We have just finished uploading a brand new adventure to the DM’s Guild – The Call of the Drowned. The 12-page adventure drops the heroes into a battle against an evil band of nautical monasters – the Drowners of Hawkesbury Bay. It’s designed for parties ranging from just level one all the way up to…
Between conventions and store games I do a decent amount of my DMing on the road, and over the years I’ve built up a kit-list that helps me strikes a balance between ease of transport and running a fully-featured game.
We’ve launched a new site where we’ll be publishing news and reviews from now on, leaving Winghorn Press as the home for new adventures and other material. So if you want to read our thought on all the new RPGs, supplements and campaigns we can get out hands on, head over to droplowest.com
Mordenkainen’s Tome of Foes will be hitting local game stores in the next few days, but how are you going to slot its weird and wonderful monsters into your games?
Evil is stirring in the tiny village of Akeley – an evil that reaches out to minds that drift through the inky void between the stars.
For a game whose main conceit is combat, the amount of visceral violence presented in most D&D campaigns is actually pretty limited. And that’s probably a good thing.
We’re in the process of updating the website, so if it look a little weird please bear with us for a while.
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.