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We publish adventures for use with classic-style fantasy role-playing games.


Confounded Rules! Continues: Exploring Advanced Dungeons & Dragons Rules
This is the fourth installment of Confounded Rules! Once more, it takes a close look at difficult, ambiguous, and little-known rules in First Edition Advanced Dungeons & Dragons (AD&D). Some rules suffered from obtuse or incomplete language, making it difficult for Dungeon Masters (DMs) and players to determine how they were intended to work. Over the game’s 12-year run, many rules evolved or were clarified in later books.
Dungeoneers Guild Games
4 hours ago1 min read


AN ADVENTURER’S CHRONICLE: Against the Stone Giant Clans Sessions 11, 12, & 13
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
2 days ago8 min read


AN ADVENTURER’S CHRONICLE: Against the Stone Giant Clans Sessions 9 & 10
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
Sep 178 min read


AN ADVENTURER’S CHRONICLE: Against the Stone Giant Clans Sessions 7 & 8
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
Sep 108 min read


AN ADVENTURER’S CHRONICLE: Against the Stone Giant Clans Sessions 5 & 6
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
Sep 38 min read


AN ADVENTURER’S CHRONICLE: Against the Stone Giant Clans Sessions 3 & 4
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
Aug 278 min read


Character Class Compendium for First Edition Advanced Dungeons & Dragons
The Character Class Compendium has everything you need in one place. It covers every official First Edition character class—cavaliers, druids, magic-users… even two paladins: the original fighter subclass and the revised cavalier subclass.
Dungeoneers Guild Games
Aug 232 min read


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
Aug 198 min read


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 55 min read


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 1911 min read


Two Giant-Themed Modules Coming Soon!
Two new modules are on the way!
DDS5 Valley of the Stone Giant Clans and DDS6 Sky-Keep of the Cloud Giant Lord—a pair of adventures that pit you against the terrible might of giantkind—are coming this summer to Kickstarter.
Dungeoneers Guild Games
May 253 min read


MAGIC ITEMS WITHOUT TEARS: A System for Creating Magic Items in AD&D
These guidelines provide the DM with a clear, practical system for magic-item creation that is both balanced and logical. The system’s underlying philosophy assumes that magic items are not commonplace in most campaigns and are therefore difficult and costly to create, both in time and in money.
Dungeoneers Guild Games
May 1730 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 171 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 11 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


Confounded Rules! Spotlight: Melee Movement in AD&D
Combat is a central feature of every edition of Dungeons & Dragons. In a melee round, combatants jockey for position, missiles streak toward their targets, and spells are unleashed amid the chaos. The rulebooks present this process as orderly and well-defined.
Dungeoneers Guild Games
Dec 25, 20251 min read


More Confounded Rules! Exploring Advanced Dungeons & Dragons Rules
As most players know, many rules in AD&D are notoriously difficult to grasp. The causes range from unclear writing to typographical errors to poor organization. This article sheds light on some of the game’s more arcane and perplexing rules, explaining how they function and, in some cases, the rationale for their inclusion. Often, multiple sources must be consulted to uncover the official answer. To facilitate this, page numbers are cited throughout the text.
Dungeoneers Guild Games
Nov 28, 20251 min read


Iron Maiden's Eddie For First Edition AD&D
Recently, knowledge of a heretofore unknown power native to the Lower Planes has come to light, discovered within the musty journals of Pluffet Smedger, the Elder, sage of the Royal University at Relmord. The sage spent many years unearthing information on the being he named “Eddie.” He had intended for him to be included in his masterwork, The Monster Manual, that ponderous catalog of strange and dreadful creatures. Unfortunately, the printer’s devil intervened, leaving Eddi
Dungeoneers Guild Games
Nov 27, 20253 min read


Keep on the Borderlands: A Classic Dungeons & Dragons Review
Erol Otus’ evocative and lurid painting on the back cover of Keep on the Borderlands captures the module’s central themes of adventure, exploration, and enchantment. The darkened silhouette of the Keep rises against the orange afterglow of a summer sunset. This moment suspended in time captures the twilight threshold between safety and peril, certainty and the unknown.
Dungeoneers Guild Games
Nov 7, 202527 min read


The Nine-Fold Path, Part 1: Alignment in Dungeons & Dragons
Alignment is a cornerstone of Dungeons & Dragons (D&D). Its concepts of player morality and ethics are integral to many aspects of the game,

R. Nelson Bailey
Jan 28, 202445 min read
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