Dungeon – Darkholme Keep http://darkholmekeep.net/ Thu, 22 Sep 2022 03:11:17 +0000 en-US hourly 1 https://wordpress.org/?v=5.9.3 https://darkholmekeep.net/wp-content/uploads/2021/06/icon-7-70x70.png Dungeon – Darkholme Keep http://darkholmekeep.net/ 32 32 Campaign Case: Examination of the Ground – Adventure Maps on the Go https://darkholmekeep.net/campaign-case-examination-of-the-ground-adventure-maps-on-the-go/ Thu, 22 Sep 2022 03:11:17 +0000 https://darkholmekeep.net/campaign-case-examination-of-the-ground-adventure-maps-on-the-go/ Wizards of the Coast clearly aims to make Dungeons & Dragons accessible to new players. They’ve released a set of starter books, an essential kit, a core rules gift set, and a Stranger Things link in the adventure. You can find these items under the “Where to Start” tag in the WOTC Product Catalog on […]]]>

Wizards of the Coast clearly aims to make Dungeons & Dragons accessible to new players. They’ve released a set of starter books, an essential kit, a core rules gift set, and a Stranger Things link in the adventure. You can find these items under the “Where to Start” tag in the WOTC Product Catalog on their website. What doesn’t appear under this heading, but should do, is the new product Campaign Case: Terrain. This is something that will come in handy for most budding DMs.

Illustration inside the box.

The case of the campaign: the terrain is what it sounds like, it’s a case that contains terrain…sort of. It’s a black box, about 30cm wide, nine inches high and three inches deep. It’s black, with a glowing blue D&D-branded “&” dragon on both sides. It has a nice black rope handle and it is held closed by a magnet. Opening it reveals a folder containing five sheets of reusable Adventure Clings, a folded cardboard “Adventure Grid,” and thirty terrain tiles.

The Adventure Grid is a 22×25 inch double-sided grid with dungeon or wilderness backgrounds. Terrain tiles are 5×5 inch interlocking double-sided terrain tiles with the same wilderness or dungeon background style. Adventure Clings are reusable eyecatchers emblazoned with an assortment of objects you might want to represent on a map while on an adventure, such as stairwells, barrels, statues, and campfires, among other things .

The Adventure Grid folded for transport.

The Adventure Grid and interlocking tiles have a glossy coating and can be drawn on with a dry erase marker. Dark markers appear distinct, but lighter markers may be difficult to distinguish against green or gray backgrounds. This makes these pieces of terrain perfect for laying on the table and drawing a backdrop on which to place miniatures or tokens. The terrain pieces are identical in shape and background images, so they seem quite redundant. But, as they are interlocking square pieces, you can fit them together to create a wandering underpass or a forest maze, or a road, which offers more flexibility than the Adventure Grid gives you.

Once you’ve laid out your terrain pieces and drawn your dungeon or any other scene you need, you can use the Adventure Clings to spice up the map with top-down perspective dressing. There are dozens of objects depicted on clings. Some examples are wells, pits, fountains, trees, stairs, rubble, horses, tents, carts, tombs, cave entrance, campfire, tables, rugs, coffins, treasure chests, etc. These eye-catchers are like the ones you might have played with as a kid to put costumes on a cardboard figurine, or the ones that are used as seasonal window decorations. The artwork is good and you can tell right away what most of the objects are. There are a few that are probably meant to be doors, and something that looks a bit like the lower third of a didgeridoo, but I think it could be a scroll tube. And three dead or possibly unconscious bodies. The eye-catching works well, although some of the gates (eventually) blend in with the background terrain for me. I’m color blind so I don’t know if this might not be an issue for people with normal color vision.

Sheets with various hooks.

There are four main things to assess in this set. The first thing, and my favorite, are the hooks. They’re pretty cool, and I think they’re practical too. The five pages here give you dozens of useful and common items to flesh out a dungeon or wilderness setting. I would like to see more, maybe folders with different themes. I’m afraid that using them on maps that have been drawn with dry erase markers will make them dirty and won’t stick well to the sheet, which will lead to their loss.

The second thing is the Adventure Grid, or the large rectangular map. I like it, it’s easy to throw on the table and draw. It gives you the option to enter your friend’s house or your local game location and start a battle right away. If you don’t already have a battle mat with a grid, this one is great to start with. If you already have one, this one might still be good for you, especially since it has wild terrain and a dungeon and supports dry erase.

The tiles in the case of the terrain.

The third thing is nested terrain pieces. These excite me less. They’re pretty redundant when it comes to artwork, but I guess that avoids uneven matching issues along the edges. Still, it would have been nice to see a few more models overall. Also, I don’t know how necessary it is to have them, when they could have just included another adventure grid that could be placed against each other to provide a larger area to draw on. There aren’t many tables that can accommodate a very long tunnel-style map using ten or more tiles in a row. They also may not be as useful for many DMs as just throwing on the larger adventure grid and building on that, rather than piecing together a windy path of 90 degree angles to draw on.

Tiles on the table with a few hooks.

The fourth thing is the carrying case, which is sturdy and attractive. One thing I didn’t mention above is the artwork inside. When you open the lid, you are treated to a pretty image of a wilderness scene. The image is thematic and embellishes the interior of the case, which is very attractive and practical. The case features an insert that holds the adventure grid and snap back, under which is a cardboard insert that holds the terrain tiles in place. The cardboard insert is quite flimsy and I’m afraid it won’t hold up to a lot of beatings, which could be a problem as the set is billed as your on-the-go field kit.

The Campaign Case: Terrain is an add-on to another D&D product called, Campaign Case: Creatures, which we reviewed. here.

Although the tiles could use a little more variety and a few of the snags are a bit difficult to identify, overall this is a great product for a new Dungeon Master. It provides the tabletop accessory you’ll likely need when planning a nature or dungeon combat encounter. Hooks are very useful, especially if you don’t have a large collection of dungeon decorations in the form of cardboard tokens or actual miniature terrain. However, for the experienced dungeon master, you may not need all of the contents of the carrying case, and the carrying case itself isn’t worth getting the full kit.

—Steven Starkey

Steven spends his days working deep in the bowels of a government building and his evenings with his wife and daughter. He has spent the last quarter century working in and around the US military. His passion is table games. You can see him playing, speaking, reading, and writing about RPGs, wargames, board games, board games, and card games. Steven is originally from Texas, but currently lives in Virginia.

