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*Dungeons & Dragons
Tomb of Annihilation for high level PCs
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<blockquote data-quote="CapnZapp" data-source="post: 7393625" data-attributes="member: 12731"><p>The table remains useful, however, as a convenient way to create a "train" of reinforcements. </p><p></p><p>I don't see a high-level party playing out the Fane dungeon room by room. Instead there will probably be two or three pitched battles. The challenge for the party is taking out as many snake people between these battles as possible, so none of them becomes overwhelming.</p><p></p><p>First off, if the party is capable of cleaning out the entire Fane in a single drawn-out fight, something is wrong. At least that's my core assumption every change depends upon.</p><p></p><p>* The entrance needs enough guards that wiping them out before the alarm is sounded becomes a challenge.</p><p>* When the gong does go off (and if it doesn't congrats to the party - they probably will have only easy fights) there needs to be at least enough Yuan-Ti for two groups: one that investigates, another that stays to protect Ras Nsi. (You could feature only one, by having Ras Nsi lead the response team, but since that risks reducing the Fane to one giant fight; I think having at least two makes for a better play experience). Besides, Fenthaza is crafty enough to want to conserve her power - after all, intruders weakening Ras Nsi is the perfect opportunity to take over the city.</p><p></p><p>My party has already shot a couple of arrows from above the city cliffs. This needs to be a bad move to take - it means the Yuan-Ti are alerted to the fact the party poses a major threat, and that they won't quarrel internally while the adventurers remain in the city.</p><p></p><p>(From a purely logical stand-point I see their point. Kill as many Yuan-Ti right away to make things easier later, and to remove a major threat from ambushing them when they're fighting something else. </p><p></p><p>But the module really only becomes interesting if the PCs sneak about the town solving puzzle cubes. If they treat it more like one big killing zone, how did you manage to dissuade them, so Omu doesn't become one big battle followed by relatively danger-free cube collection?</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7393625, member: 12731"] The table remains useful, however, as a convenient way to create a "train" of reinforcements. I don't see a high-level party playing out the Fane dungeon room by room. Instead there will probably be two or three pitched battles. The challenge for the party is taking out as many snake people between these battles as possible, so none of them becomes overwhelming. First off, if the party is capable of cleaning out the entire Fane in a single drawn-out fight, something is wrong. At least that's my core assumption every change depends upon. * The entrance needs enough guards that wiping them out before the alarm is sounded becomes a challenge. * When the gong does go off (and if it doesn't congrats to the party - they probably will have only easy fights) there needs to be at least enough Yuan-Ti for two groups: one that investigates, another that stays to protect Ras Nsi. (You could feature only one, by having Ras Nsi lead the response team, but since that risks reducing the Fane to one giant fight; I think having at least two makes for a better play experience). Besides, Fenthaza is crafty enough to want to conserve her power - after all, intruders weakening Ras Nsi is the perfect opportunity to take over the city. My party has already shot a couple of arrows from above the city cliffs. This needs to be a bad move to take - it means the Yuan-Ti are alerted to the fact the party poses a major threat, and that they won't quarrel internally while the adventurers remain in the city. (From a purely logical stand-point I see their point. Kill as many Yuan-Ti right away to make things easier later, and to remove a major threat from ambushing them when they're fighting something else. But the module really only becomes interesting if the PCs sneak about the town solving puzzle cubes. If they treat it more like one big killing zone, how did you manage to dissuade them, so Omu doesn't become one big battle followed by relatively danger-free cube collection? [/QUOTE]
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