Running Adventure Modules – Part 1: Well Read

Running Adventure Modules – Part 1: Well Read

Well Read: Best Practices for Reading Adventure Modules Welcome adventurer to the Running Adventure Modules blog series. Over the course of five articles, we’ll cover all the tips and tricks a busy GM needs to run pre-written adventure modules with little to no prep...
Storybuilding: Expanding Salvage Rules

Storybuilding: Expanding Salvage Rules

Perhaps the most exciting new rules to come to the Grim Hollow setting from the Monster Grimoire are the salvaging rules. With the salvaging rules, every encounter might offer the chance at interesting unique treasure, even for those creatures that don’t normally...
Running a Dark Fantasy Campaign – Wretched Villainy

Running a Dark Fantasy Campaign – Wretched Villainy

Every genre has its recurring threats, and those which haunt the halls of dark fantasy are unique in that their villainy must rise to meet the danger of a world steeped in darkness… without losing touch with the fantastical. This rich, contradictory foundation leads...
How to Make Merfolk “Part of Your (5e) World”

How to Make Merfolk “Part of Your (5e) World”

Picture this: it’s New York, 1842. You’re lining up to see the latest fad from America’s greatest showman, P. T. Barnum. You watch as he takes pride of place at the front of Barnum’s American museum. Despite his lack of likeness to Hugh Jackman (whoever that is), you...
Exploring Arora – TTRPGs are About the Journey

Exploring Arora – TTRPGs are About the Journey

Dungeons & Dragons, the name says a lot. There are dungeons and there are dragons within those dungeons. But really, it’s what happens before you reach the dungeon that makes an adventure feel like a journey. Sure, you could drop your party of mighty adventurers...