Sample file An investigative adventure through the streets of Neverwinter and the Shadowfell

Daniele Severin Sample file

2 Summary Credits Introduction...... 4 Writer Daniele Severin Neverwinter and Evernight Editor Ashton Duncan Cover Art Bob Greyvenstein Adjusting This Adventure Cartography Stock Art © Derek Ruiz / Elven Background...... 5 Tower Cartography; Daniele Severin Overview Layout Daniele Severin Chapter 1: The Investigation...... 6 1. The Crime Scene Internal Illustrations 2. Greycastle’s House David Revoy - Bridge medieval fantasy city (CC BY 3.0) 3. Report to the Authorities...... 7 Arthur Rackham - Bird on a lantern (public 4. The Moonstone Mask...... 8 domain) 5. The Necromancer...... 11 Mehmet Canli - Dark City (CC BY SA 2.0) 6. Rosalyne’s Family...... 13 Forrest Imel - Warrior (M) 7. The Lair of the Many - Jaws...... 14 Dean Spencer - Cage 8. The Cemetery...... 16 Some artwork © Grim Press, used with Chapter 2: Evernight...... 18 permission. All rights reserved. Arrival at Evernight Cartography Stock Art by Elven Tower “You have no right to be here!”...... 20 Cartography The White Spider Tavern...... 21 Some artwork © 2015 Dean Spencer, used with permission. All rights reserved. House of Scream...... 22 The Corpse Market...... 23 ©2018 Daniele Severin. All rights reserved. Chapter 3: Agryndox’s Winery...... 24 First digital printing September 2018 and 1. Entrance published under the Community Content 2. Lounge Agreement for the Dungeon Masters Guild (http://www.dmsguild.com). 3. Cellar 4. Coffins...... 25 DUNGEONS & DRAGONS, D&D, Wizards 5. Dining room of the Coast, , , 6. Ballroom , the dragon ampersand, and 7. Altar of Orcus all other product names, and their respective logos are trademarks of 8. The Prisoners’ Room Wizards of the Coast in the USA and other Epilogue...... 26 countries. Appendix: Monsters and NPCs...... 28 This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. SampleAll other original material file in this work is copyright 2018 by Daniele Severin and published under the Community Content Agreement for Dungeon Masters Guild.

3 Introduction Adjusting This Adventure The “City of the Undead” is an adventure for Dungeons The module is optimized for a group of 5 characters & Dragons fifth edition playable by a group of 5th- to whose average party level (APL) is 8. This adventure 10th-level characters. The party crosses the streets of provides suggestions for adjusting for smaller or larger Neverwinter to investigate the disappearance of a young groups. You’re not bound to these adjustments; they’re aristocrat. The clues will take them to Evernight, a city here for your convenience. To figure out whether you dominated by the undead located on the Shadowfell. should consider adjusting the adventure, add up the The names of the creatures are written in bold; total levels of all the characters and divide the total by unless otherwise specified, NPCs use the statistics of the number of characters (rounding .5 or greater up; .4 the commoner. Creature statistics can be found in the or less down). This is the group’s APL. To approximate or in the Appendix at the end of this the party strength for the adventure, consult the document. The parts of text inside a box are to be read following table. or paraphrased to the players: everything else is for the Determining Party Strength only. Party Composition Party Strength 3-4 characters, APL less than Very weak Neverwinter and Evernight 3-4 characters, APL equivalent Weak The adventure takes place in two cities, Neverwinter 3-4 characters, APL greater than Average and Evernight, which coexist in the same space but are on two different planes of existence. 5 characters, APL less than Weak 5 characters, APL equivalent Average Neverwinter is located on the Material Plane, north of the Sword Coast. Also called the “Jewel of the North,” 5 characters, APL greater than Strong Neverwinter has now almost completely recovered 6-7 characters, APL less than Average from the eruption of Mount Hotenow about fifty years 6-7 characters, APL equivalent Strong ago. The river running through the city is warmed by 6-7 characters, APL greater than Very strong the volcano’sSample activity, producing a mild and temperate file climate that lasts all year round. Some encounters may include a sidebar that Evernight is the decayed and distorted version offers suggestions for certain party strengths. If a of Neverwinter. Located on the Shadowfell, the recommendation is not offered or appropriate for your city is inhabited mostly by undead and is ruled by a group, you don’t have to adjust. ghoul caste. Several portals connect the two cities, usually located in narrow alleys, dark corners, or abandoned houses. 4 Background Exactly one week before the beginning of this adventure, the young aristocrat Dorn Greycastle discovered that his beloved Rosalyne had disappeared. The love between the two had never been easy: the girl’s humble origins would have prevented the Greycastle nobles from accepting such a marriage, so the two decided to keep their relationship secret. After days of anguish and fruitless research, Dorn decided to visit her family, hoping to get some news. Rosalyne’s parents first blamed the boy for their daughter’s disappearance, but then, noticing Dorn’s despair, they became convinced of his innocence. Rosalyne’s family had no clue about her daughter’s fate: no note had been found, and all her belongings had remained at home. The only suspicion was an old legend spread in the neighborhood: it is said that a monster, nested in the sewers, uses demonic rats to kidnap people and feed on them in its lair. The young aristocrat didn’t hesitate for a moment - he drew his sword and ventured into the sewers to find the monster. Once he reached the creature’s lair, he discovered that it was a swarm of cranium rats (see Volo’s Guide to Monsters). The hive mind revealed to Dorn that the missing people had been kidnapped by Agryndox, an undead inhabitant of Evernight, who kidnaps Neverwinter citizens to sell their blood to ghouls and vampires. The swarm possessed an object — a mummified claw of a dragon-lich — that can be used as a key to open a portal to Evernight. The monster used this object to conduct his business with the City of the Undead. Unfortunately, not long ago, the claw was stolen by a group of adventurers who came to raid his lair. According to his spies, the object was sold to a necromancer called Ishte Cressel. Dorn then went to the spellcaster, offering to buy the object, but she categorically refused to give it away. Determined not to give in to a refusal, Dorn hired a professional thief to take the claw from the enchantress. The night this adventure begins, the young man was going with his escort to the Moonstone Mask tavern to pay the first deposit to the criminal. On the way, he was attacked by Agryndox’s servants, who, alerted by his spies to the boy’s investigation, decided to kidnap him and transport him to his lair at Evernight. Overview The adventure is divided into three chapters: Chapter 1: The Investigation. The adventurers discover that a young aristocrat has disappeared, his escort slaughtered. Chapter 2: Evernight. The investigation brings the characters to the City of the Undead, where they will have to find the kidnapper without ending up in the jaws of ghouls.Sample file Chapter 3: Agryndox Wineries. The characters infiltrate the lair of the kidnapper, trying to bring whoever survived to safety.

