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Adapting "The Slaying Stone" for Neverwinter Campaign Setting
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<blockquote data-quote="CM" data-source="post: 6171330" data-attributes="member: 18340"><p>Thread necro incoming! <img src="http://www.enworld.org/forum/images/smilies/devil.png" class="smilie" loading="lazy" alt=":devil:" title="Devil :devil:" data-shortname=":devil:" /> Found this thread in a web search and thought I would add to it:</p><p></p><p>I too am planning on adapting the Slaying Stone to launch my Neverwinter campaign. Here's a rundown of the changes I will be making:</p><p></p><p>The Slaying Stones will actually be a set of five daggers crafted by Thay. On a hit when activated, the target is killed, as normal for the slaying stones. One round later, the remains begin to bubble and smoke, growing into a huge undead monstrosity, stats somewhere around a level 3 solo with a weak necrotic aura, attacks with knockback, threatening reach, and so on. Essentially an abomination from Warcraft. Thay crafted these weapons as a form of terrorism to incite the populace into panic and encourage them to flee the city. On the night the adventure begins, four of the weapons will be successfully used in crowded taverns. The characters, who don't yet know each other, will be present for one of these fights. The encounter begins when a man in simple robes with a shaved head stands up and yells "All will submit to the glory of Thay in life, or in death!" and then stabs the nearest NPC and activates the dagger. The PCs will have to work together to defeat the abomination (along with whatever surviving bar patrons haven't fled).</p><p></p><p>The fifth dagger was never used. When the cultist wielding it stood up to make his speech, an annoyed bartender smashed him in the back of the head with a liquor bottle, knocking him out. He dropped the dagger, and a street urchin grabbed it and fled into the streets. Guards later arrested the cultist and threw him in jail.</p><p></p><p>The next day, notices are posted all over town for rewards offered for the return of the remaining dagger. Few groups are willing to go after such a dangerous item, however (except, hopefully, the PCs). if they take the job, the players are allowed to question the cultist before he is hanged, but he doesn't have much to offer. They can examine the used daggers, which the authorities can confirm were crafted as a set of five. Apparently if all five were activated at once as intended, their effect would have been much more powerful. </p><p></p><p>Questioning the vagrants and others who live around the tavern where the failed attack took place result in one person who saw a street urchin of matching description running down an alley. The person then heard a fight, but was spooked and did not investigate. Finally the witness can lead the party to the alley, where they can find some claw marks and a dead dead rat (gang member). These clues can lead to a number of dead rat hangouts (encounters 4-7 and 12, reskinned to be human dead rat gang members), a gray wolf tribe hideout (encounter 8-9 reskinned to be uthgardt gray wolf tribesmen), and so on. Clues and interrogations eventually lead to Tyristys' lair.</p><p></p><p>NPCs:</p><ul> <li data-xf-list-type="ul">Treona and Alkirk are affiliated with Helm's Hold and are working as consultants for New Neverwinter's mercenary guards. I haven't decided if either has a secret motive.</li> <li data-xf-list-type="ul">Dreus is working for Thay, most likely.</li> <li data-xf-list-type="ul">Kiris Hoyt at the Shrine of Selune--Not sure on this guy yet, might make him a Harper that comes under attack by Nashers who believe they have proof he's responsible for Cymril's death. He attacks the players because he believes they are in league with the Nashers and part of the ambush, but can be convinced to stop attacking the party during combat. I'll probably make him a werebear so as not to associate him with the dead rats or the gray wolves (note: wow, no werebears in the compendium yet? might just use wereboar).</li> <li data-xf-list-type="ul">Severed Eyes: These orcs can just be a group associated with Many-Arrows, perhaps even hired through Bregan D'aerthe?</li> <li data-xf-list-type="ul">Tyristys is perhaps a bit greedier than the adventure intends, and spends a lot of time in human form (my house rule, all dragons can shapechange to one or more humanoid forms, depending on age) prowling the ruins for treasure, or infiltrating human society. He was present in the tavern during the failed attack. Sensing the powerful magic in the dagger, he grabbed it and fled into the night. He briefly skirmished with a group of dead rats, killed one, and fled back to his lair. Dead rat survivors that are interrogated might be able to tell the story about the urchin changing into a golden-scaled dragon, terrifying them into fleeing. The clues at the library point to some other treasure that Tyristys looted in the past, unrelated to the adventure.</li> </ul></blockquote><p></p>
