I'm two sessions into DMing Tomb of Annihilation for my face-to-face group and we're really enjoying it. However, I am reading lots of "area descriptions" that are described in exceedingly broad strokes... In an attempt to fill these in I've turned to older edition treatment of Chult (e.g. James Lowder's Ring of Winter, AD&D Jungles of Chult, 3e Serpent Kingdoms) & to DM's Guild products like Ruins of Mezro.
One example, the one that's most immediate for me as my group is headed for Mezro...
Mezro - or its ruins - seems like a really important area. You need to buy a DM's Guild Adept product for a more-than-paragraph description. OK, I got that, but then it paints area descriptions in really broad strokes that are very similar to the (necessarily) broad coverage back in AD&D Jungles of Chult. For example, the College of Wizards & Temple of Ubtao are key areas with clues to discover...and are complex shifting/teleporting dungeons yet lack sufficient detail to DM (without making up a dungeon of my own). Has anyone detailed these (or other) areas of Mezro in greater detail?
Thanks for any help you can offer. :) I'm a veteran DM realizing that ToA requires a lot of customization & filling-in-the-blanks, and while I am doing that, I want to make sure I don't overlook things, make glaring mistakes by improvising in a way that invalidates some hidden (but critical) plot point sentence, or recreate the wheel.