So I’m about to run my group through TOA as part of a larger campaign because it fits into the main narrative perfectly. However my players, due to having already started their main campaign, are starting TOA at level 5. I’ve seen a lot of dm’s saying to skip Syndra and not to teleport to chult. Stating that using a different plot hook and having them travel there via ship is better so there can be more adventures along the way and get them leveled up a bit before hitting Chult. They are already level 5 and with the way I’m planning to level them up through this stage of their campaign, they will be around levels 14-15 by the time they leave Chult. I don’t really want to level them up more than that during this stage because I still have more planned for them after TOA. As much as I would like for them to have an adventurous journey to get there, I’m afraid it may cause them to go too long before their next level up and I don’t want the players to feel like they are doing a lot without any payoff. So my question is: Do I use the Syndra hook and teleport them there? Or do I use another hook and have them travel there on their own? Note: Because of the campaign narrative, The party already has a reason to go. I’m just having trouble deciding the means of which they get there. Any advice is welcome as I am still pretty new to DMing.
Go with their existing reason - getting to Chult on their own.
I think the Syndra start is fine enough, but kinda dull. Chult is an exciting place with a lot of opportunity and some of my favorite NPC's - the Merchant Princes make for great political play.
5th level characters will do fine, they don't need to level up more. Also, the big death curse event to drive the action is something you can start after the characters are settled in. The Syndra opening starts that death clock immediately. That's not a terrible thing but you can also keep the death clock in your back pocket and start it when the campaign needs the extra tension!
Syndra may seem dull, but, it is a good way to foreshadow the Soulmonger. If they know that the soulmonger exists, it creates suspense and they still don’t know that Acererak is involved. If you don’t wan them to teleport, have them go by ship and meet Aremag. Maybe instead of using Syndra you could use the Harpers directly? But Syndra can work if you roleplay her well.
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So I’m about to run my group through TOA as part of a larger campaign because it fits into the main narrative perfectly. However my players, due to having already started their main campaign, are starting TOA at level 5. I’ve seen a lot of dm’s saying to skip Syndra and not to teleport to chult. Stating that using a different plot hook and having them travel there via ship is better so there can be more adventures along the way and get them leveled up a bit before hitting Chult. They are already level 5 and with the way I’m planning to level them up through this stage of their campaign, they will be around levels 14-15 by the time they leave Chult. I don’t really want to level them up more than that during this stage because I still have more planned for them after TOA. As much as I would like for them to have an adventurous journey to get there, I’m afraid it may cause them to go too long before their next level up and I don’t want the players to feel like they are doing a lot without any payoff. So my question is: Do I use the Syndra hook and teleport them there? Or do I use another hook and have them travel there on their own?
Note: Because of the campaign narrative, The party already has a reason to go. I’m just having trouble deciding the means of which they get there. Any advice is welcome as I am still pretty new to DMing.
Go with their existing reason - getting to Chult on their own.
I think the Syndra start is fine enough, but kinda dull. Chult is an exciting place with a lot of opportunity and some of my favorite NPC's - the Merchant Princes make for great political play.
5th level characters will do fine, they don't need to level up more. Also, the big death curse event to drive the action is something you can start after the characters are settled in. The Syndra opening starts that death clock immediately. That's not a terrible thing but you can also keep the death clock in your back pocket and start it when the campaign needs the extra tension!
Thanks a lot!
Syndra may seem dull, but, it is a good way to foreshadow the Soulmonger. If they know that the soulmonger exists, it creates suspense and they still don’t know that Acererak is involved. If you don’t wan them to teleport, have them go by ship and meet Aremag. Maybe instead of using Syndra you could use the Harpers directly? But Syndra can work if you roleplay her well.