Complete Area 300. Enjoy it, share it, and use it for your creations. There are four cells, for fire, water, air, and earth, and each cell requires you to do one particular action in order to escape it alive. I'm not going to spend a lot of time on Chapter 4, because it's essentially bonus content. As it turns out, characters who dont have a Trickster God on board have pretty much no chance of surviving the final battle with Acererak, but the players have no reason to suspect any such benefit. Besides, Acererak runs away from the battle at 30% of his HP or so, which also increases the partys odds for success quite a bit, especially as the PCs will be doing extra psychic damage as another Trickster God benefit. Difficult is fine, though. And thats when my buddy socked me in the stomach, and they all stormed away, leaving me wondering what the hell had happened. Once the atropal has been killed, the adventure calls for Acererak himself to show up and take revenge on the heroes who fouled up his plan for cosmic evil. There are four dozen of these terracotta warriors, so if you awaken them, they will kill you. The traitor always lies thrice. Refers to area 62c, where correctly interpreting the gargoyles clues results in getting gassed and run over. Okay, this one is actually cool, because theres a tyrannosaurus zombie hiding in here and waiting to attack anyone who messes around with the painters. Even though there are no clues given for this level of the tomb, my players didnt have much trouble figuring out the trials in areas 72 through 76. The fact of the matter is that the Tomb of the Nine Gods has a lot of traps and other challenges that are just not possible to overcome, or that can only be overcome in extremely specific ways that players probably wont hit on immediately when they need them. #dnd #5e #toaChapter 5 Part 1 of the epic 5th edition module "Tomb of Annihilation." Chapter 5 is the end of the line, but my oh my is there a lot to go over. Third, when you get to the Trial of the Octagon in area 76, make yourself a prop. More frequent content is on the way for New World players, when Seasons come to the game on March 28th. Often, they make sure that youll die by making some special exceptions that might have given you a way out of the problem, like saying that magic doesnt work in this trapped room, or that even creatures who dont need to breathe still suffocate or drown or are poisoned by gas. Communities, Guides, and Extra Content for the Tomb of Annihilation module from Wizards of the Coast. However, its not necessary to find each one of the nine tombs and get them open. Its area 62c thats really notable here, because properly following the instructions for retrieving the Eye of Zaltec using the gargoyle actually results in extreme danger. If this last bit happens, then youll all find yourself in the center of a melee of dangerous former prisoners of the mirror, most of whom will be trying to kill each other and also you and your friends. If the PCs want to end the hunger effect by going back into the room and eating something, and of course suffering the benefit and detriment of whatever they eat, I think thats a fair way to handle the situation. 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) isnt a very equitable solution. 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. Chult is a tropical wilderness composed mostly of jungles, plateaus, impassable mountains, and belching volcanoes. A DMs Guide to Tomb of Annihilation: Chapter 3. When I had to deal with the situation, I brought Artus Cimber back into the story to help the party escape from the Fane. Yeah, thats right Tomb of Horrors was awful. At that point, they can drop the marbles in the pool, touch the familiar-looking obelisk, and escape from the tomb. So, DMs, lets finish this up, and bring this epic campaign to a close. I dont see the point of having traps that cant be beaten, enemies that cant be defeated or circumvented, or any sort of challenge that is both unavoidable and impossible to overcome. Its just a bit of friendly advice, and giving it freely is going to make everyones life easier, metagaming or not. Getting your gear disintegrated is mostly inconvenient, but this is a decent low-risk clue. Read them the story again if they need you to, because sitting back and telling them that they probably should have made notes the first time is a dick move. The rex actually spits out regular zombies to join the battle, and more zombies will crawl out of his carcass when you finally beat him down. Dont split the party. You might also consider giving them some warning before sending the juggernaut after them if they do the whole gem-crushing exercise, or at least leave off the knockout gas. Tomb of Annihilation, the D&D 5e version of Tomb of Horrors, moves the titular tomb to the jungle regions of the Forgotten Realms and gives the demi-lich Acererak an objective more complex than "lure adventurers to their deaths."He now seeks to use an artifact called the Soulmonger to drain away the souls of anyone ever resurrected with divine magic in order to fuel the birth of a new god. Normally the party would have no chance at all of defeating Acererak (hes listed as CR23 in his stat block, and these characters are maybe level 10 or 11), but the Trickster Gods throw a wrench into the works, granting any character who is inhabited by a Trickster God 50 temporary HP at the beginning of each of their turns. This is really simple to fix. Remember to use the same adjectives you used to describe the black marbles when you describe the ebon pool in area 81. A beautifully designed reference manual with embedded images and . Thats all Im going to say about Chapter 4, and now well get into the long-awaited Tomb of Annihilation. Finding the Entrance, Areas 2 through 4. Why, that would