Tomb of Annihilation
Authors: Christopher Perkins, Will Doyle, Steve Winter, Adam Lee
The talk of the streets and taverns has all been about the so-called death curse: a wasting disease afflicting everyone who’s ever been raised from the dead. Victims grow thinner and weaker each day, slowly but steadily sliding toward the death they once denied. When they finally succumb, they can’t be raised—and neither can anyone else, regardless of whether they’ve ever received that miracle in the past. Temples and scholars of divine magic are at a loss to explain a curse that has affected the entire region, and possibly the entire world. The cause is a necromantic artifact called the Soulmonger, which is located somewhere in Chult, a mysterious peninsula far to the south, ringed with mountains and choked with rainforests.
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Tomb of Annihilation Reviews (14)
See what other Game Masters and players are saying about Tomb of Annihilation
Tomb of Annihilation is a campaign of two halves. The first is a survival hex crawl, with undead, dinosaurs and undead dinosaurs. The second half is a deadly, puzzle-filled dungeon crawl. The good news is that those two halves are some of the best that D&D has to offer. For players, if either survival games, or puzzles, are not to your taste, steer away from this one. If you are good with both, you will have a blast in one of the most creative campaigns ever published. For dungeon masters, there are a few rough edges to sand off. It's tricky to give the Death Curse some urgency, while still giving the players enough time to explore. The lost city and the final tomb can be tricky to prepare for, since the players can go anywhere in a given session, but if you are up for the challenge, it's a lof of fun to run.
This Jungle adventure hex crawl has been a blast for my groups and that fact that you can explore and cut your own path to the lost city is great. The first part is very dangerous for lower level party's but you feel the growth as you over come the monsters and by the end of the jungle exploration section and the group is feeling strong they are dropped into even more dangerous and realize the jungle has given them a faults sense of security. This is a great adventure for Intermediate and above players. It could be hard for a group of new players as it is not very forgiving. But the sense of danger and risk of death is very real as Resurrection has been taken off the table.
I've been using this adventure in conjunction with a larger level 1-20 campaign setting. I think the idea of strangers in a strange land brings a breath of fresh air to what one usually expects in a D&D game. I'm by no means a DM who tries to kills the characters, but I do take a little satisfaction in explaining to the players that the normal death rules are out the window until certain conditions are met in-game; it does cause the party to plan their actions with a little more strategy than they normally would. I do try to warn players before we begin that the initial exploration of Chult may very well remind them of the old Oregon Trail computer game at first, so this part of the game is best geared toward those detail-oriented players who enjoy taking stock of supplies, weather conditions, water consumption, getting lost, etc. It's admittedly not for everybody, but those who stick with it will get their payoff in the form of cities and dungeons to explore the deeper into Chult they go. All in all, I highly recommend this adventure for those wanting something a little different.