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Sanguine Tides (Part 6)

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0% found this document useful (0 votes)
330 views21 pages

Sanguine Tides (Part 6)

Uploaded by

Carlos Vargas
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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BY NICHOLAS MARTIGNAGO
Contents
Guide to this adventure: ......................................................................................................................... 3

Background and Campaign Information .............................................................................................. 4

The Frozen Tower....................................................................................................................................... 5

Level 5 ................................................................................................................................................................ 6

Level 4 ................................................................................................................................................................ 7

Level 3 ................................................................................................................................................................ 8

Level 2 ................................................................................................................................................................ 9

Level 1 ..............................................................................................................................................................11

Ground Floor................................................................................................................................................11

Recovering Dunlif........................................................................................................................................13

Beorunna’s Well ..........................................................................................................................................14

Return to the Tower ..................................................................................................................................16

Conclusions ...................................................................................................................................................17

Character Study.........................................................................................................................................19

Dunlif ......................................................................................................................................................19

Arosh ......................................................................................................................................................19

Luminu ....................................................................................................................................................19

Encounter NPC’s ......................................................................................................................................20

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Guide to this adventure:
Character Studies provide a much deeper insight to a NPC, their beliefs, desires and
sometimes special abilities or RPing options. This section should at least be read once
before playing the module.

Regular text can be read to the party at the DM’s Discretion if warranted

 This text is NPC driven, the DM choses how or if it is delivered.


This text is for the DM’s eyes only to provide additional information to aid in creating the
stories.

***Encounter experience is to be added depending on party size and difficulty of the


encounter.
Due to the nonlinear nature of the story and also varying levels of actual content
completion, the earnest is placed upon the dungeon master to provide a suitable challenge
and appropriate party experience***

Credits in this adventure:

Art & Cover’s: Bree Martignago

Editing, Proofing and Continuity Collaborators:

As always, WotC with the core rule books and various lore and story I use to help flesh
out the realm of Faerun. Particularly the Neverwinter Campaign Setting (4e) has been of
enormous assistance with this module.

Attention DM: These modules are created in a way as to act as a framework for the story. Not all NPC’s and
story diversions have been considered. In the spirit of trying not to railroad the party, please feel free to improvise or
alter any component to suit the direction of the party. Some continuity issues may exist between the modules, as much
as I have aimed to mitigate this, I can only edit or alter them as I find them. Some situations bought up in these modules
are unrelated to the current story arc, these are to be devices in which to lay the ground work for future adventures and
campaigns. Additionally due to the scope of this adventure arc, some situations will require some improvisation, these are
mainly roleplaying situations, but on your prerogative may include combat also.

If you have any questions or comments please contact me at exsisto87@gmail.com

3|Page
Background and Campaign Information
As keeping with the stereotypical found online and by using educated
vampiric lore, radiant damage dealt by the guesses.
party via spells or the Driftglobe, should
The forest surrounding the tower is
cause an additional 1d6 damage per turn
probably one of an artic pine, hardy to
or grant players an advantage on attack
the near constant low temperatures. The
rolls at the DM’s Discretion. This is
area is home to a number of Uthgardt
essentially to ensure smaller or weaker
Barbarians, Ettins, and Orcs with rare
parties can conquer stronger vampire
occasions presenting the odd Frost or
enemies if they play smart.
Hill Giant. Players are unlikely to
The party should now be of appropriate discover these creatures if they stay in or
level and confidence to make an assault close to the tower. To the South West,
on Dunlif Lumbrox’s mysterious tower. Silverymoon lays around 200 miles away.
This tower will feature a number of It is probably over 600 miles back to
themes based around Dunlifs magical Neverwinter. The portal the players
background and skills. This should prove have arrived through does not activate
difficult and challenging. Both mentally for a return journey unless they are able
and physically for the party. to find a new way to activate it. The
tower can be infiltrated from either the
Tower Dunlif is located North West of
top or the base, however the top is
the barbarian town of Beorunna’s Well,
definitely the easier option.
near to the start of the River Surbrin.
There is a map available for free on the
Wizards of the Coast website which can
be found by googling Sword Coast
Map. This area is relatively unknown in
most recent text and therefore has been
described as per what information can be

