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Dungeonland As adventurers you may think you have seen everything: certainly your skills have brought you through unimaginable dangers. Down the rabbit hole, and players suddenly find themselves in Dungeonland, a strange land full of white rabbits, dormouses, and everything else from the first Alice book. This is only very lightly set in Greyhawk, mainly by the fact that it was originally an extension of Castle Greyhawk.
For this Savage Realm of Suzerain enjoy an old school, killer dungeon in a fantasy setting that draws heroes from every corner of time and space!The Lich Queen awaits in her Palace. Your heroes have survived Tomb of the Lich Queen, pushed through Machine of the Lich Queen, and now must face the apocalyptic climax of the Dungeonworlds trilogy! Reality itself twists and roils all around.
Prove yourself to the universe, take the final steps!Become a god.or a corpse!Inside you'll find all you need to run this unique setting, all the background information and encounters needed to challenge a party of 18th- 20th level characters including the stats for a wide array of new creatures and traps!' You guys did a great job providing a huge variety of scenes. Definitely the flavor of Planescape, or even the recursions of The Strange. And I for one would like to have my own time bathtub.The variety is great—every encounter is different and interesting in its own right. No way for the PCs to get bored in this one!'
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—Ray Vallese ( Planescape, Numenera, The Strange)'As the final part (3) in a series of epic proportions, the Lich Queen wrap up, which started with Tomb of the Lich Queen and continued with Machine of the Lich Queen, is set to be one of the greatest dungeons ever created and can go right along side anything from the newer generation of dungeons but can find itself compared even to some of the immortal TSR classics.' —Geekline415 Product AvailabilityFulfilled immediately.Are there errors or omissions in this product information? Got corrections? Let us know at.SEGRSDUPFPD003ESee Also:.(3,261).(9,055).(10). /(12,517). / / / /(5). Part II of my review:Conclusion:Editing and formatting are good, though not perfect -I noticed a few italicization glitches, minor errors in statblocks and the like, but seeing the size of this tome and the complexity of the statblocks, that is not surprising and well within the level of tolerance.
Layout adheres to a two-column full-color standard that conspires with a mix of gorgeous full-color and b/w artworks to render this book a truly beautiful book to behold -aesthetically, there is nothing to complain about here. The pdf comes fully bookmarked and my hardcover sports nice, thick, matte high-quality paper and a shiny cover - all great in that regard.Kevin Andrew Murphy, Darren Pearce, George 'Loki' Williams, Allan Hoffman, Andrew Hoskins, Brendan LaSalle, Matthew Medeiros, Richard Moore, Monte Reed - this is one epic book and it was a fun ride to embark on. But also one that is terribly hard to rate.Why? For one, there would be the issue of high-level gameplay requiring a lot of foresight - pre-written modules have a hard time properly predicting PC-capabilities and one massive issue with the first book was the arbitrary stripping of powers from PCs and the issues with rules-interactions. I am more than happy to report that this book sports NONE of these. Neither will you find 'Pcs have to solve this EXACTLY like this'-solutions and similar issues - instead, this massive mega-adventure essentially provides vignettes, vistas and general storylines - you can skip through them at your leisure, ignore some, substitute your own or expand them to full-blown module length.When handled properly, these vignettes can act as epic, never-ending climaxes - if you took the final scenes of a vast array of stories and stitched them together, a kind of cool-moment-collage, if you will. Better yet, where applicable, the places do sport nice rules-tidbits from mutation-tables to steampunk gadgets.
While not all such tidbits are perfect, this is a module and the like is simply not the focus of this review. The world/planes-hopping vignettes ultimately can be a vast amount of fun if handled properly, but they could also go horribly wrong - if you are accustomed to handholding, extensive read-aloud texts and not good at making transitions and filling in the blanks of the respective vignettes, that may result in massive issues - essentially, do not expect any guidance beyond a basic plot-summary and the statblocks for the respective adversaries. Yes, this DOES include a lack of maps for the respective vignettes, but not one I'm going to fault the pdf for - why?
Because the focus on cinematic transitions ultimately, at least here, does not require them necessarily. In my game, this went off pretty well after my players sopped trying for the analysis-route.The second part is a more old-school killer-dungeon and it is very much worth the status as a finale - the palace itself is exceedingly deadly, full of iconic adversaries and challenges and provides a great way for the DM to provide some exposition regarding the dread lich queen. The background story, as written, is surprisingly intelligent and beyond what you'd expect from a killer-dungeon, so yeah - kudos here. On the downside, the lack of one-page maps to print out can be considered a comfort detriment.So, what does that mean? It means that this module, more so than many others, will prove to be a very polarizing book.
