Rime of the Frostmaiden: Someone is Coming to Get Us…

Dear Readers, it has come to my attention that I apparently cut my notes off short last time, and missed them going to the Tower of Transmutation, as well as the beginning of a fight. I will begin this post by correcting that mistake…

We pick up our tale with the party entering into the Tower of Transmutation, seeing a light in the window above. Ascending the tower, the party was surprised to find an adamantine statue of a woman in robes, as if in the middle of casting a spell, but laying on its side. There was an inscription on the wall, but broken onto the floor. Using magic, the party repaired the inscription, and pieced together another clue as to how to enter into the central tower.

After exiting the tower, the party heard a screeching above them, to see that a group of gargoyle’s were attacking!

After engaging them, several in the party heard a commotion coming from behind them as they were engaged by a frost giant skeleton and two winter wolves. Combat was swift, as the ranged casters and the ranged fighters (the rogue with his crossbow and ranger with his longbow) took down the gargoyles before they could close for melee, and the wizard had used confusion to great affect against the winter wolves and the frost giant skeleton.

Not taking a breather, the party continued onward, passing by the museum, where the party decided not to engage the 6 nothics there, passing onwards, and passing by what the wizard realized was the city’s mythallar, a large magical sphere that had many wondrous capabilities, and was rumored to have been the power that actually kept the city aloft! As the central tower was still protected by some sort of force field, the party continued onward.

The next building that the party came across, as they went towards the Tower of Divination, was the House of the Arcane, a great monumental building seemingly dedicated to the 8 schools of magic, with an intact stained-glass window each depicting a school of magic. Deciding to look inside, the party saw broken furniture and a lectern or podium, with a singular golden goblet with a steaming clear liquid sitting upon it. Feeling brave, three of the party decided to drink the liquid, finding that the goblet never went empty, and each gaining a magical charm of some kind that lasts for a single day.

Heading onward, the party came across the Tower of Divination, ascending above and finding a large glass orb sitting on a stone plinth. Inside the orb were dozens of eyes of various kinds, floating around, and looking at those inside room. Detecting the orb as magical, as well as reading the inscription on the plinth (“Ask and we shall find.”), the party initially left the orb alone. That is, until they realized that the part of the ceiling that had the inscription they needed to help them get into the central tower was missing. Having Vellyn attempt to use the orb, she asked where the inscription could be found, to which it advised that it could be found in the observatory. The party prepared to leave, but the gnome wizard had for it another question: “Where is Auril?”

The answer sent a shiver down the spine of all, when he got the reply: In the central tower of Ythryn.

The party realized that their time was now running out to find what they had come for.

Continuing on, heading towards the observatory, the party came across a large, dark, hole in the ground, easily 25-30 feet across. Seeing 5 crystalline benches around it, the party asked Professor Skant about this area’s nature. According to Professor Skant, it was called the Wellspring of Answers, and that if one were to meditate upon the empty well, one could be provided knowledge. Deciding to try their luck, the gnome again attempted, as did the ranger, finding out some information regarding Ythryn in general, but not specifically what they were looking for.

The party left the Wellspring and came across an old bazaar, where they heard various sounds coming from within. Checking it out, they found a massive iron golem, sans a head (which they realized that they had found back within the Caves of Hunger), which seemed to sense the ranger! As it turned towards the ranger, one of the party, who had the Charm of Conjuration (allowing them to cast mage armor at will for the next day), and used it to rattle things behind the golem. The golem turned back towards the new sound, and the party went to walk away, but were confronted by a sextet of snow golems!

One fireball spell later, along with a few arrows and bolts, and the snow golems were defeated. The party left the area and headed towards the observatory where they found it guarded by a trio of galvan magen, a trio of damos magen, and a hypnos magen. The party were warned off by the hypnos magen, and the party left the area to regroup and decide what to do, heading to the Menagerie, but not before hearing a lone winter wolf howling far into the distance.

Inside the menagerie, the party found frozen miniaturized biomes: forests, deserts, mountains, etc…At the center of this building, they found a strange machine, with tubes, and small keg-sized barrels, and a control panel with a lever. After looking it all over, one of the party was able to ascertain that, given an amount of blood, the level could be pulled and a creature would come out, although what sort would be unknown. Professor Skant confirmed this, and being that the party was preparing to rest, took of their own blood to activate the machine. The cleric pulled the lever, and out crawled a baboon, but with snake fangs that would deliver a poisonous bite! Even more amazing was that this baboon was loyal to the cleric!

