By R. A. Salvatore
In the third e-book of the #4 New York Times best-selling Neverwinter Saga, Drizzt attracts his swords once again to help his buddies. His lover, Dahlia Sin’felle, can converse of not anything however the second she is going to face the Netherese lord Herzgo Alegni once more. Drizzt has already a path of vengeance beside Dahlia. Can he justify yet another conflict to settle a grudge he doesn't comprehend? Artemis Entreri too seeks vengeance. He bargains to help Dahlia in her challenge to damage Alegni. yet Charon’s Claw, Alegni’s sentient sword, dominates Entreri’s movements—if no longer his brain. after which there’s the way in which Entreri seems at Dahlia. Can Drizzt belief his outdated foe?
Praise for the Neverwinter Saga:
“Emotional, respectful of its characters, intelligently written and established, and eventually summons a feeling of nostalgic sorrow throughout”–Fantasy e-book assessment on Gauntlgrym, Neverwinter Saga e-book I
“Full of pleasure. Salvatore has mastered the artwork of unveiling a stunning struggle scene, and he's on the best of his video game during this one. We meet many characters with many various battling kinds, and Salvatore does a good task of distinguishing among them. He manages to take those scenes from a lot more than simply a struggle scene, to a vital part of the story.”—The SFF Hub on Gauntlgrym, Neverwinter Saga publication I
“A speedy learn with a few very fulfilling struggle scenes. It’s additionally deeply layered with emotional atmosphere” —California Literary evaluate on Gauntlgrym, Neverwinter Saga publication I
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Additional resources for Charon's Claw (Forgotten Realms: Neverwinter, Book 3)
Take those game statistics and build a personality for your character. Remember that your character is a hero and is part of a team, but otherwise let your imagination be your guide. W hat sets your character apart are the quirks and mannerisms you bring to the role. 27 28 Part I: D&D Crash Course Play ers are n ot characters Always keep in mind that you and your character are two different people. Y ou hav e knowledg e as a player that your character doesn’t hav e. ” C haracters nev er talk ab out Armor C lass or hit points or ab ility scores.
Game play also proceeds more smoothly when you don’t have to pass the dice around when sharing among players. A set of dice for the D&D game includes at least the following (see Figure 1-1): ߜ One four-sided die (referred to as a d4) ߜ Four six-sided dice (d6) 15 16 Part I: D&D Crash Course ߜ One eight-sided die (d8) ߜ Two ten-sided dice (d10) When these two dice are rolled together, they can produce any digit between 01 and 100. For this reason, these two dice are often called percentile dice (d% ).
O ther feats improve pow ers your character already has. T he ready-to-play characters in C hapters 3 throug h 6 have already had feats selected for them. F or more information about selecting your ow n feats, see C hapter 1 4 . Skills Skills represent the training and education your character has beyond the combat and spellcasting inherent to his or her class. D epending on your character’s class, your character w ill have a g reater or lesser amount of sk ills to call upon. R og ues, for ex ample, receive a larg e number of points w ith w hich to buy and improve sk ills.
Charon's Claw (Forgotten Realms: Neverwinter, Book 3) by R. A. Salvatore