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1703316-Justice in Neverwinter 1 - Union Strike - AC FINAL
1703316-Justice in Neverwinter 1 - Union Strike - AC FINAL
Artwork by Amami Kapangyarihan and DM This work contains material that is copyright Wizards of
Guild asset packs, with additional artwork by the Coast and/or other authors. Such material is used
with permission under the Community Content
permission of Maxa Postrophe.
Agreement for Dungeon Masters Guild.
Title typeset by Andrea Milan
All other original material in this work is copyright 2023
by Alison Cybe and published under the Community
Content Agreement for Dungeon Masters Guild.
Adventure Background
The adventurers are hired by Angward Stonemar,
head of industrial operations at ForestCo, to act as
freelance mercenaries. A new up-and-rising
dwarven-run industry, ForestCo was formed by a
Adventure Overview attacker can choose to knock the opponent
unconscious instead of killing them.
The adventure is divided into three parts.
If the player states they wish to deal non-lethal
Act One. The adventurers are hired by Angward
damage to subdue their foe, there is never a
Stonemar, industrial operator for ForestCo, to kill a
penalty to doing so.
tribe of kobolds who are threatening their
settlement of Shakevan. They then travel to the Presuming lethal intent during combat encounters
village, enjoying a leisurely ride before the action robs players of their freedom to determine the
begins. type of character they wish to play. If a player
wishes to play a character who maintains a ‘no
Act Two. Arriving at Shakevan, the adventurers
killing’ rule, the Dungeon Master should
interrupt a conflict between the villagers and the
encourage them to do so; imposing penalties on
kobolds. They have a chance to speak with the
their attack rolls creates a mechanical impetus for
kobolds and learn their side of the story,
the player to act against how they genuinely wish
uncovering the truth about Shakevan’s mining
to play their character. It also creates an additional
facility.
challenge for a Dungeon Keeper if a foe in
Act Three. Infiltrating the mining facility, the question had important information to pass to the
adventurers find workers in terrible states of players.
abuse and unsure what to do. With the aid of the
Although the Dungeon Master shouldn’t share
kobolds, the adventurers assist the workers in
specific details of the adventure’s combat with the
forming a trade union to demand better pay and
players, ensure that everyone at the table knows
conditions, and reclaim the kobold’s homeland.
how much or how little combat is likely to occur in
- the adventure and that they’re aware of any
alternative outcomes of such encounters.
Content Warnings
-
This adventure deals with themes of child labour,
worker exploitation and physical injury. It also Adventure Hooks
discusses subjects of displaced peoples.
There are four possible hooks for adventurers to
Some players may find these subjects give them additional reason for being invested in
uncomfortable or distressing. If this is the case, the this particular mission. This isn’t an exhaustive list,
Dungeon Master should strive to make the game and the Dungeon Master should encourage any
feel safe and comfortable for that player, rather player who has ideas of their own.
than exclude any players from participating.
Indebted The adventurer owes a considerable sum
- to ForestCo for services rendered in the past. The
nature of these services are up to the player and
Managing Expectations the Dungeon Master; perhaps the adventurer
This adventure includes two combat encounters. purchased a significant amount of ore with the
promise of repaying their debt later. In either case,
The first pits the party against a group of Kobolds. ForestCo are offering to clear the debt in return
This combat is against a non-hostile force acting in for the adventurer completing a mission.
self-defence, and therefore can be completed
without the PCs inflicting any fatalities. The second Rivalry The adventurer is the child of a prestigious
combat is against the head of a ForestCo mine’s blacksmith who, due to ForestCo undercutting
security and their team, which the PCs cannot de- them on price, struggled to afford to pay the bills.
escalate. The adventurer turned to their current occupation
to make some additional gold, but has now heard
In all combat encounters during the Justice for that ForestCo are hiring. The adventurer aims to
Neverwinter series, adventurers retain the option take a job with them in the hopes of uncovering
to resolve fights without dealing fatal damage. some of their trade secrets or material they can
When a foe’s Hit Points are reduced to zero, the exploit for their own ends.
