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Tomb of Annihilation (Dungeons & Dragons) Hardcover – September 19, 2017
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for the world’s greatest roleplaying game
The talk of the streets and taverns has all been about the so-called death curse: a wasting disease afflicting everyone who’s ever been raised from the dead. Victims grow thinner and weaker each day, slowly but steadily sliding toward the death they once denied.
When they finally succumb, they can’t be raised–and neither can anyone else, regardless of whether they’ve ever received that miracle in the past. Temples and scholars of divine magic are at a loss to explain a curse that has affected the entire region, and possibly the entire world.
The cause is a necromantic artifact called the Soulmonger, which is located somewhere in Chult, a mysterious peninsula far to the south, ringed with mountains and choked with rain forests.
• An adventure for characters of levels 1 – 11, Tomb of Annihilation provides the Dungeon Master with the core adventure needed to create an exciting and memorable play experience.
• Expands on the Forgotten Realms setting of Chult, providing extensive detail on the hidden peninsula, and includes a large pull-out map of the region.
• Fans of the DUNGEONS & DRAGONS® Roleplaying Game can expand and enhance their experience by participating in the D&D Adventurers LeagueTM organized play program while playing this adventure.
• Adventure design by Christopher Perkins, Will Doyle, and Steve Winter, with additional design by Adam Lee.
• Story consulting by the award-winning creator of Adventure Time, Pendleton Ward.
The leader in providing contemporary fantasy entertainment, Dungeons & Dragons is the wellspring for the entire modern game industry, digital as well as analog. This newest edition draws from every prior edition to create a universally compelling play experience, and exemplifies the true spirit of a game that holds captive the hearts and minds of millions of players worldwide.
- Print length256 pages
- LanguageEnglish
- PublisherWizards of the Coast
- Publication dateSeptember 19, 2017
- Reading age14 years and up
- Dimensions8.54 x 0.76 x 11.2 inches
- ISBN-100786966106
- ISBN-13978-0786966103
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- Publisher : Wizards of the Coast (September 19, 2017)
- Language : English
- Hardcover : 256 pages
- ISBN-10 : 0786966106
- ISBN-13 : 978-0786966103
- Reading age : 14 years and up
- Item Weight : 2.2 pounds
- Dimensions : 8.54 x 0.76 x 11.2 inches
- Best Sellers Rank: #33,050 in Books (See Top 100 in Books)
- #74 in Dungeons & Dragons Game
- Customer Reviews:
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About the author

An innovator in providing contemporary fantasy entertainment, Dungeons & Dragons is the wellspring for the entire modern game industry, digital as well as tabletop. Fifth edition D&D draws from every prior edition to create a universally compelling play experience, and exemplifies the true spirit of a game that holds captive the hearts and minds of millions of players worldwide.
Find more at: www.amazon.com/dnd
Customer reviews
Customer Reviews, including Product Star Ratings help customers to learn more about the product and decide whether it is the right product for them.
To calculate the overall star rating and percentage breakdown by star, we don’t use a simple average. Instead, our system considers things like how recent a review is and if the reviewer bought the item on Amazon. It also analyzed reviews to verify trustworthiness.
Learn more how customers reviews work on AmazonCustomers say
Customers find the plot fun and interesting, and the book is super high quality with beautiful art. They also appreciate the difficulty level, saying it has lots to do and challenging traps. Readers describe the campaign as awesome, with great maps. Opinions differ on the writing style, with some finding it well written and good, while others find it hard to understand.
AI-generated from the text of customer reviews
Customers find the plot fun, immersive, and rich in RP opportunities. They also say the setting is awesome and the book has cool ideas. Readers also mention that the book provides players with a lot of freedom to explore and has funny encounters.
"...that I mean there are loads of nicely fleshed out, unique and interesting locations that can easily serve as standalone adventures...." Read more
"...Delivery was fast, book arrived in damaged and the story itself looks like a fun adventure!" Read more
"...There is politics, backstabbing, along with lots of potential palace intrigue, areas to poke around in, a whole culture to explore...." Read more
"My players and I are 10 sessions into this module so far and having a lot of fun...." Read more
Customers find the book super high quality, with top notch artwork. They also appreciate the consistency and tough monsters.
