(un)reason
Legend
Dungeon Issue 88: Sep/Oct 2001
part 5/6
The Seventh Arm: We finish with another 34 pager that makes it clear that they’re going to routinely do adventures larger than any 2e one for the foreseeable future. (if not longer in actual play, but then again, statblocks are bigger now on average) Several decades ago, :cough: town was taken over by an evil wizard with the aid of a summoned marilith. The forces of Saint Cuthbert eventually freed the place and killed the wizard, but the magical medallion he used for summoning was merely sealed away in the town hall basement and forgotten about. Now another spellcaster has shown up, tried to buy it, and then steal it when they refused to sell. This failed, but they’re not going to take no for an answer and their subsequent attempts soon attract the attention of the passing PC’s. You’ll be sent off to the old tower of their ex-tyrant to see if there’s any connections or clues about the new adversary. The tower is in poor shape, but the dungeons underneath it are still filled with stuff, some old and some new monsters that have moved into the upper levels. The deeper you go, the fewer monsters you encounter and the more it shifts to static traps and puzzles, until you get to the very bottom, which contains a portal to the lower planes that you probably ought to deal with. Overall, it’s a decently put together mix of static and proactive elements that’ll fill a few sessions, but nothing particularly surprising. This one goes on the pile of stuff that’s usable, but neither brilliant or bad, leaving me with not a huge amount to say about it despite it’s size.
part 5/6
The Seventh Arm: We finish with another 34 pager that makes it clear that they’re going to routinely do adventures larger than any 2e one for the foreseeable future. (if not longer in actual play, but then again, statblocks are bigger now on average) Several decades ago, :cough: town was taken over by an evil wizard with the aid of a summoned marilith. The forces of Saint Cuthbert eventually freed the place and killed the wizard, but the magical medallion he used for summoning was merely sealed away in the town hall basement and forgotten about. Now another spellcaster has shown up, tried to buy it, and then steal it when they refused to sell. This failed, but they’re not going to take no for an answer and their subsequent attempts soon attract the attention of the passing PC’s. You’ll be sent off to the old tower of their ex-tyrant to see if there’s any connections or clues about the new adversary. The tower is in poor shape, but the dungeons underneath it are still filled with stuff, some old and some new monsters that have moved into the upper levels. The deeper you go, the fewer monsters you encounter and the more it shifts to static traps and puzzles, until you get to the very bottom, which contains a portal to the lower planes that you probably ought to deal with. Overall, it’s a decently put together mix of static and proactive elements that’ll fill a few sessions, but nothing particularly surprising. This one goes on the pile of stuff that’s usable, but neither brilliant or bad, leaving me with not a huge amount to say about it despite it’s size.