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Tomb of annihilation pdf download

Tomb of annihilation pdf download

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WebTomb of Annihilation PDF Free Download. Tomb of Annihilation is a very fantastic game, their role characters, and magical weapons are outstanding. They give lots of entertainment to dnd players. To download the Tomb of Annihilation PDF scroll down WebNov 28,  · DnD/5e/Campaign/D&D 5E - Tomb of blogger.com Go to file. kwmorris Added campaigns. Latest commit on Nov 28, History. 1 contributor. MB. Download WebTomb of Annihilation - Free PDF Download - pages - year: Categories College Comic Books Computer Programming Personal Development Psychology Survival Health Physics Fantasy Food Recipes English All Categories WebBook Name: Tomb of annihilation Publisher: Wizard of the Coast Publication Date: 19 September, Language: English Rules Required: Dungeon & Dragons Edition: 5th Pages: Author: Steve Winter, Pendleton Ward, Wizard RPG Team How to WebTomb of Annihilation - Maps PDF Original Title: Tomb of Annihilation - blogger.com Uploaded by Jonny Jackson Copyright: © All Rights Reserved Available Formats Download as PDF, TXT or read online from Scribd Flag for inappropriate content Download now of ... read more




Curse of the Golden Skull Tomb Guardians Veils of Fear Vault of the Beholder Gargoyle Guardians Lizard Den Elemental Cells Maze of Death Mirror of Life Trapping Ghastly Door Crypt of the Sun Queen Rolling Doom Grandfather Clock Cog of Rot Cog of Acid Cog of Blood Control Room Stone Juggernaut Gas-Filled Room Base of the Waterfall Underground Lake Door of Devouring Hall of the Golden Mastodon Hall of Decay Mechanus Chain Armillary Sphere Lair of the Sewn Sisters Trial of the Triangle Trial of the Square Trial of the Pentagon Trial of the Hexagon Trial of the Octagon Chapel of Hate Hall of Finality Red Library Ebon Pool The source of this death curse lies in a trap-riddled tomb hidden beneath a lost city in the depths of a vast jungle.


Chult is a tropical wilderness composed mostly of jungles, plateaus, impassable mountains, and belching volcanoes. You can substitute a different jungle setting, changing location names as needed. Story Overview The characters are drawn into the story by Syndra Silvane, a retired adventurer and merchant who, years ago, was raised from the dead. When she consulted priests, Syndra learned that the affliction was widespread and that no spell could cure it. She spoke to her friends among the Harpers, who determined the source of the affliction: an ungodly necromantic device called the Soulmonger. Adventurers willing to help Syndra must travel to Chult, a land of jungles and monsters, to find the Soulmonger and destroy it. Unknown to Syndra and her allies, the Soulmonger is trapping the souls of the dead and depriving liches of the means to trap souls in their phylacteries. The Soulmonger snatches up the souls before they can be trapped elsewhere.


Szass Tam, the most powerful lich among the Red Wizards of Thay, has sent operatives to Chult to steal the Soulmonger or, failing that, destroy it. Also lurking in the heart of Chult is Ras Nsi, a mythic, villainous figure among Chultans. Ras Nsi was a human paladin and a sworn protector of the city of Mezro. He betrayed his oaths and was banished. Rather than redeem himself, he raised an undead army to conquer Mezro. The would-be tyrant was defeated and banished once more. Mezro was later destroyed by the Spellplague or so it seemed , during which Ras Nsi lost his power to create and command undead. He withdrew to the city of Omu, leaving the vestiges of his undead army to roam unchecked throughout the jungle. That was not the end of Ras Nsi, however.


Bitter over his loss of power, he forged an alliance with the yuan-ti lurking in the ruins of Omu and underwent a ritual of transformation, becoming a yuan-ti malison. As a yuan-ti, Ras Nsi imposed his terrible will on the evil snake people and became their leader. Beneath the cracked and broken streets of Omu lies a secret yuan-ti temple called the Fane of the Night Serpent, where Ras Nsi holds sway and plots to bring about the end of the world. Omu is also home to the Tomb of the Nine Gods. Each god embodies a different alignment, and any character inhabited by one gains a special power as well as a flaw.


As the gods fight over their living hosts, the characters must deal with the deadly traps and monsters that guard the Soulmonger. Once it consumes enough souls, the atropal will transform into an evil god. Destroying the Soulmonger ends the death curse affecting the world, while killing the atropal incurs the wrath of Acererak. Under normal circumstances, the enraged archlich would be far too great a foe for mortal adventurers to overcome, but with the trickster gods of Omu on their side, the heroes have a fighting chance. Text that appears in a box like this is meant to be read aloud or paraphrased for the players when their characters first arrive at a location or under a specific circumstance, as described in the text.


The adventurers are teleported to Port Nyanzaru, the only major settlement in Chult. After exploring the city chapter 1 , they embark on an expedition into the wilds of Chult chapter 2 , eventually finding the ruined city of Omu chapter 3. As the adventurers explore Omu, they are either captured by yuan-ti or forced to confront them in their underground temple chapter 4. Not far from the yuan-ti temple is the entrance to the Tomb of the Nine Gods chapter 5. The Soulmonger lies deep within the tomb, which is riddled with puzzles, traps, monsters, and magical wards. While the Soulmonger of the death curse Hes in Omu: Grandfather Zitembe in is active, the following effects are in play: Port Nyanzaru, Valindra S hadowmantle in the Heart of Any humanoid on the planet that has been brought Ubtao, and Saja N'baza in Orolunga. Several creatures know Omu's location: the guides Eku and Salida in back from the dead begins to waste away. Its hit point maximum is reduced by 20 1 for each day the Soul- Port Nyanzaru, Valindra Shadowmantle in the Heart monger has been active a nd decreases by 1 every of Ubtao, the aarakocra of Kir Sabal, Zalkore of Nan- midnight until the Soulmonger is destroyed.


If a hu galore, Saja N' baza in Orolunga, and the red dragon manoid's hit point maximum drops to 0, it dies. Travel- ing to another world or plane does nothing to halt the WHo Is AcERERAK? wasting effect once it has begun. Acererak is a powerful lich known and feared throughout A humanoid whose hit point maximum is reduced the multiverse. Much of his past is forgotten, but ancient can't increase or restore it This is true whether the texts assert that he comes from a world called Oerth. creature's hit point maximum is reduced by the Soul- Acererak travels the planes in search of artifacts. When monger or by some other life-draining effect, such as he finds something useful or interesting, he locks it away. Although he's powerful enough to pursue godhood as the touch of a wight, wraith, or similar creature. other liches have done Vecna being a prime example , If a humanoid dies anywhere on the planet, its soul Acererak has no interest in being a god or being wor- becomes trapped inside the SouJmonger.


