A review by rainbowrachel
Critical Role: Call of the Netherdeep by Wizards RPG Team

3.0

There's a lot of good stuff in here, but ultimately, I don't feel that it works. Admitedly, that is based just on having read through the book rather than running or playing it, but I bought the book with the intention of running it, and having read it, I no longer wish to do so.

The biggest problem I have is the rivals, which seem like a recipe for disaster. Depending on how things play out, I can easily imagine them taking too much focus away from the player characters, or dying very early on and leaving a hole in the plot, or becoming staunch allies to the player characters and completely wrecking all encounter balance. There's just too many ways for them to go badly wrong.

Still, for an experienced DM whose willing to put in the work to overcome these players, or for a Critical Role superfan, there's enough here to be worthwhile, with interesting NPCs and lore, cool locations and set pieces, some great artwork, and so on. But if you are planning on running it, expect it to be a little bit of a fixer-upper.