Showing posts with label port nyranzaru. Show all posts
Showing posts with label port nyranzaru. Show all posts

Monday, September 17, 2018

Into Chult -Tomb Thoughts #1

Note: I have not read the book, so if my spelling of NPC names and/or locations is off, it is because I am taking my best guess at spelling them.

For the first time since the D&D Next Playtest back in 2012 or 2013 I've got the opportunity to play in a D&D 5th Edition campaign. Now, I've played a few 5e one shots, probably 2-3 a year on average, but I haven't had the chance to play the same PC for concurrent session in a 5th Edition D&D game since it was released in 2014. Since my darling wife wanted to play D&D with Dinosaurs (aka Tomb of Annihilation) but my DM'ing plate is full, we have tricked DM extraordinaire Thomas into running the module for us and three others. (PS. Thomas has an excellent new DM's Guild Supplement out, Mercy & Justice).

Since I've been spoiled with an excellent player in my online 2nd Edition games who takes detailed and copious notes, I decided that I should attempt to take notes for the group for our Tomb of Annihilation game. And since I'm taking the notes anyway, I figure I'll also include them here on the blog as well as giving my impressions as a player moving through the module and put it all together into these posts that I'm going to refer to as "Tomb Thoughts".

Photo of my character sheet for Ordulin Bellweather, sheet is Dyson Logos' Fifth Edition Character Sheets.

Now, since I rarely get to play 5e, I showed excellent restraint and only stated out a dozen or so potential PCs and only wrote up brief backgrounds for half of those. But since I can't recall seeing a Warlock PC in any of my 5e campaigns, I settled on Ordulin (Darvin) Bellweather, a Half-Elf Archaeologist Hexblade Warlock. I went whole hog on a terrible pop-culture archaeologist rip-off too, having Ordulin adopt the name of a Realms location that seemed the most like Indiana in my five minutes of quick wiki-searching and deciding to use a whip for a melee weapon despite the low damage.

Initial Thoughts after Session 1

I'll include my character and session write-ups below, in case you want to skip those. The first session went pretty well, we started in Port Nyanzaru and Thomas gave each of our characters a few hooks. We could have probably wandered around the city doing some exploration, but I probably pushed a little hard for our party to take the very first mission we heard about. In hindsight, as I wrote up the session notes, I could see how my DM experience led me to urge the party to take action and be decisive instead of dawdling, so I need to remember to try and keep some of that in check as we move forward. We managed to make it through the evening without fighting anything, instead diving into the factional intrigues of the Merchant Princes. We traveled from Port Nyanzaru up to Fort Beluarian and back, and so far the locations seem interesting and fairly memorable, though we have not seen much. The biggest thing that stood out, was that Thomas took the time to print out the Guide pitches for us, which made deciding on a guide much easier and quicker than it would have been otherwise. It was fantastic to have the guide portrait and their sales pitches to help us decide on the guide for us. We only played for about three and a half hours, but it seemed like we were able to accomplish quite a bit, visiting two major locations, having conversations with a half-dozen NPCs, getting into some potentially dangerous shenanigans and even plotting out our travels for quite a while.


No ICE in Minnesota itch.io bundle

My silly one page RPG about throwing a holiday party for vampires, That Familiar Holiday Spirit , is part of the No ICE in Minnesota bundle ...