A d20 product with a whole new theme. Player characters aren’t trying to gain levels or great treasures; they’re trying to get out. On the surface, Dungeon World appears to be an unending labyrinth where no one has seen or even heard of the surface world for ages. Whole civilizations thrive there in the dark caverns and dank dungeons. "Denizens" are those who accept their existence here in the dark places; "the lost" prefer to wander aimlessly until death of madness takes them. How does a character end up in Dungeon World? Anger a deity or devil and you might get sent there. Seek powerful magic to walk the planes and you might find your way to the unending dungeons as well. But perhaps the simplest way is to just die. Death is often a portal to the purgatory of Dungeon World. A character may reawaken in the long line of a demon’s chained slaves, or perhaps simply naked on a cold slab in total darkness. Escape is the most immediate goal, but it is the one thing ! that Dungeon World guards most jealously. Portals back to the prime material worlds are few and well guarded. Dungeon World presents all the rules for integrating the setting into an existing campaign, then describes Nex, the first Dungeon World setting, a labyrinth of devilish genius.
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