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Tomb of Annihilation - Toning It Down Suggestions [spoilers]
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<blockquote data-quote="Quickleaf" data-source="post: 7552615" data-attributes="member: 20323"><p>One trap that I forgot to include – it's not strictly a save-or-die – is the magnet trap in Area 44. If players haven't lucked out with non-metal weapons/armor or made an effort to acquire non-metal weapons/armor (and why would they?), it can be a pretty devastating trap. I'm foreshadowing this in Omu with these giant ancient lodestones placed along some kind of "gauntlet of champions" which have lost most of their charge, and some bas reliefs depicting them being used as a magnet trap.</p><p></p><p></p><p>Yep, that's one way to handle it. My effort has been focused on tempering the dramatic tonal shift from challenging-but-not-deadly Jungle to oh-my-god-we're-all-gonna-die Tomb. There is a shift, but I'm trying to create a sense of build-up toward it.</p><p></p><p></p><p></p><p>Oh yeah, resting in the Tomb has a couple consequences. First off, there's the Sewn Sisters using Nightmare Haunting. Whether <em>Leomund's tiny hut</em> hedges out ethereal creatures is a matter of debate, but even if you take the position that it does, there's nothing stopping one of the Sewn Sisters from slipping close to the party in ethereal form, so that she is included in the area of effect of <em>Leomund's tiny hut</em> and then Nightmare Haunting away. Since there's no way to restore your hit point maximum what with the Death Curse, this should be terrifying and discourage long resting.</p><p></p><p></p><p></p><p>I've done most of my rolling where players can see. This works really well for an adventure like ToA where it's important that the players feel the challenge and sense of accomplishment when overcoming certain death.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 7552615, member: 20323"] One trap that I forgot to include – it's not strictly a save-or-die – is the magnet trap in Area 44. If players haven't lucked out with non-metal weapons/armor or made an effort to acquire non-metal weapons/armor (and why would they?), it can be a pretty devastating trap. I'm foreshadowing this in Omu with these giant ancient lodestones placed along some kind of "gauntlet of champions" which have lost most of their charge, and some bas reliefs depicting them being used as a magnet trap. Yep, that's one way to handle it. My effort has been focused on tempering the dramatic tonal shift from challenging-but-not-deadly Jungle to oh-my-god-we're-all-gonna-die Tomb. There is a shift, but I'm trying to create a sense of build-up toward it. Oh yeah, resting in the Tomb has a couple consequences. First off, there's the Sewn Sisters using Nightmare Haunting. Whether [I]Leomund's tiny hut[/I] hedges out ethereal creatures is a matter of debate, but even if you take the position that it does, there's nothing stopping one of the Sewn Sisters from slipping close to the party in ethereal form, so that she is included in the area of effect of [I]Leomund's tiny hut[/I] and then Nightmare Haunting away. Since there's no way to restore your hit point maximum what with the Death Curse, this should be terrifying and discourage long resting. I've done most of my rolling where players can see. This works really well for an adventure like ToA where it's important that the players feel the challenge and sense of accomplishment when overcoming certain death. [/QUOTE]
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