Tomb of Annihilation in Mystara
by Giampaolo Agosta from Threshold Magazine issue 29
An adaptation of the 5e campaign to the Thyatian Hinterlands
This article is dedicated to the memory of Maurizio Zannini, longtime member of the Italian Mystara community.
This article provides a set of adaptation options for Tomb of Annihilation, with the goal, on one hand, to minimise the effort for the DM, and on the other, to maximise the “Mystaran factor” in it, providing the players with as much immersion as possible in the setting.
Tomb of Annihilation Overview
Tomb of Annihilation1 is a D&D 5e campaign-length adventure, which is a retelling of Dwellers of the Forbidden City2, expanded with an Isle of Dread-style wilderness adventure, and the final eponymous tomb. The addition of the jungle exploration and the tomb allows Tomb of Annihilation to be a full-scale campaign rather than just a single locale-based adventure.
As such, it is an ideal candidate for an adaptation to Mystara, where the tradition of hex-crawls in “lost world” areas dates back to the seminal Isle of Dread adventure, from which Tomb of Annihilation, as mentioned above, draws significantly.
Hook and Plotline
The main driver for the campaign is the “Death Curse,” an event that traps the souls of the dead into a special device, the Soulmonger, which the archvillain Acererak is using to empower an Atropal (a type of godlike entity), with the goal of transforming the Atropal into an evil god. Furthermore, since the activation of the Soulmonger, people who have been subject to a Raise Dead or Resurrection spell (or similar magics) start wasting away at a pace of 1 hit point per day.
The adventure aims at taking PCs from level 1 to level 10, spending the first few levels in Port Nyanzaru and in the surrounding jungle, then moving towards the Forbidden City itself by level 5, and into the Tomb of Annihilation by level 9.
One peculiar aspect of Tomb of Annihilation is permanent death. Due to the Death Curse effects, souls of the dead are trapped, and progressively consumed by the Atropal. Therefore, resurrection and similar magics do not work for the campaign's duration.
In the initial adventure hook, the characters are hired to find and destroy the Soulmonger by a rich merchant who is afflicted with the wasting effects of the Death Curse.
Weaknesses
While the adventure is otherwise well designed -- possibly one of the best 5e adventures of this scope -- the premise and hook have some weaknesses:
Very low-level adventurers are hired to deal with a world-wide, incredibly powerful threat. This is rather absurd, considering that people who have been resurrected include many rich and powerful individuals who could certainly hire higher level parties.
The adventure poses a strict deadline, as the patron will be dead in less than 80 days. Some leeway is allowed as souls are not immediately destroyed, but in my run it took over 120 days to reach the Tomb. Thus, the PCs are expected to go from zero to hero in less than three months.
Reaching the Tomb too early will result in a total party kill—the Tomb is difficult to exit, as well as filled with traps and deadly guardians.
Where is the Tomb in Mystara?
By default, Tomb of Annihilation is set in the Forgotten Realms’ jungle region of Chult, even though the original Forbidden City was part of the Greyhawk campaign setting.
The text of the module makes a token attempt to provide options for resetting it in other campaign settings. In particular, for Mystara, it proposes Specularum as a replacement for Baldur’s Gate, the Savage Coast for Chult, and Slagovich for Port Nyanzaru, the city in Chult where the initial phase of the adventure takes place.
Unfortunately, the idea does not really function well for a couple of reasons. First, the provided patron is a powerful wizard, and high level wizards are not especially common in Specularum. Second, the Savage Coast does not have many jungle areas, and particularly the environs of Slagovich do not match at all with the terrain of Chult.
However, there is no lack of jungles in Mystara, so it is easy to provide a better setting.
Another key aspect to keep in mind when deciding a location for the Tomb, beyond the geographical features, is the set of races and monsters that feature prominently in the adventure:
Tabaxi: in Mystara, rakasta take the tabaxi’s place as the default feline humanoid species.
Pterafolk: these flying dinosaur-men have no direct correspondent in Mystara, although the krolli might be used in a pinch.
Chultan humans: the Tanagoro humans are the most similar in appearance and language to the Chultans of the Forgotten Realms, and are quite common in many regions of Mystara, including Skothar and parts of Davania.
Aarakocra: faenare are the primary bird-like humanoid race in Mystara.
Grung: these are amphibian humanoids, similar to salamanders. In Mystara, there are three types of salamanders: the elemental fire and frost salamanders, and the newt (from Thunder Rift, actually). The latter are the most similar to grung.
Dwarves: groups of degenerate and dispossessed albino dwarves are found in Chult. The limited diffusion of dwarves in Mystara makes replicating the albino dwarves somewhat more difficult.
Yuan-ti: these serpent-folk are not a major issue—they feature prominently in the adventure, but may be considered native of this area only, if needed.
