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neverwinter-nights.xml
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<?xml version="1.0" encoding="UTF-8"?>
<campaign version="5">
<note>
<title>Session 6: Neverwinter Bridge and the Yuan-Ti</title>
<text>
Party members of this session: Little Crow, Fairuza, Quinthya, Moras
Date 12th of Spring, 66016
Only 1 threat is left: the bomb underneath one of the three Neverwinter Bridges (the Sleeping Dragon, the Winged Wyvern, the Dolphin)
The only information the party had, was that at the end of today the bomb would explode.
While Fairuza bought a small rowing boat, Morass went to find some used nets.
The first bridge that the group investigated was the Sleeping Dragon. The PCs found resistance from 6 Fire Knives, who were on the look out for anyone trying to disarm the bomb.
While battling the Fire Knives, two Blood Sailors showed up, both grafted with swords in the same way Sherry was grafted.
The Blood Sailors were both extremely hardy. A “killing blow” did not always stop them.
A captured Fire Knive revealed that there were similar teams at the Winged Wyvern and the Dolphin.
Better prepared than at the Sleeping Dragon, the PCs quickly identified the Fire Knive Wizard at the Winged Wyvern. After a quick battle, Quinthya found the bomb.
Retrieving the bomb went easily enough. It was loaded unto the rowing boat, pushed out to sea and brought to explode.
Date 13th of Spring, 66016
Taking a long rest, the PCs contemplated where the Blood Sailor hideout would be. Going through the belongs on Sherry again, Quinthya came up with the location of the hideout.
A sack of prumes, a musty smell on Blood Sailors, a walking cane grafted unto one of the Blood Sailors. It could only be the Neverwinter Home for the Elderly!
The Neverwinter Home for the Elderly basement yielded an acces way to an older building that was built, long before the Home for the Elderly was built.
Within it, the missing Yuan-Ti was using the bodies of Wailing Death victims to graft weaponry upon them and use them as a small army
The Yuan-Ti tried to put up a fight, but was eventually knocked unconscious.
</text>
</note>
<note>
<title>Session 5: Next up in theaters: "The Girl and her Eyeball Familiar"</title>
<text>
- The party of three, Quinthya, Fairuza and Himo Starflower, set their eyes upon the Neverwinter Theater and the coming robbery there.
- Quinthiya put dressed up as a theater worker and accessed the Neverwinter theater via the workers entrance. Through here she gained access to the access bridges and pully systems above the stage
- Fairuza talked with the head security of the Neverwinter Theater, but was unable to convince him that something was afoot.
- Himo took stock of all the exits: one larger entrance at the front for guests, one smaller employees entrance, one actors entrance
- There were several stewards and guests that were acting suspicious. With some keen perception, investigation and stealthy encounters the Fire Knives were all identified, bound and delivered to the head of security.
- All stolen wares were returned to their rightful owners, while the head of security proclaimed this was due to him and his team
- While walking back to the Moonstone Mask, the PCs heard people screaming and fleeing a nearby square.
- On that square was a strange Sherry/Mr. Snickles amalgamation; the body of Sherry, but with short swords grafted to here lower arms and Mr. Snickles grafted on as a head. The Sherry/Mr. Snickles monster was attacking and killing people, while trying to "search for Mr. Snickles".
- With great effort, both physically and mentally, the PCs defeated the Sherry/Mr. Snickles amalgamation. Investigation showed that swords and Mr. Snickles were grafted to Sherry on points were she was also affected by the Wailing Death. Aside from a Potion of Healing, she also carried a sack of dried prumes.
### What was good during this session
- The Neverwinter Theater was fun and a welcome break from combat. All three players concurred
### What could have gone better
- Quinthiya: gain more experience with roleplaying. Things like what can I do? And what not?
- Himo: no experience with gridlike battle
- Fairuza: sad to not have much to do during the Neverwinter Theater
- Fairuza: (still) in favor of enemies with more health and lower damage
### What the players are most curious about
- What is going to happen at the Neverwinter Bridges?
- Whether Lady Aribeth is evil? She is suspect by Quinthiya
- What is the deal with the grafting and Sherry. Will there be a monster with a Sherry head?
