Review: Dungeon #1, Part 2

In today’s post we'll continue our exploration of Dungeon Magazine Issue 1. Originally published in September 1986, this inaugural issue of Dungeon Magazine aimed to provide DMs with affordable adventures on a bimonthly basis. The adventures featured spanned across various levels, game systems, and settings, but could be easily adapted to fit into any campaign.

Given that this was the first issue, of course there were several issues with the magazine. From wordy descriptions to some lackluster encounters, its understandable that they had some quality issues in the beginning. However, regardless of content, there were many things a DM could take away from the magazine and still make it worth their time and money.

An example of a generic map that a DM could use in any RPG Adventure

For this next adventure review, we are going a little more vague vs encounter specific. This is due to the short length and my desire to not spoil the adventure to much.

So without much further ado, on to review.

I found it interesting, the first two adventures both had characters point towards a “Tower”

Dungeon Magazine Issue 1, Adventure2: Assault on Eddistone Point. 3-5 Characters, 1st-3rd Level.

Assault on Eddistone Point offers a refreshing departure from the typical dungeon crawl format seen in The Dark Tower of Calibar. This Wilderness/Site Based adventure introduces potential political elements and a challenging hostage situation, complete with a unique messaging solution that can be incorporated into any mountainous campaign setting.

The backstory introduces two former warring nations that have established a method to communicate via coded messages gold and silver prices, news and to maintain peace. The adventure revolves around hostages and money manipulation, making it a thought-provoking and more complex module that feels like a homage to Die Hard….even though it came out two years prior to the movie.

The adventure setting includes the local town of Four Trails, which provides an opportunity for players to obtain supplies or information. However, it is worth noting that there is no map for the town, and there are no appropriate resources for players in need of a cleric or healer, as per the backstory. The tower takeover and hostage situation are outlined well, providing experienced DMs with opportunities to customize the adventure to fit their personal campaign or surprise the players. I particularly appreciate the "against the clock" element of the adventure, as players must finish before the fog clears and treaties are broken.

I couldn’t help but think of Monty Python when I saw this picture

As a stand-alone adventure, players may struggle to find compelling reasons to assist the town other than financial gain. Therefore, I believe this adventure would make an excellent second adventure, especially if the party started in Untala or Strafferburg and had already heard rumors or encountered Delea. A little customization could go a long way, such as the party Druid being aware of the midsummer festival, a Dwarf party member having some background knowledge of the signal towers, or perhaps the party has met Delea before.

Assault on Eddistone Point is a dynamic and engaging, yet simple, adventure that successfully blends political themes, ticking-clock tension, and cleverly-crafted obstacles.

Dungeon Magazine Issue 1, Adventure 1: The Dark Tower of Calibar

Dungeon Magazine Issue 1, Adventure 2: Assault on Eddistone Point

Dungeon Magazine Issue 1, Adventure 3: Grakhurt’s Lair

Dungeon Magazine Issue 1, Adventure 4: The Elven Home

Dungeon Magazine Issue 1, Adventure 5: Into the Fire

Dungeon Magazine Issue 1, Adventure 6: Guardians of the Tomb

DM Ed

I have been an avid TTRPG gamer since 1981. I am a veteran, blogger, accredited play tester, and IT professional. With over 40 years of experience in the RPG gaming industry, I have seen the evolution of Sci-Fi, Horror, Fantasy movies, television and games the early days to the latest virtual reality technology.

https://www.DrunkardsAndDragons.com
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