Tomb of Annihilation Companion
The single most-recommended community supplement: 30 pre-generated days of jungle travel, reworked dinosaur race, and expanded Omu content. Saves the DM hours of prep for the hex crawl.
View on DMsGuildSurvive the deadly jungles of Chult and the curse of the Soulmonger
A curated collection of the best community resources, supplements, and tools for running D&D 5e's most challenging adventure — levels 1–11.
By Derek Ashworth — researched and curated by a working DM
Get the ToA Companion on DMsGuild →Tomb of Annihilation (2017) is a deadly D&D 5e adventure that combines a vast jungle hex-crawl with one of the game's most infamous dungeons. A death curse is spreading across the world, preventing resurrections and slowly killing anyone who has ever been raised from the dead. The source: the Soulmonger, hidden deep in the cursed jungles of Chult.
This campaign is known for its brutal difficulty, resource management challenges, and the shift from open-world exploration to a deadly deathtrap dungeon. The hex-crawl exploration phase often needs pacing fixes (see the community resources below), but when run well, ToA delivers an unforgettable survival adventure where every choice matters.
The death curse creates narrative pressure, but if it's too urgent players will skip exploration and race to the Tomb. Dial it back: delay Syndra's quest, use the curse as a pacing gauge, and let players explore Chult without feeling rushed.
Chapter 2 jungle travel can feel like filler. Use the ToA Companion to pre-roll travel days, skip uneventful stretches, and add meaningful encounters. The "Fixing ToA" guide (see Hex Crawl Fixes section) offers concrete mechanical fixes for faster travel.
Ras Nsi is one of ToA's best characters but only appears late in the campaign. Use the "Ras Nsi Expanded" supplement to foreshadow his presence from the hex crawl's beginning, turning him into a properly developed villain rather than a late reveal.
ToA is deadly. The Tomb of the Nine Gods is a classic deathtrap dungeon where characters will die. The death curse prevents resurrection magic. Discuss tone, lethality, and backup character plans before the campaign starts.
The single most-recommended community supplement: 30 pre-generated days of jungle travel, reworked dinosaur race, and expanded Omu content. Saves the DM hours of prep for the hex crawl.
View on DMsGuildSequel companion covering the wilderness-run portions of the campaign; adds new locations, encounters, and context for the jungle exploration phase.
View on DMsGuildCommunity-praised reference document with a "how to run" section, comprehensive page-number notations, warnings, and summaries for every chapter. Best at-the-table quick-reference for DMs.
View on DMsGuildMultiple dedicated articles: Session Zero, Running Port Nyanzaru, and managing the Deadly Shift. Applies the Lazy DM prep methodology to tame this sprawling adventure. Also has a full YouTube Lazy DM Prep video series.
Visit SlyFlourish.comSean McGovern's classic chapter-by-chapter guide covering new dinosaur racing rules, 30 days of travel lore, Sewn Sisters encounters, and new subrace options. A foundational community resource.
View GuideComprehensive DM annotation site with guides for Port Nyanzaru, jungle basics, lore notes, NPC organization, and session notes from a live campaign. Excellent for first-time DMs.
Visit Annotated ToAMulti-part written guide series covering every chapter from intro through conclusion, with a focus on Port Nyanzaru and Omu factions. Includes shrine solutions and encounter tips for the Tomb of the Nine Gods.
Read GuideHonest post-campaign review with DM insights on pacing, difficulty, what worked, and what to change. Accompanied by a dedicated hexcrawl guide on the same site.
Read ReviewAggregated resource hub linking to major prep guides, maps, supplements, and tools. Good starting directory for new DMs planning ToA.
Visit CompendiumTool for generating travel conditions in the jungle navigation chapter — randomizes weather, hazards, and environmental flavor. Replaces manual table-rolling for a smoother hex-crawl experience.
View on DMsGuildPer-monster loot tables and crafting rules for every creature in ToA — players can craft weapons and equipment from hides, teeth, and claws. Adds meaningful resource incentives to jungle encounters.
View on DMsGuildReady-to-use stat blocks for all the NPC guides available to hire in Port Nyanzaru. Saves prep time when players inevitably want to hire a guide.