Only the de- shiped. He prefers to create evil gods and unleash them struction of the Soulmonger can free the trapped soul. on mortals and immortals who oppose him. Any spell that breathes life into the dead including re Despite passing up opportunities for godhood, Acererak vivify, raise dead, resurrection, and true resurrection attracts his fair share of followers and worshipers. He automatically fails if cast on a humanoid whose soul doesn't grant spells, nor does he give his devotees much is either trapped in the Soul monger or bas been de- of his precious time. Mostly he likes to watch them suffer voured by the atropal see "Soul Devouring" below. and die as a result of their magical pursuits and folly. The Soulmonger does not affect the workings of speak Although he has lived on ma ny worlds and crafted countless demiplanes, Acererak spends most of his time with dead spells or similar magic.


The death curse building tombs. He fills each one with treasure to attract has no effect on preexisting ghosts or spirits. powerful adventurers. He then kills them off in terrible fashion, using deadly traps and monsters while baiting MEAT GRINDER and ridiculing them. The terror he evokes scars their souls, Tomb ofAnnihilation can be played as written, or you which he traps in his phylactery, the location of which is can make it even more difficult by running it as a meat one of the multiverse's greatest secrets. gri nder. This mode of play is suitable for experienced Not too long ago by human standards, Acererak found players who have highly optimized characters and who an atropal adrift at the edge of the Negative Plane and don't mind putting those characters in jeopardy for the built the Soulmonger to nourish it to godhood.


The lich sake of a good challenge. It is less ideal for players who chose one of his tombs- specifically the Tomb of the Nine are inexperienced or get anxious at the thought of losing Gods on Toril-to serve as the atropal's nursery. their characters. For more information on Acererak, including his statis tics, see appendix D. You must choose to run the adventure as a meat grinder from the very beginning. This effect ends when the pirate haven ofjahaka Anchorage. Such locations the Soulmonger is destroyed. Other rules concerning present dangers that, when overcome, prepare the char- death saving throws remain unchanged.


acters for greater threats awaiting them in Omu. If the SOUL DEVOURING characters reach Omu too soon, they probably won't be The soul of any humanoid that dies while the death high enough level to survive there for Jong. When the curse is active becomes trapped inside the Soulmonger. characters make inquiries about Omu, paint the lost city The soul remains there until it is consumed by the atro- as a terrifying place so that players feel the tension of pal or the Soulmonger is destroyed. wanting to get there quickly, but not too quickiy.


Once a soul becomes trapped in the SouJmonger, it's only a matter of time before the atropal devours it. can determine the status of a trapped soul at dawn on Characters begin the adventure at 1st level and gain XP any given day by secretly rolling a d On a roll of 2 or by defeating monsters. After each game session, add higher, the soul remains trapped in the Soulmonger, at up all the XP earned and distribute it evenly among the least until the next dawn. A roll of 1 indicates that the party members. If the characters gain enough XP to soul was devoured by the atropal.


A creature whose soul advance a level, encourage your players to level up their is devoured in this horrific manner can't be returned to characters before the next session. Ideally, the charac- life by any means, including divine intervention. ters should fall within the desired level range for each If the Soulmonger is destroyed and you haven't been chapter of the adventure, as shown in the Suggested tracking the status of a particular soul trapped within, Character Levels table. grab a handful of d20s- one die for each day the soul was trapped- and roll them together. If you roll a 1 on SUGGESTED CHARACTER LEVELS any of the dice, the souI was devoured before it could Chapter Suggested Level be set free. Port Nyanzaru 1st and higher Spells such as commune and divination can be used to 2. Land of Chu It 1st-6th determine whether a soul has been devoured or whether it's still trapped in the Soulmonger.


Dwellers of the Forbidden City 5th-8th How many souls must the atropal devour to become 4. Fane of the Night Serpent 7th- 9th a god? It could be thousands or millions. Ultimately it's 5. Tomb of the Nine Gods 9th and higher the DM's call, but the default assumption is that this apotheosis could take months or years. Conversely, you can hasten level advancement by The death curse means that, for the most part, dead awarding ad hoc XP for making discoveries, completing characters stay dead. If a character dies and there's no goals, roleplaying well, and surviving or avoiding deadly reasonable way for the player to continue playing that traps. Arly such ad hoc award should be no more than character, you can have the player create a new charac- what the characters would earn for defeating a monster ter. A replacement character should be the same level as with a challenge rating equal to their level.


For example, the rest of the party. a fair ad hoc award for a party of 2nd-level adventurers Chult attracts adventurers from all over the world, would be XP, which is what the characters would and the activation of the Soulmonger draws even more earn for defeating a challenge rating 2 monster. As with adventurers than usual to its untamed wilderness. The other XP awards, the amount should be divided evenly player characters are among the earliest to arrive, but among all party members. adventurers from across the globe begin to converge As the DM, you can dispense with XP tracking and al- in Chult as the crisis mounts.


It should not be difficult low characters to gain levels at whatever pace suits your to introduce new characters to replace those who have campaign, using the Suggested Character Levels table perished. A new character might be the last surviving as your guide. member of a doomed expedition, a guide who has lived Chult is loaded with fun distractions, alluring loca- in Chult for years, a lone explorer seeking glory or trea- tions, and opportunities for characters to explore. Con- sure, or someone racing against time to save a loved sequently, it can be hard to gauge what level the char- one affected by the death curse. Work with the player acters will be when they arrive at adventure locations. to come up with a story that makes sense, given the Again, let the Suggested Character Levels table guide circumstances.


For example, if the characters are 4th level and about to stumble into Omu chapter 3 , you might want TICKING CLOCK to steer them in a different direction, throw random en- Tomb ofAnnihilation is a time-bomb adventure. In other counters at them until they've reached 5th level, advance words, time is of the essence. The characters are under them to 5th level automatically, or adjust encounters in pressure to find and destroy the Soulmonger quickly, Omu to make the threats easier to overcome. since many lives depend on it. You have been invited to the home ofSyndra Silvane, a retired adventurer and merchant. A uniformed attendant STARTING AT 5TH L EVEL Characters of 5th level will still find parts of chapters l leads you up a grand staircase to the third floor, then and 2 challenging.


If an encounter becomes too much of ushers you into a wood-paneled room with a fireplace, a cakewalk, you can introduce enemy reinforcements. comfortable chairs, and a heavy table bearing goblets Hold off on XP awards and level advancement until the and bottles of wine. The darkly paneled walls are hung characters reach Omu in chapter 3. with maps and sea charts. Racks, shelves, and cabinets STARTING AT 9TH L EVEL hold hundreds more rolled-up maps and charts. Characters of 9th level will steamroll through chapters A person is seated in an overstuffed chair near the fire. Spend less time on encounters You can't discern a gender, because only the person's in the jungle, and steer the characters toward Omu as head emerges from under a heavy blanket draped over quickly as possible.


