EX1 DUNGEONLAND PDF

But now you suddenly find yourself in a place unlike any through which you have traveled: astounding, dangerous, and even amusing things confront you as you journey, both indoors and outdoors, through unique and wondrous realm of Dungeonland. This adventure was first conceived by E. It is finally available to all players and can be added to your existing campaign with ease. It was published in

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But now you suddenly find yourself in a place unlike any through which you have traveled: astounding, dangerous, and even amusing things confront you as you journey, both indoors and outdoors, through unique and wondrous realm of Dungeonland. This adventure was first conceived by E. It is finally available to all players and can be added to your existing campaign with ease.

It was published in About Castle Greyhawk. However, before he was forced to leave TSR, Gygax did manage to produce three adventures based on "demiplanes" - which were strange places that you could get to from Castle Greyhawk.

The Origins of Dungeonland. Gygax later ran "Dungeonland" at conventions, once even hosting Dr. Joyce Brothers! Not Expanding Greyhawk. The Adventure Continues. The world of "Dungeonland" connects directly to that of "The Land Beyond the Magic Mirror," and the two adventures can be played together. About the Creators. Around , Gygax had a considerable burst of creativity that resulted in Monster Manual II and four adventures all deeply rooted in Greyhawk. Please feel free to mail corrections, comments, and additions to shannon.

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EX1 – Dungeonland

Plot summary[ edit ] 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 Dungeon Master 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. The March Hare is a lycanthrope, and so on. The point of the adventure seems to be diversion and novelty more than anything else. The PCs may leave Dungeonland when they choose, by returning to the Great Hall and wishing themselves back up the tunnel.

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