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Jasper runs Tomb of Annihilation. season 7
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<blockquote data-quote="Warmaster Horus" data-source="post: 7313257" data-attributes="member: 6785438"><p>My players are just now arriving at Omu after 15 sessions. Started in Port Nyanzaru then to the Snout of Ogmar (<em>Tortle Package</em>) then back to Port Nyanzaru then to Mezro (<em>Ruins of Mezro</em>) then to Omu (due to an event that teleports people there), and there they are. APL is now 6.</p><p></p><p>I find there are a lot of good ideas in ToA but creating the connective tissue to move the story along in a satisfactory way while respecting party power increases has been the trickiest thing for me. Still, it's not been <em>that</em> tough and we're having a grand adventure in the wilderness of Chult. My biggest beef thus far is the lack of treasure - you would think an undead-overrun continent of lost civilizations would have heaps of gold and jewels draped across the ancient alters of lost savage gods. Not really. Mezro had a rule that actually destroyed monetary treasure you took from the city. The PCs hit some quest-related paydays but the fantastic treasures of deepest Chult have been pretty paltry, IMHO.</p><p></p><p>There's a lot of opportunity for exploration/investigation delving in many locations, particularly Omu and the associated temples and of course the Tomb of Annihilation. My approach has been to be patient with this, don't worry about slowing the pace down and encourage the players to play with these locations, ask questions and figure things out, not just ask to roll a stat check. The checks do occur but the players understand they need to focus those checks to specific elements of the environment and poke/prod to best discover solutions. Or at least that's the theory!</p><p></p><p>Good luck!</p></blockquote><p></p>
[QUOTE="Warmaster Horus, post: 7313257, member: 6785438"] My players are just now arriving at Omu after 15 sessions. Started in Port Nyanzaru then to the Snout of Ogmar ([I]Tortle Package[/I]) then back to Port Nyanzaru then to Mezro ([I]Ruins of Mezro[/I]) then to Omu (due to an event that teleports people there), and there they are. APL is now 6. I find there are a lot of good ideas in ToA but creating the connective tissue to move the story along in a satisfactory way while respecting party power increases has been the trickiest thing for me. Still, it's not been [I]that[/I] tough and we're having a grand adventure in the wilderness of Chult. My biggest beef thus far is the lack of treasure - you would think an undead-overrun continent of lost civilizations would have heaps of gold and jewels draped across the ancient alters of lost savage gods. Not really. Mezro had a rule that actually destroyed monetary treasure you took from the city. The PCs hit some quest-related paydays but the fantastic treasures of deepest Chult have been pretty paltry, IMHO. There's a lot of opportunity for exploration/investigation delving in many locations, particularly Omu and the associated temples and of course the Tomb of Annihilation. My approach has been to be patient with this, don't worry about slowing the pace down and encourage the players to play with these locations, ask questions and figure things out, not just ask to roll a stat check. The checks do occur but the players understand they need to focus those checks to specific elements of the environment and poke/prod to best discover solutions. Or at least that's the theory! Good luck! [/QUOTE]
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Jasper runs Tomb of Annihilation. season 7
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