D&D Diary – Tomb of Annihilation – Session 49

Continuing with Level 4 of Tomb, we invoke seven years of bad luck, sniff out a new ally, and one hero confronts his son’s killer.

Tomb of Annihilation thumb
Yes, nothing gives me more pleasure than parental angst!

When last we left or heroes, after defeating the beholder Belchzorj for no good reason, they headed down to the fourth level of the Tomb of the Nine Gods, or as it is more properly known: The Tomb of Horrors, part 5. First, we refused to pay a simple toll of 37 in gold and were forced to fight several iconic, yet largely forgotten monsters, The Four-Armed Gargoyles. Then we were forced to pay yet another toll, this time in blood, to satiate a gang of ghouls into opening a door. We refused to sacrifice our own blood and moved on, defeated by a door. Later, after barely dodging an Indiana Jones “inspired” trap involving a rolling boulder and a vat of acid, we fought a herd of undead minotaurs in an maze-inspired tomb dedicated to a giant snail. Oh, and Martic plucked out his own eyeball to shove a gem of true sight in it, so that he can see invisible things now. When you read it aloud like this, I can’t tell if D&D is brilliant or ridiculous or both.

ToA Roster 17

After a short rest, we are ready to take on the last of the tricks, traps, trials, and tribulations that this tomb tries to throw at our time-tested tribe of tired troubadours. Before they leave this area, they decided to search for any secret doors and found one in the back of a random alcove. This led to a completely random room that had an even more random item as the sole occupant of the room for which this room is named: Area 56 Grandfather Clock

Grandfather Clock
Who doesn’t love a little anachronism now and then?

This room has no relevant clue from this floor’s Warnings plaque, but it does offer some Spirit Advice. Sadly, none of the advice is helpful, since they all essentially try to trick the heroes into staying in the room and do nothing for a while. This is terrible advice because anytime the DM tries to advise that the players should wait and no nothing, they will do the exact opposite. I do have Grum, newly possessed by indecisive Unkh, be mesmerized by the swaying of the clock’s pendulum and sits down on the floor to watch it. Bag of Nails has a very different reaction to this pendulum.

This pendulum is actually a spectacular jewel called The Navel of the Moon. This is one of the four fabled treasures that the book provides to entice players to enter this tomb. Too bad the book fails to mention these treasures until the players are already in the tomb. This particular treasure is being sought by a very particular NPC. As our luck would have it, that NPC has become a full-fledged member of our party played by Andrew, Bag of Nails. As an NPC, Bag of Nails wanted to find the gem because it is rumored to have the ability to “reunite the holder with lost loved ones” and Bag of Nails wants to find his lost son. Andrew has adopted this backstory as his own so Bag of Nails goes completely feral and attempts to claw his way through the magic clock that holds the gem.

The other heroes pull Bag of Nails away and demand an explanation. Bag can now give his hastily conceived back story that years ago he and his son were attacked by a Zombie T-Rex. They fled but the son tripped and was devoured. Bag of Nails went mad trying to track that undead dinosaur and kill it. Our heroes asked Bag of Nails what his son’s name was. Duh, it’s Sack of Screws. (my 2nd best NPC name).

Bag of Nails and son
Unbeknownst to the others, Bag of Nails is haunted by the death of his only son.

Our heroes vow to help Bag of Nail find his son. Unfortunately, the pendulum is held in an impenetrable case with an invisible lock. Fortunately, last session Martic and his new magic eye found an invisible key. His true sight ability has worn off, but he can still feel around for the lock. Using the invisible key, the cabinet is unlocked and Bag of Nails takes hold of his life’s quest. And just in time too.

The conceit of this trap is that when the clock strikes at the top of the hour, then everyone in the room will be magically aged by ten years. This is a real throw back to old school D&D that would screw with a PC’s age, gender, alignment, and surprisingly often, remove all their clothing. When they entered the room, I randomly rolled the time remaining before the clock struck again. Rolling 10d6, they had 27 minutes in real time before the trap fired. Bag of Nails grabbed the Navel of the Moon with just 3 minutes to spare. I never told my group what would have happened had they lingered in the room, and they are probably finding out about it right now as they are reading this.

ToA Navel Moon gem
In all my searches, this is the only image I could find for the “Navel of the Moon”.

Holding the gem, Bag of Nails prays to find his son. Immediately, the gem tries to “pull” Bag of Nails toward the southwest and out of the room. This thing works fast. That exit is still blocked by that open pit of acid from last session. They had used their surprisingly useful folding boat to get into the room, but sadly that boat was knocked into the acid pit and destroyed. Our heroes asked how tall the grandfather clock is. I quickly surmise their plan and it’s a good one; one that should be rewarded. I tell them that it is just over ten feet tall. They knock that clock over, haul it out over the acidic abyss, and use it as the bridge to get past this pain-in-the-ass pit.