4|Page
through the eyrie chilling the players to
The Frozen Tower the bone, players not dressed warmly or
As the party steps through the portal susceptible to the cold will begin to have
from the rather warm and cosy library of their movement decreased and gain a
House Lumbrox in Neverwinter city, disadvantage on any attack rolls. The
they are instantly slammed with a frigid landing they have arrived on is roughly
howling wind assaulting their senses. As 30ft wide in a circular layout. Four
their eyes refocus to the bright light, they narrow wall sections exist at 90 degree
realise they are on an open level high up partitions, supporting a wide overhanging
above the ground. The wind howls roof. As the party recollects themselves

5|Page
a roar can be heard from the other side The actual door way has been covered
of the landing. Players are able to just with an illusion to look like a regular wall
able to make out a large white body and is actually behind the portal that the
through the howling wind and drifting players entered through (investigation
snow. A large yeti with a choker around DC15). This leads to a small
its neck stands glaring at the nearest passageway leading down into the tower.
party member. It lunges forward, its chain
and choker giving around 15ft of moment
on the platform. Players with a passive
perception above DC13 may notice two
Level 5
additional shifting objects to one side of This level is completely bare, there is no
the yeti. They are two Ice Mephit’s furniture, wall or floor coverings and no
which will attack also once the Yeti has random loose items. The room is almost
engaged in combat. silent the slightest noise creeps through
of the wind howling against the windows
After defeating these creatures, players
outside. Players choosing to investigate
can find a narrow door leading to a small
may notice that everything is obsessively
stairwell in one of the support walls,
clean, a far cry from everything witnessed
behind where the yeti was chained. This
throughout the previous manor. They
is actually an illusion, players who walk
may also notice the light from the
into the stairwell actually find it to be a
windows sometimes shifts or behaves in a
chute that leads to a ledge that ends at
peculiar way.
the edge of the tower. Players will need
to roll an acrobatics or athletics check to Within this space 2 Gelatinous Cubes
try to hold onto the ledge or stop (Refer MM pg 212 for full abilities list)
themselves from falling into the trap circle the floor in a continual pattern, one
(DC15). Should a player fail the roll operating in an outside ring moving
they will fall 45ft taking 5d6 bludgeoning clockwise and the second moving in an
damage. This doesn’t necessarily have inside ring in a counter clockwise
to kill the player but it should severely direction. On the opposite side of the
harm them by maybe breaking some room is a stairwell which seems to lead
bones and making them require some down to the next level. If the gelatinous
serious medical attention. cubes remain undetected, at least one
player as they move across the room

6|Page
should be attacked or engulfed by the plate will open the door on the other side
cube. Positioning here will become crucial of the room, but must be completely
as others may fall into the second cube engaged with 10lbs of force for about 10
unknowingly. seconds to allow the door to open
otherwise it slams closed again. All
If the cubes are defeated the party can
furniture is firmly enchanted stuck to the
divide 900xp evenly. As the players
floor (except the potted plants hint hint).
move down towards the next level they
If the players eventually work this out the
can hear voices arguing from further
door opens and as players climb up to
down. The argument is extremely hard to
the door and look through (being upside
hear, but snippets of it permeate through
down), the doorway seems to lead to
the stone. It appears to be between 2
another room identical to the first. As
men yelling about a ritual and whether or
players climb through the doorway they
not to kill someone.
fall into the new room (an exact copy of
the first with corrected gravity) once
again requiring a dexterity (or acrobatics)
Level 4 saving throw (DC10) or they take 1d6
bludgeoning damage from the fall.
As players descend the final steps into
Inspecting the room players may find a
level 4 they are may be surprised to see a
900GP’s some small ornate glasses used
decorated living space complete with
for drinking spirits (25GP’s) and a small
rugs, bookshelves, lounges, potted
cask of fine Dwarven liquor (125GP’s)
plants, a workbench, medium table and
elegant light fittings hanging from the As with the previous room everything is
ceiling. As they step into the actual room magically stuck to the ground (except the
they are automatically flipped upside potted plants), but this time they must be
down. Gravity has been reversed in this able to get the pressure plate on the
room, they must make dexterity saving ceiling to be engaged for 10 seconds
throws (or acrobatics) (DC 10) to avoid (10lbs again) to allow them to exit the
taking 1d6 of bludgeoning damage from room. This should be more difficult than
the “fall”. The height of the room here is the original room to solve. Possibilities
about 12ft tall, players after a quick are based on what the players currently
investigation can see a pressure plate in carry on them. The immovable rod could
the centre of the floor above them. This be used to hold the plate in position as

