This is basically a couple of pages that look like a DM's notes for his particular campaign, not something that can be easily customized or dropped in to anybody's campaign. It begins with two pages of why the writer wanted to make this a hex crawler, and then culminates with a numbered list with confusing little blurbs. I can only assume these are the hex encounters, but there's no reference as to which hexes these belong in, or if you should be randomly rolling for what's inside the hexes as you come across them in game. It looks like there are 20 hex blurbs, but they are not listed in order, instead grouped by category, which makes looking through the list all the more confusing. The author has also lifted encounters from other published adventures (Storm King and Princes of the Apocalypse) and simply moved them into Chult, but only the ones that they personally did not encounter in their own personal campaign as a player.
There is a suggestion to add Adventurer's League quests and locations, but no detail on how to incorporate them. There is a list of character bonds at the end that are supposed to help get the characters more involved, but the bonds are not very compelling. The author also advises that you simply ignore the main plot of ToA until someone dies, and instead just run hex exploration.
Overall, it just seems like this is more for one person's personal use and not for the general community to benefit from, not to mention being incomplete. The only good part about this is the base idea: putting something different in each hex as your characters explore.
Rating: [1 of 5 Stars!] |