Found a small problem: Forest trolls. It says "they are smaller and smarter than other trolls. Is this an error? If not, then it should say "they are smaller and dumber than other trolls. Thanks, you are right. The Forest Trolls intelligence is supposed to be I'll update that in the next release. Caiti S. Had some fun finding out some fun info about Chult. Leons P. This is a compilation of dated Chult lore. The only way it informed my Tomb of Annihilation campaign is that it told me that Ras Nsi was two centuries old, which made me start thinking of him as a snake Napoleon still alive two centuries after the Napo [ Pavel L.
Not useful at all for creating locations in Chult and add contebt into it. Also it has some contradictions with facts from Tomb of Annihilation book. Itai G. I'm running Tomb of Annihilation and I'm having a lot of fun. This book is indispensable if you're planning on running that adventure, or any other adventure in Chult 5E. Get it. Get it now. Bryan H. Another large book that deserves another large review.
Before I begin, I want to denote that I enjoyed this book and the rules it provides and highly recommend it. First, the content. Inside you'll find information about the physical geography [ See All Ratings and Reviews. Browse Categories. Candlekeep Mysteries. Tomb of Annihilation. Tales from the Yawning Portal. Curse of Strahd. Rage of Demons. Elemental Evil. Tyranny of Dragons. Product Type. Core Rules. Character Options. Resources for DMG Creators. RPG Media. Tabletop Essentials.
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Recent History. You can find links to all of the articles below:. The fantastic hardback adventure, Tomb of Annihilation , includes a large throwback to the hex-crawl.
In this mode of play, the characters make their way through the wilderness of Chult as they seek out ancient vaults and lost cities. Players roll for various checks to determine whether they can find their way through the forest, see threats as they come up, or avoid getting throat leeches my new favorite disease next to super-tetanus.
We also roll for a handful of random encounters as the days go by. In today's article we're going to look at how DMs can make the most out of the exploration of Chult. This will focus primarily on chapter 2 of the adventure in which the characters dive deep into the sinister undead-infested jungles as they seek out the threat to the souls of the world. Tomb of Annihilation includes a rich system for handling the exploration of Chult and it's worth at least trying it out for a few sessions to see if it work for you and your group.
You don't have to be a slave to it, however. Instead, you can tune the exploration system to suit the pacing you and your players enjoy. Early on though, before you look at this exploration system and judge whether it will work or not, give it an actual try and see what you think. You can always tune as you go. Tomb of Annihilation itself doesn't have a system for determining weather each day but we can use the rules in the Dungeon Master's Guide to include rolling for weather while the characters travel through Chult.
That's worth checking for as well. Suggested proficiencies: survival jungle , artistic ability. They adorn themselves with necklaces of animal and dinosaur fetishes. They carry intricate masks carved from ironwood, which often play a central role in their rituals.
Minor: Combat, divination, protection. This may be an animal spirit or the spirit of an ancestral clan hero. Whatever the subject, though, these masks become home to spirits that imbue them with powers similar to those of a wizards familiar.
All spiritlord masks have an Intelligence of 13 and 10 hit points. In addition, the spiritlord chooses one. Spirit-worship While worshipers of Ubtao see only one deity in the world, many Tabaxi recognize hundreds upon hundreds of spirits and elemental powers that control their world. These spiritworshipers may agree that Ubtao created the jungle, but they firmly believe that the many.
Campaign Resources 1st-level priest spell, which the mask can then cast once per day. The mask gets an additional 1st-level priest spell after the spiritlord progresses three levels new spells at 4th level, 7th, 10th, and so on.
The mask can only cast the spell chosen for it, and the spell cannot be changed at a later date. If the mask is separated from the spiritlord for 10 days or is destroyed, the priest loses 10 hit points permanently, as well as the ability to cast one lst-level spell for each spell the mask contained. Such losses are permanent and cannot be reversed by magical means.
They live to insure the clan doesnt offend an ancient hero or elemental power by missing a ritual or a sacrifice.
