I am running an online Tomb of Annihilation campaign on youtube. You can check it out here. The first few episodes use the dinosaur racing rules from City on the Edge.
This guide is available in pdf form on the DMs Guild.
I just put out the Tomb of Annihilation Companion:
Links
- Buy Tomb of Annihilation here.
- Buy the Tomb of Annihilation dice here.
- Xanathar's Guide to Everything.
- The Tortle Package by Chris Perkins
- This official page has characters, info, all sorts of stuff
- HANDOUTS - All of the handouts are right here.
- The Tomb of Annihilation Art Gallery
- Mike Schley has free maps of Chult right here.
- Dragon+ issue 15 has free maps from this adventure.
- More free Tomb of Annihilation maps in Dragon+ 16.
- Arcane Tradition: Mage Hunter
- Beasts of the Wild
- Cellar of Death
- Druid Circle: The Spiritlord
- Encounters in Port Nyanzaru
- Encounters in the Jungles of Chult
- Heart of the Wild
- Hunter
- Return of the Lizard King
- Ruins of Hisari
- Ruins of Matolo
- Ruins of Mezro
Resources
Reviews
- Tomb of Annihilation
- City on the Edge
- Over the Edge
- The Tortle Package
- Encounters at Port Nyanzaru
- Peril at the Port
- The Newbie DM's Review of Tomb of Annihilation
- Biased Bill's Review of Tomb of Annihilation
List of NPC Guides
- (pg 33) Guides must register and serve the merchant prince Jobal.
- Those who don't are "beaten, blinded, or beheaded."
- Guides charge 5 gp per day, 30 day up front (150 gp).
- Page 244 has "handouts" that explain what each guide can offer. Hopefully these are available in pdf form somewhere.
- She hides her lycanthropy as best she can.
- Will guide group for free if they'll retrieve an item from Firefinger (page 52). It's a mask of the beast (page 207).
- Afraid of heights.
- Wow. She's a couatl polymorphed into the form of a Chultan woman!
- She knows where Omu is! She's looking for heroes to go there.
- Eku hates Nanny Pu'pu.
- Two rich dandies who gambled away the money their parents gave them.
- Own a "flatulent triceratops" named Zongo.
- Faroul is a human who rarely uses his weapon.
- Gondolo is a halfling who considers himself to be a poet/philosopher.
- Siblings, members of the Zhentarim.
- Pay no fees to Jobal.
- River is female, has an eye patch, prefers jungle to civilization.
- Flask is male, quiet, defers to sister.
- The Zhentarim wants them to look for Artus Cimber.
- Berserker (MM pg 344)
- Hew had his arm bit off by a red dragon named Tinder.
- He wants to go kill the dragon at Wyrmheart Mine (pg 85).
- Reckless. Has adv to hit, creatures have advantage to hit him.
- Adv on saves vs. poison.
- Resistant to poison dmg.
- Darkvision 60 ft.
- Wants to reclaim Hrakhamar.
- Armor made from dinosaur bones.
- Skullbash: His wooden maul.
- They communicate through unique sign language.
- Qawasha hates the undead and is a chwinga magnet.
- Poses as a human guide.
- Secretly works for Ras Nsi.
- She communicates with Ras via a sending stone.
- Good liar, an insult artist.
- Son of merchant prince Zhanthi.
- Works at Fort Beluarian, in league with Flaming Fist.
- Wants to be proactive about the undead threat.
- Hopes to move up the ranks by impressing Liara Porter.
(pg 67) Elok Jaharwon: Wereboar, captain of the Dragon Fang.
- They recently threw Zilla Atazi overboard for insubordination. They don't know that she is alive and imprisoned by the yuan-ti (area 8, pg 118).
(pg 21) Ortimay: Female gnome, captain of the Brazen Pegasus.
- (info from pg 21-22) You can find this ship in the harbor ward (pg 21).
- You can book passage for 10 gp/day (for the whole group).
- Co-Captain Dark: gnome bandit captain (MM pg 344), clever and calm.
- 1st mate Greg Ruddell: male human veteran (MM pg 350), big guy with a heavy greyish beard.
- Crew: 6 sailors aka bandits (MM pg 343)
- (pg 67) Zaroum Al-aryak: Human, captain of the Emerald Eye
- The 7 richest people in the city.
- Each has an equal vote in matters of the state.
- They conduct business at Goldenthrone (page 20).
- Each has a monopoly on the sale of certain items in the city.
- She is a famous former gladiator (see "Grand Coliseum" on pg 22).
- A gladiator (MM pg 346).
- Her husband is Kura, a painter.
- She has two twin sons, Sohen (city guard) and Tiryk (dinosaur racer).
- She sells some magic shields and weapons (list on pg 25).
- Villa: Has weapon/shields/painting on display. Lots of caged parrots.
- A noble (MM pg 348).
- Sells animals (list on page 26).
- Trusts no one, has no family.
- Jealous of Wakanga and Ekene-Afa.
- Secretly informs the yuan-ti when adventurers are heading their way.
- Uses flying snakes as messengers.
- Only sells flying snakes to the Zhentarim.
- Villa: Relics on display. Flying snakes (MM pg 322) flying around.
- Assassin (MM pg 343).
- Sells all poisons in the DMG (DMG pg 257).
- Has the death curse.
- Quiet, usually casts the deciding vote.
- Has a monopoly on sanctions - legal murder.
- Villa: Lots of snake decorations/carvings.
- Scout (MM pg 349).
- In charge of the guides (listed on pg 33).
- Chief spy/consort is Aazon Talieri (Spy MM pg 349).
- Wants Syndra Silvane's map real bad.
- Villa: Mounted heads of beasts on display.
- Priest (MM pg 348).
- Wears a ring of resistance (fire) (DMG pg 192).
- Worships Kossuth.
- Enjoys torturing people with hot coals.
- Consorts include Ixis (succubus MM pg 285) and Indar (incubus pg 285)
- Despises Zhanthi.
- Employs traders who sell tej and insect repellent (pg 31).
- Villa: Strong smell of perfume. Braziers always burning.
- Mage (MM pg 347).
- Friend of Syndra Silvane.
- Secret ally of the Harpers.
- Sells potions and scrolls.
- Has a journal that can lead to the shield guardian, Vorn.
- If the group gives Wakanga Vorn's amulet, he will give them a spellbook with 15 random spells in it.
- Villa: Soft music plays throughout. Flying swords (MM pg 20) and rugs of smothering (MM pg 20).
- Noble (MM pg 348).
- Secret member of the Ytepka Society.
- Her son is Shago, who is at Fort Beluarian. He send her reports on what is happening there.
- Knows about Liara Porter's deal with the pirates. She has Zindar looking for people to take care of it.
- Villa: Suits of gold-plated armor. Bejeweled skulls of ancestors.
This is an adventuring group that went to the tomb within the last month or two. They might be useful for character backstory purposes. They have a lantern inhabited by a spirit named the Starfallen was a moon elf warlock who was killed 1,000 year ago by a fomorian. Her spirit has been inhabiting the lantern ever since. They're trying to bring her back to life. What we know about this group's journey:
- They made landfall at Kitcher's Inlet.
- Followed the River Olung to Lake Luo.
- Searched for puzzle cubes in Omu.
- Had brushes with yuan-ti.
- Discovered the true tomb entrance.
- Ras Nsi caught them, stripped them of their weapons, and threw them in the tomb.
- The company captured an intelligent lizard and used it as trap bait in the tomb. It survived and is hanging out on a green devil face in area 46 on pg 158.
- There was a doppleganger (Biff Longsteel) in their midst.
- They got split up fighting a four-armed gargoyle.
- Lord Brixton: Knight. Has a magic sword that lets you speak Draconic. Died when he was trapped in area 58, pg 169.
- Bravus Boulderborn: Dwarf cleric of Moradin. Wears a turban and chain mail. Has a shield. Slain by a locust trap after stepping on a pressure plate (pg 151)
- Seward: Human ranger (pg 144-145) turned into a tomb dwarf. He has a ghost lantern containing a spirit named "The Starfallen."
- Sephirius: Dragonborn paladin of Bahamut. People call him "Seph". He has a +1 yklwa, an ivory backscratcher. He died in the rotating crawlways (area 32, pg 148).
- Devlin Bashir: A wizard cursed to look like a half-goat. Killed by tomb dwarves (area 19, room 139). He wrote journal handout 12 on pg 254.
- Biff Longsteel: Human adventurer (actually a doppleganger named Pox). May have betrayed the company. Trapped in the mirror on pg 163.
- Zalkore: Lurking in Nangalore (area 8, pg 79).
- Napaka (granddaughter of Zalkore): in the sarcophagus on pg 165. Wore a black gown and a hornet mask.
- Princess Mwaxanare (granddaughter of Napaka): Hiding out at Kir Sabal (pg 69).
- Was activated 20 days ago.
- Anyone who has previously been brought back from the dead begins to waste away.
- Their hit point max is reduced by 20, and decreases by 1 every midnight. Once at 0 hit points, they die.
- The soul of anyone who dies is trapped in the Soulmonger. An atropal eats the souls. Once it ha enough, it will become an evil god.
- Liches can't trap souls in their phylacteries.
- The spells revivify, raise dead, resurrection, and true resurrection do not work.
- The Soulmonger does not affect pre-existing ghosts and spirits. Speak with dead and other spells like it still work normally.
- When a soul is trapped in the Soulmonger, roll a d20 each day. On a roll of 1, the soul is destroyed.
- Spells like commune and divination can determine if a soul ha been destroyed yet.
- The DM decides when the atropal has enough souls to become a guide. It could be months or years.
- The group is in Baldur's Gate. Their friend, Syndra Silvane, has the death curse. She asks the group to go to Chult to find the Soulmonger.
- Syndra will be dead in 79 days. That's how long the group has to get this done.
- The Soulmonger is in the Tomb of the Nine Gods, which is located in Omu.
- Ras Nsi and the yuan-ti are in Omu, trying to end the world.
- Also in Omu are the trickster gods and their shrines. Each shrine holds a puzzle box that is a key to getting into the Tomb of the Nine Gods.
- The Soulmonger is feeding soul to an atropal. Once it has enough, it will transform into an evil god.
- If the heroes destroy the Soulmonger, the death curse is ended.
- Acererak will attack the heroes. The trickster gods will aid the adventurers in their battle against him
- (level 1) The heroes explore Port Nyanzaru.
- (levels 1-6) They explore the jungles of Chult.
- (levels 5-8) They find the ruins of Omu.
- (levels 7-9) In Omu, they will battle the yuan-ti.
- (level 9) Then they will make their way through the Tomb of the Nine Gods.
- The book says the group will be around 11th level at the end. The tomb is very big.
If a Character Dies: They can't be raised. They need to use a new character.
What's the Deal With Artus Cimber? He is waiting for the city of Mezro to return from a demiplane (he doesn't know that it won't come back until Ra Nsi is slain). His girlfriend, Alisanda, is there. In the meantime, he's searching for the ruins of Orolunga to get advice from the naga there. The frost giants are looking for Artus because they want his ring of winter. This is explained on page 74.
Who is Ubtao?
- Ubtao was a god who lived among the people of Chult.
- The constant warring between tribes eventually led to Ubtao deserting them in disgust.
- The Chultans have made peace in the 100 years since, but Ubtao has not returned.
- Dinosaurs are revered as Ubtao's sacred children.
When the group arrives, Syndra Silvermane will be staying at Wakanga's place. The two main choices for the group are the Thundering Lizard or Kaya's House of Repose.
Encounters: It's easy to overlook page 193, which has a bunch of fun encounters you can use in Port Nyanzaru. Make sure to check it out!
- Collect a Debt: Beat up a gladiator
- Create a Distraction: Escort a spy to a jungle fort and create a distraction while the spy steals information.
- Escort a Priest: Escort a priest to Camp Vengeance.
- Explore the Aldani Basin: Go see if there is a base full of wizards here.
- Find Artus Cimber: The daughter of Artus wants the group to find Artus, but there's more to this than it seems.
- Help a Dyeing Man: The group has 10 days to kill a certain dude.
- Help the Lords' Alliance: If the group can make an accurate map of the locations of two ruins, they get a sailing ship.
- Hunt Pirates: Take out 3 pirate ships and capture the captains.
- Save an Innocent Man: Help a guy survive a public fight with 2 velociraptors without being noticed by the crowd.
- Seek Wisdom at Orolunga: The group is mysteriously directed to speak to a seer who lives south of Mbala.
The city is divided into sections, some of which are outside the city walls.
Old City: This area has 3 ruined ziggurats and people living in bamboo huts.
1. Beggars' Palace (pg 18): There are shops and bamboo tenements on the two larger ziggurats.
2. Executioner's Run (pg 18): Criminals are thrown in this dinosaur pit. Those who escape win their freedom. Crowds gather and bet on these events.
In Encounters in Port Nyanzaru, there is a scenario where a dude falls in and the group has to save him.
3. Refuse Pit (pg 20): People throw their garbage in here. There are otyughs (MM pg 248) at the bottom.
In Encounters in Port Nyanzaru, there's a scenario set here involving an otyugh that is tricking people into coming into the pit.
Merchants' Ward (pg 20): Upper class area full of shops.
4. Goldenthrone (pg 20): Guarded by 8 gladiators (MM pg 345). The Merchant Princes run Port Nyanzaru from this place. If you show up to meet with a prince, there is a 1 in 6 chance they are there. If they are, you'll have to wait d3 hours to meet them.
5. Merchant Prince's Villa (pg 20): There are details on each individual villa on pg 27. Here they are:
- Ekene-Afa: Lots of caged squawking parrots. Paintings, shields and weapon hanging on the walls.
- Ifan Talro'a: Flying snakes swoop around freely. Displays of relics obtained from ruins.
- Jessamine: Walls and pillars painted with colorful serpents, decorative serpent-themed fountains.
- Jobal: Silk draperies, mounted heads of beasts.
- Kwayothe: Reeks of perfume. There are bowls of fruit for you. Oil lamps and braziers are always lit.
- Wakanga: Lit with continual flame spells. Magic music plays throughout (easy listening?). Doors are arcane locked (PH pg 215. Flying swords (MM pg 20) and rugs of smothering (MM pg 20) abound.
- Zhanthi: Standing suit of gold-plated armor, bejeweled skulls of Zhanthi's ancestors.
7. Temple of Savras (pg 20): Savras is a god of wizards/fortune tellers.
Head Priest: Grandfather Zitembe (priest MM pg 348).
When the group first meets Zitembe, he is arguing with three members of the Zhentarim (assassins MM pg 343). Zitembe shoos them away. Zitembe can use his magic to locate Omu.
8. Temple of Gond (pg 21): Popular among crafters. There is a huge fountain here that has water jets that create amazing shapes.
9. Temple of Sune (pg 21): Accessible by boat or causeway, an illusion make it look like the roof hovers in the air. When you first go there and meet the clergy, make a Cha check DC 15. Success: You're accepted. Fail: You get pity for being unattractive.
10. Jewel Market: Sells jewels and luxury items. Lots of guards (MM pg 347) and spies (MM pg 349).
Harbor Ward: You can book passage on the Brazen Pegasus for 10 gp/day (for the whole group).
11. Royal Docks (pg 22): Exclusively used by the rich and fabulous.
12. Statue (pg 22): This is Na N'buso, an "ancient king". The statue was made 5 years ago and it is meant to impress outsiders.
13. Harbormaster's Office (pg 22): Outside of this building is a bulletin board that lists the available guides (see pg 33). Zindar is a half-gold dragon who watches over the harbor. His stats are on page 239.
14. Lighthouse (pg 22): It can make colored smoke that can be seen from far away.
15. Fort Nyanzaru (pg 22): It has a chain that can block the harbor. It's got stuff:
- 2 ballistas: Ballista: +6 to hit, 16 (3d10) damage. It takes an action to load, an action to aim, and an action to fire.
- 1 noble (MM pg 348).
- 4 veterans (MM pg 350).
- 40 guards (MM pg 347).
17. Dry Dock (pg 22): Ships get repaired here. Dinosaurs pull ships out of the water.
Market Ward: Middle class area with shops and tradesfolk.
(pages 31-32) Special Items:
- Canoe 50 gp
- Insect Repellent 1 gp for 20 doses
- Rain Catcher 1gp
- Tej (fermented honey) A mug costs 4 cp, 1 gallon cask is 2 sp.
- Ylkwa (a type of spear that does d8 dmg) 1 gp
Inns:
- The Thundering Lizard: 5 sp/night, raucous clientele. You might want to have someone mention that a tabaxi minstrel disappeared fairly recently. His name is Pottery Shard. He is a prisoner of the yuan-ti (pg 118).
- Kaya's House of Repose: 1 gp/night, nice place, quiet.
20. Grand Coliseum (pg 23): Statues of legendary gladiators line tops of the walls. There are events every day. There are some awesome events detailed in City on the Edge.
21. Hall of Gold (pg 23): Temple to Waukeen, goddess of trade and wealth. It is also a major bank. Run by Sibonseni, Mother of Prosperity (priest MM pg 348) she is very popular. When she travels in the streets, she's carried in a sedan chair and accompanied by drummers and dancers.
