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Running Tomb of Annihilation for a party of characters who have all been resurrected
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<blockquote data-quote="Quickleaf" data-source="post: 7334555" data-attributes="member: 20323"><p>Haven't run it, but have read it, chatted with friends about it, and figured out the overall flow of the adventure.</p><p></p><p>Levels 1-5 are focused on jungle wandering for the most part. It's very much a hex crawling logistics focused part of the game. Not every group's cup of tea. Especially with PCs suffering the Death Curse I'd say 3rd or 5th is a fine starting level.</p><p></p><p>If I run it myself, I'm inclined to tone down the Death Curse such that the "ticking clock" occurs weekly or monthly and reduces their <em>Hit Dice</em>, not hit points. So every week (or month, not sure yet, need to check travel times in Chult), a creature that's been resurrected loses 1 Hit Die permanently. Chances are the PCs will be able to level up fast enough to at least keep their total Hit Dice constant throughout much of the adventure (i.e. right around 3 or 5). This makes managing Hit Dice a bigger deal when exploring, and makes things like healing magic and potions more valuable. Instead of outright killing a PC who reaches 0 Hit Dice, I'd be inclined to have them count as "undead" for purposes of magic and make them start to act as a conduit for Acererak to scry/speak through and possibly even control that PC a little.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 7334555, member: 20323"] Haven't run it, but have read it, chatted with friends about it, and figured out the overall flow of the adventure. Levels 1-5 are focused on jungle wandering for the most part. It's very much a hex crawling logistics focused part of the game. Not every group's cup of tea. Especially with PCs suffering the Death Curse I'd say 3rd or 5th is a fine starting level. If I run it myself, I'm inclined to tone down the Death Curse such that the "ticking clock" occurs weekly or monthly and reduces their [i]Hit Dice[/i], not hit points. So every week (or month, not sure yet, need to check travel times in Chult), a creature that's been resurrected loses 1 Hit Die permanently. Chances are the PCs will be able to level up fast enough to at least keep their total Hit Dice constant throughout much of the adventure (i.e. right around 3 or 5). This makes managing Hit Dice a bigger deal when exploring, and makes things like healing magic and potions more valuable. Instead of outright killing a PC who reaches 0 Hit Dice, I'd be inclined to have them count as "undead" for purposes of magic and make them start to act as a conduit for Acererak to scry/speak through and possibly even control that PC a little. [/QUOTE]
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