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DDAL07-08 Putting the Dead to Rest (5e)

DDAL07-08 Putting the Dead to Rest (5e)

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The jungle has opened up and revealed her secrets—now is the time to act upon them. All signs point to a long-abandoned city as the source of the undead contagion, and so you have been called upon to venture within and put an end to it once and for all.

Are you up to the task?

Part Three of The Rot from Within Trilogy.

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Reviews (17)
Discussions (12)
Customer avatar
nhan V February 23, 2018 5:18 am UTC
The map can be a pain to draw and use since the walkways are a bit too skinny for the monsters to fit in the temple. Otherwise I would say the encounters are balanced depending on how/when the trees act.
Customer avatar
Richard V February 12, 2018 7:13 am UTC
Ran this mod at the local game store when I wasn't planning to run that day. So take into mind that I may have missed something from the reading of the mod. The players that I had at the table really enjoyed this module, even though most of them had resistances to poison so the fight in the temple with the jaguars and awakened trees did not go well. I also had a thought that it may be more interesting if there is a little more of a build up to the final battle, not just a "welcome to the final fight" giant oozy orb in the middle of the room and a bunch of zombos walking around into it.

Final though, magic item for this adventure was a little broken, and players have abused the heck out of it in other adventures from that point on. So be aware of that Staff of the woodlands fellow DMS!
Customer avatar
Kenneth A January 29, 2018 5:21 pm UTC
Ran this mod over the weekend. A few thoughts:
- In the final encounter, it doesn't say what happens to zombies after they touch the sphere (i.e. do they die), and so I ruled that they just remain there and continue to feed on subsequent rounds

- If I run it again, I will definitely polymorph Zucass into a giant ape. Also completely forgot to use the Staff -- though the only useful combat spell is Wall of thorns which would have been good for battlefield control. Don't forget this -- it's his only level 6 spell!

- The 2nd encounter has the 5-foot catwalks which means the kamadans have to squeeze and puts them at a major disadvantage. Btw, I let one of the spellcasters use thaumaturgy to tell everyone who fell asleep to "WAKE UP!" -- letting them reroll their saving throw. They all passed that time. :(

- Also for the 2nd encounter, the awakened trees didn't do so well, because everyone was hanging back by the stairs, and the trees only have a 10 ft reach....See more
Customer avatar
Kyle D January 14, 2018 11:18 pm UTC
Ran this as part of an online convention.
I felt this was a great conclusion to the trilogy. However with 3 combat encounters this mod ran me 3 hours at a decent pace. I thought that the difficulty of the combat encounters was great. My players did not feel like they would just automatically win. The twist at the ending was great for setting story in the previous mods.
Customer avatar
Ivan K January 05, 2018 7:56 pm UTC
Just ran this one. Very interesting module, pretty fun and challenging if you play your positioning right. Kamadans are great with their breath, totally including them in my list of random jungle encounters


For me worked pretty well in last fight to grow a tree from a staff, hide Ullal behind it, polymorph Zuccas into awakened giant ape.
Customer avatar
Jay M December 27, 2017 6:30 pm UTC
Who can i talk to about providing an FG module for this?
Customer avatar
Kevin H December 27, 2017 6:37 am UTC
What's the point of the Vine Blights in the Monster Statistics? Are they supposed to be in an encounter or something, specifically the last one, since it does say that there are trees inside the Cyst room?
Customer avatar
Kevin H December 27, 2017 7:12 am UTC
And to add to that, shouldn't the Awakened Girallons have 10 Int?
Customer avatar
Frank F December 27, 2017 2:55 pm UTC
They are not in the adventure. things like this happen. maybe it can get edited out.
Customer avatar
Adrian A December 21, 2017 9:10 pm UTC
A couple of things. The spellplague wasn't a 1000 years ago, I thought only the tier 3 content was suppose to happen after the destruction of the atropol, and the Chult wasn't always an island, so I doubt Ubtao created it as such. Little things I know, but I expect more consistency from an "official" mod.
Customer avatar
Anthony H December 20, 2017 3:54 pm UTC
Kamadan page 16 the description on Keen Smell says "The girallon: I think that should say Kamadan.
Customer avatar
CR M December 17, 2017 8:25 pm UTC
Question (spoilers):

On page 9, in the left-hand column it states that the cyst attacks on initiative 15 (see "cyst tendril"). In the box text on the same page, though, it says "If one or more of the characters are members of the Lords’ Alliance (rank 2 or higher), the cyst can perform the following attack as an action: [Cyst tendril]."

Does this mean it only uses the cyst tendril to attack when there's a member of the LAs in the party, or does it use this attack regardless of the faction make-up of the party?
Customer avatar
Colin S December 14, 2017 11:25 pm UTC

This adventure is written as if the Soulmonger and the atropal have already been destroyed (i.e. as if the events of Tomb of Annihilation have already taken place). Other official announcements indicate that the tier 2 season 7 modules take place during the events of the hardback, while tier 3 and tier 4 content take place after. There is an apparent inconsistency here. Is there a good way to reconcile this so that the hardback and this module can be run in conjunction?
Customer avatar
Anthony H December 20, 2017 3:56 pm UTC
That is a very good point I concur that this is inconsistent. Did you post in the Facebook DM discussion?
Customer avatar
Ken S December 11, 2017 6:16 pm UTC

I ran this at a charity event so this is my review. 4/5, a very welcomed addition to the S7 AL modules, one of the only things was that the final boss fight was not tough enough for my party for 4 adventurers. 2 of them had fireball capacity and just tore up the enemy bosses in the small enclosed cavern. There were not enough smaller enemies involved to draw fire or prevent the characters from focusing fire on one enemy. The 4 zombies attacking did not help either. Also, for a final encounter I would actually prefer to change the location to that of the Temple of Ubtao encounter which is much more alive and has more terrain options and challenges for the players. Additional Kamadans would have challenged the melee characters and done sufficient damage to draw fire while Ullal or Zuccas could have lobed in spells to disorient the ranged attackers. As to the Temple of Ubtao fight, my players used thorn whip to drag 3/4 kamadans into the water in the first round and then picked them...See more
Customer avatar
Kenneth A January 29, 2018 7:41 pm UTC
I'm curious, did you use the level 6 wall of thorns spell from the staff? I didn't and wish that I did to split the team -- especially since the casters and ranged attacks are hanging are all hanging out in the doorway.
Customer avatar
Ken S February 12, 2018 11:34 pm UTC
I believe I tried to cast something like that using staff...but I had two counterspell capable characters at the table and both of them were dedicated to keeping the party together.
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File Last Updated:
October 25, 2017
This title was added to our catalog on December 05, 2017.