This is going to be a
fairly detailed review of Wizards of the Coast's Tomb of
Annihilation adventure (for 5th
Edition of D&D), and the first in a mini-series of reviews of
Tomb of Annihilation-related products. I'm writing these up partly
for the sake of my own process as I prepare a campaign set in Chult,
using ToA products (though with some hacking to make it tick). Partly
they hopefully help other DMs planning to run it. This will include
the official Tortle Package
supplement, as well as some well-produced material from the DMs'
Guild, which has obviously had a lot of thought put into it. So
basically, anyone playing in my Meeple Games Chult campaign, look
away now.
Here's
the takeaway: Tomb of Annihilation
is pretty good. In fact, at points, it verges on VERY good, and
there's not many other Wizards' DnD adventures I'd say that about.
Its flaws are real, however, and they are mostly the same issues that
plague all Wizards adventures. Let's go chapter-by-chapter – it's
tempting to do a Pros/Cons list, but there's a lot of content here to
consider.
Introduction
There's a bit of general intro guff here, but there's a lot of
theoretically usable material: an adventure summary which sums up the
presumed course of play, and gives a useful summary of NPCs with
relevant information to that end. Now, I won't necessarily use this,
as I don't presume my characters will follow the “storyline”
(roughly, famous Lich is growing a baby Death God to maturity, and
sucking in souls from the surrounding plane to feed it), but it's
useful. Also useful is a mechanical summary at the outset of how the
Soulmonger – the device Acererak the Lich is using to suck in souls
– affects play. I don't actually love how pervasive the
Soulmonger's “Death Curse” is, for various reasons, but again,
it's no bad thing to put this all up front. There's stuff on
character advancement, and starting at higher levels. There's then a
hook to get characters involved in the main plot.
It's
dreadful, and not just because it decides there's a main plot the
characters must care about (which puts a lot of expectation on
players who are investing in the game for months or years). The hook
is ridiculous. An archmage who is being affected by the Death Curse –
she's been resurrected before, and so is losing health due to the
Soulmonger's effect – hires the 1st
level PC chumps to investigate the source of the problem, in distant
Chult (in the Forgotten Realms, 5th
Edition's default setting). The book does answer the question why she
isn't sending more powerful or competent people – she already has
and they disappeared. So you are now the counsel of despair, it
seems, dear players. It becomes clear over the course of the book
that, “in the story”, other high-level resurrected people haven't
bothered sending anyone to investigate. So the hopes of the world
rest on the Chump Brigade. Which may sound dramatic to you, but I
think it's mind-numbingly stupid.
There's then an overview of Chult; the majority of this is a
description of the races of Chult, which include the way local
subspecies of Goblins and Dwarves work. There's also a sidebar on
local religion, which mentions the absentee local deity Ubtao, but
doesn't mention his key role (now neglected) in keeping world-ending
danger Dendar the Night Serpent in prison. This is all fine, if
generic and written at some length. But at least some of the space in
this subsection – and in the Introduction as a whole – could have
been given over to an organized overview of the factions in the
setting. There's a sidebar on Acererak, but little else. However,
there's plenty of potential factional play, and some of it even gets
explored elsewhere; factional play is good because it gives players
choices, and choices which have a significant effect on the setting
(rather than the standard adventure assumptions of the setting having
significant effects on the characters' actions).
Chapter
1 – Port Nyanzaru
So this starts out with the statement that Chultans now rule
themselves in the main Chultan settlement, having chased out colonial
forces nine years ago. Chult is fantasy Africa, and so you can
understand the concern; the historical neglect of actual Chultans in
Forgotten Realms material has made the authors wary. But this seems
like an obvious missed opportunity for real intrigue and choices –
the idea of a Governor from Amn co-existing uneasily with local
Merchant-Princes who themselves are split between oligarchic and
monarchist ideologies, all of that with other colonial powers in the
mix, and weirder forces out in the jungles...your players might
actually have to make moral decisions! But that's immediately
flattened out, and the possibilities are only ever touched upon.
