Dungeon Magazine Summary: Issues 101-125

A reminder: if I don’t list an issue then it doesn’t have enough redeeming qualities for me to mention it. I didn’t accidentally skip them.

Dungeon 104
Dragon Hunters has some nice faction play in it and perhaps some murky morality (in a fun way, not a punitive way) that need some work to get some good use out of it. Quite above average for Dungeon.

Dungeon 105
Racing the Snake is NOT what I am looking for in an adventure, but if you want linear set pieces then you could do A LOT worse than this one.

Dungeon 112
Maure Castle, updated to the new rules. The layout is terrible and Kuntz needs an editor with a spine. It’s also classic D&D exploration, which is quite rare.

Dungeon 114
Mad God’s Key is a plot based adventure AND it doesn’t suck AND it’s in Dungeon! Very flavorful and good imagery throughout and worth digging through the text.

Dungeon 115
Raiders of the Black Ice has a great variety of encounters and good winter vibe.

Dungeon 117
Touch of the Abyss and Fallen Angel both have some high points, but both suffer one or two good ideas that are not followed through on.

Dungeon 118
Unfamiliar Ground is a linear crawl, but its has some good weird stuff and order of battle for enemies.

Dungeon 121
Fiend’s Embrace features a ruined castle in a cold swamp and is quite a bit more evocative than most Dungeon adventures.

Dungeon 122
Fiendish Footprints has some linear elements, but also has a multi-entrance dungeon and interesting scenes/encounters in that linear environment.

Dungeon 124
More Maure Castle, with the usual Kuntz faults. But the “highlight” is The Whispering Cairn, the AGe of Worms kickoff. Not a bad little dungeon, for a plot thing.

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2 Responses to Dungeon Magazine Summary: Issues 101-125

  1. Commodore says:

    This squares with my fuzzy memories of things. Not a single worthy adventure in the Shackled City AP, is there?

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