Charon's Claw (Forgotten Realms: Neverwinter, Book 3) by R. A. Salvatore

By R. A. Salvatore

In the third publication of the #4 New York Times best-selling Neverwinter Saga, Drizzt attracts his swords once again to assist his associates. His lover, Dahlia Sin’felle, can communicate of not anything however the second she's 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 deals to help Dahlia in her undertaking to break Alegni. yet Charon’s Claw, Alegni’s sentient sword, dominates Entreri’s movements—if now not his brain. after which there’s the best way Entreri appears to be like at Dahlia. Can Drizzt belief his outdated foe?

 
Praise for the Neverwinter Saga:

“Emotional, respectful of its characters, intelligently written and dependent, and at last summons a feeling of nostalgic sorrow throughout”–Fantasy e-book evaluate on Gauntlgrym, Neverwinter Saga ebook I

“Full of pleasure. Salvatore has mastered the artwork of revealing a stunning struggle scene, and he's on the most sensible of his online game during this one. We meet many characters with many various struggling with kinds, and Salvatore does an outstanding activity of distinguishing among them. He manages to take those scenes from much more than simply a struggle scene, to an essential component of the story.”—The SFF Hub on Gauntlgrym, Neverwinter Saga booklet I

“A fast learn with a few very pleasant struggle scenes. It’s additionally deeply layered with emotional atmosphere” —California Literary assessment on Gauntlgrym, Neverwinter Saga e-book I

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Additional info for Charon's Claw (Forgotten Realms: Neverwinter, Book 3)

Example text

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.

With each new level your character gains, he or she increases in power and reputation. Each increase in wealth, power, and equipment is a win for your character. Looking at the Components of the Game You need three distinct components to play a DUNGEONS & DRAGONS game: ߜ Players: You need players, usually two to six of them, to take on the roles of adventurers in the fantasy world. The adventurers controlled by the players are also called heroes or p layer c harac ters (PC s, for short). ߜ A Dungeon Master: The Dungeon Master ( DM) controls all of the nonp layer c harac ters ( N PC s) — the monsters, villains, and other incidental characters that inhabit the fantasy world.

Quarion’s job on an adventuring team is to kill the monsters and protect his teammates. Initiative +3 When combat starts, the character with the highest initiative check goes first. Speed 4 You can move 4 squares per turn. Armor Class 17 Opponents need to roll this number or better to hit you. Hit Points 11 If you run out of hit points, you are defeated. Special Abilities Point Blank Shot: If you make a ranged attack on an opponent within 6 squares (30 feet) of you, you get a +1 bonus on attack and damage rolls.

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