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Found 122 results

  1. The showdown with the undead special agent below South Gate Prison turns deadly. The gang reunites with old friends and encounters an enigmatic priest who invites them to a place none of them have ever heard of before: Spire, City of the Returning God. We Wanted Adventurers is a liveplay Dungeons & Dragons podcast that follows a motley trio of unlikely heroes as they bumble into adventures both big and small across the fantastical continent of Nevarrone. For the uninitiated, a liveplay podcast features an unscripted recording of a traditional tabletop roleplaying game, with all of the goofs and drama that comes with the territory. If you've never listened to the show before, here's a handy playlist to get you caught up. "Rynos Theme" Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 http://creativecommons.org/licenses/by/3.0/ You can download or listen to the podcast over on Soundcloud, Spotify, our hosting site, and iTunes. You can follow the show on Twitter for updates. Let us know what you think of the show! We know that some parts of it are a bit bumpy, but I hope it doesn't get in the way of your enjoyment as we all learn and grow together. Thank you for listening! New episodes of We Wanted Adventurers will be released every Wednesday Don't forget to sign up for Extra Life to help sick and injured kids in hospitals around the US and Canada by playing games!
  2. The showdown with the undead special agent below South Gate Prison turns deadly. The gang reunites with old friends and encounters an enigmatic priest who invites them to a place none of them have ever heard of before: Spire, City of the Returning God. We Wanted Adventurers is a liveplay Dungeons & Dragons podcast that follows a motley trio of unlikely heroes as they bumble into adventures both big and small across the fantastical continent of Nevarrone. For the uninitiated, a liveplay podcast features an unscripted recording of a traditional tabletop roleplaying game, with all of the goofs and drama that comes with the territory. If you've never listened to the show before, here's a handy playlist to get you caught up. "Rynos Theme" Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 http://creativecommons.org/licenses/by/3.0/ You can download or listen to the podcast over on Soundcloud, Spotify, our hosting site, and iTunes. You can follow the show on Twitter for updates. Let us know what you think of the show! We know that some parts of it are a bit bumpy, but I hope it doesn't get in the way of your enjoyment as we all learn and grow together. Thank you for listening! New episodes of We Wanted Adventurers will be released every Wednesday Don't forget to sign up for Extra Life to help sick and injured kids in hospitals around the US and Canada by playing games! View full article
  3. Tabletop RPGs can be a wonderful and imaginative way to create unforgettable memories with friends. Everyone involved helps to create an adventure together and that process can be some of the most fun games have to offer. However, sometimes it can be hard to know where to start if you are a new Dungeon Master, the player tasked with shaping and running the game. Even experienced DMs can find themselves at a loss on how to spice up their existing campaigns or where to turn for inspiration for new ones. The good news is that Wizards of the Coast has been putting together fantastic adventure modules for decades and there are some great ones out there that either use the current game system, 5th edition, or can be easily adapted to it. We’ve gathered together some of the greatest modules to use as a spur for your creativity whether you are just starting out or are a veteran looking for some fresh ideas. Keep on the Shadowfell I’ll come right out and say it: Keep on the Shadowfell is one of the best introductory adventures for Dungeons & Dragons. It has everything players and DMs could ask for. It was designed to be a flexible module that introduces new players to the town of Winterhaven. The small village houses a number of colorful characters, some of whom have mysterious motivations. More importantly, Winterhaven has problems with the local kobold population and a mysterious, dark power that has arisen in the ruined chambers of the long-abandoned Shadowfell Keep. A lot of thought went into Winterhaven. It has unique supporting characters that make the town come alive, some with little to nothing to do with the adventure itself. They provide the town with a sense of life and vigor that can sometimes be missing from adventuring towns. Even if you are a veteran role-player, there’s a lot that can be learned from how the town has been crafted and the characters who live there. That same care extends to some of the villains in the adventure who, if played right, can provide some unforgettable moments. While Winterhaven stands out as a compelling location, the small dungeon of Shadowfell Keep provides a great, easily digested dungeon delving experience for players while giving DMs enough pieces to keep things spicy. Players who want to improvise and explore the relationship between the townsfolk and the various factions both in and around the town will find that there are plenty of intriguing relationships that can be made into fun diversions. By the time the adventure concludes, if everything goes well, players might want to use Winterhaven as a base of operations while adventuring into the wilderness. Keep on the Shadowfell provides plenty of potential plot threads that could link to other modules or awesome homebrew content. The main downside of Keep on the Shadowfell is that it exists as a 4th edition D&D adventure. That means DMs will have to do some work if they want to directly adapt the adventure to their campaign. However, it serves as a great template for designing future towns and introductory campaigns of your own. It actually served as the basis of the Verne, the town central to the plot of the Dragonguard that only just concluded. It’ll take a bit of work to get it up and running, but Keep on the Shadowfell is an absolute must if you are looking for direction on how to begin a D&D campaign right. Tomb of Annihilation A fantastic, self-contained adventure, Tomb of Annihilation is one of the special adventures made for 5th edition that can be rolled into most campaigns with ease or serve as the setting for an entire campaign in its own right. The adventure serves as an excellent excuse to get players out of the comfortable environments of traditional fantasy and into tropical settings filled with dinosaurs and a need to track resources for survival. Experience stands out as one of the big downsides to Tomb of Annihilation. DMs looking to run a campaign with it should probably have a few adventures under their belts before trying it out. The book provides so much information that newer players might find it to be daunting to run. For the experienced or bold newbie, Tomb of Annihilation makes for a really cool trek into the unknown. Magic cities, devilish curses, zombie dinosaurs, and more hide in the forests and remote reaches of Chult, the island nation where the campaign takes place. Compared to Keep on the Shadowfell, Tomb of Annihilation is massive, designed to take players from level 1 to level 11. The adventure allows for higher level characters to be rolled into it, giving it a degree of versatility for DMs looking to roll less vulnerable characters into the action. The other big downside to Tomb of Annihilation lies in its central hook. Something on Chult has disrupted the effectiveness of resurrection magic and the players have been hired to uncover and put a stop to whatever might be causing the problem. This means that players who die will have to create new characters, something that can be off-putting to players who aren’t prepared for perma death in Dungeons & Dragons. Tomb of Annihilation contains many intriguing scenarios that a DM attempting to homebrew will find interesting and helpful. If everyone is on the same page and down for a campaign where lethality and danger take center stage, Tomb of Annihilation presents a fantastic change of pace and a unique opportunity that can’t be found anywhere else in 5th edition. Death Ascendant Ravenloft has a long history in Dungeons & Dragons. The setting first appeared in Advanced Dungeons & Dragons back in 1983 in an adventure simply titled Ravenloft. It gained popularity for its emphasis on a creepy, horror-focused atmosphere. This stood in stark contrast of the traditional fantasy D&D had offered players up until that point. Beginning in 2nd Edition, Ravenloft became a full campaign setting, full of factions and unnatural powers. The setting draws heavily from Gothic horror, drawing players into a pocket dimension full of macabre domains ruled by cruel and twisted overlords. These rulers have all been trapped in the realm by strange and inscrutable wills known only as The Dark Powers that use the drama and pain inflicted on the unfortunate souls for their own unknowable purposes. Over the decades many adventures have released set within Ravenloft. In fact, one of the most popular adventure modules Wizards of the Coast have released for 5th edition is Curse of Strahd, which make use of the Ravenloft setting. This means that a lot of people who have played through Curse of Strahd might be thirsting after some more horror-oriented content. Enter Death Ascendant. The adventure originally released in 1996 as a module for 2nd edition D&D. The adventure kicks off with the players in pursuit of a band of assassins from an organization called Ebon Fold. The dastardly villains have been slaughtering everyone in their path, leaving strange, desiccated husks in their wake. The party happens upon a lone survivor gifted with the ability to see glimpses of the future. The path takes players to the city of Nartok where several secretive organizations have made a play for power at the expense of the people living under their influences. Players have to uncover the secrets of the city and figure out how to put a stop to the mysterious machinations of the city’s three major factions. By simply adding a plot hook at the end of Curse of Strahd, players could find themselves embroiled in another fantastic Ravenloft adventure. Unfortunately, players looking to do that will have to put in a not insignificant amount of work. Converting from 4th edition like for Keep on the Shadowfell doesn’t stand out as a particularly cumbersome challenge. However, the deep combat system and complicated rules mean that DMs might struggle to find equivalent stat blocks for enemies. The result is that a shoddy attempt to convert Death Ascendant could result in incredibly unbalanced encounters, making it either too difficult or too easy. Despite the difficulty, the Yojimbo-like scenario with multiple factions, vile magic, and hidden secrets could prove to be an amazing inspiration for a homebrew adventure. Since it’s an older adventure, PDC copies are available online for about $5 USD with soft cover books going for $10. The Tortle Package At first blush, The Tortle Package seems like it was designed as a supplement for Tomb of Annihilation. It offers a lot in a relatively concise bundle for players either looking to start out a campaign in a remote and uncharted area or for people who want to take a short break from their main campaign. Not only that, but it introduces tortles to D&D 5e. If you aren’t familiar with tortles, they are basically humanoid turtle people. Think Teenage Mutant Ninja Turtles. They’re fantastic and offer some fantastic roleplaying opportunities for players who have been everything else in-game up until this point. The Tortle Package isn’t really an adventure per say. Instead, it’s better to think of it as an adventure tool kit. It includes a lot of information about a region called The Snout of Omgar as well as a dungeon called Dangwaru, the Typhoon Palace. On top of that, there’s a great small village and many points of interest for curious players to explore. All of the pieces are provided for players to make a fantastic adventure of their own in The Snout of Omgar. In addition to being an affordable and fun addition to almost any campaign, sales of The Tortle Package also support Extra Life! Wizards of the Coast has generously created a series of modules over the years as special promotional materials for their Extra Life fundraising efforts. For giving players the ability to run around as literal Teenage Mutant Ninja Turtles while also helping real world kids, The Tortle Package gets a big ol’ stamp of approval. What are some of your favorite modules you use to inject some excitement into a campaign? Let us know in the comments! Don't forget to sign up for Extra Life to help sick and injured kids in hospitals around the US and Canada by playing games! View full article
