Tomb of AnnihilationThe Ending
One evening, six players at level 10, two hundred dice in a jar, and the last night of a twenty-two month campaign.
When I was a child, I had no one to play Dungeons & Dragons with. Now, as a father in my forties, I play with my own children.
Yes, I built my own players!
Meet the piplins, who are now 13 and 15
The module: Tomb of Annihilation, Wizards of the Coast, 2017
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, from Acererak's numbers to how the classes played, is in a box like this one.
The Last Night in Chult
October 2026. One evening, from four o'clock until half past nine.
The last session of our Tomb of Annihilation campaign! Number twenty-eight, and we played the whole ending in one evening.
Part one and part two cover the twenty-two months it took to get here. This post is the night itself.
The book ends at the Soulmonger. I kept that, and then I kept going, with a finale I rebuilt from scratch. I also had to rebuild Acererak, because as written he would have wiped my team in under three rounds.
The team were level 10: six characters, about 750 hit points between them, and around 183 damage a round (I worked that out properly from their character sheets).
| What | The night |
|---|---|
| When | October 2026. One evening, 4pm to 9:30pm. |
| The team | Six characters at level 10, around 750 hit points and 183 damage a round. |
| The order | Area 77, the fall, a hundred undead, five shadow trials, three guards, and Acererak. |
| Boss fight | 680 hit points in all: Acererak at 320, and three guards at 120 each. |
| Props | A jar of 200 dice, two special dice, six certificates and six boon cards. |
| Deaths | None. The cleric came close. |
Changes summary















Retuning a God-King
Why the book's Acererak would have wiped my team, and what I changed.
Acererak as published is a CR 23 monster, built for a party of level 20. Mine were level 10.
One of his legendary actions, Disrupt Life, is 12d6 necrotic at a DC 20 Constitution save. My team's Constitution saves ran from +1 to +8, so most of them fail most of the time, and that one action does around 222 damage across the team in a round. Akira would have been down in two rounds. At his spell save of DC 23, even their best saves fail 70 to 75 per cent of the time.
Add the three guards from my own plan, and the whole fight was putting out about 386 damage a round, into a team with 750 hit points between them. The stat blocks I started from were my own first draft, and that draft had been written for level 12.
So I retuned everything. I kept a note of what each number started at, so I could hand it back if they were tearing through him.
| Number | Started at | Ran at |
|---|---|---|
| Acererak's AC and hit points | AC 22, 350 HP | AC 20, 320 HP |
| His spell save and attack | DC 23, +15 | DC 19, +11 |
| Disrupt Life | 12d6 at DC 20, 20 ft, from round one | 8d6 at DC 18, 15 ft, and only once all three guards are dead |
| Frightening Gaze | DC 20 | DC 18 |
| The three guards | AC 22, +10 to hit | AC 19, +9, so Cesca at +7 could actually hit them |
I held Disrupt Life back until the guards were down. That is when he should start to panic anyway, and it gives the second half of the fight a proper jump in danger.
I also gave every monster in the finale one joke, marked with a star (★). They carry no mechanical weight, so I could cut any of them if the moment was wrong. My players are teenagers, and they stay with a long, tense boss fight much better if it is funny as well.
- Area 77
- The atropal takes one player out of their body in the first round, and the other five have a crystal to break over a hundred feet of lava.
- The fall
- The floor goes. Time stops, and a devil makes Akira an offer.
- The arena
- They land in Acererak's own realm. One round of looking, then a hundred undead.
- The shadow trials
- The dead fold together and stand up as five shadows, one for each character, each with a scene of its own.
- The guards, the sphere and him
- Three guards hold his invulnerability, a sphere of annihilation floats beside him, and he fights to zero.
- The ending
- The jar, a golden god, the boons, an ending for every corner of Chult, and one last line.
Two Hundred Souls in a Jar
The one rule that ran under the whole night.
When the Soulmonger breaks, every soul Acererak ever stole comes out of it. At our table, they came out as two hundred dice.
The jar sits in the middle of the table, where everyone can see it, from the moment the crystal breaks until the very end of the night.
- One scoop each
- During the final battle, each character may take one scoop, one time. They reach into the jar and take it themselves.
- Roll it and add it up
- Say before you roll whether the souls come as harm or as healing. The total is what they do for you.
