---
product_id: 46595044
title: "Tomb of Annihilation (Dungeons & Dragons)"
brand: "wizards of the coast"
price: "413.79 DT"
currency: TND
in_stock: true
reviews_count: 13
category: "Wizards Of The Coast"
url: https://www.desertcart.tn/products/46595044-tomb-of-annihilation-dungeons-and-dragons
store_origin: TN
region: Tunisia
---

# Levels 1-11 campaign progression 20+ unique adventure locations Expansive Chult map included Tomb of Annihilation (Dungeons & Dragons)

**Brand:** wizards of the coast
**Price:** 413.79 DT
**Availability:** ✅ In Stock

## Summary

> 🗡️ Conquer the jungle, defy death, and become a legend in Tomb of Annihilation!

## Quick Answers

- **What is this?** Tomb of Annihilation (Dungeons & Dragons) by wizards of the coast
- **How much does it cost?** 413.79 DT with free shipping
- **Is it available?** Yes, in stock and ready to ship
- **Where can I buy it?** [www.desertcart.tn](https://www.desertcart.tn/products/46595044-tomb-of-annihilation-dungeons-and-dragons)

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- wizards of the coast enthusiasts

## Why This Product

- Trusted wizards of the coast brand quality
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## Key Features

- • **Epic Jungle Sandbox:** Dive into a vast, richly detailed Chult peninsula with over 20 standalone locations ready to drop into any campaign.
- • **Iconic Adventure Legacy:** Inspired by the legendary Tomb of Horrors, with fresh twists and story consulting by Adventure Time’s Pendleton Ward.
- • **Immersive Narrative Hook:** Race against the deadly Death Curse in a high-stakes quest that blends mystery, politics, and jungle survival.
- • **Dynamic Level Progression:** Designed for characters from levels 1 to 11, offering a balanced mix of exploration, combat, and puzzle-solving.
- • **Integrated Organized Play:** Seamlessly connect with the D&D Adventurers League for a broader community experience and ongoing campaign support.

## Overview

Tomb of Annihilation is a premium Dungeons & Dragons adventure module for levels 1-11, set in the mysterious Chult peninsula. Featuring a massive two-sided map, over 20 unique locations, and a gripping narrative centered on the deadly Death Curse, it offers Dungeon Masters a versatile sandbox campaign inspired by the classic Tomb of Horrors. Designed by top creators and enhanced by Adventure Time’s Pendleton Ward, this module supports organized play and delivers a rich, immersive experience for seasoned players.

## Description

Dare to defy death in this adventure for the world’s greatest roleplaying gameThe talk of the streets and taverns has all been about the so-called death curse: a wasting disease afflicting everyone who’s ever been raised from the dead. Victims grow thinner and weaker each day, slowly but steadily sliding toward the death they once denied.When they finally succumb, they can’t be raised–and neither can anyone else, regardless of whether they’ve ever received that miracle in the past. Temples and scholars of divine magic are at a loss to explain a curse that has affected the entire region, and possibly the entire world.The cause is a necromantic artifact called the Soulmonger, which is located somewhere in Chult, a mysterious peninsula far to the south, ringed with mountains and choked with rain forests.• An adventure for characters of levels 1 – 11, Tomb of Annihilation provides the Dungeon Master with the core adventure needed to create an exciting and memorable play experience.• Expands on the Forgotten Realms setting of Chult, providing extensive detail on the hidden peninsula, and includes a large pull-out map of the region.• Fans of the DUNGEONS & DRAGONS® Roleplaying Game can expand and enhance their experience by participating in the D&D Adventurers LeagueTM organized play program while playing this adventure.• Adventure design by Christopher Perkins, Will Doyle, and Steve Winter, with additional design by Adam Lee.• Story consulting by the award-winning creator of Adventure Time, Pendleton Ward.The leader in providing contemporary fantasy entertainment, Dungeons & Dragons is the wellspring for the entire modern game industry, digital as well as analog. This newest edition draws from every prior edition to create a universally compelling play experience, and exemplifies the true spirit of a game that holds captive the hearts and minds of millions of players worldwide.