  4. Tabletop RPGs can be a wonderful and imaginative way to create unforgettable memories with friends. Everyone involved helps to create an adventure together and that process can be some of the most fun games have to offer. However, sometimes it can be hard to know where to start if you are a new Dungeon Master, the player tasked with shaping and running the game. Even experienced DMs can find themselves at a loss on how to spice up their existing campaigns or where to turn for inspiration for new ones. The good news is that Wizards of the Coast has been putting together fantastic adventure modules for decades and there are some great ones out there that either use the current game system, 5th edition, or can be easily adapted to it. We’ve gathered together some of the greatest modules to use as a spur for your creativity whether you are just starting out or are a veteran looking for some fresh ideas. Keep on the Shadowfell I’ll come right out and say it: Keep on the Shadowfell is one of the best introductory adventures for Dungeons & Dragons. It has everything players and DMs could ask for. It was designed to be a flexible module that introduces new players to the town of Winterhaven. The small village houses a number of colorful characters, some of whom have mysterious motivations. More importantly, Winterhaven has problems with the local kobold population and a mysterious, dark power that has arisen in the ruined chambers of the long-abandoned Shadowfell Keep. A lot of thought went into Winterhaven. It has unique supporting characters that make the town come alive, some with little to nothing to do with the adventure itself. They provide the town with a sense of life and vigor that can sometimes be missing from adventuring towns. Even if you are a veteran role-player, there’s a lot that can be learned from how the town has been crafted and the characters who live there. That same care extends to some of the villains in the adventure who, if played right, can provide some unforgettable moments. While Winterhaven stands out as a compelling location, the small dungeon of Shadowfell Keep provides a great, easily digested dungeon delving experience for players while giving DMs enough pieces to keep things spicy. Players who want to improvise and explore the relationship between the townsfolk and the various factions both in and around the town will find that there are plenty of intriguing relationships that can be made into fun diversions. By the time the adventure concludes, if everything goes well, players might want to use Winterhaven as a base of operations while adventuring into the wilderness. Keep on the Shadowfell provides plenty of potential plot threads that could link to other modules or awesome homebrew content. The main downside of Keep on the Shadowfell is that it exists as a 4th edition D&D adventure. That means DMs will have to do some work if they want to directly adapt the adventure to their campaign. However, it serves as a great template for designing future towns and introductory campaigns of your own. It actually served as the basis of the Verne, the town central to the plot of the Dragonguard that only just concluded. It’ll take a bit of work to get it up and running, but Keep on the Shadowfell is an absolute must if you are looking for direction on how to begin a D&D campaign right. Tomb of Annihilation A fantastic, self-contained adventure, Tomb of Annihilation is one of the special adventures made for 5th edition that can be rolled into most campaigns with ease or serve as the setting for an entire campaign in its own right. The adventure serves as an excellent excuse to get players out of the comfortable environments of traditional fantasy and into tropical settings filled with dinosaurs and a need to track resources for survival. Experience stands out as one of the big downsides to Tomb of Annihilation. DMs looking to run a campaign with it should probably have a few adventures under their belts before trying it out. The book provides so much information that newer players might find it to be daunting to run. For the experienced or bold newbie, Tomb of Annihilation makes for a really cool trek into the unknown. Magic cities, devilish curses, zombie dinosaurs, and more hide in the forests and remote reaches of Chult, the island nation where the campaign takes place. Compared to Keep on the Shadowfell, Tomb of Annihilation is massive, designed to take players from level 1 to level 11. The adventure allows for higher level characters to be rolled into it, giving it a degree of versatility for DMs looking to roll less vulnerable characters into the action. The other big downside to Tomb of Annihilation lies in its central hook. Something on Chult has disrupted the effectiveness of resurrection magic and the players have been hired to uncover and put a stop to whatever might be causing the problem. This means that players who die will have to create new characters, something that can be off-putting to players who aren’t prepared for perma death in Dungeons & Dragons. Tomb of Annihilation contains many intriguing scenarios that a DM attempting to homebrew will find interesting and helpful. If everyone is on the same page and down for a campaign where lethality and danger take center stage, Tomb of Annihilation presents a fantastic change of pace and a unique opportunity that can’t be found anywhere else in 5th edition. Death Ascendant Ravenloft has a long history in Dungeons & Dragons. The setting first appeared in Advanced Dungeons & Dragons back in 1983 in an adventure simply titled Ravenloft. It gained popularity for its emphasis on a creepy, horror-focused atmosphere. This stood in stark contrast of the traditional fantasy D&D had offered players up until that point. Beginning in 2nd Edition, Ravenloft became a full campaign setting, full of factions and unnatural powers. The setting draws heavily from Gothic horror, drawing players into a pocket dimension full of macabre domains ruled by cruel and twisted overlords. These rulers have all been trapped in the realm by strange and inscrutable wills known only as The Dark Powers that use the drama and pain inflicted on the unfortunate souls for their own unknowable purposes. Over the decades many adventures have released set within Ravenloft. In fact, one of the most popular adventure modules Wizards of the Coast have released for 5th edition is Curse of Strahd, which make use of the Ravenloft setting. This means that a lot of people who have played through Curse of Strahd might be thirsting after some more horror-oriented content. Enter Death Ascendant. The adventure originally released in 1996 as a module for 2nd edition D&D. The adventure kicks off with the players in pursuit of a band of assassins from an organization called Ebon Fold. The dastardly villains have been slaughtering everyone in their path, leaving strange, desiccated husks in their wake. The party happens upon a lone survivor gifted with the ability to see glimpses of the future. The path takes players to the city of Nartok where several secretive organizations have made a play for power at the expense of the people living under their influences. Players have to uncover the secrets of the city and figure out how to put a stop to the mysterious machinations of the city’s three major factions. By simply adding a plot hook at the end of Curse of Strahd, players could find themselves embroiled in another fantastic Ravenloft adventure. Unfortunately, players looking to do that will have to put in a not insignificant amount of work. Converting from 4th edition like for Keep on the Shadowfell doesn’t stand out as a particularly cumbersome challenge. However, the deep combat system and complicated rules mean that DMs might struggle to find equivalent stat blocks for enemies. The result is that a shoddy attempt to convert Death Ascendant could result in incredibly unbalanced encounters, making it either too difficult or too easy. Despite the difficulty, the Yojimbo-like scenario with multiple factions, vile magic, and hidden secrets could prove to be an amazing inspiration for a homebrew adventure. Since it’s an older adventure, PDC copies are available online for about $5 USD with soft cover books going for $10. The Tortle Package At first blush, The Tortle Package seems like it was designed as a supplement for Tomb of Annihilation. It offers a lot in a relatively concise bundle for players either looking to start out a campaign in a remote and uncharted area or for people who want to take a short break from their main campaign. Not only that, but it introduces tortles to D&D 5e. If you aren’t familiar with tortles, they are basically humanoid turtle people. Think Teenage Mutant Ninja Turtles. They’re fantastic and offer some fantastic roleplaying opportunities for players who have been everything else in-game up until this point. The Tortle Package isn’t really an adventure per say. Instead, it’s better to think of it as an adventure tool kit. It includes a lot of information about a region called The Snout of Omgar as well as a dungeon called Dangwaru, the Typhoon Palace. On top of that, there’s a great small village and many points of interest for curious players to explore. All of the pieces are provided for players to make a fantastic adventure of their own in The Snout of Omgar. In addition to being an affordable and fun addition to almost any campaign, sales of The Tortle Package also support Extra Life! Wizards of the Coast has generously created a series of modules over the years as special promotional materials for their Extra Life fundraising efforts. For giving players the ability to run around as literal Teenage Mutant Ninja Turtles while also helping real world kids, The Tortle Package gets a big ol’ stamp of approval. What are some of your favorite modules you use to inject some excitement into a campaign? Let us know in the comments! Don't forget to sign up for Extra Life to help sick and injured kids in hospitals around the US and Canada by playing games!
