Dungeon #126 is a 100 page magazine, with four scenarios, seven articles, and some impressive art. One of the scenarios is set in Waterdeep; another continues the Age of Worms Adventure Path. Rounding out the set is an urban side-trek, and a Blackmoor "Gear-works" adventure.
Scenarios
Age of Worms Adventure Path
"Encounter at Blackwall Keep"
Sean K. Reynolds
page 16 - 40
25 pages
"The Clockwork Fortress"
Wolfgang Baur
page 42 - 61
20 pages
Vampires of Waterdeep: Part One
"Blood of Malar"
Eric L. Boyd
page 62 - 77
16 pages
"The Menagerie"
B. Matthew Conklin III
78 - 83
6 pages
"Encounter at Blackwall Keep"
In "Encounter at Blackwall Keep", the third scenario in the Age of Worms, machinations begin to be revealed, and a certain spawn moves clearly to the fore. The scenario starts quite simply, with a simple bodyguard mission to the keep.
The Cairn Hills and Mistmarsh swamp are the destination this time, and any group could easily pick up the Adventure Path right here. There are two primary encounter areas, Blackwall keep, and a Lizardman lair, but the scenario is both event-based and location-based. Because of this structure, neither of these areas is really a classic "dungeon"-type encounter area. The lair comes closest, but even that is not so simple, and the lair itself is pretty atypical and interesting.
This issue includes a full color fold-out battlemap for use in the initial encounter. The illustrations are excellent and evocative, and the maps are clear, if a bit small.
The chief antagonists here are lizardmen, and spawn. While I don't really care for lizardmen as adversaries, the interesting setting and the creepy-cool new material make this the best installment yet in the Age of Worms adventure path. The Age of Worms Overload can be found here. "The Clockwork Fortress" This scenario is set in Blackmoor, which is one of the few places it really fits. It could also fit well into Eberron, with some adjustment. You can just see the constructs coming, can't ya? But could you see the lunatic Derro? The basic hook is simple: a Clockwork Prince has been afflicted with Gear Madness, and needs your help. The conflict here is essentially Law versus Chaos, a paradigm suited to Basic D&D and other games as well. Though most opponents are Primes, the scenario has strong planar overtones, and could be used to segue into planar adventures. Also, constructs are not as omnipresent as might be expected. While keep itself is certainly a clockwork, plenty of the inhabitants are not. Also found here are Blackmoor classics like City of the Gods technology (of course) and Killer Frogs. Overall, the encounters are varied and interesting, making this an excellent scenario, assuming it fits your campaign. "Blood of Malar" This high-level scenario is the first of the three-part Vampires of Waterdeep adventure arc. The location (Waterdeep) gives it a Victorian era-D&D feel to it, and it would likely translate well to some other settings. Feats from Libris Mortis are employed, and a couple of new magic items are presented. Blood of Malar is rather odd. Although it does have locations detailed, it is very much event-based with a cinematic style. While variable PC action is allowed for; it functions essentially as a chase...a set of sequential (though not necessarily connected) encounters. In the final analysis, this hurts the scenario. There's a lot of action here, but its a bit difficult to tell what it all means. It ends up feeling like an extended introductory encounter. Also, despite the well conceived hooks, the PCs are a third party in this scenario, and it feels like it. Perhaps this will change with the upcoming installments. If so, this is one case where breaking up a scenario into sub-parts has weakened it. If not, this will probably be a weak scenario overall. Despite that, the peices here are interesting, and this arc could well turn out very good.
"The Menagerie" This scenario is illustrated by Tony Moseley, the cartoonist of Mt. Zogon. Yes, it feels as weird as it sounds. This simple and straightforward scenario clearly intended to be lighthearted fun. The primary "antagonist's" ability is used to slapstick effect, and animal-intelligence creatures are subjected to the enhancing effects of potions for an odd (and potentially funny) encounter as well. It works best in an urban setting, so could easily be used as a bit of fun while the party is back in the city resupplying. The Other Stuff The opening editorial discusses how Jade Empire dealt with the problem of linearity, and how these lessons can be applied to tabletop gaming. Specifically, Mona analyzes "linear backtracking", and applies it to some hypotheticals. This design principle was actually displayed in a recent issue of Dungeon, can you identify where?
Cook's Mastering the Game column, "The Campaign Handout", is good general advice for starting a campaign, though "The Campaign Introduction" would have been a better title, at least for me. I find it difficult to get my fellow gamers to read anything they don't have to, I would read/narrate the stuff they need to know, and leave it at that. The article deals with setting up a campaign to clue the players into the setting. The trick is, of course, brevity: hitting the important points, and not letting it get dull. The article includes a useful overview of potential important and interesting points. "Merchant Madness" is two pages of merchant related hooks for urban adventuring. This is one of the better columns I have seen in Dungeon recently, as just about anyone is guaranteed to be able to use this material. The guild related hooks here are refreshingly plausible, and could easily be adapted to a completely non-magical setting. Some NPC names are bit goofy, though. "Swamp Dangers", the Journey column, provides material for emphasizing the unpleasantness of the swamp, and some really nasty afflictions as well. Its a good article to cherry pick elements from when needed. The return of the "Critical Threat" is made with Girddrez: Savage Duelist, by Wesley Schnieder. Girddrez is a female half-orc raised in an orc tribe, and a unique fighter, with an interesting history. The article introduces a new double weapon, the Gyrspike, as well as a new magic item: Torque of Lucid Raging. The only issue I had with the character was the lack of two feats: Improved Disarm and Improved Trip, especially Improved Disarm. The article states "Girddrez makes competent use of her (gyrspike) to disarm and trip opponents. So disabled..."(p. 95) With her feats and Strength, repeated full attacks on a single opponent seem like the way to go. She is an interesting character, she just shouldn't be run in the manner described...or she should be changed so that she can be effectively run as described. CONCLUSION The perceptive reader will notice the page count has dropped measurably. The count dropped because the massive Paizo.com advertisement chunk has been completely dropped from the magazine. An outstanding feature of this issue is setting. The feel of each scenario contrasts strongly against the others, though all are squarely fantasy. The array is impressive. A final observation...I have been noticing the art in Dungeon Magazine is REALLY good. There is the occasional not-so-impressive piece, but on the whole, the art is excellent. This is a very strong issue of Dungeon Magazine. Highly recommended.

