The Fire Elemental shifts up towards the door (G18), seemingly trying to prevent Kairos from entering it. It once more slams a fiery fist at the tiefling. Radiant energy flares as the blow connects.
Round 05: Fire Elemental
16 October 2011
The Fire Elemental shifts up towards the door (G18), seemingly trying to prevent Kairos from entering it. It once more slams a fiery fist at the tiefling. Radiant energy flares as the blow connects.
Round Four: End of Round

A wave of fire rips through the complex. You hear a distant rumble amid the sound of maniacal laughter. “Suffer the wrath of my master!” shouts Mordai Vell. Suddenly, flames tear through the room, blasting doors and walls, and igniting you on fire.
The entrance to the dungeon collapses, trapping the heroes inside the dungeon.
The oil in the Entry Chamber ignites. The Fire Elemental takes (10 pts) damage as it is caught in the north eastern pool of oil.
Kairos resists the brunt of the blast but is surprised to see the Hell Hound in front of him and barely manages to resist its fiery breath. Karios continues to burn. (Current HPs 33)
Eugene manages to cross to the ledge of the other side of the Chamber of Platforms before parts of the ledges and certain platforms fall into the boiling bud below. He takes the brunt of the blast from the wave of fire and continues to burn. (Current HPs 29)
Trisha was inspecting the door of the eastern room leading to the Altar room and finds out that it is a false door. She is there when the wave of Fire erupts and the floor connecting the room to the rest of the dungeon collapses, effectively trapping her in a ten foot by ten foot area. She resists some of the blast but continues to burn. (Current HPs 21 – bloodied)
Mordacai has just entered the Chamber of Platforms and finished off one of the Hellfire Warlocks when the wave of flame hits. He manages to resist all of the blast, thanks to the powers of the Flame Fish. He feels the protection of the Flame Fish vanish soon after that. The dwarf continues to burn. (Current HPs 34)
Round 02: Hell Hound
Round 02: Eugene
Eugene attacks the Hell Hound; chanelling divine power into the strike. He then strikes another blow and slides the Hell Hound into the south western pool.Actions:
S: Aspect of Might vs Hell Hound (AC 19)
1d20+12 → [12,12] = (24), hit
3d6+5 → [2,6,6,5] = (19)
M: shfts to E25
AP: Overwhelming Strike vs Hell Hound (AC 19)
1d20+13 → [8,13] = (21), hit
1d6+5+2 → [1,5,2] = (8)
E: Shifts to F25
E: Slides Hell Hound to E25
m: Assumes the Snarling Wolf Stance
Round 02: Kairos
Kairos toughens his body with a mere thought. He shifts up to the elemental and swings his psionically charged rapier at the creature; sending it flying to the south western end of the room.Actions:
m: Oaken Resilience (gain resist 3 all)
M: Shifts to A23
S: Manifests a Corona of Floating Force vs the Fire Elemental (AC 24)
1d20+12 → [19,12] = (31), hit
2d8+5+2 → [6,4,5,2] = (17) hps damage
pushes Fire Elemental to A27
Round 02: FSS
Round 02: Fire Elemental
Round 01: Mordacai
Mordacai prepares himself by drinking a potion of fire resistance. He then moves up for a clearer angle and casts Wrath of Winter vs the Fire HoundActions:
m: drinks potion of resistance (fire). gains resist fire 2.
M: moves to B23
S: casts Wrath of Winter vs Hell Hound (Fort 20)
1d20+9 → [7,10] = (17), miss
Round 01: Trisha
12 October 2011
Round 01: HH
From the north door, a creature that looks like a flaming canine enters the room, it quickly rushes along the walkway ang breathes fire at Eugene and Trisha.Actions:
M: moves to E24
S: Fiery Breath
http://invisiblecastle.com/roller/view/3218253/
1d20+10;1d20+10;2d6+5 → [5,10] = (15) vs Eugene's Ref 17, miss
1d20+10;1d20+10;2d6+5 → [6,10] = (16) vs Trisha's Ref 18, miss
f: North oil pool ignites
Kairos takes 10 (less 6) points of fire damage
Round 01: Eugene
Eugene moves up to the Fire Elemental and manages to push the creature into, and therefor igniting, the south western pool.Actions:
f: identifies the oil pool as flamable
f: identifies that the fish could provide fire resistance
f: identifies the fire elemental
M: moves to D25
S: Overwhelming Strike (vs Fire Elemental, shifts to D24)
http://invisiblecastle.com/roller/view/3218232/
1d20+11 → [19,11] = (30)
1d6+7 → [2,7] = (9)
m: Sudden Recovery
Round 01: Kairos
Round 01: FSS
One of the statues in the far north side of the room flares up and starts to shoot fiery bolts at the nearest creature (Kairos). The bolt hits the tiefling squarely at the chest and flings him into the north west pool.
