Storm Over Neverwinter: THE END

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This week the session included a total of four characters: My Dwarf Fighter, a Shade Wizard, a Drow Druid, and a Wood Elf Ranger. The encounter began when we reached the roof of Helm’s Hold. The roof was the eye of the storm and was calm, however, it was surrounded by hurricane-force winds and lightning. Columns of whirling clouds and lightning flared inward from the sphere to strike a woman floating in the center of the eye twenty feet above the floor. Her eyes crackled with energy as she cried out in pain and ecstasy and the power of the storm flowed into her.

Vargas appeared and warned the party “I have no desire to hurt you, but if you try to stop this, I will destroy you all.”

It seemed that it was time for Vargas to give his Bond Villain speech about what he had been doing this entire time. Gardain had no time for speeches. He chose to speak with his Craghammer.

Gardain rushed forward, and attacked Vargas. He hit the Mage solidly with a Power Strike. This forced the Tormentor backwards towards the crenelations on the rooftop. Gardain lifted his Craghammer again (using an Action Point) and smashed his hammer into the Tormentor a second time. (This time for a natural “20” critical hit.) The Tormentor screamed and fell from the rooftop, tripping over the crenelations. He was caught up in the storm and tossed into the center of the roof near the Drow, Wood Elf, and Shade. The Shade hit Vargas with a spell that caused psychic damage and slowed him. Then the Wood Elf fired a clever shot to wound Vargas and knock him prone.

Suddenly, the Dragon Chartilifax swooped in. Still wounded from the previous encounter he used his Poisonous Scream breath weapon to attack the whole party. This knocked us all to about half hit points in one shot. In response, the Drow attempted to jolt the Dragon, but failed. Then the floating woman, obviously Vargas’s wife, rained down lightning on all four of us, bringing all four playing characters to Bloodied. Mainly out of frustration, Gardain pulled a throwing hammer from his belt and hurled it at the floating woman, hitting her solidly in the chest.

The Drow Druid and Shade Wizard focused on Chartilifax for the next few rounds, using magic to drive the dragon from the rooftop. Meanwhile, Gardain and the Wood Elf Ranger continued to battle Vargas. The Dwarf and Elf got into a rhythm quickly, Gardain smashing the villain with the Craghammer and the Elf knocking Vargas prone with Clever Shots from his bow. Vargas managed to throw both from the rooftop, and as the dragon flew away, the Wood Elf has 1 hit point and Gardain had 5. Vargas, too, was badly beaten and staggering as he fought them.

The Druid and Wizard focused on the floating woman, realizing that they could tap into the vortex of magical storm. They focused, attempting to take control of the maelström swirling around the woman. At the same time, Gardain lunged at Vargas and hit him solidly with his Craghammer. Vargas stumbled backwards, and thrust out with his spear. The spear struck Gardain in the side, piercing his armor. Gardain groaned as his ally, the Elf, launched another arrow at The Tormentor. The arrow struck Vargas in the base of his neck, causing him to scream out and fall backwards on the slick pavings of the rooftop. Gardain staggered, nodded towards the Elf, and then collapsed.

In game terms, Gardain managed to fail 2/3 Death saving throws before the Encounter ended. Thankfully, the Encounter ended before the final roll.

Hours later, Gardain awoke to find himself in a healer’s room. He was told that Vargas was dead, and that his allies had talked down the floating woman, who was Vargas’s wife who had been placed at Helm’s Hold due to being driven insane by the Spellplauge years ago. Vargas had turned to the cult of Asmodeus due to his rage and anger about his wife, but recently had found a way to possibly “heal” her. He used his influences within the cult to create a small splinter cell loyal to him, and used them to “liberate” his wife. After that, he used magic to summon the storm, hoping that the elemental magic would channel into her and free her mind from madness. Apparently, the only thing that restored her sanity was seeing her husband dead on the rooftop.

Vargas was an evil man driven to greater acts of evil to save the woman he loved. Gardain could understand this.

That night, Gardain joined his friends again at the Inn. They ate and drank, discussing their newly found honor and wealth. Just before dawn, the four said their goodbyes and wished each other luck for the future. And one by one they retired to their room, ready for a well deserved sleep. Gardain was the last to leave, finishing his ale. He though back to the Night of Madness, and wondered if he’d ever really sleep soundly ever again.

