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Tag Archives: Neverwinter

Sanctum of the Fiend of Possession

This encounter is intended for four 3rd level characters

     Concluding this series of encounters based on my old defunct Neverwinter game is the ultimate boss fight. Since the goal of the dungeon was investigating a cult’s plot to possess citizens with the spirits of evil outsiders, I figured the most fitting final encounter would be with a creature that is eager to possess the PCs. Originally, I paired this fight with a language substitution puzzle that could be uncovered using a series of scattered notes (your favorite “tell the story with journal entries” gimmick, from System/BioShock games). The recovered notes would reveal a key to the puzzle, allowing players to translate a magical glyph system that they would then apply to scribing a summoning circle in order to bind the Devil they were fighting. My notes were incomplete and relied on some specific circumstances so I eschewed them for the sake of this write-up.

     As before, I make references to people, places, and organizations in Neverwinter; swap these out for entities from your own campaign world where necessary.

Story Background

     Understanding the circumstances of this encounter requires a little setup. Any of these plot elements can be reworked or discarded as need be, but for brevity’s sake I’ll transcribe the situation as it was planned in my game. Beneath the House of Knowledge were a series of crypts and archives that housed ancient books, scrolls, records, manuscripts and relics. Alongside these were the bodies of priests and acolytes who served the temple in life – now comfortably resting between stacks of books in death.

     Loremaster Atlavast; the last Oghman priest to have survived the cataclysm makes his home in these crumbling archives, navigating through the sewers beneath the city when he needs to make trips above-ground. Eccentric, jealous, and more than a little snooty, Atlavast kept to himself, seeking only to preserve the knowledge that survived disaster beneath the temple’s crumbling façade. 

     But ever paranoid, Atlavast was quickly made aware of the Ashmadai cult’s infiltration into the refugees living in the temple above. He began a one-man guerrilla campaign against the cultists; using old spells and traps of his own devising to discourage them from exploring the lower levels of the House of Knowledge. He began to research devils and their other fiendish kin in order to better combat his enemy…and this was his undoing.

     In a moment of uncharacteristic boldness he read from a tome in the “Dangerous Books” wing of the archives. Lurking in the pages was a spectral possession devil named Xamzael that was freed from its prison between the covers when Atlavast read from a forbidden passage. The creature immediately possessed the priest but was denied access to the surface due to ancient wards placed on the the door to the archives, trapping it there. 

     Vaguely aware of the Ashmadai thanks to its limited ability to read Atlavast’s thoughts, the devil uses its host to find a means of escaping, and has even constructed a summoning circle to call more of its brethren into the mortal plane to help. Were it to escape, the devil would happily join the Ashmadai forces in conquering the city…with the expectation of becoming Neverwinter’s new infernal king, of course.

Tactics

Much of the flow of this fight is dictated by this devil’s particular qualities, so read its stat-block carefully and get a feel for how it orchestrates the battle. Xamzael will do its best to avoid direct confrontation with the PCs at all costs. It’s first action is to attempt to possess the nearest and hardiest available target; using the host as both weapon and human shield.

The fiend begins combat with a random devil arleady summoned, and Invisibility cast on itself if it is aware of the PCs incursion. Xamzael will prioritize summoning more help when his follwers are killed. He can use the summoning circle even while possessing a foe. 

Summoning Chart


Map


Features of the Area

  Illumination: Between the menacing red glow of the summoning circle and the flickering candles positioned about the room, the chamber is filled with dim light.

  Book Stacks: Each wall (Including those around the square columns in the center of the room) is covered in rickety shelves containing moldy old tomes. Some are ancient and forgotten spellbooks, some merely treatises on the magical arts, still others tertiarily related to the craft of wizards (such as accounts of a city’s “Mage Laws” or ledgers of the names of individuals burned for “witchcraft”).

There are eight and a half foot tall, free-standing bookshelves as well. A Moderate STR (Athletics) check could be used to topple the case over, dealing 1d6 bludgeoning damage and potentially trapping a target if they are not strong enough to remove the fallen shelf.

  Tables and Chairs: Worn out tables and chairs occupy the north side of the room. Once these were used for scholars studying the potentially dangerous tomes around them. Age has worn the furniture down, and the surfaces are caked with cobwebs and dust.

  Summoning Circle: This circle is a weak gateway to the outer planes. Xamzael has been using it to call forth lesser fiends to do his bidding. He need only spend an action to loudly incant in a foul language while adjacent to the circle in order to call forth a random devil (see the chart above). Once the circle has been used it will require an indeterminate time to recharge. 

Roll 1d6: on a 5-6 another devil is poised, ready to pass through into the material plane. This will be apparent to the PCs: the creature’s growls can be heard through the veil between worlds and the glyphs of the summoning circle itself glow with a pulsing red light.

Any spellcaster who expends a 3rd level spell slot and succeeds on a Hard Intelligence (Arcana) roll can disable the circle, closing the portal for good.At your discretion, appropriate spells like Protection From Evil might also close or disrupt the circle as appropriate. 