At the next intersection the gem leads them due west and directly back to the Ghoul Door. They still could not get past the door with the vampiric ghouls, so they headed back to the gargoyle room and choose to head south, then west, looking for a way around the door. Instead, they found:

ToA Tomb Level 4 DM
Tomb Level 4 DM Map. You’re gonna need to expand that southwest corner.

Room 50 Mirror of Life Trapping. This room is a dead end that opens into a 15-foot square room that is way too small for what will likely occur in it. At the opposite end of the room is a mirror of life trapping, and when this trap is sprung, there is not enough space for all of the potential prisoners to even fit inside the room and would end up in a line going all the way down the hall, like the queue at Disneyland, except this ride involves nearly a dozen monsters looking to murder your heroes. I also made a significant change to one of the prisoners, but we’ll get to that.

As for the room itself, I made it much bigger, 55 feet square, and the hallway ends at a set of stairs that drops down into what will soon become a gladiatorial pit. The far end of the room ends with another set a stair that goes up to a small platform upon which sits the aforementioned mirror. This means that when players first enter the room, this platform and mirror are outside the range of their torches. They will have to travel across the room and walk directly up to the trap in order to investigate it. Which is exactly what Gwen did.

ToA Mirror battle map comp
Below is the “as written” room which can’t even hold all of the possible occupants. The new room above does and hides the mirror until the players are right on top of it and unless they state otherwise, the first person onto the platform will look directly into their own doom.

Acererak’s clue for this room says that the mirror holds 12. Well, there are three slots open and Gwen gets sucked into one of those, much to the shock and concern of the others, as Gwen simply vanished from sight. The others guessed instantly what had happened but they did not know how to get her back and they were afraid to look at the mirror for any clues. The passwords to operate the mirror are found in Wither’s Office Room 28. My group found this password but there was no context about how to use it.

If you are feeling generous you could write an inscription on the mirror, similar to the verse written on the Mirror of Erised (Desire) in the Harry Potter movies. Of course, it is written backwards and oddly spaced to make it challenging. Here is a possible phrasing. “Ne po sil lech cih wera web tu berifk calb drow eh tret tuno sir plan retero uy tub thguano uy wohsl liws luos for orri meht no pukoo lot.” Read properly, it says: “To look upon the mirror of souls will show you naught but your eternal prison. Utter the word blackfire but beware which cell is open.”

Mirror of Erised
As much as I love the mirror in the movies, I prefer this version by some unknown artist or AI, I can’t tell anymore.

I did not provide any such hints. My players used identify and figured out how to use the password. They needed Gwen out of that mirror pronto. Is there air inside there? Eternal torment? Madness? Who knows? They said the correct password but did not know which cell number to open. They randomly picked cell 6 and a ravenous, insane troll burst out of the mirror and immediately attacked. Suddenly the party was afraid that Gwen was not alone in the mirror, fighting whatever else was trapped inside. Bag of Nails wanted to smash the mirror, but didn’t know if this would trap Gwen forever inside.

Fortunately or unfortunately, depending on your point of view, Martic stepped up and solved the problem with his unpredictable wand of wonder, while everyone else screamed at him to stop. In truth, Martic expected to get something silly, like butterflies, but of course the wand launched a fireball targeted on the mirror which also engulfing nearly everyone in the room, troll and player alike. Good news, the mirror was shattered and it did release Gwen from her prison, but bad news, it also freed every other thing trapped with her. This is exactly why I made the room so much bigger.

In addition to Gwen and the troll, seven other prisoners appeared out of thin air into random spots around the room. There were actually eight, but one of them was invisible. Worse, most of them were not at all grateful to their saviors and attacked everything in sight, including our heroes and even each other. For the bad guys, we got the troll, an invisible stalker, a minotaur (non-skeletal this time), another four-armed gargoyle, a drow mage, and a single lowly stirge (how did he get down here?) Seemingly on the side of the good guys, we got a lost and terrified native Omuan villager, a slightly more adept tribal warrior champion in ancient ceremonial dress, and a strangely familiar lizardman that smells of brimstone and bread. It’s Dragonbait!

ToA Mirror battle start
Another good reason to have a large room; I was able to place enemies all over, putting everyone in the middle of combat.

Dragonbait is the companion of Artus Cimber, whom our players met in Mezro back in Session 30 during the Battle of Ten Armies. Artus (and Dragonbait) are integral to the whole Ring of Winter subplot and our heroes have been following in their footstep ever since Mezro. They had hoped to meet in Omu before taking on Acererak’s Tomb. But when we got to the Tomb there was no sign of this dynamic duo and they couldn’t wait for them to arrive. Well, now we know the fate of one of them.

I added Dragonbait into the mirror to replace Pox the doppelgänger. Pox was supposed to be the one trapped here in this mirror. He was going to pretend to be a fighter named Biff Longsteel and was part of the failed Yellow Banner expedition. But we already used Pox when it impersonated Gwen in its effort to escape the Tomb. That plan ended in abject failure when the real Gwen reappeared and the Pox was killed in Session 47. As it is, Dragonbait is a much better substitute to be trapped in this mirror. But how did it get here?