- And it costs them
- A soul you spend is a soul that does not go home. Whatever is still in the jar at the end is what gets to leave.
- Count the sixes
- When Acererak drops, tip out everything left in the jar and count the sixes only. Each six is one soul that makes it home.
The count never decides whether they win, only what it cost them. My plan was to say that out loud before the first scoop. Otherwise they hoard the dice, and the whole thing stops working.
Two hundred d6 average 700, and the whole boss fight is 680 hit points. Summed as damage, the jar ends the finale in one throw. A tablespoon lifts about eighteen dice, which average 63: a real help at level 10, and nowhere near a win button.
And because they take it with their own hand, out of a jar they can watch going down, they can see the cost on the table.
| Sixes | What it buys |
|---|---|
| 30+ | Every name in Omu, and the ones from Port Nyanzaru too. The death curse does not just stop, it reverses in front of them. |
| 20 to 29 | Most of them. The curse breaks. Somewhere a few people do not wake up, and the team never knows which. |
| 10 to 19 | Enough. The curse breaks and Chult lives, and the ones closest to gone stay gone, including one NPC they liked. |
| Under 10 | They still won. The curse ends because they ended it. I wouldn't punish them for this. They traded strangers for each other, and that is a choice they are allowed to make. |
They took two scoops in the whole night. They really didn't like using up souls.
When I tipped out the jar at the end, there were 80 sixes!
The Death God's Nursery
The atropal, the Soulmonger, and a sacrifice I scripted in advance.
The finale starts at the bottom of a black marble staircase: a triangular room, a lava pit a hundred feet deep, and the Soulmonger, a crystal cylinder of screaming souls hanging over the lava on three struts. Beside it floats the atropal, the stillborn god, plugged into the crystal by its umbilical cord.
Anyone carrying one of the nine trickster gods hears from it the moment they arrive. I read these to each player on their own.
| Spirit | What it wants |
|---|---|
| I'jin | Go and look at that misty archway. |
| Kubazan | Die gloriously. Now. Any time now. |
| Moa | Free the souls inside the cylinder. |
| Nangnang | There is treasure in those alcoves. |
| Obo'laka | Those bones are going to stand up, aren't they. |
| Papazotl | Try radiant damage. And it answers to someone. |
| Shagambi | That thing is unholy. Destroy it. |
| Unkh | Have you considered talking to it? |
| Wongo | Attack the tentacles. All of them. Right now. |
Papazotl's line matters later. It is the first hint that something in this tomb is being steered.
"Do come in. Mind the lava, it is not decorative. You are the forty-first. I mention it only because the previous forty all believed they were the first, and it got rather wearing."
Acererak is not in the room for any of this. His voice comes out of the walls, and nobody can tell where from.
The atropal's first action is the Death God's Gaze. No save, no roll, no attack. One chosen character's body crumbles to ash, and their soul is dragged into the Soulmonger. It works best on a player who will enjoy it.
- Untouchable
- They are a spirit inside the crystal. Nothing outside can harm them.
- Attack the core
- Every strike on the Soulmonger from the inside is an automatic critical hit against AC 10.
- Help from inside
- As a bonus action, give one living ally advantage on their next roll.
- When it breaks
- They describe the final blow, and come back at full hit points.
My plan was to hand them the rules on paper the moment it happened, so they never stopped playing for a single turn.
- The cylinder
- AC 15, 200 hit points. Vulnerable to radiant, immune to non-magical weapons. Akira and both paladins are built to break it.
- Three struts
- AC 20, 100 hit points each, and wide enough to walk along. When one breaks the other two snap, and the whole thing drops into the lava.
- Four tentacles
- They lash anyone who lands a melee hit on the glass, with 30 feet of reach, and they can grapple and drop a character into the lava for 10d10 fire. They exist to punish flying.
- ★ Territorial
- The tentacles don't care about the battle. They ignore a character beating the atropal senseless and go straight for whoever tapped the cylinder.
The balconies are littered with phylacteries that belong to other liches, rivals who want Acererak's job. Destroying one properly needs a ritual, but there is a ten per cent chance that throwing one in the lava does the job. I'd always let them try. It's a great use of a turn!
The gaze took Johnathan. The idea was to cut the team's damage for the fight, but the atropal rolled really, really badly. Three 1s, and none of its nukes landed.
