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Uncharted Castle Heist Adventure

The document describes a narrative set in a haunted, uncharted city ruled by Lord Merelon, where a peasant plans to rob a grand castle. The story involves various characters, including guards, a royal family, and a thief, with gameplay elements such as stealth checks and combat encounters against mystical foes. As chaos ensues in the town, the characters must navigate their challenges and ultimately seek to rescue Lord Merelon from a powerful entity named Averon.

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0% found this document useful (0 votes)
15 views45 pages

Uncharted Castle Heist Adventure

The document describes a narrative set in a haunted, uncharted city ruled by Lord Merelon, where a peasant plans to rob a grand castle. The story involves various characters, including guards, a royal family, and a thief, with gameplay elements such as stealth checks and combat encounters against mystical foes. As chaos ensues in the town, the characters must navigate their challenges and ultimately seek to rescue Lord Merelon from a powerful entity named Averon.

Uploaded by

brickcyrus
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd

In the hills northeast of Neverwinter, there was a large city that remains uncharted to this

day. Many rumors say it's haunted, others say there is a spell on it, but I think that it is
simply to keep the horror going until there comes something to blame it on. The grand
castle’s walls rose high above into the night sky, the actual castle was located in the
center of the wall, which was in the shape of a hexagon, the entry side furnished with an
elegant stone drawbridge. A moat stretched about 30 feet across, and an unknown
distance deep. Hundreds of stars hung in the dark. You are on the other side of the moat.
You are a peasant, who has been planning to rob this place, mainly because you are
poor, very poor. Lord Merelon ruled the city, you don’t have anything against this man, at
least not yet. Once they make it over the wall, they will be required to make a stealth
check, depending on if they succeed or fail determines whether or not they face the two
guards. 13 and over to succeed.

Guard

Medium Humanoid (Any Race), Any Alignment

Armor Class 14 (chain shirt, shield) Hit Points 18 (2d8 + 2) Speed 30 ft

STR

13 (+1)

DEX

12 (+1)

CON
12 (+1)

INT

10 (+0)

WIS

11 (+0)

CHA

10 (+0)

Skills Perception +2 Senses Passive Perception 12 Languages Any one language (usually
Common)

Challenge 1/8 (25 XP) Proficiency Bonus +2

Actions

Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit:
4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a
melee attack.
A large metal door greets you as you (pass/walk over the bodies of) the guards. There is
a small rusty keyhole in the center of the door, a keyhole you don’t have the key to. You
look around but see nothing around the door. What do you do?

Key on the hip of guards, perception check (+Wis), 7 and over if guards are dead, 13 and over if
they are alive. If alive then make them roll a stealth check, 12 and over to succeed.

You slide the slightly rusty key into the keyhole, the keyring jingling as it stops abruptly.
You turn the key to the right, the door clicks, and the hinges go free. The door squeaks
as it slowly swings outward. Beyond it is a cold, dark hallway, and as you enter there is
footsteps at the other end.

Switch to the other person.

You lay in bed, the fair lady Merelon giving you a kiss on the forehead, your mother.
“Goodnight honey!” she says cheerfully, “Make sure to follow the rule!” “Never leave my
room at night,” You reply routinely, and your mother chuckles and exits the room. Your
room consists of a grand bed in the center, a chest against the wall opposite to you, a
tall, large wardrobe, and a few other furnishings. The room is warmly lit by an elegant
lantern hanging in the center of the room. What do you do?

If they look around, the wardrobe has fancy clothes and other clothes, the desk has 5 gp, the
chest has some books and a rapier from your father along with 5 more gp. If they exit.

As you open the door you enter a pitch-black hallway, (The only light from your lantern in
hand). You continue forward, passing a dozen doors. Once you reach the end of the
hallway it opens to a large common room, an extinguished fireplace embedded into one
wall with a line of small bumps on the edge of the mantle, dim lanterns hanging above,
and a staircase in the center. Other than that, there is nothing else in this room, and it is
too dim to make out any other intricate details. What do you do?
If they go down the stairs then the story will continue, but if they decide to investigate the room
there will be a perception check. 10 or higher and they will find a secret button on the mantle of
the fireplace. Then a magic artifact will pop out.

While wearing this ring, you can turn invisible as an action. Anything you are wearing or carrying
is invisible with you. You remain invisible until the ring is removed, until you attack or cast a
spell, or until you use a bonus action to become visible again.

The fireplace rumbles as a small square of the mantle rises. It turns out to be a hollow
cube as it stops rising. Inside of the hollow cube is a shiny silver ring on a little holder.
Do you take it?

You walk down the grand staircase, your shoes tapping as they make contact with the
quarts steps. As you make it down to the bottom of the staircase, there is a small
wooden door in front of you, an unlit torch in a metal holder mounted to the wall, you
look around and recognize this as the living room, you know this house, but not what lies
beyond this door. What do you do?

If they explore then they will find nothing but normal things. If they go through the door they see
a dark passage down, a staircase that is engulfed in darkness. If they go down then read this.

