This is not a normal D&D adventure. In fact, I’m not really sure what it is.
If I could write the rules of DMing, chief among them would be ‘never point your PCs at something you don’t wish destroyed.’
Sometimes players find themselves needing to make a choice between mechanical effectiveness and storytelling.
Dungeons & Dragons’ impressive legacy stretches back to the very earliest days of pen and paper RPGs, and in many ways Tales From the Yawning Portal is a love letter to that history – a love letter that delights in dropping players into spiked pits.
There’s less than eight weeks to go until the UK Games Expo 2017 opens its doors. Here are the games, seminars and experiences we’re looking forward to the most:
After an unlikely stroke of luck resulted in major character development, however, I’m reconsidering my stance on near-impossible rolls.
I don’t understand DMs who can run an entire campaign without including at least one airship.
When Wisp Shadowfoot, gentleman thief, makes off with the party’s valuables they are thrown into the shadowy world of criminal intrigue. The master burglar, it seems, needs a favor from people as skilled at smashing as he is at sneaking.
Bringing your foes low through massive damage or mind-warping illusions is always enjoyable, but few things are as satisfying as the countless petty annoyances that come with a well-applied Bane.
One of the core rules of storytelling is that power should always come with a price. The greater the power the more you have to pay for it, and few things demonstrate this better than the Potion of Blazing Luck.
Have you ever wished your game world was a little more like Narnia?
They’re some of the greatest heroes the world has ever seen, but when they are plucked from their own time and tasked with saving the world one last time, will they be up to the challenge?