Taking their rest, the party geared up to face off against the magen, but not without the cleric acting a little…paranoid (this had happened to the gnome wizard the day before). Not thinking too much on it, the party left back for the observatory.

The party used their tried and true tactics, engaging the enemy at range and waiting for them to close. The only surprise that awaited the party was that whenever they had attacked and hit the galvan magen, they were struck with a lightning bolt! The party prevailed, however, and went to open the observatory door, only to find that it was actually welded shut!

The party beat at the door, bashing it in, only to be rushed by a large, blue, frog-like creature, a blue slaad!

What will become of the party with the fight against the blue slaad? What will they find waiting for them in the observatory? Will Auril herself intervene? Find out next week!

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Until next time, Dear Readers…

How-To DM: Game Extras

Pretty much everyone knows the basics of playing D&D. You need your books, dice, character sheets, an adventure/module to run, players and a DM. That’s the basics of what one needs to be able to play. But that’s just the basics. What else can enhance your game above and beyond the basics?

Electronic Campaign Tracking and Character Sheets

There are lots of options for this. One of my favorites is, as many of you know, D&D Beyond.

It’s free to use for basic users, meaning you don’t have to buy anything to get access to up to 6 character sheet slots, as well as the Basic Rules. Of course, if you want more options, you can buy things like the Player’s Handbook and other sources to get access to other character options, as well as purchase an annual subscription to get other benefits, like more character sheet slots or even content sharing. Personally, I absolutely love this resource, and have purchased all of my resources on this platform, as well as the Master Tier subscription. I haven’t regretted it. Head on over to dndbeyond.com and check it out!

Roll20

For those who just cannot get enough games, there is another way to find players, and that is virtually. A wonderful Virtual Table Top option, Roll20.net has a lot to offer, like dynamic lighting (allowing players to see only what their character would be able to see) among other things.

They also have an integrated text and video chat, as well as character sheets. That said, their in-house character sheets and video/voice chat leave much to be desired, and oftentimes, Discord is used, as well as the browser extension Beyond20, allowing integration with Roll20 and D&D Beyond. It works very well and have had zero complaints.

Miniatures and Battlemats

As most of you should know by now, I am really big into miniatures and the painting thereof. Therefore, how could I talk about things like tabletop gaming without talking about miniatures?!

I love this aspect of gaming, mostly because I enjoy the hobby of painting minis, it being a calm and relaxing activity for me.

That said, minis come in all shapes and sizes. In addition to plastic/metal/resin miniatures, there are also paper 2 dimensional miniatures, as well as plastic ones.

There are also pre-painted miniature lines, usually lined up with whatever the current adventure module is out that you can buy, thereby not even having to paint the miniatures (but where’s the fun in that?!).

In Conclusion

There are lots of things you can add to your game to make your gaming experience all the better. Be it minis and a battle mat, using laptops and using electronic character sheets, or a virtual tabletop, there are lots of options to enhance your game. And there are even more that we haven’t even discussed, like adding ambient music, visual aids, terrain, and more! So get creative and explore anything that makes your game better!

Until next time, Dear Readers…

P.S. – Don’t forget to like and subscribe to The Blog so you don’t miss any updates!

Announcements

Your Dork Materials

Anonymous_Bosch (formerly yourdorkmaterials) and I are officially working on the launch of our YouTube channel Your Dork Materials, where we will post our D&D Podcast of our new Monthly campaign (no name yet), our new weekly campaign (The Inglorious Ingrates), our previous weekly group while we were virtual (The Hopeful Dopes), and other awesome videos relating to gaming, such as Battletech, D&D, and RuneQuest, among others.

What this means for us here is that we will not be posting this on the Daily Dungeon Master Blog channel (although premium subscribers can still access the video previews we had posted), but on the new channel.

I will still post a preview of the videos for our Premium Subscribers, but they will be from a different channel.

For our non-Premium Subscribers, expect to be able to check out our podcast channel by September or October (our current estimation).

Lucky Dice Cafe Blog

Be on the lookout for a new product that I am going to be writing for one of our sponsors, The Lucky Dice Cafe!

I will be writing a successive set of adventures every week that will build upon each other to form a campaign.

That should begin within the next 6 months or so, so be on the lookout for the link to their website blog. In the meantime, check out their website for lots of cool games, gaming stuff, and toys! They do ship, so don’t hesitate to buy even if you don’t live local to the store.

As always, you all are absolutely amazing, and I appreciate each and every one of you!

Until next time, Dear Readers…

Painting Update: Acererak and Robed Female Monk

So here’s a painting update on my two current projects.

