Tales of Neverwinter

An update of the past year

P cs

So here’s a summary of the past year:

After an encounter with the Neverwinter City Watch, our hapless heroes were conscripted to help solve a mystery about where deserting guards where disappearing to. Following a deserting guard brought them past a village on the outskirts of the city where they were told about some children that had gone missing. Around this time, Gilderos left the party, which happened upon a Dark Elf sorcerer named Pelloth. The mysterious Pelloth joined the group, but what Pelloth’s true goal is is still unknown.

Following a series of clues, the party tracked the children and guards to the ruins of an ancient keep that once held a portal to the Shadowfell. Making their way into the ruins they soon uncovered a cult that was charming and sacrificing the townsfolk and guards to their God. After clearing their way (and fleeing a Gelatinous Cube), they managed to interrupt the high priest as he recited the ritual to open the portal to the Shadowfell. His concentration broke at a critical moment causing the portal to open to an unknown dimension. He finally fled through the portal into the clutches of a tentacled creature as the party closed the portal.

With the Keep secured, the party forced a group of Golbins that had inhabited the upper level to clean it out and claimed it for their home base. After reporting to the town leader and the Captain of the Guard, they sought out the Temple of Virtues in order to find the runes that held the key to reactivating the portal for their own use (all portals have been unusable since the Spell Plague). After working their way through they secured the necessary runes and objects to gain control of the portals and the network of portals.

In the midst of their search for the runes, a party from Chult arrived and declared that Marl was to be their prisoner for having stolen a giant diamond from their employer. The party managed to fight back the pursuers, but one escaped vowing that his employer would hunt them to the ends of Faerun and across the Astral Plane if necessary.

Upon returning to Neverwinter, they were approached by a cloaked Gnome who asked them to travel to Luskan, to the fallen Host Tower of the Arcane Brotherhood to retrieve a book that holds the key to Neverwinter’s survival and return it to him. His anti-Neverember sentiments made the party uneasy, and so they ventured into the heart of the city where they found the guard rushing to the Lord Protector’s estate.

It turned out that a group of the Son’s of Alagondar had taken the mansion and Lord Protector Neverember was hold up in a secret room. After dispatching the rebels, the Lord Protector ordered them to Luskan to retrieve an object from the Host Tower that would ensure the safety of Neverwinter and put an end to this insurrection once and for all.

The party reprovisioned and made haste to the portal which took them into the hive of scum and villainy known as Luskan, Neverwinter’s enemy to the north. Since the fall of the Arcane Brotherhood, the Pirate Captains have seized control of the city for themselves and now fight amongst each other. Making their way across the city, they were taken captive by a Lieutenant of Captain Taerl.

Brought before Taerl, they explained their mission. Taerl laughed as they spoke and explained that he didn’t care what they wanted so long as they helped him gain control of the city. Giving them badges that showed their employer to be rival Captain Rethnor, Taerl sent them into the city to win back his mansion from another of his rivals, Captain Suljack – promising them an artifact that would allow them into the Host Tower in exchange.

After a skirmish on the outskirts of the Captains Court, they worked their way underground into the sewers and stealthily entered Taerl’s former keep. After clearing the sub-level, they worked their way up onto the main floor where they discovered Suljack was hosting a grand party. After examining their options they decided they would coat the food with a poison made from the venom of an Ettercap gland that Marl had acquired in the streets of Neverwinter. They then moved back into the basement while they waited for the servants to deliver the main course…

And this is where we have left the last session.

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The Ballad of Rondar

Meanwhile, at a small jail in a hamlet outside Neverwinter, two prisoners are summoned by the warden. They are informed that two children have been abducted by unknown agents from the village. Scouts sent to find them have not returned, and the warden dare not risk the other few that are left. Turning to Gilderos and Rondar, he tells them that if they seek their freedom, they will return the children safely to the village.

Tracking the abductors to a cavern, they lower themselves down and attempt to take them by surprise. Rondar grabs a torch off the wall to light his way, but in doing so alerts the goblins inside to their presence. In a display of barbaric might and with the honed skill of a gladiator, Rondar swiftly executes several goblins. Gilderos with his sharp wit and thunderous voice demoralized and sonically bombarded them, causing more than one goblin to drop to the ground. After searching the goblins, they found a note from Irontooth, demanding the children be taken to the keep for sacrifice immediately.

Freeing the children and returning to the village they were met as heroes! With word spreading of their deed, an older woman approached them about helping find her missing husband, Douvan Staul. Douvan is something of an amateur historian who decided to finally check out the rumored dragon burial ground outside the town.

After negotiating their price, they accepted and set off. After hacking through the woods they finally found the excavation site, but they were not alone. Seeing a halfling guarding the entrance, they were soon set upon by several unsavory sorts and their guard drakes. After an intense battle, Gilderos and Rondar forced the gnomish leader of the bandits to surrender all of his possessions in exchange for sparing his life.

Douvan, bound and gagged at the bottom of the pit offered them everything he had dug up as thanks. Returning to town they were instructed to go meet the captain of the Neverwinter Guard and report their findings on the goblin abductors.

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Murmurs...

After meeting up with the guard captain, he informed the party that he required their services elsewhere. He had received reports of guards disappearing from their posts on the edges of the city and asked the party to investigate. An informant told him that the guards were seen leaving their posts at night of their own free will, disappearing into the wilderness beyond the gates of Neverwinter.

