Now in stores -- DCC #6: Temple of the Dragon Cult

goodmangames

First Post
Hi everyone,

Dungeon Crawl Classics #6: Temple of the Dragon Cult is now in stores! This is the first DCC to feature a dragon, and it's a real challenge. Here's the full scoop:

DUNGEON CRAWL CLASSICS #6: TEMPLE OF THE DRAGON CULT
Adventure for levels 8-10
GMG5005, 32 pages, $10.99

Remember the good old days, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics don't waste your time with long-winded speeches, weird campaign settings, or NPCs who aren't meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you fear, and the secret doors you know are there somewhere.

In Temple of the Dragon Cult, the characters are called in to pursue a dragon that the king's army was able to wound but not kill. It seems straightforward enough: the army tracked the dragon to its lair, and all the characters have to do is go in and kill it. But this dragon has a devoted cult of dragonblood followers who worship its every breath. Its lair is their temple -- and they'll fight to the death to defend their dragon-god...

For more information, visit http://www.goodman-games.com/5005preview.php
 

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goodmangames:

I'll bite. Can you sell me on this adventure?

In my campaign, I am building a dragon/chaos cult that will be heavily involved in several plot threads throughout the campaign. The cult is evil, chaotic, given to destruction for its own sake, and reveres dragons for their power.

What does this product offer me to flesh out this cult? What is particularly interesting about the dragon's lair and the cultists that would make me want to buy this adventure for my campaign?

Thanks!
Ozmar the (Possibly) Paying Customer :)
 

Damn! These things are cranking out like they're going out of style! Though I think it's more like playing "catch-up". In any case, I'm happy. :D


Chris
 

Ozmar said:
goodmangames:What does this product offer me to flesh out this cult? What is particularly interesting about the dragon's lair and the cultists that would make me want to buy this adventure for my campaign?

This dungeon crawl includes a 40,000 mile warranty, full leather interior, factory rebate for... oh, wait, wrong sales pitch. ;)

All modules in the DCC series are intentionally generic and world-neutral, so they're easy to integrate in any campaign. This one focuses on a red dragon which has attracted a band of dedicated followers. The followers use a new spell presented in this module, called dragon-kith, to slowly transform themselves into dragonkin creatures. Of course, it's a ritualistic spell that only works over a number of exposures and a great deal of time. And there's that whole "it might also make you insane" side effect, which makes for a really interesting encounter with a crazed dragon-kin 9th level cleric.

The adventure module focuses mostly on the, well, adventure, but includes a 4-page appendix describing the rules mechanics for dragon-kith and two templates that allow for new permutations of dragon influence: dragon-blood (somewhat less than half-dragon) and dragon-kin (more than half-dragon).

I can't give away too much about the cultists and lair without spoiling the adventure, but here are a few things I can say:

- Unlike most adventures (and dungeon crawls in particular), this one focuses on well-developed NPCs rather than hordes of humanoids. This requires a little more preparation on the DM's part to plot out their tactics in advance, but also makes for a variety of great encounters with half-dragons of varying class abilities.

- The map is four levels of winding mountain tunnels that circle in on one another. Players that don't map carefully may get lost -- which is all part of the fun!

Hope that helps.
 

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