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Table of Contents Using This Module and What You Can Expect 3 Rogues and Roguelikes 5 Not In Greyhawk Anymore The Player Introduction 6 The Dungeon Land Up and Down DM Introduction 8 What Is The Dungeon Land 8 Gems, Truly Outrageous 9 Magical Journeys 10 Magical Mutations 11 Where Are We and Why 17 Story Quests 17 A maze With No End 18 A Light At the End 29 We Need your Help 20 Reaching For the Top 20 The Edge of The World 21 The Wizard That Did It 22 Finding the Wizard 23 Into The Heart of darkness 24 Slaying the World eater 24 At Last We Meet 26 The Fight With Vecna 29 Side Quests 38 Fear No Evil 38 How Many Roads 38 A fish Out Of Water 39 Legacy of Achaikos 39 A Chance Encounter 41 Random Generation 42 Using These Tables 42 How to Making The Map 43 Hallways and Staircases 44 Doors 48 Rooms 49 Mini-Dungeons 50 Towns 53 Traps 60 Gates 61 Biomes 69 Random Encounters 69 Mountains 72 1 Arctic 75 Desert 77 Badlands 79 Grasslands 82 Forest 85 Jungle 89 Swamp 92 Crypt 95 Underdark 98 Ocean 100 Epilogue 103 Map 104 2 Using This Module and What You Can Expect The Dungeon Land is a work with many uses. At its core, is a roguelike, randomly generating the dungeon and brings an unique experience to the player and DM. The Dungeon Land is a module; it is designed to be easy to use, and easy to start for a small play session. It can be started and stopped as the players wish without needing to halt the story or cancel the dungeon. Characters in Dungeon Land may even leave and complete another dungeon before continuing. The Dungeon Land is also a campaign, with an intriguing story which will last the Party through 20th level. The Dungeon Land even simulates travel to new lands and new towns as the Party fights to defeat the villain. Finally, The Dungeon Land is also a new way of playing D&D all together. Every magic item, creature, terrain, race, and spell that exists in D&D lies within Dungeon Land. This combined with its ability to be played with characters of any level, from 1st through 20th creates a microcosm of the Dungeons & Dragons world. It is recommended that a Party beginning The Dungeon Land, for the first time, contains four to ten members with levels ranging between 1 and 10; for a total Party level of 15 to 25. This is because the dungeon randomly generates itself. Biomes separate the dungeon into various difficulty levels, yet dangerous creatures can be found in any biome. A Party may encounter simple creatures such as: goblins, wolves, and giant rats. More dangerous creatures like dragons or dinosaur, all while in the first biome! We suggest having a few weak members within the Party lead by one or two powerful characters. This allows the Party to be challenged as well as victorious. If the Party is unprepared or overleveled, experience quality may vary. Beginning Dungeon Land can be a strange prospect. The Dungeon Land is a very different world. Some may want to make new characters, or some players may have no established characters; so where do they begin? We have some imagined difficulty “modes” to provide a framework for character generation - but you are free to come up with your own system as a dungeon master. ❖ True Adventurer: All Party members begin at level one, rules as written, with standard equipment and gold. 3 ❖ Forgotten Realms: All Party members begin at level three, with wealth equivalent to three times their True Adventurer counterparts. ❖ Scenic Route: All Party members begin at level five, with wealth equivalent to two times their Forgotten Realms counterpart. True Adventurer or Hard Mode is a setting where all creatures have the maximum hit points possible for their hit dice. But what can one expect from Dungeon Land? The Dungeon Land is a complex and magical place. The wild nature of D&D is reflected and focused: talking doors, magical pools, and bizarre monsters are the norm. Players should expect extremely frustrating and perplexing encounters that may not be similar to anything they have encountered before. It is suggested that players keep an open mind, not only to enjoy the experience but to simply survive it. There is a saying: Put enough monkeys in a room with typewriters for long enough, and they will create the complete works of William Shakespeare. Such are the laws of probability. The dungeon master can expect to be surprised by the ingenious nature of what can be randomly generated. In The Dungeon Land tears of sadness and joy are common. The key ingredient to Dungeon Land is camp. “Camp is a social, cultural, and aesthetic style and sensibility based on deliberate and self-acknowledged theatricality.” -- Wikipedia -- What this means for Dungeon Land is a sense of self realisation that it is a dungeon. Unlike the traditional dungeon which is a confrontation through a fortress or some such location, The Dungeon Land was created by a powerful being to be a dungeon. The dungeon is aware of the relationship between dungeon master and player. Often tropes may appear in a way that acknowledges the trope, yet uses it unironically still. Camp is consuming or performing culture “in quotation marks”, in this sense Dungeon Land, its villain, and the adventurers represent the idea of a dungeon, a villain, and the part of heroes. Finally, if you like this book or have any questions, tell your friends and email us at [email protected]. Once a week a random fan will win a personal, perilous email from us the authors full of sneak previews of what we're working on next! 4 Rogues And Roguelikes “Deriving from the concepts of tabletop role-playing games such as Dungeons & Dragons, nearly all roguelikes give the player control of a character, which they may customize by selecting a class, race, and gender, and adjusting attributes points and skills. At the start of the game, the character is placed at the top-most level of a dungeon, with basic equipment such as a simple weapon, armor, torches, and food. Following along the roleplaying concept of a dungeon crawl, the player moves the character through the dungeon, collecting treasure which can include new weapons, armors, magical devices, potions, scrolls, food, and in-game money, while having to fight monsters that roam the dungeon.” -- Wikipedia The Dungeon Land is a module, a campaign, and a way of playing D&D. Inspired by roguelike gaming, we have prepared a dungeon that will last a group of approximately 4 players from 1st to 20th level. Every monster in the Monster Manual has been placed on a table to be encountered in Dungeon Land, including legendary monsters, such as the demilich. Carefully chosen traps, treasures, and scenery give The Dungeon Land a rich flavor and an old school identity. Over several sessions and versions of The Dungeon Land, we have tailored and trimmed until we found the finished product. The Dungeon Land is designed to keep a Party moving and wanting, constantly seeking out new locations and quests. It accomplishes this by placing Mini-Dungeons, Gates, quests, Towns, and events throughout the tables to be discovered. As a Party moves through Dungeon Land they will unwittingly turn gears and advance the story, eventually becoming enthralled with the plot and with the dungeon itself. Dungeon Land is long and gets better with age, adding to its group's momentum and increasing in difficulty alongside their growing power. The Dungeon Land is hardcore. It's not a simple dungeon to beat. Dungeon Land can be cruel as well as rewarding which is derived from its random generation system. With Dungeon Land no one, including the DM will know what to expect. Which, as we have discovered through play testing, is especially entertaining. No other D&D experience is quite like it. 5 We’re Not In Greyhawk Anymore The Players Introduction 6 ❖ Not In Greyhawk Anymore Agreeing to enter The Dungeon Land constitutes the beginning of the module and the acceptance of the quest Not In Greyhawk Anymore. This quest lasts until the group encounters their first mutated monster. Once they slay this monster each member gains a bonus of 1,000 experience. Hello, Goodbye Some of You Will surely Die Monsters, gold, A Magic Sword Slay the Mutant, Take its Horde Read the following passage to your players when they have completed the quest. Introduction continued... 7 At this point the dungeon master should read to their players the Grasslands biome description on page 80. 8 The Dungeon Land Up And Down DM Introduction What is The Dungeon Land The Dungeon Land is a near endless maze of winding corridors, deadly monsters, and deadlier traps. It generates itself through complex tables and massively expansive encounter and trap matrices to provide a unique experience for each and every group as they complete the story of Dungeon Land. Dungeon Land is constructed of 11 floors, each containing a distinct biome with its own encounter charts. The Party will begin on the 1st floor, the Grasslands biome. Here they will explore Dungeon Land for the first time; eventually, the Party will come upon a Staircase, the primary means of travelling through and to the various biomes. Sometimes these Staircases will skip floors, ascending or descending two or three at a time. This makes travel through The Dungeon Land difficult - just attempting to reach the desired biome can be an arduous task.