ToA Doppelganger thumb
Keeping the doppleganger trapped in the mirror is still an excellent scenario. Just make sure he betrays the group at some point.

We got no time for such trivial questions; there are monsters trying to kill us! This was yet another in a long string of crazy, chaotic, and glorious combats. But with so many diverse monsters it is vital that you have all the relevant stat blocks on one sheet on paper to track everything. Conveniently, I have just such a paper down below. You’re welcome. Also, here is a PDF of that Monster Stat sheet. ToA Mirror Battle

Right off the rip, the villager was torn apart by the troll. I considered trying to keep him alive, and see if the party would accept yet another useless companion that they had to protect. But we already have Yakka the floating jester and I completely ignore him. I don’t need another NPC to take up space in my crowded DM brain, so the poor sucker is dead. The minotaur is actually on the same side as the tribal warrior and follows her lead, but the players don’t know that so they spend a few rounds fighting it. The drow only wants to escape the area, so he spends a few rounds lobbing AOE spells at everyone, then battles his way past the four-armed gargoyle to hopefully fight our heroes another day in a different scenario.

ToA Mirror Battle Stats
Again here is a link to this PDF stat sheet. ToA Mirror Battle. I also included the monsters from the Throne Room Battle.

The invisible stalker spends a few rounds beating up Bag of Nails, which is always fun. But when the beast realized that Martic and his brand-new eye can see through his invisible defense and gets knocked down to single digits hit point, it retreats. He’ll definitely be back. With the party beating up her minotaur, the tribal warrior switches sides and also attacks the party. Until Yakka recognizes her and calls her out. “Lukanu! Is that you? We figured you died protecting Queen Napaka. Stop fighting. These are my friends.” See, I knew it would be good to keep this guy around.

This left just the four armed-gargoyle and the troll to battle it out against our heroes and their new friends. Soon the troll and the gargoyle are dead and I have to decide what to do with all these newcomers. I fully intended for Dragonbait to join the group as another NPC controlled by a player, like Grum and Savash. Dragonbait is essentially a paladin without the turn undead ability and since we just lost our Paladin in Session 40, this mute saurial has the perfect skill set and class to round out the party. And since he is a few levels below the group, they can’t use him as a crutch to solve their problems.

ToA Four Armed Gargoyle full
I’m back! Did you miss me?

But I don’t know what to do with the other two. I don’t mind having them around for a bit, but not too long. They are too powerful to allow into the group. Lukanu can fill in some neat backstory about the time when Acererak built this tomb. But beyond that, I don’t want her around. Fortunately, Bag of Nails, presents me the perfect solution. The second the battle is over, Bag ran over to the dead villager and began to feast upon his corpse, regaining health like a ghoul. This was Bag’s “reward” for picking the red key back in Unkh’s Tomb last session. In hindsight, Gift of the Ghoul is perhaps not the best boon to give to a murder hobo.

But no one else knows about this gift and the group is horrified. Martic commented, “Great, now there’s two cannibals.” To which, Gwen asked, “Who’s the other one?” And everyone else yelled, “It’s you, Gwen!” Sheepishly, she had forgotten about her skull collection. Thames tried to ignore this whole scene and introduced himself to the tribal warrior. “Greetings, I am Thames Dasow. To whom do I have the pleasure?” But to the Omuans, cannibalism is a capital affront to civilized society. Full of disdain, Lukanu says, “Clearly, I have misjudged your group. You are not worthy to help in our quest. Zaal kill them.” The minotaur moves in to follow his mistress’s orders.

MP Ekene-Afa
There is no picture of Lukanu, but you can you the Merchant Prince, Ekene-Afa. She was underutilized in my game anyway.

In short order, Lukanu and her minotaur lay dead as well. Bag attempted to eat Lukanu also, but the group tackled the crazed Tabaxi to the ground. Martic slapped on a pair of manacles that no one knew he’d been carrying around for the past two years. With Bag immobilized, the group demanded an explanation. To his credit, Bag played it off perfectly. “What’s the big deal? It’s common to feed upon the bodies of a fallen foe. Do you not eat the meat of the deer you’ve hunted? Has no one drunk the blood of their first kill, to become one with their spirit? Besides, you guys are fine. I’m not going to eat you…Probably.”

The group cannot figure out where this new and unimproved version of the homicidal Bag of Nails is coming from. Gwen uses her Eyes of the Grave ability and determines that Bag is not suddenly an undead creature. Thames just wants to murder Bag and be done with it. Martic suggests that this must have something to do with the red key Bag grabbed last session. He is correct, but no one listens to him and Gwen is convinced that Bag’s possession by the psychotically evil Trickster God Wongo is to blame. She takes things into her own hands and grabs the Bracers of Archery that belong to the less evil God Kubazan. She resisted that possession and slapped the bracers onto Bag, who failed. This in no way cured Bag’s craving for flesh. Gwen merely succeeded in letting this suicidal cat be possessed by the strongest and most reckless of all the gods. But Gwen was quite pleased with herself and proclaimed, “Now that we stopped the crazy cannibal, I can start collecting skulls.”

