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  • The Local Scene: The4thCulture

    We wanna introduce The4thCulture to you guys! If you don't already know - these folks are THE current Local D&D show. We have been following the folks on The4thCulture since Session 1 in January. Last week, they streamed their 20th session - which in our opinion is a huge achievement! 👏🏻 Not unlike Royal Nerd Theatre's Dice & Dynasty , The4thCulture is an all-local production. They don't have an incredible production budget nor are they famous people. But they are passionate people who play D&D. Where do we find their streams? The show is streamed live almost every Monday at 7:30 pm on Twitch. Search The4thCulture . It's very entertaining, the characters are played very well and the DM has made alive an articulate and fascinating world. Give it a shot and whilst waiting for Thursday, you just might fall in love with Monday. From their " About Us ": Welcome aboard the Voyages of Marabanda Survey Team 3 - a Liveplay Dungeons & Dragons stream from sunny Singapore. What is it? Set in the wild, wonderful World of Urtu which draws from Asian mythology and culture, the Voyages of Survey Team Three who as part of their mandatory military service, find themselves traversing the shattered face of Urtu to try to upset the plans of nefarious demigods, scheming empires and twisted creatures as they learn the truth behind their ravaged world - whilst dealing with their own growing power and plausibly misplaced loyalties. 📺 twitch.tv/the4thculture ▶️ youtube.com/channel/UCQ2wqu0fMg6rAW2SbK27NAg/featured 👍🏻 https://www.facebook.com/the4thculturestream/

  • We love Icewind Dale: Rime of the Frostmaiden. Here's why.

    We legit love Auril the Frostmaiden and this module. We don't know how you all feel about this adventure, but we adore it. For us, this module represents Wizards of the Coast's next wave of storytelling. It's a step-up with vivid,engaging encounters and a delightfully scary campaign. Firstly, it took the base elements from Icespire Peak's ( The Essentials Kit ) modular style campaign. Using that formula, this campaign builds a cohesive story through the happenings of Ten Towns. Meaning: there are 10 base adventures for your players and you, the DM, to choose from. With that foundation, the module builds an eerie and haunting adventure. Engaging and atmospheric Thematically aware, Chris Perkins once again brings narrative structural integrity to this adventure. It's always cold all the way through this book and danger lurks beneath every footstep. We also think that with the new generation of adventure writers help brought in new freshness in the encounters and plot lines. It really elevated the age-old formula of quests into something far more hyperbolic - even for D&D. Which we are deeply thankful for (it's so much more fun!). Immersive gameplay Lastly, this adventure module delivers very well both in immersion and engagement. We sincerely believe the main theme of isolation and horror will seep into the skin of every player. Where fear becomes real, and reality blurs as you and your players run through the gamut of everything this campaign has. Our thoughts It's akin to being in a perpetual snowstorm and simultaneously enduring the incessant badgering of a sibling, who is bombarding you with accurate snowballs. This adventure turns up the cold to freezing slowly, but with-at any time, a blizzard will strike and you may find yourself at the very tip of the nose of an Ancient White D ragon. Teeth smiling at its afternoon snack of you and your party. All of which will leave you will a beautiful story and adventure in the end. ✓ Friendly to New DMs ✓ Great for Homebrewers ✓ Damn fun to run for experienced DMs

  • Tasha's Cauldron of Everything: Reviewing the latest Dungeons and Dragons 5e Supplement Book

