves in
Hellfire Affinity cells; members of one cell have no information about
other cells. A l l the cultists i n this cell were defeated
The warlock has a +2 bonus to all defenses against attacks made here or at the Moonstone Mask. A D C 13 B l u f f check,
Diplomacy check, or Intimidate check is required to
by creatures taking ongoing fire damage. influence a cultist to reveal that members of this cell
know no other cultists except for the m a n in the black
© "agger (fire, weapon) • At-Will cloak, whom they call "the Tormentor" and whose true
identity is u n k n o w n . H e wears a mask, and the cultists
Attack: Melee 1 (one creature); +9 vs. AC fear h i m . Some believe he is a devil, given his skill w i t h
torture and what they call " m i n d magic," w h i c h is based
Hit: 1d4 + 5 damage, and ongoing 5 fire damage (save ends). on mental torment and domination. They k n o w he is an
anointed favorite i n the organization, and some cultists
© Hellfire (fire, implement) • At-Will t h i n k he is a chosen servant of Asmodeus.
Attack: Ranged 10 (one creature); +9 vs. Reflex
Hit: 1d6 + 4 fire damage, and ongoing 5 fire damage (save ends).
Concussive Inferno (fire, force, implement) • Encounter
Attack: Close burst 2 (enemies in the burst); +7 vs. Fortitude
Hit: 2d6 + 2 fire and force damage, and the warlock pushes the
target up to 2 squares and knocks it prone.
Miss: Half damage, and the warlock pushes the target up to 2
squares.
MOVE ACTIONS
R i d e t h e Fire ( t e l e p o r t a t i o n ) • R e c h a r g e |XJ iTj]
Effect: T h e w a r l o c k t e l e p o r t s , s w a p p i n g p o s i t i o n s w i t h a c r e a t u r e
w i t h i n 10 squares o f it t h a t is t a k i n g o n g o i n g fire damage.
Skills Intimidate +11, Stealth +10
Str 15 (+4) Dex 16 (+5) W i s 12 (+3)
Con 18 (+6) lnt17(+5) Cha 18 (+6)
Alignment evil Languages Common
Equipment robes, dagger, rod
Tactics
Branded Zealots: The sentries throw themselves
at attackers w i t h abandon. I f moved into difficult or
h i n d e r i n g t e r r a i n (such as the sucking m u d ) , they use
hellfire chain to p u l l others i n w i t h t h e m .
Hellfire Warlocks: The warlocks try to keep
attackers out of the safe house. I f possible, they push
Z a n : W h e n the Ashmadai brought Zan to this safe Reward
house, Vargas began to use his m i n d magic on the boy.
Zan's w i l l is weaker t h a n an adult's, so Vargas made Each character gains 750 XP for investigating the kid-
considerable progress in a short time. How much prog- napping, tracking the Ashmadai. cleaning out the safe
ress depends on h o w many checks the characters failed house, and recovering Zan. A character who has played
d u r i n g t h e i r investigation (see "Clues i n the House," both sessions of the season attains 4 t h level.
page 12).
Treasure: H i d d e n under some loose stones (DC 13
One or No Failures: Vargas has barely b r o k e n Zan's Perception check to notice) are coins, gems, and jew-
w i l l . The boy is traumatized but can describe his e l r y w o r t h 100 gp per character, as w e l l as three magic
attacker as a m a n i n a black cloak a n d a d e v i l mask. H e items (use the Treasure Table, page S). I f the characters
can answer a few other questions before the mark of return Zan alive to his mother, she gives each charac-
Asmodeus spontaneously appears by magic, burning ter a reward of 250 gp or a favor of similar value. I f the
itself into his chest. This effect indicates that Vargas's characters return w i t h Zan's dead body or without the
magic is taking hold; when the mark appears, Zan bow Xidris gives them nothing.
becomes perfectly calm and returns to his former self,
with no memory of the attack or kidnapping. Ending the Session
Two or Three Failures: Vargas has completed his m i n d - Lady Nidris has followed the party to the docks i n her
burning only halfway, leaving Zan traumatized and armored carriage. The session ends when the charac-
unable to speak coherently. The mark of Asmodeus is ters emerge from the sewer. I f they rescued Zan, Nidris
s m o k i n g on his chest as t h o u g h he has been recently takes the boy from there.
branded. After a moment he awakens, perfectly calm
and with no memory of the attack or kidnapping. If the party did not rescue Zan or never made any
arrangements with Nidris, alter or skip the first para-
Four or More Failures: Vargas completed his m i n d - graph of the read-aloud text.
burning several moments before the characters arrived.
Zan is perfectly calm and has no memory of the attack Read:
or kidnapping. The mark of Asmodeus is already Lady Nidris thanks you for your efforts and explains that she
branded on his chest, although he is magically com- has convinced Lord Neveremher to post a reward of 10,000
pelled to try to hide it. gold pieces for the capture of the person responsible for the
kidnappings. She rides off to be with her son.
The storm has easedfor the moment, but the dark clouds
on the horizon have thickened. It is only a matter of hours
before the storm comes to Neverwinter infull force, and you
cannot help but think that it has something to do with these
kidnappings.
End the session.
ADJUSTING DIFFICULTY
Add one cultist (of either type) for each character in
the party beyond five. You can place the extra cultists
inside the safe house at the start or have t h e m show
up as reinforcements.
Subtract one cultist for a party of four. If the battle
proves too difficult for the characters, have one or
more bloodied Ashmadai flee.
SESSION 3: W h e n the characters gather all four clues or fail three
checks (whichever happens first), a squad of three
CITY OF THE INSANE Mintarn soldiers arrives, led by Swordcaptain M u l n
Horan from the Moonstone Mask. I n a friendly but firm
This session picks up where the previous one left off. manner, Horan escorts the characters to the nearby
It gives the characters the opportunity to begin their Beached Leviathan. Proceed to Tavern Talk.
investigation of the Ashmadai.
Tavern Talk
Players who played both session 1 and session 2
should now have advanced their characters to 4th level. Characters who go to the Beached Leviathan find a
tavern built out of a converted ship. The walls creak,
A t the start of the session, read: and the floor rocks slightly. The i n n has a reputation
After defeating the Ashmadai at their safe house, you stand as a dive. See the Neverwinter Campaign Setting a n d the
in the saturated, foggy night air near the Beached Leviathan article "The Beached L e v i a t h a n " i n Dungeon 193 for
tavern. Tonight, you watched a young boy lose his mind after more on this tavern.
suffering the magic of the Tormentor, a/ormidable member
of the cult. Lord Neverember is offering a substantial reward This late at night, the c o m m o n r o o m is only h a l f full,
for his capture. The Tormentor must be hiding somewhere i n with patrons trying to keep w a r m i n the heated inte-
the city, and the docks and the safe house might hold clues to rior. Along with half a dozen taciturn customers, the
his identity. c o m m o n r o o m includes Caern (a b u r l y h u m a n appren-
tice smith), Baelsra (a h a l f - e l f t h i e f a n d con artist),
I f the characters investigate the docks, proceed to Ludegar (a half-ore d o c k h a n d ) , and H o r i k (a shy h u m a n
K n o c k i n g o n Doors. I f they go to the Beached Levia- potter). The crew of the Beached Leviathan includes
than instead, perhaps to find information or w a r m the former pirate and owner, "Captain" Harrag, and his
themselves, proceed to Tavern Talk. I f the characters "first mate," Andrella, a prim, proper human widow
show little concern for hunting down the Tormentor, of middle years who puts up w i t h Harrag out of unre-
use one or more of the hooks on page 7 to pique their quited affection.
interest. It might be a good time for a friend or relative
of the party to go missing. The characters might have arrived w i t h M u l n Horan,
but i f not, the d w a r f arrives w i t h i n a few moments at
Knocking on Doors the head of a trio of M i n t a r n soldiers. H o r a n leaves the
soldiers outside and approaches the characters for a
The characters can f i n d information at various loca- friendly chat. I f H o r a n is not yet present, the characters
tions near the docks. It's after m i d n i g h t , t h o u g h , so few can gather the same clues i n the K n o c k i n g on Doors
places are open. I f a character makes a D C 14 B l u f f section by talking to the customers and making similar
check or Diplomacy check, or a DC 21 Intimidate checks. The dwarf arrives after the characters gather all
check, a resident or business owner opens up to answer four clues or fail three checks.
a few questions. Failure means no one is home or the
inhabitants refuse to answer the door. W i t h each suc- H o r a n considers the characters friends, so he is hesi-
cess, the characters l e a r n one of the f o l l o w i n g clues tant to tell them off. He chats for a while before getting
about the kidnappings, all of which aid them in the to the point, w h i c h is to w a r n the party to stop p r y i n g
Belly of the Beast encounter. into the kidnappings.
1. Victims have a nervous twitch or stare blankly at W h e n Horan gets to the point, read:
people. As a result of learning this information, the " I ' m grateful-right grateful-for what you did at the Moon-
characters gain a +4 bonus to Insight checks to spot stone Mask," the dwarf says, "and I heard about what you did
hidden dominated ruffians. for Lady Nidris. But I want you to stop investigating this busi-
ness about the kidnappings. It'sjust too dangerous, andyou
2. Victims seem tough but are easily bullied. As a result should let Lord Neverember sforces take care of it. I..."
of learning this information, the characters gain a +2
bonus to Intimidate checks against dominated ruffi- He trails off as a burly human male rushes forward and
ans i n the combat encounter. bars the front doors.
3. Several victims have been overheard babbling about "Look here, you!" Horan says, but he abruptly freezes in
devils. As a result of learning this information, the place as a hooded humanoid in the corner of the room sends
characters might suspect that they w i l l face one or a ray of cold energy at him. Horan falls to the floor, blue and
more devils in the combat encounter. lifeless. The humanoid who killed him pulls back its hood,
revealing itself to be a blue-sfeinned/iend. Another fiend-this
4. Victims are left mentally weak. As a result of learning one with red skin-appears out of nowhere and snarls at you.
this information, the characters know that the domi-
nated ruffians' lowest defense is W i l l . Continue with the Belly of the Beast encounter.
BELLY OF THE BEAST Fimbrul Devil (F) Level 5 Controller i/!
<
Encounter Level 4 Medium immortal humanoid (devil) UJ
CO
Setup HP 66; Bloodied 33 Initiative +5 UJ
3 dominated ruffians (D) AC 19, Fortitude 17, Reflex 16, W i l l 16 Perception +5 LLi
1 fimbrul devil (F)
1 s c o r c h d e v i l (S) Speed 6 (ice walk)
Place the devils as the m a p indicates, a n d place t e n Resist 10 cold, 10 fire
ordinary patrons i n various sections of the tavern.
Three other patrons, victims of Vargas's m i n d magic, STANDARD ACTIONS
are dominated sleeper agents who activate and attack
the party. I f the characters are wary and study the © Icy Claw (cold) • At-Will
crowd, they might notice the dominated ruffians before
the attack. By making a D C 14 Insight check, a charac- Attack: Melee 1 (one creature); +10 vs. AC
ter can identify one ruffian, plus an additional ruffian
for every 2 points of a successful result beyond 14. Hit: 2d6 + 6 cold damage.
Unidentified ruffians remain hidden until they attack.
<T I c y E x h a l a t i o n (cold) • A t - W i l l
Attack: Close b l a s t 3 (creatures i n t h e blast); + 8 vs. F o r t i t u d e
H i t : 2 d 6 + 3 c o l d d a m a g e , a n d t h e t a r g e t is s l o w e d u n t i l t h e
e n d o f t h e devil's n e x t t u r n . If t h e t a r g e t is already s l o w e d , i t is
instead immobilized.
•V F r o z e n P r i s o n ( c o l d ) • E n c o u n t e r
Attack: Ranged 5 (one creature); +8 vs. Fortitude
Hit: 3 d 8 + 6 cold damage, a n d the target is restrained (save ends).
Skills Stealth + 10 Dex 17 (+5) Wis 16 (+5)
Str 15 (+4) lot 13 (+3) Cha 12 (+3)
Con 18 (+6) Supernal
Alignment evil Languages
As the battle begins, read: erupts. Scorch Devil (S) Level 3 Soldier
The bar patrons rise from their chairs as the violence
Most of them look terrified. Medium immortal humanoid (devil)
HP 50; Bloodied 25 Initiative +5
Choose the occupation and race of each ruffian. AC 19, Fortitude 16, Reflex 14, W i l l 14 Perception +3
Speed 5
Resist 10 fire
If the characters spot a ruffian in advance, read: STANDARD ACTIONS
One human fishwife looks on with a crazed expression. "Kill
them all," she says. "For the Tormentor!" © Ashen Slam • At-Will
If a hidden ruffian attacks, read: Attack: Melee 1 (one creature); +8 vs. AC
Suddenly, a male human dockworker lunges atyou. "Kill," he
says, almost chanting. "Kill them all." Hit: 2 d 6 + 4 damage, and t h e target is s l o w e d until the end o f the
devil's next turn.
TRIGGERED ACTIONS
Choking Ashes (fire) • At-Will
Trigger: A s l o w e d c r e a t u r e t h a t is a d j a c e n t t o t h e d e v i l uses an
attack p o w e r t h a t does n o t include t h e devil as a target.
3 Dominated Ruffians (D) Level 4 Brute Effect ( I m m e d i a t e Reaction): T h e t r i g g e r i n g c r e a t u r e t a k e s 5 f i r e
Medium natural humanoid, human Initiative +4 Skills Stealth +8 Dex 14 (+3) Wis 14 (+3)
Perception +3 Str 13 (+2)
HP 62; Bloodied 31 Con 18 (+5) Int 11 (+1) Cha 9 (+0)
AC 16, Fortitude 17, Reflex 16, W i l l 14 Alignment evil
Speed 6 Languages Supernal
Mad Tactics Tactics
A slowed or immobilizedcreature grants combat advantage to
the ruffian. Dominated Ruffians: Hidden ruffians delay their
actions, preferring to wait for characters to move past
STANDARD ACTIONS them and provoke opportunity attacks. Once identified
© Improvised Weapon (weapon) • At-Will or after the first round, they attack normally on their
turns, constantly muttering " K i l l them all!" or "For the
Attack: Melee 1 (one creature); +9 vs. AC Tormentor!"
H i t : 2 d 8 + 5 damage, and if the target is g r a n t i n g c o m b a t advan-
Devils: The devils try to lure the characters into
tage to the ruffian, the target falls prone. m o v i n g past h i d d e n r u f f i a n s . To do so, they attack other
© Thrown Object (weapon) • At-Will patrons to incite the party.
Attack: Ranged 10 (one creature); +9 vs. AC Features of the Area
Str 17 (+5) Dex 14 (+4) Wis 12 (+3) Illumination: The interior of the Beached Levia-
Con 12 (+3) than is brightly l i t by lamps.
Alignment evil lnt10(+2) Cha9(+1)
Languages Common
Front Doors: These stout wooden doors are barred Treasure: I f the characters ended the combat on
on the inside. They can be unlocked w i t h a D C 14 good terms w i t h the Mintarn soldiers (and did not kill
Athletics check or Thievery check and opened with a any of them), each character receives a civic reward of
minor action. 25 gp plus 10 gp per soldier that the party w o n over
during the fight. I n addition, Harrag offers each charac-
F u r n i t u r e : The furnishings are difficult terrain. ter a reward of 40 gp for saving his inn, then kicks them
Chairs and various utensils and containers on the tables out before they cause more trouble.
can be used as i m p r o v i s e d weapons.
Ending the Session
I n t e r i o r Walls: The interior walls are blocking ter-
rain, but a creature can burst through an interior wall Characters leave the Beached Leviathan to find chaos
with a DC 21 Athletics check. escalating on the streets of the city.
Patrons: Most of the customers are minions w i t h all Read:
defenses 10 and 1 hit point. Some hide and stay out of Thunder rolls and lightning flashes to accompany the sharp
harm's way; others flee the scene. sounds of watch horns in the stormy night. A small group of
Mintarn soldiers is gathered around a courier nearby.
Staircase: The stairs are difficult terrain for crea-
tures moving up them. I f asked, the soldiers explain that people all over Nev-
erwinter seem to be going mad and attacking anyone
W i n d o w s : A window can be broken open with a near them. They had to subdue the courier before he
D C 10 Athletics check or a successful attack that deals hurt anyone else.
damage. A n open w i n d o w is difficult terrain.
End the session.
For Neverwinter!
ADJUSTING DIFFICULTY
Three M i n t a r n soldiers are outside the Beached
Leviathan, banging on the barred doors to get i n . I f a Add one dominated ruffian per character over five in
character unbars and opens a door, that act immedi- the party. Subtract one ruffian for a party of four. You
ately admits a Mintarn soldier, who attempts to subdue can add dominated ruffians, or have some recover or
the threat. The other two enter on subsequent rounds flee, during the battle to adjust the difficulty on the fly.
and t r y to help their comrade. The threat, however, is
not immediately clear to them; from the soldiers' per-
spective, the characters are attacking civilians, and
M u l n H o r a n is dead, possibly at the adventurers' hands.
