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The Night Below : An Underdark Adventure

Author: n/a
Category: game
Company/Publisher: TSR

Playtest Review by Remy on 09/29/97. Genre tags: none

"The Night Below"...a big box, with much in it. At first, it all seemed exciting. As the Dungeon Master, I read through the first chapters of the first of three booklets and made the players create characters. The campaign began fairly nicely, but as the sessions came and went, it all began to bog down into one thing: hack, slash, retreat, count treasure. hack, slash, retreat, count treasure. In the dungeon, out the dungeon.

To say it as it is, The Night Below STINKS in every facet. I hadn't been a DM for AD&D before (having spent time as a GM in more down-to-earth RPGs than any other) How could I portray such stupid things as blue Goblins?

Everything in the campaign is explained with magic. Everything. Had it been one part of the campaign, but no. Everything. If you plan on using The Night Below in your AD&D campaign, be forewarned. It will be great for those players who "don't have character" (regards their PCs and other PCs as comparable statistics. Magic isn't wonderfull in this game, nor is the encountering of a dangerous creature. It all bogs down to bored chattering from the authors.

How can they create something as bad as this anyway? Like this:

  1. Find the Monstrous Manual and pick out some monsters, rather ugly and stupid-looking ones than mythological or good-looking.
  2. Find the DMG and pick out some magical items, in addition to creating some weird items yourself. (A pot that makes a roasted pig every week? COME ON!)
  3. Lead the characters around until they discover the dungeon entrance to the Night Below.
  4. Get bored when the rest (4/5) of the "adventure" is a cave filled with slime and grells and treasure.

Style: 2 (Needs Work)
Substance: 1 (I Wasted My Money)

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