For those who have old issues of Dungeon [Archive] - Wizards Community

Post/Author/DateTimePost
Dargoth

03-05-04, 05:22 PM
I have a request

One of the guys over on the enworld forum has compiled a list of all the index pages from Dungeon magazine and while scanning it I noticed quite a few 1 and 2ed FR modules now given that WOTC are no longer doing modules I thought these old modules might be a good source of adventures

However before I scour the web and spend a small fortune I thought Id get the opinions of those who already have the mags

Of the following modules Id appreciated it if you could tell me

1) Where the modules set?

2) Is the module suitable for play in 1373? (ie a module set in Tilverton would no longer be suitable as the city doesnt exist)

3) What experience you had running or playing this module?

Ok heres the list

Issue #30

…And a Dozen Eggs (FR; 1-3) Waterdeep’s sewers were only moderately dangersou until the Mesozoic moved in

Elminster’s Back Door (FR; any; by Ed Greenwood) Before you try the door, ask yourself this: Am I feeling lucky today

Issue #52

Welcome to the Kryphome (FR; 1-3) Wild magic: need we say more?

Issue #53

Steelheart (FR; 7-9) Two great evils that go great together

Issue #54*

Fiends of Tethyr (FR; 6-8) Fiends are dangerous enough, but something even more dangerous plagues Tethyr

Issue #61

STORM SEASON (FORGOTTEN REALMS; 7-12; Paul F. Culotta; 16 p.) Mysterious thunderstorms fill the night, heralding the arrival of the sinister Night Parade.

Issue #63*

HUZZA'S GOBLIN-O-WAR (FORGOTTEN REALMS; 4-7; Paul F. Culotta; 4 p.) The heroes' ship is attacked by Huzza, a notorious hill giant pirate, and his crew of gargoyles and goblins.

Issue #64*

GROTTO OF THE QUEEN (FORGOTTEN REALMS; 6-9; Paul and Shari Culotta; 16 p.) Clerics of Umberlee have stolen a magical boat capable of travelling underwater. To retrieve the craft, the heroes must penetrate the B!tch Queen's underground temple.

PS Im exstremely amused that WOTC pet name for Umberlee sets off the censorship software on this board

Issue #65*

BEAST WITHIN, THE (FORGOTTEN REALMS; 1-3; Paul Hamilton Beattie, Jr.; 4 p.) A priest of Ilmater is afflicted with the curse of lycanthropy

Issue #67 *
WITCHES' BREW (FORGOTTEN REALMS; 3-5; Steve Johnson; 20 p.) An herbalist needs brave heroes to retrieve some magical potion ingredients, all of which are found in the woods around Woody Glen

TRAINING GROUND (FORGOTTEN REALMS; 5-8; Rick Maffei; 20 p.) Heroes explore the lost dungeon of a Netherese mage

Issue #69
SLAVE VATS OF THE YUAN-TI (Forgotten Realms; 3-5; Jason Kuhl; 18p.) Strange things are a-slither in Wolfhill house. The first adventure of THe Mere of Dead Men series

SLEEP OF AGES (Forgotten Realms; 5-8; Eric Boyd; 30p.) The forces of good, evil and neutrality clash beneath the Omlarandin Mountains.

Issue # 70 *

SSSCALLY THINGS (Forgotten Realms; 3-6; Kent Ertman; 14 p.) Can you stop the raids of the Three Towers Tribe? The second adventure of The Mere of Dead Men series

Issue #71 *

DREADFUL VESTIGES (Forgotten Realms; 4-7; Steve Johnson; 14 p.) Some haunted houses are best left unexplored. The third adventure of The Mere of Dead Men series

Issue #72 *

Mistress on the Mere (Forgotten Realms, 5-7) The fate of brave heroes is written in the stars. The fourth module of the Mere of the Dead Men series.

Issue #73

Eye of Myrkul (Forgotten Realms, 6-8) Retrieve the bones of a dracolich to save the life of a paladin. The epic conclusion of the Mere of Dead Men series

Issue #75

Into the Nest of Vipers (Forgotten Realms, 1-3) A Priest of Talona has concocted the deadliest poison, and this Assassins’ Guild is willing to kill for it.

Issue #79

The Akriloth (Forgotten Realms, 10-12) One year after Iakhovas’s rampage across the Sea of Fallen Stars, the mer-city of Voalidru remains in the clutches of evil. Can you free the city from Qol’in’taroq?

Issue #80

The Frothing Miscreant (Forgotten Realms, 2-4) An ill-tempered gnome takes revenge to new heights and proves to the world that he’s no small threat.

Also does anyone know of a place where you can buy out of print Dungeon magazines? Other than Pazio as they are out of stock for some of the mags


Thanks
Kilamar

03-05-04, 06:21 PM
I can give only answers to two of the modules.


Issue #61

STORM SEASON (FORGOTTEN REALMS; 7-12; Paul F. Culotta; 16 p.) Mysterious thunderstorms fill the night, heralding the arrival of the sinister Night Parade.

1) Where the modules set?

Arabel

2) Is the module suitable for play in 1373?

