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Reskinning Storm King’s Thunder Cultists: Zephyros and One Stone

Storm King’s Thunder is a published adventure for Dungeons and Dragons 5th Edition. One of the weaker aspects of Storm King’s Thunder are the references to the four cults from Princes of the Apocalypse. These do not connect thematically and are not developed in any logical progression.

Grandpa Simpson Typewriter - Dear Mr President, There are too many cults these days Please eliminate 3. P.S. I'm Not a Crackpot

A challenge in D&D is that a dungeon master has a whole book in their head that the players have to reconstruct from snippets of conversation. There isn’t room for long information dumps in a game, and players wouldn’t retain the information if a DM tried. If you are going to have multiple different groups of people in robes run out and attack the players, they better all be plot relevant or they’ll merge into one generic blob in player heads.

There are two or three plot-relevant cults in Storm King’s Thunder:

  • Cult of the Dragon in support of Klauth
  • Cult of the Kraken (or Umberlee) in support of Slarkrethel
  • (arguably) Cult of Dendar the Night Serpent that shows up in the last chapter

The four extra cults are not relevant at all:

  • Cult of Howling Hatred (wind)
  • Cult of Black Earth (earth)
  • Cult of Eternal Flame (fire)
  • Cult of the Crushing Wave (water)

The cameos that the four elemental cults have in the campaign distract player attention from the plot-relevant cults, which do not have enough time in the spotlight.

The Cult of the Kraken is developed nicely in the Kraken’s Gamble, a great adventure set in Yartar. It’s part of the unofficial Storm King’s Thunder Complete DM’s Bundle, which I highly recommend.


Chapter 1 of Storm King’s Thunder ends with the eccentric cloud giant Zephyros — think Doc Brown from Back to the Future — picking up the players and giving them a lift in his flying castle. En route, he’s accosted by Howling Hatred cultists (CR 1/8) and cult fanatics (CR2) flying on giant vultures (CR1). These are not plot-relevant and will never be seen again.

Replace them with:

  • Kraken cultists mounted on Pteranodons (CR 1/2) or Quetzalcoatluses (CR2)
  • Dragon cultists mounted on same
  • Dragon cultists in the shape of winged kobolds (CR 1/4)
  • or Dragon cultists using Klauth’s airship, though you’d want to take care to make sure the players don’t capture it early

For more Klauth airship ideas, check out Wyrms of the Realm: Klauth on DM’s Guild.

Pteranodon rider

One Stone

Chapter 4 of the adventure sends the players on a fetch quest to several burial mounds sacred to the Uthgardt barbarians. One of these burial mounds is One Stone (maps), a holy site for the Sky Pony barbarians.

One Stone burial mound

For some reason, Cultists of Black Earth are also there. They seem to be seeking the same magic items. They are cult fanatics (CR2) mounted on bulettes (CR5).

Cult of the Dragon is a bad choice for this one because the players are likely arriving via airship provided by Klauth and his worshippers.

Replace the cultists at One Stone with:

  • Kraken cultists in the shape of sahuagin champions (CR3), priestesses (CR2), or high priestesses (CR5) mounted on bulettes or hulking crabs (CR5)
  • Dendar cultists in the shape of yuan-ti priests (CR3) in the company of yuan-ti abominations (CR7)

The presence of Dendar cultists in the last chapter suggests that Iymrith is seeking to raise that god. Perhaps the Uthgardt artifacts are relevant to that plan. The Cult of Dendar is explored more in the Tomb of Annihilation adventure, along with Artus Cimber and that Ring of Winter that the Frost Giants want.


Adding the Lair of Elaacrimalicros to Storm King’s Thunder

A century before Storm King’s Thunder, the ancient green dragon Elaacrimalicros destroyed the Aarakocra villages in the Star Mounts of the High Forest. He made a lair in the Star Mounts and enslaved dwarves to mine gems on his behalf.

The Aarakocra survivors were scattered widely, going to Cormyr, to Kir Sabal in Chult, and to the nearby Lost Peaks in the High Forest. The survivors in the Lost Peaks formed a Nest of Retribution, biding time to reclaim their lost homeland.

Green dragon

One of the players in my Storm King’s Thunder game is an Aarakocra from the High Forest on the Sword Coast of Faerûn. The party saved Triboar, dealt with the Kraken’s Gamble in Yartar (see the Storm King’s Thunder Complete DM’s Bundle) and continued on the quest that take them through Calling Horns to Noanar’s Hold, which is right next to the High Forest and the Star Mounts. This is a great time to send them against the Lair of Elaacrimalicros, which is a handy module on Dungeon Masters Guild.

