
Hello dungeon creatures and crawlers, it’s me Slick Dungeon. Is it time for me to gush about how amazing MCDM studio’s Arcadia magazine for fifth edition Dungeons & Dragons is? Let me check my watch. Yep, it’s that time. The third issue of the super awesome Dungeons & Dragons magazine Arcadia by MCDM is out! I took a look at all the articles and want to give you my hot takes so far. If you don’t know what Arcadia is and you want to learn more about it before reading about issue #3 you can start at the beginning and check out my post for issue #1 here.
This magazine has proven to be overwhelmingly popular and in my opinion is one of the best returns on investment in any D&D product out there at the moment. One thing I love is that in every issue so far there has been at least one adventure you could use as a one shot with your gaming group. This issue is no exception and I hope that trend continues.
I also want to reiterate that I have no association with MCDM in any way whatsoever, I just think that their products are top notch and worth every penny if you love playing Dungeons & Dragons 5th edition. That being said, if you want to pick up the first, second or third issue of Arcadia you can do it here. If you buy them together you can get them discounted as a bundle for $6 a piece instead of $7.
Alright, enough about me telling you how to buy the awesome stuff, let me review the awesome stuff. Once again, there will be some spoilers as to what is in the issue but I won’t give too much away. To get the full story you definitely need to buy the magazine. Also like last time I will give each article a grade.
The artwork
What can I say? I don’t think this magazine would work half as well as it does without the absolutely fantastic artwork involved here. For three out of three issues I have to give this an A+. the images are interesting and strange and somehow combine both the modern and old school feel of Dungeons & Dragons. It’s incredible how good this stuff is. Don’t believe me? Just take a look at this cover art by Justin Gerard. If this doesn’t spark your imagination for about a million campaign adventure ideas, I don’t know what will. If you want to check out more of Justin’s artwork check out his website here. Again, I don’t have any affiliation with this artist, I just think it’s super cool.

Article #1 – The Dreamkin
The Dreamkin gives us three new ancestries based on dreams in one way or another. There are Lucidlings who are the offspring of aberrations, Sandspeakers who can enter the dreams of others, and Somnians who are dream architects and can craft illusions and assume nightmarish forms.
All three of these ancestries are strange and interesting and if you happen to have someone in your party who can cast sleep, I think any of these beings could play a major role in a campaign.
While they are strange and wonderful ancestries, they are going to be of limited use in certain types of campaigns. If you are in a setting where there are no aberrations, a Lucidling isn’t going to work. If you have a campaign where most of the monsters have high wisdom, the Somnian’s Nightmare action is going to be much less effective.
If you are playing a campaign involving Stone Giants who can’t really understand the difference between waking and sleeping, these ancestries could be majorly fun to play.
While these ancestries are situational for the most part they are quite well designed and I personally would love to play a Somnian at some point.
All in all this was a fantastic article and if you are looking for a completely new ancestry, this is it. I give it a B+ for a normal campaign but an A+ for a campaign in which dreams and dreaming feature heavily.
Article #2 – Ten Spells You Need in 5e
There are a lot of us out there who love playing 5th edition Dungeons & Dragons who also remember some great old spells that used to be in the game. This article takes ten of those classic spells and updates them for this newest edition.
I’m always a sucker for a good spell that can be used to give a magic wielder advantage. Not all spells are created equal however and some can give a player or Dungeon Master a decidedly meh feeling.
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Not all of the spells here are winners but there are enough of them that I am excited about for this to be a solid offering in the magazine. I think my favorite might be Attract Metal. I can see that used in conjunction with Heat Metal from the Player’s Handbook to be a deadly combo an armored foe won’t be able to escape. I also like Rainbow Recurve which is a lot like Chromatic Orb with a power up. Glitter Dust, although neat, is not one I’m that keen on as there are other existing spells that give the same effect but if you love the idea of glitter bombing an enemy, it’s perfect for you. Another of my favorites is Walking Dead. If you’ve ever felt like you needed your campaign to have a Weekend at Bernie’s session this spell is exactly what you need. Entertainment gold right there.
