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Tomb of Annihilation character hooks?
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<blockquote data-quote="Quickleaf" data-source="post: 7363358" data-attributes="member: 20323"><p>Sure, I can always do that. But two things...</p><p></p><p>One, not every player at my table is familiar with FR or even D&D (most have played Pathfinder, some D&D, and one no TTRPGS at all). Coming up with that stuff can take a little time getting comfortable with the game and its lore.</p><p></p><p>Two, several of the motives you listed have nothing to do with the Death Curse. Why do the PCs care? Why do they want to stop the Death Curse? How is stopping the Death Curse about more than "to get rich & powerful in the process" or "because I was told to"?</p><p></p><p></p><p></p><p>I like James' work and I looked it over. However, really doesn't fit what we're doing (starting at 3rd level, jumping right into the game with PCs sailing into Port Nyanzaru). Here's the starter I'm using:</p><p></p><p>[sblock]You and your fellow adventurers, each with your own reasons for seeking an end to the Death Curse, unearthed a talking skull – allegedly once a lich – from a dungeon. The talking skull claimed that the source of the Death Curse is a necromantic device called the Soulmonger hidden somewhere in Chult, a peninsula of mysterious jungles overrun by undead. Even if this talking skull isn’t being entirely forthcoming, it is your best lead so far. Securing passage aboard the <em>Brazen Pegasus</em>, a sloop whose gnomish captain Ortimay charges a high price for her expertise, you embark for Port Nyanzaru, the starting point in your quest. Two mages investigating the Death Curse travel with you: an ailing human archmage named Syndra Silvane and her half-elven protege Xandala. On the tenth and last day of your voyage you see land on the horizon; in the distance is the Bay of Chult and Port Nyanzaru.[/sblock]</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 7363358, member: 20323"] Sure, I can always do that. But two things... One, not every player at my table is familiar with FR or even D&D (most have played Pathfinder, some D&D, and one no TTRPGS at all). Coming up with that stuff can take a little time getting comfortable with the game and its lore. Two, several of the motives you listed have nothing to do with the Death Curse. Why do the PCs care? Why do they want to stop the Death Curse? How is stopping the Death Curse about more than "to get rich & powerful in the process" or "because I was told to"? I like James' work and I looked it over. However, really doesn't fit what we're doing (starting at 3rd level, jumping right into the game with PCs sailing into Port Nyanzaru). Here's the starter I'm using: [sblock]You and your fellow adventurers, each with your own reasons for seeking an end to the Death Curse, unearthed a talking skull – allegedly once a lich – from a dungeon. The talking skull claimed that the source of the Death Curse is a necromantic device called the Soulmonger hidden somewhere in Chult, a peninsula of mysterious jungles overrun by undead. Even if this talking skull isn’t being entirely forthcoming, it is your best lead so far. Securing passage aboard the [I]Brazen Pegasus[/I], a sloop whose gnomish captain Ortimay charges a high price for her expertise, you embark for Port Nyanzaru, the starting point in your quest. Two mages investigating the Death Curse travel with you: an ailing human archmage named Syndra Silvane and her half-elven protege Xandala. On the tenth and last day of your voyage you see land on the horizon; in the distance is the Bay of Chult and Port Nyanzaru.[/sblock] [/QUOTE]
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