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Kobold Guide to Dungeons

$12.99$24.99

$24.99
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$12.99
SKU: KOB-9498-KG Category:
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Product Stats

Weight .25 lbs
Dimensions 9 × 6 in
Format

Bundle (Print and PDF), Softcover, PDF

Game System

Generic

Audience

Game Masters

Manufacturer

Kobold Press

Description

Dungeons Are Half the Game.

You can’t control what players are going to do. That’s half the fun. But you can control where they do it. That’s a whole other half!

The Kobold Guide to Dungeons gives both new and experienced Game Masters over 100 pages of insight and ideas into making dungeons great. In-depth essays from industry luminaries teach you to think outside your own boxes, and into a larger realm of challenge, discovery, and good old monster bashing.

Practical essays gives you insider tips and tricks to:

  • Design non-linear dungeons to explore
  • Think in 3D to make amazing spaces
  • Make every room count, even when there’s no monster
  • Create solutions in addition to combat
  • Dole out treasure—without blowing the bank

The Kobold Guide to Dungeons features essays from classic voices of the RPG canon such as David “Zeb” Cook, Frank Mentzer, and Lawrence Schick. It also includes newer voices including Dominique Dickey, Sadie Lowry, and Erin Roberts.

Open this book and level up your half of the game!

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Reviews

  1. Hannes Rupp

    Just bought the PDF and skimmed through. Honestly, pretty disapointing. I was hoping for some practical game mechanics or ideas for riddles etc. It’s pretty light on those kind of things. Mostly it’s just a more or less pseudo-philosophical discussion about the purpose and the history of TTRPG dungeons. Which is kinda nice if you have never DM’ed anything before. In other case it feels like just 90% of skippable “preable”. Anytime a text builds up to something more concrete it ends in the same subtext: do your own research, lol…
    Well, I definitley misunderstood the desciption -maybe my own fault- but for me it was a big waste of money. Espescially disapointing since I usually really like the Kobold Press stuff.

  2. Michael

    I found this excellent. I purchased it first as an Audible audiobook. I’m now purchasing it in print, so I can quickly reference some of the ideas.
    This is NOT a book of quick ‘insert-into-a-dungeon’ encounters, tricks, items……. IT IS a fantastic book that provides DMs with extremely helpful concepts and frameworks for how to make meaningful and engaging dungeons. Each chapter provides another excellent way of thinking about how to do this. It provides the framework – you can then fill in your version of implementing it. I am immediately seeing how I can significantly improve what I put together.
    Thank you!

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