7|Page
could perhaps a mage hand, gust of wind that of the tapestries first encountered
or any spell capable of creating a force. when entering the Zumbrox Manor.
Items could be jammed in the door to
Players who were able to decode the
recover the rod etc. The door must be
message in the last module recognise that
jarred with around 200lbs of force to
this must be Arosh Zumbrox.
keep it open.
If players are unable to work out this Arosh will fight to the death and as soon

puzzle there are windows they can break as he falls to his last few hit points (within

out of to either fall to the ground or climb 1 hit of defeat) all players find

to another level. There isn’t really many themselves magically frozen in position,

rules here it’s just to get the players completely unable to move physically. As

thinking a bit. this dawns upon the players a greying


50ish year old man enters the level from
the stairwell. He reaches out and places
a hand on Arosh as he then slams his
Level 3 other hand, carrying a small stake, into

As players finish of the short set of Arosh’s back. As the vampire turns to

stairs and enter the third level down, they stone the man steps back and turns his

interrupt a pacing vampire who looks up attention to the party. “Thank you

startled at seeing them enter. He curls worms. I didn’t want to have to kill my
his lip reaching back a curved fist before brother myself, to possibly derail his
charging at the first player he sees. As sense of trust. You have finally come in
he charges he yells “about time you handy for once. When he is resurrected I
troublesome fools, I will end this once and will blame you for his condition and I will
for all without my brother’s help”. The be justified to him, in ending your
room is open and doesn’t not contain interfering lives.”
much in the way of furniture, it seems “You may have ruined my operations
mostly to be used as a workshop area throughout the realm but not before I
with a few tables against the walls and a accomplished my most important goal.
few shelves of reagents and various My brother will live again as he once did,
alchemical ingredients. and we will return our once famous name
Players who have a good to one of prosperity and renown.” The
memory/perception realise that this party still has the ability to cast cantrips
vampire has facial features very similar to or spells if able to do so verbally only,
8|Page
however if they did and it caught Dunlifs “Just start” yells Dunlif “They can
attention there is a good chance they barely breathe my grip on them is so
may be slain on the spot. tight” As dunlif finishes, he moves to the
altar and tips out a small bag full of
Players with the highest intelligence
diamonds, each the size of a small
notice that Dunlif’s robe is one of very
fingertip. At a quick guess you may
rare magical qualities. It is also noticed
assume there would be around 15-20
that Dunlifs ring also radiates strong
diamonds (just over 50,000GP’s worth).
magical potential.
(At this point the party can start making
intelligence saving throws (DC20) or
Level 2 higher if you have a smart party, to try to
As Dunlif turns, all the players are break free of the mages spell.) If able to
magically levitated to follow the old mage, break free the mage will swiftly cast
his brother is also lifted and following, as Banishment on the player. If a player
the mage winds down the stairs to the becomes banished all other players will
next level where an alter has been only have to roll a DC 15 to escape
erected, candles and incense is burning their imprisonment.
and a terrified arch bishop hangs
magically, a terrified expression affixed
to his face.

