Publisher: Dungeon Masters Guild
The third volume in the Old School Hacks series is here and it's all about making megadungeons awesome!
This 34-page guide features four chapters of material covering:
- What makes a megadungeon tick?
- Tons of tools and advice for varying the environment, monsters, hazards, and challenges in the dungeon.
- Variant and optional rules to help make megadungeon campaigns feel different from a standard dungeon-crawl adventure.
- Tips, options, and a player handout (Motives, Goals & Connections) to help tie the Player Characters' backstories to the megadungeon.
- An alternative Experience Reward System that focuses on the tropes and activities that make megadungeons different.
- A Time Tracker that will help keep DMs and Players organized during dungeon-crawl play.
- The Combat Sequence handout for DMs to add to their DM Screen, providing the full combat sequence at a glance and including optional Random Reaction and Morale rules for easy reference.
- An entire chapter on Big Bad End Guys (BBEGs) and how to wrap up a megadungeon in a satisfyingly epic climax!
Whether you are using a published megadungeon like Undermountain as found in Waterdeep: Dungeon of the Mad Mage, a third party module, an older-edition-conversion such as the Temple of Elemental Evil, or are building your own megadungeon, this guide is sure to spark your imagination, ease the process of prepping your game sessions, and challenge your players for years to come!
This product also includes a one-column version optimized in 6x9 layout (except for the cover and handouts) for easier reading on tablets and smaller devices!
Developed and written by Tim Bannock. Edited by Ken Carcas. Cover graphical elements by Elena Naylor with art by Wizards of the Coast. Interior art by Rick Hershey/Fat Goblin Games and Wizards of the Coast.
Price: $6.95