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The Palace of 1001 Rooms, The Crypts of Duat (Chapter 7)

$30.00
The Palace of 1001 Rooms, Chapter 7 - The Crypts of Duat_Page_001.jpg
The Palace of 1001 Rooms, Chapter 7 - The Crypts of Duat_Page_054.jpg
The Palace of 1001 Rooms, Chapter 7 - The Crypts of Duat_Page_075.jpg

The Palace of 1001 Rooms, The Crypts of Duat (Chapter 7)

$30.00

This is the Crypts of Duat section of the Palace of 1001 Rooms. It contains rooms 601-700.

This is a module for Dungeons & Dragons gaming systems. The concept is a magical and mysterious palace in the clouds, accessible from many worlds, whose rooms are all connected by portals that lead to random locations within the palace. It's a ready-to-go, off-the-shelf, mega-dungeon romp for 1st - 20th level characters, with a lot of old 2nd and 1st edition content presented in a generic, non edition-specific format (We use 5e stats when we have to). Players or DMs roll a d100 to determine the room they're in and there is a corresponding page number in the pdf. It's a 1:1 match, so a roll of 351 sends the DM and players to page 351 of the pdf, where the details of that room are shown along with an illustration.

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This is the Crypts of Duat section of the Palace of 1001 Rooms. It contains rooms 601-700.

This is a module for Dungeons & Dragons gaming systems. The concept is a magical and mysterious palace in the clouds, accessible from many worlds, whose rooms are all connected by portals that lead to random locations within the palace. It's a ready-to-go, off-the-shelf, mega-dungeon romp for 1st - 20th level characters, with a lot of old 2nd and 1st edition content presented in a generic, non edition-specific format (We use 5e stats when we have to). Players or DMs roll a d100 to determine the room they're in and there is a corresponding page number in the pdf. It's a 1:1 match, so a roll of 351 sends the DM and players to page 351 of the pdf, where the details of that room are shown along with an illustration.

This chapter will be an arduous journey into the Egyptian underworld of Duat. Traps, riddles, and guardians galore stand to repel the unworthy from its depths. PCs will have to navigate the correct path as well as come prepared to deal with the obstacles along the way.

Chapter Seven is designed for a party of three to four 13th and 14th level characters. The Underworld has a secret entrance in from the prime material plane, so it is possible for PCs from outside the Palace to enter this chapter, especially those already suited to the underdark, or the dead themselves.