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- Blades In The Heart Of Hollowatch | Game Master's Keep
The D&D campaign straring a guest DM set in Cadamune, a world crafted by gods, was once a harmonious masterpiece of varied domains, but as centuries passed and divine races were born, discord and cataclysm reshaped its fate, setting the stage for our unfolding story 300 years later. Brought to you by The Game Master's Keep Blades In The Heart Of Hollowatch Cadamune, a world crafted by gods, was once a harmonious masterpiece of varied domains, but as centuries passed and divine races were born, discord and cataclysm reshaped its fate, setting the stage for our unfolding story 300 years later. Season 2 Meet the SF1 section of the Blades, an elite group of operatives personally chosen by Captain Kreck, a no-nonsense commander who rose through the ranks from humble beginnings. Known for his unwavering honour and justice, Captain Kreck commands the utmost respect from all who know him. Inside the Blades' headquarters, SF1 assembles for their morning briefing. The ragtag team forms a semblance of a lineup: some stand with military discipline, eagerly awaiting their orders, while others lounge with their legs dangling off the stage or gaze at the clouds, naming animals they see. A large bell rings in the distance, signalling the top of the hour. One Blade, perched on the stage, leaps off and swiftly joins the lineup. As the final bell chimes, the door to the side of the stage bursts open with a forceful slam, a trademark of the always punctual Captain Kreck. He strides purposefully, his uniform immaculate, walking in a perfectly straight line before making a sharp turn to the podium. With a final four steps, he reaches the podium and clicks his heels together, the sound echoing through the hall. Captain Kreck surveys SF1, draws a deep breath, and begins his briefing. "Good morning, SF1. I see you're as tidy as usual. I’ve heard some rumours that you weren’t playing nice with the regulars this weekend." A few Blades grin, but Captain Kreck's stern gaze quickly quells their amusement. "Since this information can't be proven, we’ll let it lie. Your orders are to patrol the dockside this week, focusing on the cargo and fishing areas. Intelligence suggests that a group of importers has been bribed to smuggle items with false import stamps. Find out what’s being imported, identify who’s behind it, and report back to me." He turns to the sergeant. "Sergeant, keep them in check this week. No incidents, understood? Dismissed." The sergeant, understanding the gravity of the task, leads the squad out of the headquarters towards the harbour. Gameplay The Blades made their way to the shipyard and docks, intending to speak with the harbour master, a well-dressed halfling known for his exceptionally long top hat. Approaching his office, they noticed him on the quayside, conversing with a group of rough-looking men. The harbour master appeared nervous. To avoid startling them, the Blades deployed their rogue to stealthily eavesdrop on the conversation. Despite a successful acrobatic leap onto the roof, a low stealth roll prevented the rogue from hearing the entire discussion. They did catch the ending: "The shipments are due soon. The last boat you recommended failed us. They've been dealt with and will arrive soon. Strange things happen at sea, especially on the journey here. Do not fail us again." After the men left, the Blades approached the harbour master, who denied any knowledge of illicit activities and sent a runner to fetch the import/export manifesto. When the runner returned, he whispered something that visibly frightened the harbour master. Trying to cover his fear, the harbour master handed over the large book and attempted to leave. Sensing his unease, the Blades conducted an insight check and, with a high roll, discerned that he was scared and lying to them. Meanwhile, a commotion was growing at the far jetty as an unusual number of people gathered. The Blades joined the crowd and noticed that a ship was docking without following standard customs procedures. As the ship drew closer, they realised the sail was not canvas but the sewn-together skin of the crew, designed to appear like a sail from a distance. The ship was secured, and a goliath Blade tried to pull it to the jetty but instead tore a piece of the jetty towards the ship. Investigating the ship, the Blades found standard cargo on the top deck, but in one box, they discovered a young child stuffed inside. The child revealed that his mother, a crew member, hid him there before another ship boarded them. A high perception roll confirmed the boy's story. Upon seeing his parents' remains used as the sail, the child became too distressed to answer further questions. Searching the upper deck, the Blades found a skeleton key and the captain's log hidden in the steering wheel. They proceeded to the captain's quarters, finding only sawdust. Below, they discovered the deceased crew propped up around the captain’s table. The captain's last note read, "Thy shall not cross the port, for pain and suffering is the punishment." Counting the crew, they noted that five were unaccounted for, including the boy. Descending to the second-lowest deck, the Blades encountered a magical darkness concealing several bullywugs. The druid transformed into a bullywug and attempted to communicate, managing to convince two of the four and a grotesque animal to leave. The ensuing battle was swift, with the Blades emerging victorious. Season 3 The Blades found themselves back on the ship where they had left off. With the bullywugs defeated, they continued their search, heading to the lowest deck. This deck was split in two: the bow contained storage for more expensive and water-sensitive goods, while the stern housed accommodation, which was locked. Remembering the skeleton key, they opened the door and discovered a group of well-armed people taking cover in the galley. Initially confused and almost coming to blows, both groups soon realised that the Blades were law enforcement from Hollowatch, and the armed individuals were survivors. The Blades questioned the survivors, who explained that they were not crew members but passengers en route to Hollowatch to visit family. They had been left tied up and locked in the accommodation when the masked assailants ran out of time. The survivors eventually freed themselves but couldn't escape due to the reinforced door. An insight check confirmed their story, except for their reason for visiting. Subsequent low rolls on insight checks made further interrogation futile, so the Blades abandoned it. The Blades ordered the survivors to stay with them. Meanwhile, reinforcements from Blades HQ arrived, having seen the ship come in and dispatched a team to investigate. It was decided to bring the survivors back to HQ, but the boy who had been found earlier was missing. SF1 left another team of Blades on the ship and started back to HQ. On their way, they noticed a ship being loaded with unusual-looking boxes by people who clearly did not work for the harbour. When the Blades approached to ask what was happening, they were instantly attacked. Four attackers were on the jetty, and more seemed to be on the ship. Instead of fighting, most of the attackers threw the boxes into the sea, prioritising this over preserving their own lives. Only after the boxes were in the water did they fight back. Meanwhile, the people on the ship began freeing it from the jetty ropes to make a quick escape. Some of the Blades used their abilities to save the boxes from the water, hoping to preserve evidence. One Blade attempted to break open a box with a great axe but found it well-made and resistant to damage. A few Blades fought their way onto the ship and reached the control deck, only to find it empty. The ship was being remotely controlled by magic. Despite efforts to change its direction, the ship sailed 100 metres before stopping abruptly, with all magic ceasing. Had this been a diversion, or had the Blades successfully stopped the ship? The answer remained unclear. Session 4 The Blades were perplexed by the sudden stoppage of the ship. With all foes either dead or escaped, they began searching for evidence or clues about what had happened. Suddenly, a massive explosion rocked the ship and jetty, as all the boxes detonated in a fiery inferno. The blast threw the Blades and survivors to the ground, leaving some severely injured and one unconscious. Reacting quickly, the Blades on the jetty decided it was best to bring the small ship back into the harbour to reunite the team. One of the survivors swam out and tied a rope to the ship, allowing the stronger members on the jetty to pull it back in. There was some confusion from a Blade with a -5 intelligence modifier, who didn’t understand that everyone needed to pull the same rope. Fortunately, a death saving throw for the unconscious survivor was successful. Once reunited, a commander from another section of the Blades arrived with more reinforcements and clerics. He informed SF1 that the city was under attack and they needed to return to base to regroup. The clerics fully healed the Blades, and they set off towards HQ. The path ahead was chaotic, filled with people running for their lives, helping others, pillaging, rioting, and some causing havoc—likely the attackers. Several conflicts erupted on the way back, with attack dogs used by the enemy to injure the Blades. The Blades employed a fire elemental to create fire barriers for protection. After leaving a trail of bodies behind them, they finally arrived back at HQ, a little battered but all alive.
