Dungeon of the Mad Mage, Guildmaster's Guide to Ravnica D&D Adventure Books Available
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Just in time for this year's holiday season, Wizards of the Coast bring us a couple of new Dungeons & Dragons adventure books - Dungeon of the Mad Mage and Guildmaster's Guide to Ravnica. Priced at $49.95, the former will let you explore the famous Undermountain dungeon, while the latter will allow your party to visit Magic the Gathering's Ravnica plane.
Here's an overview for Dungeon of the Mad Mage:
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.
This adventure picks up where Waterdeep: Dragon Heist leaves off, taking characters of 5th level or higher all the way to 20th level should they explore the entirety of Halaster’s home. Twenty-three levels of Undermountain are detailed herein, along with the subterranean refuge of Skullport. Treasures and secrets abound, but tread with care!
And here's one for Guildmaster's Guide to Ravnica:
Explore a worldwide cityscape filled to the brim with adventure and intrigue in this campaign setting for the world’s greatest roleplaying game.
A perpetual haze of dreary rain hangs over the spires of Ravnica. Bundled against the weather, the cosmopolitan citizens in all their fantastic diversity go about their daily business in bustling markets and shadowy back alleys. Through it all, ten guilds—crime syndicates, scientific institutions, church hierarchies, military forces, judicial courts, buzzing swarms, and rampaging gangs—vie for power, wealth, and influence.
These guilds are the foundation of power on Ravnica. They have existed for millennia, and each one has its own identity and civic function, its own diverse collection of races and creatures, and its own distinct subculture. Their history is a web of wars, intrigue, and political machinations as they have vied for control of the plane.