- Series: Dungeons & Dragons
- Hardcover: 256 pages
- Publisher: Wizards of the Coast (September 19, 2017)
- Language: English
- ISBN-10: 0786966106
- ISBN-13: 978-0786966103
- Product Dimensions: 8.5 x 0.7 x 11.2 inches
- Shipping Weight: 2.2 pounds (View shipping rates and policies)
- Average Customer Review: 137 customer reviews
- Amazon Best Sellers Rank: #3,928 in Books (See Top 100 in Books)
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Tomb of Annihilation (Dungeons & Dragons) Hardcover – September 19, 2017
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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.
Perhaps the best part of this is that so much of the content can totally be re-purposed to fit into any other campaign you might want to run or may already be running. Most of the content is designed for characters level 1-11. There's a bit of a sandbox element to the early levels of the adventure that particularly lends itself to lifting and modifying bits and pieces--or even inserting your own plot hooks and adventure! There are also a few areas on the map that aren't fleshed out and are begging to have their own adventures written for them. Indeed, some fantastic content has already been written--just Google "Tomb of Annihilation Guild Adepts".
Also, don't forget that the player handouts in the back of the book are available online to print, too! Just Google "Tomb of Annihilation Player Handouts".