You creep into the darkness, your light footsteps echoing in the chamber. The air is cold
and stale, a small breeze coming from the other end. You continue into the unknown,
your hand running against the smooth stone brick wall. After a few minutes you reach a
flat and turn to the left, you follow it and find a long hall. A door wide open at the other
side, and a figure in rags illuminated by the light of the moon behind them.

Switch POVs

You see a teenager there as the source of the footsteps, in a silk nightgown (carrying a
lantern). What do you do?
They talk for a bit before they are both interrupted by loud, heavy, intimidating footsteps coming
from where the teenager came from.

Your conversation is interrupted by loud, heavy, intimidating footsteps coming from


where Ultron came from. You both freeze as a large, 10-foot, armored goliath rounds the
corner, who Ultron knows as his father's most trusted royal guard and who co-raised
him, Ogun.

Ogun, Royal Guardian of House Merelon

Medium Humanoid (Goliath), Lawful Neutral

Armor Class 18 (plate armor)


Hit Points 97 (13d8 + 39)
Speed 30 ft.

STR 19 (+4) DEX 12 (+1) CON 16 (+3) INT 10 (+0) WIS 14 (+2) CHA 13 (+1)

Saving Throws Str +6, Wis +4


Skills Athletics +6, Insight +4, Intimidation +3, Perception +4
Damage Resistances Cold (Goliath heritage)
Senses Passive Perception 14
Languages Common, Giant
Challenge 4 (1,100 XP)
Proficiency Bonus +2

Goliath Traits

Stone’s Endurance (1/Short Rest): When Ogun takes damage, he can use his reaction to
reduce the damage by 1d12 + 3.

Tactical Combatant (Recharges after a Short Rest)

Once per encounter, Ogun may enter a focused battle stance. For 1 minute:

He gains advantage on attack rolls against any creature that damaged Ultron or Lord Merelon.

He may make an additional reaction per round for Opportunity Attacks.

Actions

Multiattack. Ogun makes two melee weapon attacks.

Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.


Hit: 12 (2d6 + 4) slashing damage.

Shield Bash. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 4) bludgeoning damage. Target must succeed a DC 14 Strength saving throw or
be knocked prone.

Roleplaying Notes

Speaks with a calm, commanding tone.

Is loyal to Ultron, but suspects everyone — including the thief.

Would rather restrain than kill, unless Ultron is in danger.

Treats violence like a sacred duty, not a thrill

Ogun rushes forward across the hall, tackling the thief to the ground. “How dare you
pose a threat to Prince Ultron!” he shouts, and the thief is now pinned to the stone floor.
“Ultron! Are you injured?” (Player response) “He will be sentenced to death, for multiple
crimes against the royal family of Merelon!” Then, Ogun looks at you. “Don’t think you
are innocent Ultron, you know the rule, and we must get back into the main parts of the
castle immediately before—” Suddenly, the ground begins to rumble violently, some
debris crashes down from above. “Oh no...” Ogun mutters. “Ultron, get outside of the
castle grounds as soon as possible!” he demands, before carrying the thief up the stairs
on his back. What do you do? If Ultron goes outside the castle he will face a mistform, a
black cloud that will form into its enemy. Mistform has half the hp of target.
If he goes outside then read this read this

As you walk outside you see a cloud of black smog, once you see it the formless mist
starts to condense, and it is now a perfect copy of YOU but a dark black, wisps of fog still
blowing away from the figure. Roll for initiative.

After combat the POV switches to thief.

Your legs dangle from Ogun’s shoulder, the blood rushing to your head. Ogun looks
behind him skeptically before producing manacles from his hip. He attaches one end
around your left wrist and the other end around the railing of the staircase. “I must aid
Ultron, goodbye thief, this is your death sentence. As soon as the manacles are locked
into place, Ogun rushes down the staircase and through the wooden door, leaving you
alone in the dark. What do you do?

13 or higher to break free of the manacles. If they go back outside then read the next
paragraph, but if they explore the castle then they will find 10 gp on a successful perception
check (+Wis).

You make your way back down the staircase and see Ultron and Ogun talking. You hear
screams, shouts, and yells. You smell smoke and see fire rising above the castle walls,
most likely from the town. Ogun whips around to see the thief and apologizes, as Ultron
explained who you are to Ogun. “This is why we have the rule, now all chaos has broken
loose. You and the thief go investigate the town and aid in the citizen's escape. I will go
secure Lord and Lady Merelon.” And with that Ogun sprints away into the castle. The
drawbridge lowers, giving safe passage to the town. What do you do?

If they cross the drawbridge read the next paragraph, but if they decide to explore the courtyard
I will make Ultron make a history check and if he rolls a 15 or higher than he will remember a
hidden passageway that leads into the castle's armory from the outside. If they go to the armory
they will be able to choose one basic weapon of their choosing.

There are swords, shields, maces, flails, bows, crossbows, quarterstaffs, and canes of all
sizes and types hanging by narrow steel rods embedded into the stone wall. Shields are
leaning against the wall. You both can choose one basic weapons of your choice.

The town square burns. A merchant’s cart is overturned, its horse nowhere in sight. A
group of townsfolk are huddled near a well, panicked. Above them, descending from
rooftops like shadows with form, are twisted humanoid shapes made of black vapor and
flickering embers — not what Ultron faced earlier, but something worse. They screech in
distorted echoes of human voices. What do you do?

