Thursday, May 16, 2013

Recounting Encounters - Storm over Neverwinter - Session 5: Into the Mouth of Madness

Adventure Background: Storm Over Neverwinter

The frontier city of Neverwinter has persevered in the face of calamity. Yet even as the city rebuilds, an insidious threat rises from within its walls. Neverwinter’s citizens are succumbing to an inexplicable madness, while from the shadows, an evil cult of Asmodeus spins sinister plans. Unless a group of heroes rises to stop these perils, Neverwinter might face an even greater danger on the horizon.

This D&D Encounters season takes characters from levels 3-6. It also includes an optional online component, which allows players and Dungeon Masters to convert the adventure to the D&D Next playtest.

Join us for another great season of the good the bad and the ugly as Derek from, Craig and I recap everything that happened at our gaming table this week.  We talk about what happened during the encounter, some of the changes that we made as DM's and talk about some of things we liked a lot and things we liked not so much.

Session 5 - Into the Mouth of Madness

The players should be well rested and leveled up at this point.  The Night of Madness in Neverwinter is over, the branded people have been rounded up and taken to Helm's Hold to try and break them from them enchantment of the mind.

The characters have the chance to interact with some of the NPC's that have been present in the story so far. Lady Nidris's son Zan is now in Helm's Hold, having been one of the branded to fall into madness during the night. General Sabine is having a wake for Muln Horan, the guard captain killed in the Beached Leviathan (you have been formally invited to go). Speaking of the Beached Leviathan, it has gained some popularity with the locals and the party is quite welcome there. Elden Vargas has not been seen since the party saw him last.

After the players have had time to interact, a messenger arrives with a message from Helm's Hold, and they are requesting your help.  A madman has taken over the hold.

If the party accepts the quest, they reach Helm's Hold and find that the doors and gates are barred and must either fight their way through or find another way in.  Upon entering they are attacked by dominated guards and once they reach the main hall, the encounter ends.

This season looks to be an interesting one so follow us as Craig and Derek follow 4th edition and me as I attempt this season in the DnDNext rules.


Helm's Hold

Listen to what we have to say by clicking below.

or HERE!

Here is the combat map of the Helm's Hold. This map takes up one whole side of the map.  Very Cool. As we were talking about on the podcast, you can see that this area is quite large, but open.  We suggest to close off the main hall and to print the map in pieces and place them as the characters explore the area.  Otherwise, they just may go to the main room and have to battle out two encounters in one.

Have fun with this encounters, the possibilities are limitless.

This picture taken from the Storm over Neverwinter Booklet.