Then its last critical fail card had it teleport in a random direction, and of course I rolled a 6, for "down". Into. The. Lava.
Time Stops, and a Devil Makes an Offer
A cutscene, and one choice for Akira.
The moment the Soulmonger dies, the floor goes, and the whole team falls. There is no save and no roll.
My plan was to narrate the damage climbing, out loud, as they fell. That's 6d6. That's 12d6. That's 20d6, and the bottom is not in sight! At 20d6 the average is enough to kill Akira or Phoenix, and they all know it. None of it gets rolled, though, and none of it is ever taken.
Then time stops. The stars rearrange themselves into the face of Akira's Devil Lord parent.
"Everything has stopped. The dust is holding still. Your friends are about nine feet into a fall that does not end well for any of them, and you and I have as long as we like."
"I can put the floor back. All of them, standing, not a scratch."
"Take the die. It is the worst die ever made, and one day it will be the best thing you ever held."
- The offer
- The devil saves all six of them, in exchange for 49 per cent of Akira's soul and Akira becoming his cleric. Akira may not tell the others.
- The roll
- A DC 15 Charisma check to improve the terms. It changes the terms, never whether they survive.
- If he refuses
- His own goddess saves them anyway, and the die comes to him as her gift instead. I never punish a player for playing their character well.
- They land
- The pieces of the disc reassemble into the next map, with the dead already clawing up through it.
A die that only ever rolls a 1, handed over with a certificate as the fall resumes. Once, at any point in the night, Akira can give it to me and force one enemy to use it for a single roll.
I wanted him to know early that Acererak has three Legendary Resistances, so forcing him to fail a save just burns one. The die is worth far more on a roll that simply must not land.
Akira took the devil's deal with no qualms at all. I had written a whole script to persuade him, and he went for it directly.
He spent the die later, on a critical roll in the boss fight. More on that below.
A Hundred of the Dead
One round of looking, then two rounds of slaughter.
They land in Acererak's own realm: one solid floor of obsidian under a painted sky, with Acererak waiting, three ornate jars on the floor behind him, and a two-foot hole in the multiverse floating at his side.
Before anything attacks, they get a chance to look. Everyone gets one roll before initiative, in Arcana, History, Religion or Perception, and gets everything at or below what they rolled. Nobody gets nothing.
| Roll | What they work out |
|---|---|
| Any | This is not a place. It is a room he made. |
| 10+ | The green light between Acererak and the three jars behind him is load-bearing, and it runs from him to them. |
| 13+ | The black sphere is a sphere of annihilation. Anything that touches it stops having existed. No save, no body. |
| 15+ | The sphere is steered, not summoned. Somebody in this room is wearing the leash. (Anyone who remembers Papazotl saying so gets this row for free.) |
| 17+ | The talisman is at his throat, and the staff he carries is the Staff of the Forgotten One. |
| 20+ | He cannot be hurt while the guards stand. Whoever rolls this has just handed the team the plan. |
The finale arena ran on Indigo Sanctum, an animated battle map by Dynamic Dungeons, on the map screen lying flat on the table.
Then the floor bubbles, and a hundred undead claw their way up through it. My notes call this bit Dynasty Warriors mode.
- One hit point
- AC 13, and any hit of any kind kills one. I don't track them.
- Cleave
- Divide the damage dealt by five. That many drop to one swing, so a 25-damage hit mows down five.
- Horde Attack
- At the end of the round, anyone standing in the middle makes a DC 15 Dexterity save or takes 3d10 from the sheer weight of claws.
- ★ Enthusiasm over ability
- They have waited centuries for this and are not very good at it. At least one trips over another every round. One of them is wearing a bucket.
- Two rounds
- Three at the most. I want them to feel unbeatable, so I count it down out loud as it falls. Sixty left. Forty. Twelve.
- Every ten that fall
- A dozen of the dead collapse inward and stand up as one thing wearing a player's face. That is where the shadow trials come from.
Lots of high action, mostly from their own descriptions. Fate got wrestled to the ground by the dead, and another player blasted the zombies off him.
Five Shadows, One for Each
A personal scene for every character, triggered by a hit.
Black sludge rises out of the dead in five places, and each shadow wears one of their faces. Akira has no shadow, because his scene already happened in the frozen second.
