- Dungeon Masters Guild: Below is a list of things we have published through Dungeon Masters Guild. We provide brief descriptions as well as various feedback we’ve gotten for those publications. We will update this page as we release more publications.
The purpose of this module is to introduce a new player, or players, and a Dungeon Master (DM), to the process of creating a Dungeons and Dragons 5th edition character. For adventuring parties that have already created their characters, you can skip to Module 1. In this module, we’ll build up each character through role-playing, storytelling, and the use of targeted questions by the DM. At the end of this module, each player should have a level 1 character that’s ready to play. Please note that the intent of this module is not to explain how to create a character or fill in the character sheet. That information is thoroughly covered in the Player’s Handbook, and you will need to complete the character sheets prior to starting Module 1. Instead, this module is to help young and/or new players to flesh out their characters through some role-playing. This serves as an introduction to role-playing and sets the stage for the following modules within the Truly Madly Deeply campaign.
Feedback from those who enjoyed Module 0:
- Jason B. on Facebook writes: “Just read thru them… Excellent!”
- Scott Christopher Z. on Facebook writes: “I’m reading through the adventure now. I love the concept. It’s a great alternative to the pre-generated characters, and a fun way to learn the game. I was struck by the difference between how I start to design a character and the adventure flow. Normally I’d chose my class first, and pick a race that complements the class primary stats. This adventure doesn’t touch on that. I like that it emphasizes imagination over character optimization.”
- Anonymous Customer on Dungeon Masters Guild writes: “This is an excellent product designed to enhance the experience of character creation through storytelling. Aimed toward welcoming new players to Dungeons & Dragons, this module makes an excellent introduction to some of the game’s concepts. The examination of character creation milestones accntuated by roleplaying choices could be equally useful to veteran players and troupes.”
The purpose of this module is to introduce a new player, or players, and a Dungeon Master (DM), to the fight mechanics included in the D&D 5E Player’s Handbook (PHB). If you have played through Module 0, some of the background information will be duplicated and can be skipped over. If you skipped Module 0, you will be able to jump into this module with no problems. It is assumed that your party consists of four level one characters of a good alignment, and that their character sheets are (mostly) completed. You can adjust the difficulty of the encounters described below to account for more or less characters. Please note that the intent of this module is not to explain all of the fighting rules found in the Player’s Handbook. That information is already covered in the PHB, and you should have read it prior to starting Module 1. Instead, this module will set up some fun scenarios and encounters for young/new players to learn more about their characters, how to role-play, and practice their fighting skills in a training environment. Subsequent modules will consist of encounters that build upon this module and take the characters into non-training encounters.
Feedback from those who enjoyed Module 1:
- Anonymous Customer on Dungeon Masters Guild writes: “A solid continuation of Truly, Madly, Deeply-Module 00 – this product continues the theme of introducing the players to the world of D&D. In this module, basic system prmutations are explored through story-driven encounter and scnees. A truly inspired means of walking new players through the basics of Dungeons & Dragons!”
You carried your characters through Harper training and now it is time to be officially recognized by the High Harper in Berdusk and be recorded into the official record as members in good standing of the Harpers. What lies between Aberuthven and Berdusk and will your party make the trek in 14 days or less? Or will something sidetrack you? This module is the third in the series (get the first and second ones for “Pay What You Want”). Continue your training with your 2nd level characters in this 3 hour adventure. It is assumed that your party consists of four level two characters of a good alignment that have chosen to be in the Harpers guild. You could use this module as a standalone adventure with some tweaking of a few details but those that have played through Module 01 may find this adventure richer and more fulfilling than those that have not. You can adjust the difficulty of the encounters described below to account for more or less characters.
Feedback from those who enjoyed Module 2:
- Peter W. on Dungeon Masters Guild writes:“I am currently running a group of 6 level 3 adventurers through a modified version of this module. I feel like this might be the perfect set up for a Harper test. It has weak and inocent people that need defense against powerful entities, if you are loose with it, it has lots of opportunities for the players to flip things on your head. Most important, it has lots of oportunity to settle things with role play, not just combat. Only one of my PCs is joining the Harpers, her friends are just helping on the test, but you could do it with a full party testing too. For us, it is a side quest between Baldur’s Gate, and Cormyr so we stopped in Berdusk, and the Harpers sent us on to this town for a “fact finding mission” You can get into it however you want. I also added some cult members who are devoted to Giles, but dont know of his nefarious deeds, to add a level of intigue, they might defend him if there is a frontal assault, but they are in fact innocents themselves.”
A modified version of an old classic, some Dungeon Masters enjoy allowing their players to describe their natural 20s and they relish in creating clever and, often, painful consequences of their natural 1s. This document provides useful charts for those that like to let fate decide the outcomes of the good hits and the bad misses. Within this document you will find convenient charts for player characters whether they are dealing bludgeoning, piercing, or slashing damage. You will also find charts for their spectacular failures. Roll percentiles! There are 5 different charts depending on the type of weapon being used. Included in this number is also a critical fumbles chart. Add spice to your game with this supplement. Player and DM discretion is advised.
Feedback from those who enjoyed Module 1:
- DLJ D. on Dungeon Masters Guild writes:
“Good fun! As with all things D&D, the DM will need to make sure any results fit the situation. I like that the BEST Good Hits can have consequences for the PCs but it’s nothing a party couldn’t work around with just a little cleverness or maybe taking an unexpected rest.”