Dungeoneers Guild Games

Dungeoneers Guild Games Dungeoneers Guild Games (DGG) is a publisher of adventures for made for older versions of Dungeons &

In 2003, a group of Dungeons & Dragons fans formed the Dungeoneers Guild — a role-playing group dedicated to playing the old school versions of the game they love. That group still exists and meets every week to throw dice and bash hapless monsters. Dungeoneers Guild Games (DGG) was formed to bring the exploits of this group to the dedicated fan base the game. The DGG publishes DUNGEON DELVES, hig

h quality adventures for use with 1st edition AD&D. With a little effort these modules can easily be adapted to most fantasy role-playing games including the advanced 2nd edition game, the original game, the BECMI (“Basic”) game, and most old-school renaissance (OSR) role-playing systems. Furthermore, DUNGEON DELVE adventures have minimal plots that allow them to be adapted to any game world with ease.

Two new First Edition adventures from Dungeoneers Guild Games will be coming to Kickstarter this summer:DDS5 Valley of t...
05/26/2026

Two new First Edition adventures from Dungeoneers Guild Games will be coming to Kickstarter this summer:

DDS5 Valley of the Stone Giant Clans
DDS6 Sky-Keep of the Cloud Giant Lord

Battle the marauding stone giant clans in their mountain-valley stronghold, then take the fight to the skies against evil cloud giants in their aerial fortress. High-level adventure, deadly strongholds, powerful monsters, and treasure on a giant scale.

Read more:
https://www.dungeoneersguildgames.com/post/two-giant-themed-modules-coming-soon

Cover art by Jeff Dee and Del Teigeler

The rules for fabricating magic items in Advanced Dungeons & Dragons are fairly underdeveloped and loose. Many steps in ...
05/17/2026

The rules for fabricating magic items in Advanced Dungeons & Dragons are fairly underdeveloped and loose. Many steps in the process leave DMs with much guesswork to resolve. This system provides DMs with comprehensive guidance on researching how to create a magic item, how it is crafted, and how the enchantment process works.

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.

Last weekend, my gaming group headed to a cabin near Mt. Rainier for our annual gaming retreat. Each year, we play a Fir...
04/25/2026

Last weekend, my gaming group headed to a cabin near Mt. Rainier for our annual gaming retreat. Each year, we play a First Edition module in a marathon session. This year, we played the classic White Plume Mountain. One player, Rob Hand, outdid himself by building the entire dungeon in terrain—the giant crab lair, the mud geysers, and even the monster terrace chamber. Here are some photos of his work.

Monsters with spells in Dungeons & Dragons can be terrifying—if used right. This new article, “The Thinking Monster: Com...
03/25/2026

Monsters with spells in Dungeons & Dragons can be terrifying—if used right. This new article, “The Thinking Monster: Combat Tactics for Spell-Users,” helps DMs get more tactical with spellcasting monsters. By following the three flexible encounter maxims laid out in the article, these types of encounters will stay challenging and fun.

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. ...

The new DGG article is all about those pesky First Edition Advanced Dungeons & Dragons surprise rules. Hands down, they ...
03/20/2026

The new DGG article is all about those pesky First Edition Advanced Dungeons & Dragons surprise rules. Hands down, they are the most convolutedly written rules in the DMG. And yes—under the right conditions—a character can fire up to 30 arrows in a five-segment surprise round.

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...

Some photos of the completed module DD6: Lords of Shadow, freshly printed and bound.I ran this adventure with my AD&D gr...
03/14/2026

Some photos of the completed module DD6: Lords of Shadow, freshly printed and bound.

I ran this adventure with my AD&D group five years ago, and we had a great time. Like when the magic-user decided to walk through the huntsman’s twilight gate without consulting the rest of the party. Or when half the party, under a fear spell, went running and screaming through the castle, alerting all the brigands. Or when they defeated the brigand leader, whose body fell from the second-story walkway into a mob of hundreds of zombies and skeletons below, making it impossible for them to retrieve his magic armor and sword. Or when the party’s thief drew a card from the Deck of Many Things that granted him ownership of the castle once the adventure was complete.

Thanks to Carlos Castilho, Kennon James, Joe Porkio, Del Teigeler, and Brian “Glad” Thomas for the great artwork they made to make this adventure come alive.

Pick up a copy here: https://www.dungeoneersguildgames.com/product-page/dd6-lords-of-shadow

Combat is a central feature of Dungeons & Dragons, including First Edition. While it is a common aspect of play, the rul...
02/18/2026

Combat is a central feature of Dungeons & Dragons, including First Edition. While it is a common aspect of play, the rulebooks are often confusing, with significant ambiguity, omissions, and rules spread across multiple sections and books. This article consolidates that material into a single, general outline of how the First Edition combat sequence works.

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 ...

Two new modules are now available from Dungeoneers Guild Games — DD6 Lords of Shadow and DDSQ3 Night of the Demon-Dolls....
02/15/2026

Two new modules are now available from Dungeoneers Guild Games — DD6 Lords of Shadow and DDSQ3 Night of the Demon-Dolls. Both modules are written for First Edition Rules and easily adapted to OSR systems. Both are available in print and PDF form.
A free PDF copy is included when you order the print copy from www.dungeoneersguildgames.com.
https://www.dungeoneersguildgames.com/product-page/dd6-lords-of-shadow
https://www.dungeoneersguildgames.com/product-page/ddsq3-night-of-the-demon-dolls

In this Confounded Rules! Spotlight article, we examine how movement during combat works in First Edition Advanced Dunge...
12/25/2025

In this Confounded Rules! Spotlight article, we examine how movement during combat works in First Edition Advanced Dungeons & Dragons.

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.

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