View on DMsGuildWidely shared blog post with concrete mechanical fixes for ToA's hex-crawl pacing problem: faster travel, death curse as pacing dial, and guide optimization tips. Community go-to for solving the #1 DM complaint.
Read GuidePractical advice for managing hex-by-hex travel at the table: when to skip days, how to run travel checks, and how to maintain tension without boring players.
Read Guide115 maps covering the full campaign — jungle encounters, dungeon rooms, Port Nyanzaru neighborhoods, and the Tomb itself. The most comprehensive single map pack available for ToA.
View on DMsGuildBundles maps, DM advice, cheatsheets, mini-adventures, and encounter content from Eventyr Games. Best all-in-one paid bundle for DMs; covers the full five chapters.
View on DMsGuildStand-alone (non-bundle) version of Eventyr's DM resources with 10 encounter battlemaps, chapter guides, and the Chult campaign cheatsheet. Good value for DMs who don't need the adventures.
View on DMsGuild13 beautiful jungle battlemaps for random encounters, each in Morning/Day and Evening lighting versions. Fills the gap left by the official book's lack of encounter-specific maps.
View on DMsGuildDetailed map of the Ruins of Mbala plus additional adventure hooks and random encounters — expands one of the most underdeveloped named locations in the official book.
View on DMsGuildAll 26 hi-res maps created for the adventure, available as a discounted digital bundle or individual à la carte downloads. Player and DM versions included; 5500×3800px, perfect for print or screen.
View on Mike Schley's SiteWidely recommended 2–3 hour prequel adventure for 1st-level characters that explains how the Harpers learned of the Soulmonger. Bridges the campaign introduction and gives players a personal stake before reaching Port Nyanzaru.
View on DMsGuildExpands the otherwise sparse locations of Shilku, Hrakhamar, and Wyrmheart Mine with new encounters, NPC hooks, and battlemaps — fills a notable coverage gap in Chapter 2.
View on DMsGuildAdds a new dungeon (Nsi Fortress), the new location Detrita, and bonus swamp encounter maps. Pairs well with the Ras Nsi Expanded supplement to build a richer Yuan-ti narrative.
View on DMsGuildMulti-part series (Port Nyanzaru through Omu) adding 40+ maps, new encounters, and location expansions across the major chapter locations. Includes Part 6: Omu with 44 detailed battlemaps.
View on DMsGuild10 fully mapped, narrative-driven encounters for Chult plus 3 expanded encounters with new stat blocks. Ideal for DMs who find the random encounter tables too sparse for regular play.
View on DMsGuildNine mini-adventures from top DMsGuild authors for levels 1–16, all set in the Chult jungle. Each is modular and can be dropped into any hex-crawl session.
View on DMsGuildAdds 14 chapters of narrative foreshadowing for Ras Nsi starting from the hex crawl's beginning, turning one of ToA's best characters into a properly seeded villain rather than a late reveal.
View on DMsGuildConcise reference cards for Port Nyanzaru activities, clear objectives, and contextualized NPC locations. Helps DMs manage the city's large cast without getting lost in the chapter.
View on DMsGuildAn alternative Chapter 1 scenario involving rival merchant princes competing over a stolen artifact — adds political intrigue and player agency to Port Nyanzaru.
View on DMsGuildFills in the history of Vorn the Iron God and the wizard Chituandu, with discovery tables and a treasure hunt for jungle exploration sessions. Adds meaningful lore to an otherwise thin plot thread.
View on DMsGuildOfficial licensed module with 2024 PHB/MM compatibility toggle, dynamic lighting, and full encounter setup. The most feature-complete VTT version available; supports both 2014 and 2024 rulesets.
View on Foundry VTTReady-to-play Roll20 module: 275+ NPC sheets with digital tokens, 35+ maps with dynamic lighting (Plus/Pro), and one-click combat setup. Best choice for Roll20 groups running the full campaign.
View on Roll20Official FG module: 56 battlemaps with pre-placed grids, 37 player-sharable art pieces, 600+ story pages, 24 quests, and 400+ NPCs/monsters. Also available as a Steam DLC.
View on Fantasy GroundsCommunity-made Foundry module with a beautifully redrawn Chult overworld map optimized for hex-crawl navigation. Pairs with Tor's Tomb of the Nine Gods for full campaign coverage.