Monsters

Imp (pg. 26)

Lemure (pg. 27)

Spinagon (pg. 29)

x1 Possession Fiend/Xamzael (See below)

Rewards

Originally, the destruction of Xamzael was required to free Loremaster Atlavast, and the reward for this harrowing battle was acquiring a new ally. The needs of your campaign will dictate an appropriate compensation: the room is filled with scrolls, old spellbooks, and rarities. New spells, a tome sought after as part of a quest, treasure maps, or even some secreted away relic would all be suitable. 

New Monster

                                           


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The Pen is Mightier

This encounter is intended for three characters of 4th Level

     I’m mining my old 4th Edition Neverwinter Campaign Setting game yet again for this week’s encounter. I was really proud of the concept behind this one, and thought it might place some interesting choices in the hands of your PC’s, as well as provide them with a nuanced little set-piece combat. Like the other encounters in this series, I’m referencing plot and organizations from the Neverwinter (and thus, Forgotten Realms) campaign setting, but adjust whatever you need to suit your own campaign world and circumstances.

Setup

     Devil’s in the D&D world are the more conniving and long-sighted of the two breeds of infernal outsider. Thus, one of the Ashmadai’s plots in Neverwinter aims to conquer the city through the “long-game” should their other efforts fail. Because in recent years the city has been beset by very immediate disasters and the practical necessity for rebuilding; much of the city’s records, legal files, and historical texts have been abandoned. Most were destroyed during the catastrophe and the destruction it wrought on Neverwinter castle, but the House of Knowledge stored many such documents. A wealth of scrolls and books dedicated to municipal bureaucracy still survives down in its underground archival stacks. 

     It’s hard to say just which Ashmadai mastermind got the idea, but the cultist have been hard at work digging through these documents. They have set aside a chamber where some of the more learned and treacherous Ashmadai are hard at work forging, editing, splicing, and re-writing all day long. The goal is to manipulate the city’s records and history, so that when order is finally restored and judicial disputes over lands, inheritance, and succession commence, many such battles will end in favor of the cultists and their allies. Because few in Neverwinter have had the time to think of securing these documents the cultists have free reign to literally re-write the city’s storied history.

     The chamber in which the cultists are forging documents is part of the lower levels of the House of Knowledge. Hard at work, these cultists are unlikely to hear the PCs approach unless they have been tipped off to the presence of intruders (in which case one of the thugs will stand guard outside).

Flammable Objects

     There are some singular drawbacks in being innately talented with destructive pyromancy while working in a library. That’s a limitation that your players might be able to capitalize upon. The cultists will NOT make any attacks that deal fire damage/will forgo additional fire damage while near flammable documents (these areas are labelled with red “X”s on the map).

     That said, accidents (and clever players) do happen. If documents catch fire, one of the cultists will cease their attack in order to save the crisping parchment in question. Their next action will be spent dousing the flames even if this means risking an attack of opportunity. After completing this task they will rejoin the battle. If the damage is extensive (catching fir to an entire bookshelf) then they will attempt to salvage whatever they can from the ruin (this will require their next three actions). If the cultist is attacked while attempting to preserve these artifacts, it will be made clear to him/her what the greater threat is.

     While attempting to save damaged documents, attacks against cultists have Advantage and their saving throws are made with Disadvantage.

Tempting Literature

     Following combat, your players will have an interesting choice on their hands. Among the projects on the table is a near exact copy of a will and accompanying deed to one of the mansions in the Blakelake District. The cultist working on this forgery didn’t have time to fill in the name of the beneficiary – leaving the mansion’s fate up to the players. The document is legal and binding (for all intents and purposes) and could easily be used to allow the PCs to obtain the property with little effort.

     It’s up to you whether or not the PCs get away with this morally unsound acquisition. The more interesting choice is to allow them to enjoy their new hideout for a time – before an heir to the manse arrives in Neverwinter seeking to reclaim their family estate. What stake this newcomer has in the city, and what allies they might have at their disposal, could make this a difficult situation to navigate.

     You have a number of option to resolve this contested ownership. A hearing before the city’s ruler Lord Neverember could become a tense legal battle (with the forged will being the key to victory), or a bloody clash in trial by combat. Devious parties might attempt to remove their rival through treachery or assassination. Good aligned PCs might cede the land without dispute and find a grateful heir happy to reward them for preserving the mansion from falling into Ashmadai hands. Perhaps the returned inheritor is among the cultists, and despite their efforts, the estate still serves as a cult headquarters. 

     You might instead tempt the party with any number of other rewards acquirable through manipulation of legal documents that the Ashmadai were busy forging – from glory in the annals of Neverwinter’s history to rights to titles or lands outside the city.

Map

       

Features of the Area

     Lighting: Candles on the table and torch sconces on the walls provide a greasy brightness to the room.

     Table: The large table in this room is covered in parchments, ink wells, quill pens, thin knives, and other implements of forgery. The table itself extremely heavy (and was likely constructed inside this room. It would take at least three PCs accomplishing Easy Strength checks in the same initiative turn to overturn it.

