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Legend
One of my players gave me valuable critique recently: After only 10 sessions he is feeling burned out on our Tomb of Annihilation game because the rate of narrative development is too slow. Specifically, he mentioned the group has only been getting vague clues and still lacks a plan of attack/strategy for the BIG problem (how to stop the Death Curse). Now, he *is* an especially mission-driven player, but in reflection I agree with him: there hasn’t been enough big revelation, there have been too many zombies and not enough meaningful clues...
I started the 3rd level PCs (now 4th, about to hit 5th) with a talking amnesiac “lich’s skull” which mentioned being killed by adventurers, but instead of going to his phylactery as he should have, he ended up in a pillar of blue light with a hag cackling about “the Soulmonger” and demanding the lich make a deal for his freedom...then his consciousness zoomed over a jungle full of dinosaurs to his skull (which the PCs has found “off camera” as part of their adventuring party backstory).
They know “the Devourer” (first of the necromancers) is likely behind the Death Curse.
Just recently they’ve learned that the Death Curse likely originated in Omu, but have yet to discover where Omu is.
They’re currently in Mezro, having followed the trail of the Company of the Yellow Banner (who I’ve reinterpreted as being hired by Syndra Silvane). I’ve adapted material from DMs Guild product Ruins of Mezro to flesh out Mezro.
Next session I want them to get a better sense of direction, more clarity in their mission. What is a good way of going about doing that?
I’ve been contemplating introducing a solo Dragonbait as a survivor of a world ravaged by “the Devourer”, having witnessed soul engines used to make currency out of the captive life force of his fellow saurials. But I’m not sure that’s enough of a reveal to give them a stronger direction, and further it would require ignoring Dragonbait’s muteness (which seems a cornerstone of his character). Maybe I can make him cursed by one of the Sewn sisters with muteness which PCs can break in a couple ways?
I started the 3rd level PCs (now 4th, about to hit 5th) with a talking amnesiac “lich’s skull” which mentioned being killed by adventurers, but instead of going to his phylactery as he should have, he ended up in a pillar of blue light with a hag cackling about “the Soulmonger” and demanding the lich make a deal for his freedom...then his consciousness zoomed over a jungle full of dinosaurs to his skull (which the PCs has found “off camera” as part of their adventuring party backstory).
They know “the Devourer” (first of the necromancers) is likely behind the Death Curse.
Just recently they’ve learned that the Death Curse likely originated in Omu, but have yet to discover where Omu is.
They’re currently in Mezro, having followed the trail of the Company of the Yellow Banner (who I’ve reinterpreted as being hired by Syndra Silvane). I’ve adapted material from DMs Guild product Ruins of Mezro to flesh out Mezro.
Next session I want them to get a better sense of direction, more clarity in their mission. What is a good way of going about doing that?
I’ve been contemplating introducing a solo Dragonbait as a survivor of a world ravaged by “the Devourer”, having witnessed soul engines used to make currency out of the captive life force of his fellow saurials. But I’m not sure that’s enough of a reveal to give them a stronger direction, and further it would require ignoring Dragonbait’s muteness (which seems a cornerstone of his character). Maybe I can make him cursed by one of the Sewn sisters with muteness which PCs can break in a couple ways?
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