[No-Artpunk] #16 Dragonwrack

Dragonwrack
Jonathan Becker (a.k.a B/X Blackrazor)

AD&D 1e (UA strongly disrecommended)
Lvl 9 – 12
Page count: 40 + 6 maps
Classification: Golden Barge of Melnibone

Well he did it. Don’t ask me how. Black magic? A lifetime supply of bullet energy drink? The Holy spirit? Jonathan Becker somehow managed to get in an entry in 1 month time, its a pretty feisty one and there we fucking are. After tearing his way through all the other entries in the line-up, Dr. Jonathan ‘sigh…’ Becker is now himself on the chopping block.

This is a real ass scenario for real ass D&D players. Tiamat is up to no good. After an inadvertent gateing by a foolish wizard, she has set up shop in a remote area of the world and has begun forging her army of evil. Evil humanoids, berserkers, monks, fallen champions of good, DRAGONS and all manner of ne’erdowells have teamed up to bring the pain to the good guys. It is up to you to beat the shit out of Tiamat. You can do that via the functional CHAINMAIL mass combat scenario, or you can do that the old fashioned way: by infiltrating the temple and putting the SMACK down on Tiamat and her five different dragon armies.

A meaty scenario with a solid core. The peripherals are a bit leaner, probably on account of the time pressure. There is a page long overview of the city of Mosco and the surrounding environs, it’s not going to win any Gemmel awards but its good enough so you know what the hell is going on, you get a time line of both the allied armies and the dragon armies as they rush towards Tiamat’s stronghold for a forlorn hope assault. Needless to say, if the PC’s do not intervene the region falls to Tiamat’s legions.


The overland travel and city parts are sort of handwaved, as is the process of entering the city. Here I assume time contraints came into play while writing the scenario. It is given that the PCs will be able to find accomodations but no notes on trying to hide from the clientele, which is likely to consist mostly of one of the five dragon armies. The scenario proper is quite functional, but the connecting tissue, if the PCs are pursued, how difficult it is to set up a base of operations within the city proper etc. this is left open and could be stronger. What is appreciated is that the time line has a real effect on the scenario. The temple gets populated in swathes as the dragon armies rush to the fortress for a final defence, meaning there is a genuine incentive to move swiftly.

Temple proper is nice and meaty. The map is gorgeous and beastly, with multiple points of egress. A living complex filled with branded slaves, humanoid troops, Tiamat worshippers and various tricked out villainous captains. Occasionally there is a bit too much symmetry, more in the encounters then the geometry, each ‘wing’ of the complex having the more or less the same elements. I think this would have been more palatable by throwing occasional curveballs our way (and to his credit, this is at times done, this is as much a taste thing as anything else). What Becker gets right besides that is the scale and pageantry of the thing. A grand audience chamber where Tiamat and her five dragon lords hold court. The opulent chambers of the Lords. The interrogation chamber where the prisoners are held in durance vile etc. They are classics, and classics for a reason.


Hazards are numerous and direct, and the different factions remind me a bit of T1-4. 12 White Brethren (evil monks). 20-40 Elite gnolls. 2d4*10 Duergar. The place has over 10 dragons. Occasionally you can run into important NPCs accompanied by an honor guard, and a very nasty ambush involving 5 spectres and a doorway with a darkness spell cast on it but for the most part these are straightforward (the ghost trying to possess the PCs and then bargain with them into recovering his body (carrying a Ring of Wishes) in Tiamat’s garden is a welcome exception). I have no doubt that most of this works, but I do think it would have been made stronger with more tips for organization: notes on a general alarm, orders of battle, certain preparations against repeat forays etc. This can add a bit of extra reward for reconnoitering, though as is the keys and secret areas prevalent in the temple shall have to suffice. The weird, more beloved of OD&D but occasionally present in the works of E.G.G., is few and far between, the closest thing being the enchanted idols of dreaded Tiamat.

There’s a note on the useability of this thing. There are a lot of references to NPCs with custom stats so it might be worthwhile to consider printing abbreviated stattblocks below the relevant encounters.

