last changed 2018/08/28: Correctly attributed DFM3 to Peter Dell’Orto
Interestingly 2018 seems to be a better year for Dungeon Fantasy adventures than 2017. Not saying the ones released with the Dungeon Fantasy RPG were bad, but Matt Riggsby’s new offering Tomb of the Dragon King and Douglas Cole’s Hall of Judgment, which I hope to review soon, are on a different level content-wise.
Author: Matt Riggsby
Date of Publication: 16/08/2018
Format: PDF-only (Warehouse 23-only)
Page Count: 37 (1 title page, 1 content page, 1 index page, 1 page ad)
Price: $8.00 (PDF), $0.24 per page of content; Score of 5/10
As all my other reviews this one will be rated according to meat (rules, stats, game mechanics), cheese (setting, characters, story), sauce (form, writing, style, art) and generic nutritional substance (universal nature, adaptability). At the end you find a weighted average of those components and a value score that also takes into account price per page. This being a Dungeon Fantasy adventure, the meat and the cheese will be equally important.
Before I start, let me confess that though I own Mr. Riggsby’s first DF adventure: Mirror of the Fire Demon, I haven’t read it yet. I still entertain notions that one day one of my players will step up and lead me through a GURPS adventure provided they don’t have to do any conversion work. So, please bear with me if I comment on stuff that’s well-known from that no doubt excellent product.
So, what do we need to go raiding the tomb of the Dragon King? As always you can look at the recommended reading in the preview – in short, you need everything monster-related that has been published in the DF line and a lot of other stuff is useful. Nothing is said about the DFRPG, but the only thing that is really needed is apart from the boxed set is Dungeon Fantasy Monsters 3: Born of Myth & Magic (by the lovely and talented Peter Dell’Orto). There are some undead Dinomen too, but you don’t need Dungeon Fantasy Monsters 1 for the Undead lense alone.
Indeed, the generous three-page introduction does give the GM hints how to adapt the adventure to groups with modern weapons teleportation, mind-reading abilities etc. In short, the adventure is quite adaptable as long as you own some DF books for further reading.
Spoilers start here! Scroll to the bottom if you want to play the adventure as a player!
After the intro the book is divided into four chapters on town (3 pages), the dragon king’s court (11 pages), the dragon queen’s court (8 pages) and conflicts (also 8 pages). Town actually has a name in this adventure and it’s Broken Fang Point, a small trading town in the forested foothills of a mountain chain. The basics are there, but don’t expect 5% of the content of Caverntown. The two courts contain the layout of the respecting locales and the basis of the storyline, while the last chapter gives stats, character traits and background info on the antagonists. A slightly too elaborate index rounds things off.
The most important meaty bit in this volume is the concept of N (introduced in the previous volume as far as I know). N is the number of combat-capable characters of 250 points or less and the number of opponents is adjusted according to this number. N is also increased for higher point averages. As far as metrics for judging encounters go, this is a both a bit more flexible and a bit less granular than The-Other-Game(tm). It is, however, more than good enough given GURPS’ generic nature (heck, there are tips on how to play this module with high-TL heroes – let’s see the D&D clones deal with that).
Tables for wandering monsters and treasure are included in the two court sections. There are detailed rules for attracting attention and patrols and looking for treasure. The two courts pose very different challenges with the dragon cultists in the king’s court for the most part representing an organised, lived-in dungeon and the queen’s court containing “squatter” monsters that guard secrets still unearthed.
The monsters are varied and present interesting challenges that almost always offer a pay-off if the characters manage neutralise their opposition. The dragon-blooded magicians and priests come only with one set of spells each, a bit more variety wouldn’t have hurt, especially since they lack damage-dealing spells. The dragons themselves are made with a simple toolkit for choosing size/age, breath weapon and spells. The king and the queen get a special treatment and are unique characters, which are essentially unbeatable without expending a lot of resources. Defeating either one of them is a major undertaking, though I would have preferred a couple more varied spells for the king.
In the whole there are four types of cultists, three sizes of dragons (except for the spells and the hatchling size they are very similar to the ones from DFRPG), three lurking monsters and the two royals. A good selection that can be reused for other lizardfolk-centric adventures.
All in all, a really solid effort that does its best to help the GM to tailor the adventure to their specific group of adventurers.
Meat score: 8.5
Each part of the tomb is described in the likely sequence the characters are going to encounter their adversaries and each is accompagnied by detailed hex maps of the locales.
For each of the chapters there are hooks and holes. While hooks are an old-standby to get characters into the action, holes are exactly the opposite: ways the characters can miss the adventure or vital parts of it. Here the GM is gently reminded of how things can go wrong and how to avoid or remedy this.
While the adventure is a classic, old-school dungeon crawl, it is not a stupid one. Indeed the PCs can interrogate the cultists and use their wits to free the dragon queen to decimate the opposition surrounding the MacGuffin and save themselves a world of hurt. On the whole, the adventure represents a very believable dungeon crawl, with patrols acting intelligently and challenging players who live by the “kill everything” doctrine.
And that’s the one of two caveats I have about this. You shouldn’t play it with groups that are used to kill without stopping to think. It is easy to be overwhelmed if the group insists on fighting without any recourse to stealth and there are at least three encounters where retreat is the most sensible option.
The other caveat is that this is an old-school dungeon crawl. While that shouldn’t be a problem for the typical DF group, the adventure is not really restricted to Dungeon Fantasy. For other modes of play it might be too combat focused. A GM could emphasize the tensions within the cult that are outlined in the third chapter, but as it is, this is no intrigue or puzzle adventure.
In short, a good dungeon-crawling adventure with epic adversaries and a couple of twists, but not a whole lot of interaction or a very involved story.
Cheese score: 7
Compared to the general GURPS fare, the extras are pretty good. The style is workman-like with few frills and whistles, but you don’t generally want that for a crawl. The dragon pictures are mostly old retreads, but they aren’t bad. The maps are neat and have a real old-school vibe to them, but it would have been nice to have extra copies as image files – though the pdf resolution is generally good enough to print at a useful scale. The only thing that’s missing from the maps is a couple of debris piles or other cover.
Sauce score: 6.5
Generic Nutritional Substance
It’s a fantasy dungeon crawl, but Mr. Riggsby does his best to give the GM everything they need to customise the hell out of it. Want to set it somewhere else? Want high-tech weapons? Want special adversaries? Don’t like dragons? He’s got you covered. Doesn’t mean you’ll play this in every sort of setting, but it still covers a lot of fantasy.
Generic Nutritional Substance score: 6.5
Summary (no spoilers)
Matt Riggsby has delivered another fine supplement for the dungeon-delving crowd. Mileage may vary for less combat-oriented folks, but it certainly does what it says on the package. The old-school maps are a nice touch, but would be even better in png format.
All in all, a worthy addition to the Dungeon Fantasy line, hampered only by the relatively high per-page price – as usual for shorter GURPS offerings. Also be advised that due to the maps, there is considerably less text than usual.
Total score: 7.3125
Total score is composed of a weighted average of Meat (32.5%), Cheese (32.5%), Sauce (20%) and Generic Nutritional Substance (15%). This is a balanced book.
Value score: 6.15625
Value Score is composed of the average of Total and Price.
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