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*Dungeons & Dragons
Tomb of Annihilation for high level PCs
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<blockquote data-quote="CapnZapp" data-source="post: 7317231" data-attributes="member: 12731"><p>I'm running it for a party that arrived to Chult at level 5 (they're well on their way to level 8, and might be even 9 or 10 before they reach Omu, depending).</p><p></p><p>The most important change I made was "no long rests possible in the jungle". This alone meant I could use the random encounters as is, since every hit point lost meant something. </p><p></p><p>I can't say it's a complete success, since already now those random tables are getting a bit long in the tooth, with many encounters being entirely trivial (regardless of rests). But if they held up for three levels, I guess I'll have to be content.</p><p></p><p>But your party is <em>13th level</em>. I must say I would not even try to make the existing random jungle events relevant to that level. It's just too much of a level difference. Almost every encounter would be a time waste, if looked from a combat challenge perspective. Of course, the occasional encounter to reinforce the jungle theme could still be relevant. But all the whoopie about rolling for weather, navigation, exhaustion, and random encounters... nah, forget it. </p><p></p><p>Just hand pick out the dozen or so most interesting encounters from the table, and have the party experience them. They will probably find out where Omu is straight enough (given level 7 divination spells) and simply walk straight there (with no random encounter even capable of slowing them down).</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7317231, member: 12731"] I'm running it for a party that arrived to Chult at level 5 (they're well on their way to level 8, and might be even 9 or 10 before they reach Omu, depending). The most important change I made was "no long rests possible in the jungle". This alone meant I could use the random encounters as is, since every hit point lost meant something. I can't say it's a complete success, since already now those random tables are getting a bit long in the tooth, with many encounters being entirely trivial (regardless of rests). But if they held up for three levels, I guess I'll have to be content. But your party is [I]13th level[/I]. I must say I would not even try to make the existing random jungle events relevant to that level. It's just too much of a level difference. Almost every encounter would be a time waste, if looked from a combat challenge perspective. Of course, the occasional encounter to reinforce the jungle theme could still be relevant. But all the whoopie about rolling for weather, navigation, exhaustion, and random encounters... nah, forget it. Just hand pick out the dozen or so most interesting encounters from the table, and have the party experience them. They will probably find out where Omu is straight enough (given level 7 divination spells) and simply walk straight there (with no random encounter even capable of slowing them down). [/QUOTE]
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