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  1. mattwandcow

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  1. I am wondering about the easiness. I know that the final dungeon can be a bit challenging. I know my party had more than a few deaths in both the dungeon and final fight. Granted we had fewer players than you do, but we were level 8. What are your thoughts on ending the campaign with Acerak just killing everyone? That almost happened to us and it would have been a bummer, but I think that chance of failure is important to the game aspect of D&D. What are your thoughts?

    1. My final wrap-up session of ToA is tommorrow, wwe had the Acererak fight last week.

      I ended up haveing a stupid large party for the final fight. 11 players. So they had Acererak in a vice as much as I was cheating as hard as I could. I set myself basically one rule, which was to keep his spell slots pure. But I wasn’t practiced in Big boss fights, where you have spells and legendary actions and legendary resistances. I wish I had run the fight with some random characters trying to trip me up, to work out the kinks.

      My biggest mistake was to trust in the simple explanation of a spell and not read the exact wording of “Water Walk,” as I let the party treat the floor as solid normal floor when the spell clearly states that walking on molten lava would still do damage. That one fact really changed the fight, removing the scariest aspect of the location.

      My party has an archer with a magic bow, +11 to hit, deals 1d8 +8 damage, can add some battle dice, oh, and thanks to some posession spirit, gets 3 shots with the attack action, and the spirit deals an extra 3d6 with each attack. The wizard hasted him first thing. He’s been chewing up everything the whole game and Acererak wasn’t really any different.

      The final dungeon was indeed very different than the jungle walk we were still doing back when I wrote this. If I was to run this adventure again, I would get the party up to level 5 through some adventuring outside of chult, then arrange for a teleport to place them at the entrance to Omu and skip all the jungle walking. The stuff is okay, but Omu and beneath is the real meat of the adventure. And, honestly, I don’t think they’re bonded well together.

      The Tomb of the 9 Gods is indeed deadly. It’s not that it’s hard, its just that the consequences for making a mistake are really large. After the first, maybe second floor, my party got rather cautious and stopped really making mistakes. They also stopped going into every single room, which adds to their survivalbilty a lot.

      Its interesting that you mentioned Acererak killing everyone, because, even though the party won, that’s how I’m going to end it. A post credits epiloge that says “when each of the party encounters their true death, insterad of oblivion, they hear evil laughter and see a pair of hatefilled eyes staring at them. In your final moments, you realize that the most powerful magic a creature entitled “the Eternal and Undying” can learn is patience” Just as a final gotcha. Mostly to play some mind games at the end of it all

      I think I would run this adventure a lot different in a home game, as opposed to the store game I ran. I would have put more effort in reworking magic items, reweaving story into character background and fixing the issue that Chult needs to get its timeline figured out.

      This book was fun, glad to be moving on to another adventure. (Probably. We’ll probably end a tad early to talk about that)

      And hey, good to see ya! It’s been a while

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