Investigator The adventurer is the sibling or
spouse of a ForestCo employee. Their loved one
joined the business during one of the company’s D4 Result Adventure Hook
recruitment drives, following which they vanished. 1 Indebted
The adventurer seeks answers and hopes this will 2 Rivalry
give them a chance to uncover some clues. 3 Investigator
4 Recruit
Recruit You joined ForestCo several days ago. 5 Infiltrator
Following an interview, you were accepted and the 6 Wise Folk
company now wish for you to undertake this
mission as part of your training. You understand
that with the right display of attitude, your future
in the business could be promising.
The adventurers then have the rest of the day to After dinner, adventurers hear a startled cry from
make any preparations they wish. Typically this the back of one of the wagons. Those who hurry
involves purchasing any items or equipment they to investigate find Manyr chasing away four wiry
require; the Dungeon Master should try to ensure coyotes, who bark and flee into the sunset. “They
this is done quickly so as not to bog down the pace got into the foods” explains the elf. “Mostly got
of this part of the adventure. The PCs may the potatoes though; nothing valuable. But it looks
purchase any non-magical items. like dinner will be sparse on the ground for the
rest of the ride, I’m afraid.”
The next morning rises early. When the players are • Wisdom (Animal Handling), DC 18 to
ready, read or paraphrase the following; watch where nearby animals forage,
• Intelligence (Investigation), DC 14 to find
A thin layer of mist forms close to the ground this
where the ground is wet and fertile,
morning, below a crimson-orange sky. The street
• Intelligence (Nature), DC 10 to find
itself is chilly, and filled with three wagons. Several
berries and fruits among the trees by the
brawny individuals load them, filling them with
roadside,
meats and fruits in one wagon, clothing and fabrics
• Wisdom (Survival), DC 10 to identify
in another, and assorted knick-knacks in the last.
various herbs and make them pleasantly
Glancing over to you, a wiry half-elf waves. “You
edible.
the passengers bound for Shakevan?” they call to
you.
If half or more of the players succeed, they are
The half-elf is Manyr Elmeswear the lead driver of able to gather enough additional ingredients for a
the caravan. As soon as the adventurers confirm good meal on that day. As stated, the adventurers
who they are, Manyr assures them their passage may attempt scavenging for food in this way three
has been arranged and paid for. “Hop in the back; times; once per day of travel. Each day they do so,
there’s enough bedding to keep you comfortable Manyr’s disposition towards the party grows.
for the trip.”
Hushed Words
The DM should select one of the adventurers; that
PC is approached by one of the miners, a young
woman with a heavy pair of goggles and fiery hair.
This is Emory Hemsford although she doesn’t
identify herself at this stage.
Before the adventurers head into the mines, Area A: Entrance Chamber
Manyr pulls them aside and offers to cast an The PCs are able to access the mine without any
enchantment on them, disguising each of the PC as issue due to Manyr’s enchantment. A main tunnel
an employee. “This should let you pass the guards, descends from the open air into the mine proper.
but keep an eye open for Galunder; he’ll be
around and is best avoided.” If asked, Manyr Two miners huddle discretely in a dark corner of
explains that after they heard of Clem’s accident, the tunnel, speaking to each other in hushed
they’d had all of the work from ForestCo that they voices and occasionally looking up to glance
could stomach. around. One is a thin Halfling woman named
Berbet Firetongue (she/her) who, if the PCs
When the PCs are ready, they can head into the approach, ushers for the adventurers to keep their
mines. Consult Map B for guidance on the layout noise down. “You’re not with management, are
of the various chambers in the mines. you?” she asks.
• In each area of the mine, there is a skill As long as the PCs don’t tell her they represent the
challenge. If successful, this challenge will mine’s management, she’s willing to express her
yield a signature on the document. dissatisfaction with the situation in the mine. Every
now and then, she glances towards the guards at
• The PCs can visit any area of the mine
the entrance to make sure they’re looking in
they wish, in any order. They may revisit
another direction.
any area as often as they wish.
Any PC speaking to her must succeed at a Stealth
• Each PC may attempt each skill challenge
(Dexterity) check, DC 18, to ensure they don’t
ONCE ONLY.
attract the guard’s attention. If they succeed,
• Each skill challenge can be attempted Berbet is happy to sign the form for the PCs. If
once per party member. they fail, their voices carry just loudly enough to
catch the guard’s attention, causing Berbet to
• Only one success is required to succeed at discretely shuffle away into the tunnels and out of
an area’s skill challenge. sight.
