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Let's Read Neverwinter: Chapter 4 Intro
Here begins Chapter 4, the Gazeteer. This takes up the remaining half of the book and focuses on describing interesting places in the region and their associated plot hooks. It also talks about interesting NPCs that might get involved with the group. These locations and people aren’t fully mapped or statted out, but are intended to serve as starting points for individual GMs to customize. As promised in the book’s preface, a lot of plot hooks here are optional and/or multiple-choice, and GMs are free to change anything in here however they want.
The chapter covers several major areas, and we might need more than one post for each of them:
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Ruined Neverwinter is the city proper, struggling to rebuild and deal with political intrigue, dangerous ruins, and plaguechanged monsters.
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Helm’s Hold is a stout-hearted village with a monastic community that hides a terrible threat to the region.
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Neverwinter Wood: You wouldn’t believe how many dangerous places and threatening factions can fit into this one forest!
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Gauntlgrym: the hidden dwarven city no longer has any dwarves in it, but it has pretty much everything else including that slumbering primordial.
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Evernight is Neverwinter’s reflection on the Shadowfell and the main battleground in the war between Thayans and Netherese.
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Thay Through the Veil: PCs who follow the plot threads from Evernight all the way to their end might find themselves needing to make some visits to Nazi Necromancer Central.
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Let's Read Neverwinter: Netherese Encounters
The encounter table for the Netherese is packed with shadow-themed opponents. There are a few humans here and there, but also a lot of shadar-kai, and Dark Ones, and a few new options to turn any of these into Shades. Since they’re a magic-heavy faction the table also includes a few constructs and bound incorporeal undead.
Shades
Shades are creatures that absorbed so much of the Shadowfell’s ambient magic that they mutated. They can also be born from otherwise “mundane” creatures who absorbed that energy. As you might expect a lot of the Shadovar fit this description.
There are two ways to turn a monster stat block into a Shade. The Forgotten Realms’ campaign setting has a monster template that turns a regular monster into an elite shade. And this book presents a theme that adds appropriate powers to an existing creature without upgrading its “quality”.
The theme changes the base creature’s origin to Shadow, adds Darkvision and Vulnerable 5 radiant and also these three abilities:
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Regeneration 5, which shuts down for a turn when the creature takes radiant damage.
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Coalescing Darkness, a trait that gives the shade total concealment for a turn whenever it moves 3 or more squares by any means.
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Shadow Stride, an encounter power that takes a move action and lets the shade teleport up to 20 squares, but requires that the destination space be in dim light or darkness.
Thaalud Constructor
One of the most fearsome security measures in Netherese tombs and ruins are the constructs known as Thaalud Tomb Trappers. The Constructor is a modern design based on those, weaker but easier to make.
That’s all the lore we get for this monsters. Since I don’t know anything about tomb trappers I’m forced to speculate based on their stats. I’m thinking they’re huge eyeless humanoid statues, and quite a bit smarter than your typical mindless construct.
A constructor is a Huge Natural Animate with the Blind and Construct keywords, and a Level 5 Elite Brute with 154 HP. It’s immune to poison, blindness, and gaze attacks, and has Resist 5 to cold, fire, and lightning. It perceives the world with Blindsight 20.
It attacks with Mauling Fists that damage and grab on a hit (escape DC 15), and can make double attacks with them. If the constructor has a Large or smaller creature grabbed, it can throw it at someone else with Hurl Foe, a ranged attack that damages both the target and the “ammunition”. On a hit, the target is pushed 1 square and knocked prone, and the hurled PC falls prone on the target’s former space. On a miss both take half damage and the thrown character falls prone adjacent to the target. I gotta say “grab and yeet” sounds like a very fun combat style.
When a constructor is destroyed it Collapses into rubble, attacking a Close Burst 1 around itself and turning that area into a zone of difficult terrain that lasts until the end of the encounter. Note that the creature is Huge, so this zone is 4 squares on a side.
