That means one magic item level 4 or lower, one magic item level 3 or lower and one magic item level 2 or lower. Use the guidelines from the DMG to equip your PCs with level-appropriate equipment. This will make a lot of players very happy. With this familiar formula we also go back to random treasure being rewarded almost every week. This season’s adventure returns to the familiar linear story-telling common to previous seasons of D&D Encounters This will make it easier for DMs to run the session cold if need be. However, they will level up at an accelerated rate. This means that the PCs will only get an extended rest between weeks 4 and 5. The adventure is broken into two chapters, four encounters each. The thrilling climax of the adventure takes place during the worst of the storm and the PCs have to face monsters and the elements of the storm. Through the adventure there is a literal storm brewing which threatens Neverwinter’s fragile stability and rebuilding efforts. As the PCs investigate they tangle with numerous evil-doers and eventually are led to Helm’s Hold, a cathedral once dedicated to Helm. The symbol of Asmodeus is branded onto their skin and they bear physical and mental scars. Innocent inhabitants of Neverwinter are being abducted only to be returned to their homes a few days later. The adventure itself begins with the PCs facing off against a cult (yes, another cult) called the Ashmadai, worshipers of Asmodeus. Players who bring back their PCs from the other Neverwinter adventure will actually have some additional benefits and bonuses (which we’ll cover below). Storm Over Neverwinter takes place in Neverwinter (obviously) and can be run as a sequel to Lost Crown of Neverwinter adventure from D&D Encounters season 6.
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