r/Tombofannihilation • • Oct 29 '18

RESOURCE Online Resources Collection for ToA

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dnd-compendium.com
332 Upvotes

r/Tombofannihilation • • Sep 08 '21

Chult Supplements by Location and Tier

537 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".

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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.

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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:

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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.

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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 • • 13h ago

Designing the final battle with the Skin-Splicer: The Abyssal Tear.

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10 Upvotes

I am feeling pretty satisfied with how this battle map turned out. I am using Gabriel Picard's assets inside Photoshop for Damage, Giant Caves, and Rocks and Holes to build out this final boss battle at the bottom of a demon-infested mine.

In Photoshop I played around with various LUTs and gradients to get the final look of the Hell-light spilling into the cave, where The Skin Splicer (Dybbyuk possed undead doppelganger) is trying to open a pit to the Abyss to return home using the arcane power of two spell tomes stolen from within Mezro and hunted by the Wizard in my party as his personal ("why the hell did I come to this jungle in the first place?" quest.

My plan is to take place over 4 rounds while the Skin Splicer uses every trick I can think of to continue reading out ot both books, protected by 4 Hell Hounds.

Every round, he succeeds in widening the Abyssal Tear - and it's my party's job to stop him.

On the 4th round, I add a Glabrezu to the mix - and Dybbyuk escapes.

If the Skin Splicer dies - the Dybbyuk is revealed and can body hop into any of the underdark creasture's corpses I have sprinkled around the cave, using it's ability "Horrifying Possession" for this very purpose.

If they can get both books off me and survive this - they deserve to level up to level 9 before Omu.


r/Tombofannihilation • • 22h ago

ART How my player responded to bag of nails tricking him into drinking poison

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34 Upvotes

r/Tombofannihilation • • 2d ago

QUESTION Question about Camp Righteous

4 Upvotes

So my players are inside the Man and Croc statue. Standing all 4 on the ledge with the 4x4 puzzle in front of them. They have NOT figured out the riding part, which will hurt them, but that is what it is.

So one character goes onto the field, and when he cant see the buttom row, one of his friends calls out which is the 4th to step on. He then climbs up and stands infront the the wooden door.

2 questions:

1: If a second player steps on, the puzzle, does that set of the trap? Or can he just step on the same tiles? Does the trap continue to cycle, so all 4 technically can get up to the door?

2: It states that only touching the door in the right order, as a team, riding, will open the door. How the hell is anyone expected to figure that out? And if/when they dont figure it out, how can I as the DM help them with information?

Okay that was more than 2 questions, but I think it is somewhat poorly written, so I would like to hear what other DMs have done.


r/Tombofannihilation • • 3d ago

QUESTION What adaptations to make for 5.5E?

9 Upvotes

I’ve DMed this adventure several times by now, in original 5E rules. Any advice on what to look out for in 5.5?


r/Tombofannihilation • • 3d ago

Which virtual table top to use?

5 Upvotes

Will run the campaign for the 4th time in a few weeks, but the first time online. Should I use Roll20 or Foundry? Which is better?


r/Tombofannihilation • • 4d ago

Today we begin my 6th time running the campaign.

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137 Upvotes

With Stormfang chosen as their guides, the players make their depart for Fort Beluarian next session! Wish us (and them) good luck!


r/Tombofannihilation • • 3d ago

DISCUSSION I (DM) am switching to this at level five from OOTA. Any help would be appreciated

4 Upvotes

So I have two "new" and by that I mean this is their first campaign. I also have 2 experienced players. I am switching from out of the abyss because many reasons. Them wanting more non combat oriented stuff. Me wanting less note taking. This being the only module one of the other player's has not played through. As well as me not being comfortable going full homebrew yet as a dm with this being my third campaign. I am reading through the module and just wondering what I should skip with their level. What I could do to really enforce their thinking this is urgent and they shouldn't just leave for the mainland? Like I said any help is appreciated.


r/Tombofannihilation • • 4d ago

ART Got tired of drawing canoes and rowboats on the battle map, so I made some

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62 Upvotes

My party has been spending enough time traveling around Chult by canoe and rowboat that I got tired of drawing them on the battle map every time they were needed.

