Dungeon 108 came today!


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LondonReign said:
Let me know how you like Iron Satyr :)

I like it a lot. It's an interesting and dynamic adventure that combines a lot elements I like (interfeering fiends etc). I have one question: what happens if my PC with the huge intelligence and large knoweldge skills makes rolls on knowlegde (planes) when I say that the monster isn't a satyr, but something else. Will his recognising it as a goristro ruin the adventure? It will certainly tip them off much earlier!
 

The dark matter stuff sounds interesting, but I would rather have more adventures. Two adventures per issue just doesn't cut it when you're looking for one that fits your campaign well. It's one reason that I didn't renew my subscription. I haven't seen anything in the last four or five dungeons that I can use. I just hope they publish a good FR adventure soon. That would make me actually want to pick up an issue.
 

Note for Diaglo: Check Wegman's Supermarket

Diaglo, do you got a Wegman's Grocery Supermarket in your town?

If you do, check Wegman's. In the magazine department, there should be a Gamer Magazine rack, probably off by itself. You should find your Dungeon 108 there.

I found my Dungeon 108 at the Wegman's in my town, in Pennsylvania.
I am assuming that all Wegman's might get their Dungeon 108 by the end of this week.

Hope that helps!

-Hoodooman7s
 

Shouldn't ruin it IMO

Olive said:
I like it a lot. It's an interesting and dynamic adventure that combines a lot elements I like (interfeering fiends etc). I have one question: what happens if my PC with the huge intelligence and large knoweldge skills makes rolls on knowlegde (planes) when I say that the monster isn't a satyr, but something else. Will his recognising it as a goristro ruin the adventure? It will certainly tip them off much earlier!

Hi Olive,

Nah, IMO any character with the skill to identify it as a goristro should be rewarded (i.e., maybe they know its particular abilities. It might tip them off to demonic influences in the area, but there isn't much they can actually *do* until it is brought back into play.

Glad you liked it.

Cheers,
Scott
 

Iron Satyr was a good adventure...

The name put me off (and so did the cover art), but these were the good elements:

1) lots of small locations ( My group and I prefer several small areas with lots of stuff to do as opposed to a map with locations 1-50). My adventures are usually like this.

2) the small locations are different, the players felt like they were "getting somewhere". The exact opposite of the ToEE Crater Ridge Mines part....and most mega adventures.

3) plenty of different things to do, combat, investigation, etc.

4) the players determine the plot (no deus ex machina, no uber NPC's)

5) some interesting NPC's

6) an acceptable plot, fortunately only one of my players is a plot hole freak.

Unfortunately my players also thought of bizarre things to do, like stake out the square etc.. They really disrupted the suggested plot for the first area, at least their tactics didn't affect the later areas very much.

There really weren't too many bad things. My players figuring things our early, the stakeout, and becoming a little inclined to attack anything after the demonic connection came out were the worst problems to mitigate.

Otherwise I thought it was a pretty sound little adventure.

-E
 

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