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- Greg Bluecap | Game Master's Keep
The Monthly story of greg bluecap. A story that follows the adventure of a gnome guided by a cryptic journal, ventures into an enchanted forest teeming with mysterytTo uncover the secrets of the Starheart Amulet intertwines with a mission to protect newfound companionship in a realm brimming with perilous wonders. The Dice Roll Dispatch Monthly newsletter by The Game Master's Keep Upcoming events, News, deals, Stories and more. Greg Bluecap - 4 minute read. In the heart of Glimmerwood, within his parents' cosy gnome home, Greg Bluecap embarked on renovations. While tearing down a false wall near the grand fireplace in the living room—a place of cherished memories—he stumbled upon a hidden safe. As dust settled, he gazed at it, a vague memory stirring within him. Chapter 1: "Breaking down walls" The safe had the initials LB and NB embedded in gold. With his parents in mind, he turned the dial and entered his birthdate—a combination of numbers his mum always said were her favorite. But the lock remained stubbornly shut. Frustration crept in as he racked his brain for another clue. Then, like a long-forgotten whisper, a memory resurfaced. He remembered a playful game he used to play with his parents, a game that involved taking them to various addresses on Christmas Eve. His heart raced as he considered trying the combinations of the addresses they had visited. He dialed in the numbers. A smile crept on to his face with loving memories of his Nanna, Jenny Bluecap or Cappy as he lovingly called her. CLICK! The lock finally surrendered to the combination, The safe creaked open. Inside, Greg discovered a trove of personal treasures—amungst bundles of handwritten papers and some childhood toys, was a light blue leather booklet embedded with the names ‘Landon & Nyla Bluecap’, tied closed with some red ribbon. Blue from his dad and red from his mum. He opened it to find that the journal was a trove of cryptic writings, sketches of fantastical creatures and old maps. But one thing stood out. Capturing his attention like a siren's call. The recurring mention of a name he knew well. The Starheart Amulet. The very name sent shivers down his spine. Legends whispered that the amulet held unimaginable power, tied to the heart of the enchanted forest itself. It was also rumored to be the cause of his parents' mysterious disappearance when he was just a child. As he delved deeper into the journal's pages, an excitement coursed through him. Each entry hinted at a secret path through the forest, marked by cryptic symbols and clues that only someone deeply attuned to the ways of Glimmerwood could decipher. Greg's heart raced as he realised that this journal might hold the key to unraveling the mystery that had cast a long shadow over his life. It was a chance to reconnect with the parents he barely knew and perhaps even to discover the fate that had befallen them. Without hesitation, Greg began to pack the needed equipment and resources into his trusted bag, one that had already been on many adventures with him. He was prepared to embark on a journey that would take him deep into the heart of Glimmerwood. To venture into the unknown, guided by the fading ink from history, the cryptic maps that hinted to unveil long lost secrets. Do you want to be the first to read the next chapter of the story? Subscribe to Our Newsletter Enter your email here Sign Up Thanks for submitting! - 4 minute read. Guided by the cryptic journal, Greg ventured deeper into the enchanted forest, following the clues described within his parents Journal. As the sun dipped below the horizon, casting long shadows beneath the towering trees, he sought refuge in a secluded grove adorned with bioluminescent mushrooms and rare herbs. The grove provides shelter and a defensible position, making it an ideal place to rest. With his trusty sword and crossbow within arm's reach, Greg lay down to sleep, ready for any nocturnal threats. The forest was alive with the sounds of the wild, a reminder of its untamed nature. Chapter 2: "Chance Encounter" Suddenly, the unmistakable sounds of animals drew nearer. Greg's senses went on high alert, and he prepared himself for a potential attack from hungry creatures. Yet, oddly, the sounds gradually receded, leaving him unscathed. He breathed a sigh of relief, convinced he would spend the night undisturbed. But just as he began to relax, a cacophony of animal noises broke out. Amidst the discord, a child's cry pierced the night, and a flash of light illuminated the darkness. Puzzled, Greg couldn't fathom why a child would be out in the heart of the enchanted forest at this hour. Curiosity lured him from his shelter, and he followed the commotion, eventually stumbling upon a shocking scene. A pack of wolves circled a large tree, snapping at the base of it as if trying to reach something inside. Heart pounding, Greg observed from a concealed position behind a rock. He couldn't bring himself to harm the wolves, especially with their younglings present. Thinking quickly, Greg reached into his bag of holding and produced a peculiar horn-shaped contraption. He raised it to his lips and released a blood-curdling sound—the very call of the Block, the wolves' only true predator in this forest. The pack grew frenzied, half-afraid of the Block's potential arrival, yet unsure of its direction. Greg started to move positions each time he would unleash the horns cry of the Block. He did this again and again until the wolves were in a state of utter chaos. At last, he loaded an arrow into his crossbow, aimed at a cluster of rocks between him and the pack, and released. The arrow erupted in a silent burst of blue light, shattering the rocks and showering the wolves. Panic-stricken, they fled into the forest, leaving Greg with an eerie quiet. Cautiously, Greg approached the tree, realising the "child" was, in fact, a small four-legged creature trapped within. No coaxing could lure it out. Greg attempted food and drink, but it remained unmoved. He made a resolute decision that he could not leave the creature alone. He arranged some rocks and set up a fortified camp outside the tree, ready to repel the wolves with the horn of mimicry or more lethal tactics if needed. While also being ready to defend himself against the creature in the tree if it turns out to be hostile. As the night brightened and the morning light began to filter through the trees, Greg gathered wood and lit a fire to ward off the chill. Suddenly, like a bolt of lightning, the trapped creature emerged from the tree and jumped into the fire, sending hot embers flying. Acting swiftly, Greg stomped out the embers and peered into the flames, where he discovered a miniature dragon, its scales as black as night. As the dragon basked in the warmth, its scales shifted from a wary black to a reassuring shade of yellow. Greg sat on a rock, observing the creature, its tiny wings unfurled, and its eyes locked on Greg. The fire slowly waned, and the dragon began to venture away from Greg. It spread its wings and attempted to fly, only to crash to the ground. Greg, standing atop a log, watched in silence as he realised the dragon was missing a wing, likely lost in its battle with the wolves. As the dragon continued to struggle to take flight, Greg added more logs to the fire, producing a high flame. He whistled and pointed to the fire, attempting to coax the dragon back to its warm haven. Reluctantly, the miniature dragon returned to the flames, realising that life had taken a dire turn. As they both listened to the distant howling of the wolves, it became evident that the tiny dragon's fate had intertwined with Greg's. Prone to attack and vulnerable, the forest had become an even more dangerous place for the dragon. What would become of this miniature dragon, and how would Greg handle this unexpected companion in his quest for the Starheart Amulet? With the wolves lurking in the shadows, a new chapter in their journey had begun. Chapter 3 “A Friendship Formed In Fire" - 7 minute read. As Greg perched on a log beside the hollow tree and the dragon absorbed the dwindling warmth of the fire's embers, they maintained a stillness, locking eyes as a myriad of unanswered questions swirled in their minds. Greg's journey had been fraught with problems even before departing his home, and now, it seemed, the situation had only worsened. Amidst the uncertainty of what lay ahead, they remained motionless until the pangs of hunger began to gnaw at them. With the fire's last embers fading, Greg rose to his feet, commencing the task of packing his belongings, poised to resume his journey. The dragon observed Greg's movements, attempting to peer around him as he packed his bag. Greg, catching glimpses of the dragon's gaze through the reflection in his impeccably polished sword, would frequently glance back. However, each time the dragon caught him looking, it would avert its eyes, feigning disinterest. As Greg perched on a log beside the hollow tree and the dragon absorbed the dwindling warmth of the fire's embers, they maintained a stillness, locking eyes as a myriad of