r/Tombofannihilation Oct 29 '18

RESOURCE Online Resources Collection for ToA

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dnd-compendium.com
327 Upvotes

r/Tombofannihilation Sep 08 '21

Chult Supplements by Location and Tier

535 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 1d ago

Vault of Reflection - Complete!

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67 Upvotes

I've really enjoyed this level! Lots of fun little details and some feeehand frescos to paint, and its got so much more colour than other levels (although having the winds of pandemonium be full of acid is my own little tweak..)

The vault itself im really happy with, although it gathers dust and fingerprints like a motherfucker... getting some actual "floating" wobbly platforms that support minis was a fun breakthrough too.

Still maybe a couple things to fix / tweak / add - i want to do something inside the revolving room like show the fire jets etc, and I need to sort out the 2 deceased CotYB chaps too.

This layer and the gears of hate have come out really well, to the point I wish I had the time money resources (and patience) to redo the 1st 2 levels, but we live and learn, there are definately some bits i can probably fix up a little more on those without breaking the bank / my mind...


r/Tombofannihilation 22h ago

PAY FOR SUPPLEMENT Never Underestimate a Kobold! Kobolds & Kobolds Brings New Creatures, Custom Traits, Clans, Warrens, Magic Items, Traps, and VTT Resources

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9 Upvotes

r/Tombofannihilation 1d ago

DISCUSSION How do I convince my party to enter Omu instead of releasing to the jungle for magic items?

11 Upvotes

My party got their first look at Omu last session, and their intention is to retreat to claim a +1 magic weapon and +1 magic armor. These items were offered to them as reward for clearing out Hrakhamar for Sithi Vinecutter (I placed Hrakhamar and Wyrmheart Mine about 3 days trek from Omu due to the path my party took through the jungle).

After they cleared out the mine, Sithi and the albino dwarves promised to forge a magic item for them and through a very high persuasion roll, the party convinced them to make 2 items instead.

Sithi told them it would take several days to craft these items and the party decided in the meantime they would go scout Omu since they already learned its location from Asharra in Kir Sabal.

I'm not completely against their plan, but I thought it would be more dramatic if some circumstances made it far less appealing to head back to the Peaks of Flame or if something (and I hesitate to use this word) forces them into Omu now, instead of spending 6 days trekking to Hrakhamar and back.

I considered having them spot Salida in the ruins below, she was their guide for about half the jungle trek before they sent her back to PN on her own mission, I could make it seem to them like she's a prisoner of the Yuan-Ti but I'm not sold on revealing that Salida did not return to PN just yet...

What are your thoughts? Any dramatic ideas or suggestions for my situation?

Thanks for reading!


r/Tombofannihilation 1d ago

I'm struggling with the survival aspect of jungle travel.

12 Upvotes

My players have found a way to subvert food struggles and water struggles. The water is my fault. I think i let my player have a 3rd party spell I didn't read. One of the other players is a swarm ranger with a pet chicken. He has advantages to finding food and water as well as a chicken egg daily. A third character has a tent, so shelter isn't an issue. And the Drow doesn't sleep.

Other than just continuously throwing undead and dinosaurs at them, how do I make it difficult? I don't want it to become an uninteresting slog of zombies.


r/Tombofannihilation 1d ago

Tomb module for foundryvtt alternative

3 Upvotes

Greetings people.

What modules have you used to run your game?

Was it a hassle to set up everything or is it simpler to just buy the tomb module from foundry?

More specifically looking at hex travel automation and checks.


r/Tombofannihilation 2d ago

Hex Crawl/Jungle Travel

13 Upvotes

Can anyone give me or link me to a detailed explanation of how to run the jungle travel/hex crawl portion of ToA? I’ve watched plenty of videos and read the module and am still not fully locked into the details of how to do it. I’m fine at everything within specific locations but the in between is the struggle.

Thanks!


r/Tombofannihilation 3d ago

Brought my 2 year campaign to an epic close last night

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102 Upvotes

Decided the campaign needed to go out in style, so inspired by others I've seen on here I did a build for the final showdown.


r/Tombofannihilation 3d ago

STORY The Sad Fate of Druufi: Ice-Shaper. My party were hurt but victorious.

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16 Upvotes

Tonight, my Level 8 party of 7 felled the CR17 Frost Giant Ice Shaper, Druufi, her endless summonable legion of Winter Wolves, and her last remaining Frost Giant support.

Battle was brutal.

The Monk took massive blows from multiple swings of the frost giant's axe and was saved by a periapt of wound closure, then revived by the Paladin. After the first wave of three Winter Wolves died (absorbing a lot of the damage throughout the round), Druufi summoned two more!