Once they arrive, run the adventure the chair, and an embroidered hood and silver mask con as you normally would. Characters at this level will still be challenged by chapters 3 and 4, particularly if you ceal the wearer's face. Even the person's dry, raspy voice play the yuan-ti as intelligent adversaries. Hold off on provides no clue. The masked speaker is Syndra Silvane. She is a Tetbyr- STARTING THE ADVENTURE ian human archmage, with these changes: The adventure's default starting location is the city of Baldur's Gate on the Sword Coast, in the Forgotten Syndra is lawful neutral and speaks Common, Dwar- Realms setting.


However, any large settlement will do. vish, Elvish, and Halfling. If her hit point maximum drops to 0, To get things rolling, read or paraphrase the following Syndra dies and can't be brought back from the dead Introductory text to the players: until the death curse has ended and if her soul hasn't been devoured. Destroying the Soulmonger is the only way to halt the attrition and restore her hit point For the past several days, the talk of the streets and maximum to normal. Victims grow thinner and weaker request. Roleplay the encounter, paraphrasing the fol- each day, slowly but steadily sliding toward the death lowing information and responding in Silvane's dry, they once denied.


When they finally succumb, they can't cracking voice to the characters' questions: be raised-and neither can anyone else, regardless of "I was an adventurer years ago. I died once and was whether they've ever received that miracle in the past. raised from the dead. I have since closed the door on Temples and scholars of divine magic are at a loss to that stage of my life. possibly the entire world. Clerics have no help to offer. They're stymied by what is happening. n At this point, invite the players to explain why their char- "My contacts in the Harpers have learned that the acters are together, how long they've been together, and cause of the death curse is a necromantic artifact what they've been doing. If the characters don't know called the SouJmonger.


According to their sources, each other, you can have them meet at Syndra Silvane's the Soulmonger is somewhere in Chult. Enormous reptiles, savage SYNDRA SILVANE's CURSE goblins, and an army of undead prowl its jungles and ruins. Mapping the place has always been nigh impos- The party's benefactor is a retired adventurer named s ible, and nothing is known about the region's current Syndra Silvane. Being a wizard and merchant of no geography beyond a few miles from the coast. I'll pro- incomplete map of Ch ult see the poster map as well as vide it to you if you undertake my mission. Syndra gladly answers their "When you're ready to depart, I will teleport us all to questions to the best of her ability, but she doesn't know Port Nyanzaru, the only major settlement in Chult. much more about Chult than what's on the map. She I've been there several times before, so there's little knows Port Nyanzaru well enough to assure characters chance of mishap.


Once there, I'll stay with a friend that they can buy supplies there. named Wakanga O'tamu. He's one of seven merchant princes who rule the city. If the characters agree, don't bother rolling ing any chances. She fails to mention that other, more to determine the spell's accuracy. Syndra knows the experienced parties of adventurers have been sent to city's Harbor Ward well enough to arrive on target. She Cbult already. All have disappeared. and Syndra fears chooses an outdoor location near the docks as her des- the worst. In truth, they fell victim to the perils of Chult tination. When the characters arrive in Port Nyanzaru, or crossed paths with Valindra Shadowmantle, and skip to the "Arrival" section in chapter 1. were never seen or heard from again. If the characters urge Syndra to seek out a more experienced party of ad- CHARACTER HOOKS venturers, she replies dryly, "I already have.


In addition, the Player's magic item, delivered upon successful completion of Handbook and the Sword Coast Adventurer's Guide her quest. At the end of the adventure, each player can contain a number of character backgrounds that are choose an appropriate item, subject to your approval. well suited for this adventure. U your players are hav- Syndra also expects that the characters will find enough ing trouble fleshing out their cha racters' backgrounds, treasure in Chult to make them as rich as kings. share the ideas from the Character Hooks for Select If the characters press for coin up front, Syndra Backgrounds table with them. This table appears on the gives each character 50 gp to defray expenses in following page. Port Nyanzaru. CHARAC TER HOOKS FOR SELECT BACKGR OUNDS Background Reference Character Hook Acolyte Player's Handbook Temples are vexed by a widespread magical curse that is causing people to waste away while also preventing the dead from being raised.


An expeditionary force is headed to Ch ult to find the origin of the curse, and you've decided to join It. Anthropologist Appendix A A wizard-merchant named Syndra Silvane is wasting away, and she has hired you to join an expedition to Chult to fi nd a cure. Syndra believes that your expertise will prove invaluable, and you've wanted to study the cultures there. Archaeologist Appendix A You have learned that a wizard-merchant is planning an important expedition to Chu It-a place full of lost cities you're anxious to ex- plore.


Your request to join the expedition was approved. Charlatan Player's Handbook After a few successful scams, you've gotten into some trouble with local authorities and criminal gangs. You were about to make a run for it when you heard a rumor that a merchant named Syndra Sil- vane is offering good pay for an assignment far from home. Cloistered Scholar Sword Coast Adventurer's Guide A terrible curse is sweeping across FaerOn, and a dying merchant is gathering adventurers for a bold mission to destroy the source of the curse, which lies deep in the jungles of Chult. Your expertise could prove helpful, so you've asked to join the expedition.


Criminal Player's Handbook Local authorities grant you a fu ll pardon for past crimes. In ex- change, you are to join an expedition to Chuh and help put an end to the "death curse" affecting several wealthy citizens of the city. Entertainer Player's Handbook Your sponsor is a retired adventu rer and merchant named Syndra Silvanc. A terrible curse has befallen her, and she needs your help to end 1t. The quest will take you to Chuh, a distant and exotic land where you can win fa me and renown. Faction Agent Sword Coast Adventurer's Guide A widespread magical curse threatens to devour the bodies and souls of the living. The Harpers have learned that its source lies somewhere in Chult. You volunteered to join the expedition. Folk Hero Player's Handbook You've garnered quite the reputation and caught the attention of a merchant and retired adventurer named Syndra Silvane. She wants you to explore Chu It and discover the source of a curse. Inheritor Sword Coast Advenlurer's Guide A horrible curse th reatens to claim the life of Syndra Silvane, a re tired adventurer.