unanswered questions swirled in their minds. Greg's journey had been fraught with problems even before departing his home, and now, it seemed, the situation had only worsened. Amidst the uncertainty of what lay ahead, they remained motionless until the pangs of hunger began to gnaw at them. With the fire's last embers fading, Greg rose to his feet, commencing the task of packing his belongings, poised to resume his journey. The dragon observed Greg's movements, attempting to peer around him as he packed his bag. Greg, catching glimpses of the dragon's gaze through the reflection in his impeccably polished sword, would frequently glance back. However, each time the dragon caught him looking, it would avert its eyes, feigning disinterest. Once Greg had finished packing, he swung his bag over his shoulder, grasped his sword, and set off. After a few steps, he turned back and addressed the dragon, "Well, are you coming?" The words lingered in the air as the dragon remained motionless. After a few moments, Greg resumed his journey, scanning his surroundings upon hearing a noise, only to discover that the dragon had vanished, leaving no tracks behind. Unsure if the dragon would choose to accompany him, Greg pressed on, leaving the decision in the dragon's hands. Continuing his trek, Greg arrived at a narrow, unfamiliar path, absent from his journal. Aware of his need to head north toward the glowing river, he opted to follow this track, presuming it would facilitate quicker movement in his intended direction. Traversing the seemingly well-trodden path, he was interrupted by the approach of a cart from behind. Swiftly diving into the foliage at the side, he concealed himself, recognizing that most traversing this forest harboured intentions beyond admiring the picturesque trees. As the cart drew near, Greg observed its horseless movement. Rain seemed to hover in the air, an illusion mimicking the presence of horses' reins. Intrigued, Greg scrutinised further, detecting a faint glimmer of arcane magic as the cart passed beneath a tree's shadow. As it traversed past him, Greg glimpsed the cart's rear, laden with rare animal skins and items—poachers' plunder. Greg was filled with a mix of anger and distress. Since childhood, Greg had cherished animals and was incapable of causing them harm. At the age of ten, while attempting to rescue an injured creature, he found himself stuck halfway down a cliff. It took almost a day before the village search party discovered him. His injuries confined him indoors for nearly a year. Despite the hardships, he cherished this time, relishing his solitude with his parents. His mother taught him about plants, while his father devised puzzles that Greg enjoyed solving. Greg continued his journey, encountering another horseless cart shortly after. It was propelled by the same arcane force, carrying similar animal parts in the rear, this time with a captive tied down. Greg, once again, chose to take no action. Poaching remained an ongoing issue in the enchanted forest. He resolved to inform his village upon reaching a settlement, enabling them to address it with their Sky Ship and local law enforcement. Deciding that hiding would negate any potential advantage in speed due to the cart's well-used trail, Greg resumed his journey through the forest. However, his progress was abruptly halted by a sudden thud. In a flurry of mechanical sparks and magic, Greg found himself ensnared, incapable of moving a single muscle. Despite attempting his limited knowledge of magic to free himself, his efforts proved futile. Trapped in one of the poachers' devices, he remained stuck for some time while the trap projected a light in the sky, signalling his discovery by the poachers. Emerging from the forest, a small group of goblins trailed by larger animals, the Poachers, revealed themselves. Their appearance was almost human in their crude guise, marked with the symbol of the Darklights—a notorious group known for brutality. Originating from Port Lintel, a smog-laden port town serving as a bustling hub of trade and industry, it cast a menacing silhouette against the forest's bioluminescence. A younger goblin dashed toward Greg, eager for the kill and boasting rights, as if Greg were to be his inaugural conquest. Greg tensed his muscles, bracing for the impending strike. Suddenly, another burst of bright sparks and magic ensued, ensnaring the goblin. The remainder of the pack erupted in laughter at the sight of the young goblin caught in the magical trap. Amidst the mockery, one of the men chuckled, "It's always amusing the first time they encounter it." An older, burly man approached Greg, pulling out an item from his bag—a glowing blue rod, possibly a key. As the man drew closer, Greg caught the mumbles of an incantation, feeling the weakening of the restraining field. He slowly manoeuvred his head, glimpsing other goblins poised for the kill. Aware he had only one opportunity to retrieve his weapons and attempt an escape. With the field collapsing, the goblins charged, nearly injuring the frozen young goblin in their frenzy. Greg swiftly evaded the immediate danger, deflecting one goblin's attack and using his position to trip another, briefly stalling the onslaught. Employing an item from his bag, a bang and a puff of smoke filled the area. He reached for his crossbow, tensing the rope to release a pre-loaded arrow into the cloud of smoke. A flash of blue light revealed the enemy's silhouettes, enabling Greg to strike one target, causing it to scream in pain before he dashed into the densest part of the forest, facing a group of goblins unaccompanied by a leader. Engaging in combat, Greg's 2nd arrow impacted, causing a large explosion that hurled goblins from the clearing. He clashed with a goblin who deftly deflected his attack, yet Greg's skill allowed him to wound another behind, rendering it motionless. However, the adversaries, more determined than before, closed in. Greg realised the party behind him had caught up, leaving no escape from any direction. Despite exploiting the uncoordinated attacks, he found himself falling amidst the goblins, losing his advantage. Surveying for the poachers' intervention, he noticed their absence from the clearing, possibly awaiting the outcome, relishing the spectacle. In a desperate moment, the young goblin, previously frozen, lunged at Greg with a vicious intent. Preparing for the end, Greg shut his eyes, contemplating the unfinished journal. Abruptly, a blinding light, intense heat, and screeches filled the air. Upon reopening his eyes, the once-green clearing now lay blackened and smoking. The goblins fled, the youngling charred black on one side, now a bizarre half-black, half-green creature. Realising their mistake was his salvation, Greg rose to his feet, halting as he encountered the piercing gaze of a young red dragon. Feeling the residual heat from its breath, he staggered to his feet, realising why the goblins had fled. Intent on following suit, he observed the dragon's weird state—a yellow-tipped tail and a single wing. The dragon had returned to rescue Greg. In the background the poachers' voices urging for Greg's demise 'KILL HIM' they shouted. The dragon, its head now blackened, spewed a small burst of fire, barely reaching the goblins but enough to deter them. Greg, acknowledging their inability to fight, suggested fleeing. On hearing this the dragon seemed to transform, almost taking the form of a snake with legs, sprinting towards the forest's edge, prompting Greg to follow. They ran, evading the poachers until they believed they had outmanoeuvred them, but continued their journey until nightfall. They found a good location and Greg began to settle onto the ground, extracting some food from his bag and breaking it in half before tossing a portion to the dragon, which swiftly devours it. Finding a spot that appears secure and defensible, Greg turns to the dragon and advises, "Get some sleep, you'll need it." He proceeds to dig a pit, filling it with sticks, then retrieves his flint to ignite the fire. The dragon contributes by breathing a flame, igniting the tinder. As the fire crackles to life, they draw near for warmth, the dragon's tail cautiously dip's in to the fire absorbing the heat, gradually shifting the dragons hue back to yellow. Observing the dragon slumber and undergo a chromatic transformation, Greg expresses gratitude, murmuring, "Thanks." The dragon momentarily opens an eye, glancing at Greg before shutting it once more. Greg leans against a tree, crossbow primed, sword in hand, pulling down his blue cap and maintaining a vigilant stance, drifting in and out of sleep but remaining ever alert. The gentle glow from his cap intensifies slightly. The faint blue radiance from his hat, blending with the fiery glow on the leaves, bathes the area as the two find respite. A burgeoning bond between them forms, as they prepare to embark on tomorrow's adventures, now just a brief slumber away, both drifting into a well-deserved rest. The Dice Roll Dispatch Monthly newsletter by The Game Master's Keep Upcoming events, News, deals, Stories and more. Enter your email here Sign Up Thanks for submitting!
