Editor | Editors Roger E. Moore Barbara G. Young Wolfgang H. Baur Dave Gross Anthony J. Bryant Michelle Vuckovich Christopher Perkins Chris Thomasson Editors-in-Chief Kim Mohan Pierce B. Watters Bill Slavicsek Christopher Perkins Erik Mona James Jacobs Chris Youngs Steve Winter |
---|---|
Categories | Role-playing game |
Frequency | Print Bimonthly (1–97) Monthly (98–150) Online Bimonthly (151–154) [1] Monthly (155–221) |
Publisher | Publishers Michael H. Cook James M. Ward Brian Thomsen Pierce B. Watters Wendy Noritake Johnny L. Wilson Lisa Stevens Keith Strohm Erik Mona |
Total circulation (October 2005 – September 2006) | 31,465 [2] |
First issue | September/October 1986 |
Final issue Number | Sept. 2007 (print) & Dec. 2013 (digital) 150 (print) & 221 (digital) |
Company | TSR (1–62) WotC (63–93, 151–221) Paizo (94–150) |
Country | United States |
Based in | Lake Geneva, WI (TSR) Renton, WA (WotC) Bellevue, WA (Paizo) |
Language | English |
ISSN | 0890-7102 |
Dungeon (originally published as Dungeon: Adventures for TSR Role-Playing Games) was one of the two official magazines targeting consumers of the Dungeons & Dragons role-playing game and associated products; Dragon was the other.
Dungeon was first published by TSR, Inc. in 1986 as a bimonthly periodical. [3] It went monthly in May 2003 and ceased print publication altogether in September 2007 with Issue 150. [4] [5] [6] Starting in 2008, Dungeon and its more widely read sister publication, Dragon, went to an online-only format published by Wizards of the Coast. Both magazines went on hiatus at the end of 2013, with Dungeon #221 being the last issue released.
Dungeon (initially titled Dungeon Adventures) first received mention in the editor's column of Dragon Issue 107 (March 1986). Lacking a title at that point, it was described as "a new magazine filled entirely with modules" made available "by subscription only" that would debut "in the late summer or early fall" of 1986 and "come out once every two months". [7]
The publication's original editor, Roger E. Moore, elaborated on this basic outline:
Dungeon Adventures is a new periodical from TSR, Inc., in which you, the readers, may share your own adventures and scenarios from AD&D and D&D gaming with the legions of other fantasy gamers. Each issue offers a number of fairly short (but often quite complicated and long-playing) modules, selected from the best we receive.
What kind of adventures do you want to see? We're going to offer as broad a spectrum of material as possible: dungeon crawls, wilderness camp-outs, Oriental Adventures modules, solo quests, tournament designs, Battlesystem scenarios, and more. [8]
The premiere issue of Dungeon: Adventures for TSR Role-Playing Games was undated, but "November/December 1986" appears on the cover of the subsequent issue, and Moore stated that it had been released prior to the November issue of Dragon. [9] The magazine's format consisted of 64 pages of short D&D and AD&D game adventures of various lengths, themes, and tones, written by both amateur and professional fantasy role-playing writers.
In conjunction with the first anniversary of Dungeon Adventures, Ken Rolston included a brief review in Issue 125 (September 1987) of Dragon. Regarding the modules themselves, he called them "[c]heap and cheerful, full of the basic fun of D&D games", and said that they reminded him of "the selection of game sessions you find at gaming conventions or in old-fashioned modules". Rolston commented on the anthology format, which allowed writers to "publish fine little bits" and provided "great training grounds for new writers" that offered "an opportunity to experiment with offbeat themes and tones". Rolston concluded that "sophisticated gamers will find a lot to snicker at here, but there are some cute ideas", and added that the "writing ranges from young and enthusiastic to polished, and when compared with some of TSR's current modules...the quality of the layout and graphics is quite decent." [10]
With the sale of TSR due to solvency concerns, the magazine came under the umbrella of Wizards of the Coast in 1997, and the company printed the next 30 issues. With the release of Issue #78 in January 2000, the long title printed on the cover was simplified from Dungeon: Adventures for TSR Role-Playing Games to Dungeon: Adventures. By Issue #82 (August 2000) it was simplified again to Dungeon.