To which Bag cried out, “Oh, c’mon, this crazy cleric been chopping off heads for two years, but I eat one body and I’m the bad guy? That’s BS!” Touché.

ToA Trickster Gods Possession Cards
The Trickster Gods have some cool powers but Feed like a Ghoul is not one of them.

Gwen asks if there is any way to save Bag’s murder victims, specifically Lukanu, the useful one. In the past, I’ve allowed that humanoid NPCs can use the same Death Save mechanic as players. This must be done sparingly, but she was just killed, so I allowed it again. Lukanu survived her Death Saves and Gwen casts cure wounds to revive her properly. Gwen apologized for their feral companion’s less than ideal diplomacy.

The newcomer warily accepts this apology and introduces herself as Lukanu just like Yakka said. She says she was once the bodyguard of the ancient Omuan Queen, Napaka, back when Omu was still a thriving city. Three days ago, the undead warlock Acererak kidnapped Queen Napaka and took her into his tomb. This event happened over 100 years ago, but to Lukanu it has only been three days. Lukanu and several others, including her minotaur Zaal, entered the tomb to get her back. Many fell to various traps and she and Zaal were both trapped by this mirror until released just now. With Zaal now dead (thanks, Bag), Lukanu agrees to accompany the party until she discovers what became of her queen. I do not assign this NPC to anyone. She won’t be around long enough.

ToA Acererak2
Screwing with mortals and trapping them for hundreds of years. I am such an asshole!

But what about Dragonbait? Dragonbait doesn’t speak but instead talks by the use of various scents and smells. I love his addition to this campaign. I’ve truly enjoyed trying to come up with conversations for this mute paladin. Our heroes ask how he got here and what happened to his friend, Artus Cimber. Dragonbait smells to them the scent of flowers they recognize as growing near Orolunga, followed by a damp, musty swamp, then the sulfuric scent of lava, the mix of blood and incense from the Yuan-ti temple, the ever present stench of decay present in this tomb and finally an air of fallen snow and a whiff of honeysuckle that my group recalls means concern and worry.

From this the players deduce that the duo found the oracle at Orolunga, traveled through the swamp to the lava pit of Omu, ran into the Yuan-ti, entered the tomb, but them he and Artus got separated and that he is somewhere lost in this tomb. Our heroes ask if Dragonbait wants to join the group and find Artus, to which they can smell lemon and tar, which means joy and victory in this awesome olfactory language. Good thing the group still had the index card of scent translations I gave them ages ago. Martic agrees to run Dragonbait in combat, but all conversations will be through me.

Artus Dragonbait minis
It helped that I have a mini for Dragonbait. But what has happened to Artus?

More importantly, they now have fresh meat to feed to the Ghoul Door that is blocking Bag from finding his son. They drag the troll corpse back to the door, chop off each arm and feed it to the bronze snake statues. The fangs clamp down and slurp noisily, followed by retching sounds coming from behind the walls (troll blood tastes terrible). But the door opens and Bag of Nails runs down the hall heedlessly into…

Area 52 Throne Room. Another dead end. There is no T-Rex, No Sack of Screws. There’s just a big empty throne room with a couple of blind zombies that ignore the group as they paint an endlessly evolving mural around the room. Right now, they are painting a human cleric, a ranger covered in flies, a silver Dragonborn, and a Tabaxi fighting a group of monsters in a giant pit with a broken mirror in it. In fact, our heroes’ entire saga throughout the tomb currently adorns these walls.

 

ToA Blind Painter
I do appreciate that almost every weird thing in this Tomb does get its own portrait.

Have fun describing your heroes’ journey in the tomb thus far, putting extra emphasis on all the times your group has screwed up along the way. Acererak and Withers will take every opportunity to mock your heroes. Also, be sure to mention that just prior to the party’s arrival, the paintings depict the fates of the Yellow Banner company, who according to the book was the last group in the tomb. There’s a Satyr being killed by dwarves, a cleric being consumed by locust, a different dragonborn suffocating in a tunnel, a ranger being stuffed inside a tomb guardian, and a Paladin being poisoned in a small room (a hint toward the fate of the Yellow Banner leader). For my campaign, I also added a doppelgänger knocking out Gwen (this would have been a great way to reveal this event), Dragonbait being trapped in the mirror, and Artus Cimber being stuffed into a sack by unknown hands. At least we know he is still alive.

Artus Cimber thumb
We’re coming for ya, good buddy!

After perusing the art gallery for a while, our heroes focus on the room itself, trying to figure out what the trap is, ‘cause every room has to have some sort of trap in it. The trap is on the throne and it doesn’t take long before it is sprung. I know I cannot rely upon Thames to touch anything and Gwen even put this rule it the party list of Don’ts, but Bag and Martic don’t care about rules, so they touch everything. Love you guys!