     Bookshelves: Five of these 6.5 foot tall wooden shelves line the walls. They are buckled and warped, and are beginning to show their age. Each is crammed full with scrolls, folios, vellum sheets, books and bundles of loose paper, all carefully organized. Their contents are highly flammable. Overturning the shelves themselves requires a Moderate Strength roll. Should a shelf fall on one of the combatants, they are considered Restrained until they can make a Moderate Strength or Dexterity roll as an action to shimmy out from under the obstacle.

Monsters

x1 Cultist of Azmodeus (Storm Over Neverwinter pg. 7)

x2 Branded Zealot (Storm Over Neverwinter pg. 6)

x1 Ashmadai Thug (Storm Over Neverwinter pg. 4)

To accomodate four players, add an additional Branded Zealot


 
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Posted by on March 8, 2014 in Uncategorized

 

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The Defiled Infirmary

This encounter is intended for four characters of 4th level

This week’s encounter is also pulled from my scrapped plans to have PCs explore Neverwinter’s “House of Knowledge,” one of the places of note mentioned in the wonderful Neverwinter Campaign Setting, released for 4th Edition. The plan was to have the party investigate an undercover cult headquarters and bust up some of their various schemes. Some of the overtones can be adapted to match many nefarious organizations, but I’ll allude to Neverwinter personalities, groups, and locations, for clarity’s sake.

NEVERWINTER SPOILER ALERT: 

The former sanctuary of learning and literature turned refugee camp has been infiltrated by nefarious Ashmadai cultists. These minions of the evil Azmodeus are facilitating the possession of persons of high and low countenance all over Neverwinter. With their efforts, it might be impossible to know who is thinking for themselves, and who is a sleeper agent for the cult.

     A major theme behind all of my House of Knowledge encounters was to explore how a dark cult could operate within a headquarters that was seemingly out in the open (though more aptly, “hidden in plain sight.”) Thus, it was often the case that what the players first saw was merely a banal veneer covering up dark deeds.

     This encounter finds your party wandering into the impromptu infirmary within the House of Knowledge (Or any similar adventure site in which the enemy is operating under cover). Cultists, posing as members of a good-aligned priesthood, are offering aid to the sick, injured, and dying, among the multitudes of refugees and squatters. In truth, they are undergoing rituals of possession to allow their infernal allies to take up residence in the bodies of weakened mortals, before actually healing these hosts with the aid of the new spiritual parasite. 

     The action begins with the party finding the infirmary in working order – a seemingly worthy endeavor by well-meaning men of faith. But investigation will reveal the cracks in the façade, and if the cultists discover the PCs snooping too much, they may have a fight on their hands.

Triage

The Cultists: Two priests of Illmater; a human and half-elf named Robett and Taylon respectively, attend to the six (actually seven) severally injured refugees who are in this room. If pressed, they explain that they use a combination of clerical magic (they will not cast any spells in the presence of the PCs) and conventional healing to treat the wounded and the sick. Though they are cordial with the party, it is clear that they are quite busy attending to their patients – their faces are laced with sweat, their eyes marred by the dark circles that sleeplessness brings.

Religion DC 5: Illmater is a deity of compassion, healing, selflessness, and forgiveness

Religion DC 15: The symbol of Illmater that these priests wear is outdated – they use the rack rather than the more contemporary hands bound in red cord.

Religion DC 20: Some of the embellishments on the holy symbols they wear are out of place. Gilding on the design would be forbidden by mendicants of Illmater.

     In truth, these two are Cultists of Azmodeus – and thus members of the Ashmadai cult. While it is true that they are tending to the wounds of their piteous charges, they do so at a measured rate, leaving the patient’s bodies in a weakened state. This makes them more susceptible to a magical ritual of possession which the “priests” have worked on them. When completed, a creature from the Abyss will take up residence in the victim’s mortal form. While the cultists will calmly endure the PCs presence for a time, if they get too nosey they will be asked to leave. If they become belligerent, the disguised priests call for help in the form of x4 Ashmadai Thugs from the rabble outside.

     Obviously all this snooping could easily tip off the Ashmadai cultists. When the party first enters they will be quietly and politely questioned by one of the “priests” as to why they are there. He’ll believe any reasonable excuse. With a smile, both mengraciously decline offers to help the wounded, insisting that while busy, they have everything under control.

     The priest/cultists are indeed busy tending to the wounded, and thus won’t be keeping their full attention on the PCs. Whenever a character attempts an action surreptitiously, make a WISDOM roll for one of the cultists with disadvantage, against a DEX (Stealth) roll for the PC. If the cultist succeeds, he looks up from his work long enough to spot the the snoop.


In Sheep’s Clothing

Once in control of a victim, the devil can call on the attacks, spells, and abilities listed in its stat block, even in the host’s physical form. In doing so, they shed some semblance of humanity, taking on glowing eyes, a flaming corona, and sharpened claws and fangs for a time. Because this is so obvious, most of the possessed will be very unlikely to join battle and risk revealing their true nature.

Patient 1: A halfling man, badly beaten with clearly discernible bootprints on his face. This poor beggar ran afoul of some drunken ruffians who went to far in their casual abuse. He has been completely possessed by the creature assaulting his mind.

Heal DC 15: The wounds on this halfling show a strange rate of healing that neither magic nor medicine can account for. 