The soldiers attack the devils over all other foes, the
characters second, and the dominated ruffians third.
As a minor action, a character can attempt a D C 14
Diplomacy check or a DC 21 Bluff check or Intimidate
check to convince a soldier that the characters are the
good guys i n the fight. W h e n swaying subsequent sol-
diers, reduce the D C by 2 for each previous success.
Success means that soldier fights for the characters and
also affects the party's treasure reward. The players can
control soldiers that are fighting on the party's side.
Conclusion
The encounter ends when the characters have defeated
all the dominated ruffians and devils, or when the
tavern contains more Mintarn soldiers than antagonists
(in w h i c h case the soldiers quell the battle).
Any ruffians who were knocked unconscious rather
than killed eventually wake up ranting and raving. The
soldiers carry them to Helm's Hold for treatment.
Reward
Each character gains 875 XP for investigating the kid-
nappings, interacting with Swordcaptain Horan, and
defeating the devils and dominated ruffians. Since most
characters started this session at 4 t h level, they now
stand at the m i d p o i n t between 4 t h level and 5th level.
SESSION 4: Xight of Madness
THE ASHMADAI I m a n i r r is •nfctdmg in Neverwinter this evening, and
t h e characters can intercede i n some cases. R u n as
STRIKE BACK m a n y of these s m a l l encounters as y o u l i k e , t h e n have
the party catch o p to the assassins. These mini-encoun-
The characters have just fought mind-controlled citi- ters are i«H ink- d to be roleplaving opportunities. S k i l l
zens, and word is spreading that many more people are checks should be D C 14 or D C 21, and three or four
going crazy. A l l have the brand of Asmodeus. The char- successes should be enough to end any incident.
acters must track down the culprits responsible, a chase
that leads them to the house of Elden Vargas. Combat is also a possibility i n the encounters. Due
to the rain, any area more than 5 squares from a given
Mordai Veil, leader of the Ashmadai, has k n o w n creature is lightlv obscured to that creature.
about Vargas's experiments for some time and has
finally decided to put a stop to them. Veil has sent a con- During or after each event, a member of the Little
tingent of Ashmadai to bring the wizard in line or kill Rats reports to Darla. revealing the current location of
him. They march through the streets, openly displaying the cultists who are on their way to visit Vargas. Char-
t h e i r brands, so as to m a k e a public example o f Vargas. acters who previously ignored Darla don't benefit from
her knowledge: instead, they r u n across witnesses who
At the start of the session, read: saw w h i c h way the Ashmadai assassins went.
The stormy night rages around you. A group of Mintarn sol-
diers havejust told you that many citizens seem to he going Lnless you decide otherwise, no short rest is possible
mad. As the conversation ends and you prepare to depart, a between the small encounters and the W a r Wizard's
human girl, an urchin about twelveyears old, runs up to you. D u e l encounter. Such a rest would take too much time,
"I saw what you did under the docks and at the Leviathan. allowing the Ashmadai to get away f r o m the characters
Them others saw, too. Ifiguredyou might care about the in the rain-soaked streets.
others, so here I am. M y price is/air."
1. A dominated r u f f i a n is acting bellicose on the street,
The g i r l is Darla, one of the leaders of the Little Rats, threatening people w h o look out their windows at
a g r o u p o f orphans w h o w o r k as spies, cutpurses, a n d h i m . The heroes can use Bluff, Diplomacy, or I n t i m i -
messengers for the Dead Rats gang. The characters date to talk h i m d o w n , and they can use Streetwise
should realize that Darla is referring to their previous to find a watch patrol. Three successful checks cause
two encounters. If the players don't catch the implica- the ruffian to break down into a bewildered heap.
tion, the character who makes the highest Insight check Other citizens then take over to help h i m .
realizes that Darla saw another group spying on the
party during the previous two battles. 2. Five looters are taking advantage of the confusion to
rob a local shop. The characters can use Bluff, Diplo-
D a r l a is w i l l i n g to share her i n f o r m a t i o n for 25 gp. I f macy, or Intimidate to make them stop looting and
she gets the gold, she describes the other g r o u p as " l i k e leave, or to influence other citizens nearby to help
them under the docks, and sometimes there was a fella stop the thefts. The characters can also use Street-
in a black cowl." A character can attempt a D C 14 Bluff wise to find a watch patrol.
check, Diplomacy check, or Intimidate check to fool or
cajole Darla into helping without payment. A Dead Rat 3. A runaway wagon barrels down the street. Aboard
deserter gains a +2 bonus to this check if the character is a female half-elf who is t r y i n g to control the
reveals his or her history to Darla. maddened horse. The heroes can use Acrobatics,
Athletics, and Nature to stop the wagon. They can
I f the characters ignore Darla, she gives t h e m one also use Nature and Diplomacy to call instructions
tidbit in the hopes of intriguing them into paying for to the h a l f - e l f a n d help c a l m her so she can b r i n g the
more. She says, " I t h i n k they meant to k i l l someone at wagon to a stop.
the docks, but you did their work for 'em. Now they're
headed somewhere else." 4. The characters and Darla find an injured Little Rat
named Chadal, a half-elf teenager. He has been
Darla also knows that the cultists said they planned burned, and he faints before he can give Darla the
to "take out the merchant at his house," and that the information he gathered on the Ashmadai. The char-
cultists have "a f u n n y b r a n d like three triangles, like acters can use Heal and Diplomacy to help Chadal
the crazy folks on the street tonight." recover and calm down. Healing magic can take
the place of a Heal check. The adventurers can use
T h i n k i n g they m i g h t e a r n some coin as a r e w a r d , A r c a n a to i d e n t i f y his injuries as the result o f hell-
other members of the Little Rats surreptitiously pursue fire. If the characters refuse to help Chadal, he still
the Ashmadai to Vargas's manor. tells what he knows, but i n retribution, Darla warns
the Ashmadai prior to the War Wizard's D u e l
encounter, thwarting any attempt by the characters
to use Stealth i n that encounter.
Dominated Ruffian Level 4 Brute WAR WIZARD'S DUEL
Medium natural humanoid, human Encounter Level 6
HP 62; Bloodied 31 Initiative +4 Setup
A C 16, Fortitude 17, Reflex 16, W i l l 14 Perception +3 Vizier devil (D)
4 Ashmadai thugs (T)
Speed 6 2 branded zealots (B)
Elden Vargas (V)
TRAITS
Mad Tactics
A slowed or immobilized creature grants combat advantage to
the ruffian.
STANDARD ACTIONS
© Improvised Weapon (weapon) • At-Will
Attack; Melee 1 (one creature); +9 vs. AC
Hit: 2 d 8 + 5 damage, and if t h e target is g r a n t i n g c o m b a t advan- A s h m a d a i break into Vargas's h o m e just as the charac-
ters show up. The cultists do not expect to be followed,
tage to the ruffian, the target falls prone. so the characters can m a k e it to the door before they
are spotted. The Ashmadai assume that the characters
© Thrown Object (weapon) • At-Will are guards employed by Vargas and attack.
Attack: Ranged 10 (one creature); +9 vs. AC A player who announces the intent to approach
stealthily can have his or her character attempt a D C 14
Hit: 2d6 + S damage. Stealth check to start the combat hidden.
Str 17 (+5) Dex 14 (+4) W i s 12 (+3)
Con 12 (+3) I n t 10 (+2) Cha 9 (+1)
Alignment evil Languages Common
Looter Level 2 Minion Skirmisher W h e n the characters see into the townhouse, read:
The black-cloaked cultists stand arrayed infront of a middle-
Medium natural humanoid, human aged human man wearing a purple robe and carrying a
long spear that looks like a lightning bolt. He has a warrior's
HP 1; a missed attack never damages a minion. Initiative +3 demeanor, and although the Ashmadai outnumber him, he
projects an air of confidence.
AC 15, Fortitude 13, Reflex 11, W i l l 12 Perception +2
" I am Elden Vargas, and this is my home," he says. "I offer
Speed 6 you trespassers one chance to leave peaceably."
TRAITS The cultists laugh. "The Ashmadai punish those who
stand against them," their leader says. "You made the wrong
Mob Rule enemies, old man."
While at least t w o other looters are within 5 squares of the
looter, it gains a +2 power bonus to all defenses.
STANDARD ACTIONS
© Club (weapon) • At-Will
Attack: M e l e e 1 (one c r e a t u r e ) ; + 7 vs. A C
Hit: 5 damage.
Str 14 (+3) Dex 11 (+1) W i s 12 (+2)
Con 12 (+2) Int 9 (+0) Cha 13 (+2) Characters who make a DC 21 Insight check realize
that Vargas knows the characters are present.
Alignment unaligned Languages Common
Equipment club
After the last event you choose to r u n , the characters 2 Branded Zealots (B) Level 4 Brute
catch a fleeting glimpse of the Ashmadai assassins. The
cultists are clearly headed somewhere i n particular. Medium natural humanoid, human
HP 66; Bloodied 33 Initiative +4
A C 16, Fortitude 17, Reflex 16, W i l l 15 Perception +4
Speed 6
W h e n the party sees the cultists, read: STANDARD ACTIONS
Despite the smoke and rain, you see a band of black-cloaked
figures marching with dark purpose down the street. They © Branding Iron (fire, weapon) • At-Will
hasten around a corner and onto a side road.
Attack: Melee 1 (one creature); +9 vs. AC
Hit: 2d6 + 8 fire damage.
>f H e l l f i r e C h a i n (fire) • A t - W i l l
I f the characters pursue the Ashmadai, they catch up Attack: Ranged 3 (one creature); +7 vs. Fortitude
j u s t as the cultists reach Vargas's house.
Hit: 2d6 + 5 fire damage. The zealot pulls the target up to 2
squares, a n d t h e t a r g e t is s l o w e d u n t i l t h e e n d o f its n e x t t u r n .
Bow to Your Master • Recharge if neither attack hits
W h e n the characters arrive at the house, read: Effect: T h e z e a l o t uses hellfire chain. I f t h e t a r g e t is t h e n a d j a c e n t
The cultists break open a door and rush into a noble's town-
house, which is a rare spot of peace amid the storm. In their t o t h e z e a l o t , t h e z e a l o t uses branding iron a g a i n s t i t . If b o t h
haste, they leave the door open behind them.
attacks hit, the target falls prone.
Skills Intimidate +8, Stealth +9
Str 17 (+5) Dex 15 (+4) W i s 14 (+4)
Con 16 (+5) Int 11 (+2) Cha 12 (+3)
A D C 10 Streetwise check identifies this house as A l i g n m e n t evil Languages Common
belonging to Elden Vargas, a former Cormyrean war
wizard who has become a merchant. Equipment robes, branding iron (mace)
Continue with the W a r Wizard's Duel encounter.
W h e n the Ashmadai spot the characters, read: Vizier Devil (D) Level 7 Controller (Leader)
"Ambush/" the leader shouts, and the other oilfists pull out
barbed chains. " K i l l them!" M e d u n ••mortal humanoid (devil)
The leader pulls hack its hood, revealing itself to he a devil. H P SO: B l o o d i e d 4 0 Initiative +4
Hellfire springs up around one of its clawed hands, and in the
other it holds a rod-like scepter. AC 21. Fortitude 19. Reflex 19, W i l l 21 Perception +6
Speed 6. teleport 4 Darkvision
Resist 10 fire
STANDARD ACTIONS
i Scepter weapon) • At-Will
Tactics Attack: Melee 1 (one creature); +12 vs. AC
Vizier Devil: The devil takes cover or otherwise Hit: 2d8 - 4 damage, and the devil slides the target 1 square.
hangs back to d i r e c t the zealots w i t h word of command
a n d infernal advice. * Hellfire Bolt (fire) • A t - W i l l
Branded Zealots: The zealots attack the nearest Attack: Ranged 5 (one creature); +10 vs. Reflex
characters, assuming t h e m to be Vargas's h i r e d muscle.
H i t 2d10 - 2 fire damage, and the target grants combat advan-
Elden Vargas: The wizard jabs at opponents w i t h
lightning spear, diverts cultists w i t h misdirection, a n d uses tage until the end of the devil's next turn.
lightning step to retreat to an alley near his house. I f the
characters need his help, he might stay to fight along- + Word of Command (charm) • At-Will
side them, focusing his attacks on the vizier devil.
Effect: M e l e e 2 (one c r e a t u r e g r a n t i n g c o m b a t a d v a n t a g e t o t h e
devil); the devil slides the target up to 3 squares, and the target
makes a melee basic attack as a free a c t i o n against a t a r g e t o f
the devil's choice.
MINOR ACTIONS
H e l l f i r e E n c h a n t m e n t (fire) • Recharge w h e n n o ally is affected b y
this power
Elden Vargas (V) Level 7 Elite Controller (Leader) Effect: O n e ally w i t h i n 5 squares o f t h e d e v i l deals 5 e x t r a f i r e
damage w i t h melee attacks until the end of the ally's next turn.
Medium natural humanoid, human
HP 152; Bloodied 76 Initiative +6 TRIGGERED ACTIONS
A C 2 1 , Fortitude 17, Reflex 20, W i l l 19 Perception +5 Infernal Advice • Recharge : >
Speed 6 Trigger: A n ally w i t h i n 1 0 squares o f t h e d e v i l misses w i t h a n
Saving Throws +2; Action Points 1 attack roll or fails a skill check.
TRAITS Effect (Immediate Interrupt): T h e t r i g g e r i n g ally c a n r e r o l l t h e
O ExpeditiousAura • Aura 5 attack roll or the skill check, gaining a +2 bonus to the reroll.
Any ally that shifts while in the aura can shift 1 additional square. Skills Bluff+12, Diplomacy +12, Insight +11
STANDARD ACTIONS Str 13 (+4) D e x 12 (+4) Wis 16 (+6)
© ® Lightning Spear (lightning, weapon) • At-Will Con 16 (+6) Int 22 (+9) Cha 18 (+7)
Attack: Melee 2 or Ranged 10 (one or t w o creatures); +10 vs. Alignment evil Languages Supernal
Reflex Equipment scepter
Hit: 3d6 + 4 lightning damage. 4 Ashmadai Thugs (T) Level 3 Brute
Effect: If t h e a t t a c k w a s m e l e e , Vargas can s l i d e t h e t a r g e t 1
square; if the attack was ranged, the target falls prone, Medium natural humanoid, human
•y M i n d B u r n (fire, psychic) • Recharge w h e n Vargas takes fire HP 56; Bloodied 28 Initiative +1
damage or psychic damage, or w h e n he is first bloodied AC 15, Fortitude 16, Reflex 14, W i l l 15 Perception +2
Attack: Ranged 5 (one or t w o creatures); +10 vs. Will Speed 6
Hit: 3 d 8 + 7 fire and psychic damage, and the target can't see TRAITS
more than 2 squares away from itself (save ends), Thug Tactics
•y M i s d i r e c t i o n (charm) • Recharge if the p o w e r misses T h e t h u g has c o m b a t advantage against any e n e m y t h a t is adja-
Attack: Ranged 10 (one creature); +10 vs. Will cent to at least one of the thug's allies.
Hit: T h e target is w e a k e n e d w h e n a t t a c k i n g any target other STANDARD ACTIONS
than an ally Vargas chooses. This effect lasts until the end of the © Club (weapon) • At-Will
encounter or until the chosen ally drops to 0 hit points. Attack: Melee 1 (one creature); +8 vs. AC
MOVE ACTIONS Hit: 2d6 + 7 damage.
Lightning Step (teleportation) • Encounter T Crippling Strike (weapon) • Recharge ::
Effect: Vargas t e l e p o r t s u p t o 1 0 squares, a n d u p t o t w o allies Attack: Melee 1 (one creature); +8 vs. AC
adjacent to him teleport with him. Vargas needs no line of sight Hit: 3 d 6 + 10 damage, and the target is s l o w e d (save ends).
to a space he has seen in the past 24 hours. Miss: Half damage,
TRIGGERED ACTIONS •j- I n v o k e A s m o d e u s (fire) • E n c o u n t e r
Storm Jaunt • Encounter Requirement: The thug must be bloodied.
Trigger: A n a t t a c k h i t s V a r g a s w h i l e he is b l o o d i e d . Effect: T h e t h u g uses club. If t h e a t t a c k h i t s , t h e t a r g e t t a k e s 2 d 6
Effect ( I m m e d i a t e Interrupt): Lightning step recharges, a n d Vargas extra fire damage. If the attack misses, the thug takes 1d6 fire
uses it. damage.
