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…
When a powerful magic item is stolen from a wealthy farming association, the leaders turn to a band of reliable and – most importantly – discrete adventurers to retrieve it.
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.
When the party is hired to investigate a haunted castle, they’re drawn into a tale of hatred, love and betrayal stretching back more then 300 years.
This is not a normal D&D adventure. In fact, I’m not really sure what it is.
Sometimes looks can be deceiving. This time, they may be fatal.
Our upcoming adventure is all about assumptions and expectations, and how dangerous they can be when you rely on them.
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.
After an unlikely stroke of luck resulted in major character development, however, I’m reconsidering my stance on near-impossible rolls.