Adventure Supplements for your Campaign.
Running a D&D campaign requires a ton of work. And just reading the adventure module is never enough; especially if you want to really immerse your players in an epic fantasy tale that goes beyond just the printed word. There are a lot of elements you can add to your adventure to bring it to life; a exciting sound track from a fantasy film, the scent from an evocative candle, and physical props to give to your players. Let’s focus on some of those.
I love handouts! I love to sprinkle my adventures with forshadowing and background lore that adds a greater depth to my campaign world. But often times the players will forget the conversation encounter you had 3 sessions ago and is relevant now. Or maybe they killed the bad guy that they should have questioned first. But if the encounter includes a written element, now your players have something in hand that can help them remember or get back on track. And when your players “get it” on their own without you having to remind them is one of the best feelings as a DM.
Then there are the maps. Did I say I love handout? Well, I freaking love maps! And I love to have a map that I can give to the players that doesn’t gave all the DM secrets printed on it. Sometimes I project it onto the table to use as a battle mat. Sometimes I cut it up into rooms to lay out for my players as they explore. And sometimes I just give them a huge atlas and tell them to point where they want to go. But finding good cleaned-up versions of the published adventures can be a real chore.
For all my fellow DMs, whenever I run a published module I will upload all the maps (DM & PC versions), handouts, and other relevant items that I used during the adventure. For now, these adventures will be those released by Wizards of the Coast for the 5th edition of D&D. Use them as is or feel free to modify them in any way that best fits your campaign. And if there is anything else you would like to see that could help your campaign, please leave a comment.
Player Character Folder
Before I begin any new campaign, I always give my players their own folder with at least two pockets. One pocket is for their characetr sheet, the other is for the handouts and other notes. And in each folder, I include two documents.
First, is a brief summary of combat and adventuring basics for 5th edition D&D. This include rules for movement, vision, resting and healing, combat actions and conditions, and a custom Critial Hit/Miss Table. This is invaluable for new players and veteran alike. Rules FOUR PAGE
Second, is an overview of my campaign setting. In this case, the Forgotten Realms. This is information that anyone who actually lived in your world should already know of or at least heard rumors of. Notes on Geography, Religion, Factions, Currency, Time, and a very brief History of the Realm. In my personal campaign, the year is 1479 DR, which was the year prior to the events of the Second Sundering and the offical year of the Lost Mine of Phandalin campaign. FAERUN 1479
But the official year for the start of the 5th edition is 1492 DR. So, I included that version as well, which updates the calendar and the history sections. FAERUN 1492
Without further ado, here are the adventures.
Dragon of Icespire Peak Campaign Resources