Tomb Of Annihilation

I really wanted to hate Tomb of Annihilation. It’s a Dungeons & Dragons 5th Edition campaign book advertised as a module full of super-hard challenges and vicious traps. “You will die,” said the advertising and interviews. I wanted to write a scathing, vicious review deriding the Killer Dungeon and all the malicious, antisocial behavior it fosters among roleplaying game players. Rail against the kind of toxic players who would use this adventure as an excuse to spring uncomfortable, unwanted, confrontational play styles on their erstwhile friends and, worse, random strangers in organized play.

Tomb of Annihilation (FG Rip).pdf. R/Tombofannihilation: This subreddit serves as a helpful place for any DM's running the Tomb of Annihilation module. Press J to jump to the feed. Press question mark. Tomb of Annihilation Jungles of Chult Port Nyanzaru Ras Nsi Adventurers at the Tomb Papazotl's Tomb D&D on Twitch Stream of Annihilation Community-generated live-play highlights what’s fantastic about D&D—sitting down together with your friends to tell a grand story!

Unfortunately that review has been put on indefinite hold while I write this review. Because Tomb of Annihilation is good, actually.

Tomb is an adventure module that blends three kinds of classic D&D gaming into a pretty satisfying whole, despite a few sore spots. It’s metaplot-driven campaign arc set in an exploration sandbox that gives way to a big dungeon crawl for the finale. It’s an improvement on the classic formulas it’s drawing on, that of the classic Tomb of Horrors or Dwellers of the Forbidden City. Instead of a single hell dungeon or sandbox with no greater context, it builds up over time to the climactic delve into the eponymous tomb. Conversely, as a sandbox game it has a real point at the end, a climactic focus and narrative arc that keep it from fizzling out like many exploration-driven campaigns.

In Tomb of Annihilation the heroes are tasked with going deep into the jungles of the Forgotten Realms’ Chult, a pan-African cultural pastiche, in order to stop a necromantic plot to steal all the world’s souls away. Problem is, the artifact responsible is located in a lost city. The adventure is on a timer, too – everyone who has ever been raised from the dead has had their soul reclaimed and is wasting away. Notable people, including the adventurers’ patron, are on a ticking clock to death. Strong locales and stronger characters anchor the setting, letting DMs pick and choose appropriate elements to customize their group’s experience.

That experience will be dangerous, don’t get me wrong. D&D’s design team weren’t lying about the challenge they put into this adventure. The average fight or trap isn’t designed to be tackled head-on, and requires the kind of planning endemic to older D&D modules and old-school playstyles to overcome. The adventure as a whole emphasizes the resource management aspect of Dungeons & Dragons. Fights are to be overcome wisely, spells used sparingly, and traps approached cautiously. If players do die, they’re subject to the same death curse as the NPCs are, losing maximum hit points every day until they hit zero and die for good. The saving grace of this dangerous campaign, what lets me forgive its adversarial nature, is that the book wisely includes measures throughout to tone down or ramp up the punitive nature of the campaign to suit the tastes of the play group. And it suggests you use these scaling options consistently. It reminds DMs that the game is not a competition, but a collaboration of equals. Those looking for a death-filled meat grinder can get just that, while those looking to introduce their group to a more dangerous than average campaign can tweak it for that. It is not something that was an easy design feat. I’ll happily place Tomb of Annihilation in direct competition with Curse of Strahd for the best Dungeons & Dragons Fifth Edition published adventure module.

The module itself has neat worldbuilding, though it succeeds more in its specifics. Tyrannosaurus zombies that vomit up smaller zombies, or goblins that stack up on each others’ shoulders to battle, are superb touches for a D&D game. There are a variety of strange and interesting characters too, like Chult’s merchant princes and the for-hire guides that litter the port. Port Nyanzaru feels like it’s straight out of a swords & sorcery novel, the kind of place that default adventurers are total fish out of water – but that exoticism sometimes comes off as exploitative or insensitive when you look below the surface. So, as an attempt at a robust pan-African fantasy setting, the new Chult falls pretty short. That’s been covered in greater detail by voices more qualified than my own, but suffice to say that having more African people or experts on the writing may have given better results.

Stronger than the world are the individual places you go to as you traverse it. Set up with clear hooks and obvious terrain funnels, the expanse of Chult’s interior makes a good hex map traversing exploration experience. That said, it’s rather sparsely filled, and there’s not much of a reward for driven players who want to explore off the obvious and beaten paths. Dynamic locations and monster lairs, long a staple of exploration adventures and embraced by the current generation of sandbox adventure designers, have been forgotten as far as ToA is concerned.