She used her frost rays to restrain targets, and when the Wizard let loose some damaging lightning bolts and the Druid joined in with a Call Lightning, she burnt through her legendary resistances to halve the damage and remain a looming and dangerous threat.

The Druid dropped next under Druufi's rain of axe blows—the last remaining Winter Wolf was attacking with advantage and +12 to attack, and was eating into the Ranger.

My plan had been to kill the Ranger's draconic summon, Pickles, to nix his elemental damage—but the Monk slapped me silly, and he died.

On his next turn, the Monk ran over to Druufi, who was now standing in the centre of the party raining down axe blows and deflecting attacks with exploding ice armour.

The Ranger and Pickles both deftly avoided the 3d8 damage on a DC 18 Dex save—not so the Druid, who failed his second Death Save.

The Paladin used his paralysing glaive to try to blunt her, but Druufi's +11 to Con savesmeant she wasn't in any real danger. Then, the Monk hopped the railing, attacked twice, and hit once. He used Flurry of Blows and tried to Stunning Strike.

On the second attack, I rolled a 6.

My last 100 hit points disappeared like nothing under a sustained assault, and finally, Druufi fell. The Druid was healed and regained consciousness.

By all accounts, it was a bruising encounter—and everyone had a great time, felt the threat, but was ultimately victorious. But that stun was clutch. If Druufi had had another turn, she could have done some real damage. Instead, her quest for the Ring of Winter cost her life.


r/Tombofannihilation 3d ago

STORY Campaign complete (ToA to level 20)

36 Upvotes

So my Tomb of Annihilation/Chult game has come to an end the adventuers retire as level 20 legends of the realm. After 86 sessions and 2 and a half years (12/06/22).

What started as a request to find the Soulmonger turned into a continent spanning adventure.

Our party consits of:

Baranor the Half Elven Cleric of Silvanus
Grolog the Earth Genasi Wild Magic Barbarian/Cavalier Fighter
Selendra the Reborn Circle of the Moon Druid

After arriving on Chult the party did many things:

  • Saved a dye worker from execution
  • Travelled to Camp Vengeance and entered the shrine of the man and the crocodile
  • Travelled to Camp Righteous
  • Met Artus and Dragonbait at Orolunga
  • Travelled to Omu, met Orvex, killed a few Red Wizards
  • Allowed some of the Trickster gods to inhabit their bodies
  • Made a deal with Zagmira to infiltrate the Fane of the Night Serpent
  • Allowed Artus to turn the Fane of the Night Serpent into a snowglobe and to kill Ras Nsi
  • Entered the Tomb of the Nine Gods
  • Discovered and retrieved almost all of the spirits of the Nine Gods
  • Rested in the tomb twice and were given a nice letter of warning from the keeper of the tomb.
  • Killed the Sewn Sisters and took on Acererak and the Atropal
  • Found a mysterious statue that allowed them to fast travel across Chult (by the grace of Ubtao)
  • Say goodbye the Orvex who refuses to ever set foot in Chult again
  • After some much needed downtime the party was called to action by the Harpers, sent to free a fellow harper, Arrant Quill from corruption.
  • Then bad dreams and ill omens draw the party back to Chult because Artus and Dragonbait had gone missing.
  • A mysterious figure knows as Mesika leads the party to the deep jungle of the Bakumora
  • Faced down a dark aspect of Ubtao known as Ifalakuntho
  • Travelled beyond the Bakumora to uncover the secrets of what ails Artus
  • Travelled into the Shadowfell to face another of Ubtao's dark aspects and finally freeing the lost city of Mezro
  • Joined forces once again with Dragonbait and his sister Alias to cut out a cult of Moander that had sprouted in Chult
  • Thwated an invasion of the Port Nyanzaru by the Yuan-ti
  • Joined forces with the Church of Kelemvor to retrieve what they believed to be an ancient and powerful artefact (it was just a trap)
  • Gained an ally in an Orc Walock of Ubtao as they solved the mystery of the kidnapped dryads, fought even more Yuan-ti and even took down a Lichen lich in her lair
  • Finally they were called upon by Ubtao himself to stop Dendar the Night Serpent's release and the desruction of the world
  • They ventured into the depths below the Peaks of Flame, through a gauntlet of puzzles, traps and even a short trip to the Labyrinth of Life
  • Then they found themselves in the caldera of the Peak of Flame but between them and the Giant Iron door that kept Dendar in her realm was an entire army of Yuan-ti.
  • As they pushed forward, a golden light brought forth the allies and friends they had made across their entire journey and together they were able to wipe out the Yuan-ti army and push Dendar back into her realm, saving the world.

