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[SPOILERS] Enhancing Tomb of Annihilation
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<blockquote data-quote="Quickleaf" data-source="post: 7394048" data-attributes="member: 20323"><p>I'm 2 sessions into DMing Tomb of Annihilation for my group. We're having a blast! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> I’ve embraced ToA as a "toolkit for adventure creation" rather than a "run out of the box" complete adventure. So thought I'd share my overall approach…</p><p></p><ul> <li data-xf-list-type="ul">I changed the <strong>Death Curse</strong> to work much slower (no upfront hp loss, -1 HD per 2 weeks), reducing the extreme time pressure so players can feel free to explore & making playing a Death Cursed PC more viable.</li> <li data-xf-list-type="ul">I've overhauled <strong>Acererak's motives</strong> (<em>become</em> Undeath itself) & gave the <strong>atropal an identity</strong> (Kyuss), and I’m incorporating that into a write-up of eastern Chult a.k.a. the <strong>Chultengar</strong> - an area conspicuously empty on the ToA map. For Acererak, I wrote him up as a Dungeon World style “front" (see below).</li> <li data-xf-list-type="ul">I'm incorporating several <strong>Adventurer's League adventures</strong> & Adept supplements/adventures from DM's Guild to flesh out areas glossed over in ToA (e.g. Mezro, Hisari, Valley of Dread, northern Mistcliffs). I also collected <a href="https://www.sageadvice.eu/2018/03/20/chult-what-lies-on-the-close-by-island-of-the-dawn-warrior-pt3/" target="_blank">Ed Greenwood's notes on the Dawn Warrior</a>. And one of my players is designing a water-themed dungeon for somewhere along coast/island. I also plan to flesh out the Land of Ash & Smoke a bit, as a trip by sailboat could get the party very close to Omu & circumvent a fair chunk of the adventure in the process (making them underleveled for what lies ahead).</li> <li data-xf-list-type="ul">Instead of XP tracking, I created a <strong>milestone leveling system</strong> wherein each site/event provides +1/4 level, +1/2 level, or +1 level. This makes fighting random encounters less appealing, and focuses players on learning story info, roleplaying, and thinking outside the box.</li> <li data-xf-list-type="ul">One of my PC's has the Sailor background & the PCs can acquire their own ship in ToA. So I made up <strong>sailing guidelines</strong> (linked in OP) to reflect the gulf stream swirling up around Chult's western coast, approximate speed of "period" sailing ships (DMG is a bit too conservative), basics of sailing with/against wind, and a few ocean encounters based on AD&D <em>Jungles of Chult</em>.</li> <li data-xf-list-type="ul">I started PCs at <strong>3rd level</strong> to cut down on some of the random encounter grind & allow them to venture into jungle without grinding for XP in Port Nyanzaru just to have a prayer of surviving.</li> <li data-xf-list-type="ul">I created a <strong>player primer</strong> to frame the adventure & starting scene, present new options (e.g. races of Chult, backgrounds from ToA), and present various character hooks.</li> <li data-xf-list-type="ul">All my players chose to be native Chultans, so I was more <strong>forthcoming with info early</strong> on (e.g. grung PC knows location of Dungrunglung, lizardfolk PC who knows about Valley of Dread, tabaxi sailor PC with contacts in Port Nyanzaru & general nautical lore, Chultan human PC who knows about various tribes & Chultan history.</li> <li data-xf-list-type="ul">I had PCs know each other from a previous dungeon delve in which they gained a <strong>sentient amnesiac lich’s skull</strong> that provided clue about Soulmonger in Chult. This makes for a more personal hook than the one in ToA about <em>“The Harpers received their intelligence from a lich, but they don't know much about the Soulmonger other than its name and general whereabouts.”</em> Plus it lets me play with this lich’s identity, but it may be who you think. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> In Session #2 I ran a mini-game where PCs recounted their dungeon delving experience into the "Tomb of Punnihilation" to Wakanga (who I RPed as a “straight man”) which was hilarious.