Round 01: Fire Elemental
This wide room contains four shallow pools, which are home to a number of tiny fish. There is a set of double doors to your left, and two more sets of doors across the room.The chanting resumes, and you feel a wave of magic wash over the area. The room seems to grow hotter as a being of fire appears in the middle of the room. It looks like a shard of elemental fire that threatens to break apart any moment.
It lets outs out a roar and rushes towards the party. It rushes the closest creature (Trisha) hoping to slam into the shifter but fails to connect.
PC: Kairos
11 October 2011
Kairos, level 5Tiefling, Battlemind|Warlock
Eldritch Strike: Eldritch Strike Constitution
Eldritch Pact (Hybrid): Infernal Pact (Hybrid)
Hybrid Warlock: Hybrid Warlock Reflex
Psionic Augmentation (Hybrid): Hybrid Power Point Option
Background: Curious Archeologist (Perception class skill)
FINAL ABILITY SCORES
Str 13, Con 18, Dex 16, Int 8, Wis 10, Cha 16.
STARTING ABILITY SCORES
Str 13, Con 15, Dex 15, Int 8, Wis 10, Cha 14.
AC: 18 Fort: 19 Reflex: 19 Will: 19
HP: 51 Surges: 11 Surge Value: 12
TRAINED SKILLS
Thievery +10, Perception +7, Athletics +8
UNTRAINED SKILLS
Acrobatics +5, Arcana +1, Bluff +7, Diplomacy +5, Dungeoneering +2, Endurance +6, Heal +2, History +1, Insight +2, Intimidate +5, Nature +2, Religion +1, Stealth +7, Streetwise +5
FEATS
Level 1: Improved Defenses
Level 2: Light Blade Expertise
Level 4: Diabolic Soul
POWERS
Hybrid at-will 1: Conductive Defense
Hybrid at-will 1: Eldritch Strike
Hybrid Power Point Option: Lure of Minauros
Psionic Defense (Hybrid): Mind Spike
Hybrid daily 1: Corona of Floating Force
Hybrid utility 2: Oaken Resilience
Hybrid daily 5: Emerald Shield
ITEMS
Amulet of Protection +2, Augmenting Whetstone (level 6), Leather Armor of Sudden Recovery +1, Pact Blade Rapier +1
GAME CONDITIONS
Attack Rolls:
+1 power bonus (Bless)
+1 racial bonus vs bloodied (Bloodhunt)
+2 bonus vs bloodied (Diabolic Transformation)
Damage Rolls:
+2 bonus (Diabolic Transformation)
AC mod:
+2 shield bonus (Emerald Shield)
+2 power bonus (Nimbs of Holy Shielding)
Fort mod:
+2 power bonus (Nimbs of Holy Shielding)
Ref mod:
+2 shield bonus (Emerald Shield)
+2 power bonus (Nimbs of Holy Shielding)
Will mod:
+2 power bonus (Nimbs of Holy Shielding)
Resistance:
7 Fire (Tiefling Trait)
+5 Fire (Diabolic Transformation)
x.5 Fire (Dungeon Property)
3 All (Oaken Resilience)
Regeneration:
2 (Diabolic Transformation)
10 (Sudden Recovery)
Others:
Ignores to difficult terrain
Immune to hindering terrain
Immune to terrain hazards
Current HP:
44 hps
Round 00: Starting the Encounter
10 October 2011
You race through the tunnels beneath Mount Hotenow, map in hand. The Asmodeus cultist, Mordai Vell, is only minutes away from completing the creation of an artifact that will give him the power to subject Neverwinter to his will. You turn a corner and abruptly come to a series of tunnels unlike the rest. The walls are no longer rough hewn stone but instead finely carved and etched with images of fire. Sconces hold everburning torches. The wide room before you contains four shallow pools of clear liquid, which hold a number of finger-length yellow fish. To your left is a set of double doors. Two more sets of doors are across the room from you.