She has blood ties to your fam ily, and you have an obligation to help her. To do otherwise could jeopardize your inheri- tance and your future. Mercenary Veteran Sword Coast Adventurer's Guide A merchant and retired adventurer named Syndra Silvane needs trained warriors to join an expedition to Chult. You've always wanted to visit Port Nyanzaru and see the dinosaur races. They say the jungles are full of riches and danger-tw o things you crave. Noble Player's Handbook Your family owes a favor to a merchant named Syndra Silvane. She's calling in the favor and asking for help. The family is counting on you to fulfill its promise, and you've heard rumors that Syndra is planning an expedition. Outlander Player's Handbook When you were young, you fled your homeland of Chuh by stowing away aboard a ship. Now you're anxious to return home. A local merchant is mounting an expedition to Chult, and you've ta lked your way into joining it.


Player's Handbook A wizard named Syndra Silvane has fallen prey to a magical curse. She's mounting an expedition to ChuIt to end the curse, and she be- lieves your expertise will prove Invaluable. You're Inclined to agree. Player's Handbook Your superiors in the military recommended you for an important expedition to Chult. The success of the mission is so vital that they promised to make you a captain if you help ensure the expedition's success. On days that receive heavy rain, there's a 25 percent WELCOME TO CHULT chance of a full-blown tropical storm featuring sheets With the exception of a few coastal settlements, Chult of rain, high wind, lightning, tall waves at sea, and im- is untamed tropical wilderness: dense jungles and mense surf along the coast. Guides who know the condi- snaky rivers ringed by mountains, volcanoes, and sheer tions in Chult recommend hunkering down and staying escarpments.


Walls of mountains to the west, south, and put on these days. Travel by river is impossible canoes east shield the interior from the sea and from the view of are swamped by waves within 15 minutes of launching. The rivers are so sluggish that it can be difficult If characters insist on traveling by foot, every c haracter determining which direction is upstream and which is gains l level of exhaustion automatically and must make down. The rivers pick up speed only where they thunder a successful DC 10 Constitution check or gain another. down through steep-sided gorges. Skill checks to avoid becoming lost are made with dis- The safest entry points into this overgrown realm advantage on storm days. The coast from the Bay of Ch ult to Ref- RACES OF CHULT uge Bay offers beaches on which to embark into the un- Members of every race and nationality of Faerful can charted jungle.


Along the entire coast, the Bay of Chult be found in Port Nyanzaru, but few of them ever travel is the only spot where travelers can find welcoming civ- more than a hundred yards beyond the city walls. The ilization. The rest of the peninsula is a breeding ground native peoples must be divided into those that are com- for bloodsucking, disease-bearing insects, monstrous monly known and those whose presence is legendary reptiles, carnivorous birds and beasts of every variety, or only suspected. The first group consists of Chultans a nd murderous undead. The farther one moves from humans , aarakocra, Batiri goblins , dwarves includ- the coast, the more humid, hot, and inhospitable the ing albino dwarves , pterafolk, and tabaxi.


In the second land becomes. category, weretigers are suspected to be present in small numbers; explorers and hunters sometimes report WEATHER seeing grungs frog folk deep in the jungle; and yuan-ti Chult is hot, humid, and rainy throughout the year. The are rumored to be making a resurgence in remote areas. temperature regularly climbs as high as 95 degrees F In addition to these known and suspected residents, a 35 degrees C during the day and seldom falls below 70 crew of frost giants has come to Chu It seeking the Ring degrees F 20 degrees C even at night. A day without of Winter and an expedition of Red Wizards is hunting rain is rare, but rain varies from a steady mist to drench- for the Soulmonger, but the presence of these bands is ing downpours. still unknown to the larger population. Visibility in heavy rain is limited to 50 yards. Beyond Finally, the deep jungle is overrun by skeletons, zom- that distance, only Huge or larger objects can be distin bies, ghouls, and other types of undead.


Everyone in guished. Missile weapon ranges are halved during rain. Ch ult is all too aware of their presence. They have plundered from the jungles, valleys, and mountains of dark skin, black hair, and a rich culture. Driven out of Chult. Among themselves, all Chultans still speak their the jungle by monsters and undead, they took refuge own tribal languages a mix of exhaled and inhaled vow- behind the stout walls of Port Nyanzaru, gave up their els, consonants, and tongue clicks , but any who deaJ dynasties, and united to become a mercantile power in regularly with foreigners also speak Common fluently, the southern ocean, eager to do business with anyone often with a heavy, characteristic accent.


who visits their perilous land. A few Chultans migrated Chultans in Port Nyan. z aru seldom don armor because northward and established outposts in distant cities of the climate, but large, colorful shields made from such as Athkatla, Baldur's Gate, Calimport, Memnon, toughened dinosaur hide are ubiquitous. These shields and Zazesspur. are called hlang and function as ordinary shields. In The lines of kings and queens that once held political melee, they favor the traditional yklwa pronounced sway throughout Chult have been mostly wiped out YICK-ul-wah , a short, broad-bladed, one-handed, spear- by time, war, calamity, and misfortune. They've been like weapon. For more information about the yklwa, see replaced by Chultan merchant princes who learned the "Buying a Special Item," page art and craft of trading from Amnian and Tethyrian prof- iteers, and who now use their wealth to forge profitable AARAKOCR A alliances and to steer the fate of their frontier realm.


Tribes of aarakocra live atop the mountains and pla- Chultans dress in light, colorful clothing appropriate teaus of Chult. Aarakocra leaders are skilled dancers for the tropical climate. They trade in gold, gemstones, who use their dances to inspire their followers as well jewelry, textiles, spices, rare herbs, ivory, wood, unre- as cast spells. Aarakocra strive to defend the land against the forces HULTAN NAM ES of evil. They have a reputation for aiding explorers who You can use the following lists to create Chultan NPC are lost, sick, or in some other trouble, provided those names on the Ay. Some Chultans adopt their old dynastic explorers aren't intent on plundering Chult's natural re- names as surnames.


sources or exploiting its inhabitants. The aarakocra are natural enemies of pterafolk and the gargoyles of Omu. This site's existence is Rindawan, Selu, Teron, Ugor, Vazul, Weshtek, Yapa well known in Port Nyanzaru because the structures Female Names: Azuil. Bati, Chuil, Dela, Eki, Fipya, lsi, Joli, Katela, Lorit, Mainu, Naboli, Nyali, Omoyala, Razira, can be seen from the River Olung through occasional Sana, Tefnek, U'lolo, Wadizi, Yuta, Zaidi, Zamisi breaks in the jungle along the eastern bank. Little is Dynastic Names: Agolo, Atazi, Balaka, Bolele, Dawa, known beyond that, however, because the cliffside struc- Ekulu, Hakal, lmbogoro, jaharwon, M'wenye, Natombe, tures are so difficult to reach from the ground.


