Tomb of Annihilation is a Featured Article! It is one of the best articles created by the Forgotten Realms Wiki community. However, if you can update it or think of a way to further improve it, then please feel free to contribute. SBLOCK=RACES AND CULTURES (Tomb of Annihilation)RACES AND CULTURES (Tomb of Annihilation): Aarakocra: I'm using them as a race long lost in Xen'drik, instead of Raptorans (PGtE, pg. 154) for the sake of simplicity.
Back in Port Nyanzaru, the heroes took a day and a half of rest in the only city in Chult to gather more supplies, sell off some gems, and learn some new things while in town on Day 22, including a couple more rumors:
- The jungle is full of nature spirits-weird little elemental creatures with masks. They don't speak, and I've never known one to be harmful, but their magical powers should not be taken lightly.
- The city of Mezro was not destroyed during the Spellplague after all. Its ruins are an illusion. I heard a pale-skinned man whisper this to a dinosaur man with a big sword. The dinosaur man smelled like honeysuckle.
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The group was also approached by Lerek Dashlynd of the Lords Alliance who looked to trade a sailing ship for an accurate map of Chult that showed the locations of Nangalore and Orolund.
The heroes wagered on and Chidi participated in a couple more Dinosaur Races, which mixed results. Chidi finished a respectable 4th place.
Last, the heroes met with Ortimay Swift and Dark, captain of the Brazen Pegasus about hiring them to transport them via her 60-foot sloop, to another landing spot in Chult. Specifically they were looking at Kitcher's Inlet as a possible drop-off point. Newest no deposit bonus.
The heroes set off on Day 23 aboard the Pegasus and just a couple of hours before reaching the inlet, they spotted the frost giant ship, the Hvalspyd parked on the northeastern shoreline.
A few hours later the heroes reached Kitcher's Inlet and moved inland. By the end of the day they saw the ruins of Mezro.
Day 24 – passed under the bridge of Araaz Muhahah to a cacophony of laughing and shrieking monkeys.
Day 26 – parked the canoe and started moving inland towards Kir Sabal.
Had a fight with girallons, four-armed white apes.
Had a fight with giant wasps, thankfully no on contracted Shivering Sickness from this attack.
After traversing up the dangerous and rickety walkways, the heroes finally reached the top of the aarakocra base. They met with Nephyr again who took them to meet Ashara.
She said she would be happy to perform the Dance of the Seven Winds but the ritual would require a black orchid, which could only be found in Nangalore about 50 miles SW of here.
She was impressed by the heroes, being more than gold seekers, and shared with them her thoughts, when asked, about the Soulmonger. She believes it is in the ruined city of Omu, about 200 miles WSW of here.
The heroes were then introduced to Mwaxanare and Na, living heirs to the royal family that once ruled Omu. Mwaxanare was impatient and was disappointed to find out the heroes were not here leading armies to help reclaim her throne. Na seemed like a wise and bright kid.
On the night of Day 30 the heroes found a platform up in a tree that was being used as a base for the Emerald Enclave. They spoke with Jadale, the leader of the group and exchanged stories of times in the jungle. They said they had been to the Needle's Bones previously but found nothing.
The heroes set off for Needles Bones tp investigate when they ran across a dozen Zorbos who hissed at them. While they might look like Ewoks, the group was warned about their sour disposition and a fondness for humanoid flesh. Chidi thought…Bring it
Two rounds later the group was running for their lives, and Skelli lost his shield. They circled back around, regrouped and eventually found what was left of Green Dragon.
Down in the sinkhole no one noticed anything unusual, and definitely no treasure to be found. Azaka looked around and discovered some rock that was used to seal in a vault. An inspection of the area around the rock revealed that the plants there were poisoned. Deductive reasoning led to the idea that the green dragon magically sealed in her treasure be applying poison to the rock. Once they heroes searched for some poisonous berries, the treasure was theirs.
Day 32 – found a dead explorer today. Dwarf that was torn apart by velociraptors. Had a coin from the Ytepka Society on him.
Day 34 – avoided some hungry baboons by throwing some food at them
Day 35 – Discovered the Wreck of the Narwahl, a galleon in the middle of the jungle. living underneath it was a weretiger and a handful of vegepygmys.
Day 38 – Got into a fight with a couple of Su-Monsters, one of them stunned Chidi right off the bat.
