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D&D 5E Hidden Shrine of Tamoachan in ToA

I'm putting the hidden Shrine three hexes due south of Fort Beluarian, and I'm having the party start off the campaign and enter Chult via dimensional travel right into room 1. (They just levelled up from level 4, fyi)

The reason is I feel Fort Beluarian works best as the "starter town", rather than some kind of extra HQ (and one that is inferior to Port Nyanzaru in every way to boot). It feels much more logical and dramatic to get the first info-dump (the "no, you are in Chult" speech, the map, the curse, the initial rumors) separate from the overwhelming sensation that is the city.

This is really interesting. I've started to dive into ToA but still not 100% on board with how it starts. Feels like it's a lot of work to kick things off since the players start in a huge city and it's basically up to the DM to feed them all the side quests to get them up and running. I'm with you - I don't like starting a campaign with a lot of legwork (unless it's Shadowrun lol).

I'm also having trouble getting past the idea of a bunch of 1st-level adventurers being teleported in to stop a curse affecting the entire planet.
 

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I'm also having trouble getting past the idea of a bunch of 1st-level adventurers being teleported in to stop a curse affecting the entire planet.

This has been a problem with several of the 5e APs and even some of the DnD Next adventures. HotDQ starts with 1st level characters spotting a town under attack by an adult dragon...1st level characters should be saving the village from local ruffians...not facing down dragons and dealing in earth shaking events.

If I were to start ToA with first level characters I'd give them some hook to get them to Chult and adventure for a bit. Once they were 5th+ level, then I'd introduce them to the main plotline. Finding and exploring Tamoachan would be a great hook. Maybe even have the main NPC hire them to find the shrine. Foreshadow the soulmonger while they explore it. When they return to their patron have her looking all weak and sickly..."now I have another task for you. While you were gone, something has happened..."

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Well, the module does have a small section adressing starting play at 1st/5th/9th lv.
Have you actually read that section?

It really doesn't say anything obvious or help you out in any way other than to say "it's okay to skip the first part of the adventure and jump right in". That hardly merits a mention in this context, imo.

This is the entirety of the starting at 5th level "advice":

STARTING AT 5TH LEVEL
Characters of 5th level will still find parts of chapters 1
and 2 challenging. If an encounter becomes too much of
a cakewalk, you can introduce enemy reinforcements.
Hold off on XP awards and level advancement until the
characters reach Omu in chapter 3.

Anyway, I can't imagine any of it to help GlassJaw with his issue - I would assume he was looking for ways to start the adventure for level 1 characters but in a less world-saving way.

And there the module is entirely silent.

Of course, we at ENWorld should be better than that :)
[MENTION=22103]GlassJaw[/MENTION], I myself recommend holding off Syndra's quest and starting the Curse slow. Have the party do fun stuff in and around Port Nyanzaru for a few levels and trickle in rumors of the hideous withering disease.

Then, if you're more comfortable with bunch of 5th-level adventurers being asked to stop a curse affecting the entire planet, enter Syndra.

This might work better if you follow my other advice, summarized below, in particular the two last points.

What I'm doing is:
- no long rests in jungle hexes (or badland or swamp hexes for that matter either). Rivers are your friend. (Coastal hexes too, mainly because otherwise the party would just sleep in a ship). This automagically makes the game work like intended - that is, the party will MUCH more often have to face those 6-8 random jungle encounters between long rests that the DMG expect. Explain this as part of the magical curse rather than mundane environmental factors - you don't want them to circumvent the challenge, you want them to overcome the challenge!
- all those niggling environmental rolls and checks reduced to simply "if you have heavy armor, you have at least one level of exhaustion, end of discussion". Don't encourage the meta-game of "how will we use skills and magic to dismiss the penalties so we can adventure just like back at the Sword Coast". Instead, make the players embrace the fact the jungle is different - just like the previous point, its penalties are something to be endured rather than dodged, or why even have them in the first place!?
- don't start the clock just yet - if players know they're on a timer, every encounter will be judged by a "can we skip it" mentality. And that's just anathema to a good old-fashioned hex-crawl, where the joy is in the exploration itself! So hold off Syndra and her quest. Ideally a player character will die half-way across the continent, and then you have yourself a much more personal and engaging timer!
- this means everybody gets to die.. once! You WANT raise dead to work on the player characters, since this means the wasting disease gets up close and personal. A better adventure hook can't be found! Saying "you need to roll up a new character" is a HUGE WASTE in my opinion.
 

It really doesn't say anything obvious or help you out in any way other than to say "it's okay to skip the first part of the adventure and jump right in". That hardly merits a mention in this context, imo.

Yeah it's pretty useless.

[MENTION=22103]GlassJaw[/MENTION], I myself recommend holding off Syndra's quest and starting the Curse slow. Have the party do fun stuff in and around Port Nyanzaru for a few levels and trickle in rumors of the hideous withering disease.

I've been thinking along similar lines. One idea I had was to make the curse more localized at the start of the campaign. The players don't know about it and only a select few (Syndra being one) have started to realize something is amiss. It wouldn't be relevant to the campaign per se but my thought is that the reach of the curse starts to spread as more souls are consumed. But again, mostly irrelevant.

It does mean that the players will arrive in Chult because of other motivations and reasons, not because they have to save the planet.

I really like the idea of the PCs' boat being attacked by pirates. By assisting and repelling the pirates, the captain introduces them to one of the merchant princes (maybe Wakanga). This gives the PCs a lead to a powerful NPC with lots of connections, including Syndra eventually.

Also, since it is mentioned that Syndra has connections to the Harpers, I thought about making at least one of the PCs a low-ranking member of said group. I would explain that the Harpers don't have much of a presence in Chult so they send the PC in question to make contact and gather info. I could at least introduce the curse but don't have to "turn it on" so to speak until later on.
 

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