Batiri goblins: these tribes of matriarchal goblins are not difficult to match, but still need to be taken into account.
Tortles: tortles are natives of the Savage Coast, although they could be conceivably found elsewhere, particularly in nearby areas.
Kobolds: 5e draconic kobolds are better represented by caymas. These are native to the Orcs’ Head Peninsula, but might have been brought elsewhere by Herathian expeditions.
Finally, the factions that drive part of the side quests are an aspect to take into account:
Emerald Enclave: this is simply the local druidic circle, so it is easily replaced, particularly in Davania, where true druids are found.
Flaming Fist: in the Forgotten Realms, the Flaming Fist is a mercenary company that is also the military arm of Baldur’s Gate, much like the Mercenary Guild of Minrothad or the mercenary companies of Torreón. However, it can as easily be recast as any standing army, since the Flaming Fist do not really operate as mercenaries in the context of the adventure.
Harpers: this well-known faction is not really appropriate as-is in Mystara, where people are rarely generic “do-gooders.” However, the Harpers’ involvement in the adventure is minimal.
Lords’ Alliance: this is the political arm of Baldur’s Gate and other northern cities, including Waterdeep and Neverwinter. Mystara does not rely as much on city-states as world powers, but the Lords’ Alliance for the purposes of the adventure can be any colonial power.
Order of the Gauntlet: this militant cult that worships deities of justice and vigilance, and opposes the undead plague in Chult. In Mystara, it can be any religious-military order associated with the local equivalent of the Lords’ Alliance.
Red Wizards of Thay: Thay is a magocracy, and the Red Wizards’ presence in Chult is less overt than the Lords’ Alliance. Their main goal is to steal the Soulmonger. They can be replaced by any of the several magocracies available in Mystara.
Ytepka Society: this is a local independentist secret society. It is not especially difficult to translate to Mystara, unless one needs to change the Chultan culture, in which case a new name is needed.
Zhentarim: like their nemesis, the Harpers, the evil faction of the Forgotten Realms is a bit more difficult to translate to Mystara, which is a shades-of-grey setting. However, in the adventure they feature prominently as mercenaries for the local merchant princes, so some care is needed.
The Arm of the Immortals
The Arm of the Immortals is a jungle area, pretty remote, and with mountain ranges. Porto Maldicão is a good candidate to replace Port Nyanzaru—it is a colonial holding, although it is certainly smaller than Port Nyanzaru. The terrain around Porto Maldicão is remarkably similar to the jungle of Chult.
The Arm of the Immortals also has some helpful features, including the presence of rakasta of the jakar and jakarundi breeds, which are possibly the most tabaxi-like of all the rakasta breeds. Also, it is not impossible to justify a Tanagoro presence in the area, and krolli are native. On the other hand, there are definitely no dwarves matching the albinos, and the nearest dwarven group is in Bellayne, with a rather different culture. Aarakocra might be replaced by the nearby enduks or ee’aar rather than by the usual faenare, or some kind of relation must be designed among them.
The Thyatian Hinterlands
The northern coast of Davania provides a good match in terms of terrain, particularly the Jackal tribelands. Port Nyanzaru can be replaced by Cittanova3, a colonial town on the northern tip of the Jackal tribelands.
The Hinterlands are a colonial holding of Thyatis, providing a good rationale to get both the PCs and several of the factions involved in the adventure in play. The presence of rakasta and goblins is easily explained, and Rockhome is known to have sent expeditions at least as far as Thanegioth, which is not too far and could explain the origins of the albino dwarves.
While the Hinterlanders are in canon M-Celts, there is enough space in the area to move the Jackal tribe south and east, leaving enough space for the Chultans to be an offshoot of the nearby Yavdlom. Alternatively, one could easily replace the Chultans with the Jackal Hinterlanders, albeit at the cost of having to rename half of the NPCs in the adventure4.
Other areas in Davania have more or less similar advantages and disadvantages as the Jackal lands, but the map does not fit as well, and they are more distant from the Known World, making a strong presence of Thyatian or other colonial powers less likely.
The Serpent Peninsula
The Serpent Peninsula sports a massive jungle (much larger than needed, actually). Kladanavich could serve as a starting point, if needed, although it is not as isolated as Port Nyanzaru. However, the map itself does not fit especially well.
The local Yavi population is of Tanagoro stock, and the Immortal Yav can easily replace the god Savras. However, Yavdlom is a large and powerful kingdom, so the area is not as remote as it is needed for the purposes of the adventure. Also, there are no good matches for many races, as the Serpent Peninsula is mostly inhabited by humans (the elf-blooded Yavi and the Ulimwengu pygmies). However, goblins, tortles, and rakasta could all be easily explained.