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The Best Spells for a Melee-Focused Spellcaster in DND https://darkholmekeep.net/the-best-spells-for-a-melee-focused-spellcaster-in-dnd/ Mon, 19 Sep 2022 14:31:00 +0000 https://darkholmekeep.net/the-best-spells-for-a-melee-focused-spellcaster-in-dnd/ In most RPGs, casters tend to fall into a similar niche of being considered “glass cannons”, which is a term given to those who do massive damage but have little constitution. This is common because low health balances the amount of damage a spell can do. However, this had the unintended effect of relegating spellcasters […]]]>

In most RPGs, casters tend to fall into a similar niche of being considered “glass cannons”, which is a term given to those who do massive damage but have little constitution. This is common because low health balances the amount of damage a spell can do. However, this had the unintended effect of relegating spellcasters to the back of the party.


Related: Dungeons & Dragons: Beginner’s Guide to Spellcasting Lessons

Most don’t watch a caster sitting in the back. After all, those with healing magic generally avoid direct combat, and most offensive spells strike from a distance. That being said, being forced into the back doesn’t appeal to everyone. Fortunately, Dungeons & Dragons offers several spells that allow spellcasters to switch things up to join the frontlines.

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ten Booming Blade

Many overlook minor spells as “weak spells” and focus on higher level spells like Fireball or Lightning Bolt. While these spells are slightly more powerful, cantrips are perfectly viable as they scale as the player does. That said, many have the caveat that they do no damage if their target makes a save. Booming Blade is not like that.

When this spell is cast, you make a melee attack against a creature, enveloping it in “overflowing energy” until the start of your next turn. During this time, if that creature intentionally moves more than five feet, it will take 1d8 thunder damage. At higher levels, not only does the damage increase, but the initial hit also gains the same thunder damage.

9 Shield

As noted earlier, casters’ low health acts as a way to balance out their damage, and classes like warlocks and warlocks can’t wear heavy armor. There are spells like Mage Armor and Shield of Faith that can increase the user’s AC, but these are focus spells and can limit what a caster can cast.

The Shield spell, on the other hand, uses your reaction to increase your AC by five until the start of your next turn. Not only does this allow a caster to keep their other focus spells available, but it’s also a substantial increase in AC. As a bonus, this is only a first level spell. Although it cannot be upgraded, this spell is still viable for a caster of any level.

8 Shadow Blade

The main downside to melee casters in D&D is their lack of weapon proficiency. Spellcaster classes tend to be proficient only with simple weapons like daggers and staves, which have mediocre damage. Of course, there are ways to acquire skills in martial weapons, but they are both limited and have specific conditions and require players to follow a certain path.

Related: Dungeons & Dragons: Best Spells to Cast

For those who want a little more creative freedom in their builds, the Shadow Blade spell is a great option. Shadow Blade is a second-tier spell that can be cast as a bonus action to summon a sword made of shadows that deals 2d8 psychic damage on a hit. Not only is it good damage, which can be increased, but there are few creatures with Psychic Damage Resistance.

seven Vampiric Touch

The biggest risk of running any type of caster is the lack of health these classes have. With only a d6 hit die, it’s no surprise that spellcasters are often labeled as “squishy”. Prioritizing AC-boosting spells is one solution, but it’s possible to invest in spells dedicated to both healing and damage.

Vampiric Touch is a melee spell attack that not only deals 3d6 necrotic damage to a target, but also heals you for half the damage done. While not the most efficient way to heal, being able to damage a target while healing at the same time can be extremely useful in some cases.

6 foggy stage

Most of the spells on this list are dedicated to assisting in close combat, either defensively or offensively. However, as a caster, you are not cut out to be a tank. There are ways to make yourself harder to hit, but they’re not perfect. As such, you’ll need a reliable way to escape combat.

As a bonus action, Misty Step lets you teleport 30 feet into an unoccupied space. Although it lacks the range of Dimension Door, Misty Step is the best option in combat. In addition to avoiding attacks of opportunity, you still have your action to perform a single attack before exiting combat.

5 Agathys Armor

While Armor of Agathys is exclusive to the Warlock class, there are plenty of ways for other classes to access this spell. This spell gives the user five temporary hit points for one hour, and when attacked in melee, these hit points are turned into cold damage that hits the attacker.

It might look rather lackluster, especially for a high-level campaign, but Armor of Agathys scales very well. The number of temporary hit points increases by five at each level the spell is cast. Not only does this increase your health pool, especially at later levels, but it’s also a viable way to deal damage to those you fight at close range.

4 Hold a person/Hold a monster

The bane of every melee fighter is enemies that can fly. No matter how much damage you can inflict, it means nothing if you can’t hit an enemy. While there are a plethora of spells meant to hit enemies from a distance, melee-focused spellcasters need a way to keep an enemy locked in long enough to inflict damage and there are two spells that do just that. do perfectly.

Hold Person and Hold Monster are designed to trap humanoids and monstrosities respectively. If a target fails its save, it becomes paralyzed. Those with this status are not only trapped in place, but all attacks against creatures with the paralyzed status are made with advantage and any melee attack that hits becomes a critical hit.

3 Hurry

Movement is always important in combat, especially when you need to get close to an enemy. Much like Hold Person, all damage in the world means nothing if you can’t hit your target. With the Haste spell, your movement doubles and you get some additional bonuses.

Related: Dungeons & Dragons: Best Focus Spells

In addition to the increase in movement, haste grants a plus two bonus to AC and an additional action. This action can be used to attack a weapon, dash, hide, or disengage. Although you lose the ability to move and act the turn after the spell falls, the versatility of this spell far outweighs the drawbacks.

2 Steel Wind Strike

The vast majority of damage spells, especially at higher levels, in D&D are classified as long range. They can be cast up close, of course, but the vast majority of them damage anything around the spell’s epicenter. All those hammers in the stereotype that the casters should stay on the back. Luckily, there are higher level spells that can put you in the center of the fight.

Although only a fifth tier spell, Steel Wind Strike is a fantastic option. When cast, you choose five targets and make separate melee spell attacks against them. On a hit, the target takes 6d10 Force damage. and you can teleport within five feet of any of the targets, even if you miss them. Not only is this spell’s damage high, but it also offers excellent mobility options.