Review: Fantastic sandbox easily adapted to other campaigns - Technically speaking, Tomb of Annihilation is a full campaign between two covers, with a focused objective for the players, a major narrative hook driving them forward, and all you need to run that campaign. But for me, it's just a sandbox of possibilities easily plucked out and dropped into my own campaign with next to no adjustment needed. That's the big selling point for me and it's why I like ToA so much more than many other modern modules / campaigns. Officially, this is a campaign spanning roughly levels 1-11, with the players trying to find a lost city and stop a curse that prevents people from being raised from the dead. This takes place in the jungles of Chult, and includes a major "hex crawl" exploration component, a lost city to find and explore, a mega dungeon inspired in part by the classic Tomb of Horrors, and lots of side locations. There is also a ticking clock on the whole adventure. But in practice, it's a sandbox. By that I mean there are loads of nicely fleshed out, unique and interesting locations that can easily serve as standalone adventures. Just pluck them out and drop them into your own world, no converting needed. There are 20+ such locations here, PLUS the lost city, which itself has a whole series of puzzle-focused tombs, PLUS an epic dungeon, as well as an assortment of small settlements, NPCs, monsters, and more. Lots of variety, too, from a kooky goblin village with a defense mechanism you have to see to believe, to a race of bird people living in a strange circular maze, to an imposing tower, to undead-infested camps and more. You don't need to run it as a pre-set campaign if you don't want. There is LOTS of material here to pillage and use as you see fit. That's what I love about it. I've gotten my money's worth and then some, and my group hasn't even played the actual campaign itself. About the only thing preventing it from being a perfect sandbox is that the main city which will serve as the PCs' base of operations is only lightly fleshed out. Otherwise, if you want to run a cool jungle-based, exploration-focused campaign, just toss out the death curse and ticking clock and run this. Or if you just want a bunch of standalone locations you can use with minimal work, this also fits the bill. For those reasons, this is easy to recommend.
Review: Tomb of Annihilation is an incredibly fun adventure! - I love this adventure. It's based on a hugely favorite D&D module from ages ago, Tomb of Horrors. It steps up the play, though, and hands the players a larger environment filled with danger and discovery. There are two parts to the adventure, the first, and smaller aspect, is one of being in a town where players have to uncover the mystery, find clues and become prepared for the trek into the trackless jungle. There is politics, backstabbing, along with lots of potential palace intrigue, areas to poke around in, a whole culture to explore. Plus, dinosaur races! Not into that? Flip past it and dive into the jungle. Lots of encounters and adventures are outlined to keep your party busy and interested. Explore ruins, encounter never-before seen creatures, find treasure and magic items. Zombies, dinosaurs, and zombie dinosaurs! It's a vast, unexplored jungle filled with things to visit. The final episode, delving into the lost city itself, is filled with puzzles, danger, and very nasty creatures. All the while the danger of the Death Curse hangs over your and everybody in the world's head. Come out victorious and your players could become the heroes of all of Faerûn! This adventure is probably one of the best WoTC has put out in a long while. The book is packed with ideas and fascinating settings. As a DM, this book really gets my imagination going, and really gets me excited about the kind of things my party will encounter. The situations and people in the book feel really well-rounded and full of potential. The mechanics of the travel through the jungle will be fun and add incredible dimension. I would say this is not a good book for a beginning DM. It requires a good understanding about how D&D module books work and how to use them to create a campaign. They aren't scripts, they are outlines that require the ability to fill in the gaps, use your imagination, and be able to react to situations. This book benefits from a good amount of preparation prior to each session, mapping out potential encounters and situations. I extrapolate and invent, expand parts of the book I find interesting and skip over parts I don't. If you really want to run this adventure, but would like help, there are companion pieces available for purchase on the Web (I use the DM's Guild). These will help you understand and greatly expand the potential of the book. Don't think the book is the extent of the module. The adventure is what you make it! I guess my only big complaint would be that the maps are too small, as always. I wish there could be full-page maps for every encounter, but that would be prohibitively expensive. It does come with an immense map of the entire map of the Chult peninsula, that is two-sided, showing both undiscovered and fully-discovered aspects. Have fun!

