A Dull and Uninspired Slog
After reading so many positive reviews for this, I'm shocked at how awful it turned out to be. I suspect a lot of people are caught up in the same CHULT plus TOMB of HORRORS equals AWESOME!!! attitude that pulled me in initially.
This is as much a rant as a review and there's spoilers ahead so quit reading now if you don't want to know . . .
Right from the start, with the adventure hook presented, things begin poorly. Having some random merchant send the PCs off like this is the most overused plot device in gaming. The players have no real reason to care about the quest giver at all. Let's take a minute to think about this. Something is making it so that people can no longer be resurrected, and anyone who has been resurrected before is slowly wasting away. This is a potentially world-shattering development. The most powerful people on the planet would likely be seeking to solve this issue. Why a bunch of level 1 nobodies would be recruited by an equally unimpressive merchant and sent off to complete a quest they almost certainly can't survive is beyond me. There are so many better ways the players could have been pulled in. This is just lazy writing.
It gets no better after this. When the players arrive in Part 1: Port Nyanzaru they are basically told to fend for themselves and left by the merchant quest giver, who offers no help whatsoever from this point on and barely offers up enough money for the group to properly outfit itself for a journey into the jungle (50gp each. To put this in perspective, a canoe costs 50gp). Permanent death be damned, the merchant is going to sulk in a friend's house and let the players sort this mess out. The city is moderately interesting, though too much effort was spent fleshing out people the characters will almost certainly never meet, rather than ones they will. And do we really need a layout of a merchant prince's house? There's a few hints for side quests, but overall there really isn't much to do here, aside from betting on gladiator fight and dinosaur races. DINOSAUR RACES! I hear you say. Yes, it certainly should be cool, except that, if the PCs plan on saving the merchant before she wastes away, they'll have no time to muck about in town. They need to get going, like, right now!
Here we get to what should have been the real meat of the book, Chapter 2: the Land of Chult. However, as it turns out, nobody really knows how to get anywhere or where anything is in Chult. Apparently the proscribed method of finding things is to wander aimlessly over a hex map and hope for the best. There are a number of potentially interesting locations described here, but many are so woefully lacking in meaningful PC interactions that they aren't worth visiting. The rest are just standard hack and slash affairs.
- Camp Vengeance has nothing to do. It's built on the edge of a swamp on low ground that constantly backfloods the latrine trenches into the camp. Nobody is smart enough to point out that setting up camp on higher ground away from the disease ridden swamp might be a smart play. The NPCs here are so poorly developed it's difficult to even imagine interacting with them.
- Firefinger is just horrible. Some pterafolk build a hideout in a big spire of rock with four levels on it. Each level is basically a single cave, connected to the level above by a ladder ascending through a hole or the side of the rock spire itself. The first two levels have giant spiders and stirges inhabiting them. This makes the pterafolk the closest food source, and the holes allow direct access for these killer creatures to the pterafolk. Apparently no one thought to block up the holes, break the ladders or, you know, clear out the deadly monsters from their own home before settling there.
- Heart of Ubtao is so very blah. Pretty much inaccessible unless the local lich lets them in.
- Jahaka Anchorage could be a cool place, except the PCs will likely never find it. It's specifically written to be pretty much impossible to spot and there's little chance of bumping into pirates since the players will almost always be traipsing around the jungle, not riding boats around the shore. And, again, even if they are in a boat riding around the shore, the book tells you it is impossible to spot unless you know exactly where it is. Admittedly, if the players find it, it could be fun, though it seems more likely to devolve into one of the endless hack and slash fests prevalent throughout the book.
- Kir Sabal is the biggest failure in the entire book. This should have been a major feature of the plot. Instead it's utterly forgettable. Why bother setting up a side-plot involving the last surviving royalty of Omu when this sub-plot, as written, can not have any meaningful affect on the game. AT ALL. The closest the characters can come to interaction here is the short note that the princess might develop a romantic attachment to one of the characters. This could be interesting, except the characters will come here, visit the place once and then never return. There is no reason to help re-establish the royal line, no plot-hooks, no development, nothing. So much potential here is wasted.
- Mbala, I'm not even sure why this is in the book. It's a whole lot of build up to . . . nothing.
- Nangalore has potential, but again, as written, it is just a hack and slash fest.
- Wreck of the Star Goddess offers up some NPCs and then just moves on. Why even bother?