In late 2002, Paizo Publishing acquired publishing rights to both Dungeon and Dragon magazine titles as part of a move by Wizards of the Coast to divest business ventures not related to its core business.
On April 18, 2007, Wizards of the Coast announced that Paizo would cease publication of Dungeon in September of that year. [5] [6] Scott Rouse, senior brand manager of Dungeons & Dragons at Wizards of the Coast, stated, "Today the internet is where people go to get this kind of information. By moving to an online model we are using a delivery system that broadens our reach to fans around the world." [4]
Coinciding with the release of the 4th edition of Dungeons & Dragons in June 2008, Wizards of the Coast launched a website that included online versions of Dungeon and Dragon magazines for subscribers. In this new format, Dungeon (now subtitled A Dungeons & Dragons Roleplaying Game Supplement) retained its mandate to deliver adventures of varying lengths and levels as well as articles with information and advice for DMs. Mainstay columns such as "Dungeoncraft" (written by James Wyatt) were retained, and DM-focused articles that formerly appeared in Dragon magazine (like "Save My Game") were incorporated into Dungeon, making it a "one-stop shop" for DMs. The magazine shifted to a landscape format with the intent of making the articles and adventures more readable onscreen. Content was released daily and gathered into PDF compilations on a monthly basis. In May 2011, Wizards of the Coast stopped the monthly compilations and left content in single article format. In October 2012, Wizards of the Coast resumed monthly compilations.
In the September 2013 issue of Dragon (#427) an article by Wizards of the Coast game designer and editor Chris Perkins announced that both Dragon and its sibling publication Dungeon would be going on hiatus starting January 2014 pending the release of the Dungeons & Dragons 5th edition product line. [11] The final online version was Issue #221 in December 2013. The successor magazine, called Dragon+, was subsequently released online on 30 April 2015. [12]
Each issue featured a variety of self-contained, pre-scripted, play-tested game scenarios, often called "modules", "adventures" or "scenarios". Dungeon Masters (DMs) could either enact these adventures with their respective player groups as written or adapt them to their own campaign settings. Dungeon aimed to save DMs time and effort in preparing game sessions for their players by providing a full complement of ideas, hooks, plots, adversaries, creatures, illustrations, maps, hand-outs, and character dialogue. It was a resource containing several modules per issue, significantly cheaper than standard-format modules.
From Dungeon's founding in 1986, it published content that could be used in a variety of forms of Dungeons & Dragons systems, much like its sister magazine, Dragon. When Wizards of the Coast merged all D&D product lines into one, 2000's 3rd Edition, Dungeon published exclusively 3E content between September 2000's issue 82 and July 2003's issue 100, which shifted to 3.5E. With the release of 4th Edition in June 2008, issue 155 saw the 3.5E content dropped and focused exclusively on 4E. Like Dragon, Dungeon was cancelled by Wizards of the Coast before the release of 5th Edition.
Polyhedron , the monthly membership publication of the Role-Playing Game Association, was combined with Dungeon into a single magazine beginning with Issue 90 (January 2002) and lasting until Issue 111 (June 2004). [13] Many of the Polyhedron sections presented complete mini-games for the d20 system in genres other than fantasy.
Editor Erik Mona changed the format in September 2004, starting with Issue 114, discontinuing the Polyhedron component and focusing solely on Dungeons & Dragons. [14] Each issue included three adventures, one each for low, medium, and high levels. A few issues each year also contained another substantial article which provided further details on the setting of one of the adventures (Previously, Dungeon almost never had features other than modules). Following the adventures and articles, many issues included the three-page "Dungeoncraft" column, at the time written by Monte Cook, as well as a handful of shorter articles on various subjects, collectively titled the "Campaign Workbook".