Chanting reverberates through the walls. The chanting stops, and a male voice speaks.
“So, the Lord Protector sent some fools to stop me. No matter—you’ll never reach me in time.” The voice pauses and then cries out, “My lord Asmodeus! Great Maegera! I beseech you to help me destroy these interlopers.” The chanting resumes, and you feel a wave of magic wash over the area. The room seems to grow hotter.
Place your characters in the starting area (Grids A23, B23, A24, B24, A25 or B25)
We'll roll intitiative next...
Glory
06 October 2011
There are 20 awards worth up to 200 glory. A player can earn each award only once for this challenge, regardless of the number of times he plays.
| General Awards | Description | Glory |
| Epic Win | Defeat challenge on Nightmare mode. | 20 |
| I’ll Be Back | You get 20 or higher on a death saving throw. | 10 |
| It’s Chrtmas | You score a critical hit. | 5 |
| Monster Slayer | Defeat every enemy creature in the dungeon. | 20 |
| Commando | You complete the challenge without using magic items or consumables. | 20 |
| One Shot | You drop a nonminion enemy from full hit points down to 0 hit points. | 10 |
| Racy Group | Your party defeats the challenge with a group in which all the characters are the same race. | 10 |
| Tough as Nails | You complete the challenge without spending a healing surge. | 20 |
| TPK | Every character in the party dies. | 5 |
| It’s a Trap! | You disable a trap or hazard. | 5 |
| Challenge Awards | Description | Glory |
| Dungeon Mapper | Your group opens every door in the dungeon. | 10 |
| Give My Regards | You knock an enemy off a ledge or into lava. | 5 |
| I Regret Nothing | You fall off a ledge or into lava. | 5 |
| Lava Nice Day | You die from lava. | 10 |
| Speed Demon | Complete the challenge in five rounds or fewer. | 10 |
| Treasure Hunter | SPOILER | 5 |
| Vell’s Foil | Your group defeats the challenge. | 10 |
| Secret Awards | Description | Glory |
| Secret 1 | SPOILER | 10 |
| Secret 2 | SPOILER | 5 |
| Secret 3 | SPOILER | 5 |
PC: Trisha
03 October 2011
Trisha, level 5Longtooth Shifter, Warden|Cleric
Hybrid Warden: Hybrid Warden Fortitude
Hybrid Cleric: Battle Cleric's Lore
Hybrid Talent: Warden's Armored Might
Guardian Might: Lifespirit
FINAL ABILITY SCORES
Str 18, Con 12, Dex 14, Int 8, Wis 18, Cha 11.
STARTING ABILITY SCORES
Str 15, Con 12, Dex 14, Int 8, Wis 15, Cha 11.