Anywho, Bag is primed to touch the minotaur skull and set off the trap but before I get to that, as an aside, I love how minotaurs have such a big role in Omuan society, especially since they worship the god Ubtao, whose whole theme is the maze of life. Mazes, labyrinths, minotaurs, you get the idea. I only wish that this concept was introduced earlier and even more fully fleshed out. I totally would have included a proper minotaur maze during our jungle adventures if I had known about this detail before they entered the final tomb.

Minotaur Maze
Minotaurs are great! I just wish I had known they would be part of the campaign earlier.

Back to the throne room. Bag of Nails changes his mind, does not touch the skull and focuses on one of the zombie painters. I tell him that this painter is currently painting Bag of Nails touching the throne, but it is a terrible likeness, painted with a dopey, derpy face. Bag of Nails says that he immediately attacks the painter without provocation. Everybody’s an art critic. But no matter, because this also triggers the trap in the room.

Suddenly the floor of the throne room bursts open from below as an enormous Zombie Tyrannosaur Rex climbs into the room. Its first action is to open its mouth and spew out a half dozen zombies that attack everyone. Of course, the first expectorated zombie is a juvenile Tabaxi with an uncanny likeness to Bag of Nails. No one needs to be told that this is the undead Sack of Screws and we have reunited father and son, just as the Navel of the Moon promised though not in the manner anyone would have wanted. As preposterous as this whole encounter is, it is directly out of the book. I just added the details about the kitty zombie to tie it with Bag’s backstory. Too bad we aren’t playing Call of Cthulhu or he’d definitely be rolling on the insanity table.

ToA Zombie Trex thumb
Definitely got my money’s worth outta this guy though.

Bag loses his mind anyway and recklessly charges at the undead dinosaur. Maybe he should have touched the minotaur skull. He could have used the extra hit points. In his go to move, he climbs up onto the T-Rex’s back and goes to town on the dino’s head. Each round, Bag must pass a DC15 Athletics check while the dinosaur tries to buck this annoying cat of its back, like a Jurassic mechanical bull. Meanwhile the rest of the group had their hands full, dodging gnashing teeth, flailing tails, and raining zombies. I very nearly swallowed Gwen whole when a massive bite attack was just shy of killing her outright. Eventually, Bag of Nails got tossed off the bucking dino and I could focus on trying to eat Bag of Nail as the main entrée to his son’s appetizer. Sadly, this dino never go a chance to finish his meal.

This is now the party’s third encounter with a zombie T-Rex. The first time they avoided it. The second was a harrowing fight that nearly killed them. But now, what was once a terrifying and lethal encounter, is no match for our heroes and the zombie T-Rex was dead far too quickly. The regurgitated zombies lay dead. Lukanu lay dead, again, having failed her death saves this time. All the undead Picassos were killed in the combat too, and at one point, this level’s skeleton key inadvertently entered the room during the fight and it too was quickly killed.

ToA Skeleton Keys full
Got three of these things now. We would have four but we lost one over a waterfall.

The only thing that wasn’t dead was Sack of Screws. Per Bag’s command, no one was allowed to harm his son, and no one felt the need to test his resolve. Once everyone else was dead, Bag managed to grapple his zombie child and tie him up. Bag intends to lead yet another NPC (this time an actual monster) through the dungeon until he can find a cure. Ugh. I just wanted this to be a nice shocking moment and not another distracting side quest. But fine, whatever, for now the muzzled and shackled Sack of Screws has joined the Society of Stalwart Adventurers just as Gwen ignored her own list of Do Not Do’s and touches the ancient minotaur’s skull. Yeah, I forgot about it too.

I described Gwen as having the glazed over eyes of Victor Krum from “Harry Potter and the Goblet of Fire” as she immediately attacks the nearest hero which happens to be Bag of Nails. Everyone realized that Gwen was cursed and not of sound mind. Thames was upset that he wasn’t the one cursed because he’d been wanted to attack Bag for weeks now. Well, maybe if you touched something, then cool thing will happen to you too. Or, you’ll die an instant death, but no pain, no gain. This PvP fight could have been more entertaining if anyone other than Gwen had been cursed. But when the mad melee fighter has a strength of 6 and swings with a -2 penalty, I just can’t get that excited. As it is, Bag quickly dropped the crazed cleric down to zero hit points, curing her affliction while someone else shoved a healing potion down her throat to save her life.

ToA Gwen Exposed
This is the second time a group of men have beat up the same defenseless girl. Chauvinists!

As Gwen came around, Bag magnanimously proclaimed, “I, your fearless leader, have saved you once more Gwen by killing you a second time. Now excuse me while I feed of Lukanu corpse!” As he said this, he grabbed the twice dead body of the Omuan warrior and drank heartily of her blood, much to the horror of the rest of the group. I guess we didn’t cure him after all. Knowing when she’s beat and if you can’t beat ‘em, join ‘em, Gwen proceeded to chop off Lukanu’s skull to add to her depleted collection. Nice stable group of heroes I got here.