The aara- Ngore, Oboko, O'tamu, Sahandl, Talro'a, Utugelu, Yu kocra there shelter the last descendants of Omu's royal dan, Zuberi family, who hope to someday restore their reign. A Batiri tribe is ruled by a queen use the goblin boss statistics. When a queen dies, fighting ensues until a new queen emerges victorious and proclaims herself ruler of the tribe. While the Batiri have many cultural and mythical aspects that make them unique, they behave essentially like other goblins; they are superstitious, cruel, suspicious of out- siders, fractious among themselves, and just as likely to torture and eat other humanoids as they are to trade with them. They are not only sadistic but highly creative in their tortures. For example, they enjoy tying enemies to trees, dousing them in honey, and leaving them to be devoured by insects over the course of several days, if a larger predator doesn't finish them off first.


War Masks. Batiri warriors wear oversized wooden war masks into combat. Each goblin paints and dec- orates its own mask to make it look as fearsome as possible. Aside from intimidating enemies, these masks serve the same purpose among the Batiri as coats of arms among noble knights ofFaerOn. Batiri of oppos- ing tribes might not know an enemy's given name, but they'll know Snarling Crocodile or Fanged Ape. Battle Stacks. Batiri warriors sometimes ride on each other's shoulders in battle, in a formation known as a battle stack. These can be up to nine goblins tall. Each goblin tracks its hit points individually, but the stack moves and makes ability checks, attack rolls, and saving throws as one creature. Only the goblin at the top of the stack can attack, and only the goblin at the bottom cao move all goblins stacked on its shoulders move with it. The goblin at the top makes all Intelligence, Wisdom, and Charisma ability checks and saving throws for the stack. The goblin at the bottom makes all Strength, Dexterity, and Constitution ability checks and saving throws for the stack.


A battle stack can't jump, but it can grapple or shove another creature, swing from vines, and use the Dash, Disengage, Dodge, and Hide actions. When a goblin in the stack drops to 0 hit points, it is DWARVES thrown from the stack. If the stack succeeds on a DC 10 Dexterity saving throw, it remains intact albeit one gob- Most of the shield dwarf strongholds beneath Cbult lin shorter. On a failed save, the stack collapses and all were destroyed by intense volcanic activity. Hundreds of the goblins fall prone in a 5-foot-square space. dwarves were forced to flee their collapsing halls, only To form a new battle stack, a goblin must use its ac- to be slaughtered and devoured by jungle predators.


A tion to climb onto the shoulders of another willing gob- few made it to Port Nyanzaru, where they remain to this lin within 5 feet of it. Other goblins can join an existing day. Some of these survivors are albinos see appendix battle stack in the same way. A goblin can use its action D for more information. to remove itself from a battle stack, landing in an unoc- FROST GIANTS cupied space within 5 feet of the bottom of the stack. Twenty frost giants came to Cb ult in search of the Ring The Batiri invented battle stacks as a way to combat of Winter. Their ship is anchored north of Kitcher's In- creatures much larger than themselves as well as a way let, and teams of frost giants are scouring the jungle for to reach enemies in trees.


The battle stack formation signs of the ring and its wearer, Artus Cimber. A female has the added effect of making the puny goblins appear frost giant named Drufi leads the hunt. So far the frost taller and more fearsome to their larger enemies. Bat- giants have gone about their business unnoticed, but it's tle stacks are not effective against other ground-based only a matter of time before they encounter a Flaming threats, since all but the topmost goblin give up their Fist patrol from Fort Beluarian. The frost giants hate attacks and mobility to be part of the stack. Chult and its climate, but they won't give up the search for the ring no matter what the cost.


Tabaxi minstrels are seldom met outside Port tered throughout the jungle. They build their primitive Nyanzaru. Appendix D includes statistics for both. They pepper Monsters for tabaxi racial traits. enemies with poisoned arrows and leap from branch to branch without leaving any trail. UN DEAD Not all grungs are evil. A few are willing to help ex- Over a century ago, the warlord Ras Nsi raised an plorers in exchange for food or treasure. Evil or not, undead army to conquer the city of Mezro. The army grungs warn away intruders by hanging the bodies of consisted mainly of dead Chultans raised as zombies slain foes from trees at the edge of their territory.


and cannibals transformed into ghouls. Ras Nsi and his Some Chultan guides are aware of one grung village legion were defeated and driven back into the jungle. due south of Port Nyanzaru, just above the headwater Before Ras Nsi could organize another attack, Mezro of the River Tiryki pronounced tee-REE-kee. For more planeshifted away, and Ras Nsi was stripped of his god- information on this village, see "Dungrunglung,'' page given powers. Declaring himself an enemy of the world, Appendix D contains additional information he threw his lot in with the yuan-ti.


The remnants of on grungs. Ras Nsi's undead army spread through the jungle like a blight, until now they claim hundreds of miles of wilder- PTERAFOLK "TERROR FOLK" ness as their hunting ground. To make matters worse, These malevolent flying reptilian humanoids swoop Acererak filled out their ranks with horrible undead down on unsuspecting prey, steal what they can, and creatures such as girallon zombies and tyrannosaurus retreat to their high lairs to gloat over their stolen loot. zombies see appendix D , mainly to discourage explor- The suddenness and violence of their raids has earned ers from getting too close to Omu.


As the atropal feeds them the nickname "terror folk" among other races of on the souls of the dead, it grows in power. Eventually, Chult. They are natural enemies of the aarakocra. See it will become powerful enough to control these raven- the pterafolk entry in appendix D for full details. ous undead creatures. Until then, the undead hordes of Chult have no leader. Some Chultans refer to Chultans infected with weretiger lycanthropy haunt them as "cat folk" or "leopard people. Everyone in Port wound up in Chult after escaping from slavers. They Nyanzaru has heard this rumor, but not all believe it. are a cultured people and seidom evil.


A few work as Weretiger prides avoid outsiders, including adventur- guides out of Port Nyanzaru. Others enter the jungle ers, but a few evil weretigers enjoy making a sport of in small groups to hunt grungs and goblins for their hunting intruders who come to plunder their land. Since own purposes. weretigers can appear human, they readily pose as Chultan hunters, guides, rescuers, or explorers to lure Goos OF CHULT in prey. These evil wcreligers usually worship Malar, the A central figure in Chult's history is the greater god Ubtao, god of the hunt.


Others continue worshiping whatever who long protected the land and Chultan civilization. But deities they revered before becoming lycanthropes. Ubtao grew angry over his worshipers' endless warring and their reliance on him to solve all their problems. More YUAN - TI than a century ago, Ubtao simply abandoned Chu It, and After being driven out of their ancient city see "His- his influence hasn't been felt there since that day. When ari,'' page 60 , the yuan-ti claimed the ruins of Omu he left, the Chultans suffered a crippling spiritual blow, as their demesne. Their spies in Port Nyanzaru keep but eventually the disunited, warring tribes learned to put a wary eye on the merchant princes, would-be trea- aside their petty conAicts and unite as one people.


