Chapter 1: Return from Neverdeath Graveyard
- Read “Over your adventures on the path to becoming powerful heroes, you
have served the city of Neverwinter and it’s leader, Lord Dagult Neverember
as of late. One of your major accomplishments involved the near-eruption
near Mount Hotenow, saving thousands of lives and preventing an evil
organization from taking over Neverwinter. Yesterday, you received an
urgent summons from Lord Neverember to his chambers to discuss a grave
series of events that has happened over the last week. Arriving here to his
audience chamber today, you see the local guards as well as several priests
of Oghma (have everyone roll DC 12 Religion check (Jesse with ADV)).
o Success tells you that Oghma is the god of inspiration, invention, and
knowledge.
- Going into his chamber, you see Lord Neverember discussing politics with his
advisers. He breaks off the discussion, gives you all a smile of recognition,
and says
o “Greetings my heroic friends! I’m so glad you came. I daresay, terrible
events are afoot. Specifically four prominent citizens have been
kidnapped in the past several days. May I count on your help in
rescuing them?
- Lord Neverember describes the following
o Eldon Keyward: Highly knowledgeable scholar specializing in the outer
planes
o Indrina Lamsensettle: Human actor moving in Neverwinter’s highest
social circles
o Sarcelle Malinosh: Human wild-magic sorcerer who plumbs the
mysteries of the outer planes
o Umberto Noblin: Gnome historian who has written books on various
deities.
o All these kidnappings happened at night, victims don’t know each
other, no connection between them.
o He has funded divinations from the House of Knowledge, hoping to find
the victims. However, the priests report their divinations all go to the
Hallix Mausoleum in Neverdeath Graveyard. The priests can’t see past
this, worried that something is blocking their divinations.
o He promises a fine house for each character if they can recover the 4
missing people and bring the kidnappers to justice.
Monsters here
- Wight
o AC 14, HP 45, Speed 30 ft
o STR 2, DEX 2, CON 3, INT 0, WIS 1, CHA 2
o Resistant to necrotic, nonmagical, non silvered weapons
o Immune to poison dmg
o Sunlight Sensitivity: Wight has DISADV on attack rolls while in sunlight
o Actions
Multiattack (2 longsword/2 longbow, can use Life Drain in place
of a longsword attack
Life Drain: +4 hit, 5 ft reach, does 1d6 + 2 necro, plus a
DC 13 CON save or HP max is reduced by the amount
taken. Reduction lasts until creature finishes a long rest
Longsword: +4 hit, 1d8 + 2 slashing
Longbow: +4 hit, 150/600 ft, does 1d8 + 2 piercing dmg
- Water Weird
o AC 13, HP 58, swim 60 ft
o STR 3, DEX 3, CON 1, INT 1, WIS 0, CHA 0
o Resistant to fire, nonmagical attacks
o Immune to poison dmg
o Invisible in Water: When fully immersed in water, the water weird is
invisible
o Water Bound: The water weird dies if it leaves the water to which it is
bound or if that water is destroyed
o Actions
Constrict: +5 hit, 10 ft reach, does 3d6 + 3 bludgeoning dmg. If
target is Medium or smaller, grappled (DC 13) on a hit, and
pulled 5 ft toward the weird. While grappled, target is restrained,
and the water weird tries to drown it.
- Water Elemental
o AC 14, HP 114, Speed 30 ft, swim 90 ft
o STR 4, DEX 2, CON 4, INT -3, WIS 0, CHA -1
o Damage Resistances: Acid, nonmagical weapons
o Damage Immunities: Poison
o Water Form: Can enter a hostile creature’s space and stop there. It can
move through a space as narrow as 1 inch wide.
o Freeze: If the elemental takes cold dmg, speed reduced by 20 ft until
end of its next turn as it partially freezes.
o Actions
Multiattack (2 slam)
Slam: +7 hit, 5 ft reach, does 2d8 + 4 bludgeoning dmg
Whelm (Recharge 4-6): Each creature in the elemental’s
space makes a DC 15 STR check. On a fail, takes 2d8 + 4
bludgeoning, and if Large or smaller, is also grappled (DC
14). Until the grapplel ends, target is restrained and
unable to breathe. If the save is successful, target is
pushed out of the elemental’s space. It can grapple one
Large or 2 Medium. At the start of the elemental’s turn,
each grappled target takes 2d8 + 4 bludgeoning dmg.
