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Jungles of Chult hexcrawl setup
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<blockquote data-quote="pukunui" data-source="post: 8002287" data-attributes="member: 54629"><p>I've had a few more ideas:</p><p></p><p>*I thought about just running the intro to <em>Waterdeep: Dragon Heist</em>, in which Volo asks the PCs to find his missing friend, and then have him 'pay' them by paying for them to accompany him to Port Nyanzaru instead of giving them the deed to Trullskull Manor. However, I didn't really enjoy that adventure last time I ran it.</p><p></p><p>*Last time I ran <em>Tomb of Annihilation</em>, I started at 5th level, after having run <em>The Sunless Citadel </em>and <em>The Forge of Fury </em>as separate, unrelated adventures. I could run just <em>The Sunless Citadel </em>as an introductory adventure before sending the PCs to Chult. Perhaps I could have Volo send them to search for his friends (the gnome cleric or a member of the ill-fated adventuring party) and then, as above, he offers to pay for them to accompany him on his trip to Port Nyanzaru for his book tour. He might then encourage them to explore the jungle so he can write about it. (He could then be the source of potential adventure hooks, introducing the PCs to various quest givers whenever they're in the city.)</p><p></p><p>*I could turn this into an Acquisitions Incorporated adventure and have the PCs go to Chult to set up their franchise. I could run the first episode of the <em>Orrery of the Wanderer </em>(and maybe even run subsequent episodes but set them in Chult). They could get themselves a mobile headquarters with which to explore the jungle. They could set themselves up as rivals to the Flaming Fist, too, who would be encroaching on their franchise patch (as would the Zhentarim).</p><p></p><p>*I could try and 'cut out' the opening Dead Three cultist-focused adventure from <em>Baldur's Gate: Descent into Avernus </em>and use that as an intro, tying in the connections between Baldur's Gate and Chult (e.g. the Flaming Fist stuff). Perhaps if they do well enough against the cultists, the Fists could send them to Chult to help out down there. Alternatively, if I were to end up incorporating the death curse, maybe I could tie in the Dead Three cultists somehow and have that adventure lead to Chult instead of to Avernus. I haven't fully read the adventure, though, so I don't know how integrated the Elturel/Zariel/Nine Hells stuff is.</p><p></p><p>*I could even run 'A Great Upheaval' from <em>Storm King's Thunder </em>as an intro adventure. I didn't use it for my SKT campaign. Perhaps the giants who seized the Nightstone took it to Chult for some reason. </p><p></p><p>One of the reasons I am thinking of running one of the above as an introductory adventure is because a) <em>Tomb of Annihilation </em>is one of the only 5e hardcover campaigns that <em>doesn't</em> have an introductory adventure and b) my 11 year-old daughter will be joining us for her first-ever D&D campaign, and I thought it would be nice to start her off with something more traditional than adventuring in the jungle.</p></blockquote><p></p>
[QUOTE="pukunui, post: 8002287, member: 54629"] I've had a few more ideas: *I thought about just running the intro to [I]Waterdeep: Dragon Heist[/I], in which Volo asks the PCs to find his missing friend, and then have him 'pay' them by paying for them to accompany him to Port Nyanzaru instead of giving them the deed to Trullskull Manor. However, I didn't really enjoy that adventure last time I ran it. *Last time I ran [I]Tomb of Annihilation[/I], I started at 5th level, after having run [I]The Sunless Citadel [/I]and [I]The Forge of Fury [/I]as separate, unrelated adventures. I could run just [I]The Sunless Citadel [/I]as an introductory adventure before sending the PCs to Chult. Perhaps I could have Volo send them to search for his friends (the gnome cleric or a member of the ill-fated adventuring party) and then, as above, he offers to pay for them to accompany him on his trip to Port Nyanzaru for his book tour. He might then encourage them to explore the jungle so he can write about it. (He could then be the source of potential adventure hooks, introducing the PCs to various quest givers whenever they're in the city.) *I could turn this into an Acquisitions Incorporated adventure and have the PCs go to Chult to set up their franchise. I could run the first episode of the [I]Orrery of the Wanderer [/I](and maybe even run subsequent episodes but set them in Chult). They could get themselves a mobile headquarters with which to explore the jungle. They could set themselves up as rivals to the Flaming Fist, too, who would be encroaching on their franchise patch (as would the Zhentarim). *I could try and 'cut out' the opening Dead Three cultist-focused adventure from [I]Baldur's Gate: Descent into Avernus [/I]and use that as an intro, tying in the connections between Baldur's Gate and Chult (e.g. the Flaming Fist stuff). Perhaps if they do well enough against the cultists, the Fists could send them to Chult to help out down there. Alternatively, if I were to end up incorporating the death curse, maybe I could tie in the Dead Three cultists somehow and have that adventure lead to Chult instead of to Avernus. I haven't fully read the adventure, though, so I don't know how integrated the Elturel/Zariel/Nine Hells stuff is. *I could even run 'A Great Upheaval' from [I]Storm King's Thunder [/I]as an intro adventure. I didn't use it for my SKT campaign. Perhaps the giants who seized the Nightstone took it to Chult for some reason. One of the reasons I am thinking of running one of the above as an introductory adventure is because a) [I]Tomb of Annihilation [/I]is one of the only 5e hardcover campaigns that [I]doesn't[/I] have an introductory adventure and b) my 11 year-old daughter will be joining us for her first-ever D&D campaign, and I thought it would be nice to start her off with something more traditional than adventuring in the jungle. [/QUOTE]
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