Clariburnus Tanthul, Prince of Shade
The Shadovar are ruled by the Twelve Princes of Shade, Netherese mages who were witnesses to the fall of their empire and managed to stay alive(-ish) to the present day. Clariburnus Tanthul is one of these Twelve.
Contrary to all expectations, he’s not undead! Tanthul is an ancient living shade, and is described as retaining more of his original humanity than the other Princes. Still, he’s a merciless manipulator with no concept of honor, breaking his promises as casually as he breathes.
Clariburnus Tanthul is a Medium Shadow Humanoid and a Level 10 Elite Skirmisher with 158 HP. He has a Speed of 7 and both Blindsight 10 and Darkvision. His traits resemble those of the Shade theme above but they’re custom and more powerful.
His Benighted Presence acts as an aura (5) that turns bright light dim, and his Regeneration heals 15 HP per turn, though it’s still shut down for a turn by radiant damage.
He wields a scimitar named Gloom Crescent, which can make basic attacks and is also used for the Severing Shadows technique. This lets him make 2 basic attacks (3 if bloodied), teleporting 5 squares before each one. If he hits the same target twice that target also takes 5 ongoing force damage (save ends). This worsens to 10 ongoing force damage and blindness after the first failed save (save ends both).
Once per encounter he can use a ranged spell named By Night Consumed, which deals necrotic damage and removes the target from play (save ends). A miss deals half damage and dazes (save ends). Nasty!
His Shadow Stride lets him teleport 5 squares regardless of light conditions, which increases to 10 if the destination is in darkness. It’s also a (Recharge 4+) ability instead of an encounter power, so he can use it more than once in a fight.
Impressions
This has less custom stat blocks than some of the other factions, so you’ll be mostly relying on the encounter table and shade versions of natural critters. Still, the custom stat blocks we do get are fun, and it looks like Clariburnus is a genuine Forgotten Realms big shot who would probably get an epic-level stat block in a more traditional FR setting book. I love it that he’s “within reach” of a heroic-tier party here. His stats make for a very interesting fight, though you should also give him an honor guard.
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Let's Read the Neverwinter Campaign Setting: Netherese
As mentioned several times in this Let’s Read already, Netheril was a human empire who ruled over most of the world around three thousand years before our narrative present.
Their understanding of magic reached levels never seen before or since, but they fell literally overnight when one of their top archmages tried to cast a spell that was supposed to make him into a god but instead irreversibly fucked up Toril’s magic. This caused the vast majority of the flying islands where these archmages lived to plummet to the ground.
One such island managed to avoid this fate when its inhabitants plane-shifted it into the Shadowfell (known as the Plane of Shadow back then). They stayed there until the end of Second Edition, when they started coming back into the world, mutated by their millenia in darkness and with a desire to rebuild their former empire.
These shadow-people are known as Shadovar, but they also consider themselves to be Netherese and the book uses the two terms interchangeably. There’s a group of them hiding in the Neverwinter Wood, led by a mage named Clariburnus Tanthul.
Goals
The Shadovar have a single major goal in this region: to repair the fallen island of Xinlenal.
Xinlenal was the first Netherese flying island ever built, the crowning achievement of the ancient archmage Iolaum, who discovered the technique to making them. Making it fly again would raise the flag of Netherese dominance over the whole region, and it would become their greatest center of power in the entire world.
The key to fixing Xinlenal is to repair its mythallar, a magical engine that looks like a giant crystal sphere and shines like a contained sun. It shattered when the city fell, and Shadovar artificers are hard at work repairing it as the campaign starts. The process requires immense quantities of Residuum, and the easiest way to produce Residuum is to destroy magic items. The older and more powerful, the better.
This means Shadovar agents are scouring the entire region looking for ancient ruins and the magical relics they contain. The ruined cities of Illefarn, the crumbling outposts of Delzoun, even the burial mounds of Uthgardt heroes: all of these are fair game, and anyone who would object to their plundering is an enemy.
Not even these ancient ruins might yield enough residuum for their purposes, though. They’ve started looking at less-old places too. As the campaign starts that’s still mostly consists of clashing with and looting the bodies of Thayan and Ashmadai goons, but they could soon move up to plundering Neverwinter itself.