Heal DC 20: Even stranger, his scar tissue is of a reddish hue and smells faintly like a campfire.

Patient 2: Half chewed by rats and other vermin, this human street pauper spent any copper he could beg, borrow, or steal on an escape into a bottle. Exposure and the insistent hunger of vermin nearly cost him his life before he was found unconscious, not far from the House of Knowledge. The cultists have yet to begin possessing this man.

Heal DC 10: Perhaps the priests have not prioritized this man correctly…despite a few bandages he has some serious wounds still open and vulnerable to festering that have not yet been treated.

Patient 3: This lady of the evening stood up for her friend when the Mintarn Mercenaries charged with “protecting” the city attempted to drag the girl into lock-up on an imagined charge. The beating she received for her loyalty wasn’t as bad as the hypothermia she endured after being pitched into the river. She has been partially possessed.

Heal DC 15: That this woman has been submerged in frigid water for too long is plain. She does not, however, respond properly to your prodding and medical tests – her eyes lolling and incoherent moans coming from deep in her throat. Hypothermia wouldn’t account for the stupor she seems to be in.

Arcana/Religion/Nature DC 15: Not all of the poultices sitting on this bedside cabinet are medicinal, though you cannot place their use.

Arcana DC 20: One of the jars here contains embers from a funeral pyre – and a finger bone from a fresh corpse. This is a common reagent in dark rituals.

Patient 4: Maimed during fighting in one of the city’s countless skirmishes, this dwarf could find no work with both her hands damaged beyond use. Unable to earn a wage, she became destitute and without money, could not pay healers to treat her injuries. Thus she has come to the only place left her. This patient has been completely possessed by a fiend.

Heal DC 15: Maybe she’s asleep….her wounds aren’t so bad that she should be comatose.

Heal DC 20: There is a strange film on the stumps where her hands once were. Perhaps an infection after the priests amputated her rotting flesh?

Heal DC 25: Um…there are fingers growing back out of her stumps. That is not a thing that Cure spells can do.

Patient 5: With so many bones broken it’s a wonder this half-orc managed to drag himself all the way here. He was a scavenger; digging for loot amid the ash-choked ruins in the Blacklake District. Something must have gone wrong, likely a building collapse, and he barely escaped with his life. Whatever valuables he found were bartered for safe passage back here. The cultists have recently begun possessing this victim.

Heal DC 15: With such extensive injuries, so many bones shattered;  and the apparent lack of emergency care he has received, it is surprising this half-orc survived so long

Heal DC 20: His eyes are strangely discolored and you cannot quite tell why that would be.

Arcana DC 20: Amid his occasional meaningless mumbles you catch a few snatches of a language that makes your skin crawl – He’s speaking Infernal.

Patient 6:  This man bears the glowing azure marks of the Spellscarred. Whether he died of complications from that supernatural affliction or natural causes is hard to say. He’s still warm, and must have only expired a short time ago, probably going unnoticed by the overworked priests. They had not yet gotten around to trying to possess this victim, though he was to be an experiment in what happens when a devil’s spirit gains control of a spellscarred creature.

Heal DC 5: He’s dead.

Heal DC 10: These still glowing marks indicate that he is a victim of the strange supernatural storm known as the “Spellplague.”

Guest Patient

     To the Ashmadai’s benefit, they managed to acquire a gravely injured Red Wizard (Marked “R” on the map) who was at work spying on the city. Though ostensibly in service to Thay, the Ashmadai are secretly plotting against their masters, and possessing this agent would give them a leg up in their goals. The wizard is kept hidden behind a thick red curtain, and if pressed, the fake priests explain that he has a contagious disease, and that the PCs must stand back for their own safety.

     The Red Wizard is bound to his cot and gagged, his wounds being tended to intermittently while the cultists work their vile magic. He is still conscious and if someone barges into his room, will thrash about, calling feebly for help through his bindings. Like all those of his order, this mage wears a robe of scarlet and black, has a shaved head, and is adorned in wicked looking tattoos (in his case, covering the neck and below his ears).

     While evil, and certainly in league with some likely foes of the party, the necromancer, If rescued, will be genuinely grateful for the heroes intervention. Injured and out of spells, he is unable to put up a fight either in defense of himself or against the PCs. He will quickly bribe them with the 50 gp he had on his person (kept in a drawer near his bedside) if they allow him to go free.

Map

     

Monsters

x2 Cultist of Azmodeus (Storm Over Neverwinter pgs. 6-7)
x1 Ashmadai Thug (Storm Over Neverwinter pg. 5) – enters the battle from the hall outside
x1 Scorch Devil (Storm Over Neverwinter pg. 9) – One of the possessed patients. Enters the battle when he/she raises from the bed and begins to attack

To increase the difficulty of this encounter, consider add one additional Scorch or Fimbrul devil to the encounter per additional PC. In this case, the partially patients possessed patients finish their awful transformation as the conflict begins. To accommodate 3 players, remove one of the priests.