The spells here are diverse enough that Bards, Clerics, Druids, Rangers, Sorcerers, Wizard and Warlocks all can use at least one of these spells. The Wizard benefits most here which makes sense because… Wizard.
While I like a lot of these spells some of them do feel a bit simply re-skinned so for this article I am giving it a B- overall but there are some good spells here so it’s kind of a pick and choose what you love here.

Article #3 – Aces High New Rules for Aerial Combat
I’m usually pretty cautious about articles that claim they will make the use of written rules easier and then have tables with a bunch of modifiers in them. Sometimes authors make the mistake of creating a new rule set that is simply different from the original but no less difficult to manage.
If you’ve ever done aerial combat in a campaign you will know that the rules in the Dungeon Master’s Guide are confusing and fairly difficult to adjudicate and sort of slow the game down. (At least that has been my experience) And if you have a player who is into airplanes, zephyrs and the like, they’re sure to tell you how this combat you’re running is nothing like a real dog fight in mid-air would be.
I took a look at the rules in the DMG and compared them with the ones written in Aces High and I have to say, the Aces High rules win by a huuuuuuuge margin here. If you buy this issue of Arcadia and are intimidated by the tables found in this article, don’t be. These rules add a lot of excitement and verisimilitude to the game. I think it does help if you have read some of the war rules for Strongholds and Followers to have a full understanding of how these rules work but it’s not strictly necessary.
And while the rules are super helpful, one thing that really pushes this article over the top is that there is a sample encounter using these rules right in the article. It’s a nice little test you can use at your own table and if you hate these rules and prefer the DMG, you won’t have wasted too much time on it.
Usually in Arcadia there is at least one article I say is worth the price of admission. In the previous two articles I would say those were the adventures given. This time I have to give that honor to this simplified and more exciting rule set for aerial combat. This article provides a solution for a problem a lot of DM’s run into and actually makes the DM’s life just a little easier. For that reason I give this article a full A+.
Article #4 – A Diamond in the Rough
A Diamond in the Rough is a roleplay and intrigue adventure for 3rd-level characters. It’s essentially a mystery about who or what is thieving from a family of nobles.
Reviewing this one is a little tricky because I don’t want to give anything away in case anyone plays this as a player but I still need to describe it so people can know if they would be interested in the adventure.
Reading through this one it reminded me of a game of clue (but about theft rather than murder) with a Dungeons & Dragons twist to it.
The adventure has three parts, a solid map with 12 locations and has at least 2 suggested conclusions. There are several NPC’s that I could see being used not just in this adventure but showing up from time to time in a full campaign.
I’m not sure how coincidental it was that a mystery came out in Arcadia the same month that Candlekeep Mysteries was released but this does feel like it would be at home in a campaign full of mysteries.
There are suggestions for ways to make some of the clues either easier or harder to find for players which I think is important for an adventure like this as no two gaming groups are going to be alike in how they solve a mystery. I do think this adventure takes a bit of DM skill in order to navigate it successfully however. It’s got a lot of potential and I think could be great for those groups who love a good mystery. If you’re not into having mysteries at your table this is not for you but I think you could still pull an NPC or two out of here for use at your own game.
While I like the concept and the NPC’s here quite a bit some of this adventure feels a bit predictable. I think it will be on DM’s to adapt and there will need to be some work put in here.
For this article I am giving it a solid B.
Overall
MCDM is batting a thousand with these issues. It’s clear that the effort and care put into each article is thought about and cultivated until they have the best product they can deliver. I was a little late in reviewing this issue this month but I don’t think I will let a month pass me by where I don’t buy this magazine as long as they keep making it. I think with enough time and issues an entire campaign could be worked out just using articles and adventures from Arcadia. I’m tempted to try to string something together myself already and I wouldn’t be surprised if there are DM’s out there who already have.
Once again, if you haven’t picked up Arcadia, I don’t know what else to tell you other than if you play 5th edition it is one hundred percent worth the money.
Adventuringly yours,
Slick Dungeon