AC: 22 Fort: 20 Reflex: 18 Will: 20
HP: 50 Surges: 9 Surge Value: 12
TRAINED SKILLS
Athletics +12, Nature +11, Perception +11
UNTRAINED SKILLS
Acrobatics +3, Arcana +1, Bluff +2, Diplomacy +2, Dungeoneering +6, Endurance +4, Heal +6, History +1, Insight +6, Intimidate +2, Religion +1, Stealth +3, Streetwise +2, Thievery +3
FEATS
Level 1: Hybrid Talent
Level 2: Devout Protector Expertise
Level 4: Improved Defenses
POWERS
Hybrid at-will 1: Resilience of Life
Hybrid at-will 1: Brand of the Moon
Hybrid encounter 1: Warden's Sacrifice
Hybrid daily 1: Form of Mountain's Thunder
Hybrid utility 2: Bless
Hybrid encounter 3: Sundering Might
Hybrid daily 5: Nimbus of Holy Shielding
ITEMS
Adventurer's Kit, Guardian's Call Mace +1, Amulet of Protection +2, Bloodcut Hide Armor +1, Light Shield, Feyleaf Sandals (heroic tier), Potion of Healing (heroic tier), Holy Symbol, Crossbow, Crossbow Bolts (20), Sun balm, Talent Shard (level 3)
GAME CONDITIONS
Attack Rolls:
+1 power bonus (Bless)
Damage Rolls:
none
AC mod:
+1 bonus (Form of Mountain's Thunder)
Fort mod:
none
Ref mod:
+2 bonus (Guardian's Call)
+1 shield bonus (Devout Protector Feat)
Will mod:
none
Resistance:
3 All (Form of Mountain's Thunder)
Current HP:
30
Creativity and Tactics
02 October 2011
There is a lot going on in this adventure. Don’t think for a second that you can walk in, kill all the monsters, accomplish the objective and walk out. It’s not going to happen, I guarantee it. Remember that you’re on the clock so every round needs to bring you closer to the objective. You won’t have enough time to kill all 10-16 monsters, disarm all the traps and find the hidden things.
The key to success is going to be knowing when to run and when not to run. There’s nothing that says you have to fight any of the monsters. Fight those that you need to but always ask yourself if defeating the monsters is necessary to advance. If the answer is no, then get moving. Bad things happen at specific time intervals so speed is as important as smart tactics.
Make sure you look around. There are a lot of Easter eggs in this adventure. Don’t be afraid to try creative and unusual things. Take nothing at face value. The designers are indeed out to kill your characters, but they aren’t completely heartless. There are some beneficial things places strategically within the dungeon that will help you. You just have to find them and realize that they are indeed helpful. None of the Easter eggs have signs indicating what they are or how to use them. Trial and error will be your friend.
The key to success is going to be knowing when to run and when not to run. There’s nothing that says you have to fight any of the monsters. Fight those that you need to but always ask yourself if defeating the monsters is necessary to advance. If the answer is no, then get moving. Bad things happen at specific time intervals so speed is as important as smart tactics.
Make sure you look around. There are a lot of Easter eggs in this adventure. Don’t be afraid to try creative and unusual things. Take nothing at face value. The designers are indeed out to kill your characters, but they aren’t completely heartless. There are some beneficial things places strategically within the dungeon that will help you. You just have to find them and realize that they are indeed helpful. None of the Easter eggs have signs indicating what they are or how to use them. Trial and error will be your friend.
Character Creation Tips
01 October 2011
I’m going to try and reinforce some general ideas here and not give away anything too blatant. Most of what I’m going to suggest is a lot of common sense stuff anyway.
The most important and often used skills are likely to be Athletics, Perception and Thievery. If your class doesn’t give you the option to train these skills then think about spending a few extra points in Strength, Wisdom and Dexterity to make up for it. Feats that add to these skills, including multi-classing feats and Jack of All Trades are good options.
Never underestimate the value of Stealth. If you can get the entire party on board, a group of PCs that can all move undetected through the dungeon might actually have a chance of accomplishing the objective before any of the monsters even know that the heroes are there.
When it comes to feats you’ll have to throw away some conventional wisdom. Normally I encourage everyone to take Durability, especially if they have a low starting Constitution, but since you’re not going to get short rests I don’t think running out of healing surges will be your biggest problem. I see Toughness as mandatory for everyone. Skill Training and Skill Focus should also be very high on everyone’s feat list.
Knowing that the adventure is called Forge of the Dawn Titan and the fact that there is a Tiefling and Burning Skeletons on the cover, everyone and his mother should immediately try to get items, feats and powers that will provide some kind of fire resistance. Be forewarned that there are mechanics at play that will gimp some abilities, including resistances. Keep this in mind when choosing race. If fire resistance was your only reason for playing a Tiefling, think again before committing.
The most important and often used skills are likely to be Athletics, Perception and Thievery. If your class doesn’t give you the option to train these skills then think about spending a few extra points in Strength, Wisdom and Dexterity to make up for it. Feats that add to these skills, including multi-classing feats and Jack of All Trades are good options.
