Part of the reason I started publishing modules is because I was running games where I showed up with a handful of maps, some new monsters and a rough idea for a story-line and an adventure.
In writing up the adventures for players who missed the day, I was getting pretty solid feedback on how much fun the sessions were.
It’s nearly impossible to capture impromptu in quite the same way in a print module, but that playing style informs how I create my modules: maps and monsters first, and wait to see what kind of story evolves from it.
Theramour’s Keep is no different in that regard: maps like this one of Theramour are pretty much done for the module, but the story-line continues to develop and unfold.
Stay tuned to see what direction Theramour’s Keep might take your band of adventurers!
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