"When you embark upon this journey you must see it to its end. No matter the peril. No matter the cost." Captain Orrin Rand -- 1373 Expedition to the Chultan Peninsula Tomb of Annihilation w/ Hot Springs Island/Customized Content Game Listing: <a href="https://app.roll20.net/lfg/listing/196352/tomb-of-annihilation" rel="nofollow">https://app.roll20.net/lfg/listing/196352/tomb-of-annihilation</a> Story The creaks and moans of the listing ship grow more gentle, and the busy work of the sailors and marines aboard the Siren's Folly hail the arrival to the smuggler-island Port Faraday-- the last chance to resupply and find yourselves on firm ground before the final stretch through the Shining Sea to the Bay of Chult. As part of the Martel Company's Brigadier program, you have been given a path of redemption (or perhaps penance) for individual crimes that would have otherwise kept you locked away rotting in a cell. Under the watchful eye of Martel marines and with the guidance of a sponsor-explorer, you will embark upon a journey through uncharted territory into the heart of the Chultan jungle. Though it is dangerous-- the jungles are brimming with life itself. Perhaps, if you are diligent and cautious, you will reclaim your own as well. Meanwhile, in ancient ruins overtaken by wild growth something sinister stirs. It's heart beats for the first time-- and with it, heralds the end of everything... ~ ~ ~ A Sandbox Experience Hey folks! Welcome to my Tomb of Annihilation game! While I am following the general story-line of this module, I have taken vast creative liberties to enhance the everyday experience. I've added additional dungeons, several factions, numerous NPC's, a custom bestiary, collections of unique and deadly flora, a multitude of valuable and magical treasures. All of this is done in the hopes to create a compelling sandbox journey, where you as the players carve your own path through a rich and diverse setting. You'll encounter puzzles, political intrigue, native factions (whose loyalty can be earned-- or lost), and discover long-forgotten remnants of a civilization that crumbled to its own vices. Expect this campaign to be difficult, and to keep you on your toes-- even if you're a veteran to 5e and D&D. Those familiar with Tomb of Annihilation know that it's a ticking-clock exploration game. However, as players in this game you'll have time to enjoy an additional expedition into the jungles entirely directed by yourselves (And at your pace) before the cataclysmic events begin to unfold. What Should You Expect as a Player? Tomb of Annihilation is a mechanically challenging campaign that focuses on exploration, discovery, and survival. Thematically, you'll enjoy a tale that draws inspiration from stories such as; Heart of Darkness by Joseph Conrad, The Jungle Book, Penny Dreadful, etc. In coastal settlements you'll encounter deadly political intrigue, social dilemmas, and the effects of imperial exploitation on the native people who have fought to reclaim their homes. Here, you will build support, gather funding and supplies, and recruit allies to explore the depths of the perilous jungle. In the jungle, you will navigate challenges every day . You'll forage for supplies, avoid dangerous traps, struggle to stay on the path. It will not be a handheld adventure . Many encounters will be deadly-- and some may be far beyond your capabilities as you encounter them. Hopefully you'll know when to run! To enhance the jungle experience/sandbox, I've created native tribes/factions you'll encounter and work with as well as numerous resources to collect and trade. Survival in 5e is relatively easy-- but in the jungle, you'll have to manage time and resources. How much will you collect? How much can you afford to take back to civilization? I've added about 400 additional random encounters (as well as all of the unique beasts and flora to make that possible). I'll be rolling encounters before the session begins, so I'll have time to prepare areas and maps during the week. My DM Experience I've been roleplaying and DMing for the past 12 years. As a DM, I personally enjoy improvisation , and one of my favorite things is finding neat ways to give you personalized twists and engaging plots. I like to learn and discover who your characters are, and then give them opportunities to flourish individually and as a group . I have a budding passion for voice acting (though I don't require it for my players). I have also DM'd and completed campaigns upwards of 2 years in the running, so I'm capable of the commitment needed. My games are always roleplay-heavy. Even in the catacombs of ancient ruins you'll enjoy an immersive, mysterious, and challenging experience. Character Roles Players will have the freedom to choose their race, class, background, etc-- but they will also choose/apply for a party role that will reinforce the setting and story. Gentleman/Lady Explorer ((1 Slot)) -- An experienced adventurer, you either were raised with a silver spoon, or are sponsored by those who are. You're distinguished in social circles in higher society, and listen to the explorer's club sharing stories of conquering mountains, naming rivers, and encountering native tribes. Now it is time for your own story-- a journey into the last unconquered land: the beautiful and untamed Chultan Peninsula. This role will serve as a party leader, and your agendas are your own. You will have contacts in Port Nyanzaru, funding, and access to the Field Guide to Chult. Martel Company Marine ((2 Slots)) -- One to two party members will be company men/women. Hired sailors and soldiers on salary to the Martel Company, a successful shipping company that stretches across every sea-- lucratively transporting rich minerals and exotic materials. Your current assignment is to accompany this expedition, protecting the Explorer from the dangers of the jungle-- and perhaps.. any traitorous convicts in the company's Brigadier program. This role requires responsibility as a player that could involve light antagonism/party tension. While you will have your own personal agendas, you will also be given private company agendas. Convicts (3 Slots) -- Prisoners with terminal sentences, you have been purchased by the Martel Company under the Brigadier Program to be re-purposed, and to be given a chance at redemption. Your sentence may be shortened or eliminated entirely by delivering treasure, coin, secrets, or 'honorable deed' during dangerous expeditions. However, the expedition sponsor must survive for any credit to be removed from the sentence. As a Martel Brigadier, you are given ample freedom-- as well as supplies. After all... those who try to escape may find the jungle more inhospitable than their current captors. You will each have your own agendas. Whether you actually committed the crime or were wrongfully imprisoned is up to you! IMPORTANT This game is Pay to Play, at $10 a session. I'm putting substantial time into making this worthwhile for you guys (And really, for myself too!). The following is Roll20's disclosure: This game will require payment to the Game Master at a rate of $10 per session, per player. Roll20 is not responsible for any payment transactions and cannot enforce any private arrangements.