FAQ
Check here to see if your question has been answered. If not, please reach out to us! hello@dndadventureclub.com
The Club
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DnD Adventure Club is a monthly subscription service where you get a printed DnD adventure book in your home mailbox each month. The subscription provides a thrilling, beautifully designed original DnD Adventure created specifically for beginning Game Masters and players. It includes clear step-by-step instructions and streamlined rules, tips for learning how to play DnD, easy-to-follow story prompts, and monster stat blocks right on the page (no digging around in separate sourcebooks).
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We have designed and written the adventures for middle readers, ages 8-12+ to learn how to play DnD and become a Game Master. But, kids should be able to play as early as age 5 if they have an older child or parent acting as Game Master/Storyteller. And, kids of all ages enjoy just reading the stories!
Being a Game Master takes a certain amount of patience and even-handedness that sets in around ages 9 or 10. And older kids, 14-15+, enjoy using the adventures as part of their own campaign worlds. The scenarios and maps are really handy, even for advanced Game Masters. As they grow in experience, so does their ability to embellish encounters. In that way, our adventures can grow with a Game Master’s skill and confidence.
Every adventure is written for kids and includes just the right amount of thrills. No over-the-top gruesome monsters, inappropriate content, or complex political plots are involved. The storylines are meant to grow young imagination and inspire a lifetime love of storytelling.
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When you subscribe, you receive the same adventure that all subscribers get for that month. All of our adventures can stand alone, so no need to start at the beginning! You can order past adventures from our STORE if you like.
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If you are brand new to DnD, our Quickstart Guide will be a huge help in getting started. It explains everything! It outlines the rules, explains how to read character sheets, and even has a mini adventure, along with three pre-rolled character sheets. Our Starter Pack is also a great place to start. It includes a DnD Quickstart Guide, an adventure trilogy (three books), and a set of polyhedral DnD dice with a drawstring logo pouch.
All of our adventures are built for 2nd level characters and all our pre-built characters are 2nd level. We like to start everyone at 2nd level because that’s easier for beginners than starting at 1st level! Second-level characters have a few more hit points and fun abilities, which makes for a more successful first campaign. At the end of each adventure, we include guidance on how to level up the experience for 3rd, 4th, and 5th-level characters.
You don’t need to start at the beginning of a trilogy, all of the adventures can stand on their own. But, every three issues fit into a trilogy that can be played as a longer campaign, and that’s usually what people like to do.
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Yes! We created Adventure 017.5: More Murk as a free downloadable PDF supplement to our Murk Trilogy. Check it out on our RESOURCES page. It will give you a good idea of what to expect from each monthly adventure.
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Yes! Check out our Customer Stories page to read what some of our current customers are saying.
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Check out the Facebook Group ADVENTURE EXCHANGE!
Subscription
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The subscription is month-to-month; you can cancel or pause at any time using the “Manage My Account” link you’ll be sent when signing up or by going to the MY ACCOUNT page. There is no minimum subscription length and no need to notify us before ending your subscription.
You’ll be charged for your subscription on the 5th of each month, and the adventure for that month mails out around the 10th, arriving in mailboxes around the 15th of each month.
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Yes! We can ship the printed adventures internationally. A shipping charge of $4 per book will apply for International orders. Currently, the Dice Set and the Starter Pack (which contains Dice) are too difficult and expensive to ship internationally, so we don’t offer those outside of the U.S.
If your country is not available during checkout, please CONTACT US!
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You may cancel or pause your subscription at any time by logging into your CUSTOMER ACCOUNT.
Game Play
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Each adventure is playable as a stand-alone session (about an hour), and every three adventures fit into a Grand Trilogy which you can play as a longer campaign of several hours.
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Yes! All adventure stories are fully compatible with the official 5e DnD gaming system.
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For kids and beginners, we love a slightly smaller group. We find that 2 or 3 players plus one Game Master is a great size to keep the story moving and lets everyone’s character enjoy plenty of time in the spotlight.
With smaller groups of 2 or 3 players, the Game Master will get lots of practice! The Game Master might consider playing a sidekick or NPC along with the adventurers to add more flavor.
A table of 4 or 5 players is always a total blast! But this will require a more experienced Game Master to herd the cats and keep the plot moving forward.
One-player games, with one adventurer and one Game Master, can be great! One thing to note, with only a single player, they can get overwhelmed by monsters. So it’s important for the Game Master to play an NPC (Non-player character) sidekick to keep the adventurer company and out of serious trouble. Find Snickers and many more free, downloadable NPC options on our RESOURCES page.