One of Caliburnus’ secondary goals include discovering the fate of Iolaum. Sure, the wizard lived thousands of years ago and was on Xinlenal when it fell, but surely one of the bestest mages from the bestest magical empire ever wouldn’t let little details like that kill him, would it? Imagine what he could do for the Shadovar cause if he’s brought on-board!
The other secondary goal is to pursue their war with Thay. There’s only room for one world-spanning fascist mage empire in this planet, after all. The Shadovar regularly attack the Thayan base in the Dread Ring, and they’ve also managed to park one of their flying fortresses above the Thayan city of Surcross, which they bombard regularly. In case you don’t remember, that’s one of the possible locations where Valindra might have hidden her soul vessel.
And finally, further down the list, there’s the handling of the Gray Wolf Uthgardt tribe. The Shadovar recruited them into their service with appeals to their “ancient Netherese heritage” and gave them the mission to infiltrate and eventually conquer Helm’s Hold. So far the werewolves have managed to place several agents in the town, who are busy sowing unrest and generally making it ready for a takeover. Their progress is slow but in Caliburnus’ view the tribe’s main purpose is to act as a red herring when people start trying to investigate Netherese activities. In the meantime, Gray Wolf warriors also get used as muscle when the need for it arises.
Player Tie-Ins
The Netherese seems to be the major faction with the most explicit tie-ins to PC backgrounds.
The Scion of Shadow, of course, starts the game in direct conflict with them. They have enough information to begin opposing the faction right away, and especially bold Scions might think to pretend to be loyal in order to infiltrate it.
Their rampant plundering of ancient ruins also places them in direct opposition to the Iliyanbruen Guardian, Heir of Delzoun, and the Uthgardt Barbarian. The book says they are definitely guilty of stealing those eladrin relics, but it’s less definitive about their role in plundering the Uthgardt barrow - that could have been the Thayans depending on what the GM desires. Even so, their control of the Gray Wolves will still make them cross paths with both the Barbarian and the Pack Outcast.
Relationships
The Netherese don’t care about New Neverwinter at all, though that will change a bit when they start targeting the city for its magic items.
They are completely ignorant of the Abolethic Sovereignity. Some of their officials suspect there’s something funky going on beneath Neverwinter and have sent agents to investigate, but they’re only going to bother Caliburnus about this when those agents return with answers. This makes the fact that they’re trying to conquer Helm’s Hold particularly funny.
They see the Ashmadai as nothing more than minions of the Thayans and have no idea the cult has plans of its own. The Thayans of course are their greatest enemies in the region and the Shadovar devote as many resources to fighting them as they do to restoring Xinlenal.
They also have some important links to minor factions, as mentioned above. Their hold over the Gray Wolves means they will have to deal with the other Uthgardt Tribes eventually, and the fey of Iliyanbruen are the primary targets of their relic raids.
Impressions
While the Netherese are a bit less cognizant of the other factions than I expected, their plans are appropriately ambitious and they have a real shot at success barring PC intervention. They also have a bunch of strong ties to several PC themes, so they’re very likely to feature in your campaign.
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Let's Play Hell's Rebels: Devils and other Fiends
My recent adaptation efforts for that Hell’s Rebels campaign had me going on a spelunking expedition about fiend stats in D&D. Here’s what I found out, and what I intend to do about it on this GURPS adaptation.
For our purposes here, “fiend” refers to all of the monsters that originate from the “evil planes” of the D&D universe: demons, devils, daemons, and others. “Fiend” was the only general term left, so we’re using it in this post.
Fiends in D&D
D&D’s fiend situation is one of the most egregious examples of its tendency towards overly-complicated taxonomies1. Every synonym becomes the name of a distinct type of monster with stats that differ from those of the rest.
The real purpose of the divide here seems to be mechanical: in most editions each type has a different lengthy list of weaknesses and resistances that seems calculated to confuse players. Things that are good against devils are bad against demons and vice-versa - if the PCs guess wrong, they’re in trouble. The specifics here change from edition to edition.
