Monthly Archives: September 2019

Tomb of Annihilation – Session 20


I’m not going to do a room by room breakdown of the exploration, but there will still be spoilers for the Tomb of Nine Gods section of Tomb of Annihilation.

This set up has the right monsters at the correct scale, but the room is TWICE as large as the adventure says it is.

As the mirror shattered, all the creatures trapped within spilled out into the room. Each exploded in a shower of gore as one followed, then another, and another, until all that remained was a blood and guts covered man, standing trembling amidst the carnage. As the explorers took stock of what had just happened, they determined the man’s name was A’tan, but it seemed that centuries of being trapped in the mirror robbed him of his faculties; he spoke only gibberish.*

They took some time to rest before continuing their explorations. They returned to the room with the giant four-armed gargoyles and followed the main corridor exiting that room to another green devil mouth. This one contained only a lizard, an ordinary lizard that a druid awakened. The lizard explained that some human explorers intended to use it to check areas for traps, but it ran away and hid and just wants to escape the tomb. Kalvok allowed the lizard to ride on his shell as they continued their explorations.

A nearby secret door led to a room with a red candle that, when they removed it from its sconce, caused lava to start pouring into the room. They hastily shut the door and abandoned thoughts of examining that space, turning their attention toward nearby stair that led to a stone slab similar to one they encountered earlier. Sobek high-fived the painting of the man on the mural causing the slab to retract into the ground. As a precaution, they placed their immovable rod on top of the slab as they stepped over it and explored a simple maze and another green devil face from which they heard ominous whispering. In the center of the maze, they found a black opal crown. As soon as they took it, they heard the slabs start to rise. Beating a hasty retreat, they exited the maze through the doorway they held open with the immovable rod, removing it just in time to trap two bodaks in the maze preventing them from reaching the group.

They decided to retrace their steps and try the other stairs. At the bottom, they found a treasure chest and a large vaulted chamber beyond. They put the immovable rod to use once again to block a boulder that fell from the ceiling and rolled down the stairs towards them after opening the chest. That threat dealt with, they found an invisible key within the cest. They discovered an acid-filling pit the hard way, but avoided falling in and continued to explore the room. The color-changing sarcophagus in the center of the room proved boggling, as it was not a fit for the key they found. A mural of a maze on the wall managed to ensnare Sobek, and while he navigated the maze, the others had to deal with ten minotaur skeletons entering the room from concealed niches all around. Large though they may have been, they proved no match for the power of Satina’s god and the efforts of the companions. Eventually, Sobek returned from the maze with a green crystal key that fit the lock on the sarcophagus. They waited until it matched the key’s color before trying it, and were rewarded with Unkh’s robe of scintillating colors, along with the spirit itself (who possessed Kalvok).

In one of the niches formerly occupied by a minotaur skeleton, the group found a hidden passageway leading to a grandfather clock with a jewel in its pendulum. The invisible key fit the invisible lock and they found themselves one gemstone, the fabled Navel of the Moon, richer. They decided to rest again, before continuing their explorations…

* After setting up this encounter, I said “Nope. This is stupid.” For one, the room I built in Dwarven Forge is TWICE as large as what is in the adventure. It’s a 15′ x 15′ room. Three large creatures, five medium creatures, and a small creature came of the mirror all at once. Realistically, they probably could fit, though it’d kind of be like a bunch of frat boys cramming themselves into a phone booth. Had I actually been able to build a 15′ x 15′ room (which I did not have the right Dwarven Forge pieces to do), I wouldn’t have been able to fit them all in. So, after mulling it over for a few days, I speculated that whoever wrote the encounter and whoever drew the map were NOT in communication at all and decided to just have all the creatures telefrag each other until only the commoner remained, covered in all the viscera exploding all over the room. It was more entertaining than a fight with such a huge bottleneck in an adventure I think everyone is getting a little tired of.

On another note, the immovable rod has to be one of the move versatile and useful magic items in the game.

 

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Tomb of Annihilation – Session 19


I’m not going to do a room by room breakdown of the exploration, but there will still be spoilers for the Tomb of Nine Gods section of Tomb of Annihilation.

The group debated the meaning of the slots in the bases of the platforms upon which the four-armed statues stood and decided they were intended for coins. Since they had not returned to town in quite some time, they didn’t have a variety, so they put gold coins in all the slots. As this caused no change in the statues, Herrick utilized his slippers of spider climbing to descend the central shaft between the statues. The statue with the platinum base came to life and leapt upon Herrick, slashing with with all four arms and biting at him. The surprise attack mutilated Herrick’s body.

Herrick was dead.

The rest of the group avenged their deceased friend and once the gargoyle lay defeated in rubble, they retrieved their friends body. They noticed cocoon-like pods hanging underneath a nearby ledge, two of which trip. Taking no chances, Baersora summoned a lightning bolt, frying the pods and spilling their contents to the floor*. Several of them contained shapeless masses of flesh, but two seemed to contain people. The first was an armored warrior, the other a tortle. After a brief standoff with both sides accusing the other of being doppelgängers, they determined that no one was a identity-stealing shapechanger. The warrior introduced herself as Satina Kari and the tortle introduced himself as Kalvok.

Leaving the gargoyle room behind, the explorers decided to check out the corridors, rather than the central shaft. They made their way to a hallway that split off to a set of stairs leading down, but passed that to examine a large stone door blocking the end of the hall. After failing to open the door via brute force, Kalvok transmuted the entire slab into mud, revealing the room beyond.

