Dungeon Magazine Summary: Issues 126-150

Again, if I don’t list an issue it’s because there was nothing too notable about it.

Dungeon 128
Shut-In is a delightful little urban adventure. Guarding a little old ladies house, the thing has more atmosphere than, say, every Ravenloft adventure ever, combined. The Swan Street Slicer. Mute halfling. A town working itself in to a frenzy over the escaped murderer. A bitter old woman in a wheelchair. Good stuff. This thing would have me, as a player, bouncing up and down in my chair in anticipation.

Dungeon 129
Murder in Oakbridge is a murder mystery that, while overwrought with text, gets most of the organization right for an adventure of this type.

Dungeon 130
Within the Circle has a nice intro & wilderness section, but fails utterly in the dungeon that’s supposed to be the focus.

Dungeon 133
Ill Made Graves has a viking theme and “feels” right. Lots of callbacks to classic tropes, like chucking things in lava crows, shattered remains of a dead kings magic sword …

Dungeon 134
Home Under the Range is a farce about herding giant beetles, cattle-style, through the underdark. Linear set pieces, but short and allows for stupid plans to be designed and executed.

Dungeon 136
Both Tensions Rising and And Madness Followed have good things to reccomend them, from factions to sandbox play, but ruin it with WAY too much text. More than usual. Which is saying something.

Dungeon 139
Urban Decay has a gritty vibe going on with meat pies made of rats. It’s event/lair based but has some nice gritty urban imagery.

Dungeon 140
The Fall of Graymalkin Academy is kind of like the Battle of Hogwarts, with factions. Nice magic school vibe, but could be rewritten to provide a more evocative atmosphere.

Dungeon 142
I was fond of Masque of Dreams, a ball that gets attacked, but it needs more structure to make it worthwhile.

If you like set-pieces then Here There Be Monsters has some good classic trope ones. It’s linear as all hell, but good for that.

Dungeon 144
Lightless Depths had a great alternative underdark thing going on, but was IMPOSSIBLY long otherwise.

Dungeon 145
The Distraction wants to be a sandbox but fails in almost every way.

Dungeon 146
Escape the Meenlock Prison is only interesting in that is crosses a line, morally. You’re hired to go to a black prison and escort two prisoners to another location. Weird.

Dungeon 147
The Aundairian Job is a sandbox bank heist. It’s a little moderny for my tastes, but that can be handled with some on the fly retheming.

Dungeon 148
Automatic Hound has a nice meta thing going with villagers and roleplaying. Too long, but done right this could be a great difficult social adventure with an almost LotFP ending.

Dungeon 149
The concept in War of the Wielded is nice: it takes intelligent swords to their logical extreme. Linear, but factions of intelligent swords engaged in a centuries long war with wielders as pawns is a great idea.

Twisted Night has some good imagery and a nice horror vibe. Needs a rework to make it coherent.

Dungeon 150
Kill Bargle is a nice exploration dungeon, which makes sense because it’s essentially a dungeon taken from the early days of D&D.

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