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Immerse yourself in Northern Scotland's vibrant gaming community with The Game Masters Keep. Discover local hotspots for board games, card games, and tabletop RPGs like Dungeons and Dragons, Warhammer, Pokemon, X-wing, Bolt action, Achtung Panzer and Magic: The Gathering. If you want to find geek or nerd stuff then we may know a place. Uncover hidden gems for model-making and strategy games, and connect with fellow enthusiasts. Your ultimate destination for all things gaming awaits. Gaming In The North Of Scotland Select your county from the map below to find gaming shops, locations, clubs, and events near you. Discover the best gaming places in your area with ease. Unfortunately, As of the 12/03/2024 we haven't had a quest to find locations in these areas. If you know of any let us know by contacting us below and allow others in your area to find them. Do you know of a shop, club, group or event? Do you want to be included in the fastest-growing gaming search site for FREE? It's as easy as clicking the link below, Get in touch, fill in a form, and we do the rest Contact Us
- X-Wing How to play | Game Master's Keep
X-Wing Miniatures Game is an exciting tabletop gaming experience that puts players in the cockpit of iconic starfighters from the Star Wars universe this strategic game allows players to engage in thrilling space battles, recreating intense dogfights. With meticulously detailed pre-painted miniatures and a customizable squadron-building system, players can create their own fleets and test their tactical skills in dynamic scenarios. Throughout the game, players strategize, maneuver, and engage in dynamic battles while considering ship abilities, upgrades, and positioning. The sequence of phases repeats until a victor emerges, creating an engaging and immersive tabletop experience in the Star Wars universe. To visit the X-Wing website and read the instructions click here Playing the X-Wing Miniatures Game involves several steps that take you through the exciting process of commanding starfighters in thrilling space battles. Here's a concise overview of the gameplay steps: 1. Set Up: Choose your factions: Decide whether you'll command Rebel Alliance, Galactic Empire, Scum and Villainy, or other factions. Build your squad: Construct a squadron by selecting ships, pilots, upgrades, and assigning points based on the format you're playing. 2. Initial Placement: Place obstacles: Set up obstacles (asteroids or debris) on the play area according to the rules. Place ships: Place your ships within a designated area of the play area, adhering to deployment rules. 3. Activation Phase: Determine initiative: Players roll dice or use predefined values to establish who has initiative for the round. Reveal dial: Simultaneously reveal the maneuver dials for all ships, indicating their planned movements for the round. Execute maneuvers: Move ships in ascending initiative order, using movement templates to determine their paths. 4. Action Phase: Perform actions: In descending initiative order, each ship can perform actions listed on its ship card, such as focusing, target locking, or boosting. 5. Attack Phase: Declare targets: Starting with the ship with initiative, players choose targets and declare attacks. Roll attack dice: Roll a number of attack dice based on the ship's primary weapon value and any modifiers. Modify dice results: Spend focus tokens, use pilot abilities, or upgrades to modify dice results. Defend: The defending player rolls defense dice based on their ship's agility and any modifiers. Modify defense results: Spend evade tokens or use pilot abilities to modify defense dice results. Compare results: Compare attack dice results to defense dice results to determine hits, critical hits, and evades. Apply damage: Apply hits and critical hits to the defender's hull, drawing damage cards for critical hits. 6. End Phase: Check pilot stress: Remove stress tokens from stressed ships. Remove expired tokens: Clear any tokens that expire at the end of the round. Check conditions: Resolve any end-of-round conditions or effects. 7. Next Round: Repeat steps: The game proceeds to the next round, starting with the activation phase. 8. Winning the Game: The game continues for a predetermined number of rounds or until one player's ships are all destroyed. The player with surviving ships or the most points wins, based on the format being played.
- MTG For Beginners | Game Master's Keep
Disscovert about the different types of Magic the gathering card types and what they are used for. Magic: The Gathering features a multitude of card sets, each offering a unique experience, gameplay mechanics, and captivating lore. Here are descriptions of some notable sets: Card Types Common card types Youtube - Magic page Youtube - How to play Amazon starter kit MTG Main Page list of terms, sections, and words related to Magic: The Gathering Card Types: Gameplay Terms: Abilities: Actions: Mana and Land: Targeting: Special Actions: Mechanics: Miscellaneous: Card Types: Creature: Represents beings like creatures, beasts, and monsters. They can attack opponents and defend against attacks. Land: Lands provide the mana needed to cast spells. They are the foundation of your magical power, enabling you to play other cards. Each land type can produce a specific type of mana, essential for casting spells. Sorcery and Instant: Spells with immediate effects. Sorceries can only be cast during your main phase, while instants can be cast at any time, even in response to other spells or abilities. Artifact and Enchantment: Cards that stay in play and provide ongoing effects. Artifacts are magical objects with various abilities, while enchantments attach to other permanents and grant them additional abilities. Planeswalker: Represents powerful characters who aid you in battle. They have unique abilities that can influence the game in various ways. Gameplay Terms: Enters the Battlefield: Describes when a permanent comes into play from your hand, library, or other zones. Tap/Tapped: When a permanent is turned sideways to indicate that it has been used, often to show that it has attacked, tapped for mana, or activated ability. Destroy: Removes a permanent from the battlefield, typically sending it to the graveyard. Sacrifice: To destroy a permanent as part of a cost or effect. It usually involves sending it to the graveyard. Exile: Removes a card from the game entirely, often as a result of certain spells or abilities. Library: Your deck of cards from which you draw during the game. Graveyard: The zone where cards go after they're destroyed, sacrificed, or otherwise leave the battlefield. Hand: The set of cards you hold and can play from during your turn. Control: Refers to which player owns or is currently in charge of a permanent or spell. Abilities: Flash: Allows you to cast a spell at any time you could cast an instant, often catching opponents by surprise. Haste: Creatures with haste can attack and use abilities immediately, without waiting for a turn. Menace: Creatures with menace can't be blocked except by two or more creatures. Hexproof: Creatures or players with hexproof can't be the targets of spells or abilities opponents control. Indestructible: Permanents with indestructible can't be destroyed by damage or effects that say "destroy." Lifelink: Creatures with lifelink cause their controller to gain life equal to the damage dealt by the creature. Trample: Creatures with trample can assign excess combat damage to the defending player or planeswalker if they block. Vigilance: Creatures with vigilance don't tap when they attack, allowing them to block on the same turn they attack. Double Strike: Creatures with double strikes deal combat damage twice: first during the first-strike combat damage step, then during the regular combat damage step. Deathtouch: Creatures with Deathtouch destroy any creature they deal damage to, regardless of how much damage is dealt. Actions: Create: Used when a spell or ability puts tokens onto the battlefield. Destroy: Removes a permanent from the battlefield, typically sending it to the graveyard. Sacrifice: To destroy a permanent as part of a cost or effect. It usually involves sending it to the graveyard. Exile: Removes a card from the game entirely, often as a result of certain spells or abilities. Draw: Take the top card from your library and add it to your hand. Mana and Land: Mana: The resource used to cast spells and activate abilities. It comes in five colors: white, blue, black, red, and green. Land: Cards that produce mana when tapped. They are crucial for casting spells and activating abilities. Targeting: Target Creature: Spells or abilities with this designation affect the creature chosen as the target. Enchanted Creature: When a permanent is attached to a creature, granting it additional abilities or effects. Special Actions: Attach: Connecting an aura or equipment to a permanent. Equip: Attaching an equipment card to a creature you control. Mechanics: Scry: Looking at the top cards of your library and rearranging them. Mill: Putting cards from a player's library into their graveyard. Goaded: Forcing a creature to attack a player other than you during its controller's next combat if able. Cycling: Discarding a card with cycling and drawing a new card from your library. Miscellaneous: Stack: The zone where spells and abilities wait to resolve, operating on a last-in, first-out basis. Activate only: Abilities that can only be activated at certain times, as specified by the card text. As sorcery: Describes abilities that can only be activated during a player's main phase and when the stack is empty. Ward: A keyword ability that protects a permanent from being targeted by certain spells or abilities unless their controller pays an additional cost. Counter: To prevent a spell or ability from resolving or to remove counters from a permanent. Token: A physical or digital representation of a creature, often Card Symbols Mana Symbols: These symbols represent the different colours of mana in Magic: The Gathering. Each colour is associated with specific themes, strengths, and weaknesses. White Mana: Represented by a circle with a white border. It symbolizes righteousness, order, and protection. Blue Mana: Represented by a circle with a blue border. It symbolizes knowledge, manipulation, and control. Black Mana: Represented by a circle with a black border. It symbolizes ambition, power, and death. Red Mana: Represented by a circle with a red border. It symbolizes