Expand Your Dungeons & Dragons Campaign With These Two New Books

The lifeblood of Dungeons & Dragons flows from two places: the creativity of its players and a slow, but steady, stream of new books from the game’s developer, Wizards of the Coast. We’ve gotten two of those books this fall. The first is a campaign called Tomb of Annihilation, and the second is a grab bag of tools for players and dungeon masters called Xanathar’s Guide to Everything. Both are engaging and exciting, but they do different things, and in this short dual review I’m going to tell you what you can use the books for and how they might positively impact your game of Dungeons & Dragons.
Like last year’s Storm King’s Thunder, Tomb of Annihilation is meant to be an all-in-one experience. While you need the trifecta of Dungeons & Dragons base manuals (Dungeon Master’s Guide, Player’s Handbook, and Monster Manual) in order to truly use the book, everything else that a group of players might need to experience the adventure is fully contained in it. Taking place in the jungles of Chult in the official D&D world of the Forgotten Realms, the promise of Tomb is that it is a fully unique campaign that is unlike most of the offerings that have emerged from the game’s designers over the past few years.
There are some twists and turns in the main plot that players might experience if they play through the campaign for the first time, so I will be as spoiler free as possible. The short of it is that Chult is a dangerous, jungle-covered place where death could appear from around every corner. Think about every book you’ve ever read about the rainforest and the flora and fauna that might kill you there; that’s what this book is trying to go for.
People are going missing in Chult. This is impacting the trading post there, and players need to explore the jungles and defeat whatever might be there in order to fix this little corner of the world. Like all adventures, this one isn’t necessarily what it seems, and there is a lot of potential here for creative or by-the-book dungeon masters to use the setting, the dungeons contained within, and the various species of turtle people, bird people and snake people to set up some truly engaging encounters that will have their players talking for months.