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Castles & Crusades I2 Under Dark & Mistry Ground: Dzeebagd
 
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Average Rating:4.3 / 5
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Castles & Crusades I2 Under Dark & Mistry Ground: Dzeebagd
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Castles & Crusades I2 Under Dark & Mistry Ground: Dzeebagd
Publisher: Troll Lord Games
by Timothy B. [Featured Reviewer]
Date Added: 09/15/2016 12:09:00

34 pages, for 4-8 characters levels 2 to 4. Following up on the events of I1 Vakhund the party finds the missing girl but uncovers a larger plot involving many local factions. The conceit of the adventure is the party will be drawn in, but as far things go this is not a bad one. This one is a bit longer than the last adventure and a bit more involved with all the factions. This adventure can stand alone, but it works best as part of the I trilogy. Interaction with the NPCs is really what makes this adventure so the game master should read up on all of them and their motivations ahead of time.



Rating:
[4 of 5 Stars!]
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Castles & Crusades I2 Under Dark & Mistry Ground: Dzeebagd
Publisher: Troll Lord Games
by Shaun A. [Verified Purchaser]
Date Added: 09/13/2014 07:31:28

My overall impression of the published C&C adventures I’ve read so far (including the two I’ve used in a game) are they although I liked them enough to buy more, I don’t feel they’re up to the same standards as the C&C rulebooks.

I bought I2 because I liked the first in the “I” series, and although I also liked this one, the negative points about the first one go double for this second installment. Firstly, I didn’t feel that it was really playable “out of the box” and that a certain amount of work is required to make it usable. As with the first, a pretty thorough reading of it is required to make sense of what’s supposed to be going on, since there are various sub-plots and the different NPCs motives and plans can get a bit convoluted. Since a major reason for buying ready made adventures is lack of time for preparation, these points do count against it.

There are also elements of this adventure which don’t entirely make sense and suggest either bad editing or just being poorly thought out. The most glaring one of these is the placement of the “dungeon” part of the adventure at the end, which makes no sense at all in the context of the story. By the time the PCs get access to the entrance to this complex, they will not only have defeated the main opponents and achieved the main objective, therefore having no good reason to enter it, but it it seems difficult to integrate the party spending a day or two poking around in a dungeon bearing in mind what’s about to kick off in the third module in the series.

That said, there are some good points too – the setting is different to the run of the mill, and quite atmospheric, and has more of a “swords & sorcery” feel than high fantasy, being mainly concerned with fighting humanoids, bandits, etc, than magical elements (although these do appear in a minor way). Personally, I like this kind of setting, but if you want lots of magic and fantastical elements, you may not.

Overall, it’s not bad, but could have been so much better with a bit more editing and overall thought put into it. There’s nothing to stop you as CK doing this yourself of course, and as it happens I found a lot of interesting ideas spun off from the process of doing exactly that, so I felt it was a worthwhile purchase.



Rating:
[3 of 5 Stars!]
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