D&D 5E Call of the Netherdeep shows up in the wild!

From Reddit yesterday:

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Justin Alexander has been doing a "Let's Read" of this book over on Twitter. I find it difficult to keep up with lengthy Twitter threads, so I'm just going to link to his main profile page: https://twitter.com/hexcrawl

He's been pointing out both good and bad. Seems like the adventure's start is fairly bad, and there are some issues with the implementation of the rivals. Hopefully it improves as it goes on.

EDIT: Here's where he starts talking about the rivals at least, and it appears to include a link back to the start of the "Let's Read":

 

The main "issue" people will have with CR: CotN is the "Critical Role" in the title. It's designed to be played like Critical Role. The players need to want to engage with the storyline. If they don't, or are simply not used to that kind of game, there is no stick and very little carrot to keep them on track. If that doesn't suit the group's playstyle there is a good chance they will never get to chapter 2. I would play this with my regular group who I know like CR, but I wouldn't even attempt to run it for players I didn't know well.

With the rivals, their stat blocks make them a pushover if it comes to a fight, because they are designed as characters, not combat opponents. Which means the DM needs some degree of acting skill to differentiate them and make them interesting. They aren't essential though, and there are other things you could do with them, like use them as sidekicks in a one-on-one game.
 

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