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Night Below: The Underdark Campaign (Ad&d Adventure)

Night Below: The Underdark Campaign (Ad&d Adventure)

List Price: $30.00
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Product Info Reviews

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Rating: 5 stars
Summary: By a "GREAT DM"..........
Review: Being a DM from the early 80's, I can see alot of potential in this set. This is one of the few modules/campaign sets that I think will be great!! PERSONALLY, I have NOT DMed this yet, but from the readings of this set I can TELL it will work out GREAT!!! IF your a DM that can pull things from your behind and make things up somewhat quick, NO PROBLEM!!!! I would definately suggest this as a good BUY!!!!

Rating: 5 stars
Summary: By a "GREAT DM"..........
Review: Being a DM from the early 80's, I can see alot of potential in this set. This is one of the few modules/campaign sets that I think will be great!! PERSONALLY, I have NOT DMed this yet, but from the readings of this set I can TELL it will work out GREAT!!! IF your a DM that can pull things from your behind and make things up somewhat quick, NO PROBLEM!!!! I would definately suggest this as a good BUY!!!!

Rating: 3 stars
Summary: So far so good
Review: I'm about halfway through DM-ing this game for some graduate students who've mostly never played before, and we're having a grand time. However, this middle section isn't as rich as the first third in detail and tangential intrigue, but the framework remains good. I've supplemented the campaign with side adventures (remember White Plume Mountain? They've done that, and in a few more levels they'll be invited to search the Lost Caverns of Tsojcanth) and am working to introduce appropriate NPC's. Still, it's a grand campaign which helps the side adventures become part of a larger plotline.

Rating: 3 stars
Summary: So far so good
Review: I'm about halfway through DM-ing this game for some graduate students who've mostly never played before, and we're having a grand time. However, this middle section isn't as rich as the first third in detail and tangential intrigue, but the framework remains good. I've supplemented the campaign with side adventures (remember White Plume Mountain? They've done that, and in a few more levels they'll be invited to search the Lost Caverns of Tsojcanth) and am working to introduce appropriate NPC's. Still, it's a grand campaign which helps the side adventures become part of a larger plotline.

Rating: 4 stars
Summary: Great campaign!
Review: If you get Night Below, you won't need any other campaigns for a nice while. This set is very lengthy and very interesting, providing your players with hours of AD&D gaming that you ought to enjoy. The campaign is arranged to bring 1st level characters to 10th level. That doesn't give your PCs many varied experiences before they're ultimately powerful, but it provides lots of fun for the gaming group. The only other disadvantage besides the 1st-10th level thing, though, is the fact that you spend a lot of time in the Underdark (maybe make a drow character so he can feel a bit more comfortable in his surroundings), meaning that your PCs will come out of there very pale...and very powerful. It's still a pretty good buy, though.

Rating: 4 stars
Summary: A wonderful campaign with just a few minor problems
Review: Night Below is an excelent campaign, taking a party from 1st to 10th level or beyond by the end of its third book. The setting is well established from the beginning, giving the PCs a place to base their adventures and a megaplot that really lasts for the whole of the module. The end is worth the effort, a grand finale that will leave both DMs and players satisfied. Presentation is lavish, there are lots of eye-catching handouts and three tactical maps (I wish there were more). The only problem I see is the lack of unity in the second book - it is mostly a series of unconnected dungeon crawls, clearly intended to fill in the gaps and give the PCs much needed experience. As the module itself suggests using other adventures to provide experience for the players, they could either skip those unrelated episodes altogether or work harder to make the descent into the deeper underground a more coherent part of the plot. But that is easily corrected, so maybe I'm being too picky:-)

Rating: 5 stars
Summary: Best overall campaign adventure I've read out of 25+
Review: The reason this story works is because the authors made it different in these ways:

(1) They put in actual methods to negotiate. So, rather than just bash everything, PCs can talk their way out or even make alliances. Additionally, not all the creatures of the Underdark are out to kill you so it allows more chances to talk things out. ;