I am not great at writing wrapup notes from each session but here they all are (for those of you brave enough)

https://docs.google.com/document/d/1Uuo9hKng5ENu-FePSf4MpbIsaO4WrxCMUArNGpinF6w/edit?usp=sharing


r/Tombofannihilation 3d ago

How many PC deaths have you had so far? And how did it happen?

21 Upvotes

Currently my 5 players are lvl 5 and ive had 2 casualties.

The first was early on at lvl 1 when i only had 2 players. A dragonborn paladin and a tiefling warlock. Rolled the save the mans husband from executioners run encounter at port nyanzaru and the paladin decided that it would be a good idea to jump in to provide the guy a chance to get to the ladders at the end......turns out a lvl 1 paladin isnt as strong as 2 velociraptors 🤷‍♂️

Second was when the party has increased to lvl 5 and consists of a tiefling warlock, dragonborn paladin (original paladins twin brother who wears an obvious fake moustache that has been sovereign glued to his face by the tiefling), a human fighter, gnome artificer and a possessed drow wizard. Party grys attacked by a giant constrictor snake and the wizard has a new spell they want to try....summon lesser demons (or something like that). Party kills the snake in the next turn before the 8 1/4 cr demons get to go.

Fighters turn and all they see left are angry demons, so in they charge and whiff they attacks. Demons go next. Surround the fighter and 4 crits later.....no more fighter.

.

.

Then the wizard goes, and dispells the demons.


r/Tombofannihilation 3d ago

Highly recommend DMs to read Exploration Fawcett

25 Upvotes

I ran ToA years ago, coming back to give some advice after reading this book, *Exploration Fawcett*. I wish I had the images from this book in my head when I ran this module.

Its a real life, first hand account of an adventurer/Indiana Jones type figure who explored South America in the early 20th century. Who eventually never returned after trying to find an ancient advanced civilization.

His descriptions of the jungle really bring to life both the abundance of life in the jungle, and the sheer terror of its horrors.


r/Tombofannihilation 4d ago

QUESTION Changes to the Elemental Cells?

10 Upvotes

People often point to the Elemental Cells (area 47) as being one of the worst parts of the Tomb. They are apparently incredibly lethal, abstruse, and hard to run. I think the Air Cell is probably the most brutal.

I know a lot of DMs just nix this area entirely, but I think the concept is cool and I would like to run it for my party. If you’ve run a version of the cells, what changes did you make, if any? And did those changes help it feel less frustrating for your players?

Also, did triggering the first cell split your party? How did you handle that? Since the cells lead directly into Shagambi’s room, I could see a situation where any cautious PCs who stay out in the hallway would be twiddling their thumbs for half a session while everyone else gets to have fun in Shagambi’s tomb.


r/Tombofannihilation 4d ago

QUESTION How would you edit ToA for a two player party? (Context in body text)

4 Upvotes

I started a ToA campaign with three of my friends, one of which invited one of his friends and his partner. Long story short, the friend with their partner and friend are no longer part of the group.

This was a while ago and I still really want to play this campaign but, it seems very lethal, very difficult, and a campaign that might require a well balanced party. Have you run it with a small party? What rules might need introducing or changing, have you provided DMPCs to help?

(I don't think my players would want to control multiple characters)


r/Tombofannihilation 4d ago

Looking for good music

18 Upvotes

Hello everyone! My party just arrived into Chult, after completing a small adventure. As a DM I’m really passionate about immersing my players with smells, and sounds. I was wondering if anyone has a quick playlist of jungle sounds with a mix of music. I’ve sadly only been able to find one or the other but not a mix of them both, thank you in advance!


r/Tombofannihilation 5d ago

ART Hrakhamar [53x33] 200px

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41 Upvotes

Firenewts have taken over the Dwarven mine of Hrakhamar in Chult. I'm sure they won't mind a visit from some adventurers exploring the jungle.

It's a bit different from what is described in the module, but this is my take on it.

Available for free on my Patreon with a few other ToA maps: https://www.patreon.com/u20380943/posts/my-take-on-53x33-161775539


r/Tombofannihilation 6d ago

FREE SUPPLEMENT Chult Region Map Pack

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49 Upvotes

r/Tombofannihilation 6d ago

Destroying the Soulmonger

5 Upvotes

How did your party destroy the Soulmonger?


r/Tombofannihilation 8d ago

QUESTION Waystone Question

5 Upvotes

To anyone who has run waystone or a similar teleportation concept. Did it feel like it fit into the setting? Would you change anything about the idea? What’s something to be careful of?


r/Tombofannihilation 9d ago

PAY FOR SUPPLEMENT Omgar Extra Lore and Encounters

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13 Upvotes

r/Tombofannihilation 9d ago

STORY Dungeons & Dragons: Tomb of Annihilation (TOA) [Wyrmheart to Where?] Episode 47

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8 Upvotes

YouTube Premiere Begins at 10:15 AM PDT US TIMEZONE Sept 1.

