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DnD Guides

D&D Guides

Surviving the Mercer effect

It’s a more and more common issue at tables, ironically sparked by one of the greatest things to ever happen to the game. Well, one of the greatest people anyway. Today we look at the Mercer Effect.

By Dylan Beckbessinger, 2 years2 years ago
Guide for beginners

D&D Dice – Why so many?

Over the years when I have had to explain what Dungeons and Dragons is, one of the many questions I hear is – Why are there so many dice? In D&D there are 7 dice that are used – some more than others but at some point, you will use Read more…

By Richard Eccles, 2 years2 years ago
Guide for beginners

First-time DM-ing with First-time players

So, in this series, I would like to record my efforts as a first-time Dungeon Master. This is a daunting enough task as it is, without helping some new players get to know the game as well. Now, you could say, trying to DM advanced players may cause a bigger headache Read more…

By Richard Eccles, 3 years2 years ago
dndbeyond.com
D&D Guides

What you may not know about The Tarrasque

The Tarrasque- The Big Daddy of bosses in Dungeons and Dragons – used to scare young adventures and, for a frustrated Dungeon Master – it may be their last hope to put overconfident players in their place. All players have heard of this colossal monster that is the size of Read more…

By Richard Eccles, 3 years2 years ago
StarWars: The Lost Planet – SWd20 Campaign

Chapter 4 – Scum and Villainy

The newly named “Dewback Squad” find themselves approaching Gardulla the Hutt’s Palace…

By Dylan Beckbessinger, 3 years2 years ago
D&D Guides

Traps: A Creative Way to Challenge Players

Traps: they’re a really interesting way to hook the attention of players or catch them off-guard. As someone that’s been a Dungeon Master for over 3 years, I’ve found they can create some pretty humorous – or deadly – consequences for unsuspecting players. The best part about this is that Read more…

By Megan Hockersmith, 3 years2 years ago
D&D Guides

Compelling Storytelling – twisting the rules to tell better stories.

We take a look at how we can use, abuse, twist or completely ignore the rules of D&D to tell more compelling stories.

By Dylan Beckbessinger, 3 years1 year ago
Clock on a tree in a field
D&D Guides

The zero hour: starting out with session 0

Your first taste of game-play will happen during your session zero. We help you understand what to expect as you take your character out for a spin.

By Lize Eloff, 3 years2 years ago
D&D Guides

Building a tavern – a meeting place for adventurers

Whether gathering a party for their first adventure, or recovering after their twelfth, taverns, bars, inns and brothels are a mainstay in any D&D campaign.

By Dylan Beckbessinger, 4 years1 year ago
two dice on fire
D&D Guides

Stats & Stuff: The ins and outs of your character sheet

The technical stuff in D&D can get quite intimidating when first creating your character sheet. We break down the sections to simplify the process.

By Lize Eloff, 4 years2 years ago

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