Outside Context · Dungeon Master's Guide · Part Two

Tomb of AnnihilationThe Jungle and the Tomb

Part two: eighteen months of hexcrawl, a dead city at Christmas, six levels of Acererak's dungeon, and everything the edition change broke on the way.

⚠ Spoilers for Tomb of Annihilation
Previously

Where Part One Left Them

Five months in, level 5, and in possession of a jungle they had no idea how to cross.

5.5eA 2017 module on the 2024 rules

I ran the whole campaign on the 2024 rules (5.5e), with a module written for the 2014 ones. Any advice or comment about that is in a box like this one, and the full conversion guide for DMs is at the end of this post.

In part one the party buried a man called Kevin, sailed to Chult, and spent three sessions in Port Nyanzaru earning a reputation, a charter and an enemy.

The short version. They protected a racing dinosaur and were thanked for it by Kwayothé, a merchant prince who turned out to be dealing with the yuan-ti. They cleared the House of the Crocodile, a dungeon built around a fable about carrying your partner, and Ubtao gave them the ruined camp above it as a bastion. They went to a ball, saved the prince who was hosting it, and came away with a letter that proved what Kwayothé was. Then they took her to trial and won, and she escaped the same week.

Six characters who arrived worshipping six different gods now all worshipped Ubtao, which I had not planned and did not ask for.

This is the rest of it. Eighteen months, a hexcrawl, a dead city at Christmas, six levels of somebody else's tomb, and a full account at the end of what the 2024 rules did to a module written in 2017.

Act II · The River

A Frog King and a Tower on Fire

May 2025. Two stops up the river, run mostly as written.

Not everything got rewritten. The first two stops up the river, the grung village of Dungrunglung and the pterafolk tower at Firefinger, I ran mostly as the book has them.

In Dungrunglung, King Groak is a gold grung who is desperate to summon the frog goddess Nangnang and marry her. His priest, Krr'ook, is sure the Great Ritual will fail and that she will get the blame, so she quietly asks the party to help her fake the goddess on the night. Getting in at all means a thorn maze that rearranges itself every minute: six DC 15 Survival checks, with an encounter roll between each one.

Firefinger is an old Chultan signal tower with a magical flame on top and a flock of pterafolk living inside. I ran it on the table screen using a digital map of the top and the sides of the tower.

What happened at our table

At Firefinger the team freed an aarakocra called Nephyr, who the pterafolk had tied up in their nest. He carried their story home to Kir Sabal, and that paid off five months later. They also came away with a Mask of the Beast.

In Dungrunglung, they faked Nangnang for Krr'ook. Akira played the goddess, of course, and King Groak was totally smitten.

Paper standees of the party and tall winged creatures on a jungle map on the table screen.
The pterafolk at Firefinger.
Act II · Pirates

The Golden Drake

May to June 2025. A borrowed galley, naval rules from our last campaign, and a cove full of pirates.

Pirates raided the Port Nyanzaru docks and carried off two dozen dockworkers. Zhanthi couldn't spare the city's fleet, so she lent the team her own galley, the Golden Drake, and offered 2,000 gold for every pirate ship they caught and 500 for every captain.

"I trust your skill on sea and land… I cannot spare Port Nyanzaru's fleet without crippling trade, but I will lend you my galley."

Life on board

Between fights, the ship had things to do.

On board the Golden Drake · games between fights
ActivityCheckWhat you get
Knot-tying contestSleight of Hand DC 12Fastest success gets Inspiration and +1 to the next ship manoeuvre
Deck target practicePerception DC 10, or a ranged attackExtra rations, or a "grape shot" for the next sea fight
Shanty showPerformance DC 13Everyone who joins in gets temporary hit points, and the ship is 5 feet faster for an hour
Fishing and forageSurvival DC 11Fresh food. A natural 20 lands a kelp pearl
Maintenance relayAthletics or tools DC 12Done in under ten minutes, the ship gains a knot for two hours

Each dawn, a d20 decides what the sea brings: dolphins (an Inspiration), a squall that could wash the rations overboard, ghost lights in the mist, or a chest drifting past with a pirate token in it.

Ship to ship

The naval rules came from our last campaign, Rime of the Frostmaiden. I wrote them because the official ship rules are either too detailed or too boring, and I wanted everyone at the table to have something to do. I brought them back for the pirates.

House rule
Basho's Naval Combat Rules, one round at a time
The sea sets a DC
I roll a d20 at the start of the round. That's the Conditions DC.
The captain gives the orders
Whoever is holding the ship's character sheet is captain for that round. They say what the ship does and roll a d10: the base Ship Score.
Everyone works their station
Each player rolls a d20 for their job on the ship. Beat the Conditions DC and you add +2 to the Ship Score.
Move
If the total beats the Conditions DC, the ship goes where the captain wanted. If not, it drifts off in a random direction, towards whatever it can hit, or sits dead in the water.
Fire
If the total beats the enemy's Ship DC and you are in range, the shot lands.
Grapple and ram
A ballista can grapple at 50 feet. (The chain has AC 15 and 30 hit points, if anyone wants to cut it.) A ship with a naval ram can ram for 100 damage, and everyone standing makes a DC 15 Dexterity save, with +2 if they describe how they brace.
Damage
Drop below half hull points, or take three hits in a round, and roll on the Critical Ship Table: a lost sail, fire on board, a crewman down, the hull holed. At zero, the ship makes death saves. Fail three and everyone is in the rowing boats.
Boarding
Once the ships are locked together, we switch to a boarding map and the minis come out.
The cover of Basho's Naval Combat Rules: a pirate ship under a stormy sky. A page of the naval rules: a sailing template for measuring moves and turns, and a ship on a battle map.
Free download

Basho's Naval Combat Rules

The full rules I wrote for Rime of the Frostmaiden and brought back for the pirates: the combat round, ship actions, a sailing template, the ship roles, ship stat blocks, the Critical Ship Table, NPC crew, pirate captains, a giant squid boss, and loot and upgrades.

Download the naval rules PDF · 14 pages · 6.3 MB

For the chase and the run-in, the session plan also split the distance into range bands, so the team always knew what they could do from where they were.

Engagement range bands
BandDistanceWhat you can do
Long1 mile to half a mileSpot the enemy (Perception DC 15), ready the cannons
MediumHalf a mile to 300 feetFire ship weapons, throw harpoons, get ready to board
Close300 to 50 feetRam, grapple, run out the boarding planks
Grappling50 feet or lessBoard

Jahaka Anchorage

A sending stone in a captured captain's cabin was twinned with one belonging to Liara Portyr, the commander at Fort Beluarian. Use it, and the reply whispers "between the dragon's tooth and the serpent's coil": the twin stone columns at the mouth of the pirates' cove.

Inside, the channels are full of submerged rocks, and the prisoners are kept in a waterlogged cell above a pool of reef sharks. Knocking the pins out of the bars takes a DC 15 Dexterity check, or four rounds of very noisy hammering. A control rod in the ceiling drops a beam on the sharks, if someone thinks to look for it (Investigation DC 12).

The three captains each got a tougher stat block, a catchphrase, and lair actions on initiative count 20.

The captains of Jahaka Anchorage
CaptainCatchphraseThe trick
Elok Jaharwon"Blood and tusks!"A wereboar mutineer. When one of his crew drops, he charges and gores, and once per rest he refuses to drop below 1 hit point.
Zaroum Al-Saryak"By the sparkle in me blade!"A gem in his empty eye socket lets him see invisible things. His poisoned dagger does 4d6 poison on top.
Laskilar"Plot twist, matey!"A showman. Misty step at will, smoke bombs, and illusory pirates that give his side advantage.
Portraits of the three pirate captains of Jahaka Anchorage, named Elok Jaharwon, Laskilar and Zaroum Al-Saryak.
The three captains. Art © Wizards of the Coast, from Tomb of Annihilation.