There's
some stuff on arrival which is over-descriptive but fine, and then 10
side-quests which you can get the players involved in. At the end of
the chapter there's also a d100 table of, uh, 19 rumours, and an
additional 10 random encounters for Port Nyanzaru in Appendix B. Not
amazingly layed out or usable at the table. But there's some nice
ideas in all this, and it definitely aims to make the campaign rich
and interesting. Several of the side quests give you opportunities to
introduce some of the “international factions” of the Forgotten
Realms – the Harpers (secretive freedom fighters), the Zhentarim
(international crime syndicate), the Lords Alliance (the United
Nations of “okay” city-states). The problem is these factions are
terrible. There is somewhere in the book a suggestion that different
members of the Lords' Alliance might clash over colonial objectives
if put to it, but that's not explored. Otherwise, generic shadowy
Neutral-leaning freedom fighters, generic shadowy Evil-leaning
criminals, and generic Lawful-leaning political guys are about as
drab as it gets. I don't want to help any of them. (Also, these
terrible factions come up in every official 5th
Edition adventure. We're supposed to think they really matter,
because they're everywhere. They don't matter. At all.)
The main map and key for the city of Port Nyanzaru comes next and is
okay. There's some genuinely fun things – execution by dinosaur
funnel, some vaguely interesting local NPCs, undead occasionally
attacking the suburbs – though it's not terribly exciting, and the
entries are long without always giving much value. This is followed
by some fairly decent stuff – descriptions of the seven
Merchant-Princes, each of whom has some kind of subplot/quirk
available for use in play. There's then a sample Merchant Prince's
Villa map and key, including particular motifs to customize each of
the individual Princes. This is literally, and openly, generic; in
this case I don't mind, as it's giving you maps and ideas for stuff
players might actually do (you know, like raid a Prince's villa!).
There's some nice stuff in here like a Fire Elemental trapped in
service as a sauna-heater.
Next we get an actual summary of “Factions and their
Representatives”, but though it mentions actual local players, it
spends valuable words on redundant factions and doesn't really talk
about any interplay between them. It also doesn't mention what local
politics there actually might be, mostly focussing on the
“international factions” who turn up in other books. As
mentioned, terrible. Then there's a very brief section on weird
miscellaneous things you can do like bet on dinosaur racing. Then a
section on local guides who can take you into the jungle...and this
is actually excellent. Sometimes verbose but great. There's a
weretiger who will guide the PCs for free if they do a sidequest for
her, and guides described as “disguised couatl”, “incompetent
fortune hunters”, “barmy dwarf dragon slayer”, “Chultan druid
and vegepygmy”, and “Yuan-ti spy”. The dwarf will deceive the
PCs into thinking he can guide them anywhere but will actually just
take them to kill the red dragon who ate his arm. This is great
stuff. It should be noted some of these guides – and some of the
factions – aren't actually in Port Nyanzaru, and though it makes
sense to put together the info on all of the guides, it's not
entirely satisfying organization.
Chapter
2 – The Land of Chult
So
this chapter details the hexcrawl element of the adventure. Did I
mention there was a hexcrawl? There's even a gorgeous map. The
problem is, broadly speaking, that it's a bad hexcrawl. Some of the
locations are great; I'll get to that in a second. But this chapter
sums up a lot of the problems with this adventure, and with all
published 5th
Edition Wizards' adventures I've read.
ONE. Adventure Style. This adventure has a hexcrawl as a major part
of it, with the theme of exploration pushed forward (with a players'
version of the hexmap they can fill in by hand!!), even down to
awesome guide NPCs being detailed. The second paragraph of this
chapter says locations are intentionally not located/sorted by level
or difficulty, because players need to judge when to fight,
negotiate, or flee (and we've already read about how to replace
characters who die, whose souls are lost to the Soulmonger). There
are loads of locations detailed – something like 47 in about 50
pages, including several mini-dungeons.