Modifying the Lair of Elaacrimalicros

I like the core structure of the Lair of Elaacrimalicros, but I also want to refine it and make it fit my campaign. In the module, the Aarakora Nest of Retribution has allied itself with elements from the Plane of Air. As written, the party has to escort an amulet that will unleash the elementals and slay the dragon. What I want to change is the introduction, the encounters en route, and the final confrontation — everything except for the plot structure.


The Quest

As the party leaves Calling Horns on their way to Noanar’s Hold, they see a speck on the horizon. The speck gets closer and they realize it is an aged Aarakocra:

I am Avorlah. [Party member], child, you have done well. We sent you on a pilgrimage to gather allies and if my eyes do not deceive you have brought three strong ones. We Aarakocra cannot stand alone if we hope to prevail against the green beast.
I have for you your birthright, your uncle Wuorlah’s [awesome weapon from Armaments of Legacy]. Wuorlah made it himself when Elaacrimalicros the Green Wyrm first came to the Star Mounts, but it served us ill. We were driven into exile across the face of Toril.
The Nest of Retribution is ready to make our move against the green wyrm. Will you rise to your legacy and stand with us?
If so, go see Kleckikki in Noanar’s Hold. He will explain our mission.

Kleckikki’s mission is explained in the module as published.

In Noanar’s Hold, I also added an agent from Wyrms of the Realm: Klauth who offers to buy dragon eggs for safe “disposal” — the red dragon Klauth wants to eat all the dragon eggs on the Sword Coast — and provides a portable hole. She’s from Baldur’s Gate, which gives her a broad French accent in my interpretation of Forgotten Realms.

Map of the Star Mounts area


The Lair of Elaacrimalicros module gives a full page of random encounters, but none of them are plot relevant. I liked pitting the unicorn against some random monsters, but a horde of CR 1/8 plant monsters proved tedious to run.

For unrelated reason, I wanted my party to fight some monks, so I turned the dragon’s evil dwarf miner thralls into evil dwarf monks. Someone’s helpfully created some monk NPCs. I swear by donjon’s 5e Encounter Size Calculator for balancing combat.

For thematic reasons, it could make sense for the party to face some undead Aarakocra on their way through razed Aarakocra villages. There’s a neat Aarakocra necromancer in Ruins of Matolo: Discovery. I didn’t see any Aarakocra zombie statblocks I liked, so I used the 5e Statblock Generator to mash up the Greater Zombie (Yawning Portal p.237) with the Aarakocra (MM p.12).

Aarakocra Greater Zombie stat block

The Lair

There are several aspects of the lair that I think are worth modifying. The message from a mysterious villain in the dining hall (room 14) is a great opportunity to introduce either Iymrith or Slarkrethel as the big bads:

We will supply two dozen firebirds and a launcher for dealing with your expected aarakocra incursion in two months, as well as a dimensional anchor for the pesky air elementals.” – Iymrith

Less importantly, I think it’s worthwhile to:

  • Alter the suggested magical items to suit your party
  • Nerf the designed-to-kill aspect of the Fiery Death Trap.
  • Change the DCs to match a typical range for 5e.
  • Remove anything that requires repeated rolls to achieve one action.

I’ve redrawn the map for the lair using the Deepnight RPG Map Editor for aesthetic reasons.

Map of the lair

The Big Battle

The module does not have a final battle as written. The characters unleash some air elementals and skedaddle. I understand that an Ancient Green Dragon (CR 22) is not a level-appropriate combat encounter for Level 6 characters, but at the same time fully delegating the liberation of your ancestral homeland to a Deus Ex Machina is a little anti-climactic.

I want my players to help their elemental allies, which means actually deciding how many allies there should be. There need to be enough air elementals to mortally wound the dragon, but not quite enough to kill him without help. I arrived at this number:
– 1x CR7 Air Elemental Myrmidon (Mordenkainen’s p.202)
– 2x CR5 Air Elemental (Monster Manual p.124)

With four players and Kleckikki, that pits 7 against the dragon. Add or subtract Air Elementals if you have fewer or more players, or if the party has spent too many resources along the way.

If the party unleash the air elementals and watch while the elementals fight the dragon without helping, leave the dragon with 75hp.

