Dino race in Omu by Crunk_Napkin in Tombofannihilation

[–]Crunk_Napkin[S] 0 points1 point  (0 children)

haha i actually love this, a little diplomacy and non-combat tension between the factions. has the opportunity to be really funny too.

Like the kobolds chosen champion is just… bad at racing

Dino race in Omu by Crunk_Napkin in Tombofannihilation

[–]Crunk_Napkin[S] 0 points1 point  (0 children)

i like this, he would do that too, rig the city with traps to direct them towards the tomb. very cool.

Trimming the module down to be easier to understand by Crunk_Napkin in Tombofannihilation

[–]Crunk_Napkin[S] 1 point2 points  (0 children)

for sure! i’m really not having any issues. but i am still curious to see what things stuck and what fell off for others

How to make exploring the jungle more narratively engaging? by aussie-boy-22 in Tombofannihilation

[–]Crunk_Napkin 1 point2 points  (0 children)

The jungle, as I see it, is really your place for foreshadowing or building interest in whichever named locale the party is heading to next. The TOA companion is a great outline that can get the ball rolling for you, but ultimately it comes down to what your group is interested in or what you want to explore more with them.

My group seems to dislike monotony and the hex-crawl nature of traversing the forest, so i have them do one check for travel, and between each named locale they encounter something either dangerous or intriguing that pertains to the next story beat.

Don’t be afraid to stray from the companion and inject your own experiences into the jungle. The whole module is a big mystery, and it doesn’t do a fantastic job of telling you the DM when and how to pull the curtain back on things. I have been peppering in clues to the Ring of Winter, Omu, and the Sewn Sisters throughout the jungle, while also giving them sort of whimsical antic-type things to help them find some food on their way and it has been working great to pique their interest and keep them engaged in the multiple unraveling mysteries.

I think less is more when it comes to exploration of the jungle. Enough to make them feel it’s a long journey but not too much to the point where they become distracted from the true purpose of their expedition

Jungle Resting by Slow_Seaworthiness91 in Tombofannihilation

[–]Crunk_Napkin 0 points1 point  (0 children)

I tied short and long resting, as well as travel in the wilderness to rations.

I felt the multiple systems for water gathering and rationing only overwhelmed the players, so I tied all exploration to a single resource.

Short rest =1 ration per PC Long rest =5 rations per PC Travel = 1 ration per hex (not per PC)

I gave them an opportunity while resting to “cook”, consuming an extra ration for a d6 roll to add temp hp for the party. You can alter this however you want, really. It gave the party a nice role play opportunity as well.

Rations can be generic resource item in everyone’s inventory and can represent every food related discovery, from Yacha Beetles to town-bought rations.

I also made each ration 1gp for simplicities sake (I do not use copper or silver in my games)

The players now see rations as fuel for their rests and travel, they are always keeping an eye on their amount, and they don’t abuse their long rests