22. Public Bathhouse (pg 24): Run by priests of Sune. There is no charge, but a donation is requested. A masseuse costs 2d10 sp.
Malar's Throat: Buildings on either side of a ravine, connected by rope bridges.
24. Temple of Tymora (pg 24): This is where the people of Malar's Throat flee to when zombies attack.
Tiryiki Anchorage: Home to animal trainers, river folk and unsavory types. This is where most dinosaurs are trained.
25. Dinosaur Pens: Dinosaurs trained for street racing are stabled here.
Villa
(pg 27) 1. Entryway: d4+1 gladiators (MM pg 346).
(pg 28) 5. Garden: Has rare plants (see pg 205).
(pg 28) 7. Sauna: fire elemental (MM pg 125)
(pg 28) 8. Bath: They hold meetings in the bath. You should probably squeeze that in if you can (bring a squeegee).
(pg 29) 10. Library: Full of mythical romance novels. Let's whip some up:
- Death Betrayed: The Raven Queen and Nerull story.
- The Brimstone Angel: Faridah and Lorcan.
- From the Moathouse With Love: Rufus and Burne (from the Village of Hommlet).
- I, Strahd: Strahd, Tatyana and Sergei.
- Abyssal Passions: Grazz't and Iggwilv.
- Crustaceans of Love: The many suitors of Blipdoolpoolp.
- Hell's Fury: The story of the love triangle between Glasya, Levistus, and Naome (Glasya's mother).
- Dark Deeds: Lolth and Corellon.
- Caged Yearning: Shemeshka the Marauder and A'kin the Friendly Fiend.
- I Love You, Me: The tale of one ettin's erotic awakening.
12. Master Suite: Treasure chart is on DMG page 137. You might want to roll this ahead of time to keep thing moving.
If there's jewelry, it's in a lockbox that requires a DC 15 thievery check to open.
13. Guard Room: d4+1 gladiators (MM pg 346).
(pg 29) Laws and Punishments
- The court is not corrupt
- Slavery is frowned upon
- Murder is illegal, but you can purchase a "sanction" for 150 gp+ that allows you to whack someone.
- Emerald Enclave: They focus on handling the hordes of undead in the jungle.
- Flaming Fist: A mercenary company from Baldur's Gate. Looking to plunder Omu. Highest ranking member is Liara Portyr (pg 227)
- (pg 29) Harpers: Secret organization of heroes. Artus Cimber (pg 212) is a former member of the Harpers. He is somewhere in Chult. The Harpers are looking for him. One agent of theirs, Lomar Dral, went missing searching for Artus. Lomar is imprisoned in area 8, pg 118.
- (pg 29) Lords' Alliance: Sort of lumped in with the Flaming Fist.
- (pg 29) Order of the Gauntlet: Battling the undead menace. Their camp, Fort Righteous (pg ), was overrun by undead. They set up Camp Vengeance, run by the inept Niles Breakbone.
- (pg 29) Red Wizards of Thay: They want to steal the Soulmonger. They're at the heart of Ubtao with Xandala (pg 58).
- (pg 30) Ytepka Society: Protector of the city. Working to track down and eliminate the pirates that are causing problems. They warn people by anonymously delivering an iron token bearing the likeness of a triceratops.
- (pg 30) Zhentarim: Shady people. The merchant princes use them as guards and hunters. They are looking for Artus Cimber. They want to steal the Ring of Winter from him.
Buying a Special Item: You can get pretty much everything in the PH. Heavy armor cost 2-3 times more than normal.
Black Market: Using the black market in Tiryiki Anchorage or Malar's Throat requires as DC 15 Deception check. Black Market prices are d4+2 times more expensive!
- (pg 31)Canoe 50 gp Max speed of 2 mph. Stats of a rowboat (DMG pg 119).
- (pg 32) Insect Repellent 1 gp for 20 Lasts for 8 hours, 20-foot radius. Vial of salve is 1 gp, lasts for 24 hours.
- (pg 32) Rain Catcher 1 gp Tarp and frame that can catch and hold up to 8 gallons of water.
- (pg 32) Tej 2 sp for a 1 gallon cask Fermented drink made from honey. Kwayothe sells this stuff.
- (pg 32) Yklwa 1 gp A spear that does d8 damage.
A race day has three races:
- Race for four-legged beasts, muzzled. Ankylosaurs, triceratopses and dimetrodons.
- Race for two-legged beasts, muzzled. Mostly hadrosauruses and deinonychuses.
- "Unchained": All dinosaurs that run. No muzzles. These races are where you are most likely to see young allosauruses and tyrannosauruses. Dinosaurs within 50 feet can attack each other.
- Ranges from 1 cp to 500 gp
- If you're not playing out the races, roll on the chart on page 32.
- Losers who don't pay up are tracked down by d4+1 thugs or gladiators.
The book talks about heroes who don't race. I would guess most characters will want to take part. It seems tricky to effectively cut from the race to the heroes watching the race. The book suggests letting those players control NPC racers.
Here's how dinosaur racing works:
- This is abstract. The first racer to get 300 feet (points) wins.
- Riders can't attack or be attacked.
- No initiative rolls?! There are still rounds, though.
- Each round, every rider makes an Animal Handling check.
- Look at the chart on page 32. Each dinosaur has a different DC. If you succeed, you gain its speed (the first number) in points.
- So, for an allosaurus, you need to roll a 16. If you do, you gain 50 points. Once you have 300, you win.
- Lashing Your Dinosaur: If you "lash" or whip your dinosaur, you make your animal handling check with advantage. If you succeed, you use the second speed number. If you fail by 5 or more, the dinosaur goes berserk and is out of the race. The dinosaur must make a DC 10 Con check. If it fails, it is at half speed for the rest of the race.
Where's Omu? Check out the map on page 39. Port Nyanzaru is up near the top. Omu is pretty much straight down near the southern coast, next to the Peaks of Flame.
If the group decides to travel by ship, they can hit coastal landing sites like:
- Jahaka Bay
- Kitcher's Inlet
- Refuge Bay
- Shilku Bay
- Snapping Turtle Bay
1. Bust out the player's hex map on page 243.
2. Let the group pick their path.
3. One character is the navigator. They must make a survival check. The DC depends on where you are.
- Coast/Lake is a DC 10.
- Jungle/mountain/river/swamp/wasteland is a DC 15. Fail: The party is lost. They end up in one of the 6 hexes around them.
- Travel via Canoe: 2 hexes per day.
- Walk at a Regular Pace: 1 hex per day.
- Hustle: Roll a d4. Result of 3 or 4 means they travel 2 hexes per day. -5 to perception checks and roll
(page 38) Dehydration: The group might need some rain catchers for this to be doable.
- River water is not fit for drinking unless boiled.
- If a character doesn't drink 2 gallons of water, make a DC 15 con save or suffer 1 lvl of exhaustion (PH pg 291). Those in medium or heavy armor make this check at disadvantage.
- Check out DMG page 111 for food and water. Each beast of burden is going to require probably 4 pounds of food and 4 gallons of water!
(pg 40) Diseases
Mad Monkey Fever: A blue mist rolls around the jungle, covering up to 2,400 square feet. Contact with it: DC 13 Con save. Fail: After d6 hours, you get long term madness (pg 260, lasts d10x10 hours). Once the madness is gone, you save again. Fail means you get long term madness again.
Shivering Sickness: You get this from insects. It kicks in after the next long rest. DC 11 Con save (adv on the roll if you have natural armor). Fail: You regain only 1/2 normal hit points when you spend a hit die, and gain no hit points from a long rest. You also have disadvantage on skill checks and attack rolls. After the next long rest, you can repeat the save.
Throat Leeches: Sweet fancy Moses! If you swallow tainted water, make a DC 12 Con save. Fail: After d6 hours, you gain 1 lvl of exhaustion (PH pg 291). On the next long rest, save again. Fail means you gain another level of exhaustion. Success mean your exhaustion decreases by 1 level.
(pg 40) Random Encounters
On the map, a black skull and bones symbol means an encounter with undead is likely. A red skull and crossbones mean there's even more of a chance.
Starting on page 195 is a massive list of jungle encounters. My favorites:
- The group finds an abandoned (?) camp with supplies.
- Artus Cimber shows up to help the heroes when they're in danger or the group coming up a "winterscape" created by the ring of winter (described on page 203).
- Finding "Treasure drops".
- A wild boar runs toward the group. It is being chased by deinonychuses.
- A random chart of dead explorers!!! That's on page 198. I think it would fun to find someone tied to a post covered in honey, soon to be devoured by giant insects if the group doesn't help.
- A t. rex fighting a horde of zombies or ghouls.
- Batiri goblins attacking the group's camp at night.
- One of the sewn sisters steals some hair from a PC at night.
- A statue of Ubtao that can bless heroes who can solve the maze inscribed upon it.
- Tri-flower fronds try to infiltrate the group's camp.
- The group is attacked by a zombie t. rex
- A wereboar guarding a shrine to Ubtao.
- Zorbos in wukka trees.
Aldani Basin: Named after lobsterfolk (see page 210). They hide in the lakes. When the sky is clear, you can see the Heart of Ubtao (page 58) floating from up to 50 miles away.
Ataaz Kahakla: The gorge of death! The walls are lined with coral, making a rainbow-colored seascape. There's skeletons of dinosaurs and sharks mixed in, too.
Ataaz Muhahah: A bridge where monkeys hang out. The bridge has maze designs linked to Ubtao. Sometimes the laughter of the monkeys echo and sound like haughty, gloating laughter. This makes the monkeys go silent. There are three special things on this bridge, a shrine, a gap, and hanging vines...
- (pg 42) Shrine of Ubtao: This statue has gem eyes (worthless gems). The statue is an iron golem. Touch it and you're in for a world of hurt. It will try to push you off of the bridge! It has advantage on athletics checks to do so! Iron Golem is on MM pg 170. It has +7 to athletics checks! That's a 100 foot drop, aka 10d6 damage.
- Bridge Gap: Jumping rules are on PH pg 182. You can jump your strength score in feet. Remember that the crumbly stone causes a DC 13 Acrobatics check or else you fall.
- Hanging Vines: Swinging on them is a DC 10 acro/athletics check. Making the monkeys accept you is a DC 10 animal handling. Fail and you are rumbling with d4 baboons! MM pg 318
- 4 firenewt warriors (volo's pg 142) on giant striders (volo's page 143).
- Tinder the red dragon (MM pg 98)
He might blow steam at the group. DC 15 Str or Dex save. Fail means you fall overboard where d4 reef sharks (MM pg 336) are hanging out.
(pg 43) Camp Righteous: This camp was overrun by zombies. There's a shrine here. Goblins are hiding, watching. They want the group to deal with the shrine, and then the goblins will steal whatever the group found in there.
Boiling it down, this is a long, trapped hallway with a ruined camp around it.
Monsters:
- Goblin (MM pg 166)
- Goblin Boss (MM pg 166)
- Zombie (MM pg 316)
- Skeleton (MM pg 272)
- Allosaurus (MM pg 79)
- Axe beak (MM pg 317)
- Poisonous snake (MM pg 334)
That's the hurdle here. I can see some players getting really frustrated with this, because the "get on my shoulders" solution is very "outside the box" and unorthodox. Just be aware of that and drop a clue if you think you have players who might sour the evening over this.
- 6a. Concealed Pit Trap: Detecting it is a DC 13 Perception with disadvantage. There's a 50% chance each person triggers it. 2d6 falling damage.
- 6b. Blade Trap: 50% chance that 4 blades slice you: DC 13 Dex save, 18 (4d8) dmg. You can jam the blades.
- 6c. Puzzle Floor: The floor ha tiles. The door has identical tiles. Looking closely at the door reveals a glowing tile. The door will tell you which tile to step on, one by one. Stepping on a wrong tile is a DC 13 Dex save or 22 fire damage! Yikes.
- 6d. Puzzle Door: Oof. This one might be a problem. To get through the door in the puzzle room, you need to touch the four glowing squares... while someone is on your shoulders! If the group hasn't figured this out, this might get real frustrating for your players. Touching the wrong squares: DC 13 Con save. Fail: 9 dmg, pushed 10 feet ONTO THE TILES. Success: Half dmg, not pushed.
- 6e. Treasury: Trapped Steps! Steps 3, 10, 17, and 23... step on one, 20 foot radius ball of lightning! DC 13 Dex save. Fail: 22 damage! Success: Half dmg.
Alchemy Jug (DMG pg 150): You can use this thing to mae 8 gallons of water per day! That's a big deal out in the jungle.
(pg 47) Camp Vengeance: The Order of the Gauntlet is here.
- Leader: Niles Breakbone. Nice guy, bad leader.
- Captain Ord Firebeard and Captain Perne Salhana are in charge of 8 veterans and 24 guards.
- Sister Cyas leads the 6 acolytes.
- Lorsa Bilwatal and Wulf Rygor lead 15 tribal warriors.
- If the group arrives by boat, Commander Breakbones wants the group to bring 7 sick soldiers to Port Nyanzaru.
- If the group shows up on foot, he wants the group to take 4 guards and 4 tribal warriors on an undead-hunting expedition that will take two weeks.
- Noble (MM pg 348)
- Veteran (MM pg 350)
- Guard (MM pg 347)
- Acolyte (MM pg 342)
- Priest (MM pg 348)
- Tribal Warrior (MM pg 350)
- Scout (MM pg 349)
- Goat (MM pg 330)
Once inside, the group will likely become embroiled in some trickery, teaming up with Krr'ook to trick Groak. Groak wants to make sweet love to the trickster goddess, Nangnang. The group can use Nolzur's pigments to trick him into making it happen.
If things go south, here, the group will be facing 40 grungs and 16 grung elite warriors! You can always have the grung capture rather than kill, chucking the heroes in the pit in area 7.
This might make for a fun chase scene, with the group trying to get out of the maze as the grung chase them.
Maybe.. when the group first gets near Dungrunglung, they see a huge herd of zombies loitering somewhere. That way, if the group ends up being chased by a grung horde, they could lure their grung pursuers into the zombie mob to facilitate their escape!
Stat Stuff:
- Assassin Vines (pg 213)
- Ghouls (MM pg 148)
- Yahcha Beetle (pg 205)
- Zombies (MM pg 316)
- Circlet of Blasting (DMG pg 158)
- Nolzur's Marvelous Pigments (DMG pg 183)
- Ring of Jumping (DMG pg 191)
You can do a lot of fun stuff as the group climbs outside, especially if a member of the group has featherfall. That's kind of a license for you to go nuts, knowing they're OK if they fall.
- Pterafolk (pg 229)
- Giant Wolf Spiders (MM pg 330)
- Stirges (MM pg 284)
- Aarakocra (MM pg 12)
- Commune with Nature (PG pg 224)
- Mask of the Beast (page 207) Lets you cast animal friendship (PH pg 212) 3x per day.
The Flaming Fist expect people to buy a charter from them - a document which "allows" people to explore Chult. If a Fist patrol comes upon people exploring without a charter, they will attack them. A charter is 50 gp, and you can hire up to 6 guards to come with you. You must pay the guards each 1 gp per "tenday".
The bell at 10f. (pg 57) is rung every four hours to signal a change of shift. When used as an alarm, it rings for 30 seconds straight.
NPC List
- Liara Portyr (stats pg 227) - The evil leader.
- Gruta Halsdottir - Second in command. She does most of the day-to-day work.
- Korhie Donadrue - Chief armorer.
- Shilaue K'wenya - Priest of Helm.
- Thaeven the Bald - Stablemaster.
- Jaro - A merchant who run the store (area 8, pg 56).
- Rahl Zuberi - Chultan dinosaur trainer.
- Sigbeorn Dunebar - Head cook.
- There are traders here selling stuff for 50% more than prices in the PH.
- Liara Porter (pg 227)
- Knight (MM pg 347)
- Veteran (MM pg 350)
- Guard (MM pg 347)
- Spy (MM pg 349)
- Priest (MM pg 348)
- Riding Horses (MM pg 336)
- Warhorse (MM pg 340)
- Commoner (MM pg 345)
- Hadrosaurus (page 224)
- Deinonychus (page 217)
- Tribal Warrior (MM pg 350)
- Potion of healing (DMG pg 188)
- Lesser Restoration (PH pg 255)
- Purify Food and Drink (PH pg 270)
- Bowl of Commanding Water elementals (DMG pg 156)
- Sending Stone (DMG pg 199)
- Lich (MM pg 202)
- Swarm of bats (MM pg 337)
- Zombie (MM pg 316)
- Girallon Zombie (MM pg 240)
- Arcane Gate (PH pg 214)
(pg 60) Hrakhamar: This dwarven forge was taken by firenewts. Albino dwarves want the heroes to take it back. Inside is a treasury with doors that are difficult to open - you need to grab the molds for the keys and actually make the key in the forge.
This place has a 40-mile-long tunnel that connects to Wyrmheart Mine.
