I’ve previously written loads of articles about good dungeon design. However, I haven’t thus far listed the things you absolutely should not include in your dungeons.
At the end of last session, we left our heroes striving to slay Ardathanatus and his vrock bodyguards. The fight raged on.
This question occurred to me the other day, while I was out for a run. What sucks most about GMing?
At the end of last session, we left our heroes battling Ardathanatus and a pair of fearsome vrock guards.
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 advancing further into the dungeon below Windsong Abbey to escape a particularly pernicious trap…