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Let's Read Neverwinter: Selûne Domain
Selûne is the FR goddess of the moon, and is quite an important figure in the setting’s pantheon. She originally created the world alongside her sister Shar, the goddess of darkness. Together they also witnessed the “fissure of reality” that split that world in two, Abeir and Toril. That fissure is the reason why the Realms were Forgotten.
Shar is responsible for a lot of evil shit throughout FR’s metaplot, including the events that happened during the Spellplague/edition transition to swap bits of Abeir’s and Toril’s geography around.
Selûne used to be a goddess who took the path of forgiveness, compassion and self-sacrifice, but the last century has seen her become more aggressive and proactive in battling evil. Light must battle darkness if it is to prevail.
The book doesn’t suggest using her domain for priests of any other FR god. I don’t think any of them are moon-themed enough.
Mechanics
Warpriests of Selûne benefit from having a high Constitution, since a lot of their power riders use the bonus for that attribute. These riders usually focus on granting allies damage resistance or bonus damage, and in penalizing enemy damage or attack rolls.
Her signature damage type is “cold and radiant”, which means PCs can potentially benefit from two of the edition’s most infamous feat combos (Permafrost and Radiant Mafia). That’s the domain’s greatest feature according to the optimization forums. It helps that their Channel Divinity power makes enemies vulnerable to radiant damage.
Lots of radiant damage makes this domain powerful against undead, which is true for most others. Its Level 1 Utility is a daily that makes the warpriest’s weapon count as silvered for the entire encounter, also making it a good counter to lycanthropes. As we saw on the character themes, there are quite a few of those among the possible foes in the Neverwinter campaign.
Impressions
You would think this would be an appropriate domain for clerics of Sehanine in the core setting, but I think this version of Selûne is a bit more aggressive and militant than the trickster-ish Sehanine Moonbow. Corellon’s domain would fit her better.
You could say this is the domain for priests who worship Sehanine’s wrathful face, perhaps. And it’s a good pick for any player who wants their central concept to be “fighting evil by moonlight”.
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Let's Read Hells Rebels 3, Part 2
This is part of a series! Go to the project page to see all entries.
Let’s continue our reading of Dance of the Damned! I expect this to be the second of three posts for this adventure. In the last one, we covered two chapters of the book. Let’s aim for two more here.
Chapter 3: The Vyre Accord
Vyre is a city located in the same province as Kintargo. There’s a whole mini-guide on it attached to the book, but the only thing we really need to know is that it’s pretty much Fucked-Up Fantasy Venice.
Though technically part of Cheliax, Vyre is almost entirely independent. Cheliax tolerates this because the city is a prime vacation destination for Chelish elites. On the other hand, Vyre’s slice of coast makes for a shitty port, so they’re almost entirely reliant on nearby Kintargo for the sea trade that gets them most of their food and luxuries.
Vyre’s government is extremely self-interested, but Cheliax has good reasons to maintain good relations with them, and they have good reasons to maintain good relations with Kintargo. If Vyre backs the rebellion, they can exert pressure on those Chelish elites to back off from the province.
Allies and Information
Advance information on the city comes from two sources. Captain Sargaeta, whom the PCs befriended in Adventure 02, can tell them the basics, and give them a ride there on his ship. Molly Mayapple can provide them with extensive and invaluable advice on their actual goal in the city.
The PCs haven’t met Molly yet, but they should have recovered a bunch of documents belonging to her from the Lucky Bones. These are deeds for a set of waterfront warehouses, which were stolen by the extinct Gray Spiders decades ago. Even though Molly has since rebuilt her fortune (she owns a successful hotel), she’s still going to be extremely grateful when the PCs hand the deeds back to her, and will provide a lot of insider information and help. They can track her down from the information on the deeds.