Day 42 – Arrived in Kitcher's Inlet a day ahead of schedule. Took some time to explore what little there was of Port Castigliar. Found nothing.
Day 43 – Once Captain Ortimay arrived to pick us up on the Brazen Pegasus, Azaka informed us she is taking some time off. She wanted to return to the shipwreck of the Narwahl to try and convince the weretiger we met to return to civilization. She said to leave word for her at the Thundering Lizard and that she expected to be gone 2-3 weeks, after that she could possible rejoin. She did alert us that hiring an interim guide might be in our best interest.
The story continues In Search of Pirates.
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Tomb of Annihilation
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Tomb Of Annihilation New Races Game
Death has never been that big of a problem in the Forgotten Realms. If shit goes south during a dungeon raid and a party member gets themselves riddled with arrows, fatally poisoned or burned to death, it's a minor inconvenience to get them revived. In Tomb of Annihilation, the grim reaper is not so easily cheated. Thanks to an artifact called the Soulmonger, a debilitating disease known as the Deathcurse has made it impossible for the dearly departed to be revived. To make things worse, those who have died and come back are doomed to having their souls slowly sucked from their bodies over a period of months until they eventually die for good. With permadeath lingering over every encounter, Tomb of Annihilation is the type of campaign that can bring out the best—or worst—in a dungeon master.
The narrative of the campaign begins with the group being hired by Syndra Silvane, a wealthy former adventurer who is afflicted with the Deathcurse. Her sources have tracked the Soulmonger to the ancient jungles of Chult, a setting that hasn't been used for an officially sanctioned Dungeons and Dragons campaign since 1993's The Jungles of Chult. With nothing but a rudimentary map and a slap on the ass, the players essentially get turned loose in a dinosaur-and-zombie-infested jungle hell.
At its core, Tomb of Annihilation follows a classic quest structure. The party has an objective, a deadline—Silvane is slowly dying, so each day the party spends exploring brings her closer do permanent death—and a sprawling expanse of dangerous wilderness stands in their way. Like any good campaign, Tomb of Annihilation is also strewn with sidequests that do a great job of providing interesting exposition about Chult and its history. The party may not get a chance to explore everything, but each landmark, ruin and cavern adds a lot of texture to the main narrative.
Despite its classic structure, Tomb of Annihilation offers a few standout mechanics that make it unique. First and foremost, the appendix includes two new character backgrounds—archaeologist and anthropologist—which lend themselves well to players who would like to role-play a character like Indiana Jones or Lara Croft, joining a jungle expedition in search of fortune and glory. The creature appendix adds a fascinating new supplement to the Monster Manual—murderous plants, mischievous jungle spirits and undead dinosaurs are just a few Chultan terrors—and including players in a high-stakes dinosaur race through the streets of Chult's largest port city provides a reprieve from hacking and slashing.
I've never been a huge fan of running a game where the players have to keep track of their food and water, but Tomb of Annihilation is much more fun when the DM takes a Werner Herzog approach—exploring the jungle in and of itself needs to feel like it's pushing the players' bodies to the limit. The campaign offers plenty of resources for DMs who want to be a bit more punishing to their players. First of all, navigation checks need to be made daily to see if the party is actually going the right way. A bad roll means that the team could wander into a deadly cluster of man-eating plants, or become ambushed by a raiding party of poisonous frog people called Grungs. This was one of my favorite parts of the adventure—DMs who enjoy playing by the seat of their pants will get a kick out of either making up encounters on the spot or using the campaign's handy encounter generator. Tomb of Annihilation is also one of the more handout-heavy campaigns that I've come across. The later chapters of the campaign hinge tightly on the fulcrum of puzzle-solving and critical thinking, so the appendix is packed with handouts that conjure up the flavor of ancient inscriptions and puzzle pieces.
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When stacked up against Storm King's Thunder, Tomb of Annihilation feels blessedly streamlined and adventure-focused. There are no politics to navigate, no sieges to weather—it's just a deep dive into an unforgiving wilderness to destroy an artifact that can't be destroyed. Its well-organized library of destinations and its exhaustive supply of random jungle encounters make this a great campaign for a first-time DM to pick up, but it also has plenty of room for veteran DMs to mix things up a bit. –Alex Springer