Meanwhile, many other groups of note are also scheming in Neverwinter. This section also touches on the nation of Thay, whose intrigues have such an impact on Neverwinter. Tuesday, 9th August, A sect of the powerful aberrant dynasty is devoted to manipulating a pocket of Spellplague beneath the city. However, the book is relatively mechanics light. I saw this 4e supplement online, can anyone tell me more about it? Errors The following errors occurred with your submission.
Posting Quick Reply — Please Wait. Monday, 5th September, Conclusion If this setting had been published ina lot of the complainers about 4E being only for roll-players and not role-players would have been satisfied. Admittedly, the Spellplague played a role but it could easily have been replaced. Results 11 to 20 of Not outstanding, but good. Tons of weak enemies all piled up in small groups. The stakes are no less than the lives of the citizens of Neverwinter, for if the heroes fail, Neverwinter seems doomed to descend into civil war.
The adventure includes three full-color battle maps, fourteen ready-to. JavaScript error encountered. It'll also bring the book up to date with major games such as Dragon Age, Witcher, Skyrim. Expanded info in first chapter about educational potential of CRPGs. Color figures will be introduced for the first time. Key Features gives reviews of hundreds of games across many platforms.
The superstar author team gained unparalleled access to the archives of Wizards of the Coast and the personal collections of top collectors, as well as the designers and illustrators who created the distinctive characters, concepts, and visuals that have defined fantasy art and gameplay for generations. Gaming as Culture Author : Sean Q. This contribution is increasingly apparent as the gaming industry has diversified with the addition of collectible strategy games and other innovative products, as well as the recent advancements in videogame technology.
This book presents the most current research in fantasy games and examines the cultural and constructionist dimensions of fantasy gaming as a leisure activity. Each chapter investigates some social or behavioral aspect of fantasy gaming and provides insight into the cultural, linguistic, sociological, and psychological impact of games on both the individual and society.
Because the basic premise of fantasy gaming is the assumption of virtual identities, Section II looks at the relationship between gaming and various aspects of identity. The third and final section examines what the personal experiences of gamers can tell us about how humans experience reality.
Instructors considering this book for use in a course may request an examination copy here. Revenues from console and computer games have now overtaken those from Hollywood movies; and online gaming is one of the fastest-growing areas of the internet. When others would rather kill you any tongue you have come across recently. Until the end of the encounter, you Trigger: You roll initiative. Effect: Make an Insight check. You can use either result for your initiative check.
Knowledge seekers such as you elations both great and small. The presence of the also learn from the physical discipline of warriors. A moment before you would fail, your mind becomes open to a Encounter Divine different way to accomplish your goal. Trigger: You make a skill check and dislike the result. Target: The triggering creature Effect: You can reroll the skill check. Level 10 Feature Sometimes finding key facts comes from simply knowing exactly where to look for them.
Then, an ally within 5 squares of you can shift up to 3 squares as a free action. Well, I fight for the freedom wrong hands. The Harpers picion of both groups. Discovering which of the few is now based out of the city of Everlund, several Harper associates in Neverwinter you can trust is hundred miles northeast of Neverwinter. Its stated important to you. Your main empire of Netheril. As you grew older, you searched for the best way make your own decisions regarding whom to trust.
You journeyed to Ever- Each new day is an exciting and dangerous game of lund to enlist in the group, whereupon you were given a masks—guessing who speaks the truth, who offers you task to complete in order to earn your Harper pin. You follow contact a local Harper agent named Cymril and a morality of your own—one that seeks the good in lend your services to the Sons of Alagondar. Cymril, any situation, without compromise and without being in addition to being one of the few Harpers in the afraid to take the fight to those who oppose you.
This underground resistance movement opposes the impe- Building a Harper Agent rialistic aims of Dagult Neverember, the Open Lord The essential attribute of a Harper is a strong moral of Waterdeep, who has established himself as the compass. Although many cantile empire for his own gain at the expense of the Harper agents employ the stealthy combat skills of people.
They are sure that, with his ruthless methods the rogue, ranger, or avenger, the group accepts mem- and suspect alliances, Neverember plans to usurp the bers from a wide range of classes and backgrounds. On your arrival, you learned the hard way that Race Prerequisite: None. Harpers know. You were included among a band of rebels on a nighttime reconnaissance mission led by Cymril. You avoided the initial assault by ducking to you than truth, either in the telling or the hear- into an alcove—where you watched as Cymril began ing.
