Explore Dungeons & Dragons‘ Dragon Lore with the New Dragon Delves Adventure Book
The dragon is a keystone creature in the Dungeons & Dragons stable. It is, after all, in the title, and many pages of the original Monster Manual were dedicated to elaborating what each dragon could do to an unsuspecting party of adventurers. The new adventure anthology from Wizards of the Coast, Dragon Delves, leans into this deep history of the game to highlight 10 dragons by creating adventures that center on them and their desires, thoughts, and actions in the world. Crucially, these adventures all stand alone on their own, and the book offers suggestions for a way of stringing them together into a campaign or simply slotting them into your existing plans as a play group.
Unlike in a lot of fantasy fiction, the dragons of D&D are not big generic lizards, and that makes their adventures unique. There are good dragons, the metallic ones, and evil dragons, the chromatic ones. This can easily be remembered with the rhyme: if a color do you see, the dragon evil it will be; if a metal’s shine you peer, goodly is that dragon dear. (This is an ancient rhyme and not one that I made up just now.) The reason this matters is that the adventures of Dragon Delves have a really great opportunity to show off what makes the dragons of D&D unique and special in an entire universe of different interpretations of dragons.
First the good: there are some truly great adventures in here. They offer a very good mix of the more game-y parts of D&D, like carving your way through a dungeon of enemies and puzzles, and the role-playing elements, like talking to key NPCs and other townsfolk. They are presented in an extremely readable way, with the first page of each dedicated to a kind of “at a glance” snapshot of the adventure’s key players and what the gist of the experience is. Everything here is written to make preparation for a dungeon master easier and more efficient. The writing is clear and concise, sometimes to the point of being a little plain (more on that later). Overall, this is a document that is clearly meant to be used, hacked up, remixed, whatever; this is one of the best tools to come out of the D&D team in a minute.
I want to specifically call out a couple adventures that are notably written. I am a sucker for chromatic dragons (red, white, blue, black, and green) because they are all evil, selfish, and greedy. I like a dragon that is a little bit of a complete jackass to the point of undermining its own deal. I really enjoyed reading through “The Forbidden Vale,” which is about a complete asshole red dragon who is flying around a town called Arborean Springs and setting the wilderness on fire constantly; navigating the fires is just as important as dealing with the dragon, but also you do have to deal with the dragon. Oh, and there’s an ancient ziggurat involved! I love a ziggurat). I also thought that “Shivering Death” was inspired—players need to find a ritual that was tattooed on the skin of the dead giant Elakdras, who is entombed in the lair of a white dragon that breathes frost and dominates everything it encounters. These are both extremely strong hooks for my own (more dark fantasy) interest in tabletop games, and I enjoyed seeing this tone represented in an unflinching way in the book.
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