- The hit is the trigger
- When a shadow lands a hit on its own person, everything stops and that character's scene begins. The dead stop too. They turn and watch.
- The lock has no roll
- Each trial is a decision, and no die can take it away from them. The roll that follows decides what the moment cost, never whether they had it.
- They never lie
- If a player argues with their shadow and the shadow would have to lie to answer, it stops talking instead.
- They only talk to their own person
- A shadow never taunts anyone else. It is a private conversation, held in front of everybody.
- In the player's own voice
- Flatter and more patient than a monster, and slightly kinder than feels comfortable.
| Character | The shadow | The lock | First words |
|---|---|---|---|
| Phoenix | Her years as a slave, wearing her own face, with a vampire's bite | She says no, out loud, and names what she is refusing | "There you are. You have got taller." |
| Zagorath | A feral crocodile of shadow, the trollish nature he keeps refusing to discipline | He puts the weapon down and holds it instead, spending a psi die to pin it | It only roars. Under the roar, his own voice: "Let me out." |
| Fate | His own axe, and the 311 souls he has fed it | Empty hands, and he talks to the souls, then grapples it out of the air | "Three hundred and eleven." |
| Cesca | Her own light, gone rotten, on ash-black wings | She heals it instead of hitting it | "Oh, sweetheart. Your left hand is low." |
| Johnathan | No shadow. His friend Dragonbait, chained to a pillar and being drained | Thirty points of Lay on Hands to break three chains, and thirty necrotic damage to himself | Acererak: "Strike him down and break my shield, paladin." |
Phoenix's second ending
Phoenix's shadow is the only one offering her something, so hers is the only trial with two endings. For her refusal to mean anything, saying yes had to be a real option.
"I am not asking you to go back. He is dead, I checked. I am asking you to stop being the thing he made, and start being the thing he was."
If she said yes, she would get a vampire's card on the spot: regeneration, no healing from her allies ever again, and sunlight damage that never comes up in a lightless tomb, so the price arrives the morning after the campaign ends. Her boon card at the end would change too. That branch had to be printed and ready before we sat down, because there was no improvising it at the table.
Zagorath's crocodile
Nothing else comes out of the trials. The gods pay out after the battle. The one exception is Zagorath, whose trial was about accepting the beast rather than beating it, so Ubtao gives it straight back to him as a shape.
"You could have killed it. You have been able to kill it for a year. Every other one of my children reaches for a weapon. You put yours down and held the thing until it stopped thrashing, and that is the only test there has ever been."
Once, for ten minutes, Zagorath becomes a huge crocodile: AC 17, 60 temporary hit points, a bite that grapples, a tail that knocks people prone, and a death roll. He keeps his own hit points, saves and psi dice, and can still spend a psi die to take a hit for somebody else. He loses speech, spells and hands.
★ He will try to talk anyway, every round, and what comes out stops everyone within forty feet.
Dragonbait
Johnathan's trial has no shadow. His friend is on a pillar forty feet away, and he has to walk into the corruption himself while Acererak tells him to strike Dragonbait down and break the shield. Once the chains are off, Dragonbait picks up a fallen sword and walks straight back into the fight, and a player runs him from a one-page sheet.
Saurials have no voice a human can hear. Dragonbait talks entirely by scent, and he is not subtle about it. I describe the smell instead of the sentence, every time, and let the table work it out.
- Honeysuckle
- Joy.
- Rotting vegetation
- Grief.
- Burnt tar
- Anger.
- Baking bread
- He approves of what you just did.
When the last chain lets go, he puts a hand flat on Johnathan's chest-plate, and the whole room smells of baking bread.
A die that only ever rolls a 20. At the end of the trials it goes to whoever played their scene best, the one who made the whole table lean in. I wanted them to know it was on offer before the trials began. The stage runs much better when six teenagers are competing to be the most dramatic about their own trauma.
Cesca went first. Her player is an adult, and she spent about five minutes working out what was going on, while I played the silent DM and let her figure it out. Because of all the Ubtao co-operation right through the campaign, everyone got it quickly after that.
Zagorath had a lot of shouting support from the rest of the table, and worked his out fast. Fate grappled the axe.
Johnathan healed Dragonbait's chains off. It was the first time he had ever used Lay on Hands, and he ran Dragonbait for the rest of the night.