  5. Stranger Things remains fresh in the collective pop culture consciousness after three seasons full of unwitting people unraveling the secrets hiding beneath the veneer of their small town lives. While the characters have faced down supernatural threats, they’re also (for the most part) normal people. They laugh, cry, and play games, just like the rest of us. They’re grounded in a world very much like our own, and that can make them seem divorced from the fantastical settings typically associated with tabletop role-playing games. That being said, there are plenty of fantastic options out there if you want to have a night or even a campaign full of adventures inspired by Stranger Things! For the uninitiated, Stranger Things tells the story of people, primarily kids, living in Hawkins, Indiana during the 1980s. Things initially get strange following the disappearance of Will Byers and the sudden appearance of young girl with apparent supernatural abilities. Without going into spoiler territory, monsters and strange portals play prominent roles throughout the series, not unlike the tabletop role-playing experiences many remember fondly. The first season takes place in 1983, with subsequent seasons taking place about a year after one another. After several years of things being strange, things never really go back to normal. Dungeons & Dragons has been an integral part of the series from the beginning. The kids on the show find it to be a fun way to blow off steam and work through their various issues. However, that’s not the only connection D&D has to the show; one of the legendary tabletop’s most iconic monsters even comes directly from the game itself. However, many associate D&D with magic, elves, and dark lords marching armies of evil against the realms of good, things that seem far removed from the sleepy town of Hawkins, Indiana. Thankfully, there are several great options at your disposal if you are itching to inject your role-playing sessions with Stranger Things. These range from official Wizards of the Coast adventure sets to free modules designed to capture the spirit of Stranger Things. So, let’s get down to it; where should you turn if you want some Stranger Things in your tabletop sessions? Stranger Things D&D Starter Set Let’s start by looking in on the official Stranger Things D&D Starter Set. This short adventure comes in a box designed to recall the original red box release of Dungeons & Dragons back in 1983, the same version the kids played in the show. Such is the ubiquity of D&D that many people who have never rolled a 20-sided die will recognize the reference in the design of the box itself. Much like the red box release, the Stranger Things D&D Starter Set comes with all of the tools necessary to start rolling out of the box. Inside, players will find a rule book for 5th edition D&D, an adventure book, and dice. There are also five pre-made Stranger Things character sheets and two miniatures of the show’s Demogorgon. The adventure itself will probably be the main draw for fans of the show. Wizards of the Coast describes it as an adventure created by the in-fiction character Mike Wheeler for his friends. The game technically takes place in the Stranger Things universe with players taking up the character sheets of the kids from the show, but the game itself is set in the universe of D&D. The adventure is titled Hunt for the Thessalhydra and seems to be based on the adventure the kids were playing on-screen during Season 1. All characters begin at level 3 and the adventure has been designed to be a short, entertaining romp to get them to level 4. The length seems short when compared to many of the other published Dungeons & Dragons adventurers, but that might be perfect for beginners or for shaking up the routine of regularly scheduled gameplay sessions. Perhaps one of the most interesting elements about this particular boxed set is how it was designed to bring players into the minds of the characters from the show. Each season puts the kids through an awful lot of trauma, trauma that never seems to be fully addressed in the show itself. However, Hunt for the Thessalhydra offers a unique window into the way the kids view what has happened to them. According to Mike Mearls, the lead designer of D&D at Wizards of the Coast, that was the intent. In an interview with Inverse, the legendary designer described the need the team felt to design something that felt “like there was something that originated in the world of Stranger Things. Something the characters interacted with, an artifact from the world.” Since this adventurer supposedly exists within the world of Stranger Things and was written by one of those kids, what sorts of things would they put into that game to help them through dark and troubling times? Mearls answers that the writer of the adventure, Stan Brown, really tried to dig into what kids looking to heal would put into a D&D adventure: “Mike is drawing inspiration from what just happened to him in real life. We send the players into Mike’s take on the Upside Down and that’s where you confront the Demogorgon. […] He’s trying to capture it as a monster that players can fight. You can imagine thinking of this as the adventure that the kids played, maybe this is them working through some of those fears. They’re afraid of this thing, so in the adventure, they meet it and defeat it.” Kids on Bikes If you are looking for a fleshed out tabletop RPG geared exactly toward people interested in role-playing after the adventures of the characters from Stranger Things, Kids on Bikes was basically made for you. The game puts players in a small town that the party works together to create. Each group comes up with rumors about their town and work together to develop the bonds between their characters. Much like the full cast of Stranger Things, players can take on the roles of kids, teens, or adults. The collaborative world-building makes each campaign unique and draws out the creativity from everyone playing. Once play starts, the group will work together to solve the strange mysteries going on in their town. This largely revolves around role-playing with a sprinkling of simple rules. While plunging into the unknown and creepy depths of the story, players might discover a character with some sort of special power. When those characters come into play, everyone in the group collectively controls the character and their power making that individual a unique and unpredictable element in each game. Unlike a Dungeons & Dragons adventure, Kids on Bikes isn’t meant to be empowering. Instead, players are pitted against overwhelming odds, monsters and forces far beyond mortal ken. It’s a game that relies on players to know when to run and how to play to their strengths. Much like Stranger Things, the ideal timeframe for Kids on Bikes takes place during the 80s, though it can take place during earlier decades, too. The main rule of thumb for Kids on Bikes is to create a setting and characters where cell phones can’t be used to easily snag disturbing evidence of monsters. Using GPS to track threats won’t be an option. Historical records aren’t just a Google search away. These things or comparable information might all be possible with tools available in the town, but they shouldn’t be easy to obtain. If you’re interested in seeing the game in action from start to finish, check out this playtest from Hyper RPG. Stranger Dread If neither Kids on Bikes nor Wizards of the Coast’s official Stranger Things box scratch that itch for paranormal horror, Ian Fraizer might have just what you’re looking for. Fraizer, the lead developer on Mass Effect: Andromeda, put together an adventure in 2016 called Stranger Dread. The journey into darkness takes about 2-4 hours to complete and was designed to be a chilling horror experience. Stranger Dread makes use of the Dread rule system. Dread makes a shorthand version of its rules available for free and sells the full books for $12 USD or $24 USD depending on whether one wants the PDF or the physical book. The system of rules itself will be pretty different from what most tabletop role-players are used to: Instead of using dice, players must take one or more blocks out of a Jenga tower as they take actions. When the tower falls, something unfortunate happens to the character unlucky enough to cause it to tumble. This mechanic ties the tension and horror of the scenario to a tangible object that steadily grows more unstable as the game progresses. The scenario of Stranger Dread takes place in the town of Mt. Pleasant, Illinois circa 1984. A 12-year-old boy named Cory Settler disappears from the local fair on July 12. Players take on one of six playable roles and begin searching for their missing friend. The story quickly becomes a descent into shadowy government conspiracies and an even darker evil lurking at the heart of Mt. Pleasant. Much like the collaborative Kids on Bikes, players work together to create the fiction of the town and the relationships their characters have with one another. There are some directions and abilities between the different roles, but beyond that Stranger Dread seems to be a very flexible adventure. Fraizer designed the adventure to be very friendly for newcomers to run as well as experienced tabletop gamers, so if you’re looking to satiate that hunger for more Stranger Things, Stranger Dread might be just the game experience for you and your friends. Plus, it’s free, so give it a look and see if it is your cup of tea. Don't forget to sign up for Extra Life to help sick and injured kids in hospitals around the US and Canada by playing games! View full article
  6. Stranger Things remains fresh in the collective pop culture consciousness after three seasons full of unwitting people unraveling the secrets hiding beneath the veneer of their small town lives. While the characters have faced down supernatural threats, they’re also (for the most part) normal people. They laugh, cry, and play games, just like the rest of us. They’re grounded in a world very much like our own, and that can make them seem divorced from the fantastical settings typically associated with tabletop role-playing games. That being said, there are plenty of fantastic options out there if you want to have a night or even a campaign full of adventures inspired by Stranger Things! For the uninitiated, Stranger Things tells the story of people, primarily kids, living in Hawkins, Indiana during the 1980s. Things initially get strange following the disappearance of Will Byers and the sudden appearance of young girl with apparent supernatural abilities. Without going into spoiler territory, monsters and strange portals play prominent roles throughout the series, not unlike the tabletop role-playing experiences many remember fondly. The first season takes place in 1983, with subsequent seasons taking place about a year after one another. After several years of things being strange, things never really go back to normal. Dungeons & Dragons has been an integral part of the series from the beginning. The kids on the show find it to be a fun way to blow off steam and work through their various issues. However, that’s not the only connection D&D has to the show; one of the legendary tabletop’s most iconic monsters even comes directly from the game itself. However, many associate D&D with magic, elves, and dark lords marching armies of evil against the realms of good, things that seem far removed from the sleepy town of Hawkins, Indiana. Thankfully, there are several great options at your disposal if you are itching to inject your role-playing sessions with Stranger Things. These range from official Wizards of the Coast adventure sets to free modules designed to capture the spirit of Stranger Things. So, let’s get down to it; where should you turn if you want some Stranger Things in your tabletop sessions? Stranger Things D&D Starter Set Let’s start by looking in on the official Stranger Things D&D Starter Set. This short adventure comes in a box designed to recall the original red box release of Dungeons & Dragons back in 1983, the same version the kids played in the show. Such is the ubiquity of D&D that many people who have never rolled a 20-sided die will recognize the reference in the design of the box itself. Much like the red box release, the Stranger Things D&D Starter Set comes with all of the tools necessary to start rolling out of the box. Inside, players will find a rule book for 5th edition D&D, an adventure book, and dice. There are also five pre-made Stranger Things character sheets and two miniatures of the show’s Demogorgon. The adventure itself will probably be the main draw for fans of the show. Wizards of the Coast describes it as an adventure created by the in-fiction character Mike Wheeler for his friends. The game technically