5E Adventure Review: Death at Black Marble Quarry

Death at Black Marble Quarry is a one-session adventure for level 5 characters. The characters must investigate a quarry where the miners (quarrymen?) have uncovered an ancient temple. Unfortunately for the workers, this let loose the undead trapped within, and the quarry workers were all killed. Enter the PCs – they need to enter the quarry, explore the old temple, and end the threat. There … Continue reading 5E Adventure Review: Death at Black Marble Quarry

A Few Thoughts on Traps

In the early days of Dungeons & Dragons, a lot of details of traps were left undefined. Certainly, perusing the AD&D Dungeon Master’s Guide and the Basic Rules, I had little idea about how and when to use traps. And, more importantly, what role they played in the game. One of the oddest things was how bad thieves were at dealing with them. A first-level … Continue reading A Few Thoughts on Traps

Idol of the Fish People

Here is a short encounter from the Dungeons & Dragons game I ran tonight. (For 3rd-5th level characters) A short greenish statue, about four-feet tall, of a humanoid figure with a fish-like head, squats on the far side of the room opposite the door. Two green gems glitter in its eye sockets. The statue is made of green-glazed clay and is hollow. It represents a … Continue reading Idol of the Fish People

A Look at Exploring Eberron, part 3: Faiths

Exploring Eberron is the new 240+ page sourcebook from Keith Baker (and company) that expands on Eberron lore, now available on the DMs Guild as a PDF or Print-on-Demand hardcover. This article is one of a series looking at the contents of the book. It is too soon to call it a proper review; instead, it is my first impressions of the product. So far, … Continue reading A Look at Exploring Eberron, part 3: Faiths

A look at Exploring Eberron, part 2: Races

Exploring Eberron, the new book by Keith Baker (and others) is now out. I am looking at a review copy of the book and writing a not-a-review of the book. Why not a review? Well, because I have not had a chance to use it in play. I might feel sort-of-confident to assess adventures before I run them, but I am a little more cautious … Continue reading A look at Exploring Eberron, part 2: Races

A Look at Exploring Eberron, part 1

Wizards of the Coast first released the world of Eberron in June 2004, with the Eberron Campaign Setting. Sixteen years later, its creator, Keith Baker, is still creating material for the world, with the latest product due on the DMs Guild shortly. That book is Exploring Eberron, over 240 pages further detailing the world. And there is a lot of material to explore. Even though … Continue reading A Look at Exploring Eberron, part 1

Fundamentals of Adventure Design

I recently contended something about Dungeons & Dragons adventure design on Twitter. What did I argue? A mundane Dungeons & Dragons adventure that covers the basics well will likely prove more enjoyable than an inventive one that does not unless you have a great Dungeon Master. M.T. Black asked me what I considered the basics. Here they are: Set out the goals for the characters. … Continue reading Fundamentals of Adventure Design

Dangers in the Dungeons

I love dungeon delving. I also enjoy other types of campaigns, but dungeons were my first love in Dungeons & Dragons, and it is fascinating to see how players approach them. And designing dungeons is one of the parts of D&D I enjoy most. At present, I am often using a Dyson Logos map found in one of his packs on DriveThruRPG as the basis … Continue reading Dangers in the Dungeons

Using Henchmen in Dungeons & Dragons

The Advanced Dungeons & Dragons Dungeon Master’s Guide introduced me to the concept of henchmen. They were a follower loyal to your main character and provided another character that you could control. (Good when there were fewer players!) Henchmen advanced at half rate and took a share of the treasure. But these seemed quite reasonable compared to the benefits. However, I never played in an … Continue reading Using Henchmen in Dungeons & Dragons

Enter the Megadungeon

I often begin my campaigns with megadungeons. I sketch out a couple of maps of the first two levels, stock them with monsters, traps, tricks, and treasures – usually using a combination of choice and random selection – and let the players go explore. I have never, however, spent the entire length of a campaign exploring one. Stories suggest themselves to me as we play. … Continue reading Enter the Megadungeon