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Three Quick Hacks for Holes in 5th Edition

Rules are never perfect, and that’s OK. Spellbooks, NPC interactions, and darkvision have their issues. Find some solutions here.

Ghosts of Saltmarsh: A Review with Concepts

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.

Using the Rules Better: Perception and Investigation

Everyone has their own ideas about Perception and Investigation. This is how to actually use them in your games.

A DM’s Guide to Tomb of Annihilation: Chapter Two

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.

Keep Guns (And Also Steampunk) Out of D&D

Let’s face it: technology doesn’t belong in D&D, and that includes guns. There are reasons why, and here they are.

Using the Rules Better: Fixing Contested Checks

Contested checks cause all kinds of trouble, so why not get rid of them? Yes! Get rid of them, and here’s why!

A DM’s Guide to Dragon Heist: Chapter Three

Chapter 3 of Dragon Heist forms a bridge between the characters as bystanders and the characters as participants. Here’s how to make it all work.

A DM’s Guide to Undermountain: A Very First Look

Here’s some general tips on how the mega-dungeon in Dungeon of the Mad Mage, based on my experience running large dungeons. War stories to follow.

A DM’s Guide to the Hidden Shrine of Tamoachan

The Hidden Shrine of Tamoachan gives great Mesoamerican flavor. Here’s a guide to read before you run it.

A DM’s Guide to Tomb of Annihilation: Intro and Chapter One

The Dungeons and Dragons hardcover Tomb of Annihilation provides a massive sandbox experience for DM’s and players. Get the scoop on the adventure in general, and on Port Nyanzaru in particular.