After they do what they want to do then read this.

The stone road cracks and rumbles. You both fall from your feet onto your backs, and a
massive humanoid figure erupts from the ground. It’s hands and eyes glow neon green
but the rest of his body is a black mist, wispy but firm. And a tremendous voice booms.
“The royal family of Merelon has not held a deal, so you will all pay for their
misjudgments. And they also have a price to pay for their stupidity.” he reaches down
and grasps Ultron in his glowing hand. Take a d6 necrotic damage. Lord Merelon comes
running out with Ogun following closely. “WAIT!” Lord Merelon screams, his arms
flailing wildly. “I know I am in debt to you Averon, but don’t take my son, he is only alive
because of you. Take me instead, and let my son go!” he hollered, and Averon pondered
for a moment before setting Ultron down and grabbing Lord Merelon instead. “Prepare
yourselves, for this is but the beginning of my wrath. If you want to bargain then come to
the heart of Kryptgarden Forest.” Averon said, and submerged back into the ground with
Ultron’s father. All the monsters vanish, and Ogun falls to his knees. “Ultron, you must
kill Averon if you wish to get your father back. He will only take a soul for a soul. Let’s
get away from here. Neverwinter will suffice for a brief amount of time. But we must get
your father back. For me, Lady Merelon, and you. Move swiftly, time is of the essence.
There are still horses in the stable on the outskirts of town. If we go there then we can be
on your way.” What do you do?

If they go to, they decide to go to the stable read this.


You all trudge through the chaos, screams have been replaced with sorrow and tears,
sobs and sniffles. The fires are being put out, and the damage is being investigated.
Once you get through it all there is a small stable, perfectly intact. Soft neighs emanated
from the building. What do you do?

If they go into the stable then they have 4 horses to choose from.

1. Stormhoof (The Fast One)

A lean, black-coated mare with fierce eyes and unmatched speed.

Armor Class: 11

Hit Points: 13 (2d10 + 2)

Speed: 70 ft.

STR 14 (+2) | DEX 14 (+2) | CON 12 (+1) | INT 2 (–4) | WIS 12 (+1) | CHA 7 (–2)

Skills: Athletics +4

Traits:

Sprint: Once per hour, Stormhoof can dash as a bonus action without provoking opportunity
attacks.
Personality: Aggressive and bold — best suited for daring riders.

2. Brassmane (The Tough One)

A bulky, copper-colored gelding with a scar across its muzzle.

Armor Class: 12

Hit Points: 21 (3d10 + 6)

Speed: 50 ft.

STR 16 (+3) | DEX 10 (+0) | CON 14 (+2) | INT 2 (–4) | WIS 11 (+0) | CHA 6 (–2)

Skills: Endurance (Constitution) +4

Traits:

War-Trained: Has advantage on saving throws against being frightened.

Personality: Loyal and immovable under pressure — ideal for riders in armor or with cargo.
3. Ghoststep (The Quiet One)

A pale gray stallion with almost silent hoofbeats and alert ears.

Armor Class: 11

Hit Points: 15 (2d10 + 4)

Speed: 60 ft.

STR 13 (+1) | DEX 15 (+2) | CON 12 (+1) | INT 2 (–4) | WIS 13 (+1) | CHA 6 (–2)

Skills: Stealth +4

Traits:

Quiet Hooves: Has advantage on Stealth checks when moving slowly.

Personality: Calm and observant — best for scouts, rogues, or sneaky types.
4. Embermane (The Spirited One)

A reddish-brown horse with a streaked mane and fiery attitude.

Armor Class: 11

Hit Points: 17 (3d8 + 3)

Speed: 60 ft.

STR 15 (+2) | DEX 13 (+1) | CON 12 (+1) | INT 2 (–4) | WIS 10 (+0) | CHA 8 (–1)

Skills: Acrobatics +3

Traits:

Rearing Charge: If Embermane moves at least 20 feet straight toward a creature and the rider
attacks, the rider has advantage on the first attack. Personality: Energetic and a little wild —
good for adventurers who can handle a challenge.

Improvise the night.

Once they make it to Neverwinter, read this.


The streets are bustling with commoners and merchants alike, carts posted up on the
side of the street while wagons roll through it. Nobody was aware of the horror you three
just witnessed. Posters are being put up on lampposts, and a distressed man in fine
clothes is tapping his foot while looking at the sky every few seconds. What do you do?

If they read the poster then read this.

Lord Neverember is happy to announce that he will be hosting a royal gala tomorrow
night at Castle Never, anyone is welcome to join!

If they go to the man then read this.

As you approach the man he turns away and looks at a wall, trying to not make any eye
contact with you three at all costs.

If they ask what's wrong read this

“Well, are you one to go tattle to the authorities? (Player's response) That is great! Call
me Azban. Look, I have been looking for someone to do a certain job for me. There is
going to be a gala tomorrow, do you three know anything about it? (Player's response)
Okay. Well, the guards are all going to be monitoring Lord Neverember at all times, a few
guarding what is really valuable. There is a vault in the lower levels of Castle Never, I
want you three to break in and steal a certain artifact for me, you can steal anything else
that you want, but I just need this one thing. It looks like this (Photo on tablet). If you get
it and bring it back to me by sunrise of the gala, then I will pay you 150 GP each. So, do
we have a deal?”

