Large stretches of Chult are coasts, and with Port Nyanzaru being a port, it is an obvious choice to reach distant parts of Chult by sailing along the coast rather than braving the jungles or the sluggish rivers – but ships are expensive, so how does explorers in Tomb of Annihilation get there? By hiring transport on a ship, and in the dingy taverns of Port Nyanzaru, there are captains who offer their services for a reasonable fee.
I really like the concept of guides in Tomb of Annihilation. It may seem obvious, and yet it is so rarely done this well in wilderness adventures. Expanding upon the idea, thus allowing us to increase the scope of expeditions into the wilderness, I added Experts for Hire as mentioned in my previous post, and now I have Captains for hire. An assortment of captains, each with their own little kernel of a potential adventure, and a series of random events ranging from bad weather to weird and inexplicable phenomena. Captains of the Coasts of Chult can now be found at DM’s Guild. My previous Expedition Crew supplement was Experts of Chult, and I am considering adding a third one.
I am running my own Tomb of Annihilation set in the Mystara setting, and there may be hidden a few references to that setting among the captains, but easter eggs seems to a part of D&D 5th edition, so it is merely keeping with the style.
Tomb of Annihilation is an interesting campaign module, not just because of the modern attempt to create a hex crawl adventure but also because of some the tools the adventure contains. One of these tools are the Guides. They are NPCs with well-developed personalities, quirks and secrets, and not just that they are set-up with nice handouts, making them easy to present for the players and keep in mind.
The guides may not be a revolutionary thing, but they are still something I have not seen in other hex crawl adventures. Some adventures may suggest hiring a guide and even add a few details, but having a roster and letting the players choose between these set-ups is quite inspiring.
For my ToA campaign (which is set in the Mysrara setting) I am planning on running larger expeditions with more henchmen, and thus I wanted to add more NPCs for hire, and they did not all need to be Guides. Some could be experts with valuable skills, and thus I set up a bunch a small selection of Experts for Hire. The Experts of Chult – which now can be found at DM’s Guild.
Using henchmen, that are more than anonymous torchbearers and sword caddies, is also an opportunity to add role-playing situations to an otherwise eventless trek through the wilderness. Travelling through the wilderness may present the players with obstacles and challenges, but many are dealing with savage beasts or difficult terrain, but many does not include beings to interact with, and having NPCs jog along means there continuously will be beings to interact with. The experts add skills or bonuses to skills, but getting access to these require interacting with them, and that creates opportunities for role-playing.
Experts of Chult is the first of my Expedition Crew supplements to Tomb of Annihilation. The next one is Captains of the Coasts of Chult, as seafaring along the coasts will likewise be a part of my campaign.
Not long ago I uploaded the adventure Tomb of the Dragon’s Heart written using the Labyrinth Lord system. Recently the adventure was reviewed by Bryce Lynch from Ten Foot Pole blog.
This FEELS like an adventure in a place greater than yourselves, and its communicated pretty well.
To this is added hooks. Not just one sentence “caravan guard” hooks, but a paragraph or two for each. There’s enough detail to communicate motivation adequately and get the DM’s imagination running so they can fill in the rest. Then there’s the rumor table, telling you actually useful things about the situation in the dungeon, and other factions that may be present, all communicated in a style that represents a little vignette, in only two sentences. And then there’s the wandering table.
The initial text, up to the keys, is a good “read once” type that you should not have to refer to again and is a quick read with bullet points and call out. The “appendix” information after the keys is most monster stats and the like, leaving the encounters proper a feel of a separate section that you can reference … which is exactly what I’m looking for in a supplement.
Multiple entrances, a chance to make a pact with the dragons heart, or abuse it for power … there’s an interactivity here that most adventures lack.
I am glad and honored by the positive review. It does inspire to write more and translate more into English, but it also raises the bar. This is a minimum to strive for, and ideally I will improve on my writing creating even better modules. I hope you find it interesting and perhaps after reading Bryce’s full review, you might want to head to DrivethruRPG?