[QUOTE="CM, post: 6171330, member: 18340"] Thread necro incoming! :devil: Found this thread in a web search and thought I would add to it: I too am planning on adapting the Slaying Stone to launch my Neverwinter campaign. Here's a rundown of the changes I will be making: The Slaying Stones will actually be a set of five daggers crafted by Thay. On a hit when activated, the target is killed, as normal for the slaying stones. One round later, the remains begin to bubble and smoke, growing into a huge undead monstrosity, stats somewhere around a level 3 solo with a weak necrotic aura, attacks with knockback, threatening reach, and so on. Essentially an abomination from Warcraft. Thay crafted these weapons as a form of terrorism to incite the populace into panic and encourage them to flee the city. On the night the adventure begins, four of the weapons will be successfully used in crowded taverns. The characters, who don't yet know each other, will be present for one of these fights. The encounter begins when a man in simple robes with a shaved head stands up and yells "All will submit to the glory of Thay in life, or in death!" and then stabs the nearest NPC and activates the dagger. The PCs will have to work together to defeat the abomination (along with whatever surviving bar patrons haven't fled). The fifth dagger was never used. When the cultist wielding it stood up to make his speech, an annoyed bartender smashed him in the back of the head with a liquor bottle, knocking him out. He dropped the dagger, and a street urchin grabbed it and fled into the streets. Guards later arrested the cultist and threw him in jail. The next day, notices are posted all over town for rewards offered for the return of the remaining dagger. Few groups are willing to go after such a dangerous item, however (except, hopefully, the PCs). if they take the job, the players are allowed to question the cultist before he is hanged, but he doesn't have much to offer. They can examine the used daggers, which the authorities can confirm were crafted as a set of five. Apparently if all five were activated at once as intended, their effect would have been much more powerful. Questioning the vagrants and others who live around the tavern where the failed attack took place result in one person who saw a street urchin of matching description running down an alley. The person then heard a fight, but was spooked and did not investigate. Finally the witness can lead the party to the alley, where they can find some claw marks and a dead dead rat (gang member). These clues can lead to a number of dead rat hangouts (encounters 4-7 and 12, reskinned to be human dead rat gang members), a gray wolf tribe hideout (encounter 8-9 reskinned to be uthgardt gray wolf tribesmen), and so on. Clues and interrogations eventually lead to Tyristys' lair. NPCs: [LIST] [*]Treona and Alkirk are affiliated with Helm's Hold and are working as consultants for New Neverwinter's mercenary guards. I haven't decided if either has a secret motive. [*]Dreus is working for Thay, most likely. [*]Kiris Hoyt at the Shrine of Selune--Not sure on this guy yet, might make him a Harper that comes under attack by Nashers who believe they have proof he's responsible for Cymril's death. He attacks the players because he believes they are in league with the Nashers and part of the ambush, but can be convinced to stop attacking the party during combat. I'll probably make him a werebear so as not to associate him with the dead rats or the gray wolves (note: wow, no werebears in the compendium yet? might just use wereboar). [*]Severed Eyes: These orcs can just be a group associated with Many-Arrows, perhaps even hired through Bregan D'aerthe? [*]Tyristys is perhaps a bit greedier than the adventure intends, and spends a lot of time in human form (my house rule, all dragons can shapechange to one or more humanoid forms, depending on age) prowling the ruins for treasure, or infiltrating human society. He was present in the tavern during the failed attack. Sensing the powerful magic in the dagger, he grabbed it and fled into the night. He briefly skirmished with a group of dead rats, killed one, and fled back to his lair. Dead rat survivors that are interrogated might be able to tell the story about the urchin changing into a golden-scaled dragon, terrifying them into fleeing. The clues at the library point to some other treasure that Tyristys looted in the past, unrelated to the adventure. [/LIST] [/QUOTE]
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