Cestia
The map of Chult fits well with the one of Cestia, which is also in the right position from the point of view of climate. However, Cestia is far from the Known World, so it would be difficult to justify a colonial presence. Rakasta might be easily justified, goblins less so as the area is quite far from their main directions of expansion. The same is true (and possibly even more difficult) for dwarves.
Tangor
Tangor, along the southern coast of Skothar, does have a large number of rakasta, as well as Tanagoro humans. The map fits relatively well, thanks to the sparsity of pre-existing information on Skothar, although it would need to be rotated, as the ocean is north of Chult, but south of Tangor.
The main colonial power in Tangor needs to be Alphatia rather than Thyatis, and PCs from the Known World are much less likely.
[Table: Summary of Possible Locations]
Location
Advantages
Disadvantages
Arm of the Immortals
Krolli can be used as pterafolk, jakar and jakarundi as tabaxi, Tanagoro presence is reasonable
Enduks and ee’aar probably need to replace the aarakocra, very far from any dwarven settlement, a lot of Mystaran background not so easy to adapt
Serpent Peninsula/Thanegia
Large Tanagoro presence, large jungle
Map does not match especially well
Thyatian Hinterlands
Map matches quite well, near the Known World
Hinterlanders are celtic in canon
Cestia
Already a Tanagoro land, map matches reasonably well
Cestia is a relatively unified kingdom with no relations with the Known World
Tangor Bay
Tanagoro land, many rakasta types
Map requires rotation
Adapting ChultPort Nyanzaru
In Tomb of Annihilation, Port Nyanzaru is an independent city state, although it does not have significant armed forces, while its former colonial masters do, right outside the city. Depending on where the DM decides to locate Chult in Mystara, it might make more sense to have Port Nyanzaru (or its local equivalent) as a colony rather than an independent city state. In this case, it is easy to recast the Harbormaster, Zindar (an incongruously powerful character for his role) as the colonial governor, and the merchant princes as merely a local council.
In the Arm of the Immortals, Porto Maldicão is definitely a colony of Texeiras. In theory it could break away, but then Texeiras would not have an interest in keeping its limited armed forces in the area. Here, Zindar is a krolli wicca in the employ of Texeiras.
In the Serpent Peninsula, Kladanavich is an independent city-state, and a former colony of Slagovich, most likely, or another of the Traladaran city-states. Here, Zindar is a mage from Tyjaret.
In the Thyatian Hinterlands, Cittanova is definitely a Thyatian colony, albeit not the provincial capital—that role is given to Raven Scarp. Here Zindar is the local Thyatian governor—you can keep him as a former krolli mercenary from the Arm of the Immortals, or as a half-dragon, or even as a full dragon, thanks to the Thyatis-dragons agreement.
In Cestia, Port Nyanzaru is located in the Morovay kingdom, but it is an independent city-state backed by the Empire of Thyatis. It retains its independence because Thyatian fleets act as a deterrent for Morovay, and because the latter kingdom has other problems with its southern neighbours. Here Zindar can be an unusual figure, perhaps even a renegade Alphatian wizard.
In Tangor Bay, Eannal is part of the Alphatian Raj5. It is not the capital, and it is inhabited mostly by Tanagoro humans, so it is basically managed by the local merchant council on behalf of Viceroy Qanetar. Here, Zindar is the Alphatian overseer of the city.
Gods of Chult
Chult’s main god is the enigmatic Ubtao, but there are several temples in Port Nyanzaru that require an adaptation. Most of them represent foreign religions from the colonial powers.
In the Arm of the Immortals, the following mapping can be applied:
Waukeen: The Ambassador (Masauwu), as one of the chief Immortals of Texeiras and the Savage Baronies.
Gond: Kagyar, the dwarven patron, easily reached from Bellayne.
Savras: Yav, the Immortal of prophecy from Yavdlom. Use Bozdogan instead for a darker spin.
Sune: Valerias, another of the main Guardiano Immortals.
Tymora: Milan (Mealiden Starwatcher), another of the main Guardiano Immortals.
Ubtao: Ka the Preserver.
In the Serpent Peninsula, the following mapping can be applied:
Waukeen: Halav. While it is not thematically appropriate, the Traladaran city-states all follow the cult of Halav as their main religion.
Gond: Kagyar, the dwarven patron, easily reached from Cimarron.
Savras: Yav, the Immortal of prophecy from Yavdlom.
Sune: Petra, another important Traladaran Immortal.
Tymora: Zirchev, another important Traladaran Immortal.
Ubtao: Urt/Ulimwengu.
In the Thyatian Hinterlands, the following mapping can be applied:
Waukeen: Asterius, the Thyatian patron of trade, merchants and thieves. The temple can be more generally part of the Church of Thyatis.