Dunlif floats everyone in a circular


pattern around the room and his brother
onto the altar in the centre. The arch
bishop is slowly lowered to the floor.
Dunlif approaches him as he straightens
himself up, “Now Luminu, start
resurrecting swiftly or start dying slowly”.
The Archbishop looks the mage dead in
the eye and replies. “This is a long and
intricate process mage, I cannot be
distracted if you want this to work” He
quips as he looks to the players around
the room.

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This will essentially trigger a massive As Dunlif is whittled down towards
fight in which Dunlif will attempt to kill about 10% health he immediately panics
the players while protecting his brother’s and begins to quite obviously cast
body. The Archbishop quivers to one teleport. Smart or quick thinking party
side initially, unsure of what to do. As members that may have bought a Ring of
the fight eventuates Dunlif’s fragile mind Location from the supply shop in
should begin to fail him, as he gets lower Stonedren could quickly attempt to
on health try to cast more erratically and place it onto or on Dunlif, before he
more often, perhaps taking 2 turns per teleports. Or a member may be able to
combat round or multi-attacking. When leap onto Dunlif as he is about to finish
playing as Dunlif use the archmage the spell. Otherwise the Archbishop
details found in the MM (pg 342). may offer to scry to locate the mage for
There is an impressive list of spells that the party.
you should be familiar with before Either way, it turns out that the teleport
starting this event. spell went disastrously, Dunlif was
 Cantrips (at will):.fire bolt, light, teleported around 6oo meters east of
mage hand, prestidigitation, the tower where he currently lays
shocking grasp unconscious on the ground, after having
 1st level (4 slots): detect magic, taken 3d10 force damage from the spell
identify, mage armor,1' magic backfiring. Any players who also went
missile along will have also taken the force
 2nd level (3 slots): detect damage.
thoughts, mirror image, misty step
 3rd level (3 slots): counterspell, This leaves the room suddenly quiet and
Fly, lightning bolt with a confused energy. Arosh still lays
 4th level (3 slots): banishment, fire on the altar with a stake in his shoulder.
shield, stoneskin The Archbishop Luminu stands, shaken
 5th level (3 slots): cone of cold, from the violent melee that had taken
scrying, wall of force place and looks at the adventurers.
 6th level (1 slot): globe of Once everyone has come to their
invulnerability senses, decisions must be made as to
 7th level (l slot): teleport what the next course of action is. If they
 8th level (l slot): mind blank are able to determine where Dunlif’s
 9th level (l slot): time stop body now is, they can pursue it. They

10 | P a g e
could finally kill Arosh or even have the magically restricted to be contained
Archbishop resurrect him as per Dunlif’s within the Forcecage. There is no way to
plan. If the players leave the Luminu, due avoid this in such a confined space,
to his lawful good nature, he will begin the players stuck are forced to take the full
resurrection ceremony on Arosh anyway, amount of damage. If this eventuates in a
as he sees it as a chance of redemption TPK the archbishop will come to
for the once innocent man. If the party investigate from above and heal 1 party
decides to take the diamonds, the Arch member to consciousness. This
Bishop will implore you to return them so Forcecage effect lasts an hour and
he can resurrect Arosh. cannot be dispelled or teleported out of.
This also blocks the stairwell leading
down stairs, if players are in a rush to

Level 1 chase after the Arch mage they must


either leave through a window or utilise a
If the players decide to descend to the
spell to their advantage.
next level they find a cramped living
space with 2 beds, a small kitchenette,
bathroom and living area with several
Ground Floor
scrolls and food scraps littered all over The base of this tower is surrounded by
the table. There is little here of any value a number of thorny brambles 30 feet
expect a few thick coats and scarves. wide that are difficult to move through.
As players reach the door have them Perceptive players (DC13) will notice a
make an investigation or perception number of humanoid skeletons scattered
check (DC15), this door is trapped. throughout the thicket as if they died
The trap can be disengaged with by a attempting to reach the tower. Dotted
rogue with thief’s tools or a Dispel amongst the brambles are small pressure
Magic spell. plates which if triggered will create the
If opened without deactivating the trap, a Cloud of Daggers spell effect, forcing
Forcecage spell activates trapping players to take 4d4 slashing damage.
anyone within 6 feet of the door in either These traps can be avoided by moving in
direction. Then once trapped 2 fireballs a careful manner with a Passive
materialise and are launched at the perception of 13 or higher.
centre of the cell on either side of the Once through the brambles there is a 3ft
door (4.5ft from the door). The spell is clear ring to the actual tower itself. This