Green dragon battl

From Dragon Heist to Storm King’s Thunder

Waterdeep: Dragon Heist is an adventure that takes players from levels 1 to 5 in the city of Waterdeep. Storm King’s Thunder is an adventure that starts at either level 1 or level 5 just outside that city. Both Nightstone and Goldenfields are a stone’s throw away, and Triboar is not much further. The hill giant looting parties are about to take away Waterdeep’s food supply.

The natural way to connect the two is by leaning on a faction. Both adventures feature common D&D factions and societies.

Storm King's Thunder flowchart

Gray Hands

Gray Hands or Force Grey are the intelligence service of Waterdeep. Think CIA, FSB, Mossad, MI6. They report to the Blackstaff Vajra Safahr. Someone else who reports to her is the frost giant Harshnag.

Harshnag is instrumental in wrapping up Chapter 3 and starting Chapter 4 of Storm King’s Thunder. Vajra could easily send adventurers on a quest to debrief or rescue Harshnag, while first securing Waterdeep’s food supply.


Lord’s Alliance

Lady Laeral Silverhand is both the Open Lord of Waterdeep and Waterdeep’s representative in the Lords’ Alliance of the major cities. Lords’ Alliance has taken a blood-hungry view of the giant threat — they’ve put a bounty on every giant’s head.

This is not the first city Laeral Silverhand has ruled. Six centuries prior, she was the ruler of Port Llast when the Great Kraken Slarkrethel attacked and stole the Soaring Throne of the Witch Queen (Dragon Magazine #351, p. 74).

That throne has a glassteel seat shaped like a rampant griffin. Not coincidentally, it grants its owner the power to transform into a crystalline griffin.

Slarkrethel is one of the big bads of Storm King’s Thunder. Supposing that such a flying griffin had been seen circling Waterdeep, Laeral Silverhand could task adventurers with tracking down Slarkrethel and her throne, as well as secure Waterdeep’s food supply.

A couple other ways to round out the Kraken Society:

  • Make the cultists who come to bother Zephyros in Chapter 1 Kraken Cultists.
  • Run the Kraken’s Gamble during Chapter 3.


The Harpers are a loose group of travelling do-gooders. They recently foiled the Cult of the Dragon in its bid to raise Tiamat and destroy the world. In Waterdeep, Harpers are headed by Mirt the Moneylender.

Suppose the player characters are new Harper recruits sent to Waterdeep for orientation orientation. The first quest, done as a montage, was to travel to the summit of Mount Waterdeep and talk to the hermit Hlam. Hlam gave them a cryptic prophecy, something along the lines of:

The bonds of the sea entwine

Lies behind blue eyes

But order sleeps

The PCs will dine at Mirt’s mansion that night. Mirt might tarry, giving them time to establish some session 0 questions: How do they know each other? Where are they from? Why did they join the Harpers? Finally, Mirt will arrive and give a rousing speech:

“Right, then, good recruits and worthy, I shall try to tell ye something of what it is to be a Harper.”
“A Harper holds peaceful sharing of the lands above all other goals.”
“By sharing, we mean all the races living in and under the land, where each prefers to live, trading together where desire and need stir them to, and respecting each other’s holds and ways—without the daily bloodletting that all too often holds sway in the Realms today.”
“True, we must fight, it seems often enough to keep our swords and our tempers both sharp enough. Yet, know ye; all of us fight when we must, or die. Moreover, ye only hear of blades drawn and death and spells hurled, and never know of the many, many times that a quiet word or a skillful deal has turned enemies aside from each other, forced a way clear where none was before, or distracted foes from the eager task of tearing each other’s throats out. That is the true Harper way: subtle and quiet, behind the shouting. Trust and wisdom, and outfoxing others is what we deal in.”

That’s a good cue to send them forth to secure the very Waterdeep food supply that brought them the food they are eating.

Other Factions

The Order of the Gauntlet is well-represented in Waterdeep. Important members are the aforementioned Hlam as well as Savra Belabranta.

The Emerald Enclave runs Goldenfields, the Granary of Waterdeep and one of the Chapter 2 branches. Their representatives in the city include Melannor Fellbranch.

The Zhentarim have two rival branches in Waterdeep, one headed by Manshoon and one by Istrid Horn and Yagra.