be the DM! The others gave chase, had to lift a barrier out of the way, and got to the next hallway just in time to see Chidia fall into a pit. Control Room, Area 61. The obvious tactic for the Soulmonger is for it to grapple its enemies and then drop them in the lava; to make this not such an instant-kill, I recommend letting the Soulmonger grapple a victim on one turn, but not allowing it to throw the victim into the lava until its next turn, providing a chance for the victim to break free of the grapple. Well go over some of the good, the bad, and the ugly concerning the Tomb, although I dont plan to even attempt a room-by-room analysis. Must have completed 17 Tomb of Annihilation adventures or variants. Upload PDF to create a flipbook like Tomb of Annihilation now. Theres also a big spherical thing with a drape over it thats enchanted to make you think that the beholder is underneath it. That is an excellent opportunity to foreshadow Acererak a little more and have Ras Nsi telling the party everything he knows about the lich, Omu history . The best way to do this is to use ray of frost as a legendary action against that character, dealing 4d8 damage (or an average of 20 damage) each time, as many times as there are rounds between the end of that characters turn and the beginning of Acereraks (a maximum, of course, of 3 times). The obvious winning strategy for the atropal is to use the Life Drain action every single turn, but you may want to mix it up for variety. This is one of those rooms that you enter but never leave. The fix here is to make the three locks exposed and obvious, so that the players know that they need to get the door open in order to escape, instead of wasting time doing other things. It is possible to escape from this room, so that you can wander the tomb all alone until you meet an unpleasant end. Better just to press onward, and find the skeleton keys in order on the way down. Ill also give you some recommendations on handling boss encounters, as well as a little number-crunching to help make things a little more dangerous right at the end. There are a lot of things that can be tweaked to make this room actually survivable. I'jin was a deity in the Tomb of Annihilation Campaign of Nat19. Obviously. But, if you just so happen to do the exact right things prior to dying, you end up in Shagambis Tomb, which well get to in a minute. The Maintenance Shop, Areas 26 to 28. However, in Configurations 1 and 2, area 63 and area 58 do connect. Check more flip ebooks related to Tomb of Annihilation of dallas.benning3. If you want to keep the battling with devils aspect intact, I suggest sending one wave of devils at a time, and giving the party time to heal up or even rest before they summon the next wave. The structure got its name. There arent many areas on this level, but some of the ones that are here are notable, and not in a good way. Man I love running this game. Interested in flipbooks about Tomb of Annihilation? If youre going to pull this off, youll need to make yourself five diagrams clearly showing what connects to what for each configuration. Add hints for this. Revolving Drum Trap, Area 38. Obnoxious Golden Skull, Area 40. After all, the atropal is the real danger here, and the Soulmonger is much more like a lair effect than it is like a normal enemy or magical object. If they dont have it or wont give it up, overwhelming lethal force is a completely reasonable reaction for Fenthaza, and a creative escape might be called for. Up to 70% off Big Brands. no escape). The talk of the streets and taverns has all been about the so-called death curse: a wasting disease afflicting everyone who's ever been raised . And, because of that lineage, this tomb has a lot of the same crap in it that made Tomb of Horrors a lousy adventure. That having been said, I suppose it is somewhat convenient for Ras Nsi to be in possession of all of the puzzle cubes that the party needs, because at least it gathers them all in one place so they can be reclaimed all at once. This is where you end up if you violate any of the spell restrictions listed on page 128 that involve magical travel. The nothics and even the arcanaloth are anticlimactic enemies after the atropal, the Soulmonger, and Acererak. What exactly once per turn is meant to mean is a bit confusing, because the Soulmonger isnt in the initiative order and doesnt have a turn per se. Tomb of Annihilation. Ill discuss this room in more detail below, but suffice it to say that this clue is meant to cause the party to think twice before charging into the room and setting things moving. Encounters feature a variety of role-playing, combat, exploration, and puzzles. I hate to be as cut-and-dried as this, but if Acererak doesnt manage to kill at least one of the PCs during this battle, its going to seem watered down to your players. Before we get started, you need to realize that part of the inspiration for the Tomb of the Nine Gods is none other than the classic Tomb of Horrors. And to get out of the room, you have to get stuck in the mirror of life trapping. Another area where you go in, but you dont come back out again. This is a tricky one, but not necessarily fatal. The Tomb of Horrors got them, because they fell for the old youll fit in there so you should give it a go trick. There are two main characters among the yuan-ti: Ras Nsi, the leader of the cult, and Fenthaza, the high priestess. Candidates would be an NPC like Orvex, although it would be difficult to get one this deep into the dungeon alive, or perhaps a tomb dwarf that was charmed in some way into aiding the party. Chapter 4, Briefly. Probably thats because staying out of a pitch black subterranean lake with a psychotic aboleth in it is a really good idea but, staying out of this whole tomb would have been a good idea, and