READ FIRST.   Posted by Fate.Group: public
 GM, 177 posts
Fri 22 Sep 2017
at 04:22
Something evil is trapping the souls of the dead and draining life from all who have been raised from death by magic. This worldwide "death curse" not only prevents the raising of the dead but also causes creatures that were previously raised from the dead to wither and die. The source of this death curse lies in a trap-riddled tomb hidden beneath a lost city in the depths of a vast jungle.

Tomb of Annihilation is a Dungeons & Dragons 5e game set in the untamed wilderness of Chult. The game will focus primarily on exploration and traps, with a healthy amount of combat.
 GM, 178 posts
Fri 22 Sep 2017
at 04:23
Character Creation
Do NOT submit a character sheet in your RTJ. Just fill in the RTJ template I have created. Thanks.

Starting level: 5th.

Ability Scores: 27 Point buy or standard array (8, 10, 12, 13, 14, 15).

Player Resources: PHB, EEPC, SCAG and Volos (and Xanathar's when it comes out). Matt Mercer's Blood Hunter from DM's Guild. UA upon request (except Tunnel Fighter).

Starting Wealth/Equipment: You can choose one or the other. If you sell anything from your starting equipment, you get half the PHB listed value. In addition to starting gear, you will also get 500 GP to spend for extra equipment and supplies. You can forgo the 500 GP to get a +1 weapon or similar uncommon magic item.

Variant Humans and feats will be allowed.

Please use the Personality Traits, Ideals, Bonds and Flaws presented in the PHB. Customized backgrounds are allowed so long as you follow the formula presented in the PHB.

When you have finished your character, PM me for review.

This message was last edited by the GM at 22:40, Fri 22 Sept 2017.

 GM, 179 posts
Fri 22 Sep 2017
at 04:30
Posting Etiquette
Spoken word is to be in color. Doesn't matter what color, just pick one and stick with it. If people complain the color is hard to read, please be kind and pick another.

Internal dialogue is to be in italics.

Telepathic dialogue is to be done with private lines.

Impassioned or otherwise exclaimed speech is to be in bold, ALL CAPS, or Large...and color.

When leaving one thread to head to another, please include a closing tag. Such as:
-->Exiting to [insert mission name]

Be thoughtful in your writing. Tell me what you had for lunch today. Do your best to describe what your character is doing, what feelings their facial expressions convey, how they stand, how they attack, etc. I'm not asking for a novella as a post, but please refrain from one or two sentence replies.
 GM, 180 posts
Fri 22 Sep 2017
at 04:30
About the DM
I consider myself a pretty laid back guy. I've been a gamer for so long, and tabletop is one of my favorite forms. I'm a very RAW kind of DM, however, I'm also very much about whatever enhances the story, too. Some see that as contradictory, however, I don't feel that's so. Basically, I'm all for what favors ROLE playing over ROLL playing.

I've been at RPOL a good while and I've seen a lot of games die to lack of posting. Of course, that's mainly due to different levels of player commitment as well as RL providing its own difficulties. I will NEVER fault someone for RL getting in the way. Gods know it's happened to me plenty of times. That aside, I expect players to post regularly. In a perfect world, everyone would be able to post at least daily. As it is, I don't think it's unreasonable to ask for a post at least every other day or at least twice a week. I don't expect a lot of activity on the weekends. If you can post, great.

Also, I am not a DM that holds your hand. If you're learning the system, I will do everything in my power to help explain things. However, you are responsible for your character. I present the scene, it's up to you to follow through with it. The story is there, and there is plenty of story. I expect players to drive themselves. Basically, I expect players to be proactive. If all you do is just react to what I present, you are going to wind up getting bored and probably leave.

Lastly, I have an open door policy. I believe in 100% transparency (except when it comes to my rolls). Please come to me with any questions or concerns about anything with the game. While I feel I should never have to explain myself or my actions, I will not hesitate to do so if a player has an issue with the way something went down.
 GM, 181 posts
Fri 22 Sep 2017
at 06:07
The Death Curse, Meat Grinder Mode, Soul Devouring and You!
If you hadn't heard, there's some key mechanics concerning Tomb of Annihilation. Namely the Death Curse, Meat Grinder, Soul Devouring and Replacement Characters.