passion, chaos, and destruction. Green Mana: Represented by a circle with a green border. It symbolizes growth, nature, and strength. Colorless Mana: Represented by a diamond shape. It can be paid with mana of any color or with specific colorless mana sources. Tap Symbol: Represented by an arrow pointing to the right. It indicates that a permanent, such as a land or creature, has been tapped (turned sideways) to activate its abilities or as part of a cost. Untap Symbol: Represented by an arrow pointing to the left. It indicates that a permanent is being untapped, allowing it to be used again. X Symbol: Represented by a large "X." It represents variable mana costs or power/toughness values. The value of X is determined by the player casting the spell or activating the ability. +1/+1 Counters: Represented by a "+1/+1" symbol. It indicates an increase in power and toughness for a creature. Multiple +1/+1 counters can be placed on a creature to further enhance its abilities. -1/-1 Counters: Represented by a "-1/-1" symbol. It indicates a decrease in power and toughness for a creature. Multiple -1/-1 counters can weaken a creature or eventually destroy it if its toughness reaches 0 or below. Loyalty Symbols: Found on planeswalker cards, loyalty symbols represent the number of loyalty counters a planeswalker enters the battlefield with. Abilities of the planeswalker may add or remove loyalty counters. Tribal Symbols: Represented by various icons denoting creature types, such as human, elf, goblin, etc. Tribal symbols indicate the creature type for cards with tribal synergies or effects. Understanding these symbols is crucial for playing Magic: The Gathering effectively, as they provide essential information for casting spells, activating abilities, and resolving card effects.
- Dungeons and Dragons Dice | Game Master's Keep
Game Dice information and uses brought to you by The Game Master's Keep. Have Fun, play amazing games, let your imagination free and meet like minded people. D& D Dice types In Dungeons and Dragons 5th edition (5e), a variety of dice are used to determine outcomes and resolve actions. The standard set includes seven polyhedral dice: the d4 (four-sided), d6 (six-sided), d8 (eight-sided), d10 (ten-sided), percentile d10 (for percentile rolls), d12 (twelve-sided), and d20 (twenty-sided). Each die represents a different range of numbers, allowing for a dynamic range of possibilities during gameplay. The iconic d20 is often considered the most critical, determining the success or failure of crucial actions, making it a symbol of anticipation and suspense in the world of D& D. 20 sided dice - d20 In Dungeons and Dragons (D&D), the d20 (twenty-sided) dice holds significant importance and is one of the most rolled dice. It is primarily used to determine the success or failure of crucial actions. When a player attempts an action, such as attacking an enemy or performing a skill check, they roll a d20. the result of which is then added to relevant modifiers. If the total equals or exceeds the required target number (set by the Dungeon Master or by the enemies Armour Class AC, the action succeeds. A roll of a natural 20 on the d20, also known as a "Nat 20," represents an exceptional success. It often results in a critical hit, inflicting maximum damage, double the hit damage, triggering special bonuses or another home brew rule, providing an exciting moment for players. On the flip side, a natural 1 (Nat 1) indicates a critical failure, resulting in the worst possible outcome or an unforeseen mishap. These high-stakes rolls of the d20 dice add a thrilling element of chance and suspense to the game, making every success or failure memorable and unpredictable in the world of D&D. 12 Sided Dice - d12 In Dungeons and Dragons (D&D), the d12 (twelve-sided) dice is primarily used for determining damage inflicted by certain weapons, such as greataxes or greatswords, or for specific class features and abilities. When a player successfully hits an enemy with a weapon that utilizes a d12 for damage, they roll the d12 and add relevant modifiers, such as strength or magical bonuses. The resulting number represents the amount of damage dealt to the target. The d12's larger range of numbers compared to other dice in the standard set adds an element of variability and potential for higher damage output. It can make certain weapons or abilities wielded by characters feel more powerful and impactful in combat. The choice of using a d12 in D&D can affect gameplay by offering a different playstyle or flavor to characters who specialize in such weapons or abilities. It allows for a diversity of strategies and enhances the overall dynamic nature of combat encounters within the game. 10 sided dice - d10 In Dungeons and Dragons (D&D), the d10 (ten-sided) dice serves multiple purposes. It is commonly used for determining damage inflicted by certain weapons, magical spells, or abilities that employ a d10 damage dice.Additionally, the d10 is also used to generate random percentile rolls. This is done by rolling two d10 dice, one representing the tens digit and the other the ones digit. The resulting number (from 1 to 100), One die represents the tens digit, ranging from 00 to 90 (with increments of 10), while the other die represents the ones digit, ranging from 0 to 9. To calculate the percentile result, the tens digit die is rolled first, followed by the ones digit die. For example, if the tens digit roll is 6 and the ones digit roll is 3, the result would be 63. A roll of 00 on both dice is interpreted as 100. This determines the outcome of percentile-based checks, such as determining the success chance of a thief's pickpocket attempt or the likelihood of a rare event occurring. (a d100 is available for percentile rolls if required) Whether calculating damage or handling percentile-based checks, the d10 enriches D&D game play by introducing probabilities and creating a sense of suspense and unpredictability. It adds strategic depth and further immersion into the world of adventure and exploration. 8 sided dice - d8 In Dungeons and Dragons (D&D), the d8 (eight-sided) dice plays a crucial role in determining damage inflicted by specific weapons, spells, or class abilities that utilize a d8 for damage rolls. When a player successfully hits an enemy with an attack that employs a d8, they roll the dice and add relevant modifiers, such as strength or magical bonuses. The resulting number represents the amount of damage dealt to the target. The choice of using a d8 in D&D impacts the game by creating variability in damage potential, influencing the effectiveness of certain weapons, spells, or abilities. It adds an element of strategy and decision-making, as players weigh the pros and cons of different attack options based on the d8 damage dice. Overall, the d8 contributes to the dynamic nature of combat in D&D, allowing for a mix of impactful strikes and calculated damage-dealing capabilities among characters. 6 Sided Dice - d6 In Dungeons and Dragons (D&D), the d6 (six-sided) dice serves a variety of purposes and has a significant impact on gameplay. It is commonly used for determining damage inflicted by numerous weapons, spells, and abilities, especially those with a simpler or less devastating effect. When a player successfully hits an enemy using a weapon or ability that employs a d6 for damage, they roll the dice and add relevant modifiers, such as strength or magical bonuses. The resulting number represents the amount of damage dealt to the target. Additionally, the d6 is frequently used for determining the outcome of skill checks, saving throws, or other non-combat situations that require a random element. These rolls affect the success or failure of various actions, creating opportunities for character development, problem-solving, and storytelling. The use of the d6 in D&D helps to balance combat encounters, allows for scaling damage potential as characters progress, and introduces chance into non-combat scenarios. It plays a fundamental role in shaping the game's mechanics and contributing to the overall excitement and suspense of D&D adventures. 4 Sided Dice - d4 The d4 (four-sided) dice is primarily used to determine damage inflicted by smaller weapons or abilities, such as daggers or certain spells. When a player successfully hits an enemy with an attack that employs a d4 for damage, they roll the dice and add relevant modifiers, such as strength or magical bonuses. The resulting number represents the amount of damage dealt to the target. The d4's limited range of numbers (1 to 4) typically results in lower damage output compared to larger dice. It represents less devastating attacks or less powerful abilities within the game. Additionally, the d4 is occasionally used for determining random outcomes, such as the duration of certain effects or the number of charges remaining in magical items. It contributes to the overall unpredictability and chance-based elements in the game. While the d4 may not deliver the highest damage potential, it adds diversity to the game's mechanics, representing lighter attacks, less imposing weapons, or effects with a lesser impact. It creates tactical choices, strategic considerations, and contributes to the overall balance and realism of combat encounters in D&D. Non-standard dice Non-standard dice, such as the d2 (two-sided), d3 (three-sided), or even higher-sided dice (d100 or d1000), can be utilized in unique situations where specific mechanics or abilities require them. These dice allow for more specialised or tailored gameplay experiences, providing a wider range of possible outcomes. Coin flips are commonly used in D&D to resolve binary choices or outcomes. By assigning heads and tails to different options, players can make decisions, determine random events, or simulate chance-based scenarios using a simple coin flip. Additionally, D&D encourages home brew rules, allowing players and Dungeon Masters to introduce custom mechanics, including the use of non-standard dice or unconventional methods for resolving actions. This flexibility enables players to tailor their gaming experience, incorporating unique elements that align with their preferences and storytelling goals. The incorporation of non-standard dice or coin flips, along with home brew rules, provides opportunities for creativity, customization, and innovation within the D&D community. These variations allow players to further personalize their games, enhancing immersion and adding a touch of individuality to their adventures.