Never underestimate the value of Stealth. If you can get the entire party on board, a group of PCs that can all move undetected through the dungeon might actually have a chance of accomplishing the objective before any of the monsters even know that the heroes are there.
When it comes to feats you’ll have to throw away some conventional wisdom. Normally I encourage everyone to take Durability, especially if they have a low starting Constitution, but since you’re not going to get short rests I don’t think running out of healing surges will be your biggest problem. I see Toughness as mandatory for everyone. Skill Training and Skill Focus should also be very high on everyone’s feat list.
Knowing that the adventure is called Forge of the Dawn Titan and the fact that there is a Tiefling and Burning Skeletons on the cover, everyone and his mother should immediately try to get items, feats and powers that will provide some kind of fire resistance. Be forewarned that there are mechanics at play that will gimp some abilities, including resistances. Keep this in mind when choosing race. If fire resistance was your only reason for playing a Tiefling, think again before committing.
PC: Mordecai Stonebrook
08 September 2011
Mordecai Stonebrook, level 5Dwarf, Shaman
Companion Spirit: Stalker Spirit
Dwarf Subrace: Shield Dwarf
Select option: Shield Proficiency
Background: Renegade (+2 to Arcana)
FINAL ABILITY SCORES
Str 13, Con 16, Dex 10, Int 12, Wis 20, Cha 10.
STARTING ABILITY SCORES
Str 13, Con 13, Dex 10, Int 12, Wis 17, Cha 10.
AC: 20 Fort: 18 Reflex: 16 Will: 20
HP: 48 Surges: 10 Surge Value: 12
TRAINED SKILLS
Nature +12, Heal +12, Perception +12, Arcana +10
UNTRAINED SKILLS
Acrobatics +1, Bluff +2, Diplomacy +2, Dungeoneering +9, Endurance +6, History +3, Insight +7, Intimidate +2, Religion +3, Stealth +1, Streetwise +2, Thievery +1, Athletics +2
FEATS
Level 1: Sudden Call
Level 2: Armor Proficiency: Chainmail
Level 4: Implement Expertise (Totem)
POWERS
Shaman at-will 1: Stalker's Strike
Shaman at-will 1: Wrath of Winter
Shaman encounter 1: Spirits of Mountain Mist
Shaman daily 1: Wrath of the Spirit World
Shaman utility 2: Spirit of Life
Shaman encounter 3: Spring Renewal Strike
Shaman daily 5: Coils of the World Serpent
ITEMS
Potion of Healing (heroic tier), Mithral Chainmail +1, Adventurer's Kit, Totemic Warclub Mace +1, Amulet of Protection +2, Totem of the Woodlands +1, Light Shield, Potion of Resistance (heroic tier)
GAME CONDITIONS
Attack Rolls:
+1 power bonus (Bless)
Damage Rolls:
none
AC mod:
+2 power bonus (Nimbus of Holy Shielding)
Fort mod:
+2 power bonus (Nimbus of Holy Shielding)
Ref mod:
+2 power bonus (Nimbus of Holy Shielding)
Will mod:
+2 power bonus (Nimbus of Holy Shielding)
Resistance:
2 Fire (Potion of resistance - fire)
10 fire (Fire Fish)
Regeneration:
none
Current HP:
34 hps
PC: Eugene
07 September 2011
Eugene, level 5Human, Avenger|Ranger
Spellscarred Harbinger Starting Feature: Spellscarred Harbinger (Twist Fate)
Hybrid Avenger: Hybrid Avenger Fortitude
Hybrid Ranger: Hybrid Ranger Fortitude
Human Power Selection: Heroic Effort
Background: Auspicious Birth (Auspicious Birth Benefit)
FINAL ABILITY SCORES
Str 10, Con 12, Dex 16, Int 14, Wis 18, Cha 9.
STARTING ABILITY SCORES
Str 10, Con 12, Dex 15, Int 14, Wis 15, Cha 9.