Death Curse
This is THE key mechanic of the adventure. There is a curse that prevents anyone from coming back from the dead and withers away the life force of anyone that has been brought back from the dead in the past.

Since we are starting with brand new characters, I won't go in to detail of how the Death Curse affects those brought back from the dead. Suffice it to say it reduces max HP, and continues to drain HP each day the curse is active.

What you all need to be concerned with is that through NO MEANS can the dead be brought back to life. None. Not mortal nor divine. Spells and abilities such as Animate Dead are not affected as those spells do not return life to a corpse.

Meat Grinder Mode
For experienced players who seek a challenge, your character can elect to go in to Meat Grinder Mode. This will mean that your Death Saves will succeed on a 15+, instead of 10+. The book does not offer any reward for such risk, so I'm going to (kinda) follow Adventurers League rules and offer characters who elect to activate Meat Grinder Mode a 15% bonus to XP and monetary rewards. If you opt in for MGM, please make note somewhere at the top of, or above, your character sheet.

Soul Devouring
If and When your character dies, their soul will be trapped by the Soulmonger. For every in game day the character remains dead, there is a 5% chance their soul will be devoured. At midnight of the new in game day, the player will roll a d20 for each of their dead characters. On a roll of 1, the soul is devoured and the character can never be raised through any means, mortal or divine.

Replacement Characters
If and When a character dies, the player may roll a new replacement character. I will be invoking a penalty for replacement characters. Subsequent replacement characters will be made at a cumulative -1 level than the previous. For example, if your first character dies at level 5, the replacement will be at level 4. If that character makes it to level 5 before dying, your next replacement will be at 3rd (5-2). The reason I am doing this is so players don't play the "wall of bards." If you don't understand the reference, you really need to watch The Gamers movies on YouTube. They are HILARIOUS!

This message was last edited by the GM at 06:11, Fri 22 Sept 2017.

 GM, 193 posts
Mon 25 Sep 2017
at 21:04
Tomb of Annihilation Backgrounds

You have always been fascinated by other cultures, from the most ancient and primeval lost lands to the most modern civilizations. By studying other cultures' customs, philosophies, laws, rituals, religious beliefs, languages and art, you have learned how tribes, empires and all forms of society in between craft their own destinies and doom. This knowledge came to you not only through books and scrolls, but als through first-hand observation - by visiting far-flung settlements and exploring local histories and customs.

Skill Proficiencies: Insight, Religion
Languages: Two of your choice
Equipment: A leather-bound diary, a bottle of ink, an ink pen, a set of traveler's clothes, one trinket of special significance, and a pouch containing 10 gp

Cultural Chameleon
Before becoming an adventurer, you spent much of your adult life away from your homeland, living among people different from your kin. You came to understand these foreign cultures and the ways of their people, who eventually treated you as one of their own. One culture had more of an influence on you than any other, shaping your beliefs and customs. Choose a race whose culture you've adopted, or roll on the Adopted Culture table.

Adopted Culture

Feature: Adept Linguist
You can communicate with humanoids who don't speak any language you know. You must observe the humanoids interacting with one another for a least 1 day, after which you learn and handful of important words, expressions and gestures - enough to communicate on a rudimentary level.

Personality Traits
[1] I prefer the company of those who aren't like me, including people of other races.
[2] I'm a stickler when it comes to observing proper etiquette and local customs.
[3] I would rather observe than meddle.
[4] By living among violent people, I have become desensitized to violence.
[5] I would risk life and limb to discover a new culture or unravel the secrets of a dead one.
[6] When I arrive at a new settlement for the first time, I must learn all its customs.

[1] Discovery. I want to be the first person to discover a lost culture.
[2] Distance. One must not interfere with the affairs of another culture - even one in need of aid.
[3] Knowledge. By understanding other races and cultures, we learn to understand ourselves.
[4] Power. Common people crave strong leadership, and I do my utmost to provide it.
[5] Protection. I must do everything possible to save a society facing extinction.
[6] Indifferent. Life is cruel. What's the point in saving people if they're going to die anyway?