Gond: The Twelve Watchers as part of the Augrist cult from Minrothad.
Savras: Use Yav if the Chultans are originally from Yavdlom, otherwise Tiresias if they are replaced by the Hinterlanders.
Sune: Valerias, as part of the Church of Thyatis.
Tymora: Korotiku (as a native Tanagoro Immortal) or Tyche (as a Thyatian Immortal).
Ubtao: Ka the Preserver.
In Cestia, the following mapping can be applied:
Waukeen: Asterius, the Thyatian patron of trade, but it should definitely be expanded to include the entire Church of Thyatis.
Gond: Possibly the Twelve Watchers as part of an Augrist mission from Minrothad.
Savras: Isonara (Ixion). There is a mismatch in domains, but the Cestian religion does not offer many options. The same applies to Sune and Tymora below.
Sune: Tamarepna (Ordana).
Tymora: Vaati (Vanya).
Ubtao: Ka the Preserver.
In Tangor, the following mapping can be applied:
Waukeen: the Cult of Supremacy (followers of Brissard) is the main religion of the Alphatians in the area—this is a much darker take than the original adventure, though.
Gond: Kagyar, the dwarven patron, can be part of a Stonewall colonization.
Savras: Ssu-Ma, a Pachydermion cult from the north.
Sune: Bastet, the main Rakasta Immortal.
Tymora: Ixion, either in its Alphatian persona, or in the Jennite version.
Ubtao: Ka the Preserver.
Factions
The next major issue is to adapt or convert the factions, as they play a major role in the adventure. Of course, it is simply possible to make minimal adaptations, such as replacing the gods followed by the Order of the Gauntlet or reassigning the home base of the Flaming Fist. However, I do not particularly like the idea of worldwide factions, particularly ones that are not attached to state actors, like the Harpers or the Zhentarim.
Emerald Enclave
The Emerald Enclave does not need to be a global faction. It can simply be the regional druidic circle. Practically no change is needed.
Flaming Fist
The Flaming Fist needs to be adapted, depending on the specific location chosen for Chult in Mystara.
In the Arm of the Immortals or in the Serpent Peninsula, the Flaming Fist is a Torréoner mercenary company, El Puño Flameante.
In the Thyatian Hinterlands or in Cestia, the Flaming Fist is the Legio XV Ferrata Firma, which is in charge of the region where the adventure takes place and reports to Governor General Leila bint Nadir in Raven Scarp.
In Tangor, it is the mercenary army of the Alphatian Raj, the Fist of Rathanos.
Key NPCs: Gruta Halsdottir remains unchanged, becoming an Eusdrian, Ostlander, or Qeodharian depending on the location of the adventure. Korhie Donadrue, Thaeven the Bald, and Sigbeorn Dunebar should likely be adapted using Espa (Carlos Benitez, Tristan Castro, Santiago Campos), Thyatian (Curius Dentatus, Tiberius Calvus, Sextus Demetrius) or Alphatian (Thesked, Uthior, Quirkim) names.
Harpers
The Harpers are one of the less easy factions to place in Mystara. However, here are some options.
In the Arm of the Immortals or in the Serpent Peninsula, the Harpers are the Friends of Freedom (the Chaotic society), or else one of the Inheritor Orders, most likely the Crimson Alliance (Neutral Inheritors).
In the Thyatian Hinterlands or in Cestia, the Harpers are replaced by the Darokinian Diplomatic Corps. They mostly operate to oppose the Thyatian influence in the area, and create distractions so that the Empire’s eyes remain far from Darokin.
In Tangor, it is the Tigers of Kuraman, a group of rebels and pirates fighting against the Alphatian Raj.
Lords’ Alliance
The Lords’ Alliance is simply the most relevant colonial power in the area.
In the Arm of the Immortals or in the Serpent Peninsula, the Lords’ Alliance is the Signatory Council of the Treaty of Tampicos.
In the Thyatian Hinterlands or in Cestia, it is the Thyatian provincial administration headed by Governor General Leila bint Nadir in Raven Scarp.
In Tangor, it is the Alphatian Raj.
Key NPCs: Lerek Dashlynd is unchanged if he is Alphatian, otherwise use a Thyatian (Laelius Decimus) or Espa (José Luis Diaz) name.
Order of the Gauntlet
The Order of the Gauntlet is another relatively simple faction—it is simply replaced by one militant order from the chosen colonial power.
In the Arm of the Immortals, the Order is composed of Defenders of Fanha.
In the Thyatian Hinterlands or in Cestia, it is the Sisterhood of the Grey Lady, another knightly order of Vanya. For a more complex version, in Cestia it can be the Heldannic Knights instead.
In the Serpent Peninsula, the Order is replaced by the Knights of Halav.