- Home Dungeons and Dragons | Game Master's Keep
Dungeons and Dragons information brought to you by The Game Master's Keep. Have Fun, play amazing games, let your imagination free and meet like minded people. Learn about the history and how it started Have you ever wondered about the dice, What's the most important, How do I get a D100 score using a D10, what does D stand for? HP, D20 Find out what the different abbreviations Mean and other Hints and tips Rules and where to find them The Basic Rules runs from levels 1 to 20 and covers the cleric, fighter, rogue, and wizard, presenting what we view as the essential subclass for each. It also provides the dwarf, elf, halfling, and human as race options; in addition, the rules contain 120 spells, 5 backgrounds, and character sheets. But the best part? The Basic Rules is a free PDF. Anyone can download it from our website. We want to put D&D in as many hands as possible, and a free, digital file is the best way to do that. D&D beyond D&D Beyond (DDB) is the official digital toolset and game companion for Dungeons & Dragons fifth edition. It serves as an online platform hosting the official D&D fifth edition books, including rulebooks, adventures, and supplements. Alongside these resources, DDB offers a range of digital tools such as a character builder, digital character sheet, sortable and filterable monster and spell listings, an encounter builder, and an interactive overlay Twitch Extension. It also provides the option to create and incorporate custom homebrew content, enriching the D&D experience for players and Dungeon Masters alike. D&D Community The D&D community is a vibrant and passionate group of players, fans, and content creators who gather to celebrate the beloved tabletop role-playing game, Dungeons & Dragons. They engage in various activities such as organizing game sessions, sharing stories and artwork, discussing game mechanics, and creating unique homebrew content. The community is supported by influential entities like Dimension20 , a renowned podcast and network that produces D&D-related content, and Critical Role , a popular livestream show featuring a group of voice actors playing D&D adventures. These community names and companies have significantly contributed to the growth and excitement surrounding D&D, fostering a sense of camaraderie among players worldwide.
- Gaming In Your Area - Ireland | The Game Master's Keep
Immerse yourself in Northern Ireland's vibrant gaming community with The Game Masters Keep. Discover local hotspots for board games, card games, and tabletop RPGs like Dungeons and Dragons, Warhammer, Pokemon, X-wing, Bolt action, Achtung Panzer and Magic: The Gathering. If you want to find geek or nerd stuff then we may know a place. Uncover hidden gems for model-making and strategy games, and connect with fellow enthusiasts. Your ultimate destination for all things gaming awaits. Gaming In Northen Ireland Select your county from the map below to find gaming shops, locations, clubs, and events near you. Discover the best gaming places in your area with ease. Unfortunately, as of 12/03/2024, we haven't had a quest to find locations in these areas. If you know of any, let us know by contacting us below and allow others in your area to find them. Do you know of a shop, club, group or event? Do you want to be included in the fastest-growing gaming search site for FREE? It's as easy as clicking the link below, Get in touch, fill in a form, and we do the rest Contact Us
- Pathfinder | Game Master's Keep
Pathfinder information brought to you by The Game Master's Keep. Join in, Have Fun, Play amazing games, Let your imagination free and meet like minded people. Pathfinder Step into a world where heroes are born from the depths of your imagination, where epic tales are woven through the roll of dice, and where limitless adventures await at every turn. Welcome to Pathfinder, the gateway to realms of boundless wonder. Pathfinder is not just a game; it is a portal that transports you to a realm of boundless possibilities. As you gather around a table with your companions, your imagination intertwines with the lore of ancient lands and forgotten civilizations. You become the architect of your destiny, creating a character of unparalleled depth, each decision shaping your fate. In this game of grandeur and strategy, the power lies in the flick of a dice, the anticipation building as it tumbles through the air. Will you triumph over formidable foes, harnessing your cunning and courage to overcome insurmountable odds? Or will your dreams shatter, leaving you to face the consequences of ill-fated choices? Pathfinder breathes life into worlds crafted by your own hands. You shape the land, the cultures, and the conflicts that fuel the fires of adventure. From towering cities teeming with intrigue to treacherous dungeons dripping with mystery, each corner of the realm pulses with tales waiting to be told. It is a game where legends are born, where friendships are forged in the crucible of battle, and where the bonds between player and character transcend the boundaries of reality. The camaraderie that forms around the table becomes the catalyst for tales that will be retold for generations to come. Whether you are a seasoned adventurer or a wide-eyed newcomer, Pathfinder beckons you to embark on a journey that will test your wit, bravery, and imagination. It is a game that embraces the human spirit's yearning for adventure, daring you to explore the uncharted reaches of your own potential. So gather your comrades, grasp your dice, and open the gateway to a realm where heroes are not just found in books, but in the hearts of those who dare to dream. Pathfinder awaits, ready to ignite the spark of magic within you and lead you on a quest that will leave an indelible mark on your soul. For more information Visit https://paizo.com/pathfind er or Watch a video on - how to play visit https://youtu.be/sP1HIWyv8DI
- Gaming In Your Area - South England | The Game Master's Keep
Immerse yourself in South England's vibrant gaming community with The Game Masters Keep. Discover local hotspots for board games, card games, and tabletop RPGs like Dungeons and Dragons, Warhammer, Pokemon, X-wing, Bolt action, Achtung Panzer and Magic: The Gathering. If you want to find geek or nerd stuff then we may know a place. Uncover hidden gems for model-making and strategy games, and connect with fellow enthusiasts. Your ultimate destination for all things gaming awaits. Gaming In The South Of England Select your county from the map below to find gaming shops, locations, clubs, and events near you. Discover the best gaming places in your area with ease. Unfortunately, As of the 12/03/2024 we haven't had a quest to find locations in these areas. If you know of any let us know by contacting us below and allow others in your area to find them. Do you know of a shop, club, group or event? Do you want to be included in the fastest-growing gaming search site for FREE? It's as easy as clicking the link below, Get in touch, fill in a form, and we do the rest Contact Us
- Free map Downloads | Game Master's Keep