You are a difficult person to fool, and your face cutting down your comrades! Clearly, she was working is nigh impossible to read when someone tries to in league with the soldiers. When the mercenaries moved on, they left the bodies of their victims including Cymril in the street as a warning to other dissidents.
A slightly tarnished brooch, the pin resembles nothing so much as a cheap bauble. However, it is an object of great power and even greater significance. Tymora bestows luck to let you escape a deleterious misfortune, Mielikki lends her strength to help you endure pain, and Lliira gives of her joyful grace to keep your attack true.
Such pins also serve as keys to magically warded Harper caches and safe houses, and allow Harper agents to recognize one another. Benefit: You gain a Harper pin. Harper Pin Level 3 Rare This pin, depicting a crescent moon and a harp, bears the bless- ing of three goddesses. Wondrous Item gp Prerequisite: You must have the Harper agent theme.
You gain a second blessing to choose from at 5th level and a third blessing at 10th level. Trigger: You miss with an attack. Even after- attack roll. Effect: The target cannot make opportunity attacks against you, and the target grants combat advantage to you save Optional Powers ends both.
The effect ends if you attack the target. Level 2 Utility Power Level 10 Utility Power The gods of the Harpers have blessed your efforts, Standing against overwhelming odds has made you allowing you to channel their power through your extremely resourceful.
You can use your surround- Harper pin to aid you when you need it most. Until the Trigger: You are hit by an attack. Betray the gang? Then the steel came out, and I barely made it away with my skin. The port city of Luskan squats along the northern frontier of the Sword Coast. It is a den of thieves and murderers that attracts criminals like moths to a bright-burning flame. Luskan is controlled by a con- sortium of gangs, war chiefs, and would-be rulers, few of which last more than a season.
The Dead Rats are one of the exceptions. Its members are known for their stealth, their ruthless- ness, and their treachery. It is rumored—correctly—that the most deadly members of the gang are wererats.
Like the creatures from which they derive their power, the Dead Rats can penetrate any safe house, no matter how secure. Initiation into the gang involves a blood ritual with one of these wererats, imbuing members of the guild with a sneaky and twitchy demeanor, par- ticularly on nights of the full moon. Every member of the gang is fiercely loyal to a captain named Toytere—a halfling bard noted for his ability to see the future. He has fre- quently rooted out would-be betrayers before they act, and he punishes anyone who attempts to leave the and power, and perhaps eventually return to Luskan gang.
However, your own split from the Dead Rats to take your revenge on those who had wronged you. Not exactly. You made off with less than you expected, but like a good Rat, you gave over the one-quarter share due to King Toy and resolved to enjoy the rest.
The Building a next night, when you returned to your safe house, Dead Rat Deserter you were taken prisoner by wererat marauders and The Dead Rat deserter fits best with a native of brought before King Toy. The halfling accused you of Luskan, the center of vice and depravity in the North.
His body- trustful, cautious, and quick to change sides as the guards drew their steel. You understand the value of team- Much blood was shed that night, but you escaped— work and are loyal to your friends, but few others barely alive and thanking Tymora for your good trust you without good cause. You fled Luskan, nigh penniless and with Class Prerequisite: None. Many members of only the tools of your trade to your name.
Exhausted, not knowing whom to trust, you Race Prerequisite: Human, half-elf, or halfling. Any good thief could with members of other races unwelcome in the city.
Here you could build up wealth Early in life, you learned the value of being inconspic- uous. Quick as thought, you transform an impressive show of force to get their way. When into a more appropriate form for flight or investigation. When you change from rat form to humanoid form, you can shift 1 square. While in rat form, you cannot attack. Your equipment becomes part of your rat form, and you drop Level 2 Utility Power any other items you are holding.
You continue to gain the Your bestial nature comes to the fore, frightening benefits of the equipment you wear, except shields and your enemies as you strike. Their hesitation gives you item powers.
While equipment is part of your rat form, the advantage. You dip into your inner beast and hiss in challenge as you land a brutal strike, cowing the craven fools around you. Target: Each enemy in the burst You learned the value of misdirection and subtlety in Effect: Each target takes a —4 penalty to attack rolls made the mean streets of Luskan, and you have excelled at against you until the end of your next turn.
Level 6 Utility Power You have awakened the beast inside you, enhancing your already impressive sneakiness. You gain Your inner rat helps you slip past undetected. Minor Action Personal Benefit: You gain the hybrid bite power.