That's all quite admirable, and exciting for some of us who like that
kind of adventure. But the actual material doesn't in any way help it
be a good version of that adventure. Player choice and consequences
aren't really valued: in the second paragraph of this chapter it
discusses how to get your players out of trouble if stuff gets too
hard for the PCs.
The hex map is massive, with 10-mile hexes, which only map on to
“normal pace” when travelling, not slow or fast – which makes
it a little unwieldy. It also means there are absolutely enormous
distances being covered, using an “okay” random encounter table
(which I'll address under Appendices). This isn't very attractive,
and doesn't make the exploring seem very exciting. Furthermore, there
are virtually no locations in the southern and eastern sections of
the map; that's all just empty space, unless you put work into
populating it. That might sound like a good creative exercise, but if
I'm buying a 240+ page adventure with a hexmap, I would love for it
to be usable and worthwhile from the off. If half the map is
essentially empty, that's a waste of paper and potentially of player
time.
The location gazetteer is affected by this. It has LOADS of great
stuff, and I don't want to detract too much from that, but let's take
some examples from Fort Beluarian, Baldur's Gate local base. The Fort
is fun; it has some interesting stuff going on, including a Lawful
Evil commander who you can choose to get along with or undermine. It
also takes 4 pages to detail a fairly generic fort. Let's rewrite two
paragraphs. From the introduction to the location:
“Liara is puzzled
by reports coming from her patrols to the south. They've crossed the
trails of large creatures in the jungle that don't match anything
known to live in Chult. The characters are planning to explore the
region between the east coast and the River Tiryki, or they've
already been there and seen anything unusual, she'd be grateful for
any light they can shed on the mystery. (Her patrols are seeing signs
of the frost giants searching for Artus Cimber.)”
How
about:
“Liara has had
reports of tracks of large humanoids unknown to her patrols (Frost
Giant patrols from the Hvalspyd). She may hire characters to explore
the region, or pay for information from those who have already done
so.”
That's
two and a half lines saved for something else. Now, one of the keyed
locations:
“2. ORE GATE
Despite its name,
this secondary gate on the south wall of the fort has nothing to do
with ore. It's a sally port the fort's defenders can use to launch
counterattacks against enemies assailing the main gate. It stays
solidly closed and barred most of the time.”
This can be trimmed
down dramatically:
“2. ORE GATE:
Sally port. Closed and barred.”
This sort of fairly basic editing carried out throughout the chapter
would free up acres of space for the purpose of detailing/creating
other locations. I'm fine with the book expecting DMs to do some work
in detailing locations in such a big setting, but that doesn't
justify the incredible waste of space on show.
There's also the wider issue that the locations detailed are often
chosen and written with an eye to advancing the “main plot”.
Though the adventure sets itself up as an open world hexcrawl with an
eye to player choice and consequences, the book itself makes clear
that the only worthwhile
That said, some of the mini-dungeons are pretty good, as I said.
Hrakhamar is an old dwarven mine inhabited by firenewts which has
some good looping and some fun mechanical interactions. Kir Sabal,
home to the hidden heir to the throne of Omu and a bunch of quite
nice aarakocra, is detailed as a dungeon in case you want to rob it,
which is exactly what some players will do. The Wyrmheart Mine has
some good verticality, you can negotiate with the dragon there, and
her loyal kobolds actually raise young, which makes them slightly
less easy to genocide away with impunity. Then there's a random
goblin village which can be launched via catapult if it needs to
escape, and the locals farm ants. Barring some layout issues, this is
all very usable, even if it needs some highlighting.
