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Writer's pictureMalrus Tosscobble

Dungeons & Dragons Adventurer Magazine Issue 44: There Be Dragons!

Issue 44

Welcome back, adventurers, to the shadowy depths of Dungeons & Dragons Adventurer Issue 44, where the darkness of the Shadowfell looms large, and your first encounter with a DRAGON! promises to leave a lasting impression. From expert DM tips to enthralling encounters and a deep dive into the twisted realms of the Shadowfell, this issue is a treasure trove for D&D enthusiasts. So, grab your transparent purple dice set, and let’s venture into the highlights of this mysterious issue... remember there be DRAGONS!.. But first some FAQ's





Q. What are the different types of dragons in D&D?

A. In Dungeons & Dragons, dragons are divided into two main categories: chromatic and metallic dragons.

  • Chromatic dragons (like red, blue, black, green, and white) are typically evil and destructive.

  • Metallic dragons (like gold, silver, brass, bronze, and copper) are generally good and often serve as protectors or wise mentors.

Each type of dragon has its own unique abilities, breath weapon, and personality traits.

Q. How can you prepare your party for a dragon fight?

Q. What’s the best strategy to defeat a dragon in combat?



The Shadowfell: A Twisted Reflection of the Material Plane

One of the major themes of Issue 44 is the exploration of the Shadowfell, a plane of existence where eternal darkness reigns, and joy is a distant memory. If you’ve ever wondered what it’s like to traverse a world devoid of colour and hope, this issue is your travel guide to that bleak destination.

shadowfell

The Shadowfell is described as a grim, grey reflection of the Material Plane, where familiar landmarks become twisted ruins, and the inhabitants are often the undead and other sinister creatures. In this issue, the city of Neverwinter has a darker counterpart in Evernight, a city teeming with necromancers and ghouls, governed by intelligent undead.

Adventurers are warned to watch for Shadow Crossings, areas where the barriers between the planes are thin. These crossings can be dangerous, drawing the unwary into the Shadowfell where creatures like shadow dragons and cloakers thrive in the darkness.


A Puzzle-Laden Dungeon Masterpiece

Continuing from the previous issue, Issue 44 features Puzzles Part 2, which takes a deep dive into the dark art of incorporating puzzles into your campaigns. Dungeons are more than just monster-infested lairs; they are also homes to devious traps and mind-bending puzzles.

This guide stresses the importance of tailoring puzzles to your players. For example, if your group enjoys video games like The Legend of Zelda, adapt puzzles from those games with a unique D&D twist. There’s a special focus on avoiding the dreaded “Tomb of Horrors” syndrome, where puzzles are so lethal they stop the fun dead in its tracks—literally.

Instead, the advice is to create puzzles that challenge, without ending in instant death. Think shifting brickwork, hidden clues in murals, or riddles that unlock vital clues. If your players struggle, their characters can make Intelligence checks to gain subtle hints, allowing everyone to feel engaged.


Character Creation Highlights: Wizards, Clerics, and Monks

Character creation is always a treat, and this issue is no exception, focusing on some intriguing subclasses. If you’re looking to expand your party's capabilities, consider these options:


  • Wizard (Order of Scribes): This arcane tradition is for bookish wizards who bring their spellbooks to life—literally! The Order of Scribes allows wizards to use their spellbook as a magical focus and even modify spells on the fly.

  • Cleric (Order, Peace, and Grave Domains): For clerics, this issue expands on domains that suit characters dedicated to law, peace, or death. The Order Domain is perfect for those inspired by Judge Dredd, while the Grave Domain taps into the power of life and death.

  • Monk (Way of the Sun Soul, Mercy, and Astral Self): Monks receive some incredible options too, including the Way of Mercy, which blends healing and necrotic damage, and the Way of the Astral Self, where a monk manifests their spirit as tangible power in combat.


Each of these options offers new ways to explore both the combat and role-playing aspects of D&D. Whether you want to smite enemies with radiant bolts as a monk or enforce order with a cleric’s divine authority, this issue has you covered.


The Encounter of a Lifetime: Your First Dragon Battle

If you’ve ever wanted to test your party’s mettle against a DRAGON, the Tomb of the Sun King encounter is your moment of truth. In this encounter, players explore a dwarven keep that has been overrun by a corrupted shadow dragon named Garlvexor, once the noble steed of King Argosh Starstone.


Dragon

This fight is no joke. Garlvexor’s lair is filled with hazards and the kind of tension that only a first dragon battle can provide. The encounter is balanced for 4th-level characters, but your party will need more than brute strength to survive. The dragon’s use of the Shadowfell’s gloom grants it resistance to most forms of damage and the ability to hide in plain sight. Dealing radiant damage is key, and the environment itself plays a role, with a magical fountain providing a potential safe haven.


However, be prepared: Garlvexor is a clever foe who relishes playing with his food before delivering the killing blow. The issue gives solid advice on how to run this encounter as a DM, ensuring that your players will learn to fear dragons—rightfully so.


Expert DM Tips: Puzzles and Plot Points

This issue provides some excellent DM advice, especially when it comes to balancing puzzles and the new plot points mechanic.


  • Puzzles: One major tip is to manage the tricky balance between player knowledge and character knowledge. Players may know the answer to a puzzle, but their characters might not, and vice versa. By allowing Intelligence checks to earn hints, DMs can ensure that puzzles remain challenging yet solvable.


  • Plot Points: This optional rule lets players take more control of the story. Each player starts with a plot point, which they can use to introduce significant story twists. Want to bring a long-lost NPC back into the mix or reveal a hidden escape route? Plot points allow players to do just that. The mechanic adds a layer of collaborative storytelling, making campaigns feel more dynamic and player-driven.


Issue 44 of Dungeons & Dragons Adventurer is a must-read for DMs and players alike. With a deep dive into the Shadowfell, expert puzzle advice, and the first part of a multi-issue dragon encounter, this magazine issue is packed with ideas to make your next session unforgettable.

The combination of story-rich character creation options, challenging puzzles, and high-stakes combat makes this issue a fantastic resource. Whether you're looking to challenge your party with a shadow dragon, test their brains with puzzles, or give them more control over the narrative, Issue 44 has the tools to make it happen. Time to roll initiative, adventurers—because in the Shadowfell, the darkness is always watching. - Malrus.



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