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Adrian Lewis
Adrian Lewis

Tomb Of Annihilation

Includes unlimited streaming via the free Bandcamp app, plus high-quality downloads of Dragon of Icespire Peak, Phandalin, Curse of Strahd [Remastered], Ghosts of Saltmarsh Vol. 1, Naval Battle, Varnhold, Waterdeep - Dragon Heist Series, Full Scale War, and 87 more. , and , . Purchasable with gift card Buy Digital Discography 197.60 GBP or more (20% OFF) Send as Gift Share / Embed 1. Port Nyanzaru 25:01 info buy track 2. Merchant Prince's Villa 25:01 info buy track 3. Jungles of Chult 25:01 info 4. Camp Vengeance 25:01 info buy track 5. Aldani Basin 25:01 info buy track 6. Ataaz Muhahah 25:01 info buy track 7. Jahaka Anchorage 25:01 info buy track 8. Dungrunglung 25:01 info buy track 9. Fort Beluarian 25:01 info buy track 10. Wyrmheart Mine 25:01 info buy track 11. Hrakhamar 25:01 info buy track 12. Kir Sabal 25:01 info buy track 13. Nangalore 25:01 info buy track 14. Mbala 25:01 info buy track 15. The Lost City of Omu 25:01 info buy track 16. Fane of the Night Serpent 25:01 info buy track 17. The Great Rift 25:01 info buy track 18. The Tomb of the Nine Gods 25:01 info buy track 19. Gears of Hate 25:01 info buy track 20. Death God's Nursery 25:01 info buy track about Welcome To The Jungle!A death curse has befallen everyone who's been raised from the dead. Its victims are rotting away, and all efforts to reverse the decay have failed.The should of the dead are being stolen one by one and trapped inside a necromantic artifact, Only its destruction will free the trapped spirits and allow the dead to be raised once more.All paths lead to Chult, a mysterious land of volcanoes, jungles, and the ruins of fallen kingdoms. Below them all awaits a deadly tomb. The trap is set. Will you take the bait? $(".tralbum-about").last().bcTruncate(TruncateProfile.get("tralbum_about"), "more", "less"); credits released March 1, 2019 license all rights reserved tags Tags ambient dnd rpg soundscape United Kingdom Shopping cart total USD Check out about Sword Coast Soundscapes UK

Tomb of Annihilation

Tomb of Annihilation is a very strong product. You can tell the designers and writers worked very hard to flesh out Chult, and they must have spent hours dreaming up such a deadly and ridiculous tomb.

Checked out the adventure at our local game store. The maps of the tomb are downright microscopic in size. YOU ARE BEING CHEATED ON THE MAPS. The 10-foot squares must be about 2.5mm each!!! When modules were really modules you at least were given decent DM maps.

The strong points: The basic premise behind Tomb of Annihilation is rather simple. Take a well-known scenario and antagonist, say Tomb of Horrors and the dreaded Acererak... or rather let's make them two, to involve an interesting D&D proprietary monster. Create a metaplot and evil plan that will potentially affect everybody who matters in the world if it comes to fruition. Place the final confrontation in a hard-to-find, lost-in-the-jungle tomb. Place the said jungle into an African-style peninsula, away from the well-known locales of the Sword Coast. Improve on the approach towards an ethnic pastiche, and add an irrelevant element to stir things up, like dinosaurs. Serve warm and humid.

Many things about the backstory either don't make any sense or are trite as concepts. Acererak in 5e gets diminished to a lich who doesn't want to achieve godhood, but instead prefers building tombs in different worlds (!). He continues to hail from Greyhawk's Oerth, yet he made a tomb in the Forgotten Realms as well, just to torment adventurers. What a ludicrously bad, anti-thematic and anti-climactic idea!

The Tomb of the Nine Gods draws on the Tomb of Horrors for inspiration, although it goes way beyond that classic. This can be seen right before the players even enter the tomb proper, as it has the same false entrance shenanigans as the original. Also like the original, it was constructed by the archlich Acererak for the purpose of drawing in and killing adventurers. However, while the Tomb of Horrors was pretty much a pure meatgrinder (you go in looking for treasure, you die a lot, rinse, repeat), the Tomb of the Nine Gods has more plot and flavor and player-thought involved.

The tomb is there to do more than just kill random adventurers, it also houses an artifact that has shut down all resurrection magic worldwide and is in the process of killing anyone who has ever been brought back to life. The souls drawn to the artifact are consumed by an atropal who will, in time, become a god that owes its existence to Acererak. The PCs enter the Tomb of the Nine Gods with the purpose of destroying this abomination.

If you feel that this would be an unsatisfactory way to end the campaign, the easiest way to avoid that unsatisfactory end is to simply not do it. The whole tomb is some sort of elaborate death trap anyway, the whole thing with the keys is just to mess with your party.

With all the puzzle pieces, the players are ready to face the Tomb of the Nine Gods. The Soulmonger lies deep within a six level dungeon, which is riddled with puzzles, traps, monsters, and magical wards. If they can progress through the tomb, the adventurers will face the Cradle of the Death God and Acererak himself. If the heroes are able to defeat the lich and destroy the Soulmonger, the will end the death curse. If the adventurers are defeated, they will fail and their souls will be devoured. 041b061a72


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