If you can see the vignette-style planes-hopping working for you, then chances are, you'll love this beast and enjoy it immensely.
The cover of the module.CodeEX1TSR Product Code9072Rules requiredAdvanced Dungeons & DragonsCharacter levels9 - 12Campaign settingGeneric /AuthorsFirst published1983Linked modulesEX1Dungeonland (EX1) is an for the ( D&D), written by for use with the First Edition Advanced Dungeons & Dragons ( AD&D) rules. It is an adaptation of 's, with the various characters from the book translated into AD&D terms.The EX module code stands for extension, as the adventure is designed to be inserted as an independent addition to another, ongoing scenario. In Gygax's own campaign, an early version of Dungeonland was an extension of.
In this module, the (PCs) are plummeted into what reviewer referred to as 'a strange partial plane'. Contents.Plot summary The adventure begins with PCs falling down an earthen tunnel. It is suggested that the portal to Dungeonland be a barrel within the dungeon of Castle Greyhawk, but the (DM) may work in any premise to get them to this stage.Upon landing, the PCs find themselves in a surreal, oddly-shaped hallway which contains The Pool of Tears and the entrance to a diminutive garden.
Once they have explored these areas, they cross a fungi forest and arrive at The Wilds of Dungeonland, which is essentially a wooded area containing several connected clearings.Over the course of the adventure, the PCs run into variations of Lewis Carroll's Wonderland creatures and characters, presented in a Dungeons and Dragons style. For instance, instead of the, a Mock is present. The is a lycanthrope, and so on.The point of the adventure seems to be diversion and novelty more than anything else. There is little treasure and no overall plot. The PCs may leave Dungeonland when they choose, by returning to the Great Hall and wishing themselves back up the tunnel. The PCs may also explore The Land of the Magic Mirror, which adjoins Dungeonland to the West, if they are able to find the way.Publication history Dungeonland was inspired by, and 'includes a very dangerous and March Hare, a deadly game of croquet with the, and a Mock (Dragon) Turtle'. Like its source material, the module is intended to be played in a 'light-hearted and zany spirit', though, unlike Carroll's Alice, the player characters repeatedly face potentially lethal combat with monsters.
The, for example, is a magical eager to eat adventurers.Dungeonland was written by, with illustrations by, and was published by TSR in 1983 as a thirty two page booklet with an outer folder. Dungeonland and The Land Beyond the Magic Mirror were designed to be placed as an extension of an existing 9th–12th level dungeon. In the afterword, Gygax mentions that Dungeonland was an early part of the dungeon, and that his players visited it multiple times. Is mentioned as having played in a version of the scenario run at a convention. The module is paired with, which is based on Carroll's. The scene on the cover of each module is from an event in the other module.Reception Doug Cowie reviewed Dungeonland favorably for magazine.
He noted that the module is designed to be inserted into any existing dungeon or dungeon level. Cowie praised the 'excellent underlying theme' and the 'whimsical', but on occasion 'very black humour'. He also felt that this was a 'good example of how module design is developing', namely 'interesting and technically sound, whilst displaying more and more conceptual originality'. Cowie thought that the designer had done a 'splendid job'.The module was positively reviewed in issue No. 48 of magazine by, who scored it 9 out of 10 overall. He reviewed the module along with The Land Beyond the Magic Mirror, and enjoyed the 'rich vein of humour' that runs through the two modules, both of which 'offer players an exciting and humorous time'. He felt that while the modules could be played individually, they are best played together as they interconnect in numerous places, and players adventuring in one module could suddenly find themselves in the other.
Bambra felt that although the modules were humorous in tone, some encounters could turn nasty, and that making them for high level characters makes them inaccessible for lower level ones. However, he concluded by saying that if players do have higher level characters available then 'by all means play them, you won't regret it.'
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In his 1991 book Heroic Worlds, said that the scenario was 'inspired by Alice and Wonderland, but with the whimsy replaced by opportunities for slaughter'. References. Dicing with Dragons, An Introduction to Role-Playing Games (Revised ed.). ^ (1991). Heroic Worlds: A History and Guide to Role-Playing Games.
Buffalo, New York: Prometheus Books. Retrieved 2008-09-05. Dungeonland, p. 2. ^ (December 1983). 'Open Box: Dungeon Modules'.
(48): 10. Dungeonland, p. 27. ^ Cowie, Doug (August 1983).
'Game Reviews'. TSR Hobbies (UK), Ltd. (5): 16–17. Gygax, Gary.
Dungeonland (, 1983).Reviews:#35 (1984)Fantasy Gamer #6 (1984)External links.
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