Too bad Lukanu could not survive into the next room: Area 53 – Crypt of the Sun Queen. The resolution of her life’s quest lay just beyond this last door. Had she survived would have been good for the party too, as she could have shown more reverence and issued some warnings about defiling Napaka’s Tomb. Without them, the group proceeded to set off every single trap in the room and the only thing that saved them was some lucky dice rolls. They didn’t even recognize the name written in common on the coffin: Napaka, despite having heard it repeatedly throughout the session. Yakka, the floating dead jester skull had to remind them, “It’s the ancient queen of Omu. The one Lukanu who just died was searching for. By the gods, I am twice cursed. First as this floating head and second to be stuck with you lot!” Yakka flew out of the room in mock disgust, saving him from the coming carnage.

They ignored the floating orb in the room, focusing on cracking open that sarcophagus. They grabbed everything inside, including Napaka’s skull, setting off that floating orb that exploded in a burst of light. I changed the damage to radiant damage but it didn’t matter since everyone made their saving throw (DC14) and took half damage. Everyone except Sack of Screws, who was completely obliterated by this unholy light, much to the anger of Bag of Nails, who cried out to the gods, “You did this on purpose!” Nay, nay. It was your greed that got your son killed. Again.

Fireball2
At least Thames put the cursed necklace of missiles in his sack without donning it, saving them from another fiery explosion.

They grabbed the treasure box, the crocodile key, the cursed necklace, Napaka’s funeral gown and her golden hornet mask, which I made to be another mask of the beast (uncursed) that controls all insects. They also grabbed the iron scepter held by Napaka but they did not replace it (ala Indiana Jones) with the twin scepter they got from the Throne room, triggering yet another trap involving poison gas. Incredibly, everyone made this saving throw as well (DC18) and once again took half damage. If they had just failed either saving throw, this room would have resulted in a Total Party Kill, killed in the most mundane way possible; touching shit they shouldn’t. Sigh. But I had succeeding in knocking everyone down to sign digit hit points and I refused to even give them a short rest, forcing them to expend even more resources in healing spells and potions.

Before we wrap up, let me add that out heroes did also find the other secret door in the throne room. This led to a spiral staircase that they correctly guessed led from Wither’s backstage offices on the second floor with the lower levels below. Our heroes tucked this detail away and journey on to:

Next week, Our heroes tackle the toughest trap in the game, suffer a nasty betrayal, get railroaded by Withers, and someone loses an arm!

ToA Demon Face Bodaks full
And we get yet another Green Devil Face, you lucky devil.

As always, if your dungeon crawl gets a little wacky, lean all the way into the absurd and Game On!

She will rejoin her queen’s soul in the afterlife. – Gwen, eulogizing Lukanu as she chops off her head and Bag of Nails feeds on her corpse. Totally forgetting that all souls are now trapped to feed Acererak’s “machine”.

Don’t forget to check out my Tomb of Annihilation Resources Page, filled with all the stuff I use to make this epic campaign even more epicier: My full Campaign Diary, plus Handouts, Maps, Charts, PDFs, Images, and more to use, abuse, or ignore at your peril. All the templates and instructions for my Trickster Cubes are found here as well.

And written specifically for this adventure, read my Explorer’s Guide to Chult to delve into all the legends, lore, history, religion, and culture that I used to bring even more life to this adventure.

Explorers Guide to Chult ToA
Even trapped inside the deadly Tomb of the Nine Gods, it’s never too late to learn something.

 

16 thoughts on “D&D Diary – Tomb of Annihilation – Session 49

  1. Hi Rich,

    I am tremendously enjoying your blog entries. And since I am in the lucky position to start the ToA campaign myself early October, I am rereading all posts with even more interest. I opted for ToA because of your adventure logs and all the supporting campaign stuff. Based on your recommendations, I just finished reading the Ring of Winter.

    Since you have almost finished the Tomb itself and therefore, I would assume, the campaign as a whole, I am wondering what you would recommend to change in the way you ran the campaign with the knowledge you have today.

    In the post you mentioned the minotaur theme and a long time ago you wrote you regretted telling your players about dinosaurs in Chult before they entered Port Nyanzaru, rather than showing them.

    Are there other things you would have changed? Encounters, lore, mechanics, locations on the map … anything goes.

    Thanks!

    Kind regards,

    Arno

    PS. I will run ToA for 7 players of which my youngest daughter (17 yrs) is the only one with D&D experience (couple of years). The other 6 are all around 22 yrs old, know their fantasy tropes, but have never played any TTRPG. I am thrilled at the opportunity!

