Dungeons & Dragons adventures are full of epic stories, dark dangers, and clever humor tucked between the espag. One of the most talked-about examples of this humor comes from the Tomb of Annihilation disclaimer, a witty opening statement that sets the tone for the entire campaign. While it may seem like a simple joke, the disclaimer reflects the lethal, tongue-in-cheek spirit of the module. In this guide, you’ll discover what the disclaimer says, why it matters, how it compares to others in the D&D universe, and what lessons Dungeon Masters can take from it.
What Is the Tomb of Annihilation Disclaimer?
The disclaimer appears at the beginning of the Tomb of Annihilation adventure book. Written in a satirical style, it warns players—often with exaggerated humor—about the risks of the campaign. Unlike legal disclaimers in everyday life, this one isn’t about lawsuits. Instead, it’s about tone-setting.
Wizards of the Coast included it not only to spark laughter but also to prepare readers for what’s ahead. This adventure is infamous for being brutal, filled with traps, deadly encounters, and a looming threat known as the Death Curse. The disclaimer captures all of that by saying, in essence, “Don’t expect this journey to be safe.”
The Role of Disclaimers in Dungeons & Dragons
Disclaimers in D&D are more than fluff. They’ve become a tradition in several adventure modules, offering a quirky opening before diving into the rules.
Some serve as inside jokes for veteran players. Others use sarcasm to poke fun at the danger level of the story. For example:
- Curse of Strahd disclaimer: A gothic warning about dealing with vampires.
- Out of the Abyss disclaimer: A comical nudge about the insanity of the Underdark.
- Waterdeep: Dragon Heist disclaimer: A cheeky statement about crime and corruption.
By including disclaimers, Wizards of the Coast achieves two things: they lighten the mood while also hinting at the challenges ahead. It’s like a movie trailer that gives you a taste of the adventure’s vibe.
Breaking Down the Tomb of Annihilation Disclaimer
This particular disclaimer is memorable because of its clever wordplay and ominous undertone.
The Humor Behind the Words
Rather than a boring “warning,” it reads like a playful threat. It mocks the players’ chances of survival while hinting at the dangers inside Chult. The humor works as both entertainment and foreshadowing.
Themes of Danger and Comedy
The disclaimer highlights the adventure’s mix of deadly peril and absurd fun. You’ll find tyrannosaurus zombies, fiendish puzzles, and a villain who enjoys toying with heroes. The disclaimer echoes this duality—serious risk wrapped in wit.
How It Frames the Adventure
From the very first page, the disclaimer tells players: “This isn’t just another dungeon crawl.” It primes them for the fact that characters may die, mistakes have consequences, and survival will be earned, not given.
Why the Tomb of Annihilation Disclaimer Stands Out
Among all the D&D disclaimers, this one resonates strongly with players. Here’s why:
- Unique tone: It blends gallows humor with genuine warning.
- Foreshadowing: It signals the danger level without spoiling plot details.
- Player engagement: It makes readers laugh, then pause and think, “Wait… are they serious?”
In essence, it mirrors the campaign itself—lighthearted on the surface, deadly underneath. Many players and Dungeon Masters cite it as one of the most iconic disclaimers in 5th Edition.
Player and DM Reactions to the Disclaimer
The community’s response has been lively. On forums like Reddit and EN World, players often share stories about their reactions when first reading it.
- Dungeon Masters report using it as a dramatic reading to kick off their campaigns. Some even put on ominous voices or theatrical flair to heighten the effect.
- Players sometimes laugh it off, only to realize later that the warning was very real when their first character dies to a jungle trap.
- Memes and quotes circulate online, proving the disclaimer has become part of D&D culture.
One DM shared: “My players thought I was joking when I read it aloud. By session three, they realized it wasn’t a joke anymore.”
Tomb of Annihilation – Setting, Tone, and Danger
To understand why the disclaimer fits so well, you need a snapshot of the adventure itself.
The story takes place in Chult, a jungle peninsula filled with ancient ruins, poisonous plants, and dinosaurs. At the heart of the tale lies a sinister force: Acererak, a lich who created the deadly Tomb of the Nine Gods.
Key dangers include:
- The Death Curse, which drains life from anyone resurrected.
- Brutal wilderness survival challenges: heat, disease, starvation.
- Complex traps that punish reckless decisions.
- High-level enemies, from undead hordes to fiendish guardians.
The campaign’s reputation as one of the hardest official modules is reinforced by the disclaimer. It prepares players for a journey where cleverness, caution, and teamwork matter more than raw power.
Lessons from the Tomb of Annihilation Disclaimer for Storytelling
Writers, storytellers, and Dungeon Masters can learn a lot from this one page of humor.
Using Humor to Build Anticipation
The disclaimer proves you can warn your audience without being boring. Humor disarms readers, but it also builds anticipation for what’s coming.
Warning Players Without Spoiling Plot
It sets expectations while keeping secrets intact. A good storyteller hints at danger but never reveals the full hand.
Blending Tone – Lighthearted Writing for Dark Adventures
The module is dark, yet the disclaimer uses levity. This contrast makes the darkness hit even harder once the story begins.
Tips for Dungeon Masters Using the Disclaimer
If you’re running Tomb of Annihilation, the disclaimer can become a powerful tool for setting the stage. Here’s how:
- Read it aloud at Session Zero. Use it as part of your campaign’s opening ritual.
- Lean into the humor. Ham it up, exaggerate the words, and let players laugh.
- Follow through on the promise. If the disclaimer warns of deadly traps, make sure they encounter them.
- Use it to manage expectations. Players should know this isn’t a light, casual adventure. It’s dangerous.
Example: Session Zero Strategy
| Step | DM Action | Purpose |
| 1 | Read the disclaimer dramatically | Set the tone |
| 2 | Explain lethality of the campaign | Manage expectations |
| 3 | Discuss character creation | Encourage survival-oriented builds |
| 4 | Establish table rules for death | Avoid surprises later |
By treating the disclaimer seriously while still keeping it funny, you help players step into the right mindset.
FAQs About the Tomb of Annihilation Disclaimer
Is the disclaimer part of the actual adventure?
Yes. It’s printed in the official module, like a humorous introduction.
Does it spoil any part of the story?
Not at all. It warns players about danger but doesn’t reveal plot twists.
Why do D&D books have disclaimers like this?
They’ve become a tradition, mixing humor with hints about the campaign’s theme.
Can Dungeon Masters change the disclaimer?
Absolutely. Many DMs rewrite or expand it for dramatic effect.
Is the disclaimer necessary for players to enjoy the adventure?
Not strictly, but it enriches the experience by setting tone and expectations.
Conclusion – Why the Tomb of Annihilation Disclaimer Matters
The Tomb of Annihilation disclaimer isn’t just a throwaway joke. It’s a clever piece of writing that captures the spirit of the module: deadly, adventurous, and filled with humor. For Dungeon Masters, it’s a tool to prepare players for the brutal challenges ahead. For players, it’s both a warning and an invitation to embrace the chaos of Chult.
In the end, the disclaimer reminds us of what makes Dungeons & Dragons special. It’s not just the dice or the monsters—it’s the storytelling, the anticipation, and the shared laughter around the table. If you’re about to embark on this deadly jungle crawl, take the disclaimer seriously. It may be the funniest—and most accurate—warning you’ll ever read.








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