And in the cage, among the prisoners, was an albino dwarf called Musharib. He took one look at the Soultracer Scale on a pack and made the team an offer.

"Free my clan at the forge of Hrakhamar, and I shall swear allegiance to do the rest and get you to Omu."

The catch: the Scale only points the way once it has been charged in the spring at the Heart of Ubtao.

What happened at our table

The sea fights went really well, and the boarding actions were a lot of fun. Then the team took Jahaka Anchorage, and the pirates' cove became their own forward base. And they took Musharib's deal.

Two ships side by side on the table screen, with standees fighting across the decks.
Ship to ship.
Act II · The Trek

Musharib's Jungle School

June 2025. A guide who teaches, ten things the jungle does to you, and something following the team.

The module's hexcrawl is mostly random encounter rolls. For the walk from the pirates' cove to Hrakhamar, I gave Musharib the job of teaching the team how to survive the jungle instead.

I played him as Muldoon from Jurassic Park: gruff, dry, and fairly sure you are all about to die. He reads the ground, points out the ambush spots, barks orders, and respects anyone who shows some initiative.

Art of a stocky bearded guide in a brown tunic, with an axe at his belt.
Musharib.
House rule
How the trek works
A hazard a day
Each day of travel, I roll or choose a hazard from the table below and read its description.
Pick a lead
Each hazard has a recommended character who makes the main check.
Helpers
Another player describes how they help. If it's clever and plausible, the lead gets advantage or +2.
Learn from Musharib
If the lead fails, the helper can step in with a related skill at DC +2 to rescue it.
Musharib always comments
Praise when it goes well, a lesson when it doesn't.
Jungle-hardened
Beat, or rescue, eight or more hazards on the trek and the team becomes jungle-hardened.

I wrote the hazards for our party, so each one names who should lead and who should back them up.

The jungle hazards · roll d10, or choose
d10HazardLead, then backupMusharib, on a pass / a fail
1QuicksandZagorath, Athletics 13. Johnathan, Strength 13"Muscles like a triceratops! Good pull." / "Test the ground next time."
2Poisonous thornsCesca, Acrobatics 12. Phoenix, Perception 13"Light-footed as a grung. Impressive." / "Thorns don't care how fast you are."
3Insect swarmZagorath, Survival 13 or fire breath. Akira, Nature 12 or fire magic"Fire solves most problems." / "Cover your mouth! Cleric, burn them!"
4Downpour and floodAkira, Survival 12. Johnathan, Athletics 13"You've got a nose for dry land." / "Soaked to the bone? Paladin, haul them out!"
5Venomous snakeFate, Animal Handling 12. Phoenix, Stealth 12"Calm as a stone. The snake respects that." / "Freeze next time. Rogue, distract it quietly!"
6Falling branch or fruitCesca, Dexterity save 12. Phoenix, Sleight of Hand 12"Fast reflexes! That's how you survive." / "Heads up means heads up, rookie."
7LeechesAkira, Medicine 13. Fate, Lay on Hands or Medicine 12"You've got a healer's touch." / "Leeches'll drain you dry. Paladin, cleanse the wounds!"
8Jungle feverZagorath, Survival 14. Akira, Medicine 13"Covered up smart. Mosquitoes hate discipline." / "You'll be feverish by dawn. Cleric, brew a remedy!"
9Hidden animal trapPhoenix, Investigation 13. Zagorath, Strength 12"Sharp eyes. You'd make a decent poacher." / "Traps don't discriminate. Fighter, smash it!"
10Monkey troopJohnathan, Intimidation 13. Cesca, Acrobatics 12"That glare could scare a T-rex." / "Monkeys stole your lunch? Monk, outrun them!"
A boot sinking into wet sand on the jungle floor.1 · Quicksand
A tangle of thorny jungle vines.2 · Poisonous thorns
A dense cloud of insects.3 · Insect swarm
Heavy rain flooding a muddy plain.4 · Downpour and flood
A yellow and black snake coiled on the ground.5 · Venomous snake
Fruit and a heavy branch falling from the canopy.6 · Falling branch or fruit
Adventurers wading through a jungle stream.7 · Leeches
Insects swarming in a hazy jungle clearing.8 · Jungle fever
A pit trap with a chain at its edge, hidden in the undergrowth.9 · Hidden animal trap
A troop of monkeys swinging down at the party.10 · Monkey troop
The ten hazards, as the slides showed them.
The reward
Jungle-hardened
Survival
Proficiency in Survival in Chult's jungles, if you don't already have it.
A daily reroll
Once a day, reroll a failed Survival, Nature or Perception check in the jungle.
Talking shop
Advantage on Persuasion with guides and porters when the subject is jungle travel.

Something is following us

The trek has a stalker. Within an hour the birds go quiet, and then Musharib kneels in the mud, traces a print as wide as a shield, and says they are being tracked.

Three adventurers running through the jungle, looking back over their shoulders. A tyrannosaurus covered in rainbow feathers bearing down on the party.
Something is following us.

The King of Feathers stalks them, and every clue they can find is also a weakness. Each one is a handout.

The clues · and what each one gives away
ClueWhat it gives away
Three-toed tracks, wide as a shieldIt is heavy. Pits and snares will stop it.
Iridescent feathers snagged on thornsThe feathers are an illusion, and it is fraying.
Purple berries in a dead boarThe berries make it sick. Feed it some and it throws up whatever it has swallowed.
Broken branches, trampled undergrowthIt is far too big to sneak. Noise traps will catch it coming.
The jungle goes silentIt is close. Get ready.
Handout of giant three-toed footprints in jungle mud.Three-toed tracks
Handout of shimmering feathers caught on thorns.Iridescent feathers
Handout of purple berries inside a carcass.Purple berries
Handout of snapped branches and crushed undergrowth.Broken branches
Handout of a still, silent jungle path.The silence
A huge tyrannosaurus skull in the jungle.And what it left: the skull
The clue handouts.

Musharib offers three places to make a stand (a riverbank with crocodiles in it, a rocky outcrop, or a thicket), and the team has a few hours before dark to build a camp and set traps: pits, noose snares, and bait that needs a DC 13 Survival or Nature check to make irresistible.

The boss
The King of Feathers, upgraded

A tyrannosaurus zombie at CR 12 with 225 hit points, AC 15 and three Legendary Resistances. It looks like a feathered tyrannosaurus until a round or two into the fight, when the illusion peels away.

Swallow
Its bite can swallow a creature whole (DC 18 Strength). Inside, you are blinded, restrained and taking 6d6 necrotic a turn. Do 30 damage from inside in one turn and it has to make a DC 18 Constitution save or throw everyone back up.
Zombie Surge
A legendary action. It throws up 1d4 zombies from its stomach, who join the fight straight away.
What happened at our table

They made jungle-hardened, though a lot of low rolls on the way had Musharib shaking his head.

The King of Feathers swallowed James Paws whole. The team read the clues (the feathers, the purple berries, the silence), built their camp, set their traps, and forced it to vomit him up.

When they finally brought it down, it was a zombie tyrannosaurus wearing an illusion of feathers. Somebody had made it, and that was the first sign of Thay. They came away with the Feathered Cloak, a zombie dinosaur tooth, feathers, a map fragment pointing to Omu, and the tyrannosaurus skull, which later became the Helm of the Tyrant King.

