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Tomb of Annihilation is a premium Dungeons & Dragons campaign book by Wizards of the Coast, designed for 5 players aged 12 and up. Featuring a massive 56.9 cm tall book with detailed maps and puzzle components, it offers an immersive blend of adventure, horror, and exploration that sharpens storytelling and social skills. Highly rated and perfect for professional millennials seeking epic, collaborative gaming experiences.
| ASIN | 0786966106 |
| Age Range Description | 12 years to 99 years |
| Age range (description) | 12 years to 99 years |
| Best Sellers Rank | 7,518 in PC & Video Games ( See Top 100 in PC & Video Games ) 243 in PC Games |
| Brand | Wizards of the Coast |
| Brand Name | Wizards of the Coast |
| Colour | Multicolor |
| Container Type | Book |
| Country Of Origin | USA |
| Customer Package Type | Standard Packaging |
| Customer Reviews | 4.7 out of 5 stars 3,933 Reviews |
| EU Spare Part Availability Duration | 2 Years |
| Educational Objective | Enhance storytelling, problem-solving, and social skills through collaborative, imaginative play |
| Global Trade Identification Number | 09780786966103 |
| Grenre | GAMES & ACTIVITIES, Role Playing & Fantasy, Role-playing, war games & fantasy sports, Role-playing, war games and fantasy sports |
| Included Components | Puzzle pieces |
| Is Assembly Required | No |
| Item Dimensions | 21.7 x 1.9 x 28.4 centimetres |
| Item Type Name | RPG - Tomb of Annihilation |
| Item Weight | 958 Grams |
| Language | English |
| Manufacturer | Wizards of the Coast |
| Manufacturer Part Number | C22080000 |
| Manufacturer Warranty Description | no warranty |
| Material | Plastic |
| Material Type | Plastic |
| Maximum Age Recommendation | 1188.0 |
| Minimum Age Recommendation | 144.0 |
| Model Name | D&D Adventure Tomb of Annihilation - EN |
| Model Number | C22080000 |
| Number of Items | 1 |
| Number of Players | 5 |
| Number of players | 5 |
| Operation Mode | Manual |
| Package Quantity | 1 |
| Power Source | Manual |
| Product Style | Dungeons & Dragons |
| Set Name | Tomb of Annihilation |
| Size | 1.93 cm x 21.7 cm x 28.4 cm |
| Sub Brand | Dungeons & Dragons |
| Subject Character | Soulmonger |
| Theme | Games |
G**N
Best published adventure for 5e to date
I've DM'd about 2/3 of this adventure now and wow, my group and I have loved it. It's rich with detail and super fun. We've played it as a "indiana jones" meets "jurassic park" meets "lovecraftian horror" campaign. The sandbox section has been great. There are lots of podcasts to listen to in order to get your mind in the world, which I totally recommend. 5/5 would definitely recommend.
H**N
Children’s DM running this
I run for 6-8 kids aged 7-13, they are loving this! Dino racing was hilarious. Fabulous adventure!
B**Z
Chult revealed
The adventure is very nice but forget that... This is an excellent source book to run adventures in Chult with maps, location, region specific encounters and a deep regional history.
R**N
One of the best 5e campaigns
I bought the hardback copy of this early 5e campaign mainly to reread it as I had an electronic version (on Roll20) that I played as a solo variant. So some of this I was very familiar with but nonetheless it was good to have a copy to actually read. My plan was to upgrade the level of it to fit my current campaign (it'll be levels 11 to 14). The book is well set out with initial campaign premise, then introduction to the base city (Nyanzaru) with plenty of detail about NPCs, factions, plot hooks, guides, and things to do. The authors detail guides, many who have hidden motives, and then a rumour table which nudges towards key locations to visit. The next section is a massive sandbox for Chult with a mix of side quests and locations relevant to the key goal-- locating the hidden city of Omu, where the big bad has hidden his crazy soul drinking device. It's a great section with potential for many sessions, especially with random encounters (many of which are great) but not very balanced for the levels in which you'd explore. That's not a huge deal, as PCs running away should always be a viable option (as it is in Rime and Storm King Thunder sandbox). Love this section, as it really brings Chult to the fore as a campaign setting. When they reach Omu they get another exploration section now with an added fetch quest (similar to the Octad in Rime). There's some Red Wizards also on the hunt and also some Yuan Ti bizarrely led by Ras Nsi, a character from old editions about Chult. He is a cool villain even if the transformation is strange, and he feels a little shoehorned in (as does the Ring of Winter and Artus). I love Omu. The whole vibe is great, and unlike some reviewers I like the Fane although forcing PCs there to get the last cubes may not go down well with some groups. Omu is heavily based on I1 Dwellers of the Forbidden City, and indeed they used a similar design style with the city map, this time using an inverted UK map for the rough layout. Finally we come to the Tomb. At times it feels like an utterly separate adventure to the prior chapters, almost grafted on. Yet as the focus of the adventure, and an emulation of S1 The Tomb of Horrors, it warrants further consideration. All together it's a lot of fun. Multiple levels of tricks and traps, moderate amount of combat, and some amusing running 'skeleton keys' to collect. (I wonder if the Adventure Time guy who was one of the contributers came up with that idea. There's so much here it's difficult to comment in detail, but certainly some traps and rooms work well whereas others are just OTT. Despite my own Old School nostalgia, 5e players don't deal well with traps with little logical escape options; and some solutions are utterly random. There are a few encounters which border on unbeatable, almost like the old save or die ones. Not for me. The lower levels of the Tomb bring in some focus towards the endpoint, with some great set pieces: hag coven, then a giant floating dark foetus, then Ace. Potentially lethal with the absence of resurrection, and raise dead, but if they destroy the Soul Monger then a nice DM will let them bring the dead characters back. Overall it's a great varied adventure that mixes sandbox exploration with a range of dungeon sizes and a large trap-ridden dungeon at the end. It's certainly up there with Curse of Strahd as one of the tougher 5e offerings. Hope whatever is coming in 5.5e is to a similar standard.
