Tuesday Game: Object of Desire

I was exhausted coming home last night from my normal game so I didn’t write this until today. Sue me.

So the when I last ended, the party were slaves and were heading for the slave market.

Unfortunately, I had decided that I shouldn’t have done that and was considering a Deus Ex Machina.

Mood.

To add insult to injury, I had 4 players who were unable to come for various reasons: my earth genasai barbarian can’t come any longer due to work/new home distance, the monk was out of town, as was the Pally/Warlock, and Bubby, the kobold wizard had a rough day at work and needed to take the night off.

Oof. BIG oof.

Again, mood.

That said, another table had most of his table not show. This table is DM’d by the same guy who plays/played Moe, the tabaxi swashbuckler.

I make a proposition: take who you have and bring them to my table. Agreements were made all around, for Moe’s player and the two from his table that showed up. Then, we had the new guy from Sunday’s game (the one playing the half-orc barbarian/paladin, remember him?) playing a wrestler-type character, show up as well. With the three from my original table (the paladin, the bloodhunter/sorcerer, and the warlock/cleric), we had a nice, full table.

I thought to myself: think, Daily DM! You’ve improved worse! How do you get them out of slavery while at the same time incorporating the new members?!

Then it came to me: I have the perfect filler adventure!!

I was a huge reader, back in the day, of the Dungeon Magazines. HUGE fan. Ready made adventures, with the occasional adventure path that formed a mini- or full campaign. WONDERFUL resource for DMs. I had to go searching for it, but I found it: The Object of Desire by Gary O’Connell and Lucya Szzachnowski (if you are interested, it’s in issue #50).

So, here’s how it went:

The three new folks were in the employ of the sultan of Memnon. He, in the story of the adventure, needed adventurers to escort his niece to Calimport to marry her beloved, a prince (Nice story so far, right?). Needing more people to fill out the escort, the three were tasked with going to the slave market and offering freedom to a group of adventurers it was rumored that came in with a rumored pirate ship that doubled as a slaver ship. The pirate ship would be, in turn, captured and the crew enslaved for engaging in piracy, and their gear returned to them. In return for their freedom, they would only need to agree to escort the princess Yasmin to her beloved out in Calimport.

Knowing that they were heading that way anyhow, the party agreed. Yes, I know that this may seem…lazy. And, to be frank, it was. I had not had the time to campaign plan and I really didn’t want to do the whole “Yeah, the last week was a dream…yeah, that’s right. You wake up and everything that happened with the slaver ship never happened.” THAT, my dear readers, is lazy. Like…too lazy.

ANYHOW

The party began the voyage. Moe, the swashbuckler, was a pirate and helped with the ship, as had one of his players that was playing at my table. After a day of sailing, the ship was attacked by a giant sea snake, which the party handily defeated and whom also chose to skin and fillet.

After dealing with the constant whining from the vizier who was the chaperone of the princess (as well as the cousin of the sultan), his egotistical and insufferable attitude, and belittling treatment of everyone, the party was attacked by a large force of four-armed gargoyles.

In the midst of battle, one party member saw a flash under the door of the princess’s cabin, and a tiny ball of scintillating light float away towards the coastline. Finishing off the gargoyles, the party set out in the 8-person dinghy towards the shore, finding a beach and 5 caves. The party left the man-sized crabs they found on the beach alone (although the wrestler-esque character wanted to eat crab) and proceeded into the dark caves where they were attacked by three ghouls, which the paladin dispatched quite easily with his glaive.

Finding a chest with treasures (and splitting said treasures which included a ring of truthtelling, an enchanted ring that gives advantage on Wisdom (Insight) checks to detect someone lying to you), as well as stairs going up, the party continued onward towards the stairs which led to a small room and then up to a narrow ravine, with more rough-hewn stairs, eventually overlooking the lagoon where the ship was left. Looking back to the deck, they saw that the vizier was having his things moved to the princess’s cabin. Jerk.

The party looked around, and in the distance, further inland across much sand (about 3-4 miles away) was a large structure with two towers. Heading there, the party figured that was the only clue as to where the princess might be.

Upon arriving, they walk through the ruins, just rubble now, of small walls, previously of what was at least a small town, and more likely a larger city. They come to the qal’at, with a stone wall all around and the following inscription above the entrance:

Let it be known that this qal’at and the court of Sultan Firouz al-Algarin are cursed by the wizard Nazir al-Azrad, whose anger is mighty and whose vengeance is eternal.

Sounds…foreboding. One of the party remembered the story of how, a long time ago, a sultan married the daughter of a crazy wizard, who came on their wedding day and turned him into a hideous monster, while fleeing to parts unknown with his daughter, for flaunting his wishes and spiriting her away in the first place. Legend has it that he placed a curse even upon his own daughter for her betrayal.

Upon entering into the courtyard, they see a dried fountain (which they avoid) and several statues in various poses on their left. Checking out the statues, they find that they are the petrified remains of adventurers that apparently came to this place and turned to stone. The erosion was so bad, however, that they would not be able to be saved. Looking around the base, the party found a dropped item, called a staff of striking which the wrestler took.

Wandering into the palace itself, they saw a curious sight: A beholder laying on a stack of silken cushions, with a beautiful woman attending to it, with the princess in a gilded cage.

Image was taken from the magazine adventure. All rights reserved and are the property of Dungeon Magazine and Paizo Publishing.

Upon watching, the woman is told that her beauty doesn’t please the beholder any longer, and is turned to stone, while being told that the princess would be his bride!

Before the party can rush in to stop this, a ghost appears, bearing the resemblance of a slight man with a bookish look to him, beckoning them not to attack and waving them on towards one of the stair cases.

Following him there, the party finds the study of the now long-deceased royal librarian and scribe. Looking at his desk, they find a curious account…

Image was taken from the magazine adventure. All rights reserved and are the property of Dungeon Magazine and Paizo Publishing.

Oof again.

Using dust made from crushing some of the warlock/cleric’s candy, they found they could sprinkle it in the scratch marks the pen had made, regardless of the ink spilled on the page, and found that they needed a pearl from the cleric that was to marry them (supposedly killed by Nazir during the wedding), a golden cup, and the purest water. The pearl would dissolve in the cup with the prayer uttered in the chapel, and if given to the cursed sultan.

After gathering the cup and finding an elaborate silken wedding dress, we ended for the night.

I hope you all stick around for next week when we conclude this adventure and continue with the search for Mhendi in Calimport!

Miniature Painting Spotlight

So today my post is going to be about works in progress. I am going to highlight several of the works that I have not finished. At the end I will show you my most recent finished miniature so that you can see something that is done.

