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Tomb of Annihilation Companion |
$4.99 |
Average Rating:4.7 / 5 |
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totally love this companion, it adds so much life to exploring the jungles and gets my creative juices going when reading through it.
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Good content. But the document is broken, copying text is impossible and results in useless garbage. This has been requested by many buyers (see comments) with no apparent result. See comments on how to circumvent this problem.
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This helped a lot while running the campaign, when I didn't have time to fully prepare for a session I used this companion to help with the planning. The breakdown of the dinosaur race in Port Nyanzaru made that whole section simple to run and made the encounter flow well and enjoyable for everyone.
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This was my go-to reference. Worth 3x the cost. So much detail and thought went into it. Made my Job SO much easier - TYVM
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This book made our journey through Tomb of Annihilation so much smoother and exciting. My players particularly loved the way this book helps you tie the hags in, as well as the way this book helps you signpost the Trickster Gods. My players each had their own favourite Trickster God before they even got to Omu - which made them engage so much more with the final chapters.
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I've just finished running Chapter 2 of ToA, and I just wanted to say that this PDF is INCREDIBLE!! Some of my players favourite moments from the campaign so far have been moments from the Companion's 30 days of Chult travel (the Great Almiraj and the Great Turtle, the awakened shrub, the Trial of the Sewn Sisters). I HIGHLY recommend this PDF for any and all DMs who run Tomb of Annihilation, you seriously will not regret it!
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When ever anyone asks "how do I start ToA?" this is the first recommended content... and for good reason. 30 days of very interesting jungle encounters, tips on how to handle the hex crawl, and a whole bunch of other super helpful tips. Worth every penny!
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This was super helpful in running the campaign, especially as a somewhat inexperienced DM. I used a lot of the jungle travel/montage section to help alleviate some of the monotony that can come with hex crawl adventures. I also appreciated the Omu section, as it helped to flesh out the city a bit. I did run the Trial of the Sewn Sisters, and this is the only thing that didn't go over well- it's not really clear whether the trial is really happening, or in a collective dream, and players were frustrated that they were being forced to go through the trials without any real means of escaping or fighting back. The trials don't really seem to play by rules and it felt unfair for my players. But overall, an excellent resource for ToA! Definitely worth it for the pre-generated travel days alone.
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I initially bought this companion just for the expanded Dinosaur Race rules. This was a feature that I was really excited to use, as I thought it was one of the more unique parts of the adventure, especially early on.
The additional Dinosaur Race rules were amazing and worth the purchase alone; however, this companion booklet is SO much more. The author does an amazing job mapping out days and days of jungle travel, each with their own fun experiences. There is a great balance of combat and noncombat encounters included here, expanding far, far beyond what is offered in the random encounters in the actual module. For me, I wanted to create a lot of my own jungle encounters, but I cherry picked my favorites from this companion piece to help spice things up.
My groups favorite was a literal shower of zombies encounter which was a BLAST!
My group has just arrived in Omu, and I was disappointed how little of the city is actually fleshed out in the module, but against this Companion booklet came to the rescue. There are 8 more locations fleshed out, which after tweaking for my party look like a ton of fun. Im particularly excited for a Magic Academy of Omu encounter, that involved some cool use of the Wild Magic Sorcerer trait.
Overall, I think anyone playing Tomb of Annihilation should give strong consideration to purchasing this product. There are so many great ideas and components here. If you want minimum planning this companion is perfect. Stuck on ideas to spice up jungle travel, boom companion to the rescue! Can't figure out how to make Omu pop... well you get the picture.
Amazing job i'm so happy I purchased this!
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I wish I had this the first time I ran Tomb of Annihilation! It does a great job of setting the jungle mood, and working in a lot of foreshadowing. I strongly recommend this if you are running Tomb of Annihilation.
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So very helpful for running the jungle expedition. Basically takes some of the suggested hooks from the tables in the ToA book, uses them, adds others and foreshadows Omu brilliantly. I would reccomend going through the whole thing a couple times just to plan, since some encounters may want to be changed (e.g. Artus Cimber), but, on the whole, I practically had to do very little planning for those sessions and yet my players got the full jungle experience! It saved me tons of time and meant that we didn't just rush through the jungle, trying to level up for Omu.
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The ToA companion document is essential for my running of the campaign. After my group finished LMoP, it was clear they wanted to continue playing and so I pocked ToA as the setting appealed to me. The adventure does less hand holding as LMoP and as such needs more preparation. I am busy with work and attending uni so also preparing the D&D session every week can be stressful. The companion is fantastic to take some load of the DM.
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[Disclaimer: I am a brand-new GM preparing for my first-ever campaign, ToA. I haven't run a single session yet, so take my review as you will.]
In preparing for ToA, the aspect that has worried me the most is the hex-crawl through the jungle, so I purchased this guide primarily for the 30 pre-generated days of travel. Naturally, I skipped ahead to that section and was extremely pleased with the quality and variety of occurrences and encounters. The 30 days are all each unique and interesting, with a good mix of boons and banes, challenges and rewards. The amount of detail included for each day is thorough without becoming overbearing or "railroaded". IMO, these travel days alone are worth the price of the guide.
The other content in the book is very good. The re-worked dino race is an improvement over the original, and the fleshing-out of Omu will be very helpful, too. As for the remainder of the content, well, I'm not experienced enough to judge yet.
But I will repeat my main praise of the guide: the travel days alone are worth the price.
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The Tomb of Annihilation Companion is a well-written, very extensive addition to the adventure content, with beautiful, original art to accompany it. For a novice DM, the information is presented so that it could be run without any preparation.
However, because ToA companion is presented in such a way for novice DMs, it really restricts how more experienced DMs can utilize the material. I don’t, personally, love the style of much of the content (I prefer lower magic/less “gamey” mechanics), like the Water Tubes or the expanded Dinosaur Race. The Jungle Travel and Montage sections completely negate the hex crawl that is essentially the main focus of the adventure. The formatting promotes a very linear narrative, without many "branch points" for character agency. Etc, etc.
Normally, this would not affect my rating of the content. D&D is such a highly subjective endeavor, to rate something poorly because it doesn’t mesh with my personal style wouldn’t be very helpful for those looking to purchase the content. In fact, the only thing that would need to change in order for me to change my rating from a 3 to a 5 is to make the PDF able to copy and paste content. That way I can utilize the content in a way that’s best for me. As is, I will have to invest A LOT of time retyping and formatting it for my own use.
If you're a new DM, this is a great resource. If you're an experienced DM looking to filch, it is much less helpful.
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Very useful for jungle crawl. Looking forward to the rest of the content as well!
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