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Tomb of Annihilation: likes and Dislikes
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<blockquote data-quote="Retreater" data-source="post: 9724644" data-attributes="member: 42040"><p>This is one of the few 5e adventures I ran from start to finish, and we had a pretty great time with it. (It was with a different group than my usual ones I complain about, FYI.) </p><p></p><p>Overall, I think it's a Top 3 adventure for the official WotC 5e era (I'd also include Lost Mine of Phandelver and Curse of Strahd). Here's what I would do to make it even better if I were to run it again.</p><p></p><p>1) Put the Death Curse in the background or delay its onset so the PCs have time to explore the port city and jungle.</p><p>2) The opening is weak. I'd honestly cut the Death Curse angle from the beginning and come up with a new opening, maybe putting the party as explorers in Port Nyanzaru - tasked to find some ruins/treasure/warlord. Have them uncover the Death Curse later.</p><p>3) The random encounters in the jungle dragged on. I'd decrease the frequency, but drop in more sites from the book (and other sources). I would approach this like Forbidden Lands, and drop in these small dungeons/sites wherever I want. (So much great content is missed.)</p><p>4) Forbidden Lands has excellent resource tracking and hexploration mechanics that could be laid over 5E. I would do that - because 5E isn't great at it. (Or else use the travel mechanics and supply rules from Level Up.)</p><p>5) Ras-Nsi is cool as hell, but a little underutilized in the adventure. I would play him up and the yuan-ti. He is a great mid-boss for the adventure. I'd consider having him viewed as an immortal demigod leading undead warbands throughout the region. </p><p>6) A cool idea I'd think about if I were to run it again - have the party form a jungle expedition. Let them make multiple PCs who can be swapped out in case one of the characters gets ill, cursed, killed, etc.</p></blockquote><p></p>
[QUOTE="Retreater, post: 9724644, member: 42040"] This is one of the few 5e adventures I ran from start to finish, and we had a pretty great time with it. (It was with a different group than my usual ones I complain about, FYI.) Overall, I think it's a Top 3 adventure for the official WotC 5e era (I'd also include Lost Mine of Phandelver and Curse of Strahd). Here's what I would do to make it even better if I were to run it again. 1) Put the Death Curse in the background or delay its onset so the PCs have time to explore the port city and jungle. 2) The opening is weak. I'd honestly cut the Death Curse angle from the beginning and come up with a new opening, maybe putting the party as explorers in Port Nyanzaru - tasked to find some ruins/treasure/warlord. Have them uncover the Death Curse later. 3) The random encounters in the jungle dragged on. I'd decrease the frequency, but drop in more sites from the book (and other sources). I would approach this like Forbidden Lands, and drop in these small dungeons/sites wherever I want. (So much great content is missed.) 4) Forbidden Lands has excellent resource tracking and hexploration mechanics that could be laid over 5E. I would do that - because 5E isn't great at it. (Or else use the travel mechanics and supply rules from Level Up.) 5) Ras-Nsi is cool as hell, but a little underutilized in the adventure. I would play him up and the yuan-ti. He is a great mid-boss for the adventure. I'd consider having him viewed as an immortal demigod leading undead warbands throughout the region. 6) A cool idea I'd think about if I were to run it again - have the party form a jungle expedition. Let them make multiple PCs who can be swapped out in case one of the characters gets ill, cursed, killed, etc. [/QUOTE]
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