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However the Dark Sun (2010) only made minor changes to the plans: the GM and player books were combined into a single Campaign Setting, then a monster manual was added to the line.Īfter 2010's Essentials line (2010), Wizards totally reimagined all of their D&D supplements, and that included their campaign settings. This plan lasted intact for two years, through the Forgotten Realms (2008) and Eberron (2009) settings.
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Afterward, the setting would be abandoned and a totally new world would be the core of the next year's publication. The original plan for D&D 4e's campaign books was to produce a new setting every year as three books: a player's guide, a GM's campaign guide, and an adventure.
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It was published in August 2011.Ĭoncluding the Campaign Settings. Neverwinter Campaign Setting (2011), by Matt Sernett with Erik Scott de Bie and Ari Marmell, is the final D&D 4e campaign setting. It gives a Dungeon Master all the tools to build a thrilling campaign that spans the Neverwinter region. For Dungeon Masters, this supplement is a sandbox of adventure and plot options. They can choose from new character themes, cleric domains and powers, a new type of wizard called the bladesinger, and variants for classic races such as dwarves and elves. Players can use this book to enhance their adventurers with exciting options that tie into the setting. This supplement for the DUNGEONS & DRAGONS roleplaying game explores the Neverwinter region, providing details for both players and Dungeon Masters to experience everything the setting has to offer. 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. 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. Left a desolate ruin after a terrible cataclysm, the city of Neverwinter now rises from the ashes to reclaim its title as the Jewel of the North.
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