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A great adventure that ties in a tense deadline with heroic player characters and captures the feeling that they were responsible for stopping an army through their actions, and not because plot said so. Cities that are visited are well fleshed out, with lots of interesting NPCs that you can choose to use (or not!). Combat is appropriately epic, with each chapter featuring a new dragon (or dragon-like creature) and a new Wyrmlord, and the tension ramps up more and more each chapter before the final battle. 5/5, would recommend.
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Excellent ideas, well organized, also good inspiration for other encounters or events that help tie the story together and really weave a coherent narrative. I highly recommend it for anyone running or thinking of running Tomb of Annihilation.
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Rating is more like 4.5 stars.
Pros:
- It makes me want to run it. Many modules don't achieve this, but reading through it makes me excited to run this.
- Suceeds at feeling like Predator.
- Enemy monster is a serious badass with interesting mechanics that the players can learn through brutal experience, and then plan for/overcome them.
- Interesting and well-developed NPCs with clear relationships with each other and with their goals.
- Loot won't break the game I run but is still pretty cool (repeating heavy crossbow that is still limited from abuse).
- Fits into a Tomb of Annihilation campaign really easily just about anywhere in Chapter 2.
Cons:
- Things are laid out in ways that make it hard to follow in the moment (areas, NPCs, and events are all in different sections, so lots of flipping at the table or a lot of prep, which is unfortunate).
- A little too sandbox-y for my tastes, but I can work with that (again, with a lot of prep).
Overall, good content and I would recommend it for anyone who likes Predator, interesting D&D modules (levels 3-4), or Tomb of Annihilation.
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5/5 for lore, 3.5/5 for the adventure. Averages out to a high 4/5 but not enough to hit 5/5 for me.
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This is a great DMing addition that functions perfectly for the CR 1-CR 5 creatures I've tested, and is still useful as a starting point for higher CR and lower CR creatures. I'd recommend picking this up just to expand your DMing repertoire for creating mini-bosses.
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This is an amazing way to integrate the seven dungeons together. 5/5
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This is just so good that I recommend it as required reading for anyone considering running Curse of Strahd. It makes the hardcover easier to prep, gives great ideas in addition, and helps to teach general prepwork tips for large hardcovers like this.
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These adventures are fine as an alternative to the side quests in Port Nyanzaru, but I found them to be lacking compared to the side quests in the book and the ideas in Encounters in Port Nyanzaru.
The biggest benefit to 07-01 is that the rules for Dinosaur Racing are better set up here than in the hardcover for Tomb of Annihilation.
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As standalone, fun ways to bring tier 2 characters who are not in Chult to Chult: I had a ton of fun DMing the 4 of these that I ran (2-5, skipping number 1). They were creative and entertaining. My players particularly loved roleplaying the third adventure.
Note: Do not expect to run this as part of the Tomb of Annihilation hardcover! These work best as standalone modules separate from the hardcover!
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There are some good ideas here, and there are some that seem flat. But as a resource to add a few more random encounters as your players stumble through the wilds of Chult, there will likely be a few here that catch your fancy.
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Creator Reply: |
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This is the best tier 1 module I have ever run in the last 2 years of weekly DMing. Period. If you are considering running Tomb of Annihilation, use this as an alternate start to your campaign.
This module has an amazing and wicked start, has a strong reason for time pressure on the PCs, is thematically linked to Tomb of Annihilation in both narrative and difficulty, and has the best ending to a tier 1 module that I've seen.
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