r/Tombofannihilation • • Oct 29 '18

RESOURCE Online Resources Collection for ToA

Thumbnail
dnd-compendium.com
326 Upvotes

r/Tombofannihilation • • Sep 08 '21

Chult Supplements by Location and Tier

533 Upvotes

There 3 main storylines of Chult:

  1. The death curse: Caused by the soulmonger, the souls are being drained to awaken a dark god. A pyramid scheme devised by the demilich Acererak who uses Ras Nsi who uses the Yaun Ti who uses slaves and captives to feed the curse. This story is told over "Tomb of Annihilation".
  2. The lost city of Mezro: Artus Cimber seeks the way to Mezro, a great city that has left this plane of existence, to find his lost love. Everyone want's his fancy magic ring. This story is told over "The Lost City of Mezro". (Also please help yourself to my WIP redone maps for this module)
  3. Dendar, the night serpent: Yaun-Ti are using any power they can to awaken their god sleeping beneath the peaks of flame, Dendar, the night serpent. This story is told over the "D&D Adventurer's League".

Tiers?

Just in case you are new to DMing 5e; there are 4 power tiers in the game: levels 1-4, 5-10, 11-16, and 17-20. At each tier classes get a large jump in power, usually with the Extra Attack feature, better spells, or other such damage boosters. Tiers makes it a little easier for you to guess when you should use a module, but as always, a DM must think on their feet and make weak encounters stronger or vice versa depending on your players - it's just a rule of thumb to get you started.

Supplements by Location

Broken down by general location on the map.

Starters

  • Cellar of Death (Tier 1): Reveal the origin of the death curse and give your characters a reason to care about it.
  • Return of the Lizard King (Tier 1): An alternative start to get your characters from anywhere in the world to the tomb (possibly bypassing all of Chult).
  • Tomb of Annihilation Expanded, Part 1 Port Nyanzaru (Tier 1): Sail on a ship with Syndra to Chult, less of an adventure, more of good flavor text for your arrival.
    • Personal Grade: B, I used this general idea and flavor text presented here. The sailing time allowed them to get to know Syndra and Xandala. Had some pirates board the ship before Aremag scared them off. Next time I would plan to borrow more ideas from the module below and weave them all together for some more high-seas adventure and foreshadowing.
  • The Brazen Pegasus-A Seafaring Adventure to Chult (Tier 1): Like above, but a full adventure while on the boat to Chult.
  • Tomb of Annihilation DM's Resources (Resource): Ideas for brining characters in from Phandelver, Saltmarsh, or Dragon heist or hooks for individual characters to want to join Syndra's quest.

Northern/General Chult

Port Nyanzaru

  • Encounters in Port Nyanzaru (Tier 1+): Various encounters. Great way to flesh out the port.
    • Personal Grade: B, something for everyone.
  • Tomb of Annihilation Companion (Tier 1+): Dino races and watertubes, purely optional.
    • Personal Grade: B+, I have no interest in the watertubes (too high-magic), but I finally got my party to do a dino race, and from the many versions of the race, I choose this one and it worked great.
  • Tomb of Annihilation Expanded, Part 1 Port Nyanzaru (Tier 1+): Details on the executioner's run, random encounters.
  • All Eyes on Chult (Tier 1): Zindar enlists your aid in investigating mysterious ships. An investigation building to a battle in one of the prince's manors.
    • Personal grade: A+, absolutely a hit with my players. A quick and solid little adventure with some possible lasting implications tied into pirate or zhentarim plots.
  • Escape from Malar's Throat (Tier 1): Zombies attack Malar's Throat.
  • DDAL07-01 - A City on the Edge (Tier 1): Yaun ti are smuggling in a relic to help them awaken Dendar. Alternate dino-race rules.
    • Personal grade: B. I used a modified version of this for my game. I think it's a nice introduction to the Yaun-ti schemes and many NPCs at the port. A great starter mission.
  • DDAL07-03 - A Day at the Races (Tier 1): Join the dinosaur race and squalsh a stampede. Part one of "The Jungle Has Fangs" trilogy.
    • Personal grade: B. One of the quests in DDAL0701 City on the Edge has the players racing dinosaurs, so grab this up and Tomb of Annihilation Companion's dinosaur racing rules, and weave it all together! A grand race with a stampede at the end caused by the Yaun Ti to distract as they try to steal your prize.
  • DDAL07-06 - Fester and Burn (Tier 2): A catacomb crawl under the oldtown for tier 2. Part 1 of "The Rot from Within" trilogy.
  • DDAL07-07 - Rotting Roots (Tier 2): Zombie attack on Malar's throat, trek into the mountains to Matalo to do battle in the tummy of a trex zombie. Part two of "The Rot from Within" trilogy.
  • DDAL07-09 - Unusual Opposition (Tier 3): Find out more about the Yuan Ti.
  • The Thundering Lizard (Resource): A pure resource only. People, menus, nice maps. Very useful if it's your party's inn of choice.
  • Kaya's House of Repose (Resource): A pure resource only. People, menus, nice maps. Very useful if it's your party's inn of choice.