</li> <li data-xf-list-type="ul">I started PCs aboard <em>The Brazen Pegasus</em> approaching Port Nyanzaru, rather than teleporting in. I feel teleporting in increases the "otherness" of Chult & sets up expectation for easy teleporting. I kicked things off with a <strong>pirate fight</strong> against Captain Laskilar’s <em>Stirge</em> to get blood pumping & highlight danger of piracy (as well as Aremag’s purpose: defend the port), and <strong>organically introduced Syndra Silvane</strong> as a fellow passenger aboard the ship.</li> <li data-xf-list-type="ul">I reinterpreted the <strong>Company of the Yellow Banner</strong> as being employed by Syndra Silvane, but they’d stopped replying via the <em>sending stone</em> she gave them. Syndra teleported them to Chult via a teleportation circle, but her attempts to use same sigil sequence failed (because circle in was since destroyed by agitated crowds fearing the evils in jungle would use it). I am modifying how the <em>teleportation circles</em> work for narrative effect, but also hinting that there may be other circles the PCs can uncover in ruins to allow “fast travel” later on.</li> <li data-xf-list-type="ul">I have <strong>Xandala</strong> as being under deep cover as Syndra’s apprentice. This allowed me to introduce her early on, show off some of her spells, and set up the PCs for her betrayal and/or manipulation later on.</li> <li data-xf-list-type="ul">Each merchant prince and faction was given a bit of an overhaul to make them more compelling. Links also in the OP. I devoted special attention to Wakanga, bringing him to life, giving him a water/divination oriented spell list, and having him be patron of the “water tubes” from the <em>Tomb of Annihilation Companion</em>.</li> <li data-xf-list-type="ul">And finally, I <strong>prepped a bunch of random encounters</strong> in advance, placing these onto my photoshopped map of Chult as the PCs traverse Chult. I tried to add depth to these encounters, so a roll of “Red Wizard” followed by a roll of “Yuan-ti” along River Tiryki as PCs travel toward Mezro…with roll a few days later of “Artus Cimber”… became a Red Wizard “telekineticist” and his Fanged Guard (Zhentarim mercenaries with yuan-ti purebloods hidden among them) who is convinced that the answers about the <em>Soulmonger</em> lie in Mezro & mastering the secrets of the <em>Ring of Winter</em>. Whereas the yuan-ti are interested in gaining the <em>Ring of Winter</em> to curry the dying Ras Nsi’s favor, hoping the Ring’s immortality will halt Ras Nsi’s Death Curse.</li> </ul><p></p><p>[SBLOCK=Acererak & Death Curse as a DW Front]</p><p><strong>Why Chult?</strong> Acererak was drawn to Chult in his search for Kyuss – who hailed from Chult. He settled on Omu being intrigued by their ingenious engineering and devious trials. The abundance of gemstone mines – particularly diamonds – was especially attractive, and Acererak depleted many to build the Tomb of the Nine Gods.</p><p> <strong> Goal: </strong>Become Undeath itself by draining the atropal (would-be godling) Kyuss.</p><p> <strong>Grim Portent (start):</strong> The Death Curse begins, preventing resurrection & recovering from energy drain, while causing those who’ve already been resurrected to slowly warp into undead parodies of their former selves.</p><p> <strong>Grim Portent (2 months):</strong> Larger more consistent undead attacks on Malar’s Throat, Old City, and Tiryki Anchorage. Ghost ship Banshee rumored returned from hell and seen on the high seas.</p><p> <strong>Grim Portent (4 months):</strong> Idrainne Smoke attacks Port Nyanzaru (see <em>DDEP07-01 Peril at the Port)</em>! Taking a long rest in undead infested jungles – even lesser undead jungle – is no longer possible.</p><p> <strong>Grim Portent (6 months):</strong> Jessamine becomes a wight, doesn’t leave house, uses servants to gather information for Acererak, slowly poisons her daughter to turn her undead, may try to assassinate PCs. Jungles exude palpable miasma of death, causing difficulty of death saving throws made in jungles/Omu/Fane/Tomb to increase to 15.</p><p> <strong>Grim Portent (9 months):</strong> Rasi Nsi is buried alive by Fenthaza but rises a mummy lord, assembling an army of undead and yuan-ti. Syndra Silvane follows the ritual to turn herself into a lich (if she has it). All lesser undead territory in jungles is treated as greater undead territory.