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EXPLORE • FIGHT • LOOT • LEVEL UP
We publish adventures for use with classic-style fantasy role-playing games.

Coming this summer:
two giant Dungeon Delves


ADVENTURE MODULES
GAMING ARTICLES


AN ADVENTURER’S CHRONICLE: Against the Stone Giant Clans Sessions 1 & 2
Welcome to the campaign journal chronicling the battle against the stone giant clans of Flóndisheim. This adventure became the DUNGEON DELVE module DDS5 Valley of the Stone Giant Clans. The journal features the main characters from my weekly Advanced Dungeons & Dragons (AD&D) group, who began their careers a few years ago as 1st-level characters.
Dungeoneers Guild Games
18 hours ago


How to Run a DUNGEON DELVE Module
DUNGEON DELVE modules are all written with an underlying philosophy. They do not insist that you—the DM—run them in a particular way; after all, it is your game. Instead, they provide a framework for play rather than a complete script, trusting the DM to shape the adventure through adjudication, improvisation, and the players’ choices.
Dungeoneers Guild Games
Aug 5


High and Low: Creative Authority in Dungeons & Dragons Modules
This article examines how published modules affect creative authority and personalization in Dungeons & Dragons. By R. Nelson Bailey Published modules have existed since the early days of Dungeons & Dragons (D&D), with the first, The Temple of the Frog, appearing in the 1975 Blackmoor supplement. Since then, the number of modules has grown substantially, not only for D&D but for nearly every role-playing game system. The ubiquity of published adventures means that nearly ev
Dungeoneers Guild Games
Jun 19


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