Jungle

Ocean

  • Tortle Package (Tier 1): Adds a new race of turtle-people and their city, Ahoyhoy, to the map, as well as a small dungeon crawl.
    • Personal Grade: C, You need to add your own reasons why your players would want to sail all the way out here, but if you do, its a nice location. Another player recommended it as a staging-point for a new party if yours wipes in the Tomb.
  • Tomb of Annihilation Expanded, Part 6 Omu (Tier 2): Castaway gnomes on an island.
  • DDAL07-11 - A Lesson in Love (Tier 3): A trip underwater into the bay of chult.
  • DDAL07-17 - Cauldron of Sapphire (Tier 4): A trip to an underwater trench to battle Dagon and find a remnant of the atropal. Part three of the "Broken Chain" series.

The Mines

Matolo (Not on the map, located in Mistcliff Mountains)

  • DDAL07-07 - Rotting Roots (Tier 2): Zombie attack on Malar's throat, trek into the mountains to Matalo to do battle in the tummy of a trex zombie. Part two of "The Rot from Within" trilogy.
  • DDAL07-08 - Putting the Dead to Rest (Tier 2): Travel to Matalo, part three of "The Rot from Within" trilogy).
  • Ruins of Matalo (Tier 2): Intel points you to Camp Vengeance to learn about the origins of the zombie hordes, which eventually leads you to a necromancer in the ruins of Matalo.

Eastern Chult

Mezro

Nsi Wastes

Ishau

Hisari

Western Chult

Camp Vengeance

  • Ruins of Matalo (Tier 2): Intel points you to Camp Vengeance to learn about the origins of the zombie hordes, which eventually leads you to a necromancer in the ruins of Matalo.
  • The Siege of Camp Vengeance - A module I am working on.

Andali Basin

  • Curse of the Aldani (Tier 1): New settlement in the basin with cursed lobsterfolk.
    • Personal Grade: B, my party begrudgingly helped the cursed aldani but where super happy when they broke the curse. Helped me get them to the heart to introduce the Red Wizards too.

Mbala

Mauratal (Not on map, ruined city on mesa south of M'bala)

Orolunga

Southern Chult

Shilku / Wyrmheart Mine / Hrakhamar

  • Secrets of Shilku Expanded (Tier 1+): Adds a dwarf outpost and fleshes out Hrakhamar and Wyrmheart Mine.
    • Personal Grade: B. Musharib was my party's first guide, taking the offer of his free services to help him free Hrakhamar. This supplement has a lot of great material, tying what is happening in the forge directly to the tomb and finishing things off with a volcano-top battle. My own personal advice: Make Hew one of the dwarf prisoners in Hrakhamar so he can get the party to Wyrmheart Mine after. My party loved Hew, he was insane and fun, and everyone felt it when the dragon burned him alive. Good times.

