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Alliance at Nefelus

Page history last edited by pbworks 8 years ago

Character Level: 14-15

 

Synopsis

Amyria, head of the war council, recruits the party to aid Nefelus, an island magocracy and potential ally in the war against the githyanki. The normally tropical island is gripped in a magical winter. Their war galleon must break through a surrounding ring of ice while the party fights off frost giants. Once on Nefelus the party is asked to put a stop to the icy conditions, and travel underwater to Icehome, dodging patrols. Inside Icehome they do battle with the twin-headed white dragon Chillreaver, an exarch of Tiamat,  and must deactivate the magical artifact behind the extreme cold, the Seed of Winter.

 

Locations

  • Brindol's Pride: Coalition caravel
  • Nefelus: tropical island gripped by a magical winmter
  • Icehome: Magically constructed iceberg lair, created from Chillreaver's will and the power of the Seed of Winter

 

NPCs

  • Amyria: deva paladin of Bahamut
  • Bejam: Deva Thraxi, ruler of Nefelus
  • Uarion: githzerai mindmage that precedes the heroes into Icehome
  • Xurgelmek - sahuagin baron transformed by the Seed of Winter
  • Nara of the Wastes - frost giant iceshaper, leader of the frost giants in Icehome
  • Chillreaver - exarch of Tiamat, two-headed white dragon
  • Cachlain: The Stone-Skinned King, formorian noble.
  • Webmail

 

Main Plot Points:

  • Nefelus will join the coalition against the githyanki.

 

Thoughts

Some of these maps are very large.  Beware if printing.  Or just use the encounter-specific maps if you don't have enough room or don't think your players will utilize the space. -Mr. Ham

 

Continuity Notes

Amyria (RaR, DotD, HotBG) plays a major role in Alliance of Nefelus.

Kalad and Lord Divian Torrence are killed by githyanki elsewhere during the events of this adventure.

 

Comments (4)

Rob Douglas said

at 5:59 am on Apr 21, 2012

Having a real problem with the Chillreaver battle. First off, my party was still only 14th level. And they didn't seem to take the warning too seriously. I have 6 players, but on this day only 4 showed up, so we took 4 PCs in - that won't work either. The attack from the Seed will pretty much take out half the party every round once it gets going, and Chillreaver is so maneuverable, it is hard to pin him down.

I made a couple of adjustments. -1 attack for the Seed for each mirror destroyed. The Seed can only dominate 1 character at a time. Even so, the party had to retreat and use Solace Bole to rest up, gain a level, and go back in. Make sure your party takes this one seriously or it could be a TPK.

Alex said

at 9:08 pm on Dec 31, 2012

Something must be wrong if the party doesn't take a huge two-headed dragon and exarch of Tiamat seriously. Just let them die and come up with continuity plot. Maybe some of them wash ashore.

Sentack said

at 11:19 pm on Apr 12, 2013

The plot for this module comes out in left field and honestly I feel like an unprepared DM might get caught in a few traps with this module. Some are some of my thoughts.

First of all, for those who read the PHB2 entry for Deva's will note that it speaks about how the Deva never have cities of their own... Yet this module talks about a long standing city of Deva. This can cause problems with some players because it breaks the world fiction pretty hard. A city of resurrecting angel knightly people. It's a little odd. I suggest changing the city to be populated by other mixed races, but to be sure to keep Bejam. Keeping him a Deva still might be odd but it's less odd than the whole city of Deva)

The module also introduces the ritual "Solace Bole". I highly recommend that you remove this ritual from the game. You're not going to like this ritual and it actively breaks things later on in the module. What it does is offer a free extended rest in the middle of any dungeon without any chance of being caught. This was a problem in 3E with Rope Trick, now in 4e, it was considered banished but now has crept back in unexpectedly. If you do remove this ritual, change the amount of time the players have to complete their mission to fit an extended rest. They will need it.

As for the main plot of the game, I strongly recommend that DM's hint about Nefelus well before this module begins. Also try to play up Bejam as much as possible, this character shows up a lot in later modules and he should be considered a valuable ally.

As for the dungeon, I recommend that DM's consider rebuilding the Icehome map to make it much less linear. The railroads on this one are just a step too ridiculous and your players will appreciate it. Also consider dropping the Uarion element since it doesn't add much, in my opinion.

Lastly, Chillreaver. Don't forget to rebuild him using a MM3 model but watch out, the Seed's domination power can be deadly.

Jeremy said

at 11:57 am on Jul 11, 2013

Couple continuity questions in the concluding the adventure part. It says Amyria speaks little of her recently discovered past with the Nefelese but I can't figure out what the heck the author is talking about.

Also they hammer home that Nefelese magic mirrors are disappearing all over the world and only some of them were being used on the Seed. Where are the rest and what are they being used for?

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