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<blockquote data-quote="Pinotage" data-source="post: 2354937" data-attributes="member: 15194"><p><strong>A Dozen Dungeon Hazards</strong></p><p></p><p>A Dozen Dungeon Hazards is a short pdf by Ronin Arts. Written by Phillip Reed, it provides twelve new dungeon hazards to supplement such hazards as green slime and brown mold in your campaign. This 7 page pdf contains 5 pages devoted to detailing the dozen hazards, with 1 page devoted to OGL declarations, and another to a brief introduction. No art is contained within the product pages. A Dozen Dungeon Hazards retails on RPGNow for $1.45.</p><p></p><p><strong>Initial Impressions:</strong></p><p></p><p>This product contains a collection of fogs, slimes, molds and fungi to spice up your dungeon environment. The hazards range from CR 2 to CR 5, and provide a interesting variety of alternative hazards for any dungeon setting. Of the twelve hazards, there are 2 fogs, 3 fungi, 3 molds and 4 slimes. In addition, there is a unique disease associated with these potentially nasty hazards, and some additional rules material with regard to destroying slimes.</p><p></p><p>Like many of the other A Dozen products, this fills a specific niche, in this case more hazards for your adventurers to deal with. I was generally impressed with the variety and uniqueness of the hazards, and could certainly come up with exiting ways of challenging my players by introducing these hazards. I was a little disappointed to find more than a dozen editing errors, despite the fact that a proofreader had been mentioned in the credits. However, that does not detract from a good product with some versatile material.</p><p></p><p><strong>The Details:</strong></p><p></p><p><em>Fogs: </em> There are two fogs listed in these pages, the Crimson Fog (associated with the Scarlet Mold detailed later) and the Necromantic fog. I particularly like the necromantic fog, a creepy negative energy fog that is useful in not only harming the characters, but also healing any undead in the area. I would've liked to see more details on how necromantic fogs originate, perhaps even a spell that an evil cleric could use to summon or create one. Nevertheless, both offer intriguing opportunities for DMs to spice up their dungeons and other cavernous environments. A new disease, red slimy doom, makes the Crimson Fog a dangerous hazard to encounter, and I was left wondering if the CRs weren't a little on the low side.</p><p></p><p><em>Fungi: </em> The Bloodlichen, Desertbloom and Harmonic Mushroom are detailed under fungi. The harmonic mushroom is the most interesting and useful, a fun twist to the otherwise normal, exploding fungi presented.</p><p></p><p><em>Molds: </em> Unlike the fungi, Coffin Mold, Scarlet Mold and Wilting Mold are all different beasts and much more unique. Scarlet mold in particular offers a surprising twist to even those adventurers who believe they've seen it all - in the form of the crimson fog. I thought this section was well detailed and offered challenging opportunities for traps and dungeon detail. Wilting mold will go well in more swampy environments where it can float unsuspecting on the water, while coffin mold along with necromantic fog can make an interesting addition to any graveyard.</p><p></p><p><em>Slimes: </em> Four slimes - Arcane Slime, Orche Slime, Starfallen Slime and Winter Slime - are detailed under slimes. I particularly enjoyed reading the background material that detailed the nature and origin of these slimes, and would've liked to have seen the same done to, for example, the necromantic fog. These were well thought out, well presented, and useful in many campaigns. Arcane slime thrives in magical environments and on magic, while the starfallen slime offers an otherworldly beast. Winter Slime and Orche Slime provide even more challenges to your party.</p><p></p><p><strong>Conclusions:</strong></p><p></p><p>I liked this product. Many DMs will find these hazards useful and insightful, and the relevant game mechanics is solid. Some of the hazards presented were slightly similar in nature and perhaps more dangerous than their CRs indicate, but in general this product offers variety for DMs to choose from. It is by its nature a niche product, and as such won't find use on every table, but it's well worth the price.</p></blockquote><p></p>
[QUOTE="Pinotage, post: 2354937, member: 15194"] [b]A Dozen Dungeon Hazards[/b] A Dozen Dungeon Hazards is a short pdf by Ronin Arts. Written by Phillip Reed, it provides twelve new dungeon hazards to supplement such hazards as green slime and brown mold in your campaign. This 7 page pdf contains 5 pages devoted to detailing the dozen hazards, with 1 page devoted to OGL declarations, and another to a brief introduction. No art is contained within the product pages. A Dozen Dungeon Hazards retails on RPGNow for $1.45. [B]Initial Impressions:[/B] This product contains a collection of fogs, slimes, molds and fungi to spice up your dungeon environment. The hazards range from CR 2 to CR 5, and provide a interesting variety of alternative hazards for any dungeon setting. Of the twelve hazards, there are 2 fogs, 3 fungi, 3 molds and 4 slimes. In addition, there is a unique disease associated with these potentially nasty hazards, and some additional rules material with regard to destroying slimes. Like many of the other A Dozen products, this fills a specific niche, in this case more hazards for your adventurers to deal with. I was generally impressed with the variety and uniqueness of the hazards, and could certainly come up with exiting ways of challenging my players by introducing these hazards. I was a little disappointed to find more than a dozen editing errors, despite the fact that a proofreader had been mentioned in the credits. However, that does not detract from a good product with some versatile material. [B]The Details:[/B] [I]Fogs: [/I] There are two fogs listed in these pages, the Crimson Fog (associated with the Scarlet Mold detailed later) and the Necromantic fog. I particularly like the necromantic fog, a creepy negative energy fog that is useful in not only harming the characters, but also healing any undead in the area. I would've liked to see more details on how necromantic fogs originate, perhaps even a spell that an evil cleric could use to summon or create one. Nevertheless, both offer intriguing opportunities for DMs to spice up their dungeons and other cavernous environments. A new disease, red slimy doom, makes the Crimson Fog a dangerous hazard to encounter, and I was left wondering if the CRs weren't a little on the low side. [I]Fungi: [/I] The Bloodlichen, Desertbloom and Harmonic Mushroom are detailed under fungi. The harmonic mushroom is the most interesting and useful, a fun twist to the otherwise normal, exploding fungi presented. [I]Molds: [/I] Unlike the fungi, Coffin Mold, Scarlet Mold and Wilting Mold are all different beasts and much more unique. Scarlet mold in particular offers a surprising twist to even those adventurers who believe they've seen it all - in the form of the crimson fog. I thought this section was well detailed and offered challenging opportunities for traps and dungeon detail. Wilting mold will go well in more swampy environments where it can float unsuspecting on the water, while coffin mold along with necromantic fog can make an interesting addition to any graveyard. [I]Slimes: [/I] Four slimes - Arcane Slime, Orche Slime, Starfallen Slime and Winter Slime - are detailed under slimes. I particularly enjoyed reading the background material that detailed the nature and origin of these slimes, and would've liked to have seen the same done to, for example, the necromantic fog. These were well thought out, well presented, and useful in many campaigns. Arcane slime thrives in magical environments and on magic, while the starfallen slime offers an otherworldly beast. Winter Slime and Orche Slime provide even more challenges to your party. [B]Conclusions:[/B] I liked this product. Many DMs will find these hazards useful and insightful, and the relevant game mechanics is solid. Some of the hazards presented were slightly similar in nature and perhaps more dangerous than their CRs indicate, but in general this product offers variety for DMs to choose from. It is by its nature a niche product, and as such won't find use on every table, but it's well worth the price. [/QUOTE]
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