Ebook Dungeons Dragons Waterdeep Dungeon of the Mad Mage Adventure Book DD Roleplaying Game Wizards RPG Team 0630509676996 Books
Explore the mega-dungeon of Undermountain in this adventure for the world’s greatest roleplaying game.
In the city of Waterdeep rests a tavern called the Yawning Portal, named after the gaping pit in its common room. At the bottom of this crumbling shaft is a labyrinthine dungeon shunned by all but the most daring adventurers. Known as Undermountain, this dungeon is the domain of the mad wizard Halaster Blackcloak. Long has the Mad Mage dwelt in these forlorn depths, seeding his lair with monsters, traps, and mysteries—to what end is a constant source of speculation and concern.
• The follow up to Waterdeep Dragon Heist, Dungeon of the Mad Mage takes adventurers deep into one of DD's biggest dungeons. Each of Undermountain's twenty-three levels is an adventure setting unto itself, and the book includes a map for each one.
• Waterdeep, known as the City of Splendors, is one of DD’s most iconic locations. Also the setting for the board game Lords of Waterdeeep, it’s the jewel of the Sword Coast—a sprawling melting pot held together by firm laws and swift justice.
• Dungeon of the Mad Mage is the second of two Dungeons Dragons books set in Waterdeep. It picks up where the first, Dragon Heist, leaves off, taking characters of 5th level or higher all the way to 20th level.
• In DD, you and your friends coauthor you own legend. Guided by a Dungeon Master, you create characters and play their roles in a story, rolling dice and navigating maps as you unfold a tale as limitless as your imagination.
• Dungeons Dragons is the world’s greatest roleplaying game. Created in 1974, DD transformed gaming culture by blending traditional fantasy with miniatures and wargaming.
Ebook Dungeons Dragons Waterdeep Dungeon of the Mad Mage Adventure Book DD Roleplaying Game Wizards RPG Team 0630509676996 Books
"This is a masterpiece of scope and imagination reminiscent of the massive dungeons that characterized basic and 1st Edition. Where it falls short is ease of use. This is not a turn key supplement that the DM can run without extensive preparation. Rather, hours of advanced time will be necessary for each of the 20+ levels. It is essential to understand how it all fits together and what comes next before turning the players loose. Additionally, there is virtually no stocking of treasure, which I believe is a fundamental shortcoming. It will be necessary to roll that up (or make it up) throughout. That will require yet more time. Would have given 5 stars but for these practical deficits."
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Dungeons Dragons Waterdeep Dungeon of the Mad Mage Adventure Book DD Roleplaying Game Wizards RPG Team 0630509676996 Books Reviews :
Dungeons Dragons Waterdeep Dungeon of the Mad Mage Adventure Book DD Roleplaying Game Wizards RPG Team 0630509676996 Books Reviews
- This is a disappointingly bare bones module that is going to require MUCH more preparation time than any other recent D&D hardcover. Each of the 23 levels contains a black&white map with minimal detail, a general overview of the area and not much else. There is no overarching story, no flavor text, no boxed speeches, no room descriptions, few scenic descriptions. Even magic items have to be added, unless you want your PCs to end up at level 20 with a handful of mostly flavor items. You'll have to add all of that yourself. And since most maps are huge, this will require a TON of work. I'll probably redo the maps to make them less overwhelming, reducing the slog factor.
If the designers cut the number of rooms on each level in half and used that space to add flavor and descriptions and more artfully designed maps (as in CoS, ToA etc) this would have been a much more useful product. Currently it is just dull and bland.
Although some of the levels are great, with interesting NPCs and conflicts, the whole hardcover is all skeleton and no meat. For me this defeats the purpose of buying a hardcover because I really don't want to spend hours prepping each level. - You tried to make every level feel different and so you create some good inspiration fuel. Unfortunately when “I†buy a module I’m hoping it will save me some time and provide a fun game for my table. This fails to deliver that.
This is sadly embarrassing, unless you intend to spend 3-5 years playing this one module. The maps and locations included are not the quality I’d expect from a WOTC product... hire back your artists and get ride of Autocad randomly generated maps. Throw out the arbitrary geometry and hire an Archetect. Think about space, what is valuble, and what is just mindless wondering.
Further, there’s no real explanation of how to correctly run a mega dungeon or what it’s for. Over all it’s like a bad diablo wonna be, and don’t tell me the portals predate Diablo, I expect new content, not recycled garbage. With magic town portals, the survival, “get in, get as much as you can,and get out†game is lost.
For this to even be remotely playable, it should be engineered to work one 4 hour night a level or less. Dnd time is to precious and to little to spend hours wondering around sprawling maps that really have little connectivness to each other over all.
I’m sure some will disagree, but frankly you can find far better mega dungeons from indi publishers with a micron of the resources at hasbro/WotC disposal. Again that’s just sad. - This is a masterpiece of scope and imagination reminiscent of the massive dungeons that characterized basic and 1st Edition. Where it falls short is ease of use. This is not a turn key supplement that the DM can run without extensive preparation. Rather, hours of advanced time will be necessary for each of the 20+ levels. It is essential to understand how it all fits together and what comes next before turning the players loose. Additionally, there is virtually no stocking of treasure, which I believe is a fundamental shortcoming. It will be necessary to roll that up (or make it up) throughout. That will require yet more time. Would have given 5 stars but for these practical deficits.
- This is a good entry in the line of Undermountain modules. Revisiting a classic megadungeon that will be a massive undertaking to reach the end. Designed for 5th-20th level, this module can be the basis for an entire, lengthy campaign, or perhaps your adventures might lead you to one of this classic dungeon's many perilous levels.
Most floors are large, and wil take time to explore, I'd recommend DM's to invest in the map pack as well, and have players attempt to map their progress on grid paper to get a good dungeon delve experience.
Pretty simple concept, there's a massive and very deadly dungeon full of riches. How far will the players make it before running back to the safety of The Yawning Portal, or becoming permanent residents of the Mad Mage's subterranean abode? Or, wil they defy the odds and defeat the Mad Mage on his own turf?
It's not all hack n' slash as there are opportunities to interact with NPC's, and potentially influence factions that vie for control of some of the dungeon's levels. There is also the city of Skullport, not the friendliest of places, but full of adventures and intrigues of its own.
I also really enjoyed the inclusion of the runes and secrets (which can be photocopied from the book, and are included with the map pack) , as well as initial quests, and quests that require prerequisites to undertake as this adds to the overall interests and motivations to continue exploring Undermountain.
Personally, I can't wait to run this module. In earlier editions, a campaign and its characters carried a certain investment value, and the best campaigns stretched out over years of play.
If you're looking for something you can complete over a moderate amount of sessions, then you can use this for individual dungeons or potentially some light delves. If you're looking for a module that will last you awhile and keep your players on their toes, or are just a fan of Undermountain, give this a go.