takes place in the Stranger Things universe with players taking up the character sheets of the kids from the show, but the game itself is set in the universe of D&D. The adventure is titled Hunt for the Thessalhydra and seems to be based on the adventure the kids were playing on-screen during Season 1. All characters begin at level 3 and the adventure has been designed to be a short, entertaining romp to get them to level 4. The length seems short when compared to many of the other published Dungeons & Dragons adventurers, but that might be perfect for beginners or for shaking up the routine of regularly scheduled gameplay sessions. Perhaps one of the most interesting elements about this particular boxed set is how it was designed to bring players into the minds of the characters from the show. Each season puts the kids through an awful lot of trauma, trauma that never seems to be fully addressed in the show itself. However, Hunt for the Thessalhydra offers a unique window into the way the kids view what has happened to them. According to Mike Mearls, the lead designer of D&D at Wizards of the Coast, that was the intent. In an interview with Inverse, the legendary designer described the need the team felt to design something that felt “like there was something that originated in the world of Stranger Things. Something the characters interacted with, an artifact from the world.” Since this adventurer supposedly exists within the world of Stranger Things and was written by one of those kids, what sorts of things would they put into that game to help them through dark and troubling times? Mearls answers that the writer of the adventure, Stan Brown, really tried to dig into what kids looking to heal would put into a D&D adventure: “Mike is drawing inspiration from what just happened to him in real life. We send the players into Mike’s take on the Upside Down and that’s where you confront the Demogorgon. […] He’s trying to capture it as a monster that players can fight. You can imagine thinking of this as the adventure that the kids played, maybe this is them working through some of those fears. They’re afraid of this thing, so in the adventure, they meet it and defeat it.” Kids on Bikes If you are looking for a fleshed out tabletop RPG geared exactly toward people interested in role-playing after the adventures of the characters from Stranger Things, Kids on Bikes was basically made for you. The game puts players in a small town that the party works together to create. Each group comes up with rumors about their town and work together to develop the bonds between their characters. Much like the full cast of Stranger Things, players can take on the roles of kids, teens, or adults. The collaborative world-building makes each campaign unique and draws out the creativity from everyone playing. Once play starts, the group will work together to solve the strange mysteries going on in their town. This largely revolves around role-playing with a sprinkling of simple rules. While plunging into the unknown and creepy depths of the story, players might discover a character with some sort of special power. When those characters come into play, everyone in the group collectively controls the character and their power making that individual a unique and unpredictable element in each game. Unlike a Dungeons & Dragons adventure, Kids on Bikes isn’t meant to be empowering. Instead, players are pitted against overwhelming odds, monsters and forces far beyond mortal ken. It’s a game that relies on players to know when to run and how to play to their strengths. Much like Stranger Things, the ideal timeframe for Kids on Bikes takes place during the 80s, though it can take place during earlier decades, too. The main rule of thumb for Kids on Bikes is to create a setting and characters where cell phones can’t be used to easily snag disturbing evidence of monsters. Using GPS to track threats won’t be an option. Historical records aren’t just a Google search away. These things or comparable information might all be possible with tools available in the town, but they shouldn’t be easy to obtain. If you’re interested in seeing the game in action from start to finish, check out this playtest from Hyper RPG. Stranger Dread If neither Kids on Bikes nor Wizards of the Coast’s official Stranger Things box scratch that itch for paranormal horror, Ian Fraizer might have just what you’re looking for. Fraizer, the lead developer on Mass Effect: Andromeda, put together an adventure in 2016 called Stranger Dread. The journey into darkness takes about 2-4 hours to complete and was designed to be a chilling horror experience. Stranger Dread makes use of the Dread rule system. Dread makes a shorthand version of its rules available for free and sells the full books for $12 USD or $24 USD depending on whether one wants the PDF or the physical book. The system of rules itself will be pretty different from what most tabletop role-players are used to: Instead of using dice, players must take one or more blocks out of a Jenga tower as they take actions. When the tower falls, something unfortunate happens to the character unlucky enough to cause it to tumble. This mechanic ties the tension and horror of the scenario to a tangible object that steadily grows more unstable as the game progresses. The scenario of Stranger Dread takes place in the town of Mt. Pleasant, Illinois circa 1984. A 12-year-old boy named Cory Settler disappears from the local fair on July 12. Players take on one of six playable roles and begin searching for their missing friend. The story quickly becomes a descent into shadowy government conspiracies and an even darker evil lurking at the heart of Mt. Pleasant. Much like the collaborative Kids on Bikes, players work together to create the fiction of the town and the relationships their characters have with one another. There are some directions and abilities between the different roles, but beyond that Stranger Dread seems to be a very flexible adventure. Fraizer designed the adventure to be very friendly for newcomers to run as well as experienced tabletop gamers, so if you’re looking to satiate that hunger for more Stranger Things, Stranger Dread might be just the game experience for you and your friends. Plus, it’s free, so give it a look and see if it is your cup of tea. Don't forget to sign up for Extra Life to help sick and injured kids in hospitals around the US and Canada by playing games!
  7. One year ago to the day, I put together a short campaign with Dungeons & Dragons 5th edition called Dragonguard as a part of Extra Life Tabletop Appreciation Weekend. Since then, there have been 23 episodes spanning 27 hours of shenanigans from the tabletop to your ear holes. The final two episodes have finally been edited and sit ready for your listening pleasure. Join us one last time as we enter the finale of the Dragonguard campaign. Join Naomi Lugo (Nomsooni the druid), Marcus Stewart (Scratch Mangy the ranger), and Kyle Gaddo (Barphus the bard) as they don the armor of the illustrious Dragonguard, sworn to defend and protect the realm of Alterra from the dragons at its doorstep. Jack Gardner serves as the Dungeon Master, guiding our heroes through their journey. Dispatched to the small town of Verne, the party began investigating rumors of draconic activity in the area. Learning of a kobold encampment deep within the Morrithil Wastes, they made their way into the vast swampland only to find a largely abandoned village built in the shadow of an ominous dragon skeleton. Encountering a number of old and infirm kobolds in the heart of the town, our heroes learned of an impending attack led by the vengeful dragon, Fallowfell. In an effort to convince Sir Rothurt, Verne's leader, to take the threat seriously, the party made an attempt to rescue his recently kidnapped son, Charles. Risking life and limb, they were able to save Charles only to be met with the awful revelation that Fallowfell had allies in the town itself. Now, Nomsooni, Barphus, and Scratch attempt to consolidate their power in the areas outside of Verne only to find themselves in ever-deepening danger from draconic evils, cunning opportunists, mystical threats, and (of course) themselves. The danger only increases when the party consult the wise oracle they had rescued from the dragon's forces, uncovering its secret identity and perhaps a means of thwarting its plans. After a catastrophic turn of events, the party finds themselves transported to another world where they are offered the chance to decide the fate of the world, as well as their own futures. If you want to get a sense of how great a time tabletop roleplaying can be, you're invited to enjoy the adventure along with us. Here's to the amazing things the gaming community accomplished over the past year and to the even greater things we will all do together in the years to come! You can listen to the new episodes below or start at the beginning with this handy SoundCloud playlist. "Furious Freak" Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 http://creativecommons.org/licenses/by/3.0/ "Shadowlands 1 - Horizon" "Super Power Cool Dude" "Bittersweet" "Dreamer" "Furious Freak" Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 http://creativecommons.org/licenses/by/3.0/ Thank you to everyone who joined us on this crazy adventure. We hope you enjoyed the ride! You can download or listen to the podcast over on Soundcloud, our hosting site, and iTunes. A YouTube version is available as well. Don't forget to sign up for Extra Life to help sick and injured kids in hospitals around the US and Canada by playing games! View full article
  8. One year ago to the day, I put together a short campaign with Dungeons & Dragons 5th edition called Dragonguard as a part of Extra Life Tabletop Appreciation Weekend. Since then, there have been 23 episodes spanning 27 hours of shenanigans from the tabletop to your ear holes. The final two episodes have finally been edited and sit ready for your listening pleasure. Join us one last time as we enter the finale of the Dragonguard campaign. Join Naomi Lugo (Nomsooni the druid), Marcus Stewart (Scratch Mangy the ranger), and Kyle Gaddo (Barphus the bard) as they don the armor of the illustrious Dragonguard, sworn to defend and protect the realm of Alterra from the dragons at its doorstep. Jack Gardner serves as the Dungeon Master, guiding our heroes through their journey. Dispatched to the small town of Verne, the party began investigating rumors of draconic activity in the area. Learning of a kobold encampment deep within the Morrithil Wastes, they made their way into the vast swampland only to find a largely abandoned village built in the shadow of an ominous dragon skeleton. Encountering a number of old and infirm kobolds in the heart of the town, our heroes learned of an impending attack led by the vengeful dragon, Fallowfell. In an effort to convince Sir Rothurt, Verne's leader, to take the threat seriously, the party made an attempt to rescue his recently kidnapped son, Charles. Risking life and limb, they were able to save Charles only to be met with the awful revelation that Fallowfell had allies in the town itself. Now, Nomsooni, Barphus, and Scratch attempt to consolidate their power in the areas outside of Verne only to find themselves in ever-deepening danger from draconic evils, cunning opportunists, mystical threats, and (of course) themselves. The danger only increases when the party consult the wise oracle they had rescued from the dragon's forces, uncovering its secret identity and perhaps a means of thwarting its plans. After a catastrophic turn of events, the party finds themselves transported to another world where they are offered the chance to decide the fate of the world, as well as their own futures. If you want to get a sense of how great a time tabletop roleplaying can be, you're invited to enjoy the adventure along with us. Here's to the amazing things the gaming community accomplished over the past year and to the even greater things we will all do together in the years to come! You can listen to the new episodes below or start at the beginning with this handy SoundCloud playlist. "Furious Freak" Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 http://creativecommons.org/licenses/by/3.0/ "Shadowlands 1 - Horizon" "Super Power Cool Dude" "Bittersweet" "Dreamer" "Furious Freak" Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 http://creativecommons.org/licenses/by/3.0/ Thank you to everyone who joined us on this crazy adventure. We hope you enjoyed the ride! You can download or listen to the podcast over on Soundcloud, our hosting site, and iTunes. A YouTube version is available as well. Don't forget to sign up for Extra Life to help sick and injured kids in hospitals around the US and Canada by playing games!
