Showing posts with label Neverwinter. Show all posts
Showing posts with label Neverwinter. Show all posts

Monday, May 16, 2016

Pain and Suffering

You don’t look particularly enthused about your task to cause pain, suffering, and death upon your fellow Warlocks.
"But Coralyssa! I’m supposed to be a goody-two-shoes hero and save Neverwinter or whatever!"
Oh, don’t worry about your valuable reputation - I’m sure it’s already quite sterling, what with all the looting and murdering of the so-called monsters you do now anyway. Remember, your targets this time are all horrible, disreputable, pact-breakers, and one hundred percent rotten, even to devilish standards - so, not like you at all. I have it on good authority that they seek to renounce Belial and align with a different Lord of the Nine. Flay them until the sun comes up on the morrow for all I care, just collect the blood price from them and relinquish their souls to your dark patron.
I’ve done you the service of cursing your targets’ souls with noticeable auras, and only you will be able to pick up on that, so you can take them by surprise. Best of luck out there. Do try not to get killed.

Helm's Cathedral

Considered an architectural triumph, the Cathedral of Helm's Hold stood at the center of the city as a beacon of faith and a bastion of safety along the oft-dangerous roads of the Sword Coast. After Helm's death it was largely abandoned, save for a few aging priests who remained faithful to their late god.
Through its long years of near-abandonment, the Cathedral's sturdy construction has protected it from harm. Even as other parts of the city and of the Sword Coast itself suffered from the Spellplague and the Cataclysm, the Cathedral of Helm remained undamaged. But now it has been profaned by the Ashmadai, and those who've gotten close say that cracks and chips have begun to appear in the once unblemished stone.

Artifact Facts

Listen, I have a friend among the priests of Oghma who has been filling me in on some very old and powerful magic items, artifacts he calls them.
Seems he's learned the resting place of some of these artifacts and he's afraid that other, less desirable, researchers may learn the same. Personally, I'd rather have someone like you holding a powerful item rather than some Red Wizard or Dragon Cultist.
Go talk to Elder Reader Laris at the Sage Shop here in Protector's Enclave. He'll be expecting you.

Friday, May 13, 2016

The Plague Tower

The wizard Rhazzad preyed on those stricken by the spellplague, promising them treatment in his "Tower of Solace". Instead, he used them to power some dark ritual, causing a spellburst that devastated part of the city.
But I fear that was just a side effect.
Rhazzad is even now working to complete his ritual. He has to be stopped. For the sake of the city, and to avenge those he betrayed and killed!

Rhazzad's Masters

From Rhazzad's Notes:
"Of all the things revealed to me in the depths of the Chasm, the very existence of the Masters was the most potent. I saw them swimming through plague-fire, and I saw glimpses of the world from whence they came. I am still unsure if they created the Plague, or if they have just mastered its use. Soon, I will know for certain.
When my transformation is complete, I will prove my worth by seeing the entire city consumed by the Spellplague. Once my great work is done, I shall be powerful enough to join them in the Chasm's depths, and all will be revealed to me. I will be like a god, knowing all secrets, invincible for eternity. Just as the Masters promised me."

Rhazzad's Research

From Rhazzad's Notes:
"If I am to complete my transformation, I will need to make certain I have complete mastery over the process. To this end, I must conduct several experiments. Though the stories I've spread about the Tower of Solace bring me a constant stream of new test subjects, too many are already sick.
The Masters must have heard me, for they have provided! A desperate soldier from the hated squad of Sergeant Knox has sought me out, looking for treatment for his dear wife. Dorothea Linkletter is healthy, and only recently infected. I will control the process of transformation in her, study it, and master it. Then, once the portals are open and the Far Realm draws close, I shall apply what I've learned to foolish Josef to make certain I am ready for my own metamorphosis."

Forming the Guild

Neverwinter has been facing a lot of problems, and you've done an excellent job in helping us.
However, imagine all the good you could do if you were banded together with a larger number of adventurers in a guild!
Speak to Anton Omeris. He will tell you about the benefits of being in a guild, and he can help you get a guild officially recognized by Lord Neverember.