• The skill challenge in each area is a failure If the PCs succeed in gaining Berbet’s signature,
once every PC who chooses to attempt she also teaches one of the PCs a few quick hand
them fails to succeed. signals which are used in the mines to allow
• Every successful skill challenge yields one workers to communicate. This grants one PC
signature on the PCs document. The DM advantage on their skill check in Area D.
should keep track of how many signatures
the PCs acquire.
Area B: Equipment Stores
A short distance down from the entrance
chamber, a thin tunnel leads to an alcove which
contains a large number of storage crates. They
contain picks, lanterns, uniforms and replacement
parts for machinery.
If the PCs succeed in gaining Yates’s signature, he The DM should total up how many signatures the
also hands the PCs a small lump of ore, explaining PCs acquired. If they gained six or more, Hemsford
that the magical minerals within glow faintly while is ecstatic; the union is off to a grand start!
in the presence of arcane energies. This grants one
PC advantage on their skill check in Area B. If the PCs gathered fewer, Hemsford is
consolatory; the union can still go ahead, but it will
struggle to find its footing and the challenges it
meets along the way to being fully established will
Area H: Warrens be greater.
This spiralling network of tunnels was previously
Hemsford claps her hands together. “Now!” she
home to the cavern’s kobold population before
declares. “It’s time for action. We have our list of
they were displaced. Although much of the
demands; what we insist ForestCo does to make
kobold’s homes have been destroyed to make way
conditions better for us. We will put those to the
for the mine, parts of the warrens still exist. They
company see if they accept.”
are uncharted by ForestCo. The company has not
yet started mining in this section, so the workers Clem looks up from his chair, “Do you think they
are instructed that the warrens are off-limits. will?”
Near the entrance to the warrens, two workers Hemsford looks down. “Honestly? No, I think
stand staring at some of the murals etched on the they’ll fight us every step of the way. But that’s
walls. The younger of the two, a red-bearded why we must be ready to do what needs to be
dwarf called Brier Dowerfringe (he/they) looks at done next; put down our picks and strike!”
the murals uncertainly. “My father told me these
symbols were some form of warning. We’ve
probably dug too deep and tapped into a pocket of
toxic gas. Damn this company.”
Rewards
Each PC gains 250 + 2D20 gold coins.
Most trade unions are independent of any employer. However, trade unions try to develop close
working relationships with employers. This can sometimes take the form of a partnership agreement
between the employer and the trade union which identifies their common interests and objectives.
If agreement can't be reached and the organisation employs more than 20 people, a union may
apply for statutory recognition. To do so, it must first request recognition from the employer in
writing. If this is unsuccessful, the union can apply to outside agencies for a decision. If a union is
formally recognised by an employer, it can negotiate with the employer over terms and conditions.
This is known as 'collective bargaining'.
Labour unions are associations of workers formed to protect workers' rights and advance their
interests. Unions negotiate with employers through a process known as collective bargaining. The
resulting union contract specifies workers’ pay, hours, benefits, and job health and safety policies.
Thanks to the efforts of labour unions, workers have achieved higher wages, more reasonable hours,
safer working conditions, health benefits, and aid when retired or injured. Labour unions were also
instrumental in ending the practice of child labour. They have exerted a broad influence on
American life, reshaping the political, economic, and cultural fabric of the country.
Backing for unions has been rising in the USA Gallup poll, released Aug. 30, 2022, found that 71% of
Americans now support unions--up from 65% before the pandemic, and the highest support level
since 1965.
The largest unions in the USA today are the National Education Association (dedicated to public
school employees), the Service Employees International Union, and the American Federation of
State, Country and Municipal Employees. Affiliated with the SEIU is Workers United. The company of
ForestCo in this adventure is an allegory for Amazon; the Amazon Labour Union (ALU) is an
independent union specializing in Amazon employees created on April 20th, 2021.
Emory Hemsford
Dwarf, she/her, Em-O-me’ HEMs-fOrd This young dwarf came from a large family,
her mothers tried to instil in her a sense of responsibility and compassion for those
around her. She trained as a candle-maker, but her true love is in machinery. She’s
often covered in oil and grease from her work on her latest clockwork contraption.