If yes “Great! Meet back here tomorrow morning for the finer details of the heist, you’ll
need them.” If not “Dang it, well, if you change your mind, I’ll be here tomorrow morning.
See you around. Fortune favors the bold.”
You all leave the man back onto the street, it has only gotten busier. What do you do? You see
a blacksmith shop, a magic shop, and a tavern/inn.

If they decide to go to a blacksmith read this.

You all approach a large shop called “Twigstone’s smithy” and enter. A bell above
chimes with a high pitch, rails line the ceiling in an array and a wooden counter sits at
the other end. Behind it in a big brown curtain, and through it comes whizzing a two-foot
humanoid creature in a harness attached to the rails on the roof. A brownie stops right in
front of the head of Ogun. His tall stature makes him face to face with the brownie high
up. “Hello travelers! I am Twigstone the blacksmith, at your service. What can I get you? I
can make anything.”

Item

Category

Price

Studded Leather

Light Armor

45 gp

Chain Shirt
Medium Armor

50 gp

Scale Mail

Medium Armor

50 gp

Breastplate

Medium Armor

400 gp

Half Plate

Medium Armor

750 gp

Ring Mail
Heavy Armor

30 gp

Chain Mail

Heavy Armor

75 gp

Splint

Heavy Armor

200 gp

Plate

Heavy Armor

1500 gp

Shield
Shield

10 gp

Dagger

Simple Melee Weapon

2 gp

Handaxe

Simple Melee Weapon

5 gp

Javelin

Simple Melee Weapon

5 sp

Light Hammer
Simple Melee Weapon

2 gp

Mace

Simple Melee Weapon

5 gp

Sickle

Simple Melee Weapon

1 gp

Spear

Simple Melee Weapon

1 gp

Battleaxe
Martial Melee Weapon

10 gp

Flail

Martial Melee Weapon

10 gp

Glaive

Martial Melee Weapon

20 gp

Greataxe

Martial Melee Weapon

30 gp

Greatsword
Martial Melee Weapon

50 gp

Halberd

Martial Melee Weapon

20 gp

Lance

Martial Melee Weapon

10 gp

Longsword

Martial Melee Weapon

15 gp

Maul
Martial Melee Weapon

10 gp

Morningstar

Martial Melee Weapon

15 gp

Pike

Martial Melee Weapon

5 gp

Rapier

Martial Melee Weapon

25 gp

Scimitar
Martial Melee Weapon

25 gp

Shortsword

Martial Melee Weapon

10 gp

Trident

Martial Melee Weapon

5 gp

War Pick

Martial Melee Weapon

5 gp

Warhammer
Martial Melee Weapon

15 gp

Ball Bearings (bag of 1,000)

Adventuring Gear

1 gp

Bell

Adventuring Gear

1 gp

Block and Tackle

Adventuring Gear

1 gp

Chain (10 feet)


Adventuring Gear

5 gp

Crowbar

Adventuring Gear

2 gp

Grappling Hook

Adventuring Gear

2 gp

Hammer

Adventuring Gear

1 gp

Hammer, Sledge
Adventuring Gear

2 gp

Hunting Trap

Adventuring Gear

5 gp

Lamp

Adventuring Gear

5 sp

Lantern, Bullseye

Adventuring Gear

10 gp

Lantern, Hooded
Adventuring Gear

5 gp

Lock

Adventuring Gear

10 gp

Manacles

Adventuring Gear

2 gp

Mirror, Steel

Adventuring Gear

5 gp

Pick, Miner's
Adventuring Gear

2 gp

Piton

Adventuring Gear

5 cp

Pot, Iron

Adventuring Gear

2 gp

Spikes, Iron

Adventuring Gear

1 gp

Whetstone
Adventuring Gear

1 cp

Carpenter's Tools

Artisan's Tools

8 gp

Mason's Tools

Artisan's Tools

10 gp

Smith's Tools

Artisan's Tools

20 gp

Tinker's Tools
Artisan's Tools

50 gp

Horn

Musical Instrument

3g

“Thank you for purchasing from Twigstone’s smithy, hope you come again!”

If they go to a magic store, read this.

After wandering through the streets of Neverwinter for a couple minutes you find
yourselves in front of a fine establishment named “Magic goods and essentials”. You all
enter to see massive bookshelves lining the long, tall walls in front of you all. An Aasimar
is floating in the air and looks down upon you all. “Welcome, I have many magical items,
if you wish to have one, ask and I will inform you of its price.”

Item

Category
Price

Minor Healing Potion

Consumable (Potion)

5 gp

Potion of Light

Consumable (Utility)

5 gp

Potion of Minor Invisibility

Consumable (Potion)

10 gp

Scroll of Light
Consumable (Scroll)

5 gp

Scroll of Mage Hand

Consumable (Scroll)

7 gp

Scroll of Disguise Self

Consumable (Scroll)

10 gp

Cloak of Billowing

Wondrous Item

10 gp
Ring of Sparks

Wondrous Item

15 gp

Trinket of Guidance\

15 gp

Wondrous Item

20 gp

Spellcasting (Cantrip)

Service

2 gp
Spellcasting (1st-level spell)

Service

5 gp

Identify a Magic Item

Service

3 gp

Potion of climbing Utility 10 gp

“Safe travels!” He calls out as you all walk out the door and back onto the street. What
do you do?