THE END

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Storm Over Neverwinter: SESSIONS FIVE AND SIX

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dndSymbol_of_Asmodeus
Symbol of Asmodeus

Due to the holidays, we missed a few game days for D&D Encounters, so we made up for it today. We played a double session, bringing us through part five and six. My character was Gardain, a Dwarf Knight. He would be joined by a female Dark Elf Shadow Mage named Eboncross, and a male Drow Elf Ranger named Belgos. The Dark Elf players declared that they wanted to go through town searching for more clues about the cultists. I declared that Gardain was going back to the Inn for a long rest. And so … the adventure continues …

dnddwarfevawidermann

The storm continued raging over Neverwinter, but the rain and wind slowed significantly. The heroes took advantage of the break in the storm to take care of some personal business before heading to Helm’s Hold where they were going to meet Elden Vargas.

After all the recent events leading up to the Night of Madness, it was time for a rest. Gardain retired to the Inn, and took a hot bath. Afterwards, he slept for as long as he could. Upon waking, he got geared up and headed downstairs for a hearty meal, some cold ale, and a long smoke.

It didn’t take long for the Dark Elves to show up and shorten his enjoyment of eating, drinking, and smoking. Eboncross and Belgos started rambling on about how they’d had a run in with some more cultists, but managed to dispatch them rather easily. They set a Scroll of Protection (level 5) on the table in front of Gardain, saying that it was his cut of the treasure.

(It was part of the randomly rolled treasure and nobody wanted to keep it so they decided to give it to my character.)

The Elves explained that Lady Sala Nidris contacted them again, asking for armed escort to Helm’s Hold, a cathedral turned hospital dedicated to helping those inflicted by the Spellplague. A safe haven for those in need, the doors of Helm’s Hold are always open.

Gardain finished his meal, and then they rode to meet Lady Nidris. When we arrived at her home we were welcomed warmly. Lady Nidris was clearly upset. She told them how Zan became enraged and acted wildly when the whole town was enchanted by the Madness. Her guards had to subdue Zan before he hurt himself or someone else. Mintarn soldiers were called and took Zan to Helm’s Hold for treatment. Lady Nidris misses her son greatly and will be heading to Helm’s Hold as soon as the storm passes. That is why she needed an armed escort.

When they finally arrived at the sanctuary about 4 hours later, there was a group of people milling about outside. When they saw us, they stared to cheer. “Now we’ll get them to open the doors,” someone called out. The heroes dismounted and approached the front gate. When they knocked the Guards spoke through the doors. “No one enters; no one leaves.”

“There’s a riot in progress,” the Guard explained. “Some of the more violent patients are running wild and cathedral is on full lock down until order is restored. It’s for the safety of the people inside and outside.” The crowd gathered outside, and started to shout protest. Lady Nidris started crying, worried for the safety of her son.

Gardain used his connections as a military leader to ply his way inside, along with his two Dark Elf  “advisers.”  Lady Nidris remained outside with the other angry civilians. Going inside, we were almost immediately caught in the whirlwind of the riot. We were forced to put down several guards and residents who were driven to violence by the Madness. During the melee, we discovered that Vargas was there, and helped him to fight off some more crazed guards. During the melee, Vargas shouted, “You keep them busy, I’m going to find my wife and make sure she’s safe.” And then he ran off in the opposite direction.

We fought our way through the chapel, arriving in the Main Hall. As we rushed in, the doors slammed shut behind us. Beligos and Eboncross attempted to shove the doors open and found them locked, as if by magic! We turned and saw a black-cloaked figure wearing a bright red devil mask – the Tormentor! He was standing over a kneeling woman we all recognized as the Prophet Rohini. Rohini was clearly in pain, while the Tormentor poured fiery magic into her from his outstretched hand. Around the room are numerous white robed Acolytes, as well as, a green-skinned Elf. The Elf held a woman in his arms.

Gardain sneered, and raised his craghammer towards the form of the Tormentor standing in the main hall. He shouted, “By the Clocks of Neverwinter, today you breathe your last breath!”

The Tormentor looked up, recognizing Gardain’s voice. His concentration momentarily broken, Rohini reached up and pulled away his mask before she collapsed.

The Tormentor was Elden Vargis.

“I see the time for deception is at an end,” he said. “Chartilifax, give me Karis and deal with this rabble.”