Unfortunately, she lacks much in the way of funds for this, causing her to look for
employment which she had believed she’d found in ForestCo. In actuality her
experience with the company has been a nightmare, leading the young gadget-
loving dwarf to entertain plans of forming a union.
Grish-Ta
Kobold, she/her, Greesh-TAH A tall Kobold with a speckled snout and strong
eyebrows, Grish-Ta is now considered to be aged among her peers. Having studied
druidic magic in her youth, she soon rose in reverence among the tribe, gaining a
position of respect. She has a no-nonsense attitude, and is seen by many of the
younger kobolds as a stern old grandmother.
Clem Wilback
Dwarf, he/him, CL-em Will-BAK’ An older dwarf with a pock-marked face and strong smile lines around his eyes, his
ruddy ginger hair has licks of grey throughout. Raised in a traditional dwarven working class family, he has a strong
ethic towards his own culture and work. He doesn’t care much for ForestCo, believing they lack a ‘personal touch’, but
he’s taken work at the mine because he needs the money.
Angward Stonemar
Dwarf, he/him, ANG’-Warrd STON-Marr A well-spoken dwarf with a throaty drawl to his voice, and tends to keep his
greying beard cropped short. Angward is a long-time resident of Neverwinter, residing there with his wife and two
sons. He is a man with little in the way of a sense of humour, and takes his work at ForestCo seriously. Despite that, he
tends to overlook matters which don’t directly involve him, making him rather short-sighted and, as a result, reliant on
others to manage his work.
Galunder Terson
Human, he/they, Gal-lun-DER TER’sun A 42-year old human with a strong brow and short-cropped brown hair and flat
jaw. Galunder had hoped he’d have done more with his life by this point. He never quite felt particularly driven
towards pursuing great accomplishments, so didn’t hone many of his skills in his youth aside from a sturdy sword arm.
Now he’s worried his best years are behind him. He has taken a job as head of security for the mine, which he sees as a
distraction until something better comes along; if it ever does.
Appendix B: Antagonists
Firetouch Kobold STR DEX CON
Small humanoid (kobold) 7 (-2) 15 (+2) 9 (-1)
INT WIS CHA
Spellcasting. The kobold is a 1st-level spellcaster.
Its spellcasting ability is Charisma (spell save DC
13 (+1) 10 (+0) 14 (+2)
12, +4 to hit with spell attacks). It has the Armor Class 12 Hit Points 10 (3d6 - 3)
following sorcerer spells prepared: Speed 30 ft. Senses darkvision 60 ft.,
Cantrips (at will): Dancing Lights, Fire Bolt, Mage Passive Perception 10
Hand, Minor Illusion Languages Common, Draconic
1st level (2 slots): Burning Hands, Shield
Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as Wisdom
(Perception) checks that rely on sight.
Pack Tactics. The kobold has advantage on attack rolls against a creature if at least one of the kobold's allies is
within 5 ft. of the creature and the ally isn't incapacitated.
Actions
Dagger (Melee). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d4 + 2) piercing damage.
Dagger (Ranged). Ranged Weapon Attack: +4 to hit, reach 20/60 ft., one target. Hit: (1d4 + 2) piercing damage.
Fire Bolt (Cantrip). Ranged Spell Attack: +4 to hit, reach 120 ft., one target. Hit: (1d10) fire damage. A
flammable object hit by this spell ignites if it isn't being carried or worn.
Burning Hands (1st-Level Spell; 2/Day). Each creature in a 15-foot cone must make a Dexterity saving throw
(DC 12). A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The
fire ignites any flammable objects in the area that aren't being worn or carried.
