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D&D 5E how much "work" is prepping & running ToA?

GlassJaw

Hero
My group has been on hiatus for a couple of months and we are looking to start up again. I've taken a look at ToA and so far, I really like what I see. However, after skimming the book and reading a few threads, it feels like it's fairly big commitment to digest, prep, and run.

Unfortunately, my time is a little crunched right now so I don't have a lot of time to devote to prep. I don't need something out-of-the-box but I also don't want to bite off more than I chew right now.

For DMs that have started ToA, what did you do to prep before the campaign began? How much time have you had to devote to prep each session?
 

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In this thread, some alternate ways to kick off ToA are discussed, which I think is my biggest issue with the adventure.

I'm not a huge fan of needing 1st-level adventurers to save the world, nor do I like starting a campaign by requiring the players to do a lot of legwork before they really know what is required of them. Port Nyanzaru is very detailed - which is great - but I can foresee the first couple of sessions getting bogged down with lots of details and side quests.

For those that have started the campaign in the Port city, how have you gotten the campaign off and running? If not in the city, how else have you started the campaign?

I've been thinking about teleporting to another location (maybe into a temple or adding the Hidden Shrine of Tamoachan) or maybe shipwrecking the players on the coast, maybe near Fort Beluarian.
 


Chapter 2 is very sandboxy. There is a lot of prep time there. You need to know everything about chapter 2 before running it because the PCs may go anywhere. So basically, you need to be familiar with everything, but be very prepared for chapter 1 and 2 before starting the game.
 


I haven't started running it yet, but I've been working on prep.
-I've just finished creating a spreadsheet that tracks rain and random encounter rolls for 10 adventuring days. It uses random number generation and can be refreshed, so I can extend it as long as needed. So far I've printed 2 pages, for 20 days of weather & random encounter info.
-On DMsGuild I found a DIY DM Screen for the Mac spreadsheet Numbers that includes the encounter tables and other helpful info. I'm going to customize it and add notes about the jungle hazards (leeches, insects, heat, etc.) and other things.

My group plays for about 2-1/2 hours once a week. While I don't have a lot of prep time each week, I think I can stay ahead of them, if I carefully track where they are and where they are heading.
 



For a first session I recommend reading at least chapters 1 and 2. You need to be very familiar with the princes and the guides, and with important locations on Port Nyanzaru, too.
 

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