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Neverwinter making the rounds
Neverwinter making the rounds







neverwinter making the rounds

The maps were great and I provided some hand painted miniatures. Three of the players were new to this iteration of D&D, but they seemed to enjoy the show. The captain of the guard asked for help and the heroes obliged, making the Armory safe, and battling spiders and shadows to do so.Ī wonderful time was had by all. Dark beasts were bested, and the party ventured into the street to find the town in chaos. The players roleplayed a bit in the tavern, and then were woken up at the stroke of midnight by the town of Duponde's sudden transport to the dark dimension known as the Shadowfell. We established the scene, couriers stuck in a backwater down waiting for the river to ease its furious flood. In the first session I had had a full table of six, and ran through the first two encounters in three hours, using all the pregenerated character cards. This Wednesday we played our second belated session of D&D 4e Encounters: Dark Legacy of Evard. Note: Sometimes 3 rounds maybe required, if so on the second round just ensure heads are on last 5 bars.Once again into the breach, a Dungeon Master braves the wilderlands of the public gaming table, welcoming all who come to play at 6:30pm on Wednesdays at Red Castle Games of PDX, OR. Death of the heads will complete the raid.

  • Again, all players head to black and completely kill the head this round and continue on zerg fashion through to white.
  • After the clerics have completed their spells, you’ll be able to finish the heads of Tiamat if you got all the heads down to five bars in the first phase fighting the heads.
  • The cleric phase will start again, so split into two (2) groups of five (5) and repeat protecting the clerics.
  • Move in zerg fashion to green, orange, blue and lastly to white leaving last 5 bars.
  • All players to go to the black head and kill the head down to the last 5 bars.
  • When they complete their spells the next stage starts. Don’t fight next to/on the clerics or they will need more time to get their spells ready.
  • Split into two (2) groups of five (5) and protect the clerics who are making protective spells for the players.
  • After the 5 summoners are dead, head back to kill Severin.
  • At the commencement of the raid kill the summoners together in a zerg fashion, collecting gems on the way.
  • The middle cleric doesn’t need protecting anymore.
  • Instruct which party protects which cleric on entering.
  • neverwinter making the rounds

    Instruct all players to make an available slot on the belt to pick up the gems to protect players when killing the heads of Tiamat.

    neverwinter making the rounds

  • Gather your party of 10 (2 healers, 2 tanks and 6 dps).








  • Neverwinter making the rounds