</p><p> <strong>Impending Doom (12 months):</strong> Kyuss awakens, and Acererak only manages to partially drain him, thereby allowing Acererak to inhabit any undead creature on the same plane as him (they effectively all act as his phylacteries which he can possess at will). This leaves behind a weakened Kyuss (instead of an atropal, a CR 23 Kyuss!) who immediately seeks to rebuild his power base, conquer Chult (especially Mezro), turn his subjects undead, and eventually reclaim his stolen divinity from Acererak.[/SBLOCK]</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 7394048, member: 20323"] I'm 2 sessions into DMing Tomb of Annihilation for my group. We're having a blast! :) I’ve embraced ToA as a "toolkit for adventure creation" rather than a "run out of the box" complete adventure. So thought I'd share my overall approach… [list][*]I changed the [B]Death Curse[/B] to work much slower (no upfront hp loss, -1 HD per 2 weeks), reducing the extreme time pressure so players can feel free to explore & making playing a Death Cursed PC more viable. [*]I've overhauled [B]Acererak's motives[/B] ([I]become[/I] Undeath itself) & gave the [B]atropal an identity[/B] (Kyuss), and I’m incorporating that into a write-up of eastern Chult a.k.a. the [B]Chultengar[/B] - an area conspicuously empty on the ToA map. For Acererak, I wrote him up as a Dungeon World style “front" (see below). [*]I'm incorporating several [B]Adventurer's League adventures[/B] & Adept supplements/adventures from DM's Guild to flesh out areas glossed over in ToA (e.g. Mezro, Hisari, Valley of Dread, northern Mistcliffs). I also collected [url=https://www.sageadvice.eu/2018/03/20/chult-what-lies-on-the-close-by-island-of-the-dawn-warrior-pt3/]Ed Greenwood's notes on the Dawn Warrior[/url]. And one of my players is designing a water-themed dungeon for somewhere along coast/island. I also plan to flesh out the Land of Ash & Smoke a bit, as a trip by sailboat could get the party very close to Omu & circumvent a fair chunk of the adventure in the process (making them underleveled for what lies ahead). [*]Instead of XP tracking, I created a [B]milestone leveling system[/B] wherein each site/event provides +1/4 level, +1/2 level, or +1 level. This makes fighting random encounters less appealing, and focuses players on learning story info, roleplaying, and thinking outside the box. [*]One of my PC's has the Sailor background & the PCs can acquire their own ship in ToA. So I made up [B]sailing guidelines[/B] (linked in OP) to reflect the gulf stream swirling up around Chult's western coast, approximate speed of "period" sailing ships (DMG is a bit too conservative), basics of sailing with/against wind, and a few ocean encounters based on AD&D [I]Jungles of Chult[/I]. [*]I started PCs at [B]3rd level[/B] to cut down on some of the random encounter grind & allow them to venture into jungle without grinding for XP in Port Nyanzaru just to have a prayer of surviving. [*]I created a [B]player primer[/B] to frame the adventure & starting scene, present new options (e.g. races of Chult, backgrounds from ToA), and present various character hooks. [*]All my players chose to be native Chultans, so I was more [B]forthcoming with info early[/B] on (e.g. grung PC knows location of Dungrunglung, lizardfolk PC who knows about Valley of Dread, tabaxi sailor PC with contacts in Port Nyanzaru & general nautical lore, Chultan human PC who knows about various tribes & Chultan history. [*]I had PCs know each other from a previous dungeon delve in which they gained a [B]sentient amnesiac lich’s skull[/B] that provided clue about Soulmonger in Chult. This makes for a more personal hook than the one in ToA about [i]“The Harpers received their intelligence from a lich, but they don't know much about the Soulmonger other than its name and general whereabouts.”