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    1. I’m excited for your campaign. But with 7 players your campaign will be very combat focused. If you don’t mind a suggestion, I would limit player options to just the 3 core books. Adding in all the extra options will make things very confusing down the line. You want things to be as simple as possible.
      As for looking back at what I would do different, I plan on a more in depth look when I wrap up the whole thing. But to start like you said, I would remove the Dinos from Port and add them to the pirate camp. I would expand that camp to be more of a pirate town. In port I would have them meet the Yellow Banner. They wish each other well on there quests and they will be sad to learn their fate in the tomb. I would introduce the fabled treasures early on as rumors. I would put one in the shipwreck journal as some thing heard about but never found. I woukd still keep all the expanded Yuanti stuff, I still feel that was my best addition and made Ras Nsi truly memorable. If I think of anything else, I’ll add it to my last post.
      Good luck on your campaign. Keep me posted.

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      1. Hi Rich (and Arno),

        I have been running Rich’s expanded TOA and have to agree about the expanded Yuan Ti making Ras Nsi a more visable threat before the players make it to Omu. I have also used his ideas of looming threat with dreams and found it helped the players tie their characters to chult without their original task. We are currently just back at Port Nyanzaru and they are in the middle of investigating the death curse/the water poisonings (Diary 21 from rich’s campaign) We have followed the original path (somewhat) but I have had players join and drop out over the 2 years I have been trying to catch up.

        I kept the dinos out to a certain extent. No Dino racing for now but some herbivore pack animals in PN. They felt the fear properly of the Thunder kind in the jungle. I avoided giving any hints about Vorn. I think I’d like him to be a random encounter later on. not starting the death curse straight away was key. I had 1 player who had already been raised (now picked up a second) and didnt start the death curse till they were level 5. That gave them time to settle into chult and jungle life without the ticking time bomb pushing them. now they are figuring it out.

        Sam

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        1. I am honored that you have used so many of my ideas in your campaign. Thank you. The more I think about it, the more I hate Vorn. It is the worse thing to give to any party. The only way I would run it is to have it belong to a good merchant prince who hires the group to get it back. The players can not bond to it properly and it will only follow the party back to its proper owner. Later if you can manage to have a big scale finale battle with either the giants or the red wizards, maybe Virn can arrive to save the day when some other unexpected monster arrives. I don’t know, I hate Vorn. But I love Ras Nsi. 🐍❤️
          All that aside, I’m really curious to hear how your raised PCs deal with the Death Curse. Keep me posted. And let me know what else you find useful and “borrow” for your group.

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          1. The death curse has seemed to be a good motivator for investigation and we have had lots of talking to clerics about it so far. They are realising that this is something big that needs further work to solve. I think they suspect Ras Nsi but havent really twigged there is a bbeg and a BBEG yet. Im not sure what they plan to do after curing the Yuan Ti poison in Port Nyanzaru, so I will drop in Syndra Silvane if they are at a loss for direction and spell a few things out. I quite liked your idea of her teleporting in with the A-Team only to have them accidentally squished on arrival.

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            1. If you want to kill Syndra’s A team but don’t use the Dino races to kill them, you could use a rampaging herbivore Dino like Faroul’s triceratops , zongo. Or some beast the heroes have brought back to town. I had a King Kong plot line, that I never utilized. That would work. Or maybe a Yuan-ti wizard is fighting in town and about to cast a fireball when these newcomers teleport in and the snake-man changes his target. Good luck.

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        2. Hi Sam,

          Thanks for the heads-up. And yes, I am indeed planning to steal the idea of making Ras Nsi more present from the start. I indeed also like the tie-in with the Yuan-Ti (@Rich: consider this idea as stolen).

          Have you altered the campaign in different ways than Rich? And if yes, how and why?

          Arno

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          1. The Jungle temple will have to be encountered as per your party. We had one of our PCs charmed away by Salida. I gave my players nothing but the journal as a guide. They chose their own path (with some help from an npc or 2 that had business in that direction) to go down the shoshenstar but it was 50/50 in going completely 180 the other way. I avoided mentioning Vorn and I have no carnivores in PN. We went further down to Mbala before turning around but we had no guide by this point. I havent leant so heavily into Artus cimber and I have given them a bunch of potential quests and leads (we have a 2 page current quest log). I have mostly made up my own random encounters and now we are back in PN I am going to ramp up the main quest so we will see how much my players want to traipse around the jungle looking for treasure with a curse literally hanging above their own heads.

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  2. Thanks for the swift and extensive reply.

    I will indeed stick to the core books as my players are new and I do not want to overload them. I will use the quick character generation rules and will prod them to choose race (tiefling replaced by satyr/faun), class (no monks), and background by flavour only and allow them to make changes later once they understand the game mechanics better. I will prepare spell (short) spell lists for all caster classes.

    The goal is to start the campaign after 30 minutes (I will manage; I have done this before) with a media-res scenario, starting with … combat indeed (sea devils boarding a ship; I must have read that somewhere …) and then a skill challenge.

    The goal is to get them stranded at the end of the first session; very railroady, but not to push ‘my’ story but because I find it easier to dose and pace technical encounters with dice-rolling in the jungle than in Port. In this way the new players learn about the core mechanisms of D&D and how to read and use their character sheets. Once in Port we will weigh into the dimension of role-playing and NPC interaction.