◆ From the DM

Everything Musharib taught on the trek came back at the Heart of Ubtao, where the old priests' trial path uses the same lead-and-helper roles. He even says so as they set off up it: "Everything we learned on the trek… we'll need it now."

A red toy tyrannosaurus at a jungle camp on the table screen, with paper tents, toy palm trees and a standee in its jaws.
The King of Feathers, before the feathers came off.
Act II · Forge and Heart

Making Weapons Out of Dinosaurs

August to October 2025. The forge, the villain comes back, and a lich gets to the Heart of Ubtao first.

Hrakhamar is the old dwarven forge that the firenewts took over for Imix. I reimagined it with the Slag-Maw Bridge over venting steam pipes, a flame-priest's ritual at the altar-anvil, a trial of dwarven runes at the treasury, and a Molten Guardian with lair actions at the end. Every trap comes with a clue, as a vision from Ubtao.

A bridge over lava between venting steam pipes.The Slag-Maw Bridge
A firenewt in burning armour holding a spiked mace.The flame-priest, with Imix's Branding Iron
A treasury door guarded by armoured statues, with a floor of rune tiles.The trial of runes
A fiery golem firing beams of flame.The Molten Guardian
A glowing red gem in a forge of black rock.The Heart of the Forge
Two dwarves chained to a dungeon wall.The dwarves in chains
Hrakhamar.

Then the Dinosaur Forge, back at Camp Righteous. Trophies become recipes. The T-rex skull they took off the fake King of Feathers became the Helm of the Tyrant King. There were Raptor's Talons, a Pteranodon's Veil, the Wraps of the Unstoppable Herd. Every item has a Jungle Attunement property that works in the jungle, and an Ubtao's Synergy property that switches on when you stand near an ally carrying another Forge item.

Art of a dragonborn in runed armour swinging a war hammer whose head is a glowing tyrannosaurus skull.
Zagorath's weapon, from the Dinosaur Forge.
A helm made from a tyrannosaurus skull with glowing red eyes.Helm of the Tyrant King
Two claw-bladed daggers.The Raptor's Talons
A jerkin of hide and bone with a winged cape.Pteranodon's Veil
Hand wraps studded with frill plates.Wraps of the Stamping Herd
A greataxe with a toothed dinosaur-jaw head.Greataxe of the Savage Bite
A sword with a red-veined tooth blade.The Tyrant's Fang
A round shield edged with dinosaur spikes.Bulwark of the Behemoth
A maul with a head of frill plates.Maul of the Frill-Breaker
Some of the Dinosaur Forge recipes.

Then Kwayothé came back at CR 7, brought yuan-ti assassins through the party's own Labyrinthine Defenses, and raided their home.

Art of a hooded assassin with a curved blade, creeping through the jungle.
One of Kwayothé's assassins.

The laser rifle

This stretch ends at the wreck of the Star Goddess, a Halruaan skyship down in the canopy, where the party rescued the crew. And somewhere along the way, I gave Phoenix, our drow assassin, a laser rifle.

Art of a wrecked skyship tangled high in the trees of a misty jungle.
The wreck of the Star Goddess.
House rule
The laser rifle
Damage
3d8 radiant.
Shots
Four per day.
The price
On a natural 1, it explodes: the rifle breaks, and whoever is holding it takes damage.

The Dungeon Master's Guide version runs on a thirty-shot energy cell with reloads. Mine is simpler: four shots a day, and on a natural 1 it explodes.

What happened at our table

Phoenix used it as her ranged weapon right to the end. In the finale, her shot at Acererak is what proved he was invulnerable.

A rifle with a glowing blue energy cell, resting on an anvil.
Phoenix's laser rifle.

The Heart of Ubtao

First, though, there is the trial path the old priests of Ubtao built to keep the unworthy out. Musharib runs a hand over the mossy stone and says it: "Everything we learned on the trek… we'll need it now."

The plan
The Guardian's Gauntlet

Three stages, run with the same lead-and-helper roles as the trek.

The Choking Thicket
A pathfinder threads the thorns (Acrobatics or Stealth DC 12), a spotter finds the hidden pits (Perception or Investigation DC 11), and a survivalist finds herbs to keep the insects off (Survival or Nature DC 11). A good helper gives each of them advantage. Pass, and everyone gets a Jungle Blessing token to reroll one failed save.
The Serpent's Spine
A sixty-foot petrified log over a chasm, monkeys throwing fruit from the far side, and leeches in the mist below. One character crosses first with the rope (Acrobatics DC 12), one braces it (Athletics DC 11, which gives everyone else advantage), and one deals with the monkeys (Intimidation DC 11, or Animal Handling DC 10 with food). Fall, and it's 3d6 and a lot of leeches. Pass, and everyone gets a Chultan healing salve.
The Watcher's Offering
A huge jade-green snake guarding a statue. It doesn't want a fight. Soothe it (Animal Handling DC 12), slip an offering past it (Stealth DC 12), or work out what tribute it wants (Survival or Nature DC 11). Pass, and Ubtao's Blessing gives advantage against poison and disease for seven days.
A stone path through a thicket of thorns.The Choking Thicket
A fallen log spanning a misty chasm, with monkeys on the far side.The Serpent's Spine
A huge green snake coiled in a forest clearing.The Watcher's Offering
The Guardian's Gauntlet.

The Heart of Ubtao is a heart-shaped earthmote floating two hundred feet up, and Valindra Shadowmantle got there first. The module has her invite the party up for a chat. In mine, they have to open the door themselves.

Speak the lifeblood, and the Heart shall open.

The cave mouth is sealed behind a wall of force with that inscription glowing on it in Primordial. It is not a password. The petrified roots at the base of the earthmote drip red, iron-rich water, and one central root has a channel carved into it running up towards the entrance. The lifeblood has to be pumped.

House rule
The Heartbeat Drums

Three flat-topped stone drums at the base of the island, sixty feet apart in a triangle. Each has a symbol carved on it: a Maze, a Girallon, and the Sun. Strike them in the right order and the Heart beats, the red water climbs the root channel, and the barrier dissolves.

The order is Sun, Girallon, Maze. The sun gives life to the beasts, who then roam the jungle's maze. A DC 14 Intelligence check with History or Religion recalls the Chultan proverb that gives it away: from the light comes strength, and strength is lost in the maze.

A struck drum hums for ten seconds, which is just over one round. All three have to be humming at the same time. Sixty feet apart means the party physically cannot do it from one place. They have to split up, agree an order, and count down out loud.

Wrong order and a pulse of dissonance goes off: 2d6 thunder to everyone within ten feet of a drum, and DC 13 Constitution or deafened for a minute. Which is funny, because now they cannot hear the countdown.

Three flat stone slabs carved with symbols, sitting in red water among roots.
The three drums.

One player can't solve it alone. It needs the whole team, shouting a countdown across a clearing.

Valindra, Heart-Drinker

Inside, past two water weirds stained red by the iron, she was waiting in the teleportation chamber with Dragonbait in a cage.

"You solved the little riddle of the priests. Clever. But their dead god cannot protect you here. This Heart now beats for me, and its power will be more than enough to unmake you."

Art of a floating island in a misty jungle, carrying a huge tree with a carved door in its trunk. Art of a lich rising over a glowing teleportation circle as lightning crackles across the ceiling, with the party around her.
The Heart of Ubtao, and Valindra waiting inside.

She is a lich with her hit points pushed up to 165, her cantrips doing an extra die inside the Heart, and lair actions on initiative count 20: a petrified root grabbing somebody at DC 16, the iron water animating to drain three people at DC 15 and heal her for half, the floor shaking at DC 15 to knock everyone prone.