If they go to Castle Never then read this.


The sun hangs high above the city of Neverwinter, its warm rays gleaming off the
cobblestones and casting sharp shadows beneath merchant stalls and rooftop eaves.
The clang of hammers and distant murmur of crowds fill the air as the city bustles with
life — yet as you near the River District, a different feeling settles in your chest. There it
is: Castle Never, seat of old power, once the home of the Alagondar kings — and now a
half-restored shell of its former self. From a distance, it looks like a mountain of stone
crowned with forgotten grandeur. The central keep rises above the skyline, jagged and
regal, surrounded by broken towers and fractured ramparts. Ivy claws at the walls, and
though the worst of its ruin has been repaired in recent years under Lord Neverember’s
command, much of the castle remains quiet... and closed. The castle stands atop a rocky
bluff just above the river, overlooking the city from a position both defensive and
commanding. Its walls are thick and old, built in the days of kings and kept standing
even through cataclysm. Some parts are charred or blackened from past battles or
disasters, yet the structure refuses to fall. A broad stone bridge leads you toward the
front gate, crossing the deep-cut channel of the Neverwinter River. Two soldiers in Lord
Neverember’s colors — blue and gold — stand along the causeway; eyes narrowed
beneath their helms. They don’t stop you yet, but they watch. As you reach the gates,
you see scaffolding where masons are slowly rebuilding the outer bastions, but much of
the castle remains untouched. The main portcullis is down, and the inner courtyard is
visible through the gate — cracked, weathered, and eerily quiet. No civilians walk here.
This is not a place for the curious — it is a place with unfinished business. Even in the
full blaze of day, Castle Never feels cold. Not physically — but in memory, in weight, in
what it represents. The stone beneath your feet is centuries old. The air tastes faintly of
dust and iron. Somewhere beyond those walls lie empty halls, forgotten crypts, and
secrets that refuse to die. You all question how it will host a gala tomorrow night as you
approach the imposing wooden door. The duo of guards inch closer to you three, their
shoulders tense. What do you do?

If they confront the guards then read this.

“If you are here for the gala, I regret to inform you that it is tomorrow night. The castle
will not be open to anyone until then. So, is there anything I can help you all with?” one
of the guards asks, gripping his spear tightly. (Player response) Improvise but ward them
away from the castle at all costs.

If they try to get into the castle read the last paragraph.
If they go to a tavern then read this.

You all walk towards this fine establishment after putting your horses in the free parking
on the side of the tavern. It is titled, “The Unicorn of Woes Inn and Tavern”. Do you go
in? (Player response) Once you go in you are greeted by a cozy and lighthearted
environment. A large circular stage sits in the middle of the tavern with a Human Bard, a
Fairy, and a Tiefling all performing on it. Tables surround the stage outward with the
larger tables being closer and the smaller ones being at the edges. A counter across the
tavern has a burly dragonborn preparing and serving drinks nonstop, about seven
patrons sitting on stools in front of the counter. The music continues to fill the air as you
all walk deeper into the Unicorn of Woes Inn and Tavern. Everyone make a perception
check. (+Wis. If anyone gets over ten read the underlined portion, if not then skip the
underlined portion.) A few people catch your eyes such as a distressed bulky man with
broad shoulders at a small table in the corner of the inn, about 10 empty pints of ale on
the table, an eleventh sitting next to him. A group of people in all black disscussing
something at a table, constantly looking over their shoulders. And a old frail Dwarf
constantly talking to people who walk by but none show any excess attention. What do
you do?

If they go to the Dwarf read this

You all approach the stout, frail, and old Dwarf as he looks at you three with hope. “Hello,
please help me, I need help with something very inportant if you would please just stay
for a few more seconds and ask whats wrong!” He exclaims quickly. Do you stay and ask
whats wrong, or do you leave him in search of different adventures? (Player response, if
leave then improvise. If yes continue reading.) “Thank you kind souls. Anyway, I have
been thinking about going into the forest to live out the rest of my few days. I need help
settling in and I was wondering if you would be interested in helping me. I will pay you all
5 Gp, a hearty meal, and my debt forever unpaid. Are you up to help me?” (Player
response, if yes then continue reading, if no improvise.) “Yes, thank you. I am thinking of
starting the day after the gala, come here the day after the gala anytime and I will be here.
Thank you all so much, I must be going now. Goodbye!” And then, the Dwarf walks out of
the tavern supported by a small wooden cane. What do you do next?

