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Tomb of Annihilation Is Here - What Do You Think?
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<blockquote data-quote="tomBitonti" data-source="post: 7724332" data-attributes="member: 13107"><p>Have the book and have been reading through. So far it is a great region based adventure. I haven't looked through the final dungeon yet, so don't have anything to say about it yet. Off the cuff comments:</p><p></p><p>The book quality is good. I'm not a big fan of the page shading, but can live with it. Maps are nice, if a bit small on the printed page. Is there any way to get the maps as digital resources without spending additional money?</p><p></p><p>The writing varies from clumsy to alright.</p><p></p><p>I don't have (nor plan to get) Volo's Guide, so the section with those monsters is alright for me. I can see how some folks will see them as a needless duplication.</p><p></p><p>Both the region and smaller adventure sites, leading up to the two big dungeons, are the highlight, and have so far been excellent.</p><p></p><p>The Death Curse, as written, feels very off.</p><p></p><p>Having read through all of the prior Tomb of Horrors adventures, the placement of Acererak feels off to me. And I don't like the change of his strategy, compared with Return to the Tomb of Horrors (the superb 2E adventure). This adventure doesn't seem to need Acerarak, who feels mashed on to an otherwise rather decent adventure.</p><p></p><p>I was wondering: How many folks are using the Death Curse as given? The pace doesn't seem to fit the sense of exploring the huge expanse of jungle that lies ahead of the players, nor does it leave the necessary time to level from (1) to (9) (in any campaign that I've ever played.) Not that I have a problem with the adventure as a whole. It is a rather nicely done region based adventure. I just find the Death Curse timing to be wonky.</p><p></p><p>Also, the idea of sending 1st level characters to handle a global outbreak of such dire consequences feels a bit off.</p><p></p><p>If I were running this, I'd gradually build up the problem of the Death Curse. Have it appear here in there at first: A distant rumor easily discounted, with the characters following either adventure or prophecy to explore Chult, then eventually finding themselves thrown into the problem. There should be plenty of ways to get players to explore Chult, with occasional dire portents and foreshadowing at first, then with the Curse gradually shading in after the characters had a bit of time exploring.</p><p></p><p>Thx!</p><p>TomB</p></blockquote><p></p>
[QUOTE="tomBitonti, post: 7724332, member: 13107"] Have the book and have been reading through. So far it is a great region based adventure. I haven't looked through the final dungeon yet, so don't have anything to say about it yet. Off the cuff comments: The book quality is good. I'm not a big fan of the page shading, but can live with it. Maps are nice, if a bit small on the printed page. Is there any way to get the maps as digital resources without spending additional money? The writing varies from clumsy to alright. I don't have (nor plan to get) Volo's Guide, so the section with those monsters is alright for me. I can see how some folks will see them as a needless duplication. Both the region and smaller adventure sites, leading up to the two big dungeons, are the highlight, and have so far been excellent. The Death Curse, as written, feels very off. Having read through all of the prior Tomb of Horrors adventures, the placement of Acererak feels off to me. And I don't like the change of his strategy, compared with Return to the Tomb of Horrors (the superb 2E adventure). This adventure doesn't seem to need Acerarak, who feels mashed on to an otherwise rather decent adventure. I was wondering: How many folks are using the Death Curse as given? The pace doesn't seem to fit the sense of exploring the huge expanse of jungle that lies ahead of the players, nor does it leave the necessary time to level from (1) to (9) (in any campaign that I've ever played.) Not that I have a problem with the adventure as a whole. It is a rather nicely done region based adventure. I just find the Death Curse timing to be wonky. Also, the idea of sending 1st level characters to handle a global outbreak of such dire consequences feels a bit off. If I were running this, I'd gradually build up the problem of the Death Curse. Have it appear here in there at first: A distant rumor easily discounted, with the characters following either adventure or prophecy to explore Chult, then eventually finding themselves thrown into the problem. There should be plenty of ways to get players to explore Chult, with occasional dire portents and foreshadowing at first, then with the Curse gradually shading in after the characters had a bit of time exploring. Thx! TomB [/QUOTE]
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