 
 

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Mobbed in the House of Knowledge

This adventure is intended for 3-5 player characters of 3rd level and applies to the final release of the D&D Next Playtest

     So last year my fledgling 4th Edition Neverwinter Campaign Setting game fell apart thanks to my busy schedule. Though I lament its loss, I think the last encounter I ran can have some future life – potentially in your own game. The PCs were investigating some Ashmadai (read: evil devil-man) cult activity in the decrepit ruins (NEVERWINTER CAMPAIGN SETTING SPOILER AHEAD) of Neverwinter’s once beautiful House of Knowledge. They were questioning some of the squatters and homeless holed up in the old Oghman shrine, when their inquiries got the attention of cultists concealed amongst the rabble. A desperate melee ensued wherein the party had to limit their area attacks – lest they harm innocent bystanders. But with the cultists disguised in the crowd and the doors to the room shut, the party was in a dangerous (and near TPK!) situation.

     This encounter seeks to capture the tension of being locked in a room with an overwhelming number of foes, and many innocents caught in the cross-fire. I’ll also explore some home-brew rules for dealing with grappling mobs in a fast, easy way that affords you some realistic options in regards to being pinned by multiple attackers. 

     And you don’t need to be playing a Neverwinter campaign to benefit! Bear in mind, this encounter is tuned between moderate and tough for the level the players are at. Still, multiple opponents tends to make encounters much more difficult. You may wish to spring this encounter on a party that is fresh and has all of its resources to bear.

Setup and Tactics

     The PCs must track down a lead related to their current plotline. A possible informant lives amongst the squatters in a rundown library (In Neverwinter, the House of Knowledge) in a desiccated part of the city. Unbeknownst to them, less than savory elements (The insidious Ashmadai Cultists of the Forgotten Realms, for example) move in and amongst the destitute persons living in the ruins. Some of the rabble are evil agents taking advantage of the fact that few wish to be bothered with the City’s poor and downtrodden. 

      The vipers amongst the peasants are carefully concealed – and would like to remain that way. The main chamber of the library is a tall, dome roofed rotunda crammed with the unwashed poor. Let the PCs ask some questions of the unwashed masses and do some investigating before the action starts.

     The PCs may opt to flee, rather than fight –  a perfectly sensible response! However with the mob latching hold and supernatural cultists barring the main means of egress, that will be easier said than done. The cultist rabble will attempt to grapple PCs (two or three at once) to keep them in the room and allow the tougher cultists to more easily slay them. None of the cultists is above using an innocent bystander as a human shield.

Plot Text

      The conditions in this once shinning bastion of knowledge couldn’t be worse. The destitute are crammed into every nook and cranny of the dilapidated ruins. Clotheslines now hang haphazardly from rotting bookshelves, old folios feed pathetic cookfires, and all around you is the smell of mold, decay, and human waste.

     But you can detect the shifting air as someone closes the worn double doors to the library’s central rotunda. Standing in front of the only entrance to this lobby is a tall man in a black cloak. He sneers at you and hisses, “We don’t accept outsiders prying into our business. You know too much for your own good.” A warm, eerie light emits from the man’s open palms and with a snap, magical chains of molten hot metal slide out of his hands and clink on the floor. 

     Around you the crowd cowers, and backs away. Most of the crowd, anyway. Some anonymous vagabond shouts “Kill the outsiders!” There is a flash of movement as the squatters run too and fro…some scrambling to get away from the melee…others pushing forward with rusty knives, clubs, and bare hands to strike at you!

The Rabble Attacks

Part of the challenge in this combat encounter is separating the innocent squatters from the concealed cultists. To create an environment of confusion and tension, only have part of the hostile human rabble attack at first. Each round, more of the incognito cultists will strike at the PCs. Use the below guidelines for how many Human Rabble to introduce per round:

If the players attack the crowd indiscriminately, assume that some of those killed were indeed cultists; other were not. Innocents who are attacked will opt to flee rather than strike back. The cultists won’t bother to attack the other squatters – nobody will believe their claims of Ashmadai cultists hiding iut in the old library anyway. However, if barring the PCs path means injuring or harming innocent civilians, so be it.

Innocent squatters use the same “Human Rabble” stats as the cultists.

Mobbed!

The grapple rules in D&D Next (found on page 17 of the How to Play document) are simple and efficient, but lack a bit of the nuances that apply to attacks from mobs. Consider applying some of the following optional rules below to make this encounter mor dangerous.

For context: restraining a target is like holding them tight bodily, while their arms and legs are still free to move (albeit in a much more limited fashion, hence the apllication of disadvantage). Pinning aLimb is like getting an opponent into an arm or leg lock; stopping their limb from functioning while not impeding overall bodily mobility. In either event the target is grappled, and thus bound in place, though not completely motionless.

     Multiple Grapplers – •A second (third, fourth, etc.) attacker may grab an already grappled target using the normal rules for initiating a grapple, and does so with advantage. 

•There should be a limit to the number of assailants in a grapple (4-5, DMs discretion). 

•Three or more grapplers may move a target without taking the normal 5 extra feet of movement penalty. Doing so requires that they all act on the initiative of the lowest attacker.

•Any assailant may attempt to restrain, or pin the limb a grappled creature.

•Escaping a grapple with multiple creatures requires you to make a Strength or Dexterity roll opposed by a Strength roll from each attacker. You need only beat the highest attacker’s result to escape the grasp of each assailant. 

