A couple of years ago, I wrote the Shadowed Keep on the Borderlands as a homage to the Moathouse from T1 The Village of Hommlet (perhaps a perfect low-level adventure). Before I started, I sat down and worked out what I wanted to achieve with the adventure and how I planned to achieve it. These four posts layout my evil scheme:
For my Shattered Star campaign, I’ve just spent a rather frustrating couple of hours preparing the next module.
Very few adventures can be played in any edition of D&D and still be awesome. The Moathouse, from T1 The Village of Hommlet, is one of those dungeons.
Shockingly, I love action and adventure films. Unsurprisingly, I’ve seen all the Bond films (repeatedly) but until recently I’d never really realised what a good model they can make for an adventure.
A good adventure blurb is a critical part of the design process. No matter how good the adventure, a terrible blurb will have a devastating effect on your players’ level of engagement.
At its heart, an adventure is a story – a story shared between the players and the GM. As everyone knows, a good story has a distinct beginning, middle and end.
You are sitting in a tavern drinking ale when a mysterious stranger approaches your table. He speaks, “I am in need of brave adventurers to complete a dangerous quest; I’ll pay handsomely for your services…”
It’s game night — snacks are laid out, drinks are in the fridge, the minis are selected, the dungeon map is ready and you’re rearing to go. There’s just one problem — life happens and only one player shows up.