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Waterdeep: Dungeon of the Mad Mage
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<blockquote data-quote="castlewise" data-source="post: 7531180" data-attributes="member: 6669618"><p><strong>4 out of 5 rating for Waterdeep: Dungeon of the Mad Mage</strong></p><p></p><p>Dungeon of the Mad Mage is an adventure for 5th - 20th level characters and features 23 thematically unique levels (and Skullport). The adventure is this dense sprawling affair and is structured in such a way that in order to finish the campaign characters will need to explore most (maybe 70-90% if you are using xp) of the dungeon. Compare this to Curse of Strahd or Tomb of Annihilation where a group can complete the adventure yet only experience a fraction of the material in the text. The maps in the book, which are very well done, helpfully feature optional passageways where GM's are encouraged to expand Undermountain with their own creations. Considering how much there is to do already a GM would have to be mad as Halaster himself to add more content. To be clear, its overall a great resource. The dungeon levels are interesting, layouts are detailed without getting too bogged down in minutia, and each floor feels unique and special. However, my guess is that in practice most GM's will raid the book for their favorite bits to add to their own adventures and Dungeon of the Mad Mage fills this role admirably. You definitely get your moneys worth, but I think only the most dedicated groups are going to be able to play this adventure from start to finish.</p></blockquote><p></p>
[QUOTE="castlewise, post: 7531180, member: 6669618"] [b]4 out of 5 rating for Waterdeep: Dungeon of the Mad Mage[/b] Dungeon of the Mad Mage is an adventure for 5th - 20th level characters and features 23 thematically unique levels (and Skullport). The adventure is this dense sprawling affair and is structured in such a way that in order to finish the campaign characters will need to explore most (maybe 70-90% if you are using xp) of the dungeon. Compare this to Curse of Strahd or Tomb of Annihilation where a group can complete the adventure yet only experience a fraction of the material in the text. The maps in the book, which are very well done, helpfully feature optional passageways where GM's are encouraged to expand Undermountain with their own creations. Considering how much there is to do already a GM would have to be mad as Halaster himself to add more content. To be clear, its overall a great resource. The dungeon levels are interesting, layouts are detailed without getting too bogged down in minutia, and each floor feels unique and special. However, my guess is that in practice most GM's will raid the book for their favorite bits to add to their own adventures and Dungeon of the Mad Mage fills this role admirably. You definitely get your moneys worth, but I think only the most dedicated groups are going to be able to play this adventure from start to finish. [/QUOTE]
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