Acererak

Mostly, I was trying to make sure the Wraith Black is covering all of the black primer I used on his robe.

Next I worked on his sash thing with Vampire Garments. That is much easier to see that the black primer is being covered.

After both of these are done, I began working on his staff, at least the bone parts, using Bleached Skull. I’ll work on the wrappings at a later time.

As a reminder, here is my inspiration.

I’m not sure I will actually do an attempt at a “perfect” copy, but I will be close to this.

Monk Commission

I started by going over the white of the robe with the Cold Flesh again, giving it another coat.

I did the same with the Matt Black in the hair, the Skeleton Bone for the face/skin (feet), and the Pixie Pink for the base of the orchid in the hair:

As you can see, today is more about second coats than anything, but they definitely are coming along!

What do you think? How do you like my progress? Let me know in the comment section!

As always, like and subscribe to get updates!

Until next time, Dear Readers…

Rime of the Frostmaiden: The Return of Avarice

When last we left off, the heroes had left the library and were headed to the Tower of Conjuration.

Seeing this tower, the party found it similarly lit up on the top as the others had been. Checking for traps and finding none, the party ascended the stairs to the top, only to find four living spells! They were Bigby’s Hands, which they fought against and won.

Looking around, all they saw was a model Castle. Debating at who should touch it first, somebody finally drew the Short straw and touched it, opening a portal to a pocket dimension. Inside were three hags, with dark purple skin and horns. Night Hags…

Introducing themselves as Auntie Pinch, Auntie Pillage, and Auntie Plunder. Believing that he was about to be eaten by these hags, The gnome wizard through the largest fireball he could conjure right in their midst. Combat was short lived, as the combination of arrow fire, smiting, and fireballs brought them down fairly quickly.

Leaving the tower, the party was surprised to see a raven stop by and deliver a letter to Vellyn, the party’s resident member of the Arcane Brotherhood.

The letter was a summons to meet with Avarice, the albino tiefling the party had run into back in Ten Towns.

Her demand was simple: expel Vellyn from the party, have her leave the necropolis altogether, and that the party begin working with her instead. The party contemplated this for all of a minute before assuring Vellyn that they were upholding their end of the bargain with her, where Vellyn cast of blight beginning combat.

The nail in the coffin for Avarice was when the Ranger cast silence on her, eliminating her ability to cast any spells.

Dealing with the cultists coming up the stairs, as well as the flying spellcaster wielding a staff of frost combat was not terribly difficult for the party.

Collecting what loot they found, with the gnome wizard claiming the staff, party continued onward into Ythryn.

Looking around for other towers, the party spotted a building that looked promising. Unfortunately for them, it was not a tower of magic, but a concert hall where an orchestra had been preparing to play a piece of music. The only one of the party who had any musical talent was, ironically, the dwarven paladin / barbarian. He led the orchestras best he could, eventually getting the orchestra frustrated with his lack ability. Leaving the concert hall, the party continued onward to the next tower.

Will the party be successful in discovering the clues from each Tower of magic? Will Auril tire of the parties interference with her plans and deal with the party personally?

Join us next week to find out!

If you enjoy these updates, don’t forget to like and subscribe to the blog!

Until next time, Dear Readers…

Happy Mother’s Day!

To all of the mothers, grandmothers, and even you mother-like figures in all of our lives, thank you, from the bottom of our hearts.

Without you, the love and support we have always felt would not be possible.

A particularly special shout out to my own mom for all of the love and encouragement she’s giving me through the years.

Lastly, I would be remiss if I didn’t mention my wonderful life and mother of my children. You have always stood by me and been the best mom any kid could ask for, and all of our kids know it.

Have a wonderful day from the Daily Dungeon Master Blog!

Miniature Project

Yes, I know I owe you all a Rime of the Frostmaiden update, but we are coming up on Mother’s Day and I have been making plans for my better half, my wife, and I had my new monthly group meet this week, which took some prep work.

In the meantime, I have a mini painting update from a few days ago:

I’m not using a standard white on her robe (instead going for a white that is slightly tinted the faintest of blue), and am painting her sash an emerald green, with the braided cord a burnished gold. I think it will turn out wonderfully.

Additionally, note that I am painting the orchid in her hair pink. It will have orange highlights with a white center, like some real orchids I have seen, kind of like this:

I think it’s going to turn out well.

Let me know what you think in the comment section below.