The albino dwarves are led by Sithi Vinecutter, who is very blunt. Two of the albinos have been captured. They are in area 9 on page 63. Their names are Laz Drumthunder and Malkar Stonegrist. You might want to somehow work in the story of a firenewt being abducted by yuan-ti. This is Gormax, who is imprisoned on pg 118. Maybe some of the albino dwarves witnessed the abduction.
- Firenewt warriors (pg 219)
- Firenewt warlocks of Imix (pg 219)
- Giant striders (pg 222)
- Albino dwarf warriors (pg 210)
- Carrion crawlers (MM pg 37)
- Giant spiders (MM pg 328)
- Kobolds (MM pg 195)
(pg 64) Hvalspyd: This ship is 250 feet long and has sails made from white dragon wings. The frost giants sail this thing. They are searching for Artus Cimber and his Ring of Winter. The giants want to use the ring to plunge the world into an ice age.
On the map, they put this ship on the coast. It is to the right of Port Nyanzaru.
- Frost giants (MM pg 155)
- Winter wolves (MM pg 340)
(pg 64) Jahaka Anchorage: This is where the pirates lurk.
There is always:
- One ship at the dock.
- One ship protecting the area.
- One ship out plundering and seizing booty.
- Make a DC 15 perception check
- Sail through ring of submerged rocks. DC 10 Intelligence check. Fail by 4 or less: ship springs a leak, but no serious dmg. Fail by 5 or more: hip' peed is halved until it is repaired.
- Flying swords (MM pg 20)
- Bandit (MM pg 343)
- Thug (MM pg 350)
- Deinonychus (pg 217)
- Reef sharks (MM pg 336)
- Leomund's tiny hut (PH pg 255)
- Knock (PH pg 254)
- Ring of animal influence (DMG pg 189)
- Potion of water breathing (DMG pg 188)
This monastery is on a high plateau. To get there, you need to spend an hour+ ascending. Make three DC 15 checks:
- Athletics to climb.
- Acrobatics to cross gaps in walkway.
- Perception to avoid parts that won't hold your weight.
This place is home to over 50 aarakocra. They are led by an aarkocra named Asharra, who has special stats:
Asharra: AC 12 HP 31 Spd 20 ft., fly 50 ft.
+4 to hit, 4 dmg
Dive Attack: +3 dmg when I dive 30 feet and hit with melee
Spells: +5 to hit, DC 13
- Cantrips: Druidcraft, mending, produce flame
- 1st level: Detect magic, faerie fire, thunderwave
- 2nd level: Gust of Wind, hold person, lesser restoration
- 3rd level: Call lightning, wind wall
History +4, Insight +5, Perception +7
Speaks Auran and Common
Princess Mwaxanare: She is the rightful ruler of Omu, and she is your classic stuck up princess type. She asks the group to retrieve the Skull Chalice of Ch'gakare from Omu for her. She will likely develop romantic feelings for one of the heroes. I'm all over this one.
The Dance of the Seven Winds: This will give the group the ability to fly (speed 30) for 3 days! Pretty sweet.
- Aarakocra (MM pg 12)
- Princess Mwaxanare (pg 228)
- Gargoyles (MM pg 140)
- Potion of poison (DMG pg 188)
(pg 72) Lake Luo: Portions of this lake boil, sending up clouds of steam. There are no fish in here.
(pg 72) Land of Ash and Smoke: Gray, barren valley that has streams of lava. Tzindelor the red dragon lurks here.
(pg 72) Mbala: This ruined village is home to Nanny Pu'pu, a hag who poses as an old crone. She can turn dead heroes into undead adventurers. Before doing so, she'll ask the group to take out a bunch of pterafolk that have been causing her problems.
The Ritual of Stolen Life: This takes an hour. The group will need to provide a few things:
- A gem worth at least 100 gp.
- A living humanoid that must be sacrifice.
- Is undead! Doesn't need to sleep/eat/breathe.
- Hit point max is reduced by d4 every day! They're rotting away.
- Once their HP max is 0, the gem embedded in their forehead shatters and they are a corpse once more.
Nanny Pu'pu: Nanny Pu'pu wants to eat our heroes. She'll try to isolate them. Her monkeys won't help, but she's got a flesh golem buried in the earth ready to give someone a whuppin. Remember.. she's a green hag, so she can turn invisible, make herself look like other people, and even imitate sounds and voices. This makes it very possible for her to get close to an isolated PC and strike them down quietly.
- Green Hag (MM pg 177)
- Flying Monkey (pg 220)
- Flesh Golem (MM pg 169)
- Comprehend Languages (PH pg 224)
- Potion of Greater Healing (pg 187) heals 4d4+4
(pg 74) Mistcliff: 1,000 foot-high cliffs that are home to aarakocra, pteranadons, and other flying monsters.
(pg 74) Nangalore: You might want to ask in advance which characters, if any, are trained in Medicine. It might come into play in area 8, pg 79.
The group can explore this exotic, ruined garden and learn that Zalkore ruled this place, and mistakenly thought that her husband Thiryu-kaya betrayed her. She realized that he hadn't after he died. Now she does drugs to pretend he is still with her.
She also got turned into a medusa by an erinyes.
The final encounter can go many different ways. She's covered and it is not obvious she is a medusa. She talks as if her husband is there. If the group messes with his ashes or badmouths him, things get ugly quick. She might might try to feed them poison food. If the group is here for the black orchid, she will trade it for valuables or an attractive slave.
Tons of encounters in this place:
- Have that plant page ready (pg 205).
- Crocodiles (MM pg 320)
- Mantrap (pg 227)
- Yellow musk zombies (pg 237)
- Yellow musk creeper (pg 237)
- Almiraj (pg 211)
- Asassin vine (pg 213)
- Chwinga (pg 216)
- Flying monkeys (pg 220)
- Jaculis (pg 225)
- Giant Spider (MM pg 328)
- Swarms of poisonous snakes (MM pg 338)
- Tri-Flower Fronds (pg 234)
- Eblis (pg 219)
- Medusa (MM pg 214)
- Folding boat! (DMG pg 170)
- Swarm of quippers (MM pg 338)
- Wand of Fear (DMG pg 210)
(pg 80) Omu: This is what all of chapter 3 will be about.
(pg 80) Orolunga: This is a ziggurat with rows of magical steps. The only way to ascend is to use the steps, you can't fly, teleport, etc. Each set of steps has a special solution.
- First Steps: Has thorns that do damage to you. Hold an orange and a purple orchid.
- Second Steps: These will crumble beneath your feet unless you hold the orchids and carry a red parrot feather.
- Third Steps: This is where it gets funky. There's all these poisonous snakes on the steps. You have to swallow a poisonous snake. Then you'll be able to slither up the steps!
- She knows that Mezro won't return until Ras Ni is dead.
- She knows where Omu is.
- She knows that Ras Nsi and the yuan-ti are scheming to end the world.
- She might give the group a supernatural charm (DMG pg 228). It's a bit hard to figure what charm is appropriate. I guess vitality or heroism. (gain 10 temp HP, and add a d4 to attack rolls and saving throws for the next hour).
- Guardian naga (MM pg 234)
- Chwinga (MM pg 216)
- Swarm of poisonous snakes (MM pg 338)
(pg 82) Refuge Bay: Safe place to land a ship. There is a sunken village in the water teeming with sharks.
(pg 82) River Olunga: Steaming hot water from Lake Luo flows down rapids. To the west lies dangerous, undead-infested territory.
(pg 82) River Soshenstar: Flows north, lots of waterfalls.
(pg 82) River Tath: River goes from Aldani Basin to Jahaka Bay.
(pg 82) River Tiryiki: Very dangerous river! Lot of waterfalls, lots of predators on the banks.
(pg 82) Shilku: A village destroyed by a volcanic eruption. Flaming Fist thinks there's treasure here. Lots of mephits, firenewts, salamanders, etc.
(pg 83) Shilku Bay: Lava pours into the bay, making the water poisonous.
(pg 83) Snapping Turtle Bay: A beautiful beach that ha dangerous vegetation. There are cyclopes here that aren't necessarily hostile, and a giant snapping turtle named King Toba.
- Cyclopes (MM pg 45)
- Giant Snapping Turtle (page 222)
(pg 83) Valley of Dread: Home to lots of dinosaur and lizardfolk kingdoms.
(pg 83) Valley of Embers: Land ruined by lava and ash. Marchlands north of the lake are nearly impassable.
(pg 83) Valley of Lost Honor: This is where Wyrmheart Mine (home of Tinder, the Red Dragon) and Hrakhamar (the dwarven forge overtaken by firenewts) are.
(pg 83) Vorn: This statue is actually a shield guardian. The amulet that controls it is in the goblin village of Yellyark.
(pg 84) Wreck of the Narwhal: This ship mysteriously crashed here long ago. Now it is home to a weretiger
(pg 84) Wreck of the Star Goddess: This is a crashed Halruaan flying ship up in the trees. There are 8 ghouls underneath it, and once the group tries a rescue, 3 girallon zombies attack the wreck
The survivors are stuck in the wreck, are hungry and suffering from level 4 exhaustion (PH pg 291). That's disadvantage on ability checks, attack rolls and saves, half speed, half hit point max! They're pretty close to death.
NPCs:
- Captain Thasselandra Bravewing.
- Ra-Das - Master-of-Arms.
- Falx Haranis.
- Crew: Brax, Nhar and Veliod.
- One member of the crew, Oloma Authdamar, is alive elsewhere. he is currently a prisoner of the yuan-ti (see pg 118).
- Ghouls (MM pg 148)
- Girallon Zombies (page 240)
- Noble (MM pg 348)
- Scout (MM pg 349)
- Veteran (MM pg 350)
- Guard (MM pg 347)
The rolling boulder will go from 6c onto the tracks and roll on a clockwise path down the track, past 7, 8, 9, 10 and crash into 11.
- Specters (MM pg 279)
- Kobold inventor (pg 226)
- Kobold (MM pg 195)
- Winged kobold (MM pg 195)
- Quippers (MM pg 335)
- Young Red Dragon (MM pg 98)
- Mithral breastplate (DMG pg 182)
- Potion of Greater Healing (DMG pg 187) 4d4+4
There's a million fun things that can come out of this, but it will be ruined if they don't have a clear mental picture of what this is. The most confusing part of the description for me was saying that the tree is "bent down like a giant spring," so maybe omit that or alter it.
Queen Grabstab: She is wearing the amulet that controls Vorn, the shield guardian.
- Goblin boss (MM pg 166)
- Goblins (MM pg 166)
- Swarm of insects (MM pg 338)
History:
- Ubtao left Chult in disgust, and the city fell into chaos.
- 9 Trickster gods took Ubtao's place.
- The tricksters built shrines that tested the mettle of their followers.
- 100 years ago, Acererak showed up and killed the trickster gods.
- Acererak forced the Omuans to build his dungeon, and then he killed them all.
- 50 years ago, yuan-ti showed up and built a temple
- Ras Nsi joined them. They wait for Dendar to come out and end the world.
- Yuan-ti (MM pg 309): They patrol the city.
- Grung (pg 223): They live on rooftops around Nangnang's shrine.
- Vegepygmies (pg 234): The tribes revere the Great Rift.
- Kobolds (MM pg 195): Acererak ordered them to maintain the shrines.
- Red Wizards of Thay (mage, MM pg 347): They are searching for the tomb.
- 3 Tabaxi hunters (pg 232): Hooded Lantern (he is preparing to die fighting the t. rex), Bag of Nails (she is inquisitive and wry), and Copper Bell (he has gone insane).
- 3 inches to a side, weighs half a pound.
- Each has the symbol of one of the trickster gods.
- Can't be destroyed by any means.
- If taken more than a mile from Omu, they teleport back to their respective shrines.
- The group will end up with 5 of them. The Red Wizards have 2 and Ras Nsi has one.
- 2d4 gargoyles with nets (MM pg 140).
- 1d6 giant spiders (MM pg 328).
- The King of Feathers, a t. rex (See area 13, pg 106).
- Kobolds on their way to touch up a shrine (MM pg 195).
- (pg 95) Exploring the ruins. the group travels 200 feet every 5 minutes due to thick undergrowth 200 feet per minute if they throw caution to the wind.
- Assassin Vines (pg 213).
- Collapsing Floor: One random hero must make a Dex save DC 12. Fail: Fall 20 feet and roll on the table again.
- Mad Monkey Mist (pg 40): DC 13 Con save or gain long-term madness after d6 hours.
- Nest: Stirges, Swarms of poisonous snakes, giant wasps (anyone who takes dmg from them must make a DC 11 Con save or get shivering sickness, which is described on pg 40).
- Plant Discovery: These are all described on page 205.
- Treasure: 1d6 art objects worth 25 gp each.
- Vegepygmies (pg 234: Not in a fighting mood! Cower and flee if possible.
(pg 96) 2. Walled Compound: A lot of Red Wizards were killed here. One is trapped in rubble, and calls out for help.
- 3 levels of exhaustion = (PH pg 291) Half speed, disadv on ability checks, attack rolls, and saving throws.
- Spy (MM pg 349)
- Jackal (MM pg 331)
- Froghemoth (pg 221)
- Glyph of Warding (PH pg 245)
- Fear (PH pg 239)
- Kamadan (pg 225)
- Gladiator (MM pg 346)
- Grung (pg 223)
- Vegempygmies (pg 234)
- Vegepygmy chief (pg 235)
- Thorny (pg 233)
Statues: AC 17 HP 30 +6 to hit, 5 (d8+1) piercing dmg.
- Immune: Non-magic weapons, poison and psychic dmg.
- Jaculi (pg 225)
- Assassin (MM pg 343)
- Midnight Tears (DMG pg 258) At the stroke of midnight, make a DC 17 Con save or take 31 poison dmg, half on success!
- Ghouls (MM pg 148)
- Mage (MM pg 347)
- Thug (MM pg 350)
- Almiraj (pg 211)
Green Slime (DMG page 205): DC 10 DEX save, 5(d10) acid damage. It does 11 acid to wood or metal. It does this damage until scraped off.
(pg 105) 12. Wongo's Shrine: This one is fun. You can look through masks that help you figure out how to get the puzzle cube. You need to pour water into one of 4 cupped hands or feet. Some heroes might get turned into an animal for 24 hours!
- Zebra (riding horse) (MM pg 336)
- Su-Monster (pg 232)
- Lion (MM pg 331)
- Boar (MM pg 319)
- Vulture (MM pg 339)
King of Feathers: AC 13 HP 200 Spd 50 +10/+10 each 10 ft., 20 bludgeoning/33 piercing dmg. If tgt is medium or smaller, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the tyrannosaurus can't bite another target.
- Legendary Resistance (3/Day) If it fails a saving throw, it can choose to succeed instead.
- Can see invisible creatures
- Can cast misty step at will.
- (rchg 5-6) Summon Swarm: Exhales a swarm of insects (MM pg 338) that disperses after 1 minute.
- T. Rex (MM pg 80)
- Swarm of insects (MM pg 338)
- Deinonychus (pg 217)
- Helm of telepathy (DMG pg 174)
(pg 106) 14. Tomb of the Nine Gods: This is what chapter 5 and the rest of the book will be about!
(pg 106) 15. Ruined Bazaar: There's 6 traps in here. Catapults that use a kobold inventor (see pg 226) power. I would go with the green slime pots, as that seems fun. Fire makes no sense because they'd burn their own home down.
(pg 108) 18. Nangnang's Shrine: It is guarded by grungs. Once inside, there all of these (illusory) treasures. You must offer a treasure to Nangnang to get the puzzle box.
(pg 109) 19. Obo'Laka's Shrine: Guarded by 4 zorbos. This one is a bit complicated. The group has to deal with some teleporting pools. If they grab the puzzle cube they might turn to stone! This turn to stone check must be made every round. The heroes have to figure out how to shut this down (put torches in sconces) and then figure out how to transport the torches without putting out the flames.
Ras Nsi has taken the final puzzle cube. The group will have to go into the fane and get it.
Ras Nsi is suffering from the death curse and doesn't know the cause. Yuan-ti rivals are preparing to dispose of him.
Fenthaza
Alarm: If the gong in room 9 is rung, most creatures stay where they are. Here's the creatures that investigate (they are from rooms 11, 16, 17 and 18):
When captured, the heroes are put in the pit in room 8. After an hour, Yahru (from area 17) will question them. If the group is calm, he brings them to Fenthaza. If they are rude/defiant, he brings them to Ras Nsi.
If Ras finds out the group is trying to end the death curse, not only will he free them, he'll give them the puzzle cube!
If the Group is Brought Before Fenthaza:
Teleporter locations:
(pg 106) 15. Ruined Bazaar: There's 6 traps in here. Catapults that use a kobold inventor (see pg 226) power. I would go with the green slime pots, as that seems fun. Fire makes no sense because they'd burn their own home down.
- Kobold (MM pg 195)
- Kobold scale sorcerer (pg 226)
- Kobold inventor (pg 226)
- Potion of greater healing (pg 187) 4d4+4
- Crocodiles (MM pg 320)
(pg 108) 18. Nangnang's Shrine: It is guarded by grungs. Once inside, there all of these (illusory) treasures. You must offer a treasure to Nangnang to get the puzzle box.
