M1: Dragora's Dungeon

calkiddewey

First Post
In this adventure, a curse settles on the PCs’ realm, and it is left to them to discover its source and do away with it. Their investigation leads them ever deeper into Dragora’s Dungeon where they unearth long-forgotten secrets and rediscover the remnants of a post-cataclysmic civilization of powerful magic users.
As with many of Goodman Games’ works, this product draws players and GMs in with the use of imaginative, new ideas presented in the form of unique creatures and magic items. Further, inventive situations and new twists on common D&D themes are created to engage and challenge players. Creative traps and clever use of iconic D&D monsters in encounters are sure to make this a memorable adventure.
Throughout the adventure, tough combat and trap encounters abound. This being one of the pioneer ventures into the fourth edition of Dungeons & Dragons, perhaps that is indicative of more to come with the system. (Place your own value judgment on that.) Still, the adventure is reasonably balanced in that there are opportunities for the PC party to rest and regroup. Moreover, writers Stroh and “Blackdirge” Rudel make the effort to inject opportunities for diplomacy. As with many of the details of the adventure, guidelines for GMing such encounters are left vague. As such, the GM will have to do a fair amount of prep work to make NPC interactions convincing and to avoid making their motivations seem superficial (likely no problem for the veteran GM). Skill challenges, with the exception of Athletics, are less plentiful, but not inconsequential.
Strengths of the Product:
The adventure is built on a great deal of imaginative thought. Its main antagonists are interesting and Stroh’s development of these NPCs and their ambitions and motives provide intriguing possibilities for future game play. Some effort on the GM’s part to portray these characters can be quite rewarding, and no doubt can provide players with interesting challenges and even some surprises (i.e. a good GM will really play up the relationship between the two main antagonists). Plan to make them into reoccurring characters!
New items, creatures, and other ideas are bountiful in this product! A GM will find plenty to add to his or her game world by making use of these things, information in the appendix, and the many paths for future development offered by the adventure’s conclusion.
Aesthetics and layout of the piece are high quality. Interior maps, tables, art, and other such elements are eye-pleasing, well-made, and add to the scope and depth of the product. Maps are detailed and well-keyed, so referencing them is easy. Illustrations add to an understanding of the environments and characters represented within the product. Stat blocks are accurate and well-placed within the product to make them easy to reference in the course of game play. Cover art? Whoa!
Weaknesses of the Product:
The hook of the adventure is a bit rudimentary, though effective. With the imagination put into the rest of the product, it is a little surprising that the adventure’s introductory encounter is so “canned.”
The plot is driven forward on a number of occasions as paths backward are blocked (both figuratively and literally). Likewise, some of the propulsion of events is more basic than you might expect from such a good overall piece of work (e.g. find they key to move on to the next area).
Editing issues and typographical errors do not detract from the work, nor do they go unnoticed. After thorough reading, see if you can determine if one of the new creatures is a “signifer” or a “signifier.”
As a matter of personal taste, the new NPC race introduced in this adventure are a bit unlikely. These ape men creatures don’t fit what this reader sees as adhering to the fantasy mold. (No comment on the ongoing debate over 4e D&D’s effect on the evolution of what does and does not fit the fantasy mold.) Because they are so prevalent, they will, if you do not subscribe to their particular “flavor,” detract a bit from the overall experience.
 

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Ape men? Sounds incredibly "fantasy" and sword & sorcery to me. Can you describe them better? Also, is this adventure a plot railroad "story time" adventure or an open, exploration of a dungeon type affair?
 

Factions in Dragora's Dungeon are underdeveloped

I found this review a little misleading.

The adventure packs a cinematic punch, but the motivations of the principal factions are underdeveloped. The authors only describe each faction's attitude towards the local religion and how each plans to leverage the presence of the PCs. It's not enough material for the important role-playing encounters.

Basically, this is a freakin' cool module but you should only buy it if you like the idea of investing prep time in faction development.
 

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