AC: 16 Fort: 17 Reflex: 17 Will: 18
HP: 51 Surges: 7 Surge Value: 12
TRAINED SKILLS
Acrobatics +11, Athletics +9, Nature +12, Stealth +11, Perception +12
UNTRAINED SKILLS
Arcana +4, Bluff +1, Diplomacy +1, Dungeoneering +6, Endurance +3, Heal +6, History +4, Insight +6, Intimidate +1, Religion +4, Streetwise +1, Thievery +5
FEATS
Human: Wolfstone Heritage
Level 1: Power of Skill
Level 2: Weapon Proficiency (Drow Long Knife)
Level 4: Heavy Blade Expertise
POWERS
Hybrid at-will 1: Overwhelming Strike
Hybrid at-will 1: Throw and Stab
Hybrid encounter 1: Fox's Cunning
Hybrid daily 1: Aspect of Might
Hybrid utility 2: Oak Skin
Hybrid encounter 3: Deadly Stride
Hybrid daily 5: Snarling Wolf Stance
ITEMS
Master's Blade Drow Long Knife +1, Cloak of the Walking Wounded +1, Cloth Armor (Basic Clothing) of Sudden Recovery +1, Adventurer's Kit, Drow Long Knife, Augmenting Whetstone (level 6)
GAME CONDITIONS
Attack Rolls:
+1 power bonus (Bless)
Damage Rolls:
+2 power bonus (Aspect of Might)
AC mod:
+2 power bonus (Nimbs of Holy Shielding)
Fort mod:
+2 power bonus (Nimbs of Holy Shielding)
Ref mod:
+2 power bonus (Nimbs of Holy Shielding)
Will mod:
+2 power bonus (Nimbs of Holy Shielding)
Resistance:
none
Regeration:
10 Regeneration (Sudden Recovery)
Others:
+5 power bonus Athletics (Aspect of Might)
+2 power bonus speed (Aspect of Might)
Current hp:
51 hp
PC: Rodrigue
05 September 2011
Rodrigue, level 5Human, Wizard
Build: Illusionist Wizard
Arcane Implement Mastery: Orb of Deception
Human Power Selection: Heroic Effort
Background: Aglarond (Aglarond Benefit)
FINAL ABILITY SCORES
Str 8, Con 12, Dex 13, Int 19, Wis 13, Cha 15.
STARTING ABILITY SCORES
Str 8, Con 12, Dex 13, Int 16, Wis 13, Cha 14.
AC: 17 Fort: 15 Reflex: 18 Will: 18
HP: 38 Surges: 7 Surge Value: 9
TRAINED SKILLS
Perception +9, Arcana +11, Insight +8, History +11, Religion +11
UNTRAINED SKILLS
Acrobatics +3, Bluff +4, Diplomacy +4, Dungeoneering +3, Endurance +3, Heal +3, Intimidate +4, Nature +3, Stealth +3, Streetwise +4, Thievery +3, Athletics +1
FEATS
Wizard: Ritual Caster
Human: Implement Expertise (Orb)
Level 1: Phantom Echoes
Level 2: Battle Hardened
Level 4: Arcane Reserves
POWERS
Wizard at-will 1: Phantom Bolt
Wizard at-will 1: Illusory Ambush
Wizard encounter 1: Grasping Shadows
Wizard daily 1: Horrid Whispers
Wizard daily 1 Spellbook: Sleep
Wizard utility 2: Disappear
Wizard utility 2 Spellbook: Guardian Blades
Wizard encounter 3: Maze of Mirrors
Wizard daily 5: Visions of Avarice
Wizard daily 5 Spellbook: Stinking Cloud
ITEMS
Spellbook, Orb of Mental Dominion +2, Orb of Impenetrable Escape +2, Robe of Scintillation Cloth Armor (Basic Clothing) +1, Cloak of Distortion +1, Resplendent Gloves (heroic tier), Adventurer's Kit, Potion of Healing (heroic tier), Potion of Clarity (level 5)
What the characters know
04 September 2011
The characters have four minutes (20 rounds) to defeat Mordai Vell before he succeeds in crafting the scepter, causing them to lose the challenge.Mordai Vell is located in the forge.
There are no short rests during the challenge, and the heroes have to time to perform rituals before the challenge.
There are general and challenge awards.