(pg 109) 19. Obo'Laka's Shrine: Guarded by 4 zorbos. This one is a bit complicated. The group has to deal with some teleporting pools. If they grab the puzzle cube they might turn to stone! This turn to stone check must be made every round. The heroes have to figure out how to shut this down (put torches in sconces) and then figure out how to transport the torches without putting out the flames.
- Zorbo (pg 241)
- Mage (MM pg 347)
- Immovable rod (DMG pg 175)
- Yuan-ti malison (MM pg 309)
Ras Nsi has taken the final puzzle cube. The group will have to go into the fane and get it.
Ras Nsi is suffering from the death curse and doesn't know the cause. Yuan-ti rivals are preparing to dispose of him.
Fenthaza
- She wants to overthrow Ras Nsi
- She wants to find the Black Opal crown, which is in the tomb.
- She might try to get the group to create a distraction so she and her allies can kill Ras.
Alarm: If the gong in room 9 is rung, most creatures stay where they are. Here's the creatures that investigate (they are from rooms 11, 16, 17 and 18):
- Sekelok (champion variant) (pg 216)
- 5 type 1 malisons (this includes Yahru from 17) (MM pg 309)
- 4 type 2 malisons (MM pg 309)
- 2 type 3 malisons (MM pg 309)
- 3 yuan-ti broodguards (pg 238)
- 6 yuan-ti purebloods (pg 310)
- 2 gladiators (MM pg 346)
When captured, the heroes are put in the pit in room 8. After an hour, Yahru (from area 17) will question them. If the group is calm, he brings them to Fenthaza. If they are rude/defiant, he brings them to Ras Nsi.
If Ras finds out the group is trying to end the death curse, not only will he free them, he'll give them the puzzle cube!
If the Group is Brought Before Fenthaza:
- Fenthaza will force the group to perform slave labor for one day (chart on page 112 how their tasks). If the group does the tasks, she'll tell them to assassinate Ras Nsi.
- They get the puzzle cube they need.
- She give them the passphrases to area 4.
- She will change the characters into yuan-ti if they want (!). The transformation ritual is described on page 119.
- The group must start a slave uprising while Fenthaza goes to kill Ras.
- She will then try to kill the heroes.
Teleporter locations:
- (pg 118) 8. Prisoner Pits
- (pg 119) 9. The Fane
- (pg 120) 10. The Harem
- (pg 121) 11. Throne Room
(pg 114) 1. Main Gate: Nahth can be bribed with 10 gp or food. Those snake pits are right by the doors! Jumping rules are on PH pgs 182 and 190.
(pg 116) 4. Armory: If you know the passwords to get in the door and pacify the naga, you're good! If not, the door is arcane locked and the naga comes at you. There is a shield in here with the hilarious trait of amplifying everything you say ten times louder.
Looking at the map, this is a tiny room. This fight will spill out into the hallway and possibly room 6, where the chanting skulls can aid the bad guys.
There's a lever in here that opens the portcullis that blocks area 8.
Escaping Manacles (PH pg 152): Escape is a DC 20 Dex check. Breaking them is a DC 20 Str check.
Prisoners:
Cauldron: Upturning it is a DC 15 Str check. Each creature in a 15-foot cone must make a DC 12 Dex save. Fail: 4 (1d8) fire dmg, half dmg on success.
Portcullis: Blocks area 10. There's a lever to raise it.
Balcony: Climb up there is a DC 13 Athletics check. It gives half cover vs. ranged (half cover: +2 bonus to AC and Dexterity saving throws)
Yuan-ti Ritual:
Ishmakal: A doppleganger spy that is working for the Red Wizards, is contemplating the idea of defecting to the side of the yuan-ti.
Scandal: Sekelok (from area 11) is secretly engaging in ACTIVITIES OF PASSION with a concubine named Neema. Sekelok is Ras Nsi's personal bodyguard, so if the group finds out about this, they can do some hilarious stuff with it.
(1/Rest) Flying Shields: As a bonus action, Ras can call forth the shields to give himself a +10 to AC! +10! Each time they block an attack that would normally hit, a shield falls to the ground and Ras loses 2 AC.
Incense: If you light it, a cloud fills a 20-foot-diameter sphere. All within it must make a DC 16 Con save or fall into a dreamlike stupor that lasts for one hour - once they've been removed from the cloud!
Bottle Hazard: Spells like thunderwave will cause the bottles of poison to shatter. 15-foot-sphere of poisonous vapors, DC 15 Con save. Fail: 18 poison dmg (even if you hold your breath).
Jug: Open this jug? More gas!! The knock-out gas fills the room! DC 13 Con save, fail: You're unconscious for an hour. This gas lingers for one minute.
Rowboat: (DMG pg 119) AC 11 HP 50 Spd 1.5 mph, holds up to 3 passengers.
Chapter 5: Tomb of the Nine Gods
(pg 125) It works like this: The traps of the tomb kill people. Their souls are stored in the soulmonger. An atropal (a god-fetus-thing) eats the souls. Once the atropal has consumed enough souls, it will become an evil god. Acererak wants it to become a god of death that will kill everyone, so that only undead creatures would be left inhabiting the world.
Three hags created the Soulmonger, in exchange for keeping some of the souls for themselves.
Acererak is not here. He's watching "from afar". The Sewn Sisters are watching over things.
(pg 126) Tomb Inhabitents: Check out this motley crew:
Withers and the Tomb Dwarves: An undead maintenance crew. Located at area 2 (pg 145).
Legendary Monsters: There are two. A beholder guarding a treasure vault in area 44 (pg 156) and an aboleth in an underground lake in area 65 (pg 174).
Skeleton Keys: Little skeletons that wander the dungeon. Seriously! Their heads are in a sort of key shape. When you have all 5, you can open the gate in area 71 (pg 178) Regular skeleton stats are on MM pg 272. You decide where they are located! There's one on each level.
Skeleton Key AC 13 HP 13 +4/+4 to hit, 4 (1d4+2) piercing dmg Spd 30 ft., climb 30 ft.
Tomb Guardians: Flesh golems (MM pg 169) with AC 17. You're supposed to use them when it feels right. Don't forget, they're medium, not large! They can fit through the hallways just fine.
Trickster God Spirits: They are detailed on pg 129.
Fabled Treasures: There are many fabulous prizes to be won! Make a DC 20 History check and learn:
(pg 129) Spirits of the Nine Trickster Gods: The spirit of each of the trickster gods is trapped in a magic item. When someone picks it up, they must make a DC 16 Charisma save. Fail: The trickster inhabits them. A very handy handout on page 256, the last page of the book, lays out the effects of each.
Each trickster grants a boon, such as a 23 strength. Each also grants a personality flaw, such as: "I bow before noone and expect others to do as I command."
Leaving a Host: Ways a trickster can be ejected:
I think the best approach here is to provide space for them to play out their flaws. Make sure the consequences of roleplaying in good faith make things more interesting rather than more deadly.
I know that's easier said than done. I think (like the book says) in some cases, the best bet is for you to play each trickster like a voice in their head, urging the character to do something but ultimately leaving it up to the player.
Also, if you run the voices in their head, you can actually have those voices help the group find secret doors, give clues to puzzles, and steer them away from fatal mistakes.
Trickster God Rivals: Here is a quick list of the gods and their rivals, alignment, animal representative, and the magic item their spirit is in.
I'jin (CN Al'Miraj, wand of wonder) vs Obo'laka (LN zorbo, ring of protection)
Kubazan (CG froghemoth, bracers of archery) vs. Papazotl (LE eblis, amulet of health)
Moa (LG jaculi, staff of the python) vs. Wongo (CE flying monkey, mace of terror)
Shagambi (NG kamadan, instrument of the bards) vs. Nangnang (NE grung, pearl of power)
Loner: Unkh (N flail snail, robe of scintillating colors)
Things to Do Before the Start: Here are some things you might want to do:
(pg 130) Level 1: Rotten Halls
Walls: The walls are covered in moss and decorated with screaming skulls.
Underground River: Difficult terrain, 3 feet deep
1. Acererak's Warning: There are two visible tunnels. In one, you can find a useful amulet. In the other is a nasty trap. The real entrance is a third tunnel, obscured by vegetation. It is spotted with a DC 10 Perception check.
Obelisk: Handout is on page 252. This thing has a riddle that provides clues to a bunch of rooms. If you mess with the obelisk, 3 gargoyles with devil faces swoop down and attack. Break the obelisk: A nalfeshnee appears and thrashes you. It disappears after 1 minute.
(pg 131) 3. False Entrance: Wow. There's double doors in here. There's alcoves for you to place the puzzle cubes. If you place them in the alcoves so that the rivals face one another, a stone block seals the exit and gas that does 10 points of dmg per round fills the room for 6 rounds! Thankfully, the stone block goes back up into the ceiling after that.
What's behind the doors? More gas!!
(pg 131) 4. True Entrance: Puzzle time. You need to put the puzzle cubes into slots in a certain configuration. Each time the group gets it wrong, all within 20 feet take 18 lightning damage!
Success: The wall slides open to reveal the entrance. It shuts after one hour.
(pg 132) 4B. Second Puzzle Door: Get this.. A lever pops out of the wall and an hourglass turns over. The group has ten seconds. Pull the lever? Don't pull the lever?! One choice causes the ENTIRE FLOOR to open up and drop everybody into a pit of poison spikes.
Pit: 1d4 spikes hit each hero. They take 11 (2d10) bludgeoning dmg for the fall. Each spike does 3 (1d6) piercing and 5 (1d10 poison dmg).
(pg 133) 5. Trapped Corridor: A devil face (located at 5b at the intersection)! Its mouth is a well of utter darkness.
5A. Poison Darts: Spotting these trapped tiles is a DC 15 Perception check.
Each time they are triggered, 4 darts shoot out at a random target! +8 (for each dart) to hit, 2 (1d4) dmg and a DC 15 Con save. Fail: 14 (4d6) poison dmg. Success: Half dmg.
5B. Devil Face: Climb in?
(pg 133) 6. Crystal Window: Peer through it, see area 10 (pgs 135-136) See 2 bear statues holding a disc with many eyes. Also see 6 corpses, each wearing a black mask. The heroes can break the window and climb through if they want. When the group enters that room, those eyes see them and here come the undead.
(pg 134) 7. Grand Staircase: Hoo boy. This staircase lets the group go to the other levels of the dungeon! That means you are probably going to need to be familiar with this entire dungeon before the group gets to this point.
They'll see a tomb dwarf for a moment on the flight below. If they go down to level 2, there's a plaque with clues. If they go down to level 4, they'll see another plaque with clues.
It says it happens when they enter the room, or start their turn in the room. So I guess that little triangular area by the hallway counts as "room".
(pg 135) 9. Magical Fountain: My favorite! A random chart! Be careful with #3, that might get weird and lead to a social faux pas. If you have players who you think could get carried away, maybe change this to transforming them into another race or something.
(pg 135) 10. Obo'Laka's Tomb: Obo'Laka is the zorbo trickster god. If the eyes on the disk spot you, the undead rise up. If you wear their masks, the eyes can't see you and it is much easier to open the sarcophagus.
In the sarcophagus is a ring of protection (+1 to AC and saving throws). Whoever touches it must make a DC 16 Charisma save. Fail: You're inhabited by Obo'Laka (pg 256). This ring disintegrates once you leave the tomb.
If the group opens the secret door to the south, the gas in 11 ignites! It looks like only the person opening the door will get hit on this side. DC 15 Dex save. 22 (4d10) fire dmg, half dmg on a successful save.
(pg 137) 11. Gas Pocket: Smells rotten! Open the secret door to 10.. kaboom! DC 15 Dex save. 22 (4d10) fire dmg, half dmg on a successful save.
(pg 137) 12. Trapped Chest: This is a really great trap! Chest hanging from chains, locked. Pick the lock is a DC 22 Dex check. Fail: Your thieves' tools are destroyed. Failed by 5 or more: You are teleported into the chest, the chest drops into the water and sinks to the bottom.
Inside the Chest: The pool is only 5 feet deep, but it is muddy, so you can't really see in it. The character is restrained and after 5 rounds, begins suffocating (PH pg 183): You can hold your breath for your Con mod +1 minutes! Eventually you drop to 0 HP and dying and can't be stabilized until freed.
Chest: AC 13 HP 30 imm: poison, psychic dmg
Remember - a skeleton key does not count for etting off traps, so it doen't count as a creature in the skull jaws trap.
(pg 137) 14 Moa's Tomb: Yikes. The skull of a little girl. You have to lie to her and pass three DC 12 deception checks, otherwise she goes full flameskull on you.
Sarcophagus: This holds the bones of Moa, and a staff of the python. Whoever touches the staff must make a DC 16 Charisma save or be possessed by Moa.
There are these warrens in the wall that small creatures can squeeze in to. Lots of spiders in there! Squeezing (PH pg 192): You have disadvantage on attack rolls and Dex checks, and you move at half speed.
(pg 138) 16. Wongo's Tomb: This one is fun but very, very deadly. There's a good chance frightened heroes are going to have to run through the spinning blades again!
There's three really big, empty chests. Each has a key. You have to climb in and use the key on the lock from the inside. This causes a button to appear on the sarcophagus. When the sarcophagus button is pressed, the chest is unlocked and a trap goes off! Each chest has a different trap:
The Mace of Terror contains the spirit of Wongo. DC 16 Charisma save or Wongo has possessed you.
(pg 139) 18. Devil Pit: If the darkness is dispelled, it turns into a swarm of bats. The group can lower themselves into I'Jin's tomb, which is pretty complicated. Remember that they have to step on the tiles in order to open it.
Doing so puts you in a parallel dimension where there's... another tomb, identical to this one! Every day it magically refreshes. Good gawd.
There's a dead wizard here, half-goat/half-man named Devlin. He's got a spellbook and a staff.
(pg 141) 20. False Tomb: This is very cool. It goes like this:
That thing about waterbreathing not working seems kind of iffy. Wine is partly water, isnt it? Maybe warn the group well in advance. Water rules:
(pg 142) Papazotl's Tomb: Lots of words, but it's pretty simple. Touch anything, and skeletons start pouring out of the glass cauldrons. Don't forget the shield! I almost did.
Round 1 brings 12 skeletons. Every round after that, another skeleton emerges from each of the 6 glass cauldrons. The adventurers will have to either destroy the cauldrons, or figure out that they have to bow to the chariot to end this effect.
Glass Cauldron: AC 15 HP 22
Bronze Shield: AC 15 HP 10 immune to all dmg except force!
Amulet of Health (DMG pg 214): Touch it, make a DC 16 Charisma save. Fail: You've been Papazotled. Better pizza. Better flavor. Papazotl.
(pg 142) 23. Bottled Genie: She's trapped. She can't grant wishes, as far as I can see, but she will make a series of offers in exchange for letting her out: My group freed her right away with no bargaining. She tried to plane shift away and ended up in room 57.
Remember that the slaad is free once a character enters the circle! Scuffing the salt frees the slaad. Inside the sarcophagus is an urn. Whoever touches it makes a DC 21 Wis save or they take 11 dmg per round and are affected by Otto's Irresistable Dance. There's a pearl of power, too. Touch it: Possessed by Nangnang DC 16 Cha save.
(pg 144) 27. Forge of the Tomb Dwarves: The room where they make the tomb dwarves and tomb guardians!
The group can obtain the ghost lantern containing the Starfallen. You can use her to steer the group.
You're going to want to have the beholder eye ray chart ready. This place has tons of purple mold that the beholder, Belchorz the Unseen, can see through. Any time a patch of mold is destroyed, an eyestalk grows out of nearby mold and fires a random eye ray (MM pg 28)
Crystal Eyes: The group will need to find 10 crystal eyes to get into room 44. Here they are
(pg 147) 30. Iron Barrier: You can lift this metal sliding door to continue on. It will suddenly drop back down after 1 minute (10 rounds). If someone is right under it... DC 15 Dex save. Fail: 44 (8d10) dmg!
(pg 147) 31. Reflected Hall: Passing through the curtain of water causes waves to go in both directions, probably splitting the party. DC 15 Str save. Fail: 14 (4d6) dmg, swept to the end of the hall, prone.
There are two secret alcoves in here that contain 2 crystal eyes that the group needs. The water does not pass through the illusion that conceals these rooms.
(pg 148) 32. Rotating Crawlways: You crawl in... it rotates and lowers.
(pg 148) 33. Chamber of Opposition: There's a shadow in here that is a reflection of the first person to enter. Its back is to the group. It mimics the character's movement. It can drink all of the soup and then a crystal eye appears.
I think you should make sure to describe the font as being very, very shallow. I think a lot of players always assume these are pretty deep and wouldn't realize that it is possible to drinking all of that.
Don't forget, anyone who walks sees its face and must make a DC 15 Wis save or drop to 0 hit points!! You're definitely going to want to pay attention the controlling character. If he or she turns around, so does the duplicate, and the group is in huge trouble.
(pg 149) 34. Peephole: This is part of the next room's deal. When you look through it, you see the dial on the block. Basically, you can call out to room 25 which tile should be stepped on next.
