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Dungeon Crawl Classics #9: Dungeon Geomorphsdagwood.sandwich.net/docs/dungeon_crawls/Dungeon... · 2 Introduction Remember the good old days, when adventures were underground, NPCs

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Page 1: Dungeon Crawl Classics #9: Dungeon Geomorphsdagwood.sandwich.net/docs/dungeon_crawls/Dungeon... · 2 Introduction Remember the good old days, when adventures were underground, NPCs
Page 2: Dungeon Crawl Classics #9: Dungeon Geomorphsdagwood.sandwich.net/docs/dungeon_crawls/Dungeon... · 2 Introduction Remember the good old days, when adventures were underground, NPCs
Page 3: Dungeon Crawl Classics #9: Dungeon Geomorphsdagwood.sandwich.net/docs/dungeon_crawls/Dungeon... · 2 Introduction Remember the good old days, when adventures were underground, NPCs
Page 4: Dungeon Crawl Classics #9: Dungeon Geomorphsdagwood.sandwich.net/docs/dungeon_crawls/Dungeon... · 2 Introduction Remember the good old days, when adventures were underground, NPCs
Page 5: Dungeon Crawl Classics #9: Dungeon Geomorphsdagwood.sandwich.net/docs/dungeon_crawls/Dungeon... · 2 Introduction Remember the good old days, when adventures were underground, NPCs

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Dungeon Crawl Classics #9Dungeon Geomorphs

by Clayton Bunce

Credits

Cartographer: Clayton BunceFront Cover Artist: Chuck WhelonBack Cover Artist: Brad McDevittInterior Artist: Brad McDevittEditor and Graphic Designer: Joseph Goodman

Table of Contents

Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2Caves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3Castle #1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7Castle #2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8Castle Ruins #1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9Castle Ruins #2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10Hallways & Corridors . . . . . . . . . . . . . . . . . . . . . . . . . . . .11Lairs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12The Underdeep . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16Mazes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18Dungeons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .19Old-Style Dungeons . . . . . . . . . . . . . . . . . . . . . . . . . . . . .25Temples . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .31

If you like this adventure, be sure to look for the rest of theDungeon Crawl Classics series at your local game store.

Log on to www.goodman-games.com for freebies, news, spe-cial offers, and more.

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Introduction

Remember the good old days, when adventures wereunderground, NPCs were there to be killed, and thefinale of every dungeon was the dragon on the 20thlevel? Those days are back. Dungeon Crawl Classicsdon’t waste your time with long-winded speeches, weirdcampaign settings, or NPCs who aren’t meant to bekilled. Each module is 100% good, solid dungeon crawl,with the monsters you know, the traps you remember,and the secret doors you know are there somewhere.

Unlike other Dungeon Crawl Classics, this volume doesnot present a complete adventure. Instead, it presents aset of DM tools that will make your job easier. This bookof dungeon geomorphs gives you everything you needto map out exciting dungeon adventures. The geo-morphs are modular map segments designed to becombined in a variety of ways. There are 120 map seg-ments, encompassing mazes, dungeons, underdeepcaverns, monstrous lairs, castles, ruins, halls, and manyother intriguing places to explore. Together they com-bine to make thousands of possible maps!

How to Use This Book

Use this book to quickly generate maps for your adven-tures. Each page of this book has 4 map segments.Simply photocopy the map segments, clip them out,and arrange them to create the map you want.(Permission is granted to photocopy the map segmentsfor personal use.) You can have maps as small as onesegment, or maps as large as – well, as large as youwant! You could even repeat the same map segmentmore than once if you want to create truly huge maps.

Note that each and every map segment has 8 entry/exitpoints, and they are consistent between every map seg-ment. That means you can arrange the segments nextto each other and there will be a convenient passagebetween them.

The maps do not have an “up” or “down.” You can flipthem around to vary the map’s layout. You could evenuse the same map segment twice, in different orienta-tions, if you wanted to.

All the map segments are printed with a square grid.The scale is up to you. For most standard d20 adven-tures we recommend a scale of one grid square = 5 feetor 10 feet, but some maps lend themselves to evenlarger scales if you want truly massive caverns.

Turning Geomorphs into Adventures

Each room of the map is an encounter for your charac-ters. It could be a trap, treasure, combat, puzzle, ornegotiation. To keep track of which rooms have whichencounters, you’ll need to create a map key. Carefullynumber each room in pencil. (Make sure you use a pen-cil! That way you can re-use the geomorph later.) Thencreate a key that explains what is in each numberedroom.

Feel free to modify the geomorphs. If you don’t like theposition of a door, strike it from the map. If you’d like toadd a new secret door, or remove a wall, simply adjustthe map as you see fit. After all, versatility is the point ofhaving geomorphs!

Creating Your Own Geomorphs

On the inside covers of this book you’ll find some blankgeomorphs. You can use these to make additional mapsections of your own creation. Make sure you align theexits to the same point as the other geomorphs, so theyare compatible.

Other Uses

These geomorphs can also serve a number of otherpurposes in your fantasy adventures. They make goodtreasure maps for characters. If you photocopy a geo-morph section, use a black magic marker to scribble offcertain features, then photocopy it again, the playerswill never know they’ve gotten a modified map. Use thattechnique to give them incomplete or inaccurate maps,whether they’re treasure maps or blueprints to the vil-lain’s hideout!

Permission is granted to photocopy the maps in thisbook for personal use. Reproduction for commercialuse is prohibited. Distribution of reproductions is alsoprohibited.

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Caves

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Caves

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Caves

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Caves

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Castle #1

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Castle #2

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Castle Ruins #1

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Castle Ruins #2

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Hallways & Corridors

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Lairs

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Lairs

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Lairs

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Lairs

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The Underdeep

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The Underdeep

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Mazes

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Dungeons

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Dungeons

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Dungeons

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Dungeons

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Dungeons

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Dungeons

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Old-Style Dungeons

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Old-Style Dungeons

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Old-Style Dungeons

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Old-Style Dungeons

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Old-Style Dungeons

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Old-Style Dungeons

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Temples

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Temples