Until next time, Dear Readers…

Tuesday Game: A Player’s Perspective: New Ally and Manor Search

We last left our stranded band of companions huddled in the desecrated temple of Falinora going over the message from the recently animated statue, but soon the party realized that their former jailor, Halfkris, had escaped his bonds and was missing. At this realization, the group followed an audible scream from outside the temple, and they discovered that Halfkris peppered by several arrows from an unknown assailant. Seeking little worth in keeping Halfkris around, the party silenced him forever, but they also approached the new individual making mocking comments to the now dead Halfkris. They all gazed upon an exhausted and shivering female tiefling going by the name of Dacyria, and she further revealed she was a duchess who would be willing to pay for her expediate return home while also fighting alongside the companions. She was welcomed into their ranks for it would be only easier to escape with more capable members helping out.

Before dawn, the party made their way down to the former pirate lord’s manor in the hopes of gaining access to the underground catacombs and a possible ship to escape the doomed island. The old man, Keestake, explained the group would need to find a wooden wand in the former queen’s chambers, and bring it to the catacomb entrance to gain access. However, Keestake also warned that both the orcs and goblins were using the manor as a base for their search for the pirate lord’s treasure, so the group would have to deal with them during their search. Wanting to avoid unnecessary attention, the group voted to try the stealth approach as they were led by the half-elf, Idris, through a doorway in the southwest part of the manor. Hugo the loxodon opted to stay behind with Keestake and Melisana until the group cleared the way.

Our party members creeped through the doorway and made their way north along a hallway until they came to a T-intersection. Idris narrowly escaped alerting two orc raiders to the party’s presence, but seeking to silence them know as opposed to later, the party lured the orcs out and finished them in quick order. Following a hand drawn map from Keestake’s memory, the members peered into what they believed was the queen’s chambers, and they found several goblins camping in their with one in particular shoving a wooden wand in the air. The sight of this display ignited a mighty rage in Gye who proceeded to rush in and crushed the goblin holding the wand, so naturally, the rest of the party rushed into to clear the rest of the goblins in quick order. After some time examining the wand, it was determined to be a wand of detect magic, and the group guessed this would be necessary in finding the entrance given the orcs and goblins had not found it already.

The group found themselves becoming more adept at dealing with these threats, so they felt a sense of confidence in their abilities which prompted them to check out the nearby king’s chambers. Their confidence was rewarded as the group quickly searched the chamber room, and the newly added tiefling proved her worth as she was able to find several objects under the king’s bed that appeared to be possess magical properties. After taking a quick rest and planning their next steps, the group began their search for the catacomb entrance…

Will our group find the entrance while battling the orcs and goblins? Will the catacombs contain secrets or traps that might hinder the party? Can the party escape to the island before Falinora brings devastation? Find out next week!

New Miniature Project

So I wanted to give you an update on Acererak, but I was offered a commission on a friend’s miniature that I couldn’t turn down.

She’s a female human monk, named Gye (pronounced “gee” like geek).

I’ve started her out with washing and priming her:

She’s going to have black hair (likely that Wraith Black I used on Acererak to give it that bluish tint), with a white robe and red and black waist.

Then, she’ll have a pink orchid in her hair, and, if I can manage it (I have been doing some research and I think I can pull it off), I’ll be painting some cherry blossoms on her robe.

As of now there are snowflakes, but I plan on filling those in and painting the cherry blossoms by hand.

Sorry, the pictures keep coming up sideways.

Once it dries out, I’ll reprime it and continue with the paint job.

Until next time, Dear Readers…

P.S. – I am still gathering my notes and sorting them to give you a good recap of our last Icewind Dale: Rime of the Frostmaiden session. It’s coming, I promise!

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Time of the Frostmaiden: The Lost City of Ythryn

When last we left our heroes, they were heading out at the direction of the Ranger who had found a way to the lost city.

Climbing down the large hole, they came to several pools holding Remorhaz. It wasn’t long before they attacked the party. Using his paladin ability, abjure enemies, the paladin / barbarian put the biggest one out of commission leaving the party to fight the smaller ones, making short order of them.

Continuing onwards, down yet another hole, the party found a curious site: a frozen, yet living, grove of what appeared to be enchanted purple pears. It was not long before a dryad, bound to the grove, came out to engage the party and discussion. After telling what she knew, and several attempts at charming members of the party, the party decided that her want for company could only be stated by somebody staying behind or freeing her. Because freeing her would possibly kill her in this glacier as she was magically bound to The Grove, the party cleric did the best he could by banishing her back to the Feywild.

Additionally, eating several pieces of the fruit or strange get beneficial abilities that the party could use.

