System:
Dungeons & Dragons
Code:
#9272
Type:
Adventure
Levels:
1-3
Author:
John Nephew
Year:
1991
Publisher:
TSR
Format:
16-page book, fold-out map
DDA4 The Dymrak Dread - what can I say? The module sucks. It is supposedly a continuation of an excellent DDA3 Eye Of Traldar. But even the transition sucks. After all the excitement from DDA3, this module does nothing for me. After raiding a keep and finding all kinds of very useful information, recovering a relic, and making lots of enemies, this module basically says - the party finds the raiding Goblins that have been causing death and destruction all over Eastern Karameikos. There are 9 of them. Are you kidding me? And the dungeon in the module just plain sucks. Ugh. I've run this module as a quick intro to D&D - like this is just some local band of goblins that raided a farm. Certainly not some huge contingent that has been harassing the entire Duchy!
How would I change this module? Is there anything that can save this module? This module does have a bunch of dungeon tiles. I guess that is cool. But this module - ugh - I can't even begin to describe how incredibly disappointed I was with this one. The entire adventure is composed of 13 rooms. THIRTEEN ROOMS! As I mentioned above, this is a quick intro adventure that is just a side quest. It does not continue any of the campaign from DDA3 Eye Of Traldar. Unfortunately, it looks like you, the DM, are on your own here. Just get this for the maps and reuse them again and again. Treat the module as a quick and easy little side quest for low-level adventurers. Come up with something good to continue the campaign. This isn't it.