(pg 149) 35. I'Jin's Tomb: OK. Here's what you have to do in here:
(pg 151) 37. Winds of Pandemonium: Platform jumping! The platforms are anywhere from 6 to 12 feet apart. Jumping rules are on PH pg 182. You can jump your strength score in feet. Remember that the crumbly stone causes a DC 13 Acrobatics check or else you fall.
When I ran this, the most important thing was the madness chart. The winds cause it, and the effects work out really well in here.
Pull the Lever: Roll initiative! The statue's fists open and reveal 2 crystal eyes. Also, at the start of your turn, make a DC 20 Wis save or gain short-term madness. The winds give you disadvantage on Str checks.
There's a crawlspace here that leads to super-deadly "rolling barrel" room (area 38c, pg 152).
(pg 152) 38. Revolving Room Trap: OK. This can be a bit confusing. You can see the other two areas, but you can't really get to them from here unless the group ha the ability to shatter a stone wall. From what I can tell, the golem won't attack. Its only job is to pull the lever when somebody goes in to 38c.
Those unfortunate enough to end up in the spin cycle of doom enter into this procedure:
The golem has a key to the chest on a necklace. Opening the chest by any other means causes gas to fill a 15-foot cube that corrodes and destroys all nonmagic metal (no save).
To get rid of the skull: feed it 10,000 gp in gems!
(pg 154) 41. Tomb Guardians: Two flesh golems chained together. They actually have a shared pool of hit points, so neither goes down until you've done enough dmg to kill both! They can't be more than 15 feet from each other, which could lead to some fun stuff. Remember that if the chain is broken, they both go berserk.
They have a power that triggers when they hit 40 hit points. So, I'd say track their hit points individually but when one drops to 0, every hit from then on damages the other one. I think it's fun to have one go berserk. It might end up dragging its twin around.
Chained Flesh Golem (MM pg 169): AC 17 HP 93 (Total HP for both: 186)
+7/+7 to hit, 13 bludgeoning plus 7 piercing dmg
It says that they're polymorphed into a frog, "as though it had failed a saving throw against a polymorph spell", so I guess that means the effect lasts 1 hour.
Boar Head: AC 5 HP 22
(pg 156) 44. Vault of the Beholder: To get in here, you need all 10 crystal eyes. This is a "boss fight". The room is a dome.
Floor: The floor is slippery. Enter or start your turn on the floor: DC 10 Dex save or fall prone. When moving on this floor, you'll keep sliding in one direction until you hit the wall.
Magnetic Sphere: There's an orb covered in a sheet hovering 20 feet above the floor. Remove the sheet: It's magnetic. Everyone wearing metal armor is pulled to the sphere and stuck to it. Ranged attacks with metal projectiles have disadvantage due to this orb.
(pg 157) 45. Gargoyle Guardians: This room has 10-foot-trall pedestals with gargoyles on them. If the heroes look down as they're coming down the stairs, they can see the tops of the pillars are made of different types of metal: Copper, silver, gold platinum. These pillars have a coin slot in the side. If the group does not put coins in the slots (1 gp for the gold pillar, 1 sp for the silver pillar, etc.) the gargoyles attack when the group tries to leave the room.
The pit drops down into area 58, pg 169.
I had the group destroy a pillar and run. I had the gargoyle remain animated, lurking in the central stairwell. I asked the co-author of this dungeon, Will Doyle, if the other gargoyles stay animated or return to their pillars. He says they return to their pillars.
(pg 158) 46. Lizard Den: This one looks scary, but there's no trap. There is an awakened lizard in here that speaks Druidic. It traveled with the Company of the Yellow Banner, and might be a useful ally.
(pg 159) 47. Elemental Cells: Ok... this is just death incarnate. People are going to die in these things. Basically, you go in a cell and it starts to kill you, and you need to figure out what to do to make it teleport you to the next cell, which also tries to kill you. These cells have an antimagic field! No magic items, spells, nothing! The fields in each cell can be turned off, but figuring out how to do so is hard.
- Long Jump: Move at least 10 feet before you jump. You cover a number of feet up to your Strength score. If you don't move 10 feet, you can leap only half that distance. Either way, each foot you jump costs a foot of movement.
- High Jump: Move at least 10 feet first, You leap 3+your STR mod in feet. From a standing position: Half that.
- Nahth, type 1 malison (MM pg 309)
- 4 yuan-ti broodguards (pg 238)
- Swarm of poisonous snakes (MM pg 338)
- Soakosh, yuan-ti pureblood (MM pg 310)
- 4 yuan-ti broodguard (pg 238)
- 2 basilisks (MM pg 24)
- Triceratops (MM pg 80)
(pg 116) 4. Armory: If you know the passwords to get in the door and pacify the naga, you're good! If not, the door is arcane locked and the naga comes at you. There is a shield in here with the hilarious trait of amplifying everything you say ten times louder.
- Arcane lock (PH pg 215)
- Knock (PH pg 254)
- Bone naga (MM pg 233)
- 2 minotaur skeletons (MM pg 273)
Looking at the map, this is a tiny room. This fight will spill out into the hallway and possibly room 6, where the chanting skulls can aid the bad guys.
- Fenthaza, yuan-ti nightmare speaker (pg 239)
- 2 type two yuan-ti malisons (MM pg 309)
- Air elemental (MM pg 124)
There's a lever in here that opens the portcullis that blocks area 8.
- 4 yuan-ti broodguards (pg 238)
- Get in: You take 5 (d10) psychic dmg when you enter/start turn in it.
- Look in: Make a DC 15 Wis save. Fail: Take 5 (d10) psychic dmg and gain a random form of long-term madness (pg 260, lasts d10x10 hours).
- 3 type three yuan-ti malisons (MM pg 309)
- Eldritch blast (PH pg 237): +5/+5 to hit (two beams), d10+3 force dmg per beam.
- Minor Illusion (PH pg 260)
- Poison Spray (PH pg 266): Rg 10 ft, Con save DC 13 d12 poison dmg.
Escaping Manacles (PH pg 152): Escape is a DC 20 Dex check. Breaking them is a DC 20 Str check.
Prisoners:
- Tahvo: Human boy (AC 10 HP 2) wearing a flower garland.
- Sev: Yuan-ti pureblood (MM pg 310) who has long-term madness.
- Oloma Authdamar: Scout (MM pg 349) who survived the crash of the Star Goddess (pg 84).
- Pottery Shard: Tabaxi minstrel (pg 233).
- Gorvax: Firenewt warrior (pg 219).
- Lomar Dral: Human mage (MM pg 347). A harper searching for Artus Cimber.
- Mung: Batiri goblin (MM pg 166), suffering from three levels of exhaustion (PH pg 291) Half speed, disadvantage on ability checks, attack rolls, and saving throws..
- Kanuh Natombe: Tribal warrior (MM pg 350), malnourished. 4 levels of exhaustion (PH pg 291) That's disadvantage on ability checks, attack rolls and saves, half speed, half hit point max.
- Zilla Atazi: A pirate (bandit, MM pg 343) of the Dragonfang who was thrown overboard for insubordination.
Cauldron: Upturning it is a DC 15 Str check. Each creature in a 15-foot cone must make a DC 12 Dex save. Fail: 4 (1d8) fire dmg, half dmg on success.
Portcullis: Blocks area 10. There's a lever to raise it.
Balcony: Climb up there is a DC 13 Athletics check. It gives half cover vs. ranged (half cover: +2 bonus to AC and Dexterity saving throws)
Yuan-ti Ritual:
- Once every 10 days. Takes all night. Most of the yuan-ti take part in the ritual.
- Sometimes, slaves are eaten. Other times, humans are transformed into yuan-ti.
- You are drugged, then you bathe in the blood of sacrificial victims.
- You gain d6 levels of exhaustion (PH pg 291). If you live, you gain indefinite madness (DMG pg 260) and rest in area 18.
- You gain Darkvision 60 ft.
- At will: Poison spray (PH pg 266), animal friendship on snakes only PH (pg 212). At lvl 3, you can cast suggestion (PH pg 279).
- Immune to poison.
- Advantage on saves vs. spells/magical effects.
- If you die, your body is fed to the hydra in area 21.
- The transformation can only be undone with a wish spell!
Ishmakal: A doppleganger spy that is working for the Red Wizards, is contemplating the idea of defecting to the side of the yuan-ti.
Scandal: Sekelok (from area 11) is secretly engaging in ACTIVITIES OF PASSION with a concubine named Neema. Sekelok is Ras Nsi's personal bodyguard, so if the group finds out about this, they can do some hilarious stuff with it.
- 11 yuan-ti purebloods (MM pg 310)
- 1 doppleganger (MM pg 82)
- 2 yuan-ti broodguards (pg 238)
- Ras Nsi (pg 230)
- 2 type one yuan-ti malisons (MM pg 309)
- Sekelok (altered champion, pg 216)
- 3 yuan-ti broodguards (pg 238)
- 4 ghouls (MM pg 148)
- (2/Day) Indomitable: Reroll a failed save.
- (Bonus action, 1/Rest) Second Wind: Regain 20 HP
- Immune: poison
- Darkvision 60 ft.
- Adv on saves vs. spells/magical effect
- At will: Poison spray (PH pg 266), animal friendship (on snakes only) (PH pg 212).
- 3/day: Suggestion (PH pg 279) DC 13
(1/Rest) Flying Shields: As a bonus action, Ras can call forth the shields to give himself a +10 to AC! +10! Each time they block an attack that would normally hit, a shield falls to the ground and Ras loses 2 AC.
- Ras Nsi (pg 230): He's in here at night.
- Flame Tongue (DMG pg 170)
- Sending Stone (DMG pg 199)
Incense: If you light it, a cloud fills a 20-foot-diameter sphere. All within it must make a DC 16 Con save or fall into a dreamlike stupor that lasts for one hour - once they've been removed from the cloud!
- Giant constrictor snake (MM pg 324)
- It's locked. Pick It: DC 15 Dex check w/thieves tools.
- Spot The Trap: DC 20 Perception
- Disable: DC 12 Dex check.
- Poison Needle Trap: DC 16 Dex save. Fail: 5 poison dmg, blinded.. permanently! Lesser Restoration will restore your peepers.
Bottle Hazard: Spells like thunderwave will cause the bottles of poison to shatter. 15-foot-sphere of poisonous vapors, DC 15 Con save. Fail: 18 poison dmg (even if you hold your breath).
Jug: Open this jug? More gas!! The knock-out gas fills the room! DC 13 Con save, fail: You're unconscious for an hour. This gas lingers for one minute.
- 1 yuan-ti pureblood (MM pg 310)
- 5 zombies (MM pg 316)
- 20 doses of serpent venom DC 11 Con save. Fail 10 poison dmg, half on a successful one.
- 5 doses of essence of ether (DMG pg 258) Inhaled, DC 15 Con save of be poisoned and unconscious for 8 hours. You can be awakened by dmg/being shook.
- 5 doses of torpor (DMG pg 258) Ingested, DC 15 Con save or poisoned and incapacitated for 4d6 hours.
- Swarm of Poisonous Snakes (MM pg 338)
- 4 yuan-ti purebloods (MM pg 310)
- 2 type two yuan-ti malisons (MM pg 309)
- 5 commoners (MM pg 345) (names on pg 12. Here's some: Olu, Yapa, Fipya, Mainu and Lorit)
- Yahru, type one yuan-ti malison (MM pg 309)
- 2 gladiators (MM pg 346)
- 2 type one yuan-ti malisons (MM pg 309)
- 2 type two yuan-ti malisons (MM pg 309)
- 2 type three yuan-ti malisons (MM pg 309)
- 6 yuan-ti purebloods (MM pg 310)
- Isaar, type three yuan-ti malison (MM pg 309)
- 2d10 commoners (names on pg 12)
- 3 yuan-ti broodguards (pg 238)
Rowboat: (DMG pg 119) AC 11 HP 50 Spd 1.5 mph, holds up to 3 passengers.
- 4 yuan-ti broodguards (pg 238)
- Hydra (MM pg 190)
- Hydra (MM pg 190)
- Green Slime (DMG pg 105)
- Yellow Mold (DMG pg 105)
Chapter 5: Tomb of the Nine Gods
(pg 125) It works like this: The traps of the tomb kill people. Their souls are stored in the soulmonger. An atropal (a god-fetus-thing) eats the souls. Once the atropal has consumed enough souls, it will become an evil god. Acererak wants it to become a god of death that will kill everyone, so that only undead creatures would be left inhabiting the world.
Three hags created the Soulmonger, in exchange for keeping some of the souls for themselves.
Acererak is not here. He's watching "from afar". The Sewn Sisters are watching over things.
(pg 126) Tomb Inhabitents: Check out this motley crew:
Withers and the Tomb Dwarves: An undead maintenance crew. Located at area 2 (pg 145).
Legendary Monsters: There are two. A beholder guarding a treasure vault in area 44 (pg 156) and an aboleth in an underground lake in area 65 (pg 174).
Skeleton Keys: Little skeletons that wander the dungeon. Seriously! Their heads are in a sort of key shape. When you have all 5, you can open the gate in area 71 (pg 178) Regular skeleton stats are on MM pg 272. You decide where they are located! There's one on each level.
Skeleton Key AC 13 HP 13 +4/+4 to hit, 4 (1d4+2) piercing dmg Spd 30 ft., climb 30 ft.
- Vul: Bludgeoning
- Imm: Poison, exhaustion
- When reduced to 0 HP they fall apart, though the skull and bones remain intact.
- Skeleton keys do not trigger any trap placed in a room or on a door of the tomb.
Tomb Guardians: Flesh golems (MM pg 169) with AC 17. You're supposed to use them when it feels right. Don't forget, they're medium, not large! They can fit through the hallways just fine.
Trickster God Spirits: They are detailed on pg 129.
Fabled Treasures: There are many fabulous prizes to be won! Make a DC 20 History check and learn:
- Black Opal Crown: Created by archmage Sadamor, who made a sphere of annihilation that could swallow the world. The yuan-ti think that this crown can awaken Dendar the Night Serpent.
- Eye of Zaltec: It has a sharp point and was used in sacrificial rituals. It is in area 62 (pg 172).
- Navel of the Moon: Supposedly this item lets you always find your way home. This is in area 56 (pg 168).
- Skull Chalice of Ch'gakare: The skull of a king. Located in area 67 (pg 175).
- Magic Travel is Bad: Casting arcane gate, banishing smite, banishment, dimension door, teleport, teleportation circle, transport via plants, tree stride or word of recall sends you to area 57 (pg 168). "Any creature that tries to enter or leave the tomb using this spell appears in area 57." When I ran this, I had it where any casting of these spells, whether you were trying to leave the tomb or not, brought you to area 57, and I think it worked out nicely.
- Divine Aid Not Good: Casting augury or commune get you nothing but lies.
- Out of Order: The following spells don't work in the tomb: Astral projection, clairvoyance, etherealness (you can't go through surfaces/doors), find traps, passwall, and stone shape.
- No Dimensions: Anything dealing with an extradimensioal space (like rope trick) doesn't work.
- Incommunicado: Magical communication over long distance fails.
- No Wish! A wish spell can't be used to escape the tomb!
(pg 129) Spirits of the Nine Trickster Gods: The spirit of each of the trickster gods is trapped in a magic item. When someone picks it up, they must make a DC 16 Charisma save. Fail: The trickster inhabits them. A very handy handout on page 256, the last page of the book, lays out the effects of each.
Each trickster grants a boon, such as a 23 strength. Each also grants a personality flaw, such as: "I bow before noone and expect others to do as I command."
Leaving a Host: Ways a trickster can be ejected:
- Dispel good and evil.
- Another trickster god can push them out. All you do is roll a die and randomly decide which trickster wins the struggle.
I think the best approach here is to provide space for them to play out their flaws. Make sure the consequences of roleplaying in good faith make things more interesting rather than more deadly.
I know that's easier said than done. I think (like the book says) in some cases, the best bet is for you to play each trickster like a voice in their head, urging the character to do something but ultimately leaving it up to the player.
Also, if you run the voices in their head, you can actually have those voices help the group find secret doors, give clues to puzzles, and steer them away from fatal mistakes.
Trickster God Rivals: Here is a quick list of the gods and their rivals, alignment, animal representative, and the magic item their spirit is in.
I'jin (CN Al'Miraj, wand of wonder) vs Obo'laka (LN zorbo, ring of protection)
Kubazan (CG froghemoth, bracers of archery) vs. Papazotl (LE eblis, amulet of health)
Moa (LG jaculi, staff of the python) vs. Wongo (CE flying monkey, mace of terror)
Shagambi (NG kamadan, instrument of the bards) vs. Nangnang (NE grung, pearl of power)
Loner: Unkh (N flail snail, robe of scintillating colors)
Things to Do Before the Start: Here are some things you might want to do:
- Warn the players that water breathing won't always work when they are submerged in liquids similar to water.
- Warn the group that there are a few things in the tomb that don't have to roll to hit you.
- Warn the group that there are many things and items that can't be opened or destroyed by any means, which is a bit of a departure from how previous adventures worked.
