Skip to main content

Posts

Showing posts with the label adventure

Simulating an Ecosystem with Random Tables

This is part of a series, which starts right here. When I first read through Hot Springs Island, I saw the random encounter tables and I immediately wanted to change them.

The Topic of Time

This is part of a series, which starts right here. Gary Gygax made a big deal about timekeeping. Here's what he said in original Dungeon Master's Guide (1979):

The Burden of Weight

Running a hex crawl can be a challenge, especially if it's your first time. I recently finished a six session campaign of Hot Springs Islands, and I learned a lot.

Exploration and Elementals: Hot Springs Island Review

  Overview Hot Springs Island has big aspirations. I'm not just talking about the 270 locations, 87 NPCs and 300 new treasures. The scope of the story is big. Multi-planar, in fact.

How to Describe Things

Normally, when the party enters a room or area, the GM has a large block of text to read, with the useful information hidden somewhere at the bottom.

Shadespire as a Campaign Setting

  In the Age of Sigmar: Shadespire boardgame, you take a small band of powerful fighters into a massive ruined city to plunder its secrets. but you come into conflict with another warband with the same goal. 

Pirates of the Caribbean was a D&D Adventure, Part 2

Where the first adventure was very light with some heavy elements, the GM starts the adventure off very dark. Welcome to Dead Man's Chest.

Pirates of the Caribbean was a D&D Adventure

Here's my theory: Pirates of the Caribbean was a one-shot put together by a Dungeon Master who was between regular D&D games. It was based on the Disneyland ride and meant to be a throwaway game with a swashbuckling theme.