The lakes have vanished, and the ground is cracking under a summer sun that refuses to relent. While most D&D adventures deal with a “ticking clock,” Dry Spell by Darrin Drader introduces a “draining pool.” It is a tight, site-based adventure for 3rd-level characters that takes a high-concept magic item and turns it into a weapon of mass ecological destruction. If you’ve ever wondered how much damage a single magical sponge can do in the hands of a vengeful bugbear, this is the module for you.
Introduction: The Thirst of Duvik’s Pass (and Beyond)
Originally published as a free web enhancement for D&D 3.5, Dry Spell is a masterclass in situational motivation. The stakes are literal survival: without the local lakes, the nearby frontier towns will perish. The adventure is designed for four 3rd-level characters and works best in a remote plains or desert setting during a sweltering summer.
Narrative Core: Relgore’s Revenge
The antagonist is Relgore Himtooth, a bugbear barbarian who survived a militia raid arranged by a noble named Nerius Bootlum. During the initial heist, Relgore didn’t just steal gold; he stole an Eversoaking Sponge.
Instead of selling it, Relgore realized he could use the item to systematically drain the region’s water supply, effectively starving the people who tried to kill him. It’s a brilliant, small-scale villain plot that makes the “Clear the bandit camp” mission feel urgent and morally grounded.
Tactical Breakdown: The Hideout
The adventure takes place in a small network of sandstone caves. The layout is simple but features several “teaching moments” for 3rd-level players regarding tactical positioning and environmental awareness.
1. The Entrance Guard (Area B1)
The cave is guarded by Golgo the Ogre. This is a classic “gatekeeper” fight.
- The Tactics: Golgo uses the trees for cover and attempts to ambush the party with a javelin. At EL 3, he is a significant threat to a single character but serves as an alarm bell for the rest of the complex.
2. The Bottleneck (Area B2)
Inside, players face three gnolls and two orcs behind a 4-foot-tall stone wall.
- The Strategy: The gnolls stay behind the wall to gain +4 AC (Soft Cover) and fire shortbows, while the orcs charge. This forces the players to either brave the arrow fire to reach the gaps or find a way to flush the gnolls out with magic.
3. The Perilous Corridor (Area B4)
This is the adventure’s primary environmental hazard. The floor is covered in pebbles and dirt, hiding a Camouflaged Pit Trap (CR 3).
- The Danger: It’s a 30-foot drop (3d6 damage). Relgore and his guards know the safe path, but reckless players will find themselves separated from the party and injured just before the boss fight.
The Boss: Relgore Himtooth (EL 5)
Relgore is a Bugbear Barbarian 3, making him a formidable CR 5 encounter.
- Rage Mechanics: When Relgore rages, his HP jumps to 62, and his Greataxe damage becomes terrifying for a 3rd-level party.
- The Tactics: He isn’t a mindless brute; he targets spellcasters first with javelins and uses his orc bodyguards to spread the party’s frontline thin.
- Scent: His racial ability to smell approaching enemies makes it nearly impossible to sneak up on him without magical silence.
Mechanics & Hazards: The Eversoaking Sponge
The center of the mystery is the Eversoaking Sponge. This moderate transmutation item can absorb 1,000 gallons of water per round, up to a maximum of 225,000 gallons.
- Value: At a market price of 26,400 gp, this is an incredibly powerful item for a 3rd-level party to find.
- DM Tip: The noble Nerius Bootlum offers a 2,500 gp reward for its return. DMs should consider how they will handle it if the players decide to keep a 26,000 gp item for themselves—it could easily unbalance a campaign or turn the party into targets for every thief in the kingdom.
System Conversion: 3.5 to 5e and OSR
While designed for 3.5, the encounter balance translates well to other systems.
For 5th Edition (5e):
- Relgore: Use the Bugbear Chief stat block but give him the Rage feature (2 uses, +2 damage, resistance to physical damage).
- The Pit Trap: Set the DC to find it at 15 (Perception) and the Reflex save to DC 14 (Dexterity).
- Eversoaking Sponge: Treat it as a Very Rare wondrous item.
For OSR Systems:
- The lethality of Relgore’s 1d12+7 greataxe is extreme. Ensure the players have clues about the pit trap, as 3d6 damage can be a death sentence for an OSR thief or magic-user.
GM Tips: Driving the Drought Home
- Enforce the Survival Rules: Make the trip to the hideout matter. Track their water consumption. If they run out, apply the Exhaustion or Constitution damage rules to make them feel the “Dry Spell.”
- Environmental Storytelling: Describe the hollow statues in Relgore’s room (Area B5). They are filled with his stolen water—a taunt to the thirsty world outside.
- The Noble’s Intent: Nerius is a bit of a jerk. He’s more worried about his sponge than the peasants. Use this to create a moral dilemma: do the players return the sponge to the greedy noble or give it to the local clerics to help restore the lakes?
Conclusion: A High-Concept Heist
Dry Spell is a fantastic example of how a single magic item can drive an entire plot. It offers a clear villain, a unique environmental challenge, and a reward that feels substantial. It’s the perfect transition adventure for a party moving from low-level “goblin bashing” into more complex, high-stakes political and ecological missions.
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Disclosure: If you pick up this adventure through my link, I’ll earn a few gold pieces to keep the lights on in the dungeon at no extra cost to you.