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Tomb of Annihilation
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<blockquote data-quote="Daern" data-source="post: 7555728" data-attributes="member: 81800"><p>I'm a player in a campaign that has slogged down to the 5th? level of the final Tomb. The Tomb has been my favorite part. Omu was ok. I can imagine it being run more dynamically than our play through. I agree with all the ideas for setting up the Red Wizard and Yuan-Ti factions earlier in the campaign.</p><p>The biggest issue for me was the scale of the map and the Death Curse. The map is exactly 10 times too big. The hexes should be one mile. Travel was tedious and because it took so long to go anywhere your couldn't really change your mind once you started because it would take SESSIONS to get anywhere or back or whatever. That makes it really difficult to go explore weird stuff. </p><p>The Death Curse is dumb. First of all, it's a 1%er problem. I've never loved the idea of Raise Dead as a common thing in a fantasy world. The idea that the problem is that spell going away is underwhelming. And as people said the time limit is totally awkward, especially when you have to spend months in the jungle. I'd drop it completely. Also the undead army thing felt pretty random. Are they connected to the soul monger? I'd be more into it if the problem was the soul monger was bringing all humans back to life as zombies. Classic. </p><p>The tomb has been really fun. Yes, it's turned into puzzle-a-week for the last couple months of weekly sessions, but I've discovered that is my favorite way to play 5e. Less tedious high level combat, more problem solving. Fun dungeon.</p><p>I ran Curse of Strahd from 1st to 7th level. That was a perfect sized campaign map. Players got to know it and they could move around and have the agency to return to places. Then I ran Storm King with the same characters. The Sword Coast map was a good size for higher level play because of the known map, the airship and the teleporters. Again, it allowed players to explore and really think about the setting. Chult ended up being just a straight set of travel encounter because it was too big and slow and we figured the best part was the dungeon anyway.</p></blockquote><p></p>
[QUOTE="Daern, post: 7555728, member: 81800"] I'm a player in a campaign that has slogged down to the 5th? level of the final Tomb. The Tomb has been my favorite part. Omu was ok. I can imagine it being run more dynamically than our play through. I agree with all the ideas for setting up the Red Wizard and Yuan-Ti factions earlier in the campaign. The biggest issue for me was the scale of the map and the Death Curse. The map is exactly 10 times too big. The hexes should be one mile. Travel was tedious and because it took so long to go anywhere your couldn't really change your mind once you started because it would take SESSIONS to get anywhere or back or whatever. That makes it really difficult to go explore weird stuff. The Death Curse is dumb. First of all, it's a 1%er problem. I've never loved the idea of Raise Dead as a common thing in a fantasy world. The idea that the problem is that spell going away is underwhelming. And as people said the time limit is totally awkward, especially when you have to spend months in the jungle. I'd drop it completely. Also the undead army thing felt pretty random. Are they connected to the soul monger? I'd be more into it if the problem was the soul monger was bringing all humans back to life as zombies. Classic. The tomb has been really fun. Yes, it's turned into puzzle-a-week for the last couple months of weekly sessions, but I've discovered that is my favorite way to play 5e. Less tedious high level combat, more problem solving. Fun dungeon. I ran Curse of Strahd from 1st to 7th level. That was a perfect sized campaign map. Players got to know it and they could move around and have the agency to return to places. Then I ran Storm King with the same characters. The Sword Coast map was a good size for higher level play because of the known map, the airship and the teleporters. Again, it allowed players to explore and really think about the setting. Chult ended up being just a straight set of travel encounter because it was too big and slow and we figured the best part was the dungeon anyway. [/QUOTE]
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