For a game called Dungeons & Dragons, it sure seems like homebrew games (and even a lot of pre-written campaigns) skimp on both—which is something I'm guilty of myself. Give me a rulebook for anything ...
The first-ever major Critical Role adventure text through Wizards of the Coast is Explorer’s Guide to Wildemount. The book takes players from levels 3-12 in a continent-spanning saga that roams from ...
Former D&D Creative Director Chris Perkins reflects on how adventure-campaign books became central to 5e's success.