  9. The prison break operation begins in earnest. Sean discovers an important secret about the prison while schmoozing with one of the guards. Pribi runs into an old enemy now in chains. Arakiel contemplates breaking from the plan in order to break through the walls of the prison itself. We Wanted Adventurers is a liveplay Dungeons & Dragons podcast that follows a motley trio of unlikely heroes as they bumble into adventures both big and small across the fantastical continent of Nevarrone. For the uninitiated, a liveplay podcast features an unscripted recording of a traditional tabletop roleplaying game, with all of the goofs and drama that comes with the territory. If you've never listened to the show before, here's a handy playlist to get you caught up. You can download or listen to the podcast over on Soundcloud, our hosting site, and iTunes. You can follow the show on Twitter for updates. Let us know what you think of the show! We know that some parts of it are a bit bumpy, but I hope it doesn't get in the way of your enjoyment as we all learn and grow together. Thank you for listening! New episodes of We Wanted Adventurers will be released every Wednesday One of the common misconceptions about Extra Life is that someone can only participate if they play video games. Not true! Extra Life supports and encourages all kinds of play. To that end, we have been supporting Tabletop Appreciation Weekend for the past few years. This year, the event takes place August 24-25th and will be a time for players to gather together and play board games for the kids. Learn more about Extra Life Tabletop Appreciation Weekend and be sure to sign up for Extra Life to help sick and injured kids in hospitals around the US and Canada by playing games!
  10. The prison break operation begins in earnest. Sean discovers an important secret about the prison while schmoozing with one of the guards. Pribi runs into an old enemy now in chains. Arakiel contemplates breaking from the plan in order to break through the walls of the prison itself. We Wanted Adventurers is a liveplay Dungeons & Dragons podcast that follows a motley trio of unlikely heroes as they bumble into adventures both big and small across the fantastical continent of Nevarrone. For the uninitiated, a liveplay podcast features an unscripted recording of a traditional tabletop roleplaying game, with all of the goofs and drama that comes with the territory. If you've never listened to the show before, here's a handy playlist to get you caught up. You can download or listen to the podcast over on Soundcloud, our hosting site, and iTunes. You can follow the show on Twitter for updates. Let us know what you think of the show! We know that some parts of it are a bit bumpy, but I hope it doesn't get in the way of your enjoyment as we all learn and grow together. Thank you for listening! New episodes of We Wanted Adventurers will be released every Wednesday One of the common misconceptions about Extra Life is that someone can only participate if they play video games. Not true! Extra Life supports and encourages all kinds of play. To that end, we have been supporting Tabletop Appreciation Weekend for the past few years. This year, the event takes place August 24-25th and will be a time for players to gather together and play board games for the kids. Learn more about Extra Life Tabletop Appreciation Weekend and be sure to sign up for Extra Life to help sick and injured kids in hospitals around the US and Canada by playing games! View full article
  11. As Arakiel, Pribi, Sean, and Nyaz make their way through South Gate's sewer system, they encounter a magical darkness. With some trepidation, they enter, passing into a warped and twisted realm. Will they survive their encounter with the Demon of the Deep? We Wanted Adventurers is a liveplay Dungeons & Dragons podcast that follows a motley trio of unlikely heroes as they bumble into adventures both big and small across the fantastical continent of Nevarrone. For the uninitiated, a liveplay podcast features an unscripted recording of a traditional tabletop roleplaying game, with all of the goofs and drama that comes with the territory. If you've never listened to the show before, here's a handy playlist to get you caught up. You can download or listen to the podcast over on Soundcloud, our hosting site, and iTunes. You can follow the show on Twitter for updates. Let us know what you think of the show! We know that some parts of it are a bit bumpy, but I hope it doesn't get in the way of your enjoyment as we all learn and grow together. Thank you for listening! New episodes of We Wanted Adventurers will be released every Wednesday One of the common misconceptions about Extra Life is that someone can only participate if they play video games. Not true! Extra Life supports and encourages all kinds of play. To that end, we have been supporting Tabletop Appreciation Weekend for the past few years. This year, the event takes place August 24-25th and will be a time for players to gather together and play board games for the kids. Learn more about Extra Life Tabletop Appreciation Weekend and be sure to sign up for Extra Life to help sick and injured kids in hospitals around the US and Canada by playing games!
  12. As Arakiel, Pribi, Sean, and Nyaz make their way through South Gate's sewer system, they encounter a magical darkness. With some trepidation, they enter, passing into a warped and twisted realm. Will they survive their encounter with the Demon of the Deep? We Wanted Adventurers is a liveplay Dungeons & Dragons podcast that follows a motley trio of unlikely heroes as they bumble into adventures both big and small across the fantastical continent of Nevarrone. For the uninitiated, a liveplay podcast features an unscripted recording of a traditional tabletop roleplaying game, with all of the goofs and drama that comes with the territory. If you've never listened to the show before, here's a handy playlist to get you caught up. You can download or listen to the podcast over on Soundcloud, our hosting site, and iTunes. You can follow the show on Twitter for updates. Let us know what you think of the show! We know that some parts of it are a bit bumpy, but I hope it doesn't get in the way of your enjoyment as we all learn and grow together. Thank you for listening! New episodes of We Wanted Adventurers will be released every Wednesday One of the common misconceptions about Extra Life is that someone can only participate if they play video games. Not true! Extra Life supports and encourages all kinds of play. To that end, we have been supporting Tabletop Appreciation Weekend for the past few years. This year, the event takes place August 24-25th and will be a time for players to gather together and play board games for the kids. Learn more about Extra Life Tabletop Appreciation Weekend and be sure to sign up for Extra Life to help sick and injured kids in hospitals around the US and Canada by playing games! View full article
  13. Pribi, Arakiel, and Sean are left to ruminate on their deeds while accompanying Nyaz the thief on the first leg of their heist mission, a journey that takes them into the uncanny darkness of South Gate's sewer system. We Wanted Adventurers is a liveplay Dungeons & Dragons podcast that follows a motley trio of unlikely heroes as they bumble into adventures both big and small across the fantastical continent of Nevarrone. For the uninitiated, a liveplay podcast features an unscripted recording of a traditional tabletop roleplaying game, with all of the goofs and drama that comes with the territory. If you've never listened to the show before, here's a handy playlist to get you caught up. You can download or listen to the podcast over on Soundcloud, our hosting site, and iTunes. You can follow the show on Twitter for updates. Let us know what you think of the show! We know that some parts of it are a bit bumpy, but I hope it doesn't get in the way of your enjoyment as we all learn and grow together. Thank you for listening! New episodes of We Wanted Adventurers will be released every Wednesday One of the common misconceptions about Extra Life is that someone can only participate if they play video games. Not true! Extra Life supports and encourages all kinds of play. To that end, we have been supporting Tabletop Appreciation Weekend for the past few years. This year, the event takes place August 24-25th and will be a time for players to gather together and play board games for the kids. Learn more about Extra Life Tabletop Appreciation Weekend and be sure to sign up for Extra Life to help sick and injured kids in hospitals around the US and Canada by playing games!