I think so, I do not know a reason that speaks against it.

3) What experience you had running or playing this module?

The adventure is a folllow-up on the novel "Night Parade". It is really fun and allows the DM to sent some really weird creatures at the players. It is a city adventure with a mixture of criminal investigation and Ghostbusters with a dramatic showdown.


Issue #63*

HUZZA'S GOBLIN-O-WAR (FORGOTTEN REALMS; 4-7; Paul F. Culotta; 4 p.) The heroes' ship is attacked by Huzza, a notorious hill giant pirate, and his crew of gargoyles and goblins.

1) Where the modules set?

Sea of fallen stars, but any ocean fits.

2) Is the module suitable for play in 1373?

Sure, it is timeless.

3) What experience you had running or playing this module?

It is not really an adventure, more like a very detailed encounter.
Not that interesting, especially when you do not like sea adventures.

Kilamar
primemover003

03-05-04, 08:42 PM
The Meer of Dead Men series was pretty damned good.

1) It was set in the Meer of Dead Men, just north of Waterdeep.

2) I see no problem in running this in 1373, especially seeing as two of the major foes the PC's will face are a set of Twin Black Dragons!!! Year of Rogue Dragons indeed!!!
Green Giant

03-06-04, 02:41 AM
Well looking over the old magazines here's what I have.


Issue #54*

Fiends of Tethyr (FR; 6-8) Fiends are dangerous enough, but something even more dangerous plagues Tethyr

1) The name is pretty obvious but if you want to be specific, Velen and the Forest of Tethyr (mostly the forest).

2) Yes, it can be adapted easily since Tethyr is now unified.

3) We had a problem with the dinosaurs who are the main stars of the module. Their speed and ambush capabilities in the caves were a nightmare. At the end there was a demon who wanted revenge against the dinos for losing his arm and melee royal started between us, the dinos and the demons. You couldn't do it in 3.5e because dinos don't have the ability to bypass DR unless you apply a template to them. Also they were unique and newly discovered dinos at that time whose stats are at the end of the adventure.



Issue #63*

HUZZA'S GOBLIN-O-WAR (FORGOTTEN REALMS; 4-7; Paul F. Culotta; 4 p.) The heroes' ship is attacked by Huzza, a notorious hill giant pirate, and his crew of gargoyles and goblins.


1) Pretty much anywhere in the Sea of Fallen Stars.

2) Very easily.

3) We never encountered the ship in our adventures so I can't give any advice.



Issue #64*

GROTTO OF THE QUEEN (FORGOTTEN REALMS; 6-9; Paul and Shari Culotta; 16 p.) Clerics of Umberlee have stolen a magical boat capable of travelling underwater. To retrieve the craft, the heroes must penetrate the B!tch Queen's underground temple.


1) This adventure is set in Lathtarl's Lantern which can be found in Volo's Guide to the Sword Coast.

2) Should be easy unless the Threat from the Sea novels destroyed the place.

3) This was an adventure I really wished our DM would have run us through but we never got the chance. The maps and NPCs are very good.




Issue #65*

BEAST WITHIN, THE (FORGOTTEN REALMS; 1-3; Paul Hamilton Beattie, Jr.; 4 p.) A priest of Ilmater is afflicted with the curse of lycanthropy

1) Can be set anywhere in the wilderness (our DM ran in it close to Hluthvar near the Reaching Woods).

2) Very easy.

3) We made the mistake of slaying the poor priest very early in the game and suffered the consequences. In retrospect the cottage should have had some sort of holy symbol posted so we could determine that a good priest was inside. We stayed in the clearing while the ranger approached the cottage. He took too long to approach and the werewolf broke out. It was hilarious as the ranger broke into a run with the werewolf at his heels. It wasn't until after the fight that we learned he was looking for a cure.



Issue #67 *
WITCHES' BREW (FORGOTTEN REALMS; 3-5; Steve Johnson; 20 p.) An herbalist needs brave heroes to retrieve some magical potion ingredients, all of which are found in the woods around Woody Glen

TRAINING GROUND (FORGOTTEN REALMS; 5-8; Rick Maffei; 20 p.) Heroes explore the lost dungeon of a Netherese mage


1) Witches' Brew is supposed to be set up in the High Forest near the Lost Peaks and the River Dessarin. Training Ground is set near Hill's Edge in the Western Heartlands.

2) Witches' Brew should not have a problem set in 1373. Training Ground shouldn't either except that the Zhentarim are after the same thing and they are commanded by Sememmon, so that would need some work.

3) We never ran through any of the adventures but Training Ground is somewhat similar to the Challenge of the Champions adventures that sometimes appear in Dungeon except that it is dangerous and there are no judges.



Issue #69
SLAVE VATS OF THE YUAN-TI (Forgotten Realms; 3-5; Jason Kuhl; 18p.) Strange things are a-slither in Wolfhill house. The first adventure of THe Mere of Dead Men series

SLEEP OF AGES (Forgotten Realms; 5-8; Eric Boyd; 30p.) The forces of good, evil and neutrality clash beneath the Omlarandin Mountains.

