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.
Sometimes looks can be deceiving. This time, they may be fatal.
Dungeons & Dragons’ impressive legacy stretches back to the very earliest days of pen and paper RPGs, and in many ways Tales From the Yawning Portal is a love letter to that history – a love letter that delights in dropping players into spiked pits.
I don’t understand DMs who can run an entire campaign without including at least one airship.
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.