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In this episode Ariel and Ray take one last look at the Armorsmith's Handbook, a massive endeavor from the Grim Press that has to introduce twenty unique places to your campaign setting. Ray and Ariel discuss how to read and prepare box text so that your players immediately know where they are and why they should care about it. Then they talk about how to expand on a setting idea once you've settled on where you want to go, so that the setting feels alive and your players feel engaged after the first impression.
Sign up for your copy of the Armorsmith's Handbook at bit.ly/armorsmith today!
Included in this this 175+ page sourcebook, we've created 20 drop-in merchants for your game of 5th Edition.
Accompanying each armorsmith is
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In this episode Ariel and Ray take one last look at the Armorsmith's Handbook, a massive endeavor from the Grim Press that has to introduce twenty unique places to your campaign setting. Ray and Ariel discuss how to read and prepare box text so that your players immediately know where they are and why they should care about it. Then they talk about how to expand on a setting idea once you've settled on where you want to go, so that the setting feels alive and your players feel engaged after the first impression.
Sign up for your copy of the Armorsmith's Handbook at bit.ly/armorsmith today!
Included in this this 175+ page sourcebook, we've created 20 drop-in merchants for your game of 5th Edition.
Accompanying each armorsmith is