1 Tenser’s Metamorphosis

While this spell requires a significant dip into the wizard class, it’s definitely worth it. It’s a sixth level spell, so it doesn’t have the raw potential of Prismatic Spray or Wish, but it’s useful nonetheless. As its name suggests, the spell is not an attack but a transformation that grants a myriad of bonuses.

You gain 50 temporary hit points, proficiency with all armor, shields, and weapons, advantage on attack rolls, bonus attack, advantage on Strength and Constitution saves, and all weapon attacks gain an additional 2d12 Force damage. You can’t cast any spells while Tenser’s transformation is active, but you really don’t cast them. With this spell alone, you’re practically a boss monster.

Next: Dungeons & Dragons: Underrated Magic Items That Are Better Than You Think

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D&D Mini features an iconic villain riding a dragon https://darkholmekeep.net/dd-mini-features-an-iconic-villain-riding-a-dragon/ Fri, 16 Sep 2022 20:30:00 +0000 https://darkholmekeep.net/dd-mini-features-an-iconic-villain-riding-a-dragon/ WizKids has revealed a Dragonlance Lord Soth figure for Dungeons & Dragons and it’s expensive, as it comes with his Greater Death Dragon mount. One of the most iconic villains in the history of Dungeons & Dragons gets a mini for groups to use in games, as WizKids is making an expensive Lord Soth figure […]]]>

WizKids has revealed a Dragonlance Lord Soth figure for Dungeons & Dragons and it’s expensive, as it comes with his Greater Death Dragon mount.


One of the most iconic villains in the history of Dungeons & Dragons gets a mini for groups to use in games, as WizKids is making an expensive Lord Soth figure that DMs can free in the next Dragonlance: Shadow of the Dragon Queen campaign book, or the Warriors of Krynn board game. Lord Soth is a powerful death knight in the world of Krynn from the Dragonlance campaign setting and players can expect to face him in The Shadow of the Dragon Queenthough hopefully they won’t be alone when they do.

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The J&D 5th Monster Manual mentions Lord Soth in the death knight section of the book, describing his fall from grace and the murder of his wife, which led to his transformation into one of the undead. The world of Krynn lacks high-level good-aligned priests at the start of the War of the Spear, meaning there are few with the power to stop Lord Soth directly. Fortunately, he rarely took the field during the War of the Spear, at least in none of the battles featured in the novels. In the upcoming Dragonlance campaign and board game combination, players can expect to face off against Lord Soth, as it is set in Soth’s homeland of Solamnia, and he has many reasons for wanting to crush the members of his ancient chivalric order.

Related: D&D Will Soon Sell Digital + Physical Books, Starting With Dragonlance

Lord Soth will appear in The Shadow of the Dragon Queen and Warriors of Krynn, and DMs will be able to purchase a miniature to represent the death knight in battle. According ICv2WizKids unveiled the Lord Soth on Great Death Dragon figure, which will cost the princely sum of $119.99. The Lord Soth miniature can also be removed from the mount and used alone, should players be unlucky enough to face him in single combat.


WizKids is releasing an expensive Lord Soth figurine in April

The average death knight is a CR 17 creature, and Lord Soth is an iconic creature J&D villain, which means he is one of the most powerful of his kind. It might seem strange for WizKids to release a mini for a character that players probably can’t fight head-on in their game, especially since he’s on the back of a dragon that wouldn’t look like wrong in the game. monster hunter series. But in both The Shadow of the Dragon Queen and Warriors of Krynnplayers are the commanders of a mighty army, so they could take on Soth with the support of a few battalions, which might give them a fighting chance, or at least cause Lord Soth to gracefully retreat, players thinking that he could play with them.

What’s odd about the Lord Soth WizKids figure is its release date. The J&D The Dragonlance campaign/board game launches in December, but the Lord Soth figure won’t launch until April 2023. It would have made more sense to have the figures available closer to the launch of the Dragonlance content in Dungeons & Dragons 5th, as some of the most excited players may have already completed the campaign and board game in April.

Source: ICv2

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One D&D Finally Makes Musical Instruments Useful https://darkholmekeep.net/one-dd-finally-makes-musical-instruments-useful/ Sat, 10 Sep 2022 14:00:00 +0000 https://darkholmekeep.net/one-dd-finally-makes-musical-instruments-useful/ One D&D introduces a number of optional changes to Dungeons & Dragonsone of which is to make musical instruments much more useful than they currently are in J&D 5th. There are magical musical instruments that can be useful to a J&D party, like Pipes of Haunting, but these are the exception rather than the rule. […]]]>

One D&D introduces a number of optional changes to Dungeons & Dragonsone of which is to make musical instruments much more useful than they currently are in J&D 5th. There are magical musical instruments that can be useful to a J&D party, like Pipes of Haunting, but these are the exception rather than the rule. J&D 5e didn’t do much with regular musical instruments, but that will change in the future J&D 5th edition revised for its 50th anniversary in 2024.

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In the current version of J&D 5th Player’s Handbook, the equipment section offers a selection of musical instruments for the player to purchase, including bagpipes, flutes, lutes, and panpipes. They are categorized as tools, meaning players can master a type of musical instrument, allowing them to add their proficiency bonus when using them as part of a skill check. Some classes offer instrumental skills, like the Bard, while some backgrounds also offer them, like the Outlander.

Related: Why D&D Might Get Rid Of Spell Critical Hits

In the current D&D 5e rules for regular items, weapons, and tools, instruments don’t do much. A bard can use an instrument as a spellcasting target, but doesn’t have to cast spells. An instrument will usually be used as part of a Performance (Charisma) check, but chances are that if someone makes such a check (like a bard), they will already have a huge bonus to the roll. The use of musical instruments is hyper-focused in J&D 5th, but that will soon change, as the first Unearthed Arcana update for One D&D on the official website D&D Beyond website has a great option to make them useful.


A D&D musician’s feat makes instruments incredibly useful for parties

One D&D has introduced new exploits for J&D, as well as changed their operation. Feats are no longer optional and each character can choose one feat at level one, from a select number designated as 1st level feats. One of these new low-level achievements is called Musician and allows you to master three instruments. If the party takes a short rest or a long rest, they can use the Musician Feat to play soothing music during the rest, granting inspiration points to a number of party members equal to the skill bonus. The DM may decide that playing the bagpipes in the dungeon or in the wild is likely to attract attention, so players may want to be careful when using this feat.