Continuing on, the party came to the Lost City. The object of their search. Seeing a large building straight ahead, the party headed in, coming to what appear to be a tower based on a specific school of magic: abjuration. Seeing a glyph protecting the tower, the party mage sent it familiar in to be struck with the tower’s defenses, enabling the party to enter in. Going upstairs, the party found a huge angel chiseled with blue runes with a hammer adorned with matching runes laying upon it. It was guarded by six demos magen, ancient magical constructs, and so the party did not approach it. That said, looking at the ceiling, they found an inscription in draconic that read “first, shield thy heart with a wand from the Nether Oak.”

Consulting with Professor Skant, their professor orb, the party realized that the Grove of trees they saw previously would likely contain this exact tree.

Heading westward around the city, the party came to what looked to be an elevator, guarded by sigils from each of the schools of magic. Consulting with Professor Skant, the party believed that each of the towers of each School of magic would hold a clue as to how they were to enter into the main tower via the elevator.

Passing an ancient prison, the party proceeded to the Grove where at the center they found an enormous oak tree, some variant of a treant, that would likely attack them if they dared take from its branches. Sneaking towards the tree, the party wizard used mage hand to grab several stray branches to ensure that a wand could be fashioned.

Seeing another tower of magic, the party headed that way, stopping at a library where they came across an arcanaloth that assumed they were the librarians and asked their help in looking for a specific set of tomes, ones that contained the true names of each yugoloth ever created; a dangerous find for any of the lower planes. The party “helped” while looking onwards at a poor blind albino awakened giant penguin named Kingsport.

The poor beast reached out for help from the party, claiming the yugoloth was abusive and cruel, a fact that they watched. Deciding that this yugoloth was likely to turn on them, the party attacked it at its own surprise! The battle didn’t last long and the yugoloth fell, sending it back to its own plane of existence.

It was here the party rested, seeking to enter the tower the next day…

What will the party find there? What other secrets will they find buried in this ancient city? Will they find something to stop the Endless Winter of Icewind Dale?

Subscribe and come back next week to find out!

Until next time, Dear Readers…

Tuesday Game: A Player’s Perspective: Shipwrecked and Scared

The tale of the Hopeful Dopes has taken a momentary pause as another adventure needs to be told featuring some new characters, new encounters, and new twists!

Our new story starts with several different strangers going about their regular day when they are each ambushed and taken prisoner by slavers seeking to turn a profit by selling to the highest bidder. The characters are brought onto a ship chained and caged in the hull as they began their long journey to a land and fate unknown, and the newly made slaves prayed to whatever god or powerful being to save them from this terrible situation. It seems someone’s prayer was answered, for after several days of travel, the ship was chaotically tossed around by an icy storm system for several days on end. However, in the midst of an especially bad cyclone, the ship was hurled onto a landmass, and many of the individuals found themselves knocked out by the shipwreck.

After being unconcious for an unknown amount of time, one group of cell mates appeared to come back from the dark at the same time, and one strikingly strong female half-elf, Avery, broke her chains and proceeded to free the others: Gye a female human, Arkon a male goliath, Idris a male half-elf, Judah a male aasimar, Winter a female Tabaxi, and Hugo a male Loxodon. The group immediately found itself fighting the biting cold, and they sought to go above deck to find out more about what happened to them. They were all greeted with a tropical forest along the edge of the beach with their crashed slaver ship, and there was little to no sunlight going through the clouds which added to the piercing cold taking a hold of the party. Though soon after taking in their surroundings, the group noticed an individual drunkenly stumbling around the beach, and they soon recognized this individual as their jailor Halfkris. The male half-elf and goliath immediately grabbed a few improvised weapons and took revenge on their jailor with several strikes, and Idris was able to knock Halfkris with a club blow to the head. The party turned the tides on their ex-jailor by quickly tying him up, and they also found several pieces of armament and information to better survive.

As the group searched the ship, a female barely holding onto life pleaded that the group take her, Melisana, to her merchant guild master father in Velikros. The group to took her in, and Hugo offered to care for her as they decided to set out to find a way off the island. The party set their course into the hills hugging the forest along the southwest side of the island. The icy chill of the weather never let up as the companions made their way through the hills, but a monstrous piercing shout caught the group’s attention. Several members snuck up an adjacent hill side to peer over to find a fierce fight happening between a handful of orcs and several groups of goblins. The more perceptive members of the party also noticed an old man tied up and gagged at the top of an adjacent hill top. The adventurers executed a hastily devised plan to rescue the old man while avoiding the attention of the combatants below. The rescue went off flawlessly, and seeking to avoid these creatures later, the party pushed several boulders down the hill and crushed a majority of the goblins and orcs. The surprise attack caught the remaining creatures off guard, and the party was able to dispatch them with haste.

