A single, if somewhat large, room with living bones and living spirits. The elementalist wipe out the living spirits with a well-timed vengeance. We can then focus on the immediate goal of slaying 10 living bones (they keep popping up each round).
Once it’s done (not a big feat), the Hungry Soul manifests itself. Oddly, the Hungry Soul is no big deal as it’s just a slightly stronger elite living bones (with a shield mechanic that doesn’t really works to its advantage). So all in all, an anticlimactic end to the Fall of Man thread.
All three of us can now retire our characters, that’s pretty awesome!
We’re supposed to investigate a dragon sighting in the copperneck mountains, but more frivolous adventurers the world as never seen. We’ve sidetracked at the first occasion, in this case after seeing some odd writings on the walls of a cave mentionning a “voice”. Or rather: The Voice.
We start the scenario with our first encounter with drakes (of the rending variety) and oozes. The soothsinger immobilize the whole lot before the elementalist softens them up. I then finish the two leftmost drakes with a devastating swing of my battleaxe. The way is clear (mostly).
In the next room floats 4 living spirits with their annoying shields and all.
But they’re promptly zapped into oblivion by the elementalist.
3 more drakes. We manoeuver so that they’re bunched together and:
Boom! They’re disintegrated, just like that.
Things are so smooth & easy, we’re swaggering our way deeper into the echo chamber. We will pay the price for our overconfidence though…
Only one door to open to win the scenario, but at least one of us must survive the round and it now seems far from certain…
The elementalist goes down too but the soothsinger survives to win the day. With 1 hp!
That was an incredibly close call!
Upon verification, surviving the final round isn’t mandatory but that would have felt like cheating…
The drakes are hard-hitting but not very durable, glass cannons essentially.
I think this scenario should be fairly easy, with a sound plan, on most play
We’ve cleared the oozes without much sweat but the ancient artilleries in next room are another matter. The mindthief takes control of the Elite and make it move in the first room just as we release the pressure plate, trapping it behind the door! Nicely done!
Next, we had to manoeuver uncomfortably between stone golems, oozes and artilleries. Add to this living spirits, once we got to open two more rooms (with treasures!). The Elementalist stood ready to step on the last pressure plate as we’re finishing a last xp & gold grab.
Our first encounter with forest imps and aren’t they lil’ motherfuckers?! Ranged attacks that do curses? Annoying. Anyway, with the first few rounds that seemed like we weren’t doing anything useful, we managed to cut down the tree in the central area. I then split off to get to the tree to the right, as the Elementalist had mostly cleared the way for me, while the rest of the group went for the tree to the left.
The completion of Vermling Nest unlocked Payment Due. We have to find tokens dissiminated in two areas, one with damaging difficult terrain, and the other full of obstacles and deep terrors. Meanwhile, flame and earth demons keep popping up in the hallway so, no fooling around…
Our new member, the fast-moving scoundrel, takes on her to get the 3 tokens in the acid-filled room.
Deep terrors are brutal monsters. They’ve got range, annoying effects, and have retaliate to boot. The large room is difficult to navigate: rocks, columns, puddles, traps… The Cragheart would have done marvels, ahhh… The nimble Soothsinger gets the 2 tokens in the back while I get the other, not without taking many hits. Damn those tentacles!
Once we got the tokens, we could open the hallway’s door and fight the Prime Lieutnant. This fight was a pushover, really. He wasn’t even a true Boss, c’mon! It’s not even deserving of a pic (my phone’s battery died just before the final fight, oops)!
The thing with dead people is that there’s so, soooo many of them. You just can’t take a wrong turn without stumbling upon a crypt. I mean, could they not just disappear or something? If at least they could stay dead dead but then, do they ever? They don’t! The stinking wretches just keep going on… Living Bones, Living Corpses, even Living Spirits. Living Spirit… What the hell does that even mean? Oh well, as long as I can hit them with my axe…
The soothsinger’s immediate crippling chorus gives us time to prepare. I push the lone living corpse to get it in a perfect cluster for the elementalist’ next attack:
We mostly ignore the zombiesliving corpses that are oozing disgusting fluids everywhere since the elementalist’s ice-spiked them.
Three more living bones and three living spririts behind in the next room.
I jump in the middle of the living spirits to slash them with a devastating hack while the elementalist attacks the living bones with a (successful, yay!) chain-lightning.
As I open the next door, a living spirit, a particularly dreadful one, blasts me with a necrotic ray that stuns me. That’s bad. Every damn monster in the room wants a piece of me. When I regain my senses, bleeding from many wounds, I lift my axe one last time and slay a living corpse before falling down on my knees. At least, the Blood God is pleased.
With so many monsters left, the situation looks dire. But then the elementalist quickly kills 2 living spirits with a spell and then turns his attention to the stronger one:
And make it explode!
Frantic lute-playing Victory Tune!
We did not reveal the other part of the crypt as there was no need
I burned through my cards waaaay too fast this time
the lvl 5 elementalist has been very, very efficient and saved the day
the soothsinger swamped the monsters in curses, we felt almost invicible, no kidding
Rainbow Poof opens the third room and wants to roast his foes with lightning but all he gets is a feeble spark (3 curses for his Chain-Lightning!).We all laughed at that, everybody, except annoyed Rainbow Poof…
As me and Rainbow Poof fight Dead-Fleshies, the Ghost-Lady is a little behind and followed close by the non-living. Noisy Lucky-Charm says he will protect her: “I will change tempo suddenly and the monsters will be immobilized”. I mean, *WTF* but it worked…
I push a dead-fleshy into a trap as Rainbow Poof blasts the other with magic and the way is clear for the altar room.
My battle-axe cuts great chunks of dead flesh and Rainbow Poof joins the fun as fire spews forth from his fingers toward the baddies.
Frantic lute-playing Victory Tune!
this escort mission was a lot of fun, nice change of pace
the soothsinger stacked our decks with bless cards and cursed the monster’s: incredibly useful
I did A LOT of damage with those bless and could kill elite living-corpses easily
his main song, his level 4 card, gives disadvantage to all attacks from the monsters, that’s amazingly strong
at one point we considered doing more vs the monsters behind but we didn’t (except the soothsinger a little) and it proved unnecessary
I have to be exhausted for my new Life Goal, I did it but we had to block Hail for 2 rounds (to get the treasure too)
the soothsinger looted 9 coins the greedy bastard :p
My ongoing D&D campaign is set in the jungles of Chult. I have the Tomb of Annihilation adventure book and while I don’t use its main plot *shudders*, I love the setting. I mean, I could very well have done the same thing with the old Isle of Dread module, but I didn’t know of its existence when I bought ToA. Anyway, I feel like ToA grafted a sandbox to something that wasn’t exactly meant for it. The PCs must find a specific location (the tomb duh) and have no real incentives to explore the fantastic locations on their way (not that there’s much of it tbh). More so, the players have this bigass map with the blanks… well unless you have a really dedicated cartographer player, it doesn’t see much use in my experience. Which is a shame.
In retrospect, what I would have liked is stickers. I’ve discovered the fun of it in my recent experience with legacy-type boardgames (gloomhaven, betrayal legacy).