Due to Maegera's primordial magic, a character's fire resistance is halved while in the dungeon (this does not affect resistance to all damage, such as a goliath's stone endurance power).
Lair Assault Background
03 September 2011
The once bustling metropolis of Neverwinter lies mostly in ruins after a century of turmoil. Nearly thirty years ago, a cataclysm created by a waking primordial struck the city, bringing fires, earthquakes, and evil portents. But even that event could not kill the city completely. Now, widespread repair efforts have given Neverwinter new life under the stewardship of Lord Protector, Dagult Neverember, Open Lord of Waterdeep.Years before the cataclysm, cultists of Asmodeus calling themselves the Ashmadai (“Messenger of the Raging Fiend”) began working in the region as agents of the Thayan lich, Szass Tam and Asmodeus himself- remains unclear, but Szass Tam has a powerful magic scepter in his possession that the Ashmadai cultists consider a holy relic.
The Ashmadai have been split into two factions. One group, led by the dwarf Farvia, is slavishly loyal to Asmodeus. The other group, let by the tiefling named Mordai Vell, is manipulative and seeks to wield power, rather than pay homage to it. The first group – older and less intellectual – uses the scepter to serve Thayian interests. The second group is less dedicated to Thay and has orchestrated the Ashmadai’s rise to power in the city through shady deals and manipulation.
Recently, Mordai Vell and his followers have been pushing the cult into the open, marking buildings whose occupants have suffered the wrath of the cult with the sign of Asmodeus. A few weeks ago, Mordai Weil discovered the catacombs of the Waterclock Guild hidden beneath a large mausoleum in Neverwinter’s graveyard. The Waterclock Guild was an organization of artisans famous for building beautiful and intricate waterclocks without the benefit of magic. It also had a hand in designing the mechanisms that the dwarves of Gauntlgrym used to bind the primordial Maegera. Using the records he discovered in the Waterclock Crypts, Mordai Veil has found a path under Mount Hotenow that bypasses Gauntlgrym, giving him access to the primordial and its power.In this challenge, the characters confront Mordai Veil and his followers. Mordai Vell resents the Ashmadai’s forced relationship with the Thayans, and he plots his own rise to power. He plans to fuse the power of the Nine Hells with the might of the primordial Maegera to create a new scepter in the image of the original but with greater power. If he succeeds, Neverwinter is doomed.
Lord Neverember’s allies are busy dealing with threats within the city. For this reason, he has beseeched the adventurers to eliminate Mordai Veil (offering a sizeable reward if they are successful). Neverember put his best wizards to work scrying the cultist, and he was able to provide the party with a map to the complex where Mordai Veil was viewed. The characters now journey through the tunnels in Mount Hotenow, speeding towards the Forge of the Dawn Titan, where the tiefling works to complete the scepter.
Lair Assault: Creating a Character
02 September 2011
Our most skilled players spoke, and we listened. When they’re tackling the deadliest fights in 4th Edition, they want options. Unlike D&D Encounters and other shared-world campaigns, D&D Lair Assault allows players to utilize the entire breadth of the 4th Edition rules. Any legal character build of the appropriate level, using options from official Wizards products, is permissible in D&D Lair Assault. A great way to sort through the rules and make effective characters is through the Character Builder online tool available to D&D Insider subscribers.
Yes, that means all those books, both old and new, are resources for players to create the most deadly team of adventurers possible. They can pull out an old favorite from the Player’s Handbook, grab something from the latest releases like Heroes of Shadow, or augment their options with rules from Dragon. If it’s a 4th Edition rules source printed by Wizards, it’s legal for play.
Gearing Up for Danger
Each D&D Lair Assault challenge will specify a level. The first D&D Lair Assault, Forge of the Dawn Titan, is 5th level. Players bring characters of the challenge’s level to your scheduled event to participate. Characters higher or lower level than the challenge’s level are not allowed.
We use straightforward rules to equip characters for their deadly battles. Each character receives one magic item of one level higher than their level (level + 1), one of their level (level + 0), and one of one level lower than their level (level – 1). In addition, characters receive gold pieces equal to the value of one magic item of one level lower than their level (level – 1) to buy other equipment they think they’ll need. Each character may have no more than two consumable items (like potions or magic ammunition) equal to or less than the challenge’s level, and no more than one rare magic item. Note that players may equip their characters with magic items that are less than the stated levels if they so choose.