The Game Master's keep brings you a selection of FREE Maps. All are free to download and use in your own campaigns. Either print or use on a screen. D&D Maps for free. Gaming Maps. Free character imaged, DM resources, Dungeon Master, Games Master. Find NPC, Character stats, X-wing layouts. Free Maps The Dice Roll Dispatch Monthly newsletter by The Game Master's Keep Upcoming events, News, Maps, deals, Stories and more. Enter your email here Sign Up Thanks for subscribing! May your journies be good and your dice roll well. Map Gallery Looking for high-quality maps to enhance your gaming experience? Look no further than our Free Maps service. With a variety of maps available, you're sure to find the perfect one for your game. Turn your gaming world into a fully immersive experience with our stunning maps. Map building websites inkarnate Inkarnate is a free map-building website that offers a wide range of easy-to-build maps. With over 13M+ maps created, 215K maps you can use, and up to 8K export resolution. Your All-in-One Solution for Epic Map-Making. Perfect for Game Masters. Price Basic plan - Free to use Pro plan - £5 per month or £25 per year Visit The website dungeon scrawl Dungeon Scrawl is powered by Roll 20, build maps for RPG games like D&D with ease. With a simple and easy-to-use interface, you'll be making maps in no time. it's a free map-building website that offers a wide range of easy-to-build maps. Price Basic plan - Free to use Pro plan - £5 per month Visit The website Need A Bigger Map? Make your gaming experience even more immersive with our Free split-down maps. Each map has multiple printing options, including 2, 4, and 9-page versions that fit any size printer. Each map has been designed and split into sections so all you need to do is print the sections you need and tape them together. If you prefer to display the map on a TV or tablet, we've got you covered too, these maps are perfect. Download your favorite maps today! MAP NAME Glimmerwood Shadowfell hollow Shadowfell Catacombs Split in 2 Glimmerwood - 2 Page Shadowfell Town- 2 Page Catacombe - 2 Page Split in 4 Glimmerwood - 4 Page Shadowfell Town - 4 Page Catacombs- 4 Page Split in 9 Glimmerwood - 9 Page Shadowfell Town - 9 Page Catacombs - 9 Page
- GM's Corner. The location to find FREE gaming resources from The Game Master's Keep
The Game Master's keep brings you a selection of free gaming resources. Free Maps and NPC's. All are free to download and use in your own campaigns. Either print or use on a screen. D&D Maps for free. Gaming Maps. Free character imaged, DM resources, Dungeon Master, Games Master. Find NPC, Character stats, X-wing layouts. Welcome to The Game Master's Corner Where we bring you a treasure trove of FREE resources. We provide everything you need, from playable characters and NPC ideas to printable maps and digital screens. All our resources are free to use in your own campaign*. Contact Us MAPS At The Game Masters Keep, we understand the importance of having quality maps for your campaigns. That's why we offer a range of maps to fit your unique gaming needs. We work hard to ensure our maps are scaled correctly, providing you with the most immersive gaming experience possible. Our maps are designed to inspire your creativity and make your gaming session unforgettable. And with our free downloadable maps, you can have access to high-quality maps at no extra cost! Get started on your gaming journey today. TGMK Maps Campaign idears and Oneshots We understand the challenges of being a Dungeon Master, which is why our Campaign Ideas and One Shots are here to help. Our selection of pre-written stories and encounters are carefully curated to challenge and excite your players. With easy modifications for different levels and player numbers, our ideas take the stress out of DM prep. Give them a try and take your D&D game to the next level. Comming soon Charactes Find a large range of characters. are you after the sheets for a playable character, an image of a character or maybe just some backstory ideas then come have a look Characters * Please note that all copyrights belong to The Game Master's Keep.
- Warhammer | Game Master's Keep
Warhammer information brought to you by The Game Master's Keep. Join in, Have Fun, Play amazing games, Let your imagination free and meet like minded people. Warhammer is a rich and expansive fictional universe that spans multiple gaming platforms and genres. Set in a dark and gritty fantasy realm, Warhammer was initially created as a tabletop wargame but has since expanded to encompass various forms of entertainment. Tabletop Wargames At its core, Warhammer is known for its tabletop wargames. These games involve strategic battles between different factions, where players command armies of intricately detailed miniature models. Warhammer Fantasy Battle and Warhammer 40,000 (also known as Warhammer 40K) are the most popular tabletop wargames within the franchise. Players assemble, paint, and customize their miniature armies, then engage in tactical warfare using rulebooks and dice rolls to determine the outcome. Find Out More Video Games The Warhammer universe has inspired a multitude of video games across different genres. These include real-time strategy (RTS) games like "Warhammer: Total War" and "Dawn of War," where players lead armies to conquer and dominate territories. There are also turn-based strategy games like "Warhammer 40,000: Mechanicus" and "Battlefleet Gothic: Armada," which emphasize tactical decision-making and resource management. Additionally, there are role-playing games (RPGs) like "Warhammer: Vermintide" and "Warhammer 40,000: Inquisitor - Martyr," which immerse players in cooperative adventures and atmospheric storytelling. Find Out More Board Games and Card Games Warhammer has expanded into board games and card games as well. Games like "Warhammer Quest: Blackstone Fortress" and "Warhammer Underworlds: Shadespire" provide cooperative or competitive experiences in which players navigate dungeons, collect loot, and battle enemies. Card games like "Warhammer Age of Sigmar: Champions" and "Warhammer 40,000: Conquest" offer strategic card-based gameplay, allowing players to assemble decks and compete against each other. Find out more Novels and Lore Beyond gaming, the Warhammer universe has a vast library of novels, short stories, and lore. These works delve into the rich history, iconic characters, and epic conflicts of the setting. The stories span across various factions and offer a deep exploration of the grim darkness and heroic struggles that define the Warhammer universe. Overall, Warhammer provides a diverse range of gaming experiences, allowing players to engage in strategic battles, explore immersive worlds, and partake in thrilling adventures across multiple platforms and formats. Find Out More 40K Warhammer 40,000, also known as Warhammer 40K, is a dystopian science fiction tabletop wargame that sets itself apart from other games through its unique blend of grimdark storytelling, intricate lore, and intense futuristic warfare. Set in a dark and war-torn universe, Warhammer 40K presents a vast array of factions locked in a constant struggle for survival, battling against hostile alien races, corrupted entities, and internal conflicts. It distinguishes itself with its gothic aesthetic, complex moral dilemmas, and a deep exploration of themes like sacrifice, loyalty, and the inherent brutality of war. With its deep lore, innovative game mechanics, and distinctive setting, Warhammer 40K offers a compelling and immersive gaming experience unlike any other. AGE of SIGMAR Warhammer Age of Sigmar is a dynamic tabletop wargame set in a fantastical realm where gods, heroes, and monstrous beings clash in epic battles. Unlike traditional wargames, Age of Sigmar embraces a more dynamic and cinematic approach to gameplay, focusing on narrative-driven conflicts and heroic exploits. It features innovative game mechanics, such as heroic abilities and dynamic turn sequencing, that create a fast-paced and engaging experience. Age of Sigmar also introduces the Mortal Realms, a sprawling and diverse setting with unique realms, factions, and magical realmscape features. With its emphasis on dynamic gameplay and rich storytelling, Age of Sigmar offers a refreshing and distinct experience within the Warhammer universe. Middle Earth Warhammer Middle-earth is a captivating tabletop strategy game that immerses players in the epic world of J.R.R. Tolkien's "The Lord of the Rings" and "The Hobbit." What sets it apart from other games is its faithful representation of the rich lore and iconic characters from Tolkien's literary works. From heroic battles against the forces of evil to perilous quests and treacherous journeys, players can recreate legendary events and forge their own tales within Middle-earth's vast landscapes. With intricately detailed miniatures, immersive scenarios, and strategic gameplay, Warhammer Middle-earth offers a unique opportunity to experience the beloved stories of Tolkien in a dynamic and engaging gaming format.