If they go to the bulky man read this


You all walk to the man as he looks up, his eyes are bloodshot and have very large bags
under them. He chuckles bitterly before making direct eye contact with you all. “If you
were wondering, no, I am not dead. Please go away.” (Player response, if they go away
then improvise. If they ask whats wrong then continue reading.) “Well, if you really want
to know then I’ll tell you. I was working one day and Twigstone’s smithy when all of a
sudden my wife comes running into the store sobbing. I ask what’s wrong, and I wish I
hadn’t... She said that our daughter, Charlotte, was taken by Goblins. They were last
spotted running into the Goblin cave a few miles south of here. She has been missing for
3 days now, and I wonder if she is even still alive...” He bangs a palm on the table and
takes another swig of ale. (Player response, if they leave then improvise. If they say they
will find her then continue reading.) “Really? You don’t know how much this means to
me! I just want her back as soon as possible, it could be a few days, a few hours, I don’t
care. I just want her back as soon as you can. I’ll still be here once you save her. I will
pay you each 3 gp, it’s all I can afford right now... I will also throw in a coupon to
Twigstone’s smithy for each of you. See you around. Oh, and also, here’s a map.” (Give
players the sword coast map.) (Player response, if they ask any question then improvise.
Once they leave then ask.) What do you do now?

If they go to the group of shady people read this

Whoever is going roll a stealth check (+Dex). 14 and over to pass if not then they are told
to go away by the group of people and they will be unable to sneak up again. If they
succeed then read this. You creep behind ones chair so you are not visible to them. “So,
how are we planning to do this? Poison, bow, spells?” one asks. “We need something
untraceble and quick. I say spells, magic missle seems to be a good option. Quick,
almost untraceable, and it gets the job done. Lord Neverember will not survive the night
of the gala, no doubt in my mind. We will strike as he makes the final toast.” Do you stay
there to get more information? Do you leave? Or do you try to do somethign else
entirely? (Player response, improvise)

If they go to the bartender read this

Hello gentlemen, what can I get for you? (Average is 7 sp so base it around that) “Thank
you for having a drink here at this great establishment.
If they go anywhere else then improvise

Once they decide to book a room then read this.

You all go up to the bartender and request a room. “Well, a single room will cost 1 gp for
three nights. Will you pay that price?” (Player response, if they try to bargain they have
to roll a persuasion check (+Cha), 16 and over succeeds and he puts it down to 5 sp. If
they agree to the price continue reading. “Okay, here are the keys to your rooms, the
number of your room is engraved on the key so don’t try to use it on a different room
number other than your own.” He hands each of you slightly rusted keys. What will you
do? (If they do anything else then improvise. If they go to their rooms then continue
reading) You three walk up a flight of stairs to reach the second floor. A long hallway lies
in front of you all, doors with silver numbers nailed into them lining the walls. From 1 to
20. Ultron has the number seven, Ogun has the number 15, and the thief has the number
3. What do you do? (If they go to their rooms keep reading, if they do anything else then
improvise) You each enter your rooms, each one identical. A bed, a bathroom, a kitchen,
and a singular window with evening light casting through it, lighting the room dimly. You
all take a long rest, replenish your health points, replenish spell slots, and anything else
that you get to replenish.

Everyone roll an awareness check. (Higher than 7 succeeds) If anyone succeeds read what is
next.
(Whoever it it) wakes up to the sound of a loud crash downstairs followed by screams.
What do you do? (If they do anything other then go downstairs then improvise.)
You/both/all walk down the stairs, shoulders tense. Once you reach the tavern level you
see people running out of the Unicorn of Woes as a knight with a neon green insignia are
thrashing everything with swords that have an edge that is also neon green. As soon as
you/both/all look at them, their heads lock onto you and they start running toward you.
Roll for initiative.

Death Knight
Medium undead, chaotic evil

Armor Class 20 (plate, shield)


Hit Points 150 (19d8 + 95)
Speed 30 ft.

STR
20 (+5)

DEX
11 (+0)

CON

20 (+5)

INT
12 (+1)

WIS
16 (+3)

CHA
18 (+4)

Saving Throws Dex +6, Wis +9, Cha +10


Damage Immunities necrotic, poison
Condition Immunities exhaustion, frightened, poisoned
Senses darkvision 120 ft., passive Perception 13
Languages Abyssal, Common
Challenge 17 (18000 XP)

Magic Resistance. The death knight has advantage on saving throws against spells and other
magical effects.

Marshal Undead. Unless the death knight is incapacitated, it and undead creatures of its choice
within 60 feet of it have advantage on saving throws against features that turn undead.

Spellcasting. The death knight is a 19th-level spell caster. Its spellcasting ability is Charisma
(spell save DC 18, +10 to hit with spell attacks). It has the following paladin spells prepared:

1st level (4 slots): command, compelled duel, searing smite


2nd level (3 slots): hold person, magic weapon
3rd level (3 slots): dispel magic, elemental weapon
4th level (3 slots): banishment, staggering smite
5th level (2 slots): destructive wave (necrotic)

Actions

Multiattack. The death knight makes three longsword attacks.

Longsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: (2d8 + 5) slashing
damage, or (2d10 + 5) slashing damage if used with two hands, plus (4d8) necrotic damage.

Hellfire Orb (1/Day). The death knight hurls a magical ball of fire that explodes at a point it can
see within 120 feet of it. Each creature in a 20-foot-radius sphere centered on that point must
make a DC 16 Dexterity saving throw. The sphere spreads around corners. A creature takes
(10d6) fire damage and (10d6) necrotic damage on a failed save, or half as much damage on a
successful one.