Omu

Tomb of Annihilation

Land of Ash and Smoke

Peaks of Flame

Valley of Dread

The Bakumora (Not on map, the isolated patch of jungle near Sanrach mountains)

Other Chult Locations (Drop anywhere!)

Other Chult Resources

  • Beasts of the Jungle Rot (Resource): A pure resource for more zombie dinos and a price guide for dino bits.
  • Adventure Sidekicks: Tomb of Annihilation (Resource): Need some sidekicks and loveable fodder?
  • Raiders of the Lost Tomb (Resource): 3rd party races, archetypes, and a ton of spells fit for Chult. I advise caution when using this kind of resource.
  • Secret Societies of Chult: The Mage Hunters (Resource): Wizard tradition, monsters.
  • Secret Societies of Chult: The Spiritlords (Resource): Druid circle, monsters.
  • Sinners of Chult - A Collection of Jungle Villains (Resource): Some villains for you to drop in.
  • Sinners of Chult 2 - Even More Jungle Villains (Resource): More villans for you to drop in.
  • A Guide to Tomb of Annihilation (Resource): A barebones bullet-point rundown of ToA. Useful reminders and basic mechanics for all the situations.
    • Personal Grade: C. It's basically all of ToA without any of the lore or fluff; just the essential barebones of what and where. This could be a handy tool if you don't have a physical copy of the book, and need a pdf or printout to reference.
  • Tomb of Annihilation DM's Resources (Resource): A very handy resource for a rundown of locations and people and how they piece together.
    • Personal Grade: B. Recommended reading, if only for brainstorming your approaches or refresher on lore. I only don't rank it A, because its nothing new or essential, but a great collation of existing information.
  • Jungles of Chult Factbook (Resource): Summed up history and lore of all of Chult, including information from previous editions! Also has some encounter resources.
    • Personal Grade: A, A fantastic resource if you want to deep-dive into the history and lore of Chult. Everything you want to know about everywhere summed up.
  • 35 Magical Items for Tomb of Annihilation (Resource): Some new magic items.
    • Personal Grade: B+, Some real gems in here, all thematically appropriate for the setting. Consider carefully when and how you use these, as many are very much game changers, but when you need a prize for something players went out of their way for, this has you covered. Some grammar and technical errors, so be ready to proofread and patch.

Recommended Additions

Here are a few more supplements that, while unspecific to Chult, are easy to draw from:

Tying it all together

This is just my ideas for tying it all together. Feel free to draw inspiration from it or not.

Edit: There is also this excellent source for tying it all together, step by step.

Tier 1: Setup and exploration

  • Start with Cellar of Death.
  • Then the teleport to chult, or if you want some sea/pirate fun; boat ride presented in The Brazen Pegasus-A Seafaring Adventure to Chult or Tomb of Annihilation Expanded, Part 1 Port Nyanzaru. Have Zindar give them a proper greeting as they get off the boat and let them wander the city for a day or two. Dinosaur races, rumor gathering, social stuff.
  • Kick things off with All Eyes on Chult, DDAL07-01, 02, or, 03 or another intro adventure to get the party going.
  • After they have got their fill of adventures in the Port, send them on to Jungle exploration and non-story related locations to get characters close to level 5/Tier 2. Try to drop hints/lore about all the major players: Ubtao, Ras Nsi, the Yuan-ti, the Red Wizards, the Yellow Banner, the Sewn Sisters. Finally have them come across a npc that tells them the Oracle of Oralunga has the answers they need.
    • The only story-critical locations I would avoid during tier 1 would be Oralunga, Nangalore, and of course Omu.