- Mage
o AC 15, HP 40, Speed 30
o STR -1, DEX 2, CON 0, INT 6, WIS 4, CHA 0
o Spellcasting: DC 14, +6 hit
Cantrips: Fire Bolt, Mage Hand, Prestidigitation
1st level (3): Detect Magic, Mage Armor, Magic Missile, Shield
2nd level (3): Misty Step, Suggestion
3rd level (3): Counterspell, Fireball, Fly
4th level (3): Greater Invisibility, Ice Storm
5th level (1): Cone of Cold
o Dagger: +5 hit, does 1d4 + 2 piercing
- Cult Fanatic
o AC 13, HP 33, Speed 30 ft
o STR 0, DEX 2, CON 1, INT 0, WIS 1, CHA 2
o Dark Devotion: ADV on saving throws against charm/frighten
o Spellcasting: DC 11, +3 hit
Cantrips: Light, Sacred Flame, Thaumaturgy
1st level (4): Command, Inflict Wounds, Shield of Faith
2nd level (3): Hold person, Spiritual weapon
o Actions
Multiattack (2 melee)
Dagger: +4 hit, 5 ft reach, does 1d4 + 2 piercing dmg
- Ghoul
o AC 12, HP 22, Speed 30 ft
o STR 1 DEX 2, CON 0, INT -2, WIS 0, CHA -2
o Immune to poison dmg
o Actions
Bite: +2 hit, does 2d6 + 2 piercing
Claws: +4 hit, 2d4 + 2 slashing, plus a DC 10 CON save or be
paralyzed for 1 minute. Can repeat save at end of each of its
turns.
- Barlgura
o AC 15, HP 68, Speed 40 ft, Climb 40 ft
o STR 4, DEX 5, CON 6, INT -2, WIS 2, CHA -1
o Damage Resist: Cold, Fire, Lightning
o Damage Immune: Poison
o Blindsight 30 ft
o Spellcasting (DC 13)
1/day: Entangle, Phantasmal Force
2/day: Disguise Self, Invisibility
o Reckless: ADV on all melee weapon attack rolls, but ADV on attacks
against it.
o Running Leap: Long jump 40 ft, high jump 20 ft when it has a running
start
o Actions
Multiattack (1 bite, 2 fist)
Bite: +7 hit, does 2d6 + 4 piercing
Fist: +7 hit, does 1d10 + 4 bludgeoning
- Wraith
o AC 13, HP 67, Fly 60 ft hover
o STR -2, DEX 3, CON 3, INT 1, WIS 2, CHA 2
o Damage Resist: Acid, Cold, Fire, Lightning, Thunder, nonmagical
weapons
o Immune: Necrotic, Poison
o Incorporeal Movement: Can move through other creatures as if they
are difficult terrain, will take 1d10 force if ending turn inside an object
o Sunlight Sensitivity: DISADV on attack rolls while in sunlight
o Actions
Life Drain: +6 hit, 5 ft reach, does 4d8 + 3 necrotic, plus a DC
14 CON save or HP max reduced by damage took. Reduction
lasts until a long rest
- Necromancer Wizard
o AC 12, HP 110, Speed 30
o STR -1, DEX 2, CON 1, INT 7, WIS 5, CHA 0
o Resistant: Necrotic dmg
o Actions
Multiattack (3 arcane burst)
Arcane Burst: +7 hit, 5 ft reach or 120 ft range, does 4d10
+ 3 necrotic
Spellcasting (DC 15)
o At Will: Dancing Lights, Mage Hand, Prestidigitation
o 2/day: Bestow Curse, Dimension Door, Mage Armor,
Web
o 1/day: Circle of Death
o Bonus Actions
Summon Undead (1/day): Magically summons 5 skeletons.
Appear within 60 ft of the necromancer, take turns
independently and last for 1 hour or the necromancer dies.
o Reactions
Grim Harvest: When necromancer kills a creature with necrotic
dmg, regains 2d8 HP
- Nothic
o AC 15, HP 45, Speed 30 ft
o STR 2, DEX 3, CON 3, INT 1, WIS 0, CHA -1
o Truesight 120 ft
o Keen Sight: ADV on perception checks relying on sight
o Actions
Multiattack (2 claw)
Claw: +4 hit, 5 ft reach, does 1d6 + 3 slashing dmg
Rotting Gaze: one creature within 30 ft, DC 12 CON save
or take 3d6 necrotic dmg
Weird Insight: one creature within 30 ft, Deception check
against Insight check. If nothic wins, learns a secret
against the target.