Finally, the Bregan D’aerthe connection to Storm King’s Thunder would centre on the the City of Luskan rather than on Waterdeep. Luskan is raided by Ice Giants in the adventure. Another adventure you could tie into that is The Styes in Ghost of Saltmarsh, which introduces a young kraken.

A great resource all the faction members in Storm King’s Thunder is A Guide to Storm King’s Thunder.

Dragon Heist: Chapter 1

Waterdeep: Dragon Heist is an urban mystery campaign for Dungeons & Dragons 5e. In the previous session, my players met each other and ran through a fun one-shot. This time, my players started on Chapter 1, which introduces the Yawning Portal tavern and Volo’s little Dock Ward mystery.

Yawning Portal tavern

Because I ran the Rats of Waterdeep as an introductory one-shot first, things came up that I wasn’t expecting. The player characters are from Waterdeep, therefore they all have homes. Two of the player characters are noble Rosznars (spoilers), who have a villa in the book. I gave them parents, Lorastina and Zolrail. Lorastina stormed into their bedrooms at a bright and early 4pm in the afternoon while the PCs were sleeping off the previous night’s adventure. She proceeded to give them an earful for being useless, lazy layabouts. This got them on their way to Yawning Portal, as well as structuring their motivations for Chapter 2 of Dragon Heist.

The other PC is renting a basement somewhere in the Trades Ward. The geography of the city becomes important for using Waterdeep Random Encounters. This time I used a simple if you walk you get a random encounter, if you take a coach you get no random encounter approach. In the future, I intend to run a skill challenge for players who want to get across town.

Map of Waterdeep from Random Encounters

A skill challenge is a fourth edition concept. Resurrection on the popular Critical Role podcast works like a skill challenge. There are several homebrew adaptations of it to fifth edition: Almost Heroic Skill Challenges, Next-Level Skill Checks. The gist is that each player picks a different skill they are good at to contribute to overcoming a shared obstacle in a plausible, narrative way. For example, one might use stealth to avoid trouble in the city, another might use acrobatics to dodge it, a third might use history to apply some street smarts in defense. My thinking is that when getting across the busy, bustling metropolis of Waterdeep, every skill challenge failure could lead to a random encounter.


At the Yawning Portal, the player characters settled in for a lively night. One of them has an unrequited crush on Bonnie thanks to Waterdeep Background Hooks, which proved fun for improv. I’m not quite ready to go in the Unseen of Waterdeep (spoilers) direction, but that’s a possibility.

The Yagra fight went by the book. The players administered first aid and got a hint of the Xanathar/Zhentarim gang war.

I’m running the Alexandrian remix, which adopts the Dipping Gone Wrong scene authored by Busboy80 on Reddit. The scene creates a suspenseful transition to the troll fight.

Beyond that, my players got as far as the Xoblob Shop and the Skewered Dragon on their investigation. In hindsight, I wonder if I should have used a bit of Durnan’s Guide to Tavernskeeping to punch up the Skewered Dragon.

If you are running vanilla Dragon Heist instead of the Alexandrian remix, the Dragon Heist Complete DM’s Bundle does a good job of improving Chapter 1. I didn’t end up using their take because the Alexandrian Remix takes Chapter 1 in a different direction.

Additional Resources for DMs

Waterdeep Dragon Heist subreddit including the excellent Megathread: Resources by Chapter.

For unclear reasons, there are two duelling Facebook groups:

There is also a Facebook group for budding Waterdhavian journalists.

Dragon Heist: Session 0 and Rats of Waterdeep

City of Waterdeep illustration

Waterdeep: Dragon Heist is an urban mystery campaign for Dungeons of Dragons 5th edition. It takes a party up to level 5. In theory you could then run Waterdeep: Dungeons of the Mad Mage to take the same characters up to level 20, but I am less into a megadungeon crawl than into an urban mystery. I’m likelier to steer my party towards Ghosts of Saltmarsh for some swashbuckling high seas adventure or towards Eberron: Rising from the Last War for a more steampunk urban adventure. But that’s getting ahead of ourselves. We’re just starting Dragon Heist now. No plan survives contact with real life.

Instead of running vanilla Dragon Heist, I’m choosing to run the Alexandrian Remix (spoilers) which combines the four mutually exclusive plots into one player-driven sandbox. I’m also plotting to add some excellent heists from DM’s Guild to the plot, but more on that later.