</text>
</note>
<note>
<title>Session 4: Black Lake District</title>
<text>
- Quinthya, Zaldar and Fairuza visited Jenkins, the former butler of Meldanen.
- In return for the garantuee to be transported somewhere safe, Jenkins offered the key to the backdoor of Meldanen's home, along with the hint to "look around the basement". Fairuza sent Jenkins with Cyar Tanash, a yuan-ti and sent him through an Arcane Gate to a safeplace.
- Outside the house of Meldanen was Sherry, who lost Mr.Snickles, her Eyeball familiar. After a quick search, Mr. Snickles was found.
- Inside the house of Meldanen, two Gnoll guards were dispatched
- In the basement were a range of strange creatures, captured and kept in cells by Meldanen.
- Meldanen was defeated, the Dryad was completely distraught by his death (probabily due to Stockholm Syndrom)
- Actions taken after deafeating Meldanen:
- The City Guard have released all the prisoners and prisoned creatures and gave medical attention to those who needed it
- The City Guard are dividing all the food found in Meldanen's basement. Food has been distributed to the citizens of the Blacklake district.
- Meldanen is post-homously sued, using the administration found in his basement as evidence
- Everyone mentioned in the Meldanen Admisitration is sued on charges of slave trade
- The Dryad returned to her Groove, but promised to keep in touch with Fairuza
- A message was sent back to Cyar Tanahash to return Jenkins, to sue him as an accomplice of Meldanen
- Starting with finding the Yuan-Ti in the docks, the PCs are surprised to see Sherry, who has lost her Eyeball familiar Mr. Snickles, again.
- While talking with Sherry, a body fell from roof.
- The killer tried to escape, but was captured by the PCs. He is a member of the Fire Knives and could explain that their opposition, the Blood Sailors, have opened an all out war on them. Unless the Fire Knives pay-up 100,000 GP at the end of this week, the Blood Sailors will hunt them down and kill them to the man.
- The captured Fire Knive has revealed two quests:
1 Neverwinter Theater; prevent the guests from the Neverwinter Theater to be robbed
1 Neverwinter Bridge; there is a bomb underneath of one of the three bridges of Neverwinter
What was fun:
- Dryad met Stockholm syndroom
- Mini games tussendoor; Skill Challenges ++; Puzzel and Traproom; Investigation
- Tempo, weinig momenten niks aan het doen
- Tussendoor doelen behalen, iedere sessie doel
What could go better:
- Meer combat variatie, psychologie van monsters minder damage (fixed damage)
- Meer combat situation variation
</text>
</note>
<note>
<title>Session 3: Defeat the Intellect Devourer</title>
<text>
- Fairuza, Zaldar and Kraz (who was in the prison for destroying a dragon statue, which he thought was a real dragon) have defeated the Intellect Devourer. The Devourer had taken over the Warden, who was left catatonic, and resisted capture.
- Fairuza and Zaldar took two days rest. ŒFairuza started an investigation to the Wailing Death. Tissue samples of diseased people didn’t respond to any regular treatments, leading her to think the disease is magical in nature.
- Entering Blacklake district, the adventurers heard a cry of help from a woman, she was being attacked by a thug.
- Another thug tried to surprise Fairuza, but failed. A battle ensued and the woman was revealed to be the leader of the two thugs, as it was an ambush.
- After defeating these would be assassins, it was revealed they carried descriptions of the party members, along with a short description of their specialties.
- An investigation to the Blacklake district was started. Fairuza covered the swaps, where it was found that it is now filled with dumped Wailing Death victims.
- The food shortage is due to a rich merchant called Meldanen.
- Sherry, a girl across from Meldanen, revealed he never enters or leaves through his front-door. She finds Meldanen creepy and doesn’t trust her neighbor.
- Sherry saw Meldanen’s butler leave with his suitcases, she thinks he was fired at the start of this week.
- Jenkin’s house is a smaller home. He has boarded up his ground floor windows.
Positief:
- Encounter in the alley was fun as it had some story to it
Negatief:
- Intellect Devourer encounter was too bland. The Devourer itself wasn’t very powerful, the Bandit captain was too powerful.
</text>
</note>
<note>
<title>Session 2: Move until you drop!</title>
<text>
- Quinthya, Fairuza, Moras and Crow took care of Bandit Captain down in the sewers. Interrogation didn't reveal anything new.