Reactions

Parry. The death knight adds 6 to its AC against one melee attack that would hit it. To do so, the
death knight must see the attacker and be wielding a melee weapon.

As the bodies lay their applause roars into your ears. The bartenders leaps his counter
claps a few times. “Thank you brave men. Of my gratitude you may come here anytime
and lodge with us for free. The Unicorn of Woes is in your debt. A cheer for the hero’s of
this here fine tavern. Hurray!” “Hurray!” All the bystanders repeat in unison. What do you
do now? It is about 4 A.M in the morning. (Improvise until they do all that they want to
do) It is now 8 A.M and you are wandering the first street you came across. You see the
man in fine clothes run up to you. “So, Are you ready? Have you changed your mind?”
he asks, a book in hand of the title “Blueprints of Neverwinter”. (Player response, if no
then improvise, if yes then continue) “Great! Follow me.” he orders, do you follow him?
(If no then improvise, if yes then continue) You all follow him as he weaves through
people and eventually goes into a thin, narrow alleyway, only about two feet wide. He
closes his eyes and an aura pulsates from him that you all can feel. He retrieves a small
piece of chalk from his coat pocket and draws a strange symbol on a certain block of
stone. Suddenly, the wall lights up red, and bricks in the form of a doorway slide inward.
The thief peeks into the doorway and sees it is simply glowing red, nothing else visible.
“It’s a portal. You first paladin.” the man says. The thief, do you step through? (Player
response, if no, then improvise, if yes then continue) As you step through a strangle
tingle goes through your body. Once through you look around. You are in a medium size
room, large enough to fit about thirty people. It is dimly lit by lanterns above.
Bookshelves of metal are surrounding a center lectern, which is empty. He walks over to
a small table in the corner of the room and sets down the blueprint book. “Sit down with
me.” he says, taking a seat on a nearby barrel. What do you do? (If they do anything else
then sit down, improvise, if they sit down then continue reading) The man flips to a page
in the book at points at it, a heading labels it as “The under levels of Castle Never” It
shows a maze of hallways and tunnels, and one very large box. He points to it and says,
“That is your vault, your main objective. There will be tricks and headaches ahead, for I
believe Lord Neverember has placed a difficult puzzle as a lock, who only the cleverest
can solve. I will not be able to give you this book for reasons of my own, but the item
should be in the center of the room on a pedestal much like the one over there in the
middle of the room. The gala starts in about 8 hours, so gear up and get ready. At 7 meet
at the front of the castle. Take this map of Neverwinter. Goodbye.” (Show players the
picture on the tablet, improvise until then. Once they are done continue reading) You all
go to the front of the castle to see the man waiting once again. Once you reach him he
starts the conversation. “Let’s get down to business, you will be dropped off at one of
the side entrances by a woman in black robes. Once you are there, there will be a small
wooden hatch. Open it and crawl through. After crawling through for a few minutes you
will reach a second hatch. Open that and you will be into the under levels. The rest is up
to you. Good luck. Oh, here she is now!” he says, pointing behind you. Do you look at
what he is pointing at? (If no then improvise, if yes then continue) You all turn to look
behind you and see a wagon with a black robed woman driving it. “Get on.” she demands
coldly. What do you do? (Player response) You ride around the castle for a while before
stopping at a random spot by the wall. But when you look closer there is a five-by-five
foot wooden trapdoor hinged on the wall. “Gust of wind!” the woman shouts, and you are
all launched off of the wagon. Take 1 d6 force damage. She rushes away quickly and
leaves you. What do you do? What order are you crawling in? (It doesn’t matter) You all
crawl through this small tunnel for a few minutes just like you were told and reach the
second trap door. You open it and all of you fall into a room. After a very long time of
going through this maze you reach this big open room with a statue in the center, and a
magically sealed metal door behind it. As soon as you enter the statues eyes light up
golden. “Before you gain access to the vault you must answer this riddle that only a few
people know the answer to. I am given but once, yet spent every day. You chase me,
waste me, watch me decay. You beg for more when I am thin, yet curse me most when I
begin. I build empires and bury kings. What am I out of many things? You have three
guesses or you will perish. (Answer, time) Congratulations, you have passed. You may
enter now. The metal door swings open to reveal a smaller room, about three times the
size of a bedroom. Bags of holding line the walls and piles of them are there. All labeled,
most just gold. But in the center of the room, is a stone lectern with the book. It has an
evil presence to it. What do you do? (If they grab some bags then limit them to 3. If they
walk up to the book then read this) You walk up to the pedestal and take the book. That is
where this session will end.