- Pick an NPC who ends up in the body bag (pg 187)
- Maybe somehow demonstrate that force damage is effective when other things aren't.
- Be aware of which characters are wearing metal armor and useing metal weapons/equipment. There are a lot of magnetic traps in the tomb, as well as traps that destroy all nonmagic metal.
- Definitely print out, distribute or draw handouts 23 and 24 on page 255.
(pg 130) Level 1: Rotten Halls
Walls: The walls are covered in moss and decorated with screaming skulls.
Underground River: Difficult terrain, 3 feet deep
1. Acererak's Warning: There are two visible tunnels. In one, you can find a useful amulet. In the other is a nasty trap. The real entrance is a third tunnel, obscured by vegetation. It is spotted with a DC 10 Perception check.
Obelisk: Handout is on page 252. This thing has a riddle that provides clues to a bunch of rooms. If you mess with the obelisk, 3 gargoyles with devil faces swoop down and attack. Break the obelisk: A nalfeshnee appears and thrashes you. It disappears after 1 minute.
- 3 gargoyles (MM pg 140)
- Nalfeshnee (MM pg 62)
(pg 131) 3. False Entrance: Wow. There's double doors in here. There's alcoves for you to place the puzzle cubes. If you place them in the alcoves so that the rivals face one another, a stone block seals the exit and gas that does 10 points of dmg per round fills the room for 6 rounds! Thankfully, the stone block goes back up into the ceiling after that.
What's behind the doors? More gas!!
(pg 131) 4. True Entrance: Puzzle time. You need to put the puzzle cubes into slots in a certain configuration. Each time the group gets it wrong, all within 20 feet take 18 lightning damage!
Success: The wall slides open to reveal the entrance. It shuts after one hour.
(pg 132) 4B. Second Puzzle Door: Get this.. A lever pops out of the wall and an hourglass turns over. The group has ten seconds. Pull the lever? Don't pull the lever?! One choice causes the ENTIRE FLOOR to open up and drop everybody into a pit of poison spikes.
Pit: 1d4 spikes hit each hero. They take 11 (2d10) bludgeoning dmg for the fall. Each spike does 3 (1d6) piercing and 5 (1d10 poison dmg).
(pg 133) 5. Trapped Corridor: A devil face (located at 5b at the intersection)! Its mouth is a well of utter darkness.
5A. Poison Darts: Spotting these trapped tiles is a DC 15 Perception check.
Each time they are triggered, 4 darts shoot out at a random target! +8 (for each dart) to hit, 2 (1d4) dmg and a DC 15 Con save. Fail: 14 (4d6) poison dmg. Success: Half dmg.
5B. Devil Face: Climb in?
- Silence (PH pgs 275-276)
- Shadow demon (MM pg 64)
(pg 133) 6. Crystal Window: Peer through it, see area 10 (pgs 135-136) See 2 bear statues holding a disc with many eyes. Also see 6 corpses, each wearing a black mask. The heroes can break the window and climb through if they want. When the group enters that room, those eyes see them and here come the undead.
(pg 134) 7. Grand Staircase: Hoo boy. This staircase lets the group go to the other levels of the dungeon! That means you are probably going to need to be familiar with this entire dungeon before the group gets to this point.
They'll see a tomb dwarf for a moment on the flight below. If they go down to level 2, there's a plaque with clues. If they go down to level 4, they'll see another plaque with clues.
- Wight (MM pg 300)
It says it happens when they enter the room, or start their turn in the room. So I guess that little triangular area by the hallway counts as "room".
(pg 135) 9. Magical Fountain: My favorite! A random chart! Be careful with #3, that might get weird and lead to a social faux pas. If you have players who you think could get carried away, maybe change this to transforming them into another race or something.
(pg 135) 10. Obo'Laka's Tomb: Obo'Laka is the zorbo trickster god. If the eyes on the disk spot you, the undead rise up. If you wear their masks, the eyes can't see you and it is much easier to open the sarcophagus.
In the sarcophagus is a ring of protection (+1 to AC and saving throws). Whoever touches it must make a DC 16 Charisma save. Fail: You're inhabited by Obo'Laka (pg 256). This ring disintegrates once you leave the tomb.
If the group opens the secret door to the south, the gas in 11 ignites! It looks like only the person opening the door will get hit on this side. DC 15 Dex save. 22 (4d10) fire dmg, half dmg on a successful save.
(pg 137) 11. Gas Pocket: Smells rotten! Open the secret door to 10.. kaboom! DC 15 Dex save. 22 (4d10) fire dmg, half dmg on a successful save.
(pg 137) 12. Trapped Chest: This is a really great trap! Chest hanging from chains, locked. Pick the lock is a DC 22 Dex check. Fail: Your thieves' tools are destroyed. Failed by 5 or more: You are teleported into the chest, the chest drops into the water and sinks to the bottom.
Inside the Chest: The pool is only 5 feet deep, but it is muddy, so you can't really see in it. The character is restrained and after 5 rounds, begins suffocating (PH pg 183): You can hold your breath for your Con mod +1 minutes! Eventually you drop to 0 HP and dying and can't be stabilized until freed.
Chest: AC 13 HP 30 imm: poison, psychic dmg
- Remove curse (PH pg 271)
Remember - a skeleton key does not count for etting off traps, so it doen't count as a creature in the skull jaws trap.
(pg 137) 14 Moa's Tomb: Yikes. The skull of a little girl. You have to lie to her and pass three DC 12 deception checks, otherwise she goes full flameskull on you.
Sarcophagus: This holds the bones of Moa, and a staff of the python. Whoever touches the staff must make a DC 16 Charisma save or be possessed by Moa.
There are these warrens in the wall that small creatures can squeeze in to. Lots of spiders in there! Squeezing (PH pg 192): You have disadvantage on attack rolls and Dex checks, and you move at half speed.
- Flameskull (MM pg 134)
- 6 swarms of insects (spiders) (MM pg 338)
- Staff of the python (DMG pg 204)
- Catch them when they're slow: DC 20 Acrobatics check. Fail: 33 (6d10) slashing dmg.
- When they're spinning fast: DC 20 Acrobatics check. Fail: 66 (12d10)! Holy...
- They create a fan effect that could blow you into the pit in Wongo's tomb!
(pg 138) 16. Wongo's Tomb: This one is fun but very, very deadly. There's a good chance frightened heroes are going to have to run through the spinning blades again!
There's three really big, empty chests. Each has a key. You have to climb in and use the key on the lock from the inside. This causes a button to appear on the sarcophagus. When the sarcophagus button is pressed, the chest is unlocked and a trap goes off! Each chest has a different trap:
- Onyx: DC 15 Con save or take 75 (10d6+40) force dmg. A character reduced to 0 turns to dust!
- Rusty Iron: All nonmagical metal turns to dust.
- Silver: DC 15 Con save. Fail: 45 (10d8) cold dmg, half dmg on a success.
The Mace of Terror contains the spirit of Wongo. DC 16 Charisma save or Wongo has possessed you.
- Mummy (MM pg 228)
- Mace of Terror (DMG pg 180)
- Mimic pg 220
(pg 139) 18. Devil Pit: If the darkness is dispelled, it turns into a swarm of bats. The group can lower themselves into I'Jin's tomb, which is pretty complicated. Remember that they have to step on the tiles in order to open it.
- Swarm of bats (MM pg 337)
Doing so puts you in a parallel dimension where there's... another tomb, identical to this one! Every day it magically refreshes. Good gawd.
There's a dead wizard here, half-goat/half-man named Devlin. He's got a spellbook and a staff.
- Staff of Striking (DMG pg 203): This thing is cursed. Over the course of three days, you turn into a goat-humanoid. Tieflings are immune to this effect. Cured by remove curse or greater restoration.
(pg 141) 20. False Tomb: This is very cool. It goes like this:
- Open the coffin. The illusory sunlight hits the plaque inside.
- An indestructable stone block seals the exit. The heroes have one round to escape before it shuts (if they want to).
- Getting crushed by the block does 55 dmg and sends you back into the room (if you're still alive).
- Wine starts to fill the room.
- After 3 rounds, three "wine weirds" slide in and attack. They're invisible in the wine.
- Water breathing magic does not work in the wine.
- Visibility in the wine is just 5 feet.
- After 12 rounds, the wine fills the room.
- Water weird (MM pg 299)
That thing about waterbreathing not working seems kind of iffy. Wine is partly water, isnt it? Maybe warn the group well in advance. Water rules:
- Swimming (PH page 182): When swimming, each foot of movement costs one extra foot. So, half speed, basically. Swimming in rough water will require an athletics check.
- Underwater Combat (PH pg 198): Melee has disadvantage unless it is a dagger, javelin, short sword, spear or trident. Ranged disadvantage to hit unless a crossbow, net or javelin/spear/dart etc, auto-miss if target beyond normal range.
- Hold Your Breath: Since a round is 6 seconds, no character would start dying for at least 5 rounds.
- Suffocation: You can hold your breath for 1+ your Con mod in minutes (minimum 30 seconds). If they are still underwater when that time ends, they drop to 0 and start dying.
(pg 142) Papazotl's Tomb: Lots of words, but it's pretty simple. Touch anything, and skeletons start pouring out of the glass cauldrons. Don't forget the shield! I almost did.
Round 1 brings 12 skeletons. Every round after that, another skeleton emerges from each of the 6 glass cauldrons. The adventurers will have to either destroy the cauldrons, or figure out that they have to bow to the chariot to end this effect.
Glass Cauldron: AC 15 HP 22
- Vulnerable: bludgeoning and thunder.
- Immune: poison/psychic.
Bronze Shield: AC 15 HP 10 immune to all dmg except force!
- Once it is removed from the wall, it starts firing arrows: + 10 to hit, 18 (4d8) Force dmg. Lying it flat will make it unable to "see" any targets.
Amulet of Health (DMG pg 214): Touch it, make a DC 16 Charisma save. Fail: You've been Papazotled. Better pizza. Better flavor. Papazotl.
(pg 142) 23. Bottled Genie: She's trapped. She can't grant wishes, as far as I can see, but she will make a series of offers in exchange for letting her out: My group freed her right away with no bargaining. She tried to plane shift away and ended up in room 57.
- Gems: Worth a total of 4,000 gp!
- Escape: A promise to take them anywhere in the multiverse (she doesn't know this will take everyone to room 57).
- Aid: She'll travel with the group and aid them three times with her spells.
- Dao (MM pg 143)
Remember that the slaad is free once a character enters the circle! Scuffing the salt frees the slaad. Inside the sarcophagus is an urn. Whoever touches it makes a DC 21 Wis save or they take 11 dmg per round and are affected by Otto's Irresistable Dance. There's a pearl of power, too. Touch it: Possessed by Nangnang DC 16 Cha save.
- Gray Slaad (MM pg 277)
- Otto's Irresistable Dance (PH pg 264)
- Potion of Supreme Healing (DMG pg 187)
- Potion of Poison (DMG pg 188)
- Pearl of Power (DMG pg 184)
- Flesh golem (MM pg 169): AC 17 plate mail
(pg 144) 27. Forge of the Tomb Dwarves: The room where they make the tomb dwarves and tomb guardians!
The group can obtain the ghost lantern containing the Starfallen. You can use her to steer the group.
- 5 tomb dwarves (wights, MM pg 300)
- Flesh golem (MM pg 169)
- Wight (MM pg 300)
- 7 crawling claws (MM pg 44)
- Amulet of the black skull (pg 206)
- The grey slaad's control gem (MM pg 274)
- Manual of golems (clay) (DMG pg 180)
You're going to want to have the beholder eye ray chart ready. This place has tons of purple mold that the beholder, Belchorz the Unseen, can see through. Any time a patch of mold is destroyed, an eyestalk grows out of nearby mold and fires a random eye ray (MM pg 28)
Crystal Eyes: The group will need to find 10 crystal eyes to get into room 44. Here they are
- 31A (pg 147) There's a crystal eye in each of the hidden alcoves.
- 32 (pg 148) There's a crystal eye on the corpse.
- 33 (pg 148-149) There's one in the magic font full of soup.
- 35B (pg 151) Two on the corpse of Bravus.
- 37 (pg 149) Two of them on the hands of the statue.
- 39 (pg 153) Two in the golem pit.
(pg 147) 30. Iron Barrier: You can lift this metal sliding door to continue on. It will suddenly drop back down after 1 minute (10 rounds). If someone is right under it... DC 15 Dex save. Fail: 44 (8d10) dmg!
(pg 147) 31. Reflected Hall: Passing through the curtain of water causes waves to go in both directions, probably splitting the party. DC 15 Str save. Fail: 14 (4d6) dmg, swept to the end of the hall, prone.
There are two secret alcoves in here that contain 2 crystal eyes that the group needs. The water does not pass through the illusion that conceals these rooms.
(pg 148) 32. Rotating Crawlways: You crawl in... it rotates and lowers.
(pg 148) 33. Chamber of Opposition: There's a shadow in here that is a reflection of the first person to enter. Its back is to the group. It mimics the character's movement. It can drink all of the soup and then a crystal eye appears.
I think you should make sure to describe the font as being very, very shallow. I think a lot of players always assume these are pretty deep and wouldn't realize that it is possible to drinking all of that.
Don't forget, anyone who walks sees its face and must make a DC 15 Wis save or drop to 0 hit points!! You're definitely going to want to pay attention the controlling character. If he or she turns around, so does the duplicate, and the group is in huge trouble.
(pg 149) 34. Peephole: This is part of the next room's deal. When you look through it, you see the dial on the block. Basically, you can call out to room 25 which tile should be stepped on next.
(pg 149) 35. I'Jin's Tomb: OK. Here's what you have to do in here:
- Press a hidden button to lower the block.
- Someone will have to step on one tile for the block to go back up, so that the dial can be used again.
- There's a dial with hieroglyphics that correspond to the room. Every time someone steps on one correct tile, the dial moves and points to the next correct tile.
- Someone outside the room can look at the dial and use the peephole to tell them the correct hieroglyphic to stand on next.
- When someone steps on a tile, anybody standing on the block might get squashed DC 7 Dex save, 55 (10d10) bludgeoning.
- Every time someone steps on the wrong tile, the statues unleash locusts. A 15 foot cube of locusts centered on the tile does 44 (8d10) dmg. That cloud remains for 1 minute (10 rounds).
- Walking on the correct tile equence is the only way to open the sarcophagus.
- The crystal eye is on the dead body in here.
- Once the final tile is stepped on, the locusts go away, the whole floor is safe for 24 hours, the block lowers, and the sarcophagus can be opened.
- The wand of wonder holds I'Jin's spirit. DC 16 Charisma save or possessed!
- Wand of Wonder (DMG pg 212)
(pg 151) 37. Winds of Pandemonium: Platform jumping! The platforms are anywhere from 6 to 12 feet apart. Jumping rules are on PH pg 182. You can jump your strength score in feet. Remember that the crumbly stone causes a DC 13 Acrobatics check or else you fall.
When I ran this, the most important thing was the madness chart. The winds cause it, and the effects work out really well in here.
Pull the Lever: Roll initiative! The statue's fists open and reveal 2 crystal eyes. Also, at the start of your turn, make a DC 20 Wis save or gain short-term madness. The winds give you disadvantage on Str checks.
There's a crawlspace here that leads to super-deadly "rolling barrel" room (area 38c, pg 152).
(pg 152) 38. Revolving Room Trap: OK. This can be a bit confusing. You can see the other two areas, but you can't really get to them from here unless the group ha the ability to shatter a stone wall. From what I can tell, the golem won't attack. Its only job is to pull the lever when somebody goes in to 38c.
Those unfortunate enough to end up in the spin cycle of doom enter into this procedure:
- Roll Initiative.
- At the start of each of their turns, they must make a DC 15 Dex save or take 11 (2d10) bludgeoning (half on a success).
- At initiative count 10 every round, roll on the random chart to see which horrific effect they experience!
- Flesh golem (MM pg 169)
- Wall of Stone (PH pg 287)
The golem has a key to the chest on a necklace. Opening the chest by any other means causes gas to fill a 15-foot cube that corrodes and destroys all nonmagic metal (no save).
- Flesh golem (MM pg 169)
To get rid of the skull: feed it 10,000 gp in gems!
(pg 154) 41. Tomb Guardians: Two flesh golems chained together. They actually have a shared pool of hit points, so neither goes down until you've done enough dmg to kill both! They can't be more than 15 feet from each other, which could lead to some fun stuff. Remember that if the chain is broken, they both go berserk.
They have a power that triggers when they hit 40 hit points. So, I'd say track their hit points individually but when one drops to 0, every hit from then on damages the other one. I think it's fun to have one go berserk. It might end up dragging its twin around.
Chained Flesh Golem (MM pg 169): AC 17 HP 93 (Total HP for both: 186)
+7/+7 to hit, 13 bludgeoning plus 7 piercing dmg
- Magic resistance, Magic weapons, Immune to any spell/effect that can alter their form
- Fire dmg gives them disadvantage on attack rolls and ability checks until the end of their next turn.
- Berserk: Start turn with less than 40 HP, roll a d6. On a 6, I attack the nearest creature I can see until I am destroyed or regain all HP.