And she has one big attack.

House rule
Heart's Ruin

On her turn Valindra can start channelling. She raises her staff, and a twenty-foot circle on the ceiling above the party lights up with angry red runes.

Nothing happens that round. You describe it instead: the very stone above you groans and cracks, glowing with malevolent energy, and you have a terrible feeling about what is coming next.

At the start of her next turn, a superheated chunk of petrified rock and iron ore comes down. Twenty-foot radius, DC 17 Dexterity, 8d10 bludgeoning and fire, half on a success.

They get one full round to get out of the way. It's devastating, but fair.

At half health she cracks the teleportation circle, screams about being a vessel of Szass Tam, and the fight changes: a necrotic burst at DC 16 for 4d8 and a level of exhaustion, plus two points of AC for the rest of the combat and one of her Legendary Resistances back.

Then she escaped through her circle, which counts as a win for everybody. They got the Heart. Johnathan got the Fang of Ubtao, because Dragonbait gave it up for him.

What happened at our table

As experienced players, they knew when to search, and they found Valindra's research folio, with her notes on the Soulmonger, Omu and the Death Curse.

The drums were easy for them, and they played real instruments at the table.

An open book of notes headed Soulmonger, beside a candle.Valindra's research folio
A lizardfolk prisoner in a cage.Dragonbait, in his cage
A glowing longsword with a curved fang blade.The Fang of Ubtao
What was waiting in the Heart.
◆ From the DM

Valindra is a good example of how I upgraded bosses: the published lich, with more hit points, one big telegraphed attack, and a change at half health. There's more on that in the DM section at the end.

Act II · Halloween

The Harvest and the Horde

October 2025. A ghost festival at Camp Righteous, then a death fog, a run over the mountains, and a ship out of the sky.

Our Halloween session came in two halves: a party, and then the end of the world.

After the fight with Valindra, the team are sent home to Camp Righteous and find it transformed. Glowing jack-o'-lanterns hang from the tents, friendly Chultan spirits drift about offering drinks in hollow gourds, and even the Labyrinthine Defenses have swapped their thorns for pumpkin vines. It is the Hallowed Harvest, the one night when the good spirits of Chult celebrate the living.

The Hallowed Harvest

There are fairground games for small prizes: raptor ring toss onto a spectral triceratops skull, guessing the weight of a giant gourd, and cracking a painted coconut with one swing of a mallet. Then four bigger events.

Festival-goers throwing rings at a spectral triceratops skull.Raptor ring toss
A giant painted gourd on a table, surrounded by spirits.Guess the gourd
A man swinging a mallet at a painted coconut.Crack the coconut
The fairground games.
The plan
The Trial of the Predator

Fate's Greataxe of the Savage Bite had eaten a piece of Valindra's essence and gone hungry and unstable. A spectral smith at the Dinosaur Forge sends the paladin into the axe's own spirit hunt, in three phases.

The Stalk
Track a spectral styracosaurus while the axe screams at you to charge. Stealth DC 14, or it vanishes and you start again.
The Chase
Ignore the happy festival spirits trying to lure you into a feast. Wisdom save DC 14, or 1d8 psychic damage.
The Pact
The beast bows its head and offers itself. Give it a clean, respectful end rather than the savage kill the axe wants. Wisdom save DC 13.

Pass, and the axe's voice becomes a partner: "We hunt… together." Fail, and the power is still yours, but the voice is smug: "Yes… This is how it will be."

A spectral horned dinosaur rising over a forge as a man hammers at the anvil.
The Trial of the Predator.
The plan
The Crocodile's Bridge, and the Ring of the River's Bargain

The Man and Crocodile fable from Camp Righteous, one last time. A spectral rope bridge appears over the shrine floor, and one player has to carry another across it. Spectral hands reach up, illusory treasure chests appear just off the edge, and voices whisper: "Drop your partner! The treasure is for you alone!" The carrier makes a DC 15 Wisdom save to keep their promise.

The prize is a cursed ring: a crocodile swallowing its own tail. Break a serious promise or act selfishly at someone else's expense and you make a DC 15 Wisdom save, or slide a stage further into "the Tyrant's Guise": first a predator's mind, then scaled hide and a bite, then a full crocodile hybrid. Once per long rest you can press the stone on its head and use your current stage on purpose for a minute. And at the end comes a final test of the fable. Choose yourself and you are stuck as the crocodile. Keep a hard promise, and you master the change for good.

A spectral rope bridge over a glowing green pit, under a carved crocodile head. Item card for the Ring of the River's Bargain: a ring shaped like a crocodile swallowing its tail.
The Crocodile's Bridge, and the Ring of the River's Bargain.

Then Old Man Yemba, a portly spirit brewmaster, needs six pairs of living hands to make a batch of cider.

House rule
Spirit-Fire Cider

Six stations, one player each. Every success adds a quality point to the brew.

StationThe jobCheck
The Gourd MillCrush the enchanted skull-pumpkinsAthletics DC 13
The Spirit-SievePick out only the laughing fungiNature or Investigation DC 14
The Flame-DanceAdd powdered raptor bone the moment the fire flashes blueSleight of Hand DC 13
The Great ChurnStir the fumes without getting dizzyConstitution save DC 14
The HarmonizingChant the Song of the Harvest correctlyPerformance or Arcana DC 13
The Final InfusionAdd exactly the right drop of sunrise nectarMedicine or alchemist's supplies DC 14

The cider gives temporary hit points by quality, from 1d4 for a cloudy batch to 1d12 + 5 for a perfect one, and every flask comes with a d6 of harmless side effects for an hour: glowing skin, a spectral bat, a monster voice, a pumpkin-spice smell, green hair, or hovering.

A portly green spirit beside a cauldron at the forge.Old Man Yemba
A man pounding pumpkins in a stone mill.The Gourd Mill
A man sorting glowing mushrooms into a basket.The Spirit-Sieve
A man scattering powder as the fire flashes blue.The Flame-Dance
A man stirring a huge cauldron with a paddle.The Great Churn
A woman chanting over the cauldron as green light swirls.The Harmonizing
A man adding a single drop to the cauldron.The Final Infusion
The spirit smith pouring cider as a green inferno rises from the forge.The spectral inferno
Old Man Yemba, the six cider stations, and the forge.

And the cider has two more uses. Poured over a dinosaur egg on the warm hearth of the forge, it hatches a Gourdling: a chicken-sized compsognathus with a pumpkin-patterned back, ember eyes, and a chirp like a flute. Poured onto the forge itself, it sends up a thirty-foot spectral inferno, and the smith remakes the team's dinosaur items in it, stronger than before.

A speckled egg in a cauldron of green flame.The egg
A small dinosaur climbing out of a cracked, glowing egg.Hatching
A small green dinosaur with ember eyes and a pumpkin-patterned back.The Gourdling
A Gourdling, hatching.

The Harvest Lord

That night the music stops and the lights go out. A twenty-foot golem of dead vines and rotting pumpkins stands in the middle of the camp and asks three riddles, all from the shrine under Camp Righteous.

Art of a night-time harvest festival lit by carved pumpkins, with villagers and ghostly figures dancing round a fire. Art of a giant made of glowing jack-o-lanterns and roots, towering over a crowd.
The Hallowed Harvest, and the Harvest Lord.

"I am one when alone, but stronger in pairs; with many, I can move mountains. What am I?"

"I have two keys, but neither can open a door without the other. Together, they unlock the path ahead. What are we?"

