Struggling figures swarm over the doomed ship’s deck as huge waves break over its side. Caught on barely submerged rocks, which have ripped its bottom out, the ship begins to break up as the PCs battle a group of monstrous, depraved cultists struggling to open an extra-planar gate through which their be-tentacled master will enter the world!
Read MoreWhat makes an exciting, memorable encounter? Are four orcs in a chamber whose only purpose is to guard a chest and get whacked to death by the PCs good design? Absolutely not.
Thousands of words have been written about the mechanics of encounter design. Such mechanics are undoubtedly important, but there are other, foundational aspects of good encounter design a GM should consider when designing an adventure and its constituent encounters.
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y of Ashlar is small and constrained. Always, the forces of evil and shadow press inwards upon its borders. If it were not for a stout few, death and darkness would have long ago overwhelmed the land. Dunstone was once Ashlar's northern bulwark. Now…