It has been a while since I've posted. I have a lot going on but I would like to return to a regular posting schedule. As a head-clearing exercise, I would like to return to reviews, a process I enjoy. From the title, you know the module in question.Dungeonland
Rule Set: AD&D
Author: Gary Gygax
Pages: 32 pages plus a map
Rating: 5 of 5 Stars
I had planned what I thought were obvious outs in the real world, such as leaving the room, placing someone on the altar and out of the poison would prevent another save, not touching other players or the crystal moon, and so on. Cleaning things or wearing gloves would have worked too, but no one caught on to this aspect as they really wanted back into Dungeonland.
This party's second go-around in Dungeonland was brought on by one player mentioning the adventure while holding the Crystal Moon they found.
For my hard-luck Dragonlance players, I yanked them down the rabbit hole via a nasty cabal attack. Each section of the module was the result of an alter reality spell being cast on them. Rather than being a total screw-fest, the Dragonlance characters had abilities and magic not accounted for in Dungeonland and they prevailed handily.
Additionally, at the end of each sequence, they physically fought the illusionist who cast the spell for that part of the module before being thrust back into Dungeonland by the next illusionist's reality warping. As a consequence, they gained treasures from the dead illusionist cabal which they could use in the world of Krynn to equally deadly effect. As a nod to my first party's run, they also obtained the Crystal Moon device, which is a crystal ball. That is amazingly useful in Krynn.
This was a confidence builder for getting back into the Dragonlance story after a minor setback which the party took as total failure. Funny how players think.
This is one of the most fun adventures I have ever played as a player and as a DM. I may take a stab at it using Old School Essentials.