(2) There's a great deal of context and History; especially in book one in the area of Haranshire (a backwaters shire); good to great character descriptions.;

(3) superb overland map you can share with your players (just don't show the back); include a few battle maps for key sections of the long adventure);

(4) Lots of overland adventures; some not just fighting but puzzle related or negotiation related; additionally, you get to deal with the locals;

(5) Great details of natural hazards in the Underdark;

(6) A variety of different monsters in the Underdark;

(7) fairly good linkage;

(8) big finale at the end; and

(9) PCs have the opportunity to actually have allies!

I think past reviewers are correct in that book two isn't as linked. This was done mainly to let the PCs go up in levels so that they would be ready for the later big fights.

Not a problem for me. I increased the size of the map and added more features and also changed the nefarious end as I felt it was too cliche'.

Overall, this is superlative boxed set. As it isn't terribly pervasive, it can fit in to almost any campaign. For a DM who has little put together, you could do a whole campaign this way but the PCs have to enjoy tromping down in the Undearkr. In my campaign, this started at about 50% of the possible adventures but as more and more happened, it's about 15-20% now. That's sort of b/c now that they're higher level they've gotten involved in big time politics. :)

...

Rating: 5 stars
Summary: Best overall campaign adventure I've read out of 25+
Review: The reason this story works is because the authors made it different in these ways:

(1) They put in actual methods to negotiate. So, rather than just bash everything, PCs can talk their way out or even make alliances. Additionally, not all the creatures of the Underdark are out to kill you so it allows more chances to talk things out. ;

(2) There's a great deal of context and History; especially in book one in the area of Haranshire (a backwaters shire); good to great character descriptions.;

(3) superb overland map you can share with your players (just don't show the back); include a few battle maps for key sections of the long adventure);

(4) Lots of overland adventures; some not just fighting but puzzle related or negotiation related; additionally, you get to deal with the locals;

(5) Great details of natural hazards in the Underdark;

(6) A variety of different monsters in the Underdark;

(7) fairly good linkage;

(8) big finale at the end; and

(9) PCs have the opportunity to actually have allies!

I think past reviewers are correct in that book two isn't as linked. This was done mainly to let the PCs go up in levels so that they would be ready for the later big fights.

Not a problem for me. I increased the size of the map and added more features and also changed the nefarious end as I felt it was too cliche'.

Overall, this is superlative boxed set. As it isn't terribly pervasive, it can fit in to almost any campaign. For a DM who has little put together, you could do a whole campaign this way but the PCs have to enjoy tromping down in the Undearkr. In my campaign, this started at about 50% of the possible adventures but as more and more happened, it's about 15-20% now. That's sort of b/c now that they're higher level they've gotten involved in big time politics. :)

...

Rating: 1 stars
Summary: Good beginning, no sting in its tail...
Review: This boxed set is split into three books, of which the first one is the best. The second is the worst, and the third is slightly better than the second. The final encounter in this adventure is a cheap cop-out of which very little is gained. Appropriate for levels 1+ (to about 15th level, maybe 20 if you're a good party).

Rating: 4 stars
Summary: A spectacular twist in the underdark - Sure to be a favorite
Review: This is a long campaign, starting in and around Haranshire and culminating in an epic battle against a completely new and never before seen archnemisis. Perhaps the best thing about the campaign is that the drow are not a part of it. What is intrical to the campaign is diplomacy, rational thought and more than a little all out hack and slash. Something for everybody and enough gaps to have something different happen along the way - that way PCs never feel railroaded into saving their own (and a great # of other people's) behind. Perhaps one of the best CAMPAIGNS ever put out.

Still, it would be unfair to warn you that while the first book gives plenty of ideas for sidestepping the campaign, little is done to fill in the underdeveloped underdark. Be prepared to provide some filler.


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