D&D 5E Neverwinter 5e

Finally, here are the last 3 of the converted themes. Since I have decided not to use the spellplague, I ditched the Spellscarred Harbinger.

RENEGADE RED WIZARD

Skill Proficiencies: Pick two of the following: Deception, Religion, Medicine, or Stealth.
Languages: Thayan, and one more of your choice.
Equipment: Healer’s kit, riding horse, saddle, saddlebags, bit and bridle, robes, scroll case with 10 sheets of parchment, component pouch, ink, and an ink pen.

FEATURE: Arcane Skulker
If you are hidden, and miss with a spell that requires an attack roll, making the attack does not reveal your position, though enemies are entitled to a new Perception roll (DC 12) to see you.

SCION OF SHADOW

Skill Proficiencies: Pick two of the following: Arcana, Deception, or Stealth.
Languages: Netherese and one other of your choice.
Equipment: A set of fine clothes, a riding horse, saddle, saddlebags, bit and bride, and a pouch containing 25 gp

FEATURE: Eyes of Night
You have spent so much time in the darkness that it sometimes feels like home to you, letting you overcome the effects of darkness. Until the end of the current encounter, you gain darkvision 60 feet. You must complete a short or long rest before using this ability again.

UTHGARDGT BARBARIAN

Tool Proficiencies: Herbalism kit.
Languages: Illuskan and one other of your choice.
Equipment: Winter blanket, hunting trap, a set of traveler’s clothes, an herbalism kit, and a belt pouch containing 10 gp.

FEATURE: Strength of the Beast
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. You have advantage on Athletics checks for 1 minute. You must complete a short or long rest to use this ability again.
 
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Good choice on ditching the Spellplague. :)

Great stuff with the extra backgrounds, BTW.

Thanks :-) Now to work up the abbey in Helm's Hold. I think I will make it a new faction, the church of Bane. I will be using some night below, probably just the stuff from Book III, the Sunless Sea. I am going to keep the Symphony of Madness, but it's purpose will be to help the Aboleths build the Tower of Domination from Night Below. It's effects right now will be subtle. Just occasional feelings of unease, and bad dreams, with no real game effects...yet.

I picked up the Scepter Tower of Spellguard. That could prove useful. I also have Lost Mine of Phandelver. Would be nice to find some way to incorporate that, since it is a 5E module, and won't require any converting.

Grazz't and Waukeen brings back memories. I ran For Duty and Deity back in my 2E realms game. It was a load of fun.
 

Thanks :-) Now to work up the abbey in Helm's Hold. I think I will make it a new faction, the church of Bane. I will be using some night below, probably just the stuff from Book III, the Sunless Sea. I am going to keep the Symphony of Madness, but it's purpose will be to help the Aboleths build the Tower of Domination from Night Below. Its effects right now will be subtle. Just occasional feelings of unease, and bad dreams, with no real game effects...yet. (snip)

Will you link the church of Bane with the Zhentarim?

(snip) I picked up the Scepter Tower of Spellguard. That could prove useful. I also have Lost Mine of Phandelver. Would be nice to find some way to incorporate that, since it is a 5E module, and won't require any converting. (snip)

I've posted some ideas on my blog for expanding LMoP and that could easily link up with Night Below. (That's also given me an idea for another blog post!) I mention making the orcs the bad guys and that they're seeking the lost throne of Uruth Ukrypt: these could be the orcs at the beginning of Night Below and the urge to obtain the throne and rebuild an orc kingdom could be coming from the aboleth. (Damn, why didn't I think about that earlier?)

(snip) Grazz't and Waukeen brings back memories. I ran For Duty and Deity back in my 2E realms game. It was a load of fun.

My dream for this current campaign is to end the campaign by freeing Waukeen as per For Duty & Deity. I hope we get that far.... :)
 

Will you link the church of Bane with the Zhentarim?

Oh yeah. The Zhentarim are some of my favorite bad guys. I figure the Zhentarim are the johnny come lately group here and are still trying to piece together who all the different factions are. The players may end up working for the Zhentarim unwittingly.

I've posted some ideas on my blog for expanding LMoP and that could easily link up with Night Below. (That's also given me an idea for another blog post!) I mention making the orcs the bad guys and that they're seeking the lost throne of Uruth Ukrypt: these could be the orcs at the beginning of Night Below and the urge to obtain the throne and rebuild an orc kingdom could be coming from the aboleth. (Damn, why didn't I think about that earlier?)

Funny I was just reading the Orcs below the World section in Night Below and wondering if I should keep them or not. That is a good idea.



My dream for this current campaign is to end the campaign by freeing Waukeen as per For Duty & Deity. I hope we get that far.... :)

My players really enjoyed it. Helping Waukeen definitely made them wealthy.Nothing like having the goddess of wealth and trade beholden to you ;-)
 


Interesting thread guys.

I liked both the Neverwinter game and the campaign sourcebook myself. If the initial 4E FR campaign setting had been more like the Neverwinter one I think people would have had a whole lot less problems with it.
 

Interesting thread guys.

I liked both the Neverwinter game and the campaign sourcebook myself. If the initial 4E FR campaign setting had been more like the Neverwinter one I think people would have had a whole lot less problems with it.

Yeah, it's supplements like Neverwinter that make me think, maybe I should have given 4E a chance.
 

Yeah, it's supplements like Neverwinter that make me think, maybe I should have given 4E a chance.

It also really highlighted how much potential there was in the post-Spellplague Realms. I mean, if almost everything was destroyed, the obvious hook for a campaign is to rebuild something or to return a deity to FR. Those basic ideas generate campaigns that practically write themselves. Once you get away from the diehard FR fanboy histrionics, it's actually a good setting for campaigns and adventures (typed by a diehard FR fanboy who still uses lots of old stuff in his [now relatively] new FR).
 

I think Neverwinter was just a good setting book, rather than a particularly 4e thing☺.

The backgrounds seem fine though the Harper reroll might be a bit good - it is very general while the others are pretty specific. The generality also means it lacks flavour.
 

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