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Neverwinter 5e
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<blockquote data-quote="tomservo999" data-source="post: 6476822" data-attributes="member: 6782025"><p>I did not realize that 4E had changed the duergar. I will edit my Devil's Pawn to take that into account. As far as Helm's Hold goes, I think I might take a page from the 3.5 adventure Cormyr: Tearing of the Weave. In that adventure some priests of Shar had built a false temple of Mystra in Suzail. I might keep the whole devil cult thing....just have it masquerading as a temple of Helm. And since Helm just got back from death....he's not really in a position to deal with it. I will probably remove the tie in to the Aboloethic Sovereignty. I do like the idea of Galt being a hopeless thrall of the aboleths and will definitely be keeping that. Now Neverember...hmmmm....</p><p></p><p>I like the idea of a separate aboleth city underneath Neverwinter too. With the whole Evernight thing too. I go back and forth on the spellplague thing. If it isn't too hard to convert spellplague critters to 5E, I may keep it...though I am more inclined to just drop it.</p><p></p><p>Here are my next 3 character theme conversions.</p><p></p><p>HARPER AGENT</p><p></p><p>Skill Proficiencies: Deception, Perception</p><p>Languages: Two of your choice.</p><p>Equipment: 2 scrolls cases for maps and scrolls; one containing a map of Neverwinter, the other 10 sheets of blank parchment, a set of traveler’s clothes, a waterskin, and a pouch containing 15 gp.</p><p></p><p>FEATURE: Harper Pin</p><p>You own a Harper pin. 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. While wearing this pin, you may immediately reroll any die roll. You must abide by the second roll. You may not use this power again until you have engaged in a short or long rest.</p><p></p><p>HEIR OF DELZOUN</p><p></p><p>Skill Proficiencies: History, Investigation</p><p>Tool Proficiency: Mason’s tools, or Smith’s tools.</p><p>Languages: One of your choice.</p><p>Equipment: A set of artisans tools (smith’s or mason’s), a signet ring, a scroll of pedigree, and a pouch containing 25 gp.</p><p></p><p>FEATURE: Dwarven Nobility</p><p>Your connection to Delzoun’s storied past clings to you like a mantle. Other dwarves can’t help but notice your regal bearing. You have advantage on all Persuasion and Intimidate checks made to interact with dwarves.</p><p></p><p>ILIYANBRUEN GUARDIAN</p><p></p><p>Skill Proficiencies: Arcana, Nature.</p><p>Languages: Sylvan and one other language of your choice.</p><p>Equipment: A dungeoneer’s pack (backpack, crowbar, hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, waterskin, 50 feet of hempen rope.</p><p></p><p>FEATURE: Feywild Knowledge</p><p>Your time in the demesnes of the fey has allowed you to learn a bit of their strange ways, even if you still can’t quite understand them fully. You can immediately identify if a hidden pathway leads to a fey realm, or if a certain area or event harbors the traces of fey activity. Additionally, you can easily find shelter and gather a day’s worth of sustenance for yourself (and yourself alone) when you travel in the wilderness where mortal civilization is nearly nonexistent.</p><p></p><p>Feywild Knowledge was stolen from the Wildling background here at EN World by @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=1" target="_blank">Morrus</a></u></strong></em>. Wanted to give credit where credit is due <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="tomservo999, post: 6476822, member: 6782025"] I did not realize that 4E had changed the duergar. I will edit my Devil's Pawn to take that into account. As far as Helm's Hold goes, I think I might take a page from the 3.5 adventure Cormyr: Tearing of the Weave. In that adventure some priests of Shar had built a false temple of Mystra in Suzail. I might keep the whole devil cult thing....just have it masquerading as a temple of Helm. And since Helm just got back from death....he's not really in a position to deal with it. I will probably remove the tie in to the Aboloethic Sovereignty. I do like the idea of Galt being a hopeless thrall of the aboleths and will definitely be keeping that. Now Neverember...hmmmm.... I like the idea of a separate aboleth city underneath Neverwinter too. With the whole Evernight thing too. I go back and forth on the spellplague thing. If it isn't too hard to convert spellplague critters to 5E, I may keep it...though I am more inclined to just drop it. Here are my next 3 character theme conversions. HARPER AGENT Skill Proficiencies: Deception, Perception Languages: Two of your choice. Equipment: 2 scrolls cases for maps and scrolls; one containing a map of Neverwinter, the other 10 sheets of blank parchment, a set of traveler’s clothes, a waterskin, and a pouch containing 15 gp. FEATURE: Harper Pin You own a Harper pin. 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. While wearing this pin, you may immediately reroll any die roll. You must abide by the second roll. You may not use this power again until you have engaged in a short or long rest. HEIR OF DELZOUN Skill Proficiencies: History, Investigation Tool Proficiency: Mason’s tools, or Smith’s tools. Languages: One of your choice. Equipment: A set of artisans tools (smith’s or mason’s), a signet ring, a scroll of pedigree, and a pouch containing 25 gp. FEATURE: Dwarven Nobility Your connection to Delzoun’s storied past clings to you like a mantle. Other dwarves can’t help but notice your regal bearing. You have advantage on all Persuasion and Intimidate checks made to interact with dwarves. ILIYANBRUEN GUARDIAN Skill Proficiencies: Arcana, Nature. Languages: Sylvan and one other language of your choice. Equipment: A dungeoneer’s pack (backpack, crowbar, hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, waterskin, 50 feet of hempen rope. FEATURE: Feywild Knowledge Your time in the demesnes of the fey has allowed you to learn a bit of their strange ways, even if you still can’t quite understand them fully. You can immediately identify if a hidden pathway leads to a fey realm, or if a certain area or event harbors the traces of fey activity. Additionally, you can easily find shelter and gather a day’s worth of sustenance for yourself (and yourself alone) when you travel in the wilderness where mortal civilization is nearly nonexistent. Feywild Knowledge was stolen from the Wildling background here at EN World by @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=1"]Morrus[/URL][/U][/B][/I]. Wanted to give credit where credit is due :) [/QUOTE]
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