  14. Pribi, Arakiel, and Sean are left to ruminate on their deeds while accompanying Nyaz the thief on the first leg of their heist mission, a journey that takes them into the uncanny darkness of South Gate's sewer system. We Wanted Adventurers is a liveplay Dungeons & Dragons podcast that follows a motley trio of unlikely heroes as they bumble into adventures both big and small across the fantastical continent of Nevarrone. For the uninitiated, a liveplay podcast features an unscripted recording of a traditional tabletop roleplaying game, with all of the goofs and drama that comes with the territory. If you've never listened to the show before, here's a handy playlist to get you caught up. You can download or listen to the podcast over on Soundcloud, our hosting site, and iTunes. You can follow the show on Twitter for updates. Let us know what you think of the show! We know that some parts of it are a bit bumpy, but I hope it doesn't get in the way of your enjoyment as we all learn and grow together. Thank you for listening! New episodes of We Wanted Adventurers will be released every Wednesday One of the common misconceptions about Extra Life is that someone can only participate if they play video games. Not true! Extra Life supports and encourages all kinds of play. To that end, we have been supporting Tabletop Appreciation Weekend for the past few years. This year, the event takes place August 24-25th and will be a time for players to gather together and play board games for the kids. Learn more about Extra Life Tabletop Appreciation Weekend and be sure to sign up for Extra Life to help sick and injured kids in hospitals around the US and Canada by playing games! View full article
  15. Dungeons & Dragons. D&D. The game of adventurers and storytellers alike. This week, we dive into a cursory overview of the game and talk about what makes it so special. This is the first tabletop game we've featured on the show, one that paved the way for other tabletop gaming experiences as well as some of the most beloved video games ever created. We are very excited to finally talk about a game that has meant so much to us. Is Dungeons & Dragons one of the best games of all-time? Each week on The Best Games Period, we will be tackling a video game, old or new, that at least one of us believes deserves to stand as one of the greatest games of all time. We'll dive into its history, development, and gameplay, while trying to argue for or against the game of the week. Sometimes we will be in harmonious agreement, other times we might be fighting a bitter battle to the very end. However each episode shakes out, we hope that everyone who listens will find the show entertaining and informative. Outro music: Bomberman Hero 'Post Hyper Room' by Chris Belair (https://ocremix.org/remix/OCR03943) You can download or listen to the podcast over on Soundcloud, our hosting site, and iTunes. A YouTube version is available, as well! If you want to have your opinion heard on air, share your opinion in the comments, follow the show on Twitter, and participate in the weekly polls: @BestGamesPeriod New episodes of The Best Games Period will be released every Monday One of the common misconceptions about Extra Life is that someone can only participate if they play video games. Not true! Extra Life supports and encourages all kinds of play. To that end, we have been supporting Tabletop Appreciation Weekend for the past few years. This year, the event takes place August 24-25th and will be a time for players to gather together and play board games for the kids. Learn more about Extra Life Tabletop Appreciation Weekend and be sure to sign up for Extra Life to help sick and injured kids in hospitals around the US and Canada by playing games!
  16. Dungeons & Dragons. D&D. The game of adventurers and storytellers alike. This week, we dive into a cursory overview of the game and talk about what makes it so special. This is the first tabletop game we've featured on the show, one that paved the way for other tabletop gaming experiences as well as some of the most beloved video games ever created. We are very excited to finally talk about a game that has meant so much to us. Is Dungeons & Dragons one of the best games of all-time? Each week on The Best Games Period, we will be tackling a video game, old or new, that at least one of us believes deserves to stand as one of the greatest games of all time. We'll dive into its history, development, and gameplay, while trying to argue for or against the game of the week. Sometimes we will be in harmonious agreement, other times we might be fighting a bitter battle to the very end. However each episode shakes out, we hope that everyone who listens will find the show entertaining and informative. Outro music: Bomberman Hero 'Post Hyper Room' by Chris Belair (https://ocremix.org/remix/OCR03943) You can download or listen to the podcast over on Soundcloud, our hosting site, and iTunes. A YouTube version is available, as well! If you want to have your opinion heard on air, share your opinion in the comments, follow the show on Twitter, and participate in the weekly polls: @BestGamesPeriod New episodes of The Best Games Period will be released every Monday One of the common misconceptions about Extra Life is that someone can only participate if they play video games. Not true! Extra Life supports and encourages all kinds of play. To that end, we have been supporting Tabletop Appreciation Weekend for the past few years. This year, the event takes place August 24-25th and will be a time for players to gather together and play board games for the kids. Learn more about Extra Life Tabletop Appreciation Weekend and be sure to sign up for Extra Life to help sick and injured kids in hospitals around the US and Canada by playing games! View full article
  17. Extra Life has had a busy couple of weeks between keeping on top of RTX, VidCon, and most recently San Diego Comic-Con. We were able to set up our booth just outside of the Esports Gaming Lounge in the Marriot Marquis Ballroom. This positioning gave us the opportunity to reach out to the hundreds of visitors visiting the lounge area to participate in open gaming and organized play. The event was sponsored by State Farm, HyperX, Team Liquid, and Mixer with production by Greenlit Content and Rekt Global. The streamed events from the Esports Gaming Lounge averaged about 16,000 viewers per day. As you might imagine, the team had their hands full keeping on top of everything. Thankfully, we had the assistance of the San Diego Extra Life guild and their local Children's Miracle Network Hospital, Rady Children's Hospital. From the start of the event until it wrapped up, their hard work brought in almost 400 new participants for Extra Life 2019! The cast and showrunners of SYFY's Van Helsing also stopped by to say hello and learn a bit more about what Extra Life does. It was pretty surreal seeing and talking Extra Life with actors like Aleks Paunovic and Jennifer Cheon as well as showrunner Jonathan Walker. It was crazy exciting! Extra Life had a stream going for the duration of Comic-Con that went from 10am - 5pm each day. In total, with the help of our guild members, Extra Life managed to raise over $10,000 USD in donations from the stream alone. Not only that, but we raised a bit shy of $2,000 USD from Mixer Embers, or chat donations, during the stream. Some of the event's biggest donors were State Farm, who generously donated $5000 USD and Team ShackNews who gave $1,337 USD all going to help sick and injured kids across the United States and Canada. All told, we managed to raise over $12,000 while streaming at San Diego Comic-Con and we very much consider that a win. Extra Life's Senior Manager Lou Adducci and Extra Life Ambassador Comicstorian both went onto the official Dungeons & Dragons San Diego Comic-Con livestream to talk about tabletop gaming and Extra Life. The official Dungeons & Dragons Extra Life team set a goal of $300,000 USD for its members, and they have already raised over $26,000 USD! It's a great segment that you can watch for yourself. It contains some really interesting stories about Comicstorian playing D&D in the army and how integral the game is to the kids in Children's Miracle Network Hospitals. Lou also did a great job talking about what Extra Life does for the kids and what our plans are in the lead up to this year's Game Day. A huge thank you to the San Diego Extra Life guild who turned out in force with the support of Rady Children's Hospital. It was awesome seeing you pull together hundreds of strangers by telling them about how they can play games and help kids through Extra Life. We couldn't have done San Diego Comic-Con without you all. You're amazing. One of the common misconceptions about Extra Life is that someone can only participate if they play video games. Not true! Extra Life supports and encourages all kinds of play. To that end, we have been supporting Tabletop Appreciation Weekend for the past few years. This year, the event takes place August 24-25th and will be a time for players to gather together and play board games for the kids. If that sounds intriguing, learn more about Extra Life Tabletop Appreciation Weekend and be sure to sign up for Extra Life to help sick and injured kids in hospitals around the US and Canada by playing games! View full article
  18. Extra Life has had a busy couple of weeks between keeping on top of RTX, VidCon, and most recently San Diego Comic-Con. We were able to set up our booth just outside of the Esports Gaming Lounge in the Marriot Marquis Ballroom. This positioning gave us the opportunity to reach out to the hundreds of visitors visiting the lounge area to participate in open gaming and organized play. The event was sponsored by State Farm, HyperX, Team Liquid, and Mixer with production by Greenlit Content and Rekt Global. The streamed events from the Esports Gaming Lounge averaged about 16,000 viewers per day. As you might imagine, the team had their hands full keeping on top of everything. Thankfully, we had the assistance of the San Diego Extra Life guild and their local Children's Miracle Network Hospital, Rady Children's Hospital. From the start of the event until it wrapped up, their hard work brought in almost 400 new participants for Extra Life 2019! The cast and showrunners of SYFY's Van Helsing also stopped by to say hello and learn a bit more about what Extra Life does. It was pretty surreal seeing and talking Extra Life with actors like Aleks Paunovic and Jennifer Cheon as well as showrunner Jonathan Walker. It was crazy exciting! Extra Life had a stream going for the duration of Comic-Con that went from 10am - 5pm each day. In total, with the help of our guild members, Extra Life managed to raise over $10,000 USD in donations from the stream alone. Not only that, but we raised a bit shy of $2,000 USD from Mixer Embers, or chat donations, during the stream. Some of the event's biggest donors were State Farm, who generously donated $5000 USD and Team ShackNews who gave $1,337 USD all going to help sick and injured kids across the United States and Canada. All told, we managed to raise over $12,000 while streaming at San Diego Comic-Con and we very much consider that a win. Extra Life's Senior Manager Lou Adducci and Extra Life Ambassador Comicstorian both went onto the official Dungeons & Dragons San Diego Comic-Con livestream to talk about tabletop gaming and Extra Life. The official Dungeons & Dragons Extra Life team set a goal of $300,000 USD for its members, and they have already raised over $26,000 USD! It's a great segment that you can watch for yourself. It contains some really interesting stories about Comicstorian playing D&D in the army and how integral the game is to the kids in Children's Miracle Network Hospitals. Lou also did a great job talking about what Extra Life does for the kids and what our plans are in the lead up to this year's Game Day. A huge thank you to the San Diego Extra Life guild who turned out in force with the support of Rady Children's Hospital. It was awesome seeing you pull together hundreds of strangers by telling them about how they can play games and help kids through Extra Life. We couldn't have done San Diego Comic-Con without you all. You're amazing. One of the common misconceptions about Extra Life is that someone can only participate if they play video games. Not true! Extra Life supports and encourages all kinds of play. To that end, we have been supporting Tabletop Appreciation Weekend for the past few years. This year, the event takes place August 24-25th and will be a time for players to gather together and play board games for the kids. If that sounds intriguing, learn more about Extra Life Tabletop Appreciation Weekend and be sure to sign up for Extra Life to help sick and injured kids in hospitals around the US and Canada by playing games!