11 | P a g e
Ground top view with
brambles and traps
Ground floor side view

level of the tower is actually very open (Intelligence roll DC12) disables all the
with four large open entrances facing pressure plates found throughout the
north south east and west. Players can brambles. On the side one of the
see through to the other side of the support walls is a stairway leading up to a
tower, and can’t hear anything over the small landing with an entrance door to the
howling wind. As they enter the first floor, which is trapped (details in
somewhat open ground floor the party Level 1 section). This stairwell is
may notice (DC 13) a number of well deceiving as an illusion shields it so as it
concealed pressure plates arranged in a isn’t seen from any angle except if you’re
spiral fashion from the center of the about to walk up it.
floor. In the very middle is a lever which

12 | P a g e
Recovering Dunlif
tracks continue for around 20 miles to
the barbarian Camp of Beorunna’s Well
As the party sets out the driving cold air home of the Red Tigers. At this point it
howls through the sparse trunks of the could be any time in-game that you
almost alpine forest. The unusual choose, however the party is probably
snowflake descends every once in a while tired and any travelling through this area
as you continue in the direction of at night will force exhaustion on the
Dunlif’s body. Eventually after 10 party. The party can choose to camp
minutes or so of searching you discover a overnight if desired. No rain or snow is
hallowed out crater with a few smaller expected to fall over the next day. At
trees exploded outwards. It looks like as some point before entering the camp, the
the teleport has materialised Dunlif here, player with the highest history modifier
the arcane energy exploded in a sphere should explain to the party that this area
destroying everything in a 15ft radius is almost entirely run by two differing
(Arcana DC5). barbarian tribes or factions. The Red
Tiger faction holds claim to the
There is however one issue with the
sacredness of the site that Beorunna’s
scene, Dunlif’s body is missing. It can be
Well is built on. They also have a
quite clearly seen by all that 2 sets of
particular reputation for a total hatred of
footprints and marks have left a trail
any magic performed expect by their
down the side of the crater and a single
traditional shamans. Secondly the Black
track which looks like that of a sack being
Lion tribe are the peoples who have
dragged can be seen heading out of the
actually settled the site, building the
crater. Any party member with survival
township of Beorunna’s Well. They are
will be able to determine that these are
considered slightly more “civilised” than
human tracks, and that they head south
the Red Tiger’s and will be more
east. A survival roll (of DC15) will
accepting of the party.
expand on that, they are heavy humans
wearing leather shoes of some variety
and they are travelling very fast. After a
few meters they are able to see that one
of the tracks gets slightly deeper into the
ground as one of the people must have
scoped up Dunlif, to carry him. The

13 | P a g e
after trying to reach the tower, which
Beorunna’s Well truly belongs to the tribe as it sits on
This small township is mostly their land.
constructed of thick alpine logs stacked
If players want Dunlif for any reason
around 9 feet high with steeply pitched
they will have to convince the barbarians
thatched rooving. The town hosts a
that:
number of large burly men and lean
athletic women, most of which stop to  They want to kill Dunlif

look in wonder at the party as it themselves for all the trouble he

approaches. Travellers around these has caused in lands to the west

distant lands are unusual, especially ones (DC 14 persuasion)

not from nearby tribes. Word spreads  They will pay the barbarians for

very quickly that there are strangers their efforts in helping capture

approaching and before the party has Dunlif as he is to be bough to

even made it 20ft into the village they are trial back in Neverwinter (DC 9

stopped by 8 hulking barbarian men. persuasion & 400GP’s

The centre man, greying and covered  They can challenge to fight 1v1

with various scars and markings, against the leader of the tribe for

announces himself as Hildarg Dunlif. This will be a

Blackmane demands the business of the grappling/wrestling match

party. Upon hearing that you seek (Using Strenght/athletics

Dunlif, the other 6 barbarians begin to checks and alternative Strenght

raise their thick axes, automatically Saving throws, best of 7) any

assuming the party has come to recover magic used will be considered

the Mage. Have the wisest party member cheating and will be a literal death

made aware of the information that sentence as it goes against all the

regardless of the party level, they will barbarian principles.