5 Chapter 1: The Investigation he characters have been in Neverwinter for a few days, looking for engagements and adventures. Since the characters will Lord Tstart at least from level 5, it is likely that they already have some accomplishments Greycastle and their fame is well-known in the city. Our adventure begins a few minutes after sunset when the characters notice a half-hidden corpse in a little-known alley. 1. The Crime Scene When you are ready to start, read or paraphrase the following to the players:

The last lights of the sun caress the roofs of buildings before retreating to the horizon. The streets of Neverwinter become empty as merchants close the market stalls, and artisans prepare to return to their homes. A warm breeze blows through the wide street, which is heated by the hot waters of the river. 2. Greycastle’s House While you are looking for an inn to spend the night, The Greycastle family home is relatively easy to find: a detail attracts your attention: from a dark alley not any citizen of Neverwinter can provide directions to far away, a puddle of blackish liquid slowly spreads. get there. They may arrive here immediately after You approach to investigate and as soon as you turn investigating the crime scene (paragraph 1), or the corner you realize that it is a puddle of blood. The accompanied by guards (see paragraph 3). Adapt the bodies of two men lie lifeless, their face and chest following accordingly: torn apart by horrible claws. You easily reach Greycastle’s House in a ten minutes The two men were Dorn Greycastle’s escort. The group walk. The building looks like a fortress more than was attacked a few minutes ago by Agryndox’s undead a dwelling. Built of masonry, it is flanked by two servants; the nobleman was kidnapped and taken to side towers. The large wooden door resembles the Evernight. If the players investigate the crime scene, drawbridge of a castle, but opens in two doors. You they will discover the following clues: knock on the door and are greeted a few moments Corpses. The dead bodies have terrible claw wounds, later by a bored butler. inflicted by some creature the size of a bear. If someone with proficiency in Medicine checks analyzes the If the city guards are not present, the butler will be corpses, they will notice that the men seem to have reluctant to let the characters in. If the characters are suddenly aged a decade, as if someone drained their convincing or show the man Dorn’s ceremonial sword vital energy (in practice, they have suffered necrotic will be let in immediately damage). Characters can reach the same conclusion by succeeding in a DC 15 Wisdom or Intelligence The main door opens heavily on a dimly lit corridor (Investigation) check. decorated only by a dusty scarlet carpet. The butler guides you to the main room, where you can see a Noble Sword. In addition to the common weapons large staircase leading to the upper floor. A young held by the two men, not far from the corpses there is servant girl with neat hair waits. Behind her, a a ceremonial sword, richly decorated. Characters with roughly dressed child is spying on you from around proficiency in History checks - as well as any citizen of the corner with a curious look. The butler gives Neverwinter - can recognize the symbols as belonging orders to the girl and then takes you to an adjoining to the Greycastle family, an ancient noble dynasty very room. “The Lord will be with you in a few minutes,” influential in the city. announces the servant, “in the meantime, can I offer Developments. The characters could decide to you a glass of wine?” he asks you, heading towards communicate the murder to the Greycastle family (see the cupboard without waiting for your answer. paragraph 2. Greycastle’s House) or report the crime in a barracks or to a passing patrol (see paragraph 3. Let the characters chat for as long as you deem ReportSample to the Authorities). If the players do not get there file necessary. After a few minutes, the Lord enters on their own, remind them that reporting the news and the room. handing over the sword to the Greycastle family could earn them a small reward.