  19. Dungeons & Dragons has a long and storied history in the gaming community. The brilliant and fantastical innovations Gary Gygax and his team brought to the game have enthralled and entertained players and dungeon masters alike for 45 years. That made it a huge deal when Wizards of the Coast, the company that owns and expands upon the wonderful worlds of D&D, got involved in Extra Life back in 2013. The support both the Dungeons & Dragons community and the team behind the game have shown us over the years is nothing less than extraordinary. 2019 will be the seventh year dungeon masters and players alike take up their pens and papers to support Extra Life. All told, these efforts have raised over $600,000 USD for sick and injured kids in Children's Miracle Network Hospitals across the United States and Canada. This year, they aim to far surpass their previous work with a staggering goal of $300,000 USD. The creativity the team brought to fundraising stands out as one of the coolest parts of what Dungeons & Dragons has done for Extra Life. Over the years, Dungeons & Dragons has developed and released multiple modules and adventures for players to run during their Extra Life Game Day marathons. While having specialized Game Day content would have been incredible enough, Dungeons & Dragons went the extra step of making all proceeds from the sale of their specialized modules go toward Extra Life! So far, there are five unique adventures and supplements available for tabletop gamers to play through DMs Guild. The first is a full-on adventure to enter a forbidden valley in the mountains and the chance to come face-to-face with Kwalish, the eccentric inventor behind some of D&D's strangest items. The Lost Laboratory of Kwalish makes for a fun and varied adventuring experience that presents unique and interesting challenges for players to overcome, as well as fun roleplaying opportunities for the DM. The adventure itself seems well suited to being slipped into a pre-existing campaign as an engaging and memorable sidequest, especially if your DM loves to throw Kwalish's eccentric items at the party. Volo's Waterdeep Enchiridion presents an excerpt from Volo's Guide to Waterdeep updated for 5th edition D&D. It consists of a chapter excerpt from Waterdeep: Dragon Heist and serves as a handy guide to the city for players who might not want to share their precious hardcover books or might not want to purchase the full adventure for updated Waterdeep information. While perhaps not having the versatility of the other offerings from Dungeons & Dragons, it's invaluable as a tool to navigate the city of splendors. The Tortle Package gives players an entirely new location to adventure in or to incorporate into their campaigns, the Snout of Ongmar on the isle of Chult. People who purchase the supplement also receive the information necessary to play as tortles, humanoid turtles with a particularly distinct culture. As a cherry on top, The Tortle Package includes a dungeon called Dangwaru, the Typhoon Palace. Even if you aren't planning to run a campaign in the Snout of Ongmar, this collection of information and gameplay will undoubtedly be useful in crafting your own adventures. If you're looking to spice up your D&D campaign with a fun, unofficial race, One Grung Above has just what you've been looking for. The Grung were a race of frog people in second edition Dungeons & Dragons that were left behind by the passage of time. However, the unique race of amphibians stuck in the mind of Christopher Lindsay who was given the opportunity to design a small packet about the Grung for Extra Life and ran a campaign of Grung adventurers on the Dungeons & Dragons Twitch stream. Finally, The Lost Kenku presents the most comprehensive adventure of the bunch. Tasked with tracking down a kenku thief in the jungles of Chult, players stumble upon a much larger danger lurking in the dark mists of the dangerous island. Something sinister stirs among the townsfolk of Weirding and the adventurers who enter the town must solve the mystery or perish. With a town full of strange folk, an unorthodox mission target, and an ever-deepening sense of wrongness, The Lost Kenku is an excellent way to kick off a campaign with a satisfying bang. If that weren't enough, Dungeons & Dragons does even more! They have set up a small store where tabletop gamers can snag a cool shirt/tanktop/sweatshirt/hoodie with designs unique to the Dungeons & Dragons Extra Life team. Plus, all proceeds from the shirt sales go to Extra Life, too! So you can look snazzy, show your passion for D&D, and feel good that your money is going to help sick and injured kids all at the same time. It doesn't get much better than that. Dungeons & Dragons has a vibrant streaming schedule on Twitch. They frequently host excellent content for both Dungeon Masters and players, as well as people who just want to enjoy the stories that come out of the amazing campaigns put together by the folks behind D&D. In past years, Dungeons & Dragons broadcast campaigns that featured the content released to support Extra Life. It's been amazing to see and we can't wait to see what they have in store for this year's Game Day. A huge thank you to the Dungeons & Dragons team for giving so much of their effort to help kids in hospitals across North America. We can definitively say that Extra Life would be a lesser event without them and the amazing community they help bring into the event every year. It's mind-blowing. Here is to an even more amazing 2019, D&D! You can join the Dungeons & Dragons Extra Life team to support your local children's hospitals and be sure to follow those fine folk on Twitter to see what new and marvelous things they have coming in the future. One of the common misconceptions about Extra Life is that someone can only participate if they play video games. Not true! Extra Life supports and encourages all kinds of play. To that end, we have been supporting Tabletop Appreciation Weekend for the past few years. This year, the event takes place August 24-25th and will be a time for players to gather together and play board games for the kids. If that sounds intriguing, learn more about Extra Life Tabletop Appreciation Weekend and be sure to sign up for Extra Life to help sick and injured kids in hospitals around the US and Canada by playing games!