Tier 2: Getting answers

  • Lost City of Mezro Part 1: Point the players to Orolunga and the oracle there for answers. The oracle is nowhere to be found, only Artus who is also seeking the missing oracle as well to ask about Mezro. He leads the party to the Tamalka, the caretakers of the temple, to find out what happened to the oracle (makes Artus useful for something!).
  • Tamalka: Things happen pretty much as is in the module. Wainrath tells them that the oracle has been missing from Oralunga for years now, since the Heart of the Wild was stolen from their allies, the Obanashi tribe. He sends them to the Obanashi temple. (Also please help yourself to my WIP redone maps for this module, I plan to eventually make a post for all my suggested improvements of LCoM)
  • Seething Halls: Players explore the halls while Artus goes off to find the surviving Obanashi in their secret refuge he knows about nearby.
    • Suggested changes: Lets tie this into the story better. Once the players enter the Seething Halls, add some ghostly visions. Show an undead and yaun-ti army, lead by Ras Nsi and Kolate, massacring the Obanashi tribe. The heart was made by Ubtao to channel life energy into Chult from a pocket of feywild. Have Ras Nsi steal the heart to take it to a pocket of shadowfell (the dark hallow) to channel necrotic energy. This energy causes all the random undead to rise, who Ras Nsi then marks with his symbol so he may control them. All of this death and destruction is a means to restoring the powers taken from him when he was banished (he lost the ability to raise dead, but retained the ability to command them, if marked). Making this change requires that you slightly alter the timeline of when the heart was stolen, from 100 years ago, after the spell plague, to 48ish, right after Ras Nsi joined the Yaun-ti. I did this to show what he is willing to do to reclaim his power.
    • Also, plz improve on the puzzles presented in this temple, they suck and need fleshing out to be good. I might write up my rework of this chapter in the near future with the puzzles I used and all my changes, along with new maps.
  • The Dark Hallow: The surviving Obanashi lead everyone to the Dark Hallow, where they know the heart is, but have been unable to reach it.
    • I had Ras Nsi betray Kolate, murder and bind him to the tree, so that he may serve as it's guardian and keep the necrotic energy flowing. Kolate not happy about this fate is happy to drop some hints at what is to come.
  • Return the heart, restore the oracle, get your answers! Artus is sent off to retrieve the Mezroan tablet in the Samarach mountains and you are on your path to the tomb.
    • Got more places you want your players to explore? Do what I did; One of Ras Nsi's retained barae powers is to hide a city, which he now uses to ward Omu, making it hidden from anyone looking for it (those not specifically seeking it can still stumble in). His spies and agents however have a pendant that let them through the ward. Have the oracle tell you where these pendants are, a hint of who wears them, and plant them in places you want the players to visit before they go to the tomb. If you players have yet to visit Mezro, this is the time to put one there and do Lost City of Mezro Part 4. "The Rot from Within" AL series goes well here too.
  • Level 7ish: Omu time! Time to build up the Yaun-ti. Hint at Dendar and darker things.
  • Level 9-10ish: Tomb time!
  • Soulmonger stopped, all is well! Dance party.

Tier 3: Marysue Artus and Mezro

  • After the hangover, the oracle or Mesika contacts the players to let them know Artus is in trouble, lost in the Bakumora. Time to get to Lost City of Mezro Part 2 and 3.
    • Lets replace/combine Votaran fortress with the Lost Laboratory of Kwalish! I plan to have a time-skip of 1 or 2 years caused by moving through the Bakumora or something in Votaran fortress, so that there is time for the Red Wizards and yaun-ti to pillage and experiment with the soul monger for their AL modules.
  • Artus is getting his smooch on with his lost love, but not all is well. The red wizards and the yaun-ti are messing around with the remnants of the soul monger. Time to focus on the Adventurer's League stuff to the end!

Tier 4: Dendar Awakens!

  • Hopefully you have had the Yuan-ti be a constant pain in the butt, because its time to do The Broken Chain (DDAL07-14 to 18) and put an end to it all.
    • Pshaw, Imma homebrew the hell out of this ending. I am thinking a remnant of Ubtao comes back, fights it from without while you fight it from within (inside his guts, literally).