"I am heavy when held alone, but lighter when shared. Without me, progress halts. What am I?"

A team. Trust and communication. Responsibility. Solve two and he warns them: "A cold rot comes. A broken cycle. The death-fog… it is not of my harvest. Flee this place. Flee south." Get them wrong, and the team has to fight its way out of its own bastion.

The run for the mountains

Then an aarakocra crashes into the camp, feathers matted with black blood. Port Nyanzaru is sealed. A fog of death is rolling across the jungle with a silent, endless army inside it, led by wraiths that show in the fog at night as swarms of pink lights. The road to Omu is cut. The only way left is over the mountains to the aarakocra at Kir Sabal.

House rule
The Trail of Rot: a three-day skill challenge

Six successes before three failures, over three days of running.

Day one: the frantic pace
A group Constitution save (DC 12) for the forced march, with a level of exhaustion for everyone who fails. Survival DC 14 to chart a route. Stealth or Perception DC 13 to scout for wraith patrols, and if nobody spots them, a DC 10 Wisdom save that night or no long rest from the fear.
Day two: dwindling supplies
Survival DC 15 to forage in a jungle the rot is killing. Arcana or Nature DC 13 to work out what the fog is and what the wraiths are doing. Investigation or Persuasion DC 13 to keep the gear and the team's spirits together. Then a DC 12 Constitution save for everyone against exhaustion.
Day three: the breaking point
A group Stealth check (DC 14) to move fast and quiet, a group Constitution save (DC 13) against the rot itself, and Perception or Survival DC 14 to find shelter before the fog arrives.
Fear
Fail the Stealth check, or pile up two failures, and everyone makes a DC 12 Wisdom save or is frightened of the fog and the lights for a day.

There's a clue the hunter can find on day two. A sounder of boar tracks runs south in a panic, then stops, turns round, and walks calmly back north into the fog. The wraiths are charming the animals and herding them in.

Shelter, when they found it, was a cave full of grungs who had fled the fog too, and were not sharing.

The climb

Kir Sabal sits at the top of a five-hundred-foot cliff path, and the first of the horde reaches the bottom as the team starts up it.

The party climbing a broken stair up a mountain, with undead close behind and a red bird overhead.
The climb.
House rule
The Frantic Climb
The goal
Five progress points gets you to the monastery's landing.
On your turn
Athletics to climb round a gap, Acrobatics along a rotten beam, or Perception to find the safe stones, all DC 15. A 20 or more is two points. 15 to 19 is one. 10 to 14 gets you nowhere. 9 or lower and you fall: 3d6 and lose a point, or take a level of exhaustion instead.
The horde
It acts on initiative 0 and gains one progress point every turn.
The danger zone
If your points are equal to or less than the horde's, the undead can grab you.
Teamwork
Give up your own progress after a good Perception check to give the next two climbers advantage, or hold a rope for one of them.

Near the top, the aarakocra on the balconies recognise the team ("It's them! The ones Nephyr spoke of!"), dive down, and lift them the rest of the way.

A crowd of identical undead standees advancing across a jungle map on the table screen towards the party.
The horde, coming through the jungle.

Kir Sabal, and the Aliens finale

At the top is Asharra, the old aarakocra the others call the Teacher, along with Princess Mwaxanaré, who is seventeen, insists on being called queen, and wants the team to fetch the Skull Chalice of Ch'gakare from Omu. Her six-year-old brother Na peeks out from behind her in an aarakocra costume.

A monastery carved into a sheer cliff above the jungle, with a winding stair. An old aarakocra with a staff, perched on a branch above the jungle.
Kir Sabal, and Asharra.
A golden goblet shaped like a crowned skull, set with red gems.
The Skull Chalice of Ch'gakare.
Princess Mwaxanaré in a feathered cloak with a staff, and her little brother Na beside her.
Princess Mwaxanaré and Na. Art © Wizards of the Coast, from Tomb of Annihilation.

Then the siege. The wraiths ignore the cliff altogether and drift straight through the stone walls, turning the aarakocra defenders into new enemies, while Asharra holds the balconies with wind and lightning until her spells run out.

Wraiths and purple lightning swirling through the monastery buildings. Aarakocra and adventurers fighting undead on the monastery steps.
The siege of Kir Sabal.

The last part of my plan was called the Aliens finale, and if you have seen the film you'll know the scene. Pushed back into the prayer hall, with specters in the rafters and zombies in the doorway, the team hear engines. A searchlight cuts through the hall, and the Star Goddess, the crashed skyship whose crew they had rescued earlier, comes down out of the sky with its hatch open.

"Get to the landing! We're not leaving you! Go, go, go!"

A skyship roaring in over the ruins as figures leap for its open hatch.
The Star Goddess comes in.

It is a twenty-foot jump to the hatch (Athletics DC 15 to 20, or something clever with a spell or a rope), with Asharra, Mwaxanaré and Na to get across too.

What happened at our table

Fate went through the Trial of the Predator and tamed his axe. The Crocodile's Bridge won the team the Ring of the River's Bargain. They brewed the cider with Old Man Yemba, the dinosaur egg hatched in the green flame of the forge, and the forge remade their dinosaur gear.

The Harvest Lord came back with the riddles from the shrine and warned them of a cold rot. Then the fog came out of Port Nyanzaru, and they ran. A multi-day run over the mountains, a grung ambush in the caves, and a frantic climb up to Kir Sabal, where the aarakocra took them in because of Nephyr. They met Asharra, Mwaxanaré and Na.

Johnathan had been carrying the egg, so the Gourdling became his pet dinosaur.

And then the Star Goddess came down out of the sky, the team leapt aboard, and everyone flew south to Omu. Nobody missed the jump, but it was very close for the characters who can't fly.

◆ From the DM

Freeing Nephyr at Firefinger back in May paid off here. The aarakocra knew who the team were, and in the plan every Charisma check at Kir Sabal is made with advantage because of what he told them.

The three-day chase is also where the 2024 exhaustion rules bite. Every level is minus two on every d20 test, so a bad day on the march is felt in the very next fight.

A carved, lit pumpkin. A player in a painted cardboard mask. The DM in a black hooded cape and gold mask, wearing a Run D&D T-shirt.
Halloween at our table.
A grinning teenage player in a white shirt and a black tabard with a white cross, holding a toy axe over his shoulder.
Fate's player, in costume for Halloween.
Act III · Omu

A Christmas Special in a Dead City

December 2025. Party level 8. Survival horror, then holiday heroics.

Our Christmas session was the one where the team finally reached Omu. It started as survival horror and ended with presents in the snow.

The Screaming Skies

Omu sits at the bottom of a sunken valley. The book puts a gargoyle on the cliff edge every hundred feet or so, and they attack anything that flies over. The team arrived on the Star Goddess. The gargoyles attacked the ship over the cliffs, and a skill challenge decided how hard it came down.

A stone gargoyle on a cliff edge above a ruined jungle city, with an airship flying in. Two adventurers leaping from a crashing skyship as it breaks apart over the ruins.
Gargoyles on the cliffs, and the Star Goddess coming down.

At ground zero, the team had a vision of Omu as it was in its glory. Then they met two of the city's tabaxi hunters: Copper Bell, and Hooded Lantern, an old hunter who wants to die fighting the King of Feathers. And they had to choose where to camp, which meant either a yuan-ti malison ambush or rescuing Orvex Ocrammas, a scribe for the Red Wizards of Thay, left dying of thirst under a fallen wall.

Two tabaxi hunters, one grey and one ginger, perched on a wrecked frame in the jungle. A bruised, exhausted man in dusty robes, clutching a scroll case among ruins.
Hooded Lantern and Copper Bell, and Orvex Ocrammas.