  20. Dungeons & Dragons has a long and storied history in the gaming community. The brilliant and fantastical innovations Gary Gygax and his team brought to the game have enthralled and entertained players and dungeon masters alike for 45 years. That made it a huge deal when Wizards of the Coast, the company that owns and expands upon the wonderful worlds of D&D, got involved in Extra Life back in 2013. The support both the Dungeons & Dragons community and the team behind the game have shown us over the years is nothing less than extraordinary. 2019 will be the seventh year dungeon masters and players alike take up their pens and papers to support Extra Life. All told, these efforts have raised over $600,000 USD for sick and injured kids in Children's Miracle Network Hospitals across the United States and Canada. This year, they aim to far surpass their previous work with a staggering goal of $300,000 USD. The creativity the team brought to fundraising stands out as one of the coolest parts of what Dungeons & Dragons has done for Extra Life. Over the years, Dungeons & Dragons has developed and released multiple modules and adventures for players to run during their Extra Life Game Day marathons. While having specialized Game Day content would have been incredible enough, Dungeons & Dragons went the extra step of making all proceeds from the sale of their specialized modules go toward Extra Life! So far, there are five unique adventures and supplements available for tabletop gamers to play through DMs Guild. The first is a full-on adventure to enter a forbidden valley in the mountains and the chance to come face-to-face with Kwalish, the eccentric inventor behind some of D&D's strangest items. The Lost Laboratory of Kwalish makes for a fun and varied adventuring experience that presents unique and interesting challenges for players to overcome, as well as fun roleplaying opportunities for the DM. The adventure itself seems well suited to being slipped into a pre-existing campaign as an engaging and memorable sidequest, especially if your DM loves to throw Kwalish's eccentric items at the party. Volo's Waterdeep Enchiridion presents an excerpt from Volo's Guide to Waterdeep updated for 5th edition D&D. It consists of a chapter excerpt from Waterdeep: Dragon Heist and serves as a handy guide to the city for players who might not want to share their precious hardcover books or might not want to purchase the full adventure for updated Waterdeep information. While perhaps not having the versatility of the other offerings from Dungeons & Dragons, it's invaluable as a tool to navigate the city of splendors. The Tortle Package gives players an entirely new location to adventure in or to incorporate into their campaigns, the Snout of Ongmar on the isle of Chult. People who purchase the supplement also receive the information necessary to play as tortles, humanoid turtles with a particularly distinct culture. As a cherry on top, The Tortle Package includes a dungeon called Dangwaru, the Typhoon Palace. Even if you aren't planning to run a campaign in the Snout of Ongmar, this collection of information and gameplay will undoubtedly be useful in crafting your own adventures. If you're looking to spice up your D&D campaign with a fun, unofficial race, One Grung Above has just what you've been looking for. The Grung were a race of frog people in second edition Dungeons & Dragons that were left behind by the passage of time. However, the unique race of amphibians stuck in the mind of Christopher Lindsay who was given the opportunity to design a small packet about the Grung for Extra Life and ran a campaign of Grung adventurers on the Dungeons & Dragons Twitch stream. Finally, The Lost Kenku presents the most comprehensive adventure of the bunch. Tasked with tracking down a kenku thief in the jungles of Chult, players stumble upon a much larger danger lurking in the dark mists of the dangerous island. Something sinister stirs among the townsfolk of Weirding and the adventurers who enter the town must solve the mystery or perish. With a town full of strange folk, an unorthodox mission target, and an ever-deepening sense of wrongness, The Lost Kenku is an excellent way to kick off a campaign with a satisfying bang. If that weren't enough, Dungeons & Dragons does even more! They have set up a small store where tabletop gamers can snag a cool shirt/tanktop/sweatshirt/hoodie with designs unique to the Dungeons & Dragons Extra Life team. Plus, all proceeds from the shirt sales go to Extra Life, too! So you can look snazzy, show your passion for D&D, and feel good that your money is going to help sick and injured kids all at the same time. It doesn't get much better than that. Dungeons & Dragons has a vibrant streaming schedule on Twitch. They frequently host excellent content for both Dungeon Masters and players, as well as people who just want to enjoy the stories that come out of the amazing campaigns put together by the folks behind D&D. In past years, Dungeons & Dragons broadcast campaigns that featured the content released to support Extra Life. It's been amazing to see and we can't wait to see what they have in store for this year's Game Day. A huge thank you to the Dungeons & Dragons team for giving so much of their effort to help kids in hospitals across North America. We can definitively say that Extra Life would be a lesser event without them and the amazing community they help bring into the event every year. It's mind-blowing. Here is to an even more amazing 2019, D&D! You can join the Dungeons & Dragons Extra Life team to support your local children's hospitals and be sure to follow those fine folk on Twitter to see what new and marvelous things they have coming in the future. One of the common misconceptions about Extra Life is that someone can only participate if they play video games. Not true! Extra Life supports and encourages all kinds of play. To that end, we have been supporting Tabletop Appreciation Weekend for the past few years. This year, the event takes place August 24-25th and will be a time for players to gather together and play board games for the kids. If that sounds intriguing, learn more about Extra Life Tabletop Appreciation Weekend and be sure to sign up for Extra Life to help sick and injured kids in hospitals around the US and Canada by playing games! View full article
  21. The Fantasy Iron Chef tournament nears its conclusion. Arakiel decides to interfere in the name of his new god. Sean waits in line for a waffle. Pribi implements the distraction necessary to begin the prison break-heist of South Gate's fortress. We Wanted Adventurers is a liveplay Dungeons & Dragons podcast that follows a motley trio of unlikely heroes as they bumble into adventures both big and small across the fantastical continent of Nevarrone. For the uninitiated, a liveplay podcast features an unscripted recording of a traditional tabletop roleplaying game, with all of the goofs and drama that comes with the territory. If you've never listened to the show before, here's a handy playlist to get you caught up. You can download or listen to the podcast over on Soundcloud, our hosting site, and iTunes. You can follow the show on Twitter for updates. Let us know what you think of the show! New episodes of We Wanted Adventurers will be released every Wednesday One of the common misconceptions about Extra Life is that someone can only participate if they play video games. Not true! Extra Life supports and encourages all kinds of play. To that end, we have been supporting Tabletop Appreciation Weekend for the past few years. This year, the event takes place August 24-25th and will be a time for players to gather together and play board games for the kids. If that sounds intriguing, learn more about Extra Life Tabletop Appreciation Weekend and be sure to sign up for Extra Life to help sick and injured kids in hospitals around the US and Canada by playing games!
  22. The Fantasy Iron Chef tournament nears its conclusion. Arakiel decides to interfere in the name of his new god. Sean waits in line for a waffle. Pribi implements the distraction necessary to begin the prison break-heist of South Gate's fortress. We Wanted Adventurers is a liveplay Dungeons & Dragons podcast that follows a motley trio of unlikely heroes as they bumble into adventures both big and small across the fantastical continent of Nevarrone. For the uninitiated, a liveplay podcast features an unscripted recording of a traditional tabletop roleplaying game, with all of the goofs and drama that comes with the territory. If you've never listened to the show before, here's a handy playlist to get you caught up. You can download or listen to the podcast over on Soundcloud, our hosting site, and iTunes. You can follow the show on Twitter for updates. Let us know what you think of the show! New episodes of We Wanted Adventurers will be released every Wednesday One of the common misconceptions about Extra Life is that someone can only participate if they play video games. Not true! Extra Life supports and encourages all kinds of play. To that end, we have been supporting Tabletop Appreciation Weekend for the past few years. This year, the event takes place August 24-25th and will be a time for players to gather together and play board games for the kids. If that sounds intriguing, learn more about Extra Life Tabletop Appreciation Weekend and be sure to sign up for Extra Life to help sick and injured kids in hospitals around the US and Canada by playing games! View full article
  23. With some downtime before they begin the plan to rescue their companions from South Gate Prison, the party visits the local library to investigate additional possibilities for their upcoming raid and learn more about the history of Nevarrone. They also travel back to the potion shop before visiting the sketchiest establishment in town. We Wanted Adventurers is a liveplay Dungeons & Dragons podcast that follows a motley trio of unlikely heroes as they bumble into adventures both big and small across the fantastical continent of Nevarrone. For the uninitiated, a liveplay podcast features an unscripted recording of a traditional tabletop roleplaying game, with all of the goofs and drama that comes with the territory. If you've never listened to the show before, here's a handy playlist to get you caught up. You can download or listen to the podcast over on Soundcloud, our hosting site, and iTunes. You can follow the show on Twitter for updates. Let us know what you think of the show! New episodes of We Wanted Adventurers will be released every Wednesday One of the common misconceptions about Extra Life is that someone can only participate if they play video games. Not true! Extra Life supports and encourages all kinds of play. To that end, we have been supporting Tabletop Appreciation Weekend for the past few years. This year, the event takes place August 24-25th and will be a time for players to gather together and play board games for the kids. If that sounds intriguing, learn more about Extra Life Tabletop Appreciation Weekend and be sure to sign up for Extra Life to help sick and injured kids in hospitals around the US and Canada by playing games!
  24. With some downtime before they begin the plan to rescue their companions from South Gate Prison, the party visits the local library to investigate additional possibilities for their upcoming raid and learn more about the history of Nevarrone. They also travel back to the potion shop before visiting the sketchiest establishment in town. We Wanted Adventurers is a liveplay Dungeons & Dragons podcast that follows a motley trio of unlikely heroes as they bumble into adventures both big and small across the fantastical continent of Nevarrone. For the uninitiated, a liveplay podcast features an unscripted recording of a traditional tabletop roleplaying game, with all of the goofs and drama that comes with the territory. If you've never listened to the show before, here's a handy playlist to get you caught up. You can download or listen to the podcast over on Soundcloud, our hosting site, and iTunes. You can follow the show on Twitter for updates. Let us know what you think of the show! New episodes of We Wanted Adventurers will be released every Wednesday One of the common misconceptions about Extra Life is that someone can only participate if they play video games. Not true! Extra Life supports and encourages all kinds of play. To that end, we have been supporting Tabletop Appreciation Weekend for the past few years. This year, the event takes place August 24-25th and will be a time for players to gather together and play board games for the kids. If that sounds intriguing, learn more about Extra Life Tabletop Appreciation Weekend and be sure to sign up for Extra Life to help sick and injured kids in hospitals around the US and Canada by playing games! View full article
  25. Drawn in by some discrete and dubious markings on the side of a local inn, the party enters an inn and becomes acquainted with a reckless thief with a bold plan. The enigmatic rogue possesses grand ambitions that might somewhat align with the group's mission to save their captured companions. Pribi begins concocting a scheme to unleash chaos upon the city of South Gate and distract the guards during their upcoming infiltration. We Wanted Adventurers is a liveplay Dungeons & Dragons podcast that follows a motley trio of unlikely heroes as they bumble into adventures both big and small across the fantastical continent of Nevarrone. For the uninitiated, a liveplay podcast features an unscripted recording of a traditional tabletop roleplaying game, with all of the goofs and drama that comes with the territory. If you've never listened to the show before, here's a handy playlist to get you caught up. You can download or listen to the podcast over on Soundcloud, our hosting site, and iTunes. You can follow the show on Twitter for updates. Let us know what you think of the show! New episodes of We Wanted Adventurers will be released every Wednesday One of the common misconceptions about Extra Life is that someone can only participate if they play video games. Not true! Extra Life supports and encourages all kinds of play. To that end, we have been supporting Tabletop Appreciation Weekend for the past few years. This year, the event takes place August 24-25th and will be a time for players to gather together and play board games for the kids. If that sounds intriguing, learn more about Extra Life Tabletop Appreciation Weekend and be sure to sign up for Extra Life to help sick and injured kids in hospitals around the US and Canada by playing games!
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