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D&D Encounters Season: 13 Storm over Neverwinter (Week 6)

Heroes needed! Are you game?

D&D Encounters is an exciting, weekly campaign that plays out one epic encounter at a time. Each week you'll defeat enemies, solve puzzles, finish quests, and perform heroic deeds, you’ll gain experience and gold. Each session only takes 90 to 120 minutes to play, so it’s easy to fit your game in after school or work. And each week there’s a new and exciting challenge.

This season...

Face the Coming Storm!

The frontier city of Neverwinter has persevered in the face of calamity. Yet even as the city rebuilds, and insidious threat rises from within its walls. Neverwinter's citizens are succumbing to an inexplicable madness, while from the shadows, an evil cult of Asmodeus spns sinister plans. Unless a group of heroes rises to stop these perils, Neverwinter might face an even greater danger on the horizon.


Two Ways to Play

Of course, there are a great many players who enjoy playing D&D 4th Edition, as well as players excited about the D&D Next Playtest. And so, this upcoming season of D&D Encounters will support both D&D 4th Edition and D&D Next, with conversion rules!

If there are enough players interested in D&D Next for a full table, the it is likely that we will run a table. Players can bring a character of their own created with the most recent edition of the public Playtest Rules. Pre-generated D&D Next characters will be provided though.


Character Creation

(Downloadable Character Creation information)

We highly recommend using the official D&D Character Builder. Players creating new characters should start at level 3. Such characters bear the mantle "Hero of Neverwinter" and receive a +2 bonus to all Charisma-based checks to influence most natives of the city of Neverwinter.

Players with characters that attained 4th level in Lost Crown of Neverwinter (8/1/11 - 11/16/2011) can use that character at level 4 during this season.

Player's joining mid-season should create a character of the level appropriate...

  • Session 1 & 2 – Level 3
  • Session 3 & 4 – Level 4
  • Session 5 & 6 – Level 5
  • Session 7 & 8 – Level 6

Each character starting at level 3 begins with one magic item of 2nd level or lower, one magic item of 3rd level or lower, and one magic item of 4th level or lower. Only one of these items can be "Rare". Each character has 680 gp to spend on other items, only two of which can be consumable.

Any race or class available in official 4th Edition rules are available to players.


Neverwinter Themes

When you are building characters, it is highly recommended that you make use of the character themes in the Neverwinter™ Campaign Setting. This section presents theme-specific hooks and hints that you can use for inspiration.

Neverwinter Noble: The kidnappings represent a clear and present threat to Neverwinter, and defending the city is your priority. You might also be able to ingratiate yourself with potent allies.

Oghma's Faithful: The kidnappers use some sort of mental magic to alter their victim's memories. Learning more of this power could glorify the god of knowledge.

Dead Rat Deserter or Harper Agent: Intrigue is your life, and you can't help but feel that something truly devious is at work here. Rumors on the streets say that a new player has come to Neverwinter, and you need to know the truth.

Iliyanbruen Guardian: You are more sensitive to magic than most mortal folk are, and as you look out at the distant storm, you know that something dark and destructive is at work.

Uthgardt Barbarian or Pack Outcast: The spirits are riled up, warning of a great calamity approaching. Your dreams are filled with wind and lightning.

Heir of Delzoun: A dwarf noble vanished a few days ago, just before he could meet with you and discuss your quest to find Gauntlgrym. You suspect that he, like many others, has been kidnapped.

Renegade Red Wizard: The Ashmadai serve the Thayans, but now they seem to be making their own move. This situation could be an opportunity to get rid of the favored dog of your old masters.

Scion of Shadow: From your days in Netheril, you know what the aftereffects of torture look like. The kidnapping victims show signs of a true master's interrogation techniques.

Devil's Pawn: You bear a mark similar to that of the Ashmadai's victims, but until now, you thought you were the only one outside the cult with such a brand.

Spell scarred Harbinger: Through your spellscar, you sense the madness that infests Helm's Hold. You feel it spreading throughout the city, leaving Neverwinter on the edge of chaos.

Bregan D'aerthe Spy: The Ashmadai appear to be making a play for dominance in the city, but you know things are not always as they seem. Bregan D'aerthe wants you to keep an eye on the situation.


Add D&D Fortune Cards and Enhance Your Game

Dungeons & Dragons Fortune Cards, sold in booster packs of 8 cards, give players fun new ways to survive the challenges of the D&D Encounters in-store play program, as well as their home campaigns. These cards give characters fun, temporary benefits that feel different from the benefits gained from powers and feats, without adding undue complexity to the D&D game.

How They Work
At the start of each encounter, shuffle your deck and draw a card.

You can play one card per round. It requires no action to play. The rules on each card state when you can play it and what effect it has. A card takes effect just once unless it states otherwise, and you discard the card when its effect ends.

You can have only one Fortune Card in your hand at a time. At the start of each of your turns, you can do one of the following:

  • Discard the card in your hand and draw a new one.
  • Draw a new card if you don’t have one in your hand.
  • Keep the card that’s in your hand if you haven’t played it.

Download the rules for How to Play and to Build Your Own Deck

And it's Free to play!

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