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- You can also find Tomb of Annihilation available via Fantasy Grounds and Steam, as well as via Roll20 and D&D Beyond. Item details. Price: $49.95 C$65.95 Release Date: 19 September, 2017 Format: Hardcover ISBN: 103. Player Handouts.
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We head to Uptau and travel the rest of the day before setting up camp. Uhtred believes we will arrive early evening tomorrow at our current pace. The night passes uneventfully and we make our way to Uptau. We are getting close so we stop and decide what steps to take next. We stealthily approach and come across a large clearing. In the middle of which floats a piece of earth the size of a large house with a petrified tree on top. It is slowly rotating with no obvious way of getting up there. Monkey goes and scouts the area and sees 4 guards walking rotation around the perimeter. Each has 3 zombies with him and they control them by means of a glowing stone. Stu sneaks up and sees one up close and observes him speak commands in to the stone. When 2 guards cross, one talks about being glad to be out of here in 5 hours and the other tells him to just do his job. Stu sneaks back to us and fills us in. We decide to wait until the shift change to see how they get in and out of the heart. As their shift draws to a close they gather at the center of the clearing and light a fire. After a while, one throws his stone in the fire after which a cloud of colored smoke comes out. Almost immediately a dimension door opens and four new guards come out. The leaving guards toss the remainder of their stones in to the fire before going through the door. The new guards touch their stones to the stones on the zombies and send them out to patrol as they settle down to cook breakfast. Sapia casts darkness on a stone and we begin sneaking towards the fire, avoiding the wandering zombies though Z and Dormir run in to each other as we get close drawing the attention of 2 guards who begin to peer out. Stu yells out attention in Thayan, drawing all 4 guards attention. Z runs up, kills one quickly, and then blasts the other 3 with dragon fire. Sapia dominates the mind of one, Dormir knocks the stone out of another’s hand and then runs up and crushes his chest in. Uhtred buries his great axe in the last. The dominated one, Ed, says why the violence, Valindia wants to meet you when you arrive. He crushes his gem and a large gateway opens showing a beautiful half-elven woman. She invites us to dinner and assures us we will be free to leave if we so choose. We follow her in and she tells us she wants the soul monger to study but needs the artifact out of the way so Thay can have access to souls again. Sapia asks about the chest and she says she may give it to us for free if we help her. She tells us she would like us to recover the stone and will provide a guide to show us the way to Kira Sabal because they are the ones who know how to get in to and out of Omu. Dormir asks for clarification and it turns out she has a prince of the Aarakocra that she will give us to make us heroes to them and earn their help. She will also give us Viktor’s chest as well. Sapia says we can pick it up when we return but she says we should just take it now. We agree and the next morning play as if we negotiated the princes release and return to the jungle. Nyphr, the prince, knows a slightly quicker way to get to our meeting with Artis. We make a quick detour to recover his equipment from its treeborne hiding place. He then flies up in the air to scout, Stu starts squealing and Sapia grants him fly, and he darts after Nyphyr. Dormir punches Uhtred in the kidney and yells at him for antagonizing the powerful creatures. Then he slaps Sapia upside the head and tells her we are not going back to Uptau. Nyphyr and Stu return and give the all clear. He leads us through the jungle and finds us a good sheltered camping spot. Sapia and Stu examine the chest and Stu says that it has a couple of traps but they have been disabled. Sapia knows it has been resealed magically but not very well. It opens to reveal a dagger, a tiger mask and a lantern. The lantern is a ghost lantern that can shine 30’, use mage hand and if you fall unconscious the spirit stabilizes you. The dagger is +3, functions as a compass, the gem can shine light 20’, and cast compulsion 1/day. The mask is the mask of the beast, and can cast animal friendship 3/day. The night passes uneventfully. In the morning, Uhtred seems to have not slept and is holding one of the cubes. He saw visions of the power falling to the ground and being taken by the Omu and the power they wield and that the Aarakocra are black. Then they are pulling the statures of the gods down and the people begin to turn in to various undead. The gods lead other races against Omu and after defeating them, the gods are laying on slabs with the cubes. The black Aarakocra begin to writhe and their wings fall off. The wizards cast spells on the gods and the humans recover from being undead. Ras is then attacking the city with an army of undead and then as the city is overrun, the cubes are hidden where we found them. Sapia knocks the cube out of Uhtred’s hand and he wakes up and looks normal. He tells us about bonding with the cube and picks it back up. The cube melds with his arm. Then Uhtred tells Nyphyr how we really got him out. We begin to travel through the jungle and about midday, Nyphyr says get low and under cover and we manage to hide except for Sapia. There are a couple of Ptera folk circling and they spot her and begin to dive. She casts darkness and they stop, confused, and then fly off. We wait a few minutes and then head out again. Nyphyr says we should get to our destination by evening. We arrive but Artis is not here currently. Dormir looks around and sees Dragonbaits tracks and then stu gets to fly again and spots a small trail of smoke coming from a small valley. We hear someone approaching from that direction and it is Dragonbait. Artis told him to wait for us here and that he should be back within a day. We camp with Dragonbait and wait. The next morning Artis appears out of the jungle. We head towards Kir Sabal. The challenge we have is the bridge crossing. We can go at night, kill the guard and cross stealthily or go in the day and face a tribe of goblins. We opt for the stealth though we know we need a soul for Z’s brother. As we approach the bridge, Sapia makes herself look like a goblin with an armful of loot crying that there is more on the other side of the bridge. They come running across, one taking a bolt through the throat from Stu, the next is burnt down by an eldritch blast from Sapia, the last loses his head from 2 blows of Dormir’s hammers. We move across the bridge and off on a side trail. About midnight we finally stop and Nyphyr shows us another sheltered hideout. We should arrive in Kir Sabal around noon tomorrow. Around midday, we come to a clearing which ends at a sheer cliff wall. It’s so tall, the upper echelons are blocked by clouds. Nyphyr tells us to stay here and he will bring a basket down for us. A little over an hour later, a whole squad of the Aarakocra come flying down in very tight formation that fly in a dazzling twist and then land. Behind them are 2 bright white ones that very much appear to be royalty. The female, Asharra, greets us and thanks us for returning her nephew. She offers us shelter in their monastery and can help us get in to Omu but warns that the city is overrun with undead. Raz Nsi is raising his armies and gaining access will not be easy. She says come and we will discuss plans. She looks closely at Stu and says greeting fallen brother. She says there are other guests we will want to meet. Artis and Dragonbait take their leave. More Aarakocra come down carrying baskets which they use to take us to their city on the side of the mountain. They feed us after we clean up and there are many of them in attendance. Asharra introduces us to 2 black Aarakocra, princess Macala, and prince Mukaca. They are the last 2 living line of Omu and with them we can destroy the soul monger. The prince exclaims that if we have the cubes and one of their brethren, this must be fate and their people can be saved. Stu is enraptured and the princess tells him how sorry she is. We agree to help them and then have dinner. She says we will eat and sleep and then discuss our routes and that we have to fly to Omu. Minn kota endura 30 repair manual. Once we are in Omu, the only way out is to destroy the soul monger. We finish dinner and retire to our rooms.
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D&d Tomb Of Annihilation Pdf
Oct 22, 2018 Tomb of Annihilation: Episode 7. Alan MacPherson. They even managed to take down a Zombie T-Rex with this kind of experimentation. “Death, uh finds a way.”.
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