Adventures

An adventure is a module made of encounters that you can play over and over again with different parties. Create an adventure emplate then create the encounters inside. Finally check out the adventure, add your party, and play! As the DM, you'll be able to add notes, send your players items, and more!

adventures in progress

Icewind Dale - Rime of the Frostmaiden

Prepare to survive the harsh weather on the other side of the Spine of the World. Venture into a wasteland of ice, where night's are unending and prepare to battle against savage beasts, never seen, that lurk in the darkness. May your Gods be with you, because this time you are really going to need them to live another day and bring light to the fronzen tundra once again. But most of all, don't forget that the Frostmaiden Rime can only be fought the Ice Cube style, when the niggas in the hood drop some mother funcking rhymes.

This Mysterious Place

You awake in a mysterious place which seems very familiar to your normal world but it isn't

bob got high

Everything is weird

RET Contracting

Using the Acquisitions Incorporated campaign book to weave a tale of marketing and conquest for Oisin, Noah, and Costa

There be Dragons

The Dragons of the world are incredibly influential. They are practically immortal in years and bow only to certain gods, such is their power. Through endless generations of plotting and scheming they have reached an incredible amount of wealth and influence in a world of the mortal races. * There are three categories of magic in the world: Divine, Pagan, and Dragon (Arcane) * Divine as expected, covers things cast by Clerics, Paladins, and some Druids/Rangers. * Pagan covers magic used by Warlocks and most Druids/Rangers * Dragon magic is Arcane magic.. what Bards, Wizards, Sorcerers and others use You are not affected by this for the most part, but here are some key points: * Artificers are finding a way to harness arcane magic without channeling directly themselves. Where the rumors of this exist it's widely met with either hope or fear depending on how people feel the dragons will react. If your party contains an artificer you may need to consider this. Potions (a form of alchemy) are practically non-existent in this world. Those who have or use them usually serve a dragon. * Scrolls are also kept under pretty strict supervisions. Wizards and others who create them usually serve a powerful dragon * The Gods are worshiped openly but open devotion to them is not common. There is a balance of power with the Dragons who allow churches everywhere and accept that they are not gods nor can control them. But in cities in particular, temples are discouraged from active recruitment and are kept from exerting too much influence.

Lost Mine of the Drunko Party

Our adventure, loosely based on the "Lost Mine of Phandelver"

The Kids are Lost in the Mine

Kids are in Phandelver