As a little weekend project, I went back and took a look at the very first adventure I published to the DM's Guild: Mystra's Secret. I was happy to find that the general idea and the adventure's structure still seemed solid, but I wasn't too pleased with the execution – from editing to formatting and… Continue reading Mystra’s Secret – free adventure!
So, we recently published Nybor's Tome of Enchanted Weapons to dmsguild.com. We've just spent some extra time going over it, and just today we actually pushed out a new, major overhaul, adding another 15 pages to the PDF – and doubling the amount of magic weapons within! infernal-weaponsDownload To showcase what the tome can do… Continue reading Free Infernal Weapons!
Dead knights hanging from iron trees, surrounded by buzzing stirges, writing and screaming in eternal torment. Haruman's Hill is a cool location – but there's no map for it! So, we decided to put together a quick map for Haruman's Hill, so you have somewhere to place your players when you run the inevitable encounter… Continue reading Haruman’s Hill – free Baldur’s Gate: Descent into Avernus Map
In the start of March, we wrote a series of blogpost on turning Avernus into a Sandbox, by changing the structure in Chapter 3: Avernus. Since then, we have taken the three posts and stuck them in a PDF that's quite a bit easier to bring to your table. You can get it in both… Continue reading Avernus as a Sandbox – PDF
There's an issue with magic weapon in 5th edition Dungeons & Dragons. It's not that they're bad or poorly designed, but simply that there's not enough of them – especially at the first tiers of play (character levels 1-10), where we have less than a handful unique uncommon and about a dozen rare magic weapons.… Continue reading New release – Nybor’s Tome of Magic weapons
In this post we’ll talk a bit about how to implement the structure for making Avernus into a sandbox that we’ve covered in part 1 and part 2 of this series (if you haven’t already, you really should read those before jumping into this one!). This includes both general and specific advice about running an… Continue reading Avernus as a Sandbox – Part 3
In Avernus as a Sandbox – Part 1 we talked about how to turn Chapter 3: Avernus of Baldur’s Gate: Descent into Avernus into a sandbox. The goal was to create a structure that offered multiple different ways to go from Fort Knucklebone at the start of the chapter to the Bleeding Citadel, where the… Continue reading Avernus as a Sandbox – Part 2
I’ll preface this post by making it clear that I thoroughly enjoy the D&D 5E campaign Baldur’s Gate: Descent into Avernus. I think it’s a good story in an awesome setting, that is both ambitious in its scope and simple in its execution. It’s a good campaign. You should run it! Now that we have… Continue reading Avernus as a Sandbox – Part 1
Quick introduction – this post will be about our Enhanced Monster-compendiums, a series of supplements we're currently publishing on the DM's Guild. I'll talk a bit about why we feel like the monsters in the Monster Manual need to be enhanced, as well as show an example of how we've enhanced the marilith, my all-time… Continue reading Enhanced demons – or ‘Making the Marilith Great Again’!
One of the coolest things about Baldur's Gate: Descent into Avernus are the infernal war machines. Going all out Mad Max-style in frantic chases across the plains of Avernus is D&D at its finest! The rules for running combat and chases with infernal war machines, however, does have a bit of a learning curve. That… Continue reading War Machine Cheat Sheet (and new Avernus adventure!)