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Tomb of Annihilation for high level PCs
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<blockquote data-quote="Quickleaf" data-source="post: 7316880" data-attributes="member: 20323"><p>I bought <em>Tomb of Annihilation</em> but haven't run it. My perception is that there are 3 things you'd want to consider running it for 13th level PCS...</p><p></p><p>First, and most importantly, are that high level PCs often have access to modes of exploration (flying and teleporting) that could circumvent large swathes of the adventure. If you're ok with that, no problem. If your group would enjoy the streams of random encounters and joy of exploring the jungle, then you may want to address this issue.</p><p></p><p>Second, several traps may need upgrading, mostly numerically & damage-wise, but sometimes conceptually.</p><p></p><p>Third, the monsters need a massive boost. For example, with Ras Nsi you might mix some of his identifying traits/actions onto the Yuan-Ti Anathema in <em>Volo's Guide to Monsters</em>. Personally, if you don't have it, I'd strongly consider getting <em>Tome of Beasts</em> by Kobold Press; plenty things that would fit thematically in Chult (e.g. serpopards, smaragdine golems, mask wights, titanoboas, dragon eels...the list goes on and on). I've also noticed the monsters pack more "bite" than most of those WotC has produced, so that might make for a fun challenge for your experienced players.</p><p></p><p>Btw, I like how you modified the Death Curse; that makes for a real impact without making it insanely urgent; perfect blend of looming pressure and time to explore the jungles of Chult. Works well for 13th level PCs.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 7316880, member: 20323"] I bought [I]Tomb of Annihilation[/I] but haven't run it. My perception is that there are 3 things you'd want to consider running it for 13th level PCS... First, and most importantly, are that high level PCs often have access to modes of exploration (flying and teleporting) that could circumvent large swathes of the adventure. If you're ok with that, no problem. If your group would enjoy the streams of random encounters and joy of exploring the jungle, then you may want to address this issue. Second, several traps may need upgrading, mostly numerically & damage-wise, but sometimes conceptually. Third, the monsters need a massive boost. For example, with Ras Nsi you might mix some of his identifying traits/actions onto the Yuan-Ti Anathema in [I]Volo's Guide to Monsters[/I]. Personally, if you don't have it, I'd strongly consider getting [I]Tome of Beasts[/I] by Kobold Press; plenty things that would fit thematically in Chult (e.g. serpopards, smaragdine golems, mask wights, titanoboas, dragon eels...the list goes on and on). I've also noticed the monsters pack more "bite" than most of those WotC has produced, so that might make for a fun challenge for your experienced players. Btw, I like how you modified the Death Curse; that makes for a real impact without making it insanely urgent; perfect blend of looming pressure and time to explore the jungles of Chult. Works well for 13th level PCs. [/QUOTE]
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