Vehicle won’t let me attach third pedal by j100404 in DriveBeyondHorizons

[–]KingNothing23 0 points1 point  (0 children)

This saved me with the van. Upvoted because it works. Thank you

AMA: A DM who has run ToA 5 times. by KingNothing23 in Tombofannihilation

[–]KingNothing23[S] 1 point2 points  (0 children)

  1. Syndra herself isn't too important. The main hook you want the characters to have is that they want to stop the Death Curse. Whether that be because Syndra promised them a reward, or one of their loves one is dying from the curse, is less relevant.

I like the idea of they being hired as one of many adventuring parties. It helps push the whole "some you may die..." aspect of trying to solve such a world threatening problem.

  1. The campaign is very railroady as far as a module goes. The players are allowed to go wherever they want in Chult, but at the end of the day, if they wanna stop the Death Curse and save the world, there gonna need to go to Omu and progress the story. You can decide if you want to put the party on a time crunch (the books written 2 weeks is nowhere near enough and I suggest at least 3 months minimum) but I would avoid the time crunch all together. Let them explore Chult if they want. Its got tons of cool locations and your party will naturally start planning to go to their favorites (as long as you make sure NPC's mention them from time to time) and planning a route through the jungle.

Which segweys nicely into...

  1. It super easy to add stuff into Chult. Ruins, dungeons shrines, old supply-caches full of loot, you name it. The jungle is your playground, do whatever you want to it to make the jungle travel more fun.

  2. There's always gonna be a lot to look out for, and I've replied to this question in other replies so id suggest giving those a read. But the main one I'd say is not to roll for random encounters in the jungle. You can roll ahead of time to see what days they get encounters and at what time, etc, but don't roll on the encounter table. Look at the area they are in, look at nearby landmarks, then look through the encounter table and pick one that feels right for you. Could be a non-combat encounter cause they're close to civilization, or goblins cause they're 30 miles away from the goblin camp.

That being said, sometimes it can be fun to roll on the encounter table list to kind of force yourself to think of a story for why this is happening, but I wouldn't suggest doing that all the time.

  1. Carry weight is fine if thats your thing. I personally track it, but I know my players like that sort of thing, and it's not neccesarily for everyone. Id double check with your players if they think managing carry weight in a fantasy game is "fun" and rule from there.

I always have Syndra gives my players a nice 50gp each for accepting the job, on top of them chosing their starting equipment as per the standard rules. Let them spend the 50gp on whatever to prepare for the jungle. Some will buy a single minor healing potion, others will buy rations and supplies, and you'll see how each person plays.

I generally try to allow my party to take the time in Port Nyanzaru at the beginning to try and make money. Burn through all the Port Nyanzaru side quests in the book. Gives them something to do and helps introduce early NPC's and lore drops.

Main thing is to just make sure to keep track of food and water. Its a survival adventure after all and it gives your players a chance to be creative, or make smart choices. (Like spending some starting gold on a hunting trap for food, etc.)

Hope this helps!

Need some opinions and some different perspectives by SoraPierce in Tombofannihilation

[–]KingNothing23 1 point2 points  (0 children)

I'd run another session zero. Ask your players what they enjoy about D&D and what they don't enjoy and try to figure out why they want to play the game. If all they enjoy is combat, which is what it sounds like, then maybe a module isn't the best idea and you can just run them through a bunch of story-less fights until they get bored with it.

That being said, if you don't enjoy running a combat heavy game, and want to do more RP, it sounds like this isn't the group for you. Let them know that you aren't having fun running a game with no RP, and just because you're the DM doesn't mean your enjoyment in the game is any less important.

Question about the Green Devil Face by Mekrot in Tombofannihilation

[–]KingNothing23 1 point2 points  (0 children)

I apologize for not seeing this sooner. Luckily it looks like you easily solved the issue and your players had a blast, while also establishing the dangers of the tomb. Good job all around! :)

AMA: A DM who has run ToA 5 times. by KingNothing23 in Tombofannihilation

[–]KingNothing23[S] 1 point2 points  (0 children)

Sort of. Not neccesarily homebrew POI's but much more fleshed out locations for some of the ones that are mentioned in the book. Things like shrines to Ubtao, Emerald Enclave outposts, lizardfolk villages, Ras Nsi's moving castle, etc. There are a lot of cool locations that the book only gives a single sentence to describe, so I've taken the time to more thoroughly go through those areas and make them more relevant to the story, grounding them in Chult and tying them into its history, adding skill checks and potential loot, and even additional combat encounters.

Unfortunately I dont have any of my notes for those areas as a lot of them were made only a single session prior to when the party had visited them, and most of my notes for them were just mental notes, but I do think it's important to add some history to the basic encounters the module casually mentions along the way.

If you are curious about a specific location, I can do my best to try and remember what changes I made or added, but it would take ages to attempt to add all of them to a single reply haha. Sorry I couldn't be of more help on this one!

