Wik
First Post
C1 Hidden Shrine of Tamoachan: Top notch in every department, especially with the ("express railroad") tournament set-up. Make sure that character language barriers do not get in the players' way. The "atmosphere" is rich -- conveyed in part by the booklet of illustrations -- and the atmosphere presents a keen time pressure. Of all the traps, the deadliest may be the temptation to explore everything! A second, less hurried, expedition may be worthwhile to take in all on offer. Depending on your players, campaign use may call for throwing in richer treasures as reward for braving the dangers (plentiful opportunities for sudden death). Like the Tomb of Horrors, this may be best as a one-off (and, like the Tomb, is short on "hack and slay"). With the tournament approach, it may be meet to add more clues as to the way out. It takes a careful reading or two to absorb the material, but it's IMO well worth the time for a DM to be well prepared.
Meticulously conceived, gripping and perhaps nerve-wracking when well run.
My all-time favourite module, and you pretty much hit why it's awesome spot-on. When Savage Tide mentioned that this would be in the arc, I decided then and there to run the AP. And took out about half of that adventure simply so I could expand upon Tamoachan. The talking crayfish is one of my all-time favourite NPCs.