The Dragonfiend Pact

Keeper of Secrets

First Post
Goodman Games may be one of the greatest publishers of d20 adventures. Their ‘throwback’ dungeon crawls are quickly becoming things of legend among gamers, presenting great adventures at reasonable prices, especially factoring in their PDF market. The Dragonfiend Pact, by Chris Doyle is certainly one of those adventures that will be an excellent addition to any GM’s collection. The fact that it can be purchased in PDF format for $2.00; this is a ‘must buy.’

One of the greatest things about The Dragonfiend Pact (like many of the Goodman Games adventures) is the fact that it can be dropped into any campaign with such a minimal amount of effort with only the need to change some of the names and places to make it seem like it fights right into one of the GM’s campaigns.

In The Dragonfiend Pact the PCs find themselves in the middle of a mystery. They must find out who is stealing treasure from a small town and find out how are the culprits smuggling the ill-gotten gains out of the town even though the town is under tight security. In addition to solving the crime, getting down and dirty (quite literally, actually), there is some political intrigue, some unusual characters and even the chance for romance. Naturally, the GM can add or subtract any of these if they wish, but there is certainly enough available for the GM to provide a few nights worth of entertainment.

Without giving too much of the plotline away, the basic premise of the adventure involves tracking down the perpetrators of a crime at the bequest of the young, naïve and attractive mayoress of a small village. The adventure takes the characters underground and through a network of caverns to discover and confront the mysterious criminals. In classic ‘dungeon crawl’ format, most of the excitement takes place in a series of encounters, all culminating in a fun and memorable adventure. Whether the GM and the players are the ‘beer & pretzels’ crowd or the serious hardcore types, there is certainly something for everyone to love.

One of the specific things I found endearing about this product (and it can be said for almost any of Goodman Games’ products) is the ‘throwback’ feel. I admit it. I’m getting old. At age 31, I can look back fondly on the old 1st edition Advanced Dungeons & Dragons and remember how much fun I had and adventures like The Dragonfiend Pact brought it all back. The style of the writing, the Erol Otis style of art (by Jason Edwards and Brad McDevitt) and the exciting sense of adventure, all allow me to reminisce. Any of you who remember (as I do), many Saturdays spent playing AD&D until as long as my parents let me, know exactly what I am talking about.

Overall The Dragonfiend Pact is a solid adventure because the writing is well organized, the plot is clever but not overly complicated and the GM has the freedom to make changes to the plot without really affecting the integrity of the adventure. Certainly, it is not the most brilliant piece ever written but I can certainly say that it is better than many adventures being published, these days.

Another thing that impressed me involved the way that the characters become involved with the adventure. Many adventures make a draconian attempt to force characters to become involved (the king orders them, someone tricks them, etc.) Much like the great adventures of the early 1980’s, the plot is straightforward, giving the characters the ability to control their own destiny. More often than not, players are fully aware of when they are being railroaded and I can promise that most players resent it.

The Dragonfiend Pact is really the kind of adventure that most companies should emulate when trying to put together their own adventure. With the PDF market as open and successful as it is, more people should take advantage of producing adventures of such high quality with low production costs. Gamers and companies could both benefit equally. As I said, whereas there is nothing brilliant or groundbreaking bout The Dragonfiend Pact, there is a subtle dignity involved with how it creates its’ story and can provide entertainment for the group with minimal preparation by the GM.

I give this a 4 out of 5.
 

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Dungeon Crawl Classics #11: The Dragonfiend Pact

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.

The small town of Welwyn has been beset by a string of robberies. The heroes are led to the natural cave system located at the bottom of the town well, which they must explore to find the burglars. But once they're in the cave system, things get much more difficult! The "burglars" turn out to be mere pawns in a much darker game. To get to the source of the crimes, the heroes must shrink themselves with potions of improved reduce person and explore a series of dangerous rat warrens where their prey is larger than they are!
 
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Dragonfiend Pact

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Nothing harder then starting the first after Gen Con review. But luckily I prepared for it and had a really fun product in mind to get me back into the review swing of thing. It is an adventure, and a fun one that is easy to insert into an existing campaign. That is exactly what I did. I did a bit of foreshadow but not too much as it is a low level module but the set up was easy. Adventures are one of the most useful things on the market and it is a shame they do not sale well. But Goodman Games I think it making the adventures people want to buy and play. They have many others that are like this one, easy to use, highly creative, and challenging. That is pretty muxch everything I want from a module.

The Dragonfiend Pact is an adventure for second level characters by Goodman Games. Goodman Games has this brilliant line of adventures called Dungeon Crawl Classics of which this is the eleventh in the series. The modules are all designed like the old style great adventures of first edition. They have really captured the feel and creativeness of them and possible most importantly the look. The blue colored maps seem to be the exact shade of the old maps that lots of us grew up with. The modules is written by Chris Doyle who’s name I have seen on a few other things and he seems like an up and comer in the industry. One of the nice things about the module is the size as it is only sixteen pages long. The best thing though is the two dollar price tag. I am not one to usually mention price, but a module this cheap there is no excuse not to own three.

The adventure is for low level characters and starts in a town like so many others. The town is not detailed as the adventure starts with the party going down the well. This is my one and only complaint about the module. I would have preferred a bit of a mystery allowing the characters to follow some clues and find their way to the well instead of just starting there. This is change though is simple to do and it is what I did when I ran the module. The modules for me made complete sense. There were no encounters that made me wonder why this creature was there or parts that made no sense. There are traps but the text shows why they are there and again it makes sense for there to be traps but also in the placements of the traps. I am pleased to say that the traps work very well catching most of my players each time.

Some spoilers as I do not want to give way the whole module here, but there was one other thing I did change. One of the adversaries is a lycanthrope and I did not want to deal with characters getting the disease in my campaign so I altered him out. This affected the back story some but I was able to fill in the holes and move the story along with in an existing campaign. That was one thing that really impressed me with the module. I was able to use what they provided and fill and a few things here and there to make is fit seamlessly in my own campaign .

It is a fun little module filled with some small creatures that really prove size matters. It has creative encounters and fun potential. Actually while I have yet to get all the Dungeon Crawl Classics I really have not been disappointed in what I have seen at all. This seems a really good line of books to collect and own. Goodman Games really has a hit product line on their hands here.
 

Web enhancement available for Dragonfiend Pact

The town is not detailed as the adventure starts with the party going down the well. This is my one and only complaint about the module.

The town and a town map are available as a free download on the Goodman Games "Free Material" page: http://goodmangames.com/freematerial.php
Well worth getting if you plan on running the game, as it gives a little more context to the adventure, although it is easy enough to use without the town details, as it can easily be placed in any small town.
 


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