The genesis of this adventure are spell duel tournaments held at Gen Con 2015 and Gen Con 2016. And, indeed, the module is rounded out with Notes From the Road, describing some highlights from those tournaments, and color pictures from Gen Con 2015 and 2016.
Hundreds of players spell duelled each other, and hundreds of PCs died. It's easy to see how that could be tremendous fun at a convention, but perhaps more difficult to see how it could make an entertaining adventure for your home game.
It would have been so easy for this adventure to suck. But, Harley Stroh wrote it, so you know it doesn't. On the contrary, it is excellent. Interesting choices with real consequences matter, and there is a lot more going on here than just a series of spell duels. There is more than enough to keep the non-casters in the party engaged.
The Isle of Dagon: to common folk, it presages death, pestilence, and woe. To warlocks, witches, and wizards, the isle offers a wealth of occult power, forbidden knowledge, and spells beyond the ken of mortal man. But before you can lay claim to the island’s secrets, first you have to survive its fabled spell duels — a series of death matches where only one caster may reign supreme.
Wizards and elves will be tested to the fullest of their abilities. To triumph, parties must also survive the machinations of the other contenders and their wicked retinues. For when vying for the title of Master of Dagon, and battling against some of the most powerful sorcerers to tread the Known Worlds, you will need every advantage you can glean. Will you and your companions sit passively by, awaiting whatever fate befalls you? Or will you take the fight to your foes?
And when your life — and those of your companions — hangs on the casting of a single spell, will you have the courage to accept Dagon’s challenge?
The time for questioning has passed. Black-sailed ships have come to ferry you and your companions to the fabled death matches. It is time to Enter the Dagon.
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