In Tangor, it is a religious warrior caste from the Rajastan of Berlian-Wajik (and thus all the NPCs are rakasta).
Key NPCs: There are several NPCs associated with the Order of the Gauntlet. Since there are also several possible adaptations, see the table below for the replacement names for each case.
[Table: Order of the Gauntlet]
Original
Guardiano
Thyatian
Heldannic
Slagovich
Berlian-Wajik
Niles Breakbone
Nacho de Burgos y Vélez
Njall Breakbone (from Westrourke)
Nils von Bruch
Nidzo Zlomovich
Patah Tulang
Ord Firebeard
Ordoño Ordóñez
(unchanged)
Berthold Feuerbart
Ordoño Ordóñez (from the Savage Baronies)
Mujur
Perne Salhana
Pedra Santana
Peregrine von Saale (Hattian)
Petra von Salhaus
Pera Salcich
Sela
Undril Silvertusk
Urraca Garra-de-plata
(unchanged)
Ulrike Silvertusk
Ula Silvertusk (a goatling)
Ikal
Sister Cyas
Sancha
(unchanged)
Gunhilde
Jasna
Hijau
Wulf Rygor
Lope Regueras
Marcus Ulpius
Wulf Gregor
Vuk Grigorevich
Waspada
Red Wizards of Thay
In the Arm of the Immortals or in the Serpent Peninsula, the Red Wizards are Herathians.
In the Thyatian Hinterlands or in Cestia, the Red Wizards can be Herathians or Alphatians, or even Glantrians. In Cestia, Alphatians are more likely, while one of the other options works better in the Hinterlands—myself, I used Herathians, mostly.
In Tangor, the Red Wizards are henchmen of the King of Blackheart.
Key NPCs: Valindra Shadowmantle becomes a Shiye elf or an aranea with a Herathian elf persona, depending on the nature of the Red Wizards. If she is a Herathian, her name changes to Yalsheema.
Ytepka Society
The Ytepka Society is purely local, and can be easily ported without changes.
Zhentarim
The Zhentarim need to be replaced on a case-by-case basis, as the idea of a global evil network is not very realistic in Mystara.
In the Arm of the Immortals or in the Serpent Peninsula, the Zhentarim can be the Bleak League, or even the Inheritors of Flame or the Lawful Brotherhood.
In the Thyatian Hinterlands or in Cestia, the Zhentarim can be the Minrothad Guilds, particularly represented by the Mercenary Guild, the Thieves’ Guild, and the Blue Eels.
In Tangor, the Zhentarim are the Cult of Supremacy, and the associated Company of Mage Adventurers. Note that in this version, they are allies rather than enemies of the Lords’ Alliance, so some change may be needed.
Non Player Characters
This section provides ideas for replacing or adapting some of the key NPCs from Tomb of Annihilation.
Acererak
Acererak is an iconic villain—of the Greyhawk setting. While he is a plane-spanning villain, and therefore does not strictly require an adaptation, it may be possible to better connect the adventure with other Mystara-focused plotlines.
In the Arm of the Immortals, Acererak can be replaced by Ashepherath, the most powerful of the Yeshom. The Yeshom are undead Herathian mages, who underwent a necromantic mutation to gain more power, obtaining an undead form with vast shape changing powers. Like Acererak in the original adventure, the Yeshom also like to kill people out of boredom, and gain nourishment from their souls. In this version, the sphere of annihilation, rather than being an external object, represents the engulfing power of the Yeshom.
Another option, that works well with just about any other location, is to replace Acererak with one of the Nithian liches, especially if one has been freed during the campaign—this is what actually happened in my first run of Tomb of Annihilation, as the PCs had adventured on the Isle of Dawn, where they had inadvertently freed Khneramset, a Nithian prince, from his tomb-prison, but canon liches Hashaburminal and Haptuthep could work as well under the right circumstances. Since the Soulmonger has only been active for 20 days at the beginning of the adventure, it is sufficient to have the lich freed some months before the start of the adventure, assuming he created the tomb at an earlier time. The use of a Nithian lich can also work well with the replacement of the Atropal with a Burrower (see below).
Artus Cimber and the Ring of Winter
Artus Cimber is a former member of whichever organisation replaces the Harpers. If he is a former DDC agent, then he was originally assigned to Norwold. If he is an Inheritor, then the Ring of Winter amplifies his Legacies and sustains them outside the Haze. If he is a former Tiger of Kuraman, then he is a rakasta rather than a human.
In the case of the Inheritor Artus, the frost giants might need to be replaced with a more appropriate group of enemies. Glassine horrors could be a suitable replacement, since giants are not found along the Savage Coast—glassine horrors are huge constructs, but sentient and definitely as alien to most jungle regions as frost giants (they are created by the ee’aar, but will serve others in return for gemstones).