## Features

- An adventure for characters of levels 1 – 11, Tomb of Annihilation provides the Dungeon Master with the core adventure needed to create an exciting and memorable play experience.
- Expands on the Forgotten Realms setting of Chult, providing extensive detail on the hidden peninsula, and includes a large pull-out map of the region.
- Fans of the DUNGEONS & DRAGONS Roleplaying Game can expand and enhance their experience by participating in the D&D Adventurers LeagueTM organized play program while playing this adventure.
- Adventure design by Christopher Perkins, Will Doyle, and Steve Winter, with additional design by Adam Lee.
- Story consulting by the award-winning creator of Adventure Time, Pendleton Ward.

## Technical Specifications

| Specification | Value |
|---------------|-------|
| ASIN | 0786966106 |
| Age Range Description | Adult |
| Best Sellers Rank | #69,827 in Toys & Games ( See Top 100 in Toys & Games ) #673 in Game Accessories |
| Brand Name | Wizards of the Coast |
| Color | Multicolor |
| Customer Package Type | Standard Packaging |
| Customer Reviews | 4.8 out of 5 stars 3,998 Reviews |
| EU Spare Part Availability Duration | 2 Years |
| Global Trade Identification Number | 09780786966103 |
| Grenre | GAMES & ACTIVITIES, Role Playing |
| Included Components | Puzzle pieces |
| Is Assembly Required | No |
| Item Dimensions | 8.54 x 0.76 x 11.2 inches |
| Item Type Name | RPG - Tomb of Annihilation |
| Item Weight | 958 Grams |
| Language | English |
| Manufacturer | Wizards of the Coast |
| Manufacturer Maximum Age (MONTHS) | 1188.0 |
| Manufacturer Part Number | C22080000 |
| Model Name | Wizards of the Coast |
| Model Number | C22080000 |
| Number of Items | 1 |
| Number of Players | 5 |
| Package Quantity | 1 |
| Size | 1.93 cm x 21.7 cm x 28.4 cm |
| Subject Character | Chult and Soulmonger |
| Theme | Games |
| Unit Count | 1.00 Count |

## Images

![Tomb of Annihilation (Dungeons & Dragons) - Image 1](https://m.media-amazon.com/images/I/71j+Exaw-sL.jpg)

## Customer Reviews

### ⭐⭐⭐⭐⭐ Fantastic sandbox easily adapted to other campaigns
*by E***N on November 15, 2020*

Technically speaking, Tomb of Annihilation is a full campaign between two covers, with a focused objective for the players, a major narrative hook driving them forward, and all you need to run that campaign. But for me, it's just a sandbox of possibilities easily plucked out and dropped into my own campaign with next to no adjustment needed. That's the big selling point for me and it's why I like ToA so much more than many other modern modules / campaigns. Officially, this is a campaign spanning roughly levels 1-11, with the players trying to find a lost city and stop a curse that prevents people from being raised from the dead. This takes place in the jungles of Chult, and includes a major "hex crawl" exploration component, a lost city to find and explore, a mega dungeon inspired in part by the classic Tomb of Horrors, and lots of side locations. There is also a ticking clock on the whole adventure. But in practice, it's a sandbox. By that I mean there are loads of nicely fleshed out, unique and interesting locations that can easily serve as standalone adventures. Just pluck them out and drop them into your own world, no converting needed. There are 20+ such locations here, PLUS the lost city, which itself has a whole series of puzzle-focused tombs, PLUS an epic dungeon, as well as an assortment of small settlements, NPCs, monsters, and more. Lots of variety, too, from a kooky goblin village with a defense mechanism you have to see to believe, to a race of bird people living in a strange circular maze, to an imposing tower, to undead-infested camps and more. You don't need to run it as a pre-set campaign if you don't want. There is LOTS of material here to pillage and use as you see fit. That's what I love about it. I've gotten my money's worth and then some, and my group hasn't even played the actual campaign itself. About the only thing preventing it from being a perfect sandbox is that the main city which will serve as the PCs' base of operations is only lightly fleshed out. Otherwise, if you want to run a cool jungle-based, exploration-focused campaign, just toss out the death curse and ticking clock and run this. Or if you just want a bunch of standalone locations you can use with minimal work, this also fits the bill. For those reasons, this is easy to recommend.

