Pretty well put together. The monster choices make some sense, but other options could be better and I'll outline further down what I did for a Deja Vu run that had several players that had previously done the adventure. The hook is a bit weak and doesn't link to the rest of the tier story very well, but you have a fight, meet a fun NPC and find clues to go further, resolve travel in a swamp, then explore a large island and fight off its current residents. The island does have the potential to get painful for a party very fast as the monsters can all be drawn to loud noises pretty quickly. This should definitely be run immediately with its companion DDAL5-07 for a better play experience. I don't think they should ever have been seperated to begin with and should have been a single adventure together.
The swamp travel is ridiculously easy with what's provided in the adventure. The author pretty much handed the players advantage and a +5 bonus to the roll, virtually guaranteeing no chance of failure. Having the map is what should allow them to proceed, not grant advantage. Feetor is a very fun fella, but +5 on a check is huge! I would rather he give +2 at most or no help at all, just having the rolling character make a save against his stench after having him so close "helping" as they travel.
Some suggested change ups for the monsters: 1) Change the weird for something else grabby-pull-you-underwater. I settled on a chuul, but crocodiles or giant octopuses could easily work as well, possibly with half-dragon template applied to help make up the CR difference.
2) I found bullywugs and giant toads to be a fun switch for Mama and her boys. I applied bullywug adjustments to the thug NPCs for the boys and to the druid NPC for Mama. Probably not quite as damaging as half-ogres, but plenty of fun and made a lot of sense in a swamp setting.
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