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In the end I split the difference and used a combination of both – the WorldWorksGames set for larger caverns and eTiles for the passageways. A two dimensional set is more suited for dungeon crawling. Knight.pdf Castles & Crusades The Secret of Smugglers Cove.pdf Castles. The narrow tunnels, in particular, are just two squares wide, which makes them simply not feasible for play. Blueprints The Church on Skull Hill.pdf 0Ones Blueprints The Citadel.pdf. This is harder than it sounds, since dungeons in particular are twisty things and the odds are high that a figure will move behind a wall. Alternately, you can remove one set of walls and seat the players all on that side. To play in a three-dimensional dungeon crawl you effectively have to be standing over the dungeon, which doesn't quite have the same three-dimensional effect. If the typical setup for a tabletop role-playing game is three players and a Dungeon Master sitting around a table in a rectangular formation, someone isn't going to be able to see a part of the dungeon. The challenge in using the set is that it works best as a backdrop. This is a lot of work, and while there's definitely value in a set of terrain you can throw away when you're done, if you're ever going to use the dungeon more than once you might want to consider saving for Dwarven Forge. and sudden death This huge set contains over 197 unique items What you get: SeaWorks: Chapter One, The Legend of Skull Cove is a modular tropical island construction set with over 197 unique items At its heart is the innovative and unique system of cliffs, offering a variety of stairs. It has a variety of walls and a means of raising each level to allow for different elevations. From the Publishers website: Skull Cove awaits A place of mystery and adventure, strange beauty. This set is filled with interesting details, like disgusting straw beds, rusty mine carts laden with treasure, crystals, a waterfall, and even lava. Since many Dungeons & Dragons campaign lead to a dungeon crawl, this set should be useful. After all, the basics of paper models relies on angles and folds, and trees, boulders, and gently rolling hills don't lend themselves to this angular forms. I've always wondered how paper models could possibly take on natural formations.