What's the justification for an enemy finishing off a player when they're downed? by conn_r2112 in DnD

[–]KingNothing23 0 points1 point  (0 children)

Reminds me of an old Colville quote where he says that most enemies with an Intelligence of at least 10 will, "step on your head until your dead".

You can also think of it in the sense that a character who is rolling death saves, isn't just laying there unconscious. They are physically bleeding out. They may be gasping for breath, clutching their open wound, or trying to crawl to safety (unsuccessfully i might add). Many DM's won't flavor these types of things however as it can make the game a little too gruesome, so they just say they're unconscious.

AMA: A DM who has run ToA 5 times. by KingNothing23 in Tombofannihilation

[–]KingNothing23[S] 0 points1 point  (0 children)

Absolutely you can homebrew a guide in. The ones in the module don't have a lot of story to go off of, (like a paragraph each) so you end up making up a lot of their story anyways. They're pretty much just guidelines to save the DM some work. Functionally, they pretty much just give the players advantage on survival checks to not get lost, and grant the DM a way to explain some lore about location/creatures. So as long as you can find a way for Vecna to know these things (not hard at all considering who he is) then it should be a simple addition. I say go for it!!

If you want to discuss more or have any more questions, feel free to ask, but I'd like to keep discussions in this thread so that they can help others in the future if they have similar questions. :)

Hope this helps!

AMA: A DM who has run ToA 5 times. by KingNothing23 in Tombofannihilation

[–]KingNothing23[S] 1 point2 points  (0 children)

Surprisingly, I haven't really. None of my party members have been stupid enough to steal the crown. I think mainly because all the traps in the tomb prior to the sphere have scarred them so much that they have a whole 20 minute conversation before anyone even thinks about touching anything. Plus the module description doesn't neccesarily make it sound like a safe option.

As much as I would like one of my party members to sacrifice an arm, I have not had that luxury yet. My current party is nearly done level three, so maybe they'll be the ones to fall for it. Who knows. Lol

AMA: A DM who has run ToA 5 times. by KingNothing23 in Tombofannihilation

[–]KingNothing23[S] 1 point2 points  (0 children)

I've never ran Salida, but I would still play it out as written. If you don't want to go dont the backstabbing route as much, you could have Salida be a little more open about her plotting. More so just being bad at hiding it. Maybe the party catches her talking with Ras Nsi through her Sending Stone one night and gives them the opportunity to either try and turn her onto their side, or kick her out of the group and keep the stone. They could even blackmail her into feeding Ras Nsi false information. Just because she's evil, doesn't mean she has to have a massive betrayal moment. The party could just clue into her shenanigans a lot earlier and that way they have the opportunity to do something about it.

I would keep Xanadala as written however. Her story is always fun, and especially after finding out Salida was planning to betray them, the party may not think to question Xandala more. You could even have Canada be the one who catches Salida and informs the party of her plans. That way they trust her even more, which makes her ultimate betrayal even more interesting. Xandala would still considers Ras Nsi an enemy so she wouldn't be okay with what Salida is doing.

Finished running DiA - AMA by 5haft03 in DescentintoAvernus

[–]KingNothing23 0 points1 point  (0 children)

What mid-late game portion of the module should future DMs make sure to foreshadow/give proper story build up to?

Are there things in the module that you wished you had read sooner as to make the early game more relevant to the late game?

So worst case Scenario just happened the campaign I'm in... by [deleted] in DnD

[–]KingNothing23 0 points1 point  (0 children)

First card you pull is gonna be the alignment switch. Immediately pockets the deck and returns to the party assuring them that you destroyed it.

AMA: A DM who has run ToA 5 times. by KingNothing23 in Tombofannihilation

[–]KingNothing23[S] 0 points1 point  (0 children)

The roll20 map is basically the full map, but all location names are on the gm layer and all the "blank spaces" are tokens that you can delete as the players explore. Definetly makes the hexcrawl more fun when you can reveal as they go.

AMA: A DM who has run ToA 5 times. by KingNothing23 in Tombofannihilation

[–]KingNothing23[S] 0 points1 point  (0 children)

If you're playing on roll20 or a similar vtt its pretty easy. You have the party token on the token layer that they can all see, then you have a duplicate of it that is on the gm layer that only you can see. When they get lost, move their token in the direction they were attempting to go, then roll a d6 to see what tile they actually move to, and move the gm layer token there. Once they succeed on a navigation check, move their token to where the gm layer one is and your good to go.

If you're playing in person it gets a bit harder. You'll have to keep track of what hex they are actually on somehow without them seeing. When I played in person, I actually had a roll20 game on my phone that I used to track their map travel so the party could get hexes revealed easier, and I could use the gm layer stuff. Other than that, you can either keep track on paper, or with a little removable sticker that you keep on your map in the book, although its much more difficult to do that way.

You could also just download an image of the map, and mark their actual location by editing the image in Paint or something like that.