- The prison was charged, using stealth and tactical movement. Two guards were quickly put down.
- Once inside the prison, the group stealthily approached the first guard, who was guarding a hallway. Each of the three hallways was closeable by a gate, and protected by a guard. With some cunning positioning and heavy stealthing, each of the guards fell before the might of the party.
- Quinthya, Fairuza, Morass and Crow each recieved 200 XP.
- No loot was found.
</text>
</note>
<note>
<title>Session 1: Trouble at the Jails</title>
<text>
- The adventurers have taken a week off, on advice of Lady Aribeth, to get some rest after their first great battle.
- In the last week some strange things have been happening in Neverwinter.
- In the Scar District, prisoners roam free. The warden has released the prisoners and now the streets are no longer safe.
- In Black Lake District, there is a great food shortage.
- The Docks are no longer safe. There is fighting on the streets between thief guilds.
- Rha, the goblin, has been asking about the PC's, as they told him they would help him with freeing the women and children of his clan. He is actively being ignored.
- After a short talk with Lady Aribeth, they PC's decide to investigate the Scar District. Arriving at the Scar, they help a guard captain
- One of the inmates is captured. Interrogation reveals that a bandit leader in the sewers has a key to allow inmates into the prison. The Warden is in control of the prison, but he released the inmates. The inmates now follow him.
- The captured inmates leads the adventurers to the entrance of the sewer hideout. The inmate is killed by Moras and used as a distraction.
</text>
</note>
<note>
<title>Session 0: The Prelude</title>
<text>
- The city of NeverWinter is brought down to its knees by a strange disease; the Wailing Death
- A call went out for new Heroes to come train at the Heroes Academy, to become the new saviour of NeverWinter
- Five brave adventurers have answered the call
- The PCs met with their mentor Deekin and recapped their training
- The PC's took their exams and all easily defeated the master teacher
- The PCs met with Aribeth de Tylmarande to receive their diplomas; but were attacked by Goblins
- They left one Goblin, Rha, alive who explained that the goblins were forced to attack the Heroes Academy, or have their women and children killed. They were forced by a black hooded man with glowin white eyes
- Aribeth explained that they have a cure for the Wailing Death, in the form of three creatures: an Intellect Devourer, a dryad and a Yuan-Ti. Aribeth fears that the people behind this attack are after the Waterdhavian creatures.
- The characters convinced Rha to get the other goblins to stand down, in return of their help in freeing the women and children of Rha's clan
- Most other teachers and students were killed
- The characters found the courtyard where the Waterdhavian creatures were held. They met up with Desther, a priest of Rathma, and Fenthik, a politician and lover of Aribeth.
- The man in dark leather and white eyes was heading towards one of the stables, but was stopped by the PC's. The man is revealed to be a young White Dragon
- While the group defeated a dragon, the Waterdhavian creatures have escaped
</text>
</note>
<!-- Neverwinter Nights: The Scar District -->
<encounter>
<name>Scar5: Entering the Prison</name>
<text>Several ways inside; either via the heavily guarded front-door, the magically guarded burning way, or the sneaky swamp path.</text>
<combatant monster="Bandit Captain" label="Guard 1" />
<combatant monster="Bandit Captain" label="Guard 2" />
</encounter>
<encounter>
<name>Scar6: Figuring out inside</name>
<text>Make a squarish path. Each piece of the path is cut of with bars. The prisoners let brutes through and pepper the PC's with ranged attacks. Falling back each time</text>
<combatant monster="Bugbear" label="Bugbear" />
<combatant monster="Scout" label="Harasser 1" />
<combatant monster="Scout" label="Harasser 2" />
</encounter>
<encounter>
<name>Scar7: Defeat The Intellect Devourer</name>
<text>
- Weet van de Thran, omdat het zelf psychic is.
- Alligned met de Illithids
- Wil een leger maken om zich te beschermen
Threatens the PC's:
* "Join me, so we might survive"
* "I have seen the truth, I have seen the future! We must prepare their coming"
* "Defeating me will mean the doom of us all!"
* "You know nothing, and it wil be your doom"
* "We must join the new master or be destroyed by the Dark Ones!"