The Elf handed over the woman to Vargas and then turned to address the party. “Little heroes have come to play, little heroes die today.” His body shifted, his bones cracked as his limbs and torso distorted. His shoulder blades burst through his back and became wings. A Green Dragon reared up, rolling mad eyes and expelling poison fumes.

The poison washed over all of us, but did not stop us from fighting. Eboncross started coughing, and fell to her knees. Beligos fired twice with his bow, killing a white-clad cultist with each hit. Gardain moved to stand in front of Eboncross, swinging with a Cleaving Assault to kill two more cultists. Meanwhile, Vargas started to run across the Main Hall, attempting to escape.

The Green Dragon roared, and flapped it’s wings. It leaped into the air and positioned itself between the three heroes and the retreating traitor. Beligos fired two more times, felling two more cultists. Eboncross, still kneeing but recovering from the dragon’s deadly breath weapon, cast a spell which caused two more cultists to cry out, clutching their heads, and falling dead to the floor. Gardain assumed his Defender’s Stance and pulled out the Scroll of Protection which had seemed so worthless only a few hours ago. He unfurled it, and read it’s words. Suddenly they were surrounded by a magical aura that affected the Green Dragon, holding it at bay. As long as Gardain did not attack, the Dragon would not be able to move within the area effected by the scroll.

Gardain held the Dragon at bay while Beligos and Eboncross rained down magic and arrows on the Beast. Unable to recharge it’s breath weapon effectively, the Dragon was rendered nearly helpless by the simple scroll. In a rage, the Dragon flew away in retreat.

The Prophet Rohini thanked us for the help and asked us to pursue Vargas – a task which Gardain was happy to do. Howeverm Gardain asked the prophet to please look for Zan and make sure that he was safe, She agreed and explained that Vargas had likely teleported upstairs. She wished them luck, and said a prayer over them for protection. We took a quick short rest before they headed towards the spiral staircases heading to the cathedral’s upper levels.

Rushing upstairs, we discovered that the next level was in shambles. The stairs in the center of the room leading up to the top of the tower was crumbling, and surrounded by at least five Lightning Elemental Vortex creatures. We crouched at the top of the stairway, and whispered about the odds of fighting these creatures. The odds did not seem to be in our favor, plus we needed to catch Vargas. Beligos decided to cast a Darkness spell on himself, cloaking him and anyone near him in complete darkness. We watched the elementals moving around the room, and made for the stairs. We all managed to be stealthy enough to slip past the elementals, and up the stairs towards where we hoped Vargas was waiting.

Gardain planned on making good on his promise to Vargas, the Tormentor.

This was the end of Sessions Five and Six

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Storm Over Neverwinter: Session Four

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I played Session #4 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 do 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.

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. He is now 4th level, and next session will be leveling up to 5th.

dnddwarfevawidermann

Our group consisted of two other characters:

  1. Elaya – Female  Wood Elf Druid
  2. Eboncross – Female Shade Wizard

SESSION #4

First, read the cartoon about Session Four from the Wizards website.

The session started with our our characters watching as the city guard began to deal with the riots breaking out in the streets. Gardain commented that he was beginning to think that it was the coming Storm that was causing the madness in the city not simply the Cult of Asmodeus.

A girl approached us and explained that she had seen what we did under the docks and at the tavern. She commented that she knew that the cultists were planning on attacking one of the locals named Vargas. Gardain remembered him as the man in the Inn talking abut his wife being placed in the Asylum. The girl offered to direct us to Vargas’s home for 40 gold. Gardain offered to allow her to keep her head if she would accept 25 gold instead. The girl accepted.

On the way, Eboncross and Gardain helped a Wood Elf Druid. She had been riding in a cart with a local merchant, however the guy went crazy and she had to knock him out. The horses went wild, and we tried to help. Gardain attempted to jump up on the cart to grab the reins, and failed utterly. (I rolled a natural 1.) He slipped on the wet cobblestone, and fell down. Luckily, Eboncross was able to us her magic to calm the horses down, and the druid was able to bring the horses back under control.

Meanwhile, we started to notice that small groups of cultists were rushing through the streets, dodging city guards as they could and seemingly heading to a specific place. We surmised that they were converging on Vargas’s mansion, so we decided to hurry. We explained what we were doing, and the Druid decided that she would join us in fighting the cultists.

