The full-length version of Modrons, Mephits & Mayhem is about to arrive at the Dungeon Masters Guild!
We posted the Free Preview Version a little while back, but seeing the finalized version of the full adventure nearing completion has us drooling in excitement, so we had to share a quick look at what you’ll see…and believe us, it’s quite an improvement over the preview version! Let’s take a look.
Here’s the table of contents, so you see how big this baby is:
Nearly 70 pages of adventure material! You’ll be getting:
- A 44-page adventure featuring 2 wilderness locations and 3 dungeon levels.
- A 15-page appendix with full stats for all the featured monsters and NPCs.
- 3 Quest Cards that provide an immediate jumping-on point for players to give their characters motivations for the adventure, or to track rewards and missions.
- A labeled wilderness map created by Elven Tower Cartography!
- 3 dungeon maps sourced from Dyson Logos’ commercially available cartography (thanks to his Patrons!) in both fully tagged DM version and untagged versions.
- A brand new cover by Patrick E. Pullen!
Here are some spreads, featuring layout graphics designed by Elena Naylor and artwork sourced from several DMs Guild resources!
We’ve combined three commercially available maps created by Dyson Logos into an immense, 3-level dungeon created by modrons! The maps line up in a specific pattern that affects the ancient, baroque machinery found within, all of which can be manipulated by the player characters (or their enemies!) while exploring this bizarre dungeon. The layout of these dungeons and exploring every inch of them is integral to understanding the puzzles contained within, and thus surviving — or even co-opting the dungeons’ machinery — and making it out of this dungeon alive!
Among the many NPC parties involved in this adventure is a rogue modron escorting a band of mephits to what he believes is there ultimate goal: reunion with the Elemental Chaos. Of course, it’s never that simple, and the combination of an orderly mind and chaotic creatures in a modron-built facility hiding some pretty dark secrets ensures there will be an explosive finale.
All of the featured monsters and NPCs get full stats in the appendix. DMs can pick up the Monster Manual only as needed for some random wilderness encounters.
We’ve provided Quest Cards — originally appearing in our release Player Roles — for easy tracking of character goals. In addition, all the maps featured throughout the adventure also get full-page treatment for easy printing and manipulation by the DM. Untagged versions work as player handouts (which we’ve integrated into the adventure if the players do some research) or as the means to creating your own versions of the map for battlemats and so on.
This is a big adventure, and we’re very proud of it. But it’s maybe not for all DMs; read this sidebar from the Introduction and decide for yourself:
This adventure features a great deal of complexity due to the interconnected machinery and functions of many areas within the dungeon, sometimes spanning multiple levels. DMs will want to read through the entire adventure, and consider making notes on printed copies of the maps in order to best understand how different areas interact with each other. Additionally, there are many NPCs, each with their own history and motives. Some may work with the characters, some may work against them, and in many cases common ground may be found for a short time, but perhaps not all the way up until the conclusion of the adventure. DMs can ignore anything that overly complicates the adventure if they wish to make things more straightforward, but are encouraged to use this as a way to add interesting roleplaying scenes, as well as the potential for betrayal.