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Dungeon Interludes: 1–13: Jason Little: 2005: adventure compilation 15: Lost Tomb of the Sphinx Queen: 14–15: Chris Doyle, Joe Crow: 2005 16: Curse of the Emerald Cobra: 6–8: Michael Ferguson: 2005 17: Legacy of the Savage Kings: 4–6: Harley Stroh: 2005 17.5: War of the Witch Queen: 7–9: Harley Stroh: 2005: Sequel to DCC #17 Exclusive ...
[1] [7] Waterdeep: Dungeon of the Mad Mage is available as a digital product through the following Wizards of the Coast licensees: D&D Beyond, Fantasy Grounds, and Roll20. A corresponding product, Waterdeep: Dungeon of the Mad Mage Maps and Miscellany, was also released. This product reprinted handouts and 26 maps from the book on 8.5" x 11 ...
A dungeon map created for a tabletop role-playing game. A dungeon crawl is a type of scenario in fantasy role-playing games (RPGs) in which heroes navigate a labyrinth environment (a "dungeon"), battling various monsters, avoiding traps, solving puzzles, and looting any treasure they may find. [1]
The adventure is set inside a huge step pyramid, with the lower pyramid only sketched out and the city itself described with a list of the major areas and a map. The adventure's main villain is Zargon, a giant one-eyed monster and his minions. The entire double pyramid, not including the city, contains over 100 rooms.
Desert of Desolation is a compilation adventure module published by TSR for the Dungeons & Dragons (D&D) fantasy roleplaying game. It combines three previously published individual modules: Pharaoh , Oasis of the White Palm , and Lost Tomb of Martek .
The Dungeon Geomorphs are sets of aids that consist of dungeon map sections. These sections can be cut apart and assembled together in various formations. Set One was for typical dungeon corridors and rooms; Set Two was for unusual dungeon corridors and rooms; and Set Three was for larger, even more unusual dungeons, corridors and rooms.
Maure Castle was a location used in a campaign that Robert J. Kuntz ran for Gary Gygax, and they later both worked on.This campaign, in its pre-commercial form in 1972–1973, was the seed from which much of the World of Greyhawk campaign setting and the Dungeons & Dragons game itself originated.
An Adventure Path is a series of interlinked adventures (campaign) for tabletop role-playing games which can be played in succession and lead characters to advance from lower to higher levels, through a particular path of events.