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…
My On-The-Road DMing Kit
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.
New Basic Rules Adventure: The Horn of Plenty
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.
When the Stars Align
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.
Violent Deeds, Heroic Words
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.
From Ancient Grudge
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.
The Tower of Five Tests
This is not a normal D&D adventure. In fact, I’m not really sure what it is.
Expect the Unexpected
If I could write the rules of DMing, chief among them would be ‘never point your PCs at something you don’t wish destroyed.’
New Adventure – The Carver’s Cave
Sometimes looks can be deceiving. This time, they may be fatal.
Preview: The Carver’s Cave
Our upcoming adventure is all about assumptions and expectations, and how dangerous they can be when you rely on them.