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Dungeon Magazine 33 # (Bi-Monthly Magazine)
  

Dungeon Magazine 33 # (Bi-Monthly Magazine) (Paperback)

by Barbara G Young (Author)
5.0 out of 5 stars  See all reviews (1 customer review)

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Product details

  • Paperback: 210 pages
  • Publisher: Wizards of the Coast (Feb 1992)
  • Language English
  • ISBN-10: 1560761482
  • ISBN-13: 978-1560761488
  • Product Dimensions: 27.4 x 21.1 x 0.5 cm
  • Average Customer Review: 5.0 out of 5 stars  See all reviews (1 customer review)

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5.0 out of 5 stars A great issue, 10 Jun 2005
By Kurt A. Johnson (Marseilles, IL USA) - See all my reviews
(TOP 50 REVIEWER)   
Dungeon Magazine has been a great source of adventures for TSR/Wizards of the Coast role-playing games since its first issue in 1986. Dungeon #33 was the January/February 1992 issue, written primarily for AD&D 2nd edition rules, and includes five adventures. This is a great issue, one that should be included in every Dungeon Master's library.

That Island Charm - AD&D adventure, levels 7-12, ~55 total levels - When the player characters (PCs) are shipwrecked on a tropical island, they find that something wicked is going on. [Some knowledge of underwater adventuring helps with this one.]

The Siege of Kratys Freehold - AD&D, levels 1-4, at least 12 total levels - When the PCs stop at an isolated fort, they soon find themselves besieged, and their actions might mean the difference between life and death for everyone there. (This is a personal favorite, I highly recommend it!) [Can be used with the BATTLESYSTEM rules, but includes a nice set of large-scale combat rules.]

Dark Days in Welldale - AD&D, levels 3-5, ~22 total levels - A Halfling village requests the PCs help - good luck has turned to bad luck, and good times to bad. Can the PCs turn things around? (This is a very nice adventure that can be a lot of fun!)

Alicorn - AD&D, levels 1-2, ~8 total levels - There is a wounded unicorn out there. The goblins want to kill it, so that they can use its horn to cure their ill leader, but can the PCs get to it first? (A wonderfully folklorish adventure for new characters.)

Mad Gyoji - AD&D Oriental Adventures, levels 7-10, ~32 total levels - The PCs are asked to help a sick village myoshu, sickened by a curse placed on his family by Mad Gyoji. Can the PCs kill Mad Gyoji and rescue the village? It might be harder than you think.

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