Treasure:
1900 cp, 1000 sp, 40 gp, Moonstone (50 gp), 2 x Sardonyx (50 gp), Zircon (50 gp)
</text>
<combatant monster="Intellect Devourer" label="Intellect Devourer" />
<combatant monster="Bandit" label="Host 3" />
<combatant monster="Bandit" label="Host 2" />
<combatant monster="Bandit" label="Host 1" />
<combatant monster="Bandit Captain" label="Initial Host" />
</encounter>
<encounter>
<name>Scar 8: Loot!</name>
<text>300 GP, Spell Scroll (Compulsion), Potion of Frost Giant Strength, Potion of Superior Healing</text>
</encounter>
<!-- Neverwinter Nights: Blacklake District -->
<encounter>
<name>Blacklake 1: And now the want us dead</name>
<text>
When the PC's enter Blacklacke district, they hear a woman cry out for help. This is a ruse, setup by a bunch of assassins, sent to kill the PC's.
- All assassins have a poison filled tooth
</text>
<combatant monster="Sahuagin Priestess" label="Lady in need" />
<combatant monster="Hobgoblin" label="Thug 1" />
<combatant monster="Hobgoblin" label="Thug 2" />
</encounter>
<encounter>
<name>Blacklake 2: Desther and the grocer</name>
<text>
- Players meet Desther
- Grocer Devaron is being harassed, being protected by Priests of Rathma
- Mob is angry at grocer for selling his supply. Grocer didn't know his sell (for a good price) would lead to such havoc
- First mention of Meldanen
- The Grocer's nephew, Samuel, is missing. He works in Devarons shop. He wast last seen out back
</text>
</encounter>
<encounter>
<name>Blacklake 3: Investigations</name>
<text>
Possible NPC's:
1) Eldery man, Duran. Duran is the owner of a carriage company. He knows Meldanen as someone who likes to be alone, which everyone has a right for. He's a bit grumpy, but so are a lot of rich people. On a DC 20 check, he doesn't look as hungry, nor as urgent to get to the groceries, he is only there to act as if he is hungry. Duran has done business with Meldanen, he has transported creatures for. In he return, he has a received a Sylph (DC 25).
2) Fat woman, Lady Arisa. Lady Arisa is a member of the city council. She finds Meldanen an irritating man, who does not behave as a lord should. She wants to leave as quickly as possible and uses the hunger as an excuse. On a DC 20, it is apparant that there is something she is not saying. Lady Arisa, has used her influence to fake papers. In return, she has received her own Halfling.
3) His butler Jenkins; halfling, has a new job at the Home of the Elderly. He did old the dirty work for Meldanen (he calls it "cleanup"), but deathly fears retribution. He suspects Meldanen has put a spell on him to track him. He only gives up real information for a large sum of money (1,000GP).
When walking away from Jenkins, it's night.
- Meldanen has bought all new shipments of food of the last week
- DC 5: When the Meldanen has always been grumpy, ever since he arrived in Neverwinter two years ago
- DC 10: Meldanen lives on Mime streets
- DC 10: He hasn't been seen in a week
- DC 15: He has more guards in front of his house
- DC 15: His butler, Jenkins, has been fired
- DC 20: Meldanen is a wizard, according to rumours he was once an adventurer, but stopped being one all of a sudden
- DC 25: Meldanen's name has been mentioned once, with shady dealings.
- DC 25: Get key of Jenkins
</text>
</encounter>
<encounter>
<name>Blacklake 4a: Entering Blacklake via Jenkins</name>
<text>
DC 25: Get key of Jenkins
Jenkins was payed well by Meldanen. He never entered the basement, that was forbidden area. Jenkins knows Meldanen is a dangerous wizard, who also has an apprentice. He sometimes did jobs that included getting "packages", which usually were big masked cages.
Jenkins wants to be paid 300GP, so he can escape Neverwinter and assume another identity, in return for the key. He would rather die than give it up for much less.
</text>
</encounter>
<encounter>
<name>Blacklake 4b: Entering via the front door</name>
<text>
Het buurmeisje van tegen over zit vanuit een steegje het huis te bestuderen. Ze vind dat er iets raars binnen gebeurt.
