Welcome to Neverwinter
Left a desolate ruin after a terrible cataclysm, the city of Neverwinter now rises from the ashes to reclaim its title of the Jewel of the North. Yet even as its citizens return and rebuild, hidden forces pursue their own goals and vendettas-any one of which could tear the city apart. If Neverwinter is to survive, it’s up to heroes to face down secret cults, sinister necromancers, would-be kings, and the terrible monsters stirring beneath the city.
Dungeons & Dragons Next Playtesting
This campaign utilizes the Dungeons & Dragons Neverwinter Campaign Setting that was published for 4th Edition, while using the D&D Next, (version 6-07-13), playtesting mechanics. This campaign also uses a variety of house rules to supplement the core mechanics of the D&D Next playtest material.
The Adventuring Company
An adventuring company is made of a group of individuals who share like minded goals and motivations. It is under this name/organization in which the characters take on quest and gain notoriety. The company may be an already established organization within the campaign setting, or the player’s characters may form a new independent adventuring company.
Below is the name and roster of the adventuring company for the current campaign. You may click on the characters name to find out more about that particular hero of Neverwinter.
|Symbol (if any):|
|John Smith||Ragnard the Brave||Fighter/1||Human/Male||Good|
|Jane Smith||Elisa the Swift||Rouge/1||Elf/Female||Neutral|
The Adventure Log
D&D Next House Rules Update
July 14, 2013
Use the Mountain Dwarf Traits
Use the Hill Dwarf Traits
Sun Elf & Moon Elf
Use the High Elf Traits
Use the Wood Elf Traits
Drow are another subrace of elves also know as Dark Elves and have the following traits:
Ability Score Adjustment: Your starting Charisma score increased by 1, and your starting Intelligence by 1.
Darkvision Vision: You can see in darkness within 60 feet of you as if it were dim light. When you do so, your vision is in black and white.
Lolthtouched: You know the Faerie Fire spell. You can cast this spell once per day. Intelligence is your magic ability for it.
As a Teifling, you have the following racial traits.
Ability Score Adjustment: Your starting Dexterity score increased by 1, and your starting Intelligence by 1.
Speed: 30 Feet.
Low-Light Vision: You can see in dim light as well as you do in bright light.
Wickedly Cunning: You have advantage on all Charisma checks to bluff.
Fire Resistance: All fire damage against you is halved.
Languages: You can speak, read, and write Common and one extra language of your choice