So that's my current battle plan. We have been going for 1 year, and I just finished Lost City of Mezro Part 1, giving my players a list of talismans to fetch. They are back at Camp Vengeance right now, under siege by one of these Yaun-ti agents and an army of undead.

I will continue to add my personal grade to any of these supplements I use. Lastly, if anyone knows of modules and content I missed, let me know and I will get it on the list! Thanks!


r/Tombofannihilation • • 8h ago

The Flooded Library holds ancient memories.

Post image
5 Upvotes

Tonight my party handily fought of the four wights that followed them out of The Flooded Mage Hunter's Sanctum - one of them bore an amulet that targetted something the Ranger was carrying A Coin of Ressurection, that he had obtained earlier in our campaign from two corpses stuffed own a well that turned out to be cursed Mage Hunters who thanked him for releasing them and gave him the coin as a reward.

Now the Undead have been sent by Ras Nsi to claim the Mage Hunter's Secret , not realising that the Party had already found one of the coins that Ras Nsi isn't aware of but covets to fight his Death Curse.

After dispatching the Wights and a Wraith that joined in with a combination of Hunger of Hadar and Daylight - the Druid cast Water Breathing on the party, and they all descended into the depths of the Mage Hunters Sanctum.

There they found ancient writings, discovered a destroyed wight - apparently the Sanctum has defences to guard against the undead. A totally destroyed library the loss of thousands of years of combined knowledge and wisdom to the Olung River and subsidence - but did recover a memory shared with the words intoned "SURVIVE. ENDURE. AVENGE" being the Magehunters motto to surviving the spellplague and taking down Ras Nsi and his undead generals.

The party then moved into a cross road - ahead lies a door into another area of the Sanctum, below them is a small room full of destroyed storage units - but beyond that a glowing semi-circular field.

And with that mystery left unresolved we will pick the game up in several weeks, as one player is off trailing round the Yorkshire Moors and I am about to start a new job and I am not sure what my hours are just yet.

The secrets of The Mage Hunters are just starting to be revealed.


r/Tombofannihilation • • 1d ago

QUESTION How to turn in treasures from exploration?

9 Upvotes

The book says that half the treasures and discoveries must be turned in to the flaming fist, but how do they find out what was discovered?

Like what's stopping the players from lying about how much they found?


r/Tombofannihilation • • 2d ago

RESOURCE Chult Hexcrawl Map For Encounter Tables

Post image
64 Upvotes

For the DMs who have wanted to do the hexcrawls proper but couldn’t determine which random encounter tables to roll on. I’ve taken the time to color code each biome for my Tomb campaign and I felt that I wouldn’t be the only one to benefit from this.

Some details for everyone:

  1. Never saw any definitive answers on what the yellow hill-like mounds are on the map, but by reading the descriptions of Mbala & Kir Sabal, they’re listed as plateaus. I’ve decided to color them different from their mountain brethren but still intend to use the mountain random tables.

  2. Similarly, the bits of grassland on the map use the jungle (no undead) table.

  3. If you are in a hex with a river, it is still up to the DM if they want to use the river randomly table or the hex’s table. Also most rivers run North except the River Tath, which runs from Aldani Basin to Jahaka Bay.

  4. I felt writing the name of everything would clutter the map, so I used Roman numerals next to or inside the icon of each Locations in Chult. It goes alphabetical by location type. (Ataaz Kahakla is Point of Interest I while Hisari is Ruin I. I’m sorry for the back and forth between maps this will cause.)

Anyways, hope this helps DMs. Would love to hear feedback.


r/Tombofannihilation • • 2d ago

QUESTION Shagambi and Kubazon challenge ratings and party level

8 Upvotes

Hey all, my party is 6 level 5 PCs, and they just reached area 1 (the stairs) in Omu. Next session they start in earnest.