Beginning in 2003, Dungeon magazine featured episodic, multi-part adventures, referred to as "Adventure Paths", which were designed to take a group of player characters from the beginning of their adventuring careers (1st level) through epic levels (20th and above). As of April 2013, four such serials were published: Shackled City , Age of Worms , Savage Tide , and Scales of War. [15] In August 2005 the Shackled City Adventure Path was collected into a hardcover edition with various revisions and corrections, new background information, and a bonus adventure meant to fill a gap near the beginning of the series. Similarly, several shorter campaign arcs (typically consisting of three parts) and various sporadic, open-ended series and side treks were featured in these later issues.
In other words, the December issues (#221 of Dungeon and #430 of Dragon) will be the last issues you see for a while.
Dragon is one of the two official magazines for source material for the Dungeons & Dragons role-playing game and associated products, along with Dungeon.
In the Dungeons & Dragons fantasy role-playing game, illithids are monstrous humanoid aberrations with psionic powers. In a typical Dungeons & Dragons campaign setting, they live in the moist caverns and cities of the enormous Underdark. Illithids believe themselves to be the dominant species of the multiverse and use other intelligent creatures as thralls, slaves, and chattel. Illithids are well known for making thralls out of other intelligent creatures, as well as feasting on their brains.
Ravenloft is an adventure module for the Dungeons & Dragons (D&D) fantasy role-playing game. The American game publishing company TSR, Inc. released it as a standalone adventure booklet in 1983 for use with the first edition Advanced Dungeons & Dragons game. It was written by Tracy and Laura Hickman, and includes art by Clyde Caldwell with maps by David Sutherland III. The plot of Ravenloft focuses on the villain Strahd von Zarovich, a vampire who pines for his lost love. Various story elements, including Strahd's motivation and the locations of magical weapons, are randomly determined by drawing cards. The player characters attempt to defeat Strahd and, if successful, the adventure ends.
Polyhedron was a magazine targeting consumers of role-playing games, and originally the official publication of the RPGA.
Mordenkainen is a fictional wizard from the World of Greyhawk campaign setting for the Dungeons & Dragons roleplaying game. He was created by Gary Gygax as a player character, only months after the start of Gygax's Greyhawk campaign and is therefore one of the oldest characters continuously associated with Dungeons & Dragons.
In the Dungeons & Dragons fantasy roleplaying game, Tharizdun is the god of Eternal Darkness, Decay, Entropy, Malign Knowledge, Insanity, and Cold. He originated in the World of Greyhawk campaign setting but has since also appeared in other settings.
Isle of the Ape is an adventure module for the Dungeons & Dragons role-playing game World of Greyhawk campaign setting, in which the events occur in a magical demiplane of the same name created by the mad archmage Zagyg Yragerne.
Mordenkainen's Fantastic Adventure by Robert J. Kuntz and Gary Gygax is an adventure module for the Dungeons & Dragons role-playing game, published by TSR, Inc. in 1984. It originally bore the code "WG5" and was intended for use with the Advanced Dungeons & Dragons first edition rules. Because it is one of the WG modules, it is a module intended for the World of Greyhawk campaign setting. It was later updated in 2004 to the Third Edition Revised rules in Dungeon magazine, issue #112, as Maure Castle. There were subsequently two additional installments in issues #124 and #139.
Iggwilv is a fictional wizard from the Greyhawk campaign setting for the Dungeons & Dragons roleplaying game. She was created by Gary Gygax.
The Savage Tide Adventure Path is the third Adventure Path for the Dungeons & Dragons role-playing game, published over twelve installments from October 2006 through September 2007 in Dungeon magazine. It begins in the city of Sasserine, just north of the city of Cauldron, which serves as the setting for the first Adventure Path, Shackled City.