What is Session 0? It is an opportunity for your players to make sure their characters are compatible with the campaign, and that their characters are compatible with each other. For example, in our previous campaign we had a character who didn’t believe in the concept of money — this was delightful in Tomb of Annihilation, but it wouldn’t work in Dragon Heist for all sorts of reasons. Sly Flourish has written an excellent guide to Dragon Heist Session 0.

Waterdeep Background Hooks

One additional thing I’m using is Waterdeep Background Hooks. It adds connections for each character to the setting, much like the ones that existed in Lost Mines of Phandelver and in Out of the Abyss. I think it’s important for the player characters to be of the world. Background hooks are one thing I missed in our previous Tomb of Annihilation campaign, and I love the hooks added in this supplement.

Dragon Heist includes a much more basic version of this via the Friendly Faces at the Yawning Portal handout. I think it’s less interesting because it doesn’t tell you how or why the player character knows those people. Still, it’s not a bad secondary connection. Fitzchivalry has created alternate art for the Friendly Faces (spoilers), but what I really like is the snarky version below. Unfortunately I’ve lost track of who created this and I haven’t been able to track down the author after searching through the Reddit group and the two Facebook groups:

For sessions 1 and 2, I ran my players through Rats of Waterdeep. This is not because Dragon Heist has a bad start — Dragon Heist starts strong. This is because Rats of Waterdeep is a well written noir mystery adventure for level 1 characters in Waterdeep. Will Doyle who co-authored Rats also wrote the official Tomb of Annihilation campaign.

Note that our sessions are 2 hours. If your group has 4 hour session, Rats is a one-shot.

What works:

  • The narrating detective gives a great noir flavour.
  • The Dock Ward gets a strong personality.
  • The Waterdeep City Watch is introduced.

What needs tweaking:

  • Xanathar picking a fight with level 1 nobodies made no sense to me, so I delegated the blowhard speeches and roughhousing to Nazca as his lieutenant. Nazca is everyone’s favourite crossbow-armed dwarf. I also delayed the Xanathar Guild fight until after the party had spotted their first cranium rat to give Nazca a motivation.
  • The combat balance is a little off. I think the fight with Nazca’s goons is too tough, while the watchman escort should be a veteran and not a mere guard.
  • My party always goes for diplomacy first. Rats of Waterdeep is a little light on details for what happens should the party be especially good at reconciling starcrossed lovers.

Finally, one thing that distinguishes Waterdeep as a setting are its newspapers. The Press of Waterdeep gives a good overview of the written word, from the official Waterdeep Wazoo to the fashionable Cliffwatch Galleria and the gruff Dock Ward Dispatch.

Two of my players chose the Rosznar noble family as their background, and one of those chose Bad Press as their background hook, so I made sure to go full J. Jonah Jameson. Our heroes: threat, or menace?

Waterdeep newspaper

Additional Resources for DMs

Waterdeep Dragon Heist subreddit including the excellent Megathread: Resources by Chapter.

For unclear reasons, there are two duelling Facebook groups:

There is also a Facebook group for budding Waterdhavian journalists.

I highly recommend the aforementioned Alexandrian Remix.

Chris Perkins ran the Dice, Camera, Action crew through an I-can’t-believe-it’s-not-Dragon-Heist adventure starting around episode 95. I’m catching up with the podcast using Podkicker on my Android phone.

Tomb of Annihilation Post-Mortem

I ran Tomb of Annihilation for four players. It’s a great though uneven module. I’m now hyped about running Waterdeep: Dragon Heist now because it’s the opposite in all the best ways.

Tomb of AnnihilationWaterdeep: Dragon Heist
StakesThe end of the worldLocal corruption
ScaleContinent-spanningOne city
PaceRace against the clockAs long as it takes

The campaign took us a little over a year of weekly 2 hour sessions. For Tomb, my group consisted of:

  • Goblin Warlock
  • Kenku Rogue
  • Tabaxi Bard
  • Tiefling Sorcerer

Ultimately there was one player character death, which to some may mean I ran the Tomb wrong. For my party, emphasizing the story over the meatgrinder was the right choice.

What worked

Chult is a great, evocative setting. A place inspired by post-colonial equatorial Africa provides a breath of fresh air from traditional western fantasy tropes.

Dinosaurs are great.

Port Nyanzaru is a fun city.

Omu is a great abandoned city.

What didn’t work

The plot starts too quickly. Level 1 players shouldn’t be saving the whole world. If I ran it again, I would start with minor quests in Port Nyanzaru and ramp the death curse up slowly, in stages.

