Can anyone explain to me this part in the new Module Dungeon of the mad mage, on all the maps there are tunnels just stating "Tunnel leads to expanded dungeon"
I just want to sort of hear what this is about, is it to make your own maps with, a module with room for some improv?
Sorry if this is in the wrong section, no idea where else to put it. but is a DM question
The Dungeon of the Mad Mage is part of the much greater Ruins of Undermountain, which was a significantly larger dungeon in previous editions (though with far fewer levels).
in the module for level one, number 20: beyond the green door, states that its only a 10ft closet unless you choose to expand the dungeon beyond this point.
Simply put, yes, it is to include your own maps to expand the dungeon. When running the dungeon "as is," you can treat these tunnels as if they are not there.
I numbered every hallway that ends in "Expanded dungeon." As the party moves through that area, they randomly end up at a different "expanded dungeon" tunnel. I do not record which leads to which once they move "deep enough" away from it. I do this with the idea that Halaster is stupid powerful and also pretty mad so the confusing nature of tunnels that don't lead to consistent places makes sense for me.
Can anyone explain to me this part in the new Module Dungeon of the mad mage, on all the maps there are tunnels just stating "Tunnel leads to expanded dungeon"
I just want to sort of hear what this is about, is it to make your own maps with, a module with room for some improv?
Sorry if this is in the wrong section, no idea where else to put it.
but is a DM question
The Dungeon of the Mad Mage is part of the much greater Ruins of Undermountain, which was a significantly larger dungeon in previous editions (though with far fewer levels).
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in the module for level one, number 20: beyond the green door, states that its only a 10ft closet unless you choose to expand the dungeon beyond this point.
Simply put, yes, it is to include your own maps to expand the dungeon. When running the dungeon "as is," you can treat these tunnels as if they are not there.
Thanks
Here's what I did:
I numbered every hallway that ends in "Expanded dungeon." As the party moves through that area, they randomly end up at a different "expanded dungeon" tunnel. I do not record which leads to which once they move "deep enough" away from it. I do this with the idea that Halaster is stupid powerful and also pretty mad so the confusing nature of tunnels that don't lead to consistent places makes sense for me.
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