The party have completed their first quest: successfully liberating the town of Nightstone from numerous incursions and rescuing a large group of civilians from The Dripping Caves. With their work done, our plucky band of adventurers prepare to venture off into the savage frontier under the pretence of delivering news of deaths in Nightstone (the … Continue reading From the DM’s Chair, Storm King’s Thunder Part 3: Zephyros.
Your adventurers have finally claimed Nightstone and expelled the multitude (and I do mean multitude) of threats attempting to claim the small town as their own. However, most of the local inhabitants are still missing. One of the guards should readily be able to inform the player that they would have raced to the Dripping … Continue reading From the DM’s Chair, Storm King’s Thunder Part 2: The Dripping Caves.
All of the Sword Coast is about to be thrown into chaos. The Ordning is broken and the giants across Faerun are arising with great ambition to fell the feats of smaller folk and anoint themselves as the truly superior among their kin. All hope lies on the shoulders of the noblest of the small … Continue reading From the DM’s Chair, Storm King’s Thunder Part 1: Getting Started and Nightstone.
Dungeons and Dragons is a truly free and unlimited past time of a hobby. It encourages storytelling, imagination and teaches interesting subjects to aspiring DMs such as the basics of world-building and even game mechanics and game designing tricks. However, for DMs, D&D also represents a herculean task of impossible measure: creating your own setting … Continue reading From the DM’s Chair: Approaching Adventure Modules, the introduction.
There is a level of expectation that comes with Dungeons and Dragons, as well as most hobbies in fact. If you do something regularly enough, there comes to a time when that feature is added into your schedule: Monday is D&D night, Wednesday is posting for the DM's chair, etc. Scheduling, in itself, isn't a … Continue reading From the DM’s Chair, Session 23: The Drunken Garrison Returns.
Time is a strange concept. It's a marker of progression, a reminder of what has come before and an ultimately unknowable force constantly driving change forwards. In the realms of science, humans have been trying to understand the span of eternity, naming historical periods and attempting to pin down and explain time by marking it … Continue reading From the DM’s Chair, Session 22: Fabletithe.
Combat in D&D, such as boss battles at the climax of a dungeon, rarely evolve into anything more intellectually stimulating than rolling dice, hoping to hit an opponent harder and faster than they can hit you. As good as a DM's descriptions can be, it's sometimes hard to think of such combat situations as anything … Continue reading From the DM’s Chair, Session 21: The Greater Good