
Hey out there all you dungeon creatures, it’s me, Slick Dungeon, here to review a super cool Dungeons & Dragons supplement you can get your hands on. I went through the first issue of Arcadia put out by MCDM and am here to give a thorough review of all the articles in it.
For those who don’t know, Matt Colville is a major name in the online Dungeons & Dragons community. He makes YouTube videos talking about his philosophy on the game, gives advice on running the game and he publishes some awesome products you can use in your own game, including a supplement I really enjoyed called Strongholds & Followers. He is currently busy with a follow up to that book with one called Kingdoms & Warfare that I can’t wait to get my hot little hands on.
I might sound like I am gushing a bit here but to be clear, I have no affiliation of any kind with MCDM, I just think the stuff they put out is extremely high quality and worth the money and I am guessing you will think so too if you love Dungeons & Dragons.
While we have all been waiting for Kingdoms & Warfare, Matt has assembled a team that just laid down a surprise product on us and, I’ll be honest, it’s chock full of awesome. It’s a magazine inspired by some of the stuff you would see in the 1980’s like Dragon magazine that not only provides cool art and talks about the game but also gives things like mini adventures you can run or stat blocks for cool creatures. This first issue has four articles and I am going to review each one of them. But first, you might want to check out what this is from Matt’s own words. The video is a little on the long side at 16 minutes or so (although that’s actually short for one of Matt’s videos) but even if you just watch the first couple of minutes you’ll get the idea of why they came up with Arcadia.
Basically, Matt felt bad his patrons were not getting anything while he is hard at work on his next book and decided to have some other people launch a magazine. And lucky for those of us who are not Matt’s patrons on Patreon, you can still purchase Arcadia at the MCDM store. You’ll have to pay around $8 if you are not a patron and if you are a patron you get it at the $5 per month level. In case I have already talked this up enough before I get into the review (which will contain spoilers) here is the link where you can get Arcadia #1.
As I mentioned, there will be spoilers to follow so if you are a player who has a Dungeon Master who might use this magazine stop reading here. Or, if you are the type of person who hates spoilers entirely, stop reading here. You have all been warned!
The artwork
You can see a bit of the artwork at the top of this post but I would be remiss if I did not mention the art in general for this magazine. When I saw the cover it took me right back to the 80’s when you could find amazing fantasy art in two places, any magazine dealing with Dungeons & Dragons and heavy metal album covers. In Matt’s intro video he talks about this and low and behold, what they were going for is exactly what it reminded me of. All of the art here is spectacular.
There are weird and interesting creatures, and even some cool maps that you can use in your game. As far as the art goes, I give this an A+.
Article #1 – The Workshop Watches
The Workshop Watches is an adventure for fifth level characters. The premise is a group of magic users was tasked to come up with a magical workshop that could attend to their needs, assist in spells and generally make life a bit easier for those who are into learning magic. They have a wealthy sponsor who has not heard from this team in a while and he is starting to get worried something may have gone wrong.
It wouldn’t be fun if something doesn’t go wrong in Dungeons & Dragons so of course something is wrong! What the party will find is a sentient magical laboratory doing its best to help magic users but is not real clear on what might or might not kill mortal beings. It’s reminiscent of Hal from the movie and book 2001: A Space Odyssey. More modern audiences might think of this as Jarvis from Iron Man gone wrong, or if Ultron from Avengers: Age of Ultron had essentially become Jarvis but didn’t turn evil, he just didn’t understand humanity.
My favorite part of this adventure is how the magical laboratory interprets things. It knows humans are mostly made up of water, so there is a chance the lab will fill the place up with three feet of water to make sure the party stays hydrated. There are several things like that in the adventure and if you want to read all about it, you’ll need to buy the issue.
I found this article to be a ton of fun and I really want to play the scenario. Of all the articles in this issue, I think this one is the best suited to play with kids and I would encourage parents to get this issue for this article alone. (Also, for more about playing Dungeons & Dragons with kids check out this post).
This article is full of fun and I could see it as a good entry point to start a whole campaign on. I am giving this article an A.
Article #2 – Titan Heart
This article is not an adventure but rather a subclass for sorcerers. It takes the idea that titans, you know those huge monstrous creatures such as krakens, demi-gods and the like, can infuse certain people with some of their magic. Thus is born the Titan Heart Sorcerer.
