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


The Thinking Monster: Combat Tactics for Spell-Users
Spell-casting and spell-like abilities grant monsters in Advanced Dungeons & Dragons (AD&D) a significant advantage over those without such powers. However, these powers are only as effective as the Dungeon Master’s (DM) ability to employ them properly. In practice, many such abilities go unused. There is a natural tendency to expend a monster’s most powerful damage-causing spells first and then resort to physical attacks.
Dungeoneers Guild Games
Mar 255 min read


Confounded Rules! Spotlight: Surprise Rules in Advanced Dungeons & Dragons
This article aims to show, step by step and through numerous examples, how surprise is intended to function in the First Edition game. By examining the cumbersomely worded text in the Dungeon Masters Guide (DMG), it attempts to clarify how these rules are meant to operate within the framework of the game.
Dungeoneers Guild Games
Mar 1723 min read


Let’s Fight! A First Edition AD&D Combat Example
This article presents a detailed, step-by-step walkthrough of the First Edition combat process, using a sample dungeon encounter to illustrate how surprise, initiative, spellcasting, movement, and combat resolution function in play. Where appropriate, notes identify the specific rulebook sections from which each procedure is drawn.
Dungeoneers Guild Games
Jan 136 min read


An Outline of Combat in First Edition AD&D
Combat is a central feature of Advanced Dungeons & Dragons (AD&D). Although the rulebooks present combat as an orderly, segmented procedure, the texts themselves contain gaps, ambiguities, and overlapping subsystems that can lead to confusion—particularly where movement, initiative, surprise, and spellcasting intersect. As a result, the practical conduct of melee combat is often left to inference rather than explicit instruction.
Dungeoneers Guild Games
Jan 114 min read
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