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review Trial of the Underkeep (rev 2) by Unknown Tome

sabrinathecat

Explorer
This is my first review of a mod here. I checked for an existing one and did not find it.

So, let's start with the primary asset: the artwork.
The artwork in this module is wonderful. Sadly, in the case of the maps, the pretty art work makes them more difficult to actually read.
The mechanics, frankly, were lacking. A monster that does d20+4 damage? why? why not the more conventional 2d10, 2d12, 3d8, 4d6, or 3d6? That would be more in keeping with normal mechanics and result in higher average damage. Other mechanics are a bit off too. Stealth checks to pick locks?
Introduces a whole new monster origin & keyword, "NeverVoid", which is only going to matter for this module. Why? Why not just Outsider with Intangible keywords (which is essentially what they were)? The magic items... Some were good. Others would be totally useless outside of this module. In fact, since almost all of them involve damaging other PCs, there is little advantage in using most of them during the mod. Kind of like having a party where the goal is as much to mess with the other characters as it is to fight the mod. (themes from Book of Vile Darkness or a Dark Pact Warlock--if that's what you want to play, this is the type of mod for you) About the best way to go through this would be with 2 leaders for healing and 3 defenders for having the surges that the magic items keep burning. One of the final monsters is an elite, which means it has a Action Point--something the mod forgets to mention. The mechanic of the 2-in-1 monster could have used some clarification (yeah, I figured it out, but it shouldn't have needed figuring in the first place).
Magic items have mechanical problems too. Some give levels, others don't. Some of the ones that don't you can look up by checking monetary value. Others... No way to check, so best guess. There are +2 magic weapons that are lvl5, even though +2 items don't start until lvl6. Many items have powers that render the user or an ally unconscious (usually save ends). Then there's the Ire-Brand Scimitar, which is cursed with -2 to -6 to hit (lvl 8, 13, 18, 23 or 28), and as an immediate reaction encounter power, add 3d8 to a successful hit. Um, what triggers this reaction? You can't use immediate actions on your own turn, so I can only guess this is for Oppies or defender mark retribution attacks (Fighter Challenge, Divine Sanction, Mind Spike, etc). There are more features to the weapon, but the mechanical oddities struck me as deal breakers. Diadem of Shattered Moments: Daily Immediate Reaction (to what? lose 1 surge, take d12+3, fall unconscious for d4 rounds, close burst 5, creatures within burst are unconscious (save ends, enemies at -2). So... why would I want that?

"Fast, Cinematic, and Horrific"? meh. Fast is a style of play. Cinematic and Horrific? Been here, done this before. Old Ravenloft modules usually did a better job. Characters have a chance to learn new spells/powers/rituals, all of which will be useless after this mod.
The story ending? Not that big a deal.
The worst part of all, however, is a repeated grammar error. "It would appear that every single body has been systematically drug into this chamber--" Drug? DRUG? no. No no no. No. NOOOOOOOOOOooooohhhhhhhhhh. $#&% NO. DRAGGED! They might as well have said "Snuck" or "Bleeded out". Even MS Word should have balked at this. And given this is a REVISION 2.0, that kind of error being overlooked is just disgusting.
Having read the mod, there is no way I would ever run it as is. At best, I might borrow a couple of magic items.
But again, the art work is very nice.
 
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