- Donate 5+ gp
- Light a candle
- Spill the blood of a living creature
- Eat a bug!
It says that they're polymorphed into a frog, "as though it had failed a saving throw against a polymorph spell", so I guess that means the effect lasts 1 hour.
- Bracers of archery (DMG pg 156)
- Polymorph (PH 266)
- Frog (MM pg 322)
Boar Head: AC 5 HP 22
(pg 156) 44. Vault of the Beholder: To get in here, you need all 10 crystal eyes. This is a "boss fight". The room is a dome.
Floor: The floor is slippery. Enter or start your turn on the floor: DC 10 Dex save or fall prone. When moving on this floor, you'll keep sliding in one direction until you hit the wall.
Magnetic Sphere: There's an orb covered in a sheet hovering 20 feet above the floor. Remove the sheet: It's magnetic. Everyone wearing metal armor is pulled to the sphere and stuck to it. Ranged attacks with metal projectiles have disadvantage due to this orb.
- Magnetic Sphere: AC 20 HP 100 Imm: Nonmagic weapons, poison, psychic.
- Beholder (MM pg 28)
- Potion of diminution (DMG pg 187)
- Bead of Force (DMG pg 154)
- +1 shield shaped like a screaming devil face. That's just awesome.
(pg 157) 45. Gargoyle Guardians: This room has 10-foot-trall pedestals with gargoyles on them. If the heroes look down as they're coming down the stairs, they can see the tops of the pillars are made of different types of metal: Copper, silver, gold platinum. These pillars have a coin slot in the side. If the group does not put coins in the slots (1 gp for the gold pillar, 1 sp for the silver pillar, etc.) the gargoyles attack when the group tries to leave the room.
The pit drops down into area 58, pg 169.
I had the group destroy a pillar and run. I had the gargoyle remain animated, lurking in the central stairwell. I asked the co-author of this dungeon, Will Doyle, if the other gargoyles stay animated or return to their pillars. He says they return to their pillars.
(pg 158) 46. Lizard Den: This one looks scary, but there's no trap. There is an awakened lizard in here that speaks Druidic. It traveled with the Company of the Yellow Banner, and might be a useful ally.
(pg 159) 47. Elemental Cells: Ok... this is just death incarnate. People are going to die in these things. Basically, you go in a cell and it starts to kill you, and you need to figure out what to do to make it teleport you to the next cell, which also tries to kill you. These cells have an antimagic field! No magic items, spells, nothing! The fields in each cell can be turned off, but figuring out how to do so is hard.
- 47A. Fire Cell: Lava starts pouring on you! Enter or start your turn: DC 20 Dex save, 22 (4d10) fire dmg, half on a success. Escape: Blow out the candle (teleports everyone to the air cell) or use water to douse the candle (teleports everyone to the water cell).
- 47B. Water Cell: There are snails and oysters on the walls. The room starts filling up with water at 1 foot per round. Room will be full in ten rounds. Escape: Removing an oyster or snail from the wall removes the antimagic field. Eating an oyster teleports the eater to area 47C. Eating a snail teleports the eater to the earth cell.
- 47C. Air Cell: You immediately begin to suffocate in here There's no air, sound, or light. You can feel around in here to find an aarcokra skeleton, an unlit candle, and wall carvings of tornadoes destroying cities. Escape: Taking a bone from the skeleton shuts off the antimagic field. The hollow bones have breathable air in them. Inhaling the air teleports you to room 48.
- 47D. Earth Cell: Sand begins to fill the chamber at a rate of 6 inches per round. Once the sand reaches 12 inches (aka two rounds unless you block the ceiling holes, which reduces it to 1 inch per round), very bad things happen. There's a carving of a medusa in the wall. There's a button on her. You try to press it, but it doesn't budge. If you use thievery to loosen it and then press it, or you wait until there's 12 inches of sand, a trap door opens and the medusa secret door opens at the same time. DC 15 Dex save. Fail: You fall through grinders, taking 132 (24d10) force dmg! If you succeed, you're on a ledge and you can get through the secret. If the hero survives the grinders, they land on a grate and can push a button that causes the grinders to go away.
As for the Air Cell, remember that suffocation is a nasty thing. Each character suffocate for their Con mod in round (minimum 1), then they're down and dying. My group was very clever and figured out the skeleton, but remember that your description will make or break this! Make sure you at least indicate that the skeleton is removable and that the bones are light and hollow. It's tricky, because you want to hint rather than stick a neon sign on it.
Stepping on a Rune: You teleport to room 50 (pg 163). If you step on the south rune dos teleport, but they also turn into either a baboon, a bat, a flying snake, or a quipper for one hour.
Coffin: Open it... music begins to play which will cause the warriors to attack unless a character can find the trigger wire and use thieves' tools to cut it with a DC 12 Dex check. Inside is an instrument of the gods that contains the spirit of Shagambi. Touch it: DC 16 Charisma save, or you are possesed by Shagambi.
When I ran this, I initially forgot that the statues get two attacks per round! Makes a big difference. My group had the idea that destroying the music box might end the trap. It's a cool idea, but as far as I can tell, that does nothing.
Don't forget about the teleportation rune effects! The north one damages people coming in, and the south one transforms you.
The ceiling in most rooms in the tomb is just 12 feet high. That makes flying and jumping a tough call. Does a character provoke when flying above the warriors? There's a two-foot space. Definitely decide on how you will rule this before hand.
My group used a jump spell. Is jumping over the warriors feasible in here? Again... tough call. I ruled that jumpers provoked one opportunity attack on the way up, and one on the way down.
Also! 48 warriors. You definitely want a map of this room. Knowing where the warriors are is very important. Knowing which spaces are occupied is crucial to running this fairly.
(pg 161) 49. The Maze of Death: To get in, you have to raise your right arm. Once inside, you can take the crown off the throne. Doing so causes the exit to be sealed. Also, two bodaks emerge from the sphere of annihilation. The only way to get out is to raise a right arm that has been severed up to the elbow.
The group will have to stick an arm in the sphere. I think one thing the heroes might try is to cut off the arm of a slain bodak..? Going by the book, that does not work. You have to hold up your own arm.
When I ran this, two characters stayed outside, and the other two grabbed the crown and dimension door-ed. Remember.. dimension door takes you to room 57!!
One giant mirror trapping many people. Look at your reflection: DC 15 Cha save. Fail: You're trapped. Shattering it frees everyone. Safe words:
If the group tries to lift the door open instead, it requires a total of 33 Strength. If they do so, the 6 ghasts are released and they attack.
If the group harms any of the artists, a tyrannosaurus zombie explodes out of the floor and attacks.
Sit on the throne: Make a DC 16 Cha save or gain 50 temp HP and attack the nearest creature you see. Ending this curse requires dropping the character to 0 HP or casting either a greater restoration or a remove curse spell.
(pg 166) 54. Rolling Doom: There's a hallway with stairs that go down. At the bottom of the stairs is a treasure chest. When the chest is opened/lifted, a huge ball of stone rolls down the stairs. If you run further, you'll probably fall into an acid pit.
Granite Ball: DC 15 Acrobatics check. Fail: 22 (4d10) dmg and prone.
Acid Pit: (roll with disadvantage if unaware of the pit) DC 15 Dex save, 66 (12d10) acid dmg. Success: Hold onto the edge.
If the clock chimes at the top of the hour, everyone within 30 feet must make a DC 17 Con save or age 10 years!
(pg 167) 58. Cog of Rot: This is a harmless area unless the room is rotated. Then the vegetation becomes 3 shambling mounds. You might want to say that Lord Brixton had a backpack full of stuff that he dropped in here, and in it are Ubtao's Blessed Garments, magic clothes from Port Nyanzaru that grant some minor benefit, like.. they always make you smell good (and the wearer can choose the scent). This is to avoid potential awkwardness when area 68 makes people naked.
(pg 167) 60. Cog of Blood: The portcullis won't budge. To get in here, the group will have to rotate the room, or teleport in.
Once inside, the only way to raise the portcullis is to open each of the five wardrobes and deal with what's inside. Creatures emerge from a one-way portal and for the most part, attack the heroes.
Lord Brixton's Corpse: The corpse of the leader of the Company of the Yellow Banner is here. He has a magic sword that gives you the ability to speak and understand draconic.
(pg 173) 64. Base of the Waterfall: Climb the walls: DC 15 Athletics. The current will gently take you to 65, the lake with the aboleth and glowing crabs.
(pg 174) 65. Underground Lake: This 20-foot deep lake has a few things going on:
Obtaining Crabs: The group can use some diving cages to get the crabs. The diving cages grant water breathing. One also offers anvantage on attack rolls. The other grants advantage on saving throws.
(pg 175) 67. Hall of the Golden Minotaur: You can take the star-top off of the lever in area 61 and use it here to make the statue rotate. A block of stone seals the exit. It makes a full rotation each round, setting off an effect:
(pg 176) 68. Hall of Decay: Walk into this hallway and all of your nonmagic stuff instantly decays/corrodes. Two things to watch out for:
Once a character starts moving things, a nycaloth bursts out of the moon and attacks. It beheads you whenever it rolls a natural 20!
If a character lines up all the planets in a conjunction, roll on the chart on page 178. The worst result is that the character gets sent to another plane of the DM's choosing.
(pg 178) Level 6: Cradle of the Death God
(pg 178) 71. Lair of the Sewn Sisters. Remember, the sisters aren't here until the group completes the challenges. The skeleton keys cannot be used until the 5 challenges are completed. In this room are three freaky living dolls. If the group befriends the dolls, the dolls might grant them charms:
Black Marble: Don't forget, Peggy Deadbells has a black marble that is crucial to actually leaving this place (it is used in room 81, pg 189).
(pg 181) 73. Trial of the Square: You might want to pick out three spells in advance. If the group tries to grab more than three pages, a dust mephit (with mirror image cast on it) appears. It has special powers:
Black Marble: Don't forget, Mr. Threadneedle has a black marble that is crucial to actually leaving this place (it is used in room 81, pg 189).
(pg 183) 75. Trial of the Hexagon: Light the candles, look in the mirror, say the words. A lever appears behind you, but only in the reflection. The hero will need to figure out how to reach back and pull the lever while looking into the mirror.
If the candles aren't lit: 3 wereboars spring from the mirror and attack.
Stepping on a Rune: You teleport to room 50 (pg 163). If you step on the south rune dos teleport, but they also turn into either a baboon, a bat, a flying snake, or a quipper for one hour.
Coffin: Open it... music begins to play which will cause the warriors to attack unless a character can find the trigger wire and use thieves' tools to cut it with a DC 12 Dex check. Inside is an instrument of the gods that contains the spirit of Shagambi. Touch it: DC 16 Charisma save, or you are possesed by Shagambi.
When I ran this, I initially forgot that the statues get two attacks per round! Makes a big difference. My group had the idea that destroying the music box might end the trap. It's a cool idea, but as far as I can tell, that does nothing.
Don't forget about the teleportation rune effects! The north one damages people coming in, and the south one transforms you.
The ceiling in most rooms in the tomb is just 12 feet high. That makes flying and jumping a tough call. Does a character provoke when flying above the warriors? There's a two-foot space. Definitely decide on how you will rule this before hand.
My group used a jump spell. Is jumping over the warriors feasible in here? Again... tough call. I ruled that jumpers provoked one opportunity attack on the way up, and one on the way down.
Also! 48 warriors. You definitely want a map of this room. Knowing where the warriors are is very important. Knowing which spaces are occupied is crucial to running this fairly.
(pg 161) 49. The Maze of Death: To get in, you have to raise your right arm. Once inside, you can take the crown off the throne. Doing so causes the exit to be sealed. Also, two bodaks emerge from the sphere of annihilation. The only way to get out is to raise a right arm that has been severed up to the elbow.
The group will have to stick an arm in the sphere. I think one thing the heroes might try is to cut off the arm of a slain bodak..? Going by the book, that does not work. You have to hold up your own arm.
When I ran this, two characters stayed outside, and the other two grabbed the crown and dimension door-ed. Remember.. dimension door takes you to room 57!!
- Bodak (pg 215)
- Sphere of annihilation (DMG pg 201)
- Black opal crown (pg 189)
One giant mirror trapping many people. Look at your reflection: DC 15 Cha save. Fail: You're trapped. Shattering it frees everyone. Safe words:
- Say "Khomara": Activates or deactivates it, making it safe to look at.
- Saying "Blackfire" along with a cell number frees that prisoner.
- Mirror of life trapping (DMG pg 181)
- Commoner (MM pg 345)
- Invisible stalker (MM pg 192)
- Minotaur (MM pg 223)
- Troll (MM pg 291)
- Drow Mage (MM pg 129)
- Doppleganger (MM pg 82)
- Giant four-armed gargoyle (pg 221)
- Champion (pg 216)
- Stirge (MM pg 284)
If the group tries to lift the door open instead, it requires a total of 33 Strength. If they do so, the 6 ghasts are released and they attack.
- Ghasts (MM pg 148)
If the group harms any of the artists, a tyrannosaurus zombie explodes out of the floor and attacks.
Sit on the throne: Make a DC 16 Cha save or gain 50 temp HP and attack the nearest creature you see. Ending this curse requires dropping the character to 0 HP or casting either a greater restoration or a remove curse spell.
- Tyrannosaurus zombie (pg 241)
- Sun and Chain: AC 15 HP 22 Immune: fire, poison and psychic.
- Mess with the orb or the chain: Emit heat in a 20 foot radius. Start turn: 10 (3d6) fire dmg.
- Open Sarcophagus: Requires a DC 15 Athletics check.
- Remove anything from the Sarcophagus: Sun fires rays at everyone within 30 feet. DC 14 Dex save. Fail: 42 (12d6) fire dmg.
- Put on the necklace of fireballs: Each creature in a 20-foot radius must make a DC 15 Dex save or take 56 (166) fire dmg on a failed save, half on a success. The wearer fail the save automatically!!!
(pg 166) 54. Rolling Doom: There's a hallway with stairs that go down. At the bottom of the stairs is a treasure chest. When the chest is opened/lifted, a huge ball of stone rolls down the stairs. If you run further, you'll probably fall into an acid pit.
Granite Ball: DC 15 Acrobatics check. Fail: 22 (4d10) dmg and prone.
Acid Pit: (roll with disadvantage if unaware of the pit) DC 15 Dex save, 66 (12d10) acid dmg. Success: Hold onto the edge.
- Vial of acid (PH pg 148)
- You need to touch the maze pattern. This sends you into an extradimensional maze where you can find colored keys.
- It also brings 10 minotaur skeletons into the room.
- There's a minotaur in the extradimensional maze, which the heroes might encounter.
- Once you grab a key in the maze, you return to the room with the key in hand.
- You have to put the key in the lock on the sarcophagus when the color is the same color as the key.
- Putting a key in at the wrong time teleports the key back into the maze.
- When you put the key in at the right time, the sarcophagus opens and you gain a special boon connected to that key.
- If you take the robe of scintillating colors, DC 16 Cha save or Unkh possesses you.
- (Black) Charm of 9 Knives: You can drop to 1 HP instead of 0 HP on nine separate occasions.
- (Blue) Charm of the Crystal Heart: For 10 days, you have immunity to piercing and slashing as well as vulnerability to bludgeoning.
- (Gold) Charm of Treasure Sense: For 3 days, you can smell gold and gems within 30 feet.
- (Green) Charm of the Swollen Hag: You can spit up a frog that obeys you 3 times.
- (Purple) Charm of the Maimes: You can grow back a lost appendage once.
- (Red) Charm of the Ghoul: You can heal 3d8+3 when you eat flesh from a humanoid that has died less than 24 hours ago. You can do this three times.
- Robe of scintillating colors (DMG pg 194)
- Minotaur (MM pg 223)
- Minotaur skeleton (MM pg 273)
If the clock chimes at the top of the hour, everyone within 30 feet must make a DC 17 Con save or age 10 years!
- Navel of the Moon (pg 189)
- Pull the Left Lever: Everyone must make a DC 11 Dex save or get sucked in and destroyed. A character can try to save another with a reaction that allows the victim to reroll the saving throw.
- Pull the Right Lever: The group (and the otyugh) is teleported all the way back to 5B (pg 133).
- Otyugh (MM pg 248)
(pg 167) 58. Cog of Rot: This is a harmless area unless the room is rotated. Then the vegetation becomes 3 shambling mounds. You might want to say that Lord Brixton had a backpack full of stuff that he dropped in here, and in it are Ubtao's Blessed Garments, magic clothes from Port Nyanzaru that grant some minor benefit, like.. they always make you smell good (and the wearer can choose the scent). This is to avoid potential awkwardness when area 68 makes people naked.
- Shambling mound (MM pg 270)
(pg 167) 60. Cog of Blood: The portcullis won't budge. To get in here, the group will have to rotate the room, or teleport in.
Once inside, the only way to raise the portcullis is to open each of the five wardrobes and deal with what's inside. Creatures emerge from a one-way portal and for the most part, attack the heroes.
