Many (DMs/players)adeventurers been into Chult for ToA Campaign so far usually adherent to storyline and sometimes in a more sandbox playstyle...
Currently i am in a campaign in ToA for my first time as a player. A level 3 wizard(Order of Scribes), level 1 cleric(Knowledge) who has some vast knowledge in cartography(the reason why he was sought for the campaign), nature(even survival). (though he has vast knowledge in history, religion and even arcana). Currently he has double proficiency bonus to history, religion(due to knowledge domains bonus) and cartographers tools(practiced expert feat taken thanks to human variant). He had the chance to study/learn the effects of some spells beyond his level like "sequester" a level 7 wizard spell, and hypothesis about it's potential applications to avert the crisis of death curse, a rather expensive solution though as spell requires gem dust worth of 5000gp. As the spell effectively stalls time for the recipient of the spell, it might as well save many effected by the curse, as finding the source and solution for the curse may take time perhaps years, those adversly effected by it can be induced into a torpor like state until a solution comes up(as the release trigger of the spell perhaps, or say, 100 years just to be safe, and slap them awake when problem is solved).
So, i would like the opinions of the community whether if their parties came up with any solutions so far? And also how do you handle a no ressurection campaign in Forgotten Realms in a lore/mechanic adherent game. (Do you assume soul leaves the instant death saves fail? Or do you let revivification as it is similar to CPR, in the first minute of death, so far i understand souls are being take away by an artifact called soulmonger, however, calling a creature dead the instant heart stops is kinda too unrealistic, as even in real life we have something called CPR, just last week a mother of a friend of mine literally died for 2 minutes if stopping of heart means death, then revived with CPR). Any suggestion for application of revivification or aversion of death cursein campaign? (My character likes the former Kelemvor approach to death, that it is not to be feared from, but with the Death Curse, there are many who are losing their faith, and he looks for a solution with his party, while trying to understand the underlying reason how this curse happened, how it works and why deities do not intervene directly...)
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Many (DMs/players)adeventurers been into Chult for ToA Campaign so far usually adherent to storyline and sometimes in a more sandbox playstyle...
Currently i am in a campaign in ToA for my first time as a player. A level 3 wizard(Order of Scribes), level 1 cleric(Knowledge) who has some vast knowledge in cartography(the reason why he was sought for the campaign), nature(even survival). (though he has vast knowledge in history, religion and even arcana). Currently he has double proficiency bonus to history, religion(due to knowledge domains bonus) and cartographers tools(practiced expert feat taken thanks to human variant). He had the chance to study/learn the effects of some spells beyond his level like "sequester" a level 7 wizard spell, and hypothesis about it's potential applications to avert the crisis of death curse, a rather expensive solution though as spell requires gem dust worth of 5000gp. As the spell effectively stalls time for the recipient of the spell, it might as well save many effected by the curse, as finding the source and solution for the curse may take time perhaps years, those adversly effected by it can be induced into a torpor like state until a solution comes up(as the release trigger of the spell perhaps, or say, 100 years just to be safe, and slap them awake when problem is solved).
So, i would like the opinions of the community whether if their parties came up with any solutions so far? And also how do you handle a no ressurection campaign in Forgotten Realms in a lore/mechanic adherent game. (Do you assume soul leaves the instant death saves fail? Or do you let revivification as it is similar to CPR, in the first minute of death, so far i understand souls are being take away by an artifact called soulmonger, however, calling a creature dead the instant heart stops is kinda too unrealistic, as even in real life we have something called CPR, just last week a mother of a friend of mine literally died for 2 minutes if stopping of heart means death, then revived with CPR). Any suggestion for application of revivification or aversion of death cursein campaign? (My character likes the former Kelemvor approach to death, that it is not to be feared from, but with the Death Curse, there are many who are losing their faith, and he looks for a solution with his party, while trying to understand the underlying reason how this curse happened, how it works and why deities do not intervene directly...)