</text>
<combatant monster="Bugbear" label="Gnoll Guard 1" />
<combatant monster="Bugbear" label="Gnoll Guard 2" />
</encounter>
<encounter>
<name>Blacklake 5: Guards on the inside</name>
<text>
These two guards are stationed to keep guard of a door to the cellar. They are here to keep people IN, not out.
</text>
<combatant monster="Bugbear" label="Gnoll Guard 1" />
<combatant monster="Bugbear" label="Gnoll Guard 2" />
</encounter>
<encounter>
<name>Blacklake 6: The Cellars of Meldanen's Mansion</name>
<text>
- Vanuit daar vinden ze een deur naar de ondergrondse gevangenis cellen, waar o.a. Samuel zit. Samuel blijkt een Thiefling te zijn. Er zijn allemaal cellen met verschillende wezens
- Verder is een ruimte voor zijn apprentice
- Daarna vinden ze de Dryad. Na heel even met haar te spreken, verschijnt Meldanen en begint meteen aan te vallen.
- Meldanen is altijd chagrijnig tegen iedereen geweest omdat hij liefdesverdriet had wegens het verlies van zijn vrouw en kinderen in een aangevallen caravan
- Heeft een nieuwe liefde gevonden in de Dryad, en zij in hem. Heeft eten verzameld om voor de Dryad te zorgen
- Wil haar niet kwijt raken, dus houd hij haar geheim
- Hij zou ook “magical abominations” sparen.
</text>
<combatant monster="Evil Mage" label="Meldanen" />
<combatant monster="Evil Mage" label="Apprentice" />
<combatant monster="Bugbear" label="Gnoll Guard 1" />
<combatant monster="Bugbear" label="Gnoll Guard 2" />
<combatant monster="Dryad" label="Dryad" role="ally"/>
</encounter>
<!-- Neverwinter Nights: Docks District -->
<encounter>
<name>The Docks chapter</name>
<text>
- Find Yuan-Ti
- Heet Gulnan
- Is er achter gekomen dat de lijken makkelijk metaal opnemen
- Maakt een zombie leger van metaal enhanced mensen
- Heeft twee groepen tegen elkaar in gespeeld
- De Fire Knives en de Blood Sailors
- De Yuan-Ti heeft de Blood Sailors over genomen. Zij gebruikt de Wailing Death om knives te graften aan de leden. De Blood Sailors hebben een bloedige oorlog begonnen, en grotendeels gewonnen, met de Fire Knives. Ze hebben een ultimatum gekregen, 100,000GP betalen of weggevaagd worden.
- De Fire Knives vallen nu iedereen aan, in de hoop het geld bij elkaar te krijgen.
when entering the docks, they are surprised by a dead body of an Augmented Fire Knife falling from a roof.
find a map on an enemy?
</text>
</encounter>
<encounter>
<name>The Docks 1: Introducing the Docks</name>
<text>
Skill/Combat Encounter
When the PC's arrive, read:
You walk towards the wall that separates the Docks from the rest of Neverwinter. The guards must have heard of your work for Lady Aribeth, as they open up
Long Jump: move 10ft jump up to STR feet.
</text>
<combatant label="Fire Knife runner" />
</encounter>
<encounter>
<name>The Docks 2a: The Neverwinter Theater</name>
<text>
Primary Skills DC 20: Stealth, Sleight of Hand, Investigation
Secondary Skills DC 15: Perception, Bluf, Diplomacy, Performance
Skill challenge: 6 successen voor 3 failures.
Secondary Skills give a +2 bonus to Primary Skills
- meerder fire knives in het theater
- zij zijn verstopt tussen/onder het publiek
- ze moeten de fire knives proberen te vinden
- Einde van de challenge; zakje pruimen
At the end of the Encounter, they capture a Fire Knife. He can note that he found a sack of fruit, prumes he believes, on some of the Blood Sailors during previous confrontations.
Treasure: a sack of prumes, Potion of Healing (2d4+2)
</text>
</encounter>
<encounter>
<name>The Docks 2b: The Neverwinter Bridges</name>
<text>
- three bridges, with a bomb under one of the three (make three notes and lay them down by random)
- the PC's must find which of the three bridges contains the bomb
- waves of Fire Knives try to stop the PCs. Some Blood Sailor converts try to stop them all.
- When defeated, they can tell that the Blood Sailors always smell stale
Three waves of Fire Knives try to stop the PC's.
