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D&D Book about a Dungeon World - what is it?  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Nasty Nob







OK, all, quick question that I hope someone can answer. Now that I know there are more D&D fans here on Dakka than I thought, I figured I'd give it a try.

I remember there being a (3.0 or 3.5) hardcover book out for D&D at some point which detailed a gaming environment in which the entire world (plane?) was essentially one HUGE dungeon. I always thought this was the coolest idea ever, with entire civilizations occupying what was essentially the D&D equivalent of a 40K Hiveworld, only of course, much, MUCH bigger.

But I don't remember the name of the book, which makes it really hard for me to track it down. Does anyone know?

As an extra spin on this, I don't think it was an official WoC book, but I think instead it was written under the Open License provision - perfectly compatible with 3.0, but 3rd party as it were (not 100% sure about that, though).

Thanks!
Solorg

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Made in us
Wraith






Milton, WI

Sounds like the Underdark sourcebook for Forgotten Realms.

But there could have been others.

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Made in us
Nasty Nob







I'm not sure that's it, since the Underdark exists beneath the surface world. On this plane of existence, there is no surface world - just underground dungeons forever and ever and ever in all directions.

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Made in us
Servoarm Flailing Magos







You're not thinking of the World's Largest Dungeon, are you?

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Made in us
Evil man of Carn Dûm





Chicago, IL

Yeah - I'd guess World's Largest Dungeon too.

Link: http://www.worldslargestdungeon.com/

   
Made in us
Krazed Killa Kan






Columbus, Oh

Nope.. he is thinking of Dungeon World, by Fast Forward Entertainment, for 3.5 D&D. Written by James Ward.

"A d20 product with a whole new theme. Player characters aren’t trying to gain levels or great treasures; they’re trying to get out. On the surface, Dungeon World appears to be an unending labyrinth where no one has seen or even heard of the surface world for ages. Whole civilizations thrive there in the dark caverns and dank dungeons. "Denizens" are those who accept their existence here in the dark places; "the lost" prefer to wander aimlessly until death of madness takes them. How does a character end up in Dungeon World? Anger a deity or devil and you might get sent there. Seek powerful magic to walk the planes and you might find your way to the unending dungeons as well. But perhaps the simplest way is to just die. Death is often a portal to the purgatory of Dungeon World. A character may reawaken in the long line of a demon’s chained slaves, or perhaps simply naked on a cold slab in total darkness. Escape is the most immediate goal, but it is the one thing ! that Dungeon World guards most jealously. Portals back to the prime material worlds are few and well guarded. Dungeon World presents all the rules for integrating the setting into an existing campaign, then describes Nex, the first Dungeon World setting, a labyrinth of devilish genius."

Fast Forward has gone, I think, but you can find it on Amazon still, starting for like $8 or so.

This message was edited 1 time. Last update was at 2010/02/26 19:58:10


2+2=5 for sufficiently large values of 2.

Order of St Ursula (Sisters of Battle): W-2, L-1, T-1
Get of Freki (Space Wolves): W-3, L-1, T-1
Hive Fleet Portentosa (Nids/Stealers): W-6, L-4, T-0
Omega Marines (vanilla Space Marine): W-1, L-6, T-2
Waagh Magshak (Orks): W-4, L-0, T-1
A.V.P.D.W.: W-0, L-2, T-0

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Made in us
Badass "Sister Sin"






Camas, WA

Was it called Hollow World? It wasn't really a dungeon per-se, but was an entire Civilization inside a world.

Hollow World Campaign Set
"Within the sphere of the Known World is another world, the Hollow World. There your characters will meet ancient Nithians, long disappeared from the surface world and thought extinct: Blacklore Elves, living in a magical valley and served by automatons --devices that take care of everything, from serving their food to trimming their grass: Azcans, terrifying, war-mongering natives whose taste for battle extends even into their favorite game -the losers always die -- and many more. Monsters abound as well, from dinosaurs to aurochs.

In the Hollow World, the sun never sets. Magic works differently than it does "outside"-some spells don't work at all. And quite often, getting in is much, much easier than getting out.

* A 128-page Dungeon Master's Sourcebook, with everything the DM needs to run an exciting campaign in the Hollow World. Also in this book are extensive entries on all the Immortals represented in the Hollow World: their interests, their allies, their enemies.

* A 64-page Player's Book, including how-to's for creating a native Hollow World character and ways to bring a Known World character into the Hollow World. Included in this are new spells specifically for the Hollow World.

* A 32-page Adventure Book, containing several starter adventures and entries on the various monsters found in the Hollow World.

* Four full-size, full-color map sheets, showing the Known World and the Hollow World, and detailing the central, most populous areas of the Hollow World.

* Ways and means to adapt this material to the Advanced Dungeons & Dragons 2nd Edition game!"
1990 ... TSR 1054 ... ISBN 0880388625

This message was edited 1 time. Last update was at 2010/02/26 19:55:33


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Made in us
Nasty Nob







Hello all, thank you!

Porkuslime, I think yours describes the one I was thinking of - Dungeon World.

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