Skills Arcana +12, Bluff +11, Religion +12 Skills Athletics +9, Intimidate + 6, Streetwise +6
Str 10 (+3) Dex 16 (+6) W i s 15 (+5) Str 17 (+4) Dex 10 (+1) W i s 12 (+2)
Con 12 (+4) Int 19 (+7) Cha 16 (-6) Con 16 (+4) lnt9(+0) Cha 11 (+1)
Alignment evil Languages Common Alignment evil Languages Common
Equipment leather armor, club
Features of the Area " I am versed in the ways of the mind, and I might be able
to help those afflicted in this wave of madness. I came to Nev-
I l l u m i n a t i o n : The house is brightly lit. erwinter to get helpfor my wife, Karis, who suffered a terrible
Furniture: The furnishings are difficult terrain. curse when we left Cormyr that left her sanity broken. She is
Bathing C h a m b e r : This inner room has a silvery tub being treated in Helm's Hold, but I haven't been let into the
and an empty pot. W h e n a creature enters the room, the cathedral to see her. If you put in a good word for me, I'd be
pot magically fdls w i t h water and starts heating. happy to attempt to treat the poor souls who were affected
Staircase: The stairs are difficult terrain for crea- tonight. Maybe I can do for them what I could not for my wife."
tures moving up them. Moving up the stairs requires
12 squares of movement, including 3 squares on the A D C 23 Insight check reveals that Vargas cares little
ground floor and 3 squares on the second floor. about helping those touched by madness, but he is ear-
W i n d o w s : A window can be broken open w i t h a nest i n his desire to see Karis. I f the characters don't
D C 10 Athletics check or a successful attack that deals agree to help h i m get into Helm's Hold, he doesn't push
damage. A n open w i n d o w is difficult terrain. the subject or bring it up again. Instead, he breaks into
B e d r o o m : Vargas sleeps i n this room. He keeps his the cathedral on his o w n and is there d u r i n g chapter 2.
possessions i n the closets (see " R e w a r d " ) .
B a l c o n y : A closed set o f doors leads onto the rain- I f the characters attack Vargas for any reason during
soaked balcony, w h i c h is 20 feet above the street. this concluding scene, he flies into a rage and vows to
see t h e m p u n i s h e d . T h e n he teleports away.
Conclusion
Reward
After the combat, unless the characters attacked
Vargas, he thanks them for coming to his rescue. Each character gains 875 XP for dealing with the city's
madness, fighting the Ashmadai, and rescuing Vargas. A
Read: character w h o has played all the sessions of the season
" I thank you for your aid," says Vargas. "Given the nature attains 5th level.
of this night, the attack was to he expected. I was once a war
wizard in Cormyr, and the Ashmadai must have sought to Treasure: I f the characters agree to help Vargas get
stop me before I could quell the curse affecting their victims. into Helm's Hold, he offers them a reward of 300 gp
each and a total of four magic items (use the Treasure
Table, page 2). Regardless of whether they help h i m , the
next day, they receive 25 gp per character from grateful
guards, merchants, and residents for each situation they
resolved during the Night of Madness.
Ending the Session
No matter how the encounter ends, Vargas leaves his
townhouse and disappears. As he goes, so does the
magic that was activating the madness.
Read:
Outside, the storm subsides, and dawn breaks relatively clear.
Maybe the gods are telling you thatyou have done the right thing
during the night. But the horizon is thick with more dark clouds.
The adventurers can take an extended rest. End the
ADJUSTING DIFFICULTY
This encounter is intentionally tough (even w i t h Var-
gas's help) because it is the end of the first chapter,
and the party must pull out all the stops. That said, if
you need to lower the difficulty, have one or two cult-
ists focus on attacking Vargas rather than a character.
You can also have Vargas kill a cultist or t w o without
rolling. To increase the difficulty, add a previously
unrevealed cultist or two at a dramatic point.
CHAPTER 2: CHAOS travel in open areas treacherous. Few risk going outside. The
IN HELM'S HOLD storm has everyone uneasy.
T h e f u l l f u r y of the s t o r m hits N e v e r w i n t e r as Vargas You/eel the urge to do something. Maybe you can talk to
ensconces himself in Helm's Hold, where he plans to Lady Nidris, or Harrag at the Beached Leviathan, or find
cure his wife by enabling her to feed on the power of something to do besides watch the weather. You've also heard
the tempest. It falls to the adventurers to stop him. that General Sabine is holding a wake for Muln Horan, whom
you saw killed in the Moonstone Mask on the Night of Mad-
SESSION 5: INTO THE ness. You each have an invitation to the wake.
MOUTH OF MADNESS
I n this downtime, the characters have a chance to do
After saving Vargas from the cultists, the heroes have business i n t h e city (see " C h e c k i n g o n Contacts") or
had a break from action for the past couple of days. look for another quest (see "Plea f r o m Helm's H o l d " ) . I n
addition, they can shop for equipment and supplies.
Before you begin this session, make sure any characters
that have sufficient XP have been advanced to 5th level. Checking on Contacts
At the start of the session, read: The l u l l i n action is a great time for the characters
Two days have passed since what has become known as the to check on the NPCs they have encountered i n the
Night of Madness in Neverwinter. Soldiers rounded up all the season so far. Each character c a n split f r o m the p a r t y
crazed survivors of that night and sent them to Helm's Hold, and make one of the following visits.
which is renowned for treating ailments of the mind. No more
kidnappings or attacks have been reported, and your defeat of 1. Lady Sala Nidris, i n her manor house i n Blacklake,
the Ashmadai seems to have driven the cult to ground. is i n an anxious state. After being rescued by the char-
acters, her son Zan went crazy and tried to kill her on
The last few hours have been fairly peaceful, but now the Night of Madness. Mintarn soldiers arrested h i m
heavy rain has returned to the city, and strong winds make and took him to Helm's Hold, and a new administra-
tor i n the cathedral has put the place on lockdown.
Nidris can't visit or send a message to Zan. She asks the
characters to deliver a letter to h i m i f they are heading gathered at the cathedral, demanding entrance. The
that way, for w h i c h she offers 25 gp to each character. crowd parts to let through the adventurers.
2. G e n e r a l Sabine is holding a wake at the Moonstone Anyone the characters ask about what is going on
Mask for her slain swordcaptain, Muln Horan. He says that the cathedral has been sealed. The priests,
was a good soldier who always followed orders. I f a who are normally open and friendly, have become gruff
character drinks w i t h her (drinks are on the house and refuse to admit anyone for any reason. The priests
i f the party saved the i n n earlier) and listens to her also refer to someone called "the Tormentor."
story, she gives the characters Horan's +2 weapon of
defense, a d m o n i s h i n g t h e m to w i e l d i t w e l l . W h e n the characters approach the doors, read:
Two gray-robed, red-cloaked priests stand at the cathedral's
3. Harrag, i n the Beached Leviathan, has enjoyed the grand doors. Their eyes are vacant, much like those of the
n o t o r i e t y that the t a v e r n gained as the epicenter o f people you faced on the Night of Madness.
the Night of Madness. The old sailor has left signs of
the battle i n place a n d charges folks to see t h e m a n d "Back," one priest says flatly, "by order of the Tormentor."
hear h i m recount the events. Harrag provides the P e r c e p t i o n D C 14: A few other robed figures lurk
characters free food and drink, and he relates that behind arrow slits near the gate.
he has heard rumors about a riot i n Helm's H o l d -
the place is "guarded fiercer t h a n a dragon's hoard." The characters can fight their way inside directly, alert-
ing all the guards. I f they exercise some ingenuity,
4. E l d e n Vargas has not been seen since the night the however, they can make the fight easier. The following
characters interacted with h i m . His manor house sections provide examples for adjudicating what the
i n Blacklake ( D C 21 Thievery check to unlock) is characters might try to gain entry into the cathedral.
cleaned out, suggesting that he left i n a hurry.
Breaking I n : The cathedral has a back gate, which
Plea from Helm's Hold the characters might know (DC 14 History check) or
can learn about from a member of the crowd (DC 14
At some point, a sickly messenger i n a faded tabard Diplomacy check). Moving to the back gate requires a
with the eye-in-gauntlet sigil of Helm's Hold arrives D C 10 group Stealth check; a failed check means the
with an urgent missive from Brother Satarin, the Hold's enemies in the nearest wing of the cathedral spot the
equivalent of a high priest. The boy, Gorev, walks awk- party and raise the alarm. Opening the locked gate
w a r d l y a n d stutters as he explains that he was t o l d to requires a DC 21 Athletics check or Thievery check.
find the heroes of the Night of Madness.
Most of the windows i n the cathedral are too high or
W h e n the characters read the letter, it says: too n a r r o w to allow access, but the c u r t a i n e d w i n d o w s
Heroes, I beseech your aid. The madness that fell upon Nev- i n the warded sun room are accessible. The characters
erwinter has not been vanquished, but instead it has spread might already know about these windows (DC 21 His-
through Helm's Hold. A terrible monster of a man has seized tory check), or if the characters circle the cathedral,
the cathedral, placing our beloved Prophet under his thrall. they might spot the windows and recognize their value
He is rousing the poor wretches of the sanatorium to fight and (DC 14 Perception check). Forcing a w i n d o w open from
die for him, like an army of the insane. I fear what he will do. the outside requires a D C 14 Athletics check or D C 21
Thievery check. The patients i n the sun room must then
Come without delay, if you will! be pacified (DC 21 Bluff check or Diplomacy check,
-Satarin or D C 14 Intimidate check) before they start shouting,
which also alerts the guards.
I f the characters ask for a r e w a r d , Gorev says that
B r o t h e r Satarin w i l l compensate t h e m as w e l l as he Bluffing the Guards: The characters can pres-
can, although the H o l d is not wealthy. ent themselves as v i c t i m s i n need o f t r e a t m e n t , w h i c h
requires a DC 21 Bluff check or Diplomacy check, fol-
Helm's H o l d is a small t o w n about a day's journey lowed by a D C 10 group B l u f f check. Success means the
southeast f r o m Neverwinter. Its p r i m a r y feature is gate guards let the party i n .
Helm's Cathedral, w h i c h is the site of the disturbances.
Using the Mob: The characters can use three D C
W h e n the characters approach Helm's Hold, read: 21 Bluff checks or Diplomacy checks to incite the gath-
Across a wide moat is a cathedral that rises into the stormy ered townsfolk into storming the gates. I n this case,
sky. Its many lit windows burn like eyes through the rain. The the mob attacks the two gate guards, and the acolytes
town resembles afortress keep surrounded by a supporting behind the arrow slits fire on the mob instead of the
village, and a crowd is massed around the cathedral doors. party. The distraction allows the characters to try other
means o f entry; see "Features o f the A r e a " o n the next
You can show the players the illustration of Helm's page. The crowd takes d o w n the t w o guards at the gate,
H o l d on the previous page. Scores of residents have but the violence makes the mob hesitant to enter the
hold. It also alerts the guards inside the cathedral, who
come running for the entrance.
CATHEDRAL ASSAULT WiiptW L e v e l 3 C i mil I I L I ( L e a d e r )
M e d i u m aaka
Encounter Level 5
H P - z 5 : : . ; >ed 2 3 Initiative +2
Setup Perception+2
A C 1 7 . F o r t i a i c~ ': z«i~tt - MT1
1 dominated mage (M)
1 dominated adept (A) Speed6
6 dominated acolytes (D)
STANDARD Hcnoas
In taking over the cathedral, Vargas dominated the
priests and acolytes who care for the inmates. They are J D a g g e r •t a p e r • A] W 3
positioned as n o t e d o n t h e m a p , b u t place t h e m o n l y
w h e n t h e characters c a n see t h e m . Attack: Melee 1 tone creature; - 8 vs. AC
I f the characters sneak into the hold, they are attacked H i t 2 d 4 - 4 damage, and the adept can slide the target 1 square.
by the first guards they encounter inside. These guards
also raise the alarm. Cautious characters might be able <- Insane S h riefc psychic, • A t - W i l l
to sneak up on the guards and surprise them.
Attack: Close Wast 3 ( c r e a t u r e s i n t h e blast); + 6 vs. W i l l
Hie 1d6 - 5 psyOitc damage, and the target falls prone.
MINOR ACTIONS
V Incite Airy • Recharge when first bloodied
Effect: Close b u r s t 5 ( o n e ally i n t h e b u r s t ) ; t h e a d e p t slides t h e
target up to 3 squares, and the target gains 10 temporary hit
points. While the target has temporary hit points, it also has a
- 5 power bonus to damage rolls.
Str 11 (+1) D e x 12 (+2) W i s 12 (+2)
Con 14 (+3) Int 12 (+2) Cha 18 (+5)
Alignment evil Languages Common
6 Dominated Acolytes (D) Level 3 Brute Equipment robes, dagger
Medium natural humanoid, human Tactics
HP 51;Bloodied 25 Initiative +4 These enemies work together poorly due to their bent
minds. W h e n the foes i n one area hear a battle i n
AC 15, Fortitude 13, Reflex 15, W i l l 14 Perception +2 another, they move to aid their allies.
Speed 6
STANDARD ACTIONS
© Cudgel (weapon) • At-Will
Attack: M e l e e 1 ( o n e c r e a t u r e ) ; + 8 vs. A C Features of the Area
Hit: 2 d 6 + 4 damage, or 3 d 6 + 4 damage if the target is granting Illumination: Torches provide bright light outside
the cathedral, and persistent magical radiance brightly
combat advantage to the acolyte. lights the interior. The sun r o o m is d i m l y lit, w i t h the
only illumination coming from the magic circle.
•y C r o s s b o w ( w e a p o n ) • A t - W i l l
Front Gate: These doors are closed and locked, and
Attack: Ranged 2 0 ( o n e c r e a t u r e ) ; + 8 vs. A C the gate guards have the keys. Characters can try to
pick a guard's pocket (DC 22 Thievery check) or force
Hit: 2d8 + 4 damage. the gate ( D C 22 Athletics check or Thievery check).
MINOR ACTIONS Statues i n the foyer are blocking terrain. The arrow
slits can provide superior cover. The staircases are dif-
+ Mad Feint • At-Will (1/round) ficult terrain for anyone moving up them. They lead to
the second level of the cathedral.
Attack: M e l e e 1 ( o n e c r e a t u r e ) ; + 5 v s . W i l l
M a i n H a l l : The doors from the m a i n gate area into
Hit: The acolyte gains combat advantage against the target until this room are closed, locked, and barred. They can be
unlocked with a D C 22 Thievery check, but the bars
the end ofthe acolyte's current turn. still prevent them from opening. Forcing them open
requires a DC 25 Athletics check.
Str 11 (+1) Dex 17 (+4) W i s 12 (+2)
Con 11 (+1) Int 12 (+2) Cha 11 (+1)
Alignment evil Languages Common
Equipment robes, cudgel, crossbow, 10 bolts
Dominated Mage (M) Level 4 Artillery
Medium natural humanoid, human
HP 42; Bloodied 21 Initiative +2
AC 18, Fortitude 15, Reflex 17, W i l l 16 Perception +3
Speed 6
STANDARD ACTIONS
© Quarterstaff (weapon) • At-Will
Attack: Melee 1 (one creature); +9 vs. AC ADJUSTING DIFFICULTY
Hit: 2d8 + 2 damage. To increase or decrease the difficulty, change the
number of acolytes that confront the characters. You
© Magic Missile (force) • At-Will can have more acolytes appear from the main hall or
disappear into the hall.
Attack: Ranged 10 (one creature).
Effect: 8 f o r c e d a m a g e .
•y Fire D a r t s (fire) • R e c h a r g e X j i j j j
Attack: Ranged 10 (one, two, or three creatures); +7 vs. Reflex
Hit: 1d6 + 6 fire damage.
Str 10 (+2) Dex 11 (+2) W i s 12 (+3)
Con 12 (+3) Int 18 (+6) Cha 15 (+4)
Alignment evil Languages Common
Equipment robes, quarterstaff
Mess Hall: The staff dines in this room. Furnishings hall, where he is attempting to dominate the w i l l of the
are difficult terrain, and the tables contain utensils and Prophet. The captives in the circle can include any or
other items t h a t c a n be used as i m p r o v i s e d weapons. all of the following.
Numerous tapestries on the walls depict chivalrous
knights and scenes sacred to the faith of H e l m . 1. B r o t h e r S a t a r i n is a n aged d w a r f priest w h o sent
the letter pleading for aid. He is not crazed, but time
W a r d e d Sun Room: The acolytes are keeping dis- among the patients has disoriented h i m . He thanks
obedient patients i n this room until Vargas decides the characters for coming, asks t h e m not to k i l l any
what to do w i t h them. The captives are imprisoned residents or staff, and, i f freed, leads them to a stash
within a magic circle traced on the floor, which anyone o f consumables (see Treasure).
outside the circle can break w i t h a m i n o r action. See
the Patients section. 2. Z a n , Lady Nidris's son, is here i f he was freed f r o m
captivity earlier i n the adventure. He is a surpris-
Barracks: Acolytes can rest i n this room. The fur- ingly c a l m voice among the other inmates. He is
nishings are difficult terrain. The chests are filled w i t h indifferent u n t i l reminded of his mother, at w h i c h
clothes and miscellaneous items. point he breaks down crying.
