RPG

The Main Keep, Rooms 301-400

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From publisher blurb: This is the Main Keep section of the Palace of 1001 Rooms. It contains rooms 301-400. 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 a classic journey through a magical castle. The keep is ruled by King Ozimus. From his throne, he commands the inhabitants of the Servant Quarters as well as the Main Keep. He has most recently been magically deluded and his court has been infiltrated by Doppelgangers, all thanks to the underhanded dealings of Moshique, his closest advisor and resident wizard. In many ways, the Palace of 1001 rooms is a big dungeon sandbox for PCs to play in. The players have a multitude of adventure paths here. Chapter Four is designed for a party of 3-4 seventh and eighth level characters. Like the previous chapters, The Main Keep connects to many different worlds, so no character should be truly out of place here. Also, this is an alignment indifferent adventure, which means there is no wrong way to play it. As long as the party advances towards the next chapter and you and your players have fun, you’re all winning!

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