arcane_asp
2020-12-29, 12:03 PM
I've been running the Tomb of Annihlation campaign this year, around the same table where possible, and via Roll20 where not. Spoilers below for ToA.
Do any of you fine folks on the GitP forum have any other advice for making Omu & the Tomb more challenging for some competent (and a little bit lucky) players?
Following my earlier thread about Ras Nsi, the party have finally started their run on Omu, and I'm looking forward to running Omu and the Tomb itself :smallsmile:
HOWEVER - the party are all fairly competent players, have followed up extensive side quests, and amassed several NPC's to bolster their ranks. They are a bit higher than the recommended range in the module for Omu, and looking at some of the inventive but not-so-challenging content in Omu, I am concerned that it and the Tomb may not be the big campaign enders I want themto be.
I'm going to tweak it to be more of a challenge. Blessed mother internet has been forthcoming so far, and the 'upgraded' King of Feathers will definitely be making an appearance!
Have considered some modifications to puzzles, more/stronger monsters and some serious organization from the various factions contesting Omu that might be exciting for the players:
The Yuan-Ti (already precedent for clashing with them, see my earlier post 'Surprise Ras Nsi!')
Red Wizards (the players have already fought against some agents in Port Nyanzaru and clashed with Valindra at the Heart of Ubtao)
Kobolds
Vegepygmies
Grung
The current party have medium to good range of magic items, most have a +1 or adamantine weapons. They consist of:
Mondo - Wizard (8)
Serendipity - Bard (5) Warlock (3)
Mistar - Rogue (5) Cleric (3)
Xengu - Samurai (8)
Patrycia - Paladin (7) Cleric (1)
NPC
Artus Cimbar
Dragonbait
Mwaxanare
Do any of you fine folks on the GitP forum have any other advice for making Omu & the Tomb more challenging for some competent (and a little bit lucky) players?
Following my earlier thread about Ras Nsi, the party have finally started their run on Omu, and I'm looking forward to running Omu and the Tomb itself :smallsmile:
HOWEVER - the party are all fairly competent players, have followed up extensive side quests, and amassed several NPC's to bolster their ranks. They are a bit higher than the recommended range in the module for Omu, and looking at some of the inventive but not-so-challenging content in Omu, I am concerned that it and the Tomb may not be the big campaign enders I want themto be.
I'm going to tweak it to be more of a challenge. Blessed mother internet has been forthcoming so far, and the 'upgraded' King of Feathers will definitely be making an appearance!
Have considered some modifications to puzzles, more/stronger monsters and some serious organization from the various factions contesting Omu that might be exciting for the players:
The Yuan-Ti (already precedent for clashing with them, see my earlier post 'Surprise Ras Nsi!')
Red Wizards (the players have already fought against some agents in Port Nyanzaru and clashed with Valindra at the Heart of Ubtao)
Kobolds
Vegepygmies
Grung
The current party have medium to good range of magic items, most have a +1 or adamantine weapons. They consist of:
Mondo - Wizard (8)
Serendipity - Bard (5) Warlock (3)
Mistar - Rogue (5) Cleric (3)
Xengu - Samurai (8)
Patrycia - Paladin (7) Cleric (1)
NPC
Artus Cimbar
Dragonbait
Mwaxanare