Chapter
3 – Dwellers of the Forbidden City
This
relatively short chapter (the shortest full chapter in the book) is
named after and inspired by the classic module I1, a 1st
Edition module by David “Zeb” Cook. It's materially very
different, but the DNA is there – the concept of an exotic ruined
city ripe for exploration, with factions aplenty. However, this idea
isn't taken too far. There is factional play – Yuan-Ti, Kobolds,
Grungs, Thayan Wizards, some Tabaxi hunters – but it's fairly
lightly covered and the locations detailed lean heavily in favour of
those that directly advance the “main plot”.
Let's talk about that. 11 of the 20 locations are
directly connected to accessing the Tomb of Annihilation; one is the
Yuan-Ti base, one is the Tomb of Annihilation itself (both detailed
in different chapters). The other nine are the Shrines of the Nine
Trickster Gods of Omu, who the people of Omu turned to after their
god Ubtao left them. These are all mini-dungeons focussed on puzzles,
which allow access to the nine puzzle cubes needed to access the
titular Tomb of Annihilation.
The Trickster Gods are interesting – and are an
interesting element in play in the Tomb itself – and the shrines
are pretty good. They each have riddles at their gates which give
clues to how to solve the puzzles within. The puzzles are mostly
“solvable”, which is nice; observant players should work them
out, and not be forced into hint-begging. Most of the shrines require
combat, which is a shame; though they encourage careful play and
player skill as to the puzzles, blunt force enforced combat works
against that style of play.
So great, you're collecting the puzzle cubes for the
Tomb of Annihilation (there are a few ways of working out they're
needed). Collecting them gets the PCs into direct conflict with the
Yuan-Ti, who are reluctantly allied to Acererak. Those are both fun.
But once you have eight of the cubes...the Yuan-Ti automatically
steal the ninth, and leave an obvious trail so you have to go and
clear their dungeon. I object to this – not so much because the
Yuan-Ti might react in such a way, but because it “trapdoors” the
players into a dungeon they may have sought to avoid. It's a version
of the Quantum Ogre - “you WILL clear this dungeon, peon players!”.
The PCs have to have a chance to outthink the Yuan-Ti and get all the
cubes straight up. I'll have to think about how to change this.
Some of the other keyed locations are interesting.
There's an overturned wagon with a nature spirit who could become
friendly with the PCs, whilst underneath the wagon there's a Rosetta
Stone-style tablet that lets the players translate ancient
inscriptions in the city. You can rescue a grung from being thrown
into some lava, and that lets you negotiate with the grung tribe
which guards one of the Shrines. There's an amphitheatre full of
dinosaurs including a massive T-Rex, which is kinda fun.
Omu isn't as much of an obvious lost opportunity as the
general Chult chapter; it suffers from the same word-bloat and layout
chaos, and is overfocussed for my tastes on getting PCs into the two
big dungeons in the book, but it offers a bunch of gameable content.
Chapter
4 – Fane of the Night Serpent
So let's set aside the complaint that PCs are forced to
go here, no matter how smart they are. This is a good dungeon, full
of Yuan-Ti seeking to unleash a terrible and ancient evil (but not
the death god in the Tomb of Annihilation). Why is it good?
ORDER OF BATTLE. There's a detailed roster of the Fane's
inhabitants, including their reactions to the alert being raised if
the PCs are on the loose inside. There's also a list of potential
reinforcements who can arrive to fight the PCs or to restock the
Fane. This makes the dungeon a living place, and is exceptionally
helpful to the DM actually running it – there's no endless
searching to find out who's where, but a single reference point.
LOOPING. There are at least two ways into every major
area on the map. Players get to decide how they storm the keep –
they can sneak around, they can find alternate routes, and so forth.
This is both interesting in play and also is a way of emphasizing
player agency.
NPC INTERPLAY. So the second-in-command of the Fane, the
Naga priestess Fenthaza, will potentially ally with the PCs against
her leader. There's a bunch of detailed prisoner NPCs who can be
freed; some might reasonably join the PCs in an uprising, others need
the PCs to look after them. There's also a bigger group of slave
labourers who have been drugged into submission but could be roused.
