61 The Goblin Thief By Herr Zinnling
A quick delve to find a nimble thief that has absconded with a player’s goods. I like the details of the trash filled rooms but with so little else going on in most of them, there isn’t much opportunity for the adventurers to make improvised uses of the junk. I would have liked to see a bit more challenge to the theif when finally caught, maybe an offer to be a theif in their employ or knowledge of a treasure stash in exchange for mercy.
62 Opiks Magnificiently Damning Door Bravery
Billed as an advertisement aimed at those with treasure to protect, this dungeon is a puzzle designed to guard against the very adventurers that would plunder it. While I will suspend disbelief that the ad would disclose the actual solution as perhaps being inside sales information, the puzzle having different order of solving for different types of adventurers is a more interesting premise than it works out to in execution. It limits the amount of specificity each set of solutions can have due to the need for readability while the extra content it provides is not going to ever be seen by the players. I would have liked to see the puzzle focus on maybe one example of each type rather than giving generic options left up to the dm to design.
63 In Search of the Magic of Doom By redwyrmling
A small dungeon holding some lost spirits and their magical treasures. The rooms are mostly empty with only a small challenge in the room where the ghosts remain, but I do appreciate that this encounter and the final one can both be overcome with cleverness instead of brute force. The choice to leave the puzzles and riddles unnamed does mean that the dm will have to design then or find suitable ones prior to running this dungeon.
64 The Paper Nest of Gabbro Grove By Roger SG Sorolla
This dungeon entry is well themed around a petrified tree and the paper druids and wasps that have taken up residence here. The rewards are fun and well crafted to expand the story, hooks to tie into the world. What is missing are stats or difficulty levels and abilities the enemies have here, even systemless designs should still give some suggestions of how the enemies intend to fight.
65 A Midwinter’s Nightmare By Ben Grunzel
This entry is more of a narrative driven, almost dream sequence of the adventurers working to escape a mystical forest and the far that hunt in it. There are some evocative encounters but the random element makes no sense if they cannot repeat, randomness only occurs if they fail navigation checks, and they move on to the next section after a set 8 encounters. There doesn’t seem to be a benefit to navigating. I did like the mechanics of the chase scene, the only thing I would add is maybe a suggestion to the dm of an alternate possible path, harder but using a different skill.
66 No stone unturned By Asbjørn Ørnemark Lægdsmand
An interesting approach to a dice drop dungeon, this dungeon shifts and moves around as the players explore it. The concept is great but the rooms don’t seem to reset or change much as they are moved around. Having circumstances change based on room positions or neighbors would have, especially if the players could control or take advantage of those terrain changes would have really elevated this entry.
67 CALABRIA IMPERILLED By Grant Lambe
This entry functions more as a mini campaign rather than a dungeon. The players are called to break an extensive seige by rallying defenders, sabotaging attackers, and bolstering the city itself. Where it does falter is that it’s breadth of encounters mean that the battles and challenges that need more detail don’t have much space associated with them (notably the powerful witch kings or the motivations of the cog witch).
68 Frontier Forest By tonnsoflove
This frontier functions as a small “hex crawl” of sorts on a square grid. The terrain is randomized, making the group’s attempt to escape to the other side of the map more difficult. They must dodge random fights and monster. With all the random rolling, this would be better suited to a computer game than a tabletop game but there are some useful ideas of the expendable resources and health to traverse terrain, trying to balance risk versus speed.
69 Kill Several Demons By Matt L. (Deadtreenoshelter)
Evocative, bizarre, and dangerous demons lurk in this small dungeon. The main mechanic of the silent following death pairs well with the many mobility modifying threats and the multiple paths available to loop around the place, but I feel the entry leaves some excellent areas on the table by not creating its own treasure and instead relying on an existing macguffin or stairs down. The transmutations seem quite harsh to happen without saves or warning or ability to transmute things back, even if clever.
70 Gunpowder and Goblins By Louis Lucien
This dungeon entry features some goblins tinkering with and using technology that is out of place. It can serve as a way to get the adventurers done with gunpowder with a few puzzles and battles. I think it would have worked better if the goblins took greater advantage of the gunpowder to really make the players fight against entrenched forces to get the powerful blueprints.
71 The Wandering Manor of Zekame By Max MacDonald
This dungeon entry focuses on a roving castle of a now mad warlock, but unfortunately it functions more as an overview than a map itself. It had some example encounters and some treasure but lacks much of the details a dm would need to run this in a game.
72 The Tale By pogo
This dungeon is more of an open ended story to be created by the table in a sort of improv-like setup than any concrete design. All of the challenges are vague and dependent ont eh players choosing their own challenge than on a pre planned design. I don’t quite see how I could make the mechanics of increasing paranoia or loss from trying to “take” from the dream work and would have liked some concrete examples.
73 Unholy Hall of the Huntsman King By Yusef Shari’ati
A cursed dungeon themed around an evil king and various animalistic curses, this place holds some engaging traps, battles, and an overarching magical riddle to solve. Overall a solid dungeon crawl that can be tied into a game or stand on its own.
74 The Lair of the Hat Witch By Bralex Adley
A few quick fights and explorations leads the players to the central riddle of the dungeon. It is a common enough riddle but might be an enjoyable one for players that haven’t come across it’s mind-twisting ilk before. It might be nice to include some hints, perhaps lines of reasoning the witch has thought up to help stuck players think through everything. Also, how does she know the correct answer? Perhaps add a line that she is actually testing people rather than needing their help to distinguish the hat crates themselves.