B a c k Gate: This rear entrance has fewer guards. 3. A r r a t h " R a t h " V i r is a t a c i t u r n , beardless d w a r f
Inscribed stones i n the floor radiate a persistent w a r d m o n k w h o keeps to h i m s e l f and sits i n constant
called Helm's Blessing. Any creature that takes the total meditation. The right half of his otherwise hand-
defense action while standing on one of the indicated some face and m u c h of his right wrist are scarred
squares gains 5 temporary h i t points. A D C 15 A r c a n a f r o m b u r n s . I f questioned, he says o n l y that he seeks
check or Religion check identifies this property. to atone for a lifetime of wrongs. The other patients
avoid h i m .
Patients
4. Seldra T y l m a r a n d e , a half-elf bladesinger, is the
The characters might interact with patients imprisoned infamous traitor who brought Neverwinter to its
in the magic circle in the sun room. Any of the patients knees a year or so ago. (Seldra's presence m i g h t
c a n t e l l the characters that the T o r m e n t o r (a m a n i n a be meaningful to characters who came to this
devil mask and a black cloak) is currently i n the m a i n
X
adventure after e x p e r i e n c i n g Lost Crown ofNeverwin- SESSION 6:
ter, i n w h i c h she was the c e n t r a l figure.) A n a t u r a l M A S T E R OF
leader, she rallied her fellow inmates to resist the HELM s HOLD
Tormentor and his goons. Her veins burn with blue
fire f r o m a powerful magical curse, w h i c h has shat- The d u u t m h w c entered Helm's Hold and come
tered her health. face to b t x with the Tormentor, w h o has been revealed
as Eiden Vargas.
Conclusion
At the start of the session, read:
Once the characters have defeated the guards, they The ram a n d w i n d rise outside, and aflash of lightning illu-
can take a short rest, but they still must confront the minates the gnat stained glass window, which depicts Helm
Tormentor. Defeated guards (and patients) can tell the fuflv armored to do his d u n . Under his watchful eye, Vargas
party that he is i n the m a i n hall. W h e n the characters stands over die unconscious Prophet. Beyond him, the green-
enter the hall, go to Ending the Session. skinned elfholds die chain of a human female with an iron
collar around her neck.
Reward
" I see the time for deception is at an end," Vargas says.
Each character gains 1,000 XP for reaching and "Charrilifax give me Karis and deal with this rabble."
entering the cathedral, overcoming the guards, and
interacting w i t h the patients. Since the characters The elf hands the woman's chain to Vargas and smiles
started this session at 5th level, they n o w stand at the eerilv at you. "Little heroes have come to play," he half speaks,
midpoint between 5th level and 6th level. half sings. "Little heroes die today."
Treasure: Everything found here is the property His body shifts and his bones crackle as his limbs and
of Helm's Hold, but Brother Satarin can lead the char- torso distort. His shoulder blades burst through his hack and
acters to a secret stash i n the barracks that contains a become wings. A green dragon rears up, rolling m a d eyes and
potion of cure light wounds for each character, as w e l l as expelling poison/umes.
a potion of clarity, a n elixir of clairvoyance, a n d a scroll of
protection. Each i t e m is d e t a i l e d i n Mordenkainens Mag- Chartilifax is not interested i n talking, but i f the
nificent Emporium. characters t r y to engage h i m i n conversation, refer to
"Dragon's Madness" on the next page.
Ending the Session
Continue with the Green Traitor encounter.
The session ends when the characters enter the m a i n
h a l l . A s soon as t h e y arrive, Vargas senses t h e m regard- GREEN TRAITOR
less o f any attempts at subtlety.
Encounter Level 6
W h e n a character looks into the main hall, read:
A black-cloaked humanoid with a bright red devil mask-the Setup
Tormentor-stands over a kneeling woman who must he the
Prophet Rohini. She is an attractive, middle-aged human Chartilifax (C)
with a smooth face that is currently contorted in pain. Rohini 8 dominated inmates (I)
appears to be praying as the Tormentor pours fiery magic T h e Prophet (P)
into her from his outstretched hands.
Refer to Elden Vargas's statistics f r o m session 4 (page
Around the room stand numerous acolytes in stained 21) a n d see "Tactics" below. The dragon intends to k i l l
white jerkins, as well as one handsome, green-skinned elf w i t h the heroes, but first it delays them while Vargas flees.
hair the color of gold. He holds a limp, dark-skinned female
human in his arms as though she weighed no more than a Tactics
loaf of bread.
Vargas: Interested only i n escaping the battle,
The devil-masked face looks inyour direction. "You," a Vargas and Karis disappear i n a streak of lightning that
familiar voice says inyour minds. strikes the ceiling above. They have teleported to the
second level of the cathedral.
His concentration broken, the Tormentor cannot flinch
away as the Prophet reaches up and tears off his devil mask C h a r t i l i f a x : Mobility is key to the dragon's combat
before collapsing. You recognize the weathered face of Elden style, so he keeps m o v i n g a n d tries to p o s i t i o n h i m s e l f
Vargas. to catch the most enemies i n a single poison scream.
Chartilifax lets the inmates impede melee combat-
End the session. ants w h i l e he focuses on w e a k e r opponents, such as
leaders and controllers. The dragon never considers the ADJUSTING DIFFICULTY
Prophet to be an enemy.
If the battle is easy for the characters, add more
As soon as possible after C h a r t i l i f a x is first blood- dominated inmates rushing into the main hall. Also,
ied, he uses one of his attacks to destroy the stained consider replacing one or more dominated inmates
glass window. W h e n he drops to 60 or fewer h i t points, w i t h dominated acolytes from Session 5, or have aco-
he retreats through the window and flies off into the lytes w h o survived Session 5 arrive to aid Chartilifax.
stormy night. He w i l l return i n session 8.
If the characters find the battle too difficult, have
D o m i n a t e d Inmates: The inmates swarm melee some inmates relapse into madness and wander off
combatants, t r y i n g to h a m p e r t h e m so that C h a r t i l i f a x or fall down helpless on the floor.
can move freely through the chamber.
Dragon's Madness
T h e P r o p h e t : The heroes can use a healing power or
make a D C 15 Heal check to revive the Prophet. I f she Driven insane and mentally enslaved to the Prophet,
awakens, she crawls to safety, but she stares at Chartilifax, Chartilifax proved a receptive subject for Vargas's m i n d
attacking h i m even- other round with the following power. control. Fragments of the dragon's personality emerge
through the wizard's influence, and during the battle, he
Forcible Domination (charm) • At-Will mutters nonsense such as:
Attack: Ranged 5 (one creature); +12 vs. Will
Hit: The target is d o m i n a t e d until t h e end o f Rohini's next t u r n . 1. " D o w n i n the depths, the choir sings. W h e n the song
ends, madness it brings!"
To the characters, it should look like she is i n a psy-
chic duel with the dragon, occasionally costing h i m 2. "Do you like to run? I like to hunt and fly. Run for
actions. Rohini is interested i n assessing the characters, me, little rabbits, and choke and die."
w h o are potential enemies, so she doesn't t r y to h i n d e r
the dragon too much. By making a DC 25 Insight 3. "Behind the face you t h i n k you know, a terrible evil
check, the characters realize that she is holding back. smiles and lies. Be wary, and don't close your eyes."
I f confronted about doing so, the Prophet admits that
Chartilifax is a mentally i l l friend, and she does not
want to h u r t h i m . This statement is true enough.
Chartilifax (C) Level 5 Solo Skirmisher Poison Scream (poison, psychic) • Recharge XijHj
Large natural magical beast (dragon) Attack: Close blast 5 (enemies in the blast); +8 vs. Fortitude
HP 252, Bloodied 126 Initiative +9 H i t : 2 d 1 0 + 3 p o i s o n damage, a n d t h e t a r g e t is s l o w e d a n d takes
A C 19, F o r t i t u d e 17, Reflex 19, W i l l 17 Perception +10 ongoing 5 psychic damage (save ends both).
Speed 8 (forest walk), fly 10 Darkvision MINOR ACTIONS
Resist 10 poison, 10 psychic <• Luring Glare (charm) • At-Will
Saving Throws +5; Action Points 2 Attack: Close blast 10 (one creature in the blast); +8 vs. Will
TRAITS Hit: Chartilifax slides the target up to 3 squares.
O Poisonous Wounds (poison) • Aura 1 Change Shape (polymorph) • Encounter
W h i l e C h a r t i l i f a x is b l o o d i e d , any e n e m y t h a t ends its t u r n i n t h e Effect: C h a r t i l i f a x a l t e r s his p h y s i c a l f o r m t o a p p e a r as a M e d i u m
aura takes 5 poison damage, or 10 poison damage if that enemy h u m a n o i d , u s u a l l y a g r e e n - s k i n n e d elf, u n t i l he uses change shape
is b l o o d i e d . again or until he drops to 0 hit points. To assume a specific indi-
Action Recovery vidual's form, Chartilifax must have seen that individual. Other
Whenever Chartilifax ends his turn, any dazing, stunning, or dom- creatures can make a DC 27 Insight check to discern that the
inating effect on him ends. f o r m is a disguise.
Instinctive Flyby TRIGGERED ACTIONS
O n an initiative of 10 + his initiative check, Chartilifax can take Bloodied Scream • Encounter
a f r e e a c t i o n t o use flyby a t t a c k . If C h a r t i l i f a x c a n n o t use a f r e e Trigger: C h a r t i l i f a x is f i r s t b l o o d i e d .
action to make this attack due to a dominating or stunning effect, Effect (Free Action): Poison scream recharges, a n d C h a r t i l i f a x c a n
then that effect ends instead of Chartilifax making the attack. use it.
STANDARD ACTIONS Plague Fed • Encounter
© Bite (poison) • At-Will Trigger: C h a r t i l i f a x t a k e s f i r e o r f o r c e d a m a g e .
Attack: Melee 2 (one creature); +10 vs. AC Effect (Immediate Reaction): C h a r t i l i f a x takes h a l f t h e t r i g g e r i n g
Hit: 2d10 + 4 damage, and ongoing 5 poison damage (save ends). damage, and he gains a +5 power bonus to damage rolls until
Miss: 5 poison damage, the end of his next turn.
•r C l a w • A t - W i l l Skills Bluff+10, Insight +10, Stealth +12
Attack: Melee 2 (one creature); +10 vs. AC. Str 17 (+5) Dex 20 (+7) Wis 16 (+5)
Hit: 2d8 + 4 damage, and Chartilifax shifts up to 2 squares. Con 15 (+4) I n t 15 (+4) Cha 17 (+5)
Flyby Attack • At-Will Alignment evil Languages Common, Draconic
Effect: C h a r t i l i f a x f l i e s u p t o his s p e e d , g a i n i n g a + 4 b o n u s t o all
defenses during the move. A t any point during the move, he can
use bite a n d claw, o r he c a n use poison scream.
P
Features of the Area Everyone in Neverwinter knows Rohini's reputa-
tion for prophecies that have a way of coming true. A n y
I l l u m i n a t i o n : The m a i n h a l l is brightly i l l u m i n a t e d character w h o asks her for a prophecy receives one of
with torches and magical light. the following (roll a d6, rerolling any duplicate results).
Stained Glass Window: I f Chartilifax breaks the 1. "She feeds upon the storm i n her m i n d and body, but
window, the storm rushes into the room. Each square her heart is pure." (Karis)
w i t h i n 15 feet (3 squares) of the w i n d o w becomes
lightly obscured and difficult terrain due to the rain 2. "He sacrifices all for love, and he is left w i t h nothing
and wind. but sacrifice." (Vargas)
Staircase: These stairs descend into the crypts 3. "The green traitor flees his o w n brokenness, but he
below the cathedral. The door at the bottom is locked, shall come again, still broken." (Chartilifax)
requiring a DC 22 Thievery check to open. The Prophet
has the key. 4. " A l l wealth is birthed, and a l l b i r t h i n g requires
blood and pain."
Statues: These stone statues of knights bearing the
symbol of Helm are blocking terrain. 5. "Denial of the darkness gives it a hiding place. Let it
not live inside you, sheltered so." *
Conclusion
6. "The storm has risen, and only madness can cure
I f the Prophet is unconscious at the end of the encoun- madness. One falls for another to live."
ter, she awakens w h i l e the characters take a short rest.
She asks the characters to search the upper levels o f the Reward
cathedral to see i f they can f i n d Vargas. They can take
the spiral staircases near the front gate to the level above. Each character gains 1,000 XP for battling Chartilifax
and rescuing the Prophet. A character who has played
8 Dominated Inmates (I) Level 5 Minion Brute all the sessions of the season attains 6 t h level.
Medium natural humanoid, human Treasure: Rohini gives the party t w o magic items
(use the Treasure Table, page 2) to help defeat Vargas.
HP 1; a missed attack never damages a minion. Initiative +4
Ending the Session
AC 17, Fortitude 17, Reflex 16, W i l l 15 Perception +1
W i t h Karis i n tow, Vargas has fled.
Speed 7
W h e n the party is ready to follow Vargas, read:
STANDARD ACTIONS The storm redoubles injury outside the cathedral, and the
whole building shudders at the force of the rolling thunder.
© Slam • At-Will Your enemy awaits you up the next stairway.
Attack: Melee 1 (one creature); +9 vs. AC End the session.
Hit: 8 damage, and if the inmate charged, the target also falls
Str 16 (+5) Dex IS (+4) Wis8(+1)
Con 14 (+4) Int 10 (+2) Cha 13 (+3)
Alignment unaligned Languages Common
SESSION 7: ADJUSTING DIFFICULTY
THUNDER AND To increase the difficulty, add one storm hurler. You
LIGHTNING can lower the difficulty on the fly b y having elemen-
tals disengage the characters to wander elsewhere or
The characters have rescued the Prophet from Vargas
and rushed up to confront h i m i n the tower. rejoin the storm b y heading out through a window.
Before you begin this session, make sure the players that two or more of them are between the characters
have advanced their characters to 6th level, i f they have a n d the center staircase, as w e l l as the t w o chambers
enough X P to do so. near the back of the second level.
At the start of the session, read: I f the characters flee up those stairs, the elementals
You ascend a narrow spiral staircase and arrive on the second do not pursue.
level of the cathedral as an earth-shaking peal of thunder
is answered with a roar as part of the main staircase in the Features of the Area
center of the chamber cracks and then collapses. The tower
sways and shakes, its walls groaning. The windows explode I l l u m i n a t i o n : The area is brightly lit by flashing
inward, broken under the pressure, and lightning dances into lightning and magical lights.
the hall. It strikes violently, then rises up as crackling crea-
tures made of raw lightning. 3 Storm Vortices (V) Level 6 Skirmisher
Vargas has already fled up the m a i n staircase. W i t h M e d i u m elemental animate (air)
that way destroyed, the characters must search for
another way to the upper level of the cathedral. HP 70; Bloodied 35 Initiative +9
Continue with the Indoor Storm encounter. AC 20, Fortitude 17, Reflex 19, W i l M 8 Perception +6
INDOOR STORM Speed 0, fly 5 (hover)
Encounter Level 6 I m m u n e disease, poison; Resist 10 lightning, 10 thunder
Setup O Lightning Backlash (lightning) • Aura 1
If an enemy in the aura hits the vortex during its turn, the enemy
3 storm vortices (V) takes 5 lightning damage.
4 storm hurlers (H)
STANDARD ACTIONS
Karis's storm magic has created the elemental creatures © Storm Strike (lightning, thunder) • At-Will
that roam around the room. The elementals are not
immediately hostile, seeming not to notice the charac- Effect: B e f o r e o r a f t e r t h e a t t a c k , t h e v o r t e x c a n s h i f t u p t o 2
ters. See "Tactics" below. squares.
W a r n the players about the storm tremors described Attack: Melee 1 (one creature); +9 vs. Reflex
in "Features of the Area," since the shaking and its Hit: 2d6 + 7 lightning damage. O n a critical hit, the target also
effects are obvious to everyone.
Str 11 (+3) Dex 18 (+7) Wis 16 (+6)
Tactics Con 14 (+5)
Alignment evil Int 5 (+0) Cha 5 (+0)
The elementals are not very aggressive. But i f a charac-
ter attacks one, all the elementals respond by attacking Languages Primordial
the entire party, culminating i n a full-scale combat.
Also, a character who enters a square w i t h i n 2 squares 4 Storm Hurlers (H) Level 4 Artillery
of an elemental must make a D C 15 Stealth check. Fail-
ure indicates that any elemental within 2 squares of the Medium elemental animate (air)
character attacks that character, and a battle begins. A
character needs to make this check only once per turn. HP 44; Bloodied 22 Initiative +6
I f an elemental is currently passive, on its t u r n , it A C 18, F o r t i t u d e 15, Reflex 17, W i l l 16 Perception +5
moves toward the farthest elemental or away from the
nearest one. The creatures always move in such a way Speed 0, fly 5 (hover)
I m m u n e disease, poison; Resist 10 lightning, 10 thunder
STANDARD ACTIONS
© Storm Slam (thunder) • At-Will
Attack: M e l e e 1 (one c r e a t u r e ) ; + 7 vs. R e f l e x
Hit: 1d12 + 6 thunder damage.
