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Dungeon #117 has arrived
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<blockquote data-quote="thalmin" data-source="post: 1816388" data-attributes="member: 662"><p>For those interested, before I list what is in #117, the previously announced part 1 of the Map of Greyhawk has been delayed a month, as has been discussed elsewhere on these boards.</p><p></p><p>Now, what IS in issue #117:</p><p></p><p><span style="color: Orange">Adventures</span></p><p><span style="color: Lime">Fallen Angel</span> by Keith Baker. On Olarune 9th in the 918th year since the founding of the Kingdom, one of the city of Sharn's floating towers fell from the sky, crushing much of the Godsgate District. Now, a band of bestial savages searches Godsgate for remnants of a broken statue, pulling the PCs into a plot that could destroy Sharn itself. A D&D Eberron adventure for 4th level PCs. Urban & dungeon crawl. About 12 pages including a 1/2-page map.</p><p></p><p><span style="color: Lime">Touch of the Abyss</span> (Part 1 of 3) by Greg A Vaughan. A decade ago, the drow goddess Lolth captured the city of Istivin in her world-spanning Demonweb. Adventurers eventually won the day, but the affair left a dark stain on the city's soul that now sputters to terrible life. A D&D adventure for 11th level characters. Urban & dungeon crawl. 16 pages including two 1/2-page maps and a page of player handouts.</p><p></p><p><span style="color: Lime">The Winding Way</span> by Nicholas Logue. The Temple of the Winding Way stands watch over the twisting passes of the northern mountains, but who stands watch over the temple's wretched secret? A D&D adventure for 14th level characters. Dungeon crawl. About 19 pages, including two 1/2-page and one 1/3-page maps.</p><p></p><p><span style="color: Orange">Backdrop</span></p><p><span style="color: Lime">Istivin: City of Shadows</span> by Greg A. Vaughan & Erik Mona. At the heart of a tragic western kingdom is star-crossed Istivin, a city haunted by demonic pacts, devious darkelves, and worse. A complete urban dark fantasy mini-setting for all D&D campaigns. About 12 pages, including two 1/2-page maps.</p><p></p><p><span style="color: Orange">Cartoons</span></p><p><span style="color: Lime">The Portent</span></p><p><span style="color: Lime">Mt. Zogon</span></p><p><span style="color: Lime">Downer</span></p><p></p><p><span style="color: Orange">Columns</span></p><p><strong>Editorial</strong> <span style="color: Lime">The Campaign Component</span> Erik Mona looks at why DM's design campaigns.</p><p></p><p><span style="color: Lime">Prison Mail</span></p><p></p><p><strong>Dungeoncraft</strong> </p><p><span style="color: Lime"><strong>Mastering the Game</strong> Starting a New Campaign (Part 4) </span></p><p><span style="color: Lime">Table Rules</span> by Monte Cook. Not about house rules, but rather such issues as how you handle a player missing, touching someones dice, table talk, and more. Monte then lists his own 10 rules.</p><p></p><p><strong>Wil Save</strong> <span style="color: Lime">First Level Sucks</span> by Wil Wheaton. Wil shares some all-too-common experiences in playing a first-level character.</p><p></p><p><span style="color: Orange">Campaign Workbook</span></p><p><strong>The Cast</strong> <span style="color: Lime">Five-Second NPCs</span> by Mike Mearls. Forty NPCs with character, not stats. Mike focuses on what they act like, not what they do.</p><p></p><p><strong>The City</strong> <span style="color: Lime">Graveyard Encounters</span> by Dawn Ibach.</p><p>One hundred things you might see or encounter in a graveyard, from the mundane to plot seeds.</p><p></p><p><strong>The Dungeon</strong> <span style="color: Lime">A Brief Respite</span> by Rodney Thompson. Since the party is going to get beat up in the dungeon, maybe the DM should design places for them to rest up.</p><p></p><p><strong>The Journey</strong> <span style="color: Lime">Bridging the Gap</span> by Mike Mearls. Five bridges that are encounters in themselves.</p></blockquote><p></p>
[QUOTE="thalmin, post: 1816388, member: 662"] For those interested, before I list what is in #117, the previously announced part 1 of the Map of Greyhawk has been delayed a month, as has been discussed elsewhere on these boards. Now, what IS in issue #117: [COLOR=Orange]Adventures[/COLOR] [COLOR=Lime]Fallen Angel[/COLOR] by Keith Baker. On Olarune 9th in the 918th year since the founding of the Kingdom, one of the city of Sharn's floating towers fell from the sky, crushing much of the Godsgate District. Now, a band of bestial savages searches Godsgate for remnants of a broken statue, pulling the PCs into a plot that could destroy Sharn itself. A D&D Eberron adventure for 4th level PCs. Urban & dungeon crawl. About 12 pages including a 1/2-page map. [COLOR=Lime]Touch of the Abyss[/COLOR] (Part 1 of 3) by Greg A Vaughan. A decade ago, the drow goddess Lolth captured the city of Istivin in her world-spanning Demonweb. Adventurers eventually won the day, but the affair left a dark stain on the city's soul that now sputters to terrible life. A D&D adventure for 11th level characters. Urban & dungeon crawl. 16 pages including two 1/2-page maps and a page of player handouts. [COLOR=Lime]The Winding Way[/COLOR] by Nicholas Logue. The Temple of the Winding Way stands watch over the twisting passes of the northern mountains, but who stands watch over the temple's wretched secret? A D&D adventure for 14th level characters. Dungeon crawl. About 19 pages, including two 1/2-page and one 1/3-page maps. [COLOR=Orange]Backdrop[/COLOR] [COLOR=Lime]Istivin: City of Shadows[/COLOR] by Greg A. Vaughan & Erik Mona. At the heart of a tragic western kingdom is star-crossed Istivin, a city haunted by demonic pacts, devious darkelves, and worse. A complete urban dark fantasy mini-setting for all D&D campaigns. About 12 pages, including two 1/2-page maps. [COLOR=Orange]Cartoons[/COLOR] [COLOR=Lime]The Portent Mt. Zogon Downer[/COLOR] [COLOR=Orange]Columns[/COLOR] [B]Editorial[/B] [COLOR=Lime]The Campaign Component[/COLOR] Erik Mona looks at why DM's design campaigns. [COLOR=Lime]Prison Mail[/COLOR] [B]Dungeoncraft[/B] [COLOR=Lime][B]Mastering the Game[/B] Starting a New Campaign (Part 4) Table Rules[/COLOR] by Monte Cook. Not about house rules, but rather such issues as how you handle a player missing, touching someones dice, table talk, and more. Monte then lists his own 10 rules. [B]Wil Save[/B] [COLOR=Lime]First Level Sucks[/COLOR] by Wil Wheaton. Wil shares some all-too-common experiences in playing a first-level character. [COLOR=Orange]Campaign Workbook[/COLOR] [B]The Cast[/B] [COLOR=Lime]Five-Second NPCs[/COLOR] by Mike Mearls. Forty NPCs with character, not stats. Mike focuses on what they act like, not what they do. [B]The City[/B] [COLOR=Lime]Graveyard Encounters[/COLOR] by Dawn Ibach. One hundred things you might see or encounter in a graveyard, from the mundane to plot seeds. [B]The Dungeon[/B] [COLOR=Lime]A Brief Respite[/COLOR] by Rodney Thompson. Since the party is going to get beat up in the dungeon, maybe the DM should design places for them to rest up. [B]The Journey[/B] [COLOR=Lime]Bridging the Gap[/COLOR] by Mike Mearls. Five bridges that are encounters in themselves. [/QUOTE]
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