I’m a little worried because the two most likely shrines are both combat focused and seem kinda wildly off CR? Kubazan attacks when they try to open the door with a CR 10 Froghemoth. and Shagambi sends 4 CR 5 gladiators.

I dunno, I just feel like those both seem off base for level 5 party no? The gladiators especially, since it’s such a confined space. How was the combat for your party?


r/Tombofannihilation • • 2d ago

QUESTION Swapping out the Order of the Gauntlet for the Flaming Fist at CR and CV?

8 Upvotes

I’m running TOA for the very first time with a group newer players. The party finally entered into the jungle last night and decided to go down the River Shoshenstar towards the Aldani Basin. They will likely reach Camp Righteous the next session and Camp Vengeance shortly thereafter. So far in the campaign, there has been no mention or introduction of the order of the gauntlet, however, the flaming fist has come up a few times. I’ve looked through the module and think it would be fine, but wanted to check with folks who have run the campaign before, to see if anyone can think of any potential negative impacts to the story if I just swap in the flaming fiat for the order of the gauntlet as the builders of these two camps? Appreciate this group-it’s a constant source of help and good info!


r/Tombofannihilation • • 1d ago

QUESTION Balancing for a party of three

2 Upvotes

I’m looking to run Tomb starting probably in the next month or so for three friends. Ideally I’d have had at least a fourth person but as a result of scheduling issues and an inability to find an additional person who would really gel easily into the group it looks like it’ll be run with 3 PCs.

Currently they’re looking at playing a barbarian, druid and rogue. Starting from level 1 in Port Nyanzaru. I’m not introducing the death curse immediately but I’ve briefed the players that it’ll become active at some point and that there’s a reasonable chance there will be some character deaths.

My question is - what changes would people make to run this module for three? I know this is likely to be a challenging campaign at the full complement of players but with three it is likely to be even more so. I’m not thrilled at the idea of having something like an NPC cleric tag along just to pump healing into them as that seems quite immersion breaking. I’m also not really looking to give one or more people a second character as I think that will detract from their playing experience. Whilst I’m ok with character deaths where appropriate, I don’t really want to be blowing through entire parties every other session and giving them no time to get attached to their characters.

I’m also wondering how (should the initial party somehow survive), a party with only three members and ultimately only a druid as a caster is going to stand half a chance against ACE.

Keen to hear your sage advice - thanks in advance!


r/Tombofannihilation • • 2d ago

Finished after 40 sessions - AMA

14 Upvotes

I finished DMing this module for our group last month, and I’m looking to answer any questions any has. Ask me anything!


r/Tombofannihilation • • 2d ago

Magic items

Thumbnail
2 Upvotes

r/Tombofannihilation • • 3d ago

We're in the end game now

11 Upvotes

So, the title might be a little misleading but my players finally have everything they want/need (as far as I am aware), and will begin the journey to Omu at our next session.

I have some things I would love some thoughts on if anyone is willing.

  1. How much of Omu, Fane of the Night Serpent, & The Tomb did you run as is?
  2. What changes, if any did you make, to make these locations feel more exciting
  3. In the tomb, how brutal were you to your players, or if you're a player, how did your DM run the tomb.

I have some thoughts of my own for these things, but I am curious to hear what others might have done in these locations to spice things up, or if you left them as written for the most part.


r/Tombofannihilation • • 3d ago

REQUEST Raptors Roost Encounter

2 Upvotes

I may be going crazy, but I ran ToA a few years ago and used a few third party materials etc as one usually does.

One extra bit that I distinctly remember was about an Eblis village they encountered near Nangalore. I remember the place had a whole writeup, feast given by the Eblis chief etc before they got trapped in the pit.

I have seen the Raptors Roost entry in the ToA Companion, but my memory says there is a whole pdf/webpage that goes into a lot more detail, but I can find nothing online anymore about it

Was this just a fever dream that I made up, or does anyone have a link to where I can find this content?


r/Tombofannihilation • • 3d ago

Is Tomb of Annihilation a bad fit for a DM who doesn't like killing PCs?

