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.
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.
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.
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.
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 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.