We mounted up on our riding horses, and the girl directed us GPS style to Vargas’s mansion. We arrived in time to see a group of black-clad cultists break down the front door and rush inside. We rode quickly to the front of the house, and overheard the cultists shouting at Vargas, demanding that he surrender to them.

Eboncross used her magic to go invisible, and creeped into the mansion. Meanwhile, the Druid and Gardain charged right in to see the cultists fighting with Vargas. The man seemed to be holding his own, and tossing Lightning Bolts around like it was going out of style.

Eboncross managed to stay hidden thoughout the battle with stealth checks ranging from 19 to 24 on each check. She was the MVP of this session, using her magic to good effect against the different cultists. And our Druid friend did pretty well, too, using Wildshape and her magic biting skull to injure the cultists.

However, Gardain managed to do very little during the encounter. Wisely, he drank his Potion of Regeneration (5) which made it possible to yo-yp between DEAD and NOT DEAD several times. He focused on the cultist who was doing all the shouting, assuming that he was the leader. It turned out he was a Devil. Gardain took several swings with his magical Hammer, but missed nearly every time. However, two of hits late in the game turned out to be natural “20” and one of those was a Power Strike which dealt 30 damage in one hit. In the end, Gardain managed to kill the Devil and sending him spiraling back into Hell. However, during that time his companions and Vargas had beat down twice as many cultists and ruffians.

Maybe it’s time for Gardain to take a nap … and lay off the Ale.

dndSymbol_of_Asmodeus

This was the end of Session #4

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Storm Over Neverwinter: Session Three

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I took part in Session Three 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 #3

First off, check out the cartoon about Session #3 on the Main DnD website:

Session #3 began with the three of us leving up our characters. This was the first time I got to use the fancy DDI character builder from the Wizards website. It was fairly easy to figure out with some assistance. It took me about 15 minutes to update my character, mainly because there are a million Feats to choose from on the list and I got bogged down trying to look at them all. I didn’t make many choices. I added +1 to my character’s Strength and Dexterity. I also added the Feat that allows Gardain to use Second Wind as an Instant Interrupt when he takes damage. This will be handy. I wanted to buy Gardain a helmet using the Marketplace button but we weren’t able to find anything besides a miner’s helmet … so I gave up on that. Maybe next time.

Again, this is just a quick run down of what happened with our heroes. We decided to head over to the Floating Leviathan tavern to scout out some rumors and see if we could flush out some more cultists among the citizens of Neverwinter. The tavern was a ship that had been converted into a booze hall. It was smelly, crowded, and Gardain’s boots were sticking to the floor as he walked through the door, to the back of the bar, and took a seat at one of the tables. Hikari and Eboncross spread out to talk to people as well. It seemed that most of the chatter was about the cultists attacks, the high bounty on the head of a baddie named the Tormentor, and our antics at the floating inn.

But before long, all Hell broke loose again. A dwarf from the city guard (named “Horan”) came into the bar and attempted to tell us it was too dangerous to continue fighting with the cultists and to leave the situation to the local authorities. At this point, a Blue Fiend cast a spell at the Dwarf and froze him to death right in front of us, and everyone in the tavern. Another man ran and barred the door to stop any of the guards outside from entering the tavern. And at the same time, a Red Fiend emerged from thin air. The patrons freaked out and some of them moved to the back of the tavern. Other patrons made a run for it heading upstairs on the deck of the ship/tavern. The Guards who were outside waiting for Horan started to beat on the doors, trying to get inside.

Obviously, combat was the focus of this session. The Red Fiend attacked a patron, and killed him with a Critical Hit. The patron melted into ashes. I took notice of this, mainly because the DM declared that the NPC took 32 damage. I knew that this was going to be a tough fight.

My character, Gardain, rolled the lowest initiative for the first round, so I went last. Eboncross used her magic to take temporary control of the Red Fiend causing it to move into the far corner of the front of the bar away from us and next to the Cultist who had barred the doors. Eboncross ordered the Red Fiend to attack the Cultist. The Cultist scream, burst into flame, and turned into ashes. Hikari shapeshifted into a beast form of a tiger, and attacked the Blue Fiend scoring some damage. However, the Blue Fiend seemed to have the power to dominate, and used that power to affect two of the frightening patrons. Both of them shouted out a praise to Asmodeus, and attacked Eboncross. The two dominated patrons beat Eboncross mercilessly, inflicting enough damage to bring him down to -1 hit points. Eboncross down and she was dying. Finally, Gardain was able to act. He shouted that Hikari should protect our fallen comrade, and then ran to the doors to unlocked them and allow the City Guards inside.