Our first contestant is an unfinished human druid or sorcerer. Whatever he is, he’s definitely a spellcaster. I’ve been having problems with painting behind and around his cape as well as his beard which is not attached to the model itself but to the model’s head which is glued on differently. In any case, it’s been a pain and I’ve been working on him for weeks. It’s a commission I’m doing for a buddy of mine.

Yeah, I know. He’s pretty rough. I’ll get him done this week likely. Not sure if I’ll be happy with how he ends up turning out, but I will end up doing my best work with him in the end.

Our next contestant is a miniature I’m doing for my daughter and character she plays on my Tuesday game. She’s not playing any longer, due to school, but I still wanted to paint her gnome wizard.

As you can see, she’s still in rough shape with only the plum colored robes painted. She’s going to turn out great when I’m done, especially if I can get a steady enough hand to paint the detail on the front of the robe.

Lastly is my second troll. Just so you know that I’m not posting the original troll twice, I’m going to give you a picture of both of them side by side. The one on the left is the original (I did go back and do some additional work on him to try to darken his warts but it didn’t turn out perfectly; I’m going to make a nice dark green and dab his warts later), and on the right will be the newer one.

You may notice that there is a difference between the shade of green. I ended up picking up a shade of hunter green that I really liked and wanted to use for this troll. Granted his skin is not painted in more than one coat or so but I’m looking forward to what he looks like when he’s done. Here’s a picture all by his lonesome.

As you can tell everything is still in its rough stages. His cuffs are not done, his teeth have not been detailed, and of course he’s lacking shader which I intend on using green shade instead of a dark shade. I’m hoping it turns out well.

And now for the moment you are waiting for: the actual finished mini that I have completed.

He turned out quite well, as far as I’m concerned. This is a tiefling sorcerer that I did as a commission. Do you remember the human barbarian I previously painted? It’s for the same guy. He likes my miniature painting apparently. I’m just glad that I can do something nice for somebody.

Well, that’s all I got for today. We’ll see you next week with more painted minis!

Sunday Adventures: Into Muiral’s Lair

Sorry for the late post! I scheduled the post and forgot to change the time. That said, enjoy!

So the party was light this week due to Labor Day, and consisted only of the goliath bloodhunter/sorcerer, the half-elf monk, the goblin ranger

, and the tiefling fighter/wizard, all 9th level.

Heading now to the next level down (the 10th level, known as Muiral’s Gauntlet), the party first noticed tons of broken glass from mirrors in this hallway. searching around they find a secret doorway and tracks leading to the west. Heading that direction they run into a skeleton carrying a wand of the war mage. Heading deeper in they come out of another secret door into a hallway going left and right. The party here sound coming from the right and so move on that way. The voice they hear is from the drow priestess that they met back on level four.

The voice seems to be making announcements, proselytizing, and issuing commands. Being the sneaky sort of person that he is, the monk looked around the corner. He beheld four spectral drought priestesses as well as a large scorpion with the torso of a man in place of its head: Muiral himself. Sneaking back, the party quickly makes a plan as to what to do. Unfortunately, Muiral heard them and shouted for The Intruders to identify themselves. Successfully bluffing Muiral, The party went the other direction. Looking around they find the beginnings of what looks like a laboratory. At that point, Muiral has seen through the deception and has figured the party is intruding on his laboratory. Attacking the party mural begins casting spell after spell at them. At one point, the wizard/fighter found himself turning into stone, which ended as soon as the Goblin Ranger was turned into a mule. Jokes about the goblin being made an ass of himself ensued. After taking a large amount of damage from the ranger before being polymorphed, as well as taking additional damage from others (including the Fighter (Eldritch Knight)/Wizard who had just learned fireball), Muiral decided that discretion was the better part of valor and retreated, vowing to return.

The fighter/wizard was so happy…

The party decided that they would continue into the laboratory where they found another one of Hallaster’s gates. Realizing that the riddle on the gate indicated that someone invisible had to be in front of the mirror to activate it, the party entered finding themselves in a large room with a set of basil double doors heading north.

The party easily opened the door to find a large clay altar and beyond that several duergar and cloakers milling about below the dice that they found themselves standing on. The fighter/wizard turned invisible intending to not be seen by the duergar, Only to trigger the alters guardian, a large clay golem. Striking a deal with the duergar, The party agrees to slay the clay golem in exchange for safe passage throughout this level, which they found was the 6th, and the wrong direction.

The party, with the help of a new companion, a half orc Paladin/barbarian, made short work of the Clay golem, leaving the duergar in awe of his brute strength. The party traveled inward to this seemingly abandoned dwarven fortress and tomb, looking for treasures that they may plunder. As it so happened, the party came across several of the all too familiar gates they had been traveling through from level to level. deciding that they were unable to activate the ones they found, the party continued onwards until they found a secret door into the tomb of a supposedly dead king. Bursting open the seals of the sarcophagus, all of the swords from around the room animated to attack.

Join us next week to see how our heroes fare!

Goblin Ranger for the win!
Art not my own, source unknown

How To: Miniature Painting

So this week I had time to paint only two miniatures. The one we’re going to discuss today is Robin Hood.

The last time we discussed painting miniatures, my advice was just a pain miniatures despite how good or not so good You are skills may be. Today we’re going to discuss the tools of the trade.

It seems to go without saying, but you need a few good brushes. There are several types out there, but in reality you could do with five decent brushes. You would need a large brush for painting on shading, a medium brush for doing some larger areas, a small brush for smaller details, and then a very small fine detail brush for doing fine detail work. For me, I have a rather nice and large brush set that my wife purchased for me for Christmas. I use maybe four brushes out of the whole thing. mostly because they’re nice brushes, I use older brushes for things like slathering on shade. Now, I know some of these terms I’m using maybe foreign but will explain those later, at a different date.

In addition to brushes, you obviously need paints. there are several paints from various companies that you can choose from. Vallejo is one commonly trusted name, as are the paints from Games Workshop, typically used for Warhammer games, but work well for any miniature painting. Personally, I have enjoyed using the Army Painter brand. They are the same quality as the other brands, but come in droppers, which make mixing paints and measuring out just the right amount of paint you need much easier than with paint pots from other brands. Again, this is just my humble opinion. There are other brands of acrylic paints, but remember: you get what you pay for. If you buy cheap paints, they won’t likely last very long. Trust me, I know this from personal experience.

Next up, you’re going to need something to use as a palette. I use a specific brand of plant-based breakfast sausage cartons which work very nicely for me. You can, of course, purchase a paint palette from any hobby store. I think that’s a waste of money. You do you.