This means even in a dangerous dungeon there's a chance for social
interaction, and different ways to solve the problems facing the PCs.
The
environment itself has some nice weird things – dark oracle pools,
blood altars, a hydra living in a lake – but I wouldn't say it's an
inherently exciting setting. Its real merit is the dynamic behaviour
of its inhabitants, and the physical design of it qua
its dungeonic nature. It could, fairly easily, be dropped into
another game; take away the alliance with Acererak, work out an
alternate key treasure to the puzzle cube(s), and you've pretty much
filed off the serial number.
One issue, though, is the effect of the Death Curse on
the Yuan-Ti boss, Ras Nsi. Ras Nsi has previously been resurrected,
and so is losing HP to the Death Curse. He starts the overall
campaign with 107HP left out of his base 127; he is losing 1HP a day.
Given PCs can travel one hex a day at a normal pace, and don't know
where Omu is at the beginning of the adventure (and are far too
low-level to deal with the Tomb), it will be some time before they
arrive here. Of course, they may not fight Ras Nsi anyway, depending
on the exact way things pan out in the Fane; but it's perfectly
realistic that he could have 20HP or something when they arrive. It's
not particularly improbable that he'll be dead by the time they
arrive in Omu – which possibility doesn't seem to be accounted for,
so far as I can see. Of course, the lamentable layout work might have
obscured it. This is fixable, but requires either a serious look at
the nature of the Death Curse, or simply making Ras Nsi immune to it
(via not having been resurrected). That requires creating a slightly
different source of tension between him and his second-in-command.
All of that's fine – but it's work forced on the DM by content,
rather than absence, in the book.
Chapter
5 – Tomb of the Nine Gods
Though the Tomb of the Nine Gods – that is, Acererak's
Tomb of Annihilation – takes up a quarter of the book, it won't
require that much space to review. That's because the flaws have been
rehearsed above; layout makes it hard to use, the text is verbose,
there's occasionally presumption of character intent (though much
less).
Positives
are often quicker to list. This is a good dungeon. It's about the
largest one Wizards have ever designed, so far as I can think. I
suppose some 3e/3.5e ones were pretty big, but certainly in 4th
I can't think of anything on this scale, and even in 5th
there's not much to compare it to. Technically Castle Ravenloft has
88 rooms to the Tomb's 81; but Strahd's lair takes up 56 pages
compared to 66 for Acererak's. That's about the only competitor, as
the largest dungeon in Princes of the Apocalypse takes up 36 pages,
and none of the other adventures so far have a similar setpiece.
Size isn't everything, but in terms of offering a
megadungeon experience with some longevity, this does it. Some of how
it does it isn't just silly in the sense of comical (that's on theme
for the book), but silly ludistically. What I mean is this: the
environment is so various and so deadly that it essentially requires
multiple runs and a roguelike mentality. That's not inappropriate or
bad play, far from it, but it does inevitably lead to a different
attitude to running the Tomb itself. In a similar vein, there are
significant magic restrictions in the Tomb; though “coherent”
(Acererak has put wards down or whatever), this is a less fun way of
doing things. Rather than encouraging players to work out puzzles in
creative ways – the purpose of the rule – it instead arbitrarily
stymies them. A clear blanket rule over the types of magic warded
against, rather than a bitty itemised list, would have been better.
Even itemising effects by dungeon area (“this spell doesn't work
against this”) would have been slightly better. (If nothing else,
it's more of a pain for a DM to remember the 22 spells which have
their rules changed than to know a general rule or just read the
specific area.)