- Halloween | Game Master's Keep
The game Matser's Keep brings you a Halloween holiday specail full of youtube channels, Lists of halloween films to watch, Scary sounds for your evenings and partys. Halloween when the souls of the dead rise Betrayal at House on the hill £35 About Betrayal at House on the Hill The creak of footsteps on the stairs, the smell of something foul and dead, the feel of something crawling down your back – this and more can be found in the exciting refresh of the Avalon Hill favourite, Betrayal at House on the Hill. Encounter monsters and deadly secrets as you make your way through the game, ending in a terrible betrayal by one of your teammate. Who do you dare to enter the House on the Hill with? This award-winning horror game will have you on the edge of your seats! Get It Arkham Horror The Card Game: Revised Core Set £59 Arkham Horror: The Card Game Something evil stirs in Arkham , and only you and your friends can stop it! Customise a deck for your character and embark on a campaign to uncover the mystery in this constantly evolving Living Card Game that blends the traditions of card games and roleplaying. The Revised Core Set comes with everything a newcomer needs to get their Arkham Horror LCG collection started, including a full playset of cards and components to support up to four players for the initial campaign. Arkham Horror: The Card Game before, this game is a cooperative Living Card Game set in the early 1900s against a backdrop of Lovecraftian horror. English Version | Ages 14+ | 1 to 4 Players | 60 to 120 Minutes Playing Time Solve the mystery Murder at the Movie Theater £25 A murder has been committed in a port town on Fidalgo Island in America's Pacific Northwest. Movie Theater owner - Chris Hodgson - was found dead in his office with multiple lacerations to the chest and a slit throat. The evidence has been collected for you, and it's your job to piece it all together and work out who it was that killed Mr Hodgson. Eliminate as many of the suspects as possible, so that we can find the killer (or killers) and bring them to justice. Can you solve this case? Horror You tube channels needlerats Reactions and non biased reviews of films mostly from the horror genre. Find out more by going to either of Needlerats social's Youtube Instagram Facebook The 10 best Horror films of 2023 so far brought to you by Watch Mojo. Top 20 Horror films of all time brought to you by Watch Mojo. Have a look and pick your Halloween watch list. Let us know your Favorite horror films on facebook or email us at gamemasterskeep@gmail.com Halloween films Watch If you dare here's a list of 20 horror films ranging from easy to watch and not very scary to the scariest ones suited for the most fearless viewers. This list is designed to cater to a wide range of horror movie preferences, from those who enjoy a mild thrill to those who seek the most terrifying experiences. 1.Casper (1995) - A family-friendly ghost story about a friendly ghost who befriends a young girl. Beetlejuice (1988) - A dark comedy featuring quirky spirits who haunt a recently deceased couple's home. Monster House (2006) - An animated tale of a haunted house with a group of kids trying to solve the mystery. Corpse Bride (2005) - Another Tim Burton animated gem, this time involving a wedding with the undead. The Nightmare Before Christmas (1993) - A stop-motion animated film directed by Henry Selick and produced by Tim Burton. The Addams Family (1991) - A kooky, macabre family comedy with a horror twist. Gremlins (1984) - Small, mischievous creatures wreak havoc in a suburban town. Ghostbusters (1984), Ghostbusters 2 and Afterlife - A group of paranormal investigators battles supernatural forces in a humorous way . The Cabin in the Woods (2012) - A clever and self-aware horror film that plays with genre tropes. Warm Bodies (2013) - A unique romantic comedy with zombies and a heartwarming twist. The Others (2001) - A psychological thriller with eerie supernatural elements. The Sixth Sense (1999) - A haunting tale of a young boy who can see and communicate with the dead. Crimson Peak (2015) - A visually stunning gothic horror with a gripping story line. The Conjuring (2013) - A classic haunted house tale with some genuinely scary moments. Sinister (2012) - A supernatural thriller that will leave you questioning what you just witnessed. Hereditary (2018) - A deeply unsettling and atmospheric family horror drama. The Babadook (2014) - A psychological horror film with a creepy pop-up book monster. A Quiet Place (2018) - A suspenseful thriller where silence is the key to survival. The Exorcist (1973) - A classic that's stood the test of time, featuring demonic possession. The Shining (1980) - A cinematic masterpiece directed by Stanley Kubrick, renowned for its psychological horror. Horror sounds and music Find more sounds by Laras horror sounds at https://www.youtube.com/@LARASHORRORSOUNDS Find more music at https://www.youtube.com/@DerekBrandonFiechter
- Gaming In Your Area - Wales | The Game Master's Keep
Gaming in Wales Select your county from the map below to find gaming shops, locations, clubs, and events near you. Discover the best gaming places in your area with ease. Do you know of a shop, club, group or event? Do you want to be included in the fastest-growing gaming search site for FREE? It's as easy as clicking the link below, Get in touch, fill in a form, and we do the rest Contact Us
- Donuts & Dragons | Game Master's Keep
Are you a shop, club or group Do you want to advertise here for FREE? Click Here Donuts & Dragons Carmarthen 7b King St, Carmarthen, SA31 1BD 07803 023476 N/A https://donutsanddragons.co.uk/ About us From Their Website Donuts & Dragons is an exciting new board game café and shop located in the heart of Carmarthen owned by Nikki and Joff; cake lovers and board game enthusiasts. Our mission is to create a welcoming and inclusive space where friends, families, and enthusiasts can gather to enjoy freshly made, locally-sourced food and drinks while diving into an extensive library of board games. From classic favourites to modern gems, we have something for everyone. Gallery Regular Events Join them for our weekly game nights and tournaments where you can meet fellow gamers. Opening Times Monday 10 am–10 pm Tuesday 10 am–10 pm Wednesday 10 am–10 pm Thursday 10 am–10 pm Friday 10 am–10 pm Saturday 10 am–10 pm Sunday 10 am–10 pm
- Contact | Game Master's Keep
Do you have a issue or just want to tell us we are doing well? Please contact us Contact Us We value our customers and enjoy hearing from you. Your feedback is important and helps us to continually improve our service. Whether you need assistance, want to know more about our products, or just want to chat, please don't hesitate to get in touch. You can reach us by email at gamemasterskeep@gmail.com or by filling out our Contact form. We'll do our best to respond to your inquiry promptly. Thank you for choosing The Game Masters Keep! Milford haven, Pembrokeshire, Wales, gamemasterskeep@gmail.com 07496 222883 First Name Last Name Email Message Send Thanks for submitting, You Legend! Facebook Twitter Instagram Linkedin
- About | Game Master's Keep
About Us Finding Inspiration in Every Turn Thank you for visiting our website! Our goal is to make gaming accessible to everyone by providing both free and paid-for items that enhance the gaming experience. We invite you to explore our website and see how we can help you enjoy your games even more or maybe even find a new one to play. Our Story Every website has a story, and your visitors want to hear yours. This space is a great opportunity to give a full background on who you are, what your team does, and what your site has to offer. Double click on the text box to start editing your content and make sure to add all the relevant details you want site visitors to know. If you’re a business, talk about how you started and share your professional journey. Explain your core values, your commitment to customers, and how you stand out from the crowd. Add a photo, gallery, or video for even more engagement. Meet The Team Don Francis Founder & CEO Ashley Jones Tech Lead Tess Brown Office Manager Lisa Rose Product Manager Kevin Nye HR Lead Alex Young Customer Support Lead Our Clients