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[SPOILERS] Enhancing Tomb of Annihilation
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<blockquote data-quote="Stormdale" data-source="post: 7268600" data-attributes="member: 3555"><p>Had our first death in the campaign the other night. The party are now in Omu, exploring the ruins in search of the puzzle keys. They survived the encounter with the froghemoth in area 3 but a nonchalant party of 7-9th level characters went from this is pretty easy to holy crap we are in serious trouble in a matter of moments as two of their number were swallowed and two others pinned underwater and started drowning! Suddenly they went into full on survival mode. In the end they overcame it and the traps in the shrine to gain their first puzzle piece. To keep this encounter challenging as possible I had the froghemoth stay almost completely hidden in the murky water, making it much harder for those outside the pond to attack him, while using his tentacles to grab characters and then eat them. The only real change I made was to deepen the pond to 12' deep- didn't make sense that a creature the size of a froghemoth was hiding in the equivalent of a puddle.</p><p></p><p>The death came in the Shrine of Shagambi. The barbarian decided to lower himself down into the pit but stuffed up his roll (rolled a 1) and fell flat on his back. As he got up the party watched on as 4 clay warriors emerged out of the side tunnels and swamped the barbarian. He went down before any of them could come to his aid! Shocked at seeing the barbarian slaughtered before their eyes the party retreated to heal up (they were already damaged fr the previous tomb).</p><p></p><p>The next day they decided to do the same tactics, this time sending down their paladin (9th level, longest surviving character in the group- 18 mnths so fr, right from the start of our Greyhawk campaign). Once again I was surprised they didn't try to explore more of the tomb before the paladin dropped down into the pit and again the 4 clay warriors were summoned to the location. The party above were ready this time and threw down spell support to aid the paladin but again the battle quickly turned for the worse (4 onto 1, what were they thinking!) and the paladin was in serious trouble so the wizard cast a banishment spell on her allowing her to disappear and, for the time being, out of danger- which is where we left it.</p><p></p><p>As a side note. We are on a bit of a tight schedule. I'm heading overseas for a year soon so want to get as much as I can done before I leave. In Area 2, as well as finding the survivor of the battle they recovered a map that the Scarlet Brotherhood (I'm using Greyhawk so changed the Red Wizards) had made of the area, it was another version of the players map with several building circled (these were most of the shrines, giving them a prod in the right direction to head). </p><p></p><p>My players are enjoying the mix of combat challenges and puzzles but as one player said last night, I hate this adventure already!" It really is deadly and they have the feeling that one false move and it could all horribly wrong at any time, which I kind of like. It definitely has an old school vibe for us and I am really enjoying running it. Most of the adventures so far I've just mined for ideas/locations and not really been inspired by the bigger stories involved and this is the only adventure for 5E I've wanted to, and intend to, run in its entirety. Starting at higher level has worked out well, the hook of the three, now two, characters that had previously been raised losing 1 hp per day is spurring them on. We used about 5 of the jungle encounter areas on the journey to the city but didn't muck round with holding pattern adventures/quests to get them high enough level to enter jungle so I'd recommend playing it at higher than first level. It is definitely working for us. </p><p></p><p>Stormdale</p></blockquote><p></p>
[QUOTE="Stormdale, post: 7268600, member: 3555"] Had our first death in the campaign the other night. The party are now in Omu, exploring the ruins in search of the puzzle keys. They survived the encounter with the froghemoth in area 3 but a nonchalant party of 7-9th level characters went from this is pretty easy to holy crap we are in serious trouble in a matter of moments as two of their number were swallowed and two others pinned underwater and started drowning! Suddenly they went into full on survival mode. In the end they overcame it and the traps in the shrine to gain their first puzzle piece. To keep this encounter challenging as possible I had the froghemoth stay almost completely hidden in the murky water, making it much harder for those outside the pond to attack him, while using his tentacles to grab characters and then eat them. The only real change I made was to deepen the pond to 12' deep- didn't make sense that a creature the size of a froghemoth was hiding in the equivalent of a puddle. The death came in the Shrine of Shagambi. The barbarian decided to lower himself down into the pit but stuffed up his roll (rolled a 1) and fell flat on his back. As he got up the party watched on as 4 clay warriors emerged out of the side tunnels and swamped the barbarian. He went down before any of them could come to his aid! Shocked at seeing the barbarian slaughtered before their eyes the party retreated to heal up (they were already damaged fr the previous tomb). The next day they decided to do the same tactics, this time sending down their paladin (9th level, longest surviving character in the group- 18 mnths so fr, right from the start of our Greyhawk campaign). Once again I was surprised they didn't try to explore more of the tomb before the paladin dropped down into the pit and again the 4 clay warriors were summoned to the location. The party above were ready this time and threw down spell support to aid the paladin but again the battle quickly turned for the worse (4 onto 1, what were they thinking!) and the paladin was in serious trouble so the wizard cast a banishment spell on her allowing her to disappear and, for the time being, out of danger- which is where we left it. As a side note. We are on a bit of a tight schedule. I'm heading overseas for a year soon so want to get as much as I can done before I leave. In Area 2, as well as finding the survivor of the battle they recovered a map that the Scarlet Brotherhood (I'm using Greyhawk so changed the Red Wizards) had made of the area, it was another version of the players map with several building circled (these were most of the shrines, giving them a prod in the right direction to head). My players are enjoying the mix of combat challenges and puzzles but as one player said last night, I hate this adventure already!" It really is deadly and they have the feeling that one false move and it could all horribly wrong at any time, which I kind of like. It definitely has an old school vibe for us and I am really enjoying running it. Most of the adventures so far I've just mined for ideas/locations and not really been inspired by the bigger stories involved and this is the only adventure for 5E I've wanted to, and intend to, run in its entirety. Starting at higher level has worked out well, the hook of the three, now two, characters that had previously been raised losing 1 hp per day is spurring them on. We used about 5 of the jungle encounter areas on the journey to the city but didn't muck round with holding pattern adventures/quests to get them high enough level to enter jungle so I'd recommend playing it at higher than first level. It is definitely working for us. Stormdale [/QUOTE]
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