Note: One of the Blood Sailors has a walking cane as an arm.
When a Fire Knife is captured, he can tell that Bloodsailor's smell musty.
Treasure: Potion of Healing (2d4+2), Potion of Fire Breathing (3x DC 13 Dex; 4d6/2;), Potion of Frost Giant (Str = 23; 1 hour)
XP: 3x650XP
</text>
<combatant monster="Bandit" label="Fire Knive 1" />
<combatant monster="Bandit" label="Fire Knive 2" />
<combatant monster="Bandit" label="Fire Knive 3" />
<combatant monster="Bandit" label="Fire Knive 4" />
<combatant monster="Bandit" label="Fire Knive 5" />
<combatant monster="Ice Mephit" label="Fire Knive Water Wizard" />
<combatant monster="Zombie" label="Blood Sailor 1"/>
<combatant monster="Zombie" label="Blood Sailor 2"/>
</encounter>
<encounter>
<name>The Docks 3: Sherry</name>
<text>
Treasure: Player's find a walking cane on Sherry
Normal encounter: solo
</text>
<combatant monster="Spectator" label="Sherry" />
</encounter>
<encounter>
<name>The Docks 4: The Yuan-Ti</name>
<text>
- underneath the Neverwinter Home for the Elderly
- when they guess correctly where the Yuan-Ti is, they capture the yuan-ti off-guard (hard encounter)
- when they guess wrong, the Yuan-Ti is prepared (deadly encounter)
- three encounters: she starts in a glass research thingy, when the yuan-ti is 'defeated', she retreats to another glass thingy and activates two or three new zombies.
Treasure: 2000 cp, 1100 sp, 80 gp, Bloodstone (50 gp), Chalcedony (50 gp), 3 x Jasper (50 gp), Onyx (50 gp), Star rose quartz (50 gp), Zircon (50 gp)
XP: 3x 525XP
</text>
<combatant monster="Zombie" label="Zombie 1" />
<combatant monster="Zombie" label="Zombie 2" />
<combatant monster="Zombie" label="Zombie 3" />
<combatant monster="Yuan-Ti Pureblood" label="Yuan-Ti" />
</encounter>
<encounter>
<name>The Cure</name>
<text>
- Verwachting: ze komen de ingredienten wel brengen, maar zijn huiverig voor Lady Aribeth. Ze is echt geintresseerd in de ingredienten en wil echt graag het drankje maken. Ze ziet het zelf ook echt als een "Cure", maar alleen een cure voor de zwakheid van het lichaam, niet de Wailing Death.
- when the Pcs reach ARibeth, she is in discussion with Desther. He believs it was wrong to trust "young whelps" and he believes to PCs will be too late. Aribeth says to trust that the PC believe that they can do good and they should believe in them.
- Ritueel met Desther die de pot omgooit en ontsnapt
- Aribeth is oprecht ontzet
Treasure: 5 Potions of Healing (2+2d4), 5 Acid Flask (4sq; 2d6 acid), 350 GP
XP: 900 XP
</text>
</encounter>
<encounter>
<name>Neverwinter: Desther's escape</name>
<text>
If the PCs are in the vicinity, they get the change to defeat Desther early.
Skill Challenge:
6 Success before 3 failures
DC 15
Primary: Acrobatics/Athletics
Secondary: Perception, Streetwise
</text>
<combatant monster="Desther"/>
</encounter>
<encounter>
<name>Helm's Hold: The Dungeon Delve</name>
<text>
- Try to gain entry to Helm's Hold
- Lot's of priests (spellcasters), some lesser zombies
- Two paths to take. If the PC's take the time to inspect either path, they hear screaming from the basement and arguing from the upper levels:
- Basement: they find a prison. Within the prison is a cell block with the real Lady Aribeth and Deekin. Lady Aribeth explains that she was ambushed and imprisoned over a year ago her sister Seldra. Though Seldra ordered her death, Desther has kept Lady Aribeth alive, torturing her for knowledge of the location of the Thran (of which she has no idea what it might be).