Consider adding a fighter or a paladin as a sidekick for your player’s character. Paladins are great because they are both a tank and a healer. Also don’t be afraid to have your monsters get distracted or confused and skip a turn in combat. Or fight one another!?! Or even, out of sight, fudge a critical dice roll in your player’s favor. Feel free to do whatever makes sense to even the odds. The game Master’s #1 goal is to keep things fun and balanced!
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If you have a larger group of players, more than three or four, you might consider scaling up the adventures. A handy rule of thumb: if the players get through one encounter unscathed, then ‘double down’ the next encounter.
‘Double down’ small creatures such as Goblins, spiders, and rats by doubling the number of creatures. Double down big baddies by doubling their hit points! That should keep it challenging.
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Each adventure includes tips on how to level up the adventure for higher-level players, making the adventures challenging for 3rd, 4th, and even 5th-level characters.
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Both! This series of adventures is simple enough that a child who can read, and do basic math will be able to run their own DnD adventure group as a Game Master.
It is also perfect for an older child or adult to Game Master with kids.
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When you sign up for your monthly subscription, add our DnD Quickstart Guide to your order during the checkout process. This will have everything you need to get started running your first DnD session. Our goal with the Quickstart Guide was to streamline the 1,200 pages of official DnD rules into a simple, straightforward, easy-to-follow 20 pages.
The DnD Quickstart Guide covers the three core game mechanics — ability checks, combat, and magic. But we trim off some of the more detailed, complex stuff.
Our Quickstart Guide also has three pre-built characters and a starter adventure, which walks everyone step-by-step through their first DnD experience.
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These adventures all take place in a home-brewed world, named Otherworld. Most of them start in the tiny northern town of Tumbledowns. It would be easy to swap out Tumbledowns for any small-to-medium town for your own campaign.
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We steer away from top-down, traditional maps because we’ve found that weapon and spell ranges, and combat tactics like “Flanking", “Prone” and “Reaction Actions” are too much for young and beginning players to manage, and it gets in the way of their enjoyment of the game.
Mini figures and “top-down” maps are not required to play. Most of our maps are “isometric” without distance grids, to emphasize our “fun over facts” approach to role-playing. If the players are close enough to engage with a monster, we assume they will be able to move, engage, attack, and cast spells.
If experienced players want to layer in the more complicated combat tactics and engagement rules (as mentioned above), our adventures are still very much compatible with that style of play. It’s official DnD 5e after all.
Printable maps for each adventure are available on our website RESOURCES page.
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Starting DnD for the first time can be intimidating. But don’t worry, once you roll up your sleeves and get into the game, you will quickly find your rhythm and everything will start to feel very natural. If you miss a few rules along the way, that’s no problem. You will get the hang of it pretty fast. Meanwhile here are a few links that might help give you some flavor of the game:
“How to Play” videos from the official publishers of DnD
Fan-favorite MCDM “Running the Game” Videos. These are more dense and faster-paced, but a lot of fun.
Also, check out the Tips & Tricks on our BLOG. We’ve covered most of the basics there.
At the end of the day, just remember the #1 rule of DnD: “Have Fun”. Don’t let the rules get in the way of letting the people at your table tell a great story. Have fun and enjoy the ride. Don’t worry if you don’t have the rules exactly right; that will come over time!
Character Creation
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Character Creation is a really big task, quite complex, and not simple to distill down! With all of the class variations, spells, weapon choices, and feats, it is just more information than we can pack into one of our 20-page books. So, we recommend starting players with our pre-built characters available on our RESOURCES page.
That said, we know that creating your own characters is one of the most fun parts of DnD! So if you really want to do that, your best option is the Official Starter Kit from Wizards of the Coast, or if you’re ready to jump in with both feet, The Official Player’s Handbook.
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Experience points, challenge rating, and leveling up are parts of DnD that require access to the official sourcebooks. It requires a deeper degree of game knowledge and too many options for us to distill down into one of our 20-page books.
If you have access to an Official Player's Handbook and want to let your players level up, we use the optional rule that uses campaign achievement as the gateway to gain a new level, not experience points. A simple rule of thumb is the completion of an adventure trilogy is the requirement to achieve a new level.
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Absolutely! The adventures are built for someone to run without any official sourcebooks. But, if you have already built your characters or own the Player’s Handbook, it just gets better! More spells, more options! Our adventures are mostly built for 1st, 2nd, or 3rd level characters.