W**K
Adults only campaign, its gorey
another amazing publication from wotc. this is a brutal one for hardy players. not for 7 year olds
F**E
Amazing campaign its dark twisted and silly but what else ...
Amazing campaign its dark twisted and silly but what else do you expect when you combine the writing styles of D&D genius Chris Perkins and adventure time creator Penelton Ward. There are zombie t-rexes, goblin battle stacks and insane forest dwelling creatures its a fun game that delights in tormenting the poor party
L**D
Fantastic, immersive campaign with loads of handouts and appendices
Normally I find non-homebrew campaigns to be stifling and narrow in scope. Tomb of Annihilation is the opposite. With sprawling environments, brutal encounters, and interesting travel mechanics, this is D&D as it should be.
J**Y
Five Stars
Good quality book with a lot of content in it.
Q**N
Prachtig boek dat alles heeft wat het adverteert
Heb het boek sinds ik het heb gekocht meerdere keren gelezen, en er zit zo veel detail in deze prachtige module dat ik er elke keer van geniet. En heb stiekem een paar traps en lore er al uitgehaald en in andere verhalen verwerkt. Great book!
V**R
Excelente campaña
Esta campaña de exploración me parece muy divertida y emocionante, además me encanta la ambientación de jungla con algunos dinosaurios, qué más puedes pedir, está edición es en inglés, te recomiendo verificar primero si acaso no le sabes mucho al inglés. Es una aventura muy divertida, emocionante y misteriosa.
J**E
Good Ol' Hack and Slash Fun. The Quintessential D&D Experience.
If you were to ask me which campaign setting I would love to run as a DM, or go in as a player, Tomb of Annihilation is without a doubt the answer to both. A deep, role-playing filled campaign similar to Critical Role style of play will not be found here; the roleplaying takes the back seat in this adventure. If you have an easy-going group of friends who want to sit around, roll dice, drink, smoke, whatever, and not take themselves too seriously, this is a slice of fried gold. Don't get attached to your characters, don't expect to make it out in one piece, but expect to have an absolute fricken blast playing through this. I loved it, from the top of the island of Schult, to the bottom of the Tomb. 5 Stars, must play adventure.
E**N
Fantastic sandbox easily adapted to other campaigns
Technically speaking, Tomb of Annihilation is a full campaign between two covers, with a focused objective for the players, a major narrative hook driving them forward, and all you need to run that campaign. But for me, it's just a sandbox of possibilities easily plucked out and dropped into my own campaign with next to no adjustment needed. That's the big selling point for me and it's why I like ToA so much more than many other modern modules / campaigns. Officially, this is a campaign spanning roughly levels 1-11, with the players trying to find a lost city and stop a curse that prevents people from being raised from the dead. This takes place in the jungles of Chult, and includes a major "hex crawl" exploration component, a lost city to find and explore, a mega dungeon inspired in part by the classic Tomb of Horrors, and lots of side locations. There is also a ticking clock on the whole adventure. But in practice, it's a sandbox. By that I mean there are loads of nicely fleshed out, unique and interesting locations that can easily serve as standalone adventures. Just pluck them out and drop them into your own world, no converting needed. There are 20+ such locations here, PLUS the lost city, which itself has a whole series of puzzle-focused tombs, PLUS an epic dungeon, as well as an assortment of small settlements, NPCs, monsters, and more. Lots of variety, too, from a kooky goblin village with a defense mechanism you have to see to believe, to a race of bird people living in a strange circular maze, to an imposing tower, to undead-infested camps and more. You don't need to run it as a pre-set campaign if you don't want. There is LOTS of material here to pillage and use as you see fit. That's what I love about it. I've gotten my money's worth and then some, and my group hasn't even played the actual campaign itself. About the only thing preventing it from being a perfect sandbox is that the main city which will serve as the PCs' base of operations is only lightly fleshed out. Otherwise, if you want to run a cool jungle-based, exploration-focused campaign, just toss out the death curse and ticking clock and run this. Or if you just want a bunch of standalone locations you can use with minimal work, this also fits the bill. For those reasons, this is easy to recommend.
3**M
Una delle migliori campagne uscite finora!
D&D 5^ edizione si arricchisce di una nuova campagna, che incredibilmente riesce a battere nuovamente i record qualitativi raggiunti dalle precedenti pubblicazioni (Curse of Strahd su tutte). Questa campagna è "sandbox", ossia non pone la storia su un binario cronologico, bensì su un preambolo introduttivo dal quale si viene subito immessi in un calderone di possibilità quasi infinite, la cui scoperta e interazione è lasciata esclusivamente all'iniziativa di chi gioca. Si potrebbe quasi parlare di un'esperienza "free roaming", che può consentire all'avventura di durare un anno (o più) di gioco come a un mese scarso: il manuale stesso propone diversi approcci in base al livello cui si sceglie di iniziare (sissignori, perchè non si è obbligati a partire dal 1°). In un certo senso l'80% del materiale presente è superfluo, ed è proprio questo a rendere magnifica e viva la campagna: i dettagli, i luoghi e le divagazioni che sono utili ma non indispensabili, o talvolta addirittura pericolosamente fuorvianti. Il livello di difficoltà è mediamente elevato, con dei picchi di "crudeltà" che potrebbero stupire chi è abituato a "vincere sempre", sebbene tutto questo sia scalabile qualora lo si desiderasse. Consigliatissima.
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