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Writer's pictureMalrus Tosscobble

Review of Dungeons & Dragons Adventurer Magazine Issue 28: Dance of Swords


Welcome, adventurers, to another thrilling issue of Dungeons & Dragons Adventurer Magazine! Issue 28 is like a bag of holding stuffed with new content, bursting at the seams with goodies to enhance your campaigns. From guides on making new friends (and not just the imaginary kind), to two shiny new cleric domains, and an assortment of terrifying monsters that will keep your players up at night, this issue is packed with excitement. And don't miss the new adventure that promises to be more fun than a mimic in a treasure chest factory. Let's dive in and see what wonders await!

Issue 28


Friends and Allies

In the unpredictable world of D&D, it turns out you can’t always save the day on your own. Who knew? This section is all about forging friendships and alliances with NPCs who can be more than just background characters with funny accents. From the innkeeper who always has your back (and a pint of ale ready) to the local guard captain who might just overlook that little “incident” with the town square statue, these guides will help you turn mere acquaintances into full-fledged allies. Imagine the possibilities: less grovelling for information, more discounts on magical gear, and perhaps even a shoulder to cry on after a tough dragon fight.


Sidekicks

Ever felt like your party is missing something? Maybe a little extra firepower, a healer who isn’t stingy with their spell slots, or just someone to carry all those potions? Enter sidekicks, the unsung heroes ready to jump into the fray. Issue 28 expands on how to integrate these loyal companions, detailing their progression from 1st to 5th level. With classes like Expert, Spellcaster, and Warrior, these sidekicks can be just as versatile as your main characters. And let’s be honest, who doesn’t want a sidekick who can Dash, Disengage, or Hide as a bonus action? It’s like having a rogue without the trust issues!


Tavern

Golden Goals

Ah, character goals – the stuff that turns a run-of-the-mill adventurer into a legend (or a spectacular failure, but hey, that’s half the fun!). Golden Goals focuses on creating personal objectives for your characters that go beyond “get rich” or “don't die.” This section encourages DMs and players to collaborate on weaving backstories and ambitions into the campaign’s fabric. Whether your cleric is on a quest to rediscover an ancient relic, or your rogue is just trying to clear their name (again), these goals add depth and drive the story forward. Plus, nothing says “epic campaign” like a surprise plot twist involving a character’s secret past !


New Cleric Domains: Knowledge and War


Knowledge Domain

Clerics of the Knowledge domain are like the librarians of the D&D world – if librarians could also smite you with divine power. Worshipping gods like Oghma and Savras, these clerics are all about learning and using that knowledge to aid their party. With abilities like Identify and Augury, they’re the go-to for deciphering ancient runes or predicting the outcome of that risky plan your bard just concocted. Their Channel Divinity lets them temporarily gain proficiency in any tool or skill, making them the Swiss Army knives of the cleric world. Remember, knowledge is power – especially when you can use it to command someone to "Stop!" in the eir tracks.


Knowledge cleric


War Domain

War Domain clerics are the holy warriors you never knew you needed. Devoted to gods of combat like Tempus and Bane, these clerics are equally at home healing the wounded and smashing skulls. Proficient in martial weapons and heavy armour, they can cast spells like Divine Favour and Spiritual Weapon to boost their combat prowess. Their War Priest feature even lets them make extra attacks, turning them into a whirlwind of divine retribution. Whether you envision yourself as a battlefield tactician or a frontline brawler, the War Domain has you covered – just don’t forget to shout something dramatic be fore charging into battle.


Monsters: Redcaps and Sahuagin

Redcaps

Redcaps are the grumpy garden gnomes of your nightmares. Born from bloodshed at the sites of Fey crossings, these vicious little fey creatures need to soak their caps in fresh blood every three days to stay alive. They’re like homicidal toddlers, complete with iron boots and a murderous gleam in their eyes. Known for their long sickles, redcaps are relentless in their pursuit of prey. If you hear the clomp of iron boots and ma nic giggling, it’s time to run. Or fight. But mostly run.


Red Caps Grr


Sahuagin

Sahuagin, or “sea devils,” are the aquatic horrors that make you think twice about beach vacations. These shark-worshipping humanoids raid coastal settlements with brutal efficiency, driven by their god Sekolah’s insatiable hunger. With their four-armed barons and magic-wielding priestesses, sahuagin society is a terrifying blend of might and mysticism. Their enmity with aquatic elves adds a layer of intrigue and treachery to any oceanic adventure. And let’s not forget the malenti – sahuagin who look like aquatic elves, perfect for espionage and sowing chaos. Next time you set sail, keep an eye on the horizon…and maybe invest in a very sturdy boat.


Playable Adventure: Dance of Swords

Get ready for a swashbuckling showdown in the new adventure "Dance of Swords." Designed for 3rd-level characters, this encounter pits players in a bare-fisted brawl atop a floor covered in crossed swords. The prize? A favour from the local Jarl, which could mean anything from a treasure map to a pardon for your bard’s latest escapade. This adventure is more than just a fight – it’s a test of strategy, agility, and sheer bravado. And if that wasn’t enough, players also have the chance to help Lanaya Aloro, an elf fleeing from a murderous redcap. It’s a whirlwind of excitement that promises to be more entertaining than a barrel of displacer beasts.


Issue 28 of Dungeons & Dragons Adventurer Magazine is a veritable cornucopia of content, guaranteed to enhance your campaigns and spark your imagination. Whether you’re looking to build deeper NPC relationships, expand your cleric’s divine repertoire, or just face off against some truly terrifying monsters, this issue has it all. And with the "Dance of Swords" adventure, your next game session is sure to be an unforgettable experience. So grab your copy, gather your party, and prepare for the adventure of a lifetime. Happy gaming, and may your rolls always be natural 20s! - Malrus

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