So, to use our 5th level example above, each character would have one 6th level, one 5th level and one 4th level magic item, plus 840 gold pieces to spend on other equipment (both mundane and magical).
Yes, that means all those books, both old and new, are resources for players to create the most deadly team of adventurers possible. They can pull out an old favorite from the Player’s Handbook, grab something from the latest releases like Heroes of Shadow, or augment their options with rules from Dragon. If it’s a 4th Edition rules source printed by Wizards, it’s legal for play.
Gearing Up for Danger
Each D&D Lair Assault challenge will specify a level. The first D&D Lair Assault, Forge of the Dawn Titan, is 5th level. Players bring characters of the challenge’s level to your scheduled event to participate. Characters higher or lower level than the challenge’s level are not allowed.
We use straightforward rules to equip characters for their deadly battles. Each character receives one magic item of one level higher than their level (level + 1), one of their level (level + 0), and one of one level lower than their level (level – 1). In addition, characters receive gold pieces equal to the value of one magic item of one level lower than their level (level – 1) to buy other equipment they think they’ll need. Each character may have no more than two consumable items (like potions or magic ammunition) equal to or less than the challenge’s level, and no more than one rare magic item. Note that players may equip their characters with magic items that are less than the stated levels if they so choose.
So, to use our 5th level example above, each character would have one 6th level, one 5th level and one 4th level magic item, plus 840 gold pieces to spend on other equipment (both mundane and magical).
Lair Assault: The Challenge So Far
If you think you have what it takes to brave the fiercest foes, fight the toughest battles, and conquer the vilest enemies, we have a new Dungeons & Dragons play experience for you! Starting in September, gather your master tacticians and rules experts together to kick down the dungeon doors and begin the assault! D&D Lair Assault is a new Wizards Play Network in-store program that pits tactically-minded players against a super challenge where the difference between victory and defeat is dependent upon your game knowledge, ability to adapt, and a little bit of luck. You'll pit your wits against some of the most difficult encounters you've ever played. Each challenge is a mega-encounter that plays in just a few hours, but many will need to make more than one run at it in pursuit of victory. D&D Lair Assault challenges are available for a few months, and stores can schedule their sessions at any time during that period.D&D Lair Assault has been designed for a quality, fun, super-challenging play experience that really encourages repeat play. We've designed the kits to accommodate as many players as possible by keeping the focus on the play experience, accomplishments, and bragging rights. Rather than making the challenge all about obtaining a physical "prize," it's about having a great time playing a fun D&D game available nowhere else.
Forge of the Dawn Titan
The fun begins on September 1, and Forge of the Dawn Titan can be played through November 30. Make sure to contact your store soon to ensure they're participating.
As you prepare, we wanted to set the stage for what you’ll soon be facing! Greg Bilsland and Mike Mearls designed our first D&D Lair Assault, Forge of the Dawn Titan: Outside the city of Neverwinter, fiendish cultists conspire to unlock the power of a fiery primordial. Gods help the city if they succeed!
As you start your assault, here are the first words you’ll hear:
You race through the tunnels beneath Mount Hotenow, map in hand. The Asmodeus cultist, Mordai Vell, is only minutes away from completing the creation of an artifact that will give him the power to subject Neverwinter to his will.
You turn a corner and abruptly come to a series of tunnels unlike the rest. The walls are no longer rough hewn stone but instead finely carved and etched with images of fire. Sconces hold everburning torches. The wide room before you contains four shallow pools of clear liquid, which hold a number of finger-length yellow fish. To your left is a set of double doors. Two more sets of doors are across the room from you.
Chanting reverberates through the walls. The chanting stops, and a male voice speaks.
“So, the Lord Protector sent some fools to stop me. No matter—you’ll never reach me in time.” The voice pauses and then cries out, “My lord Asmodeus! Great Maegera! I beseech you to help me destroy these interlopers.” The chanting resumes, and you feel a wave of magic wash over the area. The room seems to grow hotter.
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