If you dis- Hybrid Bite Dead Rat Deserter Utility like the result of a Stealth check or a Thievery check, you You express the wildness running through you, melding your can end this effect as a free action to reroll the check normal form with your inner rat. You also sight. You know exactly where to move in order to retain your equipment, and can use it normally. In addi- hide yourself in preparation for the coming conflict. Attack: Strength or Dexterity vs. Special: You can use this power only once per round.
However, for that effort to work, the Anyone with a passing knowledge of history knows of eladrin must learn who has despoiled their ancient Iliyanbruen—the great kingdom of the mortal world home.
Like the empire the ruins, which are already weakened by time. In that spawned it, Iliyanbruen also fell in time. Many discovering who stole your ancestral treasures—and of its folk left for Evermeet, even as others retreated what creatures deserve your wrath—you intend that into the Feywild. With powerful magic, the elves of justice be meted out appropriately. You are driven not old transported most of Sharandar, the capital city only by anger and vengeance, but also by a sense of of Iliyanbruen, to the Feywild.
Their plan was for Ili- urgency. For you know that if you fail, the wrathful yanbruen to rise once more on the site of the original among your people will gain the upper hand, spilling home of the elven people—but events seldom align the blood of the guilty and the innocent alike.
Many eladrin have made the natural world their Although Iliyanbruen rose once more, the Fey- home as they seek answers—and you are one of them.
The forces that drove the Some set out in search of allies, hoping that fabled ancient elves to first leave Faerie for the world still Evermeet or one of the elven kingdoms of old still held sway in many places.
Enemies of these returned exists. Others have set their sights on the areas closer folk—particularly the Winter Court and the Twilight to Neverwinter Wood, feeling certain that those Fey—arrayed against them. Treants, dryads, centaurs, responsible for the desecration of your birthright firbolgs, satyrs, and other creatures that might once have not gone far.
Even as you began invaders. Whoever the wrong- walk from the ruins of Sharandar. That land has doers might be, they outnumber you. You know you always been your home, and your people have lived need allies in the fight against them, but if news of the there in relative peace for generations.
Even worse, Iliyanbruen might changed. Faerie and the world were brought into decide to sever ties with the past once and for all. Some eladrin grew eager to determine what had become of their worldly Building an home.
This was easier said than done, however, for a covey of hags and their dark servants had taken over Iliyanbruen Guardian Sharandar, making travel difficult at best. Although The Iliyanbruen guardian has a specific focus but you initially had little real interest in old Iliyanbruen presents a wide range of possibilities. Several of your friends were injured or slain before Class Prerequisite: None. From there, you and your fel- make use of extra mobility—such as rangers, rogues, lows ventured back into the mortal world where the and warlocks—do especially well as Iliyanbruen guard- eladrin of Iliyanbruen had not stepped for centuries.
Likewise, characters who depend on avoiding You were horrified at what you found. The bladesinger class looted as well. Their structures were ravaged and des- page 66 also makes a good choice for this theme. Though other fey and holy icons all stolen away. Some, enraged by what had occurred, demanded abilities of an eladrin character. The optional rules that the eladrin reenter the mortal world in force, for the moon elf and sun elf racial backgrounds page wreaking vengeance on any who lingered 49 fit this theme well.
Associated Skills: Arcana, Nature. Starting Feature Your journey to the mortal realm by way of hidden pathways has given you insight into planar magic deeper than that of your kin. Your innate ability to slip the bonds of space serves your allies now. Benefit: When you use fey step, you can take one adjacent ally with you.
That ally teleports to a square adjacent to your destination. Additional Features Level 5 Feature Walking among the lands of your ancestors has imbued you with fragments of their knowledge. Your mastery of the wilds increases, as does your instinct for recognizing the relics of the past. As a great eladrin hero, the power of magic courses through you, refreshing your ability to walk between Daily Arcane Immediate Interrupt Personal worlds more swiftly.
Trigger: An enemy hits or misses you with an attack when Benefit: You can use fey step as a minor action. Effect: You use fey step. You have adapted and further mastered your tactical teleportation abilities. Then the chieftain turned to you. The combatant who could rival the veterans of the tribe in world is a savage place. It takes savagery to master it. To replace the ritual hunt that you had been meant to undertake, Grandthur gave you You are an Uthgardt barbarian—a member of one the task of discovering the defilers.