Since Artus Cimber is a recurring character in the Forgotten Realms, the DM may want to alter his name when using the character in a Mystara campaign, although the name per se can easily work for a Darokinian character.
As to the Ring of Winter, it is an artefact, which might have been created by Hel to help her champion, Stodos, in reaching Immortality. It keeps the same powers as in the original adventure.
The Atropal
To give the Atropal a Mystaran spin, it is possible to replace it with a dormant Burrower. The souls consumed by the Soulmonger will, at some point in time, partially awaken the Burrower. Note that Burrowers are particularly enemies of Ka the Preserver, as shown in Warriors of the Eternal Sun, so since Ka is likely Ubtao’s replacement, their presence as a key enemy would make sense.
Dragonbait
Dragonbait is a saurial in the original adventure. In Mystara, he could be recast as a wandering wallara champion, which would certainly be a good option for areas near the Savage Coast, or even for the Hinterlands. Otherwise, he can be a lizardman—possibly even a Malpheggi lizardman from the Hollow World. The actual nature of Dragonbait does not necessarily need to change with the selected location, since he is supposed to be a traveller from a faraway region even in the original adventure. Once more, like Artus, he is a recurring character in the Forgotten Realms, so he might be renamed, Djargawalidj.
Liara Portyr
Liara is the commanding officer of the Flaming Fist. As she is a high level character, she could be directly replaced by Laila bint Nadir in the Hinterlands or even in Cestia. Otherwise, she can be used as is (maybe adjusting the name to sound more Thyatian or more Espa, depending on the location). In Tangor, she is an Alphatian mercenary officer, and can keep the same name.
Mwaxanaré and Na
These Chultan characters can remain unchanged, unless the DM wants to fully replace Chultans with Hinterlanders, in which case they need M-Welsh names.
Ras Nsi
Ras Nsi is the former guardian of Mezro, a lost city in the jungle, as well as the leader of the yuan-ti of the Forbidden City of Omu. There is little need to change this character, unless a full replacement of the Chultan culture is performed.
Volothamp Geddarm
This character has a minimal role in the adventure, and can be easily omitted. If necessary, he can be replaced with any of the local reporters for the Mystaran Almanacs: Gnighmen Lodestar for the Arm of the Immortals, Erakliton for Tangor Bay, Rikard Prospero for the Serpent Peninsula, and Favonius Viator for the Thyatian Hinterlands.
Xandala
In Mystaran terms, this half-elf draconic sorcerer is on a quest for Immortality, most likely in the Sphere of Entropy, and recovering the Ring of Winter is part of her Quest. Given her nature, she might be either Glantrian (and her draconic sorcery is a feature of the Secret Craft of Dracology) or Wendarian (and then she is likely a follower of Idris, who bestowed the draconic bloodline on her). She is a traveller from distant lands, so either version works in all Mystaran locations for the Tomb.
Zindar
Zindar, the harbormaster of Port Nyanzaru, has been discussed fully in the section discussing the city itself, since his adaptation is closely dependent on the nature of Chult’s capital.
Improving the Plotline and Hook
In the original adventure, the main hook is provided by a wealthy patron, Syndra, who is a merchant, a wizard and a former adventurer. She is affected by the Death Curse due to a resurrection during her adventuring times, and has only so much time left before her soul is dragged into the Soulmonger. The premise is that she has already hired other (higher level) adventurers, and they failed, so she turns to the PCs. Obviously this is not a very believable hook—having failed with a given set of adventurers, she should retry with higher level ones, not with lower level ones. The world (Mystara in particular, but this is true for other heroic worlds, including the Forgotten Realms) certainly has more than enough level 10+ adventuring teams, and the Death Curse is a global threat, so multiple parties should be interested in ending it, and have no special reason not to cooperate.
A reasonable fix is to make the Death Curse progressively spread across the globe, starting with the reasonably remote Chult replacement. In this way, the DM can control the spread of the Curse so that the major powers (Thyatis, Alphatia, the Heldannic Knights, etc.) will send high level parties only after the original deadline (around 70 days). Note that at least the Red Wizards faction replacement might already be looking for the Soulmonger with the intention of deactivating it, although the most evil members might not want to destroy it outright.
If Acererak is replaced by a different villain, and the PCs start the adventure at a higher level, then it is possible to provide some additional connection to justify their selection. In my run of Tomb of Annihilation, the PCs started at level 5. They had previously freed a Nithian prince from his pyramid prison in the Isle of Dawn, so they had at least a connection with the Acererak replacement. Furthermore, I replace Syndra with an unnamed Glantrian noble. The idea is that Glantrians do not have access to clerical magic, so in theory they are not resurrected. Thus, Glantri officially would not care too much (at least initially) about the curse, which actually weakens clerical powers and thus their enemies. However, some Glantrian nobles have been resurrected—maybe while adventuring abroad or by illegal clerics—and now face loss of status as well as death. Thus, they need to quietly hire adventurers to stop the curse before it’s too late.