Having a container of nail polish remover is always helpful. Nail polish remover is great for taking off that dried on paint that you change your mind on which color was going to go on. It’s also helpful for removing paint from other surfaces. Just remember, nail polish remover will take varnish off of wooden furniture and surfaces.

Lastly, you’re going to need some kind of container to hold water so that you can clean your brush in between colors. Acrylic paints are water soluble. As such, you want to be able to clean your brushes off with water. My wife and I like to buy tea from a company that provides loose leaf tea in small half pint jars made of glass with a metal lid. These work perfectly for me. Again, find something that works for you. Keep in mind, plastic will get stained.

Now that you have assembled all your tools and your paints, it’s time to get painting!

Next time we’re going to talk about differing techniques in base coating.

I hope to see you then!

This is a Robin Hood mini I painted this week.
Reverse side

Tuesday, the Prequel

So I’ve decided to do a slightly more detailed recap of my Tuesday game, as much of it won’t make sense on why they are doing what they are doing.

The party began the standard Mines of Phandelvin questline, eventually going to Old Owl Well to deal with rumors of undead. Of course, for any of you familiar with that module, there is a Red Wizard of Thay, specifically a necromancer, who is excavating the site for ancient artifacts of Netheril. When I read that, I got the idea for the campaign. So I changed some stuff up. Here’s how it changed:

The party, after defeating the necromancer and the zombies, having found the Netherese ring of protection that the necromancer had found, decided to check out the tower site more. One of them found an inscription. The druid/cleric, being an archeologist, immediately checked it out. The script was draconic, but it appeared to be gibberish. The gnome wizard in the group, with a sufficient History check, determined that it is actually Netherese, the language of Netheril (actually the lower Netheril, but they haven’t figured that out yet). Deciding to try pronouncing it phonetically, the member who spoke found themselves in a dark room. Unable to see, he stood there, doing nothing. The next was the gnome wizard, who tried to prank the earth genasai barbarian, without success. Next was the divination wizard. Meanwhile, those above were unable to figure out the pronunciation of the words and had no clue as to what is going on. Detect magic only shows that the whole site contains overwhelmingly large amounts of magic.

Below, a light spell is cast, and the three below see that they are in a 20′ x 20′ stone block room, with an inscription on the wall in the same language as the inscription as found beforehand above. There are also two large chests made of a strange metal they cannot identify, and a strange stone portal with draconic characters around the outer edge. Additionally, there was a staircase, although it was choked with dirt and rubble.

The group chose to ignore the archway in favor of the chests. The barbarian, in the absence of a rogue to detect and/or disarm any traps, opens the chest and falls like a stone (pun totally intended). The two wizards begin discussing what to do, as all examination shows that the barbarian is dead. In reality, he only appears dead, as an effect that causes one to mimic death hit him. Looking in the chest, there were thousands of 1″ diameter coins, shaped like a 4-sided pyramid, with runes along each edge. They were tarnished but still gold. The barbarian wakes up at this point, having no understanding of what just happened. The three realized that the air was getting mighty thin, and the barbarian began digging them out through the stairwell. The divination wizard, thinking something in the other chest may help, opened it and actually fell dead. Looking inside, as she was sort of useless for excavating the stairs, finding a rod, a wand, and a dagger. Seeing that nothing there will help, attempted to go about clearing rubble, eventually passing out from oxygen loss.

The barbarian enters a rage to increase his ability to dig.

The rest of the party was at a loss until Percell, the cleric/druid, cast a spell to communicate with digging and underground animals. The moles and other such advised him of the stairwell, so he and the other two got to digging. After some very narrowly good roles, they broke through to each other and those below did not die of asphyxiation. After identifying everything, they found that the rod is a rod of resurrection, the wand a wand of wonder, and the dagger is a dagger of returning. Using the rod, the party brought back Halen, the divination wizard, and took a long rest.

The party now had to find someone to translate the inscription…closest place to do that would be Neverwinter, but nobody wanted to go back there, so they decided to head to Waterdeep…

Well, that’s all I have in me to write today. I’ll post more of the prequel to Tuesday later in the week. I have my Discord game, Sunday, and Tuesday to do as they come, with these coming in between.

How to DM: Adventure Writing

Last time, I wrote about running games as the best way to learn how to DM. And while that is true, you will eventually want to turn one of your cool ideas into an adventure or an ongoing campaign. Let me clarify some definitions for you:

Adventure: a one or more session story with a definitive beginning and end.
Campaign: a series of adventures with an overall story or plot-line, linking the adventures together, even by way of “We are just seeking one adventure after another” (what I like to call an “episodic” campaign, as there is no overarching story, with the adventures being more like episodes of an 80’s action show)

Today I am going to write about adventure planning. Most folks and even the Dungeon Master’s Guide will tell you to plan small and work your way bigger. That’s cool an all, and I get that, but I don’t do that. At the beginning, I told you that I would give you my methods, so that’s what I am going to do.

I start with deciding what kind of adventure I am going to run.

There are several types according the the Dungeon Master’s guide (Chapter 3, beginning on page 71), which they label as Location-based (like a dungeon, castle, or other such place where things happen based on rooms or other such locations), event based (the villain stole the king’s royal crown or there is a crime spree happening throughout the hamlet the Player Characters are travelling through and they are blamed), mystery (the party is invited to a party and the host is found dead, or a strange creature is found terrorizing the townsfolk in the middle of town and nobody knows where it came from), or intrigue (the party is sent as a diplomatic envoy to the elven nation they are at war with, or the king is trying to name a royal successor, and a local noble wants the party’s help to get them named over the other prospects). Some can be a combination of two or more types, or even all four!

Think I can’t do it? I’m coming up with this on the fly as I write, but here it goes: the king has agreed to bestow a fiefdom upon anyone who can find out why an ancient temple (location-based) mysteriously (mystery) rose out of the ocean off of the coast of his kingdom. The party must race to solve the mystery before another adventuring party (event-based as things each party does can effect the other, even within the temple), hired by one of the corrupt nobles in the king’s court, hoping to curry favor with the king in order to be gain standing with the royal household (intrigue).

Don’t like it? I came up with it on the fly. If you think of something better, put it in the comments below. The best idea gets a shoutout next week from me.

In any case, after I figure out what type of adventure I am running, I begin outlining.

Yes, outlining. That is that skill you may have learned as far back as 5th or 6th grade that your teacher said would be important? That.

So, what are we outlining? The adventure, of course! A before, a beginning, a middle, and an end.