The Wood but who were currently away to the north at deity Tempus took Uthgar into his service then, and their own ancestor mound, Raven Rock. You will ask now Uthgar fights beside the Lord of Battle in the them what they know of the ruin brought upon your realms beyond the mortal world. Grandthur also made it Uthgar and the spirits of your ancestors, you keep the clear that if you discover the Gray Wolves had some sacred secret of those great reptilian creatures where hand in the desecration, the quarry of your special they hide in the shadowed heart of the High Forest.
Recently, your tribe left its High Forest home to travel far west to Neverwinter Wood. As is tradition Building an for all Uthgardt, autumn is the time of Runemeet—a holy period when each tribe travels to its ancestor Uthgardt Barbarian mound to worship the ancient spirits. Even so, your class est site of your people. Within that same mound are Class Prerequisite: None. Characters who wield other At Runemeet, youths in an Uthgardt tribe who magical power must typically hide their abilities from want to become fully recognized members must their tribe and should have a good backstory reason engage in a ritual hunt of sworn enemies of their for having taken up that magic in the first place.
The tribe—wolves, in the case of the Thunderbeast barbar- Uthgardt also have a narrow faith, typically worship- ians. This was to be your hunt year, and you looked ing only Uthgar an exarch of Tempus and various forward to the ceremonies and celebrations at the animal and ancestor spirits.
However, the ceremony was not to be. The and should plan on keeping it a secret. Although the Uth- it for untold generations had been stolen, and the gardt are almost exclusively human, a few half-elves mound broken open like a gutted animal. Additionally, members of other races are some- been buried with were taken as well. The immensity of the tragedy and the affront to your tribe—indeed, to all Uthgardt—drove your people mad for a time.
Whoever had defiled your ing strength and honoring the natural world. You ancestor mound had covered their tracks well, and embody one of these traditions, becoming either a it would take time to discover the culprits. Grandthur declared that the tribe would travel to Flint Rock, the ancestor mound of the Elk. Optional Powers Level 2 Utility Power As a warrior of your tribe, you have the ability to call on the spirit of your totem animal, the mighty thunderbeast.
With its power, you can accomplish astounding acts of physical strength. Spiritual Guidance Uthgardt Barbarian Utility 2 You feel the spirits of your ancestors around you, and in their barely discernible whispers, you hear the truth.
Level 6 Utility Power Uthgardt barbarians worship their ancestors, believ- ing that their spirits linger near the living to offer aid and advice. Through a deep connection to your fore- Starting Feature bears, you can hear their words. In the depths of the High Forest, you followed in the Strength of the Beast Uthgardt Barbarian Utility 6 footsteps of the thunderbeasts.
Now you follow them Your heart pumps thunderously in your chest as your body spiritually, drawing on their majesty to imbue your strains. While in the aura, enemies cannot make you call the spirits of your ancestors to appear. These opportunity attacks. Level 5 Feature Spirit Swarm Uthgardt Barbarian Utility 10 Flickering phantasms of ghostly warriors swirl through the A life in the wild requires you to hone your senses for area, hampering your foes and aiding your allies.
Enemies in the zone cannot regain hit points or gain temporary hit points. Whenever you or an ally ends his or her turn in the zone, that character gains 5 temporary hit points. However, where you once killed only for sustenance or in defense of your tribal The true predator kills only what it needs.
It is not I who territories, your folk have become raiders as much as have betrayed our ways. Then that darkness Not all members of the Gray Wolf tribe manifest the was deepened when the shadowed ones came, claim- beast within in the same way, but you all share it ing to represent ancient Netheril reborn. Through to one extent or another, feeling it bind you in ways honeyed words and the invocation of ancient and few other people can comprehend.
You are warriors long-forgotten alliances, they enticed your leaders among your humanoid kin, predators among the into an insidious pact. You move as one, you live as The history of your tribe has been passed down one, you hunt as one. The Uthgardt did come from the blood of old erated the five spiritual pillars on which Gray Wolf Netheril. The lycanthropy that makes the Gray Wolf culture is based—tradition, the primal spirits, your tribe strong originated in descendants of Netheril, god Uthgar, the spirits of your ancestors, and the when refugees from fallen Gauntlgrym carried the natural order.
It never crossed your mind what might curse into the tribe. They said that just as old blood ties could be before things went truly wrong. The current Gray remembered, so too could the glory of the Uthgardt Wolf leaders are more vicious, more bloodthirsty, be revived.