The shrines

Then the heart of the book's Omu chapter: the shrines of the nine trickster gods, and the puzzle cubes hidden in them. Ours took in Kubazan's froghemoth, Shagambi's gladiator pit, the grung prince Imbok tied up for sacrifice by vegepygmies at the lava rift, the Court of the Golden Frog at Nangnang's shrine, Bag of Nails (a mad old tabaxi sniper) and his poisoned drink, and a kamadan.

A froghemoth rising out of a swamp at a knight.Kubazan's froghemoth
Two adventurers fighting statues in a sand pit.Shagambi's gladiator pit
Vegepygmies and a grung on a cliff above lava, with a dragonborn charging in.Imbok at the lava rift
A golden frog wearing a gold chain.The Court of the Golden Frog
A wild-eyed tabaxi cooking over a fire.Bag of Nails
A leopard with snakes for a mane, breathing purple gas at a knight.The kamadan
The shrines.

The Christmas special

Because it was December, Grandfather Winter's sleigh had come down in the jungle too.

A red sleigh crashed in the mud of the jungle.
Grandfather Winter's sleigh.

Two Red Wizards, Yamoch and Thazma, had the real King of Feathers: the actual tyrannosaurus that the thing in the jungle had been pretending to be. They had it in a ruby collar, and they used it to capture the team for a solstice ritual in Omu's old amphitheatre. Their plan was to kill Grandfather Winter and bring back Auril, the Frostmaiden, to kill Acererak. This team had already beaten Auril once, in Rime of the Frostmaiden, by dropping the Tarrasque on her.

The team got out, and Cesca broke the collar with some seriously impressive monk acrobatics and some very good rolls. They set the King of Feathers free, and sparing it completed Johnathan's Dinosaur Wrangler quest. And Grandfather Winter handed out presents in the snow.

Art of a Father Christmas figure handing presents to six adventurers beside a sleigh and reindeer in a snowy jungle ruin.
Grandfather Winter, handing out presents in the snow.
House rule
Special-event gifts

Gifts at a special event, like Grandfather Winter's, are always single-use and themed.

I made the players a real Christmas card, too. It just said "Have a GREAT Christmas!", signed DM Basho.

A Christmas card showing the six characters with Grandfather Winter in the jungle, headed Happy D&D Christmas.
The Christmas card.
Standee art of Grandfather Winter with a sack of presents.Grandfather Winter
Standee art of a Red Wizard with a staff.Yamoch
Standee art of a Red Wizard casting.Thazma
Standee art of a red tyrannosaurus in a collar.The King of Feathers
Christmas in Omu, as standees.

Feed me

Then, as they slept, Acererak turned up in a nightmare and said two words.

"Feed me."

Art of a lich in a horned crown and black robes, holding a skull-topped staff, standing in a snowy ruined city among fallen bodies.
Acererak, in the nightmare.
What happened at our table

The crash challenge worked well, though it was never a serious threat. They chose to rescue Orvex rather than face the malison ambush.

Grandfather Winter gave them Christmas-themed gifts. It was the second time this group has saved Santa.

◆ From the DM

This is where the Thay thread from the jungle comes together. The King of Feathers that hunted the team in June was a zombie wearing an illusion of feathers, and somebody had made it. The real one was here in Omu, in a Thayan collar. Valindra's notes at the Heart of Ubtao pointed the same way, and Orvex works for the same Red Wizards.

A feathered tyrannosaurus in a collar with a glowing purple gem, surrounded by red-robed wizards casting spells. A Red Wizard standing over Grandfather Winter in a glowing red circle, with the party bound to the pillars around them.
The real King of Feathers in the Red Wizards' ruby collar, and the solstice ritual.
The ritual circle and amphitheatre steps on the map screen, with paper standees placed around it. A closer view of the standees in the glowing ritual circle on the map screen.
The solstice ritual, at the table.
Act III · The Fane

Banished to the ExCeL Centre

February 2026. Level 9. The yuan-ti temple, and then London Comic Con.

The Fane of the Night Serpent is the yuan-ti temple under Omu, and it is Ras Nsi's home.

Ours had a coup in it. Fenthaza, one of Ras Nsi's priestesses, wanted him gone, and the team had to prove their worth to her through slave labour, with "white feather" as the passphrase to the armoury. There was an evil oracle pool, an uprising in the slave grotto, and Ras Nsi's hydra.

Comic-style art of yuan-ti and a giant snake at a set of serpent-carved doors, lit by green torches. Comic-style art of a five-headed hydra rising out of the water beside a rowing boat in a cave.
The Fane of the Night Serpent, and Ras Nsi's hydra.
Comic-style art of a dark pool surrounded by carved cobra pillars. Comic-style art of a temple corridor with a giant cobra and a caged creature.
The oracle pool, and the cells under the temple.

Then, in his throne room, the team finally cornered Ras Nsi. And he was in no state for a straight fight.

"You come to me seeking blood? I have little left to spill. You seek to play the hero? Then go… go to the realm where everyone plays the hero, where greatness is nothing but a costume and a painted mask!"

He crushed the Amulet of False Realities in his fist and banished all six of them to London Comic Con, at the ExCeL Centre.

A golden amulet cracking apart in a burst of purple light. Comic-style art of a packed convention hall under a London Comic Con banner.
The Amulet of False Realities, and where it sent them.
House rule
The Convention Curse

In the convention, the rules of our own world take over.

Foam physics
Weapons do no damage. A greataxe bounces off. A hit still pushes the target back five feet and earns Style Points.
Magic as special effects
Spells do no damage either. Fireball is a burst of glitter and dry-ice fog. Thunderwave is a bass drop from hidden speakers.
But spells still matter
A well-timed fog cloud still blinds people, and hold person might just snag a rival's costume on the scenery. Use a spell cleverly to get in a rival's way and you get advantage, or they get disadvantage.
No healing
Healing magic fizzles into stage smoke. Whatever happens here, you carry it home.
Your kit becomes props
A bag of holding is a bottomless tote of merch. An immovable rod is a selfie stick that will not collapse.
Style becomes Hype
Style Points are just for show on the convention floor, but in the final tournament they become Hype, the only "damage" that counts.
Comic-style art of a security guard tying up the sword of a dragonborn paladin in a skull helm.
Johnathan, at the weapons check.

Side quests won them a Tactical Visor, some Gamer Grip Gel and a Spoilers Cheat Sheet. Then came the Tri-Fandom Tournament against Team Rules Lawyer, across three zones: a blaster run, an arcade with a dance machine and a strength hammer, and a lore panel. The final was a battle for Hype, judged by Lord Vader.

A pair of red sunglasses labelled the Tactical Visor.Tactical Visor
A tube of green Gamer Grip Gel.Gamer Grip Gel
A crumpled cheat sheet of film spoilers.Spoilers Cheat Sheet
A poster map of the convention centre for the Tri-Fandom Tournament.The tournament map
The cracked amulet in a glass case labelled Grand Prize.The Grand Prize
A comic cover for Convention Chronicles #1.The module, written up
The side-quest prizes, the tournament, and the comic.
Comic-style art of Lord Vader sitting at a judging table on a convention main stage, beside the Grand Prize in its glass case.
Lord Vader, judging the final.

"Impressive. Most impressive."

When they got home, a weary Ras Nsi handed over the puzzle cubes and told them who the real enemy was: Acererak.