Now, since this is can be so daunting, I recommend using a template to help you along. Personally I use this one here (with a BIG thank you to the Welsh Piper for coming up with it!). Let’s take a look at it and you can see why I love it for adventure planning. There are others available online, but I really like this one so that’s what I will use for our example.

Let’s start from the top and work our way down, shall we?

See that grey box? I use that to put in the adventure name. If I know what I’m calling it, based on some theme or such that I’m making in the adventure, I’ll put it there. If not, I’ll leave it blank until the end.

Next we have “Hook.” This is the thing that gets the party interested in the adventure. Unless the adventure hinges on a specific hook (like, “A man walks into the tavern you are at carrying a sea chest, dressed as a sailor, limping on a cane, and falls unconscious as he enters!” or something similar), you can leave this blank for now. We’ll come back to it.

The next is the background and end goal. This is where we answer the question as to what happened before the party got involved in this particular narrative and leading up to the problem to be solved. Remember, D&D is a cooperative story-telling game! If you treat this like telling a story, it becomes much easier. And like we said earlier, a story has a beginning a middle, and an end. The only difference is that an adventure has background to give the antagonist (the “badguys” or other sort of adversaries, who may or may not be “bad” but whose goals are opposed to, in some way, the party’s goals) a reason for doing what they do.

As an example, let’s say your adventure is about exploring a dungeon. At this point you have to ask yourself: why was the dungeon built? Was it built to protect something like treasure or a specific item? Was it made to keep people away from something, like a dangerous magic item or to lock away a dangerous monster? Maybe it is a long forgotten tomb of an ancient wizard. This is all called background. This is otherwise known as everything that happened before the adventurers showed up.


In addition to this, this box is for including what the and goal for the adventurers should be. Should they destroy the ancient evil found beneath? Should they free whatever is trapped inside? Should they find all the treasure? Whatever it is, this is the end goal for the party of adventurers who will be playing this adventure.

The next box is the rewards. This isn’t the box to put down all of the individual treasures that the party will receive at the end, but to generalize. is the reward the everlasting friendship of the Duke whose son they rescued? Is it the treasure that they will get from slaying the dragon? Maybe it is information leading to another adventure. The possibilities here are endless but dependent on the type of adventure you’re going to run (as discussed earlier).

The epilogue is where I generally put how, if it is a campaign, the overarching villain or story runs as a result of what the party does. Even if it’s not a campaign, depending on how the party performs or what their actions are, towns can be on fire, dungeons can be collapsed, and all sorts of other, either positive or negative, consequences can happen as a result of the parties involvement in the adventure.

For the next section, You build the encounters that the party will have throughout the adventure. How do they get from point A to point B? If this is location-based, it is easy to number each of the rooms in the dungeon, Castle, whatever, and put whatever monster, trap, or other such obstacle down for each encounter. Of course, there are only eight slots on the sheet. This is why this is a template and not necessarily an all encompassing worksheet. This section, with eight encounters, is much better for encounter based adventures. It could also work well for mystery adventures or intrigue adventures (which, In my opinion, our types of encounter-based adventures). I simply write in the encounter and what sorts of things happen within the encounter. A short summary works just fine.

Now, as I may or may not have said, I play Dungeons & Dragons 5e. The specific columns under the “Foes” section don’t really mean much to me. For me, I write out what and how many of each monster or NPC is for each encounter.

I will discuss encounter building another time, but suffice it to say that this is where I list out the monsters, if any, for each encounter, numbered as per the encounters above.

You may notice that there is a large grid area on the top right corner of the sheet. If there is any significant locations or possibly even the map of the dungeon can be drawn up here. Personally, I like to draw larger maps on graph paper and attach it to the sheet, with a particularly significant encounter area in this corner grid area (just a note, you can download one with hex instead of grid if you prefer that sort of thing).

Look back over your sheet, now that you have everything filled in. Congratulations, you have your adventure planned out!

You’ll notice that, in addition to not discussing creating encounters, I haven’t discussed describing rooms. I intend on covering that in another post as well.

In the mean-time, revel in the fact that you have, in fact, just created your first adventure!

The Tuesday Chacters

Due to a family emergency, I was unable to run my table as normal this week, so I have an alternative post. Enjoy!

I’ve realized that I’ve done a considerable amount of describing this and that without talking about the individual players. This is mostly on purpose, as I value my players’ privacy.

That said, their characters are fair game. I will be dividing the characters into former and current.

Former: Iul the gnome war caster wizard (dropped due to school), Percell the druid (spore)/cleric (dropped due to table swap), Halen the elven divination wizard (dropped due to family issues), Calvin the human Ranger (dropped due to work schedule), Moe Spots the tabaxi swashbuckler rogue (dropped to DM another table), and Gra’ Kel the half-orc barbarian (dropped due to work schedule).

Current: Dexter the tabaxi blood hunter/sorcerer, Gram-gram the dwarven cleric/warlock, Severn the human paladin, the dragonborn sorcerer, the shadow Monk, and the kobold wizard.

Yes, there are names I can’t remember right now. My bad.

In any case, the party began with all of the former, but included Severn, then became the current over a month’s time, about the time August came around.

I really hate Covid, you know?

How To: Painting Minis

Before I begin, I want to say that I know, for some of you, the idea of taking the blank canvas of a miniature, and turning it into some sort of amazing piece of gamecraft that you are proud of is a truly daunting task.

I get that. I really do.

If you are not one of those people, I envy you. I am on the former.

Looking at a blank miniature, even worse, one that doesn’t even have primer on it, can be daunting as all can be. There are days I don’t even know how to begin! But don’t worry, today I’m going to talk to you about how to prep for painting minis.

Like most things relating to D&D, and dungeon mastering for that matter, It all boils down to your state of mind.

“But Daily DM,” you might say. “I get all anxious when even looking at blank miniatures.” So did I random reader. But you want to know how I got over that? I had, what you could call, a miniature hoarding problem. I have, literally, hundreds of miniatures. Easily half those have never had paint touch them. The worst part is that 2/3 of those actually have primer on them, as they either came pre-primed, or I’ve actually taken the time to prime it.

For me, especially since I have nothing better to do between blog posts, I have decided to paint. And paint I will do. I was discussing this very concept with a good friend of mine, whom I will call “A.”

“A” said something particularly profound. He said, “A blank miniature is like a placeholder. It’s not until you put paint that it develops a story.” Like I said, profound.

Do you know what I did, when I made the decision that my miniatures needed painting? I sat down, I prepared my tablespace, and I began to paint. Now, I won’t say my first attempt was great. I won’t say it was perfect. In fact, the shading job I did on it was pretty shoddy. Am I happy with the job I did overall? Absolutely. I painted a miniature. Granted, I still have to paint the base, but that’s fine. I’ll get to that eventually. What’s important is that the miniature itself has been given life, so to speak.