© Forked Lightning (lightning) • At-Will
Attack: R a n g e d 1 0 (one o r t w o c r e a t u r e s ) ; + 9 vs. R e f l e x
Hit: 1d6 + 6 lightning damage.
MOVE ACTIONS
Lightning Move (teleportation) • At-Will
Effect: T h e h u r l e r t e l e p o r t s t o a s q u a r e w i t h i n 2 s q u a r e s o f a
Str 11 (+2) Dex 18 (+6) W i s 16 (+5)
Con 14 (+4)
Alignment evil Int5(-1) Cha 6 (+0)
Languages Primordial
Bedrooms: These bedchambers house the cathe- Conclusion
dral's staff. Their doors were blown open by the winds
that broke the windows. Furnishings i n the rooms are The encounter ends when a l l the characters leave the
difficult terrain. Locked chests ( D C 15 Athletics check
or Thievery check to open) contain clothes and mun- map (by going up the spiral stairs) or when all the ele-
dane equipment. mentals have been slain. If any elementals remain alive,
the characters cannot take a short rest in the room—
M a i n Staircase: The central stairway is i n shambles they must take shelter on the stairway before they can
and is difficult terrain. rest safely.
Wreckage blocks most of the staircase, requiring Third Level
characters to climb if they want to reach the upper level
of the cathedral. Climbing the broken stairs requires W h e n the characters climb up the stairs, they arrive i n
a D C 15 Athletics check. Failure means the charac- an open storage area w i t h shattered windows. W i n d s
ter falls, taking l d l O damage from abrasions and the whip and lightning flashes. Each turn, each charac-
impact, and the character lands prone i n a square adja- ter must make a D C 11 Acrobatics check or Athletics
cent to the bottom of the stairs. check to avoid taking 5 damage from flying debris.
Alternatively, a character can make a D C 15 check to
Spiral Stairs: These spiral staircases lead back protect another character, w h o does not have to make
down to the main level. his or her o w n check i f the harder check succeeds.
Storm Magic: Because of Karis's influence, the The central stairs are i n decent condition on this
storm enhances lightning and thunder magic. While level. The characters can climb them to reach a pair of
in this room, the characters gain a +5 bonus to damage doors that lead to the roof. W h e n the characters arrive
rolls with implement attack powers that have either on the roof, go to Ending the Session.
keyword.
Reward
Storm Tremors: The storm is violent enough to
shake buildings. I n the cathedral, the walls groan and Each character gains 1,250 X P for dealing w i t h the ele-
the floor trembles. A nonflying creature that moves mentals and finding a way up to the tower. Any player
more than 3 squares w i t h a single move action must that has attended evey session should n o w be at the
make a D C 11 Acrobatics check or fall prone. midpoint between 6th level and 7th level.
Windows: The windows are broken, letting i n Ending the Session
gale-force winds. A creature that ends its t u r n w i t h i n 3
squares of a w i n d o w is immediately pushed 2 squares The characters have reached the top of the cathedral,
away from the window. where Vargas is executing his final plan.
W h e n the characters open the doors, read:
The doors open onto a platform on the cathedral roof. The
storm winds and rain do not blast through the doorway,
although you hear the sounds of the tempest raging all
around you.
End the session.
SESSION 8: W h a t h a p p e n e d to your w i f e ? "Karis was a hath-
ran, one of the ruling class of witches from Rashemen. We
EYE OF THE STORM met during a diplomatic mission and have been together ever
since. My enemies made her this way."
The characters headed up the tower of Helms Cathe-
dral after Vargas, but a great blast of wind and rain Vargas is hesitant to say m o r e o n this subject, b u t i f
cut off the stairs, and they had to deal with elemental the characters successfully press h i m for details (DC
creatures created by Karis's wild magic. Eventually, 15 D i p l o m a c y check), he adds, "Karis sacrificed herself
the characters found a way up and now must confront to save m e w h e n w e f l e d C o r m y r . A forceful spell f r o m
Vargas. Ganrahast, the leader of my order, caused her current
state."
At the start of the session, read:
The doors swing open onto a platform atop the cathedral. A W h a t is h e r c o n n e c t i o n to the s t o r m ? "Karis is a
sixty foot-diameter sphere of calm air-the eye of the storm-is storm sorceress, and the storm gathered in response to her
surrounded by hurricane-force winds and lightning. Columns will. She called it tofeed upon it. I hope it w i l l restore her."
of whirling clouds and lightning flare inward from the perim-
eter of the sphere to strike a dark-skinned woman who floats I f pressed ( D C 15 D i p l o m a c y check), Vargas says, " I
in the center of the eye, twenty feet above the floor. Her eyes recognized Karis's magic when the storm first started
crackle with energy, and she cries out in pain and ecstasy as gathering, so I h a t c h e d a p l a n to get i n t o Helm's H o l d by
the power of the storm flows into her. presenting m y s e l f as a n expert o n m e n t a l maladies. I t
worked."
"No," says a voice, andyou see Vargas emerge from behind
a statue at the corner of the roof and move toward you, his Concluding the Talk: I f the characters do not
lightning spear pointed menacingly inyour direction. "We attack Vargas, he also remains peaceful, but events
shall not be parted again! I have no desire to harmyou, but if transpire to force a confrontation. Continue with The
you try to stop this, I will destroy you all." Showdown Begins.
I f the characters try to negotiate with Vargas, continue The Showdown Begins
with It's the Only Way. I f they attack immediately,
proceed to The Showdown Begins. Several events occur and spark a showdown.
It's the Only Way To start, read:
The storm rises infury, and lightning flashes down toward
Vargas does not expect the characters to attempt to the tower. Above you, Karis screams into the gale, and bolts of
reason w i t h him, but i f they do, he readily explains lightning crash into the tower around you. At that moment, a
himself. H e has the f o l l o w i n g to say. great winged form swoops through the storm into the bubble
of calm. The green dragon, Chartilifax, still wounded from
W h o are y o u ? " I was a war wizard in Cormyr, tasked the beating you gave him, roars in fury.
with interrogating significant prisoners ranging from priests Continue with the Storm Showdown encounter.
of Bane or Cyric to Shadovar spies. My techniques were
harsh, leaving most prisoners' minds burned to cinders." STORM SHOWDOWN
Y o u w e r e a t o r t u r e r ? "Sometimes terrible things Encounter Level 8
must be done to protect the innocent. Only the naive believe
otherwise." Setup
W i t h that part of the story filled in, a character Elden Vargas (V)
might recall (DC 23 History check) that Vargas's meth- Karis Vargas (K)
ods increased i n brutality, and the leaders of his order Chartilifax
forcibly expelled h i mfrom Cormyr. The characters can
also convince Vargas to finish the story ( D C 15 Diplo- Vargas's priority i n this fight is to protect Karis long
m a c y check; see " W h o ' s the V i l l a i n , " page 5). enough for her to absorb the storm. Chartilifax has
arrived to protect the wizard and to gain vengeance on
W h y were you working with the Ashmadai? the characters, but he is bloodied (126 hit points) and
"They needed someone of my talents, and their lord's ways has no action points.
match mine. The cult betrayed me when they prevented me
from coming to see Karis here in Helm's Hold." Tactics
I f the characters convince Vargas to divulge further Vargas: The wizard focuses on any character who
information on his involvement (DC 23 Bluff check or attacks Karis or tries to c h a n n e l the s t o r m (see " U s i n g
Diplomacy check), he opens his robe to reveal a brand the Storm," page 34).
of Asmodeus o n his chest. "The Lord of the Nine is the
ultimate dominator," Vargas says.
Karis: I n her insanity, Karis attacks the characters H a t c h : The hatch is locked ( D C 10 T W w r « i and
by instinct. A t the beginning o f the encounter, she is contains a catche w+jerr a grappln£ hook is stored
floating 4 squares above the rooftop near the top of the
cathedral spire. She uses storm strike to attack the char- Parapeted R o o t Moving over the crenellated para-
acters, attempting to avoid striking Vargas. Until Karis pet costs 1 square o f movement. The parapet is a low
is bloodied, she is i m m u n e to forced movement and w a l l that can be used far corer. I f a creature w o u l d be
cannot fall. This effect is due to her strong connection pushed, pulled, or siid over the parapet, that creature
to the storm, not part of her normal abilities. can make a saving throw to end the forced movement
before going over the parapet.
Chartilifax: The wounded dragon rejoins the battle
in a position you choose, flying crazily around the roof S l o p i n g Roof: Outside the parapet, the roof slopes
in the globe of calm air. He has no regard for his safety. down to a sheer drop. These squares are difficult ter
If somehow knocked onto the roof, he fights viciously i n rain. I f a creature falls off the roof, it drops 2 squares
melee. I f he drops to 60 hit points or fewer, he falls or before being sucked i n t o the s t o r m ; see "Ride the
leaps into the storm and disappears. W i n d s " on the next page.
Features of the Area S p i r e : The area m a r k e d as b l o c k i n g t e r r a i n repre-
sents a spire that reaches up an additional 15 feet (3
I l l u m i n a t i o n : The area is brightly l i t w i t h the roil- squares) from the rooftop. Creatures can climb the
ing storm, but it becomes dimly lit after the storm spire with a DC 20 Athletics check.
breaks free of Karis's control.
Statues: These statues of angels and sainted guard-
ians offer cover to a creature that hides behind one of
them. A statue is blocking terrain.
Elden Vargas (V) Level 7 Elite Controller (Leader) Karis Vargas (K) Level 8 Elite Artillery
Medium natural humanoid,human Medium natural humanoid,human
HP 152; Bloodied 76 Initiative+6 HP 136; Bloodied 68 Initiative+7
AC 2 1 , Fortitude 17, Reflex 20, W i l l 19 Perception +5 AC 22, Fortitude 19, Reflex 21, W i l l 20 Perception +7
Speed 6 Speed 6
Saving Throws +2; Action Points 1 Resist 5 lightning
Saving Throws +2; Action Points 1
TRAITS
O Expeditious Aura • Aura 5 TRAITS
O Tempest Shield • Aura 5
Any ally that shifts while in the aura can shift 1 additional square.
Karis gains a +2 power bonus to all defenses against attacks that
STANDARD ACTIONS originate outside the aura.
© © lightning Spear (lightning, weapon) • At-Will
STANDARD ACTIONS
Attack: Melee 2 or Ranged 10 (one or t w o creatures); +10 vs. © Storm Slam (lightning, thunder) • At-Will
Reflex
Attack: M e l e e 1 (one c r e a t u r e ) ; + 1 3 vs. A C
Hit: 3d6 + 4 lightning damage. Hit: 2d6 + 8 thunder damage, ongoing 10 lightning damage (save
Effect: If t h e a t t a c k w a s m e l e e , Vargas can slide t h e t a r g e t 1
ends), and the target falls prone.
square; if the attack was ranged, the target falls prone, © Storm Strike (lightning, thunder) • At-Will
-y M i n d B u r n ( f i r e , psychic) • R e c h a r g e w h e n Vargas t a k e s f i r e
Attack: Ranged 20 (one or t w o creatures); +13 vs. Reflex
d a m a g e or psychic d a m a g e , or w h e n he is f i r s t b l o o d i e d Hit: 2d8 + 8 lightning and thunder damage, and Karis pushes the
Attack: Ranged 5 (one or t w o creatures); +10 vs. Will
Hit: 3d8 + 7 fire and psychic damage, and the target can't see target up to 3 squares.
"4^ Storm Burst (lightning, thunder, zone) • Encounter
more than 2 squares away f r o m itself (save ends),
•y M i s d i r e c t i o n ( c h a r m ) • R e c h a r g e i f t h e p o w e r misses Attack: A r e a b u r s t 2 w i t h i n 2 0 ( e n e m i e s i n t h e b u r s t ) ; +13 vs.
Reflex
Attack: Ranged 1 0 (one c r e a t u r e ) ; + 1 0 vs. W i l l
H i t : T h e t a r g e t is w e a k e n e d w h e n a t t a c k i n g any t a r g e t o t h e r Hit: 2 d 8 + 8 lightning and t h u n d e r damage, and the target is
slowed (save ends).
than an ally Vargas chooses. This effect lasts until the end of the
encounter or until the chosen ally drops to 0 hit points. Miss: Half damage.
MOVE ACTIONS Effect: T h e b u r s t c r e a t e s a z o n e t h a t lasts u n t i l t h e e n d o f t h e
Lightning Step (teleportation) • Encounter encounter. Any enemy that ends its turn in the zone takes 5
lightning and thunder damage.
Effect: Vargas t e l e p o r t s u p t o 1 0 squares, a n d u p t o t w o allies
adjacent to him teleport with him. Vargas needs no line of sight TRIGGERED ACTIONS
to a space he has seen in the past 24 hours.
Shocking Counter (lightning) • Encounter
TRIGGERED ACTIONS
Trigger: A n e n e m y w i t h i n 5 squares o f Karis h i t s h e r w i t h an
Storm Jaunt • Encounter
Trigger: A n a t t a c k h i t s Vargas w h i l e he is b l o o d i e d . attack.
Effect (Immediate Interrupt): Lightning step recharges, a n d Vargas
uses it. Effect (Tree Action): T h e t r i g g e r i n g e n e m y t a k e s 1 0 l i g h t n i n g
damage, and Karis slides the enemy up to 3 squares.
Skills Arcana +12, Bluff+11, Religion +12 Skills Arcana +13, Nature +12
Str 10 (+3) Dex 16 (+6) W i s 15 - 5 Str 14 (+6) Dex 16 (+7) W i s 17 (+7)
Con 12 (+4) Int 19 (+7) Cha 16 (+6) Con 14 (+6) Int 19 (+8) Cha 18 (+8)
Alignment evil Languages Common Alignment unaligned Languages Common, Draconic
ADJUSTING DIFFICULTY
Effectively attacking Karis or Chartilifax represents a
substantial challenge in this encounter, and if the char-
acters are having trouble figuring out how to engage
those opponents in melee, give them hints about
using the storm. You can also rule that once Vargas is
defeated, Karis automatically descends to engage the
characters hand to hand. Conversely, if the fight is too
easy for the characters, have Vargas or Karis summon
a few storm hurlers like those in session 7.
Protective Sphere: After Karis is bloodied, the
sphere of calm air holding the storm back begins to dis-
integrate. The winds increase each instance of forced
movement by l d 4 - 1 squares.
Using the Storm ) Storm Strike (lightning, thunder) • At-Will
Attack: Ranged 1 0 (one c r e a t u r e ) ; level + 5 v s . Reflex
The characters might realize they can use the storm to Hit: 2d8 + level lightning and thunder damage.
their benefit.
A character who strikes Karis with the lightning
C h a n n e l L i g h t n i n g : Just as Karis uses the s t o r m to realizes that it is disrupting her r i t u a l . I f Karis is h i t four
attack the characters, they can also attempt to channel times by storm strike, her r i t u a l is d i s r u p t e d , a n d her h i t
its strength. By m a k i n g a D C 15 Arcana check (trained
only; power source other t h a n m a r t i a l r e q u i r e d ) as a
standard action, a character can use the storm to make
the following attack.
Chartilifax Level 5 Solo Skirmisher P o i s o n S c r e a m (poison, psychic) • Recharge [ x ] fiSj
Large natural magical beast (dragon) Attack: Close b l a s t 5 ( e n e m i e s i n t h e blast); + 8 vs. F o r t i t u d e
HP 252 (starting 126); Bloodied 126 Initiative +9 H i t : 2 d 1 0 + 3 p o i s o n damage, a n d t h e t a r g e t is s l o w e d a n d takes
AC 19, Fortitude 17, Reflex 19, W i l l 17 Perception +10 ongoing 5 psychic damage (save ends both).
Speed 8 (forest walk), fly 10 Darkvision MINOR ACTIONS
Resist 10 poison, 10 psychic <• Luring Glare (charm) • At-Will
Saving Throws +5; Action Points 2 (currently 0) Attack: Close blast 10 (one creature in the blast); +8 vs. Will
Hit: Chartilifax slides the target up to 3 squares.
0 Poisonous Wounds (poison) • Aura 1 Change Shape (polymorph) • Encounter
W h i l e C h a r t i l i f a x is b l o o d i e d , any e n e m y t h a t ends its t u r n i n t h e
aura takes 5 poison damage, or 10 poison damage if that enemy Effect: C h a r t i l i f a x a l t e r s his p h y s i c a l f o r m t o a p p e a r as a M e d i u m
is b l o o d i e d .
h u m a n o i d , u s u a l l y a g r e e n - s k i n n e d elf, u n t i l he uses change shape
Action Recovery
Whenever Chartilifax ends his turn, any dazing, stunning, or dom- again or until he drops to 0 hit points. To assume a specific indi-
inating effect on him ends.
vidual's form, Chartilifax must have seen that individual. Other
Instinctive Flyby
O n an initiative of 10 + his initiative check, Chartilifax can take creatures can make a DC 27 Insight check to discern that the
a f r e e a c t i o n t o use flyby a t t a c k . If C h a r t i l i f a x c a n n o t use a f r e e
action to make this attack due to a dominating or stunning effect, f o r m is a disguise.
then that effect ends instead of Chartilifax making the attack.
