Read the DMG
It's actually pretty good
The more I run D&D and create adventures, the more I’m convinced that I’ve been underrating the Dungeon Master’s Guide.
For purposes of this post, let’s say your players find a settlement. A small feudal outpost, mostly an out-of-the-way keep, currently embattled by marauding monsters. Even though its inhabitants live in harmony, and despite the best efforts of its lord (a kind, just, and respected former war hero), the keep has a somewhat sinister reputation in the surrounding area.
If the players decide to check the town out, the unsavory rumors have their roots in a raucous dive of a tavern just inside the keep’s walls: The Running Dog.
All that took about 30 seconds to create using the tables on pg. 112 (and the tavern name on 113). Literally less time than it took to type it up.
Before your next session, whether you’re poking about town (pg. 114), wandering the wilderness (pg. 108-9), or spicing up treasure in a dungeon (pg. 143), give the DMG a flip-through and you might find something to use that very next session.
It’s not a perfect book, but there’s a lot in there to make your life easier, plus some good advice to boot. Check it out!
Ghost Dragon Tactics - The Monsters Know What They’re Doing
None So Blind – Character Blind Spots - Campaign Mastery
Two Wandering Monster tables - Merric’s Musings
d100 - Five Hundred Names for Dolmenwood Games - d4 Caltrops (Useful for any game!)
d100 Woodland Paths of Auldwood - Elfmaids & Octopi (Same here)
100 Evil Magic Items - dndspeak
I’ve started a campaign over on StartPlaying.Games: Sword Coast Adventures (“the only thing better than dragons or pirates is dragons AND pirates”)
Now get out there and tell a story!
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