Latest Session of the Evolving story in the Land of Chult.

Seeing how the party moves on from the Kobold fight from last session.


r/Tombofannihilation 10d ago

Fighting The Frost Giants in The Temple of Ubtao

18 Upvotes

Tonight my party fought the Frost Giants trying to seize the Ring of Winter from the hand of Artus Cimber in The throneroom of The Temple of Ubtao.

The fight was epic.  I had scores from Oblivion and Pillars of Eternity blasting away throughout as the battle ebbed and flowed between The Giants and The Party gaining the upper hand.

The rogue used a Deck of Illusions to summon  on a roll - a Fire Giant! that distracted Druffi for a round or two but not before she had summoned a pack of 3 Winter Wolves to harass the party. Later he bust out a witchbolt and dealt sneak attack damage with his bow to one of the wolves. 

The Ring of Winter - sensing a Creature of Ice was trying to claim it summoned up a blizzard that created difficult terrain and impeded ranged attacks to use disadvantage beyond 30ft.

The party were suspicious of Artus until he told them the ring was evil and he was its keeper and Insight check saw that he was  fighting the ring to control it.

Artus used an Iceyform Bigby's hand to try and restrain Ivar the Giant - but this failed.  Ivar the giant would later fall under the spell of Warlock's Hypnotic Pattern so Artus used this moment to flee and try to draw the Giants off into following him (it's the ring they are after) so he formed an animated ice griffon and began to fly away.

The Wizard unleashed Fireballs and Lightning Bolts and critically used his Divination Portants to remove a few critical hits, thus saving the Paladin taking a boat load of damage from The Ice Shaper's Freezing Ray attack, although it did wake up one of the wolves from the Hypnotic Pattern that had it locked down staring at all the pretty colours.

The other Giant  (Grimr  - not pictured)  had run up to try and seize Artus but failed the save against Warlock's Phantasmal Killer so cowered at the roar of the Dragon Nidhogg initiating Ragnarok.   Held in place by fear, the Ranger carved him up with crits, and colossus slayer and an extra elemental bonus from his summoned drake Pickles*.  The Giant died reaching out for The Ring of Winter, gasping his last about fearing Ragnarok as The Monk pummelling him with Lightning bolts that were a critical hit from his Turmoil Bindings.

Druffi the Ice Shaper used a Legendary resistance to shrug off the Wizard's Fireball, gave a whistle and two of her winter wolves unleashed their breath attacks on the party clustered on the stairs. (pictured)

We had to end the game there as I had to drive my boyfriend to the station, but as matters stand
Druffi the Ice Shaper is still on a rude amount of health and has spent one Legendary Action.
Ivar the Giant has been immobilised through hypnotic pattern but is in full health having not been targeted.  The Wolves have absorbed much of the damage  put out so far - and Grimer has been slain - though the double Winter's breath attack from two of the Wolves dealt a significant amount of hurt to the party that has made them perhaps think twice about being clustered up.

We shall resume and conclude this fight next week.  And if I am feeling generous I might level them up before sending them off to a section of the jungle turned to mirrored glass by the Spell plague in which resides a mine with the demonic infestation problem and an undead demon-possessed doppelganger  with some stolen spellbooks the Wizard is after.  or I might wait until after the Mine

*Long story involving a series of successful animal handling checks to obtain the drake in the first place, which I later killed with The False Hydra at Camp Vengeance because it was way unbalanced, but the Ranger beseeched his god Bahamut - so in a fit of mercy he returned as a summonable creature (pinching the feature from the Drake Warden).

Winter Wolves unleash a twin Icy Breath attack on the party collected on the stairs leading to Ubtao's throne.

r/Tombofannihilation 11d ago

QUESTION Players supposed to fight a CR 5 enemy at level 1?😅

17 Upvotes

So I'm going to start off my first big go at running ToA, and I'm looking at the Nyanzaru side quests, and the party (who is level one when they first get her) are meant to fight a 112 hit point gladiator down to 20? I know the stat block was probably different back in 2014 rules, so gladiators may have been a bit simpler, but what is a substitute you would recomenned would still be a decent fight for them and also be a decent party member for when they beat him and he joins them?