4 out of 5 rating for Waterdeep: Dungeon of the Mad Mage
I was initially unimpressed by
Dungeon of the Mad Mage. While the dungeon was big, it seemed to lack the inventive traps of the
Tomb of Annihilation and the driving story of Acererak’s soul monger plan. Fewer things stood out, in part because of the maps and art. While flipping through the book, there was less to catch my eye and pull be to read a level or section.
Once I moved beyond my initial impression, I grew more favourable to this product. This book isn’t what
I want, but I think it’s what a lot of
other people want. And that’s an important distinction.
This is very much a big book of almost two-dozen dungeons of make your own. Two dozen old school dungeon modules to throw into your campaign as needed or build a story around. The kind of module
Grognaria complained was lost with
Dragonlance It’s not the book that has such a cool idea and story that you will drop everything to incorporate into your game, but it is the book you might turn to when you need a troglodyte warren or look towards when work is kicking your ass but you still need to plan a session.
If you don’t want a pressing story and ticking clock, this adventure is much more preferable than many of the past adventures, which were so much more story-heavy. If you want to make your own story or hate having to strip out a story, this volume is perfect for you. Especially if you want to return to a simple style of play where the adventurers wander into the dungeon for the sole purpose of seeking treasure, kicking in doors and attempting to turn denizens of a dungeon against each other. Which really seems to FIT the tone of Undermountain. This product tries to stay true to the spirit of Undermountain, rather than trying to reinvent it into something that it’s not. Rather than trying to add a deep story while assigning a complex plot to Halaster. And I can respect that.
Read my full review
here.