Dungeon issue 18 was released in July/August of It contained the following articles related to the Forgotten Realms: A curse leads to a statue and places. Dungeon Magazine Issue #18 July/August [Barbara G. Young] on Amazon. com. *FREE* shipping on qualifying offers. Dungeon Magazine #18 – Cover Art. Image ~ April 13, March 27, ~ Christopher Smith. Advertisements.
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NET, with issue Expect the review to be a bit longer, as I elaborate more, and dunheon me to be banned quickly for my strong opinions.
The Pit Randel S. The map has some interesting elements but it is essentially linear.
Were it arranged differently it would probably serve much better. The entrance to the dungeon complex is through a pit and maagzine me of the entrances of old.
Rappan Athuk, Lich Dungeon, and many other older dungeons seemed to have some gimmick to dungdon in to the dungeon or something similar around its entrance. This one has a nice pit with a hangman tree lurking about and some machinations at the bottom that belong in Grimtooth. After the entrance rooms four or so the things turns in to your typical Dungeon Magazine suckfest.
Dragonsfoot • View topic – Dungeon Magazine
The rooms are not very interesting and have A LOT of backstory embedded in to each one. The backstory is unneeded and detracts from the ability to run the room. The end boss fight is with a monster that gets progressively tougher to fight and can be defeated by a weapon found inside the complex. The amount of useless detail provided is staggering, especially when compared to the amount of generic descriptions given the treasure, magic items straight from the book and in the descriptions of places and objects.
Instead it fills us in on what the high priests second in dungen assistant boot washer had for a snack two decades before any relevant events.
Dungeon Magazine #17
The party goes in only to find the magicks of the forest working against them and they find themselves being the hunted … by goblins. The wandering table has a nice little description for mafazine of the monsters which I find adds a lot to the adventure. Some nice little details in those entries which help me build up an encounter around them. The same goes for some random agic items that can found. That helps me build up an image of the scene in my mind which in turn helps me communicate that to the players.
I think thats a critical element thats usually missing from most adventures in intelligent lairs. The monsters seem a little under-powered ….
Dungeon Magazine #18 – Cover Art
The OA adventures in Dungeon have generally been very good, delivering on the fairy tale vibe that I like so much. I think a lot of that comes from the talking animals, demons, and monsters who are all involved in some sort of bureaucracy or some such. They come off as much more real and the encounters are more interesting to run because of it. This one has the party traveling to a cave complex of an existential nihilistic cult. Too much Cure and Sisters of Mercy, I guess.
The Dungekn monster-brother who guides the party potentially also has some great parts. Oh, and it seems like every OA group adventures eventually involves some ancestors bones.
If someone does an OSR version that should totally be worked in to it. Flame is the red dragon from the first cover and major adventure in the first Dungeon Magazine, 1. This convoluted piece of shit adventure pulls out every dirty trick in the book to gimp the players, all to push its major conceit on them. The big Ah Ha! The contortions used to justify this are incredibly screwed up.
The dragon, of course, had a ring of three wishes that just only had one wish left and it wished to be never die or be brought back to life or some such nonsense.
This is all just stupid. The designer wants to run a low-level dungeon crawl for high level parties so he has to put in all this gimp shit to force things to happen the way he wants them to. Instead you want to just have a room with a vampire, beholder, and Medusa in it?
At times it tries hard, like with the Boris the Phase Spider encounter, and several of the traps are involved affairs, but the entire thing just seems like some kind of in-joke adventure, slightly less absurd than WG9.
Oh, and did I mention that the kobold tribe is all suicidal, as another way to gimp the party? From the Ashes is terrible.
Talk about convoluted bullshit…yech. However the extensive backstory would need to be seeded in to earlier adventures to make it memorable. This entry was posted in Dungeon MagazineReviews.
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