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Thursday, April 14, 2011

Mini Review: DA1 Dark Journey (Castles & Crusades)

Sometimes going back to the basics is fun.  With Dark Journey, the Troll Lords do what they do best - a classic dungeon crawl.

It is kinda classic:  3 levels, a maze, traps (no save vs die shit that I noticed), classic low level adversaries, level appropriate rewards - the stuff you want in a low level or introductory adventure.  In this case, for levels 1-4.  You'll need to supply your own hook,

I wonder how long before we get a Fantasy Grounds 2 conversion?  hint... nudge... poke!

There is enough adventure here to last 2 or 3 sessions worth of gameplay, which is pretty good value for your money IMO.

From the blurb:

Its a dungeon crawl in every sense of the word. There is little back story, allowing the CK to plunge into the dungeon almost immediately. Its filled with adventure, danger and glory.   
Dark Journey is a dungeon adventure cast in the classic mold. Here the CK is able to present the players a network of inter-connecting halls, rooms, chambers, cellars and more. A wizard's old hold, it offers libraries guarded by strange monsters, laboratories, cellars, trapped chambers and more; here lies the wizard's forgotten wealth, his magic, his money, his artifacts. But the adventurer must be wary for wizard's do not idly set treasures down but that they are trapped or protected by guards and wards and monsters summoned from dark places.

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