In addition, though, they are required to have the following nonweapon proficiency. Dinosaur Lore: This grants the same benefits and has the same limitations as the standard animal lore proficiencythe ability to make an educated assessment of danger, location of lair, and so on. Other Sites Of Interest Port Castigliar Nestled in a little-visited part of Refuge Bay, Port Castigliar is an ideal spot to land in Chult for those who dont wish to draw the attention of the Triceratops Society or any of the other, more nefarious agents lurking in Chults more substantial ports.
It is a port in name only, since it lacks a dock for sea-going vessels or even small ships boats. In fact, Port Castigliar is little more than an open stretch of beach, a well-stocked supply depot, seven tin huts, two small plots of vegetables, and a graveyard.
The latter is more densely populated than the land for five miles in any direction. The depot is owned and operated by Ibn Engaruka and his young son Inyanga. Ibn is a Harper, though he rarely gets news from the Heartlands to keep him up on the latest events.
He will help fellow Harpers in any way possible, short of giving away his stock. To others, he is stern and businesslike. Jungle-Worship and Druids Just as there are Tabaxi who see the hand of Ubtao or the workings of the spirit world in everything they experience, there are priests who worship the jungle itself.
These jungle druids serve a special place in Tabaxi life, siding with neither the spiritlords nor the Ubtaoworshipers in the debate over the nature of the world.
They are often cast in the role of clan healer. Jungle druids attempt to get the scattered clans to learn how best to fit into the web of jungle life. It is not unusual for clans to have a jungle druid or two in their ranks, even if they officially venerate either Ubtao or the spirits. These druids have all the benefits and limitations of the standard druid class outlined in. Campaign Resources Ibns ten-year old son is a budding mage he knows one spell: cantrips.
He is brusque and downright rude if strangers mess up the store. Must land to attack with bite named Zrumya helps him stock the shelves. The bat will fight if Inyanga is threatened. Mundane supplies of any kind can be obtained at Ibns store; he does not carry any enchanted items. Though he does not have any maps into the interior, he can offer general suggestions about traveling in the jungle. The tin huts can also be rented.
They are small and blisteringly hot during the day, but they keep the rain and some of the larger animals away during the night. There will never be more than three huts available at any one time. Wyrmheart Mine Reportedly the most productive dwarven mine in the country, with vast stockpiles of emeralds and diamonds. The dwarves know of this reputation and have prepared a suitable welcome for would-be raiders.
Ballistae of every sort line the entrance. The clan leader, a hateful old dwarf named Kyer Wyrmheart, keeps pet dimetrodons, which feast upon anyone caught trying to enter the mine. Fort Beluarian On the northern coast, this small outpost belongs to the Flaming Fist, an adventuring company based in Baldurs Gate. The fort is supervised by Nenon. She oversees a garrison of three rangers, three wizards one an assassin , seven priests, two thieves, and 80 fighters 10 6th-level, 20 5th-level, and 50 4th-level.
The Fist can be hired out for the right price, though never for any venture that is outright evil. Their fort is well-supplied and well-fortified against the dangers of the jungle. Recently Nenon has set about the task of driving the Batiri away.
Nenon will allow truly desperate explorers to stay a night or two at Fort Beluarian, though she will be quick to turn away adventurers looking for a free meal and a soft bed. The harbor is designed with defensive value a priority, not surprising when one considers the number of pirate vessels plying their bloody trade in that part of the Shining Sea.
It is rumored the harbormaster pays a monthly tribute to a vicious dragon turtle. In return the sea beast keeps all other monsters from plaguing the port. The Triceratops Society controls the loading and unloading of ships, and all workers report on strangers coming ashore. They watch carefully for any evidence that a visitor might be a mage or possess enchanted items. If the Society gets positive proof, they will tail the visitor while hes in port, then notify. Valley of Lost Honor This dark valley is surrounded by the thickest, most impenetrable jungle foliage in all of Chult.
Predatory dinosaurs and the Batiri seem to thrive in the lands surrounding it; characters traveling within five miles encounter wandering monsters on a roll of 1, 2, or 3 on 1d6. Legends identify this valley as the last re-.