Conquest would achieve that glory, and than those who came before. The Gray Wolf Uthgardt when the Netherese controlled the North, the Gray has always been a violent tribe—you carry the fury Wolf tribe would be the masters of everything else. Now, your kin fight, kill, and die in the name of motives and goals not their own. Your instincts told you it was right to do so, even as the Gray Wolf leaders cast you out.
Your tribe called you weak and unworthy, yet you left with your head held high. Had you waited, your punishment might have been more final than exile. You have a new purpose now. You must drive the shadows of Netheril from the North, finding a way to purge your tribe of the unsavory influences of that land. Only when you set the tribe on the right path will you win back your place in it.
You remain a creature of the pack, however, and you know you cannot realize your purpose alone. You must find new allies—a temporary pack to replace the one you have lost.
As long as you maintain your respect for tradition, you can be almost anything. As an Uthgardt, you Optional Powers were raised to shun and fear any magic except the divine and primal traditions of your folk. However, after you broke with your people, you might have Level 2 Utility Power taken up any path.
Bite of the Wolf Pack Outcast Utility 2 Your attack catches your enemy unaware and drags the foe down. Effect: That enemy falls prone. Associated Skills: Nature, Perception. Level 6 Utility Power Starting Feature Silver burns where it touches you, but the blood of the wolf within allows you to shrug off most other wounds. Like all members of the Gray Wolves, you are and have always been a shapeshifter. Your flesh flows, your bones twist, and you lift your snout to howl. When you change from wolf form are bloodied.
If you are damaged with a silvered weapon, to humanoid form, you can shift 1 square. Your healing surge. You continue to gain the benefits of the equipment you wear, except shields and item powers.
While equipment is part of Level 10 Utility Power your wolf form, it cannot be removed, and anything in a You have mastered the ability to truly mesh the container that is part of your wolf form is inaccessible. You take on the aspect of the beast within, becoming a hulking creature of nightmare. You retain all You grew up hunting and fighting alongside others your equipment, armor, and weapons, and can use them and have mastered pack-oriented tactics.
You move normally. You gain proficiency with your bite while in hybrid and your companions. I come the blood of ages. Well, of course I have me a plan! Buy the next heights of dwarven annals and legends. And, just possibly, you can prevent the rise of an Thousands of years ago, in an age of great empires, evil as great as that which destroyed Delzoun. Said to be the The dire warnings of the ghosts whose summons pinnacle of dwarven culture, Delzoun was a place you obey weigh heavily on your heart.
You have fol- whose citizens were happy and productive, trading in lowed the rumors that bore the greatest ring of truth, relative peace with their neighbors. Like so many of the dwarves of the North, your family claims direct descent from Delzoun. All dwarves of the North know this poem, said Then seventeen years ago, during the Summons, to have been composed in the earliest days of the ghosts came. Perhaps only one in a thousand dwarves has made a believable claim to have seen them—but you are one Silver halls and mithral doors of those chosen few.
Pleading in the manner of dwarves in the In smithy, mine, and tavern most desperate need, they begged for help—not for themselves, but for all your kind. In toast, oh, lift yer flagon! At the forge that bakes the dragon. What dwarf of the North has not dreamed of that place? Most people think it a myth or Come Delzoun, come one and all! Dwarves feel the truth in their bones. The underground city was the grandest settlement in the North—perhaps in all the world.
A forge burned there so mighty that items Building an of enchantment could be made without magic. Yet Gauntlgrym fell long ago—first to orcs, then Class Prerequisite: None. Characters of any class to humans who claimed it, then to mind flayers, and can take up this path.
Rumors have placed it Race Prerequisite: Dwarf. The heir of Delzoun in numerous locations. Some claim to have seen it or theme marks you as one descended directly from the have maps to it, but lunatics and scoundrels assert purest bloodlines of that ancient dwarven kingdom.
The Summons drew many to search for The shield dwarf racial background page 47 is a it, including you. In the end, your search has brought you to the Neverwinter region, where Gauntlgrym might yet lie hidden. Some of your family think you mad. Others burn like the sun with pride, for you have the opportunity to prove their claim of Delzoun blood. Many have sought Gauntlgrym. Optional Powers Level 2 Utility Power As you travel and learn the ways of the world, you come to understand how to apply your cultural knowledge more broadly.
Effect: You make a History check in place of any other Intelligence-based check, or a Dungeoneering check in place of any other Wisdom-based check.
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