My players are near the end of ToA and one of their driving goals is to kill Ras Nsi and bring Mezro back to Chult. If they are able to kill him and survive the ToA, how should I handle the return of Mezro? Also if there is any lore on the city beyond a wiki search that would be super helpful as well.
DMs Guild has a Lost City of Mezro series, as part of the Guild Adepts program. I haven't purchased them, so I can't tell you how much help they'd be, but they are worth checking out, at least. Ruins of Mezro is essentially a gazeteer/area guide with 3 short adventures; the other two are more specifically adventures.
My players are near the end of ToA and one of their driving goals is to kill Ras Nsi and bring Mezro back to Chult. If they are able to kill him and survive the ToA, how should I handle the return of Mezro? Also if there is any lore on the city beyond a wiki search that would be super helpful as well.
DMs Guild has a Lost City of Mezro series, as part of the Guild Adepts program. I haven't purchased them, so I can't tell you how much help they'd be, but they are worth checking out, at least. Ruins of Mezro is essentially a gazeteer/area guide with 3 short adventures; the other two are more specifically adventures.
Trying to Decide if DDB is for you? A few helpful threads: A Buyer's Guide to DDB; What I/We Bought and Why; How some DMs use DDB; A Newer Thread on Using DDB to Play
Helpful threads on other topics: Homebrew FAQ by IamSposta; Accessing Content by ConalTheGreat;
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