The party followed the trail but soon came upon a kobold encampment. After defeating the scouts on the outer perimeter, the party made its way through a waterfall to the Kobold/goblin lair. There they found Irontooth, the leader of this ragtag group. After an arduous battle they defeated him. On his corpse they found a note that read:

“My spy suggests we keep an eye out for visitors in the area. It probably does not matter, in just a few more days I’ll completely open the rift. Then, Neverwinter’s people will serve as food for all those that Lord Asmodeus sends to do my bidding.” The note was signed by “Kalarel”

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Midnight Raid
Dealing with Rebel Scum

Screams! Thugs! Death!!!!

It is the middle of the night. The PCs are sound asleep in rooms at the Nodding Knave Inn and Tavern near the docks district of Neverwinter. Very little was remarkable about this tavern, except that it was the cheapest around with open rooms. It was not well kept, and the Innkeeper, Garamonde, a human male about age 45 with salt and pepper hair and a shaggy beard, had an air of defeat about him. The rooms were small, spartan, and contain little more than a hard bed and a trunk at the foot of it. The night is overcast and humid with a faint breeze from the sea, fortunately it did not carry with it the smell of the active fish market that bustles during the day.

The stillness of the night was broken as a woman’s scream echoed from the tap room next door. Moments later, shouts and a clash of steel ring out from the tavern hall below.

As our heroes jumped to their feet to see what was happening a patrol from the watch ran into the room, summoned by the noise or the innkeeper who had run out for help. On the floor lay the body of the ale wench. Around her stood 5 assailants. As the watchmen ran into the room, the leader took a shot with his crossbow, plugging one attacker in the chest and sending him to the floor.

Rejecting a call from the attackers for help, the heroes valiantly took up arms with the watchmen and slew all the attackers, save one, who was whisked away under arrest by the guardsmen. The body of the leader, slain with a calculated and precise blow to the base of the skull by Tordek, was identified as that of Lanros Glimmergaunt. Glimmergaunt, a local merchant who owned a fish market down the street had long been suspected of being a member of the Sons of Alagondar and it is now clear that he ran a pocket of resistance here in the docks district. Why did a respected merchant slay this woman in cold blood? The only thing of note that was taken off the body was a black pin in the shape of an octopus.

The innkeep eventually returned and explained that the woman was an orphan just working here to make ends meet. The watchmen found a pendant around her neck in the shape of a crescent moon with a harp next to it. The Innkeep explained that he had found that in the street and seeing no value in it, gave it to her. The watchmen declare that they are going to go see what they can find on this rebel group, but the heroes offer to go instead, to which the watchman agrees after seeing how they handled themselves in the fight.

The watchmen leave and the innkeeper remains. The heroes noted that he didn’t seem entirely truthful and pressed him after the watchmen left. He finally admitted that he had taken it off the body of Cymril. The leader of the Sons of Alagondar. He had given her up to the city guard in exchange for what he thought would be enough money to fix up his inn. Instead, he got nothing but a thank you for your service to the City of Neverwinter and its Lord Protector, Dagult Neverember. Glimmergaunt and his men had come for him, he explained. The serving girl was just in the wrong place at the wrong time. The pendant was then taken by the heroes.

Donning the black octopus pin, the heroes then went to Glimmergaunts homestead just beyond the walls of the docks district in an attempt to learn more about the Sons of Alagondar and who else might be involved.

Arriving at the Glimmergaunt home, they find the main house and a secondary office/guestroom type location. Marl scouts the area, and after seeing nothing alarming picks the lock to the office. Instead he find a series of letters locked in a trunk written by Lanros, but never signed. They contain rantings about Neverember, and how he is turning Neverwinter into his own company, claiming he doesn’t give a damn about the people. Marl pockets these writings and the party proceeds to the main house. After Marl walks around the house looking in the windows he sneaks inside to find Lanros’ wife asleep in their room. He leaves the house and the party knocks on the door to awaken her, pretending to be from another cell.

She challenges them to identify themselves and summarily refuses to let them enter, pretending to know nothing of what is going on. Izzod kicks in the door to find the elven woman pointing an arrow straight at his face. Eventually it comes to blows, and after being lit on fire by Izzod, the woman surrenders. The Party explains why they have come and what they are after, informing her that they had to kill her husband. She says she understands and asks them to leave her with a few GP to heal herself at the temple. As Izzod generously hands over a few coins she whips out her knife and stabs him in an act of vengeance for the death of her husband. She is quickly brought down by the rest of the party.

Finding the key to his shop, they head down to the wharf and loot the place. They find nothing except for his change box and take the contents. The party then heads back to the Glimmergaunt homestead, their new base of operations.

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Welcome to your Adventure Log!
A blog for your campaign

Every campaign gets an Adventure Log, a blog for your adventures!

While the wiki is great for organizing your campaign world, it’s not the best way to chronicle your adventures. For that purpose, you need a blog!

The Adventure Log will allow you to chronologically order the happenings of your campaign. It serves as the record of what has passed. After each gaming session, come to the Adventure Log and write up what happened. In time, it will grow into a great story!

Best of all, each Adventure Log post is also a wiki page! You can link back and forth with your wiki, characters, and so forth as you wish.

One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath. Rather than spending days writing and getting exhausted, I would suggest writing a quick “Story So Far” with only a summary. Then, get back to gaming! Grow your Adventure Log over time, rather than all at once.

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