D&D 5E Tomb of Annihilation - how's it going so far?! **spoilers**

Stormdale

Explorer
PotA is an entirely different campaign with a much different structure. In fact, it barely had any structure at all other than, "this is an adventure location," and "this is another adventure location." It was about as modular as you can get.

You could do the same with SKT since it barely has a plot at all and what plot exists doesn't even make sense. But you couldn't do the same with OotA or CoS. They really require the DM knowing what's coming and the overall plot and structure in order to do it justice. Otherwise, the players will be just as confused and misinformed as the DM. ToA is the same.

Which is about all ToA is as well. Been running it for past 3 sessions without too much pre-reading (made up a rough plan of areas I want the pcs to discover, we aren't running it as a hex crawl, no interest in those these days) and have a good feel of the campaign- and am adding elements of the original Dwellers of the Forbidden City, and changing things up and inserting it in the Amedio jungle in Greyhawk.

My pcs range from 4th (new replacement for retired pc) to 9th level. I started to foreshadow ToA with 2x pcs starting to lose hps while on an unrelated adventure. Players stopped adventure in its tracks, headed back to town, consulted with various churches and a sage (Syndra) and when they learned the curse affected was only on people who'd been raised from the dead they really took an interest. Next thing they knew they were teleported to Nyanzaru and started to explore the exotic city. One pc had a dream of a skull floating over a city in a jungle caldera so asked questions about this and started to hear about the fabled forbidden city.

Session 2: Spent exploring city, learning rumours, meeting with merchant princes and interviewing all the guides. As their is a ticking clock for 2 pcs they are keen to get to Omu ASAP. Chose a guide, go some advice from them and then figured out possible path to fly to the city and started following the river Soshenstar. (They are flying 40 miles per day). Located camp Righteous, camped nearby and encountered some herbivore dinosaurs (avoided) and undead dinosaurs (which attacked their camp).

Week 3: (Last night): Decided to explore Camp Righteous. A torrential rainstorm had started early in the morning so nobody got the benefits of a long rest, was windy and rainy all day so sought shelter in the camp (followers of Heironeous in my campaign). Found shelter and spent most of the session exploring the House of the Man and Crocodile (without a guide so no idea of background) but eventually overcame all the traps and gained the rewards- my guys really enjoyed this one.

Headed south and located Camp Vengence and met with the followers of Heironeous and the unhinged leader of the group (think Colonel Kurtz in Apocalyse Now), some role playing where he ignored their demands of their own important mission by ordering them to clear the jungle to to north of undead and reopen his supply lines. Nodding their heads dutifully they agreed but are going to head south ASAP instead realising he is a complete nutter.

So 3 sessions in, my guys really have a sense of urgency with this one due to the hp loss they are suffering and are keen to get to the meat of the adventure but will have 2-3 more encounter locations they stumble across first.

So AFAIK this is no different from any of the other adventures form WoTC for 5e. The background etc is easily ignored/modified to weave into an ongoing story, and I never follow the plot as written, instead choose locations and adventure sites that meet my interest or my players, plenty of the others can be dropped into other campaigns in future.

Stormdale
 

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pukunui

Legend
[MENTION=6863518]dropbear8mybaby[/MENTION]: Let it go, man.
[MENTION=6801401]HawaiiSteveO[/MENTION]: I just got my copy in the mail yesterday, and I've only made it up to the "Finding a Guide" section (although I skimmed through the whole thing), but already I want to run this. I have been running the Tales from the Yawning Portal adventures, but I'm thinking I might segue into this one after The Forge of Fury -- cutting out Hidden Shrine, White Plume Mountain, and Dead in Thay -- before going back in for Against the Giants and maybe capping it off with Tomb of Horrors as a rematch against Acererak (now reduced to his demilich form again).
 

Rhenny

Adventurer
[MENTION=6801401]HawaiiSteveO[/MENTION]: I just got my copy in the mail yesterday, and I've only made it up to the "Finding a Guide" section (although I skimmed through the whole thing), but already I want to run this. I have been running the Tales from the Yawning Portal adventures, but I'm thinking I might segue into this one after The Forge of Fury -- cutting out Hidden Shrine, White Plume Mountain, and Dead in Thay -- before going back in for Against the Giants and maybe capping it off with Tomb of Horrors as a rematch against Acererak (now reduced to his demilich form again).

