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Anything extra recommended to run Tomb of Annihilation?
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<blockquote data-quote="Quickleaf" data-source="post: 7338988" data-attributes="member: 20323"><p>Have read it pretty thoroughly, have not run it. There's a lot of "wandering the jungle" filler...or at least it will come off as filler for a more mission-oriented group OR a group with PCs suffering the Death Curse as written. But a lot of it this "filler" is really well written and seems like it would be a blast in play.</p><p></p><p>I'd probably start PCs at 4th level, then roughly follow this outline:</p><p>Levels 4-5: Port Nyanzaru</p><p>Level 5-7: Jungle “finding and getting to the Lost City”</p><p>Level 6-8: PC chosen waypoint, like Kir Sabaal or Mezro or a DM’s Guild location</p><p>Level 7-9: Lost City of Omu (“exploring, dealing with yuan-ti, getting key”)</p><p>Levels 9-11: Tomb of the Nine Gods </p><p></p><p>I'd consider toning down the Death Curse and making it reduce Hit Dice (instead of hit points) at the rate of 1/week, and if you reach 0 HD, you get undead traits and Acererak gets to use you as a scrying sensor & may attempt to control you (maybe using sentient magic item guidelines). This avoids reducing HP (which can become a death spiral), and doesn't put extreme pressure to reach destination ASAP, thus allowing time to explore (but still keeps up some pressure).</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 7338988, member: 20323"] Have read it pretty thoroughly, have not run it. There's a lot of "wandering the jungle" filler...or at least it will come off as filler for a more mission-oriented group OR a group with PCs suffering the Death Curse as written. But a lot of it this "filler" is really well written and seems like it would be a blast in play. I'd probably start PCs at 4th level, then roughly follow this outline: Levels 4-5: Port Nyanzaru Level 5-7: Jungle “finding and getting to the Lost City” Level 6-8: PC chosen waypoint, like Kir Sabaal or Mezro or a DM’s Guild location Level 7-9: Lost City of Omu (“exploring, dealing with yuan-ti, getting key”) Levels 9-11: Tomb of the Nine Gods I'd consider toning down the Death Curse and making it reduce Hit Dice (instead of hit points) at the rate of 1/week, and if you reach 0 HD, you get undead traits and Acererak gets to use you as a scrying sensor & may attempt to control you (maybe using sentient magic item guidelines). This avoids reducing HP (which can become a death spiral), and doesn't put extreme pressure to reach destination ASAP, thus allowing time to explore (but still keeps up some pressure). [/QUOTE]
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Anything extra recommended to run Tomb of Annihilation?
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