This adventure is a self-contained module designed for 5E-compatible games with three to five player characters of levels 3-5. Most of the adventure is not centered on combat, utilizing traps and puzzles as a feature. Often with humorous results. All stat blocks for monsters, NPCs, etc. are included within the module. As are both GM and player maps. This adventure can be dropped into most any fantasy-based... [click here for more]
Character backstories aren't just for the players. The game master should also be a big part of their design. Beyond the general "this is the campaign world" information, the GM should also be involved in helping build connections, relationships, and past adventures as well. What makes the characters in the game is as important as the world building and bad guy crafting.
Most character backgrounds... [click here for more]
This homebrew is something that helps make traps a more interactive and interesting part of an adventure or dungeon. As it is, with 5E and most d20 systems, detecting and disabling traps is basically just a die roll. That's pretty boring. This alternative set of rules adds a little more flavor and allows the creativity of the GM and players to shine through.
These rules can be applied every time a... [click here for more]
Sooner or later, players will want to be able to add new skills to their character's sheet. Once the first set of skills upon character creation are added, new skills are hard to come by and often don't come at all. Sure, a Feat or another add-on might give one or two, but most of the time, the skills our characters begin with are what we'll have for the rest of the game.
Unless we come up with a... [click here for more]