A New Adventure – The Call of the Drowned

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.

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.’

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.