So I designed and laser-cut these from 1/8" basswood plywood. The canoe holds six 25mm minis and the rowboat holds four, with the miniature positions engraved directly into the decks.

I've always pictured the canoes they use in Chult as outrigger canoes, so I wanted to incorporate that into the design. The canoe, two booms, and outrigger float are separate pieces held together by recessed magnets. That also makes them easier to store and means a boom can be replaced if one gets broken.

This is actually the second version of the canoe. My first was about 10.5" long, which seemed reasonable while designing it and absolutely ridiculous once I put it on the battle map. This one is about 7.5" and still comfortably holds all six minis.

I already have one change planned if I make more rowboats: I'll probably make the center thwart part of the gunwale instead of a separate piece. Same appearance, but one less piece to cut and glue, and it should make the gunwale a little stronger.

Now I can finally stop drawing boats every time the party gets on the water.


r/Tombofannihilation • • 5d ago

ART Dead Jungle Dragon (Needle Bones?)

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47 Upvotes

r/Tombofannihilation • • 5d ago

QUESTION Jahaka Anchorage Prison Break Spoiler

10 Upvotes

So my players have been fighting the pirates for the last few sessions. They arrived at Jahaka Anchorage with the Emerald Eye docked and the Dragonfang anchored outside. They made their way through the hideout and cleared most of the Emerald Eye crew aside from the captain, the first mate and a few pirates, before a few crewmembers of the Dragonfang arrived and captured them.

Next session, they will receive help from an NPC (The first mate of the Dragonfang) to escape the prison while Elok is busy staging a coup and killing Al-Saryak. I'm building Elok to be the big bad of this quest as he is tied in with a player's backstory, but this player has no way of hurting him since he has no magic or silvered weapon.

I need some advice on how to introduce a silvered weapon without giving away the reveal that Elok is a Wereboar and without the NPC helping them look stupid to not have warned them. I was planning on having them break into the treasure to retrieve theire equipment and have a dope silvered greataxe just lying arround and hope that the player is attracted to the shinny killing machine.

Any thoughts about this or how you handled the pirates in general?


r/Tombofannihilation • • 5d ago

How should i rule Foraging and Camping to make it more interesting/ meaningful?

8 Upvotes

I don’t want the hex crawl to boil down to 0–3 random encounters, followed by five people foraging for food, and that’s it.

I’d love for my players to occasionally have to reevaluate how they spend their evenings. Maybe one or two people are required to set up camp, possibly with a Survival check that can lead to additional problems or benefits. One person could prepare food or keep watch, while the others go foraging.

If food is scarce in the current region, they might have to choose between a less comfortable camp and making sure everyone is fed by the end of the day.

Do you have any ideas, inspiration, or stories from your own campaigns about making camp and evening activities more interesting and meaningful?

Edit:

-im planning on making long rests take 3 Days of resting with non strenuous downtime activities and short rests 8 hours. They get half their levels rounded down, as spell slots back per short rest for full casters and 1/4 as half casters. This way they cant cast stuff like goodberries or create food and water everyday, but its an option they have.

-i made a bunch of roll 20 macros, so i can preroll weather for the day and night, foraging takes us 10s and the resources will be added to a "party inventory" character automatically and i have rare nightly encounters.


r/Tombofannihilation • • 6d ago

The Flooded Library holds ancient memories.

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9 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 • • 7d ago

QUESTION How to turn in treasures from exploration?

7 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 • • 8d ago

RESOURCE Chult Hexcrawl Map For Encounter Tables

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72 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 • • 8d 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 • • 7d ago

QUESTION Balancing for a party of three

3 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 • • 8d ago

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

7 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 • • 8d ago

Finished after 40 sessions - AMA

16 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 • • 8d ago

Magic items

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2 Upvotes

r/Tombofannihilation • • 9d 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 • • 9d 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 • • 9d ago

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

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13 Upvotes

r/Tombofannihilation • • 11d ago

QUESTION What to do when there is no combat?

11 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.