[1] My mentor gave me a journal filled with lore and wisdom. Losing it would devastate me.
[2] Having lived among the people of a primeval tribe or clan, I long to return and see how they are faring.
[3] Years ago, tragedy struck the members of an isolated society I befriended, and I will honor them.
[4] I want to learn more about a particular humanoid culture that fascinates me.
[5] I seek to avenge a clan, tribe, kingdom or empire that was wiped out.
[6] I have a trinket that I believe is the key to finding a long-lost society.

[1] Boats make me seasick.
[2] I talk to myself, and I don't make friends easily.
[3] I believe that I'm intellectually superior to people from other cultures and have much to teach them.
[4] I've picked up some unpleasant habits living among goblins, lizardfolk or orcs.
[5] I complain about everything.
[6] I wear a tribal mask and never take it off.


An archaeologist learns about the long-lost and fallen cultures of the past by studying their remains - their bones, their ruins, their surviving masterworks and their tombs. Those who practive archaeology travel to the far corners of the world to root through crumbled cities and lost dungeons, digging in search of artifacts that might tell the stories of monarchs and high priests, wars and cataclysms.

Skill Proficiencies: History, Survival
Tool Proficiencies: Cartographer's tools or navigator's tools
Languages: One of your choice
Equipment: A wooden case containing a map to a ruin or dungeon, a bullseye lantern, a miner's pick, a set of traveler's clothes, a shovel, a two-person tent, a trinket recovered from a dig site and a pouch containing 25 gp

Dust Digger
Prior to becoming an adventurer, you spent most of your young life crawling around in the dust, pilfering relics of questionable value from crypts and ruins. Though you managed to sell a few of your discoveries and earn enough coin to buy proper adventuring gear, you have held onto an item that has great emotional value to you. Roll on the Signature Item table to see what you have, or choose an item from the table.

Signature Item
110' pole5Medallion
4Hooded lantern8Whip

Feature: Historical Knowledge
When you enter a ruin or dungeon, you can correctly ascertain its original purpose and determine its builders, whether those were dwarves, elves, humans, yuan-ti, or some other known race. In addition, you can determine the monetary value of art objects more than a century old.

Personality Traits
[1] I love a good puzzle or mystery.
[2] I'm a pack rat who never throws anything away.
[3] Fame is more important to me than money.
[4] I have no qualms about stealing from the dead.
[5] I'm happier in a dusty old tomb than I am in the centers of civilization.
[6] Traps don't make me nervous. Idiots who trigger traps make me nervous.
[7] I might fail, but I will never give up.
[8] You might think I'm a scholar, but I love a good brawl. These fists were made for punching.

[1] Preservation. That artifact belongs in a museum.
[2] Greed. I won't risk my life for nothing. I expect some kind of payment.
[3] Death Wish. Nothing is more exhilarating than a narrow escape from the jaws of death.
[4] Dignity. The dead and their belongings deserve to be treated with respect.
[5] Immortality. All my exploring is part of a plan to find the secret of everlasting life.
[6] Danger. With every great discover comes grave danger. The two walk hand in hand.

[1] Ever since I was a child, I've heard stories about a lost city. I aim to find it, learn its secrets, and earn my place in the history books.
[2] I want to find my mentor, who disappeared on an expedition some time ago.
[3] I have a friendly rival. Only one of us can be the best, and I aim to prove it's me.
[4] I won't sell an art object other treasure that has historical significance or is one of a kind.
[5] I'm secretly in love with the wealthy patron who sponsors my archaeological exploits.
[6] I hope to bring presige to a libraray, a museum or a university.

[1] I have a secret fear of some common wild animal - and in my work, I see them everywhere.
[2] I can't leave a room without searching it for secret doors.
[3] When I'm not exploring dungeons or ruins, I get jittery and impatient.
[4] I have no time for friends or family. I spend every waking moment thinking about and preparing for my next expedition.
[5] When give the choice of going left or right, I always go left.
[6] I can't sleep except in total darkness.

This message was last edited by the GM at 03:49, Wed 08 Nov 2017.