
Deep in the murky swamps where vampire lords lurk, through the twisting tunnels beneath a troubled town, and down into the fiery depths where demons await – Dungeon Magazine’s fourth issue delivers three richly crafted adventures that promise to test both players’ wit and their characters’ mettle.
The marquee adventure, “Kingdom in the Swamp,” plunges parties of seasoned adventurers (levels 6-9) into a deadly game of cat and mouse with an ancient vampire. But this is no ordinary undead encounter – players must navigate treacherous swamp terrain while unraveling the tragic history of Kenither the Gaunt, a vampire whose domain is as twisted as his centuries-old schemes. With innovative mechanics for swamp navigation and a castle that serves as both fortress and trap, this adventure transforms standard vampire fare into a uniquely atmospheric experience.
Following this dark tale comes “Fluffy Goes to Heck,” a whimsical yet perilous romp that proves even the most innocent quests can lead to infernal complications. When a beloved pet dog is spirited away to a demon’s realm, players must brave increasingly absurd and dangerous encounters, including rabid gophers, zombie beatniks, and a soap dragon with a penchant for trapping victims in bubbles. Don’t let the humorous tone fool you – this adventure packs serious punch for levels 3-5.
The issue rounds out with “Trouble at Grog’s,” a masterclass in low-level adventure design. Set in the riverside town of Dagger Rock, this mystery centers on a half-ogre tavern keeper whose establishment has become the target of suspicious activities. Players must navigate a web of town politics, hidden tunnels, and competing factions while uncovering a plot that goes far deeper than simple tavern trouble. Perfect for starting characters, it demonstrates how high stakes and intricate plotting don’t require high levels.
What sets this issue apart is its versatility. Each adventure brings unique innovations to the table: “Kingdom” offers intricate faction play between vampire thralls, “Fluffy” delivers memorably bizarre encounters, and “Grog’s” shows how to build tension in a contained setting. The magazine supplements these adventures with detailed maps, scaling options for different party sizes, and clever new monsters that DMs will want to reuse.
From the cover’s atmospheric portrayal of Grog’s tavern to the final page, Issue #4 maintains the high production standards that have quickly made Dungeon Magazine essential reading for serious game masters. Whether your players crave gothic horror, comedic chaos, or gritty intrigue, this issue delivers with style.
This is adventure design at its finest – where each page brings not just monsters to slay and treasures to find, but stories that will keep players talking long after the dice stop rolling. For DMs looking to broaden their campaign horizons or simply add some ready-to-run excellence to their repertoire, Dungeon #4 is nothing short of essential.