I do reviews over on my website
5 Minute Workday.
I'll link to the longer reviews but give some quick thoughts here.
Tomb of Annihilation. Amazing.
I really liked this one. It's the one adventure I actually bothered to partially run, putting my players through the Tomb of Nine Gods. It has a good hook, the deathtrap dungeon is fantastically done as you generally know where each trap is (no surprises of gotcha! traps) and they're almost puzzles. And for people who hate that there's a big hexploration section where you're wandering through the jungle. The big problem is, of course, you have characters you're attached to, that you have grown fond of while hexploring, that can't be resurrected and then you send them into a deathtrap dungeon.
Out of the Abyss. Quite good.
There are oddities and problems but it’s really good. There's whimsy without being ridiculous and overly jokey like other Perkins modules. It feels fantastic and wondrous. There's a solid plot but sandbox elements, and a nice transition in the middle from being reactive to events to be active for events.
Tyranny of Dragons. A rollercoaster.
It's on railes but it takes you interesting places. Sandboxes are fine but we need a mix of different styles of adventure, and railroads are only bad when you're expected to do stupid or illogical things, which doesn't feel like the case here. There’s some problems with these adventures that the DM will have to work around, but there is some good stuff in here. They might work better as a source of inspiration rather than played straight, the framework for a campaign that weaves in and out of the larger story. Plus, with the limited experience, there’s lots of room for sidequests and personal stories, which are not always possible in an Adventure Path style campaign.
Curse of Strahd. Decent but problematic.
For fans of the Ravenloft adventure, this is everything you loved and more. For those who have never experienced
Castle Ravenloft before, this is the classic experience in entirety, given a polish and tweak, with so much more included prior to tackling the castle. The adventure is atmospheric, with lots of amazing descriptions and imagery and lots of little details that rewards inquisitive and cautious players. And at many times it’s quite deadly, encouraging intelligent play and cunning plans over simply kicking in doors.
But I have problems with some elements of the adventure, specifically when it connects to the campaign setting (or rather, how it doesn’t and just steals names & ideas from the setting). I find it unfortunate that the adventure was designed in such a way that the biggest fans of the material will take the most umbrage with the product. I would have preferred a new story, a
Return to Castle Ravenloft that tells the tale of a resurrected Strahd reclaiming his kingdom and taking revenge on the ancestors of his killers. Or another twist on the classic tale and does something new with Count von Zarovich and would surprise those familiar with the original, in addition to entertaining the uninitiated. A
Tomb of Annihilation for Ravenloft.
Ghosts of Saltmarsh. Mixed.
This is what
Tales From the Yawning Portal should have been. It’s not just random adventures slapped together but a series that is connected, both thematically and potentially as a campaign. The adventures are hit-and-miss, with most of the more recent ones being arguably better. However, the introductory adventure is one of those surprising classic that deserves it’s reputation and is still highly playable. And a couple of the middle adventures can easily be adapted or incorporated into an existing campaign, especially if you need an island dungeon quickly or high sea encounter. Suffers in that it's the place to get ship/ ocean combat rules but no ocean combat will happen in this product. It's a tease.
Dungeon of the Mad Mage. Useful.
This is very much a big book of almost two-dozen dungeons to make your own. Two dozen old school dungeon modules to throw into your campaign as needed or build a story around. It's the adventure without a pressing story and ticking clock, where you're not saving the world. And it's great if you want to return to a simple style of play where the adventurers wander into the dungeon for the sole purpose of seeking treasure, kicking in doors and attempting to turn denizens of a dungeon against each other. Which really seems to FIT the tone of Undermountain.
Baldur's Gate (Descent into Avernus). Flawed.
You start the game with characters rooted in the background of one city—characters built for one kind of campaign with potentially book-supplied backgrounds anchoring them to that city—and then you’re just expected to put all that aside as the campaign does an abrupt 180 and completely changes in tone. It wouldn’t take much work to make
Descent into Avernus an amazing campaign: a different opening with the adventurers sucked into Hell and spending their first few levels helping to save people and stabilize the city before being tasked with investigating and finding a way home. But having them tied to Baldur's Gate and the gazetteer of that city is a waste and takes pages away from the real story and detailing Hell.
Princes of the Apocalypse. Simple.
The adventure feels… amateurish. The design mistakes feel like ones a rookie DM would make. The “story” is really just a series of encounters that lurches towards a conclusion and the NPCs are a bunch colourful characters that exist in a quantum limbo until adventurers interact with them and then they vanish until needed again.
The players can wander wherever they want but the challenge of the dungeons really assumes a linear progression, and this isn’t obvious. There’s precious few overland encounter areas and no reason to explore the wide open map. While there’s some small plotlines strung throughout the book but, really, the story comes down to “bad guys in dungeon need to be made dead.” The openning plot hook of missing delegates runs throughout the entire adventure when that should have been wrapped up in 5 levels. The villains might all have lengthy backstories personalities but no one is really doing anything. Not really. The villains don’t have a larger scheme or an end goal beyond being evil.
Waterdeep: Dragon Heist. Weak.
The investigations are very linear: you go to two locations and then follow a variable chain of encounters before engaging in a short dungeon crawl. There’s certainly room for the adventure to go completely off the rails and some writing is spent detailing key locations if it does, but there’s not much advice or suggestions for the plot in that instance. This could have been a much more interesting adventure, with more divergent plot lines and an investigation whose flow chart actually flows. And frustratingly, none of the assumed adventures truly involve a heist. This
should be called “
Waterdeep: Dragon Hunt“.
Storm King's Thunder. Disconnected.
The dungeons are excellent and each is radically different so there’s a lot of unique flavour. And there are a number of fairly detailed settlements, completely with NPCs. For DMs planning on stripping this adventure for inspiration, it’s a fabulous product.
But there's too much story that doesn’t really do anything but exist. There’s lots going on beyond the Breaking of the Ordning: the missing Storm King, traitorous daughters, a dragon, a kraken. But none of it
really matters. The ordning breaks and just kinda sorta gets fixed off camera. The evil daughters don’t do anything and may or may not receive their comeuppance. The kraken is very likely unseen. The main plot of the adventure's climax—the kidnapping of the king—is entirely and completely unrelated to the first 3/4. The king wasn't kidnapped because of the breaking of the ordning, and his rescue doesn't solve the problem the PCs have spent the first half trying to fix and they have no reason to help him.
Tales From the Yawning Portal. Generic and lazy.
A low effort product. A mish-mash of "classic" adventures hastily upgraded to 5e with no revision or upgrading. With some spectacularly bland adventures, like
Forge of Fury. To me, this is a one-shot book: something for those times when one player can’t make it to the game or you need a break from the regular campaign. Pull out some pregenerated characters or the heroes from a previous campaign and run through a classic module.