You may remember me having posted this before. As you can see, I could have done a better job with the shading. Oh well. But this is what I want you to turn your attention to: I put a lot of heart and soul into that miniature. The level of detail on the shield, the detail on the armor, the detail on the gloves and the sword. Here’s the back of it:

See the detail of the back of the shield, the detail of the dagger on the hip. The part where I’m apparently do not touch up the boot and dripped a little paint onto the boot. The detail of the hair.

Now, I’m not trying to brag by any means. I know that there are many people who could have done a better job than I did. But, it was the first miniature I had painted in over 25 years. And even then, I was too intimidated to consider the idea of painting a miniature in full. I had a half a dozen primed miniatures lying around. Most of them painted with gloss paint. I don’t prefer that any longer.

So what did I do? I stripped every single miniature that I had previously done that wasn’t completed, and I began planning on repainting it. I’ll show you some as I get them done. This particular one was just an old pewter mini that I had inherited from my dad’s collection. He looked like he needed to be painted. And so, I took the better part of an hour or two and painted him.

So when I talk about how to paint a mini, you have to get in the right headspace. The headspace that says: it is okay not to get it perfect the first time. It’s okay to do it badly the first time. I mean, seriously, have you ever been picked up anything and been perfect at it the first time? You’re likely answer is no. So give yourself enough grace to be able to paint without judging yourself before you’ve even begun.

If you are really and truly worried, pick up something easy, or relatively easy, to paint. Like a pack of spiders or a gelatinous cube or something of that nature which doesn’t require a whole lot of paints but can still be very fun to throw down on. The idea is that you just start painting.

Now, if I get some requests to do more, I’ll do a couple of posts on my process for painting miniatures as I post pictures of the miniatures I’ve painted.

So you all around!

Merch

Just a reminder, you don’t have to be a continuous patron on our Patreon page to buy our merch. You can support us by buying a sticker, coffee mug, t-shirt, or hoodie, or whatever else is up there. First person to send me a picture with a piece of merch look at a free miniature painted by myself!*

That said, I have a wonderful graphic artist working on a new logo. Once I have that, all of my merch will change, so get your “vintage” DDMB logo merch while you can!

*I will need an address to send it to you…

Sunday League

Okay, folks, I can’t make this stuff up…

Everything started pretty normal, right? They continued from the strange room with the illusionary walls, behind one of which was a secret door that the kenku rogue found. Travelling further, they see a set of stairs going down.

Deciding that they had gone far enough and needed to make good on their deal with the fairy dragon, they headed back to the portal that would lead them to the castle.

Still, everything normal.

Gathered in the castle portal room, the kenku opens the door to see a skeletal human with robes floating in the hallway, looking at them. “Oh, look. A party of adventurers…” he purrs. “How…fun…” he says as he casts power word stun on the rogue. Initiative begins, and the party whispers/says/shouts an expletive as I write on my small board lich in the initiative order. Maddgoth came home to his castle, and was not happy to find intruders. The lich went first. The lich was in his lair. The lich has three legendary actions each round.

Now, trying to do a play-by-play of their encounter would be nearly impossible, but here is the summation of what happened:

The party wizard realized, via History check, that this was, indeed, Maddgoth, who is a serial killer, and his favorite targets are wizards. In fact, it is said that his desk and chair are made of the lacquered spellbooks of his victims. Lovely.

Maddgoth casts a spell, and the wizard cast counterspell on it, making the check!! Maddgoth was not…shall we say…pleased with the wizard. The party opens the portal. The party attempts to retreat through the portal. Magdoth used his paralyzing touch ability to paralyze the monk. The kenku, getting unstunned, grabs the monk and retreats through the portal. The wizard is the only one left, and Maddgoth cast finger of death on him, killing him instantly, then follows the party through the portal. The party try running, and the kenku, still carrying the monk, runs right into the lich, who somehow appeared in front of him. The lich cast power word kill killing the kenku, and then left the monk to deal with the rest of the party, who ran right into the lich. The party runs right into the lich and turns around. The lich casts fireball a few times, nearly wiping the party. Repeatedly. The party tries to go back through the portal (at this point, only the tortle cleric), only to find that the door the lich came through is shut and the wizard is laying dead. The cleric casts revivify bringing the wizard back. They head back into the portal, where the rest of the party is bleeding out, dead, dominated, or fighting with the dominated party member. Maddgoth comes into the room casting fireball.

This is where things get…interesting.

The dwarf barbarian is raging. Every time Maddgoth fires off an area of effect spell, if the barbarian succeeds, due to his taking half damage from raging, he ends up taking half of that damage, bringing the total down to a quarter. It nearly saved the party.

The damage from the fireball spell brought the barbarian out of being dominated. Good deal. The cleric tried to run back through the portal to find a squad of 8 mezzoloth with spears coming at him. Deciding that dying by lich is more preferable, he walks back through the portal.

At this point, the lich is getting hacked on by the dwarf. A lot. The dwarf is hitting actual critical hits repeatedly. Frankly, I was very impressed.

That all said, it was a losing battle with the lich, as he was just too powerful, and the party perished. Or did they?

They had brief visions of waking up in individual coffin-like containers with connectors on themselves, and then darkness.

Upon waking, they found themselves in their room at the Yawning Portal Inn. After trying to figure out what happened, they go downstairs to find the infamous Portal bricked up!

Something was not adding up.

After trying to talk to Durnan, the proprietor, the barbarian realized something wasn’t right and informed the party. Turning to confront Durnan, they see him sitting on the bar.

“Hmm…you figured it out sooner than most groups…” he began.

Realizing that they were in some sort of weird illusiory Matrix-like thing, the party demanded to be let out. The entity only agreed after getting the party to agree to several things:

  1. Helping the fairy dragon at Maddgoth’s castle as this helps them help him
  2. Eliminate the Githyanki on level 16
  3. Eliminate the Githyanki on level 17

After this, he says, still masquerading as Durnan, he will let them have safe passage through his domain on level 17, although if they make it that far, he will be asking another favor when they get there and meet in person. The party agreed.

Everything went black for the party and they found themselves back in the portal room in Maddgoth’s castle. Locating the homunculus they agreed to eliminate, they were offered, by the homunculus, to kill the fairy dragon, which was tormenting it and trespassing in its master’s castle. The party decided to kill the homunculus, and then loot the castle.

The party then made out like bandits, finding and destroying Maddgoth’s chair and desk, made of captured spellbooks, as well as several rubbings of a stone spell page from a statue of Maddgoth who was holding a spellbook open to a Mordenkainen’s Sword spell.

