11/13/2023 0 Comments Ex1 dungeonland pdf download![]() * The Saltmarsh trio (U1-U2-U3 a good low-level mystery series) ![]() * Hidden Shrime of Tamoachan (great mid-level romp, strongly Aztec-themed and creative, an oft-overlooked masterpiece) * T1-4 Temple of Elemental Evil (a huge hack-fest, but great) Their choices are good ones.Ī few particularly awesome classic adventures: ↳ Damkina.Dungeon # 116 names the "30 greatest adentures" - 90% of which are pre-3rd edition adventures.↳ Padruig's PbP Game - And Then Things Went South.↳ Padruig's PbP game - Coronapocalypse Now.LOTFP's Red & Pleasant Land may also offer some further gaming options. published)? edit: "Alice in Dungeonland" appears in WD#4 IIRC Don Turnbull also has an Alice level in his Greenfields mega-dungeon and perhaps it was published in White Dwarf BITD (maybe it was just referred to vs. A possible cross-over with Willy Wonka and the Chocolate Factory may be in order You might play with different visual styles if you're looking to spice up the setting a bit: Zenescope's comics, Ralph Steadman, Frank Brunner, American McGee (and many others) all offer non-Tenniel takes on the characters and environs (including the two recent films, which I've not seen) If you're looking for additional inspiration, some ideas that may be worth playing with: You might consider tweaking them a bit, too, perhaps in particular if your players are already very familiar with the setting and characters: adding more dream-/Faerie-like tone/zones, sprucing up the surreality (adding non-Euclidean geometry, Escher/Moebius space, etc.). I definitely recommend that you reread both Alice in Wonderland and Through the Looking Glass before you DM the adventures. I've run both but it's been a very long time. ![]() ST1 tries too hard to be funny.īeachbadger wrote:So, those of you with first hand experience think I should drop it? Consider it? Charge full-speed ahead? But it just doesn't have the same spirit as the EX series. I had looked at a PDF of the uber-rare 1e module, ST1, Up the Garden Path, which is another wacky outdoors adventure. I have wanted to expand the wilds of Dungeonland for some time, but I have never come up with any particularly inspiring ideas. The Mad Feast Hall section of EX2 is also a bit railroady and could pose some issues with some players, but it doesn't take long for that to degenerate into an all-out brawl and truckloads of fun for everyone involved. The main spot where I can envision difficulties is at the end of EX1 with the highly railroady croquet party, then the subsequent trial in the palace. I suspect they would be fairly enjoyable, since at the core they basically boil down to straightforward hack 'n' slash modules in disguise. That being said, I have never played or run these two adventures, so I don't know if they are nearly as fun to go through as they are to read. Gygax shows us the correct way of making a funhouse with this series. But for every rule, there are exceptions, and in this case, EX1-2 are it for me. I have long made it clear around here that I dislike quirky "funhouse" dungeons, like S1 and C2. ![]() I have always liked reading these adventures.
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