Raiders of the Lost Tomb
Adventures in Chult: Raiders of the Lost Tomb
This is the page for our adventures for Tomb of Annihilation for D&D 5e. We don't expect to be starting this adventure for some time (we're still playing Storm King's Thunder), but I'm getting a head start.
UPDATE: This adventure is on hold for a bit. I may play it later. We're actually going to play a version of this but in Ixalan. I'll provide a link later.
1. Inspiration: You can use Inspiration points to:
- Give yourself advantage on any roll.
- Reroll a dice, but you must accept the reroll. You cannot reroll a reroll.
- Use a reaction to give another party member a reroll with the above stipulations and you must be able to communicate with each other.
- Use a bonus action to move an extra 10ft.
- You cannot use it to make the DM reroll, but you can use it to spend a reaction to impose disadvantage on an the roll of an enemy you can see which means declare you are using it BEFORE the roll is made.
2. Hit points
- Start with maximum hit points at 1st level (not really a house rule)
- When leveling up you can reroll the dice if you get a 1 (but again, you cannot reroll a reroll).
3. Critical Hits
- When a critical hit is made, the weapon or spell damage dice sets you would normally roll for critical damage is set to maximum damage. For example if you critical hit with a longsword wielded one handed, you get the critical die automatically set to 8 and the other for base damage is rolled. If you critical hit with a greatsword you would normally roll 4d6 – instead 2d6 are set to 6 each, and roll the other two as normal. Same for damage dice for spell attacks. Does not apply to anything else, such as a rogue's sneak attack damage dice or battlemaster maneuver dice.
- If you are killed by a disintegrate spell, your entire body is gone as well as anything mundane you are carrying or wearing. Permanent magic items can make a DC10 saving throw to survive with a bonus for each rarity step starting at +0 for common items ( i.e. +1 for uncommon, +2 for rare, +3 for very rare. Legendary items and plot important items will auto pass).
- At level 8 if you cast a spell with an action and another with a bonus action, one can be of any level, and the other has to be a cantrip, a level 1, or a level 2 spell. (Matt Mercer's house rule).
- If you are firing a ranged weapon or doing a spell attack into a melee combat and roll a 1, you automatically hit an ally.
- If you are fighting in melee and you roll a 1, something bad happens (not catastrophically bad, but causes complications to the fight). For example when Cundall was fighting with a flame blade in a forest, he rolled a 1 and his wild swing went into a dry bush and started a forest fire, which made life interesting for everyone. If we can't think of anything, then one random creature within range gets an opportunity attack on you, or if no such creature exists, the next attack you make this combat is at disadvantage, or next save your opponent makes is at advantage.
- If we can't think of anything for the critical miss, then draw a critical miss card.
- No retrospective changing the outcome of actions in combat. If you forgot some ability or feat or rule that would have meant you didn’t die or suffer in some way, and it has already moved on to the monsters or next player’s turn, too bad. Your character forgot, or the ability didn't work or whatever.
- Falling damage is not considered weapon damage for purposes of resistance or immunity (as per Jeremy Crawford's tweet dated April 17, 2017).
- Drinking a potion is a Bonus Action, not an Action.
7. Minions and Mooks: – to speed up combat in non-important encounters, I'm bringing back Minions from 4th Ed and Mooks from the 13th Age RPG. Probably more Minions than Mooks.
- Minions act like normal creatures, but they are inexperienced, young, or stupid. They have only 1 hit point but do normal damage.
- Mooks are weaker monsters that can be cut down in large numbers in a single turn. Damage is not tracked against single mooks, but against the entire mob of mooks you’re facing. If you roll damage against a mook and it is greater than the single mook’s hit points, then another mook takes the remainder. In this way, damage can cascade to multiple mooks, and a player can kill multiple in one turn, even if they’re not all directly within your attack range. A mook’s hit point value is one-fifth that of a regular monster. Mooks move and attack individually. Mooks deal a fixed damage when they hit, and double damage when they roll a natural 20. Mooks can be split up into multiple mobs with different initiative numbers and hit point pools for each.
7. Skill Checks.
- Passive skill checks are a DMs tool, not for players to use. The DM (i.e. me) will decide whether you roll a perception check, or whether I use your passive skill check. This has been said a few times in Sage Advice. Players do not get to use passive skill checks for anything. There's a good article about it here: http://dmsworkshop.com/2017/09/08/dd-tips-using-passive-skills/