Storm Over Neverwinter: Session Two

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I took part in Session Two of the new D&D Encounters season at Sacker’s Collectibles in the DuBois Mall. This one is called Storm Over Neverwinter.

D&D Encounters is an exciting, weekly campaign that plays out one epic encounter at a time. As you defeat enemies, solve puzzles, finish quests, and perform heroic deeds, you’ll earn Renown Points that you can use to get exclusive rewards. Each session only takes 1-2 hours to play, so it’s easy to fit your game in after school or work. And each week there’s a new and exciting challenge. This D&D Encounters season takes characters from levels 3-6.

Adventure Background: Storm Over Neverwinter

The frontier city of Neverwinter has persevered in the face of calamity. Yet even as the city rebuilds, an insidious threat rises from within 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.

Neverwinter was devastated by the eruption of Mount Hotenow over 20 years ago and is still rebuilding. Lord Dagult Neverember has declared himself the Lord Protector of Neverwinter and is using his influence and considerable resources to bring Neverwinter back to its former glory. This stabilizing presence has brought merchants and residence back to Neverwinter. However, much of the city remains untamed with danger lurking just around corner.

Over the past few months the Ashmadai, a powerful devil cult, has become more active in Neverwinter. The symbol of their god, Asmodeus, has been seen painted in blood or burned onto buildings. The cult is also rumored to be responsible for a rash of kidnapping happening throughout the city. People disappear for a few days and then return. They bare physical and emotional scars from their ordeal but have no memory of their experiences. All were left with the mark of Asmodeus branded onto their skin.

Gold Dwarf Knight
Gold Dwarf Knight

I chose the Dwarf Knight, the Heir of Delzoun. You can look at the PDF file of the character sheet here. My character’s name is Gardain.

Our group consisted of two other characters:

  1. Hikari – Female Druid/Paladin with a pet dog
  2. Eboncross – Female Shade Wizard

SESSION #2

 Session Two had a lot going on so I may miss a few things. Also, I don’t want to spoil too much of the plot for those who haven’t played it yet.

We started out by taking a short rest which allowed for some much needed Healing Surges. This allowed my character Gardain to go from 11 hit points to 33 hit points. I felt a lot better about having him at this level because I had a feeling that this session wouldn’t be any easier than the last. Session One was brutal with the Asmodai Thugs giving us a royal beat down before we could defeat them.

The Lady Nidris returned to the tavern. She explained that Hikari’s dog had harassed her kidnapper to the point that she was able to escape. She fled back to the tavern to seek escorts to take her back to her compound. She requested that we act as bodyguards to protect her while she returned home.

Upon arriving at the Lady Nidris’s home, we foujnd that the Cult of Asmodeus had already been there. Her home was wrecked, and marked all over by symbols of Asmodeus in blood and burn marks. The doors were broken in, and her two guards were laying outside, seemingly dead.

Lady Nidris cried out and ran into her home looking for her son, Zan, who she discovered had been kidnapped. Eboncross and Hikari remained outside to look for clues while Gardain ran inside after Lady Nidris. All the clues appeared to point towards the Docks at Black Lake, and Lady Nidris made it quite clear that she would reward us well for seeking out her son.

The storm was picking up and we were caught in a downpour. Soaking wet, we made our way to the Docks. Arriving there, we found that the weather had driven everyone with good sense indoors. The Docks were empty. However, we did some more searching around and found an entrance to the sewers under the docks. Here we saw two men in cloaks standing guard in front of a waterfall that concealed the entrance to the sewer tunnels.

Hikari sent her dog out to act as a diversion. One of the guards shouted angrily and chased after the dog. After both the dog and the guard were out of sight, Eboncross and Hikari used stealth to sneak forward in the darkness and pouring rain to surprise the remaining guard. Gardain remained crouched and watching, hefting his throwing hammer in one hand and his shield in the other. He knew that stealth was not his strong point.

Combat came quickly as Hikari moved too close to the guard and revealed our presence. Both the Paladin/Druid and Shadow Mage tossed magic at the Asmodai guard, allowing Gardain to launch his throwing hammer. The hammer was not true, however, and sunk into the mud behind the guard. With a bellow of frustrated rage, Gardain charged forward and swung his magical hammer with a Power Strike. Gardain shouted, “For Neverwinter!” The blow hit hard (33 points of damage) and sent the Asmodai reeling. Eboncross used another spell to assault the guard’s mind, finishing him off. Gardain picked the dead cultist up and tossed him into the nearby rover, partly out of spite and partly to conceal his fate should the other guard come back from chasing the dog.

Again, Eboncross used his shadow magic to become invisible and creeped into the sewers through the waterfall. He then sent word back with a spell that allowed him to whisper a message on the wind, explaining that he had found the lost boy but he was being guarded by two more Asmodai. Hikari attempted to use Stealth again, sneaking into the sewers the same way Eboncross had gone. Gardain retrieved his throwing hammer, and waited to for a signal to enter the sewer himself. He knew that his heavy armor would give them away. (-2 to Stealth checks)

Gardain heard combat break out, and could hear both of his companions cry out in pain. He rushed through the curtain of water int the sewer tunnel to see one Asmodai cultist throwing a blast of Hellfire at his friends. Both were hurt, and on fire! He could also see the boy laying on the other side of the sewer tunnel. A river of greenish sludge running through a secondary tunnel seperated the party from the villians and the boy. He moved in closer for a better line of sight, and launched his throwing hammer at one of the Asmodai. It hit true, wounding the cultist.

Eboncross and Hikari both fought well, casting spells at the cultists. Both Asmodai had the infernal powers to summon Hellfire and Dark Energy to throw at the three heroes. In the end of the melee, both of Gardain’s allies were badly hurt and it was time for the Dwarf to make a Big Damn Hero move to finish things up. He let out a Dwarven warcry, ran across the room, jumped down into the open sewer pipe, sloshed through the filthy water, and jumped up to bring down a double-handed hammer blow on the Asmodai. (Athletics check of 25) The hit was solid and knocked the cultist for a loop. He stumbled backwards, and raised his hands to summon Hellfire. Luckily, Eboncross and Hikari had done so much psychic damage to the cultist that he was already hurt badly. He raised his hands, summoned the Hellfire, and accidently set himself on fire. (DM rolled a 1 for attack roll, and decided that it would be a fun end to the encounter, which it really was!) All three heroes watched as the remaining cultist set himself on fire and fell into the sewage.

With the Asmodai defeated, and the Zan recused the Encounter came to an end. Lady Nidris arrived in her armored carriage and took the child into her care. Gardain explained to her that the Asmodai had branded the child with some kind of evil mark on his chest in the symbol of Asmodeus. Also, the child had been mumbling strange things while the combat was going on that made it seem like he was possessed or dominated by the Asmodai.

This was the end of Session #2.

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