The Basics
Vyre is ruled by five monarchs, each tasked with an aspect of government. The one they want to meet is Manticce Kaleeki, the Queen of Delights, who is in charge of the city’s economy and foreign relations. Vyre’s laws are simple yet baroque, creating an environment where non-lethal duels and eternal feuds are common, all sales are final, but prejudice of any sort is frowned upon. However, you can get away with anything if you follow the last and most important rule: don’t get caught.
The Queen of Delights is set to host a banquet in the near future, and that will be the PCs’ opportunity to talk to her. The GM determines how long the PCs have until the banquet. Most of this time is probably going to be spent looking for outfits, gifts, and information, but the GM can also introduce a few Vyre sidequests to spice things up.
The Banquet
The Banquet might be an entirely non-violent scene, but it’s as difficult to navigate as any dungeon. Vyre high-society etiquette is weird, and the Queen of Delights heaps even more weird on top of that because she’s basically Morticia Addams as a Tiefling in Fucked-Up Fantasy Venice.
Molly’s help is absolutely vital here. The book doesn’t even mention how the PCs get invited to the banquet, but I assume she’s instrumental in arranging invitations for them and for herself. She’s also an excellent source of information on the complex etiquette surrounding the event.
This starts with what to wear and what gifts to bring. Molly knows what the Queen likes, and PCs good at gathering information might learn about Manticce’s less well-known preferences.
There are nine other guests in the banquet aside from Molly and the PCs. We get personality notes for each one. Most are only sources of roleplaying color, but one of them will be important in the next adventure: Hei-fen, former guildmistress of the Gray Spiders. Tough it’s been decades since she escaped the destruction of that guild, she’s still a spiteful old wererat and is angry at the PCs for stealing “her home”. She’s here to size them up for future reprisal.
The other “special” guest, not counted among those nine, is the Queen’s long dead husband, whose skeleton adorns one of the table’s chairs. The correct move here is to not acknowledge poor Gomez in any way. To do so is considered crass.
While roleplaying should be first and foremost in this scene it also has a mechanical component. The banquet is effectivelly a long and colorful skill challenge. PCs get a number of starting “banquet points” depending on how they dress, what gifts they bring, and whether or not they participate in a standing ovation when the Queen appears (they should!). After that, each course in the banquet allows them several opportunities to learn more.
The first is a knowledge skill test to identify the dish in question and how to eat it (probably Area Knowledge, Current Affairs or Savoir-Faire in GURPS). Careful PCs can just wait for one of the other guests to start eating and skip the skill test, but succeeding shows they know what they’re doing and earns them a point.
The second is a series of tests to actually eat the course, which varies with each dish. There’s no way to skip this one, though the PCs doesn’t need to succeed at them all to earn a point. If they do, they earn extra. If they fail badly enough or just decide to forgo rolling and eat the thing wrong on purpose, they lose points.
The third is a social skill test to do well in the conversation that accompanies that dish. This would likely be Fast-Talk, Diplomacy or even Public Speaking in GURPS, modified by what the players actually say. Success makes them come off as smooth operators and earns points. Failure loses points and leaves them embarrassed. Again careful characters can just keep quiet and skip this part, but it earns them nothing.
The dishes range from the merely bizarre to the horrific:
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We start with quicksoup, a bowl of boiling hot soup accompanied by a water bowl containing five small live fish and a set of peculiar utensils. This requires tests involving manual dexterity to properly poach the fish in the soup and eat them. Probably plain DX modified by Manual Dexterity in GURPS, though I’d also let a daring PC test Surgery instead.
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Next is Galtan Squash, which looks like a severed head but is just a carved pumpkin full of extremely spicy red soup. This is a straight-up Fortitude save/HT roll to endure the spice. A bad enough failure leaves your face swollen and penalizes your talky rolls for the rest of the feast! I’d probably let it be modified by Resistant to Poison and other advantages that include it.