Phoenix said no. I think she mainly said no because she felt vampires are evil. It's a kids' table, and I have drummed into everyone that we don't play evil characters. I still use the alignment rules from D&D 3.5.
Fate won the God's Die easily. His acting was excellent. They are all theatre kids, and Fate's player has been on stage at Euro Disney.
Three Guards, a Sphere, and Him
An invulnerable archlich, a hole in the multiverse, and a speech he restarts if you interrupt it.
Three ornate jars stand on the floor behind him. When the last shadow falls, he uncorks them, and a Phylactery Warrior comes out of each one.
| Guards alive | Acererak takes | What the team should be doing |
|---|---|---|
| 3 | Nothing. Fully immune. | Kill a guard. Anything thrown at him is wasted, and he enjoys saying so. |
| 2 | Half. Resistant to everything, force and radiant included. | Still killing guards. |
| 1 | Normal damage. | Split up: finish the last guard while the heavy hitters open on him. |
| 0 | Normal, and the phylacteries crack open. | Everything. His aura and Disrupt Life both come online now. |
- Bound guardian
- AC 19, 120 hit points, two jagged greatsword attacks. While one lives, Acererak cannot drop below 1 hit point. When one dies, its jar cracks loudly and the green tether thins. I describe it every time.
- The edge
- Every hit carries a curse, rolled on a d4: Rust (−2 AC), Leech (half speed, and the guard heals), Grave-chill (disadvantage on the next attack) or The Jar (no speaking, so no verbal components).
- Tactics
- Played straight, they rush the squishiest target, and the rogue dies in round one. So each one attacks whoever last damaged a phylactery instead.
- ★ Strict rotation
- The three of them have guarded this room for a very long time and have worked out a rota. They attack in order, and they get visibly annoyed if a player kills one out of sequence.
The sphere
A two-foot sphere of annihilation floats beside him, steered by the talisman at his throat. Anything that touches it is gone: no save, no body, no resurrection. That would be unfair if it came out of nowhere, so the players always get to see where it is going a round in advance, and they can plan around it.
- The Lean
- At the end of every round, I say which way the room is leaning. The dust is going that way, the torch flames are bent. Then I draw the forty feet it will travel on initiative count 20. That is a promise, and I keep it.
- Feed it something small
- A dagger, a torch, a boot. It takes ten feet off its move this round.
- Feed it something big
- A corpse, a slab of pillar, a dead guard. Twenty feet off. It only has one mouth, so twenty feet is the most it loses in a round.
- Push someone in
- A creature can be shoved into it like any other hazard. A Phylactery Warrior that goes in is gone, jar, tether and all.
- Take the leash
- Break the talisman, take it over with a counter-ritual, or disarm his staff and feed that to the sphere. None of these destroys the sphere. I wanted it loose in the room for the whole fight.
- It never deletes a player
- If the sphere moving would take a character to zero, they are shoved clear at the last instant and go to death saves instead.
Acererak himself
He is nine thousand years old and he is bored. He doesn't shout and he never raises his voice. He is pleasant, a little tired, and finds all of this mildly funny right up until the moment he doesn't.
The published adventure gives Acererak no lair actions, on the grounds that the Tomb of the Nine Gods is not his home. This fight happens inside his own pocket dimension, so they are his now. One a round on initiative count 20, never the same one twice running.
The Floor Remembers. A slab of obsidian shows one character the worst thing they have ever done. I ask the player what it shows them, and use their answer. Grasping Dead. Skeletal arms restrain anyone in a 20-foot square. The Sphere Moves. Forty feet, along the line I already drew. Nine Thousand Years of Screaming. Psychic damage, and nobody can speak, which threatens the casters without killing them.
He also doesn't flee. In the book he teleports away below 100 hit points, promising to meet them again. Mine fights to zero, because the whole climax needs him cornered and still certain he has won.
- ★ Villain monologue
- He has waited nine thousand years for an audience. If a player interrupts him mid-speech, he stops, stares, and starts the speech again from the beginning, as many times as it takes.
- ★ The staff
- He carries the Staff of the Forgotten One and names it out loud at least four times. There is a great deal of pride tied up in that staff.
- Mage hand
- He uses it to applaud slowly.
- If it is going badly for them
- He monologues instead of casting. A round of gloating costs the team nothing and buys them a turn (and nobody at the table needs to know it was on purpose).