Heading back to the surface and selling their loot, the party planned on their next jaunt into the depths of Undermountain…

Saturday Home Game

For reference: my Saturday game is my family game.

The party, having finish taking care of some bandits trying to steal the Duke’s coin molds capturing the leader, proceeded on to a port city having troubles with an alleged ghost ship.

The party, deciding to follow up on this based on the level of reward of 1,000 gold pieces each, looked around for a survivor of the ghost ship attacks. The survivor they found was a man who drank much ale and did not have a whole lot of information that was useful to the party.

Deciding that the reward made things worth it anyways, the party hired a ship set sale looking for this alleged ghost ship.

It wasn’t long and their voyage when the ghost ship attacked.the party fought a tough fight and found it on that these alleged undead were bleeding upon being struck and dropped from the attacks the party was doling out. The fight was hard one but the party came out on top. Having collected the treasure and taking a prisoner, the party said that sale with their new magical submersible ship back to the city of Koll.

You’re going to the heart master and collecting the reward, the Harvard Master was expecting the party to relinquish the ship as recompense for the financial damage that the pirates masquerading as undead had done.

The party argued that the contract did not stipulate that they were to give over any kind of or sort of ship. After threatening violence and deciding to take things to the magister, the party was able to walk away (or sail away, rather) with the ship, but with an edict of banishment for all times from the Port City of Koll.

Setting through the neighboring province, which also happened to be another nation, the party landed in the Port City of Red Fern.

Not long after docking their ship and entering into the market, looking at all the wonderful things offered there, a strange, wing and snake approach them with a scroll to attach to them marked “Open Me.”

Opening the scroll tube, the Party Warlock read aloud the note inside. Some sick and twisted person force the party into a game of finding fireballs frozen in stasis field hitting across the City. The party quickly went to work, solving the cruise, and collecting the crystals housing untold destruction.

Realizing that this city also has the infamous Bruce “Bruiser” Halloway, whom they were responsible for having been arrested in a previous adventure with bandits, the party quickly surmised that this was a distraction to break out Bruce.

Securing the scoundrel and moving him to another secure location, the party finished going after the crystals. After disposing of them into the harbor where it could harm nothing and no one, the party realized that there were eight explosions, and not the seven that they had expected. Realizing that there was a failed jailbreak happening at that moment, the party ran off to apprehend the bandit trying to break out Bruiser.

After some quick thinking from the sorcerer, who put him to sleep with a spell, the party the dude him and turned him over to the authorities. This guard of the favor of the Duke of Red Fern as well as a small reward.

As a capstone to their adventure, the party celebrated in style at the Duke’s estate with a feast.

Why I Am the Forever DM

Yeah, that’s me, the Forever DM. I rarely get to play at a table, and that’s okay. Recently, I had a brief conversation with one of my players after our game session:

Of course, Bubby is his character. His other character, Vaxis is in my monthly game and has the luck of a lodestone.

But I digress.
This is what makes me enjoy DMing. Over the last quarter of a decade that I’ve been DMing, I have had some successful and some…not so successful campaigns. Some of the best long-term games I’ve had were ones that had an engaging story overall, with plenty of opportunities for each character to shine, and me trying to weave the background stories of each player’s character into the narrative.

Would it surprise you to know that I’ve only had a total of five campaigns actually make it to completion (sometimes satisfying for everyone, sometimes bittersweet).

The first was a more episodic campaign that didn’t have an overall story, but was a series of stories strung together. That was from back in high school into early adulthood. It was a great campaign and I had some good players. It predated the dawn of 3rd Edition, and was back when TSR was still a thing.

The second was my (in)famous “Pirate” campaign. That campaign lasted upwards of two years, and actually went from level 1 to 20, and that was back in the 3e/3.5e days. It had a very nautical theme, and I had one player, whose idea it was, as a plant (he was actually playing the sub-BBEG, if you can believe it), who betrayed the party at a penultimate moment in the campaign. Man, the party was both thrilled and totally pissed. I mean, it was that level of betrayal. Imagine, if you will, Luke Skywalker going through the whole series only to have it revealed that Han Solo was the Emperor. It was on that level of betrayal. I could not POSSIBLY have planned that better. It was a one-time campaign that I will never be able to reproduce. So much of it was finding pre-written adventures to string together with the narrative, with storyline in between. Of course, the storyline in between was memorable, but otherwise, it was cool.

The third was my Githyanki Invasion campaign. It was pretty cool, I guess. It was based on a total invasion of the githyanki into the material plane. This was also back in the 3rd Edition days. A lot of good friends, some new some old. Pretty fun with a somewhat satisfying conclusion.

The fourth highlighted the love I had for Dungeon Magazine (I know, I’m dating myself here), and their first full-length adventure path, particularly the Shackled City adventure path. It was easily one of my favorites, with lots of cool locations and highlights. Ended as it should have.

The fifth is my infamous Fallout campaign, using d20 Modern/Future/Apocalypse source books. It ended well, with the Paladin of the Brotherhood of Steel sacrificing himself and the party to stop the BBEG and his army, using a Fatman round rigged to explode when struck against the ground. It was an epic end to an epic campaign. When my family moved away, I received a super mutant Pop! figure signed by all of my players. I still have it proudly displayed in my game room.

I say all of that to say this: I love being the DM. I’m sure many people love playing and I know that many people absolutely hate being DM. Me? I love it. I’m not always great at it. Sometimes I get ahead of myself and don’t take my own advice and I don’t pace the campaign. Sometimes the story I am telling is not as cool on the table as it is in my head.

Despite everything, though, I love it. I love looking at everyone’s various story arcs get resolved, watching the party succeed and flounder, and I love most of all the fact that I can craft something and share it with friends that help make it even better.

Quick announcement: I’ve launched a Patreon in the hopes that, with support, I can expand The Blog and give you more and even better content. I feel I’ve made the awards attractive and I hope to see you all donate!

My Patreon can be found at: https://www.patreon.com/user?u=41279593

DM Tip: How to DM

So many a DM has shared their processes and tips for this, so I am going to share my own.

Really, it boils down to one thing: run games.

Sure it seems that there is more to it than that, but for new and/or aspiring DMs, my biggest “tip” for you is to actually run games.

THAT SAID:

Most new DMs will have a great story that they want to tell and will start right out of the bullpen trying to run or write their first adventure module or campaign, starting with the end and having an idea how it begins, but having zero real plans for the in-between. DO NOT FALL INTO THIS TRAP! This rarely works out.

