Rules for Flying Dungeons
He’s done it. He’s written a Dungeons & Dragons hack.
It’s rules for flying dungeons (and castles, keeps, large basements, wells) around the place, crashing into other dungeons, and stealing rooms you like for fun and profit.
Name one thing you haven’t done in D&D. No, not that.
No, not that either.
What? That’s disgusting and we’re glad you haven’t done it.
OK, LOOK. Grant’s made rules for flying dungeons (and castles, keeps, large basements, wells) around the place, crashing into other dungeons, and stealing rooms you like for fun and profit. You could get a whole campaign out of this. Who wants your dungeon? Where can you fly your dungeon to? Can you fly your dungeon, or does it go where it wants with you sort of adjacent to it?
This one page game is a set of rules that you can staple to the side of D&D. Pretty much any edition past third should function, and odds are it’ll work with the new one as well. It can also play well in The Black Hack or Into the Odd if you ignore the Difficulty Class nonsense, and Mork Borg if you group the listed stats together like they did. If it’s got a D20 you’ll probably find a way to make it work.
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