So it's a roguelike megadungeon. The fact it encourages
learning is a key feature; you get to learn about traps from the
evidence left by a failed expedition, by various riddles at each
level, by the design itself indicating possible solutions; careful
recon is also rewarded, with many hidden viewing ports and the like
to use to analyse a room before you enter. This is a feature I think
is generally well done. There are usually some common themes on each
of the six levels, though not in the sense that each level is
strictly “themed”; rather, one level is the lair of a Beholder,
one is dominated by a puzzle where the rooms themselves are cogs in a
gear puzzle, etc. Eventually, having collected 9 keys from the 9
tombs of the Trickster Gods (whose shrines you've already loote in
Omu), you get down to the lair of the nascent death god Acererak is
nourishing. If you defeat it and destroy the Soulmonger feeding it,
you get to fight Acererak. That's the punchline of the campaign.
There are a lot of ways down – multiple exits on each level,
including ones skipping levels – there are countless puzzles, most
of them good, and there are some interesting NPCs. NPC interaction
isn't that heavy here compared to the Fane, but there is an Aboleth
you can befriend (!), there's a Dao who can grant you wishes if you
open his bottle, and so forth. It's a shame there's not more possible
interplay suggested with the caretaker of the Tomb, Withers, or his
Tomb Dwarves (dwarf zombie craftsmen!).
There's a lot of fun stuff here. Examples: a nycaloth
librarian inspired by Gary Gygax; creepy dolls made by night hags
which have trapped children's souls who can become your last best
allies in the dungeon; the aforementioned rooms-as-cogs gear puzzle;
the Trickster Gods sharing your body when you touch their corpses in
their respective tombs; a bunch of prisoners and monsters stuck in
Life-Trapping Mirrors, upon whose release some will aid you and some
attack you; the five “key rooms” whose puzzles you have to solve
to open the keyholes to the death god's lair, each of which has a
solution partially dependent upon the specific shape of the keyhole
it opens (Triangle, Square, Octagon, etc); and any other number of
clever or fun things.
I suspect it'll take a moderate amount of prep to run –
partly to bypass the endemic flaws of the book, partly because it's
such a big environment. But it'll be worth it – it's full of clever
challenges, and the players will earn the big moments as they learn
to defeat and control their environment.
Appendices
The appendices take up some stuff, but are mostly stat
blocks, magic items, etc. Some of this is fun, some is pedestrian.
The handouts for each of the Guides from Chapter 1 are great. The
Tri-Frond Flower is a great plant-that-can-kill-you an Chwingas are
cute kodama-like nature spirits. The random encounter tables (Chult,
Port Nyanzuru, Omu) I've mentioned already. There's some good
material here, including a variety of social encounters and some fun
interactive ones, such as a chwinga trying to steal something small
from the PCs. There's a list of (fascinating) dead explorers, which
is excellent if morbid. Even the less interesting encounters tend to
have a nice throwaway detail or adjective. However, there are a lot
of them – many fairly workaday – and many take more words than
necessary.
There's also a good quality double-sided poster hexmap,
one side of which has the interior of Chult largely blank, to allow
for explorers to fill it out (roguelike!). The cartography is by the
excellent Mike Schley. Of course, there are issues with the literal
contents of the hexmap – as mentioned above – but it's a
fantastic artifact.
Conclusion
Much like the book, I've used too many words to say what
I've said; the summary is that this is good, but long. It's worth
working through, but it does require work. It isn't entirely
convinced of its own approach – it wants to be a challenging,
lethal hexcrawl, but prior to the Tomb of the Nine Gods, it openly
undermines those objectives, via ways of softening the world and
therefore removing consequences, and also via a poorly designed
map/world which encourages driving towards the “objective”
(decided for your players in advance) as soon as possible. It is,
however, full of invention, has a properly realized fantasy
environment, and is not too far off where it needs to be. It's also
probably a generally good resource for fantasy campaigns set in the
jungle or where exploration is a significant factor; this is why, I
think, Skerple of Coins and Scrolls has adapted it for his Pirates
campaign.
This
book oes, I think, affirm Chris Perkins as a legitimately talented
creator of adventures, alongside Reavers
of Harkenwold
and Out
of the Abyss. I'll
probably put up posts in the future about my own edits to this
(though Skerples has beat me to it!), which may be of use to others.