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Tomb of Annihilation
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<blockquote data-quote="Brotton Goodfellow" data-source="post: 7552686" data-attributes="member: 6812740"><p>My players are almost through the tomb.</p><p>List of things to consider:</p><p>1. If there’s a ranger in the party, the whole surviving in the jungle thing gets easy and relatively pointless, as the ranger just finds food and water without having to try. The only downside for the ranger was that they had to be actively foraging and couldn’t navigate or do other travel activities.</p><p>2. The overland travel can be tiresome. If I were to do it differently, I’d use the map more as a guideline than a precise scale. Unless the party is really into hex crawling, I’d put the interesting locations in their way whether or not they landed in the exact hex or not. Close is good enough. There’s a lot of cool things in this adventure, and my players missed a good 75% of it because they made their way straight to Kir Sabal and were told by the Bird People where Omu was. They then got the components for the spell that lets them fly, and they made it to Omu very easily. I also felt as a DM that I had missed a lot of fun places to run for the party.</p><p>3. Let them know right from the beginning that there’s this thing called the Soul Monger stealing peoples souls, and that it is located in the lost city of Omu. Then depending on who the party talks to in their travels, let them know the legend of the 9 gods and Acerack’s tomb. Your players might be a little more curious and inquisitive that you could drop hints and they’d put the pieces together, mine weren’t and they still aren’t sure why the soul monger is in Omu.</p><p>4. The list of random encounters is very helpful. I did make a few of my own for fun.</p><p>5. Introduce the Yuan-ti earlier than Omu and make them a menace for the party during their travels. Once they get to Omu and find out that this is where the slimy, slithering bastards live, they’ll maybe have more of a reason to interact with them other than Snake People bad, Snake People have puzzle cube.</p></blockquote><p></p>
[QUOTE="Brotton Goodfellow, post: 7552686, member: 6812740"] My players are almost through the tomb. List of things to consider: 1. If there’s a ranger in the party, the whole surviving in the jungle thing gets easy and relatively pointless, as the ranger just finds food and water without having to try. The only downside for the ranger was that they had to be actively foraging and couldn’t navigate or do other travel activities. 2. The overland travel can be tiresome. If I were to do it differently, I’d use the map more as a guideline than a precise scale. Unless the party is really into hex crawling, I’d put the interesting locations in their way whether or not they landed in the exact hex or not. Close is good enough. There’s a lot of cool things in this adventure, and my players missed a good 75% of it because they made their way straight to Kir Sabal and were told by the Bird People where Omu was. They then got the components for the spell that lets them fly, and they made it to Omu very easily. I also felt as a DM that I had missed a lot of fun places to run for the party. 3. Let them know right from the beginning that there’s this thing called the Soul Monger stealing peoples souls, and that it is located in the lost city of Omu. Then depending on who the party talks to in their travels, let them know the legend of the 9 gods and Acerack’s tomb. Your players might be a little more curious and inquisitive that you could drop hints and they’d put the pieces together, mine weren’t and they still aren’t sure why the soul monger is in Omu. 4. The list of random encounters is very helpful. I did make a few of my own for fun. 5. Introduce the Yuan-ti earlier than Omu and make them a menace for the party during their travels. Once they get to Omu and find out that this is where the slimy, slithering bastards live, they’ll maybe have more of a reason to interact with them other than Snake People bad, Snake People have puzzle cube. [/QUOTE]
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