

Chult the jungle region of the Forgotten Realms, and the largely unexplored continent borrow liberally from African cultures. That's basically all there is to Tomb of Horrors, but Tomb of Annihilation places that action on the region of Chult. Acererak the Lich has created a mega-dungeon designed to kill adventurers real good. Superficially the setup for Tomb of Annihilation sounds a lot like Tomb of Horrors, the punishing adventure from the first edition of AD&D, written by none other than Gary Gygax.

So as a kind-of new DM, my experiences with this module have been positive enough that I wanted to highlight some of the great design work Wizards of the Coast did on this adventure. But reading a book and actually running it are two different matters. Originally released in the fall of 2016, Tomb of Annihilation has already gotten its due as a very good module. At least that was my logic when I made the choice to run Tomb of Annihilation with my group. If you're a father of two with a full-time job, the obvious answer is to go with a published adventure. There are maps to create, items to look up, encounters to build, and worlds to build. To be sure, it's a lot of work and places a lot of demands on the player in question. When getting into Dungeons & Dragons, nothing is more intimidating for a new player that the prospect of being the dungeon master. A D&D adventure for people who like slogging through jungles and wearing mosquito repellent.
