We recently had a disastrous session in my Shattered Star campaign. The party had a rather nasty run-in with a pack of four greater shadows. Things went badly, and our heroes had to destroy two of their own who succumbed to the shadows’ strength damage attacks and rose again as undead abominations.
At the end of last session, we left our heroes plotting their next move. Time was running out, and they feared Ardathanatus was close to completing his ritual to open the Doomsday Door.
I noticed an intriguing thing the other day, while continuing my design of Gloamhold. Elves are dying at a much younger age than ever before! The horror! What’s going on
I think we’ve lost our way. Over the last two decades or so there has been a general rush (perhaps even a stampede) toward ever increasing amounts of choice in our games.
At the end of last session, we left our heroes locked in battle with a cadre of mummies and their implacable undead master.
Last week my dear friend and brilliant designer Creighton Broadhurst unleashed a diatribe against the point-buy method of generation of ability scores and min-maxing. I’m here to tell you he is dead wrong. And I believe I can prove it.
Rise of the Dungeon Master
That’s such a cool idea!
At the end of last session, we left our heroes advancing further into the dungeon below Windsong Abbey to escape a particularly pernicious trap…
I’ve recently posted about the fallacy of the adventurers backpack and kit for wilderness travel. I’ve become increasingly interested in creating my own adventurer’s kit to see how easy it would be to get out and go wild camping. At the same time, I though it would be cool to learn a bit more about bushcraft. So I purchased these books.
I’m in the process of gathering my kit. Hopefully, when the weather gets a little bit better, I’ll be off on an adventure! I’ll keep you posted.