The hexcrawl wasn’t fun for me as a mechanic. There is a lot of are-we-there-yet impatience. You don’t need ten sessions of plot-irrelevant jungle between significant encounters. If I ran it again, I would throw out the map entirely and do it as a sequence of set-pieces spaced out by a random encounter or two. Alternately, you could have the hexcrawl instead of the race against time end-of-the-world plot, but the two do not go together.

I made the mistake of skipping session 0. I did it because I dislike prologues in fiction, but session 0 is not a prologue. It is a chance for the players to figure out why their characters are on the adventure and to collaborate in the storytelling.

The aren’t enough towns and villages. There need to be places for the characters to catch their breath and spend their loot. Trekking back to Port Nyanzaru as a hexcrawl is non-workable.

The Tomb is too deadly, but I modified it while I ran it the first time. The basic modification for that is to replace the save-or-die rolls with more forgiving ones. My goal was to run story mode, not meat-grinder mode.

Speaking as someone who has not read the classic 1992 Ring of Winter novel, Arthur Cimber is irrelevant and overpowered. I would avoid introducing him. The accompanying ice giants could be relevant if you are looking to transition to the Storm King’s Thunder adventure, but I wasn’t.

The player characters would benefit from plot hooks connecting them to Chult, like the ones that were provided in the Lost Mines of Phandelver and Out of the Abyss.

Third Party Modules that Worked

Official 5e campaigns rely on third-party work on Dungeons Masters’ Guild to flesh them out. It’s like DLC or perhaps paid mods for a video game.

Tomb of Annihilation Companion is priceless. It fixes the dinosaur race in Chapter 1, it pre-rolls the hex crawl for you in Chapter 2, it adds great locations to Omu in Chapter 3, and it fleshes out the Sewn Sisters as villains.

I have not read it, but many DMs vouch for the Cellar of Death adventure as an introduction for the campaign. I also haven’t tried Chultan Death Curse Revised but it sounds exactly like what the main plot needs.

Beasts of Jungle Rot gives stats for bigger, badder, and more varied dinosaurs.

Tortle Package gives good Tortle art and additional NPCs even if your characters never make it to Snout of Omgar.

Jungle Politics adds a useful conflict to the Grung city, Dungrunglung.

Izzy’s Slightly Used Airships is a good way to add extra content around the wreck of the airship.

Companion System gives a good way to deal with the plethora of NPCs by turning them into static effects.

Mines of Chult adds some fantastic mine-type dungeons for a full range of levels. I ran two of the mines to good effect.

Lost City of Mezro seems like it would work well if incorporated from the start, but I found it hard to start after my players finished the Tomb.

I ran the Level 11 adventure from Uncaged after the Tomb and it fit in thematically.

Tome of Beasts is a print book of monsters from Kobold Press. I used the Bone Swarm in Mbala, upgraded the aboleth to a Nihileth, and used Baba Yaga’s Horsemen as henchmen for the Sewn Sisters. You can get the PDF on DriveThruRPG.

Third Party Modules That Did Not Work

Jungles of Chult Factbook gives useless trivia. Chult: Adversaries and Allies has good art, but neglected to notice important details such as that in 5e Chultans aren’t called Tabaxi. A Guide To Tomb of Annihilation is redundant with the Companion. Hidden Pathways of Chult has two cool ideas but does not flesh them out in a usable way.

Encounters in Port Nyanzaru seems great but my players rushed to leave the city. I didn’t end up using Encounters in the Jungle of Chult — some of the them didn’t feel like they fit the setting.

Other Resources

I heavily rely on Donjon’s Encounter Size Calculator to balance combat encounters.

House of Bob podcast ran Tomb of Annihilation.

Sly Flourish wrote a DM guide in The Deadly Shift of the Tomb of Annihilation.

All Freely Available Tomb of Annihilation Maps.

Power Score RPG wrote the aforementioned Companion and has a great blog post on Running Tomb of Annihilation.

Tomb of Annihilation Review by Person of Colour Gamer is something I read early on that shaped my thinking about running Chult.

Press Assets for Tomb of Annihilation, including high resolution art.

Mike Schley’s official high resolution maps for Tomb of Annihilation cost money but are very, very good.

As a DM, you’ll want to participate in the Tomb of Annihilation subreddit and the Tomb of Annihilation DMs group.