* Welcome to DMNotebook.com

I created this site years ago as a focal point for my tabletop gaming group. Here you will find:

  • Forums - for communication
  • Notebooks - for both Dungeon Masters and their groups alike
  • Media - for the sharing of your campaign creations
  • Tools - a collection of useful tabletop gaming tools
All of this is available to everyone free of cost. Please take some time, browse around, and feel free to REGISTER and contribute to this wonderful resource and community!

May 23, 2016, 12:00:03 pm by SlyFlourish News | Views: 1 | Comments: 0

Looking Back on Dungeon World Fronts

We here in the Sly Flourish laboratories continually look at where GMs can get the most from their effort and time. This all led to the book The Lazy Dungeon Master where we propose that limiting the
Source: Looking Back on Dungeon World Fronts
May 23, 2016, 07:00:01 am by GnomeStew News | Views: 1 | Comments: 0

How to Get YOUR Heroes Into a Civil War


How to Get YOUR Heroes Into a Civil War

  Keith A. Garrett, who writes over at adventuresofkeithgarrett.com, just popped in from an epic Gnome/Kobold airport battle to drop off this guest article about getting a civil war type scenario going at your table. – #teamblackpanther John Introduction (or Why a Civil War?) A civil war between superheroes. It’s been a comic book miniseries, […]
Source: How to Get YOUR Heroes Into a Civil War
May 20, 2016, 02:01:12 pm by DriveThruRPG | Views: 6 | Comments: 0

Tiger's Palace (3.0)

Tiger's Palace (3.0)Publisher: Wizards of the Coast
Rating: 5
This adventure is best used either as a regular episode in an ongoing general adventuring game or as the climactic moment in a plotline that pits the party against Bhishana Bhaga - in which case, read this and understand her long before the party reaches the suggested level for this adventure (9th-10th) and weave her into earlier adventures of your own devising.



If this is the party's first encounter with Bhishana Bhaga, several hooks are provided to catch their attention - one delightful one has the party invited to 'have a go' by Bhaga herself, a sort of penetration testing. Notes are also provided about where to put the adventure in your campaign world - somewhere mountainous where gnomes mine if used 'as is', or you can vary it somewhat as to anywhere there is a mine with people (irrespective of race) mining it. She's likely to charm even evil miners, however.



The adventure itself is a straightforward delve. The mine itself is based on a modified version of the Old Mines map from the February 2002 Map-a-Week selection on the Wizards of the Coast website. At the time of writing, the link in the PDF still works if you want to see the original, but the modified version is printed here.



The notes on encounters in the mine are comprehensive, with a couple of good fights and some devious traps to overcome. There is also loads of information on what Bhaga will do, how she prepares herself and her likely responses to party actions. Negotiations are unlikely, come ready for a fight. Notes on wrapping up the adventure finish this module off, with the reminder that if they are successful the party's reputation is going to be increased substantially - something that will attract not only job offers but the attention of evil creatures as well!



A nicely put together if straightforward delve, with everything where it is for a reason.
Source: Tiger's Palace (3.0)
May 20, 2016, 02:01:12 pm by DriveThruRPG | Views: 5 | Comments: 0

The Sea Witch (3.0)

The Sea Witch (3.0)Publisher: Wizards of the Coast
Rating: 5
Time to deal with a pirate... a notorious one (of course) called Black Molly whose crew of ogres and other neferious degenerates has a reputation for cruelty and who has now captured a pivotal lighthouse serving a populated and heavily-travelled coastline with the aim of extorting a large payment to keep the light lit so preventing seafarers from crashing onto the rocks!



Likely to make a good side-trek adventure (unless you have a particularly nautical twist to your campaign) three hooks are provided, any one of which ought to get the party involved. Further developments, if you require them, can be drawn from what Black Molly is really up to and investigations of underwater caverns and wrecks... provided the party doesn't object to getting wet.



An area map and plan of the lighthouse are both provided (originally published in the Map-a-Week series on the Wizards of the Coast website), and there's a detailed description of the lighthouse and what is to be found there. This of course includes members of Black Molly's crew and the pirate captain herself. It appears that the crew's sole reaction to intruders will be to fight them, and while no other option is explicitly given for Black Molly, given the detail provided on an item she is looking for coupled with the total absence of any clues for the party to find about it, you may wish to have her attempt to enter into conversation so you can at least have the party share a potentially interesting tale, particularly if you plan to develop the adventure further.



With a nicely-developed lighthouse, potential for further adventure and, well, PIRATES, what is there not to like?
Source: The Sea Witch (3.0)
May 20, 2016, 02:00:51 pm by OotS News | Views: 5 | Comments: 0

1036: Sound, But in This Case Inaccurate

http://www.GiantITP.com/comics/oots1036.html
Source: 1036: Sound, But in This Case Inaccurate
Pages: [1] 2 3 4