![]() The story of their success attracted groups of Dwarves, Elves and other adventurers to the area, and over time the Castle's dungeons became a major site for adventuring on the Flanaess. Eventually, a group of Northern barbarians forayed into the area and pillaged a large amount of treasure. ![]() In the initial years after the Castle was abandoned, few if any adventurers approached the Castle because of rumors that it lay under a powerful curse. An extensive dungeon complex lies below the towers. The main tower is called the "Tower of Zagig," and the two lesser towers the "War Tower" and the "Tower of Magic" (alternately "The Power Tower"). Over the centuries, the Castle's three towers decayed into ruin. Known as "The Mad Archmage," Zagig ruled over the Free City of Greyhawk from the Castle for approximately the next 100 years, after which he abandoned the Castle and mysteriously disappeared. The Castle was constructed CY c.320 by the wizard Zagig Yragerne. ( October 2009) ( Learn how and when to remove this template message) Please help rewrite it to explain the fiction more clearly and provide non-fictional perspective. ↳ Damkina.This Dungeons & Dragons-related article describes a work or element of fiction in a primarily in-universe style.↳ 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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