Darrin Drader's last offering in the “Original Adventures” series
of D&D 3.5 modules was the forgettable Matters
of Vengeance. I presume that Wizards of the Coast also found it
forgiveable or had already made an agreement to receive further work
from Mr. Drader. Dry Spell is aimed at four 3rd-level adventurers
and is strictly core material, so it can easily be run using the
Pathfinder RPG. Although it's no longer a freebie, $0.99 is all you'll pay for Dry Spell.
This is another very short module, again just a seven page .pdf.
There's a single full-colour map covering the adventure site, and –
thankfully - just a half-page of background. I'm not sure, but the
map has a “Map-a-Week” look about it. It's also quite
straightforward. There's no area map, because the scenario is simply
set in “the area”, with no named settlements specified. I
suppose the idea is that the DM could place the adventure wherever
they like, but what it really means is that Dry Spell can't be used
as a one-shot or campaign-starter without additional work. As a
general rule for modules, if the content about the base location
doesn't help a particular DM, it can easily be ignored or used
independently of the adventure.
I don't have any real complaints about the adventure background and
hooks provided. There's a reward offered for knocking off a bandit
chief responsible for exacerbating a drought. While the party does
need to track the bandits to their lair, it's not a problem that
Drader really cares for. He does provide a table of random
encounters to reward the party for finding the lair promptly, but
there's no time frame, let alone an escalation in the module. Dry
Spell does provide what could charitably be described as a short
dungeon crawl – really, just a linear succession of encounters with
an optional spur. The encounters are a bit challenging and Drader
has written out tactics for the bandits.
Satellite footage of "the area". |
There are three things I dislike about Dry Spell. Firstly, it's
boring. There is very little of interest to a player, or for that
matter, a reviewer. Any interest in the scenario is going to come off
the DM's bat. Secondly, there's a dash of fiat – no real
explanation is tendered – in the final encounter that allows the
bandit chief to prepare for battle unless the PCs take extraordinary
precautions. Finally, the maguffin that the party is expected to
tamely hand over at the end of the adventure is worth rather a lot of
change and this could unbalance a campaign. Drader seems to be aware
of the potential problem but his solution is simply inadequate.
My rating is 2/5. You can play this, but it's nothing that a decent
DM couldn't cook up in a short amount of time. The lack of much more
than the idea of hook and the adventure means that it's not very well
suited to starting a campaign. Frankly, I'm not sure whether this is
an improvement on Matters of Vengeance or just an easier design
target.
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