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Last active May 31, 2019 07:19
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D&D: Tomb of Annihilation 2017

Guidelines

  • Use the ability score rolls below to create your characters.
  • You can read the adventure introduction below. Don't read anything else related to Tomb of Annihilation online.
  • Optional character hooks are provided below. Feel free to use as inspiration and make your own, or just use one of those as-is.
    • Unique backgrounds would be desirable, but not required. No more than one Anthropologist and one Archaeologist.

Adventure Introduction

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.

Inspiration System

  • Bronze: Clever use of strategy, tactics, or the environment to overcome an obstacle or encounter. If in a group setting, must be conveyed to party in-character to count.
    • Reward: 1 non-stacking inspiration point that gives you advantage on any roll
  • Silver: Play out your character’s personality traits, give in to the drawbacks of your flaws, or otherwise portray your character in a compelling and in-character way.
    • Reward: Bronze reward + 10% of max XP required to progress to next level, down to 5% at/above level 10
  • Gold: Play out your character’s alignment in a group setting to create multi-character engagement. Only awarded at campaign checkpoints.
    • Reward: Bronze reward + 20% of max XP required to progress to next level, down to 10% at/above level 10

Character Ability Score Rolls

ED

Rolling 4d6 (drop lowest)
( 1 + 4 + 6 + 1 )[ drop 1 ] = 11
Rolling 4d6 (drop lowest)
( 1 + 1 + 5 + 5 )[ drop 1 ] = 11
Rolling 4d6 (drop lowest)
( 6 + 3 + 3 + 6 )[ drop 3 ] = 15
Rolling 4d6 (drop lowest)
( 6 + 5 + 2 + 4 )[ drop 2 ] = 15
Rolling 4d6 (drop lowest)
( 5 + 4 + 3 + 1 )[ drop 1 ] = 12
Rolling 4d6 (drop lowest)
( 1 + 2 + 2 + 3 )[ drop 1 ] = 7

JD

Rolling 4d6 (drop lowest)
( 4 + 5 + 2 + 2 )[ drop 2 ] = 11
Rolling 4d6 (drop lowest)
( 4 + 6 + 5 + 2 )[ drop 2 ] = 15
Rolling 4d6 (drop lowest)
( 4 + 6 + 1 + 6 )[ drop 1 ] = 16
Rolling 4d6 (drop lowest)
( 4 + 2 + 5 + 6 )[ drop 2 ] = 15
Rolling 4d6 (drop lowest)
( 1 + 2 + 1 + 6 )[ drop 1 ] = 9
Rolling 4d6 (drop lowest)
( 1 + 4 + 6 + 2 )[ drop 1 ] = 12

KW

Rolling 4d6 (drop lowest)
( 4 + 5 + 6 + 2 )[ drop 2 ] = 15
Rolling 4d6 (drop lowest)
( 5 + 4 + 4 + 3 )[ drop 3 ] = 13
Rolling 4d6 (drop lowest)
( 2 + 3 + 5 + 1 )[ drop 1 ] = 10
Rolling 4d6 (drop lowest)
( 3 + 5 + 2 + 2 )[ drop 2 ] = 10
Rolling 4d6 (drop lowest)
( 2 + 6 + 1 + 1 )[ drop 1 ] = 9
Rolling 4d6 (drop lowest)
( 2 + 5 + 5 + 3 )[ drop 2 ] = 13

EL

Rolling 4d6 (drop lowest)
( 3 + 1 + 5 + 5 )[ drop 1 ] = 13
Rolling 4d6 (drop lowest)
( 4 + 3 + 1 + 5 )[ drop 1 ] = 12
Rolling 4d6 (drop lowest)
( 1 + 5 + 6 + 3 )[ drop 1 ] = 14
Rolling 4d6 (drop lowest)
( 1 + 4 + 2 + 4 )[ drop 1 ] = 10
Rolling 4d6 (drop lowest)
( 6 + 4 + 3 + 1 )[ drop 1 ] = 13
Rolling 4d6 (drop lowest)
( 5 + 5 + 3 + 6 )[ drop 3 ] = 16

EL (Extra Character)

Rolling 4d6 (drop lowest)
( 4 + 5 + 6 + 5 )[ drop 4 ] = 16
Rolling 4d6 (drop lowest)
( 4 + 6 + 5 + 1 )[ drop 1 ] = 15
Rolling 4d6 (drop lowest)
( 3 + 6 + 6 + 5 )[ drop 3 ] = 17
Rolling 4d6 (drop lowest)
( 1 + 3 + 2 + 1 )[ drop 1 ] = 6
Rolling 4d6 (drop lowest)
( 4 + 5 + 1 + 1 )[ drop 1 ] = 10
Rolling 4d6 (drop lowest)
( 4 + 3 + 1 + 6 )[ drop 1 ] = 13

Optional Character Hooks

Acolyte
Temples are vexed by a widespread magical curse that is causing
people to waste away while also preventing the dead from being
raised. An expeditionary force is headed to Ch ult to find the origin
of the curse, and you've decided to join It.