- Acheron: 1 orc war chief (MM pg 246), 7 orcs (MM pg 246)
- Gehenna: 2 mezzoloths (MM pg 313)
- Mechanus: 1 monodrone, who does not attack. (MM pg 224)
- Nine Hells: 1 bone devil. (MM pg 71)
- Shadowfell: 4 will'o'wisps (MM pg 301)
- Acheron: Coirosis the rust dragon sticks her head through and demands tribute or else she will breathe on them.
- Gehenna: This is a tough one. I guess we could do a hag thing. Maybe we could say that a hag comes through and warns the group about the Sewn Sisters, and will give them advice in exchange for disgusting spell components.
- Mechanus: A modron trying to figure out how to save some corrupted modrons (who are found elsewhere on this level).
- Nine Hells: The group becomes a jury for an infernal trial, over whether a damned soul was wrongly damned. The group will be offered bribes by the devil's advocate to rule in his favor. The judge is a pit fiend.
- Shadowfell: A sense of despair and malaise washes over the group. They'll have to overcome the bleak possibility that they are all going to die in this tomb.
- Blue Dial: Is used to select which configuration you want.
- Blue Button: Rotates the cogs to the configuration you set with the blue dial.
- Red Button Seals off the exit. Pushing it again does not open the exit!
- Red Dial: Everyone in the room has a telepathic link with the aboleth, who has two personalities: childlike/curious and evil adult.
- Gold Lever: Pull down: It locks into this position! Aboleth slime pours in the room via the pipes. It fills the room at a rate of 1 inch per round. Unlocking it requires a DC 15 Dex check with thieves' tools.
- There is a secret crawlway protected by a lock. DC 21 Dex check with thieves' tools to pick it. Fail by 5 or more: the juggernaut is released. The crawlway leads to the room where the juggernaut is. The Eye of Zaltec is in here, unless the group went through the whole statue thing below.
- Broken Statue: You have to put a total of 9 gems in its hands. It will crush them all, and then give the group the Eye of Zaltec. When you take the Eye of Zaltec, it breathes gas that fills the eastern half of the hallway (DC 15 Con save). Those who fail are knocked unconscious and the juggernaut is released!
- The Scepter of Napaka: If the group has Napaka's scepter, it can reduce the juggernaut to 0 HP instantly.
- Stone juggernaut (pg 231)
- Eye of Zaltec (pg 189)
Lord Brixton's Corpse: The corpse of the leader of the Company of the Yellow Banner is here. He has a magic sword that gives you the ability to speak and understand draconic.
(pg 173) 64. Base of the Waterfall: Climb the walls: DC 15 Athletics. The current will gently take you to 65, the lake with the aboleth and glowing crabs.
(pg 174) 65. Underground Lake: This 20-foot deep lake has a few things going on:
- Glowing Crabs: There are glowing crabs at the bottom.
- Tomb Dwarves: Harmless maintenance workers hang from the ceiling, performing maintenance on the cogs.
- G'lyh'rul: The aboleth with two personalities: Curious child and evil defender of Acererak's scheme.
Obtaining Crabs: The group can use some diving cages to get the crabs. The diving cages grant water breathing. One also offers anvantage on attack rolls. The other grants advantage on saving throws.
(pg 175) 67. Hall of the Golden Minotaur: You can take the star-top off of the lever in area 61 and use it here to make the statue rotate. A block of stone seals the exit. It makes a full rotation each round, setting off an effect:
- Round 1: Anyone on the floor takes 10 (3d6) fire dmg.
- Round 2: 4 spined devils appear (MM pg 78)
- Round 3: 3 bearded devils appear (MM pg 70)
- Round 4: 2 barbed devils appear (MM pg 71)
- Round 5: 1 horned devil appears (MM pg 74)
- Round 6: 1 erinyes appears (MM pg 73)
(pg 176) 68. Hall of Decay: Walk into this hallway and all of your nonmagic stuff instantly decays/corrodes. Two things to watch out for:
- Make sure you know the marching order and that it is VERY clear who is going in.
- The characters will be butt-naked. Some groups will love this, others might not. That's why I stuck those magic garments in area 58.
- The pentadrone flies in a decahedron device: AC 16 HP 50 Fly speed of 30, can hover immune: poison, Resistance: Nonmagic weapons, Vul: Bludgeoning/thunder.
- The west balcony is 15 feet higher, meaning the group can't jump up to it - they'll need magic or something clever.
- Jumping: 3 DC 10 Athletics checks. Leap to a chain, leap from one chain to another, leap from chain to opposite balcony. Fail: You get one chance to save yourself with a DC 10 Dex save. Otherwise, you fall into the vortex and are competely obliterated.
- Pentadrone (MM pg 226)
- Quadrone (MM pg 226)
Once a character starts moving things, a nycaloth bursts out of the moon and attacks. It beheads you whenever it rolls a natural 20!
If a character lines up all the planets in a conjunction, roll on the chart on page 178. The worst result is that the character gets sent to another plane of the DM's choosing.
(pg 178) Level 6: Cradle of the Death God
(pg 178) 71. Lair of the Sewn Sisters. Remember, the sisters aren't here until the group completes the challenges. The skeleton keys cannot be used until the 5 challenges are completed. In this room are three freaky living dolls. If the group befriends the dolls, the dolls might grant them charms:
- Strawbundle: You can use an action to cast etherealness three times.
- Clay No-Face: You don't need to eat, drink or breathe for 30 days.
- Joho: Gives you the benefits of a helm of comprehending languages for 7 days.
Black Marble: Don't forget, Peggy Deadbells has a black marble that is crucial to actually leaving this place (it is used in room 81, pg 189).
- Night Hag: (MM pg 178)
- Commoner (MM pg 345)
- Helm of comprehending languages (DMG pg 173)
- Etherealness (PH pg 238)
(pg 181) 73. Trial of the Square: You might want to pick out three spells in advance. If the group tries to grab more than three pages, a dust mephit (with mirror image cast on it) appears. It has special powers:
- It can make one creature increase in weight by 50 percent
- Each creature in the room must make a DC 10 Con save or take 9 (2d8) poison dmg.
- Everyone rolls a d20. Whoever gets the lowest (this includes the mephit!) takes 21 (6d6) dmg.
- Once the mephit is slain, it turns into a stick of black chalk.
- Dust Mephit (MM pg 215)
- Mirror Image (PH pg 260)
- Roast Boar: Adv on Str checks, disadvantage on attack rolls vs. Widow Groat.
- Squash Stew: Adv on Con saves, disadvantage on attack rolls vs. Peggy Deadbells.
- Iced Cakes: Gain 2d10 temp hp, disadvantage on attack rolls vs. Baggy Nanna.
- Frothy Beer: The character can add a d6 to a d20 roll once. If the character is inhabited by a trickster god, the god is suppressed for 24 hours.
Black Marble: Don't forget, Mr. Threadneedle has a black marble that is crucial to actually leaving this place (it is used in room 81, pg 189).
(pg 183) 75. Trial of the Hexagon: Light the candles, look in the mirror, say the words. A lever appears behind you, but only in the reflection. The hero will need to figure out how to reach back and pull the lever while looking into the mirror.
If the candles aren't lit: 3 wereboars spring from the mirror and attack.
- Wereboars (MM pg 209)
Reading the rhyme normally or opening the compartment in some other fashion triggers a horrid trap: Reverse gravity sends the group crashing through the ceiling (those close to the lectern can make a DC 17 Dex save to hold onto it) into a spinning fan of blades and taking 44 (8d10) slashing dmg. The reverse gravity lasts for 1 minute!!
- Reverse Gravity (PH pg 272)
The Soulmonger: AC 15 HP 200
- Immune to nonmagic attacks, Vul: Radiant dmg.
- If someone attacks the soulmonger or a strut, it starts attacking with a 30-foot tentacle once per round.
- Tentacle: AC 15 HP 30 Immune: poison and psychic dmg.
- +7 to hit, 24 (4d8+6) dmg, grapple escape DC 16.
- Destroying a Strut: AC 20 HP 100 Immune: fire, poison, psychic and nonmagic attacks.
Fighting the Atropal: Remember, the heroes can't heal when within 30 feet of it! If it uses its legendary action to wail in the first 3-4 rounds, the group will be really messed up (exhaustion PH pg 291).
Fighting Acererak: When the atropal is slain, Acererak shows up! Heroes inhabited by a trickster gain 50 temp hp per round (!) and do +3d6 damage to him.
- If Acererak's hit points sink below 100, he teleports away in dramatic fashion.
- He can use his sphere of annihilation as a legendary action!
- A nice thing here is that the staff of the forgotten one and Acererak's stats are on the same two page spread (pgs 208-209) so you can just keep the book open to those pages and run this smoothly.
- Don't forget that the staff makes him immune to blind/charm/deaf/fright/petrified/stun.
- Atropal (pg 214)
- Acererak (pg 209)
- Staff of the Forgotten One (pg 208)
- Sphere of Annihilation (DMG pg 201)
- Talisman of the Sphere (DMG pg 207)
- Nothic (MM pg 236)
Skeleton Arch: Has a secret door guarded by a glyph of warding: DC 24 Dex save, 22 (5d8) cold dmg, half on success. It then triggers a wall of fire. Roll init. It goes on count 15. The wall starts creeping up the hallway at a speed of 10 feet per round. Enter or start turn: 22 (5d8) fire dmg.
Golden Trail: Leads to an archway with a secret door in it. Opening the door triggers a glyph of warding: All in a 20-foot radius roll a DC 24 Dex save, 22 (5d8) thunder dmg, half on save. Reveals a cobwebby hallway that lead to area 80.
Purple Trail: Walk the trail, touch the wall: Wall become gloopy for an hour and you can walk through it to area 80.
Red Trail: Walk the trail, touch the wall: Appear in room 57 (pg 168), the corpse room with the green devil face. Yikes.
- Glyph of Warding (PH pg 245)
- Wall of Fire (PH pg 285)
- Arcanaloth (MM pg 313)
- Create undead (PH pg 229)
- Fabricate (PH pg 239)
- Resurrection (PH pg 272)
Guess what? We're done!
39 comments:
I am so happy this has already started
BTW, the group has more than 79 days to get this done. They have until her soul is devoured. Therefore they probably have 93-ish days or so. That's still not very much time, but it's something.
I feel like I have a good handle on the exploration, except I am having a hard time determining what terrain type they are in at any given hex. Is there a standard map convention or legend I am missing?
I am also happy that you are working your magic with this path. Only just picked it up today, but we will be heading over to this after we finish Strahd
Typo: Liara in Fort Beluarian has spies in Port Nyanzaru.
Loving this write up. I used your PotA guide quite heavily while running that adventure.
William Tramp: Thanks! I was ready to pounce on this thing as soon as it came out.
Zingbob: Thanks! I get a little worried that the group won't have enough time. There's a lot of hexes on that map!
Joe Crase: It's all jungle for the most part, as far as I can tell. Once I'm done with the book I can say for sure.
JPUK: Thanks! From what I can see, Curse of Strahd is still mega-popular.
Jason Brown: Fixed! Thank you. This will be much more useful than the PotA guide, I think.
Yeah, the presence (or absence) of a ranger could mean the difference between success or failure from all of those hexes.
My only concern about this adventure thus far is the "Buy a death" feature of the marketplace. I see it can work as a great roleplaying idea "Hey, you tried to have this guy killed, he escaped into the jungle, and now he's a random encounter!" but I also am trying to figure out how to explain this to a party that may have one of the overzealous paladin types. I suppose "This is the law of this land" works just fine.
Glad to follow your thoughts on this, I am very intrigued by the mod and want to run it but I am afraid it is not linear enough for my group. Random hex wandering seems like it could take many sessions of random encounters to hit anything ‘named’ and everyone will get bored before they stumble on the good stuff. We only get a session in every month or two so I’d lov to see any ideas on tightening up the exploration portion into a ‘greatest hits’ linear path.
Hey-o. I love your guides. They're the best third-party resource I've had as a DM. I actually came here looking for PDF handouts, but you didn't have them yet. I found them available on the Wizard's website.
http://media.wizards.com/2017/dnd/downloads/TOA_Handouts.pdf
Thanks again!
Love this. Thanks for this. One minor thing I noticed is in the section of Fort Beluarian (pg 54) - you can hire the guards for the rate of 1 gp per TENday, not per day. Again, I really appreciate this and will purchase it when you put it up for sale - I've bought couple of your other guides and they are terrific.
One thing that is escaping me, is if I hire a guide, and I want to use their survival for my checks, it isnt listed anywhere. So I have a guide that isnt who im using to guide.
@Jeff White, check their stat blocks in the Monster Manual. They should have a space under skills that says Survival +_. If they do not then you just use their standard Wisdom like you would for a PC.
I love your guides (I use them all the time).
Perhaps you can answer a question which I think is fundamental to the plot (my players will ask):
At the start of the adventure, Syndra Silvane directs the PCs to Chult, saying the origin of the curse is there. How did she find this out? Where did she get this information? From what I understand, the gods were silent on this...
Once in Chult (Port Nyanzaru), where in the adventure does it say they are directed to the city of Omu as the source of the Death Curse?
If it is not specific about the source, are PCs just supposed to wander the jungle until they find Omu?
"At the start of the adventure, Syndra Silvane directs the PCs to Chult, saying the origin of the curse is there. How did she find this out? Where did she get this information? "
Check out Cellar of Death adventure on dmsguild.
Thanks regarding the DMsGuild "Cellar of Death" adventure.
The adventure is good, but I still find the premise a little weak: basically it says a Lich (Zaldara) researched the Death Curse to determine the source is the Soulmonger. And the Lich can't pinpoint the exact location except that it is in Chult.
I'm still at a loss to how the PCs will be directed to Omu...Although I'm starting to lean toward just telling them it is in that city...
@Banesfinger There's a couple of important NPCs that can give them this information, and there's a couple of NPCs that can tell them where Omu is. Shouldn't be too hard to direct them towards at least one of them during the first part of the adventure.
question to the group...
On the Players map have you marked any additional items? such as the forts that are known to the factions?
You say "12. Master Suite: Treasure chart is on DMG page 136. You might want to roll this ahead of time to keep thing moving." but the "Gems or Art Objects" column of the Treasure Hoard, Challenge 0-4 table is actually located on page 137 of the DMG. Cheers
In Fort Beluarian: "Gruta Halsottir - Second in command. He does most of the day-to-day work." He's a she - her last name is Halsdottir, with "dottir" meaning daughter in Icelandic, so the name basically tells you its a female.
Hrakhamar: "This place has a 40-foot-long tunnel that connects to Wyrmheart Mine."
Actually, the tunnel is 40 miles, not feet :-)
"I wrote a guide to Imix right here."
You accidentally duplicated the Hisari DM's Guild.
Actually, I am not sure your long detailed list of what's in each location is helpful.
I would suggest you focus on the "network" of info and clues instead. I think a double list where you first list every source of info (clues, rumors, quests) and then list every target location of one or more rumors.
The first list has outgoing pointers, the second ingoing.
Together I have the necessary information at my fingertips to instantly know, say, everybody who knows anything about Nanny Pupu and where they are. Also I can instantly see every rumor, clue and NPC talking about the Firefinger, or Orulunga.
This is what a DM needs to cope with such an immense sandbox.
Not a repeat of the details you still have to look up once the party reaches a particular destination, I'm afraid...
Cheers
The (above) comment would be of fantastic help: outgoing and incoming "network" of info/clues.
Andy: I'm going to try to linear-ize this in a "How to Run Tomb of Annihilation" post ASAP.
David Martin: Ahh the tenday. I love saying that in real life. Thanks!!
Jeff White: I guess if they don't have survival in their stat block, you can just use wis.
Zingbob: Agreed!
Banesfinger: Like others said, Cellar of Death explains this. Finding Omu is sort of left up to you. A guide can get you pretty far. I guess if the group starts to get off track, have an NPC get them back on track.
Charlesore: Thank you!! Fixing them now.
Anonymous: OK... I'll see what I can whip up.
Did you guys hear?! Tales from Candlekeep: Tomb of Annihilation will be available tonight when the clock strikes midnight on Steam for 15.99$. An additional 15% off during the 1st week of the Launch!
https://www.youtube.com/watch?v=eY2f8MBwuPA
"(pg 174) 66. Door of Devouring: When approached from outside the stairwell, the mouth on the door demands food. It wants glowing crabs. If the group doesn't, it pulls a hero into it and eats it. No roll, nothing! The character is just dead!"
That sounded odd, so I went to double check that. Yes, there is no saving throw or attack roll on that door, but it never says anything about the door killing the character. It says "A character 'devoured' in this manner is teleported to area 57."
Personally, I'd rule this as the character being teleported to area 57, especially since they put quotes around the word devoured as if they weren't really eaten.
Hello from France (again ;)
A year ago, you gave me your go for a french version (for a french forum) of your Curse of Stradh guide.
Unfortunately ;) , the first campaign available in French is the Tomb of Annihilation ... so would you agree for a french version of your guide, to help fellow french DM ?
Thanks again for your great work
HI love this so much this was a godsend, just wondering if you have any advise on how to conclude the adventure?
Beautiful! I enjoyed my time spent on your lovely blog
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