A D&D has also made inspiration points a primary rule, and players can spend them to gain advantage on the d20 roll. This means warriors and rogues in the party can get free perks for attack rolls, skill checks, or save rolls, and it’s now an easily replenishable resource. This means that musical instruments are now incredibly useful to a J&D party and any player who creates a character that focuses on strengthening their allies should make Musician Feat a go-to choice for their next Dungeons & Dragons character.

Source: D&D Beyond

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Every Warlock Multiclass Combo in D&D 5e, Ranked https://darkholmekeep.net/every-warlock-multiclass-combo-in-dd-5e-ranked/ Wed, 07 Sep 2022 22:29:30 +0000 https://darkholmekeep.net/every-warlock-multiclass-combo-in-dd-5e-ranked/ The Sorcerer is one of the most interesting classes in Dungeons and Dragons Fifth edition. With its unique caster style, excellent utility abilities and class characteristics, fun aesthetics, and role-playing possibilities, no other class offers quite what Warlock does. RELATED: D&D: 10 Best 5th Grade Warlock Spells, Ranked The Sorcerer also has some of the […]]]>

The Sorcerer is one of the most interesting classes in Dungeons and Dragons Fifth edition. With its unique caster style, excellent utility abilities and class characteristics, fun aesthetics, and role-playing possibilities, no other class offers quite what Warlock does.



RELATED: D&D: 10 Best 5th Grade Warlock Spells, Ranked

The Sorcerer also has some of the best multiclassing possibilities, as his magic and summons can synergize well with many playstyles, although some options stand out from the rest. Whether mixing Sorcerer with another spellcaster to expand their magical potential or combining it with a more martial class for non-magical options, Sorcerer is a great candidate for multiclassing.

Updated September 7, by Isaac Williams: Multiclassing is one of the most open and versatile ways to customize a character in Fifth Edition, but also one of the most complex. It can be easy to slip up, so this article has been expanded to include all classes and how their abilities can interact with a Wizard’s..


12 Barbarian’s Anti-Magic Focus Hinders Spellcasting

Barbarians have one obvious obstacle to multiclassing: they can’t cast or focus spells while using Rage, which makes many spellcasting classes much less useful. This is especially true for a multiclass warlock, who benefits from the unique most damaging minor spell in J&D. This can leave the two at serious cross-purposes.

That doesn’t mean the wizard/barbarian combo is completely useless, though. A Blade Pact wizard can upgrade a weapon long before a barbarian expects to find magic items and save spells for the outside of combat. However, this may prove too limiting a combination for little gain.


11 Sorcerers simply lack synergy with Warlocks

Multiclassing two caster classes is difficult for a number of reasons. For one, each class only learns spells up to its highest level, which means it delays getting powerful higher-level spells. On the other hand, each class still uses its own cast ability score, meaning a player must debuff both or neglect one during normal progression.

RELATED: The Best Wizard Subclasses In Dungeons & Dragons, Ranked

It may still be worth getting particularly valuable features. However, there is little of a wizard a wizard wants, and little of a wizard a wizard wants. Unless a warlock really wants to expand low-level spellcasting with a dip in warlock, a multiclass of warlock and warlock doesn’t improve either aspect much.


ten Adding druid levels adds some great options, but can compromise too much

The Druid and Warlock are two of the most versatile classes of all J&D. They both receive spells and can supplement their repertoires with additional features unrelated to spell slots. There’s Wildshape for the Druid, and Pacts and Summons for the Sorcerer. The combination of the two can trade raw power for versatility – but a lot of one for only part of the other.

This combination is unlikely to be very useful at lower levels, and even at higher levels it may be less useful than a character who simply has stronger spellcasting. However, the versatile character from this wizard multiclass will be a well-equipped bag of tricks to handle quite a few situations.


9 Cleric can fix some holes, but can’t do much more

Clerics and wizards represent two very different relationships with a powerful being, one being a devotee and the other a merchant. This difference in storytelling goes hand in hand with the fact that they are mechanically at odds. While the Cleric prioritizes Wisdom above all else, the Sorcerer’s abilities make extensive use of Charisma.

However, a little cleric drop can fix some holes for the wizard. In particular, several cleric domains provide access to heavy armor, which the wizard lacks and can improve their survivability. Coupled with certain domain abilities and low-level cleric spells like healing, there may be enough to tempt some players for a one-level or two-level dip.


8 Artificers and wizards each have a bag of tricks

Two of the most mechanically unusual spellcasters Fifth edition are the sorcerer and the artificer. One uses a unique form of spellcasting; while the other uses tools and technology, and supplements his moderate spellcasting with a number of powerful abilities and infusions.

RELATED: Every Artificer Multiclass Combo In D&D, Ranked

The classes disagree in some respects. The Sorcerer wants to use his Charisma as much as possible, and the Artificer wants to do the same with Intelligence. Whatever unusual mechanical combination they can pull off, however, they can each provide a surprisingly versatile bag of tricks, always having something to contribute.


seven Warlock Monks Must Strive For Any Synergy

Although Wizards can gain martial abilities through the Hexblade boss and Blade Pact, they are by no means the best warriors in the game. As secondary attackers for the party and one of the most self-contained classes of the game, the monk may seem to have little to offer the spellcasting warlock.

There are interesting combinations, but few that most players would want to build a character. The Hex Warlock spell rewards strikes a lot – something the Monk does earlier than most other classes – and the Monk’s mobility can combine well with a Warlock’s ranged spells. But overall, the two have to work hard to put anything together.


6 Ranger and Warlock can strive to do damage

The Wizard and the Ranger don’t seem to have a lot of synergies initially. One uses Charisma, the other Dexterity and Wisdom. The Sorcerer is a spellcaster who can branch out into weapons, while the Ranger is a martial character who casts spells accidentally. However, both classes focus on one thing: damage.

There is an incompatible overlap, in that Hex and Hunter’s Mark are focus spells that cause attacks to deal 1d6 extra damage. However, they can combine many other features for high damage. Most rangers have subclass features designed to make their attacks harder, and the warlock can add abilities such as Hexblade’s Curse and Eldritch Smite. A character with this wizard multiclass will be limited, but it will definitely hit hard.


5 Warlock and Rogue have complementary features

The Thief is the most versatile and utility-focused non-caster in the game, while the Warlock has a lot of versatility through their spells and summons. Combining the thief’s many skills and expertise with the sorcerer’s magical tricks can create a character that can handle almost anything a dungeon throws at it.