To this sure hunters, and adventurers. Characters might also day, the dinosaurs of Chult are still revered as Ubtao's encounter yuan-ti purebloods, yuan-ti malisons, and sacred children by many Chultans, even though Ubtao himself is no longer popular. yuan-ti abominations searching the jungle for hidden With Ubtao gone, the Chultans turned to other deities, settlemcnt:s and lost treasures. Including ones introduced to them by missionaries from The yuan-ti of Omu believe that a sealed portal lies distant civilizations. Waukeen, a goddess of trade, is re- somewhere under the Peaks of Flame and that opening vered by Port Nyanzaru's many merchants. Other deities it will enable Dendar the Night Serpent to enter the with shrines in the city include Gond god of craft , Savras world. The god Ubtao was supposed to stand against god of divination and fate , Sune goddess oflove and Dendar, but with Ubtao gone from the world, the yuan-ti beauty , and Tymora goddess of good fortune.


believe nothing can stop the Night Serpent. They have Besides spreading word of their deities, however, too dedicated an underground temple to this serpentine de- many foreign missionaries also exploited the Chultans and stroyer of worlds, but they are a long way from fulfilling their land for profit, which led to ma ny conflicts. The tem- their ultimate goal. ples and shrines persist, but most of the clergy are now Chultans. Foreign clerics who proselytize too energetically Additional information about yuan-ti can be found in aren't welcomed in Port Nyanzaru. s Guide to Monsters, as well as appendix D. ORT NYANZARU HUGS THE COASTLINE AT THE wager princely sums on the races' outcomes. The city south end of the Bay of Chult. No other city also boasts grand bazaars, glorious mansions and tem- elj:ists in Chult, along the coast or anywhere ples, circuses, and gladiatorial contests.


else, except in ruins or overrun by monstrous Enemies surround Port Nyanzaru on all sides. The creatures. Until recently, Port Nyanzaru jungle teems with ferocious reptiles and murderous un- was under the firm control of Amn, a foreign dead, pirates prowl the surrounding sea, and the mouth nation. Nine years ago, Arnn was forced to of the bay is home to a greedy dragon turtle. relinquish the city to a wealthy and powerful consor- Characters who question locals can learn rumors that tium of Chu! tan traders backed by the Ytepka Society might help them survive the perils of Chu It. The charac- pronounced yeh-TEP-kah , or risk a bloody conflict ters can secure gear and guides before leaving the city. that probably would have ended with the city winning Syndra Silvane is too weak to accompany them or pro- its independence anyway. Seven Chultan traders have vide any additional support.


fit and even change its name. The amount of business that Nyanzaru entirely and use a different coastal city as the unfolds here and the cash that moves through its count- launching point for the party's jungle expedition. Exam- ing houses would make any merchant of Baldur's Gate ples from other settings include the city of Sasserine on or Waterdeep jealous. It's also a colorful, musical, aro- the edge of the Oerth's Amedio Jungle, the city of Sla- ma-filled, vibrant city in its own right. Other than trade, govich near the Savage Coast ofMystara, and the city of the biggest attractions are the weekly dinosaur races Stormreach on Eberron's continent of Xen'drik.


through the streets. Locals and visitors alike. Port Nyanzaru's Harbor Ward, not far from the harbor- All streets within the city walls are paved with cobble- master's office area Read: stones or flagstones, and they have deep rain gutters as much as 2 feet wide. Residents of Port Nyanzaru You appear in a tropical city under the blazing sun. The pay little attention to any but the heaviest deluge. Tabaxi minstrels wander the streets, performing for familiar sounds of a harbor- creaking ropes, slapping anyone who tosses them a few coins. waves, heavy barrels rolling across cobblestones-mi n Walls divide the city into districts, and the open arch- gle with voices shouting and cursing in an unfamiliar ways above the streets are painted with murals of language filled with clicks, inhalations, and singsongy dinosaurs, mountains, and mythic heroes. words that make it sound almost musical. The aroma of Crumbling ancient buildings covered with vines and unfamil iar spices and tropical fruit mixes with the wharf.


lichens indicate the city's great age. side smells of fish, tar, and canvas. The ground floors of most buildings are made of Beyond all that, Port Nyanzaru is an explosion of color. stucco-covered stone and have tiny windows to keep out the heat at street level. The upper floors have bam- Buildings are painted in bright shades of blue, green, boo or thatch walls with enormous windows to let in orange, and salmon pink, or their walls are adorned with the breeze, under broad thatched or tiled eaves. All murals portraying giant reptiles and mythical heroes. buildings are richly decorated with paint, ivy, and vivid Every building sports baskets and clay urns of colorful flowers. Some are painted in symmetrical, geometric flowers or is draped in leafy, flowering vines.


Minstrels patterns of straight lines and sharp angles, while others in bright clothing adorned with feathers and shells per portray animals, monsters, landscapes, and heroes in a stylized manner unique to Chult. Where space permits, form on street corners. Multicolored pennants and sun buildings traditionally include a walled yard or garden. awni ngs flutter atop the city walls. A crowd of children All the city's water comes from rain, so every building dressed in feathered hats and capes races past you, has a cistern or wooden barrels to catch water running squealing in delighted terror as a street performer cos off the roof. Every public square is built around a foun- turned as a big-toothed lizard stomps and roars behind tain or rain basin. With so much water running down- them. The whole city seems to be bustling, sweating, hill, Chultans also make excellent use of water-driven mechanical gadgets.


Many buildings have water wheels laughing, sweari ng, and singing. built into their cisterns. Rainwater running through spouts or channels turns the wheel, which pumps water Syndra recommends that the characters secure rooms into pools, turns millstones, powers bellows or lathes or for themselves at either the Thundering Lizard if saws, or accomplishes any other labor-saving or amus- they're looking for a raucous time or Kaya's House of ing task Chultan engineers can dream up. Repose if they want a good night's sleep. Both inns are located near the Red Bazaar area Meanwhile, Syn SIDE QUESTS dra heads to the villa of the merchant prince Wakanga As the characters explore Port Nyanzaru, they might O'tamu. There she intends to stay for the remainder encounter NPCs who need their help. Given the urgency of the adventure. If the characters express interest in of their mission, characters might be reluctant to take accompanying her, she's more than happy to introduce on side quests.


