Tag Archives: Tomb of Annihilation

Tomb of Annihilation – Captains of Chult

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 Annihilaton – Experts of Chult

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.

Tomb of Annihilation – Using the Mystara Setting

This fall’s great adventure for D&D is the Tomb of Annihilation, and I picked up the book with some interest. I like the idea of a hex crawl having the players to travel deep into jungles searching for lost cities and ancient ruins, but without finding everything on their first go. Instead, they will have to make multiple journeys mapping the jungles bit by bit, and between expeditions they have a home base in a large harbor town.

I like this. I do not care much for the backstory with the curse killing people, who has been resurrected and making the raising of people impossible. It is a fine, grandiose plot, but not one, that I care for, and neither does the jungles of Chult nor Forgotten Realms have my interest. That is mostly because, when it comes to D&D settings, my favorite is The Known World or Mystara. So, I want to run this campaign, and I want to run it in the Mystaran setting.

But where to place this wonderful, empty hex map filled with deadly wonders and ancient secrets?

An obvious choice would be the major hex crawl adventure for D&D becmi, namely The Isle of Dread from module X1 The Isle of Dread (1980), which is an obvious choice, and I could simply just use the map from X1 with the adventure from Tomb of Annihilation, but I have already explored The Isle of Dread, and it could be interesting to try some other area.

Tomb of Annihilation itself suggests The Savage Coast, but they are probably not thinking of module X9 The Savage Coast (1985) but rather the (sub)-setting later published for AD&D 2nd edition The Savage Coast (based on the expanded material from the articles Voyage of the Princess Ark), but even though the region is called ‘savage’ it is far from unexplored or inhabited, and adapting Tomb of Annihilation to this region would require a lot of work, if I want it to stay true to the Mystaran setting.

There is, however, an interesting alternative. South of the Sea of Dread lies the continent Davania, and though parts have scarcely been colonized by Thyatis, it is at least from the view of The Known World unexplored lands, that are vaguely known, and near the Serpent’s Peninsula on the opposite side of The Serpent’s Sound the continent of Davania is somewhat shaped reminiscent of Chult area from the ToA book, which means that I can use the map from ToA without it being too far off, and that saves me time.

The coastal city being used as a base in ToA will be replaced with its Mystaran equivalent – there is actually one on the continent of Davania in the right place – called Kastellos. The name could indicate a Thyatian origin, but its position is just next to the Yawdlom Divinarchy, which means that I can keep large parts of the material from ToA and add materiale from the box set Champions of Mystara, which describes The Serpent’s Peninsula and The Yawdlom Divinarchy.

Adapting ToA to Mystara

The Mystaran Tomb of Annihilation plays out in the harbor town Kastellos on the continent of Davania. The town was originally a Thyatian colony, but Thyatis was unable to maintain its control of the city, and soon a large part of the population were newcomers from the Yawdlom Divinarchy seeking adventure. The city still has a large minority of Thyatians, and both traders from the Minrothad Isles and Thyatis pass by regularly keeping Kastellos in the orbit of The Known World-region.

Besides Thyatians and Yawdloms, Kastellos is home to a thriving colony of wererats, who arrived from Karameikos, as well as a large group of skygnomes stranded here, when their skyship crashed, and they are waiting for the flying city of Serraine to pass their way again. Elves are rare, but the few that are here, are mostly forest elves from Karameikos and sea-elves from Minrothad. Dwarves are here as travelling artisans, and the few hin finding their way here, are mostly hin pirates from the coasts of The Five Shires. Small groups of tortles from the Savage Coast also call the northern coasts of Davania for home, and they can be seen in the streets of Kastellos. Davania is home to nomadic tribes of Rakasta – some are related to the Rakasta from Isle of Dread – and Lupins. This should give a hint as to which playable races will be used in the campaign.

I am right now in the process of adapting ToA to run it in the Mystaran setting. This is first post in a small series of posts about adapting ToA, and fitting its backstory and plot into the existing framework of Mystara.