Lore-wise, early editions made a big deal out of the fact that devils were Lawful Evil and demons Chaotic Evil. Later ones tried to elaborate on it and find more ways to explain that the two alignments were different at a fundamental cosmic level. Pathfinder really doubles down on that, trying to find additional themes for every fiend type it presents.
Pathfinder 1e, which is what we’re interested in, has this configuration for the mechanical bits:
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Demons are immune to lightning; Devils take normal damage from it.
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Devils are immune to fire; Most demons are merely resistant to it.
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They’re equally resistant to acid and cold.
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They’re both immune to poison.
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They’re resistant to weapon attacks unless the weapon is Good-aligned or made from a special material. For demons, that’s cold iron; for devils, silver. Powerful specimens have resistance that can only be bypassed by weapons fulfilling both the alignment and material requirements.
This is about as complex to describe as it was in previous editions, but it’s actually much easier to completely bypass due to the combinatorial explosion in spells and magical effects available to players compared to AD&D.
After the first couple of levels you can forget about the materials requirement entirely, because you’ll have access to Align Weapon or the Holy enchantment. By the time you’re fighting those stronger fiends, you’ll probably have a +3 weapon in hand, which also bypasses both material requirements. And as for elemental damage types, this is the edition that introduces sonic damage, which damages both demons and devils normally. It also makes it quite easy for a character to swap all of their spells’ damage to sonic2.
Fiends In Dungeon Fantasy
Dungeon Fantasy is a lot simpler. Demon is one of the big monster categories in the game, and all demons come from the area colloquially known as Hell. The specifics are left as an exercise to the GM.
Belonging to the Demon category makes them immune to magic that affects the minds of natural creatures and susceptible to magic that affects spirits in general or demons in particular. They don’t count as “alive” for spells that strictly require living targets but always count as “evil” for spells and abilities that affect evil creatures.
Most notably, they do not have any universal resistances to elemental damage or mundane weapons. Each demon “species”, other than the very weakest ones, does have additional defenses. Most take damage as normal but can only die if a specific condition is met. They also often lack some or all of the weak points of natural creatures, such as blood and vital organs.
Gaming Ballistic’s Nordlond Bestiary does include some demons that are direct adaptations of D&D fiends, but only the most powerful of them (the Balor and Pit Fiend equivalents) have resistances that resemble Pathfinder’s to any degree.
What Will I Do in Hell’s Rebels?
If I was starting this project way back in 2017, I’d probably be gearing up to convert every devil that appeared in Hell’s Rebels to GURPS. But since this is 2023, I don’t have to!
I have plenty of first- and third-party Dungeon Fantasy books now, and between them I have more than enough stat blocks available that I can just pick whatever looks closer to the original monster and use that.
This does mean that I’m going to end up ignoring a lot of the default D&D cosmology and lore when picking my monsters. “Demon” and “devil” are once again synonyms - there is no fundamental cosmic difference between them. They all come from the same place. Any differences, if they ever become relevant, are political rather than taxonomical.
We’re also ignoring the difference between Lawful Evil and Chaotic Evil because 1) there is no alignment in GURPS DF and 2) it’s a bit nonsensical anyway. In fact, Pathfinder itself is going to get rid of alignment in its upcoming revised second edition, which was motivated by an attempt to rid itself of all remaining ties to the OGL after this January’s brouhaha.
The game’s existing rules should suffice to determine whether something counts as “holy”/”good” or “unholy”/”evil” for game purposes. This is a similar approach to what I hear PF 2.5 is going to take.
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Let's Read Neverwinter: Thayan Encounters
The encounter table includes a lot of undead, and some spellcasters like the Human Transmuter from the MV to act as living Red Wizards. Valindra’s special projects also get some consideration here, and then we move on to the lich herself.