RELATED: 10 Best Feats For Warlocks In D&D 5e, Ranked

In addition, this wizard multiclass has certain advantages in combat. A rogue’s sneak attack is a good way to add damage to almost any build and just requires a weapon with the Finesse trait. A Hexblade Sorcerer using a Rapier as a Blade Pact weapon can increase his damage output impressively – though he will lose a few spells to do so.


4 Warlock and Fighter form a powerful melee combo

Many wizard damage boosting abilities reward the player for attacking a lot, and few classes can attack more than the fighter. Adding Hex, Hexblade’s Curse, Lifedrinker, and other abilities to a fighter’s damage output, especially if they’re using polearms, crossbows, or dual-weapon combat, can result in exceptional damage output.

On the other hand, a little dip in the fighter can also improve a wizard, especially a more combat-focused one. A combat style, action thrust, and combat master maneuvers all make a Hexblade much more effective in combat, and can even be worth a three-level delay in casting spells.


3 Bardic Warlocks Can Be Great For Utility

Bards and Sorcerers are two of the best utility classes in the game. 5th edition, each bringing something a little different to the table when it comes to non-combat options. Mixing them together can add great possibilities in this regard without diluting too much either.

What makes this build work is that the Bard class has some great choices for skills as well as the Jack Of All Trades ability, while the Warlock contributes some great summons that can really help make some an excellent utility character. To make this combo even better, both classes rely on Charisma for their spellcasting, so the character doesn’t have to split their focus.


2 Wizard Warlocks do stunning damage

There are many things a wizard can be good at Dungeons & Dragons, but for those who want to focus on damage at the expense of everything else, a Wizard multiclass is a dream come true. The ideal build really only takes two or three levels of Sorcerer, then takes the rest in Sorcerer with one goal: Quicken Spell metamagic.

RELATED: 10 Best 5e Magic Items For Warlocks In D&D

Casting a spell as a bonus action limits a character to cantrips for the rest of their turn. Usually it’s a severe limitation, but for a warlock with Eldritch Blast and Agonizing Blast it’s not a problem. Casting a boosted Eldritch Blast twice per turn does nearly twice the damage of most other builds, and the character has plenty of spell slots to build into more sorcery points.


1 Paladin warlocks use a stat for almost everything

Paladins are already one of the most versatile classes in the game. Due to their basic abilities, they are damage-dealing, good tanks, effective healers, capable buffers and their focus on charisma ensures that at least passable with social interaction. Adding a few levels of Hexblade Warlock transforms them from an all-around character to a very good character at almost everything.

With only a handful of levels in Hexblade, a paladin can use their charisma for melee weapon attacks, ranged spell attacks, two different types of spellcasting, their saving throws, and social interactions. Few other versions of the game prioritize one stat so much, allowing the character to become good at everything with only a few ability score boosts.

NEXT: 8 Characters To Inspire Your Next D&D Warlock

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Guide to playing a Thri-Kreen https://darkholmekeep.net/guide-to-playing-a-thri-kreen/ Mon, 05 Sep 2022 13:45:00 +0000 https://darkholmekeep.net/guide-to-playing-a-thri-kreen/ Dungeons & Dragons is a game filled with unique and distinct races that players can choose from when building their characters. While the vast majority of races hail from the Material Plane, the recent Spelljammer: Adventures in Space introduces several playable race options that are primarily found in the far reaches of Wildspace and the […]]]>

Dungeons & Dragons is a game filled with unique and distinct races that players can choose from when building their characters. While the vast majority of races hail from the Material Plane, the recent Spelljammer: Adventures in Space introduces several playable race options that are primarily found in the far reaches of Wildspace and the Astral Plane. Among these races are the Thri-Kreen, a four-armed people with insectoid features.

RELATED: Dungeons & Dragons: The Best Monsters For An Arctic Environment

While Thri-Kreen appeared in fifth edition D&D – as a monster in the Monster Manual – this is the first time they’ve appeared as a fully playable race. Since they offer a wide range of unique mechanical advantages, we’re going to dig into everything you need to know to play as Thri-Kreen in Dungeons & Dragons.

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Benefits of Thri-Kreen’s Chameleon Shell

An immediately standout feature that all Thri-Kreen can benefit from is their Chameleon shell characteristic. Due to this rugged natural armor, if a Thir-Kreen is not wearing armor, they automatically gain AC 13 plus its dexterity modifier. For those looking to play as a class with dull armor options, this can provide an extra layer of bulk and survivability.

While the extra defensive padding is nice on its own, it’s not the only benefit of this shell. As its name suggests “Carapace Chameleon”, Thri-Kreen are naturally able to change their shell color to match the color of their surroundings.. Although it takes an action to do so, this color change lasts indefinitely and requires you to perform all stealth checks on advantage as long as you stay in that same type of environment. As frequent stealth checks are common for many versions of Rogue, allowing these checks to be performed reliably to your advantage is not a feature to be taken lightly.


Thri-Kreens have access to extra arms

Another immediately appealing feature of the Thri-Kreen is their access to an additional weapon set. While these weapons are smaller than their main set and therefore limited in what they can do, they’re still a great bargain that opens up a lot of unique opportunities. In addition to being able to interact with objects and open doors, these weapons are explicitly indicated to be used to wield weapons that only have the property of light.

While this prevents a character from living the dream of simultaneously wielding a two-handed weapon and a shield, this allows a Thri-Kreen to simultaneously wield a shield in one of their dominant arms while using their other dominant arm and secondary arms to each hold light weapons such as short swords respectively. This means that a Thri-Kreen can make the most of the dual weapon fighting style without sacrificing your ability to gain the defensive advantages of wielding a shield.


The benefits of being naturally telepathic

Perhaps the most unique characteristic of a Thri-Kreen that is unlike any other race in D&D is their method of communication. Verbally, the Thir-Kreen are actually unable to speak non-Thri-Kreen languages. However, this does not prevent them from communicating with other species. On the contrary, they are among the most universally understood beings in the multiverse. Due to their inherent telepathy, a Thir-Kreen can communicate telepathically with willing creatures within 120 feet of them.

As long as a given creature understands at least one language, it is able to understand telepathic messages you send to it, regardless of what languages ​​it naturally speaks.. Using this universal method of communication, Thri-Kreen can create deceptively excellent faces for your group, completely destroying any language barriers a group may encounter when seeking to act diplomatically.