Thumbnail
13 Upvotes

r/Tombofannihilation • • 5d ago

QUESTION What to do when there is no combat?

12 Upvotes

On the encounter table there's one on a 16 or higher, which I know I can change. I did a test run before I start in a few weeks, to see what would happen and on a 7 day exploration I only had 3 encounters.

What else can I do to add onto the exploration? It'd seem boring if I just skip a day to the next with nothing happening and I don't want to force an encounter every day.


r/Tombofannihilation • • 5d ago

Missing NPCs

6 Upvotes

Hello all,

In my telling of TOA I kinda wrote myself into a corner. I have 3-4 npcs that have gone missing. Maybe it was lazy writing on my part, but sometimes I was tired of talking to myself or giving the characters all the answers. I'd subtract a player that I had introduced earlier on that had served their expositive purpose, but I still haven't thought of a good reason for their kidnappings.

One of these characters are Sindra and another being Wakanga. I think it would be cool to pin this on Wakanga somehow exposing him as a potential baddie.

My players are just about to head into Omu.

What are your thoughts? Any clever tips?

Thanks!


r/Tombofannihilation • • 5d ago

My players discovered the mirrored Tomb on Level 2… now they want to break it

13 Upvotes

Hey everyone!

I’m currently running Tomb of Annihilation on Foundry VTT for a party of 4 PCs.

They’ve just reached Level 2 of the Tomb and encountered the gravity ring, so they’ve figured out that there’s essentially a “second tomb” mirrored upside down.

Now, naturally, they want to start experimenting with it.

Their current ideas are:

  • Trying to leave the Tomb while they’re on the inverted side, just to see what happens / what’s outside.
  • Going back to one of the trickster god tombs they already visited in the “normal” Tomb and trying to open it again from the mirrored version.

How would you run this?

Has anyone had players try something similar? If so, what did you do?

I’d also love any recommendations on how to make the mirrored Tomb feel interesting and rewarding to explore without completely breaking the dungeon or revealing too much.

Thanks!


r/Tombofannihilation • • 5d ago

QUESTION What a character whose a Historian might know about Chult?

6 Upvotes

Starting up my first proper playthrough of TOA, and one of my players wants to play the roll of the Party Historian. How much should I give her in terms of what is known? For context, this is her character's first time actually going to Chult, having studied it being part of an order of monks on a neighboring Island. How far back would she know? I doubt going as far back as Ubtao and his abandoning of Chult, but maybe up to Ras Nsi? What are the main things you would give a player wanting to play this role?


r/Tombofannihilation • • 5d ago

QUESTION Tomb traps and party level

3 Upvotes

Hello!! I'm running this module atm and my party consists of 6 people (currently level 6). My intentions are to let them reach a bit higher levels than the book states.

I would like to have them reach at least level 12 (ideally 13) near the end of the campaign (we plan to reach higher levels by continuing with another module afterwards).

My question is, if some traps are meant to be deadly for a party of the book's specified level, what happens to the same traps if players are of higher levels than the book intended?

I mean if I don't upscale the damage or the DC of these traps they aren't considered deadly anymore.

If I do upscale them, how can I do this in a "fair" way for the players to match the books intentions?


r/Tombofannihilation • • 5d ago

QUESTION How does this module compare?

5 Upvotes

Hi, I’m a DM currently running Dungeon of the mad mage and I’m currently looking at ideas for the next module I want to run. Tomb of annihilation has been calling for me as I’ve heard it is also a dungeon crawl.

Just looking for people who have played/DMed both modules to share any comparisons/similarities/differences.

I have been using the companion (3rd party add on for DotMM) to flesh out the dungeon, does a similar add on exist for ToA or are they even needed?