If You have a story you want to tell, if you have a good idea for a campaign, write down some notes about it and hold on to it for later. Trust me.

What you really want to do is find a module that is already been written, known as I published adventure. There are many different sources for this. The first one, of course, are the ones published by Wizards of the Coast. They have a wonderfully large selection. Even better if you can purchase them via D&D Beyond, which is cheaper than buying them hardcover. That and it’s easier to take them with you to read.

Read through the adventure a few times, focusing on the chapter or section that your group of players will likely encounter in a session. Then do it again. And then again. Read over the stop blocks. Then do it again. Then read over the section and the stat blocks. See where I’m going with this?

If you haven’t guessed it, dungeon mastering involves an exorbitantly large amount of reading. Yes, reading. Writing will come later, but reading comes first. I’m not going to say that there aren’t dungeon masters out there that can pick up a pencil and the dungeon masters guide and the monster manual and sit down and write a module. Most of the people that can do those sorts of things have been storytelling coherent narratives for years.

Remember that Dungeons & dragons is a cooperative storytelling game. As a dungeon master, your job is to present the characters with the story that they play out. The more works that you put into the module, the more fun everyone generally has, or so my 25 years of experience with dungeon mastering has shown me. If you think differently, fight me.

In any case, back to the topic at hand: pre-published adventures. The other source that you can find these kind of adventures, even for free for those who are budget conscious, is the DMs Guild website (https://www.dmsguild.com). They have a wealth of information, to include adventures, new monsters, and short one shots, just to name a few.

Now, there our multiple reasons for running pre-published adventures to start out. The first reason is that it takes the guesswork out of most planning for sessions. All you’d have to do, as I outlined above, is read through the appropriate section a few times to make sure you understand the flow and the general nature of that section of the adventure, and roll with it at game time. Easy peasy lemon squeezy.

The second reason is that it exposes you to different kinds and styles of adventure writing. More specifically, it exposes you to how good adventures flow. there are several different kinds of adventures and encounters, all of which you can find in the DM’s Guide. Therefore, I’m not going to outline them here, but having a balanced and buried number of encounters throughout an adventure session is generally considered important for player and DM sanity. This of course assumes that you understand what play style your players want to engage in. Are they the kind that likes to solve puzzles? Give them a few more puzzles than normal. Are they big into role-playing? Give them opportunities to role play, both with each other and with non-player characters. Are they really into kicking down doors and killing monsters and breaking people’s stuff? Give them those Sweet, sweet combat encounters where they can shine. But notice that I’m not saying to give them all one thing or another. People get bored with monotony. Give them a variety still. It’s kind of like your parents telling you that you can’t just eat the main entree, but you have to eat your vegetables. It’s good for a player to have a variety.

The last reason is that, especially for time conscious Dungeon Masters, there’s a lot less work put into preparing your campaign session. I know I’ve touched on this with both of the previous reasons but it cannot be stressed enough how much life can get in the way of session planning. I’ve seen websites, particularly one whose name escapes me for the moment, that posted a how-to guide on Adventure riding and campaign planning in 30 minutes. That is wonderful for experienced dungeon masters, but terrible for new ones. Why, you may ask? because if you don’t have the foundational skill set, one of which is just experience, a lot of that campaign writing counsel is not going to be much use.

The last tip I am going to share for DMing is to actually read the DMs Guide and Player’s Handbook. Now, you don’t have to read it cover to cover, either of them. But you should be at least passingly familiar with the various rules regarding combat and movement and the individual classes and what their abilities are. You don’t even have to read it all at once. These two resources are essential.

Well, those are my tips for Dungeon Mastering for today. I’ll have more tips next week.

Have any comments? Leave them below!

Welcome to DMing…

Tuesday Adult D&D Night

This group is probably the furthest along in any of my campaigns, Sundays aside (mostly because they are tooling around with new characters after finishing Avernus, Lost Laboratory of Kwalish, and then Tomb of Horrors).

They are playing a campaign based on some magical items that I found in an old 2e sourcebook on the Forgotten Realms nation of Netheril: the Nether Scrolls.

Long story short, they sold a magical item that they needed to get into another area of the first place they had explored that began the campaign, which I placed below Old Owl Well.

The party is 6th level and found, via an informer, the man they needed to find was currently residing in Calimshan, particularly in Calimport. Unfortunately, there were no ships in Waterdeep that were traveling directly to Calimport, and therefore had to take a ship to the nearest port, which ended up being the city of Memnon, the city directly north of Calimport, connected by the most southernly section of the Trade Way.

The party found that it would be a four month trip, and so settled in as sailors and guards for the small shipping sailing ship, with the kobold wizard borrowing one of the eponymous Nether Scrolls from their wizard friend Iul, still studying inside the bag of lodging.

About a month into the trip, the ship was attacked by a group of 8 scags (water-dwelling trolls), which the rogue (who was introduced as the ship’s navigator) helped defeat by club hauling the ship to throw off the trolls from the edge of the ship.

After that encounter, the party’s craft watched in the distance as another ship was torn apart by something with large tentacles. The ship opened their sales, and ran for all their worth.

A time later, the lookout spotted an island that appeared to be the same as was on a treasure map that was purchased by the party’s kobold wizard. Going ashore, the party found the treasure, keeping it from the ship’s captain.

Next was the run-in with the kraken priest, demanding the party sacrifice their most treasured items, or be destroyed. The cleric/warlock (we call her a “spicy cleric”) sacrificed a higher level spell scroll, and with the dragonborn sorcerer’s intimidating speech, the kraken priest takes the sacrifice and leaves…for now.

Having seen much, the party’s ship came across a 40′ diameter tree sticking out of the water! Not on any kind of island, but in the middle of the ocean, did they find this tree, its trunk extended as far below the surface as they could see. It had beautiful foliage with some sort of delicious-looking fruit. The party approached the tree, curious as to its origins.

After watching the kobold wizard eat of the tree with seemiy no I’ll effect (or rather, a seemingly good effect, similar to a goodberry), The barbarian, the spicy cleric, and the wizard began gathering the fruit. Simply watched on wary of the strange tree. Upon picking the fruit, the cleric/warlock felt something devastatingly wrong: she lost her connection to her deity. All of her cleric abilities ceased to function. The wizard, angry for his friend, punched the tree causing some sort of curse to befall him.

The three of those who had picked the fruit, began to get more than a little worried. The cleric especially was terrified at what just happened. The Paladin of the group thought on the situation and cast ceremony to allow the cleric to atone for what was clearly an offense to her goddess. The cleric, realizing that this tree must have been sacred to her goddess was determined to follow the counsel of the paladin, which included two days of constant prayer and fasting, both day and night for 48 hours. All three of them began, with the wizard and barbarian both failing, never having had to do this activity before.