Wants The Kobolds wish to protect themselves from harm. Conviction 1, Vulnerable Connect, Immune Reason
Wants The Union-Busters want to stop the workers from going on strike, believing doing so will cost them
their livelihoods. Conviction 1, Vulnerable Reason, Immune Beguile
Breaker Kobold STR DEX CON
Small humanoid (kobold) 9 (-1) 13 (+1) 11 (+0)
Sunlight Sensitivity. While in sunlight, the kobold INT WIS CHA
has disadvantage on attack rolls, as well as 10 (+0) 10 (+0) 10 (+0)
Wisdom (Perception) checks that rely on sight. Armor Class 12 Hit Points 7 (2d6)
Pack Tactics. The kobold has advantage on attack Speed 30 ft. Senses darkvision 60 ft.,
rolls against a creature if at least one of the Passive Perception 10
kobold's allies is within 5 ft. of the creature and Languages Common, Draconic
the ally isn't incapacitated.
Actions
Short sword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d6 + 1) piercing damage.
Sling. Ranged Weapon Attack: +3 to hit, reach 20/60 ft., one target. Hit: (1d4 + 1) bludgeoning damage.
Wants The Kobolds wish to protect themselves from harm. Conviction 2, Vulnerable Beguile, Immune Connect
Wants The Ringleaders follow Galunder, who in turn doesn’t want the union’s strike to reflect on himself in
front of the company’s higher-ups, fearing it will make him look incompetent. Conviction 3, Vulnerable
Beguile, Immune Connect
Appendix C: Hand-outs
Map A
Map B
Appendix D: Pre-made Characters
Equipment
Entertainer's pack, guitar (prof, leather armour, dagger, disguise (prof +2), marked playing cards,
15gp
Traits
Hellish resistance, infernal legacy
---------------------------------------------------------------------------------------------------------------------------
Equipment
Explorer's pack, costume, kalimba (prof +2), 15gp
Traits
Fey ancestry, trance, elf weapon training, mask of the wild
Vicrius Amasette STR DEX CON
Forest Gnome (He/They) Ranger
10 (+0) 15 (+2) 10 (+0)
Background sage
INT WIS CHA
Senses darkvision 60ft
16 (+3) 14 (+2) 10 (+0)
Class Feature favoured enemy (elementals),
natural explorer (forest) Armor Class 13 Hit Points 10
Speed 25 ft. Initiative +2
Actions Passive Perception 12
Shortsword (2), melee. Attack +4, damage
Saving Throws STR +2, DEX +4
1d6+2 piercing
Skills insight +4, investigation +5, nature
Shortbow, ranged. Attack +4, damage 1d6
+5, arcana +5, history +5
piercing, range 80ft
Equipment
Leather armour, explorer's pack, 20x arrows, quill and ink, 10gp
Traits
Gnome cunning, natural illusionist, speak with small beasts
---------------------------------------------------------------------------------------------------------------------------
Equipment
Explorer's pack, brewing supplies (prof +2), drums (prof +2), walking staff, hunting trap, 10gp
Traits
Dwarven resilience, dwarven combat training, stonecunning, dwarven toughness
Leami Gemmerglow STR DEX CON
Lightfoot Halfling (Xe/Xer) Rogue
10 (+0) 15 (+2) 13 (+2)
Background guild artisan
INT WIS CHA
Class Feature Sneak attack +1d6, thieves cant
12 (+1) 10 (+0) 16 (+3)
Actions Armor Class 13 Hit Points 9
Rapier, melee. Attack +4, damage 1d8+2 Speed 25 ft. Initiative +2
piercing Passive Perception 12
Shortbow, ranged. Attack +4, damage 1d6
Saving Throws DEX +4, INT +3
piercing, range 80ft
Skills Deception +7, intimidation +5,
Dagger, melee or ranged. Attack +4, damage
investigation +3, perception +2,
1d4+2, range 20ft
insight +3, persuasion +7
Equipment
20x arrows, dungeoneer's pack, leather armour, thieves tools (prof +2), cartography tools (prof +2),
15gp
Traits
Lucky, brave, halfling nimbleness, naturally stealthy
---------------------------------------------------------------------------------------------------------------------------
Equipment
Staff, arcane focus, scholar's pack, spellbook, playing cards (prof+2), fine clothes, gold ring, 25gp
Safety Mechanics
Adventures in the Justice for Neverwinter series are written with the purpose of having Safety
Mechanics in play. The series has the goal of exploring themes relevant to many people and
therefore it is appropriate that players and DMs approach the subjects with sensitivity, to avoid
hurting feelings, triggering distress, “bleeding” in-character emotions into out-of-character
emotions, or causing any other unintended upset. Games are meant to be fun, and safety mechanics
ensure everyone can do so without risk.
