Dungeon #127 is a 108 page issue (yes, the ad chunk is back), including 3 adventure scenarios and the array of eight columns and Campaign Workbook articles we have come to expect. The cover is a fantastic piece by James Ryman depicting a Mind Flayer in battle.
Scenarios
"The Hive"
Phillip Larwood
page 16 - 32
Age of Worms Adventure Path
"The Hall of Harsh Reflections"
Jason Bulmahn
page 34 - 60
Vampires of Waterdeep: Part Two
"Dungeon of the Crypt"
Eric L. Boyd
page 62 - 88
"The Hive" This is the most straightforward of the scenarios presented in this issue (which could be unkindly rendered: "the least interesting"). The core encounter area is a small keep accessible only through a warren beneath. The background is really what makes this scenario worthwhile, and there is an interesting twist or two. Though there are a some interesting encounters, the party will have to fight their way through some dull ones to get there. The unraveling of the mystery (which I will not spoil here) should keep them going though. Tying the characters more closely to this background would probably make it more interesting; dwarven characters are probably the best choice for this. The art has a bit of an anime feel, but is excellent nonetheless, as is the cartography. "The Hall of Harsh Reflections" This scenario is the next in the Age of Worms Adventure Path, but is designed so that it can work independently of the Path (as all of the installments are). In this case, it is so independent from the Adventure Path, it may very well work better outside of it. The introduction to the scenario mentions the Ecology of a creature characteristic to the Adventure Path in the parallel issue of Dragon (which is useful). But this creature does not appear in this scenario. At its core, this is simply an assault on a guild of doppleganger assassins and spies. From that statement, you probably already have a good idea of what to expect. I had several problems with this scenario. The first thing I thought when I saw the map was: "Argg, another maze." A read of the keyed description was...somewhat mollifying. A second issue is derived from the weak linkage of this scenario to the Path as a whole. Involving the party in the actual adventure requires that they stay in the "Free City", as it is called. What if they decide to leave before they are enmeshed in the scheme? The primary hook felt a bit forced to me. The hall is also bizarre...while it certainly works as an interesting encounter area, I have to ask who would go through the effort to actually build such a place, on the off chance that someone would infiltrate that far into the stronghold? There is also something of an issue with difficulty. Even assuming the DM lets PCs level in mid-adventure (and I don't) so that they are 8th level when they reach the final encounter areas, they will find quite a challenge waiting. The linear nature of the area assures an EL 11 and EL 10 encounter (as well as several other possible encounters of lower varying EL) with a final encounter is at EL 12. Run well, I doubt four 8th level characters could defeat this encounter even if they were at full strength. For example, it starts with three Will saves (DC 23 Mind Blast, and two DC 18 Slow effects). With the minions, and the leader's many supernatural abilities, the fight could very well end in a TPK without the party striking a blow. Theoretically, this final encounter should not be that difficult, if a melee gets started. The ACs and HP totals are rather gentle for the EL. But I don't see that happening, after that opening round. An effect interfering with some summons just adds to the problems. Put bluntly, I think this is the worst of the Adventure Path scenarios so far. Don't get me wrong, there is a lot of good design here. I just don't really think it works well within its context (Adventure Path). For example, the scenario makes devious use of dopplegangers (a "harsh reflection" indeed). But what does that have to do with the Path? The rationale given is that one of the masterminds want the "meddling kids" dead, so they bring in this group to deal with them. But this adventure could be completely dropped from the Path, and the effect would be negligible (from what I can tell this far into the Path). This is an excellent scenario/setting, I just wouldn't use it as part of the Path. I'd suggest using it as a base of operations for a long term enemy, with the place serving as a penultimate encounter area. "Dungeon of the Crypt" This is a scenario with a bit of an interesting history. The Dungeon of the Crypt is one of the original FR dungeons (run by Greenwood before the original 1st Ed. FR boxed set was produced. This presentation in Dungeon is based on Mr. Greenwood's notes, and adapted to the Vampires of Waterdeep. I am bit irritated at having been made to wait YEARS for this, but better late than never, right? And once again, I found myself thinking this is an excellent, useful dungeon that is better used in a way not presented here. And, to return to bluntness, I'd rather see Ed's actual notes. The dungeon is interesting as is, serving as a base to four different criminal groups operating in Waterdeep (one of them involved in the actual plot arc). In an area this thick with detail, there are many ways to involve characters. But for those who have played through the first part of the Vampire of Waterdeep, how about this for a hook? "If the PCs finished off [important character] before she began passing them notes...[snip to the end]...they cannot leave [the city] by any means short of divine intervention until [important character 2] is destroyed." (pg 64-65) Nothing quite like the dietal railroad, is there? Despite such elements, this is a very worthwhile scenario. Like Cook's RttToEE, the many encounters and characters and are interesting enough to be pulled from this context and used as the DM sees fit. I am looking forward to the final installment: the Fireplace Level. The art for this part of the arc is less impressive than that featured in the other scenarios of this issue, but still decent enough. The cartography is solid as well. The Other Stuff Cook's Dungeoncraft column discusses a favorite subject of mine: handouts. Specifically, messages, torn out pages of a diary or log book, maps, and pictures are discussed in detail. I've been using these kind of handouts for more than a decade, and Cook had more than a few new and useful tips for me. To digress, this is one reason I am such a stickler for art in Dungeon magazine. In my view, Dungeon magazine art is not simply art. It is a library of potential campaign handouts (and I do use them constantly). Obviously, not everyone has access to a scanner and a printer, but oftimes, a picture conveys information far better than a description ever will. This discussion should be in every DMG. This article discusses every practical game prop that can be used (aside from 3D dungeons) to really evoke excitement and wonder during an adventure session. The next article, "Trust No One", is well suited for an Adventure Path. The components of conspiracy (secrecy, structure, etc) are given a good overview here. "Staffs of Power" is reminiscent of the potion description article from a previous issue of Dungeon, consisting of a set of tables for fleshing out the physical description of a staff. One nice this about this particular set of tables is that it can be used for wands and rods as well (with a little customizing work). Closing out the conspiracy is an article about the "Glimmerpane", basically an evil sentient artifact (of modest power) with the functions of a mirror of opposition. The final page is a Map of Mystery: Smuggler's Tunnels. CONCLUSION An interesting feature of this issue is that every scenario features a doppleganger. This could as well be called a doppleganger and conspiracy themed issue. On that note, Mona's editorial discusses the use of dopplegangers, the associated drawbacks, and various possibilities for their implementation in campaigns. What struck me most was the inherent strength of design in the scenarios presented here. I liked every scenario here (though there is a caveat for each one). For the latter 2, I'd recommend dropping the frame and making use of the core material. This is a strong issue of Dungeon, that succeeds almost in spite of itself. Reviewer's Note: I will no longer list scenario length in pages because doing so is redundant. It is also misleading since the full page and 1/2 page ads interspersed throughout could easily vary from scenario to scenario and issue to issue.

