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![]() The second thing you'll notice is how frontloaded and clear the adventure book is about what's important information, where certain objects can be found, and a more concise way of gathering roleplaying information about each of the major characters. You'll just have to hope that whoever finds theirs first wants to keep adventuring. ![]() The forcing together of a party for some quest from some person can be some of the more hamfisted parts of creating a D&D party, this idea that characters might have lost their ability to smile or sense of fashion and are all planning on working together to get it back immediately creates the glue that keeps them together. You can decide with your party whether they want to have an extremely character-driven story, one where hags stole an aspect of their characters eight years ago forcing them to adventure to reclaim what was lost or heed the call to adventure of an elderly mage who wants to make sure his friend and archfey patron Zybilna is safe. That's right, The Wild Beyond the Witchlight doesn't just come with one plot hook but two. From the moment you open the book, you'll notice that there are a few things different from some of the other Adventure Books you might be used to, first of all, is the plot hooks. The adventure of The Wild Beyond the Witchlight runs from Lv 1 to approximately Lv 8. But remember DM's eyes only! The Wild Beyond the Witchlight - The Adventure Begins If you're used to adventure in one of the common story settings like the Forgotten Realms then The Wild Beyond the Witchlight and its weird offerings might be just the level of spice you need to shake up your D&D. Filled with all kinds of odd fairytale creatures, locations that don't adhere to the rules of the rest of the mortal plane, and even interesting rules for magic.
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