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Starting ToA at 5th Level
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<blockquote data-quote="pukunui" data-source="post: 7249412" data-attributes="member: 54629"><p>If there was ever an adventure that practically screamed out for high-level adventurers, I would say it's this one. That was one of the main bits of feedback I gave about the draft version of this adventure: presenting this big, world-threatening event and then sending in complete noobs to deal with it makes absolutely no sense. They paid lip service to that by having Syndra pick 1st-level PCs after the higher-level ones failed to return but still ... Acererak's plot is so dire, the gods of Faerûn themselves ought to be banding together to put a stop to it.</p><p></p><p>But that is neither here nor there. I actually polled my group about playing ToA as a continuation of our current campaign* or starting it as a new campaign at 1st level. Only one player voted for the latter. The other four all voted to continue.</p><p></p><p>I'm not too fussed about challenging them in the earlier parts of the adventure. I feel confident enough as a DM to be able to do that with little trouble. What I'm not sure about is whether I should bother trying to get them to Omu faster or just let them faff about in the jungle until they figure it out. Either way has pros and cons. I'm not leaning towards either method really.</p><p></p><p></p><p></p><p>*I was going to run them through all the adventures in <em>Tales from the Yawning Portal</em>, but we're only partway through the second one, and we're all chomping at the bit to play ToA, so I'm thinking I'll replace <em>Hidden Shrine</em>, <em>White Plume Mountain</em>, and <em>Dead in Thay</em> with ToA, and then run <em>Against the Giants</em> afterwards, followed by the original <em>Tomb of Horrors</em> as a sort of sequel to ToA, in which Acererak, now reduced to a demilich again, attempts to get revenge on the pesky adventurers who thwarted his plans in Chult.</p><p></p><p>I've thought about putting <em>Hidden Shrine</em> and <em>White Plume Mountain</em> in Chult, but I'm not sure. The former makes more sense in Maztica, although I did have the idea of making it so it somehow ended up in Chult during the Spellplague or something. The latter could be one of the Peaks of Flame (or one of the other volcanoes in Chult).</p><p></p><p><em>Hidden Shrine</em> has almost enough XP in it to get a party of five 5th-level PCs to 6th level. If I sent them to Chult to explore the shrine, then start the Death Curse plot when the survivors return to Port Nyanzaru, that could potentially work. White Plume Mountain would have to be an optional side quest, since it's aimed at 8th level PCs.</p><p></p><p>I could also potentially run <em>Dead in Thay</em> if the PCs somehow ended up prisoners of the Red Wizards.</p></blockquote><p></p>
[QUOTE="pukunui, post: 7249412, member: 54629"] If there was ever an adventure that practically screamed out for high-level adventurers, I would say it's this one. That was one of the main bits of feedback I gave about the draft version of this adventure: presenting this big, world-threatening event and then sending in complete noobs to deal with it makes absolutely no sense. They paid lip service to that by having Syndra pick 1st-level PCs after the higher-level ones failed to return but still ... Acererak's plot is so dire, the gods of Faerûn themselves ought to be banding together to put a stop to it. But that is neither here nor there. I actually polled my group about playing ToA as a continuation of our current campaign* or starting it as a new campaign at 1st level. Only one player voted for the latter. The other four all voted to continue. I'm not too fussed about challenging them in the earlier parts of the adventure. I feel confident enough as a DM to be able to do that with little trouble. What I'm not sure about is whether I should bother trying to get them to Omu faster or just let them faff about in the jungle until they figure it out. Either way has pros and cons. I'm not leaning towards either method really. *I was going to run them through all the adventures in [I]Tales from the Yawning Portal[/I], but we're only partway through the second one, and we're all chomping at the bit to play ToA, so I'm thinking I'll replace [I]Hidden Shrine[/I], [I]White Plume Mountain[/I], and [I]Dead in Thay[/I] with ToA, and then run [I]Against the Giants[/I] afterwards, followed by the original [I]Tomb of Horrors[/I] as a sort of sequel to ToA, in which Acererak, now reduced to a demilich again, attempts to get revenge on the pesky adventurers who thwarted his plans in Chult. I've thought about putting [I]Hidden Shrine[/I] and [I]White Plume Mountain[/I] in Chult, but I'm not sure. The former makes more sense in Maztica, although I did have the idea of making it so it somehow ended up in Chult during the Spellplague or something. The latter could be one of the Peaks of Flame (or one of the other volcanoes in Chult). [I]Hidden Shrine[/I] has almost enough XP in it to get a party of five 5th-level PCs to 6th level. If I sent them to Chult to explore the shrine, then start the Death Curse plot when the survivors return to Port Nyanzaru, that could potentially work. White Plume Mountain would have to be an optional side quest, since it's aimed at 8th level PCs. I could also potentially run [I]Dead in Thay[/I] if the PCs somehow ended up prisoners of the Red Wizards. [/QUOTE]
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