◆ The whole module, free

I wrote the Comic Con up properly afterwards as a standalone level 9 interlude you can drop into any campaign, with the rivals, the side quests, the tournament and all the handouts. It is Convention Chronicles #1: The Realm of the False Heroes, and it is free.

What happened at our table

The Comic Con was our first session back after the holidays. It was a lot of fun, and several of us have been to a comic con, so we got all the jokes.

Two rows of paper standees on a neon grid map: the party in front, Team Rules Lawyer behind. Cartoon standees of Team Rules Lawyer: a metal fan with an axe, a wizard, a ninja, a knight, an elf archer and a man eating pizza.
The team at the ExCeL, facing off against Team Rules Lawyer.
Act IV · The Tomb

Acererak Invents TikTok Challenges

April to August 2026. Acererak's dungeon, run as a comedy.

The Tomb of the Nine Gods is Acererak's dungeon, in the spirit of his original Tomb of Horrors: read carefully, or die. Teens need action and wild humour, so I didn't fight it.

Art of a dark stone doorway carved with skulls, half swallowed by jungle vines, with bones on the ground.
Into the Tomb of the Nine Gods.

Two ideas ran through every Tomb session.

House rules
How to run a death trap at speed
Fail Forward
A failed roll never stops the story. It costs something else instead.
Momentum over minutiae
I'm an easy-going DM, but if something takes too long, I move it along. I don't stop the game for a rules argument.

The nine gods

In the module, the trickster gods possess the characters and make them bicker. To make that playable for teenagers, each god got a pop-culture archetype, a voice and a catchphrase for the possessed player to perform.

The Nine · who moves in when a god possesses you
GodThe vibeCatchphrase
I'jinThe TikToker with no attention span. Agree to the plan, then do the opposite."Okay guys here's the plan, SQUIRREL, no wait, let's touch that glowing skull instead."
KubazanHold-my-Redbull frat bro. Suggest the most physically dangerous solution to everything."YOLO, BROS! I'm gonna suplex that gargoyle!"
MoaBrutally honest, zero filter, physically incapable of lying. Overshare everything."No offence Mr Acererak, but your dungeon smells like old feet."
NangnangGoblin-mode hoarder. Pocket everything. Hiss when asked to share."What do you mean we found a magic sword?"
Obo'lakaThe anxious hall monitor. Calculate the odds of death for every action."We don't have our permission slips signed for this!"
PapazotlToxic Discord mod. Refer to the rest of the party as your minions."Minion, go step on that pressure plate so I may safely cross."
ShagambiAnime protagonist. Monologue about justice. Strike a pose at end of turn."Taste my blade, foul… uh… treasure chest!"
UnkhCannot make a decision. Needs five more minutes. Always."Left is cool, but right is also, like, a direction."
WongoFeral gremlin. Extreme violence solves all puzzles. Encourage friendly fire."HAHAHA! YES! PUSH HIM IN THE LAVA!"

Unkh has no rival among the other eight, which is why her statue stands alone at the end of the gallery. The rivalries can be read off the Gallery of Tricksters, where each god's statue faces its rival's.

Give a teenager a character to play and they will be shy. Give them an impression to do and they will not stop.
A torchlit corridor with demon statues in alcoves.A corridor
A stone door with a star pattern and square holes.A puzzle door
A round shaft with a spiral stair and barred doors.A shaft
A fountain of three stone figures in a domed room.A fountain
Huge spinning blades in a carved corridor.A blade trap
A treasure chest with teeth and a long tongue by a waterfall.A mimic
Six rooms from the Tomb deck.

Counting down out loud

Early on there is a door with a stone skull above it, and when you reach the middle of the hall the skull's jaws open and a skeletal hand holds out an hourglass. The module says the characters have until the sand runs out to pull the lever.

Rather than describe the countdown, my plan was to count down from ten, out loud, at the table. It costs nothing. And pulling the lever is its own trap: the floor between the two doors splits open and drops everyone standing on it into a pit of poisoned spikes.

What happened at our table

They panicked. I had warned them through an NPC that the Tomb was very deadly.

Withers wants a hand

In the book, Withers is an undead engineer you mostly just talk to. I made him an absent-minded professor who mistakes the party for the interns Acererak promised to send him.

"Finally. The boss said he was sending some interns to give me a hand. Don't just stand there gawking, the necrotic stabiliser is overheating. You, the scaly one, go vent the copper still."

A cluttered underground workshop full of copper stills, pipes and gears. A withered undead scholar writing at a desk covered in papers, skulls and candles.
Withers' lab, and Withers.

If they announce they are here to kill Acererak, he assumes it is sarcasm. "Yes, yes, we all want to kill the boss. Get in line. Now put these safety goggles on, they only have a little blood on them."

A laboratory battle map on the table screen, full of copper stills, skeletons and papers, with the party standees spread around it.
Withers' lab.

Then a skill challenge at three stations, three successes before three failures, with funny fail-forward consequences. Blow the valve and your eyebrows are gone and your nose is permanently glowing pink. Sneeze in the spores and your voice goes squeaky and you levitate one inch off the ground. Get the arcane maths wrong and the formula draws the energy out of your brain, your hair stands on end, and you forget your own name and refer to yourself only as The Intern.

What happened at our table

Fate became The Intern, and lost his eyebrows.

Then the potion is finished, Withers thanks them warmly, offers them a permanent position, kicks a pedal under his desk, and a blood-stained guillotine pops out of the floor. "Right at the wrist will do. My crawling claws have been complaining about being understaffed."

Refuse, and he sighs, adjusts his bronze mask, says "nobody wants to work these days", and it is time for initiative.

A golden sarcophagus on a chequered floor, with gargoyle heads on the walls.A golden sarcophagus
Blood pouring from the gargoyle mouths across the floor.Then the blood
Ribbons of blood rising and twisting towards the sarcophagus.And more blood
A gargoyle watching over stepping stones across a chasm.Stepping stones
A golden skull on a stone pedestal.A golden skull
A glowing teal pool in a carved stone basin.A glowing pool
A golden sun hanging on a chain over a sarcophagus, under a painted sky.A sun on a chain
A huge boulder rolling down a stair.A boulder
A crystal coffin in front of a maze carved into the wall.A crystal coffin
A grandfather clock in a ruined chamber.A clock
A painting of shadowy monsters in an ornate frame.A painting
A zombie tyrannosaurus bursting through a wall at the party.A zombie tyrannosaurus
More rooms from the Tomb decks.

Belchorzh, in three stages

The beholder at the bottom of level three got three phases named after the three people you meet online: The Camper, Sweaty Try-Hard and Rage Quit.

A dark sphere crackling with energy under a ring of candles.Waiting
Green, blue and purple rays firing across a dark hall at the party.Eye rays
The party fighting through a storm of coloured rays.The fight
Belchorzh.

They came out of it with a +1 Shield of the Cringe Demon, a jar of beholder eye-snot, the Chad Coronet and the Amulet of the Toxic Troll.

Gears of Hate

Level five is three rotating cog rooms driven from a control room, and I put a two-minute real-time timer on it. Instructions have to be shouted across the rooms against the clock. A Trend Treant in the Cog of Rot. A nycaloth on Gehenna Support in the Cog of Blood. Then G'lyh'rul the aboleth swinging dangling dwarves at anyone who tried to fly, a pinball Stone Juggernaut, and a dogfight on the Mechanus Chain.

Comic-style art of a tree creature tangled in beads and cables, in a room of gears.The Trend Treant
Comic-style art of a winged green fiend holding an axe and a clipboard.The nycaloth on Gehenna Support
A stone face above dark water, with a cage hanging from a crane over the jetty.G'lyh'rul's pool
Gears of Hate.