You all now have the book. What do you do now? (If they do anything besides going
back up then improvise, but if they do go back then read this) You exit the large room
and I will say you remember the way back to the trapdoor. Make a dexterity check to get
back up into the trapdoor. (10 or higher to succeed) You all crawl through the tunnel and
end up outside the castle. It is dark, stars above, and nobody is around. You hear
partying from inside the castle though, the gala. What do you do now? (If they go to the
gala then read this) You run around the side of the castle and run through the open
doors to the gala. There, Lord Neverember sits on his throne with a young man standing
next to him, Prince Neverember. A servent brings Lord Neverember a wine glass with
Champaign in it. Hi stands up, holding a small fork and clinks his glass. “Fine people of
Neverwinter! Thank you for attending my gala tonight. I would like to give a final toast to
my son here, the heir to the throne. My days are running out, and I believe that once I
pass he will be ready to take on the mantle. A toast to Prince-” Lord Neverember is cut
off by something crashing through on one of the windows and embedding itself into a
man’s flesh. Timothy collapses to the ground, and groans in pain. What do you do? (If
they run up to Timothy then continue reading) You all run over to Timothy as a crowd
starts to form, Charlotte holding his hand. “Hello, my friends...” he says weakly. (Player
response) “Don’t worry, I just hope that there is ale in the afterlife. You saved my
daughter, and I feel that I was in debt to the universe in some way. I think I have fulfilled
that.” Ultron, make a history check. 10 and over then read this. You see that the thing in
Timothy’s chest is a red wizard’s blade. (Player response) Lord Neverember rushes over.
“Brave man, you have saved my life in turn for yours. You will forever be remembered
through song and story.” Timothy’s veins slowly turn black. “Goodbye everyone, and
hello my beautiful wife.” Timothy’s breath becomes shallow, and his eyes close. The
breathing stops. Timothy has died. Tears stream down Charlotte’s face as she continues
to hold on to his cold hand. (Player response) Azban crashes through a window and
lands by Timothy. “NO, NO, NO! STUPID PEASENT!” he screams. He takes his hood off,
his robes turn a crimson red and his face looks less pristine. “CURSE YOU LORD
NEVEREMBER! QUICK, GIVE ME THE BOOK!” Azban outstretches his hand out to you
three. What do you do? (If they refuse to give it then continue to read, if not then
improvise” “GIVE IT, GIVE IT, GIVE IT!!!” he screeches with a raspy voice. (Player
response) “YOU IGNORANT PESTS! I SHALL TERMINATE YOU AT ONCE!” Roll for
initiative.

Armor Class 15

Hit Points 220

Speed 30 ft.

STR

12 (+1)

DEX

14 (+2)

CON

18 (+4)

INT

20 (+5)

WIS
14 (+2)

CHA

8 (−1)

Saving Throws Str +2, Dex +3, Con +5, Int +11, Wis +8, Cha +0

Skills Arcana +10, History +10, Insight +7

Damage Resistances necrotic

Senses passive Perception 12

Languages Abyssal, Common, Draconic, Infernal, Thayan

Challenge 15 (13,000 XP) Prociency Bonus +5

Special Equipment. Azban wears a magic robe that grants him a +2 bonus to AC and a
+1 bonus to saving throws (included above).

Actions

MAGIC MISSLE

You create six glowing darts of magical force. Each dart hits a creature of your choice
that you can see within range. A dart deals 2d6 + 1 force damage to its target. The
darts all strike simultaneously, and you can direct them to hit one creature or several.

SHIELD

An invisible barrier of magical force appears and protects you. Until the start of your
next turn, you have a +5 bonus to AC, including against the triggering attack, and you
take no damage from magic missile.

FIRE BOLT

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack
against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit
by this spell ignites if it isn't being worn or carried.

GUST OF WIND

A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you
choose for the spell's duration. Each creature that starts its turn in the line must
succeed on a Strength saving throw or be pushed 15 feet away from you in a direction
following the line.
CHAIN LIGHTNING

You create a bolt of lightning that arcs toward a target of your choice that you can see
within range. Three bolts then leap from that target to as many as three other targets,
each of which must be within 30 feet of the first target. A target can be a creature or an
object and can be targeted by only one of the bolts. A target must make a Dexterity
saving throw. The target takes 4d6 lightning damage on a failed save, or half as much
damage on a successful one.

DARK BLADE

Summon a blade of darkness into your hand. Once you let go of the weapon the spell
ends. On hit they take 2d6 slashing damage and 1d10 necrotic damage, if they succeed
a dex saving throw then they just take the slashing damage.

MISTY STEP

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can
see.

Once they defeat him read this.

“NO, THIS CANNOT BE! MASTER AVERON WILL TORMENT ME FOREVER! Long
live Averon...” And he now lays there, lifeless. Everyone go up a level, and
that will be where we end this session.

You look around and see that the town is in ruin, houses on fire, a tower with
a large chunk taken out. The town lay in ruin. You see townsfolk putting out
fires and most wearing very antique looking clothes. A little boy approaches
you all and asks, “Why are you in such weird clothes?” he asks, tugging on
Shoji’s shirt. “Honey, don’t mess with the homeless men.” his mother calls,
and he hurries off. Suddenly, an old man teleports on front of you in a cloud
of silver mist. “Travelers, I sensed your unnatural presence as soon as you
came here. We must speak, for I believe you do not know where you are
currently. Follow me, or be left in the shadows of confusion.” he says. What
do you do? (If they follow him then continue reading, if no then improvise)
You follow him as he walks through the streets, old looking wagons flowing
past.

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