CapnZapp
Legend
Returning to this subject:Thinking about the death curse...
Do you have any ideas as to running a "light" version of it?
That is,
On one hand, I'm not sure I want to commit to a "no Raise Dead" policy for this, or any other campaign...
On the other, I understand the nature of the threat needs to be sufficiently threatening, or people will just leave the jungles of Chult to rot all by themselves.
So, what to do? I assume there are no other encompassing motives or story hooks in the campaign? (I mean, obviously "enter the jungles to find ancient relics and get rich" always works)
Do you think it's a good idea to leave some kind of opening, or a safety valve, for those odd instances where a beloved character dies when that isn't appreciated - when the player really wants to keep playing that character?
Zapp
PS: Haven't read the module yet
I'll allow a killed PC to return from the dead. Once. Then only Revivify, Reincarnate, and Wish helps. (Syndra becomes a level 15 Mage so she can't cast Wish)
I don't think starting a clock right away is conducive to a hexcrawl campaign where the focus is on the sheer joy of exploration. Turning tiles, as it were.
I'll probably hold off Syndra. If a PC gets dead, that's the best clock. Hopefully this doesn't happen during the first stages of the hex crawl.
If it "never" happens, I can always introduce Syndra or an equivalent NPC at a later stage, to hurry the PCs along.
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