The Neverwinter Nine
These were the renowned bodyguards of Lord Nasher Alagondar a century ago. After their deaths, they were buried in the castle crypts in honor of their exemplary service. Should Valindra manage to animate them as undead, they’d have the stats of a Deathlock Wight from the MV or the stats for a Unhallowed Wight presented in this book (level 7 soldier, 80 hp, claws that immobilize and drain healing surges, auto-damage as an opportunity action on enemies who pass a saving throw). You can also use similar undead monstrosities if you want to.
Members of the Neverwinter Nine get two extra powers in addition to whatever their base stat block gives them. One in Nine is an encounter power that lets the creature teleport and swap places with another of the Nine that’s within 20 squares. And Change Shape lets them take the form of a Medium humanoid they killed during the last encounter, lasting until they use the power again or cancel the transformation.
That last one means the Nine can serve story roles as infiltrators. One might even manage to replace Lord Neverember or another big shot.
Ash Zombie
These are zombies produced by the particular conditions of the eruption disaster area. They leave a trail of ash in their wake and are drawn to “fresh” life, the younger the better.
Any corporeal undead can be converted into the “Ash” equivalent with the addition of the Puff of Ash encounter power. When the creature is first bloodied, this triggers and enemy Fortitude in a Close Burst 2. A hit makes the target grant combat advantage and prevents them from spending healing surges (save ends both).
Lorragauth
Lorragauth was a particularly despicable elder black dragon who died in the process of destroying his own domain, which he started doing because he realized he was dying. If he couldn’t have it, then no one else could!
If Valindra succeeds at reanimating him, he’s going to use the stats for a dracolich from the Monster Vault or the Forgotten Realms Campaign Setting. Either is going to make him a Level 12 Solo Controller and one the most powerful monsters in the entire campaign.
Valinda Shadowmantle
Valindra is much like a typical lich in that she’s extremely arrogant, egotistical and ambitious. She serves Tam because it suits her for now and is a very competent lieutenant, but her arrogance makes her prone to underestimating her opposition.
She has complete confidence that her soul vessel is securely hidden and will never be found by any of her enemies, so she doesn’t fear destruction and fights with seemingly suicidal zeal to protect her plans.
How right she is depends on how the GM wishes to play her. If they want the PCs to defeat her after a single climatic battle, the vessel is right there in her inner sanctum at the Dread Ring. If they want to make her a recurring threat, it’s hidden in the far away Thayan city of Scorrus (which is covered later in the book).
Velindra’s stats shows us she was an eladrin in life, probably a sun elf. She’s a Level 9 Elite Controller with 188 HP. She has a ground speed of 6, a flight speed of 4, and darkvision.
Her basic melee attack is a Vampiric Touch that deals necrotic damage and heals Valindra for the same amount. This will be quite annoying to PCs and greatly increase her staying power. Her basic ranged attack is a Phantom Claw that targets one or two creatures, deals necrotic and psychic damage, and immobilizes (save ends). Each failed saving throw lets her slide the target 2 squares. On a miss, the target is still slowed (save ends).
She has a Profane Fire attack that’s pretty much a fireball that does necrotic and fire damage, and recharges when she’s bloodied. And she retains the Fey Step she had in life.
As minor actions, she can use one of two encounter powers. Shadow Cloak gives her insubstantial and phasing but prevents her from taking standard actions until she ends the whole effect as a free action. And Reanimate lets her bring a dead non-minion ally back into the fight as an undead creature. The creature comes back with HP equal half its bloodied value and gains Resist Necrotic 10 and Vulnerable Radiant 5. The target must have been a living creature before dying - if it was undead already, this doesn’t work.
Impressions
Which of these is the Thayan’s most fearsome weapon depends on how you want to play them. If they’re an insidious and secretive threat in your campaign, then you’ll get a lot of mileage out of the Neverwinter Nine and their ability to replace key people in other organizations. If they’re a more direct and forceful enemy, facing Lorragauth is a distinct possibility in the PCs’ futures.
Either way, Valindra herself is a key player and should likely be there for the final fight. PCs might end up facing her a few times before then, depending on how secure you want her soul vessel to be. Finding it could be a neat series of adventures in itself.
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