never leave this village alive if they decide  Dunlif’s Magical items can also

to fight. The barbarian leader motions be recovered if the party is able

that the others lower their axes, and to convince the barbarians that

demands what they want with Dunlif. they are hazardous in the wrong

The barbarians have intentions of killing hands (or something of that

the mage at sunrise the next morning nature).

after a number of tribe’s people had died


14 | P a g e
Other creative alternatives can be used
at the approval of the DM, these should
however be used in relation to Lore or
knowledge based on barbarian culture.
Dunlif’s robe is a Robe of Eyes and his
ring is a Ring of Regeneration.

The players can ask to speak with the


mage, in an attempt deceive Dunlif, the
party could state that they may rescue
him if he tells them the password for the
portal to return home. Other questions
the party maybe unclear on can also be
asked if desired. Furthermore the
players may be able to negotiate with
Hildarg to take possession of the tower
on a number of conditions. They remove
all the traps and magic that surrounds the
tower base floor. Any magic within the
tower is acceptable as long as it doesn’t
influence the surrounding landscape or
people. They must also bring Hildarg a
weapon of magical properties befit of a
barbarian chieftain.

Once all has been negotiated and


settled, the party (if rested overnight on
the way to the village) should be able to
make it almost entirely back to the tower
before sunset.

15 | P a g e
Return to the
He is just Lawfull Good,
all the time. He will be

Tower
grateful to return to
Neverwinter however and
Once returned, they could arrive to a escape this “prison like
few differing possibilities. Dunlif is still tower”
alive and can be bought to Neverwinter  Luminu and Arosh can be found
for trial or even just handed over to waiting patiently on the second
Luthar Starag. Dunlif’s plan from the floor eating a simple meal of
beginning was to resurrect his brother, rations, drinking tea and
upon seeing this complete and seeing his discussing the true path to
brother’s youth and innocence return is enlightenment.
instantly remorseful of the past 50 years. o Luminu will be
He will willing be bought to face justice disappointed if the players
or execution. have returned without
Other NPC Reactions are as follows. Dunlif as he believes that
Dunlif deserved a fair trial.
 Luminu is just waiting patiently, o Arosh will be deeply
having cleaned the second floor saddened by the death of
and others in the player’s his older brother. Arosh
absence. has returned without the
o Luminu will be memories of the past 50 or
disappointed if the players so years, he is under the
have returned without assumption he was simply
Dunlif as he believes that hexed or frozen for such a
Dunlif deserved a fair trial. long duration and that his
o Luminu will be brother is the one who
disappointed if the players worked to save him.
took the diamonds for the Players can choose what
resurrection ritual and will they reveal to the young
ask for them back so as he man.
can finish the resurrection. o Arosh and Luminu will be
o Luminu’s attitude overall is happy to see the return of
not one of great import. Dunlif. Dunlif will have