    But before we enter the jungle towards Port, there will be a flash-back session to explore why the heck they were on a ship. This session will also be used to flesh out flaws, quirks, bonds etc, hopefully as an emergent result of what happened during the first session.

    I am not sure if a 7-player table will automatically lead to much combat. Maybe. In the 2E era we played also with 7-8 players and there was also a lot of roleplaying and shopping. Let’s see. Then again, I deem the chance that all 6 newbies will stick around as rather small. I would be happy if we ended with a stable group of 4-5 players.

    No dinos in Port at all … I will give it a thought. I like the encounter with the Yellow Banner and will probably steal that idea.

    Anyways, thanks for all your insights, both in your blog posts and in the reply above. It is very inspirational and fired my enthusiasm. I will keep you posted on the developments!

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    1. This clearly isn’t your first rodeo. You have this well planned. I love the hot start, flashback setup, I will steal that idea someday. I don’t hate the idea of one or two domestic Dino in port. My rogue Dino at the docks was a good encounter. But my Dino racing ended in disaster so i am biased against that. But I still think Dinos need to be wild not tame.
      Will the death curse be active at the start? Also, be aware that this campaign will likely take more than a year. If your daughter goes off to college next year you made be forced to rush the ending. This has happened to me twice and is such a disappointment. But again, good luck, and let me know how it goes.

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  3. Been playing TTRPGs since 1985 and (A)D&D since 1992 or so. There was a hiatus of a decade early 2000s (kids, life, and magic the gathering), but returned into the fold around 2008. I would say that I have dm-ed as often as I have played and I love it both.

    Normally, I hardly prep a campaign and let it evolve by play, but this time with so many new players, I am putting extra effort to entice them from the start. And, again, also because your posts inspire me.

    College may be a problem, but then again, we are living in the Netherlands, a small country and half of the universities are within a 1 hour commute from where I live … In fact, my oldest daughter and her friends are actually in college atm and not living at home anymore and still they want to play with me 🙂

    I am on the fence whether the death curse has started already or not. I really like the image of high-level NPCs all of Faerun panicking over their upcoming final death whilst not knowing what is going on. The flashback session will then probably become (an adaption of) the module Cellar of Death.

    If I go that route, then I think I will fix the time-pressure issues by slowing down the max-HP loss significantly. Probably something like 1 HP per week instead of 1 per day. I haven’t done the math yet.

    In general I like to play D&D at a very slow pace where long rests take a week and a short rest a day. I never liked that PCs climbed to level 20 in the span of 3 (in-game) months. But that veteran NPCs in their 50s are level 9. Not sure yet if I will implement this in the upcoming campaign or not.

    In any case, I want the death curse to happen over the course of a year or so. Every time the players come back to Port, there are new people arriving to sort out or learn about the Death Curse. Maybe a new cult will start in Port announcing the End of Time (similar to the movement in the background of Akira) attracting an ever-increasing group of people. Maybe with a link to Dendar? All this to show the players that the issue is becoming more and more serious and urgent.

    I am toying with the idea to mesh D&D with Pendragon in the sense of needing very long recovery times, so that it takes years to gain levels. You can have families, offspring etc. In Pendragon I found it awesome when a character finally passed away that a sibbling would take over. But that is not for later; not for this campaign. I might introduce it in a Darksun campaign I am planning to run with a group of seasoned players once the 5E books have arrived in 2027

    Sorry for the long rants. As I said, I am quite enthusiastic to sit behind the dm-screen again 🙂 (has been 3 years)

    Arno

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    1. I love all these ideas and slowing down the hit point loss would slow down the disease to a manageable level. I would do a 3 hour loss per week (which is ten days in the forgotten realms) this means that Syndra has about a year (in game)before she dies once the curse starts. More than enough time to get lost in the jungle for a few months. I’m dying (get it) to see how your adventure progresses.

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      1. What appeals me most of a slow death curse, is that it gives opportunities to increase the panic levels in Port.

        To have the death curse not started yet, means that I need to find a different reason for them to travel to Chult.

        In any case, I will definitely keep you posted. Kick-off will be early October. Thus before that it is only plans from my side. Plans that will not survive contact with the enemy … ehrm, I mean players

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  4. Hey Rich! I’m glad I was able to keep up with this series, it’s getting really good. Just curious, which of the 9 animal spirits do you think is the best/funnest to DM a possessed character for?

    (Also, to confirm your suspicions, YES, that mirror art is 100% AI. Has all the usual-suspect blended lines and numb colorings you get from generative AI)

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    1. Sup digstar? Good to hear from you. I’jin is easily the funniest with its unpredictable nature and chaos magic item. Moa is fun for any PC who lies and for the few times when deception is needed. The evil one all kinda suck, since it compels PCs to act like an ass. And Unkh sucks if the main decision maker draws it. As for the art, I’m sure it is AI. I goggled mirror of erised and it was one of the images it gave me.

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