Dungeon Magazine #110


The Buzz in the Bridge
By John Simcoe
Level 3

Thisfifteen page adventure has the party getting rid of a giant bee hive that’s been built in a covered bridge near a halfling town. The adventure has, maybe, two encounters, or three if we count some roleplaying in the town. It’s amazing how Dungeon can stretch out a nothing adventure in to reams of paper. In spite of the volumes of pages, the adventure has some decent ideas. The halfling kids run to the party saying things like “We picked these flowers for you!”, along with some other guilt-trip shit. Perfect! The party is also NOT forced to fight the giant bees when they attack a local winery. Finally, how the party removes the bees from the covered bridge is not dictated. They are free to come up with whatever plan they wish … keeping in mind they’ve been admonished not to damage the bridge. The village has a nice little map overview which provides enough detail to run the village fairly well. The map just lists various businesses without the text going in to detail. The ACTUAL village text runs long, as one could expect a fifteen page adventure with two encounters to do. ALso, there’s no actual map of the winery or the bridge layout/hive. Well. Mostly. There’s an insert map of the bridge. It is four squares wide and 32 squares long. It’s clearly MEANT to be a tactical hack-fest, from the battle-map provided. Not being FORCED in to that makes this worthy of more than my usual diarrhea diatribe.

Last Stand at Outpost Three
By David Noonan
Dark Sun
Level 1

The majesty of Dark Sun reduced to crap. This is a kick off adventure for a Dark Sun campaign. The party starts off as rando’s at an outpost that’s been surrounded by elves and faces nightly elf attacks. The adventure starts at sunsset of the third day, after two nights of attacks. The randos are assigned to guard one section of the wall. Four “waves” of attackers come in, with a wave being defined as one or two attackers. The next night the randos are assigned to guard the inside of a warehouse, during a dust storm. Three waves of zombies attack. There’s your adventure! Welcome to Dark Sun! There IS a page of adventure seeds, for continuing the campaign, based on what the party does after the second attack. IE: some ideas on where the DM to take things based on what/how the party leaves the compound. Did I mention the NPC descriptions/stat blocks take ¾ of a page? Member when Dark Sun was good? Member?

Bryce Lynch

View Comments

Recent Posts

The Castle of the Mad Archmage

By Joseph BlochBRW Games1eLevels 1-12 But a few scant leagues from the walls of the…

10 hours ago

Stygina: The Land of Ice and Plunder

By Christopher WilsonSelf PublishedOSELevels 9-12 During the War of the Heavens, it is said that…

1 week ago

The Shrike

By Leo HuntPublished by Joel HinesOSELevel 1? The Shrike is a world of decay -…

2 weeks ago

Doomsong: Lord Have Mercy Upon Us

By Morgan Finley, Jack Cæsar, Chris CæsarCaesar InkDoomsong. THE FIRST SEAL IS BROKEN AND PESTILENCE…

3 weeks ago

The Painted Wastelands

By Christopher WillettAgamemnon PressOSELevel 1? Prepare your trembling synapses to enter the Painted Wastelands, the…

4 weeks ago

They Devour

By Andy Castillo JrCelestial Skunkworks1e/2e/OSRICLevels 5-8 An ancient evil and its zombie horde attacks the…

1 month ago