Best time to buy neverwinter astral diamonds for Dungeon Master Event

Greetings Adventurers! It’s the most wonderful day (that is really a month) of the year! For the next few weeks you’ll be able to visit the Burrow Dawn Inn (as seen at the 2015 PAX Prime live show), be evaluated by Flabbergast and Mr. Snibbly, get mocked by some cheeky gargoyles, and more involving magic and dungeons!

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Both Respen’s and Portobello’s campaigns will be occurring during this time, each with tasks to offer during the month-long event. In between evaluations at the Burrow Dawn Inn, don’t forget to check the event queues for new ways to be tested! A new queue will open up each week, so be sure to check back regularly!

Week 1 – Trial of Traps – Starts Thursday, March 23 at 7:30am PT (or after maintenance)
Week 2 – Artificers Workshop – Starts Thursday, March 30 at 7:30am PT (or after maintenance)
Week 3 – A Rock Falls- Starts Thursday, April 6 at 7:30am PT (or after maintenance)
Week 4 – Strange Things at the Burrow Dawn Inn – Starts Thursday, April 13 at 7:30am PT (or after maintenance)

Players may also want to watch out to see if they are (un)fortunate enough to find their very own Beholder Personal Tank.
Once I’d roughed in the basic forms and stacked them up like pyramidal layer cakes, I carved and sanded them to create an array of gentle slopes, carved ramps/walkways, and sheer cliffs. I added in a few gnome-sized mineshafts to give the DM some additional ways to introduce monsters, allies, or other surprises. When all of that work was done, I added stones, stalagmites, and mushrooms in places that would provide additional accessibility, cover, and visual interest.

Patrick: For me, I started in zBrush sculpting the general shapes that I saw in Mat’s work. In order to get the textures feeling right, I needed to blend three different tiling textures together. I made a material template that could do this based on where I painted different colors onto the vertices of the base geometry (which was a retopologized version of the sculpt, like the rocks). Green color was for crevices, red was edges, and blue was the smooth tops of things. I didn’t get as much unique detail as Mat was able to achieve, but in the end it’s a recognizable version of his work that still has high fidelity in-game.

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