Tomb of annihilation player handouts

There are other odd mechanical or storytelling moments in the module as a whole. Random encounters while exploring are, by default, quite common – a greater than half chance of having one every day. 5th Edition’s lackadaisical approach to magic items is a sticking point for this module, with the adventure as a whole barely distributing anything like what the default treasure tables give. It even goes so far as to insultingly take away a healthy portion of recovered magic items at the end of the tomb itself. Most DMs will need to do some tweaking to give their players a fighting chance. Finally, there’s one odd subplot buried in the adventure that simply doesn’t fit: An elaborate story seemingly adapted from an early 90s Forgotten Realms novel involving Chult which introduces a powerful NPC with a potent magical artifact – precisely the kind of stories and characters that alienate players from the Realms in the first place. It’s the kind of character that could easily become an annoying DMPC, and adds insult to injury by carrying a neat artifact unlike anything the adventure is going to let the players get their hands on.

But like much of the adventure, frankly, it’s something you can ignore if you don’t like it. What you can’t ignore, however, are the final two acts of the adventure: The forbidden city of Omu and the Tomb of the Nine Gods itself. These are more old school, less obviously designed dungeons and environments than much of 5th Edition’s published content. Careful thinking, genuine puzzle-solving skills, and thorough trial-and-error exploration is something players will need to get through it all. The dungeon beneath the city is a living environment with awesome links between areas requiring strategy and tactics from the players to overcome. The Tomb itself is a classic killer dungeon, with whole optional areas designed entirely to get the players killed and expend their resources. That said, it doesn’t have the kind of design pitfalls that many dungeons of this type have, with clearly signposted traps and areas designed to allow players to recover when necessary. It is, however, not going to jive with lots of play styles – it’s more about interesting traps and puzzles than cool combat encounters. Very few of the fights are going to be very memorable, and the high volume of puzzles means indecisive groups are going to take a long time to proceed. It is, overall, very deadly. There are lots of ways to just die. Do not go into this final dungeon expecting to walk out unscathed, or walk out at all – there is a very real possibility that, as written, your campaign will end with the death of every single party member.

But, for once, the whole of the thing is written well enough that I’m comfortable with that.

When our group first started playing Tomb of Annihilation, the prospect of emphasizing the dangers of the jungle was very exciting. While in a typical region (like the Sword Coast of Faerûn), characters can generally expect to find a small town (and maybe an inn) within a day of travel in pretty much any direction and therefore will rarely face a situation where they have to forage for food and water, Chult is a deadly landscape populated only with dinosaurs, sentient poisonous plants, vicious cannibals, xenophobic albino dwarves, fire newts, and other creatures that make for poor hosts. The characters are on their own here, and if they’re not careful they’ll starve to death before they make it to their destination!

Or will they?

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The longer the campaign went on, the more acutely we became aware that keeping track of food and water consumption was becoming a tedious distraction from the rest of the game. At first it was fun, but there is a reason you rarely see people in fantasy stories having to scavenge for food. It’s the same reason you don’t see them cooking dinner or relieving themselves: it’s unnecessary. It adds nothing to the narrative. While travelling through the jungle, one expects the characters to be thirsty, just as they’re expected to be sweaty and scratched up from thick bushes and whatnot. Books and movies may include it in a travel montage, but unless it’s the players against the jungle (instead of the jungle just being in the way), we found it to ultimately become an unwelcome obstacle to the real fun.

And so, being nerds, we looked at the math behind what was being rolled for.

The Issue of Water

The primary danger in the jungle is the increased amount of water characters need. Normally, it’s 1 gallon of water per day for a Medium creature. In Chult, that becomes 2 gallons because you’re sweating so much.

Of course, Chult also has water in abundance. According to the descriptions of the peninsula, rain is almost a daily occurrence. And not just normal rain, heavy rains. The streets of Port Nyanzaru are built with wide gutters to quickly clear water out so as to prevent flooding in the city. It rains a lot.