6 Lord Greycastle

Of course, Lord Greycastle will also ask the city The door of the room opens wide: a man enters the guard to investigate. If the characters have not arrived room with imperious and heavy steps. Despite the with the guards, the Lord will order to immediately refined robes and golden rings, Lord Greycastle prepare a carriage for the barracks (if the characters reminds you more of a soldier than a nobleman. As decide to accompany him, see paragraph 3. Report to he advances with martial stride, his hard gaze rests the Authorities). on each of you. “I hope it is important,” he says dryly, smoothing his mustache with one hand. 3. Report to the Authorities Lord Pontyr Greycastle is a noble in his fifties, with a Whether they decide to turn to a patrol that has just severe appearance and muscular physique. From his discovered the crime scene or to accompany Lord military past, the Lord is easy to anger and used to Greycastle to the barracks, the characters will, in any giving orders. case, find themselves talking to Sergeant Botor (use the When the characters tell him about the crime scene statistics of a veteran). The sergeant is a six-foot tall and show him the sword, Greycastle reacts with anger, elderly half-. He seems posed and thoughtful. Botor cursing alleged rivals. The Lord will explain that the will ask the characters circumstantial questions, asking sword belongs to his son: his immediate concern will them how they found the bodies and if they noticed be to find him and bring him home safe and sound. anything particular. The sergeant is able to immediately The characters will be asked to investigate: the Lord recognize the symbols on Dorn’s ceremonial sword as offers as a reward 2,000 gold coins each character. belonging to the Greycastle house. As soon as the name Alternatively, the DMs can replace the reward with a Greycastle comes up, the half-orc will reveal: magic item of their choice. Developments. If the players don’t do it first, Lord The sergeant makes a thoughtful face, massaging his Greycastle will ask the servants where his son was jaw just below the protruding canines. “Exactly seven going Sampletonight; however, the servants don’t know days ago, the young Dorn Greycastlefile came into the anything about it. At that moment, the child will pop barracks to report the disappearance of a woman... a up from behind the door, shyly admitting that he heard certain Rosalyne. She’s a young girl from the slums. Dorn talking to his escort: the young man was planning The boy was very agitated and worried, but when I to go to the Moonstone Mask tavern (see paragraph 4. asked him what his relationship with the girl was, he The Moonstone Mask). was rather evasive. We went to question her family, but we found no clues or suspects”.

7 Sergeant Botor If the characters enter the tavern, continue:

One step into the portal is enough to transport you to the flying island. A short staircase leads you to the elegant palace: you reach a large room full of tables occupied by elegant patrons. The customers are served by a group of waitresses, dressed in a black toga and with part of their face covered by a luminescent moonstone mask. Behind a counter, a masked woman is preparing drinks. On the opposite side, a staircase leads to the upper floors.

Dorn Greycastle is a well-known customer of the tavern; however, no one has seen him recently. If the characters ask around, they are pointed out to two men sitting at a table drinking liquor. Dorn has often been seen in the company of these people.

