"Trouble at Durbenford" -- Any Good?

The_Gneech

Explorer
I was taking a look at S&S's Trouble at Durbenford, and it looked pretty good, but the price tag makes me a little wary of buying it without a little bit of review first. There don't seem to be any reviews on ENWorld; the only one I found was at RPG United, which gave it a thumbs-up.

So, anybody here run/played it? How was it?

Thanks!

-The Gneech :cool:
 

log in or register to remove this ad

G,

I have it PDF. I found it to be quite good, another quality Necromancer product with very good background for the module along with being able to stand on its own as a setting too.
 

I haven't ran or played it, but I did read it. It is a complicated piece. There is a lot going on in it and I think it could be very fun, though the DM will need to work some of the things out because of complicated plots in it.
 

I guess that's why I liked it so much. Some REALLY interesting as well as complicated plotting. But that's just me.
 

Its a good module. In fact I've just finished reading it again in preperation for using it as the main plot in my next campaign.

Couple things I will mention:

1. As mentioned above it is a very complicated plot so be prepared to take notes ahead of schedule.

2. In some reviews it has been mentioned that at a certain point players may not want to continue due to a certain clause that canny players may pick up on. So its a good idea to have a backup plan should they spot this because it takes the scenario "off book."

Outside of having to do some notework and maybe a little fiddly to fit it into your campaign, its one of the best modules NG have put out recently.
 

DragonLancer said:
2. In some reviews it has been mentioned that at a certain point players may not want to continue due to a certain clause that canny players may pick up on. So its a good idea to have a backup plan should they spot this because it takes the scenario "off book."
.

What would that be? I have the book but have not read it thouroughly yet.
 

I bought it and didn't care for a major piece of the plot (PCs busting up a magical drug ring).

I should probably try to give it another chance, but it just instantly turned me off. I couldn't imagine slogging through an adventure that complicated to get to a kernel of an idea that doesn't interest me in the least.

Necromancer's Stuff in general is top notch, but TaD didn't do it for me like Lost City of Barakus did. LCoB is the Keep on the Borderlands of 3e-- and then some. It's a classic.
 

On the whole, it sounds like a worthy investment, so I've picked it up. Thanks for the input, all! I'll let you know how it turns out.

-The Gneech :cool:
 


I just bought it a couple weeks ago, and I really, really, really, really don't like it.

It's way too linear, way too railroady. It would have made an okay adventure for Neverwinter Nights but not an pen & paper RPG.

Additionally, it's got a very complicated mythology/background that probably wont' fit your campaign world. Didn't fit mine, anyway. Why do they do this for "generic" modules? Grrrrrrr.

And it has Nilbogs. Which irks me.
 

Enchanted Trinkets Complete

Recent & Upcoming Releases

Remove ads

Top