     Pinning a Limb – While grappling a creature, as a separate action you may attempt to constrain a creature’s limbs by making an opposed Strength check opposed by the creature’s Strength or Dexterity (their choice). Doing so prevents the creature from using that limb (possibly denying them use of a weapon, or spellcasting ability if both hands are bound). The creature need only escape the grapple to cancel the effects of a pinned limb.

Features of the Area

     Lighting: Cracks in the walls and broken stained glass windows in the upper floor, along with the blaze of cookfires and candles make this room brightly illuminated.

     Statue: In the middle of the room is an enormous statue of Oghma – though this may not at first be apparent. Weather, vandalism, and seismic disaster have all contributed to this once beautiful piece of art’s decrepit appearance. Stained and pock marked with ware this 30 foot tall statue is barely recognizable, but its size is no less impressive.

     Stairs: Though damaged and now treacherous, these marble stairs wind around the wall of the rotunda and climb up seven stories. Each floor above the main chamber is lined with stacks of rotting books and crumbled shelves, niches where statues once stood, and the occasional row of scholar’s stalls. Anything of value has long since been looted.

     Floorspace: Though left open in the image, feel free to clutter the floorspace with tents, cookfires, clotheslines, cots, waste piles, barrels, crates, fallen sections of ceiling, and any other debris you might expect in a shanty-town.

Map

This map was made using the Dwarven Forge map visualizer 


Monsters

Branded Zealot – (Storm Over Neverwinter pg. 6) [3 Players: x2, 4 Players: x3, 5 Players: x4]

Human Commoner – (Bestiary pg. 57) [3 Players: x15, 4 Players: x19, 5 Players: x24]

 
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Posted by on January 6, 2014 in Combat Encounter, Playtested

 

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The Abyss Gazes Back

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This adventure is intended for five players of 5th level (using D&D 4th Edition) or 4th level (using D&D Next playtest rules June 2013 Release)

The trick with finding a large lode of a rare and valuable mineral (especially one as coveted as Mithril) is keeping it a secret while you mine it. This week’s encounter brings the heroes into a “lost” mithril mine in search of treasures and historical trinkets. The only (surface) entrance into the mine is through an encoded teleportation circle – a security measure that kept it safe for a very long time.

But while dwellers above never managed to find the mineral trove, those that lurk below have known about it for quite some time…

Setup
The PCs have come across the “code” for activating a linked portal found in a now defunct section of a dwarven mine. Perhaps this information was given as a reward, found in the library of an evil lich, or plucked from the skeletal hand of those lost in a failed expedition. Either way, the dwarves of this community lost access to their most valued treasure: a nearly untapped lode of raw mithril. Whether or not the players share this with the dwarves is up to them (perhaps they are being employed but the leaders of this clanhold or thaig to explore the mine and deem it “safe.”

Whatever the case, the only way in is by incanting the magic words and drawing the required symbols to activate the portal. Everything seems to go fine…but unbeknownst to the party, there were a few errors in the scribing of the instructions.

A Neverwinter Night
This adventure was originally written with the Neverwinter Campaign Setting in mind. As such, the 4th Edition rules incorporate monsters from that source, though subbing them out for any aggressive subterranean Lurker/Artillery combo will suffice.

If you are using this encounter in a Neverwinter/Forgotten Realms game, it likely takes place under the cavernous halls of lost Gauntlgrym, or in chambers adjacent to The Chasm. In this case, you will likely wish to add one of the Plaguechanged themes from page 95 of the campaign setting book to the nothics. Likely, these lower mines have themselves been warped by the Spellplague, and strange properties may effect the mithril found here.

Plot Text
Something is definitely wrong. The harmonic thrum of the teleportation circle is now growling dissonantly. Everything was done perfectly – the words were spoken, the hand motions made, the sigils drawn properly into the runes… there is the expected flash of light as the portal activates, and then you feel nothing below you.

You crash to the ground, having dropped a mere two feet, but losing your footing and orientation. Wherever you are, it’s dark…very dark. The air around you is cold and unmoving, dampness presses against your skin and off in the distance is a faint silver glow. The emanating light is coming from the rocky floor beneath you. As your eyes adjust, you can see its source, a vein of pure mithril.

What you don’t see are your friends. Did they teleport along with you? Were they left behind? Did something…worse happen?

Before you can investigate, a reptilian shriek shatters the grave quiet of the cavern. There’s something out there.

Map

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A high-res poster of this map is included in theVaults of the Underdarkmap pack.

Features of the Area

    •Illumination:The faint glow from the pure mithril gives off dim light in any 10 feet (2 squares) from a mithril vein (visible on the map as silvery swaths on the ground). Otherwise there is no natural light in the mine. A pair of everburning candles sits on the desk in the foreman’s office.

    •Rubble: These sections discarded equipment, wrecked and abandoned barrels, overturned carts and debris count as rough terrain. A close inspection with Perception/Intelligence (Search) Moderate DC, reveals 1d100 gp worth of raw mithril among the wreckage of each debris pile (seven piles total).

