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[SPOILERS] Enhancing Tomb of Annihilation
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<blockquote data-quote="Onslaught" data-source="post: 7264113" data-attributes="member: 61011"><p>Since I'm not the most experienced DM, ToA is proving to need a lot of work.</p><p></p><p> [MENTION=12731]CapnZapp[/MENTION] 's topic on what-links-to-where (and vice-versa) is an example, as is [MENTION=6804981]ExT[/MENTION]raled posts on how to prepare the big picture.</p><p></p><p>Being past those problems (I hope), I think the other challenge is to make the days travelling in the forest more interesting. <a href="http://thecampaign20xx.blogspot.com.br/2017/10/dungeons-dragons-how-to-run-tomb-of.html" target="_blank">This post from PowerScore</a> already gives us some ideas and examples on how to build interesting days.</p><p></p><p>So this post has two objectives;</p><p>1st) What about your trip days?</p><p>2nd) Below there's my first sketch regarding the first time the characters are leaving their save haven (Port Nyanzaru for most... Stormreach for me) at Lvl 1 (probably 6 PCs). I'd love some opinions on how to improve them.</p><p></p><p></p><p>Pré-Jungle: Characters should get acquaintance with the expert guide Eerag (half-elf scout) and Aazaka, they'll be the only available guides for the first trip because others are looking for beasts to participate in a special run that will happen in the following week. The group will be looking for Dream Serpents* in order to get favor from one of the Stormlords (Merchant Princes of Stormreach) so he can help them in their quest (most likely Find Artus CImber, a famous expeditionary who's apparently lost in that continent).</p><p></p><p><u>Day 1</u>:</p><p>Eerag pushes the party forward at Fat Pace towards the destination, but even then he drives you off the straight path when he encounters footprints of a huge dinosaur (party member with Passive Perception DC 12+5=17 also sees). Late that day forage is easy (DC10 even with fast pace) and they find some <a href="https://upload.wikimedia.org/wikipedia/commons/3/3a/Carambola_Starfruit.jpg" target="_blank">star shaped fruit</a>.</p><p>At night, characters who take guard shift during night and have Passive Perception 16 or more notice predators eyes rounding the camp, but none attacks.</p><p></p><p><u>Day2</u>:</p><p>During morning, Eerag starts to get some distance from group by going ahead of them. Later that day the group arrive at an Old Growth Ruins (SoX, pg. 41) with and ancient crystal monolith, where Eerag left some trails in order to ambush them with his skeletal jungle cats (Skeletal Panther**) as in Hunting Party (SoX, pg. 102).</p><p>He's in fact a lone wolf worshiper of the Blood of Vol and wanted the characters for evil purposes (he has loose ties o Valindra).</p><p>If the PCs sleep near the monolith, they'll have very realistic dreams and maybe even prophetic ones - it's a Dal Quor monolith, liked to the plane of dreams.</p><p></p><p><u>Day 3</u>:</p><p>Aazaka should lead the PCs to the destination, but using normal pace to save energy.</p><p>The day starts very rainy, but nothing terrible.</p><p>Later in the day they pass by drow markings (in Eberron, drow are savages who live in the jungle!) noticeable by Passive Perception DC 14.</p><p>During the night they camp near a water font where a Chwinga lives, he might help the characters with charms for Restoration, Vitality or Heroism (DMG, pg. 228)</p><p></p><p><u>Day 4</u>:</p><p>I'll run the Snake Hunt (SoX, pg. 115) in the rest of the Old Growth Ruins (SoX, pg. 41): characters will find Dream Serpents, they might capture or kill it (for poison, fangs and skin), dealing with smaller snake threats before (swarms, juvenile dream serpents). In the and they got caught by a Drow tribe*** and must get away by force or diplomacy to get away. Now they start their way back to Stormreach.</p><p></p><p><u>Day 5</u>:</p><p>I wish to include this day bot have no idea whatsoever on what to do here. Maybe encounter with fauna/flora?</p><p></p><p><u>Day 6</u>:</p><p>Characters meet Druffi and his Frost Giant entourage, searching for Artus Cimber who stole an artifact of their small tribe in Thunderwall (frozen part of the continent to the southeast)</p><p></p><p><u>Day 7</u>:</p><p>Near midday, perceptive PCs who pass a Perception DC 16 can a green meteor crashing miles dozens of away from where they are (Yellyark foreshadowing).</p><p>It starts raining in the afternoon, and end up turning into a tropical storm by night.</p><p></p><p><u>Day 8</u>:</p><p>The day starts with the heavy rain still going on (Tropical Storm), but it looses strength during the afternoon and PC's reach Stormreach by night.</p><p></p><p>"End of Wave 1"</p><p></p><p></p><p>What do you think?</p><p></p><p></p><p>*Serpents from Xen'drik that posses the power to put others to sleep, I'll use the same rules as the cockatrice personification power but the target is sleeping instead and use some kind of snake as base monster</p><p>**Skeletal panther: Panther (MM pg. 333) with AC 10, 11 HP, Bludgeoning Vulnerability and CR 1/8</p><p>*** I'll use multiple basic Drow, but with AC10-12 since this particular tribe isn't very well equipped. Maybe a champion with better equipment.</p><p></p><p>SoX: Secrets of Xen'drik (3.5 Eberron Supplement)</p></blockquote><p></p>
