This module is not well constructed.
First of all, on the pettier end, it is poorly copy edited, with a range of redundancies and sloppy mistakes, the highlight of which is this gem: "there are five halflings (the leader is secretly a wererat, the others are three bandits)."
Much more importantly, the structure is confusing and nonsensical. The module is called Down the River of Snakes. It's a story about tracking a Yuan-Ti epidemic to its source, so characters are given to expect a story about snakes, Yuan-Ti, maybe some ancient traps, and perhaps some unpleasant terrain. We are reminded again and again in the lead-up at the start of the adventure that the swamp being traversed is "full of monsters and punishing terrain as dangerous as any wilderness in Faerun." For a DM or a player, this conjures some clear expectations. I thought the module might feature giant snakes, sinkholes, giant frogs or toads, perhaps molds, fungus, plant creatures, maybe some humanoids like Bullywugs, perhaps some undead, but overall, a swampy wilderness mess. Instead, we find that the denizens of the swamp are tribes of lycanthropes that are not even remotely swamp-adapted, eg. boars and rats chilling in the swamp, so unconcerned with this monster-filled, dangerous landscape that they are using it as the grounds to stage a clan war. We have echoes of ghosts of dead rangers, a random pit trap somehow dug 20 feet in a bog, a wannabe red wizard challenging folks to a duel, orc spirit memories, a bunch of leftover water cultists from season 2... It's a veritable bad-guy convention in this swamp, with no rhyme or reason to it. All of this adds up to a structural mess for a DM and a story that doesn't go anywhere.
Structurally, the module also reads like a choose-your-own-ending story, which is really irritating for the DM, who has to keep flipping around looking for where the story goes next. Options are fine in adventures, but when it boils down to little more than left or right, splits just make more work for the game manager. This problem is frequently exacerbated in Down the River of Snakes by stats modifications to monsters that are embedded in the text rather than placed in the monster statblock, which is a huge petpeeve for me. If I am running a monster as a DM, I have to flip to the monster statblock. When the writer breaks the statblock up into multiple sections, placing the bulk of it at the end, but including a series of changes and modifications elsewhere, in the heat of running a table I am likely to err, and there is no reason for it. If you want a particular sort of enemy, just write up the statblock for it. If you want an easier or harder version for scaling, include that version at the back!
And even the vexations of the statblocks, the weird monster choices, and the crummy multi-option structure would be okay if the story went somewhere and made sense. Our heroes are here to beat back a Yuan-Ti contagion. So, what do the lycanthrope tribes have to do with that? The orc spirits? The Red Wizard? Absolutely nothing. All of the encounters in this adventure are just red herrings. This module honestly reads like someone just wanted to toss together a bunch of monsters because they thought it would be cool, with very little concept of how to write a D&D adventure that would provide an immersive experience and a compelling story. I would give this module 1 star, but I have read and been obliged to run AL content that was worse that this, which is a sickening reflection. This module is at least playable.
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