Secondary Plotlines and Locales
The Hvalspyd and the Frost Giants
The frost giants come from Frosthaven, of course. There is no need to change the specifics of the encounters, nor the motivations for them to be in Chult.
Jahaka Anchorage and the Pirates
It is worth adapting the pirate captains to the specific area where the Tomb is set. Otherwise, the plotline is mostly unchanged.
Elok Jaharwon: this character is a Chultan pirate captain, so he can remain unchanged. He is a wereboar in the original adventure, but could be changed to a weretiger if the adventure is set in Tangor Bay.
Laskilar: this pirate captain can be a Vilaverdan swashbuckler (Luis Angelo de la Renda) or a Minrothaddan or Minaean human.
Zaroum Al-Saryak: this pirate captain is a Saragóner in the Savage Coast, a Ylari elsewhere.
Bosco Daggerhand: Bosco is a Minaean if the adventure is set in Tangor, a Texeiran in the Arm of the Immortals (Florestano Mão-de-punhal), and an Ierendian elsewhere.
The Star Goddess
This flying ship is, obviously, an Alphatian skyship in the Mystaran adaptation. It would be reasonable to adapt the officers by changing them into spellcasting NPCs (e.g., the Navigator Ra-das becomes a bard or priest while the captain Thasselandra becomes an apprentice wizard, and the master-at-arms, Falx Haranis, can become a Shiye elf—just add a cantrip attack to the standard veteran).
Note that these people might be the survivors of an Alphatian expedition to destroy the Soulmonger, and could easily join forces with the PCs. In my campaign, several of them went on to become replacement PCs or hirelings.
Appendix: Character Options
This appendix provides some character options to quickly define backgrounds and origins for 5e PC races and classes that make sense in the context of Mystara.
Character races
Some adjustments to races are needed. There are no dragonborn or tieflings in my version of Mystara, for instance.
So, I have implemented the adaptations reported in the following table
[Table: 5e Races in Mystara]
5e Race
Mystaran equivalent
Dwarf
Both hill and mountain dwarves can work as rockborn dwarves in Mystara. The subrace choice can be based on the specific clan or region (e.g., Highforge dwarves are hill dwarves, whereas Northern Reach dwarves are mountain dwarves), but in Rockhome both subraces should be available.
Elf
As for dwarves, also for elves the subrace is normally based on the clan—except for the sea elves who map directly to the aquatic elves of Mystara. The shadar-kai could be used for the Minrothaddan water elves, and/or for the Shadow Elves. Use high elves for the Belcadiz, Vyalia, Torreón, and some Alphatian elves, and wood elves for the majority of other clans.
Halfling
Stout halflings are the standard variety in Mystara, while fleetfoot halflings are more of a variant than a separate subrace.
Dragonborn
Dragonborn can be remapped to the krolli, a race created by the Herathians. They are descended from wallara, thus kin to dragons to some extent. They normally fly, but this is compatible with 5e, more or less.
Tiefling
The simplest option is to use tieflings as a human variant, particularly the Flaems. Their appearance is obviously much more human-like than in standard 5e.
Goliath
Goliaths are called stalwarts in Mystara. They come from the Isle of Dawn, and possibly other mountainous regions, including the Altan Tepes. As such, they can be easily justified in a Thyatian- or Alphatian-controlled area as mercenaries.
Half-orc
Half-orcs can cover a variety of goblinoid/human hybrids for whom 5e does not have specific rules.
Half-elf
As usual, half-elves simply represent humans with some elven traits or elves with some human ancestry rather than a separate species.
Aarakocra
The faenare are the nearest species in Mystara.
Eladrin
Eladrin can be easily used to represent the sidhe, in particular in combination with the Warlock class.
Gnome
5e rock gnomes cover both sky and rock gnomes in Mystara. Forest gnomes may be used to represent brownies.
Tortle
Tortles are a natively Mystaran race. While they are native of the Savage Coast, they could reasonably be found in the Hinterlands in small numbers. They are less appropriate for the most distant locales (Cestia and Tangor).
Character classes
The majority of character classes and archetypes are general enough to be used without modification or adaptation. The exception is those character classes that involve a patron entity or deity. The table below provides some options for those patrons, considering the region where the adventure takes place.