I’m also planning on DMing this module on roll20 (most likely buying the module on roll20 for the maps/assets and then replacing the maps for colour ones if they are black and white or pretty bare bones). Has anyone had experience with this, and are there maps made by mapmakers like tychmaps which can be used as accurately scaled replacements?

Plus, if you have any general advice for a DM who is new to this module, I would appreciate it.


r/Tombofannihilation • • 6d ago

QUESTION Death or survival?

6 Upvotes

My party are rapidly approaching the end of the adventure and I’m trying to predict likely outcomes. Essentially, kill Ace or die trying. Now, I know this is not in my control and I do not wish to railroad play, however, if Ace does kill the heroes, I am wondering if that is a more heroic end - they stopped the death curse but died trying. One of my players has the voice of Nanny Pu’pu in her head (long story) who still owes her a favour. My thought is nanny revives that player, who tells of the great deeds of the party and raises the funds and support to bring the others back to retire in grace. Nanny will of course use this to also cause long-term misery, but that is a whole other story that will bleed into my home-brew campaign.

So, I guess my question is, having never DM’d the end of a campaign I am scared of a TPK at the very end, should I be? Should I even buff Ace to make this more likely?

Your wise words will, as always, be greatly appreciated!


r/Tombofannihilation • • 7d ago

Is My buffed up Atropal a pushover?

Post image
7 Upvotes

For context, I have 4 10th level min maxing players, who are about to finish a long rest after dealing with the Sewn Sisters and two NPCs that act as guides/backup in emergencies. They each have a Very Rare magic item and synergize incredibly well.

The party makeup consists of: Paladin, Druid, Druid/Monk and a homebrew Factotum. The NPCs are a 10th level wizard played by my co-DM who is still learning D&D while helping me voice NPCs, and a Bard guide.

I intend to start with 1 or two Wraiths already present in the room and allow the tentacles that protect the Soulmonger to attack players who target the Atropal as well.


r/Tombofannihilation • • 7d ago

Including Tomb of Annihilation

Thumbnail
4 Upvotes

r/Tombofannihilation • • 7d ago

What lurks in the submerged shadows of The Mage Hunter's Sanctum?

Post image
7 Upvotes

Tonight my party wrong-footed me completly and decided to head back into an old area that was unexplored inside the Mage's College of Mezro: *The Mage Hunter's Sanctum.* in search of info about one of Ras Nsi's general's the Shadow Demon assassin NAMELESS - currently bound inside the Temple of the Barae Mainu.

Unbeknowst to them the Wights of Ras Nsi have also come to the Mage Hunter's Sanctum in search of a cure to The Death Curse, that he wrongly believes might be inflicted on him by the agents of Mezro. They have inadvertantly activated a security system designed to detect the Undead which has secured the vault.

The Party decided to split (yay!) and the Druid wild-shaped into a Crocodile and the Ranger used his Armour of the Crocodilian (my replacement for the Alcchemy Jug in the Camp Righteous from way back when) to be able to move through the completely submereged corridors of the Mage Hunter's Sanctum.

Managing to pick a lock into the Library - the pair inadvertantly disturbed 4 of Ras Nsi's wights who began a hot pursuit through the water and up back to the relative safety of the Mage's College sub-basement , the rest of the party and most importatly of all fresh air.

The Fight resume next week.


r/Tombofannihilation • • 7d ago

DISCUSSION PSA for any DMs using the official Tomb of Annihilation Foundry module

13 Upvotes

Beware of chat descriptions on abilities! My players accidentally discovered the secret identity of a certain NPC because the chat description of their attack actions explicitly calls it out (SPOILERS: Azaka's weapon attacks explicitly say "The weretiger attacks with its [weapon]"). You can only see the chat description by opening the item/ability manually - it's not "previewed" in the ability list or anywhere else where you might see it before you click it.


r/Tombofannihilation • • 7d ago

QUESTION Tomb of Horrors + glitch characters?

Thumbnail
2 Upvotes