Treasure. JB does not fuck around. Besides multiple artifacts and what appears to be several bootleg Dragonlances and half the fucking items in the DMG, we are also given generous amounts of treasure, provided the party can make it into the war chests of the various armies. There is a bit of depth here too. Stealing the banners of the various forces severly hampers that army’s abilities in mass combat. I would have expected a similar or equivalent provision for raiding an army’s treasury. The total treasure must be upward of 500k, not including the tonnes of magic items, although you might have to pry a lot of that from Tiamat and her fucking five consorts. All of this is lavishly guarded by fairly straightforward but deadly traps, poison needles and glyphs for the most part. The opportunity to rescue prisoners (and the execution of prisoners as time goes on) adds an extra dimension.

W.r.t taking on ole’ five heads this is where the seemingly straightforward scenario gains a bit of hidden depth. I suspect a full frontal assault against Tiamat and her 5 consorts (all dragons), even with 10 characters of level 9-12, will prove to be more or less suicidal even with a full compliment of spells and items. The party shall have to obtain some of the Dragon ahem Spurs, Orb of Dragonkind or assorted storehouses of magic weaponry if they wish to stand more then a snowball’s chance in hell, and even so, there is a cunning secondary objective (I would consider highlighting it at the beginning since it is easily missed) that adds a secondary complication.

Then there are the extra credits. No I am not talking about the artisinal stable of premades, each furnished with exactly one paragraph of background so they can be used in the scenario, as well as a tasteful handful of magic items and abilities. That’s expecting. I am talking about J.B. writing a fucking CHAINMAIL SUPPLEMENT for dragons so you can actually just play out all the mass combats in the adventure. Probably some sort of map of the battlefield would have been called for but holy shit this is dedication. I don’t play Chainmail, I have no idea how functional this all is but talk about going the extra mile and using a system that has been battle-tested. Bravo!

Dragonwrack is heavy, formidable, and punchy. It is a bit conventional by most standards (but then JB is a formidable force of orthodoxy on this blog) but it makes up for that in pulchritude and no-nonsense functionality. I think if some tips on organization were added and the connective tissue expanded it would be even stronger. As is, thank you JB, for showing the kids how to do a no-nonsense high level scenario of appropriate scope and difficulty. Very cool.




17 thoughts on “[No-Artpunk] #16 Dragonwrack

  1. I saw Prince of Nothing at a grocery store in Los Angeles yesterday. I told him how cool it was to meet him in person, but I didn’t want to be a douche and bother him and ask him for photos or anything.
    He said, “Oh, like you’re doing now?”
    I was taken aback, and all I could say was “Huh?” but he kept cutting me off and going “huh? huh? huh?” and closing his hand shut in front of my face. I walked away and continued with my shopping, and I heard him chuckle as I walked off. When I came to pay for my stuff up front I saw him trying to walk out the doors with like fifteen Milky Ways in his hands without paying.
    The girl at the counter was very nice about it and professional, and was like “Sir, you need to pay for those first.” At first he kept pretending to be tired and not hear her, but eventually turned back around and brought them to the counter.
    When she took one of the bars and started scanning it multiple times, he stopped her and told her to scan them each individually “to prevent any electrical infetterence,” and then turned around and winked at me. I don’t even think that’s a word. After she scanned each bar and put them in a bag and started to say the price, he kept interrupting her by yawning really loudly.

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  2. *sigh*

    To think I was proud of what I could accomplish in six months when JB put this together in one! The temple map in particular gives me the fuzzies: a cold night, hot drinks, hand-sketched maps on grid paper. I don’t know whose memories those are, because they’re not mine, but the nostalgia just oozes through the screen.

    Dragonrider duels? Hobgoblin forces led by a self-hating drunken elflord? Hell yeah! I look forward to leafing through this one.

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  3. This is what I love in master Becker’s modules: they feel 100% authentic adventures that a dungeon master would run in his home campaign. A good, enthusiastic dungeon master who understands his craft very well.

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    1. I was going to say: the challenge with usabilty in modules, isn’t merely one of graphic design. I’d say that It’s mostly about attempting to reconcile the difference between the author’s intent and the campaign one is running. Even if its just a case of geography (for example, desert modules and swamp modules are less useful/see less use if only because they represent, mostly, a deviation from the majority of the campaign’s play).

      I think with high level modules, this issue is more important. There’s such a dearth of them, that they really need to sit closely to D&D baseline assumptions in order to reach the table.

      TLDR: this looks fresh from the oven and ready to go.

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  4. Caffeine and occasional (probably caffeine-derived) bouts of insomnia allowed me to put this together in a month. Yeah, probably some Holy Spirit (I’ll admit to my mind wandering to the subject of D&D at times during Mass). I gave up most of the ‘black magic’ circa 1998.