Other Benefits of Playing a Thri-Kreen

While a built-in defense system, natural camouflage, additional weapons, and telepathy are great on their own, Thri-Kreen also has some extra odds and ends that help complement them mechanically. First, it should be noted that the Thri-Kreen are not classified as humanoids – rather, these are the game’s first fully playable monstrosities.

It means that they are completely immune to spells like Charm Person that specifically target humanoid creatures. In addition to their typing and access to dark vision, Thri-Kreen clearly doesn’t need sleep. If they still need eight hours of inactivity to enjoy the benefits of a long rest, it means that they can perform the night watch of a party without the need for sleep, while retaining the benefits of such a long rest. rest !


Perfect classes for a Thri-Kreen

Thri-Kreen offers an excellent suite of abilities that makes them well-suited to a wide range of classes. While Thri-Kreen can work well as almost any class in the game, they are particularly well suited for the following classes

Bard As bards are a class that tends to lack reliable ways to increase their ACChameleon Carapace can be a great boon to the class. Plus a Thri-Kreens additional arms can allow you to simultaneously wield weapons and an instrumentall in the race’s natural telepathy allows you to use your bard’s charisma to speak to creatures that may not speak in common.
Fighter Thri-Kreen make stellar Dexterity-based fighters. With their access to natural armor and their ability to access two-weapon combat while retaining access to the shield, Thri-Kreen fighters can deal serious damage while being quite hard to hit.
Tidy Similar to the Thri-Kreen Dexterity-based fighters, for those looking to utilize two-armed combat as a Ranger, Thri-Kreen is a great option. Additionally, for Rangers looking to scout a group, the camouflage offered by Cameleon Carapace can be an impressive asset.
Thug As mentioned earlier, for many builds of Rogue, being able to pass stealth checks is essential. As Thri-Kreen can reliably afford an advantage on all stealth checks via Cameleon Carapace, it’s not hard to see why Thri-Kreen can make awesome thieves.
Wizard For those looking to play a Bladesinger Wizard, Thri-Kreen is an incredibly attractive option. Indeed, Thri-Kreen gives you easy access to somatic and material components, even when using dual-wielding light weapons.

Next: One D&D: Biggest Background Changes

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How to Complete Astra Ruin A-01 Dungeon in Tower Of Fantasy https://darkholmekeep.net/how-to-complete-astra-ruin-a-01-dungeon-in-tower-of-fantasy/ Sat, 03 Sep 2022 13:30:00 +0000 https://darkholmekeep.net/how-to-complete-astra-ruin-a-01-dungeon-in-tower-of-fantasy/ We’ve all heard of the apocalypse where the Earth will be destroyed and humanity will have to find another home, but it actually happened in fancy tower. The game is started planet aida, where humanity escaped to avoid extinction. There are many secrets for Wanderers to explore in this land. RELATED: Tower Of Fantasy: All […]]]>

We’ve all heard of the apocalypse where the Earth will be destroyed and humanity will have to find another home, but it actually happened in fancy tower. The game is started planet aida, where humanity escaped to avoid extinction. There are many secrets for Wanderers to explore in this land.

RELATED: Tower Of Fantasy: All Travel Log Locations In Astra

There are several requirements when it comes to exploring a certain area and ruins are one of them. Astra is the first large area in the game that contains three ruins. You just need to clear all three in easy mode to keep progressing, but completing them at higher levels gives you more chests and additional rewards.

How to Completely Clear Ruin A-01 in Easy Mode

As you progress through the main story, you will come across the first ruin when you rendezvous in Franz with Shirli. At the moment, you won’t be able to enter the ruin, but you will come back in the future to complete it on easy mode. You must do this to advance in the story.

GAME VIDEO OF THE DAY

Since this ruin is required, it’s not that hard to beat on easy mode. However, there are two new chests in each mode that give you lots of goodies, and finding them can be quite difficult. In every ruin, the easy mode has two chests, normal has four, and hard has six.

Both easy mode chests are in the same position even in normal mode, with two new chest slots. Similarly, hard mode also has two new chest slots.

Once you enter the ruin on easy mode, you will have a short dialogue with Mi-a and another robot. After that you will be left to explore the ruins on your own. The first thing you’ll notice are some explosive barrels in front of a vulnerable wall.

Here you will also need to defeat some hyenas to clear this starting area. Once that’s done, you can simply shoot an explosive barrel with a ranged weapon or pick them up and throw them against the vulnerable wall. This will open the path to the next area.


Before moving on to the next area, look to the right, where you will see a small tile with yellow cracks above. This is where you will find your first easy mode chest. Pick up an explosive barrel and throw it at the tile. Once the tile is broken, the first chest will be visible to you and you can claim it.

Now head to the next area and you will need to defeat other hyenas to clear the room. You can throw another explosive barrel towards them to get rid of some of their health. Once you defeat them, the second chest in easy mode will appear in the middle of the door to the next room.

After claiming it, simply cross the bridge ahead and defeat some more Hyenas in the next room. This is the last room you need to clear before the boss battle. You can use the barrels scattered around this room to deal more damage to enemiesjust make sure you don’t hurt yourself in the process.

Once this room is cleared, another door will open in the far right, leading you to Hyenatron. This is the boss you will need to kill to clear the ruin. He has up to three stacks of health and can easily deal a lot of damage to your character.

If you attack its weak point enough, the boss will be disabled for a little while, during which time you can mount it and constantly stab it to deal a ton of damage in a very short time. After defeating Hyenatron, the final room will open containing the release and your final rewards.

You can also use the Missile Barrage relic to destroy vulnerable tiles on the map. But, this has a cooldown, and you can’t use it multiple times at once, so you’ll want to save this relic to deal a lot of damage to the boss.

How to Completely Clear Ruin A-01 in Normal Mode

Enemies and rooms across different difficulties remain the same in a particular ruin, but their levels increase. In the normal mode of A-01, you will face level 25 enemies. As mentioned above, you’ll also find the two chests you have in easy mode in this one, in exactly the same places.

For the first chest in normal mode, you need to head to the room just before the main boss bedroom. The one in which you fight a group of hyenas. Here you will see a vulnerable tile with yellow cracks at the back of the room right next to some explosive barrels.