Pukunui, module hopping - that's so old school. I love it. Reminds me of the old days. Cool!
 


Stormdale

Explorer
[MENTION=6863518]dropbear8mybaby[/MENTION]: Let it go, man.

[MENTION=6801401]HawaiiSteveO[/MENTION]: I just got my copy in the mail yesterday, and I've only made it up to the "Finding a Guide" section (although I skimmed through the whole thing), but already I want to run this. I have been running the Tales from the Yawning Portal adventures, but I'm thinking I might segue into this one after The Forge of Fury -- cutting out Hidden Shrine, White Plume Mountain, and Dead in Thay -- before going back in for Against the Giants and maybe capping it off with Tomb of Horrors as a rematch against Acererak (now reduced to his demilich form again).

I think it works better from 5th level onward, either other adventures or unrelated adventures in Chult then spring the hook (or your own) into it. Shrine fits in nicely of course and could either be incorporated elsewhere in the jungle or the city itself.

I prefer using hooks from various adventures and see what the players decide to do so my own party has gone through elements of PoTA (and the 3e version of the Moathouse + 1 E Hommlet) some homebrews then WPM which I ran alongside some battles with frost giants and the Svardsborg section of STK which was heading towards Lost Caverns of Tsojcanth and the Frost Giant Rift (G2) which were being tied in to the Rise of Tiamat but due to introducing the ToA hook, and the adventure in general, we are now diverting big time to ToA before (assuming they survive) to the original arcs/ ideas. IMO its all about the journey not the destination and the campaign growing organically out of the players ideas, motivations and decisions which I guess is an old school way of approaching things, so say go for it Pukanui.

Stormdale
 

Stormdale

Explorer
This opinion is completely invalidated by:

It's not rocket science. I'll break it down for you: BBEG is sucking the life out of people who have previously raised from the dead. BBEG is in a forgotten city in heart of jungle. Go to jungle, find BBEG, kill BBEG save those affected.

I don't need to read the adventure from over to cover to sort out the plot. I'm using the D&D Beyond version so plenty of hotlinks to various parts of the book, I don't need to read the whole thing to figure out what is going on or what I want to be going on. Have hardly looked a the forbidden City part yet or the final dungeons just mainly to see what elements of the original I can slip in to the sandbox that is the ruins and reading up on the encounter areas in the jungle I intend to use in the next week or so.

Each to their own though.

Stormdale
 

pukunui

Legend
I think it works better from 5th level onward ...
I agree. I don't see the need to start at 1st level.

Shrine fits in nicely of course and could either be incorporated elsewhere in the jungle or the city itself.
I feel like Hidden Shrine makes more sense in Maztica than Chult, but I did notice that one of the trickster gods has a Maztican/Aztec-sounding name so ... But yes, it's a possibility.

And there's always the chance that the PCs might get captured by the Red Wizards, in which case running Dead in Thay would make sense as a follow-up.

Keeping the options open is always good.

... which I guess is an old school way of approaching things, so say go for it Pukanui.
Cheers!

I'm using the D&D Beyond version so plenty of hotlinks to various parts of the book ...
I imagine all the hotlinks must be quite useful. No book flipping. I'm curious, though: when a customized monster or NPC is presented in the book, do you get a customized statblock, or does the hotlink just send you to the generic statblock, and you still have to take into account the changes yourself? (One of the reasons I have not yet started using any online platform to help with DMing is because I like to have full statblocks for all the customized monsters as well as the generic ones, and I'm not sure if the online platforms do that for you or not.)
 

Stormdale

Explorer
As far as I can tell you get the customised stat blocks for more specialised monsters, though many creatures use the generic ones, eg nobles, veterans or acolytes. But would be simple to modify them on the fly if you wanted. I'm still getting used to D&DB but quite like it and not using my MM half as often as I used to.

Stormdale
 

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