Remixing a tomb plus a highway to hellLast month I finished DMing Tomb of Annihilation for one of my
Remixing a tomb plus a highway to hellLast month I finished DMing Tomb of Annihilation for one of my D&D groups. It’s a campaign that sees heroes adventuring to the land of Chult to stop big bad lich Acererak, who’s made a device known as the Soulmonger that’s emanating a Death Curse and screwing up the world’s resurrection magic. It’s also a spiritual successor to Tomb of Horrors, one of the classic deathtrap dungeons of tabletop RPG history that came about because D&D creator Gary Gygax wanted to screw his players over for opening doors wrong. In short, it’s certainly one of the more memorable adventures for D&D 5e, but the version of Tomb of Annihilation that I ran for my players was actually extremely remixed and hacked apart, as is the case with every official Wizards of the Coast module that I run. There were a few reasons for this - my players were coming into this campaign fresh out of Curse of Strahd, and everyone was level 8. One of the players had died early on in Curse of Strahd - in the very first session we played, hilariously enough - and was temporarily sustained by the mists of the Shadowfell only to collapse upon returning to the material plane. With this in mind, I felt that it would be a great twist to have the party venture on a quest of resurrection only to learn that resurrection magic throughout the world had stopped working due to Acererak’s nefarious plans.Additionally, I wanted to give my players the chance to try out alternate characters if they so desired. In the name of grand ambition, I decided to have my players create two sets of characters, and wove a homebrew story, dubbed “Fiends in Waterdeep,” that would run analogous to and eventually intertwine with Tomb of Annihilation. The first set of characters - consisting of some of the veterans who had survived Curse of Strahd - would investigate the streets of Waterdeep, which was suffering from an invasion of devils and demons that seemed unconnected to Acererark’s dark doings. The second set, consisting of new level 8s, would venture to Chult, the vaguely African-inspired landmass in the south of the Forgotten Realms, to track down the source of the Death Curse. After progressing through seemingly unconnected storylines, at the end of the campaign the disparate plot threads would mesh. The Waterdeep explorers would travel to the Nine Hells only to learn that the fiend invasion was caused by the abduction of the Queen of Hell’s newly born infant - a soul-devouring mass of flesh that could open portals into other worlds with its burps and farts - while the Chult expedition would delve into the jungle to find Acererark, smash the Soulmonger and free the aforementioned child. In short, I basically made a complicated D&D adventure even more complicated by layering my own story on top of it and running two campaigns at once. I think I was looking for a challenge, and oh boy, I got one. I probably won’t be undertaking something like this ever again, because it required a lot of planning hurdles on my part. For instance, my players and I usually gamed for about 5-6 hours at most, which meant devoting 2 and a half or 3 hours to both sets of characters. If one battle lasted too long or a social interaction went south, I’d have to adjust this timeframe accordingly, and every DM knows that players will always defy your expectations in one way or another, so there was a lot of improv on the fly to make sure that our sessions stayed well-paced. In the name of pacing, I also stripped much of the fat out of Tomb of Annihilation, which is largely composed of a really long hexcrawl. D&D 5e’s hexcrawl exploration and survival rules have never been particularly good, in my opinion, and the rules in the book expect you to roll LOTS of random encounters and deal with stuff like inclement weather, mosquito attacks, hunting, getting lost, etc. I incorporated some of this stuff (the hunting, since we had two rangers in the party), but I pre-rolled all of the random encounters and potential locations the party could go ahead of time, getting rid of some of the ones I didn’t like, and largely handwaved stuff like getting hopelessly lost. Reddit explorations have revealed that by far and large, everyone running this campaign does the same thing - particularly for higher level players trying to get through the jungle without feeling like they’re wasting time. (And from my firsthand experience with Out of the Abyss, there’s nothing worse than going through multiple D&D sessions and feeling like you haven’t accomplished much.)My approach to streamlining Acererak’s deathtrap lair at the end of the campaign was similar. I skimmed through the entire dungeon with all of its bajillion floors (which could take an average group months to get through) in favor of using the 10 rooms that I liked the most, which was more than enough. Tomb of Annihilation, while probably fairer than Gary Gygax’s Tomb of Horrors, is still in my opinion full of wacky stuff in the final dungeon that just isn’t my cup of tea for D&D, including one trap that can get characters stuck in real-world Victorian London. (Okay, that’s cool on paper, but to actually run it as a DM, especially when your players are in the final hours of their adventure? I’ll pass.)Additionally, I made Ras Nsi - the warlord-turned-yuan-ti - into more of a developed NPC who was actually willing to help the players slay Acererak. In the book, he’s very much a Darth Maul-type bad guy who looks cool but has a minimum of characterization. This is because Tomb of Annihilation leans into the stereotype that Ras Nsi and the rest of the yuan-ti are all merciless bastards with inscrutable plans, and while this may be fine if you’re familiar with the Conan the Barbarian serpentfolk tropes that inspired the yuan-ti, it’s not great if you’re trying to build a believable world with compelling characters. Much has been written about how Chult stumbles at portraying a fantasy Africa - largely by depicting the characters as foreign saviors and the Chultans as relatively helpless - and while some of this was alleviated in my game by the fact that one player’s character actually was Chultan, I still felt it was necessary to give some of the indigenous races a chance to help undo the curse that, after all, was first and foremost affecting their land.Switching gears, when it came to the accompanying Fiends in Waterdeep homebrew story, I recycled some material from Waterdeep: Dragon Heist, which I’d previously run for two different groups, and also took inspiration from the Wizards of the Coast module Descent into Avernus. At the time of planning, Descent Into Avernus was the most recent D&D hardcover, and all the reviews I’d read painted it as cool in concept but a major pain in the butt to run in reality. So, I decided to use only the nifty bits - a journey into the first layer of the Nine Hells via Mad Max-style tanks powered by souls - and mixed it with my own tale that was influenced by a profile of Fury, the dragon queen of hell, that I’d read in the third-party 5e supplement Legendary Dragons. It turned into a mildly amusing story about Fury warring against her ex-husband Asmodeus, and the players ended up serving as therapists in what amounted to an interplanar lover’s spat. I’d recently started therapy when I came up with the campaign concept, so this is probably one of those unique instances where real life truly influenced art. And hey, the unpredictable whims of all-powerful, world-shaping deities make for great adventure hooks, and judging by how Greek mythology seems to have re-entered the modern zeitgeist these days (I’m thinking about Hades, one of the most popular indie rougelikes out there, as well as that Netflix series Blood of Zeus) it seems like I was on the nose!In the end, this two-tiered campaign lasted roughly 70 hours and climaxed with all sets of characters reaching level 10. Acererark’s Soulmonger was smashed, the feud between Fury and Asmodeus smoothed over, and after enduring the eerie mists of the Shadowfell, the hot temperatures of Chult and the flames of Avernus, the story of these motley players - who’d started questing with me back in 2018, and endured a move to online games in the era of COVID - came to a gentle end. I’m a believer in the reality that campaigns don’t necessarily need to last forever, and with real life throwing some of my players (and myself) a few recent curveballs, this seemed like a solid finale point. A consistent campaign running over two years is in many ways a dream for a lot of D&D players and DMs, and I’m glad I got the chance to make it happen. -- source link
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