Skip to main content

Quick Note - Dreams of the Red Wizards released

The next D&D Next adventure, Dreams of the Red Wizards, has been released. It is the 18th season of the Dungeons & Dragons Encounter line and the second to be mass-market released.

I plan on picking this up on pay day but am a little worried about the inclusion of the "Event Coordinator" from Dracolich. Probably a baseless worry, but anything that starts to reek of tournament adventures puts me off.

From drivethru:

 Szass Tam, the lich lord of Thay, and his Red Wizards threaten to dominate all of the Sword Coast. The Bloodgate, an elemental node of power, must be destroyed in order to stop him. This adventure is part two of the Dreams of the Red Wizards Sundering storyline, directly tied to Scourge of the Sword Coast, and loosely connected to the events in Ghosts of Dragonspear Castle.Dead in Thay is a tribute to Tomb of HorrorsThe Ruins of Undermountain, and other killer dungeons. The monsters, traps, and hazards in the adventure create a deadly challenge.

It will be interesting to see how WotC and the Next system handles merciless dungeon crawls, but if "Mines of Madness" was more than a joke then it should handle it well.

Dreams of the Red Wizards is on pretty much every OBS site for $17.99. 

Comments

  1. the event coordinator is the store owner or the person in charge of encounters at the store. It is designed for multiple tables to play in the same dungeon. That is why there is coordination.

    ReplyDelete

Post a Comment

Popular posts from this blog

The Robathen's Coin Parts 1 -3

A long time ago I released a short story on drivethrufiction called "The Rabathen's Coin - An Arame Tale" that was meant to be the start of a series staring a mysterious thief named Arame.  Well, five years later and I have sold maybe six copies.  With that in mind I figured I might as well break it up into two or three parts and post in on the blog.

Thoughts are welcome as I am always interested in what others think of my original works.



I.
The stench of rotten fish, sweat, mildewed wood and the ocean rose up from the black waters of the harbor in a visible mist that hung over the free trade city of Wickend adding to the already strong reek of human filth and cheap ale. The setting sun, unable to pierce the vile mist, washed over the crumbling buildings that lined the twisting streets of the Old District. From open doors and windows came the sounds of life, true life, of men laughing and boasting, of women flirting and dealing in their trades. To an outsider, the Old Distr…

[AGE] Iron Horse

I am starting to see a theme evolving here ... and it wasn't even planned.  Enjoy, and feedback is always welcomed!


Magic Item - Arcane Gauntlet

Arcane Gauntlets are small devices of leather and copper fitted to the wearer's primary hand and feature a small, thin gem imbued with pure arcane energies affixed to the palm. As a standard action the wearer of an Arcane Gauntlet may release its energies up to four times in a single encounter safely, and up to eight times if the wearer is willing to endure the burning residual heat from sustained use of the device.  If an Arcane Gauntlet is used to its maximum effect (eight times) it is inoperable until such a time as its wearer takes a long rest.
Arcane Gauntlet- Rare Magical Item - Requires Atunement - Ranged Magical Weapon - Range 60/120ft - One Target, Hit 6 (1d6 + 2) Arcane Damage - Special After 4 uses the Gauntlet inflicts 2 Arcane damage on its wearer during every use in an encounter, on the 8th such use the wearer incurs 1d6 damage from the gauntlet's use.