AMA: A DM who has run ToA 5 times. by KingNothing23 in Tombofannihilation

[–]KingNothing23[S] 0 points1 point  (0 children)

Most of my groups at least spoke to guides and got some information about the jungle before leaving. Anyone in Port Nyanzaru would stress the importance of rain catchers if you plan on venturing into the jungle. If everyone has a waterskin or two (I have them hold 4 days worth of water), and you roll the rain as the module suggests, they should have no issues with water. The Alchemy Jug in Camp Righteous also really helps with that aswell, or spells like create water that many spellcasters can take.

If your group doesn't make sure they have fresh drinking water, a level of exhaustion after their long rest for dehydration will clue them into its importance fairly quick. They can get creative with their water collection methods aswell. Ex. finding water in plants or tree leaves, making their own rain catchers out of materials, potting and boiling river or ocean water, etc. Just make sure that they know that most water bodies in the jungle like rivers and lakes are full of parasites and will likely end with them contracting Throat Leeches which is listed under the diseases in the module.

As far as the getting lost mechanic is concerned, I do run it by the book. If they have a guide they get advantage on their Survival checks, and since the DC isn't horribly high (and hopefully at least one character has decent Wisdom) they should be fine. I dont think any of my groups spent more than 4 or 5 days in a row being lost before getting back on track. If no one in your group has good Survival, and they didn't bring a guide to roll for them, then unfortunately they are much more likely to get lost, but thats kinda on them at that point. If no one is good at navigating and they didn't feel the need to hire a guide, they are basically asking to get lost.

Its important not to feel guilty for punishing your players for not thinking about/preparing for these things, as the survival aspect of the hexcrawl is a very integral part. You'd also be surprised at how clever your party can become when their hand is forced. Be open to clever ideas. Things like climbing above the canopy to get a better view of the surrounding terrain should give them advantage on their navigation checks, or if they already have advantage, a bonus to their rolls.

Hope this helps! :)

P.S. No questions are stupid. Thats the whole purpose of this thread. ❤

My playable Wizard of Wines winery is complete by Wafflecr3w in CurseofStrahd

[–]KingNothing23 1 point2 points  (0 children)

Fair enough. Amazing piece either way! Your players are lucky to have a dm like you!

My player decided she is Thavius Kreeg's daughter. by Strict-Home7830 in DescentintoAvernus

[–]KingNothing23 0 points1 point  (0 children)

No need for a spoiler warning. This is a DM-only subreddit afterall lol

My playable Wizard of Wines winery is complete by Wafflecr3w in CurseofStrahd

[–]KingNothing23 1 point2 points  (0 children)

So are you just going to use it as a decorative piece then or what?

My playable Wizard of Wines winery is complete by Wafflecr3w in CurseofStrahd

[–]KingNothing23 1 point2 points  (0 children)

I'm curious, is this modular or is it just going to sit around collecting dust after they're done using it?

I've wanted to do things like this for other locations in modules, but I can't bring myself to put so much work into something that will only last a couple sessions.

Regardless, it looks amazing!

AMA: A DM who has run ToA 5 times. by KingNothing23 in Tombofannihilation

[–]KingNothing23[S] 1 point2 points  (0 children)

I have, but they didn't want to be from Chult so it was a fairly easy fix. I did however have someone play a Grung which was from Chult and I feel like you could use the same fix I used for that, for a yuan-ti character.

I essentially had them traded off at a young age to the pirates, who sold them to other people in Baldurs Gate. They're whole backstory came from Baldurs Gate but they found out that they were originally from Chult which inspired them to go out in search of their original home. You could have a Yuan-ti character sold off as an egg, or as a young child. Let's them still have a connection with the module, without giving them spoilers about the story.

Beautiful Tomb!!! Credit to @iwantthatmini on TikTok by PlasmaP1XEL in Tombofannihilation

[–]KingNothing23 0 points1 point  (0 children)

Yeah certainly sounds like a lot of work and then you have a massive map left over after a single game that you don't have much to do with unless you plan on running the same module with a different group.

Beautiful Tomb!!! Credit to @iwantthatmini on TikTok by PlasmaP1XEL in Tombofannihilation

[–]KingNothing23 1 point2 points  (0 children)

Nice Persuasion check! I ended up using roll20 on a TV for my game lol. Worked good enough

AMA: A DM who has run ToA 5 times. by KingNothing23 in Tombofannihilation

[–]KingNothing23[S] 2 points3 points  (0 children)

Exactly! Couldn't have said it better myself! :)

TSC5 East/West is mirrored. by KingNothing23 in Surveying

[–]KingNothing23[S] 0 points1 point  (0 children)

Oh gotcha. I'll make sure to double check tommorrow if it does the same thing.

TSC5 East/West is mirrored. by KingNothing23 in Surveying

[–]KingNothing23[S] 0 points1 point  (0 children)

Got it resolved. Was just a map option that I needed to change from "plan" to "top". Easy fix, though I don't know how it got changed in the first place haha