So, you are looking for some new D&D adventures, hm? Something to really excite you down to your bones? Want something that get you doing your victory dance after defeating a nearly indestructible enemy?
Well, check these campaign books below that might tickle your adventurous spirit! Face off against giants, insane wizards, and –
Well, let’s get into it before I spoil too much.
Want something big to fight? We can give you something BIG to fight.
Storm King’s Thunder asks a simple question – what would happen if all the giants around the world suddenly became angry and bloodthirsty? All across Faerun, giants are pillaging, burning, and otherwise conquering. Humanity is left to wonder what is going, and what can they do to save the world from this endless destruction?
That’s where you come in. Fight giants and dragons utilizing ancient rune magics, becoming adventuring titans. Do you have what it takes to fight these colossal creatures? Will you be squished like the rest of Faerun?
Welcome to Waterdeep, a city of both strange and fantastic mysteries. The most developed city in all of Faerun, the City of Splendors holds both wonderful and terrifying things to explore.
I am putting these two guides together because Dragon Heist is often used as a lead into Dungeon of the Mad Mage. If your characters are already in Waterdeep, why fix something that’s not broken?
Waterdeep: Dragon Heist will introduce characters to Waterdeep and all of its nooks and secrets. As the title suggests, it is a heist story, so have your masks, hidden identities, and secret gadgets ready! Travel through the numerous districts of the city, learning more and more about Skullport, The Undermountain, and the famous Yawning Portal tavern. Travel into the sewers to face off against creatures of all varieties, and maybe even get to visit the infamous gang leader Xanathar…
Waterdeep: Dungeon of the Mad Mage progresses characters to visit the Undermountain, some of which is introduced in Dragon Heist. You will have to delve deep into Undermountain, the largest dungeon in all of Faerun. Beneath, you will have to face endless drow, illithid, and the mage who is causing all this madness to begin with.
Has anyone told you to ‘go to hell’ and you wondered what it would be like? Then Descent Into Avernus is for you.
Baldur’s Gate, always known for its greed and corruption, has fallen into the hands of the archdevil Zariel, tempting officials and the powerful with untold strength. However, if these devils succeed, the gate between worlds will reopen to reignite the Blood War in Faerun! Will you and the party be able to save your home from the fiendish clutches? Or will you be tempted with power, the same as the rest?
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Welcome back to The Game Night Guide! Today, I thought we might be able to cover a long coveted knowledge that many wish to attain. It is an ancient art, going back generations. Some have attempted and failed miserably. But the few who are dedicated to this art create some of the finest works known to man.
What is this art you ask? Well, it is… mini painting.
It is not a simple art, but it is one that has incredible pay-offs. Being able to look to your battlefield as see your own work showcased has no greater feeling in the world.
So, how do you do it? Let’s get started.
Mini painting does not use traditional paints. Acrylic paints will not do in making your masterpiece. It will require special paints and brushes to make sure that you are going to succeed. Make sure that you get a variety of sizes for the mini paint brushes, as well as a dry brush.
The best way to get all of these items is to get a mini painting starter set. You can find these online from your local game shop!
If your mini(s) are black, then you are also going to need to prime them. Primer comes in white and grey, which will help make sure that the paint sticks to the mini. Otherwise, you’re hard work will seem squandered.
The base coat can be a bit tricky, but is by far the easiest part of the process. The base coat is the colours of your mini’s clothes and armor. You will want to diversify the colours to make sure that the whole outfit doesn’t blend together.
Depending on the size of the mini, you may be able to take a wider brush to cover the entire area in one colour of paint. However, if you are painting a smaller mini, like a humanoid, you are going to want to use the smallest brush to make sure to get all those hard to reach areas.
During this coat, make sure you double check all the hard to reach spots. You may find some white and grey areas that you accidentally missed while focusing on the more visible areas. The most common areas are the inside of the legs, underside of the arms, and underneath a cape or cloak.
Dry brushing is key to any finished mini. Dry brushing is when you take paint, wipe the excess off on a cloth, and use the little bit remaining to accent the figure. This is best done with darker colours, such as black, browns, or greens.
Before dry brushing, make sure you have wiped off as much of the paint as you can from the brush. Even if you think you have wiped off all the paint from your brush, you have not. Keep wiping it against the cloth until there is seemingly no paint on the brush.
Using black is a very good way to accent the notches and smaller features of the mini. It will help show off any smaller textures on the armor, capes, etc. that would otherwise be hidden by the first coat. Browns and greens are great to create stains of mud, dirt, or grass.
If you want a piece of armor or clothing to have a shimmering effect, dry brush with a lighter colour. Use either silver or a lighter version the same colour as what was used for that piece of armor. For example, if you want a dark blue cape to have a shimmering effect, dry brush a light blue onto the cape.
Those are the basics! Now, get out there, and start painting the PC minis of your dreams!
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D&D has a whole lot of villains.
I mean A LOT of villains. There are too many to count. Who are they? What do they want? How does Faerun managed to survive their destructive plots?
These are all great questions… that I will partially answer.
Let’s jump into another Villain’s Yearbook, looking at some of the most well known enemies of the Forgotten Realms!
Vecna may be the most well known villains in the Forgotten Realms. He was once a general who decided to dabble in dark magics, eventually becoming a lich, and then a lesser god. Even Critical Role has run this guy in their first campaign as the big bad evil guy. He is powerful, intimidating, and terrifying…
And overall, a bit of an overachiever. I mean, come on dude. Could you not just stop for ten seconds to smell the flowers and realize that maybe immortality isn’t the be all and end all?
Vecna has big ‘I was bullied in high school and never got over it‘ energy. The lichdom sch-tick was already done by Acererack and Velsharoon before him. At a certain point, you start to wonder if Vecna was more of just a cloak chaser than a real original baddie.
In the Clockwork Nirvana of Mechanus, Primus is a living library. They can speak any language, knows the name of every individual in Mechanus, and can even have brief glimpses of the future.
The only down side is they think they know what the world needs, regardless of humanity’s interest.
Primus doesn’t care about what you think you need. Primus knows what needs to be done in order to get things moving in the right direction. Order is Primus’s only goal, and any kind of chaos that exists should be extinguished. This includes things like empathy, emotions, trickery, and other things that help the world go round.
Talk about a control freak. They are totally going to take over every aspect of your project, tell you that you aren’t doing enough, and then complain when you haven’t done what they wanted you to do in the first place. You could have an interesting project by the end of the semester, but… is it really worth it?
Another D&D fan favourite, Xanathar lives in the sewers beneath Waterdeep. He is a crime lord, passing the time by reading old books and looking after his gold fish, Sylgar.
He is also a full blown beholder.
You may be wondering – aren’t all beholders nuts? Like nuts-nuts? Paranoid beyond belief, so they can only trust themselves?
Yes. It just happens that one of these creatures has decided to start his own thieves guild. It also means that Xanathar considers everyone in his employment expendable, willing to use them as fodder to test traps, or alter their forms. For example, there are a series of dwarves who got the short end of the stick and were transformed into mind flayers so Xanathar would have a better surveillance network.
All I’m saying is even if you are desperate for work, just make sure you check what kind of work privileges come with it. You never know if your future boss could turn you into a octopus person cause he felt like it.
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