After the battle had subsided, the party unbound the old man who introduced himself as Keestake, the last remaining member of the dreaded Viladel pirates, and the old man also revealed he was protecting valuable treasure from orc and goblin raiding parties on the island. As thanks for saving him, Keestake offered the party shelter in the temple of the Goddess of healing and light, Falinora, northeast of the hill country. The group traveled into the night time when they finally found a decrepit looking temple at the top of the hill over looking a manor estate. The temple offered a warm respite from the increasingly painful cold, and the shipwrecked survivors and Keestake made camp for the night.

However, in the middle of the night, an undead creature tried to strike the party while their guard was down, but the scavenger-like creature was not a match for our heroes. As the peace of the night returned, another disturbance called out to the Hugo and Avery. The pair found themselves facing an animated statue of the goddess calling to them, and the goddess relayed her intentions to the two. Falinora revealed that the goblins and orcs had desecrated her temple, so she plans to cleanse the island of all living presence with her ice storm after the end of the next day. She further stated that Hugo and Avery had expressed interest in the goddess, so she would lend some of her power in their attempt to escape the island. However, Falinora warned that if they are still on the island at the end of tomorrow, she will stay her wrath no more. The rest of the party awoke to see this animated statue talking to their members, and the statue soon became still once again. Avery and Hugo relayed the message from the goddess, and the party prepared for their expedition down into the pirate estate to hopefully escape the island. Though the group soon realized that Halfkris had snuck away at some point in the night, and who knows if he had heard the goddess’s message.

Will the group be able to find Halfkris before he warns the raiding parties, will the group be able to battle or avoid the raiding parties, and will the party escape to return to their old lives?! Find out more in our next post!

The Hallmarks of the “Perfect” Game Store

Dear Readers, I often talk about my game store like it’s a second home. That’s because, well…it is, sort of. This, my Dear Readers, is why I believe that my store has all of the hallmarks of being the “perfect” game store. I say “perfect” because, like anywhere, it has its flaws, but overall, this place is awesome.

First, let’s examine the name: The Lucky Dice Cafe. As you may remember, we are partnering with them to promote The Blog, as well as we strive to talk them up to drive business to their store. And for good reason! In any case, the store name says much about what it’s all about.

The main store is called affectionately “The Cafe” where they have the counter with the food and beverages as well as the product they have for sale.

I didn’t think to get a picture of him, but when you walk into the door, there’s a huge red dragon on display!

Looking at the pictures, though, you can see that they have a great menu, and it includes beverages for everyone, even beer, coffee, shakes, etc…The service is great and the food is amazing. They even have offerings for vegetarians!

The tables in the back are where the card players mostly congregate, playing Magic the Gathering, Vangard, Pokemon, Yugioh, etc…

Then we get to the rest of the cafe, where the table top gamers and board gamers begin to congregate…

Lots of table space and plenty of snacks to choose from by the counter.

Next, we go to what will be the “Inn.” The owners are transforming the center section of the store into a medieval inn!

The guy on the left is Matt, one of our new Adventurers League DMs!

It’s shaping up to be a great place to game.

Next we have (behind where I am taking the above picture), the private game room. This is where you can pay to have a private and quiet place to play your games, complete with a gaming table with electrical outlets, USB ports, and will eventually have an LCD display hung!

That is actually my DM screen. Neat, huh?

Lastly, we come to the last room, dubbed the War Room. This is where folks come to play Warhammer 40K, Warhammer Age of Sigmar, Battletech, and other tactical war games.

Two guys fighting it out in Warhammer 40K!

Notice that the store has plenty of terrain and tablespace for lots of players!

So this is my game store. Why is it “perfect?”

  1. Food and Beverages
  2. Lots of tablespace for the games you love
  3. A private game room
  4. Separated gaming space for the various games
  5. Well-stocked on products (which, if they don’t have, they actually will order for you and get it pretty soon). They have everything you could want for everything that’s played at the store. You want Collectable Card Games, they have it. You want to paint miniatures? They have the brushes, the paint, and the minis! You want it, they have it!
  6. Free Wi-Fi
  7. Free table space (except the private game room, which has a relatively small nominal fee to use for a few hours)
  8. Exceptional customer service
  9. Great atmosphere

These traits, to me, mark the best of the best when it comes to a game store.

