A good adventure, messy around the edges
MT Black's more recent work - such as House of Dagon - is generally stronger than his earlier releases, and the trend continues here. Horror at the House of Dagon offers a traditional Lovecraft-inspired seaside horror story, built on the traditional 5E investigate / explore / fight structure, with just enough unique to keep it feeling like an original adventure rather than yet another trip to Innsmouth. It's theoretically balanced for four characters of level 3, but as with most of MT Black's work, you'll need to fairly ruthlessly optimise to beat the combats at the intended level.
The strengths here include:
(a) a wide cast of characters, many of whom have detailed roleplaying hints, offering players multiple paths to find the information they need in the investigation phase;
(b) combats featuring rare and unusual monsters, who make sense in context, so that your players won't just be fighting their five hundredth kobold; and
(c) an attractive and concise presentation, inlcuding a full-colour default PDF with eye-pleasing maps, and a greyscale printer-friendly version.
It's a good module - despite having a fairly linear spine, players are unlikely to feel railroaded, and there's plenty of capacity in each encounter to engaged with in it a variety of ways to suit a range of playing styles.
But it's not without its flaws. First and most noticeably, the final encounter is not remotely balanced for a level 3 group, and can result in upwards of 12 monsters on the board - maybe many more - none of them trivial. Options exist - and appear to be intended - to use stealth or other tricks to mitigate the difficulty, but they require being willing to leave multiple innocents to ongoing pain and imminent death while the party plays it safe. Even with these, it can be a tough fight if the party haven't long rested immediately prior (and the adventure's urgency encourages them not to) or if they get bad luck in the opening turns. DMs of roleplaying-oriented parties will need to tune the climax down a little.
Secondly, the adventure leans heavily into the irritating trope of having a complicated backstory that the party has no way to learn about. No NPC the players encounter is able to tell them what is actually happening in the story, and for it to not simply be a bunch of strange random happenings it requires a little work from the DM to insert that exposition. Even so, there are a number of random coincidences that players will need to be reassured genuinely are coincidences.
Thirdly, the adventure actively advertises that it leaves loose ends, and it certainly does. They're intended as a feature, not a bug, and they can be - House of Dagon offers an undefeated mastermind and a home-base village to fight her from if players want to extend the adventure into a campaign. However, GMs will need to clearly flag at an early stage which enemies will and will not actually turn up in the module, to stop players hoarding resources for an encounter that never eventuates and to allow them to prepare properly for the difficult one that actually does.
All that said, this is a solid and recommendable module, and a good buy at a very reasonable price point.
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