They are under no obligation to complete them to Wakanga see "Merchant Princes, page them; however, completing a side quest can lead to un When describing the sights and sounds of Port expected rewards and discoveries. Nyanzaru, emphasize the heat, the humidity, the exotic Introduce as many or as few of these side quests as sounds and smells, and other unique aspects of Port you like. The NPCs who trigger them can be encoun- Nyanzaru. Some of its notable features are described tered anywhere within the city. If you can't decide which hereafter: side quest to choose, roll a dlO. Medium and Large dinosaurs are used as beasts of 1. Collect a Debt. K'lahu N female Chultan human burden to haul two-wheeled carts, to hoist heavy loads thug , a bookie who takes bets at Executioner's Run on cranes, and to tow boats along the canals.


see area 3 , asks the adventurers to come with her as Dinosaurs compete in weekly races through the she collects a debt. Th~ pay is 10 percent of whatever streets. These brightly painted racing dinosaurs are is collected on the gp debt, which is owed by a fast, vicious, and barely under their riders' control. man named Taban N male Chultan human gladia- Flowers, green plants, and vines grow everywhere, tor. Taban refuses to pay anything until he's beaten seeming to spring out of the building stones them- down to 20 or fewer hit points, whereupon he offers selves.


The profusion of greenery needs constant up a pouch containing ten 50 gp gemstones. Ashamed tending to prevent roots and shoots from damaging by his defeat and eager to redeem himself, Taban of- buildings or tile roofs. fers to join the party as a follower, demanding no pay for the duration of the adventure. Create a Distraction at Fort Beluarian. Rokah N Xandala, or at least get information from it that they male Chultan human spy works for the Zhentari m. can use to thwart Xandala's plan or to aid Artus. The Zhents believe that pirates have formed an al 6. Help a Dyeing Man. Omala N male Chultan human liance with the Flaming Fist. Rokah has orders to commoner is a master colorist at the dye works area infiltrate Fort Beluarian and find proof so that the He recently bought some dancing monkey fruit on Zhentarirn can blackmail the fort's commander. He the black market and used them to make and sell dye.


asks the adventurers to escort him safely to the fort Shortly thereafter, he received an iron token from the and create a djstraction so that he can ransack the Ytepka Society- a grim warning. He wishes to atone commander's quarters. As a reward, Rokah offers for his crime and seeks an audience with Kwayothe, to cover the cost of a charter of exploration 50 gp , the merchant prince who controls the legal sale of which the characters will almost certainly need if they fruit. Fearing for his life, Omala asks the adventurers want to avoid future confrontation s with the F laming to accompany him to G-Oldenthrone {see area 4 , where Fist.


Rokah also offers to introduce the characters to he plans to beg for Kwayothe's forgiveness. He has no two wilderness guides-a pair tabaxi siblings named money to offer the characters as a reward. Kwayothe River Mist and Flask of Wine see "F inding a Guide," is wilting to forgive Omala's lapse in judgment pro- page 33 -and pay the guides' fees. vided the characters agree to kill a man named Shago 3. Escort a Priest to Camp Vengeance. Undril Silver within the next 10 days- no questions asked-and tusk LG female half-ore priest of Torm with dark- speak of the deed to no one.


Kwayothe tells them that vision out to a range of 60 feet is a representative of Shago works as a gwde out of Fort Beluarian. If the the Order of the Gauntlet and newly arr ived in Port characters fail in this task, Kwayothe has Omala sen- Nyanzaru. She needs to deliver herself plus a packet tenced to Executioner's Run see area 3 for his crime. of dispatches from her superiors to Commander Niles 7. Help the Lords' Alliance. Lerek Dashlynd LN male Breakbone at Camp Vengeance. Undril was led to be llluskan human spy , an agent of the Lords' Alliance, lievc she could simply buy a horse in the city and ride offers to trade a sailing ship for an accurate map of to the camp, but now that she sees the terrain and con- Chult that shows the exact location of the ruins of ditions, that's clearly not possible. She hopes to join Nangalore and Orolunga. Lerek represents wealthy any expedition headed up the River Soshenstar. Un- Waterdhavian interests, and the offer is genuine. If the dril is qwte attached to her chain shirt, but she's not characters present such a map, Lerek has a cleric cast unreasonable when presented with good arguments augwy before agreeing to buy it, to make sure he's for shedding the armor.


If characters gain Undril's not buying a fake. Once he's convinced that the map respect, she'll intercede strongly on their behalf if is genuine, Lerek arranges to have the promised ship any difficulties arise with Commander Breakbone as arrive in 10 days. they're likely to, as discussed in chapter 2. Hunt Pirates. The harbormaster, Zindar see area 4. Explore the Aldani Basin. lnete LG female Chultan 13 and appendix D , is a secret member of the Ytepka human acolyte of Savras has had disturbing visions Society. He knows that three pirate captains are at- of red-robed wizards operating a secret base some- tacking merchant ships heading to and from the Bay where in the Aldani Basin.


The head of her temple, of Chult. The pirate ships are called the Dragonfang, Grandfather Zitembe, has too many other things on the Emerald Eye, and the Stirge. Zindar has permis- his mind, but he's given lnete permission to investi- sion from the merchant princes to offer a bounty of gate. lnete would like to accompany the characters' ex- 2, gp for each pirate ship that is captured and pedition for safety, if characters are heading toward or brought into port, and a bonus gp for the capture through that region. She'll provide her own food and of each pirate captain. supplies, and "donate" another gp to the expedi- tion's expenses. She insists on stopping by the temple 9. S ave an Innocent Man. Belym LG male Chultan of Savras to gather her belongings and urges the char- human commoner is distraught because his hus- acters to come along. If they do, the characters can band, Draza LG male Chultan commoner , has been meet Grandfather Zitembe see area 7.


sentenced to Executioner's Run for stealing. Belym asserts that his husband was a victim of mistaken 5. Find Artus Cimber. A halfelf named Xandala see identity and sentenced without a proper hearing or appendix D approaches the characters and claims to trial. He's been unable to persuade anyone in author- be Artus Cimber's daughter. Feigning worry, she asks ity that Draza is innocent. He'll give the characters the characters to help her find him. Artus can't be 25 sp all bis savings if they can help Draza from the found using magic, but Xandala has heard that Artus sidelines so he survives the run.


Draza is about to be left the city with a reptilian man who doesn't talk and thrown into the pit with a pair of velociraptor s, so the smells funny. Both were last seen heading into the jun- characters must act qufokly. Both the authorities and gle. Xandala wants the Rh10 of Winter in Artus's pos- the gamblers take a dim view of interference. session, but she doesn't share this with the cha :acters. Summerwisc, Xandala's pet pseudodrago n, thinks Seek Wisdom at Orolunga. Eshek NG male Chui- the quest for the ring is too dangerous but has given tan human acolyte of Savras stumbles up to the up trying to talk sense into its mistress. Good-aligned characters in the street and whlspers, "Speak to the characters might be able to turn Summerwise against wise guardian of Orolunga, east of Mbala. She can direct you to that which you seek. When he awakens moments later, Es- warning horns, day or night, they scramble for the safety hek has no memory of the last 12 hours aside from a of the Market Ward and Merchants' Ward until the all driving need to find people matching the characters' clear sounds.