"You felt that, did you? That was the sound of you being extremely brave in entirely the wrong direction."
And when the last guard falls: "Do you know what I have never once had to do? Hurry."
Acererak, the God-King of Death
Acererak as I ran him, on a two-page A4 stat sheet: his stat block, spells and legendary actions, the lair actions, his three guards, the tether, and what I changed from my first draft. I printed it and kept it behind my screen.
Download the stat sheet PDF · 2 pages · 4 MB
Phoenix's laser shot is what proved he was invulnerable.
Zagorath got too close to the sphere and was only saved by Phoenix throwing a knife into it to slow it down. He then pushed one of the Phylactery Warriors into it.
Then Zagorath went for the necklace that steers the sphere, trying to steal it from Acererak on a straight contested d20 roll. That was where Akira spent the Devil's Die. Once the necklace was broken, the sphere went random and was out of the fight. The only thing it ate after that was a summoned elemental.
Playing Acererak as an aloof intellectual only partly worked. It was funny, but he wasn't threatening. I aimed his nukes at whoever was least able to defend against them, but the team had too much health for anyone to die. The cleric almost did, but two paladins is a lot of healing.
In the end it was Akira who finished him, with a nuke. Acererak never lived long enough to teleport again, because he had used up all his legendary actions on nukes.
Time Stop
Counting the sixes, a golden god, and a boon for every hero.
At zero hit points, the dice stop.
He has one hand raised and nothing in it. The air stops. Dust hangs. Nine thousand years of patience arrive at a single second, and he spends it looking at you with something that is almost respect.
"You do understand that I cannot be killed."
And then the sixes start to glow.
I tip out what is left in the jar, and we count the sixes. Ubtao uses whatever is left. The trickster spirits are pulled out of their chests, and the god comes back as a golden tyrannosaurus. Acererak dies whatever the count.
"I was going to be a god. I was two centuries away." A pause, and the only time all night he sounds his age. "Two."
He leaves no body. He leaves a hole, about the size of a door, and it pulls. Anything loose in the room goes first, then the phylacteries, then the team.
As they fall through it, the walls of the portal act like windows.
You see the sun rising over the ruined city of Omu, and the shadows finally retreating. You see the streets of Port Nyanzaru erupting into celebration. You see the sick and the dying across Faerûn sitting up in their beds, taking deep, healthy breaths as the Death Curse is lifted.
You saved the world.
After "you saved the world", I stop talking and let them have it.
Then Syndra Silvane, standing among the gods who sent them to Chult in the first place. She hands out the boons, one at a time, face down. For each one I name the god and what that character did to earn it, and they turn the card over themselves. Each card is also their certificate, with a blank for their real name and a line for the DM to sign, and I sign it in front of them.
For taking his friend's corruption into his own body, with an archlich talking in his ear.
The 2024 rules have a category of feats called Epic Boons, which characters take from level 19. These are something else: one ultimate each, usable once, which comes back once every five levels. A limit break, available once or twice in a whole campaign, that the characters carry into whatever comes next.
The Time Stop and Ubtao's arrival worked really well, and the animation on the slide of everyone being sucked into the portal was wonderful.
Phoenix insisted on reading both of her boon cards, the Daywalker and the Nightborn one she turned down, and keeping them both.
An Ending for Every Corner of Chult
Five threads they pulled, and then one last line.
Each ending is somebody they met being all right now, because of something they did. I run them as separate scenes, with a beat of silence between each, roughly smallest to largest.
| The thread | How it ends |
|---|---|
| Port Nyanzaru | The yuan-ti are gone from the city. The merchant princes are already arguing about who gets the cleared warehouses, which is how you know it is really over. |
| The pirates of Jahaka | They are a fleet now rather than a gang, on the right side of things, because of this team. They get a flag, and a stupid name for it. |
| The Heart of Ubtao | It is beating again. The rot stops at the tree line and goes backwards. Ubtao puts his head down to Zagorath's height once more, and the whole place smells of wet earth after rain. |
| The death curse | People can die again. I say it out loud and let it sit, because it sounds like a curse and it is the opposite. |
| The souls | Whatever came home, came home. This is the only ending their own choices decided. |
The last line
The divine light fades, replaced by the rushing, freezing wind of the sky. You wake up gasping for air. You are lying on the wooden deck of a flying ship. Thick white clouds whip past you.
