A review copy of “Target Run” was provided by the publisher. Find more DMs Guild Reviews on my website and YouTube channel.

Support my work by using my affiliate links and pledging via Patreon.

Designed by: Geoffrey Golden

Target Run is described as a sports comedy adventure such as Caddyshack — though for my generation, I would cite Happy Gilmore, Cool Runnings, and The Sandlot.

At 30 pages it’s a short adventure that could be probably be completed as a one-shot, thanks to its almost complete lack of combat. But the characters are endearing, the sport is interesting, and there’s ample opportunity for D&D comedic hijinks.

The story centers around Tasvan, a superfan of the sport Alligan. Despite being a dwarf, she’s obsessed with the elven sport, and is journeying to the exclusive resort of Overtop Heights to try and become a member.

Hopefully the party will want to help her (or else there isn’t much story here). Tasvan is upbeat, energetic, and quite likable, a nice contrast to the haughty, sneering elven athlete Yelbalar. After convincing him to let them play (for a wager of course), the party is admitted inside the resort to practice.

To play Alligan, players are divided into two equal teams. Their goal is to fire a bow and arrow at their opponents’ targets, while protecting their own. As soon as all six targets of one side have been hit, the match ends.

Players can choose to play offense or defense. Offensive players are given a bow. Their job is to hit the targets. An attack roll of 12-16 hits a target and scores three points, but a 17 or higher hits a target dead center, earning the team nine points.

Targets can teleport around the arena at the end of each round, making things a bit more interesting.

Defensive players are given a shield, and can choose to help block targets (+1 AC, kinda lame), or body-check their opponents (heck yeah!).

Unfortunately the rules are vague about what body-checking actually accomplishes. If it just knocks opponents prone, that doesn’t really mean much in 5e, when a PC can simply spend half their movement to stand back up.

Magic is allowed, but only up to a point. You cannot use lethal spells, nor use spells to score points. But defensive spells and impeding spells are allowed, for a single round.

Fouls exist and points can be deducted, which I appreciate, but I have too many questions and concerns over the rules, and what a match looks like (as well as whether defensive players have any fun).

pixie target run

Things get complicated when the pixies show up. There’s a whole subplot involving wronged pixies. The party even has a chance to meet them before getting to Overtop Heights.

The pixies will show up and jack with all the players in the sport, trying to wreck havoc in the name of getting their home back (which the resort was built on). This encounter is also sadly underdeveloped, however, and written more like a cutscene montage than a proper scripted encounter.

After the ruined practice match, the party gets a chance to explore different activities the night before the big game.

This is my favorite section of the adventure, with several worthy activities such as crashing the party of the uppity opponents, stealing treasure from the resort, dealing with the pixies and groundskeeper, and discovering saboteurs in the equipment room.

These events take time, and the party should be limited. The designer suggests splitting the party, which I would definitely encourage!

The climactic Alligan match plays out much like the practice one, but this time the PCs’ previous interactions with the pixies, as well as various activities they engaged with the night before, can impact their abilities and interactions.

The story ends with several different outcomes and conclusions, from winning and losing (to maybe Tasvan still being accepted) to a full-on pixie revolution.

Several maps are included, including the important — but annoyingly asymmetrical! — arena map. The Dyson Logos art style is one I often complain about, as it’s not worth using in a virtual tabletop, but I do love the original black and white artwork of characters and scenes from the story.

Pros:

  • Alligan is interesting, original sport.
  • Pixie subplot is nicely woven into the main story.
  • Several fun activities for the party to choose the night before the match.
  • Multiple outcomes and epilogue

Cons:

  • Some of the sport’s rules are underdeveloped.
  • No read-aloud sidebars

The Verdict: While not flawless, Target Run successfully captures the fun and spirit of a sports comedy story within an original D&D adventure.

A review copy of “Target Run” was provided by the publisher. Find more DMs Guild Reviews on my website and YouTube channel.

Support my work by using my affiliate links and pledging via Patreon.