A ledge surrounded a large sunken area in which three blinded zombie wandered around, painting crude images, one of which the group recognized as their wayward friend Rayla being sucked into a sort of dark hole. They assumed this meant she was, in fact, dead and not run away. They attacked one of the zombies and a rotting t-rex burst up from the floor. They smacked it down and it burst open, spewing more zombies into the room, which they dealt with in short order.

Through all the commotion, the painter zombies continued their art, ignoring the explorers, so the group took the opportunity to examine the statues around the room and found a secret door leading to a hidden crypt. In their eagerness to examine the sarcophagus and its treasures, they set off a successful of traps. Baersora nearly joined her brother when she put on a beaded necklace which immediately exploded, engulfing the room in flames.

Since Baersora joined her brother as a hairless dwarf (though she’s still alive), the group took a while to treat their wounds. They moved on, backtracking a bit until they found another stone slab at the end of a long hallway. They decided to try the other direction first and found themselves in a chamber dominated by a huge mirror. Careful to avoid looking into it, Baersora through a piece of rubble at it, shattering the glass and causing a multitude of scared, angry, and hostile creatures into the room…

* A truly cruel DM would have had the brand new characters take damage from that lightning bolt, but they didn’t know I was using those cocoons as a mechanism to introduce new characters into the Tomb of the Nine Gods, so I just had the lightning bolt split open the cocoons.

This night’s adventure was just trap after trap after trap, it felt like. I even forgot one in the hidden crypt (Sobek would’ve been hit with three in a row). I was sort of disappointed in the zombie t-rex fight; they beat it down in one round. Part of that is Sobek’s ranger abilities; he’s built to do massive damage in a first round attack against undead.

The new characters are a paladin (Satina) and a druid (Kalvok). Next session, I’ll build the mirror room in Dwarven Forge and fill it with everything that spilled out of the mirror of life trapping. I suspect they’ll barely fit in the room, especially with the characters crammed in there. That should be a fun fight. 😀

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Tomb of Annihilation – Session 18


I’m not going to do a room by room breakdown of the exploration, but there will still be spoilers for the Tomb of Nine Gods section of Tomb of Annihilation.

After a short respite, the explorers proceeded down the corridor, stopping when they noticed a length of spiked chain connecting two golems stretched across the hall. Attempting to pass under the chain aggravated the golems, but the group put them down in short order. They found a window of sorts, into which they could view the room with the barge and the locust-spewing statues in which Herrick almost died, but after seeing what could only be a scene from the past, determine there was another way in.

They headed into an unexplored section of the level and wandered into a flooded corridor. A sheet of falling water separated the corridor into two halves and crossing it caused a deluge to blast them down the hall. They did discovered small alcoves behind illusory walls, however, and found a couple of crystal eyes that appeared to be non-magical curiosities. After forcing their way past the water curtain, they found the way into the ravenous scarab room and Nali was possessed by the spirit of I’jin. They then explored nearby crawlspaces.

Sobek found himself trapped in the center of a weight-activated rotating crawlspace intersection, but was freed when Rayla entered an adjoining crawlspace. She tried to dimension door out, and found herself in a chamber filled with corpses and an otyugh instead of her intended destination. Finding two levers inside the nostrils of a giant green devil face, she pulled the leftmost lever as the otyugh waded through the corpses, eager to dine on fresh meat. Everything in the room was sucked into the devil’s mouth, including the otyugh and her*.

After waiting for Rayla, they determined the tabaxi warlock either fled the tomb or died, so the group proceeded onward. They elected to avoid the other crawlspaces and proceeded downward to the next level. They paused to consider the four gargoyle statues in the chamber at the bottom of the stairs, each with what looked like a different colored coin slot in its base.

*And so, the tomb claims its first victim. RIP Rayla, we knew you too short a time… and I always feel bad when the newest player loses a character first (though the player is NOT the least experience player, just the newest to join our group).

We actually skipped one of the rooms they spent half a session in a few games ago (the Herrick-eating locusts–I just narrated them solving it). I was having trouble figuring out how to accurately describe a puzzle that was spread over three room descriptions and I think they were getting a little frustrated with the byzantine and arbitrary nature of some of the puzzles and it seems like several of them just want to be done with Tomb of Annihilation. I can sympathize. If I had written the campaign, I’d throw in maybe one puzzle every once in a while if I found something really good. This adventure has puzzle after puzzle written by someone who isn’t running for my group. I’ve written at-length how puzzles suck if the group isn’t on the same wavelength as the author, and while I think some of these haven’t been that bad, I do have access to information they don’t, so I can see how it can be frustrating.

The group must be sensing that the traps are getting deadlier, as they started out the session asking what we were going to play in the event that there was a TPK or otherwise reaching the end of the adventure. I’ve been contemplating that a bit, but since I figured we’d be playing Tomb of Annihilation until the end of the year, I don’t have anything ready, per se. I kind of want to play test all the adventures I’m going to run at cons in the spring, or maybe run a Numenera game for a bit… or something sci-fi. I have Ghosts of Saltmarsh and they’re mostly on board with that, but I would like some variety. Maybe a rotation of one-three session games using less-played systems? My idea for a Genesys-based Fallout game was met with mixed enthusiasm… maybe just the two adventures I’m prepping for Gary Con will scratch that itch (or might sell them on the idea). We’ll see.

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