Principles and ideas for a dungeon campaign

As the Variant Roles Dragon Heist "mega campaign" has ended, I've started to think about what I want to do next. While we're still planning for Dungeon of the Mad Mage, that doesn't stop me from thinking about a homebrew dungeon-focused campaign. Principles In the meantime, planning has begun! I don't know yet if this will consist … Continue reading Principles and ideas for a dungeon campaign

Tomb of Annihilation: Campaign Diary Introduction

I recently started running the Tomb of Annihilation adventure with a group of players from my summer Rage of Demons tier 1 mini-campaign. The group consisted of a Duergar fighter (from RoD), a half-orc barbarian, a dwarf barbarian/druid, a tiefling sorcerer, and a tabaxi bard, all between levels 1 and 4. Since this campaign operates under the … Continue reading Tomb of Annihilation: Campaign Diary Introduction

Tomb of Annihilation: Hex crawl procedure

As previously noted, the first half of Tomb of Annihilation largely consists of a hex crawl. This means that, outside of keyed hexes with static encounters, the game in this portion consists of procedurally-generated content. Do the adventurers get lost? Do they have enough supplies? Do they have any random encounters? For my own needs, I … Continue reading Tomb of Annihilation: Hex crawl procedure