TRIGGERED ACTIONS
STANDARD ACTIONS
0 Bite (poison) • At-Will «<* B l o o d i e d S c r e a m • E n c o u n t e r
Attack: Melee 2 (one creature); +10 vs. AC Trigger. C h a r t i l i f a x is f i r s t b l o o d i e d .
Hit: 2d10 + 4 damage, and ongoing 5 poison damage (save ends).
Miss: 5 poison damage. Effect (Free Action): Poison scream recharges, a n d C h a r t i l i f a x c a n
T Claw • At-Will
Attack: Melee 2 (one creature); +10 vs. AC. use it.
Hit: 2d8 + 4 damage, and Chartilifax shifts up to 2 squares.
Flyby Attack • At-Will Plague Fed + Encounter
Effect: C h a r t i l i f a x f l i e s u p t o his s p e e d , g a i n i n g a + 4 b o n u s t o all
Trigger: C h a r t i l i f a x t a k e s f i r e o r f o r c e d a m a g e .
d e f e n s e s d u r i n g t h e m o v e . H e c a n use bite a n d claw o r poison
scream at a n y p o i n t d u r i n g t h e m o v e . Effect (Immediate Reaction): C h a r t i l i f a x takes h a l f t h e t r i g g e r i n g
damage, and he gains a +5 power bonus to damage rolls until
the end of his next turn.
Skills Bluff+10, Insight +10, Stealth +12
Str 17 (+5) Dex 20 (+7) Wis 16 (+5)
Con 15 (+4) I n t 15 (+4) Cha 17 (+5)
A l i g n m e n t evil Languages Common, Draconic
X
points drop to her bloodied value i f she is not already she is bloodied. At this point, it takes three successful
more severely wounded. checks to make Karis surrender. I f she capitulates, go to
"Conclusion."
A character can instead attempt the DC 23 Arcana
checks to disconnect Karis from the storm without It Karis dies and Vargas is still alive, read:
attacking her. I f she becomes disconnected i n this way. As Karis goes down. Vargas looses a cry of shock and outrage.
she is still bloodied, but the i n j u r y is the result of her " A l l Tve done.for nothing.'" he shouts, his eyes burning with
losing control of the storm. flame. "You'll follow her into death!" He raises his lightning
spear and brings it down with a shattering crack on one knee.
Ride the W i n d s : A n y creature that falls off the roof
falls only about 10 feet before getting caught up i n the W h e n Vargas breaks the weapon, m a k e a lightning spear
winds. These winds sweep the creature back onto the attack on every creature i n a close burst 10. Until the
roof, sliding it l d 4 + 4 squares from the place where it end of the encounter, the enraged Vargas takes a -2
fell and dealing it 2 d l 0 damage. The creature lands on penalty to all defenses and fights recklessly; he can no
the r o o f prone. I f the creature makes a D C 15 Athletics longer m a k e lightning spear attacks, b u t he gains a + 4
check or Acrobatics check, it instead takes half damage bonus to damage rolls.
and lands standing. A creature that makes the check
with a result of 22 or higher can instead ride the winds, Conclusion
sliding to a place of its choice, including a location in
the air that allows it to attack a flying opponent. That The encounter ends when all the enemies have been
creature can then control its slide back to the roof and defeated or w h e n Karis is the last enemy alive but the
land where it pleases, taking no damage. party has defeated her or talked her down.
Development If Karis is still alive, read:
Karis reels, throwing off her insanity for a moment. "Oh, my
I f Vargas or Karis becomes bloodied or is reduced to 0 love," she says, and the winds bear her to Vargas's body. She
hit points while the other is still conscious, a particular cradles the crumpled wizard and shakes her head. "You have
event takes place. done such evil/or my sake. Now it is time to rest."
I f Vargas becomes bloodied, read: A t this point, i f Karis was defeated, she stands and
The war wizard staggers under the blow and cries out: "No! I allows herself to be borne away i n the wind, taking
won't lose her again!" He rips open his robe, revealing the sigil Vargas with her. I f the characters succeeded i n talking
of Asmodeus branded in his chest, and fire flares around him. her d o w n , she instead remains to make amends. Go to
"Ending the Session."
Until the end of the encounter, Vargas gains the follow-
ing aura. Reward
0 Hellfire Retribution (fire) • A u r a 3 Each character gains 1,250 XP for confronting Vargas,
W h i l e Vargas is b l o o d i e d , any e n e m y in t h e aura t h a t hits h i m chasing off Chartilifax, defeating Karis, and dispelling
w i t h an attack during his turn takes 10 fire damage. the storm. A n y characters who intend to continue their
a d v e n t u r i n g careers can do so as 7th-level heroes.
I f Karis becomes bloodied, read:
Karis cries out in vain, and blood/lies out of her nose and Treasure: The city of Neverwinter rewards the party
mouth into the winds around her. The sphere holding back the with 10,000 gp for ending the storm. I n addition, if Var-
storm shudders as if dealt a blow, and thunder rips across the gas's spear was not b r o k e n , the characters can take i t .
rooftop. Karis descends quickly and alights gently on the roof.
Ending the Session
The sphere starts to f a i l . See "Features o f the A r e a . "
W i t h Vargas defeated, the storm breaks and his mental
I f Vargas dies and Karis is still alive, read: d o m i n a t i o n fades. The city once again enjoys peace—as
As the war wizard falls, Karis cries out in rage. She turns m u c h as it ever does.
toward you, lightning dancing from her fingers, and raises a
hand. Her husband's lightning spear flies to her grip, and she Read:
points i t at you. Now that the source of the tempest has been defeated, the
storm breaks and tears itself apart with remarkable speed.
U n t i l the end o f the encounter or u n t i l she loses the The thick clouds part, and for the first time in a long while,
spear, Karis gains a +4 bonus to damage rolls. sunlight/alls upon Neverwinter.
The characters can talk Karis down by making DC See the E p i l o g u e section o n t h e next page.
23 Diplomacy checks, or D C 23 Intimidate checks if
EPILOGUE The characters have unintentionally strengthened
Rohini's position. The town returns to the usual routine
The storm has passed, leaving Neverwinter and Helm's of hoping and praying for loved ones who are sent to the
H o l d battered but still standing. O f perhaps greater sig- sanatorium for treatment.
nificance is the disappearance of Vargas's mind-control
magic, which dissipated upon his defeat. Victims still Ashmadai
must deal with the trauma of having been kidnapped
and tortured, but they need never again fear that the The Ashmadai weathered the storm without being
Tormentor w i l l make them h a r m those they love. damaged too badly. Two of their cells were obliterated
and they lost their chief interrogator, the Tormentor, but
New Neverwinter the cult will rebuild and continue.
The characters have done a great service for Neverwin- Lady Nidris
ter in ending the kidnappings and dispelling the storm
that endangered the city. Dagult Neverember's office I f Zan survives, Lady Sala Nidris is reunited w i t h her
gives the p a r t y a r e w a r d o f 1 0 , 0 0 0 gp, as m e n t i o n e d son. W i t h the defeat of Vargas, Zan is cured of his ail-
previously. The characters are publicly dubbed "heroes ments. Nidris weeps with joy and thanks the characters
of Neverwinter." profusely. She is the one w h o arranged for L o r d Never-
ember to reward the party with the gold mentioned
Vargas and Karis previously, and she also promises to provide the charac-
ters w i t h any political favor that is w i t h i n her power.
If Vargas survives, the battle and his defeat drive h i m
mad. His fate is up to the characters. Neverwinter's
authorities w i l l surely execute h i m , the staff of Helm's
Hold will imprison him, or the characters can make
other arrangements.
I f Karis survives and d i d not flee, she regains her
sanity and can converse w i t h the characters. She was
able to restore herself by feeding on the storm, and
she thanks the party for helping to dissipate it before
it caused too m u c h damage. Weather magic, she
explains, is all about balance, w h i c h her husband never
understood.
She can relate the bittersweet story of her life w i t h
Vargas i n Cormyr, their subsequent exile that resulted
in her madness, and her incarceration i n Helm's Hold.
She asserts that beneath his desperation and apparent
cruelty, Vargas is a good m a n w h o lost his way, and i f he
still survives, she begs that he be allowed to live.
I f Vargas is turned over to Neverwinter justice and
Karis is able to speak i n his defense, she has his execu-
tion sentence commuted to imprisonment at Helm's
H o l d . She then leaves Neverwinter to f i n d a way to help
Vargas recover f r o m his insanity. I f her husband is dead,
Karis returns to her homeland of Rashemen.
Helm's Hold
The characters' actions draw the attention of the
Prophet Rohini, who follows their story and reputation
w i t h interest. She publicly thanks t h e m for their efforts,
then locks up Helm's Hold to prevent further probing
into its affairs.
Brother Satarin also thanks the characters. The
dwarf offers any future aid he or his priests can provide.
Finally, the townsfolk of Helm's Hold thank the
characters for saving them from the storm and rescu-
ing their civic leader, the Prophet, from the Tormentor.
OUNOEONS^LDRAOONS
ENCOUNTERS
FACE THE
COMING STORM
The frontier city of Neverwinter has persevered i n the face of
calamity. Yet even as the city rebuilds, an insidious threat rises
from w i t h i n its walls. Neverwinter's citizens are succumbing
to an inexplicable madness, while from the shadows, an
evil cult of Asmodeus spins sinister plans. Unless a group of
heroes rises to stop these perils, Neverwinter might face an
even greater danger on the horizon.
Storm over Neverwinter™ is a D U N G E O N S & D R A G O N S ®
Roleplaying Game adventure designed for the spring
2013 season of the D & D ENCOUNTERS™ official play
program. The adventure comes with two full-color battle
maps, eight ready-to-play encounters, and information
on the D & D ENCOUNTERS program.
This season also includes an optional online
component, which allows players and Dungeon
Masters to convert the adventure to the D&D®
Next playtest. Find out more at www.dndnext.com.
For use w i t h these DUNGEONS & DRAGONS products:
Heroes of the Fallen Lands™ Dungeon Master's Kit™
Heroes of the Forgotten Kingdoms" Mordenkainen's
Rules Compendium™ Magnificent Emporium"
DUNGEONSANDDRAGONS.COM
C 2 0 1 3 Wizards of the Coast LLC. Cover illustration by McLean Kendree. B 0 0 0 0 0 1 0 S 9 1 . Wizards of the Coast.
Dungeons & Dragons. D&D, Dungeon & Dragons Encounters, all other Wizards titles, and their respective logos
are trademarks of Wizards of the Coast LLC i n the USA a n d other countries.
Published by Wizards of the Coast LLC, PO Box 707, Renton, W A 98057-0707, USA. Manufactured by Hasbro
SA, Route de Courroux 6. 2 8 0 0 Delemont, CH. Represented by fesbro Europe, 2 Round wood Ave, Stockley Park,
Uxbridge. MiddlesexJJBJ 1 1AZ. UK. M A D E I N THE USA. Not for sale. Iniporte au Canada par Wizards of the
Coast LLC, PO Box 707, Renton W A 98057-0707, USA. FABR1QUE A U X ETAS-UNIS
CREDITS INTRODUCTION
Design Welcome to DUNGEONS & DRAGONS ENCOUNTERS, an exciting
Erik Scott de Bie official DUNGEONS & DRAGONS® program. This adventure is a
designed to be played in one-encounter sessions once per
Development week at your local Wizards Play Net work location.
Chris Sims
Playtesting D&D® Next
Editing
Ray Vallese This season of D&D ENCOUNTERS includes an optional online
component that allows players and Dungeon Masters to
Managing Editor convert their games to the D&D Next playtest. To participate,
Kim Mohan follow these five steps.
1. Talk to the players at your store and your D&D
D&D RPG Group Manager
Mike Mearls ENCOUNTERS organizer. Find out how many people are
interested in playtesting D&D Next and how many want
Producer to continue playing 4th Edition. Gauge players’ interest,
Greg Bilsland and coordinate with any other DMs to try to ensure that
everyone (including you) has the opportunity to play in
Senior Creative Director his or her preferred type of game.
Jon Schindehette 2. Visit dndnext.com and sign up for the playtest.
3. Download the playtest packet and review the documents,
Art Director paying close attention to the How to Play and DM
Kate Irwin Guidelines files.
4. Read and print the Storm over Neverwinter™ conversion
Cover Illustration notes. This file contains instructions, guidelines, and
McLean Kendree statistics blocks for adapting the adventure to D&D Next.
5. Familiarize yourself with the adventure, and get ready to
Cartography run D&D Next!
Jason A. Engle
PREPARING FOR PLAY
Interior Illustrations
Wayne England, William O’Connor The DUNGEONS & DRAGONS ENCOUNTERS play kit provides all
you need to DM this adventure, including poster maps of
D&D Brand Team encounter areas and a sheet of tokens to represent monsters,
Liz Schuh, Kierin Chase, Laura Tommervik, Shelly Mazzanoble, adventurers, and battlefield effects. Follow the steps below
Chris Lindsay, Hilary Ross to prepare for play.
Publishing Production Manager Before you run Session 1:
Angie Lokotz Read the Adventure Background and Adventure
Summary for the flow of the story.
Prepress Manager Read Session 1: Lady in Peril, page 8. If you are starting
Jefferson Dunlap at another point, read the appropriate sections and
summarize what has come before.
Imaging Technician
Carmen Cheung At the table for Session 1:
Ensure that each player has a character of the appropriate
Production Manager level to play. Players can use one of the pre-generated
Donna Woodcock characters available for download at dndencounters.com,
or they can create their own personas using the DUNGEONS
Organized Play & DRAGONS rules.
Chris Tulach Give each player a D&D ENCOUNTERS Play Tracker. This
sheet, found in the play kit, allows the players to track
DUNGEONS & DRAGONS, Wizards of the Coast, DCI, DUNGEONS & DRAGONS ENCOUNTERS, RPGA, treasure and experience earned from each play session.
Storm over Neverwinter, Heroes of the Fallen Lands, Heroes of the Forgotten Kingdoms, Acquire a session tracking sheet from the organizer.
Mordenkainen’s Magnificent Emporium, Rules Compendium, Neverwinter Campaign Record all the players’ WPN (or DCI/RPGA®) numbers on
Setting, all other Wizards of the Coast product names, and their respective logos are it, along with your own number. If you or any of the
trademarks of Wizards of the Coast LLC in the USA and other countries. All Wizards players don’t have a WPN number, ask the organizer for a
characters and their distinctive likenesses are property of Wizards of the Coast LLC. membership card.
This material is protected under the copyright laws of the United States of America.
Any reproduction or unauthorized use of the material or artwork contained herein is 1
prohibited without the express written permission of Wizards of the Coast LLC. Any
similarity to actual people, organizations, places, or events included herein is purely
coincidental.
Wizards of the Coast LLC, P0 Box 707, Renton, WA 98057-0707, USA.
Manufactured by: Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH.
Represented by: Hasbro Europe, 2 Roundwood Ave, Stockley Peak, Uxbridge,
Middlesex, UB11 1AZ, UK.
Printed in the USA ©2013 Wizards of the Coast LLC.
300B10591001 EN.
During the session: TREASURE TABLE
Each session is one encounter. Run the encounter assigned d10 Result
for that week’s session. Typical play time for a session is 1 +1 armor
90 minutes to 2 hours. 2 +1 weapon
Make decisions and adjudications that enhance the fun of 3 Ring of protection
the game. As the DM, you can adjust the adventure (see “A 4 Wand of magic missiles
Changing Group”) to maximize the fun for the players. 5 Ring of feather falling
6 Spellguard shield
At the end of your first session: 7 Potion of healing
Have the adventurers take a short rest if they wish, but 8 Potion of heroism
remind them to track their daily abilities. Hit dice used, 9 Potion of invisibility
and other limited resources do not refresh between 10 Roll twice more (reroll if 10 comes up again)
sessions, only at the end of each chapter. Make sure your
players track this information on their D&D ENCOUNTERS Advancement
Play Trackers.
Give out treasure and experience points. Make sure the At the end of each session, you award experience points and
players write down rewards on their D&D ENCOUNTERS treasure. The “Reward” section at the end of each session
Play Trackers. indicates how many XP to award the characters. The total
Turn in your session tracking sheet to the organizer. Make includes the encounter reward plus exploration and story
sure you’ve recorded all the DCI/RPGA numbers on it, awards. Each character receives the same amount of XP.
along with names and the date of the event. Players record their rewards on their D&D ENCOUNTERS Play
Trackers.
At the end of chapter 1:
The adventurers take an long rest, regaining all their hit Leveling: D&D ENCOUNTERS play uses an accelerated XP
points and hit dice. award system to allow players to run their characters at a
Once you’ve been the DM for a few sessions, it’s easy to succession of levels. If a player attends every session, his or
prepare for your next session. Read the next session’s her character advances to 4th level by the start of session 3,
material, and you’re ready to go. to 5th level by the start of session 5, and to 6th level by the
start of session 7.