He's as puzzled by what just happened as the characters probably are, but he'll help them O LD CITY however he can. At the very least, he knows where Three ancient, vine-covered ziggurats tower above this Mbala is from speaking to porters who've been to crumbling ward. The whole district is a juxtaposition Camp Vengeance. of ancient and decaying but still occupied stone struc- tures interspersed with flimsy new huts and longhouses LOCATIONS IN THE CITY of bamboo and thatch. Shown in map 1. Burgeoning wealth has driven the city's parallel to the merchant princes of the city proper.


They richest residents to raise defenses against the jungle's have no official authority, but each of them sits atop a dangers, and possibly against the dangers they perceive web of debts, favors, incriminating information, and from the city's less-well-off districts, which all lie out- loyal muscle that allows them to get things done with side the main wall. The walls are impressive barriers an efficiency that the merchant princes sometimes envy. of massive, fitted stone. Like other structures in Port Unlike the merchant princes, whose positions are based Nyanzaru, they're decorated with colorful paintings of on wealth that passes from generation to generation in geometric designs, animals, and mythic figures. the same family, the identities and even the number of The city is defined by fou r steep hills. The western- the beggar princes changes continually. most hill, called Temple Hill because it's home to the The Old City is run down but it isn't a slum or a haven temple of Savras, is completely walled off from lower for thieves.


Most of the residents a re lower-class labor- ground. A wide stone bridge crosses on arched columns ers or struggling artisans who can't afford the higher from Temple Hill to Throne Hill, site of Goldenthrone. rents of homes inside the city walls. A second bridge connects Throne Hill to the southern slopes, site of several merchant princes' villas. East of 1. BEGGARS' PALACES the harbor, the Hall of Gold gleams atop the city's taIJest The Beggars' Palaces are the two largest ziggurats hill, Mount Sibasa, which is connected by bridge to the of the Old City. Shops and tenements of bamboo are neighboring Ykhvazi Hill pronounced yick-ul-WAH- jammed onto the terraces of the ziggurats in wild pro- zee , site of the Grand Coliseum.


Steep, stepped streets fusion. The upper levels are cleaner and less crowded and terraces surround each hill. than those near street level. A narrow wooden bridge Outside the main walls are three slums: the Old City connects the upper levels above the press and noise of to the southwest, where many buildings are remnants the street. of older, pyramidal construction; Malar's Throat to the 2. feet long. The original Amnian residents built it as an About half the city's population lives crowded together outside the walls, where they're always exposed to arena for a highly competitive ball game, and it still pro- vides cheap entertainment for the locals.



College Comic Books Computer Programming Personal Development Psychology Survival Health Physics Fantasy Food Recipes English All Categories. English EspaƱol. Explore PDF Download PDF Convert to Convert to EPUB Convert to MOBI Convert to AZW3 Convert to FB2. PREVIEW PDF. Leave a Comment Your email address will not be published. Main Gate Hall of War Hall of Serpents Sacrificial Chamber Evil Oracle Prisoner Pits The Fane Throne Room Venom Distillery Snake Pit Blood Baths Yuan-ti Nests Slave Grotto Underground River Fungi Cavern Secret Entrance Gallery of Tricksters False Entrance True Entrance Trapped Corridor Crystal Window Grand Staircase Magical Attraction Magic Fountain Gas Pocket Trapped Chest Stone Skull Underground Waterfall Devil Pit Gravity Ring False Tomb Zombie Door Bottled Genie Scrying Pool Spiral Staircase Forge of the Tomb Dwarves Jackal Mask Iron Barrier Reflected Hall Rotating Crawlways Chamber of Opposition Chamber of Respite Winds of Pandemonium Revolving Room Trap Golem Pit Curse of the Golden Skull Tomb Guardians Veils of Fear Vault of the Beholder Gargoyle Guardians Lizard Den Elemental Cells Maze of Death Mirror of Life Trapping Ghastly Door Crypt of the Sun Queen Rolling Doom Grandfather Clock Cog of Rot Cog of Acid Cog of Blood Control Room Stone Juggernaut Gas-Filled Room Base of the Waterfall Underground Lake Door of Devouring Hall of the Golden Mastodon Hall of Decay Mechanus Chain Armillary Sphere Lair of the Sewn Sisters Trial of the Triangle Trial of the Square Trial of the Pentagon Trial of the Hexagon Trial of the Octagon Chapel of Hate Hall of Finality Red Library Ebon Pool The source of this death curse lies in a trap-riddled tomb hidden beneath a lost city in the depths of a vast jungle.


Chult is a tropical wilderness composed mostly of jungles, plateaus, impassable mountains, and belching volcanoes. You can substitute a different jungle setting, changing location names as needed. Story Overview The characters are drawn into the story by Syndra Silvane, a retired adventurer and merchant who, years ago, was raised from the dead. When she consulted priests, Syndra learned that the affliction was widespread and that no spell could cure it. She spoke to her friends among the Harpers, who determined the source of the affliction: an ungodly necromantic device called the Soulmonger. Adventurers willing to help Syndra must travel to Chult, a land of jungles and monsters, to find the Soulmonger and destroy it. Unknown to Syndra and her allies, the Soulmonger is trapping the souls of the dead and depriving liches of the means to trap souls in their phylacteries.


The Soulmonger snatches up the souls before they can be trapped elsewhere. Szass Tam, the most powerful lich among the Red Wizards of Thay, has sent operatives to Chult to steal the Soulmonger or, failing that, destroy it. Also lurking in the heart of Chult is Ras Nsi, a mythic, villainous figure among Chultans. Ras Nsi was a human paladin and a sworn protector of the city of Mezro.



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one's roof. Noble Player's Handbook Your family owes a favor to a merchant named Syndra Silvane. Savras's temple is one of the oldest, grandest buildings in the. loyce Pinnow, Scott Pinnow. Ras Nsi's undead army spread through the jungle like a blight, until now they claim hundreds of miles of wilder- PTERAFOLK "TERROR FOLK" ness as their hunting ground. Dozens of small bathhouses across the on natural light.



Lizard Den Related PDF File. ards ofthe Coast, tomb of annihilation pdf download. Minstrels patterns of straight lines and sharp angles, while others in bright clothing adorned with feathers and shells per portray animals, monsters, landscapes, and heroes in a stylized manner unique to Chult. He withdrew to the city of Omu, leaving the vestiges of his undead army to roam unchecked throughout the jungle.

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