Over the top of all of it, Acererak heckling. "Ratio. Also, Dex save."

What happened at our table

In the Tomb, Akira drank from a pool that changed his gender. He went in a tiefling cleric in a ball gown, and she came out a woman, still in the gown.

What happened at our table

Nobody died in the Tomb. A few people got down to single-digit hit points, but we had too many healers.

Coming Next Time

The Part I Threw Away

Level 6, the Cradle of the Death God, and a finale I rebuilt from scratch.

The book ends in the Cradle of the Death God, with the atropal and the Soulmonger. I kept that, and then I kept going.

After the Soulmonger, the team fell. Time froze, and a devil offered a bargain. Then a final arena: a zerg rush, a shadow rising for each of them to face alone, and Acererak himself, with three guards summoned out of his phylacteries and a sphere of annihilation loose on the floor. At the end, a portal to the realm of the gods, a boon for every hero, and an ending for every corner of Chult they had touched.

We played it in October 2026, and it went really well.

The finale gets its own write-up, the way Rime of the Frostmaiden's did, so this one stops here. The last thing the team saw was a flying ship under attack by dragons, up in the clouds.

A flying ship in the clouds, under attack by a swarm of dragons.
The last thing they saw.

… and … scene!

For The DM

Running a 2017 Module on the 2024 Rules

What changed, and what I did about it.

The 2024 rules work fine with a 2017 module, but the balance shifts. Here's what changed at our table, and what I did about it.

I used the 2024 Monster Manual, then upgraded it anyway

We used the new Monster Manual throughout. The 2024 revision is generally reckoned to match a monster's power to its CR more closely than the 2014 book did, so it's the better place to start.

Even so, I upgraded most of the monsters I ran, mainly their health and their features. A 2017 encounter was written for 2014 characters. My DM guide for the Tomb put it plainly: the book's level 5 assumes about five characters of level 8 or 9, already bruised, and I had six fresh, optimised level 10s. So everything went through one table.

My scaling table, from the Tomb DM guides
LeverAdjustment
Trap and hazard DCs+4 (15 becomes 19, 20 becomes 24)
"Save for half" damage×2, then +2d10 if they still look bored
Minion hit points×2
Boss hit points×2.5
Action economyIf four or more characters are standing and smug after round 2, spawn a second wave: funny first, lethal second
Off-rampsEvery set piece has a social, stupid or skill exit
What each monster is for

My guides tagged every enemy with a job. A minion exists to be deleted in one round, so the players get to feel great. An elite costs real actions: it's a round-two problem. A boss is a set piece with legendary actions, where I slow down and narrate.

Sometimes fewer, tougher pieces work better. Withers comes with seven crawling claws at 2 hit points each. In my version they became two swarms of 60 hit points that grab people and hold them in place.

What I gave every boss

More hit points. Withers went from 45 to 110, Valindra to 165, and the King of Feathers to 225, with three Legendary Resistances.

A change at half health. Valindra cracks the teleport circle and gains two AC. The yuan-ti infiltrator's fangs start dripping paralytic venom. I announce when a monster is Bloodied, so the players know something is about to change.

A weakness they can find out about. The King of Feathers is undead under an illusion, and its own bones are in the bone piles, so radiant damage gets past its Undead Fortitude. A party that investigates gets a shorter fight.

Advantage is easier to come by

Weapon mastery gives martial characters a rider on their attacks: Vex hands out advantage on the next attack, and Topple and Push move your monsters around. With advantage that easy to get, a high armour class protects a boss less than it used to. Legendary Resistances, and features that punish getting close, hold up better.

Surprise no longer skips a turn

The 2014 rules gave a successful ambusher a free round. The 2024 rules give the ambushed creature disadvantage on initiative and nothing else, and a rogue with a good Dexterity will frequently just go first anyway.

An adventure built around jungle ambushes loses a lot of its tension that way. At my table, creatures that spring an ambush can often start the fight and go first. I also run surprise rounds: before combat starts, everyone gets ten seconds to decide what they are doing.

Exhaustion got sharper at the start and softer at the end

The 2014 track gave you disadvantage on ability checks at one level and did not touch your combat ability until the third. The 2024 track gives a flat minus two to every d20 test per level, stacking, so the very first level of exhaustion immediately degrades attacks and saving throws. On the other hand it never halves your hit point maximum, which 2014 did at level four.

In a survival module, that means exhaustion hurts in the very next fight. It just never gets as deadly as the 2014 version.

I telegraph the big hit

Valindra's Heart's Ruin gives a full round of warning: she spends a turn charging it, the ceiling lights up, and the damage lands at the start of her next turn. The players get one round to get out of the way. It's devastating, but fair, because they were warned.

Losing monsters run away

At my table, monsters that are losing run away. It ends a fight once the result is obvious, and it costs nothing. If the party is stronger than the book expected, the monsters can notice that and leave.

Knowing the number before the big fights

Because my monsters die when the scene is done, I could run most fights by feel. For the big set pieces, like the finale, I worked out what the party actually does in a round and built against that.

◆ The number

Worked out properly from the six character sheets, the party at level 10 was putting out around 183 damage in a round.

More on how that played out in the finale write-up.

◆ If you are using the 2014 Monster Manual

One extra trap, which I avoided by using the new book. The 2024 design dropped the old resistance to nonmagical bludgeoning, piercing and slashing from most creatures and compensated with higher hit points. Community testing puts the swap at somewhere around nine to thirty per cent more hit points depending on the creature. If I were converting an old statblock and stripping that resistance to match the new feel, I'd add the extra hit points too.

At The Table

What Twenty-Two Months Actually Taught Me

Twenty-eight sessions, and what I'd pass on.

Would I run it again?

No. I want to move on to the next big campaign.

The best bit

The ball. It was the encounter I invented, and it was very funny to run.

What I'd change

I'd balance the team better. Ours was very tank heavy: two paladins, a fighter, and a cleric in half plate at AC 18.

Running it for teenagers

Teens need action, wild humour and gross-out moments. They will always have wild ideas, and as a DM you have to roll with them.

Cubes of green and orange jelly in a dish, one with a sweet eyeball on it.
Table snacks, eyeball included.

This crew had already played Rime of the Frostmaiden with me before we started.

The kit

None of it was wasted effort: the table screen, the slide decks, Dynamic Dungeons, the minis and the crit decks. Most of it I've been using for years.

Prep

One evening to build a session, deck and all. But several evenings of thinking about it before that.

One piece of advice

Change the jungle crawl into something much quicker and more fun. There are a lot of locations in Chult, so you don't need to worry about running out of things to do. That's what Musharib's jungle school was for.

What's next

Vampires in Ravenloft, I suspect.

Thanks for reading!

Basho

Tomb of Annihilation ran from January 2025 to October 2026, over twenty-eight sessions, for six players.

This is unofficial Fan Content permitted under the Wizards of the Coast Fan Content Policy. Not approved or endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast LLC. Animated battle maps by Dynamic Dungeons. Port Nyanzaru battle maps by Tessa Morecroft, from Tessa Presents 115 Maps for Tomb of Annihilation. Character art on the slides from TheArcaneShop's paper minis. Ballroom map by Czepeku, and study map by Lost Trails. Batiri Battle Stack art by Snap the Shutterbug. Syndra's avatar is after William-Adolphe Bouguereau's Modestie, edited by Clayshaper. The mushroom zombies are based on an image from The Last of Us. Scene art generated by the DM, apart from the hallway trap picture, which was drawn by hand. Official Tomb of Annihilation art is © Wizards of the Coast, credited where it appears.