Hoard of the Dragon Queen:
Overall, I love the opening of this one. The only change I'd make is to have the characters
already in the town instead of approaching it as the cult attacks.
The second chapter is pretty good as well. Having weathered the attack by the cult, the party takes the fight back to them.
After this though....
Things just devolve into a loop de loop tour of the Sword Coast. (Kinda) great for brand new players getting their 1st taste of the FR. Not so much for the rest of us.
I've been a player in 3 different groups trying to run this. 3/4 of the way through the group loses interest trailing after the cult while obviously more powerful NPCs & factions do... nothing? Even brand new to the game players spot this.
I've never gotten to RoT.
Storm Kings Thunder:
I played this one. And generally I liked it.
But
why are we helping a Cloud Giant when Cloud Giants have just attacked the town???
Followed by why are we allying with a "friendly" Frost Giant & letting the Cult of the Dragon ferry us about in their airship?
And of course the whole thing couldn't just be about the giants doing evil *** & restructuring their Ordining. Oh no, we must have a shape shifting blue dragon involved....
Out of the Abyss:
I like the opening premise. Captured by the Drow & escape into the underdark.
My players though just couldn't enjoy helping the assorted evil underdark races. They were absolutely fine with the demons wrecking them. So we ended this one once they escaped to the surface.
Curse of Strahd:
I love the original Ravenloft adventure from 1e. I've run it many times. And its sequel House on Gryphon Hill several times.
I do not love Ravenloft, or even Barovia, turned into a campaign setting.
I played most of this one. Unfortunately it was a colossal waste of time as it turned into a virtual TPK about a chapter before we reached the castle & the group said "Let's play something else". So 9 months of playing around in the Disney World of Horror tropes without the payoff.
Tomb of Annihilation:
I ran this one start - finish. As has been said, the weakest bit here is the opening premise of the Death Curse & it's clock.
Hmm, a jungle full of lost ruins & treasure guarded by dinosaurs, undead, undead dinosaurs, & snake people. You're adventurers, do you
need any other reason to go exploring???
And then you stumble into the actual ToA.
Solution? Just omit the death curse, the clock aspect, & with it the question of "Why did they send us low lv schlubs vrs much stronger NPCs?"
Decent into Avernus:
I'm prepping to run this one.... Oh boy, do I have my work cut out for me.
1st, they've got to be trolling me with this opening premise.
The leader of the Flaming Fists has gone missing, swallowed up when a neighboring city was drug into HELL, and the roughly 5th lv characters (who are not members of the Flaming Fists themselves) are expected to go rescue him because the remaining Fists can't manage under the 2nd in command. Despite being this renowned merc company that sends detachments out Realms wide. ????
And then the PCs travel to Candlekeep for essentially a cut scene to get the info/mcguffins to get to Avernus. Page filler, another tour of the Realms.
Once in Avernus? These clearly unprepared, under lv, characters are sent off to explore the Hellscape - instead of the more powerful NPCs present. It actually tells you that these NPCs are willing to fight & die protecting the city but will refuse to go with the PCs to actually save it.
Yeah, I get it. The characters are supposed to be the stars of this story. But that doesn't make the lack of heroic action on the part of the higher lv NPCs any less retarded.