A good way to prepare for this kind of roleplay is to use safety tools at your table. These discussion
topics, sub-systems, or warning phrases provide players with simple ways to illustrate their
boundaries, and communicate their needs. Which safety tools are appropriate for your group should
be agreed with the DM and all players. Some popular safety tools you might choose to use include:
• Lines and Veils. Before starting play, in a “Session 0” or similar, players agree on content
they want to veto or regulate in play. Lines are topics or story beats that should not appear
in play at all, or even be alluded to. Veils instead apply to activities that can happen within
the fiction, but not “on camera” – they can be referenced, but not described in any detail.
Lines and Veils can be collected from each player anonymously, but the complete list should
be presented visible to all players for convenient reference.
• The X-Card. At the start of play, the DM introduces a card with an X written on it, which any
player can lift or tap at any time to indicate discomfort with the game’s content for any
reason. When that happens, the discomforting content is simply edited out of play. A player
using an X- Card is never required to justify its use.
• Post-Session Debriefs. At the end of each session, before leaving the table, every player
(including the DM!) is given an opportunity to describe something they enjoyed or found
challenging about the session. As well as providing DMs with useful feedback, it gives players
room to talk about events in the game they were troubled by, with confidence that their
concerns will be listened to. If everything went well, that’s a nice thing to celebrate too!
There are many other types of safety tools groups might prefer. Not all are appropriate for every
group; some are tailored for new groups or playing with strangers (such as at gaming conventions or
your local clubs), while others are better suited for games with long-term friends. Remember that
even if you feel that you know your long-term friends limits and boundaries, those may change over
time without your awareness.
The purpose of safety tools is not to provide blanket protection for every roleplaying session, but to
ease the process of discussion when/if a problem arises in play. It is better to have safety mechanics
in place and not need to use it than risk harm from playing without them. Introducing safety tools
clearly demonstrates that every player’s well-being takes priority over the game or the story, and
that everyone is committed to respecting each other’s limits. Whilst use of safety tools is especially
important for games engaging with challenging, stressful, emotional content, your group should
consider adopting them for all game sessions as a sensible extra precaution.
COMING SOON
JUSTICE FOR NEVERWINTER #2
Moonbeam’s Alchemy provides Elixirs of Sex Shifting for the broad community throughout
Neverwinter, allowing those seeking to make medical changes to do so safely.
But when the store is targeted by a hate mob led by an embittered author, the alchemist
finds her business the subject of mass public hysteria and misinformation.
As members of the LGBTQ+ family and allies, the PCs are sought to help the gnome; but find
the mob are merely the tip of a wider force of corruption growing in the city!
For 4-6 players of levels 2-4
They work as a freelance writer for tabletop RPG publishers, where credits include game mechanics,
fiction and adventures created for Call of Cthulhu, Starfinder, World of Darkness, Star Trek
Adventures and many more, as well as development on ABYSS – The Tabletop RPG of Supernatural
Action-Horror, and Shield Maidens.
Recent work include the comedy fantasy novel Realms of Valeron by Dreamsphere Books, with
contributions to other works including Phantasmagoria magazine, Soteira Press, HellBound Books,
and the multi-award winning NoSleep Podcast, and Black Rainbow – a horror anthology with
LGBTQIA themes written by LGBTQIA authors and allies.
They have a degree in Film & Media with a minor in sociology and media, they are non-binary and
their pronouns are they/them and was born in Scotland. They currently live in England, and are co-
manager of a large gaming club, and have written extensively on inclusion and positive
representation within the gaming community in particular with relation to LGBTQ+ and transgender
visibility in several gaming publications and blogs.
They are also the manager of the gaming website www.cybeswebsite.com in which they write
articles, editorials and reviews. Their interests include celtic mythology, transhumanism, garage kits
and pet rats.
They operate on a sliding rate of pay and are open to offers, and can be contacted directly via this
website for any questions or communications concerning this site, freelance writing queries
including available rates, and invitations to DM for your group. A full list and range of their currently
published works is available at www.cybeswebsite.com