Anthropologist
A wizard-merchant named Syndra Silvane is wasting away, and she
has hired you to join an expedition to Chult to fi nd a cure. Syndra
believes that your expertise will prove invaluable, and you've wanted
to study the cultures there.

Archaeologist
You have learned that a wizard-merchant is planning an important
expedition to Chult. It-a place full of lost cities you're anxious to explore.
Your request to join the expedition was approved.

Charlatan
After a few successful scams, you've gotten into some trouble with
local authorities and criminal gangs. You were about to make a run
for it when you heard a rumor that a merchant named Syndra Silvane
is offering good pay for an assignment far from home.

Cloistered Scholar
A terrible curse is sweeping across FaerOn, and a dying merchant
is gathering adventurers for a bold mission to destroy the source
of the curse, which lies deep in the jungles of Chult. Your expertise
could prove helpful, so you've asked to join the expedition.

Criminal
Local authorities grant you a fu ll pardon for past crimes. In exchange,
you are to join an expedition to Chuh and help put an end
to the "death curse" affecting several wealthy citizens of the city.

Entertainer
Your sponsor is a retired adventurer and merchant named Syndra
Silvanc. A terrible curse has befallen her, and she needs your help
to end 1t. The quest will take you to Chuh, a distant and exotic land
where you can win fame and renown.

Faction Agent
A widespread magical curse threatens to devour the bodies and
souls of the living. The Harpers have learned that its source lies
somewhere in Chult. You volunteered to join the expedition.

Folk Hero
You've garnered quite the reputation and caught the attention of a
merchant and retired adventurer named Syndra Silvane. She wants
you to explore Chu It and discover the source of a curse.

Inheritor
A horrible curse threatens to claim the life of Syndra Silvane, a re·
tired adventurer. She has blood ties to your family, and you have an
obligation to help her. To do otherwise could jeopardize your inheritance
and your future.

Mercenary Veteran
A merchant and retired adventurer named Syndra Silvane needs
trained warriors to join an expedition to Chult. You've always
wanted to visit Port Nyanzaru and see the dinosaur races. They say
the jungles are full of riches and danger-two things you crave.

Noble
Your family owes a favor to a merchant named Syndra Silvane. She's
calling in the favor and asking for help. The family is counting on
you to fulfill its promise, and you've heard rumors that Syndra is
planning an expedition.

Outlander
When you were young, you fled your homeland of Chuh by stowing
away aboard a ship. Now you're anxious to return home. A local
merchant is mounting an expedition to Chult, and you've talked
your way into joining it.

Sage
A wizard named Syndra Silvane has fallen prey to a magical curse.
She's mounting an expedition to Chu It to end the curse, and she believes
your expertise will prove Invaluable. You're Inclined to agree.

Soldier
Your superiors in the military recommended you for an important
expedition to Chult. The success of the mission is so vital that they
promised to make you a captain if you help ensure the expedition's
success.
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vermagav commented May 31, 2019

Last Stand

As the power of the nine gods surges through your souls, you feel a renewed but unfamiliar strength. One that isn't your own, but it bolsters you nonetheless.

As the bright light around you fades, you find three amorphous shapes of light composed of nine swirling colors. You feel a sense of familiarity and warmth from each of them, and your thoughts meld into theirs. For a few brief moments, you become one with your companions, sharing your mental state and thoughts with one another. As you strategize with one another, you notice the glow of the swirling lights slowly diminishing within everyone. The time for retribution is nigh, for the power of the nine gods will not last very long.

Prep Time

You learn from the nine gods that Acererak is immune to charms, stuns, incapacitates, and polymorphs. His demilich form suffers no effect or damage from necrotic spells or diseases. He also has legendary resistance against magic, and is able to cast his spells without any (V,S,M) components.

...

Mechanics

You gain both temporary fortitude and ability. The ability to ascend beyond your corporeal form. Level up to a maximum of 20 levels in any available class that you would normally be able to pick. Empowered with the knowledge of the nine gods, you are able to freely cast, restricted by spell slots and class features, any of the spells that the nine gods had deep knowledge of, without their material components. Your armor and weapons remain the same.

Spells Gained

9th Level: { Gate, Power Word Heal, Storm of Vengeance }
8th Level: * - { Antimagic Field, Antipathy/Sympathy, Feeblemind }
7th Level: * - { Etherealness, Forcecage, Simulacrum }
6th Level: *
5th Level: *
4th Level: *
3rd Level: *
2nd Level: *
1st Level: *

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