The Siege of Neverwinter

The Cult of the Dragon's army has breached Neverwinter's outer wall, and now they're channelling all their forces here to break through into the city. However, the terrain favors us here. With the hills on one side and the ocean on the other, their army is constrained and they can't hit us with their full might. If we can hold them back and win enough battles to grind down their army, we can break this siege. Which is where adventurers like you come in.

The Siege Begins

The city of Neverwinter is under siege by the Cult of the Dragon. General Sabine has requested the aid of Neverwinter's adventurers to repel the Cult's army. Meet her on the Siege Battlefield to learn what you can do to help.

Curses!

Look, by its very nature, being a Warlock is dark business, and that doesn't tend to sit well with everyone. The Wizards are just jealous because they study tirelessly for years to gain a piddling amount of arcane power. If you ask me, the price a Warlock pays is a much better deal.
Others tend to fear us because of the dark power we wield. Oh, and the fact that some of us actively bargain with fiends. We have to work extra hard to convince them that not all of us Warlocks are evil soul-harvesting devil-worshippers.
Speaking of...
There is an abandoned cathedral outside the city limits, which has recently been overrun by some pesky bandits. Go and give them hell! While you’re at it, curse them and their belongings so that they, or any other bandits think twice about setting up shop in there again.
And, before you worry about my motives behind telling you this, know that these bandits have been a thorn in Neverwinter’s side for some time.  You’ll be doing this city a service, oh great hero, so don’t get too involved in the particulars.

Refining Enchantments

By refining and upgrading an enchantment, runestone or artifact you can make it more powerful.
I'm going to give you a ring containing an enchantment, along with some additonal enchantments. You can use the extras to upgrade the first one.
In addition, I am giving you a reagent to upgrade the item once the refining is done. Go ahead, give it a try.

Dungeon Chest Key

This key will allow you to unlock the reward chests found at the end of a dungeon delve. The key is consumed by use.

Dungeon Delving

Before I signed on with Lord Neverember I did a bit of adventuring myself. There was nothing like the thrill of destroying a dire threat at the bottom of a dark dungeon and claiming some nice loot. But if you want some real dungeon delving advice you should speak to Armario Clavus down in the marketplace.
You wouldn't know it to look at him, but Armario was a legendary dungeon explorer in his day. After he retired he became a master locksmith. His specialty is crafting keys capable of unlocking magically sealed dungeon chests. Maybe you should have a talk with him before you find yourself exploring a dungeon.

Donating to the Defense

The city is under siege, and we are running low on vital supplies. Lord Neverember has asked all who can to donate to Neverwinter's defense. If you'd like to help, then you should meet with the Defense Supply Master here in Protector's Enclave.

Thursday, May 12, 2016

Moonshae Isles

Off the western coast of Faerûn lies an archipelago known as the Moonshae Isles. It is home to two human cultures: the druidic Ffolk and the seafaring Northlanders. The isolated, brutal terrain has bred a hardy and self-reliant people.

Amn

In Amn, everything has a price. Controlled by five wealthy and powerful merchant houses, Amn is ruled through scheming, intimidation, and pragmatism. People of Amn who tire of the corrupt rule of the High Houses often go in search of adventure.

Baldur's Gate

Baldur's Gate is a city of opportunity and fair laws. The city prides itself on being an open place where anyone can become a citizen or start a new life, regardless of race or background. Adventurers from all walks of life come from Baldur's Gate, where opportunity awaits on every corner.

Waterdeep

The City of Splendors is a center of commerce, where representatives of every race, creed, and nation come to trade, spread rumors, and make their fortunes. Waterdhavians are united in their hopes of bettering their lot in life, and embrace the adventuring life in hopes of making their fortunes.

Neverwinter

Neverwinter is home to a hardy and creative people who have rebuilt their city in the wake of the eruption of Mount Hotenow.  While still a shadow of its former glory, the city shows why it is called the City of Skilled Hands.

Luskan

The dismal city of Luskan festers on the northern shores of the Sword Coast, its days of glory and prominence far behind it. A magnet for freaks, cast-offs, and fugitives, Luskan replenishes its dying population with a steady stream of exiles fleeing justice or persecution. Most people who end up in Luskan soon look for a way out, a chance to escape a pointless death at the hands of madmen, fiends, or worse.