    So…a fine and pleasant review. While your stamina for reviews and appetite for D&D are becoming something akin to “legendary,” I will still take take time to acknowledge and appreciate your effort…a 40+ page amateur work with nary an illustration to break the textual monotony must be SOMEthing of a grind!

    A few notes for the interested:

    1) DragonLance aficionados should recognize quite a bit of this as a re-write of the old TSR adventure module DL14 Dragons of Triumph. The shape of the temple map is similar (the first two levels especially), but I have changed the layout/floor plan. DL14 is a 110+ page monstrosity (penned by Douglas Niles) that is incredibly shitty. Here’s a pretty spot-on review:

    https://writeups.letsyouandhimfight.com/purplexvi/dragonlance/#34

    For my entry, I did a little thought exercise: what if DL14 was written in a way that didn’t suck? That was the whole bit. It includes Tiamat…something the original module never did.

    2) The scenario is written to be used in my home campaign, which is a fantasy version of the Pacific Northwest (Washington, Idaho, Oregeon, British Columbia and western Montana). “Mosco” is Moscow, Idaho (the ruined town of “Pulmas” is Pulman, home to the WSU Cougars). The Alliance forces are all city-states from east of the Cascades. I thought for sure I’d get a note about including a wilderness map (for a change) in my adventure! And while the city isn’t detailed (a re-drawn map of Moscow had to be scrapped for time purposes), I think my re-done City encounter table was pretty nifty. In my experience, no one “maps their way” through a city…they get directions to the inn or the blacksmith or whatever and then (roll-roll-roll) make their way there.

    3) DL14 included an extensive section of BattleSystem stats, but no BS scenarios. I do not use (and have NEVER used) BattleSystem, but wargaming is fun. Inspired by the Chainmail scenario at Cauldron Con, I created NEW supplemental Chainmail rules to make better use of AD&Disms (yes, this is rewriting the ‘fantasy section’ of CM). I assume that anyone running the Chainmail battle will simply set up the terrain as given in the rulebook; I just provided the forces (based on the calendar of events) and the (new) rules for using them. Perhaps Settembrini and the Nexus crew can try them out; I admit to not having tested them yet myself.

    4) Treasure count is 2 MILLION (all those dragon hoards!). Most of this would be tough to carry off unless the Allied forces win the war and loot the temple. The take is (IMO) appropriate for 9th-12th level characters given the size of the dungeon. You didn’t mention the bit about the “bonus level” reward for maxed out demi-humans.

    5) The idea for running a scenario that used time pressure came from one of Melan’s blog posts (he cited the lack of such for high level adventures). DL14 had a calendar of events that is mainly throwaway (i.e. it is used to keep the railroad on the rails); I wanted mine to have a more direct impact on the scenario. In this case, fast moving PCs can find themselves with a (mostly empty) stronghold to explore and pillage, but dawdling will lead to more defenses arriving. Players may also simply choose to go the “war game” route and focus on leading the Allies…but various methods of sabotage are available to temple infiltrators. Robbing the payroll won’t really affect the Dragon Army (the payroll is chump change compared to the treasure in Tiamat’s hoard, and the Lawful Evil tyrant will happily loan out cash…at interest…to officers that need money for mercs).

    6) While there’s not much “weird” in the Lovecraft sense, there’s still some clever bits, especially on the top and lowest (dungeon) levels. At least, *I* thought they were clever….

    7) The scenario is meant to be somewhat open-ended: players CAN choose to join Tiamat’s army, if they prefer. This is not the type of scenario that ends campaigns if the PCs “fail;” hopefully, that’s clear. Should the Allied armies fall, they will still inflict extensive casualties on the Dragon Army, forestalling (for a time) the Queen’s ability to wage war and expand further. While I didn’t explicitly suggest it in the adventure, I can imagine players choosing to liberate Loot-ton once the Black Wing pulls out, thereby cutting off valuable supplies (a notable flaw in the Dragon army’s operations).

    8) The pre-gens are, of course, analogous to the heroic characters of the DL-series…except that they’re a little twisted. The “paragraph of background” was me bending the knee to your critique of my last NAP entry (w.r.t. the pre-gens). I gave these out to my kids when we were getting ready to play-test and they absolutely loved the little notes. My son said (paraphrasing): “This is like a whole soap opera going on! You should totally write a novel using this adventure with these characters!” *sigh* The wheel just keeps on turning….

