Category Archives: Dungeon Magazine

Dungeon Magazine #149

Not as bad as I was expecting for issue 149. Nice ideas, poorly implemented. War of the Wielded By Richard Pett Level 5 Well, you don’t see that everyday. I tend to like things stretched to their logical conclusion, or … Continue reading

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Dungeon Magazine #148

The Automatic Hound By James L. Sutter Level 4 A beast stalks a village. Killing it just causes it to return the next night. The party has to figure out that the body of a recently dead boy needs to … Continue reading

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Dungeon Magazine #147

The Aundairian Job By Craig Shackleton Level 5 Holy shit! A sandbox! I’m not kidding, a real sandbox! In a late issue dungeon! It’s a bank heist. An exorcist wants a possessed amulet from a bank vault, so he can … Continue reading

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Dungeon Magazine #146

Escape from Meenlock Prison By Tim Connors & Eileen Connors Level 1 It’s rare I find a morally repugnant adventure. (And maybe interesting what I put in that category …) A hot fucking mess of an adventure with one redeeming … Continue reading

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Dungeon Magazine #145

Five more fucking issues. I grow weary of tolerating this shit. The Distraction By Tim Hitchcock Level 3 This is an excellent example of shitty-ass modern D&D adventure design … uh, where ‘modern’ is defined as ‘2007.’ A wilderness outpost … Continue reading

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Dungeon Magazine #144

The Muster of Morach Tor By Russell Brown Level 4 I have no idea. Simple? Overly-complex? Bob, the right-hand man of a towns leader, went to go review an outlying post in the swamp, guarded by friendly lizardmen. He didn’t … Continue reading

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Dungeon Magazine #143

Riding the Rail By Christopher Wissel Level 5 When I saw this I thought to myself ‘this better not be a fucking magical Eberron railroad adventure …”. It’s a fucking Eberron magic railroad adventure. Joy. Magic tech. Bound air elements. … Continue reading

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Dungeon Magazine #142

Masque of Dreams By B. Matthew Conklin III Level 1 Masquerade ball. Oasis. Archeological dig. Drugged food. Pretty close to shitty trope bingo! This has a social/ball/roleplaying element that then changes when the ball attendees all (except for the party) … Continue reading

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Dungeon Magazine #141

The Sea Wyvern’s Wake By Richard Pett Level 5 Savage Tide adventure path, part the third: a sea voyage. This installment is hard thing to review. It’s heart is in the right place but it suffers GREATLY from the three-column … Continue reading

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Dungeon Magazine #140

The Bullywug Gambit By Nicolas Logue Level 3 Savage Tide adventure path part two. When the synopsis contains “the party must then race to …” then I’m predisposed to not like it. “Stilt-walking monks” is something I would use if … Continue reading

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