You hear the deafening roar of thunder. No. Not thunder. Dragon fire.
In the distance, tearing through the clouds, is a massive aerial battle. Dozens of dragons are swarming the skies, ridden by cultists in purple robes: the Cult of the Dragon. They are attacking another flying ship. Aboard it, you can just make out three figures fighting back.
An alarm blares on your own ship. You look forward. Your steering wheel is spinning out of control. You are flying at top speed, directly on a collision course with the other ship.
You all scramble to your feet and lunge for the controls.
… and … scene!
- No classes
- "A ranger, a druid and a wizard" describes three strangers. I use the one detail each player would know instantly: the weapon, the scar, the animal, the hat. One detail each, and no names.
- Then I wait
- Somebody at the table is going to say a name out loud. I don't say it for them, and I don't confirm it or nod.
- Nobody rolls
- Not initiative, not Perception. The sentence ends and the campaign ends with it. I close the book and let them argue about it in the car.
The three on the other ship were the old characters of the players behind Fate, Cesca and Phoenix, from our Storm King's Thunder campaign. They are level 14, they finished that adventure, and they left it with a plot hook: the Cult of the Dragon resurrecting Iymrith.
The Tilted Arena, and Other Drafts
What changed between the first plan and the night.
My first draft of the finale had four stages after the Soulmonger, and one of them never made it to the table.
After the horde, Acererak tilts the whole arena to 45 degrees. A portal to the negative energy plane opens at the bottom edge, and every round everybody slides fifteen feet towards it. Three 800 lb Arcane Anchors have to be pushed up the slope into sockets at the top to level it out. They cannot be levitated, teleported or carried while flying, so the strong characters push while the flyers act as blockers.
The disc shattering in the fall did the same job in thirty seconds of narration, instead of forty minutes of Athletics rolls. I kept it in my back pocket in case the horde died fast and I wanted another beat.
In the first draft, every shadow trial paid out a power-up for the final fight: maximum-damage spells, bigger sneak attack dice, endless focus points. I took all of that out, so the gods pay out after the battle instead, as the boons. The only one left was Zagorath's crocodile, because his trial was about accepting the beast.
Phoenix's trial was first written as two DC 16 saves that both had to land. With her saves, that resolved about one time in twelve, so the dice could have dragged a player who wanted to say no into saying yes. Every trial now has the same shape: the decision cannot be rolled for, and the check after it only decides the bruise.
Five and a Half Hours
How the night went.
How long it took
One evening, from four o'clock until half past nine.
The best bit
My favourite part was the acting in the trials, and Zagorath's player embracing being the crocodile.
What didn't work
Acererak as an aloof intellectual. It was funny, but he wasn't threatening, and with two paladins healing, only the cleric came close to dying.
The dice
The atropal rolled three 1s and then teleported itself into the lava.
Running Your Own Finale
What I would tell another DM building one.
I worked out what my players actually do in a round, and what their saves actually are, from their own sheets. As written, Acererak would have wiped them in under three rounds. I also kept a note of every number I changed, so I could hand it back if they were tearing through the fight.
The jar worked because they could watch it going down. They took two scoops all night, because they really didn't like using up souls. The two dice and the certificates were real objects too, and a player holding a signed, sealed thing does not forget they have it.
Staggered scenes, each earned by a die, mean nobody can sit back and avoid theirs. And when a scene starts, everything else stops and watches.
The choice is the trial. The roll only decides what it cost.
A tether that thins every time a guard falls is the only feedback the players get that the plan is working, so I describe it every single time.
The sphere is fair because it always moves where I said it would. And I never delete a player with a lair action, because they never get a turn to answer it.
If the story needs somebody gone, I give them something better to do. Ghost Mode is meant as a gift, on paper, the moment it happens.
I mark it, keep it out of the maths, and cut it if the moment is wrong. It keeps a teenage table watching (one zombie in a bucket goes a long way).
The arena map is Indigo Sanctum by Dynamic Dungeons. All images are copyrighted by their owners. I spent a lot on images, maps and expansions, so please support the amazing third-party creators who make our games unique and special.
From my table to yours, be well, and have fun.
Basho
Tomb of Annihilation ran from January 2025 to October 2026, over twenty-eight sessions, for six players. This is how it ended.

