TREASURE
GENERAL GUIDELINES
As the characters progress, they have the opportunity to gain
treasure in the form of gold pieces, valuables, and magic In addition to the specific guidelines provided in this
items. Whenever characters discover treasure, follow the document, keep the following general points in mind.
instructions provided in the adventure. Use the following
rules to divide treasure among the characters. Ability Checks: Where this conversion document refers to
the difficulty of checks and tasks, the guidelines in the latest
Awarding Magic Items: When the characters obtain a playtest packet are used to determine DCs for ability checks.
nonconsumable magic item, the players can decide which Trivial task: DC 5
character receives it. Usually, these decisions are easy, since Easy task: DC 10
certain items are better suited for certain characters. If this is Moderate task: DC 15
not the case, assign the new item to a character who has no Hard task: DC 20
nonconsumable magic items. If two or more characters lack
nonconsumable magic items, have each of those players roll Perception: Whenever a Perception check is called for, a
a d20. The player with the higher roll receives the new item. D&D Next character makes an Intelligence check if searching
for something secret, or a Wisdom check if spotting or
Selling Items: If none of the characters want a particular noticing a hidden creature.
magic item, the group can sell it at the end of the session.
Divide the gold pieces received evenly among the party Distance: Whenever distance or movement is given in
members. squares, 1 square equals 5 feet.
Random Items Rests: D&D Next characters can take short rests whenever
one is called for in the adventure. When an extended rest is
Use the following table to determine unspecified magic called for, characters take a long rest.
items, either by rolling randomly or choosing items as you
see fit. See the Magic Items document in the most recent Blocking Terrain: This refers to objects or features that
D&D Next playtest for more information, and to determine cannot be moved through or typically climbed over.
weapon and armor types, add details to items, and so on.
Tactics: When a Tactics section describes a 4th Edition
Feel free to simply choose magic items from the playtest power that a D&D Next creature or NPC doesn’t possess,
document rather than using the table, or to reduce the substitute an action that the D&D Next creature possesses
number of magic items gained in the adventure to suit your instead.
campaign.
Bloodied: When a creature is bloodied, it has dropped
2 below half its hit point maximum.
Number of Monsters: The conversion notes update the
number of monsters of a particular type appearing during an
encounter. Be sure to use the numbers from this conversion
A CHANGING GROUP ADVENTURE BACKGROUND
Since you can never tell who’s going to show up for a You can read or paraphrase this background section to the
DUNGEONS & DRAGONS ENCOUNTERS session, you might wind players during the character creation session, or you can
up with a different group of players from week to week. throw them right into the action and answer questions as
Some players might have missed a session or two, and they come up.
others might have played sessions with a different DM.
That’s fine. Catch new players up with a summary of what Rising from the broken coastline of the Savage North, the
has come before, and make sure that returning players frontier city of Neverwinter has weathered calamity after
have marked off any resources they spent (healing cataclysm and remains standing. Lord Dagult Neverember —
surges, daily powers, and so on) since their last extended Open Lord of the cosmopolitan Waterdeep and an
rest. imperialistic merchant—has named himself Lord Protector
of Neverwinter, and he is slowly rebuilding its residential
Majority Rules: If an element of the adventure plot districts and defenses after an earthquake leveled the city
hinges on a decision the characters made in a previous twenty years ago.
session, and the group is different in the current session,
find out what was decided. Go with the majority, and if Neverember’s stabilizing presence, as well as his policy of
it’s an even split, side with the result that favors the few trade regulations and low tariffs, has drawn merchants
adventuring party. For example, if three of the five and longtime residents back to the city. Among these
characters at your table rescued Lady Nidris’s son in merchants are wealthy expatriate traders from faraway
session 2 and two didn’t, he is considered to be rescued lands, such as the Cormyrean Elden Vargas, whose trade fleet
for your session this week. makes berth in the city, and the elegant Lady Sala Nidris
from Calimshan, who brings spices and fine fabrics from the
document rather than the numbers indicated in the original south.
adventure.
Despite Lord Neverember’s success, much of the city
Encounter Difficulty: You can adjust the difficulty of an remains untamed and wild, and danger lurks in cracks and
encounter or customize it for larger or smaller groups. To do crannies. A contingent of Thayans is the most obvious threat
so, adjust the overall encounter XP by increasing or reducing to Neverwinter, but rumors speak of werebeasts in the
the number of creatures, using the encounter building sewers, shades in the great forest to the east, and a powerful
guidelines in the current D&D Next playtest. devil cult: the Ashmadai.
Changing Characters Over the last few months, the Ashmadai have ramped up
their activities. Every day, the symbol of their god,
Players can switch characters during the season. To do so, a Asmodeus, is seen painted in blood or burned into a new
player can bring a new character with experience points building or fence. And now rumors are blaming the cultists
equal to those of the character he or she previously played in for disappearances: common folks snatched out of their beds
the season. The new character cannot keep treasure or items or off the street and later found with the mark of Asmodeus
from the previous character. branded on their bodies. Although the victims survive the
ordeal, they are never quite the same, and they bear terrible
Character Death scars, both physical and mental, from their captivity. It falls
to brave and bold characters to get to the bottom of these
If a character dies during a session, the player has two kidnappings before they threaten Neverwinter’s stability.
choices. He or she can bring the same character back at the
beginning of the next session with four fewer healing surges, Meanwhile, a fearsome storm is rolling in, one that will
or the player can start a new level-appropriate character. No test the rebuilt city of Neverwinter to its limits.
other penalty exists for death.
ADVENTURE SUMMARY
TACTICAL PLACEMENT
One way or another, the adventurers end up involved with
This adventure provides a sample tactical setup for each the kidnappings that plague Neverwinter. They eventually
encounter, including the location of the monsters and a discover that the Ashmadai are merely agents; the
start area for the characters. Tactical maps for each mastermind behind the abductions is the merchant wizard
encounter present only one way to set up the encounter. Elden Vargas, who seeks to rescue his insane wife, Karis,
If it doesn’t make sense to place monster or adventurer from Helm’s Hold and cure her. The events of the adventure
tokens in the spots indicated on the map, you can change lead up to a final confrontation atop the cathedral in the eye
the placement. The narrative of how your adventure is of the storm.
playing out should be the major mandate for character
and creature placement. For example, if a character was Chapter 1
sneaking around behind the monsters, allow that player
to place his or her token or miniature in an appropriate The characters learn about kidnappings, fight their way
location. through Ashmadai cultists, and ultimately foil the cult’s
attempts to kidnap Vargas, a notable merchant and former
war wizard. A threatening storm brews over the ocean west
of Neverwinter and will arrive soon.
3
Session 1: The characters stumble into an Ashmadai Chapter 2
attack on Lady Nidris, a Calishite expatriate and merchant in
Neverwinter. They fight off her attackers and possibly escort The party might have thwarted the kidnappings, but a
Nidris to her home, only to discover that her son Zan is sinister force has taken over Helm’s Hold. Vargas has built a
missing, kidnapped by Ashmadai. (Vargas needs living small army of mind-controlled supporters and is making his
bodies to use in tests to see if he can cure his wife’s move to free his wife, no matter the risk to the city.
madness.) Meanwhile, the storm reaches its climax, centered on Helm’s
Hold.
Session 2: The characters rescue Zan from an Ashmadai
safe house and discover that he has been marked with the Session 5: The characters receive a letter from Helm’s
symbol of Asmodeus. The party learns about a string of Hold pleading for aid. When they investigate, they are
similar kidnappings in the city, led by a man called “the stopped by acolytes acting under the orders of the “master”
Tormentor.” of the asylum, the Tormentor. The characters must find a
way into the asylum to confront the true threat. Once inside,
Session 3: While investigating the kidnappings, the they interact with various inmates and discover that Vargas
characters meet an officer in the army who tries to steer is the Tormentor.
them away from their course. During the meeting, two devils
attack, and seemingly normal inn patrons go crazy. After the Session 6: Vargas defeats the Prophet of Helm’s Hold in
fight, the adventurers discover that the lunatics are marked psychic combat, but rather than fight the heroes, he flees
with the symbol of Asmodeus. Vargas’s mind-affecting magic with his wife, leaving his newest mindslaves, including
is taking its toll, and his victims are “activating” all over the several inmates and the green dragon Chartilifax, to cover
city. his retreat up the tower.
Session 4: Random people in the city start going mad and Session 7: The characters head after Vargas, but a stormy
attacking everyone around them, and all the attackers turn blast destroys the stairs, forcing them to seek another way
out to have Asmodeus’s symbol on their bodies. The New up while dealing with elemental creatures and Karis’s storm
Neverwinter soldiers send the afflicted to Helm’s Hold for magic. Ultimately, they find Vargas, who is protecting Karis
treatment. At Vargas’s townhouse, the adventurers confront while she feeds on the storm. The stage is set for the final
a gang of Ashmadai and a bound devil. Vargas sides with the battle.
adventurers against the cultists, then attempts to win their
trust afterward. He wants to get into Helm’s Hold to check on Session 8: The characters confront Vargas, Karis, and
Karis, so he volunteers to help the other maddened victims. Chartilifax at the top of Helm’s Hold. When Vargas is
defeated, his mind-control magic fades away, people regain
4 their willpower, and the symptoms of madness disappear
from the city. If Karis survives the battle, she regains a hint of WHO’S THE VILLAIN?
her former sanity and laments that her husband fell so far
and hurt so many people for her sake. The Cormyrean expatriate Elden Vargas is a recent
immigrant to Neverwinter who based his highly
HALLMARKS OF NEVERWINTER successful trade business in the city. He is a middle-aged
Neverwinter is a setting designed for the players to become wizard with a robust build. Obviously trained for combat,
deeply involved and for their choices to drive the story at he has a cheerful manner that hides a lack of compassion
every turn. What the player characters decide to do matters and a predilection for violence.
for themselves, for the people of the North, and perhaps for
people far beyond. The following section describes some of A former war wizard in the Purple Dragons, Vargas
the key characteristics of the Neverwinter setting. excelled at mind reading and occasional mental torture.
His partner and wife, the Rashemi wizard Karis, had a
Heroes Make a Difference modicum of compassion and specialized in the power of
the elements. In his zeal to ferret out the Crown’s
The player characters in a Neverwinter campaign can make a enemies, Vargas went too far, forging a pact with
difference and change things, for good or ill. This is not a Asmodeus to enhance his psychic abilities. When his
setting where the heroes are stuck facing flunkies of the superiors found out, the other war wizards and the Royal
villain because their enemy is an epic level threat. Whether Magician of Cormyr attacked Vargas. The battle shattered
they like it or not, the adventurers are on their own, and Karis’s mind, and she and Vargas were exiled from
what they decide to do matters. Cormyr.
Frontier Feel To support his ailing wife and gather resources for his
eventual revenge, Vargas became a prosperous trader
The destruction of Neverwinter made the North into more of
a wilderness than it has been in centuries. People rebuild the along the Sword Coast. His success is due in part to his
city, but law’s reach is not long and order’s grasp remains natural charm and ruthless business acumen but also to
weak. Things as simple as the shipments of food to the city his mind-burning magic. Although his magic was never
can become sources of desperate conflict and dire events. In pleasant, the wizard’s conversion to the worship of
such a place, individuals such as the player characters can be Asmodeus has made his mental powers increasingly
the linchpin that holds everything together or the factor that damaging for his victims. Those who have weathered his
forces the wheels to come off the cart. psychic attack dream of raging fires and devilish laughter.
They endure severe psychic turmoil and, over time,
Intrigue Abounds exhibit erratic and dangerous behavior. Vargas found
like-minded people in the Ashmadai, who share his
Everyone wants something: the characters, normal folk, devotion to Asmodeus, and forged a tense alliance with
secret cults, rebels, mercenaries, invaders, assassins, them to ply his talents as an interrogator.
conquerors, looters, would-be kings. Neverwinter presents
many organizations and nonplayer characters with a Karis has taken a turn for the worse since she and her
multitude of plans. The heroes can interact with all these husband arrived in Neverwinter, and Mordai Vell (leader
groups, discovering secret ploys, allying with some, making of the Ashmadai) suggested that she be sent to Helm’s
enemies of others, and playing them against one another or Hold for treatment. Once Vargas agreed, Mordai exploited
taking them all on. Allies can become enemies and enemies the situation to gain leverage over the wizard. The cult
can become friends; it’s up to the players to decide. leader called in favors with the authorities at Helm’s
Hold, who denied Vargas entry. Unable to see Karis or try
The Story Goes On to help her, Vargas has been using his personal Ashmadai
cell to kidnap subjects on whom he can test his magic to
Many settings describe the world as it is and make it seem find a cure for his wife’s madness. His experiments leave
like it will always be that way. The important individuals are healthy minds broken almost beyond repair. Vargas also
necessary to the setting and forever out of reach of the brands his victims with the symbol of Asmodeus so that
player characters. Not so in Neverwinter. If the characters do rival Ashmadai are blamed for the crimes.
nothing, something will still happen. If they go after and kill
the big names in the setting, the story doesn’t end—it gets
more interesting.
5
SESSION 0: larcenous types to reclaim lost assets or holdfasts in the city,
CHARACTER CREATION drive out invading monsters, or run off rivals. Priests of
various religious orders, such as the Church of Oghma, seek
The initial session of this DUNGEONS & DRAGONS ENCOUNTERS to lay claim to the hearts and souls of the settlers. Long-lost
season is intended to allow players to create characters. arcane secrets lie buried deep within the rubble of centuries
of turmoil.
Instead of creating characters using 4th Edition materials,
ask the players to create 3rd‐level characters using the Neverwinter Themes
material found in the most recent D&D Next playtest.
Existing 3rd‐level D&D Next characters can also be used. D&D Next character backgrounds can be used in place of
Newly created characters above 1st level can start with character themes. Neverwinter’s status as a wide‐open
appropriate wealth and can possess common magic items at frontier city makes the bounty hunter, charlatan, guide, guild
your discretion. thief, noble, soldier, and spy character backgrounds
particularly appropriate.
If you and the players wish to do so, you can treat D&D
Next characters as if they had taken part in the D&D Character Hooks
ENCOUNTERS season Lost Crown of Neverwinter. These “heroes
of Neverwinter” gain a +2 bonus to Charisma checks to Consider using some of the following hooks for one or more
influence natives of the city, except Lady Nidris and the of the characters, incorporating the event as backstory.
enemies in this adventure. 1. You came upon the scene of a gang battle that left
A player who misses Session 0 can create a character numerous Dead Rats slain, marked with the symbol of
elsewhere or start Session 1 with one of the pregenerated Asmodeus. No signs of Ashmadai casualties remained,
adventurers provided online at dndencounters.com. Each however, and nothing indicated that the bodies had been
player is responsible for bringing his or her character to each moved. Most of the Dead Rats had not even drawn their
session. weapons. If the Ashmadai can walk away from a battle
with a rival gang unscathed, they must have a powerful
A player who joins midseason should create a 3rd-level new weapon. You need to find those responsible before
character for session 2; a 4th-level character for sessions 3 the Ashmadai kill a group of innocent people.
or 4; a 5th-level character for sessions 5 or 6; and a 6th-level 2. A friend of yours vanished recently. He reappeared a few
character for sessions 7 or 8. days later, branded with the symbol of Asmodeus and
traumatized from the experience but otherwise physically
Races unharmed. Shortly thereafter, you began to notice quirks
of behavior and mood swings in your friend. You caught
A player can create a character from any of the races him looking at things that weren’t there. These changes
available in the most recent D&D Next playtest. must be related to the kidnapping. Alternatively, perhaps
you were the victim, and now you seek to patch the holes
Classes in your memory.
3. Concerned about the kidnappings, the merchant Lady
A player can create a character from any of the classes Nidris of Calimshan has requested your protection when
available in the most recent D&D Next playtest. she goes about her business in Neverwinter. The pay isn’t
great, but it keeps you in drink and board until you can
Neverwinter Background arrange a bigger score. Of course, catching the kidnappers
could lead to a much more substantial reward.
Neverwinter is a frontier city. The city has gone through the 4. A family member seeking treatment in Helm’s Hold for
wringer in recent centuries, suffering from manufactured magic-induced insanity has sent you several unsettling
plagues, crippling wars, natural disasters, and uprisings by letters. They contain mostly incoherent ramblings, but the
would-be conquerors. For better or worse, it is a product of a sigil of Asmodeus is clearly drawn in each. Perhaps if you
violent history. catch the kidnappers, they might provide a clue that will
help in your relative’s treatment.
People here come from all sorts of backgrounds and places 5. You have suffered frightening dreams of floating in a
in Faerûn, and the city provides a safe haven. Settlers on the tempest of wind and lightning, surrounded by maddened
run from orc hordes seek protection behind Neverwinter’s female screams. Each morn, you awaken and rush to the
walls, as do religious adherents seeking escape from window, expecting to see a dark storm. Finally, this
oppression. Lord Neverember offers no judgment as long as morning, you saw a storm approaching in the distance,
newcomers bring coin or muscle to work. Neverwinter also one that matches your nightmares. Trouble is coming, and
draws people to the cathedral in Helm’s Hold, an asylum you must be ready for it.
dedicated to the treatment of those scarred by wild magic.