The Isle of Dread is an adventure for the Dungeons & Dragons role-playing game. The adventure, module code X1, was originally published in 1981. Written by David "Zeb" Cook and Tom Moldvay, it is among the most widely circulated of all Dungeons & Dragons adventures due to its inclusion as part of the D&D Expert Set. In the adventure, the player characters arrive on the Isle of Dread seeking a lost treasure, and there encounter new nonhuman races.
Paizo Inc. is an American role-playing game publishing company based in Redmond, Washington, best known for the tabletop role-playing games Pathfinder and Starfinder. The company's name is derived from the Greek word παίζωpaizō, which means 'I play' or 'to play'. Paizo also runs an online retail store selling role-playing games board games, comic books, toys, clothing, accessories and other products, as well as an Internet forum community.
Necromancer Games was an American publisher of role-playing games. With offices in Seattle, Washington and Coeur d'Alene, Idaho, the company specialized in material for the d20 System. Most of its products were released under the Open Game License of Wizards of the Coast.
Goodman Games is an American game publisher best known for the Dungeon Crawl Classics series of adventure modules and role-playing game, its science fiction offshoot Mutant Crawl Classics, and Original Adventures Reincarnated, a line of updated, annotated, and expanded republications of classic RPG adventures and supplements, mostly from TSR, Inc.'s Advanced Dungeons & Dragons. Additionally, Goodman Games produces RPGs using versions of the DCC rules for Fritz Leiber's Lankhmar and Jack Vance's Dying Earth settings, under license. The company has also produced licensed adventures for Wicked Fantasy Factory, Judges Guild, Xcrawl, Iron Heroes, Castles and Crusades, and Death Dealer.
Dragons of Despair is the first in a series of 16 Dragonlance adventures published by TSR, Inc. (TSR) between 1984 and 1988. It is the start of the first major story arc in the Dragonlance series of Dungeons & Dragons (D&D) role-playing game modules, a series of ready-to-play adventures for use by Dungeon Masters in the game. This series provides a game version of the original Dragonlance storyline later told in the Dragonlance Chronicles trilogy of novels. This module corresponds to the events told in the first half of the novel Dragons of Autumn Twilight by Margaret Weis and Tracy Hickman. Its module code is DL1, which is used to designate it as the first part of the Dragonlance adventure series.
The Lost City (B4) is a Dungeons & Dragons adventure module by Tom Moldvay. It was first published by TSR in 1982 and was designed as a stand-alone adventure for use with the Dungeons & Dragons Basic Set. The working title for the module was "The Lost City of Cynidicea". Moldvay designed the module as a low-level scenario to give novice Dungeon Masters experience in fleshing out adventures such that it is only partially complete. The plot involves the player characters discovering a ruined subterranean city slowly rising out of the sands. The adventure is set inside a huge step pyramid, with the lower pyramid only sketched out and the city itself described with a list of the major areas and a map. The adventure's main villain is Zargon, a giant one-eyed monster and his minions. The entire double pyramid, not including the city, contains over 100 rooms.
Robert J. Schwalb is a writer in the role-playing game industry, and has worked as a game designer and developer for such games as Dungeons & Dragons, A Song of Ice and Fire Roleplaying, Warhammer Fantasy Roleplay, Shadow Of The Demon Lord, and many other RPG supplements.
David Noonan is an author of several products and articles for the Dungeons & Dragons fantasy role-playing game from Wizards of the Coast.
Brian R. James is a game designer and software engineer. As a writer, Brian is best known for his online and print works for the Dungeons & Dragons fantasy role-playing game published by Wizards of the Coast. In game design circles, Brian is highly regarded for his deep knowledge of the Forgotten Realms campaign setting and its extensive history. In 2012 Brian won a Silver ENnie Award for Monster Vault: Threats to the Nentir Vale and he has been nominated for other ENnie Awards and Origins Awards.