    To start things off, this is a player-focused book. So all you DMs reading, this book is primarily for your players. However, there are some tidbits for you as well. Let's first take a look at what this book offers for D&D players. For Players As much as we love creating new characters, most of us feel the need for more flexibility in the moulding of them, especially when we are crafting story-driven PCs. This book addresses those concerns by giving us more character options in customising ability scores across different races. It even goes a little further to establish some legit ruling around changing up what skills your character may be proficient at. Its suggestions on sub-class changes are also a welcome addition to our player toolkit, especially when the story narrative takes dramatic turns. The bulk of the book contains all of your player sub-class expansions. Adding 2-3 new options to the sub-classes breathes new life on both the flavouring of your character and some interesting new mechanics that will undoubtedly help you in-game. Lastly, there are 15 new feats, a bunch of new spells and 40-ish new magical items to bug your DM for. All in all, Tasha's Cauldron of Everything complements the already immense options The Players Handbook and Xanathar's Guide to Everything provide. But beware - newer players, you may get confused and drowned by the bulk of choices provided by all 3 books at once. Please make sure to get the OK from your DM before adopting anything from this book. For established and experienced players, we are certain you will appreciate this timely addition to the D&D 5th Edition family of supplements. For DMs The amount of stuff you get here is thin, to say the least. However, it does cover some essential areas the Dungeon Master's Guide failed to address: 1. Sidekick Companion rules have become more and more useful, as many DMs have come to know the wonderful gameplay that single-player and two-player adventures bring. The rules and level ups for the sidekicks are such a welcome. 2. These rules make it simple for DMs and those who want to play simpler characters. 3. Group Patron options and tables are also incredibly handy, especially for Homebrew DMs. The book outlines 8 different types, all with roll tables to help create more depth. It includes patron perks, some quest suggestions and contract types. 4. Lastly, puzzles. With 14 examples, they help DMs with concocting varied ways to present puzzles for your adventure. You can use them wholesale or get that inspiration you need to create one that your party doesn't solve in 6 seconds. (We speak from experience 😢). In summary Tasha's Cauldron of Everything indeed has a bit of everything. It makes a great companion when creating characters, as well as a very helpful guide in some areas of DMing well. It is not an essential book, but in our opinion, it is worth the price. Enquire more about Tasha's Cauldron of Everything here.

  • Dungeon Master's Screen Wilderness Kit: A look at the new tool for DMs

    D&D really seems to be stepping up with their product designs this year. Not only are they great for their intended purpose, but they also have value-added with some other impressive goodies. The Wilderness Kit is a great addition to all discerning Dungeon Masters. Mind you, this kit is not just a DM screen, but a full complement to your party being out in the wilderness. As D&D goes, players spend a bulk of their time travelling from one place to another, seeking adventure, to solve a quest or meet in some tavern. Dungeon Masters tend to fast track and narrate this element of the game. But with the Wilderness Kit, you can expand this part in so many different ways. What's in the Kit Organising folder Included in the kit is a folder that holds everything together. It also comes with a box to hold all the cards provided. Roll charts and essential information The DM screen itself has beautiful fantasy wilderness art. It has a very pleasing clean matte finish and gives a warmth adventuring feel to your table. You won't find the usual quick reference rules like the reincarnated version at the back of the screen. This screen is optimised for wilderness travel. All the necessary rules, roll charts and information references are neatly organised and within a glance, ensuring a flow to your wilderness gameplay. Dry-erase sheets The kit also comes with 5 double-sided dry-erase sheets: Supply Tracker Sheet, Wilderness Reference Sheets, and Quick Reference Sheets. Each of them very useful to both you and your players: Supply Tracker Sheet: This sheet allows you to track your players' Food and Water consumption. It's very handy for those long journeys. You also get 2 hex grids maps for you to draw on. 2 Wilderness Reference Sheets : One is the Rules and Roll tables for Wilderness Journeys, the other is the Rules and Roll table for Wildnerness Chases. The first one covers how to rule a long or short journey, what happens when your party becomes lost, food and water requirements and some other helpful roll tables. The second one outlines how to run such encounters, with roll tables, sequences and rules. Quick Reference Sheets: These sheets outlines the actions in combat for your players. This is a great handout for new players, making it easy for them to see the options they have in any and all combat encounters. In the kit, you will also have 27 cards, consisting of initiative trackers, exhaustion and extreme weather rules and condition handouts. In summary This is a great product for all DMs who run long campaigns. It is also super useful for homebrew DMs. It is a key expansion in running travelling and wilderness encounters for your players. Overall, we highly recommend this product. PS, just note: this is not for everyday DMing use. This kit is only useful when your party is travelling from place to place. Get your Dungeon Master's Screen Wilderness Kit here.

  • Iconic library of adventures: Candlekeep Mysteries

    With March 16th not too far on the horizon, we at TableMinis are super excited for this module. Usually, when Wizards announces a new adventure module, it comes with all whole hubbub of media. This time around, not a peep. They are keeping the Mystery theme at full tilt. It's like a rather large Owlbear sneaking up on you with a +6 to stealth. You kinda know it's there - but you just can't see it. So far this is what we know It's an anthology of seventeen mystery-themed adventures. However, unlike Tales of the Yawning Portal and Ghost of Saltmarsh which are greatest hits ported over to the 5th Edition, Candlekeep Mysteries are brand new adventures. Each authored by different writers. These short stand-alone stories are for level 1 - 16 characters. This makes it very easy to plug and play into any campaign in any setting.

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