This is a well thought out subclass with some majorly cool stuff players can do. They get to do things like increase their size, have magic that titans know, albeit to a lesser extent than the titans themselves, and increase their armor class.
This has been play tested by MCDM but it is definitely not an official subclass at this point. Dungeon Masters will need to thoroughly review and decide if this is something they will allow in their game. There are lots of possibilities with the subclass and ways it could be used but it’s not going to be appropriate for every table.
There are two things that gave me a little pause about the concept. The first is on the player’s side. The subclass allows certain spells to be used while in titan form but only while in titan form. To me it’s a little unusual to have spells not accessible most of the time to players so depending on your game, you may need to adjust that a bit. The second is on the Dungeon Master side. While in Titan form the player gets a +2 bonus to their Armor Class for a full minute which is a pretty major bonus, especially at lower levels. However, I will say that after seeing how the creatures in Strongholds & Followers were scaled with their armor, in a MCDM campaign +2 might actually be necessary.
While I really like the concept here, I feel like it might be necessary to play around with to get right for your table. I am giving this article a B+.
Article #3 – Jumping on Mounted Combat
This expands on and adds to the mounted combat rules from the Dungeon Master’s Guide. If this were only a rules update, I would probably not think much of this article but there is a lot more to it. This not only gives some rules of how to train a mount and makes mounts capable of living longer and becoming more useful in a campaign, it also has a mini adventure (including some cool audio narration in the PDF!) and provides several examples of mounts that can be used in a campaign.
The adventure in this one is something you could drop into the middle of almost any campaign, assuming that there are creatures capable of being mounted in the campaign. It’s got a bit of a western feel to it and lays on some Dungeons & Dragons undead creature style right into it. It’s nowhere near as robust an adventure as The Workshop Watches but it would make for a great encounter if you have a party that really wants an unusual mount.
You might be surprised how often this kind of thing comes up. When I was playing Storm King’s Thunder with my son and his friends, they found and tamed an otyugh and they all wanted to ride it. I let them because I thought it was fun but I wish I had these rules at the time! It would have opened up more role play possibilities and given some rules around how the party rode.
This also has stat blocks for six new mounts, including my favorite, the owlbear. Because this article provides so much at once I am giving it an A.
Article #4 – Uqaviel the Recreant
This article is about two celestials who could become major villains (or allies) in your campaign. This article by far deals with the most unusual creatures of the whole magazine. Uqaviel is a disgraced archangel who was framed for a sin he did not commit.
I found the backstory here a little difficult to follow but perhaps I just don’t know enough about how celestials operate to get the proper appreciation for it. This article gives stat blocks for both Uqaviel and the creature that betrayed him Anahita. Just glancing at the stat blocks, these are major powerhouses. These are definitely end of campaign level creatures and they do some really cool stuff.
I am not sure I would personally incorporate all the backstory suggested in this article but both creatures are well worth using, just make sure that they are something your party has a hope of handling before they encounter them. The artwork in this article is phenomenal and even if you don’t use Uqaviel or Anahita’s stats, you might want to put their art somewhere in your campaign, especially if you have a campaign dealing with celestials at all.
While I really like the creatures themselves, the backstory felt a little less clear than I would have preferred. I am giving this article a B.
Overall
Alright, there you have my thoughts on the individual articles but what about the product as a whole? In some ways I have to reserve my judgement here. I am not saying it is easy to put out a great product the first time but if you do, that will make the next product you make have to live up to a high bar. MCDM has set an incredibly high standard here. There are two more issue slated to come out for sure and Matt has said he needs to see what the reaction is before guaranteeing issues beyond that. I will absolutely be picking up the next two issues. We’ll see if the quality and variety can be maintained. If so, I will be a loyal reader of this magazine. I will be back next month to review the next issue and let you know what I think.
For now, as a Dungeons & Dragons product I give this a solid A. And once again if you want to buy this you can do so here.
At $5-$8 depending on how you purchase this, I’m honestly not sure I can think of a better value in a Dungeons & Dragons supplement, so help out some independent creators and get a copy for yourself!
Adventuringly yours,
Slick Dungeon
Slick, when you say D&D, which rules edition is it? Because my group is doing Pathfinder (aka D&D 3.5).
LikeLiked by 1 person
This one is specifically 5th edition but I think it wouldn’t take too much adjustment to make it fit for 3.5
LikeLiked by 1 person