To reflect the increased precipitation Chult receives, we used the following table in place of the one found in chapter 5, “Adventure Environments”, in the Dungeon Master’s Guide.

d20PrecipitationRain per Hour
1–5NoneNone
6–10Light1/8
11–15Medium1/4
16–19Heavy1/2
20Tropical Storm3/4” or more

Light.Light rain continues for 1d6 – 1 hours (minimum 1 hour). A region experiencing light rainfall is lightly obscured beyond 1 mile. A rain catcher deployed during a light rain can catch 1/4 gallon of water per hour.
Medium.Medium rain continues for 1d6 + 1 hours. A region experiencing medium rainfall is lightly obscured beyond 500 ft. A rain catcher deployed during a medium rain can catch 1/2 gallon of water per hour.
Heavy.Heavy rain continues for 2d6 – 1 hours and comes with an additional 1d4 hours of light rain. Lightning is not uncommon during such storms. A region experiencing heavy rainfall is lightly obscured beyond 150 ft. A rain catcher deployed during a heavy rain can catch 1 gallon of water per hour.
Tropical Storm. A tropical storm is typically a violent weather phenomenon that comes along with fierce winds. It lasts 2d6 hours. A region experiencing a tropical storm is lightly obscured beyond 60 ft. and creatures have disadvantage on Wisdom (Survival) checks made to navigate in unfamiliar terrain as long as the storm persists. Rain catchers cannot be properly deployed in a tropical storm.

With these parameters set out, the following table shows how much water a rain catcher can typically collect during a day based on the intensity of that day’s precipitation.

Rain Collected Per Rain Catcher

Rain IntensityMinimum CollectedAverage CollectedMaximum Collected
Light0.25 gallons0.63 gallons1.25 gallons
Medium1 gallon2.25 gallons3.5 gallons
Heavy1 gallon6 gallons11 gallons

Foraging: Taking the Average

According to page 111 of the Dungeon Master’s Guide, “if multiple characters forage, each character makes a separate check”. Given that the DC for a Wisdom (Survival) check to find food in the jungle should (using the table on the same page) be an easy 10, chances are that even someone untrained in Survival will be successful about half the time (or more than half the time, if they have a higher Wisdom score). Assuming that nobody in the party has Survival and Wisdom scores are all average across the board, in a typical day of travel the party should have the following results:

Average Wisdom Party

4 PCs5 PCs6 PCs
Food/Water Collected (lbs./gals.)7 / 78.75 / 8.7510.5 / 10.5
Food/Water Consumed (lbs./gals.)4 / 85 / 106 / 12

This means that there is a water debt of 12.5% in any given party of average-Wisdom characters, hence the need for rain catchers (or for boiling water if you are near a river). The only time you risk dehydration is if you are not travelling along a river or stream and it hasn’t rained, two uncommon occurrences in a tropical rainforest.

But what if you have someone in the party with some foraging skill? Assuming that the foragers have a Wisdom of just 13 (+1), the average foraging results become the following:

4 PCs5 PCs6 PCs
Food/Water Collected (lbs./gals.)8 / 811.25 / 11.2513.5 / 13.5
Food/Water Consumed (lbs./gals.)4 / 85 / 106 / 12

Note that, rather immediately, the issue of getting enough water vanishes. While some days the party might not get quite enough water, their average consumption is less than their average collection. If the party packs extra water skins, they should be able to stock up and maintain supplies, eliminating the need to keep rolling every day.

Magic

If the party includes a cleric or a druid, 10 gallons of water can be produced at the low cost of a single 1st-level spell slot using create or destroy water. Add in all the other crazy ways that magic can be used to gain an advantage in the search for water (a wizard sending their flying familiar up to do scouting, a druid using speak with plants to learn where the nearest stream can be found, etc.) and it becomes clear that the characters should rapidly move past the need to worry about whether they can find enough food and water.

Conclusion

If your party’s average foraging results over the course of a week would indicate that they are self-sufficient, the task of tracking their supplies is going to become a chore with no real benefit. It’s fun at first to call for foraging checks to reinforce the danger of traversing the jungle, but if it becomes clear that the party would have to have spectacularly bad luck to suffer, the trials of the jungle should be left to narrative style. Our players much preferred to have the weariness of a day of trailblazing and the cloying sensation of constant sweat narrated to them in passing than they did rolling dice to tell them much the same thing, only with some extra bookkeeping.

Tomb Of Annihilation Anyflip

Tomb Of Annihilation

Save the rolls for particularly difficult situations, such as having to find shelter from a tropical storm, or if a character ingests some of the more interesting specimens of Chult’s flora. The game will run a lot more smoothly.

Tomb Of Annihilation Monsters

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