- Up leads to "Helm's Hold: Facing Desther"
XP: 900
Treasure: 230 GP
</text>
<combatant monster="Zombie" label="Zombie 1" />
<combatant monster="Zombie" label="Zombie 2" />
<combatant monster="Zombie" label="Zombie 3" />
<combatant monster="Zombie" label="Zombie 4" />
<combatant monster="Thran Acolyte" label="Acolyte 1" />
<combatant monster="Thran Acolyte" label="Acolyte 2" />
</encounter>
<encounter>
<name>Helm's Hold: Facing Desther</name>
<text>
- When the PCs go up, read:
Going up the stairs you hear the arguing. TK Describe the scene
- If Lady Aribeth is present; read
- TK: Seldra die geshocked is dat Aribeth leeft
Read: Aribeth spawnt een vleugel en vliegt weg en laat Desther alleen.
- Use the last Shadowfell Keep map
- Desther is zijn eigen leger aan het bouwen
XP: 1600
Treasure: 1720 sp, 70 gp, Chalcedony (50 gp), Citrine (50 gp), 3 x Jasper (50 gp), 2 x Moonstone (50 gp), Quartz (50 gp), Sickle of Warning (Weapon of warning; monk weapon), Teapot of Endless Tea (Decanter of Endless Water), Hunters Sniper Rifle (See Above), Warpick of Wounding (See Above), 5 Potions of Healing
</text>
<combatant monster="Zombie" label="Zombie 1" />
<combatant monster="Zombie" label="Zombie 2" />
<combatant monster="Zombie" label="Zombie 3" />
<combatant monster="Thran Acolyte" label="Acolyte" />
<combatant monster="Desther" label="Desther" />
</encounter>
<!-- NPCs -->
<npc>
<label>Seldra de Tylmarande</label>
<name>CR 10, Half elf</name>
<size>M</size>
<hp>152</hp>
<ac>18</ac>
<type>Humanoid (half-elf)</type>
<alignment>White</alignment>
<cr>10</cr>
<description>
- Sister of Aribeth de Tylmarande
- Has a disease that makes her weak
- Met the Thran, via their scout ship, the Ravager
- Now works for the Thran and has been upgraded to not be weak
- Was ordered to test a plague on humans to accept metaal into their bodies
- Captured and replaced her Twin Aribeth
</description>
</npc>
<npc>
<label>Lady Aribeth de Tylmarande</label>
</npc>
<!-- PC's -->
<pc>
<label>Zaldar Mensk</label>
<name>Human Sorcerer, medium</name>
<ac>16</ac>
<hp>15</hp>
<senses>Passive Perception 10</senses>
<description>
*People*
- Parents: Warmund (Father) and Kaila (Mother) Mensk. "When Kaila droped Zaldar at the school she gave him a ring, saying “It will help you on your way, when you need it the most”."
- Sister: Zara Mensk
- Brother: Bord Mensk
- Teacher: Tjorven
*Locations*
- Nesmé
Biography of Zaldar Mensk
Zaldar was born around 25 years ago, in a quiet town at the outskirts of Nesmé. His parents were humble farmers. His father Warmund Mensk lived in the farmhouse all his live, it was their family heritage. Warmund never had an exciting life, working hard and trading his stocks in the nearby city of Nesmé. In the city he noticed a woman named Kaila. It was love at first sight. Not soon after their married and had a baby boy they named Zaldar after came 2 more children Zarah, a girl and Bord a boy. Warmund never knew his wife possessed magical powers. She was in fact a sorceress. But she hid this fact in fear of rejection. Because she met a lot of people who feared the raw magical power she could wield. As she feared, one of her children possessed the same magical prowess, Zaldar.
The early years of Zaldar life went by quietly. Around the age of 8 the first signs of his abilities emerged. Which consisted mainly of things catching fire randomly. At first the people didn’t though it was Zaldar’s doing. But as the years gone by, they suspected him more and more. They grew wary of him. And the other children in town shunned him. So he began to feel alone, he became an outsider. He was desperate for some attention form the people in town and from the other children. He started pulling pranks. Which they didn’t appreciate. The other children stated to bully him. On one night when he was 12 years old, he was chased by some kids after he tried to set fire to one’s hair. They chased him into and old farmhouse, when they cornered him all hell broke loose. He was so afraid a giant amount of magical energy bursted form him. Setting fire to the whole house and blowing all the children away. When the fire died down the whole farmhouse was gone and most of the children managed to get out, except for one. The whole town blamed this death on Zalder and it was time he left. Kaila knew this would happen as it happened to her too. So she fled with him and took him to a school to train, so he could constrain his own power. She had made some inquiries, so the school would accept Zaldar.
