The Tomb of Annihilation is probably one of the most complex reviews I’ve approached to date, because it intersects with a number of topics all at once. These being world building, diversity in gaming, and of course, the adventure itself. This book represents the first major move by Wizards of the Coast (WotC) to expand the Forgotten Realms Campaign Setting (FRCS) in a deliberate manner in the form of a book that acts both as a source book for the base world of 5e D&D, and as the next installment in their ongoing semi-annual adventure publication schedule. Last post was the baseline establishment, this post will look at the adventure itself. If you missed it, check out part one before proceeding. 
So, over the last year or so, I’ve been getting more involved on the creative side of science fiction and fantasy, taking a big plunge last year with NaNoWriMo. One of the big bonuses of that has been greater interaction with the local writers in my area, one of whom is my good friend, Diane Morrison. She approached me a few months back about coming onto Virtual Fantasy Con, for participation on a panel for discussing fantasy warfare. More specifically, what a lot of writers missed. The panel was “Realism in Fantasy Warfare”, and it was a solid two hours (edited to 1:38:53) of great discussion and presentation of ideas and concepts around war, conflict, politics, and world building for fantasy.
This entire blog was initiated because of the gross injustice done to Chult in the 4e D&D Forgotten Realms Campaign Setting.  With 5e D&D, a lot of “fixit” work was done to the setting, a bid to reverse almost universally disliked changes. To date, Chult has been a relatively ignored or abused since 2e AD&D; when James Lowder cracked the area open with his Ring of Winter novel and as a co-writer on the Jungles Of Chult Module. So its selection as the location for the redone Tomb of Annihilation module came as a surprise. Given past experience, I approached it with caution. Time to review The Tomb of Annihilation.