    •Foreman’s Office: Still warm and inviting thanks to the everburning candles on the desk, this small room comprised the office of the mine’s work director. His ledger and logbook contains mostly the boring minutiae of running a mine: weights, measures, shift schedules, etc. if a PC is insistent on poking through the books, they will find that a large load of mithril was exported to a hidden location not far away for “safe keeping.” The logbook includes either a treasure map or a riddle that points to the cache’s location. Obtaining this trove of unprocessed mithril would give the party an additional treasure of no small value.
    Also in the office is a locked (Moderate DC) treasure chest containing a few changes of clothes (now moldered with age), and a magical armor of the appropriate level.
    At your discretion and for an increased challenge, the chest might also be trapped, with a dead nothic nearby as a hint to what kind of security measures the chest employs.

    •Teleportation Circle: This is where the PCs were supposed to arrive when entering the hidden mine. They can escape using the same encoded magical incantations, though they will suffer the same discombobulated arrival on their return trip (which will likely be more meddlesome than disastrous. An Arcana/Intelligence (only if trained in Magical Lore) Moderate DC check will fix the malfunction, allowing for normal use of the portal.

    •Exits: The southern corners press on to 10 foot wide corridors leading off into different directions and other passages in the cavern system. Where they lead is up to you.

Monsters

D&D 4th:
x4 Nothic Mindwarp (Neverwinter Campaign Setting pg. 95)
x2 Nothic Plaguegazer (Neverwinter Campaign Setting pg. 94)

D&D Next:
x7 Nothics

20130718-092731.jpg

Tactics
The nothic make use of the shadowy environment and their predilection towards stealth to make quick strikes against the PCs, blasting them with their gaze attacks or swiping with their claws, then ducking away to hide around a corner. They will try to keep the PCs separated and uncoordinated, keeping two nothics on particularly weak targets, alternating which attacks and which hides. They will take their time to double back or circle around through the maze in order to strike unexpectedly.

Rewards
Consider granting additional experience equivalent to a level 1 monster to account for the initial advantage the nothic’s have in attack their dispersed foes.

Most of the mithril in this mine is inaccessible (since it has yet to actually be mined) but clumps of ore can be found in the wrecked carts and barrels. Selling or trading these might grant the party the equivalent of a monetary treasure parcel (or us the guidelines for random value described in the “Rubble” entry above.)

 

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Fungal Lake Dead-Drop

This encounter is intended for use with either 4th Edition Dungeons and Dragons or the July iteration of the D&D Next Playtest. 4th Edition: Five players of 6th level / D&D Next: Five players of 5th level

Every environment needs water for living creatures to survive – and even the warped beasts of the Underdark are no exception. The presence of a small but significant freshwater pond not far from a surface entrance into the depths of this subterranean nightmare world causes alarm to most. For adventurers, it means opportunity.

This encounter was originally written for my now defunct Neverwinter game, and as such, references an organization related to that campaign setting. None of that flavor is necessary to run the encounter, however. The situation has the players meeting shady, possibly hostile criminal elements for a trade or deal – in a location that is even more dangerous and alien. Unbeknownst to either party, they are stepping into the home of a colony of Myconids – one of the Underdark’s bizarre inhabitants. The fungal monsters attack both sides as interlopers; but whether or not this ruins the deal is up tot he players.

Setup
Agents of the Drow spy network, The Bregan D’aerthe, have approached the players through their surface contacts in Neverwinter regarding a bit of business. Perhaps the Drow have information the players desperately need and are willing to pay for, maybe they have acquired (or seem to have acquired) knowledge or an item the mercenary Drow are after. Whatever the case, a meet is scheduled near a large pond in a cavern not too far from the surface (A site used by Bregan D’aerthe agents to pass secret messages and materials). Strictly speaking, this will require the players to go into the uppermost reaches of the Underdark – a dangerous proposition. They will need to decide whether or not the benefit outweighs the risk (And in order to prod them into the deal, there should be a clear and significant reward).

Map

20130709-175659.jpg
A high-res poster of this map is included in theVaults of the Underdarkmap pack.

At the Start of Combat: Position the Myconids throughout the cavern near regular giant mushrooms. They have been lying in wait the whole time, camouflaged among the unanimated fungi.

The PCs and Drow begin (most likely) at the opposite shores of the pond.

Plot Text
The erie glow from the mushrooms and the shimmering of fluorescent algae off the water hasn’t stopped being unnerving to you even after waiting half an hour. In the Drow’s defense, if this were an ambush or a trick, they would have sprung it by now…unless of course the plan was to make you die of boredom. Finally you ear a singsong voice call out “Sorry we took so long, dangerous voyage, this one.”

A petite, female Drow woman rounds a corner in the caverns on the opposite side of the pond. You note how unnerving it was that you never heard her footsteps echoing in this enormous cavern. Slinking out of the shadows behind her are two male Drow, each clad in dark armor with sword at his side. “I know what you’re thinking but calm down, surface-dwellers. We’re here to deal. Think about it, if we wanted you dead would we bother with theatrics?” The Drow and her party approach the banks of the pond on their side and beckon for you to do similarly.