[/i] Plus it lets me play with this lich’s identity, but it may be who you think. ;) In Session #2 I ran a mini-game where PCs recounted their dungeon delving experience into the "Tomb of Punnihilation" to Wakanga (who I RPed as a “straight man”) which was hilarious. [*]I started PCs aboard [I]The Brazen Pegasus[/I] approaching Port Nyanzaru, rather than teleporting in. I feel teleporting in increases the "otherness" of Chult & sets up expectation for easy teleporting. I kicked things off with a [B]pirate fight[/B] against Captain Laskilar’s [I]Stirge[/I] to get blood pumping & highlight danger of piracy (as well as Aremag’s purpose: defend the port), and [B]organically introduced Syndra Silvane[/B] as a fellow passenger aboard the ship. [*]I reinterpreted the [B]Company of the Yellow Banner[/B] as being employed by Syndra Silvane, but they’d stopped replying via the [i]sending stone[/i] she gave them. Syndra teleported them to Chult via a teleportation circle, but her attempts to use same sigil sequence failed (because circle in was since destroyed by agitated crowds fearing the evils in jungle would use it). I am modifying how the [i]teleportation circles[/i] work for narrative effect, but also hinting that there may be other circles the PCs can uncover in ruins to allow “fast travel” later on. [*]I have [B]Xandala[/B] as being under deep cover as Syndra’s apprentice. This allowed me to introduce her early on, show off some of her spells, and set up the PCs for her betrayal and/or manipulation later on. [*]Each merchant prince and faction was given a bit of an overhaul to make them more compelling. Links also in the OP. I devoted special attention to Wakanga, bringing him to life, giving him a water/divination oriented spell list, and having him be patron of the “water tubes” from the [I]Tomb of Annihilation Companion[/I]. [*]And finally, I [B]prepped a bunch of random encounters[/B] in advance, placing these onto my photoshopped map of Chult as the PCs traverse Chult. I tried to add depth to these encounters, so a roll of “Red Wizard” followed by a roll of “Yuan-ti” along River Tiryki as PCs travel toward Mezro…with roll a few days later of “Artus Cimber”… became a Red Wizard “telekineticist” and his Fanged Guard (Zhentarim mercenaries with yuan-ti purebloods hidden among them) who is convinced that the answers about the [I]Soulmonger[/I] lie in Mezro & mastering the secrets of the [I]Ring of Winter[/I]. Whereas the yuan-ti are interested in gaining the [I]Ring of Winter[/I] to curry the dying Ras Nsi’s favor, hoping the Ring’s immortality will halt Ras Nsi’s Death Curse.[/list] [SBLOCK=Acererak & Death Curse as a DW Front] [B]Why Chult?[/B] Acererak was drawn to Chult in his search for Kyuss – who hailed from Chult. He settled on Omu being intrigued by their ingenious engineering and devious trials. The abundance of gemstone mines – particularly diamonds – was especially attractive, and Acererak depleted many to build the Tomb of the Nine Gods. [B] Goal: [/B]Become Undeath itself by draining the atropal (would-be godling) Kyuss. [B]Grim Portent (start):[/B] The Death Curse begins, preventing resurrection & recovering from energy drain, while causing those who’ve already been resurrected to slowly warp into undead parodies of their former selves. [B]Grim Portent (2 months):[/B] Larger more consistent undead attacks on Malar’s Throat, Old City, and Tiryki Anchorage. Ghost ship Banshee rumored returned from hell and seen on the high seas. [B]Grim Portent (4 months):[/B] Idrainne Smoke attacks Port Nyanzaru (see [I]DDEP07-01 Peril at the Port)[/I]! Taking a long rest in undead infested jungles – even lesser undead jungle – is no longer possible. [B]Grim Portent (6 months):[/B] Jessamine becomes a wight, doesn’t leave house, uses servants to gather information for Acererak, slowly poisons her daughter to turn her undead, may try to assassinate PCs. Jungles exude palpable miasma of death, causing difficulty of death saving throws made in jungles/Omu/Fane/Tomb to increase to 15. [B]Grim Portent (9 months):[/B] Rasi Nsi is buried alive by Fenthaza but rises a mummy lord, assembling an army of undead and yuan-ti. Syndra Silvane follows the ritual to turn herself into a lich (if she has it). All lesser undead territory in jungles is treated as greater undead territory. [B]Impending Doom (12 months):[/B] Kyuss awakens, and Acererak only manages to partially drain him, thereby allowing Acererak to inhabit any undead creature on the same plane as him (they effectively all act as his phylacteries which he can possess at will). This leaves behind a weakened Kyuss (instead of an atropal, a CR 23 Kyuss!) who immediately seeks to rebuild his power base, conquer Chult (especially Mezro), turn his subjects undead, and eventually reclaim his stolen divinity from Acererak.[/SBLOCK] [/QUOTE]
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