yet here we all are. Not because it's impossible (which it is), or because it's trivial (which it can be), but because it refuses to explain itself. Again, Acererak isnt a particularly difficult enemy to run, although youll definitely want to brush up on his major spells and on how to control his sphere of annihilation. Thats what the players said. The door to the puzzle-cube can be forced open by creatures with a combined strength of 25. Finally, at the end of the sixth round of spinning, an erinyes devil arrives with a terrible bargain that the players will be forced to agree to: if the party gives the erinyes the soul of one of the PCs, the rest of the party will be spared certain death at the hands of the swarm of devils that have flooded the room. This screen has been specifically built with the Tomb of Annhilation module in mind. Ill get down from the soapbox now. As far as the plot of the adventure, there isn't any need for Chapter 4 at all: the only reason for the party to venture into the Fane of the Night Serpent is because they don't have all of the puzzle cubes they need, and therefore they must go into the Fane to claim the . The old Web plus fire combo, baby. This is where they can find the control gem for the slaad in area 24, for one thing. Under this system, the players made very sparing use of the control gem, pretty much saving it as a last-ditch effort because of the possible dangers, rather than summoning up the slaad whenever a fight looked tough. But, thats the choice for this room: everyone dies, or else the players get to decide whos going to lose their character permanently this close to the end. Still, there you are, and I hope you dont need it. But where were we ah yes, spinning mastodon. from the monkeys that perch on its walls and hang by. If you want to know what I think you should actually do, the first thing is to just remove all four cells from the tomb entirely. The bore is the only animal that is depicted that has more than one friend. Well-made puzzles are great because you can just sit back and let your players have their fun. Its rigged up especially so that you cant do much of anything from inside the trap except die there. Its worth pointing out here that the magic item to be gained for successfully dealing with this tomb is an instrument that only bards can use, so if you managed to get all the way past certain death four times over and also sneaking past an army of angry pottery soldiers, but you arent a bard well, hopefully you had a fun time, because you wont be getting much use out of Shagambis mandolin. This is where the party can unintentionally make their way into a demiplane mirror-image of the actual tomb, which they will have no way of knowing isnt the real tomb, but which will put them through the same deadly dangers. This isnt as bad as it might be, because at least PCs who are knocked out by poison gas or run over by Napaka the Juggernaut have a reasonable chance to survive. Every Day new 3D Models from all over the World. I run the Discord server and am a mod on the Reddit sub. Kind of a lot has happened since the party acquired those marbles, and you may actually be in a different game session than when they looted them from the night hags, so drawing a strong connection between the two things is important. And who actually does the making fun of people? So much for solving puzzles and riddles resulting in an actual reward instead of betrayal. The first thing is that you should not let the hags steal a skeleton key and then take off into the Border Ethereal with it, unless the party can chase them into the Border Ethereal and get the key back. When the party first comes to the area, Tunnel A is connected and leads between areas 31 and 34. Check Tomb of Annihilation from dallas.benning3 here. Power word kill is something to remember here, especially if PCs arent dying. Realistically, even PCs 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. Also, the presence of a corpse in the tunnel will probably encourage approaching the center of the tunnel with caution instead of just barreling on through as one might do with an empty tunnel. Stone Juggernaut, Area 62. An ornate stone cube rested on its surface. It's set on the tropical jungle land of Chult. D&D Tomb of Annihilation Notes #6 - Camp Righteous / The House of Man and Crocodile. Its 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. So, again, if you really want to endear yourself to your friends, the ones who are playing the heroes and actually making it possible for you to sit there and run this adventure and screw with them for hours on end, this magic golden skull makes it your solemn duty to ridicule them for the rest of the campaign. Just to clarify whats going on here, there are two tunnels, A and B. As always, keep an open mind. Both good things. Choose from 30-piece, 110-piece, 252-piece, 500-piece, and 1000-piece puzzles. Redirecting to /r/Tombofannihilation/comments/11endq0/absolute_failure_to_gain_the_puzzle_cube_from_ras (308) Thank you SO much. You can get between area 70 and the control room, but you have to get into area 70 and find the secret door first, and that means fighting all of the baddies in the wardrobes in area 60. Think of it as an extra life, but it wont work twice. They have been played hundreds of millions of times online. And I announced to the players, my geeky comrades, that they were all dead. Lets take a look through this tomb, and hopefully I can help you figure out some of the tricky parts; when we get to those rooms and traps that are instant death, Ill give you some ideas as to how that can be fixed without making the dungeon easy. The adventure is heavily inspired by pulp adventure stories . And, of course, on the dreaded 00, a player gets to have a wish which is a problem for the DM anytime.