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<blockquote data-quote="THEMNGMNT" data-source="post: 8562272" data-attributes="member: 6809274"><p>35th session of my Neverwinter campaign. Three 7th level characters: half-orc vengeance paladin, human genie warlock, drow evoker wizard.</p><p></p><p>The warlock plays her character like a rogue, and she's affiliated with the local thieves guild -- a confederation of honorable thieves known as The Key. (I made them up for this campaign. The Forgotten Realms has a lot of cool thieves guilds but virtually all of them are evil.) The Key's interests are under threat in a poor, dismal neighborhood called Greyveil. (For Neverwinter I'm using the map of Korvosa from Pathfinder, which is a lovely piece of art. The canon map of Neverwinter is somewhat dull. So I'm making up most of the geography of the city as we go.) The threat comes from a group of rogue drow known as the Night's Kiss (I borrowed this name from Mike Shea, the Lazy DM). Unknown to the players, the Night's Kiss are in service to a mind flayer with designs on the entire city. I'm essentially running a modified version of Hall of Harsh Reflections, an adventure from the Age of Worms adventure path in Dungeon magazine.</p><p></p><p>The last several sessions had a lot of skullduggery, and the player characters came out on the wrong side of it, so I wanted to start this session with action and a quick win. I told the players to roll initiative and dropped them straight into a battle with drow atop a bridge. The PCs made short work of the drow.</p><p></p><p>Their destination was an inn doubling as a Key safehouse called the Crooked House. Behind the bar was a fearsome half-orc. An agent of the Key. The paladin started to chat up the half-orc and to my surprise the players took to him immediately. Originally I had planned to make him a puppet of the mind flayer. But I quickly realized that there were better ways to use him. More on that in the next session...</p><p></p><p>Putting together some clues from the half-orc and the drow ambushers, the players deduced the location of the Night's Kiss lair. They paid for rooms in the Crooked House and began to plan their next moves.</p><p></p><p>Next session: Murder in the Crooked House!</p></blockquote><p></p>
[QUOTE="THEMNGMNT, post: 8562272, member: 6809274"] 35th session of my Neverwinter campaign. Three 7th level characters: half-orc vengeance paladin, human genie warlock, drow evoker wizard. The warlock plays her character like a rogue, and she's affiliated with the local thieves guild -- a confederation of honorable thieves known as The Key. (I made them up for this campaign. The Forgotten Realms has a lot of cool thieves guilds but virtually all of them are evil.) The Key's interests are under threat in a poor, dismal neighborhood called Greyveil. (For Neverwinter I'm using the map of Korvosa from Pathfinder, which is a lovely piece of art. The canon map of Neverwinter is somewhat dull. So I'm making up most of the geography of the city as we go.) The threat comes from a group of rogue drow known as the Night's Kiss (I borrowed this name from Mike Shea, the Lazy DM). Unknown to the players, the Night's Kiss are in service to a mind flayer with designs on the entire city. I'm essentially running a modified version of Hall of Harsh Reflections, an adventure from the Age of Worms adventure path in Dungeon magazine. The last several sessions had a lot of skullduggery, and the player characters came out on the wrong side of it, so I wanted to start this session with action and a quick win. I told the players to roll initiative and dropped them straight into a battle with drow atop a bridge. The PCs made short work of the drow. Their destination was an inn doubling as a Key safehouse called the Crooked House. Behind the bar was a fearsome half-orc. An agent of the Key. The paladin started to chat up the half-orc and to my surprise the players took to him immediately. Originally I had planned to make him a puppet of the mind flayer. But I quickly realized that there were better ways to use him. More on that in the next session... Putting together some clues from the half-orc and the drow ambushers, the players deduced the location of the Night's Kiss lair. They paid for rooms in the Crooked House and began to plan their next moves. Next session: Murder in the Crooked House! [/QUOTE]
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