### ⭐⭐⭐⭐⭐ Tomb of Annihilation is an incredibly fun adventure!
*by S***R on December 4, 2017*

I love this adventure. It's based on a hugely favorite D&D module from ages ago, Tomb of Horrors. It steps up the play, though, and hands the players a larger environment filled with danger and discovery. There are two parts to the adventure, the first, and smaller aspect, is one of being in a town where players have to uncover the mystery, find clues and become prepared for the trek into the trackless jungle. There is politics, backstabbing, along with lots of potential palace intrigue, areas to poke around in, a whole culture to explore. Plus, dinosaur races! Not into that? Flip past it and dive into the jungle. Lots of encounters and adventures are outlined to keep your party busy and interested. Explore ruins, encounter never-before seen creatures, find treasure and magic items. Zombies, dinosaurs, and zombie dinosaurs! It's a vast, unexplored jungle filled with things to visit. The final episode, delving into the lost city itself, is filled with puzzles, danger, and very nasty creatures. All the while the danger of the Death Curse hangs over your and everybody in the world's head. Come out victorious and your players could become the heroes of all of Faerûn! This adventure is probably one of the best WoTC has put out in a long while. The book is packed with ideas and fascinating settings. As a DM, this book really gets my imagination going, and really gets me excited about the kind of things my party will encounter. The situations and people in the book feel really well-rounded and full of potential. The mechanics of the travel through the jungle will be fun and add incredible dimension. I would say this is not a good book for a beginning DM. It requires a good understanding about how D&D module books work and how to use them to create a campaign. They aren't scripts, they are outlines that require the ability to fill in the gaps, use your imagination, and be able to react to situations. This book benefits from a good amount of preparation prior to each session, mapping out potential encounters and situations. I extrapolate and invent, expand parts of the book I find interesting and skip over parts I don't. If you really want to run this adventure, but would like help, there are companion pieces available for purchase on the Web (I use the DM's Guild). These will help you understand and greatly expand the potential of the book. Don't think the book is the extent of the module. The adventure is what you make it! I guess my only big complaint would be that the maps are too small, as always. I wish there could be full-page maps for every encounter, but that would be prohibitively expensive. It does come with an immense map of the entire map of the Chult peninsula, that is two-sided, showing both undiscovered and fully-discovered aspects. Have fun!

### ⭐⭐⭐⭐⭐ Excellent! My lessons learned...
*by A***S on August 17, 2018*

Now that we're winding down this campaign, I decided to give my impressions and some advice. WARNING: DM SPOILERS FOLLOW! So, here's what I did differently. First, exploration of Chult got simplified: rather than using the provided fold-out map with all the blank hexes, I scanned the DM map from the book and photoshopped all of the location names out. This meant no need for a giant bulletin board (which the game store where we play doesn't have) and also no cartography skills needed by the players. Second, I integrated Lost Shrine of Tamoachan and Dead in Thay from Tales from the Yawning Portal into this story. Lost Shrine became a way for them to discover a map to lead them to Omu, and Dead in Thay was made into an epilogue. Third (and this was a really tough decision that the players will never never know about), I decided not to run the city of Omu the way the book says. It was going to be a massive pain, so I just wrote a script for events that would happen each day they were in the city. So, they thought they were moving around on the map, but in fact I had them arbitrarily find what I needed them to find. So, no random encounters, and no measured movement on the map. I picked the five shrines I thought the group would have the most fun with, and guided them to those; all the others they found pillaged. So yeah, maybe that makes me a crap DM, but it's all about having a good time, and that was the best way. Fourth, I had to give a lot - a lot - of ad hoc XP awards to keep the party at a reasonable level. Random encounters just aren't enough if you only use them as often as the book says. So ad hocs for each puzzle/room/trap, and that keeps the party level just about right. Finally, a mistake I should have seen coming and didn't: don't give your players 50 temporary HP each turn during the fight with Acererak. I think 20 or 25 would be better. With 50, you have to do more than 50 damage to any player each turn in order to make a dent in them at all. Seems obvious, but even Acererak had a hard time putting out that much damage. And that's assuming they don't use healing potions or spells! When I manage to kill only one player character in the final showdown, there's a balance problem. Anyway, those are my lessons learned. It's been a great time for everyone, and I'll definitely do this campaign again some day. Cheers, everyone, and carpe DM!

## Frequently Bought Together

- Tomb of Annihilation (Dungeons & Dragons)
- Curse of Strahd (Dungeons & Dragons)
- Dungeons & Dragons Tales from The Yawning Portal

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