1) Slave Vats of the Yuan-ti is set in the Mere of Dead Men up in the North but you have a base you can fall back into in case you need healing or supplies. Sleep of Ages is set near Tethyr.

2) You shouldn't have a problem with the Slave Vats of the Yuan-ti but Sleep of Ages has already passed. Some of the characters are mentioned in Drizzt's Guide to the Underdark in the Iltkazar section (specifically Bryth Moonaxe whom the adventurer's awakened).

3) We never ran the The Mere of Dead Men Series which is a shame and we probably never will since I lost issue #72. Sleep of Ages however was tough. If it wasn't for the help of the Sapphire Dragon we would have been cooked by the Doom Brigade. Make sure to make friends with the dragon, otherwise the players won't survive. Luckily we prevailed without too many of the sleeping army getting slaughtered and were rewarded with some unique magical items. I also posted my 3e conversion of Bryth Moonaxe somewhere in the boards. I'll repost them in the Realms NPC Characters thread, if you wish.




Issue # 70 *

SSSCALLY THINGS (Forgotten Realms; 3-6; Kent Ertman; 14 p.) Can you stop the raids of the Three Towers Tribe? The second adventure of The Mere of Dead Men series

1) Slave Vats of the Yuan-ti is set in the Mere of Dead Men up in the North but you have a base you can fall back into in case you need healing or supplies.

2) You shouldn't have a problem with the Slave Vats of the Yuan-ti.

3) As mentioned above, we never ran the The Mere of Dead Men Series.



Issue #71 *

DREADFUL VESTIGES (Forgotten Realms; 4-7; Steve Johnson; 14 p.) Some haunted houses are best left unexplored. The third adventure of The Mere of Dead Men series

1) Slave Vats of the Yuan-ti is set in the Mere of Dead Men up in the North but you have a base you can fall back into in case you need healing or supplies.

2) You shouldn't have a problem with the Slave Vats of the Yuan-ti.

3) As mentioned above, we never ran the The Mere of Dead Men Series.

Issue #72 *

Mistress on the Mere (Forgotten Realms, 5-7) The fate of brave heroes is written in the stars. The fourth module of the Mere of the Dead Men series.


Issue #73

Eye of Myrkul (Forgotten Realms, 6-8) Retrieve the bones of a dracolich to save the life of a paladin. The epic conclusion of the Mere of Dead Men series

1) Slave Vats of the Yuan-ti is set in the Mere of Dead Men up in the North but you have a base you can fall back into in case you need healing or supplies.

2) You shouldn't have a problem with the Slave Vats of the Yuan-ti.

3) As mentioned above, we never ran the The Mere of Dead Men Series.



Issue #75

Into the Nest of Vipers (Forgotten Realms, 1-3) A Priest of Talona has concocted the deadliest poison, and this Assassins’ Guild is willing to kill for it.

1) This adventure takes place near Sevenecho in the Brynwood.

2) This adventure needs to take place after the Time of Troubles because it uses a dead magic zone.

3) We didn't have that much of a problem with the dead magic zone as the DM hoped we would. We used alot of oil and fire to burn the villains.



Issue #79

The Akriloth (Forgotten Realms, 10-12) One year after Iakhovas’s rampage across the Sea of Fallen Stars, the mer-city of Voalidru remains in the clutches of evil. Can you free the city from Qol’in’taroq?

1) This adventure takes place in Voalidru which can be found in Sea of Fallen Stars sourcebook.

2) Obviously this takes place after the Threat from the Sea novels, two years to be precise (1371 DR). So it isn't a problem if it takes place in 1373.

3) We never ran this adventure although it looks good.


Issue #80

The Frothing Miscreant (Forgotten Realms, 2-4) An ill-tempered gnome takes revenge to new heights and proves to the world that he’s no small threat.

1) This adventure takes place in the Dragon Coast near Westgate.

2) It shouldn't be a problem setting it in 1373.

3) This adventure is a joke. Our DM gave the main villain a weasly whiny high pitched voice which we all laughed at until we ran into his inventions. But it was a fun adventure and not that serious.
Dargoth

03-06-04, 05:44 PM
Hmm seeing as how Serpent Kingdoms is coming out in July I might try and grab the 5 Mere of Dead men modules
druid berrymore

03-09-04, 03:41 PM
This is my favourite FR adventure in Dungeon. We had so much fun with it. I had an added element of evil, though. The Zhentarim followed the PCs to the edge of the village of Woody Glen and waited for them(The PCs ticked them off earlier and the Zhents wanted them dead). So they not only had to retrieve the ingredients, they had to do it knowing that they were surrounded by the Black Network. Every now and then I'd send a Zhent scout into the village. When they noticed that the agents were not coming back they sent the whole force in to get the PCs. In the end they got the stuff and barely got past they Zhents.

Issue #67 *
WITCHES' BREW (FORGOTTEN REALMS; 3-5; Steve Johnson; 20 p.) An herbalist needs brave heroes to retrieve some magical potion ingredients, all of which are found in the woods around Woody Glen