After an unlikely stroke of luck resulted in major character development, however, I’m reconsidering my stance on near-impossible rolls.
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.
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?
What happens when a powerful Angel willingly binds its soul to that of an Elder Being? Well, nothing good…
There are plenty of ways to kick the party out of their comfort zone and one of the simplest is to drop them in the deep end.
One of the easiest ways to spice up combat encounters is to add some real depth to them – literally.
I love intrigue, politics and drama, but sometimes it’s fun to kick back and relax with a dungeon crawl.
Should DMs pull their punches for the sake of the campaign, or stick to their guns and provide the players with natural consequences to their actions?