Negotiation
The specifics of the meet will depend on your campaign. Regardless, the players actions during the negotiation will determine how the drow act during the pending combat. If the players come off rude and uncooperative, or worse, if they are too cooperative int eh proceedings (not down bidding the drow, showing any sort of weakness, seeming indecisive or amateur) then the Bregan D’aerthe agents will use the battle as an excuse to slay the players and take what they were offering in trade.

However, if the players impress the drow, they will serve as an ally in the ensuing battle, hoping that the unexpected skirmish doesn’t sour their deal. Should the players successfully intimidate or wound the Drow before combat begins in earnest, they will cut their losses, and seek to flee if possible.

Regular roleplaying and your judgement of the drow’s response should be enough to adjudicate this encounter. However, if the players are eager to use their skills and social abilities, consider running this scene as a Complexity 1 or 2 Skill Challenge. Success means the drow serve as allies, failure will ensure that they turn on the PCs if able.

Primary Skills: Diplomacy, Bluff, Intimidate, Insight
Secondary Skills: Dungeoneering, Perception (If items are involved), Appropriate Knowledge skill (If secret information is being passed along)

Tactics
Drow
The Bregan D’aerthe mercenaries will vary their tactics depending on their relationship With the players.
• Indifferent: A “better part of valor” approach, keeping away from the myconids and allowing the PCs to take the brunt of the beating when possible, though likely not attacking them. In this case, if an opportunity to steal what (or whom!) the PCs are bringing to the offering table presents itself, the Drow will take it, even if this means killing a single PC.

•Cooperative: If negotiations went well, the Drow will regard the PCs as comrades in arms, knowing that the conflict can be resolved quickly with teamwork. They will set up flanking maneuvers, attack targets the PCs debilitate, and offer covering fire. Combat might be another opportunity for the PCs to prove their trustworthiness, healing or aiding their “allies” in this skirmish.
All that said, the Drow are selfish by nature and as a result of their occupation. Don’t go overboard in their assistance.

•Hostile: If things went south, then the Drow might see the myconid attack as a perfect opportunity to get what they want without breaking a sweat. They will take pot shots at the PCs first, hoping the monsters will wear them down enough to be easy targets and recover whatever valuables they have, or making the pending interrogation that much easier.
4e
The Myconid Guards move in immediately, using their Pacification Spores on the most physically imposing combatants (at least one of them will approach the Drow). The Sovereign and Rotpriest will move together, joined at the hip so that the leader can retain the benefits of the Rotpriest’s healing.

Next
The Myconids all focus on a single target (one of the Drow, if you are feeling forgiving towards your players) attacking it together as a colony. The goal is to make bodies as soon as possible for the Sovereign to re-animate. Meanwhile, the Adults choose to hamper any combatant that deals a great deal of damage, stunning them if possible.

Resolution
The battle is another opportunity to weigh the PCs competence. If they performed admirably, this might tip the scales in the PCs favor, proving to their perfidious business partners that they are not to be trifled with. Otherwise it might give the Drow an opportunity to strike or flee while the party is weakened or off balance.

Monsters
4th: x1 Myconid Sovereign (Monster Manual II, pg. 164)
x1 Myconid Rotpriest (Monster Mnaual II, pg. 164)
x3 Myconid Rotslammer (Underdark) -Or- Myconid Guards (Monster Manual II, pg. 164)

x2 Drow Swashbuckler (Neverwinter, pg. 122)
x1 Drow Informant (Neverwinter, pg. 122)

D&D Next: x1 Myconid Sovereign (Against the Slave Lords Bestiary pg.58)
x2 Myconid Adult (Against the Slave Lords Bestiary pg.57)
x6 Myconid Juveniles (Against the Slave Lords Bestiary pg.57)

x3 Drow pg. 40 (The Informant replaces a short sword for Dagger, and adds “Invisibility” to her spellcasting list)

 

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“The House of Knowledge” and the Blog Hussy

My Neverwinter campaign, (which had taken many a blow due to busy schedules) is finally starting to pick up some steam again! The players are finally on track to where they can make their own decisions about what to do in The City, and will soon be seeking out their first site-based adventure. That means I have a whole dungeon to plan! That’s a lot of planning and work and thought!

Naturally, that’s going to put me off from making regular posts for a bit. I know, that comes hot on the heels of some other obligations that have thrown the schedule asunder. To make up for all that, I’ll be writing up my iteration of Neverwinter’s ruined temple of Oghma “The House of Knowledge” as a full adventure. I figure several encounters worth of material will more than make up for the time I’ve snatched.

It’s worth noting that I’m approaching this one largely from a more “old school” perspective, inspired by all the D&D 5th/Next playtesting I’ve been doing lately. Smaller, more frequent combats, more problem solving elements, smaller rooms, etc. I think it will be an interesting experiment.

On other fronts – I have been blog-cheating on you! It’s true! The theatre company I am with has recently begun more regular posts on our Tumblr page. I take occasional writings duties on the blog over there. If you are more a fan of my writing than of D&D (madness!) or if you have some interest in the inner workings of a theatre company, that might be of interest to you.

Until next time!

 
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Posted by on November 15, 2012 in Announcements

 

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