“What’s going on here!?” demanded the three Guards.

“By the clocks of Neverwinter, ye fools,” exclaimed Gardain. “The Devil Cult has attacked us, and killed yer friend Horan! Stop jabberin’ and start fightin’, ye lumps!”

The combat continued. Hikari managed to do very well in combat against the dominated patrons, protecting Eboncross long enough for her to stabilize and recover with a saving throw roll of 20. Gardain teamed up with the City Guards to kill both the Red and Blue Fiends.

Eboncross finished the encounter by using a magic Burst power that hit the patrons and one of the guards for psychic damage. She wasn’t excited about hurting the guard, but it was a neccessary evil to put down the two dominated patrons. Both clutched their heads, and went down dead. The Guard cried out in pain, but was not killed.

Afterwards, the three heroes walked out into the street to see that the streets were full of people who were acting crazy thanks to the effects of the Cult of Asmodeus. Several city guards were surrounding a royal courier who they were giving a savage beating. Gardain rushed over but the two women (Hikari and Eboncross) casually walked towards the scene.

The Guards explained that the citizens were rioting and out of control. They were attacked by this royal ciurier and had to kill him. Gardain looked around, and realized that although it was 2 A.M. and they hadn’t slept yet – that this was going to be a looooong night.

This was the end of Session #3

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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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Storm Over Neverwinter: Session One

dnd-encounters-logo-300x111

Today, I took part in Session One 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.

Neverwinter Map
Neverwinter Map

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.

As the adventure begins a terrible storm approaches Neverwinter. It could have the fury to destroy the city once again, reversing the work done so far to help the troubled city.

heir-of-delzoun

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 three other characters:

  1. Female Druid/Paladin with a pet dog
  2. Male Halfling Ardent
  3. Female Shade Wizard

SESSION #1

dndencountersmapsession1
Maps from Session #1

Session One took place in the Moonstone Mask Inn. The Inn was one a chunk of floating rock chained to the streets of the main city. Our group was told that we all knew each other, and were in town on personal business. We each had rented a room at the Inn for the month.

Moonstone Mask Inn
Moonstone Mask Inn

I explained that Gardain was in town seeking a friend of his who is a Dwarf Noble. They were supposed to meet and discuss an expedition to Gauntlgrym. However, he disappeared a few days ago and Gardain is fearful that he has been kidnapped by the Cult of Asmodeus.

The group gathered in the common room to mingle and socialize. Gardain had a seat next to the fireplace, and began chatting it up with a Halfling and a rather drunk Dwarf. Meanwhile, the Druid talked animals with a merchant, the Halfling started partying hard and buying drink for everyone, and the Wizard sat quietly listening in on conversations.

Then some bad guys kicked in the door, shouted something about Asmodeus, and started smacking people with burning clubs. One of them grabbed the human merchant and ran out the back door with her. The other three started attacking. We all fought back, and were doing well until about three turn.

During turn three, one of the Asmodeus thugs scored a critical hit on Gardain. Sadly, I had already used the daily power to cut damage in half. The critical hit dropped Gardain to -5 hit points. He spent the next three turns laying on the floor, bleeding. I rolled three saving throws vs. death and was successful each time. I kept saying, “Cool, my Dwarf isn’t dead yet. That’s the end of my turn.”

By turn seven or eight, the thugs were all dead. The Halfling used some psionic powers to heal Gardain. My Dwarf was badly beaten up, burned from the thug’s flaming batons, but still alive … and now he was pissed off.

And that was the end of Session #1.

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Storm Over Neverwinter: Session Zero

dnd-encounters-logo-300x111

Today, I took part in Session Zero 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.

Session Zero is intended to allow the players to meet, socialize, and generate characters. Since I’ve never played 4th edition, I decided to use a pre-generated character. 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.

heir-of-delzoun

“Silver halls and mithral doors
Stone walls to seal the cavern
Grander sights than e’er before
In smithy, mine, and tavern.”

“Toil hard in endless night
In toast, oh, lift yer flagon!
Ye’ll need the drink to keep ye right
At the forge that bakes the dragon.”

“Come Delzoun, come one and all!
Rush to grab your kin
And tell ’em that their home awaits
In grandest Gauntlgrym!”