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Then you get the Unseen Feast, meat pies made from the flesh of an invisible stalker. I’m pretty sure invisible stalkers are sapient, which makes this the most horrific dish of the lot. It’s quite possible some PCs will refuse to eat this one on moral grounds. Those who decide to forge ahead need to be fast and perceptive. They have to eat the invisible meat before it turns visible and loses its flavor. PCs who can see invisibility can pass this one automatically, though it’s considered crass to cast a spell for it while at the table. Others must succeed at a difficult Perception check, which I guess I would modify for Acute Smell/Taste.
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Finally, you get Sweetfats With Honey Sauce for dessert. Sweetfats are candied spiders - this is an Underdark dish. The most difficult thing here is opening the honey sauce container, which is a mundane replica of a Hellraiser-style puzzle box. Time to break out the Thaumathology and Hidden Lore (Demons) skills, though I guess Traps or Lockpicking might also work.
Whether Vyre allies with the Silver Ravens or not depends entirely on how many banquet points the characters manage to get. They need at least 20. A party of 5 who arrives properly dressed will start out with 10, and might get a few more from bringing optimal gifts. Even so, they will still need to take active part in at least some of the banquet in order to succeed at the mission. I’d probably give them a sign that they succeeded once they get enough points.
If the party succeeds, the Queen might invite the individual who gained them the most points for an intimate night. Ties go to the prettiest or most charismatic PC, and if they’re still tied she invites all of the tied PCs. If the party has more than 30 points and the propositioned PC(s) accept Manticce’s invitation, she will also offer the group her personal alliance, providing extra mechanical boosts to the strategic rebellion layer.
Notes and Impressions
This part is very different than what you would expect from a standard dungeon fantasy adventure. It can be really fun for PCs who like role-playing, so even in a condensed approach I’d recommend keeping it. If you want to make the Unseen Feast part less objectionable, you could perhaps say the “meat” is gelatinous cube jelly, which is almost as hard to see and doesn’t come from something sapient. And if you don’t want to feature sexual themes at all in the adventure, you could remove Manticce’s invitation at the end and just say that the party gets her personal support if they get more than 30 points.
The downside when using GURPS is that if your PCs are overly focused on dungeon delving they might not have the skills necessary to cause a good impression here. In this case I suggest being generous: if none of the delvers has the most appropriate skill, ask for a roll on the closest skill one of them does have, or perhaps even roll against DX or IQ. That said, characters who followed the tips from the Player’s Guide or who used earned points to become a bit sneakier and more social shouldn’t have too much trouble covering their bases.
Part 4: Breaking the Menador Gap
The Menador Gap is a mountain pass in the mountains separating Ravounel from central Cheliax. It’s the only viable route for marching an army through those mountains, so it must be closed. The PCs start the adventure at level 7, and the book says they should be level 8 before tackling this chapter.
The gap is protected by a fortress named Menador Keep. It used to be an old dwarf fort, but is now occupied by Chelish military. Rexus, who studied those old Silver Raven documents extensively, can tell the PCs that there’s a dwarven self-destruct mechanism deep within the bowels of the fort. The PCs’ goal here is to get to that mechanism, activate it, and get out. This will demolish the fort in a way that ensures the pass is completely closed.
It’s theoretically possible to demolish the fort from a distance using spells like Earthquake, but a) this might not block the pass completely and b) it will bury all the sweet loot located inside the fortress.
Dungeon: Menador Gap
The fortress itself has two above-ground floors and an underground level. Its ground floor contains a courtyard with two large gates on either side, which blocks the mountain pass. Inside the building are a large number of guard posts, utility/storage rooms, and a couple of monster pens.
The fort is defended by a garrison of 23 soldiers, commanded by Lucien Thrune, a wyvern-riding cavalier. He also has a bound erinyes devil with him, and a very unhappy bound jann servant. Another devil acts as a stationary sentry at the entrance to the treasury. The soldiers are weak individually, but dangerous in large groups. They wear mail and are armed with halberds and crossbows, favoring ranged attacks over melee.
