I am running Tomb of Annihilation in the World of Eberron on the continent of Xen'Drik. I have placed Omu in Pra'Xirek.
I have made the 9 dead trickster gods into long forgotten dead gods form the Age of Dragons and Demons.
The party has successfully recovered key from Unkh's Shrine, and were working on obtaining the key from Obo'laka's shrine.
This party consists of only 3 party members (a wizard, a forge cleric/artificer, and a witch). The wizard and cleric got petrified and the witch banished. The witch managed to set in motion events that resulted in the wizard being unpetrified just after her banishment.
Unfortunately, the wizard's player is devoid of imagination and despite my attempts to help/direct him he is insisting the I, as the DM, resolve it so we can get on with the campaign . . .
What I have been tryign to find is any ideas what would happen if campaign fails and the artifact is created successfully. I need to come up with something to fit into other parts of my onging Eberron campaign.
I am hoping to put together another group to pick up where they left off, but that will take time which is a serious factor in this module . . .
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Watch your back, conserve your ammo, and NEVER cut a deal with a dragon!
Content is in a spoiler since ToA is discussed ...
ToA is essentially an end of the world scenario type adventure. Someone needs to succeed or Acerak will bring a new god into existence which will probably continue to feed on the souls of the dead and will probably be even harder to destroy. Of course, its in your game world and you can respin it however you like.
In terms of having another group deal with it. It doesn't need to be sequential with the current group. I played through this and my party succeeded but there were several points in the module that indicated that other groups were also trying to accomplish the same task. There are the remains of other adventuring groups around, there are the Red Wizards and there could be whomever else you want to put into the module. If this group can't succeed then perhaps there is another group right behind them or even ahead of them (in terms of time) that may have already completed some aspects of the adventure. If you want new characters to play it out they could even run into the current characters who have survived and are trying to escape.
However, a party of three will find this a challenge even if they are far over the appropriate level (unless you tone things down). The Yuan-ti could be very difficult depending on how the encounters go and whether a diplomatic solution is found. The tomb itself contains a lot of deadly traps and your party may have a lot of trouble with that aspect (we had a rogue with the observant feat and expertise in stealth, perception, investigation and thieves tools which made finding, understanding and avoiding or disarming traps relatively painless) ... without that character the tomb can get very nasty just wandering around never mind dealing with some of the occupants ... and the odds of dealing with the soul monger, the atropal and Acerak at the end are also very low unless they are significantly toned down as well.
For a 3-man party, they have been doing extremely well until now. They started at 1st and went to 9th level through 3 other modules before starting Tomb of Annihilation at 9th level.
A new god in Eberron . . . now that had some really chaotic possibilities. :)
I'll have to see what I can come up with if there is a new death god in contetion (or as a new ally to) the Blood of Vol. :)
Thanks for the pointers.
Rollback Post to RevisionRollBack
Watch your back, conserve your ammo, and NEVER cut a deal with a dragon!
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I am running Tomb of Annihilation in the World of Eberron on the continent of Xen'Drik. I have placed Omu in Pra'Xirek.
I have made the 9 dead trickster gods into long forgotten dead gods form the Age of Dragons and Demons.
The party has successfully recovered key from Unkh's Shrine, and were working on obtaining the key from Obo'laka's shrine.
This party consists of only 3 party members (a wizard, a forge cleric/artificer, and a witch). The wizard and cleric got petrified and the witch banished. The witch managed to set in motion events that resulted in the wizard being unpetrified just after her banishment.
Unfortunately, the wizard's player is devoid of imagination and despite my attempts to help/direct him he is insisting the I, as the DM, resolve it so we can get on with the campaign . . .
What I have been tryign to find is any ideas what would happen if campaign fails and the artifact is created successfully. I need to come up with something to fit into other parts of my onging Eberron campaign.
I am hoping to put together another group to pick up where they left off, but that will take time which is a serious factor in this module . . .
Watch your back, conserve your ammo,
and NEVER cut a deal with a dragon!
Content is in a spoiler since ToA is discussed ...
ToA is essentially an end of the world scenario type adventure. Someone needs to succeed or Acerak will bring a new god into existence which will probably continue to feed on the souls of the dead and will probably be even harder to destroy. Of course, its in your game world and you can respin it however you like.
In terms of having another group deal with it. It doesn't need to be sequential with the current group. I played through this and my party succeeded but there were several points in the module that indicated that other groups were also trying to accomplish the same task. There are the remains of other adventuring groups around, there are the Red Wizards and there could be whomever else you want to put into the module. If this group can't succeed then perhaps there is another group right behind them or even ahead of them (in terms of time) that may have already completed some aspects of the adventure. If you want new characters to play it out they could even run into the current characters who have survived and are trying to escape.
However, a party of three will find this a challenge even if they are far over the appropriate level (unless you tone things down). The Yuan-ti could be very difficult depending on how the encounters go and whether a diplomatic solution is found. The tomb itself contains a lot of deadly traps and your party may have a lot of trouble with that aspect (we had a rogue with the observant feat and expertise in stealth, perception, investigation and thieves tools which made finding, understanding and avoiding or disarming traps relatively painless) ... without that character the tomb can get very nasty just wandering around never mind dealing with some of the occupants ... and the odds of dealing with the soul monger, the atropal and Acerak at the end are also very low unless they are significantly toned down as well.
For a 3-man party, they have been doing extremely well until now. They started at 1st and went to 9th level through 3 other modules before starting Tomb of Annihilation at 9th level.
A new god in Eberron . . . now that had some really chaotic possibilities. :)
I'll have to see what I can come up with if there is a new death god in contetion (or as a new ally to) the Blood of Vol. :)
Thanks for the pointers.
Watch your back, conserve your ammo,
and NEVER cut a deal with a dragon!