Download The Crystal Shard (Forgotten Realms: The Icewind Dale by R. A. Salvatore PDF

By R. A. Salvatore

Drizzt Do'Urden has settled within the windswept cities of Icewind Dale. There, he encounters a tender barbarian named Wulfgar, captured in a raid and made the ward of a grizzled dwarf identify Bruenor. With Drizzt's support, Wulfgar will develop from a feral baby to a guy with the guts of a dwarf, the instincts of a savage, and the soul of a hero. however it will take much more than that to defeat the demonic energy of Crenshininbon, the fabled Crystal Shard.

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Additional info for The Crystal Shard (Forgotten Realms: The Icewind Dale Trilogy, Book 1; The Legend of Drizzt, Book 4)

Example text

Skirmishers move a lot and avoid the front line. Soldiers and brutes engage the party’s defenders and leaders. Controllers position themselves to make best use of their abilities. Smart Monsters: Smart monsters act differently in combat than dumb ones do. Look at the monster’s Intelligence score to help you decide what it does. Smart creatures plan their actions and choose the best course of action. A vampire might focus its attacks on the cleric who keeps hitting it with radiant damage. Less intelligent creatures don’t plan, they react.

Scaling The general encounter-building rules scale easily to larger or smaller parties. If you have only three player characters, use three monsters of their level as the baseline encounter. If you have seven, use seven monsters. You should still try for a balance among the different monster roles (see page 54). T R O U B L E S H O OT I N G characters do to it, they will be hard pressed to survive that fight. If you see the characters obviously overwhelmed in an encounter, you can: Smaller Than Four Small groups can’t cover the four basic character roles.

However, some DMs feel that it keeps control of the battle where it belongs—solidly in the DM’s hands. W I L L I A M O ’ CO N N O R the combat card to the player and give him or her the responsibility of telling you when he or she is jumping back into the action. The players don’t have much knowledge of the order of play when you use combat cards. They don’t know where the monsters fall into the order until they act, which some DMs enjoy. On the other hand, they often forget when their turn is coming up.

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