The two men are between twenty and thirty years old. One of them is aspirating some flavored tobacco in a long pipe; he is a half- with long, gathered hair, with a white shirt through which you can see his muscular figure. The second is a half-orc with refined clothing and a relaxed look. On the table, there is a glass Developments. The city guard will begin investigating bottle containing a thick amber liquid, now almost the murder, but these will go slowly due to the lengthy finished, and two finely worked glass goblets. When bureaucracy: in any case, the guards will not oppose a you approach their table, the two men look curiously parallel investigation conducted by the characters. at you. If the characters request it, Sergeant Botor provides the address of Rosalyne’s family (see paragraph 6). If The two men are Korfel Liadon and Gubrash Holg, the Greycastle family has not yet been informed of the two aristocratic friends of Dorn Greycastle. In recent crime, the guards will ask the adventurers to accompany times Dorn did not show up very often, and even in them as witnesses to tell the Lord what they saw (see the moments they spent in his company he seemed paragraph 2. Greycastle’s House). distracted and absent. 4. The Moonstone Mask The Moonstone Mask is one of the most famous taverns Gubrash Holg of Neverwinter and the Sword Coast. It is a manor built on five floors, which, in addition to the common room, includes guest rooms and a ballroom. The tavern stands on a flying island above the sea, floating sixty feet above the coast. To make transport easier, a portal has been built connecting the tavern to the shore. When the characters arrive in sight of the inn, read or paraphrase the following:

You cross the Protector’s Enclave to get to the port. Here you will immediately notice a large island floating in the sky, sixty feet above the Sword Sea. Large chains keep the island hooked to the mainland and a long, shaky bridge allows the passage. On the island stands a luxurious five-story building, a manor that would make the nobles and the richest merchants envy. Just before the bridge, there is a portal - formed by two totems with magical flames on theirSample tips - that connects the floating island to the file mainland.

8 Korfel Liadon Lucan Amakiir

The two began to make increasingly fanciful Lucan had to meet with Dorn to receive an advance assumptions about Dorn’s strange behavior: in the end, on a job that the nobleman had commissioned him: caught in a vice between curiosity and worry, the two he was supposed to steal an object from the house of nobles decided to follow him. The explanation of the a necromancer, Ishte Cressel. Dorn had explained to mystery turned out to be rather unsatisfying — Dorn had him that it was the key to a planar portal, an amulet fallen in love. The boy spent almost every night secretly consisting of the claw of a dragon-lich. To complete the meeting a young girl. The reason for such secrecy is job, Lucan asked Dorn for 200 gp on acceptance and simple: his beloved is poor as a church mouse. Korfel another 2,000 gp when the job was finished. and Gubrash have suspected it ever since they spied on Developments. If requested, Korfel and Gubrash their romantic walk from the Winged Wyvern bridge. are able to provide directions to Rosalyne’s house (see When they followed them to her house, the suspicion paragraph 6. Family of Rosalyne). Lucan can provide materialized: the girl lives in a hovel in the suburbs, not the address of the enchantress (see paragraph 5. The far from where the Chasm stood a few years earlier. Necromancer).

Unexpected Interest If the characters hire Lucan The conversation between the characters and the two The characters could decide to close the deal left nobles is listened very carefully by a man sitting alone unfinished by Dorn, commissioning Lucan’s job (if at a couple of tables away. Although the man tries to they are able to pay for it). The Dungeon Master conceal his interest, the characters have a chance to is invited to think in advance how to settle this discover it. If at least one of the characters has a passive possibility. If you decide to allow it, the characters will Perception of 15 or greater, read the following: have to pay a down payment of 200 gp and another 2,000 gp at the end of the deal. While Lucan executes As you talk to the two nobles, you notice that your the job, the characters might want to follow Rosalyne’s conversation has attracted the attention of a man track indicated by Korfel and Gubrash. After a few sitting at two tables away from you. He is an elf, hours, Lucan and the characters meet again at the sitting alone, dressed in a tight-fitting dark coat and a Moonstone Mask: the elf will give the players the fox shawl. As soon as your eyes meet, the man turns dragon-lich claw and Cressel’s diary, contained in his head simulating indifference. the casket in the workshop (see paragraph 5. The Necromancer - Treasure). If you want to prevent If the characters approach him, the elf will calmly get the characters from commissioning the heist, you up and head for the exit. If forced into a confrontation, could make Lucan refuse because he does not the elf denies any interest in the characters’ affairs and trust the adventurers; or the thief could ask for a demands to be left alone. If a character disproportionate payment. As a last chance, Lucan succeeds in a DC 15 Wisdom (Insight) check they might fail the job, increasing the pool of undead in realize that the man is lying. In order to get him to talk, Cressel’s service. the characters will have to use convincing arguments and succeed in a DC 15 Charisma (Deception, Intimidation, or Persuasion) check. LucanSample Amakiir (a spy) is a professional thief and con file man. He is at the Moonstone Mask because he has an appointment with Dorn Greycastle, but the nobleman is several hours late. Lucan was about to leave when the characters came in to ask questions about the boy. The thief then tried to spy the conversation to understand what was going on.

9 Sample file