Dungeon Crawl Classics #9:
Remember the good old days, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics don't waste your time with long-winded speeches, weird campaign settings, or NPCs who aren't meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you fear, and the secret doors you know are there somewhere.
Unlike other Dungeon Crawl Classics, this volume does not present a completed adventure. Instead, it presents a set of DM tools that will make your job easier. This book of dungeon geomorphs gives you everything you need to map out exciting underground adventures. The geomorphs are modular map segments designed to be combined in a variety of ways. There are 124 map segments, encompassing mazes, dungeons, underdeep caverns, monstrous lairs, castles, ruins, halls, and many other intriguing places to explore. Together they combine to make thousands of possible maps!
- 124 unique map tiles, each with dozens of areas to explore.
- Consistent entry and exit points between map tiles, so they can be easily combined.
- Maps are organized according to theme: caves, castles, ruins, hallways and corridors, lairs, the underdeep, mazes, dungeons, and temples.
- Includes blank map tiles so you can create your own geomorphs.
Rules Set: N/A - rules neutral.
Cartographer: Clayton Bunce
Front Cover Artist: Chuck Whelon
Back Cover Artist: Brad McDevitt
GMG5008, 32 pages, $10.99.
Features retro-style hand-painted art on both the front and back cover!
Make sure you read the maps right...
Each page features 4 map tiles, all with entrances and exits at the same connecting points.
The map tiles are generic so you can key them to whatever adventure you wish to run.