I'm planning on starting Tomb of Annihilation with my group. I'm the DM, we're all dudes aged 13-17, and we've played around 5 games so far (all one-shots). Any tips on the material? Also, we have a super diverse group of characters, and I homebrew a lot to help match their ideas for their characters. One of the guys is playing a human gunslinger fighter, and I think it'd be super cool for his character to become a weretiger in the campaign. Any tips for introducing that? Should I do it inside or outside of the game? Is it rude to force that on his character or is that within the DMly doings? Thanks!
TOA is a really fun adventure! I would suggest reading through it and sort of planning out things based on where the party goes on the map. End each session with the party planning their next steps and then prepare adventures based on what on the map they are likely to come across. Don't worry too much about the Tomb a the end until the party has wandered around and leveled up a bit.
I'd suggest slow-burning the weretiger event. If the party comes across one (quite possible) and the fighter gets cursed, let that curse linger a bit and slowly introduce things like brief flashes of heightened senses or dreams of feral prowling through the jungles. Assuming the player doesn't just get the curse removed (a pretty easy task honestly), offer them the chance to swap their human species for shifter stats. Don't take away anything, just off the change as updated species features. It's not really something a DM can "force" on a player, as lycanthropy is a curse and Remove Curse is like a 3rd level spell.
Also, this adventure is so....so full of curses. Whoever is in the party who can cast Remove Curse will have their hands full.
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"The mongoose blew out its candle and was asleep in bed before the room went dark." —Llanowar fable
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I'm planning on starting Tomb of Annihilation with my group. I'm the DM, we're all dudes aged 13-17, and we've played around 5 games so far (all one-shots). Any tips on the material? Also, we have a super diverse group of characters, and I homebrew a lot to help match their ideas for their characters. One of the guys is playing a human gunslinger fighter, and I think it'd be super cool for his character to become a weretiger in the campaign. Any tips for introducing that? Should I do it inside or outside of the game? Is it rude to force that on his character or is that within the DMly doings? Thanks!
In order:
TOA is a really fun adventure! I would suggest reading through it and sort of planning out things based on where the party goes on the map. End each session with the party planning their next steps and then prepare adventures based on what on the map they are likely to come across. Don't worry too much about the Tomb a the end until the party has wandered around and leveled up a bit.
I'd suggest slow-burning the weretiger event. If the party comes across one (quite possible) and the fighter gets cursed, let that curse linger a bit and slowly introduce things like brief flashes of heightened senses or dreams of feral prowling through the jungles. Assuming the player doesn't just get the curse removed (a pretty easy task honestly), offer them the chance to swap their human species for shifter stats. Don't take away anything, just off the change as updated species features. It's not really something a DM can "force" on a player, as lycanthropy is a curse and Remove Curse is like a 3rd level spell.
Also, this adventure is so....so full of curses. Whoever is in the party who can cast Remove Curse will have their hands full.