He trained there for a couple of years, but he grew bored. As it was a wizard school they focused on study and acquiring knowledge though books. Zaldar wanted to train his powers by using them, growing bored on the endless reading of arcane tomes. So he did what he liked best, pulling pranks to kill time. Sneaking through the school messing with other people’s business. He even learn to lockpick. So he could steal stuff from other students rooms and planted the items on other. So he could watch the spectacle unfold. One night he wanted to pull the biggest prank yet, he broke into the office of the headmaster and stole his spellbook, when the headmaster was sleeping. But afterwards he didn’t knew what to do with it, so he burned it. Eventually they found out, which resulted in banning him from the school.
So he had nowhere to go to. They rejected him in his old town everybody in the school was mad at him. So he did what he was doing all his life. But this time he wasn’t just pulling pranks, he started to steal, because he needed to eat too. Using the spells which he learned at school. These weren’t his best days stealing from people through deception and breaking in to steal food. When time passed he felt wrong, he didn’t want to pass the rest of his live in the gutter.
Lukily Tjorven found him. Zaldar saw him one day at the market wearing a colourfull robe and emanating a magical aura. He was preforming for a crowd with a huge array of magical spells. Later the evening he followed him to a tawernand pleaded to him to take him in and train him. Eventually he succeded. The next couple of year Tjorven was like a mentor to him, training him in all the aspects of magic. Finally he managed to control his power fully. Tjorven also taught him about the world, its flaw and ideals. He gave Zaldar a sense of justice and morals.
Feeling grief for his previous actions, he wanted to help people now he controlled his powers. So Tjorven sent him to Neverwinter to join the hero’s academy to redeem himself and gaining more power in the process.
Although he controls his powers now for the first 20 years of his life the magical energies have run rampart through his head. Which left it’s mark, some may say that he is insane. He just thinks he’s different. Having trouble concentrating and sometimes having problems realising the results of his actions. If he thinks people deserve punishment, he will let fate decide if he should act. He will flip a coin to see if they deserve punishment.
Fearing the reaction of people about the fact that he is a sorcerer he is carrying a spellbook to impose as a wizard.
When Kaila droped Zaldar at the school she gave him a ring, saying “It will help you on your way, when you need it the most”. Zaldar never realised what this meant. He kept the ring and kept it on a chain around his neck. He noticed a magical radiance emanating from the ring, but he never found out what it did. He never told anyone about this.
</description>
</pc>
<pc>
<label>Quinthya</label>
<name>Elf Monk, medium</name>
<description>
Quinthya remembers nothing of her early years. She was told, before entering the monastary, that there was some kind of accident that killed her parents and little brother – Vakian. While prepapring a complicated potion. During her years in the monastary she learned about the history of her land. Days on end she would sit and meditate in silence, forgoing food and drink finding inner peace - but also discovering that in the history books she studied also lies a grave warning.
A great evil lurks in the East. Little is known about it, and connecting the dots has taken Quinthya many years. Quinthya's mentor, Grageon Glorygem, a Dwarf Monk, aka "Lord Grageon Glorygem the Unmatched", confirms her studies and notes that reports of this unknown evil have been circulating for the past 37 years - roughly the same number of years since Quinthya's parents died.
When in trance, Quinthya sometimes sees flashes of this unknown, great evil. An army stands before an enourmous vessel, a flying ship, made of metal with four large tentacles on the front and six smaller legs aft. While the ships fires beams of light that destroys everything in its path, a small person charges to the front to challenge it. Quinthya has come to realize that this person, this person is her.
Quinthya has left the monastary where she lived 2 years ago on a quest to find and eliminate this evil. More rumours are coming out of the east of mayhem and destruction, fueling Quinthya's desire to complete her quest and ultimately make her contribution the world. She has traveled to Neverwinter to enroll in the Heroes Academy in the hopes of finding powerful allies, and maybe friends, to accompany her on her quest.
</description>
</pc>
<pc>
<label>Himo</label>
<name>Human Wizard</name>
</pc>
</campaign>