You already know the drill, buy this chest and then turn around to find the second chest in the same room. You will notice that the main statue next to the wall also has yellow cracks, so you can destroy it to get your second normal chest, making it four chests including those in the same place as easy mode.

How to Completely Clear Ruin A-01 in Hard Mode

You can find the first hard mode chest at the very beginning of the ruin. There’s a wall to your left, above it that’s vulnerable, and there are also some barrels right next to it. All you gotta do is shoot those barrels with a ranged weapon and you’ll unlock the chest.


The main problem actually comes from reaching it. You cannot use your Jetpack in the Ruins, so the only way to reach this height is to use the Omnium Hand Cannon Relic. You acquire this relic by defeating another ruin along the storyline.

Then you’ll find all four chests in the same location as normal mode here as well, bringing the total to five. For the last chest, look on the left side of the stairs in the last room before the boss room, and you will find another vulnerable tile right next to the statue.

After collecting the entire chest and beating Hyenatron again, you’ll completely clear Ruin A-01 on every difficulty.

NEXT: Tower Of Fantasy: Complete Exploration Guide

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Star Wars Han Solo Building Guide https://darkholmekeep.net/star-wars-han-solo-building-guide/ Thu, 01 Sep 2022 11:51:03 +0000 https://darkholmekeep.net/star-wars-han-solo-building-guide/ Han Solo is one of star wars‘ the most endearing and dynamic characters. Starting out as a cynical smuggler looking to make a quick buck, Han’s time as a member of the Rebel Alliance turns him into a brave and selfless hero. With a sharp mind, faster draw and a skill set that reflects his […]]]>

Han Solo is one of star wars‘ the most endearing and dynamic characters. Starting out as a cynical smuggler looking to make a quick buck, Han’s time as a member of the Rebel Alliance turns him into a brave and selfless hero. With a sharp mind, faster draw and a skill set that reflects his checkered past, Han is the perfect role model for a Dungeons & Dragons character, one that is rich with compelling role-playing potential.

With a wide range of varied skills and a heavy reliance on technology that might be hard to come by in most fantasy settings, building a character that captures the essence of Han Solo in J&D is a big challenge. Fortunately, J&DThe comprehensive character customization system offers a variety of class and background options for players looking to create a character that emulates the iconic smuggler-turned-general.

RELATED: No, Han Solo and Chewbacca Didn’t Change a Significant Part of Star Wars Canon

The best D&D race for Han Solo

Whereas star warsCreator George Lucas originally envisioned Han Solo as an alien, the character eventually became a human from the core world of Corellia. As a result, basic human might seem like an obvious race choice for Han. However, if Han’s player really wants to capture the ingenuity that makes Han such an effective criminal and rebel, Variant Human is a much better choice.

As a human variant, Han trades innate magical abilities for increased versatility. Being a Human variant gives Han a +1 bonus to two of his stats, which should go into Intelligence and Dexterity. Human variants also learn to speak a second language of their choice, reflecting Han’s proficiency in various alien languages. As if that weren’t enough, variant humans also gain proficiency in a skill of their choice. For Han, it should be Insight, given his incredible ability to read others. Finally, Human Variants can choose a free feat. Lucky is a great choice for players who want to emulate Han’s talent for getting out of trouble.


The best D&D background for Han Solo

Although the current canon and star wars legends differ on the details of Han’s past, both versions portray Han as an orphan who spent his formative years on the streets, where he learned the skills that would make him a professional outlaw. While Smuggler or Wildspacer can be excellent matches for Han thematically, Criminal best reflects Han’s experience with the criminal underworld. The criminal’s skill with deception and stealth reflects Han’s ability to mask his intentions and avoid attention. To top things off, Criminal Contact gives Han a direct connection to an unseen network of criminals, mirroring his tendency to call on favors from old acquaintances whenever he needs a little help.


RELATED: Why An Underrated TTRPG Is The Perfect Way To Start A New D&D Campaign

Best D&D Courses for Han Solo

To put it bluntly, Rogue is a perfect match for Han thematically and mechanically. Even though Han ends up getting straight to the point, the man is never afraid to lean on one of the many dirty tricks he learned as a criminal if it’s to protect his friends and family. This hallmark Han trait is well reflected in the thief’s tendency to rely on tactics like sneak attack, which, while effective, is generally considered dishonorable or cowardly.

When it comes to the Roguish archetype that Rogues gain in level three, Swashbuckler fits Han like a glove. Fancy Footwork lets Han get out of dangerous situations without provoking attacks of opportunity, and Rakish Audacity gives him the ability to perform a sneak attack when engaged in close combat with a single enemy, mirroring the moment famous where he shot the Rodian bounty. Greedo hunter in Star Wars: Episode IV – A New Hope.

While Han should invest most of his levels in Rogue to get the most out of the features he receives as a Swashbuckler, players who want to emulate Han’s trademark skill with a blaster might consider taking three levels in Artificer. and choose the Artillerist specialty. Not only does this give Han proficiency in firearms (if the DM hasn’t already allowed him to have it), but it also gives him access to a powerful Eldritch cannon, with the Force Ballista specialization perfectly mirroring a traditional star wars blaster.

RELATED: Dungeons & Dragons: The Best House Rules That Promote Roleplaying

Han Solo’s Most Important D&D Ability Scores

As a full-fledged rogue or multi-class rogue/artificer, Han’s most valuable base stat is Dexterity. As Han’s main attack stat and used to calculate his AC while wearing light armour, Dexterity determines Han’s ability to strike his enemies and how difficult his enemies are to retaliate. On top of that, Dexterity also determines Han’s initiative in battle, making it an absolute must for players who want to emulate Han’s quick reflexes.

While one might think Han’s second most important stat is Intelligence, Han’s status as a Swashbuckler Rogue means he should focus on increasing his Charisma score. Not only does charisma contribute to many of Rogue’s skills, including deception, persuasion, and intimidation, but Swashbuckler’s exclusive ninth-level ability, Panache, also allows Han to charm non-hostile targets or disadvantage enemies. hostile targets on attacks made against him if he passes a Persuasion test against him.

Best D&D Achievements for Han Solo

In addition to Lucky, players who want Han to achieve another achievement could consider Skilled, which allows Han to master three other stats of his choice. For players who want to take advantage of Han’s strengths as a sniper, Sharpshooter negates the disadvantage Han would receive when attacking at long range, ignores half and three quarters of cover, and allows him to suffer a –5 penalty to his attack roll. for +10 extra damage. Alert is also a good choice, as it gives Han a +5 bonus to initiative rolls and prevents hidden opponents from falling on him.