The best way to handle this might be as a Metal Gear-like stealth mission. The PCs are very likely to have the necessary magic to turn the whole party invisible and levitate them for a short time. Clever PCs might find the entrnce to the wyvern’s stable down on the cliffside and enter through there, bypassing a lot of the security measures on the surface. The same technique might allow them to land atop the fort’s battlements and begin from there, bypassing the courtyard kill box. Even if they immediately go loud and begin a frontal assault, they’ll begin doing that from a hugely advantageous position.
The third-best option is for them to disguise themselves as someone authorized to cross the Gap and ride into the courtyard, from which they can force their way into the fort. It’s less than ideal because they can be targetted by crossbow and ballista fire from the battlements.
Starting an overt assault will sound a general alert and have every soldier converge on the party’s position. It’s easier to deal with them piecemeal, though that might require magic to prevent the sounds of fighting from spilling out. Stealth might also allow the party to fight the “elites” (Lucien, his wyvern, the devils) while they’re alone and isolated. The jann servant, Zorumar, is a potential ally here. He can’t do anything against his master directly, but he can give all sorts of information about enemy locations and the layout of the fort, including all secret doors. Killing Lucien will set Zorumar free, and he will return in the future to gift the party with magic items in thanks.
There’s a secret door in the fort’s armory leading to the ancient dwarven mechanism in the “basement” level. The only one of its current inhabitants who knows about this is Zorumar. The device, called the Anvil of Unmaking, is protected by ancient guardians and traps, some of which can be bypassed by proper prayers to the dwarf god Torag and by diplomacy. Activating the contraption will cause it to completely destroy the fortress in 10 minutes. The PCs have that long to run away and get clear. Also the tremors and rumbling will definitely put every remaining enemy in the place on high alert, if they weren’t already.
Loot-wise, the most valuable places to hit here are the treasury (obviously), the war room, and Lucien Thrune’s person. Lucien has a sweet flaming sword, lots of bling, and the key to the treasury chest. The treasury has a bunch of magical gear and the fort’s payroll. And the war room has an extremely valuable dagger lying around next to a pile of important strategic documents full of classified Chelish military info.
Notes and Impressions
A good old tactical espionage action romp, with the potential to turn into a wonderfully chaotic battle if the PCs trip the alarm. It’s likely to be the most time-consuming scene in the entire adventure, and could conceivably take more than one session to resolve.
I suggest playing the enemies with a modicum of intelligence here, but remember that raising the alarm is not an automatic action. If a single guard spots the PCs, the rest of the fortress won’t automatically know they’re there. An alarm must be raised, which takes time and is susceptible to disruption from the PCs.
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Let's Read Neverwinter: Oghma Domain
Oghma is the Forgotten Realms god of knowledge, occupying the same conceptual slot as Ioun does on the default 4e setting. His purview includes knowledge, inspiration, and discovery. His followers believe that to serve him is to serve the truth.
The stats for this domain can also be used for priests of the god Gond, which I think is an artificer god?
Mechanics
Oghma’s powers focus on boosting allies’ skill checks by granting them bonuses or rerolls, and on penalizing enemy attacks and saves. Its main distinction from other domains is that its attack powers focus on doing psychic damage instead of Radiant, though one of your at-wills still does radiant and thunder damage.
The old character optimization forums rate this domain as pretty good, though they say it takes until the mid-Paragon tier to really get going: its level 11 feature makes that radiant and thunder at-will immobilize on a hit, and its level 16 one makes your Healing Word grant the target a free basic attack. You should still be able to do just fine in a standard Heroic-only Neverwinter campaign, though.
As you might expect, this theme combos well with the Oghma’s Faithful. The domain’s first-level feature lets you use Wisdom to make Int-based skill checks, and the skill-boosting abilities from the theme will let you easily become the party’s encyclopedia.
Impressions
I don’t have much to say about this domain that hasn’t been said above already. Oghma isn’t a particularly exciting FR deity to me, though this campaign does give his clerics some pretty nice hooks. The domain’s powers could easily be used for priests of Ioun in a campaign in the core setting.