For your reference, if you’d like to check out their website, here it is.

What’s your game store like? Let me know in the comment section below, and don’t forget to hit that like button, and subscribe so you don’t miss a post!

Until next time, Dear Readers…

Disclaimer: All people in photos gave explicit permission to have their pictures taken and posted up on The Blog.

So Sorry

Dear Readers,

So sorry for the lack of posts. Between a miscommunication and my inability to access WordPress until today, I’ve been unable to get a post up!

That said, I’ll be back in force tomorrow with two posts! The Sunday post which was about “Halmarks of the Perfect Game Store” and the post that was supposed to be for today about Rime of the Frostmaiden.

Stay tuned!

Tuesday Game: A Player’s Perspective: Light At The End of The Tunnel

When last we saw our adventurers, they were in a perilous place between an ooze and several meenlocks collapsing a cavern with unconcious companions. The die had been cast when the aasimar cleric was knocked unconscious by the ooze, and the artificer and ranger were knocked down by the rubble. The darkness slowly creeped in around our heroes, but another die was cast. This time artificer and ranger were able to free themselves from the rubble, and they quickly dispatched the ooze bearing down on their companions. Spell after spell was flung at the monstrosity until the party was finally able to vanquish it, resuscitate their aasimar cleric, and escaped the cave to seek safety from the meenlocks.

Battered and shaken mentally and physically, the companions devised a strategy on how to best clear the meenlocks from the mine, and then regained their strength and confidence with a well deserved rest. Rejuvenated by their almost magical rest, the party awoke to tackle the cave at daybreak armed with the knowledge they acquired on their foes and some ingenious trinkets provided by their artificer to defend themselves. Thus, the fellowship delved back into the familiar dark and dangerous platinum mine that presented either great material opportunity or their ultimate downfall!

The group activated their new light sources the artificer had created in the hopes of blinding/distracting the meenlocks from tearing into the party’s defenses, and the trinkets provided a source of light the party could track if they were to become separated. Soon after traversing through the maze of tunnels in the mine, the party found themselves, led by the dwarf artificer, once again at the place of the first ambush, and seeking to repeat their success, the meenlocks surrounded the artificer. However, the sly dwarf had prepared something special for this exact encounter, for as the meenlocks appeared, he unleashed a ground shaking tremor that ironically caught the meenlocks by surprise and turned their momentum. The dwarf’s friends capitalized on this strike with a flurry of magic and metal, and the creatures were made to flee from this realm!

The adventurers seized the moment of victory for themselves, and they subsequently made their way back to Dope’s Hope to chart their new course of action for the future…

The Yawning Portal Tavern Brawl | Dungeons and dragons books, Dungeons and  dragons, Dungeons and dragons handbook

Miniature update: Acererak

I apologize today is a short post, but it’s been really busy and I am returning to in-store play at my local game store. I was trying to prepare for today’s session to make sure that our first session of our new campaign will go off without a hitch. I expect the articles from A Player’s Perspective will be enjoyable and a fun read.

Now on to the subject of the post: Acererak.

As you all may remember, I got a new paint set from the Dungeons & Dragons branded Army Painter set that has exclusive paints for undead. I plan to use those to paint our boy.

The only problem is that the majority of the miniature is painted with the new color Wraith Black, which, on top of the black primer, doesn’t really show up too well. In person, the color looks amazing. It’s a black with a bluish hue to it. There will be other colors on the robes, I promise. But if you remember correctly from the picture of our boy, his robes were black in color. I’ll show you what I mean:

See what I’m talking about? It doesn’t show up very well, if at all, but all of his robes except for the scarf like thing are all The Wraith Black. I’m hoping to use a better resolution digital camera combined with some led white light to see if I can get a better picture. I’m not holding my breath though.

Well, that’s all I got for you today. I hope you guys have a wonderful Wednesday!

Until next time, Dear Readers…

Rime of the Frostmaiden: Reghed Tribes and the Caves of Hunger

When last we left our heroes, they had just rested after a grueling fight with some flame skulls.

After their rest outside of the glacier, the party was approached by a group of the Elk Tribe of the Reghed tribes. Their chieftain, had a vision a party, wish to help them end the everlasting of Icewind Dale. They weren’t party that the tiger tribe was on their way to stop them as the tiger tribe worships Auril. The party realized that this was the same group they had helped during the Trial of Endurance back in Auril’s abode!

The party accepted their help, and decided to stay and help the Elk Tribe fend off the Tiger Tribe.

