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DDAL07-08 Putting the Dead to Rest (5e)

DDAL07-08 Putting the Dead to Rest (5e)

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The jungle has opened up and revealed her secrets—now is the time to act upon them. All signs point to a long-abandoned city as the source of the undead contagion, and so you have been called upon to venture within and put an end to it once and for all.

Are you up to the task?

Part Three of The Rot from Within Trilogy.

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Reviews (53)
Discussions (20)
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daniel R December 04, 2018 8:47 pm UTC
Most of my players had not played the previous (2) adventures to they were a little confused as to what was going on. Despite this I believe they had an enjoyable time, as this was a very well written module and made it easier (as a DM) to give as much information as they needed.
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Ryan V August 30, 2018 6:54 pm UTC
5/5 I combined this with the HC adventure Ruins of Matolo to make it a single adventure in a 4 hour session, there is a lot of crossover in the modules so if you're willing to do the prep work it works quite well and fleshes out the content more.
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Benjamin D August 26, 2018 3:53 am UTC
The backstory for this could have been handled better and the final fight was short especially with a full table. 7 vs 2
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Tyler K June 24, 2018 5:41 pm UTC
The dungeon itself was very neat but the final encounter was somewhat underwhelming.
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Stephen H May 24, 2018 9:49 pm UTC
I have tried to understand the OotG secret mission, but I have still not understood what is meant in either of the two paragraphs about it.
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john J April 13, 2018 12:43 am UTC
i would only rerun this as a combined adventure with rotting roots, but definitely a lack luster ending to the trilogy.
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Anders T April 07, 2018 10:14 pm UTC
Very boring in tje exploration/RP part.

BUt a gem in the combat part.

Would run it again if i did the whole trilogy, but not as a oneshot.
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Antonio O April 01, 2018 3:03 pm UTC
Cool Module, but not so hard to be the end of a trilogy (the tier 1 final part of the trilogy was 100% more deadly)
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nhan V February 23, 2018 5:18 am UTC
The map can be a pain to draw and use since the walkways are a bit too skinny for the monsters to fit in the temple. Otherwise I would say the encounters are balanced depending on how/when the trees act.
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Richard V February 12, 2018 7:13 am UTC
Ran this mod at the local game store when I wasn't planning to run that day. So take into mind that I may have missed something from the reading of the mod. The players that I had at the table really enjoyed this module, even though most of them had resistances to poison so the fight in the temple with the jaguars and awakened trees did not go well. I also had a thought that it may be more interesting if there is a little more of a build up to the final battle, not just a "welcome to the final fight" giant oozy orb in the middle of the room and a bunch of zombos walking around into it.

Final though, magic item for this adventure was a little broken, and players have abused the heck out of it in other adventures from that point on. So be aware of that Staff of the woodlands fellow DMS!
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Kenneth A January 29, 2018 5:21 pm UTC
Ran this mod over the weekend. A few thoughts:
- In the final encounter, it doesn't say what happens to zombies after they touch the sphere (i.e. do they die), and so I ruled that they just remain there and continue to feed on subsequent rounds

- If I run it again, I will definitely polymorph Zucass into a giant ape. Also completely forgot to use the Staff -- though the only useful combat spell is Wall of thorns which would have been good for battlefield control. Don't forget this -- it's his only level 6 spell!

- The 2nd encounter has the 5-foot catwalks which means the kamadans have to squeeze and puts them at a major disadvantage. Btw, I let one of the spellcasters use thaumaturgy to tell everyone who fell asleep to "WAKE UP!" -- letting them reroll their saving throw. They all passed that time. :(

- Also for the 2nd encounter, the awakened trees didn't do so well, because everyone was hanging back by the stairs, and the trees only have a 10 ft reach....See more
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Kyle D January 14, 2018 11:18 pm UTC
Ran this as part of an online convention.
I felt this was a great conclusion to the trilogy. However with 3 combat encounters this mod ran me 3 hours at a decent pace. I thought that the difficulty of the combat encounters was great. My players did not feel like they would just automatically win. The twist at the ending was great for setting story in the previous mods.
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Ivan K January 05, 2018 7:56 pm UTC
Just ran this one. Very interesting module, pretty fun and challenging if you play your positioning right. Kamadans are great with their breath, totally including them in my list of random jungle encounters


For me worked pretty well in last fight to grow a tree from a staff, hide Ullal behind it, polymorph Zuccas into awakened giant ape.
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Jay M December 27, 2017 6:30 pm UTC
Who can i talk to about providing an FG module for this?
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Kevin H December 27, 2017 6:37 am UTC
What's the point of the Vine Blights in the Monster Statistics? Are they supposed to be in an encounter or something, specifically the last one, since it does say that there are trees inside the Cyst room?
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Kevin H December 27, 2017 7:12 am UTC
And to add to that, shouldn't the Awakened Girallons have 10 Int?
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Frank F December 27, 2017 2:55 pm UTC
They are not in the adventure. things like this happen. maybe it can get edited out.
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Adrian A December 21, 2017 9:10 pm UTC
A couple of things. The spellplague wasn't a 1000 years ago, I thought only the tier 3 content was suppose to happen after the destruction of the atropol, and the Chult wasn't always an island, so I doubt Ubtao created it as such. Little things I know, but I expect more consistency from an "official" mod.
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File Last Updated:
October 25, 2017
This title was added to our catalog on December 05, 2017.