tomb of annihilation guidejoe's original dartmouth menu
The items add much needed weight to their named counterparts in the original adventure without throwing off the balance too much.
Maybe they’ll try to break the door, and that’s a good plan.
The nothics and even the arcanaloth are anticlimactic enemies after the atropal, the Soulmonger, and Acererak. Difficult is fine, though. Do not subject your players to this. Magic is an important ability, magical items are powerful tools, and there’s absolutely no reason to cripple characters by denying them the opportunity to use the skills and gear that they have fairly earned throughout the campaign. My friends came to pit their best skills and their best characters against this famous dungeon, and I didn’t give them the chance to use their skills or their characters. I also made up a set of clues for Level Five of the tomb, because there is no plaque or player handout for that level, unlike all of the previous ones. You need to have the constant possibility that you might get seriously injured or killed if you get stupid or make too many bad rolls, or else there’s no sense of risk, and without real risks, there can’t be any worthwhile rewards. My group of players got on a surprisingly quick path to Omu unbeknownst to them.
The crippling hunger effect is rather more severe than it needs to be, and burning up spell slots to end the effect (providing someone in the party has the spells to cast in the first place) isn’t a very equitable solution. Personally I’ll try to grab one or two of his building and encounter ideas but I think it may be hard to introduce this chapter much.At the end of the guide, we get some new magic items and subraces to play with. Having a magic ring that can throw up ice walls and create areas of intense cold (which presumably are a problem for yuan-ti, who are snake people, and therefore probably cold-blooded and sluggish at low temperatures) makes the escape exciting but not very susceptible to failure.The rest of the content in Chapter 4 will give you a pretty decent background for whatever battles and negotiations end up happening, and it also provides a lot of good tone elements for inspiration while roleplaying yuan-ti, who have a weird vibe of evil combined with disgusting that can be hard to pin down. The yuan-ti racial features are very strong here.It’s pointed out that this character might be a little too powerful.
You can also have etchings or carvings of the specific types of devils for each wave as part of their section of wall.
Now that they’ve found two of these weird skulls, one on each level so far, they’ll realize that searching out the rest of them is important, and you can make the next three of them a challenge to find, catch, or kill, because the players will know they’re looking for them. Chimeras are also fun, and who doesn’t love a gelatinous cube? All of the fun bits we were teased about prerelease ToA find ways to get implemented from zombie T-Rex surprises to the batiri goblin stack coming out.Overall I found this companion guide very useful, fun, and nearly a must have for running Tomb of Annihilation. The map showing the three gears and the rest of it is on page 171, which also helpfully refers you to Handout 24 so you can figure out how the cogs are supposed to line up based on the control panel in area 61. Really, really terrible, and some of the same horrible stuff is here in this new tomb as well, and we need to take care of it and make it dangerous but not automatically fatal.Yes, I just talked some serious trash on one of the most famous and allegedly beloved adventure modules ever to come out for D&D, and now I should probably give you at least the short reason why I have such a hate on for Tomb of Horrors.Tomb of Horrors got me punched in the stomach by my best friend back in my earliest days of DMing. If your players are hardcore completionists, there isn’t much you can do or say about it, but it might be helpful for everyone to make it clear up front that clearing out each Trickster God’s tomb is not necessary for success. We’ve got another preview coming soon of one of Sean’s other books as well as some Nerdarchy exclusives from this imaginative author that we’re very excited about.Perhaps you’re prepping to run Tomb of Annihilation for your D&D group. And, because of that lineage, this tomb has a lot of the same crap in it that made Tomb of Horrors a lousy adventure. The problem with Tomb of Horrors is that it’s very arbitrary, right from the beginning: there are three possible ways to enter, and two of them can get you killed right off the bat. And who knows that aarakocra bones are full of breathable air, anyway, and even if they are, why should breathing out of one let you out of the cell?Honestly, this is the worst thing in the entire book full of horrible dangers and often questionable game design. That’s what the players said…© 2020 Chaotic Neutral Dungeon Mastery.
Travel isn’t very restricted in the city; these are purely just for some flavor.Much like the adventure, the bulk of the guide deals with moving through, and surviving, the deadly jungle of Chult.
Realistically, even PC’s who manage to get into the Fane undetected will probably not get very far before being caught by the veritable swarm of yuan-ti who are milling about the place, so they will probably end up as prisoners anyway, although they will have at least some idea about the layout of the complex.There are two main characters among the yuan-ti: Ras Nsi, the leader of the cult, and Fenthaza, the high priestess. It’s also possible for the party to fight and kill one or both of them, grab the cubes, and make a daring escape from the Fane, although this is obviously a riskier proposition than being released voluntarily by one of the cult leaders.
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