Campaign Resources doubt used by the Eshowe as they fled Ras Nsis undead army after the end of the civil war with the Tabaxi. Caves filled with treasure, the wealth of an entire people, may be hidden here. Other stories claim that this valley holds the monstrous, ancient evil the Eshowe unleashed upon Mezro when they sacked that holy city: a giant made of shadow, a creature who devours honor and nobility. From his palatial home, he runs the Refuge Bay Trading Company, a fleet of ships that is little more than a pirate navy.
The Narwhal, a galleon stolen from King Azouns Cormyrean armada, is the centerpiece of the flotilla. With the company as his front, Nsi sells slaves, rare animals, and anything else that will gain him a fortune all of which he intends to give to Mezro once they allow him back.
He often gives adventurers information about dwarven mines, hoping they will raid the gem-rich fortresses. And if the explorers succeed, Nsi sends his undead minions down upon themthus gaining the gems without annoying his dwarven neighbors. Currently, Nsi is gathering Chultan wood to sell to the thriving cities of the Heartlands. His home now stands at the heart of a very mobile and spectacularly effective logging operation.
For miles in every direction, his slaves tear up the landscape. Earth elementals use their stony hands to uproot trees. Behind these hulking brutes trail gangs of zombies. The undead slaves drag the trees back to waiting caravans and bundle the massive cargo onto sledges.
Finally, dinosaurs of various sorts carry the trees back from the camp and move them along a road to the coast. The sound of trees splintering and crashing to the ground fills the air around the camp, along with the shrieks of the birds and apes and other tree-dwellers routed by the destruction. The whole place stinks of decaying flesh, shattered wood, and overturned earth. Zombies are constantly being crushed by the elementals or the dinosaurs or the falling trees.
Just as quickly as they drop, the walking corpses are replaced by newly risen dead. Overhead, vultures and other flying scavengers circle. As soon as the crews move far enough forward, they swoop down to claim whatever carrion has been left behind. The Peaks of Flame This chain of three volcanoes dominates the southern part of Chult.
Salamanders and fire snakes make their home in the infernos, as well as lava children and other creatures found nowhere else in Chult. Beneath one of these volcanoes stands a gigantic iron door that leads directly to the Realm of the Dead. It is said that the Night Serpentshe who gorges herself on all the unremembered nightmares in the Realmswill break down this door when the doom of the world finally arrives.
From beneath the volcano she will slither forth to swallow up the sun. The Wild Coast This rocky, inhospitable stretch of coast makes it almost impossible for ships to put in anywhere in southern Chult. Mariners tend to give this area of whirlpools and shifting, galeforce winds a wide berth. This is fortunate, since sea-going monsters like the plesiosaurus dominate the waters here. Pteradons and giant eagles battle for control of the high aeries. Caves all along the coast lead deep underground, possibly providing unguarded entrances to the dwarven mines that dot the mountains beyond.
Ras Nsi As he bides his time, waiting for some disaster to arise in Mezro that will force the barae to. Campaign Resources In the center of this chaos sprawls Ras Nsis palatial home. The building resembles the stately houses so common in Faeruns wealthier cities.
Four towers capped in spires mark the corners of the huge structure, and a low wall surrounds the courtyard spreading before its front entrance. Arrow loops and stained glass windows dot the white stone. Bright banners float from poles atop the towers. The entire estate grassy courtyard and allis born upon the backs of two dozen monstrously huge, long-dead tortoises. Its the job of these unfortunate skeletal creatures to keep the estate moving through the jungle at a steady, creeping pace, just ahead of the elementals and the zombies and the falling trees.
If adventurers enter the country through any of the major ports or visit any of the larger Tabaxi villages, it is likely that Ras Nsi knows of their presence and, perhaps, their plans. The renegade bara will aid characters if he thinks theres the slightest chance hell look better in the eyes of Mezro for it. Such fortunate parties will find themselves surrounded by zombies, then escorted to the mansion for a friendly chat. Part 2: Heart of the Jungle This scenario is designed for a party of 5ththrough 8th-level adventurers.
