Mini Dungeon Tome is simply a book of adventures for 5th edition Dungeons and Dragons (there is also a version for Pathfinder 1st edition). This is a pretty hefty book of 130 2-page adventures that accomodate all levels from 1-20, and even features some adventures that can be played at any level without any restrictions on the number of party members. Overall, the adventures are of good quality and interesting to play. Some are, of course, simple quests that sometimes have a hook built into them--such as villagers with a quest for the party. Such adventures are great for lower-level campaigns, but higher levels require things like powerful villains and trips to other planes of existence--which this book also nicely delivers.
Some of the features of note are the book's layout, which is designed to help dungeon masters flip through and find adventures based on the level and size of the party they are running for. That's a nice feature, though it sometimes requires a bit of extra page-flipping or scrolling to see the blurb on the side of the page that lists the level or count for your party. As well, the book makes it easy to pick up and run and adventure in that it gives an appendix full of stats for each encounter that players come across throughout. The stats are abbreviated, but they'll do for when you're running the game with minimal prep time. This makes the book very effective to have around for when you're looking for something to run at a gaming convention, or for a pick-up game with some friends. I recommend doing a few minutes of prep work to write down the stats for encounters in advance if you can, so you don't need to flip to the back of the book for each encounter. Most of the adventures in this book are really ideal for one-shots. Most adventures have a hook to get the players started, but if you're running a campaign and working an adventure in, you'll often have to do a bit of setup to get your players in place for an adventure.
As for the adventures, there is some pretty interesting stuff in here that deserves to be noted. This book largely features dungeon settings, such as ruins and tombs, though it does branch out into a few other settings, such as woodlands, aquatic, tundra, desert, and jungle. A few adventures, such as 'The Burning Tree of Coilltean Grove' offer unique situations such as a battlefield contested by two factions of faeries. There is a good amount of variety to the adventures in this book, so that even those with similar settings are not repetitive. You can find simple goblin dens and even a maze in which the contents of each room are determined by a random dice roll. Some of the higher-level adventures get more interesting such as challanges against dark planar entities, in 'Tangle of Web' and a boarding house for extraplanar evil in 'The Unwise Young, They Say Do Ne’er Live Long'. Then some adventures go to exotic locations, such as the experimental demi-plane in 'The World Forge'. This is just to mention a few of the adventures that stuck out as I went through the book.
All in all, this is a solid adventure book that can help any dungeon master. Each adventure can take up several hours and fill an entire game session. As well, the variety of adventure settings and difficulty make it easy to work adventures into any campaign. At higher levels, the book shines as a resource for DMs looking for something to throw something weird and exotic at their players, and at very least this is a great book for pick-up games.
Check out our full review and rating for this game at Geeks A Gogo!
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