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Mercedes in ‘dungeon’, says Toto Wolff as team woes continue at Belgian GP | Mercedes Grand Prix https://darkholmekeep.net/mercedes-in-dungeon-says-toto-wolff-as-team-woes-continue-at-belgian-gp-mercedes-grand-prix/ Mon, 29 Aug 2022 21:18:00 +0000 https://darkholmekeep.net/mercedes-in-dungeon-says-toto-wolff-as-team-woes-continue-at-belgian-gp-mercedes-grand-prix/ Mercedes team principal Toto Wolff has made his most public admission about how difficult it is for the team to be beaten by Red Bull and Ferrari this season. After another harrowing weekend at the Belgian Grand Prix, Wolff called their desperate situation a “dungeon” that was proving harder to manage than anything the team […]]]>

Mercedes team principal Toto Wolff has made his most public admission about how difficult it is for the team to be beaten by Red Bull and Ferrari this season.

After another harrowing weekend at the Belgian Grand Prix, Wolff called their desperate situation a “dungeon” that was proving harder to manage than anything the team had experienced before.

Max Verstappen won for Red Bull at Spa-Francorchamps with a dominant run from 14th on the grid to a win that underscored his talent and what a remarkable car he has this season. After 14 races and eight remaining, a second title is within reach but Mercedes, in stark contrast, have once again been left stranded by a car they still don’t understand and whose week-to-week performance remains a riddle.

Seven-time champion Lewis Hamilton, who enjoyed Mercedes dominance by winning six titles with the team – which has won eight constructors’ titles in a row since 2014 – was nearly two seconds off Verstappen’s pace in qualifying in Belgium, noting pointedly that it couldn’t wait to upgrade to next year’s model. Wolff conceded it was hard to bear being relegated in a race as well.

“They say you never lose your learning, I can tell you it’s fucking hard,” he said. “All these beautiful Instagram posts and everything we’ve talked about over the eight years, about how we’re going to take this when you get to the dungeon. To stay true to your principles and your values, to keep your spirits up and to continue to seek relentlessly to improve yourself? Phew. There’s more to write a book about this year than there is about the last eight years.

Hamilton’s race ended on the first lap when he hit Fernando Alonso for an overtake at Les Combes, but once again the real conundrum against Mercedes was evident at Spa and left Wolff and the team perplexed. . Having been so slow in qualifying, they were much quicker in the race, with George Russell taking fourth.

“It’s very difficult to deal with these swings,” Wolff said. “We had a totally below average performance in qualifying and then in the race, sometimes we go three seconds faster on a lap. There are big question marks over what’s going on. That’s not where we should be with the structure and knowledge to understand a race car, but that’s not the case with this one.

Hamilton said after qualifying that he couldn’t wait for next year’s car, but although their hopes have been dashed this season, the team has yet to make a firm decision on the way forward. his new model. Wolff admitted that it was far from a simple decision and that changing a design concept was not an easy, or guaranteed, route to becoming competitive again.

“Whatever we decide for next year must be carefully assessed because clearly our data does not give us the results, does not correlate them with reality,” he said. “We have massive fluctuations in performance that we can’t really control. In this moment to make a decision for next year, to radically change a concept, how can you be sure that this is the best direction to take, because you would clearly fall back? »

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Wolff said his decision on next year’s car will be made in the coming weeks and indicated the team believed they could still do better this season with Hamilton’s record of winning a race every year where he participated in the F1 on the line.

“There are race tracks that will suit our car, that’s our ambition,” he said. “But at the same time focusing on next year is clear. The positions are where we are with the top three teams, finishing second or third doesn’t make a difference for me.

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DND Jobs Are Real and These Dungeon Masters Prove It https://darkholmekeep.net/dnd-jobs-are-real-and-these-dungeon-masters-prove-it/ Sat, 27 Aug 2022 17:53:22 +0000 https://darkholmekeep.net/dnd-jobs-are-real-and-these-dungeon-masters-prove-it/ Almost throughout its existence, however, players have endured widespread condemnation from religious groups seeking to portray them as satan worshippers, suspicious state actors, and sensationalist media portrayals. Evangelicals in the 1980s said gambling would lead to witchcraft and demonologywhile US Army officers attempted to infiltrate D&D founder Gary Gygax’s gaming circle, believing the group posed […]]]>

Almost throughout its existence, however, players have endured widespread condemnation from religious groups seeking to portray them as satan worshippers, suspicious state actors, and sensationalist media portrayals. Evangelicals in the 1980s said gambling would lead to witchcraft and demonologywhile US Army officers attempted to infiltrate D&D founder Gary Gygax’s gaming circle, believing the group posed a threat to the government. At a time, national media coverage wrongly linked teenage murders and suicides to gambling.

This kind of cultural backlash against fantasy role-playing is a major part of contemporary pop culture: the popular Netflix show stranger things, which is set in the 1980s, built its story around D&D in its first season in 2016. The most recent season, released earlier this summer, depicts the school bully calling the protagonists Satanists and of cultists. A mob is even organized to attack players believing they are agents of supernatural evil.

From the start, the game has attracted an audience because of its ability to make players feel empowered and part of a community, all through a shared, imagined reality. “We all feel a bit inadequate at times to cope with the modern world,” Gygax said in a 1980s report. television interview. “It would be much better if we knew we were a superhero or a powerful wizard.”

For Levine, that kind of culture is a big part of what draws him to acting. He’s a storyteller, and he’s found this fantasy world and the ability to inhabit a character to be an incredibly fulfilling emotional experience. When he wanted to teach his improvisational comedy friends to play, for example, he found the story to be the best part.

“They were terrible at it,” he says. “They couldn’t remember the rules, the numbers or how the dice worked. But they were so good at creating those characters that you fell in love with, telling those stories that mattered.

With the stigma around fantasy and gaming culture melting away, hobbies like D&D have become more mainstream. Many of Levine’s clients are corporate groups who view it as a team-building exercise. He says these types of clients can gather for years to work on campaigns and develop their characters; he has colleagues who make a living in places like Silicon Valley by simply hosting corporate games, without having to host anything online. All of this culture has created a huge boon for the game’s parent company, Wizards of the Coast, who claimed that 50 million people worldwide have played D&D.

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