DMs can use it with characters of higher level by increasing the number of creatures encountered and their hit points. The adventure ultimately will take the PCs in search of the heart of the jungle, an impressive emerald sought by many.
Careful player characters could become wealthy; foolish adventurers might not leave the jungle alive. There are several ways to get the player characters to Chult. Use a method below that best fits your campaign, or create a vehicle of your own. No matter where you place the PCs, make sure it is along the Chultan coast. The heart of the jungle will fit into many locations on the jungle continent. During the night the ship veers off course and wrecks on the shores of the jungle.
Treachery and a mutiny attempt send the ship in another directionto the jungle continent. Before they can examine the thing closely, however, it teleports them to its homethe jungles of Chultthen crumbles to dust.
There, the man intends to find roots and vines that are rumored to have great healing powers. He promises the PCs a share of the wealth he will earn from the medical discoveries. The map hints at the heart of the jungle, a ruby as large as a mans skull.
The heart of the jungle is detailed in an encounter at the end of the adventure. You can use the treasure map that appears later in this section of the book or create a different one. Sages say this evil can be found surrounded by wealth at the Temple of Emerald-skinned Men. The method a DM chooses player characters involved in will determine whether or access to an operable ship Chult.
Travel In The Jungle Chult is hotvery hot. The baking sun plus the humidity challenge even the most stalwart adventurer. Determine what the PCs are wearing and how much potable water they have with them. Then consult the encumbrance and dehydration information presented in the first half of this product.
PCs who wear armor and are heavily encumbered soon discover how uncomfortable the jungle can be. When the PCs reach the circled area corresponding to a letter, they have that encounter. Heart of the Jungle happen no matter where the PCs are. The DM can use these in any order. These are intended for the DM to sprinkle here and there to liven up the action and keep the players on their toes.
Based on the player characters levels, hit points and magical items, the DM might have to adjust encounters accordingly, either reducing or increasing the number of creatures encountered and their hit points. The intent of this adventure is not to kill the player characters unless they are very foolish , but to show them how formidable the jungle and its inhabitants are.
The main plant can withstand 27 points of damage before it is killed. If the PCs kill the plant and search through its remains, they discover an icon chiseled out of shiny black rock. The statue is roughly 12 high and 3 wide, and is of a dinosaur with jagged teeth. The statues eyes are emerald chips. Although the statue is unattractive, it is worth gp. PCs with the religion nonweapon proficiency are allowed a proficiency check at a -2 penalty.
If they are successful, they realize it is a religious icon, an image of a cruel deity. However, they cannot place the deity, as the image is too foreign to them. The cubs were recently kicked out of their parents den, forced to fend for themselves. They have stayed together for safety and better hunting. The cubs begin their assault by sneaking up behind the party and pouncing on the last two characters in the marching order. If it appears party wizards and priests are casting spells, the cubs will use their ability of spell turning.
However, some of the vines are malicious and hungry and will see traveling PCs as a meal. They are virtually indistinguishable from the other vines and should give the PCs no cause for suspicion. Random Encounters Choose from the following to bedevil the player characters.
Be careful not to damage the PCs too much; then they will not be able to handle the other elements of the adventure. The plant has broad, tough leaves. Purple stalks with saw-toothed edges are hidden in the center of the plant. Unless the PCs were paying particular attention to the plants, they are automatically surprised, as one of the PCs steps on the leaves of this plant.
The leaves slam shut about him, holding him fast. The victim can make a Strength check on successive rounds to escape. Otherwise, the victim suffers points of damage each round until he is rescued or dies.
On their initial attacks, each of the three vines will attempt to strike a PC; PCs do not receive Dexterity bonuses with respect to Armor Class. A successful hit means a vine has wrapped around a PC, causing 1d4 points of damage each round.
The vines next attack is to release a paralytic poison; the victim must make a successful saving throw versus poison or become paralyzed, suffering damage until killed.