Characters in Neverwinter find countless opportunities
for adventure. Lord Neverember is always happy to hire
more warriors to defend the city from the threat of monsters
from the less-settled areas within the walls, as well as
marauding hordes or pirates from outside. Merchants,
nobles, and other authority figures often need to hire
6
EXTRA TIME?
Combat in D&D Next can run more quickly than in 4th
Edition. This season of D&D Encounters was designed
with a 4th Edition timeframe in mind. As a result, it’s
possibly that a D&D Next session finishes much earlier
than its counterpart.
If you have extra time in your D&D Next sessions,
consider adding an encounter or some additional
exploration or roleplaying opportunities. You can pick up
the Neverwinter™ Campaign Setting and use the
nonplayer characters (NPCs) from that book or from page
8 of Storm over Neverwinter. Here are a few diversions to
fill out your session:
Session 1: The characters must chase some of the
kidnappers through the streets and battle them on
the rooftops of Neverwinter.
Session 2: After combat, the characters are summoned
by Lord Neverember to discuss their actions.
Session 3: A group of thugs breaks into the House of
Knowledge to steal copies of records from Helm’s
Hold. The characters must stop them or track them
down.
Session 3 or 4: Lady Sala Nidris asks the heroes to
recover a remedy for her son, which she believes will
alleviate any remaining trauma to her son from his
encounter with the Ashmadai.
Session 4: Vargas relays his suspicions about the
Ashmadai to the party and sends them on a wild
goose chase to one of the Ashmadai safehouses.
Session 5: Assassins hired by Vargas attempt to kill
the characters on their way to Helm’s Hold.
Session 6 or 7: The characters must battle additional
enemies in the staircases or must climb the outside of
the cathedral to ascend.
Session 8: The party is summoned before Lord
Neverember to explain what happened at Helm’s
Hold.
7
CHAPTER 1: MARK unflappable and appraises all with a critical eye. As the
OF THE ASHMADAI scene opens, she is sitting in a corner chair, arguing
quietly with a cloaked man who eventually frowns, stands
By helping a merchant rescue her son from Ashmadai up, and leaves. To characters who make a good
cultists, the adventurers become involved in investigating a impression, she explains that she was speaking with
rash of kidnappings that has plagued Neverwinter for weeks. Elden Vargas, a Cormyrean merchant. The two are
Ultimately, the characters confront cultists trying to snatch friendly business rivals, and a deal just fell through. She
Elden Vargas, who is the real master mind behind the refuses to discuss the rumored kidnappings and clams up
abductions. if the characters persist in asking about them. She is a key
participant in the combat that takes place during this
SESSION 1: session.
LADY IN PERIL
Swordcaptain Muln Horan is a muscular dwarf warrior
As the session opens, the evening weather in Neverwinter is and a close advisor to General Sabine, Neverember’s
producing moderate rain and some wind off the sea. The strong right hand. With Sabine out on business, Horan is
characters are taking refuge from the rain in the Moonstone in command of the half-dozen or so Mintarn soldiers who
Mask, a popular inn built on an earthmote that floats just off remain at the Moonstone. Horan is drowning his
the west cliff of the Protector’s Enclave. unrequited feelings for his commander in a comfortable
armchair by the fire. Characters who are friendly or
At the start of the session, read: impress him with their bluster earn his confidence, and
The weather grows ominous in the city of Neverwinter, he admits his feelings for Sabine. During the combat
heralding a fearsome tempest that is brewing a few leagues off encounter, he is too drunk to intervene in any meaningful
the coast. Sages in the city predict that the storm will arrive in way.
full force within days, and already resources are stretched to
their limit to prepare for the coming deluge. Like many people, Sedge is a garrulous male halfling bard who gladly attends
you have sought shelter from the inclement weather in one of to the characters, flirting, flattering, or comparing stories
Neverwinter’s inns. as appropriate. He makes his living as a fireside
companion for hire, bodyguard, and teller of tales. During
The Moonstone Mask is full of huddled folk this evening— the encounter, he scurries from hiding place to hiding
laborers, merchants, politicians, travelers, and more. Rain place, cheering on characters who were nice to him and
patters the roof and wind whistles outside the shuttered booing the villains.
windows. The inn stands on a floating chunk of earth that bobs
lightly in the wind, making the thick chains that hold it to the Myrin, a blue-haired, dark-skinned female human wizard,
mainland clink softly. is excited to be in the Moonstone, smiling at everyone and
eager to chat about any number of subjects. Her taciturn
A rope bridge connects the earthmote to the western edge of bodyguard and companion, Kalen—a dark-haired male
the Protector’s Enclave. This bridge leads to the main entrance human paladin with a greataxe—gruffly discourages her
of the Moonstone’s common room, which can entertain about from drawing attention. The two travelers are passing
forty patrons. A fenced space behind the inn contains a garden, through Neverwinter on their way from Luskan to
providing panoramic views and a leisure area for guests. The Westgate. During the combat encounter, Kalen hauls
second floor hosts a dozen or so guest rooms. Myrin out of the inn, and they are not seen again.
Each of you has a room, paid up through the next month. Liset Cheldar, innkeeper and owner of the Moonstone
Mask, is a lovely, middle-aged half-elf with a wink and a
Give the characters some time to interact with one another smile for friends and strangers alike. If approached, she
and the inhabitants of the common room. seems sincere in her affection for everyone she meets,
particularly customers and people of power in the city,
As inns go, the Moonstone is moderately expensive, and it but a hard Wisdom check suggests that she is watchful for
has a reputation for being friendly to the Lord Protector, something. During the combat encounter, she hides.
Dagult Neverember—it houses a number of his Mintarn
mercenary soldiers. The characters are staying at the inn as Theron is the inn’s aged elf cook, who shares the refined
their base of operations. For more details on the Moonstone fare of his people with the “noisy and smelly” humans of
Mask, see page 142 of the Neverwinter Campaign Setting. Neverwinter. He stays near the bar, sighs frequently, and
irritably supervises the Moonstone’s wait staff: Haedra
Denizens of the Moonstone (female human). Linu (female elf), Aarin (male human),
and Daelan (male half-orc). If attacked, Theron and his
Below are some of the nonplayer characters (NPCs) that the charges run, screaming.
adventurers can find in the Moonstone Mask. Encourage the
players to roleplay their characters’ interactions with these
people.
Lady Sala Nidris is a human Calishite expatriate and
merchant, here at the Moonstone to do business.
Elegantly dressed and graceful of form, Lady Nidris is
8
Inn Services 9. Lord Neverember is having an enormous white dragon
statue moved from the main square and carved into a
The Moonstone Mask offers both normal fare and exotic new throne for the Hall of Justice.
beverages. Fine feywine and strong dwarf liquor cost 1 gp
per glass or 5 gp per bottle. 10. Under a blanket of darkness, the lands of the Silver
Marches are embroiled in a war against orcs that have
A sellboard allows people to offer jobs to mercenaries and formed an unholy alliance with the drow.
adventurers. Several sketches of missing citizens are posted
on the board with rewards for information, as well as a Kidnappers Make a Move
request from Lady Nidris for bodyguards at a rate to be
negotiated. Feel free to create additional tasks as hooks to As midnight approaches, Ashmadai thugs arrive at the
tantalize the characters. Moonstone Mask to kidnap Lady Nidris.
Among the items Nidris sells are potions and ointments. When you’re ready, read:
She can offer the characters potions of healing at the normal A group of cloaked people dripping with rain enters the inn.
price. Their arrival draws no real attention from other patrons, but
your instincts tell you to be wary The newcomers stalk into the
Tavern Tales crowd, their pace and posture suggesting anything but good
intentions.
A persistent thread of conversation in the Moonstone Mask
relates to kidnappings that have targeted city residents. Continue with the Kidnapping Attempt encounter on the
Victims reappear a few days later, traumatized but unhurt. next page.
No one can say why people are being taken or what happens
to them.
Sedge tells anyone who’s willing to listen that his brother,
sister, cousin, second cousin, or second cousin’s former
traveling companion fell prey to the kidnappers and was
never seen again! He has no idea what anyone would want
with the victim, and no demands came from the kidnappers.
(Then again, Sedge is a teller of tales by trade; maybe the
missing person left town.)
By spending time in the Moonstone Mask, the characters
can pick up plenty of gossip. Below are ten rumors; the first
four are relevant to this adventure, and the others are
irrelevant or false. To learn one of these rumors, the
characters can spend 1 gp or make a DC 10 Charisma check.
1. Victims of the kidnappings in the city have consistently
been branded with the symbol of Asmodeus.
2. Elden Vargas, a merchant from Cormyr, is spending vast
sums of coin for his magic-maddened wife’s treatment at
Helm’s Hold.
3. Victims of the kidnappings seem odd afterward. They have
violent mood swings and stare too long at you when
you’re speaking.
4. Helm’s Hold is locked down tight, and its inmates have
been more boisterous than usual.
5. By withholding regular sacrifices to Umberlee, evil
goddess of the sea, Lord Neverember offended her. She
has sent a storm to punish him for insolence.
6. A mighty mage in Waterdeep slew and impersonated the
archmage of the city in a bid to take over as the
Blackstaff. The would-be usurper’s skeleton now orbits
Alghairon’s Tower as a warning to others.
7. An oft-rumored horde of orcs is finally marching on
Neverwinter to join forces with Warchief Fensi in the
River District. They plan to overthrow Lord Neverember
and claim the city.
8. Luskan was recently quarantined to contain a plague that
drives people mad, causing them to kill one another
before being consumed from within by demonic insects.
9
KIDNAPPING ATTEMPT 4 Ashmadai Thug
Encounter Level 3 Medium Humanoid (Human)
Setup Armor Class 13 (studded leather)
1 Ashmadai garroter (G) Hit Points 25 (3d12 + 6)
4 Ashmadai thugs (T)
Lady Nidris (N) Speed 30 ft.
The Ashmadai garroter hides just outside the back door of Str 14 (+2) Dex 11 (+0) Con 14 (+2)
the inn, so place him only when he enters the inn on his first Cha 9 (–1)
turn. The Ashmadai thugs believe that drawing attention to Int 9 (–1) Wis 11 (+1)
their cause and intimidating people gives glory to their deity.
They might briefly interact with the characters before Alignment lawful evil
attacking.
Languages Common
You can place additional tokens or miniatures to represent
noncombatant tavern patrons. They can add flavor and ACTIONS
tactical interest to the scene, but when combat breaks out, all
of them flee for hiding places or rush out into the street. Melee Attack—Greatclub: +5 to hit (reach 5 ft.; one
creature). Hit: 6 (1d8 + 2) bludgeoning damage. If the attack
When the Ashmadai attack, read: deals 7 or more damage, the target falls prone.
The cloaked people draw clubs burned with a symbol of three
triangles that resembles a winged devil. One of the thugs Invoke Asmodeus: If the thug has 14 or fewer hit points, its
shouts “For Asmodeus!” and smashes the nearest patron to the greatclub attack deals 5 (2d4) extra fire damage on a hit. If
floor. The common room erupts in violence, with people the attack misses, the thug takes 2 (1d4) fire damage.
scattering in all directions. The cultists make straight for you.
ENCOUNTER BUILDING
Level 2 XP 60
Ashmadai Garroter Tactics
Medium Humanoid (Human) The Ashmadai’s primary goal in this encounter is to kidnap
Nidris. Their plan is for the thugs to draw every one’s
Armor Class 15 (studded leather) attention while the garroter hauls Nidris away. The presence
of seasoned opponents such as the adventurers, however,
Hit Points 32 (5d8 + 10) means that the cultists must improvise. The easiest escape
route is through the back door, but if that way is blocked, the
Speed 30 ft. garroter takes Nidris out one of the other ways.
Str 12 (+1) Dex 15 (+2) Con 14 (+2) Ashmadai Thugs: The thugs attack with greatclubs
Cha 7 (–2) immediately, trying to slow as many characters as possible
Int 10 (+0) Wis 11 (+0) to cover the retreat of the garroter. Once bloodied, they go
berserk with rage and invoke Asmodeus to damage the
Alignment lawful evil nearest character as much as possible.
Languages Common Ashmadai Garroter: If he wins initiative, the garroter
delays until the thugs create a distraction and he can get into
TRAITS the building and use garrote on Nidris (an automatic hit that
knocks her unconscious). He then drags her away on his next
Creature Shield: While the garroter has a creature grappled, turn. He uses brimstone cloud to distract characters who try
it gains a +2 bonus to Armor Class. to stop him. If Nidris is removed from the garroter’s grasp,
he turns his attention to the nearest character.
ACTIONS ADJUSTING DIFFICULTY
Melee Attack—Garrote: +6 to hit (reach 5 ft.; one creature). If you have a party of experienced players or more than
Hit: 5 (1d6 + 2) damage, and a Medium or smaller target is five players, add a second garroter to assist in grabbing
grappled. While it has a creature grappled, the garroter can Nidris or covering for his partner. If the characters are
use garrote on only that creature but has advantage on
attack rolls against that creature. having too much trouble in the fight, have a garroter or a
thug seize one of the NPCs in the tavern and retreat,
Brimstone Cloud (Recharge 6): If it has no creature which might lead to more complications in a future
grappled, the garroter calls forth magical smoke in a 5- foot- encounter.
radius cloud centered on it. The area of the cloud is heavily
obscured to everyone except the garrotter. For a party of four, remove one thug.
ENCOUNTER BUILDING
Level 3 XP 80
10
Features of the Area Regardless of how it happens, the characters foil the
kidnap attempt and save Lady Nidris. Shaken, she promises
The left, right, and top edges of the battle map represent the to reward them for their efforts (5 gp each) if they escort her
edges of the roughly oval earthmote and are fringed with a to her home in the Blacklake District. She also opens up
short fence. The back edge borders a high fence, beyond about the kidnappings. Lately, the sign of Asmodeus has
which is a garden. A creature forced over the left, right, or appeared on the walls around her compound, painted in ash
top edge of the battle map must make a saving throw to or blood.
catch itself rather than go over; success means that the
creature falls prone at the edge. A creature that goes over the Other Moonstone Patrons: The other people in the
edge but is capable of taking actions can make a saving Moonstone have little information, other than praise for a
throw to grab the chains that anchor the earthmote; an easy battle well fought or condolences for injuries suffered.
Strength check allows the creature to climb back up to the Unless the characters have been rude to Liset Cheldar, she
edge of the map near where it fell. A creature that fails both insists on paying for repairs and housing them for free
saving throws falls 100 feet to the rocks below. It can use the (refunding the 1 gp each has paid for quarters). Unless the
chains to climb back up (an easy Strength task). characters have offended Swordcaptain Horan, he swears to
“get to the bottom of this violence!” by investigating the
Illumination: Inside the Moonstone Mask, the hearth and Ashmadai, but his efforts yield no useful leads.
the oil lamps hung around the room provide bright light.
Outside, in the rain, the illumination is dim light from the Reward
cloudy evening sky and whatever shines out through the
inn’s windows. Each character gains 650 XP for roleplaying, rumor
gathering, combat, and rescuing Nidris.
Bar: The wooden bar is 4 feet in height. A creature can
scramble onto the bar by using 10 feet of movement, or can Treasure: Together, the cultists carry coins and jewelry
ignore the movement cost with an easy Strength or Dexterity worth 40 gp per character. If the adventurers escort Lady
check. Nidris to her home, she gives them 5 gp each. A character can
use this money to purchase potions or other items from
Fountain: The fountain depicts dancing nymphs and a Nidris.
gigantic squid. It is difficult terrain.
Furniture: The furnishings are difficult terrain. Chairs and
various utensils and containers on the tables can be used as
improvised weapons.
Hearth: A creature that enters the fireplace or starts its
turn there takes 5 fire damage. A creature can take this
damage only once per turn.
Patrons: Any customer engaged in combat has AC 10 and
5 hit points, and makes checks and saves with a +0 modifier.
Some hide and stay out of harm’s way; others flee the scene.
Rain: Outdoors, any area more than 5 squares from a
given creature is lightly obscured to that creature.
Staircase: The stairs are difficult terrain for creatures
moving up them.
Windows: A window can be broken open with an easy
Strength check or a successful attack against AC 10 that deals
damage. An open window is difficult terrain.
Conclusion
After defeating the cultists, the characters can take a short
rest.
Ashmadai: These cultists wear soaked clothes and bear
the mark of Asmodeus branded onto their bodies. A
character who inspects the Ashmadai notices (easy
Intelligence or Wisdom check) that their boots are stained
with reddish mud. A character familiar with the city (easy
Intelligence or Wisdom check) identifies the mud as coming
from the docks in the Blacklake District.
Lady Nidris: If the garroter escapes, he might abandon his
captive because she is too difficult to haul off alone.
Alternatively, Nidris could fight her way free, or you can
allow the characters to chase the garroter.
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