"...There are no printing errors, no torn pages, everything was in there...." Read more
"...The monsters are tough, the jungle is unforgiving, and the namesake Tomb of Annihilation is filled with "save-or-die" mechanics...." Read more
"Amazing quality, undamaged, just what I was expecting" Read more
"...Need I say more? The book is also very high quality and the artwork is superb...." Read more
Customers find the visual design of the book beautiful, well thought out, and imaginative. They also appreciate the unique and interesting locations. Overall, readers say the book is well organized and has an interesting storyline.
"...But in practice, it's a sandbox. By that I mean there are loads of nicely fleshed out, unique and interesting locations that can easily serve as..." Read more
"...-The endgame megadungeon is amazingly designed, and gives the campaign an awesome climax-Zombie DinosaursCons:..." Read more
"...I hope that I can take a group through this some time soon - it definitely looks fun, but after reading through it, I can see some of the reasons..." Read more
"...Need I say more? The book is also very high quality and the artwork is superb...." Read more
Customers find the book very challenging, with lots of options and challenging traps. They say it steps up the play and hands the players a larger environment. Readers also say it's well written and easy to follow, with guides and rumors included. They also mention that the book has plenty of opportunity for roleplay and combat, and that it has its own monster manual section.
"...For those reasons, this is easy to recommend." Read more
"...It steps up the play, though, and hands the players a larger environment filled with danger and discovery...." Read more
"...Chapter 1 gives a good starting city and side quests. Some guides and rumors are included...." Read more
"...A good mixture of puzzle solving, side games, and old fashioned hack-and-slash combat has really kept everyone engaged and excited...." Read more
Customers find the campaign awesome, fantastic, and killer. They also say the sandbox is easily adapted to other campaigns.
"...-The endgame megadungeon is amazingly designed, and gives the campaign an awesome climax-Zombie DinosaursCons:..." Read more
"Awesome campaign, just prepare your group for the fact that the first few levels you will be in town!" Read more
"Great campaign. One of my favorites. Can't beat price." Read more
"Great campaign with tons of material, looking forward to running it." Read more
Customers appreciate the great map included in the book.
"...It does come with an immense map of the entire map of the Chult peninsula, that is two-sided, showing both undiscovered and fully-discovered..." Read more
"...Don't get me wrong, the map is gorgeous, but it is so detailed that the handout version is barely legible, and using it as a key while your players..." Read more
"...Is excellent and range from horror to humor.Maps. The maps are excellent...." Read more
"...I especially love the huge map they include. I’ve got mine covered in sticky notes and pins like a psycho detective solving a murder...." Read more
Customers find the setting fascinating, unique, and dangerous. They also appreciate the wilderness encounter table with different creatures and challenging traps.
"...The book is packed with ideas and fascinating settings...." Read more
"...-Unique jungle setting, gives an atmosphere of danger and exploration..." Read more
"...I also love the wilderness encounter table with different creatures depending on what type of terrain you are in...." Read more
"I loved this campaign. Has a ton of great monsters and really challenging traps! Highly recommend." Read more
Customers have mixed opinions about the writing style. Some find the book well-written and a great read, while others say it's difficult to understand and open and read.
"...-Information in the book is presented in a very easy-to-read way for the DM..." Read more
"...the map is gorgeous, but it is so detailed that the handout version is barely legible, and using it as a key while your players jump from hex to..." Read more
"...It was a delight just to read through as a DM, and I know my friends will love it as players...." Read more
"...This adventure is fairly well written, easy to prep for on location and allows for a lot of fun painting random encounters in the jungle in vivid..." Read more
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But for me, it's just a sandbox of possibilities easily plucked out and dropped into my own campaign with next to no adjustment needed.
That's the big selling point for me and it's why I like ToA so much more than many other modern modules / campaigns.