Dead victims are eaten by the vines. His pseudodragon familiar escaped into the jungle. The pseudodragon is 13 years old, quite old for its kind; it likely will not live more than another year or two. It has gotten slower with age, has tired of evading the denizens of Chults jungles, and seeks human companionship and protection.
The pseudodragon would prefer a wizard like its old master, or someone wearing jewelry or metal, which it likes to look at. When the creature spies the PCs, it will turn green to blend in with the foliage, then follow them out of curiosity for at least a day so it can determine their intent and read their thoughts telepathically.
When it is convinced the PCs are goodly-aligned, it will show itself, perch-. Heart of the Jungle ing on a branch in front of them and turning bright red to get their attention. Describe the creature as a tiny red dragon, less than two feet long.
The DM should ask the players for their characters immediate actions. If there is any show of hostility or thoughts about attacking, the pseudodragon blends in with the foliage and attempts to escape. It will fight only if it is cornered. However, if the PCs react in a friendly manner and offer it food or try to communicate, it selects one of the PCs as a companion and joins the adventurers. The pseudodragon can see invisible objects and creatures and has infravision to The pseudodragon can transfer its magic resistance to its companion.
Unlike other pseudodragons, this one will not fly ahead to act as a scout. It wants the protection of its companion and enjoys the safety of being with the party. The pseudodragon will join a fight if the PCs are in trouble. However, if the PCs commit cruel acts or mistreat it, the pseudodragon will leave and look for another companion. The monkey spiders, about one inch long, are curious about the PCs presence and keep a guarded distance.
The monkey spiders follow the PCs, likely being mistaken for true spiders or insects. They chitter in their own language, which the PCs will mistake for a soft buzzing.
If the PCs do not attack the monkey spiders, the tribal leader speaks in Common to get the adventurers attention. This could confuse or unnerve the PCs, who are unlikely to realize the insects are primates.
If the PCs swat at the insects or otherwise threaten them, the monkey spiders flee. The tiny monkeys attack with their eye bites if they are cornered. Otherwise, read the following; Humans, you hear a soft voice whisper. The jungle is dangerous.
Walk carefully. The words are followed by tiny chitters and hoots, not much louder than the buzzing of flies. Be wary of the green men, the nearest of the Batiri.
They hunt more than food in the jungle. The monkey spiders, being good creatures, wanted to warn the strangers about the goblins. Only three of the tiny monkeys know Common; the rest speak their own language. If the PCs discover that the insects are monkeys and attempt to converse with them, they can learn the location of the home of the green men goblin village , the home of the white men the dwarven emerald mine , and the cave of the banana man the druid in the cave.
The monkey spiders know the green men like to catch people and take them to their home. They know the white men are unsociable and dont like the jungle. The monkey spiders do not know about the heart of the jungle or emeralds. They are not interested in gems, only fruit, nuts, and honey. In return for this information, the monkey spiders ask the PCs to reach into a nearby tree, pluck out a honeycomb, and chase the bees away from it.
The tiny monkeys are very fond of honey, but they dont want to risk being attacked by the bees. Heart of the Jungle Monkey spiders have a special attack with their saliva. If the tiny monkey bites a victims eye, the caustic saliva stings so badly that the victim must stop everything he is doing for one round to rub his eyes, The saliva raises welts if the bite is inflicted elsewhere. All of them are filled with stereotypes and tropes the Dragon Magazine supplement in particular will bring some eye rolls , and Tomb of Annihilation does Chult with more care and refinement.
The Elephant Graveyard really fits the tone of exploration that Chult offers. Guided by a mysterious legend, the players are given a partial map that will lead them to a hidden valley where elephants pilgrimage to die. With only one secret way to enter, the valley is said to hold countless treasures and mysteries. There are lots of ways to use the adventure:. The Elephant Graveyard has a truly open world philosophy.
The downside of the adventure is that it would provide little new over what Tomb of Annihilation already offers. Indeed, ToA already includes factions and missions with roughly the same flavor. The benefit is if your players like that sort of thing find the hidden cult and wipe them out , then The Leopard Men would be an interesting way to throw it at your players again at a different level.
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