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Let's Read Neverwinter: Corellon Domain
In the default 4e setting, Corellon is the universal god of spring, beauty and the arts, and also the patron of arcane magic. In Forgotten Realms, his original setting, he is the head of the elven pantheon. His portfolion includes all of the above plus nature, war, and most other things elves care about. All of his worshippers are elves or eladrin.
Warpriests of Corellon are known as Fey Wardens, and take it as their holy mission to both protect elves and their culture, and also promote and spread the greatness of that culture. I don’t think he wants non-elves to worship him, he just wants non-elves to know elves are better than them.
The stats for this domain can also be used for priests of other elven gods.
Mechanics
Most other Warpriest domains are melee-only, but Corellon’s weapon powers can be used with either melee or ranged weapons. This means the theme is designed to take advantage of the racial weapon proficiencies elves and eladrin get, and is particularly suited to moon or sun elves who replace Eladrin Education with Elf Weapon Proficiency. They get proficiency with both the long sword and the long bow.
In addition to its ranged attack emphasis, the domain’s powers also focus on granting extra mobility to the cleric’s allies, with a secondary focus on making enemies easier to hit by either nullifying cover or granting allies combat advantage.
The old character optimization forums say this is the domain that relies on Constitution the least, so players are free to put those points on Dexterity instead, particularly if they plan on favoring ranged combat or wearing light armor.
I’m not going to cover all of the powers in detail here, but I think the domain’s two at-wills are fun. Both are melee or ranged weapon attacks using Wisdom vs. AC and dealing 1W + Wis mod damage. Blessing of the Wild lets the cleric or an ally within 5 squares shift 1 square as a free action, and Graceful Switch lets them stow a weapon and draw another as a free action before making the attack. The latter also deals force and radiant damage, so the cleric is never without something that can put the hurt on incorporeal undead.
Impressions
I really like the mechanical aspect of this domain, though I’m not a big fan of the “elves are better than everyone else” mentality in its lore. It’s quite easy to remove, though.
This domain’s powers would be very well suited to a core deity like Avandra, with their flexibility and focus on mobility.
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Let's Read Neverwinter: Warpriest Domains Introduction
Before we launch into talking about domains, let’s talk about warpriests. “Warpriest” is the official name for the Essentials version of the Cleric class.
Classic PHB Clerics (also known as “Templars” post-Essentials) had a set of Strength-based melee weapon powers and another of Wisdom-based ranged implement powers. They were generally discouraged from mixing-and-matching, and over time the community decided that the Wisdom-based “laser cleric” build was the better of the two, particularly when you only had the core. There were certain levels that had no Strength powers in them, a situation that would only be remedied in supplements.
Warpriests are another attempt at a melee cleric - all of their attack abilities are are Wisdom-based weapon powers. Warpriest Domains are the solution found by Essential’s designers to reduce the number of decisions a player must make in order to play a cleric. Your pick one at character creation, and that determines not only all of your level 1 powers but also most of the encounter powers and features you get at higher levels all the way to the end of epic tier. They’re practically ready-made builds.
Technically, some of these belong to your paragon path, but Warpriests are in effect limited to a single choice there, which continues to provide powers from your chosen domain. Someone who is really into character optimization might pick a path from another source, but you can just stick to the default Devout Warpriest path and still be pretty effective.
Heroes of the Fallen Lands, the book that introduced Warpriests, also introduced the Sun and Storm domains. Heroes of Shadow added the Death domain for spooky clerics, and Dragon 392 included the Earth domain.
The Neverwinter campaign setting gives us four more domains, doubling the amount available in the game at the time of its publication. These are all dedicated to specific FR gods, but they can be used for similar deities from this or other settings. Though the Neverwinter campaign focuses on the heroic tier, the domains presented here include powers for the full 30 levels of a character’s career.
I’m going to talk about each domain in very general terms, as it would take an age to go through every power in detail. We’ll cover one domain per post, and they should each be fairly short.
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