16 | P a g e
asked the players not to 600 mile journey and could literally take
share his sins with his over a month of in game time depending
brother, guessing that his on party dynamics, enjoyment of the
returned brother won’t journey or a happiness to explore.
have any memory of Encounters for this journey have not
previous events. been written as the sheer possibilities
o Arosh will express a desire here are essentially endless. It is
to repent for his ways that recommended that if this option is taken
originally bought on all of that DM’s familiarise themselves with the
this (his gambling and surrounding landscape and features and
partying), and will offer to then use a supplement such as the
leave everything of fantastic “Limitless Encounters Vol. 1”
material value behind and (available at http://www.limitless-
join the order of adventures.com/) to help flesh out the
Lathander. journey home.
(Opportunistic players
may wish to agree with
Arosh and offer to take Conclusions
his manor off his hands
The party, regardless of actions taken
also).
to arrive at a conclusion, should be
Either way this eventuates DM’s now
granted a level each for the conclusion of
have two options to ponder. The first is
this adventure. Furthermore depending
that, the party and any other NPC’s still
on decisions made throughout this
remaining can take the portal found on
module players can also accept the
the top level of the tower back to
following:
Neverwinter. With all enchantments and
magical traps etcetera, now vanishing as  2000GP’s each from Luminu’s
Dunlifs control over them fades both in Order (if he is returned)
the tower and in the manor. Secondly  3000GP’s each from the City of
DM’s may choose for the actual portal Neverwinter
itself to have faded along with Dunlif’s  Titles of “Tide Turner” (prefix)
other arcane inventions and therefore  Elevation to “Defenders of the
the party will have to travers their way Realm” status by Lord
back to Neverwinter. This is around a Neverember

17 | P a g e
 Reduced cost of construction to shape. The idea of offering players so
(30% off) on any building in the many differing NPC assistants and
city and also reduced labour opportunities to gain land and renown
costs as the city contributes 50% should now equate to players being able
of labour requirements on building to take part on some serious downtime
works. activities from building structures on land
to helping relocate unsettled refugees
Arosh if returned decides to surrender
(e.g. from Haftree) creating possible
all his material worth to the city of
trade routes or contracts, or even
Neverwinter and join the brother hood of
spending the time learning a new skill or
a local temple. He is appreciative of all
working on an existing one. Ideally the
the support and work the party has done
party should be at a stage where they are
to help him and can be called on in the
well rooted within Neverwinter and are
future for any divine based questions or
making some kind of income to begin to
lore.
build savings/or be working on new more
Dunlif, if returned to Neverwinter, faces powerful items for the coming adventures.
charges of extortion, murder, and Keeping a well-informed network of
enslavement. He is charged as the actual agents working for the party will also help
head of the Sanguine Tide, (Arosh to start the next campaigns adventure
either being destroyed, resurrected or hooks.
still at the tower staked). His trial isn’t a
public affair as there isn’t much physical
evidence left except some notes, his
journal and also witness and player
accounts of happenings. Dunlif is
sentenced to death and is executed
within 3 days. Depending on the state of
Arosh, Dunlif will go willingly or will deny
everything and demand real evidence,
causing the trial to run over a week.

At this point, any side quests not


previously completed can be finalised.
The players can now take a break and
interact with the world they have helped
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Character Study
Dunlif – Sanguine Tide Leader –
Dunlif initially be played as an old bitter Luminu – Archbishop of Lathander –

magician who has essentially lost Luminu has risen through the ranks of his

everything and is attempting to rescue his order purely on his devout worship of his

little brother. Due to years of working deity. Due to his bonds with the religion,

with arcane energies he has become Luminu believes in a second chance or

somewhat rattled by their influence and rebirth for all who have gone awry

his mind has become increasingly previously. Luminu is a stickler for

scattered. He has a habit of murmuring following the laws of the land and wishes

to himself from the side of his mouth and people use restraint and reasoning when

is erratic in both his speech patterns and dealing with a situation. He is the first to

voice levels. If Arosh is resurrected, forgive a person for their decisions and

Dunlif changes completely, as if a giant he also attempt to show any character of

weight is removed from his shoulders. He dubious morals the path to salvation

is instantly pacified and remorseful.

Arosh – Dunlif’s Younger Brother –


Arosh when initially encountered will
play as any other vampire, he is simply a
slave to the affliction. Once resurrected
however, this once again 18 year old with
no memories of the vampirism, is a
regretful and gentle soul. With the
knowledge of his gambling debts and
some inkling of the trouble this caused
his brother, Arosh has become regretful
and repentant. .

19 | P a g e
Encounter NPC’s

20 | P a g e
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