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?
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.
Sometimes, originality is overrated. When you’re creating a character or dreaming up a story for your next campaign put aside your worries and embrace the cliche – I almost guarantee that it’ll make your game better.
Names are an important part of creating a world, so it’s vital that a DM is able to come up with memorable and believable options with barely a moment’s hesitation.
Conditions can have a much bigger impact than mere damage – unless you have a friendly Paladin with an Aura of Purity up.
A few weeks ago I was looking at a crossword puzzle when it occurred to me that the grid kind of looked like a D&D dungeon map. The rest is history. Or possibly fantasy.
How should DMs deal with character deaths? Is is best to let the dice decide, even if it derails the story?
Sometimes Paladins remember spellslots can be used for more than smites, and when they do Aura of Life is a great tool for messing with undead foes.
There are few things as deadly as a seriously angry Goblin, even if they’re only three feet tall.