Officially, this is a campaign spanning roughly levels 1-11, with the players trying to find a lost city and stop a curse that prevents people from being raised from the dead. This takes place in the jungles of Chult, and includes a major "hex crawl" exploration component, a lost city to find and explore, a mega dungeon inspired in part by the classic Tomb of Horrors, and lots of side locations. There is also a ticking clock on the whole adventure.
But in practice, it's a sandbox. By that I mean there are loads of nicely fleshed out, unique and interesting locations that can easily serve as standalone adventures. Just pluck them out and drop them into your own world, no converting needed. There are 20+ such locations here, PLUS the lost city, which itself has a whole series of puzzle-focused tombs, PLUS an epic dungeon, as well as an assortment of small settlements, NPCs, monsters, and more.
Lots of variety, too, from a kooky goblin village with a defense mechanism you have to see to believe, to a race of bird people living in a strange circular maze, to an imposing tower, to undead-infested camps and more.
You don't need to run it as a pre-set campaign if you don't want. There is LOTS of material here to pillage and use as you see fit. That's what I love about it. I've gotten my money's worth and then some, and my group hasn't even played the actual campaign itself.
About the only thing preventing it from being a perfect sandbox is that the main city which will serve as the PCs' base of operations is only lightly fleshed out.
Otherwise, if you want to run a cool jungle-based, exploration-focused campaign, just toss out the death curse and ticking clock and run this. Or if you just want a bunch of standalone locations you can use with minimal work, this also fits the bill.
For those reasons, this is easy to recommend.
There are two parts to the adventure, the first, and smaller aspect, is one of being in a town where players have to uncover the mystery, find clues and become prepared for the trek into the trackless jungle. There is politics, backstabbing, along with lots of potential palace intrigue, areas to poke around in, a whole culture to explore. Plus, dinosaur races!
Not into that? Flip past it and dive into the jungle. Lots of encounters and adventures are outlined to keep your party busy and interested. Explore ruins, encounter never-before seen creatures, find treasure and magic items. Zombies, dinosaurs, and zombie dinosaurs! It's a vast, unexplored jungle filled with things to visit.
The final episode, delving into the lost city itself, is filled with puzzles, danger, and very nasty creatures. All the while the danger of the Death Curse hangs over your and everybody in the world's head. Come out victorious and your players could become the heroes of all of Faerûn!
This adventure is probably one of the best WoTC has put out in a long while. The book is packed with ideas and fascinating settings. As a DM, this book really gets my imagination going, and really gets me excited about the kind of things my party will encounter. The situations and people in the book feel really well-rounded and full of potential. The mechanics of the travel through the jungle will be fun and add incredible dimension.
I would say this is not a good book for a beginning DM. It requires a good understanding about how D&D module books work and how to use them to create a campaign. They aren't scripts, they are outlines that require the ability to fill in the gaps, use your imagination, and be able to react to situations. This book benefits from a good amount of preparation prior to each session, mapping out potential encounters and situations. I extrapolate and invent, expand parts of the book I find interesting and skip over parts I don't. If you really want to run this adventure, but would like help, there are companion pieces available for purchase on the Web (I use the DM's Guild). These will help you understand and greatly expand the potential of the book. Don't think the book is the extent of the module. The adventure is what you make it!
I guess my only big complaint would be that the maps are too small, as always. I wish there could be full-page maps for every encounter, but that would be prohibitively expensive. It does come with an immense map of the entire map of the Chult peninsula, that is two-sided, showing both undiscovered and fully-discovered aspects.
Have fun!
Top reviews from other countries
Fabulous adventure!
This is really complete adventure with a moderate grade of difficulty. Lots of possibilities but it needs also some work and preparation. It can be used as a setting for your own campaign.
I really recommend it.
Minor Spoilers:
The danger and time pressure keep the PCs moving and provide excellent motivation. The setting is extremely fun. There's a great mix of everything here.
It's the goldilocks of freedom/direction. I don't mind the hex crawl one bit and DMs can shuffle areas if they like to give the PCs specific encounters.


























