D&D: Dragonslayers Needed

Dave agreed to run a module this time out, a commercial module that he had acquired. That was fine with me, as long as it wasn’t Living Greyhawk. I haven’t played too many LG modules, but the ones I have played have been bad enough to dissuade me from trying again – which is a shame, because the “Living World” concept is neat, and because cons are dominated by Living events so it’s hard to participate unless you do some Living modules on the side.

So, having awakened Mehitoharo from his slumber, the Council Elders of Pame’a had another task for us – take a cartographer, check out the coast of Lepa, and look out for a Dragon Fall and make sure it’s in working order (each Island apparently has a protector Dragon, and Lepa’s has apparently been missing). The reward for doing this is vague, but fortunately Makai is not really motivated by money or the other usual suspects, so the word of the Council was good enough for him. After some grumbling by the rest of the party, we were off.

Things got dragged off course almost right way, as we were accosted by a raft of refugees from a Dragon attack. Promising, I figure, we’re looking for a Dragon Fall after all. Somehow the captain of the ship we’re on is uninterested, however, so we break away to investigate. The refugees are thin on details, so we sail off to their settlement. On further questioning it appears that a) the inhabitants of this settlement are total jerks and b) while they may well have been attacked by something big, it was almost certainly not a Dragon. Why can’t anyone be reasonably well-balanced? In this case, the noble of the settlement tasked us with going out to slay the Dragon, but whenever we requested information, asked to view the site of the attack, tried to look around their stockade, asked what we would get out of it, etc., he responded with “I’m sorry, that information is classified”, presumably after brushing up on his “how to lose friends and alienate people”. He does mention that the teeth are required to claim the vague and unspecified reward. Two heavyset guards watch over us the whole time.

After they kick us out and lock the door behind us, informing us that they won’t let us back in (and give us access to our boats which we landed in their stockade) until we have the Dragon’s teeth despite having offered us nothing, most of the party – even Makai – is ready to trash the joint. Don’t mess with Trinky the Evoker. But worse is yet to come – when Kala the Druid takes on Sparrow form to go back and case out the stockade, it appears they are holding native Elves as slaves in very poor conditions. Then we were really ready to assault the place ourselves, but figuring caution would be preferable since it was a pretty big place and we didn’t know how many of them there were or how powerful they are, we head out to find the non-Dragon Dragon. Figuring while he might not be the good guy, he could very easily be the less-bad guy.

The non-Dragon Dragon is not hard to follow, given the huge swath of destruction he leaves in his wake, so Kala’s +14 Track is more than adequate. There are some random monkeys who may or may not have served any purpose in the adventure. We are then ambushed by some humanoid Bear creatures backed up by some Centaurs. We’re pretty sure they’re on the side of goodness and light (regardless of what that Hercules guy might tell you), but they do seem to be attacking us so the situation is awkward, and anytime you have an Evoker around things tend to get out of hand. We did, however, manage to not kill too many of them and drove the rest off. The end of the adventure had us interrogating the prisoners, but as is usually the case they weren’t very helpful. And this is where tonight’s session ended, to be continued.

The awkward bit is that it turns out this was a module from a back issue of Dragon magazine, which Dan subscribes to and had read. So Kernighan was oddly silent through most of the session. This is always a threat with commercial mods, but the lesson here is a) if you trust your players (I know, I know, what are the chances of that?) it might be a good idea to identify the specific adventure beforehand so this isn’t a problem, and more importantly b) you might want to not read these things unless you know you’ll be running it.


2 thoughts on “D&D: Dragonslayers Needed

  1. Pingback: D&D: Dragonslayers Needed, part 2 | Illuminating Games

  2. Pingback: D&D: Siege at Fort Creed | Illuminating Games

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