[Table: 5e Cleric Domains, Paladin Oaths and Warlock Patrons in Mystara]
5e Domain/ Oath/ Path
Mystaran Immortals and Patrons
Cleric (Death)
Hel (Robrenn, Eusdria, Northern Reaches, Qeodhar, Frisland), Thanatos (Thyatis, Tangor, Blackheart), Nyx (Thyatis, Karameikos, Orc’s Head), Orcus (goblinoids), Demogorgon (goblinoids)
Cleric (Forge)
Kagyar (dwarves everywhere), Wayland (Isle of Dawn, Tangor, Norwold, Thyatis), Garl (gnomes), and the Twelve Watchers (Minrothad, Darokin)
Cleric (Grave)
Hel
Cleric (Knowledge)
Odin (Northern Reaches, Robrenn, Eusdria, Thyatis, Norwold), Tiresias (Thyatis, Milenian City-States), Ilsundal (elves), Khoronus (Alphatia, Thyatis), Yav (Serpent Peninsula)
Cleric (Life)
Ka (Orc’s Head, tortles, rakasta), Valerias (Thyatis, Savage Baronies, Herath), Alphatia (Alphatia)
Cleric (Light)
Ixion (Narvaez, Orc’s Head, goblinoids, Alphatia, Thyatis), Rathanos (Thothia, Alphatia)
Cleric (Nature)
Djaea (Thyatian Hinterlands, Isle of Dawn, Jennites), Terra (goblinoids, Alphatia), Frey and Freyja (Northern Reaches, Eusdria), Ordana (Robrenn, Bellayne, Minrothad)
Cleric (Tempest)
Thor (Savage Baronies, Northern Reaches, Thyatis), Odin (Thyatis, Northern Reaches)
Cleric (Trickery)
Korotiku (Herath, Thyatis), Asterius (Thyatis, Robrenn), Eiryndul (Alphatia), Talitha (Alphatia), Loki (Northern Reaches, Hule)
Cleric (War)
Halav (Karameikos, Slagovich), Thor , Vanya (Thyatis, Savage Baronies), Odin, Wogar (goblinoids), Kaarash (goblinoids), al-Kalim (Saragón, Ylaruam)
Paladin (Oath of Devotion)
Works for most good Immortals, particularly Petra, Halav, and Tarastia.
Paladin (Oath of Vengeance)
Associated with Vanya (for Thyatian/Guardiano PCs), and Yagrai (for goblinoid PCs). Brissard can work for Alphatian PCs.
Paladin (Oath of Conquest)
Associated with Vanya or Thor (for Thyatian PCs) and Kaarash and Wogar (for goblinoid PCs). Odin, Halav, and al-Kalim are other reasonable options.
Paladin (Oath of the Ancients)
This archetype is equivalent to the Druidic Knight found in Robrenn and similar lands (Thyatian Hinterlands, Isle of Dawn).
Warlock (The Fiend)
The Fiend is either one of the actual Fiends (Alphaks, Orcus, Demogorgon and Leptar), or the Immortal locked into the Carven Oak (Oleyan). Thus, Minrothaddan wood elf keepers can be represented as Warlocks.
Alphaks works well in Alphatia and Thyatis, Orcus and Demogorgon in the Savage Coast and Karameikos.
Warlock (The Archfey)
The Archfey can be one of Oberon, Titania, Gwynn ap Nudd, or Iubadan. Chuarbhidhe is another viable option.
Eladrin Warlocks with the Archfey patron are also a good choice for sidhe characters (using the Pact of the Blade for sidhe warriors, and the Pact of the Talisman for the sidhe rogue).
Since the Dreamlands can move around Mystara, these patrons may be used in most areas.
Warlock (Great Old One)
Reasonable choices in Mystara are Arik, Zargon, the Outer Beings, or the Burrowers. The Burrowers are particularly interesting as the Atropal is replaced by a Burrower in this adaptation. They all work equally well in most regions.
Warlock (The Genie)
Genie patrons are easy to adapt to Mystara. Any of the Elemental Lords or the Genie nobles could easily work in all regions.
References
A. Allston, Dawn of the Emperors: Thyatis and Alphatia, TSR 1989
T. Beach and B. Heard, The Savage Coast Campaign Book, TSR 1996
N. Rea, The Orc’s Head Peninsula Campaign Book, TSR 1996
B. Heard, Rakasta of Mystara, Dragon Magazine 247, TSR 1998
C. Perkins, W. Doyle, S. Winter, Tomb of Annihilation, WotC 2017
G. Gander, Nations of Cestia, http://www.pandius.com/cestia.html
M. Dalmonte, Codex Immortalis, v4.0, 2020
G. Agosta, The Tigers of Kuraman, Threshold Magazine Issue 20
3 See e.g. this map discussed here by Christian Constantin, based on previous works by John Calvin and Geoff Gander.
4 Due to the sheer number of Chultan NPCs, in the rest of this article it is assumed that an Hinterlands adaptation is performed using the first approach.