A DM’s Guide to Dragon Heist: Chapter Four to the End
Dragon Heist ends with a chase, a dungeon, and some unpleasant surprises. Let’s bring these guides to a close.
Dragon Heist ends with a chase, a dungeon, and some unpleasant surprises. Let’s bring these guides to a close.
Looking for a review of the Eberron book? This isn’t one, but if you want to hear about design in the setting, come on over.
Finishing the series of DM guides, here’s my best advice on running the end of Tomb of Annihilation.
Tomb of Annihilation’s Chapter 3 is a mess. Do you have the moxie to put it on the rails for the good of the game?
Lots of crafting systems, even for 5E, just don’t work. Here’s how adventure and crafting are the same thing.
Rules are never perfect, and that’s OK. Spellbooks, NPC interactions, and darkvision have their issues. Find some solutions here.
I wasn’t going to review Ghosts of Saltmarsh before running one of the adventures. But then I did anyway. Read this before you spend the money.
Everyone has their own ideas about Perception and Investigation. This is how to actually use them in your games.
Hey, DM’s… wondering how to guide your party through the jungles of Chult? The locations are all laid out: here’s the method for using them.
Let’s face it: technology doesn’t belong in D&D, and that includes guns. There are reasons why, and here they are.