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HAWK & MOOR - Book 1 - Deluxe Edition - The Dragon Rises
Publisher: Kent David Kelly
by A customer [Verified Purchaser]
Date Added: 01/29/2018 09:11:49

A well-researched history of D&D. This book has taken the highlights of numerous podcasts and interviews with key people and condensed them into a solid history of the formation of D&D.

Provides a great complement to other histories that have already been written.

If you liked Of Dice and Men or Playing at the World, you will like this book.

Highly recommended!



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[5 of 5 Stars!]
HAWK & MOOR - Book 1 - Deluxe Edition - The Dragon Rises
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Birthright: Cities of the Sun (2e)
Publisher: Wizards of the Coast
by A customer [Verified Purchaser]
Date Added: 12/13/2016 10:39:04

An excellent expansion for Cerilia. Cities of the Sun details the Khinasi lands and also has the naval rules. The maps, poster cards, and war cards are all complete.



Rating:
[5 of 5 Stars!]
Birthright: Cities of the Sun (2e)
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Cities of Bone (2e)
Publisher: Wizards of the Coast
by A customer [Verified Purchaser]
Date Added: 12/13/2016 10:28:45

This a great resource. One of the staples of D&D and other fiction is "evil necromancer in the desert". Another staple is "poke around in an old tomb". Several great short adventures. Like so many D&D products it would be easy to use this as a resource for other campaign worlds. It also adds more traditional dungeon-delving to Al-Qadim. Many of the dungeons would scale nicely if the DM wanted to create more levels for them. Most of the adventures are set at about 4th or 5th level with two adventures at 8th (or higher) level. A great value and a good source of ideas.



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[5 of 5 Stars!]
Cities of Bone (2e)
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S6 Labyrinth of Madness (2e)
Publisher: Wizards of the Coast
by A customer [Verified Purchaser]
Date Added: 07/01/2016 15:20:42

This is a large and ambitious dungeon. The characters must circle through it trying to collect 20 sigils in the correct order. Some parts of the maze are only revealed if the necessary sigils have been collected first. The dungeon has 7 levels with approximately 4 to 20 rooms per level. It is not necessary to visit every location to complete the dungeon. With all the retracing and back and forth the characters must visit at least 200 locations to complete the dungeon. It would probably take most groups at least 40 hours of playing time to successfully complete the module. There is a fair amount of searching that must take place to find the necessary sigils and secret doors and so forth to advance in the dungeon. The adventurers must cooperate well or they will fail. An intriguing adventure design. It would be a fun challenge for players who like tackling "killer modules".



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[5 of 5 Stars!]
S6 Labyrinth of Madness (2e)
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Wilderness Survival Guide (1e)
Publisher: Wizards of the Coast
by A customer [Verified Purchaser]
Date Added: 02/12/2016 14:42:08

The Wilderness Survival Guide provides a large collection of rules for wilderness adventures. The black and white illustrations are very good. The rules are well-written. The writing is a bit dry with the occasional joke thrown in. The rules try to strike a balance between heroism and realism in terms of their application. The book is a great resource. For example if you want to run an adventure where the the characters must escape from a prison camp into a cold winter and survive the journey back to freedom, this book provides lots of rules that would help with that simulation, including rules for frostbite, hypothermia, finding food, water, and shelter, starting a fire, as well as rules for moving through the wilderness. In D&D, every once in a while getting to your destination should be a huge part of the adventure. This book provides lots of add-on rules for an interesting trip through the wilderness.



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[5 of 5 Stars!]
Wilderness Survival Guide (1e)
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I2 Tomb of the Lizard King (1e)
Publisher: Wizards of the Coast
by Jonathan O. [Verified Purchaser]
Date Added: 06/09/2015 12:54:14

A clever interpretation of a mundane plot idea (go into a swamp and fight lizard men). A very challenging module for the recommended levels.



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[5 of 5 Stars!]
I2 Tomb of the Lizard King (1e)
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FA2 Nightmare Keep (2e)
Publisher: Wizards of the Coast
by Jonathan O. [Verified Purchaser]
Date Added: 06/05/2015 08:28:36

A suitably unsettling dungeon that features lots of creepy-crawly monsters and traps before the final showdown with a lich. The lich in this module is a very satisfying villain to defeat.



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[5 of 5 Stars!]
FA2 Nightmare Keep (2e)
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GAZ3 The Principalities of Glantri (Basic)
Publisher: Wizards of the Coast
by Jonathan O. [Verified Purchaser]
Date Added: 06/05/2015 08:01:34

A fun, lighthearted, look at wizards in the known D&D world nation of Glantri. Lots of inspiration for DMs looking for plot ideas. It also includes a 1-on-1 adventure for 9th level wizards who seek to graduate from a wizard academy. I have run that adventure 3 times and only 1 wizard successfully graduated. Another highlight is the "palace intrigue" of how different wizards in the country are plotting with and against each other. "Palace intrigue" is difficult to write for D&D and Glantri does a very good job of creating interesting factions.



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[5 of 5 Stars!]
GAZ3 The Principalities of Glantri (Basic)
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C1 The Hidden Shrine of Tamoachan (1e)
Publisher: Wizards of the Coast
by Jonathan O. [Verified Purchaser]
Date Added: 06/05/2015 07:48:42

This module makes for a fun evening of adventure with a smaller group as there are only 3 characters in the party. Playing it tournament-style makes for a race against time to get out of the shrine before the characters are overcome by poisonous fumes. We timed the adventure and my group barely made it out. There were only a few minutes left on the clock.



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[5 of 5 Stars!]
C1 The Hidden Shrine of Tamoachan (1e)
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Volo's Guide to the Sword Coast (2e)
Publisher: Wizards of the Coast
by Jonathan O. [Verified Purchaser]
Date Added: 06/05/2015 07:41:59

All of the Volo's Guide series offer great adventure ideas in the form of a travelogue written from the perspective of Volo with commentary by Elminster. Volo's Guide to the Sword Coast offers dozens of possible adventure hooks in the Sword Coast region. Stimulating reading for DMs looking for ideas to use in the Forgotten Realms or their own campaigns.



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[5 of 5 Stars!]
Volo's Guide to the Sword Coast (2e)
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Return to the Tomb of Horrors (2e)
Publisher: Wizards of the Coast
by Jonathan O. [Verified Purchaser]
Date Added: 06/05/2015 07:34:39

The classic version of Tomb of Horrors comes with this product and it alone is worth the price of the pdf. The return module is also top notch. The sequel features an expanded storyline that culminates in a classic showdown between the heroes and Acererak.



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[5 of 5 Stars!]
Return to the Tomb of Horrors (2e)
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