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Tomb of Annihilation
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<blockquote data-quote="shawnellsworth" data-source="post: 7229443" data-attributes="member: 6793503"><p><strong>5 out of 5 rating for Tomb of Annihilation</strong></p><p></p><p><em>Tomb of Annihilation</em> is a new campaign designed for parties level 1-11. It takes heroes to Chult, a new region south of the Forgotten Realms.</p><p> </p><p>This storyline was designed by Christopher Perkins, Will Doyle, Steve Winter and Adam Lee. When designing this storyline, the team thought that a deadly adventure where characters try to stop a death curse might be a bit too grim and bleak. To offset this, the team thought it was very important to provide humor. They brought in Pendlelton Ward, the creator of <em>Adventure Time</em> and long time D&D player, as a consultant. Any fans of D&D who have watched <em>Adventure Time</em> know that Ward’s love of playing D&D in middle school is prevalent in the show’s quirky take on typical tabletop RPG tropes. You and your players will find unexpected, humorous, and quirky moments to balance out the deadliness.</p><p></p><p>After reading the book, I think this is my favorite adventure to come out for this edition of D&D. Many of my favorite adventures have my players exploring deadly wilderness, searching ancient ruins full of puzzles and traps, and battling some mysterious lost people. If you are a fan of Indiana Jones or Clive Cussler’ Dirk Pitt, this adventure brings a real pulp adventure feel to Dungeons & Dragons. This book provides interesting NPCs and locations, many of them deadly, some of them even silly. If you are looking for an adventure where the journey is as important as the destination, you’ve found a match.</p><p></p><p> <strong>Who Might Want to Avoid It?</strong></p><p> </p><ul> <li data-xf-list-type="ul">Groups that aren’t interested in a high level of lethality and time pressure. There are notes for starting the adventure at 5th or even 9th level, which would make the early levels much easier… but that doesn’t sound fun to me. </li> <li data-xf-list-type="ul">Groups looking for a more traditional D&D medieval-inspired high fantasy adventure. Stick to <em>Tyranny of Dragons</em> and <em>Storm King’s Thunder</em>. </li> <li data-xf-list-type="ul">Anyone hoping to get detailed notes on running this in another setting, the notes provided in this book are very minimal. The adventure can be easily adapted to places such as <strong>Mystara</strong>‘s Savage Coast, <strong>Oerth</strong>‘s Amedio jungles, or the jungles of <strong>Eberron</strong>‘s Xen’drik </li> <li data-xf-list-type="ul">Groups who really don’t like wilderness exploration and puzzles </li> <li data-xf-list-type="ul">Players looking for new options for their characters – the two new backgrounds (<strong>Anthropologist</strong> and <strong>Archeologist</strong>) while awesome, are not worth the cover price alone </li> </ul><p><strong> Who Should Buy It?</strong></p><p> </p><ul> <li data-xf-list-type="ul">DMs looking for a legitimate reason to have their players fight dinosaurs. </li> <li data-xf-list-type="ul">DMs looking for ideas and materials for running their own jungle adventures. There are plenty of monsters, random encounter tables, temples and puzzles here to keep your players busy for countless adventurers. </li> <li data-xf-list-type="ul">Groups looking for a deadly adventure that really tests them. The death curse makes character death permanent. If a group wants to go extra deadly, there is a meat grinder mode where death saves require a roll of 15 or higher. </li> <li data-xf-list-type="ul">Groups looking for an adventure that emphasizes jungle exploration and puzzles </li> <li data-xf-list-type="ul">Groups looking for an adventure that is something different from saving the Sword Coast from dragons, giants, etc. </li> </ul><p></p><p>If you think that a deadly jungle adventure would interest you or your players, I’d recommend picking up a copy of <em>Tomb of Annihilation (</em>just make sure to check it for traps first).</p><p></p><p><strong>READ THE FULL REVIEW</strong></p><p><a href="http://www.tribality.com/2017/09/18/dd-tomb-of-annihilation-review/" target="_blank">http://www.tribality.com/2017/09/18/dd-tomb-of-annihilation-review/</a></p></blockquote><p></p>
[QUOTE="shawnellsworth, post: 7229443, member: 6793503"] [b]5 out of 5 rating for Tomb of Annihilation[/b] [I]Tomb of Annihilation[/I] is a new campaign designed for parties level 1-11. It takes heroes to Chult, a new region south of the Forgotten Realms. This storyline was designed by Christopher Perkins, Will Doyle, Steve Winter and Adam Lee. When designing this storyline, the team thought that a deadly adventure where characters try to stop a death curse might be a bit too grim and bleak. To offset this, the team thought it was very important to provide humor. They brought in Pendlelton Ward, the creator of [I]Adventure Time[/I] and long time D&D player, as a consultant. Any fans of D&D who have watched [I]Adventure Time[/I] know that Ward’s love of playing D&D in middle school is prevalent in the show’s quirky take on typical tabletop RPG tropes. You and your players will find unexpected, humorous, and quirky moments to balance out the deadliness. After reading the book, I think this is my favorite adventure to come out for this edition of D&D. Many of my favorite adventures have my players exploring deadly wilderness, searching ancient ruins full of puzzles and traps, and battling some mysterious lost people. If you are a fan of Indiana Jones or Clive Cussler’ Dirk Pitt, this adventure brings a real pulp adventure feel to Dungeons & Dragons. This book provides interesting NPCs and locations, many of them deadly, some of them even silly. If you are looking for an adventure where the journey is as important as the destination, you’ve found a match. [B]Who Might Want to Avoid It?[/B] [LIST] [*]Groups that aren’t interested in a high level of lethality and time pressure. There are notes for starting the adventure at 5th or even 9th level, which would make the early levels much easier… but that doesn’t sound fun to me. [*]Groups looking for a more traditional D&D medieval-inspired high fantasy adventure. Stick to [I]Tyranny of Dragons[/I] and [I]Storm King’s Thunder[/I]. [*]Anyone hoping to get detailed notes on running this in another setting, the notes provided in this book are very minimal. The adventure can be easily adapted to places such as [B]Mystara[/B]‘s Savage Coast, [B]Oerth[/B]‘s Amedio jungles, or the jungles of [B]Eberron[/B]‘s Xen’drik [*]Groups who really don’t like wilderness exploration and puzzles [*]Players looking for new options for their characters – the two new backgrounds ([B]Anthropologist[/B] and [B]Archeologist[/B]) while awesome, are not worth the cover price alone [/LIST] [B] Who Should Buy It?[/B] [LIST] [*]DMs looking for a legitimate reason to have their players fight dinosaurs. [*]DMs looking for ideas and materials for running their own jungle adventures. There are plenty of monsters, random encounter tables, temples and puzzles here to keep your players busy for countless adventurers. [*]Groups looking for a deadly adventure that really tests them. The death curse makes character death permanent. If a group wants to go extra deadly, there is a meat grinder mode where death saves require a roll of 15 or higher. [*]Groups looking for an adventure that emphasizes jungle exploration and puzzles [*]Groups looking for an adventure that is something different from saving the Sword Coast from dragons, giants, etc. [/LIST] If you think that a deadly jungle adventure would interest you or your players, I’d recommend picking up a copy of [I]Tomb of Annihilation ([/I]just make sure to check it for traps first). [B]READ THE FULL REVIEW[/B] [URL]http://www.tribality.com/2017/09/18/dd-tomb-of-annihilation-review/[/URL] [/QUOTE]
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