The Tiger Tribe arrived soon afterwards, their chieftain accompanied by a large sabertooth tiger! This was the same tribe that they dealt with during the trial of cruelty, and that made the battle that much easier to fight. The battle was fierce, but the party was able to cut down a large portion of the force before they closed for hand to hand combat, the party, mostly with the help of their paladin/barbarian companion, cutting down their chieftain with withering blows. It helped that the party’s cleric had cut off the sabertooth tiger from the initial fight with an Otiluke’s resilient sphere spell, allowing them to deal with it after the rest of the battle had been won.

Parting ways with the surviving Elk Tribe members, the party entered back into the glacier.

Wandering further in, they came across a cavern with ice mephits along the ceiling and battle ensued.

After that fight, the party found a part of a Netherese tower that had become detached from the main city of Ythryn. Talking to their professor orb Professor Skant, the party found that they would be able to recover spell slots after spending even a short rest in that room! After said rest, they continued on, further into the caves…

The next chamber they came across brought a curious sight. A giant iron golem head! Detached from its body when the city of Ythryn fell, the powerful magics that created it kept it functional even after these many years.

Looking at other adjacent caverns, the party found a stone slab covered in ice and frost. Getting the frost off, the party found a strange device that allowed them to cast the spell arcane eye, which took the ranger (for this was the person that activated it) to the city of Ythryn!

Deciding to help themselves, the ranger used the eye to backtrack and help find a way through the maze of caverns towards the city.

It was when the majority of the party moved on that it attacked: a vampire gnoll attacked the party’s tabaxi rogue from behind!

Gnoll Vampire

This fearsome beast feasted on the rogue and others of the party as they fought it. The battle was tense, but again the paladin/barbarian’s raging smites won the fight, driving the foul beast away as a mist, likely towards its resting place in its lair.

Moving onward after resting, the party followed the ranger’s lead to a large cavern with another felled tower, finding two potions of superior healing! Seeing a large gaping hole in the floor, the ranger indicated that they must climb down, warning the party that something had melted its way through to make such a hole….

Will the party make it to Ythryn? What awaits them in the rest of the Caves of Hunger? Was that the last they will see of the gnoll vampire?

Join us next week to find out!

Don’t forget to hit that like and subscribe button, and as always…

Until next time, Dear Readers…

Miniature Painting Spotlight: Acererak Update

When last we left off, our Acererak mini looked like this:

We were quietly drying on a dry cloth.

Now let’s assemble this mini like the Avengers!

I decided to use the Citadel Plastic Glue, a reliable miniature glue, but you could have used just about any miniature glue. It’s what I have on hand, not having purchased any of the Army Painter brand.

It seemed to do the trick, as we’ll see next.

I started with sanding. This is an important step, so we can get off all of those pesky bits that didn’t quite come off with the snippers.

I am using a super fine grain modeling sandpaper that I got in a modeling kit a few years ago when I got back into doing miniatures.

Laying the sandpaper flat, I rubbed the area across the sandpaper, trying to ensure that the spot became flat, or I bent a corner to rub the specific part to a smooth edge.

Here are the results:

Also notice the marks I sanded on the bottom. It didn’t have to be too neat, as it’s going to seat into the base and be invisible.

Each of the pieces turned out well, so there was no need to use Green Stuff or any such materials to fix anything. If you do need to fix anything, Army Painter has a wonderful Green Stuff set that will fix you right up.

I’ve used it before and it works very well. For crack filling, thought, you want something a little more fluid, and I found that Vallejo has a wonderful acrylic resin plastic putty that is for that job.

In any case, I decided to start with the smallest pieces to assemble, the head and crown and then the body:

The back of Acererak’s crown
Look at that ugly mug!!

I then added the face, as you can see above. Not lying, it was a beast to do, as I have large hands and these pieces are tiny as all get out.

Next I worked on the body. Notice that I am not putting it on the base at this time. I intend to do the base for Acererak much like I did for Xanathar, and paint it separately.

Lastly, I used the Citadel Chaos Black spray primer to prime him.

As he’s going to be a bit darker in shade, I wanted to use a darker primer to get him going:

And that’s as far as I’ve gone, folks. Next time, we’ll begin the painting process.

Oh, and before I forget, a bonus for all of you wondering about the giveaway miniature I did when we met our 25 subscriber milestone!

Let me know what you think in the comment section below! And, as always, hit that like and subscribe buttons! We still have our subscriber goal giveaway going on and once we hit the 100 subscriber milestone, we’ll be giving away a Daily DM T-shirt to one lucky subscriber.

Until next time, Dear Readers…