    ; )

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  5. This looks fabulous and I’d relish the idea of fighting a draconic army. I would however be in a state of terrified awe at going up against Tiamat, and would have no clue on how to approach defeating her. It would all be over by the end of the second round. Is there a viable strategy for PC of levels 9-11? How does a magic user (average 25hp) survive more than one dragon breath?

    A personal point – if I understand them correctly, the dragon lords don’t work for me. Dragons probably see themselves as the pinnacle of all species and wouldn’t be taking any orders from any non-dragon, and humans or demi-humans riding on the dragon’s back isn’t happening either.

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    1. The Dragon Lords have special helmets that function as potions of dragon control and render one immune to dragon fear. Obtaining these helmets, incidentally, seems one of few viable pathways to success. The same goes for the Dragon spurs, which like the lances, allow the wielder to add his hit points to the damage inflicted.

      As a wizard, your best bet is probably not to get hit at all and staying behind, or concealing yourself while the rest runs interference. Knowing beforehand what kind of dragon you are going to face, you might be able to cut the damage in half with a Fire Shield. If the party is ever in a position where they are in the centre of multiple simultaneous breath weapon attacks its probably GG.

      The conception of dragons as invincible noble superbeings is a bit of a 2eism. Don’t forget Dragons could be subdued and sold in 1st edition, among other things. Powerful mortals are able to get adult specimens to comply, provided sufficient quantities of treasure are offered as incentive.

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  6. Going the extra mile with the Chainmail supplement is an understatement. From what is presented here it appears to be a whole update to bring Chainmail unit values and rules in line with AD&D. This is no light task and I applaud JB’s skill, knowledge, and dedication.

    To proselytize for a moment, I think every stout-hearted D&D man should have at least one Chainmail battle in their career. Not merely to understand the historical roots of the hobby, but because Chainmail represents the bare minimum of what we should ask for in a mass battle system:
    1. Easy to learn
    2. Easy to adjudicate
    3. Relatively fast to set up and play
    4. Leads to interesting, unpredictable, and nuanced RESULTS to carry over to the campaign
    5. Congruent with the procedure of D&D
    And of course 6. Fun!

    I don’t mean to say it is the perfect mass battle system or that it if the right choice out of the box. Even for use with the LBBs it will require tinkering, and it needs a little more than tinkering to work with AD&D, demonstrated with expertise by JB in this module.

    This has been a damn fine contest. If only we could read them all!

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  7. I’ve said it and I’ll say it again… holy copyright infringement Batman!

    “Dragonlance with serial numbers filed off” joins “faux Buddhism” as an oddly specific design trend of the competition.

    However, I fully support “fixing” flawed adventures from the past. I myself have a weird (some say, slightly perverted) disposition to things best described as “good idea, bad execution”.

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    1. Ha! The text is completely my own, and if the subject matter (stop an arch-devil / evil god from waging war on the Prime plane) bears similarity to the premise of DL…well, the Hickman’s aren’t the first to birth THAT idea. I think I’m okay, legally speaking.
      ; )

      As for the “oddly specific” bit…it may just be that we’re seeing a wave of folks all looking to mine a (largely) un-tapped resource. There was a LOT of DL stuff published “back in the day” and it has been largely ignored or derided since the beginning of the “old school” movement. I think it was probably inevitable that folks would start dredging it for inspiration (satirical or not), just as it was inevitable WotC would get around to revamping it as a new “cash cow” (as they have done in the last year or so). SpellJammer and Dark Sun revivals are probably on their way, too.

      The Buddhist / Tibet / Himalaya thing is different if similar. It’s never been part of the D&D IP, really (despite the monk class), but it is a large inspiration in pulp stories of the type that influenced D&D’s originators. It is, thus, another un-mined resource (as nearly all the Asian continent / culture / histories are) for creators that can fit with prominent themes of D&D (exploration, supernatural, weirdness) and has a great chunk of fiction (and history) from which to draw. African themes are probably ripe for exploration, too, but (like South America) it’s real history of exploitation and colonization, emphasized by D&D’s “colonial lite” attitude, makes it problematic and possibly offensive content to work with; couple THAT with the lack of extensive (fictional) source material and it’s no wonder it’s been slow to develop beyond “Egyptian themed” stuff.

      (It’ll happen some day, though…check out POC Gamer’s essays on Chult from the FR setting. It only takes one passionate creator tapping into a niche market to start a wave)

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