Whispers from the Sky-Spire

2026 Reviews - Drought Dragon Desolation

Today we are facing some unprecedented wildfire smoke and it's been unpleasantly hot for a couple of weeks straight, so it's a perfect time to write up my thoughts about another desert adventure! I'll be talking about Drought Dragon Desolation by Liam Pádraig Ó Cuilleanáin.

The cover of

If the author's name sounds familiar, that's because I just recently reviewed one of his other adventures fairly recently-- in fact, DDD was a continuation of the same campaign group that went through the previous adventure. Thus, this got the same conversion treatment that the other one got-- I ran it using White Box FMAG.

Getting it to the Table

Being another Merry Mushmen production, it benefits from the same excellent layout and information presentation that their other efforts did, so I won't restate the accolades yet again. My approach was a little different this time, as it was a continuation of an existing campaign. There are several great hooks included that could potentially focus the action in different areas within the adventure, though four of the six involve slaying the titular dragon. I connected this one with the previous adventure by having the hags from the forest outside Hendenburgh ask for a dragon's gizzard as payment for removing a curse that one of the PCs had been stricken with.

One major factor that I had to consider when prepping this adventure for play was the fact that there are not one but two rival parties that the players will likely interact with and potentially have to deal with, especially in the case of the NPC party that is overtly antagonistic towards them. The main mechanic by which the players will meet them is through random encounters; both groups are included on the encounter tables for the desert hexcrawl, the town, and the "dungeon" where the dragon makes her lair. This can thus require a little bit of fast thinking on the part of the GM, ranging from simply needing to reroll a result that doesn't make sense (for example, if one or more of the rival parties have been eliminated in one way or another), to having to come up with a great deal of roleplaying and interaction in an unexpected place, such as deep within the stronghold of the enemy.

Other than the wrinkles introduced by rival parties, the rest of the preparation was made pretty painless due to the solid layout and placement of relevant information where it actually is needed. There are a variety of encounter types and things to interact with, and it would be very easy to spend a fairly long time exploring all of the hexes and taking sidequests from all of the NPCs that are scattered about.

What Worked?

What Didn't Work?

Final Thoughts

Overall, this was an incredibly enjoyable adventure to run, and it felt very different in tone and style from Hendenburgh, even though it was the same author and a similar general formula of a town with a problem and a wilderness area that has the solution as well as more potential problems. If anything, that just tells me that that's a solid formula for adventures that let the players just roam free and find their own fun. I feel I may have fumbled it a bit by converting it to FMAG, since the lower power level of the PCs was felt a bit more strongly in this one than in the previous adventure, so I'd be curious to run it again for its intended system.

You can get a copy of Drought Dragon Desolation from the Merry Mushmen web store and I highly recommend it! Thanks for reading!

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