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You Find Yourself in a Wizard’s Tower: things to do when you’re trespassing

Dig into the role of magical objects as part of a wizard’s tower as an adventure setting. These adventure seeds play with common tropes and echo stories you probably know, but each is built around an item that hinges the story on it—and only in ways that matter because they’re in a wizard’s tower.

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Midgard Monday: cults of the Northlands features the Rule of Rime

Diverse in their beliefs and practices, cults have emerged in every corner of Midgard, from the dusty deserts of the Southlands to the mysterious forests of the Margreve. However, in a land filled with unstable environments, political conflict, and ancient mystical forces, the Northlands of Midgard is ripe for exploring the dynamics of cults in your campaigns.

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Let’s Build! Make a Lucky rogue for your next Tales of the Valiant character

Luck inherently makes rogues stronger because the majority of their combat power from Sneak Attack is tied to getting a single hit. Missing less and rerolling more for a critical hit greatly improves the consistency for rogues since they don’t get Multiattack like other martial characters. If you’ve never played a Rogue, there is no greater dopamine rush in combat than rolling a critical hit on a Sneak Attack and grabbing a fistful of dice to roll for a huge burst of damage.

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