After the first day, the cleric determined to complete her atonement, the party spotted a ship in the distance. Only after it was close did they see the flag: the Jolly Roger. They chose to fight instead of running, and found themselves faced with the largest ship they’d seen. It was a massive galleon with a huge crew, and at least 30 ballista pointed their direction. After several attempts by the wizard to destroy the opposing ship with spells like fireball, counterspelled by the pirate ship’s wizard, the party’s new rogue friend (the ship navigator) attempted to parlay, without success.

Seeing no recourse, the party surrendered, and were placed in the brig, the cleric continuing her atonement without ceasing. The barbarian, seeing a single opportunity, placed the bag of lodging down his pants, hoping against hope that they could at least keep that from the pirates and keep their other friends inside safe.

After almost 2 weeks, they felt the ship stop. they were locked into hand and foot medicals chained together between them, other prisoners in the ship’s hold included, all together some 100 people. Seeing an opportunity,

Upon being led out of the hold, the party found themselves in a port city with a hot sun beating upon them above. Yes, they were in Memnon, their destination, but instead of as adventuring, they found themselves headed for the slave market.

Will they escape their circumstances? Will the party recover their gear and get revenge on the pirates that had them enslaved? Only time will tell…

This is the troll I painted yesterday. I was very happy how it turned out, except its warts. I’m thinking of dry brushing them darker. Give me your thoughts in the comments below!

Miniature Painting

So I said that I will, on occasion, do a post and add a picture of a miniature that I have painted. I have a considerable amount of time on my hands, so doing one or two miniatures a week is not that difficult. In fact, I often sit down and complete an entire miniature in a few hours.

Fun times, I know. It relaxes me.

That said, the barbarian that I painted previously was, in my humble opinion, one of my absolute favorite and best works yet. There’s only one piece of work that I enjoyed having completed more than that: a human paladin I did a few months ago in the middle of the quarantine.

This particular mini took considerable amount of time to accomplish and was a pewter mini. I put a considerable amount of detail into the shield and the sword, which I hope you’ve noticed and appreciate. For those interested, I used a dark shader to fill in the gaps in details.

And yes, I know that I did not paint the base. I’m getting to that. Eventually.

Front
Rear

Until tomorrow!

Sunday Adventurers League

So our heroes continue to plumb the depths of Undermountain, the massive dungeon that lies below the Yawning Portal, beneath the city of Waterdeep.

Having barely defeating the dreaded Aboleth, our heroes continue on their journey below, coming to the level containing Wyllowwood. After finding a docking port, with an oddly intact rowboat tied up, two party members noticed the boat…moving.

Assuming something sinister, the party’s kenku rogue took a shot at the boat, which roared and revealed itself to be an overly large mimic! After defeating said mimic, with no small help from the party’s dwarven barbarian, the party continued onwards, reaching a large stone bridge, and finding the oddest sight: a large green dragon (usually evil creatures) with a sword embedded in its head. The creature was found to be of good character and good conversation.

The dragon told its story and gave the party directions to one of their goals: reaching an enemy creature to retrieve the second of a pair of boots of elvenkind. Having defeated the werebat goblin that had it in its possession (the goblin being of a mean and evil disposition, and having attacked them first), the party traveled to the next area, which took them two levels below their current location.

The party, after much long travel, heard of clinging and banging as if metal on stone coming from the east. The kenku rogue scouted ahead, finding evidence of stone giants. The party followed and spoke to the first stone giant they met, convincing him that they were no threat. The stone giant told of the laws of being tormented by some unknown entity.

Not soon afterwards, the party experienced this trickery and found that the culprit was nothing more than a fairy dragon named Otto. Convincing the fairy dragon to cease tormenting the poor stone giants, The party found that the fairy dragon needed assistance in hunting a homunculus. Party agreed to go to the nearby underground fortress to assist in destroying a magical item.

During their search of the castle, the party came across a stone portal, which they have realized transports them to other parts of the dungeon. The party, having figured out the key to opening the portal (solving a riddle), Entered into the portal for getting their commitment to the fairy dragon.

Party found an elaborate room, and traveled onwards discovering not much more than secret doors and traps.

One such room held a hole that led down to the next level, containing several incorporeal, and likely dangerous, beings. Deciding that discretion is the better part of our, the party left that location and continued on in their search.

Traveling further, the party ran into several yugoloths, a mezzoloth and a nycanoloth. The battle was hard fought but the party scraped by, defeating their foes. Resting and licking their wounds, the party decided to rest, thus ending our session, the party advancing to the 8th experience level.

Will they be able to find their way further down? It is too soon to tell. Join us next week to see where the party ends up!

About The Blog

So, I’ve tried this sort of thing a number of times, without success. This time, I will be following through (I tell myself!).

Hey, and welcome to my blog. I know it says “daily,” but new content will only come 6 days a week (a guy has to get a break) with two updates on Sundays twice a month.

The whole reason for this blog is to showcase my various D&D campaigns that I run, miniatures I paint, thoughts I have on gaming, etc… There will be overlap as I am running the same campaign twice (Tuesdays and my monthly game), but the players make it interestingly different, so it will be two vastly different campaigns.

My campaigns are as follows:

1) Twice a month: my home/family campaign, an episodic showcase of converted old Dungeon Magazine titles. Lots of fun.

2) Once a month, my Monthly game: close friends (or some new and great players that I want to get to know better), as of this writing, just beginning my personally written campaign. Great time had by all.

3) Weekly on Tuesdays, my weekly Local Game Store game. Same campaign as my monthly game, but they’ve been playing it longer. Good group and good fun.

4) My weekly Sunday Adventurers League game run at the same Local Game Store. Interesting group. Currently running Dungeon of the Mad Mage while we await Season 10 Adventurers League to drop. The new Campaign will begin the first Sunday of October. Looking forward to it!

5) A weekly Discord game with some cool folks; campaign is to save the world within 5 years. It’s going well, albeit slowly. Figure Discord and 2 hours a week to play. Still fun.

In any case, these are mostly what I will write about. Game summary and thoughts about the direction of the various campaigns. Additionally, I will write about my campaign writing woes, my personal stuff when I have writer’s block, and showcase my poor attempts at painting miniatures.

Note that I sometimes dabble in Battletech and Warhammer 40K, so you may get some miniature photos of those as well. Depends on my mood and if anyone reads this obscure corner of the Internet cares to see it. We’ll see.

So, all that said, welcome to The Daily Dungeon Master!