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Tomb of Annihilation - Toning It Down Suggestions [spoilers]
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<blockquote data-quote="Quickleaf" data-source="post: 7547359" data-attributes="member: 20323"><p>Yes, I do have suggestions.</p><p></p><p>First, you need to know about the Tomb of the Nine Gods "Save or Die" List. This is a list of the 13 traps in the Tomb that kill you at 0 HP – unlike virtually every other effect in the game. Players unaware that this is possible are in for a rude awakening.</p><p></p><p>[SBLOCK=Save or Die List]LEVEL ONE</p><p>9. Magic Fountain Result of a 1 - DC 12 or CON 44 (8d10) Necrotic - Disintegrates at 0 HP</p><p>16. Wongo's Onyx Chest - DC 15 CON or 75 (10d6 + 40) Force - Disintegrates at 0 HP</p><p>LEVEL TWO</p><p>20. False Tomb Door Trap - DC 15 DEX or 55 (10d10) Bludgeoning - Pulverized at 0 HP</p><p>22. Bronze Shield Attack - Ranged Spell Attack of 18 (4d8) Force - Disintegrates at 0 HP</p><p>LEVEL THREE</p><p>30. Iron Barrier Trap - DC 15 DEX or 44 (8d10) Slashing - Chopped in Two at 0 HP</p><p>35(A). Stone Door Trap - DC 7 DEX or 55 (10d10) Bludgeoning - Crushed to a Pulp at 0 HP</p><p>35(B). Locust Trap - No Save, No Attack Roll, just 44 (8d10) Piercing - Eaten to the Bone at 0 HP</p><p>43. Boar Head Trap - DC 16 WIS or Charm; Trap itself does 22 (4d10) Slashing - Decapitated at 0 HP</p><p>LEVEL FOUR</p><p>47(D). The Pit - DC 15 DEX or 132 (24d10) Force - Ground to a Pulp at 0 HP</p><p>54c. Acid Pool - Upon Entry or Start of Turn 66 (12d10) Acid - Not Insta-death but dmg/round on a downed character means death</p><p>57. Green Devil Face - DC 11 DEX (with reroll from party aid) or Pulled into Gullet and Death</p><p>LEVEL FIVE</p><p>67. Block of Stone - DC 15 DEX or 55 (10d10) Bludgeoning - Crushed to a Pulp at 0 HP</p><p>70. Armillary Sphere - 01-05 on the d100 Table for the Armillary Sphere. - Teleported out of the Tomb, so they're useless to the quest itself.[/SBLOCK]</p><p></p><p>Ideally, you want to televise that there are effects in the game which circumvent the usual death and dying rules <em>before</em> they get into the Tomb (e.g. yellow musk creeper is a good choice). Then you want to double down on that by foreshadowing that the Tomb is full of traps that circumvent the usual death and dying rules (e.g. hints among ruined bas reliefs in Omu is a good choice).</p><p></p><p>One of the failings of ToA is that there's insufficient foreshadowing of the Tomb, the traps within, its magical conditions, its creator, the atropal, and Acererak. Thus, it's up to the DM to (1st) understand the Tomb and how the traps work, then (2nd) find opportunities to foreshadow that information for the players.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 7547359, member: 20323"] Yes, I do have suggestions. First, you need to know about the Tomb of the Nine Gods "Save or Die" List. This is a list of the 13 traps in the Tomb that kill you at 0 HP – unlike virtually every other effect in the game. Players unaware that this is possible are in for a rude awakening. [SBLOCK=Save or Die List]LEVEL ONE 9. Magic Fountain Result of a 1 - DC 12 or CON 44 (8d10) Necrotic - Disintegrates at 0 HP 16. Wongo's Onyx Chest - DC 15 CON or 75 (10d6 + 40) Force - Disintegrates at 0 HP LEVEL TWO 20. False Tomb Door Trap - DC 15 DEX or 55 (10d10) Bludgeoning - Pulverized at 0 HP 22. Bronze Shield Attack - Ranged Spell Attack of 18 (4d8) Force - Disintegrates at 0 HP LEVEL THREE 30. Iron Barrier Trap - DC 15 DEX or 44 (8d10) Slashing - Chopped in Two at 0 HP 35(A). Stone Door Trap - DC 7 DEX or 55 (10d10) Bludgeoning - Crushed to a Pulp at 0 HP 35(B). Locust Trap - No Save, No Attack Roll, just 44 (8d10) Piercing - Eaten to the Bone at 0 HP 43. Boar Head Trap - DC 16 WIS or Charm; Trap itself does 22 (4d10) Slashing - Decapitated at 0 HP LEVEL FOUR 47(D). The Pit - DC 15 DEX or 132 (24d10) Force - Ground to a Pulp at 0 HP 54c. Acid Pool - Upon Entry or Start of Turn 66 (12d10) Acid - Not Insta-death but dmg/round on a downed character means death 57. Green Devil Face - DC 11 DEX (with reroll from party aid) or Pulled into Gullet and Death LEVEL FIVE 67. Block of Stone - DC 15 DEX or 55 (10d10) Bludgeoning - Crushed to a Pulp at 0 HP 70. Armillary Sphere - 01-05 on the d100 Table for the Armillary Sphere. - Teleported out of the Tomb, so they're useless to the quest itself.[/SBLOCK] Ideally, you want to televise that there are effects in the game which circumvent the usual death and dying rules [I]before[/I] they get into the Tomb (e.g. yellow musk creeper is a good choice). Then you want to double down on that by foreshadowing that the Tomb is full of traps that circumvent the usual death and dying rules (e.g. hints among ruined bas reliefs in Omu is a good choice). One of the failings of ToA is that there's insufficient foreshadowing of the Tomb, the traps within, its magical conditions, its creator, the atropal, and Acererak. Thus, it's up to the DM to (1st) understand the Tomb and how the traps work, then (2nd) find opportunities to foreshadow that information for the players. [/QUOTE]
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