- Yellark, oh great gods of Chult, why? A bunch of goblins build their village on a giant net, attached to a giant bent over tree. If danger comes along, they cut the lines and fling their village through the air to "safety." This is the kind of Saturday morning cartoon nonsense that doesn't need to be in this book. There's a page and a half dedicated to this. Mezro gets a few paragraphs. Hisari, a ruined yuanti-ti city gets only two paragraphs. Neither one of them has a map, but this high flying goblin city gets a page and a half and map all its own?
Many simple things could have been done to make the NPCs in this part of the book more engaging and fix the lack of depth these locations present. Perhaps flesh out the pterafolk more, then, when the PCs visit Kir Sabal, why not have the pterafolk attack and capture the princess. The PCs would have the choice of moving on or spending time helping the princess, time which they do not have if they plan to save the merchant before she wastes away. After clearing out the pterafolk and rescuing the princess, the pterafolk's old haunt could then be offered up to the people at Camp Vengeance as a new base of operations, one less prone to disease, flooding and latrine overflow. With just a little thought, some of these locations could have been truly inspired places, with NPCs that feel like real people. They could have been made into important places to visit. Instead the writers waste space on flying goblin villages.
After all this, we get to Chapter 3: Dwellers of the Forbidden City. Here the players have to wander about a huge city, hoping to find nine small temples that hold nine puzzle cubes needed to open the Tomb of the Nine Gods. I'm still a little hazy as to how the players are even supposed to learn that the Tomb of the Nine Gods is the source of the problem and the place they need to be going to. Assuming they figure that out, the city has an interesting looking map (there are lots and lots of maps in this book), but I found the whole idea of getting all nine puzzle cubes to be somewhat tedious. After bumbling through a jungle hex map, seeking the hidden city, the players now have to bumble through another map, seeking a bunch of cubes. It gets a little old.
Chapter 4: Fane of the Night Serpent seems to me as if it should have been cut from the book entirely. It serves no purpose in the story and its inclusion feels terrible forced. Really, there had to be another, better way to include Ras Nsi in the storyline. Even his previous lord of the undead bit was more impressive than his new "I was bad, and I failed, so I decided to be more bad" shtick. This whole area is yet another hack and slash dungeon that really, really isn't needed, considering the players are likely about to enter the Tomb of the Nine Gods. Also, whoever thought up the layout for the Fane of the Night Serpent was just utterly lazy. The slave pens are located directly beside an exit. Why in the world would you put the people most likely to want to get away next to the easiest place to enable that? The armoury is also right by the front door to the dungeon, apparently so that if it is attacked the people inside will be cut off from their armaments immediately. The biggest threat, the water-dwelling hydra, is as far away from the front entrance as possible, thus offering no threat to invaders. It seems no thought was put into this place at all. It's just another bunch of numbers on a map.
Chapter 5: Tomb of the Nine Gods. Finally. We get to the main dungeon. And what a dungeon! It's obscenely, unnecessarily, ridiculously long. Roughly 175 pages of this book are dedicated to the adventure itself, and 65 of them are taken up by just this one dungeon. If you had all of Chult to explore, and wanted to give players a great feel for the jungles and hidden cities and all the cool stuff on offer here, don't you think maybe you'd want to spend a little more of your page count on that, and a little less on the giant dungeon that follows the other dungeon that follows the city (which is essentially an outdoor dungeon, except it has nine miniature dungeons scattered throughout it)? The original Tomb of Horrors is 13 pages long, including the map. It's almost like the writers here had something to prove. Cutting three or four of the six level to the final dungeon might have given them the page count to expand upon some of the previous material that really needed a little help to come to life. This adventure is so full to the brim with dungeon slogging that by the end it really doesn't feel all that interesting or special anymore.
The final appendices are filled out with random encounters, player handouts and new monster entries, that, quite frankly, were more promising than the rest of the book.
The book itself has potential, the writers just missed the mark. There isn't an iota of character development to be found here. As a DM, the amount of work this would require to "fix" is more than it would take to just come up with something all my own. There's a few potentially useful bits scattered about, but hardly enough to justify the purchase.
If jungle adventuring is your thing, there are books out there that do it far better than this. If you're fascinated by this new Tomb of Horros, don't be. It's just a big deadly dungeon like thousands of other big deadly dungeons out there, this one just takes up a higher page count. If you're into dinosaurs, there's a number of other adventures that include them that are far more coherent than this one.