[QUOTE="Onslaught, post: 7264113, member: 61011"] Since I'm not the most experienced DM, ToA is proving to need a lot of work. [MENTION=12731]CapnZapp[/MENTION] 's topic on what-links-to-where (and vice-versa) is an example, as is [MENTION=6804981]ExT[/MENTION]raled posts on how to prepare the big picture. Being past those problems (I hope), I think the other challenge is to make the days travelling in the forest more interesting. [URL="http://thecampaign20xx.blogspot.com.br/2017/10/dungeons-dragons-how-to-run-tomb-of.html"]This post from PowerScore[/URL] already gives us some ideas and examples on how to build interesting days. So this post has two objectives; 1st) What about your trip days? 2nd) Below there's my first sketch regarding the first time the characters are leaving their save haven (Port Nyanzaru for most... Stormreach for me) at Lvl 1 (probably 6 PCs). I'd love some opinions on how to improve them. Pré-Jungle: Characters should get acquaintance with the expert guide Eerag (half-elf scout) and Aazaka, they'll be the only available guides for the first trip because others are looking for beasts to participate in a special run that will happen in the following week. The group will be looking for Dream Serpents* in order to get favor from one of the Stormlords (Merchant Princes of Stormreach) so he can help them in their quest (most likely Find Artus CImber, a famous expeditionary who's apparently lost in that continent). [U]Day 1[/U]: Eerag pushes the party forward at Fat Pace towards the destination, but even then he drives you off the straight path when he encounters footprints of a huge dinosaur (party member with Passive Perception DC 12+5=17 also sees). Late that day forage is easy (DC10 even with fast pace) and they find some [URL="https://upload.wikimedia.org/wikipedia/commons/3/3a/Carambola_Starfruit.jpg"]star shaped fruit[/URL]. At night, characters who take guard shift during night and have Passive Perception 16 or more notice predators eyes rounding the camp, but none attacks. [U]Day2[/U]: During morning, Eerag starts to get some distance from group by going ahead of them. Later that day the group arrive at an Old Growth Ruins (SoX, pg. 41) with and ancient crystal monolith, where Eerag left some trails in order to ambush them with his skeletal jungle cats (Skeletal Panther**) as in Hunting Party (SoX, pg. 102). He's in fact a lone wolf worshiper of the Blood of Vol and wanted the characters for evil purposes (he has loose ties o Valindra). If the PCs sleep near the monolith, they'll have very realistic dreams and maybe even prophetic ones - it's a Dal Quor monolith, liked to the plane of dreams. [U]Day 3[/U]: Aazaka should lead the PCs to the destination, but using normal pace to save energy. The day starts very rainy, but nothing terrible. Later in the day they pass by drow markings (in Eberron, drow are savages who live in the jungle!) noticeable by Passive Perception DC 14. During the night they camp near a water font where a Chwinga lives, he might help the characters with charms for Restoration, Vitality or Heroism (DMG, pg. 228) [U]Day 4[/U]: I'll run the Snake Hunt (SoX, pg. 115) in the rest of the Old Growth Ruins (SoX, pg. 41): characters will find Dream Serpents, they might capture or kill it (for poison, fangs and skin), dealing with smaller snake threats before (swarms, juvenile dream serpents). In the and they got caught by a Drow tribe*** and must get away by force or diplomacy to get away. Now they start their way back to Stormreach. [U]Day 5[/U]: I wish to include this day bot have no idea whatsoever on what to do here. Maybe encounter with fauna/flora? [U]Day 6[/U]: Characters meet Druffi and his Frost Giant entourage, searching for Artus Cimber who stole an artifact of their small tribe in Thunderwall (frozen part of the continent to the southeast) [U]Day 7[/U]: Near midday, perceptive PCs who pass a Perception DC 16 can a green meteor crashing miles dozens of away from where they are (Yellyark foreshadowing). It starts raining in the afternoon, and end up turning into a tropical storm by night. [U]Day 8[/U]: The day starts with the heavy rain still going on (Tropical Storm), but it looses strength during the afternoon and PC's reach Stormreach by night. "End of Wave 1" What do you think? *Serpents from Xen'drik that posses the power to put others to sleep, I'll use the same rules as the cockatrice personification power but the target is sleeping instead and use some kind of snake as base monster **Skeletal panther: Panther (MM pg. 333) with AC 10, 11 HP, Bludgeoning Vulnerability and CR 1/8 *** I'll use multiple basic Drow, but with AC10-12 since this particular tribe isn't very well equipped. Maybe a champion with better equipment. SoX: Secrets of Xen'drik (3.5 Eberron Supplement) [/QUOTE]
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