The Total Party Kill I Remember Best

I occasionally think of myself as a “Killer DM” – you’ll find it on my profile at RPG Geek, for instance. However, when you get down to it, I don’t kill that many player characters. The fact is, I’m far more interested in seeing how the story plays out, and it’s hard to have a story when everyone’s dead. Thus, upon hearing my players last … Continue reading The Total Party Kill I Remember Best

Running the Sunless Citadel: The Grove Level

While the upper level of The Sunless Citadel presents a typical dungeon-delving experience, the lower level shifts gears into one of horror. The concept of evil plant-creatures is already creepy, and the body horror of the transformation of Sir Braford and Sharwyn is very unsettling. Belak fits the trope of “mad scientist” quite well, and this section has the adventurers discovering his experiments in the … Continue reading Running the Sunless Citadel: The Grove Level

The Joys and Horrors of Passive Perception

In the beginning, when a party of adventurers encountered a group of monsters, both sides rolled a six-sided die. If a side rolled a 1 or 2, that side was surprised and had to stand by while the opposing side got a free round of attacks (or of fleeing, if the opposition looked scary). As the game developed, certain characters and monsters changed the chances … Continue reading The Joys and Horrors of Passive Perception

More on Improvising Sessions

At my current point in life, I’m finding myself extremely busy with work and with running Dungeons & Dragons, but with very little time to set aside to preparing adventures (or writing reviews or blog posts). I steal what time I can, but I’m not always able to do the preparation I want to. (I’m hoping things get less frantic later this year; there have … Continue reading More on Improvising Sessions

On Introductory Adventures

My first real experience with a DM was with the adventure Keep on the Borderlands, a classic adventure that many, many players had as their first adventure since it was published with the introductory Basic D&D rules for about a decade. The thing is: it’s not a very good introductory adventure if you’re a new DM. Well, half of it is: the dungeon half. That … Continue reading On Introductory Adventures

Running the Sunless Citadel – Goblins

The second group of enemies the players face in The Sunless Citadel are the goblins. In Dungeons & Dragons, goblins make up the lowest rung of a group of related humanoids: goblins, hobgoblins and bugbears. Occasionally, we refer to them all as “goblinoids”. It’s quite common when designing adventures to have a hobgoblin or bugbear leading a group of goblins, and that is the case … Continue reading Running the Sunless Citadel – Goblins

Using Published Adventures in a Homebrew Campaign

One of the more unusual products to cross my radar was The Ultimate Fantasy Collection. Curated by Glen Cooper, this product gathers together nine adventures from the early days of the DMs Guild, adds in three supplements, and provides the lot at a discount. However, Glen decided to do something interesting. Instead of just offering the adventures in a bundle, he decided to write notes … Continue reading Using Published Adventures in a Homebrew Campaign

Running White Plume Mountain

White Plume Mountain, which has been reprinted as part of Tales from the Yawning Portal, is one of my all-time favourite Dungeons & Dragons adventures. It’s not an adventure you can take too seriously. It’s got stuff in it like a turnstile, a magic ring that talks to people and tries to convince them it’s the best thing ever (and should be fought over), and … Continue reading Running White Plume Mountain

Better Play of Dungeons & Dragons: Know Your Goals

As a player in a game of Dungeons & Dragons, one thing you should do at the beginning of every session is to work out what your goals are for the session. Yes, those things. What you want to accomplish. Your goals can be as simple as “kill every monster you meet and take its treasure”. (That was often my goal as a teenaged player … Continue reading Better Play of Dungeons & Dragons: Know Your Goals

Adventure Structure: Curse of Strahd

One of the bigger problems with Princes of the Apocalypse is that it has an adventure structure that allows the players to very quickly end up in areas that are far too dangerous for them. However, the story is pushing them towards those areas. What’s the quest? Rescue the prisoners. Where are the prisoners? In a dungeon designed for level 12 adventurers. What level are … Continue reading Adventure Structure: Curse of Strahd