View on Foundry VTTCommunity Foundry module with custom remade maps for the Tomb of the Nine Gods section, built from scratch with 180+ hours of work and 100+ custom assets. Free version available on Patreon.
View on Foundry VTTPlayer handout featuring excerpts from the travel journal referenced in the adventure as a gift from Wakanga O'Tamu. Provides immersive in-world lore for players arriving in Chult.
View on DMsGuild3D-printable STL files modeled from Tomb art and symbol descriptions. Use as physical handouts or tokens on the table — especially impactful for the Nine Gods puzzle rooms.
View on DMsGuildThematically appropriate magical items designed for the Chult setting — loot drops, treasure rewards, and jungle/dinosaur-themed gear to enrich the treasure economy in ToA's hex crawl.
View on DMsGuildFree printable puzzle cube templates, DM screen inserts, monster stat sheets, encounter lists, and the full Explorer's Guide to Chult. An active blog with session diaries still running in 2026.
Visit Game Night BlogOfficial digital edition on D&D Beyond with hyperlinking, monster stat blocks, and searchable content. Free preview chapters available. Essential reference for groups using D&D Beyond for character management.
View on D&D BeyondOfficial WotC errata document with all corrections through the 6th Printing (2020). Required reading before running — catches rules-text ambiguities in the death curse, traps, and puzzle rooms.
View on D&D BeyondAll 26 official cartographic maps in hi-res digital format from the adventure's original cartographer. Both DM and player versions; print at 1 inch/square scale for physical play.
View on Mike Schley's SiteOfficial WotC release of the player-facing Chult map with hidden locations removed. Direct download; useful as a physical handout or digital prop.
Download from WotCOfficial WotC supplement introducing the Tortle race and expanding Snout of Omgar. Proceeds went to charity; the tortle has since been reprinted in other sourcebooks. Still valuable for the Dangwaru dungeon content.
View on DMsGuildCommunity-remade Tomb of the Nine Gods maps created in Inkarnate + Photoshop, with 180+ hours of work and 100+ custom assets. Free download linked from the D&D Beyond forum thread.
View on D&D Beyond Forums20 tracks covering every campaign environment — jungle exploration, Port Nyanzaru, the Tomb itself, and undead encounters. The definitive purpose-built ToA soundtrack.
View on BandcampFull composer-created soundtrack on YouTube with tracks like "Deep In The Jungle" and "Wonders of Nangalore." High production quality; freely embeddable for session use.
Listen on YouTubeCommunity-curated playlist of 59+ tracks matching ToA themes — from jungle exploration to tense dungeon crawls. Good free alternative to purpose-built soundtracks.
Listen on SpotifyBrowser-based ambient soundscape generator for jungle atmosphere. Free, loopable, and mixable in-browser without any app install.
Open in BrowserBased on search-indexed Reddit discussions from r/Tombofannihilation, r/DMAcademy, r/dndnext, and DM forums.
As written, the death curse creates a "race to the tomb" mentality. Players skip exploration to chase the main quest.
Community fix: Dial back urgency, delay Syndra's quest, and use the curse as a narrative pressure gauge rather than a hard countdown.
Chapter 2 jungle travel generates "are-we-there-yet" fatigue across many tables.
Community fix: Pre-roll travel days using the Companion (see Prep Guides section), skip uneventful stretches, and restrict long rests to maintain tension.
The shift from exploration to deathtrap dungeon feels jarring to many groups.
Community consensus: Foreshadow the Tomb's lethality early (via the death curse's in-world effects) and manage player expectations at Session Zero.
The city's many NPCs, merchant princes, and factions overwhelm first-time DMs.
Community fix: Use Port Nyanzaru Streamlined (see Supplements section) and the Annotated ToA guides (Prep Guides section) to focus on 2–3 merchant princes per session.
Despite being a fascinating villain, Ras Nsi only appears late and briefly.
Community fix: Use Ras Nsi Expanded (see Supplements section) to seed his presence throughout the hex crawl.
The NPC guides are mechanically weak and players often skip them.
Community fix: Give guides personal quest hooks, use Guide Stat Blocks (see Hex Crawl Fixes section) for combat variety, and tie each guide to a piece of Chult lore players won't find elsewhere.